Additional model progress.

Bump required version to 4.2.0.
Added Hexen style loading screen and other gameinfo stuff.
Small changes to fullscreen HUD.
Added 0.83 style status bar (incomplete).
Added player models.
Old file cleanup.
Ran all models through texnumsq, for convenience (skin indices are all over the place on some models).
PNG optimization pass.
This commit is contained in:
Marisa the Magician 2019-08-13 02:25:19 +02:00
commit 3a8925f3c0
178 changed files with 1887 additions and 356 deletions

1
NOTCH.dat Normal file
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@ -0,0 +1 @@
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>

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@ -3,7 +3,7 @@
The Unreal 1 counterpart to Doom Tournament. Adds Unreal 1 weapons and items The Unreal 1 counterpart to Doom Tournament. Adds Unreal 1 weapons and items
(including dummied out stuff and others). (including dummied out stuff and others).
This mod requires GZDoom 4.1.0 or later, and runs on top of Doom Tournament. This mod requires GZDoom 4.2.0 or later, and runs on top of Doom Tournament.
## Currently Implemented ## Currently Implemented

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STARTUP.dat Normal file

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@ -30,3 +30,16 @@ UTahoma10
{ {
TEMPLATE tu10_%03d TEMPLATE tu10_%03d
} }
U083Digits
{
0 Zero083
1 One083
2 Two083
3 Three083
4 Four083
5 Five083
6 Six083
7 Seven083
8 Eight083
9 Nine083
}

6
gameinfo.txt Normal file
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STARTUPCOLORS = "AA AA AA", "22 1D 19"
STARTUPTITLE = "Doomreal"
STARTUPTYPE = "Hexen"
STARTUPSONG = ""
LOADLIGHTS = 1
LOADBRIGHTMAPS = 1

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@ -43,4 +43,8 @@ HardwareShader Texture "graphics/97Bg.png"
HardwareShader Texture "graphics/UnBg.png" HardwareShader Texture "graphics/UnBg.png"
{ {
Shader "shaders/glsl/UnBg.fp" Shader "shaders/glsl/UnBg.fp"
}
Brightmap Texture "models/Ash.png"
{
Map "brightmaps/Ash.png"
} }

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@ -33,54 +33,54 @@ OptionMenu "UnrealCreditsMenu"
{ {
Title "$STING_MCREDS" Title "$STING_MCREDS"
StaticText "$STING_CDR", "Red" StaticText "$STING_CDR", "Gold"
StaticText " " StaticText " "
StaticText "$STING_CLEAD", "Gold" StaticText "$STING_CLEAD", "White"
StaticText "Marisa Kirisame", "White" StaticText "Marisa Kirisame"
StaticText " " StaticText " "
StaticText "$STING_CASSETS", "Gold" StaticText "$STING_CASSETS", "White"
StaticText "Epic Games, id Software, Bethesda Softworks", "White" StaticText "Epic Games, id Software, Bethesda Softworks"
StaticText " " StaticText " "
StaticText "$STING_CPATRON", "Gold" StaticText "$STING_CPATRON", "White"
StaticText "Aisamai, Alexa Jones-Gonzales, Jonas Höglund,", "White" StaticText "Aisamai, Alexa Jones-Gonzales, Jonas Höglund,"
StaticText "Zard1084, Jonathan Nemo, NekoMithos, 3d0xp0xy", "White" StaticText "Zard1084, Jonathan Nemo, NekoMithos, 3d0xp0xy"
StaticText " " StaticText " "
StaticText "$STING_CTHANK", "Gold" StaticText "$STING_CTHANK", "White"
StaticText "KynikossDragonn, Raffine52, The Cutting Room Floor", "White" StaticText "KynikossDragonn, Raffine52, The Cutting Room Floor"
StaticText " " StaticText " "
StaticText "Unreal", "Red" StaticText "$STING_CUNR", "Gold"
StaticText " " StaticText " "
StaticText "$STING_CTOP", "White" StaticText "$STING_CTOP"
StaticText " " StaticText " "
StaticText "$STING_CGDES", "Gold" StaticText "$STING_CGDES", "White"
StaticText "James Schmalz, Cliff Bleszinski", "White" StaticText "James Schmalz, Cliff Bleszinski"
StaticText " " StaticText " "
StaticText "$STING_CLEVEL", "Gold" StaticText "$STING_CLEVEL", "White"
StaticText "Cliff Bleszinski, T. Elliot Cannon,", "White" StaticText "Cliff Bleszinski, T. Elliot Cannon,"
StaticText "Pancho Eekels, Jeremy War,", "White" StaticText "Pancho Eekels, Jeremy War,"
StaticText "Cedric Fiorentino, Shane Caudle", "White" StaticText "Cedric Fiorentino, Shane Caudle"
StaticText " " StaticText " "
StaticText "$STING_CANIM", "Gold" StaticText "$STING_CANIM", "White"
StaticText "Dave Carter", "White" StaticText "Dave Carter"
StaticText " " StaticText " "
StaticText "$STING_CART", "Gold" StaticText "$STING_CART", "White"
StaticText "James Schmalz, Mike Leatham, Artur Bialas", "White" StaticText "James Schmalz, Mike Leatham, Artur Bialas"
StaticText " " StaticText " "
StaticText "$STING_CPROG", "Gold" StaticText "$STING_CPROG", "White"
StaticText "Tim Sweeney, Steven Polge, Erik de Neve,", "White" StaticText "Tim Sweeney, Steven Polge, Erik de Neve,"
StaticText "James Schmalz, Carlo Vogelsang, Nick Michon", "White" StaticText "James Schmalz, Carlo Vogelsang, Nick Michon"
StaticText " " StaticText " "
StaticText "$STING_CMUS", "Gold" StaticText "$STING_CMUS", "White"
StaticText "Alexander Brandon, Michiel van den Bos", "White" StaticText "Alexander Brandon, Michiel van den Bos"
StaticText " " StaticText " "
StaticText "$STING_CSND", "Gold" StaticText "$STING_CSND", "White"
StaticText "Dave Ewing", "White" StaticText "Dave Ewing"
StaticText " " StaticText " "
StaticText "$STING_CGT", "Gold" StaticText "$STING_CGT", "White"
StaticText "Jason Schreiber", "White" StaticText "Jason Schreiber"
StaticText " " StaticText " "
StaticText "$STING_CBIZ", "Gold" StaticText "$STING_CBIZ", "White"
StaticText "Mark Rein, Nigel Kent, Craig Lafferty", "White" StaticText "Mark Rein, Nigel Kent, Craig Lafferty"
StaticText " " StaticText " "
} }

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Model "UPlayerFemale1"
{
Path "models"
Model 0 "Female1_d.3d"
SurfaceSkin 0 0 "gina.png"
SurfaceSkin 0 1 "GunPick1.png"
Scale 0.216 -0.18 0.18
Offset 0 0 35
RollOffset -90
AngleOffset -90
IGNORETRANSLATION // I'll figure out eventually how to make color changes work, but for now this is it
// Still
FrameIndex PLAY A 0 512
FrameIndex PLAY B 0 513
FrameIndex PLAY C 0 514
FrameIndex PLAY D 0 515
FrameIndex PLAY E 0 516
FrameIndex PLAY F 0 517
FrameIndex PLAY G 0 518
// Still (Air)
FrameIndex PLYA A 0 176
// Land
FrameIndex PLYL A 0 178
// Still (Swim)
FrameIndex PLYS A 0 316
FrameIndex PLYS B 0 318
FrameIndex PLYS C 0 320
FrameIndex PLYS D 0 322
FrameIndex PLYS E 0 324
FrameIndex PLYS F 0 326
FrameIndex PLYS G 0 328
// Run
FrameIndex PLAY H 0 207
FrameIndex PLAY I 0 209
FrameIndex PLAY J 0 211
FrameIndex PLAY K 0 213
FrameIndex PLAY L 0 215
// Run (Swim)
FrameIndex PLYS H 0 280
FrameIndex PLYS I 0 283
FrameIndex PLYS J 0 286
FrameIndex PLYS K 0 289
FrameIndex PLYS L 0 295
// Fire (Loop)
FrameIndex PLAY R 0 247
FrameIndex PLAY S 0 250
FrameIndex PLAY T 0 253
FrameIndex PLAY U 0 256
FrameIndex PLAY V 0 259
// Fire (Single)
FrameIndex PLAY M 0 262
FrameIndex PLAY N 0 264
FrameIndex PLAY O 0 266
FrameIndex PLAY P 0 268
FrameIndex PLAY Q 0 270
// Pain
FrameIndex PLAY W 0 0 // gut
FrameIndex PLAY X 0 175 // head
FrameIndex PLAY Y 0 180 // left
FrameIndex PLAY Z 0 206 // right
// Reload
FrameIndex PLYR A 0 534
FrameIndex PLYR B 0 535
FrameIndex PLYR C 0 536
FrameIndex PLYR D 0 537
FrameIndex PLYR E 0 538
FrameIndex PLYR F 0 539
// Crouch
FrameIndex PLYC A 0 145
FrameIndex PLYC B 0 148
FrameIndex PLYC C 0 151
FrameIndex PLYC D 0 154
FrameIndex PLYC E 0 157
// Turn
FrameIndex PLYT A 0 379
FrameIndex PLYT B 0 380
// Dead1 (Faint)
FrameIndex PLD1 A 0 439
FrameIndex PLD1 B 0 441
FrameIndex PLD1 C 0 443
FrameIndex PLD1 D 0 445
FrameIndex PLD1 E 0 447
FrameIndex PLD1 F 0 449
FrameIndex PLD1 G 0 451
FrameIndex PLD1 H 0 453
FrameIndex PLD1 I 0 455
FrameIndex PLD1 J 0 457
FrameIndex PLD1 K 0 459
FrameIndex PLD1 L 0 461
FrameIndex PLD1 M 0 463
FrameIndex PLD1 N 0 465
FrameIndex PLD1 O 0 467
FrameIndex PLD1 P 0 469
FrameIndex PLD1 Q 0 471
FrameIndex PLD1 R 0 473
FrameIndex PLD1 S 0 475
FrameIndex PLD1 T 0 477
FrameIndex PLD1 U 0 479
FrameIndex PLD1 V 0 481
// Dead2 (Spin back)
FrameIndex PLD2 A 0 48
FrameIndex PLD2 B 0 49
FrameIndex PLD2 C 0 50
FrameIndex PLD2 D 0 51
FrameIndex PLD2 E 0 52
FrameIndex PLD2 F 0 53
FrameIndex PLD2 G 0 54
FrameIndex PLD2 H 0 55
FrameIndex PLD2 I 0 56
FrameIndex PLD2 J 0 57
FrameIndex PLD2 K 0 58
FrameIndex PLD2 L 0 59
FrameIndex PLD2 M 0 60
FrameIndex PLD2 N 0 61
FrameIndex PLD2 O 0 62
FrameIndex PLD2 P 0 63
FrameIndex PLD2 Q 0 64
FrameIndex PLD2 R 0 65
// Dead3 (Fall back)
FrameIndex PLD3 A 0 66
FrameIndex PLD3 B 0 67
FrameIndex PLD3 C 0 68
FrameIndex PLD3 D 0 69
FrameIndex PLD3 E 0 70
FrameIndex PLD3 F 0 71
FrameIndex PLD3 G 0 72
FrameIndex PLD3 H 0 73
FrameIndex PLD3 I 0 74
FrameIndex PLD3 J 0 75
FrameIndex PLD3 K 0 76
FrameIndex PLD3 L 0 77
FrameIndex PLD3 M 0 78
FrameIndex PLD3 N 0 79
FrameIndex PLD3 O 0 80
FrameIndex PLD3 P 0 81
// Dead4 (Fall forward)
FrameIndex PLD4 A 0 82
FrameIndex PLD4 B 0 83
FrameIndex PLD4 C 0 84
FrameIndex PLD4 D 0 85
FrameIndex PLD4 E 0 86
FrameIndex PLD4 F 0 87
FrameIndex PLD4 G 0 88
FrameIndex PLD4 H 0 89
FrameIndex PLD4 I 0 90
FrameIndex PLD4 J 0 91
FrameIndex PLD4 K 0 92
FrameIndex PLD4 L 0 93
FrameIndex PLD4 M 0 94
// Dead5 (SPIN)
FrameIndex PLD5 A 0 95
FrameIndex PLD5 B 0 96
FrameIndex PLD5 C 0 97
FrameIndex PLD5 D 0 98
FrameIndex PLD5 E 0 99
FrameIndex PLD5 F 0 100
FrameIndex PLD5 G 0 101
FrameIndex PLD5 H 0 102
FrameIndex PLD5 I 0 103
FrameIndex PLD5 J 0 104
FrameIndex PLD5 K 0 105
FrameIndex PLD5 L 0 106
FrameIndex PLD5 M 0 107
FrameIndex PLD5 N 0 108
FrameIndex PLD5 O 0 109
FrameIndex PLD5 P 0 110
// Dead6 (Decapitate)
FrameIndex PLD6 A 0 111
FrameIndex PLD6 B 0 112
FrameIndex PLD6 C 0 113
FrameIndex PLD6 D 0 114
FrameIndex PLD6 E 0 115
FrameIndex PLD6 F 0 116
FrameIndex PLD6 G 0 117
FrameIndex PLD6 H 0 118
FrameIndex PLD6 I 0 119
FrameIndex PLD6 J 0 120
FrameIndex PLD6 K 0 121
// Dead7 (Arm blown off)
FrameIndex PLD7 A 0 122
FrameIndex PLD7 B 0 123
FrameIndex PLD7 C 0 124
FrameIndex PLD7 D 0 125
FrameIndex PLD7 E 0 126
FrameIndex PLD7 F 0 127
FrameIndex PLD7 G 0 128
FrameIndex PLD7 H 0 129
FrameIndex PLD7 I 0 130
FrameIndex PLD7 J 0 131
FrameIndex PLD7 K 0 132
FrameIndex PLD7 L 0 133
FrameIndex PLD7 M 0 134
FrameIndex PLD7 N 0 135
FrameIndex PLD7 O 0 136
FrameIndex PLD7 P 0 137
FrameIndex PLD7 Q 0 138
FrameIndex PLD7 R 0 139
FrameIndex PLD7 S 0 140
FrameIndex PLD7 T 0 141
FrameIndex PLD7 U 0 142
FrameIndex PLD7 V 0 143
FrameIndex PLD7 W 0 144
// Taunt1
FrameIndex PLT1 A 0 497
FrameIndex PLT1 B 0 498
FrameIndex PLT1 C 0 499
FrameIndex PLT1 D 0 500
FrameIndex PLT1 E 0 501
FrameIndex PLT1 F 0 502
FrameIndex PLT1 G 0 503
FrameIndex PLT1 H 0 504
FrameIndex PLT1 I 0 505
FrameIndex PLT1 J 0 506
FrameIndex PLT1 K 0 507
FrameIndex PLT1 L 0 508
FrameIndex PLT1 M 0 509
FrameIndex PLT1 N 0 510
FrameIndex PLT1 O 0 511
// Victory
FrameIndex PLT2 A 0 565
FrameIndex PLT2 B 0 566
FrameIndex PLT2 C 0 567
FrameIndex PLT2 D 0 568
FrameIndex PLT2 E 0 569
FrameIndex PLT2 F 0 570
FrameIndex PLT2 G 0 571
FrameIndex PLT2 H 0 572
FrameIndex PLT2 I 0 573
FrameIndex PLT2 J 0 574
FrameIndex PLT2 K 0 575
FrameIndex PLT2 L 0 576
FrameIndex PLT2 M 0 577
FrameIndex PLT2 N 0 578
FrameIndex PLT2 O 0 579
FrameIndex PLT2 P 0 580
FrameIndex PLT2 Q 0 581
FrameIndex PLT2 R 0 582
// Wave
FrameIndex PLT3 A 0 583
FrameIndex PLT3 B 0 584
FrameIndex PLT3 C 0 585
FrameIndex PLT3 D 0 586
FrameIndex PLT3 E 0 587
FrameIndex PLT3 F 0 588
FrameIndex PLT3 G 0 589
FrameIndex PLT3 H 0 590
FrameIndex PLT3 I 0 591
FrameIndex PLT3 J 0 592
FrameIndex PLT3 K 0 593
FrameIndex PLT3 L 0 594
FrameIndex PLT3 M 0 595
FrameIndex PLT3 N 0 596
FrameIndex PLT3 O 0 597
}

254
modeldef.female2 Normal file
View file

@ -0,0 +1,254 @@
Model "UPlayerFemale2"
{
Path "models"
Model 0 "Female2_d.3d"
SurfaceSkin 0 0 "Sonya.png"
SurfaceSkin 0 1 "GunPick1.png"
Scale 0.216 0.18 0.18
Offset 0 0 35
RollOffset -90
AngleOffset -90
IGNORETRANSLATION // I'll figure out eventually how to make color changes work, but for now this is it
// Still
FrameIndex PLAY A 0 512
FrameIndex PLAY B 0 513
FrameIndex PLAY C 0 514
FrameIndex PLAY D 0 515
FrameIndex PLAY E 0 516
FrameIndex PLAY F 0 517
FrameIndex PLAY G 0 518
// Still (Air)
FrameIndex PLYA A 0 176
// Land
FrameIndex PLYL A 0 178
// Still (Swim)
FrameIndex PLYS A 0 316
FrameIndex PLYS B 0 318
FrameIndex PLYS C 0 320
FrameIndex PLYS D 0 322
FrameIndex PLYS E 0 324
FrameIndex PLYS F 0 326
FrameIndex PLYS G 0 328
// Run
FrameIndex PLAY H 0 207
FrameIndex PLAY I 0 209
FrameIndex PLAY J 0 211
FrameIndex PLAY K 0 213
FrameIndex PLAY L 0 215
// Run (Swim)
FrameIndex PLYS H 0 280
FrameIndex PLYS I 0 283
FrameIndex PLYS J 0 286
FrameIndex PLYS K 0 289
FrameIndex PLYS L 0 295
// Fire (Loop)
FrameIndex PLAY R 0 247
FrameIndex PLAY S 0 250
FrameIndex PLAY T 0 253
FrameIndex PLAY U 0 256
FrameIndex PLAY V 0 259
// Fire (Single)
FrameIndex PLAY M 0 262
FrameIndex PLAY N 0 264
FrameIndex PLAY O 0 266
FrameIndex PLAY P 0 268
FrameIndex PLAY Q 0 270
// Pain
FrameIndex PLAY W 0 0 // gut
FrameIndex PLAY X 0 175 // head
FrameIndex PLAY Y 0 180 // left
FrameIndex PLAY Z 0 206 // right
// Reload
FrameIndex PLYR A 0 534
FrameIndex PLYR B 0 535
FrameIndex PLYR C 0 536
FrameIndex PLYR D 0 537
FrameIndex PLYR E 0 538
FrameIndex PLYR F 0 539
// Crouch
FrameIndex PLYC A 0 145
FrameIndex PLYC B 0 148
FrameIndex PLYC C 0 151
FrameIndex PLYC D 0 154
FrameIndex PLYC E 0 157
// Turn
FrameIndex PLYT A 0 379
FrameIndex PLYT B 0 380
// Dead1 (Faint)
FrameIndex PLD1 A 0 439
FrameIndex PLD1 B 0 441
FrameIndex PLD1 C 0 443
FrameIndex PLD1 D 0 445
FrameIndex PLD1 E 0 447
FrameIndex PLD1 F 0 449
FrameIndex PLD1 G 0 451
FrameIndex PLD1 H 0 453
FrameIndex PLD1 I 0 455
FrameIndex PLD1 J 0 457
FrameIndex PLD1 K 0 459
FrameIndex PLD1 L 0 461
FrameIndex PLD1 M 0 463
FrameIndex PLD1 N 0 465
FrameIndex PLD1 O 0 467
FrameIndex PLD1 P 0 469
FrameIndex PLD1 Q 0 471
FrameIndex PLD1 R 0 473
FrameIndex PLD1 S 0 475
FrameIndex PLD1 T 0 477
FrameIndex PLD1 U 0 479
FrameIndex PLD1 V 0 481
// Dead2 (Spin back)
FrameIndex PLD2 A 0 48
FrameIndex PLD2 B 0 49
FrameIndex PLD2 C 0 50
FrameIndex PLD2 D 0 51
FrameIndex PLD2 E 0 52
FrameIndex PLD2 F 0 53
FrameIndex PLD2 G 0 54
FrameIndex PLD2 H 0 55
FrameIndex PLD2 I 0 56
FrameIndex PLD2 J 0 57
FrameIndex PLD2 K 0 58
FrameIndex PLD2 L 0 59
FrameIndex PLD2 M 0 60
FrameIndex PLD2 N 0 61
FrameIndex PLD2 O 0 62
FrameIndex PLD2 P 0 63
FrameIndex PLD2 Q 0 64
FrameIndex PLD2 R 0 65
// Dead3 (Fall back)
FrameIndex PLD3 A 0 66
FrameIndex PLD3 B 0 67
FrameIndex PLD3 C 0 68
FrameIndex PLD3 D 0 69
FrameIndex PLD3 E 0 70
FrameIndex PLD3 F 0 71
FrameIndex PLD3 G 0 72
FrameIndex PLD3 H 0 73
FrameIndex PLD3 I 0 74
FrameIndex PLD3 J 0 75
FrameIndex PLD3 K 0 76
FrameIndex PLD3 L 0 77
FrameIndex PLD3 M 0 78
FrameIndex PLD3 N 0 79
FrameIndex PLD3 O 0 80
FrameIndex PLD3 P 0 81
// Dead4 (Fall forward)
FrameIndex PLD4 A 0 82
FrameIndex PLD4 B 0 83
FrameIndex PLD4 C 0 84
FrameIndex PLD4 D 0 85
FrameIndex PLD4 E 0 86
FrameIndex PLD4 F 0 87
FrameIndex PLD4 G 0 88
FrameIndex PLD4 H 0 89
FrameIndex PLD4 I 0 90
FrameIndex PLD4 J 0 91
FrameIndex PLD4 K 0 92
FrameIndex PLD4 L 0 93
FrameIndex PLD4 M 0 94
// Dead5 (SPIN)
FrameIndex PLD5 A 0 95
FrameIndex PLD5 B 0 96
FrameIndex PLD5 C 0 97
FrameIndex PLD5 D 0 98
FrameIndex PLD5 E 0 99
FrameIndex PLD5 F 0 100
FrameIndex PLD5 G 0 101
FrameIndex PLD5 H 0 102
FrameIndex PLD5 I 0 103
FrameIndex PLD5 J 0 104
FrameIndex PLD5 K 0 105
FrameIndex PLD5 L 0 106
FrameIndex PLD5 M 0 107
FrameIndex PLD5 N 0 108
FrameIndex PLD5 O 0 109
FrameIndex PLD5 P 0 110
// Dead6 (Decapitate)
FrameIndex PLD6 A 0 111
FrameIndex PLD6 B 0 112
FrameIndex PLD6 C 0 113
FrameIndex PLD6 D 0 114
FrameIndex PLD6 E 0 115
FrameIndex PLD6 F 0 116
FrameIndex PLD6 G 0 117
FrameIndex PLD6 H 0 118
FrameIndex PLD6 I 0 119
FrameIndex PLD6 J 0 120
FrameIndex PLD6 K 0 121
// Dead7 (Arm blown off)
FrameIndex PLD7 A 0 122
FrameIndex PLD7 B 0 123
FrameIndex PLD7 C 0 124
FrameIndex PLD7 D 0 125
FrameIndex PLD7 E 0 126
FrameIndex PLD7 F 0 127
FrameIndex PLD7 G 0 128
FrameIndex PLD7 H 0 129
FrameIndex PLD7 I 0 130
FrameIndex PLD7 J 0 131
FrameIndex PLD7 K 0 132
FrameIndex PLD7 L 0 133
FrameIndex PLD7 M 0 134
FrameIndex PLD7 N 0 135
FrameIndex PLD7 O 0 136
FrameIndex PLD7 P 0 137
FrameIndex PLD7 Q 0 138
FrameIndex PLD7 R 0 139
FrameIndex PLD7 S 0 140
FrameIndex PLD7 T 0 141
FrameIndex PLD7 U 0 142
FrameIndex PLD7 V 0 143
FrameIndex PLD7 W 0 144
// Taunt1
FrameIndex PLT1 A 0 497
FrameIndex PLT1 B 0 498
FrameIndex PLT1 C 0 499
FrameIndex PLT1 D 0 500
FrameIndex PLT1 E 0 501
FrameIndex PLT1 F 0 502
FrameIndex PLT1 G 0 503
FrameIndex PLT1 H 0 504
FrameIndex PLT1 I 0 505
FrameIndex PLT1 J 0 506
FrameIndex PLT1 K 0 507
FrameIndex PLT1 L 0 508
FrameIndex PLT1 M 0 509
FrameIndex PLT1 N 0 510
FrameIndex PLT1 O 0 511
// Victory
FrameIndex PLT2 A 0 565
FrameIndex PLT2 B 0 566
FrameIndex PLT2 C 0 567
FrameIndex PLT2 D 0 568
FrameIndex PLT2 E 0 569
FrameIndex PLT2 F 0 570
FrameIndex PLT2 G 0 571
FrameIndex PLT2 H 0 572
FrameIndex PLT2 I 0 573
FrameIndex PLT2 J 0 574
FrameIndex PLT2 K 0 575
FrameIndex PLT2 L 0 576
FrameIndex PLT2 M 0 577
FrameIndex PLT2 N 0 578
FrameIndex PLT2 O 0 579
FrameIndex PLT2 P 0 580
FrameIndex PLT2 Q 0 581
FrameIndex PLT2 R 0 582
// Wave
FrameIndex PLT3 A 0 583
FrameIndex PLT3 B 0 584
FrameIndex PLT3 C 0 585
FrameIndex PLT3 D 0 586
FrameIndex PLT3 E 0 587
FrameIndex PLT3 F 0 588
FrameIndex PLT3 G 0 589
FrameIndex PLT3 H 0 590
FrameIndex PLT3 I 0 591
FrameIndex PLT3 J 0 592
FrameIndex PLT3 K 0 593
FrameIndex PLT3 L 0 594
FrameIndex PLT3 M 0 595
FrameIndex PLT3 N 0 596
FrameIndex PLT3 O 0 597
}

266
modeldef.male1 Normal file
View file

@ -0,0 +1,266 @@
Model "UPlayerMale1"
{
Path "models"
Model 0 "Male1_d.3d"
SurfaceSkin 0 0 "Kurgan.png"
SurfaceSkin 0 1 "GunPick1.png"
Scale 0.216 -0.18 0.18
Offset 4 -5 28
RollOffset -90
AngleOffset -90
IGNORETRANSLATION // I'll figure out eventually how to make color changes work, but for now this is it
// Still
FrameIndex PLAY A 0 480
FrameIndex PLAY B 0 481
FrameIndex PLAY C 0 482
FrameIndex PLAY D 0 483
FrameIndex PLAY E 0 484
FrameIndex PLAY F 0 485
FrameIndex PLAY G 0 486
// Still (Air)
FrameIndex PLYA A 0 181
// Land
FrameIndex PLYL A 0 183
// Still (Swim)
FrameIndex PLYS A 0 315
FrameIndex PLYS B 0 317
FrameIndex PLYS C 0 319
FrameIndex PLYS D 0 321
FrameIndex PLYS E 0 323
FrameIndex PLYS F 0 325
FrameIndex PLYS G 0 327
// Run
FrameIndex PLAY H 0 212
FrameIndex PLAY I 0 214
FrameIndex PLAY J 0 216
FrameIndex PLAY K 0 218
FrameIndex PLAY L 0 220
// Run (Swim)
FrameIndex PLYS H 0 285
FrameIndex PLYS I 0 288
FrameIndex PLYS J 0 291
FrameIndex PLYS K 0 294
FrameIndex PLYS L 0 297
// Fire (Loop)
FrameIndex PLAY R 0 252
FrameIndex PLAY S 0 255
FrameIndex PLAY T 0 258
FrameIndex PLAY U 0 261
FrameIndex PLAY V 0 264
// Fire (Single)
FrameIndex PLAY M 0 267
FrameIndex PLAY N 0 269
FrameIndex PLAY O 0 271
FrameIndex PLAY P 0 273
FrameIndex PLAY Q 0 275
// Pain
FrameIndex PLAY W 0 0 // gut
FrameIndex PLAY X 0 180 // head
FrameIndex PLAY Y 0 185 // left
FrameIndex PLAY Z 0 211 // right
// Reload
FrameIndex PLYR A 0 493
FrameIndex PLYR B 0 494
FrameIndex PLYR C 0 495
FrameIndex PLYR D 0 496
FrameIndex PLYR E 0 497
FrameIndex PLYR F 0 498
FrameIndex PLYR G 0 499
FrameIndex PLYR H 0 500
// Crouch
FrameIndex PLYC A 0 150
FrameIndex PLYC B 0 153
FrameIndex PLYC C 0 156
FrameIndex PLYC D 0 159
FrameIndex PLYC E 0 162
// Turn
FrameIndex PLYT A 0 385
FrameIndex PLYT B 0 386
// Dead1 (Backflip)
FrameIndex PLD1 A 0 445
FrameIndex PLD1 B 0 446
FrameIndex PLD1 C 0 447
FrameIndex PLD1 D 0 448
FrameIndex PLD1 E 0 449
FrameIndex PLD1 F 0 450
FrameIndex PLD1 G 0 451
FrameIndex PLD1 H 0 452
FrameIndex PLD1 I 0 453
FrameIndex PLD1 J 0 454
FrameIndex PLD1 K 0 455
FrameIndex PLD1 L 0 456
FrameIndex PLD1 M 0 457
// Dead2 (Fall back)
FrameIndex PLD2 A 0 33
FrameIndex PLD2 B 0 34
FrameIndex PLD2 C 0 35
FrameIndex PLD2 D 0 36
FrameIndex PLD2 E 0 37
FrameIndex PLD2 F 0 38
FrameIndex PLD2 G 0 39
FrameIndex PLD2 H 0 40
FrameIndex PLD2 I 0 41
FrameIndex PLD2 J 0 42
FrameIndex PLD2 K 0 43
FrameIndex PLD2 L 0 44
FrameIndex PLD2 M 0 45
FrameIndex PLD2 N 0 46
FrameIndex PLD2 O 0 47
FrameIndex PLD2 P 0 48
// Dead3 (Fall forward)
FrameIndex PLD3 A 0 49
FrameIndex PLD3 B 0 50
FrameIndex PLD3 C 0 51
FrameIndex PLD3 D 0 52
FrameIndex PLD3 E 0 53
FrameIndex PLD3 F 0 54
FrameIndex PLD3 G 0 55
FrameIndex PLD3 H 0 56
FrameIndex PLD3 I 0 57
FrameIndex PLD3 J 0 58
FrameIndex PLD3 K 0 59
FrameIndex PLD3 L 0 60
FrameIndex PLD3 M 0 61
// Dead4 (Decapitate)
FrameIndex PLD4 A 0 62
FrameIndex PLD4 B 0 63
FrameIndex PLD4 C 0 64
FrameIndex PLD4 D 0 65
FrameIndex PLD4 E 0 66
FrameIndex PLD4 F 0 67
FrameIndex PLD4 G 0 68
FrameIndex PLD4 H 0 69
FrameIndex PLD4 I 0 70
FrameIndex PLD4 J 0 71
FrameIndex PLD4 K 0 72
FrameIndex PLD4 L 0 73
FrameIndex PLD4 M 0 74
FrameIndex PLD4 N 0 75
FrameIndex PLD4 O 0 76
FrameIndex PLD4 P 0 77
// Dead5 (Torso blown off)
FrameIndex PLD5 A 0 78
FrameIndex PLD5 B 0 79
FrameIndex PLD5 C 0 80
FrameIndex PLD5 D 0 81
FrameIndex PLD5 E 0 82
FrameIndex PLD5 F 0 83
FrameIndex PLD5 G 0 84
FrameIndex PLD5 H 0 85
FrameIndex PLD5 I 0 86
FrameIndex PLD5 J 0 87
FrameIndex PLD5 K 0 88
FrameIndex PLD5 L 0 89
FrameIndex PLD5 M 0 90
FrameIndex PLD5 N 0 91
FrameIndex PLD5 O 0 92
FrameIndex PLD5 P 0 93
FrameIndex PLD5 Q 0 94
FrameIndex PLD5 R 0 95
FrameIndex PLD5 S 0 96
FrameIndex PLD5 T 0 97
FrameIndex PLD5 U 0 98
FrameIndex PLD5 V 0 99
FrameIndex PLD5 W 0 100
// Dead6 (SPIN)
FrameIndex PLD6 A 0 101
FrameIndex PLD6 B 0 102
FrameIndex PLD6 C 0 103
FrameIndex PLD6 D 0 104
FrameIndex PLD6 E 0 105
FrameIndex PLD6 F 0 106
FrameIndex PLD6 G 0 107
FrameIndex PLD6 H 0 108
FrameIndex PLD6 I 0 109
FrameIndex PLD6 J 0 110
FrameIndex PLD6 K 0 111
FrameIndex PLD6 L 0 112
FrameIndex PLD6 M 0 113
FrameIndex PLD6 N 0 114
FrameIndex PLD6 O 0 115
FrameIndex PLD6 P 0 116
FrameIndex PLD6 Q 0 117
FrameIndex PLD6 R 0 118
FrameIndex PLD6 S 0 119
FrameIndex PLD6 T 0 120
FrameIndex PLD6 U 0 121
FrameIndex PLD6 V 0 122
FrameIndex PLD6 W 0 123
FrameIndex PLD6 X 0 124
FrameIndex PLD6 Y 0 125
FrameIndex PLD6 Z 0 126
FrameIndex PLD6 [ 0 127
FrameIndex PLD6 \ 0 128
// Dead7 (Faint)
FrameIndex PLD7 A 0 129
FrameIndex PLD7 B 0 130
FrameIndex PLD7 C 0 131
FrameIndex PLD7 D 0 132
FrameIndex PLD7 E 0 133
FrameIndex PLD7 F 0 134
FrameIndex PLD7 G 0 135
FrameIndex PLD7 H 0 136
FrameIndex PLD7 I 0 137
FrameIndex PLD7 J 0 138
FrameIndex PLD7 K 0 139
FrameIndex PLD7 L 0 140
FrameIndex PLD7 M 0 141
FrameIndex PLD7 N 0 142
FrameIndex PLD7 O 0 143
FrameIndex PLD7 P 0 144
FrameIndex PLD7 Q 0 145
FrameIndex PLD7 R 0 146
FrameIndex PLD7 S 0 147
FrameIndex PLD7 T 0 148
FrameIndex PLD7 U 0 149
// Taunt1
FrameIndex PLT1 A 0 473
FrameIndex PLT1 B 0 474
FrameIndex PLT1 C 0 475
FrameIndex PLT1 D 0 476
FrameIndex PLT1 E 0 477
FrameIndex PLT1 F 0 478
FrameIndex PLT1 G 0 479
// Victory
FrameIndex PLT2 A 0 526
FrameIndex PLT2 B 0 527
FrameIndex PLT2 C 0 528
FrameIndex PLT2 D 0 529
FrameIndex PLT2 E 0 530
FrameIndex PLT2 F 0 531
FrameIndex PLT2 G 0 532
FrameIndex PLT2 H 0 533
FrameIndex PLT2 I 0 534
FrameIndex PLT2 J 0 535
FrameIndex PLT2 K 0 536
FrameIndex PLT2 L 0 537
FrameIndex PLT2 M 0 538
FrameIndex PLT2 N 0 539
FrameIndex PLT2 O 0 540
FrameIndex PLT2 P 0 541
FrameIndex PLT2 Q 0 542
FrameIndex PLT2 R 0 543
FrameIndex PLT2 S 0 544
FrameIndex PLT2 T 0 545
FrameIndex PLT2 U 0 546
FrameIndex PLT2 V 0 547
FrameIndex PLT2 W 0 548
FrameIndex PLT2 X 0 549
FrameIndex PLT2 Y 0 550
// Wave
FrameIndex PLT3 A 0 551
FrameIndex PLT3 B 0 552
FrameIndex PLT3 C 0 553
FrameIndex PLT3 D 0 554
FrameIndex PLT3 E 0 555
FrameIndex PLT3 F 0 556
FrameIndex PLT3 G 0 557
FrameIndex PLT3 H 0 558
FrameIndex PLT3 I 0 559
FrameIndex PLT3 J 0 560
FrameIndex PLT3 K 0 561
FrameIndex PLT3 L 0 562
FrameIndex PLT3 M 0 563
FrameIndex PLT3 N 0 564
FrameIndex PLT3 O 0 565
}

266
modeldef.male2 Normal file
View file

@ -0,0 +1,266 @@
Model "UPlayerMale2"
{
Path "models"
Model 0 "Male2_d.3d"
SurfaceSkin 0 0 "Ash.png"
SurfaceSkin 0 1 "GunPick1.png"
Scale 0.216 0.18 0.18
Offset 4 -5 28
RollOffset -90
AngleOffset -90
IGNORETRANSLATION // I'll figure out eventually how to make color changes work, but for now this is it
// Still
FrameIndex PLAY A 0 480
FrameIndex PLAY B 0 481
FrameIndex PLAY C 0 482
FrameIndex PLAY D 0 483
FrameIndex PLAY E 0 484
FrameIndex PLAY F 0 485
FrameIndex PLAY G 0 486
// Still (Air)
FrameIndex PLYA A 0 181
// Land
FrameIndex PLYL A 0 183
// Still (Swim)
FrameIndex PLYS A 0 315
FrameIndex PLYS B 0 317
FrameIndex PLYS C 0 319
FrameIndex PLYS D 0 321
FrameIndex PLYS E 0 323
FrameIndex PLYS F 0 325
FrameIndex PLYS G 0 327
// Run
FrameIndex PLAY H 0 212
FrameIndex PLAY I 0 214
FrameIndex PLAY J 0 216
FrameIndex PLAY K 0 218
FrameIndex PLAY L 0 220
// Run (Swim)
FrameIndex PLYS H 0 285
FrameIndex PLYS I 0 288
FrameIndex PLYS J 0 291
FrameIndex PLYS K 0 294
FrameIndex PLYS L 0 297
// Fire (Loop)
FrameIndex PLAY R 0 252
FrameIndex PLAY S 0 255
FrameIndex PLAY T 0 258
FrameIndex PLAY U 0 261
FrameIndex PLAY V 0 264
// Fire (Single)
FrameIndex PLAY M 0 267
FrameIndex PLAY N 0 269
FrameIndex PLAY O 0 271
FrameIndex PLAY P 0 273
FrameIndex PLAY Q 0 275
// Pain
FrameIndex PLAY W 0 0 // gut
FrameIndex PLAY X 0 180 // head
FrameIndex PLAY Y 0 185 // left
FrameIndex PLAY Z 0 211 // right
// Reload
FrameIndex PLYR A 0 493
FrameIndex PLYR B 0 494
FrameIndex PLYR C 0 495
FrameIndex PLYR D 0 496
FrameIndex PLYR E 0 497
FrameIndex PLYR F 0 498
FrameIndex PLYR G 0 499
FrameIndex PLYR H 0 500
// Crouch
FrameIndex PLYC A 0 150
FrameIndex PLYC B 0 153
FrameIndex PLYC C 0 156
FrameIndex PLYC D 0 159
FrameIndex PLYC E 0 162
// Turn
FrameIndex PLYT A 0 385
FrameIndex PLYT B 0 386
// Dead1 (Backflip)
FrameIndex PLD1 A 0 445
FrameIndex PLD1 B 0 446
FrameIndex PLD1 C 0 447
FrameIndex PLD1 D 0 448
FrameIndex PLD1 E 0 449
FrameIndex PLD1 F 0 450
FrameIndex PLD1 G 0 451
FrameIndex PLD1 H 0 452
FrameIndex PLD1 I 0 453
FrameIndex PLD1 J 0 454
FrameIndex PLD1 K 0 455
FrameIndex PLD1 L 0 456
FrameIndex PLD1 M 0 457
// Dead2 (Fall back)
FrameIndex PLD2 A 0 33
FrameIndex PLD2 B 0 34
FrameIndex PLD2 C 0 35
FrameIndex PLD2 D 0 36
FrameIndex PLD2 E 0 37
FrameIndex PLD2 F 0 38
FrameIndex PLD2 G 0 39
FrameIndex PLD2 H 0 40
FrameIndex PLD2 I 0 41
FrameIndex PLD2 J 0 42
FrameIndex PLD2 K 0 43
FrameIndex PLD2 L 0 44
FrameIndex PLD2 M 0 45
FrameIndex PLD2 N 0 46
FrameIndex PLD2 O 0 47
FrameIndex PLD2 P 0 48
// Dead3 (Fall forward)
FrameIndex PLD3 A 0 49
FrameIndex PLD3 B 0 50
FrameIndex PLD3 C 0 51
FrameIndex PLD3 D 0 52
FrameIndex PLD3 E 0 53
FrameIndex PLD3 F 0 54
FrameIndex PLD3 G 0 55
FrameIndex PLD3 H 0 56
FrameIndex PLD3 I 0 57
FrameIndex PLD3 J 0 58
FrameIndex PLD3 K 0 59
FrameIndex PLD3 L 0 60
FrameIndex PLD3 M 0 61
// Dead4 (Decapitate)
FrameIndex PLD4 A 0 62
FrameIndex PLD4 B 0 63
FrameIndex PLD4 C 0 64
FrameIndex PLD4 D 0 65
FrameIndex PLD4 E 0 66
FrameIndex PLD4 F 0 67
FrameIndex PLD4 G 0 68
FrameIndex PLD4 H 0 69
FrameIndex PLD4 I 0 70
FrameIndex PLD4 J 0 71
FrameIndex PLD4 K 0 72
FrameIndex PLD4 L 0 73
FrameIndex PLD4 M 0 74
FrameIndex PLD4 N 0 75
FrameIndex PLD4 O 0 76
FrameIndex PLD4 P 0 77
// Dead5 (Torso blown off)
FrameIndex PLD5 A 0 78
FrameIndex PLD5 B 0 79
FrameIndex PLD5 C 0 80
FrameIndex PLD5 D 0 81
FrameIndex PLD5 E 0 82
FrameIndex PLD5 F 0 83
FrameIndex PLD5 G 0 84
FrameIndex PLD5 H 0 85
FrameIndex PLD5 I 0 86
FrameIndex PLD5 J 0 87
FrameIndex PLD5 K 0 88
FrameIndex PLD5 L 0 89
FrameIndex PLD5 M 0 90
FrameIndex PLD5 N 0 91
FrameIndex PLD5 O 0 92
FrameIndex PLD5 P 0 93
FrameIndex PLD5 Q 0 94
FrameIndex PLD5 R 0 95
FrameIndex PLD5 S 0 96
FrameIndex PLD5 T 0 97
FrameIndex PLD5 U 0 98
FrameIndex PLD5 V 0 99
FrameIndex PLD5 W 0 100
// Dead6 (SPIN)
FrameIndex PLD6 A 0 101
FrameIndex PLD6 B 0 102
FrameIndex PLD6 C 0 103
FrameIndex PLD6 D 0 104
FrameIndex PLD6 E 0 105
FrameIndex PLD6 F 0 106
FrameIndex PLD6 G 0 107
FrameIndex PLD6 H 0 108
FrameIndex PLD6 I 0 109
FrameIndex PLD6 J 0 110
FrameIndex PLD6 K 0 111
FrameIndex PLD6 L 0 112
FrameIndex PLD6 M 0 113
FrameIndex PLD6 N 0 114
FrameIndex PLD6 O 0 115
FrameIndex PLD6 P 0 116
FrameIndex PLD6 Q 0 117
FrameIndex PLD6 R 0 118
FrameIndex PLD6 S 0 119
FrameIndex PLD6 T 0 120
FrameIndex PLD6 U 0 121
FrameIndex PLD6 V 0 122
FrameIndex PLD6 W 0 123
FrameIndex PLD6 X 0 124
FrameIndex PLD6 Y 0 125
FrameIndex PLD6 Z 0 126
FrameIndex PLD6 [ 0 127
FrameIndex PLD6 \ 0 128
// Dead7 (Faint)
FrameIndex PLD7 A 0 129
FrameIndex PLD7 B 0 130
FrameIndex PLD7 C 0 131
FrameIndex PLD7 D 0 132
FrameIndex PLD7 E 0 133
FrameIndex PLD7 F 0 134
FrameIndex PLD7 G 0 135
FrameIndex PLD7 H 0 136
FrameIndex PLD7 I 0 137
FrameIndex PLD7 J 0 138
FrameIndex PLD7 K 0 139
FrameIndex PLD7 L 0 140
FrameIndex PLD7 M 0 141
FrameIndex PLD7 N 0 142
FrameIndex PLD7 O 0 143
FrameIndex PLD7 P 0 144
FrameIndex PLD7 Q 0 145
FrameIndex PLD7 R 0 146
FrameIndex PLD7 S 0 147
FrameIndex PLD7 T 0 148
FrameIndex PLD7 U 0 149
// Taunt1
FrameIndex PLT1 A 0 473
FrameIndex PLT1 B 0 474
FrameIndex PLT1 C 0 475
FrameIndex PLT1 D 0 476
FrameIndex PLT1 E 0 477
FrameIndex PLT1 F 0 478
FrameIndex PLT1 G 0 479
// Victory
FrameIndex PLT2 A 0 526
FrameIndex PLT2 B 0 527
FrameIndex PLT2 C 0 528
FrameIndex PLT2 D 0 529
FrameIndex PLT2 E 0 530
FrameIndex PLT2 F 0 531
FrameIndex PLT2 G 0 532
FrameIndex PLT2 H 0 533
FrameIndex PLT2 I 0 534
FrameIndex PLT2 J 0 535
FrameIndex PLT2 K 0 536
FrameIndex PLT2 L 0 537
FrameIndex PLT2 M 0 538
FrameIndex PLT2 N 0 539
FrameIndex PLT2 O 0 540
FrameIndex PLT2 P 0 541
FrameIndex PLT2 Q 0 542
FrameIndex PLT2 R 0 543
FrameIndex PLT2 S 0 544
FrameIndex PLT2 T 0 545
FrameIndex PLT2 U 0 546
FrameIndex PLT2 V 0 547
FrameIndex PLT2 W 0 548
FrameIndex PLT2 X 0 549
FrameIndex PLT2 Y 0 550
// Wave
FrameIndex PLT3 A 0 551
FrameIndex PLT3 B 0 552
FrameIndex PLT3 C 0 553
FrameIndex PLT3 D 0 554
FrameIndex PLT3 E 0 555
FrameIndex PLT3 F 0 556
FrameIndex PLT3 G 0 557
FrameIndex PLT3 H 0 558
FrameIndex PLT3 I 0 559
FrameIndex PLT3 J 0 560
FrameIndex PLT3 K 0 561
FrameIndex PLT3 L 0 562
FrameIndex PLT3 M 0 563
FrameIndex PLT3 N 0 564
FrameIndex PLT3 O 0 565
}

266
modeldef.male3 Normal file
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Model "UPlayerMale3"
{
Path "models"
Model 0 "Male3_d.3d"
SurfaceSkin 0 0 "Dante.png"
SurfaceSkin 0 1 "GunPick1.png"
Scale 0.216 0.18 0.18
Offset 4 -5 28
RollOffset -90
AngleOffset -90
IGNORETRANSLATION // I'll figure out eventually how to make color changes work, but for now this is it
// Still
FrameIndex PLAY A 0 480
FrameIndex PLAY B 0 481
FrameIndex PLAY C 0 482
FrameIndex PLAY D 0 483
FrameIndex PLAY E 0 484
FrameIndex PLAY F 0 485
FrameIndex PLAY G 0 486
// Still (Air)
FrameIndex PLYA A 0 181
// Land
FrameIndex PLYL A 0 183
// Still (Swim)
FrameIndex PLYS A 0 315
FrameIndex PLYS B 0 317
FrameIndex PLYS C 0 319
FrameIndex PLYS D 0 321
FrameIndex PLYS E 0 323
FrameIndex PLYS F 0 325
FrameIndex PLYS G 0 327
// Run
FrameIndex PLAY H 0 212
FrameIndex PLAY I 0 214
FrameIndex PLAY J 0 216
FrameIndex PLAY K 0 218
FrameIndex PLAY L 0 220
// Run (Swim)
FrameIndex PLYS H 0 285
FrameIndex PLYS I 0 288
FrameIndex PLYS J 0 291
FrameIndex PLYS K 0 294
FrameIndex PLYS L 0 297
// Fire (Loop)
FrameIndex PLAY R 0 252
FrameIndex PLAY S 0 255
FrameIndex PLAY T 0 258
FrameIndex PLAY U 0 261
FrameIndex PLAY V 0 264
// Fire (Single)
FrameIndex PLAY M 0 267
FrameIndex PLAY N 0 269
FrameIndex PLAY O 0 271
FrameIndex PLAY P 0 273
FrameIndex PLAY Q 0 275
// Pain
FrameIndex PLAY W 0 0 // gut
FrameIndex PLAY X 0 180 // head
FrameIndex PLAY Y 0 185 // left
FrameIndex PLAY Z 0 211 // right
// Reload
FrameIndex PLYR A 0 493
FrameIndex PLYR B 0 494
FrameIndex PLYR C 0 495
FrameIndex PLYR D 0 496
FrameIndex PLYR E 0 497
FrameIndex PLYR F 0 498
FrameIndex PLYR G 0 499
FrameIndex PLYR H 0 500
// Crouch
FrameIndex PLYC A 0 150
FrameIndex PLYC B 0 153
FrameIndex PLYC C 0 156
FrameIndex PLYC D 0 159
FrameIndex PLYC E 0 162
// Turn
FrameIndex PLYT A 0 385
FrameIndex PLYT B 0 386
// Dead1 (Backflip)
FrameIndex PLD1 A 0 445
FrameIndex PLD1 B 0 446
FrameIndex PLD1 C 0 447
FrameIndex PLD1 D 0 448
FrameIndex PLD1 E 0 449
FrameIndex PLD1 F 0 450
FrameIndex PLD1 G 0 451
FrameIndex PLD1 H 0 452
FrameIndex PLD1 I 0 453
FrameIndex PLD1 J 0 454
FrameIndex PLD1 K 0 455
FrameIndex PLD1 L 0 456
FrameIndex PLD1 M 0 457
// Dead2 (Fall back)
FrameIndex PLD2 A 0 33
FrameIndex PLD2 B 0 34
FrameIndex PLD2 C 0 35
FrameIndex PLD2 D 0 36
FrameIndex PLD2 E 0 37
FrameIndex PLD2 F 0 38
FrameIndex PLD2 G 0 39
FrameIndex PLD2 H 0 40
FrameIndex PLD2 I 0 41
FrameIndex PLD2 J 0 42
FrameIndex PLD2 K 0 43
FrameIndex PLD2 L 0 44
FrameIndex PLD2 M 0 45
FrameIndex PLD2 N 0 46
FrameIndex PLD2 O 0 47
FrameIndex PLD2 P 0 48
// Dead3 (Fall forward)
FrameIndex PLD3 A 0 49
FrameIndex PLD3 B 0 50
FrameIndex PLD3 C 0 51
FrameIndex PLD3 D 0 52
FrameIndex PLD3 E 0 53
FrameIndex PLD3 F 0 54
FrameIndex PLD3 G 0 55
FrameIndex PLD3 H 0 56
FrameIndex PLD3 I 0 57
FrameIndex PLD3 J 0 58
FrameIndex PLD3 K 0 59
FrameIndex PLD3 L 0 60
FrameIndex PLD3 M 0 61
// Dead4 (Decapitate)
FrameIndex PLD4 A 0 62
FrameIndex PLD4 B 0 63
FrameIndex PLD4 C 0 64
FrameIndex PLD4 D 0 65
FrameIndex PLD4 E 0 66
FrameIndex PLD4 F 0 67
FrameIndex PLD4 G 0 68
FrameIndex PLD4 H 0 69
FrameIndex PLD4 I 0 70
FrameIndex PLD4 J 0 71
FrameIndex PLD4 K 0 72
FrameIndex PLD4 L 0 73
FrameIndex PLD4 M 0 74
FrameIndex PLD4 N 0 75
FrameIndex PLD4 O 0 76
FrameIndex PLD4 P 0 77
// Dead5 (Torso blown off)
FrameIndex PLD5 A 0 78
FrameIndex PLD5 B 0 79
FrameIndex PLD5 C 0 80
FrameIndex PLD5 D 0 81
FrameIndex PLD5 E 0 82
FrameIndex PLD5 F 0 83
FrameIndex PLD5 G 0 84
FrameIndex PLD5 H 0 85
FrameIndex PLD5 I 0 86
FrameIndex PLD5 J 0 87
FrameIndex PLD5 K 0 88
FrameIndex PLD5 L 0 89
FrameIndex PLD5 M 0 90
FrameIndex PLD5 N 0 91
FrameIndex PLD5 O 0 92
FrameIndex PLD5 P 0 93
FrameIndex PLD5 Q 0 94
FrameIndex PLD5 R 0 95
FrameIndex PLD5 S 0 96
FrameIndex PLD5 T 0 97
FrameIndex PLD5 U 0 98
FrameIndex PLD5 V 0 99
FrameIndex PLD5 W 0 100
// Dead6 (SPIN)
FrameIndex PLD6 A 0 101
FrameIndex PLD6 B 0 102
FrameIndex PLD6 C 0 103
FrameIndex PLD6 D 0 104
FrameIndex PLD6 E 0 105
FrameIndex PLD6 F 0 106
FrameIndex PLD6 G 0 107
FrameIndex PLD6 H 0 108
FrameIndex PLD6 I 0 109
FrameIndex PLD6 J 0 110
FrameIndex PLD6 K 0 111
FrameIndex PLD6 L 0 112
FrameIndex PLD6 M 0 113
FrameIndex PLD6 N 0 114
FrameIndex PLD6 O 0 115
FrameIndex PLD6 P 0 116
FrameIndex PLD6 Q 0 117
FrameIndex PLD6 R 0 118
FrameIndex PLD6 S 0 119
FrameIndex PLD6 T 0 120
FrameIndex PLD6 U 0 121
FrameIndex PLD6 V 0 122
FrameIndex PLD6 W 0 123
FrameIndex PLD6 X 0 124
FrameIndex PLD6 Y 0 125
FrameIndex PLD6 Z 0 126
FrameIndex PLD6 [ 0 127
FrameIndex PLD6 \ 0 128
// Dead7 (Faint)
FrameIndex PLD7 A 0 129
FrameIndex PLD7 B 0 130
FrameIndex PLD7 C 0 131
FrameIndex PLD7 D 0 132
FrameIndex PLD7 E 0 133
FrameIndex PLD7 F 0 134
FrameIndex PLD7 G 0 135
FrameIndex PLD7 H 0 136
FrameIndex PLD7 I 0 137
FrameIndex PLD7 J 0 138
FrameIndex PLD7 K 0 139
FrameIndex PLD7 L 0 140
FrameIndex PLD7 M 0 141
FrameIndex PLD7 N 0 142
FrameIndex PLD7 O 0 143
FrameIndex PLD7 P 0 144
FrameIndex PLD7 Q 0 145
FrameIndex PLD7 R 0 146
FrameIndex PLD7 S 0 147
FrameIndex PLD7 T 0 148
FrameIndex PLD7 U 0 149
// Taunt1
FrameIndex PLT1 A 0 473
FrameIndex PLT1 B 0 474
FrameIndex PLT1 C 0 475
FrameIndex PLT1 D 0 476
FrameIndex PLT1 E 0 477
FrameIndex PLT1 F 0 478
FrameIndex PLT1 G 0 479
// Victory
FrameIndex PLT2 A 0 526
FrameIndex PLT2 B 0 527
FrameIndex PLT2 C 0 528
FrameIndex PLT2 D 0 529
FrameIndex PLT2 E 0 530
FrameIndex PLT2 F 0 531
FrameIndex PLT2 G 0 532
FrameIndex PLT2 H 0 533
FrameIndex PLT2 I 0 534
FrameIndex PLT2 J 0 535
FrameIndex PLT2 K 0 536
FrameIndex PLT2 L 0 537
FrameIndex PLT2 M 0 538
FrameIndex PLT2 N 0 539
FrameIndex PLT2 O 0 540
FrameIndex PLT2 P 0 541
FrameIndex PLT2 Q 0 542
FrameIndex PLT2 R 0 543
FrameIndex PLT2 S 0 544
FrameIndex PLT2 T 0 545
FrameIndex PLT2 U 0 546
FrameIndex PLT2 V 0 547
FrameIndex PLT2 W 0 548
FrameIndex PLT2 X 0 549
FrameIndex PLT2 Y 0 550
// Wave
FrameIndex PLT3 A 0 551
FrameIndex PLT3 B 0 552
FrameIndex PLT3 C 0 553
FrameIndex PLT3 D 0 554
FrameIndex PLT3 E 0 555
FrameIndex PLT3 F 0 556
FrameIndex PLT3 G 0 557
FrameIndex PLT3 H 0 558
FrameIndex PLT3 I 0 559
FrameIndex PLT3 J 0 560
FrameIndex PLT3 K 0 561
FrameIndex PLT3 L 0 562
FrameIndex PLT3 M 0 563
FrameIndex PLT3 N 0 564
FrameIndex PLT3 O 0 565
}

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