Cleaned up the mess, at this time, only viable data get synced (_work directory for Gothic-data, miranda for mdc-scripts. Need to symlink files to a working directory.
507 lines
21 KiB
Text
507 lines
21 KiB
Text
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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// Last Changes:
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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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Model ("Scavenger")
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{
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meshAndTree ("Sca_Body.asc" DONT_USE_MESH)
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registerMesh ("Sca_Body.ASC")
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RegisterMesh ("Sc2_Body.ASC")
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aniEnum
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{
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modelTag ("DEF_HIT_LIMB" "BIP01 PONYTAIL1")
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//////////////////////////
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// BEWEGUNGEN
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//////////////////////////
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//////////////////
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// RUN
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//////////////////
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// Ambient
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ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Sca_Ambient_KS_01.asc" F 0 30)
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{
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*eventSFX (2 "GSC_AMBIENT_SHORT" EMPTY_SLOT )
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}
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// Start Running
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ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.1 0.0 M. "Sca_Run_KS_01.asc" F 1 8)
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// Cycle
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ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Sca_Run_KS_01.asc" F 9 34)
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{
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*eventSFX (10 "GSC_AMBIENT_SHORT" EMPTY_SLOT )
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*eventSFXGrnd (20 "Run" )
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*eventSFXGrnd (33 "Run" )
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}
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// End Running
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ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.1 M. "Sca_Run_KS_01.asc" F 35 64 )
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{
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*eventSFXGrnd (36 "Run" )
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*eventSFXGrnd (48 "Sneak" )
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}
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ani ("t_FistRunR_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Sca_Run_KS_01.asc" F 47 64 )
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{
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*eventSFXGrnd (48 "Run" )
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}
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// Backwards
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ani ("t_FistJumpB" 1 "s_FistRun" 0.1 0.1 M. "sca_jumpB_hor_01.asc" F 0 18 FPS:25)
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{
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*eventSFXGrnd (10 "Run" )
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*eventSFXGrnd (15 "Sneak" )
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//*eventTag (0 "DEF_PAR_FRAME" "1 23") // Parade Frames
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}
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// Turning
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ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.1 0.1 M. "Sca_Turn_Jue00.ASC" F 0 24)
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{
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*eventSFXGrnd (6 "Turn" )
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*eventSFXGrnd (18 "Turn" )
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}
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ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.1 0.1 M. "Sca_Turn_Jue00.ASC" F 25 49)
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{
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*eventSFXGrnd (30 "Turn" )
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*eventSFXGrnd (42 "Turn" )
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}
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//////////////////
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// WALK
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//////////////////
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// Ambient
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aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "s_FistRun" F)
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// Start Walking
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ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.1 M. "Sca_Walk_KS_01.asc" F 1 12)
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// Walk-Cycle
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ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Sca_Walk_KS_01.asc" F 13 65 FPS:15)
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{
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*eventSFXGrnd (19 "Run" )
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*eventSFXGrnd (46 "Run" )
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}
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// End Walking
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ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Sca_Walk_KS_01.asc" F 66 108 FPS:15)
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{
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*eventSFXGrnd (76 "Run" )
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*eventSFXGrnd (96 "Sneak" )
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}
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aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.2 0.2)
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// Backward Walk
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aniAlias ("t_FistWalk_2_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.2 M. "t_FistWalkL_2_FistWalk" R)
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aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R)
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aniAlias ("t_FistWalkBL_2_FistWalk" 1 "s_FistWalk" 0.2 0.2 M. "t_FistWalk_2_FistWalkL" R)
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aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.2 0.2)
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// Turning
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aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.1 0.1 M. "t_FistRunTurnL" )
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aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.1 0.1 M. "t_FistRunTurnR" )
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/////////////////
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// TRANSITIONS MOVEMENT MODES
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/////////////////
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// Walk <-> Run
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aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk")
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aniBlend ("t_FistWalk_2_FistRun" "s_FistRun")
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aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.1 0.1)
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ani ("t_FistRunL_2_FistWalkL" 1 "s_FistWalkL" 0.1 0.1 M. "Sca_RunToWalk_KS_01.asc" F 1 24)
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{
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*eventSFXGrnd (10 "Run" )
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*eventSFXGrnd (17 "Sneak" )
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}
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/////////////////
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// JUMP / STRAFING
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//////////////////
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// Jump
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ani ("t_Stand_2_Jump" 1 "s_Jump" 0.1 0.0 M. "Sca_JumpForward_KS_01.asc" F 1 20)
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ani ("s_Jump" 1 "s_Jump" 0.0 0.0 MF "Sca_JumpForward_KS_01.asc" F 21 21)
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ani ("t_Jump_2_Stand" 1 "" 0.0 0.1 M. "Sca_JumpForward_KS_01.asc" F 22 35)
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{
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*eventSFXGrnd (23 "Run" )
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*eventSFXGrnd (26 "Sneak" )
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}
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ani ("t_FistRunL_2_Jump" 1 "s_Jump" 0.2 0.1 M. "Sca_RunToJump_KS_01.asc" F 9 23)
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aniAlias ("t_FistRunR_2_Jump" 1 "s_Jump" 0.2 0.0 M. "t_FistRunL_2_Jump" F)
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aniBlend ("t_Jump_2_FistRunL" "s_FistRunL" 0.2 0.2)
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// JumpUpLow
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ani ("t_Stand_2_JumpUpLow" 1 "s_JumpUpLow" 0.1 0.0 M. "Sca_JumpUpLow_M01.asc" F 1 8)
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ani ("s_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.0 0.0 MF "Sca_JumpUpLow_M01.asc" F 8 12)
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ani ("t_JumpUpLow_2_Stand" 1 "" 0.0 0.1 MF "Sca_JumpUpLow_M01.asc" F 12 30)
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{
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*eventSFXGrnd (14 "Run" )
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*eventSFXGrnd (16 "Sneak" )
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}
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// Strafing
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ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.0 0.1 M. "sca_strafel_hor.ASC" F 0 19)
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{
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*eventSFX (1 "GSC_AMBIENT_SHORT" EMPTY_SLOT )
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*eventSFXGrnd (14 "Turn" )
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// *eventSFXGrnd (16 "Turn" )
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}
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ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.0 0.1 M. "sca_strafer_hor.ASC" F 0 19)
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{
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*eventSFX (1 "GSC_AMBIENT_SHORT" EMPTY_SLOT )
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*eventSFXGrnd (14 "Turn" )
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// *eventSFXGrnd (16 "Turn" )
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}
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aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.0 0.1 M. "t_FistRunStrafeL" F)
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aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.0 0.1 M. "t_FistRunStrafeR" F)
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aniAlias ("t_WalkWStrafeL" 1 "t_WalkWStrafeL" 0.0 0.1 M. "t_FistRunStrafeL" F)
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aniAlias ("t_WalkWStrafeR" 1 "t_WalkWStrafeR" 0.0 0.1 M. "t_FistRunStrafeR" F)
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//////////////////////////
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// FALL
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//////////////////////////
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// FallDn
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aniBlend ("t_Jump_2_FallDn" "s_FallDn" 0.0 0.2)
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ani ("s_FallDn" 1 "s_FallDn" 0.1 0.1 MF "Sca_FallDn_M01.asc" F 7 7)
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// Landen und stehenbleiben
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ani ("t_FallDn_2_Stand" 1 "" 0.0 0.1 M. "Sca_FallDn_M01.asc" F 8 29)
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{
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*eventSFXGrnd (9 "Run" )
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*eventSFX (15 "M_FALL_SMALL" EMPTY_SLOT )
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}
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// wenn Falltiefe zu tief um unbeschadet auf den F<><46>en zu landen
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aniBlend ("t_FallDn_2_Fall" "s_Fall" 0.5 0.5)
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aniBlend ("t_FallDn_2_FallB" "s_FallB" 0.5 0.5)
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// Bei s-Fall und s_FallB "fliegt" die Figur durch die Luft.
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// Bei s_Fallen + s_FallenB liegt der Spieler flach. Soll solange liegen bleiben bis eine CURSORTASTE gedr<64>ckt wird
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ani ("s_Fall" 1 "s_Fall" 0.2 0.1 MF "Sca_Fallen_M01.asc" F 0 0)
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ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 MF "Sca_Fallen_M01.asc" F 1 29)
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{
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*eventSFX (7 "M_FALL_SMALL" EMPTY_SLOT )
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}
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ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Sca_Fallen_M01.asc" F 30 30)
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ani ("t_Fallen_2_Stand" 1 "" 0.0 0.2 M. "Sca_Fallen_M01.asc" F 31 46)
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aniAlias ("s_FallB" 1 "s_FallB" 0.1 0.0 MF "s_Fall" F)
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aniAlias ("t_FallB_2_FallenB" 1 "s_FallenB" 0.0 0.0 MF "t_Fall_2_Fallen" F)
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aniAlias ("s_FallenB" 1 "s_FallenB" 0.0 0.0 M. "s_Fallen" F)
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aniAlias ("t_FallenB_2_Stand" 1 "" 0.0 0.2 M. "t_Fallen_2_Stand " F)
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//////////////////////////
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// UMSEHEN / ZEIGEN
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//////////////////////////
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// LOOK Autoaiming
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// Seitenwinkel: +/- 60<36> H<>henwinkel: +/- 45<34>
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ani ("c_look_1" 9 "" 0.0 0.0 . "Sca_Look_KS_01.asc" F 0 0)
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ani ("c_look_2" 9 "" 0.0 0.0 . "Sca_Look_KS_01.asc" F 1 1)
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ani ("c_look_3" 9 "" 0.0 0.0 . "Sca_Look_KS_01.asc" F 2 2)
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ani ("c_look_4" 9 "" 0.0 0.0 . "Sca_Look_KS_01.asc" F 3 3)
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ani ("c_look_5" 9 "" 0.0 0.0 . "Sca_Look_KS_01.asc" F 4 4)
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ani ("c_look_6" 9 "" 0.0 0.0 . "Sca_Look_KS_01.asc" F 5 5)
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ani ("c_look_7" 9 "" 0.0 0.0 . "Sca_Look_KS_01.asc" F 6 6)
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ani ("c_look_8" 9 "" 0.0 0.0 . "Sca_Look_KS_01.asc" F 7 7)
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ani ("c_look_9" 9 "" 0.0 0.0 . "Sca_Look_KS_01.asc" F 8 8)
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aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 9)
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// WhirlAround CCW
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ani ("t_surprise_CCW" 1 "s_surprise" 0.2 0.2 M. "Sca_Whirl.asc" F 1 14)
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{
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}
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// WhirlAround CW
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aniAlias ("t_surprise_CW" 1 "s_surprise" 0.2 0.2 M. "t_surprise_CCW" R)
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aniAlias ("s_surprise" 1 "s_surprise" 0.1 0.1 M. "s_FistRun" F)
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//////////////////////////
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// STUMBLE / SLIDE / FALL
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//////////////////////////
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// Stumble
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ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Sca_StumbleB_KS01.asc" F 1 11)
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{
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*eventSFX (1 "GSC_HURT" EMPTY_SLOT )
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*eventSFXGrnd (8 "Run" )
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*eventSFXGrnd (10 "Sneak" )
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}
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ani ("t_Stumble" 1 "" 0.1 0.1 M. "Sca_Stumbleforeward_KS_01.asc" F 0 15)
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{
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*eventSFX (1 "GSC_HURT" EMPTY_SLOT )
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*eventSFXGrnd (9 "Run" )
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*eventSFXGrnd (11 "Sneak" )
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}
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//////////////////////////
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// SWIM - DIVE - WWALK
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//////////////////////////
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// -------------------------------------------------------------------------------------------------------------------------------------
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// WALKWATER
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// ---------------------------------------------------------------------------------------------------------------------------------
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// Forward
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// -----------------------------------------------------------------------------------------------------------------------------
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// Ambient -> Loop
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aniAlias ("t_Walk_2_WalkWL" 1 "s_WalkWL" 0.1 0.0 M. "t_FistWalk_2_FistWalkL" F)
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// -----------------------------------------------------------------------------------------------------------------------------
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// Loop
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aniAlias ("s_WalkWL" 1 "s_WalkWL" 0.0 0.0 M. "s_FistWalkL" F)
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// -----------------------------------------------------------------------------------------------------------------------------
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// Loop -> Ambient
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aniAlias ("t_WalkWL_2_Walk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" F)
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aniBlend ("t_WalkWR_2_Walk" "s_FistWalk" 0.1 0.1)
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// ---------------------------------------------------------------------------------------------------------------------------------
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// Backward
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// -----------------------------------------------------------------------------------------------------------------------------
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// Ambient -> Loop
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aniAlias ("t_Walk_2_WalkWBL" 1 "s_WalkWBL" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" R)
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// -----------------------------------------------------------------------------------------------------------------------------
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// Loop
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aniAlias ("s_WalkWBL" 1 "s_WalkWBL" 0.0 0.0 M. "s_FistWalkL" R)
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// -----------------------------------------------------------------------------------------------------------------------------
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// Loop -> Ambient
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aniAlias ("t_WalkWBL_2_Walk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" R)
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aniBlend ("t_WalkWBR_2_Walk" "s_FistWalk" 0.1 0.1)
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// -------------------------------------------------------------------------------------------------------------------------------------
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// SWIM
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// -----------------------------------------------------------------------------------------------------------------------------
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// Ambient
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ani ("s_Swim" 1 "s_Swim" 0.0 0.0 M. "Sca_SwimAmbient_A01.asc" F 1 39 FPS:10)
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// ---------------------------------------------------------------------------------------------------------------------------------
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// Forward
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// -----------------------------------------------------------------------------------------------------------------------------
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// Ambient -> Loop
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aniBlend ("t_Swim_2_SwimF" "s_SwimF")
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// -----------------------------------------------------------------------------------------------------------------------------
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// Loop
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ani ("s_SwimF" 1 "s_SwimF" 0.0 0.0 M. "Sca_Swim_Jue01.asc" F 6 23)
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// -----------------------------------------------------------------------------------------------------------------------------
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// Loop -> Ambient
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aniBlend ("t_SwimF_2_Swim" "s_Swim")
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// ---------------------------------------------------------------------------------------------------------------------------------
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// Backward
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// -----------------------------------------------------------------------------------------------------------------------------
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// Ambient -> Loop
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aniBlend ("t_Swim_2_SwimB" "s_SwimB")
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// -----------------------------------------------------------------------------------------------------------------------------
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// Loop
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ani ("s_SwimB" 1 "s_SwimB" 0.0 0.0 M. "Sca_Swim_Jue01.asc" R 6 23)
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// -----------------------------------------------------------------------------------------------------------------------------
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// Loop -> Ambient
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aniBlend ("t_SwimB_2_Swim" "s_Swim")
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///////////////////////////////////
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// TRANSITIONS WATER MOVE MODES
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///////////////////////////////////
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aniAlias ("t_WalkWL_2_RunL" 1 "" 0.0 0.1 M. "s_FistWalkL" F)
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ani ("t_WalkWL_2_SwimF" 1 "s_SwimF" 0.1 0.1 MF "Sca_Walk2Swim_M01.asc" F 1 4)
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ani ("t_SwimF_2_WalkWL" 1 "s_WalkWL" 0.1 0.1 MF "Sca_Walk2Swim_M01.asc" F 6 9)
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//////////////////////////
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// DIVE
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//////////////////////////
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// -----------------------------------------------------------------------------------------------------------------------------
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// Ambient
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ani ("s_Dive" 1 "s_Dive" 0.0 0.0 MF "Sca_DiveAmbient_KS_01.asc" F 0 39 FPS:10)
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// ---------------------------------------------------------------------------------------------------------------------------------
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// Forward
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// -----------------------------------------------------------------------------------------------------------------------------
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// Ambient -> Loop
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aniBlend ("t_Dive_2_DiveF" "s_DiveF" )
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// -----------------------------------------------------------------------------------------------------------------------------
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// Loop
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ani ("s_DiveF" 1 "s_DiveF" 0.0 0.1 MF "Sca_Dive_A01.asc" F 1 39)
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// -----------------------------------------------------------------------------------------------------------------------------
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// Loop -> Ambient
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aniBlend ("t_DiveF_2_Dive" "s_Dive" )
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ani ("t_FallDn_2_Dive" 1 "s_Dive" 0.0 0.0 M. "Sca_Drown_M01.asc" F 1 29)
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ani ("t_Swim_2_Dive" 1 "s_Dive" 0.0 0.0 M. "Sca_SwimToDiveToSwim_KS_01.asc" F 1 19)
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aniAlias ("t_SwimF_2_Dive" 1 "s_Dive" 0.1 0.1 MF "t_Swim_2_Dive" F)
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///////////////////
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// TURNING
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///////////////////
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// WALKWATER
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aniAlias ("t_WalkWTurnL" 20 "t_WalkWTurnL" 0.0 0.0 M. "t_FistRunTurnL" F)
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aniAlias ("t_WalkWTurnR" 20 "t_WalkWTurnR" 0.0 0.0 M. "t_FistRunTurnR" F)
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// SWIM
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ani ("t_SwimTurnL" 20 "t_SwimTurnL" 0.1 0.1 M. "Sca_SwimTurn_L_Jue00_fr24.ASC" F 1 23)
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ani ("t_SwimTurnR" 20 "t_SwimTurnR" 0.1 0.1 M. "Sca_SwimTurn_R_Jue00_fr24.ASC" F 1 23)
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// DIVE
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ani ("t_DiveTurnL" 20 "t_DiveTurnL" 0.1 0.1 M. "Sca_DiveTurnL_A01.asc" F 1 24)
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ani ("t_DiveTurnR" 20 "t_DiveTurnR" 0.1 0.1 M. "Sca_DiveTurnR_A01.asc" F 1 24)
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//////////////////////////
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// DIE / DIE_B / DROWN
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//////////////////////////
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// ---------------------------------------------------------------------------------------------------------------------------------
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// DEAD
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ani ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "Sca_dieback_KS_01.asc" F 1 39)
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{
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*eventSFX (1 "GSC_DIE" EMPTY_SLOT )
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*eventPFX (5 1 "BFX_Scavenger_Dead" "BIP01" ATTACH )
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*eventSFX (20 "M_FALL_SMALL" EMPTY_SLOT )
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}
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ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Sca_dieback_KS_01.asc" F 40 40)
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// ---------------------------------------------------------------------------------------------------------------------------------
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// DEADB
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ani ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "Sca_DeadB_M03.asc" F 1 32)
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{
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||
*eventSFX (1 "GSC_DIE" EMPTY_SLOT )
|
||
*eventPFX (5 1 "BFX_Scavenger_Dead" "BIP01" ATTACH )
|
||
*eventSFX (23 "M_FALL_SMALL" EMPTY_SLOT )
|
||
}
|
||
|
||
ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Sca_DeadB_M03.asc" F 33 33)
|
||
|
||
// ---------------------------------------------------------------------------------------------------------------------------------
|
||
// DROWN
|
||
ani ("t_Dive_2_Drowned" 1 "s_Drowned" 0.0 0.0 M. "Sca_Drown_KS_01.asc" F 1 59)
|
||
ani ("s_Drowned" 1 "s_Drowned" 0.0 0.0 M. "Sca_Drown_KS_01.asc" F 60 60)
|
||
|
||
|
||
//////////////////////////
|
||
// Kampf / Zuschnappen
|
||
//////////////////////////
|
||
ani ("s_FistAttack" 1 "" 0.0 0.0 M. "Sca_Attack_M01.asc" F 1 19)
|
||
{
|
||
*eventTag (0 "DEF_HIT_LIMB" "Bip01 PONYTAIL1")
|
||
*eventTag (0 "DEF_OPT_FRAME" "12")
|
||
*eventTag (0 "DEF_HIT_END" "19")
|
||
*eventTag (0 "DEF_WINDOW" "12 19")
|
||
// *eventTag (0 "DEF_DIR" "O")
|
||
*eventSFX (2 "GSC_ATTACK" EMPTY_SLOT )
|
||
}
|
||
// w<>hrend des Laufens zuschlagen
|
||
ani ("t_FistAttackMove" 2 "" 0.2 0.2 M. "Sca_AttackMove_M01.asc" F 1 23)
|
||
{
|
||
*eventTag (0 "DEF_HIT_LIMB" "Bip01 PONYTAIL1")
|
||
*eventTag (0 "DEF_OPT_FRAME" "15")
|
||
*eventSFX (2 "GSC_ATTACK" EMPTY_SLOT )
|
||
}
|
||
|
||
// Paraden
|
||
|
||
aniAlias ("t_FistParadeJumpB" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
|
||
aniAlias ("t_FistParade_0" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
|
||
// aniAlias ("t_FistParade_U" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
|
||
// aniAlias ("t_FistParade_L" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
|
||
// aniAlias ("t_FistParade_R" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
|
||
|
||
|
||
//////////////////////////
|
||
// SCRIPT / RANDOM
|
||
//////////////////////////
|
||
ani ("t_Perception" 2 "" 0.0 0.0 M. "Sca_Perception_M01.asc" F 1 74 FPS:15)
|
||
{
|
||
*eventSFX (5 "GSC_SHAKEHEAD" EMPTY_SLOT )
|
||
*eventSFXGrnd (18 "Sneak" )
|
||
*eventSFXGrnd (73 "Sneak" )
|
||
}
|
||
ani ("t_Warn" 2 "" 0.1 0.1 M. "Sca_Warn_M01.asc" F 0 50 FPS:15)
|
||
{
|
||
*eventSFX (1 "GSC_WARN" EMPTY_SLOT )
|
||
}
|
||
//---------------------------------------------------------------------------------------------------------------------------------
|
||
ani ("t_Stand_2_Sleep" 1 "s_Sleep" 0.0 0.0 M. "Sca_Sleep_M01.asc" F 1 39 FPS:15)
|
||
ani ("s_Sleep" 1 "s_Sleep" 0.0 0.0 M. "Sca_Sleep_M01.asc" F 40 76 FPS:5)
|
||
ani ("t_Sleep_2_Stand" 1 "" 0.0 0.0 M. "Sca_Sleep_M01.asc" F 77 109 FPS:15)
|
||
//---------------------------------------------------------------------------------------------------------------------------------
|
||
ani ("t_Stand_2_Eat" 1 "s_Eat" 0.0 0.0 M. "Sca_PickGround_M01.asc" F 1 44 FPS:15)
|
||
ani ("s_Eat" 1 "s_Eat" 0.0 0.0 M. "Sca_PickGround_M01.asc" F 45 144 FPS:15)
|
||
{
|
||
*eventSFX (67 "CS_IHL_ST_SA" EMPTY_SLOT )
|
||
*eventSFX (76 "CS_IHL_ST_SA" EMPTY_SLOT )
|
||
*eventSFX (88 "CS_IHL_ST_SA" EMPTY_SLOT )
|
||
*eventSFX (97 "GSC_SLURPDOWN" EMPTY_SLOT )
|
||
}
|
||
ani ("t_Eat_2_Stand" 1 "" 0.0 0.0 M. "Sca_PickGround_M01.asc" F 145 158 FPS:15)
|
||
//---------------------------------------------------------------------------------------------------------------------------------
|
||
ani ("r_lookcurious" 2 "" 0.2 0.2 M. "Sca_attackstandrandom_KS_01.asc" F 0 30 FPS:15)
|
||
ani ("r_shakehead" 2 "" 0.3 0.3 M. "Sca_stumblebackrandom_KS_01.asc" F 0 50 )
|
||
{
|
||
*eventSFX (4 "GSC_SHAKEHEAD" EMPTY_SLOT )
|
||
}
|
||
ani ("r_pickfly" 2 "" 0.2 0.2 M. "Sca_Pick_KS_01.asc" F 1 51 )
|
||
{
|
||
*eventSFX (18 "SCA_FLY" EMPTY_SLOT )
|
||
*eventSFX (35 "GSC_SLURPDOWN" EMPTY_SLOT )
|
||
}
|
||
ani ("r_scratch" 2 "" 0.2 0.2 M. "Sca_Scratch_KS_01.asc" F 1 33 FPS:15)
|
||
{
|
||
*eventSFX (9 "SCRATCH" EMPTY_SLOT )
|
||
*eventSFX (22 "SCRATCH" EMPTY_SLOT )
|
||
}
|
||
ani ("r_Happy" 2 "" 0.1 0.1 M. "Sca_Happy_KS_01.asc" F 1 51 FPS:15)
|
||
{
|
||
*eventSFX (2 "GSC_GACKER" EMPTY_SLOT )
|
||
}
|
||
|
||
// ***************************************************************************************
|
||
// MM DAYCYCLE
|
||
// ***************************************************************************************
|
||
aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "r_Happy" F)
|
||
aniAlias ("r_Roam2" 2 "" 0.1 0.1 M. "r_shakehead" F)
|
||
aniAlias ("r_Roam3" 2 "" 0.1 0.1 M. "r_pickfly" F)
|
||
// ***************************************************************************************
|
||
|
||
///////////////////////
|
||
// MAGIC VICTIMS
|
||
///////////////////////
|
||
|
||
// Feuerschaden allgemein, z.B. Fireball, Pyrokinesis, ...
|
||
aniAlias ("s_Fire_Victim" 1 "s_Fire_Victim" 0.0 0.0 M. "s_Lightning_Victim" F)
|
||
|
||
// Lightning, Chainlightning, Thunderbolt, Thunderball
|
||
ani ("t_Stand_2_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Sca_VicLightning_M02.asc" F 0 7)
|
||
ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Sca_VicLightning_M02.asc" F 7 45)
|
||
|
||
// IceCube, IceWave
|
||
ani ("t_Stand_2_Freeze_Victim" 1 "s_Freeze_Victim" 0.1 0.0 M. "Sca_StumbleB_KS01.asc" F 1 3)
|
||
ani ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Sca_StumbleB_KS01.asc" F 4 4)
|
||
|
||
// Whirlwind
|
||
aniAlias ("t_Stand_2_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.1 0.0 M. "t_Stand_2_Freeze_Victim" F )
|
||
aniAlias ("s_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.0 0.0 M. "s_Freeze_Victim" F )
|
||
|
||
|
||
// Sleep Victim
|
||
aniAlias ("t_Stand_2_Victim_Sle" 1 "s_Victim_Sle" 0.1 0.0 M. "t_Stand_2_Sleep" F)
|
||
aniAlias ("s_Victim_Sle" 1 "s_Victim_Sle" 0.0 0.0 M. "s_Sleep" F)
|
||
aniAlias ("t_Victim_Sle_2_Stand" 1 "" 0.0 0.2 M. "t_Sleep_2_Stand" F)
|
||
|
||
}
|