mapbase-model-src/modelsrc/AlyxHolster_EP2.qci

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$weightlist "weights_weapon_holster_gesturespine" {
"ValveBiped.Bip01_Pelvis" 0.9
"ValveBiped.Bip01_Spine" 0.8
"ValveBiped.Bip01_Spine1" 0.6
"ValveBiped.Bip01_Spine2" 0.4
"ValveBiped.Bip01_Spine4" 0
"ValveBiped.Bip01_L_Thigh" 0
"ValveBiped.Bip01_R_Thigh" 0
}
$weightlist "weights_layer_run_holding_Shotgun_Relaxed" {
"ValveBiped.Bip01_Pelvis" 0.1
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 1
"ValveBiped.Bip01_L_Thigh" 0
"ValveBiped.Bip01_R_Thigh" 0
}
$animation "@weapon_draw_gesturespine_corrective_animation" "alyx_animations_ep2\@weapon_draw_gesturespine_corrective_animation.smd" {
}
$animation "@weapon_holster_gesturespine_corrective_animation" "alyx_animations_ep2\@weapon_holster_gesturespine_corrective_animation.smd" {
}
$sequence "weapon_draw_gesturespine" {
"alyx_animations_ep2\weapon_draw_gesturespine.smd"
delta
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "@weapon_draw_gesturespine_corrective_animation" 0
fadein 0.2
fadeout 0.2
hidden
fps 30
weightlist "weapongesture_justspine"
}
$sequence "weapon_draw_gesturearms" {
"alyx_animations_ep2\weapon_draw_gesturearms.smd"
fadein 0.2
fadeout 0.2
hidden
fps 30
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 1
weightlist "weapongesture_armsonly"
}
$sequence "weapon_draw_gesture" {
"alyx_animations_ep2\weapon_draw_gesture.smd"
activity "ACT_ARM" 1
{ event AE_NPC_DRAW 32 "" }
fadein 0.2
fadeout 0.2
iklock "rfoot" 1 0
iklock "lfoot" 1 0
blendlayer "weapon_draw_gesturearms" 0 10 26 45 spline
blendlayer "weapon_draw_gesturespine" 0 10 26 45 spline
fps 30
ikrule "rhand" touch "ValveBiped.Bip01_Spine" contact 10 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 10 26 40 target 0 usesequence
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 44 44 target 1 usesequence
noanimation
}
$sequence "weapon_holster_gesturespine" {
"alyx_animations_ep2\weapon_holster_gesturespine.smd"
delta
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "@weapon_holster_gesturespine_corrective_animation" 0
fadein 0.2
fadeout 0.2
hidden
fps 30
weightlist "weights_weapon_holster_gesturespine"
}
$sequence "weapon_holster_gestureworld" {
"alyx_animations_ep2\weapon_holster_gestureworld.smd"
fadein 0.2
fadeout 0.2
hidden
worldspace
fps 30
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 1
weightlist "weights_layer_run_holding_Shotgun_Relaxed"
}
$sequence "weapon_holster_gesture" {
"alyx_animations_ep2\weapon_holster_gesture.smd"
activity "ACT_DISARM" 1
{ event AE_NPC_HOLSTER 22 "" }
fadein 0.2
fadeout 0.2
iklock "rfoot" 1 0
iklock "lfoot" 1 0
blendlayer "weapon_holster_gestureworld" 0 15 30 45 spline
blendlayer "weapon_holster_gesturespine" 0 0 30 45
fps 30
ikrule "rhand" touch "ValveBiped.Bip01_Spine" contact 15 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 15 30 1 target 0 usesequence
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 44 44 target 1 usesequence
noanimation
}