2021-09-20 13:07:41 -05:00
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// Created by Crowbar 0.56
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//
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// Includes Mapbase modifications.
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//
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$declaresequence "dummyattachment"
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$declaresequence "idle_subtle"
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$declaresequence "idle_angry"
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$declaresequence "idlenoise"
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$declaresequence "LineIdle01"
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$declaresequence "LineIdle02"
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$declaresequence "LineIdle03"
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$declaresequence "Crouch_idleD"
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$declaresequence "layer_crouch_walk_no_weapon"
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$declaresequence "layer_crouch_run_no_weapon"
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$declaresequence "walk_all_Moderate"
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$declaresequence "walk_all"
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$declaresequence "run_all"
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$declaresequence "Crouch_walk_all"
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$declaresequence "crouch_run_all_delta"
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$declaresequence "crouchRUNALL1"
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$declaresequence "Stand_to_crouch"
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$declaresequence "Crouch_to_stand"
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$declaresequence "Open_door_away"
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$declaresequence "Open_door_towards_right"
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$declaresequence "Open_door_towards_left"
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$declaresequence "turnleft"
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$declaresequence "turnright"
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$declaresequence "gesture_turn_left_45default"
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$declaresequence "gesture_turn_left_45inDelta"
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$declaresequence "gesture_turn_left_45outDelta"
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$declaresequence "gesture_turn_left_45"
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$declaresequence "gesture_turn_left_90default"
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$declaresequence "gesture_turn_left_90inDelta"
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$declaresequence "gesture_turn_left_90outDelta"
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$declaresequence "gesture_turn_left_90"
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$declaresequence "gesture_turn_right_45default"
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$declaresequence "gesture_turn_right_45inDelta"
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$declaresequence "gesture_turn_right_45outDelta"
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$declaresequence "gesture_turn_right_45"
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$declaresequence "gesture_turn_right_90default"
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$declaresequence "gesture_turn_right_90inDelta"
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$declaresequence "gesture_turn_right_90outDelta"
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$declaresequence "gesture_turn_right_90"
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$declaresequence "gesture_turn_left_45_flatdefault"
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$declaresequence "gesture_turn_left_45_flatinDelta"
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$declaresequence "gesture_turn_left_45_flatoutDelta"
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$declaresequence "gesture_turn_left_45_flat"
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$declaresequence "gesture_turn_left_90_flatdefault"
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$declaresequence "gesture_turn_left_90_flatinDelta"
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$declaresequence "gesture_turn_left_90_flatoutDelta"
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$declaresequence "gesture_turn_left_90_flat"
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$declaresequence "gesture_turn_right_45_flatdefault"
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$declaresequence "gesture_turn_right_45_flatinDelta"
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$declaresequence "gesture_turn_right_45_flatoutDelta"
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$declaresequence "gesture_turn_right_45_flat"
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$declaresequence "gesture_turn_right_90_flatdefault"
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$declaresequence "gesture_turn_right_90_flatinDelta"
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$declaresequence "gesture_turn_right_90_flatoutDelta"
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$declaresequence "gesture_turn_right_90_flat"
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$declaresequence "photo_react_blind"
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$declaresequence "photo_react_startle"
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$declaresequence "ThrowItem"
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$declaresequence "Heal"
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$declaresequence "Wave"
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$declaresequence "Wave_close"
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$declaresequence "crouchidlehide"
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$declaresequence "Fear_Reaction"
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$declaresequence "Fear_Reaction_Idle"
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$declaresequence "cower"
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$declaresequence "cower_Idle"
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$declaresequence "layer_run_protected"
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$declaresequence "run_protected_all"
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$declaresequence "layer_run_panicked2"
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$declaresequence "run_panicked_2_all"
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$declaresequence "layer_run_panicked"
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$declaresequence "run_panicked__all"
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$declaresequence "layer_run_panicked3"
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$declaresequence "run_panicked3__all"
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$declaresequence "layer_walk_panicked"
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$declaresequence "walk_panicked_all"
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$declaresequence "crouch_panicked"
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$declaresequence "podpose"
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$declaresequence "deathpose_front"
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$declaresequence "deathpose_back"
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$declaresequence "deathpose_right"
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$declaresequence "deathpose_left"
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$declaresequence "Handshake_Alyx_Female"
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$declaresequence "injured1"
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$declaresequence "injured1postidle"
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$declaresequence "injured2"
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$declaresequence "base_cit_medic_anim"
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$declaresequence "base_cit_medic_postanim"
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$declaresequence "silo_sit"
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$declaresequence "Idle_Angry_SMG1"
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$declaresequence "Idle_Angry_Shotgun"
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$declaresequence "Idle_SMG1_Aim"
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$declaresequence "Idle_SMG1_Aim_Alert"
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$declaresequence "idle_angry_Ar2"
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//
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// Fixes animation weirdness
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//
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//$declaresequence "idle_ar2_aim"
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$sequence "idle_ar2_aim" {
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"female_shared_anims\idle_ar2_aim.smd"
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activity "ACT_IDLE_ANGRY_AR2" 1
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fadein 0.5
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fadeout 0.5
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addlayer "layer_Aim_all"
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node "shooting"
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fps 30
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loop
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ikrule "lfoot" footstep
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ikrule "rfoot" footstep
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ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
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ikrule "rhand" release
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}
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$declaresequence "shoot_smg1"
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//
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// Fixes hand
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//
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//$declaresequence "shoot_ar2"
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$sequence "shoot_ar2" {
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"female_shared_anims\shoot_ar2.smd"
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activity "ACT_RANGE_ATTACK_AR2" 1
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addlayer "layer_Aim_all"
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node "shooting"
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fps 25
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match "idle_ar2_aim"
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ikrule "lfoot" footstep
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ikrule "rfoot" footstep
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ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
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ikrule "rhand" release
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}
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$declaresequence "shoot_ar2_alt"
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$declaresequence "shoot_shotgun"
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$declaresequence "shoot_rpg"
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$declaresequence "reload_smg1"
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$declaresequence "reload_shotgun1"
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//
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// Improved reload_ar2 that blends straight into aiming
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//
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//$declaresequence "reload_ar2"
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$sequence "reload_ar2" {
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"female_shared_anims\reload_ar2.smd"
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activity "ACT_RELOAD_AR2" 1
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{ event 3015 10 "" }
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blendlayer "layer_Aim_all" 32 45 49 49 spline
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node "shooting"
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fps 25
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cmdlist lockfeet
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}
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$declaresequence "gesture_reload_smg1spine"
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$declaresequence "gesture_reload_smg1arms"
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$declaresequence "gesture_reload_smg1"
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$declaresequence "gesture_reload_ar2spine"
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$declaresequence "gesture_reload_ar2arms"
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$declaresequence "gesture_reload_ar2"
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//
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// This doesn't replace anything, but it fits in this spot.
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//
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$makeweapongesture "gesture_reload_shotgun" "female_shared_anims\reload_shotgun1.smd" 10 60 75
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$append "gesture_reload_shotgun" {
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activity "ACT_GESTURE_RELOAD_SHOTGUN" 1
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{ event 3015 29 "" }
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{ event AE_CL_PLAYSOUND 57 "Weapon_Shotgun.Special1" }
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}
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$declaresequence "gesture_shoot_ar2"
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$declaresequence "gesture_shoot_smg1"
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$declaresequence "gesture_shoot_shotgun"
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$declaresequence "gesture_shoot_rpg"
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$declaresequence "IdleAngryToShootDelta"
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$declaresequence "IdleAngryToShoot"
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$declaresequence "ShootToIdleAngryDelta"
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$declaresequence "ShootToIdleAngry"
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$declaresequence "IdleAngry_AR2_ToShootDelta"
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$declaresequence "IdleAngry_AR2_ToShoot"
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$declaresequence "Shoot_AR2_ToIdleAngryDelta"
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$declaresequence "Shoot_AR2_ToIdleAngry"
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$declaresequence "CrouchDToShoot"
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$declaresequence "ShootToCrouchD"
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$declaresequence "CrouchDToStand"
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$declaresequence "StandToCrouchD"
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$declaresequence "CrouchDToCrouchShoot"
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$declaresequence "CrouchShootToCrouchD"
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$declaresequence "Cover_R"
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$declaresequence "Cover_L"
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$declaresequence "CoverLow_R"
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$declaresequence "CoverLow_L"
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$declaresequence "Cover_LToShootSMG1"
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$declaresequence "Cover_RToShootSMG1"
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$declaresequence "CoverLow_LToShootSMG1"
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$declaresequence "CoverLow_RToShootSMG1"
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$declaresequence "ShootSMG1ToCover_L"
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$declaresequence "ShootSMG1ToCover_R"
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$declaresequence "ShootSMG1ToCoverLow_L"
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$declaresequence "ShootSMG1ToCoverLow_R"
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$declaresequence "crouch_shoot_smg1"
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$declaresequence "crouch_aim_smg1"
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$declaresequence "crouch_reload_smg1"
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$sequence "crouch_shoot_shotgun" {
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"female_shared_anims\crouch_aim_smg1.smd"
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activity "ACT_RANGE_ATTACK_SHOTGUN_LOW" 1
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numframes 45
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addlayer "gesture_shoot_shotgun"
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addlayer "layer_Aim_all"
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node "crouchShooting"
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loop
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ikrule "lfoot" footstep
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ikrule "rfoot" footstep
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ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
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ikrule "rhand" release
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}
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2021-10-03 21:28:20 -05:00
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//$declaresequence "shootp1" // New pistol animations in NewPistolAnimations_FemaleCitizen.qci
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2021-09-20 13:07:41 -05:00
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//$declaresequence "reloadpistol"
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$sequence "reloadpistol" {
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"female_shared_anims\reloadpistol.smd"
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activity "ACT_RELOAD_PISTOL" 1
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{ event 3015 35 "" }
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fadein 0.2
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fadeout 0.2
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//node "standing" // No node anymore
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fps 30
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ikrule "lfoot" footstep contact 0 fakeorigin 9.84 2.76 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 38 38 target 3
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ikrule "rfoot" footstep contact 0 fakeorigin -4.82 -5.95 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 38 38 target 2
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ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 38 38 target 0
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ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 38 38 target 1
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}
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2021-10-03 21:28:20 -05:00
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//$declaresequence "Pistol_idle" // New pistol animations in NewPistolAnimations_FemaleCitizen.qci
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//$declaresequence "Pistol_idle_aim" // New pistol animations in NewPistolAnimations_FemaleCitizen.qci
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2021-09-20 13:07:41 -05:00
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$declaresequence "gesture_shootp1"
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$declaresequence "layer_Aim_p_all"
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$declaresequence "layer_run_p_aiming"
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$declaresequence "run_aiming_p_all"
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$declaresequence "layer_walk_p_aiming"
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$declaresequence "walk_aiming_p_all"
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$declaresequence "throw1"
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$declaresequence "swing"
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$declaresequence "MeleeAttack01"
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$declaresequence "pickup"
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$declaresequence "gunrack"
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$declaresequence "smgdraw"
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$declaresequence "Fear_Reaction_gesturespine"
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$declaresequence "Fear_Reaction_gesturearms"
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$declaresequence "Fear_Reaction_gesture"
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$declaresequence "Wave_SMG1"
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$declaresequence "layer_Aim_all"
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$declaresequence "layer_Aim_AR2_all"
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$declaresequence "layer_Aim_Alert_all"
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$declaresequence "layer_Aim_AR2_Alert_all"
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$declaresequence "layer_runAim_all"
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$declaresequence "layer_runAim_ar2_all"
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$declaresequence "layer_walkAlertAim_all"
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$declaresequence "layer_walkAlertAim_AR2_all"
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$declaresequence "layer_walk_aiming"
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$declaresequence "layer_walk_holding"
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$declaresequence "layer_run_aiming"
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$declaresequence "layer_crouch_run_aiming"
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$declaresequence "layer_crouch_walk_aiming"
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$declaresequence "layer_walk_AR2_aiming"
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$declaresequence "layer_walk_AR2_holding"
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$declaresequence "layer_run_AR2_aiming"
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$declaresequence "layer_walk_alert_holding"
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$declaresequence "walkAlertHOLDALL1"
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$declaresequence "layer_walk_alert_aiming"
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$declaresequence "walkAlertAimALL1"
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$declaresequence "layer_walk_alert_holding_AR2"
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$declaresequence "walkAlertHOLD_AR2_ALL1"
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$declaresequence "layer_walk_alert_aiming_AR2"
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$declaresequence "walkAlertAim_AR2_ALL1"
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$declaresequence "layer_run_alert_holding"
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$declaresequence "run_alert_holding_all"
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$declaresequence "layer_run_alert_aiming"
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$declaresequence "run_alert_aiming_all"
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$declaresequence "layer_run_alert_holding_AR2"
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$declaresequence "run_alert_holding_AR2_all"
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$declaresequence "layer_run_alert_aiming_ar2"
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$declaresequence "run_alert_aiming_ar2_all"
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$declaresequence "walkAIMALL1"
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$declaresequence "walkHOLDALL1"
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$declaresequence "walkAIMALL1_ar2"
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$declaresequence "walkHOLDALL1_ar2"
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$declaresequence "layer_run_holding"
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$declaresequence "run_holding_all"
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$declaresequence "run_aiming_all"
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$declaresequence "layer_run_holding_ar2"
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$declaresequence "run_holding_ar2_all"
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$declaresequence "run_aiming_ar2_all"
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$declaresequence "layer_crouch_run_holding"
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$declaresequence "crouchRUNHOLDINGALL1"
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$declaresequence "crouchRUNAIMINGALL1"
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$declaresequence "layer_crouch_walk_holding"
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$declaresequence "Crouch_walk_holding_all"
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$declaresequence "Crouch_walk_aiming_all"
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$declaresequence "Man_Gun_Aim_all"
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$declaresequence "Man_Gun"
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$declaresequence "Idle_SMG1_Relaxed"
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$declaresequence "layer_walk_holding_SMG1_Relaxed"
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$declaresequence "walk_SMG1_Relaxed_all"
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$declaresequence "layer_run_holding_SMG1_Relaxed"
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$declaresequence "run_SMG1_Relaxed_all"
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$declaresequence "Idle_AR2_Relaxed"
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$declaresequence "layer_walk_holding_AR2_Relaxed"
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$declaresequence "walk_AR2_Relaxed_all"
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$declaresequence "layer_run_holding_AR2_Relaxed"
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$declaresequence "run_AR2_Relaxed_all"
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$declaresequence "Idle_RPG_Relaxed"
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$declaresequence "Idle_Angry_RPG"
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$declaresequence "Idle_RPG_Aim"
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$declaresequence "Crouch_Idle_RPG"
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$declaresequence "StandToShootRPGfake"
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$declaresequence "ShootToStandRPGfake"
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$declaresequence "CrouchToShootRPGfake"
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$declaresequence "ShootToCrouchRPGfake"
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$declaresequence "layer_walk_holding_RPG"
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$declaresequence "walk_holding_RPG_all"
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$declaresequence "layer_run_holding_RPG"
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$declaresequence "run_holding_RPG_all"
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$declaresequence "layer_crouch_walk_holding_RPG"
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$declaresequence "Crouch_walk_holding_RPG_all"
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$declaresequence "layer_crouch_run_holding_RPG"
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$declaresequence "crouch_run_holding_RPG_all"
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$declaresequence "layer_Aim_RPG_all"
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$declaresequence "layer_walk_holding_RPG_Relaxed"
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$declaresequence "walk_RPG_Relaxed_all"
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$declaresequence "layer_run_holding_RPG_Relaxed"
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$declaresequence "run_RPG_Relaxed_all"
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$declaresequence "layer_walk_holding_package"
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$declaresequence "walk_holding_package_all"
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$declaresequence "idle_noise"
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$declaresequence "Idle_Relaxed_SMG1_1"
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$declaresequence "Idle_Relaxed_SMG1_2"
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$declaresequence "Idle_Relaxed_SMG1_3"
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$declaresequence "Idle_Relaxed_SMG1_4"
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$declaresequence "Idle_Relaxed_SMG1_5"
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$declaresequence "Idle_Relaxed_SMG1_6"
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$declaresequence "Idle_Relaxed_AR2_1"
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$declaresequence "Idle_Relaxed_AR2_2"
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$declaresequence "Idle_Relaxed_AR2_3"
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$declaresequence "Idle_Relaxed_AR2_4"
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$declaresequence "Idle_Relaxed_AR2_5"
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$declaresequence "Idle_Relaxed_AR2_6"
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$declaresequence "Idle_Relaxed_AR2_7"
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$declaresequence "Idle_Relaxed_AR2_8"
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$declaresequence "Idle_Relaxed_AR2_9"
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$declaresequence "Idle_Alert_SMG1_1"
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$declaresequence "Idle_Alert_SMG1_2"
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$declaresequence "Idle_Alert_SMG1_3"
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$declaresequence "Idle_Alert_SMG1_4"
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$declaresequence "Idle_Alert_SMG1_5"
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$declaresequence "Idle_Alert_SMG1_6"
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$declaresequence "Idle_Alert_AR2_1"
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$declaresequence "Idle_Alert_AR2_2"
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$declaresequence "Idle_Alert_AR2_3"
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$declaresequence "Idle_Alert_AR2_4"
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$declaresequence "Idle_Alert_AR2_5"
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$declaresequence "Idle_Alert_AR2_6"
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$declaresequence "Idle_Alert_AR2_7"
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$declaresequence "Idle_Alert_AR2_8"
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$declaresequence "Idle_Alert_AR2_9"
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$declaresequence "Idle_Relaxed_Shotgun_1"
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$declaresequence "Idle_Relaxed_Shotgun_2"
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$declaresequence "Idle_Relaxed_Shotgun_3"
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$declaresequence "Idle_Relaxed_Shotgun_4"
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$declaresequence "Idle_Relaxed_Shotgun_5"
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$declaresequence "Idle_Relaxed_Shotgun_6"
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$declaresequence "Idle_Alert_Shotgun_1"
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$declaresequence "Idle_Alert_Shotgun_2"
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$declaresequence "Idle_Alert_Shotgun_3"
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$declaresequence "Idle_Alert_Shotgun_4"
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$declaresequence "Idle_Alert_Shotgun_5"
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$declaresequence "Idle_Alert_Shotgun_6"
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$declaresequence "jump_holding_jump"
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$declaresequence "jump_holding_glide"
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$declaresequence "jump_holding_land"
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$declaresequence "Seafloor_Poses"
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$declaresequence "Idle_to_Lean_Left"
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$declaresequence "Lean_Left"
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$declaresequence "Lean_Left_to_Idle"
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$declaresequence "Idle_to_Lean_Back"
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$declaresequence "Lean_Back"
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$declaresequence "Lean_Back_to_Idle"
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$declaresequence "Idle_to_Sit_Ground"
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$declaresequence "Sit_Ground"
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$declaresequence "Sit_Ground_to_Idle"
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$declaresequence "Idle_to_Sit_Chair"
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$declaresequence "Sit_Chair"
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$declaresequence "Sit_Chair_to_Idle"
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$declaresequence "body_rot_z"
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$declaresequence "spine_rot_z"
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$declaresequence "neck_trans_x"
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$declaresequence "head_rot_z"
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$declaresequence "head_rot_y"
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$declaresequence "head_rot_x"
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