SDEF // // The file declaration section // path models/pl_blade scale 1.15 blade_base.sbm blade_base.tga blade_base_dam.tga // // Declare the animation types and files // // special animations pose1 blade_idle1.SAM frontflip blade_frontflip.sam dive blade_dive.sam backflip blade_backflip.sam rollleft blade_rollleft.sam rollright blade_rollright.sam heligun blade_heligun.sam drive1 blade_drive.sam //climb1 blade_climb.sam climb1 blade_climb2.sam // crouch enter/exit crouch1 blade_crouch1.SAM uncrouch1 blade_uncrouch1.SAM // death animations (crouching) crouch_death1 blade_crouch1death1.SAM crouch_death2 blade_crouch1death2.SAM crouch_death3 blade_crouch1death3.SAM crouch_death4 blade_crouch1death4.SAM // Idle animations (crouching) crouch_idle1 blade_crouch1idle1.SAM crouch_1hand_idle1 blade_crouch1idle1.SAM crouch_hi2hand_idle1 blade_crouch1idle2.SAM crouch_lo2hand_idle1 blade_crouch1idle2.SAM // Pain animations (crouching) crouch_pain1 blade_crouch1pain1.SAM crouch_pain2 blade_crouch1pain2.SAM crouch_pain3 blade_crouch1pain3.SAM // general crouching animations crouch_fire1 blade_crouchpunch.sam crouch_1hand_fire1 blade_crouch1fire1.SAM crouch_hi2hand_fire1 blade_crouch1fire3.SAM crouch_lo2hand_fire1 blade_crouch1fire2.SAM crouch_walk1 blade_crouch1walk1.SAM crouch_1hand_walk1 blade_crouch1walk1.SAM crouch_hi2hand_walk1 blade_crouch1walk1.SAM crouch_lo2hand_walk1 blade_crouch1walk1.SAM crouch_run1 blade_crouch1walk1.SAM crouch_1hand_run1 blade_crouch1walk1.SAM crouch_hi2hand_run1 blade_crouch1walk1.SAM crouch_lo2hand_run1 blade_crouch1walk1.SAM crouch_run_fire1 blade_crouchpunch.sam crouch_1hand_run_fire1 blade_crouch1fire1.SAM crouch_hi2hand_run_fire1 blade_crouch1fire3.SAM crouch_lo2hand_run_fire1 blade_crouch1fire2.SAM // death animations (standing) death1 blade_death1.SAM death2 blade_death2.SAM death3 blade_death3.SAM death4 blade_death4.SAM death5 blade_death5.SAM death6 blade_death6.SAM death7 blade_death7.sam death8 blade_death8.sam death9 blade_death9.sam // Idle animations (standing) idle1 blade_punchidle1.SAM 1hand_idle1 blade_idle1.SAM 1hand_idle2 blade_idle3.SAM 1hand_idle3 blade_idle4.SAM // 1hand_idle4 blade_idle5_hvgun.sam hi2hand_idle1 blade_idle2hand.SAM lo2hand_idle1 blade_idle2hand.SAM // Jumping animations jump1 blade_jump1.SAM fall1 blade_fall.SAM land1 blade_jump1.SAM // Pain animations (standing) pain_torso_upper blade_paintorsoupper1.SAM // blade_paintorsoupper2.SAM pain_torso_lower blade_paintorsolower1.SAM // blade_paintorsolower2.SAM pain_arm_left_lower blade_painarmleft.SAM pain_arm_left_upper blade_painarmleft.sam pain_arm_right_upper blade_painarmright.sam pain_arm_right_lower blade_painarmright.sam pain_leg_right_upper blade_painlegright.sam pain_leg_right_lower blade_painlegright.sam pain_leg_left_upper blade_painlegleft.sam pain_leg_left_lower blade_painlegleft.sam pain_head blade_painhead.sam pain1 blade_paintorsoupper2.SAM pain2 blade_paintorsolower2.SAM pain3 blade_paintorsolower1.SAM pain4 blade_painlegleft.SAM pain5 blade_painarmright.SAM pain6 blade_painhead.SAM putaway blade_putaway.sam readyweapon blade_readyweapon.sam reload blade_reload.sam // no weapon (fists as weapon) melee animations run_fire1 blade_punch1.sam fire1 blade_punch1.SAM fire2 blade_punch2.SAM run1 blade_run1.SAM walk1 blade_walk1.SAM swim1 blade_swim1.sam // 1 handed weapon animations (magnum) 1hand_run_fire1 blade_runfire1.sam 1hand_fire1 blade_fire1.SAM 1hand_run1 blade_run1.SAM 1hand_walk1 blade_walk1.SAM 1hand_swim1 blade_swim1.sam // 2 handed shoulder-fired weapon animations (sniper rifle, shotgun, etc.) hi2hand_run_fire1 blade_runfire2.sam hi2hand_run1 blade_run2.sam hi2hand_fire1 blade_fire2.sam // hi2hand_walk1 blade_walk1.SAM hi2hand_walk2 blade_walk2.SAM hi2hand_swim1 blade_swim1.sam // 2 handed low-fired weapon animations (rocket launcher) lo2hand_run_fire1 blade_runfire3.sam lo2hand_run1 blade_run2.sam lo2hand_fire2 blade_fire3.sam // lo2hand_fire3 blade_fire4.sam // lo2hand_walk1 blade_walk1.SAM lo2hand_walk2 blade_walk2.SAM lo2hand_swim1 blade_swim1.sam // // Define polygon model group areas // id 5 group head flesh group head damage 3.0 id 7 group hair fabric group hair damage 0.1 id 15 group torso_upper fabric group torso_upper damage 1.0 id 18 group torso_lower fabric group torso_lower damage 1.0 id 45 group leg_left_upper fabric group leg_left_upper damage 0.5 id 50 group leg_left_lower fabric group leg_left_lower damage 0.3 id 65 group leg_right_upper fabric group leg_right_upper damage 0.5 id 70 group leg_right_lower fabric group leg_right_lower damage 0.3 id 85 group arm_left_upper flesh group arm_left_upper damage 0.5 id 90 group arm_left_lower flesh group arm_left_lower damage 0.3 id 105 group arm_right_upper flesh group arm_right_upper damage 0.5 id 110 group arm_right_lower flesh group arm_right_lower damage 0.3 id 200 group arm_right_lower bone gun 7 153 -2 flesh id 150 group head_glasses metal envmapped id 160 group head_glasses metal group head_glasses damage 3.0 id 210 group torso_lower bone ribs 0 0 -90 flesh id 130 group watch metal group watch damage 0.2 // // The initialization section // !init: server classname actor server setsize "-32 -32 0" "32 32 80" server crouchsize "-36 -36 0" "36 36 56" server script global/friend.scr // // Define the aniamtion sound references // aliasprefix Blade_ client aliascache snd_jump1 "player/blade/jump/jump1.wav" client aliascache snd_jump2 "player/blade/jump/jump2.wav" server aliascache snd_land1 "impact/landing/land1.wav" server aliascache snd_land2 "impact/landing/land4.wav" server aliascache snd_fall1 "player/blade/fall/fall1.wav" server aliascache snd_fall2 "player/blade/fall/fall3.wav" //server aliascache snd_fall3 "player/blade/fall/fall2.wav" //server aliascache snd_fall4 "player/blade/fall/fall4.wav" client aliascache snd_pain1 "player/blade/pain/pain1.wav" client aliascache snd_pain2 "player/blade/pain/pain2.wav" client aliascache snd_pain3 "player/blade/pain/pain3.wav" client aliascache snd_pain4 "player/blade/pain/pain4.wav" client aliascache snd_pain5 "player/blade/pain/pain5.wav" //client aliascache snd_pain6 "player/blade/pain/booboo.wav" .2 client aliascache snd_death1 "player/blade/death/death1.wav" client aliascache snd_death2 "player/blade/death/death2.wav" client aliascache snd_death3 "player/blade/death/death3.wav" client aliascache snd_death4 "player/blade/scream/scream1.wav" client aliascache snd_death5 "player/blade/scream/scream2.wav" client aliascache snd_death6 "player/blade/scream/scream3.wav" client aliascache snd_death7 "player/blade/scream/scream4.wav" client aliascache snd_death8 "player/blade/scream/scream5.wav" server aliascache snd_acid1 "player/blade/acid/acid1.wav" server aliascache snd_acid2 "player/blade/acid/acid2.wav" server aliascache snd_acid3 "player/blade/acid/acid3.wav" server aliascache snd_acid4 "player/blade/acid/acid4.wav" server aliascache snd_acid5 "player/blade/acid/acid5.wav" server aliascache snd_acid6 "player/blade/acid/acid6.wav" server aliascache snd_acid7 "player/blade/acid/acid7.wav" server aliascache snd_burn1 "player/blade/burn/burn1.wav" server aliascache snd_burn2 "player/blade/burn/burn2.wav" server aliascache snd_burn3 "player/blade/burn/burn3.wav" server aliascache snd_burn4 "player/blade/burn/burn4.wav" server aliascache snd_burn5 "player/blade/burn/burn5.wav" server aliascache snd_burn6 "player/blade/burn/burn6.wav" server aliascache snd_burn7 "player/blade/burn/burn7.wav" server aliascache snd_choke1 "player/blade/choke/choke1.wav" server aliascache snd_choke2 "player/blade/choke/choke2.wav" server aliascache snd_choke3 "player/blade/choke/choke3.wav" server aliascache snd_choke4 "player/blade/choke/choke4.wav" server aliascache snd_choke5 "player/blade/choke/choke5.wav" server aliascache snd_choke6 "player/blade/choke/choke6.wav" server aliascache snd_choke7 "player/blade/choke/choke7.wav" server aliascache snd_choke8 "player/blade/choke/choke8.wav" server aliascache snd_choke9 "player/blade/choke/choke9.wav" server aliascache snd_choke10 "player/blade/choke/choke10.wav" server aliascache snd_gasp1 "player/blade/gasp/gasp1.wav" server aliascache snd_gasp2 "player/blade/gasp/gasp2.wav" server aliascache snd_gasp3 "player/blade/gasp/gasp3.wav" server aliascache snd_gasp4 "player/blade/gasp/gasp4.wav" server aliascache snd_gasp5 "player/blade/gasp/gasp5.wav" server aliascache snd_drown1 "player/blade/gargle/gargle1.wav" server aliascache snd_drown2 "player/blade/gargle/gargle2.wav" server aliascache snd_drown3 "player/blade/gargle/gargle3.wav" server aliascache snd_drown4 "player/blade/gargle/gargle4.wav" server aliascache snd_drown5 "player/blade/gargle/gargle5.wav" server aliascache snd_gib1 "player/blade/gib/gib1.wav" server aliascache snd_gib2 "player/blade/gib/gib2.wav" server aliascache snd_gib3 "player/blade/gib/gib3.wav" server aliascache snd_gib4 "player/blade/gib/gib4.wav" server aliascache snd_gib5 "player/blade/gib/gib5.wav" server aliascache snd_gib6 "player/blade/gib/gib6.wav" server aliascache snd_taunt1 "player/blade/taunt/getbent.wav" server aliascache snd_taunt2 "player/blade/taunt/gtthrt.wav" server aliascache snd_taunt3 "player/blade/taunt/mkmybtc1.wav" server aliascache snd_taunt4 "player/blade/taunt/rcknrll2.wav" server aliascache snd_taunt5 "player/blade/taunt/rstnpcs.wav" server aliascache snd_taunt6 "player/blade/taunt/schldy.wav" server aliascache snd_taunt7 "player/blade/taunt/trynw1.wav" server aliascache snd_taunt8 "player/blade/taunt/whsyrddd.wav" server aliascache snd_taunt9 "player/blade/taunt/harry.wav" //server aliascache snd_taunt10 "player/blade/taunt/gtrffmys.wav" //server aliascache snd_taunt11 "player/blade/taunt/lkthh!.wav" //server aliascache snd_taunt12 "player/blade/taunt/mkmybtch.wav" //server aliascache snd_taunt13 "player/blade/taunt/ncshtbtc.wav" //server aliascache snd_taunt14 "player/blade/taunt/rcknrll2.wav" //server aliascache snd_taunt15 "player/blade/taunt/whsyrddd.wav" //server aliascache snd_taunt16 "player/blade/taunt/whtchmp.wav" //server aliascache snd_taunt17 "player/blade/taunt/ylttlpnk.wav" //server aliascache snd_taunt18 "player/blade/taunt/asif.wav" client aliascache snd_kneefall1 "impact/bodyfall/sml1.wav" 1 client aliascache snd_kneefall2 "impact/bodyfall/sml2.wav" 1 client aliascache snd_partfall1 "impact/bodyfall/med1.wav" 1 client aliascache snd_partfall2 "impact/bodyfall/med2.wav" 1 client aliascache snd_partfall3 "impact/bodyfall/med3.wav" 1 client aliascache snd_bodyfall1 "impact/bodyfall/lrg1.wav" 1 client aliascache snd_bodyfall2 "impact/bodyfall/lrg2.wav" 1 client aliascache snd_whoosh1 "weapons/punch/whsh1.wav" 1 client aliascache snd_whoosh2 "weapons/punch/whsh2.wav" 1 client aliascache snd_ladder1 "impact/ladder/pole1.wav" client aliascache snd_ladder2 "impact/ladder/pole2.wav" client aliascache snd_ladder3 "impact/ladder/pole3.wav" server aliascache snd_locked1 "player/blade/locked.wav" server aliascache snd_refusepickup "player/blade/no.wav" // // The main section // !main: // // Define the clinet/server animation references // client pain1 first randomsound snd_pain 1 2 server pain1 first painsound client pain2 first randomsound snd_pain 1 2 server pain2 first painsound client pain3 first randomsound snd_pain 1 2 server pain3 first painsound client pain4 first randomsound snd_pain 1 2 server pain4 first painsound client pain5 first randomsound snd_pain 1 2 server pain5 first painsound client pain6 first randomsound snd_pain 1 2 server pain6 first painsound server pain_head first painsound client pain_head first randomsound pain_head 1 2 server pain_torso_upper first painsound client pain_torso_upper first randomsound snd_pain 1 2 server pain_torso_lower first painsound client pain_torso_lower first randomsound snd_pain 1 2 server pain_leg_right_upper first painsound client pain_leg_right_upper first randomsound snd_pain_leg 1 2 server pain_leg_left_upper first painsound client pain_leg_left_upper first randomsound snd_pain_leg 1 2 server pain_leg_right_lower first painsound client pain_leg_right_lower first randomsound snd_pain_leg 1 2 server pain_leg_left_lower first painsound client pain_leg_left_lower first randomsound snd_pain_leg 1 2 server pain_arm_right_upper first painsound client pain_arm_right_upper first randomsound snd_pain 1 2 server pain_arm_left_upper first painsound client pain_arm_left_upper first randomsound snd_pain 1 2 server pain_arm_right_lower first painsound client pain_arm_right_lower first randomsound snd_pain 1 2 server pain_arm_left_lower first painsound client pain_arm_left_lower first randomsound snd_pain 1 2 client death1 first randomsound snd_death 1 2 server death1 first deathsound client death1 3 randomsound snd_whoosh 1 4 client death1 9 randomsound snd_bodyfall 1 4 client death2 first randomsound snd_death 1 2 server death2 first deathsound client death2 3 randomsound snd_kneefall 1 4 client death2 4 randomsound snd_kneefall 1 4 client death2 5 randomsound snd_bodyfall 1 4 client death3 first randomsound snd_death 1 2 server death3 first deathsound client death3 5 randomsound snd_bodyfall 1 4 client death3 last randomsound snd_kneefall 1 4 client death4 first randomsound snd_death 1 2 server death4 first deathsound client death4 2 randomsound snd_whoosh 1 4 client death4 5 randomsound snd_whoosh 1 4 client death4 8 randomsound snd_bodyfall 1 4 client death5 first randomsound snd_death 1 2 server death5 first deathsound client death5 3 randomsound snd_bodyfall 1 4 client death5 8 randomsound snd_partfall 1 4 client death6 first randomsound snd_death 1 2 server death6 first deathsound client death6 3 randomsound snd_bodyfall 1 4 client death7 first randomsound snd_death 1 2 server death7 first deathsound client death7 5 randomsound snd_partfall 1 4 client death7 6 randomsound snd_bodyfall 1 4 client death8 first randomsound snd_death 1 2 server death8 first deathsound client death8 4 randomsound snd_partfall 1 4 client death8 8 randomsound snd_kneefall 1 4 client death8 first randomsound snd_death 1 2 client death9 first randomsound snd_death 1 2 server death9 first deathsound client death9 7 randomsound snd_bodyfall 1 4 //client punch1 0 randomsound snd_whoosh 1 1 //client punch1 3 randomsound snd_whoosh 1 1 //client punch1 5 randomsound snd_whoosh 1 1 client run1 3 footstep server run1 3 movementsound client run1 7 footstep server run1 7 movementsound client hi2hand_run1 0 footstep server hi2hand_run1 0 movementsound client hi2hand_run1 4 footstep server hi2hand_run1 4 movementsound client hi2hand_run_fire1 0 footstep server hi2hand_run_fire1 0 movementsound client hi2hand_run_fire1 4 footstep server hi2hand_run_fire1 4 movementsound client hi2hand_walk2 3 footstep server hi2hand_walk2 3 movementsound client hi2hand_walk2 9 footstep server hi2hand_walk2 9 movementsound client lo2hand_run1 0 footstep server lo2hand_run1 0 movementsound client lo2hand_run1 6 footstep server lo2hand_run1 6 movementsound client lo2hand_run_fire1 0 footstep server lo2hand_run_fire1 0 movementsound client lo2hand_run_fire1 6 footstep server lo2hand_run_fire1 6 movementsound client lo2hand_walk2 3 footstep server lo2hand_walk2 3 movementsound client lo2hand_walk2 9 footstep server lo2hand_walk2 9 movementsound client crouch_walk1 0 footstep server crouch_walk1 0 movementsound client crouch_walk1 6 footstep server crouch_walk1 6 movementsound client crouch_walk1 0 footstep server crouch_walk1 0 movementsound client crouch_walk1 6 footstep server crouch_walk1 6 movementsound client 1hand_run1 0 footstep server 1hand_run1 0 movementsound client 1hand_run1 4 footstep server 1hand_run1 4 movementsound client 1hand_run_fire1 0 footstep server 1hand_run_fire1 0 movementsound client 1hand_run_fire1 4 footstep server 1hand_run_fire1 4 movementsound client 1hand_walk1 3 footstep server 1hand_walk1 3 movementsound client 1hand_walk1 9 footstep server 1hand_walk1 9 movementsound client crouch_1hand_run1 0 footstep server crouch_1hand_run1 0 movementsound client crouch_1hand_run1 6 footstep server crouch_1hand_run1 6 movementsound client crouch_1hand_run_fire1 0 footstep server crouch_1hand_run_fire1 0 movementsound client crouch_1hand_run_fire1 6 footstep server crouch_1hand_run_fire1 6 movementsound client crouch_1hand_walk1 0 footstep server crouch_1hand_walk1 0 movementsound client crouch_1hand_walk1 6 footstep server crouch_1hand_walk1 6 movementsound //client crouch_fire1 1 randomsound snd_whoosh .5 1 //server crouch_fire1 1 movementsound //client crouch_fire1 3 randomsound snd_whoosh .5 1 //server crouch_fire1 3 movementsound //client crouch_fire1 5 randomsound snd_whoosh .5 1 //server crouch_fire1 5 movementsound //client crouch_fire1 7 randomsound snd_whoosh .5 1 //server crouch_fire1 7 movementsound //client crouch_run_fire1 1 randomsound snd_whoosh .5 1 //server crouch_run_fire1 1 movementsound //client crouch_run_fire1 3 randomsound snd_whoosh .5 1 //server crouch_run_fire1 3 movementsound //client crouch_run_fire1 5 randomsound snd_whoosh .5 1 //server crouch_run_fire1 5 movementsound //client crouch_run_fire1 7 randomsound snd_whoosh .5 1 //server crouch_run_fire1 7 movementsound //client fire1 1 randomsound snd_whoosh .5 1 //server fire1 1 movementsound //client fire1 3 randomsound snd_whoosh .5 1 //server fire1 3 movementsound //client fire2 0 randomsound snd_whoosh .5 1 //server fire2 0 movementsound //client fire2 2 randomsound snd_whoosh .5 1 //server fire2 2 movementsound //client run_fire1 1 randomsound snd_whoosh .5 1 //server run_fire1 1 movementsound //client run_fire1 3 randomsound snd_whoosh .5 1 //server run_fire1 3 movementsound client crouch_hi2hand_run1 0 footstep server crouch_hi2hand_run1 0 movementsound client crouch_hi2hand_run1 6 footstep server crouch_hi2hand_run1 6 movementsound client crouch_hi2hand_walk1 0 footstep server crouch_hi2hand_walk1 0 movementsound client crouch_hi2hand_walk1 6 footstep server crouch_hi2hand_walk1 6 movementsound client crouch_lo2hand_run1 0 footstep server crouch_lo2hand_run1 0 movementsound client crouch_lo2hand_run1 6 footstep server crouch_lo2hand_run1 6 movementsound client crouch_lo2hand_walk1 0 footstep server crouch_lo2hand_walk1 0 movementsound client crouch_lo2hand_walk1 6 footstep server crouch_lo2hand_walk1 6 movementsound client crouch_walk1 0 footstep server crouch_walk1 0 movementsound client crouch_walk1 6 footstep server crouch_walk1 6 movementsound client crouch_walk1 0 footstep server crouch_walk1 0 movementsound client crouch_walk1 6 footstep server crouch_walk1 6 movementsound client crouch_pain1 first randomsound snd_pain 1 2 server crouch_pain1 first painsound client crouch_pain2 first randomsound snd_pain 1 2 server crouch_pain2 first painsound client crouch_pain3 first randomsound snd_pain 1 2 server crouch_pain3 first painsound client crouch_pain3 3 randomsound snd_bodyfall 1 4 client crouch_pain3 7 footstep client crouch_pain3 8 footstep server crouch_pain3 7 movementsound client crouch_death1 first randomsound snd_death 1 2 server crouch_death1 first deathsound client crouch_death1 3 randomsound snd_partfall 1 4 client crouch_death1 8 randomsound snd_bodyfall 1 4 client crouch_death2 first randomsound snd_death 1 2 server crouch_death2 first deathsound client crouch_death2 4 randomsound snd_bodyfall 1 4 client crouch_death3 first randomsound snd_death 1 2 server crouch_death3 first deathsound client crouch_death3 4 randomsound snd_bodyfall 1 4 client crouch_death4 first randomsound snd_death 1 2 server crouch_death4 first deathsound client crouch_death4 3 randomsound snd_kneefall 1 4 client crouch_death4 7 randomsound snd_bodyfall 1 4 client crouch_run1 0 footstep server crouch_run1 0 movementsound client crouch_run1 7 footstep server crouch_run1 7 movementsound client crouch_walk1 0 footstep server crouch_walk1 0 movementsound client crouch_walk1 7 footstep server crouch_walk1 7 movementsound server jump1 0 randomsound "snd_jump" 1 2 //client jump1 5 randomsound snd_partfall .5 1 server jump1 0 movementsound server jump1 3 nextframe 3 //server fall1 0 setframe 4 //server fall1 0 nextframe 4 //client fall1 5 randomsound snd_partfall .5 server fall1 4 nextframe 0 client backflip 2 randomsound snd_whoosh .5 4 server backflip 2 movementsound client backflip 7 footstep server backflip 7 movementsound client backflip 8 footstep server backflip 8 movementsound client frontflip 4 randomsound snd_whoosh .5 4 server frontflip 4 movementsound client frontflip 7 footstep server frontflip 7 movementsound client frontflip 8 footstep server frontflip 8 movementsound client rolleft 3 randomsound snd_partfall .7 4 server rolleft 3 movementsound client rollright 3 randomsound snd_partfall .7 4 server rollright 3 movementsound server land1 0 setframe 5 client land1 5 randomsound "snd_land" 1 4 server land1 5 movementsound //client land1 5 randomsound snd_partfall .5 2 client land1 5 footstep 1 1 client land1 6 footstep 1 1 client walk1 4 footstep server walk1 4 movementsound client walk1 10 footstep server walk1 10 movementsound client climb1 0 randomsound snd_ladder .7 4 server climb1 0 movementsound client climb1 4 randomsound snd_ladder .7 4 server climb1 4 movementsound // // The SINED declaration section // /*SINED Hero_Blade (1 .5 0) (0 0 0) (0 0 0) Blade (Our Hero) */