name		Hawk
health		100
mp		100
speed		12
type		player
gfxshadow	1
diesound	data/sounds/die3.wav
running		22	4	2	1	1
riseinv		1 1
makeinv		4 
dust dust dust
offscreenkill	3000
sleepwait 2510
atchain		1 2 3 4 5
COM		A2 freespecial
COM		A3 freespecial2
icon		data/chars/hawk/icon.png 
weapons		Htank  Hcycle  HSwamp  HSkyHawk HSub Hawk_Run CommanderW HVAMP Hawk_Skier HawkMini  FlyH  HWHALE  HBazooka  Astronaut ShShip Tomcat  Travel Hawk
palette 	data/chars/hawk/burnt3.png
animationscript	data/scripts/player.c
load	shel  


anim	attack1
	delay	4
	offset	80 160
	bbox	60 64 52 93
	frame	data/chars/hawk/punch1.png
	attack	110 70 54 36 5
	frame	data/chars/hawk/punch2.png
	attack	0
	frame	data/chars/hawk/punch1.png
		
anim	attack2
	delay	5
	offset	80 160
	bbox	60 64 52 93
	frame	data/chars/hawk/punch21.png
	attack	110 70 54 24 7
	frame	data/chars/hawk/punch22.png
	attack	0
	frame	data/chars/hawk/punch23.png
		
anim	attack3
	delay	5
	offset	80 160
	bbox	60 64 52 93
	frame	data/chars/hawk/spunch1.png
	bbox	89 70 42 90
	frame	data/chars/hawk/spunch2.png
	delay	8
	attack	110 70 80 20 10
	frame	data/chars/hawk/spunch3.png
	attack	0
	bbox	60 64 52 93
	frame	data/chars/hawk/spunch4.png
		
anim	attack4
	delay	6
	offset	80 160
	bbox	60 64 52 93
	frame	data/chars/hawk/kick1.png
	frame	data/chars/hawk/kick2.png
	blast	121 41 57 76 15 1 0 15 40
	dropv	3 .2
	frame	data/chars/hawk/kick3.png
	attack	0
	frame	data/chars/hawk/kick4.png
	frame	data/chars/hawk/kick5.png
	frame	data/chars/hawk/kick6.png
	frame	data/chars/hawk/kick7.png
		
anim	attack5
	delay	2
	move 5
	offset	80 160
	bbox	60 64 52 93
	fastattack 1
	hitflash	slash
	hitfx	data/sounds/slash.wav
	frame	data/chars/hawk/knife1.png
	frame	data/chars/hawk/knife2.png
sound	data/sounds/punch.wav
	attack2	110 63 100 28 20 1
	dropv	3 2.5
	delay	8
	frame	data/chars/hawk/knife3.png
	attack	0
	frame	data/chars/hawk/knife4.png
	frame	data/chars/hawk/knife5.png
		
anim	attackdown
	offset	80 160
	delay	10
	jumpframe	1 2 0 1
	frame	data/chars/hawk/rise2.png
	delay	13
	frame	data/chars/hawk/jump1.png
	frame	data/chars/hawk/jump2.png
	frame	data/chars/hawk/jump1.png
	delay	10
	frame	data/chars/hawk/rise2.png
		
anim	attackup
	offset	80 160
	delay	10
	jumpframe	1 2 0 -1
	frame	data/chars/hawk/rise2.png
	delay	13
	frame	data/chars/hawk/jump1.png
	frame	data/chars/hawk/jump2.png
	frame	data/chars/hawk/jump1.png
	delay	10
	frame	data/chars/hawk/rise2.png
		
anim	burn
	loop	1 0 2
	offset	80 160
	delay	5
	landframe	3
	frame	data/chars/hawk/burnt1.png
	frame	data/chars/hawk/burnt2.png
	frame	data/chars/hawk/burnt3.png
	delay	10
	frame	data/chars/hawk/fall4.png
		
anim	fall
	offset	80 160
	delay	20
	landframe	3
	frame	data/chars/hawk/fall1.png
	frame	data/chars/hawk/fall2.png
	delay	300
	frame	data/chars/hawk/fall3.png
	delay	10
	frame	data/chars/hawk/fall4.png
		
anim	follow1
@script
    if(frame == 10){
      setindexedvar(1, NULL() );
    }
	@end_script	
	delay	100
	jumpframe	0 15 0 0
	dropframe	2
	landframe	3
	offset	80 160
	frame	data/chars/misc/empty.gif
	delay	500
	frame	data/chars/misc/empty.gif
	@cmd	degravity 0.8
	frame	data/chars/hawk/Par/1.gif
	delay	10
	offset	50 229
	frame	data/chars/hawk/Par/2.gif
	sound	data/chars/snake_eyes/Par/chute.wav
	offset	57 218
	frame	data/chars/hawk/Par/3.gif
	offset	78 170
	frame	data/chars/hawk/Par/4.gif
	offset	117 153
	frame	data/chars/hawk/Par/5.gif
	offset	148 86
	frame	data/chars/hawk/Par/6.gif
	offset	148 78
	frame	data/chars/hawk/Par/7.gif
	offset	118 78
	frame	data/chars/hawk/Par/8.gif
	offset	97 78
	frame	data/chars/hawk/Par/9.gif
	offset	99 78
	frame	data/chars/hawk/Par/10.gif
	offset	78 78
	frame	data/chars/hawk/Par/11.gif
	frame	data/chars/hawk/Par/12.gif
	offset	79 78
	frame	data/chars/hawk/Par/13.gif
	offset	45 94
	@cmd	degravity 0
	frame	data/chars/hawk/Par/14.gif
		
anim	freespecial
	delay	8
	offset	80 160
	bbox	57 60 40 100
	sound	data/sounds/reload.wav
	frame	data/chars/hawk/shoot1.png
	frame	data/chars/hawk/shoot2.png
	delay	5
	@cmd	aniLimit "ANI_FREESPECIAL" 13 5
	frame	data/chars/hawk/shoot3.png
	sound	data/chars/snake_eyes/pistol.wav
	@cmd	mpcost 5
	@cmd	shooter "bullet2" 73 75 0 3 0 0
	@cmd	toss "shel" 20 66 0
	frame	data/chars/hawk/shoot4.png
	@cmd	keyint "ANI_FREESPECIAL" 13 "A2" 1 0
	@cmd	aniLimit "ANI_FREESPECIAL" 13 5
	frame	data/chars/hawk/shoot3.png
	sound	data/chars/snake_eyes/pistol.wav
	@cmd	mpcost 5
	@cmd	shooter "bullet2" 73 75 0 3 0 0.2
	@cmd	toss "shel" 20 66 0
	frame	data/chars/hawk/shoot4.png
	@cmd	keyint "ANI_FREESPECIAL" 13 "A2" 1 0
	@cmd	aniLimit "ANI_FREESPECIAL" 13 5
	frame	data/chars/hawk/shoot3.png
	sound	data/chars/snake_eyes/pistol.wav
	@cmd	mpcost 5
	@cmd	shooter "bullet2" 73 75 0 3 0 -0.2
	@cmd	toss "shel" 20 66 0
	frame	data/chars/hawk/shoot4.png
	@cmd	keyint "ANI_FREESPECIAL" 13 "A2" 1 0
	@cmd	aniLimit "ANI_FREESPECIAL" 13 5
	frame	data/chars/hawk/shoot3.png
	sound	data/chars/snake_eyes/pistol.wav
	@cmd	mpcost 5
	@cmd	shooter "bullet2" 73 75 0 3 0 0.4
	@cmd	toss "shel" 20 66 0
	frame	data/chars/hawk/shoot4.png
	@cmd	keyint "ANI_FREESPECIAL" 13 "A2" 1 0
	@cmd	aniLimit "ANI_FREESPECIAL" 13 5
	frame	data/chars/hawk/shoot3.png
	sound	data/chars/snake_eyes/pistol.wav
	@cmd	mpcost 5
	@cmd	shooter "bullet2" 73 75 0 3 0 -0.4
	@cmd	toss "shel" 20 66 0
	frame	data/chars/hawk/shoot4.png
	@cmd	keyint "ANI_FREESPECIAL" 2 "A2" 0 5
	frame	data/chars/hawk/shoot3.png
	delay	18
	frame	data/chars/hawk/shoot2.png
	frame	data/chars/hawk/shoot1.png
		
anim	special#freespecial2
	delay	8
	offset	80 160
	hitflash	slash
	hitfx	data/sounds/slash.wav
	frame	data/chars/hawk/knife1.png
	frame	data/chars/hawk/knife2.png
sound	data/sounds/punch.wav
	attack2	110 63 100 28 10 1
	frame	data/chars/hawk/knife3.png
	attack	0
	frame	data/chars/hawk/knife4.png
	frame	data/chars/hawk/knife5.png
		
anim	get
	delay	6
	offset	80 160
	frame	data/chars/hawk/rise3.png
	frame	data/chars/hawk/rise2.png
	frame	data/chars/hawk/rise1.png
	delay	14
	frame	data/chars/hawk/get.png
	delay	6
	frame	data/chars/hawk/rise1.png
	frame	data/chars/hawk/rise2.png
	frame	data/chars/hawk/rise3.png
		
anim	idle
	loop	1
	delay	12
	offset	80 160
	bbox	60 64 52 93
	frame	data/chars/hawk/idle1.png
	frame	data/chars/hawk/idle2.png
	frame	data/chars/hawk/idle3.png
	frame	data/chars/hawk/idle4.png
		
anim	jump
	delay	16
	bbox	58 59 52 60
	offset	80 160
	frame	data/chars/hawk/jump1.png
	frame	data/chars/hawk/jump2.png
	frame	data/chars/hawk/jump3.png
	frame	data/chars/hawk/jump2.png
	frame	data/chars/hawk/jump1.png
		
anim	jumpattack
	offset	80 160
	delay	12
	bbox	58 59 52 60
	frame	data/chars/hawk/jukick1.png
	delay	500
	attack2	101 95 67 33 10 1
	frame	data/chars/hawk/jukick2.png
		
anim	jumpattack2
	offset	80 160
	delay	6
	bbox	58 59 52 60
	frame	data/chars/hawk/jupunch1.png
	frame	data/chars/hawk/jupunch2.png
	delay	500
	attack	101 82 40 42 10
	frame	data/chars/hawk/jupunch3.png
		
anim	jumpdelay
	offset	80 160
	delay	7
	bbox	57 90 56 70
	frame	data/chars/hawk/rise2.png
		
anim	jumpland
	offset	80 160
	delay	7
	bbox	57 90 56 70
sound	data/sounds/land.wav
	frame	data/chars/hawk/rise2.png
		
anim	pain
	offset	80 160
	delay	10
	bbox	60 64 52 93
	frame	data/chars/hawk/pain1.png
	delay	30
	frame	data/chars/hawk/pain2.png
	delay	10
	frame	data/chars/hawk/pain1.png
		
anim	rise
	offset	80 160
	frame	data/chars/Hawk/r1.png
	delay	13
	frame	data/chars/Hawk/r2.png
	delay	8
	frame	data/chars/Hawk/r3.png
	delay	13
	frame	data/chars/Hawk/r2.png
	delay	8
	frame	data/chars/Hawk/r3.png
	delay	13
	frame	data/chars/Hawk/r2.png
	delay	8
	frame	data/chars/Hawk/r3.png
	delay	8
	frame	data/chars/hawk/rise1.png
	frame	data/chars/hawk/rise2.png
	frame	data/chars/hawk/rise3.png
		
anim	run
	loop	1
	delay	12
	offset	80 160
	bbox	60 64 52 93
	frame	data/chars/hawk/run1.png
sound	data/sounds/run.wav
	frame	data/chars/hawk/run2.png
	frame	data/chars/hawk/run3.png
sound	data/sounds/run.wav
	frame	data/chars/hawk/run4.png
	frame	data/chars/hawk/run5.png
	frame	data/chars/hawk/run6.png
sound	data/sounds/run.wav
	frame	data/chars/hawk/run7.png
	frame	data/chars/hawk/run8.png
		
anim	runattack
	delay	8
	offset	80 160
	bbox	60 64 52 93
	hitflash	slash
	hitfx	data/sounds/slash.wav
	@cmd	dasher 2.2 0 0
	frame	data/chars/hawk/knife1.png
	frame	data/chars/hawk/knife2.png
	attack2	110 63 100 28 20 1
	frame	data/chars/hawk/knife3.png
	attack	0
	@cmd	dasher 0 0 0
	frame	data/chars/hawk/knife4.png
	frame	data/chars/hawk/knife5.png
		
anim	select
	delay	10
	offset	80 160
	frame	data/chars/hawk/intro1.png
	frame	data/chars/hawk/intro2.png
	frame	data/chars/hawk/intro3.png
	frame	data/chars/hawk/intro4.png
	frame	data/chars/hawk/intro5.png
	frame	data/chars/hawk/intro6.png
	frame	data/chars/hawk/idle1.png
		
anim	sleep
	loop	0
	delay	22
	offset	80 160
	bbox	60 64 52 93
	frame	data/chars/hawk/get.png
	delay	2147483647
	frame	data/chars/hawk/r3.png
		
anim	spawn
@script
    void self = getlocalvar("self");

    if(frame == 1){
      if(getindexedvar(1) == 1){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW1"));
      }
    }
	@end_script	
	delay	2
	offset	80 160
	frame	data/chars/misc/empty.gif
	frame	data/chars/misc/empty.gif
	delay	10
	frame	data/chars/hawk/intro1.png
	frame	data/chars/hawk/intro2.png
	frame	data/chars/hawk/intro3.png
	frame	data/chars/hawk/intro4.png
	@cmd	spawn01 "Jacket" -32 140 0
	frame	data/chars/hawk/intro5.png
	frame	data/chars/hawk/intro6.png
		
anim	freespecial2#special
	delay	2
	offset	80 160
	bbox	60 64 52 93
	frame	data/chars/hawk/gretoss1.png
	delay	8
	@cmd	aniLimit "ANI_SPECIAL" 5 20
	frame	data/chars/hawk/gretoss1.png
	@cmd	mpcost 20
	@cmd	tosser "HGrenade" 40 100 0 2 2 0
	frame	data/chars/hawk/gretoss2.png
	frame	data/chars/hawk/gretoss3.png
	delay	20
	frame	data/chars/hawk/gretoss1.png
	delay	1
	@cmd	keyint "ANI_SPECIAL" 1 "A3" 0 20
	frame	data/chars/hawk/gretoss1.png
		
anim	waiting
	delay	10
	offset	80 160
	frame	data/chars/hawk/intro1.png
		
anim	walk
	loop	1
	delay	12
	offset	80 160
	bbox	60 64 52 93
	frame	data/chars/hawk/walk1.png
	frame	data/chars/hawk/walk2.png
	frame	data/chars/hawk/walk3.png
	frame	data/chars/hawk/walk4.png
	frame	data/chars/hawk/walk5.png
	frame	data/chars/hawk/walk6.png
		
#|edited by openBor Stats v 0.41
		
