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Added some missing QCI files for NPC animations
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77
modelsrc/DefaultHolster.qci
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77
modelsrc/DefaultHolster.qci
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// Requires "hl2mp_ported_anims/weaponmacros.qci"
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// This file should be included while in the desired animation folder via $pushd
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// These animations must also be the same name as Alyx's sequences so they override them.
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$makeweapongesturep weapon_draw_gesture "weapon_draw_gesture.smd" 5 20 35
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$append weapon_draw_gesture {
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fps 45
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activity "ACT_ARM" 1
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{ event AE_NPC_DRAW 14 "" }
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}
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$append weapon_draw_gesturearms {
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// This is needed for some reason
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rotateto -90
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}
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$makeweapongesturep weapon_holster_gesture "weapon_holster_gesture.smd" 10 25 40
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$append weapon_holster_gesture {
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fps 45
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activity "ACT_DISARM" 1
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{ event AE_NPC_HOLSTER 23 "" }
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}
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$append weapon_holster_gesturearms {
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// This is needed for some reason
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rotateto -90
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}
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//$weightlist "HolsterWeightlist" {
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// "ValveBiped.Bip01_Pelvis" 0
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// "ValveBiped.Bip01_Spine" 1
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// //"ValveBiped.Bip01_Spine1" 1
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// //"ValveBiped.Bip01_Spine2" 1
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// //"ValveBiped.Bip01_Spine4" 1
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// //"ValveBiped.Bip01_L_Clavicle" 1
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// "ValveBiped.Bip01_L_UpperArm" 1
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// "ValveBiped.Bip01_L_Forearm" 1
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// "ValveBiped.Bip01_L_Hand" 1
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// //"ValveBiped.Bip01_R_Clavicle" 1
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// "ValveBiped.Bip01_R_UpperArm" 1
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// "ValveBiped.Bip01_R_Forearm" 1
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// "ValveBiped.Bip01_R_Hand" 1
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//}
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//$sequence "weapon_draw_gesture" {
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// "weapon_draw_gesture.smd"
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// activity "ACT_ARM" 1
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// { event AE_NPC_DRAW 14 "" }
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// fadein 0.35
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// fadeout 0.2
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// fps 45
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// ikrule "rhand" release
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// ikrule "lhand" release
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// ikrule "rfoot" release
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// ikrule "lfoot" release
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// weightlist "HolsterWeightlist"
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//}
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//
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//$sequence "weapon_holster_gesture" {
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// "weapon_holster_gesture.smd"
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// activity "ACT_DISARM" 1
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// { event AE_NPC_HOLSTER 23 "" }
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// fadein 0.2
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// fadeout 0.2
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// //blendlayer "smgholster_gesture" 0 0.25 0.75 1.0 spline
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// fps 45
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// ikrule "rhand" release
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// ikrule "lhand" release
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// ikrule "rfoot" release
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// ikrule "lfoot" release
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// weightlist "HolsterWeightlist"
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//}
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17
modelsrc/OnFirePolice.qci
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17
modelsrc/OnFirePolice.qci
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//
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// Animations for metrocops being on fire.
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// It burns.
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//
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$sequence "idleonfire" {
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"police_animations_anims\idleonfire.smd"
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activity "ACT_IDLE_ON_FIRE" 1
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loop
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}
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$sequence "moveonfire" {
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"police_animations_anims\moveonfire.smd"
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activity "ACT_RUN_ON_FIRE" 1
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loop
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walkframe 66 LX LY
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}
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22
modelsrc/PoliceFlinches.qci
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22
modelsrc/PoliceFlinches.qci
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//
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// Metrocop flinches.
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//
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$pushd "police_animations_anims"
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$definemacro MakePoliceFlinchGest name file activity \\
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$sequence $name$ $file$ subtract flinch_gesture 0 delta { \\
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activity $activity$ 1 \\
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fps 30 \\
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} \\
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$MakePoliceFlinchGest flinch_gesture "a_flinch_gesture" "ACT_GESTURE_SMALL_FLINCH"
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$MakePoliceFlinchGest flinchheadgest1 "a_flinch_head_gesture1" "ACT_GESTURE_FLINCH_HEAD"
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$MakePoliceFlinchGest flinchheadgest2 "a_flinch_head_gesture2" "ACT_GESTURE_FLINCH_HEAD"
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$MakePoliceFlinchGest flinchgutgest1 "a_flinch_gut_gesture1" "ACT_GESTURE_FLINCH_STOMACH"
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$MakePoliceFlinchGest flinchgutgest2 "a_flinch_gut_gesture2" "ACT_GESTURE_FLINCH_STOMACH"
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$MakePoliceFlinchGest flinchlarmgest "a_flinch_larm_gesture" "ACT_GESTURE_FLINCH_LEFTARM"
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$MakePoliceFlinchGest flinchrarmgest "a_flinch_rarm_gesture" "ACT_GESTURE_FLINCH_RIGHTARM"
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$popd
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