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authorJørgen P. Tjernø <[email protected]>2013-12-03 10:39:23 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-03 11:57:22 -0800
commitb5dc4a85433a908d38d453e98d7d45e22e2a5fc0 (patch)
treef186094efa03e9c1144fb5c98161cf3f7b054f90 /sp/game/mod_hl2/scripts/actbusy.txt
parentSpecify clobbered registers in POSIX SSE functions (diff)
downloadsource-sdk-2013-b5dc4a85433a908d38d453e98d7d45e22e2a5fc0.tar.xz
source-sdk-2013-b5dc4a85433a908d38d453e98d7d45e22e2a5fc0.zip
Line-ending fixes for most of the remaining files.
Fixes line-endings for files with extensions vcd, cc, txt, bat, fxc, inc, lst, proto, mak, mm, cfg, res, rc, def, vmt, vsh, vbsp, inl, asm, m4, vcproj, vcxproj, sln, in, java, la, manifest, am, and rad. Also fixes README, CONTRIBUTING, CONTRIBUTORS, LICENSE, CHANGES, COPYING, and gitignore. Finally, fixes executable bits.
Diffstat (limited to 'sp/game/mod_hl2/scripts/actbusy.txt')
-rw-r--r--sp/game/mod_hl2/scripts/actbusy.txt1248
1 files changed, 624 insertions, 624 deletions
diff --git a/sp/game/mod_hl2/scripts/actbusy.txt b/sp/game/mod_hl2/scripts/actbusy.txt
index 03fff272..e2af7d63 100644
--- a/sp/game/mod_hl2/scripts/actbusy.txt
+++ b/sp/game/mod_hl2/scripts/actbusy.txt
@@ -1,624 +1,624 @@
-// "act busy name" This is the name that a mapmaker must specify in the hint node.
-// {
-// "busy_anim" "Activity Name".
-// "entry_anim" "Activity Name"
-// "exit_anim" "Activity Name"
-// "busy_sequence" "Sequence Name". If specified, this is used over the activity name. Specify it in the hint node.
-// "entry_sequence" "Sequence Name". If specified, this is used over the entry anim.
-// "exit_sequence" "Sequence Name". If specified, this is used over the exit anim.
-// "busy_sound" "Sound Name". If specified, the NPC will play this sound when it plays the busy anim/seq. Can be a GameSound name or a response rules concept.
-// "entry_sound" "Sound Name". If specified, the NPC will play this sound when it plays the entry anim/seq. Can be a GameSound name or a response rules concept.
-// "exit_sound" "Sound Name". If specified, the NPC will play this sound when it plays the exit anim/seq. Can be a GameSound name or a response rules concept.
-// "min_time" "Minimum time to spend in this busy anim"
-// "max_time" "Maximum time to spend in this busy anim" 0 = only stop when interrupted by external event
-// "interrupts" One of:
-// "BA_INT_NONE" break out only when time runs out. No external influence will break me out.
-// "BA_INT_DANGER" break out of this anim only if threatened
-// "BA_INT_PLAYER" break out of this anim if I can see the player, or I'm threatened
-// "BA_INT_AMBUSH" someone please define this - I have no idea what it does
-// "BA_INT_COMBAT" break out of this anim if combat occurs in my line of sight (bullet hits, grenades, etc), -OR- the max time is reached
-// }
-//
-//
-"ActBusy.txt"
-{
- "binoculars_idle"
- {
- "busy_sequence" "binoculars_idle"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_PLAYER"
- }
- "d2_coast03_PreBattle_Scan_Skies"
- {
- "busy_sequence" "d2_coast03_PreBattle_Scan_Skies"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d2_coast03_PreBattle_Scan_Skies02"
- {
- "busy_sequence" "d2_coast03_PreBattle_Scan_Skies02"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d2_coast03_PreBattle_Scan_Skies03"
- {
- "busy_sequence" "d2_coast03_PreBattle_Scan_Skies03"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d2_coast03_PreBattle_Kneel_Idle"
- {
- "busy_sequence" "d2_coast03_PreBattle_Kneel_Idle"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d2_coast03_PreBattle_Stand_Look"
- {
- "busy_sequence" "d2_coast03_PreBattle_Stand_Look"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "idle_alert_01"
- {
- "busy_sequence" "idle_alert_01"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "idle_alert_02"
- {
- "busy_sequence" "idle_alert_02"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "idle_relaxed_01"
- {
- "busy_sequence" "idle_relaxed_01"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "idle_relaxed_02"
- {
- "busy_sequence" "idle_relaxed_02"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d1_town05_Leon_Lean_Table_Idle"
- {
- "busy_sequence" "d1_town05_Leon_Lean_Table_Idle"
- "entry_sequence" "d1_town05_Leon_Lean_Table_Entry"
- "exit_sequence" "d1_town05_Leon_Lean_Table_Exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
-
- "d1_t03_Sit_couch"
- {
- "busy_sequence" "d1_t03_Sit_couch"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d1_t03_sit_couch_consoling"
- {
- "busy_sequence" "d1_t03_sit_couch_consoling"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "fear_reaction_Idle"
- {
- "busy_sequence" "fear_reaction_Idle"
- "entry_sequence" "fear_reaction"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "cower_Idle"
- {
- "busy_sequence" "cower_Idle"
- "entry_sequence" "cower"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d1_t03_Sit_Bed"
- {
- "busy_sequence" "d1_t03_Sit_Bed"
- "entry_sequence" "d1_t03_Sit_Bed_Entry"
- "exit_sequence" "d1_t03_Sit_Bed_Exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "LineIdle01"
- {
- "busy_sequence" "LineIdle01"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d1_t01_BreakRoom_WatchBreen"
- {
- "busy_sequence" "d1_t01_BreakRoom_WatchBreen"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d1_t02_Plaza_Sit01_Idle"
- {
- "busy_sequence" "d1_t02_Plaza_Sit01_Idle"
- "entry_sequence" "Idle_to_d1_t01_BreakRoom_Sit01"
- "exit_sequence" "d1_t01_BreakRoom_Sit01_to_Idle"
- "min_time" "20.0"
- "max_time" "30.0"
- "interrupts" "BA_INT_DANGER"
- }
- "d1_t02_Plaza_Sit02"
- {
- "busy_sequence" "d1_t02_Plaza_Sit02"
- "entry_sequence" "d1_t01_BreakRoom_Sit02_Entry"
- "exit_sequence" "d1_t01_BreakRoom_Sit02_Exit"
- "min_time" "20.0"
- "max_time" "30.0"
- "interrupts" "BA_INT_DANGER"
- }
- "d1_t02_Playground_Cit2_Pockets"
- {
- "busy_sequence" "d1_t02_Playground_Cit2_Pockets"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d1_t02_Playground_Cit1_Arms_Crossed"
- {
- "busy_sequence" "d1_t02_Playground_Cit1_Arms_Crossed"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d1_t03_LookOutDoor"
- {
- "busy_sequence" "d1_t03_LookOutDoor"
- "entry_sequence" "d1_t03_LookOutDoor_Entry"
- "exit_sequence" "d1_t03_LookOutDoor_Exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d1_t03_LookOutWindow"
- {
- "busy_sequence" "d1_t03_LookOutWindow"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d1_t03_Tenements_Look_Out_Window_Idle"
- {
- "busy_sequence" "d1_t03_Tenements_Look_Out_Window_Idle"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d1_t03_PreRaid_Peek_Idle"
- {
- "busy_sequence" "d1_t03_PreRaid_Peek_Idle"
- "exit_sequence" "d1_t03_Preraid_Peek_Exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d1_t01_Clutch_Chainlink_Idle"
- {
- "busy_sequence" "d1_t01_Clutch_Chainlink_Idle"
- "entry_sequence" "d1_t01_Clutch_Chainlink_Entry"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d1_t01_BreakRoom_Sit01_Idle"
- {
- "busy_sequence" "d1_t01_BreakRoom_Sit01_Idle"
- "entry_sequence" "Idle_to_d1_t01_BreakRoom_Sit01"
- "exit_sequence" "d1_t01_BreakRoom_Sit01_to_Idle"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d1_t01_BreakRoom_Sit02"
- {
- "busy_sequence" "d1_t01_BreakRoom_Sit02"
- "entry_sequence" "d1_t01_BreakRoom_Sit02_Entry"
- "exit_sequence" "d1_t01_BreakRoom_Sit02_Exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d1_t01_BreakRoom_WatchClock_Sit"
- {
- "busy_sequence" "d1_t01_BreakRoom_WatchClock_Sit"
- "entry_sequence" "d1_t01_BreakRoom_WatchClock_Sit_Entry"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "d1_t01_BreakRoom_WatchClock_Sit_MX"
- {
- "busy_sequence" "d1_t01_BreakRoom_WatchClock_Sit_MX"
- "entry_sequence" "d1_t01_BreakRoom_WatchClock_Sit_Entry_MX"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "ACT_BUSY_LEAN_LEFT"
- {
- "busy_anim" "ACT_BUSY_LEAN_LEFT"
- "entry_anim" "ACT_BUSY_LEAN_LEFT_ENTRY"
- "exit_anim" "ACT_BUSY_LEAN_LEFT_EXIT"
- "min_time" "10.0"
- "max_time" "20.0"
- "interrupts" "BA_INT_PLAYER"
- }
- "Lean_Left"
- {
- "busy_sequence" "Lean_Left"
- "entry_anim" "ACT_BUSY_LEAN_LEFT_ENTRY"
- "exit_sequence" "photo_react_startle"
- "min_time" "0"
- "max_time" "0"
- "interrupts" "BA_INT_NONE"
- }
- "ACT_BUSY_LEAN_BACK"
- {
- "busy_anim" "ACT_BUSY_LEAN_BACK"
- "entry_anim" "ACT_BUSY_LEAN_BACK_ENTRY"
- "exit_anim" "ACT_BUSY_LEAN_BACK_EXIT"
- "min_time" "10.0"
- "max_time" "20.0"
- "interrupts" "BA_INT_PLAYER"
- }
- "lean_back"
- {
- "busy_sequence" "lean_back"
- "entry_anim" "ACT_BUSY_LEAN_BACK_ENTRY"
- "exit_anim" "ACT_BUSY_LEAN_BACK_EXIT"
- "min_time" "0"
- "max_time" "0"
- "interrupts" "BA_INT_NONE"
- }
- "ACT_BUSY_SIT_GROUND"
- {
- "busy_anim" "ACT_BUSY_SIT_GROUND"
- "entry_anim" "ACT_BUSY_SIT_GROUND_ENTRY"
- "exit_anim" "ACT_BUSY_SIT_GROUND_EXIT"
- "min_time" "20.0"
- "max_time" "30.0"
- "interrupts" "BA_INT_DANGER"
- }
- "ACT_BUSY_SIT_CHAIR"
- {
- "busy_anim" "ACT_BUSY_SIT_CHAIR"
- "entry_anim" "ACT_BUSY_SIT_CHAIR_ENTRY"
- "exit_anim" "ACT_BUSY_SIT_CHAIR_EXIT"
- "min_time" "30.0"
- "max_time" "40.0"
- "interrupts" "BA_INT_DANGER"
- }
- "ACT_BUSY_STAND"
- {
- "busy_anim" "ACT_BUSY_STAND"
- "min_time" "10.0"
- "max_time" "20.0"
- "interrupts" "BA_INT_DANGER"
- }
- "ACT_BUSY_QUEUE"
- {
- "busy_anim" "ACT_BUSY_QUEUE"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "food_queue_front"
- {
- "busy_sequence" "lineIdle01"
- "exit_sequence" "takepackage"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "sitcouchfeet1"
- { "busy_sequence" "sitcouchfeet1"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "sitcouchknees1"
- { "busy_sequence" "sitcouchknees1"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "sitchairtable1"
- { "busy_sequence" "sitchairtable1"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "sitcouch1"
- { "busy_sequence" "sitcouch1"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "sitccouchtv1"
- { "busy_sequence" "sitccouchtv1"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "laycouch1"
- { "busy_sequence" "laycouch1"
- "exit_sequence" "laycouch1_exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "laycouch1"
- {
- "busy_sequence" "laycouch1"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "Sit_Chair02"
- {
- "busy_sequence" "Sit_Chair02"
- "entry_sequence" "Idle_to_Sit_Chair02"
- "exit_sequence" "Sit_Chair02_to_Idle"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "Sit_Chair03"
- {
- "busy_sequence" "Sit_Chair03"
- "entry_sequence" "Idle_to_Sit_Chair03"
- "exit_sequence" "Sit_Chair03_to_Idle"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "drinker_sit_idle"
- {
- "busy_sequence" "drinker_sit_idle"
- "entry_sequence" "drinker_sit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "drinker_sit_idle_ss"
- {
- "busy_sequence" "drinker_sit_idle_ss"
- "entry_sequence" "drinker_sit_ss"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "railing_idle"
- {
- "busy_sequence" "railing_idle"
- //"entry_sequence" "railing_enter"
- "exit_sequence" "railing_exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "D1_C01a_Mary_kneel"
- {
- "busy_sequence" "canals_mary_postidle"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "D1_C03_Matt_sitground"
- {
- "busy_anim" "ACT_BUSY_SIT_GROUND"
- "entry_anim" "ACT_BUSY_SIT_GROUND_ENTRY"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "Cover_R"
- {
- "busy_sequence" "Cover_R"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "Cover_L"
- {
- "busy_sequence" "Cover_L"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "Coverlow_R"
- {
- "busy_sequence" "Coverlow_R"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "Coverlow_L"
- {
- "busy_sequence" "Coverlow_L"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
-
-//*****************************************************************************
-//************ Soldier actbusy section *************************************
-//*****************************************************************************
-
-
-
- "Cover_crouch"
- {
- "busy_sequence" "crouchidle_AB"
- "exit_sequence" "crouch_to_combat_stand"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_AMBUSH"
- }
-
- "Cover_crouch_B"
- {
- "busy_sequence" "crouchidle_AB"
- "exit_sequence" "crouchidle_ABexit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_AMBUSH"
- }
-
- "Signal_group"
- {
- "busy_sequence" "signal_group"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_AMBUSH"
- }
-
- "Idle_Alert"
- {
- "busy_sequence" "CombatIdle1"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_AMBUSH"
- }
-
- "Signal_Advance"
- {
- "busy_sequence" "CombatIdle1"
- "exit_sequence" "signal_advance"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_AMBUSH"
- }
-
- "LeanWall_Right"
- {
- "busy_sequence" "leanwall_right_idle"
- "exit_sequence" "leanwall_right_exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_AMBUSH"
- }
-
- "LeanWall_Corner_Right"
- {
- "busy_sequence" "leanwall_Corner_right_idle"
- "exit_sequence" "leanwall_Corner_right_exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_AMBUSH"
- }
-
- "LeanWall_Left"
- {
- "busy_sequence" "leanwall_left_idle"
- "exit_sequence" "leanwall_left_exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_AMBUSH"
- }
-
- "LeanWall_Left_B"
- {
- "busy_sequence" "leanwall_left_b_idle"
- "exit_sequence" "leanwall_left_b_exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_AMBUSH"
- }
-
- "LeanWall_CrouchLeft_A"
- {
- "busy_sequence" "leanwall_CrouchLeft_A_idle"
- "exit_sequence" "leanwall_CrouchLeft_A_exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_AMBUSH"
- }
-
- "LeanWall_CrouchLeft_B"
- {
- "busy_sequence" "leanwall_CrouchLeft_B_idle"
- "exit_sequence" "leanwall_CrouchLeft_B_exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_AMBUSH"
- }
-
- "LeanWall_CrouchLeft_C"
- {
- "busy_sequence" "leanwall_CrouchLeft_C_idle"
- "exit_sequence" "leanwall_CrouchLeft_C_exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_AMBUSH"
- }
-
- "LeanWall_CrouchLeft_D"
- {
- "busy_sequence" "leanwall_CrouchLeft_D_idle"
- "exit_sequence" "leanwall_CrouchLeft_D_exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_AMBUSH"
- }
-
-//*****************************************************************************
-//************ Metrocop actbusy section ************************************
-//*****************************************************************************
-
- "Crouch_idle_pistol_A"
- {
- "busy_sequence" "Crouch_idle_pistol"
- "exit_sequence" "Crouch_to_shootpistol"
- "min_time" "1.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_COMBAT"
- }
-
- "Crouch_idle_smg1_A"
- {
- "busy_sequence" "Crouch_idle_smg1"
- "exit_sequence" "Crouch_to_shootsmg1"
- "min_time" "1.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_COMBAT"
- }
-
- "Idle_harrassidle_A"
- {
- "busy_sequence" "harrassidle"
- "min_time" "1.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_COMBAT"
- }
-
-
-
-}
-
+// "act busy name" This is the name that a mapmaker must specify in the hint node.
+// {
+// "busy_anim" "Activity Name".
+// "entry_anim" "Activity Name"
+// "exit_anim" "Activity Name"
+// "busy_sequence" "Sequence Name". If specified, this is used over the activity name. Specify it in the hint node.
+// "entry_sequence" "Sequence Name". If specified, this is used over the entry anim.
+// "exit_sequence" "Sequence Name". If specified, this is used over the exit anim.
+// "busy_sound" "Sound Name". If specified, the NPC will play this sound when it plays the busy anim/seq. Can be a GameSound name or a response rules concept.
+// "entry_sound" "Sound Name". If specified, the NPC will play this sound when it plays the entry anim/seq. Can be a GameSound name or a response rules concept.
+// "exit_sound" "Sound Name". If specified, the NPC will play this sound when it plays the exit anim/seq. Can be a GameSound name or a response rules concept.
+// "min_time" "Minimum time to spend in this busy anim"
+// "max_time" "Maximum time to spend in this busy anim" 0 = only stop when interrupted by external event
+// "interrupts" One of:
+// "BA_INT_NONE" break out only when time runs out. No external influence will break me out.
+// "BA_INT_DANGER" break out of this anim only if threatened
+// "BA_INT_PLAYER" break out of this anim if I can see the player, or I'm threatened
+// "BA_INT_AMBUSH" someone please define this - I have no idea what it does
+// "BA_INT_COMBAT" break out of this anim if combat occurs in my line of sight (bullet hits, grenades, etc), -OR- the max time is reached
+// }
+//
+//
+"ActBusy.txt"
+{
+ "binoculars_idle"
+ {
+ "busy_sequence" "binoculars_idle"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_PLAYER"
+ }
+ "d2_coast03_PreBattle_Scan_Skies"
+ {
+ "busy_sequence" "d2_coast03_PreBattle_Scan_Skies"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_None"
+ }
+ "d2_coast03_PreBattle_Scan_Skies02"
+ {
+ "busy_sequence" "d2_coast03_PreBattle_Scan_Skies02"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_None"
+ }
+ "d2_coast03_PreBattle_Scan_Skies03"
+ {
+ "busy_sequence" "d2_coast03_PreBattle_Scan_Skies03"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_None"
+ }
+ "d2_coast03_PreBattle_Kneel_Idle"
+ {
+ "busy_sequence" "d2_coast03_PreBattle_Kneel_Idle"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_None"
+ }
+ "d2_coast03_PreBattle_Stand_Look"
+ {
+ "busy_sequence" "d2_coast03_PreBattle_Stand_Look"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_None"
+ }
+ "idle_alert_01"
+ {
+ "busy_sequence" "idle_alert_01"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_None"
+ }
+ "idle_alert_02"
+ {
+ "busy_sequence" "idle_alert_02"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_None"
+ }
+ "idle_relaxed_01"
+ {
+ "busy_sequence" "idle_relaxed_01"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_None"
+ }
+ "idle_relaxed_02"
+ {
+ "busy_sequence" "idle_relaxed_02"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_None"
+ }
+ "d1_town05_Leon_Lean_Table_Idle"
+ {
+ "busy_sequence" "d1_town05_Leon_Lean_Table_Idle"
+ "entry_sequence" "d1_town05_Leon_Lean_Table_Entry"
+ "exit_sequence" "d1_town05_Leon_Lean_Table_Exit"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_None"
+ }
+
+ "d1_t03_Sit_couch"
+ {
+ "busy_sequence" "d1_t03_Sit_couch"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_None"
+ }
+ "d1_t03_sit_couch_consoling"
+ {
+ "busy_sequence" "d1_t03_sit_couch_consoling"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_None"
+ }
+ "fear_reaction_Idle"
+ {
+ "busy_sequence" "fear_reaction_Idle"
+ "entry_sequence" "fear_reaction"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_None"
+ }
+ "cower_Idle"
+ {
+ "busy_sequence" "cower_Idle"
+ "entry_sequence" "cower"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_None"
+ }
+ "d1_t03_Sit_Bed"
+ {
+ "busy_sequence" "d1_t03_Sit_Bed"
+ "entry_sequence" "d1_t03_Sit_Bed_Entry"
+ "exit_sequence" "d1_t03_Sit_Bed_Exit"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_None"
+ }
+ "LineIdle01"
+ {
+ "busy_sequence" "LineIdle01"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_None"
+ }
+ "d1_t01_BreakRoom_WatchBreen"
+ {
+ "busy_sequence" "d1_t01_BreakRoom_WatchBreen"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_None"
+ }
+ "d1_t02_Plaza_Sit01_Idle"
+ {
+ "busy_sequence" "d1_t02_Plaza_Sit01_Idle"
+ "entry_sequence" "Idle_to_d1_t01_BreakRoom_Sit01"
+ "exit_sequence" "d1_t01_BreakRoom_Sit01_to_Idle"
+ "min_time" "20.0"
+ "max_time" "30.0"
+ "interrupts" "BA_INT_DANGER"
+ }
+ "d1_t02_Plaza_Sit02"
+ {
+ "busy_sequence" "d1_t02_Plaza_Sit02"
+ "entry_sequence" "d1_t01_BreakRoom_Sit02_Entry"
+ "exit_sequence" "d1_t01_BreakRoom_Sit02_Exit"
+ "min_time" "20.0"
+ "max_time" "30.0"
+ "interrupts" "BA_INT_DANGER"
+ }
+ "d1_t02_Playground_Cit2_Pockets"
+ {
+ "busy_sequence" "d1_t02_Playground_Cit2_Pockets"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_None"
+ }
+ "d1_t02_Playground_Cit1_Arms_Crossed"
+ {
+ "busy_sequence" "d1_t02_Playground_Cit1_Arms_Crossed"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_None"
+ }
+ "d1_t03_LookOutDoor"
+ {
+ "busy_sequence" "d1_t03_LookOutDoor"
+ "entry_sequence" "d1_t03_LookOutDoor_Entry"
+ "exit_sequence" "d1_t03_LookOutDoor_Exit"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_None"
+ }
+ "d1_t03_LookOutWindow"
+ {
+ "busy_sequence" "d1_t03_LookOutWindow"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_None"
+ }
+ "d1_t03_Tenements_Look_Out_Window_Idle"
+ {
+ "busy_sequence" "d1_t03_Tenements_Look_Out_Window_Idle"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_None"
+ }
+ "d1_t03_PreRaid_Peek_Idle"
+ {
+ "busy_sequence" "d1_t03_PreRaid_Peek_Idle"
+ "exit_sequence" "d1_t03_Preraid_Peek_Exit"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_None"
+ }
+ "d1_t01_Clutch_Chainlink_Idle"
+ {
+ "busy_sequence" "d1_t01_Clutch_Chainlink_Idle"
+ "entry_sequence" "d1_t01_Clutch_Chainlink_Entry"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_None"
+ }
+ "d1_t01_BreakRoom_Sit01_Idle"
+ {
+ "busy_sequence" "d1_t01_BreakRoom_Sit01_Idle"
+ "entry_sequence" "Idle_to_d1_t01_BreakRoom_Sit01"
+ "exit_sequence" "d1_t01_BreakRoom_Sit01_to_Idle"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_None"
+ }
+ "d1_t01_BreakRoom_Sit02"
+ {
+ "busy_sequence" "d1_t01_BreakRoom_Sit02"
+ "entry_sequence" "d1_t01_BreakRoom_Sit02_Entry"
+ "exit_sequence" "d1_t01_BreakRoom_Sit02_Exit"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_None"
+ }
+ "d1_t01_BreakRoom_WatchClock_Sit"
+ {
+ "busy_sequence" "d1_t01_BreakRoom_WatchClock_Sit"
+ "entry_sequence" "d1_t01_BreakRoom_WatchClock_Sit_Entry"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_NONE"
+ }
+ "d1_t01_BreakRoom_WatchClock_Sit_MX"
+ {
+ "busy_sequence" "d1_t01_BreakRoom_WatchClock_Sit_MX"
+ "entry_sequence" "d1_t01_BreakRoom_WatchClock_Sit_Entry_MX"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_NONE"
+ }
+ "ACT_BUSY_LEAN_LEFT"
+ {
+ "busy_anim" "ACT_BUSY_LEAN_LEFT"
+ "entry_anim" "ACT_BUSY_LEAN_LEFT_ENTRY"
+ "exit_anim" "ACT_BUSY_LEAN_LEFT_EXIT"
+ "min_time" "10.0"
+ "max_time" "20.0"
+ "interrupts" "BA_INT_PLAYER"
+ }
+ "Lean_Left"
+ {
+ "busy_sequence" "Lean_Left"
+ "entry_anim" "ACT_BUSY_LEAN_LEFT_ENTRY"
+ "exit_sequence" "photo_react_startle"
+ "min_time" "0"
+ "max_time" "0"
+ "interrupts" "BA_INT_NONE"
+ }
+ "ACT_BUSY_LEAN_BACK"
+ {
+ "busy_anim" "ACT_BUSY_LEAN_BACK"
+ "entry_anim" "ACT_BUSY_LEAN_BACK_ENTRY"
+ "exit_anim" "ACT_BUSY_LEAN_BACK_EXIT"
+ "min_time" "10.0"
+ "max_time" "20.0"
+ "interrupts" "BA_INT_PLAYER"
+ }
+ "lean_back"
+ {
+ "busy_sequence" "lean_back"
+ "entry_anim" "ACT_BUSY_LEAN_BACK_ENTRY"
+ "exit_anim" "ACT_BUSY_LEAN_BACK_EXIT"
+ "min_time" "0"
+ "max_time" "0"
+ "interrupts" "BA_INT_NONE"
+ }
+ "ACT_BUSY_SIT_GROUND"
+ {
+ "busy_anim" "ACT_BUSY_SIT_GROUND"
+ "entry_anim" "ACT_BUSY_SIT_GROUND_ENTRY"
+ "exit_anim" "ACT_BUSY_SIT_GROUND_EXIT"
+ "min_time" "20.0"
+ "max_time" "30.0"
+ "interrupts" "BA_INT_DANGER"
+ }
+ "ACT_BUSY_SIT_CHAIR"
+ {
+ "busy_anim" "ACT_BUSY_SIT_CHAIR"
+ "entry_anim" "ACT_BUSY_SIT_CHAIR_ENTRY"
+ "exit_anim" "ACT_BUSY_SIT_CHAIR_EXIT"
+ "min_time" "30.0"
+ "max_time" "40.0"
+ "interrupts" "BA_INT_DANGER"
+ }
+ "ACT_BUSY_STAND"
+ {
+ "busy_anim" "ACT_BUSY_STAND"
+ "min_time" "10.0"
+ "max_time" "20.0"
+ "interrupts" "BA_INT_DANGER"
+ }
+ "ACT_BUSY_QUEUE"
+ {
+ "busy_anim" "ACT_BUSY_QUEUE"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_NONE"
+ }
+ "food_queue_front"
+ {
+ "busy_sequence" "lineIdle01"
+ "exit_sequence" "takepackage"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_NONE"
+ }
+ "sitcouchfeet1"
+ { "busy_sequence" "sitcouchfeet1"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_NONE"
+ }
+ "sitcouchknees1"
+ { "busy_sequence" "sitcouchknees1"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_NONE"
+ }
+ "sitchairtable1"
+ { "busy_sequence" "sitchairtable1"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_NONE"
+ }
+ "sitcouch1"
+ { "busy_sequence" "sitcouch1"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_NONE"
+ }
+ "sitccouchtv1"
+ { "busy_sequence" "sitccouchtv1"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_NONE"
+ }
+ "laycouch1"
+ { "busy_sequence" "laycouch1"
+ "exit_sequence" "laycouch1_exit"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_NONE"
+ }
+ "laycouch1"
+ {
+ "busy_sequence" "laycouch1"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_NONE"
+ }
+ "Sit_Chair02"
+ {
+ "busy_sequence" "Sit_Chair02"
+ "entry_sequence" "Idle_to_Sit_Chair02"
+ "exit_sequence" "Sit_Chair02_to_Idle"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_NONE"
+ }
+ "Sit_Chair03"
+ {
+ "busy_sequence" "Sit_Chair03"
+ "entry_sequence" "Idle_to_Sit_Chair03"
+ "exit_sequence" "Sit_Chair03_to_Idle"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_NONE"
+ }
+ "drinker_sit_idle"
+ {
+ "busy_sequence" "drinker_sit_idle"
+ "entry_sequence" "drinker_sit"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_NONE"
+ }
+ "drinker_sit_idle_ss"
+ {
+ "busy_sequence" "drinker_sit_idle_ss"
+ "entry_sequence" "drinker_sit_ss"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_NONE"
+ }
+ "railing_idle"
+ {
+ "busy_sequence" "railing_idle"
+ //"entry_sequence" "railing_enter"
+ "exit_sequence" "railing_exit"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_NONE"
+ }
+ "D1_C01a_Mary_kneel"
+ {
+ "busy_sequence" "canals_mary_postidle"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_NONE"
+ }
+ "D1_C03_Matt_sitground"
+ {
+ "busy_anim" "ACT_BUSY_SIT_GROUND"
+ "entry_anim" "ACT_BUSY_SIT_GROUND_ENTRY"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_NONE"
+ }
+ "Cover_R"
+ {
+ "busy_sequence" "Cover_R"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_NONE"
+ }
+ "Cover_L"
+ {
+ "busy_sequence" "Cover_L"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_NONE"
+ }
+ "Coverlow_R"
+ {
+ "busy_sequence" "Coverlow_R"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_NONE"
+ }
+ "Coverlow_L"
+ {
+ "busy_sequence" "Coverlow_L"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_NONE"
+ }
+
+//*****************************************************************************
+//************ Soldier actbusy section *************************************
+//*****************************************************************************
+
+
+
+ "Cover_crouch"
+ {
+ "busy_sequence" "crouchidle_AB"
+ "exit_sequence" "crouch_to_combat_stand"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_AMBUSH"
+ }
+
+ "Cover_crouch_B"
+ {
+ "busy_sequence" "crouchidle_AB"
+ "exit_sequence" "crouchidle_ABexit"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_AMBUSH"
+ }
+
+ "Signal_group"
+ {
+ "busy_sequence" "signal_group"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_AMBUSH"
+ }
+
+ "Idle_Alert"
+ {
+ "busy_sequence" "CombatIdle1"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_AMBUSH"
+ }
+
+ "Signal_Advance"
+ {
+ "busy_sequence" "CombatIdle1"
+ "exit_sequence" "signal_advance"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_AMBUSH"
+ }
+
+ "LeanWall_Right"
+ {
+ "busy_sequence" "leanwall_right_idle"
+ "exit_sequence" "leanwall_right_exit"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_AMBUSH"
+ }
+
+ "LeanWall_Corner_Right"
+ {
+ "busy_sequence" "leanwall_Corner_right_idle"
+ "exit_sequence" "leanwall_Corner_right_exit"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_AMBUSH"
+ }
+
+ "LeanWall_Left"
+ {
+ "busy_sequence" "leanwall_left_idle"
+ "exit_sequence" "leanwall_left_exit"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_AMBUSH"
+ }
+
+ "LeanWall_Left_B"
+ {
+ "busy_sequence" "leanwall_left_b_idle"
+ "exit_sequence" "leanwall_left_b_exit"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_AMBUSH"
+ }
+
+ "LeanWall_CrouchLeft_A"
+ {
+ "busy_sequence" "leanwall_CrouchLeft_A_idle"
+ "exit_sequence" "leanwall_CrouchLeft_A_exit"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_AMBUSH"
+ }
+
+ "LeanWall_CrouchLeft_B"
+ {
+ "busy_sequence" "leanwall_CrouchLeft_B_idle"
+ "exit_sequence" "leanwall_CrouchLeft_B_exit"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_AMBUSH"
+ }
+
+ "LeanWall_CrouchLeft_C"
+ {
+ "busy_sequence" "leanwall_CrouchLeft_C_idle"
+ "exit_sequence" "leanwall_CrouchLeft_C_exit"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_AMBUSH"
+ }
+
+ "LeanWall_CrouchLeft_D"
+ {
+ "busy_sequence" "leanwall_CrouchLeft_D_idle"
+ "exit_sequence" "leanwall_CrouchLeft_D_exit"
+ "min_time" "0.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_AMBUSH"
+ }
+
+//*****************************************************************************
+//************ Metrocop actbusy section ************************************
+//*****************************************************************************
+
+ "Crouch_idle_pistol_A"
+ {
+ "busy_sequence" "Crouch_idle_pistol"
+ "exit_sequence" "Crouch_to_shootpistol"
+ "min_time" "1.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_COMBAT"
+ }
+
+ "Crouch_idle_smg1_A"
+ {
+ "busy_sequence" "Crouch_idle_smg1"
+ "exit_sequence" "Crouch_to_shootsmg1"
+ "min_time" "1.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_COMBAT"
+ }
+
+ "Idle_harrassidle_A"
+ {
+ "busy_sequence" "harrassidle"
+ "min_time" "1.0"
+ "max_time" "0.0"
+ "interrupts" "BA_INT_COMBAT"
+ }
+
+
+
+}
+