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If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. diff --git a/Build/Dependencies/InstaGibPlusAssets_v1/System/InstaGibPlusAssets_v1.u b/Build/Dependencies/InstaGibPlusAssets_v1/System/InstaGibPlusAssets_v1.u new file mode 100644 index 00000000..25f4310e Binary files /dev/null and b/Build/Dependencies/InstaGibPlusAssets_v1/System/InstaGibPlusAssets_v1.u differ diff --git a/BuildSettings.bat b/BuildSettings.bat index dc7d42f4..821ebb9d 100644 --- a/BuildSettings.bat +++ b/BuildSettings.bat @@ -5,4 +5,4 @@ :: Example: :: set DEPENDENCIES=MyDependency MyOtherDependency MyThirdDependency :: -set DEPENDENCIES= +set DEPENDENCIES=InstaGibPlusAssets_v1 diff --git a/Classes/CrosshairLayer.uc b/Classes/CrosshairLayer.uc index 6c70d2ef..2468267c 100644 --- a/Classes/CrosshairLayer.uc +++ b/Classes/CrosshairLayer.uc @@ -1,9 +1,5 @@ class CrosshairLayer extends Object; -// 1x1 white texture as base for painting crosshairs -#exec Texture Import File=Textures\CrossHairBase.pcx Name=CrossHairBase Mips=Off - - var Texture Texture; var int OffsetX; var int OffsetY; diff --git a/Classes/IGPlus_FlagSprite.uc b/Classes/IGPlus_FlagSprite.uc index c238f962..f01a5bb5 100644 --- a/Classes/IGPlus_FlagSprite.uc +++ b/Classes/IGPlus_FlagSprite.uc @@ -1,11 +1,5 @@ class IGPlus_FlagSprite extends Actor; -#exec Texture Import File=Textures\Flag.pcx Mips=Off -#exec Texture Import File=Textures\FlagRed.pcx Mips=Off -#exec Texture Import File=Textures\FlagBlue.pcx Mips=Off -#exec Texture Import File=Textures\FlagGreen.pcx Mips=Off -#exec Texture Import File=Textures\FlagGold.pcx Mips=Off - simulated function ConfigureForTeam(byte Team) { switch(Team) { case 0: diff --git a/Classes/IGPlus_ModelImport.uc b/Classes/IGPlus_ModelImport.uc index 9480877d..a9c019be 100644 --- a/Classes/IGPlus_ModelImport.uc +++ b/Classes/IGPlus_ModelImport.uc @@ -3,526 +3,6 @@ class IGPlus_ModelImport extends Object; var Mesh DefaultMesh[18]; var Mesh RateCorrectedMesh[18]; -// -// Boss -// - -#exec MESH IMPORT MESH=Boss ANIVFILE=MODELS\Boss_a.3D DATAFILE=MODELS\Boss_d.3D UNMIRROR=1 LODSTYLE=12 -#exec MESH ORIGIN MESH=Boss X=-150 Y=40 Z=0 YAW=64 ROLL=-64 - -#exec MESH SEQUENCE MESH=Boss SEQ=All STARTFRAME=0 NUMFRAMES=700 -#exec MESH SEQUENCE MESH=Boss SEQ=GutHit STARTFRAME=0 NUMFRAMES=1 Group=TakeHit -#exec MESH SEQUENCE MESH=Boss SEQ=AimDnLg STARTFRAME=1 NUMFRAMES=1 Group=Waiting -#exec MESH SEQUENCE MESH=Boss SEQ=AimDnSm STARTFRAME=2 NUMFRAMES=1 Group=Waiting -#exec MESH SEQUENCE MESH=Boss SEQ=AimUpLg STARTFRAME=3 NUMFRAMES=1 Group=Waiting -#exec MESH SEQUENCE MESH=Boss SEQ=AimUpSm STARTFRAME=4 NUMFRAMES=1 Group=Waiting -#exec MESH SEQUENCE MESH=Boss SEQ=Taunt1 STARTFRAME=5 NUMFRAMES=20 RATE=15 Group=Gesture -#exec MESH SEQUENCE MESH=Boss SEQ=Breath1 STARTFRAME=25 NUMFRAMES=7 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=Boss SEQ=Breath2 STARTFRAME=32 NUMFRAMES=20 RATE=7 Group=Waiting -#exec MESH SEQUENCE MESH=Boss SEQ=CockGun STARTFRAME=52 NUMFRAMES=8 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=Boss SEQ=DuckWlkL STARTFRAME=60 NUMFRAMES=15 RATE=15 Group=Ducking -#exec MESH SEQUENCE MESH=Boss SEQ=DuckWlkS STARTFRAME=75 NUMFRAMES=15 RATE=15 Group=Ducking -#exec MESH SEQUENCE MESH=Boss SEQ=HeadHit STARTFRAME=90 NUMFRAMES=1 Group=TakeHit -#exec MESH SEQUENCE MESH=Boss SEQ=JumpLgFr STARTFRAME=91 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=Boss SEQ=JumpSmFr STARTFRAME=92 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=Boss SEQ=LandLgFr STARTFRAME=93 NUMFRAMES=1 Group=Landing -#exec MESH SEQUENCE MESH=Boss SEQ=LandSmFr STARTFRAME=94 NUMFRAMES=1 Group=Landing -#exec MESH SEQUENCE MESH=Boss SEQ=LeftHit STARTFRAME=95 NUMFRAMES=1 Group=TakeHit -#exec MESH SEQUENCE MESH=Boss SEQ=Look STARTFRAME=96 NUMFRAMES=40 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=Boss SEQ=RightHit STARTFRAME=136 NUMFRAMES=1 Group=TakeHit -#exec MESH SEQUENCE MESH=Boss SEQ=RunLg STARTFRAME=137 NUMFRAMES=10 RATE=17 -#exec MESH SEQUENCE MESH=Boss SEQ=RunLgFr STARTFRAME=147 NUMFRAMES=10 RATE=17 Group=MovingFire -#exec MESH SEQUENCE MESH=Boss SEQ=RunSm STARTFRAME=157 NUMFRAMES=10 RATE=17 -#exec MESH SEQUENCE MESH=Boss SEQ=RunSmFr STARTFRAME=167 NUMFRAMES=10 RATE=17 Group=MovingFire -#exec MESH SEQUENCE MESH=Boss SEQ=StillFrRp STARTFRAME=177 NUMFRAMES=10 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=Boss SEQ=StillLgFr STARTFRAME=187 NUMFRAMES=10 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=Boss SEQ=StillSmFr STARTFRAME=197 NUMFRAMES=8 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=Boss SEQ=SwimLg STARTFRAME=205 NUMFRAMES=15 RATE=15 -#exec MESH SEQUENCE MESH=Boss SEQ=SwimSm STARTFRAME=220 NUMFRAMES=15 RATE=15 -#exec MESH SEQUENCE MESH=Boss SEQ=TreadLg STARTFRAME=235 NUMFRAMES=15 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=Boss SEQ=TreadSm STARTFRAME=250 NUMFRAMES=15 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=Boss SEQ=Victory1 STARTFRAME=265 NUMFRAMES=18 RATE=6 Group=Gesture -#exec MESH SEQUENCE MESH=Boss SEQ=WalkLg STARTFRAME=283 NUMFRAMES=15 RATE=18 -#exec MESH SEQUENCE MESH=Boss SEQ=WalkLgFr STARTFRAME=298 NUMFRAMES=15 RATE=18 Group=MovingFire -#exec MESH SEQUENCE MESH=Boss SEQ=WalkSm STARTFRAME=313 NUMFRAMES=15 RATE=18 -#exec MESH SEQUENCE MESH=Boss SEQ=WalkSmFr STARTFRAME=328 NUMFRAMES=15 RATE=18 Group=MovingFire -#exec MESH SEQUENCE MESH=Boss SEQ=Wave STARTFRAME=343 NUMFRAMES=15 RATE=15 Group=Gesture -#exec MESH SEQUENCE MESH=Boss SEQ=Walk STARTFRAME=358 NUMFRAMES=15 RATE=18 -#exec MESH SEQUENCE MESH=Boss SEQ=TurnLg STARTFRAME=298 NUMFRAMES=2 RATE=15 // 2 frames of walklgfr -#exec MESH SEQUENCE MESH=Boss SEQ=TurnSm STARTFRAME=328 NUMFRAMES=2 RATE=15 // 2 frames of walksmfr -#exec MESH SEQUENCE MESH=Boss SEQ=Breath1L STARTFRAME=373 NUMFRAMES=7 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=Boss SEQ=Breath2L STARTFRAME=380 NUMFRAMES=20 RATE=7 Group=Waiting -#exec MESH SEQUENCE MESH=Boss SEQ=CockGunL STARTFRAME=400 NUMFRAMES=8 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=Boss SEQ=LookL STARTFRAME=408 NUMFRAMES=40 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=Boss SEQ=WaveL STARTFRAME=448 NUMFRAMES=15 RATE=15 Group=Gesture -#exec MESH SEQUENCE MESH=Boss SEQ=Chat1 STARTFRAME=463 NUMFRAMES=13 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=Boss SEQ=Chat2 STARTFRAME=476 NUMFRAMES=10 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=Boss SEQ=Thrust STARTFRAME=486 NUMFRAMES=15 RATE=20 Group=Gesture -#exec MESH SEQUENCE MESH=Boss SEQ=DodgeB STARTFRAME=501 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=Boss SEQ=DodgeF STARTFRAME=502 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=Boss SEQ=DodgeR STARTFRAME=503 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=Boss SEQ=DodgeL STARTFRAME=504 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=Boss SEQ=Fighter STARTFRAME=187 NUMFRAMES=1 // first frame of stilllgfr -#exec MESH SEQUENCE MESH=Boss SEQ=Flip STARTFRAME=505 NUMFRAMES=20 RATE=30 Group=Jumping -#exec MESH SEQUENCE MESH=Boss SEQ=Dead1 STARTFRAME=525 NUMFRAMES=13 RATE=12 Group=TakeHit -#exec MESH SEQUENCE MESH=Boss SEQ=Dead2 STARTFRAME=538 NUMFRAMES=16 RATE=12 -#exec MESH SEQUENCE MESH=Boss SEQ=Dead3 STARTFRAME=554 NUMFRAMES=13 RATE=12 -#exec MESH SEQUENCE MESH=Boss SEQ=Dead4 STARTFRAME=567 NUMFRAMES=16 RATE=12 -#exec MESH SEQUENCE MESH=Boss SEQ=Dead7 STARTFRAME=583 NUMFRAMES=21 RATE=15 Group=TakeHit -#exec MESH SEQUENCE MESH=Boss SEQ=Dead8 STARTFRAME=604 NUMFRAMES=18 RATE=15 Group=TakeHit -#exec MESH SEQUENCE MESH=Boss SEQ=Dead9 STARTFRAME=622 NUMFRAMES=20 RATE=30 Group=TakeHit -#exec MESH SEQUENCE MESH=Boss SEQ=Dead9B STARTFRAME=642 NUMFRAMES=10 RATE=15 -#exec MESH SEQUENCE MESH=Boss SEQ=Dead11 STARTFRAME=652 NUMFRAMES=18 RATE=15 -#exec MESH SEQUENCE MESH=Boss SEQ=BackRun STARTFRAME=670 NUMFRAMES=10 RATE=17 Group=MovingFire -#exec MESH SEQUENCE MESH=Boss SEQ=StrafeL STARTFRAME=680 NUMFRAMES=10 RATE=17 Group=MovingFire -#exec MESH SEQUENCE MESH=Boss SEQ=StrafeR STARTFRAME=690 NUMFRAMES=10 RATE=17 Group=MovingFire -#exec MESH NOTIFY MESH=Boss SEQ=StrafeL TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Boss SEQ=StrafeL TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Boss SEQ=StrafeR TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Boss SEQ=StrafeR TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Boss SEQ=BackRun TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Boss SEQ=BackRun TIME=0.75 FUNCTION=PlayFootStep - - -#exec MESH SEQUENCE MESH=Boss SEQ=DeathEnd STARTFRAME=537 NUMFRAMES=1 -#exec MESH SEQUENCE MESH=Boss SEQ=DeathEnd2 STARTFRAME=553 NUMFRAMES=1 -#exec MESH SEQUENCE MESH=Boss SEQ=DeathEnd3 STARTFRAME=566 NUMFRAMES=1 - -#exec MESHMAP SCALE MESHMAP=Boss X=0.0585 Y=0.0585 Z=0.117 - -#exec MESH NOTIFY MESH=Boss SEQ=RunLG TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Boss SEQ=RunLG TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Boss SEQ=RunLGFR TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Boss SEQ=RunLGFR TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Boss SEQ=RunSM TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Boss SEQ=RunSM TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Boss SEQ=RunSMFR TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Boss SEQ=RunSMFR TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Boss SEQ=Dead1 TIME=0.7 FUNCTION=LandThump -#exec MESH NOTIFY MESH=Boss SEQ=Dead2 TIME=0.9 FUNCTION=LandThump -#exec MESH NOTIFY MESH=Boss SEQ=Dead3 TIME=0.45 FUNCTION=LandThump -#exec MESH NOTIFY MESH=Boss SEQ=Dead4 TIME=0.6 FUNCTION=LandThump -#exec MESH NOTIFY MESH=Boss SEQ=Dead7 TIME=0.7 FUNCTION=LandThump -#exec MESH NOTIFY MESH=Boss SEQ=Dead8 TIME=0.7 FUNCTION=LandThump -#exec MESH NOTIFY MESH=Boss SEQ=Dead9B TIME=0.8 FUNCTION=LandThump -#exec MESH NOTIFY MESH=Boss SEQ=Dead11 TIME=0.57 FUNCTION=LandThump - -// -// Commando -// - -#exec MESH IMPORT MESH=Commando ANIVFILE=MODELS\Commando_a.3D DATAFILE=MODELS\Commando_d.3D UNMIRROR=1 LODSTYLE=12 -#exec MESH ORIGIN MESH=Commando X=-150 Y=40 Z=0 YAW=64 ROLL=-64 - -#exec MESH SEQUENCE MESH=Commando SEQ=All STARTFRAME=0 NUMFRAMES=700 -#exec MESH SEQUENCE MESH=Commando SEQ=GutHit STARTFRAME=0 NUMFRAMES=1 Group=TakeHit -#exec MESH SEQUENCE MESH=Commando SEQ=AimDnLg STARTFRAME=1 NUMFRAMES=1 Group=Waiting -#exec MESH SEQUENCE MESH=Commando SEQ=AimDnSm STARTFRAME=2 NUMFRAMES=1 Group=Waiting -#exec MESH SEQUENCE MESH=Commando SEQ=AimUpLg STARTFRAME=3 NUMFRAMES=1 Group=Waiting -#exec MESH SEQUENCE MESH=Commando SEQ=AimUpSm STARTFRAME=4 NUMFRAMES=1 Group=Waiting -#exec MESH SEQUENCE MESH=Commando SEQ=Taunt1 STARTFRAME=5 NUMFRAMES=20 RATE=15 Group=Gesture -#exec MESH SEQUENCE MESH=Commando SEQ=Breath1 STARTFRAME=25 NUMFRAMES=7 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=Commando SEQ=Breath2 STARTFRAME=32 NUMFRAMES=20 RATE=7 Group=Waiting -#exec MESH SEQUENCE MESH=Commando SEQ=CockGun STARTFRAME=52 NUMFRAMES=8 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=Commando SEQ=DuckWlkL STARTFRAME=60 NUMFRAMES=15 RATE=15 Group=Ducking -#exec MESH SEQUENCE MESH=Commando SEQ=DuckWlkS STARTFRAME=75 NUMFRAMES=15 RATE=15 Group=Ducking -#exec MESH SEQUENCE MESH=Commando SEQ=HeadHit STARTFRAME=90 NUMFRAMES=1 Group=TakeHit -#exec MESH SEQUENCE MESH=Commando SEQ=JumpLgFr STARTFRAME=91 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=Commando SEQ=JumpSmFr STARTFRAME=92 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=Commando SEQ=LandLgFr STARTFRAME=93 NUMFRAMES=1 Group=Landing -#exec MESH SEQUENCE MESH=Commando SEQ=LandSmFr STARTFRAME=94 NUMFRAMES=1 Group=Landing -#exec MESH SEQUENCE MESH=Commando SEQ=LeftHit STARTFRAME=95 NUMFRAMES=1 Group=TakeHit -#exec MESH SEQUENCE MESH=Commando SEQ=Look STARTFRAME=96 NUMFRAMES=40 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=Commando SEQ=RightHit STARTFRAME=136 NUMFRAMES=1 Group=TakeHit -#exec MESH SEQUENCE MESH=Commando SEQ=RunLg STARTFRAME=137 NUMFRAMES=10 RATE=17 -#exec MESH SEQUENCE MESH=Commando SEQ=RunLgFr STARTFRAME=147 NUMFRAMES=10 RATE=17 Group=MovingFire -#exec MESH SEQUENCE MESH=Commando SEQ=RunSm STARTFRAME=157 NUMFRAMES=10 RATE=17 -#exec MESH SEQUENCE MESH=Commando SEQ=RunSmFr STARTFRAME=167 NUMFRAMES=10 RATE=17 Group=MovingFire -#exec MESH SEQUENCE MESH=Commando SEQ=StillFrRp STARTFRAME=177 NUMFRAMES=10 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=Commando SEQ=StillLgFr STARTFRAME=187 NUMFRAMES=10 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=Commando SEQ=StillSmFr STARTFRAME=197 NUMFRAMES=8 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=Commando SEQ=SwimLg STARTFRAME=205 NUMFRAMES=15 RATE=15 -#exec MESH SEQUENCE MESH=Commando SEQ=SwimSm STARTFRAME=220 NUMFRAMES=15 RATE=15 -#exec MESH SEQUENCE MESH=Commando SEQ=TreadLg STARTFRAME=235 NUMFRAMES=15 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=Commando SEQ=TreadSm STARTFRAME=250 NUMFRAMES=15 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=Commando SEQ=Victory1 STARTFRAME=265 NUMFRAMES=18 RATE=11 Group=Gesture -#exec MESH SEQUENCE MESH=Commando SEQ=WalkLg STARTFRAME=283 NUMFRAMES=15 RATE=18 -#exec MESH SEQUENCE MESH=Commando SEQ=WalkLgFr STARTFRAME=298 NUMFRAMES=15 RATE=18 Group=MovingFire -#exec MESH SEQUENCE MESH=Commando SEQ=WalkSm STARTFRAME=313 NUMFRAMES=15 RATE=18 -#exec MESH SEQUENCE MESH=Commando SEQ=WalkSmFr STARTFRAME=328 NUMFRAMES=15 RATE=18 Group=MovingFire -#exec MESH SEQUENCE MESH=Commando SEQ=Wave STARTFRAME=343 NUMFRAMES=15 RATE=15 Group=Gesture -#exec MESH SEQUENCE MESH=Commando SEQ=Walk STARTFRAME=358 NUMFRAMES=15 RATE=18 -#exec MESH SEQUENCE MESH=Commando SEQ=TurnLg STARTFRAME=298 NUMFRAMES=2 RATE=15 // 2 frames of walklgfr -#exec MESH SEQUENCE MESH=Commando SEQ=TurnSm STARTFRAME=328 NUMFRAMES=2 RATE=15 // 2 frames of walksmfr -#exec MESH SEQUENCE MESH=Commando SEQ=Breath1L STARTFRAME=373 NUMFRAMES=7 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=Commando SEQ=Breath2L STARTFRAME=380 NUMFRAMES=20 RATE=7 Group=Waiting -#exec MESH SEQUENCE MESH=Commando SEQ=CockGunL STARTFRAME=400 NUMFRAMES=8 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=Commando SEQ=LookL STARTFRAME=408 NUMFRAMES=40 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=Commando SEQ=WaveL STARTFRAME=448 NUMFRAMES=15 RATE=15 Group=Gesture -#exec MESH SEQUENCE MESH=Commando SEQ=Chat1 STARTFRAME=463 NUMFRAMES=13 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=Commando SEQ=Chat2 STARTFRAME=476 NUMFRAMES=10 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=Commando SEQ=Thrust STARTFRAME=486 NUMFRAMES=15 RATE=20 Group=Gesture -#exec MESH SEQUENCE MESH=Commando SEQ=DodgeB STARTFRAME=501 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=Commando SEQ=DodgeF STARTFRAME=502 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=Commando SEQ=DodgeR STARTFRAME=503 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=Commando SEQ=DodgeL STARTFRAME=504 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=Commando SEQ=Fighter STARTFRAME=187 NUMFRAMES=1 // first frame of stilllgfr -#exec MESH SEQUENCE MESH=Commando SEQ=Flip STARTFRAME=505 NUMFRAMES=20 RATE=30 Group=Jumping -#exec MESH SEQUENCE MESH=Commando SEQ=Dead1 STARTFRAME=525 NUMFRAMES=13 RATE=10 Group=TakeHit -#exec MESH SEQUENCE MESH=Commando SEQ=Dead2 STARTFRAME=538 NUMFRAMES=16 RATE=10 -#exec MESH SEQUENCE MESH=Commando SEQ=Dead3 STARTFRAME=554 NUMFRAMES=13 RATE=10 -#exec MESH SEQUENCE MESH=Commando SEQ=Dead4 STARTFRAME=567 NUMFRAMES=16 RATE=10 -#exec MESH SEQUENCE MESH=Commando SEQ=Dead7 STARTFRAME=583 NUMFRAMES=21 RATE=12 Group=TakeHit -#exec MESH SEQUENCE MESH=Commando SEQ=Dead8 STARTFRAME=604 NUMFRAMES=18 RATE=10 Group=TakeHit -#exec MESH SEQUENCE MESH=Commando SEQ=Dead9 STARTFRAME=622 NUMFRAMES=20 RATE=30 Group=TakeHit -#exec MESH SEQUENCE MESH=Commando SEQ=Dead9B STARTFRAME=642 NUMFRAMES=10 RATE=15 -#exec MESH SEQUENCE MESH=Commando SEQ=Dead11 STARTFRAME=652 NUMFRAMES=18 RATE=10 -#exec MESH SEQUENCE MESH=Commando SEQ=BackRun STARTFRAME=670 NUMFRAMES=10 RATE=17 Group=MovingFire -#exec MESH SEQUENCE MESH=Commando SEQ=StrafeL STARTFRAME=680 NUMFRAMES=10 RATE=17 Group=MovingFire -#exec MESH SEQUENCE MESH=Commando SEQ=StrafeR STARTFRAME=690 NUMFRAMES=10 RATE=17 Group=MovingFire - -#exec MESH SEQUENCE MESH=Commando SEQ=DeathEnd STARTFRAME=537 NUMFRAMES=1 -#exec MESH SEQUENCE MESH=Commando SEQ=DeathEnd2 STARTFRAME=553 NUMFRAMES=1 -#exec MESH SEQUENCE MESH=Commando SEQ=DeathEnd3 STARTFRAME=566 NUMFRAMES=1 - -#exec MESHMAP SCALE MESHMAP=Commando X=0.0625 Y=0.0625 Z=0.125 - -#exec MESH NOTIFY MESH=Commando SEQ=RunLG TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Commando SEQ=RunLG TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Commando SEQ=RunLGFR TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Commando SEQ=RunLGFR TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Commando SEQ=RunSM TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Commando SEQ=RunSM TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Commando SEQ=RunSMFR TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Commando SEQ=RunSMFR TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Commando SEQ=StrafeL TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Commando SEQ=StrafeL TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Commando SEQ=StrafeR TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Commando SEQ=StrafeR TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Commando SEQ=BackRun TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Commando SEQ=BackRun TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Commando SEQ=Dead1 TIME=0.7 FUNCTION=LandThump -#exec MESH NOTIFY MESH=Commando SEQ=Dead2 TIME=0.9 FUNCTION=LandThump -#exec MESH NOTIFY MESH=Commando SEQ=Dead3 TIME=0.45 FUNCTION=LandThump -#exec MESH NOTIFY MESH=Commando SEQ=Dead4 TIME=0.6 FUNCTION=LandThump -#exec MESH NOTIFY MESH=Commando SEQ=Dead7 TIME=0.7 FUNCTION=LandThump -#exec MESH NOTIFY MESH=Commando SEQ=Dead8 TIME=0.7 FUNCTION=LandThump -#exec MESH NOTIFY MESH=Commando SEQ=Dead9B TIME=0.8 FUNCTION=LandThump -#exec MESH NOTIFY MESH=Commando SEQ=Dead11 TIME=0.57 FUNCTION=LandThump - - -// -// FCommando -// - -#exec MESH IMPORT MESH=IGPlus_FCommandoM ANIVFILE=MODELS\FCommando_a.3D DATAFILE=MODELS\FCommando_d.3D UNMIRROR=1 LODSTYLE=12 -#exec MESH ORIGIN MESH=IGPlus_FCommandoM X=23 Y=-115 Z=62 YAW=64 ROLL=-64 - -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=All STARTFRAME=0 NUMFRAMES=681 -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=GutHit STARTFRAME=0 NUMFRAMES=1 Group=TakeHit -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=AimDnLg STARTFRAME=1 NUMFRAMES=1 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=AimDnSm STARTFRAME=2 NUMFRAMES=1 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=AimUpLg STARTFRAME=3 NUMFRAMES=1 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=AimUpSm STARTFRAME=4 NUMFRAMES=1 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Taunt1 STARTFRAME=5 NUMFRAMES=15 RATE=20 Group=Gesture -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Breath1 STARTFRAME=20 NUMFRAMES=7 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Breath2 STARTFRAME=27 NUMFRAMES=20 RATE=7 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=CockGun STARTFRAME=47 NUMFRAMES=6 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=DuckWlkL STARTFRAME=53 NUMFRAMES=15 RATE=15 Group=Ducking -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=DuckWlkS STARTFRAME=68 NUMFRAMES=15 RATE=15 Group=Ducking -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=HeadHit STARTFRAME=83 NUMFRAMES=1 Group=TakeHit -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=JumpLgFr STARTFRAME=84 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=JumpSmFr STARTFRAME=85 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=LandLgFr STARTFRAME=86 NUMFRAMES=1 Group=Landing -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=LandSmFr STARTFRAME=87 NUMFRAMES=1 Group=Landing -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=LeftHit STARTFRAME=88 NUMFRAMES=1 Group=TakeHit -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Look STARTFRAME=89 NUMFRAMES=35 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=RightHit STARTFRAME=124 NUMFRAMES=1 Group=TakeHit -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=RunLg STARTFRAME=125 NUMFRAMES=10 RATE=17 -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=RunLgFr STARTFRAME=135 NUMFRAMES=10 RATE=17 Group=MovingFire -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=RunSm STARTFRAME=145 NUMFRAMES=10 RATE=17 -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=RunSmFr STARTFRAME=155 NUMFRAMES=10 RATE=17 Group=MovingFire -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=StillFrRp STARTFRAME=165 NUMFRAMES=10 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=StillLgFr STARTFRAME=175 NUMFRAMES=10 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=StillSmFr STARTFRAME=185 NUMFRAMES=8 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=SwimLg STARTFRAME=193 NUMFRAMES=18 RATE=15 -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=SwimSm STARTFRAME=211 NUMFRAMES=18 RATE=15 -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=TreadLg STARTFRAME=229 NUMFRAMES=15 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=TreadSm STARTFRAME=244 NUMFRAMES=15 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Victory1 STARTFRAME=259 NUMFRAMES=10 RATE=6 Group=Gesture -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=WalkLg STARTFRAME=269 NUMFRAMES=15 RATE=18 -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=WalkLgFr STARTFRAME=284 NUMFRAMES=15 RATE=18 Group=MovingFire -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=WalkSm STARTFRAME=299 NUMFRAMES=15 RATE=18 -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=WalkSmFr STARTFRAME=314 NUMFRAMES=15 RATE=18 Group=MovingFire -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Wave STARTFRAME=329 NUMFRAMES=15 RATE=15 Group=Gesture -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Walk STARTFRAME=344 NUMFRAMES=15 RATE=18 -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=TurnLg STARTFRAME=284 NUMFRAMES=2 RATE=15 // 2 frames of walklgfr -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=TurnSm STARTFRAME=314 NUMFRAMES=2 RATE=15 // 2 frames of walksmfr -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Breath1L STARTFRAME=359 NUMFRAMES=7 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Breath2L STARTFRAME=366 NUMFRAMES=20 RATE=7 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=CockGunL STARTFRAME=386 NUMFRAMES=6 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=LookL STARTFRAME=392 NUMFRAMES=35 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=WaveL STARTFRAME=427 NUMFRAMES=15 RATE=15 Group=Gesture -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Chat1 STARTFRAME=442 NUMFRAMES=13 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Chat2 STARTFRAME=455 NUMFRAMES=10 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Thrust STARTFRAME=465 NUMFRAMES=15 RATE=20 Group=Gesture -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=DodgeB STARTFRAME=480 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=DodgeF STARTFRAME=481 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=DodgeR STARTFRAME=482 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=DodgeL STARTFRAME=483 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Fighter STARTFRAME=175 NUMFRAMES=1 // first frame of stilllgfr -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Flip STARTFRAME=484 NUMFRAMES=22 RATE=33 Group=Jumping -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Dead2 STARTFRAME=515 NUMFRAMES=18 RATE=10 Group=TakeHit -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Dead3 STARTFRAME=533 NUMFRAMES=16 RATE=10 Group=TakeHit -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Dead4 STARTFRAME=549 NUMFRAMES=13 RATE=10 Group=TakeHit -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Dead6 STARTFRAME=562 NUMFRAMES=11 RATE=10 - -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=DeathEnd STARTFRAME=532 NUMFRAMES=1 -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=DeathEnd2 STARTFRAME=561 NUMFRAMES=1 -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=DeathEnd3 STARTFRAME=572 NUMFRAMES=1 - -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Dead1 STARTFRAME=573 NUMFRAMES=23 RATE=12 -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Dead5 STARTFRAME=596 NUMFRAMES=13 RATE=12 -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Dead9 STARTFRAME=609 NUMFRAMES=20 RATE=12 -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Dead9B STARTFRAME=629 NUMFRAMES=11 RATE=12 -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Dead7 STARTFRAME=640 NUMFRAMES=11 RATE=12 -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=BackRun STARTFRAME=651 NUMFRAMES=10 RATE=17 Group=MovingFire -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=StrafeL STARTFRAME=661 NUMFRAMES=10 RATE=17 Group=MovingFire -#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=StrafeR STARTFRAME=671 NUMFRAMES=10 RATE=17 Group=MovingFire - -#exec MESHMAP SCALE MESHMAP=IGPlus_FCommandoM X=0.0625 Y=0.0625 Z=0.125 - -#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=RunLG TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=RunLG TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=RunLGFR TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=RunLGFR TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=RunSM TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=RunSM TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=RunSMFR TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=RunSMFR TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=StrafeL TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=StrafeL TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=StrafeR TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=StrafeR TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=BackRun TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=BackRun TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=Dead2 TIME=0.66 FUNCTION=LandThump -#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=Dead3 TIME=0.38 FUNCTION=LandThump -#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=Dead4 TIME=0.46 FUNCTION=LandThump -#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=Dead6 TIME=0.54 FUNCTION=LandThump -#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=Dead1 TIME=0.69 FUNCTION=LandThump -#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=Dead5 TIME=0.61 FUNCTION=LandThump -#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=Dead9b TIME=0.45 FUNCTION=LandThump -#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=Dead7 TIME=0.54 FUNCTION=LandThump - -// -// SGirl -// - -#exec MESH IMPORT MESH=IGPlus_FSoldierM ANIVFILE=Models\SGirl_a.3D DATAFILE=Models\SGirl_d.3D UNMIRROR=1 LODSTYLE=12 -#exec MESH ORIGIN MESH=IGPlus_FSoldierM X=23 Y=-115 Z=62 YAW=64 ROLL=-64 - -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=All STARTFRAME=0 NUMFRAMES=681 -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=GutHit STARTFRAME=0 NUMFRAMES=1 Group=TakeHit -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=AimDnLg STARTFRAME=1 NUMFRAMES=1 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=AimDnSm STARTFRAME=2 NUMFRAMES=1 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=AimUpLg STARTFRAME=3 NUMFRAMES=1 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=AimUpSm STARTFRAME=4 NUMFRAMES=1 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Taunt1 STARTFRAME=5 NUMFRAMES=15 RATE=20 Group=Gesture -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Breath1 STARTFRAME=20 NUMFRAMES=7 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Breath2 STARTFRAME=27 NUMFRAMES=20 RATE=7 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=CockGun STARTFRAME=47 NUMFRAMES=6 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=DuckWlkL STARTFRAME=53 NUMFRAMES=15 RATE=15 Group=Ducking -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=DuckWlkS STARTFRAME=68 NUMFRAMES=15 RATE=15 Group=Ducking -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=HeadHit STARTFRAME=83 NUMFRAMES=1 Group=TakeHit -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=JumpLgFr STARTFRAME=84 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=JumpSmFr STARTFRAME=85 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=LandLgFr STARTFRAME=86 NUMFRAMES=1 Group=Landing -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=LandSmFr STARTFRAME=87 NUMFRAMES=1 Group=Landing -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=LeftHit STARTFRAME=88 NUMFRAMES=1 Group=TakeHit -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Look STARTFRAME=89 NUMFRAMES=35 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=RightHit STARTFRAME=124 NUMFRAMES=1 Group=TakeHit -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=RunLg STARTFRAME=125 NUMFRAMES=10 RATE=17 -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=RunLgFr STARTFRAME=135 NUMFRAMES=10 RATE=17 Group=MovingFire -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=RunSm STARTFRAME=145 NUMFRAMES=10 RATE=17 -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=RunSmFr STARTFRAME=155 NUMFRAMES=10 RATE=17 Group=MovingFire -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=StillFrRp STARTFRAME=165 NUMFRAMES=10 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=StillLgFr STARTFRAME=175 NUMFRAMES=10 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=StillSmFr STARTFRAME=185 NUMFRAMES=8 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=SwimLg STARTFRAME=193 NUMFRAMES=18 RATE=15 -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=SwimSm STARTFRAME=211 NUMFRAMES=18 RATE=15 -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=TreadLg STARTFRAME=229 NUMFRAMES=15 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=TreadSm STARTFRAME=244 NUMFRAMES=15 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Victory1 STARTFRAME=259 NUMFRAMES=10 RATE=6 Group=Gesture -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=WalkLg STARTFRAME=269 NUMFRAMES=15 RATE=18 -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=WalkLgFr STARTFRAME=284 NUMFRAMES=15 RATE=18 Group=MovingFire -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=WalkSm STARTFRAME=299 NUMFRAMES=15 RATE=18 -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=WalkSmFr STARTFRAME=314 NUMFRAMES=15 RATE=18 Group=MovingFire -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Wave STARTFRAME=329 NUMFRAMES=15 RATE=15 Group=Gesture -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Walk STARTFRAME=344 NUMFRAMES=15 RATE=18 -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=TurnLg STARTFRAME=284 NUMFRAMES=2 RATE=15 // 2 frames of walklgfr -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=TurnSm STARTFRAME=314 NUMFRAMES=2 RATE=15 // 2 frames of walksmfr -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Breath1L STARTFRAME=359 NUMFRAMES=7 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Breath2L STARTFRAME=366 NUMFRAMES=20 RATE=7 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=CockGunL STARTFRAME=386 NUMFRAMES=6 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=LookL STARTFRAME=392 NUMFRAMES=35 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=WaveL STARTFRAME=427 NUMFRAMES=15 RATE=15 Group=Gesture -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Chat1 STARTFRAME=442 NUMFRAMES=13 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Chat2 STARTFRAME=455 NUMFRAMES=10 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Thrust STARTFRAME=465 NUMFRAMES=15 RATE=20 Group=Gesture -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=DodgeB STARTFRAME=480 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=DodgeF STARTFRAME=481 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=DodgeR STARTFRAME=482 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=DodgeL STARTFRAME=483 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Fighter STARTFRAME=175 NUMFRAMES=1 // first frame of stilllgfr -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Flip STARTFRAME=484 NUMFRAMES=22 RATE=33 Group=Jumping -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Dead2 STARTFRAME=515 NUMFRAMES=18 RATE=10 Group=TakeHit -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Dead3 STARTFRAME=533 NUMFRAMES=16 RATE=10 Group=TakeHit -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Dead4 STARTFRAME=549 NUMFRAMES=13 RATE=10 Group=TakeHit -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Dead6 STARTFRAME=562 NUMFRAMES=11 RATE=10 - -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=DeathEnd STARTFRAME=532 NUMFRAMES=1 -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=DeathEnd2 STARTFRAME=561 NUMFRAMES=1 -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=DeathEnd3 STARTFRAME=572 NUMFRAMES=1 - -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Dead1 STARTFRAME=573 NUMFRAMES=23 RATE=12 -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Dead5 STARTFRAME=596 NUMFRAMES=13 RATE=12 -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Dead9 STARTFRAME=609 NUMFRAMES=20 RATE=12 -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Dead9B STARTFRAME=629 NUMFRAMES=11 RATE=12 -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Dead7 STARTFRAME=640 NUMFRAMES=11 RATE=12 -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=BackRun STARTFRAME=651 NUMFRAMES=10 RATE=17 Group=MovingFire -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=StrafeL STARTFRAME=661 NUMFRAMES=10 RATE=17 Group=MovingFire -#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=StrafeR STARTFRAME=671 NUMFRAMES=10 RATE=17 Group=MovingFire - -#exec MESHMAP SCALE MESHMAP=IGPlus_FSoldierM X=0.0625 Y=0.0625 Z=0.125 - -#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=RunLG TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=RunLG TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=RunLGFR TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=RunLGFR TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=RunSM TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=RunSM TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=RunSMFR TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=RunSMFR TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=StrafeL TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=StrafeL TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=StrafeR TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=StrafeR TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=BackRun TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=BackRun TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=Dead2 TIME=0.66 FUNCTION=LandThump -#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=Dead3 TIME=0.38 FUNCTION=LandThump -#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=Dead4 TIME=0.46 FUNCTION=LandThump -#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=Dead6 TIME=0.54 FUNCTION=LandThump -#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=Dead1 TIME=0.69 FUNCTION=LandThump -#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=Dead5 TIME=0.61 FUNCTION=LandThump -#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=Dead9b TIME=0.45 FUNCTION=LandThump -#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=Dead7 TIME=0.54 FUNCTION=LandThump - -// -// Soldier -// - -#exec MESH IMPORT MESH=Soldier ANIVFILE=MODELS\Soldier_a.3D DATAFILE=MODELS\Soldier_d.3D UNMIRROR=1 LODSTYLE=12 -#exec MESH ORIGIN MESH=Soldier X=-150 Y=40 Z=0 YAW=64 ROLL=-64 - -#exec MESH SEQUENCE MESH=Soldier SEQ=All STARTFRAME=0 NUMFRAMES=700 -#exec MESH SEQUENCE MESH=Soldier SEQ=GutHit STARTFRAME=0 NUMFRAMES=1 Group=TakeHit -#exec MESH SEQUENCE MESH=Soldier SEQ=AimDnLg STARTFRAME=1 NUMFRAMES=1 Group=Waiting -#exec MESH SEQUENCE MESH=Soldier SEQ=AimDnSm STARTFRAME=2 NUMFRAMES=1 Group=Waiting -#exec MESH SEQUENCE MESH=Soldier SEQ=AimUpLg STARTFRAME=3 NUMFRAMES=1 Group=Waiting -#exec MESH SEQUENCE MESH=Soldier SEQ=AimUpSm STARTFRAME=4 NUMFRAMES=1 Group=Waiting -#exec MESH SEQUENCE MESH=Soldier SEQ=Taunt1 STARTFRAME=5 NUMFRAMES=20 RATE=15 Group=Gesture -#exec MESH SEQUENCE MESH=Soldier SEQ=Breath1 STARTFRAME=25 NUMFRAMES=7 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=Soldier SEQ=Breath2 STARTFRAME=32 NUMFRAMES=20 RATE=7 Group=Waiting -#exec MESH SEQUENCE MESH=Soldier SEQ=CockGun STARTFRAME=52 NUMFRAMES=8 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=Soldier SEQ=DuckWlkL STARTFRAME=60 NUMFRAMES=15 RATE=15 Group=Ducking -#exec MESH SEQUENCE MESH=Soldier SEQ=DuckWlkS STARTFRAME=75 NUMFRAMES=15 RATE=15 Group=Ducking -#exec MESH SEQUENCE MESH=Soldier SEQ=HeadHit STARTFRAME=90 NUMFRAMES=1 Group=TakeHit -#exec MESH SEQUENCE MESH=Soldier SEQ=JumpLgFr STARTFRAME=91 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=Soldier SEQ=JumpSmFr STARTFRAME=92 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=Soldier SEQ=LandLgFr STARTFRAME=93 NUMFRAMES=1 Group=Landing -#exec MESH SEQUENCE MESH=Soldier SEQ=LandSmFr STARTFRAME=94 NUMFRAMES=1 Group=Landing -#exec MESH SEQUENCE MESH=Soldier SEQ=LeftHit STARTFRAME=95 NUMFRAMES=1 Group=TakeHit -#exec MESH SEQUENCE MESH=Soldier SEQ=Look STARTFRAME=96 NUMFRAMES=40 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=Soldier SEQ=RightHit STARTFRAME=136 NUMFRAMES=1 Group=TakeHit -#exec MESH SEQUENCE MESH=Soldier SEQ=RunLg STARTFRAME=137 NUMFRAMES=10 RATE=17 -#exec MESH SEQUENCE MESH=Soldier SEQ=RunLgFr STARTFRAME=147 NUMFRAMES=10 RATE=17 Group=MovingFire -#exec MESH SEQUENCE MESH=Soldier SEQ=RunSm STARTFRAME=157 NUMFRAMES=10 RATE=17 -#exec MESH SEQUENCE MESH=Soldier SEQ=RunSmFr STARTFRAME=167 NUMFRAMES=10 RATE=17 Group=MovingFire -#exec MESH SEQUENCE MESH=Soldier SEQ=StillFrRp STARTFRAME=177 NUMFRAMES=10 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=Soldier SEQ=StillLgFr STARTFRAME=187 NUMFRAMES=10 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=Soldier SEQ=StillSmFr STARTFRAME=197 NUMFRAMES=8 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=Soldier SEQ=SwimLg STARTFRAME=205 NUMFRAMES=15 RATE=15 -#exec MESH SEQUENCE MESH=Soldier SEQ=SwimSm STARTFRAME=220 NUMFRAMES=15 RATE=15 -#exec MESH SEQUENCE MESH=Soldier SEQ=TreadLg STARTFRAME=235 NUMFRAMES=15 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=Soldier SEQ=TreadSm STARTFRAME=250 NUMFRAMES=15 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=Soldier SEQ=Victory1 STARTFRAME=265 NUMFRAMES=18 RATE=11 Group=Gesture -#exec MESH SEQUENCE MESH=Soldier SEQ=WalkLg STARTFRAME=283 NUMFRAMES=15 RATE=18 -#exec MESH SEQUENCE MESH=Soldier SEQ=WalkLgFr STARTFRAME=298 NUMFRAMES=15 RATE=18 Group=MovingFire -#exec MESH SEQUENCE MESH=Soldier SEQ=WalkSm STARTFRAME=313 NUMFRAMES=15 RATE=18 -#exec MESH SEQUENCE MESH=Soldier SEQ=WalkSmFr STARTFRAME=328 NUMFRAMES=15 RATE=18 Group=MovingFire -#exec MESH SEQUENCE MESH=Soldier SEQ=Wave STARTFRAME=343 NUMFRAMES=15 RATE=15 Group=Gesture -#exec MESH SEQUENCE MESH=Soldier SEQ=Walk STARTFRAME=358 NUMFRAMES=15 RATE=18 -#exec MESH SEQUENCE MESH=Soldier SEQ=TurnLg STARTFRAME=298 NUMFRAMES=2 RATE=15 // 2 frames of walklgfr -#exec MESH SEQUENCE MESH=Soldier SEQ=TurnSm STARTFRAME=328 NUMFRAMES=2 RATE=15 // 2 frames of walksmfr -#exec MESH SEQUENCE MESH=Soldier SEQ=Breath1L STARTFRAME=373 NUMFRAMES=7 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=Soldier SEQ=Breath2L STARTFRAME=380 NUMFRAMES=20 RATE=7 Group=Waiting -#exec MESH SEQUENCE MESH=Soldier SEQ=CockGunL STARTFRAME=400 NUMFRAMES=8 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=Soldier SEQ=LookL STARTFRAME=408 NUMFRAMES=40 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=Soldier SEQ=WaveL STARTFRAME=448 NUMFRAMES=15 RATE=15 Group=Gesture -#exec MESH SEQUENCE MESH=Soldier SEQ=Chat1 STARTFRAME=463 NUMFRAMES=13 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=Soldier SEQ=Chat2 STARTFRAME=476 NUMFRAMES=10 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=Soldier SEQ=Thrust STARTFRAME=486 NUMFRAMES=15 RATE=20 Group=Gesture -#exec MESH SEQUENCE MESH=Soldier SEQ=DodgeB STARTFRAME=501 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=Soldier SEQ=DodgeF STARTFRAME=502 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=Soldier SEQ=DodgeR STARTFRAME=503 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=Soldier SEQ=DodgeL STARTFRAME=504 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=Soldier SEQ=Fighter STARTFRAME=187 NUMFRAMES=1 // first frame of stilllgfr -#exec MESH SEQUENCE MESH=Soldier SEQ=Flip STARTFRAME=505 NUMFRAMES=20 RATE=30 Group=Jumping -#exec MESH SEQUENCE MESH=Soldier SEQ=Dead1 STARTFRAME=525 NUMFRAMES=13 RATE=10 Group=TakeHit -#exec MESH SEQUENCE MESH=Soldier SEQ=Dead2 STARTFRAME=538 NUMFRAMES=16 RATE=10 -#exec MESH SEQUENCE MESH=Soldier SEQ=Dead3 STARTFRAME=554 NUMFRAMES=13 RATE=10 -#exec MESH SEQUENCE MESH=Soldier SEQ=Dead4 STARTFRAME=567 NUMFRAMES=16 RATE=10 -#exec MESH SEQUENCE MESH=Soldier SEQ=Dead7 STARTFRAME=583 NUMFRAMES=21 RATE=12 Group=TakeHit -#exec MESH SEQUENCE MESH=Soldier SEQ=Dead8 STARTFRAME=604 NUMFRAMES=18 RATE=10 Group=TakeHit -#exec MESH SEQUENCE MESH=Soldier SEQ=Dead9 STARTFRAME=622 NUMFRAMES=20 RATE=30 Group=TakeHit -#exec MESH SEQUENCE MESH=Soldier SEQ=Dead9B STARTFRAME=642 NUMFRAMES=10 RATE=15 -#exec MESH SEQUENCE MESH=Soldier SEQ=Dead11 STARTFRAME=652 NUMFRAMES=18 RATE=10 -#exec MESH SEQUENCE MESH=Soldier SEQ=BackRun STARTFRAME=670 NUMFRAMES=10 RATE=17 Group=MovingFire -#exec MESH SEQUENCE MESH=Soldier SEQ=StrafeL STARTFRAME=680 NUMFRAMES=10 RATE=17 Group=MovingFire -#exec MESH SEQUENCE MESH=Soldier SEQ=StrafeR STARTFRAME=690 NUMFRAMES=10 RATE=17 Group=MovingFire - -#exec MESH SEQUENCE MESH=Soldier SEQ=DeathEnd STARTFRAME=537 NUMFRAMES=1 -#exec MESH SEQUENCE MESH=Soldier SEQ=DeathEnd2 STARTFRAME=553 NUMFRAMES=1 -#exec MESH SEQUENCE MESH=Soldier SEQ=DeathEnd3 STARTFRAME=566 NUMFRAMES=1 - -#exec MESHMAP SCALE MESHMAP=Soldier X=0.0625 Y=0.0625 Z=0.125 - -#exec MESH NOTIFY MESH=Soldier SEQ=RunLG TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Soldier SEQ=RunLG TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Soldier SEQ=RunLGFR TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Soldier SEQ=RunLGFR TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Soldier SEQ=RunSM TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Soldier SEQ=RunSM TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Soldier SEQ=RunSMFR TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Soldier SEQ=RunSMFR TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Soldier SEQ=StrafeL TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Soldier SEQ=StrafeL TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Soldier SEQ=StrafeR TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Soldier SEQ=StrafeR TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Soldier SEQ=BackRun TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Soldier SEQ=BackRun TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=Soldier SEQ=Dead1 TIME=0.7 FUNCTION=LandThump -#exec MESH NOTIFY MESH=Soldier SEQ=Dead2 TIME=0.9 FUNCTION=LandThump -#exec MESH NOTIFY MESH=Soldier SEQ=Dead3 TIME=0.45 FUNCTION=LandThump -#exec MESH NOTIFY MESH=Soldier SEQ=Dead4 TIME=0.6 FUNCTION=LandThump -#exec MESH NOTIFY MESH=Soldier SEQ=Dead7 TIME=0.7 FUNCTION=LandThump -#exec MESH NOTIFY MESH=Soldier SEQ=Dead8 TIME=0.7 FUNCTION=LandThump -#exec MESH NOTIFY MESH=Soldier SEQ=Dead9B TIME=0.8 FUNCTION=LandThump -#exec MESH NOTIFY MESH=Soldier SEQ=Dead11 TIME=0.57 FUNCTION=LandThump - - DefaultProperties { DefaultMesh(0)=LodMesh'IGPlus_FCommando' @@ -552,13 +32,13 @@ DefaultProperties RateCorrectedMesh(6)=LodMesh'IGPlus_FSoldierM' RateCorrectedMesh(7)=LodMesh'IGPlus_FSoldierM' RateCorrectedMesh(8)=LodMesh'IGPlus_FSoldierM' - RateCorrectedMesh(9)=LodMesh'Commando' - RateCorrectedMesh(10)=LodMesh'Commando' - RateCorrectedMesh(11)=LodMesh'Commando' - RateCorrectedMesh(12)=LodMesh'Soldier' - RateCorrectedMesh(13)=LodMesh'Soldier' - RateCorrectedMesh(14)=LodMesh'Soldier' - RateCorrectedMesh(15)=LodMesh'Soldier' - RateCorrectedMesh(16)=LodMesh'Soldier' - RateCorrectedMesh(17)=LodMesh'Boss' -} \ No newline at end of file + RateCorrectedMesh(9)=LodMesh'IGPlus_MCommandoF' + RateCorrectedMesh(10)=LodMesh'IGPlus_MCommandoF' + RateCorrectedMesh(11)=LodMesh'IGPlus_MCommandoF' + RateCorrectedMesh(12)=LodMesh'IGPlus_MSoldierF' + RateCorrectedMesh(13)=LodMesh'IGPlus_MSoldierF' + RateCorrectedMesh(14)=LodMesh'IGPlus_MSoldierF' + RateCorrectedMesh(15)=LodMesh'IGPlus_MSoldierF' + RateCorrectedMesh(16)=LodMesh'IGPlus_MSoldierF' + RateCorrectedMesh(17)=LodMesh'IGPlus_BossF' +} diff --git a/Classes/IGPlus_NetStats.uc b/Classes/IGPlus_NetStats.uc index 9f262562..94629160 100644 --- a/Classes/IGPlus_NetStats.uc +++ b/Classes/IGPlus_NetStats.uc @@ -1,7 +1,5 @@ class IGPlus_NetStats extends Actor; -#EXEC LOAD FILE="Textures/IGPlusNetStats.utx" PACKAGE=InstaGibPlus.NetStats - var ScriptedTexture OldTex; var ScriptedTexture NewTex; diff --git a/Classes/MutKillFeed.uc b/Classes/MutKillFeed.uc index e673baaa..c048abbd 100644 --- a/Classes/MutKillFeed.uc +++ b/Classes/MutKillFeed.uc @@ -1,20 +1,5 @@ class MutKillFeed extends Mutator; -#exec Texture Import Name=KF_General File=Textures\Icons\IconSkull.pcx Mips=Off -#exec Texture Import Name=KF_ChainSaw File=Textures\Icons\IconSaw.pcx Mips=Off -#exec Texture Import Name=KF_ImpactHammer File=Textures\Icons\IconHammer.pcx Mips=Off -#exec Texture Import Name=KF_Translocator File=Textures\Icons\IconTrans.pcx Mips=Off -#exec Texture Import Name=KF_Enforcer File=Textures\Icons\IconAutoM.pcx Mips=Off -#exec Texture Import Name=KF_BioRifle File=Textures\Icons\IconBio.pcx Mips=Off -#exec Texture Import Name=KF_ShockRifle File=Textures\Icons\IconASMD.pcx Mips=Off -#exec Texture Import Name=KF_PulseGun File=Textures\Icons\IconPulse.pcx Mips=Off -#exec Texture Import Name=KF_Ripper File=Textures\Icons\IconRazor.pcx Mips=Off -#exec Texture Import Name=KF_Minigun File=Textures\Icons\IconMini.pcx Mips=Off -#exec Texture Import Name=KF_FlakCannon File=Textures\Icons\IconFlak.pcx Mips=Off -#exec Texture Import Name=KF_RocketLauncher File=Textures\Icons\Icon8ball.pcx Mips=Off -#exec Texture Import Name=KF_SniperRifle File=Textures\Icons\IconRifle.pcx Mips=Off -#exec Texture Import Name=KF_WarheadLauncher File=Textures\Icons\IconWarH.pcx Mips=Off - struct WeaponIconMapEntry { var class Weapon; var Texture Icon; diff --git a/Classes/NNAnnouncer.uc b/Classes/NNAnnouncer.uc index 2d95f0a2..8c3f064b 100644 --- a/Classes/NNAnnouncer.uc +++ b/Classes/NNAnnouncer.uc @@ -1,8 +1,5 @@ class NNAnnouncer extends Mutator; -#exec AUDIO IMPORT FILE="Sounds\LudicrousKill.WAV" NAME="LudicrousKill" -#exec AUDIO IMPORT FILE="Sounds\HolyShit.WAV" NAME="HolyShit" - function PostBeginPlay () { super.PostBeginPlay(); diff --git a/Classes/NN_FraggerAmmo.uc b/Classes/NN_FraggerAmmo.uc index 814954f4..8d38da57 100644 --- a/Classes/NN_FraggerAmmo.uc +++ b/Classes/NN_FraggerAmmo.uc @@ -1,7 +1,5 @@ class NN_FraggerAmmo extends BulletBox; -#exec TEXTURE IMPORT FILE="Textures/Fragger/WolfBullets0.pcx" - defaultproperties { AmmoAmount=15 MaxAmmo=150 diff --git a/Classes/NN_FraggerRifle.uc b/Classes/NN_FraggerRifle.uc index aeb86be9..b5ba4a98 100644 --- a/Classes/NN_FraggerRifle.uc +++ b/Classes/NN_FraggerRifle.uc @@ -19,56 +19,6 @@ class NN_FraggerRifle extends NN_SniperRifle; // all the unsung heros of uscript who have code in this gun , to the unknown, i salute you. /////////////////////////////////////////////////////////////////////////////// -//pickp model thanks to :[lol]:WalknBullseye -#exec MESH IMPORT MESH=PUGroundg ANIVFILE="MODELS/Fragger/PUGroundg_a.3D" DATAFILE="MODELS/Fragger/PUGroundg_d.3D" X=0 Y=0 Z=0 -#exec MESH ORIGIN MESH=PUGroundg X=0 Y=0 Z=0 YAW=64 -#exec MESH SEQUENCE MESH=PUGroundg SEQ=All STARTFRAME=0 NUMFRAMES=1 -#exec MESH SEQUENCE MESH=PUGroundg SEQ=Still STARTFRAME=0 NUMFRAMES=1 -#exec MESHMAP SCALE MESHMAP=PUGroundg X=0.07 Y=0.07 Z=0.14 - -#exec TEXTURE IMPORT NAME=Multig FILE="Textures/Fragger/Multig.pcx" Mips=on - -#exec MESHMAP SETTEXTURE MESHMAP=PUGroundg NUM=0 TEXTURE=Multig -#exec MESHMAP SETTEXTURE MESHMAP=PUGroundg NUM=1 TEXTURE=Multig -#exec MESHMAP SETTEXTURE MESHMAP=PUGroundg NUM=2 TEXTURE=Multig -#exec MESHMAP SETTEXTURE MESHMAP=PUGroundg NUM=3 TEXTURE=Multig -#exec MESHMAP SETTEXTURE MESHMAP=PUGroundg NUM=4 TEXTURE=Multig - -#exec MESH IMPORT MESH=PUHandg ANIVFILE="MODELS/Fragger/PUHandg_a.3D" DATAFILE="MODELS/Fragger/PUHandg_d.3D" X=0 Y=0 Z=0 -#exec MESH ORIGIN MESH=PUHandg X=-150 Y=0 Z=-30 YAW=255 PITCH=0 ROLL=0 -#exec MESH SEQUENCE MESH=PUHandg SEQ=Still STARTFRAME=0 NUMFRAMES=1 -#exec MESH SEQUENCE MESH=PUHandg SEQ=All STARTFRAME=0 NUMFRAMES=1 -#exec MESHMAP SCALE MESHMAP=PUHandg X=0.07 Y=0.07 Z=0.14 - - - -#exec MESHMAP SETTEXTURE MESHMAP=PUHandg NUM=0 TEXTURE=Multig -#exec MESHMAP SETTEXTURE MESHMAP=PUHandg NUM=1 TEXTURE=Multig -#exec MESHMAP SETTEXTURE MESHMAP=PUHandg NUM=2 TEXTURE=Multig -#exec MESHMAP SETTEXTURE MESHMAP=PUHandg NUM=3 TEXTURE=Multig -#exec MESHMAP SETTEXTURE MESHMAP=PUHandg NUM=4 TEXTURE=Multig - -////// - -#exec AUDIO IMPORT FILE="Sounds/Fragger/FIRE.wav" NAME="FraggerFire" -#exec AUDIO IMPORT FILE="Sounds/Fragger/holyshit.wav" -#exec AUDIO IMPORT FILE="Sounds/Fragger/BubbleBlast.wav" - -#exec TEXTURE IMPORT FILE="Textures/Fragger/AA.pcx" -#exec TEXTURE IMPORT FILE="Textures/Fragger/SR.pcx" -#exec TEXTURE IMPORT FILE="Textures/Fragger/Rifle2c.pcx" -#exec TEXTURE IMPORT FILE="Textures/Fragger/Rifle2d.pcx" - -#exec TEXTURE IMPORT FILE="Textures/Fragger/crosshair.pcx" MIPS="OFF" FLAGS=2 -#EXEC TEXTURE IMPORT FILE="Textures/Fragger/simple.pcx" MIPS=0 FLAGS=2 -#EXEC TEXTURE IMPORT FILE="Textures/Fragger/Cross.pcx" MIPS=0 FLAGS=2 -#EXEC TEXTURE IMPORT FILE="Textures/Fragger/Black.pcx" MIPS=0 FLAGS=2 -#EXEC TEXTURE IMPORT FILE="Textures/Fragger/TDOT.pcx" MIPS=0 FLAGS=2 -#EXEC TEXTURE IMPORT FILE="Textures/Fragger/ShellB.pcx" -#EXEC TEXTURE IMPORT FILE="Textures/Fragger/ShellR.pcx" -#EXEC TEXTURE IMPORT FILE="Textures/Fragger/ShellG.pcx" - - var color TeamColor[6]; var Texture ShellCaseTex[4]; diff --git a/Classes/PureFlag.uc b/Classes/PureFlag.uc index 9ca3bcb9..d47dce6d 100644 --- a/Classes/PureFlag.uc +++ b/Classes/PureFlag.uc @@ -7,8 +7,6 @@ class PureFlag extends GreenFlag; -#exec Texture Import File=Textures\PureFlag.pcx Name=PureFlag Mips=Off - event PreBeginPlay() { // Dont call PreBP or risk being Destroyed diff --git a/Classes/ST_FraggerTranslocator.uc b/Classes/ST_FraggerTranslocator.uc index a8d6c9bb..e0490114 100644 --- a/Classes/ST_FraggerTranslocator.uc +++ b/Classes/ST_FraggerTranslocator.uc @@ -1,7 +1,5 @@ class ST_FraggerTranslocator extends ST_Translocator; -#exec AUDIO IMPORT FILE="Sounds/Fragger/XlocRespawn.wav" - function Translocate() { local vector Dest, Start; diff --git a/Classes/UTPure.uc b/Classes/UTPure.uc index 90f515eb..606ae811 100644 --- a/Classes/UTPure.uc +++ b/Classes/UTPure.uc @@ -1,14 +1,5 @@ class UTPure extends Mutator config(InstaGibPlus); -#exec Texture Import File=Textures\NewNetLogo.pcx Name=NewNetLogo Mips=Off -#exec Texture Import File=Textures\bootbit.pcx Name=PureBoots Mips=Off -#exec Texture Import File=Textures\hudbgplain.pcx Name=PureTimeBG Mips=Off -#exec Texture Import File=Textures\smallwhitething.pcx Name=PureSWT Mips=Off -#exec Texture Import File=Textures\Arrow.pcx Name=HitMarkerArrow Mips=Off -#exec Audio Import FILE=Sounds\HitSound.wav Name=HitSound -#exec Audio Import FILE=Sounds\HitSound1.wav Name=HitSound1 -#exec Audio Import FILE=Sounds\HitSoundFriendly.wav Name=HitSoundFriendly - var ModifyLoginHandler NextMLH; // Link list of handlers // Nice variables. diff --git a/Classes/bbTFemale1.uc b/Classes/bbTFemale1.uc index 48fa7358..591980a5 100644 --- a/Classes/bbTFemale1.uc +++ b/Classes/bbTFemale1.uc @@ -3,106 +3,6 @@ //============================================================================= class bbTFemale1 extends bbTournamentFemale; -#exec MESH IMPORT MESH=IGPlus_FCommando ANIVFILE="Models/FCommando_a.3d" DATAFILE="Models/FCommando_d.3d" UNMIRROR=1 LODSTYLE=12 -#exec MESH ORIGIN MESH=IGPlus_FCommando X=23 Y=-115 Z=62 YAW=64 ROLL=-64 - -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=All STARTFRAME=0 NUMFRAMES=681 -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=GutHit STARTFRAME=0 NUMFRAMES=1 Group=TakeHit -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=AimDnLg STARTFRAME=1 NUMFRAMES=1 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=AimDnSm STARTFRAME=2 NUMFRAMES=1 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=AimUpLg STARTFRAME=3 NUMFRAMES=1 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=AimUpSm STARTFRAME=4 NUMFRAMES=1 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Taunt1 STARTFRAME=5 NUMFRAMES=15 RATE=20 Group=Gesture -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Breath1 STARTFRAME=20 NUMFRAMES=7 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Breath2 STARTFRAME=27 NUMFRAMES=20 RATE=7 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=CockGun STARTFRAME=47 NUMFRAMES=6 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=DuckWlkL STARTFRAME=53 NUMFRAMES=15 RATE=15 Group=Ducking -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=DuckWlkS STARTFRAME=68 NUMFRAMES=15 RATE=15 Group=Ducking -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=HeadHit STARTFRAME=83 NUMFRAMES=1 Group=TakeHit -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=JumpLgFr STARTFRAME=84 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=JumpSmFr STARTFRAME=85 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=LandLgFr STARTFRAME=86 NUMFRAMES=1 Group=Landing -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=LandSmFr STARTFRAME=87 NUMFRAMES=1 Group=Landing -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=LeftHit STARTFRAME=88 NUMFRAMES=1 Group=TakeHit -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Look STARTFRAME=89 NUMFRAMES=35 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=RightHit STARTFRAME=124 NUMFRAMES=1 Group=TakeHit -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=RunLg STARTFRAME=125 NUMFRAMES=10 RATE=17 -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=RunLgFr STARTFRAME=135 NUMFRAMES=10 RATE=17 Group=MovingFire -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=RunSm STARTFRAME=145 NUMFRAMES=10 RATE=17 -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=RunSmFr STARTFRAME=155 NUMFRAMES=10 RATE=17 Group=MovingFire -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=StillFrRp STARTFRAME=165 NUMFRAMES=10 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=StillLgFr STARTFRAME=175 NUMFRAMES=10 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=StillSmFr STARTFRAME=185 NUMFRAMES=8 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=SwimLg STARTFRAME=193 NUMFRAMES=18 RATE=15 -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=SwimSm STARTFRAME=211 NUMFRAMES=18 RATE=15 -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=TreadLg STARTFRAME=229 NUMFRAMES=15 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=TreadSm STARTFRAME=244 NUMFRAMES=15 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Victory1 STARTFRAME=259 NUMFRAMES=10 RATE=6 Group=Gesture -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=WalkLg STARTFRAME=269 NUMFRAMES=15 RATE=18 -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=WalkLgFr STARTFRAME=284 NUMFRAMES=15 RATE=18 Group=MovingFire -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=WalkSm STARTFRAME=299 NUMFRAMES=15 RATE=18 -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=WalkSmFr STARTFRAME=314 NUMFRAMES=15 RATE=18 Group=MovingFire -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Wave STARTFRAME=329 NUMFRAMES=15 RATE=15 Group=Gesture -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Walk STARTFRAME=344 NUMFRAMES=15 RATE=18 -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=TurnLg STARTFRAME=284 NUMFRAMES=2 RATE=15 // 2 frames of walklgfr -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=TurnSm STARTFRAME=314 NUMFRAMES=2 RATE=15 // 2 frames of walksmfr -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Breath1L STARTFRAME=359 NUMFRAMES=7 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Breath2L STARTFRAME=366 NUMFRAMES=20 RATE=7 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=CockGunL STARTFRAME=386 NUMFRAMES=6 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=LookL STARTFRAME=392 NUMFRAMES=35 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=WaveL STARTFRAME=427 NUMFRAMES=15 RATE=15 Group=Gesture -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Chat1 STARTFRAME=442 NUMFRAMES=13 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Chat2 STARTFRAME=455 NUMFRAMES=10 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Thrust STARTFRAME=465 NUMFRAMES=15 RATE=20 Group=Gesture -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=DodgeB STARTFRAME=480 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=DodgeF STARTFRAME=481 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=DodgeR STARTFRAME=482 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=DodgeL STARTFRAME=483 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Fighter STARTFRAME=175 NUMFRAMES=1 // first frame of stilllgfr -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Flip STARTFRAME=484 NUMFRAMES=31 Group=Jumping -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Dead2 STARTFRAME=515 NUMFRAMES=18 RATE=10 Group=TakeHit -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Dead3 STARTFRAME=533 NUMFRAMES=16 RATE=10 Group=TakeHit -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Dead4 STARTFRAME=549 NUMFRAMES=13 RATE=10 Group=TakeHit -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Dead6 STARTFRAME=562 NUMFRAMES=11 RATE=10 - -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=DeathEnd STARTFRAME=532 NUMFRAMES=1 -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=DeathEnd2 STARTFRAME=561 NUMFRAMES=1 -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=DeathEnd3 STARTFRAME=572 NUMFRAMES=1 - -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Dead1 STARTFRAME=573 NUMFRAMES=23 RATE=12 -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Dead5 STARTFRAME=596 NUMFRAMES=13 RATE=12 -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Dead9 STARTFRAME=609 NUMFRAMES=20 RATE=12 -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Dead9B STARTFRAME=629 NUMFRAMES=11 RATE=12 -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Dead7 STARTFRAME=640 NUMFRAMES=11 RATE=12 -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=BackRun STARTFRAME=651 NUMFRAMES=10 RATE=17 Group=MovingFire -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=StrafeL STARTFRAME=661 NUMFRAMES=10 RATE=17 Group=MovingFire -#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=StrafeR STARTFRAME=671 NUMFRAMES=10 RATE=17 Group=MovingFire - -#exec MESHMAP SCALE MESHMAP=IGPlus_FCommando X=0.0625 Y=0.0625 Z=0.125 - -#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=RunLG TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=RunLG TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=RunLGFR TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=RunLGFR TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=RunSM TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=RunSM TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=RunSMFR TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=RunSMFR TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=StrafeL TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=StrafeL TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=StrafeR TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=StrafeR TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=BackRun TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=BackRun TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=Dead2 TIME=0.66 FUNCTION=LandThump -#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=Dead3 TIME=0.38 FUNCTION=LandThump -#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=Dead4 TIME=0.46 FUNCTION=LandThump -#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=Dead6 TIME=0.54 FUNCTION=LandThump -#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=Dead1 TIME=0.69 FUNCTION=LandThump -#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=Dead5 TIME=0.61 FUNCTION=LandThump -#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=Dead9b TIME=0.45 FUNCTION=LandThump -#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=Dead7 TIME=0.54 FUNCTION=LandThump - defaultproperties { FakeClass="Botpack.TFemale1" diff --git a/Classes/bbTFemale2.uc b/Classes/bbTFemale2.uc index 75369308..1363336b 100644 --- a/Classes/bbTFemale2.uc +++ b/Classes/bbTFemale2.uc @@ -3,106 +3,6 @@ //============================================================================= class bbTFemale2 extends bbTournamentFemale; -#exec MESH IMPORT MESH=IGPlus_FSoldier ANIVFILE="Models/SGirl_a.3d" DATAFILE="Models/SGirl_d.3d" UNMIRROR=1 LODSTYLE=12 -#exec MESH ORIGIN MESH=IGPlus_FSoldier X=23 Y=-115 Z=62 YAW=64 ROLL=-64 - -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=All STARTFRAME=0 NUMFRAMES=681 -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=GutHit STARTFRAME=0 NUMFRAMES=1 Group=TakeHit -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=AimDnLg STARTFRAME=1 NUMFRAMES=1 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=AimDnSm STARTFRAME=2 NUMFRAMES=1 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=AimUpLg STARTFRAME=3 NUMFRAMES=1 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=AimUpSm STARTFRAME=4 NUMFRAMES=1 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Taunt1 STARTFRAME=5 NUMFRAMES=15 RATE=20 Group=Gesture -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Breath1 STARTFRAME=20 NUMFRAMES=7 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Breath2 STARTFRAME=27 NUMFRAMES=20 RATE=7 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=CockGun STARTFRAME=47 NUMFRAMES=6 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=DuckWlkL STARTFRAME=53 NUMFRAMES=15 RATE=15 Group=Ducking -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=DuckWlkS STARTFRAME=68 NUMFRAMES=15 RATE=15 Group=Ducking -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=HeadHit STARTFRAME=83 NUMFRAMES=1 Group=TakeHit -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=JumpLgFr STARTFRAME=84 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=JumpSmFr STARTFRAME=85 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=LandLgFr STARTFRAME=86 NUMFRAMES=1 Group=Landing -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=LandSmFr STARTFRAME=87 NUMFRAMES=1 Group=Landing -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=LeftHit STARTFRAME=88 NUMFRAMES=1 Group=TakeHit -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Look STARTFRAME=89 NUMFRAMES=35 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=RightHit STARTFRAME=124 NUMFRAMES=1 Group=TakeHit -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=RunLg STARTFRAME=125 NUMFRAMES=10 RATE=17 -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=RunLgFr STARTFRAME=135 NUMFRAMES=10 RATE=17 Group=MovingFire -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=RunSm STARTFRAME=145 NUMFRAMES=10 RATE=17 -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=RunSmFr STARTFRAME=155 NUMFRAMES=10 RATE=17 Group=MovingFire -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=StillFrRp STARTFRAME=165 NUMFRAMES=10 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=StillLgFr STARTFRAME=175 NUMFRAMES=10 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=StillSmFr STARTFRAME=185 NUMFRAMES=8 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=SwimLg STARTFRAME=193 NUMFRAMES=18 RATE=15 -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=SwimSm STARTFRAME=211 NUMFRAMES=18 RATE=15 -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=TreadLg STARTFRAME=229 NUMFRAMES=15 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=TreadSm STARTFRAME=244 NUMFRAMES=15 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Victory1 STARTFRAME=259 NUMFRAMES=10 RATE=6 Group=Gesture -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=WalkLg STARTFRAME=269 NUMFRAMES=15 RATE=18 -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=WalkLgFr STARTFRAME=284 NUMFRAMES=15 RATE=18 Group=MovingFire -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=WalkSm STARTFRAME=299 NUMFRAMES=15 RATE=18 -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=WalkSmFr STARTFRAME=314 NUMFRAMES=15 RATE=18 Group=MovingFire -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Wave STARTFRAME=329 NUMFRAMES=15 RATE=15 Group=Gesture -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Walk STARTFRAME=344 NUMFRAMES=15 RATE=18 -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=TurnLg STARTFRAME=284 NUMFRAMES=2 RATE=15 // 2 frames of walklgfr -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=TurnSm STARTFRAME=314 NUMFRAMES=2 RATE=15 // 2 frames of walksmfr -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Breath1L STARTFRAME=359 NUMFRAMES=7 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Breath2L STARTFRAME=366 NUMFRAMES=20 RATE=7 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=CockGunL STARTFRAME=386 NUMFRAMES=6 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=LookL STARTFRAME=392 NUMFRAMES=35 RATE=15 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=WaveL STARTFRAME=427 NUMFRAMES=15 RATE=15 Group=Gesture -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Chat1 STARTFRAME=442 NUMFRAMES=13 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Chat2 STARTFRAME=455 NUMFRAMES=10 RATE=6 Group=Waiting -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Thrust STARTFRAME=465 NUMFRAMES=15 RATE=20 Group=Gesture -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=DodgeB STARTFRAME=480 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=DodgeF STARTFRAME=481 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=DodgeR STARTFRAME=482 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=DodgeL STARTFRAME=483 NUMFRAMES=1 Group=Jumping -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Fighter STARTFRAME=175 NUMFRAMES=1 // first frame of stilllgfr -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Flip STARTFRAME=484 NUMFRAMES=31 Group=Jumping -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Dead2 STARTFRAME=515 NUMFRAMES=18 RATE=10 Group=TakeHit -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Dead3 STARTFRAME=533 NUMFRAMES=16 RATE=10 Group=TakeHit -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Dead4 STARTFRAME=549 NUMFRAMES=13 RATE=10 Group=TakeHit -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Dead6 STARTFRAME=562 NUMFRAMES=11 RATE=10 - -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=DeathEnd STARTFRAME=532 NUMFRAMES=1 -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=DeathEnd2 STARTFRAME=561 NUMFRAMES=1 -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=DeathEnd3 STARTFRAME=572 NUMFRAMES=1 - -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Dead1 STARTFRAME=573 NUMFRAMES=23 RATE=12 -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Dead5 STARTFRAME=596 NUMFRAMES=13 RATE=12 -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Dead9 STARTFRAME=609 NUMFRAMES=20 RATE=12 -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Dead9B STARTFRAME=629 NUMFRAMES=11 RATE=12 -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Dead7 STARTFRAME=640 NUMFRAMES=11 RATE=12 -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=BackRun STARTFRAME=651 NUMFRAMES=10 RATE=17 Group=MovingFire -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=StrafeL STARTFRAME=661 NUMFRAMES=10 RATE=17 Group=MovingFire -#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=StrafeR STARTFRAME=671 NUMFRAMES=10 RATE=17 Group=MovingFire - -#exec MESHMAP SCALE MESHMAP=IGPlus_FSoldier X=0.0625 Y=0.0625 Z=0.125 - -#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=RunLG TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=RunLG TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=RunLGFR TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=RunLGFR TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=RunSM TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=RunSM TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=RunSMFR TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=RunSMFR TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=StrafeL TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=StrafeL TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=StrafeR TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=StrafeR TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=BackRun TIME=0.25 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=BackRun TIME=0.75 FUNCTION=PlayFootStep -#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=Dead2 TIME=0.66 FUNCTION=LandThump -#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=Dead3 TIME=0.38 FUNCTION=LandThump -#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=Dead4 TIME=0.46 FUNCTION=LandThump -#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=Dead6 TIME=0.54 FUNCTION=LandThump -#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=Dead1 TIME=0.69 FUNCTION=LandThump -#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=Dead5 TIME=0.61 FUNCTION=LandThump -#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=Dead9b TIME=0.45 FUNCTION=LandThump -#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=Dead7 TIME=0.54 FUNCTION=LandThump - defaultproperties { FakeClass="Botpack.TFemale2" diff --git a/Classes/bbTournamentMale.uc b/Classes/bbTournamentMale.uc index 7adca160..4940166f 100644 --- a/Classes/bbTournamentMale.uc +++ b/Classes/bbTournamentMale.uc @@ -6,8 +6,6 @@ class bbTournamentMale extends bbPlayer var(Sounds) Sound DeathsFemale[6]; -#exec OBJ LOAD FILE=..\Sounds\Male1Voice.uax PACKAGE=Male1Voice - function xxPlayDyingSound() { local int rnd; diff --git a/Models/Boss_a.3d b/Models/Boss_a.3d deleted file mode 100644 index b1f40a4d..00000000 Binary files a/Models/Boss_a.3d and /dev/null differ diff --git a/Models/Boss_d.3d b/Models/Boss_d.3d deleted file mode 100644 index fa487a60..00000000 Binary files a/Models/Boss_d.3d and /dev/null differ diff --git a/Models/Commando_a.3d b/Models/Commando_a.3d deleted file mode 100644 index c0896d67..00000000 Binary files a/Models/Commando_a.3d and /dev/null differ diff --git a/Models/Commando_d.3d b/Models/Commando_d.3d deleted file mode 100644 index 1437a414..00000000 Binary files a/Models/Commando_d.3d and /dev/null differ diff --git a/Models/FCommando_a.3d b/Models/FCommando_a.3d deleted file mode 100644 index 20e912ee..00000000 Binary files a/Models/FCommando_a.3d and /dev/null differ diff --git a/Models/FCommando_d.3d b/Models/FCommando_d.3d deleted file mode 100644 index 335988b0..00000000 Binary files a/Models/FCommando_d.3d and /dev/null differ diff --git a/Models/Fragger/PUGroundg_a.3d b/Models/Fragger/PUGroundg_a.3d deleted file mode 100644 index cd19c67c..00000000 Binary files a/Models/Fragger/PUGroundg_a.3d and /dev/null differ diff --git a/Models/Fragger/PUGroundg_d.3d b/Models/Fragger/PUGroundg_d.3d deleted file mode 100644 index a08a6741..00000000 Binary files a/Models/Fragger/PUGroundg_d.3d and /dev/null differ diff --git a/Models/Fragger/PUHandg_a.3d b/Models/Fragger/PUHandg_a.3d deleted file mode 100644 index cd19c67c..00000000 Binary files a/Models/Fragger/PUHandg_a.3d and /dev/null differ diff --git a/Models/Fragger/PUHandg_d.3d b/Models/Fragger/PUHandg_d.3d deleted file mode 100644 index a08a6741..00000000 Binary files a/Models/Fragger/PUHandg_d.3d and /dev/null differ diff --git a/Models/SGirl_a.3d b/Models/SGirl_a.3d deleted file mode 100644 index e7da081b..00000000 Binary files a/Models/SGirl_a.3d and /dev/null differ diff --git a/Models/SGirl_d.3d b/Models/SGirl_d.3d deleted file mode 100644 index 52f85946..00000000 Binary files a/Models/SGirl_d.3d and /dev/null differ diff --git a/Models/Soldier_a.3d b/Models/Soldier_a.3d deleted file mode 100644 index 1099bca7..00000000 Binary files a/Models/Soldier_a.3d and /dev/null differ diff --git a/Models/Soldier_d.3d b/Models/Soldier_d.3d deleted file mode 100644 index 0340ebc6..00000000 Binary files a/Models/Soldier_d.3d and /dev/null differ diff --git a/Models/Translocator_a.3d b/Models/Translocator_a.3d deleted file mode 100644 index 2a525daa..00000000 Binary files a/Models/Translocator_a.3d and /dev/null differ diff --git a/Models/Translocator_d.3d b/Models/Translocator_d.3d deleted file mode 100644 index 49054923..00000000 Binary files a/Models/Translocator_d.3d and /dev/null differ diff --git a/Models/railtrail_a.3d b/Models/railtrail_a.3d deleted file mode 100644 index 8eb2678b..00000000 Binary files a/Models/railtrail_a.3d and /dev/null differ diff --git a/Models/railtrail_d.3d b/Models/railtrail_d.3d deleted file mode 100644 index 8776429e..00000000 Binary files a/Models/railtrail_d.3d and /dev/null differ diff --git a/Sounds/Fragger/BubbleBlast.wav b/Sounds/Fragger/BubbleBlast.wav deleted file mode 100644 index 13c66aff..00000000 Binary files a/Sounds/Fragger/BubbleBlast.wav and /dev/null differ diff --git a/Sounds/Fragger/Fire.wav b/Sounds/Fragger/Fire.wav deleted file mode 100644 index 7ab11019..00000000 Binary files a/Sounds/Fragger/Fire.wav and /dev/null differ diff --git a/Sounds/Fragger/XlocRespawn.wav b/Sounds/Fragger/XlocRespawn.wav deleted file mode 100644 index 96cd7e33..00000000 Binary files a/Sounds/Fragger/XlocRespawn.wav and /dev/null differ diff --git a/Sounds/Fragger/holyshit.wav b/Sounds/Fragger/holyshit.wav deleted file mode 100644 index c01b94a3..00000000 Binary files a/Sounds/Fragger/holyshit.wav and /dev/null differ diff --git a/Sounds/HitSound.wav 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