$modelname "H:\3DSMAX3\Scenes\reeyees\reeyees.mdl"
$cd "\3DSMAX3\Scenes\reeyees\"
$cdtexture "\3DSMAX3\Scenes\reeyees\skin"

$cliptotextures
$externaltextures

$scale 1.0

$eyeposition 0.000000 0.000000 75.000000

// 2 attachments
// éclair de bouche de l'arme
$attachment 0 "Bip01 R Hand" 21 1.5 5 X 1

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


// 1 bone controllers
$controller 0 "Bip01 Head" XR -45 45

//  hit boxes
$hbox 2 "Bip01 Spine3" -9 -6.92 -8.96  6.00 7.51 8.93
$hbox 3 "Bip01 Spine" -2.02 -4.71 -7.76  9 5.75 7.73

$hbox 1 "Bip01 Neck" -0.00 -4.5 -3.5  4.5 3.5 3.5
$hbox 1 "Bip01 Head" -2.5 -7.5 -7  12 10.5 7

$hbox 2 "Bip01 L Clavicle" 0.00 -6.41 -3  12 6.26 4
$hbox 4 "Bip01 L UpperArm" -0.82 -5.10 -3.78  13.80 5.80 2.74
$hbox 4 "Bip01 L Forearm" -0.97 -4.28 -3.37  15.23 4.51 3.38
$hbox 4 "Bip01 L Hand" 0.00 -1.23 -2.66  6.05 1.32 2.14

$hbox 2 "Bip01 R Clavicle" 0.00 -6.41 -3  12 6.26 4
$hbox 5 "Bip01 R UpperArm" -0.81 -5.03 -2.81  13.95 5.77 3.46
$hbox 5 "Bip01 R Forearm" -0.87 -4.26 -3.44  14.83 4.45 3.32
$hbox 5 "Bip01 R Hand" 0.00 -1.15 -2.10  6.13 1.29 2.70

$hbox 6 "Bip01 L Thigh" -1.41 -6.46 -3.84  19.02 6.32 5.24
$hbox 6 "Bip01 L Calf" 0.00 -5.07 -3.42  18.93 3.29 3.67
$hbox 6 "Bip01 L Foot" 0.00 -1.38 -3.83  4.32 7.78 3.97

$hbox 7 "Bip01 R Thigh" -1.41 -6.46 -5.22  19.03 6.32 3.75
$hbox 7 "Bip01 R Calf" 0.00 -5.03 -3.58  18.94 3.24 3.35
$hbox 7 "Bip01 R Foot" 0.00 -1.38 -3.98  4.32 7.78 4.12

//$hbox 10 "strifle" -5.28 -5.21 -0.38  11.27 2.41 1.82


// body groups

$bodygroup body
{
 studio "reeyees_ref"
}

$bodygroup weapons 
{
studio "strifle_ref"
studio "thermal_ref"
blank
}



// 51 sequences



$sequence idle1 "idle1" loop fps 25 ACT_IDLE 50
$sequence idle2 "idle2" loop fps 25 ACT_IDLE 50 
$sequence combat_idle "idle3" LX loop fps 15 ACT_IDLE_ANGRY 1
$sequence strf_idle "strf_idle" LX loop fps 15 ACT_IDLE_ANGRY 1
$sequence walk "walk" LX loop fps 25 ACT_WALK 1
$sequence boiteux "boite" LX loop fps 15 ACT_WALK_HURT 1 
$sequence papillon "idle2" LX loop fps 15 ACT_GLIDE 1
$sequence run "run" LX loop fps 35 ACT_RUN 1 
$sequence limprun "limprun" LX loop fps 15 ACT_RUN_HURT 1 
$sequence turnl "turnl" fps 15 ACT_TURN_LEFT 1
$sequence strf_turnl "strf_turnl" fps 15 ACT_TURN_LEFT 1 
$sequence turnr "turnr" fps 15 ACT_TURN_RIGHT 1
$sequence strf_turnr "strf_turnr" fps 15 ACT_TURN_RIGHT 1 
$sequence couvert "cover" fps 15 ACT_COWER 1
$sequence strf_couvert "strf_cover" fps 15 ACT_COWER 1
$sequence drawweapon "drawweapon" fps 20 ACT_ARM 1 { event 8 10 }
$sequence drawhands "drawhands" fps 20 ACT_ARM 1 { event 8 10 }
$sequence holster "holster" fps 15 ACT_DISARM 1 { event 9 10 }
$sequence downhands "downhands" fps 15 ACT_DISARM 1 { event 9 10 }
$sequence mattack1 "leftpunch" fps 15 ACT_MELEE_ATTACK1 1 { event 2 8 } 
$sequence mattack2 "rightpunch" fps 15 ACT_MELEE_ATTACK1 1 { event 3 7 }
$sequence mattack3 "punch" fps 15 ACT_MELEE_ATTACK1 1 { event 2 8 } { event 7 16 }
$sequence baisse "accroupi" fps 15 ACT_CROUCH 1
$sequence strf_baisse "strf_accroupi" fps 15 ACT_CROUCH 1 
$sequence victory "victoire" loop fps 15 ACT_VICTORY_DANCE 1
$sequence strf_victory "strf_victoire" loop fps 15 ACT_VICTORY_DANCE 1 
$sequence observe "regarde" fps 15 ACT_STAND 1
$sequence strf_observe "strf_regarde" fps 15 ACT_STAND 1 
$sequence smallflinch "smallflinch" fps 15 ACT_SMALL_FLINCH 1
$sequence strf_smallflinch "strf_smallflinch" fps 15 ACT_SMALL_FLINCH 1 
$sequence bigflinch "bigflinch" fps 15 ACT_BIG_FLINCH 1
$sequence strf_bigflinch "strf_bigflinch" fps 15 ACT_BIG_FLINCH 1 
$sequence larmflinch "larmflinch" fps 20 ACT_FLINCH_LEFTARM 1
$sequence strf_larmflinch "strf_larmflinch" fps 20 ACT_FLINCH_LEFTARM 1 
$sequence llegflinch "llegflinch" fps 20 ACT_FLINCH_LEFTLEG 1
$sequence strf_llegflinch "strf_llegflinch" fps 20 ACT_FLINCH_LEFTLEG 1 
$sequence rarmflinch "rarmflinch" fps 20 ACT_FLINCH_RIGHTARM 1
$sequence strf_rarmflinch "strf_rarmflinch" fps 20 ACT_FLINCH_RIGHTARM 1 
$sequence rlegflinch "rlegflinch" fps 20 ACT_FLINCH_RIGHTLEG 1
$sequence strf_rlegflinch "strf_rlegflinch" fps 20 ACT_FLINCH_RIGHTLEG 1 
$sequence shoot_strf "tir_bas" "tir_haut" fps 12 blend XR -45 45  ACT_RANGE_ATTACK1 2 {
{ event 1 2 }
{ event 5001 2 "50" } 
}
$sequence shoot_grenade "grenade" fps 12  ACT_RANGE_ATTACK2 1 { event 6 15 }
$sequence recharge "reload" fps 20 ACT_RELOAD 1 { event 4 60 }

$sequence diehead "diehead" fps 20 ACT_DIE_HEADSHOT 1 { event 2002 15 } { event 5 25 }
$sequence diegut "diegut" fps 20 ACT_DIE_GUTSHOT 1 { event 2002 14 } { event 5 55 }
$sequence dieforward "dieforward" fps 16 ACT_DIEFORWARD 1 { event 2002 10 } { event 5 35 }
$sequence diesimple "diesimple" fps 10 ACT_DIESIMPLE 1 { event 2002 6 } { event 5 10 }
$sequence diebackward "diebackward" fps 15 ACT_DIEBACKWARD 1 { event 2002 25 } { event 5 55 }

$sequence deadstomach "mort_ventre" fps 10
$sequence deadside "mort_cote" fps 10
$sequence deadsitting "mort_assit" fps 10
