SDEF
//
// The file declaration section
//
path models/pl_blade
scale 1.15
blade_base.sbm
blade_base4.tga
blade_base_dam4.tga

//
// Declare the animation types and files
//
// special animations
hang		blade_hang.sam
takeitem	blade_takeitem.sam
standidle1	blade_standidle1.SAM
standidle2	blade_standidle2.SAM
motion1	blade_motion1.SAM
sitting	blade_sitting2.SAM
sitting2	blade_sit.sam
standup	blade_standup.SAM
turnhead	blade_turnhead.SAM
stoplook	blade_stoplook.SAM
sitshakehead	blade_sitshakehead.SAM
sitnodhead		blade_nodhead.SAM
stoplook_freeze  blade_stoplookfreeze.sam
typing		blade_typing.sam

heligun                 blade_heligun.sam
driveboat			blade_driveboat.sam
driveboat_look		blade_boatturnhead.SAM
drive1                  blade_drive.sam

// death
death7			blade_death7.sam

// crouch enter/exit
crouch1                 blade_crouch1.SAM
uncrouch1			blade_uncrouch1.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

// general crouching animations
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

// Idle animations (standing)
idle1                   blade_punchidle1.SAM
1hand_idle1             blade_idle1.SAM
1hand_idle2             blade_idle3.SAM
1hand_idle3             blade_idle4.SAM
hi2hand_idle1           blade_idle2hand.SAM
lo2hand_idle1           blade_idle2hand.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
frontflip		blade_frontflip.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/cinematic.scr

//
// The main section
//
!main:
//
// Define the clinet/server animation references
//
client run1 3 footstep
server run1 3 movementsound
client run1 7 footstep
server run1 7 movementsound

client walk1 4 footstep
server walk1 4 movementsound
client walk1 10 footstep
server walk1 10 movementsound

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

//
// The SINED declaration section
//
/*SINED cinematic_blade (1 .5 0) (0 0 0) (0 0 0)
Blade used for Cinematics
*/