mirror of
https://github.com/mapbase-source/mapbase-model-src.git
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271 lines
7.0 KiB
Plaintext
271 lines
7.0 KiB
Plaintext
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// ================================================================
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//
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// New Police Crouch Movement Animations
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//
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// ================================================================
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$weightlist "WeightsLayerLowCoverAim" {
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"ValveBiped.Bip01_Pelvis" 0
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"ValveBiped.Bip01_Spine" 0.5
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//"ValveBiped.Bip01_L_Clavicle" 0
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//"ValveBiped.Bip01_R_Clavicle" 0
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//"ValveBiped.Bip01_L_Thigh" 0
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//"ValveBiped.Bip01_R_Thigh" 0
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}
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$weightlist "weights_layer_crouch_move" {
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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" 0.8
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"ValveBiped.Bip01_L_Clavicle" 1
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"ValveBiped.Bip01_R_Clavicle" 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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$animation "a_pistol_aim_up_center_corrective_animation" "police_animations_anims\a_pistol_aim_up_center_corrective_animation.smd" {
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}
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$animation "a_layer_lowcover_aim_pistol_up" "police_animations_anims\a_pistol_aim_up_center.smd" {
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fps 30
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// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
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subtract "a_pistol_aim_up_center_corrective_animation" 0
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weightlist "WeightsLayerLowCoverAim"
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}
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$animation "a_pistol_aim_mid_center_corrective_animation" "police_animations_anims\a_pistol_aim_mid_center_corrective_animation.smd" {
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}
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$animation "a_layer_lowcover_aim_pistol_mid_center" "police_animations_anims\a_pistol_aim_mid_center.smd" {
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fps 30
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// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
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subtract "a_pistol_aim_mid_center_corrective_animation" 0
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weightlist "WeightsLayerLowCoverAim"
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}
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$animation "a_pistol_aim_mid_left_corrective_animation" "police_animations_anims\a_pistol_aim_mid_left_corrective_animation.smd" {
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}
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$animation "a_layer_lowcover_aim_pistol_mid_left" "police_animations_anims\a_pistol_aim_mid_left.smd" {
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fps 30
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// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
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subtract "a_pistol_aim_mid_left_corrective_animation" 0
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weightlist "WeightsLayerLowCoverAim"
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}
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$sequence "layer_lowcover_aim_pistol" {
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"a_layer_lowcover_aim_pistol_mid_center"
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"a_layer_lowcover_aim_pistol_up"
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"a_layer_lowcover_aim_pistol_mid_center"
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blend "move_yaw" -180 180
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blendwidth 3
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delta
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//addlayer "layer_lowcover_aim_pistol"
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}
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$sequence "layer_lowcover_aim_pistol_2" {
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"a_layer_lowcover_aim_pistol_mid_center"
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"a_layer_lowcover_aim_pistol_mid_left"
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"a_layer_lowcover_aim_pistol_mid_center"
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blend "aim_yaw" -60 60
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blendwidth 3
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delta
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//addlayer "layer_lowcover_aim_pistol"
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}
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//$sequence "layer_lowcover_aim_pistol" {
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// "police_animations_anims\lowcover_aim_pistol.smd"
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// //addlayer "pistol_Aim_all"
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// weightlist "WeightsLayerLowCoverAim"
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// subtract "a_PoliceCrouch_walkN" 0
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// delta
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// rotate 60
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// loop
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//}
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// ----------------------------------------------------------------
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$sequence "layer_crouch_run_aiming_pistol" {
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"police_animations_anims\layer_run_aiming_pistol.smd"
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hidden
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addlayer "WalkN_pistol_Aim_all"
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fps 30
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worldspace
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rotate 90
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loop
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weightlist "weights_layer_crouch_move"
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}
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$sequence "layer_crouch_run_hold_pistol" {
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"police_animations_anims\layer_run_hold_pistol.smd"
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hidden
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fps 30
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worldspace
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rotate 90
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loop
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weightlist "weights_layer_crouch_move"
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}
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$sequence "Crouch_walk_aim_pistol_all" {
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"a_PoliceCrouch_walkS"
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"a_PoliceCrouch_walkSE"
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"a_PoliceCrouch_walkE"
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"a_PoliceCrouch_walkNE"
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"a_PoliceCrouch_walkN"
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"a_PoliceCrouch_walkNW"
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"a_PoliceCrouch_walkW"
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"a_PoliceCrouch_walkSW"
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"a_PoliceCrouch_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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addlayer "layer_crouch_run_aiming_pistol"
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}
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$sequence "Crouch_run_aim_pistol_all" {
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"a_PoliceRunS"
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"a_PoliceRunSE"
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"a_PoliceRunE"
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"a_PoliceRunNE"
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"a_PoliceCrouch_runN"
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"a_PoliceRunNW"
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"a_PoliceRunW"
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"a_PoliceRunSW"
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"a_PoliceRunS"
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activity "ACT_RUN_CROUCH_AIM_PISTOL" 1
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blend "move_yaw" -180 180
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blendwidth 9
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{ event 6004 6 "NPC_MetroPolice" }
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{ event 6005 16 "NPC_MetroPolice" }
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addlayer "layer_crouch_run_aiming_pistol"
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}
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$sequence "Crouch_walk_hold_pistol_all" {
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"a_PoliceCrouch_walkS"
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"a_PoliceCrouch_walkSE"
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"a_PoliceCrouch_walkE"
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"a_PoliceCrouch_walkNE"
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"a_PoliceCrouch_walkN"
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"a_PoliceCrouch_walkNW"
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"a_PoliceCrouch_walkW"
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"a_PoliceCrouch_walkSW"
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"a_PoliceCrouch_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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addlayer "layer_crouch_run_hold_pistol"
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}
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$sequence "Crouch_run_hold_pistol_all" {
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"a_PoliceCrouch_walkS"
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"a_PoliceCrouch_walkSE"
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"a_PoliceCrouch_walkE"
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"a_PoliceCrouch_walkNE"
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"a_PoliceCrouch_runN"
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"a_PoliceCrouch_walkNW"
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"a_PoliceCrouch_walkW"
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"a_PoliceCrouch_walkSW"
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"a_PoliceCrouch_walkS"
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activity "ACT_RUN_CROUCH_PISTOL" 1
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blend "move_yaw" -180 180
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blendwidth 9
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{ event 6004 6 "NPC_MetroPolice" }
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{ event 6005 16 "NPC_MetroPolice" }
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addlayer "layer_crouch_run_hold_pistol"
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}
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// ----------------------------------------------------------------
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$sequence "layer_crouch_run_aiming_smg1" {
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"police_animations_anims\layer_run_aiming_smg1.smd"
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hidden
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addlayer "WalkN_SMG1_Aim_all"
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fps 30
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worldspace
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rotate 90
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loop
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weightlist "weights_layer_crouch_move"
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}
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$sequence "layer_crouch_run_hold_smg1" {
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"police_animations_anims\layer_run_hold_smg1.smd"
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hidden
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fps 30
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worldspace
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rotate 90
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loop
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weightlist "weights_layer_crouch_move"
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}
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$sequence "Crouch_walk_aim_smg1_all" {
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"a_PoliceCrouch_walkS"
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"a_PoliceCrouch_walkSE"
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"a_PoliceCrouch_walkE"
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"a_PoliceCrouch_walkNE"
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"a_PoliceCrouch_walkN"
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"a_PoliceCrouch_walkNW"
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"a_PoliceCrouch_walkW"
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"a_PoliceCrouch_walkSW"
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"a_PoliceCrouch_walkS"
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activity "ACT_WALK_CROUCH_AIM_RIFLE" 1
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blend "move_yaw" -180 180
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blendwidth 9
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addlayer "layer_crouch_run_aiming_smg1"
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}
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$sequence "Crouch_run_aim_smg1_all" {
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"a_PoliceRunS"
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"a_PoliceRunSE"
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"a_PoliceRunE"
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"a_PoliceRunNE"
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"a_PoliceCrouch_runN"
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"a_PoliceRunNW"
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"a_PoliceRunW"
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"a_PoliceRunSW"
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"a_PoliceRunS"
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activity "ACT_RUN_CROUCH_AIM_RIFLE" 1
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blend "move_yaw" -180 180
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blendwidth 9
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{ event 6004 6 "NPC_MetroPolice" }
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{ event 6005 16 "NPC_MetroPolice" }
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addlayer "layer_crouch_run_aiming_smg1"
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}
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$sequence "Crouch_walk_hold_smg1_all" {
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"a_PoliceCrouch_walkS"
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"a_PoliceCrouch_walkSE"
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"a_PoliceCrouch_walkE"
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"a_PoliceCrouch_walkNE"
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"a_PoliceCrouch_walkN"
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"a_PoliceCrouch_walkNW"
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"a_PoliceCrouch_walkW"
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"a_PoliceCrouch_walkSW"
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"a_PoliceCrouch_walkS"
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activity "ACT_WALK_CROUCH_RIFLE" 1
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blend "move_yaw" -180 180
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blendwidth 9
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addlayer "layer_crouch_run_hold_smg1"
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}
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$sequence "Crouch_run_hold_smg1_all" {
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"a_PoliceCrouch_walkS"
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"a_PoliceCrouch_walkSE"
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"a_PoliceCrouch_walkE"
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"a_PoliceCrouch_walkNE"
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"a_PoliceCrouch_runN"
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"a_PoliceCrouch_walkNW"
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"a_PoliceCrouch_walkW"
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"a_PoliceCrouch_walkSW"
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"a_PoliceCrouch_walkS"
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activity "ACT_RUN_CROUCH_RIFLE" 1
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blend "move_yaw" -180 180
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blendwidth 9
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{ event 6004 6 "NPC_MetroPolice" }
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{ event 6005 16 "NPC_MetroPolice" }
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addlayer "layer_crouch_run_hold_smg1"
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}
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// ----------------------------------------------------------------
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