/*
==============================================================================

QC script generated by Half-Life MDL Decompiler 1.2 
2003, Kratisto. Based on code from Valve's HL SDK.

barney.mdl

Original internal name:
"barney.mdl"

==============================================================================
*/

$modelname "barney.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 63.000000


//reference mesh(es)
$body "studio" "powersuit_ref"

$body "studio" "lemmy_ref"

$bodygroup "gun"
{
studio "BARNEY-X_Template_Biped(Gun-Hlstr)1"
studio "BARNEY-X_Template_Biped(Gun)1"
blank
}


// 1 attachment(s)
$attachment 0 "Bip01 R Hand" 15.000000 3.500000 5.000000

// 2 bone controller(s)
$controller 0 "Bip01 Head" XR -60.000000 60.000000
$controller 4 "Bone05" ZR 0.000000 50.000000

// 20 hit box(es)
$hbox 3 "Bip01 Pelvis" -9.890000 -5.660000 -8.600000 2.940000 6.520000 6.790000
$hbox 6 "Bip01 L Thigh" 0.000000 -5.920000 -4.000000 19.370001 3.780000 3.730000
$hbox 6 "Bip01 L Calf" 0.000000 -5.690000 -3.620000 18.830000 3.070000 2.940000
$hbox 6 "Bip01 L Foot" 0.000000 -2.990000 -4.040000 6.420000 8.680000 1.610000
$hbox 7 "Bip01 R Thigh" 0.000000 -5.930000 -3.870000 19.270000 3.750000 3.790000
$hbox 7 "Bip01 R Calf" -0.330000 -5.730000 -2.980000 18.950001 2.960000 3.190000
$hbox 7 "Bip01 R Foot" 0.000000 -3.240000 -2.320000 6.210000 8.440000 3.280000
$hbox 3 "Bip01 Spine" 0.000000 -4.890000 -6.970000 8.370000 8.000000 6.730000
$hbox 2 "Bip01 Spine1" -1.000000 -5.990000 -8.220000 5.960000 8.000000 8.480000
$hbox 4 "Bip01 L Clavicle" -0.400000 -4.180000 0.000000 7.200000 4.750000 4.200000
$hbox 4 "Bip01 L UpperArm" -2.520000 -4.570000 -3.920000 9.860000 2.280000 3.430000
$hbox 4 "Bip01 L Forearm" 0.000000 -2.850000 -2.080000 11.900000 2.850000 2.750000
$hbox 4 "Bip01 L Hand" 0.000000 -1.320000 -2.290000 4.660000 2.600000 1.650000
$hbox 5 "Bip01 R Clavicle" 0.000000 -4.150000 -4.190000 7.530000 4.120000 4.240000
$hbox 5 "Bip01 R UpperArm" -2.690000 -4.650000 -3.420000 9.470000 2.280000 3.760000
$hbox 5 "Bip01 R Forearm" 0.000000 -2.730000 -2.560000 11.000000 3.140000 2.190000
$hbox 5 "Bip01 R Hand" 0.000000 -1.320000 -2.910000 10.380000 3.230000 4.000000
$hbox 1 "Bip01 Head" -0.660000 2.250000 -4.240000 6.000000 7.970000 3.630000
$hbox 10 "Bip01 Head" -0.660000 -4.250000 -5.240000 6.000000 2.250000 4.630000
$hbox 10 "Bip01 Head" 6.000000 -4.250000 -5.240000 11.190000 7.970000 4.630000

$sequencegroupsize 64

// 96 animation sequence(s)
$sequence "idle1" "idle1" fps 15 loop ACT_IDLE 50 
$sequence "idle2" "idle2" fps 15 ACT_IDLE 1 
$sequence "idle3" "idle3" fps 15 ACT_IDLE 1 
$sequence "idle4" "idle4" fps 12 ACT_IDLE 10 
$sequence "walk" "walk" LX fps 30 loop ACT_WALK 1 { event 1004 3 "common/npc_step1.wav" } { event 1004 18 "common/npc_step3.wav" } 
$sequence "run" "run" LX fps 25 loop ACT_RUN 1 { event 1004 5 "common/npc_step2.wav" } { event 1004 13 "common/npc_step4.wav" } 
$sequence "shootgun" "shootgun_blend1" "shootgun_blend2" blend XR -50 50 fps 25 ACT_RANGE_ATTACK1 1 { event 5001 0 "21" } { event 3 0 } 
$sequence "shootgun2" "shootgun2_blend1" "shootgun2_blend2" blend XR -50 50 fps 40 ACT_RANGE_ATTACK1 2 { event 5001 0 "21" } { event 3 0 } 
$sequence "draw" "draw" fps 20 ACT_ARM 1 { event 2 7 } 
$sequence "disarm" "disarm" fps 10 ACT_DISARM 1 { event 4 15 } 
$sequence "reload" "reload" fps 15 ACT_RELOAD 1 
$sequence "turnleft" "turnleft" fps 15 ACT_TURN_LEFT 1 
$sequence "turnright" "turnright" fps 15 ACT_TURN_RIGHT 1 
$sequence "laflinch" "laflinch" fps 16 ACT_FLINCH_LEFTARM 1 
$sequence "raflinch" "raflinch" fps 16 ACT_FLINCH_RIGHTARM 1 
$sequence "llflinch" "llflinch" fps 20 ACT_FLINCH_LEFTLEG 1 
$sequence "rlflinch" "rlflinch" fps 20 ACT_FLINCH_RIGHTLEG 1 
$sequence "smlflinch" "smlflinch" fps 30 ACT_SMALL_FLINCH 1 
$sequence "cower_stand" "cower_stand" fps 14 
$sequence "locked_door" "locked_door" fps 28 loop 
$sequence "fall_loop" "fall_loop" fps 28 loop 
$sequence "barn_wave" "barn_wave" fps 22 
$sequence "beat_grunt" "beat_grunt" fps 14 
$sequence "beat_gruntidle" "beat_gruntidle" fps 14 loop 
$sequence "flashlight" "flashlight" fps 14 loop { event 1004 5 "*buttons/latchunlocked2.wav" } 
$sequence "diesimple" "diesimple" X fps 15 ACT_DIE_HEADSHOT 1 { event 2001 5 } 
$sequence "dieviolent" "dieviolent" X fps 20 ACT_DIE_HEADSHOT 1 { event 2001 10 } 
$sequence "diegutshot" "diegutshot" fps 15 ACT_DIE_GUTSHOT 1 { event 2001 33 } 
$sequence "dieforward" "dieforward" X fps 18 ACT_DIEFORWARD 1 { event 2001 8 } 
$sequence "diebackward" "diebackward" X fps 15 ACT_DIEBACKWARD 1 { event 2001 19 } 
$sequence "diecrump" "diecrump" X fps 18 ACT_DIESIMPLE 2 { event 2001 13 } 
$sequence "barnaclehit" "barnaclehit" fps 15 ACT_BARNACLE_HIT 1 
$sequence "barnaclepull" "barnaclepull" fps 45 loop ACT_BARNACLE_PULL 1 
$sequence "barnaclecrunch" "barnaclecrunch" fps 5 ACT_BARNACLE_CHOMP 1 
$sequence "barnaclechew" "barnaclechew" fps 5 loop ACT_BARNACLE_CHEW 1 
$sequence "lying_on_back" "lying_on_back" fps 1 
$sequence "lying_on_side" "lying_on_side" fps 1 
$sequence "lying_on_stomach" "lying_on_stomach" fps 1 
$sequence "stuffed_in_vent" "stuffed_in_vent" fps 1 
$sequence "standing_idle" "standing_idle" fps 15 loop 
$sequence "cprbarney" "cprbarney" fps 20 loop 
$sequence "cprbarneyrevive" "cprbarneyrevive" fps 20 
$sequence "barney_dragvent" "barney_dragvent" fps 15 { event 1000 1 } 
$sequence "dying_barney" "dying_barney" fps 18 { event 1000 1 } 
$sequence "dying_barneyidle" "dying_barneyidle" fps 12 loop 
$sequence "dying_friend" "dying_friend" fps 18 
$sequence "dying_friendidle" "dying_friendidle" fps 12 loop 
$sequence "c1a3_bidle" "c1a3_bidle" AX AY AZR fps 3 
$sequence "c1a3_ventb" "c1a3_ventb" AX AY AZR fps 18 { event 1000 1 } 
$sequence "c1a3_emergeidle" "c1a3_emergeidle" AX AY AZR fps 16 loop 
$sequence "c1a3_emerge" "c1a3_emerge" AX AY AZR fps 16 { event 1000 1 } 
$sequence "haulbarney" "haulbarney" AX AY AZR fps 18 { event 1000 1 } 
$sequence "intropush" "intropush" fps 16 {
  { event 1004 15 "*buttons/blip1.wav" } 
  { event 1004 24 "*buttons/blip1.wav" } 
  { event 1004 34 "*buttons/blip1.wav" } 
  { event 1004 44 "*buttons/blip1.wav" } 
 }
$sequence "fence" "fence" AX AY AZR fps 24 {
  { event 1000 1 } 
  { event 1003 1 "lightning" } 
  { event 1001 1 } 
  { event 1004 1 "weapons/electro4.wav" } 
  { event 1008 1 "barney/ba_pain2.wav" } 
 }
$sequence "sit1" "sit1" fps 20 loop { event 1003 50 "introchair" } { event 1003 102 "introchair" } 
$sequence "almostidle" "almostidle" fps 16 loop 
$sequence "almost" "almost" fps 26 { event 1000 1 } 
$sequence "laseridle" "laseridle" fps 6 
$sequence "laser_top" "laser_top" fps 6 { event 1000 0 } 
$sequence "laser_bottom" "laser_bottom" fps 6 { event 1000 0 } 
$sequence "barneyfallidle" "barneyfallidle" fps 33 loop 
$sequence "barneyfall" "barneyfall" fps 32 {
  { event 1000 1 } 
  { event 1008 1 "barney/ba_pain1.wav" } 
  { event 1008 1 "barney/ba_pain2.wav" } 
  { event 1003 1 "bsplat" } 
  { event 1008 1 "debris/bustflesh1.wav" } 
 }
$sequence "c3a2_draw" "c3a2_draw" fps 16 { event 2 13 } 
$sequence "unlatch" "unlatch" fps 12 { event 1003 7 "barney_door_lock" } 
$sequence "retina" "retina" fps 20 
$sequence "relaxstand" "relaxstand" fps 10 loop 
$sequence "assassinated" "assassinated" X fps 18 {
  { event 1000 1 } 
  { event 1003 1 "blood1" } 
  { event 1003 2 "blood2" } 
 }
$sequence "trackswitch" "trackswitch" fps 22 { event 1003 14 "trainarmswitch" } 
$sequence "pepsiswing" "pepsiswing" fps 25 { event 1003 1 "die" } { event 1003 1 "swing" } 
$sequence "pepsipush" "pepsipush" fps 18 { event 1003 1 "topple" } { event 1003 1 "horror" } 
$sequence "buttonpush" "buttonpush" fps 20 { event 1003 7 "button" } 
$sequence "range_fire" "range_fire" fps 15 {
  { event 2 1 } 
  { event 5001 9 "21" } 
  { event 3 9 } 
  { event 5001 31 "21" } 
  { event 3 31 } 
  { event 5001 53 "21" } 
  { event 3 53 } 
  { event 5001 75 "21" } 
  { event 3 75 } 
  { event 5001 97 "21" } 
  { event 3 97 } 
  { event 5001 119 "21" } 
  { event 3 119 } 
  { event 1003 150 "end_range_fire" } 
 }
$sequence "range_pushbutton" "range_pushbutton" fps 30 {
  { event 2 1 } 
  { event 1003 20 "rangebutton" } 
  { event 1003 43 "end_range_pushbutton" } 
 }
$sequence "range_reload" "range_reload" fps 15 { event 2 1 } { event 1003 41 "end_range_reload" } 
$sequence "adjust_armor" "adjust_armor" fps 15 
$sequence "wash_hands" "wash_hands" fps 12 { event 1003 12 "faucet_on" } { event 1003 67 "faucet_off" } 
$sequence "dry_hands" "dry_hands" fps 12 { event 1003 12 "blower_on" } 
$sequence "eaten" "eaten" fps 21 { event 1000 1 } 
$sequence "eaten_loop" "eaten_loop" fps 25 loop 
$sequence "tugged" "tugged" fps 18 { event 1000 1 } 
$sequence "tugged_idle" "tugged_idle" fps 18 { event 1000 0 } 
$sequence "block_gate" "block_gate" fps 15 {
  { event 1000 315 } 
  { event 1003 315 "cage_door_master_relay" } 
  { event 1003 292 "barney_dies_seq_relay_ct" } 
  { event 1008 315 "common/bodydrop3.WAV" } 
 }
$sequence "block_gate_idle" "block_gate_idle" fps 15 loop 
$sequence "gatedie" "gatedie" fps 34 ACT_DIESIMPLE 2 {
  { event 2001 5 } 
  { event 1000 0 } 
  { event 1003 1 "cage_door_master_relay" } 
 }
$sequence "tram_dive" "tram_dive" fps 27 { event 1000 1 } 
$sequence "tram_slouch" "tram_slouch" fps 30 loop 
$sequence "tram_slouch_fly" "tram_slouch_fly" fps 30 { event 1000 1 } 
$sequence "playgame1" "playgame1" fps 25 loop 
$sequence "playgame2" "playgame2" fps 25 
$sequence "raise_flag" "raise_flag" fps 20 loop 
$sequence "eating" "eating" fps 13 loop 
$sequence "console_sitting" "console_sitting" fps 25 loop 
$sequence "console_stand" "console_stand" LX fps 27 
$sequence "adjust_idle" "adjust_idle" fps 27 loop 
$sequence "diecrump2" "diecrump2" X fps 18 ACT_DIESIMPLE 2 { event 2001 13 } { event 1000 0 } 
$sequence "dieviolent2" "dieviolent2" X fps 20 ACT_DIE_HEADSHOT 1 { event 2001 10 } { event 1000 0 } 

// End of QC script.
