zm_jail_idle : notify jail_idle_anim { ai_zombie_sloth_idle_jail } zm_jail_2_cower : notify jail_2_cower_anim { ai_zombie_sloth_idle_jail_2_cower } zm_jail_2_cower_jumpback : notify jail_2_cower_anim { ai_zombie_sloth_idle_jail_2_cower_jumpback } zm_jail_close : notify jail_close_anim { ai_zombie_sloth_door_close } zm_jail_open : notify jail_open_anim { ai_zombie_sloth_door_open } zm_run_into_jail : notify run_into_jail_anim { ai_zombie_sloth_run_into_jail_2_idle_jail } zm_run_into_jail_cower : notify run_into_jail_cower_anim { ai_zombie_sloth_run_into_jail_2_cower } zm_cower_2_close : notify cower_2_close_anim { ai_zombie_sloth_cower_2_close_door } zm_cower_idle : notify cower_idle_anim { ai_zombie_sloth_idle_cower } zm_cower_jumpback_idle : notify cower_jumpback_idle_anim { ai_zombie_sloth_idle_cower_jumpback } zm_player_idle : notify player_idle_anim { ai_zombie_sloth_idle } zm_gimme_booze : notify gimme_anim { ai_zombie_sloth_gimme_booze } zm_gimme_candy : notify gimme_anim { ai_zombie_sloth_gimme_candy } zm_drink_booze : notify drink_booze_anim { ai_zombie_sloth_drinkbooze } zm_drink_booze_aim : notify drink_booze_aim_anim { ai_zombie_sloth_drinkbooze_aim } zm_eat_candy : notify eat_candy_anim { ai_zombie_sloth_eatcandy } zm_barricade : notify crash_anim { ai_zombie_sloth_hit_barrier } zm_crash : notify crash_anim { ai_zombie_sloth_hit_wall } zm_pickup_part : notify pickup_part_anim { ai_zombie_sloth_pickup_part } zm_make_buildable : notify make_buildable_anim { ai_zombie_sloth_make_buildable } zm_make_buildable_intro : notify make_buildable_intro_anim { ai_zombie_sloth_make_buildable_intro } zm_sling_equipment : notify sling_equipment_anim { ai_zombie_sloth_sling_equipment } zm_unsling_equipment : notify unsling_equipment_anim { ai_zombie_sloth_unsling_equipment } zm_drop_equipment : notify drop_equipment_anim { ai_zombie_sloth_drop_equipment } zm_idle_equipment : notify idle_equipment_anim { ai_zombie_sloth_idle_holding_equipment } zm_kick_equipment : notify kick_equipment_anim { ai_zombie_sloth_kick_old_equipment } zm_pickup_equipment : notify pickup_equipment_anim { ai_zombie_sloth_pickup_equipment } zm_move_run_holding_equipment : notify move_anim { ai_zombie_sloth_run_holding_equipment } zm_wallbuy_add : notify wallbuy_add_anim { ai_zombie_sloth_wallbuy_add } zm_wallbuy_remove : notify wallbuy_remove_anim { ai_zombie_sloth_wallbuy_remove } zm_place_magicbox : notify place_magicbox_anim { ai_zombie_sloth_place_magicbox } zm_pull_magicbox : notify pull_magicbox_anim { ai_zombie_sloth_pull_magicbox } zm_magicbox_point : notify magicbox_point_anim { ai_zombie_sloth_magicbox_point } zm_lock_magicbox : notify lock_magicbox_anim { ai_zombie_sloth_lock_magicbox } zm_sling_magicbox : notify sling_magicbox_anim { ai_zombie_sloth_sling_magicbox } zm_unsling_magicbox : notify unsling_magicbox_anim { ai_zombie_sloth_unsling_magicbox } zm_move_run_holding_magicbox : notify move_anim { ai_zombie_sloth_run_holding_magicbox } zm_cycle_magicbox : notify cycle_magicbox_anim { ai_zombie_sloth_cycle_magicbox } zm_cycle_powerup : notify cycle_powerup_anim { ai_zombie_sloth_cycle_powerup } zm_dance : notify dance_anim { ai_zombie_sloth_dance_before_vomit } zm_vomit : notify vomit_anim { ai_zombie_sloth_vomit } zm_sloth_crawlerhold_idle : notify sloth_crawlerhold_idle_anim { ai_zombie_sloth_crawlerhold_idle } zm_move_walk_crawlerhold : notify move_anim { ai_zombie_sloth_crawlerhold_walk } zm_sloth_crawlerhold_sling : notify sloth_crawlerhold_sling_anim { ai_zombie_sloth_crawlerhold_sling } zm_sloth_crawlerhold_unsling : notify sloth_crawlerhold_unsling_anim { ai_zombie_sloth_crawlerhold_unsling } zm_sloth_pickup_crawler : notify sloth_pickup_crawler_anim { ai_zombie_sloth_pickup_crawler } zm_sloth_putdown_crawler : notify sloth_putdown_crawler_anim { ai_zombie_sloth_putdown_crawler } zm_sloth_kill_crawler_stomp : notify sloth_kill_crawler_anim { ai_zombie_sloth_kill_crawler_stomp } zm_sloth_kill_crawler_suplex : notify sloth_kill_crawler_anim { ai_zombie_sloth_kill_crawler_suplex } zm_sloth_crawlerhold_idle_hunched : notify sloth_crawlerhold_idle_anim { ai_zombie_sloth_crawlerhold_idle_hunched } zm_move_walk_crawlerhold_hunched : notify move_anim { ai_zombie_sloth_crawlerhold_walk_hunched } zm_sloth_crawlerhold_sling_hunched : notify sloth_crawlerhold_sling_anim { ai_zombie_sloth_crawlerhold_sling_hunched } zm_sloth_crawlerhold_unsling_hunched : notify sloth_crawlerhold_unsling_anim { ai_zombie_sloth_crawlerhold_unsling_hunched } zm_sloth_pickup_crawler_hunched : notify sloth_pickup_crawler_anim { ai_zombie_sloth_pickup_crawler_hunched } zm_sloth_putdown_crawler_hunched : notify sloth_putdown_crawler_anim { ai_zombie_sloth_putdown_crawler_hunched } zm_sloth_kill_crawler_stomp_hunched : notify sloth_kill_crawler_anim { ai_zombie_sloth_kill_crawler_stomp_hunched } zm_sloth_kill_crawler_suplex_hunched : notify sloth_kill_crawler_anim { ai_zombie_sloth_kill_crawler_suplex_hunched } zm_sloth_walk_turn_180 : restart notify sloth_turn_180_anim { ai_zombie_sloth_walk_turn_180 } zm_sloth_walk_scare_turn_180 : restart notify sloth_turn_180_anim { ai_zombie_sloth_walk_scare_turn_180 } zm_sloth_walk_hunched_turn_180 : restart notify sloth_turn_180_anim { ai_zombie_sloth_walk_hunched_turn_180 } zm_sloth_walk_crawlerhold_turn_180 : restart notify sloth_turn_180_anim { ai_zombie_sloth_walk_crawlerhold_turn_180 } zm_sloth_walk_crawlerhold_hunched_turn_180 : restart notify sloth_turn_180_anim { ai_zombie_sloth_walk_crawlerhold_hunched_turn_180 } zm_sloth_run_turn_180 : restart notify sloth_turn_180_anim { ai_zombie_sloth_run_turn_180 } zm_sloth_run_hunched_turn_180 : restart notify sloth_turn_180_anim { ai_zombie_sloth_run_hunched_turn_180 } zm_sloth_run_holding_equipment_turn_180 : restart notify sloth_turn_180_anim { ai_zombie_sloth_run_holding_equipment_turn_180 } zm_sloth_run_holding_magicbox_turn_180 : restart notify sloth_turn_180_anim { ai_zombie_sloth_run_holding_magicbox_turn_180 } zm_sloth_run_wounded_turn_180 : restart notify sloth_turn_180_anim { ai_zombie_sloth_run_wounded_turn_180 } zm_sloth_run_frantic_turn_180 : restart notify sloth_turn_180_anim { ai_zombie_sloth_run_protect_turn_180 } zm_melee_attack : restart notify melee_attack { ai_zombie_sloth_attack_v1 ai_zombie_sloth_attack_v2 ai_zombie_sloth_attack_v3 ai_zombie_sloth_attack_v4 } zm_walk_melee : restart notify melee_anim { ai_zombie_sloth_attack_v1 ai_zombie_sloth_attack_v2 ai_zombie_sloth_attack_v3 ai_zombie_sloth_attack_v4 } zm_run_melee : restart notify melee_anim { ai_zombie_sloth_attack_v1 ai_zombie_sloth_attack_v2 ai_zombie_sloth_attack_v3 ai_zombie_sloth_attack_v4 } zm_move_walk : notify move_anim { ai_zombie_sloth_walk } zm_move_walk_hunched : notify move_anim { ai_zombie_sloth_walk_hunched } zm_move_walk_scared : notify move_anim { ai_zombie_sloth_walk_scared } zm_move_run : notify move_anim { ai_zombie_sloth_run } zm_move_run_berserk : notify move_anim { ai_zombie_sloth_run_berserk } zm_move_run_hunched : notify move_anim { ai_zombie_sloth_run_hunched } zm_move_run_scared : notify move_anim { ai_zombie_sloth_run_scared } zm_move_sprint : notify move_anim { ai_zombie_sloth_run } zm_move_skip : notify move_anim { ai_zombie_sloth_skip } zm_idle_protect : notify idle_protect_anim { ai_zombie_sloth_idle_protect } zm_move_run_protect : notify move_anim { ai_zombie_sloth_run_protect } zm_move_run_frantic : notify move_anim { ai_zombie_sloth_frantic_run } zm_move_run_frantic_hunched : notify move_anim { ai_zombie_sloth_frantic_run_hunched } zm_pain : restart notify pain_anim { ai_zombie_sloth_pain } zm_pain_no_restart : notify pain_anim { ai_zombie_sloth_pain } zm_move_run_wounded : notify move_anim { ai_zombie_sloth_run_wounded } zm_smell_react : restart notify smell_react_anim { ai_zombie_sloth_smell_react } zm_death : restart notify death_anim { ai_zombie_sloth_death } zm_traverse : aliased restart notify traverse_anim { jump_across_120 ai_zombie_sloth_jump_across_120 jump_down_48 ai_zombie_sloth_jump_down_48 jump_down_48_bank ai_zombie_sloth_jump_down_48_bank jump_down_72 ai_zombie_sloth_jump_down_72 jump_down_96 ai_zombie_sloth_jump_down_96 jump_down_96_powerroom ai_zombie_sloth_jump_down_96_powerroom jump_down_127 ai_zombie_sloth_jump_down_127 jump_down_127_bank_back ai_zombie_sloth_jump_down_127_bank_back jump_down_127_barncorner ai_zombie_sloth_jump_down_127_barncorner jump_down_127_candystore_alley ai_zombie_sloth_jump_down_127_candystore_alley jump_down_127_saloon_int ai_zombie_sloth_jump_down_127_saloon_int jump_down_176 ai_zombie_sloth_jump_down_176 jump_down_190 ai_zombie_sloth_jump_down_190 jump_down_190_gunshop_ext ai_zombie_sloth_jump_down_190_gunshop_ext jump_down_222 ai_zombie_sloth_jump_down_222 jump_down_222_mineshaft_gunsmith ai_zombie_sloth_jump_down_222_mineshaft_gunsmith jump_down_240 ai_zombie_sloth_jump_down_240 jump_up_96 ai_zombie_sloth_jump_up_96 jump_up_127 ai_zombie_sloth_jump_up_127 jump_up_127_powerroom ai_zombie_sloth_jump_up_127_powerroom jump_up_154_bank_back ai_zombie_sloth_jump_up_154_bank_back jump_up_154 ai_zombie_sloth_jump_up_154 jump_up_154_bankroof_hole ai_zombie_sloth_jump_up_154_bankroof_hole jump_up_154_genstore_back ai_zombie_sloth_jump_up_154_genstore_back jump_up_222 ai_zombie_sloth_jump_up_222 jump_up_222_church ai_zombie_sloth_jump_up_222_church jump_up_222_gunshop_ext ai_zombie_sloth_jump_up_222_gunshop_ext //jump_up_startrailing ai_zombie_jump_up_startrailing jump_down_startrailing ai_zombie_sloth_jump_down_startrailing jump_down_154_equip ai_zombie_sloth_jump_down_154_equip jump_down_176_equip ai_zombie_sloth_jump_down_176_equip jump_down_190_equip ai_zombie_sloth_jump_down_190_equip jump_down_190_gunshop_ext_equip ai_zombie_sloth_jump_down_190_gunshop_ext_equip jump_down_222_equip ai_zombie_sloth_jump_down_222_equip jump_down_222_mineshaft_gunsmith_equip ai_zombie_sloth_jump_down_222_mineshaft_gunsmith_equip jump_down_240_equip ai_zombie_sloth_jump_down_240_equip jump_up_grabbed_48 ai_zombie_sloth_jump_up_48 traverse_48 ai_zombie_sloth_jump_up_48 } zm_traverse_no_restart : aliased notify traverse_anim { jump_across_120 ai_zombie_sloth_jump_across_120 jump_down_48 ai_zombie_sloth_jump_down_48 jump_down_48_bank ai_zombie_sloth_jump_down_48_bank jump_down_72 ai_zombie_sloth_jump_down_72 jump_down_96 ai_zombie_sloth_jump_down_96 jump_down_96_powerroom ai_zombie_sloth_jump_down_96_powerroom jump_down_127 ai_zombie_sloth_jump_down_127 jump_down_127_bank_back ai_zombie_sloth_jump_down_127_bank_back jump_down_127_barncorner ai_zombie_sloth_jump_down_127_barncorner jump_down_127_candystore_alley ai_zombie_sloth_jump_down_127_candystore_alley jump_down_127_saloon_int ai_zombie_sloth_jump_down_127_saloon_int jump_down_176 ai_zombie_sloth_jump_down_176 jump_down_190 ai_zombie_sloth_jump_down_190 jump_down_190_gunshop_ext ai_zombie_sloth_jump_down_190_gunshop_ext jump_down_222 ai_zombie_sloth_jump_down_222 jump_down_222_mineshaft_gunsmith ai_zombie_sloth_jump_down_222_mineshaft_gunsmith jump_down_240 ai_zombie_sloth_jump_down_240 jump_up_96 ai_zombie_sloth_jump_up_96 jump_up_127 ai_zombie_sloth_jump_up_127 jump_up_127_powerroom ai_zombie_sloth_jump_up_127_powerroom jump_up_154_bank_back ai_zombie_sloth_jump_up_154_bank_back jump_up_154 ai_zombie_sloth_jump_up_154 jump_up_154_bankroof_hole ai_zombie_sloth_jump_up_154_bankroof_hole jump_up_154_genstore_back ai_zombie_sloth_jump_up_154_genstore_back jump_up_222 ai_zombie_sloth_jump_up_222 jump_up_222_church ai_zombie_sloth_jump_up_222_church jump_up_222_gunshop_ext ai_zombie_sloth_jump_up_222_gunshop_ext //jump_up_startrailing ai_zombie_jump_up_startrailing jump_down_startrailing ai_zombie_sloth_jump_down_startrailing jump_down_154_equip ai_zombie_sloth_jump_down_154_equip jump_down_176_equip ai_zombie_sloth_jump_down_176_equip jump_down_190_equip ai_zombie_sloth_jump_down_190_equip jump_down_190_gunshop_ext_equip ai_zombie_sloth_jump_down_190_gunshop_ext_equip jump_down_222_equip ai_zombie_sloth_jump_down_222_equip jump_down_222_mineshaft_gunsmith_equip ai_zombie_sloth_jump_down_222_mineshaft_gunsmith_equip jump_down_240_equip ai_zombie_sloth_jump_down_240_equip jump_up_grabbed_48 ai_zombie_sloth_jump_up_48 traverse_48 ai_zombie_sloth_jump_up_48 } zm_traverse_barrier : aliased restart notify traverse_anim { barrier_walk ai_zombie_sloth_traverse_v1 barrier_walk ai_zombie_sloth_traverse_v1 barrier_run ai_zombie_sloth_traverse_v1 barrier_sprint ai_zombie_sloth_traverse_v1 barrier_sprint ai_zombie_sloth_traverse_v1 barrier_crawl ai_zombie_sloth_traverse_v1 barrier_crawl ai_zombie_sloth_traverse_v1 } zm_traverse_barrier_no_restart : aliased notify traverse_anim { barrier_walk ai_zombie_sloth_traverse_v1 barrier_walk ai_zombie_sloth_traverse_v1 barrier_run ai_zombie_sloth_traverse_v1 barrier_sprint ai_zombie_sloth_traverse_v1 barrier_sprint ai_zombie_sloth_traverse_v1 barrier_crawl ai_zombie_sloth_traverse_v1 barrier_crawl ai_zombie_sloth_traverse_v1 }