Initial implementation of the new Base Game Template and some starting modules.

This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.

Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.

This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
This commit is contained in:
Areloch 2017-02-24 02:40:56 -06:00
parent 5c8a82180b
commit d680dc9934
2321 changed files with 296541 additions and 85 deletions

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(CheetahDAE)
{
baseShape = "./Cheetah_Body.DAE";
loadLights = "0";
lodType = "TrailingNumber";
neverImport = "null EnvironmentAmbientLight";
forceUpdateMaterials = "0";
loadLights = "0";
};
function CheetahDAE::onLoad(%this)
{
%this.setSequenceCyclic("ambient", "0");
%this.renameSequence("ambient", "timeline");
%this.addSequence("timeline", "root", "0", "1");
%this.addSequence("timeline", "spring0", "10", "11");
%this.addSequence("timeline", "spring1", "20", "21");
%this.addSequence("timeline", "spring2", "30", "31");
%this.addSequence("timeline", "spring3", "40", "41");
%this.addSequence("timeline", "brakeLight", "50", "51");
%this.setSequencePriority("brakeLight", "8");
%this.setNodeTransform("cam", "5.46934e-008 -4.75632 2.89171 -0.404897 0.817636 0.409303 1.71107", "1");
%this.removeNode("CheetahMesh300");
%this.removeNode("CheetahMesh200");
%this.removeNode("CheetahMesh100");
%this.removeNode("CheetahMesh2");
%this.removeNode("TailLightsMesh300");
%this.removeNode("TailLightsMesh200");
%this.removeNode("TailLightsMesh100");
%this.removeNode("TailLightsMesh2");
%this.removeNode("nulldetail1");
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(Cheetah_TurretDAE)
{
baseShape = "./Cheetah_Turret.DAE";
lodType = "TrailingNumber";
neverImport = "null EnvironmentAmbientLight";
matNamePrefix = "";
forceUpdateMaterials = "0";
loadLights = "0";
};
function Cheetah_TurretDAE::onLoad(%this)
{
%this.renameSequence("ambient", "fire");
%this.removeNode("Cheetah_Turret_LOD200");
%this.removeNode("Cheetah_Turret_LOD2");
%this.removeNode("Cheetah_Turret_LOD100");
%this.removeNode("collision-1");
%this.removeNode("collision-2");
%this.removeNode("Cheetah_Turret_LOD300");
%this.removeNode("flash_LOD2");
%this.removeNode("flash_LOD100");
%this.removeNode("flash_LOD200");
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton Material(Cheetah_Main)
{
mapTo = "Cheetah_Main";
diffuseMap[0] = "data/FPSGameplay/art/shapes/Cheetah/Cheetah_D";
specular[0] = "0.9 0.9 0.9 1";
specularPower[0] = "10";
translucentBlendOp = "None";
normalMap[0] = "data/FPSGameplay/art/shapes/Cheetah/Cheetah_N";
specularMap[0] = "data/FPSGameplay/art/shapes/Cheetah/Cheetah_S";
castDynamicShadows = true;
};
singleton Material(Cheetah_TailLights)
{
mapTo = "Cheetah_TailLights";
diffuseColor[0] = "0.588235 0 0 1";
specular[0] = "0.9 0.9 0.9 1";
specularPower[0] = "10";
translucentBlendOp = "None";
glow[0] = "1";
emissive[0] = "1";
};
singleton Material(Cheetah_MuzzleFlash)
{
mapTo = "Cheetah_MuzzleFlash";
diffuseMap[0] = "data/FPSGameplay/art/shapes/Cheetah/Cheetah_MuzzleFlash_D";
specular[0] = "0.9 0.9 0.9 1";
specularPower[0] = "10";
translucentBlendOp = "AddAlpha";
glow[0] = "1";
emissive[0] = "1";
castShadows = "0";
translucent = "1";
};
singleton Material(Cheetah_Collider)
{
mapTo = "Collider";
diffuseColor[0] = "1 0 0 0.75";
specular[0] = "0.9 0.9 0.9 1";
specularPower[0] = "10";
translucent = "1";
};

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(WheelDae)
{
baseShape = "./wheel.DAE";
lodType = "TrailingNumber";
neverImport = "null EnvironmentAmbientLight";
matNamePrefix = "";
forceUpdateMaterials = "0";
loadLights = "0";
};
function WheelDae::onLoad(%this)
{
%this.removeNode("Tread_LOD100");
%this.removeNode("Tread_LOD2");
%this.removeNode("Tread_LOD300");
%this.removeNode("Tread_LOD200");
%this.removeNode("collision-1");
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(WheelBackDae)
{
baseShape = "./wheelBack.DAE";
lodType = "TrailingNumber";
neverImport = "null EnvironmentAmbientLight";
matNamePrefix = "";
forceUpdateMaterials = "0";
loadLights = "0";
};
function WheelBackDae::onLoad(%this)
{
%this.removeNode("TireBack_LOD2");
%this.removeNode("TireBack_LOD300");
%this.removeNode("TireBack_LOD200");
%this.removeNode("TireBack_LOD100");
%this.removeNode("collision-1");
%this.removeNode("nulldetail1");
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(PlayerAnim_Lurker_BackDAE)
{
baseShape = "./PlayerAnim_Lurker_Back.dae";
neverImport = "EnvironmentAmbientLight";
loadLights = "0";
};
function PlayerAnim_Lurker_BackDAE::onLoad(%this)
{
%this.setSequenceCyclic("ambient", "true");
%this.addSequence("ambient", "Back", "250", "269");
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(PlayerAnim_Lurker_Celebrate_01DAE)
{
baseShape = "./PlayerAnim_Lurker_Celebrate_01.dae";
neverImport = "EnvironmentAmbientLight";
loadLights = "0";
};
function PlayerAnim_Lurker_Celebrate_01DAE::onLoad(%this)
{
%this.setSequenceCyclic("ambient", "false");
%this.addSequence("ambient", "Celebrate_01", "2020", "2090");
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(PlayerAnim_Lurker_Crouch_BackwardDAE)
{
baseShape = "./PlayerAnim_Lurker_Crouch_Backward.dae";
neverImport = "EnvironmentAmbientLight";
loadLights = "0";
};
function PlayerAnim_Lurker_Crouch_BackwardDAE::onLoad(%this)
{
%this.setSequenceCyclic("ambient", "true");
%this.addSequence("ambient", "Crouch_Backward", "460", "489");
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(PlayerAnim_Lurker_Crouch_ForwardDAE)
{
baseShape = "./PlayerAnim_Lurker_Crouch_Forward.dae";
neverImport = "EnvironmentAmbientLight";
loadLights = "0";
};
function PlayerAnim_Lurker_Crouch_ForwardDAE::onLoad(%this)
{
%this.setSequenceCyclic("ambient", "true");
%this.addSequence("ambient", "Crouch_Forward", "400", "429");
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(PlayerAnim_Lurker_Crouch_RootDAE)
{
baseShape = "./PlayerAnim_Lurker_Crouch_Root.dae";
neverImport = "EnvironmentAmbientLight";
loadLights = "0";
};
function PlayerAnim_Lurker_Crouch_RootDAE::onLoad(%this)
{
%this.setSequenceCyclic("ambient", "true");
%this.addSequence("ambient", "Crouch_Root", "300", "359");
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(PlayerAnim_Lurker_Crouch_SideDAE)
{
baseShape = "./PlayerAnim_Lurker_Crouch_Side.dae";
neverImport = "EnvironmentAmbientLight";
loadLights = "0";
};
function PlayerAnim_Lurker_Crouch_SideDAE::onLoad(%this)
{
%this.setSequenceCyclic("ambient", "true");
%this.addSequence("ambient", "Crouch_Side", "520", "549");
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(PlayerAnim_Lurker_Death1DAE)
{
baseShape = "./PlayerAnim_Lurker_Death1.dae";
neverImport = "EnvironmentAmbientLight";
loadLights = "0";
};
function PlayerAnim_Lurker_Death1DAE::onLoad(%this)
{
%this.setSequenceCyclic("ambient", "false");
%this.addSequence("ambient", "Death1", "1140", "1180");
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(PlayerAnim_Lurker_Death2DAE)
{
baseShape = "./PlayerAnim_Lurker_Death2.dae";
neverImport = "EnvironmentAmbientLight";
loadLights = "0";
};
function PlayerAnim_Lurker_Death2DAE::onLoad(%this)
{
%this.setSequenceCyclic("ambient", "false");
%this.addSequence("ambient", "Death2", "1210", "1255");
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(PlayerAnim_Lurker_Death3DAE)
{
baseShape = "./PlayerAnim_Lurker_Death3.dae";
neverImport = "EnvironmentAmbientLight";
loadLights = "0";
};
function PlayerAnim_Lurker_Death3DAE::onLoad(%this)
{
%this.setSequenceCyclic("ambient", "false");
%this.addSequence("ambient", "Death3", "1280", "1320");
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(PlayerAnim_Lurker_FallDAE)
{
baseShape = "./PlayerAnim_Lurker_Fall.dae";
neverImport = "EnvironmentAmbientLight";
loadLights = "0";
};
function PlayerAnim_Lurker_FallDAE::onLoad(%this)
{
%this.setSequenceCyclic("ambient", "true");
%this.addSequence("ambient", "Fall", "1040", "1069");
}

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<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
<asset>
<contributor>
<author>MattO</author>
<authoring_tool>OpenCOLLADA for 3ds Max; Version: 1.3.0; Revision: 839M; Platform: x64; Configuration: Release_Max2012</authoring_tool>
<source_data>file:///C:/Dropbox/Prj/GGStout/Lurker/SoldierTP_Lurker_Animation_Master.max</source_data>
</contributor>
<created>2011-09-29T23:38:25</created>
<modified>2011-09-29T23:38:25</modified>
<unit name="meter" meter="1"/>
<up_axis>Z_UP</up_axis>
</asset>
<library_effects>
<effect id="ShapeBounds">
<profile_COMMON>
<technique sid="common">
<blinn>
<emission>
<color>0 0 0 1</color>
</emission>
<ambient>
<color>0.1647059 1 0 1</color>
</ambient>
<diffuse>
<color>0.1647059 1 0 1</color>
</diffuse>
<specular>
<color>0.9 0.9 0.9 1</color>
</specular>
<shininess>
<float>10</float>
</shininess>
<reflective>
<color>0 0 0 1</color>
</reflective>
<transparent opaque="A_ONE">
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<technique_common>
<accessor source="#node-Bip01_R_Foot_matrix-input-array" count="30" stride="1">
<param name="TIME" type="float"/>
</accessor>
</technique_common>
</source>
<source id="node-Bip01_R_Foot_matrix-output">
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<technique_common>
<accessor source="#node-Bip01_R_Foot_matrix-output-array" count="30" stride="16">
<param name="TRANSFORM" type="float4x4"/>
</accessor>
</technique_common>
</source>
<source id="node-Bip01_R_Foot_matrix-interpolation">
<Name_array id="node-Bip01_R_Foot_matrix-interpolation-array" count="30">LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common>
<accessor source="#node-Bip01_R_Foot_matrix-interpolation-array" count="30" stride="1">
<param name="INTERPOLATION" type="name"/>
</accessor>
</technique_common>
</source>
<source id="node-Bip01_FannyPack_matrix-input">
<float_array id="node-Bip01_FannyPack_matrix-input-array" count="30">34.66667 34.7 34.73333 34.76667 34.8 34.83333 34.86666 34.9 34.93333 34.96667 35 35.03333 35.06667 35.1 35.13334 35.16667 35.2 35.23333 35.26667 35.3 35.33333 35.36666 35.4 35.43333 35.46667 35.5 35.53333 35.56667 35.6 35.63334</float_array>
<technique_common>
<accessor source="#node-Bip01_FannyPack_matrix-input-array" count="30" stride="1">
<param name="TIME" type="float"/>
</accessor>
</technique_common>
</source>
<source id="node-Bip01_FannyPack_matrix-output">
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<technique_common>
<accessor source="#node-Bip01_FannyPack_matrix-output-array" count="30" stride="16">
<param name="TRANSFORM" type="float4x4"/>
</accessor>
</technique_common>
</source>
<source id="node-Bip01_FannyPack_matrix-interpolation">
<Name_array id="node-Bip01_FannyPack_matrix-interpolation-array" count="30">LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common>
<accessor source="#node-Bip01_FannyPack_matrix-interpolation-array" count="30" stride="1">
<param name="INTERPOLATION" type="name"/>
</accessor>
</technique_common>
</source>
<sampler id="node-Bip01_Pelvis_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_Pelvis_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_Pelvis_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_Pelvis_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_Spine_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_Spine_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_Spine_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_Spine_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_Spine2_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_Spine2_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_Spine2_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_Spine2_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_Head_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_Head_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_Head_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_Head_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_L_UpperArm_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_L_UpperArm_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_L_UpperArm_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_L_UpperArm_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_L_Forearm_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_L_Forearm_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_L_Forearm_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_L_Forearm_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_L_Hand_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_L_Hand_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_L_Hand_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_L_Hand_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_R_UpperArm_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_R_UpperArm_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_R_UpperArm_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_R_UpperArm_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_L_Thigh_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_L_Thigh_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_L_Thigh_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_L_Thigh_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_L_Calf_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_L_Calf_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_L_Calf_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_L_Calf_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_L_Foot_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_L_Foot_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_L_Foot_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_L_Foot_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_R_Thigh_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_R_Thigh_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_R_Thigh_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_R_Thigh_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_R_Calf_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_R_Calf_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_R_Calf_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_R_Calf_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_R_Foot_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_R_Foot_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_R_Foot_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_R_Foot_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_FannyPack_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_FannyPack_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_FannyPack_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_FannyPack_matrix-interpolation"/>
</sampler>
<channel source="#node-Bip01_Pelvis_matrix-sampler" target="node-Bip01_Pelvis/matrix"/>
<channel source="#node-Bip01_Spine_matrix-sampler" target="node-Bip01_Spine/matrix"/>
<channel source="#node-Bip01_Spine2_matrix-sampler" target="node-Bip01_Spine2/matrix"/>
<channel source="#node-Bip01_Head_matrix-sampler" target="node-Bip01_Head/matrix"/>
<channel source="#node-Bip01_L_UpperArm_matrix-sampler" target="node-Bip01_L_UpperArm/matrix"/>
<channel source="#node-Bip01_L_Forearm_matrix-sampler" target="node-Bip01_L_Forearm/matrix"/>
<channel source="#node-Bip01_L_Hand_matrix-sampler" target="node-Bip01_L_Hand/matrix"/>
<channel source="#node-Bip01_R_UpperArm_matrix-sampler" target="node-Bip01_R_UpperArm/matrix"/>
<channel source="#node-Bip01_L_Thigh_matrix-sampler" target="node-Bip01_L_Thigh/matrix"/>
<channel source="#node-Bip01_L_Calf_matrix-sampler" target="node-Bip01_L_Calf/matrix"/>
<channel source="#node-Bip01_L_Foot_matrix-sampler" target="node-Bip01_L_Foot/matrix"/>
<channel source="#node-Bip01_R_Thigh_matrix-sampler" target="node-Bip01_R_Thigh/matrix"/>
<channel source="#node-Bip01_R_Calf_matrix-sampler" target="node-Bip01_R_Calf/matrix"/>
<channel source="#node-Bip01_R_Foot_matrix-sampler" target="node-Bip01_R_Foot/matrix"/>
<channel source="#node-Bip01_FannyPack_matrix-sampler" target="node-Bip01_FannyPack/matrix"/>
</animation>
</library_animations>
<scene>
<instance_visual_scene url="#MaxScene"/>
</scene>
</COLLADA>

View file

@ -0,0 +1,34 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(PlayerAnim_Lurker_HeadDAE)
{
baseShape = "./PlayerAnim_Lurker_Head.dae";
neverImport = "EnvironmentAmbientLight";
loadLights = "0";
};
function PlayerAnim_Lurker_HeadDAE::onLoad(%this)
{
%this.setSequenceCyclic("ambient", "false");
%this.addSequence("ambient", "Head", "900", "910");
}

View file

@ -0,0 +1,738 @@
<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
<asset>
<contributor>
<author>MattO</author>
<authoring_tool>OpenCOLLADA for 3ds Max; Version: 1.3.0; Revision: 839M; Platform: x64; Configuration: Release_Max2012</authoring_tool>
<source_data>file:///C:/Dropbox/Prj/GGStout/Lurker/SoldierTP_Lurker_Animation_Master.max</source_data>
</contributor>
<created>2011-09-29T23:38:25</created>
<modified>2011-09-29T23:38:25</modified>
<unit name="meter" meter="1"/>
<up_axis>Z_UP</up_axis>
</asset>
<library_effects>
<effect id="ShapeBounds">
<profile_COMMON>
<technique sid="common">
<blinn>
<emission>
<color>0 0 0 1</color>
</emission>
<ambient>
<color>0.1647059 1 0 1</color>
</ambient>
<diffuse>
<color>0.1647059 1 0 1</color>
</diffuse>
<specular>
<color>0.9 0.9 0.9 1</color>
</specular>
<shininess>
<float>10</float>
</shininess>
<reflective>
<color>0 0 0 1</color>
</reflective>
<transparent opaque="A_ONE">
<color>1 1 1 1</color>
</transparent>
<transparency>
<float>1</float>
</transparency>
</blinn>
</technique>
</profile_COMMON>
<extra>
<technique profile="OpenCOLLADA3dsMax">
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<input semantic="INTERPOLATION" source="#node-ALTEYE_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_L_Clavicle_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_L_Clavicle_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_L_Clavicle_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_L_Clavicle_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_R_Clavicle_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_R_Clavicle_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_R_Clavicle_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_R_Clavicle_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_L_Thigh_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_L_Thigh_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_L_Thigh_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_L_Thigh_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_L_Calf_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_L_Calf_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_L_Calf_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_L_Calf_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_L_Foot_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_L_Foot_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_L_Foot_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_L_Foot_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_R_Thigh_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_R_Thigh_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_R_Thigh_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_R_Thigh_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_R_Foot_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_R_Foot_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_R_Foot_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_R_Foot_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_R_Toe0_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_R_Toe0_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_R_Toe0_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_R_Toe0_matrix-interpolation"/>
</sampler>
<channel source="#node-Bip01_Pelvis_matrix-sampler" target="node-Bip01_Pelvis/matrix"/>
<channel source="#node-Bip01_Spine_matrix-sampler" target="node-Bip01_Spine/matrix"/>
<channel source="#node-Bip01_Neck_matrix-sampler" target="node-Bip01_Neck/matrix"/>
<channel source="#node-Bip01_Head_matrix-sampler" target="node-Bip01_Head/matrix"/>
<channel source="#node-ALTEYE_matrix-sampler" target="node-ALTEYE/matrix"/>
<channel source="#node-Bip01_L_Clavicle_matrix-sampler" target="node-Bip01_L_Clavicle/matrix"/>
<channel source="#node-Bip01_R_Clavicle_matrix-sampler" target="node-Bip01_R_Clavicle/matrix"/>
<channel source="#node-Bip01_L_Thigh_matrix-sampler" target="node-Bip01_L_Thigh/matrix"/>
<channel source="#node-Bip01_L_Calf_matrix-sampler" target="node-Bip01_L_Calf/matrix"/>
<channel source="#node-Bip01_L_Foot_matrix-sampler" target="node-Bip01_L_Foot/matrix"/>
<channel source="#node-Bip01_R_Thigh_matrix-sampler" target="node-Bip01_R_Thigh/matrix"/>
<channel source="#node-Bip01_R_Foot_matrix-sampler" target="node-Bip01_R_Foot/matrix"/>
<channel source="#node-Bip01_R_Toe0_matrix-sampler" target="node-Bip01_R_Toe0/matrix"/>
</animation>
</library_animations>
<scene>
<instance_visual_scene url="#MaxScene"/>
</scene>
</COLLADA>

View file

@ -0,0 +1,34 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(PlayerAnim_Lurker_JumpDAE)
{
baseShape = "./PlayerAnim_Lurker_Jump.dae";
neverImport = "EnvironmentAmbientLight";
loadLights = "0";
};
function PlayerAnim_Lurker_JumpDAE::onLoad(%this)
{
%this.setSequenceCyclic("ambient", "false");
%this.addSequence("ambient", "Jump", "1000", "1010");
}

View file

@ -0,0 +1,948 @@
<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
<asset>
<contributor>
<author>MattO</author>
<authoring_tool>OpenCOLLADA for 3ds Max; Version: 1.3.0; Revision: 839M; Platform: x64; Configuration: Release_Max2012</authoring_tool>
<source_data>file:///C:/Dropbox/Prj/GGStout/Lurker/SoldierTP_Lurker_Animation_Master.max</source_data>
</contributor>
<created>2011-09-29T23:38:24</created>
<modified>2011-09-29T23:38:24</modified>
<unit name="meter" meter="1"/>
<up_axis>Z_UP</up_axis>
</asset>
<library_effects>
<effect id="ShapeBounds">
<profile_COMMON>
<technique sid="common">
<blinn>
<emission>
<color>0 0 0 1</color>
</emission>
<ambient>
<color>0.1647059 1 0 1</color>
</ambient>
<diffuse>
<color>0.1647059 1 0 1</color>
</diffuse>
<specular>
<color>0.9 0.9 0.9 1</color>
</specular>
<shininess>
<float>10</float>
</shininess>
<reflective>
<color>0 0 0 1</color>
</reflective>
<transparent opaque="A_ONE">
<color>1 1 1 1</color>
</transparent>
<transparency>
<float>1</float>
</transparency>
</blinn>
</technique>
</profile_COMMON>
<extra>
<technique profile="OpenCOLLADA3dsMax">
<extended_shader>
<apply_reflection_dimming>0</apply_reflection_dimming>
<dim_level>0</dim_level>
<falloff_type>0</falloff_type>
<index_of_refraction>1.5</index_of_refraction>
<opacity_type>0</opacity_type>
<reflection_level>3</reflection_level>
<wire_size>1</wire_size>
<wire_units>0</wire_units>
</extended_shader>
<shader>
<ambient_diffuse_lock>1</ambient_diffuse_lock>
<ambient_diffuse_texture_lock>1</ambient_diffuse_texture_lock>
<diffuse_specular_lock>0</diffuse_specular_lock>
<soften>0.1</soften>
<use_self_illum_color>0</use_self_illum_color>
</shader>
</technique>
</extra>
</effect>
</library_effects>
<library_materials>
<material id="ShapeBounds-material" name="ShapeBounds">
<instance_effect url="#ShapeBounds"/>
</material>
</library_materials>
<library_geometries>
<geometry id="geom-Bounds" name="Bounds">
<mesh>
<source id="geom-Bounds-positions">
<float_array id="geom-Bounds-positions-array" count="24">-0.425 -0.425 0 0.425 -0.425 0 -0.425 0.425 0 0.425 0.425 0 -0.425 -0.425 1.84 0.425 -0.425 1.84 -0.425 0.425 1.84 0.425 0.425 1.84</float_array>
<technique_common>
<accessor source="#geom-Bounds-positions-array" count="8" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="geom-Bounds-normals">
<float_array id="geom-Bounds-normals-array" count="72">0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 1 0 0 1 0 0 1 0 0 1 0 -1 0 0 -1 0 0 -1 0 0 -1 0 1 0 0 1 0 0 1 0 0 1 0 0 0 1 0 0 1 0 0 1 0 0 1 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0</float_array>
<technique_common>
<accessor source="#geom-Bounds-normals-array" count="24" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="geom-Bounds-map1">
<float_array id="geom-Bounds-map1-array" count="36">0 0 0 1 0 0 0 1 0 1 1 0 0 0 0 1 0 0 0 1 0 1 1 0 0 0 0 1 0 0 0 1 0 1 1 0</float_array>
<technique_common>
<accessor source="#geom-Bounds-map1-array" count="12" stride="3">
<param name="S" type="float"/>
<param name="T" type="float"/>
<param name="P" type="float"/>
</accessor>
</technique_common>
</source>
<vertices id="geom-Bounds-vertices">
<input semantic="POSITION" source="#geom-Bounds-positions"/>
</vertices>
<triangles material="ShapeBounds" count="12">
<input semantic="VERTEX" source="#geom-Bounds-vertices" offset="0"/>
<input semantic="NORMAL" source="#geom-Bounds-normals" offset="1"/>
<input semantic="TEXCOORD" source="#geom-Bounds-map1" offset="2" set="0"/>
<p>0 0 9 2 1 11 3 2 10 3 2 10 1 3 8 0 0 9 4 4 8 5 5 9 7 6 11 7 6 11 6 7 10 4 4 8 0 8 4 1 9 5 5 10 7 5 10 7 4 11 6 0 8 4 1 12 0 3 13 1 7 14 3 7 14 3 5 15 2 1 12 0 3 16 4 2 17 5 6 18 7 6 18 7 7 19 6 3 16 4 2 20 0 0 21 1 4 22 3 4 22 3 6 23 2 2 20 0</p>
</triangles>
</mesh>
<extra>
<technique profile="OpenCOLLADA3dsMax">
<max_box>
<generateuvs>1</generateuvs>
<height>1.84</height>
<heightsegments>1</heightsegments>
<length>0.85</length>
<lengthsegments>1</lengthsegments>
<width>0.85</width>
<widthsegments>1</widthsegments>
</max_box>
</technique>
</extra>
</geometry>
</library_geometries>
<library_lights>
<light id="EnvironmentAmbientLight" name="EnvironmentAmbientLight">
<technique_common>
<ambient>
<color>0 0 0</color>
</ambient>
</technique_common>
</light>
</library_lights>
<library_visual_scenes>
<visual_scene id="MaxScene">
<node name="EnvironmentAmbientLight">
<instance_light url="#EnvironmentAmbientLight"/>
</node>
<node id="node-Bip01" name="Bip01">
<matrix sid="matrix">0.7792376 -0.6267173 0.003750267 -8.10623e-5 0.6267178 0.7792454 0.001183462 0.009366653 -0.003664074 0.001428161 0.9999923 0.6175663 0 0 0 1</matrix>
<node id="node-Bip01_Pelvis" name="Bip01_Pelvis">
<matrix sid="matrix">-0.009626727 0.991236 0.1317526 0 -0.1217413 -0.1319404 0.9837534 0 0.9925151 -0.0065694 0.1219445 0 0 0 0 1</matrix>
<node id="node-Bip01_Spine" name="Bip01_Spine">
<matrix sid="matrix">0.9142389 -0.1596023 -0.3724171 0.1975124 0.1756539 0.9844078 0.009333353 0.02499346 0.3651207 -0.07394949 0.9280187 0.02780974 0 0 0 1</matrix>
<node id="node-Bip01_Spine1" name="Bip01_Spine1">
<matrix>0.9850424 0.02363086 -0.1706849 0.1022273 -0.01319331 0.9979873 0.06202858 -1.00829e-4 0.1718071 -0.05884882 0.9833715 5.93066e-6 0 0 0 1</matrix>
<node id="node-Bip01_Spine2" name="Bip01_Spine2">
<matrix sid="matrix">0.8835585 -0.3774273 -0.2772602 0.1269308 0.4144815 0.9058138 0.08778688 -1.55188e-4 0.2180129 -0.1924841 0.956776 3.29018e-5 0 0 0 1</matrix>
<node id="node-Bip01_Neck" name="Bip01_Neck">
<matrix>0.8407079 -0.4308255 0.3280237 0.2151071 0.413622 0.9019013 0.1244631 -4.97103e-5 -0.3494668 0.03104064 0.9364345 -1.78814e-6 0 0 0 1</matrix>
<node id="node-Bip01_Head" name="Bip01_Head">
<matrix sid="matrix">0.9551592 0.1250558 -0.2683872 0.0705182 -0.2814226 0.1016556 -0.954184 -0.01395917 -0.09204334 0.986928 0.132291 -5.96046e-8 0 0 0 1</matrix>
<node id="node-ALTEYE" name="ALTEYE">
<matrix sid="matrix">0.4506336 0.3792481 0.8081467 0.06454706 0.04412826 0.8947042 -0.4444743 0.2214611 -0.8916178 0.2359567 0.3864482 0.04716256 0 0 0 1</matrix>
</node>
</node>
<node id="node-Bip01_L_Clavicle" name="Bip01_L_Clavicle">
<matrix>-0.5778345 -0.4531803 0.6787746 -0.04690343 0.2838089 -0.891343 -0.3534966 -0.01204759 0.7652187 -0.01162018 0.6436654 0.05588406 0 0 0 1</matrix>
<node id="node-Bip01_L_UpperArm" name="Bip01_L_UpperArm">
<matrix sid="matrix">0.5020983 0.8647767 -0.007648319 0.1824006 -0.2608427 0.1598681 0.9520522 2.98023e-8 0.8245354 -0.4760286 0.3058401 1.19209e-7 0 0 0 1</matrix>
<node id="node-Bip01_L_Forearm" name="Bip01_L_Forearm">
<matrix sid="matrix">0.7422016 0.6701767 -7.45058e-9 0.2843688 -0.6701766 0.7422017 0 0 0 -2.98023e-8 1 -5.96046e-8 0 0 0 1</matrix>
<node id="node-Bip01_L_Hand" name="Bip01_L_Hand">
<matrix sid="matrix">0.9275936 0.1944826 -0.3189771 0.2810681 0.03266771 -0.8927687 -0.4493288 2.98023e-8 -0.3721595 0.4063743 -0.83448 5.96046e-8 0 0 0 1</matrix>
<node id="node-Bip01_L_Finger0" name="Bip01_L_Finger0">
<matrix>0.6413841 0.3141902 0.6999363 0.02119678 0.7352949 0.0087029 -0.6776913 -0.004734099 -0.2190155 0.9493201 -0.2254407 -0.02572179 0 0 0 1</matrix>
<node id="node-Bip01_L_Finger01" name="Bip01_L_Finger01">
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<node id="node-Bip01_L_Finger02" name="Bip01_L_Finger02">
<matrix>0.9203136 0.3911814 2.98023e-8 0.05202246 -0.3911815 0.9203136 -3.72529e-9 -2.98023e-8 0 2.98023e-8 1 -5.96046e-8 0 0 0 1</matrix>
</node>
</node>
</node>
<node id="node-Bip01_L_Finger1" name="Bip01_L_Finger1">
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<node id="node-Bip01_L_Finger11" name="Bip01_L_Finger11">
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<node id="node-Bip01_L_Finger12" name="Bip01_L_Finger12">
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</node>
</node>
</node>
<node id="node-Bip01_L_Finger2" name="Bip01_L_Finger2">
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<node id="node-Bip01_L_Finger21" name="Bip01_L_Finger21">
<matrix>0.8156036 -0.5786111 7.45058e-9 0.03895521 0.5786111 0.8156036 -9.31323e-9 5.96046e-8 2.6077e-8 5.37839e-8 1 -5.96046e-8 0 0 0 1</matrix>
<node id="node-Bip01_L_Finger22" name="Bip01_L_Finger22">
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</node>
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</node>
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</node>
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</node>
<node id="node-Bip01_R_Clavicle" name="Bip01_R_Clavicle">
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<node id="node-Bip01_R_UpperArm" name="Bip01_R_UpperArm">
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<node id="node-Bip01_R_Forearm" name="Bip01_R_Forearm">
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<node id="node-Bip01_R_Hand" name="Bip01_R_Hand">
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</node>
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</node>
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<technique_common>
<accessor source="#node-Bip01_FannyPack_matrix-output-array" count="11" stride="16">
<param name="TRANSFORM" type="float4x4"/>
</accessor>
</technique_common>
</source>
<source id="node-Bip01_FannyPack_matrix-interpolation">
<Name_array id="node-Bip01_FannyPack_matrix-interpolation-array" count="11">LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common>
<accessor source="#node-Bip01_FannyPack_matrix-interpolation-array" count="11" stride="1">
<param name="INTERPOLATION" type="name"/>
</accessor>
</technique_common>
</source>
<source id="node-EYE_matrix-input">
<float_array id="node-EYE_matrix-input-array" count="11">33.33333 33.36666 33.4 33.43333 33.46667 33.5 33.53333 33.56667 33.6 33.63334 33.66667</float_array>
<technique_common>
<accessor source="#node-EYE_matrix-input-array" count="11" stride="1">
<param name="TIME" type="float"/>
</accessor>
</technique_common>
</source>
<source id="node-EYE_matrix-output">
<float_array id="node-EYE_matrix-output-array" count="176">0.7792379 0.6267177 -0.003664076 0.05872952 -0.6267173 0.7792452 0.001428186 0.0726093 0.003750264 0.001183271 0.999992 0.9528271 0 0 0 1 0.7792379 0.6267177 -0.003664076 0.05884116 -0.6267173 0.7792452 0.001428186 0.07256388 0.003750264 0.001183271 0.999992 0.9220437 0 0 0 1 0.7792379 0.6267177 -0.003664076 0.05910736 -0.6267173 0.7792452 0.001428186 0.07245993 0.003750264 0.001183271 0.999992 0.8493565 0 0 0 1 0.7792379 0.6267177 -0.003664076 0.05942451 -0.6267173 0.7792452 0.001428186 0.07233703 0.003750264 0.001183271 0.999992 0.7629231 0 0 0 1 0.7792379 0.6267177 -0.003664076 0.05969142 -0.6267173 0.7792452 0.001428186 0.07223391 0.003750264 0.001183271 0.999992 0.690237 0 0 0 1 0.7792379 0.6267177 -0.003664076 0.05980449 -0.6267173 0.7792452 0.001428186 0.07219034 0.003750264 0.001183271 0.999992 0.659456 0 0 0 1 0.7792379 0.6267177 -0.003664076 0.05980449 -0.6267173 0.7792452 0.001428186 0.07219034 0.003750264 0.001183271 0.999992 0.659456 0 0 0 1 0.7792379 0.6267177 -0.003664076 0.05980449 -0.6267173 0.7792452 0.001428186 0.07219034 0.003750264 0.001183271 0.999992 0.659456 0 0 0 1 0.7792379 0.6267177 -0.003664076 0.05980449 -0.6267173 0.7792452 0.001428186 0.07219034 0.003750264 0.001183271 0.999992 0.659456 0 0 0 1 0.7792379 0.6267177 -0.003664076 0.05980449 -0.6267173 0.7792452 0.001428186 0.07219034 0.003750264 0.001183271 0.999992 0.659456 0 0 0 1 0.7792379 0.6267177 -0.003664076 0.05980449 -0.6267173 0.7792452 0.001428186 0.07219034 0.003750264 0.001183271 0.999992 0.659456 0 0 0 1</float_array>
<technique_common>
<accessor source="#node-EYE_matrix-output-array" count="11" stride="16">
<param name="TRANSFORM" type="float4x4"/>
</accessor>
</technique_common>
</source>
<source id="node-EYE_matrix-interpolation">
<Name_array id="node-EYE_matrix-interpolation-array" count="11">LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common>
<accessor source="#node-EYE_matrix-interpolation-array" count="11" stride="1">
<param name="INTERPOLATION" type="name"/>
</accessor>
</technique_common>
</source>
<sampler id="node-Bip01_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_Pelvis_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_Pelvis_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_Pelvis_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_Pelvis_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_Spine_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_Spine_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_Spine_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_Spine_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_Spine2_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_Spine2_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_Spine2_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_Spine2_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_Head_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_Head_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_Head_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_Head_matrix-interpolation"/>
</sampler>
<sampler id="node-ALTEYE_matrix-sampler">
<input semantic="INPUT" source="#node-ALTEYE_matrix-input"/>
<input semantic="OUTPUT" source="#node-ALTEYE_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-ALTEYE_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_L_UpperArm_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_L_UpperArm_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_L_UpperArm_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_L_UpperArm_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_L_Forearm_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_L_Forearm_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_L_Forearm_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_L_Forearm_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_L_Hand_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_L_Hand_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_L_Hand_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_L_Hand_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_R_UpperArm_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_R_UpperArm_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_R_UpperArm_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_R_UpperArm_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_L_Thigh_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_L_Thigh_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_L_Thigh_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_L_Thigh_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_L_Calf_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_L_Calf_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_L_Calf_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_L_Calf_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_L_Foot_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_L_Foot_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_L_Foot_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_L_Foot_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_L_Toe0_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_L_Toe0_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_L_Toe0_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_L_Toe0_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_R_Thigh_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_R_Thigh_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_R_Thigh_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_R_Thigh_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_R_Calf_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_R_Calf_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_R_Calf_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_R_Calf_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_R_Foot_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_R_Foot_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_R_Foot_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_R_Foot_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_R_Toe0_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_R_Toe0_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_R_Toe0_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_R_Toe0_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_FannyPack_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_FannyPack_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_FannyPack_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_FannyPack_matrix-interpolation"/>
</sampler>
<sampler id="node-EYE_matrix-sampler">
<input semantic="INPUT" source="#node-EYE_matrix-input"/>
<input semantic="OUTPUT" source="#node-EYE_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-EYE_matrix-interpolation"/>
</sampler>
<channel source="#node-Bip01_matrix-sampler" target="node-Bip01/matrix"/>
<channel source="#node-Bip01_Pelvis_matrix-sampler" target="node-Bip01_Pelvis/matrix"/>
<channel source="#node-Bip01_Spine_matrix-sampler" target="node-Bip01_Spine/matrix"/>
<channel source="#node-Bip01_Spine2_matrix-sampler" target="node-Bip01_Spine2/matrix"/>
<channel source="#node-Bip01_Head_matrix-sampler" target="node-Bip01_Head/matrix"/>
<channel source="#node-ALTEYE_matrix-sampler" target="node-ALTEYE/matrix"/>
<channel source="#node-Bip01_L_UpperArm_matrix-sampler" target="node-Bip01_L_UpperArm/matrix"/>
<channel source="#node-Bip01_L_Forearm_matrix-sampler" target="node-Bip01_L_Forearm/matrix"/>
<channel source="#node-Bip01_L_Hand_matrix-sampler" target="node-Bip01_L_Hand/matrix"/>
<channel source="#node-Bip01_R_UpperArm_matrix-sampler" target="node-Bip01_R_UpperArm/matrix"/>
<channel source="#node-Bip01_L_Thigh_matrix-sampler" target="node-Bip01_L_Thigh/matrix"/>
<channel source="#node-Bip01_L_Calf_matrix-sampler" target="node-Bip01_L_Calf/matrix"/>
<channel source="#node-Bip01_L_Foot_matrix-sampler" target="node-Bip01_L_Foot/matrix"/>
<channel source="#node-Bip01_L_Toe0_matrix-sampler" target="node-Bip01_L_Toe0/matrix"/>
<channel source="#node-Bip01_R_Thigh_matrix-sampler" target="node-Bip01_R_Thigh/matrix"/>
<channel source="#node-Bip01_R_Calf_matrix-sampler" target="node-Bip01_R_Calf/matrix"/>
<channel source="#node-Bip01_R_Foot_matrix-sampler" target="node-Bip01_R_Foot/matrix"/>
<channel source="#node-Bip01_R_Toe0_matrix-sampler" target="node-Bip01_R_Toe0/matrix"/>
<channel source="#node-Bip01_FannyPack_matrix-sampler" target="node-Bip01_FannyPack/matrix"/>
<channel source="#node-EYE_matrix-sampler" target="node-EYE/matrix"/>
</animation>
</library_animations>
<scene>
<instance_visual_scene url="#MaxScene"/>
</scene>
</COLLADA>

View file

@ -0,0 +1,34 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(PlayerAnim_Lurker_LandDAE)
{
baseShape = "./PlayerAnim_Lurker_Land.dae";
neverImport = "EnvironmentAmbientLight";
loadLights = "0";
};
function PlayerAnim_Lurker_LandDAE::onLoad(%this)
{
%this.setSequenceCyclic("ambient", "false");
%this.addSequence("ambient", "Land", "1100", "1110");
}

View file

@ -0,0 +1,918 @@
<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
<asset>
<contributor>
<author>MattO</author>
<authoring_tool>OpenCOLLADA for 3ds Max; Version: 1.3.0; Revision: 839M; Platform: x64; Configuration: Release_Max2012</authoring_tool>
<source_data>file:///C:/Dropbox/Prj/GGStout/Lurker/SoldierTP_Lurker_Animation_Master.max</source_data>
</contributor>
<created>2011-09-29T23:38:24</created>
<modified>2011-09-29T23:38:24</modified>
<unit name="meter" meter="1"/>
<up_axis>Z_UP</up_axis>
</asset>
<library_effects>
<effect id="ShapeBounds">
<profile_COMMON>
<technique sid="common">
<blinn>
<emission>
<color>0 0 0 1</color>
</emission>
<ambient>
<color>0.1647059 1 0 1</color>
</ambient>
<diffuse>
<color>0.1647059 1 0 1</color>
</diffuse>
<specular>
<color>0.9 0.9 0.9 1</color>
</specular>
<shininess>
<float>10</float>
</shininess>
<reflective>
<color>0 0 0 1</color>
</reflective>
<transparent opaque="A_ONE">
<color>1 1 1 1</color>
</transparent>
<transparency>
<float>1</float>
</transparency>
</blinn>
</technique>
</profile_COMMON>
<extra>
<technique profile="OpenCOLLADA3dsMax">
<extended_shader>
<apply_reflection_dimming>0</apply_reflection_dimming>
<dim_level>0</dim_level>
<falloff_type>0</falloff_type>
<index_of_refraction>1.5</index_of_refraction>
<opacity_type>0</opacity_type>
<reflection_level>3</reflection_level>
<wire_size>1</wire_size>
<wire_units>0</wire_units>
</extended_shader>
<shader>
<ambient_diffuse_lock>1</ambient_diffuse_lock>
<ambient_diffuse_texture_lock>1</ambient_diffuse_texture_lock>
<diffuse_specular_lock>0</diffuse_specular_lock>
<soften>0.1</soften>
<use_self_illum_color>0</use_self_illum_color>
</shader>
</technique>
</extra>
</effect>
</library_effects>
<library_materials>
<material id="ShapeBounds-material" name="ShapeBounds">
<instance_effect url="#ShapeBounds"/>
</material>
</library_materials>
<library_geometries>
<geometry id="geom-Bounds" name="Bounds">
<mesh>
<source id="geom-Bounds-positions">
<float_array id="geom-Bounds-positions-array" count="24">-0.425 -0.425 0 0.425 -0.425 0 -0.425 0.425 0 0.425 0.425 0 -0.425 -0.425 1.84 0.425 -0.425 1.84 -0.425 0.425 1.84 0.425 0.425 1.84</float_array>
<technique_common>
<accessor source="#geom-Bounds-positions-array" count="8" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="geom-Bounds-normals">
<float_array id="geom-Bounds-normals-array" count="72">0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 1 0 0 1 0 0 1 0 0 1 0 -1 0 0 -1 0 0 -1 0 0 -1 0 1 0 0 1 0 0 1 0 0 1 0 0 0 1 0 0 1 0 0 1 0 0 1 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0</float_array>
<technique_common>
<accessor source="#geom-Bounds-normals-array" count="24" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="geom-Bounds-map1">
<float_array id="geom-Bounds-map1-array" count="36">0 0 0 1 0 0 0 1 0 1 1 0 0 0 0 1 0 0 0 1 0 1 1 0 0 0 0 1 0 0 0 1 0 1 1 0</float_array>
<technique_common>
<accessor source="#geom-Bounds-map1-array" count="12" stride="3">
<param name="S" type="float"/>
<param name="T" type="float"/>
<param name="P" type="float"/>
</accessor>
</technique_common>
</source>
<vertices id="geom-Bounds-vertices">
<input semantic="POSITION" source="#geom-Bounds-positions"/>
</vertices>
<triangles material="ShapeBounds" count="12">
<input semantic="VERTEX" source="#geom-Bounds-vertices" offset="0"/>
<input semantic="NORMAL" source="#geom-Bounds-normals" offset="1"/>
<input semantic="TEXCOORD" source="#geom-Bounds-map1" offset="2" set="0"/>
<p>0 0 9 2 1 11 3 2 10 3 2 10 1 3 8 0 0 9 4 4 8 5 5 9 7 6 11 7 6 11 6 7 10 4 4 8 0 8 4 1 9 5 5 10 7 5 10 7 4 11 6 0 8 4 1 12 0 3 13 1 7 14 3 7 14 3 5 15 2 1 12 0 3 16 4 2 17 5 6 18 7 6 18 7 7 19 6 3 16 4 2 20 0 0 21 1 4 22 3 4 22 3 6 23 2 2 20 0</p>
</triangles>
</mesh>
<extra>
<technique profile="OpenCOLLADA3dsMax">
<max_box>
<generateuvs>1</generateuvs>
<height>1.84</height>
<heightsegments>1</heightsegments>
<length>0.85</length>
<lengthsegments>1</lengthsegments>
<width>0.85</width>
<widthsegments>1</widthsegments>
</max_box>
</technique>
</extra>
</geometry>
</library_geometries>
<library_lights>
<light id="EnvironmentAmbientLight" name="EnvironmentAmbientLight">
<technique_common>
<ambient>
<color>0 0 0</color>
</ambient>
</technique_common>
</light>
</library_lights>
<library_visual_scenes>
<visual_scene id="MaxScene">
<node name="EnvironmentAmbientLight">
<instance_light url="#EnvironmentAmbientLight"/>
</node>
<node id="node-Bip01" name="Bip01">
<matrix sid="matrix">0.7792375 -0.6267175 0.003750234 -8.10623e-5 0.626718 0.7792453 0.001183393 0.009376879 -0.003664005 0.001428194 0.9999923 0.5605884 0 0 0 1</matrix>
<node id="node-Bip01_Pelvis" name="Bip01_Pelvis">
<matrix sid="matrix">0.1747649 0.9844435 0.01811775 0 0.2778892 -0.06696894 0.958276 0 0.9445818 -0.1624383 -0.28527 0 0 0 0 1</matrix>
<node id="node-Bip01_Spine" name="Bip01_Spine">
<matrix sid="matrix">0.9976641 0.06778118 -0.008484483 0.1928509 -0.06579353 0.9868717 0.1474982 -0.006243914 0.01837066 -0.1465954 0.989026 -0.05634505 0 0 0 1</matrix>
<node id="node-Bip01_Spine1" name="Bip01_Spine1">
<matrix>0.9850422 0.02363086 -0.1706849 0.1022274 -0.01319329 0.9979871 0.06202855 -1.00823e-4 0.1718071 -0.05884887 0.9833714 5.93066e-6 0 0 0 1</matrix>
<node id="node-Bip01_Spine2" name="Bip01_Spine2">
<matrix sid="matrix">0.9118831 -0.1827258 0.3675331 0.1268975 0.1518598 0.982094 0.111488 -1.68206e-4 -0.3813238 -0.04585051 0.9233038 7.80821e-6 0 0 0 1</matrix>
<node id="node-Bip01_Neck" name="Bip01_Neck">
<matrix>0.840708 -0.4308255 0.3280237 0.2151071 0.4136219 0.9019013 0.1244631 -4.96805e-5 -0.3494668 0.03104065 0.9364345 -1.69128e-6 0 0 0 1</matrix>
<node id="node-Bip01_Head" name="Bip01_Head">
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<float_array id="node-Bip01_R_Foot_matrix-output-array" count="176">0.8321513 -0.5509112 0.06341212 0.3610501 0.5258561 0.8202248 0.2251812 0 -0.1760671 -0.154039 0.9722511 0 0 0 0 1 0.7266551 -0.6854643 0.04594409 0.3610501 0.6696782 0.7216688 0.1752858 0 -0.1533085 -0.09660446 0.9834451 0 0 0 0 1 0.6248966 -0.7806782 0.006787121 0.3610501 0.7733047 0.6201422 0.1319985 0 -0.1072573 -0.07723689 0.9912267 0 0 0 0 1 0.6010782 -0.7991106 -0.01128202 0.3610501 0.7946683 0.5961181 0.1146534 0 -0.08489519 -0.07788109 0.9933415 0 0 0 0 1 0.635846 -0.771815 -0.001468658 0.3610501 0.7670183 0.6316803 0.1125309 0 -0.08592528 -0.07267868 0.9936472 0 0 0 0 1 0.6668425 -0.7449409 0.01960307 0.3610501 0.7381744 0.6639315 0.1195552 0 -0.1020767 -0.06525397 0.9926339 0 0 0 0 1 0.681573 -0.7299469 0.05134379 0.3610501 0.719839 0.6814345 0.1322094 0 -0.1314932 -0.05315089 0.9898912 0 0 0 0 1 0.6815406 -0.7261049 0.0909602 0.3610501 0.7117782 0.686634 0.1480044 0 -0.1699231 -0.03612738 0.9847949 0 0 0 0 1 0.6726219 -0.7278916 0.1332439 0.3610502 0.7093014 0.6855067 0.1642314 0 -0.2108822 -0.0159555 0.9773814 0 0 0 0 1 0.660017 -0.7314659 0.1712738 0.3610501 0.7094599 0.6818662 0.1781148 0 -0.2470707 0.003953218 0.9689894 0 0 0 0 1 0.6470301 -0.7364006 0.1976518 0.3610501 0.7123628 0.6762673 0.1876201 0 -0.2718289 0.01940399 0.9621499 0 0 0 0 1</float_array>
<technique_common>
<accessor source="#node-Bip01_R_Foot_matrix-output-array" count="11" stride="16">
<param name="TRANSFORM" type="float4x4"/>
</accessor>
</technique_common>
</source>
<source id="node-Bip01_R_Foot_matrix-interpolation">
<Name_array id="node-Bip01_R_Foot_matrix-interpolation-array" count="11">LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common>
<accessor source="#node-Bip01_R_Foot_matrix-interpolation-array" count="11" stride="1">
<param name="INTERPOLATION" type="name"/>
</accessor>
</technique_common>
</source>
<source id="node-Bip01_R_Toe0_matrix-input">
<float_array id="node-Bip01_R_Toe0_matrix-input-array" count="11">36.66667 36.7 36.73333 36.76667 36.8 36.83333 36.86666 36.9 36.93333 36.96667 37</float_array>
<technique_common>
<accessor source="#node-Bip01_R_Toe0_matrix-input-array" count="11" stride="1">
<param name="TIME" type="float"/>
</accessor>
</technique_common>
</source>
<source id="node-Bip01_R_Toe0_matrix-output">
<float_array id="node-Bip01_R_Toe0_matrix-output-array" count="176">-0.4769142 -0.8369299 0.2685165 0.1486307 0.8723612 -0.4880459 0.02823376 0.1543275 0.1074186 0.2477083 0.9628614 0 0 0 0 1 -0.4655424 -0.838941 0.2818659 0.1486307 0.8770814 -0.4799162 0.02021223 0.1543274 0.1183151 0.256629 0.9592409 0 0 0 0 1 -0.4422045 -0.842323 0.3081352 0.1486306 0.8859668 -0.4637333 0.003781676 0.1543275 0.139707 0.2746698 0.9513351 0 0 0 0 1 -0.4302462 -0.8436928 0.3210461 0.1486306 0.8901289 -0.4556854 -0.004621863 0.1543275 0.1501955 0.2837839 0.9470522 0 0 0 0 1 -0.3983522 -0.8661625 0.3017912 0.1486307 0.9074743 -0.4200369 -0.007706522 0.1543274 0.1334385 0.2707979 0.9533429 0 0 0 0 1 -0.3704123 -0.887798 0.2731474 0.1486306 0.9220868 -0.3869169 -0.007145643 0.1543274 0.1120293 0.2492187 0.9619458 0 0 0 0 1 -0.332428 -0.9127529 0.2374318 0.1486306 0.9389233 -0.3440343 -0.007976412 0.1543275 0.08896511 0.2202787 0.9713715 0 0 0 0 1 -0.2865695 -0.9374934 0.1974437 0.1486306 0.9557137 -0.2941442 -0.009521245 0.1543274 0.06700307 0.1859712 0.980268 0 0 0 0 1 -0.2414084 -0.9575953 0.1572688 0.1486306 0.969234 -0.2459478 -0.009775161 0.1543275 0.0480405 0.1500705 0.9875075 0 0 0 0 1 -0.2045832 -0.9711939 0.1221798 0.1486306 0.9783001 -0.2070496 -0.007705569 0.1543275 0.03278088 0.1179521 0.992478 0 0 0 0 1 -0.180581 -0.9786912 0.09774488 0.1486306 0.9833316 -0.1817882 -0.003513634 0.1543275 0.02120751 0.09548115 0.9952054 0 0 0 0 1</float_array>
<technique_common>
<accessor source="#node-Bip01_R_Toe0_matrix-output-array" count="11" stride="16">
<param name="TRANSFORM" type="float4x4"/>
</accessor>
</technique_common>
</source>
<source id="node-Bip01_R_Toe0_matrix-interpolation">
<Name_array id="node-Bip01_R_Toe0_matrix-interpolation-array" count="11">LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common>
<accessor source="#node-Bip01_R_Toe0_matrix-interpolation-array" count="11" stride="1">
<param name="INTERPOLATION" type="name"/>
</accessor>
</technique_common>
</source>
<source id="node-Bip01_FannyPack_matrix-input">
<float_array id="node-Bip01_FannyPack_matrix-input-array" count="11">36.66667 36.7 36.73333 36.76667 36.8 36.83333 36.86666 36.9 36.93333 36.96667 37</float_array>
<technique_common>
<accessor source="#node-Bip01_FannyPack_matrix-input-array" count="11" stride="1">
<param name="TIME" type="float"/>
</accessor>
</technique_common>
</source>
<source id="node-Bip01_FannyPack_matrix-output">
<float_array id="node-Bip01_FannyPack_matrix-output-array" count="176">-0.8322091 -0.4771121 0.2824753 0.2028495 -0.4932149 0.8697606 0.01598542 -0.1504241 -0.2533128 -0.1260178 -0.9591415 -0.008565127 0 0 0 1 -0.8898538 -0.4120016 0.195997 0.2072241 -0.4283239 0.9023593 -0.04781806 -0.147809 -0.1571586 -0.1265013 -0.979438 -0.004188179 0 0 0 1 -0.9584738 -0.2849612 0.01119178 0.215865 -0.2841072 0.9507272 -0.124101 -0.1428306 0.02472358 -0.1221272 -0.9922066 0.00402522 0 0 0 1 -0.9723093 -0.2127428 -0.09672266 0.2220463 -0.1988918 0.9706092 -0.1354988 -0.1397899 0.1227063 -0.1125094 -0.9860451 0.008699297 0 0 0 1 -0.9740182 -0.2105664 -0.08336657 0.2244753 -0.1998756 0.9723571 -0.1207112 -0.139216 0.1064798 -0.1009119 -0.9891808 0.009106516 0 0 0 1 -0.9772223 -0.2073177 -0.0453425 0.2263788 -0.202175 0.9744279 -0.09805941 -0.1387628 0.06451249 -0.08665877 -0.9941471 0.009439647 0 0 0 1 -0.9787896 -0.2047209 0.007761001 0.2278121 -0.2047498 0.976236 -0.07100021 -0.1384184 0.006958603 -0.07108336 -0.9974461 0.009702801 0 0 0 1 -0.9767963 -0.2037305 0.06605184 0.2288306 -0.2067821 0.9774346 -0.04315739 -0.1381711 -0.05576884 -0.0558142 -0.9968824 0.009900152 0 0 0 1 -0.9715797 -0.2043121 0.1195383 0.2294897 -0.207916 0.9779742 -0.01836305 -0.1380091 -0.1131536 -0.0426951 -0.9926596 0.01003599 0 0 0 1 -0.9657237 -0.2055692 0.1584897 0.2298446 -0.2082912 0.9780666 -5.76606e-4 -0.1379206 -0.154895 -0.03356885 -0.9873604 0.01011443 0 0 0 1 -0.9629918 -0.2062316 0.1735377 0.2299507 -0.2083318 0.9780384 0.006227016 -0.1378936 -0.1710108 -0.03015685 -0.9848076 0.01013964 0 0 0 1</float_array>
<technique_common>
<accessor source="#node-Bip01_FannyPack_matrix-output-array" count="11" stride="16">
<param name="TRANSFORM" type="float4x4"/>
</accessor>
</technique_common>
</source>
<source id="node-Bip01_FannyPack_matrix-interpolation">
<Name_array id="node-Bip01_FannyPack_matrix-interpolation-array" count="11">LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common>
<accessor source="#node-Bip01_FannyPack_matrix-interpolation-array" count="11" stride="1">
<param name="INTERPOLATION" type="name"/>
</accessor>
</technique_common>
</source>
<source id="node-EYE_matrix-input">
<float_array id="node-EYE_matrix-input-array" count="11">36.66667 36.7 36.73333 36.76667 36.8 36.83333 36.86666 36.9 36.93333 36.96667 37</float_array>
<technique_common>
<accessor source="#node-EYE_matrix-input-array" count="11" stride="1">
<param name="TIME" type="float"/>
</accessor>
</technique_common>
</source>
<source id="node-EYE_matrix-output">
<float_array id="node-EYE_matrix-output-array" count="176">0.7792378 0.6267179 -0.003664016 0.05851447 -0.6267175 0.7792451 0.001428186 0.07268273 0.003750264 0.001183211 0.999992 1.009805 0 0 0 1 0.7813551 0.6229658 -0.03739011 0.02432459 -0.6240764 0.7802858 -0.04101598 0.03016543 0.003623425 0.05538213 0.9984585 1.007771 0 0 0 1 0.781365 0.616015 -0.09997212 -0.03746753 -0.6240626 0.772248 -0.1190738 -0.04694312 0.003852009 0.1554288 0.9878393 0.9897533 0 0 0 1 0.7792377 0.6122217 -0.1340648 -0.06757861 -0.6267175 0.7624667 -0.1608396 -0.08441567 0.003750383 0.2093528 0.9778327 0.9564784 0 0 0 1 0.779823 0.6130396 -0.1267226 -0.05584508 -0.6259887 0.7648938 -0.1519052 -0.07008612 0.003805339 0.1977859 0.9802375 0.9219462 0 0 0 1 0.7810018 0.6151279 -0.1079542 -0.03438258 -0.6245171 0.7702983 -0.1289133 -0.04364711 0.003858745 0.1681005 0.985762 0.8880137 0 0 0 1 0.7818727 0.61796 -0.0824663 -0.008683979 -0.6234268 0.7757931 -0.09738487 -0.01183122 0.003796815 0.1275541 0.991824 0.8549337 0 0 0 1 0.7818675 0.6210305 -0.05481415 0.01680296 -0.6234342 0.7793436 -0.06287509 0.01977854 0.003671705 0.08333283 0.9965148 0.8238905 0 0 0 1 0.7809915 0.6238458 -0.0294736 0.03855103 -0.6245313 0.7803815 -0.03106421 0.04669594 0.003621339 0.04266792 0.9990825 0.7972705 0 0 0 1 0.7798178 0.6259117 -0.01090431 0.05366826 -0.6259959 0.7797882 -0.007691323 0.06532144 0.003688931 0.0128237 0.9999107 0.7784553 0 0 0 1 0.7792378 0.6267179 -0.003664016 0.05939459 -0.6267175 0.7792451 0.001428186 0.07235008 0.003750264 0.001183211 0.999992 0.7713364 0 0 0 1</float_array>
<technique_common>
<accessor source="#node-EYE_matrix-output-array" count="11" stride="16">
<param name="TRANSFORM" type="float4x4"/>
</accessor>
</technique_common>
</source>
<source id="node-EYE_matrix-interpolation">
<Name_array id="node-EYE_matrix-interpolation-array" count="11">LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common>
<accessor source="#node-EYE_matrix-interpolation-array" count="11" stride="1">
<param name="INTERPOLATION" type="name"/>
</accessor>
</technique_common>
</source>
<sampler id="node-Bip01_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_Pelvis_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_Pelvis_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_Pelvis_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_Pelvis_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_Spine_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_Spine_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_Spine_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_Spine_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_Spine2_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_Spine2_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_Spine2_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_Spine2_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_Head_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_Head_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_Head_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_Head_matrix-interpolation"/>
</sampler>
<sampler id="node-ALTEYE_matrix-sampler">
<input semantic="INPUT" source="#node-ALTEYE_matrix-input"/>
<input semantic="OUTPUT" source="#node-ALTEYE_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-ALTEYE_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_L_UpperArm_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_L_UpperArm_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_L_UpperArm_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_L_UpperArm_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_L_Forearm_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_L_Forearm_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_L_Forearm_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_L_Forearm_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_L_Hand_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_L_Hand_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_L_Hand_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_L_Hand_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_R_UpperArm_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_R_UpperArm_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_R_UpperArm_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_R_UpperArm_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_L_Thigh_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_L_Thigh_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_L_Thigh_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_L_Thigh_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_L_Calf_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_L_Calf_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_L_Calf_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_L_Calf_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_L_Foot_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_L_Foot_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_L_Foot_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_L_Foot_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_R_Thigh_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_R_Thigh_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_R_Thigh_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_R_Thigh_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_R_Calf_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_R_Calf_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_R_Calf_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_R_Calf_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_R_Foot_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_R_Foot_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_R_Foot_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_R_Foot_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_R_Toe0_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_R_Toe0_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_R_Toe0_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_R_Toe0_matrix-interpolation"/>
</sampler>
<sampler id="node-Bip01_FannyPack_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_FannyPack_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_FannyPack_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_FannyPack_matrix-interpolation"/>
</sampler>
<sampler id="node-EYE_matrix-sampler">
<input semantic="INPUT" source="#node-EYE_matrix-input"/>
<input semantic="OUTPUT" source="#node-EYE_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-EYE_matrix-interpolation"/>
</sampler>
<channel source="#node-Bip01_matrix-sampler" target="node-Bip01/matrix"/>
<channel source="#node-Bip01_Pelvis_matrix-sampler" target="node-Bip01_Pelvis/matrix"/>
<channel source="#node-Bip01_Spine_matrix-sampler" target="node-Bip01_Spine/matrix"/>
<channel source="#node-Bip01_Spine2_matrix-sampler" target="node-Bip01_Spine2/matrix"/>
<channel source="#node-Bip01_Head_matrix-sampler" target="node-Bip01_Head/matrix"/>
<channel source="#node-ALTEYE_matrix-sampler" target="node-ALTEYE/matrix"/>
<channel source="#node-Bip01_L_UpperArm_matrix-sampler" target="node-Bip01_L_UpperArm/matrix"/>
<channel source="#node-Bip01_L_Forearm_matrix-sampler" target="node-Bip01_L_Forearm/matrix"/>
<channel source="#node-Bip01_L_Hand_matrix-sampler" target="node-Bip01_L_Hand/matrix"/>
<channel source="#node-Bip01_R_UpperArm_matrix-sampler" target="node-Bip01_R_UpperArm/matrix"/>
<channel source="#node-Bip01_L_Thigh_matrix-sampler" target="node-Bip01_L_Thigh/matrix"/>
<channel source="#node-Bip01_L_Calf_matrix-sampler" target="node-Bip01_L_Calf/matrix"/>
<channel source="#node-Bip01_L_Foot_matrix-sampler" target="node-Bip01_L_Foot/matrix"/>
<channel source="#node-Bip01_R_Thigh_matrix-sampler" target="node-Bip01_R_Thigh/matrix"/>
<channel source="#node-Bip01_R_Calf_matrix-sampler" target="node-Bip01_R_Calf/matrix"/>
<channel source="#node-Bip01_R_Foot_matrix-sampler" target="node-Bip01_R_Foot/matrix"/>
<channel source="#node-Bip01_R_Toe0_matrix-sampler" target="node-Bip01_R_Toe0/matrix"/>
<channel source="#node-Bip01_FannyPack_matrix-sampler" target="node-Bip01_FannyPack/matrix"/>
<channel source="#node-EYE_matrix-sampler" target="node-EYE/matrix"/>
</animation>
</library_animations>
<scene>
<instance_visual_scene url="#MaxScene"/>
</scene>
</COLLADA>

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@ -0,0 +1,34 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(PlayerAnim_Lurker_LookDAE)
{
baseShape = "./PlayerAnim_Lurker_Look.dae";
neverImport = "EnvironmentAmbientLight";
loadLights = "0";
};
function PlayerAnim_Lurker_LookDAE::onLoad(%this)
{
%this.setSequenceCyclic("ambient", "false");
%this.addSequence("ambient", "Look", "950", "960");
}

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@ -0,0 +1,34 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(PlayerAnim_Lurker_ReloadDAE)
{
baseShape = "./PlayerAnim_Lurker_Reload.dae";
neverImport = "EnvironmentAmbientLight";
loadLights = "0";
};
function PlayerAnim_Lurker_ReloadDAE::onLoad(%this)
{
%this.setSequenceCyclic("ambient", "false");
%this.addSequence("ambient", "Reload", "1880", "1970");
}

File diff suppressed because one or more lines are too long

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@ -0,0 +1,34 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(PlayerAnim_Lurker_RootDAE)
{
baseShape = "./PlayerAnim_Lurker_Root.dae";
neverImport = "EnvironmentAmbientLight";
loadLights = "0";
};
function PlayerAnim_Lurker_RootDAE::onLoad(%this)
{
%this.setSequenceCyclic("ambient", "true");
%this.addSequence("ambient", "Root", "50", "109");
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(PlayerAnim_Lurker_RunDAE)
{
baseShape = "./PlayerAnim_Lurker_Run.dae";
neverImport = "EnvironmentAmbientLight";
loadLights = "0";
};
function PlayerAnim_Lurker_RunDAE::onLoad(%this)
{
%this.setSequenceCyclic("ambient", "true");
%this.addSequence("ambient", "Run", "150", "169");
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(PlayerAnim_Lurker_SideDAE)
{
baseShape = "./PlayerAnim_Lurker_Side.dae";
neverImport = "EnvironmentAmbientLight";
loadLights = "0";
};
function PlayerAnim_Lurker_SideDAE::onLoad(%this)
{
%this.setSequenceCyclic("ambient", "true");
%this.addSequence("ambient", "Side", "200", "219");
}

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@ -0,0 +1,34 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(PlayerAnim_Lurker_SittingDAE)
{
baseShape = "./PlayerAnim_Lurker_Sitting.dae";
neverImport = "EnvironmentAmbientLight";
loadLights = "0";
};
function PlayerAnim_Lurker_SittingDAE::onLoad(%this)
{
%this.setSequenceCyclic("ambient", "true");
%this.addSequence("ambient", "Sitting", "1360", "1365");
}

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</node>
<node id="node-Bip01_R_Finger4" name="Bip01_R_Finger4">
<matrix>0.9797845 -0.1556327 0.1257005 0.1136797 0.1724154 0.9755894 -0.1360082 0.005147368 -0.1014648 0.1549316 0.982701 -0.03886592 0 0 0 1</matrix>
<node id="node-Bip01_R_Finger41" name="Bip01_R_Finger41">
<matrix>0.998605 -0.05280363 -1.49012e-8 0.03661621 0.05280366 0.998605 2.98023e-8 -2.98023e-8 4.47035e-8 -5.96046e-8 1 0 0 0 0 1</matrix>
<node id="node-Bip01_R_Finger42" name="Bip01_R_Finger42">
<matrix>0.969012 -0.2470135 0 0.0177263 0.2470134 0.9690118 -2.98023e-8 -1.49012e-8 -1.49012e-8 2.98023e-8 0.9999999 0 0 0 0 1</matrix>
</node>
</node>
</node>
<node id="node-MOUNT0" name="MOUNT0">
<matrix>-6.18398e-7 1 0 0.109539 -0.9999999 -6.81728e-7 5.21541e-7 0.02518257 4.47035e-7 -1.49012e-8 1 0.01321673 0 0 0 1</matrix>
</node>
</node>
</node>
</node>
</node>
</node>
<node id="node-Bip01_L_Pauldron_Upper" name="Bip01_L_Pauldron_Upper">
<matrix>0.9004827 0.1079657 0.4212773 0.1769029 0.09779224 -0.9941548 0.04575239 -0.0390836 0.4237544 -1.55517e-6 -0.9057773 0.2290199 0 0 0 1</matrix>
</node>
<node id="node-Bip01_R_Pauldron_Lower" name="Bip01_R_Pauldron_Lower">
<matrix>-0.1156726 -0.9403759 -0.3198653 0.172906 0.9097751 -0.2295502 0.3458564 -0.1133294 -0.3986599 -0.2509994 0.8820827 -0.2351094 0 0 0 1</matrix>
</node>
<node id="node-Bip01_L_Pauldron_Lower" name="Bip01_L_Pauldron_Lower">
<matrix>-0.2099969 -0.7687201 0.6041283 0.1529202 0.4002343 -0.6313506 -0.6642358 -0.1054225 0.892028 0.1023054 0.4402496 0.2344801 0 0 0 1</matrix>
</node>
</node>
</node>
<node id="node-Bip01_L_Thigh" name="Bip01_L_Thigh">
<matrix>0.5573003 0.8272914 0.07074709 -0.1717489 0.8298256 -0.552037 -0.0815118 0.1045322 -0.028379 0.1041343 -0.9941584 0.1274867 0 0 0 1</matrix>
<node id="node-Bip01_L_Calf" name="Bip01_L_Calf">
<matrix>-0.9399682 0.3412621 -3.72529e-9 0.4629987 -0.3412619 -0.9399682 7.45058e-9 -1.19209e-7 7.45058e-9 -1.02445e-8 1 -7.45058e-9 0 0 0 1</matrix>
<node id="node-Bip01_L_Foot" name="Bip01_L_Foot">
<matrix>0.4256111 0.9049062 4.23528e-4 0.3610501 -0.8994555 0.422996 0.1097916 0 0.099172 -0.04710948 0.9939544 0 0 0 0 1</matrix>
<node id="node-Bip01_L_Toe0" name="Bip01_L_Toe0">
<matrix>0 -1 -4.35393e-8 0.1486306 1 0 0 0.1543275 0 -4.30737e-8 0.9999999 1.49012e-8 0 0 0 1</matrix>
</node>
</node>
</node>
</node>
<node id="node-Bip01_R_Thigh" name="Bip01_R_Thigh">
<matrix>0.5572999 0.8272915 -0.07074808 -0.1717489 0.8298258 -0.5520358 0.08151881 0.1045328 0.02838436 -0.104139 -0.9941576 -0.1274861 0 0 0 1</matrix>
<node id="node-Bip01_R_Calf" name="Bip01_R_Calf">
<matrix>-0.939968 0.3412626 3.72529e-9 0.4629988 -0.3412627 -0.939968 -1.11759e-8 5.96046e-8 0 -8.3819e-9 1 7.45058e-9 0 0 0 1</matrix>
<node id="node-Bip01_R_Foot" name="Bip01_R_Foot">
<matrix>0.4256109 0.9049062 -4.23416e-4 0.36105 -0.8994555 0.4229958 -0.1097935 1.49012e-8 -0.0991737 0.04711013 0.9939544 0 0 0 0 1</matrix>
<node id="node-Bip01_R_Toe0" name="Bip01_R_Toe0">
<matrix sid="matrix">-7.45058e-9 -1 4.65079e-8 0.1486307 1 0 0 0.1543275 0 4.56348e-8 1 -1.49012e-8 0 0 0 1</matrix>
</node>
</node>
</node>
</node>
</node>
<node id="node-Bip01_FannyPack" name="Bip01_FannyPack">
<matrix>-0.9629918 -0.2062316 0.1735378 0.2299506 -0.2083318 0.9780383 0.006226994 -0.1378937 -0.1710108 -0.0301569 -0.9848075 0.01013964 0 0 0 1</matrix>
</node>
</node>
<node id="node-EYE" name="EYE">
<matrix>8.13342e-7 0.5735763 0.8191518 0.5500596 -1 1.4869e-6 -1.17567e-7 -0.003751013 -1.39247e-6 -0.8191519 0.5735765 0.2583399 0 0 0 1</matrix>
<node id="node-CAM" name="CAM">
<matrix>1 -6.03104e-8 3.55271e-15 4.84288e-8 6.03104e-8 1 -2.32831e-9 -0.104 -3.55271e-15 2.32832e-9 1 0.3005601 0 0 0 1</matrix>
</node>
</node>
</node>
<node id="node-Bounds" name="Bounds">
<matrix>0.9999915 0.001706907 0.003750479 0 -0.001711356 0.9999978 0.001183292 0.1035326 -0.003748452 -0.0011897 0.9999923 -8.93474e-5 0 0 0 1</matrix>
<instance_geometry url="#geom-Bounds">
<bind_material>
<technique_common>
<instance_material symbol="ShapeBounds" target="#ShapeBounds-material"/>
</technique_common>
</bind_material>
</instance_geometry>
</node>
</visual_scene>
</library_visual_scenes>
<library_animations>
<animation>
<source id="node-Bip01_R_Toe0_matrix-input">
<float_array id="node-Bip01_R_Toe0_matrix-input-array" count="6">45.33333 45.36666 45.4 45.43333 45.46667 45.5</float_array>
<technique_common>
<accessor source="#node-Bip01_R_Toe0_matrix-input-array" count="6" stride="1">
<param name="TIME" type="float"/>
</accessor>
</technique_common>
</source>
<source id="node-Bip01_R_Toe0_matrix-output">
<float_array id="node-Bip01_R_Toe0_matrix-output-array" count="96">0 -1 0 0.1486306 1 0 0 0.1543275 0 0 1 0 0 0 0 1 -0.08005404 -0.9967904 -5.53115e-4 0.1486306 0.9967904 -0.08005428 4.27736e-4 0.1543274 -4.70642e-4 -5.17097e-4 0.9999998 0 0 0 0 1 -0.1595935 -0.9871821 -0.001138687 0.1486306 0.9871823 -0.1595945 8.09815e-4 0.1543274 -9.81173e-4 -9.94901e-4 0.999999 0 0 0 0 1 -0.1199198 -0.9927833 -8.42096e-4 0.1486306 0.9927833 -0.1199203 6.24643e-4 0.1543275 -7.21118e-4 -7.61113e-4 0.9999995 0 0 0 0 1 -0.04005891 -0.9991973 -2.72247e-4 0.1486306 0.9991974 -0.04005897 2.19409e-4 0.1543274 -2.30138e-4 -2.6324e-4 1 0 0 0 0 1 0 -1 0 0.1486306 1 0 0 0.1543275 0 0 1 0 0 0 0 1</float_array>
<technique_common>
<accessor source="#node-Bip01_R_Toe0_matrix-output-array" count="6" stride="16">
<param name="TRANSFORM" type="float4x4"/>
</accessor>
</technique_common>
</source>
<source id="node-Bip01_R_Toe0_matrix-interpolation">
<Name_array id="node-Bip01_R_Toe0_matrix-interpolation-array" count="6">LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common>
<accessor source="#node-Bip01_R_Toe0_matrix-interpolation-array" count="6" stride="1">
<param name="INTERPOLATION" type="name"/>
</accessor>
</technique_common>
</source>
<sampler id="node-Bip01_R_Toe0_matrix-sampler">
<input semantic="INPUT" source="#node-Bip01_R_Toe0_matrix-input"/>
<input semantic="OUTPUT" source="#node-Bip01_R_Toe0_matrix-output"/>
<input semantic="INTERPOLATION" source="#node-Bip01_R_Toe0_matrix-interpolation"/>
</sampler>
<channel source="#node-Bip01_R_Toe0_matrix-sampler" target="node-Bip01_R_Toe0/matrix"/>
</animation>
</library_animations>
<scene>
<instance_visual_scene url="#MaxScene"/>
</scene>
</COLLADA>

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(PlayerAnim_Lurker_Swim_BackwardDAE)
{
baseShape = "./PlayerAnim_Lurker_Swim_Backward.dae";
neverImport = "EnvironmentAmbientLight";
loadLights = "0";
};
function PlayerAnim_Lurker_Swim_BackwardDAE::onLoad(%this)
{
%this.setSequenceCyclic("ambient", "true");
%this.addSequence("ambient", "Swim_Backward", "1580", "1639");
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(PlayerAnim_Lurker_Swim_ForwardDAE)
{
baseShape = "./PlayerAnim_Lurker_Swim_Forward.dae";
neverImport = "EnvironmentAmbientLight";
loadLights = "0";
};
function PlayerAnim_Lurker_Swim_ForwardDAE::onLoad(%this)
{
%this.setSequenceCyclic("ambient", "true");
%this.addSequence("ambient", "Swim_Forward", "1490", "1549");
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(PlayerAnim_Lurker_Swim_LeftDAE)
{
baseShape = "./PlayerAnim_Lurker_Swim_Left.dae";
neverImport = "EnvironmentAmbientLight";
loadLights = "0";
};
function PlayerAnim_Lurker_Swim_LeftDAE::onLoad(%this)
{
%this.setSequenceCyclic("ambient", "true");
%this.addSequence("ambient", "Swim_Left", "1670", "1729");
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(PlayerAnim_Lurker_Swim_RightDAE)
{
baseShape = "./PlayerAnim_Lurker_Swim_Right.dae";
neverImport = "EnvironmentAmbientLight";
loadLights = "0";
};
function PlayerAnim_Lurker_Swim_RightDAE::onLoad(%this)
{
%this.setSequenceCyclic("ambient", "true");
%this.addSequence("ambient", "Swim_Right", "1760", "1819");
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(PlayerAnim_Lurker_Swim_RootDAE)
{
baseShape = "./PlayerAnim_Lurker_Swim_Root.dae";
neverImport = "EnvironmentAmbientLight";
loadLights = "0";
};
function PlayerAnim_Lurker_Swim_RootDAE::onLoad(%this)
{
%this.setSequenceCyclic("ambient", "true");
%this.addSequence("ambient", "Swim_Root", "1400", "1459");
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(FP_SoldierArmsDAE)
{
baseShape = "./FP_SoldierArms.DAE";
loadLights = "0";
};
function FP_SoldierArmsDAE::onLoad(%this)
{
// BEGIN: General rifle Sequences
// Extracted from Lurker
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Lurker/FP_Lurker.DAE run", "Rifle_run");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Lurker/FP_Lurker.DAE sprint", "Rifle_sprint");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Lurker/FP_Lurker.DAE idle", "Rifle_idle");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Lurker/FP_Lurker.DAE idle_fidget1", "Rifle_idle_fidget1");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Lurker/FP_Lurker.DAE fire", "Rifle_fire");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Lurker/FP_Lurker.DAE reload", "Rifle_reload");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Lurker/FP_Lurker.DAE fire_alt", "Rifle_fire_alt");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Lurker/FP_Lurker.DAE switch_out", "Rifle_switch_out");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Lurker/FP_Lurker.DAE switch_in", "Rifle_switch_in");
%this.setSequenceCyclic("Rifle_idle_fidget1", "0");
%this.setSequenceCyclic("Rifle_fire", "0");
%this.setSequenceCyclic("Rifle_reload", "0");
%this.setSequenceCyclic("Rifle_fire_alt", "0");
%this.setSequenceCyclic("Rifle_switch_out", "0");
%this.setSequenceCyclic("Rifle_switch_in", "0");
// END: General rifle Sequences
// BEGIN: General pistol Sequences
// Extracted from Ryder
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Ryder/FP_Ryder.DAE run", "Pistol_run");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Ryder/FP_Ryder.DAE sprint", "Pistol_sprint");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Ryder/FP_Ryder.DAE idle", "Pistol_idle");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Ryder/FP_Ryder.DAE fire", "Pistol_fire");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Ryder/FP_Ryder.DAE reload", "Pistol_reload");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Ryder/FP_Ryder.DAE switch_out", "Pistol_switch_out");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Ryder/FP_Ryder.DAE switch_in", "Pistol_switch_in");
%this.setSequenceCyclic("Pistol_fire", "0");
%this.setSequenceCyclic("Pistol_reload", "0");
%this.setSequenceCyclic("Pistol_switch_out", "0");
%this.setSequenceCyclic("Pistol_switch_in", "0");
// END: General pistol Sequences
// BEGIN: ProxMine Sequences
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/FP_ProxMine.DAE run", "ProxMine_run");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/FP_ProxMine.DAE run2sprint", "ProxMine_run2sprint");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/FP_ProxMine.DAE sprint", "ProxMine_sprint");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/FP_ProxMine.DAE sprint2run", "ProxMine_sprint2run");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/FP_ProxMine.DAE idle", "ProxMine_idle");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/FP_ProxMine.DAE fire", "ProxMine_fire");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/FP_ProxMine.DAE fire_release", "ProxMine_fire_release");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/FP_ProxMine.DAE switch_out", "ProxMine_switch_out");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/FP_ProxMine.DAE switch_in", "ProxMine_switch_in");
%this.setSequenceCyclic("ProxMine_fire", "0");
%this.setSequenceCyclic("ProxMine_fire_release", "0");
%this.setSequenceCyclic("ProxMine_switch_out", "0");
%this.setSequenceCyclic("ProxMine_switch_in", "0");
%this.setSequenceCyclic("ProxMine_run2sprint", "0");
%this.setSequenceCyclic("ProxMine_sprint2run", "0");
// END: ProxMine Sequences
// BEGIN: Turret Sequences
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Turret/FP_Turret.DAE run", "Turret_run");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Turret/FP_Turret.DAE sprint", "Turret_sprint");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Turret/FP_Turret.DAE idle", "Turret_idle");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Turret/FP_Turret.DAE fire", "Turret_fire");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Turret/FP_Turret.DAE switch_out", "Turret_switch_out");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Turret/FP_Turret.DAE switch_in", "Turret_switch_in");
%this.setSequenceCyclic("Turret_fire", "0");
%this.setSequenceCyclic("Turret_switch_out", "0");
%this.setSequenceCyclic("Turret_switch_in", "0");
// END: Turret Sequences
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton Material(Mat_FP_Soldier_Arms_Main)
{
mapTo = "base_FP_Soldier_Arms_Main";
diffuseMap[0] = "data/FPSGameplay/art/shapes/actors/Soldier/FP/FP_SoldierArms_D";
specular[0] = "0.9 0.9 0.9 1";
specularPower[0] = "10";
translucentBlendOp = "None";
normalMap[0] = "data/FPSGameplay/art/shapes/actors/Soldier/FP/FP_SoldierArms_N.dds";
specularMap[0] = "data/FPSGameplay/art/shapes/actors/Soldier/FP/FP_SoldierArms_S.dds";
};
//-----------------------------------------------------------------------------
// Soldier Skins
// Add names to PlayerData.availableSkins list in art/datablock/player.cs
singleton Material(Mat_DarkBlue_FP_Soldier_Arms_Main : Mat_FP_Soldier_Arms_Main)
{
mapTo = "DarkBlue_FP_Soldier_Arms_Main";
diffuseMap[0] = "Soldier_FPSarms_DarkBlue_Dif.dds";
};
singleton Material(Mat_DarkGreen_FP_Soldier_Arms_Main : Mat_FP_Soldier_Arms_Main)
{
mapTo = "DarkGreen_FP_Soldier_Arms_Main";
diffuseMap[0] = "Soldier_FPSarms_DarkGreen_Dif.dds";
};
singleton Material(Mat_LightGreen_FP_Soldier_Arms_Main : Mat_FP_Soldier_Arms_Main)
{
mapTo = "LightGreen_FP_Soldier_Arms_Main";
diffuseMap[0] = "Soldier_FPSarms_LightGreen_Dif.dds";
};
singleton Material(Mat_Orange_FP_Soldier_Arms_Main : Mat_FP_Soldier_Arms_Main)
{
mapTo = "Orange_FP_Soldier_Arms_Main";
diffuseMap[0] = "Soldier_FPSarms_Orange_Dif.dds";
};
singleton Material(Mat_Red_FP_Soldier_Arms_Main : Mat_FP_Soldier_Arms_Main)
{
mapTo = "Red_FP_Soldier_Arms_Main";
diffuseMap[0] = "Soldier_FPSarms_Red_Dif.dds";
};
singleton Material(Mat_Teal_FP_Soldier_Arms_Main : Mat_FP_Soldier_Arms_Main)
{
mapTo = "Teal_FP_Soldier_Arms_Main";
diffuseMap[0] = "Soldier_FPSarms_Teal_Dif.dds";
};
singleton Material(Mat_Violet_FP_Soldier_Arms_Main : Mat_FP_Soldier_Arms_Main)
{
mapTo = "Violet_FP_Soldier_Arms_Main";
diffuseMap[0] = "Soldier_FPSarms_Violet_Dif.dds";
};
singleton Material(Mat_Yellow_FP_Soldier_Arms_Main : Mat_FP_Soldier_Arms_Main)
{
mapTo = "Yellow_FP_Soldier_Arms_Main";
diffuseMap[0] = "Soldier_FPSarms_Yellow_Dif.dds";
};

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton Material(Mat_Soldier_Main)
{
mapTo = "base_Soldier_Main";
diffuseMap[0] = "Soldier_Dif.dds";
normalMap[0] = "Soldier_N.dds";
specularMap[0] = "Soldier_Spec.dds";
diffuseColor[0] = "1 1 1 1";
specular[0] = "0.9 0.9 0.9 1";
specularPower[0] = 10;
doubleSided = false;
translucent = false;
showFootprints = "0";
castDynamicShadows = true;
materialTag0 = "Player";
};
singleton Material(Mat_Soldier_Dazzle)
{
mapTo = "base_Soldier_Dazzle";
diffuseMap[0] = "Soldier_Dazzle.dds";
diffuseColor[0] = "1 1 1 1";
specular[0] = "0.9 0.9 0.9 1";
specularPower[0] = 10;
doubleSided = false;
translucent = "1";
translucentBlendOp = "Add";
glow[0] = "1";
emissive[0] = "1";
castShadows = "0";
showFootprints = "0";
castDynamicShadows = true;
materialTag0 = "Player";
};
singleton Material(soldier_rigged_BoundsMaterial)
{
mapTo = "BoundsMaterial";
diffuseColor[0] = "0.0705882 1 0 0.27";
specular[0] = "0.9 0.9 0.9 1";
specularPower[0] = "10";
translucent = "1";
};
singleton Material(soldier_rigged_ShapeBounds)
{
mapTo = "ShapeBounds";
diffuseColor[0] = "0.164706 1 0 1";
specular[0] = "0.9 0.9 0.9 1";
specularPower[0] = "10";
translucentBlendOp = "None";
materialTag0 = "Player";
};
//-----------------------------------------------------------------------------
// Soldier Skins
// Add names to PlayerData.availableSkins list in art/datablock/player.cs
singleton Material(Mat_DarkBlue_Soldier_Main : Mat_Soldier_Main)
{
mapTo = "DarkBlue_Soldier_Main";
diffuseMap[0] = "Soldier_DarkBlue_Dif.dds";
};
singleton Material(Mat_DarkGreen_Soldier_Main : Mat_Soldier_Main)
{
mapTo = "DarkGreen_Soldier_Main";
diffuseMap[0] = "Soldier_DarkGreen_Dif.dds";
};
singleton Material(Mat_LightGreen_Soldier_Main : Mat_Soldier_Main)
{
mapTo = "LightGreen_Soldier_Main";
diffuseMap[0] = "Soldier_LightGreen_Dif.dds";
};
singleton Material(Mat_Orange_Soldier_Main : Mat_Soldier_Main)
{
mapTo = "Orange_Soldier_Main";
diffuseMap[0] = "Soldier_Orange_Dif.dds";
};
singleton Material(Mat_Red_Soldier_Main : Mat_Soldier_Main)
{
mapTo = "Red_Soldier_Main";
diffuseMap[0] = "Soldier_Red_Dif.dds";
};
singleton Material(Mat_Teal_Soldier_Main : Mat_Soldier_Main)
{
mapTo = "Teal_Soldier_Main";
diffuseMap[0] = "Soldier_Teal_Dif.dds";
};
singleton Material(Mat_Violet_Soldier_Main : Mat_Soldier_Main)
{
mapTo = "Violet_Soldier_Main";
diffuseMap[0] = "Soldier_Violet_Dif.dds";
};
singleton Material(Mat_Yellow_Soldier_Main : Mat_Soldier_Main)
{
mapTo = "Yellow_Soldier_Main";
diffuseMap[0] = "Soldier_Yellow_Dif.dds";
};

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(SoldierDAE)
{
baseShape = "./soldier_rigged.DAE";
loadLights = "0";
unit = "1.0";
upAxis = "DEFAULT";
lodType = "TrailingNumber";
ignoreNodeScale = "0";
adjustCenter = "0";
adjustFloor = "0";
forceUpdateMaterials = "0";
};
function SoldierDAE::onLoad(%this)
{
%this.addSequence("./Anims/PlayerAnim_Lurker_Back.dae Back", "Back", "0", "-1", "1", "0");
%this.addSequence("./Anims/PlayerAnim_Lurker_Celebrate_01.dae Celebrate_01", "Celebrate_01", "0", "-1", "1", "0");
%this.addSequence("./Anims/PlayerAnim_Lurker_Crouch_Backward.dae Crouch_Backward", "Crouch_Backward", "0", "-1", "1", "0");
%this.addSequence("./Anims/PlayerAnim_Lurker_Crouch_Forward.dae Crouch_Forward", "Crouch_Forward", "0", "-1", "1", "0");
%this.addSequence("./Anims/PlayerAnim_Lurker_Crouch_Side.dae Crouch_Side", "Crouch_Side", "0", "-1", "1", "0");
%this.addSequence("./Anims/PlayerAnim_Lurker_Crouch_Root.dae Crouch_Root", "Crouch_Root", "0", "-1", "1", "0");
%this.addSequence("./Anims/PlayerAnim_Lurker_Death1.dae Death1", "Death1", "0", "-1", "1", "0");
%this.addSequence("./Anims/PlayerAnim_Lurker_Death2.dae Death2", "Death2", "0", "-1", "1", "0");
%this.addSequence("./Anims/PlayerAnim_Lurker_Fall.dae Fall", "Fall", "0", "-1", "1", "0");
%this.addSequence("./Anims/PlayerAnim_Lurker_Head.dae Head", "Head", "0", "-1", "1", "0");
%this.addSequence("./Anims/PlayerAnim_Lurker_Jump.dae Jump", "Jump", "0", "-1", "1", "0");
%this.addSequence("./Anims/PlayerAnim_Lurker_Land.dae Land", "Land", "0", "-1", "1", "0");
%this.addSequence("./Anims/PlayerAnim_Lurker_Look.dae Look", "Look", "0", "-1", "1", "0");
%this.addSequence("./Anims/PlayerAnim_Lurker_Reload.dae Reload", "Reload", "0", "-1", "1", "0");
%this.addSequence("./Anims/PlayerAnim_Lurker_Root.dae Root", "Root", "0", "-1", "1", "0");
%this.addSequence("./Anims/PlayerAnim_Lurker_Run.dae Run", "Run", "0", "-1", "1", "0");
%this.addSequence("./Anims/PlayerAnim_Lurker_Side.dae Side", "Side", "0", "-1", "1", "0");
%this.addSequence("./Anims/PlayerAnim_Lurker_Sitting.dae Sitting", "Sitting", "0", "-1", "1", "0");
%this.addSequence("./Anims/PlayerAnim_Lurker_Swim_Backward.dae Swim_Backward", "Swim_Backward", "0", "-1", "1", "0");
%this.addSequence("./Anims/PlayerAnim_Lurker_Swim_Forward.dae Swim_Forward", "Swim_Forward", "0", "-1", "1", "0");
%this.addSequence("./Anims/PlayerAnim_Lurker_Swim_Root.dae Swim_Root", "Swim_Root", "0", "-1", "1", "0");
%this.addSequence("./Anims/PlayerAnim_Lurker_Swim_Left.dae Swim_Left", "Swim_Left", "0", "-1", "1", "0");
%this.addSequence("./Anims/PlayerAnim_Lurker_Swim_Right.dae Swim_Right", "Swim_Right", "0", "-1", "1", "0");
%this.setSequenceBlend("Head", "1", "Root", "0");
%this.setSequenceBlend("Look", "1", "Root", "0");
%this.setSequenceBlend("Reload", "1", "Root", "0");
%this.setSequenceGroundSpeed("Back", "0 -3.6 0", "0 0 0");
%this.setSequenceGroundSpeed("Run", "0 5 0", "0 0 0");
%this.setSequenceGroundSpeed("Side", "-3.6 0 0", "0 0 0");
%this.setSequenceGroundSpeed("Swim_Backward", "0 -1 0", "0 0 0");
%this.setSequenceGroundSpeed("Swim_Forward", "0 1 0", "0 0 0");
%this.setSequenceGroundSpeed("Swim_Left", "-1 0 0", "0 0 0");
%this.setSequenceGroundSpeed("Swim_Right", "1 0 0", "0 0 0");
%this.setSequenceGroundSpeed("Crouch_Backward", "0 -2 0", "0 0 0");
%this.setSequenceGroundSpeed("Crouch_Forward", "0 2 0", "0 0 0");
%this.setSequenceGroundSpeed("Crouch_Side", "1 0 0", "0 0 0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Ryder/PlayerAnims/PlayerAnim_Pistol_Back.dae Back", "Pistol_Back", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Ryder/PlayerAnims/PlayerAnim_Pistol_Crouch_Backward.dae Crouch_Backward", "Pistol_Crouch_Backward", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Ryder/PlayerAnims/PlayerAnim_Pistol_Crouch_Forward.dae Crouch_Forward", "Pistol_Crouch_Forward", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Ryder/PlayerAnims/PlayerAnim_Pistol_Crouch_Side.dae Crouch_Side", "Pistol_Crouch_Side", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Ryder/PlayerAnims/PlayerAnim_Pistol_Crouch_Root.dae Crouch_Root", "Pistol_Crouch_Root", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Ryder/PlayerAnims/PlayerAnim_Pistol_Death1.dae Death1", "Pistol_Death1", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Ryder/PlayerAnims/PlayerAnim_Pistol_Death2.dae Death2", "Pistol_Death2", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Ryder/PlayerAnims/PlayerAnim_Pistol_Fall.dae Fall", "Pistol_Fall", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Ryder/PlayerAnims/PlayerAnim_Pistol_Head.dae Head", "Pistol_Head", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Ryder/PlayerAnims/PlayerAnim_Pistol_Jump.dae Jump", "Pistol_Jump", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Ryder/PlayerAnims/PlayerAnim_Pistol_Land.dae Land", "Pistol_Land", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Ryder/PlayerAnims/PlayerAnim_Pistol_Look.dae Look", "Pistol_Look", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Ryder/PlayerAnims/PlayerAnim_Pistol_Reload.dae Reload", "Pistol_Reload", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Ryder/PlayerAnims/PlayerAnim_Pistol_Root.dae Root", "Pistol_Root", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Ryder/PlayerAnims/PlayerAnim_Pistol_Run.dae Run", "Pistol_Run", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Ryder/PlayerAnims/PlayerAnim_Pistol_Side.dae Side", "Pistol_Side", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Ryder/PlayerAnims/PlayerAnim_Pistol_Sitting.dae Sitting", "Pistol_Sitting", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Ryder/PlayerAnims/PlayerAnim_Pistol_Swim_Backward.dae Swim_Backward", "Pistol_Swim_Backward", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Ryder/PlayerAnims/PlayerAnim_Pistol_Swim_Forward.dae Swim_Forward", "Pistol_Swim_Forward", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Ryder/PlayerAnims/PlayerAnim_Pistol_Swim_Root.dae Swim_Root", "Pistol_Swim_Root", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Ryder/PlayerAnims/PlayerAnim_Pistol_Swim_Left.dae Swim_Left", "Pistol_Swim_Left", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Ryder/PlayerAnims/PlayerAnim_Pistol_Swim_Right.dae Swim_Right", "Pistol_Swim_Right", "0", "-1", "1", "0");
%this.setSequenceCyclic("Pistol_Fall", "1");
%this.setSequenceCyclic("Pistol_Sitting", "1");
%this.setSequenceBlend("Pistol_Head", "1", "Pistol_Root", "0");
%this.setSequenceBlend("Pistol_Look", "1", "Pistol_Root", "0");
%this.setSequenceBlend("Pistol_Reload", "1", "Pistol_Root", "0");
%this.setSequenceGroundSpeed("Pistol_Back", "0 -3.6 0", "0 0 0");
%this.setSequenceGroundSpeed("Pistol_Run", "0 5 0", "0 0 0");
%this.setSequenceGroundSpeed("Pistol_Side", "3.6 0 0", "0 0 0");
%this.setSequenceGroundSpeed("Pistol_Swim_Backward", "0 -1 0", "0 0 0");
%this.setSequenceGroundSpeed("Pistol_Swim_Forward", "0 1 0", "0 0 0");
%this.setSequenceGroundSpeed("Pistol_Swim_Left", "-1 0 0", "0 0 0");
%this.setSequenceGroundSpeed("Pistol_Swim_Right", "1 0 0", "0 0 0");
%this.setSequenceGroundSpeed("Pistol_Crouch_Backward", "0 -2 0", "0 0 0");
%this.setSequenceGroundSpeed("Pistol_Crouch_Forward", "0 2 0", "0 0 0");
%this.setSequenceGroundSpeed("Pistol_Crouch_Side", "1 0 0", "0 0 0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Back.dae Back", "ProxMine_Back", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Crouch_Backward.dae Crouch_Backward", "ProxMine_Crouch_Backward", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Crouch_Forward.dae Crouch_Forward", "ProxMine_Crouch_Forward", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Crouch_Side.dae Crouch_Side", "ProxMine_Crouch_Side", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Crouch_Root.dae Crouch_Root", "ProxMine_Crouch_Root", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Death1.dae Death1", "ProxMine_Death1", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Death2.dae Death2", "ProxMine_Death2", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Fall.dae Fall", "ProxMine_Fall", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Head.dae Head", "ProxMine_Head", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Jump.dae Jump", "ProxMine_Jump", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Land.dae Land", "ProxMine_Land", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Look.dae Look", "ProxMine_Look", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Reload.dae Reload", "ProxMine_Reload", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Fire.dae Fire", "ProxMine_Fire", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Fire_Release.dae Fire_Release", "ProxMine_Fire_Release", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Root.dae Root", "ProxMine_Root", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Run.dae Run", "ProxMine_Run", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Side.dae Side", "ProxMine_Side", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Sitting.dae Sitting", "ProxMine_Sitting", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Swim_Backward.dae Swim_Backward", "ProxMine_Swim_Backward", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Swim_Forward.dae Swim_Forward", "ProxMine_Swim_Forward", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Swim_Root.dae Swim_Root", "ProxMine_Swim_Root", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Swim_Left.dae Swim_Left", "ProxMine_Swim_Left", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Swim_Right.dae Swim_Right", "ProxMine_Swim_Right", "0", "-1", "1", "0");
%this.setSequenceCyclic("ProxMine_Fall", "1");
%this.setSequenceBlend("ProxMine_Head", "1", "ProxMine_Root", "0");
%this.setSequenceBlend("ProxMine_Look", "1", "ProxMine_Root", "0");
%this.setSequenceBlend("ProxMine_Reload", "1", "ProxMine_Root", "0");
%this.setSequenceBlend("ProxMine_Fire", "1", "ProxMine_Root", "0");
%this.setSequenceBlend("ProxMine_Fire_Release", "1", "ProxMine_Root", "0");
%this.setSequenceGroundSpeed("ProxMine_Back", "0 -3.6 0", "0 0 0");
%this.setSequenceGroundSpeed("ProxMine_Run", "0 5 0", "0 0 0");
%this.setSequenceGroundSpeed("ProxMine_Side", "3.6 0 0", "0 0 0");
%this.setSequenceGroundSpeed("ProxMine_Swim_Backward", "0 -1 0", "0 0 0");
%this.setSequenceGroundSpeed("ProxMine_Swim_Forward", "0 1 0", "0 0 0");
%this.setSequenceGroundSpeed("ProxMine_Swim_Left", "-1 0 0", "0 0 0");
%this.setSequenceGroundSpeed("ProxMine_Swim_Right", "1 0 0", "0 0 0");
%this.setSequenceGroundSpeed("ProxMine_Crouch_Backward", "0 -2 0", "0 0 0");
%this.setSequenceGroundSpeed("ProxMine_Crouch_Forward", "0 2 0", "0 0 0");
%this.setSequenceGroundSpeed("ProxMine_Crouch_Side", "1 0 0", "0 0 0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Turret/PlayerAnims/PlayerAnim_Turret_Back.dae Back", "Turret_Back", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Turret/PlayerAnims/PlayerAnim_Turret_Crouch_Root.dae Crouch_Root", "Turret_Crouch_Root", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Turret/PlayerAnims/PlayerAnim_Turret_Crouch_Backward.dae Crouch_Backward", "Turret_Crouch_Backward", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Turret/PlayerAnims/PlayerAnim_Turret_Crouch_Forward.dae Crouch_Forward", "Turret_Crouch_Forward", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Turret/PlayerAnims/PlayerAnim_Turret_Crouch_Side.dae Crouch_Side", "Turret_Crouch_Side", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Turret/PlayerAnims/PlayerAnim_Turret_Death1.dae Death1", "Turret_Death1", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Turret/PlayerAnims/PlayerAnim_Turret_Death2.dae Death2", "Turret_Death2", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Turret/PlayerAnims/PlayerAnim_Turret_Fall.dae Fall", "Turret_Fall", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Turret/PlayerAnims/PlayerAnim_Turret_Run.dae Run", "Turret_Run", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Turret/PlayerAnims/PlayerAnim_Turret_Jump.dae Jump", "Turret_Jump", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Turret/PlayerAnims/PlayerAnim_Turret_Land.dae Land", "Turret_Land", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Turret/PlayerAnims/PlayerAnim_Turret_Look.dae Look", "Turret_Look", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Turret/PlayerAnims/PlayerAnim_Turret_Head.dae Head", "Turret_Head", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Turret/PlayerAnims/PlayerAnim_Turret_Recoil.dae Recoil", "Turret_Recoil", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Turret/PlayerAnims/PlayerAnim_Turret_Fire_Release.dae Fire_Release", "Turret_Fire_Release", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Turret/PlayerAnims/PlayerAnim_Turret_Root.dae Root", "Turret_Root", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Turret/PlayerAnims/PlayerAnim_Turret_Side.dae Side", "Turret_Side", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Turret/PlayerAnims/PlayerAnim_Turret_Sitting.dae Sitting", "Turret_Sitting", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Turret/PlayerAnims/PlayerAnim_Turret_Swim_Backward.dae Swim_Backward", "Turret_Swim_Backward", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Turret/PlayerAnims/PlayerAnim_Turret_Swim_Forward.dae Swim_Forward", "Turret_Swim_Forward", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Turret/PlayerAnims/PlayerAnim_Turret_Swim_Root.dae Swim_Root", "Turret_Swim_Root", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Turret/PlayerAnims/PlayerAnim_Turret_Swim_Left.dae Swim_Left", "Turret_Swim_Left", "0", "-1", "1", "0");
%this.addSequence("data/FPSGameplay/art/shapes/weapons/Turret/PlayerAnims/PlayerAnim_Turret_Swim_Right.dae Swim_Right", "Turret_Swim_Right", "0", "-1", "1", "0");
%this.setSequenceBlend("Turret_Head", "1", "Turret_Root", "0");
%this.setSequenceBlend("Turret_Look", "1", "Turret_Root", "0");
%this.setSequenceBlend("Turret_Recoil", "1", "Turret_Root", "0");
%this.setSequenceBlend("Turret_Fire_Release", "1", "Turret_Root", "0");
%this.setSequenceGroundSpeed("Turret_Back", "0 -3.6 0", "0 0 0");
%this.setSequenceGroundSpeed("Turret_Run", "0 5 0", "0 0 0");
%this.setSequenceGroundSpeed("Turret_Side", "3.6 0 0", "0 0 0");
%this.setSequenceGroundSpeed("Turret_Swim_Backward", "0 -1 0", "0 0 0");
%this.setSequenceGroundSpeed("Turret_Swim_Forward", "0 1 0", "0 0 0");
%this.setSequenceGroundSpeed("Turret_Swim_Left", "-1 0 0", "0 0 0");
%this.setSequenceGroundSpeed("Turret_Swim_Right", "1 0 0", "0 0 0");
%this.setSequenceGroundSpeed("Turret_Crouch_Backward", "0 -2 0", "0 0 0");
%this.setSequenceGroundSpeed("Turret_Crouch_Forward", "0 2 0", "0 0 0");
%this.setSequenceGroundSpeed("Turret_Crouch_Side", "1 0 0", "0 0 0");
%this.addTrigger("Back", "4", "1");
%this.addTrigger("Back", "13", "2");
%this.addTrigger("jump", "6", "1");
%this.addTrigger("Land", "5", "1");
%this.addTrigger("Run", "8", "1");
%this.addTrigger("Run", "16", "2");
%this.addTrigger("Pistol_Back", "6", "1");
%this.addTrigger("Pistol_Back", "12", "2");
%this.addTrigger("Crouch_Backward", "8", "1");
%this.addTrigger("Crouch_Backward", "19", "2");
%this.addTrigger("Crouch_Forward", "12", "1");
%this.addTrigger("Crouch_Forward", "24", "2");
%this.addTrigger("Crouch_Side", "16", "1");
%this.addTrigger("Crouch_Side", "23", "2");
%this.addTrigger("Side", "7", "1");
%this.addTrigger("Side", "17", "2");
%this.addTrigger("Pistol_Crouch_Backward", "10", "1");
%this.addTrigger("Pistol_Crouch_Backward", "24", "2");
%this.addTrigger("Pistol_Crouch_Forward", "9", "1");
%this.addTrigger("Pistol_Crouch_Forward", "25", "2");
%this.addTrigger("Pistol_Crouch_Side", "8", "1");
%this.addTrigger("Pistol_Crouch_Side", "23", "2");
%this.addTrigger("Pistol_Jump", "5", "1");
%this.addTrigger("Pistol_Land", "9", "1");
%this.addTrigger("Pistol_Run", "8", "1");
%this.addTrigger("Pistol_Run", "16", "2");
%this.addTrigger("Pistol_Side", "8", "1");
%this.addTrigger("Pistol_Side", "17", "2");
%this.addTrigger("ProxMine_Back", "3", "1");
%this.addTrigger("ProxMine_Back", "12", "2");
%this.addTrigger("ProxMine_Crouch_Backward", "9", "1");
%this.addTrigger("ProxMine_Crouch_Backward", "18", "2");
%this.addTrigger("ProxMine_Crouch_Forward", "12", "1");
%this.addTrigger("ProxMine_Crouch_Forward", "25", "2");
%this.addTrigger("ProxMine_Crouch_Side", "12", "1");
%this.addTrigger("ProxMine_Crouch_Side", "27", "2");
%this.addTrigger("ProxMine_Fall", "15", "1");
%this.addTrigger("ProxMine_Jump", "5", "1");
%this.addTrigger("ProxMine_Land", "7", "1");
%this.addTrigger("ProxMine_Run", "8", "1");
%this.addTrigger("ProxMine_Run", "17", "2");
%this.addTrigger("ProxMine_Side", "7", "1");
%this.addTrigger("ProxMine_Side", "18", "2");
%this.addTrigger("Turret_Back", "4", "1");
%this.addTrigger("Turret_Back", "11", "2");
%this.addTrigger("Turret_Crouch_Backward", "8", "1");
%this.addTrigger("Turret_Crouch_Backward", "26", "2");
%this.addTrigger("Turret_Crouch_Forward", "12", "1");
%this.addTrigger("Turret_Crouch_Forward", "24", "2");
%this.addTrigger("Turret_Crouch_Side", "13", "1");
%this.addTrigger("Turret_Crouch_Side", "24", "2");
%this.addTrigger("Turret_Run", "7", "1");
%this.addTrigger("Turret_Run", "17", "2");
%this.addTrigger("Turret_Jump", "6", "1");
%this.addTrigger("Turret_Land", "3", "1");
%this.addTrigger("Turret_Side", "9", "1");
%this.addTrigger("Turret_Side", "17", "2");
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
new Material(CommonPlayerFootprint)
{
diffuseMap[0] = "footprint";
vertColor[0] = true;
translucent = true;
castShadows = "0";
translucentZWrite = "1";
materialTag0 = "Player";
};

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