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https://github.com/EpochModTeam/Epoch.git
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638 lines
15 KiB
C++
638 lines
15 KiB
C++
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class CfgMovesAnimal_Base_F
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{
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access = 1;
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collisionVertexPattern[] = {};
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collisionGeomCompPattern[] = {1};
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class Default
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{
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access = 3;
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file = "";
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looped = 1;
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speed = 0.5;
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disableWeapons = 1;
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enableOptics = 1;
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disableWeaponsLong = 0;
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canreload = 1;
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showWeaponAim = 1;
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enableMissile = 0;
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enableBinocular = 0;
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showItemInHand = 0;
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showItemInRightHand = 0;
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showHandGun = 0;
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onLandBeg = 0;
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onLandEnd = 0;
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onLadder = 0;
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canPullTrigger = 1;
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duty = -0.51;
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predictSpeedCoef = 1;
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visibleSize = 1;
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aimPrecision = 1;
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relSpeedMin = 1.0;
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relSpeedMax = 1.0;
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soundEnabled = 1;
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soundOverride = "";
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soundEdge[] = {0.5,1};
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soundEdge1 = 0.5;
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soundEdge2 = 1;
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terminal = 0;
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limitGunMovement = 1;
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variantsPlayer[] = {};
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variantsAI[] = {};
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equivalentTo = "";
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connectAs = "";
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variantAfter[] = {5,10,20};
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connectFrom[] = {};
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connectTo[] = {};
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interpolateWith[] = {};
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interpolateTo[] = {};
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interpolateFrom[] = {};
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aiming = "aimingNo";
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leaning = "aimingNo";
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untiltWeapon = "aimingNo";
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aimingBody = "aimingUpDefault";
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legs = "legsNo";
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head = "headDefault";
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leaningFactorBeg = 0;
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leaningFactorEnd = 0;
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leaningFactorZeroPoint = -1;
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leaningCorrectionAngleBeg = 0;
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leaningCorrectionAngleEnd = 0;
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interpolationSpeed = 6;
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interpolationRestart = 0;
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hasCollShapeSafe = 0;
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collisionShapeSafe = "";
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boundingSphere = 1;
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enableDirectControl = 1;
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enableAutoActions = 0;
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leftHandIKBeg = 0;
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leftHandIKEnd = 0;
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leftHandIKCurve = 0;
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rightHandIKCurve = 0;
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rightHandIKBeg = 0;
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rightHandIKEnd = 0;
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weaponIK = 0;
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preload = 0;
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walkcycles = 1;
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forceAim = 0;
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showDisposableGun = 0;
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headBobStrength = 0.5;
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headBobMode = 1;
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};
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class StandBase: Default
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{
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duty = -1;
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head = "headDefault";
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speed = 1e+010;
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relSpeedMin = 0.7;
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relSpeedMax = 1.1;
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looped = 1;
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soundEnabled = 1;
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enableDirectControl = 0;
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disableWeapons = 1;
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disableWeaponsLong = 1;
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};
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class DefaultDie: Default
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{
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aiming = "aimingNo";
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legs = "legsNo";
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head = "headNo";
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};
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class ManActions
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{
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Stop = "";
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StopRelaxed = "";
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TurnL = "";
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TurnR = "";
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TurnLRelaxed = "";
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TurnRRelaxed = "";
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Default = "";
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JumpOff = "";
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ReloadMagazine = "";
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ReloadMGun = "";
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ReloadAT = "";
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ReloadMortar = "";
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ThrowGrenade = "";
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WalkF = "";
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WalkLF = "";
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WalkRF = "";
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WalkL = "";
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WalkR = "";
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WalkLB = "";
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WalkRB = "";
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WalkB = "";
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SlowF = "";
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SlowLF = "";
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SlowRF = "";
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SlowL = "";
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SlowR = "";
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SlowLB = "";
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SlowRB = "";
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SlowB = "";
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FastF = "";
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FastLF = "";
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FastRF = "";
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FastL = "";
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FastR = "";
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FastLB = "";
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FastRB = "";
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FastB = "";
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EvasiveForward = "";
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EvasiveLeft = "";
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EvasiveRight = "";
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EvasiveBack = "";
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StartSwim = "";
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StopSwim = "";
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Down = "";
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Up = "";
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PlayerStand = "";
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PlayerCrouch = "";
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PlayerProne = "";
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Lying = "";
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Stand = "";
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Combat = "";
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Crouch = "";
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CanNotMove = "";
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Civil = "";
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CivilLying = "";
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FireNotPossible = "";
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Die = "";
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WeaponOn = "";
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WeaponOff = "";
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StrokeFist = "";
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StrokeGun = "";
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SitDown = "";
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Salute = "";
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BinocOn = "";
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BinocOff = "";
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PutDown = "";
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PutDownEnd = "";
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Medic = "";
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Treated = "";
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LadderOnDown = "";
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LadderOnUp = "";
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LadderOff = "";
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LadderOffTop = "";
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LadderOffBottom = "";
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GetInLow = "";
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GetInMedium = "";
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GetInHigh = "";
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GetOutLow = "";
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GetOutMedium = "";
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GetOutHigh = "";
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TakeFlag = "";
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HandGunOn = "";
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LookAround = "";
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Eat = "";
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StopEat = "";
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Rest = "";
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StopRest = "";
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};
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class Actions
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{
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class NoActions: ManActions
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{
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turnSpeed = 8;
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limitFast = 5.5;
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useFastMove = 0;
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stance = "ManStanceUndefined";
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upDegree = 0;
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};
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};
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class Interpolations{};
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transitionsInterpolated[] = {};
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transitionsSimple[] = {};
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transitionsDisabled[] = {};
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class BlendAnims
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{
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aimingDefault[] = {"head",1};
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untiltWeaponDefault[] = {};
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legsDefault[] = {};
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headDefault[] = {"Head",1};
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aimingNo[] = {};
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legsNo[] = {};
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headNo[] = {};
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aimingUpDefault[] = {};
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};
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};
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class CfgMovesBear_F: CfgMovesAnimal_Base_F
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{
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access = 1;
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skeletonName = "Bear";
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collisionVertexPattern[] = {"1a","2a","3a","4a","5a","6a","7a","8a","9a","10a","11a","12a","13a","14a","15a","16a","17a","18a","19a","20a","21a","22a","23a","24a","25a","26a","27a","28a","29a","30a","31a","32a","33a","34a"};
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collisionGeomCompPattern[] = {1};
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class Default: Default
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{
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actions = "BearActions";
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collisionShape = "A3\animals_f_beta\goat\goat_CollShape.p3d";
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};
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class StandBase: Default
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{
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aiming = "aimingDefault";
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disableWeapons = 1;
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};
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class DefaultDie: Default
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{
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enableDirectControl = 0;
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aiming = "aimingNo";
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legs = "legsNo";
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head = "headNo";
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disableWeapons = 1;
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interpolationRestart = 1;
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};
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class States
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{
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class Bear_Walk: StandBase
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{
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actions = "BearActions";
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duty = -0.7;
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enableDirectControl = 0;
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file = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\bear_walk1_a.rtm";
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showWeaponAim = 0;
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disableWeapons = 1;
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disableWeaponsLong = 1;
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// variantsAI[] = {"Goat_Stop",0.2,"Goat_Walk",0.1};
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variantAfter[] = {3,10,20};
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speed = 0.5;
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relSpeedMin = 0.7;
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relSpeedMax = 1.1;
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looped = 1;
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soundEnabled = 0;
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//connectTo[] = {"Goat_Stop",0.02,"Goat_Walk",0.2,"Goat_Sprint",0.02};
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//connectFrom[] = {"Goat_Stop",0.02,"Goat_Walk",0.2,"Goat_Sprint",0.02};
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//interpolateTo[] = {"Goat_Stop",0.02,"Goat_Walk",0.2,"Goat_Sprint",0.02,"Goat_Die",0.01};
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enableBinocular = 1;
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preload = 1;
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};
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};
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class Actions: Actions
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{
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class NoActions: NoActions
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{
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turnSpeed = 3;
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limitFast = 5.5;
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useFastMove = 0;
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upDegree = 0;
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};
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class BearActions: NoActions
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{
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Stop = "";
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StopRelaxed = "";
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TurnL = "";
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TurnR = "";
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TurnLRelaxed = "";
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TurnRRelaxed = "";
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Default = "";
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JumpOff = "";
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WalkF = "Bear_Walk";
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SlowF = "Bear_Walk";
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FastF = "Bear_Walk";
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EvasiveForward = "";
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Down = "";
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Up = "";
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PlayerStand = "";
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PlayerCrouch = "";
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PlayerProne = "";
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Lying = "";
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Stand = "";
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Combat = "";
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Crouch = "";
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CanNotMove = "";
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Civil = "";
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CivilLying = "";
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FireNotPossible = "";
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Die = "";
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turnSpeed = 8;
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limitFast = 5.5;
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useFastMove = 0;
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upDegree = "ManPosNoWeapon";
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};
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};
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class Interpolations{};
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transitionsInterpolated[] = {};
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transitionsSimple[] = {};
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transitionsDisabled[] = {};
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class BlendAnims: BlendAnims
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{
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aimingDefault[] = {"Bear_Head",1,"Bear_Head",1,"Bear_Head",1};
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headDefault[] = {"Bear_Head",1,"Bear_Neck2",1,"Bear_Neck1",0.6,"Bear_Spine2",0.2};
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untiltWeaponDefault[] = {};
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legsDefault[] = {};
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aimingNo[] = {};
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legsNo[] = {};
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headNo[] = {};
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aimingUpDefault[] = {};
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};
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};
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class CfgMovesConstruct_F : CfgMovesAnimal_Base_F
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{
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access = 1;
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skeletonName = "construct_skeleton";
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collisionVertexPattern[] = { "1a", "2a", "3a", "4a", "5a", "6a", "7a", "8a", "9a", "10a", "11a", "12a", "13a", "14a", "15a", "16a", "17a", "18a", "19a", "20a", "21a", "22a", "23a", "24a", "25a", "26a", "27a", "28a", "29a", "30a", "31a", "32a", "33a", "34a" };
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collisionGeomCompPattern[] = { 1 };
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class Default : Default
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{
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actions = "ConstructActions";
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collisionShape = "x\addons\a3_epoch_assets_3\CfgVehicles\Characters\construct_CollShape.p3d";
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};
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class StandBase : Default
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{
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aiming = "aimingDefault";
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disableWeapons = 1;
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};
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class DefaultDie : Default
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{
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enableDirectControl = 0;
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aiming = "aimingNo";
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legs = "legsNo";
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head = "headNo";
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disableWeapons = 1;
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interpolationRestart = 1;
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};
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class States
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{
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class Construct_Stop : StandBase
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{
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legs = "legsDefault";
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actions = "ConstructActions";
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duty = -1;
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enableDirectControl = 0;
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file = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\Construct_stop.rtm";
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showWeaponAim = 0;
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disableWeapons = 1;
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disableWeaponsLong = 1;
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variantsAI[] = { "Construct_Stop", 0.2, "Construct_Walk", 0.1 };
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variantAfter[] = { 0, 2, 3 };
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speed = 1e+010;
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relSpeedMin = 0.7;
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relSpeedMax = 1.1;
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looped = 1;
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soundEnabled = 0;
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connectTo[] = { "Construct_Stop", 0.02, "Construct_Walk", 0.2, "Construct_Sprint", 0.02 };
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connectFrom[] = { "Construct_Stop", 0.02, "Construct_Walk", 0.2, "Construct_Sprint", 0.02 };
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interpolateTo[] = { "Construct_Stop", 0.02, "Construct_Walk", 0.2, "Construct_Sprint", 0.02, "Construct_Die", 0.01 };
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enableBinocular = 1;
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preload = 1;
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};
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class Construct_TurnL : Construct_Stop
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{
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file = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\construct_rotateL.rtm";
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connectTo[] = { "Construct_Stop", 0.25 };
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connectFrom[] = { "Construct_Stop", 0.25 };
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interpolateTo[] = { "Construct_Stop", 0.25, "Construct_Die", 0.01 };
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interpolateFrom[] = { "Construct_Stop", 0.25 };
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speed = 0.1;
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};
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class Construct_TurnR : Construct_TurnL
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{
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file = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\construct_rotateR.rtm";
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};
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class Construct_Init : Construct_Stop{};
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class Construct_Walk : Construct_Stop
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{
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duty = -0.7;
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file = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\construct_walk.rtm";
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speed = 0.2;
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variantAfter[] = { 3, 10, 20 };
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};
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class Construct_Sprint : Construct_Walk
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{
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file = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\construct_leap.rtm";
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speed = 0.2;
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};
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class Construct_Eat : StandBase
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{
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speed = -6.0;
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file = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\construct_slam.rtm";
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connectTo[] = { "Construct_Stop", 0.1 };
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connectFrom[] = { "Construct_Walk", 0.1 };
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interpolateTo[] = { "Construct_Die", 0.1 };
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};
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class Construct_Die : DefaultDie
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{
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actions = "NoActions";
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file = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\construct_death.rtm";
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speed = 0.3;
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looped = 0;
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variantsPlayer[] = {};
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variantsAI[] = {};
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variantAfter[] = { 0, 0, 0 };
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terminal = 1;
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};
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};
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class Actions : Actions
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{
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class NoActions : NoActions
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{
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turnSpeed = 3;
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limitFast = 5.5;
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useFastMove = 0;
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upDegree = 0;
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};
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class ConstructActions : NoActions
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{
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Stop = "Construct_Stop";
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StopRelaxed = "Construct_Eat";
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TurnL = "Construct_TurnL";
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TurnR = "Construct_TurnR";
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TurnLRelaxed = "Construct_TurnL";
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TurnRRelaxed = "Construct_TurnR";
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Default = "Construct_Eat";
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JumpOff = "Construct_Stop";
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WalkF = "Construct_Walk";
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SlowF = "Construct_Walk";
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FastF = "Construct_Sprint";
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EvasiveForward = "Construct_Sprint";
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Down = "Construct_Stop";
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Up = "Construct_Stop";
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PlayerStand = "Construct_Stop";
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PlayerCrouch = "Construct_Stop";
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PlayerProne = "Construct_Stop";
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Lying = "Construct_Stop";
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Stand = "Construct_Stop";
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Combat = "Construct_Stop";
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Crouch = "Construct_Stop";
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CanNotMove = "Construct_Stop";
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Civil = "Construct_Eat";
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CivilLying = "Construct_Stop";
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FireNotPossible = "Construct_Stop";
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Die = "Construct_Die";
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turnSpeed = 3;
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limitFast = 5.5;
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useFastMove = 0;
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upDegree = "ManPosNoWeapon";
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};
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};
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class Interpolations{};
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transitionsInterpolated[] = {};
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transitionsSimple[] = {};
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transitionsDisabled[] = {};
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class BlendAnims : BlendAnims
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{
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aimingDefault[] = { "head", 1, "head", 1, "head", 1 };
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headDefault[] = { "head", 1, "neck", 1, "Spine3", 0.2 };
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untiltWeaponDefault[] = {};
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legsDefault[] = {};
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aimingNo[] = {};
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legsNo[] = {};
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headNo[] = {};
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aimingUpDefault[] = {};
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};
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};
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class CfgMovesGreatWhite_F : CfgMovesAnimal_Base_F
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{
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skeletonName = "SharkSkeleton";
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class Default : Default
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{
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actions = "SharksActions";
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collisionShape = "A3\Animals_F\empty_CollShape.p3d";
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};
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class DefaultDie : Default{};
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class StandBase : Default
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{
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file = "\x\addons\a3_epoch_assets\models\shark_move.rtm";
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};
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class States
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{
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class Sharks_Swim : StandBase
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{
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file = "\x\addons\a3_epoch_assets\models\shark_move.rtm";
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looped = 1;
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speed = -1.0;
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interpolateTo[] = { "Sharks_Die", 1, "Sharks_Die2", 1 };
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connectTo[] = { "Sharks_Stop", 1, "Sharks_Swim", 1, "Sharks_Swim_S1", 1, "Sharks_Swim_S2", 1, "Sharks_Swim_S3", 1 };
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equivalentTo = "Sharks_Swim";
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variantsAI[] = { "Sharks_Swim", 0.01, "Sharks_Swim_S1", 0.33, "Sharks_Swim_S2", 0.33, "Sharks_Swim_S3", 0.33 };
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variantAfter[] = { 0.83, 0.83, 0.83 };
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};
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class Sharks_Swim_S1 : StandBase
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{
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file = "\x\addons\a3_epoch_assets\models\shark_moveLong.rtm";
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connectTo[] = { "Sharks_Swim", 0.1 };
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speed = -1.5;
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variantAfter[] = { 0.83, 0.83, 0.83 };
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};
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class Sharks_Swim_S2 : StandBase
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{
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file = "\x\addons\a3_epoch_assets\models\shark_move.rtm";
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|
connectTo[] = { "Sharks_Swim", 0.1 };
|
|
speed = -1.0;
|
|
variantAfter[] = { 0.83, 0.83, 0.83 };
|
|
};
|
|
class Sharks_Swim_S3 : StandBase
|
|
{
|
|
file = "\x\addons\a3_epoch_assets\models\shark_moveLong.rtm";
|
|
connectTo[] = { "Sharks_Swim", 0.1 };
|
|
speed = -1.4;
|
|
variantAfter[] = { 0.83, 0.83, 0.83 };
|
|
};
|
|
class Sharks_Stop : StandBase
|
|
{
|
|
file = "\x\addons\a3_epoch_assets\models\shark_attack.rtm";
|
|
looped = 1;
|
|
speed = -1.5;
|
|
connectFrom[] = { "Sharks_Swim", 1 };
|
|
connectTo[] = { "Sharks_Swim", 1 };
|
|
};
|
|
class Sharks_Die : DefaultDie
|
|
{
|
|
file = "\x\addons\a3_epoch_assets\models\shark_death.rtm";
|
|
speed = -1.4;
|
|
actions = "NoActions";
|
|
looped = "False";
|
|
variantsPlayer[] = { "Sharks_Die", 0.5, "Sharks_Die2", 0.5 };
|
|
variantsAI[] = {};
|
|
variantAfter[] = { 0, 0, 0 };
|
|
interpolateFrom[] = { "Sharks_Swim", 0.02, "Sharks_Stop", 0.2 };
|
|
interpolateTo[] = { "Sharks_Die", 1, "Sharks_Die2", 1 };
|
|
terminal = 1;
|
|
};
|
|
class Sharks_Die2 : Sharks_Die
|
|
{
|
|
file = "\x\addons\a3_epoch_assets\models\shark_death.rtm";
|
|
speed = -2;
|
|
looped = 0;
|
|
variantAfter[] = { 0, 0, 0 };
|
|
};
|
|
};
|
|
class Actions : Actions
|
|
{
|
|
class NoActions : NoActions
|
|
{
|
|
Stop = "Sharks_Stop";
|
|
StopRelaxed = "Sharks_Stop";
|
|
TurnL = "Sharks_Stop";
|
|
TurnR = "Sharks_Stop";
|
|
TurnLRelaxed = "Sharks_Stop";
|
|
TurnRRelaxed = "Sharks_Stop";
|
|
Default = "Sharks_Swim";
|
|
JumpOff = "Sharks_Swim";
|
|
StartSwim = "Sharks_swim";
|
|
StopSwim = "Sharks_Swim";
|
|
WalkF = "Sharks_swim";
|
|
SlowF = "Sharks_swim";
|
|
FastF = "Sharks_swim";
|
|
EvasiveForward = "Sharks_swim";
|
|
Down = "Sharks_Swim";
|
|
Up = "Sharks_Swim";
|
|
PlayerStand = "Sharks_Swim";
|
|
PlayerCrouch = "Sharks_Swim";
|
|
PlayerProne = "Sharks_Swim";
|
|
Lying = "Sharks_Swim";
|
|
Stand = "Sharks_Swim";
|
|
Combat = "Sharks_Swim";
|
|
Crouch = "Sharks_Swim";
|
|
CanNotMove = "Sharks_Stop";
|
|
Civil = "Sharks_Swim";
|
|
CivilLying = "Sharks_Swim";
|
|
FireNotPossible = "Sharks_Swim";
|
|
Die = "Sharks_Die";
|
|
Eat = "Sharks_Swim";
|
|
Rest = "Sharks_Swim";
|
|
};
|
|
class SharksActions : NoActions
|
|
{
|
|
Stop = "Sharks_Stop";
|
|
StopRelaxed = "Sharks_Stop";
|
|
TurnL = "Sharks_Stop";
|
|
TurnR = "Sharks_Stop";
|
|
TurnLRelaxed = "Sharks_Stop";
|
|
TurnRRelaxed = "Sharks_Stop";
|
|
Default = "Sharks_Swim";
|
|
JumpOff = "Sharks_Swim";
|
|
StartSwim = "Sharks_swim";
|
|
StopSwim = "Sharks_Swim";
|
|
WalkF = "Sharks_swim";
|
|
SlowF = "Sharks_swim";
|
|
FastF = "Sharks_swim";
|
|
EvasiveForward = "Sharks_swim";
|
|
Down = "Sharks_Swim";
|
|
Up = "Sharks_Swim";
|
|
PlayerStand = "Sharks_Swim";
|
|
PlayerCrouch = "Sharks_Swim";
|
|
PlayerProne = "Sharks_Swim";
|
|
Lying = "Sharks_Swim";
|
|
Stand = "Sharks_Swim";
|
|
Combat = "Sharks_Swim";
|
|
Crouch = "Sharks_Swim";
|
|
CanNotMove = "Sharks_Stop";
|
|
Civil = "Sharks_Swim";
|
|
CivilLying = "Sharks_Swim";
|
|
FireNotPossible = "Sharks_Swim";
|
|
Die = "Sharks_Die";
|
|
Eat = "Sharks_Swim";
|
|
Rest = "Sharks_Swim";
|
|
turnSpeed = 1;
|
|
limitFast = 5.5;
|
|
useFastMove = 0;
|
|
upDegree = "ManPosNoWeapon";
|
|
};
|
|
};
|
|
class BlendAnims : BlendAnims
|
|
{
|
|
aimingDefault[] = { "fish_head", 1 };
|
|
headDefault[] = { "fish_head", 1 };
|
|
};
|
|
}; |