diff --git a/src/Player.ts b/src/Player.ts index d70812bc..0ea9c7d0 100644 --- a/src/Player.ts +++ b/src/Player.ts @@ -28,130 +28,131 @@ export class Player { filename: 'player.asl', }) - this.script.on('init', new LoadAnim('wait', 'player_wait_short')) - this.script.on('init', new LoadAnim('wait_short', 'player_wait_1st')) - this.script.on('init', new LoadAnim('walk', 'human_normal_walk')) - this.script.on('init', new LoadAnim('walk_ministep', 'human_normal_walk_little_steps')) - this.script.on('init', new LoadAnim('strafe_right', 'human_normal_strafe_right')) - this.script.on('init', new LoadAnim('strafe_left', 'human_normal_strafe_left')) - this.script.on('init', new LoadAnim('walk_backward', 'human_normal_walk_backward')) - this.script.on('init', new LoadAnim('run', 'player_normal_run_test')) - this.script.on('init', new LoadAnim('run_backward', 'player_normal_run_backward_test')) - this.script.on('init', new LoadAnim('strafe_run_right', 'player_normal_strafe_run_right')) - this.script.on('init', new LoadAnim('strafe_run_left', 'player_normal_strafe_run_left')) - this.script.on('init', new LoadAnim('u_turn_left', 'player_uturn_left')) - this.script.on('init', new LoadAnim('u_turn_right', 'player_uturn_right')) - this.script.on('init', new LoadAnim('u_turn_left_fight', 'player_uturn_left_fight')) - this.script.on('init', new LoadAnim('u_turn_right_fight', 'player_uturn_right_fight')) - this.script.on('init', new LoadAnim('fight_wait', 'human_fight_wait_player')) - this.script.on('init', new LoadAnim('fight_walk_forward', 'player_fight_walk')) - this.script.on('init', new LoadAnim('fight_walk_backward', 'player_fight_walk_backward')) - this.script.on('init', new LoadAnim('fight_strafe_right', 'player_fight_strafe_right')) - this.script.on('init', new LoadAnim('fight_strafe_left', 'player_fight_strafe_left')) - this.script.on('init', new LoadAnim('bare_ready', 'human_fight_ready_noweap')) - this.script.on('init', new LoadAnim('bare_unready', 'human_fight_unready_noweap')) - this.script.on('init', new LoadAnim('bare_wait', 'human_fight_wait_noweap')) - this.script.on('init', new LoadAnim('bare_strike_right_start', 'human_fight_attack_noweap_right_start')) - this.script.on('init', new LoadAnim('bare_strike_right_cycle', 'human_fight_attack_noweap_right_cycle')) - this.script.on('init', new LoadAnim('bare_strike_right', 'human_fight_attack_noweap_right_strike')) - this.script.on('init', new LoadAnim('bare_strike_left_start', 'human_fight_attack_noweap_left_start')) - this.script.on('init', new LoadAnim('bare_strike_left_cycle', 'human_fight_attack_noweap_left_cycle')) - this.script.on('init', new LoadAnim('bare_strike_left', 'human_fight_attack_noweap_left_strike')) - this.script.on('init', new LoadAnim('bare_strike_bottom_start', 'human_fight_attack_noweap_top_start')) - this.script.on('init', new LoadAnim('bare_strike_bottom_cycle', 'human_fight_attack_noweap_top_cycle')) - this.script.on('init', new LoadAnim('bare_strike_bottom', 'human_fight_attack_noweap_top_strike')) - this.script.on('init', new LoadAnim('bare_strike_top_start', 'human_fight_attack_noweap_bottom_start')) - this.script.on('init', new LoadAnim('bare_strike_top_cycle', 'human_fight_attack_noweap_bottom_cycle')) - this.script.on('init', new LoadAnim('bare_strike_top', 'human_fight_attack_noweap_bottom_strike')) - this.script.on('init', new LoadAnim('1h_ready_part_1', 'human_fight_ready_1handed_start')) - this.script.on('init', new LoadAnim('1h_ready_part_2', 'human_fight_ready_1handed_end')) - this.script.on('init', new LoadAnim('1h_unready_part_1', 'human_fight_unready_1handed_start')) - this.script.on('init', new LoadAnim('1h_unready_part_2', 'human_fight_unready_1handed_end')) - this.script.on('init', new LoadAnim('1h_wait', 'human_fight_wait_1handed')) - this.script.on('init', new LoadAnim('1h_strike_right_start', 'human_fight_attack_1handed_left_start')) - this.script.on('init', new LoadAnim('1h_strike_right_cycle', 'human_fight_attack_1handed_left_cycle')) - this.script.on('init', new LoadAnim('1h_strike_right', 'human_fight_attack_1handed_left_strike')) - this.script.on('init', new LoadAnim('1h_strike_left_start', 'human_fight_attack_1handed_right_start')) - this.script.on('init', new LoadAnim('1h_strike_left_cycle', 'human_fight_attack_1handed_right_cycle')) - this.script.on('init', new LoadAnim('1h_strike_left', 'human_fight_attack_1handed_right_strike')) - this.script.on('init', new LoadAnim('1h_strike_top_start', 'human_fight_attack_1handed_top_start')) - this.script.on('init', new LoadAnim('1h_strike_top_cycle', 'human_fight_attack_1handed_top_cycle')) - this.script.on('init', new LoadAnim('1h_strike_top', 'human_fight_attack_1handed_top_strike')) - this.script.on('init', new LoadAnim('1h_strike_bottom_start', 'human_fight_attack_1handed_bottom_start')) - this.script.on('init', new LoadAnim('1h_strike_bottom_cycle', 'human_fight_attack_1handed_bottom_cycle')) - this.script.on('init', new LoadAnim('1h_strike_bottom', 'human_fight_attack_1handed_bottom_strike')) - this.script.on('init', new LoadAnim('2h_ready_part_1', 'human_fight_ready_2handed_start')) - this.script.on('init', new LoadAnim('2h_ready_part_2', 'human_fight_ready_2handed_end')) - this.script.on('init', new LoadAnim('2h_unready_part_1', 'human_fight_unready_2handed_start')) - this.script.on('init', new LoadAnim('2h_unready_part_2', 'human_fight_unready_2handed_end')) - this.script.on('init', new LoadAnim('2h_wait', 'human_fight_wait_2handed')) - this.script.on('init', new LoadAnim('2h_strike_right_start', 'human_fight_attack_2handed_right_start')) - this.script.on('init', new LoadAnim('2h_strike_right_cycle', 'human_fight_attack_2handed_right_cycle')) - this.script.on('init', new LoadAnim('2h_strike_right', 'human_fight_attack_2handed_right_strike')) - this.script.on('init', new LoadAnim('2h_strike_left_start', 'human_fight_attack_2handed_left_start')) - this.script.on('init', new LoadAnim('2h_strike_left_cycle', 'human_fight_attack_2handed_left_cycle')) - this.script.on('init', new LoadAnim('2h_strike_left', 'human_fight_attack_2handed_left_strike')) - this.script.on('init', new LoadAnim('2h_strike_top_start', 'human_fight_attack_2handed_top_start')) - this.script.on('init', new LoadAnim('2h_strike_top_cycle', 'human_fight_attack_2handed_top_cycle')) - this.script.on('init', new LoadAnim('2h_strike_top', 'human_fight_attack_2handed_top_strike')) - this.script.on('init', new LoadAnim('2h_strike_bottom_start', 'human_fight_attack_2handed_bottom_start')) - this.script.on('init', new LoadAnim('2h_strike_bottom_cycle', 'human_fight_attack_2handed_bottom_cycle')) - this.script.on('init', new LoadAnim('2h_strike_bottom', 'human_fight_attack_2handed_bottom_strike')) - this.script.on('init', new LoadAnim('dagger_ready_part_1', 'human_fight_ready_dagger_start')) - this.script.on('init', new LoadAnim('dagger_ready_part_2', 'human_fight_ready_dagger_end')) - this.script.on('init', new LoadAnim('dagger_unready_part_1', 'human_fight_unready_dagger_start')) - this.script.on('init', new LoadAnim('dagger_unready_part_2', 'human_fight_unready_dagger_end')) - this.script.on('init', new LoadAnim('dagger_wait', 'human_fight_attack_dagger_wait')) - this.script.on('init', new LoadAnim('dagger_strike_right_start', 'human_fight_attack_dagger_right_start')) - this.script.on('init', new LoadAnim('dagger_strike_right_cycle', 'human_fight_attack_dagger_right_cycle')) - this.script.on('init', new LoadAnim('dagger_strike_right', 'human_fight_attack_dagger_right_strike')) - this.script.on('init', new LoadAnim('dagger_strike_left_start', 'human_fight_attack_dagger_left_start')) - this.script.on('init', new LoadAnim('dagger_strike_left_cycle', 'human_fight_attack_dagger_left_cycle')) - this.script.on('init', new LoadAnim('dagger_strike_left', 'human_fight_attack_dagger_left_strike')) - this.script.on('init', new LoadAnim('dagger_strike_top_start', 'human_fight_attack_dagger_top_start')) - this.script.on('init', new LoadAnim('dagger_strike_top_cycle', 'human_fight_attack_dagger_top_cycle')) - this.script.on('init', new LoadAnim('dagger_strike_top', 'human_fight_attack_dagger_top_strike')) - this.script.on('init', new LoadAnim('dagger_strike_bottom_start', 'human_fight_attack_dagger_bottom_start')) - this.script.on('init', new LoadAnim('dagger_strike_bottom_cycle', 'human_fight_attack_dagger_bottom_cycle')) - this.script.on('init', new LoadAnim('dagger_strike_bottom', 'human_fight_attack_dagger_bottom_strike')) - this.script.on('init', new LoadAnim('missile_ready_part_1', 'human_fight_ready_bow_start')) - this.script.on('init', new LoadAnim('missile_ready_part_2', 'human_fight_ready_bow_end')) - this.script.on('init', new LoadAnim('missile_unready_part_1', 'human_fight_unready_bow_start')) - this.script.on('init', new LoadAnim('missile_unready_part_2', 'human_fight_unready_bow_end')) - this.script.on('init', new LoadAnim('missile_wait', 'human_fight_wait_bow')) - this.script.on('init', new LoadAnim('missile_strike_part_1', 'human_fight_attack_bow_start_part1')) - this.script.on('init', new LoadAnim('missile_strike_part_2', 'human_fight_attack_bow_start_part2')) - this.script.on('init', new LoadAnim('missile_strike_cycle', 'human_fight_attack_bow_cycle')) - this.script.on('init', new LoadAnim('missile_strike', 'human_fight_attack_bow_strike')) - this.script.on('init', new LoadAnim('shield_start', 'human_fight_shield_in')) - this.script.on('init', new LoadAnim('shield_cycle', 'human_fight_shield_cycle')) - this.script.on('init', new LoadAnim('shield_hit', 'human_fight_shield_hit')) - this.script.on('init', new LoadAnim('shield_end', 'human_fight_shield_out')) - this.script.on('init', new LoadAnim('cast_start', 'human_castspell_in')) - this.script.on('init', new LoadAnim('cast_cycle', 'human_castspell_cycle')) - this.script.on('init', new LoadAnim('cast', 'human_castspell_cast')) - this.script.on('init', new LoadAnim('cast_end', 'human_castspell_out')) - this.script.on('init', new LoadAnim('meditation', 'human_meditation')) - this.script.on('init', new LoadAnim('levitate', 'human_levitation')) - this.script.on('init', new LoadAnim('crouch_start', 'human_normal_crouch_in')) - this.script.on('init', new LoadAnim('crouch_wait', 'human_normal_crouch_cycle')) - this.script.on('init', new LoadAnim('crouch_end', 'human_normal_crouch_out')) - this.script.on('init', new LoadAnim('crouch_strafe_right', 'human_normal_crouch_strafe_right')) - this.script.on('init', new LoadAnim('crouch_strafe_left', 'human_normal_crouch_strafe_left')) - this.script.on('init', new LoadAnim('crouch_walk', 'human_normal_crouch_walk_forward')) - this.script.on('init', new LoadAnim('crouch_walk_backward', 'human_normal_crouch_walk_backward')) - this.script.on('init', new LoadAnim('lean_left', 'human_normal_lean_right_in')) - this.script.on('init', new LoadAnim('lean_right', 'human_normal_lean_left_in')) - this.script.on('init', new LoadAnim('jump_anticipation', 'human_normal_jump_part1_anticipation')) - this.script.on('init', new LoadAnim('jump_up', 'human_normal_jump_part2_jumpup')) - this.script.on('init', new LoadAnim('jump_cycle', 'human_normal_jump_part3_cycleinair')) - this.script.on('init', new LoadAnim('jump_end', 'human_normal_jump_part4_landing')) - this.script.on('init', new LoadAnim('jump_end_part2', 'human_normal_jump_part5_contact_floor')) - this.script.on('init', new LoadAnim('hold_torch', 'human_hold_torch_toponly')) - this.script.on('init', new LoadAnim('die', 'human_death5')) - this.script.on('init', new LoadAnim('hit', 'human_fight_receive_damage')) - this.script.on('init', new LoadAnim('talk_neutral', 'human_talk_neutral_headonly')) - this.script.on('init', new LoadAnim('talk_angry', 'human_talk_angry_headonly')) + this.script + .on('init', new LoadAnim('wait', 'player_wait_short')) + .on('init', new LoadAnim('wait_short', 'player_wait_1st')) + .on('init', new LoadAnim('walk', 'human_normal_walk')) + .on('init', new LoadAnim('walk_ministep', 'human_normal_walk_little_steps')) + .on('init', new LoadAnim('strafe_right', 'human_normal_strafe_right')) + .on('init', new LoadAnim('strafe_left', 'human_normal_strafe_left')) + .on('init', new LoadAnim('walk_backward', 'human_normal_walk_backward')) + .on('init', new LoadAnim('run', 'player_normal_run_test')) + .on('init', new LoadAnim('run_backward', 'player_normal_run_backward_test')) + .on('init', new LoadAnim('strafe_run_right', 'player_normal_strafe_run_right')) + .on('init', new LoadAnim('strafe_run_left', 'player_normal_strafe_run_left')) + .on('init', new LoadAnim('u_turn_left', 'player_uturn_left')) + .on('init', new LoadAnim('u_turn_right', 'player_uturn_right')) + .on('init', new LoadAnim('u_turn_left_fight', 'player_uturn_left_fight')) + .on('init', new LoadAnim('u_turn_right_fight', 'player_uturn_right_fight')) + .on('init', new LoadAnim('fight_wait', 'human_fight_wait_player')) + .on('init', new LoadAnim('fight_walk_forward', 'player_fight_walk')) + .on('init', new LoadAnim('fight_walk_backward', 'player_fight_walk_backward')) + .on('init', new LoadAnim('fight_strafe_right', 'player_fight_strafe_right')) + .on('init', new LoadAnim('fight_strafe_left', 'player_fight_strafe_left')) + .on('init', new LoadAnim('bare_ready', 'human_fight_ready_noweap')) + .on('init', new LoadAnim('bare_unready', 'human_fight_unready_noweap')) + .on('init', new LoadAnim('bare_wait', 'human_fight_wait_noweap')) + .on('init', new LoadAnim('bare_strike_right_start', 'human_fight_attack_noweap_right_start')) + .on('init', new LoadAnim('bare_strike_right_cycle', 'human_fight_attack_noweap_right_cycle')) + .on('init', new LoadAnim('bare_strike_right', 'human_fight_attack_noweap_right_strike')) + .on('init', new LoadAnim('bare_strike_left_start', 'human_fight_attack_noweap_left_start')) + .on('init', new LoadAnim('bare_strike_left_cycle', 'human_fight_attack_noweap_left_cycle')) + .on('init', new LoadAnim('bare_strike_left', 'human_fight_attack_noweap_left_strike')) + .on('init', new LoadAnim('bare_strike_bottom_start', 'human_fight_attack_noweap_top_start')) + .on('init', new LoadAnim('bare_strike_bottom_cycle', 'human_fight_attack_noweap_top_cycle')) + .on('init', new LoadAnim('bare_strike_bottom', 'human_fight_attack_noweap_top_strike')) + .on('init', new LoadAnim('bare_strike_top_start', 'human_fight_attack_noweap_bottom_start')) + .on('init', new LoadAnim('bare_strike_top_cycle', 'human_fight_attack_noweap_bottom_cycle')) + .on('init', new LoadAnim('bare_strike_top', 'human_fight_attack_noweap_bottom_strike')) + .on('init', new LoadAnim('1h_ready_part_1', 'human_fight_ready_1handed_start')) + .on('init', new LoadAnim('1h_ready_part_2', 'human_fight_ready_1handed_end')) + .on('init', new LoadAnim('1h_unready_part_1', 'human_fight_unready_1handed_start')) + .on('init', new LoadAnim('1h_unready_part_2', 'human_fight_unready_1handed_end')) + .on('init', new LoadAnim('1h_wait', 'human_fight_wait_1handed')) + .on('init', new LoadAnim('1h_strike_right_start', 'human_fight_attack_1handed_left_start')) + .on('init', new LoadAnim('1h_strike_right_cycle', 'human_fight_attack_1handed_left_cycle')) + .on('init', new LoadAnim('1h_strike_right', 'human_fight_attack_1handed_left_strike')) + .on('init', new LoadAnim('1h_strike_left_start', 'human_fight_attack_1handed_right_start')) + .on('init', new LoadAnim('1h_strike_left_cycle', 'human_fight_attack_1handed_right_cycle')) + .on('init', new LoadAnim('1h_strike_left', 'human_fight_attack_1handed_right_strike')) + .on('init', new LoadAnim('1h_strike_top_start', 'human_fight_attack_1handed_top_start')) + .on('init', new LoadAnim('1h_strike_top_cycle', 'human_fight_attack_1handed_top_cycle')) + .on('init', new LoadAnim('1h_strike_top', 'human_fight_attack_1handed_top_strike')) + .on('init', new LoadAnim('1h_strike_bottom_start', 'human_fight_attack_1handed_bottom_start')) + .on('init', new LoadAnim('1h_strike_bottom_cycle', 'human_fight_attack_1handed_bottom_cycle')) + .on('init', new LoadAnim('1h_strike_bottom', 'human_fight_attack_1handed_bottom_strike')) + .on('init', new LoadAnim('2h_ready_part_1', 'human_fight_ready_2handed_start')) + .on('init', new LoadAnim('2h_ready_part_2', 'human_fight_ready_2handed_end')) + .on('init', new LoadAnim('2h_unready_part_1', 'human_fight_unready_2handed_start')) + .on('init', new LoadAnim('2h_unready_part_2', 'human_fight_unready_2handed_end')) + .on('init', new LoadAnim('2h_wait', 'human_fight_wait_2handed')) + .on('init', new LoadAnim('2h_strike_right_start', 'human_fight_attack_2handed_right_start')) + .on('init', new LoadAnim('2h_strike_right_cycle', 'human_fight_attack_2handed_right_cycle')) + .on('init', new LoadAnim('2h_strike_right', 'human_fight_attack_2handed_right_strike')) + .on('init', new LoadAnim('2h_strike_left_start', 'human_fight_attack_2handed_left_start')) + .on('init', new LoadAnim('2h_strike_left_cycle', 'human_fight_attack_2handed_left_cycle')) + .on('init', new LoadAnim('2h_strike_left', 'human_fight_attack_2handed_left_strike')) + .on('init', new LoadAnim('2h_strike_top_start', 'human_fight_attack_2handed_top_start')) + .on('init', new LoadAnim('2h_strike_top_cycle', 'human_fight_attack_2handed_top_cycle')) + .on('init', new LoadAnim('2h_strike_top', 'human_fight_attack_2handed_top_strike')) + .on('init', new LoadAnim('2h_strike_bottom_start', 'human_fight_attack_2handed_bottom_start')) + .on('init', new LoadAnim('2h_strike_bottom_cycle', 'human_fight_attack_2handed_bottom_cycle')) + .on('init', new LoadAnim('2h_strike_bottom', 'human_fight_attack_2handed_bottom_strike')) + .on('init', new LoadAnim('dagger_ready_part_1', 'human_fight_ready_dagger_start')) + .on('init', new LoadAnim('dagger_ready_part_2', 'human_fight_ready_dagger_end')) + .on('init', new LoadAnim('dagger_unready_part_1', 'human_fight_unready_dagger_start')) + .on('init', new LoadAnim('dagger_unready_part_2', 'human_fight_unready_dagger_end')) + .on('init', new LoadAnim('dagger_wait', 'human_fight_attack_dagger_wait')) + .on('init', new LoadAnim('dagger_strike_right_start', 'human_fight_attack_dagger_right_start')) + .on('init', new LoadAnim('dagger_strike_right_cycle', 'human_fight_attack_dagger_right_cycle')) + .on('init', new LoadAnim('dagger_strike_right', 'human_fight_attack_dagger_right_strike')) + .on('init', new LoadAnim('dagger_strike_left_start', 'human_fight_attack_dagger_left_start')) + .on('init', new LoadAnim('dagger_strike_left_cycle', 'human_fight_attack_dagger_left_cycle')) + .on('init', new LoadAnim('dagger_strike_left', 'human_fight_attack_dagger_left_strike')) + .on('init', new LoadAnim('dagger_strike_top_start', 'human_fight_attack_dagger_top_start')) + .on('init', new LoadAnim('dagger_strike_top_cycle', 'human_fight_attack_dagger_top_cycle')) + .on('init', new LoadAnim('dagger_strike_top', 'human_fight_attack_dagger_top_strike')) + .on('init', new LoadAnim('dagger_strike_bottom_start', 'human_fight_attack_dagger_bottom_start')) + .on('init', new LoadAnim('dagger_strike_bottom_cycle', 'human_fight_attack_dagger_bottom_cycle')) + .on('init', new LoadAnim('dagger_strike_bottom', 'human_fight_attack_dagger_bottom_strike')) + .on('init', new LoadAnim('missile_ready_part_1', 'human_fight_ready_bow_start')) + .on('init', new LoadAnim('missile_ready_part_2', 'human_fight_ready_bow_end')) + .on('init', new LoadAnim('missile_unready_part_1', 'human_fight_unready_bow_start')) + .on('init', new LoadAnim('missile_unready_part_2', 'human_fight_unready_bow_end')) + .on('init', new LoadAnim('missile_wait', 'human_fight_wait_bow')) + .on('init', new LoadAnim('missile_strike_part_1', 'human_fight_attack_bow_start_part1')) + .on('init', new LoadAnim('missile_strike_part_2', 'human_fight_attack_bow_start_part2')) + .on('init', new LoadAnim('missile_strike_cycle', 'human_fight_attack_bow_cycle')) + .on('init', new LoadAnim('missile_strike', 'human_fight_attack_bow_strike')) + .on('init', new LoadAnim('shield_start', 'human_fight_shield_in')) + .on('init', new LoadAnim('shield_cycle', 'human_fight_shield_cycle')) + .on('init', new LoadAnim('shield_hit', 'human_fight_shield_hit')) + .on('init', new LoadAnim('shield_end', 'human_fight_shield_out')) + .on('init', new LoadAnim('cast_start', 'human_castspell_in')) + .on('init', new LoadAnim('cast_cycle', 'human_castspell_cycle')) + .on('init', new LoadAnim('cast', 'human_castspell_cast')) + .on('init', new LoadAnim('cast_end', 'human_castspell_out')) + .on('init', new LoadAnim('meditation', 'human_meditation')) + .on('init', new LoadAnim('levitate', 'human_levitation')) + .on('init', new LoadAnim('crouch_start', 'human_normal_crouch_in')) + .on('init', new LoadAnim('crouch_wait', 'human_normal_crouch_cycle')) + .on('init', new LoadAnim('crouch_end', 'human_normal_crouch_out')) + .on('init', new LoadAnim('crouch_strafe_right', 'human_normal_crouch_strafe_right')) + .on('init', new LoadAnim('crouch_strafe_left', 'human_normal_crouch_strafe_left')) + .on('init', new LoadAnim('crouch_walk', 'human_normal_crouch_walk_forward')) + .on('init', new LoadAnim('crouch_walk_backward', 'human_normal_crouch_walk_backward')) + .on('init', new LoadAnim('lean_left', 'human_normal_lean_right_in')) + .on('init', new LoadAnim('lean_right', 'human_normal_lean_left_in')) + .on('init', new LoadAnim('jump_anticipation', 'human_normal_jump_part1_anticipation')) + .on('init', new LoadAnim('jump_up', 'human_normal_jump_part2_jumpup')) + .on('init', new LoadAnim('jump_cycle', 'human_normal_jump_part3_cycleinair')) + .on('init', new LoadAnim('jump_end', 'human_normal_jump_part4_landing')) + .on('init', new LoadAnim('jump_end_part2', 'human_normal_jump_part5_contact_floor')) + .on('init', new LoadAnim('hold_torch', 'human_hold_torch_toponly')) + .on('init', new LoadAnim('die', 'human_death5')) + .on('init', new LoadAnim('hit', 'human_fight_receive_damage')) + .on('init', new LoadAnim('talk_neutral', 'human_talk_neutral_headonly')) + .on('init', new LoadAnim('talk_angry', 'human_talk_angry_headonly')) return this }