blaster zipup goodie can_open_doors already_got_hat shop_cost=33000 sfx_hurt="chr_ackbar_hit" sfx_die="chr_ackbar_death" layers_special=0,1,5 layers_high=0,2,5 layers_medium=0,3,5 layers_low=0,4,5 layers_dead=0,1,5 hit_points=1 radius=0.1 miny=0 maxy=0.45 scale=1.0 acceleration=10 air_gravity=-6.0 water_gravity=0 tiptoe_speed=0.1616 walk_speed=0.4 run_speed=1.2 jump_speed=2.3 jump_2_speed=3.0 weapon_locator=0 weapon_shoot_locator=3 move_delay=0.2 shadow_locators=4,5 tag_locator=6 head_locator=2 helmet_locator=7 bsa_default=on anim_start="splat_new_blasterchar" action="splat" blend_in=0 blend_out=0 bsa=off gun_off no_headturn anim_end anim_start="forcechoke" action="choked" blend_in=0.2 blend_out=0.2 fpsec=45 anim_end anim_start="forcelightning" action="zapped" blend_in=0.2 blend_out=0.2 anim_end anim_start="buildit" action="build" blend_in=0.2 blend_out=0.2 no_headturn gun_off anim_end anim_start="trooperaccess" action="TrooperAccess" cycle=off no_headturn blend_in=0.1 blend_out=0.1 anim_end //anim_start="dizzy" //action="deactivated" //fpsec=30 //blend_in=0.2 //blend_out=0.2 //gun_off //no_headturn // effect_start // deb_name="DIZZY" // num_particles=1 // timing=constant // locators=6 // at_obj_speed // effect_end //anim_end anim_start="idle" action="idle" blend_in=0.2 blend_out=0.2 no_headturn gun_off anim_end anim_start="walk" action="walk" fpsec=30 footsteps frame3=3 frame4=15 no_headturn blend_in=0.2 blend_out=0.2 anim_end anim_start="jump" action="jump" cycle=off no_headturn anim_end anim_start="land" action="land" cycle=off no_headturn anim_end anim_start="fall" action="fall" no_headturn anim_end anim_start="run" action="run" footsteps fpsec=35 frame3=3 frame4=13 no_headturn blend_in=0.2 blend_out=0.2 anim_end anim_start="slide" action="slide" fpsec=35 blend_in=0.3 blend_out=0.3 anim_end anim_start="tiptoe" action="tiptoe" footsteps frame3=1 frame4=24 blend_in=0.2 blend_out=0.2 no_head_turn anim_end anim_start="push" action="push" footsteps frame3=1 frame4=11 fpsec=35 blend_in=0.2 blend_out=0.2 no_head_turn anim_end anim_start="fallland" action="fallLand" fpsec=30 cycle=off blend_in=0.2 blend_out=0.2 no_head_turn anim_end anim_start="pulllever" action="pullLever" blend_out=0 no_headturn cycle=off fpsec=30 anim_end anim_start="ride_bantha_new_blasterchar" action="ride_bantha" gun_off bsa=off anim_end anim_start="ride_dewback_new_blasterchar" action="ride_dewback" gun_off bsa=off anim_end anim_start="ride_landspeeder_new_blasterchar" action="ride_landspeeder" gun_off bsa=off anim_end anim_start="ride_speederbike_new_blasterchar" action="ride_speederbike" gun_off bsa=off anim_end anim_start="ride_hrc_new_blasterchar" action="ride_heavyrepeatingcannon" gun_off bsa=off anim_end anim_start="ride_tauntaun_new_blasterchar" action="ride_tauntaun" gun_off bsa=off anim_end anim_start="ride_generic_new_blasterchar" action="ride" gun_off bsa=off anim_end anim_start="throw_new_blasterchar" action="throw1" frame1=8 frame2=12 frame3=20 blend_in=0.2 blend_out=0.2 bsa=off anim_end anim_start="gothat" action="helmeton2" cycle=off anim_end //anim_start="Helmeton" //action="helmeton" //cycle=off //anim_end anim_start="walkGunOut" action="walk2" can_play_backwards footsteps frame3=3 frame4=15 anim_end anim_start="runGunOut" action="run2" footsteps frame3=3 frame4=13 anim_end anim_start="gunidle" action="weaponidle" anim_end anim_start="gunout" action="weaponout" cycle=off frame1=14 frame2=19 anim_end anim_start="gunin" action="weaponin" cycle=off frame1=7 frame2=12 anim_end anim_start="gunshoot" action="shoot" cycle=off blend_out=0.1 anim_end anim_start="shootbehind" action="shootback" no_headturn frame1=8 cycle=off anim_end anim_start="shootright" action="shootright" no_headturn cycle=off frame1=7 anim_end anim_start="shootleft" action="shootleft" no_headturn cycle=off frame1=7 anim_end anim_start="evadeLeft" action="left" speed=-0.56 cycle=off blend_in=0 anim_end anim_start="evadeRight" action="right" speed=0.54 cycle=off blend_in=0 anim_end anim_start="Lunge" action="lunge" cycle=off speed=1.5 blend_in=0.1 anim_end anim_start="LungeLand" action="lungeland" cycle=off blend_in=0 speed=0.81 frame_stop=12 anim_end anim_start="LungeLandFire" action="lungefire" cycle=off blend_in=0 anim_end anim_start="Grapple" action="up" blend_in=0.1 anim_end