#include maps\_anim; #include maps\_utility; #include common_scripts\utility; main() { generic_human(); linebook(); player(); props(); } #using_animtree( "generic_human" ); generic_human() { level.scr_anim[ "shotgun" ][ "stand_reload" ] = %shotgun_stand_reload_c; level.scr_anim[ "m4" ][ "stand_reload" ] = %exposed_reload; level.scr_anim[ "makarov" ][ "stand_reload" ] = %exposed_reload; level.scr_anim[ "saw" ][ "stand_reload" ] = %exposed_reload; level.scr_anim[ "generic" ][ "casual_killer_walk_wave" ] = %casual_killer_walk_wave; level.scr_anim[ "generic" ][ "casual_killer_walk_point" ] = %casual_killer_walk_point; level.scr_anim[ "generic" ][ "casual_killer_walk_stop" ] = %casual_killer_walk_stop; level.scr_anim[ "generic" ][ "casual_killer_walk_start" ] = %casual_killer_walk_start; level.scr_anim[ "generic" ][ "casual_killer_jog_stop" ] = %casual_killer_jog_stop; level.scr_anim[ "generic" ][ "casual_killer_jog_start" ] = %casual_killer_jog_start; level.scr_anim[ "generic" ][ "casual_killer_stand_aim5" ][0] = %casual_killer_stand_aim5; level.scr_anim[ "generic" ][ "casual_killer_flinch" ] = %casual_killer_flinch; level.scr_anim[ "generic" ][ "casual_killer_weapon_swap" ] = %casual_killer_walk_F_weapon_swap; // SIGNALS level.scr_anim[ "generic" ][ "stand_exposed_wave_move_out" ] = %stand_exposed_wave_move_out; level.scr_anim[ "generic" ][ "stand_exposed_wave_halt_v2" ] = %stand_exposed_wave_halt_v2; level.scr_anim[ "generic" ][ "CornerStndR_alert_signal_move_out" ] = %CornerStndR_alert_signal_move_out; level.scr_anim[ "generic" ][ "CornerStndR_alert_signal_stopstay_down" ] = %CornerStndR_alert_signal_stopstay_down; level.scr_anim[ "generic" ][ "CornerStndR_alert_signal_enemy_spotted" ] = %CornerStndR_alert_signal_enemy_spotted; // ELEVATOR SCENE level.scr_anim[ "shotgun" ][ "elevator_scene" ] = %airport_elevator_sequence_guy1; level.scr_anim[ "makarov" ][ "elevator_scene" ] = %airport_elevator_sequence_guy2; level.scr_anim[ "saw" ][ "elevator_scene" ] = %airport_elevator_sequence_guy3; level.scr_anim[ "m4" ][ "elevator_scene" ] = %airport_elevator_sequence_guy4; //addNotetrack_dialogue( "shotgun", "airport_at1_nosurv_ps", "elevator_scene", "airport_at1_nosurv" ); //addNotetrack_dialogue( "makarov", "airport_mkv_noruss_ps", "elevator_scene", "airport_mkv_noruss" ); level.scr_anim[ "generic" ][ "makarov_elevator_reload" ] = %stand_2_melee_1; level.scr_anim[ "generic" ][ "m4_elevator_reload" ] = %exposed_reloadb; level.scr_anim[ "generic" ][ "shotgun_elevator_reload" ] = %exposed_pain_face; level.scr_anim[ "generic" ][ "saw_elevator_reload" ] = %exposed_reload; level.scr_anim[ "generic" ][ "m4_elevator_idle" ][0] = %corner_standL_alert_idle; level.scr_anim[ "generic" ][ "shotgun_elevator_idle" ][0] = %corner_standR_alert_idle; //LOBBY SCENE level.scr_anim[ "generic" ][ "civilian_texting_standing" ][0] = %civilian_texting_standing; level.scr_anim[ "generic" ][ "civilian_atm" ][0] = %civilian_atm; level.scr_anim[ "generic" ][ "civilian_stand_idle" ][0] = %civilian_stand_idle; level.scr_anim[ "generic" ][ "unarmed_cowerstand_idle" ][0] = %unarmed_cowerstand_idle; level.scr_anim[ "generic" ][ "airport_civ_in_line_6_A" ] = %airport_civ_in_line_6_A; level.scr_anim[ "generic" ][ "airport_civ_in_line_6_A_reaction" ] = %airport_civ_in_line_6_A_reaction; level.scr_anim[ "generic" ][ "airport_civ_in_line_6_B" ] = %airport_civ_in_line_6_B; level.scr_anim[ "generic" ][ "airport_civ_in_line_6_B_reaction" ] = %airport_civ_in_line_6_B_reaction; level.scr_anim[ "generic" ][ "airport_civ_in_line_6_C" ] = %airport_civ_in_line_6_C; level.scr_anim[ "generic" ][ "airport_civ_in_line_6_C_reaction" ] = %airport_civ_in_line_6_C_reaction; level.scr_anim[ "generic" ][ "airport_civ_in_line_9_A" ] = %airport_civ_in_line_9_A; level.scr_anim[ "generic" ][ "airport_civ_in_line_9_A_reaction" ] = %airport_civ_in_line_9_A_reaction; level.scr_anim[ "generic" ][ "airport_civ_in_line_9_B" ] = %airport_civ_in_line_9_B; level.scr_anim[ "generic" ][ "airport_civ_in_line_9_B_reaction" ] = %airport_civ_in_line_9_B_reaction; level.scr_anim[ "generic" ][ "airport_civ_in_line_9_C" ] = %airport_civ_in_line_9_C; level.scr_anim[ "generic" ][ "airport_civ_in_line_9_C_reaction" ] = %airport_civ_in_line_9_C_reaction; level.scr_anim[ "generic" ][ "airport_civ_in_line_10_A" ] = %airport_civ_in_line_10_A; level.scr_anim[ "generic" ][ "airport_civ_in_line_10_A_reaction" ] = %airport_civ_in_line_10_A_reaction; level.scr_anim[ "generic" ][ "airport_civ_in_line_10_B" ] = %airport_civ_in_line_10_B; level.scr_anim[ "generic" ][ "airport_civ_in_line_10_B_reaction" ] = %airport_civ_in_line_10_B_reaction; level.scr_anim[ "generic" ][ "airport_civ_in_line_10_C" ] = %airport_civ_in_line_10_C; level.scr_anim[ "generic" ][ "airport_civ_in_line_10_C_reaction" ] = %airport_civ_in_line_10_C_reaction; level.scr_anim[ "generic" ][ "airport_civ_in_line_12_A" ] = %airport_civ_in_line_12_A; level.scr_anim[ "generic" ][ "airport_civ_in_line_12_A_reaction" ] = %airport_civ_in_line_12_A_reaction; level.scr_anim[ "generic" ][ "airport_civ_in_line_12_B" ] = %airport_civ_in_line_12_B; level.scr_anim[ "generic" ][ "airport_civ_in_line_12_B_reaction" ] = %airport_civ_in_line_12_B_reaction; level.scr_anim[ "generic" ][ "airport_civ_in_line_12_C" ] = %airport_civ_in_line_12_C; level.scr_anim[ "generic" ][ "airport_civ_in_line_12_C_reaction" ] = %airport_civ_in_line_12_C_reaction; level.scr_anim[ "generic" ][ "airport_civ_in_line_15_A" ] = %airport_civ_in_line_15_A; level.scr_anim[ "generic" ][ "airport_civ_in_line_15_A_reaction" ] = %airport_civ_in_line_15_A_reaction; level.scr_anim[ "generic" ][ "airport_civ_in_line_15_B" ] = %airport_civ_in_line_15_B; level.scr_anim[ "generic" ][ "airport_civ_in_line_15_B_reaction" ] = %airport_civ_in_line_15_B_reaction; level.scr_anim[ "generic" ][ "airport_civ_in_line_15_C" ] = %airport_civ_in_line_15_C; level.scr_anim[ "generic" ][ "airport_civ_in_line_15_C_reaction" ] = %airport_civ_in_line_15_C_reaction; level.scr_anim[ "generic" ][ "airport_civ_in_line_13_A" ] = %airport_civ_in_line_13_A; level.scr_anim[ "generic" ][ "airport_civ_in_line_13_A_reaction" ] = %airport_civ_in_line_13_A_reaction; level.scr_anim[ "generic" ][ "airport_civ_in_line_13_C" ] = %airport_civ_in_line_13_C; level.scr_anim[ "generic" ][ "airport_civ_in_line_13_C_reaction" ] = %airport_civ_in_line_13_C_reaction; level.scr_anim[ "generic" ][ "exposed_crouch_death_flip" ] = %exposed_crouch_death_flip; level.scr_anim[ "generic" ][ "stairs_up" ][0] = %traverse_stair_run_01; level.scr_anim[ "generic" ][ "stairs_up" ][1] = %run_react_stumble; level.scr_anim[ "generic" ][ "stairs_up_weights" ][0] = 3; level.scr_anim[ "generic" ][ "stairs_up_weights" ][1] = 1; //RIOTSHIELD BEHAVIOR level.scr_anim[ "generic" ][ "riotshield_run" ] = %riotshield_run_F; level.scr_anim[ "generic" ][ "riotshield_sprint" ] = %riotshield_sprint; //CASUAL KILLER level.scr_anim[ "generic" ][ "casual_killer_jog_A" ] = %casual_killer_jog_A; level.scr_anim[ "generic" ][ "casual_killer_jog_B" ] = %casual_killer_jog_B; level.scr_anim[ "generic" ][ "casual_killer_jog" ][0] = %casual_killer_jog_B; level.scr_anim[ "generic" ][ "casual_killer_jog" ][1] = %casual_killer_jog_A; level.scr_anim[ "generic" ][ "casual_killer_walk_F" ] = %casual_killer_walk_F; level.scr_anim[ "generic" ][ "casual_killer_walk_R" ] = %casual_killer_walk_R; level.scr_anim[ "generic" ][ "casual_killer_walk_L" ] = %casual_killer_walk_L; //casual_killer_walk_shoot_F_aimdown //casual_killer_walk_shoot_L_aimdown //casual_killer_walk_shoot_R_aimdown //CASUAL DYNAMIC RUN SPEED level.scr_anim[ "generic" ][ "DRS_sprint" ] = undefined; level.scr_anim[ "generic" ][ "DRS_sprint" ][0] = %casual_killer_jog_B; level.scr_anim[ "generic" ][ "DRS_sprint" ][1] = %casual_killer_jog_A; level.scr_anim[ "generic" ][ "DRS_run" ] = undefined; level.scr_anim[ "generic" ][ "DRS_combat_jog" ] = undefined; level.scr_anim[ "generic" ][ "DRS_run_2_stop" ] = %patrol_bored_walk_2_bored; // run_2_stand_F_6; level.scr_anim[ "generic" ][ "DRS_stop_idle" ][ 0 ] = %patrol_bored_idle; level.scr_anim[ "generic" ][ "signal_go" ] = undefined; //SECURITY GUARD DESK level.scr_anim[ "generic" ][ "airport_security_guard_2" ] = %airport_security_guard_2; addNotetrack_customFunction( "generic", "bodyshot", ::kill_guy, "airport_security_guard_2" ); level.scr_anim[ "generic" ][ "airport_security_guard_3" ] = %airport_security_guard_3; addNotetrack_customFunction( "generic", "headshot", ::kill_guy, "airport_security_guard_3" ); level.scr_anim[ "generic" ][ "airport_security_guard_4" ] = %airport_security_guard_4; addNotetrack_customFunction( "generic", "headshot", ::kill_guy, "airport_security_guard_4" ); //DEAD BODIES level.scr_anim[ "generic" ][ "corner_standR_death_grenade_explode" ]= %corner_standR_death_grenade_explode; level.scr_anim[ "generic" ][ "dying_crawl_death_v3" ] = %dying_crawl_death_v3; level.scr_anim[ "generic" ][ "run_death_facedown" ] = %run_death_facedown; level.scr_anim[ "generic" ][ "dying_back_death_v2" ] = %dying_back_death_v2; level.scr_anim[ "generic" ][ "coverstand_death_right" ] = %coverstand_death_right; level.scr_anim[ "generic" ][ "covercrouch_death_3" ] = %covercrouch_death_3; //BACK LOBBY level.scr_anim[ "generic" ][ "civ_run_array" ][ 0 ] = %civilian_run_hunched_A; level.scr_anim[ "generic" ][ "civ_run_array" ][ 1 ] = %civilian_run_hunched_C; level.scr_anim[ "generic" ][ "civ_run_array" ][ 2 ] = %civilian_run_hunched_flinch; level.scr_anim[ "generic" ][ "civilian_run_hunched_flinch" ] = %civilian_run_hunched_flinch; level.scr_anim[ "generic" ][ "unarmed_cowercrouch_idle" ][0] = %unarmed_cowercrouch_idle; level.scr_anim[ "generic" ][ "unarmed_cowercrouch_idle_reach" ] = %unarmed_cowercrouch_idle; level.scr_anim[ "generic" ][ "unarmed_cowercrouch_idle_duck" ][0] = %unarmed_cowercrouch_idle_duck; level.scr_anim[ "generic" ][ "unarmed_cowercrouch_duck" ] = %unarmed_cowercrouch_idle_duck; level.scr_anim[ "generic" ][ "unarmed_cowercrouch_react_A" ] = %unarmed_cowercrouch_react_A; level.scr_anim[ "generic" ][ "unarmed_cowercrouch_react_B" ] = %unarmed_cowercrouch_react_B; level.scr_anim[ "generic" ][ "unarmed_cowerstand_pointidle" ][0] = %unarmed_cowerstand_pointidle; level.scr_anim[ "generic" ][ "cliffhanger_capture_Price_idle" ][0] = %cliffhanger_capture_Price_idle; level.scr_anim[ "generic" ][ "cliffhanger_capture_Price_idle_reach" ] = %cliffhanger_capture_Price_idle; level.scr_anim[ "generic" ][ "exposed_squat_idle_grenade_F" ][0] = %exposed_squat_idle_grenade_F; level.scr_anim[ "generic" ][ "exposed_squat_idle_grenade_F_reach" ] = %exposed_squat_idle_grenade_F; level.scr_anim[ "generic" ][ "coup_civilians_interrogated_civilian_v1" ][0] = %coup_civilians_interrogated_civilian_v1; level.scr_anim[ "generic" ][ "coup_civilians_interrogated_civilian_v1_reach" ] = %coup_civilians_interrogated_civilian_v1; level.scr_anim[ "generic" ][ "coup_civilians_interrogated_civilian_v3" ][0] = %coup_civilians_interrogated_civilian_v3; level.scr_anim[ "generic" ][ "run_pain_fallonknee" ] = %run_pain_fallonknee; level.scr_anim[ "generic" ][ "breach_react_desk_v5" ] = %breach_react_desk_v5; level.scr_anim[ "generic" ][ "breach_react_desk_v6" ] = %breach_react_desk_v6; level.scr_anim[ "generic" ][ "crouch_2run_L" ] = %crouch_2run_L; level.scr_anim[ "generic" ][ "stand_2_run_L" ] = %stand_2_run_L; level.scr_anim[ "generic" ][ "stand_2_run_F_2" ] = %stand_2_run_F_2; level.scr_anim[ "generic" ][ "slide_across_car" ] = %slide_across_car; level.scr_anim[ "generic" ][ "slide_across_car_death" ] = %slide_across_car_death; addNotetrack_customFunction( "generic", "traverse_death", ::slide_death, "slide_across_car" ); level.scr_anim[ "generic" ][ "melee_f_awin_attack" ] = %melee_f_awin_attack; level.scr_anim[ "generic" ][ "melee_f_awin_defend" ] = %melee_f_awin_defend; addNotetrack_customFunction( "generic", "sync", :: allowdeath_off, "melee_f_awin_defend" ); // addNotetrack_customFunction( "generic", "bodyfall large", :: allowdeath_on, "melee_f_awin_defend" ); addNotetrack_customFunction( "generic", "bodyfall large", :: allowdeath_off_wait, "melee_f_awin_defend" ); level.scr_anim[ "generic" ][ "cliffhanger_Price_intro_idle" ][0] = %cliffhanger_Price_intro_idle; level.scr_anim[ "generic" ][ "crawl_death_front" ] = %crawl_death_front; //STAIRS level.scr_anim[ "generic" ][ "run_react_180" ] = %run_reaction_180; level.scr_anim[ "generic" ][ "run_turn_180" ] = %run_turn_180; level.scr_anim[ "generic" ][ "airport_civ_fear_drop_5" ] = %airport_civ_fear_drop_5; level.scr_anim[ "generic" ][ "airport_civ_fear_drop_6" ] = %airport_civ_fear_drop_6; level.scr_anim[ "generic" ][ "run_stumble0" ] = %run_pain_fallonknee; level.scr_anim[ "generic" ][ "run_stumble1" ] = %run_pain_fallonknee; level.scr_anim[ "generic" ][ "run_stumble2" ] = %run_pain_fallonknee; level.scr_anim[ "generic" ][ "run_death0" ] = %run_death_facedown; level.scr_anim[ "generic" ][ "run_death1" ] = %run_death_roll; level.scr_anim[ "generic" ][ "run_death2" ] = %airport_security_guard_3_reaction; level.scr_anim[ "generic" ][ "run_death3" ] = %airport_security_guard_4_reaction; level.scr_anim[ "generic" ][ "unarmed_cowerstand_react" ] = %unarmed_cowerstand_react; level.scr_anim[ "generic" ][ "unarmed_cowerstand_react_2_crouch" ] = %unarmed_cowerstand_react_2_crouch; level.scr_anim[ "generic" ][ "airport_civ_cower_piller_idle" ][0] = %airport_civ_cower_piller_idle; //UPPERDECK level.scr_anim[ "generic" ][ "DC_Burning_bunker_stumble" ] = %DC_Burning_bunker_stumble; level.scr_anim[ "generic" ][ "DC_Burning_bunker_sit_idle" ][ 0 ] = %DC_Burning_bunker_sit_idle; level.scr_anim[ "generic" ][ "DC_Burning_bunker_react" ] = %DC_Burning_bunker_react; level.scr_anim[ "generic" ][ "airport_civ_pillar_exit" ] = %airport_civ_pillar_exit; level.scr_anim[ "generic" ][ "airport_civ_pillar_exit_death" ] = %airport_civ_pillar_exit_death; level.scr_anim[ "generic" ][ "airport_civ_cellphone_hide" ] = %airport_civ_cellphone_hide; level.scr_anim[ "generic" ][ "airport_civ_cellphone_death" ] = %airport_civ_cellphone_death; level.scr_anim[ "generic" ][ "airport_civ_dying_groupA_kneel" ] = %airport_civ_dying_groupA_kneel; level.scr_anim[ "generic" ][ "airport_civ_dying_groupA_kneel_death" ] = %airport_civ_dying_groupA_kneel_death; level.scr_anim[ "generic" ][ "airport_civ_dying_groupA_lean" ] = %airport_civ_dying_groupA_lean; level.scr_anim[ "generic" ][ "airport_civ_dying_groupB_pull" ] = %airport_civ_dying_groupB_pull; level.scr_anim[ "generic" ][ "airport_civ_dying_groupB_pull_death" ] = %airport_civ_dying_groupB_pull_death; level.scr_anim[ "generic" ][ "airport_civ_dying_groupB_wounded" ] = %airport_civ_dying_groupB_wounded; level.scr_anim[ "generic" ][ "airport_civ_dying_groupB_wounded_death" ] = %airport_civ_dying_groupB_wounded_death; level.scr_anim[ "generic" ][ "dying_crawl_back" ] = %bleedout_crawlB; level.scr_anim[ "generic" ][ "bleedout_crawlB" ] = %bleedout_crawlB; level.scr_anim[ "generic" ][ "dying_back_death_v1" ] = %dying_back_death_v1; level.scr_anim[ "generic" ][ "civilian_leaning_death" ] = %civilian_leaning_death; level.scr_anim[ "generic" ][ "civilian_leaning_death_shot" ] = %civilian_leaning_death_shot; level.scr_anim[ "generic" ][ "civilian_crawl_1" ] = %civilian_crawl_1; level.scr_anim[ "generic" ][ "civilian_crawl_2" ] = %civilian_crawl_2; level.scr_anim[ "generic" ][ "dying_crawl" ] = %dying_crawl; level.scr_anim[ "crawl_death_1" ][ "crawl" ] = %civilian_crawl_1; level.scr_anim[ "crawl_death_1" ][ "death" ][0] = %civilian_crawl_1_death_A; level.scr_anim[ "crawl_death_1" ][ "death" ][1] = %civilian_crawl_1_death_B; level.scr_anim[ "crawl_death_1" ][ "blood_fx_rate" ] = .5; level.scr_anim[ "crawl_death_1" ][ "blood_fx" ] = "blood_drip"; level.scr_anim[ "crawl_death_2" ][ "crawl" ] = %civilian_crawl_2; level.scr_anim[ "crawl_death_2" ][ "death" ][0] = %civilian_crawl_2_death_A; level.scr_anim[ "crawl_death_2" ][ "death" ][1] = %civilian_crawl_2_death_B; level.scr_anim[ "crawl_death_2" ][ "blood_fx_rate" ] = .25; //MASSACRE level.scr_anim[ "generic" ][ "corner_standR_alert_idle" ][0]= %corner_standR_alert_idle; level.scr_anim[ "generic" ][ "corner_standR_trans_IN_2" ] = %corner_standR_trans_IN_2; level.scr_anim[ "generic" ][ "corner_standR_trans_IN_1" ] = %corner_standR_trans_IN_1; level.scr_anim[ "generic" ][ "walk_left" ] = %walk_left; level.scr_anim[ "generic" ][ "stand_2_run_L" ] = %stand_2_run_L; level.scr_anim[ "generic" ][ "run_2_stand_F_6" ] = %run_2_stand_F_6; level.scr_anim[ "generic" ][ "exposed_fast_grenade_F2" ] = %exposed_fast_grenade_F2; addNotetrack_attach( "generic", "grenade_right", "projectile_m67fraggrenade", "TAG_INHAND", "exposed_fast_grenade_F2" ); addNotetrack_detach( "generic", "fire", "projectile_m67fraggrenade", "TAG_INHAND", "exposed_fast_grenade_F2" ); addNotetrack_customFunction( "generic", "fire", ::nadethrow_mak, "exposed_fast_grenade_F2" ); level.scr_anim[ "generic" ][ "airport_security_guard_pillar_react_L" ] = %airport_security_guard_pillar_react_L; addNotetrack_customFunction( "generic", "fire", ::_ignoreme_off, "airport_security_guard_pillar_react_L" ); level.scr_anim[ "generic" ][ "airport_security_guard_pillar_death_L" ] = %airport_security_guard_pillar_death_L; level.scr_anim[ "generic" ][ "airport_security_guard_pillar_react_R" ] = %airport_security_guard_pillar_react_R; addNotetrack_customFunction( "generic", "fire", ::_ignoreme_off, "airport_security_guard_pillar_react_R" ); level.scr_anim[ "generic" ][ "airport_security_guard_pillar_death_R" ] = %airport_security_guard_pillar_death_R; level.scr_anim[ "generic" ][ "airport_security_civ_rush_guard" ] = %airport_security_civ_rush_guard; addNotetrack_customFunction( "generic", "shout", ::cop_shout, "airport_security_civ_rush_guard" ); level.scr_anim[ "generic" ][ "airport_security_civ_rush_guard" ] = %airport_security_civ_rush_guard; addNotetrack_customFunction( "generic", "fire", ::cop_killme, "airport_security_civ_rush_guard" ); level.scr_anim[ "generic" ][ "airport_security_civ_rush_civA" ] = %airport_security_civ_rush_civA; level.scr_anim[ "generic" ][ "airport_security_civ_rush_civB" ] = %airport_security_civ_rush_civB; level.scr_anim[ "generic" ][ "airport_security_civ_rush_civC" ] = %airport_security_civ_rush_civC; level.scr_anim[ "generic" ][ "corner_standL_rambo_jam" ] = %corner_standL_rambo_jam; level.scr_anim[ "generic" ][ "corner_standL_rambo_set" ] = %corner_standL_rambo_set; level.scr_anim[ "generic" ][ "death_shotgun_legs" ] = %death_shotgun_legs; level.scr_anim[ "generic" ][ "exposed_death_falltoknees" ] = %exposed_death_falltoknees; level.scr_anim[ "generic" ][ "exposed_death_falltoknees_02" ] = %exposed_death_falltoknees_02; level.scr_anim[ "generic" ][ "exposed_death_blowback" ] = %exposed_death_blowback; level.scr_anim[ "generic" ][ "covercrouch_blindfire_1" ] = %covercrouch_blindfire_1; level.scr_anim[ "generic" ][ "covercrouch_blindfire_2" ] = %covercrouch_blindfire_2; level.scr_anim[ "generic" ][ "covercrouch_hide_idle" ][0] = %covercrouch_hide_idle; level.scr_anim[ "generic" ][ "walk_backward" ] = %walk_backward; level.scr_anim[ "generic" ][ "exposed_backpedal" ] = %exposed_backpedal; level.scr_anim[ "generic" ][ "react_stand_2_run_180" ] = %react_stand_2_run_180; level.scr_anim[ "generic" ][ "exposed_crouch_2_stand" ] = %exposed_crouch_2_stand; level.scr_anim[ "generic" ][ "death_explosion_stand_L_v3" ] = %death_explosion_stand_L_v3; level.scr_anim[ "generic" ][ "death_explosion_stand_R_v1" ] = %death_explosion_stand_R_v1; level.scr_anim[ "generic" ][ "death_explosion_stand_B_v1" ] = %death_explosion_stand_B_v1; level.scr_anim[ "generic" ][ "death_explosion_stand_B_v3" ] = %death_explosion_stand_B_v3; level.scr_anim[ "generic" ][ "death_explosion_stand_B_v4" ] = %death_explosion_stand_B_v4; level.scr_anim[ "generic" ][ "death_explosion_run_R_v1" ] = %death_explosion_run_R_v1; level.scr_anim[ "generic" ][ "death_explosion_run_R_v2" ] = %death_explosion_run_R_v2; level.scr_anim[ "generic" ][ "death_explosion_run_L_v1" ] = %death_explosion_run_L_v1; level.scr_anim[ "generic" ][ "death_explosion_run_L_v2" ] = %death_explosion_run_L_v2; level.scr_anim[ "generic" ][ "death_explosion_run_B_v1" ] = %death_explosion_run_B_v1; level.scr_anim[ "generic" ][ "death_explosion_run_B_v2" ] = %death_explosion_run_B_v2; level.scr_anim[ "generic" ][ "death_explosion_run_F_v1" ] = %death_explosion_run_F_v1; level.scr_anim[ "generic" ][ "death_explosion_run_F_v2" ] = %death_explosion_run_F_v2; level.scr_anim[ "generic" ][ "corner_standL_alert_idle_reach" ] = %corner_standL_alert_idle; level.scr_anim[ "generic" ][ "corner_standL_alert_idle" ][0] = %corner_standL_alert_idle; level.scr_anim[ "generic" ][ "corner_standR_alert_idle" ][0] = %corner_standR_alert_idle; level.scr_anim[ "generic" ][ "exposed_grenadeThrowB" ] = %exposed_grenadeThrowB; addNotetrack_attach( "generic", "grenade_right", "projectile_m67fraggrenade", "TAG_INHAND", "exposed_grenadeThrowB" ); addNotetrack_detach( "generic", "grenade_throw", "projectile_m67fraggrenade", "TAG_INHAND", "exposed_grenadeThrowB" ); addNotetrack_customFunction( "generic", "grenade_throw", ::nadethrow_elev, "exposed_grenadeThrowB" ); level.scr_anim[ "generic" ][ "corner_standL_explosion_B" ] = %corner_standL_explosion_B; level.scr_anim[ "generic" ][ "corner_standR_trans_OUT_6" ] = %corner_standR_trans_OUT_6; level.scr_anim[ "generic" ][ "run_turn_R90" ] = %run_turn_R90; level.scr_anim[ "generic" ][ "CornerCrL_alert_idle" ][0] = %CornerCrL_alert_idle; level.scr_anim[ "generic" ][ "CornerCrL_look_fast" ] = %CornerCrL_look_fast; level.scr_anim[ "generic" ][ "CornerCrR_alert_idle" ][0] = %CornerCrR_alert_idle; level.scr_anim[ "generic" ][ "CornerCrR_alert_first_frame" ]= %CornerCrR_alert_idle; //GATE level.scr_anim[ "generic" ][ "civilian_run_hunched_turnR90_slide" ]= %civilian_run_hunched_turnR90_slide; level.scr_anim[ "generic" ][ "airport_civilian_run_turnR_90" ]= %airport_civilian_run_turnR_90; level.scr_anim[ "generic" ][ "civilian_run_hunched_A" ]= %civilian_run_hunched_A; level.scr_anim[ "generic" ][ "civilian_run_hunched_C" ]= %civilian_run_hunched_C; //BASEMENT level.scr_anim[ "generic" ][ "doorkick_basement" ] = %doorkick_2_cqbwalk; addNotetrack_customFunction( "generic", "kick", ::doorkick_basement, "doorkick_basement" ); level.scr_anim[ "generic" ][ "hunted_open_barndoor_flathand" ] = %hunted_open_barndoor_flathand; level.scr_anim[ "generic" ][ "doorkick_escape" ] = %doorkick_2_cqbwalk; addNotetrack_customFunction( "generic", "kick", ::doorkick_escape, "doorkick_escape" ); level.scr_anim[ "generic" ][ "bog_a_start_briefing" ] = %bog_a_start_briefing; level.scr_anim[ "generic" ][ "bog_b_guard_react" ] = %bog_b_guard_react; //TARMAC level.scr_anim[ "generic" ][ "pistol_sprint" ] = %pistol_sprint; level.scr_anim[ "generic" ][ "pistol_walk_left" ] = %pistol_walk_left; level.scr_anim[ "generic" ][ "pistol_walk_right" ] = %pistol_walk_right; level.scr_anim[ "generic" ][ "pistol_walk" ] = %pistol_walk; level.scr_anim[ "generic" ][ "pistol_walk_back" ] = %pistol_walk_back; level.scr_anim[ "generic" ][ "sprint_loop_distant" ] = %sprint_loop_distant; level.scr_anim[ "generic" ][ "coverstand_grenadeA" ] = %coverstand_grenadeA; addNotetrack_customFunction( "generic", "grenade_throw", :: nadethrow, "coverstand_grenadeA" ); level.scr_anim[ "generic" ][ "coverstand_grenadeB" ] = %coverstand_grenadeB; addNotetrack_customFunction( "generic", "grenade_throw", :: nadethrow, "coverstand_grenadeB" ); level.scr_anim[ "generic" ][ "pistol_stand_pullout" ] = %pistol_stand_pullout; level.scr_anim[ "generic" ][ "pistol_stand_aim_5" ][0] = %pistol_stand_aim_5; level.scr_anim[ "generic" ][ "pistol_crouchaimstraight2stand" ] = %pistol_crouchaimstraight2stand; level.scr_anim[ "generic" ][ "riotshield_idle" ][0] = %riotshield_idle; level.scr_anim[ "generic" ][ "traverse_jumpdown_40" ] = %traverse_jumpdown_40; level.scr_anim[ "generic" ][ "bm21_driver_idle" ][0] = %bm21_driver_idle; level.scr_anim[ "generic" ][ "bm21_driver_climbout" ] = %bm21_driver_climbout; level.scr_anim[ "generic" ][ "exposed_crouch_2_stand" ] = %exposed_crouch_2_stand; level.scr_anim[ "generic" ][ "casual_stand_idle_trans_in" ] = %casual_stand_idle_trans_in; level.scr_anim[ "generic" ][ "casual_stand_idle" ][0] = %casual_stand_idle; level.scr_anim[ "generic" ][ "casual_stand_idle" ][1] = %casual_stand_idle_twitch; level.scr_anim[ "generic" ][ "casual_stand_idle" ][2] = %casual_stand_idle_twitchB; level.scr_anim[ "generic" ][ "traverse_stepup_52" ] = %traverse_stepup_52; //ENDING level.scr_anim[ "generic" ][ "patrol_bored_walk_2_bored" ] = %patrol_bored_walk_2_bored; level.scr_anim[ "generic" ][ "patrol_bored_2_walk" ] = %patrol_bored_2_walk; level.scr_anim[ "generic" ][ "patrol_bored_idle" ][0] = %patrol_bored_idle; level.scr_anim[ "generic" ][ "patrol_bored_patrolwalk" ] = %patrol_bored_patrolwalk; level.scr_anim[ "van_mate" ][ "end_ride_in" ][0] = %airport_ending_start_soldierB; level.scr_anim[ "comrad" ][ "end_get_in" ] = %airport_ending_climbin_soldierA; level.scr_anim[ "van_mate" ][ "end_get_in" ] = %airport_ending_climbin_soldierB; //addNotetrack_dialogue( "van_mate", "dialog", "end_get_in", "airport_vt_madeit" ); addNotetrack_flag( "van_mate" , "dialog" , "end_get_in_the_van" , "end_get_in" ); level.scr_anim[ "makarov" ][ "end_get_in" ] = %airport_ending_climbin_makarov; addNotetrack_customFunction( "makarov", "lookat on", ::lookat_on, "end_get_in" ); addNotetrack_customFunction( "makarov", "lookat off", ::lookat_off, "end_get_in" ); addNotetrack_customFunction( "makarov", "gun_2_chest", ::gun_off, "end_get_in" ); addNotetrack_sound( "makarov" , "player_ready" , "end_get_in" , "scn_airport_weapon_toss" ); addNotetrack_flag( "makarov" , "player_ready" , "end_player_ready" , "end_get_in" ); addNotetrack_flag( "makarov" , "start_player" , "end_makarov_in_place" , "end_get_in" ); addNotetrack_dialogue( "makarov", "dialog", "end_get_in", "airport_mkv_nomessage" ); addNotetrack_customFunction( "makarov", "fire", ::change_team, "end_get_in" ); addNotetrack_customFunction( "makarov", "fire", maps\airport::escape_kill_player, "end_get_in" ); addNotetrack_customFunction( "makarov", "fire", ::gun_fx, "end_get_in" ); addNotetrack_customFunction( "makarov", "aim", ::makarov_aim_player, "end_alt" ); addNotetrack_customFunction( "makarov", "fire", ::change_team, "end_alt" ); addNotetrack_customFunction( "makarov", "fire", maps\airport::escape_kill_player, "end_alt" ); addNotetrack_customFunction( "makarov", "fire", ::gun_fx, "end_alt" ); level.scr_anim[ "comrad" ][ "end_get_in_idle" ][0] = %airport_ending_idle_soldierA; level.scr_anim[ "van_mate" ][ "end_get_in_idle" ][0] = %airport_ending_idle_soldierB; level.scr_anim[ "makarov" ][ "end_get_in_idle" ][0] = %airport_ending_wave_makarov; level.scr_anim[ "makarov" ][ "end_player_shot" ] = %airport_ending_mid_makarov; addNotetrack_attach( "makarov", "pistol_pickup", getWeaponModel( "beretta" ), "TAG_INHAND", "end_player_shot" ); level.scr_anim[ "van_mate" ][ "end_player_shot" ] = %airport_ending_mid_soldierB; //addNotetrack_dialogue( "van_mate", "dialog", "end_player_shot", "airport_vt_beenough" ); level.scr_anim[ "makarov" ][ "end_drive_away" ] = %airport_ending_end_makarov; addNotetrack_customFunction( "makarov", "lookat off", ::lookat_off, "end_drive_away" ); level.scr_anim[ "generic" ][ "van_end_ride_in" ][0] = %airport_ending_start_soldierB; level.scr_anim[ "generic" ][ "com_end_get_in" ] = %airport_ending_climbin_soldierA; level.scr_anim[ "generic" ][ "van_end_get_in" ] = %airport_ending_climbin_soldierB; level.scr_anim[ "generic" ][ "mak_end_get_in" ] = %airport_ending_climbin_makarov; level.scr_anim[ "generic" ][ "com_end_get_in_idle" ][0] = %airport_ending_idle_soldierA; level.scr_anim[ "generic" ][ "van_end_get_in_idle" ][0] = %airport_ending_idle_soldierB; level.scr_anim[ "generic" ][ "mak_end_get_in_idle" ][0] = %airport_ending_wave_makarov; level.scr_anim[ "generic" ][ "mak_end_player_shot" ] = %airport_ending_mid_makarov; addnotetrack_flag( "generic", "lookat off", "escape_mak_grab_hand", "mak_end_player_shot" ); level.scr_anim[ "generic" ][ "van_end_player_shot" ] = %airport_ending_mid_soldierB; level.scr_anim[ "generic" ][ "mak_end_drive_away" ] = %airport_ending_end_makarov; level.scr_anim[ "generic" ][ "patrol_jog_orders_once" ] = %patrol_jog_orders_once; level.scr_anim[ "generic" ][ "patrol_boredjog_find" ] = %patrol_boredjog_find; level.scr_anim[ "generic" ][ "patrol_boredrun_find" ] = %patrol_boredrun_find; level.scr_anim[ "generic" ][ "patrol_jog_look_up_once" ] = %patrol_jog_look_up_once; level.scr_anim[ "generic" ][ "patrol_jog_360_once" ] = %patrol_jog_360_once; level.scr_anim[ "generic" ][ "patrol_jog" ] = %patrol_jog; level.scr_anim[ "generic" ][ "afgan_chase_ending_search_spin" ] = %afgan_chase_ending_search_spin; level.scr_anim[ "generic" ][ "pistol_stand_pullout" ] = %pistol_stand_pullout; level.scr_anim[ "generic" ][ "pistol_stand_switch" ] = %pistol_stand_switch; } #using_animtree( "player" ); player() { level.scr_anim[ "player_ending" ][ "end_player_shot" ] = %airport_ending_mid_player; level.scr_anim[ "player_ending" ][ "end_player_shot_alt" ] = %airport_ending_alt_player; level.scr_animtree[ "player_ending" ] = #animtree; level.scr_model[ "player_ending" ] = "viewhands_player_airport"; } #using_animtree( "animated_props" ); props() { level.scr_anim[ "ending_weap" ][ "end_get_in" ] = %airport_ending_climbin_makarov_weapon; level.scr_animtree[ "ending_weap" ] = #animtree; level.scr_model[ "ending_weap" ] = "weapon_m4"; } #using_animtree( "generic_human" ); linebook() { //Leave no survivors comrades - level.scr_sound[ "makarov" ][ "airport_mkv_snamibog" ] = "airport_mkv_snamibog"; //Remember - no Russian. level.scr_sound[ "makarov" ][ "airport_mkv_noruss" ] = "airport_mkv_noruss"; //30 seconds. Go. level.scr_radio[ "airport_mkv_30secs" ] = "airport_mkv_30secs"; //go level.scr_radio[ "airport_mkv_go" ] = "airport_mkv_go"; //Up the stairs. Go. level.scr_radio[ "airport_mkv_upstairs" ] = "airport_mkv_upstairs"; //AUTOKILL DIALOGUE //You're cleared to engage, my friend. level.scr_radio[ "airport_mkv_clearedeng" ] = "airport_mkv_clearedeng"; //Team, engage all civilian targets. Leave no survivors. level.scr_radio[ "airport_mkv_nosurvivors" ] = "airport_mkv_nosurvivors"; //Stick to the plan. Maximum casualties, no exceptions. level.scr_radio[ "airport_mkv_noexceptions" ] = "airport_mkv_noexceptions"; //Let's go, move up! level.scr_radio[ "airport_mkv_letsmoveup" ] = "airport_mkv_letsmoveup"; //Let's go! level.scr_radio[ "airport_mkv_letsgo2" ] = "airport_mkv_letsgo2"; //Keep moving! level.scr_radio[ "airport_mkv_keepmoving" ] = "airport_mkv_keepmoving"; //Shoot them all. These sheep are hardly Russians. Consider this a final test of your loyalty to me. level.scr_radio[ "airport_mkv_thesesheep" ] = "airport_mkv_thesesheep"; //You've served me well this far. Don't give me a reason to doubt you. level.scr_radio[ "airport_mkv_doubtyou" ] = "airport_mkv_doubtyou"; //Open fire that's an order. level.scr_radio[ "airport_mkv_openfire" ] = "airport_mkv_openfire"; //Nice. Zakhaev would be proud. level.scr_radio[ "airport_mkv_nice" ] = "airport_mkv_nice"; //Well done. I knew you wouldn't let me down. level.scr_radio[ "airport_mkv_welldone" ] = "airport_mkv_welldone"; //You traitor. level.scr_radio[ "airport_mkv_youtraitor" ] = "airport_mkv_youtraitor"; //I have no patience for cowards. level.scr_radio[ "airport_mkv_cowards" ] = "airport_mkv_cowards"; //Check your fire! level.scr_radio[ "airport_mkv_checkfire" ] = "airport_mkv_checkfire"; //UPPERDECK //Get down!! Get down!!!! level.scr_sound[ "male_civ_1" ][ "stairs_line" ] = "airport_rmc2_getdown"; //They have guns!!! Run!!! level.scr_sound[ "male_civ_2" ][ "stairs_line" ] = "airport_rmc2_theyhaveguns"; //Dima!! Take your sister and hide!! Go!!! level.scr_sound[ "male_civ_3" ][ "stairs_line" ] = "airport_rmc1_takeyoursister"; //Don't wait for me! Just run as far as you can!!!! level.scr_sound[ "male_civ_4" ][ "stairs_line" ] = "airport_rmc2_dontwait"; //Run away!!! Run away!!!! level.scr_sound[ "male_civ_5" ][ "stairs_line" ] = "airport_rmc1_runaway"; //Get out of here!!! Go! Go!!! level.scr_sound[ "male_civ_6" ][ "stairs_line" ] = "airport_rmc2_getoutofhere"; //Hurry up!!! They're getting closer!!! level.scr_sound[ "female_civ_1" ][ "stairs_line" ] = "airport_rfc1_hurryup"; //Take the stairs!!! level.scr_sound[ "female_civ_2" ][ "stairs_line" ] = "airport_rfc2_takethestairs"; //scream level.scr_sound[ "male_civ_1" ][ "scream1" ] = "airport_rmc1_scream1"; level.scr_sound[ "male_civ_1" ][ "scream2" ] = "airport_rmc1_scream2"; level.scr_sound[ "male_civ_1" ][ "scream3" ] = "airport_rmc1_scream3"; level.scr_sound[ "male_civ_1" ][ "scream4" ] = "airport_rmc1_scream4"; level.scr_sound[ "male_civ_2" ][ "scream1" ] = "airport_rmc2_scream1"; level.scr_sound[ "male_civ_2" ][ "scream2" ] = "airport_rmc2_scream2"; level.scr_sound[ "male_civ_2" ][ "scream3" ] = "airport_rmc2_scream3"; level.scr_sound[ "male_civ_2" ][ "scream4" ] = "airport_rmc2_scream4"; level.scr_sound[ "female_civ_1" ][ "scream1" ] = "airport_rfc1_scream1"; level.scr_sound[ "female_civ_1" ][ "scream2" ] = "airport_rfc1_scream2"; level.scr_sound[ "female_civ_1" ][ "scream3" ] = "airport_rfc1_scream3"; level.scr_sound[ "female_civ_1" ][ "scream4" ] = "airport_rfc1_scream4"; level.scr_sound[ "female_civ_2" ][ "scream1" ] = "airport_rfc2_scream1"; level.scr_sound[ "female_civ_2" ][ "scream2" ] = "airport_rfc2_scream2"; level.scr_sound[ "female_civ_2" ][ "scream3" ] = "airport_rfc2_scream3"; level.scr_sound[ "female_civ_2" ][ "scream4" ] = "airport_rfc2_scream4"; //Aaaaaa, my leg, my leg!!! Somebody help me!!!! level.scr_sound[ "generic" ][ "airport_rmc2_myleg" ] = "airport_rmc2_myleg"; level.scr_sound[ "generic" ][ "airport_rmc2_scream2" ] = "airport_rmc2_scream2"; level.scr_sound[ "generic" ][ "airport_rmc1_mykatia" ] = "airport_rmc1_mykatia"; level.scr_sound[ "generic" ][ "airport_rmc1_runaway" ] = "airport_rmc1_runaway"; level.scr_sound[ "generic" ][ "airport_rmc1_scream2" ] = "airport_rmc1_scream2"; level.scr_sound[ "generic" ][ "airport_rmc2_scream3" ] = "airport_rmc2_scream3"; level.scr_sound[ "makarov" ][ "airport_mkv_takebookstore" ] = "airport_mkv_takebookstore"; //MASSACRE level.scr_sound[ "generic" ][ "airport_rac_freeze" ] = "airport_rac_freeze"; level.scr_sound[ "generic" ][ "airport_rac_movemove" ] = "airport_rac_movemove"; level.scr_sound[ "generic" ][ "airport_rac_handsup" ] = "airport_rac_handsup"; //Take care of it! level.scr_radio[ "airport_mkv_careofit" ] = "airport_mkv_careofit"; //Movement at the elevators! level.scr_radio[ "airport_mkv_elevators" ] = "airport_mkv_elevators"; //Fire in the hole! level.scr_radio[ "airport_mkv_fireinhole" ] = "airport_mkv_fireinhole"; //I got a runner! level.scr_radio[ "airport_mkv_runner" ] = "airport_mkv_runner"; //Frag out! level.scr_radio[ "airport_mkv_fragout" ] = "airport_mkv_fragout"; //Security detail up ahead! level.scr_radio[ "airport_at1_security" ] = "airport_at1_security"; //Frag out! level.scr_radio[ "airport_at1_fragout" ] = "airport_at1_fragout"; level.scr_sound[ "makarov" ][ "airport_mkv_forzakhaev" ] = "airport_mkv_forzakhaev"; level.scr_sound[ "makarov" ][ "airport_mkv_ontime" ] = "airport_mkv_ontime"; level.scr_sound[ "makarov" ][ "airport_mkv_rightontime" ] = "airport_mkv_rightontime"; level.scr_sound[ "makarov" ][ "airport_mkv_checkammo" ] = "airport_mkv_checkammo"; level.scr_sound[ "m4" ][ "airport_vkt_beenwaiting" ] = "airport_vkt_beenwaiting"; level.scr_sound[ "m4" ][ "airport_vkt_beenwaiting2" ] = "airport_vkt_beenwaiting2"; level.scr_sound[ "makarov" ][ "airport_mkv_haventweall" ] = "airport_mkv_haventweall"; level.scr_sound[ "makarov" ][ "airport_mkv_haventweall2" ] = "airport_mkv_haventweall2"; //TARMAC //Go! Go! Go! level.scr_sound[ "makarov" ][ "airport_mkv_gogogo" ] = "airport_mkv_gogogo"; //Movement - 2nd floor windows. level.scr_radio[ "airport_mkv_2ndfloor" ] = "airport_mkv_2ndfloor"; //I see 'em. level.scr_radio[ "airport_at1_isee" ] = "airport_at1_isee"; //F.S.B. - Take 'em out. level.scr_radio[ "airport_mkv_fsb" ] = "airport_mkv_fsb"; //We got more F.S.B. level.scr_radio[ "airport_at1_gotmorefsb" ] = "airport_at1_gotmorefsb"; //Take care of it. level.scr_radio[ "airport_mkv_takecare" ] = "airport_mkv_takecare"; //Roger. level.scr_radio[ "airport_at1_roger" ] = "airport_at1_roger"; //F.S.B. F.S.B!!! level.scr_sound[ "generic" ][ "airport_fsb1_fsbfsb" ] = "airport_fsb1_fsbfsb"; //Move in! Go go go!! level.scr_sound[ "generic" ][ "airport_fsb1_moveingo" ] = "airport_fsb1_moveingo"; //F.S.B.!!!! level.scr_sound[ "generic" ][ "airport_fsb2_fsb" ] = "airport_fsb2_fsb"; //They're wearing heavy body armor, aim for the head!! level.scr_sound[ "generic" ][ "airport_fsb2_aimforhead" ] = "airport_fsb2_aimforhead"; //F.S.B., F.S.B.!!! level.scr_sound[ "generic" ][ "airport_fsb2_fsbfsb" ] = "airport_fsb2_fsbfsb"; //Open fire!!! level.scr_sound[ "generic" ][ "airport_fsb3_openfire" ] = "airport_fsb3_openfire"; //They're wearing too much body armor! Aim for their heads!!! level.scr_sound[ "generic" ][ "airport_fsb3_aimforheads" ] = "airport_fsb3_aimforheads"; //RADIO VOICE //Team Six, we're sending the armored truck to Terminal Two, Gate Seventeen. level.scr_sound[ "generic" ][ "airport_fsbr_sendingtruck" ] = "airport_fsbr_sendingtruck"; level.scr_sound[ "generic" ][ "airport_fsbr_servicetunnels" ] = "airport_fsbr_servicetunnels"; //BCS //Man down! level.scr_sound[ "m4" ][ "man_down" ] = "airport_vkt_mandown"; //He's dead! Leave him! Go! Go! level.scr_sound[ "makarov" ][ "man_down" ] = "airport_mkv_hesdead"; //Check your fire! level.scr_sound[ "makarov" ][ "check_fire1" ] = "airport_mkv_checkyourfire"; //Watch your fire! level.scr_sound[ "makarov" ][ "check_fire2" ] = "airport_mkv_watchyourfire"; //Check your fire! level.scr_sound[ "m4" ][ "check_fire1" ] = "airport_vkt_checkfire"; //Watch your fire! level.scr_sound[ "m4" ][ "check_fire2" ] = "airport_vkt_watchfire"; //Grenade! level.scr_sound[ "makarov" ][ "grenade1" ] = "airport_mkv_grenade"; //Grenade! level.scr_sound[ "m4" ][ "grenade1" ] = "airport_vkt_grenade"; //Incoming! level.scr_sound[ "makarov" ][ "grenade2" ] = "airport_mkv_incoming"; //Look out! level.scr_sound[ "m4" ][ "grenade2" ] = "airport_vkt_lookout"; //Stay clear of the jet engine! level.scr_sound[ "makarov" ][ "engine_warn" ] = "airport_mkv_clearofjetengine"; //Move! That jet engine's gonna blow! level.scr_sound[ "m4" ][ "engine_warn" ] = "airport_vkt_gonnablow"; //Ready! level.scr_sound[ "m4" ][ "ready1" ] = "airport_vkt_ready"; //Ready!! level.scr_sound[ "m4" ][ "ready2" ] = "airport_vkt_ready2"; //Ready! level.scr_sound[ "makarov" ][ "ready1" ] = "airport_mkv_ready1"; //Ready!! level.scr_sound[ "makarov" ][ "ready2" ] = "airport_mkv_ready2"; //Go! level.scr_sound[ "m4" ][ "go1" ] = "airport_vkt_go"; //Move! level.scr_sound[ "m4" ][ "go2" ] = "airport_vkt_move"; //Go go go!! level.scr_sound[ "m4" ][ "go3" ] = "airport_vkt_gogogo"; //Go! Go! level.scr_sound[ "makarov" ][ "go1" ] = "airport_mkv_gogo"; //Go!! level.scr_sound[ "makarov" ][ "go2" ] = "airport_mkv_go1"; //Move! level.scr_sound[ "makarov" ][ "go3" ] = "airport_mkv_move"; //Go! level.scr_sound[ "makarov" ][ "go4" ] = "airport_mkv_go2"; //Moving!! level.scr_sound[ "m4" ][ "moving1" ] = "airport_vkt_moving"; //Moving! Cover me! level.scr_sound[ "m4" ][ "moving2" ] = "airport_vkt_movingcover"; //Moving up!! level.scr_sound[ "m4" ][ "moving3" ] = "airport_vkt_movingup"; //Moving! level.scr_sound[ "makarov" ][ "moving1" ] = "airport_mkv_moving1"; //Moving!! level.scr_sound[ "makarov" ][ "moving2" ] = "airport_mkv_moving2"; //Comin' through!! level.scr_sound[ "makarov" ][ "moving3" ] = "airport_mkv_cominthru"; //More by the luggage cart! level.scr_sound[ "makarov" ][ "enemy_luggage" ] = "airport_mkv_luggagecart"; //Behind that luggage cart! level.scr_sound[ "m4" ][ "enemy_luggage" ] = "airport_vkt_luggagecart"; //Behind the landing gear! level.scr_sound[ "makarov" ][ "enemy_landinggear" ] = "airport_mkv_landinggear"; //Over by the landing gear! level.scr_sound[ "m4" ][ "enemy_landinggear" ] = "airport_vkt_landinggear"; //More under the plane! level.scr_sound[ "makarov" ][ "enemy_underplane" ] = "airport_mkv_underplane"; //Behind the bus!! level.scr_sound[ "m4" ][ "enemy_bus" ] = "airport_vkt_behindbus"; //Contact! 2nd floor windows! level.scr_sound[ "makarov" ][ "contact_2nd_floor" ] = "airport_mkv_2ndflrwndws"; //Copy that! 2nd floor windows!! level.scr_sound[ "m4" ][ "contact_2nd_floor" ] = "airport_vkt_copy2ndflr"; //FSB van!! Left side!! level.scr_sound[ "makarov" ][ "van_left" ] = "airport_mkv_fsbvan"; //goal_changed //Shoot the jet engine!! // level.scr_sound[ "victor" ][ "engine_shoot" ] = "airport_vkt_shootjetengine"; //Behind us! 2nd floor! level.scr_sound[ "makarov" ][ "airport_mkv_behindus" ] = "airport_mkv_behindus"; //Go! Go! Go! // level.scr_sound[ "makarov" ][ "go1" ] = "airport_mkv_gogogo"; level.scr_radio[ "airport_at1_scream" ] = "airport_at1_scream"; //ESCAPE //This way let's go. level.scr_radio[ "airport_mkv_thisway" ] = "airport_mkv_thisway"; //Hallway clear. level.scr_radio[ "airport_mkv_hallway" ] = "airport_mkv_hallway"; level.scr_sound[ "makarov" ][ "airport_mkv_hallway" ] = "airport_mkv_hallway"; //Hold your fire. level.scr_radio[ "airport_mkv_holdfire" ] = "airport_mkv_holdfire"; level.scr_sound[ "makarov" ][ "airport_mkv_holdfire" ] = "airport_mkv_holdfire"; level.scr_face[ "makarov" ][ "airport_mkv_holdfire" ] = %airport_mkv_holdfire; level.scr_anim[ "makarov" ][ "stand_exposed_wave_halt_v2" ] = %stand_exposed_wave_halt_v2; //Van Terrorist Good, you made it! Get in. level.scr_sound[ "van_mate" ][ "airport_vt_madeit" ] = "airport_vt_madeit"; //Van Terrorist Come on, let's go. level.scr_sound[ "van_mate" ][ "airport_vt_comeon" ] = "airport_vt_comeon"; //Van Terrorist What are you waiting for? Get in. level.scr_sound[ "van_mate" ][ "airport_vt_waitingfor" ] = "airport_vt_waitingfor"; //Van Terrorist Will it be enough to blame the Americans? level.scr_sound[ "van_mate" ][ "airport_vt_beenough" ] = "airport_vt_beenough"; //That was no message… level.scr_sound[ "makarov" ][ "airport_mkv_nomessage" ] = "airport_mkv_nomessage"; //This is a message. level.scr_sound[ "makarov" ][ "airport_mkv_thiswill" ] = "airport_mkv_thiswill"; level.scr_radio[ "airport_mkv_allofrussia" ] = "airport_mkv_allofrussia"; } #using_animtree( "generic_human" ); makarov_aim_player( guy ) { self endon( "death" ); self endon( "done_shoot_player" ); self setAnimLimited( %airport_ending_aim4_makarov, 1, 0 ); self setAnimLimited( %airport_ending_aim6_makarov, 1, 0 ); while ( 1 ) { angleYaw = VectorToAngles( level.player.origin - self.origin )[ 1 ]; angleYaw = AngleClamp180( self.angles[ 1 ] - angleYaw ); angleYaw = clamp( angleYaw, -60, 60 ); leftWeight = 0; rightWeight = 0; if ( angleYaw < 0 ) leftWeight = angleYaw / -60; else if ( angleYaw > 0 ) rightWeight = angleYaw / 60; self setAnimLimited( %airport_ending_aim_left, leftWeight, 0.2 ); self setAnimLimited( %airport_ending_aim_right, rightWeight, 0.2 ); wait 0.05; } } change_team( guy ) { guy.ignoreme = true; guy.ignoreall = true; wait 1; guy.team = "axis"; } gun_fx( guy ) { thread play_sound_in_space( "weap_makarov_fire_npc" , guy GetTagOrigin( "TAG_FLASH" ) ); } gun_off( guy ) { guy gun_remove(); wait .25; guy playsound( "scn_airport_weapon_catch" ); } lookat_on( guy ) { guy SetLookAtEntity( level.player ); } lookat_off( guy ) { guy SetLookAtEntity(); } doorkick_basement( guy ) { door = getent( "basement_door", "targetname" ); door connectpaths(); door playsound( "wood_door_kick" ); door rotateyaw( 95, .25, 0, .25 ); door waittill( "rotatedone" ); door rotateyaw( -20, 2, 0, 2 ); } doorkick_escape( guy ) { door = getent( "escape_door", "targetname" ); door connectpaths(); door playsound( "wood_door_kick" ); door rotateyaw( -95, .25, 0, .25 ); door waittill( "rotatedone" ); door rotateyaw( 20, 2, 0, 2 ); } cop_shout( guy ) { guy thread play_sound_on_tag_endon_death( "airport_rac_movemove" ); } cop_killme( guy ) { flag_set( "massacre_kill_rush" ); } _ignoreme_off( guy ) { guy.ignoreme = false; guy notify( "shoot_me" ); } nadethrow_elev( guy ) { guy.grenadeAmmo++; vec = anglestoforward(guy.angles); ri = anglestoright( guy.angles ); ri = vector_multiply( ri, -.25 ); end = guy.origin + vector_multiply( vec, 50 ); end = end + (0,0,14) + ri; vec = vectornormalize( end - guy.origin ); vec = vector_multiply( vec, 800 ); time = 2.5; guy magicgrenademanual( guy gettagorigin( "TAG_INHAND" ), vec, time ); delaythread( time - .05, ::flag_set, "massacre_elevator_grenade_exp" ); wait .75; flag_set( "massacre_elevator_grenade_throw" ); } nadethrow_mak( guy ) { guy.grenadeAmmo++; vec = anglestoforward(guy.angles); ri = anglestoright( guy.angles ); ri = vector_multiply( ri, 4 ); end = guy.origin + vector_multiply( vec, 50 ); end = end + (0,0,6) + ri; vec = vectornormalize( end - guy.origin ); vec = vector_multiply( vec, 1300 ); flag_set( "massacre_nadethrow" ); guy magicgrenademanual( guy gettagorigin( "j_wrist_ri" ), vec, level.nadethrow_mak_time ); } nadethrow( guy ) { oldGrenadeWeapon = guy.grenadeWeapon; guy.grenadeWeapon = "flash_grenade"; guy.grenadeAmmo++ ; vec = anglestoforward(guy.angles); end = guy.origin + vector_multiply( vec, 50 ); end = end + (0,0,5); dmg = end + (0,0,30); vec = vectornormalize( end - guy.origin ); vec = vector_multiply( vec, 512 ); guy magicgrenademanual( guy gettagorigin( "TAG_INHAND" ), vec, 1.5 ); guy.grenadeWeapon = oldGrenadeWeapon; wait .1; //make the glass break //model = spawn( "script_model", dmg ); //model setmodel( "weapon_us_smoke_grenade" ); radiusdamage( dmg, 64, 5000, 5000 ); } allowdeath_off( guy ) { guy.a.nodeath = true; guy.allowdeath = false; guy.nointerrupt = true; } allowdeath_off_wait( guy ) { wait 1; guy.a.nodeath = true; guy.allowdeath = true; guy.nointerrupt = true; } allowdeath_on( guy ) { guy.a.nodeath = false; guy.allowdeath = true; } kill_guy( guy ) { guy.allowdeath = true; guy kill(); } slide_death( guy ) { guy.allowdeath = false; guy.a.nodeath = true; origin = guy gettagorigin( "J_SpineUpper" ); enemy = getclosest( guy.origin, level.team ); vec = vectornormalize( enemy.origin - origin ); vec2 = vector_multiply( vec, 10 ); PlayFX( getfx( "killshot" ), origin + vec2, vec ); guy thread anim_generic( guy, "slide_across_car_death" ); wait 1; guy.allowdeath = true; guy kill(); } smoke_throw( guy ) { oldGrenadeWeapon = guy.grenadeWeapon; guy.grenadeWeapon = "smoke_grenade_american"; guy.grenadeAmmo++ ; vec = guy.smoke_destination - guy.origin + (0,0,500); time = 6; guy magicgrenademanual( guy gettagorigin( "TAG_INHAND" ), vec, time ); guy.grenadeWeapon = oldGrenadeWeapon; wait .5; guy stopanimscripted(); guy notify( "grenade_throw_done" ); } lobby_people_data() { data = []; //kristin walks up with roller and pushes me out of the way data[ "intro_lobby_anim_group_1" ][0][ "model" ] = "civilian_male_suit"; data[ "intro_lobby_anim_group_1" ][0][ "anime" ] = "airport_civ_in_line_6_A"; data[ "intro_lobby_anim_group_1" ][0][ "delay" ] = 0; data[ "intro_lobby_anim_group_1" ][0][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_1" ][0][ "deathtime" ] = 0; data[ "intro_lobby_anim_group_1" ][1][ "model" ] = "civilian_male_suit"; data[ "intro_lobby_anim_group_1" ][1][ "anime" ] = "airport_civ_in_line_6_B"; data[ "intro_lobby_anim_group_1" ][1][ "delay" ] = 0; data[ "intro_lobby_anim_group_1" ][1][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_1" ][1][ "deathtime" ] = 0; data[ "intro_lobby_anim_group_1" ][2][ "model" ] = "civilian_female_suit"; data[ "intro_lobby_anim_group_1" ][2][ "anime" ] = "airport_civ_in_line_6_C"; data[ "intro_lobby_anim_group_1" ][2][ "delay" ] = 0; data[ "intro_lobby_anim_group_1" ][2][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_1" ][2][ "deathtime" ] = 0; //all three die - i fall into allen data[ "intro_lobby_anim_group_2" ][0][ "model" ] = "civilian_female_suit"; data[ "intro_lobby_anim_group_2" ][0][ "anime" ] = "airport_civ_in_line_9_A"; data[ "intro_lobby_anim_group_2" ][0][ "delay" ] = 0; data[ "intro_lobby_anim_group_2" ][0][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_2" ][0][ "deathtime" ] = 0; data[ "intro_lobby_anim_group_2" ][0][ "deleteme" ] = 1; data[ "intro_lobby_anim_group_2" ][1][ "model" ] = "civilian_male_suit"; data[ "intro_lobby_anim_group_2" ][1][ "anime" ] = "airport_civ_in_line_9_B"; data[ "intro_lobby_anim_group_2" ][1][ "delay" ] = 0; data[ "intro_lobby_anim_group_2" ][1][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_2" ][1][ "deathtime" ] = 0; data[ "intro_lobby_anim_group_2" ][1][ "deleteme" ] = 1; data[ "intro_lobby_anim_group_2" ][2][ "model" ] = "civilian_male_suit"; data[ "intro_lobby_anim_group_2" ][2][ "anime" ] = "airport_civ_in_line_9_C"; data[ "intro_lobby_anim_group_2" ][2][ "delay" ] = 0; data[ "intro_lobby_anim_group_2" ][2][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_2" ][2][ "deathtime" ] = 0; //pile up backwards data[ "intro_lobby_anim_group_3" ][0][ "model" ] = "civilian_female_suit"; data[ "intro_lobby_anim_group_3" ][0][ "anime" ] = "airport_civ_in_line_10_A"; data[ "intro_lobby_anim_group_3" ][0][ "delay" ] = 1; data[ "intro_lobby_anim_group_3" ][0][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_3" ][0][ "deathtime" ] = 0; data[ "intro_lobby_anim_group_3" ][0][ "deleteme" ] = 1; data[ "intro_lobby_anim_group_3" ][1][ "model" ] = "civilian_male_suit"; data[ "intro_lobby_anim_group_3" ][1][ "anime" ] = "airport_civ_in_line_10_B"; data[ "intro_lobby_anim_group_3" ][1][ "delay" ] = 1; data[ "intro_lobby_anim_group_3" ][1][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_3" ][1][ "deathtime" ] = 0; data[ "intro_lobby_anim_group_3" ][2][ "model" ] = "civilian_male_suit"; data[ "intro_lobby_anim_group_3" ][2][ "anime" ] = "airport_civ_in_line_10_C"; data[ "intro_lobby_anim_group_3" ][2][ "delay" ] = 1; data[ "intro_lobby_anim_group_3" ][2][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_3" ][2][ "deathtime" ] = 0; //pile up forwards - kristin steps over me data[ "intro_lobby_anim_group_4" ][0][ "model" ] = "civilian_male_suit"; data[ "intro_lobby_anim_group_4" ][0][ "anime" ] = "airport_civ_in_line_12_A"; data[ "intro_lobby_anim_group_4" ][0][ "delay" ] = 1; data[ "intro_lobby_anim_group_4" ][0][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_4" ][0][ "deathtime" ] = 0; data[ "intro_lobby_anim_group_4" ][0][ "deleteme" ] = 1; data[ "intro_lobby_anim_group_4" ][1][ "model" ] = "civilian_male_suit"; data[ "intro_lobby_anim_group_4" ][1][ "anime" ] = "airport_civ_in_line_12_B"; data[ "intro_lobby_anim_group_4" ][1][ "delay" ] = 1; data[ "intro_lobby_anim_group_4" ][1][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_4" ][1][ "deathtime" ] = 0; data[ "intro_lobby_anim_group_4" ][2][ "model" ] = "civilian_female_suit"; data[ "intro_lobby_anim_group_4" ][2][ "anime" ] = "airport_civ_in_line_12_C"; data[ "intro_lobby_anim_group_4" ][2][ "delay" ] = 1; data[ "intro_lobby_anim_group_4" ][2][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_4" ][2][ "deathtime" ] = 0; //pile up forwards - no kristin - pushing dying guy out of way data[ "intro_lobby_anim_group_5" ][0][ "model" ] = "civilian_male_suit"; data[ "intro_lobby_anim_group_5" ][0][ "anime" ] = "airport_civ_in_line_12_A"; data[ "intro_lobby_anim_group_5" ][0][ "delay" ] = 0; data[ "intro_lobby_anim_group_5" ][0][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_5" ][0][ "deathtime" ] = 0; data[ "intro_lobby_anim_group_5" ][1][ "model" ] = "civilian_male_suit"; data[ "intro_lobby_anim_group_5" ][1][ "anime" ] = "airport_civ_in_line_12_B"; data[ "intro_lobby_anim_group_5" ][1][ "delay" ] = 0; data[ "intro_lobby_anim_group_5" ][1][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_5" ][1][ "deathtime" ] = 0; //pile up backward - near metal detector data[ "intro_lobby_anim_group_6" ][0][ "model" ] = "civilian_female_suit_low_LOD"; data[ "intro_lobby_anim_group_6" ][0][ "anime" ] = "airport_civ_in_line_10_A"; data[ "intro_lobby_anim_group_6" ][0][ "delay" ] = 2; data[ "intro_lobby_anim_group_6" ][0][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_6" ][0][ "deathtime" ] = 0; data[ "intro_lobby_anim_group_6" ][1][ "model" ] = "civilian_male_suit_low_LOD"; data[ "intro_lobby_anim_group_6" ][1][ "anime" ] = "airport_civ_in_line_10_B"; data[ "intro_lobby_anim_group_6" ][1][ "delay" ] = 2; data[ "intro_lobby_anim_group_6" ][1][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_6" ][1][ "deathtime" ] = 0; data[ "intro_lobby_anim_group_6" ][2][ "model" ] = "civilian_male_suit_low_LOD"; data[ "intro_lobby_anim_group_6" ][2][ "anime" ] = "airport_civ_in_line_10_C"; data[ "intro_lobby_anim_group_6" ][2][ "delay" ] = 2; data[ "intro_lobby_anim_group_6" ][2][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_6" ][2][ "deathtime" ] = 0; //pile up forwards - no kristin - near metal detector data[ "intro_lobby_anim_group_7" ][0][ "model" ] = "civilian_male_suit_low_LOD"; data[ "intro_lobby_anim_group_7" ][0][ "anime" ] = "airport_civ_in_line_12_A"; data[ "intro_lobby_anim_group_7" ][0][ "delay" ] = 2; data[ "intro_lobby_anim_group_7" ][0][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_7" ][0][ "deathtime" ] = 0; data[ "intro_lobby_anim_group_7" ][0][ "deleteme" ] = 1; data[ "intro_lobby_anim_group_7" ][1][ "model" ] = "civilian_male_suit_low_LOD"; data[ "intro_lobby_anim_group_7" ][1][ "anime" ] = "airport_civ_in_line_12_B"; data[ "intro_lobby_anim_group_7" ][1][ "delay" ] = 2; data[ "intro_lobby_anim_group_7" ][1][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_7" ][1][ "deathtime" ] = 0; data[ "intro_lobby_anim_group_7" ][1][ "deleteme" ] = 1; //pile up forwards 2 - no kristin - near metal detector 2 data[ "intro_lobby_anim_group_8" ][0][ "model" ] = "civilian_male_suit_low_LOD"; data[ "intro_lobby_anim_group_8" ][0][ "anime" ] = "airport_civ_in_line_12_A"; data[ "intro_lobby_anim_group_8" ][0][ "delay" ] = 2; data[ "intro_lobby_anim_group_8" ][0][ "deathanim" ] = "exposed_crouch_death_flip"; data[ "intro_lobby_anim_group_8" ][0][ "deathtime" ] = 9.5; data[ "intro_lobby_anim_group_8" ][0][ "deleteme" ] = 1; data[ "intro_lobby_anim_group_8" ][1][ "model" ] = "civilian_male_suit_low_LOD"; data[ "intro_lobby_anim_group_8" ][1][ "anime" ] = "airport_civ_in_line_12_B"; data[ "intro_lobby_anim_group_8" ][1][ "delay" ] = 2; data[ "intro_lobby_anim_group_8" ][1][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_8" ][1][ "deathtime" ] = 0; //2 instantly die, middle data[ "intro_lobby_anim_group_9" ][0][ "model" ] = "civilian_female_suit"; data[ "intro_lobby_anim_group_9" ][0][ "anime" ] = "airport_civ_in_line_9_A"; data[ "intro_lobby_anim_group_9" ][0][ "delay" ] = 0; data[ "intro_lobby_anim_group_9" ][0][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_9" ][0][ "deathtime" ] = 0; data[ "intro_lobby_anim_group_9" ][1][ "model" ] = "civilian_male_suit"; data[ "intro_lobby_anim_group_9" ][1][ "anime" ] = "airport_civ_in_line_9_B"; data[ "intro_lobby_anim_group_9" ][1][ "delay" ] = 0; data[ "intro_lobby_anim_group_9" ][1][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_9" ][1][ "deathtime" ] = 0; //push, run, die at close metal detector data[ "intro_lobby_anim_group_10" ][0][ "model" ] = "civilian_male_suit"; data[ "intro_lobby_anim_group_10" ][0][ "anime" ] = "airport_civ_in_line_6_A"; data[ "intro_lobby_anim_group_10" ][0][ "delay" ] = 1; data[ "intro_lobby_anim_group_10" ][0][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_10" ][0][ "deathtime" ] = 0; data[ "intro_lobby_anim_group_10" ][0][ "deleteme" ] = 1; data[ "intro_lobby_anim_group_10" ][1][ "model" ] = "civilian_male_suit"; data[ "intro_lobby_anim_group_10" ][1][ "anime" ] = "airport_civ_in_line_6_B"; data[ "intro_lobby_anim_group_10" ][1][ "delay" ] = 1; data[ "intro_lobby_anim_group_10" ][1][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_10" ][1][ "deathtime" ] = 0; //die instantly near close detector data[ "intro_lobby_anim_group_11" ][0][ "model" ] = "civilian_male_suit"; data[ "intro_lobby_anim_group_11" ][0][ "anime" ] = "airport_civ_in_line_9_B"; data[ "intro_lobby_anim_group_11" ][0][ "delay" ] = 0; data[ "intro_lobby_anim_group_11" ][0][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_11" ][0][ "deathtime" ] = 0; //hit the deck, get up, run and die at close detector data[ "intro_lobby_anim_group_12" ][0][ "model" ] = "civilian_female_suit"; data[ "intro_lobby_anim_group_12" ][0][ "anime" ] = "airport_civ_in_line_13_A"; data[ "intro_lobby_anim_group_12" ][0][ "delay" ] = 0; data[ "intro_lobby_anim_group_12" ][0][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_12" ][0][ "deathtime" ] = 0; data[ "intro_lobby_anim_group_12" ][1][ "model" ] = "civilian_male_suit"; data[ "intro_lobby_anim_group_12" ][1][ "anime" ] = "airport_civ_in_line_15_B"; data[ "intro_lobby_anim_group_12" ][1][ "delay" ] = 0; data[ "intro_lobby_anim_group_12" ][1][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_12" ][1][ "deathtime" ] = 0; data[ "intro_lobby_anim_group_12" ][2][ "model" ] = "civilian_male_suit"; data[ "intro_lobby_anim_group_12" ][2][ "anime" ] = "airport_civ_in_line_13_C"; data[ "intro_lobby_anim_group_12" ][2][ "delay" ] = 0; data[ "intro_lobby_anim_group_12" ][2][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_12" ][2][ "deathtime" ] = 0; //die instantly at entrance data[ "intro_lobby_anim_group_13" ][0][ "model" ] = "civilian_female_suit"; data[ "intro_lobby_anim_group_13" ][0][ "anime" ] = "airport_civ_in_line_15_A"; data[ "intro_lobby_anim_group_13" ][0][ "delay" ] = 0; data[ "intro_lobby_anim_group_13" ][0][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_13" ][0][ "deathtime" ] = 0; //die instantly at entrance data[ "intro_lobby_anim_group_14" ][0][ "model" ] = "civilian_male_suit"; data[ "intro_lobby_anim_group_14" ][0][ "anime" ] = "airport_civ_in_line_15_C"; data[ "intro_lobby_anim_group_14" ][0][ "delay" ] = 0; data[ "intro_lobby_anim_group_14" ][0][ "deathanim" ] = undefined; data[ "intro_lobby_anim_group_14" ][0][ "deathtime" ] = 0; return data; }