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.
320 lines
13 KiB
Text
320 lines
13 KiB
Text
// ZOMBIE.MDS
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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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// Last Changes:
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// 14.09.00 Keine JumpUps
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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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Model ("Zom")
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{
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MeshAndTree ("Zom_Body.ASC" DONT_USE_MESH)
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registerMesh ("Zom_Body.ASC")
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aniEnum
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{
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//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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//
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// Bewegungs-Modi
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//
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//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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// ---------------------------------------------------------------------------------------------------------------
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// RUN-Mode
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ani ("s_FistRun" 1 "s_FistRun" 0.1 0.1 MI. "Zom_Ambient_A01.asc" F 0 49)
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ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Zom_Run_A01.asc" F 1 24 )
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{
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*eventSFXGrnd (10 "Run" )
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*eventSFXGrnd (15 "Run" )
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}
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ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.1 M. "Zom_Run_A01.asc" F 25 45 )
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{
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*eventSFX (26 "ZOM_AMBIENT" EMPTY_SLOT )
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*eventSFXGrnd (33 "Run" )
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*eventSFXGrnd (45 "Run" )
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}
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ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Zom_Run_A01.asc" F 46 54 )
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{
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*eventSFXGrnd (53 "Run" )
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}
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aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.2 0.2)
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ani ("t_FistJumpB" 1 "s_FistRun" 0.1 0.1 M. "Zom_JumpB_M01.asc" F 1 29 )
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// ---------------------------------------------------------------------------------------------------------------
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// WALK-Mode
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ani ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 MI. "Zom_Ambient_A01.asc" F 0 49)
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{
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*eventSFX (1 "ZOM_AMBIENT" EMPTY_SLOT )
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}
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ani ("t_FistWalk_2_FistWalkl" 1 "s_FistWalkL" 0.0 0.0 M. "Zom_Walk_A02.asc" F 1 24 )
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ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Zom_Walk_A02.asc" F 25 46 )
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{
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*eventSFX (26 "ZOM_AMBIENT" EMPTY_SLOT )
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*eventSFXGrnd (30 "Run" )
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*eventSFXGrnd (42 "Run" )
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}
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ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Zom_Walk_A02.asc" F 47 54 )
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aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.2 0.2)
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aniAlias ("t_FistWalk_2_FistWalkBL" 1 "s_FistWalkBL" 0.1 0.0 M. "t_FistWalkL_2_FistWalk" R)
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aniAlias ("s_FistWalKBL" 1 "s_FistWalkBL" 0.1 0.1 M. "s_FistWalkL" R)
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aniAlias ("t_FistWalkBL_2_FistWalk" 1 "s_FistWalk" 0.0 0.1 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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// ---------------------------------------------------------------------------------------------------------------
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// TURNING
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ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.1 0.1 M. "Zom_TurnL_M01.asc" F 0 24)
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{
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*eventSFXGrnd (6 "Turn")
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// *eventSFXGrnd (12 "Run")
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*eventSFXGrnd (18 "Turn")
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// *eventSFXGrnd (24 "Run")
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}
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ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.1 0.1 M. "Zom_TurnR_M01.asc" F 0 24)
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{
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*eventSFXGrnd (6 "Turn")
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// *eventSFXGrnd (12 "Run")
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*eventSFXGrnd (18 "Turn")
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// *eventSFXGrnd (24 "Run")
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}
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aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.1 0.1 M. "t_FistRunTurnL" F)
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aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.1 0.1 M. "t_FistRunTurnR" F)
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// ---------------------------------------------------------------------------------------------------------------
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// STRAFING
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ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.0 0.0 M. "Zom_StrafeL_M01.asc" F 0 45)
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{
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// *eventSFXGrnd (5 "Run")
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// *eventSFXGrnd (13 "Run")
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*eventSFXGrnd (22 "Turn")
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// *eventSFXGrnd (26 "Run")
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*eventSFX (1 "ZOM_AMBIENT" EMPTY_SLOT )
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}
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ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.0 0.0 M. "Zom_StrafeR_M01.asc" F 0 45)
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{
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// *eventSFXGrnd (5 "Run")
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// *eventSFXGrnd (13 "Run")
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*eventSFXGrnd (22 "Turn")
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// *eventSFXGrnd (26 "Run")
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*eventSFX (1 "ZOM_AMBIENT" EMPTY_SLOT )
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}
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aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.0 0.0 M. "t_FistRunStrafeL" F)
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aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.0 0.0 M. "t_FistRunStrafeR" F)
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// ---------------------------------------------------------------------------------------------------------------
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// TRANSITIONS
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aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.2 0.2)
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aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.2 0.2)
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aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.2 0.2)
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aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.2 0.2)
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//////////////////////////
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// STUMBLE
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//////////////////////////
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ani ("t_Stumble" 1 "" 0.1 0.1 M. "Zom_Stumble_M01.asc" F 0 25)
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{
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*eventSFX (1 "ZOM_HURT" EMPTY_SLOT )
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}
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ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Zom_StumbleB_M01.asc" F 0 25)
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{
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*eventSFX (1 "ZOM_HURT" EMPTY_SLOT )
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}
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// ---------------------------------------------------------------------------------------------------------------
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// JUMP
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ani ("t_Stand_2_JumpUpLow" 1 "s_JumpUpLow" 0.1 0.0 M. "Zom_JumpUpLow_M01.asc" F 1 8)
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ani ("s_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.3 0.3 MF "Zom_JumpUpLow_M01.asc" F 8 10)
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ani ("t_JumpUpLow_2_Stand" 1 "" 0.0 0.1 MF "Zom_JumpUpLow_M01.asc" F 10 69)
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// ---------------------------------------------------------------------------------------------------------------
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// FALL
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ani ("s_FallDn" 1 "s_FallDn" 0.1 0.1 MF "Zom_FallDn_M01.asc" F 0 0)
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ani ("t_FallDn_2_Stand" 1 "" 0.0 0.1 M. "Zom_FallDn_M01.asc" F 1 46)
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{
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*eventSFX (5 "M_FALL_SMALL" EMPTY_SLOT )
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}
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ani ("t_FallDn_2_Fall" 1 "s_Fall" 0.1 0.1 MF "Zom_Fallen_M01.asc" F 1 7)
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ani ("s_Fall" 1 "s_Fall" 0.0 0.0 MF "Zom_Fallen_M01.asc" F 8 8)
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ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Zom_Fallen_M01.asc" F 9 34)
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{
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*eventSFX (12 "M_FALL_SMALL" EMPTY_SLOT )
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}
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ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Zom_Fallen_M01.asc" F 35 35)
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ani ("t_Fallen_2_Stand" 1 "" 0.0 0.1 M. "Zom_Fallen_M01.asc" F 36 194 FPS:15)
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ani ("t_FallBDn_2_FallB" 1 "s_FallB" 0.1 0.1 MF "Zom_FallenB_M01.asc" F 1 7)
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ani ("s_FallB" 1 "s_FallB" 0.0 0.0 MF "Zom_FallenB_M01.asc" F 8 8)
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ani ("t_FallB_2_FallenB" 1 "s_FallenB" 0.0 0.0 M. "Zom_FallenB_M01.asc" F 9 24)
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ani ("s_FallenB" 1 "s_FallenB" 0.0 0.0 M. "Zom_FallenB_M01.asc" F 25 25)
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ani ("t_FallenB_2_Stand" 1 "" 0.0 0.1 M. "Zom_FallenB_M01.asc" F 26 84 FPS:15)
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// ---------------------------------------------------------------------------------------------------------------
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// DIE
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ani ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "Zom_Dead_A01.asc" F 1 109 FPS:15)
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{
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*eventSFX (1 "ZOM_DIE" EMPTY_SLOT )
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*eventPFX (1 1 "MFX_DESTROYUNDEAD_SOUL_BACK" "BIP01 SPINE2" ATTACH )
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*eventPFX (10 2 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 L Hand" ATTACH )
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*eventPFX (15 3 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 R Hand" ATTACH )
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*eventPFX (20 4 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 L Foot" ATTACH )
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*eventPFX (25 5 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 R Foot" ATTACH )
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*eventPFX (30 6 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 Head" ATTACH )
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*eventPFX (35 7 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 L UpperArm" ATTACH )
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*eventSFX (33 "M_FALL_SMALL" EMPTY_SLOT )
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*eventPFX (40 8 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 R UpperArm" ATTACH )
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*eventPFX (45 9 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01" ATTACH )
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}
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ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Zom_Dead_A01.asc" F 110 110)
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ani ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "Zom_DeadB_M01.asc" F 1 159 FPS:15)
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{
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*eventSFX (2 "ZOM_DIE" EMPTY_SLOT )
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*eventPFX (1 1 "MFX_DESTROYUNDEAD_SOUL_BACK" "BIP01 SPINE2" ATTACH )
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*eventPFX (10 2 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 L Hand" ATTACH )
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*eventPFX (20 3 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 R Hand" ATTACH )
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*eventPFX (30 4 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 L Foot" ATTACH )
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*eventSFX (34 "M_FALL_SMALL" EMPTY_SLOT )
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*eventPFX (40 5 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 R Foot" ATTACH )
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*eventPFX (50 6 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 Head" ATTACH )
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*eventPFX (60 7 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 L UpperArm" ATTACH )
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*eventPFX (70 8 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 R UpperArm" ATTACH )
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*eventPFX (80 9 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01" ATTACH )
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*eventPFX (120 1 "MFX_DESTROYUNDEAD_SOUL_BACK" "BIP01 SPINE2" ATTACH )
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}
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ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Zom_DeadB_M01.asc" F 160 160)
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// ---------------------------------------------------------------------------------------------------------------
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// DOWN
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ani ("t_DOWN" 1 "s_Down" 0.0 0.0 M. "Zom_Down_A01.asc" F 1 5)
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ani ("s_DOWN" 1 "s_Down" 0.0 0.0 M. "Zom_Down_A01.asc" F 5 5)
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// ---------------------------------------------------------------------------------------------------------------
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// RISE
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ani ("t_Rise" 1 "" 0.3 0.3 M. "Zom_Dead_A01.asc" R 1 110)
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// ---------------------------------------------------------------------------------------------------------------
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//////////////////////////
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// LOOK / WHIRL
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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 . "Zom_Look_A01.asc" F 0 0)
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ani ("c_look_2" 9 "" 0.0 0.0 . "Zom_Look_A01.asc" F 1 1)
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ani ("c_look_3" 9 "" 0.0 0.0 . "Zom_Look_A01.asc" F 2 2)
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ani ("c_look_4" 9 "" 0.0 0.0 . "Zom_Look_A01.asc" F 3 3)
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ani ("c_look_5" 9 "" 0.0 0.0 . "Zom_Look_A01.asc" F 4 4)
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ani ("c_look_6" 9 "" 0.0 0.0 . "Zom_Look_A01.asc" F 5 5)
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ani ("c_look_7" 9 "" 0.0 0.0 . "Zom_Look_A01.asc" F 6 6)
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ani ("c_look_8" 9 "" 0.0 0.0 . "Zom_Look_A01.asc" F 7 7)
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ani ("c_look_9" 9 "" 0.0 0.0 . "Zom_Look_A01.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" 0.0 0.0 M. "Zom_WhirlL_M01.asc" F 1 20)
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// WhirlAround CW
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ani ("t_surprise_CW" 1 "s_surprise" 0.0 0.0 M. "Zom_WhirlR_M01.asc" F 1 20)
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// Surprise
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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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// ATTACK
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//////////////////////////
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ani ("s_FistAttack" 1 "" 0.0 0.0 M. "Zom_Attack_Jue01.asc" F 1 29)
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{
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*eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND")
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*eventTag (0 "DEF_OPT_FRAME" "18")
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*eventTag (0 "DEF_HIT_END" "29")
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*eventTag (0 "DEF_WINDOW" "18 29")
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// *eventTag (0 "DEF_DIR" "O")
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*eventSFX (10 "ZOM_ATTACK" EMPTY_SLOT )
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}
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// w<>hrend des Laufens zuschlagen
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ani ("t_FistAttackMove" 2 "" 0.2 0.2 M. "Zom_AttackMove_M01.asc" F 1 29)
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{
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*eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND")
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*eventTag (0 "DEF_OPT_FRAME" "18")
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*eventSFX (10 "ZOM_ATTACK" EMPTY_SLOT )
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}
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// Paraden
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aniAlias ("t_FistParadeJumpB" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
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aniAlias ("t_FistParade_0" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
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// aniAlias ("t_FistParade_U" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
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// aniAlias ("t_FistParade_L" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
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// aniAlias ("t_FistParade_R" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
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//////////////////////////
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// SCRIPTS
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//////////////////////////
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ani ("t_Perception" 2 "" 0.1 0.1 M. "Zom_Perception_M01.asc" F 1 100 FPS:15)
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ani ("t_Warn" 1 "" 0.1 0.1 M. "Zom_Warn_M01.asc" F 1 50 FPS:15)
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{
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*eventSFX (1 "ZOM_WARN" EMPTY_SLOT )
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}
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aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "t_Perception" F)
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aniAlias ("r_Roam2" 2 "" 0.1 0.1 M. "t_Perception" F)
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aniAlias ("r_Roam3" 2 "" 0.1 0.1 M. "t_Perception" F)
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///////////////////////
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// MAGIC VICTIMS
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///////////////////////
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// Feuerschaden allgemein, z.B. Fireball ...
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// aniAlias ("s_Fire_Victim" 1 "s_Fire_Victim" 0.0 0.0 M. "s_FallDn" F)
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// Lightning, Chainlightning, Thunderbolt, Thunderball
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aniAlias ("t_Stand_2_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "s_FallDn" F)
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aniAlias ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "s_FallDn" F)
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// IceCube, IceWave
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ani ("t_Stand_2_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Zom_StumbleB_M01.asc" F 1 3)
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ani ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Zom_StumbleB_M01.asc" F 4 4)
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// Whirlwind
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aniAlias ("t_Stand_2_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.1 0.0 M. "t_Stand_2_Freeze_Victim" F )
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aniAlias ("s_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.0 0.0 M. "s_Freeze_Victim" F )
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// kein Sleep Victim
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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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}
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