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https://github.com/mapbase-source/mapbase-model-src.git
synced 2025-03-13 06:00:16 +03:00
Fixed various soldier movement animations not emitting sounds and added a new "unarmed run" animation
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@ -132,10 +132,132 @@ $declaresequence "leanwall_CrouchLeft_D_exit"
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$declaresequence "breen_grav_grab"
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$declaresequence "breen_gravCarry_Idle"
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$declaresequence "breen_grav_placeDesk"
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$declaresequence "WalkEasy_all"
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//$declaresequence "WalkEasy_all"
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$sequence "WalkEasy_all" {
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"a_SoldierWalkEasyS"
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"a_SoldierWalkEasySE"
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"a_SoldierWalkEasyE"
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"a_SoldierWalkEasyNE"
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"a_SoldierWalkEasyN"
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"a_SoldierWalkEasyNW"
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"a_SoldierWalkEasyW"
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"a_SoldierWalkEasySW"
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"a_SoldierWalkEasyS"
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activity "ACT_WALK_EASY" 1
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blend "move_yaw" -180 180
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blendwidth 9
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{ event 6004 9 "NPC_CombineS" } // New animation events
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{ event 6005 25 "NPC_CombineS" } // New animation events
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fadein 0.2
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fadeout 0.2
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}
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$declaresequence "Idle_Unarmed"
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$declaresequence "layer_walk_unarmed"
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$declaresequence "WalkUnarmed_all"
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//$declaresequence "WalkUnarmed_all"
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$sequence "WalkUnarmed_all" {
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"a_SoldierWalkEasyS"
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"a_SoldierWalkEasySE"
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"a_SoldierWalkEasyE"
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"a_SoldierWalkEasyNE"
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"a_SoldierWalkEasyN"
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"a_SoldierWalkEasyNW"
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"a_SoldierWalkEasyW"
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"a_SoldierWalkEasySW"
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"a_SoldierWalkEasyS"
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activity "ACT_WALK_UNARMED" 1
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blend "move_yaw" -180 180
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blendwidth 9
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{ event 6004 9 "NPC_CombineS" } // New animation events
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{ event 6005 25 "NPC_CombineS" } // New animation events
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fadein 0.2
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fadeout 0.2
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keyvalues
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{
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interior ACT_IDLE_UNARMED
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}
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blendlayer "layer_walk_unarmed" 0 0 0 0 local
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}
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$weightlist "weights_layer_run_unarmed" {
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"ValveBiped.Bip01_Pelvis" 0
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"ValveBiped.Bip01_L_Clavicle" 1
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"ValveBiped.Bip01_L_UpperArm" 0.8
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"ValveBiped.Bip01_L_Forearm" 0.8
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"ValveBiped.Bip01_L_Thigh" 0
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"ValveBiped.Bip01_R_Clavicle" 1
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"ValveBiped.Bip01_R_UpperArm" 0.8
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"ValveBiped.Bip01_R_Forearm" 0.8
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"ValveBiped.Bip01_R_Thigh" 0
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"ValveBiped.Bip01_Spine" 0.2
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"ValveBiped.Bip01_Spine1" 0.4
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"ValveBiped.Bip01_Spine2" 0.6
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"ValveBiped.Bip01_Spine4" 0.8
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"ValveBiped.Bip01_Neck1" 0
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//"ValveBiped.Cod" 0.1
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}
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//$sequence "layer_run_unarmed" {
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// //"combine_soldier_anims_anims\layer_walk_unarmed.smd"
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// "male_shared_anims\a_RunN.smd"
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// fadein 0.2
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// fadeout 0.2
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// hidden
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// //worldspace
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// fps 30
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// loop
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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 30 30 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 30 30 target 1
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// weightlist "weights_layer_run_unarmed"
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// subtract "layer_run_unarmed" 0
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// delta
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//}
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$sequence "layer_run_unarmed" {
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"male_shared_anims\a_RunN.smd"
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fadein 0.2
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fadeout 0.2
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hidden
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//worldspace
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fps 30
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loop
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ikrule "lfoot" footstep contact 7 fakeorigin 4.52 2.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 10 16 target 3
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ikrule "rfoot" footstep contact 16 fakeorigin 4.56 -1.62 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 14 1 7 target 2
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ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 18 18 target 0
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ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 18 18 target 1
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//walkframe 18 LX LY
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weightlist "weights_layer_run_unarmed"
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}
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$sequence "RunUnarmed_all" {
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"a_SoldierRunS"
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"a_SoldierRunSE"
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"a_SoldierRunE"
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"a_SoldierRunNE"
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"a_SoldierRunN"
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"a_SoldierRunNW"
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"a_SoldierRunW"
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"a_SoldierRunSW"
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"a_SoldierRunS"
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activity "ACT_RUN_UNARMED" 1
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blend "move_yaw" -180 180
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blendwidth 9
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{ event 6004 7 "NPC_CombineS" }
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{ event 6005 16 "NPC_CombineS" }
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fadein 0.2
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fadeout 0.2
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keyvalues
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{
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interior ACT_IDLE_UNARMED
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}
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blendlayer "layer_walk_unarmed" 0 0 0 0 local
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blendlayer "layer_run_unarmed" 0 0 0 0 local
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}
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$declaresequence "WalkMarch_all"
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$declaresequence "layer_walk_GravCarry"
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$declaresequence "WalkGravCarry_all"
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