source-sdk-2013/sp/game/mod_episodic/scripts/actbusy.txt
Jørgen P. Tjernø b5dc4a8543 Line-ending fixes for most of the remaining files.
Fixes line-endings for files with extensions vcd, cc, txt, bat, fxc, inc, lst,
proto, mak, mm, cfg, res, rc, def, vmt, vsh, vbsp, inl, asm, m4, vcproj,
vcxproj, sln, in, java, la, manifest, am, and rad.

Also fixes README, CONTRIBUTING, CONTRIBUTORS, LICENSE, CHANGES, COPYING, and
gitignore.

Finally, fixes executable bits.
2013-12-03 11:57:22 -08:00

845 lines
19 KiB
Text

// "act busy name" This is the name that a mapmaker must specify in the hint node.
// {
// "busy_anim" "Activity Name".
// "entry_anim" "Activity Name"
// "exit_anim" "Activity Name"
// "busy_sequence" "Sequence Name". If specified, this is used over the activity name. Specify it in the hint node.
// "entry_sequence" "Sequence Name". If specified, this is used over the entry anim.
// "exit_sequence" "Sequence Name". If specified, this is used over the exit anim.
// "min_time" "Minimum time to spend in this busy anim"
// "max_time" "Maximum time to spend in this busy anim" 0 = only stop when interrupted by external event
// "interrupts" One of:
// "BA_INT_NONE" break out only when time runs out. No external influence will break me out.
// "BA_INT_DANGER" break out of this anim only if threatened
// "BA_INT_PLAYER" break out of this anim if I can see the player, or I'm threatened
// "BA_INT_AMBUSH" someone please define this - I have no idea what it does
// "BA_INT_COMBAT" break out of this anim if combat occurs in my line of sight (bullet hits, grenades, etc), -OR- the max time is reached
//
// "use_automovement" Set to 1, the NPC navigation system will be used as the actor animates, preventing them moving into solids. Should be used in
// all cases except those where the actor will be interpenetrating another object (such as sitting on a chair).
// }
//
//
"ActBusy.txt"
{
"binoculars_idle"
{
"busy_sequence" "binoculars_idle"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_PLAYER"
}
"d2_coast03_PreBattle_Scan_Skies"
{
"busy_sequence" "d2_coast03_PreBattle_Scan_Skies"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d2_coast03_PreBattle_Scan_Skies02"
{
"busy_sequence" "d2_coast03_PreBattle_Scan_Skies02"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d2_coast03_PreBattle_Scan_Skies03"
{
"busy_sequence" "d2_coast03_PreBattle_Scan_Skies03"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d2_coast03_PreBattle_Kneel_Idle"
{
"busy_sequence" "d2_coast03_PreBattle_Kneel_Idle"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d2_coast03_PreBattle_Stand_Look"
{
"busy_sequence" "d2_coast03_PreBattle_Stand_Look"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"idle_alert_01"
{
"busy_sequence" "idle_alert_01"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"idle_alert_02"
{
"busy_sequence" "idle_alert_02"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"idle_relaxed_01"
{
"busy_sequence" "idle_relaxed_01"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"idle_relaxed_02"
{
"busy_sequence" "idle_relaxed_02"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_town05_Leon_Lean_Table_Idle"
{
"busy_sequence" "d1_town05_Leon_Lean_Table_Idle"
"entry_sequence" "d1_town05_Leon_Lean_Table_Entry"
"exit_sequence" "d1_town05_Leon_Lean_Table_Exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t03_Sit_couch"
{
"busy_sequence" "d1_t03_Sit_couch"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t03_sit_couch_consoling"
{
"busy_sequence" "d1_t03_sit_couch_consoling"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"fear_reaction_Idle"
{
"busy_sequence" "fear_reaction_Idle"
"entry_sequence" "fear_reaction"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"cower_Idle"
{
"busy_sequence" "cower_Idle"
"entry_sequence" "cower"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t03_Sit_Bed"
{
"busy_sequence" "d1_t03_Sit_Bed"
"entry_sequence" "d1_t03_Sit_Bed_Entry"
"exit_sequence" "d1_t03_Sit_Bed_Exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"LineIdle01"
{
"busy_sequence" "LineIdle01"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t01_BreakRoom_WatchBreen"
{
"busy_sequence" "d1_t01_BreakRoom_WatchBreen"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t02_Plaza_Sit01_Idle"
{
"busy_sequence" "d1_t02_Plaza_Sit01_Idle"
"entry_sequence" "Idle_to_d1_t01_BreakRoom_Sit01"
"exit_sequence" "d1_t01_BreakRoom_Sit01_to_Idle"
"min_time" "20.0"
"max_time" "30.0"
"interrupts" "BA_INT_DANGER"
}
"d1_t02_Plaza_Sit02"
{
"busy_sequence" "d1_t02_Plaza_Sit02"
"entry_sequence" "d1_t01_BreakRoom_Sit02_Entry"
"exit_sequence" "d1_t01_BreakRoom_Sit02_Exit"
"min_time" "20.0"
"max_time" "30.0"
"interrupts" "BA_INT_DANGER"
}
"d1_t02_Playground_Cit2_Pockets"
{
"busy_sequence" "d1_t02_Playground_Cit2_Pockets"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t02_Playground_Cit1_Arms_Crossed"
{
"busy_sequence" "d1_t02_Playground_Cit1_Arms_Crossed"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t03_LookOutDoor"
{
"busy_sequence" "d1_t03_LookOutDoor"
"entry_sequence" "d1_t03_LookOutDoor_Entry"
"exit_sequence" "d1_t03_LookOutDoor_Exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t03_LookOutWindow"
{
"busy_sequence" "d1_t03_LookOutWindow"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t03_Tenements_Look_Out_Window_Idle"
{
"busy_sequence" "d1_t03_Tenements_Look_Out_Window_Idle"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t03_PreRaid_Peek_Idle"
{
"busy_sequence" "d1_t03_PreRaid_Peek_Idle"
"exit_sequence" "d1_t03_Preraid_Peek_Exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t01_Clutch_Chainlink_Idle"
{
"busy_sequence" "d1_t01_Clutch_Chainlink_Idle"
"entry_sequence" "d1_t01_Clutch_Chainlink_Entry"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t01_BreakRoom_Sit01_Idle"
{
"busy_sequence" "d1_t01_BreakRoom_Sit01_Idle"
"entry_sequence" "Idle_to_d1_t01_BreakRoom_Sit01"
"exit_sequence" "d1_t01_BreakRoom_Sit01_to_Idle"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t01_BreakRoom_Sit02"
{
"busy_sequence" "d1_t01_BreakRoom_Sit02"
"entry_sequence" "d1_t01_BreakRoom_Sit02_Entry"
"exit_sequence" "d1_t01_BreakRoom_Sit02_Exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t01_BreakRoom_WatchClock_Sit"
{
"busy_sequence" "d1_t01_BreakRoom_WatchClock_Sit"
"entry_sequence" "d1_t01_BreakRoom_WatchClock_Sit_Entry"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"d1_t01_BreakRoom_WatchClock_Sit_MX"
{
"busy_sequence" "d1_t01_BreakRoom_WatchClock_Sit_MX"
"entry_sequence" "d1_t01_BreakRoom_WatchClock_Sit_Entry_MX"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"ACT_BUSY_LEAN_LEFT"
{
"busy_anim" "ACT_BUSY_LEAN_LEFT"
"entry_anim" "ACT_BUSY_LEAN_LEFT_ENTRY"
"exit_anim" "ACT_BUSY_LEAN_LEFT_EXIT"
"min_time" "10.0"
"max_time" "20.0"
"interrupts" "BA_INT_PLAYER"
}
"Lean_Left"
{
"busy_sequence" "Lean_Left"
"entry_anim" "ACT_BUSY_LEAN_LEFT_ENTRY"
"exit_sequence" "photo_react_startle"
"min_time" "0"
"max_time" "0"
"interrupts" "BA_INT_NONE"
}
"ACT_BUSY_LEAN_BACK"
{
"busy_anim" "ACT_BUSY_LEAN_BACK"
"entry_anim" "ACT_BUSY_LEAN_BACK_ENTRY"
"exit_anim" "ACT_BUSY_LEAN_BACK_EXIT"
"min_time" "10.0"
"max_time" "20.0"
"interrupts" "BA_INT_PLAYER"
}
"lean_back"
{
"busy_sequence" "lean_back"
"entry_anim" "ACT_BUSY_LEAN_BACK_ENTRY"
"exit_anim" "ACT_BUSY_LEAN_BACK_EXIT"
"min_time" "0"
"max_time" "0"
"interrupts" "BA_INT_NONE"
}
"ACT_BUSY_SIT_GROUND"
{
"busy_anim" "ACT_BUSY_SIT_GROUND"
"entry_anim" "ACT_BUSY_SIT_GROUND_ENTRY"
"exit_anim" "ACT_BUSY_SIT_GROUND_EXIT"
"min_time" "20.0"
"max_time" "30.0"
"interrupts" "BA_INT_DANGER"
}
"ACT_BUSY_SIT_CHAIR"
{
"busy_anim" "ACT_BUSY_SIT_CHAIR"
"entry_anim" "ACT_BUSY_SIT_CHAIR_ENTRY"
"exit_anim" "ACT_BUSY_SIT_CHAIR_EXIT"
"min_time" "30.0"
"max_time" "40.0"
"interrupts" "BA_INT_DANGER"
}
"ACT_BUSY_STAND"
{
"busy_anim" "ACT_BUSY_STAND"
"min_time" "10.0"
"max_time" "20.0"
"interrupts" "BA_INT_DANGER"
}
"ACT_BUSY_QUEUE"
{
"busy_anim" "ACT_BUSY_QUEUE"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"food_queue_front"
{
"busy_sequence" "lineIdle01"
"exit_sequence" "takepackage"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"sitcouchfeet1"
{ "busy_sequence" "sitcouchfeet1"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"sitcouchknees1"
{ "busy_sequence" "sitcouchknees1"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"sitchairtable1"
{ "busy_sequence" "sitchairtable1"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"sitcouch1"
{ "busy_sequence" "sitcouch1"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"sitccouchtv1"
{ "busy_sequence" "sitccouchtv1"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"laycouch1"
{ "busy_sequence" "laycouch1"
"exit_sequence" "laycouch1_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"laycouch1"
{
"busy_sequence" "laycouch1"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Sit_Chair02"
{
"busy_sequence" "Sit_Chair02"
"entry_sequence" "Idle_to_Sit_Chair02"
"exit_sequence" "Sit_Chair02_to_Idle"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Sit_Chair03"
{
"busy_sequence" "Sit_Chair03"
"entry_sequence" "Idle_to_Sit_Chair03"
"exit_sequence" "Sit_Chair03_to_Idle"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"drinker_sit_idle"
{
"busy_sequence" "drinker_sit_idle"
"entry_sequence" "drinker_sit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"drinker_sit_idle_ss"
{
"busy_sequence" "drinker_sit_idle_ss"
"entry_sequence" "drinker_sit_ss"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"railing_idle"
{
"busy_sequence" "railing_idle"
//"entry_sequence" "railing_enter"
"exit_sequence" "railing_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"D1_C01a_Mary_kneel"
{
"busy_sequence" "canals_mary_postidle"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"D1_C03_Matt_sitground"
{
"busy_anim" "ACT_BUSY_SIT_GROUND"
"entry_anim" "ACT_BUSY_SIT_GROUND_ENTRY"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Cover_R"
{
"busy_sequence" "Cover_R"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Cover_L"
{
"busy_sequence" "Cover_L"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Coverlow_R"
{
"busy_sequence" "Coverlow_R"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Coverlow_L"
{
"busy_sequence" "Coverlow_L"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
//*****************************************************************************
//************ Soldier actbusy section *************************************
//*****************************************************************************
"Cover_crouch"
{
"busy_sequence" "crouchidle_AB"
"exit_sequence" "crouch_to_combat_stand"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"Cover_crouch_B"
{
"busy_sequence" "crouchidle_AB"
"exit_sequence" "crouchidle_ABexit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"Signal_group"
{
"busy_sequence" "signal_group"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"Idle_Alert"
{
"busy_sequence" "CombatIdle1"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"Signal_Advance"
{
"busy_sequence" "CombatIdle1"
"exit_sequence" "signal_advance"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_Right"
{
"busy_sequence" "leanwall_right_idle"
"exit_sequence" "leanwall_right_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_Corner_Right"
{
"busy_sequence" "leanwall_Corner_right_idle"
"exit_sequence" "leanwall_Corner_right_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_Left"
{
"busy_sequence" "leanwall_left_idle"
"exit_sequence" "leanwall_left_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_Left_B"
{
"busy_sequence" "leanwall_left_b_idle"
"exit_sequence" "leanwall_left_b_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_CrouchLeft_A"
{
"busy_sequence" "leanwall_CrouchLeft_A_idle"
"exit_sequence" "leanwall_CrouchLeft_A_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_CrouchLeft_B"
{
"busy_sequence" "leanwall_CrouchLeft_B_idle"
"exit_sequence" "leanwall_CrouchLeft_B_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_CrouchLeft_C"
{
"busy_sequence" "leanwall_CrouchLeft_C_idle"
"exit_sequence" "leanwall_CrouchLeft_C_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_CrouchLeft_D"
{
"busy_sequence" "leanwall_CrouchLeft_D_idle"
"exit_sequence" "leanwall_CrouchLeft_D_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"core_control_console_type"
{
"busy_sequence" "console_type_loop"
"entry_sequence" "console_type_entry"
"exit_sequence" "console_type_exit"
"min_time" "0.0"
"max_time" "120.0"
"interrupts" "BA_INT_NONE"
}
//*****************************************************************************
//************ Metrocop actbusy section ************************************
//*****************************************************************************
"Crouch_idle_pistol_A"
{
"busy_sequence" "Crouch_idle_pistol"
"exit_sequence" "Crouch_to_shootpistol"
"min_time" "1.0"
"max_time" "0.0"
"interrupts" "BA_INT_COMBAT"
}
"Crouch_idle_smg1_A"
{
"busy_sequence" "Crouch_idle_smg1"
"exit_sequence" "Crouch_to_shootsmg1"
"min_time" "1.0"
"max_time" "0.0"
"interrupts" "BA_INT_COMBAT"
}
"Idle_harrassidle_A"
{
"busy_sequence" "harrassidle"
"min_time" "1.0"
"max_time" "0.0"
"interrupts" "BA_INT_COMBAT"
}
//*****************************************************************************
//************ Zombie actbusy section *nuugggh* *****************************
//*****************************************************************************
"Zombie_Slump_A"
{
"busy_sequence" "slump_a"
"exit_sequence" "slumprise_a"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_ZOMBIESLUMP"
"use_automovement" "1"
}
"Zombie_Slump_A2"
{
"busy_sequence" "slump_a"
"exit_sequence" "slumprise_a2"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_ZOMBIESLUMP"
"use_automovement" "1"
}
"Zombie_Slump_B"
{
"busy_sequence" "slump_b"
"exit_sequence" "slumprise_b"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_ZOMBIESLUMP"
"use_automovement" "1"
}
"Fastzombie_Slump_a"
{
"busy_sequence" "slump_a"
"exit_sequence" "slumprise_a"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_ZOMBIESLUMP"
"use_automovement" "1"
}
"Fastzombie_Slump_b"
{
"busy_sequence" "slump_b"
"exit_sequence" "slumprise_b"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_ZOMBIESLUMP"
"use_automovement" "1"
}
"Zombie_Slump_Unbreakable"
{
"busy_sequence" "slump_b"
"exit_sequence" "slumprise_b"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
"use_automovement" "1"
}
//*****************************************************************************
//************ Alyx *****************************
//*****************************************************************************
"Alyx_fusebox_hack"
{
"busy_sequence" "alyx_actBusyPowerbox"
"entry_sequence" "alyx_startPowerBox"
"exit_sequence" "alyx_exitPowerBox"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_DANGER"
"use_automovement" "1"
}
"Alyx_CrouchHide_01"
{
"busy_sequence" "CrouchHide_01"
"entry_sequence" "CrouchHide_01_enter"
"exit_sequence" "CrouchHide_01_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Alyx_HideWall_AB"
{
"busy_sequence" "alyx_LeanWall"
"entry_sequence" "alyx_HideWall"
//"exit_sequence" "alyx_hackPowerBox"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Alyx_Injured_WallLean"
{
"busy_sequence" "injured_rest1_idle"
"entry_sequence" "injured_rest1_in"
"exit_sequence" "injured_rest1_out"
"interrupts" "BA_INT_DANGER"
}
"Alyx_Blindfire_Left"
{
"busy_sequence" "blindfire_left_action"
"entry_sequence" "blindfire_left_entry"
"exit_sequence" "blindfire_left_exit"
"min_time" "12.0"
"max_time" "12.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_Blindfire_Left_High"
{
"busy_sequence" "blindfire_left_high_action"
"entry_sequence" "blindfire_left_entry"
"exit_sequence" "blindfire_left_exit"
"min_time" "12.0"
"max_time" "12.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_Blindfire_Left_Low"
{
"busy_sequence" "blindfire_left_low_action"
"entry_sequence" "blindfire_left_entry"
"exit_sequence" "blindfire_left_exit"
"min_time" "12.0"
"max_time" "12.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_Blindfire_Low"
{
"busy_sequence" "blindfire_low_action"
"entry_sequence" "blindfire_low_entry"
"exit_sequence" "blindfire_low_exit"
"min_time" "10.0"
"max_time" "10.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_Blindfire_Low_High"
{
"busy_sequence" "blindfire_low_high_action"
"entry_sequence" "blindfire_low_entry"
"exit_sequence" "blindfire_low_exit"
"min_time" "10.0"
"max_time" "10.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_WallCover_Right"
{
"busy_sequence" "cover_right_action"
"entry_sequence" "cover_right_entry"
"exit_sequence" "cover_right_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_WallCover_Low"
{
"busy_sequence" "CrouchHide_01"
"entry_sequence" "CrouchHide_01_enter"
"exit_sequence" "CrouchHide_01_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_WallCover_Low_Timed"
{
"busy_sequence" "CrouchHide_01"
"entry_sequence" "CrouchHide_01_enter"
"exit_sequence" "CrouchHide_01_exit"
"min_time" "0.0"
"max_time" "6.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_Guard_Low"
{
"busy_sequence" "crouch_aim_pistol"
"entry_sequence" "stand_to_crouchshoot"
"exit_sequence" "crouchshoot_to_stand"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_Guard_Low_Timed"
{
"busy_sequence" "crouch_aim_pistol"
"entry_sequence" "stand_to_crouchshoot"
"exit_sequence" "crouchshoot_to_stand"
"min_time" "6.0"
"max_time" "10.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_Guard"
{
"busy_sequence" "pistol_idle_aim"
"entry_sequence" "pistol_idle_aim"
"exit_sequence" "pistol_idle_aim"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
}