/*
==============================================================================

fichier commun pour le stromtrooper

==============================================================================
*/

// éclair de bouche de l'arme
$attachment 0 "Bip01 R Hand" 21 0 5 X 1

// main droite (attachement de l'arme)
$attachment 1 "Bip01 R Hand" 0 0 0 X 1

// tête
$attachment 2 "Bip01 Head" 0 0 0 X 1

$controller 0 "Bip01 Head" XR -70 70

$eyeposition 0 0 73

// boites de collision.
$hbox 6 "Bip01 L Thigh" 0.00 -5.87 -6.23  15.69 5.64 2.13
$hbox 6 "Bip01 L Calf" 0.00 -5.20 -4.62  22.15 5.67 4.60
$hbox 6 "Bip01 L Foot" -1.07 -1.91 -2.62  3.31 5.73 2.66
$hbox 6 "Bip01 L Toe02" 0.00 0.00 -2.50  1.79 2.43 2.68

$hbox 7 "Bip01 R Thigh" 0.00 -5.87 -2.72  15.69 5.64 5.64
$hbox 7 "Bip01 R Calf" 0.00 -5.20 -5.19  22.15 5.67 4.03
$hbox 7 "Bip01 R Foot" -1.07 -1.91 -2.68  3.31 5.73 2.27
$hbox 7 "Bip01 R Toe02" 0.00 0.00 -2.62  1.79 2.43 2.15

$hbox 3 "Bip01 Pelvis" -3.64 -5.57 -5.62  1.38 5.61 5.62
$hbox 3 "Bip01 Spine" 0.00 -8.38 -10.26  5.94 8.41 10.86
$hbox 3 "Bip01 Spine1" 0.00 -8.0 -10.33  5.94 8.42 10.93
$hbox 2 "Bip01 Spine2" 0.00 -9.67 -8.62  4.99 8.00 9.22
$hbox 2 "Bip01 Spine3" 0.00 -8.77 -8.93  9.56 8.00 9.53

$hbox 4 "Bip01 L Clavicle" 0.00 -7.37 -0.77  8.84 8.88 3.86
$hbox 4 "Bip01 L UpperArm" -2.87 -1.99 -4.32  9.97 4.79 3.97
$hbox 4 "Bip01 L Forearm" -0.12 -0.95 -1.92  11.33 3.94 3.19
$hbox 4 "Bip01 L Hand" 0.00 -2.76 -1.62  7.56 1.41 2.88

$hbox 5 "Bip01 R Clavicle" 0.00 -7.37 -3.69  8.84 8.88 0.94
$hbox 5 "Bip01 R UpperArm" -2.84 -1.99 -3.44  9.98 4.79 4.80
$hbox 5 "Bip01 R Forearm" -0.07 -0.94 -2.92  11.68 3.94 2.21
$hbox 5 "Bip01 R Hand" 0.00 -2.10 -2.89  14.75 2.05 1.60

$hbox 11 "Bip01 Head"  6.00 -5.22 -4.59  11.15 7.56 6.01
$hbox 11 "Bip01 Head" -2.70 -5.22 -4.59  6.00 1.00 6.01
$hbox 1  "Bip01 Head" -2.70  1.00 -4.59  6.00 7.56 6.01

//$hbox 0 "Line01" -10.46 -8.39 -0.73  17.01 7.15 2.20

$sequencegroupsize 64

/*
==============================================================================
COMMON ANIMATIONS
==============================================================================
*/
$sequence walk1 "marche" LX fps 28 looping ACT_WALK 1 
$sequence run "course" LX fps 22 looping ACT_RUN 1 
$sequence victorydance "shootcycledown" fps 21 ACT_VICTORY_DANCE 1
$sequence cower "grenadecover" fps 28 ACT_COWER 1
$sequence smflinch "flinchsm2" fps 20 ACT_SMALL_FLINCH 5
$sequence leftlegsmflinch "flinch_lleg" fps 22 ACT_FLINCH_LEFTLEG 1
$sequence rightlegsmflinch "flinch_rleg" fps 22 ACT_FLINCH_RIGHTLEG 1
$sequence rightarmflinch "flinch_rarm" fps 22 ACT_FLINCH_RIGHTARM 1
$sequence leftarmflinch "flinch_larm" fps 22 ACT_FLINCH_LEFTARM 1
$sequence throwgrenade "grenadethrow" fps 30 { event 6 46 } ACT_RANGE_ATTACK2 1
$sequence idle1 "repos" fps 15 looping ACT_IDLE 1  
$sequence idle2 "gratecul" fps 15 looping ACT_IDLE 1
$sequence combatidle "combatidle" fps 30 looping ACT_IDLE_ANGRY 1 
$sequence frontkick "sr_attack1" fps 35 ACT_MELEE_ATTACK1 1 {
{ event 3 14 } { event 2010 14 }
} 
$sequence crouching_idle "crouchidle" fps 30 looping
$sequence crouching_wait "crouchidle" fps 30 frame 10 16 ACT_CROUCH looping
$sequence crouching_strifle "crouchshootcycle(down)" "crouchshootcycle(up)" LOOP fps 20 blend XR -45 45 ACT_RANGE_ATTACK1 1 {
{ event 4 10 } { event 5 14 }  
{ event 5001 10 "50" } { event 5001 14 "50" } 
}
$sequence standing_strifle "shootcycledown" "shootcycleup" LOOP fps 20 blend XR -45 45 {
{ event 4 10 } { event 5 14 }  
{ event 5001 10 "50" } { event 5001 14 "50" } 
}
$sequence reload_strifle "reloadstr" fps 40 { event 2 64 } ACT_RELOAD 1
$sequence crouching_railgun "crouchshootcycle(down)" "crouchshootcycle(up)" fps 20 blend XR -45 45 ACT_RANGE_ATTACK1 1 {
{ event 4 10 } { event 5001 10 "51" }
}
$sequence standing_railgun "shootcycleup" "shootcycledown" fps 20 blend XR 45 -45 {
{ event 4 10 } { event 5001 10 "51" }
}
$sequence reload_railgun "reloadrailgun" fps 22 { event 10 85 }
$sequence advance_signal "advancesig" fps 30 ACT_SIGNAL1 1 { event 8 11 }
$sequence flank_signal "flanksig" fps 40 ACT_SIGNAL2 1
$sequence retreat_signal "retreatsig" fps 30 ACT_SIGNAL3 1
$sequence drop_grenade "grenadedrop" FPS 40 ACT_SPECIAL_ATTACK1 1 { event 7 32 }
$sequence limpingwalk "boiteux" LX LOOP ACT_WALK_HURT 1
$sequence limpingrun "blesse" LX LOOP ACT_RUN_HURT 1
$sequence 180L "180L2" fps 12 ACT_TURN_LEFT 1
$sequence 180R "180R2" fps 12 ACT_TURN_RIGHT 1
$sequence strafeleft "strafefire_l2" LX LY fps 30 looping ACT_STRAFE_LEFT 1
$sequence straferight "strafefire_r2" LX LY fps 30 looping ACT_STRAFE_RIGHT 1
/*
==============================================================================
DEATH ANIMATIONS
==============================================================================
*/
$sequence dieback1 "die1" X fps 25 ACT_DIEBACKWARD 1 { event 9 5 } { event 2001 17 }
$sequence dieforward "dieforward" X fps 26 ACT_DIEFORWARD 1 { event 9 13 } { event 2001 20 }
$sequence diesimple "die_simple" X fps 15 ACT_DIESIMPLE 1 { event 9 3 } { event 2001 10 }
$sequence diebackwards "dieback" X fps 30 ACT_DIEBACKWARD 1 { event 9 6 } { event 2001 12 }
$sequence dieheadshot "headshot" X fps 30 ACT_DIE_HEADSHOT 1 { event 9 1 } { event 2001 20 }
$sequence diegutshot "gutshot" X fps 30 ACT_DIE_GUTSHOT 1 { event 9 10 } { event 2001 39 }
/*
==============================================================================
GETTING DEVOURED BY BARNACLE
==============================================================================
*/
$sequence barnacled1 "barnacled_1" fps 18 ACT_BARNACLE_HIT 1
$sequence barnacled2 "barnacled_2" loop fps 30 ACT_BARNACLE_PULL 1
$sequence barnacled3 "barnacled_3" fps 18 ACT_BARNACLE_CHOMP 1
$sequence barnacled4 "barnacled_4" loop fps 15 ACT_BARNACLE_CHEW 1
/*
==============================================================================
DEAD POSES
==============================================================================
*/
$sequence dead_on_stomach "stormt_dead_pose" fps 10
$sequence deadstomach "stormt_dead_pose" fps 10
$sequence deadside "stormt_dead_pose2" fps 10
$sequence deadsitting "stormt_dead_pose3" fps 10
/*
