diff --git a/modelsrc/HL2MPMoveAnims.qci b/modelsrc/HL2MPMoveAnims.qci index a3c2ad1..7147844 100644 --- a/modelsrc/HL2MPMoveAnims.qci +++ b/modelsrc/HL2MPMoveAnims.qci @@ -66,113 +66,113 @@ $definemacro a_CrouchRunBlends \\ $animation "a_WalkS" "male_shared_anims\a_WalkS.smd" { fps 30 loop - ikrule "lfoot" footstep contact 10 fakeorigin -7.85 4.14 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 5 21 27 target 3 - ikrule "rfoot" footstep contact 24 fakeorigin -7.32 -2.25 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 19 6 12 target 2 + //ikrule "lfoot" footstep contact 10 fakeorigin -7.85 4.14 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 5 21 27 target 3 + //ikrule "rfoot" footstep contact 24 fakeorigin -7.32 -2.25 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 19 6 12 target 2 walkframe 28 LX LY } $animation "a_WalkSE" "male_shared_anims\a_WalkSE.smd" { fps 30 loop - ikrule "lfoot" footstep contact 11 fakeorigin -4.59 0.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 6 21 27 target 3 - ikrule "rfoot" footstep contact 25 fakeorigin -2.36 -5.69 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2 + //ikrule "lfoot" footstep contact 11 fakeorigin -4.59 0.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 6 21 27 target 3 + //ikrule "rfoot" footstep contact 25 fakeorigin -2.36 -5.69 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2 walkframe 28 LX LY } $animation "a_WalkE" "male_shared_anims\a_WalkE.smd" { fps 30 loop - ikrule "lfoot" footstep contact 9 fakeorigin 5.61 -4.22 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 1 6 22 1 target 3 - ikrule "rfoot" footstep contact 22 fakeorigin -2.65 -10.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2 + //ikrule "lfoot" footstep contact 9 fakeorigin 5.61 -4.22 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 1 6 22 1 target 3 + //ikrule "rfoot" footstep contact 22 fakeorigin -2.65 -10.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2 walkframe 26 LX LY } $animation "a_WalkNE" "male_shared_anims\a_WalkNE.smd" { fps 30 loop - ikrule "lfoot" footstep contact 9 fakeorigin 7.33 -1.32 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3 - ikrule "rfoot" footstep contact 22 fakeorigin 4.31 -9.39 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2 + //ikrule "lfoot" footstep contact 9 fakeorigin 7.33 -1.32 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3 + //ikrule "rfoot" footstep contact 22 fakeorigin 4.31 -9.39 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2 walkframe 26 LX LY } $animation "a_WalkN" "male_shared_anims\a_WalkN.smd" { fps 30 loop - ikrule "lfoot" footstep contact 10 fakeorigin 10.25 4.75 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 21 28 target 3 - ikrule "rfoot" footstep contact 25 fakeorigin 10.26 -2.65 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2 + //ikrule "lfoot" footstep contact 10 fakeorigin 10.25 4.75 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 21 28 target 3 + //ikrule "rfoot" footstep contact 25 fakeorigin 10.26 -2.65 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2 walkframe 30 LX LY } $animation "a_WalkNW" "male_shared_anims\a_WalkNW.smd" { fps 30 loop - ikrule "lfoot" footstep contact 9 fakeorigin 4.17 11.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 19 25 target 3 - ikrule "rfoot" footstep contact 22 fakeorigin 5.76 1.71 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2 + //ikrule "lfoot" footstep contact 9 fakeorigin 4.17 11.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 19 25 target 3 + //ikrule "rfoot" footstep contact 22 fakeorigin 5.76 1.71 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2 walkframe 26 LX LY } $animation "a_WalkW" "male_shared_anims\a_WalkW.smd" { fps 30 loop - ikrule "lfoot" footstep contact 9 fakeorigin -3.31 10.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3 - ikrule "rfoot" footstep contact 23 fakeorigin 5.42 3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 20 9 14 target 2 + //ikrule "lfoot" footstep contact 9 fakeorigin -3.31 10.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3 + //ikrule "rfoot" footstep contact 23 fakeorigin 5.42 3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 20 9 14 target 2 walkframe 26 LX LY } $animation "a_WalkSW" "male_shared_anims\a_WalkSW.smd" { fps 30 loop - ikrule "lfoot" footstep contact 11 fakeorigin -1.77 7 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 26 5 20 26 target 3 - ikrule "rfoot" footstep contact 25 fakeorigin -3.99 -0.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2 + //ikrule "lfoot" footstep contact 11 fakeorigin -1.77 7 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 26 5 20 26 target 3 + //ikrule "rfoot" footstep contact 25 fakeorigin -3.99 -0.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2 walkframe 28 LX LY } $animation a_RunS "hl2mp_ported_anims\RunS" { loop LX LY startloop 0 rotateto -180 - ikrule "lfoot" footstep contact 8 fakeorigin -1.67 4.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3 - ikrule "rfoot" footstep contact 17 fakeorigin -2.19 -4.26 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2 + //ikrule "lfoot" footstep contact 8 fakeorigin -1.67 4.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3 + //ikrule "rfoot" footstep contact 17 fakeorigin -2.19 -4.26 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2 alignto reference } $animation a_RunSE "hl2mp_ported_anims\RunSE" { loop LX LY startloop 0 rotateto -135 - ikrule "lfoot" footstep contact 8 fakeorigin -6.04 4.12 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 12 17 target 3 - ikrule "rfoot" footstep contact 17 fakeorigin 2.09 -6.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2 + //ikrule "lfoot" footstep contact 8 fakeorigin -6.04 4.12 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 12 17 target 3 + //ikrule "rfoot" footstep contact 17 fakeorigin 2.09 -6.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2 alignto reference } $animation a_RunE "hl2mp_ported_anims\RunE" { loop LX LY startloop 0 rotateto -90 - ikrule "lfoot" footstep contact 6 fakeorigin 4.24 -4.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 4 9 15 target 3 - ikrule "rfoot" footstep contact 14 fakeorigin -2.39 -13.73 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 1 7 target 2 + //ikrule "lfoot" footstep contact 6 fakeorigin 4.24 -4.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 4 9 15 target 3 + //ikrule "rfoot" footstep contact 14 fakeorigin -2.39 -13.73 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 1 7 target 2 alignto reference } $animation a_RunNE "hl2mp_ported_anims\RunNE" { loop LX LY startloop 0 rotateto -45 - ikrule "lfoot" footstep contact 6 fakeorigin 8.14 -2.01 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 9 16 target 3 - ikrule "rfoot" footstep contact 16 fakeorigin 3.03 -6.53 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 14 18 7 target 2 + //ikrule "lfoot" footstep contact 6 fakeorigin 8.14 -2.01 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 9 16 target 3 + //ikrule "rfoot" footstep contact 16 fakeorigin 3.03 -6.53 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 14 18 7 target 2 alignto reference } $animation a_RunN "hl2mp_ported_anims\RunN" { loop LX LY startloop 0 rotateto 0 - ikrule "lfoot" footstep contact 7 fakeorigin 4.52 2.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 10 16 target 3 - ikrule "rfoot" footstep contact 16 fakeorigin 4.56 -1.62 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 14 1 7 target 2 + //ikrule "lfoot" footstep contact 7 fakeorigin 4.52 2.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 10 16 target 3 + //ikrule "rfoot" footstep contact 16 fakeorigin 4.56 -1.62 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 14 1 7 target 2 alignto reference } $animation a_RunNW "hl2mp_ported_anims\RunNW" { loop LX LY startloop 0 rotateto 45 - ikrule "lfoot" footstep contact 8 fakeorigin 3.25 5.63 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3 - ikrule "rfoot" footstep contact 16 fakeorigin 6.76 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 15 18 7 target 2 + //ikrule "lfoot" footstep contact 8 fakeorigin 3.25 5.63 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3 + //ikrule "rfoot" footstep contact 16 fakeorigin 6.76 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 15 18 7 target 2 alignto reference } $animation a_RunW "hl2mp_ported_anims\RunW" { loop LX LY startloop 0 rotateto 90 - ikrule "lfoot" footstep contact 6 fakeorigin -6.05 11.44 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 10 16 target 3 - ikrule "rfoot" footstep contact 15 fakeorigin 1.47 3.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 13 3 8 target 2 + //ikrule "lfoot" footstep contact 6 fakeorigin -6.05 11.44 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 10 16 target 3 + //ikrule "rfoot" footstep contact 15 fakeorigin 1.47 3.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 13 3 8 target 2 alignto reference } $animation a_RunSW "hl2mp_ported_anims\RunSW" { loop LX LY startloop 0 rotateto 135 - ikrule "lfoot" footstep contact 9 fakeorigin 5.87 -0.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3 - ikrule "rfoot" footstep contact 17 fakeorigin -1.3 -3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 2 7 target 2 + //ikrule "lfoot" footstep contact 9 fakeorigin 5.87 -0.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3 + //ikrule "rfoot" footstep contact 17 fakeorigin -1.3 -3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 2 7 target 2 alignto reference } @@ -180,49 +180,49 @@ $animation a_RunSW "hl2mp_ported_anims\RunSW" { $animation a_Crouch_walkS "hl2mp_ported_anims\Crouch_walkS" { loop LX LY rotateto -180 - ikrule "lfoot" footstep contact 10 fakeorigin -5.37 6.35 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 22 28 target 3 - ikrule "rfoot" footstep contact 25 fakeorigin -5.55 -5.78 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2 + //ikrule "lfoot" footstep contact 10 fakeorigin -5.37 6.35 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 22 28 target 3 + //ikrule "rfoot" footstep contact 25 fakeorigin -5.55 -5.78 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2 alignto reference } $animation a_Crouch_walkSE "hl2mp_ported_anims\Crouch_walkSE" { loop LX LY rotateto -135 - ikrule "lfoot" footstep contact 10 fakeorigin -2.77 -4.1 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 22 28 target 3 - ikrule "rfoot" footstep contact 25 fakeorigin -2.11 -11.61 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2 + //ikrule "lfoot" footstep contact 10 fakeorigin -2.77 -4.1 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 22 28 target 3 + //ikrule "rfoot" footstep contact 25 fakeorigin -2.11 -11.61 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2 alignto reference } $animation a_Crouch_walkE "hl2mp_ported_anims\Crouch_walkE" { loop LX LY rotateto -90 - ikrule "lfoot" footstep contact 10 fakeorigin 9.12 -12.11 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 23 30 target 3 - ikrule "rfoot" footstep contact 22 fakeorigin 2.25 -18.79 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 20 8 14 target 2 + //ikrule "lfoot" footstep contact 10 fakeorigin 9.12 -12.11 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 23 30 target 3 + //ikrule "rfoot" footstep contact 22 fakeorigin 2.25 -18.79 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 20 8 14 target 2 alignto reference } $animation a_Crouch_walkNE "hl2mp_ported_anims\Crouch_walkNE" { loop LX LY rotateto -45 - ikrule "lfoot" footstep contact 11 fakeorigin 9.53 -2.01 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 6 23 29 target 3 - ikrule "rfoot" footstep contact 23 fakeorigin 12.58 -15.59 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 19 8 13 target 2 + //ikrule "lfoot" footstep contact 11 fakeorigin 9.53 -2.01 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 6 23 29 target 3 + //ikrule "rfoot" footstep contact 23 fakeorigin 12.58 -15.59 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 19 8 13 target 2 alignto reference } $animation a_Crouch_walkN "hl2mp_ported_anims\crouch_walkN" { loop LX LY rotateto 0 - ikrule "lfoot" footstep contact 8 fakeorigin 18.99 5.56 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 5 23 29 target 3 - ikrule "rfoot" footstep contact 23 fakeorigin 15.12 -5.52 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2 + //ikrule "lfoot" footstep contact 8 fakeorigin 18.99 5.56 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 5 23 29 target 3 + //ikrule "rfoot" footstep contact 23 fakeorigin 15.12 -5.52 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2 alignto reference } $animation a_Crouch_walkNW "hl2mp_ported_anims\Crouch_walkNW" { loop LX LY rotateto 45 - ikrule "lfoot" footstep contact 7 fakeorigin 12.87 14.64 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 22 4 11 22 target 3 - ikrule "rfoot" footstep contact 23 fakeorigin 15.05 6.11 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 9 19 30 9 target 2 + //ikrule "lfoot" footstep contact 7 fakeorigin 12.87 14.64 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 22 4 11 22 target 3 + //ikrule "rfoot" footstep contact 23 fakeorigin 15.05 6.11 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 9 19 30 9 target 2 alignto reference } $animation a_Crouch_walkW "hl2mp_ported_anims\Crouch_walkW" { loop LX LY rotateto 90 - ikrule "lfoot" footstep contact 8 fakeorigin 2.32 16.56 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 23 5 11 23 target 3 - ikrule "rfoot" footstep contact 27 fakeorigin 9.74 3.72 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 11 22 30 11 target 2 + //ikrule "lfoot" footstep contact 8 fakeorigin 2.32 16.56 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 23 5 11 23 target 3 + //ikrule "rfoot" footstep contact 27 fakeorigin 9.74 3.72 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 11 22 30 11 target 2 alignto reference } $animation a_Crouch_walkSW "hl2mp_ported_anims\Crouch_walkSW" { loop LX LY rotateto 135 - ikrule "lfoot" footstep contact 10 fakeorigin -1.36 12.72 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 23 5 11 23 target 3 - ikrule "rfoot" footstep contact 25 fakeorigin -0.89 2.41 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 20 30 10 target 2 + //ikrule "lfoot" footstep contact 10 fakeorigin -1.36 12.72 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 23 5 11 23 target 3 + //ikrule "rfoot" footstep contact 25 fakeorigin -0.89 2.41 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 20 30 10 target 2 alignto reference } diff --git a/modelsrc/HL2MPMoveAnims_Female.qci b/modelsrc/HL2MPMoveAnims_Female.qci index 838a691..06286f0 100644 --- a/modelsrc/HL2MPMoveAnims_Female.qci +++ b/modelsrc/HL2MPMoveAnims_Female.qci @@ -66,128 +66,128 @@ $definemacro a_CrouchRunBlends \\ $animation "a_WalkS" "female_shared_anims\a_WalkS.smd" { fps 30 loop - ikrule "lfoot" footstep contact 10 fakeorigin -7.85 4.14 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 5 21 27 target 3 - ikrule "rfoot" footstep contact 24 fakeorigin -7.32 -2.25 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 19 6 12 target 2 + //ikrule "lfoot" footstep contact 10 fakeorigin -7.85 4.14 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 5 21 27 target 3 + //ikrule "rfoot" footstep contact 24 fakeorigin -7.32 -2.25 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 19 6 12 target 2 walkframe 28 LX LY } $animation "a_WalkSE" "female_shared_anims\a_WalkSE.smd" { fps 30 loop - ikrule "lfoot" footstep contact 11 fakeorigin -4.59 0.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 6 21 27 target 3 - ikrule "rfoot" footstep contact 25 fakeorigin -2.36 -5.69 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2 + //ikrule "lfoot" footstep contact 11 fakeorigin -4.59 0.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 6 21 27 target 3 + //ikrule "rfoot" footstep contact 25 fakeorigin -2.36 -5.69 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2 walkframe 28 LX LY } $animation "a_WalkE" "female_shared_anims\a_WalkE.smd" { fps 30 loop - ikrule "lfoot" footstep contact 9 fakeorigin 5.61 -4.22 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 1 6 22 1 target 3 - ikrule "rfoot" footstep contact 22 fakeorigin -2.65 -10.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2 + //ikrule "lfoot" footstep contact 9 fakeorigin 5.61 -4.22 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 1 6 22 1 target 3 + //ikrule "rfoot" footstep contact 22 fakeorigin -2.65 -10.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2 walkframe 26 LX LY } $animation "a_WalkNE" "female_shared_anims\a_WalkNE.smd" { fps 30 loop - ikrule "lfoot" footstep contact 9 fakeorigin 7.33 -1.32 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3 - ikrule "rfoot" footstep contact 22 fakeorigin 4.31 -9.39 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2 + //ikrule "lfoot" footstep contact 9 fakeorigin 7.33 -1.32 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3 + //ikrule "rfoot" footstep contact 22 fakeorigin 4.31 -9.39 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2 walkframe 26 LX LY } $animation "a_WalkN" "female_shared_anims\a_WalkN.smd" { fps 30 loop - ikrule "lfoot" footstep contact 10 fakeorigin 10.25 4.75 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 21 28 target 3 - ikrule "rfoot" footstep contact 25 fakeorigin 10.26 -2.65 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2 + //ikrule "lfoot" footstep contact 10 fakeorigin 10.25 4.75 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 21 28 target 3 + //ikrule "rfoot" footstep contact 25 fakeorigin 10.26 -2.65 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2 walkframe 30 LX LY } $animation "a_WalkNW" "female_shared_anims\a_WalkNW.smd" { fps 30 loop - ikrule "lfoot" footstep contact 9 fakeorigin 4.17 11.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 19 25 target 3 - ikrule "rfoot" footstep contact 22 fakeorigin 5.76 1.71 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2 + //ikrule "lfoot" footstep contact 9 fakeorigin 4.17 11.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 19 25 target 3 + //ikrule "rfoot" footstep contact 22 fakeorigin 5.76 1.71 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2 walkframe 26 LX LY } $animation "a_WalkW" "female_shared_anims\a_WalkW.smd" { fps 30 loop - ikrule "lfoot" footstep contact 9 fakeorigin -3.31 10.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3 - ikrule "rfoot" footstep contact 23 fakeorigin 5.42 3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 20 9 14 target 2 + //ikrule "lfoot" footstep contact 9 fakeorigin -3.31 10.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3 + //ikrule "rfoot" footstep contact 23 fakeorigin 5.42 3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 20 9 14 target 2 walkframe 26 LX LY } $animation "a_WalkSW" "female_shared_anims\a_WalkSW.smd" { fps 30 loop - ikrule "lfoot" footstep contact 11 fakeorigin -1.77 7 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 26 5 20 26 target 3 - ikrule "rfoot" footstep contact 25 fakeorigin -3.99 -0.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2 + //ikrule "lfoot" footstep contact 11 fakeorigin -1.77 7 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 26 5 20 26 target 3 + //ikrule "rfoot" footstep contact 25 fakeorigin -3.99 -0.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2 walkframe 28 LX LY } $animation "a_RunS" "female_shared_anims\a_RunS.smd" { fps 31 loop - ikrule "lfoot" footstep contact 8 fakeorigin -1.67 4.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3 - ikrule "rfoot" footstep contact 17 fakeorigin -2.19 -4.26 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2 + //ikrule "lfoot" footstep contact 8 fakeorigin -1.67 4.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3 + //ikrule "rfoot" footstep contact 17 fakeorigin -2.19 -4.26 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2 walkframe 18 LX LY } $animation "a_RunSE" "female_shared_anims\a_RunSE.smd" { fps 29 loop - ikrule "lfoot" footstep contact 8 fakeorigin -6.04 4.12 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 12 17 target 3 - ikrule "rfoot" footstep contact 17 fakeorigin 2.09 -6.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2 + //ikrule "lfoot" footstep contact 8 fakeorigin -6.04 4.12 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 12 17 target 3 + //ikrule "rfoot" footstep contact 17 fakeorigin 2.09 -6.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2 walkframe 18 LX LY } $animation "a_RunE" "female_shared_anims\a_RunE.smd" { fps 31 loop - ikrule "lfoot" footstep contact 6 fakeorigin 4.24 -4.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 4 9 15 target 3 - ikrule "rfoot" footstep contact 14 fakeorigin -2.39 -13.73 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 1 7 target 2 + //ikrule "lfoot" footstep contact 6 fakeorigin 4.24 -4.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 4 9 15 target 3 + //ikrule "rfoot" footstep contact 14 fakeorigin -2.39 -13.73 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 1 7 target 2 walkframe 18 LX LY } $animation "a_RunNE" "female_shared_anims\a_RunNE.smd" { fps 29 loop - ikrule "lfoot" footstep contact 6 fakeorigin 8.14 -2.01 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 9 16 target 3 - ikrule "rfoot" footstep contact 16 fakeorigin 3.03 -6.53 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 14 18 7 target 2 + //ikrule "lfoot" footstep contact 6 fakeorigin 8.14 -2.01 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 9 16 target 3 + //ikrule "rfoot" footstep contact 16 fakeorigin 3.03 -6.53 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 14 18 7 target 2 walkframe 18 LX LY } $animation "a_RunN" "female_shared_anims\a_RunN.smd" { fps 30 loop - ikrule "lfoot" footstep contact 7 fakeorigin 4.52 2.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 10 16 target 3 - ikrule "rfoot" footstep contact 16 fakeorigin 4.56 -1.62 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 14 1 7 target 2 + //ikrule "lfoot" footstep contact 7 fakeorigin 4.52 2.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 10 16 target 3 + //ikrule "rfoot" footstep contact 16 fakeorigin 4.56 -1.62 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 14 1 7 target 2 walkframe 18 LX LY } $animation "a_RunNW" "female_shared_anims\a_RunNW.smd" { fps 28 loop - ikrule "lfoot" footstep contact 8 fakeorigin 3.25 5.63 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3 - ikrule "rfoot" footstep contact 16 fakeorigin 6.76 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 15 18 7 target 2 + //ikrule "lfoot" footstep contact 8 fakeorigin 3.25 5.63 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3 + //ikrule "rfoot" footstep contact 16 fakeorigin 6.76 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 15 18 7 target 2 walkframe 18 LX LY } $animation "a_RunW" "female_shared_anims\a_RunW.smd" { fps 32 loop - ikrule "lfoot" footstep contact 6 fakeorigin -6.05 11.44 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 10 16 target 3 - ikrule "rfoot" footstep contact 15 fakeorigin 1.47 3.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 13 3 8 target 2 + //ikrule "lfoot" footstep contact 6 fakeorigin -6.05 11.44 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 10 16 target 3 + //ikrule "rfoot" footstep contact 15 fakeorigin 1.47 3.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 13 3 8 target 2 walkframe 18 LX LY } $animation "a_RunSW" "female_shared_anims\a_RunSW.smd" { fps 31 loop - ikrule "lfoot" footstep contact 9 fakeorigin 5.87 -0.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3 - ikrule "rfoot" footstep contact 17 fakeorigin -1.3 -3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 2 7 target 2 + //ikrule "lfoot" footstep contact 9 fakeorigin 5.87 -0.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3 + //ikrule "rfoot" footstep contact 17 fakeorigin -1.3 -3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 2 7 target 2 walkframe 18 LX LY } @@ -196,63 +196,63 @@ $animation "a_RunSW" "female_shared_anims\a_RunSW.smd" { $animation "a_Crouch_walkS" "female_shared_anims\a_Crouch_walkS.smd" { fps 30 loop - ikrule "lfoot" footstep contact 8 fakeorigin -6.56 4.84 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 22 30 target 3 - ikrule "rfoot" footstep contact 23 fakeorigin -7.78 -4.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2 + //ikrule "lfoot" footstep contact 8 fakeorigin -6.56 4.84 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 22 30 target 3 + //ikrule "rfoot" footstep contact 23 fakeorigin -7.78 -4.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2 walkframe 30 LX LY } $animation "a_Crouch_walkSE" "female_shared_anims\a_Crouch_walkSE.smd" { fps 30 loop - ikrule "lfoot" footstep contact 8 fakeorigin -3.8 -5.87 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 22 30 target 3 - ikrule "rfoot" footstep contact 23 fakeorigin -3.66 -13.04 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2 + //ikrule "lfoot" footstep contact 8 fakeorigin -3.8 -5.87 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 22 30 target 3 + //ikrule "rfoot" footstep contact 23 fakeorigin -3.66 -13.04 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2 walkframe 30 LX LY } $animation "a_Crouch_walkE" "female_shared_anims\a_Crouch_walkE.smd" { fps 30 loop - ikrule "lfoot" footstep contact 8 fakeorigin 9.77 -16.57 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 23 30 target 3 - ikrule "rfoot" footstep contact 22 fakeorigin 2.56 -17.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 22 8 15 target 2 + //ikrule "lfoot" footstep contact 8 fakeorigin 9.77 -16.57 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 23 30 target 3 + //ikrule "rfoot" footstep contact 22 fakeorigin 2.56 -17.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 22 8 15 target 2 walkframe 30 LX LY } $animation "a_Crouch_walkNE" "female_shared_anims\a_Crouch_walkNE.smd" { fps 30 loop - ikrule "lfoot" footstep contact 8 fakeorigin 14.03 -7.72 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 23 30 target 3 - ikrule "rfoot" footstep contact 22 fakeorigin 13.16 -14.96 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 22 8 15 target 2 + //ikrule "lfoot" footstep contact 8 fakeorigin 14.03 -7.72 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 23 30 target 3 + //ikrule "rfoot" footstep contact 22 fakeorigin 13.16 -14.96 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 22 8 15 target 2 walkframe 30 LX LY } $animation "a_Crouch_walkN" "female_shared_anims\a_Crouch_walkN.smd" { fps 30 loop - ikrule "lfoot" footstep contact 8 fakeorigin 19.26 4.16 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 23 30 target 3 - ikrule "rfoot" footstep contact 23 fakeorigin 15.37 -4.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2 + //ikrule "lfoot" footstep contact 8 fakeorigin 19.26 4.16 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 23 30 target 3 + //ikrule "rfoot" footstep contact 23 fakeorigin 15.37 -4.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2 walkframe 30 LX LY } $animation "a_Crouch_walkNW" "female_shared_anims\a_Crouch_walkNW.smd" { fps 30 loop - ikrule "lfoot" footstep contact 8 fakeorigin 12.16 13.87 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 24 8 11 24 target 3 - ikrule "rfoot" footstep contact 16 fakeorigin 7.71 -1.08 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 30 8 target 2 + //ikrule "lfoot" footstep contact 8 fakeorigin 12.16 13.87 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 24 8 11 24 target 3 + //ikrule "rfoot" footstep contact 16 fakeorigin 7.71 -1.08 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 30 8 target 2 walkframe 30 LX LY } $animation "a_Crouch_walkW" "female_shared_anims\a_Crouch_walkW.smd" { fps 30 loop - ikrule "lfoot" footstep contact 8 fakeorigin 2.61 15.26 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 24 8 11 24 target 3 - ikrule "rfoot" footstep contact 16 fakeorigin 11.15 -1.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 30 8 target 2 + //ikrule "lfoot" footstep contact 8 fakeorigin 2.61 15.26 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 24 8 11 24 target 3 + //ikrule "rfoot" footstep contact 16 fakeorigin 11.15 -1.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 30 8 target 2 walkframe 30 LX LY } $animation "a_Crouch_walkSW" "female_shared_anims\a_Crouch_walkSW.smd" { fps 30 loop - ikrule "lfoot" footstep contact 8 fakeorigin -2.91 13.99 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 24 8 11 24 target 3 - ikrule "rfoot" footstep contact 16 fakeorigin 2.58 -3.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 30 8 target 2 + //ikrule "lfoot" footstep contact 8 fakeorigin -2.91 13.99 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 24 8 11 24 target 3 + //ikrule "rfoot" footstep contact 16 fakeorigin 2.58 -3.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 30 8 target 2 walkframe 30 LX LY } diff --git a/modelsrc/combine_soldier_anims.qc b/modelsrc/combine_soldier_anims.qc index 3484e8f..0dd3d82 100644 --- a/modelsrc/combine_soldier_anims.qc +++ b/modelsrc/combine_soldier_anims.qc @@ -2,8 +2,6 @@ $ModelName "combine_soldier_anims.mdl" -//$includemodel "player/male_anims.mdl" - // Must be included $include "BaseModel.qci" $include "hl2mp_ported_anims/commonbones.qci" @@ -276,7 +274,7 @@ $sequence $gesturename$ { \\ $continue $gesturename$ $makeflinchgesture_rleg "gesture_melee_kick" "police_ss_anims\adoorkick.smd" 7 32 45 -$append gesture_melee_kick { activity "ACT_GESTURE_MELEE_ATTACK2" 1 { event 3 20 "" } fps 40 } +$append gesture_melee_kick { activity "ACT_GESTURE_MELEE_ATTACK2" 1 { event 3 20 "" } fps 55 iklock lfoot 1 0 } $include "SoldierCrouchMovement.qci" @@ -307,3 +305,32 @@ $append Heal { } $include "SoldierAnimationNodes.qci" + +// ================================================================ + +$include "hl2mp_ported_anims/player_macros.qci" + +$sequence reference "hl2mp_ported_anims\ragdoll_pose" +$include "HL2MPMoveAnims.qci" + +$pushd "combine_soldier_anims_anims" +$include "mapbase_player_include_anims_soldier.qci" +$popd + +// ================================================================ + +$KeyValues +{ + playermodel_data + { + neck_pivot_up "12" + neck_pivot_fwd "-4" + neck_pivot_duck_up "24" + neck_pivot_duck_fwd "16" + + bone_transforms + { + $include "mapbase_player_include_bonetransforms.qci" + } + } +} diff --git a/modelsrc/combine_soldier_anims_anims/custom/mp_lower_pistol.smd b/modelsrc/combine_soldier_anims_anims/custom/mp_lower_pistol.smd new file mode 100644 index 0000000..fdb7e99 --- /dev/null +++ b/modelsrc/combine_soldier_anims_anims/custom/mp_lower_pistol.smd @@ -0,0 +1,1444 @@ +version 1 +nodes +0 "ValveBiped.Bip01_Pelvis" -1 +1 "ValveBiped.Bip01_L_Thigh" 0 +2 "ValveBiped.Bip01_L_Calf" 1 +3 "ValveBiped.Bip01_L_Foot" 2 +4 "ValveBiped.Bip01_L_Toe0" 3 +5 "ValveBiped.Bip01_R_Thigh" 0 +6 "ValveBiped.Bip01_R_Calf" 5 +7 "ValveBiped.Bip01_R_Foot" 6 +8 "ValveBiped.Bip01_R_Toe0" 7 +9 "ValveBiped.Bip01_Spine" 0 +10 "ValveBiped.Bip01_Spine1" 9 +11 "ValveBiped.Bip01_Spine2" 10 +12 "ValveBiped.Bip01_Spine4" 11 +13 "ValveBiped.Bip01_Neck1" 12 +14 "ValveBiped.Bip01_Head1" 13 +15 "ValveBiped.Bip01_L_Clavicle" 12 +16 "ValveBiped.Bip01_L_UpperArm" 15 +17 "ValveBiped.Bip01_L_Forearm" 16 +18 "ValveBiped.Bip01_L_Hand" 17 +19 "ValveBiped.Bip01_L_Finger2" 18 +20 "ValveBiped.Bip01_L_Finger21" 19 +21 "ValveBiped.Bip01_L_Finger22" 20 +22 "ValveBiped.Bip01_L_Finger1" 18 +23 "ValveBiped.Bip01_L_Finger11" 22 +24 "ValveBiped.Bip01_L_Finger12" 23 +25 "ValveBiped.Bip01_L_Finger0" 18 +26 "ValveBiped.Bip01_L_Finger01" 25 +27 "ValveBiped.Bip01_L_Finger02" 26 +28 "ValveBiped.Anim_Attachment_LH" 18 +29 "ValveBiped.Bip01_R_Clavicle" 12 +30 "ValveBiped.Bip01_R_UpperArm" 29 +31 "ValveBiped.Bip01_R_Forearm" 30 +32 "ValveBiped.Bip01_R_Hand" 31 +33 "ValveBiped.Bip01_R_Finger2" 32 +34 "ValveBiped.Bip01_R_Finger21" 33 +35 "ValveBiped.Bip01_R_Finger22" 34 +36 "ValveBiped.Bip01_R_Finger1" 32 +37 "ValveBiped.Bip01_R_Finger11" 36 +38 "ValveBiped.Bip01_R_Finger12" 37 +39 "ValveBiped.Bip01_R_Finger0" 32 +40 "ValveBiped.Bip01_R_Finger01" 39 +41 "ValveBiped.Bip01_R_Finger02" 40 +42 "ValveBiped.Anim_Attachment_RH" 32 +43 "ValveBiped.Cod" 0 +end +skeleton +time 0 +0 2.671875 2.228516 33.031250 1.535722 0.074985 -0.577990 +1 3.890452 -0.000002 -0.000003 -2.120716 -0.691494 -1.061996 +2 17.848179 -0.000006 -0.000002 -0.000000 -0.000000 0.722808 +3 16.525246 -0.000004 0.000001 -0.096857 -0.068842 -0.835113 +4 6.879454 -0.000001 0.000000 -0.007299 -0.002951 -0.584373 +5 -3.890451 -0.000005 0.000007 -1.426671 -0.102438 -1.812043 +6 17.848169 0.000000 0.000000 0.000000 -0.000000 0.882456 +7 16.525261 0.000002 0.000000 0.345169 0.073464 -1.574691 +8 6.879455 -0.000000 -0.000001 -0.081333 -0.002951 -0.584373 +9 0.000005 3.345128 -2.981901 1.518775 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0.000002 0.009316 -0.033629 -0.339470 +22 3.859858 -0.137948 1.332472 0.011844 0.144590 -0.287390 +23 1.719438 0.000005 0.000001 0.285499 -0.088817 -0.410145 +24 1.099658 0.000003 0.000002 0.026510 -0.224664 -0.541350 +25 0.806047 -0.348926 1.321263 -0.476095 -0.012343 -0.584787 +26 1.789790 0.000003 -0.000004 -0.104114 0.200665 -0.443137 +27 1.206994 -0.000003 0.000001 0.423188 -0.114714 0.038487 +28 2.676085 -1.712442 0.000008 1.570797 -0.000000 1.570797 +29 2.033365 1.000765 -1.937617 2.566869 1.060628 0.927272 +30 5.875478 -0.285413 0.369389 1.959757 1.255015 -1.110226 +31 11.692547 0.000005 0.000001 0.701784 0.054091 -1.706973 +32 11.481693 0.000008 0.000008 -1.462948 -0.137717 -0.026931 +33 3.883663 -0.050323 -0.431047 -0.286019 0.013426 -1.122769 +34 1.719580 0.000008 -0.000001 -0.108406 0.139251 -0.834378 +35 1.209184 0.000009 0.000000 -0.265051 0.026187 -1.223287 +36 3.859827 -0.148955 -1.331294 -0.358928 0.338498 -0.222892 +37 1.719427 -0.000007 -0.000004 -0.003454 -0.005643 0.186184 +38 1.099661 -0.000005 -0.000008 -0.000003 -0.004202 -0.244318 +39 0.806020 -0.359840 -1.318341 0.133700 0.126027 -1.124680 +40 1.789774 0.000003 0.000003 -1.191656 -0.014525 0.683779 +41 1.207004 -0.000006 -0.000003 0.079061 -0.105243 0.332852 +42 2.676091 -1.712444 -0.000008 -1.570796 0.000000 -1.570796 +43 -0.044717 2.313937 4.661499 -0.186195 -0.229690 -0.040031 +time 29 +0 2.671875 2.228516 33.031250 1.535722 0.074985 -0.577990 +1 3.890452 -0.000002 -0.000003 -2.120716 -0.691494 -1.061996 +2 17.848179 -0.000006 -0.000002 -0.000000 -0.000000 0.722808 +3 16.525246 -0.000004 0.000001 -0.096857 -0.068842 -0.835113 +4 6.879454 -0.000001 0.000000 -0.007299 -0.002951 -0.584373 +5 -3.890451 -0.000005 0.000007 -1.426671 -0.102438 -1.812043 +6 17.848169 0.000000 0.000000 0.000000 -0.000000 0.882456 +7 16.525261 0.000002 0.000000 0.345169 0.073464 -1.574691 +8 6.879455 -0.000000 -0.000001 -0.081333 -0.002951 -0.584373 +9 0.000005 3.345128 -2.981901 1.518775 -0.175555 1.400522 +10 4.018327 0.000001 0.000000 -0.113630 0.054669 0.191203 +11 3.518555 0.000001 -0.000000 -0.093824 0.081546 0.245424 +12 8.942642 0.000000 0.000001 -0.007718 0.016191 0.106111 +13 3.307263 0.000005 -0.000002 3.141590 0.000000 0.400478 +14 3.593719 0.000006 0.000000 0.887509 0.016877 0.517416 +15 2.033344 1.000769 1.937658 0.194297 -1.479277 -1.938002 +16 6.080412 0.253722 0.417269 -0.998630 -1.230155 -1.231769 +17 11.692557 -0.000001 -0.000002 -1.208458 -0.261326 -1.741054 +18 11.481677 0.000005 -0.000037 2.070380 -0.419751 -0.093654 +19 3.883689 -0.046778 0.431449 -0.002723 0.124577 -0.455648 +20 1.719567 0.000009 0.000003 -0.068110 -0.131628 -0.304362 +21 1.209188 -0.000003 0.000002 0.009316 -0.033629 -0.339470 +22 3.859858 -0.137948 1.332472 0.011844 0.144590 -0.287390 +23 1.719438 0.000005 0.000001 0.285499 -0.088817 -0.410145 +24 1.099658 0.000003 0.000002 0.026510 -0.224664 -0.541350 +25 0.806047 -0.348926 1.321263 -0.476095 -0.012343 -0.584787 +26 1.789790 0.000003 -0.000004 -0.104114 0.200665 -0.443137 +27 1.206994 -0.000003 0.000001 0.423188 -0.114714 0.038487 +28 2.676085 -1.712442 0.000008 1.570797 -0.000000 1.570797 +29 2.033365 1.000765 -1.937617 2.566869 1.060628 0.927272 +30 5.875478 -0.285413 0.369389 1.959757 1.255015 -1.110226 +31 11.692547 0.000005 0.000001 0.701784 0.054091 -1.706973 +32 11.481693 0.000008 0.000008 -1.462948 -0.137717 -0.026931 +33 3.883663 -0.050323 -0.431047 -0.286019 0.013426 -1.122769 +34 1.719580 0.000008 -0.000001 -0.108406 0.139251 -0.834378 +35 1.209184 0.000009 0.000000 -0.265051 0.026187 -1.223287 +36 3.859827 -0.148955 -1.331294 -0.358928 0.338498 -0.222892 +37 1.719427 -0.000007 -0.000004 -0.003454 -0.005643 0.186184 +38 1.099661 -0.000005 -0.000008 -0.000003 -0.004202 -0.244318 +39 0.806020 -0.359840 -1.318341 0.133700 0.126027 -1.124680 +40 1.789774 0.000003 0.000003 -1.191656 -0.014525 0.683779 +41 1.207004 -0.000006 -0.000003 0.079061 -0.105243 0.332852 +42 2.676091 -1.712444 -0.000008 -1.570796 0.000000 -1.570796 +43 -0.044717 2.313937 4.661499 -0.186195 -0.229690 -0.040031 +time 30 +0 2.671875 2.228516 33.031250 1.535722 0.074985 -0.577990 +1 3.890452 -0.000002 -0.000003 -2.120716 -0.691494 -1.061996 +2 17.848179 -0.000006 -0.000002 -0.000000 -0.000000 0.722808 +3 16.525246 -0.000004 0.000001 -0.096857 -0.068842 -0.835113 +4 6.879454 -0.000001 0.000000 -0.007299 -0.002951 -0.584373 +5 -3.890451 -0.000005 0.000007 -1.426671 -0.102438 -1.812043 +6 17.848169 0.000000 0.000000 0.000000 -0.000000 0.882456 +7 16.525261 0.000002 0.000000 0.345169 0.073464 -1.574691 +8 6.879455 -0.000000 -0.000001 -0.081333 -0.002951 -0.584373 +9 0.000005 3.345128 -2.981901 1.518775 -0.175555 1.400522 +10 4.018327 0.000001 0.000000 -0.113630 0.054669 0.191203 +11 3.518555 0.000001 -0.000000 -0.093824 0.081546 0.245424 +12 8.942642 0.000000 0.000001 -0.007718 0.016191 0.106111 +13 3.307263 0.000005 -0.000002 3.141590 0.000000 0.400478 +14 3.593719 0.000006 0.000000 0.887509 0.016877 0.517416 +15 2.033344 1.000769 1.937658 0.194297 -1.479277 -1.938002 +16 6.080412 0.253722 0.417269 -0.998630 -1.230155 -1.231769 +17 11.692557 -0.000001 -0.000002 -1.208458 -0.261326 -1.741054 +18 11.481677 0.000005 -0.000037 2.070380 -0.419751 -0.093654 +19 3.883689 -0.046778 0.431449 -0.002723 0.124577 -0.455648 +20 1.719567 0.000009 0.000003 -0.068110 -0.131628 -0.304362 +21 1.209188 -0.000003 0.000002 0.009316 -0.033629 -0.339470 +22 3.859858 -0.137948 1.332472 0.011844 0.144590 -0.287390 +23 1.719438 0.000005 0.000001 0.285499 -0.088817 -0.410145 +24 1.099658 0.000003 0.000002 0.026510 -0.224664 -0.541350 +25 0.806047 -0.348926 1.321263 -0.476095 -0.012343 -0.584787 +26 1.789790 0.000003 -0.000004 -0.104114 0.200665 -0.443137 +27 1.206994 -0.000003 0.000001 0.423188 -0.114714 0.038487 +28 2.676085 -1.712442 0.000008 1.570797 -0.000000 1.570797 +29 2.033365 1.000765 -1.937617 2.566869 1.060628 0.927272 +30 5.875478 -0.285413 0.369389 1.959757 1.255015 -1.110226 +31 11.692547 0.000005 0.000001 0.701784 0.054091 -1.706973 +32 11.481693 0.000008 0.000008 -1.462948 -0.137717 -0.026931 +33 3.883663 -0.050323 -0.431047 -0.286019 0.013426 -1.122769 +34 1.719580 0.000008 -0.000001 -0.108406 0.139251 -0.834378 +35 1.209184 0.000009 0.000000 -0.265051 0.026187 -1.223287 +36 3.859827 -0.148955 -1.331294 -0.358928 0.338498 -0.222892 +37 1.719427 -0.000007 -0.000004 -0.003454 -0.005643 0.186184 +38 1.099661 -0.000005 -0.000008 -0.000003 -0.004202 -0.244318 +39 0.806020 -0.359840 -1.318341 0.133700 0.126027 -1.124680 +40 1.789774 0.000003 0.000003 -1.191656 -0.014525 0.683779 +41 1.207004 -0.000006 -0.000003 0.079061 -0.105243 0.332852 +42 2.676091 -1.712444 -0.000008 -1.570796 0.000000 -1.570796 +43 -0.044717 2.313937 4.661499 -0.186195 -0.229690 -0.040031 +end diff --git a/modelsrc/female_shared.qc b/modelsrc/female_shared.qc index ed9892b..e2b030a 100644 --- a/modelsrc/female_shared.qc +++ b/modelsrc/female_shared.qc @@ -2,8 +2,6 @@ $modelname "Humans\female_shared.mdl" -//$includemodel "player/female_anims.mdl" - // Automatically tries to convert any non-female animations to the female skeleton $lockbonelengths @@ -203,10 +201,36 @@ $include "NPCDoorAnims.qci" $include "AnnabelleAnimations.qci" +// ================================================================ + +$sequence reference "female_shared_anims\ragdoll" +$include "HL2MPMoveAnims_Female.qci" + +$pushd "female_shared_anims" +$animation "@gesture_shoot_pistol_corrective_animation" "..\police_animations_anims\@gesture_shoot_pistol_corrective_animation.smd" + +$include "mapbase_player_include_anims_citizen.qci" +$popd + +// ================================================================ + $KeyValues { dynamic_interactions { $DIKV_Alyx } + + playermodel_data + { + neck_pivot_up "12" + neck_pivot_fwd "-4" + neck_pivot_duck_up "12" + neck_pivot_duck_fwd "16" + + bone_transforms + { + $include "mapbase_player_include_bonetransforms.qci" + } + } } diff --git a/modelsrc/hl2mp_ported_anims/player_macros.qci b/modelsrc/hl2mp_ported_anims/player_macros.qci index adb3a85..d883d4d 100644 --- a/modelsrc/hl2mp_ported_anims/player_macros.qci +++ b/modelsrc/hl2mp_ported_anims/player_macros.qci @@ -280,9 +280,10 @@ $sequence $runname$_mod "..\hl2mp_ported_anims\RunN" { \\ weightlist UpperbodyReplace \\ hidden \\ iklock lfoot 1 0 iklock rfoot 1 0 \\ + ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" \\ } \\ $sequence $runname$_static $idlefile$ frame $idleframe$ $idleframe$ alignto reference weightlist UpperbodyReplace hidden \\ -$animation a_$runname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference cmdlist lockfeet \\ +$animation a_$runname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference \\ $sequence $runname$ { \\ a_runSW a_runS a_runSE \\ a_runW a_$runname$C a_runE \\ @@ -307,7 +308,7 @@ $sequence $runname$_mod $filename$ { \\ loop \\ } \\ $sequence $runname$_static $idlefile$ frame $idleframe$ $idleframe$ alignto reference weightlist UpperbodyReplace hidden \\ -$animation a_$runname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference cmdlist lockfeet \\ +$animation a_$runname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference \\ $sequence $runname$ { \\ a_runSW a_runS a_runSE \\ a_runW a_$runname$C a_runE \\ @@ -334,7 +335,7 @@ $sequence $crouch_walkname$_mod "..\hl2mp_ported_anims\crouch_walkN" { \\ hidden \\ iklock lfoot 1 0 iklock rfoot 1 0 \\ } \\ -$animation a_$crouch_walkname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference cmdlist lockfeet \\ +$animation a_$crouch_walkname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference \\ $sequence $crouch_walkname$ { \\ a_crouch_walkSW a_crouch_walkS a_crouch_walkSE \\ a_crouch_walkW a_$crouch_walkname$C a_crouch_walkE \\ @@ -360,9 +361,10 @@ $sequence $walkname$_mod "..\male_shared_anims\a_WalkN" { \\ weightlist UpperbodyReplace \\ hidden \\ iklock lfoot 1 0 iklock rfoot 1 0 \\ + ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" \\ } \\ $sequence $walkname$_static $idlefile$ frame $idleframe$ $idleframe$ alignto reference weightlist UpperbodyReplace hidden \\ -$animation a_$walkname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference cmdlist lockfeet \\ +$animation a_$walkname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference \\ $sequence $walkname$ { \\ a_walkSW a_walkS a_walkSE \\ a_walkW a_$walkname$C a_walkE \\ @@ -387,7 +389,7 @@ $sequence $walkname$_mod $filename$ { \\ loop \\ } \\ $sequence $walkname$_static $filename$ frame 0 0 alignto reference weightlist UpperbodyReplace hidden \\ -$animation a_$walkname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference cmdlist lockfeet \\ +$animation a_$walkname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference \\ $sequence $walkname$ { \\ a_walkSW a_walkS a_walkSE \\ a_walkW a_$walkname$C a_walkE \\ diff --git a/modelsrc/hl2mp_ported_anims/weaponmacros.qci b/modelsrc/hl2mp_ported_anims/weaponmacros.qci index 2dd23ef..02547c7 100644 --- a/modelsrc/hl2mp_ported_anims/weaponmacros.qci +++ b/modelsrc/hl2mp_ported_anims/weaponmacros.qci @@ -79,15 +79,15 @@ $definemacro makeidlenoise idleNoiseName fileName \\ realtime \\ } -$definemacro makeidle idleName fileName frame idleNoiseName newLength \\ - $sequence $idleName$ {\\ - $fileName$ \\ - frame $frame$ $frame$ \\ - numframes $newLength$ \\ - loop \\ - addlayer $idleNoiseName$ \\ -} \\ -$continue $idleName$ +//$definemacro makeidle idleName fileName frame idleNoiseName newLength \\ +// $sequence $idleName$ {\\ +// $fileName$ \\ +// frame $frame$ $frame$ \\ +// numframes $newLength$ \\ +// loop \\ +// addlayer $idleNoiseName$ \\ +//} \\ +//$continue $idleName$ diff --git a/modelsrc/male_shared.qc b/modelsrc/male_shared.qc index d80137e..89189a1 100644 --- a/modelsrc/male_shared.qc +++ b/modelsrc/male_shared.qc @@ -2,8 +2,6 @@ $modelname "Humans\male_shared.mdl" -//$includemodel "player/male_anims.mdl" - // Must be included $include "BaseModel.qci" $include "hl2mp_ported_anims/commonbones.qci" @@ -257,10 +255,33 @@ $sequence "luggage_run_all" { node "running" } +// ================================================================ + +$include "HL2MPMoveAnims.qci" + +$pushd "male_shared_anims" +$include "mapbase_player_include_anims_citizen.qci" +$popd + +// ================================================================ + $KeyValues { dynamic_interactions { $DIKV_Alyx } + + playermodel_data + { + neck_pivot_up "12" + neck_pivot_fwd "-4" + neck_pivot_duck_up "12" + neck_pivot_duck_fwd "16" + + bone_transforms + { + $include "mapbase_player_include_bonetransforms.qci" + } + } } diff --git a/modelsrc/mapbase_player_female_anims.qc b/modelsrc/mapbase_player_female_anims.qc deleted file mode 100644 index 855395d..0000000 --- a/modelsrc/mapbase_player_female_anims.qc +++ /dev/null @@ -1,28 +0,0 @@ -$modelname player\mapbase_female_anims.mdl - -$include "hl2mp_ported_anims\commonbones_female.qci" -$include "hl2mp_ported_anims\standardhierarchy.qci" -$include "hl2mp_ported_anims\standardikchains.qci" -$include "hl2mp_ported_anims\hitbox.qci" - -$lockbonelengths - -//$lockdefinebones - -$include "hl2mp_ported_anims\player_macros.qci" -$include "hl2mp_ported_anims\weaponmacros.qci" - -$sequence reference "female_shared_anims\ragdoll" - -$include "HL2MPMoveAnims_Female.qci" - -$pushd "female_shared_anims" -$include "mapbase_player_include_anims_citizen.qci" -$popd - -$attachment "eyes" "ValveBiped.Bip01_Head1" 0 -3.5 65.2 absolute - -$pushd "ChoreoModels" -$include "ChoreoModels\body_poses_lean.qci" -$popd - diff --git a/modelsrc/mapbase_player_include_anims_citizen.qci b/modelsrc/mapbase_player_include_anims_citizen.qci index 42a831d..ff1dc4e 100644 --- a/modelsrc/mapbase_player_include_anims_citizen.qci +++ b/modelsrc/mapbase_player_include_anims_citizen.qci @@ -14,7 +14,6 @@ $makeaimlayer police_WalkN_pistol_aim_matrix "..\hl2mp_ported_anims\WalkN_pistol $makeaimlayer weapons_Pistol_aim_matrix "..\hl2mp_ported_anims\Pistol_aim_matrix" $makeaimlayer HL2DM_crouch_aim_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" -$makeaimlayer soldier_Aim_9_directions "..\hl2mp_ported_anims\Aim_9_directions" $makeaimlayer soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" $makeaimlayerB soldier_Crouch_aim_9_directions "..\hl2mp_ported_anims\Crouch_aim_9_directions" $makeaimlayer weapons_Aim_9_directions "..\hl2mp_ported_anims\malecitizen_Aim_9_directions" @@ -33,193 +32,258 @@ $makeaimlayer HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim // Idle // --------------------------------------------------- -$sequence idle "idle_subtle" loop activity ACT_HL2MP_IDLE 1 +$sequence mp_idle "idle_subtle" loop activity ACT_HL2MP_IDLE 1 -$makeidle idle_pistol "..\male_shared_anims\custom\Idle_Pistol_Aim" 0 weapons_Pistol_aim_matrix ACT_HL2MP_IDLE_PISTOL 1 -$makeidle idle_shotgun "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1 -$makeidle idle_smg1 "Idle_SMG1_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1 -$makeidle idle_ar2 "idle_ar2_aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1 -$makeidle idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1 -$makeidle_noik idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1 -$makeidle idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1 -$makeidle idle_crossbow "custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1 -$makeidle_noik idle_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1 -$makeidle_noik idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1 +$makeidle mp_idle_pistol "..\male_shared_anims\custom\Idle_Pistol_Aim" 0 weapons_Pistol_aim_matrix ACT_HL2MP_IDLE_PISTOL 1 +$makeidle mp_idle_shotgun "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1 +$makeidle mp_idle_smg1 "Idle_SMG1_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1 +$makeidle mp_idle_ar2 "idle_ar2_aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1 +$makeidle mp_idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1 +$makeidle_noik mp_idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1 +$makeidle mp_idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1 +$makeidle mp_idle_crossbow "custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1 +$makeidle_noik mp_idle_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1 +$makeidle_noik mp_idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1 -$makeidle idle_smg2 "custom\Idle_SMG2_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG2 1 -$makeidle idle_ar1 "custom\idle_ar1_aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR1 1 +$makeidle mp_idle_smg2 "custom\Idle_SMG2_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG2 1 +$makeidle mp_idle_ar1 "custom\idle_ar1_aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR1 1 // --------------------------------------------------- // Run // --------------------------------------------------- -$animation a_runC "idle_subtle" loop alignto reference cmdlist lockfeet -$sequence run_all { +$animation a_runC "idle_subtle" loop alignto reference //cmdlist lockfeet +$sequence mp_run_all { a_runSW a_runS a_runSE a_runW a_runC a_runE a_runNW a_runN a_runNE blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_RUN 1 } -$makematchrun_9way run_pistol "..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "..\male_shared_anims\custom\Idle_Pistol_Aim" 4 ACT_HL2MP_RUN_PISTOL 1 -$makematchrun_9way run_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_RUN_SHOTGUN 1 -$makerun_9way run_smg1 "..\hl2mp_ported_anims\RunN_Alert_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "Idle_SMG1_Aim" 0 ACT_HL2MP_RUN_SMG1 1 -$makematchrun_9way run_ar2 "idle_ar2_aim" 0 soldier_Aim_9_directions "idle_ar2_aim" 0 ACT_HL2MP_RUN_AR2 1 -$makematchrun_9way run_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_RUN_PHYSGUN 1 -$makematchrun_9way run_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_RUN_GRENADE 1 -$makematchrun_9way run_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_RUN_RPG 1 -$makematchrun_9way run_crossbow "custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_RUN_CROSSBOW 1 -$makematchrun_9way run_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_RUN_MELEE 1 -$makematchrun_9way run_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_RUN_SLAM 1 +$makematchrun_9way mp_run_pistol "..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "..\male_shared_anims\custom\Idle_Pistol_Aim" 4 ACT_HL2MP_RUN_PISTOL 1 +$makematchrun_9way mp_run_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_RUN_SHOTGUN 1 +$makerun_9way mp_run_smg1 "..\hl2mp_ported_anims\RunN_Alert_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "Idle_SMG1_Aim" 0 ACT_HL2MP_RUN_SMG1 1 +$makematchrun_9way mp_run_ar2 "idle_ar2_aim" 0 soldier_Aim_9_directions "idle_ar2_aim" 0 ACT_HL2MP_RUN_AR2 1 +$makematchrun_9way mp_run_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_RUN_PHYSGUN 1 +$makematchrun_9way mp_run_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_RUN_GRENADE 1 +$makematchrun_9way mp_run_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_RUN_RPG 1 +$makematchrun_9way mp_run_crossbow "custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_RUN_CROSSBOW 1 +$makematchrun_9way mp_run_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_RUN_MELEE 1 +$makematchrun_9way mp_run_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_RUN_SLAM 1 -$makerun_9way run_smg2 "..\hl2mp_ported_anims\RunN_Alert_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "custom\Idle_SMG2_Aim" 0 ACT_HL2MP_RUN_SMG2 1 -$makematchrun_9way run_ar1 "custom\idle_ar1_aim" 0 soldier_Aim_9_directions "custom\idle_ar1_aim" 0 ACT_HL2MP_RUN_AR1 1 +$makerun_9way mp_run_smg2 "..\hl2mp_ported_anims\RunN_Alert_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "custom\Idle_SMG2_Aim" 0 ACT_HL2MP_RUN_SMG2 1 +$makematchrun_9way mp_run_ar1 "custom\idle_ar1_aim" 0 soldier_Aim_9_directions "custom\idle_ar1_aim" 0 ACT_HL2MP_RUN_AR1 1 // --------------------------------------------------- // Crouch Idle // --------------------------------------------------- -$sequence cidle "crouchidlehide" loop activity ACT_HL2MP_IDLE_CROUCH 1 +$sequence mp_cidle "crouchidlehide" loop activity ACT_HL2MP_IDLE_CROUCH 1 -$makecidle cidle_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol ACT_HL2MP_IDLE_CROUCH_PISTOL 1 -$makecidle cidle_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1 -$makecidleB cidle_smg1 "Idle_SMG1_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG1 1 -$makecidleB cidle_ar2 "idle_ar2_aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR2 1 -$makecidle cidle_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1 -$makecidleB_noik cidle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_GRENADE 1 -$makecidle cidle_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG ACT_HL2MP_IDLE_CROUCH_RPG 1 -$makecidleB cidle_crossbow "custom\Idle_Crossbow_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1 -$makecidleB_noik cidle_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_MELEE 1 -$makecidleB_noik cidle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_SLAM 1 +$makecidle mp_cidle_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol ACT_HL2MP_IDLE_CROUCH_PISTOL 1 +$makecidle mp_cidle_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1 +$makecidleB mp_cidle_smg1 "Idle_SMG1_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG1 1 +$makecidleB mp_cidle_ar2 "idle_ar2_aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR2 1 +$makecidle mp_cidle_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1 +$makecidleB_noik mp_cidle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_GRENADE 1 +$makecidle mp_cidle_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG ACT_HL2MP_IDLE_CROUCH_RPG 1 +$makecidleB mp_cidle_crossbow "custom\Idle_Crossbow_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1 +$makecidleB_noik mp_cidle_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_MELEE 1 +$makecidleB_noik mp_cidle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_SLAM 1 -$makecidleB cidle_smg2 "custom\Idle_SMG2_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG2 1 -$makecidleB cidle_ar1 "custom\idle_ar1_aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR1 1 +$makecidleB mp_cidle_smg2 "custom\Idle_SMG2_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG2 1 +$makecidleB mp_cidle_ar1 "custom\idle_ar1_aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR1 1 // --------------------------------------------------- // Crouch Walk // --------------------------------------------------- -$animation a_crouch_walkC "crouchidlehide" loop alignto reference cmdlist lockfeet -$sequence crouch_walk_all { +$animation a_crouch_walkC "crouchidlehide" loop alignto reference //cmdlist lockfeet +$sequence mp_crouch_walk_all { a_crouch_walkSW a_crouch_walkS a_crouch_walkSE a_crouch_walkW a_crouch_walkC a_crouch_walkE a_crouch_walkNW a_crouch_walkN a_crouch_walkNE blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_WALK_CROUCH 1 } -$makecwalk_9way cwalk_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_WALK_CROUCH_PISTOL 1 -$makecwalk_9way cwalk_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_WALK_CROUCH_SHOTGUN 1 -$makecwalk_9way cwalk_smg1 "Idle_SMG1_Aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG1 1 -$makecwalk_9way cwalk_ar2 "idle_ar2_aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR2 1 -$makecwalk_9way cwalk_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 ACT_HL2MP_WALK_CROUCH_PHYSGUN 1 -$makecwalk_9way cwalk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_CROUCH_GRENADE 1 -$makecwalk_9way cwalk_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 ACT_HL2MP_WALK_CROUCH_RPG 1 -$makecwalk_9way cwalk_crossbow "custom\Idle_Crossbow_Aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_CROSSBOW 1 -$makecwalk_9way cwalk_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_WALK_CROUCH_MELEE 1 -$makecwalk_9way cwalk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_CROUCH_SLAM 1 +$makecwalk_9way mp_cwalk_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_WALK_CROUCH_PISTOL 1 +$makecwalk_9way mp_cwalk_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_WALK_CROUCH_SHOTGUN 1 +$makecwalk_9way mp_cwalk_smg1 "Idle_SMG1_Aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG1 1 +$makecwalk_9way mp_cwalk_ar2 "idle_ar2_aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR2 1 +$makecwalk_9way mp_cwalk_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 ACT_HL2MP_WALK_CROUCH_PHYSGUN 1 +$makecwalk_9way mp_cwalk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_CROUCH_GRENADE 1 +$makecwalk_9way mp_cwalk_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 ACT_HL2MP_WALK_CROUCH_RPG 1 +$makecwalk_9way mp_cwalk_crossbow "custom\Idle_Crossbow_Aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_CROSSBOW 1 +$makecwalk_9way mp_cwalk_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_WALK_CROUCH_MELEE 1 +$makecwalk_9way mp_cwalk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_CROUCH_SLAM 1 -$makecwalk_9way cwalk_smg2 "custom\Idle_SMG2_Aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG2 1 -$makecwalk_9way cwalk_ar1 "custom\idle_ar1_aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR1 1 +$makecwalk_9way mp_cwalk_smg2 "custom\Idle_SMG2_Aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG2 1 +$makecwalk_9way mp_cwalk_ar1 "custom\idle_ar1_aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR1 1 // --------------------------------------------------- // Attack // --------------------------------------------------- -$makerange range_pistol "..\hl2mp_ported_anims\Pistol_shoot_1" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL 1 -$makerange_releaseik range_shotgun "..\combine_soldier_anims_anims\shootSGs" 0 frames 0 29 ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN 1 -$makerange range_smg1 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1 -$makerange range_ar2 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1 -$makerange range_gravgun "..\hl2mp_ported_anims\HL2DM_Fire_Gravgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1 -$makerange range_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1 -$makerange range_rpg "..\male_shared_anims\shoot_rpg" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1 -$makerange range_crossbow "custom\shoot_crossbow" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1 -$makerange range_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping fps 45 -$makerange range_slam "..\hl2mp_ported_anims\HL2DM_deploy_SLAM" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1 +$makerange mp_range_pistol "..\hl2mp_ported_anims\Pistol_shoot_1" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL 1 +$makerange_releaseik mp_range_shotgun "..\combine_soldier_anims_anims\shootSGs" 0 frames 0 29 ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN 1 +$makerange mp_range_smg1 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1 +$makerange mp_range_ar2 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1 +$makerange mp_range_gravgun "..\hl2mp_ported_anims\HL2DM_Fire_Gravgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1 +$makerange mp_range_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1 +$makerange mp_range_rpg "..\male_shared_anims\shoot_rpg" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1 +$makerange mp_range_crossbow "custom\shoot_crossbow" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1 +$makerange mp_range_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping fps 45 +$makerange mp_range_slam "..\hl2mp_ported_anims\HL2DM_deploy_SLAM" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1 -$makerange range_smg2 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG2 1 -$makerange range_ar1 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR1 1 +$makerange mp_range_smg2 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG2 1 +$makerange mp_range_ar1 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR1 1 // --------------------------------------------------- // Jump // --------------------------------------------------- -$makejump jump "crouchidlehide" 0 ACT_HL2MP_JUMP 1 +$makejump mp_jump "crouchidlehide" 0 ACT_HL2MP_JUMP 1 -$makejump jump_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_JUMP_PISTOL 1 -$makejump jump_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_JUMP_SHOTGUN 1 -$makejump jump_smg1 "Idle_SMG1_Aim" 0 ACT_HL2MP_JUMP_SMG1 1 -$makejump jump_ar2 "idle_ar2_aim" 0 ACT_HL2MP_JUMP_AR2 1 -$makejump jump_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 ACT_HL2MP_JUMP_PHYSGUN 1 -$makejump jump_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_JUMP_GRENADE 1 -$makejump jump_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_JUMP_RPG 1 -$makejump jump_crossbow "custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_JUMP_CROSSBOW 1 -$makejump jump_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_JUMP_MELEE 1 -$makejump jump_slam "..\hl2mp_ported_anims\HL2DM_Idle_SLAM" 0 ACT_HL2MP_JUMP_SLAM 1 +$makejump mp_jump_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_JUMP_PISTOL 1 +$makejump mp_jump_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_JUMP_SHOTGUN 1 +$makejump mp_jump_smg1 "Idle_SMG1_Aim" 0 ACT_HL2MP_JUMP_SMG1 1 +$makejump mp_jump_ar2 "idle_ar2_aim" 0 ACT_HL2MP_JUMP_AR2 1 +$makejump mp_jump_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 ACT_HL2MP_JUMP_PHYSGUN 1 +$makejump mp_jump_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_JUMP_GRENADE 1 +$makejump mp_jump_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_JUMP_RPG 1 +$makejump mp_jump_crossbow "custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_JUMP_CROSSBOW 1 +$makejump mp_jump_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_JUMP_MELEE 1 +$makejump mp_jump_slam "..\hl2mp_ported_anims\HL2DM_Idle_SLAM" 0 ACT_HL2MP_JUMP_SLAM 1 -$makejump jump_smg2 "custom\Idle_SMG2_Aim" 0 ACT_HL2MP_JUMP_SMG2 1 -$makejump jump_ar1 "custom\idle_ar1_aim" 0 ACT_HL2MP_JUMP_AR1 1 +$makejump mp_jump_smg2 "custom\Idle_SMG2_Aim" 0 ACT_HL2MP_JUMP_SMG2 1 +$makejump mp_jump_ar1 "custom\idle_ar1_aim" 0 ACT_HL2MP_JUMP_AR1 1 // --------------------------------------------------- // Reload // --------------------------------------------------- -$makeweapongesturep reload_pistol "..\hl2mp_ported_anims\Pistol_reload" 9 33 40 ACT_HL2MP_GESTURE_RELOAD_PISTOL 1 -$makeweapongesturep reload_shotgun "..\male_shared_anims\reload_shotgun1" 19 55 75 ACT_HL2MP_GESTURE_RELOAD_SHOTGUN 1 -$makeweapongesturep reload_smg1 "..\combine_soldier_anims_anims\reload" 19 55 65 ACT_HL2MP_GESTURE_RELOAD_SMG1 1 -$makeweapongesturep reload_ar2 "..\male_shared_anims\reload_ar2" 10 30 50 ACT_HL2MP_GESTURE_RELOAD_AR2 1 -$makeweapongesturep reload_crossbow "custom\reload_crossbow" 10 25 40 fps 20 ACT_HL2MP_GESTURE_RELOAD_CROSSBOW 1 -$makeweapongesturep reload_357 "..\police_animations_anims\custom\reload_357" 15 51 62 ACT_HL2MP_GESTURE_RELOAD_REVOLVER 1 +$makeweapongesturep mp_reload_pistol "..\hl2mp_ported_anims\Pistol_reload" 9 33 40 ACT_HL2MP_GESTURE_RELOAD_PISTOL 1 +$makeweapongesturep mp_reload_shotgun "..\male_shared_anims\reload_shotgun1" 19 55 75 ACT_HL2MP_GESTURE_RELOAD_SHOTGUN 1 +$makeweapongesturep mp_reload_smg1 "..\combine_soldier_anims_anims\reload" 19 55 65 ACT_HL2MP_GESTURE_RELOAD_SMG1 1 +$makeweapongesturep mp_reload_ar2 "..\male_shared_anims\reload_ar2" 10 30 50 ACT_HL2MP_GESTURE_RELOAD_AR2 1 +$makeweapongesturep mp_reload_crossbow "custom\reload_crossbow" 10 25 40 fps 20 ACT_HL2MP_GESTURE_RELOAD_CROSSBOW 1 +$makeweapongesturep mp_reload_357 "..\police_animations_anims\custom\reload_357" 15 51 62 ACT_HL2MP_GESTURE_RELOAD_REVOLVER 1 -$makeweapongesturep reload_ar1 "..\male_shared_anims\custom\reload_ar1" 10 30 50 ACT_HL2MP_GESTURE_RELOAD_AR1 1 +$makeweapongesturep mp_reload_ar1 "..\male_shared_anims\custom\reload_ar1" 10 30 50 ACT_HL2MP_GESTURE_RELOAD_AR1 1 // --------------------------------------------------- // Walk // --------------------------------------------------- -$animation a_walkC "idle_subtle" loop alignto reference cmdlist lockfeet -$sequence walk_all { +$animation a_walkC "idle_subtle" loop alignto reference //cmdlist lockfeet +$sequence mp_walk_all { a_walkSW a_walkS a_walkSE a_walkW a_walkC a_walkE a_walkNW a_walkN a_walkNE blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_WALK 1 } -$makematchwalk_9way walk_pistol "..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "..\male_shared_anims\custom\Idle_Pistol_Aim" 4 ACT_HL2MP_WALK_PISTOL 1 -$makematchwalk_9way walk_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_WALK_SHOTGUN 1 -$makematchwalk_9way walk_smg1 "Idle_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "Idle_SMG1_Aim" 0 ACT_HL2MP_WALK_SMG1 1 -$makematchwalk_9way walk_ar2 "idle_ar2_aim" 0 soldier_Aim_9_directions "idle_ar2_aim" 0 ACT_HL2MP_WALK_AR2 1 -$makematchwalk_9way walk_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_WALK_PHYSGUN 1 -$makematchwalk_9way walk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_GRENADE 1 -$makematchwalk_9way walk_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_WALK_RPG 1 -$makematchwalk_9way walk_crossbow "custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_WALK_CROSSBOW 1 -$makematchwalk_9way walk_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_WALK_MELEE 1 -$makematchwalk_9way walk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_SLAM 1 +$makematchwalk_9way mp_walk_pistol "..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "..\male_shared_anims\custom\Idle_Pistol_Aim" 4 ACT_HL2MP_WALK_PISTOL 1 +$makematchwalk_9way mp_walk_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_WALK_SHOTGUN 1 +$makematchwalk_9way mp_walk_smg1 "Idle_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "Idle_SMG1_Aim" 0 ACT_HL2MP_WALK_SMG1 1 +$makematchwalk_9way mp_walk_ar2 "idle_ar2_aim" 0 soldier_Aim_9_directions "idle_ar2_aim" 0 ACT_HL2MP_WALK_AR2 1 +$makematchwalk_9way mp_walk_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_WALK_PHYSGUN 1 +$makematchwalk_9way mp_walk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_GRENADE 1 +$makematchwalk_9way mp_walk_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_WALK_RPG 1 +$makematchwalk_9way mp_walk_crossbow "custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_WALK_CROSSBOW 1 +$makematchwalk_9way mp_walk_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_WALK_MELEE 1 +$makematchwalk_9way mp_walk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_SLAM 1 -$makematchwalk_9way walk_smg2 "custom\Idle_SMG2_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "custom\Idle_SMG2_Aim" 0 ACT_HL2MP_WALK_SMG2 1 -$makematchwalk_9way walk_ar1 "custom\idle_ar1_aim" 0 soldier_Aim_9_directions "custom\idle_ar1_aim" 0 ACT_HL2MP_WALK_AR1 1 +$makematchwalk_9way mp_walk_smg2 "custom\Idle_SMG2_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "custom\Idle_SMG2_Aim" 0 ACT_HL2MP_WALK_SMG2 1 +$makematchwalk_9way mp_walk_ar1 "custom\idle_ar1_aim" 0 soldier_Aim_9_directions "custom\idle_ar1_aim" 0 ACT_HL2MP_WALK_AR1 1 + +// --------------------------------------------------- +// Lower +// --------------------------------------------------- + +$definemacro appendlower AppendSeq LowerSeq \\ +$append $AppendSeq$ { blendlayer $LowerSeq$ 0 1 1 2 poseparameter "weapon_lower" } + +$poseparameter "weapon_lower" 0 1 + +$Weightlist UpperbodyLowerBlend { + "valvebiped.Bip01_Pelvis" 0.1 + "ValveBiped.Bip01_L_Thigh" 0.0 + "ValveBiped.Bip01_R_Thigh" 0.0 + "ValveBiped.Bip01_Spine" 0.1 + "ValveBiped.Bip01_Spine1" 0.3 + "ValveBiped.Bip01_Spine2" 0.4 + "ValveBiped.Bip01_Spine4" 0.66 + "ValveBiped.Bip01_R_Clavicle" 1.0 + "ValveBiped.Bip01_L_Clavicle" 1.0 + "ValveBiped.Bip01_Neck1" 1.0 + } + +$sequence mp_lower_ar2 "idle_angry_Ar2.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace +$sequence mp_lower_smg1 "Idle_Angry_SMG1.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace +$sequence mp_lower_shotgun "idle_angry_Ar2.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace // Idle_Angry_Shotgun desync on female citizens +$sequence mp_lower_rpg "Idle_Angry_RPG.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace +$sequence mp_lower_pistol "..\combine_soldier_anims_anims\custom\mp_lower_pistol.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace +$sequence mp_lower_ar1 "custom/idle_angry_ar1.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace +$sequence mp_lower_crossbow "custom/idle_angry_crossbow.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace +$sequence mp_lower_smg2 "custom/idle_angry_smg2.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace + +$appendlower "mp_idle_pistol" "mp_lower_pistol" +$appendlower "mp_idle_shotgun" "mp_lower_shotgun" +$appendlower "mp_idle_smg1" "mp_lower_smg1" +$appendlower "mp_idle_ar2" "mp_lower_ar2" +$appendlower "mp_idle_rpg" "mp_lower_rpg" +$appendlower "mp_idle_crossbow" "mp_lower_crossbow" +$appendlower "mp_idle_smg2" "mp_lower_smg2" +$appendlower "mp_idle_ar1" "mp_lower_ar1" + +$appendlower "mp_cidle_pistol" "mp_lower_pistol" +$appendlower "mp_cidle_shotgun" "mp_lower_shotgun" +$appendlower "mp_cidle_smg1" "mp_lower_smg1" +$appendlower "mp_cidle_ar2" "mp_lower_ar2" +$appendlower "mp_cidle_rpg" "mp_lower_rpg" +$appendlower "mp_cidle_crossbow" "mp_lower_crossbow" +$appendlower "mp_cidle_smg2" "mp_lower_smg2" +$appendlower "mp_cidle_ar1" "mp_lower_ar1" + +$appendlower "mp_cwalk_pistol" "mp_lower_pistol" +$appendlower "mp_cwalk_shotgun" "mp_lower_shotgun" +$appendlower "mp_cwalk_smg1" "mp_lower_smg1" +$appendlower "mp_cwalk_ar2" "mp_lower_ar2" +$appendlower "mp_cwalk_rpg" "mp_lower_rpg" +$appendlower "mp_cwalk_crossbow" "mp_lower_crossbow" +$appendlower "mp_cwalk_smg2" "mp_lower_smg2" +$appendlower "mp_cwalk_ar1" "mp_lower_ar1" + +$appendlower "mp_run_pistol" "mp_lower_pistol" +$appendlower "mp_run_shotgun" "mp_lower_shotgun" +$appendlower "mp_run_smg1" "mp_lower_smg1" +$appendlower "mp_run_ar2" "mp_lower_ar2" +$appendlower "mp_run_rpg" "mp_lower_rpg" +$appendlower "mp_run_crossbow" "mp_lower_crossbow" +$appendlower "mp_run_smg2" "mp_lower_smg2" +$appendlower "mp_run_ar1" "mp_lower_ar1" + +$appendlower "mp_walk_pistol" "mp_lower_pistol" +$appendlower "mp_walk_shotgun" "mp_lower_shotgun" +$appendlower "mp_walk_smg1" "mp_lower_smg1" +$appendlower "mp_walk_ar2" "mp_lower_ar2" +$appendlower "mp_walk_rpg" "mp_lower_rpg" +$appendlower "mp_walk_crossbow" "mp_lower_crossbow" +$appendlower "mp_walk_smg2" "mp_lower_smg2" +$appendlower "mp_walk_ar1" "mp_lower_ar1" // --------------------------------------------------- // Misc // --------------------------------------------------- -$weightlist "weights_357_shoot" { - "ValveBiped.Bip01_Pelvis" 3 - "ValveBiped.Bip01_R_Clavicle" 3 - "ValveBiped.Bip01_R_UpperArm" 1.6 - "ValveBiped.Bip01_R_Forearm" 3 - "ValveBiped.Bip01_R_Hand" 3 - "ValveBiped.Bip01_L_Clavicle" 3 - "ValveBiped.Bip01_L_UpperArm" 2 - "ValveBiped.Bip01_L_Forearm" 5 - "ValveBiped.Bip01_L_Hand" 5 -} -$animation "@gesture_shoot_pistol_corrective_animation" "..\police_animations_anims\@gesture_shoot_pistol_corrective_animation.smd" + $sequence a_range_357 "..\police_animations_anims\gesture_shoot_pistol.smd" subtract "@gesture_shoot_pistol_corrective_animation" 0 delta weightlist "weights_357_shoot" hidden -$sequence range_357 "..\police_animations_anims\gesture_shoot_pistol.smd" { +$sequence mp_range_357 "..\police_animations_anims\gesture_shoot_pistol.smd" { iklock lfoot 1 0 iklock rfoot 1 0 noanimation numframes 16 blendlayer "a_range_357" 0 4 6 16 spline activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER" 1 } -$append reload_357 { fps 20 } // $357ReloadSounds +$append mp_reload_357 { fps 20 } // $357ReloadSounds $include "mapbase_player_include_anims_misc.qci" diff --git a/modelsrc/mapbase_player_include_anims_default.qci b/modelsrc/mapbase_player_include_anims_default.qci index f3b61e4..c521290 100644 --- a/modelsrc/mapbase_player_include_anims_default.qci +++ b/modelsrc/mapbase_player_include_anims_default.qci @@ -36,47 +36,47 @@ $makeaimlayer HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim // Idle // --------------------------------------------------- -$sequence idle "idle_subtle" loop activity ACT_HL2MP_IDLE 1 +$sequence mp_idle "idle_subtle" loop activity ACT_HL2MP_IDLE 1 -$makeidle idle_pistol "..\hl2mp_ported_anims\Pistol_aim_matrix" 4 weapons_Pistol_aim_matrix ACT_HL2MP_IDLE_PISTOL 1 -$makeidle idle_shotgun "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1 -$makeidle idle_smg1 "..\combine_soldier_anims_anims\CombatIdle1_SMG1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1 -$makeidle idle_ar2 "..\combine_soldier_anims_anims\CombatIdle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1 -$makeidle idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1 -$makeidle idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1 -$makeidle idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1 -$makeidle idle_crossbow "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1 -$makeidle idle_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1 -$makeidle idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1 +$makeidle mp_idle_pistol "..\hl2mp_ported_anims\Pistol_aim_matrix" 4 weapons_Pistol_aim_matrix ACT_HL2MP_IDLE_PISTOL 1 +$makeidle mp_idle_shotgun "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1 +$makeidle mp_idle_smg1 "..\combine_soldier_anims_anims\CombatIdle1_SMG1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1 +$makeidle mp_idle_ar2 "..\combine_soldier_anims_anims\CombatIdle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1 +$makeidle mp_idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1 +$makeidle mp_idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1 +$makeidle mp_idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1 +$makeidle mp_idle_crossbow "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1 +$makeidle mp_idle_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1 +$makeidle mp_idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1 // --------------------------------------------------- // Run // --------------------------------------------------- $animation a_runC "idle_subtle" loop alignto reference cmdlist lockfeet -$sequence run_all { +$sequence mp_run_all { a_runSW a_runS a_runSE a_runW a_runC a_runE a_runNW a_runN a_runNE blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_RUN 1 } -$makematchrun_9way run_pistol "..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "..\hl2mp_ported_anims\Pistol_aim_matrix" 4 ACT_HL2MP_RUN_PISTOL 1 -$makematchrun_9way run_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_RUN_SHOTGUN 1 -$makerun_9way run_smg1 "..\hl2mp_ported_anims\RunN_Alert_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "..\combine_soldier_anims_anims\CombatIdle1_SMG1" 0 ACT_HL2MP_RUN_SMG1 1 -$makematchrun_9way run_ar2 "..\combine_soldier_anims_anims\CombatIdle1" 0 soldier_Aim_9_directions "..\combine_soldier_anims_anims\CombatIdle1" 0 ACT_HL2MP_RUN_AR2 1 -$makematchrun_9way run_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_RUN_PHYSGUN 1 -$makematchrun_9way run_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_RUN_GRENADE 1 -$makematchrun_9way run_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_RUN_RPG 1 -$makematchrun_9way run_crossbow "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 ACT_HL2MP_RUN_CROSSBOW 1 -$makematchrun_9way run_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_RUN_MELEE 1 -$makematchrun_9way run_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_RUN_SLAM 1 +$makematchrun_9way mp_run_pistol "..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "..\hl2mp_ported_anims\Pistol_aim_matrix" 4 ACT_HL2MP_RUN_PISTOL 1 +$makematchrun_9way mp_run_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_RUN_SHOTGUN 1 +$makerun_9way mp_run_smg1 "..\hl2mp_ported_anims\RunN_Alert_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "..\combine_soldier_anims_anims\CombatIdle1_SMG1" 0 ACT_HL2MP_RUN_SMG1 1 +$makematchrun_9way mp_run_ar2 "..\combine_soldier_anims_anims\CombatIdle1" 0 soldier_Aim_9_directions "..\combine_soldier_anims_anims\CombatIdle1" 0 ACT_HL2MP_RUN_AR2 1 +$makematchrun_9way mp_run_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_RUN_PHYSGUN 1 +$makematchrun_9way mp_run_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_RUN_GRENADE 1 +$makematchrun_9way mp_run_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_RUN_RPG 1 +$makematchrun_9way mp_run_crossbow "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 ACT_HL2MP_RUN_CROSSBOW 1 +$makematchrun_9way mp_run_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_RUN_MELEE 1 +$makematchrun_9way mp_run_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_RUN_SLAM 1 // --------------------------------------------------- // Crouch Idle // --------------------------------------------------- -$sequence cidle "crouchidlehide" loop activity ACT_HL2MP_IDLE_CROUCH 1 +$sequence mp_cidle "crouchidlehide" loop activity ACT_HL2MP_IDLE_CROUCH 1 $makecidle cidle_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol ACT_HL2MP_IDLE_CROUCH_PISTOL 1 $makecidle cidle_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1 @@ -94,23 +94,23 @@ $makecidleB cidle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 "..\hl2mp_port // --------------------------------------------------- $animation a_crouch_walkC "crouchidlehide" loop alignto reference cmdlist lockfeet -$sequence crouch_walk_all { +$sequence mp_crouch_walk_all { a_crouch_walkSW a_crouch_walkS a_crouch_walkSE a_crouch_walkW a_crouch_walkC a_crouch_walkE a_crouch_walkNW a_crouch_walkN a_crouch_walkNE blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_WALK_CROUCH 1 } -$makecwalk_9way cwalk_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_WALK_CROUCH_PISTOL 1 -$makecwalk_9way cwalk_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_WALK_CROUCH_SHOTGUN 1 -$makecwalk_9way cwalk_smg1 "..\combine_soldier_anims_anims\shootSMG1c" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG1 1 -$makecwalk_9way cwalk_ar2 "..\combine_soldier_anims_anims\shootAR2c" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR2 1 -$makecwalk_9way cwalk_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 ACT_HL2MP_WALK_CROUCH_PHYSGUN 1 -$makecwalk_9way cwalk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_CROUCH_GRENADE 1 -$makecwalk_9way cwalk_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 ACT_HL2MP_WALK_CROUCH_RPG 1 -$makecwalk_9way cwalk_crossbow "..\combine_soldier_anims_anims\shootSMG1c" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_CROSSBOW 1 -$makecwalk_9way cwalk_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_WALK_CROUCH_MELEE 1 -$makecwalk_9way cwalk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_CROUCH_SLAM 1 +$makecwalk_9way mp_cwalk_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_WALK_CROUCH_PISTOL 1 +$makecwalk_9way mp_cwalk_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_WALK_CROUCH_SHOTGUN 1 +$makecwalk_9way mp_cwalk_smg1 "..\combine_soldier_anims_anims\shootSMG1c" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG1 1 +$makecwalk_9way mp_cwalk_ar2 "..\combine_soldier_anims_anims\shootAR2c" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR2 1 +$makecwalk_9way mp_cwalk_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 ACT_HL2MP_WALK_CROUCH_PHYSGUN 1 +$makecwalk_9way mp_cwalk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_CROUCH_GRENADE 1 +$makecwalk_9way mp_cwalk_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 ACT_HL2MP_WALK_CROUCH_RPG 1 +$makecwalk_9way mp_cwalk_crossbow "..\combine_soldier_anims_anims\shootSMG1c" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_CROSSBOW 1 +$makecwalk_9way mp_cwalk_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_WALK_CROUCH_MELEE 1 +$makecwalk_9way mp_cwalk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_CROUCH_SLAM 1 // --------------------------------------------------- // Attack @@ -131,18 +131,18 @@ $makerange range_slam "..\hl2mp_ported_anims\HL2DM_deploy_SLAM" 0 ACT_HL2MP_GES // Jump // --------------------------------------------------- -$makejump jump "crouchidlehide" 0 ACT_HL2MP_JUMP 1 +$makejump mp_jump "crouchidlehide" 0 ACT_HL2MP_JUMP 1 -$makejump jump_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_JUMP_PISTOL 1 -$makejump jump_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_JUMP_SHOTGUN 1 -$makejump jump_smg1 "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_JUMP_SMG1 1 -$makejump jump_ar2 "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_JUMP_AR2 1 -$makejump jump_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 ACT_HL2MP_JUMP_PHYSGUN 1 -$makejump jump_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_JUMP_GRENADE 1 -$makejump jump_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_JUMP_RPG 1 -$makejump jump_crossbow "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 ACT_HL2MP_JUMP_CROSSBOW 1 -$makejump jump_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_JUMP_MELEE 1 -$makejump jump_slam "..\hl2mp_ported_anims\HL2DM_Idle_SLAM" 0 ACT_HL2MP_JUMP_SLAM 1 +$makejump mp_jump_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_JUMP_PISTOL 1 +$makejump mp_jump_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_JUMP_SHOTGUN 1 +$makejump mp_jump_smg1 "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_JUMP_SMG1 1 +$makejump mp_jump_ar2 "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_JUMP_AR2 1 +$makejump mp_jump_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 ACT_HL2MP_JUMP_PHYSGUN 1 +$makejump mp_jump_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_JUMP_GRENADE 1 +$makejump mp_jump_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_JUMP_RPG 1 +$makejump mp_jump_crossbow "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 ACT_HL2MP_JUMP_CROSSBOW 1 +$makejump mp_jump_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_JUMP_MELEE 1 +$makejump mp_jump_slam "..\hl2mp_ported_anims\HL2DM_Idle_SLAM" 0 ACT_HL2MP_JUMP_SLAM 1 // --------------------------------------------------- // Reload @@ -158,20 +158,20 @@ $makereload reload_ar2 "..\combine_soldier_anims_anims\reload" ACT_HL2MP_GESTUR // --------------------------------------------------- $animation a_walkC "idle_subtle" loop alignto reference cmdlist lockfeet -$sequence walk_all { +$sequence mp_walk_all { a_walkSW a_walkS a_walkSE a_walkW a_walkC a_walkE a_walkNW a_walkN a_walkNE blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_WALK 1 } -$makematchwalk_9way walk_pistol "..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "..\hl2mp_ported_anims\Pistol_aim_matrix" 4 ACT_HL2MP_WALK_PISTOL 1 -$makematchwalk_9way walk_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_WALK_SHOTGUN 1 +$makematchwalk_9way mp_walk_pistol "..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "..\hl2mp_ported_anims\Pistol_aim_matrix" 4 ACT_HL2MP_WALK_PISTOL 1 +$makematchwalk_9way mp_walk_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_WALK_SHOTGUN 1 $makewalk_9way walk_smg1 "..\hl2mp_ported_anims\RunN_Alert_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "..\combine_soldier_anims_anims\CombatIdle1_SMG1" 0 ACT_HL2MP_WALK_SMG1 1 -$makematchwalk_9way walk_ar2 "..\combine_soldier_anims_anims\CombatIdle1" 0 soldier_Aim_9_directions "..\combine_soldier_anims_anims\CombatIdle1" 0 ACT_HL2MP_WALK_AR2 1 -$makematchwalk_9way walk_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_WALK_PHYSGUN 1 -$makematchwalk_9way walk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_GRENADE 1 -$makematchwalk_9way walk_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_WALK_RPG 1 -$makematchwalk_9way walk_crossbow "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 ACT_HL2MP_WALK_CROSSBOW 1 -$makematchwalk_9way walk_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_WALK_MELEE 1 -$makematchwalk_9way walk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_SLAM 1 +$makematchwalk_9way mp_walk_ar2 "..\combine_soldier_anims_anims\CombatIdle1" 0 soldier_Aim_9_directions "..\combine_soldier_anims_anims\CombatIdle1" 0 ACT_HL2MP_WALK_AR2 1 +$makematchwalk_9way mp_walk_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_WALK_PHYSGUN 1 +$makematchwalk_9way mp_walk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_GRENADE 1 +$makematchwalk_9way mp_walk_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_WALK_RPG 1 +$makematchwalk_9way mp_walk_crossbow "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 ACT_HL2MP_WALK_CROSSBOW 1 +$makematchwalk_9way mp_walk_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_WALK_MELEE 1 +$makematchwalk_9way mp_walk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_SLAM 1 diff --git a/modelsrc/mapbase_player_include_anims_misc.qci b/modelsrc/mapbase_player_include_anims_misc.qci index ddebd73..18f1705 100644 --- a/modelsrc/mapbase_player_include_anims_misc.qci +++ b/modelsrc/mapbase_player_include_anims_misc.qci @@ -5,38 +5,12 @@ // Shared misc. stuff // // ================================================================ - -// -// Combine animation gestures -// -$makeweapongesturep grenThrow_gesture "..\combine_soldier_anims_anims\grenThrow.smd" 10 35 50 -$append grenThrow_gesture { - fps 45 - activity "ACT_GESTURE_COMBINE_THROW_GRENADE" 1 - { event 7 30 "" } -} -$makeweapongesturep grenDrop_gesture "..\combine_soldier_anims_anims\grenDrop.smd" 12 32 43 -$append grenDrop_gesture { - fps 35 - activity "ACT_GESTURE_SPECIAL_ATTACK1" 1 - { event 7 26 "" } -} +$makerange mp_range2_shotgun "..\male_shared_anims\shoot_shotgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK2_SHOTGUN 1 // Temporary? +$makerange mp_range2_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK2_GRENADE 1 -$makeweapongesturep grenPlace_gesture "..\combine_soldier_anims_anims\grenPlace.smd" 12 35 45 -$append grenPlace_gesture { - fps 35 - activity "ACT_GESTURE_SPECIAL_ATTACK2" 1 - { event 9 25 "" } -} - -// --------------------------------------------------- - -$makerange range2_shotgun "..\male_shared_anims\shoot_shotgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK2_SHOTGUN 1 // Temporary? -$makerange range2_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK2_GRENADE 1 - -$makeweapongesturep range2_smg1 "..\male_shared_anims\custom\shoot_smg1_alt.smd" 4 8 16 ACT_HL2MP_GESTURE_RANGE_ATTACK2_SMG1 1 -$makeweapongesturep range2_ar2 "..\combine_soldier_anims_anims\shootAR2alt.smd" 12 24 36 ACT_HL2MP_GESTURE_RANGE_ATTACK2_AR2 1 +$makeweapongesturep mp_range2_smg1 "..\male_shared_anims\custom\shoot_smg1_alt.smd" 4 8 16 ACT_HL2MP_GESTURE_RANGE_ATTACK2_SMG1 1 +$makeweapongesturep mp_range2_ar2 "..\combine_soldier_anims_anims\shootAR2alt.smd" 12 24 36 ACT_HL2MP_GESTURE_RANGE_ATTACK2_AR2 1 // --------------------------------------------------- @@ -53,39 +27,18 @@ $cmdlist IK_BothHands { ikrule "rhand" attachment "R_hand" } -$makeidle idle_use "..\male_shared_anims\custom\hl2dm_use_light" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_USE 1 cmdlist IK_LHand -$makematchrun_9way run_use "..\male_shared_anims\custom\hl2dm_use_light" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\hl2dm_use_light" 0 ACT_HL2MP_RUN_USE 1 -$makecidleB cidle_use "..\male_shared_anims\custom\hl2dm_use_light" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_USE 1 cmdlist IK_LHand -$makecwalk_9way cwalk_use "..\male_shared_anims\custom\hl2dm_use_light" 0 soldier_Crouch_aim_9_directions "..\male_shared_anims\custom\hl2dm_use_light" 0 ACT_HL2MP_WALK_CROUCH_USE 1 -$makejump jump_use "..\male_shared_anims\custom\hl2dm_use_light" 0 ACT_HL2MP_JUMP_USE 1 cmdlist IK_LHand -$makematchwalk_9way walk_use "..\male_shared_anims\custom\hl2dm_use_light" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\hl2dm_use_light" 0 ACT_HL2MP_WALK_USE 1 +$makeidle_noik mp_idle_use "..\male_shared_anims\custom\hl2dm_use_light" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_USE 1 cmdlist IK_LHand +$makematchrun_9way mp_run_use "..\male_shared_anims\custom\hl2dm_use_light" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\hl2dm_use_light" 0 ACT_HL2MP_RUN_USE 1 +$makecidleB_noik mp_cidle_use "..\male_shared_anims\custom\hl2dm_use_light" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_USE 1 cmdlist IK_LHand +$makecwalk_9way mp_cwalk_use "..\male_shared_anims\custom\hl2dm_use_light" 0 soldier_Crouch_aim_9_directions "..\male_shared_anims\custom\hl2dm_use_light" 0 ACT_HL2MP_WALK_CROUCH_USE 1 +$makejump mp_jump_use "..\male_shared_anims\custom\hl2dm_use_light" 0 ACT_HL2MP_JUMP_USE 1 cmdlist IK_LHand +$makematchwalk_9way mp_walk_use "..\male_shared_anims\custom\hl2dm_use_light" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\hl2dm_use_light" 0 ACT_HL2MP_WALK_USE 1 -$makeidle idle_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_USE_HEAVY 1 cmdlist IK_BothHands -$makematchrun_9way run_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\hl2dm_use_heavy" 0 ACT_HL2MP_RUN_USE_HEAVY 1 -$makecidleB cidle_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_USE_HEAVY 1 cmdlist IK_BothHands -$makecwalk_9way cwalk_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 soldier_Crouch_aim_9_directions "..\male_shared_anims\custom\hl2dm_use_heavy" 0 ACT_HL2MP_WALK_CROUCH_USE_HEAVY 1 -$makejump jump_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 ACT_HL2MP_JUMP_USE_HEAVY 1 cmdlist IK_BothHands -$makematchwalk_9way walk_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\hl2dm_use_heavy" 0 ACT_HL2MP_WALK_USE_HEAVY 1 - -// --------------------------------------------------- - -$pushd "../male_shared_anims" -$include "DefaultHolster.qci" -$popd - -// --------------------------------------------------- - -$pushd "../" - -$include "l4d1_ported_anims/L4D1_PistolAnims.qci" - -// Soldier Signals -$include "SoldierSignals.qci" - -// Soldiers' original signals had a FPS of 48 -$definevariable SignalFPS 36 //32 -$DefaultSignalGestures $SignalFPS$ - -$popd +$makeidle_noik mp_idle_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_USE_HEAVY 1 cmdlist IK_BothHands +$makematchrun_9way mp_run_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\hl2dm_use_heavy" 0 ACT_HL2MP_RUN_USE_HEAVY 1 +$makecidleB_noik mp_cidle_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_USE_HEAVY 1 cmdlist IK_BothHands +$makecwalk_9way mp_cwalk_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 soldier_Crouch_aim_9_directions "..\male_shared_anims\custom\hl2dm_use_heavy" 0 ACT_HL2MP_WALK_CROUCH_USE_HEAVY 1 +$makejump mp_jump_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 ACT_HL2MP_JUMP_USE_HEAVY 1 cmdlist IK_BothHands +$makematchwalk_9way mp_walk_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\hl2dm_use_heavy" 0 ACT_HL2MP_WALK_USE_HEAVY 1 // --------------------------------------------------- diff --git a/modelsrc/mapbase_player_include_anims_police.qci b/modelsrc/mapbase_player_include_anims_police.qci index 7100226..ca2913f 100644 --- a/modelsrc/mapbase_player_include_anims_police.qci +++ b/modelsrc/mapbase_player_include_anims_police.qci @@ -14,7 +14,6 @@ $makeaimlayer police_WalkN_pistol_aim_matrix "..\hl2mp_ported_anims\WalkN_pistol $makeaimlayer weapons_Pistol_aim_matrix "..\hl2mp_ported_anims\Pistol_aim_matrix" $makeaimlayer HL2DM_crouch_aim_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" -$makeaimlayer soldier_Aim_9_directions "..\hl2mp_ported_anims\Aim_9_directions" $makeaimlayer soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" $makeaimlayerB soldier_Crouch_aim_9_directions "..\hl2mp_ported_anims\Crouch_aim_9_directions" $makeaimlayer weapons_Aim_9_directions "..\hl2mp_ported_anims\malecitizen_Aim_9_directions" @@ -33,189 +32,220 @@ $makeaimlayer HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim // Idle // --------------------------------------------------- -$sequence idle "custom/unarmedidle1" loop activity ACT_HL2MP_IDLE 1 +$sequence mp_idle "custom/unarmedidle1" loop activity ACT_HL2MP_IDLE 1 -$makeidle idle_pistol "pistolangryidle2" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_PISTOL 1 -$makeidle idle_shotgun "custom/shotgunangryidle1" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1 -$makeidle idle_smg1 "smg1angryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1 -$makeidle idle_ar2 "custom/ar2angryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1 -$makeidle idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1 -$makeidle_noik idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1 -$makeidle idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1 -$makeidle idle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1 -$makeidle_noik idle_melee "batonangryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1 -$makeidle_noik idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1 +$makeidle mp_idle_pistol "pistolangryidle2" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_PISTOL 1 +$makeidle mp_idle_shotgun "custom/shotgunangryidle1" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1 +$makeidle mp_idle_smg1 "smg1angryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1 +$makeidle mp_idle_ar2 "custom/ar2angryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1 +$makeidle mp_idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1 +$makeidle_noik mp_idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1 +$makeidle mp_idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1 +$makeidle mp_idle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1 +$makeidle_noik mp_idle_melee "batonangryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1 +$makeidle_noik mp_idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1 // --------------------------------------------------- // Run // --------------------------------------------------- -$animation a_runC "custom/unarmedidle1" loop alignto reference cmdlist lockfeet -$sequence run_all { +$animation a_runC "custom/unarmedidle1" loop alignto reference //cmdlist lockfeet +$sequence mp_run_all { a_runSW a_runS a_runSE a_runW a_runC a_runE a_runNW a_runN a_runNE blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_RUN 1 } -$makematchrun_9way run_pistol "..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "pistolangryidle2" 0 ACT_HL2MP_RUN_PISTOL 1 -$makematchrun_9way run_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "custom/shotgunangryidle1" 4 ACT_HL2MP_RUN_SHOTGUN 1 -$makematchrun_9way run_smg1 "a_runN_aim_smg1" 0 weapons_RunN_SMG1_Aim_9_directions "smg1angryidle1" 0 ACT_HL2MP_RUN_SMG1 1 -$makematchrun_9way run_ar2 "custom/ar2angryidle1" 0 soldier_Aim_9_directions "custom/ar2angryidle1" 0 ACT_HL2MP_RUN_AR2 1 -$makematchrun_9way run_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_RUN_PHYSGUN 1 -$makematchrun_9way run_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_RUN_GRENADE 1 -$makematchrun_9way run_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_RUN_RPG 1 -$makematchrun_9way run_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_RUN_CROSSBOW 1 -$makematchrun_9way run_melee "a_RunN" 0 soldier_Aim_9_directions "batonangryidle1" 0 ACT_HL2MP_RUN_MELEE 1 -$makematchrun_9way run_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_RUN_SLAM 1 +$makematchrun_9way mp_run_pistol "..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "pistolangryidle2" 0 ACT_HL2MP_RUN_PISTOL 1 +$makematchrun_9way mp_run_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "custom/shotgunangryidle1" 4 ACT_HL2MP_RUN_SHOTGUN 1 +$makematchrun_9way mp_run_smg1 "a_runN_aim_smg1" 0 weapons_RunN_SMG1_Aim_9_directions "smg1angryidle1" 0 ACT_HL2MP_RUN_SMG1 1 +$makematchrun_9way mp_run_ar2 "custom/ar2angryidle1" 0 soldier_Aim_9_directions "custom/ar2angryidle1" 0 ACT_HL2MP_RUN_AR2 1 +$makematchrun_9way mp_run_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_RUN_PHYSGUN 1 +$makematchrun_9way mp_run_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_RUN_GRENADE 1 +$makematchrun_9way mp_run_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_RUN_RPG 1 +$makematchrun_9way mp_run_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_RUN_CROSSBOW 1 +$makematchrun_9way mp_run_melee "a_RunN" 0 soldier_Aim_9_directions "batonangryidle1" 0 ACT_HL2MP_RUN_MELEE 1 +$makematchrun_9way mp_run_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_RUN_SLAM 1 // --------------------------------------------------- // Crouch Idle // --------------------------------------------------- -$sequence cidle "..\male_shared_anims\crouchidlehide" loop activity ACT_HL2MP_IDLE_CROUCH 1 +$sequence mp_cidle "..\male_shared_anims\crouchidlehide" loop activity ACT_HL2MP_IDLE_CROUCH 1 -$makecidle cidle_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol ACT_HL2MP_IDLE_CROUCH_PISTOL 1 -$makecidle cidle_shotgun "custom/crouch_aim_ar2" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1 -$makecidle cidle_smg1 "custom/crouch_aim_smg1" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG1 1 -$makecidle cidle_ar2 "custom/crouch_aim_ar2" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR2 1 -$makecidle cidle_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1 -$makecidleB_noik cidle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_GRENADE 1 -$makecidle cidle_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG ACT_HL2MP_IDLE_CROUCH_RPG 1 -$makecidleB cidle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1 -$makecidleB_noik cidle_melee "batonangryidle1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_MELEE 1 -$makecidleB_noik cidle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_SLAM 1 +$makecidle mp_cidle_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol ACT_HL2MP_IDLE_CROUCH_PISTOL 1 +$makecidle mp_cidle_shotgun "custom/crouch_aim_ar2" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1 +$makecidle mp_cidle_smg1 "custom/crouch_aim_smg1" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG1 1 +$makecidle mp_cidle_ar2 "custom/crouch_aim_ar2" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR2 1 +$makecidle mp_cidle_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1 +$makecidleB_noik mp_cidle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_GRENADE 1 +$makecidle mp_cidle_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG ACT_HL2MP_IDLE_CROUCH_RPG 1 +$makecidleB mp_cidle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1 +$makecidleB_noik mp_cidle_melee "batonangryidle1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_MELEE 1 +$makecidleB_noik mp_cidle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_SLAM 1 // --------------------------------------------------- // Crouch Walk // --------------------------------------------------- -$animation a_crouch_walkC "..\male_shared_anims\crouchidlehide" loop alignto reference cmdlist lockfeet -$sequence crouch_walk_all { +$animation a_crouch_walkC "..\male_shared_anims\crouchidlehide" loop alignto reference //cmdlist lockfeet +$sequence mp_crouch_walk_all { a_crouch_walkSW a_crouch_walkS a_crouch_walkSE a_crouch_walkW a_crouch_walkC a_crouch_walkE a_crouch_walkNW a_crouch_walkN a_crouch_walkNE blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_WALK_CROUCH 1 } -$makecwalk_9way cwalk_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_WALK_CROUCH_PISTOL 1 -$makecwalk_9way cwalk_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions "custom/crouch_aim_ar2" 0 ACT_HL2MP_WALK_CROUCH_SHOTGUN 1 -$makecwalk_9way cwalk_smg1 "custom/smg1angryidle2" 0 soldier_Crouch_aim_9_directions "custom/crouch_aim_smg1" 0 ACT_HL2MP_WALK_CROUCH_SMG1 1 -$makecwalk_9way cwalk_ar2 "custom/ar2angryidle2" 0 soldier_Crouch_aim_9_directions "custom/crouch_aim_ar2" 0 ACT_HL2MP_WALK_CROUCH_AR2 1 -$makecwalk_9way cwalk_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 ACT_HL2MP_WALK_CROUCH_PHYSGUN 1 -$makecwalk_9way cwalk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_CROUCH_GRENADE 1 -$makecwalk_9way cwalk_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 ACT_HL2MP_WALK_CROUCH_RPG 1 -$makecwalk_9way cwalk_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_CROSSBOW 1 -$makecwalk_9way cwalk_melee "batonangryidle1" 0 soldier_Aim_9_directions "batonangryidle1" 0 ACT_HL2MP_WALK_CROUCH_MELEE 1 -$makecwalk_9way cwalk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_CROUCH_SLAM 1 +$makecwalk_9way mp_cwalk_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_WALK_CROUCH_PISTOL 1 +$makecwalk_9way mp_cwalk_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions "custom/crouch_aim_ar2" 0 ACT_HL2MP_WALK_CROUCH_SHOTGUN 1 +$makecwalk_9way mp_cwalk_smg1 "custom/smg1angryidle2" 0 soldier_Crouch_aim_9_directions "custom/crouch_aim_smg1" 0 ACT_HL2MP_WALK_CROUCH_SMG1 1 +$makecwalk_9way mp_cwalk_ar2 "custom/ar2angryidle2" 0 soldier_Crouch_aim_9_directions "custom/crouch_aim_ar2" 0 ACT_HL2MP_WALK_CROUCH_AR2 1 +$makecwalk_9way mp_cwalk_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 ACT_HL2MP_WALK_CROUCH_PHYSGUN 1 +$makecwalk_9way mp_cwalk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_CROUCH_GRENADE 1 +$makecwalk_9way mp_cwalk_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 ACT_HL2MP_WALK_CROUCH_RPG 1 +$makecwalk_9way mp_cwalk_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_CROSSBOW 1 +$makecwalk_9way mp_cwalk_melee "batonangryidle1" 0 soldier_Aim_9_directions "batonangryidle1" 0 ACT_HL2MP_WALK_CROUCH_MELEE 1 +$makecwalk_9way mp_cwalk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_CROUCH_SLAM 1 // --------------------------------------------------- // Attack // --------------------------------------------------- -$makerange range_pistol "..\hl2mp_ported_anims\Pistol_shoot_1" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL 1 -$makerange_releaseik range_shotgun "..\combine_soldier_anims_anims\shootSGs" 0 frames 0 29 ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN 1 -$makerange range_smg1 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1 -$makerange range_ar2 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1 -$makerange range_gravgun "..\hl2mp_ported_anims\HL2DM_Fire_Gravgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1 -$makerange range_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1 -$makerange range_rpg "..\male_shared_anims\shoot_rpg" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1 -$makerange range_crossbow "..\male_shared_anims\custom\shoot_crossbow" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1 -$makerange range_melee "custom/hl2dm_metrocop_swing" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping -$makerange range_slam "..\hl2mp_ported_anims\HL2DM_deploy_SLAM" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1 +$makerange mp_range_pistol "..\hl2mp_ported_anims\Pistol_shoot_1" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL 1 +$makerange_releaseik mp_range_shotgun "..\combine_soldier_anims_anims\shootSGs" 0 frames 0 29 ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN 1 +$makerange mp_range_smg1 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1 +$makerange mp_range_ar2 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1 +$makerange mp_range_gravgun "..\hl2mp_ported_anims\HL2DM_Fire_Gravgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1 +$makerange mp_range_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1 +$makerange mp_range_rpg "..\male_shared_anims\shoot_rpg" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1 +$makerange mp_range_crossbow "..\male_shared_anims\custom\shoot_crossbow" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1 +$makerange mp_range_melee "custom/hl2dm_metrocop_swing" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping +$makerange mp_range_slam "..\hl2mp_ported_anims\HL2DM_deploy_SLAM" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1 // --------------------------------------------------- // Jump // --------------------------------------------------- -$makejump jump "..\male_shared_anims\crouchidlehide" 0 ACT_HL2MP_JUMP 1 +$makejump mp_jump "..\male_shared_anims\crouchidlehide" 0 ACT_HL2MP_JUMP 1 -$makejump jump_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_JUMP_PISTOL 1 -$makejump jump_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_JUMP_SHOTGUN 1 -$makejump jump_smg1 "custom/smg1angryidle2" 0 ACT_HL2MP_JUMP_SMG1 1 -$makejump jump_ar2 "custom/ar2angryidle2" 0 ACT_HL2MP_JUMP_AR2 1 -$makejump jump_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 ACT_HL2MP_JUMP_PHYSGUN 1 -$makejump jump_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_JUMP_GRENADE 1 -$makejump jump_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_JUMP_RPG 1 -$makejump jump_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_JUMP_CROSSBOW 1 -$makejump jump_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_JUMP_MELEE 1 -$makejump jump_slam "..\hl2mp_ported_anims\HL2DM_Idle_SLAM" 0 ACT_HL2MP_JUMP_SLAM 1 +$makejump mp_jump_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_JUMP_PISTOL 1 +$makejump mp_jump_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_JUMP_SHOTGUN 1 +$makejump mp_jump_smg1 "custom/smg1angryidle2" 0 ACT_HL2MP_JUMP_SMG1 1 +$makejump mp_jump_ar2 "custom/ar2angryidle2" 0 ACT_HL2MP_JUMP_AR2 1 +$makejump mp_jump_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 ACT_HL2MP_JUMP_PHYSGUN 1 +$makejump mp_jump_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_JUMP_GRENADE 1 +$makejump mp_jump_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_JUMP_RPG 1 +$makejump mp_jump_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_JUMP_CROSSBOW 1 +$makejump mp_jump_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_JUMP_MELEE 1 +$makejump mp_jump_slam "..\hl2mp_ported_anims\HL2DM_Idle_SLAM" 0 ACT_HL2MP_JUMP_SLAM 1 // --------------------------------------------------- // Reload // --------------------------------------------------- -$makeweapongesturep reload_pistol "..\hl2mp_ported_anims\Pistol_reload" 9 33 40 ACT_HL2MP_GESTURE_RELOAD_PISTOL 1 -$makeweapongesturep reload_shotgun "..\male_shared_anims\reload_shotgun1" 19 55 75 ACT_HL2MP_GESTURE_RELOAD_SHOTGUN 1 -$makeweapongesturep reload_smg1 "reload_smg1" 19 55 65 ACT_HL2MP_GESTURE_RELOAD_SMG1 1 -$makeweapongesturep reload_ar2 "..\male_shared_anims\reload_ar2" 10 30 50 ACT_HL2MP_GESTURE_RELOAD_AR2 1 -$makeweapongesturep reload_crossbow "..\male_shared_anims\custom\reload_crossbow" 10 25 40 fps 20 ACT_HL2MP_GESTURE_RELOAD_CROSSBOW 1 -$makeweapongesturep reload_357 "custom\reload_357" 15 51 62 ACT_HL2MP_GESTURE_RELOAD_REVOLVER 1 +$makeweapongesturep mp_reload_pistol "..\hl2mp_ported_anims\Pistol_reload" 9 33 40 ACT_HL2MP_GESTURE_RELOAD_PISTOL 1 +$makeweapongesturep mp_reload_shotgun "..\male_shared_anims\reload_shotgun1" 19 55 75 ACT_HL2MP_GESTURE_RELOAD_SHOTGUN 1 +$makeweapongesturep mp_reload_smg1 "reload_smg1" 19 55 65 ACT_HL2MP_GESTURE_RELOAD_SMG1 1 +$makeweapongesturep mp_reload_ar2 "..\male_shared_anims\reload_ar2" 10 30 50 ACT_HL2MP_GESTURE_RELOAD_AR2 1 +$makeweapongesturep mp_reload_crossbow "..\male_shared_anims\custom\reload_crossbow" 10 25 40 fps 20 ACT_HL2MP_GESTURE_RELOAD_CROSSBOW 1 +$makeweapongesturep mp_reload_357 "custom\reload_357" 15 51 62 ACT_HL2MP_GESTURE_RELOAD_REVOLVER 1 // --------------------------------------------------- // Walk // --------------------------------------------------- -$animation a_walkC "custom/unarmedidle1" loop alignto reference cmdlist lockfeet -$sequence walk_all { +$animation a_walkC "custom/unarmedidle1" loop alignto reference //cmdlist lockfeet +$sequence mp_walk_all { a_walkSW a_walkS a_walkSE a_walkW a_walkC a_walkE a_walkNW a_walkN a_walkNE blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_WALK 1 } -$makematchwalk_9way walk_pistol "a_WalkN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "pistolangryidle2" 0 ACT_HL2MP_WALK_PISTOL 1 -$makematchwalk_9way walk_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_WALK_SHOTGUN 1 -$makematchwalk_9way walk_smg1 "a_WalkN_aim_SMG1" 0 weapons_RunN_SMG1_Aim_9_directions "smg1angryidle1" 0 ACT_HL2MP_WALK_SMG1 1 -$makematchwalk_9way walk_ar2 "custom/ar2angryidle1" 0 soldier_Aim_9_directions "custom/ar2angryidle1" 0 ACT_HL2MP_WALK_AR2 1 -$makematchwalk_9way walk_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_WALK_PHYSGUN 1 -$makematchwalk_9way walk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_GRENADE 1 -$makematchwalk_9way walk_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_WALK_RPG 1 -$makematchwalk_9way walk_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_WALK_CROSSBOW 1 -$makematchwalk_9way walk_melee "batonangryidle1" 0 soldier_Aim_9_directions "batonangryidle1" 0 ACT_HL2MP_WALK_MELEE 1 -$makematchwalk_9way walk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_SLAM 1 +$makematchwalk_9way mp_walk_pistol "a_WalkN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "pistolangryidle2" 0 ACT_HL2MP_WALK_PISTOL 1 +$makematchwalk_9way mp_walk_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_WALK_SHOTGUN 1 +$makematchwalk_9way mp_walk_smg1 "a_WalkN_aim_SMG1" 0 weapons_RunN_SMG1_Aim_9_directions "smg1angryidle1" 0 ACT_HL2MP_WALK_SMG1 1 +$makematchwalk_9way mp_walk_ar2 "custom/ar2angryidle1" 0 soldier_Aim_9_directions "custom/ar2angryidle1" 0 ACT_HL2MP_WALK_AR2 1 +$makematchwalk_9way mp_walk_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_WALK_PHYSGUN 1 +$makematchwalk_9way mp_walk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_GRENADE 1 +$makematchwalk_9way mp_walk_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_WALK_RPG 1 +$makematchwalk_9way mp_walk_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_WALK_CROSSBOW 1 +$makematchwalk_9way mp_walk_melee "batonangryidle1" 0 soldier_Aim_9_directions "batonangryidle1" 0 ACT_HL2MP_WALK_MELEE 1 +$makematchwalk_9way mp_walk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_SLAM 1 + +// --------------------------------------------------- +// Lower +// --------------------------------------------------- + +$definemacro appendlower AppendSeq LowerSeq \\ +$append $AppendSeq$ { blendlayer $LowerSeq$ 0 1 1 2 poseparameter "weapon_lower" } + +$poseparameter "weapon_lower" 0 1 + +$Weightlist UpperbodyLowerBlend { + "valvebiped.Bip01_Pelvis" 0.1 + "ValveBiped.Bip01_L_Thigh" 0.0 + "ValveBiped.Bip01_R_Thigh" 0.0 + "ValveBiped.Bip01_Spine" 0.1 + "ValveBiped.Bip01_Spine1" 0.3 + "ValveBiped.Bip01_Spine2" 0.4 + "ValveBiped.Bip01_Spine4" 0.66 + "ValveBiped.Bip01_R_Clavicle" 1.0 + "ValveBiped.Bip01_L_Clavicle" 1.0 + "ValveBiped.Bip01_Neck1" 1.0 + } + +$sequence mp_lower_smg1 "smg1idle1.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace +$sequence mp_lower_pistol "..\combine_soldier_anims_anims\custom\mp_lower_pistol.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace + +$appendlower "mp_idle_pistol" "mp_lower_pistol" +$appendlower "mp_idle_shotgun" "mp_lower_smg1" +$appendlower "mp_idle_smg1" "mp_lower_smg1" +$appendlower "mp_idle_ar2" "mp_lower_smg1" +$appendlower "mp_idle_rpg" "mp_lower_smg1" +$appendlower "mp_idle_crossbow" "mp_lower_smg1" + +$appendlower "mp_cidle_pistol" "mp_lower_pistol" +$appendlower "mp_cidle_shotgun" "mp_lower_smg1" +$appendlower "mp_cidle_smg1" "mp_lower_smg1" +$appendlower "mp_cidle_ar2" "mp_lower_smg1" +$appendlower "mp_cidle_rpg" "mp_lower_smg1" +$appendlower "mp_cidle_crossbow" "mp_lower_smg1" + +$appendlower "mp_cwalk_pistol" "mp_lower_pistol" +$appendlower "mp_cwalk_shotgun" "mp_lower_smg1" +$appendlower "mp_cwalk_smg1" "mp_lower_smg1" +$appendlower "mp_cwalk_ar2" "mp_lower_smg1" +$appendlower "mp_cwalk_rpg" "mp_lower_smg1" +$appendlower "mp_cwalk_crossbow" "mp_lower_smg1" + +$appendlower "mp_run_pistol" "mp_lower_pistol" +$appendlower "mp_run_shotgun" "mp_lower_smg1" +$appendlower "mp_run_smg1" "mp_lower_smg1" +$appendlower "mp_run_ar2" "mp_lower_smg1" +$appendlower "mp_run_rpg" "mp_lower_smg1" +$appendlower "mp_run_crossbow" "mp_lower_smg1" + +$appendlower "mp_walk_pistol" "mp_lower_pistol" +$appendlower "mp_walk_shotgun" "mp_lower_smg1" +$appendlower "mp_walk_smg1" "mp_lower_smg1" +$appendlower "mp_walk_ar2" "mp_lower_smg1" +$appendlower "mp_walk_rpg" "mp_lower_smg1" +$appendlower "mp_walk_crossbow" "mp_lower_smg1" // --------------------------------------------------- // Misc // --------------------------------------------------- -$include "NewPistolAnimations_357.qci" -$animation "@gesture_shoot_pistol_corrective_animation" "..\police_animations_anims\@gesture_shoot_pistol_corrective_animation.smd" $sequence a_range_357 "shootp1" subtract a_range_357 4 delta weightlist "weights_357_shoot" hidden -$sequence range_357 "shootp1" { +$sequence mp_range_357 "shootp1" { iklock lfoot 1 0 iklock rfoot 1 0 noanimation numframes 16 blendlayer "a_range_357" 0 4 6 16 spline activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER" 1 } -$append reload_357 { fps 20 } // $357ReloadSounds - -// --------------------------------------------------- - -$makeflinchgesture "gesture_melee_gunhit" "..\combine_soldier_anims_anims\melee_gunhit.smd" 7 20 27 -$append gesture_melee_gunhit { activity "ACT_GESTURE_MELEE_ATTACK1" 1 { event 3 13 "" } } - -$weightlist weapongesture_upperbody_and_rleg "ValveBiped.Bip01_Pelvis" 1.0 "ValveBiped.Bip01_L_Thigh" 0.0 "ValveBiped.Bip01_R_Thigh" 1.0 - -$definemacro makeflinchgesture_rleg gesturename filename InFrame OutFrame LastFrame \\ -$sequence $gesturename$inDelta $filename$ frame 0 $InFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\ -$sequence $gesturename$inFrame $filename$ frame $InFrame$ $InFrame$ weightlist weapongesture_upperbody_and_rleg hidden noautoik \\ -$sequence $gesturename$CoreDelta $filename$ frame $InFrame$ $OutFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\ -$sequence $gesturename$OutFrame $filename$ frame $OutFrame$ $OutFrame$ weightlist weapongesture_upperbody_and_rleg hidden noautoik \\ -$sequence $gesturename$outDelta $filename$ frame $OutFrame$ $LastFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\ -\\ -$sequence $gesturename$ { \\ - $filename$ noanimation numframes $LastFrame$ \\ - blendlayer $gesturename$inFrame 0 $InFrame$ $InFrame$ $OutFrame$ spline xfade \\ - blendlayer $gesturename$OutFrame $InFrame$ $OutFrame$ $OutFrame$ $LastFrame$ spline \\ - blendlayer $gesturename$inDelta 0 0 $InFrame$ $InFrame$ \\ - blendlayer $gesturename$CoreDelta $InFrame$ $InFrame$ $OutFrame$ $OutFrame$ \\ - blendlayer $gesturename$outDelta $OutFrame$ $OutFrame$ $LastFrame$ $LastFrame$ \\ -} \\ -$continue $gesturename$ - -$makeflinchgesture_rleg "gesture_melee_kick" "..\police_ss_anims\adoorkick.smd" 7 32 45 -$append gesture_melee_kick { activity "ACT_GESTURE_MELEE_ATTACK2" 1 { event 3 20 "" } fps 40 } +$append mp_reload_357 { fps 20 } // $357ReloadSounds // --------------------------------------------------- diff --git a/modelsrc/mapbase_player_include_anims_soldier.qci b/modelsrc/mapbase_player_include_anims_soldier.qci index 342c9da..4adf2d9 100644 --- a/modelsrc/mapbase_player_include_anims_soldier.qci +++ b/modelsrc/mapbase_player_include_anims_soldier.qci @@ -33,210 +33,251 @@ $makeaimlayer HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim // Idle // --------------------------------------------------- -$sequence idle "Idle_Unarmed" loop activity ACT_HL2MP_IDLE 1 +$sequence mp_idle "Idle_Unarmed" loop activity ACT_HL2MP_IDLE 1 -$makeidle idle_pistol "custom\CombatIdle1_Pistol" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_PISTOL 1 -$makeidle idle_shotgun "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1 -$makeidle idle_smg1 "CombatIdle1_SMG1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1 -$makeidle idle_ar2 "CombatIdle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1 -$makeidle idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1 -$makeidle_noik idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1 -$makeidle idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1 -$makeidle idle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1 -$makeidle_noik idle_melee "..\police_animations_anims\batonangryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1 -$makeidle_noik idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1 +$makeidle mp_idle_pistol "custom\CombatIdle1_Pistol" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_PISTOL 1 +$makeidle mp_idle_shotgun "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1 +$makeidle mp_idle_smg1 "CombatIdle1_SMG1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1 +$makeidle mp_idle_ar2 "CombatIdle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1 +$makeidle mp_idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1 +$makeidle_noik mp_idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1 +$makeidle mp_idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1 +$makeidle mp_idle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1 +$makeidle_noik mp_idle_melee "..\police_animations_anims\batonangryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1 +$makeidle_noik mp_idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1 -$makeidle idle_smg2 "custom\CombatIdle1_SMG2" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG2 1 -$makeidle idle_ar1 "custom\CombatIdle1_AR1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR1 1 +$makeidle mp_idle_smg2 "custom\CombatIdle1_SMG2" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG2 1 +$makeidle mp_idle_ar1 "custom\CombatIdle1_AR1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR1 1 // --------------------------------------------------- // Run // --------------------------------------------------- -$animation a_runC "Idle_Unarmed" loop alignto reference cmdlist lockfeet -$sequence run_all { +$animation a_runC "Idle_Unarmed" loop alignto reference //cmdlist lockfeet +$sequence mp_run_all { a_runSW a_runS a_runSE a_runW a_runC a_runE a_runNW a_runN a_runNE blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_RUN 1 } -$makematchrun_9way run_pistol "custom\CombatIdle1_Pistol" 0 police_WalkN_pistol_aim_matrix "custom\CombatIdle1_Pistol" 4 ACT_HL2MP_RUN_PISTOL 1 -$makematchrun_9way run_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_RUN_SHOTGUN 1 -$makematchrun_9way run_smg1 "CombatIdle1_SMG1" 0 weapons_RunN_SMG1_Aim_9_directions "CombatIdle1_SMG1" 0 ACT_HL2MP_RUN_SMG1 1 -$makematchrun_9way run_ar2 "CombatIdle1" 0 soldier_Aim_9_directions "CombatIdle1" 0 ACT_HL2MP_RUN_AR2 1 -$makematchrun_9way run_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_RUN_PHYSGUN 1 -$makematchrun_9way run_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_RUN_GRENADE 1 -$makematchrun_9way run_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_RUN_RPG 1 -$makematchrun_9way run_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_RUN_CROSSBOW 1 -$makematchrun_9way run_melee "..\police_animations_anims\a_RunN" 0 soldier_Aim_9_directions "..\police_animations_anims\batonangryidle1" 0 ACT_HL2MP_RUN_MELEE 1 -$makematchrun_9way run_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_RUN_SLAM 1 +$makematchrun_9way mp_run_pistol "custom\CombatIdle1_Pistol" 0 police_WalkN_pistol_aim_matrix "custom\CombatIdle1_Pistol" 4 ACT_HL2MP_RUN_PISTOL 1 +$makematchrun_9way mp_run_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_RUN_SHOTGUN 1 +$makematchrun_9way mp_run_smg1 "CombatIdle1_SMG1" 0 weapons_RunN_SMG1_Aim_9_directions "CombatIdle1_SMG1" 0 ACT_HL2MP_RUN_SMG1 1 +$makematchrun_9way mp_run_ar2 "CombatIdle1" 0 soldier_Aim_9_directions "CombatIdle1" 0 ACT_HL2MP_RUN_AR2 1 +$makematchrun_9way mp_run_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_RUN_PHYSGUN 1 +$makematchrun_9way mp_run_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_RUN_GRENADE 1 +$makematchrun_9way mp_run_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_RUN_RPG 1 +$makematchrun_9way mp_run_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_RUN_CROSSBOW 1 +$makematchrun_9way mp_run_melee "..\police_animations_anims\a_RunN" 0 soldier_Aim_9_directions "..\police_animations_anims\batonangryidle1" 0 ACT_HL2MP_RUN_MELEE 1 +$makematchrun_9way mp_run_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_RUN_SLAM 1 -$makematchrun_9way run_smg2 "custom\CombatIdle1_SMG2" 0 weapons_RunN_SMG1_Aim_9_directions "custom\CombatIdle1_SMG2" 0 ACT_HL2MP_RUN_SMG2 1 -$makematchrun_9way run_ar1 "custom\CombatIdle1_AR1" 0 soldier_Aim_9_directions "custom\CombatIdle1_AR1" 0 ACT_HL2MP_RUN_AR1 1 +$makematchrun_9way mp_run_smg2 "custom\CombatIdle1_SMG2" 0 weapons_RunN_SMG1_Aim_9_directions "custom\CombatIdle1_SMG2" 0 ACT_HL2MP_RUN_SMG2 1 +$makematchrun_9way mp_run_ar1 "custom\CombatIdle1_AR1" 0 soldier_Aim_9_directions "custom\CombatIdle1_AR1" 0 ACT_HL2MP_RUN_AR1 1 // --------------------------------------------------- // Crouch Idle // --------------------------------------------------- -$sequence cidle "..\male_shared_anims\crouchidlehide" loop activity ACT_HL2MP_IDLE_CROUCH 1 +$sequence mp_cidle "..\male_shared_anims\crouchidlehide" loop activity ACT_HL2MP_IDLE_CROUCH 1 -$makecidle cidle_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol ACT_HL2MP_IDLE_CROUCH_PISTOL 1 -$makecidle cidle_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1 -$makecidleB cidle_smg1 "CombatIdle1_SMG1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG1 1 -$makecidleB cidle_ar2 "CombatIdle1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR2 1 -$makecidle cidle_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1 -$makecidleB_noik cidle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_GRENADE 1 -$makecidle cidle_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG ACT_HL2MP_IDLE_CROUCH_RPG 1 -$makecidleB cidle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1 -$makecidleB_noik cidle_melee "..\police_animations_anims\batonangryidle1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_MELEE 1 -$makecidleB_noik cidle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_SLAM 1 +$makecidle mp_cidle_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol ACT_HL2MP_IDLE_CROUCH_PISTOL 1 +$makecidle mp_cidle_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1 +$makecidleB mp_cidle_smg1 "CombatIdle1_SMG1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG1 1 +$makecidleB mp_cidle_ar2 "CombatIdle1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR2 1 +$makecidle mp_cidle_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1 +$makecidleB_noik mp_cidle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_GRENADE 1 +$makecidle mp_cidle_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG ACT_HL2MP_IDLE_CROUCH_RPG 1 +$makecidleB mp_cidle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1 +$makecidleB_noik mp_cidle_melee "..\police_animations_anims\batonangryidle1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_MELEE 1 +$makecidleB_noik mp_cidle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_SLAM 1 -$makecidleB cidle_smg2 "custom\CombatIdle1_SMG2" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG2 1 -$makecidleB cidle_ar1 "custom\CombatIdle1_AR1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR1 1 +$makecidleB mp_cidle_smg2 "custom\CombatIdle1_SMG2" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG2 1 +$makecidleB mp_cidle_ar1 "custom\CombatIdle1_AR1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR1 1 // --------------------------------------------------- // Crouch Walk // --------------------------------------------------- -$animation a_crouch_walkC "..\male_shared_anims\crouchidlehide" loop alignto reference cmdlist lockfeet -$sequence crouch_walk_all { +$animation a_crouch_walkC "..\male_shared_anims\crouchidlehide" loop alignto reference //cmdlist lockfeet +$sequence mp_crouch_walk_all { a_crouch_walkSW a_crouch_walkS a_crouch_walkSE a_crouch_walkW a_crouch_walkC a_crouch_walkE a_crouch_walkNW a_crouch_walkN a_crouch_walkNE blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_WALK_CROUCH 1 } -$makecwalk_9way cwalk_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_WALK_CROUCH_PISTOL 1 -$makecwalk_9way cwalk_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_WALK_CROUCH_SHOTGUN 1 -$makecwalk_9way cwalk_smg1 "CombatIdle1_SMG1" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG1 1 -$makecwalk_9way cwalk_ar2 "CombatIdle1" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR2 1 -$makecwalk_9way cwalk_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 ACT_HL2MP_WALK_CROUCH_PHYSGUN 1 -$makecwalk_9way cwalk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_CROUCH_GRENADE 1 -$makecwalk_9way cwalk_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 ACT_HL2MP_WALK_CROUCH_RPG 1 -$makecwalk_9way cwalk_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_CROSSBOW 1 -$makecwalk_9way cwalk_melee "..\police_animations_anims\batonangryidle1" 0 soldier_Aim_9_directions "..\police_animations_anims\batonangryidle1" 0 ACT_HL2MP_WALK_CROUCH_MELEE 1 -$makecwalk_9way cwalk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_CROUCH_SLAM 1 +$makecwalk_9way mp_cwalk_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_WALK_CROUCH_PISTOL 1 +$makecwalk_9way mp_cwalk_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_WALK_CROUCH_SHOTGUN 1 +$makecwalk_9way mp_cwalk_smg1 "CombatIdle1_SMG1" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG1 1 +$makecwalk_9way mp_cwalk_ar2 "CombatIdle1" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR2 1 +$makecwalk_9way mp_cwalk_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 ACT_HL2MP_WALK_CROUCH_PHYSGUN 1 +$makecwalk_9way mp_cwalk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_CROUCH_GRENADE 1 +$makecwalk_9way mp_cwalk_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 ACT_HL2MP_WALK_CROUCH_RPG 1 +$makecwalk_9way mp_cwalk_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_CROSSBOW 1 +$makecwalk_9way mp_cwalk_melee "..\police_animations_anims\batonangryidle1" 0 soldier_Aim_9_directions "..\police_animations_anims\batonangryidle1" 0 ACT_HL2MP_WALK_CROUCH_MELEE 1 +$makecwalk_9way mp_cwalk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_CROUCH_SLAM 1 -$makecwalk_9way cwalk_smg2 "custom\CombatIdle1_SMG2" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG2 1 -$makecwalk_9way cwalk_ar1 "custom\CombatIdle1_AR1" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR1 1 +$makecwalk_9way mp_cwalk_smg2 "custom\CombatIdle1_SMG2" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG2 1 +$makecwalk_9way mp_cwalk_ar1 "custom\CombatIdle1_AR1" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR1 1 // --------------------------------------------------- // Attack // --------------------------------------------------- -$makerange range_pistol "..\hl2mp_ported_anims\Pistol_shoot_1" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL 1 -$makerange_releaseik range_shotgun "..\combine_soldier_anims_anims\shootSGs" 0 frames 0 29 ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN 1 -$makerange range_smg1 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1 -$makerange range_ar2 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1 -$makerange range_gravgun "..\hl2mp_ported_anims\HL2DM_Fire_Gravgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1 -$makerange range_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1 -$makerange range_rpg "..\male_shared_anims\shoot_rpg" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1 -$makerange range_crossbow "..\male_shared_anims\custom\shoot_crossbow" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1 -$makerange range_melee "..\police_animations_anims\custom\hl2dm_metrocop_swing" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping fps 45 -$makerange range_slam "..\hl2mp_ported_anims\HL2DM_deploy_SLAM" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1 +$makerange mp_range_pistol "..\hl2mp_ported_anims\Pistol_shoot_1" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL 1 +$makerange_releaseik mp_range_shotgun "..\combine_soldier_anims_anims\shootSGs" 0 frames 0 29 ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN 1 +$makerange mp_range_smg1 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1 +$makerange mp_range_ar2 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1 +$makerange mp_range_gravgun "..\hl2mp_ported_anims\HL2DM_Fire_Gravgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1 +$makerange mp_range_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1 +$makerange mp_range_rpg "..\male_shared_anims\shoot_rpg" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1 +$makerange mp_range_crossbow "..\male_shared_anims\custom\shoot_crossbow" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1 +$makerange mp_range_melee "..\police_animations_anims\custom\hl2dm_metrocop_swing" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping fps 45 +$makerange mp_range_slam "..\hl2mp_ported_anims\HL2DM_deploy_SLAM" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1 -$makerange range_smg2 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG2 1 -$makerange range_ar1 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR1 1 +$makerange mp_range_smg2 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG2 1 +$makerange mp_range_ar1 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR1 1 // --------------------------------------------------- // Jump // --------------------------------------------------- -$makejump jump "..\male_shared_anims\crouchidlehide" 0 ACT_HL2MP_JUMP 1 +$makejump mp_jump "..\male_shared_anims\crouchidlehide" 0 ACT_HL2MP_JUMP 1 -$makejump jump_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_JUMP_PISTOL 1 -$makejump jump_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_JUMP_SHOTGUN 1 -$makejump jump_smg1 "CombatIdle1_SMG1" 0 ACT_HL2MP_JUMP_SMG1 1 -$makejump jump_ar2 "CombatIdle1" 0 ACT_HL2MP_JUMP_AR2 1 -$makejump jump_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 ACT_HL2MP_JUMP_PHYSGUN 1 -$makejump jump_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_JUMP_GRENADE 1 -$makejump jump_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_JUMP_RPG 1 -$makejump jump_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_JUMP_CROSSBOW 1 -$makejump jump_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_JUMP_MELEE 1 -$makejump jump_slam "..\hl2mp_ported_anims\HL2DM_Idle_SLAM" 0 ACT_HL2MP_JUMP_SLAM 1 +$makejump mp_jump_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_JUMP_PISTOL 1 +$makejump mp_jump_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_JUMP_SHOTGUN 1 +$makejump mp_jump_smg1 "CombatIdle1_SMG1" 0 ACT_HL2MP_JUMP_SMG1 1 +$makejump mp_jump_ar2 "CombatIdle1" 0 ACT_HL2MP_JUMP_AR2 1 +$makejump mp_jump_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 ACT_HL2MP_JUMP_PHYSGUN 1 +$makejump mp_jump_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_JUMP_GRENADE 1 +$makejump mp_jump_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_JUMP_RPG 1 +$makejump mp_jump_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_JUMP_CROSSBOW 1 +$makejump mp_jump_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_JUMP_MELEE 1 +$makejump mp_jump_slam "..\hl2mp_ported_anims\HL2DM_Idle_SLAM" 0 ACT_HL2MP_JUMP_SLAM 1 -$makejump jump_smg2 "custom\CombatIdle1_SMG2" 0 ACT_HL2MP_JUMP_SMG2 1 -$makejump jump_ar1 "custom\CombatIdle1_AR1" 0 ACT_HL2MP_JUMP_AR1 1 +$makejump mp_jump_smg2 "custom\CombatIdle1_SMG2" 0 ACT_HL2MP_JUMP_SMG2 1 +$makejump mp_jump_ar1 "custom\CombatIdle1_AR1" 0 ACT_HL2MP_JUMP_AR1 1 // --------------------------------------------------- // Reload // --------------------------------------------------- -$makeweapongesturep reload_pistol "..\hl2mp_ported_anims\Pistol_reload" 9 33 40 ACT_HL2MP_GESTURE_RELOAD_PISTOL 1 -$makeweapongesturep reload_shotgun "..\male_shared_anims\reload_shotgun1" 19 55 75 ACT_HL2MP_GESTURE_RELOAD_SHOTGUN 1 -$makeweapongesturep reload_smg1 "..\combine_soldier_anims_anims\reload" 19 55 65 ACT_HL2MP_GESTURE_RELOAD_SMG1 1 -$makeweapongesturep reload_ar2 "..\male_shared_anims\reload_ar2" 10 30 50 ACT_HL2MP_GESTURE_RELOAD_AR2 1 -$makeweapongesturep reload_crossbow "..\male_shared_anims\custom\reload_crossbow" 10 25 40 fps 20 ACT_HL2MP_GESTURE_RELOAD_CROSSBOW 1 -$makeweapongesturep reload_357 "..\police_animations_anims\custom\reload_357" 15 51 62 ACT_HL2MP_GESTURE_RELOAD_REVOLVER 1 +$makeweapongesturep mp_reload_pistol "..\hl2mp_ported_anims\Pistol_reload" 9 33 40 ACT_HL2MP_GESTURE_RELOAD_PISTOL 1 +$makeweapongesturep mp_reload_shotgun "..\male_shared_anims\reload_shotgun1" 19 55 75 ACT_HL2MP_GESTURE_RELOAD_SHOTGUN 1 +$makeweapongesturep mp_reload_smg1 "..\combine_soldier_anims_anims\reload" 19 55 65 ACT_HL2MP_GESTURE_RELOAD_SMG1 1 +$makeweapongesturep mp_reload_ar2 "..\male_shared_anims\reload_ar2" 10 30 50 ACT_HL2MP_GESTURE_RELOAD_AR2 1 +$makeweapongesturep mp_reload_crossbow "..\male_shared_anims\custom\reload_crossbow" 10 25 40 fps 20 ACT_HL2MP_GESTURE_RELOAD_CROSSBOW 1 +$makeweapongesturep mp_reload_357 "..\police_animations_anims\custom\reload_357" 15 51 62 ACT_HL2MP_GESTURE_RELOAD_REVOLVER 1 // --------------------------------------------------- // Walk // --------------------------------------------------- -$animation a_walkC "Idle_Unarmed" loop alignto reference cmdlist lockfeet -$sequence walk_all { +$animation a_walkC "Idle_Unarmed" loop alignto reference //cmdlist lockfeet +$sequence mp_walk_all { a_walkSW a_walkS a_walkSE a_walkW a_walkC a_walkE a_walkNW a_walkN a_walkNE blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_WALK 1 } -$makematchwalk_9way walk_pistol "custom\CombatIdle1_Pistol" 0 police_WalkN_pistol_aim_matrix "custom\CombatIdle1_Pistol" 4 ACT_HL2MP_WALK_PISTOL 1 -$makematchwalk_9way walk_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_WALK_SHOTGUN 1 -$makematchwalk_9way walk_smg1 "CombatIdle1_SMG1" 0 weapons_RunN_SMG1_Aim_9_directions "CombatIdle1_SMG1" 0 ACT_HL2MP_WALK_SMG1 1 -$makematchwalk_9way walk_ar2 "CombatIdle1" 0 soldier_Aim_9_directions "CombatIdle1" 0 ACT_HL2MP_WALK_AR2 1 -$makematchwalk_9way walk_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_WALK_PHYSGUN 1 -$makematchwalk_9way walk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_GRENADE 1 -$makematchwalk_9way walk_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_WALK_RPG 1 -$makematchwalk_9way walk_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_WALK_CROSSBOW 1 -$makematchwalk_9way walk_melee "..\police_animations_anims\batonangryidle1" 0 soldier_Aim_9_directions "..\police_animations_anims\batonangryidle1" 0 ACT_HL2MP_WALK_MELEE 1 -$makematchwalk_9way walk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_SLAM 1 +$makematchwalk_9way mp_walk_pistol "custom\CombatIdle1_Pistol" 0 police_WalkN_pistol_aim_matrix "custom\CombatIdle1_Pistol" 4 ACT_HL2MP_WALK_PISTOL 1 +$makematchwalk_9way mp_walk_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_WALK_SHOTGUN 1 +$makematchwalk_9way mp_walk_smg1 "CombatIdle1_SMG1" 0 weapons_RunN_SMG1_Aim_9_directions "CombatIdle1_SMG1" 0 ACT_HL2MP_WALK_SMG1 1 +$makematchwalk_9way mp_walk_ar2 "CombatIdle1" 0 soldier_Aim_9_directions "CombatIdle1" 0 ACT_HL2MP_WALK_AR2 1 +$makematchwalk_9way mp_walk_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_WALK_PHYSGUN 1 +$makematchwalk_9way mp_walk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_GRENADE 1 +$makematchwalk_9way mp_walk_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_WALK_RPG 1 +$makematchwalk_9way mp_walk_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_WALK_CROSSBOW 1 +$makematchwalk_9way mp_walk_melee "..\police_animations_anims\batonangryidle1" 0 soldier_Aim_9_directions "..\police_animations_anims\batonangryidle1" 0 ACT_HL2MP_WALK_MELEE 1 +$makematchwalk_9way mp_walk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_SLAM 1 -$makematchwalk_9way walk_smg2 "custom\CombatIdle1_SMG2" 0 weapons_RunN_SMG1_Aim_9_directions "custom\CombatIdle1_SMG2" 0 ACT_HL2MP_WALK_SMG2 1 -$makematchwalk_9way walk_ar1 "custom\CombatIdle1_AR1" 0 soldier_Aim_9_directions "custom\CombatIdle1_AR1" 0 ACT_HL2MP_WALK_AR1 1 +$makematchwalk_9way mp_walk_smg2 "custom\CombatIdle1_SMG2" 0 weapons_RunN_SMG1_Aim_9_directions "custom\CombatIdle1_SMG2" 0 ACT_HL2MP_WALK_SMG2 1 +$makematchwalk_9way mp_walk_ar1 "custom\CombatIdle1_AR1" 0 soldier_Aim_9_directions "custom\CombatIdle1_AR1" 0 ACT_HL2MP_WALK_AR1 1 + +// --------------------------------------------------- +// Lower +// --------------------------------------------------- + +$definemacro appendlower AppendSeq LowerSeq \\ +$append $AppendSeq$ { blendlayer $LowerSeq$ 0 1 1 2 poseparameter "weapon_lower" } + +$poseparameter "weapon_lower" 0 1 + +$Weightlist UpperbodyLowerBlend { + "valvebiped.Bip01_Pelvis" 0.1 + "ValveBiped.Bip01_L_Thigh" 0.0 + "ValveBiped.Bip01_R_Thigh" 0.0 + "ValveBiped.Bip01_Spine" 0.1 + "ValveBiped.Bip01_Spine1" 0.3 + "ValveBiped.Bip01_Spine2" 0.4 + "ValveBiped.Bip01_Spine4" 0.66 + "ValveBiped.Bip01_R_Clavicle" 1.0 + "ValveBiped.Bip01_L_Clavicle" 1.0 + "ValveBiped.Bip01_Neck1" 0.0 + } + +$sequence mp_lower_ar2 "a_WalkN.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace +$sequence mp_lower_pistol "custom\mp_lower_pistol.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace + +$appendlower "mp_idle_pistol" "mp_lower_pistol" +$appendlower "mp_idle_shotgun" "mp_lower_ar2" +$appendlower "mp_idle_smg1" "mp_lower_ar2" +$appendlower "mp_idle_ar2" "mp_lower_ar2" +$appendlower "mp_idle_rpg" "mp_lower_ar2" +$appendlower "mp_idle_crossbow" "mp_lower_ar2" +$appendlower "mp_idle_smg2" "mp_lower_ar2" +$appendlower "mp_idle_ar1" "mp_lower_ar2" + +$appendlower "mp_cidle_pistol" "mp_lower_pistol" +$appendlower "mp_cidle_shotgun" "mp_lower_ar2" +$appendlower "mp_cidle_smg1" "mp_lower_ar2" +$appendlower "mp_cidle_ar2" "mp_lower_ar2" +$appendlower "mp_cidle_rpg" "mp_lower_ar2" +$appendlower "mp_cidle_crossbow" "mp_lower_ar2" +$appendlower "mp_cidle_smg2" "mp_lower_ar2" +$appendlower "mp_cidle_ar1" "mp_lower_ar2" + +$appendlower "mp_cwalk_pistol" "mp_lower_pistol" +$appendlower "mp_cwalk_shotgun" "mp_lower_ar2" +$appendlower "mp_cwalk_smg1" "mp_lower_ar2" +$appendlower "mp_cwalk_ar2" "mp_lower_ar2" +$appendlower "mp_cwalk_rpg" "mp_lower_ar2" +$appendlower "mp_cwalk_crossbow" "mp_lower_ar2" +$appendlower "mp_cwalk_smg2" "mp_lower_ar2" +$appendlower "mp_cwalk_ar1" "mp_lower_ar2" + +$appendlower "mp_run_pistol" "mp_lower_pistol" +$appendlower "mp_run_shotgun" "mp_lower_ar2" +$appendlower "mp_run_smg1" "mp_lower_ar2" +$appendlower "mp_run_ar2" "mp_lower_ar2" +$appendlower "mp_run_rpg" "mp_lower_ar2" +$appendlower "mp_run_crossbow" "mp_lower_ar2" +$appendlower "mp_run_smg2" "mp_lower_ar2" +$appendlower "mp_run_ar1" "mp_lower_ar2" + +$appendlower "mp_walk_pistol" "mp_lower_pistol" +$appendlower "mp_walk_shotgun" "mp_lower_ar2" +$appendlower "mp_walk_smg1" "mp_lower_ar2" +$appendlower "mp_walk_ar2" "mp_lower_ar2" +$appendlower "mp_walk_rpg" "mp_lower_ar2" +$appendlower "mp_walk_crossbow" "mp_lower_ar2" +$appendlower "mp_walk_smg2" "mp_lower_ar2" +$appendlower "mp_walk_ar1" "mp_lower_ar2" // --------------------------------------------------- // Misc // --------------------------------------------------- -$include "NewPistolAnimations_357.qci" -$animation "@gesture_shoot_pistol_corrective_animation" "..\police_animations_anims\@gesture_shoot_pistol_corrective_animation.smd" $sequence a_range_357 "custom\shootp1" subtract a_range_357 4 delta weightlist "weights_357_shoot" hidden -$sequence range_357 "custom\shootp1" { +$sequence mp_range_357 "custom\shootp1" { iklock lfoot 1 0 iklock rfoot 1 0 noanimation numframes 16 blendlayer "a_range_357" 0 4 6 16 spline activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER" 1 } -$append reload_357 { fps 20 } // $357ReloadSounds - -// --------------------------------------------------- - -$makeflinchgesture "gesture_melee_gunhit" "..\combine_soldier_anims_anims\melee_gunhit.smd" 7 20 27 -$append gesture_melee_gunhit { activity "ACT_GESTURE_MELEE_ATTACK1" 1 { event 3 13 "" } } - -$weightlist weapongesture_upperbody_and_rleg "ValveBiped.Bip01_Pelvis" 1.0 "ValveBiped.Bip01_L_Thigh" 0.0 "ValveBiped.Bip01_R_Thigh" 1.0 - -$definemacro makeflinchgesture_rleg gesturename filename InFrame OutFrame LastFrame \\ -$sequence $gesturename$inDelta $filename$ frame 0 $InFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\ -$sequence $gesturename$inFrame $filename$ frame $InFrame$ $InFrame$ weightlist weapongesture_upperbody_and_rleg hidden noautoik \\ -$sequence $gesturename$CoreDelta $filename$ frame $InFrame$ $OutFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\ -$sequence $gesturename$OutFrame $filename$ frame $OutFrame$ $OutFrame$ weightlist weapongesture_upperbody_and_rleg hidden noautoik \\ -$sequence $gesturename$outDelta $filename$ frame $OutFrame$ $LastFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\ -\\ -$sequence $gesturename$ { \\ - $filename$ noanimation numframes $LastFrame$ \\ - blendlayer $gesturename$inFrame 0 $InFrame$ $InFrame$ $OutFrame$ spline xfade \\ - blendlayer $gesturename$OutFrame $InFrame$ $OutFrame$ $OutFrame$ $LastFrame$ spline \\ - blendlayer $gesturename$inDelta 0 0 $InFrame$ $InFrame$ \\ - blendlayer $gesturename$CoreDelta $InFrame$ $InFrame$ $OutFrame$ $OutFrame$ \\ - blendlayer $gesturename$outDelta $OutFrame$ $OutFrame$ $LastFrame$ $LastFrame$ \\ -} \\ -$continue $gesturename$ - -$makeflinchgesture_rleg "gesture_melee_kick" "..\police_ss_anims\adoorkick.smd" 7 32 45 -$append gesture_melee_kick { activity "ACT_GESTURE_MELEE_ATTACK2" 1 { event 3 20 "" } fps 40 } +$append mp_reload_357 { fps 20 } // $357ReloadSounds // --------------------------------------------------- diff --git a/modelsrc/mapbase_player_include_bonetransforms.qci b/modelsrc/mapbase_player_include_bonetransforms.qci new file mode 100644 index 0000000..c3a4b96 --- /dev/null +++ b/modelsrc/mapbase_player_include_bonetransforms.qci @@ -0,0 +1,53 @@ +// +// Default player bone transforms +// + spine + { + //"ValveBiped.Bip01_Spine1" "0.0" + "ValveBiped.Bip01_Spine2" "0.5" + "ValveBiped.Bip01_Spine4" "0.0" + "ValveBiped.Bip01_Neck1" "0.0" + "ValveBiped.Bip01_L_Clavicle" "0.0" + "ValveBiped.Bip01_R_Clavicle" "0.0" + } + arms + { + "ValveBiped.Bip01_L_UpperArm" "0.0" + "ValveBiped.Bip01_L_Forearm" "0.0" + "ValveBiped.Bip01_L_Hand" "0.0" + "ValveBiped.Bip01_L_Finger0" "0.0" + "ValveBiped.Bip01_L_Finger01" "0.0" + "ValveBiped.Bip01_L_Finger02" "0.0" + "ValveBiped.Bip01_L_Finger1" "0.0" + "ValveBiped.Bip01_L_Finger11" "0.0" + "ValveBiped.Bip01_L_Finger12" "0.0" + "ValveBiped.Bip01_L_Finger2" "0.0" + "ValveBiped.Bip01_L_Finger21" "0.0" + "ValveBiped.Bip01_L_Finger22" "0.0" + "ValveBiped.Bip01_L_Finger3" "0.0" + "ValveBiped.Bip01_L_Finger31" "0.0" + "ValveBiped.Bip01_L_Finger32" "0.0" + "ValveBiped.Bip01_L_Finger4" "0.0" + "ValveBiped.Bip01_L_Finger41" "0.0" + "ValveBiped.Bip01_L_Finger42" "0.0" + + "ValveBiped.Bip01_R_UpperArm" "0.0" + "ValveBiped.Bip01_R_Forearm" "0.0" + "ValveBiped.Bip01_R_Hand" "0.0" + "ValveBiped.Bip01_R_Finger0" "0.0" + "ValveBiped.Bip01_R_Finger01" "0.0" + "ValveBiped.Bip01_R_Finger02" "0.0" + "ValveBiped.Bip01_R_Finger1" "0.0" + "ValveBiped.Bip01_R_Finger11" "0.0" + "ValveBiped.Bip01_R_Finger12" "0.0" + "ValveBiped.Bip01_R_Finger2" "0.0" + "ValveBiped.Bip01_R_Finger21" "0.0" + "ValveBiped.Bip01_R_Finger22" "0.0" + "ValveBiped.Bip01_R_Finger3" "0.0" + "ValveBiped.Bip01_R_Finger31" "0.0" + "ValveBiped.Bip01_R_Finger32" "0.0" + "ValveBiped.Bip01_R_Finger4" "0.0" + "ValveBiped.Bip01_R_Finger41" "0.0" + "ValveBiped.Bip01_R_Finger42" "0.0" + } + \ No newline at end of file diff --git a/modelsrc/mapbase_player_male_anims.qc b/modelsrc/mapbase_player_male_anims.qc deleted file mode 100644 index 4820291..0000000 --- a/modelsrc/mapbase_player_male_anims.qc +++ /dev/null @@ -1,27 +0,0 @@ -$modelname player\mapbase_male_anims.mdl - -$include "hl2mp_ported_anims\commonbones.qci" -$include "hl2mp_ported_anims\standardhierarchy.qci" -$include "hl2mp_ported_anims\standardikchains.qci" -$include "hl2mp_ported_anims\hitbox.qci" - -//$lockbonelengths - -//$lockdefinebones - -$include "hl2mp_ported_anims\player_macros.qci" -$include "hl2mp_ported_anims\weaponmacros.qci" - -$sequence reference "hl2mp_ported_anims\ragdoll_pose" - -$include "HL2MPMoveAnims.qci" - -$pushd "male_shared_anims" -$include "mapbase_player_include_anims_citizen.qci" -$popd - -$attachment "eyes" "ValveBiped.Bip01_Head1" 0 -4 67.5 absolute - -$pushd "ChoreoModels" -$include "ChoreoModels\body_poses_lean.qci" -$popd diff --git a/modelsrc/mapbase_player_police_anims.qc b/modelsrc/mapbase_player_police_anims.qc deleted file mode 100644 index a67c513..0000000 --- a/modelsrc/mapbase_player_police_anims.qc +++ /dev/null @@ -1,27 +0,0 @@ -$modelname player\mapbase_police_anims.mdl - -$include "hl2mp_ported_anims\commonbones.qci" -$include "hl2mp_ported_anims\standardhierarchy.qci" -$include "hl2mp_ported_anims\standardikchains.qci" -$include "hl2mp_ported_anims\hitbox.qci" - -//$lockbonelengths - -//$lockdefinebones - -$include "hl2mp_ported_anims\player_macros.qci" -$include "hl2mp_ported_anims\weaponmacros.qci" - -$sequence reference "hl2mp_ported_anims\ragdoll_pose" - -$include "HL2MPMoveAnims.qci" - -$pushd "police_animations_anims" -$include "mapbase_player_include_anims_police.qci" -$popd - -$attachment "eyes" "ValveBiped.Bip01_Head1" 0 -4 67.5 absolute - -$pushd "ChoreoModels" -$include "ChoreoModels\body_poses_lean.qci" -$popd diff --git a/modelsrc/mapbase_player_soldier_anims.qc b/modelsrc/mapbase_player_soldier_anims.qc deleted file mode 100644 index c4213be..0000000 --- a/modelsrc/mapbase_player_soldier_anims.qc +++ /dev/null @@ -1,27 +0,0 @@ -$modelname player\mapbase_soldier_anims.mdl - -$include "hl2mp_ported_anims\commonbones.qci" -$include "hl2mp_ported_anims\standardhierarchy.qci" -$include "hl2mp_ported_anims\standardikchains.qci" -$include "hl2mp_ported_anims\hitbox.qci" - -//$lockbonelengths - -//$lockdefinebones - -$include "hl2mp_ported_anims\player_macros.qci" -$include "hl2mp_ported_anims\weaponmacros.qci" - -$sequence reference "hl2mp_ported_anims\ragdoll_pose" - -$include "HL2MPMoveAnims.qci" - -$pushd "combine_soldier_anims_anims" -$include "mapbase_player_include_anims_soldier.qci" -$popd - -$attachment "eyes" "ValveBiped.Bip01_Head1" 0 -4 67.5 absolute - -$pushd "ChoreoModels" -$include "ChoreoModels\body_poses_lean.qci" -$popd diff --git a/modelsrc/police_animations.qc b/modelsrc/police_animations.qc index 85dac3a..fc8d2f6 100644 --- a/modelsrc/police_animations.qc +++ b/modelsrc/police_animations.qc @@ -2,8 +2,6 @@ $modelname "Police_animations.mdl" -//$includemodel "player/male_anims.mdl" - // Must be included $include "BaseModel.qci" $include "hl2mp_ported_anims/commonbones.qci" @@ -181,6 +179,28 @@ $append melee_gunhit { activity "ACT_MELEE_ATTACK1" 1 { event 3 13 "" } } $makeflinchgesture "gesture_melee_gunhit" "combine_soldier_anims_anims\melee_gunhit.smd" 7 20 27 $append gesture_melee_gunhit { activity "ACT_GESTURE_MELEE_ATTACK1" 1 { event 3 13 "" } } +$weightlist weapongesture_upperbody_and_rleg "ValveBiped.Bip01_Pelvis" 1.0 "ValveBiped.Bip01_L_Thigh" 0.0 "ValveBiped.Bip01_R_Thigh" 1.0 + +$definemacro makeflinchgesture_rleg gesturename filename InFrame OutFrame LastFrame \\ +$sequence $gesturename$inDelta $filename$ frame 0 $InFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\ +$sequence $gesturename$inFrame $filename$ frame $InFrame$ $InFrame$ weightlist weapongesture_upperbody_and_rleg hidden noautoik \\ +$sequence $gesturename$CoreDelta $filename$ frame $InFrame$ $OutFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\ +$sequence $gesturename$OutFrame $filename$ frame $OutFrame$ $OutFrame$ weightlist weapongesture_upperbody_and_rleg hidden noautoik \\ +$sequence $gesturename$outDelta $filename$ frame $OutFrame$ $LastFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\ +\\ +$sequence $gesturename$ { \\ + $filename$ noanimation numframes $LastFrame$ \\ + blendlayer $gesturename$inFrame 0 $InFrame$ $InFrame$ $OutFrame$ spline xfade \\ + blendlayer $gesturename$OutFrame $InFrame$ $OutFrame$ $OutFrame$ $LastFrame$ spline \\ + blendlayer $gesturename$inDelta 0 0 $InFrame$ $InFrame$ \\ + blendlayer $gesturename$CoreDelta $InFrame$ $InFrame$ $OutFrame$ $OutFrame$ \\ + blendlayer $gesturename$outDelta $OutFrame$ $OutFrame$ $LastFrame$ $LastFrame$ \\ +} \\ +$continue $gesturename$ + +$makeflinchgesture_rleg "gesture_melee_kick" "police_ss_anims\adoorkick.smd" 7 32 45 +$append gesture_melee_kick { activity "ACT_GESTURE_MELEE_ATTACK2" 1 { event 3 20 "" } fps 55 iklock lfoot 1 0 } + $include "l4d1_ported_anims\L4D1_LadderClimb_Male.qci" $include "l4d1_ported_anims\L4D1_PistolAnims.qci" // Metrocops technically have their own pistol draw animation, but that's harder to turn into a gesture which works well @@ -220,10 +240,34 @@ $append Heal { { event AE_CITIZEN_HEAL 31 "" } } +// ================================================================ + +$sequence reference "hl2mp_ported_anims\ragdoll_pose" +$include "HL2MPMoveAnims.qci" + +$pushd "police_animations_anims" +$include "mapbase_player_include_anims_police.qci" +$popd + +// ================================================================ + $KeyValues { dynamic_interactions { $DIKV_Alyx } + + playermodel_data + { + neck_pivot_up "12" + neck_pivot_fwd "-4" + neck_pivot_duck_up "12" + neck_pivot_duck_fwd "16" + + bone_transforms + { + $include "mapbase_player_include_bonetransforms.qci" + } + } }