#include maps\_props; #include maps\_anim; #using_animtree( "generic_human" ); main() { add_sit_load_ak_notetracks( "generic" ); level.scr_anim[ "generic" ][ "sit_load_ak_idle" ][ 0 ] = %sitting_guard_loadAK_idle; level.scr_anim[ "generic" ][ "sit_load_ak_react" ] = %sitting_guard_loadAK_react1; addNotetrack_customFunction( "generic", "detach clip left" , ::load_ak_deathanim , "sit_load_ak_react" ); //level.scr_anim[ "generic" ][ "phone_react" ] = %sitting_guard_loadAK_react2; script_models(); } load_ak_deathanim( guy ) { guy.deathanim = %exposed_death_nerve; guy endon( "death" ); wait 2; guy.deathanim = undefined; } #using_animtree( "script_model" ); script_models() { level.scr_anim[ "chair_ak" ][ "sit_load_ak_react" ] = %sitting_guard_loadAK_idle_chair; level.scr_animtree[ "chair_ak" ] = #animtree; level.scr_model[ "chair_ak" ] = "com_folding_chair"; }