SDEF
// -----------------------------------------------------------------------------
//  $Logfile:: /Quake 2 Engine/Sin/Base Sin Data/Models/Monster/guerilla_ass. $
// $Revision:: 19                                                             $
//   $Author:: Beau                                                           $
//     $Date:: 10/25/98 7:34p                                                 $
//
// 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:
// Guerilla Soldier carrying an Assault Rifle
//
// MODEL AUTHOR:
// Beau
//
/*SINED Monster_Guerilla_AssaultRifle (1 .5 0) (0 0 0) (0 0 0)
Guerilla Soldier with Assault Rifle
*/

// -----------------------------------------------------------------------------
// FILE DECLARATIONS
//
// Model Commands
path models/guerilla
scale 1.0

// Base Model
guerilla_base.sbm

// Skins
normal		guerilla_base.tga
damage		guerilla_damage1.tga

// Normal Animations
aim1              guerilla_aim.sam
alert 		guerilla_restfire.sam
idle1             guerilla_idle2.sam
twitch1           guerilla_idle1.sam
walk1             guerilla_walk.sam
run1              guerilla_run.sam
fire1             guerilla_fire.sam
jump1             guerilla_jump.sam
land1             guerilla_jump.sam

melee1            guerilla_punch.sam
melee2            guerilla_kick.sam

gibdeath_upper	guerilla_gibdeath1.sam
gibdeath_lower	guerilla_gibdeath2.sam

runfire1          guerilla_runfire.sam
crouch_down		guerilla_crouch.sam
crouch_idle1      guerilla_crouchidle1.sam
//crouch_aim1       guerilla_crouchaim.sam
//crouch_fire1      guerilla_crouchfire.sam

// Pain Location Based Animations
pain1             guerilla_pain1.sam
pain2             guerilla_pain2.sam
pain3             guerilla_pain3.sam
pain4             guerilla_pain4.sam

pain_head                guerilla_painhead.sam
pain_torso_upper         guerilla_painchestupper.sam
pain_torso_lower         guerilla_painchestlower.sam
pain_arm_right_upper     guerilla_painarmright.sam
pain_arm_right_lower     guerilla_painarmright.sam
pain_arm_left_upper      guerilla_painarmleft.sam
pain_arm_left_lower      guerilla_painarmleft.sam
pain_leg_right_upper     guerilla_painlegright.sam
pain_leg_right_lower     guerilla_painlegright.sam
pain_leg_left_upper      guerilla_painlegleft.sam
pain_leg_left_lower      guerilla_painlegleft.sam

// Death Location Based Animations
death1            guerilla_death1.sam
death2            guerilla_death2.sam
death3            guerilla_death3.sam
death4            guerilla_death4.sam
death5		guerilla_death5.sam

death_head1               guerilla_death3.sam
death_head2			  guerilla_death5.sam
death_torso_upper1        guerilla_death4.sam
death_torso_upper2        guerilla_death5.sam
death_torso_lower1        guerilla_death4.sam
death_torso_lower2	  guerilla_death1.sam
death_torso_lower3	  gureilla_death2.sam
death_arm_right_upper     guerilla_death1.sam
death_arm_right_lower     guerilla_death1.sam
death_arm_left_upper      guerilla_death2.sam
death_arm_left_lower      guerilla_death2.sam
death_leg_right_upper     guerilla_death4.sam
death_leg_right_lower     guerilla_death4.sam
death_leg_left_upper      guerilla_death4.sam
death_leg_left_lower      guerilla_death4.sam

// Crouching Pain Location Based Animations
crouch_pain1      guerilla_crouchpain1.sam
crouch_pain2      guerilla_crouchpain2.sam

// Crouching Death Location Based Animations
crouch_death1     guerilla_crouchdeath1.sam
crouch_death2     guerilla_crouchdeath2.sam
crouch_death3     guerilla_crouchdeath3.sam

// Optional Animations
use1           guerilla_use.sam
open1          guerilla_opendoor.sam
punch1	   guerilla_punch.sam
kick1		   guerilla_kick.sam
sitting        guerilla_sitting.sam
repel1         guerilla_repel.sam
//step_left       _sidejumpleft.sam
//step_right      _sidestepleft.sam
//jump_left       _sidejumpleft.sam
//jump_right      _sidejumpright.sam

// Scripted Animations

// Id And Group Definitions
id   3 group head       flesh
id   5 group head             flesh
group head damage 2.0
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 0.75
id  50 group leg_left_lower	fabric
group leg_left_lower damage 0.5
id  65 group leg_right_upper	fabric
group leg_right_upper damage 0.75
id  70 group leg_right_lower	fabric
group leg_right_lower damage 0.5
id  85 group arm_left_upper	fabric
group arm_left_upper damage 0.75
id  90 group arm_left_lower	fabric
group arm_left_lower damage 0.5
id 105 group arm_right_upper	fabric
group arm_right_upper damage 0.75
id 110 group arm_right_lower  fabric
group arm_right_lower damage 0.5
id 200 group arm_right_lower bone gun 15 170 10 fabric
// id 210 group torso_lower bone ribs 0 0 -70

// -----------------------------------------------------------------------------
// INITIALIZATION SECTION
//
!init:
//
// SERVER Initialization Commands
//
// Class Setup
server classname actor
server script global/enemy.scr
server setsize "-16 -16 0" "16 16 80"
server crouchsize "-16 -16 0" "16 16 64"
server weapon AssaultRifle
server health 70
server item RiotHelmet 25
server item FlakJacket 25
server item FlakPants 25
server meleerange 120
server meleedamage 50
server painthreshold 18


// Sound Aliases
//server aliascache  snd_attacktaunt1    "monsters/thug/attk1.wav" 1
//server aliascache  snd_attacktaunt2    "monsters/thug/attk2.wav" 1
//server aliascache  snd_attacktaunt3    "monsters/thug/attk3.wav" 1
//server aliascache  snd_attacktaunt4    "monsters/thug/attk4.wav" 1
//server aliascache  snd_attacktaunt5    "monsters/thug/attk5.wav" 1

//server aliascache  snd_panic1    "monsters/thug/retreat1.wav" 1
//server aliascache  snd_panic2    "monsters/thug/retreat2.wav" 1
//server aliascache  snd_panic3    "monsters/thug/retreat3.wav" 1

//server aliascache  snd_pursuit1    "monsters/thug/purs1.wav" 1
//server aliascache  snd_pursuit2    "monsters/thug/purs2.wav" 1
//server aliascache  snd_pursuit3    "monsters/thug/purs3.wav" 1
//server aliascache  snd_pursuit4    "monsters/thug/purs4.wav" 1

//server aliascache  snd_sightenemy1    "monsters/thug/site1.wav" 1
//server aliascache  snd_sightenemy2    "monsters/thug/site2.wav" .4
//server aliascache  snd_sightenemy3    "monsters/thug/site3.wav" 1
//server aliascache  snd_sightenemy4    "monsters/thug/site4.wav" 1
//server aliascache  snd_sightenemy5    "monsters/thug/site5.wav" 1

//server aliascache  snd_inmysights1    "monsters/thug/site1.wav" 1
//server aliascache  snd_inmysights2    "monsters/thug/site2.wav" 1
//server aliascache  snd_inmysights3    "monsters/thug/site3.wav" 1
//server aliascache  snd_inmysights4    "monsters/thug/site4.wav" 1
//server aliascache  snd_inmysights5    "monsters/thug/site5.wav" 1

server aliascache  snd_idle1          "misc/null.wav"  1
//server aliascache  snd_investigate1   "misc/null.wav" 1
//server aliascache  snd_locate1        "monsters/thug/loc15.wav" 1

//server aliascache  snd_tauntdeath1    "monsters/thug/taunt1.wav" 1
//server aliascache  snd_tauntdeath2    "monsters/thug/taunt2.wav" 1
//server aliascache  snd_tauntdeath3    "monsters/thug/taunt3.wav" 1
//server aliascache  snd_tauntdeath4    "monsters/thug/taunt4.wav" 1

server aliascache snd_lostweapon "monsters/thug/painhnd.wav" 1

//
// CLIENT Initialization Commands
//
// Sound Aliases
client aliascache  snd_pain1     "monsters/thug/pain1.wav" 1
client aliascache  snd_pain2     "monsters/thug/pain4.wav" 1
client aliascache  snd_pain3     "monsters/thug/pain7.wav" 1
client aliascache  snd_pain4     "monsters/thug/pain8.wav" 1

client aliascache  snd_death1    "monsters/thug/death1.wav" 1
client aliascache  snd_death2    "monsters/thug/death2.wav" 1
client aliascache  snd_death3    "monsters/thug/death3.wav" 1
client aliascache  snd_death4    "monsters/thug/death4.wav" 1

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

// -----------------------------------------------------------------------------
// MAIN SECTION
//
!main:
// Special Commands
server crouch_down  last  nextanim crouch_idle

// Normal Animations
server walk1      5 movementsound
server walk1     11 movementsound
client walk1      5 footstep
client walk1     11 footstep
server run1       0 movementsound
server run1       4 movementsound
client run1       0 footstep
client run1       4 footstep
server runfire1	0 movementsound
server runfire1	4 movementsound
client runfire1	0 footstep
client runfire1	4 footstep
server fire1  first fire

// Pain Location Based Animations
server pain1 first painsound
client pain1 first randomsound snd_pain 1 2
server pain2 first painsound
client pain2 first randomsound snd_pain 1 2
server pain3 first painsound
client pain3 first randomsound snd_pain 1 2
server pain4 first painsound
client pain4 first randomsound snd_pain 1 2
client pain4     1 randomsound snd_kneefall 1 4
client pain4     3 randomsound snd_kneefall 1 4

server pain_head            first painsound
client pain_head            first randomsound snd_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_arm_right_upper first painsound
client pain_arm_right_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_upper  first painsound
client pain_arm_left_upper  first randomsound snd_pain 1 2
server pain_arm_left_lower  first painsound
client pain_arm_left_lower  first randomsound snd_pain 1 2
server pain_leg_right_upper first painsound
client pain_leg_right_upper first randomsound snd_pain 1 2
server pain_leg_right_lower first painsound
client pain_leg_right_lower first randomsound snd_pain 1 2
server pain_leg_left_upper  first painsound
client pain_leg_left_upper  first randomsound snd_pain 1 2
server pain_leg_left_lower  first painsound
client pain_leg_left_lower  first randomsound snd_pain 1 2

// Death Location Based Animations
server death1 first deathsound
client death1 first randomsound snd_death 1 2
client death1  3 randomsound snd_bodyfall 1 4
server death2 first deathsound
client death2 first randomsound snd_death_long 1 2
client death2  4 randomsound snd_bodyfall 1 4
client death2  7 randomsound snd_kneefall 1 4
client death2 28 randomsound snd_bodyfall 1 4
server death3 first deathsound
client death3 first randomsound snd_death 1 2
client death3  6 randomsound snd_kneefall 1 4
client death3  9 randomsound snd_partfall 1 4
server death4 first deathsound
client death4 first randomsound snd_death 1 2
client death4  7 randomsound snd_bodyfall 1 4
client death4 14 randomsound snd_kneefall 1 4
client death4 17 randomsound snd_kneefall 1 4

server death_head first deathsound
client death_head first randomsound snd_death 1 2
client death_head  6 randomsound snd_kneefall 1 4
client death_head  9 randomsound snd_partfall 1 4
server death_torso_upper1 first deathsound
client death_torso_upper1 first randomsound snd_death 1 2
client death_torso_upper1  6 randomsound snd_kneefall 1 4
client death_torso_upper1  9 randomsound snd_partfall 1 4
server death_torso_upper2 first deathsound
client death_torso_upper2 first randomsound snd_death 1 2
client death_torso_upper2  6 randomsound snd_kneefall 1 4
client death_torso_upper2  9 randomsound snd_partfall 1 4
server death_torso_lower first deathsound
client death_torso_lower first randomsound snd_death 1 2
client death_torso_lower  7 randomsound snd_bodyfall 1 4
client death_torso_lower 14 randomsound snd_kneefall 1 4
client death_torso_lower 17 randomsound snd_kneefall 1 4
server death_arm_right_upper first deathsound
client death_arm_right_upper first randomsound snd_death 1 2
client death_arm_right_upper 3 randomsound snd_bodyfall 1 4
server death_arm_right_lower first deathsound
client death_arm_right_lower first randomsound snd_death 1 2
client death_arm_right_lower 3 randomsound snd_bodyfall 1 4
server death_arm_left_upper first deathsound
client death_arm_left_upper first randomsound snd_death_long 1 2
client death_arm_left_upper  4 randomsound snd_bodyfall 1 4
client death_arm_left_upper  7 randomsound snd_kneefall 1 4
client death_arm_left_upper 28 randomsound snd_bodyfall 1 4
server death_arm_left_lower first deathsound
client death_arm_left_lower first randomsound snd_death_long 1 2
client death_arm_left_lower  4 randomsound snd_bodyfall 1 4
client death_arm_left_lower  7 randomsound snd_kneefall 1 4
client death_arm_left_lower 28 randomsound snd_bodyfall 1 4
server death_leg_right_upper first deathsound
client death_leg_right_upper first randomsound snd_death 1 2
client death_leg_right_upper  7 randomsound snd_bodyfall 1 4
client death_leg_right_upper 14 randomsound snd_kneefall 1 4
client death_leg_right_upper 17 randomsound snd_kneefall 1 4
server death_leg_right_lower first deathsound
client death_leg_right_lower first randomsound snd_death 1 2
client death_leg_right_lower  7 randomsound snd_bodyfall 1 4
client death_leg_right_lower 14 randomsound snd_kneefall 1 4
client death_leg_right_lower 17 randomsound snd_kneefall 1 4
server death_leg_left_upper first deathsound
client death_leg_left_upper first randomsound snd_death 1 2
client death_leg_left_upper  7 randomsound snd_bodyfall 1 4
client death_leg_left_upper 14 randomsound snd_kneefall 1 4
client death_leg_left_upper 17 randomsound snd_kneefall 1 4
server death_leg_left_lower first deathsound
client death_leg_left_lower first randomsound snd_death 1 2
client death_leg_left_lower  7 randomsound snd_bodyfall 1 4
client death_leg_left_lower 14 randomsound snd_kneefall 1 4
client death_leg_left_lower 17 randomsound snd_kneefall 1 4

// Crouching Pain Location Based Animations
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

// Crouching Death Location Based Animations
server crouch_death1 first deathsound
client crouch_death1 first randomsound snd_death 1 2
client crouch_death1  3 randomsound snd_partfall 1 4
client crouch_death1  8 randomsound snd_bodyfall 1 4
client crouch_death1 11 randomsound snd_partfall 1 4
server crouch_death2 first deathsound
client crouch_death2 first randomsound snd_death 1 2
client crouch_death2  4 randomsound snd_bodyfall 1 4
client crouch_death2  7 randomsound snd_kneefall 1 4
server crouch_death3 first deathsound
client crouch_death3 first randomsound snd_death 1 2
client crouch_death3  5 randomsound snd_kneefall 1 4
client crouch_death3  8 randomsound snd_partfall 1 4

server melee2 3 movementsound
server melee2 3 melee 40
server melee2 7 movementsound
client melee2 3 randomsound snd_whoosh 1 4
client melee2 7 footstep

server melee1 1 melee
server melee1 1 movementsound
server melee1 3 melee
server melee1 3 movementsound
server melee1 5 melee
server melee1 5 movementsound
server melee1 7 melee
server melee1 7 movementsound
client melee1 1 randomsound snd_whoosh .5 4
client melee1 3 randomsound snd_whoosh .5 4
client melee1 5 randomsound snd_whoosh .5 4
client melee1 7 randomsound snd_whoosh .5 4

server jump1 3 nextframe 3

server land1 first setframe 4
server land1 5 movementsound
server land1 6 movementsound
client land1 5 footstep
client land1 6 footstep

// Optional Animations


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


// -----------------------------------------------------------------------------
// SOURCESAFE Update Log
//
// $Log:: /Quake 2 Engine/Sin/Base Sin Data/Models/Monster/guerilla_ass.def   $
// 
// 19    10/25/98 7:34p Beau
// 
// 18    10/24/98 2:52p Joeske
// Added in extra location death for upper torso.
// 
// 17    10/23/98 2:01p Beau
// 
// 16    10/23/98 2:36a Beau
// 
// 15    10/22/98 11:00p Joeske
// Fixed snd_lostweapon for all characters.
// 
// 14    10/18/98 6:17p Markd
// fixed jumping and landing
//
// 13    10/16/98 6:56p Phook
// Oct 16: First global damage settings tweaks
//
// 12    10/15/98 10:50p Markd
// forgot to warp to first falling frame
//
// 11    10/15/98 10:20p Markd
// Added jumping and melee attacks
//
// 10    9/22/98 9:41p Zak
// tweaked filenames
//
// 9     9/19/98 7:21p Joeske
// Added in formating for files, removed jump ref (anim &sounds)  for now.
//
//
// -----------------------------------------------------------------------------
