mapbase-model-src/modelsrc/NewPistolAnimations_FemaleCitizen.qci

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// ================================================================
//
// New Pistol Animations for Female Citizens
//
// Author: Blixibon
//
// Metrocop animations were decompiled by Crowbar 0.71
//
// ================================================================
//
// This QCI file implements the following:
//
// 1. Full pistol walk, run, and crouch animations based on decompiled Alyx animations and decompiled metrocop animations.
// They use citizen walk/run blends and "NPC_Citizen" footstep animation events.
//
// 2. A near-complete set of pistol readiness activities. "Readiness" is a feature on citizens and
// other companions which changes their posture based on how "ready" they are for combat.
// For example, a "relaxed" citizen will stand up straight, but a "stimulated" citizen will be
// slightly ducked down and alert. This is purely visual and has no effect on gameplay.
//
// Due to the limitations of my animation skills, this uses no custom SMD animations.
// Instead, most of these sequences involve complex QC commands applied on directly decompiled
// animations. This can produce surprisingly good results, but it's still very crude and has a few caveats which require
// a lot of work to iron out. As a result, this technique didn't always turn out perfectly and there are a few flaws in these
// sequences if you look hard enough. Fortunately, the animations are mostly passable otherwise.
//
// Another limitation on female citizens in particular is the fact that we do not want to affect the animations of Alyx, which inherits from female_shared.mdl,
// but we still want the female citizen pistol animations to be congruent with the new male citizen pistol animations from metrocops.
// For some animations, we've had to resort to overriding them again in alyx_animations_ep2.qc or even modifying the npc_alyx code.
//
// If you would like to contribute actual animatons to replace some of these sequences, please contact Blixibon.
//
// ================================================================
$Weightlist PistolRelaxedAimUpperbodyBlend {
"valvebiped.Bip01_Pelvis" 0.1
"ValveBiped.Bip01_L_Thigh" 0.0
"ValveBiped.Bip01_R_Thigh" 0.0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 0.8
"ValveBiped.Bip01_Neck1" 0.5
"ValveBiped.Bip01_R_Clavicle" 1.0
"ValveBiped.Bip01_L_Clavicle" 0.25
}
// ================================================================
// Combat Animations
// ================================================================
$weightlist "weights_pistol_hands" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_L_Hand" 1
"ValveBiped.Bip01_R_Hand" 1
}
$sequence "Layer_Pistol_Hands" {
"police_animations_anims\a_walkN_hold_pistol.smd"
frame 0 0
numframes 30
weightlist "weights_pistol_hands"
loop
ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
hidden
}
$weightlist "weights_pistol_hand_r" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_L_Hand" 0
"ValveBiped.Bip01_R_Hand" 1
}
$sequence "Layer_Pistol_Hand_R" {
"police_animations_anims\a_walkN_hold_pistol.smd"
frame 0 0
numframes 30
weightlist "weights_pistol_hand_r"
loop
ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
hidden
}
$sequence "shootp1" {
"female_shared_anims\shootp1.smd"
activity "ACT_RANGE_ATTACK_PISTOL" 1
{ event 3014 1 "" }
fadein 0.2
fadeout 0.2
//blendlayer "Layer_Pistol_Hands" 0 0 0 0 local
addlayer "layer_Aim_p_all"
node "shooting_pistol"
snap
fps 25
ikrule "lfoot" footstep contact 0 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 5 5 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -3.39 -7 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 5 5 target 2
}
$sequence "Pistol_idle" {
"female_shared_anims\Pistol_idle.smd"
activity "ACT_IDLE_PISTOL" 1
fadein 0.2
fadeout 0.2
blendlayer "Layer_Pistol_Hands" 0 0 0 0 local
node "standing"
loop
ikrule "lfoot" footstep contact 0 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 30 30 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -3.39 -7 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 30 30 target 2
}
$GenericCombatIdle "Pistol_idle_aim" "female_shared_anims\Pistol_idle_aim.smd" "ACT_IDLE_ANGRY_PISTOL" "layer_Aim_p_all" node "shooting_pistol" // shooting
// Re-use the regular metrocop animation as a readiness activity
$GenericCombatIdle "pistolangryidle2" "police_animations_anims\pistolangryidle2.smd" "ACT_IDLE_AIM_PISTOL_STIMULATED" "layer_Aim_p_all" node "shooting_pistol" fps 4
$GenericCombatIdle "Idle_Pistol_Aim_Relaxed" "male_shared_anims\custom\Idle_Pistol_Aim_Relaxed.smd" "ACT_IDLE_AIM_PISTOL_RELAXED" "soldier_Aim_9_directions" node "shooting_pistol"
// ================================================================
// Crouch Animations (largely from Alyx)
// ================================================================
$sequence "idle_p_crouch" { // crouch_idle_pistol
"alyx_animations_ep2\idle_p_crouch.smd"
activity "ACT_COVER_PISTOL_LOW" 1
fadein 0.2
fadeout 0.2
node "crouching_pistol"
loop
ikrule "lfoot" footstep contact 0 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 40 40 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -8.09 -4.55 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 40 40 target 2
}
$sequence "crouch_shoot_pistol" {
"alyx_animations_ep2\crouch_shoot_pistol.smd"
activity "ACT_RANGE_ATTACK_PISTOL_LOW" 1
{ event 3014 4 "" }
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_p_all"
node "crouchShooting_pistol"
snap
fps 25
ikrule "lfoot" footstep contact 0 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 5 5 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -8.15 -4.51 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 5 5 target 2
}
$sequence "crouch_aim_pistol" {
"alyx_animations_ep2\crouch_aim_pistol.smd"
activity "ACT_RANGE_AIM_PISTOL_LOW" 1
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_p_all"
node "crouchShooting_pistol"
loop
ikrule "lfoot" footstep contact 0 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 16 16 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -8.15 -4.51 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 16 16 target 2
}
$sequence "crouch_reload_pistol" {
"alyx_animations_ep2\crouch_reload_pistol.smd"
activity "ACT_RELOAD_PISTOL_LOW" 1
{ event 3015 35 "" }
fadein 0.2
fadeout 0.2
node "crouchShooting_pistol"
fps 25
ikrule "lfoot" footstep contact 0 fakeorigin 4.85 1.65 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 39 39 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -8.2 -4.61 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 39 39 target 2
}
// ================================================================
// Transition Animations
// ================================================================
$sequence "Crouch_to_stand_pistol" {
"alyx_animations_ep2\Crouch_to_stand.smd"
activity "ACT_TRANSITION" 1
fadein 0.2
fadeout 0.2
blendlayer "layer_Aim_p_all" 8 15 25 25 spline
transition "crouching_pistol" "standing"
ikrule "rfoot" footstep contact 1 fakeorigin -8.02 -4.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 5 10 target 2
ikrule "rfoot" footstep contact 12 fakeorigin -3.09 -7.27 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 12 24 25 target 2
ikrule "lfoot" footstep contact 1 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 14 16 target 3
ikrule "lfoot" footstep contact 24 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 21 24 24 25 target 3
}
$sequence "Stand_to_crouch_pistol" {
"alyx_animations_ep2\Stand_to_crouch.smd"
activity "ACT_TRANSITION" 1
fadein 0.2
fadeout 0.2
blendlayer "layer_Aim_p_all" 8 15 25 25 spline
transition "standing" "crouching_pistol"
ikrule "rfoot" footstep contact 6 fakeorigin -8.34 -4.37 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 6 24 25 target 2
ikrule "lfoot" footstep contact 1 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 7 10 target 3
ikrule "lfoot" footstep contact 14 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 14 24 25 target 3
}
$sequence "Crouch_to_shoot_pistol" {
"alyx_animations_ep2\Crouch_to_shoot.smd"
activity "ACT_TRANSITION" 1
fadein 0.2
fadeout 0.2
blendlayer "layer_Aim_p_all" 8 15 25 25 spline
blendlayer "Crouchshoot_to_standshoot_pistol" 1 25 26 26 // Alyx animation doesn't aim for some reason
transition "crouching_pistol" "shooting_pistol" // shooting
ikrule "rfoot" footstep contact 1 fakeorigin -8.02 -4.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 5 10 target 2
ikrule "rfoot" footstep contact 12 fakeorigin -3.09 -7.27 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 12 24 25 target 2
ikrule "lfoot" footstep contact 1 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 14 16 target 3
ikrule "lfoot" footstep contact 24 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 21 24 24 25 target 3
}
$sequence "Shoot_to_crouch" {
"alyx_animations_ep2\Shoot_to_crouch.smd"
activity "ACT_TRANSITION" 1
fadein 0.2
fadeout 0.2
blendlayer "layer_Aim_p_all" 8 15 25 25 spline
blendlayer "Pistol_idle_aim" 0 0 0 15 // Alyx animation doesn't aim for some reason
transition "shooting_pistol" "crouching_pistol" // shooting
ikrule "rfoot" footstep contact 6 fakeorigin -8.34 -4.37 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 6 24 25 target 2
ikrule "lfoot" footstep contact 1 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 7 10 target 3
ikrule "lfoot" footstep contact 14 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 14 24 25 target 3
}
$sequence "Crouchshoot_to_stand_pistol" {
"alyx_animations_ep2\Crouchshoot_to_stand.smd"
activity "ACT_TRANSITION" 1
fadein 0.2
fadeout 0.2
blendlayer "layer_Aim_p_all" 8 15 25 25 spline
transition "crouchShooting_pistol" "standing"
ikrule "rfoot" footstep contact 1 fakeorigin -8.1 -4.53 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 5 10 target 2
ikrule "rfoot" footstep contact 12 fakeorigin -2.93 -7.4 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 12 24 25 target 2
ikrule "lfoot" footstep contact 1 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 14 16 target 3
ikrule "lfoot" footstep contact 24 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 21 24 24 25 target 3
}
$sequence "Stand_to_crouchshoot_pistol" {
"alyx_animations_ep2\Stand_to_crouchshoot.smd"
activity "ACT_TRANSITION" 1
fadein 0.2
fadeout 0.2
blendlayer "layer_Aim_p_all" 8 15 25 25 spline
transition "standing" "crouchShooting_pistol"
ikrule "rfoot" footstep contact 6 fakeorigin -7.59 -4.84 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 6 24 25 target 2
ikrule "lfoot" footstep contact 1 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 7 10 target 3
ikrule "lfoot" footstep contact 14 fakeorigin 5.28 1.4 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 14 24 25 target 3
}
$sequence "Crouchshoot_to_standshoot_pistol" {
"alyx_animations_ep2\Crouchshoot_to_standshoot.smd"
activity "ACT_TRANSITION" 1
fadein 0.2
fadeout 0.2
blendlayer "layer_Aim_p_all" 8 15 25 25 spline
transition "crouchShooting_pistol" "shooting_pistol" // shooting
ikrule "rfoot" footstep contact 1 fakeorigin -7.76 -4.75 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 5 10 target 2
ikrule "rfoot" footstep contact 12 fakeorigin -3.02 -7.33 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 12 24 25 target 2
ikrule "lfoot" footstep contact 1 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 14 16 target 3
ikrule "lfoot" footstep contact 24 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 21 24 24 25 target 3
}
$sequence "Standshoot_to_crouchshoot_pistol" {
"alyx_animations_ep2\Standshoot_to_crouchshoot.smd"
activity "ACT_TRANSITION" 1
fadein 0.2
fadeout 0.2
blendlayer "layer_Aim_p_all" 8 15 25 25 spline
transition "shooting_pistol" "crouchShooting_pistol" // shooting
ikrule "rfoot" footstep contact 6 fakeorigin -7.75 -4.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 6 24 25 target 2
ikrule "lfoot" footstep contact 1 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 7 10 target 3
ikrule "lfoot" footstep contact 14 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 14 24 25 target 3
}
$sequence "Crouchidle_to_crouchagitated_pistol" {
"alyx_animations_ep2\Crouchidle_to_crouchagitated.smd"
activity "ACT_TRANSITION" 1
fadein 0.2
fadeout 0.2
transition "crouching_pistol" "crouchShooting_pistol"
}
$sequence "crouchagitated_to_Crouchidle_pistol" {
"alyx_animations_ep2\crouchagitated_to_Crouchidle.smd"
activity "ACT_TRANSITION" 1
fadein 0.2
fadeout 0.2
transition "crouchShooting_pistol" "crouching_pistol"
}
// ================================================================
// Idle Animations
// ================================================================
$weightlist "weights_pistol_idle_layer_1" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine4" 0
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_L_UpperArm" 1
"ValveBiped.Bip01_L_Forearm" 1
"ValveBiped.Bip01_L_Hand" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_UpperArm" 1
"ValveBiped.Bip01_R_Forearm" 1
"ValveBiped.Bip01_R_Hand" 1
}
$sequence "Idle_Pistol_Layer_1" {
"female_shared_anims\Pistol_idle.smd"
weightlist "weights_pistol_idle_layer_1"
blendlayer "Layer_Pistol_Hands" 0 0 0 0 local
hidden
}
$weightlist "weights_pistol_idle_layer_2" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine4" 0
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_L_UpperArm" 0
"ValveBiped.Bip01_L_Forearm" 0.2
"ValveBiped.Bip01_L_Hand" 1
"ValveBiped.Bip01_R_Clavicle" 0
"ValveBiped.Bip01_R_UpperArm" 0
"ValveBiped.Bip01_R_Forearm" 0
"ValveBiped.Bip01_R_Hand" 1
}
$sequence "Idle_Pistol_Layer_2" {
"police_animations_anims\a_walkN_hold_pistol.smd"
frame 0 0
numframes 30
weightlist "weights_pistol_idle_layer_2"
loop
ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
hidden
}
$sequence "Idle_Pistol_Layer" {
"female_shared_anims\Pistol_idle.smd"
frame 0 0
numframes 30
noanimation
addlayer "Idle_Pistol_Layer_1"
addlayer "Idle_Pistol_Layer_2"
loop
hidden
}
//$sequence "Idle_Pistol_Layer2_1" {
// "alyx_animations_ep2\Idle_p_stimulated.smd"
// weightlist "weights_pistol_idle_layer_1"
// //blendlayer "Layer_Pistol_Hands" 0 0 0 0 local
// hidden
//}
$sequence "Idle_Pistol_Layer2" {
"alyx_animations_ep2\Idle_p_stimulated.smd"
frame 0 0
numframes 30
weightlist "weights_pistol_idle_layer_1"
loop
hidden
}
$sequence "Idle_Pistol_Layer3" {
"alyx_animations_ep2\Idle_p_stimulated_fidget01.smd"
frame 50 50
numframes 30
weightlist "weights_pistol_idle_layer_1"
loop
hidden
}
$weightlist "weights_pistol_idle_layer_relaxed_1" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine4" 0.5
"ValveBiped.Bip01_Neck1" 0
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_L_UpperArm" 0
"ValveBiped.Bip01_L_Forearm" 0
"ValveBiped.Bip01_L_Hand" 0
"ValveBiped.Bip01_R_Clavicle" 0
"ValveBiped.Bip01_R_UpperArm" 0
"ValveBiped.Bip01_R_Forearm" 0
"ValveBiped.Bip01_R_Hand" 1
}
$sequence "Idle_Pistol_Layer_Relaxed_1" {
"female_shared_anims\Pistol_idle.smd"
weightlist "weights_pistol_idle_layer_relaxed_1"
hidden
}
$weightlist "weights_pistol_idle_layer_relaxed_2" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine4" 1
"ValveBiped.Bip01_Neck1" 0
"ValveBiped.Bip01_L_Clavicle" 0.8
"ValveBiped.Bip01_L_UpperArm" 1
"ValveBiped.Bip01_L_Forearm" 1
"ValveBiped.Bip01_L_Hand" 1
"ValveBiped.Bip01_R_Clavicle" 0
"ValveBiped.Bip01_R_UpperArm" 0
"ValveBiped.Bip01_R_Forearm" 0
"ValveBiped.Bip01_R_Hand" 0
}
$sequence "Idle_Pistol_Layer_Relaxed_2" {
"female_shared_anims\idle_subtle.smd"
frame 0 0
numframes 30
weightlist "weights_pistol_idle_layer_relaxed_2"
loop
hidden
}
$sequence "Idle_Pistol_Layer_Relaxed" {
"female_shared_anims\Pistol_idle.smd"
frame 0 0
numframes 30
noanimation
addlayer "Idle_Pistol_Layer_Relaxed_1"
addlayer "Idle_Pistol_Layer_Relaxed_2"
loop
hidden
}
//$sequence "Idle_Pistol" "male_shared_anims\idle_subtle.smd" {
// blendlayer "Idle_Pistol_Layer" 0 0 0 0 local
// activity "ACT_IDLE_PISTOL" 1
// cmdlist lockfeet
//}
$definemacro MakePistolIdle SeqName IdleAnim IdleLayer ActivityName ActivityWeight \\
$sequence $SeqName$ $IdleAnim$ { \\
blendlayer $IdleLayer$ 0 0 0 0 local \\
activity $ActivityName$ $ActivityWeight$ \\
node "standing" \\
cmdlist lockfeet \\
ikrule "lfoot" footstep contact 0 fakeorigin 9.42 6.98 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 149 149 target 3 usesequence \\
ikrule "rfoot" footstep contact 0 fakeorigin -5.12 -3.28 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 149 149 target 2 usesequence \\
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 149 149 target 1 usesequence \\
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 149 149 target 0 usesequence \\
}
// ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 149 149 target 1 \\
// ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 149 149 target 0 \\
$MakePistolIdle "Idle_Relaxed_Pistol_1" "female_shared_anims\Idle_Relaxed_SMG1_1.smd" "Idle_Pistol_Layer_Relaxed" "ACT_IDLE_PISTOL_RELAXED" -1
$MakePistolIdle "Idle_Relaxed_Pistol_2" "female_shared_anims\Idle_Relaxed_SMG1_2.smd" "Idle_Pistol_Layer_Relaxed" "ACT_IDLE_PISTOL_RELAXED" -1
$MakePistolIdle "Idle_Relaxed_Pistol_3" "female_shared_anims\Idle_Relaxed_SMG1_3.smd" "Idle_Pistol_Layer_Relaxed" "ACT_IDLE_PISTOL_RELAXED" -1
$MakePistolIdle "Idle_Relaxed_Pistol_4" "female_shared_anims\Idle_Relaxed_SMG1_4.smd" "Idle_Pistol_Layer_Relaxed" "ACT_IDLE_PISTOL_RELAXED" -1
$MakePistolIdle "Idle_Relaxed_Pistol_5" "female_shared_anims\Idle_Relaxed_SMG1_5.smd" "Idle_Pistol_Layer" "ACT_IDLE_PISTOL_RELAXED" -1 // Looks better when not relaxed
$MakePistolIdle "Idle_Relaxed_Pistol_6" "female_shared_anims\Idle_Relaxed_SMG1_6.smd" "Idle_Pistol_Layer" "ACT_IDLE_PISTOL_RELAXED" -1 // Looks better when not relaxed
$MakePistolIdle "Idle_Alert_Pistol_1" "female_shared_anims\Idle_Alert_SMG1_1.smd" "Idle_Pistol_Layer" "ACT_IDLE_PISTOL_STIMULATED" -1
$MakePistolIdle "Idle_Alert_Pistol_2" "female_shared_anims\Idle_Alert_SMG1_2.smd" "Idle_Pistol_Layer" "ACT_IDLE_PISTOL_STIMULATED" -1
$MakePistolIdle "Idle_Alert_Pistol_3" "female_shared_anims\Idle_Alert_SMG1_3.smd" "Idle_Pistol_Layer" "ACT_IDLE_PISTOL_STIMULATED" -1
$MakePistolIdle "Idle_Alert_Pistol_4" "female_shared_anims\Idle_Alert_SMG1_4.smd" "Idle_Pistol_Layer" "ACT_IDLE_PISTOL_STIMULATED" -1
$MakePistolIdle "Idle_Alert_Pistol_5" "female_shared_anims\Idle_Alert_SMG1_5.smd" "Idle_Pistol_Layer" "ACT_IDLE_PISTOL_STIMULATED" -1
$MakePistolIdle "Idle_Alert_Pistol_6" "female_shared_anims\Idle_Alert_SMG1_6.smd" "Idle_Pistol_Layer3" "ACT_IDLE_PISTOL_STIMULATED" -1
$MakePistolIdle "Idle_Alert_Pistol_7" "female_shared_anims\Idle_Alert_SMG1_4.smd" "Idle_Pistol_Layer2" "ACT_IDLE_PISTOL_STIMULATED" -1
$MakePistolIdle "Idle_Alert_Pistol_8" "female_shared_anims\Idle_Alert_SMG1_3.smd" "Idle_Pistol_Layer2" "ACT_IDLE_PISTOL_STIMULATED" -1
$MakePistolIdle "Idle_Alert_Pistol_9" "female_shared_anims\Idle_Alert_SMG1_6.smd" "Idle_Pistol_Layer2" "ACT_IDLE_PISTOL_STIMULATED" -1
//$MakePistolIdle "Idle_Angry_Pistol" "female_shared_anims\Idle_Angry_SMG1.smd" "Idle_Pistol_Layer" "ACT_IDLE_PISTOL" 1
// ================================================================
// Walk Animations
// ================================================================
$sequence "walk_hold_pistol" {
"a_CitizenWalkS"
"a_CitizenWalkSE"
"a_CitizenWalkE"
"a_CitizenWalkNE"
"a_CitizenWalkN" // a_walkN_hold_pistol
"a_CitizenWalkNW"
"a_CitizenWalkW"
"a_CitizenWalkSW"
"a_CitizenWalkS"
activity "ACT_WALK_PISTOL_STIMULATED" 1 // ACT_WALK_PISTOL
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 9 "NPC_Citizen" }
{ event 6005 25 "NPC_Citizen" }
fadein 0.2
fadeout 0.2
addlayer "Idle_Pistol_Layer2"
node "standing" // standing_pistol
}
$sequence "walk_hold_pistol2" {
"a_CitizenWalkS"
"a_CitizenWalkSE"
"a_CitizenWalkE"
"a_CitizenWalkNE"
"a_CitizenWalkN" // a_walkN_hold_pistol
"a_CitizenWalkNW"
"a_CitizenWalkW"
"a_CitizenWalkSW"
"a_CitizenWalkS"
activity "ACT_WALK_PISTOL_STIMULATED" 1 // ACT_WALK_PISTOL
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 9 "NPC_Citizen" }
{ event 6005 25 "NPC_Citizen" }
fadein 0.2
fadeout 0.2
addlayer "Idle_Pistol_Layer3"
node "standing" // standing_pistol
}
$sequence "walk_hold_pistol_relaxed" {
"a_CitizenWalkS"
"a_CitizenWalkSE"
"a_CitizenWalkE"
"a_CitizenWalkNE"
"a_CitizenWalkN" // a_walkN_hold_pistol
"a_CitizenWalkNW"
"a_CitizenWalkW"
"a_CitizenWalkSW"
"a_CitizenWalkS"
activity "ACT_WALK_PISTOL_RELAXED" 1 // ACT_WALK_PISTOL
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 9 "NPC_Citizen" }
{ event 6005 25 "NPC_Citizen" }
fadein 0.2
fadeout 0.2
keyvalues
{
interior ACT_IDLE_PISTOL
}
addlayer "Idle_Pistol_Layer"
node "standing" // standing_pistol
}
$makenpcmatchwalk walk_aiming_pistol_relaxed_all "male_shared_anims\custom\Idle_Pistol_Aim_Relaxed.smd" 0 soldier_Aim_9_directions "male_shared_anims\a_WalkN.smd" PistolRelaxedAimUpperbodyBlend 30 ACT_WALK_AIM_PISTOL_RELAXED 1
// ================================================================
// Run Animations
// ================================================================
$sequence "run_hold_pistol" {
"a_CitizenRunS"
"a_CitizenRunSE"
"a_CitizenRunE"
"a_CitizenRunNE"
"a_CitizenRunN" // a_runN_hold_pistol
"a_CitizenRunNW"
"a_CitizenRunW"
"a_CitizenRunSW"
"a_CitizenRunS"
activity "ACT_RUN_PISTOL_STIMULATED" 1 // ACT_RUN_PISTOL
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 7 "NPC_Citizen" }
{ event 6005 16 "NPC_Citizen" }
fadein 0.2
fadeout 0.2
addlayer "Idle_Pistol_Layer2"
node "standing" // standing_pistol
}
$sequence "run_hold_pistol2" {
"a_CitizenRunS"
"a_CitizenRunSE"
"a_CitizenRunE"
"a_CitizenRunNE"
"a_CitizenRunN" // a_runN_hold_pistol
"a_CitizenRunNW"
"a_CitizenRunW"
"a_CitizenRunSW"
"a_CitizenRunS"
activity "ACT_RUN_PISTOL_STIMULATED" 1 // ACT_RUN_PISTOL
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 7 "NPC_Citizen" }
{ event 6005 16 "NPC_Citizen" }
fadein 0.2
fadeout 0.2
addlayer "Idle_Pistol_Layer3"
node "standing" // standing_pistol
}
$sequence "run_hold_pistol_relaxed" {
"a_CitizenRunS"
"a_CitizenRunSE"
"a_CitizenRunE"
"a_CitizenRunNE"
"a_CitizenRunN" // a_runN_hold_pistol
"a_CitizenRunNW"
"a_CitizenRunW"
"a_CitizenRunSW"
"a_CitizenRunS"
activity "ACT_RUN_PISTOL_RELAXED" 1 // ACT_RUN_PISTOL
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 7 "NPC_Citizen" }
{ event 6005 16 "NPC_Citizen" }
fadein 0.2
fadeout 0.2
keyvalues
{
interior ACT_IDLE_PISTOL
}
addlayer "Layer_Pistol_Hand_R"
node "standing" // standing_pistol
}
$makenpcmatchrun run_aiming_pistol_relaxed_all "male_shared_anims\custom\Idle_Pistol_Aim_Relaxed.smd" 0 soldier_Aim_9_directions "male_shared_anims\a_RunN.smd" PistolRelaxedAimUpperbodyBlend 18 ACT_RUN_AIM_PISTOL_RELAXED 1
// ================================================================
// Transition Animations
//
// For now, these are disabled to prevent them from affecting Alyx.
// (TODO: Can we just override them in the new alyx_animations_ep2.qc?)
// ================================================================
//$sequence "IdleAngryToShootPistol" {
// "male_shared_anims\IdleAngryToShoot.smd"
// activity "ACT_TRANSITION" 1
// fadein 0.2
// fadeout 0.2
// blendlayer "Idle_Angry_Pistol" 0 0 0 20 xfade spline
// blendlayer "Pistol_idle_aim" 0 20 20 20 spline
// blendlayer "IdleAngryToShootDelta" 0 0 20 20
// transition "standing" "shooting_pistol"
// fps 30
// noanimation //weightlist "weights_turnleft"
// numframes 20
//}
//
//$sequence "ShootToIdleAngryPistol" {
// "male_shared_anims\ShootToIdleAngry.smd"
// activity "ACT_TRANSITION" 1
// fadein 0.2
// fadeout 0.2
// blendlayer "Pistol_idle_aim" 0 0 0 20 xfade spline
// blendlayer "Idle_Angry_Pistol" 0 20 20 20 spline
// blendlayer "ShootToIdleAngryDelta" 0 0 20 20
// transition "shooting_pistol" "standing"
// fps 30
// noanimation //weightlist "weights_turnleft"
// numframes 20
//}