ironsphererpg/scripts/bioderm_light.cs

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2 KiB
C#
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datablock TSShapeConstructor(BiodermLightDts)
{
baseShape = "bioderm_light.dts";
sequence0 = "bioderm_light_root.dsq root";
sequence1 = "bioderm_light_forward.dsq run";
sequence2 = "bioderm_light_back.dsq back";
sequence3 = "bioderm_light_side.dsq side";
sequence4 = "bioderm_light_lookde.dsq look";
sequence5 = "bioderm_light_lookms.dsq lookms";
sequence6 = "bioderm_light_head.dsq head";
sequence7 = "bioderm_light_headside.dsq headSide";
sequence8 = "bioderm_light_jet.dsq jet";
sequence9 = "bioderm_light_land.dsq land";
sequence10 = "bioderm_light_fall.dsq fall";
sequence11 = "bioderm_light_jump.dsq jump";
sequence12 = "bioderm_light_recoilde.dsq light_recoil";
sequence13 = "bioderm_light_idlePDA.dsq idlePDA";
sequence14 = "bioderm_light_scoutroot.dsq scoutroot";
sequence15 = "bioderm_light_dieback.dsq death1";
sequence16 = "bioderm_light_diespin.dsq death2";
sequence17 = "bioderm_light_diechest.dsq death3";
sequence18 = "bioderm_light_dieforward.dsq death4";
sequence19 = "bioderm_light_diehead.dsq death5";
sequence20 = "bioderm_light_dieknees.dsq death6";
sequence21 = "bioderm_light_dieleglft.dsq death7";
sequence22 = "bioderm_light_dielegrt.dsq death8";
sequence23 = "bioderm_light_diesidelft.dsq death9";
sequence24 = "bioderm_light_diesidert.dsq death10";
sequence25 = "bioderm_light_dieslump.dsq death11";
sequence26 = "bioderm_light_celsalute.dsq cel1";
sequence27 = "bioderm_light_celyeah.dsq cel2";
sequence28 = "bioderm_light_tauntbest.dsq cel3";
sequence29 = "bioderm_light_celroar.dsq cel4";
sequence30 = "bioderm_light_tauntbull.dsq cel5";
sequence31 = "bioderm_light_celflex2.dsq cel6";
sequence32 = "bioderm_light_celgora.dsq cel7";
sequence33 = "bioderm_light_celjump.dsq cel8";
sequence34 = "bioderm_light_sitting.dsq sitting";
sequence35 = "bioderm_light_ski.dsq ski";
sequence36 = "bioderm_light_standjump.dsq standjump";
sequence37 = "bioderm_light_looknw.dsq looknw";
};