home *** CD-ROM | disk | FTP | other *** search
/ The Games Machine 76 / XENIATGM66.iso / Messiah / data1.cab / Program_Executable_Files / messiahscripts / Enemies / femactions.hxx < prev    next >
Text File  |  1999-11-29  |  91KB  |  3,557 lines

  1. #define Prost1MaxTurnSpeed 75
  2. #define Prost1TurnAcc 7
  3. #define Prost1MaxTurnSpeedWounded 10
  4. #define Prost1TurnAccWounded 1
  5.  
  6. #define Prost1JumpSpeed            14
  7. #define Prost1JumpGravity        0.9
  8. #define Prost1MinHoldJumpAction    3
  9.  
  10. #define Prost1RunAccel 2
  11. #define Prost1RunAccelDiag 1
  12.  
  13. #define Prost1MaxTurnSpeedair 60
  14. #define Prost1TurnAccair 5
  15. #define Prost1AirSpeed 20
  16. #define Prost1AirBulb 0.05    //0.1=very soft, 1.0=get speed immediately
  17.  
  18. #define Prost1MaxFall        -500    //Fall before he breaks his legs.
  19. #define    DamageProst1Fall    500    //Maximum, depends on altitude you fall
  20.  
  21.  
  22. #define SubGirlMaxTurnSpeed 75
  23. #define SubGirlTurnAcc 7
  24. #define SubGirlMaxTurnSpeedWounded 10
  25. #define SubGirlTurnAccWounded 1
  26.  
  27. #define SubGirlJumpSpeed            14
  28. #define SubGirlJumpGravity        0.9
  29. #define SubGirlMinHoldJumpAction    3
  30.  
  31. #define SubGirlMaxTurnSpeedair 60
  32. #define SubGirlTurnAccair 5
  33. #define SubGirlAirSpeed 20
  34. #define SubGirlAirBulb 0.05    //0.1=very soft, 1.0=get speed immediately
  35.  
  36. #define SubGirlMaxFall        -500    //Fall before he breaks his legs.
  37. #define    DamageSubGirlFall    500    //Maximum, depends on altitude you fall
  38.  
  39.  
  40.  
  41. #define Prost1JumpSpeedHigh    0
  42. #define Prost1JumpSpeedMiddle    1
  43. #define Prost1JumpSpeedLow        9
  44.  
  45.  
  46. #define SubGirlJumpSpeedHigh    8
  47. #define SubGirlJumpSpeedMiddle    10
  48. #define SubGirlJumpSpeedLow        12
  49.  
  50.  
  51.  
  52.  
  53. action(Prost1GunButBob)
  54. {
  55.         file("pc\actors\MultiAnm\xxx\DmGunBut.ske",100,on,100);    //Female Gun Butt
  56.  
  57.         AlignAngle(0);
  58.         TargetAngle(180);
  59.         AttackHeight(70);
  60.         AlignDistance(100);
  61.         AlignSlack(40);
  62.         DistanceSlack(40);
  63.  
  64.         AlignStartFrame(00);
  65.         AlignNrFrames(10);
  66.  
  67.         AttachActionStartAtFrame(11);
  68.         DamageFrame(11);
  69.         Power(10);
  70.         AttachAction(BobThrownBack);
  71.         TargetAIClass(_AIclassangel);
  72.  
  73. //        ActionSubRoutine(Sub_RandomPunchedSFX);
  74.  
  75.         trigger(_DIRshoot);
  76.         break(off);
  77.         nrintframes(4);
  78.         connections(GenIdle);
  79. }
  80.  
  81.  
  82. action(Prost1KickingBobF)
  83. {
  84.         file("pc\actors\Chot\xxx\MWrKikLw.ske",100,on,100);    //
  85.  
  86.         //flag(_SXAAalignmovingslave);
  87.  
  88.         AlignAngle(0);
  89.         TargetAngle(180);
  90.         AttackHeight(20);
  91.         AlignDistance(60);
  92.         AlignSlack(70);
  93.         DistanceSlack(40);
  94.  
  95.         AlignStartFrame(00);
  96.         AlignNrFrames(10);
  97.  
  98.         AttachActionStartAtFrame(15);
  99.         DamageFrame(20);
  100.         Power(10);
  101.         AttachAction(BobThrownBack);
  102.         TargetAIClass(_AIclassangel);
  103.  
  104. //        ActionSubRoutine(Sub_RandomKickedSFX);
  105.  
  106.         trigger(_DIRshoot);
  107.         break(off);
  108.         nrintframes(4);
  109.         connections(Prost1Idle);
  110. }
  111.  
  112. action(Prost1KickingBobB)
  113. {
  114.         file("pc\actors\Chot\xxx\MWrKikLw.ske",100,on,100);    //
  115.  
  116.         //flag(_SXAAalignmovingslave);
  117.  
  118.         AlignAngle(0);
  119.         TargetAngle(0);
  120.         AttackHeight(20);
  121.         AlignDistance(60);
  122.         AlignSlack(70);
  123.         DistanceSlack(40);
  124.  
  125.         AlignStartFrame(00);
  126.         AlignNrFrames(10);
  127.  
  128.         AttachActionStartAtFrame(15);
  129.         DamageFrame(20);
  130.         Power(10);
  131.         AttachAction(BobThrownForwardLandAttached);
  132.         TargetAIClass(_AIclassangel);
  133.  
  134. //        ActionSubRoutine(Sub_RandomKickedSFX);
  135.  
  136.         trigger(_DIRshoot);
  137.         break(off);
  138.         nrintframes(4);
  139.         connections(Prost1Idle);
  140. }
  141.  
  142.  
  143. action(Prost1Kicking)
  144. {
  145.         file("pc\actors\Chot\xxx\MWrKikLw.ske",100,on,100);    //Kicking Crawling Guy
  146.  
  147.         flag(_SXAAalignmovingslave);
  148.  
  149.         AlignAngle(0);
  150.         TargetAngle(-1);
  151.         AttackHeight(20);
  152.         AlignDistance(100);
  153.         AlignSlack(20);
  154.         DistanceSlack(50);
  155.  
  156.         AlignStartFrame(00);
  157.         AlignNrFrames(10);
  158.  
  159.         AttachActionStartAtFrame(15);
  160.         DamageFrame(16);
  161.         Power(10);
  162.         AttachAction(CopKickingLink);
  163.         TargetAIClass(_AIClassAllButAngel);
  164.  
  165. //        ActionSubRoutine(Sub_RandomKickedSFX);
  166.  
  167.         trigger(_DIRshoot);
  168.         break(off);
  169.         nrintframes(4);
  170.         connections(Prost1Idle);
  171. }
  172.  
  173. action(Prost1StompKickFLink)
  174. {
  175. //        file("pc\actors\Chot\xxx\ThrnHldL.ske",100,on);    //Left Hold frame #1
  176.         file("pc\actors\MultiAnm\xxx\ChRnSlmL.ske",100,off,180);    //Left land on face
  177.         trigger(_alldir);
  178.         break(off);
  179.         nrintframes(4);
  180.         ActionSubRoutine(Sub_RandomKickedSFX);
  181.  
  182.         //Move(5,0,0);
  183.         //ActionSubRoutine(Sub_SetThrown);
  184.         connections(CopThrownLeftLand);
  185. }
  186.  
  187. action(Prost1StompKickF)
  188. {
  189.         file("pc\actors\Chot\xxx\MSpinKk2.ske",100,on,100);    //flying spinning back heel kick
  190.  
  191.  
  192.         AIClass(_AIclassfemale|_AIclasscop|_AIclassdweller);
  193.         
  194.         flag(_SXAAalignmovingslave);
  195.  
  196.         AlignAngle(30);
  197.         TargetAngle(180);
  198.         AttackHeight(50);
  199.         AlignDistance(110);
  200.         AlignSlack(50);
  201.         DistanceSlack(50);
  202.  
  203.         AlignStartFrame(8);
  204.         AlignNrFrames(1);
  205.  
  206.         AttachActionStartAtFrame(4);
  207.         DamageFrame(9);
  208.         Power(10);
  209.         AttachAction(Prost1StompKickFLink);
  210.         TargetAIClass(_AIClassAllButAngel);
  211.  
  212.         ActionSubRoutine(Sub_ChangeMeToEnemy);
  213.  
  214.         trigger(_DIRshoot);
  215.         break(off);
  216.         nrintframes(4);
  217.         connections(Prost1Idle);
  218. }
  219.  
  220.  
  221. action(Prost1StompKickBLink)
  222. {
  223. //        file("pc\actors\Chot\xxx\ThrnHldL.ske",100,on);    //Left Hold frame #1
  224.         file("pc\actors\MultiAnm\xxx\ChRnSlmR.ske",100,off,180);    //Left land on face
  225.         trigger(_alldir);
  226.         ActionSubRoutine(Sub_RandomKickedSFX);
  227.         break(off);
  228.         nrintframes(4);
  229.         connections(CopThrownRightLand);
  230. }
  231.  
  232.  
  233. action(Prost1StompKickB)
  234. {
  235.         file("pc\actors\Chot\xxx\MSpinKk2.ske",100,on,100);    //Spinning flying kick
  236.  
  237.         AIClass(_AIclassfemale|_AIclasscop|_AIclassdweller);
  238.  
  239.         flag(_SXAAalignmovingslave);
  240.  
  241.         AlignAngle(30);
  242.         TargetAngle(0);
  243.         AttackHeight(50);
  244.         AlignDistance(110);
  245.         AlignSlack(50);
  246.         DistanceSlack(50);
  247.  
  248.         AlignStartFrame(8);
  249.         AlignNrFrames(1);
  250.  
  251.         AttachActionStartAtFrame(4);
  252.         DamageFrame(9);
  253.         Power(10);
  254.         AttachAction(Prost1StompKickBLink);
  255.         TargetAIClass(_AIClassAllButAngel);
  256.  
  257.         ActionSubRoutine(Sub_ChangeMeToEnemy);
  258.  
  259.         trigger(_DIRshoot);
  260.         break(off);
  261.         nrintframes(4);
  262.         connections(Prost1Idle);
  263. }
  264.  
  265. action(Prost1GunButF)
  266. {
  267.         file("pc\actors\MultiAnm\xxx\DmGunBut.ske",100,on,100);    //Female Gun Butt
  268.  
  269.         flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation);
  270.  
  271.         AlignAngle(0);
  272.         TargetAngle(180);
  273.         AttackHeight(70);
  274.         AlignDistance(100);
  275.         AlignSlack(40);
  276.         DistanceSlack(50);
  277.  
  278.         AlignStartFrame(00);
  279.         AlignNrFrames(10);
  280.  
  281.         AttachActionStartAtFrame(11);
  282.         DamageFrame(11);
  283.         Power(15);
  284.         AttachAction(CopGunButFLink);
  285.         TargetAIClass(_AIClassAllButAngel);
  286.  
  287.         ActionSubRoutine(Sub_ChangeMeToEnemy);
  288. //        ActionSubRoutine(Sub_RandomPunchedSFX);
  289.  
  290.         trigger(_DIRshoot);
  291.         break(off);
  292.         nrintframes(4);
  293.         connections(Prost1Idle);
  294. }
  295.  
  296. action(Prost1GunButB)
  297. {
  298.         file("pc\actors\MultiAnm\xxx\DmGunBut.ske",100,on,100);    //Female Gun Butt
  299.  
  300.         flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation);
  301.  
  302.         AlignAngle(0);
  303.         TargetAngle(0);
  304.         AttackHeight(70);
  305.         AlignDistance(100);
  306.         AlignSlack(40);
  307.         DistanceSlack(50);
  308.  
  309.         AlignStartFrame(00);
  310.         AlignNrFrames(10);
  311.  
  312.         AttachActionStartAtFrame(11);
  313.         DamageFrame(11);
  314.         Power(15);
  315.         AttachAction(CopGunButBLink);
  316.         TargetAIClass(_AIClassAllButAngel);
  317.  
  318.         ActionSubRoutine(Sub_ChangeMeToEnemy);
  319.  
  320.         trigger(_DIRshoot);
  321.         break(off);
  322.         nrintframes(4);
  323.         connections(Prost1Idle);
  324. }
  325.  
  326. action(Prost1KneeFrontLink)
  327. {
  328.         file("pc\actors\MultiAnm\xxx\DmKneeM.ske",100,on,100);    //Fem knee in crotch and push onto back
  329.  
  330.         ActionSubRoutine(Sub_RandomKickedSFX);
  331.  
  332.         ColSphereScale(50);
  333.         ColSphereYOffsetScale(100);
  334.         break(off);
  335.         connections(GENGetUpFromBack);
  336. }
  337.  
  338. action(Prost1KneeFront)
  339. {
  340.         file("pc\actors\MultiAnm\xxx\DmKneeF.ske",100,on,100);    //Fem knee in crotch and push onto back
  341.  
  342.         AIClass(_AIclassfemale|_AIclasscop|_AIclassdweller);
  343.         
  344.         flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation);
  345.  
  346.         AlignAngle(0);
  347.         TargetAngle(180);
  348.         AttackHeight(70);
  349.         AlignDistance(90);
  350.         AlignSlack(40);
  351.         DistanceSlack(50);
  352.  
  353.         AlignStartFrame(0);
  354.         AlignNrFrames(8);
  355.  
  356.         AttachActionStartAtFrame(0);
  357.         DamageFrame(12);
  358.         Power(10);
  359.         AttachAction(Prost1KneeFrontLink);
  360.         TargetAIClass(_AIClassAllButAngel);
  361.  
  362.         ActionSubRoutine(Sub_ChangeMeToEnemy);
  363.  
  364.         trigger(_DIRshoot);
  365.         break(off);
  366.         nrintframes(4);
  367.         connections(GenIdle);
  368. }
  369.  
  370.  
  371. SubRoutine(Sub_KillActorKickSnapNeck)
  372. {
  373.         CallSub(Sub_RandomKickedSFX);
  374.  
  375.         if(VFrame==48)
  376.         {
  377.             state(_or,StateDead);
  378.             direction(_clr,_DIRalive);
  379.             callsub(Sub_Deposses);
  380.             vector(_settoactorpos,gactorpos);
  381.             sample(SFXManNeckSnap,gactorpos);
  382.             call(CheckAttached,_CADropWeaponAndShells);
  383.         }
  384. }
  385.  
  386. action(Prost1KickSnapNeckLink)
  387. {
  388.         file("pc\actors\MultiAnm\xxx\DmBrkNkM.ske",100,off,100);
  389.         break(off);
  390.  
  391.         //ActionSubRoutine(Sub_RandomStrangledSFX);
  392.         ActionSubRoutine(Sub_KillActorKickSnapNeck);
  393.  
  394.         connections(Prost1KickSnapNeckLink);
  395. }
  396.  
  397. action(Prost1KickSnapNeck)
  398. {
  399.         file("pc\actors\MultiAnm\xxx\DmBrkNkF.ske",100,on,100);    // kick in crotch and snap neck. Domina Only
  400.  
  401.         flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation);
  402.  
  403.         AIClass(_AIclassfemale|_AIclasscop);
  404.  
  405.         AlignAngle(0);
  406.         TargetAngle(0);
  407.         AttackHeight(50);
  408.         AlignDistance(105);
  409.         DistanceSlack(150);
  410.         AlignSlack(20);    
  411.  
  412.         AlignStartFrame(0);
  413.         AlignNrFrames(1);
  414.  
  415.         AttachActionStartAtFrame(10);
  416.         DamageFrame(15);
  417.         Power(1);
  418.         AttachAction(Prost1KickSnapNeckLink);
  419.         TargetAIClass(_AIClassAllButAngel);
  420.  
  421.         ActionSubRoutine(Sub_ChangeMeToEnemy);
  422.  
  423.         trigger(_DIRshoot);
  424.         break(off);
  425.         nrintframes(4);
  426.         connections(GenIdle);
  427. }
  428.  
  429.  
  430. action(Prost1TapSuckerPunchLink)
  431. {
  432.         file("pc\actors\MultiAnm\xxx\FTPnchM.ske",100,off,100);
  433.         break(off);
  434.  
  435.         ActionSubRoutine(Sub_RandomKickedSFX);
  436.  
  437.         //ActionSubRoutine(Sub_RandomStrangledSFX);
  438.         //ActionSubRoutine(Sub_KillActorKickSnapNeck);
  439.         connections(CopGetUpFromGunButB);
  440. }
  441.  
  442. action(Prost1TapSuckerPunch)
  443. {
  444.         file("pc\actors\MultiAnm\xxx\FTPnchF.ske",100,on,100);    // Fem tap male on shoulder then sucker punch
  445.  
  446.         flag(_SXAAalignmovingmaster|_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation);
  447.         //flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation);
  448.  
  449.         AIClass(_AIclassfemale|_AIclassprost|_AIclassdweller);
  450.  
  451.         AlignAngle(-10);
  452.         TargetAngle(0);
  453.         AttackHeight(50);
  454.         AlignDistance(85);
  455.         DistanceSlack(70);
  456.         AlignSlack(30);    
  457.  
  458.         AlignStartFrame(0);
  459.         AlignNrFrames(10);
  460.  
  461.         AttachActionStartAtFrame(0);
  462.         DamageFrame(15);
  463.         Power(10);
  464.         AttachAction(Prost1TapSuckerPunchLink);
  465.         TargetAIClass(_AIClassAllButAngel);
  466.  
  467.         ActionSubRoutine(Sub_ChangeMeToEnemy);
  468.  
  469.         trigger(_DIRshoot);
  470.         break(off);
  471.         nrintframes(4);
  472.         connections(GenIdle);
  473. }
  474.  
  475.  
  476.  
  477.  
  478.  
  479. SubRoutine(Sub_KissingTransfer)
  480. {
  481.         if(VAICon==0 && vframe==150)
  482.         {
  483.             call(TransferPlayerToAttachActor);
  484.             Direction(_set,_DIRdepossesion);
  485.             call(CheckAttached,_CANormal);
  486.         }
  487. }
  488.  
  489. SubRoutine(Sub_StartPossesionWhoble)
  490. {
  491.         if(VAICon!=0)
  492.         {
  493.             if(vframe==90)
  494.             {
  495.                 call(MatrixCallback,_SXEXPActorMatrixBulb,0.1,60);
  496.             }
  497.  
  498.             if(vframe==149)        //160
  499.             {
  500.                 spawnactor(Halo,0,0,0);
  501.                 call(CheckForPickup,4,_ClassPickup);
  502.             }
  503.         }
  504. }
  505.  
  506. action(BouncerKissGirlLink)
  507. {
  508.         file("pc\actors\Bouncer\xxx\B_GirlUp.ske",100,on);
  509.         break(off);
  510.  
  511.         connections(GenIdle);
  512. }
  513.  
  514. action(ProstKissingLink)
  515. {
  516.         file("pc\actors\MultiAnm\xxx\KisPosM.ske",100,on);
  517.         break(off);
  518.  
  519.         ActionSubRoutine(Sub_StartPossesionWhoble);
  520.  
  521.         connections(GenIdle);
  522. }
  523.  
  524. action(ProstKissing)
  525. {
  526.         file("pc\actors\MultiAnm\xxx\KisPosF.ske",100,on,100);    //Throw left jab
  527.  
  528.         flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation);
  529.  
  530.         AIClass(_AIclassfemale|_AIclassprost);
  531.  
  532.         AlignXYZ(0.0692,0,68.2822);
  533.     //    AlignAngle(0);
  534.         TargetAngle(180);
  535.         AttackHeight(50);
  536.     //    AlignDistance(100);
  537.         AlignSlack(20);    
  538.         DistanceSlack(150);
  539.  
  540.         AlignStartFrame(0);
  541.         AlignNrFrames(1);
  542.  
  543.         AttachActionStartAtFrame(0);
  544.         DamageFrame(15);
  545.         Power(0);
  546.         AttachAction(ProstKissingLink);
  547.         TargetAIClass(_AIclassdweller|_AIclasscop|_AIclasschot);
  548.  
  549.         ActionSubRoutine(Sub_KissingTransfer);
  550.  
  551.         trigger(_DIRshoot);
  552.         break(off);
  553.         nrintframes(4);
  554.         connections(ProstKissingGetUp1);
  555. }
  556.  
  557. action(ProstKissingGetUp1)
  558. {
  559.         file("pc\actors\MultiAnm\xxx\KisPosFB.ske",100,off);
  560.         trigger(_allDIR);
  561.         break(off);
  562.         nrintframes(4);
  563.         intforloop(off);
  564.         connections(ProstKissingGetUp2);
  565. }
  566.  
  567. action(ProstKissingGetUp2)
  568. {
  569.         file("pc\actors\MultiAnm\xxx\KisPosFS.ske",100,off);
  570.         trigger(_allDIR);
  571.         break(off);
  572.         nrintframes(4);
  573.         intforloop(off);
  574.         connections(Prost1Idle);
  575. }
  576.  
  577. action(Prost1Spread)    //Lead directly to next animation
  578. {
  579.         trigger(_DIRMove);
  580.         AIClass(_AIClassProstSkeleton);
  581.         nrintframes(-1);
  582.         connections(Prost1SpreadGun,Prost1WalkDiagFL,Prost1WalkDiagFR,Prost1WalkDiagBL,Prost1WalkDiagBR,Prost1Walk,Prost1WalkBack,Prost1WalkL,Prost1WalkR,Prost1RunDiagFL,Prost1RunDiagFR,Prost1RunDiagBL,Prost1RunDiagBR,prost1run,prost1RunBack,Prost1RunL,Prost1RunR,Prost1TurnRight,Prost1TurnLeft);
  583. }
  584.  
  585. action(Prost1SpreadGun)    //Lead directly to next animation
  586. {
  587.         trigger(_DIRMove|_DIRHaveGun);
  588.         AIClass(_AIClassProstSkeleton);
  589.         nrintframes(-1);
  590.         connections(Prost1WalkDiagFLGun,Prost1WalkDiagFRGun,Prost1WalkDiagBLGun,Prost1WalkDiagBRGun,Prost1WalkGun,Prost1WalkBackGun,Prost1WalkLGun,Prost1WalkRGun,Prost1RunDiagFLGun,Prost1RunDiagFRGun,Prost1RunDiagBLGun,Prost1RunDiagBRGun,Prost1RunGun,Prost1RunBackGun,Prost1RunLGun,Prost1RunRGun,Prost1TurnRightCombat,Prost1TurnLeftCombat);
  591. }
  592.  
  593. action(Prost1CloseRange)
  594. {
  595.         file("pc\actors\chot\xxx\MShPmph.ske",100,on,100,_AIclassCloseRange);
  596.  
  597.         AIClass(_AIclassCloseRange|_AIclassMale|_AIclassFemale);
  598.  
  599.         trigger(_DIRshoot|_DIRHaveGun|_DIRcombatmode);
  600.         break(on);
  601.         nrintframes(0);
  602.  
  603.  
  604.         connections(Prost1SpreadGun,Prost1CloseRange,Prost1Idle);
  605. }
  606.  
  607.  
  608.  
  609. /////////////////////////////////////////////////////////////////////////////////////////
  610. //    IDLE ACTIONS
  611.  
  612. Action(Prost1Talk)
  613. {
  614.     file("pc\actors\domina\talk\jawflap.ske",100,on);
  615.  
  616.     nrintframes(4);
  617.     intforloop(on);
  618.     trigger(_allDIR);
  619.     break(on);
  620.     connections(Prost1KungFu,Prost1Talk);
  621. }
  622.  
  623. Action(Prost1KungFu)
  624. {
  625.     file("pc\actors\domina\talk\kungfu.ske",100,on);
  626.  
  627.     nrintframes(4);
  628.     intforloop(on);
  629.     trigger(_DIRshoot);
  630.     break(off);
  631.     connections(Prost1Talk);
  632. }
  633.  
  634.  
  635. /* *************   Crouching moves ******************* */
  636.  
  637. action(Prost1CrouchTurnLeftRightEnd)
  638. {
  639.         file("pc\actors\Prost1\xxx\FCrTrStp.ske",100,off,100);
  640.         trigger(_DIRnotendofanim|_noDIR);
  641.         break(on);
  642.         nrintframes(3);
  643.         intforloop(off);
  644.         connections(Prost1CrouchTurnRight,Prost1CrouchTurnLeft,Prost1CrouchIdle);
  645. }
  646.  
  647. action(Prost1CrouchTurnRight)
  648. {
  649.         file("pc\actors\Prost1\xxx\FCrTrRSt.ske",100,off,100);//crouch start turn right
  650.         file("pc\actors\Prost1\xxx\FCrTrRLp.ske",100,on,100);//crouch turn right loop
  651.         trigger(_DIRRight);
  652.         break(on);
  653.         nrintframes(3);
  654.         intforloop(on);
  655.         connections(Prost1CrouchTurnRight,Prost1CrouchTurnLeft,Prost1CrouchTurnLeftRightEnd);
  656. }
  657.  
  658. action(Prost1CrouchTurnLeft)
  659. {
  660.         file("pc\actors\Prost1\xxx\FCrTrLSt.ske",100,off,100);//crouch start turn left
  661.         file("pc\actors\Prost1\xxx\FCrTrLLp.ske",100,on,100);//crouch turn left loop
  662.         trigger(_DIRleft);
  663.         break(on);
  664.         nrintframes(3);
  665.         intforloop(on);
  666.         connections(Prost1CrouchTurnRight,Prost1CrouchTurnLeft,Prost1CrouchTurnLeftRightEnd);
  667. }
  668.  
  669. action(Prost1CrouchWoundLight)
  670. {
  671.         file("pc\actors\Chot\xxx\MCrWnd1.ske",10,off);    //Head.    
  672.         file("pc\actors\Chot\xxx\MCrWnd2.ske",100,off);    //Stomach/chest. 
  673.         trigger(_DIRNotEndOfAnim);
  674.         AIClass(_AIClassProstSkeleton);
  675.         break(on);
  676.         nrintframes(4);
  677.         ColSphereScale(50);
  678.         ColSphereYOffsetScale(100);
  679.         connections(Prost1CrouchShoot,Prost1CrouchSpreadOut,Prost1CrouchIdle);
  680. }
  681.      
  682. action(Prost1CrouchDead)
  683. {
  684.         file("pc\actors\Chot\xxx\McrDeth1.ske",50,off);    //Collapse backwards dead
  685.         file("pc\actors\Chot\xxx\McrDeth2.ske",100,off);    //Crawl forward dead
  686.         trigger(_allDIR);
  687.         AIClass(_AIClassProstSkeleton);
  688.         break(off);
  689.         ColSphereScale(50);
  690.         ColSphereYOffsetScale(100);
  691.         nrintframes(8);
  692. }
  693.  
  694. action(Prost1CrouchDown)
  695. {
  696.         file("pc\actors\Prost1\xxx\FCrStrCm.ske",100,off,100,-1,_DIRcombatmode);
  697.         file("pc\actors\Prost1\xxx\FCrStart.ske",100,off);
  698.         trigger(_allDIR);
  699.         AIClass(_AIClassProstSkeleton);
  700.         break(off);
  701.         nrintframes(4);
  702.         ColSphereScale(50);
  703.         ColSphereYOffsetScale(100);
  704.         connections(Prost1CrouchIdle);
  705. }
  706.  
  707. action(Prost1CrouchUp)
  708. {
  709.         file("pc\actors\Prost1\xxx\FCrEndCm.ske",100,off,100,-1,_DIRcombatmode);
  710.         file("pc\actors\Prost1\xxx\FCrEnd.ske",100,off);
  711.         trigger(_allDIR);
  712.         AIClass(_AIClassProstSkeleton);
  713.         break(off);
  714.         nrintframes(4);
  715.         ColSphereScale(50);
  716.         ColSphereYOffsetScale(100);
  717.         connections(Prost1Spread,Prost1Idle);
  718. }
  719.  
  720. action(Prost1CrouchShoot)
  721. {
  722.         file("pc\actors\Prost1\xxx\FCrHvFrH.ske",100,on);        //Fire heavy hold/Aim frame
  723.         trigger(_DIRshoot|_DIRHaveGun);
  724.         break(on);
  725.         nrintframes(4);
  726.         ColSphereScale(50);
  727.         ColSphereYOffsetScale(100);
  728.         connections(Prost1CrouchShoot,Prost1CrouchIdle);
  729. }
  730.  
  731. action(Prost1CrouchLightRecoil)
  732. {
  733.         file("pc\actors\Prost1\xxx\FCrHvFrP.ske",100,on,100,_AIclassHipGun);
  734.         file("pc\actors\Prost1\xxx\FCrLtFr.ske",100,on);
  735.         trigger(_allDIR);
  736.         AIClass(_AIClassProstSkeleton);
  737.         break(off);
  738.         nrintframes(0);
  739.         ColSphereScale(50);
  740.         ColSphereYOffsetScale(100);
  741.         connections(Prost1CrouchShoot,Prost1CrouchIdle);
  742. }
  743.  
  744. action(Prost1CrouchHeavyRecoil)
  745. {
  746.         file("pc\actors\Prost1\xxx\Fcrhvfr.ske",100,on);
  747.  
  748.         trigger(_allDIR);
  749.         AIClass(_AIClassProstSkeleton);
  750.         break(off);
  751.         nrintframes(0);
  752.         ColSphereScale(50);
  753.         ColSphereYOffsetScale(100);
  754.         connections(Prost1CrouchShoot,Prost1CrouchIdle);
  755. }
  756.  
  757. action(Prost1CrouchGrenade)
  758. {
  759.         file("pc\actors\Prost1\xxx\FCrTrGrn.ske",100,on);
  760.         trigger(_allDIR);
  761.         AIClass(_AIClassProstSkeleton);
  762.         break(off);
  763.         nrintframes(0);
  764.         ColSphereScale(50);
  765.         ColSphereYOffsetScale(100);
  766.         connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
  767. }
  768.  
  769. action(Prost1CrouchIdle)
  770. {
  771.         file("pc\actors\Prost1\xxx\FCrIdle.ske",100,on);
  772.         trigger(_allDIR);
  773.         break(on);
  774.         nrintframes(4);
  775.         ColSphereScale(50);
  776.         ColSphereYOffsetScale(100);
  777.         connections(Prost1CrouchShoot,Prost1CrouchSpreadOut,Prost1CrouchIdle);
  778. }
  779.  
  780. action(Prost1CrouchSpreadOut)
  781. {
  782.         file("pc\actors\Prost1\xxx\FCrIdle.ske",100,on);
  783.         trigger(_DIRmove);
  784.         nrintframes(-1);
  785.         ColSphereScale(50);
  786.         ColSphereYOffsetScale(100);
  787.         connections(Prost1CrouchForwardLeft,Prost1CrouchForwardRight,Prost1CrouchBackwardLeft,Prost1CrouchBackwardRight,Prost1CrouchForward,Prost1CrouchBackward,Prost1CrouchLeft,Prost1CrouchRight,Prost1CrouchRForwardLeft,Prost1CrouchRForwardRight,Prost1CrouchRBackwardLeft,Prost1CrouchRBackwardRight,Prost1CrouchRForward,Prost1CrouchRBackward,Prost1CrouchRLeft,Prost1CrouchRRight,Prost1CrouchTurnRight,Prost1CrouchTurnLeft);
  788. }
  789.  
  790. action(Prost1CrouchRForward)
  791. {
  792.         file("pc\actors\Chot\xxx\MCrRunF.ske",100,on,120);
  793.         trigger(_DIRforward);
  794.         break(on);
  795.         nrintframes(4);
  796.         soundlevel(100);
  797.         ColSphereScale(50);
  798.         ColSphereYOffsetScale(100);
  799.         connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
  800. }
  801.  
  802. action(Prost1CrouchRBackward)
  803. {
  804.         file("pc\actors\Chot\xxx\MCrRunB.ske",100,on,120);
  805.         trigger(_DIRbackward);
  806.         break(on);
  807.         offset(12);
  808.         nrintframes(4);
  809.         soundlevel(100);
  810.         ColSphereScale(50);
  811.         ColSphereYOffsetScale(100);
  812.         connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
  813. }
  814.  
  815. action(Prost1CrouchRLeft)
  816. {
  817.         file("pc\actors\Chot\xxx\MCrRunL.ske",100,on,120);
  818.         trigger(_DIRsideleft);
  819.         break(on);
  820.         offset(12);
  821.         nrintframes(4);
  822.         soundlevel(100);
  823.         ColSphereScale(50);
  824.         ColSphereYOffsetScale(100);
  825.         connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
  826. }
  827.  
  828. action(Prost1CrouchRRight)
  829. {
  830.         file("pc\actors\Chot\xxx\MCrRunR.ske",100,on,120);
  831.         trigger(_DIRsideright);
  832.         break(on);
  833.         offset(12);
  834.         nrintframes(4);
  835.         soundlevel(100);
  836.         ColSphereScale(50);
  837.         ColSphereYOffsetScale(100);
  838.         connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
  839. }
  840.  
  841. action(Prost1CrouchRForwardLeft)
  842. {
  843.         file("pc\actors\Chot\xxx\MCrRunFL.ske",100,on,120);
  844.         trigger(_DIRsideleft|_DIRforward);
  845.         break(on);
  846.         offset(12);
  847.         nrintframes(4);
  848.         soundlevel(100);
  849.         ColSphereScale(50);
  850.         ColSphereYOffsetScale(100);
  851.         connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
  852. }
  853.  
  854. action(Prost1CrouchRBackwardLeft)
  855. {
  856.         file("pc\actors\Chot\xxx\MCrRunBL.ske",100,on,120);
  857.         trigger(_DIRsideleft|_DIRbackward);
  858.         break(on);
  859.         offset(12);
  860.         nrintframes(4);
  861.         soundlevel(100);
  862.         ColSphereScale(50);
  863.         ColSphereYOffsetScale(100);
  864.         connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
  865. }
  866.  
  867. action(Prost1CrouchRForwardRight)
  868. {
  869.         file("pc\actors\Chot\xxx\MCrRunFR.ske",100,on,120);
  870.         trigger(_DIRsideright|_DIRforward);
  871.         break(on);
  872.         offset(12);
  873.         nrintframes(4);
  874.         soundlevel(100);
  875.         ColSphereScale(50);
  876.         ColSphereYOffsetScale(100);
  877.         connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
  878. }
  879.  
  880. action(Prost1CrouchRBackwardRight)
  881. {
  882.         file("pc\actors\Chot\xxx\MCrRunBR.ske",100,on,120);
  883.         trigger(_DIRsideright|_DIRbackward);
  884.         break(on);
  885.         offset(12);
  886.         nrintframes(4);
  887.         soundlevel(100);
  888.         ColSphereScale(50);
  889.         ColSphereYOffsetScale(100);
  890.         connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
  891. }
  892.  
  893. action(Prost1CrouchForward)
  894. {
  895.         file("pc\actors\Prost1\xxx\FCrWlkF.ske",100,on);
  896.         trigger(_DIRwalking|_DIRforward);
  897.         break(on);
  898.         nrintframes(4);
  899.         ColSphereScale(50);
  900.         ColSphereYOffsetScale(100);
  901.         connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
  902. }
  903.  
  904. action(Prost1CrouchBackward)
  905. {
  906.         file("pc\actors\Prost1\xxx\FCrWlkB.ske",100,on);
  907.         trigger(_DIRwalking|_DIRbackward);
  908.         break(on);
  909.         offset(12);
  910.         nrintframes(4);
  911.         ColSphereScale(50);
  912.         ColSphereYOffsetScale(100);
  913.         connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
  914. }
  915.  
  916.  
  917. action(Prost1CrouchLeft)
  918. {
  919.         file("pc\actors\Prost1\xxx\FCrWlkL.ske",100,on);
  920.         trigger(_DIRwalking|_DIRsideleft);
  921.         break(on);
  922.         offset(12);
  923.         nrintframes(4);
  924.         ColSphereScale(50);
  925.         ColSphereYOffsetScale(100);
  926.         connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
  927. }
  928.  
  929. action(Prost1CrouchRight)
  930. {
  931.         //file("pc\actors\Chot\xxx\MCrStfR.ske",100,on);
  932.         file("pc\actors\Prost1\xxx\FCrWlkR.ske",100,on);    //wait for gabe
  933.         trigger(_DIRwalking|_DIRsideright);
  934.         break(on);
  935.         offset(12);
  936.         nrintframes(4);
  937.         ColSphereScale(50);
  938.         ColSphereYOffsetScale(100);
  939.         connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
  940. }
  941.  
  942. action(Prost1CrouchForwardLeft)
  943. {
  944.         file("pc\actors\Prost1\xxx\FCrWlkFL.ske",100,on);
  945.         trigger(_DIRwalking|_DIRsideleft|_DIRforward);
  946.         break(on);
  947.         offset(12);
  948.         nrintframes(4);
  949.         ColSphereScale(50);
  950.         ColSphereYOffsetScale(100);
  951.         connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
  952. }
  953.  
  954. action(Prost1CrouchBackwardLeft)
  955. {
  956.         file("pc\actors\Prost1\xxx\FCrWlkBL.ske",100,on);
  957.         trigger(_DIRwalking|_DIRsideleft|_DIRbackward);
  958.         break(on);
  959.         offset(12);
  960.         nrintframes(4);
  961.         ColSphereScale(50);
  962.         ColSphereYOffsetScale(100);
  963.         connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
  964. }
  965.  
  966. action(Prost1CrouchForwardRight)
  967. {
  968.         file("pc\actors\Prost1\xxx\FCrWlkFR.ske",100,on);
  969.         trigger(_DIRwalking|_DIRsideright|_DIRforward);
  970.         break(on);
  971.         offset(12);
  972.         nrintframes(4);
  973.         ColSphereScale(50);
  974.         ColSphereYOffsetScale(100);
  975.         connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
  976. }
  977.  
  978. action(Prost1CrouchBackwardRight)
  979. {
  980.         file("pc\actors\Prost1\xxx\FCrWlkBR.ske",100,on);    //wait for gabe
  981.         //file("pc\actors\Chot\xxx\MCrStRB.ske",100,on);
  982.         trigger(_DIRwalking|_DIRsideright|_DIRbackward);
  983.         break(on);
  984.         offset(12);
  985.         nrintframes(4);
  986.         ColSphereScale(50);
  987.         ColSphereYOffsetScale(100);
  988.         connections(Prost1CrouchSpreadOut,Prost1CrouchIdle);
  989. }
  990.  
  991.  
  992. /////////////////////////////////////////////////////////////////////////////////////////
  993. //    IDLE ACTIONS
  994.  
  995. Action(Prost1IdleCombatGun)
  996. {
  997.         file("pc\actors\Subgirl1\xxx\SgIdl1Cm.ske",100,on,100,_AIclassSubgirl,_DIRcombatmode);
  998.         file("pc\actors\Subgirl1\xxx\SgIdl1Nc.ske",90,on,100,_AIclassSubgirl);
  999.         file("pc\actors\Subgirl1\xxx\SgIdl2Nc.ske",100,on,100,_AIclassSubgirl);
  1000.  
  1001.         file("pc\actors\Domina\xxx\DmCIdl1.ske",100,on);
  1002.         trigger(_noDIR|_DIRcombatmode|_DIRhavegun);
  1003.  
  1004.         nrintframes(4);
  1005.         intforloop(on);
  1006.         break(on);
  1007.         connections(Prost1Spread,prost1StandShoot,Prost1TurnLeftCombat,Prost1TurnRightCombat,prost1idle);
  1008. }
  1009.  
  1010. Action(Prost1IdleCombatNoGun)
  1011. {
  1012.         file("pc\actors\Prost1\xxx\PCmNgId1.ske",100,on,100,_AIclassprost);
  1013.         file("pc\actors\domina\xxx\DmCmNgI1.ske",100,on);
  1014.         trigger(_noDIR|_DIRcombatmode);
  1015.  
  1016.         nrintframes(4);
  1017.         intforloop(on);
  1018.         break(on);
  1019.         connections(ProstKissing,Prost1Spread,Prost1KickingBobF,Prost1KickingBobB,Prost1KickSnapNeck,Prost1TapSuckerPunch,Prost1KneeFront,Prost1Kicking,prost1StandShoot,Prost1TurnLeft,Prost1TurnRight,prost1idle);
  1020. }
  1021.  
  1022. Action(Prost1IdleGun)
  1023. {
  1024. //        file("pc\actors\Domina\xxx\DmIdl2.ske",30,on);//looking at fingernails
  1025. //        file("pc\actors\Domina\xxx\DmIdl1.ske",100,on);//breathing
  1026.  
  1027.         file("pc\actors\Subgirl1\xxx\SgIdl1Cm.ske",100,on,100,_AIclassSubgirl,_DIRcombatmode);
  1028.         file("pc\actors\Subgirl1\xxx\SgIdl1Nc.ske",50,on,100,_AIclassSubgirl);
  1029.         file("pc\actors\Subgirl1\xxx\SgIdl2Nc.ske",100,on,100,_AIclassSubgirl);
  1030.  
  1031.         file("pc\actors\Domina\xxx\DmIdl2.ske",30,on);//looking at fingernails
  1032.         file("pc\actors\Domina\xxx\DmIdl1.ske",65,on);//breathing
  1033.         file("pc\actors\Domina\xxx\DmIdl3.ske",100,on);//look left/right
  1034.         trigger(_noDIR|_DIRhavegun);
  1035.  
  1036.         nrintframes(4);
  1037.         intforloop(on);
  1038.         break(on);
  1039.         connections(Prost1Spread,prost1StandShoot,Prost1TurnLeftCombat,Prost1TurnRightCombat,prost1idle);
  1040. }
  1041.  
  1042. Action(Prost1IdleNoGun)
  1043. {
  1044.         //file("pc\actors\Domina\xxx\DmIdl2.ske",30,on,100,_AIclasscop);//Idles arm down. looking at fingernails 
  1045.         //file("pc\actors\Domina\xxx\DmIdl1.ske",65,on,100,_AIclasscop);//breathing
  1046.         //file("pc\actors\Domina\xxx\DmIdl3.ske",100,on,100,_AIclasscop);//look left/right
  1047.  
  1048.         file("pc\actors\Prost1\xxx\PIdle2.ske",25,on);        //look at fingernails
  1049.         file("pc\actors\Prost1\xxx\PIdle1.ske",100,on);        //hip stance
  1050.         trigger(_allDIR);
  1051.  
  1052.         nrintframes(4);
  1053.         intforloop(on);
  1054.         break(on);
  1055.         connections(ProstKissing,Prost1Spread,prost1StandShoot,Prost1TurnLeft,Prost1TurnRight,prost1idle);
  1056. }
  1057.  
  1058. Action(Prost1Idle)
  1059. {
  1060.         trigger(_allDIR);
  1061.         AIClass(_AIClassProstSkeleton);
  1062.         nrintframes(-1);
  1063.         connections(Prost1IdleCombatGun,Prost1IdleCombatNoGun,Prost1IdleGun,Prost1IdleNoGun);
  1064. }
  1065.  
  1066.  
  1067. action(Prost1IdleLongTime)
  1068. {
  1069.         file("pc\actors\Chot\xxx\mspan11p.ske",33,on);//celebrations, not hitting these
  1070.         file("pc\actors\Chot\xxx\mspan14p.ske",66,on);
  1071.         file("pc\actors\Chot\xxx\mspan12p.ske",100,on);
  1072.         trigger(_DIRNotEndOfAnim);
  1073.         AIClass(_AIClassProstSkeleton);
  1074.         break(on);
  1075.         nrintframes(8);
  1076.         intforloop(on);
  1077.         connections(Prost1Spread,Prost1StandShoot,Prost1TurnLeft,Prost1TurnRight,Prost1IdleLongTime,Prost1Idle);
  1078. }
  1079.  
  1080.  
  1081. action(Prost1IdleHitWall)    //used just after you bounce into a wall
  1082. {
  1083. //        file("pc\actors\Chot\xxx\Mneidl2p.xxx",20,on);    //ass scratch
  1084. //        file("pc\actors\Chot\xxx\Mneidl3p.xxx",40,on);    //crotch scratch
  1085. //        file("pc\actors\Chot\xxx\Mneidl1p.xxx",100,on);    //look around
  1086.         file("pc\actors\Domina\xxx\DmIdl2.ske",30,on);//looking at fingernails
  1087.         file("pc\actors\Domina\xxx\DmIdl1.ske",65,on);//breathing
  1088.         file("pc\actors\Domina\xxx\DmIdl3.ske",100,on);//look left/right
  1089.  
  1090.         trigger(_allDIR);
  1091.         AIClass(_AIClassProstSkeleton);
  1092.         break(on);
  1093.         nrintframes(8);
  1094.         intforloop(on);
  1095.         nomove(true)
  1096.         connections(GENHitWallSpreadOut);
  1097. }
  1098.  
  1099. action(Prost1IdleHitWallFront)    //used just after you bounce into a wall, face first
  1100. {
  1101. //MISSING Animation
  1102.         file("pc\actors\Chot\xxx\Mneidl1p.xxx",100,on);    //look around
  1103.         trigger(_allDIR);
  1104.         AIClass(_AIClassProstSkeleton);
  1105.         break(on);
  1106.         nrintframes(8);
  1107.         intforloop(on);
  1108.         nomove(true)
  1109.         connections(GENIdleHitWallFront);
  1110. }
  1111.  
  1112. action(Prost1HitWallSpread)    //Lead directly to next animation
  1113. {
  1114.         trigger(_allDIR);
  1115.         nrintframes(-1);
  1116.         connections(Prost1HitWallTurnLeft,Prost1HitWallTurnRight,Prost1IdleHitWall,GENIdleHitWallFront);
  1117. }
  1118.  
  1119. action(Prost1HitWallSpreadOut)    //Lead directly to next animation
  1120. {
  1121.         trigger(_allDIR);
  1122.         AIClass(_AIClassProstSkeleton);
  1123.         nrintframes(-1);
  1124.         connections(Prost1HitWallTurnLeft,Prost1HitWallTurnRight,Prost1IdleHitWall,GENIdleHitWall);
  1125. }
  1126.  
  1127. /////////////////////////////////////////////////////////////////////////////////////////
  1128. //    ELECTRICUTIONS
  1129.  
  1130. action(Prost1ElectricShock0)
  1131. {
  1132.         file("pc\actors\Chot\xxx\aelectLP.ske",100,off,130);
  1133.         trigger(_allDIR);
  1134.         AIClass(_AIClassProstSkeleton);
  1135.         break(off);
  1136.         nrintframes(4);
  1137.         intforloop(off);
  1138.         nomove(true)
  1139.         connections(GENElectricShock1);
  1140.         collision(on);
  1141.         gravity(off);
  1142. }
  1143.  
  1144. action(Prost1ElectricShock1)
  1145. {
  1146.         file("pc\actors\Chot\xxx\ThBkHld1.ske",100,off);
  1147.         move(0,0,20);
  1148.         trigger(_allDIR);
  1149.         AIClass(_AIClassProstSkeleton);
  1150.         break(off);
  1151.         nrintframes(6);
  1152.         intforloop(off);
  1153.         nomove(true)
  1154.         connections(GENElectricShock1);
  1155.         gravity(off);
  1156.         collision(on);
  1157. }
  1158.  
  1159.  
  1160. /////////////////////////////////////////////////////////////////////////////////////////
  1161. //    DEAHTS
  1162. action(Prost1FallDead)
  1163. {
  1164.         file("pc\actors\Chot\xxx\alndhard.ske",100,off);
  1165.         trigger(_allDIR);
  1166.         AIClass(_AIClassProstSkeleton);
  1167.         break(off);
  1168.         nrintframes(12);
  1169. }
  1170.  
  1171. action(Prost1CrawlDead)
  1172. {
  1173.         file("pc\actors\Chot\xxx\mcrwlfal.ske",100,off);
  1174.         trigger(_allDIR);
  1175.         AIClass(_AIClassProstSkeleton);
  1176.         break(off);
  1177.         nrintframes(12);
  1178. }
  1179.  
  1180.  
  1181. Action(Prost1Crush)
  1182. {
  1183.         file("pc\actors\Chot\xxx\mded5g.ske",100,off);    //face down
  1184.         //file("pc\actors\Chot\xxx\Mcrushed.ske",100,off);    //point at player
  1185.         trigger(_allDIR);
  1186.         collision(off);
  1187.         gravity(off);
  1188.         break(off);
  1189.         nrintframes(4);
  1190. }
  1191.  
  1192.  
  1193. action(Prost1StandDead)
  1194. {
  1195.         file("pc\actors\Prost1\xxx\Fdeth1.ske",20,off);        //Sway fall on knees then to face:
  1196.         file("pc\actors\Prost1\xxx\Fdeth2.ske",40,off);        //Spin around and die on face:
  1197.         file("pc\actors\Prost1\xxx\Fdeth3.ske",60,off);        //Fall to knees and crawl a second before dying:
  1198.         file("pc\actors\Prost1\xxx\Fdeth4.ske",80,off);    //Collapse to knees and around to back:
  1199.         file("pc\actors\behemoth\xxx\bdeth1.ske",100,off,200);    //face down
  1200.         
  1201.         trigger(_allDIR);
  1202.         AIClass(_AIClassProstSkeleton);
  1203.         break(off);
  1204.         nrintframes(12);
  1205. }
  1206.  
  1207.  
  1208. /////////////////////////////////////////////////////////////////////////////////////////
  1209. //    BURNED, STEAMED AND BLIND
  1210. action(Prost1GettingBurned)    //When inside fire, moving head left and right
  1211. {
  1212.         file("pc\actors\chot\xxx\MBrnThrs.ske",100,on);
  1213.         trigger(_allDIR);
  1214.         AIClass(_AIClassProstSkeleton);
  1215.         break(on);
  1216.         nrintframes(3);
  1217.         ydeltafromzeroframe(off);
  1218.         connections(Prost1BlindForward,Prost1BlindBackwards,Prost1GettingBurned);
  1219. }
  1220. action(Prost1BlindForward)        //Walk slowly forward both inside and outside fire
  1221. {
  1222.     //    file("pc\actors\chot\xxx\MBrnStgr.ske",100,on);
  1223.         file("pc\actors\prost1\xxx\FBrnStgr.ske",100,on);
  1224.         trigger(_DIRforward);
  1225.         AIClass(_AIClassProstSkeleton);
  1226.         break(on);
  1227.         nrintframes(3);
  1228.         connections(Prost1BlindForward,Prost1BlindBackwards,Prost1BurnedIdle);
  1229. }
  1230.  
  1231. action(Prost1BlindBackwards)        //Walk slowly backwards both inside and outside fire
  1232. {
  1233.     //    file("pc\actors\chot\xxx\MBrnStbk.ske",100,on);
  1234.         file("pc\actors\prost1\xxx\FBrnStBk.ske",100,on);
  1235.         trigger(_DIRbackward);
  1236.         AIClass(_AIClassProstSkeleton);
  1237.         break(on);
  1238.         nrintframes(3);
  1239.         connections(Prost1BlindForward,Prost1BlindBackwards,Prost1BurnedIdle);
  1240. }
  1241.  
  1242. action(Prost1BurnedIdle)    //Inside and Outside fire, idle
  1243. {
  1244.     //    file("pc\actors\chot\xxx\MBrnIdl.ske",100,on);
  1245.         file("pc\actors\prost1\xxx\FBrnIdl.ske",100,on);
  1246.         trigger(_allDIR);
  1247.         AIClass(_AIClassProstSkeleton);
  1248.         break(on);
  1249.         nrintframes(3);
  1250.         connections(Prost1BlindForward,Prost1BlindBackwards,Prost1BurnedIdle);
  1251. }
  1252.  
  1253. action(Prost1BurningRunInCircle)        //Running around in circle with the head on fire, then fall.
  1254. {
  1255.     //    file("pc\actors\chot\xxx\MBrnRnAr.ske",100,on);
  1256.         file("pc\actors\prost1\xxx\FBrnRnAr.ske",100,on);
  1257.         trigger(_allDIR);
  1258.         AIClass(_AIClassProstSkeleton);
  1259.         break(off);
  1260.         nrintframes(3);
  1261.         connections(GENBurningRollOnFloor);
  1262. }
  1263.  
  1264.  
  1265. action(Prost1SlowGetUpFace)    //Get back up from the ground
  1266. {
  1267.         file("pc\actors\chot\xxx\Mstandf1.ske",100,on,100,-1,-1,Sub_GetUpClearThrown68);
  1268.         trigger(_allDIR);
  1269.         AIClass(_AIClassProstSkeleton);
  1270.         break(off);
  1271.         nrintframes(3);
  1272.         connections(Prost1BurnedIdle);
  1273. }
  1274.  
  1275.  
  1276. /////////////////////////////////////////////////////////////////////////////////////////
  1277. //    CRAWLING, BEING DRAGGED
  1278. action(Prost1Dragged)
  1279. {
  1280.         file("pc\actors\chot\xxx\MDrgFH_A.ske",100,off);
  1281.         file("pc\actors\chot\xxx\MDrgFH_B.ske",100,on);
  1282.         trigger(_allDIR);
  1283.         nrintframes(3);
  1284.         connections(Prost1Dragged);
  1285. }
  1286.  
  1287.  
  1288. /////////////////////////////////////////////////////////////////////////////////////////
  1289. //    CLIMBING
  1290. Action(Prost1climbup)
  1291. {
  1292.         file("pc\actors\chot\xxx\MClmbWlS.ske",50,off,100);
  1293.         file("pc\actors\chot\xxx\MClmbWlF.ske",100,off,100);
  1294.         nrintframes(8);
  1295.         break(off);
  1296.         trigger(_allDIR);
  1297.         gravity(off);
  1298.         ydeltafromzeroframe(off);
  1299.         connections(Prost1Idle);
  1300. }
  1301.  
  1302. /////////////////////////////////////////////////////////////////////////////////////////
  1303. //    RECOIL
  1304. action(Prost1HeavyRecoil)
  1305. {
  1306.         file("pc\actors\domina\xxx\dshpump.ske",100,on,100,_AIclassHipGun|_AIClassCop);
  1307.         file("pc\actors\domina\xxx\dshhevy.ske",100,on,100,_AIClassCop);
  1308.  
  1309.         file("pc\actors\Prost1\xxx\FShHvy.ske",100,on);
  1310.  
  1311.         trigger(_AllDIR);
  1312.         AIClass(_AIClassProstSkeleton);
  1313.         break(off);
  1314.         nrintframes(0);
  1315.         connections(Prost1SpreadGun,Prost1StandShoot,Prost1TurnLeftCombat,Prost1TurnRightCombat,Prost1Idle);
  1316. }
  1317.  
  1318. action(Prost1LightRecoil)    //Works as proxy because it has to be restarted if SpawnAction is called again
  1319. {
  1320.         trigger(_AllDIR);
  1321.         AIClass(_AIClassProstSkeleton);
  1322.         nrintframes(-1);
  1323.         connections(Prost1LightRecoil2);
  1324. }
  1325.  
  1326.  
  1327.  
  1328. action(Prost1MachineGunFire)
  1329. {
  1330.         file("pc\actors\Prost1\xxx\FShLtStr.ske",100,off);
  1331.         file("pc\actors\Prost1\xxx\FShLtLp.ske",100,on);
  1332.  
  1333.         trigger(_DIRshoot|_DIRnotendofanim);
  1334.         break(on);
  1335.         nrintframes(0);
  1336.         connections(Prost1MachineGunFire,Prost1SpreadGun,Prost1StandShoot,Prost1TurnLeftCombat,Prost1TurnRightCombat,Prost1Idle);
  1337. }
  1338.  
  1339. action(Prost1LightRecoil2)
  1340. {
  1341.         //file("pc\actors\prost1\xxx\dshoots.ske",100,on);
  1342.  
  1343.         file("pc\actors\domina\xxx\dshltr1.ske",25,on);
  1344.         file("pc\actors\domina\xxx\dshltr2.ske",50,on);
  1345.         file("pc\actors\domina\xxx\dshltr3.ske",75,on);
  1346.         file("pc\actors\domina\xxx\dshltr4.ske",100,on);
  1347.  
  1348.         trigger(_DIRNotEndOfAnim);
  1349.         break(on);
  1350.         nrintframes(0);
  1351.         connections(Prost1SpreadGun,Prost1LightRecoil2,Prost1StandShoot,Prost1TurnLeftCombat,Prost1TurnRightCombat,Prost1Idle);
  1352. }
  1353.  
  1354. action(Prost1ThrowGrenade)
  1355. {
  1356.         file("pc\actors\subgirl1\xxx\SgfireR1.ske",33,on,100,_AIclassSubgirl);
  1357.         file("pc\actors\subgirl1\xxx\SgfireR2.ske",67,on,100,_AIclassSubgirl);
  1358.         file("pc\actors\subgirl1\xxx\SgfireR3.ske",100,on,100,_AIclassSubgirl);
  1359.         file("pc\actors\Domina\xxx\dmthgrc.ske",100,off);
  1360.         trigger(_allDIR);
  1361.         AIClass(_AIClassProstSkeleton);
  1362.         break(off);
  1363.         nrintframes(0);
  1364.         ColSphereScale(50);
  1365.         ColSphereYOffsetScale(100);
  1366.         connections(Prost1Spread,Prost1Idle);
  1367. }
  1368.  
  1369.  
  1370. /////////////////////////////////////////////////////////////////////////////////////////
  1371. //    POSSESION
  1372. action(prost1Possesed)
  1373. {
  1374.         file("pc\actors\prost1\xxx\mposs1.xxx",100,off);
  1375.         trigger(_allDIR);
  1376.         AIClass(_AIClassProstSkeleton);
  1377.         nrintframes(4);
  1378.         break(off);
  1379.         connections(prost1idle);
  1380. }
  1381.  
  1382. action(Prost1Depossesed)
  1383. {
  1384.         file("pc\actors\chot\xxx\Mstun1g.ske",50,on);
  1385.         file("pc\actors\chot\xxx\Mstun2g.ske",100,on);
  1386.         trigger(_allDIR);
  1387.         AIClass(_AIClassProstSkeleton);
  1388.         nrintframes(4);
  1389.         break(off);
  1390.         connections(Prost1idle);
  1391. }
  1392.  
  1393. /////////////////////////////////////////////////////////////////////////////////////////
  1394. //    SHOOTING
  1395.  
  1396. action(Prost1StandShoot)
  1397. {
  1398.         trigger(_DIRshoot|_DIRHaveGun|_DIRcombatmode);
  1399.         break(on);
  1400.         nrintframes(-1);
  1401.         connections(Prost1CloseRange,Prost1GunButBob,Prost1GunButF,Prost1GunButB,Prost1StandShootAnims);
  1402. }
  1403.  
  1404. action(Prost1StandShootAnims)
  1405. {
  1406.         file("pc\actors\subgirl1\xxx\SgfireL1.ske",33,on,100,_AIclassSubgirl);
  1407.         file("pc\actors\subgirl1\xxx\SgfireL1.ske",66,on,100,_AIclassSubgirl);
  1408.         file("pc\actors\subgirl1\xxx\SgfireL1.ske",100,on,100,_AIclassSubgirl);
  1409.  
  1410.         file("pc\actors\Domina\xxx\DmCIdl1.ske",100,on,100,-1,_DIRHaveGun);
  1411.  
  1412.         file("pc\actors\Prost1\xxx\PCmNgJgl.ske",100,on,100,_AIclassprost);
  1413.         file("pc\actors\domina\xxx\DmCmNgI1.ske",100,on);
  1414.         trigger(_DIRshoot|_DIRcombatmode);
  1415.         break(on);
  1416.         nrintframes(4);
  1417.         connections(Prost1Spread,Prost1StandShoot,Prost1TurnLeftCombat,Prost1TurnRightCombat,Prost1Idle);
  1418. }
  1419.  
  1420.  
  1421. //XXX is not used
  1422. action(prost1RunShoot)
  1423. {
  1424.         file("pc\actors\prost1\xxx\Frnshotg.xxx",100,on);
  1425.         trigger(_DIRshoot);
  1426. //        trigger(_DIRrunShoot);    //DOESNT EXIST
  1427. //        trigger(_allDIR);
  1428.         nrintframes(4);
  1429.  
  1430.         break(oN);
  1431.         connections(prost1RunShoot,prost1Run,prost1StandShoot,prost1idle);
  1432. }
  1433.  
  1434.  
  1435. //    SHOT BY SNIPER REACTIONS
  1436. //
  1437.  
  1438. Action(Prost1ShotInLeg)
  1439. {
  1440.         file("pc\actors\chot\xxx\MSnpLeg2.ske",100,off,100,-1,_DIRcombatmode);
  1441.         file("pc\actors\chot\xxx\MSnpLeg3.ske",100,off);
  1442.         trigger(_allDIR);
  1443.         AIClass(_AIClassProstSkeleton);
  1444.         break(off);
  1445.         nrintframes(3);
  1446.         connections(GENCrawlSpreadOut);
  1447. }
  1448.  
  1449. Action(Prost1ShotFrHead)
  1450. {
  1451.         file("pc\actors\chot\xxx\mded6g.ske",100,off);
  1452.         trigger(_allDIR);
  1453.         AIClass(_AIClassProstSkeleton);
  1454.         break(off);
  1455.         nrintframes(3);
  1456.         connections(Prost1ShotFrHead);
  1457. }
  1458. Action(Prost1ShotFrTorso)
  1459. {
  1460.         file("pc\actors\chot\xxx\mded1.ske",100,off);
  1461.         trigger(_allDIR);
  1462.         AIClass(_AIClassProstSkeleton);
  1463.         break(off);
  1464.         nrintframes(3);
  1465.         connections(Prost1ShotFrTorso);
  1466. }
  1467. Action(Prost1ShotFrRShoulder)
  1468. {
  1469.         file("pc\actors\chot\xxx\mded2.ske",100,off);
  1470.         trigger(_allDIR);
  1471.         AIClass(_AIClassProstSkeleton);
  1472.         break(off);
  1473.         nrintframes(3);
  1474.         connections(Prost1GetUpFromBackFaceDown);
  1475. }
  1476. Action(Prost1ShotFrLShoulder)
  1477. {
  1478.         file("pc\actors\chot\xxx\Fstwnd2.ske",100,off);
  1479.         trigger(_allDIR);
  1480.         AIClass(_AIClassProstSkeleton);
  1481.         break(off);
  1482.         nrintframes(3);
  1483.         connections(Prost1Idle);
  1484. }
  1485. Action(Prost1ShotGeneric)
  1486. {
  1487.         file("pc\actors\chot\xxx\Mwund3.ske",100,off);
  1488.         trigger(_allDIR);
  1489.         AIClass(_AIClassProstSkeleton);
  1490.         break(off);
  1491.         nrintframes(3);
  1492.         connections(Prost1Idle);
  1493. }
  1494. Action(Prost1ShotBkHead)
  1495. {
  1496.         file("pc\actors\chot\xxx\mded4g.ske",100,off);
  1497.         trigger(_allDIR);
  1498.         AIClass(_AIClassProstSkeleton);
  1499.         break(off);
  1500.         nrintframes(3);
  1501.         connections(Prost1ShotBkHead);
  1502. }
  1503. Action(Prost1ShotBkBack)
  1504. {
  1505.         file("pc\actors\chot\xxx\MWundg2.ske",100,off);
  1506.         trigger(_allDIR);
  1507.         AIClass(_AIClassProstSkeleton);
  1508.         break(off);
  1509.         nrintframes(3);
  1510.         connections(Prost1Idle);
  1511. }
  1512.  
  1513.  
  1514. //---------
  1515.  
  1516. /////////////////////////////////////////////////////////////////////////////////////////
  1517. //    WOUNDED
  1518. action(Prost1WoundLight)
  1519. {
  1520.         file("pc\actors\Domina\xxx\dmwnd1c.ske",33,off,100,-1,_DIRcombatmode);
  1521.         file("pc\actors\Domina\xxx\dmwnd2c.ske",66,off,100,-1,_DIRcombatmode);        //right
  1522.         file("pc\actors\Domina\xxx\dmwnd3c.ske",100,off,100,-1,_DIRcombatmode);        //left
  1523.         file("pc\actors\Domina\xxx\dmwnd4c.ske",100,off,100,-1,_DIRcombatmode);        //back
  1524.  
  1525. //        file("pc\actors\Prost1\xxx\fqkwund1.ske",25,off);
  1526. //        file("pc\actors\Prost1\xxx\fqkwund2.ske",50,off);
  1527. //        file("pc\actors\Prost1\xxx\fqkwund3.ske",75,off);
  1528. //        file("pc\actors\Prost1\xxx\fqkwund4.ske",100,off);
  1529.  
  1530.         file("pc\actors\Prost1\xxx\PWnd1Nc.ske",25,off);
  1531.         file("pc\actors\Prost1\xxx\PWnd2Nc.ske",50,off);
  1532.         file("pc\actors\Prost1\xxx\PWnd3Nc.ske",75,off);
  1533.         file("pc\actors\Prost1\xxx\PWnd4Nc.ske",100,off);
  1534.  
  1535.         trigger(_DIRNotEndOfAnim);
  1536.         AIClass(_AIClassProstSkeleton);
  1537.         break(on);
  1538.         collision(on);
  1539.         nrintframes(4);
  1540.         connections(Prost1Spread,Prost1StandShoot,Prost1WoundLight,Prost1TurnLeft,Prost1TurnRight,Prost1Idle);
  1541. }
  1542.  
  1543. action(Prost1WoundLightNoBreak)    //Identical to the one above except for break
  1544. {
  1545.         file("pc\actors\Prost1\xxx\fqkwund1.ske",25,off);
  1546.         file("pc\actors\Prost1\xxx\fqkwund2.ske",50,off);                            //left
  1547.         file("pc\actors\Prost1\xxx\fqkwund3.ske",75,off);                            //in back
  1548.         file("pc\actors\Prost1\xxx\fqkwund4.ske",100,off);                            //right
  1549.  
  1550. //        file("pc\actors\Chot\xxx\FstWnd1.ske",10,off);
  1551. //        file("pc\actors\Chot\xxx\FstWnd2.ske",100,off);
  1552.         //file("pc\actors\Chot\xxx\FstWnd3.ske",100,off);
  1553.         trigger(_DIRNotEndOfAnim);
  1554.         AIClass(_AIClassProstSkeleton);
  1555.         break(off);
  1556.         collision(on);
  1557.         nrintframes(4);
  1558.         connections(Prost1Spread,Prost1StandShoot,Prost1WoundLight,Prost1TurnLeft,Prost1TurnRight,Prost1Idle);
  1559. }
  1560.  
  1561. action(Prost1WoundFlyBack1)    //Hold frame
  1562. {
  1563.         file("pc\actors\Chot\xxx\ThBkHld1.ske",100,off);
  1564.         trigger(_alldir);
  1565.         break(on);
  1566.         collision(on);
  1567.         nrintframes(4);
  1568.         connections(Prost1WoundFlyBack2);
  1569. }
  1570.  
  1571. action(Prost1WoundFlyBack2)    //Hitting wall+hold frame
  1572. {
  1573.         file("pc\actors\Chot\xxx\ThBkhtwl.ske",100,off);
  1574.         trigger(_DIRVerCol);
  1575.         break(on);
  1576.         collision(on);
  1577.         nrintframes(4);
  1578.         connections(Prost1WoundFlyBack3);
  1579. }
  1580. action(Prost1WoundFlyBack3)    //Land on ground
  1581. {
  1582.         file("pc\actors\Chot\xxx\ThBklnd.ske",100,off);
  1583.         trigger(_DIRHorCol);
  1584.         break(off);
  1585.         collision(on);
  1586.         nrintframes(4);
  1587.         connections(Prost1Idle);
  1588. }
  1589.  
  1590. /////////////////////////////////////////////////////////////////////////////////////////
  1591. //    STANDARD MOVES WITHOUT GUN
  1592.  
  1593. action(Prost1Pickup)
  1594. {
  1595.         file("pc\actors\Prost1\xxx\FpickupG.ske",100,off);
  1596.         trigger(_allDIR);
  1597.         AIClass(_AIClassProstSkeleton);
  1598.         nrintframes(4);
  1599.         break(off);
  1600.         connections(Prost1Idle);
  1601. }
  1602.  
  1603. action(Prost1PickupChest)
  1604. {
  1605.         file("pc\actors\Prost1\xxx\FpickupF.ske",100,off);
  1606.         trigger(_allDIR);
  1607.         AIClass(_AIClassProstSkeleton);
  1608.         nrintframes(4);
  1609.         break(off);
  1610.         connections(Prost1Idle);
  1611. }
  1612.  
  1613. action(Prost1PickupCrouch)
  1614. {
  1615.         file("pc\actors\Prost1\xxx\FCrPikUp.ske",100,off);
  1616.         trigger(_allDIR);
  1617.         AIClass(_AIClassProstSkeleton);
  1618.         AIClass(_AIClassProstSkeleton);
  1619.         nrintframes(4);
  1620.         break(off);
  1621.         connections(Prost1CrouchIdle);
  1622. }
  1623.  
  1624. action(prost1RunBack)
  1625. {
  1626.         file("pc\actors\domina\xxx\DmRnBNC.ske",100,on,100,_AIclassCop);
  1627.         file("pc\actors\Prost1\xxx\PRunB.ske",100,on);
  1628.         offset(9);
  1629.         nrintframes(4);
  1630.         trigger(_DIRbackward);
  1631.         break(on);
  1632.         move(0,0,4);
  1633.         connections(Prost1Spread,prost1idle);
  1634. }
  1635.  
  1636. Action(prost1run)
  1637. {
  1638.         file("pc\actors\domina\xxx\DmRnFNC.ske",100,on,100,_AIClassCop);
  1639.         file("pc\actors\prost1\xxx\Prunf.ske",100,on);
  1640.         break(on);
  1641.         nrintframes(4);
  1642.         offset(2);
  1643.         move(0,0,-4);
  1644.  
  1645.         trigger(_DIRforward);
  1646.  
  1647.         connections(Prost1StompKickF,Prost1StompKickB,prost1Spread,prost1idle);
  1648. }
  1649.  
  1650. action(Prost1RunL)
  1651. {
  1652.         file("pc\actors\domina\xxx\DmRnLNC.ske",100,on,100,_AIClassCop);
  1653.         file("pc\actors\Prost1\xxx\PRunL.ske",100,on);
  1654.         offset(2);
  1655.         nrintframes(8);
  1656.         trigger(_DIRsideleft);
  1657.         move(4,0,0);
  1658.         break(on);
  1659.         connections(Prost1Spread,prost1idle);
  1660. }
  1661. action(Prost1RunR)
  1662. {
  1663.         file("pc\actors\domina\xxx\DmRnRNC.ske",100,on,100,_AIClassCop);
  1664.         file("pc\actors\Prost1\xxx\PRunR.ske",100,on);
  1665.         offset(2);
  1666.         nrintframes(8);
  1667.         trigger(_DIRsideright);
  1668.         move(-4,0,0);
  1669.         break(on);
  1670.         connections(Prost1Spread,prost1idle);
  1671. }
  1672.  
  1673. action(Prost1RunDiagFL)
  1674. {
  1675.         file("pc\actors\domina\xxx\DmRnFLNC.ske",100,on,100,_AIClassCop);
  1676.         file("pc\actors\Prost1\xxx\PRunFL.ske",100,on);
  1677.         offset(2)
  1678.         trigger(_DIRsideleft|_DIRforward);
  1679.         move(2,0,-2);
  1680.         break(on);
  1681.         nrintframes(8);
  1682.         connections(Prost1Spread,prost1idle);
  1683. }
  1684. action(Prost1RunDiagFR)
  1685. {
  1686.         file("pc\actors\domina\xxx\DmRnFRNC.ske",100,on,100,_AIClassCop);
  1687.         file("pc\actors\Prost1\xxx\PRunFR.ske",100,on);
  1688.         offset(2);
  1689.         trigger(_DIRsideright|_DIRforward);
  1690.         break(on);
  1691.         move(-2,0,-2);
  1692.         nrintframes(8);
  1693.         connections(Prost1Spread,prost1idle);
  1694. }
  1695.  
  1696. action(Prost1RunDiagBL)
  1697. {
  1698.         file("pc\actors\domina\xxx\DmRnBLNC.ske",100,on,100,_AIClassCop);
  1699.         file("pc\actors\Prost1\xxx\PRunBL.ske",100,on);
  1700.         offset(9);
  1701.         trigger(_DIRsideleft|_DIRbackward);
  1702.         break(on);
  1703.         move(2,0,2);
  1704.         nrintframes(4);
  1705.         connections(Prost1Spread,prost1idle);
  1706. }
  1707.  
  1708. action(Prost1RunDiagBR)
  1709. {
  1710.         file("pc\actors\domina\xxx\DmRnBRNC.ske",100,on,100,_AIClassCop);
  1711.         file("pc\actors\Prost1\xxx\PRunBR.ske",100,on);
  1712.         offset(9);
  1713.         trigger(_DIRsideright|_DIRbackward);
  1714.         break(on);
  1715.         move(-2,0,2);
  1716.         nrintframes(4);
  1717.         connections(Prost1Spread,prost1idle);
  1718. }
  1719.  
  1720. Action(prost1walk)
  1721. {
  1722.         file("pc\actors\Subgirl1\xxx\SgWlkFNc.ske",100,on,100,_AIclassSubgirl);
  1723.         file("pc\actors\domina\xxx\dmwlkfn.ske",100,on,100,_AIclassCop);
  1724.         file("pc\actors\Prost1\xxx\PWlkF.ske",100,on,100,_AIclassprost);
  1725.         file("pc\actors\Prost1\xxx\WwalkT.ske",100,on,100,_AIclassbarpeople);
  1726.  
  1727.         offset(3);
  1728.         nrintframes(4);
  1729.         trigger(_DIRwalking|_DIRforward);
  1730.         //loopframes(10,20);                                        //loopstartframe,loopendframe
  1731.         break(on);
  1732.  
  1733.         connections(Prost1Spread,prost1idle);
  1734. }
  1735.  
  1736. action(prost1WalkBack)
  1737. {
  1738.         file("pc\actors\Subgirl1\xxx\SgWlkBNc.ske",100,on,100,_AIclassSubgirl);
  1739.         file("pc\actors\domina\xxx\dmwlkbn.ske",100,on,100,_AIclassCop);
  1740.         file("pc\actors\Prost1\xxx\PWlkB.ske",100,on);
  1741.  
  1742.         offset(18);
  1743.         nrintframes(4);
  1744.         trigger(_DIRwalking|_DIRbackward);
  1745.         break(on);
  1746.         connections(Prost1Spread,prost1idle);
  1747. }
  1748.  
  1749.  
  1750. action(prost1WalkL)
  1751. {
  1752.         file("pc\actors\Subgirl1\xxx\SgWlkL.ske",100,on,100,_AIclassSubgirl);
  1753.         file("pc\actors\domina\xxx\dmwlkln.ske",100,on,100,_AIclassCop);
  1754.         file("pc\actors\Prost1\xxx\PWlkL.ske",100,on);
  1755.  
  1756.         offset(3);
  1757.         nrintframes(4);
  1758.         trigger(_DIRwalking|_DIRsideleft);
  1759.         break(on);
  1760.         connections(Prost1Spread,Prost1Idle);
  1761. }
  1762.  
  1763. action(prost1WalkR)
  1764. {
  1765.         file("pc\actors\Subgirl1\xxx\SgWlkR.ske",100,on,100,_AIclassSubgirl);
  1766.         file("pc\actors\domina\xxx\dmwlkrn.ske",100,on,100,_AIclassCop);
  1767.         file("pc\actors\Prost1\xxx\PWlkR.ske",100,on);
  1768.         nrintframes(4);
  1769.         offset(3);
  1770.         trigger(_DIRwalking|_DIRsideright);
  1771.         break(on);
  1772.         connections(Prost1Spread,Prost1Idle);
  1773. }
  1774. action(prost1WalkDiagFL)
  1775. {
  1776.         file("pc\actors\Subgirl1\xxx\SgWlkFL.ske",100,on,100,_AIclassSubgirl);
  1777.         file("pc\actors\domina\xxx\dmwlkfln.ske",100,on,100,_AIclassCop);
  1778.         file("pc\actors\Prost1\xxx\PWlkFL.ske",100,on);
  1779.         nrintframes(4);
  1780.         offset(3);
  1781.         trigger(_DIRwalking|_DIRsideleft|_DIRforward);
  1782.         break(on);
  1783.         connections(Prost1Spread,Prost1Idle);
  1784. }
  1785.  
  1786. action(prost1WalkDiagFR)
  1787. {
  1788.         file("pc\actors\Subgirl1\xxx\SgWlkFR.ske",100,on,100,_AIclassSubgirl);
  1789.         file("pc\actors\domina\xxx\dmwlkfrn.ske",100,on,100,_AIclassCop);
  1790.         file("pc\actors\Prost1\xxx\PWlkFR.ske",100,on);
  1791.         nrintframes(4);
  1792.         offset(3);
  1793.         trigger(_DIRwalking|_DIRsideright|_DIRforward);
  1794.         break(on);
  1795.         connections(Prost1Spread,Prost1Idle);
  1796. }
  1797.  
  1798. action(prost1WalkDiagBL)
  1799. {
  1800.         file("pc\actors\Subgirl1\xxx\SgWlkBL.ske",100,on,100,_AIclassSubgirl);
  1801.         file("pc\actors\domina\xxx\dmwlkbln.ske",100,on,100,_AIclassCop);
  1802.         file("pc\actors\Prost1\xxx\PWlkBL.ske",100,on);
  1803.         nrintframes(4);
  1804.         offset(18);
  1805.         trigger(_DIRwalking|_DIRsideleft|_DIRbackward);
  1806.         break(on);
  1807.         connections(Prost1Spread,Prost1Idle);
  1808. }
  1809.  
  1810. action(prost1WalkDiagBR)
  1811. {
  1812.         file("pc\actors\Subgirl1\xxx\SgWlkBR.ske",100,on,100,_AIclassSubgirl);
  1813.         file("pc\actors\domina\xxx\dmwlkbrn.ske",100,on,100,_AIclassCop);
  1814.         file("pc\actors\Prost1\xxx\PWlkBR.ske",100,on);
  1815.         nrintframes(4);
  1816.         offset(18);
  1817.         trigger(_DIRwalking|_DIRsideright|_DIRbackward);
  1818.         break(on);
  1819.         connections(Prost1Spread,Prost1Idle);
  1820. }
  1821.  
  1822.  
  1823. /////////////////////////////////////////////////////////////////////////////////////////
  1824. //    STANDARD MOVES WITH GUN
  1825. action(Prost1WalkGun)
  1826. {
  1827.         file("pc\actors\Subgirl1\xxx\SgWlkFNc.ske",100,on,100,_AIclassSubgirl);
  1828.         file("pc\actors\domina\xxx\dmwlkfc.ske",100,on,100,-1,_DIRcombatmode);
  1829.         file("pc\actors\domina\xxx\dmwlkfn.ske",100,on);
  1830.         trigger(_DIRwalking|_DIRforward);
  1831.         break(on);
  1832.         offset(5);
  1833.         nrintframes(8);
  1834.         connections(Prost1KickingBobF,Prost1KickingBobB,Prost1SpreadGun,Prost1Idle);
  1835. }
  1836.  
  1837. action(Prost1WalkBackGun)
  1838. {
  1839.         file("pc\actors\Subgirl1\xxx\SgWlkBNc.ske",100,on,100,_AIclassSubgirl);
  1840.         file("pc\actors\domina\xxx\dmwlkbc.ske",100,on,100,-1,_DIRcombatmode);
  1841.         file("pc\actors\domina\xxx\dmwlkbn.ske",100,on);
  1842.         nrintframes(8);
  1843.         trigger(_DIRwalking|_DIRbackward);
  1844.         break(on);
  1845.         offset(30);
  1846.         connections(Prost1SpreadGun,Prost1Idle);
  1847. }
  1848.  
  1849. action(Prost1WalkLGun)
  1850. {
  1851.         file("pc\actors\Subgirl1\xxx\SgWlkL.ske",100,on,100,_AIclassSubgirl);
  1852.         file("pc\actors\domina\xxx\dmwlklc.ske",100,on,100,-1,_DIRcombatmode);
  1853.         file("pc\actors\domina\xxx\dmwlkln.ske",100,on);
  1854.         nrintframes(8);
  1855.         trigger(_DIRwalking|_DIRsideleft);
  1856.         break(on);
  1857.         offset(14);
  1858.         connections(Prost1SpreadGun,Prost1Idle);
  1859. }
  1860.  
  1861. action(Prost1WalkRGun)
  1862. {
  1863.         file("pc\actors\Subgirl1\xxx\SgWlkR.ske",100,on,100,_AIclassSubgirl);
  1864.         file("pc\actors\domina\xxx\dmwlkrc.ske",100,on,100,-1,_DIRcombatmode);
  1865.         file("pc\actors\domina\xxx\dmwlkrn.ske",100,on);
  1866.         nrintframes(8);
  1867.         trigger(_DIRwalking|_DIRsideright);
  1868.         break(on);
  1869.         offset(0);
  1870.         connections(Prost1SpreadGun,Prost1Idle);
  1871. }
  1872.  
  1873. action(Prost1WalkDiagFLGun)
  1874. {
  1875.         file("pc\actors\Subgirl1\xxx\SgWlkFL.ske",100,on,100,_AIclassSubgirl);
  1876.         file("pc\actors\domina\xxx\dmwlkflc.ske",100,on,100,-1,_DIRcombatmode);
  1877.         file("pc\actors\domina\xxx\dmwlkfln.ske",100,on);
  1878.         trigger(_DIRwalking|_DIRsideleft|_DIRforward);
  1879.         break(on);
  1880.         nrintframes(8);
  1881.         offset(15)
  1882.         connections(Prost1SpreadGun,Prost1Idle);
  1883. }
  1884.  
  1885. action(Prost1WalkDiagFRGun)
  1886. {
  1887.         file("pc\actors\Subgirl1\xxx\SgWlkFR.ske",100,on,100,_AIclassSubgirl);
  1888.         file("pc\actors\domina\xxx\dmwlkfrc.ske",100,on,100,-1,_DIRcombatmode);
  1889.         file("pc\actors\domina\xxx\dmwlkfrn.ske",100,on);
  1890.         trigger(_DIRwalking|_DIRsideright|_DIRforward);
  1891.         break(on);
  1892.         nrintframes(8);
  1893.         offset(30)
  1894.         connections(Prost1SpreadGun,Prost1Idle);
  1895. }
  1896.  
  1897. action(Prost1WalkDiagBLGun)
  1898. {
  1899.         file("pc\actors\Subgirl1\xxx\SgWlkBL.ske",100,on,100,_AIclassSubgirl);
  1900.         file("pc\actors\domina\xxx\dmwlkblc.ske",100,on,100,-1,_DIRcombatmode);
  1901.         file("pc\actors\domina\xxx\dmwlkbln.ske",100,on);
  1902.         trigger(_DIRwalking|_DIRsideleft|_DIRbackward);
  1903.         break(on);
  1904.         offset(30)
  1905.         nrintframes(8);
  1906.         connections(Prost1SpreadGun,Prost1Idle);
  1907. }
  1908.  
  1909. action(Prost1WalkDiagBRGun)
  1910. {
  1911.         file("pc\actors\Subgirl1\xxx\SgWlkBR.ske",100,on,100,_AIclassSubgirl);
  1912.         file("pc\actors\domina\xxx\dmwlkbrc.ske",100,on,100,-1,_DIRcombatmode);
  1913.         file("pc\actors\domina\xxx\dmwlkbrn.ske",100,on);
  1914.         trigger(_DIRwalking|_DIRsideright|_DIRbackward);
  1915.         break(on);
  1916.         offset(30)
  1917.         nrintframes(8);
  1918.         connections(Prost1SpreadGun,Prost1Idle);
  1919. }
  1920.  
  1921. action(Prost1RunGun)
  1922. {
  1923.         file("pc\actors\Subgirl1\xxx\SgRunF.ske",100,on,100,_AIclassSubgirl);
  1924.         file("pc\actors\prost1\xxx\frunsht.ske",100,on,100,-1,_DIRcombatmode);
  1925.         file("pc\actors\domina\xxx\DmRnFNC.ske",100,on);
  1926.         trigger(_DIRforward);
  1927.         break(on);
  1928.         offset(8)
  1929.         move(0,0,-4);
  1930.         nrintframes(8);
  1931.         connections(Prost1StompKickF,Prost1StompKickB,Prost1SpreadGun,Prost1Idle);
  1932. }
  1933.  
  1934. action(Prost1RunBackGun)
  1935. {
  1936.         file("pc\actors\Subgirl1\xxx\SgRunB.ske",100,on,100,_AIclassSubgirl);
  1937.         file("pc\actors\prost1\xxx\frunbfst.ske",100,on,100,-1,_DIRcombatmode);
  1938.         file("pc\actors\domina\xxx\DmRnBNC.ske",100,on);
  1939.         nrintframes(8);
  1940.         trigger(_DIRbackward);
  1941.         move(0,0,4);
  1942.         break(on);
  1943.         offset(13)
  1944.         connections(Prost1SpreadGun,Prost1Idle);
  1945. }
  1946.  
  1947. action(Prost1RunLGun)
  1948. {
  1949.         file("pc\actors\Subgirl1\xxx\SgRunl.ske",100,on,100,_AIclassSubgirl);
  1950.         file("pc\actors\prost1\xxx\fshrn90l.ske",100,on,100,-1,_DIRcombatmode);
  1951.         file("pc\actors\domina\xxx\DmRnLNC.ske",100,on);
  1952.         nrintframes(8);
  1953.         trigger(_DIRsideleft);
  1954.         move(4,0,0);
  1955.         break(on);
  1956.         offset(10)
  1957.         connections(Prost1SpreadGun,Prost1Idle);
  1958. }
  1959.  
  1960. action(Prost1RunRGun)
  1961. {
  1962.         file("pc\actors\Subgirl1\xxx\SgRunR.ske",100,on,100,_AIclassSubgirl);
  1963.         file("pc\actors\prost1\xxx\fshrn90r.ske",100,on,100,-1,_DIRcombatmode);
  1964.         file("pc\actors\domina\xxx\DmRnRNC.ske",100,on);
  1965.         nrintframes(8);
  1966.         trigger(_DIRsideright);
  1967.         move(-4,0,0);
  1968.         break(on);
  1969.         offset(9)
  1970.         connections(Prost1SpreadGun,Prost1Idle);
  1971. }
  1972.  
  1973. action(Prost1RunDiagFLGun)
  1974. {
  1975.         file("pc\actors\Subgirl1\xxx\SgRunFl.ske",100,on,100,_AIclassSubgirl);
  1976.         file("pc\actors\prost1\xxx\fshrn45l.ske",100,on,100,-1,_DIRcombatmode);
  1977.         file("pc\actors\domina\xxx\DmRnFLNC.ske",100,on);
  1978.         trigger(_DIRsideleft|_DIRforward);
  1979.         move(2,0,-2);
  1980.         break(on);
  1981.         offset(9)
  1982.         nrintframes(8);
  1983.         connections(Prost1SpreadGun,Prost1Idle);
  1984. }
  1985.  
  1986. action(Prost1RunDiagFRGun)
  1987. {
  1988.         file("pc\actors\Subgirl1\xxx\SgRunFr.ske",100,on,100,_AIclassSubgirl);
  1989.         file("pc\actors\prost1\xxx\fshrn45r.ske",100,on,100,-1,_DIRcombatmode);
  1990.         file("pc\actors\domina\xxx\DmRnFRNC.ske",100,on);
  1991.         trigger(_DIRsideright|_DIRforward);
  1992.         move(-2,0,-2);
  1993.         break(on);
  1994.         offset(10)
  1995.         nrintframes(8);
  1996.         connections(Prost1SpreadGun,Prost1Idle);
  1997. }
  1998.  
  1999. action(Prost1RunDiagBLGun)
  2000. {
  2001.         file("pc\actors\Subgirl1\xxx\SgRunBL.ske",100,on,100,_AIclassSubgirl);
  2002.         file("pc\actors\prost1\xxx\fsrnb45l.ske",100,on,100,-1,_DIRcombatmode);
  2003.         file("pc\actors\domina\xxx\DmRnBLNC.ske",100,on);
  2004.         trigger(_DIRsideleft|_DIRbackward);
  2005.         move(2,0,2);
  2006.         break(on);
  2007.         nrintframes(8)
  2008.         offset(13)
  2009.         connections(Prost1SpreadGun,Prost1Idle);
  2010. }
  2011.  
  2012. action(Prost1RunDiagBRGun)
  2013. {
  2014.         file("pc\actors\Subgirl1\xxx\SgRunBR.ske",100,on,100,_AIclassSubgirl);
  2015.         file("pc\actors\prost1\xxx\fsrnb45r.ske",100,on,100,-1,_DIRcombatmode);
  2016.         file("pc\actors\domina\xxx\DmRnBRNC.ske",100,on);
  2017.         trigger(_DIRsideright|_DIRbackward);
  2018.         move(-2,0,2);
  2019.         break(on);
  2020.         offset(13)
  2021.         nrintframes(8);
  2022.         connections(Prost1SpreadGun,Prost1Idle);
  2023. }
  2024.  
  2025.  
  2026. action(prost1HitWall)
  2027. {
  2028.         //file("pc\actors\prost1\xxx\fwallg.xxx",100,off);
  2029.         file("pc\actors\Chot\xxx\mwundg.xxx",100,off);
  2030.  
  2031.         trigger(_DIRvercol);
  2032.         break(off);
  2033.         nrintframes(4);
  2034.  
  2035. //        gravity(off);
  2036. //        collision(off);
  2037.         connections(prost1idle);
  2038. }
  2039.  
  2040. action(Prost1Dance)
  2041. {
  2042.         file("pc\actors\prost1\xxx\vidle.xxx",100,off);
  2043.         nrintframes(4);
  2044.         trigger(_allDIR);
  2045.         connections(prost1idle);
  2046. }
  2047.  
  2048. action(Prost1Dance2)
  2049. {
  2050.         //file("pc\actors\prost1\ske\Titwkcy.ske");
  2051.         file("pc\actors\prost1\xxx\Fpcsp1p.xxx",100,off);
  2052.         nrintframes(4);
  2053.         trigger(_allDIR);
  2054.         connections(prost1idle);
  2055. }
  2056.  
  2057. action(Female1Sleeping)
  2058. {
  2059.     file("pc\actors\Prost1\xxx\FemDrnk1.ske",100,on);
  2060.     trigger(_allDIR);
  2061.     break(off);
  2062.     nrintframes(12);
  2063.     intforloop(on);
  2064.  
  2065.     connections(Female1Sleeping);
  2066. }
  2067.  
  2068. action(Female1Sitting)
  2069. {
  2070.     file("pc\actors\Prost1\xxx\FemDrnk2.ske",100,on);
  2071.     trigger(_allDIR);
  2072.     break(off);
  2073.     nrintframes(12);
  2074.     intforloop(on);
  2075.  
  2076.     connections(Female1Sitting);
  2077. }
  2078.  
  2079. action(Female2Sitting)
  2080. {
  2081.     file("pc\actors\Prost1\xxx\FemDrnk3.ske",100,on);
  2082.     trigger(_allDIR);
  2083.     break(off);
  2084.     nrintframes(12);
  2085.     intforloop(on);
  2086.  
  2087.     connections(Female2Sitting);
  2088. }
  2089.  
  2090. action(Female1BarIdle)
  2091. {
  2092.     file("pc\actors\Prost1\xxx\FemDrnk4.ske",100,on);
  2093.     trigger(_allDIR);
  2094.     break(off);
  2095.     nrintframes(12);
  2096.     intforloop(on);
  2097.  
  2098.     connections(Female1BarIdle);
  2099. }
  2100.  
  2101.  
  2102. /////////////////////////////////////////////////////////////////////////////////////////
  2103. //    TURNING
  2104. /*
  2105. action(Prost1TurnLeftRightEnd)
  2106. {
  2107.     //    file("pc\actors\Chot\xxx\mtrnlft2.ske",100,on);
  2108.         file("pc\actors\Chot\xxx\MTrnStpC.ske",100,off,100);
  2109.         trigger(_DIRnotendofanim|_noDIR);
  2110.         break(on);
  2111.         nrintframes(6);
  2112.         intforloop(off);
  2113.         connections(Prost1TurnLeftRightEnd,Prost1Spread,Prost1StandShoot,Prost1TurnLeft,Prost1TurnRight,Prost1Idle);
  2114. }*/
  2115.  
  2116. action(Prost1TurnLeftCombat)
  2117. {
  2118. //        file("pc\actors\Prost1\xxx\FTrnLeft.ske",100,on);
  2119.  
  2120.         file("pc\actors\Subgirl1\xxx\SbTrLSt.ske",100,off,100,_AIclassSubgirl);// Subgirl start turn left
  2121.         file("pc\actors\Subgirl1\xxx\SbTrLLp.ske",100,on,100,_AIclassSubgirl);//Subgirl turn left loop
  2122.     
  2123.         file("pc\actors\Prost1\xxx\FTrLStCm.ske",100,off,100,-1,_DIRcombatmode);//combat start turn left
  2124.         file("pc\actors\Prost1\xxx\FTrLLpCm.ske",100,on,100,-1,_DIRcombatmode);//combat turn left loop
  2125.  
  2126.         file("pc\actors\Domina\xxx\DTrLStNc.ske",100,off,100);//Domina start turn left non combat w/ gun
  2127.         file("pc\actors\Domina\xxx\DTrLLpNc.ske",100,on,100);//Domina turn left loop non combat w/gun
  2128.  
  2129.         trigger(_DIRleft);
  2130.         break(on);
  2131.         nrintframes(4);
  2132.         connections(Prost1Spread,Prost1StandShoot,Prost1TurnLeftCombat,Prost1TurnRightCombat,Prost1Idle);
  2133. }
  2134.  
  2135. action(Prost1TurnRightCombat)
  2136. {
  2137. //        file("pc\actors\Prost1\xxx\FTrnRigt.ske",100,on);
  2138.         file("pc\actors\Subgirl1\xxx\SbTrRSt.ske",100,off,100,_AIclassSubgirl);// Subgirl start turn left
  2139.         file("pc\actors\Subgirl1\xxx\SbTrRLp.ske",100,on,100,_AIclassSubgirl);//Subgirl turn left loop
  2140.  
  2141.         file("pc\actors\Prost1\xxx\FTrRStCm.ske",100,off,100,-1,_DIRcombatmode);//Combat start turn right
  2142.         file("pc\actors\Prost1\xxx\FTrRLpCm.ske",100,on,100,-1,_DIRcombatmode);//Combat turn right loop
  2143.  
  2144.         file("pc\actors\Domina\xxx\DTrRStNc.ske",100,off,100);//Domina start turn right non combat w/ gun
  2145.         file("pc\actors\Domina\xxx\DTrRLpNc.ske",100,on,100);//Domina turn right loop non combat w/ gun
  2146.  
  2147.         trigger(_DIRright);
  2148.         break(on);
  2149.         nrintframes(4);
  2150.         connections(Prost1Spread,Prost1StandShoot,Prost1TurnLeftCombat,Prost1TurnRightCombat,Prost1Idle);
  2151. }
  2152.  
  2153. action(Prost1TurnLeft)
  2154. {
  2155. //        file("pc\actors\Prost1\xxx\PTrLStNc.ske",100,off,100,_AIclassprost);//Prost start turn left
  2156. //        file("pc\actors\Prost1\xxx\PTrLLpNc.ske",100,on,100,_AIclassprost);//Prost turn left loop
  2157. //        file("pc\actors\Domina\xxx\DTrLStNc.ske",100,off,100);//Domina start turn left
  2158. //        file("pc\actors\Domina\xxx\DTrLLpNc.ske",100,on,100);//Domina turn left loop
  2159.         file("pc\actors\Subgirl1\xxx\SbTrLSt.ske",100,off,100,_AIclassSubgirl);// Subgirl start turn left
  2160.         file("pc\actors\Subgirl1\xxx\SbTrLLp.ske",100,on,100,_AIclassSubgirl);//Subgirl turn left loop
  2161.  
  2162.         file("pc\actors\Prost1\xxx\FTLNgCmS.ske",100,off,100,-1,_DIRcombatmode);//Fem start turn left No Gun Combat
  2163.         file("pc\actors\Prost1\xxx\FTLNgCmL.ske",100,on,100,-1,_DIRcombatmode);//Fem turn left No Gun Combat
  2164.  
  2165.         file("pc\actors\Prost1\xxx\PTrLStNc.ske",100,off,100);//Prost start turn left
  2166.         file("pc\actors\Prost1\xxx\PTrLLpNc.ske",100,on,100);//Prost turn left loop
  2167.  
  2168.  
  2169.  
  2170.         trigger(_DIRleft);
  2171.         break(on);
  2172.         nrintframes(4);
  2173.         connections(Prost1Spread,Prost1StandShoot,Prost1TurnLeft,Prost1TurnRight,Prost1Idle);
  2174. }
  2175.  
  2176. action(Prost1TurnRight)
  2177. {
  2178. //        file("pc\actors\Prost1\xxx\PTrRStNc.ske",100,off,100,_AIclassprost);//prost start turn right
  2179. //        file("pc\actors\Prost1\xxx\PTrRLpNc.ske",100,on,100,_AIclassprost);//prost turn right loop
  2180. //        file("pc\actors\Domina\xxx\DTrRStNc.ske",100,off,100);//Domina start turn left
  2181. //        file("pc\actors\Domina\xxx\DTrRLpNc.ske",100,on,100);//Domina turn left loop
  2182.         file("pc\actors\Subgirl1\xxx\SbTrRSt.ske",100,off,100,_AIclassSubgirl);// Subgirl start turn left
  2183.         file("pc\actors\Subgirl1\xxx\SbTrRLp.ske",100,on,100,_AIclassSubgirl);//Subgirl turn left loop
  2184.  
  2185.         file("pc\actors\Prost1\xxx\FTRNgCmS.ske",100,off,100,-1,_DIRcombatmode);//Fem start turn left No Gun Combat
  2186.         file("pc\actors\Prost1\xxx\FTRNgCmL.ske",100,on,100,-1,_DIRcombatmode);//Fem turn left No Gun Combat
  2187.  
  2188.         file("pc\actors\Prost1\xxx\PTrRStNc.ske",100,off,100);//prost start turn right
  2189.         file("pc\actors\Prost1\xxx\PTrRLpNc.ske",100,on,100);//prost turn right loop
  2190.  
  2191.         trigger(_DIRright);
  2192.         break(on);
  2193.         nrintframes(4);
  2194.         connections(Prost1Spread,Prost1StandShoot,Prost1TurnLeft,Prost1TurnRight,Prost1Idle);
  2195. }
  2196.  
  2197. action(Prost1HitWallTurnLeft)
  2198. {
  2199.         file("pc\actors\Chot\xxx\mtrnlft2.ske",100,on);
  2200.         trigger(_DIRleft);
  2201.         break(on);
  2202.         nrintframes(6);
  2203.         connections(Prost1HitWallSpread);
  2204. }
  2205.  
  2206. action(Prost1HitWallTurnRight)
  2207. {
  2208.         file("pc\actors\Chot\xxx\mtrnlft2.ske",100,on);
  2209.         trigger(_DIRright);
  2210.         break(on);
  2211.         nrintframes(6);
  2212.         connections(Prost1HitWallSpread);
  2213. }
  2214.  
  2215.  
  2216. /////////////////////////////////////////////////////////////////////////////////////////
  2217. //    JUMP AND FALL
  2218.  
  2219.  
  2220. /////////////////////////////////////////////////////////////
  2221. ////////////NEW JUMPING CODE/////////////////////////////////
  2222. /////////////////////////////////////////////////////////////
  2223. //
  2224.  
  2225. action(Prost1Jump)    //Lead directly to next animation
  2226. {
  2227.         trigger(_DIRjump);
  2228.         AIClass(_AIClassProstSkeleton);
  2229.         nrintframes(-1);
  2230.         connections(Prost1JumpBL,Prost1JumpBR,Prost1JumpBackwards,Prost1JumpFL,Prost1JumpL,Prost1JumpFR,Prost1JumpR,Prost1JumpForward,Prost1JumpInPlace);
  2231. }
  2232.  
  2233.  
  2234. action(Prost1JumpHigh)
  2235. {
  2236.         file("pc\actors\Prost1\xxx\FJmpC.ske",100,off,100);
  2237.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  2238.         move(0,Prost1JumpSpeedHigh,0);
  2239.         trigger(_DIRjump);
  2240.         nrintframes(4);
  2241.         break(off);
  2242. //        gravity(off);
  2243.         ydeltafromzeroframe(off);
  2244.         connections(Prost1FallInplace);
  2245. }
  2246.  
  2247. action(Prost1JumpMedium)
  2248. {
  2249.         file("pc\actors\Prost1\xxx\FJmpB.ske",100,off,100);
  2250.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  2251.         move(0,Prost1JumpSpeedMiddle,0);
  2252.         trigger(_DIRjump);
  2253.         nrintframes(4);
  2254.         break(off);
  2255.         gravity(off);
  2256.         ydeltafromzeroframe(off);
  2257.         connections(Prost1JumpHigh,Prost1FallInplace);
  2258. }
  2259.  
  2260.  
  2261. action(Prost1JumpHighB)
  2262. {
  2263.         file("pc\actors\Prost1\xxx\FRBJmpC.ske",100,off,100);
  2264.         move(0,Prost1JumpSpeedHigh,0);
  2265.         trigger(_DIRjump);
  2266.         nrintframes(4);
  2267.         break(off);
  2268. //        gravity(off);
  2269.         ydeltafromzeroframe(off);
  2270.         connections(Prost1FallInplace);
  2271. }
  2272.  
  2273. action(Prost1JumpMediumB)
  2274. {
  2275.         file("pc\actors\Prost1\xxx\FRBJmpB.ske",100,off,100);
  2276.         move(0,Prost1JumpSpeedMiddle,0);
  2277.         trigger(_DIRjump);
  2278.         nrintframes(4);
  2279.         break(off);
  2280.         gravity(off);
  2281.         ydeltafromzeroframe(off);
  2282.         connections(Prost1JumpHighB,Prost1FallInplace);
  2283. }
  2284.  
  2285. action(Prost1JumpHighR)
  2286. {
  2287.         file("pc\actors\Prost1\xxx\FRnJmpC.ske",100,off,100);
  2288.         move(0,Prost1JumpSpeedHigh,0);
  2289.         trigger(_DIRjump);
  2290.         nrintframes(4);
  2291.         rotate(90);
  2292.         break(off);
  2293. //        gravity(off);
  2294.         ydeltafromzeroframe(off);
  2295.         connections(Prost1FallR);
  2296. }
  2297.  
  2298. action(Prost1JumpMediumR)
  2299. {
  2300.         file("pc\actors\Prost1\xxx\FRnJmpB.ske",100,off,100);
  2301.         move(0,Prost1JumpSpeedMiddle,0);
  2302.         trigger(_DIRjump);
  2303.         nrintframes(4);
  2304.         rotate(90);
  2305.         break(off);
  2306.         gravity(off);
  2307.         ydeltafromzeroframe(off);
  2308.         connections(Prost1JumpHighR,Prost1FallR);
  2309. }
  2310.  
  2311. action(Prost1JumpHighL)
  2312. {
  2313.         file("pc\actors\Prost1\xxx\FRnJmpC.ske",100,off,100);
  2314.         move(0,Prost1JumpSpeedHigh,0);
  2315.         trigger(_DIRjump);
  2316.         nrintframes(4);
  2317.         rotate(-90);
  2318.         break(off);
  2319. //        gravity(off);
  2320.         ydeltafromzeroframe(off);
  2321.         connections(Prost1FallL);
  2322. }
  2323.  
  2324. action(Prost1JumpMediumL)
  2325. {
  2326.         file("pc\actors\Prost1\xxx\FRnJmpB.ske",100,off,100);
  2327.         move(0,Prost1JumpSpeedMiddle,0);
  2328.         trigger(_DIRjump);
  2329.         nrintframes(4);
  2330.         rotate(-90);
  2331.         break(off);
  2332.         gravity(off);
  2333.         ydeltafromzeroframe(off);
  2334.         connections(Prost1JumpHighL,Prost1FallL);
  2335. }
  2336.  
  2337. action(Prost1JumpHigh45R)
  2338. {
  2339.         file("pc\actors\Prost1\xxx\FRnJmpC.ske",100,off,100);
  2340.         move(0,Prost1JumpSpeedHigh,0);
  2341.         trigger(_DIRjump);
  2342.         nrintframes(4);
  2343.         rotate(45);
  2344.         break(off);
  2345. //        gravity(off);
  2346.         ydeltafromzeroframe(off);
  2347.         connections(Prost1FallFR);
  2348. }
  2349.  
  2350. action(Prost1JumpMedium45R)
  2351. {
  2352.         file("pc\actors\Prost1\xxx\FRnJmpB.ske",100,off,100);
  2353.         move(0,Prost1JumpSpeedMiddle,0);
  2354.         trigger(_DIRjump);
  2355.         nrintframes(4);
  2356.         rotate(45);
  2357.         break(off);
  2358.         gravity(off);
  2359.         ydeltafromzeroframe(off);
  2360.         connections(Prost1JumpHigh45R,Prost1FallFR);
  2361. }
  2362.  
  2363. action(Prost1JumpHigh45L)
  2364. {
  2365.         file("pc\actors\Prost1\xxx\FRBJmpC.ske",100,off,100);
  2366.         move(0,Prost1JumpSpeedHigh,0);
  2367.         trigger(_DIRjump);
  2368.         nrintframes(4);
  2369.         rotate(-45);
  2370.         break(off);
  2371. //        gravity(off);
  2372.         ydeltafromzeroframe(off);
  2373.         connections(Prost1FallFL);
  2374. }
  2375.  
  2376. action(Prost1JumpMedium45L)
  2377. {
  2378.         file("pc\actors\Prost1\xxx\FRnJmpB.ske",100,off,100);
  2379.         move(0,Prost1JumpSpeedMiddle,0);
  2380.         trigger(_DIRjump);
  2381.         nrintframes(4);
  2382.         rotate(-45);
  2383.         break(off);
  2384.         gravity(off);
  2385.         ydeltafromzeroframe(off);
  2386.         connections(Prost1JumpHigh45L,Prost1FallFL);
  2387. }
  2388.  
  2389. action(Prost1JumpHighB45R)
  2390. {
  2391.         file("pc\actors\Prost1\xxx\FRBJmpC.ske",100,off,100);
  2392.         move(0,Prost1JumpSpeedHigh,0);
  2393.         trigger(_DIRjump);
  2394.         nrintframes(4);
  2395.         rotate(-45);
  2396.         break(off);
  2397. //        gravity(off);
  2398.         ydeltafromzeroframe(off);
  2399.         connections(Prost1FallBR);
  2400. }
  2401.  
  2402. action(Prost1JumpMediumB45R)
  2403. {
  2404.         file("pc\actors\Prost1\xxx\FRBJmpB.ske",100,off,100);
  2405.         move(0,Prost1JumpSpeedMiddle,0);
  2406.         trigger(_DIRjump);
  2407.         nrintframes(4);
  2408.         rotate(-45);
  2409.         break(off);
  2410.         gravity(off);
  2411.         ydeltafromzeroframe(off);
  2412.         connections(Prost1JumpHighB45R,Prost1FallBR);
  2413. }
  2414.  
  2415. action(Prost1JumpHighB45L)
  2416. {
  2417.         file("pc\actors\Prost1\xxx\FRnJmpC.ske",100,off,100);
  2418.         move(0,Prost1JumpSpeedHigh,0);
  2419.         trigger(_DIRjump);
  2420.         nrintframes(4);
  2421.         rotate(45);
  2422.         break(off);
  2423. //        gravity(off);
  2424.         ydeltafromzeroframe(off);
  2425.         connections(Prost1FallBL);
  2426. }
  2427.  
  2428. action(Prost1JumpMediumB45L)
  2429. {
  2430.         file("pc\actors\Prost1\xxx\FRBJmpB.ske",100,off,100);
  2431.         move(0,Prost1JumpSpeedMiddle,0);
  2432.         trigger(_DIRjump);
  2433.         nrintframes(4);
  2434.         rotate(45);
  2435.         break(off);
  2436.         gravity(off);
  2437.         ydeltafromzeroframe(off);
  2438.         connections(Prost1JumpHighB45L,Prost1FallBL);
  2439. }
  2440.  
  2441.  
  2442. action(Prost1JumpInPlace)
  2443. {
  2444.         file("pc\actors\Prost1\xxx\FJmpA.ske",100,off,100);
  2445.         move(0,Prost1JumpSpeedLow,0);
  2446.         trigger(_DIRjump);
  2447.         nrintframes(1);
  2448.         break(off);
  2449.         gravity(off);
  2450.         ydeltafromzeroframe(off);
  2451.  
  2452.         connections(Prost1JumpMedium,Prost1FallInplace);
  2453. }
  2454.  
  2455. action(Prost1JumpForward)
  2456. {
  2457. //        file("pc\actors\Chot\xxx\MRnJmpA.ske",100,off,100);
  2458.         file("pc\actors\Prost1\xxx\FRnJmpA.ske",100,off,100);
  2459.         trigger(_DIRforward);
  2460.         nrintframes(1);
  2461.         move(0,Prost1JumpSpeedLow,0);
  2462.         break(off);
  2463.         gravity(off);
  2464.         ydeltafromzeroframe(off);
  2465.         connections(Prost1JumpMedium,Prost1FallForward);
  2466. }
  2467.  
  2468. action(Prost1JumpL)
  2469. {
  2470.         file("pc\actors\Prost1\xxx\FRnJmpA.ske",100,off,100);
  2471. //        file("pc\actors\Chot\xxx\MRnJmpA.ske",100,off,100);
  2472.         trigger(_DIRsideleft);
  2473.         rotate(-90)
  2474.         nrintframes(1);
  2475.         move(0,Prost1JumpSpeedLow,0);
  2476.         //offset(3)
  2477.         break(off);
  2478.         gravity(off);
  2479.         ydeltafromzeroframe(off);
  2480.         connections(Prost1JumpMediumL,Prost1FallL);
  2481. }
  2482.  
  2483. action(Prost1JumpFL)
  2484. {
  2485. //        file("pc\actors\Chot\xxx\MRnJmpA.ske",100,off,100);
  2486.         file("pc\actors\Prost1\xxx\FRnJmpA.ske",100,off,100);
  2487.         trigger(_DIRsideleft|_DIRforward);
  2488.         rotate(-45)
  2489.         nrintframes(1);
  2490.         move(0,Prost1JumpSpeedLow,0);
  2491.         //offset(3)
  2492.         break(off);
  2493.         gravity(off);
  2494.         ydeltafromzeroframe(off);
  2495.         connections(Prost1JumpMedium45L,Prost1FallFL);
  2496. }
  2497. action(Prost1JumpR)
  2498. {
  2499. //        file("pc\actors\Chot\xxx\MRnJmpA.ske",100,off,100);
  2500.         file("pc\actors\Prost1\xxx\FRnJmpA.ske",100,off,100);
  2501.         trigger(_DIRsideright);
  2502.         rotate(90)
  2503.         nrintframes(1);
  2504.         move(0,Prost1JumpSpeedLow,0);
  2505.         //offset(3)
  2506.         break(off);
  2507.         gravity(off);
  2508.         ydeltafromzeroframe(off);
  2509.         connections(Prost1JumpMediumR,Prost1FallR);
  2510. }
  2511.  
  2512. action(Prost1JumpFR)
  2513. {
  2514. //        file("pc\actors\Chot\xxx\MRnJmpA.ske",100,off,100);
  2515.         file("pc\actors\Prost1\xxx\FRnJmpA.ske",100,off,100);
  2516.         trigger(_DIRsideright|_DIRforward);
  2517.         rotate(45)
  2518.         nrintframes(1);
  2519.         move(0,Prost1JumpSpeedLow,0);
  2520.         //offset(3)
  2521.         break(off);
  2522.         gravity(off);
  2523.         ydeltafromzeroframe(off);
  2524.         connections(Prost1JumpMedium45R,Prost1FallFR);
  2525. }
  2526.  
  2527. action(Prost1JumpBackwards)
  2528. {
  2529.         file("pc\actors\Prost1\xxx\FRBJmpA.ske",100,off,100);
  2530.         trigger(_DIRbackward);
  2531.         nrintframes(1);
  2532.         move(0,Prost1JumpSpeedLow,5);
  2533.         break(off);
  2534.         gravity(off);
  2535.         ydeltafromzeroframe(off);
  2536.         connections(Prost1JumpMediumB,Prost1FallBackwards);
  2537. }
  2538.  
  2539. action(Prost1JumpBR)
  2540. {
  2541.         file("pc\actors\Prost1\xxx\FRBJmpA.ske",100,off,100);
  2542.         trigger(_DIRbackward|_DIRsideright);
  2543.         nrintframes(1);
  2544.         move(0,Prost1JumpSpeedLow,0);
  2545.         break(off);
  2546.         gravity(off);
  2547.         rotate(-45)
  2548.         ydeltafromzeroframe(off);
  2549.         connections(Prost1JumpMedium45L,Prost1FallBR);
  2550. }
  2551.  
  2552. action(Prost1JumpBL)
  2553. {
  2554.         file("pc\actors\Prost1\xxx\FRBJmpA.ske",100,off,100);
  2555.         trigger(_DIRbackward|_DIRsideleft);
  2556.         nrintframes(1);
  2557.         move(0,Prost1JumpSpeedLow,0);
  2558.         break(off);
  2559.         gravity(off);
  2560.         rotate(45)
  2561.         ydeltafromzeroframe(off);
  2562.         connections(Prost1JumpMedium45R,Prost1FallBL);
  2563. }
  2564.  
  2565.  
  2566. action(Prost1fallForward)
  2567. {
  2568.         file("pc\actors\Prost1\xxx\FJmpFall.ske",100,on);                    //Male jump falling loop. 
  2569.  
  2570.         trigger(_AllDir);
  2571.         nrintframes(0);
  2572.         ydeltafromzeroframe(off);
  2573.         break(off);
  2574.         connections(Prost1fallForward);
  2575. }
  2576.  
  2577. action(Prost1fallFL)
  2578. {
  2579.         file("pc\actors\Prost1\xxx\FJmpFall.ske",100,on);                    //Male jump falling loop. 
  2580.         //file("pc\actors\Chot\xxx\tjumph.ske",100,on,100,-1,_DIRhavegun);
  2581.         //file("pc\actors\Chot\xxx\tjumphng.ske",100,on);
  2582.         trigger(_AllDir);
  2583.         nrintframes(4);
  2584.         ydeltafromzeroframe(off);
  2585.         break(on);
  2586.         rotate(-45)
  2587.         connections(Prost1fallFL);
  2588. }
  2589. action(Prost1fallFR)
  2590. {
  2591.         file("pc\actors\Prost1\xxx\FJmpFall.ske",100,on);                    //Male jump falling loop. 
  2592.         //file("pc\actors\Chot\xxx\tjumph.ske",100,on,100,-1,_DIRhavegun);
  2593.         //file("pc\actors\Chot\xxx\tjumphng.ske",100,on);
  2594.  
  2595.         trigger(_AllDir);
  2596.         nrintframes(4);
  2597.         ydeltafromzeroframe(off);
  2598.         break(on);
  2599.         rotate(45)
  2600.         connections(Prost1fallFR);
  2601. }
  2602. action(Prost1fallL)
  2603. {
  2604.         file("pc\actors\Prost1\xxx\FJmpFall.ske",100,on);                    //Male jump falling loop. 
  2605.         //file("pc\actors\Chot\xxx\tjumph.ske",100,on,100,-1,_DIRhavegun);
  2606.         //file("pc\actors\Chot\xxx\tjumphng.ske",100,on);
  2607.  
  2608.         trigger(_AllDir);
  2609.         nrintframes(4);
  2610.         ydeltafromzeroframe(off);
  2611.         break(on);
  2612.         rotate(-90)
  2613.         connections(Prost1fallL);
  2614. }
  2615. action(Prost1fallR)
  2616. {
  2617.         file("pc\actors\Prost1\xxx\FJmpFall.ske",100,on);                    //Male jump falling loop. 
  2618.         //file("pc\actors\Chot\xxx\tjumph.ske",100,on,100,-1,_DIRhavegun);
  2619.         //file("pc\actors\Chot\xxx\tjumphng.ske",100,on);
  2620.  
  2621.         trigger(_AllDir);
  2622.         nrintframes(4);
  2623.         ydeltafromzeroframe(off);
  2624.         break(on);
  2625.         rotate(90)
  2626.         connections(Prost1fallR);
  2627. }
  2628.  
  2629. action(Prost1fallInPlace)
  2630. {
  2631.         file("pc\actors\Prost1\xxx\FJmpFall.ske",100,on);                    //Male jump falling loop. 
  2632.         trigger(_AllDir);
  2633.         AIClass(_AIClassProstSkeleton);
  2634.         nrintframes(7);
  2635.         ydeltafromzeroframe(off);
  2636.         break(on);
  2637.         connections(Prost1fallInPlace);
  2638. }
  2639.  
  2640. action(Prost1fallBackwards)
  2641. {
  2642.         file("pc\actors\Prost1\xxx\FJmpFall.ske",100,on);                    //Male jump falling loop. 
  2643.         trigger(_AllDir);
  2644.         nrintframes(7);
  2645.         ydeltafromzeroframe(off);
  2646.         break(on);
  2647.         connections(Prost1fallBackwards);
  2648. }
  2649. action(Prost1fallBL)
  2650. {
  2651.         file("pc\actors\Prost1\xxx\FJmpFall.ske",100,on);                    //Male jump falling loop. 
  2652.         trigger(_AllDir);
  2653.         nrintframes(7);
  2654.         ydeltafromzeroframe(off);
  2655.         break(on);
  2656.         rotate(45)
  2657.         connections(Prost1fallBL);
  2658. }
  2659. action(Prost1fallBR)
  2660. {
  2661.         file("pc\actors\Prost1\xxx\FJmpFall.ske",100,on);                    //Male jump falling loop. 
  2662.         trigger(_AllDir);
  2663.         nrintframes(7);
  2664.         ydeltafromzeroframe(off);
  2665.         break(on);
  2666.         rotate(-45)
  2667.         connections(Prost1fallBR);
  2668. }
  2669.  
  2670. action(Prost1fall)    //Fall when falling from edge only
  2671. {
  2672.         file("pc\actors\Subgirl1\xxx\SgJmpD.ske",100,off,100,_AIclassSubgirl);
  2673.         file("pc\actors\Prost1\xxx\FJmpFall.ske",100,on);                    //Male jump falling loop. 
  2674.         trigger(_AllDir);
  2675.         AIClass(_AIClassProstSkeleton);
  2676.         nrintframes(7);
  2677.         offset(8);
  2678.         ydeltafromzeroframe(off);
  2679.         break(on);
  2680.         connections(Prost1Fall);
  2681. }
  2682.  
  2683. action(Prost1TouchDown)
  2684. {
  2685.         file("pc\actors\Subgirl1\xxx\SgJmpLn1.ske",100,on,100,_AIclassSubgirl);
  2686.         file("pc\actors\Chot\xxx\mjmp4lg.ske",100,on);
  2687.         trigger(_DIRNotEndOfAnim);
  2688.         AIClass(_AIClassProstSkeleton);
  2689.         nrintframes(5);
  2690.         break(on);
  2691.         connections(Prost1spread,Prost1StandShoot,Prost1TouchDown,Prost1Idle);
  2692. }
  2693.  
  2694.  
  2695.  
  2696.  
  2697.  
  2698. /*  Old jump code for females
  2699.  
  2700. action(Prost1Jump) //Lead directly to next animation
  2701. {
  2702.         trigger(_DIRjump);
  2703.         AIClass(_AIClassProstSkeleton);
  2704.         nrintframes(-1);
  2705.         connections(Prost1JumpBL,Prost1JumpBR,Prost1JumpBackwards,Prost1JumpFL,Prost1JumpL,Prost1JumpFR,Prost1JumpR,Prost1JumpForward,Prost1JumpInPlace);
  2706. }
  2707.  
  2708. action(Prost1JumpInPlace)
  2709. {
  2710.         file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  2711. //        file("pc\actors\chot\xxx\mjinpl4a.ske",100,off,100);
  2712. //        file("pc\actors\Chot\xxx\MJinPl4b.ske",100,off,100);        //Second Part
  2713.         trigger(_DIRjump);
  2714.         nrintframes(4);
  2715.         break(off);
  2716.         gravity(off);
  2717.         ydeltafromzeroframe(off);
  2718.         connections(Prost1FallInplace);
  2719. }
  2720.  
  2721. action(Prost1JumpForward)
  2722. {
  2723.         file("pc\actors\chot\xxx\Mjmp6Hg.ske",100,off,100);
  2724.         trigger(_DIRforward);
  2725.         nrintframes(3);
  2726.         break(off);
  2727.         gravity(off);
  2728.         ydeltafromzeroframe(off);
  2729.         connections(Prost1FallForward);
  2730. }
  2731.  
  2732. action(Prost1JumpL)
  2733. {
  2734.         file("pc\actors\chot\xxx\Mjmp6Hg.ske",100,off,100);
  2735.         trigger(_DIRsideleft);
  2736.         rotate(-90)
  2737.         nrintframes(5);
  2738.         offset(3)
  2739.         break(off);
  2740.         gravity(off);
  2741.         ydeltafromzeroframe(off);
  2742.         connections(Prost1FallL);
  2743. }
  2744.  
  2745. action(Prost1JumpFL)
  2746. {
  2747.         file("pc\actors\chot\xxx\Mjmp6Hg.ske",100,off,100);
  2748.         trigger(_DIRsideleft|_DIRforward);
  2749.         rotate(-45)
  2750.         nrintframes(5);
  2751.         offset(3)
  2752.         break(off);
  2753.         gravity(off);
  2754.         ydeltafromzeroframe(off);
  2755.         connections(Prost1FallFL);
  2756. }
  2757. action(Prost1JumpR)
  2758. {
  2759.         file("pc\actors\chot\xxx\Mjmp6Hg.ske",100,off,100);
  2760.         trigger(_DIRsideright);
  2761.         rotate(90)
  2762.         nrintframes(5);
  2763.         offset(3)
  2764.         break(off);
  2765.         gravity(off);
  2766.         ydeltafromzeroframe(off);
  2767.         connections(Prost1FallR);
  2768. }
  2769.  
  2770. action(Prost1JumpFR)
  2771. {
  2772.         file("pc\actors\chot\xxx\Mjmp6Hg.ske",100,off,100);
  2773.         trigger(_DIRsideright|_DIRforward);
  2774.         rotate(45)
  2775.         nrintframes(5);
  2776.         offset(3)
  2777.         break(off);
  2778.         gravity(off);
  2779.         ydeltafromzeroframe(off);
  2780.         connections(Prost1FallFR);
  2781. }
  2782.  
  2783. action(Prost1JumpBackwards)
  2784. {
  2785.         file("pc\actors\chot\xxx\arnbkjms.ske",100,off,100);
  2786. //        file("pc\actors\chot\xxx\arnbkjmb.ske",100,off,100);
  2787.         trigger(_DIRbackward);
  2788.         nrintframes(5);
  2789.         break(off);
  2790.         gravity(off);
  2791.         ydeltafromzeroframe(off);
  2792.         connections(Prost1FallBackwards);
  2793. }
  2794.  
  2795. action(Prost1JumpBR)
  2796. {
  2797.         file("pc\actors\chot\xxx\arnbkjms.ske",100,off,100);
  2798. //        file("pc\actors\chot\xxx\arnbkjmb.ske",100,off,100);
  2799.         trigger(_DIRbackward|_DIRsideright);
  2800.         nrintframes(5);
  2801.         break(off);
  2802.         gravity(off);
  2803.         rotate(-45)
  2804.         ydeltafromzeroframe(off);
  2805.         connections(Prost1FallBR);
  2806. }
  2807.  
  2808. action(Prost1JumpBL)
  2809. {
  2810.         file("pc\actors\chot\xxx\arnbkjms.ske",100,off,100);
  2811. //        file("pc\actors\chot\xxx\arnbkjmb.ske",100,off,100);
  2812.         trigger(_DIRbackward|_DIRsideleft);
  2813.         nrintframes(5);
  2814.         break(off);
  2815.         gravity(off);
  2816.         rotate(45)
  2817.         ydeltafromzeroframe(off);
  2818.         connections(Prost1FallBL);
  2819. }
  2820.  
  2821.  
  2822. action(Prost1fallForward)
  2823. {
  2824.         file("pc\actors\Subgirl1\xxx\SgJmpD.ske",100,off,100);
  2825.         file("pc\actors\Chot\xxx\MJmp5Lp.ske",100,on,150);
  2826. //        file("pc\actors\Chot\xxx\afallfst.ske",100,on,150);
  2827. //        file("pc\actors\Chot\xxx\MJmp4Lp.ske",100,on,150);
  2828.         trigger(_AllDir);
  2829.         nrintframes(4);
  2830.         ydeltafromzeroframe(off);
  2831.         break(on);
  2832.         connections(Prost1fallForward);
  2833. }
  2834.  
  2835. action(Prost1fallFL)
  2836. {
  2837.         file("pc\actors\Chot\xxx\MJmp5Lp.ske",100,on,150);
  2838. //        file("pc\actors\Chot\xxx\afallfst.ske",100,on,150);
  2839. //        file("pc\actors\Chot\xxx\MJmp4Lp.ske",100,on,150);
  2840.         trigger(_AllDir);
  2841.         nrintframes(4);
  2842.         ydeltafromzeroframe(off);
  2843.         break(on);
  2844.         rotate(-45)
  2845.         connections(Prost1fallFL);
  2846. }
  2847. action(Prost1fallFR)
  2848. {
  2849.         file("pc\actors\Chot\xxx\MJmp5Lp.ske",100,on,150);
  2850. //        file("pc\actors\Chot\xxx\afallfst.ske",100,on,150);
  2851. //        file("pc\actors\Chot\xxx\MJmp4Lp.ske",100,on,150);
  2852.         trigger(_AllDir);
  2853.         nrintframes(4);
  2854.         ydeltafromzeroframe(off);
  2855.         break(on);
  2856.         rotate(45)
  2857.         connections(Prost1fallFR);
  2858. }
  2859. action(Prost1fallL)
  2860. {
  2861.         file("pc\actors\Chot\xxx\MJmp5Lp.ske",100,on,150);
  2862. //        file("pc\actors\Chot\xxx\afallfst.ske",100,on,150);
  2863. //        file("pc\actors\Chot\xxx\MJmp4Lp.ske",100,on,150);
  2864.         trigger(_AllDir);
  2865.         nrintframes(4);
  2866.         ydeltafromzeroframe(off);
  2867.         break(on);
  2868.         rotate(-90)
  2869.         connections(Prost1fallL);
  2870. }
  2871. action(Prost1fallR)
  2872. {
  2873.         file("pc\actors\Chot\xxx\MJmp5Lp.ske",100,on,150);
  2874. //        file("pc\actors\Chot\xxx\afallfst.ske",100,on,150);
  2875. //        file("pc\actors\Chot\xxx\MJmp4Lp.ske",100,on,150);
  2876.         trigger(_AllDir);
  2877.         nrintframes(4);
  2878.         ydeltafromzeroframe(off);
  2879.         break(on);
  2880.         rotate(90)
  2881.         connections(Prost1fallR);
  2882. }
  2883.  
  2884. action(Prost1fallInPlace)
  2885. {
  2886.         file("pc\actors\Subgirl1\xxx\SgJmpD.ske",100,off,100,_AIclassSubgirl);
  2887.         file("pc\actors\Chot\xxx\MJmp5Lp.ske",100,on,150);
  2888. //        file("pc\actors\Chot\xxx\MJinPl4b.ske",100,off,100);
  2889. //        file("pc\actors\Chot\xxx\MJinPl4c.ske",100,on,100);
  2890.         trigger(_AllDir);
  2891.         AIClass(_AIClassProstSkeleton);
  2892.         nrintframes(7);
  2893.         ydeltafromzeroframe(off);
  2894.         break(on);
  2895.         connections(Prost1fallInPlace);
  2896. }
  2897.  
  2898. action(Prost1fallBackwards)
  2899. {
  2900.         file("pc\actors\Chot\xxx\arnbkjml.ske",100,on,100);
  2901.         trigger(_AllDir);
  2902.         nrintframes(7);
  2903.         ydeltafromzeroframe(off);
  2904.         break(on);
  2905.         connections(Prost1fallBackwards);
  2906. }
  2907. action(Prost1fallBL)
  2908. {
  2909.         file("pc\actors\Chot\xxx\arnbkjml.ske",100,on,100);
  2910.         trigger(_AllDir);
  2911.         nrintframes(7);
  2912.         ydeltafromzeroframe(off);
  2913.         break(on);
  2914.         rotate(45)
  2915.         connections(Prost1fallBL);
  2916. }
  2917. action(Prost1fallBR)
  2918. {
  2919.         file("pc\actors\Chot\xxx\arnbkjml.ske",100,on,100);
  2920.         trigger(_AllDir);
  2921.         nrintframes(7);
  2922.         ydeltafromzeroframe(off);
  2923.         break(on);
  2924.         rotate(-45)
  2925.         connections(Prost1fallBR);
  2926. }
  2927.  
  2928. action(Prost1fall)    //Fall when falling from edge only
  2929. {
  2930.         file("pc\actors\Subgirl1\xxx\SgJmpD.ske",100,off,100,_AIclassSubgirl);
  2931.         file("pc\actors\Chot\xxx\MJmp5Lp.ske",100,on,150);
  2932. //        file("pc\actors\Chot\xxx\afallfst.ske",100,on,150);
  2933.         trigger(_AllDir);
  2934.         AIClass(_AIClassProstSkeleton);
  2935.         nrintframes(7);
  2936.         offset(8);
  2937.         ydeltafromzeroframe(off);
  2938.         break(on);
  2939.         connections(Prost1Fall);
  2940. }
  2941.  
  2942. action(Prost1TouchDown)
  2943. {
  2944.         file("pc\actors\Subgirl1\xxx\SgJmpLn1.ske",100,on,100,_AIclassSubgirl);
  2945.         //file("pc\actors\Chot\xxx\mjmp4mg.ske",30,on);    //only when falling from high places
  2946.         file("pc\actors\Chot\xxx\mjmp4lg.ske",100,on);
  2947.         trigger(_DIRNotEndOfAnim);
  2948.         AIClass(_AIClassProstSkeleton);
  2949.         nrintframes(5);
  2950.         break(on);
  2951.         connections(Prost1Spread,Prost1StandShoot,Prost1TouchDown,Prost1Idle);
  2952. }
  2953.  
  2954. */
  2955.  
  2956. //------------------------------------------subgirl jump
  2957.  
  2958. /////////////////////////////////////////////////////////////////////////////////////////
  2959. //    JUMP AND FALL
  2960. action(SubGirlJump) //Lead directly to next animation
  2961. {
  2962.         trigger(_DIRjump);
  2963.         AIClass(_AIclassSubgirl|_AIclassFemale);
  2964.         nrintframes(-1);
  2965.         connections(SubGirlJumpBL,SubGirlJumpBR,SubGirlJumpBackwards,SubGirlJumpFL,SubGirlJumpL,SubGirlJumpFR,SubGirlJumpR,SubGirlJumpForward,SubGirlJumpInPlace);
  2966. }
  2967.  
  2968. action(SubGirlJumpHigh)
  2969. {
  2970.         file("pc\actors\Subgirl1\xxx\SgJmpC.ske",100,off,100);
  2971.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  2972.         move(0,SubGirlJumpSpeedHigh,0);
  2973.         trigger(_DIRjump);
  2974.         nrintframes(4);
  2975.         break(off);
  2976.         gravity(off);
  2977.         ydeltafromzeroframe(off);
  2978.         connections(Prost1FallInplace);
  2979. }
  2980.  
  2981. action(SubGirlJumpMedium)
  2982. {
  2983.         file("pc\actors\Subgirl1\xxx\SgJmpB.ske",100,off,100);
  2984.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  2985.         move(0,SubGirlJumpSpeedMiddle,0);
  2986.         trigger(_DIRjump);
  2987.         nrintframes(4);
  2988.         break(off);
  2989.         gravity(off);
  2990.         ydeltafromzeroframe(off);
  2991.         connections(SubGirlJumpHigh,Prost1FallInplace);
  2992. }
  2993.  
  2994.  
  2995. action(SubGirlJumpHighR)
  2996. {
  2997.         file("pc\actors\Subgirl1\xxx\SgJmpC.ske",100,off,100);
  2998.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  2999.         move(0,SubGirlJumpSpeedHigh,0);
  3000.         trigger(_DIRjump);
  3001.         nrintframes(4);
  3002.         rotate(90);
  3003.         break(off);
  3004.         gravity(off);
  3005.         ydeltafromzeroframe(off);
  3006.         connections(Prost1FallR);
  3007. }
  3008.  
  3009. action(SubGirlJumpMediumR)
  3010. {
  3011.         file("pc\actors\Subgirl1\xxx\SgJmpB.ske",100,off,100);
  3012.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  3013.         move(0,SubGirlJumpSpeedMiddle,0);
  3014.         trigger(_DIRjump);
  3015.         nrintframes(4);
  3016.         rotate(90);
  3017.         break(off);
  3018.         gravity(off);
  3019.         ydeltafromzeroframe(off);
  3020.         connections(SubGirlJumpHighR,Prost1FallR);
  3021. }
  3022.  
  3023. action(SubGirlJumpHighL)
  3024. {
  3025.         file("pc\actors\Subgirl1\xxx\SgJmpC.ske",100,off,100);
  3026.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  3027.         move(0,SubGirlJumpSpeedHigh,0);
  3028.         trigger(_DIRjump);
  3029.         nrintframes(4);
  3030.         rotate(-90);
  3031.         break(off);
  3032.         gravity(off);
  3033.         ydeltafromzeroframe(off);
  3034.         connections(Prost1FallL);
  3035. }
  3036.  
  3037. action(SubGirlJumpMediumL)
  3038. {
  3039.         file("pc\actors\Subgirl1\xxx\SgJmpB.ske",100,off,100);
  3040.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  3041.         move(0,SubGirlJumpSpeedMiddle,0);
  3042.         trigger(_DIRjump);
  3043.         nrintframes(4);
  3044.         rotate(-90);
  3045.         break(off);
  3046.         gravity(off);
  3047.         ydeltafromzeroframe(off);
  3048.         connections(SubGirlJumpHighL,Prost1FallL);
  3049. }
  3050.  
  3051. action(SubGirlJumpHigh45R)
  3052. {
  3053.         file("pc\actors\Subgirl1\xxx\SgJmpC.ske",100,off,100);
  3054.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  3055.         move(0,SubGirlJumpSpeedHigh,0);
  3056.         trigger(_DIRjump);
  3057.         nrintframes(4);
  3058.         rotate(45);
  3059.         break(off);
  3060.         gravity(off);
  3061.         ydeltafromzeroframe(off);
  3062.         connections(Prost1FallFR);
  3063. }
  3064.  
  3065. action(SubGirlJumpMedium45R)
  3066. {
  3067.         file("pc\actors\Subgirl1\xxx\SgJmpB.ske",100,off,100);
  3068.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  3069.         move(0,SubGirlJumpSpeedMiddle,0);
  3070.         trigger(_DIRjump);
  3071.         nrintframes(4);
  3072.         rotate(45);
  3073.         break(off);
  3074.         gravity(off);
  3075.         ydeltafromzeroframe(off);
  3076.         connections(SubGirlJumpHigh45R,Prost1FallFR);
  3077. }
  3078.  
  3079. action(SubGirlJumpHigh45L)
  3080. {
  3081.         file("pc\actors\Subgirl1\xxx\SgJmpC.ske",100,off,100);
  3082.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  3083.         move(0,SubGirlJumpSpeedHigh,0);
  3084.         trigger(_DIRjump);
  3085.         nrintframes(4);
  3086.         rotate(-45);
  3087.         break(off);
  3088.         gravity(off);
  3089.         ydeltafromzeroframe(off);
  3090.         connections(Prost1FallFL);
  3091. }
  3092.  
  3093. action(SubGirlJumpMedium45L)
  3094. {
  3095.         file("pc\actors\Subgirl1\xxx\SgJmpB.ske",100,off,100);
  3096.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  3097.         move(0,SubGirlJumpSpeedMiddle,0);
  3098.         trigger(_DIRjump);
  3099.         nrintframes(4);
  3100.         rotate(-45);
  3101.         break(off);
  3102.         gravity(off);
  3103.         ydeltafromzeroframe(off);
  3104.         connections(SubGirlJumpHigh45L,Prost1FallFL);
  3105. }
  3106.  
  3107.  
  3108. action(SubGirlJumpInPlace)
  3109. {
  3110.         file("pc\actors\Subgirl1\xxx\SgJmpA.ske",100,off,100);
  3111.         //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
  3112.         move(0,SubGirlJumpSpeedLow,0);
  3113.         trigger(_DIRjump);
  3114.         nrintframes(3);
  3115.         break(off);
  3116.         gravity(off);
  3117.         ydeltafromzeroframe(off);
  3118.         connections(SubGirlJumpMedium,Prost1FallInplace);
  3119. }
  3120.  
  3121. action(SubGirlJumpForward)
  3122. {
  3123.         file("pc\actors\Subgirl1\xxx\SgJmpA.ske",100,off,100);
  3124.         //file("pc\actors\chot\xxx\Mjmp6Hg.ske",100,off,100);
  3125.         trigger(_DIRforward);
  3126.         nrintframes(5);
  3127.         move(0,SubGirlJumpSpeedLow,0);
  3128.         break(off);
  3129.         gravity(off);
  3130.         ydeltafromzeroframe(off);
  3131.         connections(SubGirlJumpMedium,Prost1FallForward);
  3132. }
  3133.  
  3134. action(SubGirlJumpL)
  3135. {
  3136.         file("pc\actors\Subgirl1\xxx\SgJmpA.ske",100,off,100);
  3137.         trigger(_DIRsideleft);
  3138.         rotate(-90)
  3139.         nrintframes(5);
  3140.         offset(3)
  3141.         break(off);
  3142.         gravity(off);
  3143.         ydeltafromzeroframe(off);
  3144.         connections(SubGirlJumpMediumL,Prost1FallL);
  3145. }
  3146.  
  3147. action(SubGirlJumpFL)
  3148. {
  3149.         file("pc\actors\Subgirl1\xxx\SgJmpA.ske",100,off,100);
  3150.         trigger(_DIRsideleft|_DIRforward);
  3151.         rotate(-45)
  3152.         nrintframes(5);
  3153.         offset(3)
  3154.         break(off);
  3155.         gravity(off);
  3156.         ydeltafromzeroframe(off);
  3157.         connections(SubGirlJumpMedium45L,Prost1FallFL);
  3158. }
  3159. action(SubGirlJumpR)
  3160. {
  3161.         file("pc\actors\Subgirl1\xxx\SgJmpA.ske",100,off,100);
  3162.         trigger(_DIRsideright);
  3163.         rotate(90)
  3164.         nrintframes(5);
  3165.         offset(3)
  3166.         break(off);
  3167.         gravity(off);
  3168.         ydeltafromzeroframe(off);
  3169.         connections(SubGirlJumpMediumR,Prost1FallR);
  3170. }
  3171.  
  3172. action(SubGirlJumpFR)
  3173. {
  3174.         file("pc\actors\Subgirl1\xxx\SgJmpA.ske",100,off,100);
  3175.         trigger(_DIRsideright|_DIRforward);
  3176.         rotate(45)
  3177.         nrintframes(5);
  3178.         offset(3)
  3179.         break(off);
  3180.         gravity(off);
  3181.         ydeltafromzeroframe(off);
  3182.         connections(SubGirlJumpMedium45R,Prost1FallFR);
  3183. }
  3184.  
  3185. action(SubGirlJumpBackwards)
  3186. {
  3187.         file("pc\actors\Subgirl1\xxx\SgJmpA.ske",100,off,100);
  3188.         trigger(_DIRbackward);
  3189.         nrintframes(5);
  3190.         break(off);
  3191.         gravity(off);
  3192.         ydeltafromzeroframe(off);
  3193.         connections(SubGirlJumpMedium,Prost1FallBackwards);
  3194. }
  3195.  
  3196. action(SubGirlJumpBR)
  3197. {
  3198.         file("pc\actors\Subgirl1\xxx\SgJmpA.ske",100,off,100);
  3199.         trigger(_DIRbackward|_DIRsideright);
  3200.         nrintframes(5);
  3201.         break(off);
  3202.         gravity(off);
  3203.         rotate(-45)
  3204.         ydeltafromzeroframe(off);
  3205.         connections(SubGirlJumpMedium45L,Prost1FallBR);
  3206. }
  3207.  
  3208. action(SubGirlJumpBL)
  3209. {
  3210.         file("pc\actors\Subgirl1\xxx\SgJmpA.ske",100,off,100);
  3211.         trigger(_DIRbackward|_DIRsideleft);
  3212.         nrintframes(5);
  3213.         break(off);
  3214.         gravity(off);
  3215.         rotate(45)
  3216.         ydeltafromzeroframe(off);
  3217.         connections(SubGirlJumpMedium45R,Prost1FallBL);
  3218. }
  3219.  
  3220. //*****************************************************************************************************************************************************
  3221.  
  3222.  
  3223.  
  3224. //-------------------end subgirl jump
  3225.  
  3226.  
  3227.  
  3228.  
  3229.  
  3230.  
  3231.  
  3232. action(Prost1RunUpStairs)
  3233. {
  3234.         file("pc\actors\Prost1\xxx\FRnStar2.ske",100,on);
  3235.         trigger(_DIRforward);
  3236.         AIClass(_AIClassProstSkeleton);
  3237.         break(off);
  3238. //        offset(4);
  3239.         nrintframes(8);
  3240.         gravity(off);
  3241.         ydeltafromzeroframe(off);
  3242.         connections(Prost1RunUpStairs);
  3243. }
  3244.  
  3245.  
  3246. action(Prost1PressGun)
  3247. {
  3248.         file("pc\actors\prost1\xxx\FTchBtnC.ske",100,off,100,-1,_DIRcombatmode);
  3249.         file("pc\actors\prost1\xxx\FTchButn.ske",100,off);
  3250.         trigger(_allDIR);
  3251.         AIClass(_AIClassProstSkeleton);
  3252.         nrintframes(4);
  3253.         break(off);
  3254.         connections(prost1idle);
  3255. }
  3256.  
  3257.  
  3258. //    PROST THROWN ACTIONS
  3259. //
  3260.  
  3261. action(Prost1ThrownBack)
  3262. {
  3263.         file("pc\actors\Chot\xxx\ThBkHld1.ske",100,on);    //Backwards hold frame
  3264.         trigger(_alldir);
  3265.         AIClass(_AIClassProstSkeleton);
  3266.         break(on);
  3267.         collision(on);
  3268.         nrintframes(4);
  3269.         ActionSubRoutine(Sub_SetThrown);
  3270.         connections(Prost1ThrownBackLand,Prost1ThrownBack);
  3271. }
  3272.  
  3273. action(Prost1ThrownBackLand)
  3274. {
  3275.         file("pc\actors\Chot\xxx\ThBklnd.ske",100,off);    //Backwards, land on back
  3276.         trigger(_DIRhorcol);
  3277.         break(off);
  3278.         collision(on);
  3279.         nrintframes(4);
  3280.         connections(Prost1GetUpFromBack,Prost1ThrownBackLand);
  3281. }
  3282.  
  3283. action(Prost1ThrownForward)
  3284. {
  3285.         file("pc\actors\Chot\xxx\ThfwHld1.ske",100,on);    //Forward hold frame
  3286.         trigger(_alldir);
  3287.         AIClass(_AIClassProstSkeleton);
  3288.         break(on);
  3289.         collision(on);
  3290.         nrintframes(4);
  3291.         ActionSubRoutine(Sub_SetThrown);
  3292.         connections(Prost1ThrownForwardLand,Prost1ThrownForward);
  3293. }
  3294.  
  3295. action(Prost1ThrownForwardLand)
  3296. {
  3297.         file("pc\actors\Chot\xxx\ThFwLnd.ske",100,off);        //forward, land face down, and get up (gabe)
  3298.         trigger(_DIRhorcol);
  3299.         break(off);
  3300.         collision(on);
  3301.         nrintframes(4);
  3302.         connections(Prost1GetUpFromFrontFaceDown,Prost1ThrownForwardLand);
  3303. }
  3304.  
  3305. action(Prost1ThrownRight)
  3306. {
  3307.         file("pc\actors\Chot\xxx\ThrnHldR.ske",100,on);    //Right Hold frame #1
  3308.         trigger(_alldir);
  3309.         AIClass(_AIClassProstSkeleton);
  3310.         break(on);
  3311.         collision(on);
  3312.         nrintframes(4);
  3313.         connections(Prost1ThrownRightLand,Prost1ThrownRight);
  3314. }
  3315.  
  3316. action(Prost1ThrownRightLand)
  3317. {
  3318.         file("pc\actors\Chot\xxx\ThrnRite.ske",100,off);    //Right land on face
  3319.         trigger(_DIRhorcol);
  3320.         break(off);
  3321.         collision(on);
  3322.         nrintframes(0);
  3323.         connections(Prost1GetUpFromRightFaceDown,Prost1ThrownRightLand);
  3324. }
  3325.  
  3326. action(Prost1ThrownLeft)
  3327. {
  3328.         file("pc\actors\Chot\xxx\ThrnHldL.ske",100,on);    //Left Hold frame #1
  3329.         trigger(_alldir);
  3330.         AIClass(_AIClassProstSkeleton);
  3331.         break(on);
  3332.         collision(on);
  3333.         nrintframes(4);
  3334.         connections(Prost1ThrownLeftLand,Prost1ThrownLeft);
  3335. }
  3336.  
  3337. action(Prost1ThrownLeftLand)
  3338. {
  3339.         file("pc\actors\Chot\xxx\Thrnleft.ske",100,off);    //Left land on face
  3340.         trigger(_DIRhorcol);
  3341.         break(off);
  3342.         collision(on);
  3343.         nrintframes(0);
  3344.         connections(Prost1GetUpFromLeftFaceDown,Prost1ThrownLeftLand);
  3345. }
  3346.  
  3347. action(Prost1GetUpFromBack)
  3348. {
  3349.         file("pc\actors\chot\xxx\mstndfbk.ske",100,off,110,-1,-1,Sub_GetUpClearThrown84);
  3350.         trigger(_DIRalive);
  3351.         break(off);
  3352.         collision(on);
  3353.         nrintframes(4);
  3354.         connections(GenIdle);
  3355. }
  3356.  
  3357. action(Prost1GetUpFromFrontFaceDown)
  3358. {
  3359.         file("pc\actors\chot\xxx\MstandF1.ske",100,off,110,-1,-1,Sub_GetUpClearThrown68);
  3360.         trigger(_DIRalive);
  3361.         break(off);
  3362.         collision(on);
  3363.         nrintframes(0);
  3364.         connections(Prost1Idle);
  3365. }
  3366.  
  3367. action(Prost1GetUpFromBackFaceDown)
  3368. {
  3369.         file("pc\actors\chot\xxx\MstandF1.ske",100,off,110,-1,-1,Sub_GetUpClearThrown68);
  3370.         trigger(_DIRalive);
  3371.         rotate(180);
  3372.         break(off);
  3373.         collision(on);
  3374.         nrintframes(0);
  3375.         connections(Prost1Idle);
  3376. }
  3377.  
  3378. action(Prost1GetUpFromRightFaceDown)
  3379. {
  3380.         file("pc\actors\chot\xxx\MstandF1.ske",100,off,110,-1,-1,Sub_GetUpClearThrown68);
  3381.         trigger(_DIRalive);
  3382.         rotate(90);
  3383.         break(off);
  3384.         collision(on);
  3385.         nrintframes(0);
  3386.         connections(Prost1Idle);
  3387. }
  3388.  
  3389. action(Prost1GetUpFromLeftFaceDown)
  3390. {
  3391.         file("pc\actors\chot\xxx\MstandF1.ske",100,off,110,-1,-1,Sub_GetUpClearThrown68);
  3392.         trigger(_DIRalive);
  3393.         rotate(-90);
  3394.         break(off);
  3395.         collision(on);
  3396.         nrintframes(0);
  3397.         connections(Prost1Idle);
  3398. }
  3399.  
  3400. action(Prost1Reload)        //Reloading weapon
  3401. {
  3402.         file("pc\actors\Prost1\xxx\FReload.ske",100,off);
  3403.         trigger(_allDIR);
  3404.         AIClass(_AIClassProstSkeleton);
  3405.         break(off);
  3406.         nrintframes(4);
  3407.         intforloop(on);
  3408.         connections(Prost1Idle);
  3409. }
  3410.  
  3411. action(Prost1ReloadCrouch)        //Reloading weapon
  3412. {
  3413.         file("pc\actors\Prost1\xxx\FCrRelod.ske",100,off);
  3414.         trigger(_allDIR);
  3415.         AIClass(_AIClassProstSkeleton);
  3416.         break(off);
  3417.         nrintframes(4);
  3418.         intforloop(on);
  3419.         connections(Prost1CrouchIdle);
  3420. }
  3421.  
  3422. //==========================================
  3423. //==    D O M I N A     A C T I O N          ==
  3424. //==========================================
  3425.  
  3426.  
  3427. Action(DomIdleNoGun)
  3428. {
  3429.     //    file("pc\actors\Domina\xxx\DmIdl2.ske",30,on);//looking at fingernails
  3430.         file("pc\actors\Domina\xxx\DmIdl1.ske",65,on);//breathing
  3431.         file("pc\actors\Domina\xxx\DmIdl3.ske",100,on);//look left/right
  3432.         trigger(_allDIR);
  3433.  
  3434.         nrintframes(4);
  3435.         intforloop(on);
  3436.         break(on);
  3437.         connections(DomSpread,DomStandShoot,DomTurnLeft,DomTurnRight,Domidle);
  3438. }
  3439.  
  3440.  
  3441.  
  3442.  
  3443.  
  3444. //==========================================
  3445. //==    D A N C E R     A C T I O N          ==
  3446. //==========================================
  3447. Action(FemDance)
  3448. {
  3449.     file("pc\actors\prost1\xxx\D_Dance1.ske",25,on);
  3450.     file("pc\actors\prost1\xxx\D_Dance2.ske",50,on);
  3451.     file("pc\actors\prost1\xxx\D_Dance3.ske",75,on);
  3452.     file("pc\actors\prost1\xxx\D_Dance4.ske",100,on);
  3453.     
  3454.     break(off);
  3455.     trigger(_allDIR);
  3456.     nrintframes(4);
  3457.     intforloop(on);
  3458.  
  3459.     connections(GenIdle);
  3460. }
  3461.  
  3462.  
  3463.  
  3464. //==============================================
  3465. //==    W A I T R E S S     A C T I O N       ==
  3466. //==============================================
  3467. Action(WaitressIdle)
  3468. {
  3469.     file("pc\actors\prost1\xxx\Widle1.ske",33,on);
  3470.     file("pc\actors\prost1\xxx\Widle2.ske",66,on);
  3471.     file("pc\actors\prost1\xxx\Widle3.ske",100,on);
  3472.     
  3473.     break(on);
  3474.     trigger(_allDIR);
  3475.     nrintframes(4);
  3476.     intforloop(on);
  3477.  
  3478.     connections(WaitressIdle);
  3479.  
  3480. Action(WaitressFlirt)
  3481. {
  3482.     file("pc\actors\prost1\xxx\Widle4.ske",100,on);
  3483.     
  3484.     break(off);
  3485.     trigger(_allDIR);
  3486.     nrintframes(4);
  3487.     intforloop(on);
  3488.  
  3489.     connections(Prost1Idle);
  3490. }
  3491.  
  3492. Action(WaitressSpill)
  3493. {
  3494.     file("pc\actors\prost1\xxx\Wbumped2.ske",100,off);
  3495.     
  3496.     break(off);
  3497.     trigger(_allDIR);
  3498.     nrintframes(4);
  3499.     intforloop(on);
  3500.  
  3501.     connections(Prost1Idle);
  3502. }
  3503.  
  3504. Action(WaitressClean)
  3505. {
  3506.     file("pc\actors\prost1\xxx\Wclean.ske",100,off);
  3507.     
  3508.     break(off);
  3509.     trigger(_allDIR);
  3510.     nrintframes(4);
  3511.     intforloop(on);
  3512.  
  3513.     connections(Prost1Idle);
  3514. }
  3515.  
  3516. Action(WaitressPrimp1)
  3517. {
  3518.     file("pc\actors\prost1\xxx\Wmakeup.ske",100,on);
  3519.     
  3520.     break(on);
  3521.     trigger(_allDIR);
  3522.     nrintframes(4);
  3523.     intforloop(on);
  3524.  
  3525.     connections(Prost1Idle);
  3526. }
  3527.  
  3528. Action(WaitressPrimp2)
  3529. {
  3530.     file("pc\actors\prost1\xxx\Wbeauty.ske",100,on);
  3531.     
  3532.     break(on);
  3533.     trigger(_allDIR);
  3534.     nrintframes(4);
  3535.     intforloop(on);
  3536.  
  3537.     connections(Prost1Idle);
  3538. }
  3539.  
  3540.  
  3541.  
  3542. //////////////////
  3543. // "TRON" MODE  //
  3544. //////////////////
  3545.  
  3546. Action(DominaGunInit)
  3547. {
  3548.         file("pc\actors\domina\xxx\GCStart.ske",100,off);
  3549.         trigger(_AllDIR);
  3550.         break(on);
  3551.         nrintframes(8);
  3552.         connections(DominaGunInit);
  3553. }
  3554.  
  3555.  
  3556.