layers_special=0,1,4 layers_high=0,1,4 layers_medium=0,2,4 layers_low=0,3,4 layers_dead=0,1,4 sfx_misc="GrievSpinBlock" sfx_misc="Grv_GuardWeaponLp" sfx_misc="Grv_GuardImpact" baddie high_jump radius=0.1 miny=0 maxy=0.42 scale=1.0 acceleration=10 tiptoe_speed=0.25569 walk_speed=0.6 rxxxxun_speed=1.2 run_speed=1.4 blobshadow_size=0.125 hit_points=5 headmovement2 head_locator=1 head_joint=0 tag_locator=0 maxheadturn=40 maxheadtilt=20 shadow_locators=6,7 streak=purple streak_1_locators=2,3 streak_2_locators=4,5 // OLD High Jump Values // jump_speed=4.0 // jump_2_speed=4.0 // jump_speed_double=3.2 // air_gravity=-7.0 jump_speed=3 jump_2_speed=3 jump_speed_double=2.3 air_gravity=-6.0 bsa_default=off anim_start="idle" action="weaponidle" anim_end anim_start="tiptoe" action="tiptoe" footsteps frame3=15 frame4=30 anim_end anim_start="walk" action="walk" footsteps frame3=4 frame4=19 fpsec=36 anim_end anim_start="run" action="run" footsteps frame3=13 frame4=28 fpsec=36 anim_end anim_start="fall" action="fall" anim_end anim_start="jump" action="jump" cycle=off blend_in=0 blend_out=0.4 // to improve blend to slam anim_end anim_start="land" action="land" cycle=off blend_in=0 anim_end anim_start="block1" action="block1" anim_end anim_start="slam" action="slam" blend_in=0.4 // to improve blend from jump anim_end anim_start="slamland" action="slamland" blend_in=0 cycle=off anim_end anim_start="combo1_1b" action="combo1_1b" cycle=off speed=0.6 frame1=13.5 anim_end anim_start="combo1_2a" action="combo1_2a" cycle=off blend_in=0 speed=0.6 frame1=15.0 anim_end anim_start="combo1_3a" action="combo1_3a" cycle=off blend_in=0 speed=0.6 frame1=13 frame2=13 anim_end anim_start="slide" action="slide" blend_in=0.2 blend_out=0.2 anim_end anim_start="forceLightning" action="zapped" no_headturn fpsec=30 blend_in=0 gun_off anim_end anim_start="forcechoke" action="choked" no_headturn blend_in=0.15 blend_out=0.15 fpsec=30 anim_end