SDEF
// ----------------------------------------------------------------------------
//  $Logfile:: /Quake 2 Engine/Sin/Base Sin Data/Models/Monster/reconah.def   $
// $Revision:: 47                                                             $
//   $Author:: Markd                                                          $
//     $Date:: 11/15/98 3:34a                                                 $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// This is a model definition file.  It is to be used in conjunction with Sin.
// ----------------------------------------------------------------------------
// MODEL DESCRIPTION:
// Reconah warrior, pieced together and ready to play.
//
// MODEL AUTHOR:
// Beau
//
//
// SINED SECTION
//
/*SINED Monster_Reconah (1 .5 0) (0 0 0) (0 0 0)
Reconah
*/

// ----------------------------------------------------------------------------
// Model Commands
path models/reconah
scale 1.30

// Base Model
reconah.sbm

// Skins
normal 				reconah_base.tga
damage 				reconah_damage.tga

// Normal Animations
aim1				reconah_aim.sam
readyfire			reconah_readyfire.sam
alert				reconah_alert.sam
step_left			reconah_stepleft.sam
step_right			reconah_stepright.sam
idle1					reconah_idle3.sam
twitch1				reconah_idle1.sam
twitch2	 			reconah_idle2.sam
death1				reconah_death1.sam
death2  				dead2.sam
death3  				dead3.sam
death4 				reconah_death4.sam
walk1					search.sam
run1  				run.sam
fire1   				fire2.sam
melee1  				stab.sam
melee2				stab2.sam
melee3				reconah_attack1.sam
jump1					jump.sam

gibdeath_upper		reconah_gibdeath1.SAM
gibdeath_lower		reconah_gibdeath2.SAM

crouch_down1			reconah_crouch.sam
crouch_idle1   			reconah_crouchidle.sam
uncrouch				reconah_uncrouch.sam

// crouch_walk1   		crouchwalk.sam
// crouch_pain1   		crouchhit.sam
// crouch_fire1   		crouchfire.sam
// crouch_death1  		crouchdead.sam

// Pain Location Based Animations
pain1       			hit3.sam
pain2					reconah_paintorsoupper.sam
pain3       			reconah_painhead.sam

pain_torso_upper        	reconah_paintorsoupper.sam
pain_torso_lower        	reconah_paintorsolower.sam
pain_head               	reconah_painhead.sam
pain_leg_right_upper    	reconah_painlegright.sam
pain_leg_right_lower    	reconah_painlegright.sam
pain_leg_left_upper     	reconah_painlegleft.sam
pain_leg_left_lower     	reconah_painlegleft.sam
pain_arm_right_upper    	reconah_painarmright.sam
pain_arm_right_lower    	reconah_painarmright.sam
pain_arm_left_upper     	reconah_painarmleft.sam
pain_arm_left_lower     	reconah_painarmleft.sam

// Death Location Based Animations

// Crouching Pain Location Based Animations

// Crouching Death Location Based Animations

// Optional Animations

// Scripted Animations
drink					reconah_drink.sam
throw					reconah_throw.sam
talk					reconah_talk.sam
pickup	    			reconah_pickup.sam

// Id And Group Definitions
id 5 group head metal
id 10 group head flesh
group head damage 1.5 //was 3
id 15 group torso_upper flesh
group torso_upper damage 1.0 //was 2
id 20 group torso_lower metal
group torso_lower damage 1.0
id 25 group leg_left_upper fabric
group leg_left_upper damage 0.75
id 30 group leg_left_lower metal
group leg_left_lower damage 0.75
id 35 group leg_right_upper fabric
group leg_right_upper damage 0.75
id 40 group leg_right_lower metal
group leg_right_lower damage 0.75
id 45 group arm_left_upper flesh
id 50 group arm_left_upper metal
group arm_left_upper damage 1.5 //was 2
id 55 group arm_left_lower metal
group arm_left_lower damage 1.5
id 60 group arm_right_upper flesh
group arm_right_upper damage 1.5 //was 2
id 65 group arm_right_lower flesh
group arm_right_lower damage 1.5
id 200 group arm_left_lower bone gun 0 0 0

// ----------------------------------------------------------------------------
// INITIALIZATION SECTION
//
// !!!!! This and below should be deleted
// These commands are executed on the server or client when the model is created.
//    FORMAT: <"server"/"client"/Nothing> <command ...>
//
!init:

//
// SERVER Initialization Commands
//

// Class Setup
server classname actor
server setsize "-28 -28 0" "28 28 88"
server crouchsize "-36 -28 0" "36 28 48"
server script global/mutant.scr
server weapon ReconahGun
server aim 0.4
server health 400
server mass 300
server meleerange 120
server meleedamage 80
server painthreshold 25
server shotsperattack 12
server item Bullet50mm 20
server ifskill 0 item smallhealth 5
server ifskill 0 aim 0.3


// Sound Aliases
server aliascache snd_pursuit1 "monsters/reconah/recpurs1.wav"
server aliascache snd_pursuit2 "monsters/reconah/recpurs2.wav"
server aliascache snd_pursuit3 "monsters/reconah/recpurs3.wav"
server aliascache snd_pursuit4 "monsters/reconah/recpurs4.wav"
server aliascache snd_pursuit5 "monsters/reconah/recpurs5.wav"

client aliascache snd_fire1   	"weapons/hvgun/recfire3.wav"

//
// CLIENT Initialization Commands
//
// Sound Aliases
client aliascache snd_pain1	 	"monsters/reconah/pain1.wav"
client aliascache snd_pain2	 	"monsters/reconah/pain2.wav"
client aliascache snd_pain3	 	"monsters/reconah/pain3.wav"
client aliascache snd_pain4	 	"monsters/reconah/pain4.wav"
client aliascache snd_pain5	 	"monsters/reconah/pain5.wav"
client aliascache snd_pain6	 	"monsters/reconah/pain6.wav"
client aliascache snd_pain7	 	"monsters/reconah/pain7.wav"
client aliascache snd_pain8	 	"monsters/reconah/pain8.wav"
client aliascache snd_death1 	"monsters/reconah/recdeth1.wav"
client aliascache snd_death2 	"monsters/reconah/recdeth2.wav"
client aliascache snd_death3 	"monsters/reconah/recdeth3.wav"
client aliascache snd_death4 	"monsters/reconah/recdeth4.wav"
client aliascache snd_death5 	"monsters/reconah/recdeth5.wav"
client aliascache snd_melee1 	"monsters/reconah/whoosh1.wav"

client aliascache snd_kneefall1 "impact/bodyfall/big/sml1.wav" 1
client aliascache snd_kneefall2 "impact/bodyfall/big/sml2.wav" 1
client aliascache snd_partfall1 "impact/bodyfall/big/med1.wav" 1
client aliascache snd_partfall2 "impact/bodyfall/big/med2.wav" 1
client aliascache snd_partfall3 "impact/bodyfall/big/med3.wav" 1
client aliascache snd_bodyfall1 "impact/bodyfall/big/lrg1.wav" 1
client aliascache snd_bodyfall2 "impact/bodyfall/big/lrg2.wav" 1
client aliascache snd_limp1 	"impact/bodyfall/big/drag1.wav" 1

//
// SHARED initialization commands
//

// Sound Aliases

// ----------------------------------------------------------------------------
// MAIN SECTION
//
!main:

// Normal Animations
server fire1 1 weaponsound
server fire1 1 fire 10
client fire1 1 randomsound snd_fire 1 1
client fire1 1 dlight 1 0 0.1 0 0 0 400 0 1.0 0.8
client fire1 1 attach gun sprites/gunblast.spr time 0.05 scale 0.1 randomroll
server fire1 last attack_finished

server melee1 first movementsound
server melee1 4 melee
client melee1 4 randomsound snd_melee 1 1

server melee2 first movementsound
server melee2 3 melee
client melee2 3 randomsound snd_melee 1 1

server melee3 first movementsound
server melee3 4 melee
client melee3 4 randomsound snd_melee 1 1

server walk1 3 movementsound
client walk1 3 footstep
server walk1 8 movementsound
client walk1 8 footstep
server walk1 13 movementsound
client walk1 13 footstep
server walk1 18 movementsound
client walk1 18 footstep
server walk1 24 movementsound
client walk1 24 footstep
server walk1 28 movementsound
client walk1 28 footstep

server run1 3 movementsound
client run1 3 footstep
server run1 7 movementsound
client run1 7 footstep

// Pain Location Based Animations
server pain1 first painsound
client pain1 first randomsound snd_pain 1 2
client pain1 4 randomsound snd_kneefall 1 4

server pain2 first painsound
client pain2 first randomsound snd_pain 1 2
client pain2 4 randomsound snd_bodyfall 1 2
client pain2 9 randomsound snd_kneefall 1 4

server pain3 first painsound
client pain3 first randomsound snd_pain 1 2
client pain3 4 randomsound snd_kneefall 1 4

client pain_torso_upper first randomsound snd_pain 1 2
server pain_torso_upper first painsound

client pain_torso_lower first randomsound snd_pain 1 2
server pain_torso_lower first painsound

client pain_head first randomsound snd_pain_head 1 2
server pain_head first painsound

client pain_leg_right_upper first randomsound snd_pain 1 2
server pain_leg_right_upper first painsound

client pain_leg_right_lower first randomsound snd_pain 1 2
server pain_leg_right_lower first painsound

client pain_leg_left_upper first randomsound snd_pain 1 2
server pain_leg_left_upper first painsound

client pain_leg_left_lower first randomsound snd_pain 1 2
server pain_leg_left_lower first painsound

client pain_arm_right_upper first randomsound snd_pain 1 2
server pain_arm_right_upper first painsound

client pain_arm_right_lower first randomsound snd_pain 1 2
server pain_arm_right_lower first painsound

client pain_arm_left_upper first randomsound snd_pain 1 2
server pain_arm_left_upper first painsound

client pain_arm_left_lower first randomsound snd_pain 1 2
server pain_arm_left_lower first painsound

client pain_head first randomsound snd_pain 1 2
server pain_head first painsound

// Death Location Based Animations
server death1 first deathsound
client death1 first randomsound snd_death 1 2
client death1 4 randomsound snd_kneefall 1
client death1 7 randomsound snd_bodyfall 1

server death2 first deathsound
client death2 first randomsound snd_death 1 2
client death2 5 randomsound snd_partfall 1
client death2 9 randomsound snd_kneefall 1

server death3 first deathsound
client death3 first randomsound snd_death 1 2
client death3 4 randomsound snd_kneefall 1 4
client death3 19 randomsound snd_bodyfall 1 4
client death3 22 randomsound snd_kneefall 1 4

server death4 first deathsound
client death4 first randomsound snd_death 1 2
client death4 4 randomsound snd_kneefall 1 4
client death4 8 randomsound snd_bodyfall 1 4

// Crouching Pain Location Based Animations

// Crouching Death Location Based Animations

// Optional Animations
client jump1 5 randomsound snd_bodyfall 1

server gibdeath_upper first group head +nodraw
server gibdeath_upper first group torso_upper +nodraw
server gibdeath_upper first group arm_left_upper +nodraw
server gibdeath_upper first group arm_left_lower +nodraw
server gibdeath_upper first group arm_right_upper +nodraw
server gibdeath_upper first group arm_right_lower +nodraw

server gibdeath_upper first group torso_lower +skin1
server gibdeath_upper first group leg_left_upper +skin1
server gibdeath_upper first group leg_left_lower +skin1
server gibdeath_upper first group leg_right_upper +skin1
server gibdeath_upper first group leg_right_lower +skin1

server gibdeath_lower first group torso_lower +nodraw
server gibdeath_lower first group leg_left_upper +nodraw
server gibdeath_lower first group leg_left_lower +nodraw
server gibdeath_lower first group leg_right_upper +nodraw
server gibdeath_lower first group leg_right_lower +nodraw

server gibdeath_lower first group head +skin1
server gibdeath_lower first group torso_upper +skin1
server gibdeath_lower first group arm_left_upper +skin1
server gibdeath_lower first group arm_left_lower +skin1
server gibdeath_lower first group arm_right_upper +skin1
server gibdeath_lower first group arm_right_lower +skin1



// Scripted Animations

// ----------------------------------------------------------------------------
// SOURCESAFE Update Log
//
// $Log:: /Quake 2 Engine/Sin/Base Sin Data/Models/Monster/reconah.def        $
// 
// 47    11/15/98 3:34a Markd
// tweaked their helath paks
// 
// 46    11/14/98 11:36p Markd
// toned them down for skill level 0
// 
// 45    11/13/98 9:34p Markd
// upped their mass
// 
// 44    11/07/98 5:23p Phook
// 
// 43    10/26/98 8:04p Phook
// 
// 42    10/23/98 5:06p Beau
// 
// 41    10/23/98 5:00p Phook
//
// 40    10/18/98 12:38a Markd
// Increased shots per attack
//
// 39    10/16/98 6:56p Phook
// Oct 16: First global damage settings tweaks
//
// 38    10/14/98 1:54a Markd
// Added melee attacks
//
// 37    10/09/98 11:59p Markd
// Fixed melee attacks etc.
//
// 36    10/05/98 11:32p Markd
// fixed some animation issues
//
// 35    10/04/98 10:40p Markd
// Got these guys working with the actor code
//
// 34    9/29/98 8:30p Markd
//
// 33    9/23/98 2:36p Beau
//
// 32    9/23/98 1:12p Aldie
// New format
//
// 31    9/14/98 4:53p Aldie
// Updated to new format
//
// ----------------------------------------------------------------------------
