mirror of
https://github.com/JezuzLizard/t6-fastfile-mods.git
synced 2025-04-23 06:55:44 +00:00
294 lines
5.7 KiB
Common Lisp
294 lines
5.7 KiB
Common Lisp
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zm_spawn : restart notify jump_anim
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{
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ai_zombie_mech_intro_jump_in
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}
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zm_idle : notify idle_anim
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{
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ai_zombie_mech_idle
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}
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zm_move_patrol : notify move_anim
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{
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ai_zombie_mech_walk_patrol
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}
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zm_move_walk : notify move_anim
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{
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ai_zombie_mech_run
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}
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zm_move_run : notify move_anim
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{
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ai_zombie_mech_sprint
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}
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zm_sprint_intro : notify jump_anim
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{
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ai_zombie_mech_sprint_booster_liftoff
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}
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zm_move_sprint : notify move_anim
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{
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ai_zombie_mech_sprint_booster_loop
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}
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zm_sprint_outro : notify jump_anim
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{
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ai_zombie_mech_sprint_booster_touchdown
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}
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zm_move_chase_bus : notify move_anim
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{
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// Do we need a chase_bus anim?
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ai_zombie_mech_run
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}
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zm_melee_stand : restart notify melee_anim
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{
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ai_zombie_mech_melee_a
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ai_zombie_mech_melee_b
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}
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zm_walk_melee : restart notify melee_anim
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{
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// Need moving melees
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ai_zombie_mech_run_melee
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}
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zm_run_melee : restart notify melee_anim
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{
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// Need moving melee
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ai_zombie_mech_sprint_melee
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}
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zm_window_melee : restart notify window_melee_anim
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{
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ai_zombie_mech_melee_a
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ai_zombie_mech_melee_b
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}
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zm_pain : restart notify pain_anim
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{
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ai_zombie_mech_pain
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}
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zm_pain_powercore : restart notify pain_anim_powercore
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{
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ai_zombie_mech_powercore_pain
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}
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zm_pain_faceplate : restart notify pain_anim_faceplate
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{
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ai_zombie_mech_faceplate_pain
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}
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zm_tank_hit_in : notify pain_anim
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{
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ai_zombie_mech_injury_hit_by_tank
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}
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zm_tank_hit_loop : notify pain_anim
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{
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ai_zombie_mech_injury_down_by_tank_loop
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}
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zm_tank_hit_out : notify pain_anim
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{
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ai_zombie_mech_injury_recover_from_tank
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}
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zm_robot_hit_in : notify pain_anim
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{
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ai_zombie_mech_injury_hit_by_footstep
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}
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zm_robot_hit_loop : notify pain_anim
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{
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ai_zombie_mech_injury_down_by_footstep_loop
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}
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zm_robot_hit_out : notify jump_anim
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{
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ai_zombie_mech_injury_recover_from_footstep
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}
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zm_stun : restart notify stun_anim
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{
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ai_zombie_mech_stunned
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}
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zm_head_pain : restart notify head_pain_anim
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{
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ai_zombie_mech_head_pain
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}
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zm_taunt : restart notify taunt_anim
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{
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ai_zombie_mech_melee_a
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}
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zm_death : restart notify death_anim
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{
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ai_zombie_mech_death
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}
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zm_death_explode : restart notify death_anim
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{
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ai_zombie_mech_death_explode
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}
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// Grapple
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zm_grapple_aim_1 : restart notify grapple_anim
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{
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ai_zombie_mech_grapple_aim_1
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}
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zm_grapple_aim_2 : restart notify grapple_anim
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{
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ai_zombie_mech_grapple_aim_2
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}
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zm_grapple_aim_3 : restart notify grapple_anim
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{
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ai_zombie_mech_grapple_aim_3
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}
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zm_grapple_aim_4 : restart notify grapple_anim
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{
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ai_zombie_mech_grapple_aim_4
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}
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zm_grapple_aim_5 : restart notify grapple_anim
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{
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ai_zombie_mech_grapple_aim_5
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}
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zm_grapple_aim_6 : restart notify grapple_anim
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{
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ai_zombie_mech_grapple_aim_6
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}
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zm_grapple_aim_7 : restart notify grapple_anim
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{
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ai_zombie_mech_grapple_aim_7
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}
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zm_grapple_aim_8 : restart notify grapple_anim
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{
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ai_zombie_mech_grapple_aim_8
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}
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zm_grapple_aim_9 : restart notify grapple_anim
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{
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ai_zombie_mech_grapple_aim_9
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}
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zm_grapple_aim_start : restart notify grapple_anim
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{
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ai_zombie_mech_grapple_intro_sprint_to_aim_5
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}
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// Claw ONLY anims
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zm_claw_close_idle : notify idle_anim
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{
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ai_zombie_mech_grapple_arm_closed_idle
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}
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zm_claw_open_idle : notify idle_anim
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{
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ai_zombie_mech_grapple_arm_open_idle
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}
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// Flamethrower
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zm_flamethrower_sweep : restart notify flamethrower_anim
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{
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ai_zombie_mech_ft_sweep
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}
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zm_flamethrower_sweep_up : restart notify flamethrower_anim
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{
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ai_zombie_mech_ft_sweep_up
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}
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zm_flamethrower_claw_victim : restart notify flamethrower_anim
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{
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ai_zombie_mech_ft_burn_player
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}
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zm_flamethrower_aim_start : restart notify flamethrower_anim
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{
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ai_zombie_mech_ft_intro_sprint_to_aim_5
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}
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zm_flamethrower_aim_1 : restart notify flamethrower_anim
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{
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ai_zombie_mech_ft_aim_1
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}
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zm_flamethrower_aim_2 : restart notify flamethrower_anim
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{
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ai_zombie_mech_ft_aim_2
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}
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zm_flamethrower_aim_3 : restart notify flamethrower_anim
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{
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ai_zombie_mech_ft_aim_3
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}
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zm_flamethrower_aim_4 : restart notify flamethrower_anim
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{
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ai_zombie_mech_ft_aim_4
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}
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zm_flamethrower_aim_5 : restart notify flamethrower_anim
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{
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ai_zombie_mech_ft_aim_5
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}
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zm_flamethrower_aim_6 : restart notify flamethrower_anim
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{
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ai_zombie_mech_ft_aim_6
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}
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zm_flamethrower_aim_7 : restart notify flamethrower_anim
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{
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ai_zombie_mech_ft_aim_7
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}
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zm_flamethrower_aim_8 : restart notify flamethrower_anim
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{
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ai_zombie_mech_ft_aim_8
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}
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zm_flamethrower_aim_9 : restart notify flamethrower_anim
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{
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ai_zombie_mech_ft_aim_9
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}
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// Entrance/exit
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zm_fly_out : restart notify jump_anim
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{
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ai_zombie_mech_exit
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}
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zm_fly_hover : notify hover_anim
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{
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ai_zombie_mech_exit_hover
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}
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zm_fly_in : restart notify jump_anim
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{
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ai_zombie_mech_arrive
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}
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// Traversals
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zm_traverse : aliased restart notify traverse_anim
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{
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jump_down_48 ai_zombie_mech_jump_down_48
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jump_down_72 ai_zombie_mech_jump_down_72
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jump_down_96 ai_zombie_mech_jump_down_96
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jump_down_127 ai_zombie_mech_jump_down_127
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jump_up_48 ai_zombie_mech_jump_up_48
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// jump_up_72 ai_zombie_mech_jump_up_72
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jump_up_96 ai_zombie_mech_jump_up_96
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jump_up_127 ai_zombie_mech_jump_up_127
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mantle_over_40_hurdle ai_zombie_mech_traverse_hurdle_40
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jump_across_120 ai_zombie_mech_jump_across_120
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jump_down_dlc4_96 ai_zombie_mech_jump_down_127
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jump_down_dlc4_112 ai_zombie_mech_jump_down_dlc4_trench_wall_112
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jump_down_dlc4_120 ai_zombie_mech_jump_down_dlc4_trench_wall_120
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// jump_up_dlc4_96 ai_zombie_mech_jump_up_dlc4_trench_wall_96
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// jump_up_dlc4_112 ai_zombie_mech_jump_up_dlc4_trench_wall_112
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// jump_up_dlc4_120 ai_zombie_mech_jump_up_dlc4_trench_wall_120
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jump_up_dlc4_140 ai_zombie_mech_jump_up_dlc4_trench_wall_140
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jump_down_church ai_zombie_mech_jump_down_church
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}
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