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//============================================================================= // MaleOne. //============================================================================= class MaleOne expands Male; #exec MESH IMPORT MESH=Male1 ANIVFILE=MODELS\Male1_a.3D DATAFILE=MODELS\Male_d.3D X=0 Y=0 Z=0 ZEROTEX=1 #exec MESH ORIGIN MESH=Male1 X=150 Y=80 Z=0 YAW=64 ROLL=-64 #exec MESH SEQUENCE MESH=Male1 SEQ=All STARTFRAME=0 NUMFRAMES=473 #exec MESH SEQUENCE MESH=Male1 SEQ=GutHit STARTFRAME=0 NUMFRAMES=1 Group=TakeHit #exec MESH SEQUENCE MESH=Male1 SEQ=AimDnLg STARTFRAME=1 NUMFRAMES=1 Group=Waiting #exec MESH SEQUENCE MESH=Male1 SEQ=AimDnSm STARTFRAME=2 NUMFRAMES=1 Group=Waiting #exec MESH SEQUENCE MESH=Male1 SEQ=AimUpLg STARTFRAME=3 NUMFRAMES=1 Group=Waiting #exec MESH SEQUENCE MESH=Male1 SEQ=AimUpSm STARTFRAME=4 NUMFRAMES=1 Group=Waiting #exec MESH SEQUENCE MESH=Male1 SEQ=Taunt1 STARTFRAME=5 NUMFRAMES=7 RATE=6 Group=Gesture #exec MESH SEQUENCE MESH=Male1 SEQ=Breath1 STARTFRAME=12 NUMFRAMES=7 RATE=6 Group=Waiting #exec MESH SEQUENCE MESH=Male1 SEQ=Breath2 STARTFRAME=19 NUMFRAMES=6 RATE=6 Group=Waiting #exec MESH SEQUENCE MESH=Male1 SEQ=CockGun STARTFRAME=25 NUMFRAMES=8 RATE=6 Group=Waiting #exec MESH SEQUENCE MESH=Male1 SEQ=Dead2 STARTFRAME=33 NUMFRAMES=16 RATE=15 Group=TakeHit #exec MESH SEQUENCE MESH=Male1 SEQ=Dead3 STARTFRAME=49 NUMFRAMES=13 RATE=15 Group=TakeHit #exec MESH SEQUENCE MESH=Male1 SEQ=Dead4 STARTFRAME=62 NUMFRAMES=16 RATE=15 Group=TakeHit #exec MESH SEQUENCE MESH=Male1 SEQ=Dead5 STARTFRAME=78 NUMFRAMES=23 RATE=15 Group=TakeHit #exec MESH SEQUENCE MESH=Male1 SEQ=Dead6 STARTFRAME=101 NUMFRAMES=28 RATE=15 #exec MESH SEQUENCE MESH=Male1 SEQ=Dead7 STARTFRAME=129 NUMFRAMES=21 RATE=15 #exec MESH SEQUENCE MESH=Male1 SEQ=DeathEnd STARTFRAME=457 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Male1 SEQ=DeathEnd2 STARTFRAME=48 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Male1 SEQ=DeathEnd3 STARTFRAME=61 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Male1 SEQ=DuckWlkL STARTFRAME=150 NUMFRAMES=15 RATE=15 Group=Ducking #exec MESH SEQUENCE MESH=Male1 SEQ=DuckWlkS STARTFRAME=165 NUMFRAMES=15 RATE=15 Group=Ducking #exec MESH SEQUENCE MESH=Male1 SEQ=HeadHit STARTFRAME=180 NUMFRAMES=1 Group=TakeHit #exec MESH SEQUENCE MESH=Male1 SEQ=JumpLgFr STARTFRAME=181 NUMFRAMES=1 Group=Jumping #exec MESH SEQUENCE MESH=Male1 SEQ=JumpSmFr STARTFRAME=182 NUMFRAMES=1 Group=Jumping #exec MESH SEQUENCE MESH=Male1 SEQ=LandLgFr STARTFRAME=183 NUMFRAMES=1 Group=Landing #exec MESH SEQUENCE MESH=Male1 SEQ=LandSmFr STARTFRAME=184 NUMFRAMES=1 Group=Landing #exec MESH SEQUENCE MESH=Male1 SEQ=LeftHit STARTFRAME=185 NUMFRAMES=1 Group=TakeHit #exec MESH SEQUENCE MESH=Male1 SEQ=Look STARTFRAME=186 NUMFRAMES=25 RATE=15 Group=Waiting //FIXME - can't use! - make much more subtle #exec MESH SEQUENCE MESH=Male1 SEQ=RightHit STARTFRAME=211 NUMFRAMES=1 Group=TakeHit #exec MESH SEQUENCE MESH=Male1 SEQ=RunLg STARTFRAME=212 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=Male1 SEQ=RunLgFr STARTFRAME=222 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=Male1 SEQ=RunSm STARTFRAME=232 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=Male1 SEQ=RunSmFr STARTFRAME=242 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=Male1 SEQ=StillFrRp STARTFRAME=252 NUMFRAMES=15 RATE=15 Group=Waiting #exec MESH SEQUENCE MESH=Male1 SEQ=StillLgFr STARTFRAME=267 NUMFRAMES=10 RATE=15 Group=Waiting #exec MESH SEQUENCE MESH=Male1 SEQ=StillSmFr STARTFRAME=277 NUMFRAMES=8 RATE=15 Group=Waiting #exec MESH SEQUENCE MESH=Male1 SEQ=SwimLg STARTFRAME=285 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=Male1 SEQ=SwimSm STARTFRAME=300 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=Male1 SEQ=TreadLg STARTFRAME=315 NUMFRAMES=15 RATE=15 Group=Waiting #exec MESH SEQUENCE MESH=Male1 SEQ=TreadSm STARTFRAME=330 NUMFRAMES=15 RATE=15 Group=Waiting #exec MESH SEQUENCE MESH=Male1 SEQ=Victory1 STARTFRAME=345 NUMFRAMES=25 RATE=15 Group=Gesture #exec MESH SEQUENCE MESH=Male1 SEQ=WalkLg STARTFRAME=370 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=Male1 SEQ=WalkLgFr STARTFRAME=385 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=Male1 SEQ=WalkSm STARTFRAME=400 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=Male1 SEQ=WalkSmFr STARTFRAME=415 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=Male1 SEQ=Wave STARTFRAME=430 NUMFRAMES=15 RATE=15 Group=Gesture #exec MESH SEQUENCE MESH=Male1 SEQ=Dead1 STARTFRAME=445 NUMFRAMES=13 RATE=15 #exec MESH SEQUENCE MESH=Male1 SEQ=Walk STARTFRAME=458 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=Male1 SEQ=TurnSm STARTFRAME=415 NUMFRAMES=2 #exec MESH SEQUENCE MESH=Male1 SEQ=TurnLg STARTFRAME=385 NUMFRAMES=2 #exec MESH SEQUENCE MESH=Male1 SEQ=Taunt1L STARTFRAME=473 NUMFRAMES=7 RATE=6 Group=Gesture #exec MESH SEQUENCE MESH=Male1 SEQ=Breath1L STARTFRAME=480 NUMFRAMES=7 RATE=6 Group=Waiting #exec MESH SEQUENCE MESH=Male1 SEQ=Breath2L STARTFRAME=487 NUMFRAMES=6 RATE=6 Group=Waiting #exec MESH SEQUENCE MESH=Male1 SEQ=CockGunL STARTFRAME=493 NUMFRAMES=8 RATE=6 Group=Waiting #exec MESH SEQUENCE MESH=Male1 SEQ=LookL STARTFRAME=501 NUMFRAMES=25 RATE=15 Group=Waiting //FIXME - can't use! - make much more subtle #exec MESH SEQUENCE MESH=Male1 SEQ=Victory1L STARTFRAME=526 NUMFRAMES=25 RATE=15 Group=Gesture #exec MESH SEQUENCE MESH=Male1 SEQ=WaveL STARTFRAME=551 NUMFRAMES=15 RATE=15 Group=Gesture #exec TEXTURE IMPORT NAME=Kurgan FILE=MODELS\Kurgan.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=Male1 X=0.056 Y=0.056 Z=0.112 #exec MESHMAP SETTEXTURE MESHMAP=Male1 NUM=0 TEXTURE=Kurgan #exec MESH NOTIFY MESH=Male1 SEQ=RunLG TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Male1 SEQ=RunLG TIME=0.75 FUNCTION=PlayMetalStep #exec MESH NOTIFY MESH=Male1 SEQ=RunLGFR TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Male1 SEQ=RunLGFR TIME=0.75 FUNCTION=PlayMetalStep #exec MESH NOTIFY MESH=Male1 SEQ=RunSM TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Male1 SEQ=RunSM TIME=0.75 FUNCTION=PlayMetalStep #exec MESH NOTIFY MESH=Male1 SEQ=RunSMFR TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Male1 SEQ=RunSMFR TIME=0.75 FUNCTION=PlayMetalStep #exec MESH NOTIFY MESH=Male1 SEQ=WalkLG TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Male1 SEQ=WalkLG TIME=0.75 FUNCTION=PlayMetalStep #exec MESH NOTIFY MESH=Male1 SEQ=WalkLGFR TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Male1 SEQ=WalkLGFR TIME=0.75 FUNCTION=PlayMetalStep #exec MESH NOTIFY MESH=Male1 SEQ=WalkSM TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Male1 SEQ=WalkSM TIME=0.75 FUNCTION=PlayMetalStep #exec MESH NOTIFY MESH=Male1 SEQ=WalkSMFR TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Male1 SEQ=WalkSMFR TIME=0.75 FUNCTION=PlayMetalStep #exec MESH NOTIFY MESH=Male1 SEQ=Dead2 TIME=0.92 FUNCTION=LandThump #exec MESH NOTIFY MESH=Male1 SEQ=Dead3 TIME=0.45 FUNCTION=LandThump #exec MESH NOTIFY MESH=Male1 SEQ=Dead4 TIME=0.54 FUNCTION=LandThump #exec MESH NOTIFY MESH=Male1 SEQ=Dead5 TIME=0.68 FUNCTION=LandThump #exec MESH NOTIFY MESH=Male1 SEQ=Dead6 TIME=0.57 FUNCTION=LandThump #exec MESH NOTIFY MESH=Male1 SEQ=Dead7 TIME=0.78 FUNCTION=LandThump #exec TEXTURE IMPORT NAME=JMale2 FILE=MODELS\HML_1.PCX GROUP=Skins #exec TEXTURE IMPORT NAME=JMale3 FILE=MODELS\HML_2.PCX GROUP=Skins #exec TEXTURE IMPORT NAME=JMale4 FILE=MODELS\HML_3.PCX GROUP=Skins #exec TEXTURE IMPORT NAME=JMale5 FILE=MODELS\HML_4.PCX GROUP=Skins #exec TEXTURE IMPORT NAME=JMale6 FILE=MODELS\HML_5.PCX GROUP=Skins #exec TEXTURE IMPORT NAME=JMale7 FILE=MODELS\HML_6.PCX GROUP=Skins #exec TEXTURE IMPORT NAME=JMale8 FILE=MODELS\HML_7.PCX GROUP=Skins #exec AUDIO IMPORT FILE="Sounds\male\metal01.WAV" NAME="metwalk1" GROUP="Male" #exec AUDIO IMPORT FILE="Sounds\male\metal02.WAV" NAME="metwalk2" GROUP="Male" #exec AUDIO IMPORT FILE="Sounds\male\metal03.WAV" NAME="metwalk3" GROUP="Male" simulated function PlayMetalStep() { local sound step; local float decision; if ( Role < ROLE_Authority ) return; if ( !bIsWalking && (Level.Game.Difficulty > 1) && ((Weapon == None) || !Weapon.bPointing) ) MakeNoise(0.05 * Level.Game.Difficulty); if ( FootRegion.Zone.bWaterZone ) { PlaySound(sound 'LSplash', SLOT_Interact, 1, false, 1000.0, 1.0); return; } decision = FRand(); if ( decision < 0.34 ) step = sound'MetWalk1'; else if (decision < 0.67 ) step = sound'MetWalk2'; else step = sound'MetWalk3'; if ( bIsWalking ) PlaySound(step, SLOT_Interact, 0.5, false, 400.0, 1.0); else PlaySound(step, SLOT_Interact, 1, false, 800.0, 1.0); } |
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