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Text File  |  1999-11-29  |  126KB  |  4,966 lines

  1.  
  2.  
  3. #define CopMaxTurnSpeed 75
  4. #define CopTurnAcc 7
  5. #define CopMaxTurnSpeedWounded 10
  6. #define CopTurnAccWounded 1
  7.  
  8. #define CopHangMoveIn -30
  9.  
  10. #define CopJumpSpeed            29        //tonytweakins'
  11. #define CopJumpGravity            3        //tonytweakins'
  12. //#define CopJumpSpeed            14
  13. //#define CopJumpGravity            0.9
  14.  
  15. #define CopMinHoldJumpAction    5
  16. #define CopMaxTurnSpeedair 60
  17. #define CopTurnAccair 5
  18. #define CopAirSpeed 15    //20
  19. #define CopAirBulb 0.05 //0.1=very soft, 1.0=get speed immediately
  20.  
  21. #define CopMaxFall        -750    //Fall before he breaks his legs.
  22. #define    DamageCopFall    500    //Maximum, depends on altitude you fall
  23.  
  24.  
  25. #define CopJumpSpeedHigh    0
  26. #define CopJumpSpeedMiddle    1
  27. #define CopJumpSpeedLow        9
  28.  
  29.  
  30.  
  31.  
  32. Action(CopKickGeneric)
  33. {
  34.     file("pc\actors\Chot\xxx\MWrKikLw.ske",100,off);
  35.     trigger(_allDIR);
  36.     break(off);
  37.     nrintframes(8);
  38.     gravity(off);
  39.     collision(off);
  40.     connections(CopIdle);
  41. }
  42.  
  43.  
  44.  
  45. //    AI specific reactions
  46.  
  47. Action(CopRepresent)
  48. {
  49.         //file("pc\actors\Chot\xxx\MTk1Gst2.ske",50);    //point at player (double-jab), use for 'hey-you!'
  50.         //file("pc\actors\Chot\xxx\MTk1Gst3.ske",100);
  51.         file("pc\actors\Pimp\xxx\Pspot.ske",50,on,100,_AIclasspimp);   //Throw sign then wave    
  52.         file("pc\actors\Pimp\xxx\Pspot1.ske",100,on,100,_AIclasspimp);//Spotting bob the the first time
  53.  
  54.         file("pc\actors\Prost1\xxx\Pwork1.ske",33,on,100,_AIclassprost);//
  55.         file("pc\actors\Prost1\xxx\Pwork2.ske",66,on,100,_AIclassprost);//prostitute looking for a john
  56.         file("pc\actors\Prost1\xxx\Pwork3.ske",100,on,100,_AIclassprost);//
  57.  
  58.         file("pc\actors\Domina\xxx\DmTlk1Nc.ske",100,on,100,_AIclassfemale);//
  59.         file("pc\actors\Domina\xxx\DmTlk2Nc.ske",100,on,100,_AIclassfemale);//
  60.  
  61. //        file("pc\actors\Chot\xxx\MSalute.ske",100,on,100,_AIclasscop,_DIRhavegun);    // Salute
  62.  
  63.         file("pc\actors\Chot\xxx\MTk1strt.ske",50,on,100,-1,_DIRhavegun);    // Quick Talk Gesture start!
  64.         file("pc\actors\Chot\xxx\MTk1Gst2.ske",50,on,100,-1,_DIRhavegun);    // Quick Talk Gesture
  65.         file("pc\actors\Chot\xxx\MTk1Gst3.ske",50,on,100,-1,_DIRhavegun);    // Quick Talk Gesture
  66.         file("pc\actors\Chot\xxx\MTk1end.ske",50,on,100,-1,_DIRhavegun);    // Quick Talk Gesture
  67.  
  68.         file("pc\actors\Chot\xxx\MTk1strt.ske",100,on,100,-1,_DIRhavegun);    // Quick Talk Gesture start!
  69.         file("pc\actors\Chot\xxx\MTk1Gst2.ske",100,on,100,-1,_DIRhavegun);    // Quick Talk Gesture
  70.         file("pc\actors\Chot\xxx\MTk1Gst4.ske",100,on,100,-1,_DIRhavegun);    // Quick Talk Gesture
  71.         file("pc\actors\Chot\xxx\MTk1end.ske",100,on,100,-1,_DIRhavegun);    // Quick Talk Gesture
  72.  
  73.         file("pc\actors\Dwellr1\xxx\DwMidl4.ske",100,on,100);        //Throwing signs
  74.         trigger(_noDIR);
  75.         break(off);
  76.         nrintframes(12);
  77.         connections(CopRepresentIdle);
  78. }
  79.  
  80.  
  81. action(WorkerRepresentKneel)
  82. {
  83.         file("pc\actors\Worker\xxx\WrkKnRec.ske",100,on);
  84.  
  85.         trigger(_noDIR);
  86.         break(off);
  87.         nrintframes(8);
  88.         connections(WorkerRepresentKneel);
  89. }
  90. Action(CopRepresentSmoking)
  91. {
  92.         file("pc\actors\Chot\xxx\MSmkIdl3.ske",100,on,100);    // Quick Talk Gesture
  93.         trigger(_noDIR);
  94.         break(off);
  95.         nrintframes(8);
  96.         connections(CopRepresentSmokingIdle);
  97. }
  98.  
  99. Action(CopRepresentSmokingIdle)
  100. {
  101.         file("pc\actors\Chot\xxx\MSmkIdl5.ske",100,on,100);    // Quick Talk Gesture
  102.         trigger(_noDIR);
  103.         break(off);
  104.         nrintframes(8);
  105.         connections(CopRepresentSmokingIdle,CopSpreadOut,CopIdle);
  106. }
  107.  
  108.  
  109. Action(CopRepresentIdle)
  110. {
  111.         file("pc\actors\Prost1\xxx\PIdle1.ske",100,on,100,_AIclassprost);        //hip stance
  112.         file("pc\actors\Dwellr1\xxx\DwMidl1.ske",100,on,100,_AIclassdweller);        //Breathing
  113.         file("pc\actors\Chot\xxx\ChIdle1.ske",100,on,100,_AIclasschot);    //Breathing heavy:
  114.         file("pc\actors\Pimp\xxx\Pidle2.ske",100,on,100,_AIclasspimp);    //grabbing crotch
  115.         file("pc\actors\Domina\xxx\DmIdl1.ske",100,on,100,_AIclassfemale);//breathing
  116.         file("pc\actors\Chot\xxx\Mneidl5p.ske",100,on,100,-1,_DIRhavegun);    //Heavy breathing w/ gun
  117.         file("pc\actors\Chot\xxx\Mnidl4NG.ske",100,on);    //Heavy breathing
  118.  
  119.         trigger(_noDIR);
  120.         break(off);
  121.         nrintframes(8);
  122.         connections(CopRepresentIdle,CopSpreadOut,CopIdle);
  123. }
  124.  
  125. Action(CopCrush)
  126. {
  127.         file("pc\actors\Chot\xxx\mded5g.ske",100,off);    //face down
  128.         //file("pc\actors\Chot\xxx\Mcrushed.ske",100,off);    //point at player
  129.         trigger(_allDIR);
  130.         collision(off);
  131.         gravity(off);
  132.         break(off);
  133.         nrintframes(4);
  134. }
  135.  
  136. Action(CopGesture1)
  137. {
  138.         file("pc\actors\Chot\xxx\MTk1Gst2.ske",50);    //point at player (double-jab), use for 'hey-you!'
  139.         file("pc\actors\Chot\xxx\MTk1Gst3.ske",100);
  140.         trigger(_allDIR);
  141.         break(off);
  142.         nrintframes(8);
  143.         connections(CopSpreadOut,CopIdle);
  144. }
  145.  
  146. Action(CopGesture2)
  147. {
  148.         file("pc\actors\Chot\xxx\MTk1Gst1.ske",100);    //point towards something
  149.         trigger(_allDIR);
  150.         break(off);
  151.         nrintframes(8);
  152.         connections(CopGesture1);
  153. }
  154.  
  155. Action(CopDramaticGesture)
  156. {
  157.         file("pc\actors\chot\xxx\MGitGstr.ske",100);    //double point
  158.         trigger(_allDIR);
  159.         break(off);
  160.         nrintframes(8);
  161.         connections(CopIdle);
  162. }
  163.  
  164. Action(BarmanGestures)
  165. {
  166.         file("pc\actors\Chot\xxx\MTk1Gst3.ske",25);
  167.         file("pc\actors\Chot\xxx\MTk1Gst2.ske",50);    
  168.         file("pc\actors\Chot\xxx\MTk1Gst3.ske",75);
  169.         file("pc\actors\Chot\xxx\MTk1Gst4.ske",100);
  170.         trigger(_allDIR);
  171.         break(off);
  172.         nrintframes(8);
  173.         connections(CopIdle);
  174. }
  175.     
  176.  
  177. Action(WorkerGetLost)
  178. {
  179.         file("pc\actors\chot\xxx\MShoo1.ske",35);    //respond to attention command
  180.         file("pc\actors\chot\xxx\MShoo2.ske",70);    //respond to attention command
  181.         file("pc\actors\chot\xxx\MShoo3.ske",100);    //respond to attention command
  182.         trigger(_allDIR);
  183.         break(off);
  184.         nrintframes(8);
  185.         connections(CopSpreadOut,CopIdle);
  186. }
  187.  
  188. action(WorkerWhatThe)
  189. {
  190.         //file("pc\actors\Chot\xxx\Mwkbkngn.ske",100,on);
  191.         file("pc\actors\chot\xxx\mdbltake.ske",100,on);                        //normal
  192.         //file("pc\actors\Chot\xxx\MwkLmpBk.ske",100,on,100,-1);                    //limping
  193.         nrintframes(8);
  194.         trigger(_allDIR);
  195.         break(off);
  196.         connections(CopSpreadOut,CopIdle);
  197. }
  198.  
  199.  
  200.  
  201. Action(CopDrown)
  202. {
  203.         file("pc\actors\chot\xxx\Mdrnd.ske",100,off);
  204.         trigger(_allDIR);
  205.         break(off);
  206.         gravity(off);
  207.         collision(off);
  208.         nrintframes(8);
  209.         connections(CopDrownDead);
  210. }
  211.  
  212. Action(CopDrownDead)
  213. {
  214.         file("pc\actors\Chot\xxx\MFltDed.ske",100,off);
  215.         trigger(_allDIR);
  216.         break(off);
  217.         gravity(off);
  218.         collision(off);
  219.         nrintframes(8);
  220.         connections(CopDrownDeadLoop);
  221. }
  222.  
  223. Action(CopDrownDeadLoop)
  224. {
  225.         file("pc\actors\Chot\xxx\MFltDedL.ske",100,on);
  226.         trigger(_allDIR);
  227.         break(off);
  228.         gravity(off);
  229.         collision(off);
  230.         nrintframes(3);
  231.         connections(CopDrownDeadLoop);
  232. }
  233.  
  234. //    SHOT BY SNIPER REACTIONS
  235. //
  236.  
  237. Action(CopShotInLeg)
  238. {
  239.         file("pc\actors\chot\xxx\MSnpLeg2.ske",100,off,100,-1,_DIRcombatmode);
  240.         file("pc\actors\chot\xxx\MSnpLeg3.ske",100,off);
  241.         trigger(_allDIR);
  242.         AIClass(_AIClassCopSkeleton);
  243.         break(off);
  244.         nrintframes(3);
  245.         connections(CopCrawlIdle);
  246. }
  247.  
  248. Action(CopShotFrHead)
  249. {
  250.         file("pc\actors\chot\xxx\mded6g.ske",100,off);
  251.         trigger(_allDIR);
  252.         AIClass(_AIClassCopSkeleton);
  253.         break(off);
  254.         nrintframes(3);
  255.         connections(CopShotFrHead);
  256. }
  257. Action(CopShotFrTorso)
  258. {
  259.         file("pc\actors\chot\xxx\mded1.ske",100,off);
  260.         trigger(_allDIR);
  261.         AIClass(_AIClassCopSkeleton);
  262.         break(on);
  263.         nrintframes(3);
  264.         connections(CopShotFrTorso);
  265. }
  266. Action(CopShotFrRShoulder)
  267. {
  268.         file("pc\actors\chot\xxx\mded2.ske",100,off);
  269.         trigger(_allDIR);
  270.         AIClass(_AIClassCopSkeleton);
  271.         break(on);
  272.         nrintframes(3);
  273.         connections(CopGetUpFromBackFaceDown);
  274. }
  275. Action(CopShotFrLShoulder)
  276. {
  277.         file("pc\actors\chot\xxx\Fstwnd2.ske",100,off);
  278.         trigger(_allDIR);
  279.         AIClass(_AIClassCopSkeleton);
  280.         break(on);
  281.         nrintframes(3);
  282.         connections(CopIdle);
  283. }
  284. Action(CopShotGeneric)
  285. {
  286.         file("pc\actors\chot\xxx\Mwund3.ske",100,off);
  287.         trigger(_allDIR);
  288.         AIClass(_AIClassCopSkeleton);
  289.         break(on);
  290.         nrintframes(3);
  291.         connections(CopIdle);
  292. }
  293. Action(CopShotCrawl)
  294. {
  295.         file("pc\actors\chot\xxx\MCrlKikU.ske",100,off);
  296.         trigger(_allDIR);
  297.         nrintframes(4);
  298.         break(off);
  299.         ColSphereScale(50);
  300.         ColSphereYOffsetScale(100);
  301.         AIClass(_AIClassCopSkeleton);
  302.         connections(CopCrawlIdle,GENIdle);
  303. }
  304. Action(CopShotBkHead)
  305. {
  306.         file("pc\actors\chot\xxx\mded4g.ske",100,off);
  307.         trigger(_allDIR);
  308.         AIClass(_AIClassCopSkeleton);
  309.         break(off);
  310.         nrintframes(3);
  311.         connections(CopShotBkHead);
  312. }
  313. Action(CopShotBkBack)
  314. {
  315.         file("pc\actors\chot\xxx\MWundg2.ske",100,off);
  316.         trigger(_allDIR);
  317.         AIClass(_AIClassCopSkeleton);
  318.         break(on);
  319.         nrintframes(3);
  320.         connections(CopIdle);
  321. }
  322.  
  323.  
  324. //---------
  325.  
  326.  
  327. Action(NukeBatteryDrop)
  328. {
  329.         file("pc\actors\Scientst/xxx/SciDropB.ske",100,off);
  330.         trigger(_allDIR);
  331.         break(off);
  332.         nrintframes(3);
  333.         connections(CopIdle);
  334. }
  335.  
  336. Action(NukeBatteryPick)
  337. {
  338.         file("pc\actors\Scientst/xxx/SciGetBt.ske",100,off);
  339.         trigger(_allDIR);
  340.         break(off);
  341.         nrintframes(3);
  342.         connections(CopIdle);
  343. }
  344.  
  345. action(MedicWorking)
  346. {
  347.         file("pc\actors\Chot\xxx\MedWld1.ske",10,on);    //Rub Hands laughing, then trans to work:        
  348.         file("pc\actors\Chot\xxx\MedWld2.ske",30,on);    //Loop working/sewing on crushed guy animation. Lots of blood:
  349.         file("pc\actors\Chot\xxx\MedWld3.ske",60,on);    //Look at flesh in right hand, then toss it over shoulder at frame #73:
  350.         file("pc\actors\Chot\xxx\MedWld4.ske",100,on);    //Tossing something in left hand over shoulder frame #20:
  351.         trigger(_allDIR);
  352.         break(on);
  353.         nrintframes(8);
  354.         intforloop(on);
  355.         //nomove(true);
  356.         connections(MedicWorking);
  357. }
  358.  
  359. action(WorkerWeldingOnBench)
  360. {
  361.         file("pc\actors\worker\xxx\sweld7.ske",30,on);
  362.         file("pc\actors\worker\xxx\sweld1.ske",100,on);
  363.         trigger(_allDIR);
  364.         break(off);
  365.         nrintframes(8);
  366.         intforloop(on);
  367.         nomove(true);
  368.         gravity(off);
  369.         collision(off);
  370.         shadow(off);
  371.         connections(WorkerWeldingOnBench);
  372. }
  373.  
  374. action(WorkerWeldingKneel)
  375. {
  376.         file("pc\actors\Worker\xxx\WrkKnWI.ske",90,on);
  377.         file("pc\actors\Worker\xxx\WrkKnWI2.ske",100,on);
  378.         trigger(_allDIR);
  379.         break(off);
  380.         nrintframes(8);
  381.         intforloop(on);
  382.         nomove(true);
  383.         shadow(off);
  384.         connections(WorkerWeldingKneel,CopIdle);
  385. }
  386.  
  387.  
  388. action(WorkerKneelCrush)
  389. {
  390.         file("pc\actors\Worker\xxx\WrkKnWD.ske",100,off);
  391.         trigger(_allDIR);
  392.         break(off);
  393.         nrintframes(8);
  394.         nomove(true);
  395.         gravity(off);
  396.         collision(off);
  397.         shadow(off);
  398. }
  399.  
  400. action(ScientistPressButtons)
  401. {
  402.         file("pc\actors\scientst\xxx\sci_idl4.ske",100,on);
  403.         trigger(_allDIR);
  404.         break(off);
  405.         nrintframes(8);
  406.         intforloop(on);
  407.         nomove(true);
  408.         connections(ScientistPressButtons,CopIdle);
  409. }
  410.  
  411. action(ScientistCrush)
  412. {
  413.         file("pc\actors\Scientst\xxx\SciCrsh.ske",100,off);
  414.         trigger(_allDIR);
  415.         break(off);
  416.         collision(off);
  417.         nrintframes(8);
  418.         connections(GENCoweringLoop);
  419. }
  420.  
  421. action(WorkerKneelDead)
  422. {
  423.         file("pc\actors\Worker\xxx\WrkKnWH.ske",100,off);
  424.         trigger(_allDIR);
  425.         break(off);
  426.         nrintframes(8);
  427.         nomove(true);
  428.         collision(off);
  429.         shadow(off);
  430. }
  431.  
  432. action(WorkerCrushedOnBench)
  433. {
  434.         file("pc\actors\worker\xxx\sweld6.ske",100,off);
  435.         file("pc\actors\worker\xxx\sweld4.ske",100,on);
  436.         trigger(_allDIR);
  437.         break(off);
  438.         nrintframes(8);
  439.         intforloop(on);
  440.         nomove(true)
  441.         gravity(off);
  442.         collision(off);
  443.         shadow(off);
  444.         connections(WorkerCrushedOnBench);
  445. }
  446.  
  447.  
  448. action(WorkerWelding)
  449. {
  450.         file("pc\actors\worker\xxx\wrkweld.ske",70,on);
  451.         file("pc\actors\worker\xxx\wrkweld2.ske",90,on);
  452.         file("pc\actors\worker\xxx\wrkweldm.ske",100,on);
  453.         trigger(_DIRshoot);
  454.         break(off);
  455.         nrintframes(8);
  456.         intforloop(on);
  457.         nomove(true)
  458.         connections(WorkerWelding,CopIdle);
  459. }
  460.  
  461.  
  462.  
  463.  
  464.  
  465.  
  466.  
  467. /*
  468. ** Cop Action Animations
  469. */
  470. /* *************   ******************* */
  471.  
  472. /* *************   Wounded ******************* */
  473.  
  474. action(CopWoundLight)
  475. {
  476.         file("pc\actors\Chot\xxx\FstWnd1.ske",50,off);
  477.         file("pc\actors\Chot\xxx\FstWnd2.ske",100,off);
  478. //        file("pc\actors\Chot\xxx\FstWnd3.ske",100,off);
  479.         trigger(_DIRNotEndOfAnim);
  480.         AIClass(_AIClassCopSkeleton);
  481.         break(on);
  482.         collision(on);
  483.         nrintframes(0);
  484. //        nrintframes(4);
  485.         connections(CopSpreadOut,CopStandShoot,CopWoundLight,CopTurnLeft,CopTurnRight,CopIdle);
  486. }
  487.  
  488. action(CopWoundLightRun)
  489. {
  490.         file("pc\actors\Chot\xxx\FstWnd1.ske",50,off);
  491.         file("pc\actors\Chot\xxx\FstWnd2.ske",100,off);
  492. //        file("pc\actors\Chot\xxx\FstWnd3.ske",100,off);
  493. //        trigger(_alldir);
  494.         trigger(_DIRNotEndOfAnim);
  495.         AIClass(_AIClassCopSkeleton);
  496.         break(on);
  497.         collision(on);
  498.         nrintframes(4);
  499.         connections(CopSpreadOut,CopIdle);
  500. }
  501.  
  502. action(CopWoundLightNoBreak)    //Identical to the one above except for break
  503. {
  504.         file("pc\actors\Chot\xxx\FstWnd1.ske",10,off);
  505.         file("pc\actors\Chot\xxx\FstWnd2.ske",100,off);
  506.         //file("pc\actors\Chot\xxx\FstWnd3.ske",100,off);
  507.         trigger(_DIRNotEndOfAnim);
  508.         AIClass(_AIClassCopSkeleton);
  509.         break(off);
  510.         collision(on);
  511.         nrintframes(4);
  512.         connections(CopSpreadOut,CopStandShoot,CopWoundLight,CopTurnLeft,CopTurnRight,CopIdle);
  513. }
  514.  
  515. action(CopThrownSpin)
  516. {
  517.         file("pc\actors\Chot\xxx\thrnspin.ske",100,off);
  518.         trigger(_allDIR);
  519.         break(off);
  520.         collision(on);
  521.         nrintframes(4);
  522.         connections(CopThrownSpin);
  523. }
  524.  
  525. SubRoutine(Sub_SetThrown)
  526. {
  527.         if(vframe<=1)                    //should maybe be ==0 ?
  528.         {
  529.             state(_or,StateThrown);
  530.         }
  531.  
  532.         if(vactorflag==_AFLAGAttached)
  533.         {
  534.             CallSub(Sub_RandomKickedSFX);
  535.         }
  536. }
  537.  
  538. action(CopThrownBack)
  539. {
  540.         file("pc\actors\Chot\xxx\ThBkHld1.ske",100,on);    //Backwards hold frame
  541.         trigger(_alldir);
  542.         AIClass(_AIClassCopSkeleton);
  543.         break(on);
  544.         collision(on);
  545.         nrintframes(4);
  546.  
  547.         ActionSubRoutine(Sub_SetThrown);
  548.  
  549.         connections(CopThrownBackLand,CopThrownBack);
  550. }
  551.  
  552. SubRoutine(Sub_AlertAll)
  553. {
  554.         if(VAIState!=_AIstateAttack && VAIState!=_AIstateHide && VAIState!=_AIstateGuard)
  555.         {
  556.             if(VActorFlag==_AFLAGattached)//for 2-man animation, changes guy who punches him in the face into an enemy
  557.             {
  558.                 call(AIcheckattachactionorigin);
  559.                 call(AIchangefriendtoenemy);
  560.             }
  561.  
  562.             call(AIalert,Sub_AISetAttack);
  563.             if(VAIStateHigh!=_AIstayonpath)
  564.             {
  565.                 CallSub(Sub_AISetAttack);
  566.             }
  567.         }
  568. }
  569.  
  570. SubRoutine(Sub_SetAttackerToEnemyAndHandleThrown)
  571. {
  572.         if(VAIState!=_AIstateAttack && VAIState!=_AIstateHide && VAIState!=_AIstateGuard)
  573.         {
  574.             callsub(Sub_AlertAll);
  575.             callsub(Sub_SetThrown);
  576.         }
  577. }
  578.  
  579.  
  580. SubRoutine(Sub_ChangeMeToEnemy)
  581. {
  582.         call(AIchangemetoenemy);
  583. }
  584.  
  585. SubRoutine(Sub_AlertAllAfterCough)
  586. {
  587.         if(VAIState!=_AIstateAttack && VAIState!=_AIstateHide && VAIState!=_AIstateGuard)
  588.         {
  589.             if(VFrame==90)
  590.             {
  591.                 call(AIsetlockedonactortotarget);
  592.                 call(AIchangetargettoenemy);
  593.                 CallSub(Sub_AlertAll);
  594.                 sample(SFXCoughReact,-1);
  595.             }
  596.         }
  597. }
  598.  
  599. SubRoutine(Sub_RemoveGun)
  600. {
  601.         if(vframe==19)
  602.         {
  603.             call(CheckAttached,_CADropWeaponAndShells);
  604.             state(_or,StateThrown);
  605.         }
  606.         CallSub(Sub_RandomKickedSFX);
  607.         CallSub(Sub_AlertAll);
  608. }
  609.  
  610. action(CopThrownBackLand)
  611. {
  612.         file("pc\actors\Chot\xxx\ThBklnd.ske",100,off);    //Backwards, land on back
  613.         trigger(_DIRhorcol);
  614.         break(off);
  615.         collision(on);
  616.         nrintframes(4);
  617.         connections(CopGetUpFromBack,CopThrownBackLand);
  618. }
  619.  
  620.  
  621. action(CopThrownForward)
  622. {
  623.         file("pc\actors\Chot\xxx\ThfwHld1.ske",100,on);    //Forward hold frame
  624.         trigger(_alldir);
  625.         AIClass(_AIClassCopSkeleton);
  626.         break(on);
  627.         collision(on);
  628.         nrintframes(4);
  629.  
  630.         ActionSubRoutine(Sub_SetThrown);
  631.  
  632.         connections(CopThrownForwardLand,CopThrownForward);
  633. }
  634.  
  635. action(CopThrownForwardFromKick)
  636. {
  637.         file("pc\actors\Chot\xxx\ThfwHld1.ske",100,on);    //Forward hold frame
  638.         trigger(_alldir);
  639.         //AIClass(_AIClassCopSkeleton);
  640.         AIClass(_AIClassAllButAngel);
  641.         break(on);
  642.         collision(on);
  643.         nrintframes(4);
  644.  
  645.         ActionSubRoutine(Sub_SetAttackerToEnemyAndHandleThrown);
  646.  
  647.         connections(GENThrownForward);
  648.         //connections(CopThrownForwardLand,CopThrownForward);
  649. }
  650.  
  651. action(CopThrownForwardLand)
  652. {
  653.         file("pc\actors\Chot\xxx\ThFwLnd.ske",100,off);        //forward, land face down, and get up (gabe)
  654.         trigger(_DIRhorcol);
  655.         break(off);
  656.         collision(on);
  657.         nrintframes(4);
  658.         connections(CopGetUpFromFrontFaceDown,CopThrownForwardLand);
  659. }
  660.  
  661. action(CopThrownRight)
  662. {
  663.         file("pc\actors\Chot\xxx\ThrnHldR.ske",100,on);    //Right Hold frame #1
  664.         trigger(_alldir);
  665.         AIClass(_AIClassCopSkeleton);
  666.         break(on);
  667.         collision(on);
  668.         nrintframes(4);
  669.         connections(CopThrownRightLand,CopThrownRight);
  670. }
  671.  
  672. action(CopThrownRightLand)
  673. {
  674.         file("pc\actors\Chot\xxx\ThrnRLnd.ske",100,off);    //Right land on face
  675.         trigger(_DIRhorcol);
  676.         break(off);
  677.         collision(on);
  678.         nrintframes(8);
  679.         connections(CopGetUpFromRightFaceDown,CopThrownRightLand);
  680. }
  681.  
  682. action(CopThrownLeft)
  683. {
  684.         file("pc\actors\Chot\xxx\ThrnHldL.ske",100,on);    //Left Hold frame #1
  685.         trigger(_alldir);
  686.         AIClass(_AIClassCopSkeleton);
  687.         break(on);
  688.         collision(on);
  689.         nrintframes(4);
  690.         connections(CopThrownLeftLand,CopThrownLeft);
  691. }
  692.  
  693. action(CopThrownLeftLand)
  694. {
  695.         file("pc\actors\Chot\xxx\ThrnLLnd.ske",100,off);    //Left land on face
  696.         trigger(_DIRhorcol);
  697.         break(off);
  698.         collision(on);
  699.         nrintframes(8);
  700.         connections(CopGetUpFromLeftFaceDown,CopThrownLeftLand);
  701. }
  702.  
  703. action(CopGetUpFromBack)
  704. {
  705.         file("pc\actors\chot\xxx\mstndfbk.ske",100,off,110,-1,-1,Sub_GetUpClearThrown84);
  706.         trigger(_DIRalive);
  707.         AIClass(_AIClassCopSkeleton);
  708.         break(off);
  709.         collision(on);
  710.         nrintframes(8);
  711.         connections(GENIdle);
  712. }
  713.  
  714. action(CopGetUpFromFrontFaceDown)
  715. {
  716.         file("pc\actors\chot\xxx\MstandF1.ske",100,off,110,-1,-1,Sub_GetUpClearThrown68);
  717.         trigger(_DIRalive);
  718.         break(off);
  719.         collision(on);
  720.         nrintframes(4);
  721.         connections(GENIdle);
  722. }
  723.  
  724. action(CopGetUpFromBackFaceDown)
  725. {
  726.         file("pc\actors\chot\xxx\MstandF1.ske",100,off,110,-1,-1,Sub_GetUpClearThrown68);
  727.         trigger(_DIRalive);
  728.         rotate(180);
  729.         break(off);
  730.         collision(on);
  731.         nrintframes(4);
  732.         connections(GENIdle);
  733. }
  734.  
  735. action(CopGetUpFromRightFaceDown)
  736. {
  737.         file("pc\actors\Chot\xxx\ThrnRStn.ske",100,off,110,-1,-1,Sub_GetUpClearThrown38);
  738.         trigger(_DIRalive);
  739.         //rotate(90);
  740.         break(off);
  741.         collision(on);
  742.         nrintframes(4);
  743.         connections(GENIdle);
  744. }
  745.  
  746. action(CopGetUpFromLeftFaceDown)
  747. {
  748.         file("pc\actors\Chot\xxx\ThrnLStS.ske",100,off,110,-1,-1,Sub_GetUpClearThrown38);
  749.         trigger(_DIRalive);
  750.         //rotate(-90);
  751.         break(off);
  752.         collision(on);
  753.         nrintframes(4);
  754.         connections(GENIdle);
  755. }
  756.  
  757. /*
  758. THROWN, bounce back anims (not put in yet)
  759. backwards, bounce off wall hold last frame:    Chot\xxx\ThBkHtWA.ske
  760. Land on face after bounce off wall:            Chot\xxx\ThBkHtWB.ske
  761. forward, hit walls bounce to back:            Chot\xxx\ThFwHtWl.ske
  762. Right hit wall land on back:                Chot\xxx\ThrnRHWl.ske
  763. Left hit wall land on back:                    Chot\xxx\ThrnLHWl.ske
  764. */
  765.  
  766.  
  767.  
  768.  
  769.  
  770. action(CopOpenDoorCombat)
  771. {
  772.         file("pc\actors\Chot\xxx\MWrOpnDr.ske",100,off);        //opening door in combat mode
  773.         trigger(_DIRhavegun|_DIRcombatmode);
  774.         break(on);
  775.         connections(CopSpreadOut);
  776. }
  777.  
  778.  
  779. action(CopElectricShock0)
  780. {
  781.         file("pc\actors\Chot\xxx\aelectLP.ske",100,off,130);
  782.         trigger(_allDIR);
  783.         AIClass(_AIClassCopSkeleton);
  784.         break(off);
  785.         nrintframes(4);
  786.         intforloop(off);
  787.         nomove(true)
  788.         connections(GenElectricShock1);
  789.         collision(on);
  790.         gravity(off);
  791. }
  792.  
  793. action(CopElectricShock1)
  794. {
  795.         file("pc\actors\Chot\xxx\aelectHL.ske",100,on);
  796.         trigger(_allDIR);
  797.         AIClass(_AIClassCopSkeleton);
  798.         break(off);
  799.         nrintframes(4);
  800.         intforloop(off);
  801.         nomove(true)
  802.         connections(GenElectricShock1);
  803.         collision(on);
  804.         gravity(off);
  805. }
  806.  
  807. action(CopIdleCombatGun)
  808. {
  809.         file("pc\actors\chot\xxx\MWryId1P.ske",100,on,100,_AIclassRiotCop);
  810.         file("pc\actors\chot\xxx\MWryId2P.ske",10,on,100,_AIclassHipGun);
  811.         file("pc\actors\chot\xxx\MWryId1P.ske",100,on,100,_AIclassHipGun);
  812.  
  813.         file("pc\actors\Chot\xxx\MWryIdl2.ske",10,on);    //Look left and right
  814.         file("pc\actors\Chot\xxx\MWryIdl1.ske",100,on);    //Heavy Breathing
  815.         trigger(_noDIR|_DIRcombatmode|_DIRhavegun);
  816.         break(on);
  817.         nrintframes(8);
  818.         intforloop(on);
  819.         nomove(false)
  820.         connections(CopSpreadOutGun,CopStandShoot,CopTurnLeftCombat,CopTurnRightCombat,CopIdle);
  821. }
  822.  
  823. action(CopIdleCombatNoGun)
  824. {
  825.         file("pc\actors\Chot\xxx\Chidl1Cm.ske",100,on,100,_AIclasschot);    //Chot Combat Idle
  826.         //file("pc\actors\Chot\xxx\MBxIdle.ske",100,on);    //boxing idle
  827.         file("pc\actors\CopRiot\xxx\RCmIdl1.ske",100,on);    //Riot Cop Idle
  828.         //file("pc\actors\Chot\xxx\MBxcrapi.ske",100,on);    //boxing for cop no gun
  829.         trigger(_noDIR|_DIRcombatmode);
  830.         break(on);
  831.         nrintframes(8);
  832.         intforloop(off);
  833.         nomove(false)
  834.         connections(CopSpreadOutGun,ChotShoulderThrow,RiotArmSlamF,CopKickingBobF,CopKickingBobB,CopStripGunBob,CopStripGun,CopBoxing,CopChokeWorker,CopChoking,CopKickingB,CopKickingF,CopKicking,CopTurnLeftCombat,CopTurnRightCombat,CopIdle);
  835.  
  836. }
  837.  
  838. action(CopIdleGun)
  839. {
  840.         file("pc\actors\Dwellr1\xxx\DwMidl1.ske",3,on,100,_AIclassdweller);        //Breathing
  841.         file("pc\actors\Dwellr1\xxx\DwMidl2.ske",25,on,100,_AIclassdweller);        //Looking left and right
  842.         file("pc\actors\Dwellr1\xxx\DwMidl4.ske",30,on,100,_AIclassdweller);        //Throwing signs
  843.         file("pc\actors\Dwellr1\xxx\DwMidl3.ske",100,on,100,_AIclassdweller);        //Shifting weight one foot to the next
  844.  
  845.         file("pc\actors\Chot\xxx\ChIdle1.ske",75,on,100,_AIclasschot);    //Breathing heavy:
  846.         file("pc\actors\Chot\xxx\ChIdle2.ske",80,on,100,_AIclasschot);    //Looking intently forward right:
  847.         file("pc\actors\Chot\xxx\ChIdle3.ske",95,on,100,_AIclasschot);    //Looking around paranoid. As if he just heard something:
  848.         file("pc\actors\Chot\xxx\ChIdle4.ske",100,on,100,_AIclasschot,-1,Sub_RandomCopScratchesCrotch);    //Scratching armpit:
  849.     
  850. //        file("pc\actors\Chot\xxx\Mneidl2p.xxx",1,on);    //ass scratch
  851. //        file("pc\actors\Chot\xxx\Mneidl3p.xxx",2,on);    //crotch scratch
  852. //        file("pc\actors\Chot\xxx\Mneidl1p.xxx",65,on);    //look around
  853. //        file("pc\actors\Chot\xxx\Mneidl5p.ske",100,on);    //Stand still
  854.  
  855.     file("pc\actors\scientst\xxx\sci_wipe.ske",10,on,160,_AIclassscientist);    //wipe brow
  856.     file("pc\actors\Chot\xxx\Mneidl5p.ske",67,on,100,_AIclassscientist);    //Heavy breathing
  857.     file("pc\actors\Chot\xxx\Mneidl2p.ske",68,on,100,_AIclassscientist,-1,Sub_RandomCopScratchesCrotch);    //Scratch ass
  858.     file("pc\actors\Chot\xxx\Mneidl1p.ske",100,on,100,_AIclassscientist,-1,Sub_SFXCop_BackgroundChatter);    //Look left and right
  859.  
  860.  
  861.     file("pc\actors\Chot\xxx\Mneidl5p.ske",63,on);    //Heavy breathing
  862.     file("pc\actors\Chot\xxx\Mneidl2p.ske",64,on,100,-1,-1,Sub_RandomCopScratchesCrotch);    //Scratch ass
  863.     file("pc\actors\Chot\xxx\Mneidl3p.ske",65,on,100,-1,-1,Sub_RandomCopScratchesCrotch);    //scratch crotch
  864.     file("pc\actors\Chot\xxx\Mneidl1p.ske",100,on,100,-1,-1,Sub_SFXCop_BackgroundChatter);    //Look left and right
  865.  
  866.         trigger(_noDIR|_DIRhavegun);
  867.         break(on);
  868.         nrintframes(8);
  869.         intforloop(on);
  870.         nomove(false)
  871.         connections(CopSpreadOutGun,CopStandShoot,CopTurnLeft,CopTurnRight,CopIdle);
  872. }
  873.  
  874. action(CopIdleNoGun)
  875. {
  876.  
  877.         file("pc\actors\Dwellr1\xxx\DwMidl1.ske",3,on,100,_AIclassdweller);        //Breathing
  878.         file("pc\actors\Dwellr1\xxx\DwMidl2.ske",25,on,100,_AIclassdweller);        //Looking left and right
  879.         file("pc\actors\Dwellr1\xxx\DwMidl4.ske",30,on,100,_AIclassdweller);        //Throwing signs
  880.         file("pc\actors\Dwellr1\xxx\DwMidl3.ske",100,on,100,_AIclassdweller);        //Shifting weight one foot to the next
  881.         
  882.         file("pc\actors\Pimp\xxx\Pidle.ske",20,on,100,_AIclasspimp);        //throwing signs w left arm
  883.         file("pc\actors\Pimp\xxx\Pidle1.ske",70,on,100,_AIclasspimp);        //look left and right
  884.         file("pc\actors\Pimp\xxx\Pidle2.ske",80,on,100,_AIclasspimp);    //grabbing crotch
  885.         file("pc\actors\Pimp\xxx\Pspot1.ske",100,on,100,_AIclasspimp);        //Spotting bob the the first time
  886. //        file("pc\actors\Pimp\xxx\Phit.ske",44,on,100,_AIclasspimp);        //backhand slap
  887. //        file("pc\actors\Pimp\xxx\Pspot.ske",55,on,100,_AIclasspimp);   //Throwing signs 2. throw then wave
  888. //        file("pc\actors\Pimp\xxx\Psurvey.ske",88,on,100,_AIclasspimp);        //Angrily survey console
  889. //        file("pc\actors\Pimp\xxx\Psurvey2.ske",100,on,100,_AIclasspimp);    //Survey console
  890. //        file("pc\actors\Pimp\xxx\Ppunch.ske",66,on,100,_AIclasspimp);        //Punching buttons on console
  891.  
  892.         file("pc\actors\Chot\xxx\ChIdle1.ske",75,on,100,_AIclasschot);    //Breathing heavy:
  893.         file("pc\actors\Chot\xxx\ChIdle2.ske",80,on,100,_AIclasschot);    //Looking intently forward right:
  894.         file("pc\actors\Chot\xxx\ChIdle3.ske",95,on,100,_AIclasschot);    //Looking around paranoid. As if he just heard something:
  895.         file("pc\actors\Chot\xxx\ChIdle4.ske",100,on,100,_AIclasschot,-1,Sub_RandomCopScratchesCrotch);    //Scratching armpit:
  896.  
  897.         file("pc\actors\Scientst\xxx\sci_idl6.ske",56,on,100,_AIclassscientist);    //breathing
  898.         file("pc\actors\Scientst\xxx\sci_idl2.ske",60,on,100,_AIclassscientist);    //cross arms
  899.         file("pc\actors\Scientst\xxx\sci_idl1.ske",61,on,100,_AIclassscientist);    //use keypad
  900.         file("pc\actors\Scientst\xxx\sci_idl3.ske",80,on,100,_AIclassscientist);    //looking
  901.         file("pc\actors\Scientst\xxx\sci_idl5.ske",100,on,100,_AIclassscientist);    //looks over shoulder
  902.     
  903. //        file("pc\actors\Chot\xxx\Mnidl2NG.ske",1,on);    //Scratch ass
  904. //        file("pc\actors\Chot\xxx\Mnidl3NG.ske",2,on);    //scratch crotch
  905. //        file("pc\actors\Chot\xxx\Mnidl1NG.ske",65,on);    //Look left and right
  906. //        file("pc\actors\Chot\xxx\Mnidl4NG.ske",100,on);    //Heavy breathing
  907.         file("pc\actors\Chot\xxx\Mnidl4NG.ske",63,on);    //Heavy breathing
  908.         file("pc\actors\Chot\xxx\Mnidl2NG.ske",64,on,100,-1,-1,Sub_RandomCopScratchesCrotch);    //Scratch ass
  909.         file("pc\actors\Chot\xxx\Mnidl3NG.ske",65,on,100,-1,-1,Sub_RandomCopScratchesCrotch);    //scratch crotch
  910.         file("pc\actors\Chot\xxx\Mnidl1NG.ske",100,on,100,-1,-1,Sub_SFXCop_BackgroundChatter);    //Look left and right
  911.  
  912.         trigger(_allDIR);
  913.         break(on);
  914.         nrintframes(8);
  915.         intforloop(on);
  916.         nomove(false)
  917.         connections(CopSpreadOut,CopStandShoot,CopTurnLeft,CopTurnRight,CopIdle);    //CopSlammingBob
  918. }
  919.  
  920. Action(CopIdle)
  921. {
  922.         trigger(_allDIR);
  923.         AIClass(_AIClassCopSkeleton);
  924.         nrintframes(-1);
  925.         connections(CopIdleCombatGun,CopIdleCombatNoGun,CopIdleGun,CopIdleNoGun);
  926. }
  927.  
  928. Action(CopAttentionIdle)
  929. {
  930.         file("pc\actors\Chot\xxx\Matnidlg.ske",100,on);
  931.         break(on);
  932.         connections(CopSpreadOut,CopStandShoot,CopTurnLeft,CopTurnRight,CopAttentionIdle);
  933. }
  934.  
  935. Action(CopAttention)
  936. {
  937.         file("pc\actors\Chot\xxx\matnshng.ske",100,on);    //respond to attention command
  938.         break(off);
  939.         nrintframes(8);
  940.         connections(CopAttentionIdle);
  941. }
  942.  
  943. Action(CopWalkie)
  944. {
  945.         file("pc\actors\Chot\xxx\MWlkieC.ske",100,on);    //respond to attention command
  946.         break(off);
  947.         nrintframes(8);
  948.         connections(CopSpreadOut);
  949. }
  950.  
  951. action(CopBongSmoke)
  952. {
  953.         file("pc\actors\Chot\xxx\smokshit.ske",100,on);        //
  954.         trigger(_allDIR);
  955.         break(off);
  956.         nrintframes(8);
  957.         intforloop(on);
  958.         nomove(true)
  959.         connections(CopIdle);
  960. }
  961.  
  962.  
  963. action(CopWatchTVActive)
  964. {
  965.         file("pc\actors\chot\xxx\MBrIdle3.ske",30,on); // point towards the TV (look to his right)
  966.         file("pc\actors\chot\xxx\MBrIdle2.ske",100,on);    // watch TV, shift balance.
  967.         trigger(_noDIR);
  968.         break(on);
  969.         nrintframes(8);
  970.         intforloop(on);
  971.         connections(CopWatchTVActive,CopIdle);
  972. }
  973.  
  974. action(CopWatchTVIdle)
  975. {
  976.         file("pc\actors\chot\xxx\MBrIdle1.ske",100,on);    // cross arms and watch tv
  977.         trigger(_noDIR);
  978.         break(on);
  979.         nrintframes(8);
  980.         intforloop(on);
  981.         connections(CopWatchTVIdle,CopIdle);
  982. }
  983.  
  984. action(CopPushUpsLoop)
  985. {
  986.         file("pc\actors\chot\xxx\MBrIdle5.ske",10,on);    //collapse to the ground
  987.         file("pc\actors\chot\xxx\MBrIdle4.ske",100,on);    
  988.         trigger(_allDIR);
  989.         nrintframes(8);
  990.         intforloop(on);
  991.         nomove(true);
  992.         connections(CopPushUpsLoop);
  993. }
  994.  
  995. action(CopShadowBoxingIdle)
  996. {
  997.         file("pc\actors\Chot\xxx\MBxIdle.ske",100,on);  //Bosing idle
  998.         trigger(_allDIR);
  999.         nrintframes(8);
  1000.         intforloop(on);
  1001.         nomove(true);
  1002.         connections(CopShadowBoxingIdle);
  1003. }
  1004.  
  1005. action(CopShadowBoxingPunch)
  1006. {
  1007.         file("pc\actors\Chot\xxx\MBxLjab.ske",45,on);    //Left Jab
  1008.         file("pc\actors\Chot\xxx\MBxRjab.ske",90,on);    //Right Jab
  1009.         file("pc\actors\Chot\xxx\MBxRUcut.ske",100,on);    //Uppercut
  1010.         trigger(_allDIR);
  1011.         nrintframes(8);
  1012.         intforloop(on);
  1013.         nomove(true);
  1014.  
  1015.         ActionSubRoutine(Sub_RandomPunchedSFX);
  1016.  
  1017.         connections(CopShadowBoxingIdle);
  1018. }
  1019.  
  1020. action(ChotPunchingBagIdle)
  1021. {
  1022.         file("pc\actors\Chot\xxx\ChBagHng.ske",100,on);    
  1023.         trigger(_allDIR);
  1024.         gravity(off);
  1025.         nrintframes(0);
  1026.         intforloop(off);
  1027. //        nomove(true);
  1028.         connections(ChotPunchingBagIdle);
  1029. }
  1030.  
  1031. action(ChotPunchingBagPunched)
  1032. {
  1033.         file("pc\actors\Chot\xxx\ChBagHit.ske",100,on);    
  1034.         trigger(_allDIR);
  1035.         gravity(off);
  1036.         nrintframes(0);
  1037. //        intforloop(on);
  1038. //        nomove(true);
  1039.         connections(ChotPunchingBagIdle);
  1040. }
  1041.  
  1042. action(ChotPunchingBagShot)
  1043. {
  1044.         file("pc\actors\Chot\xxx\ChBagDth.ske",100,on);    
  1045.         trigger(_allDIR);
  1046.         gravity(off);
  1047.         nrintframes(0);
  1048. //        intforloop(on);
  1049. //        nomove(true);
  1050.         connections(ChotPunchingBagIdle);
  1051. }
  1052.  
  1053.  
  1054.  
  1055. action(CopLightSmoke)
  1056. {
  1057.         file("pc\actors\Chot\xxx\MSmkIdl6.ske",100,off);
  1058.         trigger(_allDIR);
  1059.         break(on);
  1060.         nrintframes(8);
  1061.         intforloop(on);
  1062.         nomove(true)
  1063.         connections(CopSpreadOut,CopSmoke);
  1064. }
  1065.  
  1066. action(CopSmoke)
  1067. {
  1068.         //file("pc\actors\Chot\xxx\MSmkIdl5.ske",50,on);        //stand
  1069.         file("pc\actors\Chot\xxx\MSmkIdl2.ske",80,on);        //drag
  1070.         //file("pc\actors\Chot\xxx\MSmkIdl3.ske",90,on);        //flick
  1071.         file("pc\actors\Chot\xxx\MSmkIdl1.ske",100,on);        //look
  1072.         trigger(_allDIR);
  1073.         break(on);
  1074.         nrintframes(8);
  1075.         intforloop(on);
  1076.         nomove(true)
  1077.         connections(CopSpreadOut,CopSmoke);
  1078. }
  1079.  
  1080. action(CopStopSmoke)
  1081. {
  1082.         file("pc\actors\Chot\xxx\MSmkIdl4.ske",100,off);        //
  1083.         trigger(_allDIR);
  1084.         break(on);
  1085.         nrintframes(8);
  1086.         intforloop(on);
  1087.         nomove(true)
  1088.         connections(CopSpreadOut,CopStandShoot,CopIdle);
  1089. }
  1090.  
  1091. action(CopSpreadOut)    //Lead directly to next animation
  1092. {
  1093.         trigger(_DIRMove);
  1094.         AIClass(_AIClassCopSkeleton);
  1095.         nrintframes(-1);
  1096.         //connections(CopSpreadOutGun,CopRunDiagFL,CopRunDiagFR,CopRunDiagBL,CopRunDiagBR,CopRun,CopRunBack,CopRunL,CopRunR,CopWalkDiagFL,CopWalkDiagFR,CopWalkDiagBL,CopWalkDiagBR,CopWalk,CopWalkBack,CopWalkL,CopWalkR);
  1097.         connections(CopSpreadOutGun,CopWalkDiagFL,CopWalkDiagFR,CopWalkDiagBL,CopWalkDiagBR,CopWalk,CopWalkBack,CopWalkL,CopWalkR,CopRunDiagFL,CopRunDiagFR,CopRunDiagBL,CopRunDiagBR,CopRun,CopRunBack,CopRunL,CopRunR);
  1098. }
  1099. action(CopSpreadOutGun)    //Lead directly to next animation
  1100. {
  1101.         trigger(_DIRMove|_DIRcombatmode);    // _DIRhavegun taken off so he can walk with his fists raised in combat with no gun
  1102.         AIClass(_AIClassCopSkeleton);
  1103.         nrintframes(-1);
  1104.         //connections(CopRunDiagFLGun,CopRunDiagFRGun,CopRunDiagBLGun,CopRunDiagBRGun,CopRunGun,CopRunBackGun,CopRunLGun,CopRunRGun,CopWalkDiagFLGun,CopWalkDiagFRGun,CopWalkDiagBLGun,CopWalkDiagBRGun,CopWalkGun,CopWalkBackGun,CopWalkLGun,CopWalkRGun);
  1105.         connections(CopWalkDiagFLGun,CopWalkDiagFRGun,CopWalkDiagBLGun,CopWalkDiagBRGun,CopWalkGun,CopWalkBackGun,CopWalkLGun,CopWalkRGun,CopRunDiagFLGun,CopRunDiagFRGun,CopRunDiagBLGun,CopRunDiagBRGun,CopRunGun,CopRunBackGun,CopRunLGun,CopRunRGun);
  1106. }
  1107.  
  1108.  
  1109. action(CopIdleLongTime)//these are really celebrations after killing Bob
  1110. {
  1111.         //file("pc\actors\Chot\xxx\Macaren2.ske",11,on);    //macarena
  1112.         file("pc\actors\Chot\xxx\mspan11p.ske",33,on);//celebration after killing Bob
  1113.         file("pc\actors\Chot\xxx\mspan14p.ske",66,on);//celebration 'flip-him-off' after killing Bob
  1114.         file("pc\actors\Chot\xxx\mspan12p.ske",100,on);//celebration dance after killing Bob
  1115.         trigger(_DIRNotEndOfAnim);
  1116.         AIClass(_AIClassCopSkeleton);
  1117.         break(on);
  1118.         nrintframes(8);
  1119.         intforloop(on);
  1120.         connections(CopSpreadOut,CopStandShoot,CopTurnLeft,CopTurnRight,CopIdleLongTime,CopIdle);
  1121. }
  1122.  
  1123. action(CopDance)
  1124. {
  1125.         file("pc\actors\Chot\xxx\Macaren3.ske",100,on);
  1126.         trigger(_DIRNotEndOfAnim);
  1127.         break(on);
  1128.         nrintframes(8);
  1129.         intforloop(on);
  1130.         connections(CopDance,CopIdle);
  1131. }
  1132.  
  1133. action(CopIdleHitWall)    //used just after you bounce into a wall
  1134. {
  1135.         file("pc\actors\chot\xxx\MWryId2P.ske",10,on,100,_AIclassHipGun,_DIRcombatmode|_DIRhavegun);
  1136.         file("pc\actors\chot\xxx\MWryId1P.ske",100,on,100,_AIclassHipGun,_DIRcombatmode|_DIRhavegun);
  1137.  
  1138.         file("pc\actors\Chot\xxx\MWryIdl2.ske",10,on,100,-1,_DIRcombatmode|_DIRhavegun);    //Look left and right
  1139.         file("pc\actors\Chot\xxx\MWryIdl1.ske",100,on,100,-1,_DIRcombatmode|_DIRhavegun);    //Heavy Breathing
  1140.  
  1141. //        file("pc\actors\Chot\xxx\Mneidl2p.xxx",1,on);    //ass scratch
  1142. //        file("pc\actors\Chot\xxx\Mneidl3p.xxx",2,on);    //crotch scratch
  1143. //        file("pc\actors\Chot\xxx\Mneidl1p.xxx",100,on);    //look around
  1144.     file("pc\actors\Chot\xxx\Mneidl2p.ske",1,on,100,-1,-1,Sub_RandomCopScratchesCrotch);    //Scratch ass
  1145.     file("pc\actors\Chot\xxx\Mneidl3p.ske",2,on,100,-1,-1,Sub_RandomCopScratchesCrotch);    //scratch crotch
  1146.     file("pc\actors\Chot\xxx\Mneidl1p.ske",100,on,100,-1,-1,Sub_SFXCop_BackgroundChatter);    //Look left and right
  1147.  
  1148.         trigger(_allDIR);
  1149.         AIClass(_AIClassCopSkeleton);
  1150.         break(on);
  1151.         nrintframes(8);
  1152.         intforloop(on);
  1153.         nomove(true)
  1154.         connections(GENHitWallSpreadOut);
  1155. }
  1156.  
  1157. action(CopHitWallSpreadOut)    //Lead directly to next animation
  1158. {
  1159.         trigger(_allDIR);
  1160.         AIClass(_AIClassCopSkeleton);
  1161.         nrintframes(-1);
  1162.         connections(CopHitWallStandShoot,CopHitWallTurnLeft,CopHitWallTurnRight,GENIdleHitWall);
  1163. }
  1164.  
  1165. action(CopIdleHitWallSpread)    //Lead directly to next animation
  1166. {
  1167.         trigger(_allDIR);
  1168.         nrintframes(-1);
  1169.         connections(CopIdleHitWallCombatGun,CopIdleHitWallCombatGun,CopIdleHitWallCombatNoGun,GENIdleHitWallFront);
  1170. }
  1171.  
  1172. action(CopIdleHitWallFront)    //used just after you bounce into a wall, face first
  1173. {
  1174.         file("pc\actors\chot\xxx\MWryId1P.ske",100,on,100,_AIclassHipGun,_DIRcombatmode|_DIRhavegun);
  1175.         file("pc\actors\Chot\xxx\MWryIdl1.ske",100,on,100,-1,_DIRcombatmode|_DIRhavegun);
  1176.         file("pc\actors\Chot\xxx\Mneidl1p.xxx",100,on);    //look around
  1177.         trigger(_allDIR);
  1178.         AIClass(_AIClassCopSkeleton);
  1179.         break(on);
  1180.         nrintframes(8);
  1181.         intforloop(on);
  1182.         nomove(true)
  1183.         connections(GENIdleHitWallFront);
  1184.         //connections(CopHitWallStandShoot,CopHitWallTurnLeft,CopHitWallTurnRight,CopIdleHitWallFront);
  1185. }
  1186.  
  1187. action(CopTurnLeft)
  1188. {
  1189.     //    file("pc\actors\Chot\xxx\mtrnlft2.ske",100,on);
  1190.     
  1191.         file("pc\actors\Pimp\xxx\PmTrLSt.ske",100,off,100,_AIClassPimp);//pimp
  1192.         file("pc\actors\Pimp\xxx\PmTrLLp.ske",100,on,100,_AIClassPimp);//pimp
  1193.  
  1194.         file("pc\actors\Chot\xxx\CTrLStNc.ske",100,off,100,_AIclasschot);
  1195.         file("pc\actors\Chot\xxx\CTrLLpNc.ske",100,on,100,_AIclasschot);
  1196.  
  1197.         file("pc\actors\Chot\xxx\MTrLStNc.ske",100,off,100,-1,_DIRhavegun);
  1198.         file("pc\actors\Chot\xxx\MTrLLpNc.ske",100,on,100,-1,_DIRhavegun);
  1199.  
  1200.         file("pc\actors\Dwellr1\xxx\DwTrLSt.ske",100,off,100); //,_AIclassdweller);//Dweller turns work for cop no gun
  1201.         file("pc\actors\Dwellr1\xxx\DwTrLLp.ske",100,on,100); //,_AIclassdweller);//Dweller turns  work for cop no gun
  1202.  
  1203.         //file("pc\actors\Chot\xxx\MTrLStNc.ske",100,off,100);
  1204.         //file("pc\actors\Chot\xxx\MTrLLpNc.ske",100,on,100);
  1205.  
  1206.         
  1207.  
  1208.         trigger(_DIRleft);
  1209.         break(on);
  1210.         nrintframes(2);
  1211.         intforloop(on);
  1212.         connections(CopSpreadOut,CopStandShoot,CopTurnLeft,CopTurnRight,CopIdle);
  1213. }
  1214.  
  1215. action(CopTurnLeftCombat)
  1216. {
  1217.     //    file("pc\actors\Chot\xxx\mtrnlft2.ske",100,on);
  1218.         file("pc\actors\Chot\xxx\MTrLStC.ske",100,off,100,-1,_DIRhavegun);
  1219.         file("pc\actors\Chot\xxx\MTrLLpC.ske",100,on,100,-1,_DIRhavegun);
  1220.  
  1221.         file("pc\actors\CopRiot\xxx\RTrLStC.ske",100,off,100);
  1222.         file("pc\actors\CopRiot\xxx\RTrLLpC.ske",100,on,100);
  1223.  
  1224.         
  1225.         trigger(_DIRleft);
  1226.         break(on);
  1227.         nrintframes(8);
  1228.         intforloop(on);
  1229.         connections(CopSpreadOut,CopStandShoot,CopTurnLeftCombat,CopTurnRightCombat,CopTurnLeftRightCombatEnd);
  1230. }
  1231.  
  1232. action(CopTurnLeftRightCombatEnd)
  1233. {
  1234.     //    file("pc\actors\Chot\xxx\mtrnlft2.ske",100,on);
  1235.         file("pc\actors\Chot\xxx\MTrnStpC.ske",100,off,100,-1,_DIRhavegun);
  1236.         file("pc\actors\Chot\xxx\Chidl1Cm.ske",100,on,100,_AIclasschot);    //Chot Combat Idle no gun
  1237.  
  1238.         file("pc\actors\CopRiot\xxx\RCmIdl1.ske",100,on);    //Riot Cop Idle
  1239.     //    file("pc\actors\Chot\xxx\MTrnStpC.ske",100,off,100);
  1240.         trigger(_DIRnotendofanim|_noDIR);
  1241.         break(on);
  1242.         nrintframes(6);
  1243.         intforloop(off);
  1244.         connections(CopSpreadOut,CopStandShoot,CopTurnLeftCombat,CopTurnRightCombat,CopTurnLeftRightCombatEnd,CopIdle);
  1245. }
  1246.  
  1247. action(CopTurnRight)
  1248. {
  1249.         file("pc\actors\Pimp\xxx\PmTrRSt.ske",100,off,100,_AIClassPimp);//pimp
  1250.         file("pc\actors\Pimp\xxx\PmTrRLp.ske",100,on,100,_AIClassPimp);//pimp
  1251.  
  1252.         file("pc\actors\Chot\xxx\CTrRStNc.ske",100,off,100,_AIclasschot);
  1253.         file("pc\actors\Chot\xxx\CTrRLpNc.ske",100,on,100,_AIclasschot);
  1254.  
  1255.         file("pc\actors\Chot\xxx\MTrRStNc.ske",100,off,100,-1,_DIRhavegun);
  1256.         file("pc\actors\Chot\xxx\MTrRLpNc.ske",100,on,100,-1,_DIRhavegun);
  1257.  
  1258.  
  1259.         file("pc\actors\Dwellr1\xxx\DwTrRSt.ske",100,off,100); //,_AIclassdweller);//Dweller turns work for cop no gun
  1260.         file("pc\actors\Dwellr1\xxx\DwTrRLp.ske",100,on,100); //,_AIclassdweller);//Dweller turns work for cop no gun
  1261.  
  1262.  
  1263.         
  1264.         trigger(_DIRright);
  1265.         break(on);
  1266.         nrintframes(2);
  1267.         intforloop(on);
  1268.         connections(CopSpreadOut,CopStandShoot,CopTurnLeft,CopTurnRight,CopIdle);
  1269. }
  1270.  
  1271. action(CopTurnRightCombat)
  1272. {
  1273.         //file("pc\actors\Chot\xxx\mtrnrt2.ske",100,on);
  1274.         file("pc\actors\Chot\xxx\MTrRStC.ske",100,off,100,-1,_DIRhavegun);
  1275.         file("pc\actors\Chot\xxx\MTrRLpC.ske",100,on,100,-1,_DIRhavegun);
  1276.  
  1277.         file("pc\actors\CopRiot\xxx\RTrRStC.ske",100,off,100);
  1278.         file("pc\actors\CopRiot\xxx\RTrRLpC.ske",100,on,100);
  1279.         trigger(_DIRright);
  1280.         break(on);
  1281.         nrintframes(8);
  1282.         intforloop(on);
  1283.         connections(CopSpreadOut,CopStandShoot,CopTurnLeftCombat,CopTurnRightCombat,CopTurnLeftRightCombatEnd,CopIdle);
  1284. }
  1285.  
  1286. action(CopCrouchTurnLeftRightEnd)
  1287. {
  1288.         file("pc\actors\Chot\xxx\MCrTrStp.ske",100,off,100);
  1289.         trigger(_DIRnotendofanim|_noDIR);
  1290.         break(on);
  1291.         nrintframes(4);
  1292.         intforloop(off);
  1293.         ColSphereScale(50);
  1294.         ColSphereYOffsetScale(100);
  1295.         connections(CopCrouchTurnRight,CopCrouchTurnLeft,CopCrouchIdle);
  1296. }
  1297.  
  1298. action(CopCrouchTurnRight)
  1299. {
  1300.         file("pc\actors\Chot\xxx\MCrTrRSt.ske",100,off,100);//crouch start turn right
  1301.         file("pc\actors\Chot\xxx\MCrTrRLp.ske",100,on,100);//crouch turn right loop
  1302.         trigger(_DIRRight);
  1303.         break(on);
  1304.         nrintframes(2);
  1305.         intforloop(on);
  1306.         ColSphereScale(50);
  1307.         ColSphereYOffsetScale(100);
  1308.         connections(CopCrouchSpreadOut,CopCrouchTurnRight,CopCrouchTurnLeft,CopCrouchTurnLeftRightEnd);
  1309. }
  1310.  
  1311. action(CopCrouchTurnLeft)
  1312. {
  1313.         file("pc\actors\Chot\xxx\MCrTrLSt.ske",100,off,100);//crouch start turn left
  1314.         file("pc\actors\Chot\xxx\MCrTrLLp.ske",100,on,100);//crouch turn left loop
  1315.         trigger(_DIRleft);
  1316.         break(on);
  1317.         nrintframes(2);
  1318.         intforloop(on);
  1319.         ColSphereScale(50);
  1320.         ColSphereYOffsetScale(100);
  1321.         connections(CopCrouchSpreadOut,CopCrouchTurnLeft,CopCrouchTurnRight,CopCrouchTurnLeftRightEnd);
  1322. }
  1323.  
  1324. action(CopHitWallTurnLeft)
  1325. {
  1326.         file("pc\actors\Chot\xxx\mtrnlft2.ske",100,on);
  1327.         move(2,0,0);
  1328.         trigger(_DIRleft);
  1329.         break(on);
  1330.         nrintframes(6);
  1331.         connections(CopHitWallSpreadOut);
  1332. }
  1333.  
  1334. action(CopHitWallTurnRight)
  1335. {
  1336.         file("pc\actors\Chot\xxx\mtrnlft2.ske",100,on);
  1337.         move(-2,0,0)
  1338.         trigger(_DIRright);
  1339.         break(on);
  1340.         nrintframes(6);
  1341.         connections(CopHitWallSpreadOut);
  1342. }
  1343.  
  1344. action(CopRunUpStairs)
  1345. {
  1346.         file("pc\actors\Chot\xxx\runstar7.ske",100,on,140);
  1347.         trigger(_DIRforward);
  1348.         AIClass(_AIClassCopSkeleton);
  1349.         break(off);
  1350. //        offset(4);
  1351.         nrintframes(8);
  1352.         gravity(off);
  1353.         ydeltafromzeroframe(off);
  1354.         connections(CopRunUpStairs);
  1355. }
  1356.  
  1357.  
  1358. /*                        //not used
  1359. Action(CopClimbHang)
  1360. {
  1361.         file("pc\actors\chot\xxx\MClmbWlF.ske",100,off,100);
  1362.         nrintframes(4);
  1363.         trigger(_allDIR);
  1364.         gravity(off);
  1365.         ydeltafromzeroframe(off);    //Default=on
  1366.         connections(CopClimbHang);
  1367. }
  1368. */
  1369.  
  1370.  
  1371. /* *************   Standard combat moves without gun ******************* */
  1372.  
  1373. action(CopEatenSlowLink)
  1374. {
  1375.         file("pc\actors\MultiAnm\xxx\2EatCpSC.ske",100,off);
  1376.         break(off);
  1377.         trigger(_DIRNotEndOfAnim);
  1378. }
  1379.  
  1380. action(CopEatenLink)
  1381. {
  1382.         file("pc\actors\MultiAnm\xxx\2EatCpFC.ske",100,off);
  1383.         break(off);
  1384.         trigger(_DIRNotEndOfAnim);
  1385. }
  1386.  
  1387. action(CopThrownSpinLink)
  1388. {
  1389.         file("pc\actors\Chot\xxx\thrnspin.ske",100,off);
  1390.         break(off);
  1391.         connections(CopThrownSpinLink);
  1392. }
  1393.  
  1394. action(BouncerThrowCopLink)
  1395. {
  1396.         file("pc\actors\Bouncer\xxx\Man_thro.ske",100,off);
  1397.         break(off);
  1398.         connections(CopThrownBack);
  1399. }
  1400.  
  1401. action(CopBoxingLink)
  1402. {
  1403.         file("pc\actors\Chot\xxx\MCpHitRt.ske",30,on);
  1404.         file("pc\actors\Chot\xxx\MCpHitLf.ske",60,on);
  1405.         file("pc\actors\Chot\xxx\MCpHitUp.ske",100,on);
  1406.         ActionSubRoutine(Sub_RandomPunchedSFX);
  1407.         break(off);
  1408.         connections(GenIdle);
  1409. }
  1410.  
  1411. action(CopBoxing)
  1412. {
  1413.         file("pc\actors\chot\xxx\MBxLjab.ske",100,on,100);    //Throw left jab
  1414.         file("pc\actors\chot\xxx\MBxRjab.ske",60,on,100);    //Throw right jab
  1415.         file("pc\actors\chot\xxx\MBxRUcut.ske",100,on,100);    //Throw right uppercut
  1416.  
  1417.         flag(_SXAAalignmovingslave);
  1418.  
  1419.         AIClass(_AIclassMale|_AIclasscop);
  1420.  
  1421.         AlignAngle(0);
  1422.         TargetAngle(180);
  1423.         AttackHeight(50);
  1424.         AlignDistance(100);
  1425.         AlignSlack(20);    
  1426.         DistanceSlack(50);
  1427.  
  1428.         AlignStartFrame(10);
  1429.         AlignNrFrames(10);
  1430.  
  1431.         AttachActionStartAtFrame(10);
  1432.         DamageFrame(15);
  1433.         Power(10);
  1434.         AttachAction(CopBoxingLink);
  1435.         TargetAIClass(_AIClassAllButAngel);
  1436.  
  1437.  
  1438.         trigger(_DIRshoot);
  1439.         break(off);
  1440.         nrintframes(4);
  1441.         connections(CopIdle);
  1442. }
  1443.  
  1444. action(CopChokingLink)
  1445. {
  1446.         file("pc\actors\Chot\xxx\CpChStrS.ske",100,on,100);
  1447.         break(off);
  1448.  
  1449.         ActionSubRoutine(Sub_RandomStrangledSFX);
  1450.  
  1451.         connections(CopChokingCough,GenIdle);
  1452. }
  1453. action(CopChokingLoopLink)
  1454. {
  1455.         file("pc\actors\Chot\xxx\CpChHl1S.ske",100,on,100);
  1456.         break(off);
  1457.  
  1458.         ActionSubRoutine(Sub_RandomStrangledSFX);
  1459.  
  1460.         connections(CopChokingCough,GenIdle);
  1461.         //connections(CopChokingLoopLink,CopIdle);
  1462. }
  1463.  
  1464. action(VictimStrangle)
  1465. {
  1466.         file("pc\actors\Chot\xxx\CpChHl1S.ske",100,on,100);
  1467.         trigger(_allDIR);    
  1468.         break(off);
  1469.         nrintframes(5);
  1470.         intforloop(on);
  1471.         connections(VictimStrangle);
  1472.         //connections(CopChokingLoopLink,CopIdle);
  1473. }
  1474.  
  1475. SubRoutine(Sub_KillActor)
  1476. {
  1477.         if(VFrame==10)
  1478.         {
  1479.             state(_or,StateDead);
  1480.             direction(_clr,_DIRalive);
  1481.             callsub(Sub_Deposses);
  1482.             vector(_settoactorpos,gactorpos);
  1483.             sample(SFXManNeckSnap,gactorpos);
  1484.             call(CheckAttached,_CADropWeaponAndShells);
  1485.         }
  1486. }
  1487.  
  1488. action(CopChokingDeathLink)
  1489. {
  1490.         file("pc\actors\Chot\xxx\CpChDedS.ske",100,off,100);
  1491.         break(off);
  1492.  
  1493.         ActionSubRoutine(Sub_KillActor);
  1494.  
  1495.         connections(CopChokingDeathLink);
  1496.         //connections(CopChokingLoopLink,CopIdle);
  1497. }
  1498.  
  1499.  
  1500.  
  1501. action(CopChokingDeath)
  1502. {
  1503.         file("pc\actors\Chot\xxx\CpChDedM.ske",100,on,100);
  1504.  
  1505.         flag(_SXAAdisablecollision|_SXAAdisablerotation);
  1506.  
  1507.         AlignAngle(0);
  1508.         TargetAngle(0);
  1509.         AttackHeight(50);
  1510.         AlignDistance(65);
  1511.         DistanceSlack(150);
  1512.         AlignSlack(20);    
  1513.  
  1514.         AlignStartFrame(0);
  1515.         AlignNrFrames(0);
  1516.  
  1517.         AttachActionStartAtFrame(0);
  1518.         DamageFrame(0);
  1519.         Power(0);
  1520.         AttachAction(CopChokingDeathLink);
  1521.         TargetAIClass(_AIClassAllButAngel);
  1522.  
  1523.         trigger(_DIRshoot);
  1524.         break(off);
  1525.         nrintframes(4);
  1526.         connections(CopChokingDeath,CopIdle);
  1527. }
  1528.  
  1529. SubRoutine(Sub_CheckForNearDeath)
  1530. {
  1531.         if(VEndOfAnim!=0)
  1532.         {
  1533.             if(VAttachActorHealth<1010)
  1534.             {
  1535.                 SpawnAction(CopChokingDeath);
  1536.             }
  1537.         }
  1538.         call(AIchangemetoenemy);
  1539. }
  1540.  
  1541.  
  1542. action(CopChokingCough)
  1543. {
  1544.         file("pc\actors\Chot\xxx\CpChEndS.ske",100,on);
  1545.         trigger(_DIRalive);
  1546.         break(off);
  1547.         nrintframes(6);
  1548.  
  1549.         ActionSubRoutine(Sub_AlertAllAfterCough);
  1550.  
  1551.         connections(GenIdle);
  1552. }
  1553.  
  1554. /*
  1555. action(CopChokingDie)
  1556. {
  1557.         file("pc\actors\Chot\xxx\CpChDedS.ske",100,on);
  1558.         trigger(_allDIR);
  1559.         break(off);
  1560.         nrintframes(6);
  1561.  
  1562.         connections(CopIdle);
  1563. }
  1564. */
  1565.  
  1566.  
  1567. action(CopChokingLoop)
  1568. {
  1569.         file("pc\actors\Chot\xxx\CpChHl1M.ske",100,on,100);
  1570.  
  1571.         flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation);
  1572.  
  1573.         AlignAngle(0);
  1574.         TargetAngle(0);
  1575.         AttackHeight(50);
  1576.         AlignDistance(65);
  1577.         DistanceSlack(150);
  1578.         AlignSlack(20);    
  1579.  
  1580.         AlignStartFrame(0);
  1581.         AlignNrFrames(0);
  1582.  
  1583.         AttachActionStartAtFrame(0);
  1584.         DamageFrame(43);
  1585.         Power(10);
  1586.         AttachAction(CopChokingLoopLink);
  1587.         TargetAIClass(_AIClassAllButAngel);
  1588.  
  1589.         ActionSubRoutine(Sub_CheckForNearDeath);
  1590.  
  1591.         trigger(_DIRshoot);
  1592.         break(off);
  1593.         nrintframes(4);
  1594.         connections(CopChokingLoop,CopIdle);
  1595. }
  1596.  
  1597. action(CopChoking)
  1598. {
  1599.         file("pc\actors\Chot\xxx\CpChStrM.ske",100,on,100);    //
  1600.         //file("pc\actors\chot\xxx\MBxRjab.ske",60,on,150);    //Throw right jab
  1601.         //file("pc\actors\chot\xxx\MBxRUcut.ske",100,on,150);    //Throw right uppercut
  1602.  
  1603.         flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation);
  1604.  
  1605.         AlignAngle(0);
  1606.         TargetAngle(0);
  1607.         AttackHeight(50);
  1608.         AlignDistance(105);
  1609.         DistanceSlack(150);
  1610.         AlignSlack(20);    
  1611.  
  1612.         AlignStartFrame(0);
  1613.         AlignNrFrames(1);
  1614.  
  1615.         AttachActionStartAtFrame(0);
  1616.         DamageFrame(15);
  1617.         Power(10);
  1618.         AttachAction(CopChokingLink);
  1619.         TargetAIClass(_AIClassAllButAngel);
  1620.  
  1621.         ActionSubRoutine(Sub_ChangeMeToEnemy);
  1622.  
  1623.         trigger(_DIRshoot);
  1624.         break(off);
  1625.         nrintframes(4);
  1626.         connections(CopChokingLoop,CopIdle);
  1627. }
  1628.  
  1629.  
  1630. SubRoutine(Sub_AlertAllAfterChokeCounter)
  1631. {
  1632.         if(VAIState!=_AIstateAttack && VAIState!=_AIstateHide && VAIState!=_AIstateGuard)
  1633.         {
  1634.             if(VFrame==100)
  1635.             {
  1636.                 call(AIsetlockedonactortotarget);
  1637.                 call(AIchangetargettoenemy);
  1638.                 CallSub(Sub_AlertAll);
  1639.                 CallSub(Sub_RandomPunchedSFX);
  1640.             }
  1641.         }
  1642.  
  1643. }
  1644.  
  1645.  
  1646. action(CopChokeWorkerLink)
  1647. {
  1648.         file("pc\actors\Chot\xxx\CpChStrS.ske",100,on,100);    //Start Choke
  1649.         file("pc\actors\Chot\xxx\CpChThrS.ske",100,on,110);    //thrown from choke
  1650.         break(off);
  1651.  
  1652.         //ActionSubRoutine(Sub_RandomStrangledSFX);
  1653.         //ActionSubRoutine(Sub_KillActorKickSnapNeck);
  1654.  
  1655.         connections(Genidle);
  1656. }
  1657. // Cop Choking Worker and failing
  1658. action(CopChokeWorker)
  1659. {
  1660.         file("pc\actors\Chot\xxx\CpChStrM.ske",100,on,100);    //Start Choke
  1661.         file("pc\actors\Chot\xxx\CpChThrM.ske",100,on,110);    //Throw Choke
  1662.  
  1663.  
  1664.         flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation);
  1665.  
  1666.         AIClass(_AIclassmale|_AIclasscop);
  1667.  
  1668.         AlignAngle(0);
  1669.         TargetAngle(0);
  1670.         AttackHeight(50);
  1671.         AlignDistance(105);
  1672.         DistanceSlack(150);
  1673.         AlignSlack(20);    
  1674.  
  1675.         AlignStartFrame(0);
  1676.         AlignNrFrames(1);
  1677.  
  1678.         AttachActionStartAtFrame(0);
  1679.         DamageFrame(15);
  1680.         Power(5);
  1681.         AttachAction(CopChokeWorkerLink);
  1682.         TargetAIClass(_AIclassworker|_AIclassriotcop);
  1683.  
  1684.         ActionSubRoutine(Sub_AlertAllAfterChokeCounter);
  1685.  
  1686.         trigger(_DIRshoot);
  1687.         break(off);
  1688.         nrintframes(4);
  1689.         connections(GENGetUpFromBack);
  1690. }
  1691.  
  1692.  
  1693. action(CopKickingLink)
  1694. {
  1695.         file("pc\actors\Chot\xxx\MCrlKikU.ske",100,on,100);
  1696.         break(off);
  1697.         ColSphereScale(50);
  1698.         ColSphereYOffsetScale(100);
  1699.  
  1700.         ActionSubRoutine(Sub_RandomKickedSFX);
  1701.  
  1702.         connections(GENCrawlSpreadOut);
  1703. }
  1704.  
  1705. action(CopKicking)
  1706. {
  1707.         file("pc\actors\Chot\xxx\MWrKikLw.ske",100,on,100);    //
  1708.         //file("pc\actors\chot\xxx\MBxRjab.ske",60,on,150);    //Throw right jab
  1709.         //file("pc\actors\chot\xxx\MBxRUcut.ske",100,on,150);    //Throw right uppercut
  1710.  
  1711.         flag(_SXAAalignmovingslave);
  1712.  
  1713.         AlignAngle(0);
  1714.         TargetAngle(-1);
  1715.         AttackHeight(20);
  1716.         AlignDistance(100);
  1717.         AlignSlack(20);
  1718.         DistanceSlack(50);
  1719.  
  1720.         AlignStartFrame(00);
  1721.         AlignNrFrames(10);
  1722.  
  1723.         AttachActionStartAtFrame(15);
  1724.         DamageFrame(16);
  1725.         Power(10);
  1726.         AttachAction(CopKickingLink);
  1727.         TargetAIClass(_AIClassAllButAngel);
  1728.  
  1729.         trigger(_DIRshoot);
  1730.         break(off);
  1731.         nrintframes(4);
  1732.         connections(CopIdle);
  1733. }
  1734.  
  1735.  
  1736.  
  1737. action(CopKickingBLink)
  1738. {
  1739.         file("pc\actors\Chot\xxx\MkckdAss.ske",100,on,100);    //
  1740.         break(off);
  1741.         ColSphereScale(50);
  1742.         ColSphereYOffsetScale(100);
  1743.  
  1744.         ActionSubRoutine(Sub_RandomKickedSFX);
  1745.  
  1746.         connections(GENCrawlSpreadOut);
  1747. }
  1748.  
  1749. action(CopKickingB)
  1750. {
  1751.         file("pc\actors\Chot\xxx\MWrKikLw.ske",100,on,100);    //
  1752.         //file("pc\actors\chot\xxx\MBxRjab.ske",60,on,150);    //Throw right jab
  1753.         //file("pc\actors\chot\xxx\MBxRUcut.ske",100,on,150);    //Throw right uppercut
  1754.  
  1755.         flag(_SXAAalignmovingslave);
  1756.  
  1757.         AlignAngle(0);
  1758.         TargetAngle(0);
  1759.         AttackHeight(20);
  1760.         AlignDistance(100);
  1761.         AlignSlack(30);
  1762.         DistanceSlack(60);
  1763.  
  1764.         AlignStartFrame(00);
  1765.         AlignNrFrames(10);
  1766.  
  1767.         AttachActionStartAtFrame(16);
  1768.         DamageFrame(16);
  1769.         Power(10);
  1770.         AttachAction(CopKickingBLink);
  1771.         TargetAIClass(_AIClassAllButAngel);
  1772.  
  1773.  
  1774.         trigger(_DIRshoot);
  1775.         break(off);
  1776.         nrintframes(4);
  1777.         connections(CopIdle);
  1778. }
  1779.  
  1780. action(CopKickingFLink)
  1781. {
  1782.         file("pc\actors\Chot\xxx\MkckdHed.ske",100,on,100);    //
  1783.         break(off);
  1784.         ColSphereScale(50);
  1785.         ColSphereYOffsetScale(100);
  1786.  
  1787.         ActionSubRoutine(Sub_RandomKickedSFX);
  1788.  
  1789.         connections(GENCrawlSpreadOut);
  1790. }
  1791.  
  1792. action(CopKickingF)
  1793. {
  1794.         file("pc\actors\Chot\xxx\MWrKikLw.ske",100,on,100);    //
  1795.         //file("pc\actors\chot\xxx\MBxRjab.ske",60,on,150);    //Throw right jab
  1796.         //file("pc\actors\chot\xxx\MBxRUcut.ske",100,on,150);    //Throw right uppercut
  1797.  
  1798.         flag(_SXAAalignmovingslave);
  1799.  
  1800.         AlignAngle(0);
  1801.         TargetAngle(180);
  1802.         AttackHeight(20);
  1803.         AlignDistance(100);
  1804.         AlignSlack(40);
  1805.         DistanceSlack(50);
  1806.  
  1807.         AlignStartFrame(00);
  1808.         AlignNrFrames(10);
  1809.  
  1810.         AttachActionStartAtFrame(16);
  1811.         DamageFrame(16);
  1812.         Power(10);
  1813.         AttachAction(CopKickingFLink);
  1814.         TargetAIClass(_AIClassAllButAngel);
  1815.  
  1816.         trigger(_DIRshoot);
  1817.         break(off);
  1818.         nrintframes(4);
  1819.         connections(CopIdle);
  1820. }
  1821.  
  1822.  
  1823. action(CopKickingBobF)
  1824. {
  1825.         file("pc\actors\Chot\xxx\MWrKikLw.ske",100,on,100);    //
  1826.         //file("pc\actors\chot\xxx\MBxRjab.ske",60,on,150);    //Throw right jab
  1827.         //file("pc\actors\chot\xxx\MBxRUcut.ske",100,on,150);    //Throw right uppercut
  1828.  
  1829.         //flag(_SXAAalignmovingslave);
  1830.  
  1831.         AlignAngle(0);
  1832.         TargetAngle(180);
  1833.         AttackHeight(20);
  1834.         AlignDistance(60);
  1835.         AlignSlack(70);
  1836.         DistanceSlack(40);
  1837.  
  1838.         AlignStartFrame(00);
  1839.         AlignNrFrames(10);
  1840.  
  1841.         AttachActionStartAtFrame(15);
  1842.         DamageFrame(20);
  1843.         Power(10);
  1844.         AttachAction(BobThrownBack);
  1845.         TargetAIClass(_AIclassangel);
  1846.  
  1847.         trigger(_DIRshoot);
  1848.         break(off);
  1849.         nrintframes(4);
  1850.         connections(CopIdle);
  1851. }
  1852.  
  1853. action(CopKickingBobB)
  1854. {
  1855.         file("pc\actors\Chot\xxx\MWrKikLw.ske",100,on,100);    //
  1856.         //file("pc\actors\chot\xxx\MBxRjab.ske",60,on,150);    //Throw right jab
  1857.         //file("pc\actors\chot\xxx\MBxRUcut.ske",100,on,150);    //Throw right uppercut
  1858.  
  1859.         //flag(_SXAAalignmovingslave);
  1860.  
  1861.         AlignAngle(0);
  1862.         TargetAngle(0);
  1863.         AttackHeight(20);
  1864.         AlignDistance(60);
  1865.         AlignSlack(70);
  1866.         DistanceSlack(40);
  1867.  
  1868.         AlignStartFrame(00);
  1869.         AlignNrFrames(10);
  1870.  
  1871.         AttachActionStartAtFrame(15);
  1872.         DamageFrame(20);
  1873.         Power(10);
  1874.         AttachAction(BobThrownForwardLandAttached);
  1875.         TargetAIClass(_AIclassangel);
  1876.  
  1877.         trigger(_DIRshoot);
  1878.         break(off);
  1879.         nrintframes(4);
  1880.         connections(CopIdle);
  1881. }
  1882.  
  1883. action(CopSlammingBob)
  1884. {
  1885.         file("pc\actors\MultiAnm\xxx\BSlmChot.ske",100,on,100);
  1886.  
  1887.         flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation);
  1888.  
  1889.         AlignAngle(180);
  1890.         TargetAngle(0);
  1891.         AttackHeight(100);
  1892.         AlignDistance(100);
  1893.         AlignSlack(40);
  1894.         DistanceSlack(40);
  1895.  
  1896.         AlignStartFrame(00);
  1897.         AlignNrFrames(10);
  1898.  
  1899.         AttachActionStartAtFrame(0);
  1900.         DamageFrame(20);
  1901.         Power(1);
  1902.         AttachAction(BobSlamLink);
  1903.         TargetAIClass(_AIclassangel);
  1904.  
  1905.         //ActionSubRoutine(Sub_RandomKickedSFX);
  1906.  
  1907.         trigger(_allDIR);
  1908.         break(off);
  1909.         nrintframes(4);
  1910.         connections(CopIdle);
  1911. }
  1912.  
  1913.  
  1914. SubRoutine(Sub_KickedHandler)
  1915. {
  1916.         //CallSub(Sub_RandomKickedSFX);
  1917.         call(AIchangemetoenemy);
  1918. }
  1919.  
  1920. action(ChotRunSlamFLink)
  1921. {
  1922. //        file("pc\actors\Chot\xxx\ThrnHldL.ske",100,on);    //Left Hold frame #1
  1923.         file("pc\actors\MultiAnm\xxx\ChRnSlmL.ske",100,off);    //Left land on face
  1924.         trigger(_alldir);
  1925.         break(off);
  1926.         nrintframes(4);
  1927.         //Move(5,0,0);
  1928.         ActionSubRoutine(Sub_SetThrown);
  1929.         connections(CopThrownLeftLand);
  1930. }
  1931.  
  1932. action(ChotRunSlamF)
  1933. {
  1934.         file("pc\actors\MultiAnm\xxx\ChRnSlm.ske",100,on,100);    //flying double foot stomp kick. flip to feet
  1935.  
  1936.         //file("pc\actors\chot\xxx\MBxRjab.ske",60,on,150);    //Throw right jab
  1937.         //file("pc\actors\chot\xxx\MBxRUcut.ske",100,on,150);    //Throw right uppercut
  1938.  
  1939.         flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation);
  1940.  
  1941.         AIClass(_AIclassmale|_AIclasschot);
  1942.  
  1943.         AlignAngle(20);
  1944.         TargetAngle(180);
  1945.         AttackHeight(50);
  1946.         AlignDistance(110);
  1947.         AlignSlack(50);
  1948.         DistanceSlack(50);
  1949.  
  1950.         AlignStartFrame(4);
  1951.         AlignNrFrames(1);
  1952.  
  1953.         AttachActionStartAtFrame(0);
  1954.         DamageFrame(5);
  1955.         Power(10);
  1956. //        AttachAction(GENThrownLeft);
  1957.         AttachAction(ChotRunSlamFLink);
  1958.         TargetAIClass(_AIClassAllButAngel);
  1959.  
  1960.         ActionSubRoutine(Sub_ChangeMeToEnemy);
  1961.  
  1962.         trigger(_DIRshoot);
  1963.         break(off);
  1964.         nrintframes(2);
  1965.         connections(CopIdle);
  1966. }
  1967.  
  1968. action(ChotRunSlamBLink)
  1969. {
  1970. //        file("pc\actors\Chot\xxx\ThrnHldL.ske",100,on);    //Left Hold frame #1
  1971.         file("pc\actors\MultiAnm\xxx\ChRnSlmR.ske",100,off);    //Left land on face
  1972.         trigger(_alldir);
  1973.         break(off);
  1974.         nrintframes(4);
  1975.         //Move(5,0,0);
  1976.         ActionSubRoutine(Sub_SetThrown);
  1977.         connections(CopThrownRightLand);
  1978. }
  1979.  
  1980. action(ChotRunSlamB)
  1981. {
  1982.         file("pc\actors\MultiAnm\xxx\ChRnSlm.ske",100,on,100);    //flying double foot stomp kick. flip to feet
  1983.  
  1984.         flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation);
  1985.  
  1986.         AIClass(_AIclassmale|_AIclasschot);
  1987.  
  1988.         AlignAngle(20);
  1989.         TargetAngle(0);
  1990.         AttackHeight(50);
  1991.         AlignDistance(110);
  1992.         AlignSlack(50);
  1993.         DistanceSlack(50);
  1994.  
  1995.         AlignStartFrame(4);
  1996.         AlignNrFrames(1);
  1997.  
  1998.         AttachActionStartAtFrame(0);
  1999.         DamageFrame(5);
  2000.         Power(10);
  2001.         AttachAction(ChotRunSlamBLink);
  2002.         TargetAIClass(_AIClassAllButAngel);
  2003.  
  2004.         ActionSubRoutine(Sub_ChangeMeToEnemy);
  2005.  
  2006.         trigger(_DIRshoot);
  2007.         break(off);
  2008.         nrintframes(2);
  2009.         connections(CopIdle);
  2010. }
  2011.  
  2012.  
  2013.  
  2014. action(CopStompKickF)
  2015. {
  2016.         file("pc\actors\Chot\xxx\MFlStmp2.ske",50,on,100);    //flying double foot stomp kick. flip to feet
  2017.         file("pc\actors\Chot\xxx\MSpinKk2.ske",100,on,100);    //flying spinning back heel kick
  2018. //        file("pc\actors\Chot\xxx\MFlStmp1.ske",100,on,100);    //flying double foot stomp kick. flip to feet
  2019. //        file("pc\actors\Chot\xxx\Mkipup.ske",100,on,100);    //flying double foot stomp kick. flip to feet
  2020.  
  2021.         //file("pc\actors\chot\xxx\MBxRjab.ske",60,on,150);    //Throw right jab
  2022.         //file("pc\actors\chot\xxx\MBxRUcut.ske",100,on,150);    //Throw right uppercut
  2023.  
  2024.         flag(_SXAAalignmovingslave);
  2025.  
  2026.         AlignAngle(0);
  2027.         TargetAngle(180);
  2028.         AttackHeight(50);
  2029.         AlignDistance(110);
  2030.         AlignSlack(50);
  2031.         DistanceSlack(50);
  2032.  
  2033.         AlignStartFrame(00);
  2034.         AlignNrFrames(10);
  2035.  
  2036.         AttachActionStartAtFrame(9);
  2037.         DamageFrame(9);
  2038.         Power(10);
  2039.         AttachAction(GENThrownBack);
  2040.         TargetAIClass(_AIClassAllButAngel);
  2041.  
  2042.         ActionSubRoutine(Sub_ChangeMeToEnemy);
  2043.  
  2044.         trigger(_DIRshoot);
  2045.         break(off);
  2046.         nrintframes(4);
  2047.         connections(CopIdle);
  2048. }
  2049.  
  2050. action(CopStompKickB)
  2051. {
  2052.         file("pc\actors\Chot\xxx\MFlStmp2.ske",50,on,100);    //flying double foot stomp kick. flip to feet
  2053.         file("pc\actors\Chot\xxx\MSpinKk2.ske",100,on,100);    //Spinning flying kick
  2054.         //file("pc\actors\chot\xxx\MBxRjab.ske",60,on,150);    //Throw right jab
  2055.         //file("pc\actors\chot\xxx\MBxRUcut.ske",100,on,150);    //Throw right uppercut
  2056.  
  2057.         flag(_SXAAalignmovingslave);
  2058.  
  2059.         AlignAngle(0);
  2060.         TargetAngle(0);
  2061.         AttackHeight(50);
  2062.         AlignDistance(110);
  2063.         AlignSlack(50);
  2064.         DistanceSlack(50);
  2065.  
  2066.         AlignStartFrame(00);
  2067.         AlignNrFrames(10);
  2068.  
  2069.         AttachActionStartAtFrame(9);
  2070.         DamageFrame(9);
  2071.         Power(10);
  2072.         AttachAction(CopThrownForwardFromKick);
  2073.         TargetAIClass(_AIClassAllButAngel);
  2074.  
  2075.         ActionSubRoutine(Sub_ChangeMeToEnemy);
  2076.  
  2077.         trigger(_DIRshoot);
  2078.         break(off);
  2079.         nrintframes(4);
  2080.         connections(CopIdle);
  2081. }
  2082.  
  2083.  
  2084. SubRoutine(Sub_ChotShoulderThrowSounds)
  2085. {
  2086.  
  2087. //        If(vframe==13)
  2088. //        {
  2089. //            CallSub(Sub_RandomPunchedSFX);
  2090. //        }
  2091.  
  2092.         If(vframe==30)
  2093.         {
  2094.             CallSub(Sub_RandomPunchedSFX);
  2095.         }
  2096. }
  2097.  
  2098.  
  2099. action(ChotShoulderThrowLink)
  2100. {
  2101.         file("pc\actors\MultiAnm\xxx\MSlmThwS.ske",100,on,100);    //Cop Gun Strip Slave
  2102.         break(off);
  2103.     //    ColSphereScale(50);
  2104.     //    ColSphereYOffsetScale(100);
  2105.         ActionSubRoutine(Sub_ChotShoulderThrowSounds);
  2106.         connections(GENGetUpFromBack);
  2107. }
  2108.  
  2109. action(ChotShoulderThrow)
  2110. {
  2111.         file("pc\actors\MultiAnm\xxx\MSlmThwM.ske",100,on,100);    //Chot slam throw guy over head and backwards. 
  2112.  
  2113.         flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation);
  2114.  
  2115.         AIClass(_AIclassmale|_AIclasschot);
  2116.  
  2117.         AlignAngle(0);
  2118.         TargetAngle(180);
  2119.         AttackHeight(70);
  2120.         AlignDistance(135);
  2121.         AlignSlack(40);
  2122.         DistanceSlack(60);
  2123.  
  2124.         AlignStartFrame(0);
  2125.         AlignNrFrames(1);
  2126.  
  2127.         AttachActionStartAtFrame(0);
  2128.         DamageFrame(30);
  2129.         Power(10);
  2130.         AttachAction(ChotShoulderThrowLink);
  2131.         TargetAIClass(_AIClassAllButAngel);
  2132.  
  2133.         ActionSubRoutine(Sub_ChangeMeToEnemy);
  2134.  
  2135.         trigger(_DIRshoot);
  2136.         break(off);
  2137.         nrintframes(4);
  2138.         connections(CopIdle);
  2139. }
  2140.  
  2141.  
  2142.  
  2143.  
  2144. action(CopStripGunLink)
  2145. {
  2146.         file("pc\actors\Chot\xxx\CpGnStrS.ske",100,on,115);    //Cop Gun Strip Slave
  2147.         break(off);
  2148.         ColSphereScale(50);
  2149.         ColSphereYOffsetScale(100);
  2150.  
  2151.         ActionSubRoutine(Sub_RemoveGun);
  2152.  
  2153.         connections(GENGetUpFromBack);
  2154. }
  2155.  
  2156. action(CopStripGun)
  2157. {
  2158.         file("pc\actors\Chot\xxx\CpGnStrM.ske",25,on,115);    //Cop Gun Strip Elbow 
  2159.         file("pc\actors\Chot\xxx\CpGnStKM.ske",35,on,115);    //Cop Gun Strip Side Kick
  2160.         file("pc\actors\Chot\xxx\CpGnSK2M.ske",65,on,115);    //Cop Gun Strip Front Stomp Kick
  2161.         file("pc\actors\Chot\xxx\CpGnSK3M.ske",100,on,115);    //Cop Gun Strip jumping spinning back heel kick
  2162.  
  2163.         flag(_SXAAalignmovingslave);
  2164.  
  2165.         AIClass(_AIclassMale|_AIclasscop);
  2166.  
  2167.         AlignAngle(0);
  2168.         TargetAngle(180);
  2169.         AttackHeight(70);
  2170.         AlignDistance(90);
  2171.         AlignSlack(40);
  2172.         DistanceSlack(40);
  2173.  
  2174.         AlignStartFrame(00);
  2175.         AlignNrFrames(10);
  2176.  
  2177.         AttachActionStartAtFrame(0);
  2178.         DamageFrame(16);
  2179.         Power(10);
  2180.         AttachAction(CopStripGunLink);
  2181.         TargetAIClass(_AIClassAllButAngel);
  2182.  
  2183.  
  2184.         trigger(_DIRshoot);
  2185.         break(off);
  2186.         nrintframes(4);
  2187.         connections(CopIdle);
  2188. }
  2189.  
  2190. action(CopStripGunBob)
  2191. {
  2192. //        file("pc\actors\Chot\xxx\CpGnStrM.ske",25,on,115);    //Cop Gun Strip Elbow 
  2193.         file("pc\actors\Chot\xxx\CpGnStKM.ske",50,on,115);    //Cop Gun Strip Side Kick
  2194. //        file("pc\actors\Chot\xxx\CpGnSK2M.ske",65,on,115);    //Cop Gun Strip Front Stomp Kick
  2195.         file("pc\actors\Chot\xxx\CpGnSK3M.ske",100,on,115);    //Cop Gun Strip jumping spinning back heel kick
  2196.  
  2197.         flag(_SXAAalignmovingslave);
  2198.  
  2199.         AlignAngle(0);
  2200.         TargetAngle(180);
  2201.         AttackHeight(65);
  2202.         AlignDistance(90);
  2203.         AlignSlack(40);
  2204.         DistanceSlack(40);
  2205.  
  2206.         AlignStartFrame(00);
  2207.         AlignNrFrames(10);
  2208.  
  2209.         AttachActionStartAtFrame(16);
  2210.         DamageFrame(16);
  2211.         Power(10);
  2212.         AttachAction(BobThrownBack);
  2213.         TargetAIClass(_AIclassangel);
  2214.  
  2215.  
  2216.         trigger(_DIRshoot);
  2217.         break(off);
  2218.         nrintframes(4);
  2219.         connections(CopIdle);
  2220. }
  2221.  
  2222.  
  2223. action(CopGunButFLink)
  2224. {
  2225.         file("pc\actors\Chot\xxx\MStgrBk1.ske",100,on,100);
  2226.         break(off);
  2227.         ColSphereScale(50);
  2228.         ActionSubRoutine(Sub_RandomPunchedSFX);
  2229.         ColSphereYOffsetScale(100);
  2230.         connections(GenIdle);
  2231. }
  2232.  
  2233. action(CopGunButBLink)
  2234. {
  2235.         file("pc\actors\Chot\xxx\ThrnSpnB.ske",100,on,100);
  2236.         break(off);
  2237.         ColSphereScale(50);
  2238.         ActionSubRoutine(Sub_RandomPunchedSFX);
  2239.         ColSphereYOffsetScale(100);
  2240.         connections(CopGetUpFromGunButB);
  2241. }
  2242.  
  2243.  
  2244. action(CopGetUpFromGunButB)
  2245. {
  2246.         file("pc\actors\chot\xxx\thrspbst.ske",100,off,100);
  2247.         trigger(_DIRalive);
  2248.         break(off);
  2249.         collision(on);
  2250.         nrintframes(8);
  2251.         connections(GenIdle);
  2252. }
  2253.  
  2254.  
  2255. action(CopCloseRange)
  2256. {
  2257.         file("pc\actors\chot\xxx\MShPmph.ske",100,on,100,_AIclassCloseRange);
  2258.  
  2259.         AIClass(_AIclassCloseRange|_AIclassMale|_AIclassFemale);
  2260.  
  2261.         trigger(_DIRshoot|_DIRHaveGun|_DIRcombatmode);
  2262.         break(on);
  2263.         nrintframes(0);
  2264.  
  2265.  
  2266.         connections(CopSpreadOutGun,CopCloseRange,CopIdle);
  2267. }
  2268.  
  2269. action(CopGunButF)
  2270. {
  2271.         file("pc\actors\Chot\xxx\MWrPsBk2.ske",100,on,100);    //Throw left jab
  2272.         //file("pc\actors\chot\xxx\MBxRjab.ske",60,on,150);    //Throw right jab
  2273.         //file("pc\actors\chot\xxx\MBxRUcut.ske",100,on,150);    //Throw right uppercut
  2274.  
  2275.         flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation);
  2276.  
  2277.         AlignAngle(0);
  2278.         TargetAngle(180);
  2279.         AttackHeight(70);
  2280.         AlignDistance(100);
  2281.         AlignSlack(40);
  2282.         DistanceSlack(50);
  2283.  
  2284.         AlignStartFrame(00);
  2285.         AlignNrFrames(10);
  2286.  
  2287.         AttachActionStartAtFrame(11);
  2288.         DamageFrame(11);
  2289.         Power(15);
  2290.         AttachAction(CopGunButFLink);
  2291.         TargetAIClass(_AIClassAllButAngel);
  2292.  
  2293.  
  2294.         trigger(_DIRshoot);
  2295.         break(off);
  2296.         nrintframes(4);
  2297.         connections(CopIdle);
  2298. }
  2299.  
  2300. action(CopGunButB)
  2301. {
  2302.         file("pc\actors\Chot\xxx\MWrPsBk2.ske",100,on,100);    //Throw left jab
  2303.         //file("pc\actors\chot\xxx\MBxRjab.ske",60,on,150);    //Throw right jab
  2304.         //file("pc\actors\chot\xxx\MBxRUcut.ske",100,on,150);    //Throw right uppercut
  2305.  
  2306.         flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation);
  2307.  
  2308.         AlignAngle(0);
  2309.         TargetAngle(0);
  2310.         AttackHeight(70);
  2311.         AlignDistance(100);
  2312.         AlignSlack(40);
  2313.         DistanceSlack(50);
  2314.  
  2315.         AlignStartFrame(00);
  2316.         AlignNrFrames(10);
  2317.  
  2318.         AttachActionStartAtFrame(11);
  2319.         DamageFrame(11);
  2320.         Power(15);
  2321.         AttachAction(CopGunButBLink);
  2322.         TargetAIClass(_AIClassAllButAngel);
  2323.  
  2324.  
  2325.         trigger(_DIRshoot);
  2326.         break(off);
  2327.         nrintframes(4);
  2328.         connections(CopIdle);
  2329. }
  2330.  
  2331.  
  2332. action(CopGunButBob)
  2333. {
  2334.         file("pc\actors\Chot\xxx\MWrPsBk2.ske",100,on,100);    //push back bob
  2335.  
  2336.         AlignAngle(0);
  2337.         TargetAngle(180);
  2338.         AttackHeight(70);
  2339.         AlignDistance(100);
  2340.         AlignSlack(40);
  2341.         DistanceSlack(40);
  2342.  
  2343.         AlignStartFrame(00);
  2344.         AlignNrFrames(10);
  2345.  
  2346.         AttachActionStartAtFrame(11);
  2347.         DamageFrame(11);
  2348.         Power(10);
  2349.         AttachAction(BobThrownBack);
  2350.         TargetAIClass(_AIclassangel);
  2351.  
  2352.  
  2353.         trigger(_DIRshoot);
  2354.         break(off);
  2355.         nrintframes(4);
  2356.         connections(GenIdle);
  2357. }
  2358.  
  2359.  
  2360.  
  2361. SubRoutine(Sub_riotLinkUp)
  2362. {
  2363.         State(_clr,StateCrouching);
  2364.         ActorFlag(_clr,_AFLAGshieldon);
  2365. }
  2366.  
  2367.  
  2368. action(RiotArmSlamFLink)
  2369. {
  2370.         file("pc\actors\Chot\xxx\MStgrBk1.ske",100,on,100);
  2371.         //file("pc\actors\chot\xxx\Mstun1g.ske",100,on);//sway around stunned
  2372.  
  2373.         ActionSubroutine(Sub_RandomPunchedSFX);
  2374.  
  2375.         break(off);
  2376.         //ColSphereScale(50);
  2377.         //ColSphereYOffsetScale(100);
  2378.         //connections(GenIdle);
  2379.         connections(RiotArmSlamFLinkStunned);
  2380.  
  2381. }
  2382.  
  2383. action(RiotArmSlamFLinkStunned)
  2384. {
  2385.         file("pc\actors\chot\xxx\Mstun2g.ske",100,on);//sway around stunned
  2386.  
  2387.         nrintframes(21);
  2388.  
  2389.         break(off);
  2390.         connections(Genidle);
  2391.  
  2392. }
  2393.  
  2394. action(RiotArmSlamF)
  2395. {
  2396.         file("pc\actors\CopRiot\xxx\RCmSlm2.ske",50,on,100);    //double fist slam
  2397.         file("pc\actors\CopRiot\xxx\RCmclub.ske",100,on,100);    //double fist slam
  2398.  
  2399.         flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation);
  2400.  
  2401.         AIClass(_AIclassRiotCop|_AIclassMale);
  2402.  
  2403.         AlignAngle(0);
  2404.         TargetAngle(180);
  2405.         AttackHeight(70);
  2406.         AlignDistance(100);
  2407.         AlignSlack(40);
  2408.         DistanceSlack(140);
  2409.  
  2410.         AlignStartFrame(00);
  2411.         AlignNrFrames(10);
  2412.  
  2413.         AttachActionStartAtFrame(11);
  2414.         DamageFrame(11);
  2415.         Power(30);
  2416.         AttachAction(RiotArmSlamFLink);
  2417.         TargetAIClass(_AIClassAllButAngel);
  2418.  
  2419.         ActionSubRoutine(Sub_RiotLinkUp);
  2420.  
  2421.         trigger(_DIRshoot);
  2422.         break(off);
  2423.         nrintframes(4);
  2424.         connections(CopIdle);
  2425. }
  2426.  
  2427.  
  2428.  
  2429.  
  2430. /* *************   Standard moves with gun ******************* */
  2431.  
  2432. action(CopWalkGun)
  2433. {
  2434.         file("pc\actors\Chot\xxx\Mwkshtcg.ske",100,on,100,-1,_DIRhavegun);            //walkshoot
  2435.         file("pc\actors\Chot\xxx\MWkCNGFw.ske",100,on,100);            //combat without gun
  2436.         //file("pc\actors\Chot\xxx\Mwkfwwg2.ske",100,on);        //patrol
  2437.         trigger(_DIRwalking|_DIRforward|_DIRwalking);
  2438.         break(on);
  2439.         offset(5);
  2440.         nrintframes(8);
  2441.         connections(CopKickingBobF,CopKickingBobB,CopSpreadOutGun,CopIdle);
  2442. }
  2443.  
  2444. action(CopWalkBackGun)
  2445. {
  2446.         file("pc\actors\Chot\xxx\Mwkbk.ske",100,on,100,-1,_DIRhavegun);
  2447.         file("pc\actors\Chot\xxx\MWkCNGB.ske",100,on,100);            //combat without gun
  2448.         nrintframes(8);
  2449.         trigger(_DIRwalking|_DIRbackward);
  2450.         break(on);
  2451.         offset(30);
  2452.         connections(CopSpreadOutGun,CopIdle);
  2453. }
  2454. action(CopWalkLGun)
  2455. {
  2456.         file("pc\actors\Chot\xxx\mshwk90l.ske",100,on,100,-1,_DIRhavegun);
  2457.         file("pc\actors\Chot\xxx\MWkCNGL.ske",100,on,100);            //combat without gun
  2458.         nrintframes(8);
  2459.         trigger(_DIRwalking|_DIRsideleft);
  2460.         break(on);
  2461.         offset(14);
  2462.         connections(CopSpreadOutGun,CopIdle);
  2463. }
  2464. action(CopWalkRGun)
  2465. {
  2466.         file("pc\actors\Chot\xxx\mshwk90r.ske",100,on,100,-1,_DIRhavegun);
  2467.         file("pc\actors\Chot\xxx\MWkCNGR.ske",100,on,100);            //combat without gun
  2468.         nrintframes(8);
  2469.         trigger(_DIRwalking|_DIRsideright);
  2470.         break(on);
  2471.         offset(0);
  2472.         connections(CopSpreadOutGun,CopIdle);
  2473. }
  2474. action(CopWalkDiagFLGun)
  2475. {
  2476.         file("pc\actors\chot\xxx\mshwk45l.ske",100,on,100,-1,_DIRhavegun);
  2477.         file("pc\actors\Chot\xxx\MWkCNGFL.ske",100,on,100);            //combat without gun
  2478.         trigger(_DIRwalking|_DIRsideleft|_DIRforward);
  2479.         break(on);
  2480.         nrintframes(8);
  2481.         offset(15)
  2482.         connections(CopSpreadOutGun,CopIdle);
  2483. }
  2484. action(CopWalkDiagFRGun)
  2485. {
  2486.         file("pc\actors\chot\xxx\mshwk45r.ske",100,on,100,-1,_DIRhavegun);
  2487.         file("pc\actors\Chot\xxx\MWkCNGFR.ske",100,on,100);            //combat without gun
  2488.         trigger(_DIRwalking|_DIRsideright|_DIRforward);
  2489.         break(on);
  2490.         nrintframes(8);
  2491.         offset(30)
  2492.         connections(CopSpreadOutGun,CopIdle);
  2493. }
  2494.  
  2495.  
  2496. action(CopWalkDiagBLGun)
  2497. {
  2498.         file("pc\actors\chot\xxx\mwkbk45l.ske",100,on,100,-1,_DIRhavegun);
  2499.         file("pc\actors\Chot\xxx\MWkCNGBL.ske",100,on,100);            //combat without gun
  2500.         trigger(_DIRwalking|_DIRsideleft|_DIRbackward);
  2501.         break(on);
  2502.         offset(30)
  2503.         nrintframes(8);
  2504.         connections(CopSpreadOutGun,CopIdle);
  2505. }
  2506. action(CopWalkDiagBRGun)
  2507. {
  2508.         file("pc\actors\chot\xxx\mwkbk45r.ske",100,on,100,-1,_DIRhavegun);
  2509.         file("pc\actors\Chot\xxx\MWkCNGBR.ske",100,on,100);            //combat without gun
  2510.         trigger(_DIRwalking|_DIRsideright|_DIRbackward);
  2511.         break(on);
  2512.         offset(30)
  2513.         nrintframes(8);
  2514.         connections(CopSpreadOutGun,CopIdle);
  2515. }
  2516.  
  2517.  
  2518. action(CopRunGun)
  2519. {
  2520.         file("pc\actors\Chot\xxx\MRnSht4.ske",100,on,100,-1,_DIRhavegun);
  2521. //        file("pc\actors\Chot\xxx\MRnSht3.ske",100,on);
  2522.         file("pc\actors\Chot\xxx\Mrun1f.ske",100,on);
  2523.  
  2524.         trigger(_DIRforward);
  2525.         break(on);
  2526.         offset(8);
  2527.         nrintframes(8);
  2528.         soundlevel(100);
  2529.         connections(ChotRunSlamF,ChotRunSlamB,CopStompKickF,CopStompKickB,CopSpreadOutGun,CopIdle);
  2530. }
  2531. action(CopRunBackGun)
  2532. {
  2533.         file("pc\actors\Chot\xxx\MrnBkcyv.ske",30,on);//variation: look back over left shoulder
  2534.         file("pc\actors\Chot\xxx\Mrnbkcyp.ske",100,on);
  2535.         nrintframes(8);
  2536.         trigger(_DIRbackward);
  2537.         break(on);
  2538.         offset(13)
  2539.         soundlevel(100);
  2540.         connections(CopSpreadOutGun,CopIdle);
  2541. }
  2542. action(CopRunLGun)
  2543. {
  2544.         file("pc\actors\Chot\xxx\mrnshtr.ske",100,on,100,-1,_DIRhavegun);
  2545.         file("pc\actors\Chot\xxx\Mrun1l.ske",100,on);
  2546.         nrintframes(8);
  2547.         trigger(_DIRsideleft);
  2548.         break(on);
  2549.         offset(10)
  2550.         soundlevel(100);
  2551.         connections(CopSpreadOutGun,CopIdle);
  2552. }
  2553. action(CopRunRGun)
  2554. {
  2555.         file("pc\actors\Chot\xxx\mrnshtl.ske",100,on,100,-1,_DIRhavegun);
  2556.         file("pc\actors\Chot\xxx\Mrun1r.ske",100,on);
  2557.         nrintframes(8);
  2558.         trigger(_DIRsideright);
  2559.         break(on);
  2560.         offset(9)
  2561.         soundlevel(100);
  2562.         connections(CopSpreadOutGun,CopIdle);
  2563. }
  2564. action(CopRunDiagFLGun)
  2565. {
  2566.         file("pc\actors\chot\xxx\mrnsh45r.ske",100,on,100,-1,_DIRhavegun);
  2567.         file("pc\actors\Chot\xxx\Mrun1fl.ske",100,on);
  2568.         trigger(_DIRsideleft|_DIRforward);
  2569.         break(on);
  2570.         offset(9)
  2571.         nrintframes(8);
  2572.         soundlevel(100);
  2573.         connections(CopSpreadOutGun,CopIdle);
  2574. }
  2575. action(CopRunDiagFRGun)
  2576. {
  2577.         file("pc\actors\chot\xxx\mrnsh45l.ske",100,on,100,-1,_DIRhavegun);
  2578.         file("pc\actors\Chot\xxx\Mrun1fr.ske",100,on);
  2579.         trigger(_DIRsideright|_DIRforward);
  2580.         break(on);
  2581.         offset(10)
  2582.         nrintframes(8);
  2583.         soundlevel(100);
  2584.         connections(CopSpreadOutGun,CopIdle);
  2585. }
  2586.  
  2587.  
  2588. action(CopRunDiagBLGun)
  2589. {
  2590.         file("pc\actors\chot\xxx\mrnbk45l.ske",100,on);
  2591.         trigger(_DIRsideleft|_DIRbackward);
  2592.         break(on);
  2593.         nrintframes(8)
  2594.         offset(13)
  2595.         soundlevel(100);
  2596.         connections(CopSpreadOutGun,CopIdle);
  2597. }
  2598. action(CopRunDiagBRGun)
  2599. {
  2600.         file("pc\actors\chot\xxx\mrnbk45r.ske",100,on);
  2601.         trigger(_DIRsideright|_DIRbackward);
  2602.         break(on);
  2603.         offset(13)
  2604.         nrintframes(8);
  2605.         soundlevel(100);
  2606.         connections(CopSpreadOutGun,CopIdle);
  2607. }
  2608. /* *************   Standard moves without gun ******************* */
  2609.  
  2610. action(CopWalk)
  2611. {
  2612.         file("pc\actors\Chot\xxx\ChWlkF.ske",100,on,100,_AIclasschot,_DIRhavegun);        //Chot shambling walk forward WITH GUN:
  2613.         file("pc\actors\Chot\xxx\ChWlkFN.ske",100,on,100,_AIclasschot);        //Chot shambling walk forward NO GUN:
  2614.         file("pc\actors\pimp\xxx\pwalk.ske",100,on,100,_AIclasspimp);
  2615.         file("pc\actors\worker\xxx\wrkwlkf.ske",100,on,100,_AIclassworker);
  2616.         //file("pc\actors\Chot\xxx\Mwkbk.ske",100,on,100,-1,_DIRhavegun);                //with gun non combat
  2617.         file("pc\actors\Chot\xxx\MWkNcGFw.ske",100,on,100,-1,_DIRhavegun);                //carrying gun non combat
  2618.         file("pc\actors\Chot\xxx\MWkFNGF.ske",100,on,100,-1);                //normal
  2619.         
  2620.         trigger(_DIRwalking|_DIRforward);
  2621.         break(on);
  2622.         offset(35);
  2623.         nrintframes(8);
  2624.         connections(CopSpreadOut,CopIdle);
  2625. }
  2626.  
  2627. action(CopWalkBack)
  2628. {
  2629.         file("pc\actors\Chot\xxx\ChWlkB.ske",100,on,100,_AIclasschot);        //Chot shambling walk backward
  2630.         file("pc\actors\pimp\xxx\pwalkbck.ske",100,on,100,_AIclasspimp);
  2631.         file("pc\actors\worker\xxx\wrkwlkb.ske",100,on,100,_AIclassworker);                        //normal
  2632. //        file("pc\actors\Chot\xxx\MWkBkv.ske",30,on);//variation: look back over left shoulder
  2633.         file("pc\actors\Chot\xxx\Mwkbngb.ske",100,on,100,-1);
  2634.         //file("pc\actors\Chot\xxx\MwkLmpBk.ske",100,on,100,-1);                    //limping
  2635.         nrintframes(8);
  2636.         trigger(_DIRwalking|_DIRbackward);
  2637.         break(on);
  2638.         offset(1);
  2639.         connections(CopSpreadOut,CopIdle);
  2640. }
  2641.  
  2642. action(CopWalkL)
  2643. {
  2644.         file("pc\actors\Chot\xxx\ChWlkL.ske",100,on,100,_AIclasschot,_DIRhavegun);        //Chot shambling walk WITH GUN:
  2645.         file("pc\actors\Chot\xxx\ChWlkLN.ske",100,on,100,_AIclasschot);        //Chot shambling walk left
  2646.         file("pc\actors\worker\xxx\wrkwlkl.ske",100,on,100,_AIclassworker);
  2647.         file("pc\actors\Chot\xxx\MWkNcGL.ske",100,on,100,-1,_DIRhavegun);                //carrying gun non combt
  2648.         file("pc\actors\Chot\xxx\MWkFNGL.ske",100,on);
  2649.         nrintframes(8);
  2650.         trigger(_DIRwalking|_DIRsideleft);
  2651.         break(on);
  2652.         offset(35);
  2653.         connections(CopSpreadOut,CopIdle);
  2654. }
  2655.  
  2656. action(CopWalkR)
  2657. {
  2658.         file("pc\actors\Chot\xxx\ChWlkR.ske",100,on,100,_AIclasschot,_DIRhavegun);        //Chot shambling walk WITH GUN:
  2659.         file("pc\actors\Chot\xxx\ChWlkRN.ske",100,on,100,_AIclasschot);        //Chot shambling walk right
  2660.         file("pc\actors\worker\xxx\wrkwlkr.ske",100,on,100,_AIclassworker);
  2661.         file("pc\actors\Chot\xxx\MWkNcGR.ske",100,on,100,-1,_DIRhavegun);                //carrying gun non combat
  2662.         file("pc\actors\Chot\xxx\MWkFNGR.ske",100,on);
  2663.         nrintframes(8);
  2664.         trigger(_DIRwalking|_DIRsideright);
  2665.         break(on);
  2666.         offset(35);
  2667.         connections(CopSpreadOut,CopIdle);
  2668. }
  2669.  
  2670. action(CopWalkDiagFL)
  2671. {
  2672.         file("pc\actors\Chot\xxx\ChWlkFL.ske",100,on,100,_AIclasschot,_DIRhavegun);        //Chot shambling walk WITH GUN:
  2673.         file("pc\actors\Chot\xxx\ChWlkFLN.ske",100,on,100,_AIclasschot);        //Chot shambling walk forward left
  2674.         file("pc\actors\worker\xxx\wrkwlkfl.ske",100,on,100,_AIclassworker);
  2675.         file("pc\actors\Chot\xxx\MWkNcGFL.ske",100,on,100,-1,_DIRhavegun);                //carrying gun non combat
  2676.         file("pc\actors\Chot\xxx\MWkFNGFL.ske",100,on);
  2677.         trigger(_DIRwalking|_DIRsideleft|_DIRforward);
  2678.         break(on);
  2679.         nrintframes(8);
  2680.         offset(35)
  2681.         connections(CopSpreadOut,CopIdle);
  2682. }
  2683.  
  2684. action(CopWalkDiagFR)
  2685. {
  2686.         file("pc\actors\Chot\xxx\ChWlkFR.ske",100,on,100,_AIclasschot,_DIRhavegun);        //Chot shambling walk WITH GUN:
  2687.         file("pc\actors\Chot\xxx\ChWlkFRN.ske",100,on,100,_AIclasschot);        //Chot shambling walk forward right
  2688.         file("pc\actors\worker\xxx\wrkwlkfr.ske",100,on,100,_AIclassworker);
  2689.         file("pc\actors\Chot\xxx\MWkNcGFR.ske",100,on,100,-1,_DIRhavegun);                //carrying gun non combat
  2690.         file("pc\actors\Chot\xxx\MWkFNGFR.ske",100,on);
  2691.         trigger(_DIRwalking|_DIRsideright|_DIRforward);
  2692.         break(on);
  2693.         nrintframes(8);
  2694.         offset(35)
  2695.         connections(CopSpreadOut,CopIdle);
  2696. }
  2697.  
  2698. action(CopWalkDiagBL)
  2699. {
  2700.         file("pc\actors\Chot\xxx\ChWlkBL.ske",100,on,100,_AIclasschot);        //Chot shambling walk backward left
  2701.         file("pc\actors\worker\xxx\wrkwlkbl.ske",100,on,100,_AIclassworker);
  2702.         file("pc\actors\Chot\xxx\MwkbngbL.ske",100,on);
  2703.         trigger(_DIRwalking|_DIRsideleft|_DIRbackward);
  2704.         break(on);
  2705.         offset(1)
  2706.         nrintframes(8);
  2707.         connections(CopSpreadOut,CopIdle);
  2708. }
  2709.  
  2710. action(CopWalkDiagBR)
  2711. {
  2712.         file("pc\actors\Chot\xxx\ChWlkBR.ske",100,on,100,_AIclasschot);        //Chot shambling walk backward right
  2713.         file("pc\actors\worker\xxx\wrkwlkbr.ske",100,on,100,_AIclassworker);
  2714.         file("pc\actors\Chot\xxx\MwkbngbR.ske",100,on);
  2715.         trigger(_DIRwalking|_DIRsideright|_DIRbackward);
  2716.         break(on);
  2717.         offset(1)
  2718.         nrintframes(8);
  2719.         connections(CopSpreadOut,CopIdle);
  2720. }
  2721.  
  2722.  
  2723. action(CopRun)
  2724. {
  2725.         file("pc\actors\pimp\xxx\prun.ske",100,on,115,_AIclasspimp);
  2726.         file("pc\actors\Chot\xxx\Mrun1f.ske",100,on);
  2727.         trigger(_DIRforward);
  2728.         break(on);
  2729.         offset(7)
  2730.         nrintframes(8);
  2731.         connections(ChotRunSlamF,ChotRunSlamB,CopStompKickF,CopStompKickB,CopSpreadOut,CopIdle);
  2732. }
  2733. action(CopRunBack)
  2734. {
  2735.         file("pc\actors\pimp\xxx\prunback.ske",100,on,100,_AIclasspimp);
  2736.         file("pc\actors\Chot\xxx\Mrun1bv.ske",30,on);//variation: look back over left shoulder
  2737.         file("pc\actors\Chot\xxx\Mrun1b.ske",100,on);
  2738. //        intforloop(on);
  2739.         nrintframes(8);
  2740.         trigger(_DIRbackward);
  2741.         break(on);
  2742.         offset(16)
  2743.         connections(CopSpreadOut,CopIdle);
  2744. }
  2745. action(CopRunL)
  2746. {
  2747.         file("pc\actors\Chot\xxx\Mrun1l.ske",100,on);
  2748.         nrintframes(8);
  2749.         trigger(_DIRsideleft);
  2750.         break(on);
  2751.         offset(7)
  2752.         connections(CopSpreadOut,CopIdle);
  2753. }
  2754. action(CopRunR)
  2755. {
  2756.         file("pc\actors\Chot\xxx\Mrun1r.ske",100,on);
  2757.         nrintframes(8);
  2758.         trigger(_DIRsideright);
  2759.         break(on);
  2760.         offset(7)
  2761.         connections(CopSpreadOut,CopIdle);
  2762. }
  2763. action(CopRunDiagFL)
  2764. {
  2765.         file("pc\actors\Chot\xxx\Mrun1fl.ske",100,on);
  2766.         trigger(_DIRsideleft|_DIRforward);
  2767.         break(on);
  2768.         offset(7)
  2769.         nrintframes(8);
  2770.         connections(CopSpreadOut,CopIdle);
  2771. }
  2772. action(CopRunDiagFR)
  2773. {
  2774.         file("pc\actors\Chot\xxx\Mrun1fr.ske",100,on);
  2775.         trigger(_DIRsideright|_DIRforward);
  2776.         break(on);
  2777.         offset(7)
  2778.         nrintframes(8);
  2779.         connections(CopSpreadOut,CopIdle);
  2780. }
  2781.  
  2782.  
  2783. action(CopRunDiagBL)
  2784. {
  2785.         file("pc\actors\Chot\xxx\Mrun1bl.ske",100,on);
  2786.         trigger(_DIRsideleft|_DIRbackward);
  2787.         break(on);
  2788.         nrintframes(8)
  2789.         offset(16)
  2790.         connections(CopSpreadOut,CopIdle);
  2791. }
  2792. action(CopRunDiagBR)
  2793. {
  2794.         file("pc\actors\Chot\xxx\Mrun1br.ske",100,on);
  2795.         trigger(_DIRsideright|_DIRbackward);
  2796.         break(on);
  2797.         offset(16)
  2798.         nrintframes(8);
  2799.         connections(CopSpreadOut,CopIdle);
  2800. }
  2801.  
  2802. /* *************   Hide moves ******************* */
  2803.  
  2804. action(CopHideLeanLeftS)
  2805. {
  2806.         file("pc\actors\Chot\xxx\WTrnLS.ske",100,off);
  2807.         trigger(_allDIR);
  2808.         break(off);
  2809.         nrintframes(4);
  2810.         connections(CopHideLeanLeftI);
  2811. }
  2812. action(CopHideLeanLeftI)
  2813. {
  2814.         file("pc\actors\Chot\xxx\WTrnLIdl.ske",70,on);
  2815.         file("pc\actors\Chot\xxx\WTrnLluk.ske",100,on);
  2816.  
  2817.         trigger(_allDIR);
  2818.         break(off);
  2819.         nrintframes(4);
  2820.         connections(CopHideLeanLeftShoot,CopHideLeanLeftGrenade,CopHideLeanLeftI);
  2821. }
  2822.  
  2823. action(CopHideLeanLeftE)
  2824. {
  2825.         file("pc\actors\Chot\xxx\WTrnLE.ske",100,off);
  2826.         trigger(_allDIR);
  2827.         break(off);
  2828.         nrintframes(4);
  2829.         connections(CopIdle);
  2830. }
  2831.  
  2832. action(CopHideLeanLeftShoot)
  2833. {
  2834.         file("pc\actors\chot\xxx\WTrnLFL.ske",100,on,100,_AIclassHipGun);
  2835.         file("pc\actors\chot\xxx\WTrnLFPm.ske",100,on,100,_AIclassHipGun);
  2836.         file("pc\actors\chot\xxx\WTrnLFL.ske",100,on,100,_AIclasslightgun);
  2837.         file("pc\actors\chot\xxx\WTrnLFHv.ske",100,on,100,-1);                    //heavy recoil?
  2838.  
  2839.         trigger(_DIRshoot|_DIRHaveGun);
  2840.         break(off);
  2841.         nrintframes(1);
  2842.         connections(CopHideLeanLeftI);
  2843. }
  2844.  
  2845. action(CopHideLeanLeftGrenade)
  2846. {
  2847.         file("pc\actors\chot\xxx\WTrnLThg.ske",100,off);
  2848.  
  2849.         trigger(_DIRGrenade);
  2850.         break(off);
  2851.         nrintframes(1);
  2852.         connections(CopHideLeanLeftI);
  2853. }
  2854.  
  2855. //---
  2856.  
  2857. action(CopHideLeanRightS)
  2858. {
  2859.         file("pc\actors\Chot\xxx\WTrnRS2.ske",100,off);
  2860.         trigger(_allDIR);
  2861.         break(off);
  2862.         nrintframes(4);
  2863.         connections(CopHideLeanRightI);
  2864. }
  2865.  
  2866. action(CopHideLeanRightI)
  2867. {
  2868.         //XXX Tmp copy from CopIdle
  2869.         file("pc\actors\chot\xxx\MWryId2P.ske",10,on,100,_AIclassHipGun);
  2870.         file("pc\actors\chot\xxx\MWryId1P.ske",100,on,100,_AIclassHipGun);
  2871.         file("pc\actors\Chot\xxx\MWryIdl2.ske",10,on);    //Look left and right
  2872.         file("pc\actors\Chot\xxx\MWryIdl1.ske",100,on);    //Heavy Breathing
  2873.  
  2874.         trigger(_allDIR);
  2875.         break(off);
  2876.         nrintframes(4);
  2877.         connections(CopStandShoot,CopThrowGrenade,CopHideLeanRightI);
  2878. }
  2879.  
  2880.  
  2881. action(CopHideLeanRightE)
  2882. {
  2883.         file("pc\actors\Chot\xxx\WTrnRE2.ske",100,off);
  2884.         trigger(_allDIR);
  2885.         break(off);
  2886.         nrintframes(4);
  2887.         connections(CopIdle);
  2888. }
  2889.  
  2890.  
  2891. action(CopHideRoll)
  2892. {
  2893.         file("pc\actors\Chot\xxx\MDivNRol.ske",100,off);
  2894.         trigger(_allDIR);
  2895.         break(off);
  2896.         nrintframes(4);
  2897.         connections(CopIdle);
  2898. }
  2899.  
  2900. action(Cop180)
  2901. {
  2902.         file("pc\actors\Chot\xxx\MWryTrAr.ske",100,on);
  2903.         trigger(_allDIR);
  2904.         break(off);
  2905.         offset(12);
  2906.         nrintframes(4);
  2907.         ApplyRotationToRootInEnd(180);
  2908.         connections(CopSpreadOut,CopIdle);
  2909. }
  2910.  
  2911. //----
  2912.  
  2913. action(CopHideCrouchLeanLeftS)
  2914. {
  2915.         file("pc\actors\Chot\xxx\WCrLfSt.ske",100,off);
  2916.         trigger(_allDIR);
  2917.         break(off);
  2918.         nrintframes(4);
  2919.         ColSphereScale(50);
  2920.         ColSphereYOffsetScale(100);
  2921.         connections(CopHideCrouchLeanLeftI,CopCrouchTurnRight,CopCrouchTurnLeft);
  2922. }
  2923. action(CopHideCrouchLeanLeftI)
  2924. {
  2925.         file("pc\actors\Chot\xxx\WCrLfIdl.ske",100,on);
  2926.         trigger(_allDIR);
  2927.         break(on);
  2928.         nrintframes(4);
  2929.         ColSphereScale(50);
  2930.         ColSphereYOffsetScale(100);
  2931.         connections(CopHideCrouchLeanLeftG,CopHideCrouchLeanLeftI,CopCrouchTurnRight,CopCrouchTurnLeft);
  2932. }
  2933.  
  2934. action(CopHideCrouchLeanLeftE)
  2935. {
  2936.         file("pc\actors\Chot\xxx\WCrLfEnd.ske",100,off);
  2937.         trigger(_allDIR);
  2938.         break(off);
  2939.         nrintframes(4);
  2940.         ColSphereScale(50);
  2941.         ColSphereYOffsetScale(100);
  2942.         connections(CopCrouchTurnRight,CopCrouchTurnLeft,CopCrouchIdle);
  2943. }
  2944.  
  2945. action(CopHideCrouchLeanLeftG)
  2946. {
  2947.         file("pc\actors\Chot\xxx\WCrLfGrn.ske",100,off);
  2948.         trigger(_DIRgrenade);
  2949.         break(off);
  2950.         nrintframes(4);
  2951.         ColSphereScale(50);
  2952.         ColSphereYOffsetScale(100);
  2953.         connections(CopHideCrouchLeanLeftE,CopCrouchTurnRight,CopCrouchTurnLeft);
  2954. }
  2955.  
  2956. //-----
  2957.  
  2958. action(CopHideCrouchLeanRightS)
  2959. {
  2960.         file("pc\actors\Chot\xxx\WCrRtSt.ske",100,off);
  2961.         trigger(_allDIR);
  2962.         break(off);
  2963.         nrintframes(4);
  2964.         ColSphereScale(50);
  2965.         ColSphereYOffsetScale(100);
  2966.         connections(CopHideCrouchLeanRightI,CopCrouchTurnRight,CopCrouchTurnLeft);
  2967. }
  2968.  
  2969. action(CopHideCrouchLeanRightI)
  2970. {
  2971.         //XXX Tmp copy from CopCrouchIdle
  2972.         file("pc\actors\Chot\xxx\MCrIdle.ske",100,on);
  2973.         trigger(_allDIR);
  2974.         break(on);
  2975.         nrintframes(4);
  2976.         ColSphereScale(50);
  2977.         ColSphereYOffsetScale(100);
  2978.         connections(CopCrouchShoot,CopHideCrouchLeanRightG,CopHideCrouchLeanRightI,CopCrouchTurnRight,CopCrouchTurnLeft);
  2979. }
  2980.  
  2981.  
  2982. action(CopHideCrouchLeanRightE)
  2983. {
  2984.         file("pc\actors\Chot\xxx\WCrRtEnd.ske",100,off);
  2985.         trigger(_allDIR);
  2986.         break(off);
  2987.         nrintframes(4);
  2988.         ColSphereScale(50);
  2989.         ColSphereYOffsetScale(100);
  2990.         connections(CopHideCrouchLeanRightG,CopCrouchTurnRight,CopCrouchTurnLeft,CopCrouchIdle);
  2991. }
  2992.  
  2993. action(CopHideCrouchLeanRightG)
  2994. {
  2995.         file("pc\actors\Chot\xxx\MCrThrwG.ske",100,off);
  2996.         trigger(_DIRgrenade);
  2997.         break(off);
  2998.         nrintframes(4);
  2999.         ColSphereScale(50);
  3000.         ColSphereYOffsetScale(100);
  3001.         connections(CopHideCrouchLeanRightE,CopCrouchTurnRight,CopCrouchTurnLeft);
  3002. }
  3003.  
  3004.  
  3005. action(CopHideCrouchRoll)
  3006. {
  3007.         file("pc\actors\Chot\xxx\MCrRF294.ske",100,off);
  3008.         trigger(_allDIR);
  3009.         break(off);
  3010.         nrintframes(4);
  3011.         ColSphereScale(50);
  3012.         ColSphereYOffsetScale(100);
  3013.         connections(CopHideCrouchLeanRightI,CopCrouchTurnRight,CopCrouchTurnLeft);
  3014. }
  3015.  
  3016. action(CopCrouch180)
  3017. {
  3018.         file("pc\actors\Chot\xxx\MCrWTrA2.ske",100,off,100);
  3019.         trigger(_allDIR);
  3020.         break(off);
  3021.         nrintframes(4);
  3022.         ApplyRotationToRootInEnd(180);
  3023.         ColSphereScale(50);
  3024.         ColSphereYOffsetScale(100);
  3025.         connections(CopCrouchForward2,CopCrouchTurnRight,CopCrouchTurnLeft);
  3026. }
  3027.  
  3028. action(CopCrouchForward2)
  3029. {
  3030.         file("pc\actors\Chot\xxx\MCrWlkF.ske",100,on);
  3031.         trigger(_allDIR);
  3032.         break(on);
  3033.         nrintframes(0);
  3034.         ColSphereScale(50);
  3035.         ColSphereYOffsetScale(100);
  3036.         connections(CopCrouchSpreadOut,CopCrouchTurnRight,CopCrouchTurnLeft,CopCrouchIdle);
  3037. }
  3038.  
  3039. /* *************   Crouching moves ******************* */
  3040.  
  3041. action(CopCrouchWoundLight)
  3042. {
  3043.         file("pc\actors\Chot\xxx\MCrWnd1.ske",10,off);    //Head.    
  3044.         file("pc\actors\Chot\xxx\MCrWnd2.ske",100,off);    //Stomach/chest. 
  3045.         trigger(_DIRNotEndOfAnim);
  3046.         AIClass(_AIClassCopSkeleton);
  3047.         break(on);
  3048.         nrintframes(4);
  3049.         ColSphereScale(50);
  3050.         ColSphereYOffsetScale(100);
  3051.         connections(CopCrouchShoot,CopCrouchSpreadOut,CopCrouchIdle);
  3052. }
  3053.  
  3054. action(CopCrouchDead)
  3055. {
  3056.         file("pc\actors\Chot\xxx\McrDeth1.ske",50,off);    //collapse backward death
  3057.         file("pc\actors\Chot\xxx\McrDeth2.ske",100,off);    //crawl death
  3058.         trigger(_allDIR);
  3059.         AIClass(_AIClassCopSkeleton);
  3060.         break(off);
  3061.         ColSphereScale(50);
  3062.         ColSphereYOffsetScale(100);
  3063.         nrintframes(8);
  3064. }
  3065.  
  3066. action(CopCrouchDown)
  3067. {
  3068.         file("pc\actors\chot\xxx\MCrStrtW.ske",100,off,100,-1,_DIRcombatmode);
  3069.         file("pc\actors\Chot\xxx\MCrStart.ske",100,off);
  3070.         trigger(_allDIR);
  3071.         AIClass(_AIClassCopSkeleton);
  3072.         break(off);
  3073.         nrintframes(4);
  3074.         ColSphereScale(50);
  3075.         ColSphereYOffsetScale(100);
  3076.         connections(CopCrouchTurnRight,CopCrouchTurnLeft,CopCrouchIdle);
  3077. }
  3078.  
  3079. action(CopCrouchUp)
  3080. {
  3081.         file("pc\actors\chot\xxx\MCrEndW.ske",100,off,100,-1,_DIRcombatmode);
  3082.         file("pc\actors\Chot\xxx\MCrEnd.ske",100,off);
  3083.         trigger(_allDIR);
  3084.         AIClass(_AIClassCopSkeleton);
  3085.         break(off);
  3086.         nrintframes(4);
  3087.         ColSphereScale(50);
  3088.         ColSphereYOffsetScale(100);
  3089.         connections(CopSpreadOut,CopIdle);
  3090. }
  3091.  
  3092. action(CopCrouchShoot)
  3093. {
  3094.         file("pc\actors\Chot\xxx\mcrhvfrh.ske",100,on);        //knee down, heavy hold
  3095.         trigger(_DIRshoot|_DIRHaveGun);
  3096.         break(on);
  3097.         nrintframes(4);
  3098.         ColSphereScale(50);
  3099.         ColSphereYOffsetScale(100);
  3100.         connections(CopCrouchShoot,CopCrouchTurnRight,CopCrouchTurnLeft,CopCrouchIdle);
  3101. }
  3102.  
  3103. action(CopCrouchLightRecoil)
  3104. {
  3105.         file("pc\actors\Chot\xxx\mcrltfr.ske",100,on);
  3106.         trigger(_allDIR);
  3107.         AIClass(_AIClassCopSkeleton);
  3108.         break(off);
  3109.         nrintframes(0);
  3110.         ColSphereScale(50);
  3111.         ColSphereYOffsetScale(100);
  3112.         connections(CopCrouchShoot,CopCrouchIdle);
  3113. }
  3114.  
  3115. action(CopCrouchGrenade)
  3116. {
  3117.         file("pc\actors\Chot\xxx\mcrthrwg.ske",100,on);
  3118.         trigger(_allDIR);
  3119.         AIClass(_AIClassCopSkeleton);
  3120.         break(off);
  3121.         nrintframes(0);
  3122.         ColSphereScale(50);
  3123.         ColSphereYOffsetScale(100);
  3124.         connections(CopCrouchSpreadOut,CopCrouchIdle);
  3125. }
  3126.  
  3127. action(CopCrouchHeavyRecoil)
  3128. {
  3129.         file("pc\actors\Chot\xxx\mcrhvfrp.ske",100,on,140,_AIclassHipGun);
  3130.         file("pc\actors\Chot\xxx\mcrhvfr.ske",100,on,140,-1);
  3131.         trigger(_allDIR);
  3132.         AIClass(_AIClassCopSkeleton);
  3133.         break(off);
  3134.         nrintframes(0);
  3135.         ColSphereScale(50);
  3136.         ColSphereYOffsetScale(100);
  3137.         connections(CopCrouchShoot,CopCrouchIdle);
  3138. }
  3139.  
  3140. action(CopCrouchIdle)
  3141. {
  3142.         file("pc\actors\CopRiot\xxx\RCrShldS.ske",100,off,100,_AIclassRiotCop);
  3143.         file("pc\actors\CopRiot\xxx\RCrShldL.ske",100,on,100,_AIclassRiotCop);
  3144.         file("pc\actors\Chot\xxx\MCrIdle.ske",100,on);
  3145.         trigger(_allDIR);
  3146.         break(on);
  3147.         nrintframes(4);
  3148.         ColSphereScale(50);
  3149.         ColSphereYOffsetScale(100);
  3150.         connections(RiotArmSlamF,CopCrouchShoot,CopCrouchTurnRight,CopCrouchTurnLeft,CopCrouchSpreadOut,CopCrouchIdle);
  3151. }
  3152.  
  3153.  
  3154. action(CopCrouchSpreadOut)
  3155. {
  3156.         file("pc\actors\Chot\xxx\MCrIdle.ske",100,on);
  3157.         trigger(_DIRmove);
  3158.         nrintframes(-1);
  3159.         ColSphereScale(50);
  3160.         ColSphereYOffsetScale(100);
  3161.         connections(CopCrouchForwardLeft,CopCrouchForwardRight,CopCrouchBackwardLeft,CopCrouchBackwardRight,CopCrouchForward,CopCrouchBackward,CopCrouchLeft,CopCrouchRight,CopCrouchRForwardLeft,CopCrouchRForwardRight,CopCrouchRBackwardLeft,CopCrouchRBackwardRight,CopCrouchRForward,CopCrouchRBackward,CopCrouchRLeft,CopCrouchRRight,CopCrouchTurnRight,CopCrouchTurnLeft);
  3162. }
  3163.  
  3164.  
  3165. action(CopCrouchRForward)
  3166. {
  3167.         file("pc\actors\Chot\xxx\MCrRunF.ske",100,on,110);
  3168.         trigger(_DIRforward);
  3169.         break(on);
  3170.         nrintframes(4);
  3171.         soundlevel(100);
  3172.         ColSphereScale(50);
  3173.         ColSphereYOffsetScale(100);
  3174.         connections(CopCrouchSpreadOut,CopCrouchIdle);
  3175. }
  3176. action(CopCrouchRBackward)
  3177. {
  3178.         file("pc\actors\Chot\xxx\MCrRunB.ske",100,on,110);
  3179.         trigger(_DIRbackward);
  3180.         break(on);
  3181.         offset(12);
  3182.         nrintframes(4);
  3183.         soundlevel(100);
  3184.         ColSphereScale(50);
  3185.         ColSphereYOffsetScale(100);
  3186.         connections(CopCrouchSpreadOut,CopCrouchIdle);
  3187. }
  3188.  
  3189. action(CopCrouchRLeft)
  3190. {
  3191.         file("pc\actors\Chot\xxx\MCrRunL.ske",100,on,110);
  3192.         trigger(_DIRsideleft);
  3193.         break(on);
  3194.         offset(12);
  3195.         nrintframes(4);
  3196.         soundlevel(100);
  3197.         ColSphereScale(50);
  3198.         ColSphereYOffsetScale(100);
  3199.         connections(CopCrouchSpreadOut,CopCrouchIdle);
  3200. }
  3201.  
  3202. action(CopCrouchRRight)
  3203. {
  3204.         file("pc\actors\Chot\xxx\MCrRunR.ske",100,on,110);
  3205.         trigger(_DIRsideright);
  3206.         break(on);
  3207.         offset(12);
  3208.         nrintframes(4);
  3209.         soundlevel(100);
  3210.         ColSphereScale(50);
  3211.         ColSphereYOffsetScale(100);
  3212.         connections(CopCrouchSpreadOut,CopCrouchIdle);
  3213. }
  3214.  
  3215. action(CopCrouchRForwardLeft)
  3216. {
  3217.         file("pc\actors\Chot\xxx\MCrRunFL.ske",100,on,110);
  3218.         trigger(_DIRsideleft|_DIRforward);
  3219.         break(on);
  3220.         offset(12);
  3221.         nrintframes(4);
  3222.         soundlevel(100);
  3223.         ColSphereScale(50);
  3224.         ColSphereYOffsetScale(100);
  3225.         connections(CopCrouchSpreadOut,CopCrouchIdle);
  3226. }
  3227.  
  3228. action(CopCrouchRBackwardLeft)
  3229. {
  3230.         file("pc\actors\Chot\xxx\MCrRunBL.ske",100,on,110);
  3231.         trigger(_DIRsideleft|_DIRbackward);
  3232.         break(on);
  3233.         offset(12);
  3234.         nrintframes(4);
  3235.         soundlevel(100);
  3236.         ColSphereScale(50);
  3237.         ColSphereYOffsetScale(100);
  3238.         connections(CopCrouchSpreadOut,CopCrouchIdle);
  3239. }
  3240.  
  3241. action(CopCrouchRForwardRight)
  3242. {
  3243.         file("pc\actors\Chot\xxx\MCrRunFR.ske",100,on,110);
  3244.         trigger(_DIRsideright|_DIRforward);
  3245.         break(on);
  3246.         offset(12);
  3247.         nrintframes(4);
  3248.         soundlevel(100);
  3249.         ColSphereScale(50);
  3250.         ColSphereYOffsetScale(100);
  3251.         connections(CopCrouchSpreadOut,CopCrouchIdle);
  3252. }
  3253.  
  3254. action(CopCrouchRBackwardRight)
  3255. {
  3256.         file("pc\actors\Chot\xxx\MCrRunBR.ske",100,on,110);
  3257.         trigger(_DIRsideright|_DIRbackward);
  3258.         break(on);
  3259.         offset(12);
  3260.         nrintframes(4);
  3261.         soundlevel(100);
  3262.         ColSphereScale(50);
  3263.         ColSphereYOffsetScale(100);
  3264.         connections(CopCrouchSpreadOut,CopCrouchIdle);
  3265. }
  3266.  
  3267. action(CopCrouchForward)
  3268. {
  3269.         file("pc\actors\Chot\xxx\MCrWlkF.ske",100,on);
  3270.         trigger(_DIRwalking|_DIRforward);
  3271.         break(on);
  3272.         nrintframes(4);
  3273.         ColSphereScale(50);
  3274.         ColSphereYOffsetScale(100);
  3275.         connections(CopCrouchSpreadOut,CopCrouchIdle);
  3276. }
  3277. action(CopCrouchBackward)
  3278. {
  3279.         file("pc\actors\Chot\xxx\MCrWlkB.ske",100,on);
  3280.         trigger(_DIRwalking|_DIRbackward);
  3281.         break(on);
  3282.         offset(12);
  3283.         nrintframes(4);
  3284.         ColSphereScale(50);
  3285.         ColSphereYOffsetScale(100);
  3286.         connections(CopCrouchSpreadOut,CopCrouchIdle);
  3287. }
  3288.  
  3289. action(CopCrouchLeft)
  3290. {
  3291.         file("pc\actors\Chot\xxx\MCrStfL.ske",100,on);
  3292.         trigger(_DIRwalking|_DIRsideleft);
  3293.         break(on);
  3294.         offset(12);
  3295.         nrintframes(4);
  3296.         ColSphereScale(50);
  3297.         ColSphereYOffsetScale(100);
  3298.         connections(CopCrouchSpreadOut,CopCrouchIdle);
  3299. }
  3300.  
  3301. action(CopCrouchRight)
  3302. {
  3303.         file("pc\actors\Chot\xxx\MCrStfR.ske",100,on);
  3304.         trigger(_DIRwalking|_DIRsideright);
  3305.         break(on);
  3306.         offset(12);
  3307.         nrintframes(4);
  3308.         ColSphereScale(50);
  3309.         ColSphereYOffsetScale(100);
  3310.         connections(CopCrouchSpreadOut,CopCrouchIdle);
  3311. }
  3312.  
  3313. action(CopCrouchForwardLeft)
  3314. {
  3315.         file("pc\actors\Chot\xxx\MCrStLF.ske",100,on);
  3316.         trigger(_DIRwalking|_DIRsideleft|_DIRforward);
  3317.         break(on);
  3318.         offset(12);
  3319.         nrintframes(4);
  3320.         ColSphereScale(50);
  3321.         ColSphereYOffsetScale(100);
  3322.         connections(CopCrouchSpreadOut,CopCrouchIdle);
  3323. }
  3324.  
  3325. action(CopCrouchBackwardLeft)
  3326. {
  3327.         file("pc\actors\Chot\xxx\MCrStLB.ske",100,on);
  3328.         trigger(_DIRwalking|_DIRsideleft|_DIRbackward);
  3329.         break(on);
  3330.         offset(12);
  3331.         nrintframes(4);
  3332.         ColSphereScale(50);
  3333.         ColSphereYOffsetScale(100);
  3334.         connections(CopCrouchSpreadOut,CopCrouchIdle);
  3335. }
  3336.  
  3337. action(CopCrouchForwardRight)
  3338. {
  3339.         file("pc\actors\Chot\xxx\MCrStRF.ske",100,on);
  3340.         trigger(_DIRwalking|_DIRsideright|_DIRforward);
  3341.         break(on);
  3342.         offset(12);
  3343.         nrintframes(4);
  3344.         ColSphereScale(50);
  3345.         ColSphereYOffsetScale(100);
  3346.         connections(CopCrouchSpreadOut,CopCrouchIdle);
  3347. }
  3348.  
  3349. action(CopCrouchBackwardRight)
  3350. {
  3351.         file("pc\actors\Chot\xxx\MCrStRB.ske",100,on);
  3352.         trigger(_DIRwalking|_DIRsideright|_DIRbackward);
  3353.         break(on);
  3354.         offset(12);
  3355.         nrintframes(4);
  3356.         ColSphereScale(50);
  3357.         ColSphereYOffsetScale(100);
  3358.         connections(CopCrouchSpreadOut,CopCrouchIdle);
  3359. }
  3360.  
  3361. action(ScientistWork)
  3362. {
  3363.         file("pc\actors\Scientst\xxx\sci_idl1.ske",100,on);    //use keypad
  3364.         trigger(_allDIR);
  3365.         break(on);
  3366.         nrintframes(8);
  3367.         intforloop(on);
  3368.         nomove(false)
  3369.         connections(CopSpreadOut,CopStandShoot,CopTurnLeft,CopTurnRight,CopIdle);
  3370. }
  3371.  
  3372. /* *************   Jump And Fall ******************* */
  3373.  
  3374. /*
  3375. New jumping animations for the male characters. For run forward, run back and Jump in place.
  3376. Run jump forward start:
  3377.     Chot\xxx\MRnJmpA.ske
  3378.  
  3379. Run jump forward middle:
  3380.     Chot\xxx\MRnJmpB.ske
  3381.  
  3382. Run jump forward peak. Go into jump fall:
  3383.     Chot\xxx\MRnJmpC.ske
  3384.  
  3385.  
  3386. Run jump Backward start:
  3387.     Chot\xxx\MRBJmpA.ske
  3388.  
  3389. Run jump Backward middle:
  3390.     Chot\xxx\MRBJmpB.ske
  3391.  
  3392. Run jump Backward peak. Go into jump fall:
  3393.     Chot\xxx\MRBJmpC.ske
  3394.  
  3395. */
  3396.  
  3397. /////////////////////////////////////////////////////////////
  3398. ////////////NEW JUMPING CODE/////////////////////////////////
  3399. /////////////////////////////////////////////////////////////
  3400. //
  3401. action(CopJump)    //Lead directly to next animation
  3402. {
  3403.         trigger(_DIRjump);
  3404.         AIClass(_AIClassCopSkeleton);
  3405.         nrintframes(-1);
  3406.         connections(CopJumpBL,CopJumpBR,CopJumpBackwards,CopJumpFL,CopJumpL,CopJumpFR,CopJumpR,CopJumpForward,CopJumpInPlace);
  3407. }
  3408.  
  3409.  
  3410. action(CopJumpHigh)
  3411. {
  3412.         file("pc\actors\Chot\xxx\MJmpC.ske",100,off,100);
  3413.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  3414.         move(0,CopJumpSpeedHigh,0);
  3415.         trigger(_DIRjump);
  3416.         nrintframes(4);
  3417.         break(off);
  3418. //        gravity(off);
  3419.         ydeltafromzeroframe(off);
  3420.         connections(CopFallInplace);
  3421. }
  3422.  
  3423. action(CopJumpMedium)
  3424. {
  3425.         file("pc\actors\Chot\xxx\MJmpB.ske",100,off,100);
  3426.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  3427.         move(0,CopJumpSpeedMiddle,0);
  3428.         trigger(_DIRjump);
  3429.         nrintframes(4);
  3430.         break(off);
  3431.         gravity(off);
  3432.         ydeltafromzeroframe(off);
  3433.         connections(CopJumpHigh,CopFallInplace);
  3434. }
  3435.  
  3436.  
  3437. action(CopJumpHighB)
  3438. {
  3439.         file("pc\actors\Chot\xxx\MRBJmpC.ske",100,off,100);
  3440.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  3441.         move(0,CopJumpSpeedHigh,0);
  3442.         trigger(_DIRjump);
  3443.         nrintframes(4);
  3444.         break(off);
  3445. //        gravity(off);
  3446.         ydeltafromzeroframe(off);
  3447.         connections(CopFallInplace);
  3448. }
  3449.  
  3450. action(CopJumpMediumB)
  3451. {
  3452.         file("pc\actors\Chot\xxx\MRBJmpB.ske",100,off,100);
  3453.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  3454.         move(0,CopJumpSpeedMiddle,0);
  3455.         trigger(_DIRjump);
  3456.         nrintframes(4);
  3457.         break(off);
  3458.         gravity(off);
  3459.         ydeltafromzeroframe(off);
  3460.         connections(CopJumpHighB,CopFallInplace);
  3461. }
  3462.  
  3463. action(CopJumpHighR)
  3464. {
  3465.         file("pc\actors\Chot\xxx\MRnJmpC.ske",100,off,100);
  3466.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  3467.         move(0,CopJumpSpeedHigh,0);
  3468.         trigger(_DIRjump);
  3469.         nrintframes(4);
  3470.         rotate(90);
  3471.         break(off);
  3472. //        gravity(off);
  3473.         ydeltafromzeroframe(off);
  3474.         connections(CopFallR);
  3475. }
  3476.  
  3477. action(CopJumpMediumR)
  3478. {
  3479.         file("pc\actors\Chot\xxx\MRnJmpB.ske",100,off,100);
  3480.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  3481.         move(0,CopJumpSpeedMiddle,0);
  3482.         trigger(_DIRjump);
  3483.         nrintframes(4);
  3484.         rotate(90);
  3485.         break(off);
  3486.         gravity(off);
  3487.         ydeltafromzeroframe(off);
  3488.         connections(CopJumpHighR,CopFallR);
  3489. }
  3490.  
  3491. action(CopJumpHighL)
  3492. {
  3493.         file("pc\actors\Chot\xxx\MRnJmpC.ske",100,off,100);
  3494.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  3495.         move(0,CopJumpSpeedHigh,0);
  3496.         trigger(_DIRjump);
  3497.         nrintframes(4);
  3498.         rotate(-90);
  3499.         break(off);
  3500. //        gravity(off);
  3501.         ydeltafromzeroframe(off);
  3502.         connections(CopFallL);
  3503. }
  3504.  
  3505. action(CopJumpMediumL)
  3506. {
  3507.         file("pc\actors\Chot\xxx\MRnJmpB.ske",100,off,100);
  3508.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  3509.         move(0,CopJumpSpeedMiddle,0);
  3510.         trigger(_DIRjump);
  3511.         nrintframes(4);
  3512.         rotate(-90);
  3513.         break(off);
  3514.         gravity(off);
  3515.         ydeltafromzeroframe(off);
  3516.         connections(CopJumpHighL,CopFallL);
  3517. }
  3518.  
  3519. action(CopJumpHigh45R)
  3520. {
  3521.         file("pc\actors\Chot\xxx\MRnJmpC.ske",100,off,100);
  3522.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  3523.         move(0,CopJumpSpeedHigh,0);
  3524.         trigger(_DIRjump);
  3525.         nrintframes(4);
  3526.         rotate(45);
  3527.         break(off);
  3528. //        gravity(off);
  3529.         ydeltafromzeroframe(off);
  3530.         connections(CopFallFR);
  3531. }
  3532.  
  3533. action(CopJumpMedium45R)
  3534. {
  3535.         file("pc\actors\Chot\xxx\MRnJmpB.ske",100,off,100);
  3536.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  3537.         move(0,CopJumpSpeedMiddle,0);
  3538.         trigger(_DIRjump);
  3539.         nrintframes(4);
  3540.         rotate(45);
  3541.         break(off);
  3542.         gravity(off);
  3543.         ydeltafromzeroframe(off);
  3544.         connections(CopJumpHigh45R,CopFallFR);
  3545. }
  3546.  
  3547. action(CopJumpHigh45L)
  3548. {
  3549.         file("pc\actors\Chot\xxx\MRBJmpC.ske",100,off,100);
  3550.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  3551.         move(0,CopJumpSpeedHigh,0);
  3552.         trigger(_DIRjump);
  3553.         nrintframes(4);
  3554.         rotate(-45);
  3555.         break(off);
  3556. //        gravity(off);
  3557.         ydeltafromzeroframe(off);
  3558.         connections(CopFallFL);
  3559. }
  3560.  
  3561. action(CopJumpMedium45L)
  3562. {
  3563.         file("pc\actors\Chot\xxx\MRnJmpB.ske",100,off,100);
  3564.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  3565.         move(0,CopJumpSpeedMiddle,0);
  3566.         trigger(_DIRjump);
  3567.         nrintframes(4);
  3568.         rotate(-45);
  3569.         break(off);
  3570.         gravity(off);
  3571.         ydeltafromzeroframe(off);
  3572.         connections(CopJumpHigh45L,CopFallFL);
  3573. }
  3574.  
  3575. action(CopJumpHighB45R)
  3576. {
  3577.         file("pc\actors\Chot\xxx\MRBJmpC.ske",100,off,100);
  3578.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  3579.         move(0,CopJumpSpeedHigh,0);
  3580.         trigger(_DIRjump);
  3581.         nrintframes(4);
  3582.         rotate(-45);
  3583.         break(off);
  3584. //        gravity(off);
  3585.         ydeltafromzeroframe(off);
  3586.         connections(CopFallBR);
  3587. }
  3588.  
  3589. action(CopJumpMediumB45R)
  3590. {
  3591.         file("pc\actors\Chot\xxx\MRBJmpB.ske",100,off,100);
  3592.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  3593.         move(0,CopJumpSpeedMiddle,0);
  3594.         trigger(_DIRjump);
  3595.         nrintframes(4);
  3596.         rotate(-45);
  3597.         break(off);
  3598.         gravity(off);
  3599.         ydeltafromzeroframe(off);
  3600.         connections(CopJumpHighB45R,CopFallBR);
  3601. }
  3602.  
  3603. action(CopJumpHighB45L)
  3604. {
  3605.         file("pc\actors\Chot\xxx\MRnJmpC.ske",100,off,100);
  3606.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  3607.         move(0,CopJumpSpeedHigh,0);
  3608.         trigger(_DIRjump);
  3609.         nrintframes(4);
  3610.         rotate(45);
  3611.         break(off);
  3612. //        gravity(off);
  3613.         ydeltafromzeroframe(off);
  3614.         connections(CopFallBL);
  3615. }
  3616.  
  3617. action(CopJumpMediumB45L)
  3618. {
  3619.         file("pc\actors\Chot\xxx\MRBJmpB.ske",100,off,100);
  3620.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  3621.         move(0,CopJumpSpeedMiddle,0);
  3622.         trigger(_DIRjump);
  3623.         nrintframes(4);
  3624.         rotate(45);
  3625.         break(off);
  3626.         gravity(off);
  3627.         ydeltafromzeroframe(off);
  3628.         connections(CopJumpHighB45L,CopFallBL);
  3629. }
  3630.  
  3631.  
  3632. action(CopJumpInPlace)
  3633. {
  3634.         file("pc\actors\Chot\xxx\MJmpA.ske",100,off,100);
  3635.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  3636.         move(0,CopJumpSpeedLow,0);
  3637.         trigger(_DIRjump);
  3638.         nrintframes(4);
  3639.         break(off);
  3640.         gravity(off);
  3641.         ydeltafromzeroframe(off);
  3642.  
  3643.         connections(CopJumpMedium,CopFallInplace);
  3644. }
  3645.  
  3646. action(CopJumpForward)
  3647. {
  3648.         file("pc\actors\Chot\xxx\MRnJmpA.ske",100,off,100);
  3649.         //file("pc\actors\chot\xxx\Mjmp6Hg.ske",100,off,100);
  3650.         trigger(_DIRforward);
  3651.         nrintframes(3);
  3652.         move(0,CopJumpSpeedLow,0);
  3653.         break(off);
  3654.         gravity(off);
  3655.         ydeltafromzeroframe(off);
  3656.         connections(CopJumpMedium,CopFallForward);
  3657. }
  3658.  
  3659. action(CopJumpL)
  3660. {
  3661.         file("pc\actors\Chot\xxx\MRnJmpA.ske",100,off,100);
  3662.         trigger(_DIRsideleft);
  3663.         rotate(-90)
  3664.         nrintframes(5);
  3665.         move(0,CopJumpSpeedLow,0);
  3666.         offset(3)
  3667.         break(off);
  3668.         gravity(off);
  3669.         ydeltafromzeroframe(off);
  3670.         connections(CopJumpMediumL,CopFallL);
  3671. }
  3672.  
  3673. action(CopJumpFL)
  3674. {
  3675.         file("pc\actors\Chot\xxx\MRnJmpA.ske",100,off,100);
  3676.         trigger(_DIRsideleft|_DIRforward);
  3677.         rotate(-45)
  3678.         nrintframes(5);
  3679.         move(0,CopJumpSpeedLow,0);
  3680.         offset(3)
  3681.         break(off);
  3682.         gravity(off);
  3683.         ydeltafromzeroframe(off);
  3684.         connections(CopJumpMedium45L,CopFallFL);
  3685. }
  3686. action(CopJumpR)
  3687. {
  3688.         file("pc\actors\Chot\xxx\MRnJmpA.ske",100,off,100);
  3689.         trigger(_DIRsideright);
  3690.         rotate(90)
  3691.         nrintframes(5);
  3692.         move(0,CopJumpSpeedLow,0);
  3693.         offset(3)
  3694.         break(off);
  3695.         gravity(off);
  3696.         ydeltafromzeroframe(off);
  3697.         connections(CopJumpMediumR,CopFallR);
  3698. }
  3699.  
  3700. action(CopJumpFR)
  3701. {
  3702.         file("pc\actors\Chot\xxx\MRnJmpA.ske",100,off,100);
  3703.         trigger(_DIRsideright|_DIRforward);
  3704.         rotate(45)
  3705.         nrintframes(5);
  3706.         move(0,CopJumpSpeedLow,0);
  3707.         offset(3)
  3708.         break(off);
  3709.         gravity(off);
  3710.         ydeltafromzeroframe(off);
  3711.         connections(CopJumpMedium45R,CopFallFR);
  3712. }
  3713.  
  3714. action(CopJumpBackwards)
  3715. {
  3716.         file("pc\actors\Chot\xxx\MRBJmpA.ske",100,off,100);
  3717.         trigger(_DIRbackward);
  3718.         nrintframes(5);
  3719.         move(0,CopJumpSpeedLow,5);
  3720.         break(off);
  3721.         gravity(off);
  3722.         ydeltafromzeroframe(off);
  3723.         connections(CopJumpMediumB,CopFallBackwards);
  3724. }
  3725.  
  3726. action(CopJumpBR)
  3727. {
  3728.         file("pc\actors\Chot\xxx\MRBJmpA.ske",100,off,100);
  3729.         trigger(_DIRbackward|_DIRsideright);
  3730.         nrintframes(5);
  3731.         move(0,CopJumpSpeedLow,0);
  3732.         break(off);
  3733.         gravity(off);
  3734.         rotate(-45)
  3735.         ydeltafromzeroframe(off);
  3736.         connections(CopJumpMedium45L,CopFallBR);
  3737. }
  3738.  
  3739. action(CopJumpBL)
  3740. {
  3741.         file("pc\actors\Chot\xxx\MRBJmpA.ske",100,off,100);
  3742.         trigger(_DIRbackward|_DIRsideleft);
  3743.         nrintframes(5);
  3744.         move(0,CopJumpSpeedLow,0);
  3745.         break(off);
  3746.         gravity(off);
  3747.         rotate(45)
  3748.         ydeltafromzeroframe(off);
  3749.         connections(CopJumpMedium45R,CopFallBL);
  3750. }
  3751. /*
  3752. /////////////////////////////////////////////////////////////
  3753. ////////////OLD JUMPING CODE/////////////////////////////////
  3754. /////////////////////////////////////////////////////////////
  3755. //
  3756. action(CopJump)    //Lead directly to next animation
  3757. {
  3758.         trigger(_DIRjump);
  3759.         AIClass(_AIClassCopSkeleton);
  3760.         nrintframes(-1);
  3761.         connections(CopJumpBL,CopJumpBR,CopJumpBackwards,CopJumpFL,CopJumpL,CopJumpFR,CopJumpR,CopJumpForward,CopJumpInPlace);
  3762. }
  3763.  
  3764.  
  3765. action(CopJumpInPlace)
  3766. {
  3767.         file("pc\actors\chot\xxx\mjinplc6.ske",100,off,100);
  3768. //        file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  3769. //        file("pc\actors\chot\xxx\mjinpl4a.ske",100,off,100);
  3770. //        file("pc\actors\Chot\xxx\MJinPl4b.ske",100,off,100);        //Second Part
  3771.         trigger(_DIRjump);
  3772.         nrintframes(4);
  3773.         break(off);
  3774.         gravity(off);
  3775.         ydeltafromzeroframe(off);
  3776.         connections(CopFallInplace);
  3777. }
  3778.  
  3779. action(CopJumpForward)
  3780. {
  3781.         //file("pc\actors\chot\xxx\Mjmp6Hg.ske",100,off);
  3782.         file("pc\actors\chot\xxx\tjump.ske",100,off,100,-1,_DIRhavegun);
  3783.         file("pc\actors\chot\xxx\tjumpng.ske",100,off);
  3784.         trigger(_DIRforward);
  3785.         nrintframes(0);
  3786.         offset(3);
  3787.         break(off);
  3788.         gravity(off);
  3789.         ydeltafromzeroframe(off);
  3790.         connections(CopFallForward);
  3791. }
  3792.  
  3793. action(CopJumpL)
  3794. {
  3795.         //file("pc\actors\chot\xxx\Mjmp6Hg.ske",100,off,100);
  3796.         file("pc\actors\chot\xxx\tjump.ske",100,off,100,-1,_DIRhavegun);
  3797.         file("pc\actors\chot\xxx\tjumpng.ske",100,off);
  3798.         trigger(_DIRsideleft);
  3799.         rotate(-90)
  3800.         nrintframes(0);
  3801.         offset(3)
  3802.         break(off);
  3803.         gravity(off);
  3804.         ydeltafromzeroframe(off);
  3805.         connections(CopFallL);
  3806. }
  3807.  
  3808. action(CopJumpFL)
  3809. {
  3810.         //file("pc\actors\chot\xxx\Mjmp6Hg.ske",100,off,100);
  3811.         file("pc\actors\chot\xxx\tjump.ske",100,off,100,-1,_DIRhavegun);
  3812.         file("pc\actors\chot\xxx\tjumpng.ske",100,off);
  3813.         trigger(_DIRsideleft|_DIRforward);
  3814.         rotate(-45)
  3815.         nrintframes(0);
  3816.         offset(3)
  3817.         break(off);
  3818.         gravity(off);
  3819.         ydeltafromzeroframe(off);
  3820.         connections(CopFallFL);
  3821. }
  3822. action(CopJumpR)
  3823. {
  3824.         //file("pc\actors\chot\xxx\Mjmp6Hg.ske",100,off,100);
  3825.         file("pc\actors\chot\xxx\tjump.ske",100,off,100,-1,_DIRhavegun);
  3826.         file("pc\actors\chot\xxx\tjumpng.ske",100,off);
  3827.         trigger(_DIRsideright);
  3828.         rotate(90)
  3829.         nrintframes(0);
  3830.         offset(3)
  3831.         break(off);
  3832.         gravity(off);
  3833.         ydeltafromzeroframe(off);
  3834.         connections(CopFallR);
  3835. }
  3836.  
  3837. action(CopJumpFR)
  3838. {
  3839.         //file("pc\actors\chot\xxx\Mjmp6Hg.ske",100,off,100);
  3840.         file("pc\actors\chot\xxx\tjump.ske",100,off,100,-1,_DIRhavegun);
  3841.         file("pc\actors\chot\xxx\tjumpng.ske",100,off);
  3842.         trigger(_DIRsideright|_DIRforward);
  3843.         rotate(45)
  3844.         nrintframes(0);
  3845.         offset(3)
  3846.         break(off);
  3847.         gravity(off);
  3848.         ydeltafromzeroframe(off);
  3849.         connections(CopFallFR);
  3850. }
  3851.  
  3852. action(CopJumpBackwards)
  3853. {
  3854.         file("pc\actors\chot\xxx\arnbkjms.ske",100,off,100);
  3855. //        file("pc\actors\chot\xxx\arnbkjmb.ske",100,off,100);
  3856.         trigger(_DIRbackward);
  3857.         nrintframes(5);
  3858.         break(off);
  3859.         gravity(off);
  3860.         ydeltafromzeroframe(off);
  3861.         connections(CopFallBackwards);
  3862. }
  3863.  
  3864. action(CopJumpBR)
  3865. {
  3866.         file("pc\actors\chot\xxx\arnbkjms.ske",100,off,100);
  3867. //        file("pc\actors\chot\xxx\arnbkjmb.ske",100,off,100);
  3868.         trigger(_DIRbackward|_DIRsideright);
  3869.         nrintframes(5);
  3870.         break(off);
  3871.         gravity(off);
  3872.         rotate(-45)
  3873.         ydeltafromzeroframe(off);
  3874.         connections(CopFallBR);
  3875. }
  3876.  
  3877. action(CopJumpBL)
  3878. {
  3879.         file("pc\actors\chot\xxx\arnbkjms.ske",100,off,100);
  3880. //        file("pc\actors\chot\xxx\arnbkjmb.ske",100,off,100);
  3881.         trigger(_DIRbackward|_DIRsideleft);
  3882.         nrintframes(5);
  3883.         break(off);
  3884.         gravity(off);
  3885.         rotate(45)
  3886.         ydeltafromzeroframe(off);
  3887.         connections(CopFallBL);
  3888. }
  3889.  
  3890. */
  3891.  
  3892.  
  3893. action(CopfallForward)
  3894. {
  3895.         file("pc\actors\Chot\xxx\MJmpFall.ske",100,on);                    //Male jump falling loop. 
  3896.         //file("pc\actors\Chot\xxx\tjumph.ske",100,on,100,-1,_DIRhavegun);
  3897.         //file("pc\actors\Chot\xxx\tjumphng.ske",100,on);
  3898.  
  3899.         trigger(_AllDir);
  3900.         nrintframes(0);
  3901.         ydeltafromzeroframe(off);
  3902.         break(off);
  3903.         connections(CopfallForward);
  3904. }
  3905.  
  3906. action(CopfallFL)
  3907. {
  3908.         file("pc\actors\Chot\xxx\MJmpFall.ske",100,on);                    //Male jump falling loop. 
  3909.         //file("pc\actors\Chot\xxx\tjumph.ske",100,on,100,-1,_DIRhavegun);
  3910.         //file("pc\actors\Chot\xxx\tjumphng.ske",100,on);
  3911.         trigger(_AllDir);
  3912.         nrintframes(4);
  3913.         ydeltafromzeroframe(off);
  3914.         break(on);
  3915.         rotate(-45)
  3916.         connections(CopfallFL);
  3917. }
  3918. action(CopfallFR)
  3919. {
  3920.         file("pc\actors\Chot\xxx\MJmpFall.ske",100,on);                    //Male jump falling loop. 
  3921.         //file("pc\actors\Chot\xxx\tjumph.ske",100,on,100,-1,_DIRhavegun);
  3922.         //file("pc\actors\Chot\xxx\tjumphng.ske",100,on);
  3923.  
  3924.         trigger(_AllDir);
  3925.         nrintframes(4);
  3926.         ydeltafromzeroframe(off);
  3927.         break(on);
  3928.         rotate(45)
  3929.         connections(CopfallFR);
  3930. }
  3931. action(CopfallL)
  3932. {
  3933.         file("pc\actors\Chot\xxx\MJmpFall.ske",100,on);                    //Male jump falling loop. 
  3934.         //file("pc\actors\Chot\xxx\tjumph.ske",100,on,100,-1,_DIRhavegun);
  3935.         //file("pc\actors\Chot\xxx\tjumphng.ske",100,on);
  3936.  
  3937.         trigger(_AllDir);
  3938.         nrintframes(4);
  3939.         ydeltafromzeroframe(off);
  3940.         break(on);
  3941.         rotate(-90)
  3942.         connections(CopfallL);
  3943. }
  3944. action(CopfallR)
  3945. {
  3946.         file("pc\actors\Chot\xxx\MJmpFall.ske",100,on);                    //Male jump falling loop. 
  3947.         //file("pc\actors\Chot\xxx\tjumph.ske",100,on,100,-1,_DIRhavegun);
  3948.         //file("pc\actors\Chot\xxx\tjumphng.ske",100,on);
  3949.  
  3950.         trigger(_AllDir);
  3951.         nrintframes(4);
  3952.         ydeltafromzeroframe(off);
  3953.         break(on);
  3954.         rotate(90)
  3955.         connections(CopfallR);
  3956. }
  3957.  
  3958. action(CopfallInPlace)
  3959. {
  3960.         file("pc\actors\Chot\xxx\MJmpFall.ske",100,on);                    //Male jump falling loop. 
  3961. //        file("pc\actors\Chot\xxx\MJmp5Lp.ske",100,on,150);
  3962. //        file("pc\actors\Chot\xxx\MJinPl4b.ske",100,off,100);
  3963. //        file("pc\actors\Chot\xxx\MJinPl4c.ske",100,on,100);
  3964.         trigger(_AllDir);
  3965.         AIClass(_AIClassCopSkeleton);
  3966.         nrintframes(7);
  3967.         ydeltafromzeroframe(off);
  3968.         break(on);
  3969.         connections(CopfallInPlace);
  3970. }
  3971.  
  3972. action(CopfallBackwards)
  3973. {
  3974.         file("pc\actors\Chot\xxx\MJmpFall.ske",100,on);                    //Male jump falling loop. 
  3975.         //file("pc\actors\Chot\xxx\arnbkjml.ske",100,on,100);
  3976.         trigger(_AllDir);
  3977.         nrintframes(7);
  3978.         ydeltafromzeroframe(off);
  3979.         break(on);
  3980.         connections(CopfallBackwards);
  3981. }
  3982. action(CopfallBL)
  3983. {
  3984.         file("pc\actors\Chot\xxx\MJmpFall.ske",100,on);                    //Male jump falling loop. 
  3985.         //file("pc\actors\Chot\xxx\arnbkjml.ske",100,on,100);
  3986.         trigger(_AllDir);
  3987.         nrintframes(7);
  3988.         ydeltafromzeroframe(off);
  3989.         break(on);
  3990.         rotate(45)
  3991.         connections(CopfallBL);
  3992. }
  3993. action(CopfallBR)
  3994. {
  3995.         file("pc\actors\Chot\xxx\MJmpFall.ske",100,on);                    //Male jump falling loop. 
  3996.         //file("pc\actors\Chot\xxx\arnbkjml.ske",100,on,100);
  3997.         trigger(_AllDir);
  3998.         nrintframes(7);
  3999.         ydeltafromzeroframe(off);
  4000.         break(on);
  4001.         rotate(-45)
  4002.         connections(CopfallBR);
  4003. }
  4004.  
  4005. action(Copfall)    //Fall when falling from edge only
  4006. {
  4007.         file("pc\actors\Chot\xxx\MJmpFall.ske",100,on);                    //Male jump falling loop. 
  4008. //        file("pc\actors\Chot\xxx\MJmp5Lp.ske",100,on,150);
  4009. //        file("pc\actors\Chot\xxx\afallfst.ske",100,on,150);
  4010.         trigger(_AllDir);
  4011.         AIClass(_AIClassCopSkeleton);
  4012.         nrintframes(7);
  4013.         offset(8);
  4014.         ydeltafromzeroframe(off);
  4015.         break(on);
  4016.         connections(CopFall);
  4017. }
  4018.  
  4019. action(CopTouchDown)
  4020. {
  4021. //        file("pc\actors\Chot\xxx\mjmp4mg.ske",30,on);    //this is when falling from higher places
  4022. //        file("pc\actors\Chot\xxx\mjmp4lg.ske",100,on);
  4023.         file("pc\actors\Chot\xxx\mjmp5lg.ske",100,on);
  4024.         trigger(_DIRNotEndOfAnim);
  4025.         AIClass(_AIClassCopSkeleton);
  4026.         nrintframes(5);
  4027.         break(on);
  4028.         connections(CopSpreadOut,CopStandShoot,CopTouchDown,CopIdle);
  4029. }
  4030.  
  4031. /* *************   Other Moves ******************* */
  4032.  
  4033. //hold frame
  4034. action(CopStandShoot)
  4035. {
  4036.         trigger(_DIRshoot|_DIRHaveGun|_DIRcombatmode);
  4037.         break(on);
  4038.         nrintframes(-1);
  4039.         connections(CopCloseRange,CopGunButBob,ChotShoulderThrow,CopGunButF,CopGunButB,CopStandShootAnims);
  4040. }
  4041.  
  4042. action(CopStandShootAnims)
  4043. {
  4044.         file("pc\actors\chot\xxx\MShPmph.ske",100,on,100,_AIclassHipGun);
  4045.         //file("pc\actors\chot\xxx\mfrshtgh.ske",100,on,100,_AIclassHipGun);
  4046.         file("pc\actors\chot\xxx\MShLtH.ske",100,on,100,_AIclasslightgun);
  4047.         file("pc\actors\chot\xxx\Mfire3h2.ske",100,on,100,-1);
  4048.  
  4049.         trigger(_DIRshoot|_DIRHaveGun|_DIRcombatmode);
  4050.         break(on);
  4051.         nrintframes(0);
  4052.         connections(CopSpreadOutGun,CopStandShoot,CopTurnLeftCombat,CopTurnRightCombat,CopIdle);
  4053. }
  4054.  
  4055.  
  4056.  
  4057. action(CopHitWallStandShoot)
  4058. {
  4059.         file("pc\actors\chot\xxx\Mfire3h2.ske",100,on);
  4060.         trigger(_DIRshoot|_DIRHaveGun|_DIRcombatmode);
  4061.         break(on);
  4062.         nrintframes(0);
  4063.         connections(CopHitWallSpreadOut);
  4064. }
  4065.  
  4066. action(CopHeavyRecoil)
  4067. {
  4068.         file("pc\actors\chot\xxx\MShPmp.ske",100,on,100,_AIclassHipGun);
  4069.         file("pc\actors\chot\xxx\mfire3.ske",100,on,100,-1);
  4070.         trigger(_DIRNotEndOfAnim);
  4071.         AIClass(_AIClassCopSkeleton);
  4072.         break(on);
  4073.         nrintframes(4);
  4074.         //connections(CopSpreadOutGun,CopTurnLeftCombat,CopTurnRightCombat,CopHeavyRecoil,CopStandShoot,CopIdle);
  4075.         connections(CopSpreadOutGun,CopTurnLeftCombat,CopTurnRightCombat,CopHeavyRecoil,CopStandShoot,CopIdle);
  4076. }
  4077.  
  4078. action(CopLightRecoil)    //Works as proxy because it has to be restarted if SpawnAction is called again
  4079. {
  4080.         trigger(_AllDIR);
  4081.         nrintframes(-1);
  4082.         AIClass(_AIClassCopSkeleton);
  4083.         connections(CopLightRecoil2);
  4084. }
  4085. action(CopLightRecoil2)
  4086. {
  4087.         //file("pc\actors\chot\xxx\Mfire3s2.ske",100,off);
  4088.         //file("pc\actors\Chot\xxx\MShLtS.ske",100,on);
  4089.         file("pc\actors\Chot\xxx\MShLRmb1.ske",25,on);
  4090.         file("pc\actors\Chot\xxx\MShLRmb2.ske",50,on);
  4091.         file("pc\actors\Chot\xxx\MShLRmb3.ske",75,on);
  4092.         file("pc\actors\Chot\xxx\MShLRmb4.ske",100,on);
  4093.  
  4094.         trigger(_DIRNotEndOfAnim);
  4095.         break(on);
  4096.         nrintframes(0);
  4097.         connections(CopSpreadOutGun,CopLightRecoil2,CopStandShoot,CopTurnLeftCombat,CopTurnRightCombat,CopIdle);
  4098. }
  4099.  
  4100. action(CopPressGun)
  4101. {
  4102. //        file("pc\actors\Scientst\xxx\sci_idl4.ske",100,on,100,_AIclassscientist); //only the classscientist can operate console, operating console
  4103.         file("pc\actors\chot\xxx\MWrPshBt.ske",100,off,100,-1,_DIRcombatmode);//-1 means non-class specific, if in combat mode and you press action, use this anim
  4104.         file("pc\actors\chot\xxx\ATchButn.ske",100,off);
  4105.         trigger(_allDIR);
  4106.         AIClass(_AIClassCopSkeleton);
  4107.         nrintframes(4);
  4108.         break(off);
  4109.         connections(CopIdle);
  4110. }
  4111.  
  4112. action(CopPickup)
  4113. {
  4114.         file("pc\actors\chot\xxx\Mpickupg.ske",100,off);
  4115.         trigger(_allDIR);
  4116.         AIClass(_AIClassCopSkeleton);
  4117.         nrintframes(4);
  4118.         break(off);
  4119.         connections(CopIdle);
  4120. }
  4121.  
  4122. action(CopPickupChest)
  4123. {
  4124.         file("pc\actors\chot\xxx\MpickupF.ske",100,off);
  4125.         trigger(_allDIR);
  4126.         AIClass(_AIClassCopSkeleton);
  4127.         nrintframes(4);
  4128.         break(off);
  4129.         connections(CopIdle);
  4130. }
  4131.  
  4132. action(CopPickupCrouch)
  4133. {
  4134.         file("pc\actors\Chot\xxx\MCrPikUp.ske",100,off);
  4135.         trigger(_allDIR);
  4136.         AIClass(_AIClassCopSkeleton);
  4137.         nrintframes(4);
  4138.         break(off);
  4139.         connections(CopCrouchIdle);
  4140. }
  4141.  
  4142.  
  4143. action(CopPossesed)
  4144. {
  4145.         file("pc\actors\chot\xxx\MPoss3A.ske",100,on);
  4146.         trigger(_allDIR);
  4147.         AIClass(_AIClassCopSkeleton);
  4148.         nrintframes(4);//number of interpolation frames
  4149.         break(off);//unbreakable by any means
  4150.         soundlevel(0);
  4151.         connections(CopPossesed2);//with break(off) will not check connections until end of anim
  4152. }
  4153.  
  4154. action(CopPossesed2)
  4155. {
  4156.         file("pc\actors\Chot\xxx\MPoss3B.ske",100,on);//if number after 'on' (100,on,"100") this number will control animation speed in percent
  4157.         trigger(_DIRNotEndOfAnim);
  4158.         break(on);//AI can break out, with break(on) it checks connection
  4159.         soundlevel(0);
  4160.         connections(CopSpreadOut,CopStandShoot,CopPossesed2,CopIdle);
  4161. }
  4162.  
  4163.  
  4164. action(CopDepossesed)
  4165. {
  4166.         file("pc\actors\chot\xxx\Mstun1g.ske",50,on);//this anim occurs 50% of the time, smaller number occur first
  4167.         file("pc\actors\chot\xxx\Mstun2g.ske",100,on);//the rest of the time
  4168.         trigger(_allDIR);
  4169.         AIClass(_AIClassCopSkeleton);
  4170.         nrintframes(4);
  4171.         break(off);
  4172.         soundlevel(100);
  4173.         connections(CopIdle);
  4174. }
  4175.  
  4176. action(CopThrowGrenade)
  4177. {
  4178.         file("pc\actors\chot\xxx\MthrwgrA.ske",100,on);
  4179.         trigger(_allDIR);
  4180.         AIClass(_AIClassCopSkeleton);
  4181.         break(off);
  4182.         nrintframes(4);
  4183.         connections(CopThrowGrenade2);
  4184. }
  4185.  
  4186. action(CopThrowGrenade2)
  4187. {
  4188.         file("pc\actors\chot\xxx\MthrwgrB.ske",100,on);
  4189.         trigger(_DIRNotEndOfAnim);
  4190.         break(on);
  4191.         nrintframes(0);
  4192.         connections(CopSpreadOut,CopStandShoot,CopThrowGrenade2,CopIdle);
  4193. }
  4194.  
  4195. /* *************   Burned, steamed and blind ******************* */
  4196.  
  4197. action(CopGettingBurned)    //When inside fire, moving head left and right
  4198. {
  4199.         file("pc\actors\chot\xxx\MBrnThrs.ske",100,on);
  4200.         trigger(_allDIR);
  4201.         AIClass(_AIClassCopSkeleton);
  4202.         break(on);
  4203.         nrintframes(3);
  4204.         ydeltafromzeroframe(off);
  4205.         connections(CopBlindForward,CopBlindBackwards,CopGettingBurned);
  4206. }
  4207. action(CopBlindForward)        //Walk slowly forward both inside and outside fire
  4208. {
  4209.         file("pc\actors\chot\xxx\MBrnStgr.ske",100,on);
  4210.         trigger(_DIRforward);
  4211.         AIClass(_AIClassCopSkeleton);
  4212.         break(on);
  4213.         nrintframes(3);
  4214.         connections(CopBlindForward,CopBlindBackwards,CopBurnedIdle);
  4215. }
  4216.  
  4217. action(CopBlindBackwards)        //Walk slowly backwards both inside and outside fire
  4218. {
  4219.         file("pc\actors\chot\xxx\MBrnStbk.ske",100,on);
  4220.         trigger(_DIRbackward);
  4221.         AIClass(_AIClassCopSkeleton);
  4222.         break(on);
  4223.         nrintframes(3);
  4224.         connections(CopBlindForward,CopBlindBackwards,CopBurnedIdle);
  4225. }
  4226.  
  4227. action(CopBurnedIdle)    //Inside and Outside fire, idle
  4228. {
  4229.         file("pc\actors\chot\xxx\MBrnIdl.ske",100,on);
  4230.         trigger(_allDIR);
  4231.         AIClass(_AIClassCopSkeleton);
  4232.         break(on);
  4233.         nrintframes(3);
  4234.         connections(CopBlindForward,CopBlindBackwards,CopBurnedIdle);
  4235. }
  4236.  
  4237. action(CopBurningRunInCircle)        //Running around in circle with the head on fire, then fall.
  4238. {
  4239.         file("pc\actors\chot\xxx\MBrnRnAr.ske",100,on);
  4240.         trigger(_allDIR);
  4241.         AIClass(_AIClassCopSkeleton);
  4242.         break(off);
  4243.         nrintframes(3);
  4244.         connections(GENBurningRollOnFloor);
  4245. }
  4246.  
  4247. action(CopSlowGetUpFace)    //Get back up from the ground
  4248. {
  4249.         file("pc\actors\chot\xxx\Mstandf1.ske",100,on,100,-1,-1,Sub_GetUpClearThrown68);
  4250.         trigger(_allDIR);
  4251.         AIClass(_AIClassCopSkeleton);
  4252.         break(off);
  4253.         nrintframes(3);
  4254.         connections(CopBurnedIdle);
  4255. }
  4256.  
  4257. ///////////////////////////
  4258. // ANIM FOR GAME INTRO  ///
  4259. ///////////////////////////
  4260.  
  4261.  
  4262. Subroutine(CopDialogue)
  4263. {
  4264.     if(Vframe>=780)
  4265.     {
  4266.         call(subtractHealth,0,4000);
  4267.         call(PlayerInput,1);
  4268. //        call(CutSceneEnd);
  4269.         state(_or,StateOnFire);
  4270.     }
  4271. }
  4272.  
  4273. // COP #1 : going back up on his feet. Non possessed
  4274. action(CopIntroAnimCop)
  4275. {
  4276.         file("pc\actors\MultiAnm\xxx\IntroCop.ske",100,on);
  4277.         trigger(_allDIR);
  4278.         break(off);
  4279.         ActionSubRoutine(CopDialogue);
  4280.         nrintframes(8);
  4281.         connections(CopIdle);
  4282. }
  4283.  
  4284. // COP #2 : cop possessed by Bob
  4285. action(CopIntroAnimBob)
  4286. {
  4287.         file("pc\actors\MultiAnm\xxx\IntroBob.ske",100,on);
  4288.         trigger(_allDIR);
  4289.         break(off);
  4290.         nrintframes(8);
  4291.         connections(CopIdle);
  4292. }
  4293.  
  4294.  
  4295. /* *************   Crawling+Being Dragged+Other deaths ******************* */
  4296.  
  4297.  
  4298. action(CopDragged)
  4299. {
  4300.         file("pc\actors\chot\xxx\MDrgFH_A.ske",100,off);
  4301.         file("pc\actors\chot\xxx\MDrgFH_B.ske",100,on);
  4302.         trigger(_allDIR);
  4303.         nrintframes(3);
  4304.         ColSphereScale(50);
  4305.         ColSphereYOffsetScale(100);
  4306.         connections(CopDragged);
  4307. }
  4308. action(CopFallToCrawl)
  4309. {
  4310.         //file("pc\actors\chot\xxx\MBrn2Kns.ske",100,off);
  4311.         file("pc\actors\chot\xxx\MBrkleg.ske",50,off,50);
  4312.         file("pc\actors\chot\xxx\MBrkleg2.ske",100,off);
  4313.         trigger(_allDIR);
  4314.         break(off);
  4315.         nrintframes(3);
  4316.         ColSphereScale(50);
  4317.         ColSphereYOffsetScale(100);
  4318.         connections(CopCrawlIdle);
  4319. }
  4320.  
  4321. action(CopCrawlForward)
  4322. {
  4323.         file("pc\actors\chot\xxx\MCrwl2.ske",100,on);
  4324.         trigger(_DIRforward);
  4325.         break(on);
  4326.         nrintframes(8);
  4327.         ColSphereScale(50);
  4328.         ColSphereYOffsetScale(100);
  4329.         connections(GENCrawlSpreadOut);
  4330. }
  4331. action(CopCrawlBackwards)
  4332. {
  4333.         file("pc\actors\chot\xxx\MCrwlbk.ske",100,on);
  4334.         trigger(_DIRbackward);
  4335.         break(on);
  4336.         nrintframes(8);
  4337.         ColSphereScale(50);
  4338.         ColSphereYOffsetScale(100);
  4339.         connections(GENCrawlSpreadOut);
  4340. }
  4341. action(CopCrawlTurnLeft)
  4342. {
  4343.         file("pc\actors\chot\xxx\MCrwlbk.ske",100,on);
  4344.         trigger(_DIRright);
  4345.         trigger(_DIRleft);
  4346.         break(on);
  4347.         nomove(on);
  4348.         nrintframes(8);
  4349.         ColSphereScale(50);
  4350.         ColSphereYOffsetScale(100);
  4351.         connections(GENCrawlSpreadOut);
  4352. }
  4353. action(CopCrawlTurnRight)
  4354. {
  4355.         file("pc\actors\chot\xxx\MCrwlbk.ske",100,on);
  4356.         trigger(_DIRright);
  4357.         break(on);
  4358.         nomove(on);
  4359.         nrintframes(8);
  4360.         ColSphereScale(50);
  4361.         ColSphereYOffsetScale(100);
  4362.         connections(GENCrawlSpreadOut);
  4363. }
  4364.  
  4365. action(CopCrawlIdle)
  4366. {
  4367.         file("pc\actors\chot\xxx\MCrlidl3.ske",80,on);
  4368.         file("pc\actors\chot\xxx\MCrwlcl2.ske",100,on);
  4369.         trigger(_allDIR);
  4370.         break(on);
  4371.         nrintframes(8);
  4372.         ColSphereScale(50);
  4373.         ColSphereYOffsetScale(100);
  4374.         connections(GENCrawlSpreadOut);
  4375. }
  4376. /*
  4377. action(CopCrawlIdle2)
  4378. {
  4379.         file("pc\actors\chot\xxx\MLSd2Crl.ske",100,off);
  4380.         trigger(_allDIR);
  4381.         break(off);
  4382.         nrintframes(8);
  4383.         ColSphereScale(50);
  4384.         ColSphereYOffsetScale(100);
  4385.         connections(CopCrawlIdle3);
  4386. }
  4387. action(CopCrawlIdle1)
  4388. {
  4389.         file("pc\actors\chot\xxx\MLSdIdl.ske",100,off);
  4390.         file("pc\actors\chot\xxx\MLSdIdl.ske",100,off);
  4391.         trigger(_allDIR);
  4392.         break(off);
  4393.         nrintframes(8);
  4394.         ColSphereScale(50);
  4395.         ColSphereYOffsetScale(100);
  4396.         connections(CopCrawlIdle2);
  4397. }
  4398. action(CopCrawlIdle)
  4399. {
  4400.         file("pc\actors\chot\xxx\MCrlfalL.ske",100,off);
  4401.         //nomove(true);
  4402.         //move(2,0,0);
  4403.         trigger(_allDIR);
  4404.         break(off);
  4405.         nrintframes(8);
  4406.         ColSphereScale(50);
  4407.         ColSphereYOffsetScale(100);
  4408.         connections(CopCrawlIdle1);
  4409. }
  4410. */
  4411.  
  4412. action(CopCrawlDead)
  4413. {
  4414.         file("pc\actors\Chot\xxx\mcrwlfal.ske",100,off);
  4415.         trigger(_allDIR);
  4416.         AIClass(_AIClassCopSkeleton);
  4417.         break(off);
  4418.         nrintframes(12);
  4419. }
  4420.  
  4421. action(CopHeadBlownOffDead)
  4422. {
  4423.         file("pc\actors\Chot\xxx\MSnpHed.ske",100,off);    //head blown clean off (scale down at frame 1, blood till frame 75)
  4424.         trigger(_allDIR);
  4425.         break(off);
  4426.         nrintframes(12);
  4427. }
  4428.  
  4429. action(CopStandDead)
  4430. {
  4431.         file("pc\actors\Chot\xxx\mded1g.ske",17,off);    //Face down
  4432.         file("pc\actors\Chot\xxx\mded2g.ske",34,off);    //Face up
  4433.         file("pc\actors\Chot\xxx\mded3g.ske",51,off);    //Face up
  4434.         file("pc\actors\Chot\xxx\mded4g.ske",68,off);    //On side
  4435.         file("pc\actors\Chot\xxx\mded5g.ske",85,off);    //face down
  4436.         file("pc\actors\behemoth\xxx\bdeth1.ske",100,off,200);    //face down
  4437.  
  4438. //MISSING: This causes an error, because anim does not stop when it selects MDED1, 2, 3 or 4
  4439.         trigger(_allDIR);
  4440.         AIClass(_AIClassCopSkeleton);
  4441.         break(off);
  4442.         nrintframes(12);
  4443. }
  4444. action(CopFallDead)
  4445. {
  4446.         file("pc\actors\Chot\xxx\alndhard.ske",100,off);
  4447.         trigger(_allDIR);
  4448.         AIClass(_AIClassCopSkeleton);
  4449.         break(off);
  4450.         nrintframes(12);
  4451. }
  4452.  
  4453. action(ChotEatPeople)
  4454. {
  4455.         file("pc\actors\Chot\xxx\MedWld2.ske",80,on);    
  4456.         file("pc\actors\Chot\xxx\MedWld3.ske",100,on);
  4457.         trigger(_allDIR);
  4458.         break(on);
  4459.         nrintframes(8);
  4460.         intforloop(on);
  4461.         //nomove(true);
  4462.         connections(MedicWorking);
  4463. }
  4464.  
  4465.  
  4466.  
  4467.  
  4468. action(CopDizzy)
  4469. {
  4470.         file("pc\actors\chot\xxx\Mstun2g.ske",50,on);
  4471.         file("pc\actors\chot\xxx\Mstun1g.ske",100,on);
  4472.     //    file("pc\actors\chot\xxx\DrnkStgr.ske",100,off);
  4473.         trigger(_allDIR);
  4474.         break(off);
  4475.         intforloop(on);
  4476.         nrintframes(8);
  4477.         connections(CopDizzy);
  4478. }
  4479.  
  4480. action(CopReload)        //Reloading weapon
  4481. {
  4482.         file("pc\actors\chot\xxx\Mneidl4p.ske",100,off);
  4483.         trigger(_allDIR);
  4484.         AIClass(_AIClassCopSkeleton);
  4485.         break(off);
  4486.         nrintframes(4);
  4487.         intforloop(on);
  4488.         connections(CopIdle);
  4489. }
  4490.  
  4491. action(CopReloadCrouch)        //Reloading weapon
  4492. {
  4493.         file("pc\actors\chot\xxx\MCrRelod.ske",100,off);
  4494.         trigger(_allDIR);
  4495.         AIClass(_AIClassCopSkeleton);
  4496.         break(off);
  4497.         nrintframes(4);
  4498.         intforloop(on);
  4499.         connections(CopCrouchIdle);
  4500. }
  4501.  
  4502. action(CopPakWeaponDrift)        //drifting down with pak weapon
  4503. {
  4504.         file("pc\actors\Chot\xxx\ChCptrFl.ske",100,off);
  4505.         trigger(_allDIR);
  4506.         AIClass(_AIClassCopSkeleton);
  4507.         break(off);
  4508.         nrintframes(10);
  4509.         intforloop(on);
  4510.  
  4511.         move(0,40,0);
  4512.  
  4513.         connections(CopIdle);
  4514. }
  4515.  
  4516.  
  4517.  
  4518. /////////////////////////////////////
  4519. ///////        D J  -  K Y D    /////////
  4520. /////////////////////////////////////
  4521. action(DJPuke)
  4522. {
  4523.         file("pc\actors\D J\xxx\Dj_booo.ske",100,on);
  4524.         trigger(_allDIR);
  4525.         break(off);
  4526.         nrintframes(12);
  4527.         intforloop(on);
  4528.  
  4529.         connections(GenIdle);    
  4530. }
  4531.  
  4532. action(DJChillyChill1)
  4533. {
  4534.         file("pc\actors\D J\xxx\Dj_idle.ske",100,on);
  4535.         trigger(_allDIR);
  4536.         break(off);
  4537.         nrintframes(12);
  4538.         intforloop(on);
  4539.  
  4540.         connections(GenIdle);    
  4541. }
  4542.  
  4543. action(DJChillyChill2)
  4544. {
  4545.         file("pc\actors\D J\xxx\Dj_sign1.ske",100,on);
  4546.         trigger(_allDIR);
  4547.         break(off);
  4548.         nrintframes(12);
  4549.         intforloop(on);
  4550.  
  4551.         connections(GenIdle);    
  4552. }
  4553.  
  4554. action(DJChillyChill3)
  4555. {
  4556.         file("pc\actors\D J\xxx\Dj_sign2.ske",100,on);
  4557.         trigger(_allDIR);
  4558.         break(off);
  4559.         nrintframes(12);
  4560.         intforloop(on);
  4561.  
  4562.         connections(GenIdle);    
  4563. }
  4564.  
  4565. action(DJSpinRekids)
  4566. {
  4567.         file("pc\actors\D J\xxx\Dj_spin.ske",100,on);
  4568.         trigger(_allDIR);
  4569.         break(off);
  4570.         nrintframes(12);
  4571.         intforloop(on);
  4572.  
  4573.         connections(GenIdle);    
  4574. }
  4575.  
  4576. /////////////////////////////////////
  4577. ///////        D W E L L E R    /////////
  4578. /////////////////////////////////////
  4579.  
  4580. //Dweller Nervous. Caught sneaking up Reation:
  4581. action(DwellerCaughtSneakingUp)
  4582. {
  4583.         file("pc\actors\Dwellr1\xxx\DwNervs.ske",100,off);
  4584.         trigger(_allDIR);
  4585.         break(off);
  4586.         nrintframes(12);
  4587.         intforloop(on);
  4588.         connections(GenIdle);
  4589. }
  4590.     
  4591. action(DwellerBarIdle1)
  4592. {
  4593.         file("pc\actors\Chot\xxx\MKkIdl01.ske",100,on);
  4594.         trigger(_allDIR);
  4595.         break(off);
  4596.         nrintframes(12);
  4597.         intforloop(on);
  4598.  
  4599.         connections(GenIdle);
  4600. }
  4601.  
  4602.  
  4603. action(Dweller1Sitting)
  4604. {
  4605.     file("pc\actors\Chot\xxx\MDrnkSt1.ske",100,on);
  4606.     trigger(_allDIR);
  4607.     break(off);
  4608.     nrintframes(12);
  4609.     intforloop(on);
  4610.  
  4611.     connections(Dweller1Sitting);
  4612. }
  4613.  
  4614. action(DwellerBarIdle2)
  4615. {
  4616.         file("pc\actors\Chot\xxx\MKkIdl02.ske",100,on);
  4617.         trigger(_allDIR);
  4618.         break(off);
  4619.         nrintframes(12);
  4620.         intforloop(on);
  4621.  
  4622.         connections(GenIdle);
  4623. }
  4624.  
  4625. action(Dweller2Sitting)
  4626. {
  4627.     file("pc\actors\Chot\xxx\MDrnkSt2.ske",100,on);
  4628.     trigger(_allDIR);
  4629.     break(off);
  4630.     nrintframes(12);
  4631.     intforloop(on);
  4632.  
  4633.     connections(Dweller2Sitting);
  4634. }
  4635.  
  4636. action(DwellerBarIdle3)
  4637. {
  4638.         file("pc\actors\Chot\xxx\MKkIdl03.ske",100,on);
  4639.         trigger(_allDIR);
  4640.         break(off);
  4641.         nrintframes(12);
  4642.         intforloop(on);
  4643.  
  4644.         connections(GenIdle);
  4645. }
  4646.  
  4647. action(Dweller3Sitting)
  4648. {
  4649.     file("pc\actors\Chot\xxx\MDrnkSt3.ske",100,on);
  4650.     trigger(_allDIR);
  4651.     break(off);
  4652.     nrintframes(12);
  4653.     intforloop(on);
  4654.  
  4655.     connections(Dweller3Sitting);
  4656. }
  4657.  
  4658.  
  4659. action(DwellerBarIdle4)
  4660. {
  4661.         file("pc\actors\Chot\xxx\MKkIdl04.ske",100,on);
  4662.         trigger(_allDIR);
  4663.         break(off);
  4664.         nrintframes(12);
  4665.         intforloop(on);
  4666.  
  4667.         connections(GenIdle);
  4668. }
  4669.  
  4670. action(ManDance)
  4671. {
  4672.     file("pc\actors\Chot\xxx\M_dance1.ske",25,on);
  4673.     file("pc\actors\Chot\xxx\M_dance2.ske",50,on);
  4674.     file("pc\actors\Chot\xxx\M_dance3.ske",75,on);
  4675.     file("pc\actors\Chot\xxx\M_dance4.ske",100,on);
  4676.     
  4677.     break(off);
  4678.     trigger(_allDIR);
  4679.     nrintframes(4);
  4680.     intforloop(on);
  4681.  
  4682.     connections(GenIdle);
  4683. }
  4684.  
  4685.  
  4686. /////////////////////////////////////
  4687. ///////        B A R M A N        /////////
  4688. /////////////////////////////////////
  4689.  
  4690. action(BarmanStaggers)        
  4691. {
  4692.         file("pc\actors\barman\xxx\BMEvlBob.ske",100,off);
  4693.         trigger(_allDIR);
  4694.         break(off);
  4695.         nrintframes(12);
  4696.         intforloop(on);
  4697.         connections(CopRun);
  4698. }
  4699.  
  4700.  
  4701.  
  4702. action(CopReactionToAttack)
  4703. {
  4704.         file("pc\actors\Chot\xxx\Mshockd1.ske",50,off);
  4705.         file("pc\actors\Chot\xxx\Mshockd2.ske",100,off);
  4706. //        file("pc\actors\Chot\xxx\Mshockd3.ske",100,off);
  4707.         trigger(_allDIR);
  4708.         //AIClass(_AIClassCopSkeleton);
  4709.         break(off);
  4710.         nrintframes(0);
  4711.         connections(GenIdle);
  4712. }
  4713.  
  4714.  
  4715. action(VictimIdle)
  4716. {
  4717.  
  4718.         file("pc\actors\Dwellr1\xxx\DwMidl1.ske",100,on);        //Breathing
  4719.  
  4720.         trigger(_allDIR);
  4721.         break(on);
  4722.         nrintframes(8);
  4723.         intforloop(on);
  4724.         connections(VictimIdle);
  4725. }
  4726.  
  4727.  
  4728. /*
  4729. /////
  4730.  
  4731.  
  4732. action(CopThreatening)
  4733. {
  4734.         file("pc\actors\Chot\xxx\mspan14p.ske",100,on);
  4735.         trigger(_allDIR);
  4736.         break(on);
  4737.         nrintframes(4);
  4738.         gravity(off);
  4739.         connections(CopThreatening,CopIdle);
  4740. }
  4741.  
  4742. action(CopCircleRun)        //When on fire??? Old version. Running around
  4743. {
  4744.         file("pc\actors\Chot\xxx\mspan8p.ske",100,on);
  4745.         trigger(_DIRforward);
  4746.         break(on);
  4747.         nrintframes(4);
  4748.         gravity(off);
  4749.         connections(CopCircleRun,CopCartoonRun);
  4750. }
  4751. action(CopCartoonRun)        //Fleeing, when terrified
  4752. {
  4753.         file("pc\actors\Chot\xxx\mspan7p.ske",100,on);
  4754.         trigger(_DIRforward);
  4755.         break(on);
  4756.         nrintframes(4);
  4757.         gravity(off);
  4758.         connections(CopCartoonRun,CopIdle);
  4759. }
  4760.  
  4761. //******************************************* When on his nees
  4762. action(CopCrouchFireBig)    //heavy recoil
  4763. {
  4764.         file("pc\actors\Chot\xxx\mfire7.ske",100,off);
  4765.         trigger(_allDIR);
  4766.         break(off);
  4767.         nrintframes(4);
  4768.         gravity(off);
  4769.         connections(CopCrouchHold,CopIdle);
  4770. }
  4771. action(CopCrouchFire)        //light recoil
  4772. {
  4773.         file("pc\actors\Chot\xxx\mfire6p.ske",100,on);
  4774.         trigger(_allDIR);
  4775.         break(on);
  4776.         nrintframes(4);
  4777.         gravity(off);
  4778.         connections(CopCrouchFire,CopCrouchHold);
  4779. }
  4780.  
  4781. action(CopCrouchWalk)        //walking slowly when on knees. Dont use
  4782. {
  4783.         file("pc\actors\Chot\xxx\mcrchwkp.ske",100,on);
  4784.         trigger(_DIRforward|_DIRwalking);
  4785.         break(on);
  4786.         nrintframes(4);
  4787.         gravity(off);
  4788.         connections(CopCrouchWalk,CopCrouchHold);
  4789. }
  4790.  
  4791. action(CopCrouchToStand)    //Go to standing up-mode
  4792. {
  4793.         file("pc\actors\Chot\xxx\crchend.ske",100,off);
  4794.         trigger(_allDIR);
  4795.         break(off);
  4796.         nrintframes(4);
  4797.         gravity(off);
  4798.         connections(CopIdle);
  4799. }
  4800. action(CopCrouchHold)        //Like idle
  4801. {
  4802.         file("pc\actors\Chot\xxx\crchhold.ske",100,off);
  4803.         trigger(_allDIR);
  4804.         break(on);
  4805.         nrintframes(4);
  4806.         gravity(off);
  4807.         connections(CopCrouchHold,CopCrouchToStand,CopCrouchWalk,CopCrouchFire,CopCrouchFireBig,CopIdle);
  4808. }
  4809. action(CopCrouch)            //coming from standing-up mode
  4810. {
  4811.         file("pc\actors\Chot\xxx\crchstrt.ske",100,off);
  4812.         trigger(_allDIR);
  4813.         break(off);
  4814.         nrintframes(4);
  4815.         gravity(off);
  4816.         connections(CopCrouchHold,CopIdle);
  4817. }
  4818.  
  4819.  
  4820.  
  4821. //******************* Others
  4822.  
  4823. action(CopShootEndCock)        //Reloading weapon
  4824. {
  4825.         file("pc\actors\Chot\xxx\Mneidl4p.xxx",100,off);
  4826.         trigger(_allDIR);
  4827.         break(on);
  4828.         nrintframes(4);
  4829.         intforloop(on);
  4830.         connections(CopShootEndCock,CopIdle);
  4831. }
  4832.  
  4833.  
  4834.  
  4835. action(CopShootEnd)
  4836. {
  4837.         file("pc\actors\chot\xxx\mfir2ndp.xxx",100,off);
  4838.         trigger(_allDIR);
  4839.         break(off);
  4840.         nrintframes(4);
  4841.         intforloop(on);
  4842.         connections(CopIdle);
  4843. }
  4844.  
  4845. action(CopShootStop)
  4846. {
  4847.         file("pc\actors\chot\xxx\mfir2stp.xxx",100,off);
  4848.         trigger(_allDIR);
  4849.         break(on);
  4850.         nrintframes(4);
  4851.         intforloop(on);
  4852.         connections(CopIdle);
  4853. }
  4854.  
  4855.  
  4856. action(CopTurn)
  4857. {
  4858.         file("pc\actors\Chot\xxx\Mwkinpl.ske",100,on);
  4859.         trigger(_DIRleft|_DIRright);
  4860.         break(on);
  4861.         nrintframes(4);
  4862.         connections(CopTurn,CopRun,CopJump,Copwalk,Copidle);
  4863. }
  4864.  
  4865. action(CopJumpLandRun)
  4866. {
  4867.         file("pc\actors\chot\xxx\Mjmp4RLg.ske",100,off);
  4868.         nrintframes(4);
  4869.         trigger(_allDIR);
  4870.         break(off);
  4871.         connections(CopIdle);
  4872. }
  4873.  
  4874. action(CopJumpLandHard)
  4875. {
  4876.         file("pc\actors\chot\xxx\Mjmp4Mg.ske",100,off);
  4877.         nrintframes(4);
  4878.         trigger(_allDIR);
  4879.         break(off);
  4880.         connections(CopIdle);
  4881. }
  4882. action(CopJumpLandLight)
  4883. {
  4884.         file("pc\actors\chot\xxx\Mjmp4Lg.ske",100,off);
  4885.         nrintframes(4);
  4886.         trigger(_allDIR);
  4887.         break(off);
  4888.         connections(CopIdle);
  4889. }
  4890.  
  4891.  
  4892.  
  4893. action(CopRunBackJump)
  4894. {
  4895.         file("pc\actors\Chot\xxx\Mjmpbkp.xxx",100,off);
  4896.         trigger(_DIRjump);
  4897.         nrintframes(4);
  4898.         break(off);
  4899.         connections(CopRunback,CopIdle);
  4900. }
  4901.  
  4902.  
  4903. action(CopPushBack)
  4904. {
  4905.         file("pc\actors\Chot\xxx\Mpshbk6p.xxx",100,off);
  4906.         trigger(_DIRjump);
  4907.         nrintframes(4);
  4908.         connections(Copidle);
  4909. }
  4910.  
  4911. action(CopAboutFace)
  4912. {
  4913.         file("pc\actors\copm\xxx\mspnp.xxx",100,off);
  4914.         trigger(_allDIR);
  4915.         nrintframes(4);
  4916.         break(off);
  4917.         connections(Copidle);
  4918. }
  4919. action(CopWoundLight)
  4920. {
  4921.         file("pc\actors\Chot\xxx\FstWnd1.ske",50,off);
  4922.         file("pc\actors\Chot\xxx\FstWnd2.ske",100,off);
  4923.         //file("pc\actors\Chot\xxx\FstWnd3.ske",100,off);
  4924.         trigger(_DIRactorbulletcol);
  4925.         break(off);
  4926.         gravity(on);
  4927.         collision(on);
  4928.         move(0,0.2,0);
  4929.         nrintframes(4);
  4930.         connections(CopIdle);
  4931. }
  4932. action(CopWound1)
  4933. {
  4934.         file("pc\actors\chot\xxx\Mthrwfg2.ske",100,off);
  4935.         trigger(_DIRactorbulletcol);
  4936.         break(off);
  4937.         gravity(on);
  4938.         collision(on);
  4939.         move(0,0.2,0);
  4940.         nrintframes(4);
  4941.         connections(CopIdle);
  4942. }
  4943. action(CopWound2)
  4944. {
  4945.         file("pc\actors\chot\xxx\mwundg2.ske",100,off);
  4946.         trigger(_DIRactorbulletcol);
  4947.         gravity(on);
  4948.         collision(on);
  4949.         break(off);
  4950.         gravity(on);
  4951.         collision(on);
  4952.         connections(CopIdle);
  4953. }
  4954. action(CopWound2b)    //unused
  4955. {
  4956.         //file("pc\actors\copm\xxx\Mstun2p.xxx",100,off);
  4957.         file("pc\actors\copm\xxx\mdedf.xxx",100,off);
  4958.         trigger(_DIRall);
  4959.         break(on);
  4960.         connections(CopIdle);
  4961. }
  4962.  
  4963.  
  4964.  
  4965. */
  4966.