2024-01-07 18:35:38 -08:00

294 lines
5.7 KiB
Common Lisp

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
}