#using_animtree( "generic_human" ); main() { /*----------------------- EXPLOSIVE BREACH (LEFT SIDE) -------------------------*/ level.maxDetpackDamage = 100; // max damage done by breach detpacks level.minDetpackDamage = 50; // max damage done by breach detpacks level.detpackStunRadius = 250; // how close enemies have to be to detpack to be stunned level.door_objmodel = "com_door_breach_left_obj"; level.stunnedAnimNumber = 1; precacheModel( level.door_objmodel ); precacheModel( "weapon_detcord" ); level.scr_anim[ "generic" ][ "detcord_stack_left_start_01" ] = %breach_stackL_approach; level.scr_anim[ "generic" ][ "detcord_stack_left_start_02" ] = %breach_explosive_approach; level.scr_anim[ "generic" ][ "detcord_stack_left_start_no_approach_01" ] = %explosivebreach_v1_stackL_idle; level.scr_anim[ "generic" ][ "detcord_stack_left_start_no_approach_02" ] = %explosivebreach_v1_detcord_idle; level.scr_anim[ "generic" ][ "detcord_stack_leftidle_01" ][ 0 ] = %explosivebreach_v1_stackL_idle; level.scr_anim[ "generic" ][ "detcord_stack_leftidle_02" ][ 0 ] = %explosivebreach_v1_detcord_idle; level.scr_anim[ "generic" ][ "detcord_stack_leftbreach_01" ] = %explosivebreach_v1_stackL; level.scr_anim[ "generic" ][ "detcord_stack_leftbreach_02" ] = %explosivebreach_v1_detcord; level.scr_anim[ "generic" ][ "exposed_flashbang_v1" ] = %exposed_flashbang_v1; level.scr_anim[ "generic" ][ "exposed_flashbang_v2" ] = %exposed_flashbang_v2; }