mirror of
https://github.com/mapbase-source/mapbase-model-src.git
synced 2025-03-13 14:10:15 +03:00
150 lines
3.4 KiB
Plaintext
150 lines
3.4 KiB
Plaintext
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// ================================================================
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//
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// New Citizen Crouch Movement Animations
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//
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// ================================================================
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$weightlist "weights_layer_walk_aiming" {
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"ValveBiped.Bip01_Pelvis" 0.1
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"ValveBiped.Bip01_Spine" 0.2
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"ValveBiped.Bip01_Spine1" 0.4
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"ValveBiped.Bip01_Spine2" 0.6
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"ValveBiped.Bip01_Spine4" 1
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"ValveBiped.Bip01_R_Thigh" 0
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"ValveBiped.Bip01_L_Thigh" 0
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}
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$sequence "layer_crouch_run_holding_pistol" {
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"layer_crouch_run_holding.smd"
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fadein 0.2
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fadeout 0.2
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hidden
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addlayer $PistolIdleLowLayer$
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worldspace
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fps 30
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ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
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ikrule "rhand" release
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weightlist "weights_layer_walk_aiming"
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}
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$sequence "layer_crouch_run_aiming_pistol" {
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"layer_crouch_run_aiming.smd"
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fadein 0.2
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fadeout 0.2
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hidden
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blendlayer $PistolCrouchAimLayer$ 0 0 0 0 local
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addlayer $PistolAimLayer$
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worldspace
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fps 30
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ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
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ikrule "rhand" release
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weightlist "weights_layer_walk_aiming"
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}
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$sequence "crouchRUNHOLDINGALL1_pistol" {
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"a_CitizenRunS"
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"a_CitizenRunSE"
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"a_CitizenRunE"
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"a_CitizenRunNE"
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"a_CitizenCrouch_runN"
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"a_CitizenRunNW"
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"a_CitizenRunW"
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"a_CitizenRunSW"
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"a_CitizenRunS"
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activity "ACT_RUN_CROUCH_PISTOL" 1
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blend "move_yaw" -180 180
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blendwidth 9
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{ event 6004 6 "NPC_Citizen" }
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{ event 6005 16 "NPC_Citizen" }
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fadein 0.2
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fadeout 0.2
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blendlayer "layer_crouch_run_holding_pistol" 0 0 0 0 local
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node "run_crouching"
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}
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$sequence "crouchRUNAIMINGALL1_pistol" {
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"a_CitizenRunS"
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"a_CitizenRunSE"
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"a_CitizenRunE"
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"a_CitizenRunNE"
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"a_CitizenCrouch_runN"
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"a_CitizenRunNW"
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"a_CitizenRunW"
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"a_CitizenRunSW"
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"a_CitizenRunS"
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activity "ACT_RUN_CROUCH_AIM_PISTOL" 1
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blend "move_yaw" -180 180
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blendwidth 9
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{ event 6004 6 "NPC_Citizen" }
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{ event 6005 16 "NPC_Citizen" }
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fadein 0.2
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fadeout 0.2
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blendlayer "layer_crouch_run_aiming_pistol" 0 0 0 0 local
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node "run_crouching"
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}
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$sequence "layer_crouch_walk_holding_pistol" {
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"layer_crouch_walk_holding.smd"
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fadein 0.2
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fadeout 0.2
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hidden
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addlayer $PistolIdleLowLayer$
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worldspace
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fps 30
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ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
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ikrule "rhand" release
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weightlist "weights_layer_walk_aiming"
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}
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$sequence "layer_crouch_walk_aiming_pistol" {
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"layer_crouch_walk_aiming.smd"
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fadein 0.2
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fadeout 0.2
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hidden
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blendlayer $PistolCrouchAimLayer$ 0 0 0 0 local
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addlayer $PistolAimLayer$
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worldspace
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fps 30
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ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
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ikrule "rhand" release
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weightlist "weights_layer_walk_aiming"
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}
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$sequence "Crouch_walk_holding_pistol_all" {
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"a_CitizenCrouch_walkS"
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"a_CitizenCrouch_walkSE"
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"a_CitizenCrouch_walkE"
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"a_CitizenCrouch_walkNE"
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"a_CitizenCrouch_walkN"
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"a_CitizenCrouch_walkNW"
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"a_CitizenCrouch_walkW"
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"a_CitizenCrouch_walkSW"
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"a_CitizenCrouch_walkS"
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activity "ACT_WALK_CROUCH_PISTOL" 1
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blend "move_yaw" -180 180
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blendwidth 9
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fadein 0.2
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fadeout 0.2
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blendlayer "layer_crouch_walk_holding_pistol" 0 0 0 0 local
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node "walk_crouching"
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}
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$sequence "Crouch_walk_aiming_pistol_all" {
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"a_CitizenCrouch_walkS"
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"a_CitizenCrouch_walkSE"
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"a_CitizenCrouch_walkE"
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"a_CitizenCrouch_walkNE"
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"a_CitizenCrouch_walkN"
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"a_CitizenCrouch_walkNW"
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"a_CitizenCrouch_walkW"
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"a_CitizenCrouch_walkSW"
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"a_CitizenCrouch_walkS"
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activity "ACT_WALK_CROUCH_AIM_PISTOL" 1
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blend "move_yaw" -180 180
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blendwidth 9
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fadein 0.2
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fadeout 0.2
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blendlayer "layer_crouch_walk_aiming_pistol" 0 0 0 0 local
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node "walk_crouching"
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}
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