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The Games Machine 76
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XENIATGM66.iso
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Messiah
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data1.cab
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Program_Executable_Files
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messiahscripts
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Enemies
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femactions.hxx
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1999-11-29
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#define Prost1MaxTurnSpeed 75
#define Prost1TurnAcc 7
#define Prost1MaxTurnSpeedWounded 10
#define Prost1TurnAccWounded 1
#define Prost1JumpSpeed 14
#define Prost1JumpGravity 0.9
#define Prost1MinHoldJumpAction 3
#define Prost1RunAccel 2
#define Prost1RunAccelDiag 1
#define Prost1MaxTurnSpeedair 60
#define Prost1TurnAccair 5
#define Prost1AirSpeed 20
#define Prost1AirBulb 0.05 //0.1=very soft, 1.0=get speed immediately
#define Prost1MaxFall -500 //Fall before he breaks his legs.
#define DamageProst1Fall 500 //Maximum, depends on altitude you fall
#define SubGirlMaxTurnSpeed 75
#define SubGirlTurnAcc 7
#define SubGirlMaxTurnSpeedWounded 10
#define SubGirlTurnAccWounded 1
#define SubGirlJumpSpeed 14
#define SubGirlJumpGravity 0.9
#define SubGirlMinHoldJumpAction 3
#define SubGirlMaxTurnSpeedair 60
#define SubGirlTurnAccair 5
#define SubGirlAirSpeed 20
#define SubGirlAirBulb 0.05 //0.1=very soft, 1.0=get speed immediately
#define SubGirlMaxFall -500 //Fall before he breaks his legs.
#define DamageSubGirlFall 500 //Maximum, depends on altitude you fall
#define Prost1JumpSpeedHigh 0
#define Prost1JumpSpeedMiddle 1
#define Prost1JumpSpeedLow 9
#define SubGirlJumpSpeedHigh 8
#define SubGirlJumpSpeedMiddle 10
#define SubGirlJumpSpeedLow 12
action(Prost1GunButBob)
{
file("pc\actors\MultiAnm\xxx\DmGunBut.ske",100,on,100); //Female Gun Butt
AlignAngle(0);
TargetAngle(180);
AttackHeight(70);
AlignDistance(100);
AlignSlack(40);
DistanceSlack(40);
AlignStartFrame(00);
AlignNrFrames(10);
AttachActionStartAtFrame(11);
DamageFrame(11);
Power(10);
AttachAction(BobThrownBack);
TargetAIClass(_AIclassangel);
// ActionSubRoutine(Sub_RandomPunchedSFX);
trigger(_DIRshoot);
break(off);
nrintframes(4);
connections(GenIdle);
}
action(Prost1KickingBobF)
{
file("pc\actors\Chot\xxx\MWrKikLw.ske",100,on,100); //
//flag(_SXAAalignmovingslave);
AlignAngle(0);
TargetAngle(180);
AttackHeight(20);
AlignDistance(60);
AlignSlack(70);
DistanceSlack(40);
AlignStartFrame(00);
AlignNrFrames(10);
AttachActionStartAtFrame(15);
DamageFrame(20);
Power(10);
AttachAction(BobThrownBack);
TargetAIClass(_AIclassangel);
// ActionSubRoutine(Sub_RandomKickedSFX);
trigger(_DIRshoot);
break(off);
nrintframes(4);
connections(Prost1Idle);
}
action(Prost1KickingBobB)
{
file("pc\actors\Chot\xxx\MWrKikLw.ske",100,on,100); //
//flag(_SXAAalignmovingslave);
AlignAngle(0);
TargetAngle(0);
AttackHeight(20);
AlignDistance(60);
AlignSlack(70);
DistanceSlack(40);
AlignStartFrame(00);
AlignNrFrames(10);
AttachActionStartAtFrame(15);
DamageFrame(20);
Power(10);
AttachAction(BobThrownForwardLandAttached);
TargetAIClass(_AIclassangel);
// ActionSubRoutine(Sub_RandomKickedSFX);
trigger(_DIRshoot);
break(off);
nrintframes(4);
connections(Prost1Idle);
}
action(Prost1Kicking)
{
file("pc\actors\Chot\xxx\MWrKikLw.ske",100,on,100); //Kicking Crawling Guy
flag(_SXAAalignmovingslave);
AlignAngle(0);
TargetAngle(-1);
AttackHeight(20);
AlignDistance(100);
AlignSlack(20);
DistanceSlack(50);
AlignStartFrame(00);
AlignNrFrames(10);
AttachActionStartAtFrame(15);
DamageFrame(16);
Power(10);
AttachAction(CopKickingLink);
TargetAIClass(_AIClassAllButAngel);
// ActionSubRoutine(Sub_RandomKickedSFX);
trigger(_DIRshoot);
break(off);
nrintframes(4);
connections(Prost1Idle);
}
action(Prost1StompKickFLink)
{
// file("pc\actors\Chot\xxx\ThrnHldL.ske",100,on); //Left Hold frame #1
file("pc\actors\MultiAnm\xxx\ChRnSlmL.ske",100,off,180); //Left land on face
trigger(_alldir);
break(off);
nrintframes(4);
ActionSubRoutine(Sub_RandomKickedSFX);
//Move(5,0,0);
//ActionSubRoutine(Sub_SetThrown);
connections(CopThrownLeftLand);
}
action(Prost1StompKickF)
{
file("pc\actors\Chot\xxx\MSpinKk2.ske",100,on,100); //flying spinning back heel kick
AIClass(_AIclassfemale|_AIclasscop|_AIclassdweller);
flag(_SXAAalignmovingslave);
AlignAngle(30);
TargetAngle(180);
AttackHeight(50);
AlignDistance(110);
AlignSlack(50);
DistanceSlack(50);
AlignStartFrame(8);
AlignNrFrames(1);
AttachActionStartAtFrame(4);
DamageFrame(9);
Power(10);
AttachAction(Prost1StompKickFLink);
TargetAIClass(_AIClassAllButAngel);
ActionSubRoutine(Sub_ChangeMeToEnemy);
trigger(_DIRshoot);
break(off);
nrintframes(4);
connections(Prost1Idle);
}
action(Prost1StompKickBLink)
{
// file("pc\actors\Chot\xxx\ThrnHldL.ske",100,on); //Left Hold frame #1
file("pc\actors\MultiAnm\xxx\ChRnSlmR.ske",100,off,180); //Left land on face
trigger(_alldir);
ActionSubRoutine(Sub_RandomKickedSFX);
break(off);
nrintframes(4);
connections(CopThrownRightLand);
}
action(Prost1StompKickB)
{
file("pc\actors\Chot\xxx\MSpinKk2.ske",100,on,100); //Spinning flying kick
AIClass(_AIclassfemale|_AIclasscop|_AIclassdweller);
flag(_SXAAalignmovingslave);
AlignAngle(30);
TargetAngle(0);
AttackHeight(50);
AlignDistance(110);
AlignSlack(50);
DistanceSlack(50);
AlignStartFrame(8);
AlignNrFrames(1);
AttachActionStartAtFrame(4);
DamageFrame(9);
Power(10);
AttachAction(Prost1StompKickBLink);
TargetAIClass(_AIClassAllButAngel);
ActionSubRoutine(Sub_ChangeMeToEnemy);
trigger(_DIRshoot);
break(off);
nrintframes(4);
connections(Prost1Idle);
}
action(Prost1GunButF)
{
file("pc\actors\MultiAnm\xxx\DmGunBut.ske",100,on,100); //Female Gun Butt
flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation);
AlignAngle(0);
TargetAngle(180);
AttackHeight(70);
AlignDistance(100);
AlignSlack(40);
DistanceSlack(50);
AlignStartFrame(00);
AlignNrFrames(10);
AttachActionStartAtFrame(11);
DamageFrame(11);
Power(15);
AttachAction(CopGunButFLink);
TargetAIClass(_AIClassAllButAngel);
ActionSubRoutine(Sub_ChangeMeToEnemy);
// ActionSubRoutine(Sub_RandomPunchedSFX);
trigger(_DIRshoot);
break(off);
nrintframes(4);
connections(Prost1Idle);
}
action(Prost1GunButB)
{
file("pc\actors\MultiAnm\xxx\DmGunBut.ske",100,on,100); //Female Gun Butt
flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation);
AlignAngle(0);
TargetAngle(0);
AttackHeight(70);
AlignDistance(100);
AlignSlack(40);
DistanceSlack(50);
AlignStartFrame(00);
AlignNrFrames(10);
AttachActionStartAtFrame(11);
DamageFrame(11);
Power(15);
AttachAction(CopGunButBLink);
TargetAIClass(_AIClassAllButAngel);
ActionSubRoutine(Sub_ChangeMeToEnemy);
trigger(_DIRshoot);
break(off);
nrintframes(4);
connections(Prost1Idle);
}
action(Prost1KneeFrontLink)
{
file("pc\actors\MultiAnm\xxx\DmKneeM.ske",100,on,100); //Fem knee in crotch and push onto back
ActionSubRoutine(Sub_RandomKickedSFX);
ColSphereScale(50);
ColSphereYOffsetScale(100);
break(off);
connections(GENGetUpFromBack);
}
action(Prost1KneeFront)
{
file("pc\actors\MultiAnm\xxx\DmKneeF.ske",100,on,100); //Fem knee in crotch and push onto back
AIClass(_AIclassfemale|_AIclasscop|_AIclassdweller);
flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation);
AlignAngle(0);
TargetAngle(180);
AttackHeight(70);
AlignDistance(90);
AlignSlack(40);
DistanceSlack(50);
AlignStartFrame(0);
AlignNrFrames(8);
AttachActionStartAtFrame(0);
DamageFrame(12);
Power(10);
AttachAction(Prost1KneeFrontLink);
TargetAIClass(_AIClassAllButAngel);
ActionSubRoutine(Sub_ChangeMeToEnemy);
trigger(_DIRshoot);
break(off);
nrintframes(4);
connections(GenIdle);
}
SubRoutine(Sub_KillActorKickSnapNeck)
{
CallSub(Sub_RandomKickedSFX);
if(VFrame==48)
{
state(_or,StateDead);
direction(_clr,_DIRalive);
callsub(Sub_Deposses);
vector(_settoactorpos,gactorpos);
sample(SFXManNeckSnap,gactorpos);
call(CheckAttached,_CADropWeaponAndShells);
}
}
action(Prost1KickSnapNeckLink)
{
file("pc\actors\MultiAnm\xxx\DmBrkNkM.ske",100,off,100);
break(off);
//ActionSubRoutine(Sub_RandomStrangledSFX);
ActionSubRoutine(Sub_KillActorKickSnapNeck);
connections(Prost1KickSnapNeckLink);
}
action(Prost1KickSnapNeck)
{
file("pc\actors\MultiAnm\xxx\DmBrkNkF.ske",100,on,100); // kick in crotch and snap neck. Domina Only
flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation);
AIClass(_AIclassfemale|_AIclasscop);
AlignAngle(0);
TargetAngle(0);
AttackHeight(50);
AlignDistance(105);
DistanceSlack(150);
AlignSlack(20);
AlignStartFrame(0);
AlignNrFrames(1);
AttachActionStartAtFrame(10);
DamageFrame(15);
Power(1);
AttachAction(Prost1KickSnapNeckLink);
TargetAIClass(_AIClassAllButAngel);
ActionSubRoutine(Sub_ChangeMeToEnemy);
trigger(_DIRshoot);
break(off);
nrintframes(4);
connections(GenIdle);
}
action(Prost1TapSuckerPunchLink)
{
file("pc\actors\MultiAnm\xxx\FTPnchM.ske",100,off,100);
break(off);
ActionSubRoutine(Sub_RandomKickedSFX);
//ActionSubRoutine(Sub_RandomStrangledSFX);
//ActionSubRoutine(Sub_KillActorKickSnapNeck);
connections(CopGetUpFromGunButB);
}
action(Prost1TapSuckerPunch)
{
file("pc\actors\MultiAnm\xxx\FTPnchF.ske",100,on,100); // Fem tap male on shoulder then sucker punch
flag(_SXAAalignmovingmaster|_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation);
//flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation);
AIClass(_AIclassfemale|_AIclassprost|_AIclassdweller);
AlignAngle(-10);
TargetAngle(0);
AttackHeight(50);
AlignDistance(85);
DistanceSlack(70);
AlignSlack(30);
AlignStartFrame(0);
AlignNrFrames(10);
AttachActionStartAtFrame(0);
DamageFrame(15);
Power(10);
AttachAction(Prost1TapSuckerPunchLink);
TargetAIClass(_AIClassAllButAngel);
ActionSubRoutine(Sub_ChangeMeToEnemy);
trigger(_DIRshoot);
break(off);
nrintframes(4);
connections(GenIdle);
}
SubRoutine(Sub_KissingTransfer)
{
if(VAICon==0 && vframe==150)
{
call(TransferPlayerToAttachActor);
Direction(_set,_DIRdepossesion);
call(CheckAttached,_CANormal);
}
}
SubRoutine(Sub_StartPossesionWhoble)
{
if(VAICon!=0)
{
if(vframe==90)
{
call(MatrixCallback,_SXEXPActorMatrixBulb,0.1,60);
}
if(vframe==149) //160
{
spawnactor(Halo,0,0,0);
call(CheckForPickup,4,_ClassPickup);
}
}
}
action(BouncerKissGirlLink)
{
file("pc\actors\Bouncer\xxx\B_GirlUp.ske",100,on);
break(off);
connections(GenIdle);
}
action(ProstKissingLink)
{
file("pc\actors\MultiAnm\xxx\KisPosM.ske",100,on);
break(off);
ActionSubRoutine(Sub_StartPossesionWhoble);
connections(GenIdle);
}
action(ProstKissing)
{
file("pc\actors\MultiAnm\xxx\KisPosF.ske",100,on,100); //Throw left jab
flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation);
AIClass(_AIclassfemale|_AIclassprost);
AlignXYZ(0.0692,0,68.2822);
// AlignAngle(0);
TargetAngle(180);
AttackHeight(50);
// AlignDistance(100);
AlignSlack(20);
DistanceSlack(150);
AlignStartFrame(0);
AlignNrFrames(1);
AttachActionStartAtFrame(0);
DamageFrame(15);
Power(0);
AttachAction(ProstKissingLink);
TargetAIClass(_AIclassdweller|_AIclasscop|_AIclasschot);
ActionSubRoutine(Sub_KissingTransfer);
trigger(_DIRshoot);
break(off);
nrintframes(4);
connections(ProstKissingGetUp1);
}
action(ProstKissingGetUp1)
{
file("pc\actors\MultiAnm\xxx\KisPosFB.ske",100,off);
trigger(_allDIR);
break(off);
nrintframes(4);
intforloop(off);
connections(ProstKissingGetUp2);
}
action(ProstKissingGetUp2)
{
file("pc\actors\MultiAnm\xxx\KisPosFS.ske",100,off);
trigger(_allDIR);
break(off);
nrintframes(4);
intforloop(off);
connections(Prost1Idle);
}
action(Prost1Spread) //Lead directly to next animation
{
trigger(_DIRMove);
AIClass(_AIClassProstSkeleton);
nrintframes(-1);
connections(Prost1SpreadGun,Prost1WalkDiagFL,Prost1WalkDiagFR,Prost1WalkDiagBL,Prost1WalkDiagBR,Prost1Walk,Prost1WalkBack,Prost1WalkL,Prost1WalkR,Prost1RunDiagFL,Prost1RunDiagFR,Prost1RunDiagBL,Prost1RunDiagBR,prost1run,prost1RunBack,Prost1RunL,Prost1RunR,Prost1TurnRight,Prost1TurnLeft);
}
action(Prost1SpreadGun) //Lead directly to next animation
{
trigger(_DIRMove|_DIRHaveGun);
AIClass(_AIClassProstSkeleton);
nrintframes(-1);
connections(Prost1WalkDiagFLGun,Prost1WalkDiagFRGun,Prost1WalkDiagBLGun,Prost1WalkDiagBRGun,Prost1WalkGun,Prost1WalkBackGun,Prost1WalkLGun,Prost1WalkRGun,Prost1RunDiagFLGun,Prost1RunDiagFRGun,Prost1RunDiagBLGun,Prost1RunDiagBRGun,Prost1RunGun,Prost1RunBackGun,Prost1RunLGun,Prost1RunRGun,Prost1TurnRightCombat,Prost1TurnLeftCombat);
}
action(Prost1CloseRange)
{
file("pc\actors\chot\xxx\MShPmph.ske",100,on,100,_AIclassCloseRange);
AIClass(_AIclassCloseRange|_AIclassMale|_AIclassFemale);
trigger(_DIRshoot|_DIRHaveGun|_DIRcombatmode);
break(on);
nrintframes(0);
connections(Prost1SpreadGun,Prost1CloseRange,Prost1Idle);
}
/////////////////////////////////////////////////////////////////////////////////////////
// IDLE ACTIONS
Action(Prost1Talk)
{
file("pc\actors\domina\talk\jawflap.ske",100,on);
nrintframes(4);
intforloop(on);
trigger(_allDIR);
break(on);
connections(Prost1KungFu,Prost1Talk);
}
Action(Prost1KungFu)
{
file("pc\actors\domina\talk\kungfu.ske",100,on);
nrintframes(4);
intforloop(on);
trigger(_DIRshoot);
break(off);
connections(Prost1Talk);
}
/* ************* Crouching moves ******************* */
action(Prost1CrouchTurnLeftRightEnd)
{
file("pc\actors\Prost1\xxx\FCrTrStp.ske",100,off,100);
trigger(_DIRnotendofanim|_noDIR);
break(on);
nrintframes(3);
intforloop(off);
connections(Prost1CrouchTurnRight,Prost1CrouchTurnLeft,Prost1CrouchIdle);
}
action(Prost1CrouchTurnRight)
{
file("pc\actors\Prost1\xxx\FCrTrRSt.ske",100,off,100);//crouch start turn right
file("pc\actors\Prost1\xxx\FCrTrRLp.ske",100,on,100);//crouch turn right loop
trigger(_DIRRight);
break(on);
nrintframes(3);
intforloop(on);
connections(Prost1CrouchTurnRight,Prost1CrouchTurnLeft,Prost1CrouchTurnLeftRightEnd);
}
action(Prost1CrouchTurnLeft)
{
file("pc\actors\Prost1\xxx\FCrTrLSt.ske",100,off,100);//crouch start turn left
file("pc\actors\Prost1\xxx\FCrTrLLp.ske",100,on,100);//crouch turn left loop
trigger(_DIRleft);
break(on);
nrintframes(3);
intforloop(on);
connections(Prost1CrouchTurnRight,Prost1CrouchTurnLeft,Prost1CrouchTurnLeftRightEnd);
}
action(Prost1CrouchWoundLight)
{
file("pc\actors\Chot\xxx\MCrWnd1.ske",10,off); //Head.
file("pc\actors\Chot\xxx\MCrWnd2.ske",100,off); //Stomach/chest.
trigger(_DIRNotEndOfAnim);
AIClass(_AIClassProstSkeleton);
break(on);
nrintframes(4);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(Prost1CrouchShoot,Prost1CrouchSpreadOut,Prost1CrouchIdle);
}
action(Prost1CrouchDead)
{
file("pc\actors\Chot\xxx\McrDeth1.ske",50,off); //Collapse backwards dead
file("pc\actors\Chot\xxx\McrDeth2.ske",100,off); //Crawl forward dead
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
break(off);
ColSphereScale(50);
ColSphereYOffsetScale(100);
nrintframes(8);
}
action(Prost1CrouchDown)
{
file("pc\actors\Prost1\xxx\FCrStrCm.ske",100,off,100,-1,_DIRcombatmode);
file("pc\actors\Prost1\xxx\FCrStart.ske",100,off);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
break(off);
nrintframes(4);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(Prost1CrouchIdle);
}
action(Prost1CrouchUp)
{
file("pc\actors\Prost1\xxx\FCrEndCm.ske",100,off,100,-1,_DIRcombatmode);
file("pc\actors\Prost1\xxx\FCrEnd.ske",100,off);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
break(off);
nrintframes(4);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(Prost1Spread,Prost1Idle);
}
action(Prost1CrouchShoot)
{
file("pc\actors\Prost1\xxx\FCrHvFrH.ske",100,on); //Fire heavy hold/Aim frame
trigger(_DIRshoot|_DIRHaveGun);
break(on);
nrintframes(4);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(Prost1CrouchShoot,Prost1CrouchIdle);
}
action(Prost1CrouchLightRecoil)
{
file("pc\actors\Prost1\xxx\FCrHvFrP.ske",100,on,100,_AIclassHipGun);
file("pc\actors\Prost1\xxx\FCrLtFr.ske",100,on);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
break(off);
nrintframes(0);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(Prost1CrouchShoot,Prost1CrouchIdle);
}
action(Prost1CrouchHeavyRecoil)
{
file("pc\actors\Prost1\xxx\Fcrhvfr.ske",100,on);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
break(off);
nrintframes(0);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(Prost1CrouchShoot,Prost1CrouchIdle);
}
action(Prost1CrouchGrenade)
{
file("pc\actors\Prost1\xxx\FCrTrGrn.ske",100,on);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
break(off);
nrintframes(0);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
}
action(Prost1CrouchIdle)
{
file("pc\actors\Prost1\xxx\FCrIdle.ske",100,on);
trigger(_allDIR);
break(on);
nrintframes(4);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(Prost1CrouchShoot,Prost1CrouchSpreadOut,Prost1CrouchIdle);
}
action(Prost1CrouchSpreadOut)
{
file("pc\actors\Prost1\xxx\FCrIdle.ske",100,on);
trigger(_DIRmove);
nrintframes(-1);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(Prost1CrouchForwardLeft,Prost1CrouchForwardRight,Prost1CrouchBackwardLeft,Prost1CrouchBackwardRight,Prost1CrouchForward,Prost1CrouchBackward,Prost1CrouchLeft,Prost1CrouchRight,Prost1CrouchRForwardLeft,Prost1CrouchRForwardRight,Prost1CrouchRBackwardLeft,Prost1CrouchRBackwardRight,Prost1CrouchRForward,Prost1CrouchRBackward,Prost1CrouchRLeft,Prost1CrouchRRight,Prost1CrouchTurnRight,Prost1CrouchTurnLeft);
}
action(Prost1CrouchRForward)
{
file("pc\actors\Chot\xxx\MCrRunF.ske",100,on,120);
trigger(_DIRforward);
break(on);
nrintframes(4);
soundlevel(100);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
}
action(Prost1CrouchRBackward)
{
file("pc\actors\Chot\xxx\MCrRunB.ske",100,on,120);
trigger(_DIRbackward);
break(on);
offset(12);
nrintframes(4);
soundlevel(100);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
}
action(Prost1CrouchRLeft)
{
file("pc\actors\Chot\xxx\MCrRunL.ske",100,on,120);
trigger(_DIRsideleft);
break(on);
offset(12);
nrintframes(4);
soundlevel(100);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
}
action(Prost1CrouchRRight)
{
file("pc\actors\Chot\xxx\MCrRunR.ske",100,on,120);
trigger(_DIRsideright);
break(on);
offset(12);
nrintframes(4);
soundlevel(100);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
}
action(Prost1CrouchRForwardLeft)
{
file("pc\actors\Chot\xxx\MCrRunFL.ske",100,on,120);
trigger(_DIRsideleft|_DIRforward);
break(on);
offset(12);
nrintframes(4);
soundlevel(100);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
}
action(Prost1CrouchRBackwardLeft)
{
file("pc\actors\Chot\xxx\MCrRunBL.ske",100,on,120);
trigger(_DIRsideleft|_DIRbackward);
break(on);
offset(12);
nrintframes(4);
soundlevel(100);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
}
action(Prost1CrouchRForwardRight)
{
file("pc\actors\Chot\xxx\MCrRunFR.ske",100,on,120);
trigger(_DIRsideright|_DIRforward);
break(on);
offset(12);
nrintframes(4);
soundlevel(100);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
}
action(Prost1CrouchRBackwardRight)
{
file("pc\actors\Chot\xxx\MCrRunBR.ske",100,on,120);
trigger(_DIRsideright|_DIRbackward);
break(on);
offset(12);
nrintframes(4);
soundlevel(100);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
}
action(Prost1CrouchForward)
{
file("pc\actors\Prost1\xxx\FCrWlkF.ske",100,on);
trigger(_DIRwalking|_DIRforward);
break(on);
nrintframes(4);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
}
action(Prost1CrouchBackward)
{
file("pc\actors\Prost1\xxx\FCrWlkB.ske",100,on);
trigger(_DIRwalking|_DIRbackward);
break(on);
offset(12);
nrintframes(4);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
}
action(Prost1CrouchLeft)
{
file("pc\actors\Prost1\xxx\FCrWlkL.ske",100,on);
trigger(_DIRwalking|_DIRsideleft);
break(on);
offset(12);
nrintframes(4);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
}
action(Prost1CrouchRight)
{
//file("pc\actors\Chot\xxx\MCrStfR.ske",100,on);
file("pc\actors\Prost1\xxx\FCrWlkR.ske",100,on); //wait for gabe
trigger(_DIRwalking|_DIRsideright);
break(on);
offset(12);
nrintframes(4);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
}
action(Prost1CrouchForwardLeft)
{
file("pc\actors\Prost1\xxx\FCrWlkFL.ske",100,on);
trigger(_DIRwalking|_DIRsideleft|_DIRforward);
break(on);
offset(12);
nrintframes(4);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
}
action(Prost1CrouchBackwardLeft)
{
file("pc\actors\Prost1\xxx\FCrWlkBL.ske",100,on);
trigger(_DIRwalking|_DIRsideleft|_DIRbackward);
break(on);
offset(12);
nrintframes(4);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
}
action(Prost1CrouchForwardRight)
{
file("pc\actors\Prost1\xxx\FCrWlkFR.ske",100,on);
trigger(_DIRwalking|_DIRsideright|_DIRforward);
break(on);
offset(12);
nrintframes(4);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
}
action(Prost1CrouchBackwardRight)
{
file("pc\actors\Prost1\xxx\FCrWlkBR.ske",100,on); //wait for gabe
//file("pc\actors\Chot\xxx\MCrStRB.ske",100,on);
trigger(_DIRwalking|_DIRsideright|_DIRbackward);
break(on);
offset(12);
nrintframes(4);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
}
/////////////////////////////////////////////////////////////////////////////////////////
// IDLE ACTIONS
Action(Prost1IdleCombatGun)
{
file("pc\actors\Subgirl1\xxx\SgIdl1Cm.ske",100,on,100,_AIclassSubgirl,_DIRcombatmode);
file("pc\actors\Subgirl1\xxx\SgIdl1Nc.ske",90,on,100,_AIclassSubgirl);
file("pc\actors\Subgirl1\xxx\SgIdl2Nc.ske",100,on,100,_AIclassSubgirl);
file("pc\actors\Domina\xxx\DmCIdl1.ske",100,on);
trigger(_noDIR|_DIRcombatmode|_DIRhavegun);
nrintframes(4);
intforloop(on);
break(on);
connections(Prost1Spread,prost1StandShoot,Prost1TurnLeftCombat,Prost1TurnRightCombat,prost1idle);
}
Action(Prost1IdleCombatNoGun)
{
file("pc\actors\Prost1\xxx\PCmNgId1.ske",100,on,100,_AIclassprost);
file("pc\actors\domina\xxx\DmCmNgI1.ske",100,on);
trigger(_noDIR|_DIRcombatmode);
nrintframes(4);
intforloop(on);
break(on);
connections(ProstKissing,Prost1Spread,Prost1KickingBobF,Prost1KickingBobB,Prost1KickSnapNeck,Prost1TapSuckerPunch,Prost1KneeFront,Prost1Kicking,prost1StandShoot,Prost1TurnLeft,Prost1TurnRight,prost1idle);
}
Action(Prost1IdleGun)
{
// file("pc\actors\Domina\xxx\DmIdl2.ske",30,on);//looking at fingernails
// file("pc\actors\Domina\xxx\DmIdl1.ske",100,on);//breathing
file("pc\actors\Subgirl1\xxx\SgIdl1Cm.ske",100,on,100,_AIclassSubgirl,_DIRcombatmode);
file("pc\actors\Subgirl1\xxx\SgIdl1Nc.ske",50,on,100,_AIclassSubgirl);
file("pc\actors\Subgirl1\xxx\SgIdl2Nc.ske",100,on,100,_AIclassSubgirl);
file("pc\actors\Domina\xxx\DmIdl2.ske",30,on);//looking at fingernails
file("pc\actors\Domina\xxx\DmIdl1.ske",65,on);//breathing
file("pc\actors\Domina\xxx\DmIdl3.ske",100,on);//look left/right
trigger(_noDIR|_DIRhavegun);
nrintframes(4);
intforloop(on);
break(on);
connections(Prost1Spread,prost1StandShoot,Prost1TurnLeftCombat,Prost1TurnRightCombat,prost1idle);
}
Action(Prost1IdleNoGun)
{
//file("pc\actors\Domina\xxx\DmIdl2.ske",30,on,100,_AIclasscop);//Idles arm down. looking at fingernails
//file("pc\actors\Domina\xxx\DmIdl1.ske",65,on,100,_AIclasscop);//breathing
//file("pc\actors\Domina\xxx\DmIdl3.ske",100,on,100,_AIclasscop);//look left/right
file("pc\actors\Prost1\xxx\PIdle2.ske",25,on); //look at fingernails
file("pc\actors\Prost1\xxx\PIdle1.ske",100,on); //hip stance
trigger(_allDIR);
nrintframes(4);
intforloop(on);
break(on);
connections(ProstKissing,Prost1Spread,prost1StandShoot,Prost1TurnLeft,Prost1TurnRight,prost1idle);
}
Action(Prost1Idle)
{
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
nrintframes(-1);
connections(Prost1IdleCombatGun,Prost1IdleCombatNoGun,Prost1IdleGun,Prost1IdleNoGun);
}
action(Prost1IdleLongTime)
{
file("pc\actors\Chot\xxx\mspan11p.ske",33,on);//celebrations, not hitting these
file("pc\actors\Chot\xxx\mspan14p.ske",66,on);
file("pc\actors\Chot\xxx\mspan12p.ske",100,on);
trigger(_DIRNotEndOfAnim);
AIClass(_AIClassProstSkeleton);
break(on);
nrintframes(8);
intforloop(on);
connections(Prost1Spread,Prost1StandShoot,Prost1TurnLeft,Prost1TurnRight,Prost1IdleLongTime,Prost1Idle);
}
action(Prost1IdleHitWall) //used just after you bounce into a wall
{
// file("pc\actors\Chot\xxx\Mneidl2p.xxx",20,on); //ass scratch
// file("pc\actors\Chot\xxx\Mneidl3p.xxx",40,on); //crotch scratch
// file("pc\actors\Chot\xxx\Mneidl1p.xxx",100,on); //look around
file("pc\actors\Domina\xxx\DmIdl2.ske",30,on);//looking at fingernails
file("pc\actors\Domina\xxx\DmIdl1.ske",65,on);//breathing
file("pc\actors\Domina\xxx\DmIdl3.ske",100,on);//look left/right
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
break(on);
nrintframes(8);
intforloop(on);
nomove(true)
connections(GENHitWallSpreadOut);
}
action(Prost1IdleHitWallFront) //used just after you bounce into a wall, face first
{
//MISSING Animation
file("pc\actors\Chot\xxx\Mneidl1p.xxx",100,on); //look around
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
break(on);
nrintframes(8);
intforloop(on);
nomove(true)
connections(GENIdleHitWallFront);
}
action(Prost1HitWallSpread) //Lead directly to next animation
{
trigger(_allDIR);
nrintframes(-1);
connections(Prost1HitWallTurnLeft,Prost1HitWallTurnRight,Prost1IdleHitWall,GENIdleHitWallFront);
}
action(Prost1HitWallSpreadOut) //Lead directly to next animation
{
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
nrintframes(-1);
connections(Prost1HitWallTurnLeft,Prost1HitWallTurnRight,Prost1IdleHitWall,GENIdleHitWall);
}
/////////////////////////////////////////////////////////////////////////////////////////
// ELECTRICUTIONS
action(Prost1ElectricShock0)
{
file("pc\actors\Chot\xxx\aelectLP.ske",100,off,130);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
break(off);
nrintframes(4);
intforloop(off);
nomove(true)
connections(GENElectricShock1);
collision(on);
gravity(off);
}
action(Prost1ElectricShock1)
{
file("pc\actors\Chot\xxx\ThBkHld1.ske",100,off);
move(0,0,20);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
break(off);
nrintframes(6);
intforloop(off);
nomove(true)
connections(GENElectricShock1);
gravity(off);
collision(on);
}
/////////////////////////////////////////////////////////////////////////////////////////
// DEAHTS
action(Prost1FallDead)
{
file("pc\actors\Chot\xxx\alndhard.ske",100,off);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
break(off);
nrintframes(12);
}
action(Prost1CrawlDead)
{
file("pc\actors\Chot\xxx\mcrwlfal.ske",100,off);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
break(off);
nrintframes(12);
}
Action(Prost1Crush)
{
file("pc\actors\Chot\xxx\mded5g.ske",100,off); //face down
//file("pc\actors\Chot\xxx\Mcrushed.ske",100,off); //point at player
trigger(_allDIR);
collision(off);
gravity(off);
break(off);
nrintframes(4);
}
action(Prost1StandDead)
{
file("pc\actors\Prost1\xxx\Fdeth1.ske",20,off); //Sway fall on knees then to face:
file("pc\actors\Prost1\xxx\Fdeth2.ske",40,off); //Spin around and die on face:
file("pc\actors\Prost1\xxx\Fdeth3.ske",60,off); //Fall to knees and crawl a second before dying:
file("pc\actors\Prost1\xxx\Fdeth4.ske",80,off); //Collapse to knees and around to back:
file("pc\actors\behemoth\xxx\bdeth1.ske",100,off,200); //face down
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
break(off);
nrintframes(12);
}
/////////////////////////////////////////////////////////////////////////////////////////
// BURNED, STEAMED AND BLIND
action(Prost1GettingBurned) //When inside fire, moving head left and right
{
file("pc\actors\chot\xxx\MBrnThrs.ske",100,on);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
break(on);
nrintframes(3);
ydeltafromzeroframe(off);
connections(Prost1BlindForward,Prost1BlindBackwards,Prost1GettingBurned);
}
action(Prost1BlindForward) //Walk slowly forward both inside and outside fire
{
// file("pc\actors\chot\xxx\MBrnStgr.ske",100,on);
file("pc\actors\prost1\xxx\FBrnStgr.ske",100,on);
trigger(_DIRforward);
AIClass(_AIClassProstSkeleton);
break(on);
nrintframes(3);
connections(Prost1BlindForward,Prost1BlindBackwards,Prost1BurnedIdle);
}
action(Prost1BlindBackwards) //Walk slowly backwards both inside and outside fire
{
// file("pc\actors\chot\xxx\MBrnStbk.ske",100,on);
file("pc\actors\prost1\xxx\FBrnStBk.ske",100,on);
trigger(_DIRbackward);
AIClass(_AIClassProstSkeleton);
break(on);
nrintframes(3);
connections(Prost1BlindForward,Prost1BlindBackwards,Prost1BurnedIdle);
}
action(Prost1BurnedIdle) //Inside and Outside fire, idle
{
// file("pc\actors\chot\xxx\MBrnIdl.ske",100,on);
file("pc\actors\prost1\xxx\FBrnIdl.ske",100,on);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
break(on);
nrintframes(3);
connections(Prost1BlindForward,Prost1BlindBackwards,Prost1BurnedIdle);
}
action(Prost1BurningRunInCircle) //Running around in circle with the head on fire, then fall.
{
// file("pc\actors\chot\xxx\MBrnRnAr.ske",100,on);
file("pc\actors\prost1\xxx\FBrnRnAr.ske",100,on);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
break(off);
nrintframes(3);
connections(GENBurningRollOnFloor);
}
action(Prost1SlowGetUpFace) //Get back up from the ground
{
file("pc\actors\chot\xxx\Mstandf1.ske",100,on,100,-1,-1,Sub_GetUpClearThrown68);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
break(off);
nrintframes(3);
connections(Prost1BurnedIdle);
}
/////////////////////////////////////////////////////////////////////////////////////////
// CRAWLING, BEING DRAGGED
action(Prost1Dragged)
{
file("pc\actors\chot\xxx\MDrgFH_A.ske",100,off);
file("pc\actors\chot\xxx\MDrgFH_B.ske",100,on);
trigger(_allDIR);
nrintframes(3);
connections(Prost1Dragged);
}
/////////////////////////////////////////////////////////////////////////////////////////
// CLIMBING
Action(Prost1climbup)
{
file("pc\actors\chot\xxx\MClmbWlS.ske",50,off,100);
file("pc\actors\chot\xxx\MClmbWlF.ske",100,off,100);
nrintframes(8);
break(off);
trigger(_allDIR);
gravity(off);
ydeltafromzeroframe(off);
connections(Prost1Idle);
}
/////////////////////////////////////////////////////////////////////////////////////////
// RECOIL
action(Prost1HeavyRecoil)
{
file("pc\actors\domina\xxx\dshpump.ske",100,on,100,_AIclassHipGun|_AIClassCop);
file("pc\actors\domina\xxx\dshhevy.ske",100,on,100,_AIClassCop);
file("pc\actors\Prost1\xxx\FShHvy.ske",100,on);
trigger(_AllDIR);
AIClass(_AIClassProstSkeleton);
break(off);
nrintframes(0);
connections(Prost1SpreadGun,Prost1StandShoot,Prost1TurnLeftCombat,Prost1TurnRightCombat,Prost1Idle);
}
action(Prost1LightRecoil) //Works as proxy because it has to be restarted if SpawnAction is called again
{
trigger(_AllDIR);
AIClass(_AIClassProstSkeleton);
nrintframes(-1);
connections(Prost1LightRecoil2);
}
action(Prost1MachineGunFire)
{
file("pc\actors\Prost1\xxx\FShLtStr.ske",100,off);
file("pc\actors\Prost1\xxx\FShLtLp.ske",100,on);
trigger(_DIRshoot|_DIRnotendofanim);
break(on);
nrintframes(0);
connections(Prost1MachineGunFire,Prost1SpreadGun,Prost1StandShoot,Prost1TurnLeftCombat,Prost1TurnRightCombat,Prost1Idle);
}
action(Prost1LightRecoil2)
{
//file("pc\actors\prost1\xxx\dshoots.ske",100,on);
file("pc\actors\domina\xxx\dshltr1.ske",25,on);
file("pc\actors\domina\xxx\dshltr2.ske",50,on);
file("pc\actors\domina\xxx\dshltr3.ske",75,on);
file("pc\actors\domina\xxx\dshltr4.ske",100,on);
trigger(_DIRNotEndOfAnim);
break(on);
nrintframes(0);
connections(Prost1SpreadGun,Prost1LightRecoil2,Prost1StandShoot,Prost1TurnLeftCombat,Prost1TurnRightCombat,Prost1Idle);
}
action(Prost1ThrowGrenade)
{
file("pc\actors\subgirl1\xxx\SgfireR1.ske",33,on,100,_AIclassSubgirl);
file("pc\actors\subgirl1\xxx\SgfireR2.ske",67,on,100,_AIclassSubgirl);
file("pc\actors\subgirl1\xxx\SgfireR3.ske",100,on,100,_AIclassSubgirl);
file("pc\actors\Domina\xxx\dmthgrc.ske",100,off);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
break(off);
nrintframes(0);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(Prost1Spread,Prost1Idle);
}
/////////////////////////////////////////////////////////////////////////////////////////
// POSSESION
action(prost1Possesed)
{
file("pc\actors\prost1\xxx\mposs1.xxx",100,off);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
nrintframes(4);
break(off);
connections(prost1idle);
}
action(Prost1Depossesed)
{
file("pc\actors\chot\xxx\Mstun1g.ske",50,on);
file("pc\actors\chot\xxx\Mstun2g.ske",100,on);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
nrintframes(4);
break(off);
connections(Prost1idle);
}
/////////////////////////////////////////////////////////////////////////////////////////
// SHOOTING
action(Prost1StandShoot)
{
trigger(_DIRshoot|_DIRHaveGun|_DIRcombatmode);
break(on);
nrintframes(-1);
connections(Prost1CloseRange,Prost1GunButBob,Prost1GunButF,Prost1GunButB,Prost1StandShootAnims);
}
action(Prost1StandShootAnims)
{
file("pc\actors\subgirl1\xxx\SgfireL1.ske",33,on,100,_AIclassSubgirl);
file("pc\actors\subgirl1\xxx\SgfireL1.ske",66,on,100,_AIclassSubgirl);
file("pc\actors\subgirl1\xxx\SgfireL1.ske",100,on,100,_AIclassSubgirl);
file("pc\actors\Domina\xxx\DmCIdl1.ske",100,on,100,-1,_DIRHaveGun);
file("pc\actors\Prost1\xxx\PCmNgJgl.ske",100,on,100,_AIclassprost);
file("pc\actors\domina\xxx\DmCmNgI1.ske",100,on);
trigger(_DIRshoot|_DIRcombatmode);
break(on);
nrintframes(4);
connections(Prost1Spread,Prost1StandShoot,Prost1TurnLeftCombat,Prost1TurnRightCombat,Prost1Idle);
}
//XXX is not used
action(prost1RunShoot)
{
file("pc\actors\prost1\xxx\Frnshotg.xxx",100,on);
trigger(_DIRshoot);
// trigger(_DIRrunShoot); //DOESNT EXIST
// trigger(_allDIR);
nrintframes(4);
break(oN);
connections(prost1RunShoot,prost1Run,prost1StandShoot,prost1idle);
}
// SHOT BY SNIPER REACTIONS
//
Action(Prost1ShotInLeg)
{
file("pc\actors\chot\xxx\MSnpLeg2.ske",100,off,100,-1,_DIRcombatmode);
file("pc\actors\chot\xxx\MSnpLeg3.ske",100,off);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
break(off);
nrintframes(3);
connections(GENCrawlSpreadOut);
}
Action(Prost1ShotFrHead)
{
file("pc\actors\chot\xxx\mded6g.ske",100,off);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
break(off);
nrintframes(3);
connections(Prost1ShotFrHead);
}
Action(Prost1ShotFrTorso)
{
file("pc\actors\chot\xxx\mded1.ske",100,off);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
break(off);
nrintframes(3);
connections(Prost1ShotFrTorso);
}
Action(Prost1ShotFrRShoulder)
{
file("pc\actors\chot\xxx\mded2.ske",100,off);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
break(off);
nrintframes(3);
connections(Prost1GetUpFromBackFaceDown);
}
Action(Prost1ShotFrLShoulder)
{
file("pc\actors\chot\xxx\Fstwnd2.ske",100,off);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
break(off);
nrintframes(3);
connections(Prost1Idle);
}
Action(Prost1ShotGeneric)
{
file("pc\actors\chot\xxx\Mwund3.ske",100,off);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
break(off);
nrintframes(3);
connections(Prost1Idle);
}
Action(Prost1ShotBkHead)
{
file("pc\actors\chot\xxx\mded4g.ske",100,off);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
break(off);
nrintframes(3);
connections(Prost1ShotBkHead);
}
Action(Prost1ShotBkBack)
{
file("pc\actors\chot\xxx\MWundg2.ske",100,off);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
break(off);
nrintframes(3);
connections(Prost1Idle);
}
//---------
/////////////////////////////////////////////////////////////////////////////////////////
// WOUNDED
action(Prost1WoundLight)
{
file("pc\actors\Domina\xxx\dmwnd1c.ske",33,off,100,-1,_DIRcombatmode);
file("pc\actors\Domina\xxx\dmwnd2c.ske",66,off,100,-1,_DIRcombatmode); //right
file("pc\actors\Domina\xxx\dmwnd3c.ske",100,off,100,-1,_DIRcombatmode); //left
file("pc\actors\Domina\xxx\dmwnd4c.ske",100,off,100,-1,_DIRcombatmode); //back
// file("pc\actors\Prost1\xxx\fqkwund1.ske",25,off);
// file("pc\actors\Prost1\xxx\fqkwund2.ske",50,off);
// file("pc\actors\Prost1\xxx\fqkwund3.ske",75,off);
// file("pc\actors\Prost1\xxx\fqkwund4.ske",100,off);
file("pc\actors\Prost1\xxx\PWnd1Nc.ske",25,off);
file("pc\actors\Prost1\xxx\PWnd2Nc.ske",50,off);
file("pc\actors\Prost1\xxx\PWnd3Nc.ske",75,off);
file("pc\actors\Prost1\xxx\PWnd4Nc.ske",100,off);
trigger(_DIRNotEndOfAnim);
AIClass(_AIClassProstSkeleton);
break(on);
collision(on);
nrintframes(4);
connections(Prost1Spread,Prost1StandShoot,Prost1WoundLight,Prost1TurnLeft,Prost1TurnRight,Prost1Idle);
}
action(Prost1WoundLightNoBreak) //Identical to the one above except for break
{
file("pc\actors\Prost1\xxx\fqkwund1.ske",25,off);
file("pc\actors\Prost1\xxx\fqkwund2.ske",50,off); //left
file("pc\actors\Prost1\xxx\fqkwund3.ske",75,off); //in back
file("pc\actors\Prost1\xxx\fqkwund4.ske",100,off); //right
// file("pc\actors\Chot\xxx\FstWnd1.ske",10,off);
// file("pc\actors\Chot\xxx\FstWnd2.ske",100,off);
//file("pc\actors\Chot\xxx\FstWnd3.ske",100,off);
trigger(_DIRNotEndOfAnim);
AIClass(_AIClassProstSkeleton);
break(off);
collision(on);
nrintframes(4);
connections(Prost1Spread,Prost1StandShoot,Prost1WoundLight,Prost1TurnLeft,Prost1TurnRight,Prost1Idle);
}
action(Prost1WoundFlyBack1) //Hold frame
{
file("pc\actors\Chot\xxx\ThBkHld1.ske",100,off);
trigger(_alldir);
break(on);
collision(on);
nrintframes(4);
connections(Prost1WoundFlyBack2);
}
action(Prost1WoundFlyBack2) //Hitting wall+hold frame
{
file("pc\actors\Chot\xxx\ThBkhtwl.ske",100,off);
trigger(_DIRVerCol);
break(on);
collision(on);
nrintframes(4);
connections(Prost1WoundFlyBack3);
}
action(Prost1WoundFlyBack3) //Land on ground
{
file("pc\actors\Chot\xxx\ThBklnd.ske",100,off);
trigger(_DIRHorCol);
break(off);
collision(on);
nrintframes(4);
connections(Prost1Idle);
}
/////////////////////////////////////////////////////////////////////////////////////////
// STANDARD MOVES WITHOUT GUN
action(Prost1Pickup)
{
file("pc\actors\Prost1\xxx\FpickupG.ske",100,off);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
nrintframes(4);
break(off);
connections(Prost1Idle);
}
action(Prost1PickupChest)
{
file("pc\actors\Prost1\xxx\FpickupF.ske",100,off);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
nrintframes(4);
break(off);
connections(Prost1Idle);
}
action(Prost1PickupCrouch)
{
file("pc\actors\Prost1\xxx\FCrPikUp.ske",100,off);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
AIClass(_AIClassProstSkeleton);
nrintframes(4);
break(off);
connections(Prost1CrouchIdle);
}
action(prost1RunBack)
{
file("pc\actors\domina\xxx\DmRnBNC.ske",100,on,100,_AIclassCop);
file("pc\actors\Prost1\xxx\PRunB.ske",100,on);
offset(9);
nrintframes(4);
trigger(_DIRbackward);
break(on);
move(0,0,4);
connections(Prost1Spread,prost1idle);
}
Action(prost1run)
{
file("pc\actors\domina\xxx\DmRnFNC.ske",100,on,100,_AIClassCop);
file("pc\actors\prost1\xxx\Prunf.ske",100,on);
break(on);
nrintframes(4);
offset(2);
move(0,0,-4);
trigger(_DIRforward);
connections(Prost1StompKickF,Prost1StompKickB,prost1Spread,prost1idle);
}
action(Prost1RunL)
{
file("pc\actors\domina\xxx\DmRnLNC.ske",100,on,100,_AIClassCop);
file("pc\actors\Prost1\xxx\PRunL.ske",100,on);
offset(2);
nrintframes(8);
trigger(_DIRsideleft);
move(4,0,0);
break(on);
connections(Prost1Spread,prost1idle);
}
action(Prost1RunR)
{
file("pc\actors\domina\xxx\DmRnRNC.ske",100,on,100,_AIClassCop);
file("pc\actors\Prost1\xxx\PRunR.ske",100,on);
offset(2);
nrintframes(8);
trigger(_DIRsideright);
move(-4,0,0);
break(on);
connections(Prost1Spread,prost1idle);
}
action(Prost1RunDiagFL)
{
file("pc\actors\domina\xxx\DmRnFLNC.ske",100,on,100,_AIClassCop);
file("pc\actors\Prost1\xxx\PRunFL.ske",100,on);
offset(2)
trigger(_DIRsideleft|_DIRforward);
move(2,0,-2);
break(on);
nrintframes(8);
connections(Prost1Spread,prost1idle);
}
action(Prost1RunDiagFR)
{
file("pc\actors\domina\xxx\DmRnFRNC.ske",100,on,100,_AIClassCop);
file("pc\actors\Prost1\xxx\PRunFR.ske",100,on);
offset(2);
trigger(_DIRsideright|_DIRforward);
break(on);
move(-2,0,-2);
nrintframes(8);
connections(Prost1Spread,prost1idle);
}
action(Prost1RunDiagBL)
{
file("pc\actors\domina\xxx\DmRnBLNC.ske",100,on,100,_AIClassCop);
file("pc\actors\Prost1\xxx\PRunBL.ske",100,on);
offset(9);
trigger(_DIRsideleft|_DIRbackward);
break(on);
move(2,0,2);
nrintframes(4);
connections(Prost1Spread,prost1idle);
}
action(Prost1RunDiagBR)
{
file("pc\actors\domina\xxx\DmRnBRNC.ske",100,on,100,_AIClassCop);
file("pc\actors\Prost1\xxx\PRunBR.ske",100,on);
offset(9);
trigger(_DIRsideright|_DIRbackward);
break(on);
move(-2,0,2);
nrintframes(4);
connections(Prost1Spread,prost1idle);
}
Action(prost1walk)
{
file("pc\actors\Subgirl1\xxx\SgWlkFNc.ske",100,on,100,_AIclassSubgirl);
file("pc\actors\domina\xxx\dmwlkfn.ske",100,on,100,_AIclassCop);
file("pc\actors\Prost1\xxx\PWlkF.ske",100,on,100,_AIclassprost);
file("pc\actors\Prost1\xxx\WwalkT.ske",100,on,100,_AIclassbarpeople);
offset(3);
nrintframes(4);
trigger(_DIRwalking|_DIRforward);
//loopframes(10,20); //loopstartframe,loopendframe
break(on);
connections(Prost1Spread,prost1idle);
}
action(prost1WalkBack)
{
file("pc\actors\Subgirl1\xxx\SgWlkBNc.ske",100,on,100,_AIclassSubgirl);
file("pc\actors\domina\xxx\dmwlkbn.ske",100,on,100,_AIclassCop);
file("pc\actors\Prost1\xxx\PWlkB.ske",100,on);
offset(18);
nrintframes(4);
trigger(_DIRwalking|_DIRbackward);
break(on);
connections(Prost1Spread,prost1idle);
}
action(prost1WalkL)
{
file("pc\actors\Subgirl1\xxx\SgWlkL.ske",100,on,100,_AIclassSubgirl);
file("pc\actors\domina\xxx\dmwlkln.ske",100,on,100,_AIclassCop);
file("pc\actors\Prost1\xxx\PWlkL.ske",100,on);
offset(3);
nrintframes(4);
trigger(_DIRwalking|_DIRsideleft);
break(on);
connections(Prost1Spread,Prost1Idle);
}
action(prost1WalkR)
{
file("pc\actors\Subgirl1\xxx\SgWlkR.ske",100,on,100,_AIclassSubgirl);
file("pc\actors\domina\xxx\dmwlkrn.ske",100,on,100,_AIclassCop);
file("pc\actors\Prost1\xxx\PWlkR.ske",100,on);
nrintframes(4);
offset(3);
trigger(_DIRwalking|_DIRsideright);
break(on);
connections(Prost1Spread,Prost1Idle);
}
action(prost1WalkDiagFL)
{
file("pc\actors\Subgirl1\xxx\SgWlkFL.ske",100,on,100,_AIclassSubgirl);
file("pc\actors\domina\xxx\dmwlkfln.ske",100,on,100,_AIclassCop);
file("pc\actors\Prost1\xxx\PWlkFL.ske",100,on);
nrintframes(4);
offset(3);
trigger(_DIRwalking|_DIRsideleft|_DIRforward);
break(on);
connections(Prost1Spread,Prost1Idle);
}
action(prost1WalkDiagFR)
{
file("pc\actors\Subgirl1\xxx\SgWlkFR.ske",100,on,100,_AIclassSubgirl);
file("pc\actors\domina\xxx\dmwlkfrn.ske",100,on,100,_AIclassCop);
file("pc\actors\Prost1\xxx\PWlkFR.ske",100,on);
nrintframes(4);
offset(3);
trigger(_DIRwalking|_DIRsideright|_DIRforward);
break(on);
connections(Prost1Spread,Prost1Idle);
}
action(prost1WalkDiagBL)
{
file("pc\actors\Subgirl1\xxx\SgWlkBL.ske",100,on,100,_AIclassSubgirl);
file("pc\actors\domina\xxx\dmwlkbln.ske",100,on,100,_AIclassCop);
file("pc\actors\Prost1\xxx\PWlkBL.ske",100,on);
nrintframes(4);
offset(18);
trigger(_DIRwalking|_DIRsideleft|_DIRbackward);
break(on);
connections(Prost1Spread,Prost1Idle);
}
action(prost1WalkDiagBR)
{
file("pc\actors\Subgirl1\xxx\SgWlkBR.ske",100,on,100,_AIclassSubgirl);
file("pc\actors\domina\xxx\dmwlkbrn.ske",100,on,100,_AIclassCop);
file("pc\actors\Prost1\xxx\PWlkBR.ske",100,on);
nrintframes(4);
offset(18);
trigger(_DIRwalking|_DIRsideright|_DIRbackward);
break(on);
connections(Prost1Spread,Prost1Idle);
}
/////////////////////////////////////////////////////////////////////////////////////////
// STANDARD MOVES WITH GUN
action(Prost1WalkGun)
{
file("pc\actors\Subgirl1\xxx\SgWlkFNc.ske",100,on,100,_AIclassSubgirl);
file("pc\actors\domina\xxx\dmwlkfc.ske",100,on,100,-1,_DIRcombatmode);
file("pc\actors\domina\xxx\dmwlkfn.ske",100,on);
trigger(_DIRwalking|_DIRforward);
break(on);
offset(5);
nrintframes(8);
connections(Prost1KickingBobF,Prost1KickingBobB,Prost1SpreadGun,Prost1Idle);
}
action(Prost1WalkBackGun)
{
file("pc\actors\Subgirl1\xxx\SgWlkBNc.ske",100,on,100,_AIclassSubgirl);
file("pc\actors\domina\xxx\dmwlkbc.ske",100,on,100,-1,_DIRcombatmode);
file("pc\actors\domina\xxx\dmwlkbn.ske",100,on);
nrintframes(8);
trigger(_DIRwalking|_DIRbackward);
break(on);
offset(30);
connections(Prost1SpreadGun,Prost1Idle);
}
action(Prost1WalkLGun)
{
file("pc\actors\Subgirl1\xxx\SgWlkL.ske",100,on,100,_AIclassSubgirl);
file("pc\actors\domina\xxx\dmwlklc.ske",100,on,100,-1,_DIRcombatmode);
file("pc\actors\domina\xxx\dmwlkln.ske",100,on);
nrintframes(8);
trigger(_DIRwalking|_DIRsideleft);
break(on);
offset(14);
connections(Prost1SpreadGun,Prost1Idle);
}
action(Prost1WalkRGun)
{
file("pc\actors\Subgirl1\xxx\SgWlkR.ske",100,on,100,_AIclassSubgirl);
file("pc\actors\domina\xxx\dmwlkrc.ske",100,on,100,-1,_DIRcombatmode);
file("pc\actors\domina\xxx\dmwlkrn.ske",100,on);
nrintframes(8);
trigger(_DIRwalking|_DIRsideright);
break(on);
offset(0);
connections(Prost1SpreadGun,Prost1Idle);
}
action(Prost1WalkDiagFLGun)
{
file("pc\actors\Subgirl1\xxx\SgWlkFL.ske",100,on,100,_AIclassSubgirl);
file("pc\actors\domina\xxx\dmwlkflc.ske",100,on,100,-1,_DIRcombatmode);
file("pc\actors\domina\xxx\dmwlkfln.ske",100,on);
trigger(_DIRwalking|_DIRsideleft|_DIRforward);
break(on);
nrintframes(8);
offset(15)
connections(Prost1SpreadGun,Prost1Idle);
}
action(Prost1WalkDiagFRGun)
{
file("pc\actors\Subgirl1\xxx\SgWlkFR.ske",100,on,100,_AIclassSubgirl);
file("pc\actors\domina\xxx\dmwlkfrc.ske",100,on,100,-1,_DIRcombatmode);
file("pc\actors\domina\xxx\dmwlkfrn.ske",100,on);
trigger(_DIRwalking|_DIRsideright|_DIRforward);
break(on);
nrintframes(8);
offset(30)
connections(Prost1SpreadGun,Prost1Idle);
}
action(Prost1WalkDiagBLGun)
{
file("pc\actors\Subgirl1\xxx\SgWlkBL.ske",100,on,100,_AIclassSubgirl);
file("pc\actors\domina\xxx\dmwlkblc.ske",100,on,100,-1,_DIRcombatmode);
file("pc\actors\domina\xxx\dmwlkbln.ske",100,on);
trigger(_DIRwalking|_DIRsideleft|_DIRbackward);
break(on);
offset(30)
nrintframes(8);
connections(Prost1SpreadGun,Prost1Idle);
}
action(Prost1WalkDiagBRGun)
{
file("pc\actors\Subgirl1\xxx\SgWlkBR.ske",100,on,100,_AIclassSubgirl);
file("pc\actors\domina\xxx\dmwlkbrc.ske",100,on,100,-1,_DIRcombatmode);
file("pc\actors\domina\xxx\dmwlkbrn.ske",100,on);
trigger(_DIRwalking|_DIRsideright|_DIRbackward);
break(on);
offset(30)
nrintframes(8);
connections(Prost1SpreadGun,Prost1Idle);
}
action(Prost1RunGun)
{
file("pc\actors\Subgirl1\xxx\SgRunF.ske",100,on,100,_AIclassSubgirl);
file("pc\actors\prost1\xxx\frunsht.ske",100,on,100,-1,_DIRcombatmode);
file("pc\actors\domina\xxx\DmRnFNC.ske",100,on);
trigger(_DIRforward);
break(on);
offset(8)
move(0,0,-4);
nrintframes(8);
connections(Prost1StompKickF,Prost1StompKickB,Prost1SpreadGun,Prost1Idle);
}
action(Prost1RunBackGun)
{
file("pc\actors\Subgirl1\xxx\SgRunB.ske",100,on,100,_AIclassSubgirl);
file("pc\actors\prost1\xxx\frunbfst.ske",100,on,100,-1,_DIRcombatmode);
file("pc\actors\domina\xxx\DmRnBNC.ske",100,on);
nrintframes(8);
trigger(_DIRbackward);
move(0,0,4);
break(on);
offset(13)
connections(Prost1SpreadGun,Prost1Idle);
}
action(Prost1RunLGun)
{
file("pc\actors\Subgirl1\xxx\SgRunl.ske",100,on,100,_AIclassSubgirl);
file("pc\actors\prost1\xxx\fshrn90l.ske",100,on,100,-1,_DIRcombatmode);
file("pc\actors\domina\xxx\DmRnLNC.ske",100,on);
nrintframes(8);
trigger(_DIRsideleft);
move(4,0,0);
break(on);
offset(10)
connections(Prost1SpreadGun,Prost1Idle);
}
action(Prost1RunRGun)
{
file("pc\actors\Subgirl1\xxx\SgRunR.ske",100,on,100,_AIclassSubgirl);
file("pc\actors\prost1\xxx\fshrn90r.ske",100,on,100,-1,_DIRcombatmode);
file("pc\actors\domina\xxx\DmRnRNC.ske",100,on);
nrintframes(8);
trigger(_DIRsideright);
move(-4,0,0);
break(on);
offset(9)
connections(Prost1SpreadGun,Prost1Idle);
}
action(Prost1RunDiagFLGun)
{
file("pc\actors\Subgirl1\xxx\SgRunFl.ske",100,on,100,_AIclassSubgirl);
file("pc\actors\prost1\xxx\fshrn45l.ske",100,on,100,-1,_DIRcombatmode);
file("pc\actors\domina\xxx\DmRnFLNC.ske",100,on);
trigger(_DIRsideleft|_DIRforward);
move(2,0,-2);
break(on);
offset(9)
nrintframes(8);
connections(Prost1SpreadGun,Prost1Idle);
}
action(Prost1RunDiagFRGun)
{
file("pc\actors\Subgirl1\xxx\SgRunFr.ske",100,on,100,_AIclassSubgirl);
file("pc\actors\prost1\xxx\fshrn45r.ske",100,on,100,-1,_DIRcombatmode);
file("pc\actors\domina\xxx\DmRnFRNC.ske",100,on);
trigger(_DIRsideright|_DIRforward);
move(-2,0,-2);
break(on);
offset(10)
nrintframes(8);
connections(Prost1SpreadGun,Prost1Idle);
}
action(Prost1RunDiagBLGun)
{
file("pc\actors\Subgirl1\xxx\SgRunBL.ske",100,on,100,_AIclassSubgirl);
file("pc\actors\prost1\xxx\fsrnb45l.ske",100,on,100,-1,_DIRcombatmode);
file("pc\actors\domina\xxx\DmRnBLNC.ske",100,on);
trigger(_DIRsideleft|_DIRbackward);
move(2,0,2);
break(on);
nrintframes(8)
offset(13)
connections(Prost1SpreadGun,Prost1Idle);
}
action(Prost1RunDiagBRGun)
{
file("pc\actors\Subgirl1\xxx\SgRunBR.ske",100,on,100,_AIclassSubgirl);
file("pc\actors\prost1\xxx\fsrnb45r.ske",100,on,100,-1,_DIRcombatmode);
file("pc\actors\domina\xxx\DmRnBRNC.ske",100,on);
trigger(_DIRsideright|_DIRbackward);
move(-2,0,2);
break(on);
offset(13)
nrintframes(8);
connections(Prost1SpreadGun,Prost1Idle);
}
action(prost1HitWall)
{
//file("pc\actors\prost1\xxx\fwallg.xxx",100,off);
file("pc\actors\Chot\xxx\mwundg.xxx",100,off);
trigger(_DIRvercol);
break(off);
nrintframes(4);
// gravity(off);
// collision(off);
connections(prost1idle);
}
action(Prost1Dance)
{
file("pc\actors\prost1\xxx\vidle.xxx",100,off);
nrintframes(4);
trigger(_allDIR);
connections(prost1idle);
}
action(Prost1Dance2)
{
//file("pc\actors\prost1\ske\Titwkcy.ske");
file("pc\actors\prost1\xxx\Fpcsp1p.xxx",100,off);
nrintframes(4);
trigger(_allDIR);
connections(prost1idle);
}
action(Female1Sleeping)
{
file("pc\actors\Prost1\xxx\FemDrnk1.ske",100,on);
trigger(_allDIR);
break(off);
nrintframes(12);
intforloop(on);
connections(Female1Sleeping);
}
action(Female1Sitting)
{
file("pc\actors\Prost1\xxx\FemDrnk2.ske",100,on);
trigger(_allDIR);
break(off);
nrintframes(12);
intforloop(on);
connections(Female1Sitting);
}
action(Female2Sitting)
{
file("pc\actors\Prost1\xxx\FemDrnk3.ske",100,on);
trigger(_allDIR);
break(off);
nrintframes(12);
intforloop(on);
connections(Female2Sitting);
}
action(Female1BarIdle)
{
file("pc\actors\Prost1\xxx\FemDrnk4.ske",100,on);
trigger(_allDIR);
break(off);
nrintframes(12);
intforloop(on);
connections(Female1BarIdle);
}
/////////////////////////////////////////////////////////////////////////////////////////
// TURNING
/*
action(Prost1TurnLeftRightEnd)
{
// file("pc\actors\Chot\xxx\mtrnlft2.ske",100,on);
file("pc\actors\Chot\xxx\MTrnStpC.ske",100,off,100);
trigger(_DIRnotendofanim|_noDIR);
break(on);
nrintframes(6);
intforloop(off);
connections(Prost1TurnLeftRightEnd,Prost1Spread,Prost1StandShoot,Prost1TurnLeft,Prost1TurnRight,Prost1Idle);
}*/
action(Prost1TurnLeftCombat)
{
// file("pc\actors\Prost1\xxx\FTrnLeft.ske",100,on);
file("pc\actors\Subgirl1\xxx\SbTrLSt.ske",100,off,100,_AIclassSubgirl);// Subgirl start turn left
file("pc\actors\Subgirl1\xxx\SbTrLLp.ske",100,on,100,_AIclassSubgirl);//Subgirl turn left loop
file("pc\actors\Prost1\xxx\FTrLStCm.ske",100,off,100,-1,_DIRcombatmode);//combat start turn left
file("pc\actors\Prost1\xxx\FTrLLpCm.ske",100,on,100,-1,_DIRcombatmode);//combat turn left loop
file("pc\actors\Domina\xxx\DTrLStNc.ske",100,off,100);//Domina start turn left non combat w/ gun
file("pc\actors\Domina\xxx\DTrLLpNc.ske",100,on,100);//Domina turn left loop non combat w/gun
trigger(_DIRleft);
break(on);
nrintframes(4);
connections(Prost1Spread,Prost1StandShoot,Prost1TurnLeftCombat,Prost1TurnRightCombat,Prost1Idle);
}
action(Prost1TurnRightCombat)
{
// file("pc\actors\Prost1\xxx\FTrnRigt.ske",100,on);
file("pc\actors\Subgirl1\xxx\SbTrRSt.ske",100,off,100,_AIclassSubgirl);// Subgirl start turn left
file("pc\actors\Subgirl1\xxx\SbTrRLp.ske",100,on,100,_AIclassSubgirl);//Subgirl turn left loop
file("pc\actors\Prost1\xxx\FTrRStCm.ske",100,off,100,-1,_DIRcombatmode);//Combat start turn right
file("pc\actors\Prost1\xxx\FTrRLpCm.ske",100,on,100,-1,_DIRcombatmode);//Combat turn right loop
file("pc\actors\Domina\xxx\DTrRStNc.ske",100,off,100);//Domina start turn right non combat w/ gun
file("pc\actors\Domina\xxx\DTrRLpNc.ske",100,on,100);//Domina turn right loop non combat w/ gun
trigger(_DIRright);
break(on);
nrintframes(4);
connections(Prost1Spread,Prost1StandShoot,Prost1TurnLeftCombat,Prost1TurnRightCombat,Prost1Idle);
}
action(Prost1TurnLeft)
{
// file("pc\actors\Prost1\xxx\PTrLStNc.ske",100,off,100,_AIclassprost);//Prost start turn left
// file("pc\actors\Prost1\xxx\PTrLLpNc.ske",100,on,100,_AIclassprost);//Prost turn left loop
// file("pc\actors\Domina\xxx\DTrLStNc.ske",100,off,100);//Domina start turn left
// file("pc\actors\Domina\xxx\DTrLLpNc.ske",100,on,100);//Domina turn left loop
file("pc\actors\Subgirl1\xxx\SbTrLSt.ske",100,off,100,_AIclassSubgirl);// Subgirl start turn left
file("pc\actors\Subgirl1\xxx\SbTrLLp.ske",100,on,100,_AIclassSubgirl);//Subgirl turn left loop
file("pc\actors\Prost1\xxx\FTLNgCmS.ske",100,off,100,-1,_DIRcombatmode);//Fem start turn left No Gun Combat
file("pc\actors\Prost1\xxx\FTLNgCmL.ske",100,on,100,-1,_DIRcombatmode);//Fem turn left No Gun Combat
file("pc\actors\Prost1\xxx\PTrLStNc.ske",100,off,100);//Prost start turn left
file("pc\actors\Prost1\xxx\PTrLLpNc.ske",100,on,100);//Prost turn left loop
trigger(_DIRleft);
break(on);
nrintframes(4);
connections(Prost1Spread,Prost1StandShoot,Prost1TurnLeft,Prost1TurnRight,Prost1Idle);
}
action(Prost1TurnRight)
{
// file("pc\actors\Prost1\xxx\PTrRStNc.ske",100,off,100,_AIclassprost);//prost start turn right
// file("pc\actors\Prost1\xxx\PTrRLpNc.ske",100,on,100,_AIclassprost);//prost turn right loop
// file("pc\actors\Domina\xxx\DTrRStNc.ske",100,off,100);//Domina start turn left
// file("pc\actors\Domina\xxx\DTrRLpNc.ske",100,on,100);//Domina turn left loop
file("pc\actors\Subgirl1\xxx\SbTrRSt.ske",100,off,100,_AIclassSubgirl);// Subgirl start turn left
file("pc\actors\Subgirl1\xxx\SbTrRLp.ske",100,on,100,_AIclassSubgirl);//Subgirl turn left loop
file("pc\actors\Prost1\xxx\FTRNgCmS.ske",100,off,100,-1,_DIRcombatmode);//Fem start turn left No Gun Combat
file("pc\actors\Prost1\xxx\FTRNgCmL.ske",100,on,100,-1,_DIRcombatmode);//Fem turn left No Gun Combat
file("pc\actors\Prost1\xxx\PTrRStNc.ske",100,off,100);//prost start turn right
file("pc\actors\Prost1\xxx\PTrRLpNc.ske",100,on,100);//prost turn right loop
trigger(_DIRright);
break(on);
nrintframes(4);
connections(Prost1Spread,Prost1StandShoot,Prost1TurnLeft,Prost1TurnRight,Prost1Idle);
}
action(Prost1HitWallTurnLeft)
{
file("pc\actors\Chot\xxx\mtrnlft2.ske",100,on);
trigger(_DIRleft);
break(on);
nrintframes(6);
connections(Prost1HitWallSpread);
}
action(Prost1HitWallTurnRight)
{
file("pc\actors\Chot\xxx\mtrnlft2.ske",100,on);
trigger(_DIRright);
break(on);
nrintframes(6);
connections(Prost1HitWallSpread);
}
/////////////////////////////////////////////////////////////////////////////////////////
// JUMP AND FALL
/////////////////////////////////////////////////////////////
////////////NEW JUMPING CODE/////////////////////////////////
/////////////////////////////////////////////////////////////
//
action(Prost1Jump) //Lead directly to next animation
{
trigger(_DIRjump);
AIClass(_AIClassProstSkeleton);
nrintframes(-1);
connections(Prost1JumpBL,Prost1JumpBR,Prost1JumpBackwards,Prost1JumpFL,Prost1JumpL,Prost1JumpFR,Prost1JumpR,Prost1JumpForward,Prost1JumpInPlace);
}
action(Prost1JumpHigh)
{
file("pc\actors\Prost1\xxx\FJmpC.ske",100,off,100);
//file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
move(0,Prost1JumpSpeedHigh,0);
trigger(_DIRjump);
nrintframes(4);
break(off);
// gravity(off);
ydeltafromzeroframe(off);
connections(Prost1FallInplace);
}
action(Prost1JumpMedium)
{
file("pc\actors\Prost1\xxx\FJmpB.ske",100,off,100);
//file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
move(0,Prost1JumpSpeedMiddle,0);
trigger(_DIRjump);
nrintframes(4);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(Prost1JumpHigh,Prost1FallInplace);
}
action(Prost1JumpHighB)
{
file("pc\actors\Prost1\xxx\FRBJmpC.ske",100,off,100);
move(0,Prost1JumpSpeedHigh,0);
trigger(_DIRjump);
nrintframes(4);
break(off);
// gravity(off);
ydeltafromzeroframe(off);
connections(Prost1FallInplace);
}
action(Prost1JumpMediumB)
{
file("pc\actors\Prost1\xxx\FRBJmpB.ske",100,off,100);
move(0,Prost1JumpSpeedMiddle,0);
trigger(_DIRjump);
nrintframes(4);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(Prost1JumpHighB,Prost1FallInplace);
}
action(Prost1JumpHighR)
{
file("pc\actors\Prost1\xxx\FRnJmpC.ske",100,off,100);
move(0,Prost1JumpSpeedHigh,0);
trigger(_DIRjump);
nrintframes(4);
rotate(90);
break(off);
// gravity(off);
ydeltafromzeroframe(off);
connections(Prost1FallR);
}
action(Prost1JumpMediumR)
{
file("pc\actors\Prost1\xxx\FRnJmpB.ske",100,off,100);
move(0,Prost1JumpSpeedMiddle,0);
trigger(_DIRjump);
nrintframes(4);
rotate(90);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(Prost1JumpHighR,Prost1FallR);
}
action(Prost1JumpHighL)
{
file("pc\actors\Prost1\xxx\FRnJmpC.ske",100,off,100);
move(0,Prost1JumpSpeedHigh,0);
trigger(_DIRjump);
nrintframes(4);
rotate(-90);
break(off);
// gravity(off);
ydeltafromzeroframe(off);
connections(Prost1FallL);
}
action(Prost1JumpMediumL)
{
file("pc\actors\Prost1\xxx\FRnJmpB.ske",100,off,100);
move(0,Prost1JumpSpeedMiddle,0);
trigger(_DIRjump);
nrintframes(4);
rotate(-90);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(Prost1JumpHighL,Prost1FallL);
}
action(Prost1JumpHigh45R)
{
file("pc\actors\Prost1\xxx\FRnJmpC.ske",100,off,100);
move(0,Prost1JumpSpeedHigh,0);
trigger(_DIRjump);
nrintframes(4);
rotate(45);
break(off);
// gravity(off);
ydeltafromzeroframe(off);
connections(Prost1FallFR);
}
action(Prost1JumpMedium45R)
{
file("pc\actors\Prost1\xxx\FRnJmpB.ske",100,off,100);
move(0,Prost1JumpSpeedMiddle,0);
trigger(_DIRjump);
nrintframes(4);
rotate(45);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(Prost1JumpHigh45R,Prost1FallFR);
}
action(Prost1JumpHigh45L)
{
file("pc\actors\Prost1\xxx\FRBJmpC.ske",100,off,100);
move(0,Prost1JumpSpeedHigh,0);
trigger(_DIRjump);
nrintframes(4);
rotate(-45);
break(off);
// gravity(off);
ydeltafromzeroframe(off);
connections(Prost1FallFL);
}
action(Prost1JumpMedium45L)
{
file("pc\actors\Prost1\xxx\FRnJmpB.ske",100,off,100);
move(0,Prost1JumpSpeedMiddle,0);
trigger(_DIRjump);
nrintframes(4);
rotate(-45);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(Prost1JumpHigh45L,Prost1FallFL);
}
action(Prost1JumpHighB45R)
{
file("pc\actors\Prost1\xxx\FRBJmpC.ske",100,off,100);
move(0,Prost1JumpSpeedHigh,0);
trigger(_DIRjump);
nrintframes(4);
rotate(-45);
break(off);
// gravity(off);
ydeltafromzeroframe(off);
connections(Prost1FallBR);
}
action(Prost1JumpMediumB45R)
{
file("pc\actors\Prost1\xxx\FRBJmpB.ske",100,off,100);
move(0,Prost1JumpSpeedMiddle,0);
trigger(_DIRjump);
nrintframes(4);
rotate(-45);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(Prost1JumpHighB45R,Prost1FallBR);
}
action(Prost1JumpHighB45L)
{
file("pc\actors\Prost1\xxx\FRnJmpC.ske",100,off,100);
move(0,Prost1JumpSpeedHigh,0);
trigger(_DIRjump);
nrintframes(4);
rotate(45);
break(off);
// gravity(off);
ydeltafromzeroframe(off);
connections(Prost1FallBL);
}
action(Prost1JumpMediumB45L)
{
file("pc\actors\Prost1\xxx\FRBJmpB.ske",100,off,100);
move(0,Prost1JumpSpeedMiddle,0);
trigger(_DIRjump);
nrintframes(4);
rotate(45);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(Prost1JumpHighB45L,Prost1FallBL);
}
action(Prost1JumpInPlace)
{
file("pc\actors\Prost1\xxx\FJmpA.ske",100,off,100);
move(0,Prost1JumpSpeedLow,0);
trigger(_DIRjump);
nrintframes(1);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(Prost1JumpMedium,Prost1FallInplace);
}
action(Prost1JumpForward)
{
// file("pc\actors\Chot\xxx\MRnJmpA.ske",100,off,100);
file("pc\actors\Prost1\xxx\FRnJmpA.ske",100,off,100);
trigger(_DIRforward);
nrintframes(1);
move(0,Prost1JumpSpeedLow,0);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(Prost1JumpMedium,Prost1FallForward);
}
action(Prost1JumpL)
{
file("pc\actors\Prost1\xxx\FRnJmpA.ske",100,off,100);
// file("pc\actors\Chot\xxx\MRnJmpA.ske",100,off,100);
trigger(_DIRsideleft);
rotate(-90)
nrintframes(1);
move(0,Prost1JumpSpeedLow,0);
//offset(3)
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(Prost1JumpMediumL,Prost1FallL);
}
action(Prost1JumpFL)
{
// file("pc\actors\Chot\xxx\MRnJmpA.ske",100,off,100);
file("pc\actors\Prost1\xxx\FRnJmpA.ske",100,off,100);
trigger(_DIRsideleft|_DIRforward);
rotate(-45)
nrintframes(1);
move(0,Prost1JumpSpeedLow,0);
//offset(3)
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(Prost1JumpMedium45L,Prost1FallFL);
}
action(Prost1JumpR)
{
// file("pc\actors\Chot\xxx\MRnJmpA.ske",100,off,100);
file("pc\actors\Prost1\xxx\FRnJmpA.ske",100,off,100);
trigger(_DIRsideright);
rotate(90)
nrintframes(1);
move(0,Prost1JumpSpeedLow,0);
//offset(3)
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(Prost1JumpMediumR,Prost1FallR);
}
action(Prost1JumpFR)
{
// file("pc\actors\Chot\xxx\MRnJmpA.ske",100,off,100);
file("pc\actors\Prost1\xxx\FRnJmpA.ske",100,off,100);
trigger(_DIRsideright|_DIRforward);
rotate(45)
nrintframes(1);
move(0,Prost1JumpSpeedLow,0);
//offset(3)
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(Prost1JumpMedium45R,Prost1FallFR);
}
action(Prost1JumpBackwards)
{
file("pc\actors\Prost1\xxx\FRBJmpA.ske",100,off,100);
trigger(_DIRbackward);
nrintframes(1);
move(0,Prost1JumpSpeedLow,5);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(Prost1JumpMediumB,Prost1FallBackwards);
}
action(Prost1JumpBR)
{
file("pc\actors\Prost1\xxx\FRBJmpA.ske",100,off,100);
trigger(_DIRbackward|_DIRsideright);
nrintframes(1);
move(0,Prost1JumpSpeedLow,0);
break(off);
gravity(off);
rotate(-45)
ydeltafromzeroframe(off);
connections(Prost1JumpMedium45L,Prost1FallBR);
}
action(Prost1JumpBL)
{
file("pc\actors\Prost1\xxx\FRBJmpA.ske",100,off,100);
trigger(_DIRbackward|_DIRsideleft);
nrintframes(1);
move(0,Prost1JumpSpeedLow,0);
break(off);
gravity(off);
rotate(45)
ydeltafromzeroframe(off);
connections(Prost1JumpMedium45R,Prost1FallBL);
}
action(Prost1fallForward)
{
file("pc\actors\Prost1\xxx\FJmpFall.ske",100,on); //Male jump falling loop.
trigger(_AllDir);
nrintframes(0);
ydeltafromzeroframe(off);
break(off);
connections(Prost1fallForward);
}
action(Prost1fallFL)
{
file("pc\actors\Prost1\xxx\FJmpFall.ske",100,on); //Male jump falling loop.
//file("pc\actors\Chot\xxx\tjumph.ske",100,on,100,-1,_DIRhavegun);
//file("pc\actors\Chot\xxx\tjumphng.ske",100,on);
trigger(_AllDir);
nrintframes(4);
ydeltafromzeroframe(off);
break(on);
rotate(-45)
connections(Prost1fallFL);
}
action(Prost1fallFR)
{
file("pc\actors\Prost1\xxx\FJmpFall.ske",100,on); //Male jump falling loop.
//file("pc\actors\Chot\xxx\tjumph.ske",100,on,100,-1,_DIRhavegun);
//file("pc\actors\Chot\xxx\tjumphng.ske",100,on);
trigger(_AllDir);
nrintframes(4);
ydeltafromzeroframe(off);
break(on);
rotate(45)
connections(Prost1fallFR);
}
action(Prost1fallL)
{
file("pc\actors\Prost1\xxx\FJmpFall.ske",100,on); //Male jump falling loop.
//file("pc\actors\Chot\xxx\tjumph.ske",100,on,100,-1,_DIRhavegun);
//file("pc\actors\Chot\xxx\tjumphng.ske",100,on);
trigger(_AllDir);
nrintframes(4);
ydeltafromzeroframe(off);
break(on);
rotate(-90)
connections(Prost1fallL);
}
action(Prost1fallR)
{
file("pc\actors\Prost1\xxx\FJmpFall.ske",100,on); //Male jump falling loop.
//file("pc\actors\Chot\xxx\tjumph.ske",100,on,100,-1,_DIRhavegun);
//file("pc\actors\Chot\xxx\tjumphng.ske",100,on);
trigger(_AllDir);
nrintframes(4);
ydeltafromzeroframe(off);
break(on);
rotate(90)
connections(Prost1fallR);
}
action(Prost1fallInPlace)
{
file("pc\actors\Prost1\xxx\FJmpFall.ske",100,on); //Male jump falling loop.
trigger(_AllDir);
AIClass(_AIClassProstSkeleton);
nrintframes(7);
ydeltafromzeroframe(off);
break(on);
connections(Prost1fallInPlace);
}
action(Prost1fallBackwards)
{
file("pc\actors\Prost1\xxx\FJmpFall.ske",100,on); //Male jump falling loop.
trigger(_AllDir);
nrintframes(7);
ydeltafromzeroframe(off);
break(on);
connections(Prost1fallBackwards);
}
action(Prost1fallBL)
{
file("pc\actors\Prost1\xxx\FJmpFall.ske",100,on); //Male jump falling loop.
trigger(_AllDir);
nrintframes(7);
ydeltafromzeroframe(off);
break(on);
rotate(45)
connections(Prost1fallBL);
}
action(Prost1fallBR)
{
file("pc\actors\Prost1\xxx\FJmpFall.ske",100,on); //Male jump falling loop.
trigger(_AllDir);
nrintframes(7);
ydeltafromzeroframe(off);
break(on);
rotate(-45)
connections(Prost1fallBR);
}
action(Prost1fall) //Fall when falling from edge only
{
file("pc\actors\Subgirl1\xxx\SgJmpD.ske",100,off,100,_AIclassSubgirl);
file("pc\actors\Prost1\xxx\FJmpFall.ske",100,on); //Male jump falling loop.
trigger(_AllDir);
AIClass(_AIClassProstSkeleton);
nrintframes(7);
offset(8);
ydeltafromzeroframe(off);
break(on);
connections(Prost1Fall);
}
action(Prost1TouchDown)
{
file("pc\actors\Subgirl1\xxx\SgJmpLn1.ske",100,on,100,_AIclassSubgirl);
file("pc\actors\Chot\xxx\mjmp4lg.ske",100,on);
trigger(_DIRNotEndOfAnim);
AIClass(_AIClassProstSkeleton);
nrintframes(5);
break(on);
connections(Prost1spread,Prost1StandShoot,Prost1TouchDown,Prost1Idle);
}
/* Old jump code for females
action(Prost1Jump) //Lead directly to next animation
{
trigger(_DIRjump);
AIClass(_AIClassProstSkeleton);
nrintframes(-1);
connections(Prost1JumpBL,Prost1JumpBR,Prost1JumpBackwards,Prost1JumpFL,Prost1JumpL,Prost1JumpFR,Prost1JumpR,Prost1JumpForward,Prost1JumpInPlace);
}
action(Prost1JumpInPlace)
{
file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
// file("pc\actors\chot\xxx\mjinpl4a.ske",100,off,100);
// file("pc\actors\Chot\xxx\MJinPl4b.ske",100,off,100); //Second Part
trigger(_DIRjump);
nrintframes(4);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(Prost1FallInplace);
}
action(Prost1JumpForward)
{
file("pc\actors\chot\xxx\Mjmp6Hg.ske",100,off,100);
trigger(_DIRforward);
nrintframes(3);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(Prost1FallForward);
}
action(Prost1JumpL)
{
file("pc\actors\chot\xxx\Mjmp6Hg.ske",100,off,100);
trigger(_DIRsideleft);
rotate(-90)
nrintframes(5);
offset(3)
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(Prost1FallL);
}
action(Prost1JumpFL)
{
file("pc\actors\chot\xxx\Mjmp6Hg.ske",100,off,100);
trigger(_DIRsideleft|_DIRforward);
rotate(-45)
nrintframes(5);
offset(3)
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(Prost1FallFL);
}
action(Prost1JumpR)
{
file("pc\actors\chot\xxx\Mjmp6Hg.ske",100,off,100);
trigger(_DIRsideright);
rotate(90)
nrintframes(5);
offset(3)
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(Prost1FallR);
}
action(Prost1JumpFR)
{
file("pc\actors\chot\xxx\Mjmp6Hg.ske",100,off,100);
trigger(_DIRsideright|_DIRforward);
rotate(45)
nrintframes(5);
offset(3)
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(Prost1FallFR);
}
action(Prost1JumpBackwards)
{
file("pc\actors\chot\xxx\arnbkjms.ske",100,off,100);
// file("pc\actors\chot\xxx\arnbkjmb.ske",100,off,100);
trigger(_DIRbackward);
nrintframes(5);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(Prost1FallBackwards);
}
action(Prost1JumpBR)
{
file("pc\actors\chot\xxx\arnbkjms.ske",100,off,100);
// file("pc\actors\chot\xxx\arnbkjmb.ske",100,off,100);
trigger(_DIRbackward|_DIRsideright);
nrintframes(5);
break(off);
gravity(off);
rotate(-45)
ydeltafromzeroframe(off);
connections(Prost1FallBR);
}
action(Prost1JumpBL)
{
file("pc\actors\chot\xxx\arnbkjms.ske",100,off,100);
// file("pc\actors\chot\xxx\arnbkjmb.ske",100,off,100);
trigger(_DIRbackward|_DIRsideleft);
nrintframes(5);
break(off);
gravity(off);
rotate(45)
ydeltafromzeroframe(off);
connections(Prost1FallBL);
}
action(Prost1fallForward)
{
file("pc\actors\Subgirl1\xxx\SgJmpD.ske",100,off,100);
file("pc\actors\Chot\xxx\MJmp5Lp.ske",100,on,150);
// file("pc\actors\Chot\xxx\afallfst.ske",100,on,150);
// file("pc\actors\Chot\xxx\MJmp4Lp.ske",100,on,150);
trigger(_AllDir);
nrintframes(4);
ydeltafromzeroframe(off);
break(on);
connections(Prost1fallForward);
}
action(Prost1fallFL)
{
file("pc\actors\Chot\xxx\MJmp5Lp.ske",100,on,150);
// file("pc\actors\Chot\xxx\afallfst.ske",100,on,150);
// file("pc\actors\Chot\xxx\MJmp4Lp.ske",100,on,150);
trigger(_AllDir);
nrintframes(4);
ydeltafromzeroframe(off);
break(on);
rotate(-45)
connections(Prost1fallFL);
}
action(Prost1fallFR)
{
file("pc\actors\Chot\xxx\MJmp5Lp.ske",100,on,150);
// file("pc\actors\Chot\xxx\afallfst.ske",100,on,150);
// file("pc\actors\Chot\xxx\MJmp4Lp.ske",100,on,150);
trigger(_AllDir);
nrintframes(4);
ydeltafromzeroframe(off);
break(on);
rotate(45)
connections(Prost1fallFR);
}
action(Prost1fallL)
{
file("pc\actors\Chot\xxx\MJmp5Lp.ske",100,on,150);
// file("pc\actors\Chot\xxx\afallfst.ske",100,on,150);
// file("pc\actors\Chot\xxx\MJmp4Lp.ske",100,on,150);
trigger(_AllDir);
nrintframes(4);
ydeltafromzeroframe(off);
break(on);
rotate(-90)
connections(Prost1fallL);
}
action(Prost1fallR)
{
file("pc\actors\Chot\xxx\MJmp5Lp.ske",100,on,150);
// file("pc\actors\Chot\xxx\afallfst.ske",100,on,150);
// file("pc\actors\Chot\xxx\MJmp4Lp.ske",100,on,150);
trigger(_AllDir);
nrintframes(4);
ydeltafromzeroframe(off);
break(on);
rotate(90)
connections(Prost1fallR);
}
action(Prost1fallInPlace)
{
file("pc\actors\Subgirl1\xxx\SgJmpD.ske",100,off,100,_AIclassSubgirl);
file("pc\actors\Chot\xxx\MJmp5Lp.ske",100,on,150);
// file("pc\actors\Chot\xxx\MJinPl4b.ske",100,off,100);
// file("pc\actors\Chot\xxx\MJinPl4c.ske",100,on,100);
trigger(_AllDir);
AIClass(_AIClassProstSkeleton);
nrintframes(7);
ydeltafromzeroframe(off);
break(on);
connections(Prost1fallInPlace);
}
action(Prost1fallBackwards)
{
file("pc\actors\Chot\xxx\arnbkjml.ske",100,on,100);
trigger(_AllDir);
nrintframes(7);
ydeltafromzeroframe(off);
break(on);
connections(Prost1fallBackwards);
}
action(Prost1fallBL)
{
file("pc\actors\Chot\xxx\arnbkjml.ske",100,on,100);
trigger(_AllDir);
nrintframes(7);
ydeltafromzeroframe(off);
break(on);
rotate(45)
connections(Prost1fallBL);
}
action(Prost1fallBR)
{
file("pc\actors\Chot\xxx\arnbkjml.ske",100,on,100);
trigger(_AllDir);
nrintframes(7);
ydeltafromzeroframe(off);
break(on);
rotate(-45)
connections(Prost1fallBR);
}
action(Prost1fall) //Fall when falling from edge only
{
file("pc\actors\Subgirl1\xxx\SgJmpD.ske",100,off,100,_AIclassSubgirl);
file("pc\actors\Chot\xxx\MJmp5Lp.ske",100,on,150);
// file("pc\actors\Chot\xxx\afallfst.ske",100,on,150);
trigger(_AllDir);
AIClass(_AIClassProstSkeleton);
nrintframes(7);
offset(8);
ydeltafromzeroframe(off);
break(on);
connections(Prost1Fall);
}
action(Prost1TouchDown)
{
file("pc\actors\Subgirl1\xxx\SgJmpLn1.ske",100,on,100,_AIclassSubgirl);
//file("pc\actors\Chot\xxx\mjmp4mg.ske",30,on); //only when falling from high places
file("pc\actors\Chot\xxx\mjmp4lg.ske",100,on);
trigger(_DIRNotEndOfAnim);
AIClass(_AIClassProstSkeleton);
nrintframes(5);
break(on);
connections(Prost1Spread,Prost1StandShoot,Prost1TouchDown,Prost1Idle);
}
*/
//------------------------------------------subgirl jump
/////////////////////////////////////////////////////////////////////////////////////////
// JUMP AND FALL
action(SubGirlJump) //Lead directly to next animation
{
trigger(_DIRjump);
AIClass(_AIclassSubgirl|_AIclassFemale);
nrintframes(-1);
connections(SubGirlJumpBL,SubGirlJumpBR,SubGirlJumpBackwards,SubGirlJumpFL,SubGirlJumpL,SubGirlJumpFR,SubGirlJumpR,SubGirlJumpForward,SubGirlJumpInPlace);
}
action(SubGirlJumpHigh)
{
file("pc\actors\Subgirl1\xxx\SgJmpC.ske",100,off,100);
//file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
move(0,SubGirlJumpSpeedHigh,0);
trigger(_DIRjump);
nrintframes(4);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(Prost1FallInplace);
}
action(SubGirlJumpMedium)
{
file("pc\actors\Subgirl1\xxx\SgJmpB.ske",100,off,100);
//file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
move(0,SubGirlJumpSpeedMiddle,0);
trigger(_DIRjump);
nrintframes(4);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlJumpHigh,Prost1FallInplace);
}
action(SubGirlJumpHighR)
{
file("pc\actors\Subgirl1\xxx\SgJmpC.ske",100,off,100);
//file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
move(0,SubGirlJumpSpeedHigh,0);
trigger(_DIRjump);
nrintframes(4);
rotate(90);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(Prost1FallR);
}
action(SubGirlJumpMediumR)
{
file("pc\actors\Subgirl1\xxx\SgJmpB.ske",100,off,100);
//file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
move(0,SubGirlJumpSpeedMiddle,0);
trigger(_DIRjump);
nrintframes(4);
rotate(90);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlJumpHighR,Prost1FallR);
}
action(SubGirlJumpHighL)
{
file("pc\actors\Subgirl1\xxx\SgJmpC.ske",100,off,100);
//file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
move(0,SubGirlJumpSpeedHigh,0);
trigger(_DIRjump);
nrintframes(4);
rotate(-90);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(Prost1FallL);
}
action(SubGirlJumpMediumL)
{
file("pc\actors\Subgirl1\xxx\SgJmpB.ske",100,off,100);
//file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
move(0,SubGirlJumpSpeedMiddle,0);
trigger(_DIRjump);
nrintframes(4);
rotate(-90);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlJumpHighL,Prost1FallL);
}
action(SubGirlJumpHigh45R)
{
file("pc\actors\Subgirl1\xxx\SgJmpC.ske",100,off,100);
//file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
move(0,SubGirlJumpSpeedHigh,0);
trigger(_DIRjump);
nrintframes(4);
rotate(45);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(Prost1FallFR);
}
action(SubGirlJumpMedium45R)
{
file("pc\actors\Subgirl1\xxx\SgJmpB.ske",100,off,100);
//file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
move(0,SubGirlJumpSpeedMiddle,0);
trigger(_DIRjump);
nrintframes(4);
rotate(45);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlJumpHigh45R,Prost1FallFR);
}
action(SubGirlJumpHigh45L)
{
file("pc\actors\Subgirl1\xxx\SgJmpC.ske",100,off,100);
//file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
move(0,SubGirlJumpSpeedHigh,0);
trigger(_DIRjump);
nrintframes(4);
rotate(-45);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(Prost1FallFL);
}
action(SubGirlJumpMedium45L)
{
file("pc\actors\Subgirl1\xxx\SgJmpB.ske",100,off,100);
//file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
move(0,SubGirlJumpSpeedMiddle,0);
trigger(_DIRjump);
nrintframes(4);
rotate(-45);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlJumpHigh45L,Prost1FallFL);
}
action(SubGirlJumpInPlace)
{
file("pc\actors\Subgirl1\xxx\SgJmpA.ske",100,off,100);
//file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
move(0,SubGirlJumpSpeedLow,0);
trigger(_DIRjump);
nrintframes(3);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlJumpMedium,Prost1FallInplace);
}
action(SubGirlJumpForward)
{
file("pc\actors\Subgirl1\xxx\SgJmpA.ske",100,off,100);
//file("pc\actors\chot\xxx\Mjmp6Hg.ske",100,off,100);
trigger(_DIRforward);
nrintframes(5);
move(0,SubGirlJumpSpeedLow,0);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlJumpMedium,Prost1FallForward);
}
action(SubGirlJumpL)
{
file("pc\actors\Subgirl1\xxx\SgJmpA.ske",100,off,100);
trigger(_DIRsideleft);
rotate(-90)
nrintframes(5);
offset(3)
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlJumpMediumL,Prost1FallL);
}
action(SubGirlJumpFL)
{
file("pc\actors\Subgirl1\xxx\SgJmpA.ske",100,off,100);
trigger(_DIRsideleft|_DIRforward);
rotate(-45)
nrintframes(5);
offset(3)
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlJumpMedium45L,Prost1FallFL);
}
action(SubGirlJumpR)
{
file("pc\actors\Subgirl1\xxx\SgJmpA.ske",100,off,100);
trigger(_DIRsideright);
rotate(90)
nrintframes(5);
offset(3)
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlJumpMediumR,Prost1FallR);
}
action(SubGirlJumpFR)
{
file("pc\actors\Subgirl1\xxx\SgJmpA.ske",100,off,100);
trigger(_DIRsideright|_DIRforward);
rotate(45)
nrintframes(5);
offset(3)
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlJumpMedium45R,Prost1FallFR);
}
action(SubGirlJumpBackwards)
{
file("pc\actors\Subgirl1\xxx\SgJmpA.ske",100,off,100);
trigger(_DIRbackward);
nrintframes(5);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlJumpMedium,Prost1FallBackwards);
}
action(SubGirlJumpBR)
{
file("pc\actors\Subgirl1\xxx\SgJmpA.ske",100,off,100);
trigger(_DIRbackward|_DIRsideright);
nrintframes(5);
break(off);
gravity(off);
rotate(-45)
ydeltafromzeroframe(off);
connections(SubGirlJumpMedium45L,Prost1FallBR);
}
action(SubGirlJumpBL)
{
file("pc\actors\Subgirl1\xxx\SgJmpA.ske",100,off,100);
trigger(_DIRbackward|_DIRsideleft);
nrintframes(5);
break(off);
gravity(off);
rotate(45)
ydeltafromzeroframe(off);
connections(SubGirlJumpMedium45R,Prost1FallBL);
}
//*****************************************************************************************************************************************************
//-------------------end subgirl jump
action(Prost1RunUpStairs)
{
file("pc\actors\Prost1\xxx\FRnStar2.ske",100,on);
trigger(_DIRforward);
AIClass(_AIClassProstSkeleton);
break(off);
// offset(4);
nrintframes(8);
gravity(off);
ydeltafromzeroframe(off);
connections(Prost1RunUpStairs);
}
action(Prost1PressGun)
{
file("pc\actors\prost1\xxx\FTchBtnC.ske",100,off,100,-1,_DIRcombatmode);
file("pc\actors\prost1\xxx\FTchButn.ske",100,off);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
nrintframes(4);
break(off);
connections(prost1idle);
}
// PROST THROWN ACTIONS
//
action(Prost1ThrownBack)
{
file("pc\actors\Chot\xxx\ThBkHld1.ske",100,on); //Backwards hold frame
trigger(_alldir);
AIClass(_AIClassProstSkeleton);
break(on);
collision(on);
nrintframes(4);
ActionSubRoutine(Sub_SetThrown);
connections(Prost1ThrownBackLand,Prost1ThrownBack);
}
action(Prost1ThrownBackLand)
{
file("pc\actors\Chot\xxx\ThBklnd.ske",100,off); //Backwards, land on back
trigger(_DIRhorcol);
break(off);
collision(on);
nrintframes(4);
connections(Prost1GetUpFromBack,Prost1ThrownBackLand);
}
action(Prost1ThrownForward)
{
file("pc\actors\Chot\xxx\ThfwHld1.ske",100,on); //Forward hold frame
trigger(_alldir);
AIClass(_AIClassProstSkeleton);
break(on);
collision(on);
nrintframes(4);
ActionSubRoutine(Sub_SetThrown);
connections(Prost1ThrownForwardLand,Prost1ThrownForward);
}
action(Prost1ThrownForwardLand)
{
file("pc\actors\Chot\xxx\ThFwLnd.ske",100,off); //forward, land face down, and get up (gabe)
trigger(_DIRhorcol);
break(off);
collision(on);
nrintframes(4);
connections(Prost1GetUpFromFrontFaceDown,Prost1ThrownForwardLand);
}
action(Prost1ThrownRight)
{
file("pc\actors\Chot\xxx\ThrnHldR.ske",100,on); //Right Hold frame #1
trigger(_alldir);
AIClass(_AIClassProstSkeleton);
break(on);
collision(on);
nrintframes(4);
connections(Prost1ThrownRightLand,Prost1ThrownRight);
}
action(Prost1ThrownRightLand)
{
file("pc\actors\Chot\xxx\ThrnRite.ske",100,off); //Right land on face
trigger(_DIRhorcol);
break(off);
collision(on);
nrintframes(0);
connections(Prost1GetUpFromRightFaceDown,Prost1ThrownRightLand);
}
action(Prost1ThrownLeft)
{
file("pc\actors\Chot\xxx\ThrnHldL.ske",100,on); //Left Hold frame #1
trigger(_alldir);
AIClass(_AIClassProstSkeleton);
break(on);
collision(on);
nrintframes(4);
connections(Prost1ThrownLeftLand,Prost1ThrownLeft);
}
action(Prost1ThrownLeftLand)
{
file("pc\actors\Chot\xxx\Thrnleft.ske",100,off); //Left land on face
trigger(_DIRhorcol);
break(off);
collision(on);
nrintframes(0);
connections(Prost1GetUpFromLeftFaceDown,Prost1ThrownLeftLand);
}
action(Prost1GetUpFromBack)
{
file("pc\actors\chot\xxx\mstndfbk.ske",100,off,110,-1,-1,Sub_GetUpClearThrown84);
trigger(_DIRalive);
break(off);
collision(on);
nrintframes(4);
connections(GenIdle);
}
action(Prost1GetUpFromFrontFaceDown)
{
file("pc\actors\chot\xxx\MstandF1.ske",100,off,110,-1,-1,Sub_GetUpClearThrown68);
trigger(_DIRalive);
break(off);
collision(on);
nrintframes(0);
connections(Prost1Idle);
}
action(Prost1GetUpFromBackFaceDown)
{
file("pc\actors\chot\xxx\MstandF1.ske",100,off,110,-1,-1,Sub_GetUpClearThrown68);
trigger(_DIRalive);
rotate(180);
break(off);
collision(on);
nrintframes(0);
connections(Prost1Idle);
}
action(Prost1GetUpFromRightFaceDown)
{
file("pc\actors\chot\xxx\MstandF1.ske",100,off,110,-1,-1,Sub_GetUpClearThrown68);
trigger(_DIRalive);
rotate(90);
break(off);
collision(on);
nrintframes(0);
connections(Prost1Idle);
}
action(Prost1GetUpFromLeftFaceDown)
{
file("pc\actors\chot\xxx\MstandF1.ske",100,off,110,-1,-1,Sub_GetUpClearThrown68);
trigger(_DIRalive);
rotate(-90);
break(off);
collision(on);
nrintframes(0);
connections(Prost1Idle);
}
action(Prost1Reload) //Reloading weapon
{
file("pc\actors\Prost1\xxx\FReload.ske",100,off);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
break(off);
nrintframes(4);
intforloop(on);
connections(Prost1Idle);
}
action(Prost1ReloadCrouch) //Reloading weapon
{
file("pc\actors\Prost1\xxx\FCrRelod.ske",100,off);
trigger(_allDIR);
AIClass(_AIClassProstSkeleton);
break(off);
nrintframes(4);
intforloop(on);
connections(Prost1CrouchIdle);
}
//==========================================
//== D O M I N A A C T I O N ==
//==========================================
Action(DomIdleNoGun)
{
// file("pc\actors\Domina\xxx\DmIdl2.ske",30,on);//looking at fingernails
file("pc\actors\Domina\xxx\DmIdl1.ske",65,on);//breathing
file("pc\actors\Domina\xxx\DmIdl3.ske",100,on);//look left/right
trigger(_allDIR);
nrintframes(4);
intforloop(on);
break(on);
connections(DomSpread,DomStandShoot,DomTurnLeft,DomTurnRight,Domidle);
}
//==========================================
//== D A N C E R A C T I O N ==
//==========================================
Action(FemDance)
{
file("pc\actors\prost1\xxx\D_Dance1.ske",25,on);
file("pc\actors\prost1\xxx\D_Dance2.ske",50,on);
file("pc\actors\prost1\xxx\D_Dance3.ske",75,on);
file("pc\actors\prost1\xxx\D_Dance4.ske",100,on);
break(off);
trigger(_allDIR);
nrintframes(4);
intforloop(on);
connections(GenIdle);
}
//==============================================
//== W A I T R E S S A C T I O N ==
//==============================================
Action(WaitressIdle)
{
file("pc\actors\prost1\xxx\Widle1.ske",33,on);
file("pc\actors\prost1\xxx\Widle2.ske",66,on);
file("pc\actors\prost1\xxx\Widle3.ske",100,on);
break(on);
trigger(_allDIR);
nrintframes(4);
intforloop(on);
connections(WaitressIdle);
}
Action(WaitressFlirt)
{
file("pc\actors\prost1\xxx\Widle4.ske",100,on);
break(off);
trigger(_allDIR);
nrintframes(4);
intforloop(on);
connections(Prost1Idle);
}
Action(WaitressSpill)
{
file("pc\actors\prost1\xxx\Wbumped2.ske",100,off);
break(off);
trigger(_allDIR);
nrintframes(4);
intforloop(on);
connections(Prost1Idle);
}
Action(WaitressClean)
{
file("pc\actors\prost1\xxx\Wclean.ske",100,off);
break(off);
trigger(_allDIR);
nrintframes(4);
intforloop(on);
connections(Prost1Idle);
}
Action(WaitressPrimp1)
{
file("pc\actors\prost1\xxx\Wmakeup.ske",100,on);
break(on);
trigger(_allDIR);
nrintframes(4);
intforloop(on);
connections(Prost1Idle);
}
Action(WaitressPrimp2)
{
file("pc\actors\prost1\xxx\Wbeauty.ske",100,on);
break(on);
trigger(_allDIR);
nrintframes(4);
intforloop(on);
connections(Prost1Idle);
}
//////////////////
// "TRON" MODE //
//////////////////
Action(DominaGunInit)
{
file("pc\actors\domina\xxx\GCStart.ske",100,off);
trigger(_AllDIR);
break(on);
nrintframes(8);
connections(DominaGunInit);
}