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Extract Binary Assets Into InstaGibPlusAssets Package
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Deaod committed Mar 23, 2024
1 parent 1bfccab commit e2c68e0
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Showing 92 changed files with 685 additions and 828 deletions.
674 changes: 674 additions & 0 deletions Build/Dependencies/InstaGibPlusAssets_v1/LICENSE

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Binary file not shown.
2 changes: 1 addition & 1 deletion BuildSettings.bat
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Expand Up @@ -5,4 +5,4 @@
:: Example:
:: set DEPENDENCIES=MyDependency MyOtherDependency MyThirdDependency
::
set DEPENDENCIES=
set DEPENDENCIES=InstaGibPlusAssets_v1
4 changes: 0 additions & 4 deletions Classes/CrosshairLayer.uc
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@@ -1,9 +1,5 @@
class CrosshairLayer extends Object;

// 1x1 white texture as base for painting crosshairs
#exec Texture Import File=Textures\CrossHairBase.pcx Name=CrossHairBase Mips=Off


var Texture Texture;
var int OffsetX;
var int OffsetY;
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6 changes: 0 additions & 6 deletions Classes/IGPlus_FlagSprite.uc
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@@ -1,11 +1,5 @@
class IGPlus_FlagSprite extends Actor;

#exec Texture Import File=Textures\Flag.pcx Mips=Off
#exec Texture Import File=Textures\FlagRed.pcx Mips=Off
#exec Texture Import File=Textures\FlagBlue.pcx Mips=Off
#exec Texture Import File=Textures\FlagGreen.pcx Mips=Off
#exec Texture Import File=Textures\FlagGold.pcx Mips=Off

simulated function ConfigureForTeam(byte Team) {
switch(Team) {
case 0:
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540 changes: 10 additions & 530 deletions Classes/IGPlus_ModelImport.uc

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2 changes: 0 additions & 2 deletions Classes/IGPlus_NetStats.uc
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class IGPlus_NetStats extends Actor;

#EXEC LOAD FILE="Textures/IGPlusNetStats.utx" PACKAGE=InstaGibPlus.NetStats

var ScriptedTexture OldTex;
var ScriptedTexture NewTex;

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15 changes: 0 additions & 15 deletions Classes/MutKillFeed.uc
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@@ -1,20 +1,5 @@
class MutKillFeed extends Mutator;

#exec Texture Import Name=KF_General File=Textures\Icons\IconSkull.pcx Mips=Off
#exec Texture Import Name=KF_ChainSaw File=Textures\Icons\IconSaw.pcx Mips=Off
#exec Texture Import Name=KF_ImpactHammer File=Textures\Icons\IconHammer.pcx Mips=Off
#exec Texture Import Name=KF_Translocator File=Textures\Icons\IconTrans.pcx Mips=Off
#exec Texture Import Name=KF_Enforcer File=Textures\Icons\IconAutoM.pcx Mips=Off
#exec Texture Import Name=KF_BioRifle File=Textures\Icons\IconBio.pcx Mips=Off
#exec Texture Import Name=KF_ShockRifle File=Textures\Icons\IconASMD.pcx Mips=Off
#exec Texture Import Name=KF_PulseGun File=Textures\Icons\IconPulse.pcx Mips=Off
#exec Texture Import Name=KF_Ripper File=Textures\Icons\IconRazor.pcx Mips=Off
#exec Texture Import Name=KF_Minigun File=Textures\Icons\IconMini.pcx Mips=Off
#exec Texture Import Name=KF_FlakCannon File=Textures\Icons\IconFlak.pcx Mips=Off
#exec Texture Import Name=KF_RocketLauncher File=Textures\Icons\Icon8ball.pcx Mips=Off
#exec Texture Import Name=KF_SniperRifle File=Textures\Icons\IconRifle.pcx Mips=Off
#exec Texture Import Name=KF_WarheadLauncher File=Textures\Icons\IconWarH.pcx Mips=Off

struct WeaponIconMapEntry {
var class<Weapon> Weapon;
var Texture Icon;
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3 changes: 0 additions & 3 deletions Classes/NNAnnouncer.uc
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@@ -1,8 +1,5 @@
class NNAnnouncer extends Mutator;

#exec AUDIO IMPORT FILE="Sounds\LudicrousKill.WAV" NAME="LudicrousKill"
#exec AUDIO IMPORT FILE="Sounds\HolyShit.WAV" NAME="HolyShit"

function PostBeginPlay ()
{
super.PostBeginPlay();
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2 changes: 0 additions & 2 deletions Classes/NN_FraggerAmmo.uc
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class NN_FraggerAmmo extends BulletBox;

#exec TEXTURE IMPORT FILE="Textures/Fragger/WolfBullets0.pcx"

defaultproperties {
AmmoAmount=15
MaxAmmo=150
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50 changes: 0 additions & 50 deletions Classes/NN_FraggerRifle.uc
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Expand Up @@ -19,56 +19,6 @@ class NN_FraggerRifle extends NN_SniperRifle;
// all the unsung heros of uscript who have code in this gun , to the unknown, i salute you.
///////////////////////////////////////////////////////////////////////////////

//pickp model thanks to :[lol]:WalknBullseye
#exec MESH IMPORT MESH=PUGroundg ANIVFILE="MODELS/Fragger/PUGroundg_a.3D" DATAFILE="MODELS/Fragger/PUGroundg_d.3D" X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=PUGroundg X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=PUGroundg SEQ=All STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=PUGroundg SEQ=Still STARTFRAME=0 NUMFRAMES=1
#exec MESHMAP SCALE MESHMAP=PUGroundg X=0.07 Y=0.07 Z=0.14

#exec TEXTURE IMPORT NAME=Multig FILE="Textures/Fragger/Multig.pcx" Mips=on

#exec MESHMAP SETTEXTURE MESHMAP=PUGroundg NUM=0 TEXTURE=Multig
#exec MESHMAP SETTEXTURE MESHMAP=PUGroundg NUM=1 TEXTURE=Multig
#exec MESHMAP SETTEXTURE MESHMAP=PUGroundg NUM=2 TEXTURE=Multig
#exec MESHMAP SETTEXTURE MESHMAP=PUGroundg NUM=3 TEXTURE=Multig
#exec MESHMAP SETTEXTURE MESHMAP=PUGroundg NUM=4 TEXTURE=Multig

#exec MESH IMPORT MESH=PUHandg ANIVFILE="MODELS/Fragger/PUHandg_a.3D" DATAFILE="MODELS/Fragger/PUHandg_d.3D" X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=PUHandg X=-150 Y=0 Z=-30 YAW=255 PITCH=0 ROLL=0
#exec MESH SEQUENCE MESH=PUHandg SEQ=Still STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=PUHandg SEQ=All STARTFRAME=0 NUMFRAMES=1
#exec MESHMAP SCALE MESHMAP=PUHandg X=0.07 Y=0.07 Z=0.14



#exec MESHMAP SETTEXTURE MESHMAP=PUHandg NUM=0 TEXTURE=Multig
#exec MESHMAP SETTEXTURE MESHMAP=PUHandg NUM=1 TEXTURE=Multig
#exec MESHMAP SETTEXTURE MESHMAP=PUHandg NUM=2 TEXTURE=Multig
#exec MESHMAP SETTEXTURE MESHMAP=PUHandg NUM=3 TEXTURE=Multig
#exec MESHMAP SETTEXTURE MESHMAP=PUHandg NUM=4 TEXTURE=Multig

//////

#exec AUDIO IMPORT FILE="Sounds/Fragger/FIRE.wav" NAME="FraggerFire"
#exec AUDIO IMPORT FILE="Sounds/Fragger/holyshit.wav"
#exec AUDIO IMPORT FILE="Sounds/Fragger/BubbleBlast.wav"

#exec TEXTURE IMPORT FILE="Textures/Fragger/AA.pcx"
#exec TEXTURE IMPORT FILE="Textures/Fragger/SR.pcx"
#exec TEXTURE IMPORT FILE="Textures/Fragger/Rifle2c.pcx"
#exec TEXTURE IMPORT FILE="Textures/Fragger/Rifle2d.pcx"

#exec TEXTURE IMPORT FILE="Textures/Fragger/crosshair.pcx" MIPS="OFF" FLAGS=2
#EXEC TEXTURE IMPORT FILE="Textures/Fragger/simple.pcx" MIPS=0 FLAGS=2
#EXEC TEXTURE IMPORT FILE="Textures/Fragger/Cross.pcx" MIPS=0 FLAGS=2
#EXEC TEXTURE IMPORT FILE="Textures/Fragger/Black.pcx" MIPS=0 FLAGS=2
#EXEC TEXTURE IMPORT FILE="Textures/Fragger/TDOT.pcx" MIPS=0 FLAGS=2
#EXEC TEXTURE IMPORT FILE="Textures/Fragger/ShellB.pcx"
#EXEC TEXTURE IMPORT FILE="Textures/Fragger/ShellR.pcx"
#EXEC TEXTURE IMPORT FILE="Textures/Fragger/ShellG.pcx"


var color TeamColor[6];
var Texture ShellCaseTex[4];

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2 changes: 0 additions & 2 deletions Classes/PureFlag.uc
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class PureFlag extends GreenFlag;

#exec Texture Import File=Textures\PureFlag.pcx Name=PureFlag Mips=Off

event PreBeginPlay()
{
// Dont call PreBP or risk being Destroyed
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2 changes: 0 additions & 2 deletions Classes/ST_FraggerTranslocator.uc
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class ST_FraggerTranslocator extends ST_Translocator;

#exec AUDIO IMPORT FILE="Sounds/Fragger/XlocRespawn.wav"

function Translocate()
{
local vector Dest, Start;
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9 changes: 0 additions & 9 deletions Classes/UTPure.uc
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class UTPure extends Mutator config(InstaGibPlus);

#exec Texture Import File=Textures\NewNetLogo.pcx Name=NewNetLogo Mips=Off
#exec Texture Import File=Textures\bootbit.pcx Name=PureBoots Mips=Off
#exec Texture Import File=Textures\hudbgplain.pcx Name=PureTimeBG Mips=Off
#exec Texture Import File=Textures\smallwhitething.pcx Name=PureSWT Mips=Off
#exec Texture Import File=Textures\Arrow.pcx Name=HitMarkerArrow Mips=Off
#exec Audio Import FILE=Sounds\HitSound.wav Name=HitSound
#exec Audio Import FILE=Sounds\HitSound1.wav Name=HitSound1
#exec Audio Import FILE=Sounds\HitSoundFriendly.wav Name=HitSoundFriendly

var ModifyLoginHandler NextMLH; // Link list of handlers

// Nice variables.
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100 changes: 0 additions & 100 deletions Classes/bbTFemale1.uc
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//=============================================================================
class bbTFemale1 extends bbTournamentFemale;

#exec MESH IMPORT MESH=IGPlus_FCommando ANIVFILE="Models/FCommando_a.3d" DATAFILE="Models/FCommando_d.3d" UNMIRROR=1 LODSTYLE=12
#exec MESH ORIGIN MESH=IGPlus_FCommando X=23 Y=-115 Z=62 YAW=64 ROLL=-64

#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=All STARTFRAME=0 NUMFRAMES=681
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=GutHit STARTFRAME=0 NUMFRAMES=1 Group=TakeHit
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=AimDnLg STARTFRAME=1 NUMFRAMES=1 Group=Waiting
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=AimDnSm STARTFRAME=2 NUMFRAMES=1 Group=Waiting
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=AimUpLg STARTFRAME=3 NUMFRAMES=1 Group=Waiting
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=AimUpSm STARTFRAME=4 NUMFRAMES=1 Group=Waiting
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Taunt1 STARTFRAME=5 NUMFRAMES=15 RATE=20 Group=Gesture
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Breath1 STARTFRAME=20 NUMFRAMES=7 RATE=6 Group=Waiting
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Breath2 STARTFRAME=27 NUMFRAMES=20 RATE=7 Group=Waiting
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=CockGun STARTFRAME=47 NUMFRAMES=6 RATE=6 Group=Waiting
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=DuckWlkL STARTFRAME=53 NUMFRAMES=15 RATE=15 Group=Ducking
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=DuckWlkS STARTFRAME=68 NUMFRAMES=15 RATE=15 Group=Ducking
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=HeadHit STARTFRAME=83 NUMFRAMES=1 Group=TakeHit
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=JumpLgFr STARTFRAME=84 NUMFRAMES=1 Group=Jumping
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=JumpSmFr STARTFRAME=85 NUMFRAMES=1 Group=Jumping
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=LandLgFr STARTFRAME=86 NUMFRAMES=1 Group=Landing
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=LandSmFr STARTFRAME=87 NUMFRAMES=1 Group=Landing
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=LeftHit STARTFRAME=88 NUMFRAMES=1 Group=TakeHit
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Look STARTFRAME=89 NUMFRAMES=35 RATE=15 Group=Waiting
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=RightHit STARTFRAME=124 NUMFRAMES=1 Group=TakeHit
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=RunLg STARTFRAME=125 NUMFRAMES=10 RATE=17
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=RunLgFr STARTFRAME=135 NUMFRAMES=10 RATE=17 Group=MovingFire
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=RunSm STARTFRAME=145 NUMFRAMES=10 RATE=17
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=RunSmFr STARTFRAME=155 NUMFRAMES=10 RATE=17 Group=MovingFire
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=StillFrRp STARTFRAME=165 NUMFRAMES=10 RATE=15 Group=Waiting
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=StillLgFr STARTFRAME=175 NUMFRAMES=10 RATE=15 Group=Waiting
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=StillSmFr STARTFRAME=185 NUMFRAMES=8 RATE=15 Group=Waiting
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=SwimLg STARTFRAME=193 NUMFRAMES=18 RATE=15
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=SwimSm STARTFRAME=211 NUMFRAMES=18 RATE=15
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=TreadLg STARTFRAME=229 NUMFRAMES=15 RATE=15 Group=Waiting
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=TreadSm STARTFRAME=244 NUMFRAMES=15 RATE=15 Group=Waiting
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Victory1 STARTFRAME=259 NUMFRAMES=10 RATE=6 Group=Gesture
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=WalkLg STARTFRAME=269 NUMFRAMES=15 RATE=18
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=WalkLgFr STARTFRAME=284 NUMFRAMES=15 RATE=18 Group=MovingFire
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=WalkSm STARTFRAME=299 NUMFRAMES=15 RATE=18
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=WalkSmFr STARTFRAME=314 NUMFRAMES=15 RATE=18 Group=MovingFire
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Wave STARTFRAME=329 NUMFRAMES=15 RATE=15 Group=Gesture
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Walk STARTFRAME=344 NUMFRAMES=15 RATE=18
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=TurnLg STARTFRAME=284 NUMFRAMES=2 RATE=15 // 2 frames of walklgfr
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=TurnSm STARTFRAME=314 NUMFRAMES=2 RATE=15 // 2 frames of walksmfr
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Breath1L STARTFRAME=359 NUMFRAMES=7 RATE=6 Group=Waiting
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Breath2L STARTFRAME=366 NUMFRAMES=20 RATE=7 Group=Waiting
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=CockGunL STARTFRAME=386 NUMFRAMES=6 RATE=6 Group=Waiting
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=LookL STARTFRAME=392 NUMFRAMES=35 RATE=15 Group=Waiting
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=WaveL STARTFRAME=427 NUMFRAMES=15 RATE=15 Group=Gesture
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Chat1 STARTFRAME=442 NUMFRAMES=13 RATE=6 Group=Waiting
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Chat2 STARTFRAME=455 NUMFRAMES=10 RATE=6 Group=Waiting
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Thrust STARTFRAME=465 NUMFRAMES=15 RATE=20 Group=Gesture
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=DodgeB STARTFRAME=480 NUMFRAMES=1 Group=Jumping
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=DodgeF STARTFRAME=481 NUMFRAMES=1 Group=Jumping
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=DodgeR STARTFRAME=482 NUMFRAMES=1 Group=Jumping
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=DodgeL STARTFRAME=483 NUMFRAMES=1 Group=Jumping
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Fighter STARTFRAME=175 NUMFRAMES=1 // first frame of stilllgfr
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Flip STARTFRAME=484 NUMFRAMES=31 Group=Jumping
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Dead2 STARTFRAME=515 NUMFRAMES=18 RATE=10 Group=TakeHit
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Dead3 STARTFRAME=533 NUMFRAMES=16 RATE=10 Group=TakeHit
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Dead4 STARTFRAME=549 NUMFRAMES=13 RATE=10 Group=TakeHit
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Dead6 STARTFRAME=562 NUMFRAMES=11 RATE=10

#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=DeathEnd STARTFRAME=532 NUMFRAMES=1
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=DeathEnd2 STARTFRAME=561 NUMFRAMES=1
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=DeathEnd3 STARTFRAME=572 NUMFRAMES=1

#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Dead1 STARTFRAME=573 NUMFRAMES=23 RATE=12
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Dead5 STARTFRAME=596 NUMFRAMES=13 RATE=12
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Dead9 STARTFRAME=609 NUMFRAMES=20 RATE=12
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Dead9B STARTFRAME=629 NUMFRAMES=11 RATE=12
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Dead7 STARTFRAME=640 NUMFRAMES=11 RATE=12
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=BackRun STARTFRAME=651 NUMFRAMES=10 RATE=17 Group=MovingFire
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=StrafeL STARTFRAME=661 NUMFRAMES=10 RATE=17 Group=MovingFire
#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=StrafeR STARTFRAME=671 NUMFRAMES=10 RATE=17 Group=MovingFire

#exec MESHMAP SCALE MESHMAP=IGPlus_FCommando X=0.0625 Y=0.0625 Z=0.125

#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=RunLG TIME=0.25 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=RunLG TIME=0.75 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=RunLGFR TIME=0.25 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=RunLGFR TIME=0.75 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=RunSM TIME=0.25 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=RunSM TIME=0.75 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=RunSMFR TIME=0.25 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=RunSMFR TIME=0.75 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=StrafeL TIME=0.25 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=StrafeL TIME=0.75 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=StrafeR TIME=0.25 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=StrafeR TIME=0.75 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=BackRun TIME=0.25 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=BackRun TIME=0.75 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=Dead2 TIME=0.66 FUNCTION=LandThump
#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=Dead3 TIME=0.38 FUNCTION=LandThump
#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=Dead4 TIME=0.46 FUNCTION=LandThump
#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=Dead6 TIME=0.54 FUNCTION=LandThump
#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=Dead1 TIME=0.69 FUNCTION=LandThump
#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=Dead5 TIME=0.61 FUNCTION=LandThump
#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=Dead9b TIME=0.45 FUNCTION=LandThump
#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=Dead7 TIME=0.54 FUNCTION=LandThump

defaultproperties
{
FakeClass="Botpack.TFemale1"
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