//////////////////////////////////////////////////////////////////////////////// // // Copyright 2016 RWS Inc, All Rights Reserved // // This program is free software; you can redistribute it and/or modify // it under the terms of version 2 of the GNU General Public License as published by // the Free Software Foundation // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License along // with this program; if not, write to the Free Software Foundation, Inc., // 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // // Personatorium.cpp // Project: Postal // // History: // 04/29/97 JMI Started. // // 04/29/97 BRH Removed the verb from the structure since each action // has a verb, there needed to be more than one for // each person type so its better left up to the // GetResources() function. Also added 3d/ prefix // to the base names. // // 05/17/97 BRH Added Kid, Swat, Protestor and Woman to the list. // // 06/13/97 JMI Added event name for grenader, cop, gunner, rocketman, // and swat. // // 06/13/97 JMI Changed swat to use 'machinetip' instead of 'hand' for // shoot link point. // // 06/14/97 BRH Added more sound events // // 06/15/97 BRH Picked sound effects and comments for the sound // events for the different people. // // 06/16/97 BRH Added Hick Cop as a new person type with a differen // sound theme. Also changed some other sound effects // now that we have some more variety. // // 07/01/97 BRH Added military guy. // // 07/03/97 BRH Added construction guy, fixed events for miner & // construction worker. // // 07/04/97 BRH Added the man and woman victims. // // 07/08/97 BRH Renamed construction, grenader, gunner, military and // rocketman animations since some of the names were too // long for the delicate MacOS. // // 07/23/97 BRH Added tunable values for timeouts for guard mode, // time between shot reactions, and time between // shooting in run and shoot mode. // // 07/25/97 BRH Added initial hit points for person types. // // 07/31/97 BRH Fixed military and kid rigid body names and event names // so that they will load again. // // 08/07/97 JMI Added names for all 'hand' transform channels. // // 08/08/97 JMI Upgraded the rigid body weapon transforms to the correct // ones for each type. // // 08/09/97 BRH Added more person types for more voice variety. // // 08/10/97 BRH Evened out the shot talking comments so there is only // 1 talking comment out of the 4 when possible. Some // sound schemes are short on some sounds like the female // voices, there aren't enough reactions, too many comments. // // 08/11/97 JMI Set fallback weapon types for all people. For those // with throwing animations, set the fallback weapon type // to TotalIDs which indicates none, of course. // // 08/11/97 JMI Removed fallback weapons for victims. // // 08/12/97 BRH Added writhing motion type so that we know what they // do when the are writhing, whether it be crawling, // pushing themselves on their back, or just staying in // place. // // 08/12/97 JMI Removed pszShowWeaponEvent that we just added b/c we // went ahead and hid the weapon if the current main event // is greater than or equal to 10. // // 08/12/97 BRH Added a texture scheme number to the animation struct // that indicates which texture file to load. Now the // people only need to load 1 .tex file rather than one // for every different animation. // // 08/12/97 BRH Updated color schemes for the people // // 08/13/97 BRH Added two more people for different texture variety. // Also moved all shot comments to the top of the list // so they won't be repeated. Added new cop sounds. // // 08/14/97 BRH Made the person description names generic. // // 08/16/97 BRH Fixed problems with the protestor trying to load // rigid bodys for the sign. Since he is not using it // I made the names NULL so that all of the animations // would load properly, previously some of the animations // had the sign and others didn't. // // 08/18/97 JMI Changed hitpoints as follows: // Persona new hitpoints // ============ ============== // Swat guys 170 // Gunner Gals 150 // Rocket guys 200 // Military guys 150 // Cops (except hicks) 125 // // 08/26/97 BRH Put back descriptive names, and changed some of the // voices. More moaning for the female characters and // the addition of Verne's voice for the cop. // // 12/17/97 JMI Added some new persons: // Employee 1 & 2, Red Cross 1 & 2, Golfer 1 & 2, Lawyer, // Bum 1 & 2, Vet 1 & 2, Nude 1 & 2, Gramps 1 & 2, Granny // 1, 2, & 3. // // 01/19/98 BRH Added Shopper versions of Golfer, Bum and Vet so that /// they look different but say the normal non-level // specific victim stuff. // // 01/26/98 BRH Fixed the Lifestyle flags for the new people we added, // a previous copy/paste error resulted in all of the new // victims being counted as hostiles. // // 10/06/99 BRH Added japanese characters for the Japan Addon Pack. // Changed the texture index values for the japanese // people so that we can edit their textures without // changing the original textures. // // 10/14/99 JMI Changed Japanese characters' names. // // 03/31/00 MJR Put conditional compilation around Japanese characters. // ////////////////////////////////////////////////////////////////////////////// // // Personatorium is a description of a CPerson. There, currently, isn't too // much customizable about each CPerson via the Personatorium, but eventually // there should be plenty. Also, eventually, we hope that these might just // be used to quickly initialize a CPerson allowing it to be customized later // via an EditModify(). // // To add to the Personatorium: // 1) Add an enum value to the Personatorium::Index typedef representing your // new person. Note that it MUST be entered just before NumPersons. // 2) Add an entry to the end of the array of Personatoriums, g_apersons, in // Personatorium.cpp copying an existing entry as a template. // ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// // C Headers -- Must be included before RSPiX.h b/c RSPiX utilizes SHMalloc. ////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// // RSPiX Headers. /////////////////////////////////////////////////////////////////////////////// #include "RSPiX.h" ////////////////////////////////////////////////////////////////////////////// // Postal headers. ////////////////////////////////////////////////////////////////////////////// #include "personatorium.h" ////////////////////////////////////////////////////////////////////////////// // Module specific macros. ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// // Module specific typedefs. ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// // Instantiate exported (extern) variables. ////////////////////////////////////////////////////////////////////////////// // This is the master list of person descriptions that can be used to describe // a CPerson. See header comment for details of adding a person description. extern Personatorium g_apersons[Personatorium::NumPersons] = { ///////////////////////////////Grenader//////////////////////////////////// { // User level description of person. "Grenader Brad", // pszDescription. // Names used to create animation resource filenames. { "3d/grnd", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 0, // Texture 0 "grenade", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". NULL, // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "grenader", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidScottMyLeg, // ID of 'hit by weapon' sample, &g_smidShotGrunt, // ID of 'hit by weapon' sample. &g_smidVinceHu, // ID of 'hit by weapon' sample, &g_smidScottGrunt, // ID of 'hit by weapon' sample, &g_smidBlownupYell, // ID of 'blown up' sample. &g_smidScottYell1, // ID of 'blown up' sample. &g_smidSteveAhFire, // ID of 'on fire' sample &g_smidSteveWaFire, // ID of 'on fire' sample &g_smidScottCoughBlood1,// ID of suffering sample 1. &g_smidWrithing2, // ID of suffering sample 2. &g_smidWrithing3, // ID of suffering sample 3. &g_smidWrithing4, // ID of suffering sample 4. &g_smidSteveCantBreathe,// ID of dying sample. &g_smidScottCoughBlood2,// ID of dying sample. &g_smidScottBurn, // ID of shooting comment. &g_smidScottBurnHim, // ID of shooting comment. &g_smidSteveEatThis, // ID of shooting comment &g_smidSteveOneForMom, // ID of shooting comment &g_smidSteveLookout, // ID of random comment &g_smidSteveScumbag, // ID of random comment &g_smidSteveGetHim, // ID of random comment &g_smidSteveThereHeIs, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::PushBack,// push along the ground on your back when writhing Personatorium::Hostile, // Used for scoring to determine hostile or victim 1000, // Reaction time for intruders 2000, // Time between shots in run & shoot 3000, // time between reaction to being shot. 100, // Initial hit points }, ///////////////////////////////RocketMan/////////////////////////////////// { // User level description of person. "Rocket Man Darrel", // pszDescription. // Names used to create animation resource filenames. { "3d/rockt", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 0, // Texture to use "missile", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "gun", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "rocket", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidScottMyLeg, // ID of 'hit by weapon' sample, &g_smidShotGrunt, // ID of 'hit by weapon' sample. &g_smidRandyUrhh, // ID of 'hit by weapon' sample, &g_smidVinceHu, // ID of 'hit by weapon' sample, &g_smidScottYell1, // ID of 'blown up' sample. &g_smidScottYell2, // ID of 'blown up' sample. &g_smidScottYell1, // ID of 'on fire' sample &g_smidScottYell3, // ID of 'on fire' sample &g_smidScottCoughBlood1,// ID of suffering sample 1. &g_smidScottCoughBlood2,// ID of suffering sample 2. &g_smidWrithing3, // ID of suffering sample 3. &g_smidWrithing2, // ID of suffering sample 4. &g_smidJeffCoughBlood1, // ID of dying sample. &g_smidJeffCoughBlood2, // ID of dying sample. &g_smidBillEatThis, // ID of shooting comment. &g_smidBillJustDie, // ID of shooting comment. &g_smidBillEatThis, // ID of shooting comment &g_smidBillJustDie, // ID of shooting comment &g_smidScottBleeding, // ID of random comment &g_smidScottDontGetAway,// ID of random comment &g_smidScottWhereIsHe, // ID of random comment &g_smidScottDontGetAway,// ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::CRocketID, // Weapon to fallback on when none available. }, Personatorium::Still, // Writhing in place Personatorium::Hostile, // Enemy 500, // Reaction time for intruders 2000, // Time between shots in run & shoot 4000, // time between reaction to being shot. 200, // Initial hit points }, ////////////////////////////////Gunner///////////////////////////////////// { // User level description of person. "Gunner Lisa", // pszDescription. // Names used to create animation resource filenames. { "3d/gnr", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 0, // Texture to use "machinetip", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "gun", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "gunner", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidAmyMyEyes, // ID of 'hit by weapon' sample, &g_smidCelinaUg, // ID of 'hit by weapon' sample. &g_smidShotFemaleGrunt, // ID of 'hit by weapon' sample, &g_smidDebbieAh, // ID of 'hit by weapon' sample, &g_smidCarynScream, // ID of 'blown up' sample. &g_smidAndreaYell, // ID of 'blown up' sample. &g_smidAndreaHelp, // ID of 'on fire' sample &g_smidTinaScream3, // ID of 'on fire' sample &g_smidKimHelp, // ID of suffering sample 1. &g_smidKimCantBreathe, // ID of suffering sample 2. &g_smidDebbieAhh, // ID of suffering sample 3. &g_smidDebbieAhah, // ID of suffering sample 4. &g_smidAndreaCantFeelLegs, // ID of dying sample. &g_smidAndreaCantBreathe, // ID of dying sample. &g_smidDebbieBringIt, // ID of shooting comment. &g_smidAmyEatThis, // ID of shooting comment. &g_smidAndreaOneForMom, // ID of shooting comment &g_smidAndreaStickThis, // ID of shooting comment &g_smidAndreaThereHeIs, // ID of random comment &g_smidAndreaHesPostal, // ID of random comment &g_smidAndreaNeedBackup,// ID of random comment &g_smidAndreaThereHeGoes,// ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::CMachineGunID, // Weapon to fallback on when none available. }, Personatorium::PushBack,// Slide on ground on back when writhing Personatorium::Hostile, // Enemy 2000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 150, // Initial hit points }, /////////////////////////////////Cop/////////////////////////////////////// { // User level description of person. "Officer Holbert", // pszDescription. // Names used to create animation resource filenames. { "3d/cop", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 0, // Texture to use "pistoltip", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "gun", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "cop", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidRubinImHit, // ID of 'hit by weapon' sample. &g_smidBillGrunt, // ID of 'hit by weapon' sample, &g_smidShotGrunt, // ID of 'hit by weapon' sample, &g_smidRandyHuu, // ID of 'hit by weapon' sample, &g_smidScottGrunt, // ID of 'blown up' sample. &g_smidScottYell1, // ID of 'blown up' sample. &g_smidScottHelp, // ID of 'on fire' sample &g_smidScottYell4, // ID of 'on fire' sample &g_smidBillKillMe, // ID of suffering sample 1. &g_smidBillHelpMe, // ID of suffering sample 2. &g_smidScottCoughBlood2,// ID of suffering sample 3. &g_smidWrithing3, // ID of suffering sample 4. &g_smidPaulCantFeelLegs,// ID of dying sample. &g_smidScottCoughBlood2,// ID of dying sample. &g_smidBillTakeYouOut, // ID of shooting comment. &g_smidBillDieYouNutcase,// ID of shooting comment. &g_smidBillFreezePolice,// ID of shooting comment &g_smidBillYoureDead, // ID of shooting comment &g_smidBillDropWeapons, // ID of random comment &g_smidBillFreezePolice,// ID of random comment &g_smidBillGetOnGround, // ID of random comment &g_smidBillThisIsPolice,// ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::CPistolID, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Hostile, // Enemy 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 125, // Initial hit points }, ///////////////////////////////Miner/////////////////////////////////////// { // User level description of person. "Miner 1", // pszDescription. // Names used to create animation resource filenames. { "3d/miner", // Example: "Miner", as in "3d/MINER_shoot.sop". 0, // Texture to use "grenade", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". NULL, // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "miner", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidPaulRBlewShoulder,// ID of 'hit by weapon' sample. &g_smidBillGrunt, // ID of 'hit by weapon' sample, &g_smidVinceAhuh, // ID of 'hit by weapon' sample, &g_smidVinceHu, // ID of 'hit by weapon' sample, &g_smidScottYell1, // ID of 'blown up' sample. &g_smidScottYell2, // ID of 'blown up' sample. &g_smidScottYell3, // ID of 'on fire' sample &g_smidScottYell4, // ID of 'on fire' sample &g_smidWrithing3, // ID of suffering sample 1. &g_smidWrithing2, // ID of suffering sample 2. &g_smidWrithing3, // ID of suffering sample 3. &g_smidWrithing4, // ID of suffering sample 4. &g_smidJeffCoughBlood1, // ID of dying sample. &g_smidScottCantBreathe,// ID of dying sample. &g_smidBillEatThis, // ID of shooting comment. &g_smidBillEatThis, // ID of shooting comment. &g_smidScottBurn, // ID of shooting comment &g_smidScottBurnHim, // ID of shooting comment &g_smidBillLookout, // ID of random comment &g_smidBillHesManiac, // ID of random comment &g_smidBillBleeding, // ID of random comment &g_smidScottBumRush, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::PushBack,// Slide on back when writhing Personatorium::Hostile, // Enemy 1000, // Reaction time for intruders 2000, // Time between shots in run & shoot 3000, // time between reaction to being shot. 100, // Initial hit points }, /////////////////////////////// Swat //////////////////////////////////////// { // User level description of person. "Swat Rick", // pszDescription. // Names used to create animation resource filenames. { "3d/swat", // Example: "Miner", as in "3d/MINER_shoot.sop". 0, // Texture to use "machinetip", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "gun", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "swat", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidBulletIntoVest, // ID of 'hit by weapon' sample. &g_smidBillGrunt, // ID of 'hit by weapon' sample, &g_smidScottGrunt, // ID of 'hit by weapon' sample, &g_smidBulletIntoVest, // ID of 'hit by weapon' sample, &g_smidScottGrunt, // ID of 'blown up' sample. &g_smidScottYell2, // ID of 'blown up' sample. &g_smidScottYell3, // ID of 'on fire' sample &g_smidScottHelp, // ID of 'on fire' sample &g_smidMikeAhuh, // ID of suffering sample 1. &g_smidWrithing2, // ID of suffering sample 2. &g_smidWrithing3, // ID of suffering sample 3. &g_smidMikeAhuh, // ID of suffering sample 4. &g_smidScottCoughBlood1,// ID of dying sample. &g_smidScottCoughBlood2,// ID of dying sample. &g_smidBillTakeYouOut, // ID of shooting comment. &g_smidBillYoureDead, // ID of shooting comment. &g_smidBillDropWeapons, // ID of shooting comment &g_smidBillEatThis, // ID of shooting comment &g_smidBillFreezePolice,// ID of random comment &g_smidBillThisIsPolice,// ID of random comment &g_smidBillGetOnGround, // ID of random comment &g_smidBillDropWeapons, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::CAutoRifleID, // Weapon to fallback on when none available. }, Personatorium::PushBack,// Slide on back when writhing Personatorium::Hostile, // Enemy 1000, // Reaction time for intruders 2000, // Time between shots in run & shoot 3000, // time between reaction to being shot. 170, // Initial hit points }, ///////////////////////////////Kid///////////////////////////////////////// { // User level description of person. "Kid", // pszDescription. // Names used to create animation resource filenames. { "3d/kid", // Example: "Miner", as in "3d/MINER_shoot.sop". 0, // Texture to use "boypistol", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "gun", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "kid", // Example: "main" as in "3d/gunner_shoot_MAIN.event" }, // Sound effects for this person. { &g_smidShotGrunt, // ID of 'hit by weapon' sample. &g_smidShotGrunt, // ID of 'hit by weapon' sample, &g_smidShotGrunt, // ID of 'hit by weapon' sample, &g_smidShotGrunt, // ID of 'hit by weapon' sample, &g_smidBlownupYell, // ID of 'blown up' sample. &g_smidBlownupYell, // ID of 'blown up' sample. &g_smidBurningYell, // ID of 'on fire' sample &g_smidBurningYell, // ID of 'on fire' sample &g_smidWrithing3, // ID of suffering sample 1. &g_smidWrithing2, // ID of suffering sample 2. &g_smidWrithing3, // ID of suffering sample 3. &g_smidWrithing4, // ID of suffering sample 4. &g_smidNil, // ID of dying sample. &g_smidNil, // ID of dying sample. &g_smidNil, // ID of shooting comment. &g_smidNil, // ID of shooting comment. &g_smidNil, // ID of shooting comment &g_smidNil, // ID of shooting comment &g_smidNil, // ID of random comment &g_smidNil, // ID of random comment &g_smidNil, // ID of random comment &g_smidNil, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::CSmallPistolID, // Weapon to fallback on when none available. }, Personatorium::Still, // Doesn't actually have writhing Personatorium::Civilian,// Victim - although never gets killed 1000, // Reaction time for intruders 2000, // Time between shots in run & shoot 3000, // time between reaction to being shot. 50, // Initial hit points }, { // User level description of person. "Protestor Patrick", // pszDescription. // Names used to create animation resource filenames. { "3d/protestor", // Example: "Miner", as in "3d/MINER_shoot.sop". 0, // Texture to use NULL, // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". NULL, // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "protest", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidRandyCantFeelLegs, // ID of 'hit by weapon' sample. &g_smidShotGrunt, // ID of 'hit by weapon' sample, &g_smidRandyUg, // ID of 'hit by weapon' sample, &g_smidMikeGrunt, // ID of 'hit by weapon' sample, &g_smidBlownupYell, // ID of 'blown up' sample. &g_smidScottYell1, // ID of 'blown up' sample. &g_smidScottYell3, // ID of 'on fire' sample &g_smidBurningYell, // ID of 'on fire' sample &g_smidWrithing3, // ID of suffering sample 1. &g_smidWrithing2, // ID of suffering sample 2. &g_smidWrithing3, // ID of suffering sample 3. &g_smidWrithing4, // ID of suffering sample 4. &g_smidScottCoughBlood1,// ID of dying sample. &g_smidScottCoughBlood2,// ID of dying sample. &g_smidNil, // ID of shooting comment. &g_smidNil, // ID of shooting comment. &g_smidNil, // ID of shooting comment &g_smidNil, // ID of shooting comment &g_smidNil, // ID of random comment &g_smidNil, // ID of random comment &g_smidNil, // ID of random comment &g_smidNil, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl face down when writhing Personatorium::Civilian,// Victim 1000, // Reaction time for intruders 2000, // Time between shots in run & shoot 3000, // time between reaction to being shot. 50, // Initial hit points }, ////////////////////////////Hick Cop/////////////////////////////////////// { // User level description of person. "Sheriff Bubba", // pszDescription. // Names used to create animation resource filenames. { "3d/cop", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 1, // Texture to use "pistoltip", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "gun", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "cop", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidHickPrick, // ID of 'hit by weapon' sample. &g_smidHickAhh2, // ID of 'hit by weapon' sample, &g_smidShotGrunt, // ID of 'hit by weapon' sample, &g_smidMikeGrunt, // ID of 'hit by weapon' sample, &g_smidHickAhh1, // ID of 'blown up' sample. &g_smidHickAhhPain, // ID of 'blown up' sample. &g_smidHickAhhFire, // ID of 'on fire' sample &g_smidHickWhaa, // ID of 'on fire' sample &g_smidHickOhoo, // ID of suffering sample 1. &g_smidHickHelpCry, // ID of suffering sample 2. &g_smidScottCoughBlood2,// ID of suffering sample 3. &g_smidMikeAhuh, // ID of suffering sample 4. &g_smidScottCoughBlood1,// ID of dying sample. &g_smidScottCoughBlood2,// ID of dying sample. &g_smidHickScumbag, // ID of shooting comment. &g_smidHickOneForMom, // ID of shooting comment. &g_smidHickRatBastard, // ID of shooting comment &g_smidHickEatThis, // ID of shooting comment &g_smidHickWhatTheHell, // ID of random comment &g_smidHickGetHim, // ID of random comment &g_smidHickThereHeIs, // ID of random comment &g_smidHickLookout, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::CPistolID, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Hostile, // Enemy 1000, // Reaction time for intruders 2000, // Time between shots in run & shoot 3000, // time between reaction to being shot. 125, // Initial hit points }, /////////////////////////////// Military //////////////////////////////////////// { // User level description of person. "Military Joe", // pszDescription. // Names used to create animation resource filenames. { "3d/mi", // Example: "Miner", as in "3d/MINER_shoot.sop". 0, // Texture to use "machinetip", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "gun", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "military", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidShotGrunt, // ID of 'hit by weapon' sample. &g_smidVinceHu, // ID of 'hit by weapon' sample, &g_smidScottGrunt, // ID of 'hit by weapon' sample, &g_smidDyingYell, // ID of 'hit by weapon' sample, &g_smidScottGrunt, // ID of 'blown up' sample. &g_smidScottYell2, // ID of 'blown up' sample. &g_smidScottYell3, // ID of 'on fire' sample &g_smidScottHelp, // ID of 'on fire' sample &g_smidMikeAhuh, // ID of suffering sample 1. &g_smidWrithing2, // ID of suffering sample 2. &g_smidWrithing3, // ID of suffering sample 3. &g_smidMikeAhuh, // ID of suffering sample 4. &g_smidScottCoughBlood1,// ID of dying sample. &g_smidScottCoughBlood2,// ID of dying sample. &g_smidBillDieYouNutcase, // ID of shooting comment. &g_smidBillWhupAss, // ID of shooting comment. &g_smidBillBringItOn, // ID of shooting comment &g_smidBillEatThis, // ID of shooting comment &g_smidBillYoureDead,// ID of random comment &g_smidScottCantShootAll,// ID of random comment &g_smidScottBumRush, // ID of random comment &g_smidScottDontGetAway,// ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::CAutoRifleID, // Weapon to fallback on when none available. }, Personatorium::PushBack,// Slide on back when writhing Personatorium::Hostile, // Enemy 1000, // Reaction time for intruders 2000, // Time between shots in run & shoot 3000, // time between reaction to being shot. 150, // Initial hit points }, /////////////////////////////// Construction worker ////////////////////////////////// { // User level description of person. "Construction Mac", // pszDescription. // Names used to create animation resource filenames. { "3d/con", // Example: "Miner", as in "3d/MINER_shoot.sop". 0, // Texture to use "grenade", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". NULL, // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "construct", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidShotGrunt, // ID of 'hit by weapon' sample. &g_smidBillGrunt, // ID of 'hit by weapon' sample, &g_smidScottGrunt, // ID of 'hit by weapon' sample, &g_smidDyingYell, // ID of 'hit by weapon' sample, &g_smidScottGrunt, // ID of 'blown up' sample. &g_smidScottYell2, // ID of 'blown up' sample. &g_smidScottYell3, // ID of 'on fire' sample &g_smidScottHelp, // ID of 'on fire' sample &g_smidMikeAhuh, // ID of suffering sample 1. &g_smidWrithing2, // ID of suffering sample 2. &g_smidWrithing3, // ID of suffering sample 3. &g_smidWrithing3, // ID of suffering sample 4. &g_smidScottCoughBlood1,// ID of dying sample. &g_smidScottCoughBlood2,// ID of dying sample. &g_smidBillConstTakeCare, // ID of shooting comment. &g_smidBillConstDieWacko,// ID of shooting comment. &g_smidBillConstTough, // ID of shooting comment &g_smidBillEatThis, // ID of shooting comment &g_smidScottStopViolence,// ID of random comment &g_smidScottCantShootAll,// ID of random comment &g_smidScottBumRush, // ID of random comment &g_smidBillGoTime, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::PushBack,// Slide on back when writhing Personatorium::Hostile, // Enemy 1000, // Reaction time for intruders 2000, // Time between shots in run & shoot 3000, // time between reaction to being shot. 100, // Initial hit points }, /////////////////////////////// The Man ////////////////////////////////// { // User level description of person. "The Man", // pszDescription. // Names used to create animation resource filenames. { "3d/man", // Example: "Miner", as in "3d/MINER_shoot.sop". 0, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "guy", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidVictimStopShootingAlreadyDead, // ID of 'hit by weapon' sample. &g_smidVictimAuh, // ID of 'hit by weapon' sample, &g_smidScottGrunt, // ID of 'hit by weapon' sample, &g_smidDyingYell, // ID of 'hit by weapon' sample, &g_smidVictimAAhh, // ID of 'blown up' sample. &g_smidVictimAhhk, // ID of 'blown up' sample. &g_smidScottYell3, // ID of 'on fire' sample &g_smidScottHelp, // ID of 'on fire' sample &g_smidVictimINeedFirstAid, // ID of suffering sample 1. &g_smidVictimAnyoneSeenEar, // ID of suffering sample 2. &g_smidVictimEndIsNear, // ID of suffering sample 3. &g_smidVictimEndNear, // ID of suffering sample 4. &g_smidVictimTheEndIsNear,// ID of dying sample. &g_smidVictimAlreadyDead,// ID of dying sample. &g_smidNil, // ID of shooting comment. &g_smidNil, // ID of shooting comment. &g_smidNil, // ID of shooting comment &g_smidNil, // ID of shooting comment &g_smidVictimJudgementDay, // ID of random comment &g_smidVictimRunForLives3, // ID of random comment &g_smidVictimWhereTVMan, // ID of random comment &g_smidVictimWhatsThat, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl face down when writhing Personatorium::Civilian,// Victim 1000, // Reaction time for intruders 2000, // Time between shots in run & shoot 3000, // time between reaction to being shot. 50, // Initial hit points }, /////////////////////////////// Woman victim ////////////////////////////////// { // User level description of person. "Woman", // pszDescription. // Names used to create animation resource filenames. { "3d/woman", // Example: "Miner", as in "3d/MINER_shoot.sop". 0, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "woman", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidWVictimScream, // ID of 'hit by weapon' sample. &g_smidShotFemaleGrunt, // ID of 'hit by weapon' sample, &g_smidCelinaUg, // ID of 'hit by weapon' sample, &g_smidDebbieAh, // ID of 'hit by weapon' sample, &g_smidWVictimAh, // ID of 'blown up' sample. &g_smidAndreaYell, // ID of 'blown up' sample. &g_smidWVictimOhNo, // ID of 'on fire' sample &g_smidTinaScream3, // ID of 'on fire' sample &g_smidWVictimSeenEar, // ID of suffering sample 1. &g_smidWVictimNeedAid, // ID of suffering sample 2. &g_smidWVictimVeryBadDay, // ID of suffering sample 3. &g_smidAmyCantBreathe, // ID of suffering sample 4. &g_smidAndreaCantFeelLegs, // ID of dying sample. &g_smidAndreaCantBreathe, // ID of dying sample. &g_smidNil, // ID of shooting comment. &g_smidNil, // ID of shooting comment. &g_smidNil, // ID of shooting comment &g_smidNil, // ID of shooting comment &g_smidWVictimThatsIllegal, // ID of random comment &g_smidWVictimRunForLives, // ID of random comment &g_smidWVictimWhatHappening2,// ID of random comment &g_smidWVictimTheHorror,// ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl face down when writhing Personatorium::Civilian,// Victim 1000, // Reaction time for intruders 2000, // Time between shots in run & shoot 3000, // time between reaction to being shot. 50, // Initial hit points }, /////////////////////////////////////////////////////////////////////////// /////////////////////////////// Mexican Construction worker ///////////// { // User level description of person. "Construction Carlos", // pszDescription. // Names used to create animation resource filenames. { "3d/con", // Example: "Miner", as in "3d/MINER_shoot.sop". 1, // Texture to use "grenade", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". NULL, // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "construct", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidRubinImHit, // ID of 'hit by weapon' sample. &g_smidBillGrunt, // ID of 'hit by weapon' sample, &g_smidPaulRHuht, // ID of 'hit by weapon' sample, &g_smidPaulRHuh, // ID of 'hit by weapon' sample, &g_smidRubinAhHuh, // ID of 'blown up' sample. &g_smidRubinUhh, // ID of 'blown up' sample. &g_smidRubinHii, // ID of 'on fire' sample &g_smidPaulRWaaahoh, // ID of 'on fire' sample &g_smidRubinUhhh, // ID of suffering sample 1. &g_smidRubinAhhh, // ID of suffering sample 2. &g_smidRubinUhhh, // ID of suffering sample 3. &g_smidPaulRWaaahoh, // ID of suffering sample 4. &g_smidRubinICantMove, // ID of dying sample. &g_smidRubinUhhh, // ID of dying sample. &g_smidRubinMadallo, // ID of shooting comment. &g_smidRubinDonwemen, // ID of shooting comment. &g_smidRubinVominosween,// ID of shooting comment &g_smidRubinGunBandito, // ID of shooting comment &g_smidRubinVominos, // ID of random comment &g_smidRubinIfenVigado, // ID of random comment &g_smidRubinGamalo, // ID of random comment &g_smidRubinMatalo, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::PushBack,// slide on back when writhing Personatorium::Hostile, // Enemy 1000, // Reaction time for intruders 2000, // Time between shots in run & shoot 3000, // time between reaction to being shot. 100, // Initial hit points }, /////////////////////////////// Hispanic Construction worker ///////////// { // User level description of person. "Construction Armando", // pszDescription. // Names used to create animation resource filenames. { "3d/con", // Example: "Miner", as in "3d/MINER_shoot.sop". 1, // Texture to use "grenade", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". NULL, // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "construct", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidPaulRMyEye, // ID of 'hit by weapon' sample. &g_smidPaulRHuh, // ID of 'hit by weapon' sample, &g_smidPaulRHuht, // ID of 'hit by weapon' sample, &g_smidVinceHu, // ID of 'hit by weapon' sample, &g_smidRubinAhHuh, // ID of 'blown up' sample. &g_smidPaulROoh, // ID of 'blown up' sample. &g_smidPaulROooh, // ID of 'on fire' sample &g_smidPaulRWaaahoh, // ID of 'on fire' sample &g_smidPaulRHauu, // ID of suffering sample 1. &g_smidPaulRDragMe, // ID of suffering sample 2. &g_smidWrithing3, // ID of suffering sample 3. &g_smidMikeAhuh, // ID of suffering sample 4. &g_smidJeffCoughBlood1, // ID of dying sample. &g_smidPaulRCoughBlood, // ID of dying sample. &g_smidRubinFinishHimOff,// ID of shooting comment. &g_smidRubinDonwemen, // ID of shooting comment. &g_smidRubinVominosween,// ID of shooting comment &g_smidRubinGunBandito, // ID of shooting comment &g_smidRubinVominos, // ID of random comment &g_smidRubinIfenVigado, // ID of random comment &g_smidRubinThatEnough, // ID of random comment &g_smidPaulRComingWay, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::PushBack,// slide on back when writhing Personatorium::Hostile, // Enemy 1000, // Reaction time for intruders 2000, // Time between shots in run & shoot 3000, // time between reaction to being shot. 100, // Initial hit points }, ///////////////////////////////Grenader//////////////////////////////////// { // User level description of person. "Grenader Pepe", // pszDescription. // Names used to create animation resource filenames. { "3d/grnd", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 2, // Texture to use "grenade", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". NULL, // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "grenader", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidPaulRBlewShoulder,// ID of 'hit by weapon' sample. &g_smidVinceHu, // ID of 'hit by weapon' sample, &g_smidPaulRHuh, // ID of 'hit by weapon' sample, &g_smidPaulRHuht, // ID of 'hit by weapon' sample, &g_smidPaulROoh, // ID of 'blown up' sample. &g_smidPaulROooh, // ID of 'blown up' sample. &g_smidPaulRHauu, // ID of 'on fire' sample &g_smidPaulRWaaahoh, // ID of 'on fire' sample &g_smidPaulRCoughBlood, // ID of suffering sample 1. &g_smidPaulRWaaahoh, // ID of suffering sample 2. &g_smidWrithing3, // ID of suffering sample 3. &g_smidMikeAhuh, // ID of suffering sample 4. &g_smidPaulRTooYoung, // ID of dying sample. &g_smidRubinUhhh, // ID of dying sample. &g_smidRubinDonwemen, // ID of shooting comment. &g_smidRubinCallo, // ID of shooting comment. &g_smidRubinFinishHimOff,// ID of shooting comment &g_smidRubinGudelet, // ID of shooting comment &g_smidPaulRComingWay, // ID of random comment &g_smidRubinVominos, // ID of random comment &g_smidRubinThatEnough, // ID of random comment &g_smidRubinMatalo, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::PushBack,// slide on back when writhing Personatorium::Hostile, // Enemy 1000, // Reaction time for intruders 2000, // Time between shots in run & shoot 3000, // time between reaction to being shot. 100, // Initial hit points }, ///////////////////////////////Grenader//////////////////////////////////// { // User level description of person. "Grenader Larry", // pszDescription. // Names used to create animation resource filenames. { "3d/grnd", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 0, // Texture to use "grenade", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". NULL, // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "grenader", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidRandyHuu, // ID of 'hit by weapon' sample. &g_smidRubinAh, // ID of 'hit by weapon' sample, &g_smidRandyUg, // ID of 'hit by weapon' sample, &g_smidRandyUrhh, // ID of 'hit by weapon' sample, &g_smidMikeOhh, // ID of 'blown up' sample. &g_smidPaulAhah, // ID of 'blown up' sample. &g_smidMikeAhh, // ID of 'on fire' sample &g_smidRubinHii, // ID of 'on fire' sample &g_smidScottCoughBlood1,// ID of suffering sample 1. &g_smidScottCoughBlood2,// ID of suffering sample 2. &g_smidPaulRWaaahoh, // ID of suffering sample 3. &g_smidWrithing3, // ID of suffering sample 4. &g_smidBillHelpMe, // ID of dying sample. &g_smidJeffCoughBlood1, // ID of dying sample. &g_smidBillEatThis, // ID of shooting comment. &g_smidScottBurnHim, // ID of shooting comment. &g_smidSteveEatThis, // ID of shooting comment &g_smidSteveOneForMom, // ID of shooting comment &g_smidPaulHelpCall, // ID of random comment &g_smidSteveHeWentThat, // ID of random comment &g_smidSteveLookout, // ID of random comment &g_smidSteveThereHeIs, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::PushBack,// slide on back when writhing Personatorium::Hostile, // Enemy 1000, // Reaction time for intruders 2000, // Time between shots in run & shoot 3000, // time between reaction to being shot. 100, // Initial hit points }, ///////////////////////////////RocketMan/////////////////////////////////// { // User level description of person. "Rocket Man Dexter", // pszDescription. // Names used to create animation resource filenames. { "3d/rockt", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 0, // Texture to use "missile", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "gun", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "rocket", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidShotGrunt, // ID of 'hit by weapon' sample. &g_smidSteveUh, // ID of 'hit by weapon' sample, &g_smidMikeGrunt, // ID of 'hit by weapon' sample, &g_smidVinceHu, // ID of 'hit by weapon' sample, &g_smidSteveAhBlowup, // ID of 'blown up' sample. &g_smidMikeOhh, // ID of 'blown up' sample. &g_smidMikeAhh, // ID of 'on fire' sample &g_smidSteveAhFire, // ID of 'on fire' sample &g_smidScottCoughBlood1,// ID of suffering sample 1. &g_smidScottCoughBlood2,// ID of suffering sample 2. &g_smidWrithing2, // ID of suffering sample 3. &g_smidWrithing3, // ID of suffering sample 4. &g_smidJeffCoughBlood1, // ID of dying sample. &g_smidJeffCoughBlood2, // ID of dying sample. &g_smidSteveEatThis, // ID of shooting comment. &g_smidSteveOneForMom, // ID of shooting comment. &g_smidSteveOneForMom, // ID of shooting comment &g_smidSteveEatThis, // ID of shooting comment &g_smidScottBleeding, // ID of random comment &g_smidSteveGetHim, // ID of random comment &g_smidBillLookout, // ID of random comment &g_smidSteveScumbag, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::CRocketID, // Weapon to fallback on when none available. }, Personatorium::Still, // Stay in place when writhing Personatorium::Hostile, // Enemy 500, // Reaction time for intruders 2000, // Time between shots in run & shoot 4000, // time between reaction to being shot. 200, // Initial hit points }, ///////////////////////////////RocketMan/////////////////////////////////// { // User level description of person. "Rocket Man Pedro", // pszDescription. // Names used to create animation resource filenames. { "3d/rockt", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 1, // Texture to use "missile", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "gun", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "rocket", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidPaulRShotToe, // ID of 'hit by weapon' sample, &g_smidPaulRHuh, // ID of 'hit by weapon' sample. &g_smidPaulRHuht, // ID of 'hit by weapon' sample, &g_smidPaulRHuh, // ID of 'hit by weapon' sample, &g_smidPaulROoh, // ID of 'blown up' sample. &g_smidPaulROooh, // ID of 'blown up' sample. &g_smidPaulRWaaahoh, // ID of 'on fire' sample &g_smidRubinHii, // ID of 'on fire' sample &g_smidWrithing3, // ID of suffering sample 1. &g_smidPaulRDragMe, // ID of suffering sample 2. &g_smidPaulRWaaahoh, // ID of suffering sample 3. &g_smidMikeAhuh, // ID of suffering sample 4. &g_smidPaulRTooYoung, // ID of dying sample. &g_smidPaulRWaaahoh, // ID of dying sample. &g_smidRubinGudelet, // ID of shooting comment. &g_smidRubinGunBandito, // ID of shooting comment. &g_smidRubinMadallo, // ID of shooting comment &g_smidRubinDonwemen, // ID of shooting comment &g_smidRubinIfenVigado, // ID of random comment &g_smidRubinGamalo, // ID of random comment &g_smidRubinVominos, // ID of random comment &g_smidRubinMatalo, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::CRocketID, // Weapon to fallback on when none available. }, Personatorium::Still, // Stay in place when writhing Personatorium::Hostile, // Enemy 500, // Reaction time for intruders 2000, // Time between shots in run & shoot 4000, // time between reaction to being shot. 200, // Initial hit points }, ////////////////////////////////Gunner///////////////////////////////////// { // User level description of person. "Gunner Heidi", // pszDescription. // Names used to create animation resource filenames. { "3d/gnr", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 0, // Texture to use "machinetip", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "gun", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "gunner", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidAndreaMyLeg, // ID of 'hit by weapon' sample, &g_smidCelinaUg, // ID of 'hit by weapon' sample. &g_smidShotFemaleGrunt, // ID of 'hit by weapon' sample, &g_smidDebbieAh, // ID of 'hit by weapon' sample, &g_smidDebbieOh, // ID of 'blown up' sample. &g_smidTinaScream1, // ID of 'blown up' sample. &g_smidTinaScream2, // ID of 'on fire' sample &g_smidAmyScream, // ID of 'on fire' sample &g_smidKimHelp, // ID of suffering sample 1. &g_smidDebbieAhh, // ID of suffering sample 2. &g_smidAmyCantSee, // ID of suffering sample 3. &g_smidDebbieAh, // ID of suffering sample 4. &g_smidAndreaCantFeelLegs, // ID of dying sample. &g_smidAndreaCantBreathe, // ID of dying sample. &g_smidDebbieBringIt, // ID of shooting comment. &g_smidDebbieDontMakeUs,// ID of shooting comment. &g_smidAndreaOneForMom, // ID of shooting comment &g_smidAndreaStickThis, // ID of shooting comment &g_smidAndreaThereHeIs, // ID of random comment &g_smidAndreaHesPostal, // ID of random comment &g_smidAndreaNeedBackup,// ID of random comment &g_smidAndreaWheresBackup,// ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::CMachineGunID, // Weapon to fallback on when none available. }, Personatorium::PushBack,// slide on back when writhing Personatorium::Hostile, // Enemy 2000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 150, // Initial hit points }, ////////////////////////////////Gunner///////////////////////////////////// { // User level description of person. "Gunner Linda", // pszDescription. // Names used to create animation resource filenames. { "3d/gnr", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 0, // Texture to use "machinetip", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "gun", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "gunner", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidAndreaMyLeg, // ID of 'hit by weapon' sample, &g_smidCelinaUg, // ID of 'hit by weapon' sample. &g_smidCelinaUg, // ID of 'hit by weapon' sample, &g_smidDebbieAh, // ID of 'hit by weapon' sample, &g_smidCarynScream, // ID of 'blown up' sample. &g_smidAndreaYell, // ID of 'blown up' sample. &g_smidAndreaHelp, // ID of 'on fire' sample &g_smidTinaScream3, // ID of 'on fire' sample &g_smidKimHelp, // ID of suffering sample 1. &g_smidKimCantBreathe, // ID of suffering sample 2. &g_smidAmyCantSee, // ID of suffering sample 3. &g_smidAmyCantBreathe, // ID of suffering sample 4. &g_smidAndreaCantFeelLegs, // ID of dying sample. &g_smidAndreaCantBreathe, // ID of dying sample. &g_smidDebbieDontMakeUs, // ID of shooting comment. &g_smidDebbieDropWeapons, // ID of shooting comment. &g_smidAndreaOneForMom, // ID of shooting comment &g_smidAndreaStickThis, // ID of shooting comment &g_smidAndreaThereHeIs, // ID of random comment &g_smidCelinaRun, // ID of random comment &g_smidAmyLookout, // ID of random comment &g_smidAmyWhatThe, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::CMachineGunID, // Weapon to fallback on when none available. }, Personatorium::PushBack,// slide on back when writhing Personatorium::Hostile, // Enemy 2000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 150, // Initial hit points }, /////////////////////////////////Cop/////////////////////////////////////// { // User level description of person. "Officer Smith", // pszDescription. // Names used to create animation resource filenames. { "3d/cop", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 0, // Texture to use "pistoltip", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "gun", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "cop", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidMikeGrunt, // ID of 'hit by weapon' sample. &g_smidRubinAh, // ID of 'hit by weapon' sample, &g_smidRandyHuu, // ID of 'hit by weapon' sample, &g_smidRandyUg, // ID of 'hit by weapon' sample, &g_smidPaulAhah, // ID of 'blown up' sample. &g_smidPaulROoh, // ID of 'blown up' sample. &g_smidPaulRHauu, // ID of 'on fire' sample &g_smidPaulRWaaahoh, // ID of 'on fire' sample &g_smidMikeAhuh, // ID of suffering sample 1. &g_smidJeffCoughBlood1, // ID of suffering sample 2. &g_smidScottCoughBlood2,// ID of suffering sample 3. &g_smidWrithing2, // ID of suffering sample 4. &g_smidJeffCoughBlood1, // ID of dying sample. &g_smidJeffCoughBlood2, // ID of dying sample. &g_smidVernPutHandsUp, // ID of shooting comment. &g_smidVernStopFreeze, // ID of shooting comment. &g_smidVernDontMove, // ID of shooting comment &g_smidVernFreezeYouDirtbag, // ID of shooting comment &g_smidVernDontYouMove, // ID of random comment &g_smidVernGoKneesStop, // ID of random comment &g_smidVernHeyGetOverHere,// ID of random comment &g_smidVernWhereYouGoing,// ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::CPistolID, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Hostile, // Enemy 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 125, // Initial hit points }, /////////////////////////////////Cop/////////////////////////////////////// { // User level description of person. "Officer Ramirez", // pszDescription. // Names used to create animation resource filenames. { "3d/cop", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 2, // Texture to use "pistoltip", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "gun", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "cop", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidRubinImHit, // ID of 'hit by weapon' sample, &g_smidRandyUrhh, // ID of 'hit by weapon' sample. &g_smidPaulRHuh, // ID of 'hit by weapon' sample, &g_smidPaulRHuht, // ID of 'hit by weapon' sample, &g_smidRubinAhHuh, // ID of 'blown up' sample. &g_smidRubinUhh, // ID of 'blown up' sample. &g_smidRubinHii, // ID of 'on fire' sample &g_smidPaulRWaaahoh, // ID of 'on fire' sample &g_smidPaulRDragMe, // ID of suffering sample 1. &g_smidWrithing2, // ID of suffering sample 2. &g_smidMikeAhuh, // ID of suffering sample 3. &g_smidWrithing3, // ID of suffering sample 4. &g_smidRubinICantMove, // ID of dying sample. &g_smidRubinUhhh, // ID of dying sample. &g_smidRubinDonwemen, // ID of shooting comment. &g_smidRubinGunBandito, // ID of shooting comment. &g_smidRubinGudelet, // ID of shooting comment &g_smidRubinCallo, // ID of shooting comment &g_smidRubinVominos, // ID of random comment &g_smidRubinThatEnough, // ID of random comment &g_smidRubinIfenVigado, // ID of random comment &g_smidRubinMatalo, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::CPistolID, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Hostile, // Enemy 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 125, // Initial hit points }, ///////////////////////////////Miner/////////////////////////////////////// { // User level description of person. "Miner Gary", // pszDescription. // Names used to create animation resource filenames. { "3d/miner", // Example: "Miner", as in "3d/MINER_shoot.sop". 0, // Texture to use "grenade", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". NULL, // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "miner", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidRandyHuu, // ID of 'hit by weapon' sample. &g_smidBillGrunt, // ID of 'hit by weapon' sample, &g_smidRandyUg, // ID of 'hit by weapon' sample, &g_smidRandyUrhh, // ID of 'hit by weapon' sample, &g_smidMikeOhh, // ID of 'blown up' sample. &g_smidPaulAhah, // ID of 'blown up' sample. &g_smidMikeAhh, // ID of 'on fire' sample &g_smidRubinHii, // ID of 'on fire' sample &g_smidScottCoughBlood1,// ID of suffering sample 1. &g_smidScottCoughBlood2,// ID of suffering sample 2. &g_smidPaulRWaaahoh, // ID of suffering sample 3. &g_smidMikeAhuh, // ID of suffering sample 4. &g_smidBillHelpMe, // ID of dying sample. &g_smidJeffCoughBlood1, // ID of dying sample. &g_smidBillEatThis, // ID of shooting comment. &g_smidScottBurnHim, // ID of shooting comment. &g_smidSteveEatThis, // ID of shooting comment &g_smidSteveOneForMom, // ID of shooting comment &g_smidPaulHelpCall, // ID of random comment &g_smidSteveHeWentThat, // ID of random comment &g_smidSteveLookout, // ID of random comment &g_smidSteveThereHeIs, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::PushBack,// slide on back when writhing Personatorium::Hostile, // Enemy 1000, // Reaction time for intruders 2000, // Time between shots in run & shoot 3000, // time between reaction to being shot. 100, // Initial hit points }, ///////////////////////////////Miner/////////////////////////////////////// { // User level description of person. "Miner Fernando", // pszDescription. // Names used to create animation resource filenames. { "3d/miner", // Example: "Miner", as in "3d/MINER_shoot.sop". 1, // Texture to use "grenade", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". NULL, // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "miner", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidPaulRBlewHip, // ID of 'hit by weapon' sample. &g_smidPaulRHuh, // ID of 'hit by weapon' sample, &g_smidPaulRHuht, // ID of 'hit by weapon' sample, &g_smidVinceHu, // ID of 'hit by weapon' sample, &g_smidRubinAhHuh, // ID of 'blown up' sample. &g_smidPaulROoh, // ID of 'blown up' sample. &g_smidPaulROooh, // ID of 'on fire' sample &g_smidPaulRWaaahoh, // ID of 'on fire' sample &g_smidPaulRHauu, // ID of suffering sample 1. &g_smidPaulRWaaahoh, // ID of suffering sample 2. &g_smidPaulRDontThink, // ID of suffering sample 3. &g_smidWrithing3, // ID of suffering sample 4. &g_smidPaulRWaaahoh, // ID of dying sample. &g_smidPaulRCoughBlood, // ID of dying sample. &g_smidRubinFinishHimOff,// ID of shooting comment. &g_smidRubinDonwemen, // ID of shooting comment. &g_smidRubinVominosween,// ID of shooting comment &g_smidRubinGunBandito, // ID of shooting comment &g_smidRubinVominos, // ID of random comment &g_smidRubinIfenVigado, // ID of random comment &g_smidRubinThatEnough, // ID of random comment &g_smidPaulRComingWay, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::PushBack,// slide on back when writhing Personatorium::Hostile, // Enemy 1000, // Reaction time for intruders 2000, // Time between shots in run & shoot 3000, // time between reaction to being shot. 100, // Initial hit points }, /////////////////////////////// Swat //////////////////////////////////////// { // User level description of person. "Swat Charlie", // pszDescription. // Names used to create animation resource filenames. { "3d/swat", // Example: "Miner", as in "3d/MINER_shoot.sop". 0, // Texture to use "machinetip", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "gun", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "swat", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidRubinImHit, // ID of 'hit by weapon' sample, &g_smidBulletIntoVest, // ID of 'hit by weapon' sample. &g_smidBillGrunt, // ID of 'hit by weapon' sample, &g_smidBulletIntoVest, // ID of 'hit by weapon' sample, &g_smidScottGrunt, // ID of 'blown up' sample. &g_smidScottYell2, // ID of 'blown up' sample. &g_smidScottYell3, // ID of 'on fire' sample &g_smidScottHelp, // ID of 'on fire' sample &g_smidMikeAhuh, // ID of suffering sample 1. &g_smidWrithing2, // ID of suffering sample 2. &g_smidWrithing3, // ID of suffering sample 3. &g_smidMikeAhuh, // ID of suffering sample 4. &g_smidScottCoughBlood1,// ID of dying sample. &g_smidScottCoughBlood2,// ID of dying sample. &g_smidBillBringItOn, // ID of shooting comment. &g_smidBillDieYouNutcase,// ID of shooting comment. &g_smidBillBetterHope, // ID of shooting comment &g_smidBillEatThis, // ID of shooting comment &g_smidBillThisIsPolice,// ID of random comment &g_smidBillGetOnGround,// ID of random comment &g_smidBillWhupAss, // ID of random comment &g_smidBillGoTime, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::CAutoRifleID, // Weapon to fallback on when none available. }, Personatorium::PushBack,// slide on back when writhing Personatorium::Hostile, // Enemy 1000, // Reaction time for intruders 2000, // Time between shots in run & shoot 3000, // time between reaction to being shot. 170, // Initial hit points }, /////////////////////////////// Swat //////////////////////////////////////// { // User level description of person. "Swat Raymond", // pszDescription. // Names used to create animation resource filenames. { "3d/swat", // Example: "Miner", as in "3d/MINER_shoot.sop". 0, // Texture to use "machinetip", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "gun", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "swat", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidPaulRShotToe, // ID of 'hit by weapon' sample, &g_smidBulletIntoVest, // ID of 'hit by weapon' sample. &g_smidVinceHu, // ID of 'hit by weapon' sample, &g_smidBulletIntoVest, // ID of 'hit by weapon' sample, &g_smidScottGrunt, // ID of 'blown up' sample. &g_smidScottYell2, // ID of 'blown up' sample. &g_smidScottYell3, // ID of 'on fire' sample &g_smidScottHelp, // ID of 'on fire' sample &g_smidMikeAhuh, // ID of suffering sample 1. &g_smidWrithing2, // ID of suffering sample 2. &g_smidWrithing3, // ID of suffering sample 3. &g_smidWrithing4, // ID of suffering sample 4. &g_smidScottCoughBlood1,// ID of dying sample. &g_smidScottCoughBlood2,// ID of dying sample. &g_smidVernPutHandsUp, // ID of shooting comment. &g_smidVernStopFreeze, // ID of shooting comment. &g_smidVernDontMove, // ID of shooting comment &g_smidVernFreezeYouDirtbag, // ID of shooting comment &g_smidVernDontYouMove, // ID of random comment &g_smidVernGoKneesStop, // ID of random comment &g_smidVernHeyGetOverHere,// ID of random comment &g_smidVernWhereYouGoing,// ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::CAutoRifleID, // Weapon to fallback on when none available. }, Personatorium::PushBack,// slide on back when writhing Personatorium::Hostile, // Enemy 1000, // Reaction time for intruders 2000, // Time between shots in run & shoot 3000, // time between reaction to being shot. 170, // Initial hit points }, ////////////////////////////Hick Cop/////////////////////////////////////// { // User level description of person. "Sheriff Dale", // pszDescription. // Names used to create animation resource filenames. { "3d/cop", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 1, // Texture to use "pistoltip", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "gun", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "cop", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidHickAhh2, // ID of 'hit by weapon' sample. &g_smidHickPrick, // ID of 'hit by weapon' sample, &g_smidShotGrunt, // ID of 'hit by weapon' sample, &g_smidMikeGrunt, // ID of 'hit by weapon' sample, &g_smidHickAhh1, // ID of 'blown up' sample. &g_smidHickAhhPain, // ID of 'blown up' sample. &g_smidHickAhhFire, // ID of 'on fire' sample &g_smidHickWhaa, // ID of 'on fire' sample &g_smidHickOhoo, // ID of suffering sample 1. &g_smidHickHelpCry, // ID of suffering sample 2. &g_smidScottCoughBlood2,// ID of suffering sample 3. &g_smidMikeAhuh, // ID of suffering sample 4. &g_smidScottCoughBlood1,// ID of dying sample. &g_smidScottCoughBlood2,// ID of dying sample. &g_smidHickBastard, // ID of shooting comment. &g_smidHickOneForMom, // ID of shooting comment. &g_smidHickScumbag, // ID of shooting comment &g_smidHickEatThis, // ID of shooting comment &g_smidHickWhatTheHell, // ID of random comment &g_smidHickGetHim, // ID of random comment &g_smidHickThereHeIs, // ID of random comment &g_smidHickLookout, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::CPistolID, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Hostile, // Enemy 1000, // Reaction time for intruders 2000, // Time between shots in run & shoot 3000, // time between reaction to being shot. 100, // Initial hit points }, /////////////////////////////// The Man ////////////////////////////////// { // User level description of person. "Man Frank", // pszDescription. // Names used to create animation resource filenames. { "3d/man", // Example: "Miner", as in "3d/MINER_shoot.sop". 1, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "guy", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidVictimOwMyEye, // ID of 'hit by weapon' sample. &g_smidVinceHu, // ID of 'hit by weapon' sample, &g_smidScottGrunt, // ID of 'hit by weapon' sample, &g_smidVictimAhu, // ID of 'hit by weapon' sample, &g_smidVictimAhhk, // ID of 'blown up' sample. &g_smidVictimAhh, // ID of 'blown up' sample. &g_smidVictimAuh, // ID of 'on fire' sample &g_smidScottHelp, // ID of 'on fire' sample &g_smidVictimFirstAid2, // ID of suffering sample 1. &g_smidVictimOwMyEyes, // ID of suffering sample 2. &g_smidVictimAnyoneSeenEar, // ID of suffering sample 3. &g_smidVictimStopAlreadyDead, // ID of suffering sample 4. &g_smidVictimTheHorror,// ID of dying sample. &g_smidVictimAhSheAi,// ID of dying sample. &g_smidNil, // ID of shooting comment. &g_smidNil, // ID of shooting comment. &g_smidNil, // ID of shooting comment &g_smidNil, // ID of shooting comment &g_smidVictimRunForLives4, // ID of random comment &g_smidVictimWhereTV2, // ID of random comment &g_smidVictimAskHim, // ID of random comment &g_smidVictimAhHesGotAGun2, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl face down when writhing Personatorium::Civilian,// Victim 1000, // Reaction time for intruders 2000, // Time between shots in run & shoot 3000, // time between reaction to being shot. 50, // Initial hit points }, /////////////////////////////// Woman victim ////////////////////////////////// { // User level description of person. "Woman Mindy", // pszDescription. // Names used to create animation resource filenames. { "3d/woman", // Example: "Miner", as in "3d/MINER_shoot.sop". 1, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "woman", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidWVictimMyEyes, // ID of 'hit by weapon' sample. &g_smidShotFemaleGrunt, // ID of 'hit by weapon' sample, &g_smidCelinaUg, // ID of 'hit by weapon' sample, &g_smidDebbieAh, // ID of 'hit by weapon' sample, &g_smidCarynScream, // ID of 'blown up' sample. &g_smidWVictimScream, // ID of 'blown up' sample. &g_smidWVictimHelpHelp, // ID of 'on fire' sample &g_smidWVictimOhNo, // ID of 'on fire' sample &g_smidKimHelp, // ID of suffering sample 1. &g_smidWVictimSeenEar, // ID of suffering sample 2. &g_smidWVictimNeedFirstAid, // ID of suffering sample 3. &g_smidWVictimGetOffMe, // ID of suffering sample 4. &g_smidWVictimHelpHelp, // ID of dying sample. &g_smidWVictimGonnaSue, // ID of dying sample. &g_smidNil, // ID of shooting comment. &g_smidNil, // ID of shooting comment. &g_smidNil, // ID of shooting comment &g_smidNil, // ID of shooting comment &g_smidWVictimAhGotGun, // ID of random comment &g_smidWVictimKillThePsyco, // ID of random comment &g_smidWVictimVeryBadDay,// ID of random comment &g_smidWVictimTheHorror,// ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl face down when writhing Personatorium::Civilian,// Victim 1000, // Reaction time for intruders 2000, // Time between shots in run & shoot 3000, // time between reaction to being shot. 50, // Initial hit points }, /////////////////////////////////Cop/////////////////////////////////////// { // User level description of person. "Sheriff Norm", // pszDescription. // Names used to create animation resource filenames. { "3d/cop", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 1, // Texture to use "pistoltip", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "gun", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "cop", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidRubinImHit, // ID of 'hit by weapon' sample. &g_smidBillGrunt, // ID of 'hit by weapon' sample, &g_smidShotGrunt, // ID of 'hit by weapon' sample, &g_smidRandyHuu, // ID of 'hit by weapon' sample, &g_smidScottGrunt, // ID of 'blown up' sample. &g_smidScottYell1, // ID of 'blown up' sample. &g_smidScottHelp, // ID of 'on fire' sample &g_smidScottYell4, // ID of 'on fire' sample &g_smidBillKillMe, // ID of suffering sample 1. &g_smidBillHelpMe, // ID of suffering sample 2. &g_smidScottCoughBlood2,// ID of suffering sample 3. &g_smidWrithing3, // ID of suffering sample 4. &g_smidPaulCantFeelLegs,// ID of dying sample. &g_smidScottCoughBlood2,// ID of dying sample. &g_smidBillTakeYouOut, // ID of shooting comment. &g_smidBillDieYouNutcase,// ID of shooting comment. &g_smidBillFreezePolice,// ID of shooting comment &g_smidBillYoureDead, // ID of shooting comment &g_smidBillDropWeapons, // ID of random comment &g_smidBillFreezePolice,// ID of random comment &g_smidBillGetOnGround, // ID of random comment &g_smidBillThisIsPolice,// ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::CPistolID, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Hostile, // Enemy 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 100, // Initial hit points }, ////////////////////////////////Employee///////////////////////////////////// { // User level description of person. "Employee 1", // pszDescription. // Names used to create animation resource filenames. { "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 0, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidWalMartDontShoot,// ID of 'hit by weapon' sample. &g_smidBillGrunt, // ID of 'hit by weapon' sample, &g_smidShotGrunt, // ID of 'hit by weapon' sample, &g_smidRandyHuu, // ID of 'hit by weapon' sample, &g_smidScottGrunt, // ID of 'blown up' sample. &g_smidWalMartCleanupAisle3,// ID of 'blown up' sample. &g_smidScottHelp, // ID of 'on fire' sample &g_smidScottYell4, // ID of 'on fire' sample &g_smidWalMartDontShoot3,// ID of suffering sample 1. &g_smidWalMartDontShoot,// ID of suffering sample 2. &g_smidWalMartDontShoot2,// ID of suffering sample 3. &g_smidWrithing3, // ID of suffering sample 4. &g_smidPaulCantFeelLegs,// ID of dying sample. &g_smidScottCoughBlood2,// ID of dying sample. &g_smidWalMartGetMyManager, // ID of shooting comment. &g_smidWalMartShellsSpecial,// ID of shooting comment. &g_smidWalMartCleanupAisle2,// ID of shooting comment &g_smidWalMartHelpYa, // ID of shooting comment &g_smidWalMartShellsSpecial, // ID of random comment &g_smidWalMartNoWaiting4,// ID of random comment &g_smidWalMartCleanupAisle4, // ID of random comment &g_smidWalMartHelpYa,// ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, ////////////////////////////////Employee///////////////////////////////////// { // User level description of person. "Employee 2", // pszDescription. // Names used to create animation resource filenames. { "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 1, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidWalMartDontShoot3, // ID of 'hit by weapon' sample. &g_smidBillGrunt, // ID of 'hit by weapon' sample, &g_smidVinceAhuh, // ID of 'hit by weapon' sample, &g_smidVinceHu, // ID of 'hit by weapon' sample, &g_smidWalMartCleanupAisle17, // ID of 'blown up' sample. &g_smidWalMartNoWaitLine4, // ID of 'blown up' sample. &g_smidSteveWaFire, // ID of 'on fire' sample &g_smidScottYell4, // ID of 'on fire' sample &g_smidWalMartGetManager2, // ID of suffering sample 1. &g_smidWalMartGetMyManager, // ID of suffering sample 2. &g_smidWalMartOnlyPartTimeComeon,// ID of suffering sample 3. &g_smidWrithing3, // ID of suffering sample 4. &g_smidWalMartMyIHelpYou,// ID of dying sample. &g_smidScottCoughBlood2,// ID of dying sample. &g_smidWalMartDontShoot3, // ID of shooting comment. &g_smidWalMartCleanupAisle6b,// ID of shooting comment. &g_smidWalMartNoWaitLine4,// ID of shooting comment &g_smidWalMartGetManager2, // ID of shooting comment &g_smidWalMartGetManager2, // ID of random comment &g_smidWalMartShellsSpecial2,// ID of random comment &g_smidWalMartMyIHelpYou, // ID of random comment &g_smidWalMartDontShoot3,// ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, ////////////////////////////////Red Cross/////////////////////////////////// { // User level description of person. "Red Cross 1", // pszDescription. // Names used to create animation resource filenames. { "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 2, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidRedCrossNeutralDontShoot, // ID of 'hit by weapon' sample. &g_smidRedCrossAh, // ID of 'hit by weapon' sample, &g_smidShotGrunt, // ID of 'hit by weapon' sample, &g_smidRedCrossAh, // ID of 'hit by weapon' sample, &g_smidRedCrossWhereCops, // ID of 'blown up' sample. &g_smidRedCrossMedic, // ID of 'blown up' sample. &g_smidRedCrossMedic3, // ID of 'on fire' sample &g_smidRedCrossVolunteered, // ID of 'on fire' sample &g_smidRedCrossTryingToHelp, // ID of suffering sample 1. &g_smidRedCrossLowOnBlood, // ID of suffering sample 2. &g_smidScottCoughBlood2,// ID of suffering sample 3. &g_smidRedCrossWhereCops, // ID of suffering sample 4. &g_smidPaulCantFeelLegs,// ID of dying sample. &g_smidRedCrossWasntTrained,// ID of dying sample. &g_smidRedCrossOverpopulation, // ID of shooting comment. &g_smidRedCrossOtherHalfGuy,// ID of shooting comment. &g_smidRedCrossEnoughFood,// ID of shooting comment &g_smidRedCrossGuysNuts, // ID of shooting comment &g_smidRedCrossTriggerHappy, // ID of random comment &g_smidRedCrossGuysNuts,// ID of random comment &g_smidRedCrossSquashedShot3, // ID of random comment &g_smidRedCrossSquashedShot,// ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, ////////////////////////////////Red Cross/////////////////////////////////// { // User level description of person. "Red Cross 2", // pszDescription. // Names used to create animation resource filenames. { "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 3, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidRedCrossNeutral, // ID of 'hit by weapon' sample. &g_smidBillGrunt, // ID of 'hit by weapon' sample, &g_smidShotGrunt, // ID of 'hit by weapon' sample, &g_smidRandyHuu, // ID of 'hit by weapon' sample, &g_smidRedCrossStretcher, // ID of 'blown up' sample. &g_smidRedCrossDoubleBodyBag, // ID of 'blown up' sample. &g_smidRedCrossJoinedMarines, // ID of 'on fire' sample &g_smidRedCrossNotTrained, // ID of 'on fire' sample &g_smidRedCrossCallBackupHelp, // ID of suffering sample 1. &g_smidRedCrossMedic2, // ID of suffering sample 2. &g_smidRedCrossLowBlood,// ID of suffering sample 3. &g_smidWrithing3, // ID of suffering sample 4. &g_smidRedCrossMedic2,// ID of dying sample. &g_smidRedCrossJoinedMarines2,// ID of dying sample. &g_smidRedCrossSquachedShot2, // ID of shooting comment. &g_smidRedCrossOtherHalf,// ID of shooting comment. &g_smidRedCrossStretcher,// ID of shooting comment &g_smidRedCrossVolunteered2, // ID of shooting comment &g_smidRedCrossVolunteered4, // ID of random comment &g_smidRedCrossSquashedShot3,// ID of random comment &g_smidRedCrossJoinedMarines2, // ID of random comment &g_smidRedCrossOtherHalfGuy2,// ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, ////////////////////////////////Golfer/////////////////////////////////// { // User level description of person. "Golfer 1", // pszDescription. // Names used to create animation resource filenames. { "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 4, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidGolferMyBalls, // ID of 'hit by weapon' sample. &g_smidPaulRHuh, // ID of 'hit by weapon' sample, &g_smidPaulRHuht, // ID of 'hit by weapon' sample, &g_smidVinceHu, // ID of 'hit by weapon' sample, &g_smidGolferHoleInOne, // ID of 'blown up' sample. &g_smidGolferMyBalls2, // ID of 'blown up' sample. &g_smidGolferUglyBogey, // ID of 'on fire' sample &g_smidScottYell4, // ID of 'on fire' sample &g_smidGolferMyBalls3, // ID of suffering sample 1. &g_smidBillHelpMe, // ID of suffering sample 2. &g_smidScottCoughBlood2,// ID of suffering sample 3. &g_smidWrithing3, // ID of suffering sample 4. &g_smidPaulCantFeelLegs,// ID of dying sample. &g_smidGolferCinderellaStory,// ID of dying sample. &g_smidGolferCinderella, // ID of shooting comment. &g_smidGolferFore,// ID of shooting comment. &g_smidGolferFore2,// ID of shooting comment &g_smidGolferFore3, // ID of shooting comment &g_smidGolferFore, // ID of random comment &g_smidGolferFore2,// ID of random comment &g_smidGolferFore3, // ID of random comment &g_smidGolferUglyBogey2,// ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, ////////////////////////////////Golfer/////////////////////////////////// { // User level description of person. "Golfer 2", // pszDescription. // Names used to create animation resource filenames. { "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 5, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidGolferMyBalls4, // ID of 'hit by weapon' sample. &g_smidRubinAh, // ID of 'hit by weapon' sample, &g_smidRandyUg, // ID of 'hit by weapon' sample, &g_smidRandyUrhh, // ID of 'hit by weapon' sample, &g_smidGolferMyBalls3, // ID of 'blown up' sample. &g_smidGolferFore2, // ID of 'blown up' sample. &g_smidGolferHoleInOne3, // ID of 'on fire' sample &g_smidGolferUglyBogey2, // ID of 'on fire' sample &g_smidGolferCinderella, // ID of suffering sample 1. &g_smidGolferMyBalls2, // ID of suffering sample 2. &g_smidScottCoughBlood2,// ID of suffering sample 3. &g_smidWrithing3, // ID of suffering sample 4. &g_smidPaulCantFeelLegs,// ID of dying sample. &g_smidGolferMyBalls,// ID of dying sample. &g_smidGolferCinderella, // ID of shooting comment. &g_smidGolferFore,// ID of shooting comment. &g_smidGolferFore2,// ID of shooting comment &g_smidGolferFore3, // ID of shooting comment &g_smidGolferFore3, // ID of random comment &g_smidGolferHoleInOne2,// ID of random comment &g_smidGolferFore2, // ID of random comment &g_smidGolferHoleInOne,// ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, ////////////////////////////////Lawyer/////////////////////////////////// { // User level description of person. "Lawyer", // pszDescription. // Names used to create animation resource filenames. { "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 6, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidLawyerThatsIllegal, // ID of 'hit by weapon' sample. &g_smidBillGrunt, // ID of 'hit by weapon' sample, &g_smidShotGrunt, // ID of 'hit by weapon' sample, &g_smidRandyHuu, // ID of 'hit by weapon' sample, &g_smidLawyerGonnaSue, // ID of 'blown up' sample. &g_smidLawyerSeeAssInCourt3, // ID of 'blown up' sample. &g_smidLawyerYoullNeedLawyer, // ID of 'on fire' sample &g_smidLawyerNeedLawyerCard, // ID of 'on fire' sample &g_smidLawyerGonnaSue, // ID of suffering sample 1. &g_smidLawyerSeeAssInCourt2, // ID of suffering sample 2. &g_smidLawyerGonnaSue,// ID of suffering sample 3. &g_smidLawyerGonnaSue, // ID of suffering sample 4. &g_smidPaulCantFeelLegs,// ID of dying sample. &g_smidLawyerSeeAssInCourt3,// ID of dying sample. &g_smidLawyerGonnaNeedLawyer, // ID of shooting comment. &g_smidLawyerThatsIllegal2,// ID of shooting comment. &g_smidLawyerYoullNeedLawyer,// ID of shooting comment &g_smidLawyerNeedLawyerCard, // ID of shooting comment &g_smidLawyerGonnaNeedLawyer, // ID of random comment &g_smidLawyerYoullNeedLawyer,// ID of random comment &g_smidLawyerNeedLawyerCard, // ID of random comment &g_smidLawyerThatsIllegal,// ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, ////////////////////////////////Bum///////////////////////////////////// { // User level description of person. "Bum 1", // pszDescription. // Names used to create animation resource filenames. { "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 7, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidVetDontShootImVet, // ID of 'hit by weapon' sample. &g_smidVetAhah, // ID of 'hit by weapon' sample, &g_smidVetWaa, // ID of 'hit by weapon' sample, &g_smidVetWaaoh, // ID of 'hit by weapon' sample, &g_smidVetWaaoh, // ID of 'blown up' sample. &g_smidScottYell1, // ID of 'blown up' sample. &g_smidVetUhOh, // ID of 'on fire' sample &g_smidVetSpareDimeYell, // ID of 'on fire' sample &g_smidVetSpareDime, // ID of suffering sample 1. &g_smidVetShineShotgun, // ID of suffering sample 2. &g_smidScottCoughBlood2,// ID of suffering sample 3. &g_smidWrithing3, // ID of suffering sample 4. &g_smidPaulCantFeelLegs,// ID of dying sample. &g_smidScottCoughBlood2,// ID of dying sample. &g_smidVetFragThatBastard, // ID of shooting comment. &g_smidVetKillThatPsyco,// ID of shooting comment. &g_smidVetSpanish,// ID of shooting comment &g_smidVetFrag, // ID of shooting comment &g_smidVetWorkForFood, // ID of random comment &g_smidVetAskHimForHelp,// ID of random comment &g_smidVetThisGuysNuts, // ID of random comment &g_smidVetWorkForFood2,// ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, ////////////////////////////////Bum///////////////////////////////////// { // User level description of person. "Bum 2", // pszDescription. // Names used to create animation resource filenames. { "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 8, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidVetWhatThatAK47, // ID of 'hit by weapon' sample. &g_smidShotGrunt, // ID of 'hit by weapon' sample. &g_smidRandyUrhh, // ID of 'hit by weapon' sample, &g_smidVinceHu, // ID of 'hit by weapon' sample, &g_smidVetCharlie, // ID of 'blown up' sample. &g_smidScottYell1, // ID of 'blown up' sample. &g_smidVetUhOh, // ID of 'on fire' sample &g_smidScottYell4, // ID of 'on fire' sample &g_smidVetWaa, // ID of suffering sample 1. &g_smidVetDontShootVet3, // ID of suffering sample 2. &g_smidVetWorkForFood2,// ID of suffering sample 3. &g_smidWrithing3, // ID of suffering sample 4. &g_smidVetHereComesCharlie,// ID of dying sample. &g_smidVetAskHimForHelp,// ID of dying sample. &g_smidVetFrag, // ID of shooting comment. &g_smidVetFragBastard,// ID of shooting comment. &g_smidVetKillThatPsyco,// ID of shooting comment &g_smidVetSpanish, // ID of shooting comment &g_smidVetCollectShells, // ID of random comment &g_smidVetCollectBrassShells,// ID of random comment &g_smidVetShine, // ID of random comment &g_smidVetShingGun,// ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, ////////////////////////////////Vet///////////////////////////////////// { // User level description of person. "Vet 1", // pszDescription. // Names used to create animation resource filenames. { "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 9, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidVetCharlie, // ID of 'hit by weapon' sample. &g_smidBillGrunt, // ID of 'hit by weapon' sample, &g_smidShotGrunt, // ID of 'hit by weapon' sample, &g_smidRandyHuu, // ID of 'hit by weapon' sample, &g_smidVetWaaoh, // ID of 'blown up' sample. &g_smidVetSpareDimeYell, // ID of 'blown up' sample. &g_smidVetWaa, // ID of 'on fire' sample &g_smidVetAhah, // ID of 'on fire' sample &g_smidVetAskHimForHelp, // ID of suffering sample 1. &g_smidBillHelpMe, // ID of suffering sample 2. &g_smidScottCoughBlood2,// ID of suffering sample 3. &g_smidVetWaa, // ID of suffering sample 4. &g_smidVetSpareDime,// ID of dying sample. &g_smidVetWorkForFood2,// ID of dying sample. &g_smidVetFrag, // ID of shooting comment. &g_smidVetFragBastard,// ID of shooting comment. &g_smidVetCharlie,// ID of shooting comment &g_smidVetKillThatPsyco, // ID of shooting comment &g_smidVetThisGuysNuts, // ID of random comment &g_smidVetWorkForFood,// ID of random comment &g_smidVetCollectShells, // ID of random comment &g_smidVetCollectBrassShells,// ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, ////////////////////////////////Vet///////////////////////////////////// { // User level description of person. "Vet 2", // pszDescription. // Names used to create animation resource filenames. { "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 10, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidVetWhatThatAK47, // ID of 'hit by weapon' sample. &g_smidBillGrunt, // ID of 'hit by weapon' sample, &g_smidShotGrunt, // ID of 'hit by weapon' sample, &g_smidRandyHuu, // ID of 'hit by weapon' sample, &g_smidVetSpareDimeYell, // ID of 'blown up' sample. &g_smidScottYell1, // ID of 'blown up' sample. &g_smidScottHelp, // ID of 'on fire' sample &g_smidVetWaaoh, // ID of 'on fire' sample &g_smidBillKillMe, // ID of suffering sample 1. &g_smidVetSpareADime, // ID of suffering sample 2. &g_smidVetAskHimForHelp,// ID of suffering sample 3. &g_smidWrithing2, // ID of suffering sample 4. &g_smidVetWorkForFood,// ID of dying sample. &g_smidVetUhOh,// ID of dying sample. &g_smidVetFrag, // ID of shooting comment. &g_smidVetKillThatPsyco,// ID of shooting comment. &g_smidVetFragBastard,// ID of shooting comment &g_smidVetCharlie, // ID of shooting comment &g_smidVetCollectBrassShells, // ID of random comment &g_smidVetCollectShells,// ID of random comment &g_smidVetWorkForFood, // ID of random comment &g_smidVetWorkForFood2,// ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, ////////////////////////////////Nude///////////////////////////////////// { // User level description of person. "Nude 1", // pszDescription. - Nude Man // Names used to create animation resource filenames. { "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 11, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidNudeShotOffMyAhhh2, // ID of 'hit by weapon' sample. &g_smidNudeMyGod, // ID of 'hit by weapon' sample, &g_smidShotGrunt, // ID of 'hit by weapon' sample, &g_smidVinceHu, // ID of 'hit by weapon' sample, &g_smidScottGrunt, // ID of 'blown up' sample. &g_smidScottYell1, // ID of 'blown up' sample. &g_smidScottHelp, // ID of 'on fire' sample &g_smidScottYell4, // ID of 'on fire' sample &g_smidNudeDontFeelFresh, // ID of suffering sample 1. &g_smidNudeHowEmbarrassing, // ID of suffering sample 2. &g_smidNudeDontDieNaked,// ID of suffering sample 3. &g_smidNudeDontFeelFresh2, // ID of suffering sample 4. &g_smidNudeHowEmbarrassing,// ID of dying sample. &g_smidNudeHowEmbarrassing2,// ID of dying sample. &g_smidNudeNoOneSeeUs, // ID of shooting comment. &g_smidNudeNoOneSeeUs2,// ID of shooting comment. &g_smidNudeDontFeelFresh,// ID of shooting comment &g_smidNudeDontFeelFresh2, // ID of shooting comment &g_smidNudeNoOneSeeUs, // ID of random comment &g_smidNudeNoOneSeeUs2,// ID of random comment &g_smidNudeDontFeelFresh, // ID of random comment &g_smidNudeDontFeelFresh2,// ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, ////////////////////////////////Nude///////////////////////////////////// { // User level description of person. "Nude 2", // pszDescription. Nude Woman // Names used to create animation resource filenames. { "3d/nude2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". -1, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "nude2", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidWNudeDontShootNude, // ID of 'hit by weapon' sample. &g_smidShotFemaleGrunt, // ID of 'hit by weapon' sample, &g_smidCelinaUg, // ID of 'hit by weapon' sample, &g_smidDebbieAh, // ID of 'hit by weapon' sample, &g_smidWNudeHeShotOffMyAh, // ID of 'blown up' sample. &g_smidSouthernBumLooker, // ID of 'blown up' sample. &g_smidSouthernDieNaked, // ID of 'on fire' sample &g_smidSouthernNeedLawyer, // ID of 'on fire' sample &g_smidKimHelp, // ID of suffering sample 1. &g_smidKimCantBreathe, // ID of suffering sample 2. &g_smidWNudeDontFeelFresh, // ID of suffering sample 3. &g_smidWNudeDontFeelFresh, // ID of suffering sample 4. &g_smidWNudeHowEmbarrassing,// ID of dying sample. &g_smidWNudeHowEmbarrassing2,// ID of dying sample. &g_smidNil, // ID of shooting comment. &g_smidNil,// ID of shooting comment. &g_smidNil,// ID of shooting comment &g_smidNil, // ID of shooting comment &g_smidWNudeNoOneSeeUs, // ID of random comment &g_smidWNudeBumLooker,// ID of random comment &g_smidWNudeHowEmbarrassing, // ID of random comment &g_smidWNudeDontFeelFresh,// ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, ////////////////////////////////Gramps///////////////////////////////////// { // User level description of person. "Gramps 1", // pszDescription. // Names used to create animation resource filenames. { "3d/gramps", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". -1, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "gramps", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidOldManWhatsThatSunny, // ID of 'hit by weapon' sample. &g_smidBillGrunt, // ID of 'hit by weapon' sample, &g_smidShotGrunt, // ID of 'hit by weapon' sample, &g_smidRandyHuu, // ID of 'hit by weapon' sample, &g_smidScottGrunt, // ID of 'blown up' sample. &g_smidScottYell1, // ID of 'blown up' sample. &g_smidScottHelp, // ID of 'on fire' sample &g_smidScottYell4, // ID of 'on fire' sample &g_smidOldManSoiledSelf, // ID of suffering sample 1. &g_smidOldManColostomyBag, // ID of suffering sample 2. &g_smidOldManOwSpleen,// ID of suffering sample 3. &g_smidOldManGroan, // ID of suffering sample 4. &g_smidOldManSoiledSelf2,// ID of dying sample. &g_smidScottCoughBlood2,// ID of dying sample. &g_smidNil, // ID of shooting comment. &g_smidNil,// ID of shooting comment. &g_smidNil,// ID of shooting comment &g_smidNil, // ID of shooting comment &g_smidOldManDontShoot, // ID of random comment &g_smidOldManNoRespect,// ID of random comment &g_smidOldManInGreatWar2, // ID of random comment &g_smidOldManWhatsThatSunny,// ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, ////////////////////////////////Gramps///////////////////////////////////// { // User level description of person. "Gramps 2", // pszDescription. // Names used to create animation resource filenames. { "3d/gramps", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 2, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "gramps", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidOldManSpleen, // ID of 'hit by weapon' sample. &g_smidBillGrunt, // ID of 'hit by weapon' sample, &g_smidShotGrunt, // ID of 'hit by weapon' sample, &g_smidRandyHuu, // ID of 'hit by weapon' sample, &g_smidOldManGroan, // ID of 'blown up' sample. &g_smidOldManGroan, // ID of 'blown up' sample. &g_smidOldManKidsNoRespect2, // ID of 'on fire' sample &g_smidOldManGroan, // ID of 'on fire' sample &g_smidOldManInGreatWar2, // ID of suffering sample 1. &g_smidOldManInGreatWar, // ID of suffering sample 2. &g_smidOldManSoiledSelf3,// ID of suffering sample 3. &g_smidOldManColostomyBag3, // ID of suffering sample 4. &g_smidOldManGroan,// ID of dying sample. &g_smidScottCoughBlood2,// ID of dying sample. &g_smidNil, // ID of shooting comment. &g_smidNil,// ID of shooting comment. &g_smidNil,// ID of shooting comment &g_smidNil, // ID of shooting comment &g_smidOldManKidsNoRespect, // ID of random comment &g_smidOldManKidsNoRespect3,// ID of random comment &g_smidOldManDontShootRetired2, // ID of random comment &g_smidOldManRetired,// ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, ////////////////////////////////Granny///////////////////////////////////// { // User level description of person. "Granny 1", // pszDescription. // Names used to create animation resource filenames. { "3d/gramps", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 3, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "gramps", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidOldWomanMySpleen, // ID of 'hit by weapon' sample. &g_smidOldWomanOh, // ID of 'hit by weapon' sample, &g_smidOldWomanOh, // ID of 'hit by weapon' sample, &g_smidOldWomanOh, // ID of 'hit by weapon' sample, &g_smidOldWomanFindColostomy, // ID of 'blown up' sample. &g_smidOldWomanOh, // ID of 'blown up' sample. &g_smidOldWomanCantHear, // ID of 'on fire' sample &g_smidOldWomanColostomyBag, // ID of 'on fire' sample &g_smidOldWomanMySpleen, // ID of suffering sample 1. &g_smidOldWomanSoiledSelf2, // ID of suffering sample 2. &g_smidOldWomanOh,// ID of suffering sample 3. &g_smidOldWomanFindColostomy, // ID of suffering sample 4. &g_smidOldWomanNoRespect,// ID of dying sample. &g_smidOldWomanSoiledSelf,// ID of dying sample. &g_smidNil, // ID of shooting comment. &g_smidNil,// ID of shooting comment. &g_smidNil,// ID of shooting comment &g_smidNil, // ID of shooting comment &g_smidOldWomanNoRespect, // ID of random comment &g_smidOldWomanEhWhatsThat,// ID of random comment &g_smidOldWomanCantHear, // ID of random comment &g_smidOldWomanEhWhatsThat,// ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, ////////////////////////////////Granny///////////////////////////////////// { // User level description of person. "Granny 2", // pszDescription. // Names used to create animation resource filenames. { "3d/gramps", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 4, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "gramps", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidOldWomanEhWhatsThat, // ID of 'hit by weapon' sample. &g_smidOldWomanOh, // ID of 'hit by weapon' sample, &g_smidOldWomanOh, // ID of 'hit by weapon' sample, &g_smidOldWomanOh, // ID of 'hit by weapon' sample, &g_smidOldWomanColostomy, // ID of 'blown up' sample. &g_smidOldWomanOh, // ID of 'blown up' sample. &g_smidOldWomanNoRespect, // ID of 'on fire' sample &g_smidOldWomanOh, // ID of 'on fire' sample &g_smidOldWomanMySpleen, // ID of suffering sample 1. &g_smidOldWomanFindColostomy, // ID of suffering sample 2. &g_smidOldWomanColostomyBag,// ID of suffering sample 3. &g_smidOldWomanSoiledSelf, // ID of suffering sample 4. &g_smidOldWomanCantHear,// ID of dying sample. &g_smidOldWomanSoiledSelf2,// ID of dying sample. &g_smidNil, // ID of shooting comment. &g_smidNil,// ID of shooting comment. &g_smidNil,// ID of shooting comment &g_smidNil, // ID of shooting comment &g_smidOldWomanNoRespect, // ID of random comment &g_smidOldWomanEhWhatsThat,// ID of random comment &g_smidOldWomanCantHear, // ID of random comment &g_smidOldWomanCantHear,// ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, ////////////////////////////////Granny///////////////////////////////////// { // User level description of person. "Granny 3", // pszDescription. // Names used to create animation resource filenames. { "3d/gramps", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 5, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "gramps", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidOldWomanMySpleen, // ID of 'hit by weapon' sample. &g_smidOldWomanOh, // ID of 'hit by weapon' sample, &g_smidOldWomanOh, // ID of 'hit by weapon' sample, &g_smidOldWomanOh, // ID of 'hit by weapon' sample, &g_smidOldWomanEhWhatsThat, // ID of 'blown up' sample. &g_smidOldWomanOh, // ID of 'blown up' sample. &g_smidOldWomanEhWhatsThat, // ID of 'on fire' sample &g_smidOldWomanOh, // ID of 'on fire' sample &g_smidOldWomanColostomyBag, // ID of suffering sample 1. &g_smidOldWomanMySpleen, // ID of suffering sample 2. &g_smidOldWomanSoiledSelf,// ID of suffering sample 3. &g_smidOldWomanFindColostomy, // ID of suffering sample 4. &g_smidOldWomanSoiledSelf2,// ID of dying sample. &g_smidOldWomanSoiledSelf,// ID of dying sample. &g_smidNil, // ID of shooting comment. &g_smidNil,// ID of shooting comment. &g_smidNil,// ID of shooting comment &g_smidNil, // ID of shooting comment &g_smidOldWomanNoRespect, // ID of random comment &g_smidOldWomanCantHear,// ID of random comment &g_smidOldWomanEhWhatsThat, // ID of random comment &g_smidOldWomanSoiledSelf,// ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, ////////////////////////////////Shopper Golfer/////////////////////////////////// { // User level description of person. "Shopper G1", // pszDescription. // Names used to create animation resource filenames. { "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 4, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidVictimStopShootingAlreadyDead, // ID of 'hit by weapon' sample. &g_smidVictimAuh, // ID of 'hit by weapon' sample, &g_smidScottGrunt, // ID of 'hit by weapon' sample, &g_smidDyingYell, // ID of 'hit by weapon' sample, &g_smidVictimAAhh, // ID of 'blown up' sample. &g_smidVictimAhhk, // ID of 'blown up' sample. &g_smidScottYell3, // ID of 'on fire' sample &g_smidScottHelp, // ID of 'on fire' sample &g_smidVictimINeedFirstAid, // ID of suffering sample 1. &g_smidVictimAnyoneSeenEar, // ID of suffering sample 2. &g_smidVictimVeryBadDay, // ID of suffering sample 3. &g_smidVictimEndNear, // ID of suffering sample 4. &g_smidVictimTheEndIsNear,// ID of dying sample. &g_smidVictimAlreadyDead,// ID of dying sample. &g_smidNil, // ID of shooting comment. &g_smidNil, // ID of shooting comment. &g_smidNil, // ID of shooting comment &g_smidNil, // ID of shooting comment &g_smidVictimJudgementDay, // ID of random comment &g_smidVictimRunForLives3, // ID of random comment &g_smidVictimWhereTVMan, // ID of random comment &g_smidVictimWhatsThat, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, ////////////////////////////////Shopper Golfer/////////////////////////////////// { // User level description of person. "Shopper G2", // pszDescription. // Names used to create animation resource filenames. { "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 5, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidVictimOwMyEye, // ID of 'hit by weapon' sample. &g_smidVinceHu, // ID of 'hit by weapon' sample, &g_smidScottGrunt, // ID of 'hit by weapon' sample, &g_smidVictimAhu, // ID of 'hit by weapon' sample, &g_smidVictimAhhk, // ID of 'blown up' sample. &g_smidVictimAhh, // ID of 'blown up' sample. &g_smidVictimAuh, // ID of 'on fire' sample &g_smidScottHelp, // ID of 'on fire' sample &g_smidVictimFirstAid2, // ID of suffering sample 1. &g_smidVictimOwMyEyes, // ID of suffering sample 2. &g_smidVictimAnyoneSeenEar, // ID of suffering sample 3. &g_smidVictimStopAlreadyDead, // ID of suffering sample 4. &g_smidVictimTheHorror,// ID of dying sample. &g_smidVictimAhSheAi,// ID of dying sample. &g_smidNil, // ID of shooting comment. &g_smidNil, // ID of shooting comment. &g_smidNil, // ID of shooting comment &g_smidNil, // ID of shooting comment &g_smidVictimRunForLives4, // ID of random comment &g_smidVictimWhereTV2, // ID of random comment &g_smidVictimAskHim, // ID of random comment &g_smidVictimAhHesGotAGun2, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, ////////////////////////////////Shopper Bum///////////////////////////////////// { // User level description of person. "Shopper B1", // pszDescription. // Names used to create animation resource filenames. { "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 7, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidVictimStopShootingAlreadyDead, // ID of 'hit by weapon' sample. &g_smidVictimAuh, // ID of 'hit by weapon' sample, &g_smidScottGrunt, // ID of 'hit by weapon' sample, &g_smidDyingYell, // ID of 'hit by weapon' sample, &g_smidVictimAAhh, // ID of 'blown up' sample. &g_smidVictimAhhk, // ID of 'blown up' sample. &g_smidScottYell3, // ID of 'on fire' sample &g_smidScottHelp, // ID of 'on fire' sample &g_smidVictimINeedFirstAid, // ID of suffering sample 1. &g_smidVictimAnyoneSeenEar, // ID of suffering sample 2. &g_smidVictimFirstAid, // ID of suffering sample 3. &g_smidVictimEndNear, // ID of suffering sample 4. &g_smidVictimTheEndIsNear,// ID of dying sample. &g_smidVictimAlreadyDead,// ID of dying sample. &g_smidNil, // ID of shooting comment. &g_smidNil, // ID of shooting comment. &g_smidNil, // ID of shooting comment &g_smidNil, // ID of shooting comment &g_smidVictimJudgementDay, // ID of random comment &g_smidVictimRunForLives3, // ID of random comment &g_smidVictimWhereTVMan, // ID of random comment &g_smidVictimWhatsThat, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, ////////////////////////////////Shopper Bum///////////////////////////////////// { // User level description of person. "Shopper B2", // pszDescription. // Names used to create animation resource filenames. { "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 8, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidVictimOwMyEye, // ID of 'hit by weapon' sample. &g_smidVinceHu, // ID of 'hit by weapon' sample, &g_smidScottGrunt, // ID of 'hit by weapon' sample, &g_smidVictimAhu, // ID of 'hit by weapon' sample, &g_smidVictimAhhk, // ID of 'blown up' sample. &g_smidVictimAhh, // ID of 'blown up' sample. &g_smidVictimAuh, // ID of 'on fire' sample &g_smidScottHelp, // ID of 'on fire' sample &g_smidVictimFirstAid2, // ID of suffering sample 1. &g_smidVictimOwMyEyes, // ID of suffering sample 2. &g_smidVictimAnyoneSeenEar, // ID of suffering sample 3. &g_smidVictimStopAlreadyDead, // ID of suffering sample 4. &g_smidVictimTheHorror,// ID of dying sample. &g_smidVictimAhSheAi,// ID of dying sample. &g_smidNil, // ID of shooting comment. &g_smidNil, // ID of shooting comment. &g_smidNil, // ID of shooting comment &g_smidNil, // ID of shooting comment &g_smidVictimRunForLives4, // ID of random comment &g_smidVictimWhereTV2, // ID of random comment &g_smidVictimAskHim, // ID of random comment &g_smidVictimAhHesGotAGun2, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, //////////////////////////////// Shopper Vet///////////////////////////////////// { // User level description of person. "Shopper V1", // pszDescription. // Names used to create animation resource filenames. { "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 9, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidVictimStopShootingAlreadyDead, // ID of 'hit by weapon' sample. &g_smidVictimAuh, // ID of 'hit by weapon' sample, &g_smidScottGrunt, // ID of 'hit by weapon' sample, &g_smidDyingYell, // ID of 'hit by weapon' sample, &g_smidVictimAAhh, // ID of 'blown up' sample. &g_smidVictimAhhk, // ID of 'blown up' sample. &g_smidScottYell3, // ID of 'on fire' sample &g_smidScottHelp, // ID of 'on fire' sample &g_smidVictimINeedFirstAid, // ID of suffering sample 1. &g_smidVictimAnyoneSeenEar, // ID of suffering sample 2. &g_smidVictimHorrorGroan, // ID of suffering sample 3. &g_smidVictimEndNear, // ID of suffering sample 4. &g_smidVictimTheEndIsNear,// ID of dying sample. &g_smidVictimAlreadyDead,// ID of dying sample. &g_smidNil, // ID of shooting comment. &g_smidNil, // ID of shooting comment. &g_smidNil, // ID of shooting comment &g_smidNil, // ID of shooting comment &g_smidVictimJudgementDay, // ID of random comment &g_smidVictimRunForLives3, // ID of random comment &g_smidVictimWhereTVMan, // ID of random comment &g_smidVictimWhatsThat, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, //////////////////////////////// Shopper Vet///////////////////////////////////// { // User level description of person. "Shopper V2", // pszDescription. // Names used to create animation resource filenames. { "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 10, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidVictimOwMyEye, // ID of 'hit by weapon' sample. &g_smidVinceHu, // ID of 'hit by weapon' sample, &g_smidScottGrunt, // ID of 'hit by weapon' sample, &g_smidVictimAhu, // ID of 'hit by weapon' sample, &g_smidVictimAhhk, // ID of 'blown up' sample. &g_smidVictimAhh, // ID of 'blown up' sample. &g_smidVictimAuh, // ID of 'on fire' sample &g_smidScottHelp, // ID of 'on fire' sample &g_smidVictimFirstAid2, // ID of suffering sample 1. &g_smidVictimOwMyEyes, // ID of suffering sample 2. &g_smidVictimAnyoneSeenEar, // ID of suffering sample 3. &g_smidVictimStopAlreadyDead, // ID of suffering sample 4. &g_smidVictimTheHorror,// ID of dying sample. &g_smidVictimAhSheAi,// ID of dying sample. &g_smidNil, // ID of shooting comment. &g_smidNil, // ID of shooting comment. &g_smidNil, // ID of shooting comment &g_smidNil, // ID of shooting comment &g_smidVictimRunForLives4, // ID of random comment &g_smidVictimWhereTV2, // ID of random comment &g_smidVictimAskHim, // ID of random comment &g_smidVictimAhHesGotAGun2, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, #if (TARGET == SUPER_POSTAL) || (TARGET == JAPAN_ADDON) /////////////////////////////// JPMaleKensaku ////////////////////////////////// { // User level description of person. "JP Male Kensaku", // pszDescription. // Names used to create animation resource filenames. { "3d/man", // Example: "Miner", as in "3d/MINER_shoot.sop". 2, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "guy", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidKensaku_h1, // ID of 'hit by weapon' sample. &g_smidKensaku_h2, // ID of 'hit by weapon' sample, &g_smidKensaku_h3, // ID of 'hit by weapon' sample, &g_smidKensaku_h4, // ID of 'hit by weapon' sample, &g_smidKensaku_b1, // ID of 'blown up' sample. &g_smidKensaku_b2, // ID of 'blown up' sample. &g_smidKensaku_o1, // ID of 'on fire' sample &g_smidKensaku_o2, // ID of 'on fire' sample &g_smidKensaku_ss1, // ID of suffering sample 1. &g_smidKensaku_ss2, // ID of suffering sample 2. &g_smidKensaku_ss3, // ID of suffering sample 3. &g_smidKensaku_ss4, // ID of suffering sample 4. &g_smidKensaku_d1, // ID of dying sample. &g_smidKensaku_d2, // ID of dying sample. &g_smidKensaku_sc1, // ID of shooting comment. - Nil &g_smidKensaku_sc2, // ID of shooting comment. - Nil &g_smidKensaku_sc3, // ID of shooting comment - Nil &g_smidKensaku_sc4, // ID of shooting comment - Nil &g_smidKensaku_r1, // ID of random comment &g_smidKensaku_r2, // ID of random comment &g_smidKensaku_r3, // ID of random comment &g_smidKensaku_r4, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl face down when writhing Personatorium::Civilian,// Victim 1000, // Reaction time for intruders 2000, // Time between shots in run & shoot 3000, // time between reaction to being shot. 50, // Initial hit points }, /////////////////////////////// JPMaleYutaka ////////////////////////////////// { // User level description of person. "JP Male Yutaka", // pszDescription. // Names used to create animation resource filenames. { "3d/man", // Example: "Miner", as in "3d/MINER_shoot.sop". 3, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "guy", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidYutaka_h1, // ID of 'hit by weapon' sample. &g_smidYutaka_h2, // ID of 'hit by weapon' sample, &g_smidYutaka_h3, // ID of 'hit by weapon' sample, &g_smidYutaka_h4, // ID of 'hit by weapon' sample, &g_smidYutaka_b1, // ID of 'blown up' sample. &g_smidYutaka_b2, // ID of 'blown up' sample. &g_smidYutaka_o1, // ID of 'on fire' sample &g_smidYutaka_o2, // ID of 'on fire' sample &g_smidYutaka_ss1, // ID of suffering sample 1. &g_smidYutaka_ss2, // ID of suffering sample 2. &g_smidYutaka_ss3, // ID of suffering sample 3. &g_smidYutaka_ss4, // ID of suffering sample 4. &g_smidYutaka_d1, // ID of dying sample. &g_smidYutaka_d2, // ID of dying sample. &g_smidYutaka_sc1, // ID of shooting comment.- Nil &g_smidYutaka_sc2, // ID of shooting comment.- Nil &g_smidYutaka_sc3, // ID of shooting comment - Nil &g_smidYutaka_sc4, // ID of shooting comment - Nil &g_smidYutaka_r1, // ID of random comment &g_smidYutaka_r2, // ID of random comment &g_smidYutaka_r3, // ID of random comment &g_smidYutaka_r4, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl face down when writhing Personatorium::Civilian,// Victim 1000, // Reaction time for intruders 2000, // Time between shots in run & shoot 3000, // time between reaction to being shot. 50, // Initial hit points }, /////////////////////////////// JPMaleOsamu ////////////////////////////////// { // User level description of person. "JP Male Osamu", // pszDescription. // Names used to create animation resource filenames. { "3d/man", // Example: "Miner", as in "3d/MINER_shoot.sop". 4, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "guy", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidOsamu_h1, // ID of 'hit by weapon' sample. &g_smidOsamu_h2, // ID of 'hit by weapon' sample, &g_smidOsamu_h3, // ID of 'hit by weapon' sample, &g_smidOsamu_h4, // ID of 'hit by weapon' sample, &g_smidOsamu_b1, // ID of 'blown up' sample. &g_smidOsamu_b2, // ID of 'blown up' sample. &g_smidOsamu_o1, // ID of 'on fire' sample &g_smidOsamu_o2, // ID of 'on fire' sample &g_smidOsamu_ss1, // ID of suffering sample 1. &g_smidOsamu_ss2, // ID of suffering sample 2. &g_smidOsamu_ss3, // ID of suffering sample 3. &g_smidOsamu_ss4, // ID of suffering sample 4. &g_smidOsamu_d1, // ID of dying sample. &g_smidOsamu_d2, // ID of dying sample. &g_smidOsamu_sc1, // ID of shooting comment.Nil &g_smidOsamu_sc2, // ID of shooting comment.Nil &g_smidOsamu_sc3, // ID of shooting comment Nil &g_smidOsamu_sc4, // ID of shooting comment Nil &g_smidOsamu_r1, // ID of random comment &g_smidOsamu_r2, // ID of random comment &g_smidOsamu_r3, // ID of random comment &g_smidOsamu_r4, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl face down when writhing Personatorium::Civilian,// Victim 1000, // Reaction time for intruders 2000, // Time between shots in run & shoot 3000, // time between reaction to being shot. 50, // Initial hit points }, /////////////////////////////// JPFemaleSakura ////////////////////////////////// { // User level description of person. "JP Female Sakura", // pszDescription. // Names used to create animation resource filenames. { "3d/woman", // Example: "Miner", as in "3d/MINER_shoot.sop". 2, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "woman", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidSakura_h1, // ID of 'hit by weapon' sample. &g_smidSakura_h2, // ID of 'hit by weapon' sample, &g_smidSakura_h3, // ID of 'hit by weapon' sample, &g_smidSakura_h4, // ID of 'hit by weapon' sample, &g_smidSakura_b1, // ID of 'blown up' sample. &g_smidSakura_b2, // ID of 'blown up' sample. &g_smidSakura_o1, // ID of 'on fire' sample &g_smidSakura_o2, // ID of 'on fire' sample &g_smidSakura_ss1, // ID of suffering sample 1. &g_smidSakura_ss2, // ID of suffering sample 2. &g_smidSakura_ss3, // ID of suffering sample 3. &g_smidSakura_ss4, // ID of suffering sample 4. &g_smidSakura_d1, // ID of dying sample. &g_smidSakura_d2, // ID of dying sample. &g_smidSakura_sc1, // ID of shooting comment.Nil &g_smidSakura_sc2, // ID of shooting comment.Nil &g_smidSakura_sc3, // ID of shooting comment Nil &g_smidSakura_sc4, // ID of shooting comment Nil &g_smidSakura_r1, // ID of random comment &g_smidSakura_r2, // ID of random comment &g_smidSakura_r3, // ID of random comment &g_smidSakura_r4, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl face down when writhing Personatorium::Civilian,// Victim 1000, // Reaction time for intruders 2000, // Time between shots in run & shoot 3000, // time between reaction to being shot. 50, // Initial hit points }, /////////////////////////////// JPWomanTomiko ////////////////////////////////// { // User level description of person. "JP Female Tomiko", // pszDescription. // Names used to create animation resource filenames. { "3d/woman", // Example: "Miner", as in "3d/MINER_shoot.sop". 3, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "woman", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidTomiko_h1, // ID of 'hit by weapon' sample. &g_smidTomiko_h2, // ID of 'hit by weapon' sample, &g_smidTomiko_h3, // ID of 'hit by weapon' sample, &g_smidTomiko_h4, // ID of 'hit by weapon' sample, &g_smidTomiko_b1, // ID of 'blown up' sample. &g_smidTomiko_b2, // ID of 'blown up' sample. &g_smidTomiko_o1, // ID of 'on fire' sample &g_smidTomiko_o2, // ID of 'on fire' sample &g_smidTomiko_ss1, // ID of suffering sample 1. &g_smidTomiko_ss2, // ID of suffering sample 2. &g_smidTomiko_ss3, // ID of suffering sample 3. &g_smidTomiko_ss4, // ID of suffering sample 4. &g_smidTomiko_d1, // ID of dying sample. &g_smidTomiko_d2, // ID of dying sample. &g_smidTomiko_sc1, // ID of shooting comment.Nil &g_smidTomiko_sc2, // ID of shooting comment.Nil &g_smidTomiko_sc3, // ID of shooting comment Nil &g_smidTomiko_sc4, // ID of shooting comment Nil &g_smidTomiko_r1, // ID of random comment &g_smidTomiko_r2, // ID of random comment &g_smidTomiko_r3, // ID of random comment &g_smidTomiko_r4, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl face down when writhing Personatorium::Civilian,// Victim 1000, // Reaction time for intruders 2000, // Time between shots in run & shoot 3000, // time between reaction to being shot. 50, // Initial hit points }, /////////////////////////////// JPFemaleAsami ////////////////////////////////// { // User level description of person. "JP Female Asami", // pszDescription. // Names used to create animation resource filenames. { "3d/woman", // Example: "Miner", as in "3d/MINER_shoot.sop". 4, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "woman", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidAsami_h1, // ID of 'hit by weapon' sample. &g_smidAsami_h2, // ID of 'hit by weapon' sample, &g_smidAsami_h3, // ID of 'hit by weapon' sample, &g_smidAsami_h4, // ID of 'hit by weapon' sample, &g_smidAsami_b1, // ID of 'blown up' sample. &g_smidAsami_b2, // ID of 'blown up' sample. &g_smidAsami_o1, // ID of 'on fire' sample &g_smidAsami_o2, // ID of 'on fire' sample &g_smidAsami_ss1, // ID of suffering sample 1. &g_smidAsami_ss2, // ID of suffering sample 2. &g_smidAsami_ss3, // ID of suffering sample 3. &g_smidAsami_ss4, // ID of suffering sample 4. &g_smidAsami_d1, // ID of dying sample. &g_smidAsami_d2, // ID of dying sample. &g_smidAsami_sc1, // ID of shooting comment.Nil &g_smidAsami_sc2, // ID of shooting comment.Nil &g_smidAsami_sc3, // ID of shooting comment Nil &g_smidAsami_sc4, // ID of shooting comment Nil &g_smidAsami_r1, // ID of random comment &g_smidAsami_r2, // ID of random comment &g_smidAsami_r3, // ID of random comment &g_smidAsami_r4, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl face down when writhing Personatorium::Civilian,// Victim 1000, // Reaction time for intruders 2000, // Time between shots in run & shoot 3000, // time between reaction to being shot. 50, // Initial hit points }, ////////////////////////////////JPCompSales///////////////////////////////////// { // User level description of person. "JP Computer Sales", // pszDescription. // Names used to create animation resource filenames. { "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 12, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidCompsales_h1, // ID of 'hit by weapon' sample. &g_smidCompsales_h2, // ID of 'hit by weapon' sample, &g_smidCompsales_h3, // ID of 'hit by weapon' sample, &g_smidCompsales_h4, // ID of 'hit by weapon' sample, &g_smidCompsales_b1, // ID of 'blown up' sample. &g_smidCompsales_b2, // ID of 'blown up' sample. &g_smidCompsales_o1, // ID of 'on fire' sample &g_smidCompsales_o2, // ID of 'on fire' sample &g_smidCompsales_ss1, // ID of suffering sample 1. &g_smidCompsales_ss2, // ID of suffering sample 2. &g_smidCompsales_ss3, // ID of suffering sample 3. &g_smidCompsales_ss4, // ID of suffering sample 4. &g_smidCompsales_d1, // ID of dying sample. &g_smidCompsales_d2, // ID of dying sample. &g_smidCompsales_sc1, // ID of shooting comment. &g_smidCompsales_sc2, // ID of shooting comment. &g_smidCompsales_sc3, // ID of shooting comment &g_smidCompsales_sc4, // ID of shooting comment &g_smidCompsales_r1, // ID of random comment &g_smidCompsales_r2, // ID of random comment &g_smidCompsales_r3, // ID of random comment &g_smidCompsales_r4, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, ////////////////////////////////JPCompShopper/////////////////////////////////// { // User level description of person. "JP Computer Shopper", // pszDescription. // Names used to create animation resource filenames. { "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 13, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidCompshop_h1, // ID of 'hit by weapon' sample. &g_smidCompshop_h2, // ID of 'hit by weapon' sample, &g_smidCompshop_h3, // ID of 'hit by weapon' sample, &g_smidCompshop_h4, // ID of 'hit by weapon' sample, &g_smidCompshop_b1, // ID of 'blown up' sample. &g_smidCompshop_b2, // ID of 'blown up' sample. &g_smidCompshop_o1, // ID of 'on fire' sample &g_smidCompshop_o2, // ID of 'on fire' sample &g_smidCompshop_ss1, // ID of suffering sample 1. &g_smidCompshop_ss2, // ID of suffering sample 2. &g_smidCompshop_ss3, // ID of suffering sample 3. &g_smidCompshop_ss4, // ID of suffering sample 4. &g_smidCompshop_d1, // ID of dying sample. &g_smidCompshop_d2, // ID of dying sample. &g_smidCompshop_sc1, // ID of shooting comment.Nil &g_smidCompshop_sc2, // ID of shooting comment.Nil &g_smidCompshop_sc3, // ID of shooting comment Nil &g_smidCompshop_sc4, // ID of shooting comment Nil &g_smidCompshop_r1, // ID of random comment &g_smidCompshop_r2, // ID of random comment &g_smidCompshop_r3, // ID of random comment &g_smidCompshop_r4, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, /////////////////////////////////JPPoliceKazuki/////////////////////////////////////// { // User level description of person. "JP Officer Kazuki", // pszDescription. // Names used to create animation resource filenames. { "3d/cop", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 3, // Texture to use "pistoltip", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "gun", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "cop", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidKazuki_h1, // ID of 'hit by weapon' sample. &g_smidKazuki_h2, // ID of 'hit by weapon' sample, &g_smidKazuki_h3, // ID of 'hit by weapon' sample, &g_smidKazuki_h4, // ID of 'hit by weapon' sample, &g_smidKazuki_b1, // ID of 'blown up' sample. &g_smidKazuki_b2, // ID of 'blown up' sample. &g_smidKazuki_o1, // ID of 'on fire' sample &g_smidKazuki_o2, // ID of 'on fire' sample &g_smidKazuki_ss1, // ID of suffering sample 1. &g_smidKazuki_ss2, // ID of suffering sample 2. &g_smidKazuki_ss3, // ID of suffering sample 3. &g_smidKazuki_ss4, // ID of suffering sample 4. &g_smidKazuki_d1, // ID of dying sample. &g_smidKazuki_d2, // ID of dying sample. &g_smidKazuki_sc1, // ID of shooting comment. &g_smidKazuki_sc2, // ID of shooting comment. &g_smidKazuki_sc3, // ID of shooting comment &g_smidKazuki_sc4, // ID of shooting comment &g_smidKazuki_r1, // ID of random comment &g_smidKazuki_r2, // ID of random comment &g_smidKazuki_r3, // ID of random comment &g_smidKazuki_r4, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::CPistolID, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Hostile, // Enemy 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 125, // Initial hit points }, /////////////////////////////////JPPoliceNoboru/////////////////////////////////////// { // User level description of person. "JP Officer Noboru", // pszDescription. // Names used to create animation resource filenames. { "3d/cop", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 3, // Texture to use "pistoltip", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "gun", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "cop", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidNoboru_h1, // ID of 'hit by weapon' sample. &g_smidNoboru_h2, // ID of 'hit by weapon' sample, &g_smidNoboru_h3, // ID of 'hit by weapon' sample, &g_smidNoboru_h4, // ID of 'hit by weapon' sample, &g_smidNoboru_b1, // ID of 'blown up' sample. &g_smidNoboru_b2, // ID of 'blown up' sample. &g_smidNoboru_o1, // ID of 'on fire' sample &g_smidNoboru_o2, // ID of 'on fire' sample &g_smidNoboru_ss1, // ID of suffering sample 1. &g_smidNoboru_ss2, // ID of suffering sample 2. &g_smidNoboru_ss3, // ID of suffering sample 3. &g_smidNoboru_ss4, // ID of suffering sample 4. &g_smidNoboru_d1, // ID of dying sample. &g_smidNoboru_d2, // ID of dying sample. &g_smidNoboru_sc1, // ID of shooting comment. &g_smidNoboru_sc2, // ID of shooting comment. &g_smidNoboru_sc3, // ID of shooting comment &g_smidNoboru_sc4, // ID of shooting comment &g_smidNoboru_r1, // ID of random comment &g_smidNoboru_r2, // ID of random comment &g_smidNoboru_r3, // ID of random comment &g_smidNoboru_r4, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::CPistolID, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Hostile, // Enemy 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 125, // Initial hit points }, ////////////////////////////////JPOldWomanAyame///////////////////////////////////// { // User level description of person. "JP Old Woman Ayame", // pszDescription. // Names used to create animation resource filenames. { "3d/gramps", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 6, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "gramps", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidAyame_h1, // ID of 'hit by weapon' sample. &g_smidAyame_h2, // ID of 'hit by weapon' sample, &g_smidAyame_h3, // ID of 'hit by weapon' sample, &g_smidAyame_h4, // ID of 'hit by weapon' sample, &g_smidAyame_b1, // ID of 'blown up' sample. &g_smidAyame_b2, // ID of 'blown up' sample. &g_smidAyame_o1, // ID of 'on fire' sample &g_smidAyame_o2, // ID of 'on fire' sample &g_smidAyame_ss1, // ID of suffering sample 1. &g_smidAyame_ss2, // ID of suffering sample 2. &g_smidAyame_ss3, // ID of suffering sample 3. &g_smidAyame_ss4, // ID of suffering sample 4. &g_smidAyame_d1, // ID of dying sample. &g_smidAyame_d2, // ID of dying sample. &g_smidAyame_sc1, // ID of shooting comment.Nil &g_smidAyame_sc2, // ID of shooting comment.Nil &g_smidAyame_sc3, // ID of shooting comment Nil &g_smidAyame_sc4, // ID of shooting comment Nil &g_smidAyame_r1, // ID of random comment &g_smidAyame_r2, // ID of random comment &g_smidAyame_r3, // ID of random comment &g_smidAyame_r4, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, ////////////////////////////////JPOldWomanShinobu///////////////////////////////////// { // User level description of person. "JP Old Woman Shinobu", // pszDescription. // Names used to create animation resource filenames. { "3d/gramps", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 7, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "gramps", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidShinobu_h1, // ID of 'hit by weapon' sample. &g_smidShinobu_h2, // ID of 'hit by weapon' sample, &g_smidShinobu_h3, // ID of 'hit by weapon' sample, &g_smidShinobu_h4, // ID of 'hit by weapon' sample, &g_smidShinobu_b1, // ID of 'blown up' sample. &g_smidShinobu_b2, // ID of 'blown up' sample. &g_smidShinobu_o1, // ID of 'on fire' sample &g_smidShinobu_o2, // ID of 'on fire' sample &g_smidShinobu_ss1, // ID of suffering sample 1. &g_smidShinobu_ss2, // ID of suffering sample 2. &g_smidShinobu_ss3, // ID of suffering sample 3. &g_smidShinobu_ss4, // ID of suffering sample 4. &g_smidShinobu_d1, // ID of dying sample. &g_smidShinobu_d2, // ID of dying sample. &g_smidShinobu_sc1, // ID of shooting comment.Nil &g_smidShinobu_sc2, // ID of shooting comment.Nil &g_smidShinobu_sc3, // ID of shooting comment Nil &g_smidShinobu_sc4, // ID of shooting comment Nil &g_smidShinobu_r1, // ID of random comment &g_smidShinobu_r2, // ID of random comment &g_smidShinobu_r3, // ID of random comment &g_smidShinobu_r4, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, ////////////////////////////////JPOldManRyuichi///////////////////////////////////// { // User level description of person. "JP Old Man Ryuichi", // pszDescription. // Names used to create animation resource filenames. { "3d/gramps", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 8, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "gramps", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidRyuichi_h1, // ID of 'hit by weapon' sample. &g_smidRyuichi_h2, // ID of 'hit by weapon' sample, &g_smidRyuichi_h3, // ID of 'hit by weapon' sample, &g_smidRyuichi_h4, // ID of 'hit by weapon' sample, &g_smidRyuichi_b1, // ID of 'blown up' sample. &g_smidRyuichi_b2, // ID of 'blown up' sample. &g_smidRyuichi_o1, // ID of 'on fire' sample &g_smidRyuichi_o2, // ID of 'on fire' sample &g_smidRyuichi_ss1, // ID of suffering sample 1. &g_smidRyuichi_ss2, // ID of suffering sample 2. &g_smidRyuichi_ss3, // ID of suffering sample 3. &g_smidRyuichi_ss4, // ID of suffering sample 4. &g_smidRyuichi_d1, // ID of dying sample. &g_smidRyuichi_d2, // ID of dying sample. &g_smidRyuichi_sc1, // ID of shooting comment.Nil &g_smidRyuichi_sc2, // ID of shooting comment.Nil &g_smidRyuichi_sc3, // ID of shooting comment Nil &g_smidRyuichi_sc4, // ID of shooting comment Nil &g_smidRyuichi_r1, // ID of random comment &g_smidRyuichi_r2, // ID of random comment &g_smidRyuichi_r3, // ID of random comment &g_smidRyuichi_r4, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, ////////////////////////////////JPOldManTadao///////////////////////////////////// { // User level description of person. "JP Old Man Tadao", // pszDescription. // Names used to create animation resource filenames. { "3d/gramps", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 9, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "gramps", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidTadao_h1, // ID of 'hit by weapon' sample. &g_smidTadao_h2, // ID of 'hit by weapon' sample, &g_smidTadao_h3, // ID of 'hit by weapon' sample, &g_smidTadao_h4, // ID of 'hit by weapon' sample, &g_smidTadao_b1, // ID of 'blown up' sample. &g_smidTadao_b2, // ID of 'blown up' sample. &g_smidTadao_o1, // ID of 'on fire' sample &g_smidTadao_o2, // ID of 'on fire' sample &g_smidTadao_ss1, // ID of suffering sample 1. &g_smidTadao_ss2, // ID of suffering sample 2. &g_smidTadao_ss3, // ID of suffering sample 3. &g_smidTadao_ss4, // ID of suffering sample 4. &g_smidTadao_d1, // ID of dying sample. &g_smidTadao_d2, // ID of dying sample. &g_smidTadao_sc1, // ID of shooting comment.Nil &g_smidTadao_sc2, // ID of shooting comment.Nil &g_smidTadao_sc3, // ID of shooting comment Nil &g_smidTadao_sc4, // ID of shooting comment Nil &g_smidTadao_r1, // ID of random comment &g_smidTadao_r2, // ID of random comment &g_smidTadao_r3, // ID of random comment &g_smidTadao_r4, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, ////////////////////////////////JPOsakaSales/////////////////////////////////// { // User level description of person. "JP Osaka Salesman", // pszDescription. // Names used to create animation resource filenames. { "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop". 15, // Texture to use "hand", // Name of channels of transforms for ammo. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans". "hand", // Name of channels of transforms for hand. // Example: "hand", as in "3d/gunner_shoot_HAND.trans" "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event". }, // Sound effects for this person. { &g_smidOsales_h1, // ID of 'hit by weapon' sample. &g_smidOsales_h2, // ID of 'hit by weapon' sample, &g_smidOsales_h3, // ID of 'hit by weapon' sample, &g_smidOsales_h4, // ID of 'hit by weapon' sample, &g_smidOsales_b1, // ID of 'blown up' sample. &g_smidOsales_b2, // ID of 'blown up' sample. &g_smidOsales_o1, // ID of 'on fire' sample &g_smidOsales_o2, // ID of 'on fire' sample &g_smidOsales_ss1, // ID of suffering sample 1. &g_smidOsales_ss2, // ID of suffering sample 2. &g_smidOsales_ss3, // ID of suffering sample 3. &g_smidOsales_ss4, // ID of suffering sample 4. &g_smidOsales_d1, // ID of dying sample. &g_smidOsales_d2, // ID of dying sample. &g_smidOsales_sc1, // ID of shooting comment. &g_smidOsales_sc2, // ID of shooting comment. &g_smidOsales_sc3, // ID of shooting comment &g_smidOsales_sc4, // ID of shooting comment &g_smidOsales_r1, // ID of random comment &g_smidOsales_r2, // ID of random comment &g_smidOsales_r3, // ID of random comment &g_smidOsales_r4, // ID of random comment }, // Weapons for this person. Currently, only one supported. { CThing::TotalIDs, // Weapon to fallback on when none available. }, Personatorium::Crawl, // Crawl on knees when writhing Personatorium::Civilian,// Victim 3000, // Reaction time for intruders 2000, // Time between shots in run & shoot 2000, // time between reaction to being shot. 50, // Initial hit points }, #endif }; ////////////////////////////////////////////////////////////////////////////// // Module specific (static) variables / Instantiate class statics. ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// // Module specific (static) protos. ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// // Functions. ////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// // EOF ///////////////////////////////////////////////////////////////////////////////