/*
==============================================================================

QC script generated by Half-Life MDL Decompiler 1.2 
2003, Kratisto. Based on code from Valve's HL SDK.

hgrunt.mdl

Original internal name:
"hgrunt.mdl"

==============================================================================
*/

$modelname "hgrunt.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$cliptotextures

$externaltextures

$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 73.000000


//reference mesh(es)
$body "body" "grunt_body_reference"

$bodygroup "heads"
{
studio "grunt_head_mask_reference"
studio "grunt_head_commander_reference"
studio "grunt_head_shotgun_reference"
studio "grunt_head_commander_blk_reference"
}

$bodygroup "weapons"
{
studio "MP5_reference"
studio "shotgun_reference"
blank
}


// 3 attachment(s)
$attachment 0 "Bip01 R Hand" 25.000000 0.000000 5.000000
$attachment 1 "Bip01 R Hand" 0.000000 0.000000 0.000000
$attachment 2 "Bip01 Head" 0.000000 0.000000 0.000000

// 2 bone controller(s)
$controller 0 "Bip01 Head" XR -70.000000 70.000000
$controller 4 "Bone05" ZR 0.000000 45.000000

// 18 hit box(es)
$hbox 3 "Bip01 Pelvis" -3.640000 -6.050000 -8.070000 6.340000 8.410000 8.300000
$hbox 6 "Bip01 L Leg" 0.000000 -6.350000 -6.050000 16.309999 5.570000 3.840000
$hbox 6 "Bip01 L Leg1" 0.000000 -5.190000 -4.440000 22.150000 5.680000 4.780000
$hbox 6 "Bip01 L Foot" -1.080000 -1.900000 -3.240000 3.230000 11.210000 2.860000
$hbox 7 "Bip01 R Leg" 0.000000 -6.350000 -4.060000 16.309999 5.570000 5.820000
$hbox 7 "Bip01 R Leg1" 0.000000 -5.190000 -5.010000 22.150000 5.680000 4.220000
$hbox 7 "Bip01 R Foot" -1.080000 -1.900000 -3.720000 3.230000 11.210000 2.390000
$hbox 3 "Bip01 Spine1" -4.570000 -9.990000 -10.520000 11.490000 8.420000 10.750000
$hbox 2 "Bip01 Spine2" 0.000000 -10.510000 -11.440000 14.050000 9.260000 12.420000
$hbox 0 "Bip01 Head" 0.000000 -0.430000 -6.130000 8.660000 9.400000 6.110000
$hbox 11 "Bip01 Head" 8.660000 -0.430000 -6.130000 14.660000 9.400000 6.110000
$hbox 11 "Bip01 Head" 0.000000 -5.430000 -6.130000 14.660000 -0.430000 6.110000
$hbox 4 "Bip01 L Arm1" -2.810000 -1.990000 -4.740000 12.060000 4.780000 3.500000
$hbox 4 "Bip01 L Arm2" 0.000000 -1.430000 -2.150000 10.210000 4.010000 2.980000
$hbox 4 "Bip01 L Hand" -0.270000 -2.650000 -2.750000 7.580000 1.890000 1.800000
$hbox 5 "Bip01 R Arm1" -2.830000 -1.990000 -3.460000 12.030000 4.780000 4.780000
$hbox 5 "Bip01 R Arm2" 0.000000 -1.430000 -2.940000 10.190000 4.000000 2.180000
$hbox 5 "Bip01 R Hand" -0.160000 -2.040000 -1.790000 7.500000 2.400000 2.760000

$sequencegroupsize 64

// 86 animation sequence(s)
$sequence "walk1" "walk1" LX fps 30 loop ACT_WALK 1 
$sequence "run" "run" LX fps 30 loop ACT_RUN 1 
$sequence "victorydance" "victorydance" fps 21 ACT_VICTORY_DANCE 1 
$sequence "cower" "cower" fps 28 ACT_COWER 1 
$sequence "smflinch" "smflinch" fps 20 ACT_SMALL_FLINCH 5 
$sequence "leftlegsmflinch" "leftlegsmflinch" fps 22 ACT_FLINCH_LEFTLEG 1 
$sequence "rightlegsmflinch" "rightlegsmflinch" fps 22 ACT_FLINCH_RIGHTLEG 1 
$sequence "rightarmflinch" "rightarmflinch" fps 22 ACT_FLINCH_RIGHTARM 1 
$sequence "leftarmflinch" "leftarmflinch" fps 22 ACT_FLINCH_LEFTARM 1 
$sequence "launchgrenade" "launchgrenade" fps 30 ACT_RANGE_ATTACK2 1 { event 8 16 } 
$sequence "throwgrenade" "throwgrenade" fps 30 ACT_RANGE_ATTACK2 1 { event 7 36 } 
$sequence "idle1" "idle1" fps 30 loop ACT_IDLE 1 
$sequence "idle2" "idle2" fps 10 loop ACT_IDLE 1 
$sequence "combatidle" "combatidle" fps 30 loop ACT_IDLE_ANGRY 1 
$sequence "frontkick" "frontkick" fps 35 ACT_MELEE_ATTACK1 1 { event 3 14 } { event 2010 14 } 
$sequence "crouching_idle" "crouching_idle" fps 30 loop 
$sequence "crouching_wait" "crouching_wait" fps 30 ACT_CROUCH 0 
$sequence "crouching_mp5" "crouching_mp5_blend1" "crouching_mp5_blend2" blend XR -45 45 fps 20 loop ACT_RANGE_ATTACK1 1 {
  { event 4 0 } 
  { event 5 2 } 
  { event 6 4 } 
  { event 5001 0 "50" } 
  { event 5001 2 "50" } 
  { event 5001 4 "50" } 
 }
$sequence "standing_mp5" "standing_mp5_blend1" "standing_mp5_blend2" blend XR -45 45 fps 20 loop {
  { event 4 0 } 
  { event 5 2 } 
  { event 6 4 } 
  { event 5001 0 "50" } 
  { event 5001 2 "50" } 
  { event 5001 4 "50" } 
 }
$sequence "reload_mp5" "reload_mp5" fps 40 ACT_RELOAD 1 { event 2 47 } 
$sequence "crouching_shotgun" "crouching_shotgun_blend1" "crouching_shotgun_blend2" blend XR -45 45 fps 20 ACT_RANGE_ATTACK1 1 { event 4 0 } { event 5001 0 "51" } 
$sequence "standing_shotgun" "standing_shotgun_blend1" "standing_shotgun_blend2" blend XR -45 45 fps 20 { event 4 0 } { event 5001 0 "51" } 
$sequence "reload_shotgun" "reload_shotgun" fps 40 { event 2 47 } 
$sequence "advance_signal" "advance_signal" fps 30 ACT_SIGNAL1 1 { event 10 1 } 
$sequence "flank_signal" "flank_signal" fps 40 ACT_SIGNAL2 1 
$sequence "retreat_signal" "retreat_signal" fps 30 ACT_SIGNAL3 1 
$sequence "drop_grenade" "drop_grenade" fps 40 ACT_SPECIAL_ATTACK1 1 { event 9 22 } 
$sequence "limpingwalk" "limpingwalk" LX fps 30 loop ACT_WALK_HURT 1 
$sequence "limpingrun" "limpingrun" LX fps 30 loop ACT_RUN_HURT 1 
$sequence "180L" "180L" fps 12 ACT_TURN_LEFT 1 
$sequence "180R" "180R" fps 12 ACT_TURN_RIGHT 1 
$sequence "strafeleft" "strafeleft" LX LY fps 30 loop ACT_STRAFE_LEFT 1 
$sequence "straferight" "straferight" LX LY fps 30 loop ACT_STRAFE_RIGHT 1 
$sequence "dieback1" "dieback1" X fps 25 ACT_DIEBACKWARD 1 { event 11 5 } { event 2001 17 } 
$sequence "dieforward" "dieforward" X fps 26 ACT_DIEFORWARD 1 { event 11 3 } { event 2001 10 } 
$sequence "diesimple" "diesimple" X fps 15 ACT_DIESIMPLE 1 { event 11 3 } { event 2001 10 } 
$sequence "diebackwards" "diebackwards" X fps 30 ACT_DIEBACKWARD 1 { event 11 6 } { event 2001 12 } 
$sequence "dieheadshot" "dieheadshot" X fps 30 ACT_DIE_HEADSHOT 1 { event 11 1 } { event 2001 20 } 
$sequence "diegutshot" "diegutshot" X fps 30 ACT_DIE_GUTSHOT 1 { event 11 0 } { event 2001 29 } 
$sequence "barnacled1" "barnacled1" fps 18 ACT_BARNACLE_HIT 1 
$sequence "barnacled2" "barnacled2" fps 30 loop ACT_BARNACLE_PULL 1 
$sequence "barnacled3" "barnacled3" fps 18 ACT_BARNACLE_CHOMP 1 
$sequence "barnacled4" "barnacled4" fps 15 loop ACT_BARNACLE_CHEW 1 
$sequence "dead_on_stomach" "dead_on_stomach" fps 10 
$sequence "deadstomach" "deadstomach" fps 10 
$sequence "deadside" "deadside" fps 10 
$sequence "deadsitting" "deadsitting" fps 10 
$sequence "repel_jump" "repel_jump" fps 22 ACT_HOVER 1 
$sequence "repel_repel" "repel_repel" fps 18 loop ACT_GLIDE 1 
$sequence "repel_shoot" "repel_shoot_blend1" "repel_shoot_blend2" blend XR -90 45 fps 18 loop ACT_FLY 1 {
  { event 4 1 } 
  { event 5 3 } 
  { event 6 5 } 
  { event 5001 1 } 
  { event 5001 3 } 
  { event 5001 5 } 
 }
$sequence "repel_land" "repel_land" fps 20 ACT_LAND 1 
$sequence "repel_die" "repel_die" fps 12 
$sequence "dragholeidle" "dragholeidle" fps 10 loop 
$sequence "draghole" "draghole" fps 10 { event 1000 1 } { event 1004 21 "debris/bustflesh1.wav" } 
$sequence "bustwall" "bustwall" fps 20 { event 1000 1 } 
$sequence "hoprail" "hoprail" fps 22 
$sequence "converse1" "converse1" fps 14 loop 
$sequence "converse2" "converse2" fps 14 loop 
$sequence "startleleft" "startleleft" fps 12 
$sequence "startleright" "startleright" fps 12 
$sequence "divecover" "divecover" fps 22 
$sequence "defuse" "defuse" fps 14 loop 
$sequence "corner1" "corner1" fps 14 loop 
$sequence "corner2" "corner2" fps 10 loop 
$sequence "stone_toss" "stone_toss" fps 15 
$sequence "cliffdie" "cliffdie" AX AY AZR fps 36 { event 1001 0 } { event 1000 0 } 
$sequence "diveaside_idle" "diveaside_idle" fps 30 loop 
$sequence "diveaside" "diveaside" AX AY AZR fps 30 {
  { event 4 0 } 
  { event 5 2 } 
  { event 6 4 } 
  { event 4 14 } 
  { event 5 16 } 
  { event 6 18 } 
 }
$sequence "kneeldive_idle" "kneeldive_idle" fps 30 loop 
$sequence "kneeldive" "kneeldive" AX AY AZR fps 30 {
  { event 4 0 } 
  { event 5 2 } 
  { event 6 4 } 
  { event 4 14 } 
  { event 5 16 } 
  { event 6 18 } 
 }
$sequence "WM_button" "WM_button" AX AY AZR fps 30 
$sequence "WM_moatjump" "WM_moatjump" AX AY AZR fps 30 
$sequence "bustwindow" "bustwindow" fps 24 { event 1003 5 "break" } 
$sequence "dragleft" "dragleft" LX fps 28 loop 
$sequence "dragright" "dragright" LX fps 28 loop 
$sequence "trackwave" "trackwave" fps 24 loop 
$sequence "trackdive" "trackdive" fps 28 { event 1003 38 "switch" } 
$sequence "flyback" "flyback" fps 25 { event 1003 29 "zap" } { event 1008 24 "weapons/electro4.wav" } 
$sequence "impaled" "impaled" fps 10 { event 1000 1 } 
$sequence "jumptracks" "jumptracks" fps 30 
$sequence "pipetoss" "pipetoss" fps 30 
$sequence "plunger" "plunger" fps 22 
$sequence "soldier_dump" "soldier_dump" fps 28 
$sequence "soldier_dump_idle" "soldier_dump_idle" fps 28 loop 
$sequence "soldier_shoot_ahead" "soldier_shoot_ahead" fps 32 loop {
  { event 4 1 } 
  { event 5 6 } 
  { event 6 12 } 
  { event 5001 1 "50" } 
  { event 5001 6 "50" } 
  { event 5001 12 "50" } 
 }
$sequence "soldier_kick" "soldier_kick" fps 35 { event 1003 13 "00xy_frontkick" } 

// End of QC script.
