Personatorium.cpp 172 KB

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  1. ////////////////////////////////////////////////////////////////////////////////
  2. //
  3. // Copyright 2016 RWS Inc, All Rights Reserved
  4. //
  5. // This program is free software; you can redistribute it and/or modify
  6. // it under the terms of version 2 of the GNU General Public License as published by
  7. // the Free Software Foundation
  8. //
  9. // This program is distributed in the hope that it will be useful,
  10. // but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. // GNU General Public License for more details.
  13. //
  14. // You should have received a copy of the GNU General Public License along
  15. // with this program; if not, write to the Free Software Foundation, Inc.,
  16. // 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
  17. //
  18. // Personatorium.cpp
  19. // Project: Postal
  20. //
  21. // History:
  22. // 04/29/97 JMI Started.
  23. //
  24. // 04/29/97 BRH Removed the verb from the structure since each action
  25. // has a verb, there needed to be more than one for
  26. // each person type so its better left up to the
  27. // GetResources() function. Also added 3d/ prefix
  28. // to the base names.
  29. //
  30. // 05/17/97 BRH Added Kid, Swat, Protestor and Woman to the list.
  31. //
  32. // 06/13/97 JMI Added event name for grenader, cop, gunner, rocketman,
  33. // and swat.
  34. //
  35. // 06/13/97 JMI Changed swat to use 'machinetip' instead of 'hand' for
  36. // shoot link point.
  37. //
  38. // 06/14/97 BRH Added more sound events
  39. //
  40. // 06/15/97 BRH Picked sound effects and comments for the sound
  41. // events for the different people.
  42. //
  43. // 06/16/97 BRH Added Hick Cop as a new person type with a differen
  44. // sound theme. Also changed some other sound effects
  45. // now that we have some more variety.
  46. //
  47. // 07/01/97 BRH Added military guy.
  48. //
  49. // 07/03/97 BRH Added construction guy, fixed events for miner &
  50. // construction worker.
  51. //
  52. // 07/04/97 BRH Added the man and woman victims.
  53. //
  54. // 07/08/97 BRH Renamed construction, grenader, gunner, military and
  55. // rocketman animations since some of the names were too
  56. // long for the delicate MacOS.
  57. //
  58. // 07/23/97 BRH Added tunable values for timeouts for guard mode,
  59. // time between shot reactions, and time between
  60. // shooting in run and shoot mode.
  61. //
  62. // 07/25/97 BRH Added initial hit points for person types.
  63. //
  64. // 07/31/97 BRH Fixed military and kid rigid body names and event names
  65. // so that they will load again.
  66. //
  67. // 08/07/97 JMI Added names for all 'hand' transform channels.
  68. //
  69. // 08/08/97 JMI Upgraded the rigid body weapon transforms to the correct
  70. // ones for each type.
  71. //
  72. // 08/09/97 BRH Added more person types for more voice variety.
  73. //
  74. // 08/10/97 BRH Evened out the shot talking comments so there is only
  75. // 1 talking comment out of the 4 when possible. Some
  76. // sound schemes are short on some sounds like the female
  77. // voices, there aren't enough reactions, too many comments.
  78. //
  79. // 08/11/97 JMI Set fallback weapon types for all people. For those
  80. // with throwing animations, set the fallback weapon type
  81. // to TotalIDs which indicates none, of course.
  82. //
  83. // 08/11/97 JMI Removed fallback weapons for victims.
  84. //
  85. // 08/12/97 BRH Added writhing motion type so that we know what they
  86. // do when the are writhing, whether it be crawling,
  87. // pushing themselves on their back, or just staying in
  88. // place.
  89. //
  90. // 08/12/97 JMI Removed pszShowWeaponEvent that we just added b/c we
  91. // went ahead and hid the weapon if the current main event
  92. // is greater than or equal to 10.
  93. //
  94. // 08/12/97 BRH Added a texture scheme number to the animation struct
  95. // that indicates which texture file to load. Now the
  96. // people only need to load 1 .tex file rather than one
  97. // for every different animation.
  98. //
  99. // 08/12/97 BRH Updated color schemes for the people
  100. //
  101. // 08/13/97 BRH Added two more people for different texture variety.
  102. // Also moved all shot comments to the top of the list
  103. // so they won't be repeated. Added new cop sounds.
  104. //
  105. // 08/14/97 BRH Made the person description names generic.
  106. //
  107. // 08/16/97 BRH Fixed problems with the protestor trying to load
  108. // rigid bodys for the sign. Since he is not using it
  109. // I made the names NULL so that all of the animations
  110. // would load properly, previously some of the animations
  111. // had the sign and others didn't.
  112. //
  113. // 08/18/97 JMI Changed hitpoints as follows:
  114. // Persona new hitpoints
  115. // ============ ==============
  116. // Swat guys 170
  117. // Gunner Gals 150
  118. // Rocket guys 200
  119. // Military guys 150
  120. // Cops (except hicks) 125
  121. //
  122. // 08/26/97 BRH Put back descriptive names, and changed some of the
  123. // voices. More moaning for the female characters and
  124. // the addition of Verne's voice for the cop.
  125. //
  126. // 12/17/97 JMI Added some new persons:
  127. // Employee 1 & 2, Red Cross 1 & 2, Golfer 1 & 2, Lawyer,
  128. // Bum 1 & 2, Vet 1 & 2, Nude 1 & 2, Gramps 1 & 2, Granny
  129. // 1, 2, & 3.
  130. //
  131. // 01/19/98 BRH Added Shopper versions of Golfer, Bum and Vet so that
  132. /// they look different but say the normal non-level
  133. // specific victim stuff.
  134. //
  135. // 01/26/98 BRH Fixed the Lifestyle flags for the new people we added,
  136. // a previous copy/paste error resulted in all of the new
  137. // victims being counted as hostiles.
  138. //
  139. // 10/06/99 BRH Added japanese characters for the Japan Addon Pack.
  140. // Changed the texture index values for the japanese
  141. // people so that we can edit their textures without
  142. // changing the original textures.
  143. //
  144. // 10/14/99 JMI Changed Japanese characters' names.
  145. //
  146. // 03/31/00 MJR Put conditional compilation around Japanese characters.
  147. //
  148. //////////////////////////////////////////////////////////////////////////////
  149. //
  150. // Personatorium is a description of a CPerson. There, currently, isn't too
  151. // much customizable about each CPerson via the Personatorium, but eventually
  152. // there should be plenty. Also, eventually, we hope that these might just
  153. // be used to quickly initialize a CPerson allowing it to be customized later
  154. // via an EditModify().
  155. //
  156. // To add to the Personatorium:
  157. // 1) Add an enum value to the Personatorium::Index typedef representing your
  158. // new person. Note that it MUST be entered just before NumPersons.
  159. // 2) Add an entry to the end of the array of Personatoriums, g_apersons, in
  160. // Personatorium.cpp copying an existing entry as a template.
  161. //
  162. //////////////////////////////////////////////////////////////////////////////
  163. //////////////////////////////////////////////////////////////////////////////
  164. // C Headers -- Must be included before RSPiX.h b/c RSPiX utilizes SHMalloc.
  165. //////////////////////////////////////////////////////////////////////////////
  166. ///////////////////////////////////////////////////////////////////////////////
  167. // RSPiX Headers.
  168. ///////////////////////////////////////////////////////////////////////////////
  169. #include "RSPiX.h"
  170. //////////////////////////////////////////////////////////////////////////////
  171. // Postal headers.
  172. //////////////////////////////////////////////////////////////////////////////
  173. #include "personatorium.h"
  174. //////////////////////////////////////////////////////////////////////////////
  175. // Module specific macros.
  176. //////////////////////////////////////////////////////////////////////////////
  177. //////////////////////////////////////////////////////////////////////////////
  178. // Module specific typedefs.
  179. //////////////////////////////////////////////////////////////////////////////
  180. //////////////////////////////////////////////////////////////////////////////
  181. // Instantiate exported (extern) variables.
  182. //////////////////////////////////////////////////////////////////////////////
  183. // This is the master list of person descriptions that can be used to describe
  184. // a CPerson. See header comment for details of adding a person description.
  185. extern Personatorium g_apersons[Personatorium::NumPersons] =
  186. {
  187. ///////////////////////////////Grenader////////////////////////////////////
  188. {
  189. // User level description of person.
  190. "Grenader Brad", // pszDescription.
  191. // Names used to create animation resource filenames.
  192. {
  193. "3d/grnd", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  194. 0, // Texture 0
  195. "grenade", // Name of channels of transforms for ammo.
  196. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  197. NULL, // Name of channels of transforms for hand.
  198. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  199. "grenader", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  200. },
  201. // Sound effects for this person.
  202. {
  203. &g_smidScottMyLeg, // ID of 'hit by weapon' sample,
  204. &g_smidShotGrunt, // ID of 'hit by weapon' sample.
  205. &g_smidVinceHu, // ID of 'hit by weapon' sample,
  206. &g_smidScottGrunt, // ID of 'hit by weapon' sample,
  207. &g_smidBlownupYell, // ID of 'blown up' sample.
  208. &g_smidScottYell1, // ID of 'blown up' sample.
  209. &g_smidSteveAhFire, // ID of 'on fire' sample
  210. &g_smidSteveWaFire, // ID of 'on fire' sample
  211. &g_smidScottCoughBlood1,// ID of suffering sample 1.
  212. &g_smidWrithing2, // ID of suffering sample 2.
  213. &g_smidWrithing3, // ID of suffering sample 3.
  214. &g_smidWrithing4, // ID of suffering sample 4.
  215. &g_smidSteveCantBreathe,// ID of dying sample.
  216. &g_smidScottCoughBlood2,// ID of dying sample.
  217. &g_smidScottBurn, // ID of shooting comment.
  218. &g_smidScottBurnHim, // ID of shooting comment.
  219. &g_smidSteveEatThis, // ID of shooting comment
  220. &g_smidSteveOneForMom, // ID of shooting comment
  221. &g_smidSteveLookout, // ID of random comment
  222. &g_smidSteveScumbag, // ID of random comment
  223. &g_smidSteveGetHim, // ID of random comment
  224. &g_smidSteveThereHeIs, // ID of random comment
  225. },
  226. // Weapons for this person. Currently, only one supported.
  227. {
  228. CThing::TotalIDs, // Weapon to fallback on when none available.
  229. },
  230. Personatorium::PushBack,// push along the ground on your back when writhing
  231. Personatorium::Hostile, // Used for scoring to determine hostile or victim
  232. 1000, // Reaction time for intruders
  233. 2000, // Time between shots in run & shoot
  234. 3000, // time between reaction to being shot.
  235. 100, // Initial hit points
  236. },
  237. ///////////////////////////////RocketMan///////////////////////////////////
  238. {
  239. // User level description of person.
  240. "Rocket Man Darrel", // pszDescription.
  241. // Names used to create animation resource filenames.
  242. {
  243. "3d/rockt", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  244. 0, // Texture to use
  245. "missile", // Name of channels of transforms for ammo.
  246. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  247. "gun", // Name of channels of transforms for hand.
  248. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  249. "rocket", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  250. },
  251. // Sound effects for this person.
  252. {
  253. &g_smidScottMyLeg, // ID of 'hit by weapon' sample,
  254. &g_smidShotGrunt, // ID of 'hit by weapon' sample.
  255. &g_smidRandyUrhh, // ID of 'hit by weapon' sample,
  256. &g_smidVinceHu, // ID of 'hit by weapon' sample,
  257. &g_smidScottYell1, // ID of 'blown up' sample.
  258. &g_smidScottYell2, // ID of 'blown up' sample.
  259. &g_smidScottYell1, // ID of 'on fire' sample
  260. &g_smidScottYell3, // ID of 'on fire' sample
  261. &g_smidScottCoughBlood1,// ID of suffering sample 1.
  262. &g_smidScottCoughBlood2,// ID of suffering sample 2.
  263. &g_smidWrithing3, // ID of suffering sample 3.
  264. &g_smidWrithing2, // ID of suffering sample 4.
  265. &g_smidJeffCoughBlood1, // ID of dying sample.
  266. &g_smidJeffCoughBlood2, // ID of dying sample.
  267. &g_smidBillEatThis, // ID of shooting comment.
  268. &g_smidBillJustDie, // ID of shooting comment.
  269. &g_smidBillEatThis, // ID of shooting comment
  270. &g_smidBillJustDie, // ID of shooting comment
  271. &g_smidScottBleeding, // ID of random comment
  272. &g_smidScottDontGetAway,// ID of random comment
  273. &g_smidScottWhereIsHe, // ID of random comment
  274. &g_smidScottDontGetAway,// ID of random comment
  275. },
  276. // Weapons for this person. Currently, only one supported.
  277. {
  278. CThing::CRocketID, // Weapon to fallback on when none available.
  279. },
  280. Personatorium::Still, // Writhing in place
  281. Personatorium::Hostile, // Enemy
  282. 500, // Reaction time for intruders
  283. 2000, // Time between shots in run & shoot
  284. 4000, // time between reaction to being shot.
  285. 200, // Initial hit points
  286. },
  287. ////////////////////////////////Gunner/////////////////////////////////////
  288. {
  289. // User level description of person.
  290. "Gunner Lisa", // pszDescription.
  291. // Names used to create animation resource filenames.
  292. {
  293. "3d/gnr", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  294. 0, // Texture to use
  295. "machinetip", // Name of channels of transforms for ammo.
  296. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  297. "gun", // Name of channels of transforms for hand.
  298. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  299. "gunner", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  300. },
  301. // Sound effects for this person.
  302. {
  303. &g_smidAmyMyEyes, // ID of 'hit by weapon' sample,
  304. &g_smidCelinaUg, // ID of 'hit by weapon' sample.
  305. &g_smidShotFemaleGrunt, // ID of 'hit by weapon' sample,
  306. &g_smidDebbieAh, // ID of 'hit by weapon' sample,
  307. &g_smidCarynScream, // ID of 'blown up' sample.
  308. &g_smidAndreaYell, // ID of 'blown up' sample.
  309. &g_smidAndreaHelp, // ID of 'on fire' sample
  310. &g_smidTinaScream3, // ID of 'on fire' sample
  311. &g_smidKimHelp, // ID of suffering sample 1.
  312. &g_smidKimCantBreathe, // ID of suffering sample 2.
  313. &g_smidDebbieAhh, // ID of suffering sample 3.
  314. &g_smidDebbieAhah, // ID of suffering sample 4.
  315. &g_smidAndreaCantFeelLegs, // ID of dying sample.
  316. &g_smidAndreaCantBreathe, // ID of dying sample.
  317. &g_smidDebbieBringIt, // ID of shooting comment.
  318. &g_smidAmyEatThis, // ID of shooting comment.
  319. &g_smidAndreaOneForMom, // ID of shooting comment
  320. &g_smidAndreaStickThis, // ID of shooting comment
  321. &g_smidAndreaThereHeIs, // ID of random comment
  322. &g_smidAndreaHesPostal, // ID of random comment
  323. &g_smidAndreaNeedBackup,// ID of random comment
  324. &g_smidAndreaThereHeGoes,// ID of random comment
  325. },
  326. // Weapons for this person. Currently, only one supported.
  327. {
  328. CThing::CMachineGunID, // Weapon to fallback on when none available.
  329. },
  330. Personatorium::PushBack,// Slide on ground on back when writhing
  331. Personatorium::Hostile, // Enemy
  332. 2000, // Reaction time for intruders
  333. 2000, // Time between shots in run & shoot
  334. 2000, // time between reaction to being shot.
  335. 150, // Initial hit points
  336. },
  337. /////////////////////////////////Cop///////////////////////////////////////
  338. {
  339. // User level description of person.
  340. "Officer Holbert", // pszDescription.
  341. // Names used to create animation resource filenames.
  342. {
  343. "3d/cop", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  344. 0, // Texture to use
  345. "pistoltip", // Name of channels of transforms for ammo.
  346. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  347. "gun", // Name of channels of transforms for hand.
  348. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  349. "cop", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  350. },
  351. // Sound effects for this person.
  352. {
  353. &g_smidRubinImHit, // ID of 'hit by weapon' sample.
  354. &g_smidBillGrunt, // ID of 'hit by weapon' sample,
  355. &g_smidShotGrunt, // ID of 'hit by weapon' sample,
  356. &g_smidRandyHuu, // ID of 'hit by weapon' sample,
  357. &g_smidScottGrunt, // ID of 'blown up' sample.
  358. &g_smidScottYell1, // ID of 'blown up' sample.
  359. &g_smidScottHelp, // ID of 'on fire' sample
  360. &g_smidScottYell4, // ID of 'on fire' sample
  361. &g_smidBillKillMe, // ID of suffering sample 1.
  362. &g_smidBillHelpMe, // ID of suffering sample 2.
  363. &g_smidScottCoughBlood2,// ID of suffering sample 3.
  364. &g_smidWrithing3, // ID of suffering sample 4.
  365. &g_smidPaulCantFeelLegs,// ID of dying sample.
  366. &g_smidScottCoughBlood2,// ID of dying sample.
  367. &g_smidBillTakeYouOut, // ID of shooting comment.
  368. &g_smidBillDieYouNutcase,// ID of shooting comment.
  369. &g_smidBillFreezePolice,// ID of shooting comment
  370. &g_smidBillYoureDead, // ID of shooting comment
  371. &g_smidBillDropWeapons, // ID of random comment
  372. &g_smidBillFreezePolice,// ID of random comment
  373. &g_smidBillGetOnGround, // ID of random comment
  374. &g_smidBillThisIsPolice,// ID of random comment
  375. },
  376. // Weapons for this person. Currently, only one supported.
  377. {
  378. CThing::CPistolID, // Weapon to fallback on when none available.
  379. },
  380. Personatorium::Crawl, // Crawl on knees when writhing
  381. Personatorium::Hostile, // Enemy
  382. 3000, // Reaction time for intruders
  383. 2000, // Time between shots in run & shoot
  384. 2000, // time between reaction to being shot.
  385. 125, // Initial hit points
  386. },
  387. ///////////////////////////////Miner///////////////////////////////////////
  388. {
  389. // User level description of person.
  390. "Miner 1", // pszDescription.
  391. // Names used to create animation resource filenames.
  392. {
  393. "3d/miner", // Example: "Miner", as in "3d/MINER_shoot.sop".
  394. 0, // Texture to use
  395. "grenade", // Name of channels of transforms for ammo.
  396. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  397. NULL, // Name of channels of transforms for hand.
  398. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  399. "miner", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  400. },
  401. // Sound effects for this person.
  402. {
  403. &g_smidPaulRBlewShoulder,// ID of 'hit by weapon' sample.
  404. &g_smidBillGrunt, // ID of 'hit by weapon' sample,
  405. &g_smidVinceAhuh, // ID of 'hit by weapon' sample,
  406. &g_smidVinceHu, // ID of 'hit by weapon' sample,
  407. &g_smidScottYell1, // ID of 'blown up' sample.
  408. &g_smidScottYell2, // ID of 'blown up' sample.
  409. &g_smidScottYell3, // ID of 'on fire' sample
  410. &g_smidScottYell4, // ID of 'on fire' sample
  411. &g_smidWrithing3, // ID of suffering sample 1.
  412. &g_smidWrithing2, // ID of suffering sample 2.
  413. &g_smidWrithing3, // ID of suffering sample 3.
  414. &g_smidWrithing4, // ID of suffering sample 4.
  415. &g_smidJeffCoughBlood1, // ID of dying sample.
  416. &g_smidScottCantBreathe,// ID of dying sample.
  417. &g_smidBillEatThis, // ID of shooting comment.
  418. &g_smidBillEatThis, // ID of shooting comment.
  419. &g_smidScottBurn, // ID of shooting comment
  420. &g_smidScottBurnHim, // ID of shooting comment
  421. &g_smidBillLookout, // ID of random comment
  422. &g_smidBillHesManiac, // ID of random comment
  423. &g_smidBillBleeding, // ID of random comment
  424. &g_smidScottBumRush, // ID of random comment
  425. },
  426. // Weapons for this person. Currently, only one supported.
  427. {
  428. CThing::TotalIDs, // Weapon to fallback on when none available.
  429. },
  430. Personatorium::PushBack,// Slide on back when writhing
  431. Personatorium::Hostile, // Enemy
  432. 1000, // Reaction time for intruders
  433. 2000, // Time between shots in run & shoot
  434. 3000, // time between reaction to being shot.
  435. 100, // Initial hit points
  436. },
  437. /////////////////////////////// Swat ////////////////////////////////////////
  438. {
  439. // User level description of person.
  440. "Swat Rick", // pszDescription.
  441. // Names used to create animation resource filenames.
  442. {
  443. "3d/swat", // Example: "Miner", as in "3d/MINER_shoot.sop".
  444. 0, // Texture to use
  445. "machinetip", // Name of channels of transforms for ammo.
  446. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  447. "gun", // Name of channels of transforms for hand.
  448. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  449. "swat", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  450. },
  451. // Sound effects for this person.
  452. {
  453. &g_smidBulletIntoVest, // ID of 'hit by weapon' sample.
  454. &g_smidBillGrunt, // ID of 'hit by weapon' sample,
  455. &g_smidScottGrunt, // ID of 'hit by weapon' sample,
  456. &g_smidBulletIntoVest, // ID of 'hit by weapon' sample,
  457. &g_smidScottGrunt, // ID of 'blown up' sample.
  458. &g_smidScottYell2, // ID of 'blown up' sample.
  459. &g_smidScottYell3, // ID of 'on fire' sample
  460. &g_smidScottHelp, // ID of 'on fire' sample
  461. &g_smidMikeAhuh, // ID of suffering sample 1.
  462. &g_smidWrithing2, // ID of suffering sample 2.
  463. &g_smidWrithing3, // ID of suffering sample 3.
  464. &g_smidMikeAhuh, // ID of suffering sample 4.
  465. &g_smidScottCoughBlood1,// ID of dying sample.
  466. &g_smidScottCoughBlood2,// ID of dying sample.
  467. &g_smidBillTakeYouOut, // ID of shooting comment.
  468. &g_smidBillYoureDead, // ID of shooting comment.
  469. &g_smidBillDropWeapons, // ID of shooting comment
  470. &g_smidBillEatThis, // ID of shooting comment
  471. &g_smidBillFreezePolice,// ID of random comment
  472. &g_smidBillThisIsPolice,// ID of random comment
  473. &g_smidBillGetOnGround, // ID of random comment
  474. &g_smidBillDropWeapons, // ID of random comment
  475. },
  476. // Weapons for this person. Currently, only one supported.
  477. {
  478. CThing::CAutoRifleID, // Weapon to fallback on when none available.
  479. },
  480. Personatorium::PushBack,// Slide on back when writhing
  481. Personatorium::Hostile, // Enemy
  482. 1000, // Reaction time for intruders
  483. 2000, // Time between shots in run & shoot
  484. 3000, // time between reaction to being shot.
  485. 170, // Initial hit points
  486. },
  487. ///////////////////////////////Kid/////////////////////////////////////////
  488. {
  489. // User level description of person.
  490. "Kid", // pszDescription.
  491. // Names used to create animation resource filenames.
  492. {
  493. "3d/kid", // Example: "Miner", as in "3d/MINER_shoot.sop".
  494. 0, // Texture to use
  495. "boypistol", // Name of channels of transforms for ammo.
  496. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  497. "gun", // Name of channels of transforms for hand.
  498. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  499. "kid", // Example: "main" as in "3d/gunner_shoot_MAIN.event"
  500. },
  501. // Sound effects for this person.
  502. {
  503. &g_smidShotGrunt, // ID of 'hit by weapon' sample.
  504. &g_smidShotGrunt, // ID of 'hit by weapon' sample,
  505. &g_smidShotGrunt, // ID of 'hit by weapon' sample,
  506. &g_smidShotGrunt, // ID of 'hit by weapon' sample,
  507. &g_smidBlownupYell, // ID of 'blown up' sample.
  508. &g_smidBlownupYell, // ID of 'blown up' sample.
  509. &g_smidBurningYell, // ID of 'on fire' sample
  510. &g_smidBurningYell, // ID of 'on fire' sample
  511. &g_smidWrithing3, // ID of suffering sample 1.
  512. &g_smidWrithing2, // ID of suffering sample 2.
  513. &g_smidWrithing3, // ID of suffering sample 3.
  514. &g_smidWrithing4, // ID of suffering sample 4.
  515. &g_smidNil, // ID of dying sample.
  516. &g_smidNil, // ID of dying sample.
  517. &g_smidNil, // ID of shooting comment.
  518. &g_smidNil, // ID of shooting comment.
  519. &g_smidNil, // ID of shooting comment
  520. &g_smidNil, // ID of shooting comment
  521. &g_smidNil, // ID of random comment
  522. &g_smidNil, // ID of random comment
  523. &g_smidNil, // ID of random comment
  524. &g_smidNil, // ID of random comment
  525. },
  526. // Weapons for this person. Currently, only one supported.
  527. {
  528. CThing::CSmallPistolID, // Weapon to fallback on when none available.
  529. },
  530. Personatorium::Still, // Doesn't actually have writhing
  531. Personatorium::Civilian,// Victim - although never gets killed
  532. 1000, // Reaction time for intruders
  533. 2000, // Time between shots in run & shoot
  534. 3000, // time between reaction to being shot.
  535. 50, // Initial hit points
  536. },
  537. {
  538. // User level description of person.
  539. "Protestor Patrick", // pszDescription.
  540. // Names used to create animation resource filenames.
  541. {
  542. "3d/protestor", // Example: "Miner", as in "3d/MINER_shoot.sop".
  543. 0, // Texture to use
  544. NULL, // Name of channels of transforms for ammo.
  545. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  546. NULL, // Name of channels of transforms for hand.
  547. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  548. "protest", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  549. },
  550. // Sound effects for this person.
  551. {
  552. &g_smidRandyCantFeelLegs, // ID of 'hit by weapon' sample.
  553. &g_smidShotGrunt, // ID of 'hit by weapon' sample,
  554. &g_smidRandyUg, // ID of 'hit by weapon' sample,
  555. &g_smidMikeGrunt, // ID of 'hit by weapon' sample,
  556. &g_smidBlownupYell, // ID of 'blown up' sample.
  557. &g_smidScottYell1, // ID of 'blown up' sample.
  558. &g_smidScottYell3, // ID of 'on fire' sample
  559. &g_smidBurningYell, // ID of 'on fire' sample
  560. &g_smidWrithing3, // ID of suffering sample 1.
  561. &g_smidWrithing2, // ID of suffering sample 2.
  562. &g_smidWrithing3, // ID of suffering sample 3.
  563. &g_smidWrithing4, // ID of suffering sample 4.
  564. &g_smidScottCoughBlood1,// ID of dying sample.
  565. &g_smidScottCoughBlood2,// ID of dying sample.
  566. &g_smidNil, // ID of shooting comment.
  567. &g_smidNil, // ID of shooting comment.
  568. &g_smidNil, // ID of shooting comment
  569. &g_smidNil, // ID of shooting comment
  570. &g_smidNil, // ID of random comment
  571. &g_smidNil, // ID of random comment
  572. &g_smidNil, // ID of random comment
  573. &g_smidNil, // ID of random comment
  574. },
  575. // Weapons for this person. Currently, only one supported.
  576. {
  577. CThing::TotalIDs, // Weapon to fallback on when none available.
  578. },
  579. Personatorium::Crawl, // Crawl face down when writhing
  580. Personatorium::Civilian,// Victim
  581. 1000, // Reaction time for intruders
  582. 2000, // Time between shots in run & shoot
  583. 3000, // time between reaction to being shot.
  584. 50, // Initial hit points
  585. },
  586. ////////////////////////////Hick Cop///////////////////////////////////////
  587. {
  588. // User level description of person.
  589. "Sheriff Bubba", // pszDescription.
  590. // Names used to create animation resource filenames.
  591. {
  592. "3d/cop", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  593. 1, // Texture to use
  594. "pistoltip", // Name of channels of transforms for ammo.
  595. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  596. "gun", // Name of channels of transforms for hand.
  597. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  598. "cop", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  599. },
  600. // Sound effects for this person.
  601. {
  602. &g_smidHickPrick, // ID of 'hit by weapon' sample.
  603. &g_smidHickAhh2, // ID of 'hit by weapon' sample,
  604. &g_smidShotGrunt, // ID of 'hit by weapon' sample,
  605. &g_smidMikeGrunt, // ID of 'hit by weapon' sample,
  606. &g_smidHickAhh1, // ID of 'blown up' sample.
  607. &g_smidHickAhhPain, // ID of 'blown up' sample.
  608. &g_smidHickAhhFire, // ID of 'on fire' sample
  609. &g_smidHickWhaa, // ID of 'on fire' sample
  610. &g_smidHickOhoo, // ID of suffering sample 1.
  611. &g_smidHickHelpCry, // ID of suffering sample 2.
  612. &g_smidScottCoughBlood2,// ID of suffering sample 3.
  613. &g_smidMikeAhuh, // ID of suffering sample 4.
  614. &g_smidScottCoughBlood1,// ID of dying sample.
  615. &g_smidScottCoughBlood2,// ID of dying sample.
  616. &g_smidHickScumbag, // ID of shooting comment.
  617. &g_smidHickOneForMom, // ID of shooting comment.
  618. &g_smidHickRatBastard, // ID of shooting comment
  619. &g_smidHickEatThis, // ID of shooting comment
  620. &g_smidHickWhatTheHell, // ID of random comment
  621. &g_smidHickGetHim, // ID of random comment
  622. &g_smidHickThereHeIs, // ID of random comment
  623. &g_smidHickLookout, // ID of random comment
  624. },
  625. // Weapons for this person. Currently, only one supported.
  626. {
  627. CThing::CPistolID, // Weapon to fallback on when none available.
  628. },
  629. Personatorium::Crawl, // Crawl on knees when writhing
  630. Personatorium::Hostile, // Enemy
  631. 1000, // Reaction time for intruders
  632. 2000, // Time between shots in run & shoot
  633. 3000, // time between reaction to being shot.
  634. 125, // Initial hit points
  635. },
  636. /////////////////////////////// Military ////////////////////////////////////////
  637. {
  638. // User level description of person.
  639. "Military Joe", // pszDescription.
  640. // Names used to create animation resource filenames.
  641. {
  642. "3d/mi", // Example: "Miner", as in "3d/MINER_shoot.sop".
  643. 0, // Texture to use
  644. "machinetip", // Name of channels of transforms for ammo.
  645. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  646. "gun", // Name of channels of transforms for hand.
  647. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  648. "military", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  649. },
  650. // Sound effects for this person.
  651. {
  652. &g_smidShotGrunt, // ID of 'hit by weapon' sample.
  653. &g_smidVinceHu, // ID of 'hit by weapon' sample,
  654. &g_smidScottGrunt, // ID of 'hit by weapon' sample,
  655. &g_smidDyingYell, // ID of 'hit by weapon' sample,
  656. &g_smidScottGrunt, // ID of 'blown up' sample.
  657. &g_smidScottYell2, // ID of 'blown up' sample.
  658. &g_smidScottYell3, // ID of 'on fire' sample
  659. &g_smidScottHelp, // ID of 'on fire' sample
  660. &g_smidMikeAhuh, // ID of suffering sample 1.
  661. &g_smidWrithing2, // ID of suffering sample 2.
  662. &g_smidWrithing3, // ID of suffering sample 3.
  663. &g_smidMikeAhuh, // ID of suffering sample 4.
  664. &g_smidScottCoughBlood1,// ID of dying sample.
  665. &g_smidScottCoughBlood2,// ID of dying sample.
  666. &g_smidBillDieYouNutcase, // ID of shooting comment.
  667. &g_smidBillWhupAss, // ID of shooting comment.
  668. &g_smidBillBringItOn, // ID of shooting comment
  669. &g_smidBillEatThis, // ID of shooting comment
  670. &g_smidBillYoureDead,// ID of random comment
  671. &g_smidScottCantShootAll,// ID of random comment
  672. &g_smidScottBumRush, // ID of random comment
  673. &g_smidScottDontGetAway,// ID of random comment
  674. },
  675. // Weapons for this person. Currently, only one supported.
  676. {
  677. CThing::CAutoRifleID, // Weapon to fallback on when none available.
  678. },
  679. Personatorium::PushBack,// Slide on back when writhing
  680. Personatorium::Hostile, // Enemy
  681. 1000, // Reaction time for intruders
  682. 2000, // Time between shots in run & shoot
  683. 3000, // time between reaction to being shot.
  684. 150, // Initial hit points
  685. },
  686. /////////////////////////////// Construction worker //////////////////////////////////
  687. {
  688. // User level description of person.
  689. "Construction Mac", // pszDescription.
  690. // Names used to create animation resource filenames.
  691. {
  692. "3d/con", // Example: "Miner", as in "3d/MINER_shoot.sop".
  693. 0, // Texture to use
  694. "grenade", // Name of channels of transforms for ammo.
  695. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  696. NULL, // Name of channels of transforms for hand.
  697. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  698. "construct", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  699. },
  700. // Sound effects for this person.
  701. {
  702. &g_smidShotGrunt, // ID of 'hit by weapon' sample.
  703. &g_smidBillGrunt, // ID of 'hit by weapon' sample,
  704. &g_smidScottGrunt, // ID of 'hit by weapon' sample,
  705. &g_smidDyingYell, // ID of 'hit by weapon' sample,
  706. &g_smidScottGrunt, // ID of 'blown up' sample.
  707. &g_smidScottYell2, // ID of 'blown up' sample.
  708. &g_smidScottYell3, // ID of 'on fire' sample
  709. &g_smidScottHelp, // ID of 'on fire' sample
  710. &g_smidMikeAhuh, // ID of suffering sample 1.
  711. &g_smidWrithing2, // ID of suffering sample 2.
  712. &g_smidWrithing3, // ID of suffering sample 3.
  713. &g_smidWrithing3, // ID of suffering sample 4.
  714. &g_smidScottCoughBlood1,// ID of dying sample.
  715. &g_smidScottCoughBlood2,// ID of dying sample.
  716. &g_smidBillConstTakeCare, // ID of shooting comment.
  717. &g_smidBillConstDieWacko,// ID of shooting comment.
  718. &g_smidBillConstTough, // ID of shooting comment
  719. &g_smidBillEatThis, // ID of shooting comment
  720. &g_smidScottStopViolence,// ID of random comment
  721. &g_smidScottCantShootAll,// ID of random comment
  722. &g_smidScottBumRush, // ID of random comment
  723. &g_smidBillGoTime, // ID of random comment
  724. },
  725. // Weapons for this person. Currently, only one supported.
  726. {
  727. CThing::TotalIDs, // Weapon to fallback on when none available.
  728. },
  729. Personatorium::PushBack,// Slide on back when writhing
  730. Personatorium::Hostile, // Enemy
  731. 1000, // Reaction time for intruders
  732. 2000, // Time between shots in run & shoot
  733. 3000, // time between reaction to being shot.
  734. 100, // Initial hit points
  735. },
  736. /////////////////////////////// The Man //////////////////////////////////
  737. {
  738. // User level description of person.
  739. "The Man", // pszDescription.
  740. // Names used to create animation resource filenames.
  741. {
  742. "3d/man", // Example: "Miner", as in "3d/MINER_shoot.sop".
  743. 0, // Texture to use
  744. "hand", // Name of channels of transforms for ammo.
  745. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  746. "hand", // Name of channels of transforms for hand.
  747. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  748. "guy", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  749. },
  750. // Sound effects for this person.
  751. {
  752. &g_smidVictimStopShootingAlreadyDead, // ID of 'hit by weapon' sample.
  753. &g_smidVictimAuh, // ID of 'hit by weapon' sample,
  754. &g_smidScottGrunt, // ID of 'hit by weapon' sample,
  755. &g_smidDyingYell, // ID of 'hit by weapon' sample,
  756. &g_smidVictimAAhh, // ID of 'blown up' sample.
  757. &g_smidVictimAhhk, // ID of 'blown up' sample.
  758. &g_smidScottYell3, // ID of 'on fire' sample
  759. &g_smidScottHelp, // ID of 'on fire' sample
  760. &g_smidVictimINeedFirstAid, // ID of suffering sample 1.
  761. &g_smidVictimAnyoneSeenEar, // ID of suffering sample 2.
  762. &g_smidVictimEndIsNear, // ID of suffering sample 3.
  763. &g_smidVictimEndNear, // ID of suffering sample 4.
  764. &g_smidVictimTheEndIsNear,// ID of dying sample.
  765. &g_smidVictimAlreadyDead,// ID of dying sample.
  766. &g_smidNil, // ID of shooting comment.
  767. &g_smidNil, // ID of shooting comment.
  768. &g_smidNil, // ID of shooting comment
  769. &g_smidNil, // ID of shooting comment
  770. &g_smidVictimJudgementDay, // ID of random comment
  771. &g_smidVictimRunForLives3, // ID of random comment
  772. &g_smidVictimWhereTVMan, // ID of random comment
  773. &g_smidVictimWhatsThat, // ID of random comment
  774. },
  775. // Weapons for this person. Currently, only one supported.
  776. {
  777. CThing::TotalIDs, // Weapon to fallback on when none available.
  778. },
  779. Personatorium::Crawl, // Crawl face down when writhing
  780. Personatorium::Civilian,// Victim
  781. 1000, // Reaction time for intruders
  782. 2000, // Time between shots in run & shoot
  783. 3000, // time between reaction to being shot.
  784. 50, // Initial hit points
  785. },
  786. /////////////////////////////// Woman victim //////////////////////////////////
  787. {
  788. // User level description of person.
  789. "Woman", // pszDescription.
  790. // Names used to create animation resource filenames.
  791. {
  792. "3d/woman", // Example: "Miner", as in "3d/MINER_shoot.sop".
  793. 0, // Texture to use
  794. "hand", // Name of channels of transforms for ammo.
  795. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  796. "hand", // Name of channels of transforms for hand.
  797. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  798. "woman", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  799. },
  800. // Sound effects for this person.
  801. {
  802. &g_smidWVictimScream, // ID of 'hit by weapon' sample.
  803. &g_smidShotFemaleGrunt, // ID of 'hit by weapon' sample,
  804. &g_smidCelinaUg, // ID of 'hit by weapon' sample,
  805. &g_smidDebbieAh, // ID of 'hit by weapon' sample,
  806. &g_smidWVictimAh, // ID of 'blown up' sample.
  807. &g_smidAndreaYell, // ID of 'blown up' sample.
  808. &g_smidWVictimOhNo, // ID of 'on fire' sample
  809. &g_smidTinaScream3, // ID of 'on fire' sample
  810. &g_smidWVictimSeenEar, // ID of suffering sample 1.
  811. &g_smidWVictimNeedAid, // ID of suffering sample 2.
  812. &g_smidWVictimVeryBadDay, // ID of suffering sample 3.
  813. &g_smidAmyCantBreathe, // ID of suffering sample 4.
  814. &g_smidAndreaCantFeelLegs, // ID of dying sample.
  815. &g_smidAndreaCantBreathe, // ID of dying sample.
  816. &g_smidNil, // ID of shooting comment.
  817. &g_smidNil, // ID of shooting comment.
  818. &g_smidNil, // ID of shooting comment
  819. &g_smidNil, // ID of shooting comment
  820. &g_smidWVictimThatsIllegal, // ID of random comment
  821. &g_smidWVictimRunForLives, // ID of random comment
  822. &g_smidWVictimWhatHappening2,// ID of random comment
  823. &g_smidWVictimTheHorror,// ID of random comment
  824. },
  825. // Weapons for this person. Currently, only one supported.
  826. {
  827. CThing::TotalIDs, // Weapon to fallback on when none available.
  828. },
  829. Personatorium::Crawl, // Crawl face down when writhing
  830. Personatorium::Civilian,// Victim
  831. 1000, // Reaction time for intruders
  832. 2000, // Time between shots in run & shoot
  833. 3000, // time between reaction to being shot.
  834. 50, // Initial hit points
  835. },
  836. ///////////////////////////////////////////////////////////////////////////
  837. /////////////////////////////// Mexican Construction worker /////////////
  838. {
  839. // User level description of person.
  840. "Construction Carlos", // pszDescription.
  841. // Names used to create animation resource filenames.
  842. {
  843. "3d/con", // Example: "Miner", as in "3d/MINER_shoot.sop".
  844. 1, // Texture to use
  845. "grenade", // Name of channels of transforms for ammo.
  846. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  847. NULL, // Name of channels of transforms for hand.
  848. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  849. "construct", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  850. },
  851. // Sound effects for this person.
  852. {
  853. &g_smidRubinImHit, // ID of 'hit by weapon' sample.
  854. &g_smidBillGrunt, // ID of 'hit by weapon' sample,
  855. &g_smidPaulRHuht, // ID of 'hit by weapon' sample,
  856. &g_smidPaulRHuh, // ID of 'hit by weapon' sample,
  857. &g_smidRubinAhHuh, // ID of 'blown up' sample.
  858. &g_smidRubinUhh, // ID of 'blown up' sample.
  859. &g_smidRubinHii, // ID of 'on fire' sample
  860. &g_smidPaulRWaaahoh, // ID of 'on fire' sample
  861. &g_smidRubinUhhh, // ID of suffering sample 1.
  862. &g_smidRubinAhhh, // ID of suffering sample 2.
  863. &g_smidRubinUhhh, // ID of suffering sample 3.
  864. &g_smidPaulRWaaahoh, // ID of suffering sample 4.
  865. &g_smidRubinICantMove, // ID of dying sample.
  866. &g_smidRubinUhhh, // ID of dying sample.
  867. &g_smidRubinMadallo, // ID of shooting comment.
  868. &g_smidRubinDonwemen, // ID of shooting comment.
  869. &g_smidRubinVominosween,// ID of shooting comment
  870. &g_smidRubinGunBandito, // ID of shooting comment
  871. &g_smidRubinVominos, // ID of random comment
  872. &g_smidRubinIfenVigado, // ID of random comment
  873. &g_smidRubinGamalo, // ID of random comment
  874. &g_smidRubinMatalo, // ID of random comment
  875. },
  876. // Weapons for this person. Currently, only one supported.
  877. {
  878. CThing::TotalIDs, // Weapon to fallback on when none available.
  879. },
  880. Personatorium::PushBack,// slide on back when writhing
  881. Personatorium::Hostile, // Enemy
  882. 1000, // Reaction time for intruders
  883. 2000, // Time between shots in run & shoot
  884. 3000, // time between reaction to being shot.
  885. 100, // Initial hit points
  886. },
  887. /////////////////////////////// Hispanic Construction worker /////////////
  888. {
  889. // User level description of person.
  890. "Construction Armando", // pszDescription.
  891. // Names used to create animation resource filenames.
  892. {
  893. "3d/con", // Example: "Miner", as in "3d/MINER_shoot.sop".
  894. 1, // Texture to use
  895. "grenade", // Name of channels of transforms for ammo.
  896. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  897. NULL, // Name of channels of transforms for hand.
  898. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  899. "construct", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  900. },
  901. // Sound effects for this person.
  902. {
  903. &g_smidPaulRMyEye, // ID of 'hit by weapon' sample.
  904. &g_smidPaulRHuh, // ID of 'hit by weapon' sample,
  905. &g_smidPaulRHuht, // ID of 'hit by weapon' sample,
  906. &g_smidVinceHu, // ID of 'hit by weapon' sample,
  907. &g_smidRubinAhHuh, // ID of 'blown up' sample.
  908. &g_smidPaulROoh, // ID of 'blown up' sample.
  909. &g_smidPaulROooh, // ID of 'on fire' sample
  910. &g_smidPaulRWaaahoh, // ID of 'on fire' sample
  911. &g_smidPaulRHauu, // ID of suffering sample 1.
  912. &g_smidPaulRDragMe, // ID of suffering sample 2.
  913. &g_smidWrithing3, // ID of suffering sample 3.
  914. &g_smidMikeAhuh, // ID of suffering sample 4.
  915. &g_smidJeffCoughBlood1, // ID of dying sample.
  916. &g_smidPaulRCoughBlood, // ID of dying sample.
  917. &g_smidRubinFinishHimOff,// ID of shooting comment.
  918. &g_smidRubinDonwemen, // ID of shooting comment.
  919. &g_smidRubinVominosween,// ID of shooting comment
  920. &g_smidRubinGunBandito, // ID of shooting comment
  921. &g_smidRubinVominos, // ID of random comment
  922. &g_smidRubinIfenVigado, // ID of random comment
  923. &g_smidRubinThatEnough, // ID of random comment
  924. &g_smidPaulRComingWay, // ID of random comment
  925. },
  926. // Weapons for this person. Currently, only one supported.
  927. {
  928. CThing::TotalIDs, // Weapon to fallback on when none available.
  929. },
  930. Personatorium::PushBack,// slide on back when writhing
  931. Personatorium::Hostile, // Enemy
  932. 1000, // Reaction time for intruders
  933. 2000, // Time between shots in run & shoot
  934. 3000, // time between reaction to being shot.
  935. 100, // Initial hit points
  936. },
  937. ///////////////////////////////Grenader////////////////////////////////////
  938. {
  939. // User level description of person.
  940. "Grenader Pepe", // pszDescription.
  941. // Names used to create animation resource filenames.
  942. {
  943. "3d/grnd", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  944. 2, // Texture to use
  945. "grenade", // Name of channels of transforms for ammo.
  946. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  947. NULL, // Name of channels of transforms for hand.
  948. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  949. "grenader", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  950. },
  951. // Sound effects for this person.
  952. {
  953. &g_smidPaulRBlewShoulder,// ID of 'hit by weapon' sample.
  954. &g_smidVinceHu, // ID of 'hit by weapon' sample,
  955. &g_smidPaulRHuh, // ID of 'hit by weapon' sample,
  956. &g_smidPaulRHuht, // ID of 'hit by weapon' sample,
  957. &g_smidPaulROoh, // ID of 'blown up' sample.
  958. &g_smidPaulROooh, // ID of 'blown up' sample.
  959. &g_smidPaulRHauu, // ID of 'on fire' sample
  960. &g_smidPaulRWaaahoh, // ID of 'on fire' sample
  961. &g_smidPaulRCoughBlood, // ID of suffering sample 1.
  962. &g_smidPaulRWaaahoh, // ID of suffering sample 2.
  963. &g_smidWrithing3, // ID of suffering sample 3.
  964. &g_smidMikeAhuh, // ID of suffering sample 4.
  965. &g_smidPaulRTooYoung, // ID of dying sample.
  966. &g_smidRubinUhhh, // ID of dying sample.
  967. &g_smidRubinDonwemen, // ID of shooting comment.
  968. &g_smidRubinCallo, // ID of shooting comment.
  969. &g_smidRubinFinishHimOff,// ID of shooting comment
  970. &g_smidRubinGudelet, // ID of shooting comment
  971. &g_smidPaulRComingWay, // ID of random comment
  972. &g_smidRubinVominos, // ID of random comment
  973. &g_smidRubinThatEnough, // ID of random comment
  974. &g_smidRubinMatalo, // ID of random comment
  975. },
  976. // Weapons for this person. Currently, only one supported.
  977. {
  978. CThing::TotalIDs, // Weapon to fallback on when none available.
  979. },
  980. Personatorium::PushBack,// slide on back when writhing
  981. Personatorium::Hostile, // Enemy
  982. 1000, // Reaction time for intruders
  983. 2000, // Time between shots in run & shoot
  984. 3000, // time between reaction to being shot.
  985. 100, // Initial hit points
  986. },
  987. ///////////////////////////////Grenader////////////////////////////////////
  988. {
  989. // User level description of person.
  990. "Grenader Larry", // pszDescription.
  991. // Names used to create animation resource filenames.
  992. {
  993. "3d/grnd", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  994. 0, // Texture to use
  995. "grenade", // Name of channels of transforms for ammo.
  996. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  997. NULL, // Name of channels of transforms for hand.
  998. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  999. "grenader", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  1000. },
  1001. // Sound effects for this person.
  1002. {
  1003. &g_smidRandyHuu, // ID of 'hit by weapon' sample.
  1004. &g_smidRubinAh, // ID of 'hit by weapon' sample,
  1005. &g_smidRandyUg, // ID of 'hit by weapon' sample,
  1006. &g_smidRandyUrhh, // ID of 'hit by weapon' sample,
  1007. &g_smidMikeOhh, // ID of 'blown up' sample.
  1008. &g_smidPaulAhah, // ID of 'blown up' sample.
  1009. &g_smidMikeAhh, // ID of 'on fire' sample
  1010. &g_smidRubinHii, // ID of 'on fire' sample
  1011. &g_smidScottCoughBlood1,// ID of suffering sample 1.
  1012. &g_smidScottCoughBlood2,// ID of suffering sample 2.
  1013. &g_smidPaulRWaaahoh, // ID of suffering sample 3.
  1014. &g_smidWrithing3, // ID of suffering sample 4.
  1015. &g_smidBillHelpMe, // ID of dying sample.
  1016. &g_smidJeffCoughBlood1, // ID of dying sample.
  1017. &g_smidBillEatThis, // ID of shooting comment.
  1018. &g_smidScottBurnHim, // ID of shooting comment.
  1019. &g_smidSteveEatThis, // ID of shooting comment
  1020. &g_smidSteveOneForMom, // ID of shooting comment
  1021. &g_smidPaulHelpCall, // ID of random comment
  1022. &g_smidSteveHeWentThat, // ID of random comment
  1023. &g_smidSteveLookout, // ID of random comment
  1024. &g_smidSteveThereHeIs, // ID of random comment
  1025. },
  1026. // Weapons for this person. Currently, only one supported.
  1027. {
  1028. CThing::TotalIDs, // Weapon to fallback on when none available.
  1029. },
  1030. Personatorium::PushBack,// slide on back when writhing
  1031. Personatorium::Hostile, // Enemy
  1032. 1000, // Reaction time for intruders
  1033. 2000, // Time between shots in run & shoot
  1034. 3000, // time between reaction to being shot.
  1035. 100, // Initial hit points
  1036. },
  1037. ///////////////////////////////RocketMan///////////////////////////////////
  1038. {
  1039. // User level description of person.
  1040. "Rocket Man Dexter", // pszDescription.
  1041. // Names used to create animation resource filenames.
  1042. {
  1043. "3d/rockt", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  1044. 0, // Texture to use
  1045. "missile", // Name of channels of transforms for ammo.
  1046. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  1047. "gun", // Name of channels of transforms for hand.
  1048. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  1049. "rocket", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  1050. },
  1051. // Sound effects for this person.
  1052. {
  1053. &g_smidShotGrunt, // ID of 'hit by weapon' sample.
  1054. &g_smidSteveUh, // ID of 'hit by weapon' sample,
  1055. &g_smidMikeGrunt, // ID of 'hit by weapon' sample,
  1056. &g_smidVinceHu, // ID of 'hit by weapon' sample,
  1057. &g_smidSteveAhBlowup, // ID of 'blown up' sample.
  1058. &g_smidMikeOhh, // ID of 'blown up' sample.
  1059. &g_smidMikeAhh, // ID of 'on fire' sample
  1060. &g_smidSteveAhFire, // ID of 'on fire' sample
  1061. &g_smidScottCoughBlood1,// ID of suffering sample 1.
  1062. &g_smidScottCoughBlood2,// ID of suffering sample 2.
  1063. &g_smidWrithing2, // ID of suffering sample 3.
  1064. &g_smidWrithing3, // ID of suffering sample 4.
  1065. &g_smidJeffCoughBlood1, // ID of dying sample.
  1066. &g_smidJeffCoughBlood2, // ID of dying sample.
  1067. &g_smidSteveEatThis, // ID of shooting comment.
  1068. &g_smidSteveOneForMom, // ID of shooting comment.
  1069. &g_smidSteveOneForMom, // ID of shooting comment
  1070. &g_smidSteveEatThis, // ID of shooting comment
  1071. &g_smidScottBleeding, // ID of random comment
  1072. &g_smidSteveGetHim, // ID of random comment
  1073. &g_smidBillLookout, // ID of random comment
  1074. &g_smidSteveScumbag, // ID of random comment
  1075. },
  1076. // Weapons for this person. Currently, only one supported.
  1077. {
  1078. CThing::CRocketID, // Weapon to fallback on when none available.
  1079. },
  1080. Personatorium::Still, // Stay in place when writhing
  1081. Personatorium::Hostile, // Enemy
  1082. 500, // Reaction time for intruders
  1083. 2000, // Time between shots in run & shoot
  1084. 4000, // time between reaction to being shot.
  1085. 200, // Initial hit points
  1086. },
  1087. ///////////////////////////////RocketMan///////////////////////////////////
  1088. {
  1089. // User level description of person.
  1090. "Rocket Man Pedro", // pszDescription.
  1091. // Names used to create animation resource filenames.
  1092. {
  1093. "3d/rockt", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  1094. 1, // Texture to use
  1095. "missile", // Name of channels of transforms for ammo.
  1096. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  1097. "gun", // Name of channels of transforms for hand.
  1098. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  1099. "rocket", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  1100. },
  1101. // Sound effects for this person.
  1102. {
  1103. &g_smidPaulRShotToe, // ID of 'hit by weapon' sample,
  1104. &g_smidPaulRHuh, // ID of 'hit by weapon' sample.
  1105. &g_smidPaulRHuht, // ID of 'hit by weapon' sample,
  1106. &g_smidPaulRHuh, // ID of 'hit by weapon' sample,
  1107. &g_smidPaulROoh, // ID of 'blown up' sample.
  1108. &g_smidPaulROooh, // ID of 'blown up' sample.
  1109. &g_smidPaulRWaaahoh, // ID of 'on fire' sample
  1110. &g_smidRubinHii, // ID of 'on fire' sample
  1111. &g_smidWrithing3, // ID of suffering sample 1.
  1112. &g_smidPaulRDragMe, // ID of suffering sample 2.
  1113. &g_smidPaulRWaaahoh, // ID of suffering sample 3.
  1114. &g_smidMikeAhuh, // ID of suffering sample 4.
  1115. &g_smidPaulRTooYoung, // ID of dying sample.
  1116. &g_smidPaulRWaaahoh, // ID of dying sample.
  1117. &g_smidRubinGudelet, // ID of shooting comment.
  1118. &g_smidRubinGunBandito, // ID of shooting comment.
  1119. &g_smidRubinMadallo, // ID of shooting comment
  1120. &g_smidRubinDonwemen, // ID of shooting comment
  1121. &g_smidRubinIfenVigado, // ID of random comment
  1122. &g_smidRubinGamalo, // ID of random comment
  1123. &g_smidRubinVominos, // ID of random comment
  1124. &g_smidRubinMatalo, // ID of random comment
  1125. },
  1126. // Weapons for this person. Currently, only one supported.
  1127. {
  1128. CThing::CRocketID, // Weapon to fallback on when none available.
  1129. },
  1130. Personatorium::Still, // Stay in place when writhing
  1131. Personatorium::Hostile, // Enemy
  1132. 500, // Reaction time for intruders
  1133. 2000, // Time between shots in run & shoot
  1134. 4000, // time between reaction to being shot.
  1135. 200, // Initial hit points
  1136. },
  1137. ////////////////////////////////Gunner/////////////////////////////////////
  1138. {
  1139. // User level description of person.
  1140. "Gunner Heidi", // pszDescription.
  1141. // Names used to create animation resource filenames.
  1142. {
  1143. "3d/gnr", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  1144. 0, // Texture to use
  1145. "machinetip", // Name of channels of transforms for ammo.
  1146. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  1147. "gun", // Name of channels of transforms for hand.
  1148. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  1149. "gunner", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  1150. },
  1151. // Sound effects for this person.
  1152. {
  1153. &g_smidAndreaMyLeg, // ID of 'hit by weapon' sample,
  1154. &g_smidCelinaUg, // ID of 'hit by weapon' sample.
  1155. &g_smidShotFemaleGrunt, // ID of 'hit by weapon' sample,
  1156. &g_smidDebbieAh, // ID of 'hit by weapon' sample,
  1157. &g_smidDebbieOh, // ID of 'blown up' sample.
  1158. &g_smidTinaScream1, // ID of 'blown up' sample.
  1159. &g_smidTinaScream2, // ID of 'on fire' sample
  1160. &g_smidAmyScream, // ID of 'on fire' sample
  1161. &g_smidKimHelp, // ID of suffering sample 1.
  1162. &g_smidDebbieAhh, // ID of suffering sample 2.
  1163. &g_smidAmyCantSee, // ID of suffering sample 3.
  1164. &g_smidDebbieAh, // ID of suffering sample 4.
  1165. &g_smidAndreaCantFeelLegs, // ID of dying sample.
  1166. &g_smidAndreaCantBreathe, // ID of dying sample.
  1167. &g_smidDebbieBringIt, // ID of shooting comment.
  1168. &g_smidDebbieDontMakeUs,// ID of shooting comment.
  1169. &g_smidAndreaOneForMom, // ID of shooting comment
  1170. &g_smidAndreaStickThis, // ID of shooting comment
  1171. &g_smidAndreaThereHeIs, // ID of random comment
  1172. &g_smidAndreaHesPostal, // ID of random comment
  1173. &g_smidAndreaNeedBackup,// ID of random comment
  1174. &g_smidAndreaWheresBackup,// ID of random comment
  1175. },
  1176. // Weapons for this person. Currently, only one supported.
  1177. {
  1178. CThing::CMachineGunID, // Weapon to fallback on when none available.
  1179. },
  1180. Personatorium::PushBack,// slide on back when writhing
  1181. Personatorium::Hostile, // Enemy
  1182. 2000, // Reaction time for intruders
  1183. 2000, // Time between shots in run & shoot
  1184. 2000, // time between reaction to being shot.
  1185. 150, // Initial hit points
  1186. },
  1187. ////////////////////////////////Gunner/////////////////////////////////////
  1188. {
  1189. // User level description of person.
  1190. "Gunner Linda", // pszDescription.
  1191. // Names used to create animation resource filenames.
  1192. {
  1193. "3d/gnr", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  1194. 0, // Texture to use
  1195. "machinetip", // Name of channels of transforms for ammo.
  1196. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  1197. "gun", // Name of channels of transforms for hand.
  1198. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  1199. "gunner", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  1200. },
  1201. // Sound effects for this person.
  1202. {
  1203. &g_smidAndreaMyLeg, // ID of 'hit by weapon' sample,
  1204. &g_smidCelinaUg, // ID of 'hit by weapon' sample.
  1205. &g_smidCelinaUg, // ID of 'hit by weapon' sample,
  1206. &g_smidDebbieAh, // ID of 'hit by weapon' sample,
  1207. &g_smidCarynScream, // ID of 'blown up' sample.
  1208. &g_smidAndreaYell, // ID of 'blown up' sample.
  1209. &g_smidAndreaHelp, // ID of 'on fire' sample
  1210. &g_smidTinaScream3, // ID of 'on fire' sample
  1211. &g_smidKimHelp, // ID of suffering sample 1.
  1212. &g_smidKimCantBreathe, // ID of suffering sample 2.
  1213. &g_smidAmyCantSee, // ID of suffering sample 3.
  1214. &g_smidAmyCantBreathe, // ID of suffering sample 4.
  1215. &g_smidAndreaCantFeelLegs, // ID of dying sample.
  1216. &g_smidAndreaCantBreathe, // ID of dying sample.
  1217. &g_smidDebbieDontMakeUs, // ID of shooting comment.
  1218. &g_smidDebbieDropWeapons, // ID of shooting comment.
  1219. &g_smidAndreaOneForMom, // ID of shooting comment
  1220. &g_smidAndreaStickThis, // ID of shooting comment
  1221. &g_smidAndreaThereHeIs, // ID of random comment
  1222. &g_smidCelinaRun, // ID of random comment
  1223. &g_smidAmyLookout, // ID of random comment
  1224. &g_smidAmyWhatThe, // ID of random comment
  1225. },
  1226. // Weapons for this person. Currently, only one supported.
  1227. {
  1228. CThing::CMachineGunID, // Weapon to fallback on when none available.
  1229. },
  1230. Personatorium::PushBack,// slide on back when writhing
  1231. Personatorium::Hostile, // Enemy
  1232. 2000, // Reaction time for intruders
  1233. 2000, // Time between shots in run & shoot
  1234. 2000, // time between reaction to being shot.
  1235. 150, // Initial hit points
  1236. },
  1237. /////////////////////////////////Cop///////////////////////////////////////
  1238. {
  1239. // User level description of person.
  1240. "Officer Smith", // pszDescription.
  1241. // Names used to create animation resource filenames.
  1242. {
  1243. "3d/cop", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  1244. 0, // Texture to use
  1245. "pistoltip", // Name of channels of transforms for ammo.
  1246. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  1247. "gun", // Name of channels of transforms for hand.
  1248. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  1249. "cop", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  1250. },
  1251. // Sound effects for this person.
  1252. {
  1253. &g_smidMikeGrunt, // ID of 'hit by weapon' sample.
  1254. &g_smidRubinAh, // ID of 'hit by weapon' sample,
  1255. &g_smidRandyHuu, // ID of 'hit by weapon' sample,
  1256. &g_smidRandyUg, // ID of 'hit by weapon' sample,
  1257. &g_smidPaulAhah, // ID of 'blown up' sample.
  1258. &g_smidPaulROoh, // ID of 'blown up' sample.
  1259. &g_smidPaulRHauu, // ID of 'on fire' sample
  1260. &g_smidPaulRWaaahoh, // ID of 'on fire' sample
  1261. &g_smidMikeAhuh, // ID of suffering sample 1.
  1262. &g_smidJeffCoughBlood1, // ID of suffering sample 2.
  1263. &g_smidScottCoughBlood2,// ID of suffering sample 3.
  1264. &g_smidWrithing2, // ID of suffering sample 4.
  1265. &g_smidJeffCoughBlood1, // ID of dying sample.
  1266. &g_smidJeffCoughBlood2, // ID of dying sample.
  1267. &g_smidVernPutHandsUp, // ID of shooting comment.
  1268. &g_smidVernStopFreeze, // ID of shooting comment.
  1269. &g_smidVernDontMove, // ID of shooting comment
  1270. &g_smidVernFreezeYouDirtbag, // ID of shooting comment
  1271. &g_smidVernDontYouMove, // ID of random comment
  1272. &g_smidVernGoKneesStop, // ID of random comment
  1273. &g_smidVernHeyGetOverHere,// ID of random comment
  1274. &g_smidVernWhereYouGoing,// ID of random comment
  1275. },
  1276. // Weapons for this person. Currently, only one supported.
  1277. {
  1278. CThing::CPistolID, // Weapon to fallback on when none available.
  1279. },
  1280. Personatorium::Crawl, // Crawl on knees when writhing
  1281. Personatorium::Hostile, // Enemy
  1282. 3000, // Reaction time for intruders
  1283. 2000, // Time between shots in run & shoot
  1284. 2000, // time between reaction to being shot.
  1285. 125, // Initial hit points
  1286. },
  1287. /////////////////////////////////Cop///////////////////////////////////////
  1288. {
  1289. // User level description of person.
  1290. "Officer Ramirez", // pszDescription.
  1291. // Names used to create animation resource filenames.
  1292. {
  1293. "3d/cop", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  1294. 2, // Texture to use
  1295. "pistoltip", // Name of channels of transforms for ammo.
  1296. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  1297. "gun", // Name of channels of transforms for hand.
  1298. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  1299. "cop", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  1300. },
  1301. // Sound effects for this person.
  1302. {
  1303. &g_smidRubinImHit, // ID of 'hit by weapon' sample,
  1304. &g_smidRandyUrhh, // ID of 'hit by weapon' sample.
  1305. &g_smidPaulRHuh, // ID of 'hit by weapon' sample,
  1306. &g_smidPaulRHuht, // ID of 'hit by weapon' sample,
  1307. &g_smidRubinAhHuh, // ID of 'blown up' sample.
  1308. &g_smidRubinUhh, // ID of 'blown up' sample.
  1309. &g_smidRubinHii, // ID of 'on fire' sample
  1310. &g_smidPaulRWaaahoh, // ID of 'on fire' sample
  1311. &g_smidPaulRDragMe, // ID of suffering sample 1.
  1312. &g_smidWrithing2, // ID of suffering sample 2.
  1313. &g_smidMikeAhuh, // ID of suffering sample 3.
  1314. &g_smidWrithing3, // ID of suffering sample 4.
  1315. &g_smidRubinICantMove, // ID of dying sample.
  1316. &g_smidRubinUhhh, // ID of dying sample.
  1317. &g_smidRubinDonwemen, // ID of shooting comment.
  1318. &g_smidRubinGunBandito, // ID of shooting comment.
  1319. &g_smidRubinGudelet, // ID of shooting comment
  1320. &g_smidRubinCallo, // ID of shooting comment
  1321. &g_smidRubinVominos, // ID of random comment
  1322. &g_smidRubinThatEnough, // ID of random comment
  1323. &g_smidRubinIfenVigado, // ID of random comment
  1324. &g_smidRubinMatalo, // ID of random comment
  1325. },
  1326. // Weapons for this person. Currently, only one supported.
  1327. {
  1328. CThing::CPistolID, // Weapon to fallback on when none available.
  1329. },
  1330. Personatorium::Crawl, // Crawl on knees when writhing
  1331. Personatorium::Hostile, // Enemy
  1332. 3000, // Reaction time for intruders
  1333. 2000, // Time between shots in run & shoot
  1334. 2000, // time between reaction to being shot.
  1335. 125, // Initial hit points
  1336. },
  1337. ///////////////////////////////Miner///////////////////////////////////////
  1338. {
  1339. // User level description of person.
  1340. "Miner Gary", // pszDescription.
  1341. // Names used to create animation resource filenames.
  1342. {
  1343. "3d/miner", // Example: "Miner", as in "3d/MINER_shoot.sop".
  1344. 0, // Texture to use
  1345. "grenade", // Name of channels of transforms for ammo.
  1346. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  1347. NULL, // Name of channels of transforms for hand.
  1348. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  1349. "miner", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  1350. },
  1351. // Sound effects for this person.
  1352. {
  1353. &g_smidRandyHuu, // ID of 'hit by weapon' sample.
  1354. &g_smidBillGrunt, // ID of 'hit by weapon' sample,
  1355. &g_smidRandyUg, // ID of 'hit by weapon' sample,
  1356. &g_smidRandyUrhh, // ID of 'hit by weapon' sample,
  1357. &g_smidMikeOhh, // ID of 'blown up' sample.
  1358. &g_smidPaulAhah, // ID of 'blown up' sample.
  1359. &g_smidMikeAhh, // ID of 'on fire' sample
  1360. &g_smidRubinHii, // ID of 'on fire' sample
  1361. &g_smidScottCoughBlood1,// ID of suffering sample 1.
  1362. &g_smidScottCoughBlood2,// ID of suffering sample 2.
  1363. &g_smidPaulRWaaahoh, // ID of suffering sample 3.
  1364. &g_smidMikeAhuh, // ID of suffering sample 4.
  1365. &g_smidBillHelpMe, // ID of dying sample.
  1366. &g_smidJeffCoughBlood1, // ID of dying sample.
  1367. &g_smidBillEatThis, // ID of shooting comment.
  1368. &g_smidScottBurnHim, // ID of shooting comment.
  1369. &g_smidSteveEatThis, // ID of shooting comment
  1370. &g_smidSteveOneForMom, // ID of shooting comment
  1371. &g_smidPaulHelpCall, // ID of random comment
  1372. &g_smidSteveHeWentThat, // ID of random comment
  1373. &g_smidSteveLookout, // ID of random comment
  1374. &g_smidSteveThereHeIs, // ID of random comment
  1375. },
  1376. // Weapons for this person. Currently, only one supported.
  1377. {
  1378. CThing::TotalIDs, // Weapon to fallback on when none available.
  1379. },
  1380. Personatorium::PushBack,// slide on back when writhing
  1381. Personatorium::Hostile, // Enemy
  1382. 1000, // Reaction time for intruders
  1383. 2000, // Time between shots in run & shoot
  1384. 3000, // time between reaction to being shot.
  1385. 100, // Initial hit points
  1386. },
  1387. ///////////////////////////////Miner///////////////////////////////////////
  1388. {
  1389. // User level description of person.
  1390. "Miner Fernando", // pszDescription.
  1391. // Names used to create animation resource filenames.
  1392. {
  1393. "3d/miner", // Example: "Miner", as in "3d/MINER_shoot.sop".
  1394. 1, // Texture to use
  1395. "grenade", // Name of channels of transforms for ammo.
  1396. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  1397. NULL, // Name of channels of transforms for hand.
  1398. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  1399. "miner", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  1400. },
  1401. // Sound effects for this person.
  1402. {
  1403. &g_smidPaulRBlewHip, // ID of 'hit by weapon' sample.
  1404. &g_smidPaulRHuh, // ID of 'hit by weapon' sample,
  1405. &g_smidPaulRHuht, // ID of 'hit by weapon' sample,
  1406. &g_smidVinceHu, // ID of 'hit by weapon' sample,
  1407. &g_smidRubinAhHuh, // ID of 'blown up' sample.
  1408. &g_smidPaulROoh, // ID of 'blown up' sample.
  1409. &g_smidPaulROooh, // ID of 'on fire' sample
  1410. &g_smidPaulRWaaahoh, // ID of 'on fire' sample
  1411. &g_smidPaulRHauu, // ID of suffering sample 1.
  1412. &g_smidPaulRWaaahoh, // ID of suffering sample 2.
  1413. &g_smidPaulRDontThink, // ID of suffering sample 3.
  1414. &g_smidWrithing3, // ID of suffering sample 4.
  1415. &g_smidPaulRWaaahoh, // ID of dying sample.
  1416. &g_smidPaulRCoughBlood, // ID of dying sample.
  1417. &g_smidRubinFinishHimOff,// ID of shooting comment.
  1418. &g_smidRubinDonwemen, // ID of shooting comment.
  1419. &g_smidRubinVominosween,// ID of shooting comment
  1420. &g_smidRubinGunBandito, // ID of shooting comment
  1421. &g_smidRubinVominos, // ID of random comment
  1422. &g_smidRubinIfenVigado, // ID of random comment
  1423. &g_smidRubinThatEnough, // ID of random comment
  1424. &g_smidPaulRComingWay, // ID of random comment
  1425. },
  1426. // Weapons for this person. Currently, only one supported.
  1427. {
  1428. CThing::TotalIDs, // Weapon to fallback on when none available.
  1429. },
  1430. Personatorium::PushBack,// slide on back when writhing
  1431. Personatorium::Hostile, // Enemy
  1432. 1000, // Reaction time for intruders
  1433. 2000, // Time between shots in run & shoot
  1434. 3000, // time between reaction to being shot.
  1435. 100, // Initial hit points
  1436. },
  1437. /////////////////////////////// Swat ////////////////////////////////////////
  1438. {
  1439. // User level description of person.
  1440. "Swat Charlie", // pszDescription.
  1441. // Names used to create animation resource filenames.
  1442. {
  1443. "3d/swat", // Example: "Miner", as in "3d/MINER_shoot.sop".
  1444. 0, // Texture to use
  1445. "machinetip", // Name of channels of transforms for ammo.
  1446. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  1447. "gun", // Name of channels of transforms for hand.
  1448. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  1449. "swat", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  1450. },
  1451. // Sound effects for this person.
  1452. {
  1453. &g_smidRubinImHit, // ID of 'hit by weapon' sample,
  1454. &g_smidBulletIntoVest, // ID of 'hit by weapon' sample.
  1455. &g_smidBillGrunt, // ID of 'hit by weapon' sample,
  1456. &g_smidBulletIntoVest, // ID of 'hit by weapon' sample,
  1457. &g_smidScottGrunt, // ID of 'blown up' sample.
  1458. &g_smidScottYell2, // ID of 'blown up' sample.
  1459. &g_smidScottYell3, // ID of 'on fire' sample
  1460. &g_smidScottHelp, // ID of 'on fire' sample
  1461. &g_smidMikeAhuh, // ID of suffering sample 1.
  1462. &g_smidWrithing2, // ID of suffering sample 2.
  1463. &g_smidWrithing3, // ID of suffering sample 3.
  1464. &g_smidMikeAhuh, // ID of suffering sample 4.
  1465. &g_smidScottCoughBlood1,// ID of dying sample.
  1466. &g_smidScottCoughBlood2,// ID of dying sample.
  1467. &g_smidBillBringItOn, // ID of shooting comment.
  1468. &g_smidBillDieYouNutcase,// ID of shooting comment.
  1469. &g_smidBillBetterHope, // ID of shooting comment
  1470. &g_smidBillEatThis, // ID of shooting comment
  1471. &g_smidBillThisIsPolice,// ID of random comment
  1472. &g_smidBillGetOnGround,// ID of random comment
  1473. &g_smidBillWhupAss, // ID of random comment
  1474. &g_smidBillGoTime, // ID of random comment
  1475. },
  1476. // Weapons for this person. Currently, only one supported.
  1477. {
  1478. CThing::CAutoRifleID, // Weapon to fallback on when none available.
  1479. },
  1480. Personatorium::PushBack,// slide on back when writhing
  1481. Personatorium::Hostile, // Enemy
  1482. 1000, // Reaction time for intruders
  1483. 2000, // Time between shots in run & shoot
  1484. 3000, // time between reaction to being shot.
  1485. 170, // Initial hit points
  1486. },
  1487. /////////////////////////////// Swat ////////////////////////////////////////
  1488. {
  1489. // User level description of person.
  1490. "Swat Raymond", // pszDescription.
  1491. // Names used to create animation resource filenames.
  1492. {
  1493. "3d/swat", // Example: "Miner", as in "3d/MINER_shoot.sop".
  1494. 0, // Texture to use
  1495. "machinetip", // Name of channels of transforms for ammo.
  1496. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  1497. "gun", // Name of channels of transforms for hand.
  1498. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  1499. "swat", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  1500. },
  1501. // Sound effects for this person.
  1502. {
  1503. &g_smidPaulRShotToe, // ID of 'hit by weapon' sample,
  1504. &g_smidBulletIntoVest, // ID of 'hit by weapon' sample.
  1505. &g_smidVinceHu, // ID of 'hit by weapon' sample,
  1506. &g_smidBulletIntoVest, // ID of 'hit by weapon' sample,
  1507. &g_smidScottGrunt, // ID of 'blown up' sample.
  1508. &g_smidScottYell2, // ID of 'blown up' sample.
  1509. &g_smidScottYell3, // ID of 'on fire' sample
  1510. &g_smidScottHelp, // ID of 'on fire' sample
  1511. &g_smidMikeAhuh, // ID of suffering sample 1.
  1512. &g_smidWrithing2, // ID of suffering sample 2.
  1513. &g_smidWrithing3, // ID of suffering sample 3.
  1514. &g_smidWrithing4, // ID of suffering sample 4.
  1515. &g_smidScottCoughBlood1,// ID of dying sample.
  1516. &g_smidScottCoughBlood2,// ID of dying sample.
  1517. &g_smidVernPutHandsUp, // ID of shooting comment.
  1518. &g_smidVernStopFreeze, // ID of shooting comment.
  1519. &g_smidVernDontMove, // ID of shooting comment
  1520. &g_smidVernFreezeYouDirtbag, // ID of shooting comment
  1521. &g_smidVernDontYouMove, // ID of random comment
  1522. &g_smidVernGoKneesStop, // ID of random comment
  1523. &g_smidVernHeyGetOverHere,// ID of random comment
  1524. &g_smidVernWhereYouGoing,// ID of random comment
  1525. },
  1526. // Weapons for this person. Currently, only one supported.
  1527. {
  1528. CThing::CAutoRifleID, // Weapon to fallback on when none available.
  1529. },
  1530. Personatorium::PushBack,// slide on back when writhing
  1531. Personatorium::Hostile, // Enemy
  1532. 1000, // Reaction time for intruders
  1533. 2000, // Time between shots in run & shoot
  1534. 3000, // time between reaction to being shot.
  1535. 170, // Initial hit points
  1536. },
  1537. ////////////////////////////Hick Cop///////////////////////////////////////
  1538. {
  1539. // User level description of person.
  1540. "Sheriff Dale", // pszDescription.
  1541. // Names used to create animation resource filenames.
  1542. {
  1543. "3d/cop", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  1544. 1, // Texture to use
  1545. "pistoltip", // Name of channels of transforms for ammo.
  1546. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  1547. "gun", // Name of channels of transforms for hand.
  1548. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  1549. "cop", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  1550. },
  1551. // Sound effects for this person.
  1552. {
  1553. &g_smidHickAhh2, // ID of 'hit by weapon' sample.
  1554. &g_smidHickPrick, // ID of 'hit by weapon' sample,
  1555. &g_smidShotGrunt, // ID of 'hit by weapon' sample,
  1556. &g_smidMikeGrunt, // ID of 'hit by weapon' sample,
  1557. &g_smidHickAhh1, // ID of 'blown up' sample.
  1558. &g_smidHickAhhPain, // ID of 'blown up' sample.
  1559. &g_smidHickAhhFire, // ID of 'on fire' sample
  1560. &g_smidHickWhaa, // ID of 'on fire' sample
  1561. &g_smidHickOhoo, // ID of suffering sample 1.
  1562. &g_smidHickHelpCry, // ID of suffering sample 2.
  1563. &g_smidScottCoughBlood2,// ID of suffering sample 3.
  1564. &g_smidMikeAhuh, // ID of suffering sample 4.
  1565. &g_smidScottCoughBlood1,// ID of dying sample.
  1566. &g_smidScottCoughBlood2,// ID of dying sample.
  1567. &g_smidHickBastard, // ID of shooting comment.
  1568. &g_smidHickOneForMom, // ID of shooting comment.
  1569. &g_smidHickScumbag, // ID of shooting comment
  1570. &g_smidHickEatThis, // ID of shooting comment
  1571. &g_smidHickWhatTheHell, // ID of random comment
  1572. &g_smidHickGetHim, // ID of random comment
  1573. &g_smidHickThereHeIs, // ID of random comment
  1574. &g_smidHickLookout, // ID of random comment
  1575. },
  1576. // Weapons for this person. Currently, only one supported.
  1577. {
  1578. CThing::CPistolID, // Weapon to fallback on when none available.
  1579. },
  1580. Personatorium::Crawl, // Crawl on knees when writhing
  1581. Personatorium::Hostile, // Enemy
  1582. 1000, // Reaction time for intruders
  1583. 2000, // Time between shots in run & shoot
  1584. 3000, // time between reaction to being shot.
  1585. 100, // Initial hit points
  1586. },
  1587. /////////////////////////////// The Man //////////////////////////////////
  1588. {
  1589. // User level description of person.
  1590. "Man Frank", // pszDescription.
  1591. // Names used to create animation resource filenames.
  1592. {
  1593. "3d/man", // Example: "Miner", as in "3d/MINER_shoot.sop".
  1594. 1, // Texture to use
  1595. "hand", // Name of channels of transforms for ammo.
  1596. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  1597. "hand", // Name of channels of transforms for hand.
  1598. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  1599. "guy", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  1600. },
  1601. // Sound effects for this person.
  1602. {
  1603. &g_smidVictimOwMyEye, // ID of 'hit by weapon' sample.
  1604. &g_smidVinceHu, // ID of 'hit by weapon' sample,
  1605. &g_smidScottGrunt, // ID of 'hit by weapon' sample,
  1606. &g_smidVictimAhu, // ID of 'hit by weapon' sample,
  1607. &g_smidVictimAhhk, // ID of 'blown up' sample.
  1608. &g_smidVictimAhh, // ID of 'blown up' sample.
  1609. &g_smidVictimAuh, // ID of 'on fire' sample
  1610. &g_smidScottHelp, // ID of 'on fire' sample
  1611. &g_smidVictimFirstAid2, // ID of suffering sample 1.
  1612. &g_smidVictimOwMyEyes, // ID of suffering sample 2.
  1613. &g_smidVictimAnyoneSeenEar, // ID of suffering sample 3.
  1614. &g_smidVictimStopAlreadyDead, // ID of suffering sample 4.
  1615. &g_smidVictimTheHorror,// ID of dying sample.
  1616. &g_smidVictimAhSheAi,// ID of dying sample.
  1617. &g_smidNil, // ID of shooting comment.
  1618. &g_smidNil, // ID of shooting comment.
  1619. &g_smidNil, // ID of shooting comment
  1620. &g_smidNil, // ID of shooting comment
  1621. &g_smidVictimRunForLives4, // ID of random comment
  1622. &g_smidVictimWhereTV2, // ID of random comment
  1623. &g_smidVictimAskHim, // ID of random comment
  1624. &g_smidVictimAhHesGotAGun2, // ID of random comment
  1625. },
  1626. // Weapons for this person. Currently, only one supported.
  1627. {
  1628. CThing::TotalIDs, // Weapon to fallback on when none available.
  1629. },
  1630. Personatorium::Crawl, // Crawl face down when writhing
  1631. Personatorium::Civilian,// Victim
  1632. 1000, // Reaction time for intruders
  1633. 2000, // Time between shots in run & shoot
  1634. 3000, // time between reaction to being shot.
  1635. 50, // Initial hit points
  1636. },
  1637. /////////////////////////////// Woman victim //////////////////////////////////
  1638. {
  1639. // User level description of person.
  1640. "Woman Mindy", // pszDescription.
  1641. // Names used to create animation resource filenames.
  1642. {
  1643. "3d/woman", // Example: "Miner", as in "3d/MINER_shoot.sop".
  1644. 1, // Texture to use
  1645. "hand", // Name of channels of transforms for ammo.
  1646. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  1647. "hand", // Name of channels of transforms for hand.
  1648. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  1649. "woman", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  1650. },
  1651. // Sound effects for this person.
  1652. {
  1653. &g_smidWVictimMyEyes, // ID of 'hit by weapon' sample.
  1654. &g_smidShotFemaleGrunt, // ID of 'hit by weapon' sample,
  1655. &g_smidCelinaUg, // ID of 'hit by weapon' sample,
  1656. &g_smidDebbieAh, // ID of 'hit by weapon' sample,
  1657. &g_smidCarynScream, // ID of 'blown up' sample.
  1658. &g_smidWVictimScream, // ID of 'blown up' sample.
  1659. &g_smidWVictimHelpHelp, // ID of 'on fire' sample
  1660. &g_smidWVictimOhNo, // ID of 'on fire' sample
  1661. &g_smidKimHelp, // ID of suffering sample 1.
  1662. &g_smidWVictimSeenEar, // ID of suffering sample 2.
  1663. &g_smidWVictimNeedFirstAid, // ID of suffering sample 3.
  1664. &g_smidWVictimGetOffMe, // ID of suffering sample 4.
  1665. &g_smidWVictimHelpHelp, // ID of dying sample.
  1666. &g_smidWVictimGonnaSue, // ID of dying sample.
  1667. &g_smidNil, // ID of shooting comment.
  1668. &g_smidNil, // ID of shooting comment.
  1669. &g_smidNil, // ID of shooting comment
  1670. &g_smidNil, // ID of shooting comment
  1671. &g_smidWVictimAhGotGun, // ID of random comment
  1672. &g_smidWVictimKillThePsyco, // ID of random comment
  1673. &g_smidWVictimVeryBadDay,// ID of random comment
  1674. &g_smidWVictimTheHorror,// ID of random comment
  1675. },
  1676. // Weapons for this person. Currently, only one supported.
  1677. {
  1678. CThing::TotalIDs, // Weapon to fallback on when none available.
  1679. },
  1680. Personatorium::Crawl, // Crawl face down when writhing
  1681. Personatorium::Civilian,// Victim
  1682. 1000, // Reaction time for intruders
  1683. 2000, // Time between shots in run & shoot
  1684. 3000, // time between reaction to being shot.
  1685. 50, // Initial hit points
  1686. },
  1687. /////////////////////////////////Cop///////////////////////////////////////
  1688. {
  1689. // User level description of person.
  1690. "Sheriff Norm", // pszDescription.
  1691. // Names used to create animation resource filenames.
  1692. {
  1693. "3d/cop", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  1694. 1, // Texture to use
  1695. "pistoltip", // Name of channels of transforms for ammo.
  1696. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  1697. "gun", // Name of channels of transforms for hand.
  1698. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  1699. "cop", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  1700. },
  1701. // Sound effects for this person.
  1702. {
  1703. &g_smidRubinImHit, // ID of 'hit by weapon' sample.
  1704. &g_smidBillGrunt, // ID of 'hit by weapon' sample,
  1705. &g_smidShotGrunt, // ID of 'hit by weapon' sample,
  1706. &g_smidRandyHuu, // ID of 'hit by weapon' sample,
  1707. &g_smidScottGrunt, // ID of 'blown up' sample.
  1708. &g_smidScottYell1, // ID of 'blown up' sample.
  1709. &g_smidScottHelp, // ID of 'on fire' sample
  1710. &g_smidScottYell4, // ID of 'on fire' sample
  1711. &g_smidBillKillMe, // ID of suffering sample 1.
  1712. &g_smidBillHelpMe, // ID of suffering sample 2.
  1713. &g_smidScottCoughBlood2,// ID of suffering sample 3.
  1714. &g_smidWrithing3, // ID of suffering sample 4.
  1715. &g_smidPaulCantFeelLegs,// ID of dying sample.
  1716. &g_smidScottCoughBlood2,// ID of dying sample.
  1717. &g_smidBillTakeYouOut, // ID of shooting comment.
  1718. &g_smidBillDieYouNutcase,// ID of shooting comment.
  1719. &g_smidBillFreezePolice,// ID of shooting comment
  1720. &g_smidBillYoureDead, // ID of shooting comment
  1721. &g_smidBillDropWeapons, // ID of random comment
  1722. &g_smidBillFreezePolice,// ID of random comment
  1723. &g_smidBillGetOnGround, // ID of random comment
  1724. &g_smidBillThisIsPolice,// ID of random comment
  1725. },
  1726. // Weapons for this person. Currently, only one supported.
  1727. {
  1728. CThing::CPistolID, // Weapon to fallback on when none available.
  1729. },
  1730. Personatorium::Crawl, // Crawl on knees when writhing
  1731. Personatorium::Hostile, // Enemy
  1732. 3000, // Reaction time for intruders
  1733. 2000, // Time between shots in run & shoot
  1734. 2000, // time between reaction to being shot.
  1735. 100, // Initial hit points
  1736. },
  1737. ////////////////////////////////Employee/////////////////////////////////////
  1738. {
  1739. // User level description of person.
  1740. "Employee 1", // pszDescription.
  1741. // Names used to create animation resource filenames.
  1742. {
  1743. "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  1744. 0, // Texture to use
  1745. "hand", // Name of channels of transforms for ammo.
  1746. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  1747. "hand", // Name of channels of transforms for hand.
  1748. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  1749. "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  1750. },
  1751. // Sound effects for this person.
  1752. {
  1753. &g_smidWalMartDontShoot,// ID of 'hit by weapon' sample.
  1754. &g_smidBillGrunt, // ID of 'hit by weapon' sample,
  1755. &g_smidShotGrunt, // ID of 'hit by weapon' sample,
  1756. &g_smidRandyHuu, // ID of 'hit by weapon' sample,
  1757. &g_smidScottGrunt, // ID of 'blown up' sample.
  1758. &g_smidWalMartCleanupAisle3,// ID of 'blown up' sample.
  1759. &g_smidScottHelp, // ID of 'on fire' sample
  1760. &g_smidScottYell4, // ID of 'on fire' sample
  1761. &g_smidWalMartDontShoot3,// ID of suffering sample 1.
  1762. &g_smidWalMartDontShoot,// ID of suffering sample 2.
  1763. &g_smidWalMartDontShoot2,// ID of suffering sample 3.
  1764. &g_smidWrithing3, // ID of suffering sample 4.
  1765. &g_smidPaulCantFeelLegs,// ID of dying sample.
  1766. &g_smidScottCoughBlood2,// ID of dying sample.
  1767. &g_smidWalMartGetMyManager, // ID of shooting comment.
  1768. &g_smidWalMartShellsSpecial,// ID of shooting comment.
  1769. &g_smidWalMartCleanupAisle2,// ID of shooting comment
  1770. &g_smidWalMartHelpYa, // ID of shooting comment
  1771. &g_smidWalMartShellsSpecial, // ID of random comment
  1772. &g_smidWalMartNoWaiting4,// ID of random comment
  1773. &g_smidWalMartCleanupAisle4, // ID of random comment
  1774. &g_smidWalMartHelpYa,// ID of random comment
  1775. },
  1776. // Weapons for this person. Currently, only one supported.
  1777. {
  1778. CThing::TotalIDs, // Weapon to fallback on when none available.
  1779. },
  1780. Personatorium::Crawl, // Crawl on knees when writhing
  1781. Personatorium::Civilian,// Victim
  1782. 3000, // Reaction time for intruders
  1783. 2000, // Time between shots in run & shoot
  1784. 2000, // time between reaction to being shot.
  1785. 50, // Initial hit points
  1786. },
  1787. ////////////////////////////////Employee/////////////////////////////////////
  1788. {
  1789. // User level description of person.
  1790. "Employee 2", // pszDescription.
  1791. // Names used to create animation resource filenames.
  1792. {
  1793. "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  1794. 1, // Texture to use
  1795. "hand", // Name of channels of transforms for ammo.
  1796. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  1797. "hand", // Name of channels of transforms for hand.
  1798. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  1799. "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  1800. },
  1801. // Sound effects for this person.
  1802. {
  1803. &g_smidWalMartDontShoot3, // ID of 'hit by weapon' sample.
  1804. &g_smidBillGrunt, // ID of 'hit by weapon' sample,
  1805. &g_smidVinceAhuh, // ID of 'hit by weapon' sample,
  1806. &g_smidVinceHu, // ID of 'hit by weapon' sample,
  1807. &g_smidWalMartCleanupAisle17, // ID of 'blown up' sample.
  1808. &g_smidWalMartNoWaitLine4, // ID of 'blown up' sample.
  1809. &g_smidSteveWaFire, // ID of 'on fire' sample
  1810. &g_smidScottYell4, // ID of 'on fire' sample
  1811. &g_smidWalMartGetManager2, // ID of suffering sample 1.
  1812. &g_smidWalMartGetMyManager, // ID of suffering sample 2.
  1813. &g_smidWalMartOnlyPartTimeComeon,// ID of suffering sample 3.
  1814. &g_smidWrithing3, // ID of suffering sample 4.
  1815. &g_smidWalMartMyIHelpYou,// ID of dying sample.
  1816. &g_smidScottCoughBlood2,// ID of dying sample.
  1817. &g_smidWalMartDontShoot3, // ID of shooting comment.
  1818. &g_smidWalMartCleanupAisle6b,// ID of shooting comment.
  1819. &g_smidWalMartNoWaitLine4,// ID of shooting comment
  1820. &g_smidWalMartGetManager2, // ID of shooting comment
  1821. &g_smidWalMartGetManager2, // ID of random comment
  1822. &g_smidWalMartShellsSpecial2,// ID of random comment
  1823. &g_smidWalMartMyIHelpYou, // ID of random comment
  1824. &g_smidWalMartDontShoot3,// ID of random comment
  1825. },
  1826. // Weapons for this person. Currently, only one supported.
  1827. {
  1828. CThing::TotalIDs, // Weapon to fallback on when none available.
  1829. },
  1830. Personatorium::Crawl, // Crawl on knees when writhing
  1831. Personatorium::Civilian,// Victim
  1832. 3000, // Reaction time for intruders
  1833. 2000, // Time between shots in run & shoot
  1834. 2000, // time between reaction to being shot.
  1835. 50, // Initial hit points
  1836. },
  1837. ////////////////////////////////Red Cross///////////////////////////////////
  1838. {
  1839. // User level description of person.
  1840. "Red Cross 1", // pszDescription.
  1841. // Names used to create animation resource filenames.
  1842. {
  1843. "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  1844. 2, // Texture to use
  1845. "hand", // Name of channels of transforms for ammo.
  1846. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  1847. "hand", // Name of channels of transforms for hand.
  1848. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  1849. "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  1850. },
  1851. // Sound effects for this person.
  1852. {
  1853. &g_smidRedCrossNeutralDontShoot, // ID of 'hit by weapon' sample.
  1854. &g_smidRedCrossAh, // ID of 'hit by weapon' sample,
  1855. &g_smidShotGrunt, // ID of 'hit by weapon' sample,
  1856. &g_smidRedCrossAh, // ID of 'hit by weapon' sample,
  1857. &g_smidRedCrossWhereCops, // ID of 'blown up' sample.
  1858. &g_smidRedCrossMedic, // ID of 'blown up' sample.
  1859. &g_smidRedCrossMedic3, // ID of 'on fire' sample
  1860. &g_smidRedCrossVolunteered, // ID of 'on fire' sample
  1861. &g_smidRedCrossTryingToHelp, // ID of suffering sample 1.
  1862. &g_smidRedCrossLowOnBlood, // ID of suffering sample 2.
  1863. &g_smidScottCoughBlood2,// ID of suffering sample 3.
  1864. &g_smidRedCrossWhereCops, // ID of suffering sample 4.
  1865. &g_smidPaulCantFeelLegs,// ID of dying sample.
  1866. &g_smidRedCrossWasntTrained,// ID of dying sample.
  1867. &g_smidRedCrossOverpopulation, // ID of shooting comment.
  1868. &g_smidRedCrossOtherHalfGuy,// ID of shooting comment.
  1869. &g_smidRedCrossEnoughFood,// ID of shooting comment
  1870. &g_smidRedCrossGuysNuts, // ID of shooting comment
  1871. &g_smidRedCrossTriggerHappy, // ID of random comment
  1872. &g_smidRedCrossGuysNuts,// ID of random comment
  1873. &g_smidRedCrossSquashedShot3, // ID of random comment
  1874. &g_smidRedCrossSquashedShot,// ID of random comment
  1875. },
  1876. // Weapons for this person. Currently, only one supported.
  1877. {
  1878. CThing::TotalIDs, // Weapon to fallback on when none available.
  1879. },
  1880. Personatorium::Crawl, // Crawl on knees when writhing
  1881. Personatorium::Civilian,// Victim
  1882. 3000, // Reaction time for intruders
  1883. 2000, // Time between shots in run & shoot
  1884. 2000, // time between reaction to being shot.
  1885. 50, // Initial hit points
  1886. },
  1887. ////////////////////////////////Red Cross///////////////////////////////////
  1888. {
  1889. // User level description of person.
  1890. "Red Cross 2", // pszDescription.
  1891. // Names used to create animation resource filenames.
  1892. {
  1893. "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  1894. 3, // Texture to use
  1895. "hand", // Name of channels of transforms for ammo.
  1896. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  1897. "hand", // Name of channels of transforms for hand.
  1898. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  1899. "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  1900. },
  1901. // Sound effects for this person.
  1902. {
  1903. &g_smidRedCrossNeutral, // ID of 'hit by weapon' sample.
  1904. &g_smidBillGrunt, // ID of 'hit by weapon' sample,
  1905. &g_smidShotGrunt, // ID of 'hit by weapon' sample,
  1906. &g_smidRandyHuu, // ID of 'hit by weapon' sample,
  1907. &g_smidRedCrossStretcher, // ID of 'blown up' sample.
  1908. &g_smidRedCrossDoubleBodyBag, // ID of 'blown up' sample.
  1909. &g_smidRedCrossJoinedMarines, // ID of 'on fire' sample
  1910. &g_smidRedCrossNotTrained, // ID of 'on fire' sample
  1911. &g_smidRedCrossCallBackupHelp, // ID of suffering sample 1.
  1912. &g_smidRedCrossMedic2, // ID of suffering sample 2.
  1913. &g_smidRedCrossLowBlood,// ID of suffering sample 3.
  1914. &g_smidWrithing3, // ID of suffering sample 4.
  1915. &g_smidRedCrossMedic2,// ID of dying sample.
  1916. &g_smidRedCrossJoinedMarines2,// ID of dying sample.
  1917. &g_smidRedCrossSquachedShot2, // ID of shooting comment.
  1918. &g_smidRedCrossOtherHalf,// ID of shooting comment.
  1919. &g_smidRedCrossStretcher,// ID of shooting comment
  1920. &g_smidRedCrossVolunteered2, // ID of shooting comment
  1921. &g_smidRedCrossVolunteered4, // ID of random comment
  1922. &g_smidRedCrossSquashedShot3,// ID of random comment
  1923. &g_smidRedCrossJoinedMarines2, // ID of random comment
  1924. &g_smidRedCrossOtherHalfGuy2,// ID of random comment
  1925. },
  1926. // Weapons for this person. Currently, only one supported.
  1927. {
  1928. CThing::TotalIDs, // Weapon to fallback on when none available.
  1929. },
  1930. Personatorium::Crawl, // Crawl on knees when writhing
  1931. Personatorium::Civilian,// Victim
  1932. 3000, // Reaction time for intruders
  1933. 2000, // Time between shots in run & shoot
  1934. 2000, // time between reaction to being shot.
  1935. 50, // Initial hit points
  1936. },
  1937. ////////////////////////////////Golfer///////////////////////////////////
  1938. {
  1939. // User level description of person.
  1940. "Golfer 1", // pszDescription.
  1941. // Names used to create animation resource filenames.
  1942. {
  1943. "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  1944. 4, // Texture to use
  1945. "hand", // Name of channels of transforms for ammo.
  1946. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  1947. "hand", // Name of channels of transforms for hand.
  1948. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  1949. "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  1950. },
  1951. // Sound effects for this person.
  1952. {
  1953. &g_smidGolferMyBalls, // ID of 'hit by weapon' sample.
  1954. &g_smidPaulRHuh, // ID of 'hit by weapon' sample,
  1955. &g_smidPaulRHuht, // ID of 'hit by weapon' sample,
  1956. &g_smidVinceHu, // ID of 'hit by weapon' sample,
  1957. &g_smidGolferHoleInOne, // ID of 'blown up' sample.
  1958. &g_smidGolferMyBalls2, // ID of 'blown up' sample.
  1959. &g_smidGolferUglyBogey, // ID of 'on fire' sample
  1960. &g_smidScottYell4, // ID of 'on fire' sample
  1961. &g_smidGolferMyBalls3, // ID of suffering sample 1.
  1962. &g_smidBillHelpMe, // ID of suffering sample 2.
  1963. &g_smidScottCoughBlood2,// ID of suffering sample 3.
  1964. &g_smidWrithing3, // ID of suffering sample 4.
  1965. &g_smidPaulCantFeelLegs,// ID of dying sample.
  1966. &g_smidGolferCinderellaStory,// ID of dying sample.
  1967. &g_smidGolferCinderella, // ID of shooting comment.
  1968. &g_smidGolferFore,// ID of shooting comment.
  1969. &g_smidGolferFore2,// ID of shooting comment
  1970. &g_smidGolferFore3, // ID of shooting comment
  1971. &g_smidGolferFore, // ID of random comment
  1972. &g_smidGolferFore2,// ID of random comment
  1973. &g_smidGolferFore3, // ID of random comment
  1974. &g_smidGolferUglyBogey2,// ID of random comment
  1975. },
  1976. // Weapons for this person. Currently, only one supported.
  1977. {
  1978. CThing::TotalIDs, // Weapon to fallback on when none available.
  1979. },
  1980. Personatorium::Crawl, // Crawl on knees when writhing
  1981. Personatorium::Civilian,// Victim
  1982. 3000, // Reaction time for intruders
  1983. 2000, // Time between shots in run & shoot
  1984. 2000, // time between reaction to being shot.
  1985. 50, // Initial hit points
  1986. },
  1987. ////////////////////////////////Golfer///////////////////////////////////
  1988. {
  1989. // User level description of person.
  1990. "Golfer 2", // pszDescription.
  1991. // Names used to create animation resource filenames.
  1992. {
  1993. "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  1994. 5, // Texture to use
  1995. "hand", // Name of channels of transforms for ammo.
  1996. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  1997. "hand", // Name of channels of transforms for hand.
  1998. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  1999. "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  2000. },
  2001. // Sound effects for this person.
  2002. {
  2003. &g_smidGolferMyBalls4, // ID of 'hit by weapon' sample.
  2004. &g_smidRubinAh, // ID of 'hit by weapon' sample,
  2005. &g_smidRandyUg, // ID of 'hit by weapon' sample,
  2006. &g_smidRandyUrhh, // ID of 'hit by weapon' sample,
  2007. &g_smidGolferMyBalls3, // ID of 'blown up' sample.
  2008. &g_smidGolferFore2, // ID of 'blown up' sample.
  2009. &g_smidGolferHoleInOne3, // ID of 'on fire' sample
  2010. &g_smidGolferUglyBogey2, // ID of 'on fire' sample
  2011. &g_smidGolferCinderella, // ID of suffering sample 1.
  2012. &g_smidGolferMyBalls2, // ID of suffering sample 2.
  2013. &g_smidScottCoughBlood2,// ID of suffering sample 3.
  2014. &g_smidWrithing3, // ID of suffering sample 4.
  2015. &g_smidPaulCantFeelLegs,// ID of dying sample.
  2016. &g_smidGolferMyBalls,// ID of dying sample.
  2017. &g_smidGolferCinderella, // ID of shooting comment.
  2018. &g_smidGolferFore,// ID of shooting comment.
  2019. &g_smidGolferFore2,// ID of shooting comment
  2020. &g_smidGolferFore3, // ID of shooting comment
  2021. &g_smidGolferFore3, // ID of random comment
  2022. &g_smidGolferHoleInOne2,// ID of random comment
  2023. &g_smidGolferFore2, // ID of random comment
  2024. &g_smidGolferHoleInOne,// ID of random comment
  2025. },
  2026. // Weapons for this person. Currently, only one supported.
  2027. {
  2028. CThing::TotalIDs, // Weapon to fallback on when none available.
  2029. },
  2030. Personatorium::Crawl, // Crawl on knees when writhing
  2031. Personatorium::Civilian,// Victim
  2032. 3000, // Reaction time for intruders
  2033. 2000, // Time between shots in run & shoot
  2034. 2000, // time between reaction to being shot.
  2035. 50, // Initial hit points
  2036. },
  2037. ////////////////////////////////Lawyer///////////////////////////////////
  2038. {
  2039. // User level description of person.
  2040. "Lawyer", // pszDescription.
  2041. // Names used to create animation resource filenames.
  2042. {
  2043. "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  2044. 6, // Texture to use
  2045. "hand", // Name of channels of transforms for ammo.
  2046. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  2047. "hand", // Name of channels of transforms for hand.
  2048. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  2049. "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  2050. },
  2051. // Sound effects for this person.
  2052. {
  2053. &g_smidLawyerThatsIllegal, // ID of 'hit by weapon' sample.
  2054. &g_smidBillGrunt, // ID of 'hit by weapon' sample,
  2055. &g_smidShotGrunt, // ID of 'hit by weapon' sample,
  2056. &g_smidRandyHuu, // ID of 'hit by weapon' sample,
  2057. &g_smidLawyerGonnaSue, // ID of 'blown up' sample.
  2058. &g_smidLawyerSeeAssInCourt3, // ID of 'blown up' sample.
  2059. &g_smidLawyerYoullNeedLawyer, // ID of 'on fire' sample
  2060. &g_smidLawyerNeedLawyerCard, // ID of 'on fire' sample
  2061. &g_smidLawyerGonnaSue, // ID of suffering sample 1.
  2062. &g_smidLawyerSeeAssInCourt2, // ID of suffering sample 2.
  2063. &g_smidLawyerGonnaSue,// ID of suffering sample 3.
  2064. &g_smidLawyerGonnaSue, // ID of suffering sample 4.
  2065. &g_smidPaulCantFeelLegs,// ID of dying sample.
  2066. &g_smidLawyerSeeAssInCourt3,// ID of dying sample.
  2067. &g_smidLawyerGonnaNeedLawyer, // ID of shooting comment.
  2068. &g_smidLawyerThatsIllegal2,// ID of shooting comment.
  2069. &g_smidLawyerYoullNeedLawyer,// ID of shooting comment
  2070. &g_smidLawyerNeedLawyerCard, // ID of shooting comment
  2071. &g_smidLawyerGonnaNeedLawyer, // ID of random comment
  2072. &g_smidLawyerYoullNeedLawyer,// ID of random comment
  2073. &g_smidLawyerNeedLawyerCard, // ID of random comment
  2074. &g_smidLawyerThatsIllegal,// ID of random comment
  2075. },
  2076. // Weapons for this person. Currently, only one supported.
  2077. {
  2078. CThing::TotalIDs, // Weapon to fallback on when none available.
  2079. },
  2080. Personatorium::Crawl, // Crawl on knees when writhing
  2081. Personatorium::Civilian,// Victim
  2082. 3000, // Reaction time for intruders
  2083. 2000, // Time between shots in run & shoot
  2084. 2000, // time between reaction to being shot.
  2085. 50, // Initial hit points
  2086. },
  2087. ////////////////////////////////Bum/////////////////////////////////////
  2088. {
  2089. // User level description of person.
  2090. "Bum 1", // pszDescription.
  2091. // Names used to create animation resource filenames.
  2092. {
  2093. "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  2094. 7, // Texture to use
  2095. "hand", // Name of channels of transforms for ammo.
  2096. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  2097. "hand", // Name of channels of transforms for hand.
  2098. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  2099. "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  2100. },
  2101. // Sound effects for this person.
  2102. {
  2103. &g_smidVetDontShootImVet, // ID of 'hit by weapon' sample.
  2104. &g_smidVetAhah, // ID of 'hit by weapon' sample,
  2105. &g_smidVetWaa, // ID of 'hit by weapon' sample,
  2106. &g_smidVetWaaoh, // ID of 'hit by weapon' sample,
  2107. &g_smidVetWaaoh, // ID of 'blown up' sample.
  2108. &g_smidScottYell1, // ID of 'blown up' sample.
  2109. &g_smidVetUhOh, // ID of 'on fire' sample
  2110. &g_smidVetSpareDimeYell, // ID of 'on fire' sample
  2111. &g_smidVetSpareDime, // ID of suffering sample 1.
  2112. &g_smidVetShineShotgun, // ID of suffering sample 2.
  2113. &g_smidScottCoughBlood2,// ID of suffering sample 3.
  2114. &g_smidWrithing3, // ID of suffering sample 4.
  2115. &g_smidPaulCantFeelLegs,// ID of dying sample.
  2116. &g_smidScottCoughBlood2,// ID of dying sample.
  2117. &g_smidVetFragThatBastard, // ID of shooting comment.
  2118. &g_smidVetKillThatPsyco,// ID of shooting comment.
  2119. &g_smidVetSpanish,// ID of shooting comment
  2120. &g_smidVetFrag, // ID of shooting comment
  2121. &g_smidVetWorkForFood, // ID of random comment
  2122. &g_smidVetAskHimForHelp,// ID of random comment
  2123. &g_smidVetThisGuysNuts, // ID of random comment
  2124. &g_smidVetWorkForFood2,// ID of random comment
  2125. },
  2126. // Weapons for this person. Currently, only one supported.
  2127. {
  2128. CThing::TotalIDs, // Weapon to fallback on when none available.
  2129. },
  2130. Personatorium::Crawl, // Crawl on knees when writhing
  2131. Personatorium::Civilian,// Victim
  2132. 3000, // Reaction time for intruders
  2133. 2000, // Time between shots in run & shoot
  2134. 2000, // time between reaction to being shot.
  2135. 50, // Initial hit points
  2136. },
  2137. ////////////////////////////////Bum/////////////////////////////////////
  2138. {
  2139. // User level description of person.
  2140. "Bum 2", // pszDescription.
  2141. // Names used to create animation resource filenames.
  2142. {
  2143. "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  2144. 8, // Texture to use
  2145. "hand", // Name of channels of transforms for ammo.
  2146. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  2147. "hand", // Name of channels of transforms for hand.
  2148. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  2149. "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  2150. },
  2151. // Sound effects for this person.
  2152. {
  2153. &g_smidVetWhatThatAK47, // ID of 'hit by weapon' sample.
  2154. &g_smidShotGrunt, // ID of 'hit by weapon' sample.
  2155. &g_smidRandyUrhh, // ID of 'hit by weapon' sample,
  2156. &g_smidVinceHu, // ID of 'hit by weapon' sample,
  2157. &g_smidVetCharlie, // ID of 'blown up' sample.
  2158. &g_smidScottYell1, // ID of 'blown up' sample.
  2159. &g_smidVetUhOh, // ID of 'on fire' sample
  2160. &g_smidScottYell4, // ID of 'on fire' sample
  2161. &g_smidVetWaa, // ID of suffering sample 1.
  2162. &g_smidVetDontShootVet3, // ID of suffering sample 2.
  2163. &g_smidVetWorkForFood2,// ID of suffering sample 3.
  2164. &g_smidWrithing3, // ID of suffering sample 4.
  2165. &g_smidVetHereComesCharlie,// ID of dying sample.
  2166. &g_smidVetAskHimForHelp,// ID of dying sample.
  2167. &g_smidVetFrag, // ID of shooting comment.
  2168. &g_smidVetFragBastard,// ID of shooting comment.
  2169. &g_smidVetKillThatPsyco,// ID of shooting comment
  2170. &g_smidVetSpanish, // ID of shooting comment
  2171. &g_smidVetCollectShells, // ID of random comment
  2172. &g_smidVetCollectBrassShells,// ID of random comment
  2173. &g_smidVetShine, // ID of random comment
  2174. &g_smidVetShingGun,// ID of random comment
  2175. },
  2176. // Weapons for this person. Currently, only one supported.
  2177. {
  2178. CThing::TotalIDs, // Weapon to fallback on when none available.
  2179. },
  2180. Personatorium::Crawl, // Crawl on knees when writhing
  2181. Personatorium::Civilian,// Victim
  2182. 3000, // Reaction time for intruders
  2183. 2000, // Time between shots in run & shoot
  2184. 2000, // time between reaction to being shot.
  2185. 50, // Initial hit points
  2186. },
  2187. ////////////////////////////////Vet/////////////////////////////////////
  2188. {
  2189. // User level description of person.
  2190. "Vet 1", // pszDescription.
  2191. // Names used to create animation resource filenames.
  2192. {
  2193. "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  2194. 9, // Texture to use
  2195. "hand", // Name of channels of transforms for ammo.
  2196. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  2197. "hand", // Name of channels of transforms for hand.
  2198. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  2199. "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  2200. },
  2201. // Sound effects for this person.
  2202. {
  2203. &g_smidVetCharlie, // ID of 'hit by weapon' sample.
  2204. &g_smidBillGrunt, // ID of 'hit by weapon' sample,
  2205. &g_smidShotGrunt, // ID of 'hit by weapon' sample,
  2206. &g_smidRandyHuu, // ID of 'hit by weapon' sample,
  2207. &g_smidVetWaaoh, // ID of 'blown up' sample.
  2208. &g_smidVetSpareDimeYell, // ID of 'blown up' sample.
  2209. &g_smidVetWaa, // ID of 'on fire' sample
  2210. &g_smidVetAhah, // ID of 'on fire' sample
  2211. &g_smidVetAskHimForHelp, // ID of suffering sample 1.
  2212. &g_smidBillHelpMe, // ID of suffering sample 2.
  2213. &g_smidScottCoughBlood2,// ID of suffering sample 3.
  2214. &g_smidVetWaa, // ID of suffering sample 4.
  2215. &g_smidVetSpareDime,// ID of dying sample.
  2216. &g_smidVetWorkForFood2,// ID of dying sample.
  2217. &g_smidVetFrag, // ID of shooting comment.
  2218. &g_smidVetFragBastard,// ID of shooting comment.
  2219. &g_smidVetCharlie,// ID of shooting comment
  2220. &g_smidVetKillThatPsyco, // ID of shooting comment
  2221. &g_smidVetThisGuysNuts, // ID of random comment
  2222. &g_smidVetWorkForFood,// ID of random comment
  2223. &g_smidVetCollectShells, // ID of random comment
  2224. &g_smidVetCollectBrassShells,// ID of random comment
  2225. },
  2226. // Weapons for this person. Currently, only one supported.
  2227. {
  2228. CThing::TotalIDs, // Weapon to fallback on when none available.
  2229. },
  2230. Personatorium::Crawl, // Crawl on knees when writhing
  2231. Personatorium::Civilian,// Victim
  2232. 3000, // Reaction time for intruders
  2233. 2000, // Time between shots in run & shoot
  2234. 2000, // time between reaction to being shot.
  2235. 50, // Initial hit points
  2236. },
  2237. ////////////////////////////////Vet/////////////////////////////////////
  2238. {
  2239. // User level description of person.
  2240. "Vet 2", // pszDescription.
  2241. // Names used to create animation resource filenames.
  2242. {
  2243. "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  2244. 10, // Texture to use
  2245. "hand", // Name of channels of transforms for ammo.
  2246. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  2247. "hand", // Name of channels of transforms for hand.
  2248. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  2249. "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  2250. },
  2251. // Sound effects for this person.
  2252. {
  2253. &g_smidVetWhatThatAK47, // ID of 'hit by weapon' sample.
  2254. &g_smidBillGrunt, // ID of 'hit by weapon' sample,
  2255. &g_smidShotGrunt, // ID of 'hit by weapon' sample,
  2256. &g_smidRandyHuu, // ID of 'hit by weapon' sample,
  2257. &g_smidVetSpareDimeYell, // ID of 'blown up' sample.
  2258. &g_smidScottYell1, // ID of 'blown up' sample.
  2259. &g_smidScottHelp, // ID of 'on fire' sample
  2260. &g_smidVetWaaoh, // ID of 'on fire' sample
  2261. &g_smidBillKillMe, // ID of suffering sample 1.
  2262. &g_smidVetSpareADime, // ID of suffering sample 2.
  2263. &g_smidVetAskHimForHelp,// ID of suffering sample 3.
  2264. &g_smidWrithing2, // ID of suffering sample 4.
  2265. &g_smidVetWorkForFood,// ID of dying sample.
  2266. &g_smidVetUhOh,// ID of dying sample.
  2267. &g_smidVetFrag, // ID of shooting comment.
  2268. &g_smidVetKillThatPsyco,// ID of shooting comment.
  2269. &g_smidVetFragBastard,// ID of shooting comment
  2270. &g_smidVetCharlie, // ID of shooting comment
  2271. &g_smidVetCollectBrassShells, // ID of random comment
  2272. &g_smidVetCollectShells,// ID of random comment
  2273. &g_smidVetWorkForFood, // ID of random comment
  2274. &g_smidVetWorkForFood2,// ID of random comment
  2275. },
  2276. // Weapons for this person. Currently, only one supported.
  2277. {
  2278. CThing::TotalIDs, // Weapon to fallback on when none available.
  2279. },
  2280. Personatorium::Crawl, // Crawl on knees when writhing
  2281. Personatorium::Civilian,// Victim
  2282. 3000, // Reaction time for intruders
  2283. 2000, // Time between shots in run & shoot
  2284. 2000, // time between reaction to being shot.
  2285. 50, // Initial hit points
  2286. },
  2287. ////////////////////////////////Nude/////////////////////////////////////
  2288. {
  2289. // User level description of person.
  2290. "Nude 1", // pszDescription. - Nude Man
  2291. // Names used to create animation resource filenames.
  2292. {
  2293. "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  2294. 11, // Texture to use
  2295. "hand", // Name of channels of transforms for ammo.
  2296. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  2297. "hand", // Name of channels of transforms for hand.
  2298. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  2299. "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  2300. },
  2301. // Sound effects for this person.
  2302. {
  2303. &g_smidNudeShotOffMyAhhh2, // ID of 'hit by weapon' sample.
  2304. &g_smidNudeMyGod, // ID of 'hit by weapon' sample,
  2305. &g_smidShotGrunt, // ID of 'hit by weapon' sample,
  2306. &g_smidVinceHu, // ID of 'hit by weapon' sample,
  2307. &g_smidScottGrunt, // ID of 'blown up' sample.
  2308. &g_smidScottYell1, // ID of 'blown up' sample.
  2309. &g_smidScottHelp, // ID of 'on fire' sample
  2310. &g_smidScottYell4, // ID of 'on fire' sample
  2311. &g_smidNudeDontFeelFresh, // ID of suffering sample 1.
  2312. &g_smidNudeHowEmbarrassing, // ID of suffering sample 2.
  2313. &g_smidNudeDontDieNaked,// ID of suffering sample 3.
  2314. &g_smidNudeDontFeelFresh2, // ID of suffering sample 4.
  2315. &g_smidNudeHowEmbarrassing,// ID of dying sample.
  2316. &g_smidNudeHowEmbarrassing2,// ID of dying sample.
  2317. &g_smidNudeNoOneSeeUs, // ID of shooting comment.
  2318. &g_smidNudeNoOneSeeUs2,// ID of shooting comment.
  2319. &g_smidNudeDontFeelFresh,// ID of shooting comment
  2320. &g_smidNudeDontFeelFresh2, // ID of shooting comment
  2321. &g_smidNudeNoOneSeeUs, // ID of random comment
  2322. &g_smidNudeNoOneSeeUs2,// ID of random comment
  2323. &g_smidNudeDontFeelFresh, // ID of random comment
  2324. &g_smidNudeDontFeelFresh2,// ID of random comment
  2325. },
  2326. // Weapons for this person. Currently, only one supported.
  2327. {
  2328. CThing::TotalIDs, // Weapon to fallback on when none available.
  2329. },
  2330. Personatorium::Crawl, // Crawl on knees when writhing
  2331. Personatorium::Civilian,// Victim
  2332. 3000, // Reaction time for intruders
  2333. 2000, // Time between shots in run & shoot
  2334. 2000, // time between reaction to being shot.
  2335. 50, // Initial hit points
  2336. },
  2337. ////////////////////////////////Nude/////////////////////////////////////
  2338. {
  2339. // User level description of person.
  2340. "Nude 2", // pszDescription. Nude Woman
  2341. // Names used to create animation resource filenames.
  2342. {
  2343. "3d/nude2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  2344. -1, // Texture to use
  2345. "hand", // Name of channels of transforms for ammo.
  2346. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  2347. "hand", // Name of channels of transforms for hand.
  2348. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  2349. "nude2", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  2350. },
  2351. // Sound effects for this person.
  2352. {
  2353. &g_smidWNudeDontShootNude, // ID of 'hit by weapon' sample.
  2354. &g_smidShotFemaleGrunt, // ID of 'hit by weapon' sample,
  2355. &g_smidCelinaUg, // ID of 'hit by weapon' sample,
  2356. &g_smidDebbieAh, // ID of 'hit by weapon' sample,
  2357. &g_smidWNudeHeShotOffMyAh, // ID of 'blown up' sample.
  2358. &g_smidSouthernBumLooker, // ID of 'blown up' sample.
  2359. &g_smidSouthernDieNaked, // ID of 'on fire' sample
  2360. &g_smidSouthernNeedLawyer, // ID of 'on fire' sample
  2361. &g_smidKimHelp, // ID of suffering sample 1.
  2362. &g_smidKimCantBreathe, // ID of suffering sample 2.
  2363. &g_smidWNudeDontFeelFresh, // ID of suffering sample 3.
  2364. &g_smidWNudeDontFeelFresh, // ID of suffering sample 4.
  2365. &g_smidWNudeHowEmbarrassing,// ID of dying sample.
  2366. &g_smidWNudeHowEmbarrassing2,// ID of dying sample.
  2367. &g_smidNil, // ID of shooting comment.
  2368. &g_smidNil,// ID of shooting comment.
  2369. &g_smidNil,// ID of shooting comment
  2370. &g_smidNil, // ID of shooting comment
  2371. &g_smidWNudeNoOneSeeUs, // ID of random comment
  2372. &g_smidWNudeBumLooker,// ID of random comment
  2373. &g_smidWNudeHowEmbarrassing, // ID of random comment
  2374. &g_smidWNudeDontFeelFresh,// ID of random comment
  2375. },
  2376. // Weapons for this person. Currently, only one supported.
  2377. {
  2378. CThing::TotalIDs, // Weapon to fallback on when none available.
  2379. },
  2380. Personatorium::Crawl, // Crawl on knees when writhing
  2381. Personatorium::Civilian,// Victim
  2382. 3000, // Reaction time for intruders
  2383. 2000, // Time between shots in run & shoot
  2384. 2000, // time between reaction to being shot.
  2385. 50, // Initial hit points
  2386. },
  2387. ////////////////////////////////Gramps/////////////////////////////////////
  2388. {
  2389. // User level description of person.
  2390. "Gramps 1", // pszDescription.
  2391. // Names used to create animation resource filenames.
  2392. {
  2393. "3d/gramps", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  2394. -1, // Texture to use
  2395. "hand", // Name of channels of transforms for ammo.
  2396. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  2397. "hand", // Name of channels of transforms for hand.
  2398. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  2399. "gramps", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  2400. },
  2401. // Sound effects for this person.
  2402. {
  2403. &g_smidOldManWhatsThatSunny, // ID of 'hit by weapon' sample.
  2404. &g_smidBillGrunt, // ID of 'hit by weapon' sample,
  2405. &g_smidShotGrunt, // ID of 'hit by weapon' sample,
  2406. &g_smidRandyHuu, // ID of 'hit by weapon' sample,
  2407. &g_smidScottGrunt, // ID of 'blown up' sample.
  2408. &g_smidScottYell1, // ID of 'blown up' sample.
  2409. &g_smidScottHelp, // ID of 'on fire' sample
  2410. &g_smidScottYell4, // ID of 'on fire' sample
  2411. &g_smidOldManSoiledSelf, // ID of suffering sample 1.
  2412. &g_smidOldManColostomyBag, // ID of suffering sample 2.
  2413. &g_smidOldManOwSpleen,// ID of suffering sample 3.
  2414. &g_smidOldManGroan, // ID of suffering sample 4.
  2415. &g_smidOldManSoiledSelf2,// ID of dying sample.
  2416. &g_smidScottCoughBlood2,// ID of dying sample.
  2417. &g_smidNil, // ID of shooting comment.
  2418. &g_smidNil,// ID of shooting comment.
  2419. &g_smidNil,// ID of shooting comment
  2420. &g_smidNil, // ID of shooting comment
  2421. &g_smidOldManDontShoot, // ID of random comment
  2422. &g_smidOldManNoRespect,// ID of random comment
  2423. &g_smidOldManInGreatWar2, // ID of random comment
  2424. &g_smidOldManWhatsThatSunny,// ID of random comment
  2425. },
  2426. // Weapons for this person. Currently, only one supported.
  2427. {
  2428. CThing::TotalIDs, // Weapon to fallback on when none available.
  2429. },
  2430. Personatorium::Crawl, // Crawl on knees when writhing
  2431. Personatorium::Civilian,// Victim
  2432. 3000, // Reaction time for intruders
  2433. 2000, // Time between shots in run & shoot
  2434. 2000, // time between reaction to being shot.
  2435. 50, // Initial hit points
  2436. },
  2437. ////////////////////////////////Gramps/////////////////////////////////////
  2438. {
  2439. // User level description of person.
  2440. "Gramps 2", // pszDescription.
  2441. // Names used to create animation resource filenames.
  2442. {
  2443. "3d/gramps", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  2444. 2, // Texture to use
  2445. "hand", // Name of channels of transforms for ammo.
  2446. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  2447. "hand", // Name of channels of transforms for hand.
  2448. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  2449. "gramps", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  2450. },
  2451. // Sound effects for this person.
  2452. {
  2453. &g_smidOldManSpleen, // ID of 'hit by weapon' sample.
  2454. &g_smidBillGrunt, // ID of 'hit by weapon' sample,
  2455. &g_smidShotGrunt, // ID of 'hit by weapon' sample,
  2456. &g_smidRandyHuu, // ID of 'hit by weapon' sample,
  2457. &g_smidOldManGroan, // ID of 'blown up' sample.
  2458. &g_smidOldManGroan, // ID of 'blown up' sample.
  2459. &g_smidOldManKidsNoRespect2, // ID of 'on fire' sample
  2460. &g_smidOldManGroan, // ID of 'on fire' sample
  2461. &g_smidOldManInGreatWar2, // ID of suffering sample 1.
  2462. &g_smidOldManInGreatWar, // ID of suffering sample 2.
  2463. &g_smidOldManSoiledSelf3,// ID of suffering sample 3.
  2464. &g_smidOldManColostomyBag3, // ID of suffering sample 4.
  2465. &g_smidOldManGroan,// ID of dying sample.
  2466. &g_smidScottCoughBlood2,// ID of dying sample.
  2467. &g_smidNil, // ID of shooting comment.
  2468. &g_smidNil,// ID of shooting comment.
  2469. &g_smidNil,// ID of shooting comment
  2470. &g_smidNil, // ID of shooting comment
  2471. &g_smidOldManKidsNoRespect, // ID of random comment
  2472. &g_smidOldManKidsNoRespect3,// ID of random comment
  2473. &g_smidOldManDontShootRetired2, // ID of random comment
  2474. &g_smidOldManRetired,// ID of random comment
  2475. },
  2476. // Weapons for this person. Currently, only one supported.
  2477. {
  2478. CThing::TotalIDs, // Weapon to fallback on when none available.
  2479. },
  2480. Personatorium::Crawl, // Crawl on knees when writhing
  2481. Personatorium::Civilian,// Victim
  2482. 3000, // Reaction time for intruders
  2483. 2000, // Time between shots in run & shoot
  2484. 2000, // time between reaction to being shot.
  2485. 50, // Initial hit points
  2486. },
  2487. ////////////////////////////////Granny/////////////////////////////////////
  2488. {
  2489. // User level description of person.
  2490. "Granny 1", // pszDescription.
  2491. // Names used to create animation resource filenames.
  2492. {
  2493. "3d/gramps", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  2494. 3, // Texture to use
  2495. "hand", // Name of channels of transforms for ammo.
  2496. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  2497. "hand", // Name of channels of transforms for hand.
  2498. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  2499. "gramps", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  2500. },
  2501. // Sound effects for this person.
  2502. {
  2503. &g_smidOldWomanMySpleen, // ID of 'hit by weapon' sample.
  2504. &g_smidOldWomanOh, // ID of 'hit by weapon' sample,
  2505. &g_smidOldWomanOh, // ID of 'hit by weapon' sample,
  2506. &g_smidOldWomanOh, // ID of 'hit by weapon' sample,
  2507. &g_smidOldWomanFindColostomy, // ID of 'blown up' sample.
  2508. &g_smidOldWomanOh, // ID of 'blown up' sample.
  2509. &g_smidOldWomanCantHear, // ID of 'on fire' sample
  2510. &g_smidOldWomanColostomyBag, // ID of 'on fire' sample
  2511. &g_smidOldWomanMySpleen, // ID of suffering sample 1.
  2512. &g_smidOldWomanSoiledSelf2, // ID of suffering sample 2.
  2513. &g_smidOldWomanOh,// ID of suffering sample 3.
  2514. &g_smidOldWomanFindColostomy, // ID of suffering sample 4.
  2515. &g_smidOldWomanNoRespect,// ID of dying sample.
  2516. &g_smidOldWomanSoiledSelf,// ID of dying sample.
  2517. &g_smidNil, // ID of shooting comment.
  2518. &g_smidNil,// ID of shooting comment.
  2519. &g_smidNil,// ID of shooting comment
  2520. &g_smidNil, // ID of shooting comment
  2521. &g_smidOldWomanNoRespect, // ID of random comment
  2522. &g_smidOldWomanEhWhatsThat,// ID of random comment
  2523. &g_smidOldWomanCantHear, // ID of random comment
  2524. &g_smidOldWomanEhWhatsThat,// ID of random comment
  2525. },
  2526. // Weapons for this person. Currently, only one supported.
  2527. {
  2528. CThing::TotalIDs, // Weapon to fallback on when none available.
  2529. },
  2530. Personatorium::Crawl, // Crawl on knees when writhing
  2531. Personatorium::Civilian,// Victim
  2532. 3000, // Reaction time for intruders
  2533. 2000, // Time between shots in run & shoot
  2534. 2000, // time between reaction to being shot.
  2535. 50, // Initial hit points
  2536. },
  2537. ////////////////////////////////Granny/////////////////////////////////////
  2538. {
  2539. // User level description of person.
  2540. "Granny 2", // pszDescription.
  2541. // Names used to create animation resource filenames.
  2542. {
  2543. "3d/gramps", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  2544. 4, // Texture to use
  2545. "hand", // Name of channels of transforms for ammo.
  2546. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  2547. "hand", // Name of channels of transforms for hand.
  2548. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  2549. "gramps", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  2550. },
  2551. // Sound effects for this person.
  2552. {
  2553. &g_smidOldWomanEhWhatsThat, // ID of 'hit by weapon' sample.
  2554. &g_smidOldWomanOh, // ID of 'hit by weapon' sample,
  2555. &g_smidOldWomanOh, // ID of 'hit by weapon' sample,
  2556. &g_smidOldWomanOh, // ID of 'hit by weapon' sample,
  2557. &g_smidOldWomanColostomy, // ID of 'blown up' sample.
  2558. &g_smidOldWomanOh, // ID of 'blown up' sample.
  2559. &g_smidOldWomanNoRespect, // ID of 'on fire' sample
  2560. &g_smidOldWomanOh, // ID of 'on fire' sample
  2561. &g_smidOldWomanMySpleen, // ID of suffering sample 1.
  2562. &g_smidOldWomanFindColostomy, // ID of suffering sample 2.
  2563. &g_smidOldWomanColostomyBag,// ID of suffering sample 3.
  2564. &g_smidOldWomanSoiledSelf, // ID of suffering sample 4.
  2565. &g_smidOldWomanCantHear,// ID of dying sample.
  2566. &g_smidOldWomanSoiledSelf2,// ID of dying sample.
  2567. &g_smidNil, // ID of shooting comment.
  2568. &g_smidNil,// ID of shooting comment.
  2569. &g_smidNil,// ID of shooting comment
  2570. &g_smidNil, // ID of shooting comment
  2571. &g_smidOldWomanNoRespect, // ID of random comment
  2572. &g_smidOldWomanEhWhatsThat,// ID of random comment
  2573. &g_smidOldWomanCantHear, // ID of random comment
  2574. &g_smidOldWomanCantHear,// ID of random comment
  2575. },
  2576. // Weapons for this person. Currently, only one supported.
  2577. {
  2578. CThing::TotalIDs, // Weapon to fallback on when none available.
  2579. },
  2580. Personatorium::Crawl, // Crawl on knees when writhing
  2581. Personatorium::Civilian,// Victim
  2582. 3000, // Reaction time for intruders
  2583. 2000, // Time between shots in run & shoot
  2584. 2000, // time between reaction to being shot.
  2585. 50, // Initial hit points
  2586. },
  2587. ////////////////////////////////Granny/////////////////////////////////////
  2588. {
  2589. // User level description of person.
  2590. "Granny 3", // pszDescription.
  2591. // Names used to create animation resource filenames.
  2592. {
  2593. "3d/gramps", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  2594. 5, // Texture to use
  2595. "hand", // Name of channels of transforms for ammo.
  2596. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  2597. "hand", // Name of channels of transforms for hand.
  2598. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  2599. "gramps", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  2600. },
  2601. // Sound effects for this person.
  2602. {
  2603. &g_smidOldWomanMySpleen, // ID of 'hit by weapon' sample.
  2604. &g_smidOldWomanOh, // ID of 'hit by weapon' sample,
  2605. &g_smidOldWomanOh, // ID of 'hit by weapon' sample,
  2606. &g_smidOldWomanOh, // ID of 'hit by weapon' sample,
  2607. &g_smidOldWomanEhWhatsThat, // ID of 'blown up' sample.
  2608. &g_smidOldWomanOh, // ID of 'blown up' sample.
  2609. &g_smidOldWomanEhWhatsThat, // ID of 'on fire' sample
  2610. &g_smidOldWomanOh, // ID of 'on fire' sample
  2611. &g_smidOldWomanColostomyBag, // ID of suffering sample 1.
  2612. &g_smidOldWomanMySpleen, // ID of suffering sample 2.
  2613. &g_smidOldWomanSoiledSelf,// ID of suffering sample 3.
  2614. &g_smidOldWomanFindColostomy, // ID of suffering sample 4.
  2615. &g_smidOldWomanSoiledSelf2,// ID of dying sample.
  2616. &g_smidOldWomanSoiledSelf,// ID of dying sample.
  2617. &g_smidNil, // ID of shooting comment.
  2618. &g_smidNil,// ID of shooting comment.
  2619. &g_smidNil,// ID of shooting comment
  2620. &g_smidNil, // ID of shooting comment
  2621. &g_smidOldWomanNoRespect, // ID of random comment
  2622. &g_smidOldWomanCantHear,// ID of random comment
  2623. &g_smidOldWomanEhWhatsThat, // ID of random comment
  2624. &g_smidOldWomanSoiledSelf,// ID of random comment
  2625. },
  2626. // Weapons for this person. Currently, only one supported.
  2627. {
  2628. CThing::TotalIDs, // Weapon to fallback on when none available.
  2629. },
  2630. Personatorium::Crawl, // Crawl on knees when writhing
  2631. Personatorium::Civilian,// Victim
  2632. 3000, // Reaction time for intruders
  2633. 2000, // Time between shots in run & shoot
  2634. 2000, // time between reaction to being shot.
  2635. 50, // Initial hit points
  2636. },
  2637. ////////////////////////////////Shopper Golfer///////////////////////////////////
  2638. {
  2639. // User level description of person.
  2640. "Shopper G1", // pszDescription.
  2641. // Names used to create animation resource filenames.
  2642. {
  2643. "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  2644. 4, // Texture to use
  2645. "hand", // Name of channels of transforms for ammo.
  2646. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  2647. "hand", // Name of channels of transforms for hand.
  2648. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  2649. "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  2650. },
  2651. // Sound effects for this person.
  2652. {
  2653. &g_smidVictimStopShootingAlreadyDead, // ID of 'hit by weapon' sample.
  2654. &g_smidVictimAuh, // ID of 'hit by weapon' sample,
  2655. &g_smidScottGrunt, // ID of 'hit by weapon' sample,
  2656. &g_smidDyingYell, // ID of 'hit by weapon' sample,
  2657. &g_smidVictimAAhh, // ID of 'blown up' sample.
  2658. &g_smidVictimAhhk, // ID of 'blown up' sample.
  2659. &g_smidScottYell3, // ID of 'on fire' sample
  2660. &g_smidScottHelp, // ID of 'on fire' sample
  2661. &g_smidVictimINeedFirstAid, // ID of suffering sample 1.
  2662. &g_smidVictimAnyoneSeenEar, // ID of suffering sample 2.
  2663. &g_smidVictimVeryBadDay, // ID of suffering sample 3.
  2664. &g_smidVictimEndNear, // ID of suffering sample 4.
  2665. &g_smidVictimTheEndIsNear,// ID of dying sample.
  2666. &g_smidVictimAlreadyDead,// ID of dying sample.
  2667. &g_smidNil, // ID of shooting comment.
  2668. &g_smidNil, // ID of shooting comment.
  2669. &g_smidNil, // ID of shooting comment
  2670. &g_smidNil, // ID of shooting comment
  2671. &g_smidVictimJudgementDay, // ID of random comment
  2672. &g_smidVictimRunForLives3, // ID of random comment
  2673. &g_smidVictimWhereTVMan, // ID of random comment
  2674. &g_smidVictimWhatsThat, // ID of random comment
  2675. },
  2676. // Weapons for this person. Currently, only one supported.
  2677. {
  2678. CThing::TotalIDs, // Weapon to fallback on when none available.
  2679. },
  2680. Personatorium::Crawl, // Crawl on knees when writhing
  2681. Personatorium::Civilian,// Victim
  2682. 3000, // Reaction time for intruders
  2683. 2000, // Time between shots in run & shoot
  2684. 2000, // time between reaction to being shot.
  2685. 50, // Initial hit points
  2686. },
  2687. ////////////////////////////////Shopper Golfer///////////////////////////////////
  2688. {
  2689. // User level description of person.
  2690. "Shopper G2", // pszDescription.
  2691. // Names used to create animation resource filenames.
  2692. {
  2693. "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  2694. 5, // Texture to use
  2695. "hand", // Name of channels of transforms for ammo.
  2696. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  2697. "hand", // Name of channels of transforms for hand.
  2698. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  2699. "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  2700. },
  2701. // Sound effects for this person.
  2702. {
  2703. &g_smidVictimOwMyEye, // ID of 'hit by weapon' sample.
  2704. &g_smidVinceHu, // ID of 'hit by weapon' sample,
  2705. &g_smidScottGrunt, // ID of 'hit by weapon' sample,
  2706. &g_smidVictimAhu, // ID of 'hit by weapon' sample,
  2707. &g_smidVictimAhhk, // ID of 'blown up' sample.
  2708. &g_smidVictimAhh, // ID of 'blown up' sample.
  2709. &g_smidVictimAuh, // ID of 'on fire' sample
  2710. &g_smidScottHelp, // ID of 'on fire' sample
  2711. &g_smidVictimFirstAid2, // ID of suffering sample 1.
  2712. &g_smidVictimOwMyEyes, // ID of suffering sample 2.
  2713. &g_smidVictimAnyoneSeenEar, // ID of suffering sample 3.
  2714. &g_smidVictimStopAlreadyDead, // ID of suffering sample 4.
  2715. &g_smidVictimTheHorror,// ID of dying sample.
  2716. &g_smidVictimAhSheAi,// ID of dying sample.
  2717. &g_smidNil, // ID of shooting comment.
  2718. &g_smidNil, // ID of shooting comment.
  2719. &g_smidNil, // ID of shooting comment
  2720. &g_smidNil, // ID of shooting comment
  2721. &g_smidVictimRunForLives4, // ID of random comment
  2722. &g_smidVictimWhereTV2, // ID of random comment
  2723. &g_smidVictimAskHim, // ID of random comment
  2724. &g_smidVictimAhHesGotAGun2, // ID of random comment
  2725. },
  2726. // Weapons for this person. Currently, only one supported.
  2727. {
  2728. CThing::TotalIDs, // Weapon to fallback on when none available.
  2729. },
  2730. Personatorium::Crawl, // Crawl on knees when writhing
  2731. Personatorium::Civilian,// Victim
  2732. 3000, // Reaction time for intruders
  2733. 2000, // Time between shots in run & shoot
  2734. 2000, // time between reaction to being shot.
  2735. 50, // Initial hit points
  2736. },
  2737. ////////////////////////////////Shopper Bum/////////////////////////////////////
  2738. {
  2739. // User level description of person.
  2740. "Shopper B1", // pszDescription.
  2741. // Names used to create animation resource filenames.
  2742. {
  2743. "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  2744. 7, // Texture to use
  2745. "hand", // Name of channels of transforms for ammo.
  2746. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  2747. "hand", // Name of channels of transforms for hand.
  2748. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  2749. "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  2750. },
  2751. // Sound effects for this person.
  2752. {
  2753. &g_smidVictimStopShootingAlreadyDead, // ID of 'hit by weapon' sample.
  2754. &g_smidVictimAuh, // ID of 'hit by weapon' sample,
  2755. &g_smidScottGrunt, // ID of 'hit by weapon' sample,
  2756. &g_smidDyingYell, // ID of 'hit by weapon' sample,
  2757. &g_smidVictimAAhh, // ID of 'blown up' sample.
  2758. &g_smidVictimAhhk, // ID of 'blown up' sample.
  2759. &g_smidScottYell3, // ID of 'on fire' sample
  2760. &g_smidScottHelp, // ID of 'on fire' sample
  2761. &g_smidVictimINeedFirstAid, // ID of suffering sample 1.
  2762. &g_smidVictimAnyoneSeenEar, // ID of suffering sample 2.
  2763. &g_smidVictimFirstAid, // ID of suffering sample 3.
  2764. &g_smidVictimEndNear, // ID of suffering sample 4.
  2765. &g_smidVictimTheEndIsNear,// ID of dying sample.
  2766. &g_smidVictimAlreadyDead,// ID of dying sample.
  2767. &g_smidNil, // ID of shooting comment.
  2768. &g_smidNil, // ID of shooting comment.
  2769. &g_smidNil, // ID of shooting comment
  2770. &g_smidNil, // ID of shooting comment
  2771. &g_smidVictimJudgementDay, // ID of random comment
  2772. &g_smidVictimRunForLives3, // ID of random comment
  2773. &g_smidVictimWhereTVMan, // ID of random comment
  2774. &g_smidVictimWhatsThat, // ID of random comment
  2775. },
  2776. // Weapons for this person. Currently, only one supported.
  2777. {
  2778. CThing::TotalIDs, // Weapon to fallback on when none available.
  2779. },
  2780. Personatorium::Crawl, // Crawl on knees when writhing
  2781. Personatorium::Civilian,// Victim
  2782. 3000, // Reaction time for intruders
  2783. 2000, // Time between shots in run & shoot
  2784. 2000, // time between reaction to being shot.
  2785. 50, // Initial hit points
  2786. },
  2787. ////////////////////////////////Shopper Bum/////////////////////////////////////
  2788. {
  2789. // User level description of person.
  2790. "Shopper B2", // pszDescription.
  2791. // Names used to create animation resource filenames.
  2792. {
  2793. "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  2794. 8, // Texture to use
  2795. "hand", // Name of channels of transforms for ammo.
  2796. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  2797. "hand", // Name of channels of transforms for hand.
  2798. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  2799. "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  2800. },
  2801. // Sound effects for this person.
  2802. {
  2803. &g_smidVictimOwMyEye, // ID of 'hit by weapon' sample.
  2804. &g_smidVinceHu, // ID of 'hit by weapon' sample,
  2805. &g_smidScottGrunt, // ID of 'hit by weapon' sample,
  2806. &g_smidVictimAhu, // ID of 'hit by weapon' sample,
  2807. &g_smidVictimAhhk, // ID of 'blown up' sample.
  2808. &g_smidVictimAhh, // ID of 'blown up' sample.
  2809. &g_smidVictimAuh, // ID of 'on fire' sample
  2810. &g_smidScottHelp, // ID of 'on fire' sample
  2811. &g_smidVictimFirstAid2, // ID of suffering sample 1.
  2812. &g_smidVictimOwMyEyes, // ID of suffering sample 2.
  2813. &g_smidVictimAnyoneSeenEar, // ID of suffering sample 3.
  2814. &g_smidVictimStopAlreadyDead, // ID of suffering sample 4.
  2815. &g_smidVictimTheHorror,// ID of dying sample.
  2816. &g_smidVictimAhSheAi,// ID of dying sample.
  2817. &g_smidNil, // ID of shooting comment.
  2818. &g_smidNil, // ID of shooting comment.
  2819. &g_smidNil, // ID of shooting comment
  2820. &g_smidNil, // ID of shooting comment
  2821. &g_smidVictimRunForLives4, // ID of random comment
  2822. &g_smidVictimWhereTV2, // ID of random comment
  2823. &g_smidVictimAskHim, // ID of random comment
  2824. &g_smidVictimAhHesGotAGun2, // ID of random comment
  2825. },
  2826. // Weapons for this person. Currently, only one supported.
  2827. {
  2828. CThing::TotalIDs, // Weapon to fallback on when none available.
  2829. },
  2830. Personatorium::Crawl, // Crawl on knees when writhing
  2831. Personatorium::Civilian,// Victim
  2832. 3000, // Reaction time for intruders
  2833. 2000, // Time between shots in run & shoot
  2834. 2000, // time between reaction to being shot.
  2835. 50, // Initial hit points
  2836. },
  2837. //////////////////////////////// Shopper Vet/////////////////////////////////////
  2838. {
  2839. // User level description of person.
  2840. "Shopper V1", // pszDescription.
  2841. // Names used to create animation resource filenames.
  2842. {
  2843. "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  2844. 9, // Texture to use
  2845. "hand", // Name of channels of transforms for ammo.
  2846. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  2847. "hand", // Name of channels of transforms for hand.
  2848. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  2849. "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  2850. },
  2851. // Sound effects for this person.
  2852. {
  2853. &g_smidVictimStopShootingAlreadyDead, // ID of 'hit by weapon' sample.
  2854. &g_smidVictimAuh, // ID of 'hit by weapon' sample,
  2855. &g_smidScottGrunt, // ID of 'hit by weapon' sample,
  2856. &g_smidDyingYell, // ID of 'hit by weapon' sample,
  2857. &g_smidVictimAAhh, // ID of 'blown up' sample.
  2858. &g_smidVictimAhhk, // ID of 'blown up' sample.
  2859. &g_smidScottYell3, // ID of 'on fire' sample
  2860. &g_smidScottHelp, // ID of 'on fire' sample
  2861. &g_smidVictimINeedFirstAid, // ID of suffering sample 1.
  2862. &g_smidVictimAnyoneSeenEar, // ID of suffering sample 2.
  2863. &g_smidVictimHorrorGroan, // ID of suffering sample 3.
  2864. &g_smidVictimEndNear, // ID of suffering sample 4.
  2865. &g_smidVictimTheEndIsNear,// ID of dying sample.
  2866. &g_smidVictimAlreadyDead,// ID of dying sample.
  2867. &g_smidNil, // ID of shooting comment.
  2868. &g_smidNil, // ID of shooting comment.
  2869. &g_smidNil, // ID of shooting comment
  2870. &g_smidNil, // ID of shooting comment
  2871. &g_smidVictimJudgementDay, // ID of random comment
  2872. &g_smidVictimRunForLives3, // ID of random comment
  2873. &g_smidVictimWhereTVMan, // ID of random comment
  2874. &g_smidVictimWhatsThat, // ID of random comment
  2875. },
  2876. // Weapons for this person. Currently, only one supported.
  2877. {
  2878. CThing::TotalIDs, // Weapon to fallback on when none available.
  2879. },
  2880. Personatorium::Crawl, // Crawl on knees when writhing
  2881. Personatorium::Civilian,// Victim
  2882. 3000, // Reaction time for intruders
  2883. 2000, // Time between shots in run & shoot
  2884. 2000, // time between reaction to being shot.
  2885. 50, // Initial hit points
  2886. },
  2887. //////////////////////////////// Shopper Vet/////////////////////////////////////
  2888. {
  2889. // User level description of person.
  2890. "Shopper V2", // pszDescription.
  2891. // Names used to create animation resource filenames.
  2892. {
  2893. "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  2894. 10, // Texture to use
  2895. "hand", // Name of channels of transforms for ammo.
  2896. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  2897. "hand", // Name of channels of transforms for hand.
  2898. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  2899. "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  2900. },
  2901. // Sound effects for this person.
  2902. {
  2903. &g_smidVictimOwMyEye, // ID of 'hit by weapon' sample.
  2904. &g_smidVinceHu, // ID of 'hit by weapon' sample,
  2905. &g_smidScottGrunt, // ID of 'hit by weapon' sample,
  2906. &g_smidVictimAhu, // ID of 'hit by weapon' sample,
  2907. &g_smidVictimAhhk, // ID of 'blown up' sample.
  2908. &g_smidVictimAhh, // ID of 'blown up' sample.
  2909. &g_smidVictimAuh, // ID of 'on fire' sample
  2910. &g_smidScottHelp, // ID of 'on fire' sample
  2911. &g_smidVictimFirstAid2, // ID of suffering sample 1.
  2912. &g_smidVictimOwMyEyes, // ID of suffering sample 2.
  2913. &g_smidVictimAnyoneSeenEar, // ID of suffering sample 3.
  2914. &g_smidVictimStopAlreadyDead, // ID of suffering sample 4.
  2915. &g_smidVictimTheHorror,// ID of dying sample.
  2916. &g_smidVictimAhSheAi,// ID of dying sample.
  2917. &g_smidNil, // ID of shooting comment.
  2918. &g_smidNil, // ID of shooting comment.
  2919. &g_smidNil, // ID of shooting comment
  2920. &g_smidNil, // ID of shooting comment
  2921. &g_smidVictimRunForLives4, // ID of random comment
  2922. &g_smidVictimWhereTV2, // ID of random comment
  2923. &g_smidVictimAskHim, // ID of random comment
  2924. &g_smidVictimAhHesGotAGun2, // ID of random comment
  2925. },
  2926. // Weapons for this person. Currently, only one supported.
  2927. {
  2928. CThing::TotalIDs, // Weapon to fallback on when none available.
  2929. },
  2930. Personatorium::Crawl, // Crawl on knees when writhing
  2931. Personatorium::Civilian,// Victim
  2932. 3000, // Reaction time for intruders
  2933. 2000, // Time between shots in run & shoot
  2934. 2000, // time between reaction to being shot.
  2935. 50, // Initial hit points
  2936. },
  2937. #if (TARGET == SUPER_POSTAL) || (TARGET == JAPAN_ADDON)
  2938. /////////////////////////////// JPMaleKensaku //////////////////////////////////
  2939. {
  2940. // User level description of person.
  2941. "JP Male Kensaku", // pszDescription.
  2942. // Names used to create animation resource filenames.
  2943. {
  2944. "3d/man", // Example: "Miner", as in "3d/MINER_shoot.sop".
  2945. 2, // Texture to use
  2946. "hand", // Name of channels of transforms for ammo.
  2947. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  2948. "hand", // Name of channels of transforms for hand.
  2949. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  2950. "guy", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  2951. },
  2952. // Sound effects for this person.
  2953. {
  2954. &g_smidKensaku_h1, // ID of 'hit by weapon' sample.
  2955. &g_smidKensaku_h2, // ID of 'hit by weapon' sample,
  2956. &g_smidKensaku_h3, // ID of 'hit by weapon' sample,
  2957. &g_smidKensaku_h4, // ID of 'hit by weapon' sample,
  2958. &g_smidKensaku_b1, // ID of 'blown up' sample.
  2959. &g_smidKensaku_b2, // ID of 'blown up' sample.
  2960. &g_smidKensaku_o1, // ID of 'on fire' sample
  2961. &g_smidKensaku_o2, // ID of 'on fire' sample
  2962. &g_smidKensaku_ss1, // ID of suffering sample 1.
  2963. &g_smidKensaku_ss2, // ID of suffering sample 2.
  2964. &g_smidKensaku_ss3, // ID of suffering sample 3.
  2965. &g_smidKensaku_ss4, // ID of suffering sample 4.
  2966. &g_smidKensaku_d1, // ID of dying sample.
  2967. &g_smidKensaku_d2, // ID of dying sample.
  2968. &g_smidKensaku_sc1, // ID of shooting comment. - Nil
  2969. &g_smidKensaku_sc2, // ID of shooting comment. - Nil
  2970. &g_smidKensaku_sc3, // ID of shooting comment - Nil
  2971. &g_smidKensaku_sc4, // ID of shooting comment - Nil
  2972. &g_smidKensaku_r1, // ID of random comment
  2973. &g_smidKensaku_r2, // ID of random comment
  2974. &g_smidKensaku_r3, // ID of random comment
  2975. &g_smidKensaku_r4, // ID of random comment
  2976. },
  2977. // Weapons for this person. Currently, only one supported.
  2978. {
  2979. CThing::TotalIDs, // Weapon to fallback on when none available.
  2980. },
  2981. Personatorium::Crawl, // Crawl face down when writhing
  2982. Personatorium::Civilian,// Victim
  2983. 1000, // Reaction time for intruders
  2984. 2000, // Time between shots in run & shoot
  2985. 3000, // time between reaction to being shot.
  2986. 50, // Initial hit points
  2987. },
  2988. /////////////////////////////// JPMaleYutaka //////////////////////////////////
  2989. {
  2990. // User level description of person.
  2991. "JP Male Yutaka", // pszDescription.
  2992. // Names used to create animation resource filenames.
  2993. {
  2994. "3d/man", // Example: "Miner", as in "3d/MINER_shoot.sop".
  2995. 3, // Texture to use
  2996. "hand", // Name of channels of transforms for ammo.
  2997. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  2998. "hand", // Name of channels of transforms for hand.
  2999. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  3000. "guy", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  3001. },
  3002. // Sound effects for this person.
  3003. {
  3004. &g_smidYutaka_h1, // ID of 'hit by weapon' sample.
  3005. &g_smidYutaka_h2, // ID of 'hit by weapon' sample,
  3006. &g_smidYutaka_h3, // ID of 'hit by weapon' sample,
  3007. &g_smidYutaka_h4, // ID of 'hit by weapon' sample,
  3008. &g_smidYutaka_b1, // ID of 'blown up' sample.
  3009. &g_smidYutaka_b2, // ID of 'blown up' sample.
  3010. &g_smidYutaka_o1, // ID of 'on fire' sample
  3011. &g_smidYutaka_o2, // ID of 'on fire' sample
  3012. &g_smidYutaka_ss1, // ID of suffering sample 1.
  3013. &g_smidYutaka_ss2, // ID of suffering sample 2.
  3014. &g_smidYutaka_ss3, // ID of suffering sample 3.
  3015. &g_smidYutaka_ss4, // ID of suffering sample 4.
  3016. &g_smidYutaka_d1, // ID of dying sample.
  3017. &g_smidYutaka_d2, // ID of dying sample.
  3018. &g_smidYutaka_sc1, // ID of shooting comment.- Nil
  3019. &g_smidYutaka_sc2, // ID of shooting comment.- Nil
  3020. &g_smidYutaka_sc3, // ID of shooting comment - Nil
  3021. &g_smidYutaka_sc4, // ID of shooting comment - Nil
  3022. &g_smidYutaka_r1, // ID of random comment
  3023. &g_smidYutaka_r2, // ID of random comment
  3024. &g_smidYutaka_r3, // ID of random comment
  3025. &g_smidYutaka_r4, // ID of random comment
  3026. },
  3027. // Weapons for this person. Currently, only one supported.
  3028. {
  3029. CThing::TotalIDs, // Weapon to fallback on when none available.
  3030. },
  3031. Personatorium::Crawl, // Crawl face down when writhing
  3032. Personatorium::Civilian,// Victim
  3033. 1000, // Reaction time for intruders
  3034. 2000, // Time between shots in run & shoot
  3035. 3000, // time between reaction to being shot.
  3036. 50, // Initial hit points
  3037. },
  3038. /////////////////////////////// JPMaleOsamu //////////////////////////////////
  3039. {
  3040. // User level description of person.
  3041. "JP Male Osamu", // pszDescription.
  3042. // Names used to create animation resource filenames.
  3043. {
  3044. "3d/man", // Example: "Miner", as in "3d/MINER_shoot.sop".
  3045. 4, // Texture to use
  3046. "hand", // Name of channels of transforms for ammo.
  3047. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  3048. "hand", // Name of channels of transforms for hand.
  3049. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  3050. "guy", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  3051. },
  3052. // Sound effects for this person.
  3053. {
  3054. &g_smidOsamu_h1, // ID of 'hit by weapon' sample.
  3055. &g_smidOsamu_h2, // ID of 'hit by weapon' sample,
  3056. &g_smidOsamu_h3, // ID of 'hit by weapon' sample,
  3057. &g_smidOsamu_h4, // ID of 'hit by weapon' sample,
  3058. &g_smidOsamu_b1, // ID of 'blown up' sample.
  3059. &g_smidOsamu_b2, // ID of 'blown up' sample.
  3060. &g_smidOsamu_o1, // ID of 'on fire' sample
  3061. &g_smidOsamu_o2, // ID of 'on fire' sample
  3062. &g_smidOsamu_ss1, // ID of suffering sample 1.
  3063. &g_smidOsamu_ss2, // ID of suffering sample 2.
  3064. &g_smidOsamu_ss3, // ID of suffering sample 3.
  3065. &g_smidOsamu_ss4, // ID of suffering sample 4.
  3066. &g_smidOsamu_d1, // ID of dying sample.
  3067. &g_smidOsamu_d2, // ID of dying sample.
  3068. &g_smidOsamu_sc1, // ID of shooting comment.Nil
  3069. &g_smidOsamu_sc2, // ID of shooting comment.Nil
  3070. &g_smidOsamu_sc3, // ID of shooting comment Nil
  3071. &g_smidOsamu_sc4, // ID of shooting comment Nil
  3072. &g_smidOsamu_r1, // ID of random comment
  3073. &g_smidOsamu_r2, // ID of random comment
  3074. &g_smidOsamu_r3, // ID of random comment
  3075. &g_smidOsamu_r4, // ID of random comment
  3076. },
  3077. // Weapons for this person. Currently, only one supported.
  3078. {
  3079. CThing::TotalIDs, // Weapon to fallback on when none available.
  3080. },
  3081. Personatorium::Crawl, // Crawl face down when writhing
  3082. Personatorium::Civilian,// Victim
  3083. 1000, // Reaction time for intruders
  3084. 2000, // Time between shots in run & shoot
  3085. 3000, // time between reaction to being shot.
  3086. 50, // Initial hit points
  3087. },
  3088. /////////////////////////////// JPFemaleSakura //////////////////////////////////
  3089. {
  3090. // User level description of person.
  3091. "JP Female Sakura", // pszDescription.
  3092. // Names used to create animation resource filenames.
  3093. {
  3094. "3d/woman", // Example: "Miner", as in "3d/MINER_shoot.sop".
  3095. 2, // Texture to use
  3096. "hand", // Name of channels of transforms for ammo.
  3097. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  3098. "hand", // Name of channels of transforms for hand.
  3099. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  3100. "woman", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  3101. },
  3102. // Sound effects for this person.
  3103. {
  3104. &g_smidSakura_h1, // ID of 'hit by weapon' sample.
  3105. &g_smidSakura_h2, // ID of 'hit by weapon' sample,
  3106. &g_smidSakura_h3, // ID of 'hit by weapon' sample,
  3107. &g_smidSakura_h4, // ID of 'hit by weapon' sample,
  3108. &g_smidSakura_b1, // ID of 'blown up' sample.
  3109. &g_smidSakura_b2, // ID of 'blown up' sample.
  3110. &g_smidSakura_o1, // ID of 'on fire' sample
  3111. &g_smidSakura_o2, // ID of 'on fire' sample
  3112. &g_smidSakura_ss1, // ID of suffering sample 1.
  3113. &g_smidSakura_ss2, // ID of suffering sample 2.
  3114. &g_smidSakura_ss3, // ID of suffering sample 3.
  3115. &g_smidSakura_ss4, // ID of suffering sample 4.
  3116. &g_smidSakura_d1, // ID of dying sample.
  3117. &g_smidSakura_d2, // ID of dying sample.
  3118. &g_smidSakura_sc1, // ID of shooting comment.Nil
  3119. &g_smidSakura_sc2, // ID of shooting comment.Nil
  3120. &g_smidSakura_sc3, // ID of shooting comment Nil
  3121. &g_smidSakura_sc4, // ID of shooting comment Nil
  3122. &g_smidSakura_r1, // ID of random comment
  3123. &g_smidSakura_r2, // ID of random comment
  3124. &g_smidSakura_r3, // ID of random comment
  3125. &g_smidSakura_r4, // ID of random comment
  3126. },
  3127. // Weapons for this person. Currently, only one supported.
  3128. {
  3129. CThing::TotalIDs, // Weapon to fallback on when none available.
  3130. },
  3131. Personatorium::Crawl, // Crawl face down when writhing
  3132. Personatorium::Civilian,// Victim
  3133. 1000, // Reaction time for intruders
  3134. 2000, // Time between shots in run & shoot
  3135. 3000, // time between reaction to being shot.
  3136. 50, // Initial hit points
  3137. },
  3138. /////////////////////////////// JPWomanTomiko //////////////////////////////////
  3139. {
  3140. // User level description of person.
  3141. "JP Female Tomiko", // pszDescription.
  3142. // Names used to create animation resource filenames.
  3143. {
  3144. "3d/woman", // Example: "Miner", as in "3d/MINER_shoot.sop".
  3145. 3, // Texture to use
  3146. "hand", // Name of channels of transforms for ammo.
  3147. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  3148. "hand", // Name of channels of transforms for hand.
  3149. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  3150. "woman", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  3151. },
  3152. // Sound effects for this person.
  3153. {
  3154. &g_smidTomiko_h1, // ID of 'hit by weapon' sample.
  3155. &g_smidTomiko_h2, // ID of 'hit by weapon' sample,
  3156. &g_smidTomiko_h3, // ID of 'hit by weapon' sample,
  3157. &g_smidTomiko_h4, // ID of 'hit by weapon' sample,
  3158. &g_smidTomiko_b1, // ID of 'blown up' sample.
  3159. &g_smidTomiko_b2, // ID of 'blown up' sample.
  3160. &g_smidTomiko_o1, // ID of 'on fire' sample
  3161. &g_smidTomiko_o2, // ID of 'on fire' sample
  3162. &g_smidTomiko_ss1, // ID of suffering sample 1.
  3163. &g_smidTomiko_ss2, // ID of suffering sample 2.
  3164. &g_smidTomiko_ss3, // ID of suffering sample 3.
  3165. &g_smidTomiko_ss4, // ID of suffering sample 4.
  3166. &g_smidTomiko_d1, // ID of dying sample.
  3167. &g_smidTomiko_d2, // ID of dying sample.
  3168. &g_smidTomiko_sc1, // ID of shooting comment.Nil
  3169. &g_smidTomiko_sc2, // ID of shooting comment.Nil
  3170. &g_smidTomiko_sc3, // ID of shooting comment Nil
  3171. &g_smidTomiko_sc4, // ID of shooting comment Nil
  3172. &g_smidTomiko_r1, // ID of random comment
  3173. &g_smidTomiko_r2, // ID of random comment
  3174. &g_smidTomiko_r3, // ID of random comment
  3175. &g_smidTomiko_r4, // ID of random comment
  3176. },
  3177. // Weapons for this person. Currently, only one supported.
  3178. {
  3179. CThing::TotalIDs, // Weapon to fallback on when none available.
  3180. },
  3181. Personatorium::Crawl, // Crawl face down when writhing
  3182. Personatorium::Civilian,// Victim
  3183. 1000, // Reaction time for intruders
  3184. 2000, // Time between shots in run & shoot
  3185. 3000, // time between reaction to being shot.
  3186. 50, // Initial hit points
  3187. },
  3188. /////////////////////////////// JPFemaleAsami //////////////////////////////////
  3189. {
  3190. // User level description of person.
  3191. "JP Female Asami", // pszDescription.
  3192. // Names used to create animation resource filenames.
  3193. {
  3194. "3d/woman", // Example: "Miner", as in "3d/MINER_shoot.sop".
  3195. 4, // Texture to use
  3196. "hand", // Name of channels of transforms for ammo.
  3197. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  3198. "hand", // Name of channels of transforms for hand.
  3199. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  3200. "woman", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  3201. },
  3202. // Sound effects for this person.
  3203. {
  3204. &g_smidAsami_h1, // ID of 'hit by weapon' sample.
  3205. &g_smidAsami_h2, // ID of 'hit by weapon' sample,
  3206. &g_smidAsami_h3, // ID of 'hit by weapon' sample,
  3207. &g_smidAsami_h4, // ID of 'hit by weapon' sample,
  3208. &g_smidAsami_b1, // ID of 'blown up' sample.
  3209. &g_smidAsami_b2, // ID of 'blown up' sample.
  3210. &g_smidAsami_o1, // ID of 'on fire' sample
  3211. &g_smidAsami_o2, // ID of 'on fire' sample
  3212. &g_smidAsami_ss1, // ID of suffering sample 1.
  3213. &g_smidAsami_ss2, // ID of suffering sample 2.
  3214. &g_smidAsami_ss3, // ID of suffering sample 3.
  3215. &g_smidAsami_ss4, // ID of suffering sample 4.
  3216. &g_smidAsami_d1, // ID of dying sample.
  3217. &g_smidAsami_d2, // ID of dying sample.
  3218. &g_smidAsami_sc1, // ID of shooting comment.Nil
  3219. &g_smidAsami_sc2, // ID of shooting comment.Nil
  3220. &g_smidAsami_sc3, // ID of shooting comment Nil
  3221. &g_smidAsami_sc4, // ID of shooting comment Nil
  3222. &g_smidAsami_r1, // ID of random comment
  3223. &g_smidAsami_r2, // ID of random comment
  3224. &g_smidAsami_r3, // ID of random comment
  3225. &g_smidAsami_r4, // ID of random comment
  3226. },
  3227. // Weapons for this person. Currently, only one supported.
  3228. {
  3229. CThing::TotalIDs, // Weapon to fallback on when none available.
  3230. },
  3231. Personatorium::Crawl, // Crawl face down when writhing
  3232. Personatorium::Civilian,// Victim
  3233. 1000, // Reaction time for intruders
  3234. 2000, // Time between shots in run & shoot
  3235. 3000, // time between reaction to being shot.
  3236. 50, // Initial hit points
  3237. },
  3238. ////////////////////////////////JPCompSales/////////////////////////////////////
  3239. {
  3240. // User level description of person.
  3241. "JP Computer Sales", // pszDescription.
  3242. // Names used to create animation resource filenames.
  3243. {
  3244. "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  3245. 12, // Texture to use
  3246. "hand", // Name of channels of transforms for ammo.
  3247. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  3248. "hand", // Name of channels of transforms for hand.
  3249. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  3250. "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  3251. },
  3252. // Sound effects for this person.
  3253. {
  3254. &g_smidCompsales_h1, // ID of 'hit by weapon' sample.
  3255. &g_smidCompsales_h2, // ID of 'hit by weapon' sample,
  3256. &g_smidCompsales_h3, // ID of 'hit by weapon' sample,
  3257. &g_smidCompsales_h4, // ID of 'hit by weapon' sample,
  3258. &g_smidCompsales_b1, // ID of 'blown up' sample.
  3259. &g_smidCompsales_b2, // ID of 'blown up' sample.
  3260. &g_smidCompsales_o1, // ID of 'on fire' sample
  3261. &g_smidCompsales_o2, // ID of 'on fire' sample
  3262. &g_smidCompsales_ss1, // ID of suffering sample 1.
  3263. &g_smidCompsales_ss2, // ID of suffering sample 2.
  3264. &g_smidCompsales_ss3, // ID of suffering sample 3.
  3265. &g_smidCompsales_ss4, // ID of suffering sample 4.
  3266. &g_smidCompsales_d1, // ID of dying sample.
  3267. &g_smidCompsales_d2, // ID of dying sample.
  3268. &g_smidCompsales_sc1, // ID of shooting comment.
  3269. &g_smidCompsales_sc2, // ID of shooting comment.
  3270. &g_smidCompsales_sc3, // ID of shooting comment
  3271. &g_smidCompsales_sc4, // ID of shooting comment
  3272. &g_smidCompsales_r1, // ID of random comment
  3273. &g_smidCompsales_r2, // ID of random comment
  3274. &g_smidCompsales_r3, // ID of random comment
  3275. &g_smidCompsales_r4, // ID of random comment
  3276. },
  3277. // Weapons for this person. Currently, only one supported.
  3278. {
  3279. CThing::TotalIDs, // Weapon to fallback on when none available.
  3280. },
  3281. Personatorium::Crawl, // Crawl on knees when writhing
  3282. Personatorium::Civilian,// Victim
  3283. 3000, // Reaction time for intruders
  3284. 2000, // Time between shots in run & shoot
  3285. 2000, // time between reaction to being shot.
  3286. 50, // Initial hit points
  3287. },
  3288. ////////////////////////////////JPCompShopper///////////////////////////////////
  3289. {
  3290. // User level description of person.
  3291. "JP Computer Shopper", // pszDescription.
  3292. // Names used to create animation resource filenames.
  3293. {
  3294. "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  3295. 13, // Texture to use
  3296. "hand", // Name of channels of transforms for ammo.
  3297. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  3298. "hand", // Name of channels of transforms for hand.
  3299. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  3300. "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  3301. },
  3302. // Sound effects for this person.
  3303. {
  3304. &g_smidCompshop_h1, // ID of 'hit by weapon' sample.
  3305. &g_smidCompshop_h2, // ID of 'hit by weapon' sample,
  3306. &g_smidCompshop_h3, // ID of 'hit by weapon' sample,
  3307. &g_smidCompshop_h4, // ID of 'hit by weapon' sample,
  3308. &g_smidCompshop_b1, // ID of 'blown up' sample.
  3309. &g_smidCompshop_b2, // ID of 'blown up' sample.
  3310. &g_smidCompshop_o1, // ID of 'on fire' sample
  3311. &g_smidCompshop_o2, // ID of 'on fire' sample
  3312. &g_smidCompshop_ss1, // ID of suffering sample 1.
  3313. &g_smidCompshop_ss2, // ID of suffering sample 2.
  3314. &g_smidCompshop_ss3, // ID of suffering sample 3.
  3315. &g_smidCompshop_ss4, // ID of suffering sample 4.
  3316. &g_smidCompshop_d1, // ID of dying sample.
  3317. &g_smidCompshop_d2, // ID of dying sample.
  3318. &g_smidCompshop_sc1, // ID of shooting comment.Nil
  3319. &g_smidCompshop_sc2, // ID of shooting comment.Nil
  3320. &g_smidCompshop_sc3, // ID of shooting comment Nil
  3321. &g_smidCompshop_sc4, // ID of shooting comment Nil
  3322. &g_smidCompshop_r1, // ID of random comment
  3323. &g_smidCompshop_r2, // ID of random comment
  3324. &g_smidCompshop_r3, // ID of random comment
  3325. &g_smidCompshop_r4, // ID of random comment
  3326. },
  3327. // Weapons for this person. Currently, only one supported.
  3328. {
  3329. CThing::TotalIDs, // Weapon to fallback on when none available.
  3330. },
  3331. Personatorium::Crawl, // Crawl on knees when writhing
  3332. Personatorium::Civilian,// Victim
  3333. 3000, // Reaction time for intruders
  3334. 2000, // Time between shots in run & shoot
  3335. 2000, // time between reaction to being shot.
  3336. 50, // Initial hit points
  3337. },
  3338. /////////////////////////////////JPPoliceKazuki///////////////////////////////////////
  3339. {
  3340. // User level description of person.
  3341. "JP Officer Kazuki", // pszDescription.
  3342. // Names used to create animation resource filenames.
  3343. {
  3344. "3d/cop", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  3345. 3, // Texture to use
  3346. "pistoltip", // Name of channels of transforms for ammo.
  3347. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  3348. "gun", // Name of channels of transforms for hand.
  3349. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  3350. "cop", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  3351. },
  3352. // Sound effects for this person.
  3353. {
  3354. &g_smidKazuki_h1, // ID of 'hit by weapon' sample.
  3355. &g_smidKazuki_h2, // ID of 'hit by weapon' sample,
  3356. &g_smidKazuki_h3, // ID of 'hit by weapon' sample,
  3357. &g_smidKazuki_h4, // ID of 'hit by weapon' sample,
  3358. &g_smidKazuki_b1, // ID of 'blown up' sample.
  3359. &g_smidKazuki_b2, // ID of 'blown up' sample.
  3360. &g_smidKazuki_o1, // ID of 'on fire' sample
  3361. &g_smidKazuki_o2, // ID of 'on fire' sample
  3362. &g_smidKazuki_ss1, // ID of suffering sample 1.
  3363. &g_smidKazuki_ss2, // ID of suffering sample 2.
  3364. &g_smidKazuki_ss3, // ID of suffering sample 3.
  3365. &g_smidKazuki_ss4, // ID of suffering sample 4.
  3366. &g_smidKazuki_d1, // ID of dying sample.
  3367. &g_smidKazuki_d2, // ID of dying sample.
  3368. &g_smidKazuki_sc1, // ID of shooting comment.
  3369. &g_smidKazuki_sc2, // ID of shooting comment.
  3370. &g_smidKazuki_sc3, // ID of shooting comment
  3371. &g_smidKazuki_sc4, // ID of shooting comment
  3372. &g_smidKazuki_r1, // ID of random comment
  3373. &g_smidKazuki_r2, // ID of random comment
  3374. &g_smidKazuki_r3, // ID of random comment
  3375. &g_smidKazuki_r4, // ID of random comment
  3376. },
  3377. // Weapons for this person. Currently, only one supported.
  3378. {
  3379. CThing::CPistolID, // Weapon to fallback on when none available.
  3380. },
  3381. Personatorium::Crawl, // Crawl on knees when writhing
  3382. Personatorium::Hostile, // Enemy
  3383. 3000, // Reaction time for intruders
  3384. 2000, // Time between shots in run & shoot
  3385. 2000, // time between reaction to being shot.
  3386. 125, // Initial hit points
  3387. },
  3388. /////////////////////////////////JPPoliceNoboru///////////////////////////////////////
  3389. {
  3390. // User level description of person.
  3391. "JP Officer Noboru", // pszDescription.
  3392. // Names used to create animation resource filenames.
  3393. {
  3394. "3d/cop", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  3395. 3, // Texture to use
  3396. "pistoltip", // Name of channels of transforms for ammo.
  3397. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  3398. "gun", // Name of channels of transforms for hand.
  3399. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  3400. "cop", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  3401. },
  3402. // Sound effects for this person.
  3403. {
  3404. &g_smidNoboru_h1, // ID of 'hit by weapon' sample.
  3405. &g_smidNoboru_h2, // ID of 'hit by weapon' sample,
  3406. &g_smidNoboru_h3, // ID of 'hit by weapon' sample,
  3407. &g_smidNoboru_h4, // ID of 'hit by weapon' sample,
  3408. &g_smidNoboru_b1, // ID of 'blown up' sample.
  3409. &g_smidNoboru_b2, // ID of 'blown up' sample.
  3410. &g_smidNoboru_o1, // ID of 'on fire' sample
  3411. &g_smidNoboru_o2, // ID of 'on fire' sample
  3412. &g_smidNoboru_ss1, // ID of suffering sample 1.
  3413. &g_smidNoboru_ss2, // ID of suffering sample 2.
  3414. &g_smidNoboru_ss3, // ID of suffering sample 3.
  3415. &g_smidNoboru_ss4, // ID of suffering sample 4.
  3416. &g_smidNoboru_d1, // ID of dying sample.
  3417. &g_smidNoboru_d2, // ID of dying sample.
  3418. &g_smidNoboru_sc1, // ID of shooting comment.
  3419. &g_smidNoboru_sc2, // ID of shooting comment.
  3420. &g_smidNoboru_sc3, // ID of shooting comment
  3421. &g_smidNoboru_sc4, // ID of shooting comment
  3422. &g_smidNoboru_r1, // ID of random comment
  3423. &g_smidNoboru_r2, // ID of random comment
  3424. &g_smidNoboru_r3, // ID of random comment
  3425. &g_smidNoboru_r4, // ID of random comment
  3426. },
  3427. // Weapons for this person. Currently, only one supported.
  3428. {
  3429. CThing::CPistolID, // Weapon to fallback on when none available.
  3430. },
  3431. Personatorium::Crawl, // Crawl on knees when writhing
  3432. Personatorium::Hostile, // Enemy
  3433. 3000, // Reaction time for intruders
  3434. 2000, // Time between shots in run & shoot
  3435. 2000, // time between reaction to being shot.
  3436. 125, // Initial hit points
  3437. },
  3438. ////////////////////////////////JPOldWomanAyame/////////////////////////////////////
  3439. {
  3440. // User level description of person.
  3441. "JP Old Woman Ayame", // pszDescription.
  3442. // Names used to create animation resource filenames.
  3443. {
  3444. "3d/gramps", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  3445. 6, // Texture to use
  3446. "hand", // Name of channels of transforms for ammo.
  3447. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  3448. "hand", // Name of channels of transforms for hand.
  3449. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  3450. "gramps", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  3451. },
  3452. // Sound effects for this person.
  3453. {
  3454. &g_smidAyame_h1, // ID of 'hit by weapon' sample.
  3455. &g_smidAyame_h2, // ID of 'hit by weapon' sample,
  3456. &g_smidAyame_h3, // ID of 'hit by weapon' sample,
  3457. &g_smidAyame_h4, // ID of 'hit by weapon' sample,
  3458. &g_smidAyame_b1, // ID of 'blown up' sample.
  3459. &g_smidAyame_b2, // ID of 'blown up' sample.
  3460. &g_smidAyame_o1, // ID of 'on fire' sample
  3461. &g_smidAyame_o2, // ID of 'on fire' sample
  3462. &g_smidAyame_ss1, // ID of suffering sample 1.
  3463. &g_smidAyame_ss2, // ID of suffering sample 2.
  3464. &g_smidAyame_ss3, // ID of suffering sample 3.
  3465. &g_smidAyame_ss4, // ID of suffering sample 4.
  3466. &g_smidAyame_d1, // ID of dying sample.
  3467. &g_smidAyame_d2, // ID of dying sample.
  3468. &g_smidAyame_sc1, // ID of shooting comment.Nil
  3469. &g_smidAyame_sc2, // ID of shooting comment.Nil
  3470. &g_smidAyame_sc3, // ID of shooting comment Nil
  3471. &g_smidAyame_sc4, // ID of shooting comment Nil
  3472. &g_smidAyame_r1, // ID of random comment
  3473. &g_smidAyame_r2, // ID of random comment
  3474. &g_smidAyame_r3, // ID of random comment
  3475. &g_smidAyame_r4, // ID of random comment
  3476. },
  3477. // Weapons for this person. Currently, only one supported.
  3478. {
  3479. CThing::TotalIDs, // Weapon to fallback on when none available.
  3480. },
  3481. Personatorium::Crawl, // Crawl on knees when writhing
  3482. Personatorium::Civilian,// Victim
  3483. 3000, // Reaction time for intruders
  3484. 2000, // Time between shots in run & shoot
  3485. 2000, // time between reaction to being shot.
  3486. 50, // Initial hit points
  3487. },
  3488. ////////////////////////////////JPOldWomanShinobu/////////////////////////////////////
  3489. {
  3490. // User level description of person.
  3491. "JP Old Woman Shinobu", // pszDescription.
  3492. // Names used to create animation resource filenames.
  3493. {
  3494. "3d/gramps", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  3495. 7, // Texture to use
  3496. "hand", // Name of channels of transforms for ammo.
  3497. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  3498. "hand", // Name of channels of transforms for hand.
  3499. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  3500. "gramps", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  3501. },
  3502. // Sound effects for this person.
  3503. {
  3504. &g_smidShinobu_h1, // ID of 'hit by weapon' sample.
  3505. &g_smidShinobu_h2, // ID of 'hit by weapon' sample,
  3506. &g_smidShinobu_h3, // ID of 'hit by weapon' sample,
  3507. &g_smidShinobu_h4, // ID of 'hit by weapon' sample,
  3508. &g_smidShinobu_b1, // ID of 'blown up' sample.
  3509. &g_smidShinobu_b2, // ID of 'blown up' sample.
  3510. &g_smidShinobu_o1, // ID of 'on fire' sample
  3511. &g_smidShinobu_o2, // ID of 'on fire' sample
  3512. &g_smidShinobu_ss1, // ID of suffering sample 1.
  3513. &g_smidShinobu_ss2, // ID of suffering sample 2.
  3514. &g_smidShinobu_ss3, // ID of suffering sample 3.
  3515. &g_smidShinobu_ss4, // ID of suffering sample 4.
  3516. &g_smidShinobu_d1, // ID of dying sample.
  3517. &g_smidShinobu_d2, // ID of dying sample.
  3518. &g_smidShinobu_sc1, // ID of shooting comment.Nil
  3519. &g_smidShinobu_sc2, // ID of shooting comment.Nil
  3520. &g_smidShinobu_sc3, // ID of shooting comment Nil
  3521. &g_smidShinobu_sc4, // ID of shooting comment Nil
  3522. &g_smidShinobu_r1, // ID of random comment
  3523. &g_smidShinobu_r2, // ID of random comment
  3524. &g_smidShinobu_r3, // ID of random comment
  3525. &g_smidShinobu_r4, // ID of random comment
  3526. },
  3527. // Weapons for this person. Currently, only one supported.
  3528. {
  3529. CThing::TotalIDs, // Weapon to fallback on when none available.
  3530. },
  3531. Personatorium::Crawl, // Crawl on knees when writhing
  3532. Personatorium::Civilian,// Victim
  3533. 3000, // Reaction time for intruders
  3534. 2000, // Time between shots in run & shoot
  3535. 2000, // time between reaction to being shot.
  3536. 50, // Initial hit points
  3537. },
  3538. ////////////////////////////////JPOldManRyuichi/////////////////////////////////////
  3539. {
  3540. // User level description of person.
  3541. "JP Old Man Ryuichi", // pszDescription.
  3542. // Names used to create animation resource filenames.
  3543. {
  3544. "3d/gramps", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  3545. 8, // Texture to use
  3546. "hand", // Name of channels of transforms for ammo.
  3547. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  3548. "hand", // Name of channels of transforms for hand.
  3549. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  3550. "gramps", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  3551. },
  3552. // Sound effects for this person.
  3553. {
  3554. &g_smidRyuichi_h1, // ID of 'hit by weapon' sample.
  3555. &g_smidRyuichi_h2, // ID of 'hit by weapon' sample,
  3556. &g_smidRyuichi_h3, // ID of 'hit by weapon' sample,
  3557. &g_smidRyuichi_h4, // ID of 'hit by weapon' sample,
  3558. &g_smidRyuichi_b1, // ID of 'blown up' sample.
  3559. &g_smidRyuichi_b2, // ID of 'blown up' sample.
  3560. &g_smidRyuichi_o1, // ID of 'on fire' sample
  3561. &g_smidRyuichi_o2, // ID of 'on fire' sample
  3562. &g_smidRyuichi_ss1, // ID of suffering sample 1.
  3563. &g_smidRyuichi_ss2, // ID of suffering sample 2.
  3564. &g_smidRyuichi_ss3, // ID of suffering sample 3.
  3565. &g_smidRyuichi_ss4, // ID of suffering sample 4.
  3566. &g_smidRyuichi_d1, // ID of dying sample.
  3567. &g_smidRyuichi_d2, // ID of dying sample.
  3568. &g_smidRyuichi_sc1, // ID of shooting comment.Nil
  3569. &g_smidRyuichi_sc2, // ID of shooting comment.Nil
  3570. &g_smidRyuichi_sc3, // ID of shooting comment Nil
  3571. &g_smidRyuichi_sc4, // ID of shooting comment Nil
  3572. &g_smidRyuichi_r1, // ID of random comment
  3573. &g_smidRyuichi_r2, // ID of random comment
  3574. &g_smidRyuichi_r3, // ID of random comment
  3575. &g_smidRyuichi_r4, // ID of random comment
  3576. },
  3577. // Weapons for this person. Currently, only one supported.
  3578. {
  3579. CThing::TotalIDs, // Weapon to fallback on when none available.
  3580. },
  3581. Personatorium::Crawl, // Crawl on knees when writhing
  3582. Personatorium::Civilian,// Victim
  3583. 3000, // Reaction time for intruders
  3584. 2000, // Time between shots in run & shoot
  3585. 2000, // time between reaction to being shot.
  3586. 50, // Initial hit points
  3587. },
  3588. ////////////////////////////////JPOldManTadao/////////////////////////////////////
  3589. {
  3590. // User level description of person.
  3591. "JP Old Man Tadao", // pszDescription.
  3592. // Names used to create animation resource filenames.
  3593. {
  3594. "3d/gramps", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  3595. 9, // Texture to use
  3596. "hand", // Name of channels of transforms for ammo.
  3597. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  3598. "hand", // Name of channels of transforms for hand.
  3599. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  3600. "gramps", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  3601. },
  3602. // Sound effects for this person.
  3603. {
  3604. &g_smidTadao_h1, // ID of 'hit by weapon' sample.
  3605. &g_smidTadao_h2, // ID of 'hit by weapon' sample,
  3606. &g_smidTadao_h3, // ID of 'hit by weapon' sample,
  3607. &g_smidTadao_h4, // ID of 'hit by weapon' sample,
  3608. &g_smidTadao_b1, // ID of 'blown up' sample.
  3609. &g_smidTadao_b2, // ID of 'blown up' sample.
  3610. &g_smidTadao_o1, // ID of 'on fire' sample
  3611. &g_smidTadao_o2, // ID of 'on fire' sample
  3612. &g_smidTadao_ss1, // ID of suffering sample 1.
  3613. &g_smidTadao_ss2, // ID of suffering sample 2.
  3614. &g_smidTadao_ss3, // ID of suffering sample 3.
  3615. &g_smidTadao_ss4, // ID of suffering sample 4.
  3616. &g_smidTadao_d1, // ID of dying sample.
  3617. &g_smidTadao_d2, // ID of dying sample.
  3618. &g_smidTadao_sc1, // ID of shooting comment.Nil
  3619. &g_smidTadao_sc2, // ID of shooting comment.Nil
  3620. &g_smidTadao_sc3, // ID of shooting comment Nil
  3621. &g_smidTadao_sc4, // ID of shooting comment Nil
  3622. &g_smidTadao_r1, // ID of random comment
  3623. &g_smidTadao_r2, // ID of random comment
  3624. &g_smidTadao_r3, // ID of random comment
  3625. &g_smidTadao_r4, // ID of random comment
  3626. },
  3627. // Weapons for this person. Currently, only one supported.
  3628. {
  3629. CThing::TotalIDs, // Weapon to fallback on when none available.
  3630. },
  3631. Personatorium::Crawl, // Crawl on knees when writhing
  3632. Personatorium::Civilian,// Victim
  3633. 3000, // Reaction time for intruders
  3634. 2000, // Time between shots in run & shoot
  3635. 2000, // time between reaction to being shot.
  3636. 50, // Initial hit points
  3637. },
  3638. ////////////////////////////////JPOsakaSales///////////////////////////////////
  3639. {
  3640. // User level description of person.
  3641. "JP Osaka Salesman", // pszDescription.
  3642. // Names used to create animation resource filenames.
  3643. {
  3644. "3d/emp2", // Example: "Gunner", as in "3d/GUNNER_shoot.sop".
  3645. 15, // Texture to use
  3646. "hand", // Name of channels of transforms for ammo.
  3647. // Example: "Bullet", as in "3d/gunner_shoot_BULLET.trans".
  3648. "hand", // Name of channels of transforms for hand.
  3649. // Example: "hand", as in "3d/gunner_shoot_HAND.trans"
  3650. "employ2", // Example: "main", as in "3d/gunner_shoot_MAIN.event".
  3651. },
  3652. // Sound effects for this person.
  3653. {
  3654. &g_smidOsales_h1, // ID of 'hit by weapon' sample.
  3655. &g_smidOsales_h2, // ID of 'hit by weapon' sample,
  3656. &g_smidOsales_h3, // ID of 'hit by weapon' sample,
  3657. &g_smidOsales_h4, // ID of 'hit by weapon' sample,
  3658. &g_smidOsales_b1, // ID of 'blown up' sample.
  3659. &g_smidOsales_b2, // ID of 'blown up' sample.
  3660. &g_smidOsales_o1, // ID of 'on fire' sample
  3661. &g_smidOsales_o2, // ID of 'on fire' sample
  3662. &g_smidOsales_ss1, // ID of suffering sample 1.
  3663. &g_smidOsales_ss2, // ID of suffering sample 2.
  3664. &g_smidOsales_ss3, // ID of suffering sample 3.
  3665. &g_smidOsales_ss4, // ID of suffering sample 4.
  3666. &g_smidOsales_d1, // ID of dying sample.
  3667. &g_smidOsales_d2, // ID of dying sample.
  3668. &g_smidOsales_sc1, // ID of shooting comment.
  3669. &g_smidOsales_sc2, // ID of shooting comment.
  3670. &g_smidOsales_sc3, // ID of shooting comment
  3671. &g_smidOsales_sc4, // ID of shooting comment
  3672. &g_smidOsales_r1, // ID of random comment
  3673. &g_smidOsales_r2, // ID of random comment
  3674. &g_smidOsales_r3, // ID of random comment
  3675. &g_smidOsales_r4, // ID of random comment
  3676. },
  3677. // Weapons for this person. Currently, only one supported.
  3678. {
  3679. CThing::TotalIDs, // Weapon to fallback on when none available.
  3680. },
  3681. Personatorium::Crawl, // Crawl on knees when writhing
  3682. Personatorium::Civilian,// Victim
  3683. 3000, // Reaction time for intruders
  3684. 2000, // Time between shots in run & shoot
  3685. 2000, // time between reaction to being shot.
  3686. 50, // Initial hit points
  3687. },
  3688. #endif
  3689. };
  3690. //////////////////////////////////////////////////////////////////////////////
  3691. // Module specific (static) variables / Instantiate class statics.
  3692. //////////////////////////////////////////////////////////////////////////////
  3693. //////////////////////////////////////////////////////////////////////////////
  3694. // Module specific (static) protos.
  3695. //////////////////////////////////////////////////////////////////////////////
  3696. //////////////////////////////////////////////////////////////////////////////
  3697. // Functions.
  3698. //////////////////////////////////////////////////////////////////////////////
  3699. ///////////////////////////////////////////////////////////////////////////////
  3700. // EOF
  3701. ///////////////////////////////////////////////////////////////////////////////