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Added cocking sounds to Combine soldier shotgun firing animations
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@ -49,8 +49,39 @@ $declaresequence "shootAR2s"
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$declaresequence "shootAR2c"
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$declaresequence "shootAR2c"
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$declaresequence "shootAR2g"
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$declaresequence "shootAR2g"
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$declaresequence "shootAR2alt"
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$declaresequence "shootAR2alt"
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$declaresequence "shootSGs"
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//$declaresequence "shootSGs"
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$declaresequence "shootSGc"
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//$declaresequence "shootSGc"
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$sequence "shootSGs" {
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"combine_soldier_anims_anims\shootSGs.smd"
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activity "ACT_RANGE_ATTACK_SHOTGUN" 1
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{ event 4 0 "" }
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{ event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } // TODO: Is it a little extreme to add a new sound to an animation as frequent as this?
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fadein 0.2
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fadeout 0.2
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addlayer "Aim_stand_delta_all_SG"
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fps 30
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ikrule "lfoot" footstep contact 0 fakeorigin 18 4.61 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 45 45 target 3
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ikrule "rfoot" footstep contact 0 fakeorigin -14.07 -4.91 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 45 45 target 2
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ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 0
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ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 1
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}
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$sequence "shootSGc" {
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"combine_soldier_anims_anims\shootSGc.smd"
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activity "ACT_RANGE_ATTACK_SHOTGUN_LOW" 1
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{ event 4 0 "" }
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{ event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } // TODO: Is it a little extreme to add a new sound to an animation as frequent as this?
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fadein 0.2
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fadeout 0.2
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addlayer "Aim_crouch_delta_all"
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fps 30
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ikrule "lfoot" footstep contact 0 fakeorigin 18 5.59 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 45 45 target 3
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ikrule "rfoot" footstep contact 0 fakeorigin -10.25 -3.4 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 45 45 target 2
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ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 0
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ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 1
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}
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$declaresequence "signal_advance"
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$declaresequence "signal_advance"
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$declaresequence "signal_forward"
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$declaresequence "signal_forward"
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$declaresequence "signal_group"
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$declaresequence "signal_group"
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@ -162,7 +193,26 @@ $declaresequence "gesture_shoot_ar2"
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$declaresequence "gesture_shoot_hmg1"
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$declaresequence "gesture_shoot_hmg1"
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$declaresequence "gesture_shoot_smg1"
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$declaresequence "gesture_shoot_smg1"
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$declaresequence "gesture_shoot_smg2"
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$declaresequence "gesture_shoot_smg2"
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$declaresequence "gesture_shoot_shotgun"
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//$declaresequence "gesture_shoot_shotgun"
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$animation "a_shootShotgun_corrective_animation" "combine_soldier_anims_anims\a_shootShotgun_corrective_animation.smd" {
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}
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$animation "a_shootShotgun" "combine_soldier_anims_anims\a_shootShotgun.smd" {
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fps 30
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// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
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subtract "a_shootShotgun_corrective_animation" 0
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}
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$sequence "gesture_shoot_shotgun" {
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"a_shootShotgun"
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activity "ACT_GESTURE_RANGE_ATTACK_SHOTGUN" 1
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{ event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } // TODO: Is it a little extreme to add a new sound to an animation as frequent as this?
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delta
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fadein 0.2
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fadeout 0.2
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}
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$declaresequence "physflinch1"
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$declaresequence "physflinch1"
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$declaresequence "physflinch2"
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$declaresequence "physflinch2"
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$declaresequence "turnleft"
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$declaresequence "turnleft"
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