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Text File  |  2004-08-04  |  78KB  |  1,415 lines

  1. /***********************************************************************
  2.  
  3.  characters
  4.  
  5. ***********************************************************************/
  6.  
  7. entityDef character_default {
  8.     "editor_color"                                "1 .5 0"
  9.     "editor_mins"                                "-16 -16 0"
  10.     "editor_maxs"                                "16 16 74"
  11.     "editor_copy"                                "anim"
  12.  
  13.     "editor_var hide"                            "Causes character to be hfidden and nonsolid until triggered."
  14.     "editor_var noDamage"                        "if set, monster won't take damage."
  15.     "editor_var teleport"                        "if set, character teleports in when triggered."    
  16.     "editor_var no_idle_chatter"                "When set, character will not make idle sounds"
  17.     "editor_var target"                            "set of path_* entities to visit."
  18.     "editor_var wander"                            "if set to 1, visit path_* targets randomly, otherwise visit them in order."
  19.     "editor_var ignore_obstacles"                "If set, character doesn't avoid obstacles.  Generally should only be used for cinematics when you need character to exactly follow a path."
  20.     "editor_var dont_push_others"                "If set, character doesn't say 'excuse me' when blocked by another character, but only waits for them to get out of the way on their own."
  21.     "editor_var wait"                            "How long to wait before following path.  Character will be unresponsive until this time has passed."
  22.     "editor_var talkradius"                        "If the player steps outside this distance from the character, the conversation is over and the character goes back to what he was doing."
  23.     "editor_var talktime"                        "How long the character will wait for the player to press the talk button before returning to what he was doing."
  24.     "editor_var talktrigger"                    "When set, character will wait in an animation until triggered and then talk to the player before following the path."
  25.     "editor_var no_cower"                        "Don't cower when hearing gun fire."
  26.     "editor_var anim"                            "Anim to play when talktrigger is set."
  27.     "editor_var num_cinematics"                    "When set, character is in cinematic mode.  Remains hidden until triggered, then plays each anim in sequence, then triggers targets becomes hidden once more.  Anims are specified by setting 'anim1', 'anim2', 'anim3', etc."
  28.     "editor_var cinematic_no_hide"                "When set, character won't hide after playing cinematics."
  29.     "editor_var talk_no_turn"                    "Don't turn body toward player when talking, just his head."
  30.     "editor_var talk0_blendin"                    "# frames to blend into triggered talk anim."
  31.     "editor_var talk0_blendout"                    "# frames to blend out of triggered talk anim."
  32.     "editor_var talk1_blendin"                    "# frames to blend into primary talk anim."
  33.     "editor_var talk1_blendout"                    "# frames to blend out of primary talk anim."
  34.     "editor_var talk2_blendin"                    "# frames to blend into secondary talk anim."
  35.     "editor_var talk2_blendout"                    "# frames to blend out of secondary talk anim."
  36.     "editor_var alt_path1"                        "alternate path for character.  use target_aI_followalternatepath1 to cause character to follow."
  37.     "editor_var alt_path2"                        "alternate path for character.  use target_aI_followalternatepath2 to cause character to follow."
  38.     "editor_var alt_path3"                        "alternate path for character.  use target_aI_followalternatepath3 to cause character to follow."
  39.  
  40.     "editor_var noshadows"                        "turns off shadows on character."
  41.     "editor_var animate_z"                        "disables gravity on character until he wakes up.  used for on_activate anims where the bounding box needs to move up and down."
  42.     
  43.     "editor_var kick_force"                        "how much force to apply to blocking obstacles to get them out of the way."
  44.  
  45.     "editor_var team"                            "Monsters do not actively attack players or monsters with the same team #."
  46.     "editor_var rank"                            "Monsters only fight back when attacked by members of it's own team when its rank is greater than or equal to the attacker's rank.  A rank of 0 will never fight back."
  47.  
  48.     "editor_var turn_rate"                        "Maximum # of degrees character can turn per second"
  49.     "editor_var ignore_push"                    "Set to 1 to prevent character from moving out of the way when player pushes him."
  50.  
  51.     "editor_var mass"                            "character's mass."
  52.     "editor_var ragdoll"                        "Specifies the .af file to use for a ragdoll when the creature dies"
  53.     "editor_var ragdoll_slomoStart"                "Start time of ragdoll slow motion relative to death time, defaults to -0.2"
  54.     "editor_var ragdoll_slomoEnd"                "End time of ragdoll slow motion relative to death time, defaults to 1.0"
  55.     "editor_var ragdoll_jointFrictionDent"        "Joint friction dent on ragdoll."
  56.     "editor_var ragdoll_jointFrictionStart"     "Start time for joint friction dent"
  57.     "editor_var ragdoll_jointFrictionEnd"        "End time for joint friction dent"
  58.     "editor_var ragdoll_contactFrictionDent"    "Contact friction dent on ragdoll."
  59.     "editor_var ragdoll_contactFrictionStart"    "Start time for contact friction dent"
  60.     "editor_var ragdoll_contactFrictionEnd"        "End time for contact friction dent"
  61.     "editor_var af_push_moveables"                "whether the character's articulated figure pushes obstacles while they're alive."
  62.     
  63.     "editor_var blink_min"                        "Minimum time to wait between eye blinks."
  64.     "editor_var blink_max"                        "Maximum time to wait between eye blinks."
  65.  
  66.     "editor_var fly_offset"                        "Prefered fly height relative to the player's view"
  67.     "editor_var fly_speed"                        "Speed to fly at"
  68.     "editor_var fly_bob_strength"                "How far flying creatures should bob."
  69.     "editor_var fly_bob_vert"                    "Rate at which flying creatures bob up and down."
  70.     "editor_var fly_bob_horz"                    "Rate at which flying creatures bob left and right."
  71.  
  72.     "editor_var def_projectile"                    "name of entityDef to launch as projectile"
  73.     "editor_var num_projectiles"                "how many projectiles to launch at a time."
  74.     "editor_var projectile_spread"                "how much to spread out projectiles when they're fired.  Works in conjunction with attack_accuracy.  Good for things like shotgun blasts."
  75.     "editor_var attack_accuracy"                "Maximum angular offset to randomly offset the character's aim when firing missiles"
  76.     "editor_var attack_cone"                    "Monster can only throw projectile within this cone relative to his direction."
  77.  
  78.     "editor_var melee_range"                    "do melee attack when within this range"
  79.     "editor_var talks"                            "whether character can be engaged in conversation"
  80.     "editor_var    def_drops"                        "entityDefs to drop when killed.  Multiple drop items are defined by adding suffixes: 'def_drops1', 'def_drops2', etc."
  81.  
  82.     "editor_var smokeParticleSystem"            "particle system to attach to entity.  To attach to a specific joint, add - and the name of the joint.  For example 'fire-firejoint' attaches the 'fire' particle to the joint 'firejoint'."
  83.  
  84.     "editor_var chatter_min"                    "minimum amount of time to wait till playing chat sounds when idle"
  85.     "editor_var chatter_max"                    "maximum amount of time to wait till playing chat sounds when idle"
  86.     "editor_var snd_chatter"                    "chat sound to play when idle"
  87.  
  88.     "editor_var chatter_combat_min"                "minimum amount of time to wait till playing chat sounds when in combat"
  89.     "editor_var chatter_combat_max"                "maximum amount of time to wait till playing chat sounds when in combat"
  90.     "editor_var snd_chatter_combat"                "chat sound to play when in combat"
  91.  
  92.     "editor_var pain_delay"                        "How long to wait between pain animations before triggering another pain animation."
  93.     "editor_var pain_threshold"                    "How much damage character has to recieve in one blow for it to play a pain animation."
  94.  
  95.     "editor_var damage_zone X"                    "List of bones that comprise damage zone 'X'.  Pain anims are based on the name of the zone, for example: 'pain_chest', 'pain_rightleg_forward', etc.  Directions are categorized as 'forward', 'left', 'right', or 'back'."
  96.     "editor_var damage_scale X"                    "How much to scale damage recieved to zone 'X'.  For example 'damage_scale head' '10' would make head shots cause 10 times the normal amount of damage."
  97.     
  98.     "editor_var bone_leftEye"                    "Which bone to modify to adjust the left eye"
  99.     "editor_var bone_rightEye"                    "Which bone to modify to adjust the right eye"
  100.     "editor_var bone_focus"                        "Where the character's eyes are in his head"
  101.     
  102.     "editor_var look_min"                        "minimum angles for head looks"
  103.     "editor_var look_max"                        "maximum angles for head looks"
  104.     "editor_var look_joint jointname"            "specifies the scale in 'pitch yaw roll' to modify the joint based on head looking.  you can specify any number of joints to be affected by the head look.  the scale of the joints that lead up to the head should always add up to 1 on yaw and pitch to ensure that the character looks directly at the player."
  105.     "editor_var copy_joint jointname"            "specifies a joint in the head to copy the specified body joint's animation from"
  106.  
  107.     "editor_var eye_turn_min"                    "min angular offset for eye joint before head has to turn."
  108.     "editor_var eye_turn_max"                    "max angular offset for eye joint before head has to turn."
  109.     "editor_var eye_verticle_offset"            "verticle offset from the player's view that the character's eyes should focus on."
  110.     "editor_var eye_horizontal_offset"            "horizontal offset from the player's view that the character's eyes should focus on.  negative values bring eyes closer together."
  111.     "editor_var eye_focus_rate"                    "how quickly the eyes focus on a target"
  112.     "editor_var head_focus_rate"                "how quickly the head focuses on a target"
  113.     "editor_var focus_align_time"                "how long character should glance at the player before turning his head."
  114.     
  115.     "editor_var mtr_flashShader"                "shader to use for muzzleflash"
  116.     "editor_var flashColor"                        "color of muzzleflash"
  117.     "editor_var flashRadius"                    "radius of muzzleflash"
  118.     "editor_var flashTime"                        "how long muzzleflash lasts"
  119.     
  120.     "editor_var use_aas"                        "extension of the aas file to use for navigation."
  121.     
  122.     "editor_var use_combat_bbox"                "Use a bounding box for damage and not per-poly hit detection."
  123.     "editor_var offsetModel"                    "Vector to offset the visual model from the movement bounding box."
  124.     "editor_var def_attach"                        "Name of entityDef to attach to model.  Set 'joint' in the attached entity def to the joint to attach to, and use 'origin' and 'angles' to offset it."
  125.     "editor_var head"                            "Name of entityDef to attach as character's head.  Copies animation from certain bones into the head model."
  126.     
  127.     "editor_var eye_height"                        "The height off the ground of the character's eyes.  All sight checks are done from this point.  When set, overrides determining the height from the position of the eye joint."
  128.     "editor_var fov"                            "Character's field of view.  Characters initially become aware of the player when he enters this cone.  Also controls when the character sees the player as shootable.  Character's will not use fov for sight checks after their initial wake up."
  129.     
  130.     "editor_var mtr_splat_flesh"                "Material to use for blood splats."
  131.     "editor_var mtr_wound_flesh"                "Material to use for wounds."    
  132.     "editor_var smoke_wound_flesh"                "Smoke effect to emit from wounds."
  133.     
  134.     "editor_var gravityDir"                        "Direction of gravity.  Defines the character's concept of 'down'."    
  135.  
  136.     "spawnclass"                                "idAI"
  137.     "scriptobject"                                "character"
  138.     "health"                                    "1"
  139.     "team"                                        "0"
  140.     "rank"                                        "0"
  141.     "anim"                                        "idle"
  142.     "on_activate"                                "sight"
  143.     "state"                                        "state_Inactive"
  144.     "head_look"                                    "1"
  145.     "chatter_min"                                "5"
  146.     "chatter_max"                                "10"
  147.     "bleed"                                        "1"
  148.     "blink_min"                                    "2.5"
  149.     "blink_max"                                    "8.0"
  150.     "talks"                                        "1"
  151.     "talkradius"                                "300"                    // when player exits this radius, go back to idle
  152.     "talktime"                                    "10"                    // how long to pay attention to player after speaking
  153.     "turn_rate"                                    "360"
  154.     
  155.     "talk0_blendin"                                "8"
  156.     "talk0_blendout"                            "8"
  157.     "talk1_blendin"                                "8"
  158.     "talk1_blendout"                            "8"
  159.     "talk2_blendin"                                "8"
  160.     "talk2_blendout"                            "8"
  161.  
  162.     "eye_turn_min"                                "-20 -30 0"
  163.     "eye_turn_max"                                "20 30 0"
  164.     "eye_verticle_offset"                        "5"
  165.     "eye_horizontal_offset"                        "-8"
  166.     "eye_focus_rate"                            "0.5"
  167.     "head_focus_rate"                            "0.1"
  168.     "focus_align_time"                            "0"
  169.  
  170.     "bone_focus"                                "head"
  171.     "bone_leftEye"                                "Lfteye_Focus"
  172.     "bone_rightEye"                                "Rteye_Focus"
  173.     "kick_force"                                "60"
  174.     
  175.     "copy_joint neckcontrol"                    "neckcontrol"
  176.     "copy_joint headcontrol"                    "headcontrol"
  177.     "copy_joint_world eyecontrol"                "eyecontrol"
  178.     
  179.     "snd_cower"                                    ""                        // set to sound to play when he cowers
  180.     "snd_bounce"                    "ragdoll_impact"
  181. }
  182.  
  183.  
  184.  
  185.  
  186.  
  187. // NPCS
  188.  
  189. export fred {
  190.     options -prefix ZOMBIE_ -keep eyecontrol rshldrpad lshldrpad Lknee Rknee Body Body2 Lhand Lhand1 Rhand Rhand1 headcontrol neckcontrol loneckcontrol SPINNER Rball_r Rtoe_r Lball_r Ltoe_r Chest Shoulders Luparm_orbit Ruparm_orbit Belly Lrib Rrib chair RHANDCONNECTOR LHANDCONNECTOR -parent RHANDCONNECTOR Rhand1 -parent LHANDCONNECTOR Lhand1 -parent headcontrol neckcontrol -parent neckcontrol loneckcontrol -parent loneckcontrol Shoulders  -parent rshldrpad Shoulders -parent lshldrpad Shoulders -parent Body2 Body -parent Hips Body2 -parent SPINNER Body2 -parent Waist SPINNER -sourcedir models/monsters/zombie/cycles/idles -destdir models/md5/chars
  191.     
  192.     addoptions -align ALL
  193.  
  194.         mesh    npcs_mesh2.mb -range 1 1 -dest labcoat -keepmesh labcoatmesh
  195.         mesh    npcs_mesh2.mb -range 1 1 -dest suit -keepmesh suitmesh
  196.         mesh    npcs_mesh2.mb -range 1 1 -dest jumpsuit -keepmesh jumpsuitmesh
  197.         mesh    npcs_mesh2.mb -range 1 1 -dest tshirt -keepmesh soldiermesh
  198.         mesh    npcs_mesh2.mb -range 1 1 -dest marine -keepmesh marinebodymesh
  199.         mesh    npcs_mesh.mb -range 1 1 -dest player -keepmesh npcplayermesh -keepmesh npcplayerarmmesh
  200.         mesh    npcs_mesh2.mb -range 1 1 -dest security -keepmesh securitybodymesh -keepmesh sec_rshldrmesh -keepmesh sec_lshldrmesh
  201.         mesh    npcs_mesh2.mb -range 1 1 -dest skeleton  -keepmesh skeletonmesh
  202.         mesh    npcs_mesh2.mb -range 1 1 -dest skeleton_w_mgun  -keepmesh skeletonmesh -keep eject flash barrel machinegun -rename mgeject eject -rename mgflash flash -rename mgbarrel barrel
  203.     
  204.  
  205.         mesh    makemesh.mb -range 1 1 -dest hazmat -sourcedir models/characters/male_npc/hazmat/cycles/ -keepmesh hazmatbodymesh -keepmesh hazmatvisormesh -prefix HAZ_
  206.  
  207.     options -prefix SUIT_ -keep eyecontrol rshldrpad lshldrpad Lknee Rknee Body Body2 Lhand Lhand1 Rhand Rhand1 headcontrol neckcontrol loneckcontrol SPINNER Rball_r Rtoe_r Lball_r Ltoe_r Chest Shoulders Luparm_orbit Ruparm_orbit Belly Lrib Rrib chair RHANDCONNECTOR LHANDCONNECTOR -parent RHANDCONNECTOR Rhand1 -parent LHANDCONNECTOR Lhand1 -parent headcontrol neckcontrol -parent neckcontrol loneckcontrol -parent loneckcontrol Shoulders  -parent rshldrpad Shoulders -parent lshldrpad Shoulders -parent Body2 Body -parent Hips Body2 -parent SPINNER Body2 -parent Waist SPINNER 
  208.  
  209.     addoptions -keepmesh marinebodymesh
  210.  
  211.     //MARSCITY CINEMATICS
  212.     
  213.         anim    models/characters/male_npc/cycles/working/gui_look_right.mb -rotate 90 -dest models/md5/chars/gui_look_right
  214.         anim    models/characters/male_npc/cycles/working/gui_operate.mb -rotate 90 -dest models/md5/chars/gui_operate
  215.         anim    models/characters/male_npc/cycles/idles/cower4.mb -rotate 90 -dest models/md5/chars/cower4_ian
  216.         anim    models/characters/male_npc/cycles/working/gui_operate_iansecondary.mb -rotate 90 -dest models/md5/chars/gui_operate_iansecondary
  217.         anim    models/characters/male_npc/cycles/idles/point_forward.mb -rotate 90 -dest models/md5/chars/point_forward
  218.         anim    models/characters/male_npc/cycles/idles/startle_left.mb -rotate 90 -dest models/md5/chars/startle_left
  219.  
  220.         anim    maps/fred/cyberdemon/rescue1.mb -dest models/md5/cinematics/hellhole/rescue_marine1
  221.         anim    maps/fred/cyberdemon/rescue1.mb -dest models/md5/cinematics/hellhole/rescue_marine2 -prefix SUIT2_
  222.         anim    maps/fred/cyberdemon/rescue2.mb -dest models/md5/cinematics/hellhole/rescue_marine1b
  223.         anim    maps/fred/cyberdemon/rescue2.mb -dest models/md5/cinematics/hellhole/rescue_marine2b -prefix SUIT2_
  224.  
  225.         anim    maps/fred/marscity/window.mb -dest models/md5/chars/betruger/marscity/window
  226.         anim    maps/fred/marscity/window.mb -dest models/md5/cinematics/marscity/sec_window -prefix SOL_
  227.  
  228.         anim     maps/fred/marscity/hangar_characters.mb -range 360 678 -dest models/md5/chars/swann/marscity/hangar_a -prefix SUIT_
  229.         anim     maps/fred/marscity/hangar_characters.mb -range 679 766 -dest models/md5/chars/swann/marscity/hangar_b -prefix SUIT_
  230.         anim     maps/fred/marscity/hangar_characters.mb -range 767 863 -dest models/md5/chars/swann/marscity/hangar_c -prefix SUIT_
  231.         anim     maps/fred/marscity/hangar_characters.mb -range 864 937 -dest models/md5/chars/swann/marscity/hangar_d -prefix SUIT_
  232.         anim     maps/fred/marscity/hangar_characters.mb -range 938 980 -dest models/md5/chars/swann/marscity/hangar_e -prefix SUIT_
  233.         anim     maps/fred/marscity/hangar_characters.mb -range 981 1160 -dest models/md5/chars/swann/marscity/hangar_f -prefix SUIT_
  234.  
  235.         anim     maps/fred/marscity/hangar_characters.mb -range 360 678 -dest models/md5/cinematics/marscity/hangar_player_a -prefix SUIT3_
  236.         anim     maps/fred/marscity/hangar_characters.mb -range 679 766 -dest models/md5/cinematics/marscity/hangar_player_b -prefix SUIT3_
  237.         anim     maps/fred/marscity/hangar_characters.mb -range 767 863 -dest models/md5/cinematics/marscity/hangar_player_c -prefix SUIT3_
  238.         anim     maps/fred/marscity/hangar_characters.mb -range 864 937 -dest models/md5/cinematics/marscity/hangar_player_d -prefix SUIT3_
  239.         anim     maps/fred/marscity/hangar_characters.mb -range 938 980 -dest models/md5/cinematics/marscity/hangar_player_e -prefix SUIT3_
  240.         anim     maps/fred/marscity/hangar_characters.mb -range 981 1050 -dest models/md5/cinematics/marscity/hangar_player_f -prefix SUIT3_
  241.         anim     maps/fred/marscity/hangar_characters.mb -range 1051 1125 -dest models/md5/cinematics/marscity/hangar_player_g -prefix SUIT3_
  242.         anim     maps/fred/marscity/hangar_characters.mb -range 1126 1236 -dest models/md5/cinematics/marscity/hangar_player_h -prefix SUIT3_
  243.     
  244.         anim    maps/fred/marscity/betrugercin1.mb -range 1 54 -dest models/md5/chars/betruger/marscity/meeting_a -prefix BETRUGER_
  245.         anim    maps/fred/marscity/betrugercin1.mb -range 55 92 -dest models/md5/chars/betruger/marscity/meeting_b -prefix BETRUGER_
  246.         anim    maps/fred/marscity/betrugercin1.mb -range 93 137 -dest models/md5/chars/betruger/marscity/meeting_c -prefix BETRUGER_
  247.         anim    maps/fred/marscity/betrugercin1.mb -range 138 1737 -dest models/md5/chars/betruger/marscity/meeting_d -prefix BETRUGER_
  248.  
  249.         anim    maps/fred/marscity/betrugercin1.mb -range 1 54 -dest models/md5/chars/swann/marscity/meeting_a -prefix SWANN2_
  250.         anim    maps/fred/marscity/betrugercin1.mb -range 55 92 -dest models/md5/chars/swann/marscity/meeting_b -prefix SWANN2_
  251.         anim    maps/fred/marscity/betrugercin1.mb -range 93 138 -dest models/md5/chars/swann/marscity/meeting_c -prefix SWANN2_
  252.         anim    maps/fred/marscity/betrugercin1.mb -range 139 1709 -dest models/md5/chars/swann/marscity/meeting_d -prefix SWANN_
  253.  
  254.         anim    maps/fred/marscity/betrugercin1.mb -range 1 54 -dest models/md5/cinematics/marscity/betrugercin1_player_a -prefix PLAYER_
  255.         anim    maps/fred/marscity/betrugercin1.mb -range 55 92 -dest models/md5/cinematics/marscity/betrugercin1_player_b -prefix PLAYER_
  256.         anim    maps/fred/marscity/betrugercin1.mb -range 93 137 -dest models/md5/cinematics/marscity/betrugercin1_player_c -prefix PLAYER_
  257.         anim    maps/fred/marscity/betrugercin1.mb -range 138 1737 -dest models/md5/cinematics/marscity/betrugercin1_player_d -prefix PLAYER_
  258.  
  259.         anim    maps/fred/marscity/sargecin_eric.mb -range 120 120 -dest models/md5/chars/sarge/marscity/missionloop -prefix SARGE_
  260.         anim    maps/fred/marscity/sargecin_eric.mb -range 120 176 -dest models/md5/chars/sarge/marscity/mission1 -prefix SARGE_
  261.         anim    maps/fred/marscity/sargecin_eric.mb -range 177 380 -dest models/md5/chars/sarge/marscity/mission2 -prefix SARGE_
  262.         anim    maps/fred/marscity/sargecin_eric.mb -range 381 555 -dest models/md5/chars/sarge/marscity/mission3 -prefix SARGE_
  263.         anim    maps/fred/marscity/sargecin_eric.mb -range 556 700 -dest models/md5/chars/sarge/marscity/mission4 -prefix SUIT2_
  264.         anim    maps/fred/marscity/sargecin_eric.mb -range 701 814 -dest models/md5/chars/sarge/marscity/mission5 -prefix SUIT2_
  265.         anim    maps/fred/marscity/sargecin_eric.mb -range 815 920 -dest models/md5/chars/sarge/marscity/mission6 -prefix SARGE_
  266.         anim    maps/fred/marscity/sargecin_eric.mb -range 921 960 -dest models/md5/chars/sarge/marscity/mission7 -prefix SARGE_
  267.  
  268.         anim     maps/fred/marscity/sargecin_eric_idle2.mb -range 0 80 -dest models/md5/chars/sarge/marscity/mc_sarge_primary -prefix SUIT_ -align ALL
  269.         anim     maps/fred/marscity/sargecin_eric_idle2.mb -range 80 165 -dest models/md5/chars/sarge/marscity/mc_sarge_secondary -prefix SUIT_ -align ALL
  270.         anim     maps/fred/marscity/sargecin_eric_idle2.mb -range 166 300 -dest models/md5/chars/sarge/marscity/mc_sarge_secondary2 -prefix SUIT_ -align ALL
  271.         anim    maps/fred/marscity/sargecin_eric.mb -range 221 380 -dest models/md5/cinematics/marscity/sargecin_player2 -prefix SOL_    
  272.         anim    maps/fred/marscity/sargecin_eric.mb -range 381 555 -dest models/md5/cinematics/marscity/sargecin_player3 -prefix SOL_    
  273.         anim    maps/fred/marscity/sargecin_eric.mb -range 556 700 -dest models/md5/cinematics/marscity/sargecin_player4 -prefix SOL_    
  274.         anim    maps/fred/marscity/sargecin_eric.mb -range 701 814 -dest models/md5/cinematics/marscity/sargecin_player5 -prefix SOL_    
  275.         anim    maps/fred/marscity/sargecin_eric.mb -range 815 920 -dest models/md5/cinematics/marscity/sargecin_player6 -prefix SOL_    
  276.         anim    maps/fred/marscity/sargecin_eric.mb -range 921 960 -dest models/md5/cinematics/marscity/sargecin_player7 -prefix SOL_            
  277.         anim     maps/eric/delta1/sarge_video.mb -dest models/md5/chars/sarge/delta1/sarge_vcd -prefix SUIT_ -align ALL
  278.         anim    maps/fred/marscity/sargecin_eric.mb -range 120 220 -dest sargecin_player1 -sourcedir maps/fred/marscity/ -destdir models/md5/cinematics/marscity/ -prefix MP_
  279.         
  280.         anim     maps/fred/marscity/sargecin_eric_idle.mb -range 0 24 -dest models/md5/chars/sarge/marscity/mc_sarge_wait -prefix SUIT_ -align ALL
  281.         anim     maps/fred/marscity/sargecin_eric_idle.mb -range 24 580 -dest models/md5/chars/sarge/marscity/mc_sarge_wait_loop -prefix SUIT_ -align ALL
  282.                 
  283.  
  284.         anim    maps/fred/marscity/reception_redo.mb -range 24 100 -dest models/md5/chars/receptionist/marscity/receptioncin1_receptionist_a -prefix SUIT_
  285.         anim    maps/fred/marscity/reception_redo.mb -range 101 145 -dest models/md5/chars/receptionist/marscity/receptioncin1_receptionist_b -prefix SUIT_
  286.         anim    maps/fred/marscity/reception_redo_handlock.mb -range 146 339 -dest models/md5/chars/receptionist/marscity/receptioncin1_receptionist_c -prefix SUIT_
  287.         anim    maps/fred/marscity/reception_redo.mb -range 340 475 -dest models/md5/chars/receptionist/marscity/receptioncin1_receptionist_d -prefix SUIT_
  288.         anim    maps/fred/marscity/reception_redo.mb -range 476 803 -dest models/md5/chars/receptionist/marscity/receptioncin1_receptionist_e -prefix SUIT_
  289.         anim    maps/fred/marscity/reception_redo.mb -range 804 820 -dest models/md5/chars/receptionist/marscity/receptioncin1_receptionist_f -prefix SUIT_
  290.  
  291.         anim    maps/fred/marscity/marscity_reception_typing1.mb -dest models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing -prefix SUIT_
  292.         anim    maps/fred/marscity/marscity_reception_typing2.mb -dest models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing2 -prefix SUIT_
  293.         anim    maps/fred/marscity/marscity_reception_secondaries_fix.mb -range 0 100 -dest models/md5/chars/receptionist/marscity/receptioncin1_receptionist_primary -prefix SUIT_
  294.         anim    maps/fred/marscity/marscity_reception_secondaries_fix.mb -range 100 294 -dest models/md5/chars/receptionist/marscity/receptioncin1_receptionist_secondary1 -prefix SUIT_
  295.         anim    maps/fred/marscity/marscity_reception_secondaries_fix.mb -range 294 396 -dest models/md5/chars/receptionist/marscity/receptioncin1_receptionist_secondary2 -prefix SUIT_
  296.         anim    maps/fred/marscity/marscity_reception_secondaries2.mb -range 0 35 -dest models/md5/chars/receptionist/marscity/receptioncin1_receptionist_secondary3 -prefix SUIT_
  297.         
  298.         anim    maps/fred/marscity/reception.mb -range 24 100  -dest models/md5/cinematics/marscity/receptioncin1_player_a -prefix PLAYER_
  299.         anim    maps/fred/marscity/reception.mb -range 101 145 -dest models/md5/cinematics/marscity/receptioncin1_player_b -prefix PLAYER_
  300.         anim    maps/fred/marscity/reception_redo_handlock.mb -range 146 339 -dest models/md5/cinematics/marscity/receptioncin1_player_c -prefix PLAYER_
  301.         anim    maps/fred/marscity/reception.mb -range 340 475 -dest models/md5/cinematics/marscity/receptioncin1_player_d -prefix PLAYER_
  302.         anim    maps/fred/marscity/reception.mb -range 476 803 -dest models/md5/cinematics/marscity/receptioncin1_player_e -prefix PLAYER_
  303.         anim    maps/fred/marscity/reception.mb -range 804 820 -dest models/md5/cinematics/marscity/receptioncin1_player_f -prefix PLAYER_
  304.  
  305.  
  306.  
  307.         anim    maps/fred/marscity/patient.mb -range 1 40 -dest models/md5/cinematics/marscity/patient_victim_start
  308.         anim    maps/fred/marscity/patient.mb -range 1 160 -dest models/md5/cinematics/marscity/patient_victim
  309.         anim    maps/fred/marscity/patient.mb -range 161 240 -dest models/md5/cinematics/marscity/patient_victim_end
  310.  
  311.         anim    maps/fred/marscity/patient.mb -range 1 40 -rotate -100 -dest models/md5/cinematics/marscity/patient_security_start -prefix SOL_
  312.         anim    maps/fred/marscity/patient.mb -range 1 240 -rotate -100 -dest models/md5/cinematics/marscity/patient_security -prefix SOL_
  313.         anim    maps/fred/marscity/patient.mb -range 240 290 -rotate -100 -dest models/md5/cinematics/marscity/patient_security_end -prefix SOL_
  314.  
  315.         anim    maps/fred/marscity/patient.mb -range 1 40 -rotate 90 -dest models/md5/cinematics/marscity/patient_doctor_start -prefix ZOMBIE_
  316.         anim    maps/fred/marscity/patient.mb -range 1 240 -rotate 90 -dest models/md5/cinematics/marscity/patient_doctor -prefix ZOMBIE_
  317.         anim    maps/fred/marscity/patient.mb -range 240 290 -rotate 90 -dest models/md5/cinematics/marscity/patient_doctor_end -prefix ZOMBIE_
  318.  
  319.         anim    maps/eric/marscity/sci_team_request.mb -range 0 215 -rotate -90 -dest models/md5/chars/marscity/sci_team_request -prefix SUIT_
  320.  
  321.         anim    maps/kevinc/marscity/IPN_News_Body.mb -rotate 90 -dest models/md5/chars/marscity/ipn_news -prefix SUIT_
  322.  
  323.  
  324.  
  325.     //MARSCITY2 CINEMATICS
  326.  
  327.         anim    maps/kevinc/marscity_2/sarge_mc2_video.mb -rotate -90 -dest models/md5/chars/sarge/marscity2/mission_brief -prefix SUIT_
  328.         anim    maps/kevinc/marscity_2/ceiling_idle.mb -rotate 135 -dest models/md5/chars/ceiling_mc2/ceiling_idle -prefix SUIT_
  329.         anim    maps/kevinc/marscity_2/ceiling_trigger.mb -rotate 135 -dest models/md5/chars/ceiling_mc2/ceiling_trigger -prefix SUIT_
  330.         anim    maps/kevinc/marscity_2/ceiling_primary.mb -rotate 135 -dest models/md5/chars/ceiling_mc2/ceiling_primary -prefix SUIT_
  331.         anim    maps/kevinc/marscity_2/ceiling_secondary1.mb -rotate 135 -dest models/md5/chars/ceiling_mc2/ceiling_secondary1 -prefix SUIT_
  332.         anim    maps/kevinc/marscity_2/ceiling_secondary2.mb -rotate 135 -dest models/md5/chars/ceiling_mc2/ceiling_secondary2 -prefix SUIT_
  333.  
  334.         anim    maps/fred/marscity_2/zombie_eats_marine.mb -range 35 99 -rotate 180 -dest models/md5/cinematics/marscity_2/zkiller_marine
  335.  
  336.  
  337.     // ADMIN CINEMATICS
  338.  
  339.         anim    maps/fred/admin/campbell_overhear_1_n_2_n_3.mb -range 1 313 -dest models/md5/cinematics/admin/overhearswann1 -prefix SWANN_
  340.         anim    maps/fred/admin/campbell_overhear_4.mb -range 432 736 -dest models/md5/cinematics/admin/overhearswann2 -prefix SWANN_
  341.         anim    maps/fred/admin/swann_campbell_overhear.mb -range 737 1033 -dest models/md5/cinematics/admin/overhearswann3 -prefix SWANN_
  342.         anim    maps/eric/admin/typing.mb -range 1 60 -rotate 180 -dest models/md5/cinematics/admin/typingswann_loop -prefix SWANN_ -align ALL
  343.         anim    maps/eric/admin/typing.mb -range 1 317 -rotate 180 -dest models/md5/cinematics/admin/typingswann -prefix SWANN_ -align ALL
  344.  
  345.         anim    models/characters/male_npc/cycles/idles/af_pose.mb -dest models/md5/characters/npcs/woundedmarine_af_pose -align ALL
  346.         anim    models/characters/male_npc/cycles/wounded/wounded_marine_trigger.mb -dest models/md5/chars/wounded_marine_trigger -align ALL
  347.         anim    models/characters/male_npc/cycles/wounded/wounded_marine_primary.mb -dest models/md5/chars/wounded_marine_primary -align ALL
  348.         anim    models/characters/male_npc/cycles/wounded/wounded_marine_secondary.mb -dest models/md5/chars/wounded_marine_secondary -align ALL
  349.         anim    models/characters/male_npc/cycles/wounded/wounded_marine_idle.mb -dest models/md5/chars/wounded_marine_idle -align ALL
  350.         anim    maps/fred/admin/betruger_operation.mb -rotate 90 -dest models/md5/cinematics/admin/overhearbetruger -prefix SUIT_
  351.  
  352.  
  353.     // DELTA2A CINEMATICS
  354.  
  355.         anim    maps/fred/delta2a/ian_shot1.mb -range 5 40 -rotate 90 -dest models/md5/chars/ian_d2a/ianstart    
  356.         anim    maps/fred/delta2a/ian_shot1.mb -range 41 165 -rotate 90 -dest models/md5/chars/ian_d2a/ianpart1
  357.         anim    maps/fred/delta2a/ian_shot1.mb -range 166 710 -rotate 90 -dest models/md5/chars/ian_d2a/ianpart2
  358.         anim    maps/fred/delta2a/ian_shot1.mb -range 711 756 -rotate 90 -dest models/md5/chars/ian_d2a/ianpart3
  359.         anim    maps/fred/delta2a/ian_shot4.mb -rotate 90 -dest models/md5/chars/ian_d2a/ianpart4
  360.         anim    maps/fred/delta2a/ian_shot4_talk.mb -rotate 90 -dest models/md5/chars/ian_d2a/ianpart4_talk
  361.         anim    maps/fred/delta2a/ian_shot4_talk_trigger.mb -rotate 90 -dest models/md5/chars/ian_d2a/ianpart4_talk_trigger
  362.         anim    maps/fred/delta2a/ian_shot4_stand.mb -rotate 90 -dest models/md5/chars/ian_d2a/ianpart4_stand
  363.         anim    maps/fred/delta2a/ian_talk_one.mb -rotate 90 -dest models/md5/chars/ian_d2a/ian_talk_one
  364.         anim    maps/fred/delta2a/ian_talk_two.mb -rotate 90 -dest models/md5/chars/ian_d2a/ian_talk_two
  365.         anim    maps/fred/delta2a/ian_cower.mb -rotate 90 -dest models/md5/chars/ian_d2a/iancower
  366.         
  367.     // DELTA2B CINEMATICS
  368.  
  369.         anim    maps/kevinc/delta2b/hazmat_trigger.mb -rotate 90 -dest models/md5/chars/hazmat_d2b/trigger
  370.         anim    maps/kevinc/delta2b/hazmat_idle.mb -rotate 90 -dest models/md5/chars/hazmat_d2b/hazmat_idle
  371.         anim    maps/kevinc/delta2b/hazmat_primary.mb -rotate 90 -dest models/md5/chars/hazmat_d2b/primary
  372.         anim    maps/kevinc/delta2b/hazmat_secondary1.mb -rotate 90 -dest models/md5/chars/hazmat_d2b/secondary1
  373.         anim    maps/kevinc/delta2b/hazmat_secondary2.mb -rotate 90 -dest models/md5/chars/hazmat_d2b/secondary2
  374.  
  375.     // DELTA3 CINEMATICS
  376.  
  377.         anim    models/characters/male_npc/cycles/idles/betruger_point.mb -rotate 90 -dest models/md5/chars/betruger/delta3/betruger_point
  378.         anim    models/characters/male_npc/cycles/idles/betruger_point_down.mb -rotate 90 -dest models/md5/chars/betruger/delta3/betruger_point_down
  379.     
  380.     // DELTA4 CINEMATICS
  381.  
  382.         anim    maps/fred/delta4/hkintro.mb -rotate 180 -dest models/md5/chars/betruger/delta4/betrugerlaugh
  383.  
  384.         anim    maps/fred/delta4/hkthrowshaz1.mb -range 182 260 -dest models/md5/cinematics/delta4/hkintro_hazgetsgrabbed -prefix HAZ_
  385.         anim    maps/fred/delta4/hkthrowshaz2.mb -range 261 409 -dest models/md5/cinematics/delta4/hkintro_hazgetsthrown -prefix HAZ_
  386.     
  387.         anim    maps/fred/delta4/pooped.mb -range 182 500 -dest models/md5/cinematics/bloopers/hkintro_hazpooped -prefix HAZ_
  388.         anim    maps/fred/bloopers/haz_monsters.mb -range 1 250 -dest models/md5/cinematics/bloopers/haz_monsters -prefix HAZ_
  389.         
  390.         anim    maps/fred/delta4/hazrunoutcough.mb -dest models/md5/cinematics/delta4/hkintro_runoutcough -prefix SUIT_
  391.  
  392.     // DELTA5 CINEMATICS
  393.  
  394.         anim    maps/kevinc/delta5/wounded_swann.mb -rotate -45 -range 0 1260 -dest models/md5/cinematics/delta5/swann_trigger -prefix SWANN_
  395.         anim    maps/kevinc/delta5/wounded_swann_idle.mb -rotate -45 -dest models/md5/cinematics/delta5/swann_idle -prefix SWANN_
  396.  
  397.  
  398.     // MONORAIL CINEMATICS    
  399.  
  400.         anim    maps/fred/monorail/raisecommando2.mb -dest models/md5/chars/betruger/monorail/raise -prefix BETRUGER_
  401.         anim    maps/fred/monorail/raisecommando2.mb -rotate 180 -dest models/md5/cinematics/monorail/fallingsoldier
  402.         anim    maps/fred/monorail/raisecommando2.mb -rotate 180 -dest models/md5/cinematics/monorail/transforming -prefix SOL_
  403.  
  404.         anim    maps/fred/monorail/rider_eric.mb -range 1 1 -dest models/md5/cinematics/monorail/rider_hidden 
  405.         anim    maps/fred/monorail/rider_eric.mb -range 50 150 -dest models/md5/cinematics/monorail/rider_stand
  406.         //anim    maps/fred/monorail/rider_eric.mb -range 151 680 -dest models/md5/cinematics/monorail/rider_trigger
  407.         anim    maps/fred/monorail/rider_eric.mb -range 127 680 -dest models/md5/cinematics/monorail/rider_trigger
  408.         anim    maps/fred/monorail/rider_eric.mb -range 680 780 -dest models/md5/cinematics/monorail/rider_sit
  409.         anim    maps/fred/monorail/rider_eric.mb -range 780 890 -dest models/md5/cinematics/monorail/rider_primary
  410.         anim    maps/fred/monorail/rider_eric.mb -range 890 995 -dest models/md5/cinematics/monorail/rider_secondary1
  411.         anim    maps/fred/monorail/rider_eric.mb -range 995 1100 -dest models/md5/cinematics/monorail/rider_secondary2
  412.         anim    maps/fred/monorail/rider_eric_suprise.mb -range 1 60 -dest models/md5/cinematics/monorail/rider_surprise
  413.         anim    maps/fred/monorail/rider_eric_notrig.mb -range 150 256 -dest models/md5/cinematics/monorail/rider_notrig
  414.         anim    maps/fred/monorail/rider_before_trigger.mb -dest models/md5/cinematics/monorail/before_trigger
  415.  
  416.  
  417.  
  418.     // CPU CINEMATICS
  419.  
  420.         anim    maps/fred/cpu1/camp_wounded.mb -rotate 180 -range 1 1 -dest models/md5/chars/campbell/cpu/deathidle -prefix CAMPBELL_
  421.         anim    maps/fred/cpu1/camp_wounded.mb -rotate 180 -dest models/md5/chars/campbell/cpu/death -prefix CAMPBELL_
  422.         anim    maps/fred/cpu1/camp_wounded.mb -rotate 180 -range 300 300 -dest models/md5/chars/campbell/cpu/deathend -prefix CAMPBELL_
  423.  
  424.     // RECYCLING CINEMATICS
  425.  
  426.         anim    maps/fred/recycling/betruger_video1.mb -dest models/md5/chars/betruger/recycling/betruger_vid1 -align ALL
  427.         anim    maps/fred/recycling/betruger_video2.mb -dest models/md5/chars/betruger/recycling/betruger_vid2 -align ALL
  428.  
  429.     // COMM1 CINEMATICS
  430.  
  431.         anim    maps/fred/comm1/swann_video1.mb -dest models/md5/chars/swann/comm1/swann_vid1 -align ALL
  432.         anim    maps/kevinc/comm1/swann_video2.mb -dest models/md5/chars/swann/comm1/swann_vid2 -align ALL
  433.         anim    maps/kevinc/comm1/swann_video3.mb -dest models/md5/chars/swann/comm1/swann_vid3 -align ALL
  434.  
  435.     //SITE3 CINEMATICS
  436.  
  437.         anim    maps/kevinc/site3/trigger.mb -rotate -90 -dest models/md5/chars/site3_sci/trigger -prefix SUIT_ -align ALL
  438.         anim    maps/kevinc/site3/trigger.mb -rotate -90 -range 1 1 -dest models/md5/chars/site3_sci/initial_frame -prefix SUIT_ -align ALL
  439.         anim    maps/kevinc/site3/primary.mb -dest models/md5/chars/site3_sci/primary -prefix SUIT_ -align ALL
  440.  
  441.         anim    maps/kevinc/site3/stand_site3.mb -dest models/md5/chars/site3_sci/stand_site3 -prefix SUIT_ -align ALL
  442.  
  443.         anim    maps/kevinc/site3/secondary1.mb -dest models/md5/chars/site3_sci/secondary1 -prefix SUIT_ -align ALL
  444.         anim    maps/kevinc/site3/secondary2.mb -dest models/md5/chars/site3_sci/secondary2 -prefix SUIT_ -align ALL
  445.         anim    maps/kevinc/site3/operate_computer_site3.mb -rotate -180 -dest models/md5/chars/site3_sci/operate_computer_site3
  446.         anim    maps/kevinc/site3/turn_left_rotation180_site3.mb -dest models/md5/chars/site3_sci/turn_left_rotation180_site3 -prefix SUIT_ -align ALL
  447.  
  448.     //ENPRO CINEMATICS
  449.         
  450.         anim    maps/eric/enpro/wounded_marine.mb -range 1 92 -dest models/md5/chars/enpro_wounded_marine/marine_wounded1 -prefix SUIT2_
  451.         anim    maps/eric/enpro/wounded_marine.mb -range 93 194 -dest models/md5/chars/enpro_wounded_marine/marine_wounded2 -prefix SUIT4_
  452.         anim    maps/eric/enpro/wounded_marine.mb -range 195 340 -dest models/md5/chars/enpro_wounded_marine/marine_wounded3 -prefix SUIT4_
  453.         anim    maps/eric/enpro/wounded_marine.mb -range 341 476 -dest models/md5/chars/enpro_wounded_marine/marine_wounded4 -prefix SUIT4_
  454.         anim    maps/eric/enpro/wounded_marine.mb -range 477 571 -dest models/md5/chars/enpro_wounded_marine/marine_wounded5 -prefix SUIT4_
  455.         anim    maps/eric/enpro/wounded_marine.mb -range 572 598 -dest models/md5/chars/enpro_wounded_marine/marine_wounded6 -prefix SUIT4_
  456.  
  457.         anim    maps/fred/enpro/escape_shot1.mb -range 1 90 -dest models/md5/cinematics/enpro/swann_escape1 -prefix SUIT2_
  458.         anim    maps/fred/enpro/escape_shot2.mb -range 91 236 -dest models/md5/cinematics/enpro/swann_escape2 -prefix SUIT2_
  459.  
  460.         anim    maps/fred/enpro/escape_shot3.mb -range 316 461 -dest models/md5/cinematics/enpro/marine_escape -prefix SOL_
  461.  
  462.  
  463.  
  464.  
  465.  
  466.     // HELLHOLE CINEMATICS
  467.  
  468.         anim    maps/fred/cyberdemon/swanndead.mb -dest models/md5/cinematics/hellhole/rescue_swanndead -prefix SWANN_
  469.         anim    maps/fred/cyberdemon/pdamarine.mb -dest models/md5/cinematics/hellhole/rescue_pdamarine -prefix MARINE_
  470.         anim    maps/fred/cyberdemon/bodylook.mb -dest models/md5/cinematics/hellhole/rescue_bodylook -prefix SUIT_
  471.  
  472.     // UNDERGROUND STUFF
  473.  
  474.         anim    maps/fred/underground/brooksidle.mb -rotate 90 -dest models/md5/chars/mcu_brooks/brooksidle
  475.         anim    maps/fred/underground/brookswelcome.mb -rotate 90 -dest models/md5/chars/mcu_brooks/brooks01welcome
  476.         anim    maps/fred/underground/brooksimgonnaneed.mb -rotate 90 -dest models/md5/chars/mcu_brooks/brooks02imgonnaneed
  477.         anim    maps/fred/underground/brooksgrabyourgear.mb -rotate 90 -dest models/md5/chars/mcu_brooks/brooks03grabyourgear
  478.         anim    maps/fred/underground/brooksletme.mb -rotate 90 -dest models/md5/chars/mcu_brooks/brooks04letmeradiotest
  479.         anim    maps/fred/underground/brooksradiocheck.mb -rotate -90 -dest models/md5/chars/mcu_brooks/brooks05radiocheck
  480.         anim    maps/fred/underground/brookslookslike.mb -rotate -90 -dest models/md5/chars/mcu_brooks/brooks06mission
  481.         anim    maps/fred/underground/brooksallset.mb -rotate -90 -dest models/md5/chars/mcu_brooks/brooks07allset
  482.         anim    maps/fred/underground/brooksohyeah.mb -rotate -90 -dest models/md5/chars/mcu_brooks/brooks08dontshootcivilians
  483.         anim    maps/fred/underground/brooksneedtosecure.mb -rotate 90 -dest models/md5/chars/mcu_brooks/brooks09re_secureyourgear
  484.         anim    maps/fred/underground/brooksyourstuff.mb -rotate 90 -dest models/md5/chars/mcu_brooks/brooks13re_storagecabinet
  485.         anim    maps/fred/underground/brooksnowyouready.mb -rotate 90 -dest models/md5/chars/mcu_brooks/brooks14readyforcombat
  486.         anim    maps/fred/underground/brookswatchtheshootin.mb -rotate 90 -dest models/md5/chars/mcu_brooks/brookscowerwatch
  487.         anim    maps/fred/underground/brooksdontfire.mb -rotate 90 -dest models/md5/chars/mcu_brooks/brookscowerdontfire
  488.         anim    maps/fred/underground/brooksyoudont.mb -rotate 90 -dest models/md5/chars/mcu_brooks/brooks18re_moveout
  489.  
  490.         anim    maps/fred/underground/airlockencounter.mb  -range 1 80 -dest models/md5/chars/airlockzdragged -prefix ZOMBIE_
  491.         anim    maps/fred/underground/airlockencounter.mb  -range 81 150 -dest models/md5/chars/airlockzeatenloop -prefix ZOMBIE_
  492.         anim    maps/fred/underground/airlockencounter.mb  -range 150 186 -dest models/md5/chars/airlockzgetup -prefix ZOMBIE_
  493.         anim    maps/fred/underground/invasion2b.mb -range 52 99 -dest models/md5/cinematics/underground/invasion_runshoot
  494.         anim    maps/fred/underground/invasion6a.mb    -range 25 80 -dest models/md5/cinematics/underground/invasion_runfall
  495.         anim    maps/fred/underground/newsec.mb -dest models/md5/cinematics/underground/hallway_sec2zombie
  496.         anim    maps/fred/underground/invasion6c.mb -dest models/md5/cinematics/underground/hallway_sec2zombie2
  497.         anim    maps/fred/underground/invasion4.mb -dest models/md5/cinematics/underground/invasion_window
  498.         anim    maps/fred/underground/invasion6a.mb    -range 25 80 -dest models/md5/cinematics/underground/invasion_runbackscared -prefix SUIT2_
  499.         anim    maps/fred/underground/npcbackup.mb -dest models/md5/cinematics/underground/npcbackup
  500.         anim    maps/fred/underground/npcbackup_start.mb -dest models/md5/cinematics/underground/npcbackup_start
  501.         anim    maps/fred/underground/npcbackup_death.mb -dest models/md5/cinematics/underground/npcbackup_death
  502.         //anim    maps/fred/underground/npcbackup_cower.mb -rotate 90 -dest models/md5/cinematics/underground/npcbackup_cower
  503.         anim    maps/fred/underground/crazysci.mb -range 1 1 -dest models/md5/cinematics/underground/crazy_sci_start
  504.         anim    maps/fred/underground/crazysci.mb -range 1 114 -dest models/md5/cinematics/underground/crazy_sci1
  505.         anim    maps/fred/underground/crazysci.mb -range 115 224 -dest models/md5/cinematics/underground/crazy_sci2
  506.         anim    maps/fred/underground/crazysci2.mb -range 200 648 -dest models/md5/cinematics/underground/crazy_sci3 -prefix SUIT2_
  507.  
  508.         anim    maps/fred/underground/crazysciend.mb -dest models/md5/cinematics/underground/crazy_sci_end1 -prefix SUIT2_
  509.         anim    maps/fred/underground/zintro_reversed_new.mb -range 1 120 -dest models/md5/cinematics/underground/zintro_beater1
  510.         anim    maps/fred/underground/zintro_reversed_new.mb -range 121 230 -dest models/md5/cinematics/underground/zintro_beater2
  511.         anim    maps/fred/underground/zintro_reversed_new.mb -range 1 120 -dest models/md5/cinematics/underground/zintro_victim1 -prefix SUIT2_
  512.         anim    maps/fred/underground/zintro_reversed_new.mb -range 121 230 -dest models/md5/cinematics/underground/zintro_victim2 -prefix SUIT2_
  513.         anim    maps/fred/underground/zintro_part2.mb -dest models/md5/cinematics/underground/zintro_eater_loop
  514.         anim    maps/fred/underground/zintro_part2.mb -dest models/md5/cinematics/underground/zintro_eaten_loop -prefix SUIT2_
  515.         anim    maps/fred/underground/zintro_part3.mb -dest models/md5/cinematics/underground/zintro_eaten_end -prefix SUIT2_
  516.         anim    maps/fred/underground/zintro_part3.mb -range 447 447 -dest models/md5/cinematics/underground/zintro_eaten_end_loop -prefix SUIT2_
  517.  
  518.         anim    maps/fred/underground/zintro_part3.mb -dest models/md5/cinematics/underground/zintro_eater_getup
  519.         anim    maps/fred/underground/choke.mb -range 14 45 -dest models/md5/cinematics/underground/invasion_choke_victim_a
  520.         anim    maps/fred/underground/choke.mb -range 46 103 -dest models/md5/cinematics/underground/invasion_choke_victim_b
  521.         anim    maps/fred/underground/choke.mb -range 104 180 -dest models/md5/cinematics/underground/invasion_choke_victim_c
  522.         anim    maps/fred/underground/choke.mb -range 14 45 -dest models/md5/cinematics/underground/invasion_choke_zombie_a -prefix ZOMBIE_
  523.         anim    maps/fred/underground/choke.mb -range 46 103 -dest models/md5/cinematics/underground/invasion_choke_zombie_b -prefix ZOMBIE_
  524.         anim    maps/fred/underground/choke.mb -range 104 180 -dest models/md5/cinematics/underground/invasion_choke_zombie_c -prefix ZOMBIE_
  525.  
  526.         anim    maps/kevinc/marscity/checkin_cleared.mb -rotate 90 -dest models/md5/cinematics/marscity/sec_checkin_cleared
  527.         anim    maps/kevinc/marscity/checkin_gonnaneed.mb -rotate 90 -dest models/md5/cinematics/marscity/sec_checkin_need
  528.         anim    maps/kevinc/marscity/checkin_holdstill.mb -rotate 90 -dest models/md5/cinematics/marscity/sec_checkin_holdstill
  529.         anim    maps/kevinc/marscity/checkin_idle.mb -rotate 90 -dest models/md5/cinematics/marscity/sec_checkin_idle
  530.         anim    maps/kevinc/marscity/checkin_idle2.mb -rotate 90 -dest models/md5/cinematics/marscity/sec_checkin_idle_norot
  531.         anim    maps/kevinc/marscity/checkin_letmeget.mb -rotate 90 -dest models/md5/cinematics/marscity/sec_checkin_letmeget
  532.         anim    maps/kevinc/marscity/checkin_waisting.mb -rotate 90 -dest models/md5/cinematics/marscity/sec_checkin_waisting
  533.         anim    maps/kevinc/marscity/checkin_welcome.mb -rotate 90 -dest models/md5/cinematics/marscity/sec_checkin_welcome
  534.  
  535.         anim     maps/fred/marscity/office1.mb -dest models/md5/chars/office1working
  536.         
  537.         // ALPHALABS1 STUFF
  538.         
  539.         anim    models/characters/male_npc/cycles/idles/cower4.mb -rotate 180 -dest models/md5/chars/alphalabs1/cower4_hydrocon
  540.         anim    models/characters/male_npc/cycles/idles/startle.mb -rotate 180 -dest models/md5/chars/alphalabs1/startle
  541.         anim    models/characters/male_npc/cycles/working/PDA_idle_look_hydrocon.mb -rotate 180 -dest models/md5/chars/alphalabs1/pda_idle_look_hydrocon
  542.         anim    models/characters/male_npc/cycles/working/PDA_idle_look_hydrocon_talk.mb -rotate 180 -dest models/md5/chars/alphalabs1/pda_idle_look_hydrocon_talk
  543.         
  544.         // ALPHALABS4 STUFF
  545.         
  546.         anim    models/characters/male_npc/cycles/fragchamber_scientist/freaked_out.mb -rotate 90 -dest models/md5/chars/alphalabs4/freaked_out
  547.         anim    models/characters/male_npc/cycles/walks/walk_thankyou.mb -rotate 90 -dest models/md5/chars/alphalabs4/walk_thankyou
  548.         anim    models/characters/male_npc/cycles/fragchamber_scientist/hey_you.mb -rotate 90 -dest models/md5/chars/alphalabs4/hey_you
  549.         anim    models/characters/male_npc/cycles/talking/talk_secondary2.mb -rotate 90 -dest models/md5/chars/alphalabs4/talk_secondary2
  550.         anim    models/characters/male_npc/cycles/fragchamber_scientist/fragchamber_scientist_die.mb -range 0 0 -rotate 90 -dest models/md5/chars/alphalabs4/die_start
  551.         anim    models/characters/male_npc/cycles/fragchamber_scientist/fragchamber_scientist_die.mb -rotate 90 -dest models/md5/chars/alphalabs4/die
  552.         anim    models/characters/male_npc/cycles/fragchamber_scientist/fragchamber_scientist_die.mb -range 70 70 -rotate 90 -dest models/md5/chars/alphalabs4/die_end
  553.         
  554.     
  555.     // GENERIC CYCLES
  556.  
  557.     addoptions -align ALL
  558.     addoptions -destdir models/md5/chars
  559.  
  560.         anim    models/characters/male_npc/cycles/idles/af_pose.mb -dest af_pose
  561.         anim    models/characters/male_npc/cycles/idles/stand.mb -dest stand
  562.         anim    models/characters/male_npc/cycles/talking/stand_talk.mb -dest stand_talk
  563.         anim    models/characters/male_npc/cycles/talking/stand_talk_primary_mark.mb -dest stand_talk_primary_mark
  564.         anim    models/characters/male_npc/cycles/talking/stand_talk_secondary_mark.mb -dest stand_talk_secondary_mark
  565.         anim    models/characters/male_npc/cycles/talking/talk_primary_ross.mb -dest talk_primary_ross
  566.         anim    models/characters/male_npc/cycles/walks/walk_normal.mb -dest walk_normal
  567.         anim    models/characters/male_npc/cycles/pain/painchest.mb -dest painchest
  568.         anim    models/characters/male_npc/cycles/pain/painhead.mb -dest painhead
  569.         anim    models/characters/male_npc/cycles/pain/painleft.mb -dest painleft
  570.         anim    models/characters/male_npc/cycles/pain/painright.mb -dest painright
  571.         anim    models/characters/male_npc/cycles/idles/cower4.mb -dest cower4
  572.         anim    models/characters/male_npc/cycles/idles/turn_right.mb -dest turn_right
  573.         anim    models/characters/male_npc/cycles/idles/turn_left.mb -dest turn_left
  574.         anim    models/characters/male_npc/cycles/idles/turn_right_rotation90.mb -dest turn_right_rotation90
  575.         anim    models/characters/male_npc/cycles/idles/turn_left_rotation90.mb -dest turn_left_rotation90
  576.         anim    models/characters/male_npc/cycles/idles/turn_right_rotation180.mb -dest turn_right_rotation180
  577.         anim    models/characters/male_npc/cycles/idles/turn_left_rotation180.mb -dest turn_left_rotation180
  578.         anim    models/characters/male_npc/cycles/wounded/eric_hurt_loop_2.mb -range 0 60 -dest models/md5/chars/npc_stagger_loop
  579.         anim    models/characters/male_npc/cycles/runs/medrun1.mb -rotate 90 -dest models/md5/chars/medrun1
  580.  
  581.         anim    models/characters/male_npc/cycles/working/PDA_idle_look.mb -dest models/md5/chars/PDA_idle_look
  582.         anim    models/characters/male_npc/cycles/working/PDA_idle.mb -dest models/md5/chars/PDA_idle
  583.         anim    models/characters/male_npc/cycles/working/PDA_idle_daniel.mb -dest models/md5/chars/PDA_idle_daniel
  584.  
  585.         anim    models/characters/male_npc/cycles/working/gui_operate_daniel.mb -dest models/md5/chars/gui_operate_daniel
  586.         anim    models/characters/male_npc/cycles/talking/stand_talk.mb -dest models/md5/chars/stand_talk
  587.         anim    models/characters/male_npc/cycles/working/gui_look.mb -dest models/md5/chars/gui_look
  588.         anim    models/characters/male_npc/cycles/working/box_look.mb -dest models/md5/chars/box_look
  589.  
  590.         anim    models/characters/male_npc/cycles/working/look_in_hole_scratch_head.mb -dest models/md5/chars/look_in_hole_scratch_head
  591.         anim    models/characters/male_npc/cycles/working/look_in_hole.mb -dest models/md5/chars/look_in_hole
  592.         anim    models/characters/male_npc/cycles/talking/talk_listen_scotty_ross.mb -dest models/md5/chars/talk_listen_scotty_ross
  593.         anim    models/characters/male_npc/cycles/idles/stand_point_forward.mb -dest models/md5/chars/stand_point_forward
  594.         anim    models/characters/male_npc/cycles/idles/stand_point_forward_charles.mb -dest models/md5/chars/stand_point_forward_charles
  595.         anim    models/characters/male_npc/cycles/idles/idle_charles.mb -dest models/md5/chars/idle_charles
  596.  
  597.         anim    models/characters/male_npc/cycles/talking/talk_primary_todd.mb  -dest models/md5/chars/talk_primary_todd
  598.         anim    models/characters/male_npc/cycles/talking/talk_secondary2_todd.mb  -dest models/md5/chars/talk_secondary2_todd
  599.  
  600.         anim    models/characters/male_npc/cycles/working/gui_operate.mb -dest models/md5/chars/npcs/gui_operate_eric
  601.         anim    models/characters/male_npc/cycles/working/operate_computer_eric_thankyou.mb -dest models/md5/chars/operate_computer_eric_thankyou
  602.         anim    models/characters/male_npc/cycles/working/operate_computer_eric_worktalk1.mb -dest models/md5/chars/operate_computer_eric_worktalk1
  603.         anim    models/characters/male_npc/cycles/working/operate_computer_eric_worktalk2.mb -dest models/md5/chars/operate_computer_eric_worktalk2
  604.         anim    models/characters/male_npc/cycles/working/operate_computer_talk.mb -dest models/md5/chars/operate_computer_talk
  605.         
  606.         anim    models/characters/male_npc/cycles/working/operate_computer_james3.mb -dest models/md5/chars/operate_computer_loop3
  607.         anim    maps/fred/underground/james_fall.mb -dest models/md5/chars/invasion_ledgefall
  608.         anim    maps/fred/underground/invasion2.mb -range 68 118 -dest models/md5/chars/invasion_runcover
  609.         anim    models/characters/male_npc/cycles/idles/stand_sitting_PDAidle.mb -dest models/md5/chars/stand_sitting_idle
  610.         anim    models/characters/male_npc/cycles/idles/stand_sitting.mb -dest models/md5/chars/stand_sitting
  611.         anim    models/characters/male_npc/cycles/idles/mcu_thanku.mb -dest models/md5/chars/mcu_thanku
  612.  
  613.         anim    models/characters/male_npc/cycles/talking/PDA_talk_security_guard.mb -dest models/md5/chars/PDA_talk_security_guard
  614.         anim    models/characters/male_npc/cycles/talking/PDA_talk.mb -dest models/md5/chars/PDA_talk
  615.         
  616.         anim    models/characters/male_npc/cycles/sitting/mc_civ1_idle.mb -dest models/md5/chars/mc_civ1_idle
  617.         anim    models/characters/male_npc/cycles/sitting/mc_civ1_look.mb -dest models/md5/chars/mc_civ1_look
  618.         anim    models/characters/male_npc/cycles/sitting/mc_civ1_trigger.mb -dest models/md5/chars/mc_civ1_trigger
  619.         anim    models/characters/male_npc/cycles/sitting/mc_civ1_primary.mb -dest models/md5/chars/mc_civ1_primary
  620.         anim    models/characters/male_npc/cycles/sitting/mc_civ1_secondary1.mb -dest models/md5/chars/mc_civ1_secondary1
  621.         anim    models/characters/male_npc/cycles/sitting/mc_civ1_secondary2.mb -dest models/md5/chars/mc_civ1_secondary2
  622.         
  623.         anim    models/characters/male_npc/cycles/working/operate_computer_sitting.mb -dest models/md5/chars/operate_computer_sitting
  624.         anim    models/characters/male_npc/cycles/working/operate_computer_sitting_higher.mb -dest models/md5/chars/operate_computer_sitting_higher
  625.         anim    models/characters/male_npc/cycles/walks/walk_machinegun.mb -xyzprecision 0.01 -quatprecision 0.00006 -dest models/md5/chars/walk_machinegun
  626.  
  627.         anim    models/characters/male_npc/cycles/idles/p90_stand.mb -rotate 90 -dest models/md5/chars/p90_stand
  628.         anim    models/characters/male_npc/cycles/idles/p90_idle.mb -rotate 90 -dest models/md5/chars/p90_idle
  629.         anim    models/characters/male_npc/cycles/idles/p90_point_left.mb -rotate 90 -dest models/md5/chars/p90_point_left
  630.         anim    models/characters/male_npc/cycles/idles/p90_talk.mb -rotate 90 -dest models/md5/chars/p90_talk
  631.  
  632.         anim    models/characters/male_npc/cycles/talking/marscity_marine1_ver1_hq_primary.mb -rotate 90 -dest models/md5/chars/marscity_marine1_ver1_hq_primary
  633.         anim    models/characters/male_npc/cycles/talking/marscity_marine1_ver1_hq_secondary1.mb -rotate 90 -dest models/md5/chars/marscity_marine1_ver1_hq_secondary1
  634.         anim    models/characters/male_npc/cycles/talking/marscity_marine1_ver1_hq_secondary2.mb -rotate 90 -dest models/md5/chars/marscity_marine1_ver1_hq_secondary2
  635.  
  636.         anim    models/characters/male_npc/cycles/idles/drinkfoamcup3.mb -dest models/md5/chars/drinkfoamcup
  637.         anim    models/characters/male_npc/cycles/idles/drink_idle.mb -dest models/md5/chars/drink_idle
  638.  
  639.         anim    models/characters/male_npc/cycles/working/gui_operate_main_worker.mb -dest models/md5/chars/gui_operate_main_worker
  640.         anim    models/characters/male_npc/cycles/idles/stand_hands_at_waist.mb -dest models/md5/chars/stand_hands_at_waist
  641.         
  642.         //CAVERNS STUFF
  643.         
  644.         addoptions -destdir models/md5/chars/caverns
  645.         
  646.         anim    models/characters/male_npc/cycles/talking/scared_maint_guy/cav2_scared_all.mb  -range 1 200 -dest models/md5/chars/caverns/cav2_idle
  647.         anim    models/characters/male_npc/cycles/talking/scared_maint_guy/cav2_scared_all.mb  -range 200 290 -dest models/md5/chars/caverns/cav2_primary
  648.         anim    models/characters/male_npc/cycles/talking/scared_maint_guy/cav2_scared_all.mb  -range 290 399 -dest models/md5/chars/caverns/cav2_secondary1
  649.         anim    models/characters/male_npc/cycles/talking/scared_maint_guy/cav2_scared_all.mb  -range 399 475 -dest models/md5/chars/caverns/cav2_secondary2
  650.         anim    models/characters/male_npc/cycles/talking/scared_maint_guy/cav2_scared_all.mb  -range 475 710 -dest models/md5/chars/caverns/cav2_trigger
  651.  
  652.  
  653. //        MARINES WITH MACHINEGUN
  654.  
  655.  
  656.  
  657. options -prefix ZOMBIE_ -keep eject flash barrel machinegun eyecontrol rshldrpad lshldrpad Lknee Rknee Body Body2 Lhand Lhand1 Rhand Rhand1 headcontrol neckcontrol loneckcontrol SPINNER Rball_r Rtoe_r Lball_r Ltoe_r Chest Shoulders Luparm_orbit Ruparm_orbit Belly Lrib Rrib chair RHANDCONNECTOR LHANDCONNECTOR -parent RHANDCONNECTOR Rhand1 -parent LHANDCONNECTOR Lhand1 -parent headcontrol neckcontrol -parent neckcontrol loneckcontrol -parent loneckcontrol Shoulders  -parent rshldrpad Shoulders -parent lshldrpad Shoulders -parent Body2 Body -parent Hips Body2 -parent SPINNER Body2 -parent Waist SPINNER -rename mgeject eject -rename mgflash flash -rename mgbarrel barrel
  658.     
  659.     addoptions -keepmesh marinebodymesh
  660.     addoptions -keepmesh w_machinegunmesh 
  661.     addoptions -keepmesh mgflash1 
  662.     addoptions -keepmesh mgflash2 
  663.     addoptions -keepmesh mgflash3 
  664.     addoptions -keepmesh mgflash4
  665.  
  666.  
  667.         mesh    models/monsters/zombie/cycles/idles/npcs_mesh2.mb -align ALL -range 1 1 -dest models/md5/chars/marine_w_mgun
  668.  
  669.         anim    maps/fred/enpro/marine_battle_shot1.mb -range 1 170 -dest models/md5/cinematics/enpro/exitsoldier1_shot1 -prefix SUIT_        
  670.         anim    maps/fred/enpro/marine_battle_shot2.mb -range 171 259 -dest models/md5/cinematics/enpro/exitsoldier1_shot2 -prefix ASUIT_    
  671.         anim    maps/fred/enpro/marine_battle_shot3.mb -range 260 321 -dest models/md5/cinematics/enpro/exitsoldier1_shot3 -prefix SUIT_        
  672.         anim    maps/fred/enpro/marine_battle_shot4.mb -range 350 420 -dest models/md5/cinematics/enpro/exitsoldier1_shot4 -prefix ASUIT_    
  673.         anim    maps/fred/enpro/marine_battle_shot5.mb -range 452 510 -dest models/md5/cinematics/enpro/exitsoldier1_shot5 -prefix SUIT_        
  674.         anim    maps/fred/enpro/enpro_exit2.mb -range 511 698 -dest models/md5/cinematics/enpro/exitsoldier1_shot6 -prefix ASUIT_
  675.         anim    maps/fred/enpro/enpro_exit2.mb -range 699 740 -dest models/md5/cinematics/enpro/exitsoldier1_shot7 -prefix ASUIT_
  676.         anim    maps/fred/enpro/enpro_exit2.mb -range 741 979 -dest models/md5/cinematics/enpro/exitsoldier1_shot8 -prefix ASUIT_
  677.  
  678.         anim    maps/fred/enpro/marine_battle_shot1.mb -range 1 170 -dest models/md5/cinematics/enpro/exitsoldier2_shot1 -prefix SUIT2_
  679.         anim    maps/fred/enpro/marine_battle_shot2.mb -range 171 259 -dest models/md5/cinematics/enpro/exitsoldier2_shot2 -prefix SUIT_
  680.         anim    maps/fred/enpro/marine_battle_shot3.mb -range 260 321 -dest models/md5/cinematics/enpro/exitsoldier2_shot3 -prefix SUIT2_
  681.         anim    maps/fred/enpro/marine_battle_shot4.mb -range 350 420 -dest models/md5/cinematics/enpro/exitsoldier2_shot4 -prefix SUIT_
  682.         anim    maps/fred/enpro/marine_battle_shot5.mb -range 452 510 -dest models/md5/cinematics/enpro/exitsoldier2_shot5 -prefix SUIT2_
  683.         anim    maps/fred/enpro/enpro_exit2.mb -range 511 698 -dest models/md5/cinematics/enpro/exitsoldier2_shot6 -prefix SUIT_
  684.         anim    maps/fred/enpro/enpro_exit2.mb -range 699 740 -dest models/md5/cinematics/enpro/exitsoldier2_shot7 -prefix SUIT_
  685.         anim    maps/fred/enpro/enpro_exit2.mb -range 741 979 -dest models/md5/cinematics/enpro/exitsoldier2_shot8 -prefix SUIT_
  686.  
  687.         anim    maps/fred/enpro/marine_battle_shot1.mb -range 1 170 -dest models/md5/cinematics/enpro/exitsoldier3_shot1 -prefix SUIT3_
  688.         anim    maps/fred/enpro/marine_battle_shot2.mb -range 171 259 -dest models/md5/cinematics/enpro/exitsoldier3_shot2 -prefix SOL_
  689.         anim    maps/fred/enpro/marine_battle_shot3.mb -range 260 321 -dest models/md5/cinematics/enpro/exitsoldier3_shot3 -prefix SUIT3_
  690.         anim    maps/fred/enpro/marine_battle_shot4.mb -range 350 420 -dest models/md5/cinematics/enpro/exitsoldier3_shot4 -prefix SOL_
  691.         anim    maps/fred/enpro/marine_battle_shot5.mb -range 452 510 -dest models/md5/cinematics/enpro/exitsoldier3_shot5 -prefix SUIT3_
  692.         anim    maps/fred/enpro/enpro_exit2.mb -range 511 698 -dest models/md5/cinematics/enpro/exitsoldier3_shot6 -prefix SOL_
  693.         anim    maps/fred/enpro/enpro_exit2.mb -range 699 740 -dest models/md5/cinematics/enpro/exitsoldier3_shot7 -prefix SOL_
  694.         anim    maps/fred/enpro/enpro_exit2.mb -range 741 979 -dest models/md5/cinematics/enpro/exitsoldier3_shot8 -prefix SOL_
  695.  
  696.         anim    maps/fred/enpro/enpro_exit2.mb -range 511 698 -dest models/md5/cinematics/enpro/exitsoldier4_shot6 -prefix PLAYER_
  697.         anim    maps/fred/enpro/enpro_exit2.mb -range 699 740 -dest models/md5/cinematics/enpro/exitsoldier4_shot7 -prefix PLAYER_
  698.         anim    maps/fred/enpro/enpro_exit2.mb -range 741 979 -dest models/md5/cinematics/enpro/exitsoldier4_shot8 -prefix PLAYER_
  699.  
  700.         addoptions -align ALL
  701.         anim    models/characters/male_npc/cycles/runs/al2_run_anim_30.mb -rotate 90 -range 79 98 -dest models/md5/chars/mgrun -prefix ZOMBIE_ 
  702.         anim    models/characters/male_npc/cycles/runs/al2_run_anim_30.mb -rotate 90 -range 99 207 -dest models/md5/chars/mgrunstoplookback -prefix ZOMBIE_
  703.  
  704.         
  705. }
  706.  
  707. model npc_base {
  708.     mesh                            models/md5/chars/skeleton.md5mesh
  709.  
  710.     channel torso                    ( *Waist )
  711.     channel legs                    ( origin Body Body2 *Hips -*Waist SPINNER eyecontrol chair)
  712.     
  713.     anim af_pose                    models/md5/chars/af_pose.md5anim
  714.     anim ik_pose                    models/md5/chars/af_pose.md5anim
  715.     anim pain                        models/md5/chars/npc_stagger_loop.md5anim
  716.     anim stand                        models/md5/chars/stand.md5anim
  717.     anim talk_excuseme                models/md5/chars/stand.md5anim 
  718.     anim talk_trigger                models/md5/chars/stand.md5anim 
  719.     anim talk_primary                models/md5/chars/stand.md5anim 
  720.     anim talk_secondary1            models/md5/chars/stand.md5anim 
  721.      anim idle                        models/md5/chars/stand.md5anim
  722.     anim cower                        models/md5/chars/cower4.md5anim
  723.     anim walk                        models/md5/chars/walk_normal.md5anim {
  724.         frame 3                            sound_body snd_footstep
  725.         frame 17                        sound_body snd_footstep
  726.         frame 30                        sound_body snd_footstep
  727.         frame 46                        sound_body snd_footstep
  728.     }
  729.     anim run1                        models/md5/chars/medrun1.md5anim
  730.     anim turn_left                    models/md5/chars/turn_left.md5anim, models/md5/chars/turn_left_rotation180.md5anim {
  731.         anim_turn
  732.     }
  733.     
  734.     anim turn_right                    models/md5/chars/turn_right.md5anim, models/md5/chars/turn_right_rotation180.md5anim {
  735.         anim_turn
  736.     }
  737.  
  738. }
  739.  
  740.  
  741. model npc_labcoat {
  742.     inherit                            npc_base
  743.     mesh                            models/md5/chars/labcoat.md5mesh
  744.     channel torso                    ( *Waist )
  745.     channel legs                    ( origin Body Body2 *Hips -*Waist SPINNER eyecontrol chair)
  746.  
  747. }
  748.  
  749. model npc_suit {
  750.     inherit                            npc_base
  751.     mesh                            models/md5/chars/suit.md5mesh
  752.     channel torso                    ( *Waist )
  753.     channel legs                    ( origin Body Body2 *Hips -*Waist SPINNER eyecontrol chair)
  754.  
  755. }
  756.  
  757. model npc_suit2 {
  758.     inherit                            npc_base
  759.     mesh                            models/md5/chars/suit.md5mesh
  760.     skin                            skins/characters/npcs/brownsuit.skin
  761.     channel torso                    ( *Waist )
  762.     channel legs                    ( origin Body Body2 *Hips -*Waist SPINNER eyecontrol chair)
  763.  
  764. }
  765.  
  766. model npc_jumpsuit {
  767.     inherit                            npc_base
  768.     mesh                            models/md5/chars/jumpsuit.md5mesh
  769.     channel torso                    ( *Waist )
  770.     channel legs                    ( origin Body Body2 *Hips -*Waist SPINNER eyecontrol chair)
  771.  
  772. }
  773.  
  774. model npc_tshirt {
  775.     inherit                            npc_base
  776.     mesh                            models/md5/chars/tshirt.md5mesh
  777.     channel torso                    ( *Waist )
  778.     channel legs                    ( origin Body Body2 *Hips -*Waist SPINNER eyecontrol chair)
  779.  
  780. }
  781.  
  782. model npc_marine {
  783.     inherit                            npc_base
  784.     mesh                            models/md5/chars/marine.md5mesh
  785.     channel torso                    ( *Waist )
  786.     channel legs                    ( origin Body Body2 *Hips -*Waist SPINNER eyecontrol chair)
  787.  
  788. }
  789.  
  790. model npc_marine_w_mgun {
  791.     mesh                            models/md5/chars/marine_w_mgun.md5mesh
  792.     channel torso                    ( *Waist )
  793.     channel legs                    ( origin Body Body2 *Hips -*Waist SPINNER eyecontrol chair)
  794.  
  795. }
  796.  
  797. model npc_player {
  798.     inherit                            npc_base
  799.     mesh                            models/md5/chars/player.md5mesh
  800.     channel torso                    ( *Waist )
  801.     channel legs                    ( origin Body Body2 *Hips -*Waist SPINNER eyecontrol chair)
  802.  
  803. }
  804.  
  805.  
  806. model npc_security {
  807.     inherit                            npc_base
  808.     mesh                            models/md5/chars/security.md5mesh
  809.     skin                            skins/characters/npcs/regsec.skin
  810.     channel torso                    ( *Waist )
  811.     channel legs                    ( origin Body Body2 *Hips -*Waist SPINNER eyecontrol chair)
  812.  
  813. }
  814.  
  815. model npc_skeleton {
  816.     inherit                            npc_base
  817.     mesh                            models/md5/chars/skeleton.md5mesh
  818.     channel torso                    ( *Waist )
  819.     channel legs                    ( origin Body Body2 *Hips -*Waist SPINNER eyecontrol chair)
  820.  
  821. }
  822.  
  823. model char_betruger {
  824.     inherit                            npc_labcoat
  825.     anim operate_computer6            models/md5/chars/operate_computer_loop3.md5anim
  826. }
  827.  
  828.  
  829. entityDef char_betruger {
  830.     "inherit"                        "npc_base"
  831.     "model"                            "char_betruger"
  832.     "def_head"                        "head_betruger"
  833.     "head_joint"                    "Shoulders"
  834. }
  835.  
  836. model char_swann {
  837.     inherit                            npc_suit
  838.     anim stand                        models/md5/chars/stand.md5anim {
  839.         frame 1                             event disableEyeFocus
  840.     }
  841.     anim stand                        models/md5/chars/stand.md5anim {
  842.         frame 1                             event disableEyeFocus
  843.     }
  844.  
  845. }
  846.  
  847. entityDef char_swann {
  848.     "inherit"                        "npc_base"
  849.     "model"                            "char_swann"
  850.  
  851.     "eye_verticle_offset"            "10"
  852.     "eye_horizontal_offset"            "5"
  853.  
  854.     "def_head"                        "head_swann"
  855.     "head_joint"                    "Shoulders"
  856. }
  857.  
  858. model char_campbell {
  859.     inherit                            npc_marine
  860.     
  861.     anim stand                        models/md5/chars/stand.md5anim {
  862.         frame 1                             event disableEyeFocus
  863.     }
  864.     anim stand                        models/md5/chars/stand.md5anim {
  865.         frame 1                             event disableEyeFocus
  866.     }
  867. }
  868.  
  869. entityDef char_campbell {
  870.     "inherit"                        "npc_base"
  871.     "model"                            "char_campbell"
  872.  
  873.     "eye_verticle_offset"            "10"
  874.     "eye_horizontal_offset"            "5"
  875.  
  876.     //"joint_attach Rhand1"            "env_bfgcase"
  877.  
  878.     "def_head"                        "head_campbell"
  879.     "head_joint"                    "Shoulders"
  880. }
  881.  
  882. model char_campbell_bfg {
  883.     mesh                            models/md5/chars/campbell/campbell.md5mesh
  884.     channel torso                    ( *Waist )
  885.     channel legs                    ( origin Body Body2 *Hips -*Waist SPINNER eyecontrol)
  886.  
  887.     anim stand                        models/md5/chars/campbell/bfg_idle.md5anim {
  888.         frame 1                             event disableEyeFocus
  889.     }
  890.     anim idle                        models/md5/chars/campbell/bfg_idle.md5anim {
  891.         frame 1                             event disableEyeFocus
  892.     }
  893.     anim idle_for_roq                models/md5/chars/campbell/bfg_idle_eric.md5anim {
  894.         frame 1                             event disableEyeFocus
  895.     }
  896.  
  897.     anim talk_primary                models/md5/chars/campbell/bfg_idle.md5anim
  898.     anim talk_secondary1            models/md5/chars/campbell/bfg_idle.md5anim
  899.     anim walk                        models/md5/chars/campbell/bfg_walk.md5anim
  900.     anim run                        models/md5/chars/campbell/bfg_run.md5anim
  901.     anim af_pose                    models/md5/chars/campbell/af_pose.md5anim
  902.     anim ik_pose                    models/md5/chars/campbell/af_pose.md5anim
  903.     anim runbackfire                models/md5/chars/campbell/bfg_runback_fire.md5anim {
  904.         frame 1                             trigger bfglight1
  905.         frame 4                             trigger bfglight1
  906.         frame 6                             trigger bfglight1
  907.         frame 9                             trigger bfglight1
  908.         frame 53                        fire_missile_at_target BFG duffy_target_null_2
  909.     }
  910.     anim runbackfire2                models/md5/chars/campbell/bfg_runback_fire2.md5anim {
  911.         frame 51                        fire_missile_at_target BFG duffy_target_null_2
  912.     }
  913.     anim runbackstart                models/md5/chars/campbell/bfg_runback_fire2_start.md5anim
  914.     
  915.     anim bfgaim                        models/md5/chars/campbell/bfg_aim.md5anim
  916.     anim turn_left                    models/md5/chars/campbell/campbellturn_left.md5anim, models/md5/chars/campbell/campbellturn_left_rotation180.md5anim {
  917.         anim_turn
  918.     }
  919.     anim turn_right                    models/md5/chars/campbell/campbellturn_right.md5anim, models/md5/chars/campbell/campbellturn_right_rotation180.md5anim {
  920.         anim_turn
  921.     }
  922.  
  923.     anim casewalk                    models/md5/chars/campbell/bfg_casewalk.md5anim
  924. }
  925.  
  926. model char_campbell_bfgcase {
  927.     inherit                          char_campbell_bfg
  928.     anim walk                         models/md5/chars/campbell/bfg_casewalk.md5anim
  929.     anim stand                        models/md5/chars/campbell/campbell_idle.md5anim
  930.     anim idle                        models/md5/chars/campbell/campbell_idle.md5anim
  931. }
  932.  
  933. entityDef char_campbell_bfg {
  934.     "inherit"                        "character_default"
  935.     "scriptobject"                    "character"
  936.     "size"                            "32 32 74"
  937.     "use_aas"                        "aas48"
  938.     "team"                            "0"
  939.     "rank"                            "0"
  940.     "mass"                            "2000"
  941.     
  942.     "ik_numLegs"                    "2"
  943.     "ik_footSize"                    "0"
  944.     "ik_waist"                        "Body2"
  945.     "ik_hip1"                        "Lupleg"
  946.     "ik_hip2"                        "Rupleg"
  947.     "ik_knee1"                        "Lloleg"
  948.     "ik_knee2"                        "Rloleg"
  949.     "ik_ankle1"                        "Lankle_r"
  950.     "ik_ankle2"                        "Rankle_r"
  951.     "ik_dir1"                        "Lknee"
  952.     "ik_dir2"                        "Rknee"
  953.     "ik_foot1"                        "Lball_r"
  954.     "ik_foot2"                        "Rball_r"
  955.  
  956.     "bone_focus"                    "headcontrol"
  957.     "bone_leftEye"                    "Leyeaim"
  958.     "bone_rightEye"                    "Reyeaim"
  959.     
  960.     "eye_turn_min"                    "-20 -30 0"
  961.     "eye_turn_max"                    "20 30 0"
  962.     "eye_verticle_offset"            "5"
  963.     "eye_horizontal_offset"            "-8"
  964.     "eye_focus_rate"                "0.5"
  965.     "head_focus_rate"                "0.1"
  966.  
  967.     "look_min"                        "-90 -125 0"
  968.     "look_max"                        "25 125 0"
  969.     "look_joint Waist"                "0.1333 0.1333 0"
  970.     "look_joint Chest"                "0.1333 0.1333 0"
  971.     "look_joint Shoulders"            "0.1333 0.1333 0"
  972.     "look_joint headcontrol"        "0.6 0.6 0"
  973.     "look_joint Ruparm"                "-0.4 0 0"
  974.     "look_joint Luparm"                "-0.4 0 0"
  975.  
  976.     "damage_zone head"                "*loneckcontrol"
  977.     "damage_zone chest"                "*Waist -*loneckcontrol"
  978.     "damage_zone left_arm"            "*Luparm"
  979.     "damage_zone right_arm"            "*Ruparm"
  980.     "damage_zone legs"                "origin Body2"
  981.     
  982.     "snd_footstep"                    "npc_sounds_footstep"
  983.  
  984.     "model"                            "char_campbell_bfg"
  985.     "ragdoll"                        "char_campbell_bfg"
  986.  
  987.     "sound_bone"                    "Chest"
  988.     
  989.     "def_head"                        "head_campbell"
  990.     "head_joint"                    "Shoulders"
  991.  
  992.     "def_projectile"                "projectile_bfg_cinematic"
  993.     "projectile_spread"                "0"
  994.     "num_projectiles"                "1"
  995.     "attack_accuracy"                "0"
  996.  
  997.     "def_dropDeathItem"                "moveable_item_bfg"
  998.     "dropDeathItemJoint"            "BFG"
  999.     "skin_dropDeath"                "skins/characters/npcs/marine_campbell.skin"
  1000.  
  1001. }
  1002.  
  1003.  
  1004.  
  1005. /***********************************************************************
  1006.  
  1007.     Haz. Materials
  1008.  
  1009. ***********************************************************************/
  1010.  
  1011. model npc_hazmat {
  1012.     inherit                            npc_base
  1013.     mesh                            models/md5/chars/hazmat.md5mesh
  1014.     channel torso                    ( *Waist )
  1015.     channel legs                    ( origin Body Body2 *Hips -*Waist SPINNER eyecontrol chair)
  1016.  
  1017. }
  1018.  
  1019. model char_hazmat {
  1020.     inherit                            npc_base
  1021.     mesh                            models/md5/chars/hazmat.md5mesh
  1022.     channel torso                    ( *Waist )
  1023.     channel legs                    ( origin Body Body2 *Hips -*Waist SPINNER eyecontrol chair )
  1024. }
  1025.  
  1026. entityDef char_hazmat {
  1027.     "inherit"                        "npc_base"
  1028.     "model"                            "char_hazmat"    
  1029. }
  1030.  
  1031.  
  1032. entityDef npc_base {
  1033.     "inherit"                        "character_default"
  1034.     "scriptobject"                    "character"
  1035.     "model"                            "npc_base"
  1036.     "ragdoll"                        "char_npc_base"
  1037.     "size"                            "32 32 74"
  1038.     "use_aas"                        "aas48"
  1039.     "team"                            "0"
  1040.     "rank"                            "0"
  1041.  
  1042.     "gib"                            "0"
  1043.     "model_gib"                     "models/md5/chars/skeleton.md5mesh"
  1044.     "snd_gibbed"                    "sound_giblets"
  1045.  
  1046.     "def_dropGibItem1"                "moveable_item_head_pork"
  1047.     "dropGibItem1Joint"                "headcontrol"
  1048.  
  1049.     "def_dropGibItem2"                "moveable_item_torso_pork"
  1050.     "dropGibItem2Joint"                "Chest"
  1051.  
  1052.     "def_dropGibItem3"                "moveable_item_rup_arm_pork"
  1053.     "dropGibItem3Joint"                "Ruparm"
  1054.  
  1055.     "def_dropGibItem4"                "moveable_item_left_waist_pork"
  1056.     "dropGibItem4Joint"                "Waist"
  1057.  
  1058.     "def_dropGibItem5"                "moveable_item_lup_leg_pork"
  1059.     "dropGibItem5Joint"                "Lupleg"
  1060.  
  1061.     "def_dropGibItem6"                "moveable_item_rup_leg_pork"
  1062.     "dropGibItem6Joint"                "Rupleg"
  1063.  
  1064.     "def_dropGibItem7"                "moveable_item_rup2_leg_pork"
  1065.     "dropGibItem7Joint"                "Rloleg"
  1066.  
  1067.     "def_dropGibItem8"                "moveable_item_pelvis_pork"
  1068.     "dropGibItem8Joint"                "Hips"
  1069.  
  1070.     "ik_numLegs"                    "2"
  1071.     "ik_footSize"                    "4"
  1072.     "ik_waist"                        "Body2"
  1073.     "ik_hip1"                        "Lupleg"
  1074.     "ik_hip2"                        "Rupleg"
  1075.     "ik_knee1"                        "Lloleg"
  1076.     "ik_knee2"                        "Rloleg"
  1077.     "ik_ankle1"                        "Lankle_r"
  1078.     "ik_ankle2"                        "Rankle_r"
  1079.     "ik_dir1"                        "Lknee"
  1080.     "ik_dir2"                        "Rknee"
  1081.     "ik_foot1"                        "Lball_r"
  1082.     "ik_foot2"                        "Rball_r"
  1083.  
  1084.     "bone_focus"                    "headcontrol"
  1085.     "bone_orientation"                "Body"
  1086.     "bone_leftEye"                    "Leyeaim"
  1087.     "bone_rightEye"                    "Reyeaim"
  1088.     
  1089.     "look_min"                        "-90 -125 0"
  1090.     "look_max"                        "25 125 0"
  1091.     "look_joint Waist"                "0.1333 0.1333 0"
  1092.     "look_joint Chest"                "0.1333 0.1333 0"
  1093.     "look_joint Shoulders"            "0.1333 0.1333 0"
  1094.     "look_joint headcontrol"        "0.6 0.6 0"
  1095.     "look_joint Ruparm"                "-0.4 0 0"
  1096.     "look_joint Luparm"                "-0.4 0 0"    
  1097.     
  1098.     "copy_joint neckcontrol"        "neckcontrol"
  1099.     "copy_joint headcontrol"        "headcontrol"
  1100.     "copy_joint_world eyecontrol"    "eyecontrol"
  1101.     
  1102.     "eye_turn_min"                    "-20 -30 0"
  1103.     "eye_turn_max"                    "20 30 0"
  1104.     "eye_verticle_offset"            "5"
  1105.     "eye_horizontal_offset"            "-8"
  1106.     "eye_focus_rate"                "0.5"
  1107.     "head_focus_rate"                "0.1"
  1108.  
  1109.     "damage_zone head"                "*loneckcontrol"
  1110.     "damage_zone chest"                "*Waist -*loneckcontrol"
  1111.     "damage_zone left_arm"            "*Luparm"
  1112.     "damage_zone right_arm"            "*Ruparm"
  1113.     "damage_zone legs"                "origin Body2"
  1114.  
  1115.     "snd_death"                        "generic_npc_death"
  1116.     "snd_footstep"                    "player_sounds_footstep"
  1117.     "snd_talk_primary"                "default_primary"
  1118.     "snd_talk_secondary"            "default_secondary"
  1119.     "snd_talk_trigger"                "default_trigger"
  1120. }
  1121.  
  1122.  
  1123.  
  1124.  
  1125. //PROPS
  1126.  
  1127. export fred {
  1128.  
  1129.     options -prefix ZOMBIE_ -keep RHANDCONNECTOR -rename origin blah -rename RHANDCONNECTOR origin -clearorigin -sourcedir models/monsters/zombie/cycles/idles -destdir models/md5/props
  1130.  
  1131.     mesh    npcs_mesh.mb -range 1 1 -dest tabletpc -keepmesh tabletpcmesh -keepmesh tabletpcguimesh
  1132.     mesh    npcs_mesh.mb -range 1 1 -dest foamcup -keepmesh foamcup_layer1
  1133.  
  1134.     options -prefix ZOMBIE_ -keep RHANDCONNECTOR -rename origin blah -rename RHANDCONNECTOR origin -clearorigin -sourcedir models/monsters/zombie/cycles/idles -destdir models/md5/props
  1135.  
  1136.     mesh    npcs_mesh.mb -range 1 1 -dest adrenaline -keepmesh adrenalinemesh -keepmesh adrenalinefxmesh
  1137.     mesh    npcs_mesh.mb -range 1 1 -dest pda -keepmesh pdamodel -keepmesh pdaguimodel
  1138.     mesh    npcs_mesh.mb -range 1 1 -dest cola -keepmesh cola1_layer1
  1139.  
  1140.     mesh    npcs_mesh.mb -range 1 1 -dest shotgun -keepmesh w_shotgunmesh -keepmesh w_shotgunloadermesh
  1141.     mesh    npcs_mesh.mb -range 1 1 -keep mgeject -keep mgflash -keep mgbarrel -dest machinegun -keepmesh w_machinegunmesh -keepmesh mgflash1 -keepmesh mgflash2 -keepmesh mgflash3 -keepmesh mgflash4
  1142.     mesh    npcs_mesh.mb -range 1 1 -dest pistol -keepmesh w_pistolmesh
  1143.     mesh    npcs_mesh.mb -range 1 1 -dest flashlight -keepmesh flashlightflaremodel -keepmesh flashlightbeammodel -keepmesh flashlightlensmodel -keepmesh flashlightmodel
  1144.     mesh    npcs_mesh.mb -range 1 1 -dest wrench -keepmesh monkeywrench
  1145.     mesh    npcs_mesh.mb -range 1 1 -dest dufflebag -keepmesh dufflebagmesh
  1146.  
  1147.     options -prefix ZOMBIE_ -keep LHANDCONNECTOR -rename origin blah -rename LHANDCONNECTOR origin -clearorigin -sourcedir models/monsters/zombie/cycles/idles -destdir models/md5/props
  1148.     mesh    npcs_mesh.mb -range 1 1 -dest leftflashlight -keepmesh flashlightflaremodel -keepmesh flashlightbeammodel -keepmesh flashlightlensmodel -keepmesh flashlightmodel
  1149.  
  1150.     options -prefix ZOMBIE_ -keep chair -rename origin blah -rename chair origin -clearorigin -sourcedir models/monsters/zombie/cycles/idles -destdir models/md5/props
  1151.  
  1152.     mesh    npcs_mesh.mb -range 1 1 -dest metal_lounge_chair -keepmesh metalloungechairframemesh -keepmesh metalloungechairmesh
  1153.     mesh    npcs_mesh.mb -range 1 1 -dest metal_kitchen_chair -keepmesh metalkitchenchairmesh
  1154.     mesh    npcs_mesh.mb -range 1 1 -dest big_cushy_chair -keepmesh bigcushychairmesh
  1155.     mesh    npcs_mesh.mb -range 1 1 -dest soft_desk_chair1 -keepmesh softdeskchairmesh1
  1156.     mesh    npcs_mesh.mb -range 1 1 -dest soft_desk_chair2 -keepmesh softdeskchairmesh2
  1157.  
  1158. //    options -prefix SUIT_ -sourcedir maps/fred/marscity/ -destdir models/md5/chars/receptionist/marscity/
  1159. //    mesh    reception.mb -dest receptioncin1_smallpda -prefix SUIT_ -keepmesh pdamodel -keepmesh pdaguimodel
  1160. //    anim    reception.mb -range 24 338 -dest receptioncin1_smallpda -prefix SUIT_ -keepmesh pdamodel -keepmesh pdaguimodel
  1161.  
  1162.     options -prefix SUIT_ -sourcedir maps/fred/marscity/ -destdir models/md5/chars/receptionist/marscity/
  1163.     mesh    reception_redo.mb -dest receptioncin1_smallpda -prefix SUIT_ -keepmesh pdamodel -keepmesh pdaguimodel
  1164.     anim    reception_redo.mb -range 24 100 -dest receptioncin1_smallpda_a -prefix SUIT_ -keepmesh pdamodel -keepmesh pdaguimodel
  1165.     anim    reception_redo.mb -range 101 145 -dest receptioncin1_smallpda_b -prefix SUIT_ -keepmesh pdamodel -keepmesh pdaguimodel
  1166.     anim    reception_redo_handlock.mb -range 146 339 -dest receptioncin1_smallpda_c -prefix SUIT_ -keepmesh pdamodel -keepmesh pdaguimodel
  1167.  
  1168.     
  1169.     
  1170.     options -prefix PLAYER_ -sourcedir maps/fred/marscity/ -destdir models/md5/chars/receptionist/marscity/
  1171.     mesh    reception.mb  -dest receptioncin1_dufflebag -prefix PLAYER_ -keepmesh dufflebagmesh
  1172.     anim    reception.mb  -dest receptioncin1_dufflebag -prefix PLAYER_ -keepmesh dufflebagmesh
  1173.     
  1174. }
  1175.  
  1176. model prop_adrenaline {
  1177.     mesh                    models/md5/props/adrenaline.md5mesh
  1178.  
  1179. }
  1180.  
  1181. entityDef prop_adrenaline {
  1182.     "inherit"                        "cin_base"
  1183.     "model"                            "prop_adrenaline"
  1184.     "joint"                            "RHANDCONNECTOR"
  1185.     "origin"                        "0 0 0"
  1186.     "angles"                        "0 0 0"
  1187.     "remove"                        "1"
  1188. }
  1189.  
  1190. model prop_tabletpc {
  1191.     mesh                    models/md5/props/tabletpc.md5mesh
  1192.  
  1193. }
  1194.  
  1195. entityDef prop_tabletpc {
  1196.     "inherit"                        "cin_base"
  1197.     "model"                            "prop_tabletpc"
  1198.     "joint"                            "LHANDCONNECTOR"
  1199.     "origin"                        "0 0 0"
  1200.     "angles"                        "0 0 0"
  1201.     "remove"                        "1"
  1202. }
  1203.  
  1204. model prop_pda {
  1205.     mesh                    models/md5/props/pda.md5mesh
  1206.  
  1207. }
  1208.  
  1209. entityDef prop_pda {
  1210.     "inherit"                        "cin_base"
  1211.     "model"                            "prop_pda"
  1212.     "joint"                            "RHANDCONNECTOR"
  1213.     "origin"                        "0 0 0"
  1214.     "angles"                        "0 0 0"
  1215.     "remove"                        "1"
  1216. }
  1217.  
  1218.  
  1219.  
  1220.  
  1221. model prop_cola {
  1222.     mesh                    models/md5/props/cola.md5mesh
  1223.  
  1224. }
  1225.  
  1226. entityDef prop_cola {
  1227.     "inherit"                        "cin_base"
  1228.     "model"                            "prop_cola"
  1229.     "joint"                            "RHANDCONNECTOR"
  1230.     "origin"                        "0 0 0"
  1231.     "angles"                        "0 0 0"
  1232.     "remove"                        "1"
  1233. }
  1234.  
  1235. model prop_foamcup {
  1236.     mesh                    models/md5/props/foamcup.md5mesh
  1237.  
  1238. }
  1239.  
  1240. entityDef prop_foamcup {
  1241.     "inherit"                        "cin_base"
  1242.     "model"                            "prop_foamcup"
  1243.     "joint"                            "RHANDCONNECTOR"
  1244.     "origin"                        "-2 -1 -1"
  1245.     "angles"                        "-10 0 -40"
  1246.     "remove"                        "1"
  1247. }
  1248.  
  1249. model prop_flashlight {
  1250.     mesh                    models/md5/props/flashlight.md5mesh
  1251.  
  1252. }
  1253.  
  1254. entityDef prop_flashlight {
  1255.     "inherit"                        "cin_base"
  1256.     "model"                            "prop_flashlight"
  1257.     "joint"                            "RHANDCONNECTOR"
  1258.     "origin"                        "0 0 0"
  1259.     "angles"                        "0 0 0"
  1260.     "remove"                        "1"
  1261. }
  1262.  
  1263. model prop_lftflashlight {
  1264.     mesh                    models/md5/props/leftflashlight.md5mesh
  1265. }
  1266.  
  1267. entityDef prop_lftflashlight {
  1268.     "inherit"                        "cin_base"
  1269.     "model"                            "prop_lftflashlight"
  1270.     "joint"                            "LHANDCONNECTOR"
  1271.     "origin"                        "0 0 0"
  1272.     "angles"                        "0 0 0"
  1273.     "remove"                        "1"
  1274. }
  1275.  
  1276. model prop_wrench {
  1277.     mesh                    models/md5/props/wrench.md5mesh
  1278.  
  1279. }
  1280.  
  1281. entityDef prop_wrench {
  1282.     "inherit"                        "cin_base"
  1283.     "model"                            "prop_wrench"
  1284.     "joint"                            "RHANDCONNECTOR"
  1285.     "origin"                        "0 0 0"
  1286.     "angles"                        "0 0 0"
  1287.     "remove"                        "1"
  1288. }
  1289.  
  1290. model prop_dufflebag {
  1291.     mesh                    models/md5/props/dufflebag.md5mesh
  1292.  
  1293. }
  1294.  
  1295. entityDef prop_dufflebag {
  1296.     "inherit"                        "cin_base"
  1297.     "model"                            "prop_dufflebag"
  1298.     "joint"                            "RHANDCONNECTOR"
  1299.     "origin"                        "0 0 0"
  1300.     "angles"                        "0 0 0"
  1301.     "remove"                        "1"
  1302. }
  1303.  
  1304. model prop_pistol {
  1305.     mesh                    models/md5/props/pistol.md5mesh
  1306.  
  1307. }
  1308.  
  1309. entityDef prop_pistol {
  1310.     "inherit"                        "cin_base"
  1311.     "model"                            "prop_pistol"
  1312.     "joint"                            "RHANDCONNECTOR"
  1313.     "origin"                        "0 0 0"
  1314.     "angles"                        "0 0 0"
  1315.     "remove"                        "1"
  1316. }
  1317.  
  1318. model prop_shotgun {
  1319.     mesh                    models/md5/props/shotgun.md5mesh
  1320.  
  1321. }
  1322.  
  1323. entityDef prop_shotgun {
  1324.     "inherit"                        "cin_base"
  1325.     "model"                            "prop_shotgun"
  1326.     "joint"                            "RHANDCONNECTOR"
  1327.     "origin"                        "0 0 0"
  1328.     "angles"                        "0 0 0"
  1329.     "remove"                        "1"
  1330. }
  1331.  
  1332. model prop_machinegun {
  1333.     mesh                    models/md5/props/machinegun.md5mesh
  1334.  
  1335. }
  1336.  
  1337. entityDef prop_machinegun {
  1338.     "inherit"                        "cin_base"
  1339.     "model"                            "prop_machinegun"
  1340.     "joint"                            "RHANDCONNECTOR"
  1341.     "origin"                        "0 0 0"
  1342.     "angles"                        "0 0 0"
  1343.     "remove"                        "1"
  1344. }
  1345.  
  1346. model prop_metal_lounge_chair {
  1347.     mesh                    models/md5/props/metal_lounge_chair.md5mesh
  1348.  
  1349. }
  1350.  
  1351. entityDef prop_metal_lounge_chair {
  1352.     "inherit"                        "cin_base"
  1353.     "model"                            "prop_metal_lounge_chair"
  1354.     "joint"                            "chair"
  1355.     "origin"                        "0 0 0"
  1356.     "angles"                        "0 0 0"
  1357.     "remove"                        "1"
  1358. }
  1359.  
  1360. model prop_metal_kitchen_chair {
  1361.     mesh                    models/md5/props/metal_kitchen_chair.md5mesh
  1362.  
  1363. }
  1364.  
  1365. entityDef prop_metal_kitchen_chair {
  1366.     "inherit"                        "cin_base"
  1367.     "model"                            "prop_metal_kitchen_chair"
  1368.     "joint"                            "chair"
  1369.     "origin"                        "0 0 0"
  1370.     "angles"                        "0 0 0"
  1371.     "remove"                        "1"
  1372. }
  1373.  
  1374. model prop_big_cushy_chair {
  1375.     mesh                    models/md5/props/big_cushy_chair.md5mesh
  1376.  
  1377. }
  1378.  
  1379. entityDef prop_big_cushy_chair {
  1380.     "inherit"                        "cin_base"
  1381.     "model"                            "prop_big_cushy_chair"
  1382.     "joint"                            "chair"
  1383.     "origin"                        "0 0 0"
  1384.     "angles"                        "0 0 0"
  1385.     "remove"                        "1"
  1386. }
  1387.  
  1388. model prop_soft_desk_chair1 {
  1389.     mesh                    models/md5/props/soft_desk_chair1.md5mesh
  1390.  
  1391. }
  1392.  
  1393. entityDef prop_soft_desk_chair1 {
  1394.     "inherit"                        "cin_base"
  1395.     "model"                            "prop_soft_desk_chair1"
  1396.     "joint"                            "chair"
  1397.     "origin"                        "0 0 0"
  1398.     "angles"                        "0 0 0"
  1399.     "remove"                        "1"
  1400. }
  1401.  
  1402. model prop_soft_desk_chair2 {
  1403.     mesh                    models/md5/props/soft_desk_chair2.md5mesh
  1404.  
  1405. }
  1406.  
  1407. entityDef prop_soft_desk_chair2 {
  1408.     "inherit"                        "cin_base"
  1409.     "model"                            "prop_soft_desk_chair2"
  1410.     "joint"                            "chair"
  1411.     "origin"                        "0 0 0"
  1412.     "angles"                        "0 0 0"
  1413.     "remove"                        "1"
  1414. }
  1415.