mirror of
https://github.com/mapbase-source/mapbase-model-src.git
synced 2025-04-13 04:30:01 +03:00
Disabled new soldier idle-to-combat transitions by default
This commit is contained in:
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8bf6dd53ff
commit
1938d9b346
@ -21,7 +21,7 @@ $skiptransition "shooting" "shooting_ar2" "shooting_smg1" "shooting_sg" "shootin
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$skiptransition "crouching" "crouching_ar2" "crouching_smg1" "crouching_sg" "crouching_pistol"
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// ----------------------------------------------------------------
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// SoldierActivityFixes.qci
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// SoldierActivityFixes.qci / SoldierNewWeaponActivities.qci
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// ----------------------------------------------------------------
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$AddNodeToSequence "CombatIdle1" "shooting_ar2"
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$AddNodeToSequence "CombatIdle1_SMG1" "shooting_smg1"
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@ -31,6 +31,7 @@ $AddNodeToSequence "crouch_aim_ar2" "crouching_ar2"
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$AddNodeToSequence "crouch_aim_sm1" "crouching_smg1"
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$AddNodeToSequence "crouch_aim_sg" "crouching_sg"
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$AddNodeToSequence "Idle1" "standing_ar2"
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$AddNodeToSequence "Idle_Unarmed_ACT_IDLE" "standing"
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$AddNodeToSequence "Idle1_AR2" "standing_ar2"
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$AddNodeToSequence "Idle1_SMG1" "standing_smg1"
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@ -143,6 +144,35 @@ $AddNodeToSequence "run_aiming_pistol_all" "shooting_pistol"
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$AddNodeToSequence "walk_hold_pistol" "standing_pistol"
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$AddNodeToSequence "run_hold_pistol" "standing_pistol"
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// ----------------------------------------------------------------
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// SoldierNewWeaponActivities_AR1/SMG2/SniperRifle.qci
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// ----------------------------------------------------------------
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$AddNodeToSequence "CombatIdle1_AR1" "shooting_ar2"
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$AddNodeToSequence "crouch_aim_ar1" "crouching_ar2"
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$AddNodeToSequence "reload_ar1" "shooting_ar2"
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$AddNodeToSequence "shootAR1s" "shooting_ar2"
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$AddNodeToSequence "shootAR1c" "crouching_ar2"
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// ----------------------------------------------------------------
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$AddNodeToSequence "Idle1_SMG2" "standing_smg1"
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$AddNodeToSequence "CombatIdle1_SMG2" "shooting_smg1"
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$AddNodeToSequence "crouch_aim_smg2" "crouching_smg1"
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$AddNodeToSequence "reload_smg2" "shooting_smg1"
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$AddNodeToSequence "shootSMG2s" "shooting_smg1"
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$AddNodeToSequence "shootSMG2c" "crouching_smg1"
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// ----------------------------------------------------------------
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$AddNodeToSequence "Idle1_SR" "standing_ar2"
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$AddNodeToSequence "CombatIdle1_SR" "shooting_ar2"
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$AddNodeToSequence "crouch_aim_sr" "crouching_ar2"
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$AddNodeToSequence "reload_sr" "shooting_ar2"
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$AddNodeToSequence "shootSRs" "shooting_ar2"
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$AddNodeToSequence "shootSRc" "crouching_ar2"
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// ----------------------------------------------------------------
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// SoldierCrouchMovement.qci
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// ----------------------------------------------------------------
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@ -70,9 +70,8 @@ $sequence $SeqName$ { \\
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// ----------------------------------------------------------------
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// TODO: Remove these
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$CombatStandCrouchTransition "Combat_stand_to_crouch" "Combat_stand_to_crouch.smd" "shooting_ar2_old" "crouching_ar2_old"
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$CombatCrouchStandTransition "Crouch_to_combat_stand" "Crouch_to_combat_stand.smd" "crouching_ar2_old" "shooting_ar2_old"
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//$CombatStandCrouchTransition "Combat_stand_to_crouch" "Combat_stand_to_crouch.smd" "shooting_ar2_old" "crouching_ar2_old"
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//$CombatCrouchStandTransition "Crouch_to_combat_stand" "Crouch_to_combat_stand.smd" "crouching_ar2_old" "shooting_ar2_old"
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// AR2 to crouch
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$CombatStandCrouchTransition "Combat_stand_to_crouch_ar2" "Combat_stand_to_crouch.smd" "shooting_ar2" "crouching_ar2"
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@ -118,83 +117,8 @@ $append "cover_crouch_low_to_combat_stand_smg1" { blendlayer "oldidle_to_smg1" 0
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// ----------------------------------------------------------------
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$definemacro IdleToCombatStandTransition SeqName BaseFile StartNode EndNode AimLayer \\
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$sequence $SeqName$ { \\
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$BaseFile$ \\
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activity "ACT_TRANSITION" 1 \\
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transition $StartNode$ $EndNode$ \\
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blendlayer $AimLayer$ 0 8 19 19 local spline \\
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ikrule "lfoot" footstep contact 0 height 20 radius 2.5 range 0 0 0 4 \\
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ikrule "rfoot" footstep contact 0 height 20 radius 2.5 range 0 0 0 4 \\
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ikrule "lfoot" footstep contact 0 height 20 radius 2.5 range 9 12 18 18 \\
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ikrule "rfoot" footstep contact 0 height 20 radius 2.5 range 9 12 18 18 \\
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}
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$definemacro CombatToIdleStandTransition SeqName BaseFile StartNode EndNode AimLayer \\
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$sequence $SeqName$ { \\
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$BaseFile$ \\
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activity "ACT_TRANSITION" 1 \\
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transition $StartNode$ $EndNode$ \\
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blendlayer $AimLayer$ 0 0 0 25 local spline \\
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ikrule "lfoot" footstep contact 0 height 20 radius 2.5 range 0 0 10 14 \\
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ikrule "rfoot" footstep contact 0 height 20 radius 2.5 range 0 0 0 2 \\
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ikrule "lfoot" footstep contact 0 height 20 radius 2.5 range 20 24 24 24 \\
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ikrule "rfoot" footstep contact 0 height 20 radius 2.5 range 11 15 24 24 \\
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}
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// AR2 idle to combat
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$IdleToCombatStandTransition "idle_to_combat_stand_ar2" "custom/idle_to_combat_stand.smd" "standing_ar2" "shooting_ar2" "Aim_stand_delta_all"
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$CombatToIdleStandTransition "combat_stand_to_idle_ar2" "custom/combat_stand_to_idle.smd" "shooting_ar2" "standing_ar2" "Aim_stand_delta_all"
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// AR2 idle stimulated to combat
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$GenericTransitionBlendToSMD "idle_stimulated_to_combat_stand_ar2" "Idle2_AR2" "custom/idle_to_combat_stand.smd" "standing_alert_ar2" "shooting_ar2" 15
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$GenericTransitionBlendFromSMD "combat_stand_to_idle_stimulated_ar2" "custom/combat_stand_to_idle.smd" "Idle2_AR2" "shooting_ar2" "standing_alert_ar2" 20
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// AR2 idle to crouch
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$GenericTransitionBlendFromSMD "idle_to_crouch_ar2" "custom/idle_to_combat_stand.smd" "Combat_stand_to_crouch" "standing_ar2" "crouching_ar2" 15
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$GenericTransitionBlendToSMD "crouch_to_idle_ar2" "Crouch_to_combat_stand" "custom/combat_stand_to_idle.smd" "crouching_ar2" "standing_ar2" 20
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// AR2 idle stimulated to crouch
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$GenericTransitionBlendToSMD "idle_stimulated_to_crouch_ar2" "Idle2_AR2" "Combat_stand_to_crouch.smd" "standing_alert_ar2" "crouching_ar2" 15
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$GenericTransitionBlendFromSMD "crouch_to_idle_stimulated_ar2" "Crouch_to_combat_stand.smd" "Idle2_AR2" "crouching_ar2" "standing_alert_ar2" 20
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// ----------------------------------------------------------------
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// SMG1 idle to combat
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$IdleToCombatStandTransition "idle_to_combat_stand_smg1" "custom/idle_to_combat_stand_smg1.smd" "standing_smg1" "shooting_smg1" "Aim_stand_delta_all"
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$CombatToIdleStandTransition "combat_stand_to_idle_smg1" "custom/combat_stand_to_idle_smg1.smd" "shooting_smg1" "standing_smg1" "Aim_stand_delta_all"
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// ----------------------------------------------------------------
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// Shotgun idle to combat
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$IdleToCombatStandTransition "idle_to_combat_stand_shotgun" "custom/idle_to_combat_stand_shotgun.smd" "standing_sg" "shooting_sg" "Aim_stand_delta_all"
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$CombatToIdleStandTransition "combat_stand_to_idle_shotgun" "custom/combat_stand_to_idle_shotgun.smd" "shooting_sg" "standing_sg" "Aim_stand_delta_all"
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$GenericTransitionBlend "idle_to_crouch_shotgun" "custom/idle_to_combat_stand.smd" "Idle1_SG" "crouch_aim_ar2" "standing_sg" "crouching_sg" 15
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$GenericTransitionBlend "crouch_to_idle_shotgun" "custom/combat_stand_to_idle.smd" "crouch_aim_ar2" "Idle1_SG" "crouching_sg" "standing_sg" 20
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// ----------------------------------------------------------------
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// Stubs
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$CombatStandCrouchTransition "transition_stub_cs_to_c_ar2" "Combat_stand_to_crouch.smd" "shooting" "crouching_ar2"
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$CombatStandCrouchTransition "transition_stub_cs_to_c_smg1" "Combat_stand_to_crouch.smd" "shooting" "crouching_smg1"
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$GenericTransitionBlendToSMD "transition_stub_cs_to_c_sg" "CombatIdle1_SG" "Combat_stand_to_crouch.smd" "shooting" "crouching_sg" 16
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$GenericTransitionBlend "transition_stub_cs_to_c_pistol" "Combat_stand_to_crouch.smd" "CombatIdle1_Pistol" "crouch_aim_pistol" "shooting" "crouching_pistol" 16
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$append "transition_stub_cs_to_c_ar2" { hidden blendlayer "oldidle_to_ar2" 0 0 0 0 local }
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$append "transition_stub_cs_to_c_smg1" { hidden blendlayer "oldidle_to_smg1" 0 0 0 0 local }
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$append "transition_stub_cs_to_c_sg" { hidden walkframe 7 LX }
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$append "transition_stub_cs_to_c_pistol" { hidden walkframe 7 LX }
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$CombatCrouchStandTransition "transition_stub_c_to_cs_ar2" "Crouch_to_combat_stand.smd" "crouching" "shooting_ar2"
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$CombatCrouchStandTransition "transition_stub_c_to_cs_smg1" "Crouch_to_combat_stand.smd" "crouching" "shooting_smg1"
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$GenericTransitionBlendFromSMD "transition_stub_c_to_cs_sg" "Crouch_to_combat_stand.smd" "CombatIdle1_SG" "crouching" "shooting_sg" 16
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$GenericTransitionBlend "transition_stub_c_to_cs_pistol" "Crouch_to_combat_stand.smd" "crouch_aim_pistol" "CombatIdle1_Pistol" "crouching" "shooting_pistol" 16
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$append "transition_stub_c_to_cs_ar2" { hidden blendlayer "oldidle_to_ar2" 0 0 0 0 local }
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$append "transition_stub_c_to_cs_smg1" { hidden blendlayer "oldidle_to_smg1" 0 0 0 0 local }
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$append "transition_stub_c_to_cs_sg" { hidden walkframe 7 LX }
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$append "transition_stub_c_to_cs_pistol" { hidden walkframe 7 LX }
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// No longer used due to interference with existing behavior
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//$include "SoldierTransitions_IdleToCombat.qci"
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// ----------------------------------------------------------------
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85
modelsrc/SoldierTransitions_IdleToCombat.qci
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85
modelsrc/SoldierTransitions_IdleToCombat.qci
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@ -0,0 +1,85 @@
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// ================================================================
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//
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// New Soldier Transition Animations
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//
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// ================================================================
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$definemacro IdleToCombatStandTransition SeqName BaseFile StartNode EndNode AimLayer \\
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$sequence $SeqName$ { \\
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$BaseFile$ \\
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activity "ACT_TRANSITION" 1 \\
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transition $StartNode$ $EndNode$ \\
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blendlayer $AimLayer$ 0 8 19 19 local spline \\
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ikrule "lfoot" footstep contact 0 height 20 radius 2.5 range 0 0 0 4 \\
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ikrule "rfoot" footstep contact 0 height 20 radius 2.5 range 0 0 0 4 \\
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ikrule "lfoot" footstep contact 0 height 20 radius 2.5 range 9 12 18 18 \\
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ikrule "rfoot" footstep contact 0 height 20 radius 2.5 range 9 12 18 18 \\
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}
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$definemacro CombatToIdleStandTransition SeqName BaseFile StartNode EndNode AimLayer \\
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$sequence $SeqName$ { \\
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$BaseFile$ \\
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activity "ACT_TRANSITION" 1 \\
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transition $StartNode$ $EndNode$ \\
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blendlayer $AimLayer$ 0 0 0 25 local spline \\
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ikrule "lfoot" footstep contact 0 height 20 radius 2.5 range 0 0 10 14 \\
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ikrule "rfoot" footstep contact 0 height 20 radius 2.5 range 0 0 0 2 \\
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ikrule "lfoot" footstep contact 0 height 20 radius 2.5 range 20 24 24 24 \\
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ikrule "rfoot" footstep contact 0 height 20 radius 2.5 range 11 15 24 24 \\
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}
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// AR2 idle to combat
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$IdleToCombatStandTransition "idle_to_combat_stand_ar2" "custom/idle_to_combat_stand.smd" "standing_ar2" "shooting_ar2" "Aim_stand_delta_all"
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$CombatToIdleStandTransition "combat_stand_to_idle_ar2" "custom/combat_stand_to_idle.smd" "shooting_ar2" "standing_ar2" "Aim_stand_delta_all"
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// AR2 idle stimulated to combat
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$GenericTransitionBlendToSMD "idle_stimulated_to_combat_stand_ar2" "Idle2_AR2" "custom/idle_to_combat_stand.smd" "standing_alert_ar2" "shooting_ar2" 15
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$GenericTransitionBlendFromSMD "combat_stand_to_idle_stimulated_ar2" "custom/combat_stand_to_idle.smd" "Idle2_AR2" "shooting_ar2" "standing_alert_ar2" 20
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// AR2 idle to crouch
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$GenericTransitionBlendFromSMD "idle_to_crouch_ar2" "custom/idle_to_combat_stand.smd" "Combat_stand_to_crouch" "standing_ar2" "crouching_ar2" 15
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$GenericTransitionBlendToSMD "crouch_to_idle_ar2" "Crouch_to_combat_stand" "custom/combat_stand_to_idle.smd" "crouching_ar2" "standing_ar2" 20
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// AR2 idle stimulated to crouch
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$GenericTransitionBlendToSMD "idle_stimulated_to_crouch_ar2" "Idle2_AR2" "Combat_stand_to_crouch.smd" "standing_alert_ar2" "crouching_ar2" 15
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$GenericTransitionBlendFromSMD "crouch_to_idle_stimulated_ar2" "Crouch_to_combat_stand.smd" "Idle2_AR2" "crouching_ar2" "standing_alert_ar2" 20
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// ----------------------------------------------------------------
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// SMG1 idle to combat
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$IdleToCombatStandTransition "idle_to_combat_stand_smg1" "custom/idle_to_combat_stand_smg1.smd" "standing_smg1" "shooting_smg1" "Aim_stand_delta_all"
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$CombatToIdleStandTransition "combat_stand_to_idle_smg1" "custom/combat_stand_to_idle_smg1.smd" "shooting_smg1" "standing_smg1" "Aim_stand_delta_all"
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// ----------------------------------------------------------------
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// Shotgun idle to combat
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$IdleToCombatStandTransition "idle_to_combat_stand_shotgun" "custom/idle_to_combat_stand_shotgun.smd" "standing_sg" "shooting_sg" "Aim_stand_delta_all"
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$CombatToIdleStandTransition "combat_stand_to_idle_shotgun" "custom/combat_stand_to_idle_shotgun.smd" "shooting_sg" "standing_sg" "Aim_stand_delta_all"
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$GenericTransitionBlend "idle_to_crouch_shotgun" "custom/idle_to_combat_stand.smd" "Idle1_SG" "crouch_aim_ar2" "standing_sg" "crouching_sg" 15
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$GenericTransitionBlend "crouch_to_idle_shotgun" "custom/combat_stand_to_idle.smd" "crouch_aim_ar2" "Idle1_SG" "crouching_sg" "standing_sg" 20
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// ----------------------------------------------------------------
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// Stubs
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$CombatStandCrouchTransition "transition_stub_cs_to_c_ar2" "Combat_stand_to_crouch.smd" "shooting" "crouching_ar2"
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$CombatStandCrouchTransition "transition_stub_cs_to_c_smg1" "Combat_stand_to_crouch.smd" "shooting" "crouching_smg1"
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$GenericTransitionBlendToSMD "transition_stub_cs_to_c_sg" "CombatIdle1_SG" "Combat_stand_to_crouch.smd" "shooting" "crouching_sg" 16
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$GenericTransitionBlend "transition_stub_cs_to_c_pistol" "Combat_stand_to_crouch.smd" "CombatIdle1_Pistol" "crouch_aim_pistol" "shooting" "crouching_pistol" 16
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$append "transition_stub_cs_to_c_ar2" { hidden blendlayer "oldidle_to_ar2" 0 0 0 0 local }
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$append "transition_stub_cs_to_c_smg1" { hidden blendlayer "oldidle_to_smg1" 0 0 0 0 local }
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$append "transition_stub_cs_to_c_sg" { hidden walkframe 7 LX }
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$append "transition_stub_cs_to_c_pistol" { hidden walkframe 7 LX }
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$CombatCrouchStandTransition "transition_stub_c_to_cs_ar2" "Crouch_to_combat_stand.smd" "crouching" "shooting_ar2"
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$CombatCrouchStandTransition "transition_stub_c_to_cs_smg1" "Crouch_to_combat_stand.smd" "crouching" "shooting_smg1"
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$GenericTransitionBlendFromSMD "transition_stub_c_to_cs_sg" "Crouch_to_combat_stand.smd" "CombatIdle1_SG" "crouching" "shooting_sg" 16
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$GenericTransitionBlend "transition_stub_c_to_cs_pistol" "Crouch_to_combat_stand.smd" "crouch_aim_pistol" "CombatIdle1_Pistol" "crouching" "shooting_pistol" 16
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$append "transition_stub_c_to_cs_ar2" { hidden blendlayer "oldidle_to_ar2" 0 0 0 0 local }
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$append "transition_stub_c_to_cs_smg1" { hidden blendlayer "oldidle_to_smg1" 0 0 0 0 local }
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$append "transition_stub_c_to_cs_sg" { hidden walkframe 7 LX }
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$append "transition_stub_c_to_cs_pistol" { hidden walkframe 7 LX }
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// ----------------------------------------------------------------
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@ -58,8 +58,8 @@ $declaresequence "shootAR2g"
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//$declaresequence "signal_left"
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//$declaresequence "signal_right"
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//$declaresequence "signal_takecover"
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//$declaresequence "Combat_stand_to_crouch"
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//$declaresequence "Crouch_to_combat_stand"
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$declaresequence "Combat_stand_to_crouch"
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$declaresequence "Crouch_to_combat_stand"
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$declaresequence "Aim_stand_delta_all"
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$declaresequence "Aim_stand_delta_all_SG"
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$declaresequence "Aim_crouch_delta_all"
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