blaster zipup layers_special=0,2,5 layers_high=0,2,5 layers_medium=0,2,5 layers_low=0,2,5 layers_dead=0,2,5 sfx_hurt="Leia_Hurt" sfx_die="Leia_Death" sfx_shoot="Leia_Blaster" radius=0.1 miny=0 maxy=0.42 scale=1.0 acceleration=10 hit_points=4 variant=leia tag_locator=6 tiptoe_speed=0.22 walk_speed=0.6 run_speed=1.2 head_locator=2 head_joint=0 helmet_locator=7 hair_layer=5 weapon_locator_1=0 throw_locator=1 weapon_shoot_locator=3 move_delay=0.2 lunge_speed=1.5 lunge_jumpspeed=0.75 jump_speed=2.3 air_gravity=-6.0 water_gravity=0 lunge_gravity=-10 slam_jumpspeed=3 slam_gravity=-15 shadow_locators=4,5 hand_locators=0,1 slide_orientation bsa_default=on anim_start="splat" action="splat" blend_in=0 blend_out=0.2 bsa=off no_headturn cycle=off anim_end anim_start="sexydance" action="idle5" no_headturn anim_end anim_start="slide" action="slide" blend_out=0.1 fpsec=60 anim_end anim_start="HelmetOn" action="helmeton" cycle=off anim_end anim_start="gothat" action="helmeton2" cycle=off anim_end anim_start="throwThermal" action="throw" frame1=4 frame2=14 frame3=17 cycle=off anim_end anim_start="TrooperAccess" action="TrooperAccess" cycle=off anim_end anim_start="melee1" action="punch1" cycle=off blend_in=0 frame1=15 //speed=0.2462 speed=0.4 anim_end anim_start="melee2" action="punch2" cycle=off blend_in=0 frame1=5 //speed=0.2462 speed=0.4 anim_end anim_start="melee3" action="punch3" cycle=off blend_in=0 frame1=5 frame2=8 //speed=0.2462 speed=0.4 anim_end anim_start="zipup" action="up" blend_in=0.0 anim_end anim_start="BuildIt" action="Build" cycle=on anim_end anim_start="pullLever" action="pullLever" cycle=off anim_end anim_start="tiptoe" action="tiptoe" footsteps frame3=20 frame4=39 anim_end anim_start="evadeRight" action="right" speed=0.2 cycle=off blend_in=0 anim_end anim_start="evadeLeft" action="left" speed=-0.2 cycle=off blend_in=0 anim_end anim_start="walk" action="walk" footsteps frame3=4 frame4=16 fpsec=30 anim_end anim_start="walkGunOut" action="walk2" footsteps frame3=4 frame4=16 can_play_backwards anim_end anim_start="run" action="run" footsteps frame3=17 frame4=30 fpsec=40 anim_end anim_start="runGunout" action="run2" footsteps frame3=17 frame4=30 fpsec=40 anim_end anim_start="idle" action="idle" anim_end anim_start="gunidle" action="weaponidle" anim_end anim_start="gunshoot" action="shoot" cycle=off speed=-0.15 blend_out=0 anim_end anim_start="gunout" action="weaponout" cycle=off frame1=20 frame2=28 anim_end anim_start="gunin" action="weaponin" cycle=off frame1=24 frame2=29 anim_end anim_start="jump" action="jump" cycle=off anim_end anim_start="land" action="land" cycle=off blend_in=0 speed=0.1 anim_end anim_start="forceChoke" action="choked" fpsec=36 blend_in=0.1 anim_end anim_start="forceLightning" action="zapped" fpsec=36 blend_in=0 anim_end anim_start="fall" action="fall" fpsec=36 anim_end anim_start="HeavyLand" action="fallLand" blend_in=0 cycle=off gun_off anim_end anim_start="push" action="push" footsteps frame3=16 frame4=29 speed=0.2 anim_end anim_start="handKiss" action="attacked" gun_off cycle=off blend_in=0.2 blend_out=0.2 no_headturn anim_end anim_start="rideBantha" action="ride_bantha" gun_off blend_in=0 anim_end anim_start="rideTaunTaun" action="ride_tauntaun" gun_off anim_end anim_start="ride_dewback_new_blasterchar" action="ride_dewback" gun_off bsa=off anim_end anim_start="rideLandspeeder" action="ride_landspeeder" gun_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_generic_new_blasterchar" action="ride" gun_off bsa=off anim_end