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Text File  |  2004-08-04  |  44KB  |  1,292 lines

  1.  
  2. export fred {
  3.  
  4.     camera    maps/fred/enpro/monitor.mb -range 1 200 -dest models/md5/cinematics/enpro/monitorcam
  5.     camera    maps/fred/enpro/monitor2.mb -range 1 32 -dest models/md5/cinematics/enpro/monitorcam2
  6.     
  7.     camera    maps/fred/enpro/escape_shot1.mb -range 1 90 -dest models/md5/cinematics/enpro/escapecam1
  8.     camera    maps/fred/enpro/escape_shot2.mb -range 91 236 -dest models/md5/cinematics/enpro/escapecam2
  9.     camera    maps/fred/enpro/swann_campbell.mb -range 237 315 -dest models/md5/cinematics/enpro/escapecam3
  10.     camera    maps/fred/enpro/escape_shot3.mb -range 316 456 -dest models/md5/cinematics/enpro/escapecam4
  11.     
  12.     camera    maps/fred/enpro/marine_battle_shot1.mb -range 1 170 -dest models/md5/cinematics/enpro/exitcam_shot1
  13.     camera    maps/fred/enpro/marine_battle_shot2.mb -range 171 259 -dest models/md5/cinematics/enpro/exitcam_shot2
  14.     camera    maps/fred/enpro/marine_battle_shot3.mb -range 260 321 -dest models/md5/cinematics/enpro/exitcam_shot3
  15.     camera    maps/fred/enpro/marine_battle_shot4.mb -range 350 420 -dest models/md5/cinematics/enpro/exitcam_shot4
  16.     camera    maps/fred/enpro/marine_battle_shot5.mb -range 452 510 -dest models/md5/cinematics/enpro/exitcam_shot5
  17.     camera    maps/fred/enpro/enpro_exit2.mb -range 511 698 -dest models/md5/cinematics/enpro/exitcam_shot6
  18.     camera    maps/fred/enpro/enpro_exit2.mb -range 699 740 -dest models/md5/cinematics/enpro/exitcam_shot7
  19.     camera    maps/fred/enpro/enpro_exit2.mb -range 741 979 -dest models/md5/cinematics/enpro/exitcam_shot8
  20.  
  21.     camera    maps/fred/enpro/glassexplosion.mb -dest models/md5/cinematics/enpro/glassexplosioncam
  22.  
  23.     camera    maps/fred/enpro/tuberide.mb -dest models/md5/cinematics/enpro/tuberidecam
  24.  
  25.     camera    maps/fred/enpro/lostsoulintro.mb  -range 1 219 -dest models/md5/cinematics/enpro/lostcam1
  26.     camera    maps/fred/enpro/lostsoulintro_poppy.mb  -range 187 269 -dest models/md5/cinematics/enpro/lostcam2
  27.     camera    maps/fred/enpro/lostsoulintro.mb  -range 284 320 -dest models/md5/cinematics/enpro/lostcam3
  28.  
  29.  
  30.     camera    maps/eric/enpro/wounded_marine.mb -range 1 92 -dest models/md5/cinematics/enpro/marine_cam1
  31.     camera    maps/eric/enpro/wounded_marine.mb -range 93 194 -dest models/md5/cinematics/enpro/marine_cam2
  32.     camera    maps/eric/enpro/wounded_marine.mb -range 195 340 -dest models/md5/cinematics/enpro/marine_cam3
  33.     camera    maps/eric/enpro/wounded_marine.mb -range 341 476 -dest models/md5/cinematics/enpro/marine_cam4
  34.     camera    maps/eric/enpro/wounded_marine.mb -range 477 571 -dest models/md5/cinematics/enpro/marine_cam5
  35.     camera    maps/eric/enpro/wounded_marine.mb -range 572 598 -dest models/md5/cinematics/enpro/marine_cam6
  36.  
  37.     
  38.     addoptions -prefix ENV_
  39.     mesh    maps/fred/enpro/enpro_exit2.mb -range 1 1 -dest models/md5/cinematics/enpro/exithelmet
  40.     anim    maps/fred/enpro/enpro_exit2.mb -range 511 979 -dest models/md5/cinematics/enpro/exithelmet
  41.     
  42.     mesh    maps/fred/enpro/lostsoulintro_poppy.mb -dest models/md5/cinematics/enpro/lostintro_spine
  43.     anim    maps/fred/enpro/lostsoulintro_poppy.mb -range 187 269 -dest models/md5/cinematics/enpro/lostintro_spine
  44.  
  45.     addoptions -prefix CHAIR_
  46.     mesh    maps/fred/enpro/lostsoulintro.mb -dest models/md5/cinematics/enpro/chair_lostintro
  47.     anim    maps/fred/enpro/lostsoulintro.mb -dest models/md5/cinematics/enpro/chair_lostintro
  48.  
  49.     addoptions -prefix LOST_ -keep lost_flame1 -parent lost_flame1 Head
  50.     mesh    maps/fred/enpro/lostsoulintro.mb -dest models/md5/cinematics/enpro/lostsoul_mesh
  51.     anim    maps/fred/enpro/lostsoulintro_poppy.mb -range 187 269 -dest models/md5/cinematics/enpro/lostsoul_lostintro1
  52.     anim    maps/fred/enpro/lostsoulintro.mb -range 284 320 -dest models/md5/cinematics/enpro/lostsoul_lostintro2
  53. }
  54.  
  55. export fred {
  56.      options -prefix w_ -keep Lknee Rknee -keep fireball ROT  -parent fireball head_FK -parent spine_1 ROT -parent ROT root 
  57.     anim    maps/eric/enpro/wounded_marine.mb -range 1 595 -dest models/md5/cinematics/enpro/marine_wraith
  58.  
  59. }
  60.  
  61. export fred {
  62.      options -prefix W_ -keep Lknee Rknee -keep fireball ROT  -parent fireball head_FK -parent spine_1 ROT -parent ROT root 
  63.     anim    maps/fred/enpro/marine_battle_shot3.mb -range 260 321 -dest models/md5/cinematics/enpro/exit_wraith
  64.  
  65. }
  66.  
  67. export fred {
  68.      options -prefix KEY_ 
  69.     mesh     maps/eric/enpro/wounded_marine.mb -dest models/md5/cinematics/enpro/wounded_keycard
  70.     anim    maps/eric/enpro/wounded_marine.mb -range 1 92 -dest models/md5/cinematics/enpro/wounded_keycard_a
  71.     anim    maps/eric/enpro/wounded_marine.mb -range 93 194 -dest models/md5/cinematics/enpro/wounded_keycard_b
  72.     anim    maps/eric/enpro/wounded_marine.mb -range 195 340 -dest models/md5/cinematics/enpro/wounded_keycard_c
  73.     anim    maps/eric/enpro/wounded_marine.mb -range 341 476 -dest models/md5/cinematics/enpro/wounded_keycard_d
  74.     anim    maps/eric/enpro/wounded_marine.mb -range 477 571 -dest models/md5/cinematics/enpro/wounded_keycard_e
  75.     anim    maps/eric/enpro/wounded_marine.mb -range 572 598 -dest models/md5/cinematics/enpro/wounded_keycard_f
  76. }
  77.  
  78.  
  79. entityDef enpro_exit_cam {
  80.     "editor_color"                        "1 .5 0"
  81.     "editor_mins"                        "-16 -16 0"
  82.     "editor_maxs"                        "16 16 64"
  83.     
  84.     "spawnclass"                        "idCameraAnim"
  85.     "cinematic"                            "1"
  86.  
  87.     "anim exitshot_a"                        "models/md5/cinematics/enpro/exitcam_shot1.md5camera"
  88.     "anim exitshot_c"                        "models/md5/cinematics/enpro/exitcam_shot2.md5camera"
  89.     "anim exitshot_b"                        "models/md5/cinematics/enpro/exitcam_shot3.md5camera"
  90.     "anim exitshot_d"                        "models/md5/cinematics/enpro/exitcam_shot4.md5camera"
  91.     "anim exitshot_e"                        "models/md5/cinematics/enpro/exitcam_shot5.md5camera"
  92.     "anim exitshot_f"                        "models/md5/cinematics/enpro/exitcam_shot6.md5camera"
  93.     "anim exitshot_g"                        "models/md5/cinematics/enpro/exitcam_shot7.md5camera"
  94.     "anim exitshot_h"                        "models/md5/cinematics/enpro/exitcam_shot8.md5camera"
  95.  
  96.  
  97. }
  98.  
  99. model enpro_soldier1 {
  100.     inherit                                npc_marine_w_mgun
  101.  
  102.     anim shot_a                            models/md5/cinematics/enpro/exitsoldier2_shot1.md5anim {
  103.         frame 1                            event ignoreDamage
  104.         //frame 1                            sound_global enpro_intro_imps
  105.         //frame 1                            sound_global enpro_intro_guns
  106.         frame 6                            sound_body player_sounds_footstep        
  107.     
  108.         frame 25                        sound_global enpro_intro
  109.         frame 17                        sound_body player_sounds_footstep
  110.         frame 31                        sound_body player_sounds_footstep
  111.         frame 45                        sound_body player_sounds_footstep
  112.         frame 59                        sound_body player_sounds_footstep
  113.         frame 71                        sound_body player_sounds_footstep
  114.         frame 85                        sound_body player_sounds_footstep
  115.         frame 96                        sound_body player_sounds_footstep
  116.         frame 112                        sound_body player_sounds_footstep
  117.         frame 124                        sound_body player_sounds_footstep
  118.         frame 136                        sound_body player_sounds_footstep
  119.         frame 145                        sound_body player_sounds_footstep
  120.         
  121.     }
  122.  
  123.     anim shot_b                            models/md5/cinematics/enpro/exitsoldier2_shot2.md5anim {
  124.         frame 1                            event ignoreDamage
  125.         
  126.         frame 58                        sound_body player_sounds_footstep
  127.         frame 66                        sound_body player_sounds_footstep
  128.         frame 74                        sound_voice snd_hallway
  129.         frame 75                        sound_body player_sounds_footstep
  130.     }
  131.     anim shot_c                            models/md5/cinematics/enpro/exitsoldier2_shot3.md5anim {
  132.         frame 1                            event ignoreDamage
  133.         frame 5                            sound_body player_sounds_footstep
  134.         frame 16                        sound_body player_sounds_footstep
  135.         frame 30                        sound_body player_sounds_footstep
  136.         frame 43                        sound_body player_sounds_footstep
  137.         frame 57                        sound_body player_sounds_footstep
  138.         
  139.     }    
  140.  
  141.     anim shot_d                            models/md5/cinematics/enpro/exitsoldier1_shot4.md5anim {
  142.         frame 30                        sound_global enpro_sfx_imps
  143.         frame 68                        sound_voice snd_what
  144.  
  145.     }
  146.     anim shot_e                            models/md5/cinematics/enpro/exitsoldier2_shot5.md5anim {
  147.         frame 1                            event ignoreDamage
  148.         frame 9                            sound_body player_sounds_footstep
  149.         frame 23                        sound_body player_sounds_footstep
  150.         frame 35                        sound_body player_sounds_footstep
  151.         frame 50                        sound_body player_sounds_footstep
  152.     }
  153.  
  154.     anim shot_f                            models/md5/cinematics/enpro/exitsoldier2_shot6.md5anim {
  155.         frame 1                            event ignoreDamage
  156.         frame 4                            sound_body player_sounds_footstep
  157.         frame 9                            sound_body player_sounds_footstep
  158.         frame 32                        sound_body player_sounds_footstep
  159.         frame 41                        sound_body player_sounds_footstep
  160.         frame 52                        sound_body player_sounds_footstep
  161.         frame 116                        sound_body player_sounds_footstep
  162.         frame 155                        sound_voice snd_what
  163.  
  164.     }
  165.  
  166.     anim shot_g                            models/md5/cinematics/enpro/exitsoldier2_shot7.md5anim {
  167.         frame 1                            event ignoreDamage
  168.         frame 16                        launch_missile RHANDCONNECTOR
  169.         frame 16                        sound_global enpro_intro_guns
  170.         frame 18                        launch_missile RHANDCONNECTOR
  171.         frame 20                        launch_missile RHANDCONNECTOR
  172.         frame 22                        launch_missile RHANDCONNECTOR
  173.         frame 24                        launch_missile RHANDCONNECTOR
  174.         frame 26                        launch_missile RHANDCONNECTOR
  175.         frame 28                        launch_missile RHANDCONNECTOR
  176.         frame 32                        launch_missile RHANDCONNECTOR
  177.         frame 36                        launch_missile RHANDCONNECTOR
  178.         frame 40                        launch_missile RHANDCONNECTOR
  179.  
  180.     }
  181.  
  182.     anim shot_h                            models/md5/cinematics/enpro/exitsoldier2_shot8.md5anim {
  183.         frame 1                            event ignoreDamage
  184.         frame 3                            launch_missile RHANDCONNECTOR
  185.         frame 7                            launch_missile RHANDCONNECTOR
  186.         frame 10                        launch_missile RHANDCONNECTOR
  187.         frame 14                        launch_missile RHANDCONNECTOR
  188.         frame 18                        launch_missile RHANDCONNECTOR
  189.         frame 22                        launch_missile RHANDCONNECTOR
  190.         frame 25                        launch_missile RHANDCONNECTOR
  191.         frame 28                        launch_missile RHANDCONNECTOR
  192.         frame 32                        launch_missile RHANDCONNECTOR
  193.         frame 33                        launch_missile RHANDCONNECTOR
  194.         frame 36                        launch_missile RHANDCONNECTOR
  195.         frame 39                        launch_missile RHANDCONNECTOR
  196.         frame 41                        launch_missile RHANDCONNECTOR
  197.         frame 43                        launch_missile RHANDCONNECTOR
  198.         frame 61                        sound_body player_sounds_footstep
  199.         frame 66                        sound_body player_sounds_footstep
  200.         frame 71                        sound_body player_sounds_footstep
  201.  
  202.         //test    
  203.         frame 63                        launch_missile RHANDCONNECTOR
  204.         frame 65                        launch_missile RHANDCONNECTOR
  205.         frame 68                        launch_missile RHANDCONNECTOR
  206.         frame 70                        launch_missile RHANDCONNECTOR
  207.         frame 73                        launch_missile RHANDCONNECTOR
  208.         frame 75                        launch_missile RHANDCONNECTOR
  209.         frame 78                        launch_missile RHANDCONNECTOR
  210.         frame 80                        launch_missile RHANDCONNECTOR
  211.         frame 82                        launch_missile RHANDCONNECTOR
  212.         frame 84                        launch_missile RHANDCONNECTOR
  213.         frame 86                        launch_missile RHANDCONNECTOR
  214.         frame 89                        launch_missile RHANDCONNECTOR
  215.         frame 91                        launch_missile RHANDCONNECTOR
  216.         frame 93                        launch_missile RHANDCONNECTOR
  217.         frame 95                        launch_missile RHANDCONNECTOR
  218.         frame 97                        launch_missile RHANDCONNECTOR
  219.         frame 100                        launch_missile RHANDCONNECTOR
  220.         frame 102                        launch_missile RHANDCONNECTOR
  221.         frame 105                        launch_missile RHANDCONNECTOR
  222.         frame 107                        launch_missile RHANDCONNECTOR
  223.         frame 109                        launch_missile RHANDCONNECTOR
  224.         frame 112                        launch_missile RHANDCONNECTOR
  225.         frame 114                        launch_missile RHANDCONNECTOR
  226.         frame 116                        launch_missile RHANDCONNECTOR
  227.         frame 119                        launch_missile RHANDCONNECTOR
  228.         frame 121                        launch_missile RHANDCONNECTOR
  229.         frame 123                        launch_missile RHANDCONNECTOR
  230.         frame 125                        launch_missile RHANDCONNECTOR
  231.  
  232.     }
  233.  
  234.  
  235.  
  236. }
  237.  
  238. entityDef enpro_soldier1 {
  239.     "inherit"                        "npc_base"
  240.     "model"                            "enpro_soldier1"
  241.     "sound_bone"                    "Chest"    
  242.     "def_projectile"                "projectile_bullet_zsec_machinegun"
  243.     "projectile_spread"                "0"
  244.     "num_projectiles"                "1"
  245.     "smoke_weapon"                    "cgsmoke.smoke"
  246.     "smoke_wound_metal"                "bulletricochet.prt"
  247.     "smoke_wound_ricochet"            "bulletricochet.prt"
  248.     "mtr_flashShader"                "muzzleflash"
  249.     "flashTime"                        "0.15"
  250.     "flashColor"                    "1 0.8 0.4"
  251.     "flashRadius"                    "120"
  252.     "cinematic"                        "1"
  253.     "gib"                            "0"
  254.     "model_gib"                     "models/md5/chars/skeleton_w_mgun.md5mesh"
  255.     "mass"                            "5000"
  256.     "ik_numlegs"                    "0"
  257.     "ragdoll"                        ""
  258.  
  259.     "def_head"                        "head_marine_helmet"
  260.     "head_joint"                    "Shoulders"
  261.     "copy_joint_world eyecontrol"    ""
  262.  
  263.     "num_cinematics"                "6"
  264.     "anim1"                            "shot_a"
  265.     "anim2"                            "shot_c"
  266.     "anim3"                            "shot_b"
  267.     "anim4"                            "shot_d"
  268.     "anim5"                            "shot_g"
  269.     "anim6"                            "shot_h"
  270.  
  271.  
  272.  
  273.     "snd_hallway"                    "enpro_hallway_clear"
  274.     "snd_what"                        "enpro_what_the_hell"
  275.  
  276.  
  277.     
  278. }
  279.  
  280. model enpro_soldier2 {
  281.     inherit                                npc_marine_w_mgun
  282.  
  283.     anim shot_a                            models/md5/cinematics/enpro/exitsoldier1_shot1.md5anim {
  284.         frame 1                            event ignoreDamage
  285.         frame 16                        sound_body player_sounds_footstep
  286.         frame 29                        sound_body player_sounds_footstep
  287.         frame 41                        sound_body player_sounds_footstep
  288.         frame 49                        sound_body player_sounds_footstep
  289.         frame 54                        sound_body player_sounds_footstep
  290.         frame 60                        sound_body player_sounds_footstep
  291.         frame 67                        sound_body player_sounds_footstep
  292.         frame 99                        sound_body player_sounds_footstep
  293.         frame 104                        sound_body player_sounds_footstep
  294.         frame 119                        sound_body player_sounds_footstep
  295.         frame 128                        sound_body player_sounds_footstep
  296.         frame 133                        sound_body player_sounds_footstep
  297.         frame 140                        sound_body player_sounds_footstep
  298.  
  299.         frame 50                        sound_voice snd_move_in
  300.     }
  301.     anim shot_b                            models/md5/cinematics/enpro/exitsoldier1_shot2.md5anim {
  302.         frame 1                            event ignoreDamage
  303.         frame 3                            sound_body player_sounds_footstep
  304.         frame 11                        sound_body player_sounds_footstep
  305.     }
  306.  
  307.     anim shot_c                            models/md5/cinematics/enpro/exitsoldier1_shot3.md5anim {
  308.         frame 1                            event ignoreDamage
  309.         frame 7                            sound_body player_sounds_footstep
  310.         frame 16                        sound_body player_sounds_footstep
  311.         frame 30                        sound_body player_sounds_footstep
  312.         frame 44                        sound_body player_sounds_footstep
  313.         frame 58                        sound_body player_sounds_footstep
  314.         frame 30                        sound_voice snd_quiet
  315.     }
  316.     anim shot_d                            models/md5/cinematics/enpro/exitsoldier2_shot4.md5anim {
  317.         frame 1                            event ignoreDamage
  318.         frame 12                        sound_body player_sounds_footstep
  319.         frame 24                        sound_body player_sounds_footstep
  320.         frame 36                        sound_body player_sounds_footstep
  321.         frame 48                        sound_body player_sounds_footstep
  322.         frame 60                        sound_body player_sounds_footstep
  323.     }
  324.  
  325.     anim shot_e                            models/md5/cinematics/enpro/exitsoldier1_shot5.md5anim {
  326.         frame 1                            event ignoreDamage
  327.         frame 1                            sound_voice snd_man_down
  328.         frame 4                            sound_body player_sounds_footstep
  329.         frame 14                        sound_body player_sounds_footstep
  330.         frame 28                        sound_body player_sounds_footstep
  331.         frame 41                        sound_body player_sounds_footstep
  332.         frame 55                        sound_body player_sounds_footstep
  333.     }
  334.     anim shot5b                            models/md5/cinematics/enpro/exitsoldier1_shot5.md5anim {
  335.         frame 1                            event ignoreDamage
  336.         frame 4                            sound_body player_sounds_footstep
  337.         frame 14                        sound_body player_sounds_footstep
  338.         frame 28                        sound_body player_sounds_footstep
  339.         frame 41                        sound_body player_sounds_footstep
  340.         frame 55                        sound_body player_sounds_footstep
  341.     }
  342.  
  343.     anim shot_f                    models/md5/cinematics/enpro/exitsoldier1_shot6.md5anim {
  344.         frame 1                            event ignoreDamage
  345.         frame 54                        sound_voice snd_moving_right
  346.         frame 59                        sound_body player_sounds_footstep
  347.         frame 68                        sound_body player_sounds_footstep
  348.         frame 77                        sound_body player_sounds_footstep
  349.         frame 82                        sound_body player_sounds_footstep
  350.         
  351.     }
  352.  
  353.     anim shot_g                    models/md5/cinematics/enpro/exitsoldier1_shot7.md5anim {
  354.         frame 1                            event ignoreDamage
  355.     }
  356.     
  357.     anim shot_h                    models/md5/cinematics/enpro/exitsoldier1_shot8.md5anim {
  358.         frame 1                            event ignoreDamage
  359.         frame 9                            launch_missile RHANDCONNECTOR
  360.         frame 11                        launch_missile RHANDCONNECTOR
  361.         frame 14                        launch_missile RHANDCONNECTOR
  362.         frame 16                        launch_missile RHANDCONNECTOR
  363.         frame 18                        launch_missile RHANDCONNECTOR
  364.         frame 21                        launch_missile RHANDCONNECTOR
  365.         frame 24                        launch_missile RHANDCONNECTOR
  366.         frame 28                        launch_missile RHANDCONNECTOR
  367.         frame 31                        launch_missile RHANDCONNECTOR
  368.         frame 34                        sound_body player_sounds_footstep
  369.         frame 34                        sound_voice snd_son
  370.         frame 41                        launch_missile RHANDCONNECTOR
  371.         frame 43                        launch_missile RHANDCONNECTOR
  372.         frame 46                        launch_missile RHANDCONNECTOR
  373.         frame 48                        launch_missile RHANDCONNECTOR
  374.         frame 51                        launch_missile RHANDCONNECTOR
  375.         frame 53                        launch_missile RHANDCONNECTOR
  376.         frame 56                        launch_missile RHANDCONNECTOR
  377.         frame 59                        launch_missile RHANDCONNECTOR
  378.         frame 61                        launch_missile RHANDCONNECTOR
  379.         frame 64                        sound_body player_sounds_footstep
  380.  
  381.         //test    
  382.         frame 63                        launch_missile RHANDCONNECTOR
  383.         frame 65                        launch_missile RHANDCONNECTOR
  384.         frame 68                        launch_missile RHANDCONNECTOR
  385.         frame 70                        launch_missile RHANDCONNECTOR
  386.         frame 73                        launch_missile RHANDCONNECTOR
  387.         frame 75                        launch_missile RHANDCONNECTOR
  388.         frame 78                        launch_missile RHANDCONNECTOR
  389.         frame 80                        launch_missile RHANDCONNECTOR
  390.         frame 82                        launch_missile RHANDCONNECTOR
  391.         frame 84                        launch_missile RHANDCONNECTOR
  392.         frame 86                        launch_missile RHANDCONNECTOR
  393.         frame 89                        launch_missile RHANDCONNECTOR
  394.         frame 91                        launch_missile RHANDCONNECTOR
  395.         frame 93                        launch_missile RHANDCONNECTOR
  396.         frame 95                        launch_missile RHANDCONNECTOR
  397.         frame 97                        launch_missile RHANDCONNECTOR
  398.         frame 100                        launch_missile RHANDCONNECTOR
  399.         frame 102                        launch_missile RHANDCONNECTOR
  400.         frame 105                        launch_missile RHANDCONNECTOR
  401.         frame 107                        launch_missile RHANDCONNECTOR
  402.         frame 109                        launch_missile RHANDCONNECTOR
  403.         frame 112                        launch_missile RHANDCONNECTOR
  404.         frame 114                        launch_missile RHANDCONNECTOR
  405.         frame 116                        launch_missile RHANDCONNECTOR
  406.         frame 119                        launch_missile RHANDCONNECTOR
  407.         frame 121                        launch_missile RHANDCONNECTOR
  408.         frame 123                        launch_missile RHANDCONNECTOR
  409.         frame 125                        launch_missile RHANDCONNECTOR
  410.  
  411.  
  412.     }
  413.  
  414.  
  415. }
  416.  
  417. entityDef enpro_soldier2 {
  418.     "inherit"                        "npc_base"
  419.     "model"                            "enpro_soldier2"
  420.     "sound_bone"                    "Chest"
  421.     "def_projectile"                "projectile_bullet_zsec_machinegun"
  422.     "projectile_spread"                "0"
  423.     "num_projectiles"                "1"
  424.     "smoke_weapon"                    "cgsmoke.smoke"
  425.     "mtr_flashShader"                "muzzleflash"
  426.     "flashTime"                        "0.15"
  427.     "flashColor"                    "1 0.8 0.4"
  428.     "flashRadius"                    "120"    
  429.     "cinematic"                        "1"
  430.     "gib"                            "0"
  431.     "mass"                            "5000"
  432.     "model_gib"                     "models/md5/chars/skeleton_w_mgun.md5mesh"
  433.  
  434.     "def_head"                        "head_marine_helmet"
  435.     "head_joint"                    "Shoulders"
  436.     "ik_numlegs"                    "0"
  437.     "ragdoll"                        ""
  438.  
  439.     "copy_joint_world eyecontrol"    ""
  440.  
  441.  
  442.     //"num_cinematics"                "8"
  443.     //"anim1"                        "shot_a"
  444.     //"anim2"                        "shot_c"
  445.     //"anim3"                        "shot_b"
  446.     //"anim4"                        "shot_d"
  447.     //"anim5"                        "shot_e"
  448.     //"anim6"                        "shot_f"
  449.     //"anim7"                        "shot_g"
  450.     //"anim8"                        "shot_h"
  451.  
  452.     "num_cinematics"                "6"
  453.     "anim1"                            "shot_a"
  454.     "anim2"                            "shot_c"
  455.     "anim3"                            "shot_b"
  456.     "anim4"                            "shot_d"
  457.     "anim5"                            "shot_g"
  458.     "anim6"                            "shot_h"
  459.  
  460.  
  461.  
  462.     "snd_move_in"                    "enpro_move_in"    
  463.     "snd_quiet"                        "enpro_quiet"
  464.     "snd_moving_in"                    "enpro_moving_in"
  465.     "snd_man_down"                    "enpro_man_down"
  466.     "snd_moving_right"                "enpro_moving_right"
  467.     "snd_son"                        "enpro_son_of_a"
  468.  
  469. }
  470.  
  471. model enpro_soldier3 {
  472.     inherit                                npc_marine_w_mgun
  473.  
  474.     anim shot_a                            models/md5/cinematics/enpro/exitsoldier3_shot1.md5anim {
  475.         frame 1                            event ignoreDamage
  476.         frame 91                        sound_body player_sounds_footstep
  477.         frame 103                        sound_body player_sounds_footstep
  478.         frame 117                        sound_body player_sounds_footstep
  479.         frame 129                        sound_body player_sounds_footstep
  480.         frame 144                        sound_body player_sounds_footstep
  481.         frame 156                        sound_body player_sounds_footstep
  482.         frame 169                        sound_body player_sounds_footstep
  483.     }
  484.     anim shot_b                            models/md5/cinematics/enpro/exitsoldier3_shot2.md5anim {
  485.         frame 1                            event ignoreDamage
  486.         frame 6                            sound_body player_sounds_footstep
  487.         frame 14                        sound_body player_sounds_footstep
  488.         frame 20                        sound_body player_sounds_footstep
  489.         frame 28                        sound_body player_sounds_footstep
  490.         frame 14                        sound_voice snd_status
  491.     }
  492.     anim shot_c                            models/md5/cinematics/enpro/exitsoldier3_shot3.md5anim {
  493.         frame 1                            event ignoreDamage
  494.         frame 5                            sound_body player_sounds_footstep
  495.         frame 10                        sound_body player_sounds_footstep
  496.         frame 18                        sound_body player_sounds_footstep
  497.         frame 28                        sound_body player_sounds_footstep
  498.         frame 36                        sound_body player_sounds_footstep
  499.         frame 45                        sound_body player_sounds_footstep
  500.         frame 53                        sound_body player_sounds_footstep
  501.         frame 62                        sound_body player_sounds_footstep
  502.     }
  503.     anim shot_d                            models/md5/cinematics/enpro/exitsoldier3_shot4.md5anim {
  504.         frame 1                            event ignoreDamage
  505.         frame 21                        sound_body player_sounds_footstep
  506.         frame 33                        sound_body player_sounds_footstep
  507.         frame 42                        sound_body player_sounds_footstep
  508.         frame 52                        sound_body player_sounds_footstep
  509.         frame 61                        sound_body player_sounds_footstep
  510.  
  511.         frame 15                            sound_voice snd_nothing_here
  512.         //frame 55                            sound_body monster_demon_imp_sight
  513.         frame 55                            sound_voice snd_pain
  514.     }
  515.     anim shot_e                            models/md5/cinematics/enpro/exitsoldier3_shot5.md5anim {
  516.         frame 1                            event ignoreDamage
  517.     }
  518.     anim shot_f                            models/md5/cinematics/enpro/exitsoldier3_shot6.md5anim {
  519.         frame 1                            event ignoreDamage
  520.     }
  521.     anim shot_g                            models/md5/cinematics/enpro/exitsoldier3_shot7.md5anim {
  522.         frame 1                            event ignoreDamage
  523.     }
  524.     anim shot_h                            models/md5/cinematics/enpro/exitsoldier3_shot8.md5anim {
  525.         frame 1                            event ignoreDamage
  526.     }
  527.  
  528. }
  529.  
  530. entityDef enpro_soldier3 {
  531.     "inherit"                        "npc_base"
  532.     "model"                            "enpro_soldier3"
  533.     "sound_bone"                    "Chest"
  534.     "def_projectile"                "projectile_bullet_zsec_machinegun"
  535.     "projectile_spread"                "0"
  536.     "num_projectiles"                "1"
  537.     "smoke_weapon"                    "cgsmoke.smoke"
  538.     "mtr_flashShader"                "muzzleflash"
  539.     "flashTime"                        "0.15"
  540.     "flashColor"                    "1 0.8 0.4"
  541.     "flashRadius"                    "120"
  542.     "cinematic"                        "1"
  543.     "gib"                            "0"
  544.     "model_gib"                     "models/md5/chars/skeleton_w_mgun.md5mesh"
  545.     "mass"                            "5000"
  546.     "ik_numlegs"                    "0"
  547.     "ragdoll"                        ""
  548.  
  549.     "def_head"                        "head_marine_helmet"
  550.     "head_joint"                    "Shoulders"
  551.  
  552.     "copy_joint_world eyecontrol"    ""
  553.  
  554.  
  555.     //"num_cinematics"                "8"
  556.     //"anim1"                        "shot_a"
  557.     //"anim2"                        "shot_c"
  558.     //"anim3"                        "shot_b"
  559.     //"anim4"                        "shot_d"
  560.     //"anim5"                        "shot_e"
  561.     //"anim6"                        "shot_f"
  562.     //"anim7"                        "shot_g"
  563.     //"anim8"                        "shot_h"
  564.  
  565.     "num_cinematics"                "6"
  566.     "anim1"                            "shot_a"
  567.     "anim2"                            "shot_c"
  568.     "anim3"                            "shot_b"
  569.     "anim4"                            "shot_d"
  570.     "anim5"                            "shot_g"
  571.     "anim6"                            "shot_h"
  572.  
  573.  
  574.  
  575.     "snd_status"                    "enpro_give_status"
  576.     "snd_nothing_here"                "enpro_nothing_here"
  577.     "snd_pain"                        "enpro_pain"
  578.  
  579. }
  580.  
  581. model enpro_soldier4 {
  582.     inherit                                npc_marine_w_mgun
  583.  
  584.     anim shot_a                            models/md5/cinematics/enpro/exitsoldier4_shot6.md5anim {
  585.         frame 1                            event ignoreDamage
  586.         frame 4                            sound_voice snd_johnny
  587.         frame 6                            sound_body player_sounds_footstep
  588.         frame 13                        sound_body player_sounds_footstep
  589.         frame 21                        sound_body player_sounds_footstep
  590.         frame 89                        sound_voice snd_watch
  591.         frame 179                        sound_voice snd_fire
  592.     }
  593.     
  594.     anim shot_b                            models/md5/cinematics/enpro/exitsoldier4_shot7.md5anim {
  595.         frame 1                            event ignoreDamage
  596.         frame 19                        launch_missile RHANDCONNECTOR
  597.         frame 23                        launch_missile RHANDCONNECTOR        
  598.         frame 25                        launch_missile RHANDCONNECTOR
  599.         frame 27                        launch_missile RHANDCONNECTOR        
  600.         frame 30                        launch_missile RHANDCONNECTOR
  601.         frame 32                        launch_missile RHANDCONNECTOR        
  602.         frame 35                        launch_missile RHANDCONNECTOR
  603.         frame 38                        launch_missile RHANDCONNECTOR        
  604.         frame 41                        launch_missile RHANDCONNECTOR
  605.     }
  606.  
  607.     anim shot_c                            models/md5/cinematics/enpro/exitsoldier4_shot8.md5anim {
  608.         frame 1                            event ignoreDamage
  609.         
  610.         frame 73                        sound_body player_sounds_footstep
  611.         frame 92                        sound_body player_sounds_footstep
  612.         frame 102                        sound_body player_sounds_footstep
  613.         frame 115                        sound_body player_sounds_footstep
  614.         frame 128                        sound_body player_sounds_footstep
  615.  
  616.         frame 2                            launch_missile RHANDCONNECTOR        
  617.         frame 5                            launch_missile RHANDCONNECTOR
  618.         frame 8                            launch_missile RHANDCONNECTOR        
  619.         frame 11                        launch_missile RHANDCONNECTOR
  620.         frame 14                        launch_missile RHANDCONNECTOR        
  621.         frame 16                        launch_missile RHANDCONNECTOR
  622.         frame 20                        launch_missile RHANDCONNECTOR
  623.  
  624.         frame 72                        sound_voice snd_swing
  625.         frame 119                        sound_voice snd_down
  626.  
  627.         frame 139                        launch_missile RHANDCONNECTOR
  628.         frame 141                        launch_missile RHANDCONNECTOR
  629.         frame 143                        launch_missile RHANDCONNECTOR
  630.         frame 146                        launch_missile RHANDCONNECTOR
  631.         frame 148                        launch_missile RHANDCONNECTOR
  632.         
  633.         frame 150                        launch_missile RHANDCONNECTOR
  634.         frame 152                        launch_missile RHANDCONNECTOR        
  635.         frame 154                        launch_missile RHANDCONNECTOR
  636.         frame 156                        launch_missile RHANDCONNECTOR
  637.         frame 158                        launch_missile RHANDCONNECTOR
  638.         frame 160                        launch_missile RHANDCONNECTOR
  639.         frame 164                        launch_missile RHANDCONNECTOR
  640.         frame 168                        launch_missile RHANDCONNECTOR
  641.         frame 170                        launch_missile RHANDCONNECTOR
  642.         frame 172                        launch_missile RHANDCONNECTOR
  643.         frame 173                        launch_missile RHANDCONNECTOR
  644.  
  645.         frame 155                        trigger bulett_sparks_1
  646.         frame 157                        trigger bulett_sparks_2        
  647.         frame 159                        trigger bulett_sparks_3
  648.         frame 161                        trigger bulett_sparks_4
  649.         frame 163                        trigger bulett_sparks_5
  650.         frame 165                        trigger bulett_sparks_6
  651.         frame 167                        trigger bulett_sparks_7
  652. //        frame 168                        trigger bulett_sparks_8        
  653. //        frame 169                        trigger bulett_sparks_9
  654. //        frame 170                        trigger bulett_sparks_10
  655. //        frame 171                        trigger bulett_sparks_11
  656. //        frame 172                        trigger bulett_sparks_12
  657.         
  658.  
  659.         frame 173                        trigger pipe_explode1
  660.         frame 174                        trigger pipe_explode1
  661.         frame 174                        trigger fredminiexplode1
  662.         frame 176                        trigger pipe_explode1
  663.         frame 178                        trigger pipe_explode1
  664.         frame 210                        trigger pipe_explode2
  665.         frame 211                        trigger fredminiexplode2
  666.         frame 211                        trigger pipe_explode2
  667.         frame 226                        trigger pipe_explode3
  668.         frame 227                        trigger fredminiexplode3
  669.         frame 228                        trigger pipe_explode3
  670.  
  671.  
  672.     }
  673.  
  674. }
  675.  
  676. entityDef enpro_soldier4 {
  677.     "inherit"                        "npc_base"
  678.     "model"                            "enpro_soldier4"
  679.     "sound_bone"                    "Chest"
  680.     "def_projectile"                "projectile_bullet_zsec_machinegun"
  681.     "projectile_spread"                "0"
  682.     "num_projectiles"                "1"
  683.     "smoke_weapon"                    "cgsmoke.smoke"
  684.     "mtr_flashShader"                "muzzleflash"
  685.     "flashTime"                        "0.15"
  686.     "flashColor"                    "1 0.8 0.4"
  687.     "flashRadius"                    "120"
  688.     "cinematic"                        "1"
  689.     "gib"                            "0"
  690.     "model_gib"                     "models/md5/chars/skeleton_w_mgun.md5mesh"
  691.     "mass"                            "5000"
  692.     "ik_numlegs"                    "0"
  693.     "ragdoll"                        ""
  694.  
  695.     "def_head"                        "head_marine_helmet"
  696.     "head_joint"                    "Shoulders"
  697.  
  698.     "copy_joint_world eyecontrol"    ""
  699.  
  700.  
  701.     //"num_cinematics"                "3"
  702.     //"anim1"                        "shot_a"
  703.     //"anim2"                        "shot_b"
  704.     //"anim3"                        "shot_c"
  705.  
  706.     "num_cinematics"                "2"
  707.     "anim1"                            "shot_b"
  708.     "anim2"                            "shot_c"
  709.     
  710.  
  711.     "snd_johnny"                    "enpro_johnny"
  712.     "snd_watch"                        "enpro_watch_yourself"
  713.     "snd_swing"                        "enpro_swinging_left"
  714.     "snd_down"                        "enpro_im_down"
  715.     "snd_fire"                        "enpro_fire_fire"
  716.  
  717. }
  718.  
  719.  
  720. model enpro_exit_imp1 {
  721.     mesh                                models/md5/monsters/imp/imp.md5mesh
  722.     anim exit1                            models/md5/cinematics/enpro/exitimp1.md5anim {
  723.         frame 13                            trigger implight1
  724.     }
  725. }
  726.  
  727. entityDef enpro_exit_imp1 {
  728.     "inherit"                            "cin_base"
  729.     "model"                                "enpro_exit_imp1"
  730.     "anim"                                "exit1"
  731.     "cinematic"                            "1"
  732. }
  733.  
  734. model enpro_exit_imp2 {    
  735.     mesh                                models/md5/monsters/imp/imp.md5mesh
  736.     anim exitstart_a                    models/md5/cinematics/enpro/exitimp2a.md5anim
  737.     anim exitstart_b                    models/md5/cinematics/enpro/exitimp2b.md5anim
  738.     anim exitstart_c                    models/md5/cinematics/enpro/exitimp2c.md5anim
  739.  
  740.     anim exit                            models/md5/cinematics/enpro/exitimp2.md5anim
  741.  
  742. }
  743.  
  744. entityDef enpro_exit_imp2 {    
  745.     "inherit"                            "cin_base"
  746.     "model"                                "enpro_exit_imp2"
  747.     "anim"                                "exit"
  748.     "cinematic"                            "1"
  749. }
  750.  
  751. entityDef enpro_exit_imp3 {    
  752.     "inherit"                            "cin_base"
  753.     "model"                                "enpro_exit_imp2"
  754.     "anim"                                "exitstart_a"
  755.     "cinematic"                            "1"
  756.     "auto_advance"                        "1"
  757.     "num_anims"                            "3"
  758.     "anim1"                                "exitstart_a"
  759.     "anim2"                                "exitstart_b"
  760.     "anim3"                                "exitstart_c"
  761. }
  762.  
  763. model enpro_exit_helmet {    
  764.     mesh                                models/md5/cinematics/enpro/exithelmet.md5mesh
  765.     anim exit                            models/md5/cinematics/enpro/exithelmet.md5anim {
  766.         frame 147                         trigger helmetsplat
  767.     }
  768. }
  769.  
  770. entityDef enpro_exit_helmet {    
  771.     "inherit"                            "cin_base"
  772.     "model"                                "enpro_exit_helmet"
  773.     "cinematic"                            "1"
  774.     "anim"                                "exit"
  775. }
  776.  
  777.  
  778. entityDef enpro_monitor_cam {
  779.     "editor_color"                        "1 .5 0"
  780.     "editor_mins"                        "-16 -16 0"
  781.     "editor_maxs"                        "16 16 64"
  782.     
  783.     "spawnclass"                        "idCameraAnim"
  784.     "cinematic"                            "1"
  785.  
  786.     "anim monitor"                        "models/md5/cinematics/enpro/monitorcam.md5camera"
  787.     "anim endmonitor"                    "models/md5/cinematics/enpro/monitorcam2.md5camera"
  788. }
  789. entityDef enpro_glass_cam {
  790.     "editor_color"                        "1 .5 0"
  791.     "editor_mins"                        "-16 -16 0"
  792.     "editor_maxs"                        "16 16 64"
  793.     
  794.     "spawnclass"                        "idCameraAnim"
  795.     "cinematic"                            "1"
  796.  
  797.     "anim glassexplosion"                "models/md5/cinematics/enpro/glassexplosioncam.md5camera"
  798. }
  799. entityDef enpro_escape_cam {
  800.     "editor_color"                        "1 .5 0"
  801.     "editor_mins"                        "-16 -16 0"
  802.     "editor_maxs"                        "16 16 64"
  803.     
  804.     "spawnclass"                        "idCameraAnim"
  805.     "cinematic"                            "1"
  806.  
  807.     "anim escape1"                        "models/md5/cinematics/enpro/escapecam1.md5camera"
  808.     "anim escape2"                        "models/md5/cinematics/enpro/escapecam2.md5camera"
  809.     "anim escape3"                        "models/md5/cinematics/enpro/escapecam3.md5camera"
  810.     "anim escape4"                        "models/md5/cinematics/enpro/escapecam4.md5camera"
  811. }
  812.  
  813. entityDef enpro_tuberide_cam {
  814.     "editor_color"                        "1 .5 0"
  815.     "editor_mins"                        "-16 -16 0"
  816.     "editor_maxs"                        "16 16 64"
  817.     "cinematic"                            "1"
  818.     
  819.     "spawnclass"                        "idCameraAnim"
  820.  
  821.     "anim tuberide"                        "models/md5/cinematics/enpro/tuberidecam.md5camera"
  822. }
  823.  
  824. entityDef enpro_lostintro_cam {
  825.     "editor_color"                        "1 .5 0"
  826.     "editor_mins"                        "-16 -16 0"
  827.     "editor_maxs"                        "16 16 64"
  828.     
  829.     "spawnclass"                        "idCameraAnim"
  830.     "cinematic"                            "1"
  831.  
  832.     "anim lostintro1"                    "models/md5/cinematics/enpro/lostcam1.md5camera"
  833.     "anim lostintro2"                    "models/md5/cinematics/enpro/lostcam2.md5camera"
  834.     "anim lostintro3"                    "models/md5/cinematics/enpro/lostcam3.md5camera"
  835. }
  836.  
  837. model enpro_lost_spine {    
  838.     mesh                                models/md5/cinematics/enpro/lostintro_spine.md5mesh
  839.     anim pop                            models/md5/cinematics/enpro/lostintro_spine.md5anim
  840. }
  841.  
  842. entityDef enpro_lost_spine {    
  843.     "inherit"                            "cin_base"
  844.     "model"                                "enpro_lost_spine"
  845.     "cinematic"                            "1"
  846.     "anim"                                "pop"
  847. }
  848.  
  849.  
  850. model enpro_lost_chair {    
  851.     mesh                                models/md5/cinematics/enpro/chair_lostintro.md5mesh
  852.     anim exit                            models/md5/cinematics/enpro/chair_lostintro.md5anim
  853.  
  854. }
  855.  
  856. entityDef enpro_lost_chair {    
  857.     "inherit"                            "cin_base"
  858.     "model"                                "enpro_lost_chair"
  859.     "cinematic"                            "1"
  860.     "anim"                                "exit"
  861. }
  862.  
  863.  
  864. model enpro_cin_female {
  865.     skin                             skins/poppy.skin
  866.     mesh                            models/md5/characters/poppy/poppy.md5mesh
  867.     anim af_pose                    models/md5/characters/poppy/initial.md5anim
  868.     anim lostintrostart                models/md5/cinematics/enpro/fem_lostintrostart.md5anim
  869.     anim lostintro1                    models/md5/cinematics/enpro/fem_lostintro1.md5anim {
  870.         frame 1                        skin skins/poppy.skin
  871.         frame 1                        sound_global enpro_lostsoul
  872.         frame 30                    sound_voice2 enpro_chair
  873.         frame 65                    sound_voice snd_help
  874.         frame 120                    sound_body2 enpro_slow_whoosh
  875.         frame 165                    skin skins/poppyfx1
  876.         frame 165                    call setShaderTime
  877.         frame 167                    sound_voice2 snd_leatherface
  878.  
  879.     }
  880.     anim lostintro2                    models/md5/cinematics/enpro/fem_lostintro2.md5anim {
  881.         frame 1                        skin skins/poppyfx2
  882.         frame 1                        sound_voice snd_scream
  883.         frame 15                    trigger popemit
  884.         frame 43                    trigger lostspurt1
  885.         frame 45                    sound_voice2 snd_spinerip
  886.         frame 45                    trigger func_smoke_1
  887.         frame 46                    trigger lostspurt2
  888.         frame 46                    sound_global monster_demon_lostsoul_sight
  889.         frame 47                    event startRagdoll
  890.     }
  891.  
  892. }
  893.  
  894. entityDef enpro_cin_female {
  895.     "inherit"                        "cin_base"
  896.     "bleed"                            "1"
  897.     "model"                            "enpro_cin_female"
  898.     "anim"                            "lostintro"
  899.     "sound_bone"                    "Chest"
  900.     "ragdoll"                        "monster_zombie_zfem"
  901.     "velocityTime"                    "200"
  902.     "combatModel"                    "1"
  903.     "takeDamage"                    "1"
  904.     "cinematic"                        "1"
  905.     "skin"                            "skins/poppy.skin"
  906.     "health"                        "10"
  907.  
  908.     "gib"                            "0"
  909.     "skin_dropGib"                    "skins/poppy_gib.skin"
  910.     "def_dropGibItem1"                "moveable_item_head_pork"
  911.     "dropGibItem1Joint"                "HEAD_headcontrol"
  912.  
  913.     "def_dropGibItem2"                "moveable_item_torso_pork"
  914.     "dropGibItem2Joint"                "Chest"
  915.  
  916.     "def_dropGibItem3"                "moveable_item_rup_arm_pork"
  917.     "dropGibItem3Joint"                "Ruparm"
  918.  
  919.     "def_dropGibItem4"                "moveable_item_left_waist_pork"
  920.     "dropGibItem4Joint"                "Waist"
  921.  
  922.     "def_dropGibItem5"                "moveable_item_lup_leg_pork"
  923.     "dropGibItem5Joint"                "Lupleg"
  924.  
  925.     "def_dropGibItem6"                "moveable_item_rup_leg_pork"
  926.     "dropGibItem6Joint"                "Rupleg"
  927.  
  928.     "def_dropGibItem7"                "moveable_item_rup2_leg_pork"
  929.     "dropGibItem7Joint"                "Rloleg"
  930.  
  931.     "def_dropGibItem8"                "moveable_item_pelvis_pork"
  932.     "dropGibItem8Joint"                "Hips"
  933.  
  934.  
  935.     "snd_help"                        "enpro_help_me"
  936.     "snd_scream"                    "enpro_scream"
  937.     "snd_spinerip"                    "enpro_spinerip"
  938.     "snd_leatherface"                "enpro_leatherface"
  939.     "snd_chair"                        "enpro_chair"
  940.     "snd_gibbed"                    "sound_giblets"
  941.     "snd_bounce"                    "ragdoll_impact"
  942. }
  943.  
  944. model enpro_cin_lostsoul {
  945.     mesh                            models/md5/cinematics/enpro/lostsoul_mesh.md5mesh
  946.     anim lostintro1                    models/md5/cinematics/enpro/lostsoul_lostintro1.md5anim
  947.     anim lostintro2                    models/md5/cinematics/enpro/lostsoul_lostintro2.md5anim {
  948.         frame 1                        sound_voice2 enpro_cin_lsflight 
  949.     }
  950. }
  951.  
  952. entityDef enpro_cin_lostsoul {
  953.     "inherit"                        "cin_base"
  954.     "model"                            "enpro_cin_lostsoul"
  955.     "anim"                            "lostintro1"
  956.     "sound_bone"                    "Head"
  957.     "auto_advance"                    "1"
  958.     "num_anims"                        "2"
  959.     "anim1"                            "lostintro1"
  960.     "anim2"                            "lostintro2"
  961.     "cinematic"                        "1"
  962. }
  963.  
  964.  
  965. model enpro_cin_player {
  966.     mesh                            models/md5/characters/player/mocap/wepplayer.md5mesh
  967.     skin                            skins/player/shotgun.skin
  968.     
  969.     anim monitor                    models/md5/cinematics/enpro/monitor_player.md5anim {
  970.         frame 1                        sound_global enpro_coolantrod
  971.         frame 1                        sound_global enpro_coolantrod_music
  972.     }
  973.     anim endmonitor                    models/md5/cinematics/enpro/monitor_player2.md5anim
  974.     anim lostintro1                    models/md5/cinematics/enpro/player_lostintro1.md5anim
  975.     anim lostintro2                    models/md5/cinematics/enpro/player_lostintro2.md5anim
  976.     //anim wounded1                    models/md5/cinematics/enpro/marine_player1.md5anim    {
  977.     //    frame 463                    trigger wsplat
  978.     //}
  979.             
  980. }
  981.  
  982. entityDef enpro_cin_player {
  983.     "inherit"                        "cin_base"
  984.     "model"                            "enpro_cin_player"
  985.     "anim"                            "monitor"
  986.     "sound_bone"                    "Chest"
  987.     "spawnclass"                    "idAnimated"
  988.     "cinematic"                        "1"
  989.  
  990. }
  991.  
  992.  
  993. model enpro_wounded_player {
  994.  
  995.     skin                            skins/player/noweapon.skin
  996.  
  997.     mesh                            models/md5/characters/player/mocap/player.md5mesh
  998.  
  999.  
  1000.     channel torso                     ( )
  1001.     channel legs                    ( *origin )
  1002.  
  1003.  
  1004.     anim idle                        models/md5/cinematics/enpro/marine_player1.md5anim
  1005.     anim stand                        models/md5/cinematics/enpro/marine_player1.md5anim
  1006.  
  1007.     anim wounded_a                    models/md5/cinematics/enpro/marine_player1.md5anim {
  1008.         frame 1                        sound_global enpro_wounded_music
  1009.         }
  1010.     anim wounded_b                    models/md5/cinematics/enpro/marine_player2.md5anim        
  1011.     anim wounded_c                    models/md5/cinematics/enpro/marine_player3.md5anim        
  1012.     anim wounded_d                    models/md5/cinematics/enpro/marine_player4.md5anim        
  1013.     anim wounded_e                    models/md5/cinematics/enpro/marine_player5.md5anim        
  1014.     anim wounded_f                    models/md5/cinematics/enpro/marine_player6.md5anim        
  1015.  
  1016. }
  1017.  
  1018. entityDef enpro_wounded_player {
  1019.     "inherit"                        "character_default"
  1020.     "model"                            "enpro_wounded_player"
  1021.     "anim"                            "wounded1"
  1022.     "sound_bone"                    "Chest"
  1023.     "size"                            ""
  1024.     "cinematic"                        "1"
  1025.  
  1026.     "auto_advance"                    "1"
  1027.     "num_cinematics"                "6"
  1028.     "anim1"                            "wounded_a"
  1029.     "anim2"                            "wounded_b"
  1030.     "anim3"                            "wounded_c"
  1031.     "anim4"                            "wounded_d"
  1032.     "anim5"                            "wounded_e"
  1033.     "anim6"                            "wounded_f"
  1034.  
  1035.     "def_attach"                    "enpro_cin_machinegun"
  1036.     //"def_attach"                    "underground_cin_pistol"
  1037.  
  1038. }
  1039.  
  1040. model enpro_cin_machinegun {
  1041.     mesh                         models/md5/weapons/machinegun_world/worldmachinegun.md5mesh
  1042.     anim idle                     models/md5/weapons/machinegun_world/machinegun_idle.md5anim
  1043.  
  1044. }
  1045.  
  1046. entityDef enpro_cin_machinegun {
  1047.     "inherit"                        "cin_base"
  1048.     "model"                            "enpro_cin_machinegun"
  1049.     "anim"                            "idle"
  1050.     "joint"                            "Lhand"
  1051.     "origin"                        "0 4 0"
  1052.     "angles"                        "270 160 0"
  1053.     "cinematic"                        "1"
  1054. }
  1055.  
  1056. model enpro_campbellhead {
  1057.  
  1058.     inherit                         head_campbell
  1059.  
  1060.     anim escape_a                    models/md5/heads/campbell/enpro/escape_campheadshot1.md5anim
  1061.     anim escape_b                    models/md5/heads/campbell/enpro/escape_campheadshot2.md5anim
  1062. }
  1063.  
  1064.  
  1065. model enpro_campbell {
  1066.     inherit                            char_campbell_bfg
  1067.  
  1068.     anim escape_a                    models/md5/chars/campbell/enpro/campbell_escape1.md5anim 
  1069.     anim escape_b                    models/md5/chars/campbell/enpro/campbell_escape2.md5anim {
  1070.         frame 10                    sound_voice snd_convo1
  1071.         frame 140                    sound_voice snd_convo2
  1072.     }
  1073. }
  1074.  
  1075. entityDef enpro_campbell {
  1076.     "inherit"                        "char_campbell_bfg"
  1077.     "model"                            "enpro_campbell"
  1078.     "def_head"                        "enpro_campbellhead"
  1079.     "head_joint"                    "Shoulders"    
  1080.     "cinematic"                        "1"
  1081.     "ik_numLegs"                    "0"
  1082.  
  1083.     "snd_convo1"                    "enpro_no_sir"
  1084.     "snd_convo2"                    "enpro_yes_sir"
  1085.  
  1086.     "num_cinematics"                "2"
  1087.     "anim1"                            "escape_a"
  1088.     "anim2"                            "escape_b"
  1089.  
  1090.  
  1091. }
  1092.  
  1093. model enpro_swannhead {
  1094.  
  1095.     inherit                         head_swann
  1096.  
  1097.     anim escape_a                    models/md5/heads/swann/enpro/escape_swannheadshot1.md5anim
  1098.     anim escape_b                    models/md5/heads/swann/enpro/escape_swannheadshot2.md5anim
  1099. }
  1100.  
  1101.  
  1102. model enpro_swann {
  1103.     inherit                        char_swann
  1104.  
  1105.     anim escape_a                    models/md5/cinematics/enpro/swann_escape1.md5anim {
  1106.         frame 60                    sound_voice enpro_do_u_see
  1107.     }
  1108.     anim escape_b                    models/md5/cinematics/enpro/swann_escape2.md5anim {
  1109.         frame 40                    sound_voice enpro_ok_lets_get_to
  1110.     }
  1111. }
  1112.  
  1113. entityDef enpro_swann {
  1114.     "inherit"                        "char_swann"
  1115.     "model"                            "enpro_swann"
  1116.     "def_head"                        "enpro_swannhead"
  1117.     "head_joint"                    "Shoulders"    
  1118.     "ik_numLegs"                    "0"
  1119.     "cinematic"                        "1"
  1120.  
  1121.     "num_cinematics"                "2"
  1122.     "anim1"                            "escape_a"
  1123.     "anim2"                            "escape_b"
  1124.  
  1125.     "snd_convo1"                    "enpro_do_u_see"
  1126.     "snd_convo2"                    "enpro_ok_lets_get_to"
  1127. }
  1128.  
  1129. model enpro_wounded_head {
  1130.     skin                            skins/characters/npcs/head_asian_young.skin
  1131.     mesh                            models/md5/characters/npcs/heads/h5.md5mesh
  1132.     anim idle                        models/md5/characters/npcs/heads/h5idle.md5anim
  1133.     anim stand                        models/md5/characters/npcs/heads/h5idle.md5anim
  1134. }
  1135.  
  1136.  
  1137. model enpro_wounded_marine {
  1138.     inherit                        npc_marine
  1139.  
  1140.     anim escape                    models/md5/cinematics/enpro/marine_escape.md5anim
  1141. }
  1142.  
  1143. entityDef enpro_wounded_marine {
  1144.     "inherit"                        "npc_base"
  1145.     "model"                            "enpro_wounded_marine"
  1146.     "def_head"                        "enpro_wounded_head"
  1147.     "head_joint"                    "Shoulders"
  1148.     "sound_bone"                    "Chest"
  1149.     "skin"                            "skins/characters/npcs/body_marine_bloody.skin"
  1150.     "cinematic"                        "1"
  1151.     "copy_joint_world eyecontrol"    ""
  1152. }
  1153.  
  1154.  
  1155. model enpro_wounded_head2 {
  1156.     skin                            skins/characters/npcs/head_asian_young.skin
  1157.     mesh                            models/md5/characters/npcs/heads/h5.md5mesh
  1158.     anim idle                        models/md5/characters/npcs/heads/h5idle.md5anim
  1159.     anim stand                        models/md5/characters/npcs/heads/h5idle.md5anim
  1160.     anim wounded_a                    models/md5/heads/asian_young/enpro/woundedmarine1.md5anim
  1161.     anim wounded_b                    models/md5/heads/asian_young/enpro/woundedmarine2.md5anim
  1162.     anim wounded_c                    models/md5/heads/asian_young/enpro/woundedmarine3.md5anim
  1163.     anim wounded_d                    models/md5/heads/asian_young/enpro/woundedmarine4.md5anim
  1164.     anim wounded_e                    models/md5/heads/asian_young/enpro/woundedmarine5.md5anim
  1165.     anim wounded_f                    models/md5/heads/asian_young/enpro/woundedmarine6.md5anim
  1166.  
  1167. }
  1168.  
  1169.  
  1170. model enpro_wounded_marine2 {
  1171.     inherit                        npc_marine
  1172.  
  1173.     anim wounded_a                models/md5/chars/enpro_wounded_marine/marine_wounded1.md5anim {
  1174.         frame 53                    sound_voice snd_wounded1
  1175.     }
  1176.     anim wounded_b                models/md5/chars/enpro_wounded_marine/marine_wounded2.md5anim
  1177.     anim wounded_c                models/md5/chars/enpro_wounded_marine/marine_wounded3.md5anim {
  1178.         frame 90                    sound_voice snd_wounded2
  1179.     }
  1180.     anim wounded_d                models/md5/chars/enpro_wounded_marine/marine_wounded4.md5anim {
  1181.         frame 29                    sound_voice snd_wounded3
  1182.         
  1183.     }
  1184.     anim wounded_e                models/md5/chars/enpro_wounded_marine/marine_wounded5.md5anim {
  1185.         frame 1                    sound_voice2 enpro_cin_wraithnoise
  1186.         frame 40                    trigger wsplat
  1187.     } 
  1188.     anim wounded_f                models/md5/chars/enpro_wounded_marine/marine_wounded6.md5anim 
  1189.  
  1190. }
  1191.  
  1192. entityDef enpro_wounded_marine2 {
  1193.     "inherit"                        "npc_base"
  1194.     "model"                            "enpro_wounded_marine2"
  1195.     "def_head"                        "enpro_wounded_head2"
  1196.     "head_joint"                    "Shoulders"
  1197.     "sound_bone"                    "Chest"
  1198.     "skin"                            "skins/characters/npcs/body_marine_bloody.skin"
  1199.     "size"                            ""
  1200.     "cinematic"                        "1"
  1201.     "ik_numLegs"                    "0"
  1202.  
  1203.  
  1204.     "health"                        "500"
  1205.     "num_cinematics"                "6"
  1206.     "anim1"                            "wounded_a"    
  1207.     "anim2"                            "wounded_b"    
  1208.     "anim3"                            "wounded_c"    
  1209.     "anim4"                            "wounded_d"    
  1210.     "anim5"                            "wounded_e"    
  1211.     "anim6"                            "wounded_f"    
  1212.  
  1213.     "snd_wounded1"                    "enpro_wounded_marine1"
  1214.     "snd_wounded2"                    "enpro_wounded_marine2"
  1215.     "snd_wounded3"                    "enpro_wounded_marine3"
  1216.  
  1217.     "copy_joint_world eyecontrol"    ""
  1218. }
  1219.  
  1220.  
  1221.  
  1222. entityDef enpro_wounded_cam {
  1223.     "editor_color"                        "1 .5 0"
  1224.     "editor_mins"                        "-16 -16 0"
  1225.     "editor_maxs"                        "16 16 64"
  1226.     
  1227.     "spawnclass"                        "idCameraAnim"
  1228.     "cinematic"                            "1"
  1229.  
  1230.     "anim wounded1"                         "models/md5/cinematics/enpro/marine_cam1.md5camera"
  1231.     "anim wounded2"                         "models/md5/cinematics/enpro/marine_cam2.md5camera"
  1232.     "anim wounded3"                         "models/md5/cinematics/enpro/marine_cam3.md5camera"
  1233.     "anim wounded4"                         "models/md5/cinematics/enpro/marine_cam4.md5camera"
  1234.     "anim wounded5"                         "models/md5/cinematics/enpro/marine_cam5.md5camera"
  1235.     "anim wounded6"                         "models/md5/cinematics/enpro/marine_cam6.md5camera"
  1236. }
  1237.  
  1238. model enpro_cin_wraith {    
  1239.     mesh                                models/md5/monsters/wraith/wraith.md5mesh
  1240.     anim marine                            models/md5/cinematics/enpro/marine_wraith.md5anim
  1241.     anim exit                            models/md5/cinematics/enpro/exit_wraith.md5anim {
  1242.         frame 5                                sound_body snd_footstep
  1243.         frame 10                            sound_body snd_footstep
  1244.         frame 15                            sound_body snd_footstep
  1245.         frame 20                            sound_body snd_footstep
  1246.     }
  1247.  
  1248.  
  1249. }
  1250.  
  1251. entityDef enpro_cin_wraith {    
  1252.     "inherit"                            "cin_base"
  1253.     "model"                                "enpro_cin_wraith"
  1254.     "anim"                                "marine"
  1255.     "cinematic"                            "1"
  1256.     "snd_footstep"                        "monster_demon_wraith_footstep"
  1257.  
  1258. }
  1259.  
  1260.  
  1261. model enpro_keycard {
  1262.     mesh                                models/md5/cinematics/enpro/wounded_keycard.md5mesh
  1263.     anim marine_to_player_a                models/md5/cinematics/enpro/wounded_keycard_a.md5anim
  1264.     anim marine_to_player_b                models/md5/cinematics/enpro/wounded_keycard_b.md5anim
  1265.     anim marine_to_player_c                models/md5/cinematics/enpro/wounded_keycard_c.md5anim
  1266.     anim marine_to_player_d                models/md5/cinematics/enpro/wounded_keycard_d.md5anim
  1267.     anim marine_to_player_e                models/md5/cinematics/enpro/wounded_keycard_e.md5anim
  1268.     anim marine_to_player_f                models/md5/cinematics/enpro/wounded_keycard_f.md5anim
  1269.  
  1270. }
  1271.  
  1272. entityDef enpro_keycard {
  1273.     "model"                                "enpro_keycard"
  1274.     "editor_color"                        "1 .5 0"
  1275.     "editor_mins"                        "-16 -16 0"
  1276.     "editor_maxs"                        "16 16 64"
  1277.     "size"                                ""
  1278.     "cinematic"                            "1"
  1279.     
  1280.     "auto_advance"                        "1"
  1281.     "num_anims"                            "6"
  1282.     "anim1"                                "marine_to_player_a"    
  1283.     "anim2"                                "marine_to_player_b"    
  1284.     "anim3"                                "marine_to_player_c"    
  1285.     "anim4"                                "marine_to_player_d"    
  1286.     "anim5"                                "marine_to_player_e"    
  1287.     "anim6"                                "marine_to_player_f"    
  1288.  
  1289.     "spawnclass"                        "idAnimated"
  1290.  
  1291. }
  1292.