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Text File  |  1999-11-29  |  60KB  |  2,362 lines

  1. /*
  2.     Characters that have special grenade types or start with grenades:
  3.  
  4.     Medium Cop          - 3 second fuse grenade
  5.     Heavy Cop           - Stickum Grenade
  6.     Riot Cop            - Concussion Grenade
  7.     Domina              - Anal Intruder Grenade
  8.     Gun Commander       - Anal Intruder Grenade
  9.     Chots w/trenchcosts - Jumping Betty
  10.     Armoured Behemoth   - explode on impact grenade
  11.  
  12.     NOTE: any character not listed above, upon picking up a grenade ammo box will be given 3 second fuse grenades *only*
  13. */
  14.  
  15.  
  16. ActorHeader(bobHeader)
  17. {
  18.         file("pc\actors\bob\mod\test\bob.dcr");
  19. //        file("pc\actors\bob\mod\dcrfinal\new\bob.dcr");
  20.         gravity( -2, -20 );
  21.         control(_playeronecon);
  22.         follow(on);
  23.         footbones(20,24);
  24.         HeadBone(4);
  25.         type(_ActorAnimObj);
  26.         class(_CLASSangel);
  27.         ColSphereSize(40);        //If changing, change the #define for BobSphereSize
  28.         ColSphereOffset(10);
  29.         ColFeetSphereSize(30);
  30.         ColFeetSphereOffset(0);
  31.         Health(6000);                    //xxx, was 3000, was 4000 resistant little bugger in't he!
  32.         ColMask(_COLAll)
  33.         ColValues(100,100,100,100,100,100,100,100)
  34.         InventoryType(_AmmoNoAmmo);
  35.         InventoryLimit(_LimitNoAmmo);
  36.         PickupLimit(_PickupLimitNoAmmo);
  37.         Inventory(_InitialNoAmmo);
  38.  
  39.         AIclass(_AIclassangel|_AIclassmale);
  40.         AIfriendmask(_AIclassangel|_AIclassanimal);
  41.         AIfov(800);
  42.         AIhearing(100);
  43.         AIsight(1000,0);
  44.         AIstrenght(0);
  45. }
  46.  
  47. ActorHeader(EvilBobHeader)
  48. {
  49.         file("pc\actors\EvilBob\Mod\DCRFinal\new\EvilBob.dcr");
  50.         gravity( -2, -20 );
  51.         footbones(20,24);
  52.         HeadBone(4);
  53.         type(_ActorAnimObj);
  54.         class(_CLASSangel);
  55.         ColSphereSize(40);        //If changing, change the #define for BobSphereSize
  56.         ColSphereOffset(10);
  57.         ColFeetSphereSize(30);
  58.         ColFeetSphereOffset(0);
  59.         Health(6000);                    //xxx, was 3000, was 4000 resistant little bugger in't he!
  60.         ColMask(_COLAll)
  61.         ColValues(100,100,100,100,100,100,100,100)
  62.         InventoryType(_AmmoNoAmmo);
  63.         InventoryLimit(_LimitNoAmmo);
  64.         PickupLimit(_PickupLimitNoAmmo);
  65.         Inventory(_InitialNoAmmo);
  66.  
  67.         AIclass(_AIclassangel|_AIclassmale);
  68.         AIfriendmask(_AIclassangel|_AIclassSatan|_AIclassanimal);
  69.         AIfov(800);
  70.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  71.         AIhearing(100);
  72.         AIsight(3000,0);
  73.         AIstrenght(0);
  74. }
  75.  
  76. ActorHeader(BarmanHeader)
  77. {
  78.         file("pc\actors\barman\mod\dcrfinal\new\barman.dcr");
  79.         gravity(Char_fall_rate,Char_max_fall);
  80.         footbones(18,22);
  81.         HeadBone(4);
  82.         type(_ActorAnimObj);
  83.         class(_ClassCop);
  84.         ColSphereSize(115);
  85.         ColFeetSphereSize(65);
  86.         ColFeetSphereOffset(-44);
  87.         PossesionAngle(150);
  88.         PossesionSphereSize(40);
  89.         PossesionSphereOffset(80);
  90.  
  91.         Health(2500)
  92.         ColMask(_COLAll)
  93.         ColValues(100,100,100,100,100,100,100,100)
  94.  
  95.         InventoryType(_AmmoGrenade);
  96.         InventoryLimit(_LimitGrenade);
  97.         PickupLimit(_PickupLimitGrenade);
  98.         inventory(_InitialNoAmmo);
  99.  
  100.         AIclass(_AIclassbarpeople|_AIclassmale);
  101.         AIfriendmask(_AIclassfriendly);
  102.         AIfov(800);
  103.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  104.         AIhearing(100);
  105.         AIsight(3000,0);
  106.         AIstrenght(10);
  107. }
  108.  
  109.  
  110. ActorHeader(PriestHeader)
  111. {
  112.         file("pc\actors\priest\dcr\priest02.dcr");
  113.         gravity(Char_fall_rate,Char_max_fall);
  114.         footbones(18,22);
  115.         HeadBone(4);
  116.         type(_ActorAnimObj);
  117.         class(_CLASScop);
  118.         ColSphereSize(100);
  119.         ColSphereOffset(-18);
  120.         ColFeetSphereSize(60);
  121.         ColFeetSphereOffset(-58);
  122.         PossesionAngle(150);
  123.         PossesionSphereSize(80);
  124.         PossesionSphereOffset(60);
  125.         Health(5000)
  126.         ColMask(_COLAll)
  127.         ColValues(100,100,100,100,100,100,100,100)
  128.  
  129.         InventoryType(_AmmoGrenade);
  130.         InventoryLimit(_LimitGrenade);
  131.         PickupLimit(_PickupLimitGrenade);
  132.         inventory(_InitialNoAmmo);
  133.  
  134.         AIclass(_AIclasspriest|_AIclassmale);
  135.         AIfriendmask(_AIclassfriendly);
  136.         AIfov(800);
  137.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  138.         AIhearing(100);
  139.         AIsight(3000,0);
  140.         AIstrenght(20);
  141. }
  142.  
  143.  
  144. ActorHeader(ScientistHeader)
  145. {
  146.         //file("pc\actors\scientst\dcr\scient03.dcr");
  147.         file("pc\actors\scientst\mod\DCRfinal\scientist.dcr");
  148.         gravity(Char_fall_rate,Char_max_fall);
  149.         footbones(18,22);
  150.         HeadBone(4);
  151.         type(_ActorAnimObj);
  152.         class(_CLASScop);
  153.         ColSphereSize(100);
  154.         ColSphereOffset(-18);
  155.         ColFeetSphereSize(60);
  156.         ColFeetSphereOffset(-58);
  157.         PossesionAngle(150);
  158.         PossesionSphereSize(80);
  159.         PossesionSphereOffset(60);
  160.         Health(5000)
  161.         ColMask(_COLAll)
  162.         ColValues(100,100,100,100,100,100,100,100)
  163.  
  164.         InventoryType(_AmmoGrenade);
  165.         InventoryLimit(_LimitGrenade);
  166.         PickupLimit(_PickupLimitGrenade);
  167.         inventory(_InitialNoAmmo);
  168.  
  169.         AIclass(_AIclassscientist|_AIclassmale);
  170.         AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassdweller|_AIclassprost|_AIclassanimal);
  171.         AIfov(800);
  172.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  173.         AIhearing(100);
  174.         AIsight(3000,0);
  175.         AIstrenght(20);
  176. }
  177.  
  178. ActorHeader(VictimFeMaleHeader)
  179. {
  180.         file("pc\actors\victimfemale\mod\DCRfinal\vicfemale.dcr");
  181.         gravity(Char_fall_rate,Char_max_fall);
  182.         footbones(18,22);
  183.         HeadBone(4);
  184.         type(_ActorAnimObj);
  185.         class(_CLASScop);
  186.         ColSphereSize(100);
  187.         ColSphereOffset(-18);
  188.         ColFeetSphereSize(60);
  189.         ColFeetSphereOffset(-40);
  190.         PossesionAngle(150);
  191.         PossesionSphereSize(80);
  192.         PossesionSphereOffset(60);
  193.         Health(100);
  194.         ColMask(_COLAll)
  195.         ColValues(100,100,100,100,100,100,100,100)
  196.  
  197.         InventoryType(_AmmoGrenade);
  198.         InventoryLimit(_LimitGrenade);
  199.         PickupLimit(_PickupLimitGrenade);
  200.         Inventory(_InitialNoAmmo)
  201.  
  202.         AIclass(_AIclasspimp|_AIclassmale);
  203.         AIfriendmask(_AIclassfriendly);
  204.         AIfov(800);
  205.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  206.         AIhearing(1);
  207.         AIsight(10,0);
  208.         AIstrenght(20);
  209. }
  210.  
  211.  
  212.  
  213. ActorHeader(VictimMaleHeader)
  214. {
  215.         file("pc\actors\victimmale\mod\DCRfinal\vicmale.dcr");
  216.         gravity(Char_fall_rate,Char_max_fall);
  217.         footbones(18,22);
  218.         HeadBone(4);
  219.         type(_ActorAnimObj);
  220.         class(_CLASScop);
  221.         ColSphereSize(100);
  222.         ColSphereOffset(-18);
  223.         ColFeetSphereSize(60);
  224.         ColFeetSphereOffset(-58);
  225.         PossesionAngle(150);
  226.         PossesionSphereSize(80);
  227.         PossesionSphereOffset(60);
  228.         Health(100)
  229.         ColMask(_COLAll)
  230.         ColValues(100,100,100,100,100,100,100,100)
  231.  
  232.         InventoryType(_AmmoGrenade);
  233.         InventoryLimit(_LimitGrenade);
  234.         PickupLimit(_PickupLimitGrenade);
  235.         Inventory(_InitialNoAmmo)
  236.  
  237.         AIclass(_AIclasspimp|_AIclassmale);
  238.         AIfriendmask(_AIclassfriendly);
  239.         AIfov(800);
  240.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  241.         AIhearing(1);
  242.         AIsight(1,0);
  243.         AIstrenght(20);
  244. }
  245.  
  246.  
  247. ActorHeader(LightCopHeader)
  248. {
  249.         file("pc\actors\copl\mod\dcrfinal\test\coplight.dcr");
  250.         //file("pc\actors\copl\dcr\focus\coplight.dcr");
  251.         //file("pc\actors\copl\dcr\new\nlcop09.dcr");
  252.         gravity(Char_fall_rate,Char_max_fall);
  253.         footbones(18,22);
  254.         HeadBone(4);
  255.         type(_ActorAnimObj);
  256.         class(_CLASScop);
  257.         ColSphereSize(100);
  258.         ColSphereOffset(-18);
  259.         ColFeetSphereSize(60);
  260.         ColFeetSphereOffset(-58);
  261.         PossesionAngle(150);
  262.         PossesionSphereSize(80);
  263.         PossesionSphereOffset(60);
  264.         Health(5000)
  265.         ColMask(_COLAll)
  266.         ColValues(100,100,100,100,100,100,100,100)
  267.  
  268.         InventoryType(_AmmoGrenade);
  269.         InventoryLimit(_LimitGrenade);
  270.         PickupLimit(_PickupLimitGrenade);
  271.         Inventory(_InitialNoAmmo)
  272.  
  273.         AIclass(_AIclasscop|_AIclassmale);
  274.         AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassprost|_AIclassdweller|_AIclassanimal|_AIclassabeast|_AIclassbarpeople);
  275.         AIfov(800);
  276.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  277.         AIhearing(100);
  278.         AIsight(3000,0);
  279.         AIstrenght(50);
  280. }
  281.  
  282. ActorHeader(CopLSitHeader)
  283. {
  284.         file("pc\actors\copl\mod\dcrfinal\test\coplight.dcr");
  285.         //file("pc\actors\copl\dcr\focus\coplight.dcr");
  286.         //file("pc\actors\copl\dcr\new\nlcop09.dcr");
  287.         gravity(Char_fall_rate,Char_max_fall);
  288.         footbones(18,22);
  289.         HeadBone(4);
  290.         type(_ActorAnimObj);
  291.         class(_CLASScop);
  292.         ColSphereSize(55);
  293.         ColSphereOffset(-18);
  294.         ColFeetSphereSize(60);
  295.         ColFeetSphereOffset(-13);
  296.         PossesionAngle(150);
  297.         PossesionSphereSize(80);
  298.         PossesionSphereOffset(60);
  299.         Health(5000)
  300.         ColMask(_COLAll)
  301.         ColValues(100,100,100,100,100,100,100,100)
  302.  
  303.         InventoryType(_AmmoGrenade);
  304.         InventoryLimit(_LimitGrenade);
  305.         PickupLimit(_PickupLimitGrenade);
  306.         Inventory(_InitialNoAmmo)
  307.  
  308.         AIclass(_AIclasscop|_AIclassmale);
  309.         AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassprost|_AIclassdweller|_AIclassanimal|_AIclassabeast|_AIclassbarpeople);
  310.         AIfov(800);
  311.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  312.         AIhearing(100);
  313.         AIsight(3000,0);
  314.         AIstrenght(50);
  315. }
  316.  
  317. ActorHeader(MedicHeader)
  318. {
  319.         file("pc\actors\medic\mod\dcrfinal\medic.dcr");
  320.         gravity(Char_fall_rate,Char_max_fall);
  321.         footbones(18,22);
  322.         HeadBone(4);
  323.         type(_ActorAnimObj);
  324.         class(_ClassMedic);
  325.         ColSphereSize(100);
  326.         ColSphereOffset(-18);
  327.         ColFeetSphereSize(60);
  328.         ColFeetSphereOffset(-58);
  329.         PossesionAngle(150);
  330.         PossesionSphereSize(80);
  331.         PossesionSphereOffset(60);
  332.         Health(5000)
  333.         ColMask(_COLAll)
  334.         ColValues(100,100,100,100,100,100,100,100)
  335.  
  336.         InventoryType(_AmmoGrenade);
  337.         InventoryLimit(_LimitGrenade);
  338.         PickupLimit(_PickupLimitGrenade);
  339.         inventory(_InitialNoAmmo);
  340.  
  341.         AIclass(_AIclassscientist|_AIclassmale);
  342.         AIfriendmask(_AIclassfriendly);
  343.         AIfov(800);
  344.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  345.         AIhearing(100);
  346.         AIsight(3000,0);
  347.         AIstrenght(20);
  348. }
  349.  
  350. ActorHeader(HeavyCopHeader)
  351. {
  352.         //file("pc\actors\copm\dcr\focus\copmed.dcr");
  353.         //file("pc\actors\coph\dcr\new\nhcop06.dcr");
  354.         file("pc\actors\coph\mod\dcrfinal\coph.dcr");
  355.         gravity(Char_fall_rate,Char_max_fall);
  356.         footbones(18,22);
  357.         HeadBone(4);
  358.         type(_ActorAnimObj);
  359.         class(_CLASScop);
  360.         ColSphereSize(100);
  361.         ColSphereOffset(-18);
  362.         ColFeetSphereSize(60);
  363.         ColFeetSphereOffset(-58);
  364.         PossesionAngle(150);
  365.         PossesionSphereSize(80);
  366.         PossesionSphereOffset(60);
  367.         Health(7000)
  368.         ColMask(_COLAll)
  369.         ColValues(100,100,100,100,100,100,100,100)
  370.  
  371.         InventoryType(_AmmoGrenadeStickEm);
  372.         InventoryLimit(_LimitGrenade);
  373.         PickupLimit(_PickupLimitGrenade);
  374.         Inventory(8)
  375.  
  376.         AIclass(_AIclasscop|_AIclassmale);
  377.         AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassprost|_AIclassdweller|_AIclassanimal|_AIclassabeast|_AIclassbarpeople);
  378.         AIfov(800);
  379.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  380.         AIhearing(100);
  381.         AIsight(3000,0);
  382.         AIstrenght(70);
  383. }
  384.  
  385. ActorHeader(MedCopHeader)
  386. {
  387.         file("pc\actors\copm\mod\dcrfinal\copmed.dcr");
  388.         //file("pc\actors\copm\dcr\focus\copmed.dcr");
  389.         //file("pc\actors\copm\dcr\new\nmcop13.dcr");
  390.         gravity(Char_fall_rate,Char_max_fall);
  391.         footbones(18,22);
  392.         HeadBone(4);
  393.         type(_ActorAnimObj);
  394.         class(_CLASScop);
  395.         ColSphereSize(100);
  396.         ColSphereOffset(-18);
  397.         ColFeetSphereSize(60);
  398.         ColFeetSphereOffset(-58);
  399.         PossesionAngle(150);
  400.         PossesionSphereSize(80);
  401.         PossesionSphereOffset(60);
  402.         Health(6000)
  403.         ColMask(_COLAll)
  404.         ColValues(100,100,100,100,100,100,100,100)
  405.  
  406.         InventoryType(_AmmoGrenade);
  407.         InventoryLimit(_LimitGrenade);
  408.         PickupLimit(_PickupLimitGrenade);
  409.         Inventory(4)
  410.  
  411.         AIclass(_AIclasscop|_AIclassmale);
  412.         AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassprost|_AIclassdweller|_AIclassanimal|_AIclassabeast|_AIclassbarpeople);
  413.         AIfov(800);
  414.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  415.         AIhearing(100);
  416.         AIsight(3000,0);
  417.         AIstrenght(60);
  418. }
  419.  
  420. ActorHeader(RadiationWorkerHeader)
  421. {
  422.         //file("pc\actors\nuketek\dcr\nuktek01.dcr");
  423.         //file("pc\actors\nuketek\dcr\nektek.dcr");
  424.  
  425.         file("pc\actors\nuketek\mod\dcred\nuketek.dcr");
  426.         gravity(Char_fall_rate,Char_max_fall);
  427.         footbones(18,22);
  428.         HeadBone(4);
  429.         type(_ActorAnimObj);
  430.         class(_ClassGeneric);
  431.         ColSphereSize(105);
  432.         ColSphereOffset(-13);
  433.         ColFeetSphereSize(60);
  434.         ColFeetSphereOffset(-58);
  435.         PossesionAngle(150);
  436.         PossesionSphereSize(80);
  437.         PossesionSphereOffset(60);
  438.         Health(5000)
  439.         ColMask(_COLAll)
  440.         ColValues(100,100,100,100,100,100,100,100)
  441.  
  442.         InventoryType(_AmmoGrenade);
  443.         InventoryLimit(_LimitGrenade);
  444.         PickupLimit(_PickupLimitGrenade);
  445.         inventory(_InitialNoAmmo);
  446.  
  447.         AIclass(_AIclassscientist|_AIclassmale);
  448.         AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassprost|_AIclassdweller|_AIclassanimal|_AIclassabeast);
  449.         AIfov(800);
  450.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  451.         AIhearing(100);
  452.         AIsight(3000,0);
  453.         AIstrenght(20);
  454. }
  455.  
  456. ActorHeader(WorkerHeader)
  457. {
  458.         file("pc\actors\welder\mod\dcrfinal\new\welder.dcr");
  459.         //file("pc\actors\welder\dcr\welder03.dcr");
  460.         gravity(Char_fall_rate,Char_max_fall);
  461.         footbones(18,22);
  462.         HeadBone(4);
  463.         type(_ActorAnimObj);
  464.         class(_CLASScop);
  465.         ColSphereSize(105);
  466.         ColSphereOffset(-13);
  467.         ColFeetSphereSize(60);
  468.         ColFeetSphereOffset(-58);
  469.         PossesionAngle(150);
  470.         PossesionSphereSize(80);
  471.         PossesionSphereOffset(60);
  472.         Health(5000)
  473.         ColMask(_COLAll)
  474.         ColValues(100,100,100,100,100,100,100,100)
  475.  
  476.         InventoryType(_AmmoGrenade);
  477.         InventoryLimit(_LimitGrenade);
  478.         PickupLimit(_PickupLimitGrenade);
  479.         inventory(_InitialNoAmmo);
  480.  
  481.         AIclass(_AIclassworker|_AIclassmale);
  482.         AIfriendmask(_AIclasscop|_AIclassworker|_AIclassbarpeople|_AIclassdroid|_AIclassscientist|_AIclassprost|_AIclassdweller|_AIclassanimal|_AIclassabeast);
  483.         AIfov(800);
  484.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  485.         AIhearing(100);
  486.         AIsight(3000,0);
  487.         AIstrenght(20);
  488. }
  489.  
  490. ActorHeader(WorkerKneelHeader)
  491. {
  492.         file("pc\actors\welder\mod\dcrfinal\new\welder.dcr");
  493.         //file("pc\actors\welder\dcr\welder03.dcr");
  494.         gravity(Char_fall_rate,Char_max_fall);
  495.         footbones(18,22);
  496.         HeadBone(4);
  497.         type(_ActorAnimObj);
  498.         class(_CLASScop);
  499.         ColSphereSize(105);
  500.         ColSphereOffset(-13);
  501.         ColFeetSphereSize(60);
  502.         ColFeetSphereOffset(-58);
  503.         PossesionAngle(150);
  504.         PossesionSphereSize(80);
  505.         PossesionSphereOffset(60);
  506.         Health(1000)
  507.         ColMask(_COLAll)
  508.         ColValues(100,100,100,100,100,100,100,100)
  509.  
  510.         InventoryType(_AmmoGrenade);
  511.         InventoryLimit(_LimitGrenade);
  512.         PickupLimit(_PickupLimitGrenade);
  513.         inventory(_InitialNoAmmo);
  514.  
  515.         AIclass(_AIclassworker|_AIclassmale);
  516.         AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassprost|_AIclassdweller|_AIclassanimal|_AIclassabeast);
  517.         AIfov(800);
  518.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  519.         AIhearing(100);
  520.         AIsight(3000,0);
  521.         AIstrenght(20);
  522. }
  523.  
  524. ActorHeader(WelderHeader)
  525. {
  526.         file("pc\actors\welder\dcr\focus\gabriel.dcr");
  527.         gravity(Char_fall_rate,Char_max_fall);
  528.         footbones(18,22);
  529.         HeadBone(4);
  530.         type(_ActorAnimObj);
  531.         class(_CLASScop);
  532.         ColSphereSize(105);
  533.         ColSphereOffset(-13);
  534.         ColFeetSphereSize(60);
  535.         ColFeetSphereOffset(-58);
  536.         PossesionAngle(150);
  537.         PossesionSphereSize(80);
  538.         PossesionSphereOffset(60);
  539.         Health(5000)
  540.         ColMask(_COLAll)
  541.         ColValues(100,100,100,100,100,100,100,100)
  542.  
  543.         InventoryType(_AmmoGrenade);
  544.         InventoryLimit(_LimitGrenade);
  545.         PickupLimit(_PickupLimitGrenade);
  546.         inventory(_InitialNoAmmo);
  547.  
  548.         AIclass(_AIclassworker|_AIclassmale);
  549.         AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassprost|_AIclassdweller|_AIclassanimal|_AIclassabeast);
  550.         AIfov(800);
  551.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  552.         AIhearing(100);
  553.         AIsight(3000,0);
  554.         AIstrenght(20);
  555. }
  556.  
  557. ActorHeader(ChotHeader)
  558. {
  559.         file("pc\actors\chot\mod\dcrfinal\chot1.dcr");
  560.         //file("pc\actors\chot\dcr\new\nwchot1d.dcr");
  561.         gravity(Char_fall_rate,Char_max_fall);
  562.         footbones(18,22);
  563.         HeadBone(4);
  564.         type(_ActorAnimObj);
  565.         class(_ClassGeneric);
  566.         ColSphereSize(100);
  567.         ColSphereOffset(-18);
  568.         ColFeetSphereSize(60);
  569.         ColFeetSphereOffset(-58);
  570.         PossesionAngle(150);
  571.         PossesionSphereSize(80);
  572.         PossesionSphereOffset(60);
  573.         Health(5000)
  574.         ColMask(_COLAll)
  575.         ColValues(100,100,100,100,100,100,100,100)
  576.  
  577.         InventoryType(_AmmoGrenade);
  578.         InventoryLimit(_LimitGrenade);
  579.         PickupLimit(_PickupLimitGrenade);
  580.         inventory(_InitialNoAmmo);
  581.  
  582.         AIclass(_AIclasschot|_AIclassmale);
  583.         AIfriendmask(_AIclasschot|_AIclassanimal);
  584.         AIfov(800);
  585.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  586.         AIhearing(100);
  587.         AIsight(3000,0);
  588.         AIstrenght(50);
  589. }
  590.  
  591.  
  592. ActorHeader(ChotSPHeader)  // chot with suspenders
  593. {
  594.         //file("pc\actors\chot2sp\dcr\chot2sp.dcr");
  595.         file("pc\actors\chot3CT\mod\dcr\new2\chot3.dcr");
  596.         gravity(Char_fall_rate,Char_max_fall);
  597.         footbones(18,22);
  598.         HeadBone(4);
  599.         type(_ActorAnimObj);
  600.         class(_ClassGeneric);
  601.         ColSphereSize(100);
  602.         ColSphereOffset(-18);
  603.         ColFeetSphereSize(60);
  604.         ColFeetSphereOffset(-58);
  605.         PossesionAngle(150);
  606.         PossesionSphereSize(80);
  607.         PossesionSphereOffset(60);
  608.         Health(5000)
  609.         ColMask(_COLAll)
  610.         ColValues(100,100,100,100,100,100,100,100)
  611.  
  612.         InventoryType(_AmmoGrenade);
  613.         InventoryLimit(_LimitGrenade);
  614.         PickupLimit(_PickupLimitGrenade);
  615.         inventory(_InitialNoAmmo);
  616.  
  617.         AIclass(_AIclasschot|_AIclassmale);
  618.         AIfriendmask(_AIclasschot|_AIclassanimal);
  619.         AIfov(800);
  620.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  621.         AIhearing(100);
  622.         AIsight(3000,0);
  623.         AIstrenght(50);
  624. }
  625.  
  626.  
  627. ActorHeader(ChotCTHeader)  // chot closed trench
  628. {
  629.         //file("pc\actors\chot\dcr\new\nwchot1d.dcr");
  630.         //file("pc\actors\chot3CT\dcr\chotCT.dcr");
  631.  
  632.         file("pc\actors\chot3CT\mod\dcr\new2\chot3.dcr");
  633.         gravity(Char_fall_rate,Char_max_fall);
  634.         footbones(18,22);
  635.         HeadBone(4);
  636.         type(_ActorAnimObj);
  637.         class(_ClassGeneric);
  638.         ColSphereSize(100);
  639.         ColSphereOffset(-18);
  640.         ColFeetSphereSize(60);
  641.         ColFeetSphereOffset(-58);
  642.         PossesionAngle(150);
  643.         PossesionSphereSize(80);
  644.         PossesionSphereOffset(60);
  645.         Health(5000)
  646.         ColMask(_COLAll)
  647.         ColValues(100,100,100,100,100,100,100,100)
  648.  
  649.         InventoryType(_AmmoGrenade);
  650.         InventoryLimit(_LimitGrenade);
  651.         PickupLimit(_PickupLimitGrenade);
  652.         inventory(_InitialNoAmmo);
  653.  
  654.         AIclass(_AIclasschot|_AIclassmale);
  655.         AIfriendmask(_AIclasschot|_AIclassanimal);
  656.         AIfov(800);
  657.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  658.         AIhearing(100);
  659.         AIsight(3000,0);
  660.         AIstrenght(50);
  661. }
  662.  
  663. ActorHeader(ChotMOTHeader) // mask, open trench
  664. {
  665.         //file("pc\actors\chot5ms\dcr\chot5ms.dcr");
  666.         //file("pc\actors\chot4ot\dcr\new\chotOT02.dcr");
  667.         file("pc\actors\chot5\mod\dcrfinal\new\chot5.dcr");
  668.         gravity(Char_fall_rate,Char_max_fall);
  669.         footbones(18,22);
  670.         HeadBone(4);
  671.         type(_ActorAnimObj);
  672.         class(_ClassGeneric);
  673.         ColSphereSize(100);
  674.         ColSphereOffset(-18);
  675.         ColFeetSphereSize(60);
  676.         ColFeetSphereOffset(-58);
  677.         PossesionAngle(150);
  678.         PossesionSphereSize(40);
  679.         PossesionSphereOffset(80);
  680.         Health(5000)
  681.         ColMask(_COLAll)
  682.         ColValues(100,100,100,100,100,100,100,100)
  683.  
  684.         InventoryType(_AmmoGrenadeBetty);
  685.         InventoryLimit(_LimitGrenade);
  686.         PickupLimit(_PickupLimitGrenade);
  687.         inventory(4);
  688.  
  689.         AIclass(_AIclasschot|_AIclassmale);
  690.         AIfriendmask(_AIclasschot|_AIclassanimal);
  691.         AIfov(800);
  692.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  693.         AIhearing(100);
  694.         AIsight(3000,0);
  695.         AIstrenght(50);
  696. }
  697.  
  698. ActorHeader(Dweller1Header)
  699. {
  700.         file("pc\actors\Dwellr1\mod\dcred\dweller1.dcr");
  701.         gravity(Char_fall_rate,Char_max_fall);
  702.         footbones(18,22);
  703.         HeadBone(4);
  704.         type(_ActorAnimObj);
  705.         class(_ClassGeneric);
  706.         ColSphereSize(100);
  707.         ColSphereOffset(-18);
  708.         ColFeetSphereSize(60);
  709.         ColFeetSphereOffset(-58);
  710.         PossesionAngle(150);
  711.         PossesionSphereSize(80);
  712.         PossesionSphereOffset(60);
  713.         Health(5000)
  714.         ColMask(_COLAll)
  715.         ColValues(100,100,100,100,100,100,100,100)
  716.  
  717.         InventoryType(_AmmoGrenade);
  718.         InventoryLimit(_LimitGrenade);
  719.         PickupLimit(_PickupLimitGrenade);
  720.         inventory(_InitialNoAmmo);
  721.  
  722.         AIclass(_AIclassdweller|_AIclassmale);
  723.         AIfriendmask(_AIclassfriendly);
  724.         AIfov(800);
  725.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  726.         AIhearing(100);
  727.         AIsight(3000,0);
  728.         AIstrenght(30);
  729. }
  730.  
  731. ActorHeader(Dweller1SitHeader)
  732. {
  733.         file("pc\actors\Dwellr1\mod\dcred\dweller1.dcr");
  734.         gravity(Char_fall_rate,Char_max_fall);
  735.         footbones(18,22);
  736.         HeadBone(4);
  737.         type(_ActorAnimObj);
  738.         class(_ClassGeneric);
  739.         ColSphereSize(55);
  740.         ColSphereOffset(-18);
  741.         ColFeetSphereSize(60);
  742.         ColFeetSphereOffset(-16);
  743.         PossesionAngle(150);
  744.         PossesionSphereSize(80);
  745.         PossesionSphereOffset(60);
  746.         Health(5000)
  747.         ColMask(_COLAll)
  748.         ColValues(100,100,100,100,100,100,100,100)
  749.  
  750.         InventoryType(_AmmoGrenade);
  751.         InventoryLimit(_LimitGrenade);
  752.         PickupLimit(_PickupLimitGrenade);
  753.         inventory(_InitialNoAmmo);
  754.  
  755.         AIclass(_AIclassdweller|_AIclassmale);
  756.         AIfriendmask(_AIclassfriendly);
  757.         AIfov(800);
  758.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  759.         AIhearing(100);
  760.         AIsight(3000,0);
  761.         AIstrenght(30);
  762. }
  763.  
  764. ActorHeader(Dweller2Header)
  765. {
  766.         file("pc\actors\Dwellr2\Mod\DCRFinal\Dwellr2.dcr");
  767.         gravity(Char_fall_rate,Char_max_fall);
  768.         footbones(18,22);
  769.         HeadBone(4);
  770.         type(_ActorAnimObj);
  771.         class(_ClassGeneric);
  772.         ColSphereSize(100);
  773.         ColSphereOffset(-18);
  774.         ColFeetSphereSize(60);
  775.         ColFeetSphereOffset(-58);
  776.         PossesionAngle(150);
  777.         PossesionSphereSize(80);
  778.         PossesionSphereOffset(60);
  779.         Health(5000)
  780.         ColMask(_COLAll)
  781.         ColValues(100,100,100,100,100,100,100,100)
  782.  
  783.         InventoryType(_AmmoGrenade);
  784.         InventoryLimit(_LimitGrenade);
  785.         PickupLimit(_PickupLimitGrenade);
  786.         Inventory(_InitialNoAmmo)
  787.  
  788.         AIclass(_AIclassdweller|_AIclassmale);
  789.         AIfriendmask(_AIclassfriendly);
  790.         AIfov(800);
  791.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  792.         AIhearing(100);
  793.         AIsight(3000,0);
  794.         AIstrenght(30);
  795. }
  796.  
  797. ActorHeader(Dweller2SitHeader)
  798. {
  799.         file("pc\actors\Dwellr2\Mod\DCRFinal\Dwellr2.dcr");
  800.         gravity(Char_fall_rate,Char_max_fall);
  801.         footbones(18,22);
  802.         HeadBone(4);
  803.         type(_ActorAnimObj);
  804.         class(_ClassGeneric);
  805.         ColSphereSize(55);
  806.         ColSphereOffset(-18);
  807.         ColFeetSphereSize(60);
  808.         ColFeetSphereOffset(-16);
  809.         PossesionAngle(150);
  810.         PossesionSphereSize(80);
  811.         PossesionSphereOffset(60);
  812.         Health(5000)
  813.         ColMask(_COLAll)
  814.         ColValues(100,100,100,100,100,100,100,100)
  815.  
  816.         InventoryType(_AmmoGrenade);
  817.         InventoryLimit(_LimitGrenade);
  818.         PickupLimit(_PickupLimitGrenade);
  819.         inventory(_InitialNoAmmo);
  820.  
  821.         AIclass(_AIclassdweller|_AIclassmale);
  822.         AIfriendmask(_AIclassfriendly);
  823.         AIfov(800);
  824.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  825.         AIhearing(100);
  826.         AIsight(3000,0);
  827.         AIstrenght(30);
  828. }
  829.  
  830. ActorHeader(Dweller3Header)
  831. {
  832.         file("pc\actors\Dwellr3\mod\finalDCR\dweller3.dcr");
  833.         gravity(Char_fall_rate,Char_max_fall);
  834.         footbones(18,22);
  835.         HeadBone(4);
  836.         type(_ActorAnimObj);
  837.         class(_ClassGeneric);
  838.         ColSphereSize(100);
  839.         ColSphereOffset(-18);
  840.         ColFeetSphereSize(60);
  841.         ColFeetSphereOffset(-58);
  842.         PossesionAngle(150);
  843.         PossesionSphereSize(80);
  844.         PossesionSphereOffset(60);
  845.         Health(5000)
  846.         ColMask(_COLAll)
  847.         ColValues(100,100,100,100,100,100,100,100)
  848.  
  849.         InventoryType(_AmmoGrenade);
  850.         InventoryLimit(_LimitGrenade);
  851.         PickupLimit(_PickupLimitGrenade);
  852.         inventory(_InitialNoAmmo);
  853.  
  854.         AIclass(_AIclassdweller|_AIclassmale);
  855.         AIfriendmask(_AIclassfriendly);
  856.         AIfov(800);
  857.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  858.         AIhearing(100);
  859.         AIsight(3000,0);
  860.         AIstrenght(30);
  861. }
  862.  
  863. ActorHeader(Dweller3SitHeader)
  864. {
  865.         file("pc\actors\Dwellr3\mod\finalDCR\dweller3.dcr");
  866.         gravity(Char_fall_rate,Char_max_fall);
  867.         footbones(18,22);
  868.         HeadBone(4);
  869.         type(_ActorAnimObj);
  870.         class(_ClassGeneric);
  871.         ColSphereSize(55);
  872.         ColSphereOffset(-18);
  873.         ColFeetSphereSize(60);
  874.         ColFeetSphereOffset(-16);
  875.         PossesionAngle(150);
  876.         PossesionSphereSize(80);
  877.         PossesionSphereOffset(60);
  878.         Health(5000)
  879.         ColMask(_COLAll)
  880.         ColValues(100,100,100,100,100,100,100,100)
  881.  
  882.         InventoryType(_AmmoGrenade);
  883.         InventoryLimit(_LimitGrenade);
  884.         PickupLimit(_PickupLimitGrenade);
  885.         inventory(_InitialNoAmmo);
  886.  
  887.         AIclass(_AIclassdweller|_AIclassmale);
  888.         AIfriendmask(_AIclassfriendly);
  889.         AIfov(800);
  890.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  891.         AIhearing(100);
  892.         AIsight(3000,0);
  893.         AIstrenght(30);
  894. }
  895.  
  896. ActorHeader(ProstituteHeader)
  897. {
  898.         file("pc\actors\prost1\mod\finaldcr\new2\prost1.dcr");
  899.         gravity(Char_fall_rate,Char_max_fall);
  900.         footbones(18,22);
  901.         HeadBone(4);
  902.         type(_ActorAnimObj);
  903.         class(_ClassProstitute);
  904.         ColSphereSize(115);
  905.         ColFeetSphereSize(65);
  906.         ColFeetSphereOffset(-54);
  907.         PossesionAngle(150);
  908.         PossesionSphereSize(40);
  909.         PossesionSphereOffset(80);
  910.         Health(5000)
  911.         ColMask(_COLAll)
  912.         ColValues(100,100,100,100,100,100,100,100)
  913.  
  914.         InventoryType(_AmmoGrenade);
  915.         InventoryLimit(_LimitGrenade);
  916.         PickupLimit(_PickupLimitGrenade);
  917.         inventory(_InitialNoAmmo);
  918.  
  919.         AIclass(_AIclassprost|_AIclassfemale);
  920.         AIfriendmask(_AIclassfriendly);
  921.         AIfov(800);
  922.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  923.         AIhearing(100);
  924.         AIsight(3000,0);
  925.         AIstrenght(10);
  926. }
  927.  
  928. ActorHeader(Prost1SitHeader)
  929. {
  930.         file("pc\actors\prost1\mod\finaldcr\new2\prost1.dcr");
  931.         gravity(Char_fall_rate,Char_max_fall);
  932.         footbones(18,22);
  933.         HeadBone(4);
  934.         type(_ActorAnimObj);
  935.         class(_ClassProstitute);
  936.         ColSphereSize(50);
  937.         ColFeetSphereSize(60);
  938.         ColFeetSphereOffset(-14);
  939.         PossesionAngle(150);
  940.         PossesionSphereSize(40);
  941.         PossesionSphereOffset(80);
  942.         Health(5000)
  943.         ColMask(_COLAll)
  944.         ColValues(100,100,100,100,100,100,100,100)
  945.  
  946.         InventoryType(_AmmoGrenade);
  947.         InventoryLimit(_LimitGrenade);
  948.         PickupLimit(_PickupLimitGrenade);
  949.         inventory(_InitialNoAmmo);
  950.  
  951.         AIclass(_AIclassprost|_AIclassfemale);
  952.         AIfriendmask(_AIclassfriendly);
  953.         AIfov(800);
  954.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  955.         AIhearing(100);
  956.         AIsight(3000,0);
  957.         AIstrenght(10);
  958. }
  959.  
  960. ActorHeader(HungHeader)
  961. {
  962.         file("pc\actors\hung\mod\dcred\hung.dcr");
  963.         gravity(Char_fall_rate,Char_max_fall);
  964.         footbones(18,22);
  965.         HeadBone(4);
  966.         type(_ActorAnimObj);
  967.         class(_ClassGeneric);
  968.         ColSphereSize(110);
  969.         ColFeetSphereSize(60);
  970.         ColFeetSphereOffset(-58);
  971.         PossesionAngle(150);
  972.         PossesionSphereSize(40);
  973.         PossesionSphereOffset(80);
  974.         Health(5000)
  975.         ColMask(_COLAll)
  976.         ColValues(100,100,100,100,100,100,100,100)
  977.  
  978.         InventoryType(_AmmoGrenade);
  979.         InventoryLimit(_LimitGrenade);
  980.         PickupLimit(_PickupLimitGrenade);
  981.         inventory(_InitialNoAmmo);
  982.  
  983.         AIclass(_AIclassprost|_AIclassfemale);
  984.         AIfriendmask(_AIclassfriendly);
  985.         AIfov(800);
  986.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  987.         AIhearing(100);
  988.         AIsight(3000,0);
  989.         AIstrenght(10);
  990. }
  991.  
  992. ActorHeader(DominaHeader)
  993. {
  994.         file("pc\actors\domina\mod\dcred\domina.dcr");
  995.         //file("pc\actors\domina\dcr\new\tramp.dcr");
  996.         gravity(Char_fall_rate,Char_max_fall);
  997.         footbones(18,22);
  998.         HeadBone(4);
  999.         type(_ActorAnimObj);
  1000.         class(_ClassCop);
  1001.         ColSphereSize(90);
  1002.         ColSphereOffset(-13);
  1003.         ColFeetSphereSize(60);
  1004.         ColFeetSphereOffset(-43);
  1005.         PossesionAngle(150);
  1006.         PossesionSphereSize(80);
  1007.         PossesionSphereOffset(60);
  1008.         Health(5000)
  1009.         ColMask(_COLAll)
  1010.         ColValues(100,100,100,100,100,100,100,100)
  1011.  
  1012.         InventoryType(_AmmoGrenadeRectum);
  1013.         InventoryLimit(_LimitGrenade);
  1014.         PickupLimit(_PickupLimitGrenade);
  1015.         inventory(_InitialGrenade);
  1016.  
  1017.         AIclass(_AIclasscop|_AIclassfemale);
  1018.         AIfriendmask(_AIclasscop|_AIclassworker|_AIclassprost|_AIclassscientist|_AIclassdweller|_AIclassdroid|_AIclassanimal|_AIclassabeast);
  1019.         AIfov(40);
  1020.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  1021.         AIhearing(100);
  1022.         AIsight(1000,0);
  1023. }
  1024.  
  1025. ActorHeader(FemTestHeader)
  1026. {
  1027.         //file("pc\actors\domina\dcr\new\ndomina4.dcr");
  1028.         file("pc\actors\domina\talk\talk2.dcr");
  1029.         gravity(Char_fall_rate,Char_max_fall);
  1030.         footbones(18,22);
  1031.         HeadBone(4);
  1032.         type(_ActorAnimObj);
  1033.         class(_ClassGeneric);
  1034.         ColSphereSize(118);
  1035.         ColFeetSphereSize(60);
  1036.         ColFeetSphereOffset(-58);
  1037.         PossesionAngle(150);
  1038.         PossesionSphereSize(80);
  1039.         PossesionSphereOffset(60);
  1040.         Health(5000)
  1041.         ColMask(_COLAll)
  1042.         ColValues(100,100,100,100,100,100,100,100)
  1043.  
  1044.         InventoryType(_AmmoGrenade);
  1045.         InventoryLimit(_LimitGrenade);
  1046.         PickupLimit(_PickupLimitGrenade);
  1047.         inventory(_InitialNoAmmo);
  1048.  
  1049.         AIclass(_AIclasscop);
  1050.         AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassanimal);
  1051.         AIfov(40);
  1052.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  1053.         AIhearing(100);
  1054.         AIsight(1000,0);
  1055.  
  1056.         AIclass(_AIclasssubgirl|_AIclassfemale);
  1057.         AIfriendmask(_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassprost|_AIclassdweller|_AIclasssubgirl|_AIclassabeast);
  1058.         AIfov(800);
  1059.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  1060.         AIhearing(100);
  1061.         AIsight(3000,0);
  1062.         AIstrenght(0);
  1063. }
  1064.  
  1065.  
  1066. ActorHeader(subgirl1Header)
  1067. {
  1068.         //file("pc\actors\subgirl1\dcr\subgirl1.dcr");
  1069.         file("pc\actors\subgirl1\mod\DCRfinal\subgirl1.dcr");
  1070.         gravity(Char_fall_rate,Char_max_fall);
  1071.         footbones(18,22);
  1072.         HeadBone(4);
  1073.         type(_ActorAnimObj);
  1074.         class(_ClassProstitute);
  1075.         ColSphereSize(85);
  1076.         ColSphereOffset(-8);
  1077.         ColFeetSphereSize(60);
  1078.         ColFeetSphereOffset(-32);
  1079.         PossesionAngle(150);
  1080.         PossesionSphereSize(40);
  1081.         PossesionSphereOffset(80);
  1082.         Health(5000)
  1083.         ColMask(_COLAll)
  1084.         ColValues(100,100,100,100,100,100,100,100)
  1085.  
  1086.         InventoryType(_AmmoGrenade);
  1087.         InventoryLimit(_LimitGrenade);
  1088.         PickupLimit(_PickupLimitGrenade);
  1089.         inventory(_InitialNoAmmo);
  1090.  
  1091.         AIclass(_AIclasssubgirl|_AIclassfemale);
  1092.         AIfriendmask(_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassprost|_AIclassdweller|_AIclasssubgirl|_AIclassanimal);
  1093.         AIfov(800);
  1094.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  1095.         AIhearing(100);
  1096.         AIsight(3000,0);
  1097.         AIstrenght(70);
  1098. }
  1099.  
  1100. ActorHeader(subgirl2Header)
  1101. {
  1102.         //file("pc\actors\subgirl2\dcr\final.dcr");
  1103.         file("pc\actors\subgirl2\mod\DCRfinal\subgirl2.dcr");
  1104.         gravity(Char_fall_rate,Char_max_fall);
  1105.         footbones(18,22);
  1106.         HeadBone(4);
  1107.         type(_ActorAnimObj);
  1108.         class(_ClassProstitute);
  1109.         ColSphereSize(85);
  1110.         ColSphereOffset(-8);
  1111.         ColFeetSphereSize(60);
  1112.         ColFeetSphereOffset(-32);
  1113.         PossesionAngle(150);
  1114.         PossesionSphereSize(40);
  1115.         PossesionSphereOffset(80);
  1116.         Health(5000)
  1117.         ColMask(_COLAll)
  1118.         ColValues(100,100,100,100,100,100,100,100)
  1119.  
  1120.         InventoryType(_AmmoGrenade);
  1121.         InventoryLimit(_LimitGrenade);
  1122.         PickupLimit(_PickupLimitGrenade);
  1123.         inventory(_InitialNoAmmo);
  1124.  
  1125.         AIclass(_AIclasssubgirl|_AIclassfemale);
  1126.         AIfriendmask(_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassprost|_AIclassdweller|_AIclasssubgirl|_AIclassanimal);
  1127.         AIfov(800);
  1128.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  1129.         AIhearing(100);
  1130.         AIsight(3000,0);
  1131.         AIstrenght(70);
  1132. }
  1133.  
  1134. ActorHeader(layyaHeader)
  1135. {
  1136.         //file("pc\actors\layya\dcr\newlaya2.dcr");
  1137.         //file("pc\actors\layya\dcr\new\newlaya3.dcr");
  1138.         file("pc\actors\layya\mod\dcrfinal\layya.dcr");
  1139.         gravity(Char_fall_rate,Char_max_fall);
  1140.         footbones(18,22);
  1141.         HeadBone(4);
  1142.         type(_ActorAnimObj);
  1143.         class(_ClassProstitute);
  1144.         ColSphereSize(110);
  1145.         ColFeetSphereSize(60);
  1146.         ColFeetSphereOffset(-58);
  1147.         PossesionAngle(150);
  1148.         PossesionSphereSize(40);
  1149.         PossesionSphereOffset(80);
  1150.         Health(5000)
  1151.         ColMask(_COLAll)
  1152.         ColValues(100,100,100,100,100,100,100,100)
  1153.  
  1154.         InventoryType(_AmmoGrenade);
  1155.         InventoryLimit(_LimitGrenade);
  1156.         PickupLimit(_PickupLimitGrenade);
  1157.         inventory(_InitialNoAmmo);
  1158.  
  1159.         AIclass(_AIclassprost|_AIclassfemale);
  1160.         AIfriendmask(_AIclassfriendly);
  1161.         AIfov(800);
  1162.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  1163.         AIhearing(100);
  1164.         AIsight(3000,0);
  1165.         AIstrenght(10);
  1166. }
  1167.  
  1168.  
  1169. ActorHeader(ABehemothHeader)
  1170. {
  1171.         file("pc\actors\abeast\mod\dcrFinal\abeast.dcr");
  1172.         gravity(Char_fall_rate,Char_max_fall);
  1173.         footbones(18,22);
  1174.         HeadBone(4);
  1175.         type(_ActorAnimObj);
  1176.         class(_CLASSbeast);
  1177.  
  1178.         ColSphereSize(180);
  1179.         ColSphereOffset(-25);
  1180.         ColFeetSphereSize(130);
  1181.         ColFeetSphereOffset(-65);
  1182.  
  1183.         PossesionAngle(150);
  1184.         PossesionSphereSize(80);
  1185.         PossesionSphereOffset(65);
  1186.  
  1187.         scale(0.2);
  1188.  
  1189.         Health(30000);
  1190.         ColMask(_COLelectricity);
  1191.         ColValues(0,0,0,0,0,0,0,0); // should be ColValues(0,0,0,0,100,0,0,0);
  1192.  
  1193.         InventoryType(_AmmoGrenadeNoTimer);
  1194.         InventoryLimit(_LimitGrenade);
  1195.         PickupLimit(_PickupLimitGrenade);
  1196.         inventory(10);
  1197.  
  1198.         AIclass(_AIclassAbeast|_AIclassMale);
  1199.         AIfriendmask(_AIclassAbeast|_AIclasscop|_AIclassanimal);
  1200.         AIfov(800);
  1201.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  1202.         AIhearing(100);
  1203.         AIsight(1000,0);
  1204.         AIstrenght(80);
  1205. }
  1206.  
  1207.  
  1208.  
  1209. //************************ OTHER HEADERS
  1210.  
  1211. ActorHeader(HaloHeader)
  1212. {
  1213.         file("pc\actors\halo\dcr\halo.dcr");
  1214.         type(_ActorStaticObj);
  1215.         class(_ClassHalo);
  1216.         sharemaps(GenericWeaponPage);
  1217. }
  1218.  
  1219. ActorHeader(EvilHaloHeader)
  1220. {
  1221.         file("pc\actors\halo\mod\evilhalo.dcr");
  1222.         type(_ActorStaticObj);
  1223.         class(_ClassHalo);
  1224.         sharemaps(GenericWeaponPage);
  1225. }
  1226.  
  1227. ActorHeader(RatHeader)
  1228. {
  1229.         file("pc\actors\rat\mod\rat.dcr");
  1230.         sharemaps(GenericWeaponPage);
  1231.         gravity(Char_fall_rate,Char_max_fall);
  1232.         type(_ActorStaticObj);
  1233.         class(_ClassGeneric);
  1234.  
  1235.         ColSphereSize(10);
  1236.         ColSphereoffset(-10);
  1237.         ColFeetSphereSize(10);
  1238.         ColFeetSphereOffset(-10);
  1239.         PossesionAngle(220);
  1240.         PossesionSphereSize(20);
  1241.         PossesionSphereOffset(20);
  1242.         Health(1000)
  1243.         ColMask(_COLAll)
  1244.         ColValues(100,100,100,100,100,100,100,100)
  1245.  
  1246.         AIclass(_AIclassanimal);
  1247. }
  1248.  
  1249. ActorHeader(BirdHeader)
  1250. {
  1251.         file("pc\actors\dabird\mod\dcrfinal\bird.dcr");
  1252.         gravity(Char_fall_rate,Char_max_fall);
  1253.  
  1254.         type(_ActorAnimObj);
  1255.         class(_ClassGeneric);
  1256.  
  1257.         ColSphereSize(15);
  1258.         ColSphereoffset(3);
  1259.         ColFeetSphereSize(15);
  1260.         ColFeetSphereOffset(3);
  1261.         PossesionAngle(0);
  1262.         PossesionSphereSize(0);
  1263.         PossesionSphereOffset(0);                            //bird can not be posessed
  1264.         Health(2000)
  1265.         ColMask(_COLAll)
  1266.         ColValues(100,100,100,100,100,100,100,100)
  1267.  
  1268.         AIclass(_AIclassanimal);
  1269. }
  1270.  
  1271.  
  1272. ActorHeader(PossesionBotHeader)
  1273. {
  1274.         file("pc\actors\weapons\botcom\botcom.dcr");
  1275.         //file("pc\actors\weapons\botdef\botdef.dcr");
  1276.  
  1277.         gravity(Char_fall_rate,Char_max_fall);
  1278.  
  1279.         type(_ActorAnimObj);
  1280.         class(_ClassDroid);
  1281.         ColSphereSize(80);
  1282.  
  1283.         ColFeetSphereSize(40);
  1284.         ColFeetSphereOffset(-40);
  1285.         PossesionAngle(150);
  1286.         PossesionSphereSize(0);
  1287.         PossesionSphereOffset(0);
  1288.         Health(2000)
  1289.         ColMask(_COLAll)
  1290.         ColValues(100,100,100,100,100,100,100,100)
  1291.  
  1292.         AIclass(_AIclassdroid);
  1293.         AIfriendmask(_AIclassdroid|_AIclassanimal);
  1294.         AIfov(40);
  1295.         AIhearing(100);
  1296.         AIsight(1000,0);
  1297.         AIstrenght(0);
  1298.  
  1299.         sharemaps(GenericWeaponPage);
  1300. }
  1301.  
  1302. ActorHeader(CompanionBotHeader)
  1303. {
  1304.         file("pc\actors\weapons\combot\combot.dcr");
  1305.         //file("pc\actors\weapons\botdef\botdef.dcr");
  1306.  
  1307.         gravity(0,0);
  1308.  
  1309.         type(_ActorAnimObj);
  1310.         class(_ClassDroid);
  1311.         ColSphereSize(20);
  1312.  
  1313.         ColFeetSphereSize(20);
  1314.         ColFeetSphereOffset(0);
  1315.         PossesionSphereSize(0);
  1316.         Health(2000)
  1317.         ColMask(_COLAll)
  1318.         ColValues(100,100,100,100,100,100,100,100)
  1319.  
  1320.         AIclass(_AIclassdroid);
  1321.         AIfriendmask(_AIclassdroid|_AIclassanimal);
  1322.         AIfov(40);
  1323.         AIhearing(100);
  1324.         AIsight(1000,0);
  1325.         AIstrenght(0);
  1326.  
  1327.         sharemaps(GenericWeaponPage);
  1328. }
  1329.  
  1330. ActorHeader(DefensiveBotHeader)
  1331. {
  1332.         file("pc\actors\weapons\botdef\botdef.dcr");
  1333.         //file("pc\actors\weapons\botdef\botdef.dcr");
  1334.  
  1335.         gravity(0,0);
  1336.  
  1337.         type(_ActorAnimObj);
  1338.         class(_ClassDroid);
  1339.         ColSphereSize(25);
  1340.         ColFeetSphereSize(25);
  1341.         ColFeetSphereOffset(0);
  1342.         PossesionSphereSize(0);
  1343.         PossesionSphereSize(0);
  1344.         PossesionSphereOffset(0);
  1345.         Health(2000)
  1346.         ColMask(_COLAll)
  1347.         ColValues(100,100,100,100,100,100,100,100)
  1348.  
  1349.         AIclass(_AIclassdroid);
  1350.         AIfriendmask(_AIclassdroid|_AIclassanimal);
  1351.         AIfov(2048);        //omnivision
  1352.         AIhearing(100);
  1353.         AIsight(3000,0);
  1354.         AIstrenght(0);
  1355.  
  1356.         sharemaps(GenericWeaponPage);
  1357. }
  1358.  
  1359. ActorHeader(OffensiveBotHeader)
  1360. {
  1361.         file("pc\actors\weapons\botoff\botoff.dcr");
  1362.         //file("pc\actors\weapons\botdef\botdef.dcr");
  1363.  
  1364.         gravity(0,0);
  1365.  
  1366.         type(_ActorAnimObj);
  1367.         class(_ClassDroid);
  1368.         ColSphereSize(25);
  1369.         ColFeetSphereSize(25);
  1370.         ColFeetSphereOffset(0);
  1371.         PossesionSphereSize(0);
  1372.         PossesionSphereSize(0);
  1373.         PossesionSphereOffset(0);
  1374.         Health(2000)
  1375.         ColMask(_COLAll)
  1376.         ColValues(100,100,100,100,100,100,100,100)
  1377.  
  1378.         AIclass(_AIclassdroid);
  1379.         AIfriendmask(_AIclassdroid|_AIclassanimal);
  1380.         AIfov(2048);        //omnivision
  1381.         AIhearing(100);
  1382.         AIsight(3000,0);
  1383.         AIstrenght(0);
  1384.  
  1385.         sharemaps(GenericWeaponPage);
  1386. }
  1387.  
  1388. ActorHeader(TransportBotHeader)
  1389. {
  1390.         file("pc\actors\weapons\batbot\batbot.dcr");
  1391.         //file("pc\actors\weapons\botdef\botdef.dcr");
  1392.  
  1393.         gravity(0,0);
  1394.  
  1395.         type(_ActorStaticObj);
  1396.         class(_ClassDroid);
  1397.         ColSphereSize(25);
  1398.         ColFeetSphereSize(25);
  1399.         ColFeetSphereOffset(0);
  1400.         PossesionSphereSize(0);
  1401.         PossesionSphereSize(0);
  1402.         PossesionSphereOffset(0);
  1403.         Health(2000)
  1404.         ColMask(_COLAll)
  1405.         ColValues(100,100,100,100,100,100,100,100)
  1406.  
  1407.         AIclass(_AIclassdroid);
  1408.         AIfriendmask(_AIclassdroid|_AIclassanimal);
  1409.         AIfov(2048);        //omnivision
  1410.         AIhearing(100);
  1411.         AIsight(1000,0);
  1412.         AIstrenght(0);
  1413.  
  1414.         sharemaps(GenericWeaponPage);
  1415. }
  1416.  
  1417. ActorHeader(MDroid1Header)
  1418. {
  1419.         file("pc\actors\droid1\dcr\droid1.dcr");
  1420.  
  1421.         gravity(Char_fall_rate,Char_max_fall);
  1422.  
  1423.         type(_ActorAnimObj);
  1424.         class(_ClassDroid);
  1425.         ColSphereSize(80);
  1426.  
  1427.         ColFeetSphereSize(40);
  1428.         ColFeetSphereOffset(-40);
  1429.         PossesionAngle(150);
  1430.         PossesionSphereSize(50);
  1431.         PossesionSphereOffset(0);
  1432.         Health(2000)
  1433.         ColMask(_COLAll)
  1434.         ColValues(100,100,100,100,100,100,100,100)
  1435.  
  1436.         AIclass(_AIclassdroid);
  1437.         AIfriendmask(_AIclassdroid|_AIclassanimal);
  1438.         AIfov(40);
  1439.         AIhearing(100);
  1440.         AIsight(1000,0);
  1441.         AIstrenght(0);
  1442. }
  1443.  
  1444. ActorHeader(MDroid2Header)
  1445. {
  1446.         file("pc\actors\droid2\dcr\droid2.dcr");
  1447.  
  1448.         gravity(Char_fall_rate,Char_max_fall);
  1449.  
  1450.         type(_ActorAnimObj);
  1451.         class(_ClassDroid);
  1452.         ColSphereSize(50);
  1453.  
  1454.         ColFeetSphereSize(50);
  1455.         ColFeetSphereOffset(0);
  1456.         PossesionAngle(150);
  1457.         PossesionSphereSize(50);
  1458.         PossesionSphereOffset(0);
  1459.         Health(2000)
  1460.         ColMask(_COLAll)
  1461.         ColValues(100,100,100,100,100,100,100,100)
  1462.  
  1463.         AIclass(_AIclassdroid);
  1464.         AIfriendmask(_AIclassdroid|_AIclassanimal);
  1465.         AIfov(40);
  1466.         AIhearing(100);
  1467.         AIsight(1000,0);
  1468.         AIstrenght(0);
  1469. }
  1470.  
  1471. ActorHeader(GunTurretHeader)
  1472. {
  1473.         file("pc\actors\gunturret\dcr\gturret.dcr");
  1474.  
  1475.         gravity(Char_fall_rate,Char_max_fall);
  1476.  
  1477.         type(_ActorAnimObj);
  1478.         class(_ClassDroid);
  1479.  
  1480.         ColSphereSize(0);
  1481.         ColSphereOffset(0);
  1482.         ColFeetSphereSize(0);
  1483.         ColFeetSphereOffset(0);
  1484.  
  1485.         PossesionAngle(0);
  1486.         PossesionSphereSize(0);
  1487.         PossesionSphereOffset(0);
  1488.         Health(5000)
  1489.         ColMask(_COLAll)
  1490.         ColValues(100,100,100,100,100,100,100,100)
  1491.  
  1492.         scale(1);
  1493.  
  1494.         AIclass(_AIclassdroid);
  1495.         AIfriendmask(_AIclassdroid|_AIclassanimal);
  1496.         AIfov(40);
  1497.         AIhearing(100);
  1498.         AIsight(1000,0);
  1499.         AIstrenght(0);
  1500. }
  1501.  
  1502. ActorHeader(RocketLauncherHeader)
  1503. {
  1504.         file("pc\actors\rlaunch\dcr\rlaunch.dcr");
  1505.  
  1506.         gravity(Char_fall_rate,Char_max_fall);
  1507.  
  1508.         type(_ActorAnimObj);
  1509.         class(_ClassDroid);
  1510.  
  1511.         ColSphereSize(200);
  1512.         ColSphereOffset(180);
  1513.         ColFeetSphereSize(100);
  1514.         ColFeetSphereOffset(50);
  1515.  
  1516.         PossesionAngle(300);
  1517.         PossesionSphereSize(175);
  1518.         PossesionSphereOffset(50);
  1519.  
  1520.         Health(5000)
  1521.         ColMask(_COLAll)
  1522.         ColValues(100,100,100,100,100,100,100,100)
  1523.  
  1524.         scale(0.1);
  1525.  
  1526.         AIclass(_AIclassdroid);
  1527.         AIfriendmask(_AIclassdroid|_AIclassanimal);
  1528.         AIfov(40);
  1529.         AIhearing(100);
  1530.         AIsight(1000,0);
  1531.         AIstrenght(0);
  1532. }
  1533.  
  1534. ActorHeader(ShellTurretHeader)
  1535. {
  1536.         file("pc\actors\turret\dcr\turret.dcr");
  1537. //        sharemaps(GenericWeaponPage2);
  1538.  
  1539.         gravity(Char_fall_rate,Char_max_fall);
  1540.  
  1541.         type(_ActorAnimObj);
  1542.         class(_ClassDroid);
  1543. /*
  1544.         ColSphereSize(100);
  1545.         ColFeetSphereSize(110);
  1546.         ColFeetSphereOffset(0);
  1547.         PossesionAngle(0);
  1548.         PossesionSphereSize(0);
  1549.         PossesionSphereOffset(0);
  1550. */
  1551.         ColSphereSize(105);
  1552.         ColSphereOffset(-13);
  1553.         ColFeetSphereSize(60);
  1554.         ColFeetSphereOffset(-58);
  1555.         PossesionAngle(150);
  1556.         PossesionSphereSize(80);
  1557.         PossesionSphereOffset(60);
  1558.  
  1559.         Health(5000);
  1560.         ColMask(_COLAll);
  1561.         ColValues(100,100,100,100,100,100,100,100);
  1562.  
  1563.         scale(0.1);
  1564.  
  1565.         AIclass(_AIclassdroid);
  1566.         AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassanimal);
  1567.         AIfov(800);
  1568.         AIhearing(100);
  1569.         AIsight(3000,0);
  1570.         AIstrenght(80);
  1571. }
  1572.  
  1573. ActorHeader(AutoCannonHeader)
  1574. {
  1575.         file("pc\actors\weapons\cannon\cannon.dcr");
  1576.         sharemaps(GenericWeaponPage);
  1577.  
  1578.         gravity(0,0);
  1579.  
  1580.         type(_ActorAnimObj);
  1581.         class(_ClassModel);
  1582.         ColSphereSize(80);
  1583.  
  1584.         ColFeetSphereSize(40);
  1585.         ColFeetSphereOffset(-40);
  1586.         PossesionAngle(0);
  1587.         PossesionSphereSize(0);
  1588.         PossesionSphereOffset(0);
  1589.         Health(2000)
  1590.         ColMask(_COLAll)
  1591.         ColValues(100,100,100,100,100,100,100,100)
  1592.  
  1593.         AIclass(_AIclassdroid);
  1594.         AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassanimal);
  1595.         AIfov(800);
  1596.         AIhearing(100);
  1597.         AIsight(3000,0);
  1598.         AIstrenght(50);
  1599. }
  1600.  
  1601. ActorHeader(TankMatHeader)
  1602. {
  1603.         file("pc\actors\weapons\tank_mat\lilbul01.dcr");
  1604.  
  1605.         gravity(Char_fall_rate,Char_max_fall);
  1606.  
  1607.         type(_ActorStaticObj);
  1608.         class(_CLASSdroid);
  1609.         ColSphereSize(200);
  1610.  
  1611.         ColFeetSphereSize(150);
  1612.         ColFeetSphereOffset(150);
  1613.         PossesionAngle(150);
  1614.         PossesionSphereSize(150);
  1615.         PossesionSphereOffset(150);
  1616.         Health(2000)
  1617.         ColMask(_COLAll)
  1618.         ColValues(100,100,100,100,100,100,100,100)
  1619.  
  1620.         AIclass(_AIclassdroid);
  1621.         AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassanimal);
  1622.         AIfov(90);
  1623.         AIhearing(100);
  1624.         AIsight(400,0);
  1625.         AIstrenght(50);
  1626.  
  1627. }
  1628.  
  1629. ActorHeader(ForkLiftHeader)
  1630. {
  1631.         //file("pc\actors\weapons\tank_mat\lilbul02.dcr");
  1632.         file("pc\actors\weapons\tank_mat\forklift.dcr");
  1633.         gravity(Char_fall_rate,Char_max_fall);
  1634.  
  1635.         type(_ActorAnimObj);
  1636.         class(_CLASSdroid);
  1637.         ColSphereSize(300);
  1638.  
  1639.         ColFeetSphereSize(10);
  1640.         ColFeetSphereOffset(0);
  1641.         PossesionAngle(150);
  1642.         PossesionSphereSize(200);
  1643.         PossesionSphereOffset(0);
  1644.         Health(1000)
  1645.         ColMask(_COLAll)
  1646.         ColValues(100,100,100,100,100,100,100,100)
  1647. }
  1648.  
  1649. ///////////////////////////////////////////////////
  1650. ///////////////////////////////////////////////////
  1651. ///////////////////////////////////////////////////
  1652. ///////////////////////////////////////////////////
  1653. ///////////////////////////////////////////////////
  1654. ///////////////////////////////////////////////////
  1655.  
  1656.  
  1657. ActorHeader(RiotCopHeader)
  1658. {
  1659.         file("pc\actors\CopRiot\Mod\DCRFinal\new\CopRiot.dcr");
  1660.         gravity(Char_fall_rate,Char_max_fall);
  1661.         footbones(18,22);
  1662.         HeadBone(4);
  1663.         type(_ActorAnimObj);
  1664.         class(_CLASScop);
  1665.         ColSphereSize(100);
  1666.         ColSphereOffset(-18);
  1667.         ColFeetSphereSize(60);
  1668.         ColFeetSphereOffset(-58);
  1669.         PossesionAngle(150);
  1670.         PossesionSphereSize(80);
  1671.         PossesionSphereOffset(60);
  1672.         Health(5000)
  1673.         ColMask(_COLAll)
  1674.         ColValues(100,100,100,100,100,100,100,100)
  1675.  
  1676.         InventoryType(_AmmoGrenadeConcussion);
  1677.         InventoryLimit(_LimitGrenade);
  1678.         PickupLimit(_PickupLimitGrenade);
  1679.         Inventory(_InitialGrenade)
  1680.  
  1681.         AIclass(_AIclassriotcop|_AIclasscop|_AIclassmale);
  1682.         AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassprost|_AIclassdweller|_AIclassanimal|_AIclassabeast);
  1683.         AIfov(800);
  1684.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  1685.         AIhearing(100);
  1686.         AIsight(3000,0);
  1687.         AIstrenght(70);
  1688. }
  1689.  
  1690.  
  1691. ActorHeader(FemDweller1Header)
  1692. {
  1693.         file("pc\actors\DwelFem1\Mod\DCRFinal\new\DwellFem1.dcr");
  1694.         gravity(Char_fall_rate,Char_max_fall);
  1695.         footbones(18,22);
  1696.         HeadBone(4);
  1697.         type(_ActorAnimObj);
  1698.         class(_CLASScop);
  1699.         ColSphereSize(100);
  1700.         ColFeetSphereSize(65);
  1701.         ColFeetSphereOffset(-40);
  1702.         PossesionAngle(150);
  1703.         PossesionSphereSize(40);
  1704.         PossesionSphereOffset(80);
  1705.         Health(5000)
  1706.         ColMask(_COLAll)
  1707.         ColValues(100,100,100,100,100,100,100,100)
  1708.  
  1709.         InventoryType(_AmmoGrenade);
  1710.         InventoryLimit(_LimitGrenade);
  1711.         PickupLimit(_PickupLimitGrenade);
  1712.         Inventory(_InitialNoAmmo)
  1713.  
  1714.         AIclass(_AIclassdweller|_AIclassfemale);
  1715.         AIfriendmask(_AIclassfriendly);
  1716.         AIfov(800);
  1717.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  1718.         AIhearing(100);
  1719.         AIsight(3000,0);
  1720.         AIstrenght(30);
  1721. }
  1722.  
  1723.  
  1724. ActorHeader(FemDweller2Header)
  1725. {
  1726.         file("pc\actors\DwelFem2\Mod\DCRFinal\new\DwelFem2.dcr");
  1727.         gravity(Char_fall_rate,Char_max_fall);
  1728.         footbones(18,22);
  1729.         HeadBone(4);
  1730.         type(_ActorAnimObj);
  1731.         class(_CLASScop);
  1732.         ColSphereSize(100);
  1733.         ColFeetSphereSize(65);
  1734.         ColFeetSphereOffset(-40);
  1735.         PossesionAngle(150);
  1736.         PossesionSphereSize(40);
  1737.         PossesionSphereOffset(80);
  1738.         Health(5000)
  1739.         ColMask(_COLAll)
  1740.         ColValues(100,100,100,100,100,100,100,100)
  1741.  
  1742.         InventoryType(_AmmoGrenade);
  1743.         InventoryLimit(_LimitGrenade);
  1744.         PickupLimit(_PickupLimitGrenade);
  1745.         Inventory(_InitialNoAmmo)
  1746.  
  1747.         AIclass(_AIclassdweller|_AIclassfemale);
  1748.         AIfriendmask(_AIclassfriendly);
  1749.         AIfov(800);
  1750.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  1751.         AIhearing(100);
  1752.         AIsight(3000,0);
  1753.         AIstrenght(30);
  1754. }
  1755.  
  1756. ActorHeader(worker2Header)
  1757. {
  1758.         file("pc\actors\Worker\Mod\DCRFinal\Worker.dcr");
  1759.         gravity(Char_fall_rate,Char_max_fall);
  1760.         footbones(18,22);
  1761.         HeadBone(4);
  1762.         type(_ActorAnimObj);
  1763.         class(_CLASScop);
  1764.         ColSphereSize(105);
  1765.         ColSphereOffset(-13);
  1766.         ColFeetSphereSize(60);
  1767.         ColFeetSphereOffset(-58);
  1768.         PossesionAngle(150);
  1769.         PossesionSphereSize(80);
  1770.         PossesionSphereOffset(60);
  1771.         Health(5000)
  1772.         ColMask(_COLAll)
  1773.         ColValues(100,100,100,100,100,100,100,100)
  1774.         InventoryType(_AmmoGrenade);
  1775.         InventoryLimit(_LimitGrenade);
  1776.         PickupLimit(_PickupLimitGrenade);
  1777.         inventory(_InitialNoAmmo);
  1778.  
  1779.         AIclass(_AIclassworker|_AIclassmale);
  1780.         AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassanimal|_AIclassabeast);
  1781.         AIfov(800);
  1782.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  1783.         AIhearing(100);
  1784.         AIsight(3000,0);
  1785.         AIstrenght(20);
  1786. }
  1787.  
  1788.  
  1789. ActorHeader(NunHeader)
  1790. {
  1791.         file("pc\actors\Nun\Mod\DCRFinal\Nun.dcr");
  1792.         gravity(Char_fall_rate,Char_max_fall);
  1793.         footbones(18,22);
  1794.         HeadBone(4);
  1795.         type(_ActorAnimObj);
  1796.         class(_CLASScop);
  1797.         ColSphereSize(100);
  1798.         ColSphereOffset(-18);
  1799.         ColFeetSphereSize(60);
  1800.         ColFeetSphereOffset(-58);
  1801.         PossesionAngle(150);
  1802.         PossesionSphereSize(80);
  1803.         PossesionSphereOffset(60);
  1804.         Health(5000)
  1805.         ColMask(_COLAll)
  1806.         ColValues(100,100,100,100,100,100,100,100)
  1807.  
  1808.         InventoryType(_AmmoGrenade);
  1809.         InventoryLimit(_LimitGrenade);
  1810.         PickupLimit(_PickupLimitGrenade);
  1811.         Inventory(_InitialNoAmmo)
  1812.  
  1813.         AIclass(_AIclassbarpeople|_AIclassfemale);
  1814.         AIfriendmask(_AIclassfriendly);
  1815.         AIfov(800);
  1816.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  1817.         AIhearing(100);
  1818.         AIsight(3000,0);
  1819.         AIstrenght(10);
  1820. }
  1821.  
  1822.  
  1823. ActorHeader(Dancer1Header)
  1824. {
  1825.         file("pc\actors\Dancer1\Mod\DCRFinal\Dancer1.dcr");
  1826.         gravity(Char_fall_rate,Char_max_fall);
  1827.         footbones(18,22);
  1828.         HeadBone(4);
  1829.         type(_ActorAnimObj);
  1830.         class(_CLASScop);
  1831.         ColSphereSize(100);
  1832.         ColSphereOffset(-18);
  1833.         ColFeetSphereSize(60);
  1834.         ColFeetSphereOffset(-58);
  1835.         PossesionAngle(150);
  1836.         PossesionSphereSize(80);
  1837.         PossesionSphereOffset(60);
  1838.         Health(5000)
  1839.         ColMask(_COLAll)
  1840.         ColValues(100,100,100,100,100,100,100,100)
  1841.  
  1842.         InventoryType(_AmmoGrenade);
  1843.         InventoryLimit(_LimitGrenade);
  1844.         PickupLimit(_PickupLimitGrenade);
  1845.         Inventory(_InitialNoAmmo)
  1846.  
  1847.         AIclass(_AIclassbarpeople|_AIclassfemale);
  1848.         AIfriendmask(_AIclassfriendly);
  1849.         AIfov(800);
  1850.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  1851.         AIhearing(100);
  1852.         AIsight(3000,0);
  1853.         AIstrenght(10);
  1854. }
  1855.  
  1856.  
  1857. ActorHeader(Dancer2Header)
  1858. {
  1859.         file("pc\actors\Dancer2\Mod\DCRFinal\Dancer2.dcr");
  1860.         gravity(Char_fall_rate,Char_max_fall);
  1861.         footbones(18,22);
  1862.         HeadBone(4);
  1863.         type(_ActorAnimObj);
  1864.         class(_CLASScop);
  1865.         ColSphereSize(100);
  1866.         ColSphereOffset(-18);
  1867.         ColFeetSphereSize(60);
  1868.         ColFeetSphereOffset(-58);
  1869.         PossesionAngle(150);
  1870.         PossesionSphereSize(80);
  1871.         PossesionSphereOffset(60);
  1872.         Health(5000)
  1873.         ColMask(_COLAll)
  1874.         ColValues(100,100,100,100,100,100,100,100)
  1875.  
  1876.         InventoryType(_AmmoGrenade);
  1877.         InventoryLimit(_LimitGrenade);
  1878.         PickupLimit(_PickupLimitGrenade);
  1879.         Inventory(_InitialNoAmmo)
  1880.  
  1881.         AIclass(_AIclassbarpeople|_AIclassfemale);
  1882.         AIfriendmask(_AIclassfriendly);
  1883.         AIfov(800);
  1884.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  1885.         AIhearing(100);
  1886.         AIsight(3000,0);
  1887.         AIstrenght(10);
  1888. }
  1889.  
  1890.  
  1891. ActorHeader(BouncerHeader)
  1892. {
  1893.         file("pc\actors\Bouncer\Mod\DCRFinal\Bouncer.dcr");
  1894.         gravity(Char_fall_rate,Char_max_fall);
  1895.         footbones(18,22);
  1896.         HeadBone(4);
  1897.         type(_ActorAnimObj);
  1898.         class(_CLASScop);
  1899.  
  1900.         ColSphereSize(163);                //probably needs some more tweakins'
  1901.         ColSphereOffset(5);        //-10
  1902.         ColFeetSphereSize(105);
  1903.         ColFeetSphereOffset(-52);    //-106
  1904.  
  1905.         PossesionAngle(150);
  1906.         PossesionSphereSize(50);
  1907.         PossesionSphereOffset(105);
  1908.  
  1909.         Health(5000)
  1910.         ColMask(_COLAll)
  1911.         ColValues(100,100,100,100,100,100,100,100)
  1912.  
  1913.         InventoryType(_AmmoGrenade);
  1914.         InventoryLimit(_LimitGrenade);
  1915.         PickupLimit(_PickupLimitGrenade);
  1916.         Inventory(_InitialNoAmmo)
  1917.  
  1918.         scale(0.175);
  1919.  
  1920.         AIclass(_AIclassbeast|_AIclassBouncer|_AIclassMale);
  1921.         AIfriendmask(_AIclassfriendly);
  1922.         AIfov(800);
  1923.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  1924.         AIhearing(100);
  1925.         AIsight(3000,0);
  1926.         AIstrenght(60);
  1927. }
  1928.  
  1929.  
  1930. ActorHeader(djkydHeader)
  1931. {
  1932.         //file("pc\actors\D J\Mod\DCRFinal\DJkyd.dcr");
  1933.         file("pc\actors\D J\Mod\DCRFinal\new\dj.dcr");
  1934.         gravity(Char_fall_rate,Char_max_fall);
  1935.         footbones(18,22);
  1936.         HeadBone(4);
  1937.         type(_ActorAnimObj);
  1938.         class(_CLASScop);
  1939.         ColSphereSize(100);
  1940.         ColSphereOffset(-18);
  1941.         ColFeetSphereSize(60);
  1942.         ColFeetSphereOffset(-58);
  1943.         PossesionAngle(150);
  1944.         PossesionSphereSize(80);
  1945.         PossesionSphereOffset(60);
  1946.         Health(5000)
  1947.         ColMask(_COLAll)
  1948.         ColValues(100,100,100,100,100,100,100,100)
  1949.  
  1950.         InventoryType(_AmmoGrenade);
  1951.         InventoryLimit(_LimitGrenade);
  1952.         PickupLimit(_PickupLimitGrenade);
  1953.         Inventory(_InitialNoAmmo)
  1954.  
  1955.         AIclass(_AIclasspimp|_AIclassmale);
  1956.         AIfriendmask(_AIclassfriendly);
  1957.         AIfov(800);
  1958.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  1959.         AIhearing(100);
  1960.         AIsight(3000,0);
  1961.         AIstrenght(10);
  1962. }
  1963.  
  1964.  
  1965. ActorHeader(ProzzyHeader)
  1966. {
  1967.         file("pc\actors\Xtsee\Mod\DCRFinal\Xtsee.dcr");
  1968.         gravity(Char_fall_rate,Char_max_fall);
  1969.         footbones(18,22);
  1970.         HeadBone(4);
  1971.         type(_ActorAnimObj);
  1972.         class(_CLASScop);
  1973.         ColSphereSize(100);
  1974.         ColSphereOffset(-18);
  1975.         ColFeetSphereSize(60);
  1976.         ColFeetSphereOffset(-58);
  1977.         PossesionAngle(150);
  1978.         PossesionSphereSize(80);
  1979.         PossesionSphereOffset(60);
  1980.         Health(5000)
  1981.         ColMask(_COLAll)
  1982.         ColValues(100,100,100,100,100,100,100,100)
  1983.  
  1984.         InventoryType(_AmmoGrenade);
  1985.         InventoryLimit(_LimitGrenade);
  1986.         PickupLimit(_PickupLimitGrenade);
  1987.         Inventory(_InitialNoAmmo)
  1988.  
  1989.         AIclass(_AIclassprost|_AIclassfemale);
  1990.         AIfriendmask(_AIclassfriendly);
  1991.         AIfov(800);
  1992.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  1993.         AIhearing(100);
  1994.         AIsight(3000,0);
  1995.         AIstrenght(10);
  1996. }
  1997.  
  1998.  
  1999. ActorHeader(PimpHeader)
  2000. {
  2001.         file("pc\actors\Pimp\Mod\DCRFinal\Pimp1.dcr");
  2002.         gravity(Char_fall_rate,Char_max_fall);
  2003.         footbones(18,22);
  2004.         HeadBone(4);
  2005.         type(_ActorAnimObj);
  2006.         class(_CLASScop);
  2007.         ColSphereSize(100);
  2008.         ColSphereOffset(-18);
  2009.         ColFeetSphereSize(60);
  2010.         ColFeetSphereOffset(-58);
  2011.         PossesionAngle(150);
  2012.         PossesionSphereSize(80);
  2013.         PossesionSphereOffset(60);
  2014.         Health(5000)
  2015.         ColMask(_COLAll)
  2016.         ColValues(100,100,100,100,100,100,100,100)
  2017.  
  2018.         InventoryType(_AmmoGrenade);
  2019.         InventoryLimit(_LimitGrenade);
  2020.         PickupLimit(_PickupLimitGrenade);
  2021.         Inventory(_InitialNoAmmo)
  2022.  
  2023.         AIclass(_AIclasspimp|_AIclassmale);
  2024.         AIfriendmask(_AIclassfriendly);
  2025.         AIfov(800);
  2026.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  2027.         AIhearing(100);
  2028.         AIsight(3000,0);
  2029.         AIstrenght(10);
  2030. }
  2031.  
  2032. ActorHeader(chotbehemothHeader)
  2033. {
  2034.         file("pc\actors\ChotBeh\Mod\DCRFinal\new\ChotBeh.dcr");
  2035.  
  2036.         gravity(Char_fall_rate,Char_max_fall);
  2037.         footbones(18,22);
  2038.         HeadBone(4);
  2039.         type(_ActorAnimObj);
  2040.         class(_CLASSbeast);
  2041.  
  2042.         ColSphereSize(163);                //probably needs some more tweakins'
  2043.         ColSphereOffset(5);        //-10
  2044.         ColFeetSphereSize(105);
  2045.         ColFeetSphereOffset(-52);    //-106
  2046.  
  2047.         PossesionAngle(150);
  2048.         PossesionSphereSize(50);
  2049.         PossesionSphereOffset(105);
  2050.  
  2051.         scale(0.175);
  2052.  
  2053.         Health(30000)
  2054.         ColMask(_COLAll)
  2055.         ColValues(100,100,100,100,100,100,100,100)
  2056.  
  2057.         InventoryType(_AmmoGrenade);
  2058.         InventoryLimit(_LimitGrenade);
  2059.         PickupLimit(_PickupLimitGrenade);
  2060.         inventory(_InitialNoAmmo);
  2061.  
  2062.         AIclass(_AIclassChot|_AIclassMale);
  2063.         AIfriendmask(_AIclasschot|_AIclassanimal);
  2064.         AIfov(800);
  2065.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  2066.         AIhearing(100);
  2067.         AIsight(3000,0);
  2068.         AIstrenght(80);
  2069. }
  2070.  
  2071. ActorHeader(SatanHeader)
  2072. {
  2073.         file("pc\actors\Satan\Mod\DCRFinal\new\satan.dcr");
  2074.  
  2075.         gravity(Char_fall_rate,Char_max_fall);
  2076.         footbones(18,22);
  2077.         HeadBone(4);
  2078.         type(_ActorAnimObj);
  2079.         class(_CLASSbeast);
  2080.  
  2081.         ColSphereSize(163);                //probably needs some more tweakins'
  2082.         ColSphereOffset(50);        //-10
  2083.         ColFeetSphereSize(105);
  2084.         ColFeetSphereOffset(-7);    //-106
  2085.  
  2086.         PossesionAngle(0);
  2087.         PossesionSphereSize(0);
  2088.         PossesionSphereOffset(0);
  2089.  
  2090.         scale(0.20);
  2091.  
  2092.         Health(30000)
  2093.         ColMask(_COLholy)
  2094.         ColValues(0,0,0,0,0,100,0,0)
  2095.  
  2096.         InventoryType(_AmmoGrenade);
  2097.         InventoryLimit(_LimitGrenade);
  2098.         PickupLimit(_PickupLimitGrenade);
  2099.         inventory(_InitialNoAmmo);
  2100.  
  2101.         AIclass(_AIclassSatan|_AIclassMale);
  2102.         AIfriendmask(_AIclassfriendly);
  2103.         AIfov(800);
  2104.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  2105.         AIhearing(100);
  2106.         AIsight(3000,0);
  2107.         AIstrenght(90);
  2108. }
  2109.  
  2110.  
  2111. ActorHeader(GunCommandHeader)
  2112. {
  2113.         file("pc\actors\GunCommander\Mod\DCRFinal\GunComand.dcr");
  2114.         gravity(Char_fall_rate,Char_max_fall);
  2115.         footbones(18,22);
  2116.         HeadBone(4);
  2117.         type(_ActorAnimObj);
  2118.         class(_CLASScop);
  2119.         ColSphereSize(90);
  2120.         ColSphereOffset(-13);
  2121.         ColFeetSphereSize(60);
  2122.         ColFeetSphereOffset(-43);
  2123.         PossesionAngle(150);
  2124.         PossesionSphereSize(80);
  2125.         PossesionSphereOffset(60);
  2126.         Health(5000)
  2127.         ColMask(_COLAll)
  2128.         ColValues(100,100,100,100,100,100,100,100)
  2129.  
  2130.         InventoryType(_AmmoGrenadeRectum);
  2131.         InventoryLimit(_LimitGrenade);
  2132.         PickupLimit(_PickupLimitGrenade);
  2133.         Inventory(_InitialGrenade)
  2134.  
  2135.         AIclass(_AIclasscop|_AIclassfemale);
  2136.         AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassprost|_AIclassdweller|_AIclassanimal|_AIclassabeast);
  2137.         AIfov(800);
  2138.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  2139.         AIhearing(100);
  2140.         AIsight(3000,0);
  2141.         AIstrenght(40);
  2142. }
  2143.  
  2144. ActorHeader(chot2Header)
  2145. {
  2146.         file("pc\actors\Chot2\Mod\DCRFinal\Chot2.dcr");
  2147.         gravity(Char_fall_rate,Char_max_fall);
  2148.         footbones(18,22);
  2149.         HeadBone(4);
  2150.         type(_ActorAnimObj);
  2151.         class(_CLASScop);
  2152.         ColSphereSize(100);
  2153.         ColSphereOffset(-18);
  2154.         ColFeetSphereSize(60);
  2155.         ColFeetSphereOffset(-58);
  2156.         PossesionAngle(150);
  2157.         PossesionSphereSize(80);
  2158.         PossesionSphereOffset(60);
  2159.         Health(5000)
  2160.         ColMask(_COLAll)
  2161.         ColValues(100,100,100,100,100,100,100,100)
  2162.  
  2163.         InventoryType(_AmmoGrenade);
  2164.         InventoryLimit(_LimitGrenade);
  2165.         PickupLimit(_PickupLimitGrenade);
  2166.         Inventory(_InitialNoAmmo)
  2167.  
  2168.         AIclass(_AIclasschot|_AIclassmale);
  2169.         AIfriendmask(_AIclasschot|_AIclassanimal);
  2170.         AIfov(800);
  2171.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  2172.         AIhearing(100);
  2173.         AIsight(3000,0);
  2174.         AIstrenght(50);
  2175. }
  2176.  
  2177.  
  2178. ActorHeader(chot5Header)
  2179. {
  2180.         file("pc\actors\Chot5\Mod\DCRFinal\new\Chot5.dcr");
  2181.         gravity(Char_fall_rate,Char_max_fall);
  2182.         footbones(18,22);
  2183.         HeadBone(4);
  2184.         type(_ActorAnimObj);
  2185.         class(_CLASScop);
  2186.         ColSphereSize(100);
  2187.         ColSphereOffset(-18);
  2188.         ColFeetSphereSize(60);
  2189.         ColFeetSphereOffset(-58);
  2190.         PossesionAngle(150);
  2191.         PossesionSphereSize(80);
  2192.         PossesionSphereOffset(60);
  2193.         Health(5000)
  2194.         ColMask(_COLAll)
  2195.         ColValues(100,100,100,100,100,100,100,100)
  2196.  
  2197.         InventoryType(_AmmoGrenade);
  2198.         InventoryLimit(_LimitGrenade);
  2199.         PickupLimit(_PickupLimitGrenade);
  2200.         Inventory(_InitialNoAmmo)
  2201.  
  2202.         AIclass(_AIclasschot|_AIclassmale);
  2203.         AIfriendmask(_AIclasschot|_AIclassanimal);
  2204.         AIfov(800);
  2205.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  2206.         AIhearing(100);
  2207.         AIsight(3000,0);
  2208.         AIstrenght(50);
  2209. }
  2210.  
  2211.  
  2212. ActorHeader(behemothHeader)
  2213. {
  2214.         file("pc\actors\Behemoth\Mod\DCRFinal\Behemoth.dcr");
  2215.  
  2216.         gravity(Char_fall_rate,Char_max_fall);
  2217.         footbones(18,22);
  2218.         HeadBone(4);
  2219.         type(_ActorAnimObj);
  2220.         class(_CLASSbeast);
  2221.  
  2222.         ColSphereSize(163);                //probably needs some more tweakins'
  2223.         ColSphereOffset(5);
  2224.         ColFeetSphereSize(105);
  2225.         ColFeetSphereOffset(-52);
  2226.  
  2227.         PossesionAngle(150);
  2228.         PossesionSphereSize(50);
  2229.         PossesionSphereOffset(105);
  2230.  
  2231.         scale(0.175);
  2232.  
  2233.         Health(30000)
  2234.         ColMask(_COLAll)
  2235.         ColValues(100,100,100,100,100,100,100,100)
  2236.         InventoryType(_AmmoGrenade);
  2237.         InventoryLimit(_LimitGrenade);
  2238.         PickupLimit(_PickupLimitGrenade);
  2239.         inventory(_InitialNoAmmo);
  2240.  
  2241.         AIclass(_AIclassBeast|_AIclassMale);
  2242.         AIfriendmask(_AIclassbeast|_AIclassanimal);
  2243.         AIfov(40);
  2244.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  2245.         AIhearing(100);
  2246.         AIsight(1000,0);
  2247.         AIstrenght(80);
  2248. }
  2249.  
  2250.  
  2251. ActorHeader(chotdwarfHeader)
  2252. {
  2253.         file("pc\actors\chotdwarf\mod\DCRfinal\ChotDwarf.dcr");
  2254.         gravity(Char_fall_rate,Char_max_fall);
  2255.         footbones(18,22);
  2256.         HeadBone(4);
  2257.         type(_ActorAnimObj);
  2258.         class(_CLASScop);
  2259.         ColSphereSize(40);        //If changing, change the #define for BobSphereSize
  2260.         ColSphereOffset(10);
  2261.         ColFeetSphereSize(30);
  2262.         ColFeetSphereOffset(0);
  2263.         PossesionAngle(150);
  2264.         PossesionSphereSize(80);
  2265.         PossesionSphereOffset(60);
  2266.         Health(5000)
  2267.         ColMask(_COLAll)
  2268.         ColValues(100,100,100,100,100,100,100,100)
  2269.  
  2270.         InventoryType(_AmmoGrenade);
  2271.         InventoryLimit(_LimitGrenade);
  2272.         PickupLimit(_PickupLimitGrenade);
  2273.         Inventory(_InitialNoAmmo)
  2274.  
  2275.         AIclass(_AIclassangel|_AIclasschot|_AIclassmale);
  2276.         AIfriendmask(_AIclasschot|_AIclassanimal);
  2277.         AIfov(800);
  2278.         AIfovcorrectionangle(308);        //-27.1 degrees off for the cop skeleton
  2279.         AIhearing(100);
  2280.         AIsight(3000,0);
  2281.         AIstrenght(50);
  2282. }
  2283.  
  2284. action(MDroid1Work)
  2285. {
  2286.         //file("pc\actors\droid1\ske\ready.xxx",100,off);
  2287.         file("pc\actors\droid1\ske\work.ske",100,on);
  2288.         break(off);
  2289.         trigger(_allDIR);
  2290.         connections(MDroid1Work);
  2291.         //shadow(off);
  2292. }
  2293. action(MDroid2Work)
  2294. {
  2295.         //file("pc\actors\droid1\ske\ready.xxx",100,off);
  2296.         file("pc\actors\droid2\ske\idle.ske",100,on);
  2297.         break(off);
  2298.         trigger(_allDIR);
  2299.         connections(MDroid2Work);
  2300.         //shadow(off);
  2301. }
  2302.  
  2303. action(RLaunchPatrol)
  2304. {
  2305.         file("pc\actors\rlaunch\xxx\rfire.ske",100,on);
  2306.         break(off);
  2307.         gravity(off);
  2308.         trigger(_allDIR);
  2309.         connections(RLaunchPatrol);
  2310.         shadow(off);
  2311. }
  2312.  
  2313. action(RIdle)
  2314. {
  2315.         file("pc\actors\rlaunch\xxx\ridle.ske",100,on);
  2316.         break(off);
  2317.         gravity(off);
  2318.         trigger(_allDIR);
  2319.         connections(RIdle);
  2320.         shadow(off);
  2321. }
  2322.  
  2323. action(ShellTurretNoMove)
  2324. {
  2325.         file("pc\actors\turret\skeleton.ske",100,on);
  2326.         break(off);
  2327.         gravity(on);
  2328.         trigger(_allDIR);
  2329.         connections(ShellTurretNoMove);
  2330.         shadow(off);
  2331. }
  2332.  
  2333. action(GunTurretFire)
  2334. {
  2335.         file("pc\actors\gunturret\xxx\gtfire1.ske",100,on);
  2336.         break(off);
  2337.         gravity(off);
  2338.         trigger(_allDIR);
  2339.         connections(GunTurretFire);
  2340.         shadow(off);
  2341. }
  2342.  
  2343. action(GunTurretBeserker)
  2344. {
  2345.         file("pc\actors\gunturret\xxx\gtbrsrk.ske",100,on);
  2346.         break(off);
  2347.         gravity(off);
  2348.         trigger(_allDIR);
  2349.         connections(GunTurretBeserker);
  2350.         shadow(off);
  2351. }
  2352.  
  2353. action(GunTurretIdle)
  2354. {
  2355.         file("pc\actors\gunturret\xxx\gtidle1.ske",100,on);
  2356.         break(off);
  2357.         gravity(off);
  2358.         trigger(_allDIR);
  2359.         connections(GunTurretIdle);
  2360.         shadow(off);
  2361. }
  2362.