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//============================================================================= // AllMinor. //============================================================================= class AllMinor extends Object abstract; // // Generic non-character skins // #exec TEXTURE IMPORT NAME=FramesTex1 FILE=Models\Frames_A.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=FramesTex2 FILE=Models\Frames_B.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=FramesTex3 FILE=Models\Frames_C.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=FramesTex4 FILE=Models\Frames_D.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=FramesTex5 FILE=Models\Frames_E.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=LensesTex1 FILE=Models\ClearLenses_A.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=LensesTex2 FILE=Models\Lenses_A.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=LensesTex3 FILE=Models\HiLite_B.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=LensesTex4 FILE=Models\GlassLens_B.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=LensesTex5 FILE=Models\HiLite_D.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=LensesTex6 FILE=Models\HiLite_A.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=BlackMaskTex FILE=Models\BlackMask.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=GrayMaskTex FILE=Models\GrayMask.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=PinkMaskTex FILE=Models\PinkMask.pcx GROUP=Skins FLAGS=2 #exec TEXTURE IMPORT NAME=VisorTex1 FILE=Models\Jumpsuit_Visor.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=GogglesTex1 FILE=Models\NSF_Goggles.pcx GROUP=Skins FLAGS=2 #exec TEXTURE IMPORT NAME=PonytailTex1 FILE=Models\Ponytail.pcx GROUP=Skins FLAGS=2 MIPS=Off // // Skins shared between multiple characters // // Pants #exec TEXTURE IMPORT NAME=PantsTex1 FILE=Models\GM_Pants.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=PantsTex2 FILE=Models\GM_Pants_A01.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=PantsTex3 FILE=Models\GM_Pants_A03.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=PantsTex4 FILE=Models\GM_Pants_A04.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=PantsTex5 FILE=Models\GM_Pants_C.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=PantsTex6 FILE=Models\GM_Pants_D01.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=PantsTex7 FILE=Models\Bum_B_Pants.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=PantsTex8 FILE=Models\Denton_Paul_Pants.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=PantsTex9 FILE=Models\Hermann_Pants.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=PantsTex10 FILE=Models\LumPath_Pants.pcx GROUP=Skins // Legs #exec TEXTURE IMPORT NAME=LegsTex1 FILE=Models\GFM_NudieLegs.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=LegsTex2 FILE=Models\GFM_NudieLegs_B.pcx GROUP=Skins // Shirts #exec TEXTURE IMPORT NAME=TrenchShirtTex1 FILE=Models\Bum_A_TrenchShirt.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=TrenchShirtTex2 FILE=Models\Filben_TrenchShirt.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=TrenchShirtTex3 FILE=Models\GFM_TrenchShirt_A.pcx GROUP=Skins // Shirts #exec TEXTURE IMPORT NAME=LabCoatTex1 FILE=Models\GM_LabCoat.pcx GROUP=Skins // TrenchCoat #exec TEXTURE IMPORT NAME=TrenchCoatTex1 FILE=Models\GM_TrenchCoat_D01.pcx GROUP=Skins // Skins #exec TEXTURE IMPORT NAME=SkinTex1 FILE=Models\GM_Asian.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=SkinTex2 FILE=Models\GM_Asian_A.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=SkinTex3 FILE=Models\GM_White.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=SkinTex4 FILE=Models\GM_WhiteBeard.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=SkinTex5 FILE=Models\GFM_HeadAsian_B.pcx GROUP=Skins // Misc #exec TEXTURE IMPORT NAME=MiscTex1 FILE=Models\Jumpsuit_Facemask_A.pcx GROUP=Skins // // Generic character skins // #exec TEXTURE IMPORT NAME=MIBTex0 FILE=Models\GM_MIB.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=MIBTex1 FILE=Models\GM_Suit_A03.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=BumMaleTex0 FILE=Models\Bum_A.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=BumMaleTex2 FILE=Models\Bum_A_SuitOpen.pcx GROUP=Skins FLAGS=2 #exec TEXTURE IMPORT NAME=BumMale2Tex0 FILE=Models\Filben_Harley.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=BumMale2Tex2 FILE=Models\Filben_SuitOpen.pcx GROUP=Skins FLAGS=2 #exec TEXTURE IMPORT NAME=BumMale3Tex0 FILE=Models\Bum_B.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=BumMale3Tex2 FILE=Models\Bum_B_TrenchCoat.pcx GROUP=Skins FLAGS=2 #exec TEXTURE IMPORT NAME=ThugMaleTex0 FILE=Models\Thug_A_Skin.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=ThugMaleTex1 FILE=Models\Thug_A_TrenchShirt.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=ThugMaleTex2 FILE=Models\Thug_A_Coat.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=ThugMaleTex3 FILE=Models\Thug_A_Pants.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=ThugMale2Tex0 FILE=Models\Thug_B_Skin.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=ThugMale2Tex1 FILE=Models\Thug_B_Shirt.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=ThugMale2Tex2 FILE=Models\Thug_B_Pants.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=ThugMale3Tex0 FILE=Models\Thug_C_Skin.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=ThugMale3Tex1 FILE=Models\Thug_C_Top.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=ThugMale3Tex2 FILE=Models\Thug_C_Pants.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=ThugMale3Tex3 FILE=Models\Thug_C_Goggles.pcx GROUP=Skins FLAGS=2 #exec TEXTURE IMPORT NAME=JunkieMaleTex0 FILE=Models\Junkie_A_Skin.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=JunkieMaleTex1 FILE=Models\Junkie_A_Shirt.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=JunkieMaleTex2 FILE=Models\Junkie_A_Pants.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Male1Tex0 FILE=Models\GM_HeadFat.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Male1Tex1 FILE=Models\GM_DressShirt.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Male2Tex1 FILE=Models\GM_Sweater_A.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Male2Tex2 FILE=Models\GM_Pants_B.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Male3Tex1 FILE=Models\GM_DressShirt_B.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Male4Tex0 FILE=Models\GM_BuddhistMonk.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Male4Tex1 FILE=Models\GM_Monk_Shirt.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Male4Tex2 FILE=Models\GM_Monk_Pants.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=SecretaryTex0 FILE=Models\GFM_HeadWhite02.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=SecretaryTex2 FILE=Models\GFM_SuitSkirt_Suit.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Female2Tex0 FILE=Models\Female_B_Skin.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Female2Tex1 FILE=Models\Female_B_Legs.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Female2Tex2 FILE=Models\Female_B_Jumper.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Hooker1Tex0 FILE=Models\Hooker_A.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Hooker1Tex1 FILE=Models\Hooker_A_Legs.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Hooker1Tex2 FILE=Models\Hooker_A_MiniSkirt.pcx GROUP=Skins FLAGS=2 #exec TEXTURE IMPORT NAME=Hooker1Tex3 FILE=Models\Hooker_A_Top.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Hooker2Tex0 FILE=Models\Hooker_B.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Hooker2Tex1 FILE=Models\Hooker_B_Legs.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Hooker2Tex2 FILE=Models\Hooker_B_MiniSkirt.pcx GROUP=Skins FLAGS=2 #exec TEXTURE IMPORT NAME=Hooker2Tex3 FILE=Models\Hooker_B_Top.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=JunkieFemaleTex0 FILE=Models\Junkie_B_Skin.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=JunkieFemaleTex1 FILE=Models\Junkie_B_Shirt.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=JunkieFemaleTex2 FILE=Models\Junkie_B_Pants.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Female1Tex0 FILE=Models\Female_A_Skin.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Female1Tex1 FILE=Models\GFM_DressShirt.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=ChildMaleTex0 FILE=Models\Male_Kid.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=ChildMaleTex1 FILE=Models\GM_DressShirt_E.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=ScubasuitTex0 FILE=Models\GM_Scubasuit.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=ScubasuitTex1 FILE=Models\Scubasuit_Skin.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=MJ12CommandoTex0 FILE=Models\GM_ScaryTroop.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=MJ12CommandoTex1 FILE=Models\ScaryTroop_Parts.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=RiotCopTex1 FILE=Models\RiotCop_Boots.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=RiotCopTex2 FILE=Models\RiotCop_Top.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=RiotCopTex3 FILE=Models\RiotCop_Helmet.pcx GROUP=Skins FLAGS=2 #exec TEXTURE IMPORT NAME=MJ12TroopTex1 FILE=Models\MJ12_Troop_Boots.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=MJ12TroopTex2 FILE=Models\MJ12_Troop_Top.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=MJ12TroopTex3 FILE=Models\Jumpsuit_Helmet.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=MJ12TroopTex4 FILE=Models\MJ12_Helmet.pcx GROUP=Skins FLAGS=2 #exec TEXTURE IMPORT NAME=UNATCOTroopTex1 FILE=Models\UNATCO_Troop_Boots.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=UNATCOTroopTex2 FILE=Models\UNATCO_Troop_Top.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=UNATCOTroopTex3 FILE=Models\UNATCOTroop_Helmet.pcx GROUP=Skins FLAGS=2 #exec TEXTURE IMPORT NAME=TerroristTex0 FILE=Models\Terrorist_01.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=TerroristTex1 FILE=Models\Terrorist_Top.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=TerroristTex2 FILE=Models\Terrorist_Boots.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=ButlerTex0 FILE=Models\GM_WhiteOld.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=ButlerTex1 FILE=Models\GM_Tux.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Businessman1Tex1 FILE=Models\GM_Suit.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Businessman1Tex2 FILE=Models\GM_Pants_G.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Businessman2Tex0 FILE=Models\GM_DrugLord.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Businessman2Tex1 FILE=Models\GM_Suit_C02.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Businessman2Tex2 FILE=Models\GM_Pants_I.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Businessman3Tex1 FILE=Models\GM_Suit_F.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Businessman3Tex2 FILE=Models\GM_Pants_J.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=MaidTex0 FILE=Models\GFM_HeadAsian_D.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=MaidTex1 FILE=Models\GFM_SuitSkirt_Maid.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=CopTex0 FILE=Models\GM_Cop.pcx GROUP=Skins FLAGS=2 #exec TEXTURE IMPORT NAME=CopTex1 FILE=Models\Cop_Shirt.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=CopTex2 FILE=Models\Cop_Pants.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=BoatPersonTex0 FILE=Models\GM_BoatPeople.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=BoatPersonTex1 FILE=Models\GM_BoatPeopleShirt.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=DoctorTex0 FILE=Models\GM_HeadFat_A.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=DoctorTex1 FILE=Models\GM_TrenchShirt_B.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=NurseTex0 FILE=Models\GFM_White_A.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=NurseTex1 FILE=Models\GFM_SuitSkirt_Nurse.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Businesswoman1Tex0 FILE=Models\GFM_HeadAsian.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Businesswoman1Tex1 FILE=Models\GFM_SuitSkirt_Suit_B.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Businesswoman1Tex2 FILE=Models\GFM_NudieLegs_A.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=BumFemaleTex0 FILE=Models\Bum_C.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=BumFemaleTex1 FILE=Models\Bum_C_Top.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=ScientistMaleTex0 FILE=Models\Chiang_Harry.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=ScientistFemaleTex0 FILE=Models\GFM_White_B.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=ScientistFemaleTex2 FILE=Models\GFM_LabCoat.pcx GROUP=Skins FLAGS=2 #exec TEXTURE IMPORT NAME=ScientistFemaleTex3 FILE=Models\GFM_Tights_B.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=JanitorTex1 FILE=Models\Janitor_SuitTop.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=JanitorTex2 FILE=Models\Janitor_Pants.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=ChildMale2Tex0 FILE=Models\GMK_White_F.pcx GROUP=Skins FLAGS=2 #exec TEXTURE IMPORT NAME=ChildMale2Tex1 FILE=Models\GMK_ShirtVest.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=SailorTex0 FILE=Models\GM_Sailor.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=SailorTex1 FILE=Models\GM_SailorCoat.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=SailorTex2 FILE=Models\Sailor_Pants.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=SailorTex3 FILE=Models\SailorHat.pcx GROUP=Skins FLAGS=2 MIPS=Off #exec TEXTURE IMPORT NAME=ChefTex0 FILE=Models\GM_Chef.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=ChefTex1 FILE=Models\GM_ChefShirt.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=ChefTex3 FILE=Models\ChefHat.pcx GROUP=Skins FLAGS=2 #exec TEXTURE IMPORT NAME=Female3Tex1 FILE=Models\GFM_SatinDress.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Female3Tex2 FILE=Models\GFM_NudieLegs_C.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Female4Tex0 FILE=Models\GFM_HeadAsian_A.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Female4Tex1 FILE=Models\GFM_PunkShirt.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Female4Tex2 FILE=Models\GFM_PunkCoat.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=Female4Tex3 FILE=Models\GFM_PunkTights.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=MechanicTex1 FILE=Models\MechTech_Top.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=MechanicTex2 FILE=Models\MechTech_Pants.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=MechanicTex3 FILE=Models\MechTech_Helmet.pcx GROUP=Skins FLAGS=2 #exec TEXTURE IMPORT NAME=BartenderTex0 FILE=Models\GM_Black.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=BartenderTex1 FILE=Models\GM_DressShirt_A02.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=LowerClassFemaleTex0 FILE=Models\GFM_HeadAsian_C.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=LowerClassFemaleTex1 FILE=Models\LowerClassF_Top.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=LowerClassMaleTex1 FILE=Models\LowerClassM_Shirt.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=LowerClassMale2Tex0 FILE=Models\GM_HeadJay.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=LowerClassMale2Tex1 FILE=Models\GM_LowerClassM02.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=LowerClassMale2Tex2 FILE=Models\GM_Pants_M.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=HKMilitaryTex1 FILE=Models\HKMilitary_Top.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=HKMilitaryTex2 FILE=Models\HKMilitary_Boots.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=TriadLumPath2Tex0 FILE=Models\Lumpath_Triad.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=TriadLumPathTex0 FILE=Models\GM_Asian_B.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=TriadLumPathTex1 FILE=Models\Lumpath_Suit.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=TriadRedArrowTex0 FILE=Models\RedArrow.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=TriadRedArrowTex1 FILE=Models\RedArrow_Shirt.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=TriadRedArrowTex2 FILE=Models\RedArrow_Coat.pcx GROUP=Skins FLAGS=2 #exec TEXTURE IMPORT NAME=TriadRedArrowTex3 FILE=Models\RedArrow_Pants.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=WIBTex0 FILE=Models\WIB.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=WIBTex1 FILE=Models\WIB_SuitSkirt_Suit.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=SecretServiceTex0 FILE=Models\GM_SecretService.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=SecretServiceTex1 FILE=Models\GM_SecretService_Suit.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=SecretServiceTex2 FILE=Models\GM_SecretService_Pants.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=SoldierTex0 FILE=Models\Soldier_FaceStrap.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=SoldierTex1 FILE=Models\Soldier_Shirt.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=SoldierTex2 FILE=Models\Soldier_Boots.pcx GROUP=Skins #exec TEXTURE IMPORT NAME=SoldierTex3 FILE=Models\Soldier_Helmet.pcx GROUP=Skins FLAGS=2 // // GM_Suit // #exec MESH IMPORT MESH=GM_Suit ANIVFILE=Models\GM_Suit_a.3d DATAFILE=Models\GM_Suit_d.3d #exec MESH ORIGIN MESH=GM_Suit X=0 Y=0 Z=12200 YAW=64 #exec MESH LODPARAMS MESH=GM_Suit STRENGTH=0.5 #exec MESH SEQUENCE MESH=GM_Suit SEQ=All STARTFRAME=0 NUMFRAMES=373 #exec MESH SEQUENCE MESH=GM_Suit SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Suit SEQ=Walk STARTFRAME=1 NUMFRAMES=10 RATE=10 #exec MESH SEQUENCE MESH=GM_Suit SEQ=Run STARTFRAME=11 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_Suit SEQ=Crouch STARTFRAME=21 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_Suit SEQ=Stand STARTFRAME=24 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_Suit SEQ=CrouchShoot STARTFRAME=27 NUMFRAMES=5 RATE=10 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_Suit SEQ=BreatheLight STARTFRAME=32 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_Suit SEQ=DeathFront STARTFRAME=37 NUMFRAMES=13 RATE=10 #exec MESH SEQUENCE MESH=GM_Suit SEQ=DeathBack STARTFRAME=50 NUMFRAMES=8 RATE=10 #exec MESH SEQUENCE MESH=GM_Suit SEQ=HitHead STARTFRAME=58 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Suit SEQ=HitTorso STARTFRAME=62 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Suit SEQ=HitArmLeft STARTFRAME=66 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Suit SEQ=HitLegLeft STARTFRAME=70 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Suit SEQ=HitArmRight STARTFRAME=74 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Suit SEQ=HitLegRight STARTFRAME=78 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Suit SEQ=HitHeadBack STARTFRAME=82 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Suit SEQ=HitTorsoBack STARTFRAME=86 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Suit SEQ=MouthClosed STARTFRAME=90 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Suit SEQ=MouthA STARTFRAME=91 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Suit SEQ=MouthE STARTFRAME=92 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Suit SEQ=MouthF STARTFRAME=93 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Suit SEQ=MouthM STARTFRAME=94 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Suit SEQ=MouthO STARTFRAME=95 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Suit SEQ=MouthT STARTFRAME=96 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Suit SEQ=MouthU STARTFRAME=97 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Suit SEQ=Blink STARTFRAME=98 NUMFRAMES=2 RATE=10 #exec MESH SEQUENCE MESH=GM_Suit SEQ=Shoot STARTFRAME=100 NUMFRAMES=6 RATE=15 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Suit SEQ=Attack STARTFRAME=106 NUMFRAMES=7 RATE=10 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Suit SEQ=HeadUp STARTFRAME=113 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Suit SEQ=HeadDown STARTFRAME=114 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Suit SEQ=HeadLeft STARTFRAME=115 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Suit SEQ=HeadRight STARTFRAME=116 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Suit SEQ=RunShoot STARTFRAME=117 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_Suit SEQ=GestureLeft STARTFRAME=127 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GM_Suit SEQ=GestureRight STARTFRAME=136 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GM_Suit SEQ=GestureBoth STARTFRAME=145 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GM_Suit SEQ=RubEyesStart STARTFRAME=154 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GM_Suit SEQ=RubEyes STARTFRAME=158 NUMFRAMES=4 RATE=7.5 #exec MESH SEQUENCE MESH=GM_Suit SEQ=RubEyesStop STARTFRAME=162 NUMFRAMES=4 RATE=15 #exec MESH SEQUENCE MESH=GM_Suit SEQ=SitBegin STARTFRAME=166 NUMFRAMES=5 RATE=3 #exec MESH SEQUENCE MESH=GM_Suit SEQ=SitStill STARTFRAME=171 NUMFRAMES=1 RATE=15 #exec MESH SEQUENCE MESH=GM_Suit SEQ=SitStand STARTFRAME=172 NUMFRAMES=5 RATE=3 #exec MESH SEQUENCE MESH=GM_Suit SEQ=Pickup STARTFRAME=177 NUMFRAMES=4 RATE=5 #exec MESH SEQUENCE MESH=GM_Suit SEQ=Jump STARTFRAME=181 NUMFRAMES=3 RATE=10 #exec MESH SEQUENCE MESH=GM_Suit SEQ=Land STARTFRAME=184 NUMFRAMES=3 RATE=10 GROUP=Landing #exec MESH SEQUENCE MESH=GM_Suit SEQ=Panic STARTFRAME=187 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_Suit SEQ=PushButton STARTFRAME=197 NUMFRAMES=6 RATE=5 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Suit SEQ=ReloadBegin STARTFRAME=203 NUMFRAMES=4 RATE=8 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Suit SEQ=Reload STARTFRAME=207 NUMFRAMES=4 RATE=8 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Suit SEQ=ReloadEnd STARTFRAME=211 NUMFRAMES=7 RATE=10 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Suit SEQ=Tread STARTFRAME=218 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GM_Suit SEQ=TreadShoot STARTFRAME=230 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GM_Suit SEQ=WaterHitTorso STARTFRAME=242 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Suit SEQ=WaterHitTorsoBack STARTFRAME=245 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Suit SEQ=WaterDeath STARTFRAME=248 NUMFRAMES=8 RATE=10 #exec MESH SEQUENCE MESH=GM_Suit SEQ=CowerBegin STARTFRAME=256 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GM_Suit SEQ=CowerStill STARTFRAME=260 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Suit SEQ=CowerEnd STARTFRAME=261 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GM_Suit SEQ=AttackSide STARTFRAME=265 NUMFRAMES=13 RATE=20 #exec MESH SEQUENCE MESH=GM_Suit SEQ=Strafe STARTFRAME=278 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_Suit SEQ=Walk2H STARTFRAME=288 NUMFRAMES=10 RATE=10 #exec MESH SEQUENCE MESH=GM_Suit SEQ=Strafe2H STARTFRAME=298 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_Suit SEQ=RunShoot2H STARTFRAME=308 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_Suit SEQ=Shoot2H STARTFRAME=318 NUMFRAMES=7 RATE=20 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Suit SEQ=BreatheLight2H STARTFRAME=325 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_Suit SEQ=Idle1 STARTFRAME=330 NUMFRAMES=7 RATE=3 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_Suit SEQ=Idle12H STARTFRAME=337 NUMFRAMES=15 RATE=6 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_Suit SEQ=Shocked STARTFRAME=352 NUMFRAMES=4 RATE=18 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Suit SEQ=Dance STARTFRAME=356 NUMFRAMES=12 RATE=18 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_Suit SEQ=SitBreathe STARTFRAME=368 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESHMAP SCALE MESHMAP=GM_Suit X=0.00390625 Y=0.00390625 Z=0.00390625 #exec MESH NOTIFY MESH=GM_Suit SEQ=Walk TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Suit SEQ=Walk TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Suit SEQ=Run TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Suit SEQ=Run TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Suit SEQ=RunShoot TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Suit SEQ=RunShoot TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Suit SEQ=Panic TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Suit SEQ=Panic TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Suit SEQ=Strafe TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Suit SEQ=Strafe TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Suit SEQ=Walk2H TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Suit SEQ=Walk2H TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Suit SEQ=Strafe2H TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Suit SEQ=Strafe2H TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Suit SEQ=RunShoot2H TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Suit SEQ=RunShoot2H TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Suit SEQ=DeathFront TIME=0.3 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GM_Suit SEQ=DeathBack TIME=0.5 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GM_Suit SEQ=Tread TIME=0.3 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Suit SEQ=TreadShoot TIME=0.3 FUNCTION=PlayFootStep // // GM_Suit_Carcass // #exec MESH IMPORT MESH=GM_Suit_Carcass ANIVFILE=Models\GM_Suit_CarcassA_a.3d DATAFILE=Models\GM_Suit_d.3d #exec MESH ORIGIN MESH=GM_Suit_Carcass X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_Suit_Carcass SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Suit_Carcass SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_Suit_Carcass X=0.00390625 Y=0.00390625 Z=0.00390625 // // GM_Suit_CarcassB // #exec MESH IMPORT MESH=GM_Suit_CarcassB ANIVFILE=Models\GM_Suit_CarcassB_a.3d DATAFILE=Models\GM_Suit_d.3d #exec MESH ORIGIN MESH=GM_Suit_CarcassB X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_Suit_CarcassB SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Suit_CarcassB SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_Suit_CarcassB X=0.00390625 Y=0.00390625 Z=0.00390625 // // GM_Suit_CarcassC // #exec MESH IMPORT MESH=GM_Suit_CarcassC ANIVFILE=Models\GM_Suit_CarcassC_a.3d DATAFILE=Models\GM_Suit_d.3d #exec MESH ORIGIN MESH=GM_Suit_CarcassC X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_Suit_CarcassC SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Suit_CarcassC SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_Suit_CarcassC X=0.00390625 Y=0.00390625 Z=0.00390625 // // GM_DressShirt // #exec MESH IMPORT MESH=GM_DressShirt ANIVFILE=Models\GM_DressShirt_a.3d DATAFILE=Models\GM_DressShirt_d.3d #exec MESH ORIGIN MESH=GM_DressShirt X=0 Y=0 Z=12200 YAW=64 #exec MESH LODPARAMS MESH=GM_DressShirt STRENGTH=0.5 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=All STARTFRAME=0 NUMFRAMES=358 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Walk STARTFRAME=1 NUMFRAMES=10 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Run STARTFRAME=11 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Crouch STARTFRAME=21 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Stand STARTFRAME=24 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=CrouchShoot STARTFRAME=27 NUMFRAMES=5 RATE=10 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=BreatheLight STARTFRAME=32 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=DeathFront STARTFRAME=37 NUMFRAMES=13 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=DeathBack STARTFRAME=50 NUMFRAMES=8 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=HitHead STARTFRAME=58 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=HitTorso STARTFRAME=62 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=HitArmLeft STARTFRAME=66 NUMFRAMES=4 RATE=12 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=HitLegLeft STARTFRAME=70 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=HitArmRight STARTFRAME=74 NUMFRAMES=4 RATE=12 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=HitLegRight STARTFRAME=78 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=HitHeadBack STARTFRAME=82 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=HitTorsoBack STARTFRAME=86 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=MouthClosed STARTFRAME=90 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=MouthA STARTFRAME=91 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=MouthE STARTFRAME=92 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=MouthF STARTFRAME=93 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=MouthM STARTFRAME=94 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=MouthO STARTFRAME=95 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=MouthT STARTFRAME=96 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=MouthU STARTFRAME=97 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Blink STARTFRAME=98 NUMFRAMES=2 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Shoot STARTFRAME=100 NUMFRAMES=6 RATE=15 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Attack STARTFRAME=106 NUMFRAMES=7 RATE=10 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=HeadUp STARTFRAME=113 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=HeadDown STARTFRAME=114 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=HeadLeft STARTFRAME=115 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=HeadRight STARTFRAME=116 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=RunShoot STARTFRAME=117 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=GestureLeft STARTFRAME=127 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=GestureRight STARTFRAME=136 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=GestureBoth STARTFRAME=145 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=RubEyesStart STARTFRAME=154 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=RubEyes STARTFRAME=158 NUMFRAMES=4 RATE=7.5 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=RubEyesStop STARTFRAME=162 NUMFRAMES=4 RATE=15 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=SitBegin STARTFRAME=166 NUMFRAMES=5 RATE=3 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=SitStill STARTFRAME=171 NUMFRAMES=1 RATE=15 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=SitStand STARTFRAME=172 NUMFRAMES=5 RATE=3 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Pickup STARTFRAME=177 NUMFRAMES=7 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Jump STARTFRAME=184 NUMFRAMES=3 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Land STARTFRAME=187 NUMFRAMES=3 RATE=10 GROUP=Landing #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Panic STARTFRAME=190 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=PushButton STARTFRAME=200 NUMFRAMES=6 RATE=5 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=ReloadBegin STARTFRAME=206 NUMFRAMES=4 RATE=8 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Reload STARTFRAME=210 NUMFRAMES=4 RATE=8 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=ReloadEnd STARTFRAME=214 NUMFRAMES=7 RATE=10 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Tread STARTFRAME=221 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=TreadShoot STARTFRAME=233 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=WaterHitTorso STARTFRAME=245 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=WaterHitTorsoBack STARTFRAME=248 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=WaterDeath STARTFRAME=251 NUMFRAMES=8 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=CowerBegin STARTFRAME=259 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=CowerStill STARTFRAME=263 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=CowerEnd STARTFRAME=264 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=AttackSide STARTFRAME=268 NUMFRAMES=13 RATE=20 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Strafe STARTFRAME=281 NUMFRAMES=10 RATE=24 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Walk2H STARTFRAME=291 NUMFRAMES=10 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Strafe2H STARTFRAME=301 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=RunShoot2H STARTFRAME=311 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Shoot2H STARTFRAME=321 NUMFRAMES=7 RATE=20 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=BreatheLight2H STARTFRAME=328 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Idle1 STARTFRAME=333 NUMFRAMES=8 RATE=3 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Idle12H STARTFRAME=341 NUMFRAMES=8 RATE=3 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Shocked STARTFRAME=349 NUMFRAMES=4 RATE=18 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt SEQ=SitBreathe STARTFRAME=353 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESHMAP SCALE MESHMAP=GM_DressShirt X=0.00390625 Y=0.00390625 Z=0.00390625 #exec MESH NOTIFY MESH=GM_DressShirt SEQ=Walk TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt SEQ=Walk TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt SEQ=Run TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt SEQ=Run TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt SEQ=RunShoot TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt SEQ=RunShoot TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt SEQ=Panic TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt SEQ=Panic TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt SEQ=Strafe TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt SEQ=Strafe TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt SEQ=Walk2H TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt SEQ=Walk2H TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt SEQ=Strafe2H TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt SEQ=Strafe2H TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt SEQ=RunShoot2H TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt SEQ=RunShoot2H TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt SEQ=DeathFront TIME=0.3 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GM_DressShirt SEQ=DeathBack TIME=0.5 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GM_DressShirt SEQ=Tread TIME=0.3 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt SEQ=TreadShoot TIME=0.3 FUNCTION=PlayFootStep // // GM_DressShirt_Carcass // #exec MESH IMPORT MESH=GM_DressShirt_Carcass ANIVFILE=Models\GM_DressShirt_CarcassA_a.3d DATAFILE=Models\GM_DressShirt_d.3d #exec MESH ORIGIN MESH=GM_DressShirt_Carcass X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_DressShirt_Carcass SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_Carcass SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_DressShirt_Carcass X=0.00390625 Y=0.00390625 Z=0.00390625 // // GM_DressShirt_CarcassB // #exec MESH IMPORT MESH=GM_DressShirt_CarcassB ANIVFILE=Models\GM_DressShirt_CarcassB_a.3d DATAFILE=Models\GM_DressShirt_d.3d #exec MESH ORIGIN MESH=GM_DressShirt_CarcassB X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_DressShirt_CarcassB SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_CarcassB SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_DressShirt_CarcassB X=0.00390625 Y=0.00390625 Z=0.00390625 // // GM_DressShirt_CarcassC // #exec MESH IMPORT MESH=GM_DressShirt_CarcassC ANIVFILE=Models\GM_DressShirt_CarcassC_a.3d DATAFILE=Models\GM_DressShirt_d.3d #exec MESH ORIGIN MESH=GM_DressShirt_CarcassC X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_DressShirt_CarcassC SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_CarcassC SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_DressShirt_CarcassC X=0.00390625 Y=0.00390625 Z=0.00390625 // // GM_DressShirt_S // #exec MESH IMPORT MESH=GM_DressShirt_S ANIVFILE=Models\GM_DressShirt_S_a.3d DATAFILE=Models\GM_DressShirt_S_d.3d #exec MESH ORIGIN MESH=GM_DressShirt_S X=0 Y=0 Z=12200 YAW=64 #exec MESH LODPARAMS MESH=GM_DressShirt_S STRENGTH=0.5 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=All STARTFRAME=0 NUMFRAMES=312 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Walk STARTFRAME=1 NUMFRAMES=10 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Run STARTFRAME=11 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Crouch STARTFRAME=21 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Stand STARTFRAME=24 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=CrouchShoot STARTFRAME=27 NUMFRAMES=5 RATE=10 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=BreatheLight STARTFRAME=32 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=DeathFront STARTFRAME=37 NUMFRAMES=13 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=DeathBack STARTFRAME=50 NUMFRAMES=8 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=HitHead STARTFRAME=58 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=HitTorso STARTFRAME=62 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=HitArmLeft STARTFRAME=66 NUMFRAMES=4 RATE=12 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=HitLegLeft STARTFRAME=70 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=HitArmRight STARTFRAME=74 NUMFRAMES=4 RATE=12 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=HitLegRight STARTFRAME=78 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=HitHeadBack STARTFRAME=82 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=HitTorsoBack STARTFRAME=86 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=MouthClosed STARTFRAME=90 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=MouthA STARTFRAME=91 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=MouthE STARTFRAME=92 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=MouthF STARTFRAME=93 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=MouthM STARTFRAME=94 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=MouthO STARTFRAME=95 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=MouthT STARTFRAME=96 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=MouthU STARTFRAME=97 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Blink STARTFRAME=98 NUMFRAMES=2 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Shoot STARTFRAME=100 NUMFRAMES=6 RATE=15 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Attack STARTFRAME=106 NUMFRAMES=7 RATE=10 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=HeadUp STARTFRAME=113 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=HeadDown STARTFRAME=114 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=HeadLeft STARTFRAME=115 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=HeadRight STARTFRAME=116 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=RunShoot STARTFRAME=117 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=GestureLeft STARTFRAME=127 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=GestureRight STARTFRAME=136 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=GestureBoth STARTFRAME=145 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=RubEyesStart STARTFRAME=154 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=RubEyes STARTFRAME=158 NUMFRAMES=4 RATE=7.5 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=RubEyesStop STARTFRAME=162 NUMFRAMES=4 RATE=15 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=SitBegin STARTFRAME=166 NUMFRAMES=5 RATE=3 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=SitStill STARTFRAME=171 NUMFRAMES=1 RATE=15 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=SitStand STARTFRAME=172 NUMFRAMES=5 RATE=3 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Pickup STARTFRAME=177 NUMFRAMES=7 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Jump STARTFRAME=184 NUMFRAMES=3 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Land STARTFRAME=187 NUMFRAMES=3 RATE=10 GROUP=Landing #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Panic STARTFRAME=190 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=PushButton STARTFRAME=200 NUMFRAMES=6 RATE=5 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=ReloadBegin STARTFRAME=206 NUMFRAMES=4 RATE=8 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Reload STARTFRAME=210 NUMFRAMES=4 RATE=8 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=ReloadEnd STARTFRAME=214 NUMFRAMES=7 RATE=10 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Tread STARTFRAME=221 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=TreadShoot STARTFRAME=233 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=WaterHitTorso STARTFRAME=245 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=WaterHitTorsoBack STARTFRAME=248 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=WaterDeath STARTFRAME=251 NUMFRAMES=8 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=CowerBegin STARTFRAME=259 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=CowerStill STARTFRAME=263 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=CowerEnd STARTFRAME=264 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=AttackSide STARTFRAME=268 NUMFRAMES=13 RATE=20 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Strafe STARTFRAME=281 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Idle1 STARTFRAME=291 NUMFRAMES=12 RATE=8 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Shocked STARTFRAME=303 NUMFRAMES=4 RATE=18 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=SitBreathe STARTFRAME=307 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESHMAP SCALE MESHMAP=GM_DressShirt_S X=0.00390625 Y=0.00390625 Z=0.00390625 #exec MESH NOTIFY MESH=GM_DressShirt_S SEQ=Walk TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_S SEQ=Walk TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_S SEQ=Run TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_S SEQ=Run TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_S SEQ=RunShoot TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_S SEQ=RunShoot TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_S SEQ=Panic TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_S SEQ=Panic TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_S SEQ=Strafe TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_S SEQ=Strafe TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_S SEQ=DeathFront TIME=0.3 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GM_DressShirt_S SEQ=DeathBack TIME=0.5 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GM_DressShirt_S SEQ=Tread TIME=0.3 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_S SEQ=TreadShoot TIME=0.3 FUNCTION=PlayFootStep // // GM_DressShirt_S_Carcass // #exec MESH IMPORT MESH=GM_DressShirt_S_Carcass ANIVFILE=Models\GM_DressShirt_S_CarcassA_a.3d DATAFILE=Models\GM_DressShirt_S_d.3d #exec MESH ORIGIN MESH=GM_DressShirt_S_Carcass X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_DressShirt_S_Carcass SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_S_Carcass SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_DressShirt_S_Carcass X=0.00390625 Y=0.00390625 Z=0.00390625 // // GM_DressShirt_S_CarcassB // #exec MESH IMPORT MESH=GM_DressShirt_S_CarcassB ANIVFILE=Models\GM_DressShirt_S_CarcassB_a.3d DATAFILE=Models\GM_DressShirt_S_d.3d #exec MESH ORIGIN MESH=GM_DressShirt_S_CarcassB X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_DressShirt_S_CarcassB SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_S_CarcassB SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_DressShirt_S_CarcassB X=0.00390625 Y=0.00390625 Z=0.00390625 // // GM_DressShirt_S_CarcassC // #exec MESH IMPORT MESH=GM_DressShirt_S_CarcassC ANIVFILE=Models\GM_DressShirt_S_CarcassC_a.3d DATAFILE=Models\GM_DressShirt_S_d.3d #exec MESH ORIGIN MESH=GM_DressShirt_S_CarcassC X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_DressShirt_S_CarcassC SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_S_CarcassC SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_DressShirt_S_CarcassC X=0.00390625 Y=0.00390625 Z=0.00390625 // // GM_DressShirt_F // #exec MESH IMPORT MESH=GM_DressShirt_F ANIVFILE=Models\GM_DressShirt_F_a.3d DATAFILE=Models\GM_DressShirt_F_d.3d #exec MESH ORIGIN MESH=GM_DressShirt_F X=0 Y=0 Z=12200 YAW=64 #exec MESH LODPARAMS MESH=GM_DressShirt_F STRENGTH=0.5 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=All STARTFRAME=0 NUMFRAMES=315 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Walk STARTFRAME=1 NUMFRAMES=10 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Run STARTFRAME=11 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Crouch STARTFRAME=21 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Stand STARTFRAME=24 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=CrouchShoot STARTFRAME=27 NUMFRAMES=5 RATE=10 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=BreatheLight STARTFRAME=32 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=DeathFront STARTFRAME=37 NUMFRAMES=13 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=DeathBack STARTFRAME=50 NUMFRAMES=8 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=HitHead STARTFRAME=58 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=HitTorso STARTFRAME=62 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=HitArmLeft STARTFRAME=66 NUMFRAMES=4 RATE=12 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=HitLegLeft STARTFRAME=70 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=HitArmRight STARTFRAME=74 NUMFRAMES=4 RATE=12 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=HitLegRight STARTFRAME=78 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=HitHeadBack STARTFRAME=82 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=HitTorsoBack STARTFRAME=86 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=MouthClosed STARTFRAME=90 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=MouthA STARTFRAME=91 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=MouthE STARTFRAME=92 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=MouthF STARTFRAME=93 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=MouthM STARTFRAME=94 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=MouthO STARTFRAME=95 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=MouthT STARTFRAME=96 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=MouthU STARTFRAME=97 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Blink STARTFRAME=98 NUMFRAMES=2 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Shoot STARTFRAME=100 NUMFRAMES=6 RATE=15 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Attack STARTFRAME=106 NUMFRAMES=7 RATE=10 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=HeadUp STARTFRAME=113 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=HeadDown STARTFRAME=114 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=HeadLeft STARTFRAME=115 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=HeadRight STARTFRAME=116 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=RunShoot STARTFRAME=117 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=GestureLeft STARTFRAME=127 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=GestureRight STARTFRAME=136 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=GestureBoth STARTFRAME=145 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=RubEyesStart STARTFRAME=154 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=RubEyes STARTFRAME=158 NUMFRAMES=4 RATE=7.5 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=RubEyesStop STARTFRAME=162 NUMFRAMES=4 RATE=15 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=SitBegin STARTFRAME=166 NUMFRAMES=5 RATE=3 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=SitStill STARTFRAME=171 NUMFRAMES=1 RATE=15 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=SitStand STARTFRAME=172 NUMFRAMES=5 RATE=3 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Pickup STARTFRAME=177 NUMFRAMES=7 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Jump STARTFRAME=184 NUMFRAMES=3 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Land STARTFRAME=187 NUMFRAMES=3 RATE=10 GROUP=Landing #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Panic STARTFRAME=190 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=PushButton STARTFRAME=200 NUMFRAMES=6 RATE=5 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=ReloadBegin STARTFRAME=206 NUMFRAMES=4 RATE=8 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Reload STARTFRAME=210 NUMFRAMES=4 RATE=8 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=ReloadEnd STARTFRAME=214 NUMFRAMES=7 RATE=10 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Tread STARTFRAME=221 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=TreadShoot STARTFRAME=233 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=WaterHitTorso STARTFRAME=245 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=WaterHitTorsoBack STARTFRAME=248 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=WaterDeath STARTFRAME=251 NUMFRAMES=8 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=CowerBegin STARTFRAME=259 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=CowerStill STARTFRAME=263 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=CowerEnd STARTFRAME=264 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=AttackSide STARTFRAME=268 NUMFRAMES=13 RATE=20 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Strafe STARTFRAME=281 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Idle1 STARTFRAME=291 NUMFRAMES=15 RATE=6 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Shocked STARTFRAME=306 NUMFRAMES=4 RATE=18 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=SitBreathe STARTFRAME=310 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESHMAP SCALE MESHMAP=GM_DressShirt_F X=0.00390625 Y=0.00390625 Z=0.00390625 #exec MESH NOTIFY MESH=GM_DressShirt_F SEQ=Walk TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_F SEQ=Walk TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_F SEQ=Run TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_F SEQ=Run TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_F SEQ=RunShoot TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_F SEQ=RunShoot TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_F SEQ=Panic TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_F SEQ=Panic TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_F SEQ=Strafe TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_F SEQ=Strafe TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_F SEQ=DeathFront TIME=0.3 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GM_DressShirt_F SEQ=DeathBack TIME=0.5 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GM_DressShirt_F SEQ=Tread TIME=0.3 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_F SEQ=TreadShoot TIME=0.3 FUNCTION=PlayFootStep // // GM_DressShirt_F_Carcass // #exec MESH IMPORT MESH=GM_DressShirt_F_Carcass ANIVFILE=Models\GM_DressShirt_F_CarcassA_a.3d DATAFILE=Models\GM_DressShirt_F_d.3d #exec MESH ORIGIN MESH=GM_DressShirt_F_Carcass X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_DressShirt_F_Carcass SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_F_Carcass SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_DressShirt_F_Carcass X=0.00390625 Y=0.00390625 Z=0.00390625 // // GM_DressShirt_F_CarcassB // #exec MESH IMPORT MESH=GM_DressShirt_F_CarcassB ANIVFILE=Models\GM_DressShirt_F_CarcassB_a.3d DATAFILE=Models\GM_DressShirt_F_d.3d #exec MESH ORIGIN MESH=GM_DressShirt_F_CarcassB X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_DressShirt_F_CarcassB SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_F_CarcassB SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_DressShirt_F_CarcassB X=0.00390625 Y=0.00390625 Z=0.00390625 // // GM_DressShirt_F_CarcassC // #exec MESH IMPORT MESH=GM_DressShirt_F_CarcassC ANIVFILE=Models\GM_DressShirt_F_CarcassC_a.3d DATAFILE=Models\GM_DressShirt_F_d.3d #exec MESH ORIGIN MESH=GM_DressShirt_F_CarcassC X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_DressShirt_F_CarcassC SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_F_CarcassC SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_DressShirt_F_CarcassC X=0.00390625 Y=0.00390625 Z=0.00390625 // // GM_DressShirt_B // #exec MESH IMPORT MESH=GM_DressShirt_B ANIVFILE=Models\GM_DressShirt_B_a.3d DATAFILE=Models\GM_DressShirt_B_d.3d #exec MESH ORIGIN MESH=GM_DressShirt_B X=0 Y=0 Z=12200 YAW=64 #exec MESH LODPARAMS MESH=GM_DressShirt_B STRENGTH=0.5 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=All STARTFRAME=0 NUMFRAMES=358 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Walk STARTFRAME=1 NUMFRAMES=10 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Run STARTFRAME=11 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Crouch STARTFRAME=21 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Stand STARTFRAME=24 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=CrouchShoot STARTFRAME=27 NUMFRAMES=5 RATE=10 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=BreatheLight STARTFRAME=32 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=DeathFront STARTFRAME=37 NUMFRAMES=13 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=DeathBack STARTFRAME=50 NUMFRAMES=8 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=HitHead STARTFRAME=58 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=HitTorso STARTFRAME=62 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=HitArmLeft STARTFRAME=66 NUMFRAMES=4 RATE=12 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=HitLegLeft STARTFRAME=70 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=HitArmRight STARTFRAME=74 NUMFRAMES=4 RATE=12 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=HitLegRight STARTFRAME=78 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=HitHeadBack STARTFRAME=82 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=HitTorsoBack STARTFRAME=86 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=MouthClosed STARTFRAME=90 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=MouthA STARTFRAME=91 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=MouthE STARTFRAME=92 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=MouthF STARTFRAME=93 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=MouthM STARTFRAME=94 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=MouthO STARTFRAME=95 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=MouthT STARTFRAME=96 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=MouthU STARTFRAME=97 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Blink STARTFRAME=98 NUMFRAMES=2 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Shoot STARTFRAME=100 NUMFRAMES=6 RATE=15 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Attack STARTFRAME=106 NUMFRAMES=7 RATE=10 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=HeadUp STARTFRAME=113 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=HeadDown STARTFRAME=114 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=HeadLeft STARTFRAME=115 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=HeadRight STARTFRAME=116 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=RunShoot STARTFRAME=117 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=GestureLeft STARTFRAME=127 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=GestureRight STARTFRAME=136 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=GestureBoth STARTFRAME=145 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=RubEyesStart STARTFRAME=154 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=RubEyes STARTFRAME=158 NUMFRAMES=4 RATE=7.5 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=RubEyesStop STARTFRAME=162 NUMFRAMES=4 RATE=15 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=SitBegin STARTFRAME=166 NUMFRAMES=5 RATE=3 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=SitStill STARTFRAME=171 NUMFRAMES=1 RATE=15 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=SitStand STARTFRAME=172 NUMFRAMES=5 RATE=3 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Pickup STARTFRAME=177 NUMFRAMES=7 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Jump STARTFRAME=184 NUMFRAMES=3 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Land STARTFRAME=187 NUMFRAMES=3 RATE=10 GROUP=Landing #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Panic STARTFRAME=190 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=PushButton STARTFRAME=200 NUMFRAMES=6 RATE=5 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=ReloadBegin STARTFRAME=206 NUMFRAMES=4 RATE=8 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Reload STARTFRAME=210 NUMFRAMES=4 RATE=8 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=ReloadEnd STARTFRAME=214 NUMFRAMES=7 RATE=10 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Tread STARTFRAME=221 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=TreadShoot STARTFRAME=233 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=WaterHitTorso STARTFRAME=245 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=WaterHitTorsoBack STARTFRAME=248 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=WaterDeath STARTFRAME=251 NUMFRAMES=8 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=CowerBegin STARTFRAME=259 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=CowerStill STARTFRAME=263 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=CowerEnd STARTFRAME=264 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=AttackSide STARTFRAME=268 NUMFRAMES=13 RATE=20 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Strafe STARTFRAME=281 NUMFRAMES=10 RATE=24 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Walk2H STARTFRAME=291 NUMFRAMES=10 RATE=10 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Strafe2H STARTFRAME=301 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=RunShoot2H STARTFRAME=311 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Shoot2H STARTFRAME=321 NUMFRAMES=7 RATE=20 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=BreatheLight2H STARTFRAME=328 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Idle1 STARTFRAME=333 NUMFRAMES=8 RATE=3 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Idle12H STARTFRAME=341 NUMFRAMES=8 RATE=3 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Shocked STARTFRAME=349 NUMFRAMES=4 RATE=18 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=SitBreathe STARTFRAME=353 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESHMAP SCALE MESHMAP=GM_DressShirt_B X=0.00390625 Y=0.00390625 Z=0.00390625 #exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=Walk TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=Walk TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=Run TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=Run TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=RunShoot TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=RunShoot TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=Panic TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=Panic TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=Strafe TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=Strafe TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=Walk2H TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=Walk2H TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=Strafe2H TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=Strafe2H TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=RunShoot2H TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=RunShoot2H TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=DeathFront TIME=0.3 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=DeathBack TIME=0.5 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=Tread TIME=0.3 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=TreadShoot TIME=0.3 FUNCTION=PlayFootStep // // GM_DressShirt_B_Carcass // #exec MESH IMPORT MESH=GM_DressShirt_B_Carcass ANIVFILE=Models\GM_DressShirt_B_CarcassA_a.3d DATAFILE=Models\GM_DressShirt_B_d.3d #exec MESH ORIGIN MESH=GM_DressShirt_B_Carcass X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_DressShirt_B_Carcass SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_B_Carcass SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_DressShirt_B_Carcass X=0.00390625 Y=0.00390625 Z=0.00390625 // // GM_DressShirt_B_CarcassB // #exec MESH IMPORT MESH=GM_DressShirt_B_CarcassB ANIVFILE=Models\GM_DressShirt_B_CarcassB_a.3d DATAFILE=Models\GM_DressShirt_B_d.3d #exec MESH ORIGIN MESH=GM_DressShirt_B_CarcassB X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_DressShirt_B_CarcassB SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_B_CarcassB SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_DressShirt_B_CarcassB X=0.00390625 Y=0.00390625 Z=0.00390625 // // GM_DressShirt_B_CarcassC // #exec MESH IMPORT MESH=GM_DressShirt_B_CarcassC ANIVFILE=Models\GM_DressShirt_B_CarcassC_a.3d DATAFILE=Models\GM_DressShirt_B_d.3d #exec MESH ORIGIN MESH=GM_DressShirt_B_CarcassC X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_DressShirt_B_CarcassC SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_DressShirt_B_CarcassC SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_DressShirt_B_CarcassC X=0.00390625 Y=0.00390625 Z=0.00390625 // // GM_Trench // #exec MESH IMPORT MESH=GM_Trench ANIVFILE=Models\GM_Trench_a.3d DATAFILE=Models\GM_Trench_d.3d #exec MESH ORIGIN MESH=GM_Trench X=0 Y=0 Z=12200 YAW=64 #exec MESH LODPARAMS MESH=GM_Trench STRENGTH=0.5 #exec MESH SEQUENCE MESH=GM_Trench SEQ=All STARTFRAME=0 NUMFRAMES=366 #exec MESH SEQUENCE MESH=GM_Trench SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench SEQ=Walk STARTFRAME=1 NUMFRAMES=10 RATE=10 #exec MESH SEQUENCE MESH=GM_Trench SEQ=Run STARTFRAME=11 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_Trench SEQ=CrouchWalk STARTFRAME=21 NUMFRAMES=9 RATE=5 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_Trench SEQ=Crouch STARTFRAME=30 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_Trench SEQ=Stand STARTFRAME=33 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_Trench SEQ=CrouchShoot STARTFRAME=36 NUMFRAMES=5 RATE=10 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_Trench SEQ=BreatheLight STARTFRAME=41 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_Trench SEQ=DeathFront STARTFRAME=46 NUMFRAMES=13 RATE=10 #exec MESH SEQUENCE MESH=GM_Trench SEQ=DeathBack STARTFRAME=59 NUMFRAMES=8 RATE=10 #exec MESH SEQUENCE MESH=GM_Trench SEQ=HitHead STARTFRAME=67 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Trench SEQ=HitTorso STARTFRAME=71 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Trench SEQ=HitArmLeft STARTFRAME=75 NUMFRAMES=4 RATE=12 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Trench SEQ=HitLegLeft STARTFRAME=79 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Trench SEQ=HitArmRight STARTFRAME=83 NUMFRAMES=4 RATE=12 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Trench SEQ=HitLegRight STARTFRAME=87 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Trench SEQ=HitHeadBack STARTFRAME=91 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Trench SEQ=HitTorsoBack STARTFRAME=95 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Trench SEQ=MouthClosed STARTFRAME=99 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench SEQ=MouthA STARTFRAME=100 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench SEQ=MouthE STARTFRAME=101 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench SEQ=MouthF STARTFRAME=102 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench SEQ=MouthM STARTFRAME=103 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench SEQ=MouthO STARTFRAME=104 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench SEQ=MouthT STARTFRAME=105 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench SEQ=MouthU STARTFRAME=106 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench SEQ=Blink STARTFRAME=107 NUMFRAMES=2 RATE=10 #exec MESH SEQUENCE MESH=GM_Trench SEQ=Shoot STARTFRAME=109 NUMFRAMES=6 RATE=15 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Trench SEQ=Attack STARTFRAME=115 NUMFRAMES=7 RATE=10 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Trench SEQ=HeadUp STARTFRAME=122 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench SEQ=HeadDown STARTFRAME=123 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench SEQ=HeadLeft STARTFRAME=124 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench SEQ=HeadRight STARTFRAME=125 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench SEQ=RunShoot STARTFRAME=126 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_Trench SEQ=GestureLeft STARTFRAME=136 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GM_Trench SEQ=GestureRight STARTFRAME=145 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GM_Trench SEQ=GestureBoth STARTFRAME=154 NUMFRAMES=9 RATE=8.5 #exec MESH SEQUENCE MESH=GM_Trench SEQ=RubEyesStart STARTFRAME=163 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GM_Trench SEQ=RubEyes STARTFRAME=167 NUMFRAMES=4 RATE=7.5 #exec MESH SEQUENCE MESH=GM_Trench SEQ=RubEyesStop STARTFRAME=171 NUMFRAMES=4 RATE=15 #exec MESH SEQUENCE MESH=GM_Trench SEQ=SitBegin STARTFRAME=175 NUMFRAMES=5 RATE=3 #exec MESH SEQUENCE MESH=GM_Trench SEQ=SitStill STARTFRAME=180 NUMFRAMES=1 RATE=15 #exec MESH SEQUENCE MESH=GM_Trench SEQ=SitStand STARTFRAME=181 NUMFRAMES=5 RATE=3 #exec MESH SEQUENCE MESH=GM_Trench SEQ=Pickup STARTFRAME=186 NUMFRAMES=7 RATE=10 #exec MESH SEQUENCE MESH=GM_Trench SEQ=Jump STARTFRAME=193 NUMFRAMES=3 RATE=10 #exec MESH SEQUENCE MESH=GM_Trench SEQ=Land STARTFRAME=196 NUMFRAMES=3 RATE=10 GROUP=Landing #exec MESH SEQUENCE MESH=GM_Trench SEQ=Panic STARTFRAME=199 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_Trench SEQ=PushButton STARTFRAME=209 NUMFRAMES=6 RATE=5 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Trench SEQ=ReloadBegin STARTFRAME=215 NUMFRAMES=4 RATE=8 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Trench SEQ=Reload STARTFRAME=219 NUMFRAMES=4 RATE=8 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Trench SEQ=ReloadEnd STARTFRAME=223 NUMFRAMES=7 RATE=10 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Trench SEQ=Tread STARTFRAME=230 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GM_Trench SEQ=TreadShoot STARTFRAME=242 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GM_Trench SEQ=WaterHitTorso STARTFRAME=254 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Trench SEQ=WaterHitTorsoBack STARTFRAME=257 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Trench SEQ=WaterDeath STARTFRAME=260 NUMFRAMES=8 RATE=10 #exec MESH SEQUENCE MESH=GM_Trench SEQ=CowerBegin STARTFRAME=268 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GM_Trench SEQ=CowerStill STARTFRAME=272 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench SEQ=CowerEnd STARTFRAME=273 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GM_Trench SEQ=AttackSide STARTFRAME=277 NUMFRAMES=13 RATE=20 #exec MESH SEQUENCE MESH=GM_Trench SEQ=Strafe STARTFRAME=290 NUMFRAMES=9 RATE=18 #exec MESH SEQUENCE MESH=GM_Trench SEQ=Walk2H STARTFRAME=299 NUMFRAMES=10 RATE=10 #exec MESH SEQUENCE MESH=GM_Trench SEQ=Strafe2H STARTFRAME=309 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_Trench SEQ=RunShoot2H STARTFRAME=319 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_Trench SEQ=Shoot2H STARTFRAME=329 NUMFRAMES=7 RATE=20 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Trench SEQ=BreatheLight2H STARTFRAME=336 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_Trench SEQ=Idle1 STARTFRAME=341 NUMFRAMES=8 RATE=3 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_Trench SEQ=Idle12H STARTFRAME=349 NUMFRAMES=8 RATE=3 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_Trench SEQ=Shocked STARTFRAME=357 NUMFRAMES=4 RATE=18 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Trench SEQ=SitBreathe STARTFRAME=361 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESHMAP SCALE MESHMAP=GM_Trench X=0.00390625 Y=0.00390625 Z=0.00390625 #exec MESH NOTIFY MESH=GM_Trench SEQ=Walk TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench SEQ=Walk TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench SEQ=Run TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench SEQ=Run TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench SEQ=RunShoot TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench SEQ=RunShoot TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench SEQ=Panic TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench SEQ=Panic TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench SEQ=Strafe TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench SEQ=Strafe TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench SEQ=Walk2H TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench SEQ=Walk2H TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench SEQ=Strafe2H TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench SEQ=Strafe2H TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench SEQ=RunShoot2H TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench SEQ=RunShoot2H TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench SEQ=DeathFront TIME=0.3 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GM_Trench SEQ=DeathBack TIME=0.5 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GM_Trench SEQ=Tread TIME=0.3 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench SEQ=TreadShoot TIME=0.3 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench SEQ=Jump TIME=0.05 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench SEQ=Land TIME=0.05 FUNCTION=PlayFootStep // // GM_Trench_Carcass // #exec MESH IMPORT MESH=GM_Trench_Carcass ANIVFILE=Models\GM_Trench_CarcassA_a.3d DATAFILE=Models\GM_Trench_d.3d #exec MESH ORIGIN MESH=GM_Trench_Carcass X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_Trench_Carcass SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench_Carcass SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_Trench_Carcass X=0.00390625 Y=0.00390625 Z=0.00390625 // // GM_Trench_CarcassB // #exec MESH IMPORT MESH=GM_Trench_CarcassB ANIVFILE=Models\GM_Trench_CarcassB_a.3d DATAFILE=Models\GM_Trench_d.3d #exec MESH ORIGIN MESH=GM_Trench_CarcassB X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_Trench_CarcassB SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench_CarcassB SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_Trench_CarcassB X=0.00390625 Y=0.00390625 Z=0.00390625 // // GM_Trench_CarcassC // #exec MESH IMPORT MESH=GM_Trench_CarcassC ANIVFILE=Models\GM_Trench_CarcassC_a.3d DATAFILE=Models\GM_Trench_d.3d #exec MESH ORIGIN MESH=GM_Trench_CarcassC X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_Trench_CarcassC SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench_CarcassC SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_Trench_CarcassC X=0.00390625 Y=0.00390625 Z=0.00390625 // // GM_Trench_F // #exec MESH IMPORT MESH=GM_Trench_F ANIVFILE=Models\GM_Trench_F_a.3d DATAFILE=Models\GM_Trench_F_d.3d #exec MESH ORIGIN MESH=GM_Trench_F X=0 Y=0 Z=12200 YAW=64 #exec MESH LODPARAMS MESH=GM_Trench_F STRENGTH=0.5 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=All STARTFRAME=0 NUMFRAMES=315 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Walk STARTFRAME=1 NUMFRAMES=10 RATE=10 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Run STARTFRAME=11 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Crouch STARTFRAME=21 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Stand STARTFRAME=24 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=CrouchShoot STARTFRAME=27 NUMFRAMES=5 RATE=10 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=BreatheLight STARTFRAME=32 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=DeathFront STARTFRAME=37 NUMFRAMES=13 RATE=10 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=DeathBack STARTFRAME=50 NUMFRAMES=8 RATE=10 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=HitHead STARTFRAME=58 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=HitTorso STARTFRAME=62 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=HitArmLeft STARTFRAME=66 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=HitLegLeft STARTFRAME=70 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=HitArmRight STARTFRAME=74 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=HitLegRight STARTFRAME=78 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=HitHeadBack STARTFRAME=82 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=HitTorsoBack STARTFRAME=86 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=MouthClosed STARTFRAME=90 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=MouthA STARTFRAME=91 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=MouthE STARTFRAME=92 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=MouthF STARTFRAME=93 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=MouthM STARTFRAME=94 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=MouthO STARTFRAME=95 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=MouthT STARTFRAME=96 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=MouthU STARTFRAME=97 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Blink STARTFRAME=98 NUMFRAMES=2 RATE=10 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Shoot STARTFRAME=100 NUMFRAMES=6 RATE=15 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Attack STARTFRAME=106 NUMFRAMES=7 RATE=10 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=HeadUp STARTFRAME=113 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=HeadDown STARTFRAME=114 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=HeadLeft STARTFRAME=115 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=HeadRight STARTFRAME=116 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=RunShoot STARTFRAME=117 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=GestureLeft STARTFRAME=127 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=GestureRight STARTFRAME=136 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=GestureBoth STARTFRAME=145 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=RubEyesStart STARTFRAME=154 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=RubEyes STARTFRAME=158 NUMFRAMES=4 RATE=7.5 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=RubEyesStop STARTFRAME=162 NUMFRAMES=4 RATE=15 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=SitBegin STARTFRAME=166 NUMFRAMES=5 RATE=3 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=SitStill STARTFRAME=171 NUMFRAMES=1 RATE=15 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=SitStand STARTFRAME=172 NUMFRAMES=5 RATE=3 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Pickup STARTFRAME=177 NUMFRAMES=7 RATE=10 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Jump STARTFRAME=184 NUMFRAMES=3 RATE=10 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Land STARTFRAME=187 NUMFRAMES=3 RATE=10 GROUP=Landing #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Panic STARTFRAME=190 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=PushButton STARTFRAME=200 NUMFRAMES=6 RATE=5 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=ReloadBegin STARTFRAME=206 NUMFRAMES=4 RATE=8 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Reload STARTFRAME=210 NUMFRAMES=4 RATE=8 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=ReloadEnd STARTFRAME=214 NUMFRAMES=7 RATE=10 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Tread STARTFRAME=221 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=TreadShoot STARTFRAME=233 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=WaterHitTorso STARTFRAME=245 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=WaterHitTorsoBack STARTFRAME=248 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=WaterDeath STARTFRAME=251 NUMFRAMES=8 RATE=10 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=CowerBegin STARTFRAME=259 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=CowerStill STARTFRAME=263 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=CowerEnd STARTFRAME=264 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=AttackSide STARTFRAME=268 NUMFRAMES=13 RATE=20 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Strafe STARTFRAME=281 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Idle1 STARTFRAME=291 NUMFRAMES=15 RATE=6 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Shocked STARTFRAME=306 NUMFRAMES=4 RATE=18 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Trench_F SEQ=SitBreathe STARTFRAME=310 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESHMAP SCALE MESHMAP=GM_Trench_F X=0.00390625 Y=0.00390625 Z=0.00390625 #exec MESH NOTIFY MESH=GM_Trench_F SEQ=Walk TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench_F SEQ=Walk TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench_F SEQ=Run TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench_F SEQ=Run TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench_F SEQ=RunShoot TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench_F SEQ=RunShoot TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench_F SEQ=Panic TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench_F SEQ=Panic TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench_F SEQ=Strafe TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench_F SEQ=Strafe TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench_F SEQ=DeathFront TIME=0.3 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GM_Trench_F SEQ=DeathBack TIME=0.5 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GM_Trench_F SEQ=Tread TIME=0.3 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Trench_F SEQ=TreadShoot TIME=0.3 FUNCTION=PlayFootStep // // GM_Trench_F_Carcass // #exec MESH IMPORT MESH=GM_Trench_F_Carcass ANIVFILE=Models\GM_Trench_F_CarcassA_a.3d DATAFILE=Models\GM_Trench_F_d.3d #exec MESH ORIGIN MESH=GM_Trench_F_Carcass X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_Trench_F_Carcass SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench_F_Carcass SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_Trench_F_Carcass X=0.00390625 Y=0.00390625 Z=0.00390625 // // GM_Trench_F_CarcassB // #exec MESH IMPORT MESH=GM_Trench_F_CarcassB ANIVFILE=Models\GM_Trench_F_CarcassB_a.3d DATAFILE=Models\GM_Trench_F_d.3d #exec MESH ORIGIN MESH=GM_Trench_F_CarcassB X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_Trench_F_CarcassB SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench_F_CarcassB SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_Trench_F_CarcassB X=0.00390625 Y=0.00390625 Z=0.00390625 // // GM_Trench_F_CarcassC // #exec MESH IMPORT MESH=GM_Trench_F_CarcassC ANIVFILE=Models\GM_Trench_F_CarcassC_a.3d DATAFILE=Models\GM_Trench_F_d.3d #exec MESH ORIGIN MESH=GM_Trench_F_CarcassC X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_Trench_F_CarcassC SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Trench_F_CarcassC SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_Trench_F_CarcassC X=0.00390625 Y=0.00390625 Z=0.00390625 // // GM_Jumpsuit // #exec MESH IMPORT MESH=GM_Jumpsuit ANIVFILE=Models\GM_Jumpsuit_a.3d DATAFILE=Models\GM_Jumpsuit_d.3d #exec MESH ORIGIN MESH=GM_Jumpsuit X=0 Y=0 Z=12200 YAW=64 #exec MESH LODPARAMS MESH=GM_Jumpsuit STRENGTH=0.5 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=All STARTFRAME=0 NUMFRAMES=372 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Walk STARTFRAME=1 NUMFRAMES=10 RATE=10 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Run STARTFRAME=11 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Crouch STARTFRAME=21 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Stand STARTFRAME=24 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=CrouchShoot STARTFRAME=27 NUMFRAMES=5 RATE=10 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=BreatheLight STARTFRAME=32 NUMFRAMES=5 RATE=2 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=DeathFront STARTFRAME=37 NUMFRAMES=13 RATE=10 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=DeathBack STARTFRAME=50 NUMFRAMES=8 RATE=10 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=HitHead STARTFRAME=58 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=HitTorso STARTFRAME=62 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=HitArmLeft STARTFRAME=66 NUMFRAMES=4 RATE=12 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=HitLegLeft STARTFRAME=70 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=HitArmRight STARTFRAME=74 NUMFRAMES=4 RATE=12 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=HitLegRight STARTFRAME=78 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=HitHeadBack STARTFRAME=82 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=HitTorsoBack STARTFRAME=86 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=MouthClosed STARTFRAME=90 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=MouthA STARTFRAME=91 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=MouthE STARTFRAME=92 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=MouthF STARTFRAME=93 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=MouthM STARTFRAME=94 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=MouthO STARTFRAME=95 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=MouthT STARTFRAME=96 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=MouthU STARTFRAME=97 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Blink STARTFRAME=98 NUMFRAMES=2 RATE=10 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Shoot STARTFRAME=100 NUMFRAMES=6 RATE=15 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Attack STARTFRAME=106 NUMFRAMES=7 RATE=10 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=HeadUp STARTFRAME=113 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=HeadDown STARTFRAME=114 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=HeadLeft STARTFRAME=115 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=HeadRight STARTFRAME=116 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=RunShoot STARTFRAME=117 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=GestureLeft STARTFRAME=127 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=GestureRight STARTFRAME=136 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=GestureBoth STARTFRAME=145 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=RubEyesStart STARTFRAME=154 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=RubEyes STARTFRAME=158 NUMFRAMES=4 RATE=7.5 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=RubEyesStop STARTFRAME=162 NUMFRAMES=4 RATE=15 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=SitBegin STARTFRAME=166 NUMFRAMES=5 RATE=3 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=SitStill STARTFRAME=171 NUMFRAMES=1 RATE=15 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=SitStand STARTFRAME=172 NUMFRAMES=5 RATE=3 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Pickup STARTFRAME=177 NUMFRAMES=7 RATE=10 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Jump STARTFRAME=184 NUMFRAMES=3 RATE=10 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Land STARTFRAME=187 NUMFRAMES=3 RATE=10 GROUP=Landing #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Panic STARTFRAME=190 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=PushButton STARTFRAME=200 NUMFRAMES=6 RATE=5 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=ReloadBegin STARTFRAME=206 NUMFRAMES=4 RATE=8 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Reload STARTFRAME=210 NUMFRAMES=4 RATE=8 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=ReloadEnd STARTFRAME=214 NUMFRAMES=7 RATE=10 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Tread STARTFRAME=221 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=TreadShoot STARTFRAME=233 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=WaterHitTorso STARTFRAME=245 NUMFRAMES=3 RATE=20 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=WaterHitTorsoBack STARTFRAME=248 NUMFRAMES=3 RATE=20 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=WaterDeath STARTFRAME=251 NUMFRAMES=8 RATE=10 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=CowerBegin STARTFRAME=259 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=CowerStill STARTFRAME=263 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=CowerEnd STARTFRAME=264 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=AttackSide STARTFRAME=268 NUMFRAMES=13 RATE=20 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Strafe STARTFRAME=281 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Walk2H STARTFRAME=291 NUMFRAMES=10 RATE=10 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Strafe2H STARTFRAME=301 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=RunShoot2H STARTFRAME=311 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Shoot2H STARTFRAME=321 NUMFRAMES=7 RATE=20 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=BreatheLight2H STARTFRAME=328 NUMFRAMES=5 RATE=2 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Idle1 STARTFRAME=333 NUMFRAMES=15 RATE=6 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Idle12H STARTFRAME=348 NUMFRAMES=15 RATE=6 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Shocked STARTFRAME=363 NUMFRAMES=4 RATE=18 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=SitBreathe STARTFRAME=367 NUMFRAMES=5 RATE=2 GROUP=Waiting #exec MESHMAP SCALE MESHMAP=GM_Jumpsuit X=0.00390625 Y=0.00390625 Z=0.00390625 #exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=Walk TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=Walk TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=Run TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=Run TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=RunShoot TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=RunShoot TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=Panic TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=Panic TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=Strafe TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=Strafe TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=Walk2H TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=Walk2H TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=Strafe2H TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=Strafe2H TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=RunShoot2H TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=RunShoot2H TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=DeathFront TIME=0.3 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=DeathBack TIME=0.5 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=Tread TIME=0.3 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=TreadShoot TIME=0.3 FUNCTION=PlayFootStep // // GM_Jumpsuit_Carcass // #exec MESH IMPORT MESH=GM_Jumpsuit_Carcass ANIVFILE=Models\GM_Jumpsuit_CarcassA_a.3d DATAFILE=Models\GM_Jumpsuit_d.3d #exec MESH ORIGIN MESH=GM_Jumpsuit_Carcass X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_Jumpsuit_Carcass SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Jumpsuit_Carcass SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_Jumpsuit_Carcass X=0.00390625 Y=0.00390625 Z=0.00390625 // // GM_Jumpsuit_CarcassB // #exec MESH IMPORT MESH=GM_Jumpsuit_CarcassB ANIVFILE=Models\GM_Jumpsuit_CarcassB_a.3d DATAFILE=Models\GM_Jumpsuit_d.3d #exec MESH ORIGIN MESH=GM_Jumpsuit_CarcassB X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_Jumpsuit_CarcassB SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Jumpsuit_CarcassB SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_Jumpsuit_CarcassB X=0.00390625 Y=0.00390625 Z=0.00390625 // // GM_Jumpsuit_CarcassC // #exec MESH IMPORT MESH=GM_Jumpsuit_CarcassC ANIVFILE=Models\GM_Jumpsuit_CarcassC_a.3d DATAFILE=Models\GM_Jumpsuit_d.3d #exec MESH ORIGIN MESH=GM_Jumpsuit_CarcassC X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_Jumpsuit_CarcassC SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Jumpsuit_CarcassC SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_Jumpsuit_CarcassC X=0.00390625 Y=0.00390625 Z=0.00390625 // // GM_Scubasuit // #exec MESH IMPORT MESH=GM_Scubasuit ANIVFILE=Models\GM_Scubasuit_a.3d DATAFILE=Models\GM_Scubasuit_d.3d #exec MESH ORIGIN MESH=GM_Scubasuit X=0 Y=0 Z=12200 YAW=64 #exec MESH LODPARAMS MESH=GM_Scubasuit STRENGTH=0.5 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=All STARTFRAME=0 NUMFRAMES=274 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Walk STARTFRAME=1 NUMFRAMES=10 RATE=10 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Run STARTFRAME=11 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Crouch STARTFRAME=21 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Stand STARTFRAME=24 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=CrouchShoot STARTFRAME=27 NUMFRAMES=5 RATE=10 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=BreatheLight STARTFRAME=32 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=DeathFront STARTFRAME=37 NUMFRAMES=13 RATE=10 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=DeathBack STARTFRAME=50 NUMFRAMES=8 RATE=10 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=HitHead STARTFRAME=58 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=HitTorso STARTFRAME=62 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=HitArmLeft STARTFRAME=66 NUMFRAMES=4 RATE=12 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=HitLegLeft STARTFRAME=70 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=HitArmRight STARTFRAME=74 NUMFRAMES=4 RATE=12 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=HitLegRight STARTFRAME=78 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=HitHeadBack STARTFRAME=82 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=HitTorsoBack STARTFRAME=86 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=MouthClosed STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=MouthA STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=MouthE STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=MouthF STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=MouthM STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=MouthO STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=MouthT STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=MouthU STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Blink STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Shoot STARTFRAME=90 NUMFRAMES=6 RATE=15 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Attack STARTFRAME=96 NUMFRAMES=7 RATE=10 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=HeadUp STARTFRAME=103 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=HeadDown STARTFRAME=104 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=HeadLeft STARTFRAME=105 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=HeadRight STARTFRAME=106 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=RunShoot STARTFRAME=107 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=GestureLeft STARTFRAME=117 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=GestureRight STARTFRAME=126 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=GestureBoth STARTFRAME=135 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=RubEyesStart STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=RubEyes STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=RubEyesStop STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=SitBegin STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=SitStill STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=SitStand STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Pickup STARTFRAME=144 NUMFRAMES=7 RATE=10 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Jump STARTFRAME=151 NUMFRAMES=3 RATE=10 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Land STARTFRAME=154 NUMFRAMES=3 RATE=10 GROUP=Landing #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Panic STARTFRAME=157 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=PushButton STARTFRAME=167 NUMFRAMES=6 RATE=5 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=ReloadBegin STARTFRAME=173 NUMFRAMES=4 RATE=8 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Reload STARTFRAME=177 NUMFRAMES=4 RATE=8 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=ReloadEnd STARTFRAME=181 NUMFRAMES=7 RATE=10 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Tread STARTFRAME=188 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=TreadShoot STARTFRAME=200 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=WaterHitTorso STARTFRAME=212 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=WaterHitTorsoBack STARTFRAME=215 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=WaterDeath STARTFRAME=218 NUMFRAMES=8 RATE=10 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=CowerBegin STARTFRAME=226 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=CowerStill STARTFRAME=230 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=CowerEnd STARTFRAME=231 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=AttackSide STARTFRAME=235 NUMFRAMES=13 RATE=20 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Strafe STARTFRAME=248 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Idle1 STARTFRAME=258 NUMFRAMES=12 RATE=5 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Shocked STARTFRAME=270 NUMFRAMES=4 RATE=18 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=SitBreathe STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_Scubasuit X=0.00390625 Y=0.00390625 Z=0.00390625 #exec MESH NOTIFY MESH=GM_Scubasuit SEQ=Walk TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Scubasuit SEQ=Walk TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Scubasuit SEQ=Run TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Scubasuit SEQ=Run TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Scubasuit SEQ=RunShoot TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Scubasuit SEQ=RunShoot TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Scubasuit SEQ=Panic TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Scubasuit SEQ=Panic TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Scubasuit SEQ=Strafe TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Scubasuit SEQ=Strafe TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Scubasuit SEQ=DeathFront TIME=0.3 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GM_Scubasuit SEQ=DeathBack TIME=0.5 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GM_Scubasuit SEQ=Tread TIME=0.3 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_Scubasuit SEQ=TreadShoot TIME=0.3 FUNCTION=PlayFootStep // // GM_Scubasuit_Carcass // #exec MESH IMPORT MESH=GM_Scubasuit_Carcass ANIVFILE=Models\GM_Scubasuit_CarcassA_a.3d DATAFILE=Models\GM_Scubasuit_d.3d #exec MESH ORIGIN MESH=GM_Scubasuit_Carcass X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_Scubasuit_Carcass SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Scubasuit_Carcass SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_Scubasuit_Carcass X=0.00390625 Y=0.00390625 Z=0.00390625 // // GM_Scubasuit_CarcassB // #exec MESH IMPORT MESH=GM_Scubasuit_CarcassB ANIVFILE=Models\GM_Scubasuit_CarcassB_a.3d DATAFILE=Models\GM_Scubasuit_d.3d #exec MESH ORIGIN MESH=GM_Scubasuit_CarcassB X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_Scubasuit_CarcassB SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Scubasuit_CarcassB SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_Scubasuit_CarcassB X=0.00390625 Y=0.00390625 Z=0.00390625 // // GM_Scubasuit_CarcassC // #exec MESH IMPORT MESH=GM_Scubasuit_CarcassC ANIVFILE=Models\GM_Scubasuit_CarcassC_a.3d DATAFILE=Models\GM_Scubasuit_d.3d #exec MESH ORIGIN MESH=GM_Scubasuit_CarcassC X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_Scubasuit_CarcassC SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_Scubasuit_CarcassC SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_Scubasuit_CarcassC X=0.00390625 Y=0.00390625 Z=0.00390625 // // GM_ScaryTroop // #exec MESH IMPORT MESH=GM_ScaryTroop ANIVFILE=Models\GM_ScaryTroop_a.3d DATAFILE=Models\GM_ScaryTroop_d.3d #exec MESH ORIGIN MESH=GM_ScaryTroop X=0 Y=0 Z=12200 YAW=64 #exec MESH LODPARAMS MESH=GM_ScaryTroop STRENGTH=0.5 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=All STARTFRAME=0 NUMFRAMES=224 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Walk STARTFRAME=1 NUMFRAMES=10 RATE=10 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Run STARTFRAME=11 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Crouch STARTFRAME=21 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Stand STARTFRAME=24 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=CrouchShoot STARTFRAME=24 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=BreatheLight STARTFRAME=27 NUMFRAMES=5 RATE=2 GROUP=Waiting #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=DeathFront STARTFRAME=32 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=DeathBack STARTFRAME=42 NUMFRAMES=9 RATE=10 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=HitHead STARTFRAME=51 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=HitTorso STARTFRAME=55 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=HitArmLeft STARTFRAME=59 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=HitLegLeft STARTFRAME=63 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=HitArmRight STARTFRAME=67 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=HitLegRight STARTFRAME=71 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=HitHeadBack STARTFRAME=75 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=HitTorsoBack STARTFRAME=79 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=MouthClosed STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=MouthA STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=MouthE STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=MouthF STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=MouthM STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=MouthO STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=MouthT STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=MouthU STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Blink STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Shoot STARTFRAME=83 NUMFRAMES=8 RATE=15 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Shoot2 STARTFRAME=91 NUMFRAMES=1 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Shoot3 STARTFRAME=92 NUMFRAMES=11 RATE=17 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Attack STARTFRAME=103 NUMFRAMES=14 RATE=15 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=HeadUp STARTFRAME=117 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=HeadDown STARTFRAME=118 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=HeadLeft STARTFRAME=119 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=HeadRight STARTFRAME=120 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=RunShoot STARTFRAME=214 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=GestureLeft STARTFRAME=121 NUMFRAMES=8 RATE=20 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=GestureRight STARTFRAME=129 NUMFRAMES=8 RATE=20 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=GestureBoth STARTFRAME=137 NUMFRAMES=8 RATE=20 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Pickup STARTFRAME=145 NUMFRAMES=6 RATE=10 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=RubEyesStart STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=RubEyes STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=RubEyesStop STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=SitBegin STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=SitStill STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=SitStand STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Jump STARTFRAME=151 NUMFRAMES=3 RATE=10 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Land STARTFRAME=154 NUMFRAMES=3 RATE=10 GROUP=Landing #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Panic STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=PushButton STARTFRAME=157 NUMFRAMES=6 RATE=5 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=ReloadBegin STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Reload STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=ReloadEnd STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Tread STARTFRAME=163 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=TreadShoot STARTFRAME=175 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=WaterHitTorso STARTFRAME=187 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=WaterHitTorsoBack STARTFRAME=190 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=WaterDeath STARTFRAME=193 NUMFRAMES=8 RATE=10 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=CowerBegin STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=CowerStill STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=CowerEnd STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=AttackSide STARTFRAME=201 NUMFRAMES=13 RATE=20 GROUP=Gesture #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Strafe STARTFRAME=214 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=SitBreathe STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_ScaryTroop X=0.0041016 Y=0.0041016 Z=0.0041016 #exec MESH NOTIFY MESH=GM_ScaryTroop SEQ=Walk TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_ScaryTroop SEQ=Walk TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_ScaryTroop SEQ=Run TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_ScaryTroop SEQ=Run TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_ScaryTroop SEQ=Strafe TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_ScaryTroop SEQ=Strafe TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_ScaryTroop SEQ=DeathFront TIME=0.3 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GM_ScaryTroop SEQ=DeathBack TIME=0.5 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GM_ScaryTroop SEQ=Tread TIME=0.3 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GM_ScaryTroop SEQ=TreadShoot TIME=0.3 FUNCTION=PlayFootStep // // GM_ScaryTroop_Carcass // #exec MESH IMPORT MESH=GM_ScaryTroop_Carcass ANIVFILE=Models\GM_ScaryTroop_CarcassA_a.3d DATAFILE=Models\GM_ScaryTroop_d.3d #exec MESH ORIGIN MESH=GM_ScaryTroop_Carcass X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_ScaryTroop_Carcass SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop_Carcass SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_ScaryTroop_Carcass X=0.0041016 Y=0.0041016 Z=0.0041016 // // GM_ScaryTroop_CarcassB // #exec MESH IMPORT MESH=GM_ScaryTroop_CarcassB ANIVFILE=Models\GM_ScaryTroop_CarcassB_a.3d DATAFILE=Models\GM_ScaryTroop_d.3d #exec MESH ORIGIN MESH=GM_ScaryTroop_CarcassB X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_ScaryTroop_CarcassB SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop_CarcassB SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_ScaryTroop_CarcassB X=0.0041016 Y=0.0041016 Z=0.0041016 // // GM_ScaryTroop_CarcassC // #exec MESH IMPORT MESH=GM_ScaryTroop_CarcassC ANIVFILE=Models\GM_ScaryTroop_CarcassC_a.3d DATAFILE=Models\GM_ScaryTroop_d.3d #exec MESH ORIGIN MESH=GM_ScaryTroop_CarcassC X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GM_ScaryTroop_CarcassC SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GM_ScaryTroop_CarcassC SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GM_ScaryTroop_CarcassC X=0.0041016 Y=0.0041016 Z=0.0041016 // // GFM_SuitSkirt // #exec MESH IMPORT MESH=GFM_SuitSkirt ANIVFILE=Models\GFM_SuitSkirt_a.3d DATAFILE=Models\GFM_SuitSkirt_d.3d #exec MESH ORIGIN MESH=GFM_SuitSkirt X=0 Y=0 Z=11000 YAW=64 #exec MESH LODPARAMS MESH=GFM_SuitSkirt STRENGTH=0.5 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=All STARTFRAME=0 NUMFRAMES=327 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Walk STARTFRAME=1 NUMFRAMES=10 RATE=10 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Run STARTFRAME=11 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Crouch STARTFRAME=21 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Stand STARTFRAME=24 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=CrouchShoot STARTFRAME=27 NUMFRAMES=5 RATE=10 GROUP=Ducking #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=BreatheLight STARTFRAME=32 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=DeathFront STARTFRAME=37 NUMFRAMES=11 RATE=10 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=DeathBack STARTFRAME=48 NUMFRAMES=13 RATE=15 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=HitHead STARTFRAME=61 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=HitTorso STARTFRAME=64 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=HitArmLeft STARTFRAME=68 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=HitLegLeft STARTFRAME=71 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=HitArmRight STARTFRAME=75 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=HitLegRight STARTFRAME=79 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=HitHeadBack STARTFRAME=83 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=HitTorsoBack STARTFRAME=86 NUMFRAMES=5 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=MouthClosed STARTFRAME=91 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=MouthA STARTFRAME=92 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=MouthE STARTFRAME=93 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=MouthF STARTFRAME=94 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=MouthM STARTFRAME=95 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=MouthO STARTFRAME=96 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=MouthT STARTFRAME=97 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=MouthU STARTFRAME=98 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Blink STARTFRAME=99 NUMFRAMES=2 RATE=10 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Shoot STARTFRAME=101 NUMFRAMES=6 RATE=14 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Attack STARTFRAME=107 NUMFRAMES=7 RATE=12 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=HeadUp STARTFRAME=114 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=HeadDown STARTFRAME=115 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=HeadLeft STARTFRAME=116 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=HeadRight STARTFRAME=117 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=RunShoot STARTFRAME=118 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=GestureLeft STARTFRAME=128 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=GestureRight STARTFRAME=137 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=GestureBoth STARTFRAME=146 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=RubEyesStart STARTFRAME=155 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=RubEyes STARTFRAME=159 NUMFRAMES=4 RATE=7.5 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=RubEyesStop STARTFRAME=163 NUMFRAMES=4 RATE=15 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=SitBegin STARTFRAME=167 NUMFRAMES=9 RATE=10 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=SitStill STARTFRAME=176 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=SitStand STARTFRAME=177 NUMFRAMES=9 RATE=12 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Pickup STARTFRAME=186 NUMFRAMES=6 RATE=10 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Jump STARTFRAME=192 NUMFRAMES=3 RATE=10 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Land STARTFRAME=195 NUMFRAMES=3 RATE=10 GROUP=Landing #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Panic STARTFRAME=198 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=PushButton STARTFRAME=208 NUMFRAMES=6 RATE=5 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=ReloadBegin STARTFRAME=214 NUMFRAMES=8 RATE=16 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Reload STARTFRAME=222 NUMFRAMES=4 RATE=8 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=ReloadEnd STARTFRAME=226 NUMFRAMES=4 RATE=6 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Tread STARTFRAME=230 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=TreadShoot STARTFRAME=242 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=WaterHitTorso STARTFRAME=254 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=WaterHitTorsoBack STARTFRAME=257 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=WaterDeath STARTFRAME=260 NUMFRAMES=6 RATE=10 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=CowerBegin STARTFRAME=266 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=CowerStill STARTFRAME=270 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=CowerEnd STARTFRAME=271 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=AttackSide STARTFRAME=275 NUMFRAMES=13 RATE=20 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Strafe STARTFRAME=288 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Idle1 STARTFRAME=298 NUMFRAMES=8 RATE=3 GROUP=Waiting #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Dance STARTFRAME=306 NUMFRAMES=12 RATE=10 GROUP=Waiting #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Shocked STARTFRAME=318 NUMFRAMES=4 RATE=18 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=SitBreathe STARTFRAME=322 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESHMAP SCALE MESHMAP=GFM_SuitSkirt X=0.00390625 Y=0.00390625 Z=0.00390625 #exec MESH NOTIFY MESH=GFM_SuitSkirt SEQ=Walk TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_SuitSkirt SEQ=Walk TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_SuitSkirt SEQ=Run TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_SuitSkirt SEQ=Run TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_SuitSkirt SEQ=RunShoot TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_SuitSkirt SEQ=RunShoot TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_SuitSkirt SEQ=Panic TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_SuitSkirt SEQ=Panic TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_SuitSkirt SEQ=Strafe TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_SuitSkirt SEQ=Strafe TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_SuitSkirt SEQ=DeathFront TIME=0.3 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GFM_SuitSkirt SEQ=DeathBack TIME=0.5 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GFM_SuitSkirt SEQ=Tread TIME=0.3 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_SuitSkirt SEQ=TreadShoot TIME=0.3 FUNCTION=PlayFootStep // // GFM_SuitSkirt_Carcass // #exec MESH IMPORT MESH=GFM_SuitSkirt_Carcass ANIVFILE=Models\GFM_SuitSkirt_CarcassA_a.3d DATAFILE=Models\GFM_SuitSkirt_d.3d #exec MESH ORIGIN MESH=GFM_SuitSkirt_Carcass X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_Carcass SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_Carcass SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GFM_SuitSkirt_Carcass X=0.00390625 Y=0.00390625 Z=0.00390625 // // GFM_SuitSkirt_CarcassB // #exec MESH IMPORT MESH=GFM_SuitSkirt_CarcassB ANIVFILE=Models\GFM_SuitSkirt_CarcassB_a.3d DATAFILE=Models\GFM_SuitSkirt_d.3d #exec MESH ORIGIN MESH=GFM_SuitSkirt_CarcassB X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_CarcassB SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_CarcassB SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GFM_SuitSkirt_CarcassB X=0.00390625 Y=0.00390625 Z=0.00390625 // // GFM_SuitSkirt_CarcassC // #exec MESH IMPORT MESH=GFM_SuitSkirt_CarcassC ANIVFILE=Models\GFM_SuitSkirt_CarcassC_a.3d DATAFILE=Models\GFM_SuitSkirt_d.3d #exec MESH ORIGIN MESH=GFM_SuitSkirt_CarcassC X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_CarcassC SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_CarcassC SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GFM_SuitSkirt_CarcassC X=0.00390625 Y=0.00390625 Z=0.00390625 // // GFM_SuitSkirt_F // #exec MESH IMPORT MESH=GFM_SuitSkirt_F ANIVFILE=Models\GFM_SuitSkirt_F_a.3d DATAFILE=Models\GFM_SuitSkirt_F_d.3d #exec MESH ORIGIN MESH=GFM_SuitSkirt_F X=0 Y=0 Z=11000 YAW=64 #exec MESH LODPARAMS MESH=GFM_SuitSkirt_F STRENGTH=0.5 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=All STARTFRAME=0 NUMFRAMES=318 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Walk STARTFRAME=1 NUMFRAMES=10 RATE=10 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Run STARTFRAME=11 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Crouch STARTFRAME=21 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Stand STARTFRAME=24 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=CrouchShoot STARTFRAME=27 NUMFRAMES=5 RATE=10 GROUP=Ducking #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=BreatheLight STARTFRAME=32 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=DeathFront STARTFRAME=37 NUMFRAMES=11 RATE=10 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=DeathBack STARTFRAME=48 NUMFRAMES=13 RATE=15 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=HitHead STARTFRAME=61 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=HitTorso STARTFRAME=64 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=HitArmLeft STARTFRAME=68 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=HitLegLeft STARTFRAME=71 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=HitArmRight STARTFRAME=75 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=HitLegRight STARTFRAME=79 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=HitHeadBack STARTFRAME=83 NUMFRAMES=3 RATE=14 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=HitTorsoBack STARTFRAME=86 NUMFRAMES=5 RATE=18 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=MouthClosed STARTFRAME=91 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=MouthA STARTFRAME=92 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=MouthE STARTFRAME=93 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=MouthF STARTFRAME=94 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=MouthM STARTFRAME=95 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=MouthO STARTFRAME=96 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=MouthT STARTFRAME=97 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=MouthU STARTFRAME=98 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Blink STARTFRAME=99 NUMFRAMES=2 RATE=10 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Shoot STARTFRAME=101 NUMFRAMES=6 RATE=14 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Attack STARTFRAME=107 NUMFRAMES=7 RATE=12 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=HeadUp STARTFRAME=114 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=HeadDown STARTFRAME=115 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=HeadLeft STARTFRAME=116 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=HeadRight STARTFRAME=117 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=RunShoot STARTFRAME=118 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=GestureLeft STARTFRAME=128 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=GestureRight STARTFRAME=137 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=GestureBoth STARTFRAME=146 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=RubEyesStart STARTFRAME=155 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=RubEyes STARTFRAME=159 NUMFRAMES=4 RATE=7.5 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=RubEyesStop STARTFRAME=163 NUMFRAMES=4 RATE=15 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=SitBegin STARTFRAME=167 NUMFRAMES=7 RATE=10 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=SitStill STARTFRAME=174 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=SitStand STARTFRAME=175 NUMFRAMES=7 RATE=12 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Pickup STARTFRAME=182 NUMFRAMES=6 RATE=10 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Jump STARTFRAME=188 NUMFRAMES=3 RATE=10 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Land STARTFRAME=191 NUMFRAMES=3 RATE=10 GROUP=Landing #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Panic STARTFRAME=194 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=PushButton STARTFRAME=204 NUMFRAMES=6 RATE=5 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=ReloadBegin STARTFRAME=210 NUMFRAMES=8 RATE=16 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Reload STARTFRAME=218 NUMFRAMES=4 RATE=8 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=ReloadEnd STARTFRAME=222 NUMFRAMES=4 RATE=6 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Tread STARTFRAME=226 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=TreadShoot STARTFRAME=238 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=WaterHitTorso STARTFRAME=250 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=WaterHitTorsoBack STARTFRAME=253 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=WaterDeath STARTFRAME=256 NUMFRAMES=6 RATE=10 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=CowerBegin STARTFRAME=262 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=CowerStill STARTFRAME=266 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=CowerEnd STARTFRAME=267 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=AttackSide STARTFRAME=271 NUMFRAMES=13 RATE=20 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Strafe STARTFRAME=284 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Idle1 STARTFRAME=294 NUMFRAMES=15 RATE=6 GROUP=Waiting #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Shocked STARTFRAME=309 NUMFRAMES=4 RATE=18 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=SitBreathe STARTFRAME=313 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESHMAP SCALE MESHMAP=GFM_SuitSkirt_F X=0.00390625 Y=0.00390625 Z=0.00390625 #exec MESH NOTIFY MESH=GFM_SuitSkirt_F SEQ=Walk TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_SuitSkirt_F SEQ=Walk TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_SuitSkirt_F SEQ=Run TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_SuitSkirt_F SEQ=Run TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_SuitSkirt_F SEQ=RunShoot TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_SuitSkirt_F SEQ=RunShoot TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_SuitSkirt_F SEQ=Panic TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_SuitSkirt_F SEQ=Panic TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_SuitSkirt_F SEQ=Strafe TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_SuitSkirt_F SEQ=Strafe TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_SuitSkirt_F SEQ=DeathFront TIME=0.3 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GFM_SuitSkirt_F SEQ=DeathBack TIME=0.5 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GFM_SuitSkirt_F SEQ=Tread TIME=0.3 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_SuitSkirt_F SEQ=TreadShoot TIME=0.3 FUNCTION=PlayFootStep // // GFM_SuitSkirt_F_Carcass // #exec MESH IMPORT MESH=GFM_SuitSkirt_F_Carcass ANIVFILE=Models\GFM_SuitSkirt_F_CarcassA_a.3d DATAFILE=Models\GFM_SuitSkirt_F_d.3d #exec MESH ORIGIN MESH=GFM_SuitSkirt_F_Carcass X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F_Carcass SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F_Carcass SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GFM_SuitSkirt_F_Carcass X=0.00390625 Y=0.00390625 Z=0.00390625 // // GFM_SuitSkirt_F_CarcassB // #exec MESH IMPORT MESH=GFM_SuitSkirt_F_CarcassB ANIVFILE=Models\GFM_SuitSkirt_F_CarcassB_a.3d DATAFILE=Models\GFM_SuitSkirt_F_d.3d #exec MESH ORIGIN MESH=GFM_SuitSkirt_F_CarcassB X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F_CarcassB SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F_CarcassB SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GFM_SuitSkirt_F_CarcassB X=0.00390625 Y=0.00390625 Z=0.00390625 // // GFM_SuitSkirt_F_CarcassC // #exec MESH IMPORT MESH=GFM_SuitSkirt_F_CarcassC ANIVFILE=Models\GFM_SuitSkirt_F_CarcassC_a.3d DATAFILE=Models\GFM_SuitSkirt_F_d.3d #exec MESH ORIGIN MESH=GFM_SuitSkirt_F_CarcassC X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F_CarcassC SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_SuitSkirt_F_CarcassC SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GFM_SuitSkirt_F_CarcassC X=0.00390625 Y=0.00390625 Z=0.00390625 // // GFM_Dress // #exec MESH IMPORT MESH=GFM_Dress ANIVFILE=Models\GFM_Dress_a.3d DATAFILE=Models\GFM_Dress_d.3d #exec MESH ORIGIN MESH=GFM_Dress X=0 Y=0 Z=11000 YAW=64 #exec MESH LODPARAMS MESH=GFM_Dress STRENGTH=0.5 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=All STARTFRAME=0 NUMFRAMES=327 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=Walk STARTFRAME=1 NUMFRAMES=10 RATE=10 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=Run STARTFRAME=11 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=Crouch STARTFRAME=21 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GFM_Dress SEQ=Stand STARTFRAME=24 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GFM_Dress SEQ=CrouchShoot STARTFRAME=27 NUMFRAMES=5 RATE=10 GROUP=Ducking #exec MESH SEQUENCE MESH=GFM_Dress SEQ=BreatheLight STARTFRAME=32 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESH SEQUENCE MESH=GFM_Dress SEQ=DeathFront STARTFRAME=37 NUMFRAMES=11 RATE=10 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=DeathBack STARTFRAME=48 NUMFRAMES=13 RATE=15 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=HitHead STARTFRAME=61 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_Dress SEQ=HitTorso STARTFRAME=64 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_Dress SEQ=HitArmLeft STARTFRAME=68 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_Dress SEQ=HitLegLeft STARTFRAME=71 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_Dress SEQ=HitArmRight STARTFRAME=75 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_Dress SEQ=HitLegRight STARTFRAME=79 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_Dress SEQ=HitHeadBack STARTFRAME=83 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_Dress SEQ=HitTorsoBack STARTFRAME=86 NUMFRAMES=5 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_Dress SEQ=MouthClosed STARTFRAME=91 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=MouthA STARTFRAME=92 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=MouthE STARTFRAME=93 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=MouthF STARTFRAME=94 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=MouthM STARTFRAME=95 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=MouthO STARTFRAME=96 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=MouthT STARTFRAME=97 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=MouthU STARTFRAME=98 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=Blink STARTFRAME=99 NUMFRAMES=2 RATE=10 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=Shoot STARTFRAME=101 NUMFRAMES=6 RATE=14 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_Dress SEQ=Attack STARTFRAME=107 NUMFRAMES=7 RATE=12 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_Dress SEQ=HeadUp STARTFRAME=114 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=HeadDown STARTFRAME=115 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=HeadLeft STARTFRAME=116 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=HeadRight STARTFRAME=117 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=RunShoot STARTFRAME=118 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=GestureLeft STARTFRAME=128 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=GestureRight STARTFRAME=137 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=GestureBoth STARTFRAME=146 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=RubEyesStart STARTFRAME=155 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=RubEyes STARTFRAME=159 NUMFRAMES=4 RATE=7.5 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=RubEyesStop STARTFRAME=163 NUMFRAMES=4 RATE=15 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=SitBegin STARTFRAME=167 NUMFRAMES=9 RATE=10 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=SitStill STARTFRAME=176 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=SitStand STARTFRAME=177 NUMFRAMES=9 RATE=12 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=Pickup STARTFRAME=186 NUMFRAMES=6 RATE=10 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_Dress SEQ=Jump STARTFRAME=192 NUMFRAMES=3 RATE=10 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=Land STARTFRAME=195 NUMFRAMES=3 RATE=10 GROUP=Landing #exec MESH SEQUENCE MESH=GFM_Dress SEQ=Panic STARTFRAME=198 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=PushButton STARTFRAME=208 NUMFRAMES=6 RATE=5 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_Dress SEQ=ReloadBegin STARTFRAME=214 NUMFRAMES=8 RATE=16 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_Dress SEQ=Reload STARTFRAME=222 NUMFRAMES=4 RATE=8 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_Dress SEQ=ReloadEnd STARTFRAME=226 NUMFRAMES=4 RATE=6 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_Dress SEQ=Tread STARTFRAME=230 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=TreadShoot STARTFRAME=242 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=WaterHitTorso STARTFRAME=254 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_Dress SEQ=WaterHitTorsoBack STARTFRAME=257 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_Dress SEQ=WaterDeath STARTFRAME=260 NUMFRAMES=6 RATE=10 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=CowerBegin STARTFRAME=266 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=CowerStill STARTFRAME=270 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=CowerEnd STARTFRAME=271 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=AttackSide STARTFRAME=275 NUMFRAMES=13 RATE=20 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=Strafe STARTFRAME=288 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GFM_Dress SEQ=Idle1 STARTFRAME=298 NUMFRAMES=8 RATE=3 GROUP=Waiting #exec MESH SEQUENCE MESH=GFM_Dress SEQ=Dance STARTFRAME=306 NUMFRAMES=12 RATE=10 GROUP=Waiting #exec MESH SEQUENCE MESH=GFM_Dress SEQ=Shocked STARTFRAME=318 NUMFRAMES=4 RATE=18 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_Dress SEQ=SitBreathe STARTFRAME=322 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESHMAP SCALE MESHMAP=GFM_Dress X=0.00390625 Y=0.00390625 Z=0.00390625 #exec MESH NOTIFY MESH=GFM_Dress SEQ=Walk TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_Dress SEQ=Walk TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_Dress SEQ=Run TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_Dress SEQ=Run TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_Dress SEQ=RunShoot TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_Dress SEQ=RunShoot TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_Dress SEQ=Panic TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_Dress SEQ=Panic TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_Dress SEQ=Strafe TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_Dress SEQ=Strafe TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_Dress SEQ=DeathFront TIME=0.3 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GFM_Dress SEQ=DeathBack TIME=0.5 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GFM_Dress SEQ=Tread TIME=0.3 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_Dress SEQ=TreadShoot TIME=0.3 FUNCTION=PlayFootStep // // GFM_Dress_Carcass // #exec MESH IMPORT MESH=GFM_Dress_Carcass ANIVFILE=Models\GFM_Dress_CarcassA_a.3d DATAFILE=Models\GFM_Dress_d.3d #exec MESH ORIGIN MESH=GFM_Dress_Carcass X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GFM_Dress_Carcass SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Dress_Carcass SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GFM_Dress_Carcass X=0.00390625 Y=0.00390625 Z=0.00390625 // // GFM_Dress_CarcassB // #exec MESH IMPORT MESH=GFM_Dress_CarcassB ANIVFILE=Models\GFM_Dress_CarcassB_a.3d DATAFILE=Models\GFM_Dress_d.3d #exec MESH ORIGIN MESH=GFM_Dress_CarcassB X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GFM_Dress_CarcassB SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Dress_CarcassB SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GFM_Dress_CarcassB X=0.00390625 Y=0.00390625 Z=0.00390625 // // GFM_Dress_CarcassC // #exec MESH IMPORT MESH=GFM_Dress_CarcassC ANIVFILE=Models\GFM_Dress_CarcassC_a.3d DATAFILE=Models\GFM_Dress_d.3d #exec MESH ORIGIN MESH=GFM_Dress_CarcassC X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GFM_Dress_CarcassC SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Dress_CarcassC SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GFM_Dress_CarcassC X=0.00390625 Y=0.00390625 Z=0.00390625 // // GFM_TShirtPants // #exec MESH IMPORT MESH=GFM_TShirtPants ANIVFILE=Models\GFM_TShirtPants_a.3d DATAFILE=Models\GFM_TShirtPants_d.3d #exec MESH ORIGIN MESH=GFM_TShirtPants X=0 Y=0 Z=11000 YAW=64 #exec MESH LODPARAMS MESH=GFM_TShirtPants STRENGTH=0.5 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=All STARTFRAME=0 NUMFRAMES=310 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Walk STARTFRAME=1 NUMFRAMES=10 RATE=10 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Run STARTFRAME=11 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Crouch STARTFRAME=21 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Stand STARTFRAME=24 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=CrouchShoot STARTFRAME=27 NUMFRAMES=5 RATE=10 GROUP=Ducking #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=BreatheLight STARTFRAME=32 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=DeathFront STARTFRAME=37 NUMFRAMES=11 RATE=10 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=DeathBack STARTFRAME=48 NUMFRAMES=13 RATE=15 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=HitHead STARTFRAME=61 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=HitTorso STARTFRAME=64 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=HitArmLeft STARTFRAME=68 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=HitLegLeft STARTFRAME=71 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=HitArmRight STARTFRAME=75 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=HitLegRight STARTFRAME=79 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=HitHeadBack STARTFRAME=83 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=HitTorsoBack STARTFRAME=86 NUMFRAMES=5 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=MouthClosed STARTFRAME=91 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=MouthA STARTFRAME=92 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=MouthE STARTFRAME=93 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=MouthF STARTFRAME=94 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=MouthM STARTFRAME=95 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=MouthO STARTFRAME=96 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=MouthT STARTFRAME=97 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=MouthU STARTFRAME=98 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Blink STARTFRAME=99 NUMFRAMES=2 RATE=10 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Shoot STARTFRAME=101 NUMFRAMES=6 RATE=14 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Attack STARTFRAME=107 NUMFRAMES=7 RATE=12 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=HeadUp STARTFRAME=114 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=HeadDown STARTFRAME=115 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=HeadLeft STARTFRAME=116 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=HeadRight STARTFRAME=117 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=RunShoot STARTFRAME=118 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=GestureLeft STARTFRAME=128 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=GestureRight STARTFRAME=137 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=GestureBoth STARTFRAME=146 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=RubEyesStart STARTFRAME=155 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=RubEyes STARTFRAME=159 NUMFRAMES=4 RATE=7.5 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=RubEyesStop STARTFRAME=163 NUMFRAMES=4 RATE=15 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=SitBegin STARTFRAME=167 NUMFRAMES=7 RATE=10 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=SitStill STARTFRAME=174 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=SitStand STARTFRAME=175 NUMFRAMES=7 RATE=12 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Pickup STARTFRAME=182 NUMFRAMES=6 RATE=10 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Jump STARTFRAME=188 NUMFRAMES=3 RATE=10 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Land STARTFRAME=191 NUMFRAMES=3 RATE=10 GROUP=Landing #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Panic STARTFRAME=194 NUMFRAMES=9 RATE=18 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=PushButton STARTFRAME=203 NUMFRAMES=6 RATE=5 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=ReloadBegin STARTFRAME=209 NUMFRAMES=8 RATE=16 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Reload STARTFRAME=217 NUMFRAMES=4 RATE=8 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=ReloadEnd STARTFRAME=221 NUMFRAMES=4 RATE=6 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Tread STARTFRAME=225 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=TreadShoot STARTFRAME=237 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=WaterHitTorso STARTFRAME=249 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=WaterHitTorsoBack STARTFRAME=252 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=WaterDeath STARTFRAME=255 NUMFRAMES=6 RATE=10 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=CowerBegin STARTFRAME=261 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=CowerStill STARTFRAME=265 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=CowerEnd STARTFRAME=266 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=AttackSide STARTFRAME=270 NUMFRAMES=13 RATE=20 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Strafe STARTFRAME=283 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Idle1 STARTFRAME=293 NUMFRAMES=8 RATE=3 GROUP=Waiting #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Shocked STARTFRAME=301 NUMFRAMES=4 RATE=18 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=SitBreathe STARTFRAME=305 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESHMAP SCALE MESHMAP=GFM_TShirtPants X=0.00390625 Y=0.00390625 Z=0.00390625 #exec MESH NOTIFY MESH=GFM_TShirtPants SEQ=Walk TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_TShirtPants SEQ=Walk TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_TShirtPants SEQ=Run TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_TShirtPants SEQ=Run TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_TShirtPants SEQ=RunShoot TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_TShirtPants SEQ=RunShoot TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_TShirtPants SEQ=Panic TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_TShirtPants SEQ=Panic TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_TShirtPants SEQ=Strafe TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_TShirtPants SEQ=Strafe TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_TShirtPants SEQ=DeathFront TIME=0.3 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GFM_TShirtPants SEQ=DeathBack TIME=0.5 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GFM_TShirtPants SEQ=Tread TIME=0.3 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_TShirtPants SEQ=TreadShoot TIME=0.3 FUNCTION=PlayFootStep // // GFM_TShirtPants_Carcass // #exec MESH IMPORT MESH=GFM_TShirtPants_Carcass ANIVFILE=Models\GFM_TShirtPants_CarcassA_a.3d DATAFILE=Models\GFM_TShirtPants_d.3d #exec MESH ORIGIN MESH=GFM_TShirtPants_Carcass X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GFM_TShirtPants_Carcass SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_TShirtPants_Carcass SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GFM_TShirtPants_Carcass X=0.00390625 Y=0.00390625 Z=0.00390625 // // GFM_TShirtPants_CarcassB // #exec MESH IMPORT MESH=GFM_TShirtPants_CarcassB ANIVFILE=Models\GFM_TShirtPants_CarcassB_a.3d DATAFILE=Models\GFM_TShirtPants_d.3d #exec MESH ORIGIN MESH=GFM_TShirtPants_CarcassB X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GFM_TShirtPants_CarcassB SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_TShirtPants_CarcassB SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GFM_TShirtPants_CarcassB X=0.00390625 Y=0.00390625 Z=0.00390625 // // GFM_TShirtPants_CarcassC // #exec MESH IMPORT MESH=GFM_TShirtPants_CarcassC ANIVFILE=Models\GFM_TShirtPants_CarcassC_a.3d DATAFILE=Models\GFM_TShirtPants_d.3d #exec MESH ORIGIN MESH=GFM_TShirtPants_CarcassC X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GFM_TShirtPants_CarcassC SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_TShirtPants_CarcassC SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GFM_TShirtPants_CarcassC X=0.00390625 Y=0.00390625 Z=0.00390625 // // GFM_Trench // #exec MESH IMPORT MESH=GFM_Trench ANIVFILE=Models\GFM_Trench_a.3d DATAFILE=Models\GFM_Trench_d.3d #exec MESH ORIGIN MESH=GFM_Trench X=0 Y=0 Z=11000 YAW=64 #exec MESH LODPARAMS MESH=GFM_Trench STRENGTH=0.5 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=All STARTFRAME=0 NUMFRAMES=321 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=Walk STARTFRAME=1 NUMFRAMES=10 RATE=10 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=Run STARTFRAME=11 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=Crouch STARTFRAME=21 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GFM_Trench SEQ=Stand STARTFRAME=24 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GFM_Trench SEQ=CrouchShoot STARTFRAME=27 NUMFRAMES=5 RATE=10 GROUP=Ducking #exec MESH SEQUENCE MESH=GFM_Trench SEQ=BreatheLight STARTFRAME=32 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESH SEQUENCE MESH=GFM_Trench SEQ=DeathFront STARTFRAME=37 NUMFRAMES=11 RATE=10 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=DeathBack STARTFRAME=48 NUMFRAMES=13 RATE=15 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=HitHead STARTFRAME=61 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_Trench SEQ=HitTorso STARTFRAME=64 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_Trench SEQ=HitArmLeft STARTFRAME=68 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_Trench SEQ=HitLegLeft STARTFRAME=71 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_Trench SEQ=HitArmRight STARTFRAME=75 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_Trench SEQ=HitLegRight STARTFRAME=79 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_Trench SEQ=HitHeadBack STARTFRAME=83 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_Trench SEQ=HitTorsoBack STARTFRAME=86 NUMFRAMES=5 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_Trench SEQ=MouthClosed STARTFRAME=91 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=MouthA STARTFRAME=92 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=MouthE STARTFRAME=93 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=MouthF STARTFRAME=94 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=MouthM STARTFRAME=95 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=MouthO STARTFRAME=96 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=MouthT STARTFRAME=97 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=MouthU STARTFRAME=98 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=Blink STARTFRAME=99 NUMFRAMES=2 RATE=10 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=Shoot STARTFRAME=101 NUMFRAMES=6 RATE=14 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_Trench SEQ=Attack STARTFRAME=107 NUMFRAMES=7 RATE=12 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_Trench SEQ=HeadUp STARTFRAME=114 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=HeadDown STARTFRAME=115 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=HeadLeft STARTFRAME=116 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=HeadRight STARTFRAME=117 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=RunShoot STARTFRAME=118 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=GestureLeft STARTFRAME=128 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=GestureRight STARTFRAME=137 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=GestureBoth STARTFRAME=146 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=RubEyesStart STARTFRAME=155 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=RubEyes STARTFRAME=159 NUMFRAMES=4 RATE=7.5 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=RubEyesStop STARTFRAME=163 NUMFRAMES=4 RATE=15 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=SitBegin STARTFRAME=167 NUMFRAMES=7 RATE=10 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=SitStill STARTFRAME=174 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=SitStand STARTFRAME=175 NUMFRAMES=7 RATE=12 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=Pickup STARTFRAME=182 NUMFRAMES=6 RATE=10 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_Trench SEQ=Jump STARTFRAME=188 NUMFRAMES=3 RATE=10 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=Land STARTFRAME=191 NUMFRAMES=3 RATE=10 GROUP=Landing #exec MESH SEQUENCE MESH=GFM_Trench SEQ=Panic STARTFRAME=194 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=PushButton STARTFRAME=204 NUMFRAMES=6 RATE=5 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_Trench SEQ=ReloadBegin STARTFRAME=210 NUMFRAMES=8 RATE=16 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_Trench SEQ=Reload STARTFRAME=218 NUMFRAMES=4 RATE=8 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_Trench SEQ=ReloadEnd STARTFRAME=222 NUMFRAMES=4 RATE=6 GROUP=Gesture #exec MESH SEQUENCE MESH=GFM_Trench SEQ=Tread STARTFRAME=226 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=TreadShoot STARTFRAME=238 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=WaterHitTorso STARTFRAME=250 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_Trench SEQ=WaterHitTorsoBack STARTFRAME=253 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_Trench SEQ=WaterDeath STARTFRAME=256 NUMFRAMES=6 RATE=10 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=CowerBegin STARTFRAME=262 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=CowerStill STARTFRAME=266 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=CowerEnd STARTFRAME=267 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=AttackSide STARTFRAME=271 NUMFRAMES=13 RATE=20 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=Strafe STARTFRAME=284 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GFM_Trench SEQ=Idle1 STARTFRAME=294 NUMFRAMES=8 RATE=3 GROUP=Waiting #exec MESH SEQUENCE MESH=GFM_Trench SEQ=Dance STARTFRAME=302 NUMFRAMES=10 RATE=10 GROUP=Waiting #exec MESH SEQUENCE MESH=GFM_Trench SEQ=Shocked STARTFRAME=312 NUMFRAMES=4 RATE=18 GROUP=TakeHit #exec MESH SEQUENCE MESH=GFM_Trench SEQ=SitBreathe STARTFRAME=316 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESHMAP SCALE MESHMAP=GFM_Trench X=0.00390625 Y=0.00390625 Z=0.00390625 #exec MESH NOTIFY MESH=GFM_Trench SEQ=Walk TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_Trench SEQ=Walk TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_Trench SEQ=Run TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_Trench SEQ=Run TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_Trench SEQ=RunShoot TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_Trench SEQ=RunShoot TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_Trench SEQ=Panic TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_Trench SEQ=Panic TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_Trench SEQ=Strafe TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_Trench SEQ=Strafe TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_Trench SEQ=DeathFront TIME=0.3 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GFM_Trench SEQ=DeathBack TIME=0.5 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GFM_Trench SEQ=Tread TIME=0.3 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GFM_Trench SEQ=TreadShoot TIME=0.3 FUNCTION=PlayFootStep // // GFM_Trench_Carcass // #exec MESH IMPORT MESH=GFM_Trench_Carcass ANIVFILE=Models\GFM_Trench_CarcassA_a.3d DATAFILE=Models\GFM_Trench_d.3d #exec MESH ORIGIN MESH=GFM_Trench_Carcass X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GFM_Trench_Carcass SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Trench_Carcass SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GFM_Trench_Carcass X=0.00390625 Y=0.00390625 Z=0.00390625 // // GFM_Trench_CarcassB // #exec MESH IMPORT MESH=GFM_Trench_CarcassB ANIVFILE=Models\GFM_Trench_CarcassB_a.3d DATAFILE=Models\GFM_Trench_d.3d #exec MESH ORIGIN MESH=GFM_Trench_CarcassB X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GFM_Trench_CarcassB SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Trench_CarcassB SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GFM_Trench_CarcassB X=0.00390625 Y=0.00390625 Z=0.00390625 // // GFM_Trench_CarcassC // #exec MESH IMPORT MESH=GFM_Trench_CarcassC ANIVFILE=Models\GFM_Trench_CarcassC_a.3d DATAFILE=Models\GFM_Trench_d.3d #exec MESH ORIGIN MESH=GFM_Trench_CarcassC X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GFM_Trench_CarcassC SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GFM_Trench_CarcassC SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GFM_Trench_CarcassC X=0.00390625 Y=0.00390625 Z=0.00390625 // // GMK_DressShirt // #exec MESH IMPORT MESH=GMK_DressShirt ANIVFILE=Models\GMK_DressShirt_a.3d DATAFILE=Models\GMK_DressShirt_d.3d #exec MESH ORIGIN MESH=GMK_DressShirt X=0 Y=0 Z=12700 YAW=64 #exec MESH LODPARAMS MESH=GMK_DressShirt STRENGTH=0.5 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=All STARTFRAME=0 NUMFRAMES=234 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=Walk STARTFRAME=1 NUMFRAMES=10 RATE=10 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=Run STARTFRAME=11 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=Crouch STARTFRAME=21 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=Stand STARTFRAME=24 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=BreatheLight STARTFRAME=27 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=DeathFront STARTFRAME=32 NUMFRAMES=13 RATE=10 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=DeathBack STARTFRAME=45 NUMFRAMES=8 RATE=10 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=HitHead STARTFRAME=53 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=HitTorso STARTFRAME=57 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=HitArmLeft STARTFRAME=61 NUMFRAMES=4 RATE=12 GROUP=TakeHit #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=HitLegLeft STARTFRAME=65 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=HitArmRight STARTFRAME=69 NUMFRAMES=4 RATE=12 GROUP=TakeHit #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=HitLegRight STARTFRAME=73 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=HitHeadBack STARTFRAME=77 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=HitTorsoBack STARTFRAME=81 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=MouthClosed STARTFRAME=85 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=MouthA STARTFRAME=86 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=MouthE STARTFRAME=87 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=MouthF STARTFRAME=88 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=MouthM STARTFRAME=89 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=MouthO STARTFRAME=90 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=MouthT STARTFRAME=91 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=MouthU STARTFRAME=92 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=Blink STARTFRAME=93 NUMFRAMES=2 RATE=10 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=Attack STARTFRAME=95 NUMFRAMES=7 RATE=10 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=HeadUp STARTFRAME=102 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=HeadDown STARTFRAME=103 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=HeadLeft STARTFRAME=104 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=HeadRight STARTFRAME=105 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=GestureLeft STARTFRAME=106 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=GestureRight STARTFRAME=115 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=GestureBoth STARTFRAME=124 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=RubEyesStart STARTFRAME=133 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=RubEyes STARTFRAME=137 NUMFRAMES=4 RATE=7.5 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=RubEyesStop STARTFRAME=141 NUMFRAMES=4 RATE=15 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=Pickup STARTFRAME=145 NUMFRAMES=7 RATE=10 GROUP=Gesture #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=Jump STARTFRAME=152 NUMFRAMES=3 RATE=10 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=Land STARTFRAME=155 NUMFRAMES=3 RATE=10 GROUP=Landing #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=Panic STARTFRAME=158 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=PushButton STARTFRAME=168 NUMFRAMES=6 RATE=5 GROUP=Gesture #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=Tread STARTFRAME=174 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=WaterHitTorso STARTFRAME=186 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=WaterHitTorsoBack STARTFRAME=189 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=WaterDeath STARTFRAME=192 NUMFRAMES=8 RATE=10 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=CowerBegin STARTFRAME=200 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=CowerStill STARTFRAME=204 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=CowerEnd STARTFRAME=205 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=AttackSide STARTFRAME=209 NUMFRAMES=13 RATE=20 #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=Idle1 STARTFRAME=222 NUMFRAMES=8 RATE=3 GROUP=Waiting #exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=Shocked STARTFRAME=230 NUMFRAMES=4 RATE=18 GROUP=TakeHit #exec MESHMAP SCALE MESHMAP=GMK_DressShirt X=0.00257813 Y=0.00257813 Z=0.00257813 #exec MESH NOTIFY MESH=GMK_DressShirt SEQ=Walk TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GMK_DressShirt SEQ=Walk TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GMK_DressShirt SEQ=Run TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GMK_DressShirt SEQ=Run TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GMK_DressShirt SEQ=Panic TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GMK_DressShirt SEQ=Panic TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GMK_DressShirt SEQ=DeathFront TIME=0.3 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GMK_DressShirt SEQ=DeathBack TIME=0.5 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GMK_DressShirt SEQ=Tread TIME=0.3 FUNCTION=PlayFootStep // // GMK_DressShirt_Carcass // #exec MESH IMPORT MESH=GMK_DressShirt_Carcass ANIVFILE=Models\GMK_DressShirt_CarcassA_a.3d DATAFILE=Models\GMK_DressShirt_d.3d #exec MESH ORIGIN MESH=GMK_DressShirt_Carcass X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GMK_DressShirt_Carcass SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt_Carcass SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GMK_DressShirt_Carcass X=0.00257813 Y=0.00257813 Z=0.00257813 // // GMK_DressShirt_CarcassB // #exec MESH IMPORT MESH=GMK_DressShirt_CarcassB ANIVFILE=Models\GMK_DressShirt_CarcassB_a.3d DATAFILE=Models\GMK_DressShirt_d.3d #exec MESH ORIGIN MESH=GMK_DressShirt_CarcassB X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GMK_DressShirt_CarcassB SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt_CarcassB SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GMK_DressShirt_CarcassB X=0.00257813 Y=0.00257813 Z=0.00257813 // // GMK_DressShirt_CarcassC // #exec MESH IMPORT MESH=GMK_DressShirt_CarcassC ANIVFILE=Models\GMK_DressShirt_CarcassC_a.3d DATAFILE=Models\GMK_DressShirt_d.3d #exec MESH ORIGIN MESH=GMK_DressShirt_CarcassC X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GMK_DressShirt_CarcassC SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt_CarcassC SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GMK_DressShirt_CarcassC X=0.00257813 Y=0.00257813 Z=0.00257813 // // GMK_DressShirt_F // #exec MESH IMPORT MESH=GMK_DressShirt_F ANIVFILE=Models\GMK_DressShirt_F_a.3d DATAFILE=Models\GMK_DressShirt_F_d.3d #exec MESH ORIGIN MESH=GMK_DressShirt_F X=0 Y=0 Z=12700 YAW=64 #exec MESH LODPARAMS MESH=GMK_DressShirt_F STRENGTH=0.5 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=All STARTFRAME=0 NUMFRAMES=234 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=Walk STARTFRAME=1 NUMFRAMES=10 RATE=10 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=Run STARTFRAME=11 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=Crouch STARTFRAME=21 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=Stand STARTFRAME=24 NUMFRAMES=3 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=BreatheLight STARTFRAME=27 NUMFRAMES=5 RATE=2.5 GROUP=Waiting #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=DeathFront STARTFRAME=32 NUMFRAMES=13 RATE=10 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=DeathBack STARTFRAME=45 NUMFRAMES=8 RATE=10 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=HitHead STARTFRAME=53 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=HitTorso STARTFRAME=57 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=HitArmLeft STARTFRAME=61 NUMFRAMES=4 RATE=12 GROUP=TakeHit #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=HitLegLeft STARTFRAME=65 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=HitArmRight STARTFRAME=69 NUMFRAMES=4 RATE=12 GROUP=TakeHit #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=HitLegRight STARTFRAME=73 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=HitHeadBack STARTFRAME=77 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=HitTorsoBack STARTFRAME=81 NUMFRAMES=4 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=MouthClosed STARTFRAME=85 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=MouthA STARTFRAME=86 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=MouthE STARTFRAME=87 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=MouthF STARTFRAME=88 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=MouthM STARTFRAME=89 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=MouthO STARTFRAME=90 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=MouthT STARTFRAME=91 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=MouthU STARTFRAME=92 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=Blink STARTFRAME=93 NUMFRAMES=2 RATE=10 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=Attack STARTFRAME=95 NUMFRAMES=7 RATE=10 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=HeadUp STARTFRAME=102 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=HeadDown STARTFRAME=103 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=HeadLeft STARTFRAME=104 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=HeadRight STARTFRAME=105 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=GestureLeft STARTFRAME=106 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=GestureRight STARTFRAME=115 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=GestureBoth STARTFRAME=124 NUMFRAMES=9 RATE=20 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=RubEyesStart STARTFRAME=133 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=RubEyes STARTFRAME=137 NUMFRAMES=4 RATE=7.5 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=RubEyesStop STARTFRAME=141 NUMFRAMES=4 RATE=15 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=Pickup STARTFRAME=145 NUMFRAMES=7 RATE=10 GROUP=Gesture #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=Jump STARTFRAME=152 NUMFRAMES=3 RATE=10 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=Land STARTFRAME=155 NUMFRAMES=3 RATE=10 GROUP=Landing #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=Panic STARTFRAME=158 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=PushButton STARTFRAME=168 NUMFRAMES=6 RATE=5 GROUP=Gesture #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=Tread STARTFRAME=174 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=WaterHitTorso STARTFRAME=186 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=WaterHitTorsoBack STARTFRAME=189 NUMFRAMES=3 RATE=10 GROUP=TakeHit #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=WaterDeath STARTFRAME=192 NUMFRAMES=8 RATE=10 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=CowerBegin STARTFRAME=200 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=CowerStill STARTFRAME=204 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=CowerEnd STARTFRAME=205 NUMFRAMES=4 RATE=20 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=AttackSide STARTFRAME=209 NUMFRAMES=13 RATE=20 #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=Idle1 STARTFRAME=222 NUMFRAMES=8 RATE=3 GROUP=Waiting #exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=Shocked STARTFRAME=230 NUMFRAMES=4 RATE=18 GROUP=TakeHit #exec MESHMAP SCALE MESHMAP=GMK_DressShirt_F X=0.00257813 Y=0.00257813 Z=0.00257813 #exec MESH NOTIFY MESH=GMK_DressShirt_F SEQ=Walk TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GMK_DressShirt_F SEQ=Walk TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GMK_DressShirt_F SEQ=Run TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GMK_DressShirt_F SEQ=Run TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GMK_DressShirt_F SEQ=Panic TIME=0.1 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GMK_DressShirt_F SEQ=Panic TIME=0.6 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=GMK_DressShirt_F SEQ=DeathFront TIME=0.3 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GMK_DressShirt_F SEQ=DeathBack TIME=0.5 FUNCTION=PlayBodyThud #exec MESH NOTIFY MESH=GMK_DressShirt_F SEQ=Tread TIME=0.3 FUNCTION=PlayFootStep // // GMK_DressShirt_F_Carcass // #exec MESH IMPORT MESH=GMK_DressShirt_F_Carcass ANIVFILE=Models\GMK_DressShirt_F_CarcassA_a.3d DATAFILE=Models\GMK_DressShirt_F_d.3d #exec MESH ORIGIN MESH=GMK_DressShirt_F_Carcass X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GMK_DressShirt_F_Carcass SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt_F_Carcass SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GMK_DressShirt_F_Carcass X=0.00257813 Y=0.00257813 Z=0.00257813 // // GMK_DressShirt_F_CarcassB // #exec MESH IMPORT MESH=GMK_DressShirt_F_CarcassB ANIVFILE=Models\GMK_DressShirt_F_CarcassB_a.3d DATAFILE=Models\GMK_DressShirt_F_d.3d #exec MESH ORIGIN MESH=GMK_DressShirt_F_CarcassB X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GMK_DressShirt_F_CarcassB SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt_F_CarcassB SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GMK_DressShirt_F_CarcassB X=0.00257813 Y=0.00257813 Z=0.00257813 // // GMK_DressShirt_F_CarcassC // #exec MESH IMPORT MESH=GMK_DressShirt_F_CarcassC ANIVFILE=Models\GMK_DressShirt_F_CarcassC_a.3d DATAFILE=Models\GMK_DressShirt_F_d.3d #exec MESH ORIGIN MESH=GMK_DressShirt_F_CarcassC X=0 Y=0 Z=1850 YAW=64 #exec MESH SEQUENCE MESH=GMK_DressShirt_F_CarcassC SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GMK_DressShirt_F_CarcassC SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GMK_DressShirt_F_CarcassC X=0.00257813 Y=0.00257813 Z=0.00257813 defaultproperties { } |
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