export fred {
	camera	maps/user/fred/marscity/window.mb -dest models/md5/cinematics/marscity/window_camera
	camera	maps/fred/marscity/hangar.mb -range 30 100 -dest models/md5/cinematics/marscity/hangar_cam_a
	camera	maps/fred/marscity/hangar.mb -range 101 200 -dest models/md5/cinematics/marscity/hangar_cam_b
	camera	maps/fred/marscity/hangar.mb -range 201 267 -dest models/md5/cinematics/marscity/hangar_cam_c
	camera	maps/fred/marscity/hangar.mb -range 268 389 -dest models/md5/cinematics/marscity/hangar_cam_d
	camera	maps/fred/marscity/hangar_characters.mb -range 360 678 -dest models/md5/cinematics/marscity/hangar_cam_e
	camera	maps/fred/marscity/hangar_characters.mb -range 679 766 -dest models/md5/cinematics/marscity/hangar_cam_f
	camera	maps/fred/marscity/hangar_characters.mb -range 767 863 -dest models/md5/cinematics/marscity/hangar_cam_g
	camera	maps/fred/marscity/hangar_characters.mb -range 864 937 -dest models/md5/cinematics/marscity/hangar_cam_h
	camera	maps/fred/marscity/hangar_characters.mb -range 938 980 -dest models/md5/cinematics/marscity/hangar_cam_i
	camera	maps/fred/marscity/hangar_characters.mb -range 981 1050 -dest models/md5/cinematics/marscity/hangar_cam_j
	camera	maps/fred/marscity/hangar_characters.mb -range 1051 1125 -dest models/md5/cinematics/marscity/hangar_cam_k
	camera	maps/fred/marscity/hangar_characters.mb -range 1126 1236 -dest models/md5/cinematics/marscity/hangar_cam_l

//	camera	maps/fred/marscity/betrugercin1.mb -dest models/md5/cinematics/marscity/betrugercin1_cam
	camera	maps/fred/marscity/betrugercin1.mb -range 1 54 -dest models/md5/cinematics/marscity/betrugercin1_cam_a
	camera	maps/fred/marscity/betrugercin1.mb -range 55 92 -dest models/md5/cinematics/marscity/betrugercin1_cam_b
	camera	maps/fred/marscity/betrugercin1.mb -range 93 137 -dest models/md5/cinematics/marscity/betrugercin1_cam_c
	camera	maps/fred/marscity/betrugercin1.mb -range 138 1737 -dest models/md5/cinematics/marscity/betrugercin1_cam_d

	camera	maps/fred/marscity/reception.mb -range 24 100 -dest models/md5/cinematics/marscity/receptioncin1_camera_a
	camera	maps/fred/marscity/reception.mb -range 101 145 -dest models/md5/cinematics/marscity/receptioncin1_camera_b
	camera	maps/fred/marscity/reception.mb -range 146 339 -dest models/md5/cinematics/marscity/receptioncin1_camera_c
	camera	maps/fred/marscity/reception.mb -range 340 475 -dest models/md5/cinematics/marscity/receptioncin1_camera_d
	camera	maps/fred/marscity/reception.mb -range 476 803 -dest models/md5/cinematics/marscity/receptioncin1_camera_e
	camera	maps/fred/marscity/reception.mb -range 804 820 -dest models/md5/cinematics/marscity/receptioncin1_camera_f


	camera	maps/fred/marscity/sargecin_eric.mb -dest models/md5/cinematics/marscity/sargecin_cam

	camera	maps/fred/marscity/sargecin_eric.mb -range 120 176 -dest models/md5/cinematics/marscity/sargecin_cam1
	camera	maps/user/fred/marscity/sargecin_eric.mb -range 177 380 -dest models/md5/cinematics/marscity/sargecin_cam2
	camera	maps/fred/marscity/sargecin_eric.mb -range 381 555 -dest models/md5/cinematics/marscity/sargecin_cam3
	camera	maps/user/fred/marscity/sargecin_eric.mb -range 556 700 -dest models/md5/cinematics/marscity/sargecin_cam4
	camera	maps/fred/marscity/sargecin_eric.mb -range 701 814 -dest models/md5/cinematics/marscity/sargecin_cam5
	camera	maps/user/fred/marscity/sargecin_eric.mb -range 815 920 -dest models/md5/cinematics/marscity/sargecin_cam6
	camera	maps/fred/marscity/sargecin_eric.mb -range 921 960 -dest models/md5/cinematics/marscity/sargecin_cam7

	camera	maps/kevinc/marscity/IPN_News_Body.mb -range 0 4500 -dest models/md5/cinematics/marscity/ipn_news_cam


	camera	maps/eric/marscity/sci_team_request.mb -dest models/md5/cinematics/marscity/sci_team_request_cam

	options -prefix CHAIR_

	mesh	maps/fred/marscity/office1.mb -dest models/md5/environments/marscitychair1
	anim	maps/fred/marscity/office1.mb -dest models/md5/environments/marscitychair1

	options -prefix HANGAR_

	mesh 	maps/fred/marscity/hangar.mb -range 30 1271 -dest models/md5/cinematics/marscity/marscityhangar
	anim 	maps/fred/marscity/hangar.mb -range 30 1271 -dest models/md5/cinematics/marscity/marscityhangar
}

entityDef marscity_cinematic_cam {
	"editor_color"					"1 .5 0"
	"editor_mins"					"-16 -16 0"
	"editor_maxs"					"16 16 64"
	
	"spawnclass"					"idCameraAnim"

	"anim betrugercin1"				"models/md5/cinematics/marscity/betrugercin1_cam.camera"
	"anim betrugercin1_a"			"models/md5/cinematics/marscity/betrugercin1_cam_a.camera"
	"anim betrugercin1_b"			"models/md5/cinematics/marscity/betrugercin1_cam_b.camera"
	"anim betrugercin1_c"			"models/md5/cinematics/marscity/betrugercin1_cam_c.camera"
	"anim betrugercin1_d"			"models/md5/cinematics/marscity/betrugercin1_cam_d.camera"


	"anim reception_a"				"models/md5/cinematics/marscity/receptioncin1_camera_a.camera"
	"anim reception_b"				"models/md5/cinematics/marscity/receptioncin1_camera_b.camera"
	"anim reception_c"				"models/md5/cinematics/marscity/receptioncin1_camera_c.camera"
	"anim reception_d"				"models/md5/cinematics/marscity/receptioncin1_camera_d.camera"
	"anim reception_e"				"models/md5/cinematics/marscity/receptioncin1_camera_e.camera"
	"anim reception_f"				"models/md5/cinematics/marscity/receptioncin1_camera_f.camera"

	"anim hangar_a"					"models/md5/cinematics/marscity/hangar_cam_a.camera"
	"anim hangar_b"					"models/md5/cinematics/marscity/hangar_cam_b.camera"
	"anim hangar_c"					"models/md5/cinematics/marscity/hangar_cam_c.camera"
	"anim hangar_d"					"models/md5/cinematics/marscity/hangar_cam_d.camera"
	"anim hangar_e"					"models/md5/cinematics/marscity/hangar_cam_e.camera"

	"anim hangar_f"					"models/md5/cinematics/marscity/hangar_cam_f.camera"
	"anim hangar_g"					"models/md5/cinematics/marscity/hangar_cam_g.camera"
	"anim hangar_h"					"models/md5/cinematics/marscity/hangar_cam_h.camera"
	"anim hangar_i"					"models/md5/cinematics/marscity/hangar_cam_i.camera"
	"anim hangar_j"					"models/md5/cinematics/marscity/hangar_cam_j.camera"
	"anim hangar_k"					"models/md5/cinematics/marscity/hangar_cam_k.camera"
	"anim hangar_l"					"models/md5/cinematics/marscity/hangar_cam_l.camera"

	"anim window"					"models/md5/cinematics/marscity/window_camera.camera"
	"anim sargecin"					"models/md5/cinematics/marscity/sargecin_cam.camera"

	
	"anim sargecin1"				"models/md5/cinematics/marscity/sargecin_cam1.camera"
	"anim sargecin2"				"models/md5/cinematics/marscity/sargecin_cam2.camera"
	"anim sargecin3"				"models/md5/cinematics/marscity/sargecin_cam3.camera"
	"anim sargecin4"				"models/md5/cinematics/marscity/sargecin_cam4.camera"
	"anim sargecin5"				"models/md5/cinematics/marscity/sargecin_cam5.camera"
	"anim sargecin6"				"models/md5/cinematics/marscity/sargecin_cam6.camera"
	"anim sargecin7"				"models/md5/cinematics/marscity/sargecin_cam7.camera"

	"anim ipn_news"					"models/md5/cinematics/marscity/ipn_news_cam.camera"
}

entityDef marscity_sci_team_request_cam {
	"editor_color"					"1 .5 0"
	"editor_mins"					"-16 -16 0"
	"editor_maxs"					"16 16 64"
	
	"spawnclass"					"idCameraAnim"

	"anim sci_team_request"			"models/md5/cinematics/marscity/sci_team_request_cam"
}

model marscity_ship {
	mesh							models/md5/cinematics/marscity/spaceship.md5mesh
	skin							skins/dropship.skin 
	anim window						models/md5/cinematics/marscity/windowship.md5anim {
	frame 1							sound_global marscity_music_intro_cutscene
	frame 6							sound_global marscity_gui_intro_cutscene
	frame 671						sound_global marscity_rocketintro_cutscene2
	frame 675						sound_global marscity_rocketintro_vo	
	frame 675						sound_global marscity_rocketintro_cutscene
	frame 900						trigger tim_func_static_2337
	}
	 
	anim bind						models/md5/cinematics/marscity/spaceship_bindme.md5anim
}

entityDef marscity_ship {
	"inherit"						"cin_base"
	"model"							"marscity_ship"
	"anim"							"window"
	"cinematic"						"1"
}

model marscity_ship2 {
	mesh							models/md5/cinematics/marscity/hangarship.md5mesh
	skin							skins/dropship.skin 
	anim hangar_a					models/md5/cinematics/marscity/hangarship_a.md5anim {
		frame 54						trigger func_emitter_37
		frame 54						trigger func_emitter_38
		frame 54						trigger func_emitter_39
		frame 54						trigger func_emitter_99
		frame 54						trigger func_emitter_101
		frame 54						trigger func_emitter_102
	}
	anim hangar_b					models/md5/cinematics/marscity/hangarship_b.md5anim {
		frame 1							skin skins/dropshipns.skin
	}
	anim hangar_c					models/md5/cinematics/marscity/hangarship_c.md5anim {
		frame 1							skin skins/dropshipns.skin
	}
	anim hangar_d					models/md5/cinematics/marscity/hangarship_d.md5anim {
		frame 1							call map_marscity1::move_hangar_fog
	}
	anim bind						models/md5/cinematics/marscity/smallbind.md5anim
}

entityDef marscity_ship2 {
	"inherit"						"cin_base"
	"model"							"marscity_ship2"
	"anim"							"hangar_a"
	"num_anims"						"4"
	"anim1"							"hangar_a"
	"anim2"							"hangar_b"
	"anim3"							"hangar_c"
	"anim4"							"hangar_d"
	"cinematic"						"1"
}

model marscity_ship3 {
	mesh							models/md5/cinematics/marscity/spaceship.md5mesh
	skin							skins/dropship.skin 
	anim hangarend					models/md5/cinematics/marscity/hangarshipbigend.md5anim {
		frame 140						trigger shipinnerlight
		frame 140						trigger trigger_remove_gui_block

		frame 154						trigger func_emitter_doorleft
		frame 154						trigger func_emitter_doorright
		frame 120						trigger func_emitter_dropshifloor
					
		frame 775						trigger shipbot1
		frame 775						trigger shipbot2
		frame 775						trigger shipbot3
		frame 775						trigger shipbot4
		frame 775						trigger shipbot5
		frame 775						trigger shipbot6
		frame 782						trigger shipinnerlight
		frame 782						sound_global ship_liftoff
	}
	anim hangarloop					models/md5/cinematics/marscity/hangarshipbigendloop.md5anim
	anim bind						models/md5/cinematics/marscity/spaceship_bindme.md5anim
}

entityDef marscity_ship3 {
	"inherit"						"cin_base"
	"model"							"marscity_ship3"
	"anim"							"hangarend"
	"loop_last_anim"				"1"
	"auto_advance"					"1"
	"num_anims"						"2"
	"anim1"							"hangarend"
	"anim2"							"hangarloop"
	"cinematic"						"1"
}

model marscity_security_goggles_pda_head {
	mesh							models/md5/characters/npcs/heads/goggles.md5mesh
	channel eyelids					( Ruplid Rlolid Luplid Llolid )
	
	anim blink						models/md5/characters/npcs/heads/gogglesblink.md5anim
	anim idle						models/md5/characters/npcs/heads/gogglesidle.md5anim
	anim stand						models/md5/characters/npcs/heads/gogglesidle.md5anim
	anim talk_trigger				models/md5/heads/security_goggles/marscity/sec_hangar_trigger.md5anim {
		frame 1						sound_voice snd_talk_trigger
	}
	anim talk_primary				models/md5/heads/security_goggles/marscity/sec_hangar_primary.md5anim {
		frame 1						sound_voice snd_talk_primary
	}
	anim talk_secondary1			models/md5/heads/security_goggles/marscity/sec_hangar_secondary_1.md5anim {
		frame 1						sound_voice snd_talk_secondary
	}
	anim talk_secondary2			models/md5/heads/security_goggles/marscity/sec_hangar_secondary_2.md5anim {
		frame 1						sound_voice snd_talk_secondary2
	}
}

model marscity_security_goggles_pda {
	inherit							npc_security
	anim stand						models/md5/chars/PDA_idle_look.md5anim
	anim talk_trigger				models/md5/chars/PDA_talk_security_guard.md5anim
	anim talk_primary				models/md5/chars/PDA_talk.md5anim
	anim talk_secondary1			models/md5/chars/PDA_talk.md5anim
	anim talk_secondary2			models/md5/chars/PDA_talk.md5anim
}

entityDef marscity_security_goggles_pda {
	"inherit"						"npc_base"
	"def_head"						"marscity_security_goggles_pda_head"
	"model"							"marscity_security_goggles_pda"
	"head_joint"					"Shoulders"
	"talk_no_turn"					"1"
	"talktime"						"0"
	"talkradius"					"384"

	"copy_joint_world eyecontrol"	""

	"ik_numLegs"					"0"
	"ik_footSize"					"0"
	
	"head_focus_rate"				"0.1"

	"look_joint Waist"				".1 .1 0"
	"look_joint Chest"				".1 .1 0"
	"look_joint Shoulders"			".2 .2 0"
	"look_joint headcontrol"		".4 .4 0"
	"look_joint Ruparm"				"0 0 0"
	"look_joint Luparm"				"0 0 0"
	
	"talk0_blendin"					"8"
	"talk0_blendout"				"8"
	"talk1_blendin"					"8"
	"talk1_blendout"				"8"
	"talk2_blendin"					"8"
	"talk2_blendout"				"8"

	"eye_turn_min"					"-20 -30 0"
	"eye_turn_max"					"20 30 0"
	
	"def_attach"					"pda_marscity_security_goggles_pda"
	"def_dropDeathItem"				"pda_marscity_security_goggles_pda"
	"dropDeathItemJoint"			"pda"
	"dropDeathItemRotation"			"0 0 0"
	
	"snd_talk_trigger"				"marscity_sec_hangar_trigger"
	"snd_talk_primary"				"marscity_sec_hangar_primary"
	"snd_talk_secondary"			"marscity_sec_hangar_secondary1"
	"snd_talk_secondary2"			"marscity_sec_hangar_secondary2"
}

model marscity_civilian1_head {
	mesh							models/md5/characters/npcs/heads/h1.md5mesh
	channel eyelids					( Ruplid Rlolid Luplid Llolid )
	
	anim blink						models/md5/characters/npcs/heads/h1blink.md5anim
	anim idle						models/md5/characters/npcs/heads/h1idle.md5anim
	anim stand						models/md5/characters/npcs/heads/h1idle.md5anim
	anim talk_trigger				models/md5/heads/old/marscity/civ1_1.md5anim {
		frame 1						sound_voice snd_talk_trigger
	}
	anim talk_primary				models/md5/heads/old/marscity/civ1_2.md5anim {
		frame 1						sound_voice snd_talk_primary
	}
	anim talk_secondary1			models/md5/heads/old/marscity/civ1_3.md5anim {
		frame 1						sound_voice snd_talk_secondary
	}
	anim talk_secondary2			models/md5/heads/old/marscity/civ1_4.md5anim {
		frame 1						sound_voice snd_talk_secondary2
	}
}

model marscity_civilian1 {
	mesh							models/md5/chars/labcoat.md5mesh
	channel torso					( *Waist )
	channel legs					( origin Body Body2 *Hips -*Waist SPINNER eyecontrol chair)
	
	anim af_pose					models/md5/chars/af_pose.md5anim
	anim ik_pose					models/md5/chars/af_pose.md5anim

	anim stand						models/md5/chars/mc_civ1_idle.md5anim {
		frame 1							event disableEyeFocus
	} 
	anim idle						models/md5/chars/mc_civ1_secondary2.md5anim {
		frame 1							event disableEyeFocus
	} 				
	anim talk_trigger				models/md5/chars/mc_civ1_trigger.md5anim {
		frame 1							event enableEyeFocus
	} 
	anim talk_primary				models/md5/chars/mc_civ1_primary.md5anim {
		frame 1							event enableEyeFocus
	} 
	anim talk_secondary1			models/md5/chars/mc_civ1_secondary1.md5anim {
		frame 1							event enableEyeFocus
	} 
	anim talk_secondary2			models/md5/chars/mc_civ1_secondary2.md5anim {
		frame 1							event disableEyeFocus
	} 
}

entityDef marscity_civilian1 {
	"inherit"						"npc_base"
	"model"							"marscity_civilian1"
	"scriptobject"					"character"

	"copy_joint_world eyecontrol"	""
	
	"size"							"32 32 38"
	"editor_mins"					"-16 -16 0"
	"editor_maxs"					"16 16 64"
	"ik_numLegs"					"0"
	"ik_footSize"					"0"

	"look_joint Waist"				"0 0 0"
	"look_joint Chest"				"0 0 0"
	"look_joint Shoulders"			"0 0 0"
	"look_joint headcontrol"		".7 .7 0"
	"look_joint Ruparm"				"0 0 0"
	"look_joint Luparm"				"0 0 0"
	"talk_no_turn"					"1"
	"no_cower"						"1"
	"ignore_push"					"1"
	
	"talktime"						"0"
	"talkradius"					"384"
	
	"head_focus_rate"				"0.1"
	
	"talk0_blendin"					"8"
	"talk0_blendout"				"8"
	"talk1_blendin"					"8"
	"talk1_blendout"				"8"
	"talk2_blendin"					"8"
	"talk2_blendout"				"8"

	"def_head"						"marscity_civilian1_head"
	"head_joint"					"Shoulders"

	"snd_talk_trigger"				"marscity_civilian1_trigger"
	"snd_talk_primary"				"marscity_civilian1_primary"
	"snd_talk_secondary"			"marscity_civilian1_secondary1"
	"snd_talk_secondary2"			"marscity_civilian1_secondary2"
}

model char_labcoat_black {
	inherit							npc_labcoat
	anim pda_idle_look				models/md5/chars/PDA_idle_look.md5anim
	anim pda_idle					models/md5/chars/PDA_idle.md5anim
	anim pda_talk					models/md5/chars/PDA_talk.md5anim
	anim gui_operate				models/md5/chars/gui_operate_daniel.md5anim
	anim operate_computer6			models/md5/chars/operate_computer_loop3.md5anim
}

entityDef char_labcoat_black {
	"inherit"						"npc_base"

	"copy_joint_world eyecontrol"	""
	
	"head_focus_rate"				"0.1"

	"look_joint Waist"				".1 .1 0"
	"look_joint Chest"				".1 .1 0"
	"look_joint Shoulders"			".2 .2 0"
	"look_joint headcontrol"		".4 .4 0"
	"look_joint Ruparm"				"0 0 0"
	"look_joint Luparm"				"0 0 0"
	
	"model"							"char_labcoat_black"
	"skin"							"skins/characters/npcs/soldier_black"
	"eye_verticle_offset"			"0"
	"def_head"						"head_black"
	"head_joint"					"Shoulders"
}

model marscity_sec_checkin {	
	inherit							npc_security

	anim idle							models/md5/cinematics/marscity/sec_checkin_idle.md5anim {
		frame 1							event disableEyeFocus
	} 
	anim idlenorot						models/md5/cinematics/marscity/sec_checkin_idle_norot.md5anim {
		frame 1							event disableEyeFocus
	} 
	anim stand							models/md5/cinematics/marscity/sec_checkin_idle.md5anim {
		frame 1							event disableEyeFocus
	} 
	
	anim welcome						models/md5/cinematics/marscity/sec_checkin_welcome.md5anim {
		frame 1							event disableEyeFocus
		frame 7							event enableEyeFocus
		frame 40 						event disableEyeFocus
	} 
	anim need							models/md5/cinematics/marscity/sec_checkin_need.md5anim  {
		frame 1							event disableEyeFocus
		frame 3							event enableEyeFocus
		frame 17						event disableEyeFocus
		frame 35 						event enableEyeFocus
		frame 48 						event disableEyeFocus
		frame 110 						event enableEyeFocus
		frame 125 						event disableEyeFocus
			
	} 
	anim cleared						models/md5/cinematics/marscity/sec_checkin_cleared.md5anim {
		frame 1							event disableEyeFocus
		frame 55						event enableEyeFocus
		frame 76						event disableEyeFocus
	}  
	anim hold							models/md5/cinematics/marscity/sec_checkin_holdstill.md5anim {
		frame 1							event disableEyeFocus
		frame 12						event enableEyeFocus
		frame 53						event disableEyeFocus
	}  
	anim waisting						models/md5/cinematics/marscity/sec_checkin_waisting.md5anim {
		frame 1							event disableEyeFocus
		frame 10 						event enableEyeFocus
		frame 38						event disableEyeFocus
	}  
	anim letmeget						models/md5/cinematics/marscity/sec_checkin_letmeget.md5anim {
		frame 1							event disableEyeFocus
	}  
}

entityDef marscity_sec_checkin {	
	"inherit"						"npc_base"
	"model"							"marscity_sec_checkin"
	"anim"							"idle"
	"size"							""
	"ik_numlegs"					"0"
	"look_joint Waist"				"0 0 0"
	"look_joint Chest"				"0 0 0"
	"look_joint Shoulders"			"0 0 0"
	"look_joint headcontrol"		".6 .6 0"
	"look_joint Ruparm"				"0 0 0"
	"look_joint Luparm"				"0 0 0"

	"def_head"						"marscity_sec_checkin_head"
	"head_joint"					"Shoulders"
	"sound_bone"					"headcontrol"

	"copy_joint_world eyecontrol"	""

	"def_attach"					"prop_soft_desk_chair2"

	"snd_welcome"					"marscity_sec_checkin_welcome"
	"snd_need"						"marscity_sec_checkin_need"
	"snd_hold"						"marscity_sec_checkin_hold"
	"snd_waisting"					"marscity_sec_checkin_waisting"
	"snd_letmeget"					"marscity_sec_checkin_letmeget"
	"snd_cleared"					"marscity_sec_checkin_cleared"
}

model marscity_sec_checkin_head {
	skin 							skins/characters/npcs/prettyoldhead.skin
	mesh							models/md5/characters/npcs/heads/h2.md5mesh
	channel eyelids					( Ruplid Rlolid Luplid Llolid )
	
	anim idle						models/md5/characters/npcs/heads/h2idle.md5anim {
	}
	anim stand						models/md5/characters/npcs/heads/h2idle.md5anim
	anim blink						models/md5/characters/npcs/heads/h2blink.md5anim
	anim cleared						models/md5/characters/npcs/heads/marscity/checkin_cleared.md5anim {
		frame 1							sound_voice snd_cleared									
	}
	anim need						models/md5/characters/npcs/heads/marscity/checkin_gonnaneed.md5anim {
		frame 1							sound_voice snd_need	
	}
	anim hold						models/md5/characters/npcs/heads/marscity/checkin_holdstill.md5anim {
		frame 1							sound_voice snd_hold									
	}
	anim letmeget						models/md5/characters/npcs/heads/marscity/checkin_letmeget.md5anim {
		frame 1							sound_voice snd_letmeget						
	}
	anim waisting						models/md5/characters/npcs/heads/marscity/checkin_waisting.md5anim {
		frame 1							sound_voice snd_waisting								
	}
	anim welcome						models/md5/characters/npcs/heads/marscity/checkin_welcome.md5anim {
		frame 1							sound_voice snd_welcome									
	}
}

model char_security_goggles_pistol {
	inherit							npc_security
}

entityDef char_security_goggles_pistol {
	"inherit"						"npc_base"
	"model"							"char_security_goggles_pistol"
	"def_head"						"head_security_goggles"
	"head_joint"					"Shoulders"

	"copy_joint_world eyecontrol"	""

	"def_attach"					"prop_pistol"
	"def_dropDeathItem"				"moveable_item_pistol"
	"dropDeathItemJoint"			"pistol"
}

model marscity_suit_young_chair {
	inherit							npc_suit	
	
	anim stand						models/md5/chars/operate_computer_sitting_higher.md5anim
	anim idle					    models/md5/chars/operate_computer_sitting_higher.md5anim

	anim cower						models/md5/chars/operate_computer_sitting_higher.md5anim
	anim turn_left					models/md5/chars/operate_computer_sitting_higher.md5anim
	anim turn_right					models/md5/chars/operate_computer_sitting_higher.md5anim
}

entityDef marscity_suit_young_chair {
	"inherit"						"npc_base"
	"model"							"marscity_suit_young_chair"
	"def_head"						"head_young"
	"head_joint"					"Shoulders"
	"ignore_push"					"1"
	"anim"							"idle"
	"ik_numLegs"					"0"

	"copy_joint_world eyecontrol"	""

	"def_attach"					"prop_soft_desk_chair2"
	"def_dropDeathItem"				"moveable_chair2"
	"dropDeathItemJoint"			"chair"

	"dropDeathItemRotation"			"-90 0 0"

	"talk_no_turn"					"1"
	"talktime"						"0"
	
	"talk_time"						"0"
	"talk0_blendin"					"8"
	"talk0_blendout"				"8"
	"talk1_blendin"					"8"
	"talk1_blendout"				"8"
	"talk2_blendin"					"8"
	"talk2_blendout"				"8"
	
	"look_joint Waist"				"0.2 0 0"
	"look_joint Chest"				"0.2 0 0"
	"look_joint Shoulders"			"0.2 0 0"
	"look_joint headcontrol"		"0.4 0.5 0"
	"look_joint neckcontrol"		"0.4 0.5 0"
	"look_joint Ruparm"				"-0.5 0 0"
	"look_joint Luparm"				"-0.5 0 0"
	"look_min"						"-90 -80 0"
	"look_max"						"25 80 0"
	
	"eye_turn_min"					"-20 -30 0"
	"eye_turn_max"					"20 30 0"

	"eye_verticle_offset"			"20"
	"eye_horizontal_offset"			"-8"
	"eye_focus_rate"				"0.5"
	"head_focus_rate"				"0.08"
}

model marscity_labcoat_black {
	inherit							npc_labcoat
	anim pda_idle_look				models/md5/chars/PDA_idle_look.md5anim
	anim pda_idle					models/md5/chars/PDA_idle.md5anim
	anim pda_talk					models/md5/chars/PDA_talk.md5anim
	anim gui_operate				models/md5/chars/gui_operate_daniel.md5anim
	anim talk_primary				models/md5/chars/PDA_talk.md5anim
	anim talk_secondary1			models/md5/chars/PDA_talk.md5anim
	anim talk_secondary2			models/md5/chars/PDA_talk.md5anim
}

entityDef marscity_labcoat_black {
	"inherit"						"npc_base"
	"model"							"marscity_labcoat_black"
	"skin"							"skins/characters/npcs/soldier_black"
	"eye_verticle_offset"			"0"
	"def_head"						"head_black"
	"head_joint"					"Shoulders"
	"talk_no_turn"					"1"
	"talktime"						".5"
	"head_focus_rate"				"0.1"
	
	"copy_joint_world eyecontrol"	""
	
	"def_attach"					"pda_marscity_labcoat_black"
	"def_dropDeathItem"				"pda_marscity_labcoat_black"
	"dropDeathItemJoint"			"pda"
	"dropDeathItemRotation"			"0 0 0"
	
	"ik_numLegs"					"0"
	"ik_footSize"					"0"
}

model marscity_char_maint_asian_pda_head {
	//inherit							head_asian_young
	
	skin							skins/characters/npcs/head_asian_young.skin
	mesh							models/md5/characters/npcs/heads/h5.md5mesh
	channel eyelids					( Ruplid Rlolid Luplid Llolid )
	
	anim idle						models/md5/characters/npcs/heads/h5idle.md5anim
	anim stand						models/md5/characters/npcs/heads/h5idle.md5anim
	//anim blink					models/md5/characters/npcs/heads/h5blink.md5anim
	anim dead						models/md5/characters/npcs/heads/h5death.md5anim
	
	anim talk_primary				models/md5/heads/asian_young/marscity/maint_tech_hallway1.md5anim {
		frame 1						sound_voice snd_talk_primary
	}
	anim talk_secondary1			models/md5/heads/asian_young/marscity/maint_tech_hallway2.md5anim {
		frame 1						sound_voice snd_talk_secondary
	}
	anim talk_secondary2			models/md5/heads/asian_young/marscity/maint_tech_hallway3.md5anim {
		frame 1						sound_voice snd_talk_secondary2
	}
	anim talk_excuseme				models/md5/heads/asian_young/marscity/maint_tech_hallway4.md5anim {
		frame 1						sound_voice snd_talk_excuse
	}
}

model marscity_char_maint_asian_pda {
	inherit							npc_jumpsuit
	anim stand	   				    models/md5/chars/PDA_idle.md5anim {
		frame 1					 		event disableEyeFocus
	}
	anim pda_idle_look				models/md5/chars/PDA_idle.md5anim {
		frame 1					 		event disableEyeFocus
	}
	anim talk_excuseme              models/md5/chars/PDA_talk.md5anim {
		frame 1					 		event enableEyeFocus
	}
	anim talk_primary				models/md5/chars/PDA_talk.md5anim {
		frame 1					 		event enableEyeFocus
	}
	anim talk_secondary1			models/md5/chars/PDA_talk.md5anim {
		frame 1					 		event enableEyeFocus
	}
	anim talk_secondary2			models/md5/chars/PDA_talk.md5anim {
		frame 1					 		event enableEyeFocus
	}
}

entityDef marscity_char_maint_asian_pda {
	"inherit"						"npc_base"
	"def_head"						"marscity_char_maint_asian_pda_head"
	"head_joint"					"Shoulders"
	"model"							"marscity_char_maint_asian_pda"
	"ik_numLegs"					"0"
	"look_joint Waist"				".1 .1 0"
	"look_joint Chest"				".1 .1 0"
	"look_joint Shoulders"			".2 .2 0"
	"look_joint headcontrol"		".4 .4 0"
	"look_joint Ruparm"				"0 0 0"
	"look_joint Luparm"				"0 0 0"
	"talk_no_turn"					"1"
	"talktime"						"1"
	"talkradius"					"384"

	"head_focus_rate"				"0.1"

	"copy_joint_world eyecontrol"	""
	
	"talk0_blendin"					"8"
	"talk0_blendout"				"8"
	"talk1_blendin"					"8"
	"talk1_blendout"				"8"
	"talk2_blendin"					"8"
	"talk2_blendout"				"8"

	"def_attach"					"pda_marscity_char_maint_asian_pda"
	"def_dropDeathItem"				"pda_marscity_char_maint_asian_pda"
	"dropDeathItemJoint"			"pda"
	"dropDeathItemRotation"			"0 0 0"
	
	"snd_talk_excuse"				"marscity_maint_tech_hallway_excuse"
	"snd_talk_primary"				"marscity_maint_tech_hallway_primary"
	"snd_talk_secondary"			"marscity_maint_tech_hallway_secondary1"
	"snd_talk_secondary2"			"marscity_maint_tech_hallway_secondary2"
	"snd_talk_idle"					"marscity_maint_tech_hallway_idle1"
	"snd_talk_idle2"				"marscity_maint_tech_hallway_idle2"
}

model marscity_security_machinegun {
	inherit							npc_security
	
	anim walk						models/md5/chars/walk_machinegun.md5anim {
		frame 3						sound_body snd_footstep
		frame 17					sound_body snd_footstep
		frame 32					sound_body snd_footstep
		frame 46					sound_body snd_footstep
	}
	anim stand						models/md5/chars/p90_stand.md5anim
	anim idle						models/md5/chars/p90_stand.md5anim
	anim talk_trigger				models/md5/chars/p90_talk.md5anim {
		frame 1						sound_voice snd_talk_trigger
	}
	anim talk_primary				models/md5/chars/p90_talk.md5anim {
		frame 1						sound_voice snd_talk_primary
	}
	anim talk_secondary1			models/md5/chars/p90_talk.md5anim { 
		frame 1						sound_voice snd_talk_secondary
	}
	anim talk_secondary2			models/md5/chars/p90_talk.md5anim { 
		frame 1						sound_voice snd_talk_secondary2
	}
}

entityDef marscity_security_machinegun {
	"inherit"						"npc_base"
	"model"							"marscity_security_machinegun"
	"def_head"						"head_security_helmet"
	"head_joint"					"Shoulders"

	"copy_joint_world eyecontrol"	""

	"talktime"						".6"
	"talkradius"					"420"

	"def_attach"					"prop_machinegun"

	"ik_numLegs"					"0"
	"snd_talk_trigger"				"marscity_security_guard_admin_trigger"
	"snd_talk_primary"				"marscity_security_guard_admin_primary"
	"snd_talk_secondary"			"marscity_security_guard_admin_secondary1"
	"snd_talk_secondary2"			"marscity_security_guard_admin_secondary2"
}

model marscity_civilian_bathroom_head {
	inherit							head_black
	
	anim talk_primary				models/md5/heads/black/marscity/marine_bathroom_1.md5anim {
		frame 1						sound_voice snd_talk_primary
	}
	anim talk_secondary1			models/md5/heads/black/marscity/marine_bathroom_2.md5anim {
		frame 1						sound_voice snd_talk_secondary
	}
	anim talk_secondary2			models/md5/heads/black/marscity/marine_bathroom_3.md5anim {
		frame 1						sound_voice snd_talk_secondary2
	}
	anim talk_excuseme				models/md5/heads/black/marscity/marine_bathroom_4.md5anim {
		frame 1						sound_voice snd_talk_excuseme
	}
}

model marscity_civilian_bathroom {
	inherit							npc_tshirt
	
	anim operate_computer5			models/md5/chars/stand.md5anim
	anim stand						models/md5/chars/stand.md5anim
	anim talk_primary				models/md5/chars/stand_talk.md5anim
	anim talk_secondary1			models/md5/chars/stand_talk.md5anim
	anim talk_secondary2			models/md5/chars/stand_talk.md5anim
}

entityDef marscity_civilian_bathroom {
	"inherit"						"npc_base"
	"model"							"marscity_civilian_bathroom"
	"def_head"						"marscity_civilian_bathroom_head"
	"skin"							"skins/characters/npcs/soldier_black"
	"head_joint"					"Shoulders"
	"talk_no_turn"					"1"
	"talktime"						".5"
	"talkradius"					"384"

	"copy_joint_world eyecontrol"	""
	
	"head_focus_rate"				"0.1"

	"look_joint Waist"				".1 .1 0"
	"look_joint Chest"				".1 .1 0"
	"look_joint Shoulders"			".2 .2 0"
	"look_joint headcontrol"		".4 .4 0"
	"look_joint Ruparm"				"-0.4 0 0"
	"look_joint Luparm"				"-0.4 0 0"

	"talk0_blendin"					"8"
	"talk0_blendout"				"8"
	"talk1_blendin"					"8"
	"talk1_blendout"				"8"
	"talk2_blendin"					"8"
	"talk2_blendout"				"8"
	
	"snd_talk_primary"				"marscity_marine_bathroom_primary"
	"snd_talk_secondary"			"marscity_marine_bathroom_secondary1"
	"snd_talk_secondary2"			"marscity_marine_bathroom_secondary2"
	"snd_talk_excuseme"				"marscity_marine_bathroom_excuseme"
}

model marscity_sec_window {	
	inherit							npc_tshirt

	anim window						models/md5/cinematics/marscity/sec_window.md5anim {
		frame 685						sound_voice marscity_cin_marine1_1
		frame 895						sound_voice marscity_cin_marine1_2
	}
}
entityDef marscity_sec_window {	
	"inherit"						"npc_base"
	"model"							"marscity_sec_window"
	"anim"							"window"
	"size"							"12 12 74"
	"ik_numlegs"					"0"
	"def_attach"					"prop_soft_desk_chair2"

	"copy_joint_world eyecontrol"	""

	"def_head"						"marscity_sec_window2_head"
	"head_joint"					"Shoulders"
	"sound_bone"					"headcontrol"
	"cinematic"						"1"
}

model marscity_sec_window2_head {
	inherit							head_young
	
	anim talk_primary				models/md5/heads/young/marscity/marine6_hq_1.md5anim {
		frame 1						sound_voice snd_talk_primary
	}
	anim talk_secondary1			models/md5/heads/young/marscity/marine6_hq_2.md5anim {
		frame 1						sound_voice snd_talk_secondary
	}
	anim talk_secondary2			models/md5/heads/young/marscity/marine6_hq_3.md5anim {
		frame 1						sound_voice snd_talk_secondary2
	}
	anim window						models/md5/characters/npcs/heads/h2mc1window.md5anim
}

model marscity_sec_window2 {
	inherit							npc_tshirt

	anim af_pose					models/md5/chars/af_pose.md5anim
	anim ik_pose					models/md5/chars/af_pose.md5anim
	anim stand						models/md5/chars/operate_computer_sitting.md5anim {
		frame 2						sound_body typing
		frame 11					sound_body2 typing
		frame 18					sound_body typing
		frame 28					sound_body2 typing
		frame 31					sound_body typing
		frame 34					sound_body2 typing
		frame 37					sound_body typing
		frame 41					sound_body2 typing
		frame 44					sound_body typing
		frame 75					sound_body2 typing
		frame 79					sound_body typing
		frame 82					sound_body2 typing
		frame 88					sound_body typing
		frame 93					sound_body2 typing
		frame 95					sound_body typing
		frame 98					sound_body2 typing
		frame 103					sound_body typing
		frame 105					sound_body2 typing
		frame 133					sound_body typing
		frame 136					sound_body2 typing
		frame 143					sound_body typing
		frame 146					sound_body2 typing
		frame 149					sound_body typing
		frame 153					sound_body2 typing
		frame 156					sound_body typing
		frame 159					sound_body2 typing
		frame 169					sound_body typing
		frame 173					sound_body2 typing
		frame 175					sound_body typing
	}
	anim idle					    models/md5/chars/operate_computer_sitting.md5anim {
		frame 2						sound_body typing
		frame 11					sound_body2 typing
		frame 18					sound_body typing
		frame 28					sound_body2 typing
		frame 31					sound_body typing
		frame 34					sound_body2 typing
		frame 37					sound_body typing
		frame 41					sound_body2 typing
		frame 44					sound_body typing
		frame 75					sound_body2 typing
		frame 79					sound_body typing
		frame 82					sound_body2 typing
		frame 88					sound_body typing
		frame 93					sound_body2 typing
		frame 95					sound_body typing
		frame 98					sound_body2 typing
		frame 103					sound_body typing
		frame 105					sound_body2 typing
		frame 133					sound_body typing
		frame 136					sound_body2 typing
		frame 143					sound_body typing
		frame 146					sound_body2 typing
		frame 149					sound_body typing
		frame 153					sound_body2 typing
		frame 156					sound_body typing
		frame 159					sound_body2 typing
		frame 169					sound_body typing
		frame 173					sound_body2 typing
		frame 175					sound_body typing
	}
	anim cower						models/md5/chars/operate_computer_sitting.md5anim {
		frame 2						sound_body typing
		frame 11					sound_body2 typing
		frame 18					sound_body typing
		frame 28					sound_body2 typing
		frame 31					sound_body typing
		frame 34					sound_body2 typing
		frame 37					sound_body typing
		frame 41					sound_body2 typing
		frame 44					sound_body typing
		frame 75					sound_body2 typing
		frame 79					sound_body typing
		frame 82					sound_body2 typing
		frame 88					sound_body typing
		frame 93					sound_body2 typing
		frame 95					sound_body typing
		frame 98					sound_body2 typing
		frame 103					sound_body typing
		frame 105					sound_body2 typing
		frame 133					sound_body typing
		frame 136					sound_body2 typing
		frame 143					sound_body typing
		frame 146					sound_body2 typing
		frame 149					sound_body typing
		frame 153					sound_body2 typing
		frame 156					sound_body typing
		frame 159					sound_body2 typing
		frame 169					sound_body typing
		frame 173					sound_body2 typing
		frame 175					sound_body typing
	}
	anim turn_left					models/md5/chars/operate_computer_sitting.md5anim
	anim turn_right					models/md5/chars/operate_computer_sitting.md5anim
		
	anim talk_primary				models/md5/chars/operate_computer_talk.md5anim
	anim talk_secondary1			models/md5/chars/operate_computer_talk.md5anim
	anim talk_secondary2			models/md5/chars/operate_computer_talk.md5anim
}

entityDef marscity_sec_window2 {
	"inherit"						"npc_base"
	"model"							"marscity_sec_window2"
	"anim"							"idle"

	"def_head"						"marscity_sec_window2_head"	
	"head_joint"					"Shoulders"
	"ignore_push"					"1"
	"ik_numlegs"					"0"
	"def_attach"					"prop_soft_desk_chair2"

	"copy_joint_world eyecontrol"	""	

	"def_dropDeathItem"				"moveable_chair2"
	"dropDeathItemJoint"			"chair"
	"dropDeathItemRotation"			"-90 0 0"

	"talk_no_turn"					"1"
	"talktime"						"0"
	
	"talk_time"						"0"
	"talk0_blendin"					"8"
	"talk0_blendout"				"8"
	"talk1_blendin"					"8"
	"talk1_blendout"				"8"
	"talk2_blendin"					"8"
	"talk2_blendout"				"8"

	"look_joint Waist"				"0 0 0"
	"look_joint Chest"				"0 0 0"
	"look_joint Shoulders"			"0.2 0.2 0"
	"look_joint headcontrol"		"-0.1 -0.1 0"
	"look_joint neckcontrol"		"0.8 0.8 0"
	"look_joint Ruparm"				"0 0 0"
	"look_joint Luparm"				"0 0 0"
	"look_min"						"-90 -80 0"
	"look_max"						"25 80 0"

	"eye_turn_min"					"-20 -30 0"
	"eye_turn_max"					"20 30 0"
	
	"snd_talk_primary"				"marscity_marine6_hq_primary"
	"snd_talk_secondary"			"marscity_marine6_hq_secondary1"
	"snd_talk_secondary2"			"marscity_marine6_hq_secondary2"
}

model marscity_betruger_head {
	mesh							models/md5/heads/betruger/betruger.md5mesh
	channel eyelids					( Ruplid Rlolid Luplid Llolid )
	
	anim idle						models/md5/heads/betruger/betrugeridle.md5anim
	anim stand						models/md5/heads/betruger/betrugeridle.md5anim
	anim betrugercin1				models/md5/heads/betruger/marscity/betspeech.md5anim
	anim betrugercin_a				models/md5/heads/betruger/marscity/betspeech_a.md5anim
	anim betrugercin_b				models/md5/heads/betruger/marscity/betspeech_b.md5anim
	anim betrugercin_c				models/md5/heads/betruger/marscity/betspeech_c.md5anim {
		frame 3         				sound_voice marscity_speech_bertruger1
	}
	anim betrugercin_d				models/md5/heads/betruger/marscity/betspeech_d.md5anim {
		frame 192        				sound_voice marscity_speech_bertruger2
		frame 752        				sound_voice marscity_speech_bertruger3
		frame 1292       				sound_voice marscity_speech_bertruger4
	}
}

model marscity_cinematic_betruger {
	inherit							npc_labcoat

	anim betrugercin_a				models/md5/chars/betruger/marscity/meeting_a.md5anim {
		frame 1							event disableEyeFocus
	}
	anim betrugercin_b				models/md5/chars/betruger/marscity/meeting_b.md5anim {
		frame 1							event disableEyeFocus
	}
	anim betrugercin_c				models/md5/chars/betruger/marscity/meeting_c.md5anim {
		frame 1							event disableEyeFocus
	}
	anim betrugercin_d				models/md5/chars/betruger/marscity/meeting_d.md5anim {
		frame 1							event disableEyeFocus
	}
	anim window						models/md5/chars/betruger/marscity/window.md5anim {
		frame 760       				sound_voice marscity_cin_bertruger1_1
	}
}

entityDef marscity_cinematic_betruger {
	"inherit"						"npc_base"
	"size"							""
	"model"							"marscity_cinematic_betruger"
	"anim"							"betrugercin_a"
	"sound_bone"					"headcontrol"
	"ik_numlegs"					"0"
	"def_head"						"marscity_betruger_head"
	"head_joint"					"Shoulders"
	"cinematic"						"1"
}

entityDef marscity_meeting_betruger {
	"inherit"						"npc_base"
	"size"							""
	"model"							"marscity_cinematic_betruger"
	"anim"							"betrugercin_a"
	"sound_bone"					"headcontrol"
	"ik_numlegs"					"0"
	"def_head"						"marscity_betruger_head"
	"head_joint"					"Shoulders"
	"num_cinematics"				"4"
	"anim1"							"betrugercin_a"
	"anim2"							"betrugercin_b"
	"anim3"							"betrugercin_c"
	"anim4"							"betrugercin_d"

	"cinematic"						"1"
}

model marscity_head_swann {
	skin 							skins/characters/npcs/swannglasses.skin
	mesh							models/md5/heads/swann/swann.md5mesh
	channel eyelids					( Ruplid Rlolid Luplid Llolid )
	
	anim stand						models/md5/heads/swann/swannidle.md5anim
	anim idle						models/md5/heads/swann/swannidle.md5anim
	anim betrugercin_a				models/md5/heads/swann/marscity/swannhead_speech_a.md5anim
	anim betrugercin_b				models/md5/heads/swann/marscity/swannhead_speech_b.md5anim
	anim betrugercin_c				models/md5/heads/swann/marscity/swannhead_speech_c.md5anim
	anim betrugercin_d				models/md5/heads/swann/marscity/swannhead_speech_d.md5anim
	anim hangar_a					models/md5/heads/swann/marscity/mc_hangar_a.md5anim
	anim hangar_b					models/md5/heads/swann/marscity/mc_hangar_b.md5anim
	anim hangar_c					models/md5/heads/swann/marscity/mc_hangar_c.md5anim
	anim hangar_d					models/md5/heads/swann/marscity/mc_hangar_d.md5anim
	anim hangar_e					models/md5/heads/swann/marscity/mc_hangar_e.md5anim
	anim hangar_f					models/md5/heads/swann/marscity/mc_hangar_f.md5anim
}

model marscity_cinematic_swann {	
	inherit							npc_suit

	anim betrugercin_a				models/md5/chars/swann/marscity/meeting_a.md5anim {
		frame 1		 					event disableEyeFocus
		frame 1							sound_voice marscity_speech_swann1

	}
	anim betrugercin_b				models/md5/chars/swann/marscity/meeting_b.md5anim {
		frame 1		 					event disableEyeFocus
	}
	anim betrugercin_c				models/md5/chars/swann/marscity/meeting_c.md5anim {
		frame 1		 					event disableEyeFocus
	}
	anim betrugercin_d				models/md5/chars/swann/marscity/meeting_d.md5anim {
		frame 1		 					event disableEyeFocus
		frame 79						sound_voice marscity_speech_swann2
		frame 537						sound_voice marscity_speech_swann3
		frame 1042						sound_voice marscity_speech_swann4
		frame 1552						sound_voice marscity_speech_swann5
	}
}

entityDef marscity_cinematic_swann {	
	"inherit"						"npc_base"
	"size"							""
	"model"							"marscity_cinematic_swann"
	"anim"							"betrugercin_a"
	"sound_bone"					"headcontrol"
	"ik_numlegs"					"0"
	"def_head"						"marscity_head_swann"
	"head_joint"					"Shoulders"
	"num_cinematics"				"4"
	"anim1"							"betrugercin_a"
	"anim2"							"betrugercin_b"
	"anim3"							"betrugercin_c"
	"anim4"							"betrugercin_d"

	"cinematic"						"1"
}

model marscity_hangar_swann {	
	inherit							npc_suit

	anim hangar_a					models/md5/chars/swann/marscity/hangar_a.md5anim {
		frame 1		 					event disableEyeFocus
		frame 250						sound_voice marscity_cin_swann1_1
	}
	anim hangar_b					models/md5/chars/swann/marscity/hangar_b.md5anim {
		frame 1		 					event disableEyeFocus
		frame 41						sound_voice marscity_cin_swann1_2
	}

	anim hangar_c					models/md5/chars/swann/marscity/hangar_c.md5anim {
		frame 1		 					event disableEyeFocus
	}

	anim hangar_d					models/md5/chars/swann/marscity/hangar_d.md5anim {
		frame 1		 					event disableEyeFocus
	}

	anim hangar_e					models/md5/chars/swann/marscity/hangar_e.md5anim {
		frame 1		 					event disableEyeFocus
	}

	anim hangar_f					models/md5/chars/swann/marscity/hangar_f.md5anim {
		frame 1		 					event disableEyeFocus
		frame 1							sound_voice marscity_cin_swann1_3
	}
}

entityDef marscity_hangar_swann {	
	"inherit"						"npc_base"
	"size"							"0 0 0"
	"model"							"marscity_hangar_swann"
	"anim"							"hangar_a"
	"sound_bone"					"headcontrol"
	"ik_numlegs"					"0"
	"def_head"						"marscity_head_swann"
	"head_joint"					"Shoulders"

	"num_cinematics"				"6"
	"anim1"							"hangar_a"
	"anim2"							"hangar_b"
	"anim3"							"hangar_c"
	"anim4"							"hangar_d"
	"anim5"							"hangar_e"
	"anim6"							"hangar_f"
	"cinematic"						"1"
}

model marscity_walking_swann {
	inherit							npc_suit
}

entityDef marscity_walking_swann {
	"inherit"						"npc_base"
	"size"							""
	"model"							"marscity_walking_swann"
	"eye_verticle_offset"			"0"
	"def_head"						"head_swann"
	"head_joint"					"Shoulders"
}

model marscity_head_campbell {
	inherit							head_campbell

	anim hangar_a					models/md5/heads/campbell/marscity/mc_hangar_a.md5anim
	anim hangar_b					models/md5/heads/campbell/marscity/mc_hangar_b.md5anim
	anim hangar_c					models/md5/heads/campbell/marscity/mc_hangar_c.md5anim
	anim hangar_d					models/md5/heads/campbell/marscity/mc_hangar_d.md5anim
	anim hangar_e					models/md5/heads/campbell/marscity/mc_hangar_e.md5anim
	anim hangar_f					models/md5/heads/campbell/marscity/mc_hangar_f.md5anim
}

model marscity_cinematic_campbell {	
	inherit							char_campbell_bfgcase

	anim betrugercin_a				models/md5/chars/campbell/marscity/betrugercin1_campbell_a.md5anim
	anim betrugercin_b				models/md5/chars/campbell/marscity/betrugercin1_campbell_b.md5anim
	anim betrugercin_c				models/md5/chars/campbell/marscity/betrugercin1_campbell_c.md5anim
	anim betrugercin_d				models/md5/chars/campbell/marscity/betrugercin1_campbell_d.md5anim
}

entityDef marscity_cinematic_campbell {	
	"inherit"						"char_campbell_bfgcase"
	"model"							"marscity_cinematic_campbell"
	"sound_bone"					"headcontrol"
	"ik_numlegs"					"0"
	"def_head"						"marscity_head_campbell"
	"head_joint"					"Shoulders"
	"size"							""

	"num_cinematics"				"4"
	"anim1"							"betrugercin_a"
	"anim2"							"betrugercin_b"
	"anim3"							"betrugercin_c"
	"anim4"							"betrugercin_d"

	"cinematic"						"1"
}

model marscity_hangar_campbell {	
	inherit							char_campbell_bfgcase

	anim hangar_a					models/md5/chars/campbell/marscity/hangar_campbell_a.md5anim {
		frame 1		 					event disableEyeFocus
	}
	anim hangar_b					models/md5/chars/campbell/marscity/hangar_campbell_b.md5anim {
		frame 1		 					event disableEyeFocus
		frame 4							sound_voice marscity_cin_campbell1_1
	}
	anim hangar_c					models/md5/chars/campbell/marscity/hangar_campbell_c.md5anim {
		frame 1		 					event disableEyeFocus
		frame 93						sound_voice marscity_cin_campbell1_2
	}
	anim hangar_d					models/md5/chars/campbell/marscity/hangar_campbell_d.md5anim {
		frame 1		 					event disableEyeFocus
	}
	anim hangar_e					models/md5/chars/campbell/marscity/hangar_campbell_e.md5anim {
		frame 1		 					event disableEyeFocus
	}
	anim hangar_f					models/md5/chars/campbell/marscity/hangar_campbell_f.md5anim {
		frame 1		 					event disableEyeFocus
		frame 114						sound_voice marscity_cin_campbell1_3
	}
}

entityDef marscity_hangar_campbell {	
	"inherit"						"char_campbell_bfgcase"
	"model"							"marscity_hangar_campbell"
	"sound_bone"					"headcontrol"
	"ik_numlegs"					"0"
	"def_head"						"marscity_head_campbell"
	"head_joint"					"Shoulders"
	"size"							"0 0 0"

	"num_cinematics"				"6"
	"anim1"							"hangar_a"
	"anim2"							"hangar_b"
	"anim3"							"hangar_c"
	"anim4"							"hangar_d"
	"anim5"							"hangar_e"
	"anim6"							"hangar_f"
	"cinematic"						"1"
}

model marscity_head_sarge {
	mesh							models/md5/heads/sarge/sarge.md5mesh
	anim stand						models/md5/heads/sarge/sargeidle.md5anim
	
	anim sargecin1					models/md5/heads/sarge/marscity/sargecin_sargehead1.md5anim
	anim sargecin2					models/md5/heads/sarge/marscity/sargecin_sargehead2.md5anim
	anim sargecin3					models/md5/heads/sarge/marscity/sargecin_sargehead3.md5anim
	anim sargecin4					models/md5/heads/sarge/marscity/sargecin_sargehead4.md5anim
	anim sargecin5					models/md5/heads/sarge/marscity/sargecin_sargehead5.md5anim
	anim sargecin6					models/md5/heads/sarge/marscity/sargecin_sargehead6.md5anim
	anim sargecin7					models/md5/heads/sarge/marscity/sargecin_sargehead7.md5anim
}

model marscity_cinematic_sarge {
	inherit							npc_marine

	anim sargecin1					models/md5/chars/sarge/marscity/mission1.md5anim {
		//frame 1						aviGame sargecin
		frame 1							event disableEyeFocus
		frame 1 						sound_global marscity_cin_sarge_gui
		frame 7							sound_voice snd_sargecin1
	}
	anim sargecin2					models/md5/chars/sarge/marscity/mission2.md5anim {
		frame 1							event disableEyeFocus	
		frame 63						sound_voice snd_sargecin2
		frame 197						sound_voice snd_sargecin3
	}
	anim sargecin3					models/md5/chars/sarge/marscity/mission3.md5anim {
		frame 1							event disableEyeFocus
		frame 94						sound_voice snd_sargecin4
		frame 174						sound_voice snd_sargecin5
	}
	anim sargecin4					models/md5/chars/sarge/marscity/mission4.md5anim {
		frame 1							event disableEyeFocus
	}
	anim sargecin5					models/md5/chars/sarge/marscity/mission5.md5anim {
		frame 1							event disableEyeFocus
		frame 1							trigger sentrytrig
		frame 1							trigger trigger_relay_sarge_light
		frame 8							sound_voice snd_sargecin6
		frame 111						sound_voice snd_sargecin7
	}
	anim sargecin6					models/md5/chars/sarge/marscity/mission6.md5anim {
		frame 1							event disableEyeFocus
	}
	anim sargecin7					models/md5/chars/sarge/marscity/mission7.md5anim {
		frame 1							event disableEyeFocus
		//frame 39						aviGame
	}
}

entityDef marscity_cinematic_sarge {
	"inherit"						"npc_base"
	"model"							"marscity_cinematic_sarge"
	"size"							"12 12 74"
	"anim"							"sargecin"
	"sound_bone"					"headcontrol"
	"ik_numlegs"					"0"
	
	"def_head"						"marscity_head_sarge"
	"head_joint"					"Shoulders"

	"num_cinematics"				"7"
	"anim1"							"sargecin1"
	"anim2"							"sargecin2"
	"anim3"							"sargecin3"
	"anim4"							"sargecin4"
	"anim5"							"sargecin5"
	"anim6"							"sargecin6"
	"anim7"							"sargecin7"

	"snd_sargecin1"					"marscity_cin_sarge1"
	"snd_sargecin2"					"marscity_cin_sarge2"
	"snd_sargecin3"					"marscity_cin_sarge3"
	"snd_sargecin4"					"marscity_cin_sarge4"
	"snd_sargecin5"					"marscity_cin_sarge5"
	"snd_sargecin6"					"marscity_cin_sarge6"
	"snd_sargecin7"					"marscity_cin_sarge7"

	"cinematic"						"1"
}

model marscity_cinematic_head_sarge2 {
	mesh							models/md5/heads/sarge/sarge.md5mesh
	anim stand						models/md5/heads/sarge/sargeidle.md5anim
	
	anim sargecin_start				models/md5/heads/sarge/marscity/sargecin_missionloop.md5anim						
	
	anim wait_loop					models/md5/heads/sarge/marscity/sargecin_wait_loop.md5anim

	anim talk_primary				models/md5/heads/sarge/marscity/mc_sarge_primary.md5anim {
		frame 1							sound_voice marscity_sarge_primary
	}
	anim talk_secondary1			models/md5/heads/sarge/marscity/mc_sarge_secondary.md5anim {
		frame 1							sound_voice marscity_sarge_secondary
	}
	anim talk_secondary2			models/md5/heads/sarge/marscity/mc_sarge_secondary2.md5anim {
		frame 1							sound_voice marscity_sarge_secondary2
	}
}

model marscity_cinematic_sarge2 {
	inherit							marscity_cinematic_sarge
	
	anim stand						models/md5/chars/sarge/marscity/mc_sarge_wait_loop.md5anim {
		frame 1							event disableEyeFocus
		frame 500 						sound_voice marscity_sarge_cough
	}

	anim sargecin_start				models/md5/chars/sarge/marscity/missionloop.md5anim
	
	anim wait						models/md5/chars/sarge/marscity/mc_sarge_wait.md5anim
	anim wait_loop					models/md5/chars/sarge/marscity/mc_sarge_wait_loop.md5anim {
		frame 1							event disableEyeFocus
		frame 500 						sound_voice marscity_sarge_cough
	}

	anim talk_primary				models/md5/chars/sarge/marscity/mc_sarge_primary.md5anim {
		frame 1							event enableEyeFocus
	}
	anim talk_secondary1			models/md5/chars/sarge/marscity/mc_sarge_secondary.md5anim {
		frame 1							event enableEyeFocus
	}
	anim talk_secondary2			models/md5/chars/sarge/marscity/mc_sarge_secondary2.md5anim {
		frame 1							event enableEyeFocus
	}
}

entityDef marscity_cinematic_sarge2 {
	"inherit"						"npc_base"
	"model"							"marscity_cinematic_sarge2"
	"size"							"12 12 74"
	
	"follow_once"					"1"
	"def_head"						"marscity_cinematic_head_sarge2"
	"head_joint"					"Shoulders"
	"sound_bone"					"Chest"
	"talktime"						"1"
	"bone_focus"					"headcontrol"
	"bone_leftEye"					"Leyeaim"
	"bone_rightEye"					"Reyeaim"
	"bone_orientation"				"Body2"
	"ik_numLegs"					"0"
	"talk_no_turn"					"1"
	"blink_min"						"2.5"
	"blink_max"						"8.0"

	"look_min"						"-90 -85 0"
	"look_max"						"25 85 0"
	"look_joint Waist"				"0 0 0"
	"look_joint Chest"				".1 .12 0"
	"look_joint Shoulders"			".2 .23 0"
	"look_joint headcontrol"		".7 .65 0"
	"look_joint Ruparm"				"0 0 0"
	"look_joint Luparm"				"0 0 0"
	
	"eye_turn_min"					"-20 -30 0"
	"eye_turn_max"					"20 30 0"
	"eye_verticle_offset"			"0"
	"eye_horizontal_offset"			"3"

	"eye_focus_rate"				"0.005"
	"head_focus_rate"				"0.07"
}

model marscity_hangar {
	mesh							models/md5/cinematics/marscity/marscityhangar.md5mesh
	anim hangar						models/md5/cinematics/marscity/marscityhangar.md5anim
}

entityDef marscity_hangar {
	"inherit"						"cin_base"
	"model"							"marscity_hangar"
	"anim"							"hangar"
	"cinematic"						"1"
}

model marscity_civilian2 {
	inherit							npc_suit

	anim talk_primary				models/md5/chars/stand_talk.md5anim {
		prevent_idle_override
		frame 1							event enableEyeFocus
		frame 1							sound_voice marscity_maint1_primary
	}
}

entityDef marscity_civilian2 {
	"inherit"						"npc_base"
	"copy_joint_world eyecontrol"	""
	"model"							"marscity_civilian2"
	"snd_blocked"					"marscity_maint1_blocked"
	"snd_talk_secondary"			"marscity_maint1_secondary"
}

model marscity_receptionist_head {
	mesh							models/md5/heads/head02young/h2_cinematic.md5mesh
	channel eyelids					( Ruplid Rlolid Luplid Llolid )
	
	anim idle						models/md5/heads/head02young/marscity/reception_idle.md5anim
	anim stand						models/md5/heads/head02young/marscity/reception_idle.md5anim 
	anim blink						models/md5/heads/head02young/marscity/reception_idle.md5anim
	anim typing						models/md5/heads/head02young/marscity/reception_idle.md5anim 
	anim typing_end					models/md5/heads/head02young/marscity/reception_idle.md5anim
	anim talk_primary				models/md5/heads/head02young/marscity/reception_primary.md5anim {
		frame 5							sound_voice marscity_receptionist_primary
	}
	anim talk_secondary1			models/md5/heads/head02young/marscity/reception_secondary1.md5anim {
		frame 1							sound_voice marscity_receptionist_secondary1
	}
	anim talk_secondary2			models/md5/heads/head02young/marscity/reception_secondary2.md5anim {
		frame 1							sound_voice marscity_receptionist_secondary2
	}	

	anim reception_a				models/md5/heads/head02young/marscity/reception_a.md5anim {
		frame 31         				sound_voice marscity_receptionist_trigger_1
		frame 60         				sound_voice marscity_receptionist_trigger_2
	}
	anim reception_b				models/md5/heads/head02young/marscity/reception_b.md5anim {
		frame 16        				sound_voice marscity_receptionist_trigger_3
	}
	anim reception_c				models/md5/heads/head02young/marscity/reception_c.md5anim {
		frame 51      	 				sound_voice marscity_receptionist_trigger_4
	}
	anim reception_d				models/md5/heads/head02young/marscity/reception_d.md5anim {
		frame 75        				sound_voice marscity_receptionist_trigger_5
	}
	anim reception_e				models/md5/heads/head02young/marscity/reception_e.md5anim {
		frame 41        				sound_voice marscity_receptionist_trigger_6
		frame 134      	 				sound_voice marscity_receptionist_trigger_7
		frame 239        				sound_voice marscity_receptionist_trigger_8
		frame 294        				sound_voice marscity_receptionist_trigger_9
	}
	anim reception_f					models/md5/heads/head02young/marscity/reception_f.md5anim
}

model marscity_receptionist {
	inherit							npc_suit

	anim idle						models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing.md5anim
	anim stand						models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing.md5anim {
		frame 1							sound_body2 typing
		frame 5							sound_body typing
		frame 10						sound_body2 typing
		frame 15						sound_body typing
		frame 20						sound_body2 typing
		frame 25						sound_body typing
		frame 30						sound_body2 typing
		frame 35						sound_body typing
		frame 40						sound_body2 typing
		frame 45						sound_body typing
	}
	anim typing						models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing.md5anim
	anim turn_left					models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing.md5anim
	anim turn_right					models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing.md5anim

	anim reception_a				models/md5/chars/receptionist/marscity/receptioncin1_receptionist_a.md5anim {
		frame 1          				disableGravity
		frame 1			 				event disableEyeFocus
		frame 38						sound_body marscity_reception_chair
	}
	anim reception_b				models/md5/chars/receptionist/marscity/receptioncin1_receptionist_b.md5anim {
		frame 1          				disableGravity
		frame 1			 				event disableEyeFocus	
	}
	anim reception_c				models/md5/chars/receptionist/marscity/receptioncin1_receptionist_c.md5anim {
		frame 1          				disableGravity
		frame 1			 				event disableEyeFocus		
		//frame 193						call map_marscity1::show_pda
	}
	anim reception_d				models/md5/chars/receptionist/marscity/receptioncin1_receptionist_d.md5anim {
		frame 1							call map_marscity1::show_pda
		frame 1          				disableGravity
		frame 1			 				event disableEyeFocus
	}
	anim reception_e				models/md5/chars/receptionist/marscity/receptioncin1_receptionist_e.md5anim {
		frame 1          				disableGravity
		frame 1			 				event disableEyeFocus
		frame 86						trigger tim_func_static_2675
		frame 88						sound_body marscity_reception_type
	}
	anim reception_f				models/md5/chars/receptionist/marscity/receptioncin1_receptionist_f.md5anim {
		frame 1          				disableGravity
		frame 1			 				event disableEyeFocus
	}
}

entityDef marscity_receptionist {
	"inherit"						"npc_base"
	"model"							"marscity_receptionist"
	"size"							"12 12 74"
	"def_attach"					"prop_soft_desk_chair2"	

	"ik_numLegs"					"0"
	"def_head"						"marscity_receptionist_head"
	"head_joint"					"Shoulders"
	
	"head_focus_rate"				"0.1"
	"eye_horizontal_offset"			"0"

	"turn_rate"						"0"
	"talktime"						"0"
	"no_cower"						"1"
	"ignore_push"					"1"

	"num_cinematics"				"6"
	"anim1"							"reception_a"
	"anim2"							"reception_b"
	"anim3"							"reception_c"
	"anim4"							"reception_d"
	"anim5"							"reception_e"
	"anim6"							"reception_f"

	"sound_bone"					"headcontrol"
	"cinematic"						"1"
}

entityDef marscity_receptionist_start {
	"inherit"						"npc_base"
	"model"							"marscity_receptionist"
	"size"							"12 12 74"
	"def_attach"					"prop_soft_desk_chair2"	

	"ik_numLegs"					"0"
	"def_head"						"marscity_receptionist_head"
	"head_joint"					"Shoulders"
	
	"head_focus_rate"				"0.1"
	"eye_horizontal_offset"			"0"

	"turn_rate"						"0"
	"talktime"						"0"
	"no_cower"						"1"
	"ignore_push"					"1"

	"sound_bone"					"headcontrol"
	"cinematic"						"1"
}

model marscity_receptionist2 {
	inherit							npc_suit

	anim idle						models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing2.md5anim
	anim stand						models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing2.md5anim  {
		frame 1							sound_body2 typing
		frame 4							sound_body typing
		frame 10						sound_body2 typing
		frame 15						sound_body typing
		frame 21						sound_body2 typing
		frame 25						sound_body typing
		frame 30						sound_body2 typing
		frame 35						sound_body typing
		frame 40						sound_body2 typing
		frame 45						sound_body typing
		frame 52						sound_body2 typing
		frame 57						sound_body typing
	}
	anim typing						models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing2.md5anim 
	anim talk_primary				models/md5/chars/receptionist/marscity/receptioncin1_receptionist_primary.md5anim 
	anim talk_secondary1			models/md5/chars/receptionist/marscity/receptioncin1_receptionist_secondary1.md5anim 
	anim talk_secondary2			models/md5/chars/receptionist/marscity/receptioncin1_receptionist_secondary2.md5anim 
	anim turn_left					models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing2.md5anim
	anim turn_right					models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing2.md5anim
}

entityDef marscity_receptionist2 {
	"inherit"						"npc_base"
	"model"							"marscity_receptionist2"
	"size"							"12 12 74"
	"def_attach"					"prop_soft_desk_chair2"	

	"ik_numLegs"					"0"
	"def_head"						"marscity_receptionist_head"
	"head_joint"					"Shoulders"

	"talk_time"						"0"
	"talk0_blendin"					"8"
	"talk0_blendout"				"8"
	"talk1_blendin"					"8"
	"talk1_blendout"				"8"
	"talk2_blendin"					"8"
	"talk2_blendout"				"8"

	"look_joint Waist"				"0 0 0"
	"look_joint Chest"				"0 0 0"
	"look_joint Shoulders"			"0.2 0 0"
	"look_joint headcontrol"		"0.4 0.3 0"
	"look_joint neckcontrol"		"0.4 0.5 0"
	"look_joint Ruparm"				"-0.5 0 0"
	"look_joint Luparm"				"-0.5 0 0"
	"look_min"						"-40 -80 0"
	"look_max"						"40 45 0"

	"no_cower"						"1"

	"turn_rate"						"0"
	"talktime"						"0"

	"sound_bone"					"headcontrol"

	"snd_talk_primary"				"marscity_receptionist_primary"
	"snd_talk_secondary1"			"marscity_receptionist_secondary1"
	"snd_talk_secondary2"			"marscity_receptionist_secondary2"
}

model marscity_receptionist_head3 {
	mesh							models/md5/heads/head02young/h2_cinematic.md5mesh
	channel eyelids					( Ruplid Rlolid Luplid Llolid )
	
	anim idle						models/md5/heads/head02young/marscity/reception_idle.md5anim
	anim stand						models/md5/heads/head02young/marscity/reception_idle.md5anim
	anim blink						models/md5/heads/head02young/marscity/reception_idle.md5anim
	anim typing						models/md5/heads/head02young/marscity/reception_idle.md5anim
	anim typing_end					models/md5/heads/head02young/marscity/reception_idle.md5anim
	anim talk_primary				models/md5/heads/head02young/marscity/reception_secondary3.md5anim {
		frame 5							sound_voice marscity_receptionist_secondary3
	}
	anim talk_secondary1			models/md5/heads/head02young/marscity/reception_secondary3.md5anim {
		frame 5							sound_voice marscity_receptionist_secondary3
	}
	anim talk_secondary2			models/md5/heads/head02young/marscity/reception_secondary3.md5anim {
		frame 5							sound_voice marscity_receptionist_secondary3
	}
}

model marscity_receptionist3 {
	inherit							npc_suit

	anim idle						models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing2.md5anim
	anim stand						models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing2.md5anim
	anim typing						models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing2.md5anim
	anim talk_primary				models/md5/chars/receptionist/marscity/receptioncin1_receptionist_secondary3.md5anim
	anim talk_secondary1			models/md5/chars/receptionist/marscity/receptioncin1_receptionist_secondary3.md5anim
	anim talk_secondary2			models/md5/chars/receptionist/marscity/receptioncin1_receptionist_secondary3.md5anim 
	anim turn_left					models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing2.md5anim
	anim turn_right					models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing2.md5anim
}

entityDef marscity_receptionist3 {
	"inherit"						"marscity_receptionist2"
	"model"							"marscity_receptionist3"
	"def_head"						"marscity_receptionist_head3"
}

model marscity_smallpda {
	mesh							models/md5/chars/receptionist/marscity/receptioncin1_smallpda.md5mesh
	anim recep_a					models/md5/chars/receptionist/marscity/receptioncin1_smallpda_a.md5anim
	anim recep_b					models/md5/chars/receptionist/marscity/receptioncin1_smallpda_b.md5anim
	anim recep_c					models/md5/chars/receptionist/marscity/receptioncin1_smallpda_c.md5anim

	skin 							skins/models/props/pdathing.skin
}

entityDef marscity_smallpda {
	"inherit"						"cin_base"
	"model"							"marscity_smallpda"

	"num_anims"						"3"
	"anim1"							"recep_a"
	"anim2"							"recep_b"
	"anim3"							"recep_c"
	
	"auto_advance"					"1"
	"cinematic"						"1"
}

model marscity_dufflebag {
	mesh							models/md5/chars/receptionist/marscity/receptioncin1_dufflebag.md5mesh
	anim recep						models/md5/chars/receptionist/marscity/receptioncin1_dufflebag.md5anim
}

entityDef marscity_dufflebag {
	"inherit"						"cin_base"
	"model"							"marscity_dufflebag"
	"cinematic"						"1"
}

model marscity_suit_officeguy1 {
	inherit							npc_suit
	anim office						models/md5/chars/office1working.md5anim
}

entityDef marscity_suit_officeguy1 {
	"inherit"						"npc_base"	
	"model"							"marscity_suit_officeguy1"
	"anim"							"office"
	"def_head"						"head_young"
	"head_joint"					"Shoulders"
	"copy_joint_world eyecontrol"	""
}

model marscity_civilian_hallway {
	inherit							npc_jumpsuit
	
	anim talk_primary				models/md5/chars/stand_talk.md5anim {
		prevent_idle_override
		frame 1							event enableEyeFocus
		frame 1							sound_voice marscity_maint_tech_hallway_primary
	}
}

entityDef marscity_civilian_hallway {
	"inherit"						"npc_base"
	"model"							"marscity_civilian_hallway"
	"snd_talk_secondary"			"marscity_maint_tech_hallway_secondary"
	"def_head"						"head_asian_young"
	"head_joint"					"Shoulders"
	"copy_joint_world eyecontrol"	""
}

model marscity_labcoat_monitor_head {
	inherit							head_black
	
	anim talk_primary				models/md5/heads/black/marscity/scientist_monitor_1.md5anim {
		frame 1						sound_voice snd_talk_primary
	}
	anim talk_secondary1			models/md5/heads/black/marscity/scientist_monitor_2.md5anim {
		frame 1						sound_voice snd_talk_secondary
	}
	anim talk_secondary2			models/md5/heads/black/marscity/scientist_monitor_3.md5anim {
		frame 1						sound_voice snd_talk_secondary2
	}
}

model marscity_labcoat_monitor {
	inherit							npc_labcoat
	anim stand						models/md5/chars/operate_computer_loop3.md5anim {
		frame 1					 		event disableEyeFocus
	}
	anim operate_computer6			models/md5/chars/operate_computer_loop3.md5anim {
		frame 1					 		event disableEyeFocus
	}
	anim talk_primary				models/md5/chars/stand_talk.md5anim {
		frame 1					 		event enableEyeFocus
	}
	anim talk_secondary1			models/md5/chars/stand_talk.md5anim {
		frame 1					 		event enableEyeFocus
	}
	anim talk_secondary2			models/md5/chars/stand_talk.md5anim {
		frame 1					 		event enableEyeFocus
	}
}

entityDef marscity_labcoat_monitor {
	"inherit"						"npc_base"
	"model"							"marscity_labcoat_monitor"
	"def_head"						"marscity_labcoat_monitor_head"
	"head_joint"					"Shoulders"
	"talk_no_turn"					"1"
	"turn_rate"						"0"
	"talktime"						"0"
	"talkradius"					"384"
	"ik_numLegs"					"0"
	"copy_joint_world eyecontrol"	""
	
	"head_focus_rate"				"0.1"
	
	"eye_turn_min"					"-5 -5 0"
	"eye_turn_max"					"5 5 0"
	"eye_verticle_offset"			"5"
	"eye_horizontal_offset"			"-8"
	"eye_focus_rate"				"0.5"
	
	"look_joint Waist"				".1 .1 0"
	"look_joint Chest"				".1 .1 0"
	"look_joint Shoulders"			".2 .2 0"
	"look_joint headcontrol"		".4 .4 0"
	"look_joint Ruparm"				"-0.4 0 0"
	"look_joint Luparm"				"-0.4 0 0"
	
	"snd_talk_primary"				"marscity_sci_monitor_primary"
	"snd_talk_secondary"			"marscity_sci_monitor_secondary1"
	"snd_talk_secondary2"			"marscity_sci_monitor_secondary2"
}

model marscity_civilian_kitchen_head {
	inherit							head_asian_old
	
	anim talk_primary				models/md5/heads/asian_old/marscity/maint_kitchen_1.md5anim {
		frame 1						sound_voice snd_talk_primary
	}
	anim talk_secondary1			models/md5/heads/asian_old/marscity/maint_kitchen_2.md5anim {
		frame 1						sound_voice snd_talk_secondary
	}
	anim talk_secondary2			models/md5/heads/asian_old/marscity/maint_kitchen_3.md5anim {
		frame 1						sound_voice snd_talk_secondary2
	}
}

model marscity_civilian_kitchen {
	inherit							npc_jumpsuit
	
	anim stand						models/md5/chars/drinkfoamcup.md5anim
	anim idle						models/md5/chars/drinkfoamcup.md5anim
	anim drink_idle					models/md5/chars/drink_idle.md5anim
	
	anim talk_primary				models/md5/chars/drink_idle.md5anim
	anim talk_secondary1			models/md5/chars/drink_idle.md5anim
	anim talk_secondary2			models/md5/chars/drink_idle.md5anim
}

entityDef marscity_civilian_kitchen {
	"inherit"						"npc_base"
	"model"							"marscity_civilian_kitchen"
	"def_head"						"marscity_civilian_kitchen_head"
	"head_joint"					"Shoulders"
	"ik_numLegs"					"0"
	"def_attach"					"prop_foamcup"
	"talktime"						"0"
	"talkradius"					"384"
	"head_focus_rate"				"0.08"
	"copy_joint_world eyecontrol"	""
		
	"snd_talk_primary"				"marscity_kitchen_maint_primary"
	"snd_talk_secondary"			"marscity_kitchen_maint_secondary1"
	"snd_talk_secondary2"			"marscity_kitchen_maint_secondary2"
}

model marscity_maint1_hallway_head {
	inherit							head_bald
	
	anim talk_primary				models/md5/heads/bald/marscity/hallway_maint_1_9.md5anim {
		frame 1						sound_voice marscity_hallway_maint_1_primary
	}
	anim talk_secondary1			models/md5/heads/bald/marscity/hallway_maint_1_10.md5anim {
		frame 1						sound_voice marscity_hallway_maint_1_secondary1
	}
	anim talk_secondary2			models/md5/heads/bald/marscity/hallway_maint_1_11.md5anim {
		frame 1						sound_voice marscity_hallway_maint_1_secondary2
	}
	anim convo1						models/md5/heads/bald/marscity/hallway_maint_1_1.md5anim {
		frame 1						sound_voice marscity_hallway_maint_1_convo1
	}
	anim convo2						models/md5/heads/bald/marscity/hallway_maint_1_2.md5anim {
		frame 1						sound_voice marscity_hallway_maint_1_convo2
	}
	anim convo3						models/md5/heads/bald/marscity/hallway_maint_1_3.md5anim {
		frame 1						sound_voice marscity_hallway_maint_1_convo3
	}
	anim convo4						models/md5/heads/bald/marscity/hallway_maint_1_4.md5anim {
		frame 1						sound_voice marscity_hallway_maint_1_convo4
	}
	anim convo5						models/md5/heads/bald/marscity/hallway_maint_1_5.md5anim {
		frame 1						sound_voice marscity_hallway_maint_1_convo5
	}
	anim convo6						models/md5/heads/bald/marscity/hallway_maint_1_6.md5anim {
		frame 1						sound_voice marscity_hallway_maint_1_convo2_1
	}
	anim convo7						models/md5/heads/bald/marscity/hallway_maint_1_7.md5anim {
		frame 1						sound_voice marscity_hallway_maint_1_convo2_2
	}
	anim convo8						models/md5/heads/bald/marscity/hallway_maint_1_8.md5anim {
		frame 1						sound_voice marscity_hallway_maint_1_convo2_3
	}
}

model marscity_maint1_hallway {	
	inherit							npc_jumpsuit
	anim talk_primary				models/md5/chars/stand_talk.md5anim {
		frame 1					 		event enableEyeFocus
	}
	anim talk_secondary1			models/md5/chars/stand_talk.md5anim {
		frame 1					 		event enableEyeFocus
	}
	anim talk_secondary2			models/md5/chars/stand_talk.md5anim {
		frame 1					 		event enableEyeFocus
	}
	anim stand						models/md5/chars/gui_operate_main_worker.md5anim {
		frame 1					 		event disableEyeFocus
	}
	anim idle						models/md5/chars/gui_operate_main_worker.md5anim {
		frame 1					 		event disableEyeFocus
	}
	anim convo1						models/md5/chars/gui_operate_main_worker.md5anim
	anim convo2						models/md5/chars/gui_operate_main_worker.md5anim
	anim convo3						models/md5/chars/gui_operate_main_worker.md5anim
	anim convo4						models/md5/chars/gui_operate_main_worker.md5anim
	anim convo5						models/md5/chars/gui_operate_main_worker.md5anim
	anim convo6						models/md5/chars/gui_operate_main_worker.md5anim
	anim convo7						models/md5/chars/gui_operate_main_worker.md5anim
	anim convo8						models/md5/chars/gui_operate_main_worker.md5anim
}

entityDef marscity_maint1_hallway {	
	"inherit"						"npc_base"
	"model"							"marscity_maint1_hallway"
	"def_head"						"marscity_maint1_hallway_head"
	"head_joint"					"Shoulders"

	"copy_joint_world eyecontrol"	""	

	"talk_no_turn"					"1"
	"talktime"						"0"
	
	"ik_numLegs"					"0"
	"ik_footSize"					"0"
	
	"head_focus_rate"				"0.1"

	"look_joint Waist"				".2 .2 0"
	"look_joint Chest"				".2 .2 0"
	"look_joint Shoulders"			".1 .1 0"
	"look_joint headcontrol"		".4 .4 0"
	"look_joint Ruparm"				"-0.4 0 0"
	"look_joint Luparm"				"-0.4 0 0"

	"eye_turn_min"					"-20 -30 0"
	"eye_turn_max"					"20 30 0"
	
	"def_attach"					"pda_marscity_maint1_hallway"
	"def_dropDeathItem"				"pda_marscity_maint1_hallway"
	"dropDeathItemJoint"			"pda"
	"dropDeathItemRotation"			"0 0 0"
}

model marscity_maint2_hallway_head {
	inherit							head_asian_old
	
	anim talk_primary				models/md5/heads/asian_old/marscity/hallway_maint_2_8.md5anim {
		frame 1						sound_voice marscity_hallway_maint_2_primary
	}
	anim talk_secondary1			models/md5/heads/asian_old/marscity/hallway_maint_2_9.md5anim {
		frame 1						sound_voice marscity_hallway_maint_2_secondary1
	}
	anim talk_secondary2			models/md5/heads/asian_old/marscity/hallway_maint_2_10.md5anim {
		frame 1						sound_voice marscity_hallway_maint_2_secondary2
	}
	anim convo1						models/md5/heads/asian_old/marscity/hallway_maint_2_1.md5anim {
		frame 1						sound_voice marscity_hallway_maint_2_convo1
	}
	anim convo2						models/md5/heads/asian_old/marscity/hallway_maint_2_2.md5anim {
		frame 1						sound_voice marscity_hallway_maint_2_convo2
	}
	anim convo3						models/md5/heads/asian_old/marscity/hallway_maint_2_3.md5anim {
		frame 1						sound_voice marscity_hallway_maint_2_convo3
	}
	anim convo4						models/md5/heads/asian_old/marscity/hallway_maint_2_4.md5anim {
		frame 1						sound_voice marscity_hallway_maint_2_convo4
	}
	anim convo5						models/md5/heads/asian_old/marscity/hallway_maint_2_5.md5anim {
		frame 1						sound_voice marscity_hallway_maint_2_convo2_1
	}
	anim convo6						models/md5/heads/asian_old/marscity/hallway_maint_2_6.md5anim {
		frame 1						sound_voice marscity_hallway_maint_2_convo2_2
	}
	anim convo7						models/md5/heads/asian_old/marscity/hallway_maint_2_7.md5anim {
		frame 1						sound_voice marscity_hallway_maint_2_convo2_3
	}
}

model marscity_maint2_hallway {
	inherit							npc_jumpsuit

	anim stand						models/md5/chars/drinkfoamcup.md5anim
	anim idle						models/md5/chars/drinkfoamcup.md5anim
	anim drink_idle					models/md5/chars/drink_idle.md5anim

	anim talk_primary				models/md5/chars/drink_idle.md5anim
	anim talk_secondary1			models/md5/chars/drink_idle.md5anim
	anim convo1						models/md5/chars/drink_idle.md5anim
	anim convo2						models/md5/chars/drink_idle.md5anim
	anim convo3						models/md5/chars/drink_idle.md5anim
	anim convo4						models/md5/chars/drink_idle.md5anim
	anim convo5						models/md5/chars/drink_idle.md5anim
	anim convo6						models/md5/chars/drink_idle.md5anim
	anim convo7						models/md5/chars/drink_idle.md5anim		
}

entityDef marscity_maint2_hallway {
	"inherit"						"npc_base"
	"model"							"marscity_maint2_hallway"
	"def_head"						"marscity_maint2_hallway_head"
	"head_joint"					"Shoulders"

	"copy_joint_world eyecontrol"	""	

	"talk_no_turn"					"1"
	"talktime"						"0"
	
	"ik_numLegs"					"0"
	"ik_footSize"					"0"
	
	"def_attach"					"prop_foamcup"

	"look_joint Waist"				".2 .2 0"
	"look_joint Chest"				".2 .2 0"
	"look_joint Shoulders"			".1 .1 0"
	"look_joint headcontrol"		".4 .4 0"
	"look_joint Ruparm"				"-0.4 0 0"
	"look_joint Luparm"				"-0.4 0 0"

	"eye_turn_min"					"-20 -30 0"
	"eye_turn_max"					"20 30 0"
}

model marscity_suit_asian_chair_head {
	inherit							head_asian_young
	
	anim respond					models/md5/heads/asian_young/marscity/marine3_hq_yes_sir.md5anim {
		frame 1						sound_voice snd_respond
	}
	anim talk_primary				models/md5/heads/asian_young/marscity/marine3_hq_1.md5anim {
		frame 1						sound_voice snd_talk_primary
	}
	anim talk_secondary1			models/md5/heads/asian_young/marscity/marine3_hq_2.md5anim {
		frame 1						sound_voice snd_talk_secondary
	}
	anim talk_secondary2			models/md5/heads/asian_young/marscity/marine3_hq_3.md5anim {
		frame 1						sound_voice snd_talk_secondary2
	}
}

model marscity_suit_asian_chair {
	inherit							npc_suit

	anim stand						models/md5/chars/operate_computer_sitting_higher.md5anim
	anim idle					    models/md5/chars/operate_computer_sitting_higher.md5anim
	anim cower						models/md5/chars/operate_computer_sitting_higher.md5anim
	anim turn_left					models/md5/chars/operate_computer_sitting_higher.md5anim
	anim turn_right					models/md5/chars/operate_computer_sitting_higher.md5anim
		
	anim respond					models/md5/chars/operate_computer_talk.md5anim
	anim talk_primary				models/md5/chars/operate_computer_talk.md5anim
	anim talk_secondary1			models/md5/chars/operate_computer_talk.md5anim
	anim talk_secondary2			models/md5/chars/operate_computer_talk.md5anim
}

entityDef marscity_suit_asian_chair {
	"inherit"						"npc_base"
	"model"							"marscity_suit_asian_chair"
	"def_head"						"marscity_suit_asian_chair_head"
	"head_joint"					"Shoulders"
	"ignore_push"					"1"
	"anim"							"stand"
	"ik_numLegs"					"0"

	"copy_joint_world eyecontrol"	""

	"def_attach"					"prop_soft_desk_chair2"
	"def_dropDeathItem"				"moveable_chair2"
	"dropDeathItemJoint"			"chair"

	"dropDeathItemRotation"			"-90 0 0"

	"talk_no_turn"					"1"
	"talktime"						"0"
	
	"talk_time"						"0"
	"talk0_blendin"					"8"
	"talk0_blendout"				"8"
	"talk1_blendin"					"8"
	"talk1_blendout"				"8"
	"talk2_blendin"					"8"
	"talk2_blendout"				"8"
	
	"look_joint Waist"				"0 0 0"
	"look_joint Chest"				"0 0 0"
	"look_joint Shoulders"			"0.2 0.2 0"
	"look_joint headcontrol"		"-0.1 -0.1 0"
	"look_joint neckcontrol"		"0.8 0.8 0"
	"look_joint Ruparm"				"0 0 0"
	"look_joint Luparm"				"0 0 0"
	"look_min"						"-90 -80 0"
	"look_max"						"25 80 0"
	
	"eye_turn_min"					"-20 -30 0"
	"eye_turn_max"					"20 30 0"

	"eye_verticle_offset"			"20"
	"eye_horizontal_offset"			"-8"
	"eye_focus_rate"				"0.5"
	"head_focus_rate"				"0.08"
	
	"snd_respond"					"marscity_marine3_hq_respond"
	"snd_talk_primary"				"marscity_marine3_hq_primary"
	"snd_talk_secondary"			"marscity_marine3_hq_secondary1"
	"snd_talk_secondary2"			"marscity_marine3_hq_secondary2"
}

model marscity_suit_asian_chair_head2 {
	inherit							head_asian_young
	
	anim respond					models/md5/heads/asian_young/marscity/marine3_hq_yes_sir.md5anim {
		frame 1						sound_voice snd_respond
	}
	anim talk_primary				models/md5/heads/asian_young/marscity/marine3_hq_1.md5anim {
		frame 1						sound_voice snd_talk_primary
	}
	anim talk_secondary1			models/md5/heads/asian_young/marscity/marine3_hq_2.md5anim {
		frame 1						sound_voice snd_talk_secondary
	}
	anim talk_secondary2			models/md5/heads/asian_young/marscity/marine3_hq_3.md5anim {
		frame 1						sound_voice snd_talk_secondary2
	}
}

model marscity_suit_asian_chair2 {
	inherit							npc_suit

	anim stand						models/md5/chars/operate_computer_sitting.md5anim
	anim idle					    models/md5/chars/operate_computer_sitting.md5anim
	anim cower						models/md5/chars/operate_computer_sitting.md5anim
	anim turn_left					models/md5/chars/operate_computer_sitting.md5anim
	anim turn_right					models/md5/chars/operate_computer_sitting.md5anim
		
	anim respond					models/md5/chars/operate_computer_talk.md5anim
	anim talk_primary				models/md5/chars/operate_computer_talk.md5anim
	anim talk_secondary1			models/md5/chars/operate_computer_talk.md5anim
	anim talk_secondary2			models/md5/chars/operate_computer_talk.md5anim
}

entityDef marscity_suit_asian_chair2 {
	"inherit"						"npc_base"
	"model"							"marscity_suit_asian_chair2"
	"def_head"						"marscity_suit_asian_chair_head2"
	"head_joint"					"Shoulders"
	"ignore_push"					"1"
	"anim"							"stand"
	"ik_numLegs"					"0"

	"copy_joint_world eyecontrol"	""

	"def_attach"					"prop_soft_desk_chair2"
	"def_dropDeathItem"				"moveable_chair2"
	"dropDeathItemJoint"			"chair"

	"dropDeathItemRotation"			"-90 0 0"

	"talk_no_turn"					"1"
	"talktime"						"0"
	
	"talk_time"						"0"
	"talk0_blendin"					"8"
	"talk0_blendout"				"8"
	"talk1_blendin"					"8"
	"talk1_blendout"				"8"
	"talk2_blendin"					"8"
	"talk2_blendout"				"8"
	
	"look_joint Waist"				"0 0 0"
	"look_joint Chest"				"0 0 0"
	"look_joint Shoulders"			"0.2 0.2 0"
	"look_joint headcontrol"		"-0.1 -0.1 0"
	"look_joint neckcontrol"		"0.8 0.8 0"
	"look_joint Ruparm"				"0 0 0"
	"look_joint Luparm"				"0 0 0"
	"look_min"						"-90 -80 0"
	"look_max"						"25 80 0"
	
	"eye_turn_min"					"-20 -30 0"
	"eye_turn_max"					"20 30 0"

	"eye_verticle_offset"			"20"
	"eye_horizontal_offset"			"-8"
	"eye_focus_rate"				"0.5"
	"head_focus_rate"				"0.08"
	
	"snd_respond"					"marscity_marine3_hq_respond"
	"snd_talk_primary"				"marscity_marine3_hq_primary"
	"snd_talk_secondary"			"marscity_marine3_hq_secondary1"
	"snd_talk_secondary2"			"marscity_marine3_hq_secondary2"
}

model marscity_suit_chair {
	mesh							models/md5/environments/marscitychair1.md5mesh
	anim office						models/md5/environments/marscitychair1.md5anim		
}

entityDef marscity_suit_chair {
	"inherit"						"cin_base"
	"model"							"marscity_suit_chair"
	"anim"							"office"
}

model marscity_cinematic_player {
	inherit							npc_tshirt

	anim betrugercin_a				models/md5/cinematics/marscity/betrugercin1_player_a.md5anim {
		frame 1							disableGravity
		frame 1							skin skins/characters/npcs/marine_player.skin
	}
	anim betrugercin_b				models/md5/cinematics/marscity/betrugercin1_player_b.md5anim {
		frame 1							disableGravity
		frame 1							skin skins/characters/npcs/marine_player.skin
	}
	anim betrugercin_c				models/md5/cinematics/marscity/betrugercin1_player_c.md5anim {
		frame 1							disableGravity
		frame 1							skin skins/characters/npcs/marine_player.skin
	}
	anim betrugercin_d				models/md5/cinematics/marscity/betrugercin1_player_d.md5anim {
		frame 1							disableGravity
		frame 1							skin skins/characters/npcs/marine_player.skin
	}
	anim recep_a					models/md5/cinematics/marscity/receptioncin1_player_a.md5anim {
		frame 1						 	event disableEyeFocus
		frame 26						sound_body player_sounds_footstep
		frame 38						sound_body player_sounds_footstep
		frame 49						sound_body player_sounds_footstep
		frame 58						sound_body player_sounds_footstep
		frame 64						sound_body2 marscity_reception_duffle
	}
	anim recep_b					models/md5/cinematics/marscity/receptioncin1_player_b.md5anim {
		frame 1						 	event disableEyeFocus
		frame 10						skin skins/characters/npcs/marine_player.skin
	}
	anim recep_c					models/md5/cinematics/marscity/receptioncin1_player_c.md5anim {
		frame 1						 	event disableEyeFocus
	}
	anim recep_d					models/md5/cinematics/marscity/receptioncin1_player_d.md5anim {
		frame 1						 	event disableEyeFocus
	}
	anim recep_e					models/md5/cinematics/marscity/receptioncin1_player_e.md5anim {
		frame 1						 	event disableEyeFocus
	}
	anim recep_f					models/md5/cinematics/marscity/receptioncin1_player_f.md5anim {
		frame 1						 	event disableEyeFocus
	}

	anim sargecin1					models/md5/cinematics/marscity/sargecin_player1.md5anim {
		frame 1							skin skins/characters/npcs/marine_player.skin
	}
	anim sargecin2					models/md5/cinematics/marscity/sargecin_player2.md5anim {
		frame 1							skin skins/characters/npcs/marine_player.skin
	}
	anim sargecin3					models/md5/cinematics/marscity/sargecin_player3.md5anim {
		frame 1							skin skins/characters/npcs/marine_player.skin
	}
	anim sargecin4					models/md5/cinematics/marscity/sargecin_player4.md5anim {
		frame 1						 	event disableEyeFocus
		frame 1							skin skins/characters/npcs/marine_player.skin
	}
	anim sargecin5					models/md5/cinematics/marscity/sargecin_player5.md5anim {
		frame 1							skin skins/characters/npcs/marine_player.skin
	}
	anim sargecin6					models/md5/cinematics/marscity/sargecin_player6.md5anim {
		frame 1							skin skins/characters/npcs/marine_player.skin
	}
	anim sargecin7					models/md5/cinematics/marscity/sargecin_player7.md5anim {
		frame 1							skin skins/characters/npcs/marine_player.skin
	}
}

entityDef marscity_cinematic_player {
	"inherit"						"npc_base"
	"model"							"marscity_cinematic_player"
	"anim"							"betrugercin_a"
	"ik_numlegs"						"0"
	"def_head"						"marscity_head_player"
	"head_joint"					"Shoulders"
	"cinematic"						"1"
}

entityDef marscity_meeting_player {
	"inherit"						"npc_base"
	"model"							"marscity_cinematic_player"
	"anim"							"betrugercin_a"
	"ik_numlegs"					"0"
	"def_head"						"marscity_head_player"
	"head_joint"					"Shoulders"

	"num_cinematics"				"4"
	"anim1"							"betrugercin_a"
	"anim2"							"betrugercin_b"
	"anim3"							"betrugercin_c"
	"anim4"							"betrugercin_d"

	"cinematic"						"1"
}

entityDef marscity_reception_player {
	"inherit"						"npc_base"
	"model"							"marscity_cinematic_player"
	"anim"							"recep_a"
	"ik_numlegs"					"0"
	"def_head"						"marscity_head_player"
	"head_joint"					"Shoulders"

	"num_cinematics"				"6"
	"anim1"							"recep_a"
	"anim2"							"recep_b"
	"anim3"							"recep_c"
	"anim4"							"recep_d"
	"anim5"							"recep_e"
	"anim6"							"recep_f"

	"cinematic"						"1"
}

model marscity_hangar_player {
	inherit							npc_tshirt

	anim hangar_a					models/md5/cinematics/marscity/hangar_player_a.md5anim {
		frame 1							event disableEyeFocus	
	}
	anim hangar_b					models/md5/cinematics/marscity/hangar_player_b.md5anim {
		frame 1							event disableEyeFocus
	}
	anim hangar_c					models/md5/cinematics/marscity/hangar_player_c.md5anim {
		frame 1							event disableEyeFocus
	}
	anim hangar_d					models/md5/cinematics/marscity/hangar_player_d.md5anim {
		frame 1							event disableEyeFocus
	}
	anim hangar_e					models/md5/cinematics/marscity/hangar_player_e.md5anim {
		frame 1							event disableEyeFocus
	}
	anim hangar_f					models/md5/cinematics/marscity/hangar_player_f.md5anim {
		frame 1							event disableEyeFocus
	}
	anim hangar_g					models/md5/cinematics/marscity/hangar_player_g.md5anim {
		frame 1							event disableEyeFocus
	}
	anim hangar_h					models/md5/cinematics/marscity/hangar_player_h.md5anim {
		frame 1							event disableEyeFocus
	}
}

entityDef marscity_hangar_player {
	"inherit"						"npc_base"
	"model"							"marscity_hangar_player"
	"anim"							"hangar_a"
	"ik_numlegs"					"0"
	"def_head"						"marscity_head_player"
	"head_joint"					"Shoulders"

	"def_attach"					"prop_dufflebag"

	"num_cinematics"				"8"
	"anim1"							"hangar_a"
	"anim2"							"hangar_b"
	"anim3"							"hangar_c"
	"anim4"							"hangar_d"
	"anim5"							"hangar_e"
	"anim6"							"hangar_f"
	"anim7"							"hangar_g"
	"anim8"							"hangar_h"

	"cinematic"						"1"
}

model marscity_head_player {
	inherit							head_player
	anim recep_a					models/md5/heads/player/marscity/reception_a.md5anim
	anim recep_b					models/md5/heads/player/marscity/reception_b.md5anim
	anim recep_c					models/md5/heads/player/marscity/reception_c.md5anim
	anim recep_d					models/md5/heads/player/marscity/reception_d.md5anim
	anim recep_e					models/md5/heads/player/marscity/reception_e.md5anim
	anim recep_f					models/md5/heads/player/marscity/reception_f.md5anim

	anim hangar_a					models/md5/heads/player/marscity/hangar_a.md5anim
	anim hangar_b					models/md5/heads/player/marscity/hangar_b.md5anim
	anim hangar_c					models/md5/heads/player/marscity/hangar_c.md5anim
	anim hangar_d					models/md5/heads/player/marscity/hangar_d.md5anim
	anim hangar_e					models/md5/heads/player/marscity/hangar_e.md5anim
	anim hangar_f					models/md5/heads/player/marscity/hangar_f.md5anim
	anim hangar_g					models/md5/heads/player/marscity/hangar_g.md5anim
	anim hangar_h					models/md5/heads/player/marscity/hangar_h.md5anim
}


model marscity_cinematic_doctor {
	inherit							npc_labcoat
	anim doctor_start				models/md5/cinematics/marscity/patient_doctor_start.md5anim
	anim doctor						models/md5/cinematics/marscity/patient_doctor.md5anim {
		frame 50						sound_voice snd_doc2
		frame 80						sound_voice snd_doc1
		frame 131						sound_voice snd_doc3
	}

	anim doctor_end					models/md5/cinematics/marscity/patient_doctor_end.md5anim
}

entityDef marscity_cinematic_doctor {
	"inherit"						"npc_base"
	"model"							"marscity_cinematic_doctor"
	"sound_bone"					"headcontrol"
	"anim"							"doctor"
	"ik_numlegs"					"0"
	"def_head"						"head_surgeon"
	"head_joint"					"Shoulders"
	"size"							"0 0 0"

	"copy_joint_world eyecontrol"	""

	"def_attach"					"prop_adrenaline"

	"snd_doc1"						"marscity_sci_hospital_1"
	"snd_doc2"						"marscity_sci_hospital_2"
	"snd_doc3"						"marscity_sci_hospital_3"
}

model marscity_cinematic_victim {
	inherit							npc_tshirt
	skin							skins/characters/npcs/soldier_bald_bloody.skin

	anim victim_start				models/md5/cinematics/marscity/patient_victim_start.md5anim
	anim victim						models/md5/cinematics/marscity/patient_victim.md5anim {
		frame 50						sound_voice snd_injured
	}
	anim victim_end					models/md5/cinematics/marscity/patient_victim_end.md5anim
}

entityDef marscity_cinematic_victim {
	"inherit"						"npc_base"
	"model"							"marscity_cinematic_victim"
	"def_head"						"head_zombie4"
	"head_joint"					"Shoulders"
	"sound_bone"					"headcontrol"
	"anim"							"victim"
	"ik_numlegs"					"0"
	"size"							"0 0 0"

	"copy_joint_world eyecontrol"	""

	"snd_injured"					"marscity_injured_hospital_1"
}

model marscity_cinematic_security {
	inherit							npc_security

	anim security_loop				models/md5/cinematics/marscity/patient_security_start.md5anim
	anim security_start				models/md5/cinematics/marscity/patient_security_start.md5anim {
		frame 1						sound_voice snd_guard1
	}
	anim security					models/md5/cinematics/marscity/patient_security.md5anim
	anim security_end				models/md5/cinematics/marscity/patient_security_end.md5anim
}

entityDef marscity_cinematic_security {
	"inherit"						"npc_base"
	"model"							"marscity_cinematic_security"
	"sound_bone"					"headcontrol"
	"anim"							"security"
	"ik_numlegs"					"0"
	"def_head"						"head_security_goggles"
	"head_joint"					"Shoulders"
	"size"							"0 0 0"

	"copy_joint_world eyecontrol"	""

	"snd_guard1"					"marscity_guard_hospital_1"
	"snd_guard2"					"marscity_guard_hospital_2"
}

model marscity_marine_helmet_p90_directions_ver1 {
	inherit							npc_marine
	anim stand						models/md5/chars/p90_stand.md5anim
	anim idle						models/md5/chars/p90_stand.md5anim

	anim talk_trigger				models/md5/chars/p90_point_left.md5anim {
		frame 1						sound_voice snd_talk_trigger
	}
	anim talk_primary				models/md5/chars/marscity_marine1_ver1_hq_primary.md5anim {
		frame 1						sound_voice snd_talk_primary
	}
	anim talk_secondary1			models/md5/chars/marscity_marine1_ver1_hq_secondary1.md5anim { 
		frame 1						sound_voice snd_talk_secondary
	}
	anim talk_secondary2			models/md5/chars/marscity_marine1_ver1_hq_secondary2.md5anim { 
		frame 1						sound_voice snd_talk_secondary2
	}
}

entitydef marscity_marine_helmet_p90_directions_ver1 {
	"inherit"						"npc_base"
	"model"							"marscity_marine_helmet_p90_directions_ver1"
	"talk_no_turn"					"1"
	"ignore_push"					"1"
	"ik_numLegs"					"0"
	"talktime"						".6"
	"talkradius"					"384"
	"def_head"						"head_marine_helmet"
	"head_joint"					"Shoulders"

	"look_min"						"-90 -75 0"
	"look_max"						"25 75 0"
	"look_joint Waist"				"0.1333 0.05 0"
	"look_joint Chest"				"0.1333 0.05 0"
	"look_joint Shoulders"			"0.1333 0.05 0"
	"look_joint headcontrol"		"0.6 0.6 0"
	"look_joint Ruparm"				"-0.4 0 0"
	"look_joint Luparm"				"-0.4 0 0"	

	"copy_joint_world eyecontrol"	""

	"def_attach"					"prop_machinegun"
	
	"snd_talk_trigger"				"marscity_marine1_ver1_hq_trigger"
	"snd_talk_primary"				"marscity_marine1_ver1_hq_primary"
	"snd_talk_secondary"			"marscity_marine1_ver1_hq_secondary1"
	"snd_talk_secondary2"			"marscity_marine1_ver1_hq_secondary2"	
}

model marscity_marine_helmet_p90_directions_ver2 {
	inherit							npc_marine
	anim stand						models/md5/chars/p90_stand.md5anim
	anim idle						models/md5/chars/p90_stand.md5anim

	anim talk_primary				models/md5/chars/p90_talk.md5anim {
		frame 1						sound_voice snd_talk_primary
	}
	anim talk_secondary1			models/md5/chars/p90_talk.md5anim { 
		frame 1						sound_voice snd_talk_secondary
	}
}

entitydef marscity_marine_helmet_p90_directions_ver2 {
	"inherit"						"npc_base"
	"model"							"marscity_marine_helmet_p90_directions_ver2"
	"talk_no_turn"					"1"
	"talktime"						".6"
	"talkradius"					"384"
	"def_head"						"head_marine_helmet"
	"head_joint"					"Shoulders"

	"copy_joint_world eyecontrol"	""

	"def_attach"					"prop_machinegun"
	
	"snd_talk_primary"				"marscity_marine1_ver2_hq_primary"
	"snd_talk_secondary"			"marscity_marine1_ver2_hq_secondary"
}

model marscity_marine_helmet_p90_walking {
	inherit							npc_marine
	anim stand						models/md5/chars/p90_talk.md5anim
	anim walk						models/md5/chars/walk_machinegun.md5anim {
		frame 3							sound_body player_sounds_footstep
		frame 17						sound_body player_sounds_footstep
		frame 32						sound_body player_sounds_footstep
		frame 46						sound_body player_sounds_footstep
	}

	anim talk_primary				models/md5/chars/p90_talk.md5anim {
		frame 1						sound_voice snd_talk_primary
	}
	anim talk_secondary1			models/md5/chars/p90_talk.md5anim { 
		frame 1						sound_voice snd_talk_secondary
	}
	anim talk_secondary2			models/md5/chars/p90_talk.md5anim { 
		frame 1						sound_voice snd_talk_secondary2
	}
	anim talk_excuseme				models/md5/chars/p90_talk.md5anim { 
		frame 1						sound_voice snd_talk_excuseme
	}
}

entitydef marscity_marine_helmet_p90_walking {
	"inherit"						"npc_base"
	"model"							"marscity_marine_helmet_p90_walking"
	"talk_no_turn"					"1"
	"talktime"						".6"
	"def_attach"					"prop_machinegun"
	"def_head"						"head_marine_helmet"
	"head_joint"					"Shoulders"

	"copy_joint_world eyecontrol"	""	

	"head_focus_rate"				"0.1"

	"look_joint Waist"				"0 0 0"
	"look_joint Chest"				".1 .1 0"
	"look_joint Shoulders"			".3 .3 0"
	"look_joint headcontrol"		".6 .6 0"
	"look_joint Ruparm"				"0 0 0"
	"look_joint Luparm"				"0 0 0"
	
	"talk0_blendin"					"8"
	"talk0_blendout"				"8"
	"talk1_blendin"					"8"
	"talk1_blendout"				"8"
	"talk2_blendin"					"8"
	"talk2_blendout"				"8"
	
	"snd_talk_primary"				"marscity_marine4_hq_primary"
	"snd_talk_secondary"			"marscity_marine4_hq_secondary1"
	"snd_talk_secondary2"			"marscity_marine4_hq_secondary2"
	"snd_talk_excuseme"				"marine_excuseme"	
}

model marscity_soldier_young_pda_head {
	inherit							head_young
	
	anim talk_primary				models/md5/heads/young/marscity/marine2_hq_1.md5anim {
		frame 1						sound_voice snd_talk_primary
	}
	anim talk_secondary1			models/md5/heads/young/marscity/marine2_hq_2.md5anim {
		frame 1						sound_voice snd_talk_secondary
	}
	anim talk_secondary2			models/md5/heads/young/marscity/marine2_hq_3.md5anim {
		frame 1						sound_voice snd_talk_secondary2
	}
}

model marscity_soldier_young_pda {
	inherit							npc_base
	mesh							models/md5/chars/tshirt.md5mesh
	channel torso					( *Waist )
	channel legs					( origin Body Body2 *Hips -*Waist SPINNER eyecontrol chair)
	
	anim stand						models/md5/chars/PDA_idle.md5anim {
		frame 1					 		event disableEyeFocus
	}
	anim pda_idle_look				models/md5/chars/PDA_idle.md5anim {
		frame 1					 		event disableEyeFocus
	}
	anim talk_primary				models/md5/chars/PDA_talk.md5anim {
		frame 1					 		event enableEyeFocus
	}
	anim talk_secondary1			models/md5/chars/PDA_talk.md5anim {
		frame 1					 		event enableEyeFocus
	}
	anim talk_secondary2			models/md5/chars/PDA_talk.md5anim {
		frame 1					 		event enableEyeFocus
	}
}

entityDef marscity_soldier_young_pda {
	"inherit"						"npc_base"
	"model"							"marscity_soldier_young_pda"
	"def_head"						"marscity_soldier_young_pda_head"
	"head_joint"					"Shoulders"
	
	"talk_no_turn"					"1"
	"talktime"						"0"
	
	"ik_numLegs"					"0"
	"ik_footSize"					"0"
	
	"head_focus_rate"				"0.1"
	
	"ignore_push"					"1"
	
	"copy_joint_world eyecontrol"	""

	"look_joint Waist"				".1 .1 0"
	"look_joint Chest"				".1 .1 0"
	"look_joint Shoulders"			".2 .2 0"
	"look_joint headcontrol"		".4 .4 0"
	"look_joint Ruparm"				"0 0 0"
	"look_joint Luparm"				"0 0 0"

	"eye_turn_min"					"-20 -30 0"
	"eye_turn_max"					"20 30 0"
	
	"def_attach"					"pda_marscity_soldier_young_pda"
	"def_dropDeathItem"				"pda_marscity_soldier_young_pda"
	"dropDeathItemJoint"			"pda"
	"dropDeathItemRotation"			"0 0 0"
	
	"snd_talk_primary"				"marscity_marine2_hq_primary"
	"snd_talk_secondary"			"marscity_marine2_hq_secondary1"
	"snd_talk_secondary2"			"marscity_marine2_hq_secondary2"
}

entityDef marscity_labcoat_young {
	"inherit"						"npc_base"

	"copy_joint_world eyecontrol"	""

	"def_head"						"head_young"
	"head_joint"					"Shoulders"
	"look_joint Waist"				"0 0 0"
	"look_joint Chest"				".2 .2 0"
	"look_joint Shoulders"			".2 .2 0"
	"look_joint headcontrol"		".6 .6 0"
	"look_joint Ruparm"				"0 0 0"
	"look_joint Luparm"				"0 0 0"
	"turn_rate"						"0"
	"talktime"						"0"
	"snd_talk_primary"				"default_primary"
	"snd_talk_secondary"			"default_secondary"
	"snd_talk_trigger"				"default_trigger"
}

model char_marine_asian_chair1_head {
	inherit							head_asian_young
	
	anim talk_primary				models/md5/heads/asian_young/marscity/marine2_sitting_1_1.md5anim {
		frame 1						sound_voice marscity_marine2_sitting_1_primary
	}
	anim talk_secondary1			models/md5/heads/asian_young/marscity/marine2_sitting_1_2.md5anim {
		frame 1						sound_voice marscity_marine2_sitting_1_secondary1
	}
	anim talk_secondary2			models/md5/heads/asian_young/marscity/marine2_sitting_1_3.md5anim {
		frame 1						sound_voice marscity_marine2_sitting_1_secondary2
	}
	anim convo1						models/md5/heads/asian_young/marscity/marine2_sitting_1_4.md5anim {
		frame 1						sound_voice marscity_marine2_sitting_1_convo1
	}
	anim convo2						models/md5/heads/asian_young/marscity/marine2_sitting_1_5.md5anim {
		frame 1						sound_voice marscity_marine2_sitting_1_convo2
	}
	anim convo3						models/md5/heads/asian_young/marscity/marine2_sitting_1_6.md5anim {
		frame 1						sound_voice marscity_marine2_sitting_1_convo3
	}
}

model char_marine_asian_chair1 {
	mesh							models/md5/chars/tshirt.md5mesh
	channel torso					( *Waist )
	channel legs					( chair origin Body Body2 *Hips -*Waist SPINNER )

	anim af_pose					models/md5/chars/af_pose.md5anim
	anim ik_pose					models/md5/chars/af_pose.md5anim
	
	anim stand						models/md5/chars/marscity/marscity_marine2_stand.md5anim
	anim idle1						models/md5/chars/marscity/marscity_marine2_idle1.md5anim
	anim idle2						models/md5/chars/marscity/marscity_marine2_idle2.md5anim {
		frame 22						sound_voice2		cough
		frame 42						sound_voice2		cough
	}
	anim idle3						models/md5/chars/marscity/marscity_marine2_idle3.md5anim

	anim talk_primary				models/md5/chars/marscity/marscity_marine2_talk1.md5anim
	anim talk_secondary1			models/md5/chars/marscity/marscity_marine2_talk2.md5anim
	anim talk_secondary2			models/md5/chars/marscity/marscity_marine2_talk3.md5anim
	
	anim convo1						models/md5/chars/marscity/marscity_marine2_convo1.md5anim
	anim convo2						models/md5/chars/marscity/marscity_marine2_convo2.md5anim
	anim convo3						models/md5/chars/marscity/marscity_marine2_convo3.md5anim
}

entityDef char_marine_asian_chair1 {
	"inherit"						"npc_base"
	"model"							"char_marine_asian_chair1"
	"def_head"						"char_marine_asian_chair1_head"
	"head_joint"					"Shoulders"

	"copy_joint_world eyecontrol"	""	

	"talk_no_turn"					"1"
	"talktime"						"1"

	"turn_rate"						"0"
	
	"talk0_blendin"					"8"
	"talk0_blendout"				"8"
	"talk1_blendin"					"8"
	"talk1_blendout"				"8"
	"talk2_blendin"					"8"
	"talk2_blendout"				"8"

	"ik_numLegs"					"0"
	"ik_footSize"					"0"
	
	"look_joint Waist"				"0 0 0"
	"look_joint Chest"				"0 0 0"
	"look_joint Shoulders"			"0 0 0"
	"look_joint headcontrol"		"0.5 0.4 0"
	"look_joint neckcontrol"		"0.5 0.4 0"
	"look_joint Ruparm"				"0 0 0"
	"look_joint Luparm"				"0 0 0"
	"look_min"						"-40 -80 0"
	"look_max"						"40 80 0"
	
	"eye_turn_min"					"-20 -30 0"
	"eye_turn_max"					"20 30 0"
	
	"def_attach"					"prop_metal_lounge_chair"
	"def_dropDeathItem"				"moveable_kitchenchair"
	"dropDeathItemJoint"			"chair"
	"dropDeathItemRotation"			"0 0 -90"
	"dropDeathItemOffset"			"0 30 30"
}

model char_marine_young_chair1_head {
	inherit							head_young
	
	anim talk_primary				models/md5/heads/young/marscity/marine1_sitting_1_1.md5anim {
		frame 1						sound_voice marscity_marine1_sitting_1_primary
	}
	anim talk_secondary1			models/md5/heads/young/marscity/marine1_sitting_1_2.md5anim {
		frame 1						sound_voice marscity_marine1_sitting_1_secondary1
	}
	anim talk_secondary2			models/md5/heads/young/marscity/marine1_sitting_1_3.md5anim {
		frame 1						sound_voice marscity_marine1_sitting_1_secondary2
	}
	anim convo1						models/md5/heads/young/marscity/marine1_sitting_1_4.md5anim {
		frame 1						sound_voice marscity_marine1_sitting_1_convo1
	}
	anim convo2						models/md5/heads/young/marscity/marine1_sitting_1_5.md5anim {
		frame 1						sound_voice marscity_marine1_sitting_1_convo2
	}
	anim convo3						models/md5/heads/young/marscity/marine1_sitting_1_6.md5anim {
		frame 1						sound_voice marscity_marine1_sitting_1_convo3
	}
}

model char_marine_young_chair1 {
	mesh							models/md5/chars/tshirt.md5mesh
	channel torso					( *Waist )
	channel legs					( chair origin Body Body2 *Hips -*Waist SPINNER )

	anim af_pose					models/md5/chars/af_pose.md5anim
	anim ik_pose					models/md5/chars/af_pose.md5anim
	
	anim stand						models/md5/chars/marscity/marscity_marine1_stand.md5anim
	anim idle1						models/md5/chars/marscity/marscity_marine1_idle1.md5anim
	anim idle2						models/md5/chars/marscity/marscity_marine1_idle2.md5anim
	anim idle3						models/md5/chars/marscity/marscity_marine1_idle3.md5anim

	anim talk_primary				models/md5/chars/marscity/marscity_marine1_talk1.md5anim
	anim talk_secondary1			models/md5/chars/marscity/marscity_marine1_talk2.md5anim
	anim talk_secondary2			models/md5/chars/marscity/marscity_marine1_talk3.md5anim
	
	anim convo1						models/md5/chars/marscity/marscity_marine1_convo1.md5anim
	anim convo2						models/md5/chars/marscity/marscity_marine1_convo2.md5anim
	anim convo3						models/md5/chars/marscity/marscity_marine1_convo3.md5anim
}

entityDef char_marine_young_chair1 {
	"inherit"						"npc_base"
	"model"							"char_marine_young_chair1"
	"def_head"						"char_marine_young_chair1_head"
	"head_joint"					"Shoulders"

	"copy_joint_world eyecontrol"	""	

	"talk_no_turn"					"1"
	"talktime"						"1"

	"turn_rate"						"0"
	
	"talk0_blendin"					"8"
	"talk0_blendout"				"8"
	"talk1_blendin"					"8"
	"talk1_blendout"				"8"
	"talk2_blendin"					"8"
	"talk2_blendout"				"8"

	"ik_numLegs"					"0"
	"ik_footSize"					"0"	
	
	"look_joint Waist"				"0 0 0"
	"look_joint Chest"				"0 0 0"
	"look_joint Shoulders"			"0 0 0"
	"look_joint headcontrol"		"0.5 0.4 0"
	"look_joint neckcontrol"		"0.5 0.4 0"
	"look_joint Ruparm"				"0 0 0"
	"look_joint Luparm"				"0 0 0"
	"look_min"						"-40 -80 0"
	"look_max"						"40 80 0"
	
	"eye_turn_min"					"-20 -30 0"
	"eye_turn_max"					"20 30 0"
	
	"def_attach"					"prop_metal_lounge_chair"
	"def_dropDeathItem"				"moveable_kitchenchair"
	"dropDeathItemJoint"			"chair"
	"dropDeathItemRotation"			"0 0 -90"
	"dropDeathItemOffset"			"0 30 30"
}

model marscity_soldier_black_head {
	inherit							head_black
	
	anim talk_primary				models/md5/heads/black/marscity/marine5_hq_1.md5anim {
		frame 1						sound_voice snd_talk_primary
	}
	anim talk_secondary1			models/md5/heads/black/marscity/marine5_hq_2.md5anim {
		frame 1						sound_voice snd_talk_secondary
	}
	anim talk_secondary2			models/md5/heads/black/marscity/marine5_hq_3.md5anim {
		frame 1						sound_voice snd_talk_secondary2
	}
}

model marscity_soldier_black {
	inherit							npc_tshirt
	anim stand	   				    models/md5/chars/PDA_idle_look.md5anim {
		frame 1					 		event disableEyeFocus
	}
	anim idle_stand					models/md5/chars/PDA_idle_look.md5anim {
		frame 1					 		event disableEyeFocus
	}
	anim talk_primary				models/md5/chars/PDA_talk.md5anim {
		frame 1					 		event enableEyeFocus
	}
	anim talk_secondary1			models/md5/chars/PDA_talk.md5anim {
		frame 1					 		event enableEyeFocus
	}
	anim talk_secondary2			models/md5/chars/PDA_talk.md5anim {
		frame 1					 		event enableEyeFocus
	}
}

entityDef marscity_soldier_black {
	"inherit"						"npc_base"
	"model"							"marscity_soldier_black"
	"def_head"						"marscity_soldier_black_head"
	"skin"							"skins/characters/npcs/soldier_black"
	"head_joint"					"Shoulders"

	"copy_joint_world eyecontrol"	""	

	"talk_no_turn"					"1"
	"talktime"						"0"
	"talkradius"					"384"

	"ik_numLegs"					"0"
	"ik_footSize"					"0"

	"look_joint Waist"				".1 .1 0"
	"look_joint Chest"				".1 .1 0"
	"look_joint Shoulders"			".2 .2 0"
	"look_joint headcontrol"		".4 .4 0"
	"look_joint Ruparm"				"0 0 0"
	"look_joint Luparm"				"0 0 0"
	
	"head_focus_rate"				"0.1"

	"talk0_blendin"					"8"
	"talk0_blendout"				"8"
	"talk1_blendin"					"8"
	"talk1_blendout"				"8"
	"talk2_blendin"					"8"
	"talk2_blendout"				"8"

	"eye_turn_min"					"-20 -30 0"
	"eye_turn_max"					"20 30 0"
	
	"def_attach"					"pda_marscity_soldier_black"
	"def_dropDeathItem"				"pda_marscity_soldier_black"
	"dropDeathItemJoint"			"pda"
	"dropDeathItemRotation"			"0 0 0"
	
	"snd_talk_primary"				"marscity_marine5_hq_primary"
	"snd_talk_secondary"			"marscity_marine5_hq_secondary1"
	"snd_talk_secondary2"			"marscity_marine5_hq_secondary2"
}

model marscity_soldier_bald_pda_head {
	inherit							head_bald
	
	anim talk_primary				models/md5/characters/npcs/heads/h3idle.md5anim
	anim talk_secondary1			models/md5/characters/npcs/heads/h3idle.md5anim
	anim talk_secondary2			models/md5/characters/npcs/heads/h3idle.md5anim
}

model marscity_soldier_bald_pda {
	inherit							npc_tshirt
	anim stand	   				    models/md5/chars/PDA_idle.md5anim {
		frame 1					 		event disableEyeFocus
	}
	anim idle_stand					models/md5/chars/PDA_idle_look.md5anim {
		frame 1					 		event disableEyeFocus
	}
	anim talk_primary				models/md5/chars/PDA_talk.md5anim {
		frame 1					 		event enableEyeFocus
	}
	anim talk_secondary1			models/md5/chars/PDA_talk.md5anim {
		frame 1					 		event enableEyeFocus
	}
	anim talk_secondary2			models/md5/chars/PDA_talk.md5anim {
		frame 1					 		event enableEyeFocus
	}
}

entityDef marscity_soldier_bald_pda {
	"inherit"						"npc_base"
	"model"							"marscity_soldier_bald_pda"
	"def_head"						"marscity_soldier_bald_pda_head"
	"head_joint"					"Shoulders"

	"copy_joint_world eyecontrol"	""	

	"talk_no_turn"					"1"
	"talktime"						"0"

	"ik_numLegs"					"0"
	"ik_footSize"					"0"
	
	"head_focus_rate"				"0.1"	

	"look_joint Waist"				".1 .1 0"
	"look_joint Chest"				".1 .1 0"
	"look_joint Shoulders"			".2 .2 0"
	"look_joint headcontrol"		".4 .4 0"
	"look_joint Ruparm"				"0 0 0"
	"look_joint Luparm"				"0 0 0"

	"eye_turn_min"					"-20 -30 0"
	"eye_turn_max"					"20 30 0"
	
	"def_attach"                    "pda_marscity_soldier_bald_pda" 
    "def_dropDeathItem"             "pda_marscity_soldier_bald_pda"
	"dropDeathItemJoint"			"pda"
	"dropDeathItemRotation"			"0 0 0"
	
	"snd_talk_primary"				"marscity_marine5_hq_primary"
	"snd_talk_secondary"			"marscity_marine5_hq_secondary1"
	"snd_talk_secondary2"			"marscity_marine5_hq_secondary2"
}

model marscity_sci_team_request_head {
	skin 							skins/characters/npcs/prettyoldhead.skin
	mesh							models/md5/heads/head02young/h2_cinematic.md5mesh
	channel eyelids					( Ruplid Rlolid Luplid Llolid )
	
	anim sci_team_request			models/md5/heads/head02young/marscity/sci_team_request.md5anim
}

model marscity_sci_team_request {
	inherit							npc_labcoat
	
	anim sci_team_request	   		models/md5/chars/marscity/sci_team_request.md5anim {
		frame 1							aviGame sci_team
		frame 6         				sound_voice marscity_sci_team_request
		frame 215						aviGame
	}
}

entityDef marscity_sci_team_request {
	"inherit"						"npc_base"
	"model"							"marscity_sci_team_request"
	"def_head"						"marscity_sci_team_request_head"
	"talk_no_turn"					"1"
	"turn_rate"						"0"

	"copy_joint_world eyecontrol"	""

	"ik_numLegs"					"0"
	"head_joint"					"Shoulders"
	"sound_bone"					"headcontrol"
}

model marscity_suit_young2 {
	inherit							npc_suit
	anim stand_hands_at_waist		models/md5/chars/stand_hands_at_waist.md5anim
}

entityDef marscity_suit_young2 {
	"inherit"						"npc_base"
	"def_head"						"head_young"
	"head_joint"					"Shoulders"
	"model"							"marscity_suit_young2"

	"copy_joint_world eyecontrol"	""
}

//IPN NEWS GUY

model marscity_ipn_news_head {
	mesh							models/md5/characters/npcs/heads/h2.md5mesh
	skin 							skins/characters/npcs/prettyoldhead.skin
	channel eyelids					( Ruplid Rlolid Luplid Llolid )
	
	anim ipn_news					models/md5/heads/head02young/marscity/ipn_news_head.md5anim {
		//frame 1							aviGame ipn_news
		//frame 4500						aviGame
	}
}

model marscity_ipn_news {
	inherit							npc_suit
	
	anim ipn_news					models/md5/chars/marscity/ipn_news.md5anim {
		frame 1         				sound_voice marscity_ipn_news_vo
	}
}

entityDef marscity_ipn_news {
	"inherit"						"npc_base"
	"model"							"marscity_ipn_news"
	"size"							"12 12 74"
	"def_attach"					"prop_soft_desk_chair2"	

	"copy_joint_world eyecontrol"	""

	"ik_numLegs"					"0"
	"def_head"						"marscity_ipn_news_head"
	"head_joint"					"Shoulders"
	
	"sound_bone"					"headcontrol"
	"cinematic"						"1"
}
