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Text File  |  2002-10-21  |  60.1 KB  |  1,831 lines

  1.     setup
  2.     {
  3.         ischaracter
  4.     }
  5.  
  6.     //=============================================================================================
  7.     //=============================================================================================
  8.     //
  9.     //    Level-specific animations
  10.     //
  11.     //=============================================================================================
  12.     //=============================================================================================
  13.  
  14.     $path models/human/animation
  15.  
  16.     $include models/human/animation/scripted/balcony.tik
  17.  
  18.     //-------------------------------------
  19.     // Test maps (every animation)
  20.     // Utils is a keyword for Radiant and other tools.
  21.     // DO NOT PUT YOUR LEVEL OR MISSION IN HERE!!! For testing purposes only.
  22.     //-------------------------------------
  23.     includes test utils traf holodeck
  24.     {
  25.         // NPC weapon animations
  26.         $include models/human/animation/human_grenade.tik
  27.         $include models/human/animation/human_bar.tik
  28.         $include models/human/animation/human_thompson.tik
  29.         $include models/human/animation/human_pistol.tik
  30.         $include models/human/animation/human_mp44.tik
  31.         $include models/human/animation/human_rifle.tik
  32.         $include models/human/animation/human_mp40.tik
  33.         $include models/human/animation/human_bazooka.tik
  34.         $include models/human/animation/human_mg42.tik
  35.         $include models/human/animation/human_unarmed.tik
  36.  
  37.         // Level-specific scripted animations
  38.         $include models/human/animation/scripted/level_m1l1.tik
  39.         $include models/human/animation/scripted/level_m1l2.tik
  40.         $include models/human/animation/scripted/level_m2l1.tik
  41.         $include models/human/animation/scripted/level_m3l1.tik
  42.         $include models/human/animation/scripted/level_m4l3.tik
  43.         $include models/human/animation/scripted/level_m5l3.tik
  44.  
  45.         // More scripted animations
  46.         $include models/human/animation/scripted/dead_poses.tik
  47.         $include models/human/animation/scripted/fallen.tik
  48.         $include models/human/animation/scripted/crate_carry.tik
  49.         $include models/human/animation/scripted/hiding_cabinet.tik
  50.         $include models/human/animation/scripted/interrogation.tik
  51.         $include models/human/animation/scripted/jeep.tik
  52.         $include models/human/animation/scripted/scientist.tik
  53.         $include models/human/animation/scripted/set_explosive.tik
  54.         $include models/human/animation/scripted/table.tik
  55.         $include models/human/animation/scripted/throw_helmet.tik
  56.         $include models/human/animation/scripted/flak88_animation.tik
  57.         $include models/human/animation/scripted/prisoners.tik
  58.         $include models/human/animation/scripted/lean.tik
  59.         $include models/human/animation/scripted/pilot_capture.tik
  60.         $include models/human/animation/scripted/wallclimb.tik
  61.         $include models/human/animation/scripted/sleep.tik
  62.         $include models/human/animation/scripted/opeltruck.tik
  63.         $include models/human/animation/scripted/vent.tik
  64.         $include models/human/animation/scripted/alarm.tik
  65.         $include models/human/animation/scripted/tank.tik
  66.         $include models/human/animation/scripted/workers.tik
  67.         $include models/human/animation/scripted/welding.tik
  68.         $include models/human/animation/scripted/level_t0l0.tik
  69.  
  70.         /////////////////
  71.         // TEAM ASSAULT
  72.         /////////////////
  73.  
  74.         // Team Assault scripted animations
  75.         $include models/human/animation/scripted/flak88_new.tik
  76.  
  77.         // Level-specific scripted animations
  78.         $include models/human/animation/scripted/level_t0l0.tik
  79.         $include models/human/animation/scripted/level_t1l1.tik
  80.         $include models/human/animation/scripted/level_t2l1.tik
  81.         $include models/human/animation/scripted/level_t2l2.tik
  82.         $include models/human/animation/scripted/level_t1l2.tik
  83.         $include models/human/animation/scripted/level_t1l3.tik
  84.         $include models/human/animation/scripted/level_t3l1.tik
  85.         $include models/human/animation/scripted/level_t3l3.tik
  86.         $include models/human/animation/scripted/level_t2l3.tik
  87.         $include models/human/animation/scripted/level_t2l4.tik
  88.  
  89.         // NPC weapon animations
  90.         $include models/human/animation/human_sten.tik
  91.  
  92.     }
  93.  
  94.  
  95.     //-------------------------------------
  96.     // MOHTA Deathmatch and TOW 
  97.     //-------------------------------------
  98.  
  99.     includes obj mp
  100.     {
  101.         // NPC weapon animations
  102.         $include models/human/animation/human_pistol.tik
  103.         $include models/human/animation/human_rifle.tik
  104.         $include models/human/animation/human_unarmed.tik
  105.         
  106.         $include models/human/animation/scripted/level_t0l0.tik //victory cheer
  107.     }
  108.         
  109.     includes test
  110.     {
  111.         $include models/human/animation/testanims.tik
  112.     }
  113.  
  114.     // ------------------------------------
  115.     // RAF - add your level name here
  116.     // ------------------------------------
  117.     includes traf room1 //t1l3
  118.     {
  119.         $include models/human/animation/human_grenade.tik
  120.         $include models/human/animation/human_pistol.tik
  121.         $include models/human/animation/human_thompson.tik
  122.         $include models/human/animation/human_rifle.tik
  123.         $include models/human/animation/human_mp40.tik
  124.         $include models/human/animation/human_bazooka.tik
  125.         $include models/human/animation/human_mg42.tik
  126.         $include models/human/animation/human_unarmed.tik
  127.         $include models/human/animation/human_sten.tik
  128.  
  129.         // Level-specific scripted animations
  130.         $include models/human/animation/scripted/level_traf.tik
  131.  
  132.         // More scripted animations
  133.         $include models/human/animation/scripted/balcony.tik
  134.     }
  135.  
  136.  
  137.     //-------------------------------------
  138.     // MOHTA Mission 1
  139.     //-------------------------------------
  140.  
  141.     includes t1l1
  142.     {
  143.         // NPC weapon animations
  144.         $include models/human/animation/human_grenade.tik
  145.         $include models/human/animation/human_bar.tik
  146.         $include models/human/animation/human_thompson.tik
  147.         $include models/human/animation/human_pistol.tik
  148.         $include models/human/animation/human_mp44.tik
  149.         $include models/human/animation/human_rifle.tik
  150.         $include models/human/animation/human_mp40.tik
  151.         $include models/human/animation/human_bazooka.tik
  152.         $include models/human/animation/human_mg42.tik
  153.         $include models/human/animation/human_unarmed.tik
  154.         $include models/human/animation/human_sten.tik
  155.  
  156.         // Level-specific scripted animations
  157.         $include models/human/animation/scripted/level_t1l1.tik
  158.  
  159.         // More scripted animations
  160.         $include models/human/animation/scripted/opeltruck.tik
  161.  
  162.         // Global scripted animations
  163.         $include models/human/animation/scripted/level_t0l0.tik
  164.     }
  165.  
  166.     includes t1l2
  167.     {
  168.         // NPC weapon animations
  169.         $include models/human/animation/human_grenade.tik
  170.         $include models/human/animation/human_bar.tik
  171.         $include models/human/animation/human_thompson.tik
  172.         $include models/human/animation/human_pistol.tik
  173.         $include models/human/animation/human_mp44.tik
  174.         $include models/human/animation/human_rifle.tik
  175.         $include models/human/animation/human_mp40.tik
  176.         $include models/human/animation/human_bazooka.tik
  177.         $include models/human/animation/human_mg42.tik
  178.         $include models/human/animation/human_unarmed.tik
  179.         $include models/human/animation/human_sten.tik
  180.  
  181.         // Level-specific scripted animations
  182.         $include models/human/animation/scripted/level_t1l2.tik
  183.  
  184.         // More scripted animations
  185.         $include models/human/animation/scripted/opeltruck.tik
  186.  
  187.         // Global scripted animations
  188.         $include models/human/animation/scripted/level_t0l0.tik
  189.     }
  190.  
  191.     includes t1l3
  192.     {
  193.         // NPC weapon animations
  194.         $include models/human/animation/human_grenade.tik
  195.         $include models/human/animation/human_bar.tik
  196.         $include models/human/animation/human_thompson.tik
  197.         $include models/human/animation/human_pistol.tik
  198.         $include models/human/animation/human_mp44.tik
  199.         $include models/human/animation/human_rifle.tik
  200.         $include models/human/animation/human_mp40.tik
  201.         $include models/human/animation/human_bazooka.tik
  202.         $include models/human/animation/human_mg42.tik
  203.         $include models/human/animation/human_unarmed.tik
  204.         $include models/human/animation/human_sten.tik
  205.  
  206.         // Level-specific scripted animations
  207.         $include models/human/animation/scripted/level_t1l3.tik
  208.  
  209.         // More scripted animations
  210.         $include models/human/animation/scripted/opeltruck.tik
  211.         $include models/human/animation/scripted/tank.tik
  212.  
  213.         // Global scripted animations
  214.         $include models/human/animation/scripted/level_t0l0.tik
  215.     }
  216.  
  217.     //-------------------------------------
  218.     // MOHTA Mission 2
  219.     //-------------------------------------
  220.  
  221.     includes t2l1
  222.     {
  223.         // NPC weapon animations
  224.         $include models/human/animation/human_grenade.tik
  225.         $include models/human/animation/human_bar.tik
  226.         $include models/human/animation/human_thompson.tik
  227.         $include models/human/animation/human_pistol.tik
  228.         $include models/human/animation/human_mp44.tik
  229.         $include models/human/animation/human_rifle.tik
  230.         $include models/human/animation/human_mp40.tik
  231.         $include models/human/animation/human_bazooka.tik
  232.         $include models/human/animation/human_mg42.tik
  233.         $include models/human/animation/human_unarmed.tik
  234.  
  235.         // More scripted animations
  236.         $include models/human/animation/scripted/dead_poses.tik
  237.         $include models/human/animation/scripted/fallen.tik
  238.         $include models/human/animation/scripted/crate_carry.tik
  239.         $include models/human/animation/scripted/hiding_cabinet.tik
  240.         $include models/human/animation/scripted/interrogation.tik
  241.         $include models/human/animation/scripted/jeep.tik
  242.         $include models/human/animation/scripted/scientist.tik
  243.         $include models/human/animation/scripted/set_explosive.tik
  244.         $include models/human/animation/scripted/table.tik
  245.         $include models/human/animation/scripted/throw_helmet.tik
  246.         $include models/human/animation/scripted/flak88_animation.tik
  247.         $include models/human/animation/scripted/prisoners.tik
  248.         $include models/human/animation/scripted/lean.tik
  249.         $include models/human/animation/scripted/pilot_capture.tik
  250.         $include models/human/animation/scripted/wallclimb.tik
  251.         $include models/human/animation/scripted/sleep.tik
  252.         $include models/human/animation/scripted/opeltruck.tik
  253.         $include models/human/animation/scripted/vent.tik
  254.         $include models/human/animation/scripted/alarm.tik
  255.         $include models/human/animation/scripted/tank.tik
  256.         $include models/human/animation/scripted/workers.tik
  257.         $include models/human/animation/scripted/welding.tik
  258.  
  259.         /////////////////
  260.         // TEAM ASSAULT
  261.         /////////////////
  262.  
  263.         // Team Assault scripted animations
  264.         $include models/human/animation/scripted/flak88_new.tik
  265.  
  266.         // Level-specific scripted animations
  267.         $include models/human/animation/scripted/level_t1l1.tik
  268.         $include models/human/animation/scripted/level_t2l1.tik
  269.         $include models/human/animation/scripted/level_t2l2.tik
  270.         $include models/human/animation/scripted/level_t1l2.tik
  271.         $include models/human/animation/scripted/level_t1l3.tik
  272.         $include models/human/animation/scripted/level_t3l1.tik
  273.         $include models/human/animation/scripted/level_t3l3.tik
  274.         $include models/human/animation/scripted/level_t2l3.tik
  275.         $include models/human/animation/scripted/level_t2l4.tik
  276.  
  277.         // NPC weapon animations
  278.         $include models/human/animation/human_sten.tik
  279.  
  280.         // Level-specific scripted animations
  281.         $include models/human/animation/scripted/level_t2l1.tik
  282.  
  283.         // More scripted animations
  284.         $include models/human/animation/scripted/tank.tik
  285.  
  286.         // Global scripted animations
  287.         $include models/human/animation/scripted/level_t0l0.tik
  288.     }
  289.  
  290.     includes t2l2
  291.     {
  292.         // NPC weapon animations
  293.         $include models/human/animation/human_grenade.tik
  294.         $include models/human/animation/human_bar.tik
  295.         $include models/human/animation/human_thompson.tik
  296.         $include models/human/animation/human_pistol.tik
  297.         $include models/human/animation/human_mp44.tik
  298.         $include models/human/animation/human_rifle.tik
  299.         $include models/human/animation/human_mp40.tik
  300.         $include models/human/animation/human_bazooka.tik
  301.         $include models/human/animation/human_mg42.tik
  302.         $include models/human/animation/human_unarmed.tik
  303.         $include models/human/animation/human_sten.tik
  304.  
  305.         // Level-specific scripted animations
  306.         $include models/human/animation/scripted/level_t2l2.tik
  307.  
  308.         // More scripted animations
  309.         $include models/human/animation/scripted/opeltruck.tik
  310.         $include models/human/animation/scripted/tank.tik
  311.  
  312.         // Global scripted animations
  313.         $include models/human/animation/scripted/level_t0l0.tik
  314.     }
  315.  
  316.     includes t2l3
  317.     {
  318.         // NPC weapon animations
  319.         $include models/human/animation/human_grenade.tik
  320.         $include models/human/animation/human_bar.tik
  321.         $include models/human/animation/human_thompson.tik
  322.         $include models/human/animation/human_pistol.tik
  323.         $include models/human/animation/human_mp44.tik
  324.         $include models/human/animation/human_rifle.tik
  325.         $include models/human/animation/human_mp40.tik
  326.         $include models/human/animation/human_bazooka.tik
  327.         $include models/human/animation/human_mg42.tik
  328.         $include models/human/animation/human_unarmed.tik
  329.         $include models/human/animation/human_sten.tik
  330.  
  331.         // Level-specific scripted animations
  332.         $include models/human/animation/scripted/level_t2l3.tik
  333.  
  334.         // More scripted animations
  335.         $include models/human/animation/scripted/tank.tik
  336.  
  337.         // Global scripted animations
  338.         $include models/human/animation/scripted/level_t0l0.tik
  339.     }
  340.  
  341.     includes t2l4
  342.     {
  343.         // NPC weapon animations
  344.         $include models/human/animation/human_grenade.tik
  345.         $include models/human/animation/human_bar.tik
  346.         $include models/human/animation/human_thompson.tik
  347.         $include models/human/animation/human_pistol.tik
  348.         $include models/human/animation/human_mp44.tik
  349.         $include models/human/animation/human_rifle.tik
  350.         $include models/human/animation/human_mp40.tik
  351.         $include models/human/animation/human_bazooka.tik
  352.         $include models/human/animation/human_mg42.tik
  353.         $include models/human/animation/human_unarmed.tik
  354.         $include models/human/animation/human_sten.tik
  355.  
  356.         // Level-specific scripted animations
  357.         $include models/human/animation/scripted/level_t2l4.tik
  358.  
  359.         // More scripted animations
  360.         $include models/human/animation/scripted/tank.tik
  361.  
  362.         // Global scripted animations
  363.         $include models/human/animation/scripted/level_t0l0.tik
  364.     }
  365.  
  366.     //-------------------------------------
  367.     // MOHTA Mission 3
  368.     //-------------------------------------
  369.  
  370.     includes t3l1
  371.     {
  372.         // NPC weapon animations
  373.         $include models/human/animation/human_grenade.tik
  374.         $include models/human/animation/human_bar.tik
  375.         $include models/human/animation/human_thompson.tik
  376.         $include models/human/animation/human_pistol.tik
  377.         $include models/human/animation/human_mp44.tik
  378.         $include models/human/animation/human_rifle.tik
  379.         $include models/human/animation/human_mp40.tik
  380.         $include models/human/animation/human_bazooka.tik
  381.         $include models/human/animation/human_mg42.tik
  382.         $include models/human/animation/human_unarmed.tik
  383.         $include models/human/animation/human_sten.tik
  384.  
  385.         // Level-specific scripted animations
  386.         $include models/human/animation/scripted/level_t3l1.tik
  387.  
  388.         // More scripted animations
  389.         $include models/human/animation/scripted/opeltruck.tik
  390.         $include models/human/animation/scripted/tank.tik
  391.  
  392.         // Global scripted animations
  393.         $include models/human/animation/scripted/level_t0l0.tik
  394.     }
  395.  
  396.     includes t3l2
  397.     {
  398.         // NPC weapon animations
  399.         $include models/human/animation/human_grenade.tik
  400.         $include models/human/animation/human_bar.tik
  401.         $include models/human/animation/human_thompson.tik
  402.         $include models/human/animation/human_pistol.tik
  403.         $include models/human/animation/human_mp44.tik
  404.         $include models/human/animation/human_rifle.tik
  405.         $include models/human/animation/human_mp40.tik
  406.         $include models/human/animation/human_bazooka.tik
  407.         $include models/human/animation/human_mg42.tik
  408.         $include models/human/animation/human_unarmed.tik
  409.         $include models/human/animation/human_sten.tik
  410.  
  411.         // Level-specific scripted animations
  412.         $include models/human/animation/scripted/level_t3l2.tik
  413.  
  414.         // More scripted animations
  415.         $include models/human/animation/scripted/opeltruck.tik
  416.         $include models/human/animation/scripted/tank.tik
  417.  
  418.         // Global scripted animations
  419.         $include models/human/animation/scripted/level_t0l0.tik
  420.     }
  421.  
  422.     //-------------------------------------
  423.     // MOHAA Mission 1
  424.     //-------------------------------------
  425.     // Intro, fight through town, ambush (Mackey)
  426.     includes m1l1
  427.     {
  428.         $include models/human/animation/human_grenade.tik
  429.         $include models/human/animation/human_pistol.tik
  430.         $include models/human/animation/human_thompson.tik
  431.         $include models/human/animation/human_rifle.tik
  432.         $include models/human/animation/human_mp40.tik
  433.         $include models/human/animation/human_bazooka.tik
  434.         $include models/human/animation/human_mg42.tik
  435.         $include models/human/animation/human_unarmed.tik
  436.  
  437.         // Level-specific scripted animations
  438.         $include models/human/animation/scripted/level_m1l1.tik
  439.  
  440.         // More scripted animations
  441.         $include models/human/animation/scripted/balcony.tik
  442.         $include models/human/animation/scripted/opeltruck.tik
  443.     }
  444.  
  445.     // Rescue Grillo, avoid spotlight, rescue prisoner (Mackey)
  446.     includes m1l2a
  447.     {
  448.         $include models/human/animation/human_grenade.tik
  449.         $include models/human/animation/human_pistol.tik
  450.         $include models/human/animation/human_rifle.tik
  451.         $include models/human/animation/human_mp40.tik
  452.         $include models/human/animation/human_mg42.tik
  453.         $include models/human/animation/human_unarmed.tik
  454.  
  455.         // Level-specific scripted animations
  456.         $include models/human/animation/scripted/level_m1l2.tik
  457.  
  458.         // More scripted animations
  459.         $include models/human/animation/scripted/balcony.tik
  460.         $include models/human/animation/scripted/interrogation.tik
  461.         $include models/human/animation/scripted/set_explosive.tik
  462.         $include models/human/animation/scripted/table.tik
  463.         $include models/human/animation/scripted/prisoners.tik
  464.         $include models/human/animation/scripted/opeltruck.tik
  465.         $include models/human/animation/scripted/lockpick.tik
  466.     }
  467.  
  468.     // Warehouses, disable trucks and tanks, Grillo arrives in jeep (Preston)
  469.     includes m1l2b
  470.     {
  471.         $include models/human/animation/human_grenade.tik
  472.         $include models/human/animation/human_pistol.tik
  473.         $include models/human/animation/human_rifle.tik
  474.         $include models/human/animation/human_mp40.tik
  475.         $include models/human/animation/human_mg42.tik
  476.         $include models/human/animation/human_unarmed.tik
  477.  
  478.         // Level-specific scripted animations
  479.         $include models/human/animation/scripted/level_m1l2.tik
  480.  
  481.         // More scripted animations
  482.         $include models/human/animation/scripted/balcony.tik
  483.         $include models/human/animation/scripted/workers.tik
  484.         $include models/human/animation/scripted/crate_carry.tik
  485.         $include models/human/animation/scripted/jeep.tik
  486.         $include models/human/animation/scripted/opeltruck.tik
  487.         $include models/human/animation/scripted/caught_smoking.tik
  488.         $include models/human/animation/scripted/tank.tik
  489.     }
  490.  
  491.     // Jeep ride 1 (Zied)
  492.     includes m1l3a
  493.     {
  494.         $include models/human/animation/human_grenade.tik
  495.         $include models/human/animation/human_rifle.tik
  496.         $include models/human/animation/human_mp40.tik
  497.         $include models/human/animation/human_bazooka.tik
  498.         $include models/human/animation/human_mg42.tik
  499.         $include models/human/animation/human_unarmed.tik
  500.  
  501.         // Level-specific scripted animations
  502.  
  503.         // More scripted animations
  504.         $include models/human/animation/scripted/balcony.tik
  505.         $include models/human/animation/scripted/jeep.tik
  506.         $include models/human/animation/scripted/opeltruck.tik
  507.         $include models/human/animation/scripted/wallclimb.tik
  508.     }
  509.  
  510.     // Jeep ride 2 (Zied)
  511.     includes m1l3b
  512.     {
  513.         $include models/human/animation/human_grenade.tik
  514.         $include models/human/animation/human_rifle.tik
  515.         $include models/human/animation/human_mp40.tik
  516.         $include models/human/animation/human_bazooka.tik
  517.         $include models/human/animation/human_unarmed.tik
  518.  
  519.         // Level-specific scripted animations
  520.  
  521.         // More scripted animations
  522.         $include models/human/animation/scripted/balcony.tik
  523.         $include models/human/animation/scripted/jeep.tik
  524.         $include models/human/animation/scripted/opeltruck.tik
  525.     }
  526.  
  527.     // Bunker, lighthouse, Grillo arrives in truck (Senn)
  528.     includes m1l3c
  529.     {
  530.         $include models/human/animation/human_grenade.tik
  531.         $include models/human/animation/human_pistol.tik
  532.         $include models/human/animation/human_rifle.tik
  533.         $include models/human/animation/human_mp40.tik
  534.         $include models/human/animation/human_unarmed.tik
  535.  
  536.         // Level-specific scripted animations
  537.  
  538.         // More scripted animations
  539.         $include models/human/animation/scripted/lean.tik
  540.         $include models/human/animation/scripted/opeltruck.tik
  541.     }
  542.  
  543.     //-------------------------------------
  544.     // MOHAA Mission 2
  545.     //-------------------------------------
  546.     // Infiltrating the Norway base (Zied)
  547.     includes m2l1
  548.     {
  549.         $include models/human/animation/human_grenade.tik
  550.         $include models/human/animation/human_pistol.tik
  551.         $include models/human/animation/human_rifle.tik
  552.         $include models/human/animation/human_mp40.tik
  553.         $include models/human/animation/human_unarmed.tik
  554.  
  555.         // Level-specific scripted animations
  556.         $include models/human/animation/scripted/level_m2l1.tik
  557.  
  558.         // More scripted animations
  559.         $include models/human/animation/scripted/lean.tik
  560.     }
  561.  
  562.     // Sub base part 1 (Nate)
  563.     includes m2l2a
  564.     {
  565.         $include models/human/animation/human_grenade.tik
  566.         $include models/human/animation/human_pistol.tik
  567.         $include models/human/animation/human_rifle.tik
  568.         $include models/human/animation/human_mp40.tik
  569.         $include models/human/animation/human_unarmed.tik
  570.  
  571.         // Level-specific scripted animations
  572.  
  573.         // More scripted animations
  574.         $include models/human/animation/scripted/workers.tik
  575.         $include models/human/animation/scripted/crate_carry.tik
  576.         $include models/human/animation/scripted/scientist.tik
  577.         $include models/human/animation/scripted/table.tik
  578. //        $include models/human/animation/scripted/lean.tik
  579.         $include models/human/animation/scripted/alarm.tik
  580.         $include models/human/animation/scripted/welding.tik
  581.     }
  582.  
  583.     // Sub base part 2 - in the sub, getting out of the sub (Nate)
  584.     includes m2l2b
  585.     {
  586.         $include models/human/animation/human_grenade.tik
  587.         $include models/human/animation/human_pistol.tik
  588.         $include models/human/animation/human_rifle.tik
  589.         $include models/human/animation/human_mp40.tik
  590.         $include models/human/animation/human_unarmed.tik
  591.  
  592.         // Level-specific scripted animations
  593.  
  594.         // More scripted animations
  595.         $include models/human/animation/scripted/workers.tik
  596.         $include models/human/animation/scripted/welding.tik
  597.     }
  598.  
  599.     // Sub base part 3 - escaping through the sub pens (Nate)
  600.     includes m2l2c
  601.     {
  602.         $include models/human/animation/human_grenade.tik
  603.         $include models/human/animation/human_pistol.tik
  604.         $include models/human/animation/human_rifle.tik
  605.         $include models/human/animation/human_mp40.tik
  606.         $include models/human/animation/human_unarmed.tik
  607.  
  608.         // Level-specific scripted animations
  609.  
  610.         // More scripted animations
  611.     }
  612.  
  613.     // Escaping the Norway base through the vents, compound and train station (Nate)
  614.     includes m2l3 
  615.     {
  616.         $include models/human/animation/human_grenade.tik
  617.         $include models/human/animation/human_bar.tik
  618.         $include models/human/animation/human_thompson.tik
  619.         $include models/human/animation/human_pistol.tik
  620.         $include models/human/animation/human_rifle.tik
  621.         $include models/human/animation/human_mp40.tik
  622.         $include models/human/animation/human_unarmed.tik
  623.  
  624.         // Level-specific scripted animations
  625.  
  626.         // More scripted animations
  627.         $include models/human/animation/scripted/wallclimb.tik
  628.         $include models/human/animation/scripted/vent.tik
  629.     }
  630.  
  631.     //-------------------------------------
  632.     // MOHAA Mission 3
  633.     //-------------------------------------
  634.  
  635.     // DDay landing (Benson)
  636.     includes m3l1a
  637.     {
  638.         $include models/human/animation/human_grenade.tik
  639.         $include models/human/animation/human_bar.tik
  640.         $include models/human/animation/human_thompson.tik
  641.         $include models/human/animation/human_pistol.tik
  642.         $include models/human/animation/human_rifle.tik
  643.         $include models/human/animation/human_mp40.tik
  644.         $include models/human/animation/human_mg42.tik
  645.         $include models/human/animation/human_unarmed.tik
  646.  
  647.         // Level-specific scripted animations
  648.         $include models/human/animation/scripted/level_m3l1.tik
  649.  
  650.         // More scripted animations
  651.         $include models/human/animation/scripted/fallen.tik
  652.     }
  653.     includes m3l1b
  654.     {
  655.         $include models/human/animation/human_grenade.tik
  656.         $include models/human/animation/human_bar.tik
  657.         $include models/human/animation/human_thompson.tik
  658.         $include models/human/animation/human_pistol.tik
  659.         $include models/human/animation/human_rifle.tik
  660.         $include models/human/animation/human_mp40.tik
  661.         $include models/human/animation/human_mg42.tik
  662.         $include models/human/animation/human_unarmed.tik
  663.     }
  664.  
  665.     // Normandy/big house (Zied/Steve)
  666.     includes m3l2
  667.     {
  668.         $include models/human/animation/human_grenade.tik
  669.         $include models/human/animation/human_bar.tik
  670.         $include models/human/animation/human_thompson.tik
  671.         $include models/human/animation/human_rifle.tik
  672.         $include models/human/animation/human_mp40.tik
  673.         $include models/human/animation/human_mg42.tik
  674.         $include models/human/animation/human_unarmed.tik
  675.  
  676.         // Level-specific scripted animations
  677.  
  678.         // More scripted animations
  679.         $include models/human/animation/scripted/hiding_cabinet.tik
  680. //        $include models/human/animation/scripted/flak88_animation.tik
  681.     }
  682.  
  683.     // Screaming Mimis/Nebelwerfers (Steve)
  684.     includes m3l3
  685.     {
  686.         $include models/human/animation/human_grenade.tik
  687.         $include models/human/animation/human_bar.tik
  688.         $include models/human/animation/human_thompson.tik
  689.         $include models/human/animation/human_pistol.tik
  690.         $include models/human/animation/human_rifle.tik
  691.         $include models/human/animation/human_mp40.tik
  692.         $include models/human/animation/human_mg42.tik
  693.         $include models/human/animation/human_unarmed.tik
  694.  
  695.         // Level-specific scripted animations
  696.  
  697.         // More scripted animations
  698.         $include models/human/animation/scripted/tank.tik
  699.     }
  700.  
  701.     //-------------------------------------
  702.     // MOHAA Mission 4
  703.     //-------------------------------------
  704.     // The farms (Mackey)
  705.     includes m4l0
  706.     {
  707.         $include models/human/animation/human_grenade.tik
  708.         $include models/human/animation/human_bar.tik
  709.         $include models/human/animation/human_thompson.tik
  710.         $include models/human/animation/human_pistol.tik
  711.         $include models/human/animation/human_rifle.tik
  712.         $include models/human/animation/human_mp40.tik
  713.         $include models/human/animation/human_bazooka.tik
  714.         $include models/human/animation/human_mg42.tik
  715.         $include models/human/animation/human_unarmed.tik
  716.  
  717.         // Level-specific scripted animations
  718.  
  719.         // More scripted animations
  720.         $include models/human/animation/scripted/hiding_cabinet.tik
  721.     }
  722.  
  723.     // Bocage, rescue pilot, meet Manon (Preston)
  724.     includes m4l1
  725.     {
  726.         $include models/human/animation/human_grenade.tik
  727.         $include models/human/animation/human_pistol.tik
  728.         $include models/human/animation/human_rifle.tik
  729.         $include models/human/animation/human_mp40.tik
  730.         $include models/human/animation/human_mg42.tik
  731.         $include models/human/animation/human_unarmed.tik
  732.  
  733.         // Level-specific scripted animations
  734.  
  735.         // More scripted animations
  736.         $include models/human/animation/scripted/pilot_capture.tik
  737.         $include models/human/animation/scripted/opeltruck.tik
  738.     }
  739.  
  740.     // Tank park, blow up tanks and railroad, take off in truck (Preston)
  741.     includes m4l2
  742.     {
  743.         $include models/human/animation/human_grenade.tik
  744.         $include models/human/animation/human_pistol.tik
  745.         $include models/human/animation/human_rifle.tik
  746.         $include models/human/animation/human_mp40.tik
  747.         $include models/human/animation/human_mg42.tik
  748.         $include models/human/animation/human_unarmed.tik
  749.  
  750.         // Level-specific scripted animations
  751.  
  752.         // More scripted animations
  753.         $include models/human/animation/scripted/balcony.tik
  754.         $include models/human/animation/scripted/opeltruck.tik
  755.         $include models/human/animation/scripted/table.tik
  756.     }
  757.  
  758.     // Manor house (Mackey)
  759.     includes m4l3
  760.     {
  761.         $include models/human/animation/human_grenade.tik
  762.         $include models/human/animation/human_pistol.tik
  763.         $include models/human/animation/human_rifle.tik
  764.         $include models/human/animation/human_mp40.tik
  765.         $include models/human/animation/human_mg42.tik
  766.         $include models/human/animation/human_unarmed.tik
  767.  
  768.         // Level-specific scripted animations
  769.         $include models/human/animation/scripted/level_m4l3.tik
  770.  
  771.         // More scripted animations
  772.         $include models/human/animation/scripted/table.tik
  773.         $include models/human/animation/scripted/opeltruck.tik
  774.         $include models/human/animation/scripted/alarm.tik
  775.     }
  776.  
  777.     //-------------------------------------
  778.     // MOHAA Mission 5
  779.     //-------------------------------------
  780.     // Snipertown (Mackey)
  781.     includes m5l1a
  782.     {
  783.         $include models/human/animation/human_grenade.tik
  784.         $include models/human/animation/human_thompson.tik
  785.         $include models/human/animation/human_rifle.tik
  786.         $include models/human/animation/human_mp40.tik
  787.         $include models/human/animation/human_unarmed.tik
  788.  
  789.         // Level-specific scripted animations
  790.  
  791.         // More scripted animations
  792.         $include models/human/animation/scripted/hiding_cabinet.tik
  793.         $include models/human/animation/scripted/dead_poses.tik
  794.         $include models/human/animation/scripted/tank.tik
  795.     }
  796.  
  797.     // Snipertown part 2, including a tank fight and a medic (Mackey)
  798.     includes m5l1b
  799.     {
  800.         $include models/human/animation/human_grenade.tik
  801.         $include models/human/animation/human_thompson.tik
  802.         $include models/human/animation/human_bar.tik
  803.         $include models/human/animation/human_rifle.tik
  804.         $include models/human/animation/human_mp40.tik
  805.         $include models/human/animation/human_unarmed.tik
  806.         $include models/human/animation/human_bazooka.tik
  807.  
  808.         // Level-specific scripted animations
  809.  
  810.         // More scripted animations
  811.         $include models/human/animation/scripted/hiding_cabinet.tik
  812.     }
  813.  
  814.     // Tank drives 1 and 2 (Zied)
  815.     includes m5l2a m5l2b
  816.     {
  817.         $include models/human/animation/human_grenade.tik
  818.         $include models/human/animation/human_pistol.tik
  819.         $include models/human/animation/human_rifle.tik
  820.         $include models/human/animation/human_mp40.tik
  821.         $include models/human/animation/human_bazooka.tik
  822.         $include models/human/animation/human_mg42.tik
  823.         $include models/human/animation/human_unarmed.tik
  824.  
  825.         // Level-specific scripted animations
  826.  
  827.         // More scripted animations
  828. //        $include models/human/animation/scripted/wallclimb.tik
  829. //        $include models/human/animation/scripted/flak88_animation.tik
  830.         $include models/human/animation/scripted/tank.tik
  831.  
  832.     }
  833.  
  834.     // Blow everything up / The bridge (Mackey)
  835.     includes m5l3
  836.     {
  837.         $include models/human/animation/human_grenade.tik
  838.         $include models/human/animation/human_thompson.tik
  839.         $include models/human/animation/human_pistol.tik
  840.         $include models/human/animation/human_mp44.tik
  841.         $include models/human/animation/human_rifle.tik
  842.         $include models/human/animation/human_mp40.tik
  843.         $include models/human/animation/human_unarmed.tik
  844.  
  845.         // Level-specific scripted animations
  846.         $include models/human/animation/scripted/level_m5l3.tik
  847.  
  848.         // More scripted animations
  849.         $include models/human/animation/scripted/plunger.tik
  850.     }
  851.  
  852.     //-------------------------------------
  853.     // MOHAA Mission 6
  854.     //-------------------------------------
  855.  
  856.     // Snowy forest part 1 and 2, blow up 2 flakk20's and then 1 more (Ned)
  857.     includes m6l1a m6l1b
  858.     {
  859.         $include models/human/animation/human_grenade.tik
  860.         $include models/human/animation/human_rifle.tik
  861.         $include models/human/animation/human_mp40.tik
  862.         $include models/human/animation/human_mg42.tik
  863.         $include models/human/animation/human_unarmed.tik
  864.  
  865.         // Level-specific scripted animations
  866.  
  867.         // More scripted animations
  868.     }
  869.  
  870.     // MP44 facility (Nate)
  871.     includes m6l1c
  872.     {
  873.         $include models/human/animation/human_grenade.tik
  874.         $include models/human/animation/human_pistol.tik
  875.         $include models/human/animation/human_mp44.tik
  876.         $include models/human/animation/human_rifle.tik
  877.         $include models/human/animation/human_mp40.tik
  878.         $include models/human/animation/human_mg42.tik
  879.         $include models/human/animation/human_unarmed.tik
  880.  
  881.         // Level-specific scripted animations
  882.  
  883.         // More scripted animations
  884.     }
  885.  
  886.     // Snowy village (Steve)
  887.     includes m6l2a
  888.     {
  889.         $include models/human/animation/human_grenade.tik
  890.         $include models/human/animation/human_pistol.tik
  891.         $include models/human/animation/human_mp44.tik
  892.         $include models/human/animation/human_rifle.tik
  893.         $include models/human/animation/human_mp40.tik
  894.         $include models/human/animation/human_mg42.tik
  895.         $include models/human/animation/human_unarmed.tik
  896.  
  897.         // Level-specific scripted animations
  898.  
  899.         // More scripted animations
  900.         $include models/human/animation/scripted/balcony.tik
  901.         $include models/human/animation/scripted/table.tik
  902.         $include models/human/animation/scripted/alarm.tik
  903.         $include models/human/animation/scripted/hiding_cabinet.tik
  904.     }
  905.  
  906.     // Snowy rail station (Zied)
  907.     includes m6l2b
  908.     {
  909.         $include models/human/animation/human_grenade.tik
  910.         $include models/human/animation/human_pistol.tik
  911.         $include models/human/animation/human_mp44.tik
  912.         $include models/human/animation/human_rifle.tik
  913.         $include models/human/animation/human_mp40.tik
  914.         $include models/human/animation/human_mg42.tik
  915.         $include models/human/animation/human_unarmed.tik
  916.  
  917.         // Level-specific scripted animations
  918.  
  919.         // More scripted animations
  920.         $include models/human/animation/scripted/balcony.tik
  921.     }
  922.  
  923.     // Arrive at Schmerzen in train (Steve)
  924.     includes m6l3a
  925.     {
  926.         $include models/human/animation/human_grenade.tik
  927.         $include models/human/animation/human_rifle.tik
  928.         $include models/human/animation/human_thompson.tik
  929.         $include models/human/animation/human_pistol.tik
  930.         $include models/human/animation/human_mp40.tik
  931.         $include models/human/animation/human_mp44.tik
  932. //        $include models/human/animation/human_bar.tik
  933.         $include models/human/animation/human_mg42.tik
  934.         $include models/human/animation/human_unarmed.tik
  935.  
  936.         // Level-specific scripted animations
  937.  
  938.         // More scripted animations
  939.         $include models/human/animation/scripted/balcony.tik
  940.     }
  941.  
  942.     // Schmerzen stuff (Ned)
  943.     includes m6l3b
  944.     {
  945.         $include models/human/animation/human_grenade.tik
  946.         $include models/human/animation/human_pistol.tik
  947.         $include models/human/animation/human_rifle.tik
  948.         $include models/human/animation/human_mp40.tik
  949.         $include models/human/animation/human_mp44.tik
  950.         $include models/human/animation/human_mg42.tik
  951.         $include models/human/animation/human_unarmed.tik
  952.  
  953.         // Level-specific scripted animations
  954.  
  955.         // More scripted animations
  956.     }
  957.  
  958.     // Schmerzen basement, turn on gas (Ned)
  959.     includes m6l3d
  960.     {
  961.         $include models/human/animation/human_grenade.tik
  962.         $include models/human/animation/human_pistol.tik
  963.         $include models/human/animation/human_rifle.tik
  964.         $include models/human/animation/human_mp40.tik
  965.         $include models/human/animation/human_mp44.tik
  966.         $include models/human/animation/human_unarmed.tik
  967.  
  968.         // Level-specific scripted animations
  969.  
  970.         // More scripted animations
  971.         $include models/human/animation/scripted/scientist.tik
  972.     }
  973.  
  974.     // Run through the exploding building (Senn)
  975.     includes m6l3c
  976.     {
  977.         $include models/human/animation/human_grenade.tik
  978.         $include models/human/animation/human_mp44.tik
  979.         $include models/human/animation/human_rifle.tik
  980.         $include models/human/animation/human_mp40.tik
  981.         $include models/human/animation/human_unarmed.tik
  982.  
  983.         // Level-specific scripted animations
  984.  
  985.         // More scripted animations
  986.         $include models/human/animation/scripted/scientist.tik
  987.     }
  988.  
  989.     // End level (Senn)
  990.     includes m6l3e
  991.     {
  992.         $include models/human/animation/human_grenade.tik
  993.         $include models/human/animation/human_thompson.tik
  994.         $include models/human/animation/human_rifle.tik
  995.         $include models/human/animation/human_unarmed.tik
  996.         $include models/human/animation/human_mp40.tik
  997.         $include models/human/animation/human_mp44.tik
  998.  
  999.         // Level-specific scripted animations
  1000.  
  1001.         // More scripted animations
  1002.     }
  1003.  
  1004.  
  1005.  
  1006. animations // Now list all of the animations that appear in every single level, and any special commands for them
  1007. {
  1008.  
  1009.     //=============================================================================================
  1010.     //=============================================================================================
  1011.     //
  1012.     //    Generic animations
  1013.     //
  1014.     //=============================================================================================
  1015.     //=============================================================================================
  1016.  
  1017.     // (Radiant looks for the animation called "idle" to use as its default.)
  1018.     idle                    idle/generic_idle_a01(loop).skc
  1019.  
  1020.     // Now put the real animations
  1021.  
  1022.     point                    misc/point.skc
  1023.  
  1024.     
  1025.     // Grenade returning animations
  1026.     grenade_return            weapon_grenade/grenade_return.skc
  1027.     {
  1028.         server
  1029.         {
  1030.             2    weaponcommand mainhand attachtohand offhand
  1031.             4    attachgrenade                    // attach this actor's enemy grenade
  1032.             18    detachgrenade                    // throw the grenade
  1033.             27    weaponcommand mainhand attachtohand mainhand
  1034.         }
  1035.     }
  1036.  
  1037.     grenade_kick_left        weapon_grenade/grenade_kick_left.skc    autosteps_run
  1038.     grenade_kick            weapon_grenade/grenade_kick.skc            autosteps_run
  1039.     {
  1040.         server
  1041.         {
  1042.             4    detachgrenade
  1043.         }
  1044.     }
  1045.     grenade_kick_right        weapon_grenade/grenade_kick_right.skc    autosteps_run
  1046.     grenade_kick_scripted    weapon_grenade/grenade_kick.skc        // used for a plain kick
  1047.  
  1048.     // Cowering when there's no way to escape from the grenade
  1049.     grenade_cower            alert/grenade_cower.skc
  1050.     grenade_cower_loop        alert/grenade_cower_loop.skc
  1051.  
  1052.     // Suicidal dive onto a grenade to protect friends
  1053.     diveongrenade            alert/diveongrenade.skc
  1054.     diveongrenade_death        alert/diveongrenade_death.skc
  1055.  
  1056.     //Ladder//
  1057.  
  1058.     ladder_up_getoff        misc/ladderup_getoff.skc            // Not used
  1059.     ladder_up_geton            misc/ladderup_geton.skc                // Not used
  1060.     ladder_up_lefthand        misc/ladderup_lefthand.skc            // Not used
  1061.     ladder_up_righthand        misc/ladderup_righthand.skc            // Not used
  1062.     ladder_down_getoff        misc/ladderdown_getoff.skc            // Not used
  1063.     ladder_down_geton        misc/ladderdown_geton.skc            // Not used
  1064.     ladder_down_lefthand    misc/ladderdown_lefthand.skc        // Not used
  1065.     ladder_down_righthand    misc/ladderdown_righthand.skc        // Not used
  1066.     ladder_slide            misc/ladder_slide.skc                // Not used
  1067.  
  1068.  
  1069.     //Walks & Runs//
  1070.     
  1071.     
  1072.     scared_run_intro01        walks_runs/scared_run_intro.skc        weight 1    autosteps_run
  1073.     scared_run_intro02        walks_runs/scared_run_intro_b.skc    weight 5    autosteps_run
  1074.     scared_run_intro03        walks_runs/scared_run_intro_c.skc    weight 3    autosteps_run
  1075.  
  1076.     walk_injured_forward    walks_runs/walk_injured.skc                autosteps_walk
  1077.     walk_injured_back        walks_runs/walk_injured.skc                autosteps_walk
  1078.     walk_injured_left        walks_runs/walk_injured.skc                autosteps_walk
  1079.     walk_injured_right    walks_runs/walk_injured.skc                autosteps_walk
  1080.     walk_injured_step            walks_runs/walk_injured_step.skc    autosteps_walk
  1081.  
  1082.     walk_bored_back            walks_runs/boredw_back.skc        autosteps_walk    // Not used
  1083.     walk_bored_left            walks_runs/boredw_leftside.skc    autosteps_walk    // Not used
  1084.     walk_bored_right        walks_runs/boredw_rightside.skc    autosteps_walk    // Not used
  1085.     walk_bored_forward        walks_runs/boredwalk.skc        autosteps_walk    // Not used
  1086.  
  1087.  
  1088.     //Idle Animations//
  1089.  
  1090.     atease                    idle/atease.skc                        // Not used?
  1091.     chatter01                idle/chatter01.skc                    // Not used
  1092.     chatter02                idle/chatter02.skc                    // Not used
  1093.     chatter03                idle/chatter03.skc                    // Not used
  1094.     chatter04                idle/chatter04.skc                    // Not used
  1095.     american_salute                misc/salute.skc    
  1096.  
  1097.     // Pickup Obj
  1098.  
  1099.     pickup_obj                scripted/pickup_obj/pickup_table.skc
  1100.     
  1101.     // Pass_obj
  1102.  
  1103.     pass_obj01                scripted/pickup_obj/passgun_01.skc
  1104.     {
  1105.         server
  1106.         {
  1107.              0    attachmodel models/weapons/silencedpistol.tik tag_weapon_left
  1108.         }
  1109.     }
  1110.     pass_obj02                scripted/pickup_obj/passgun_02.skc
  1111.     {
  1112.         server
  1113.         {
  1114.             enter    removeattachedmodel tag_weapon_left
  1115.         }
  1116.     }
  1117.     pass_obj_idle            scripted/pickup_obj/pass_canteen_idle.skc
  1118.  
  1119.     pass_canteen_start        scripted/pickup_obj/pass_canteen.skc
  1120.     {
  1121.         server
  1122.         {
  1123.              0    attachmodel models/miscobj/canteen.tik tag_weapon_left
  1124.         }
  1125.     }
  1126.     pass_canteen_idle            scripted/pickup_obj/pass_canteen_idle.skc
  1127.     pass_canteen_end            scripted/pickup_obj/pass_canteen_end.skc
  1128.     {
  1129.         server
  1130.         {
  1131.             enter    removeattachedmodel tag_weapon_left
  1132.         }
  1133.     }
  1134.  
  1135.     pass_canteen_drink        scripted/pickup_obj/pass_canteen_drink.skc
  1136.     {
  1137.         client
  1138.             {
  1139.                 first sound drink
  1140.             }
  1141.         server
  1142.         {
  1143.             4    attachmodel models/miscobj/canteen.tik tag_weapon_left
  1144.             47    removeattachedmodel tag_weapon_left
  1145.         }
  1146.     }
  1147.  
  1148.     // Smoking
  1149.  
  1150.     smoking01                scripted/smoking/lightup.skc    
  1151.     {
  1152.         server
  1153.         {
  1154.             first    removeattachedmodel "Bip01 L Finger11"    
  1155.             16    attachmodel models/items/cigarette.tik "Bip01 L Finger11" 1 1
  1156.         }
  1157.     }
  1158.     smoking02                scripted/smoking/firstinhale.skc
  1159.     {
  1160.         server
  1161.         {
  1162.             last    attachmodel models/emitters/breath_emitter.tik "Bip01 Head"    1 1
  1163.         }
  1164.     }
  1165.  
  1166.     smoking03                scripted/smoking/inhale.skc
  1167.     {
  1168.         server
  1169.         {
  1170.             last    attachmodel models/emitters/breath_emitter.tik "Bip01 Head"    1 1
  1171.         }
  1172.     }
  1173.     smoking04                scripted/smoking/buttout.skc
  1174.     {
  1175.         server
  1176.         {
  1177.             21    removeattachedmodel "Bip01 L Finger11"    
  1178.         }
  1179.         client
  1180.         {
  1181.             21 tagspawn "Bip01 L Finger11"
  1182.             (
  1183.                 spawnrange 512                    // Visibility distance for created object
  1184.                 count 1                        // How many to create
  1185.                 model models/items/cigarette.tik 
  1186.                 scale 1.0
  1187.                 velocity 50                    // Velocity in x-axis of spawn bone
  1188.                 randvel range 15 30 crandom 15 range 2 10    // x, y, z random
  1189.                 friction 2 // 1 kills 2/3 vel per sec
  1190.                 emitterangles 0 0 0                // Aligns object to emitter
  1191.                 avelocity -200  -500 0                // Angular velocity, p, y, r
  1192.                 accel 0 0 -600                    // Acceleration, x, y, z
  1193.                 life 2.0                    // How long it lasts before removal
  1194.                 fadedelay 1.7                    // How long to wait before beginning to fade
  1195.                 collision                    // Turns collision on
  1196.                 bouncefactor 0.0                // How high to bounce.  Also turns collision on.
  1197.             )
  1198.  
  1199.         }
  1200.     }
  1201.  
  1202.     smoking05                scripted/smoking/throwaway.skc
  1203.       {
  1204.         server
  1205.         {
  1206.             21    removeattachedmodel "Bip01 L Finger11"
  1207.             
  1208.         }
  1209.         client
  1210.         {
  1211.             21 tagspawn "Bip01 L Finger11"
  1212.             (
  1213.                 spawnrange 512                    // Visibility distance for created object
  1214.                 count 1                        // How many to create
  1215.                 model models/items/cigarette.tik 
  1216.                 scale 1.0
  1217.                 velocity 50                    // Velocity in x-axis of spawn bone
  1218.                 randvel range 15 30 crandom 15 range 2 10    // x, y, z random
  1219.                 friction 2 // 1 kills 2/3 vel per sec
  1220.                 emitterangles 0 0 0                // Aligns object to emitter
  1221.                 avelocity -200  -500 0                // Angular velocity, p, y, r
  1222.                 accel 0 0 -600                    // Acceleration, x, y, z
  1223.                 life 2.0                    // How long it lasts before removal
  1224.                 fadedelay 1.7                    // How long to wait before beginning to fade
  1225.                 collision                    // Turns collision on
  1226.                 bouncefactor 0.0                // How high to bounce.  Also turns collision on.
  1227.             )
  1228.  
  1229.         }
  1230.     }
  1231.     // Face versions:
  1232.     smoking_lightup_face        scripted/smoking/lightupMORPH.skc
  1233.     smoking_firstinhale_face    scripted/smoking/firstinhaleMORPH.skc
  1234.     smoking_inhale_face            scripted/smoking/inhaleMORPH.skc
  1235.     smoking_buttout_face        scripted/smoking/buttoutMORPH.skc
  1236.     
  1237.     // Basic idle animations - calm, not doing anything except possibly talking.
  1238.     generic_stand_bored_a01        idle/generic_idle_a01(loop).skc        weight 2
  1239.     generic_stand_bored_a02        idle/generic_idle_a02(weight_shift).skc    weight 1 dontrepeate
  1240.     generic_stand_bored_b        idle/generic_idle_b.skc        
  1241.     
  1242.  
  1243.     //Misc//
  1244.  
  1245.     kick_door_left                misc/kick_door_left.skc        autosteps_run    // Not used
  1246.     kick_door_right                misc/kick_door_right.skc    autosteps_run    // Not used
  1247.     kick_door_straight            misc/kick_door_straight.skc    autosteps_run    // Not used
  1248.  
  1249.  
  1250.     //Facial Idle//
  1251.  
  1252.     facial_idle_panic            misc/PANICidle.skc
  1253.     facial_idle_worry            misc/PANICidle.skc    //GONE!!!
  1254.     facial_idle_fear            misc/TERRORidle.skc    //RENAME!!!
  1255.     facial_idle_neutral01        misc/NEUTRALidle01.skc            random
  1256.     facial_idle_neutral02        misc/NEUTRALidle02.skc            random
  1257.     facial_idle_dead            misc/DEADidle.skc
  1258.     facial_idle_anger            misc/ANGERidle.skc    
  1259.     facial_idle_determined        misc/DETERMINEDidle.skc   //for reject state
  1260.     facial_idle_disgust            misc/DISGUSTidle.skc    // for betrayed state
  1261.     facial_idle_smile            misc/SMILEidle.skc    //for impressed and appeased state
  1262.  
  1263.     facial_idle_alert            misc/ALERTidle.skc 
  1264.     facial_idle_curious            misc/CURIOUSidle.skc
  1265.  
  1266.     face_aiming                    misc/AIMINGidle.skc
  1267.  
  1268.     face_attack01                misc/ATTACKidle01.skc            random
  1269.     face_attack02                misc/ATTACKidle02.skc            random
  1270.     face_attack03                misc/ATTACKidle03.skc            random
  1271.     face_attack04                misc/ATTACKidle04.skc            random
  1272.     face_attack05                misc/ATTACKidle05.skc            random
  1273.     face_attack05                misc/HITidle02.skc            random
  1274.  
  1275.  
  1276.     face_hit01                    misc/HITidle01.skc            random
  1277.     {
  1278.         client
  1279.         {
  1280.                            
  1281.             first sound Ang_004a   
  1282.         }
  1283.     }
  1284.  
  1285.     face_hit02                    misc/HITidle02.skc            random
  1286.     {
  1287.         client
  1288.         {
  1289.                            
  1290.             first sound Ang_007a   
  1291.         }
  1292.     }
  1293.  
  1294.     head_idle_interrogate        misc/INTERROGATEidle.skc   //for questioning of player in disguise mode
  1295.  
  1296.  
  1297.     ///////////////
  1298.     //Death
  1299.     ///////////////
  1300.     // Fall to knees and then forward.
  1301.     death_fall_to_knees        deaths/death_fall_to_knees.skc
  1302.     {
  1303.         client
  1304.         {
  1305.             6  bodyfall   //knees
  1306.             24 bodyfall   //face
  1307.         }
  1308.         server
  1309.         {
  1310.             25 pophelmet
  1311.         }
  1312.  
  1313.     }
  1314.     // Weak-looking slow falling back animation.  Doesn't look very dead...
  1315.     death_fall_back            deaths/death_fall_back.skc
  1316.     {    
  1317.         client
  1318.         {
  1319.             13 bodyfall    .7 //butt
  1320.             14 bodyfall       //back
  1321.             last bodyfall    .1 //feet
  1322.         }
  1323.     }
  1324.     // Flies back (too far?), legs go up.
  1325.     death_backgrenade        deaths/death_backgrenade.skc
  1326.     {
  1327.         client
  1328.         {
  1329.             7  bodyfall //back
  1330.             15  bodyfall .3//right leg
  1331.             17 bodyfall  .3//left leg
  1332.         }
  1333.         server
  1334.         {
  1335.             9 pophelmet
  1336.         }
  1337.     }
  1338.     // Shot in chest, reaches up with right hand, falls to hands and knees and dies.
  1339.     death_chest                deaths/death_chest.skc
  1340.     {    
  1341.         client
  1342.         {
  1343.             9 bodyfall  .8 //knees
  1344.             last bodyfall  .1
  1345.         }
  1346.     }
  1347.     // Falls back (1-2 meters) clutching neck.
  1348.     death_choke                deaths/death_choke.skc        
  1349.     {
  1350.         client
  1351.         {
  1352.             4 bodyfall //back
  1353.         }
  1354.     }
  1355.     // Shot in crotch/stomach, fall kind of sideways.
  1356.     death_crotch            deaths/stomach_death.skc
  1357.     {    
  1358.         client
  1359.         {
  1360.             25 bodyfall
  1361.         }
  1362.     }
  1363.     // Fall/fly forward from a crouching position.  Could also work for running death.  Very simple.    
  1364.     death_frontcrouch        deaths/death_frontcrouch.skc
  1365.     {
  1366.         client
  1367.         {
  1368.             2  bodyfall //face
  1369.         }
  1370.     }
  1371. // Identical to death_frontchoke.
  1372. //    death_gassing            deaths/death_gassing.skc
  1373. //    {
  1374. //        client
  1375. //        {
  1376. //            10 bodyfall //face
  1377. //            22 bodyfall //face
  1378. //        }
  1379. //    }
  1380.     // Fly about 18 feet in the air.
  1381.     death_grenade_high            deaths/death_grenade.skc
  1382.     {
  1383.         client
  1384.         {
  1385.             8  bodyfall
  1386.             9  bodyfall
  1387.             12 bodyfall //back
  1388.         }
  1389.     }
  1390.     // Fall to knees and then flat, execution-style.  Good for headshots.
  1391.     death_headpistol        deaths/death_headpistol.skc
  1392.     {
  1393.         client
  1394.         {
  1395.             9 bodyfall     .6 //knees
  1396.             19 bodyfall    //face
  1397.         }
  1398.     }
  1399.     // Actually a running death.  Looks good for shot in the back of the head.
  1400.     death_head_flyforward            deaths/death_run03.skc
  1401.     {
  1402.         client
  1403.         {
  1404.             3 bodyfall      //face
  1405.             6 bodyfall .05  //Left Leg
  1406.             7 bodyfall .05  //Right Leg
  1407.         }
  1408.     }
  1409.     // Die while moving forward fast.
  1410.     death_run01                deaths/death_run01.skc                random
  1411.     {
  1412.         client
  1413.         {
  1414.             3  bodyfall    .5//knees
  1415.             7  bodyfall //face
  1416.         }
  1417.     }
  1418.     // Die while moving forward fast.
  1419.     death_run02                deaths/death_run02.skc                random
  1420.     {
  1421.         client
  1422.         {
  1423.             7  bodyfall    //knees
  1424.             
  1425.         }    
  1426.     }
  1427.     // Die while moving forward fast.
  1428.     death_run03                deaths/death_run03.skc                random
  1429.     {
  1430.         client
  1431.         {
  1432.             3 bodyfall      //face
  1433.             6 bodyfall .05  //Left Leg
  1434.             7 bodyfall .05  //Right Leg
  1435.         }
  1436.     }
  1437.     // Fly about 6 feet in the air.
  1438.     death_mortar_flip        deaths/death_mortar_flip.skc            //used in d-day, lands in water, 
  1439.                                                     //not sure if its used anywhere else
  1440.     {
  1441.         client
  1442.         {
  1443.             6 bodyfall 5 //back
  1444.             7 bodyfall   //feet
  1445.         }
  1446.         server
  1447.         {
  1448.             7 pophelmet
  1449.         }
  1450.  
  1451.     }
  1452.     death_mortar_high        deaths/death_mortar_high.skc
  1453.     {
  1454.         client
  1455.         {
  1456.             15 bodyfall 5 //back
  1457.             20 bodyfall   //back
  1458.         }
  1459.     }
  1460.     death_mortar_medium        deaths/death_mortar_medium.skc
  1461.     {
  1462.         client
  1463.         {
  1464.             11 bodyfall 5 //back
  1465.             12 bodyfall   //feet
  1466.             15 bodyfall   //back
  1467.         }
  1468.     }
  1469.     death_mortar_twist        deaths/death_mortar_twist.skc
  1470.     {    
  1471.         client
  1472.         {
  1473.             6 bodyfall  5
  1474.             8 bodyfall .4
  1475.         }
  1476.     }
  1477.     // Flies back a meter or two, lands, legs go in the air
  1478.     death_back1                deaths/back_death01.skc                random
  1479.     {
  1480.         client
  1481.         {
  1482.             8  bodyfall //back
  1483.             24  bodyfall .2 //Right Leg
  1484.             30  bodyfall .2 //Left Leg
  1485.         }
  1486.     }
  1487.     // Flies back a meter or so, lands, legs go in the air a little
  1488.     death_back2                deaths/back_death02.skc                random
  1489.     {
  1490.         client
  1491.         {
  1492.             8 bodyfall     //back
  1493.             13 bodyfall .3 //Right Leg
  1494.             17 bodyfall .2 //Left leg
  1495.         }
  1496.     }
  1497.     // Flies back a meter or so, lands.  Very fast.
  1498.     death_back3                deaths/death_back3.skc                random
  1499.     {
  1500.         client
  1501.         {
  1502.             7 bodyfall //back
  1503.             9 bodyfall .2
  1504.             11 bodyfall .2
  1505.         }
  1506.     }
  1507.     // Fall/fly left and slightly back, 1-2 meters.  Looks like it's a bit slow.
  1508.     death_left                deaths/death_left.skc
  1509.     {
  1510.         client
  1511.         {
  1512.             11 bodyfall //back
  1513.         }
  1514.     }
  1515.     // Fall/fly right and slightly back, 1-2 meters.  Looks like it's a bit slow.
  1516.     death_right                deaths/death_right.skc
  1517.     {
  1518.         client
  1519.         {
  1520.             12 bodyfall //back
  1521.         }
  1522.     }
  1523. // Identical to death_grenade
  1524. //    death_up_grenade        deaths/death_upgrenade.skc
  1525. //    {
  1526. //        client
  1527. //        {
  1528. //            7 bodyfall     //back
  1529. //            13 bodyfall .5 //feet
  1530. //            
  1531. //        }
  1532. //    }
  1533.  
  1534.  
  1535.     ///////////////
  1536.     //Additional Deaths
  1537.     ///////////////
  1538.  
  1539.     // Hit hard in face or lower back.  Good for shotgun to upper chest or face.
  1540.     death_knockedup                deaths/death_knockedup.skc
  1541.     {
  1542.         client
  1543.         {
  1544.             8 bodyfall
  1545.         }
  1546.     }
  1547.     // Fly about 6 feet in the air.  Very floppy and dead-looking.  Nice.
  1548.     death_grenade01            deaths/grenade_death.skc    random
  1549.     {
  1550.         client
  1551.         {
  1552.             7 bodyfall     //back
  1553.             13 bodyfall .5 //feet
  1554.             
  1555.         }
  1556.         server
  1557.         {
  1558.             14 pophelmet
  1559.         }
  1560.  
  1561.     }
  1562.     // Fly about 6 feet in the air.  Lands with one arm intersecting the ground, might be meant to land in water (dday animation)
  1563.     death_grenade02        deaths/death_mortar_flip.skc    random         
  1564.     {
  1565.         client
  1566.         {
  1567.             6 bodyfall 5 //back
  1568.             7 bodyfall   //feet
  1569.         }
  1570.         server
  1571.         {
  1572.             7 pophelmet
  1573.         }
  1574.  
  1575.     }
  1576.     // Choking, fall forward.  Very painfull...
  1577.     death_frontchoke        deaths/death_gassing02.skc
  1578.     {
  1579.         client
  1580.         {
  1581.             10 bodyfall //face
  1582.             22 bodyfall //face
  1583.         }
  1584.     }
  1585.     // Slowly fall forward while spinning to the left (counter-clockwise)
  1586.     death_twist                deaths/death_twist.skc
  1587.     {
  1588.         client
  1589.         {
  1590.             14 bodyfall //face
  1591.             18 bodyfall //face
  1592.         }
  1593.         server
  1594.         {
  1595.             14 pophelmet
  1596.         }
  1597.  
  1598.     }
  1599.     // Fall to knees and then sideways.  Instant death sort of thing.
  1600.     death_collapse            deaths/death_collapse.skc
  1601.     {
  1602.         client
  1603.         {
  1604.             7 bodyfall //face
  1605.             18 bodyfall //face
  1606.         }
  1607.         server
  1608.         {
  1609.             18 pophelmet
  1610.         }
  1611.  
  1612.     }
  1613.     // Collapse and fall back & right.  Good for headshots most likely.
  1614.     death_shoot                deaths/death_shoot.skc
  1615.     {
  1616.         client
  1617.         {
  1618.             13 bodyfall //face
  1619.             18 bodyfall //face
  1620.         }
  1621.     }
  1622.     death_prone                deaths/death_prone1.skc
  1623.     {
  1624.         client
  1625.         {
  1626.             7 bodyfall //face
  1627.         }
  1628.         server
  1629.         {
  1630.             7 pophelmet
  1631.         }
  1632.  
  1633.     }
  1634.     
  1635. ///////////////////////////////////////////////////////////////////////////////////////////////////////
  1636. // Animations that should be in other files
  1637. ///////////////////////////////////////////////////////////////////////////////////////////////////////
  1638.  
  1639.  
  1640.     wall_indicateleft        weapon_mp40/cornering/mp40_wall_indicateleft_right.skc
  1641.     wall_indicateright        weapon_mp40/cornering/mp40_wall_indicateright_right.skc
  1642.  
  1643.     pull_alarm                misc/pull_alarm.skc    
  1644. //    opel_driver                misc/opel_driver.skc    
  1645.  
  1646.     drophedge01                scripted/moving_hedge/drophedge01.skc
  1647.     drophedge02                scripted/moving_hedge/drophedge02.skc
  1648.     drophedge03                scripted/moving_hedge/drophedge03.skc
  1649.     hidehedge01                scripted/moving_hedge/hidehedge01.skc
  1650.     hidehedge02                scripted/moving_hedge/hidehedge02.skc
  1651.     hidehedge03                scripted/moving_hedge/hidehedge03.skc
  1652.     lifthedge01                scripted/moving_hedge/lifthedge02.skc
  1653.     lifthedge02                scripted/moving_hedge/lifthedge02.skc
  1654.     lifthedge03                scripted/moving_hedge/lifthedge03.skc
  1655.     returnhedge01            scripted/moving_hedge/returnhedge01.skc    autosteps_walk
  1656.     returnhedge02            scripted/moving_hedge/returnhedge02.skc    autosteps_walk
  1657.     returnhedge03            scripted/moving_hedge/returnhedge03.skc    autosteps_walk
  1658.     walkhedge01                scripted/moving_hedge/walkhedge01.skc    autosteps_walk
  1659.     walkhedge02                scripted/moving_hedge/walkhedge02.skc    autosteps_walk
  1660.     walkhedge03                scripted/moving_hedge/walkhedge03.skc    autosteps_walk
  1661.  
  1662. //    1stguard                scripted/prisoners/1stguard.skc
  1663. //    1stprisoner                scripted/prisoners/1stprisoner.skc
  1664. //    2ndguard                scripted/prisoners/2ndguard.skc
  1665. //    2ndprisoner                scripted/prisoners/2ndprisoner.skc
  1666.  
  1667. //    drivergetvisa            scripted/visa/drivergetvisa.skc
  1668. //    driverkillvisa            scripted/visa/driverkillvisa.skc
  1669. //    guardgetvisa            scripted/visa/guardgetvisa.skc
  1670. //    guardtalkvisa            scripted/visa/guardtalkvisa.skc
  1671. //    passengergetvisa            scripted/visa/passengergetvisa.skc
  1672. //    passengerkillvisa            scripted/visa/passengerkillvisa.skc
  1673.  
  1674.     
  1675.     // Pushing
  1676.     
  1677.     push_intro                scripted/push/push_intro.skc    autosteps_walk
  1678.     push_loop                scripted/push/push_loop.skc        autosteps_walk
  1679.     cart_push                scripted/push/crate_push.skc    autosteps_walk
  1680.  
  1681.  
  1682.     //Vehicle and Artillery//
  1683.  
  1684. // Opel truck stuff moved to opeltruck.tik
  1685. //    opel_passenger1            vehicle_artillery/opel_passenger1.skc
  1686. //    opel_passenger2            vehicle_artillery/opel_passenger2.skc
  1687. //    opel_passenger3            vehicle_artillery/opel_passenger3.skc
  1688. //    opel_passenger4            vehicle_artillery/opel_passenger4.skc
  1689. //    opel_passenger5            vehicle_artillery/opel_passenger5.skc
  1690. //    opel_passenger6            vehicle_artillery/opel_passenger6.skc
  1691. //    opel_still_passenger1    vehicle_artillery/opel_still_passenger1.skc
  1692. //    opel_still_passenger2    vehicle_artillery/opel_still_passenger2.skc
  1693. //    opel_still_passenger3    vehicle_artillery/opel_still_passenger3.skc
  1694. //    opel_still_passenger4    vehicle_artillery/opel_still_passenger4.skc
  1695. //    opel_still_passenger5    vehicle_artillery/opel_still_passenger5.skc
  1696. //    opel_still_passenger6    vehicle_artillery/opel_still_passenger6.skc
  1697.     halftrack_passenger1    vehicle_artillery/halftrack_passenger1.skc
  1698.     halftrack_passenger2    vehicle_artillery/halftrack_passenger2.skc
  1699.     halftrack_passenger3    vehicle_artillery/halftrack_passenger3.skc
  1700.     halftrack_passenger4    vehicle_artillery/halftrack_passenger4.skc
  1701.     halftrack_passenger5    vehicle_artillery/halftrack_passenger5.skc
  1702.     halftrack_passenger6    vehicle_artillery/halftrack_passenger6.skc
  1703. //    tankentry_front            vehicle_artillery/tank_entry02.skc
  1704. //    tankentry_side            vehicle_artillery/tank_entry01.skc
  1705. //    tankexit_side            vehicle_artillery/tank_exit.skc
  1706.  
  1707.  
  1708.     //Dog and Handler//
  1709.  
  1710.     handler_discipline        dog_animation/handler_discipline.skc
  1711.     handler_release            dog_animation/handler_release.skc
  1712.     handler_stop            dog_animation/handler_stop.skc
  1713.     handler_walk            dog_animation/handler_walk.skc            autosteps_walk
  1714.     handler_walk_back        dog_animation/handler_walk_back.skc        autosteps_walk
  1715.     handler_walk_right        dog_animation/handler_walk_right.skc    autosteps_walk
  1716.     handler_walk_left        dog_animation/handler_walk_left.skc        autosteps_walk
  1717.  
  1718.  
  1719. ///////////////////////////////////////////////////////////////////////////////////////////////////////
  1720. // Animations that should be deleted
  1721. ///////////////////////////////////////////////////////////////////////////////////////////////////////
  1722.  
  1723.     $path models/human/protoanimations
  1724.  
  1725. //    aim_rifle                idle_rifle.skc            // Protoanimations...
  1726. //    run_hunch_rifle            jog_crouch_rifle.skc    // Protoanimations...
  1727. //    crouch_rifle            idle_crouch_rifle.skc    // Protoanimations...
  1728.  
  1729.     $path models/human/animation
  1730.  
  1731.     // The aim leg stance is a leg animation that provides the bottom half for the
  1732.     // upper body aiming, shooting, reloading and changing weapon animations.
  1733.     // NOTE: This should be replaced with one per weapon in individual weapon tik files
  1734.     // under "xxx_stand_alert_legs"
  1735. //    aim_leg_stance            misc/aim_leg_stance.skc
  1736.  
  1737.     $path models/human/protoanimations
  1738.  
  1739. //    walk_rifle                walk_rifle.skc            autosteps_walk    // Protoanimations...
  1740. //    idle_crouch_rifle        idle_crouch_rifle.skc    autosteps_walk    // Protoanimations...
  1741.  
  1742.     $path models/human/animation
  1743.  
  1744. //    run_pistol_action        walks_runs/run_pistol_action.skc        autosteps_run
  1745. //    run_rifle_action        walks_runs/run_rifle_action.skc            autosteps_run
  1746. //    run_pistol                walks_runs/run_pistol.skc                autosteps_run
  1747. //    run_injured                walks_runs/run_injured.skc                autosteps_run
  1748. //    run_injured_back        walks_runs/run_injured_back.skc            autosteps_run
  1749. //    run_injured_left        walks_runs/run_injured_left.skc            autosteps_run
  1750. //    run_injured_right        walks_runs/run_injured_right.skc        autosteps_run
  1751. //    run_injured_step        walks_runs/run_injured_step.skc            autosteps_run
  1752.  
  1753.     runfire_back            walks_runs/runfire_back.skc                autosteps_run
  1754.     runfire_back_left        walks_runs/runfire_backleft.skc            autosteps_run
  1755.     runfire_back_right        walks_runs/runfire_backright.skc        autosteps_run
  1756.     runfire_forward            walks_runs/runfire_forward.skc            autosteps_run
  1757.     runfire_still            walks_runs/runfire_inplace.skc            autosteps_run
  1758.     runfire_left            walks_runs/runfire_left.skc                autosteps_run
  1759.     runfire_right            walks_runs/runfire_right.skc            autosteps_run
  1760.  
  1761.     $path models/human/protoanimations
  1762.  
  1763. //    walk_back_rifle            walk_back_rifle.skc    autosteps_walk    // Protoanimations...
  1764.  
  1765.     $path models/human/animation
  1766.  
  1767. //    walk_alert_backdown        walks_runs/alertw_backdown.skc            autosteps_walk
  1768. //    walk_alert_backward        walks_runs/alertw_backward.skc            autosteps_walk
  1769. //    walk_alert_backwardup    walks_runs/alertw_backwardup.skc        autosteps_walk
  1770. //    walk_alert_forward        walks_runs/alertw_forward.skc            autosteps_walk
  1771. //    walk_alert_forwarddown    walks_runs/alertw_forwarddown.skc        autosteps_walk
  1772. //    walk_alert_forwardup    walks_runs/alertw_forwardup.skc            autosteps_walk
  1773. //    walk_alert_left90        walks_runs/alertw_left.skc                autosteps_walk
  1774. //    walk_alert_right90        walks_runs/alertw_right.skc                autosteps_walk
  1775. //    walk_alert_still        walks_runs/alertw_still.skc                autosteps_walk
  1776.  
  1777. //    jog_crouch_back            walks_runs/crouchjog_back.skc            autosteps_run
  1778. //    jog_crouch_backdown        walks_runs/crouchjog_backdown.skc        autosteps_run
  1779. //    jog_crouch_backup        walks_runs/crouchjog_backup.skc            autosteps_run
  1780. //    jog_crouch_forward        walks_runs/crouchjog_forward.skc        autosteps_run
  1781. //    jog_crouch_forwarddown    walks_runs/crouchjog_forwarddown.skc    autosteps_run
  1782. //    jog_crouch_left            walks_runs/crouchjog_left.skc            autosteps_run
  1783. //    jog_crouch_leftdown        walks_runs/crouchjog_leftdown.skc        autosteps_run
  1784. //    jog_crouch_leftup        walks_runs/crouchjog_leftup.skc            autosteps_run
  1785. //    jog_crouch_right        walks_runs/crouchjog_right.skc            autosteps_run
  1786. //    jog_crouch_rightdown    walks_runs/crouchjog_rightdown.skc        autosteps_run
  1787. //    jog_crouch_rightup        walks_runs/crouchjog_rightup.skc        autosteps_run
  1788.  
  1789.     walk_crouch_back        walks_runs/crouchw_back.skc                autosteps_walk
  1790. //    walk_crouch_backdown    walks_runs/crouchw_backdown.skc            autosteps_walk
  1791. //    walk_crouch_backup        walks_runs/crouchw_backup.skc            autosteps_walk
  1792.     walk_crouch_forward        walks_runs/crouchw_forward.skc            autosteps_walk
  1793. //    walk_crouch_forwarddown    walks_runs/crouchw_forwarddown.skc        autosteps_walk
  1794.     walk_crouch_left        walks_runs/crouchw_left.skc                autosteps_walk
  1795. //    walk_crouch_leftdown    walks_runs/crouchw_leftdown.skc            autosteps_walk
  1796. //    walk_crouch_leftup        walks_runs/crouchw_leftup.skc            autosteps_walk
  1797.     walk_crouch_right        walks_runs/crouchw_right.skc            autosteps_walk
  1798. //    walk_crouch_rightdown    walks_runs/crouchw_rightdown.skc        autosteps_walk
  1799. //    walk_crouch_rightup        walks_runs/crouchw_rightup.skc            autosteps_walk
  1800.  
  1801. //    walk_alert_backdown        walks_runs/alertw_backdown.skc            autosteps_walk
  1802. //    walk_alert_back            walks_runs/alertw_backward.skc            autosteps_walk
  1803. //    walk_alert_backup        walks_runs/alertw_backwardup.skc        autosteps_walk
  1804. //    walk_alert_forward        walks_runs/alertw_forward.skc            autosteps_walk
  1805. //    walk_alert_forwarddown    walks_runs/alertw_forwarddown.skc        autosteps_walk
  1806. //    walk_alert_forwardup    walks_runs/alertw_forwardup.skc            autosteps_walk
  1807. //    walk_alert_left            walks_runs/alertw_left.skc                autosteps_walk
  1808. //    walk_alert_leftdown        walks_runs/alertw_leftdown.skc            autosteps_walk
  1809. //    walk_alert_leftup        walks_runs/alertw_leftup.skc            autosteps_walk
  1810. //    walk_alert_right        walks_runs/alertw_right.skc                autosteps_walk
  1811. //    walk_alert_rightdown    walks_runs/alertw_rightdown.skc            autosteps_walk
  1812. //    walk_alert_rightup        walks_runs/alertw_rightup.skc            autosteps_walk
  1813.  
  1814. //    idle_alert                walks_runs/alertw_still.skc
  1815.  
  1816. //    walk_rifle_crouch_back        walks_runs/riflec_walkback.skc                    autosteps_walk
  1817. //    walk_rifle_crouch_forward    weapon_rifle/walks_runs/riflec_walkforward.skc    autosteps_walk
  1818. //    walk_rifle_crouch_left        walks_runs/riflec_walkleft.skc                    autosteps_walk
  1819. //    walk_rifle_crouch_right        walks_runs/riflec_walkright.skc                    autosteps_walk
  1820.  
  1821.     $path models/human/protoanimations
  1822.  
  1823. //    walk_back_crouch_rifle        walk_back_crouch_rifle.skc    autosteps_walk    // Protoanimations...
  1824. //    walk_crouch_rifle            walk_crouch_rifle.skc        autosteps_walk    // Protoanimations...
  1825. //    walk_left_crouch_rifle        walk_left_crouch_rifle.skc    autosteps_walk    // Protoanimations...
  1826. //    walk_right_crouch_rifle        walk_right_crouch_rifle.skc    autosteps_walk    // Protoanimations...
  1827.  
  1828.     $path models/human/animation
  1829. }
  1830.  
  1831.