zm_spawn : restart notify jump_anim { ai_zombie_mech_intro_jump_in } zm_idle : notify idle_anim { ai_zombie_mech_idle } zm_move_patrol : notify move_anim { ai_zombie_mech_walk_patrol } zm_move_walk : notify move_anim { ai_zombie_mech_run } zm_move_run : notify move_anim { ai_zombie_mech_sprint } zm_sprint_intro : notify jump_anim { ai_zombie_mech_sprint_booster_liftoff } zm_move_sprint : notify move_anim { ai_zombie_mech_sprint_booster_loop } zm_sprint_outro : notify jump_anim { ai_zombie_mech_sprint_booster_touchdown } zm_move_chase_bus : notify move_anim { // Do we need a chase_bus anim? ai_zombie_mech_run } zm_melee_stand : restart notify melee_anim { ai_zombie_mech_melee_a ai_zombie_mech_melee_b } zm_walk_melee : restart notify melee_anim { // Need moving melees ai_zombie_mech_run_melee } zm_run_melee : restart notify melee_anim { // Need moving melee ai_zombie_mech_sprint_melee } zm_window_melee : restart notify window_melee_anim { ai_zombie_mech_melee_a ai_zombie_mech_melee_b } zm_pain : restart notify pain_anim { ai_zombie_mech_pain } zm_pain_powercore : restart notify pain_anim_powercore { ai_zombie_mech_powercore_pain } zm_pain_faceplate : restart notify pain_anim_faceplate { ai_zombie_mech_faceplate_pain } zm_tank_hit_in : notify pain_anim { ai_zombie_mech_injury_hit_by_tank } zm_tank_hit_loop : notify pain_anim { ai_zombie_mech_injury_down_by_tank_loop } zm_tank_hit_out : notify pain_anim { ai_zombie_mech_injury_recover_from_tank } zm_robot_hit_in : notify pain_anim { ai_zombie_mech_injury_hit_by_footstep } zm_robot_hit_loop : notify pain_anim { ai_zombie_mech_injury_down_by_footstep_loop } zm_robot_hit_out : notify jump_anim { ai_zombie_mech_injury_recover_from_footstep } zm_stun : restart notify stun_anim { ai_zombie_mech_stunned } zm_head_pain : restart notify head_pain_anim { ai_zombie_mech_head_pain } zm_taunt : restart notify taunt_anim { ai_zombie_mech_melee_a } zm_death : restart notify death_anim { ai_zombie_mech_death } zm_death_explode : restart notify death_anim { ai_zombie_mech_death_explode } // Grapple zm_grapple_aim_1 : restart notify grapple_anim { ai_zombie_mech_grapple_aim_1 } zm_grapple_aim_2 : restart notify grapple_anim { ai_zombie_mech_grapple_aim_2 } zm_grapple_aim_3 : restart notify grapple_anim { ai_zombie_mech_grapple_aim_3 } zm_grapple_aim_4 : restart notify grapple_anim { ai_zombie_mech_grapple_aim_4 } zm_grapple_aim_5 : restart notify grapple_anim { ai_zombie_mech_grapple_aim_5 } zm_grapple_aim_6 : restart notify grapple_anim { ai_zombie_mech_grapple_aim_6 } zm_grapple_aim_7 : restart notify grapple_anim { ai_zombie_mech_grapple_aim_7 } zm_grapple_aim_8 : restart notify grapple_anim { ai_zombie_mech_grapple_aim_8 } zm_grapple_aim_9 : restart notify grapple_anim { ai_zombie_mech_grapple_aim_9 } zm_grapple_aim_start : restart notify grapple_anim { ai_zombie_mech_grapple_intro_sprint_to_aim_5 } // Claw ONLY anims zm_claw_close_idle : notify idle_anim { ai_zombie_mech_grapple_arm_closed_idle } zm_claw_open_idle : notify idle_anim { ai_zombie_mech_grapple_arm_open_idle } // Flamethrower zm_flamethrower_sweep : restart notify flamethrower_anim { ai_zombie_mech_ft_sweep } zm_flamethrower_sweep_up : restart notify flamethrower_anim { ai_zombie_mech_ft_sweep_up } zm_flamethrower_claw_victim : restart notify flamethrower_anim { ai_zombie_mech_ft_burn_player } zm_flamethrower_aim_start : restart notify flamethrower_anim { ai_zombie_mech_ft_intro_sprint_to_aim_5 } zm_flamethrower_aim_1 : restart notify flamethrower_anim { ai_zombie_mech_ft_aim_1 } zm_flamethrower_aim_2 : restart notify flamethrower_anim { ai_zombie_mech_ft_aim_2 } zm_flamethrower_aim_3 : restart notify flamethrower_anim { ai_zombie_mech_ft_aim_3 } zm_flamethrower_aim_4 : restart notify flamethrower_anim { ai_zombie_mech_ft_aim_4 } zm_flamethrower_aim_5 : restart notify flamethrower_anim { ai_zombie_mech_ft_aim_5 } zm_flamethrower_aim_6 : restart notify flamethrower_anim { ai_zombie_mech_ft_aim_6 } zm_flamethrower_aim_7 : restart notify flamethrower_anim { ai_zombie_mech_ft_aim_7 } zm_flamethrower_aim_8 : restart notify flamethrower_anim { ai_zombie_mech_ft_aim_8 } zm_flamethrower_aim_9 : restart notify flamethrower_anim { ai_zombie_mech_ft_aim_9 } // Entrance/exit zm_fly_out : restart notify jump_anim { ai_zombie_mech_exit } zm_fly_hover : notify hover_anim { ai_zombie_mech_exit_hover } zm_fly_in : restart notify jump_anim { ai_zombie_mech_arrive } // Traversals zm_traverse : aliased restart notify traverse_anim { jump_down_48 ai_zombie_mech_jump_down_48 jump_down_72 ai_zombie_mech_jump_down_72 jump_down_96 ai_zombie_mech_jump_down_96 jump_down_127 ai_zombie_mech_jump_down_127 jump_up_48 ai_zombie_mech_jump_up_48 // jump_up_72 ai_zombie_mech_jump_up_72 jump_up_96 ai_zombie_mech_jump_up_96 jump_up_127 ai_zombie_mech_jump_up_127 mantle_over_40_hurdle ai_zombie_mech_traverse_hurdle_40 jump_across_120 ai_zombie_mech_jump_across_120 jump_down_dlc4_96 ai_zombie_mech_jump_down_127 jump_down_dlc4_112 ai_zombie_mech_jump_down_dlc4_trench_wall_112 jump_down_dlc4_120 ai_zombie_mech_jump_down_dlc4_trench_wall_120 // jump_up_dlc4_96 ai_zombie_mech_jump_up_dlc4_trench_wall_96 // jump_up_dlc4_112 ai_zombie_mech_jump_up_dlc4_trench_wall_112 // jump_up_dlc4_120 ai_zombie_mech_jump_up_dlc4_trench_wall_120 jump_up_dlc4_140 ai_zombie_mech_jump_up_dlc4_trench_wall_140 jump_down_church ai_zombie_mech_jump_down_church }