IW4-Dump-Files/maps/airport_anim.gsc

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#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<67>
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;
}