blaster zipup variant=rebel goodie can_open_doors already_got_hat shop_cost=10000 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 sfx_hurt="Rebel_Hurt" sfx_die="Rebel_Death" hit_points=1 radius=0.1 miny=0 maxy=0.42 scale=1.0 acceleration=10 air_gravity=-6.0 water_gravity=0 tiptoe_speed=0.1616 walk_speed=0.5 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 anim_end anim_start="walkHandsUp" action="walk3" footsteps frame3=4 frame4=17 anim_end anim_start="idleHandsUp" action="idle3" anim_end anim_start="fall" action="fall" cycle=on anim_end anim_start="forceLightning" action="zapped" fpsec=36 blend_in=0 anim_end anim_start="BuildIt" action="Build" cycle=on anim_end anim_start="slide" action="slide" anim_end anim_start="forceDizzy" action="deactivated" blend_in=0.15 no_headturn cycle=off anim_end anim_start="pullLever" action="pullLever" cycle=off anim_end anim_start="HelmetOn" action="helmeton" cycle=off gun_off anim_end anim_start="forceChoke" action="choked" fpsec=40 anim_end anim_start="jump" action="jump" cycle=off anim_end anim_start="land" action="land" cycle=off blend_in=0 anim_end anim_start="TrooperAccess" action="TrooperAccess" cycle=off anim_end anim_start="push" action="push" footsteps frame3=4 frame4=18 speed=0.28 anim_end anim_start="tiptoe" action="tiptoe" footsteps frame3=13 frame4=34 anim_end anim_start="gunin" action="weaponin" frame1=14 frame2=24 cycle=off anim_end anim_start="gunout" action="weaponout" frame1=88 frame2=93 cycle=off anim_end anim_start="idle" action="idle" anim_end anim_start="gunshoot" action="shoot" cycle=off blend_out=0.1 anim_end anim_start="gunidle" action="weaponidle" anim_end anim_start="run" action="run" footsteps frame3=3 frame4=14 anim_end anim_start="runGunOut" action="run2" footsteps frame3=3 frame4=14 anim_end anim_start="walk" action="walk" footsteps frame3=4 frame4=17 anim_end anim_start="walkGunout" action="walk2" footsteps frame3=4 frame4=17 anim_end anim_start="zipup" action="up" blend_in=0.1 anim_end anim_start="punch1" action="punch1" cycle=off blend_in=0 blend_out=0.2 frame1=8 speed=0.31 fpsec=30 anim_end anim_start="punch2" action="punch2" cycle=off blend_in=0 blend_out=0.2 frame1=9 speed=0.31 fpsec=30 anim_end anim_start="punch3" action="punch3" cycle=off blend_in=0 blend_out=0.2 frame1=8 frame_stop=9 speed=0.31 fpsec=30 anim_end anim_start="ride_bantha" action="ride_bantha" anim_end anim_start="ride_dewback" action="ride_dewback" anim_end anim_start="ride_landspeeder" action="ride_landspeeder" anim_end anim_start="ride_speederbike" action="ride_speederbike" anim_end anim_start="ride_heavyrepeatingcannon" action="ride_heavyrepeatingcannon" anim_end anim_start="ride_tauntaun" action="ride_tauntaun" anim_end anim_start="ride_generic_new_blasterchar" action="ride" gun_off bsa=off anim_end anim_start="throw_new_blasterchar" action="throw_new_blasterchar" frame1=8 frame2=12 frame3=20 blend_in=0.2 blend_out=0.2 bsa=off cycle=off anim_end