mapbase-model-src/modelsrc/male_shared.qc

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// Created by Crowbar 0.56
$modelname "Humans\male_shared.mdl"
//$includemodel "player/male_anims.mdl"
// Must be included
$include "BaseModel.qci"
$include "hl2mp_ported_anims/commonbones.qci"
$include "hl2mp_ported_anims/weaponmacros.qci"
// Used to compile new movement animations since $declareanimation doesn't work
// (TODO: Is there a possible IK issue in here?)
$include "MaleCitizenMoveAnims.qci"
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$includemodel "humans/male_shared_original.mdl"
$include "male_shared_DeclareSequence.qci"
// ================================================================
//
// Pistol Animations
//
// ================================================================
$include "NewPistolAnimations_MaleCitizen.qci"
$include "NewPistolAnimations_357_MaleCitizen.qci"
// ================================================================
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$sequence "MeleeAttack01_Act" {
"male_shared_anims\MeleeAttack01.smd"
activity "ACT_MELEE_ATTACK1" 1
{ event 3 13 "" }
ikrule rhand touch "ValveBiped.Bip01_R_Hand" usesource
cmdlist lockfeet
}
$pushd "male_shared_anims"
$include "DefaultHolster.qci"
$popd
$definevariable Blend_Idle_Default "Idle_SMG1_Aim"
$definevariable Blend_Idle_Unarmed "idle_subtle"
$definevariable Blend_Idle_Panicked "crouchIdle_panicked4"
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$definevariable Blend_Idle_Pistol "Idle_Pistol_Aim"
$definevariable Blend_Idle_Rifle "Idle_SMG1_Aim"
$definevariable Blend_Idle_Rifle_Crouched "crouch_aim_smg1"
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$definevariable Blend_SMD_Default "male_shared_anims\Idle_SMG1_Aim.smd"
$definevariable Blend_SMD_Unarmed "male_shared_anims\idle_subtle.smd"
$definevariable Blend_SMD_Panicked "male_shared_anims\crouchIdle_panicked4.smd"
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$definevariable Blend_SMD_Pistol "police_animations_anims\pistolangryidle2.smd"
$definevariable Blend_SMD_Rifle "male_shared_anims\Idle_SMG1_Aim.smd"
$definevariable Blend_SMD_Rifle_Crouched "male_shared_anims\crouch_aim_smg1.smd"
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$definevariable Blend_Node_Default "shooting"
$definevariable Blend_Node_Pistol "shooting"
$definevariable Blend_Node_Rifle "shooting"
$animation a_AnimMatch_Default "male_shared_anims\Idle_SMG1_Aim.smd" frame 0 0
$definevariable AnimMatch_Default a_AnimMatch_Default
$include "BaseDI.qci"
$include "AlyxDI.qci"
$include "AntlionRecvDI.qci"
// Needs to use response criteria now
$include "HunterRecvDI.qci"
$include "OnFirePolice.qci"
$include "AlyxBlindfire.qci"
$include "Rappel.qci"
$include "GenericAnimationMacros.qci"
$include "SoldierSignals.qci"
// Soldiers' original signals had a FPS of 48
$definevariable SignalFPS 36 //32
$DefaultSignalGestures $SignalFPS$
$DefaultSignalSequences "male_shared_anims\Idle_SMG1_Aim.smd" $SignalFPS$
$weightlist "GrenadeCorrectionWeights" {
"ValveBiped.Bip01_Pelvis" 1
"ValveBiped.Bip01_L_Thigh" 0.25
"ValveBiped.Bip01_L_Calf" 0.15
"ValveBiped.Bip01_L_Foot" 0
}
//$MakeGrenadeGesture $DI_Idle_Default$ "combine_soldier_anims_anims/grenThrow" 10 40 50 45
$SoldierGrenadeAnimation $Blend_SMD_Default$
$append "grenThrow_layer" {
weightlist "GrenadeCorrectionWeights"
}
// Not good enough at/m
//$SoldierGrenadeDropAnimation $Blend_SMD_Default$
//$append "grenDrop_layer" {
// weightlist "GrenadeCorrectionWeights"
//}
//$SoldierGrenadePlaceAnimation $Blend_SMD_Default$
//$append "grenPlace_layer" {
// weightlist "GrenadeCorrectionWeights"
//}
$MakeManhackDeployLayer "police_animations_anims\deploy.smd" 30
$MakeManhackDeployAnimation $Blend_SMD_Default$ 50 30
$MakeManhackDeployGesture $Blend_SMD_Default$
// Funny bit
//$weightlist "FunnyTorsoWeightlist" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_L_Clavicle" 1 }
//$animation "a_Idle_Angry_Shotgun" "female_shared_anims\shoot_shotgun.smd" frame 0 0
//$sequence "funny01" a_Idle_Angry_Shotgun {
// numframes 30
// addlayer "shotgun_layer"
// weightlist "FunnyTorsoWeightlist"
//}
$include "PoliceFlinches.qci"
// ================================================================
//
// Harass Animations
//
// Harass animations on citizens.
//
// ================================================================
$include "PoliceHarassGestures.qci"
$sequence "harassfront1" {
"male_shared_anims\Idle_SMG1_Relaxed.smd"
numframes 50
activity "ACT_POLICE_HARASS1" 1
blendlayer "harassfront1_layer" 0 10 25 49 spline // Try harassfront1_gesture too
ikrule "lfoot" footstep
ikrule "rfoot" footstep
ikrule "rhand" release
ikrule "lhand" release
}
$sequence "harassfront2" {
"male_shared_anims\Idle_SMG1_Relaxed.smd"
numframes 50
activity "ACT_POLICE_HARASS2" 1
blendlayer "harassfront2_layer" 0 10 40 49 spline // Try harassfront2_gesture too
ikrule "lfoot" footstep
ikrule "rfoot" footstep
ikrule "rhand" release
ikrule "lhand" release
}
// ================================================================
//
// Misc.
//
// ================================================================
$include "SoldierEP1Rappel.qci"
$pushd "male_shared_anims"
$include "ArrestAnims.qci"
$include "CitizenPackageRun_Male.qci"
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$popd
$weightlist "weights_layer_luggage_run" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Neck1" 0.4
"ValveBiped.Bip01_Head1" 0.4
"ValveBiped.Bip01_R_Clavicle" 0.4
"ValveBiped.Bip01_R_UpperArm" 0.6
"ValveBiped.Bip01_R_Forearm" 0.8
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_L_UpperArm" 0
"ValveBiped.Bip01_L_Forearm" 0
"ValveBiped.Bip01_L_Hand" 0
}
$sequence "layer_luggage_run" {
"male_shared_anims\layer_luggage_walk.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 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
weightlist "weights_layer_luggage_run"
}
$sequence "luggage_run_all" {
"a_MaleCitizenRunS"
"a_MaleCitizenRunSE"
"a_MaleCitizenRunE"
"a_MaleCitizenRunNE"
"a_MaleCitizenRunN" // a_luggage_walk
"a_MaleCitizenRunNW"
"a_MaleCitizenRunW"
"a_MaleCitizenRunSW"
"a_MaleCitizenRunS"
activity "ACT_RUN_SUITCASE" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 6 "NPC_Citizen" }
{ event 6005 15 "NPC_Citizen" }
fadein 0.2
fadeout 0.2
addlayer "layer_luggage_run"
node "running"
}
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$KeyValues
{
dynamic_interactions
{
$DIKV_Alyx
}
}