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https://github.com/mapbase-source/mapbase-model-src.git
synced 2025-03-12 21:50:14 +03:00
Added unique annabelle animations to all NPCs + Added unique shotgun animations to Father Grigori
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25
modelsrc/AnnabelleAnimations.qci
Normal file
25
modelsrc/AnnabelleAnimations.qci
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@ -0,0 +1,25 @@
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// ================================================================
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//
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// Simple annabelle animations for all NPCs
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//
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// ================================================================
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$animation "@gesture_shoot_annabelle_corrective_animation" "monk_animations_anims/@gesture_shoot_shotgun_corrective_animation.smd"
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$sequence "gesture_shoot_annabelle" "monk_animations_anims/gesture_shoot_shotgun.smd" {
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activity "ACT_GESTURE_RANGE_ATTACK_ANNABELLE" 1
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delta
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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 "@gesture_shoot_annabelle_corrective_animation" 0
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}
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$GenericShootFromIdle "shoot_annabelle" $Blend_SMD_Annabelle$ "ACT_RANGE_ATTACK_ANNABELLE" $Blend_Aim_Rifle$ "gesture_shoot_annabelle" 36 node $Blend_Node_Rifle$
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$GenericShootFromIdle "shoot_annabelle_low" $Blend_SMD_Annabelle_Crouch$ "ACT_RANGE_ATTACK_ANNABELLE_LOW" $Blend_Aim_Rifle$ "gesture_shoot_annabelle" 36 node $Blend_Node_Rifle$
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// ----------------------------------------------------------------
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// Reload blend was 20 80 119
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$makeweapongesturep gesture_reload_annabelle "monk_animations_anims/reload_smg1.smd" 20 80 119 "ACT_GESTURE_RELOAD_ANNABELLE" 1
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$append gesture_reload_annabelle { { event 3015 60 "" } }
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$GenericReloadFromIdle "reload_annabelle" $Blend_SMD_Annabelle$ "ACT_RELOAD_ANNABELLE" $Blend_Aim_Rifle$ "gesture_reload_annabelle" 20 80 119 60 node $Blend_Node_Rifle$
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$GenericReloadFromIdle "reload_annabelle_low" $Blend_SMD_Annabelle_Crouch$ "ACT_RELOAD_ANNABELLE_LOW" $Blend_Aim_Rifle$ "gesture_reload_annabelle" 20 80 119 60 node $Blend_Node_Rifle$
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@ -41,11 +41,14 @@ $definevariable Blend_SMD_Pistol "combine_soldier_anims_anims\custom\CombatIdle1
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$definevariable Blend_SMD_Pistol_Crouched "combine_soldier_anims_anims\custom\crouch_aim_pistol.smd"
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$definevariable Blend_SMD_Rifle "combine_soldier_anims_anims\CombatIdle1_SMG1.smd"
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$definevariable Blend_SMD_Rifle_Crouched "combine_soldier_anims_anims\crouch_aim_sm1.smd"
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$definevariable Blend_SMD_Annabelle "combine_soldier_anims_anims\CombatIdle1.smd"
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$definevariable Blend_SMD_Annabelle_Crouch "combine_soldier_anims_anims\CrouchIdle.smd"
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// Soldiers don't use nodes...
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$definevariable Blend_Node_Default "shooting"
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$definevariable Blend_Node_Pistol "shooting"
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$definevariable Blend_Node_Rifle "shooting"
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$definevariable Blend_Node_Default "shooting_smg1"
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$definevariable Blend_Node_Pistol "shooting_pistol"
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$definevariable Blend_Node_Rifle "shooting_ar2"
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$definevariable Blend_Aim_Rifle "Aim_stand_delta_all"
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$animation a_AnimMatch_Default "combine_soldier_anims_anims\CombatIdle1_SMG1.smd" frame 0 0
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$definevariable AnimMatch_Default a_AnimMatch_Default
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@ -281,6 +284,8 @@ $include "l4d1_ported_anims\L4D1_PistolAnims.qci"
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$include "NPCDoorAnims.qci"
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$include "AnnabelleAnimations.qci"
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// ================================================================
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$include "ProtectedRun.qci"
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@ -62,11 +62,15 @@ $definevariable Blend_SMD_Panicked "female_shared_anims\crouch_panicked.smd"
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$definevariable Blend_SMD_Pistol "female_shared_anims\Pistol_idle_aim.smd"
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$definevariable Blend_SMD_Rifle "female_shared_anims\Idle_SMG1_Aim.smd"
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$definevariable Blend_SMD_Rifle_Crouched "female_shared_anims\crouch_aim_smg1.smd"
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$definevariable Blend_SMD_Annabelle "female_shared_anims\idle_ar2_aim.smd"
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$definevariable Blend_SMD_Annabelle_Crouch "female_shared_anims\crouch_aim_smg1.smd" // TODO?
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$definevariable Blend_Node_Default "shooting"
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$definevariable Blend_Node_Pistol "shooting"
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$definevariable Blend_Node_Rifle "shooting"
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$definevariable Blend_Aim_Rifle "soldier_Aim_9_directions"
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$include "BaseDI.qci"
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$include "AlyxDI.qci"
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$include "AntlionRecvDI.qci"
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@ -196,6 +200,8 @@ $include "l4d1_ported_anims\L4D1_LadderClimb_Female.qci"
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$include "NPCDoorAnims.qci"
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$include "AnnabelleAnimations.qci"
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$KeyValues
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{
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dynamic_interactions
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@ -59,11 +59,15 @@ $definevariable Blend_SMD_Panicked "male_shared_anims\crouchIdle_panicked4.smd"
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$definevariable Blend_SMD_Pistol "male_shared_anims\custom\Idle_Pistol_Aim.smd"
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$definevariable Blend_SMD_Rifle "male_shared_anims\Idle_SMG1_Aim.smd"
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$definevariable Blend_SMD_Rifle_Crouched "male_shared_anims\crouch_aim_smg1.smd"
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$definevariable Blend_SMD_Annabelle "male_shared_anims\shoot_shotgun_idle_hack.smd" // TODO?
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$definevariable Blend_SMD_Annabelle_Crouch "male_shared_anims\crouch_aim_smg1.smd" // TODO?
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$definevariable Blend_Node_Default "shooting"
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$definevariable Blend_Node_Pistol "shooting"
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$definevariable Blend_Node_Rifle "shooting"
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$definevariable Blend_Aim_Rifle "soldier_Aim_9_directions"
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$animation a_AnimMatch_Default "male_shared_anims\Idle_SMG1_Aim.smd" frame 0 0
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$definevariable AnimMatch_Default a_AnimMatch_Default
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@ -201,6 +205,8 @@ $include "l4d1_ported_anims\L4D1_PistolAnims.qci"
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$include "NPCDoorAnims.qci"
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$include "AnnabelleAnimations.qci"
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$weightlist "weights_layer_luggage_run" {
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"ValveBiped.Bip01_Pelvis" 0
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"ValveBiped.Bip01_Spine" 0.2
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@ -3,10 +3,14 @@
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$modelname "monk_animations.mdl"
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$includemodel "monk_animations_original.mdl"
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$include "monk_animations_DeclareSequence.qci"
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// Must be included
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$include "BaseModel.qci"
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$include "hl2mp_ported_anims/commonbones.qci"
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$include "hl2mp_ported_anims/weaponmacros.qci"
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$include "GenericWeightlists.qci"
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$include "GenericAnimationMacros.qci"
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//$poseparameter "gesture_height" 1 -1 loop 0
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//$poseparameter "gesture_width" 1 -1 loop 0
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@ -26,3 +30,60 @@ $definevariable Blend_Node_Rifle "shooting"
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$include "BaseDI.qci"
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$include "AlyxDI.qci"
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// ================================================================
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// Unique annabelle activity names
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// ================================================================
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$pushd "monk_animations_anims"
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$animation "a_default_idle" "a_default_idle.smd" {
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loop
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ikrule "lfoot" footstep
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ikrule "rfoot" footstep
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ikrule "rhand" release
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ikrule "lhand" release
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}
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$sequence "Idle_Angry_Shotgun" "a_default_idle" activity "ACT_IDLE_SHOTGUN" 1 node "standing"
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$sequence "Idle_Shotgun_Aim" "Idle_SMG1_Aim.smd" activity "ACT_IDLE_ANGRY_SHOTGUN" 1 addlayer "layer_Aim_all" node "shooting" loop cmdlist lockfeetandlefthand
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// ----------------------------------------------------------------
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// Overwritten shotgun anims
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$sequence "gesture_shoot_shotgun" "..\male_shared_anims\shoot_shotgun.smd" { event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } activity "ACT_GESTURE_RANGE_ATTACK_SHOTGUN" 1 delta subtract "gesture_shoot_shotgun" 0
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$GenericShootFromIdle_NoHandIK "shoot_shotgun" "Idle_SMG1_Aim.smd" "ACT_RANGE_ATTACK_SHOTGUN" "layer_Aim_all" "gesture_shoot_shotgun" 45 { event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" }
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// ----------------------------------------------------------------
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// New annabelle versions
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$sequence "shoot_annabelle" "shoot_shotgun.smd" activity "ACT_RANGE_ATTACK_ANNABELLE" 1 addlayer "layer_Aim_all" node "shooting"
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$animation "@gesture_shoot_shotgun_corrective_animation" "@gesture_shoot_shotgun_corrective_animation.smd"
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$sequence "gesture_shoot_annabelle" "gesture_shoot_shotgun.smd" {
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activity "ACT_GESTURE_RANGE_ATTACK_ANNABELLE" 1
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delta
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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 "@gesture_shoot_shotgun_corrective_animation" 0
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ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
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}
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// ----------------------------------------------------------------
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$sequence "reload_annabelle" "reload_smg1.smd" {
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activity "ACT_RELOAD_ANNABELLE" 1
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{ event 3015 60 "" }
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blendlayer "layer_Aim_all" 0 0 0 20 spline
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blendlayer "layer_Aim_all" 80 100 119 199 spline
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node "shooting"
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}
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$makeweapongesturep gesture_reload_annabelle "reload_smg1.smd" 16 100 118 "ACT_GESTURE_RELOAD_ANNABELLE" 1
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$append gesture_reload_annabelle { { event 3015 60 "" } }
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$popd
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// ================================================================
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// Unarmed animations
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// ================================================================
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$pushd "male_shared_anims"
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$sequence "idle_subtle" "idle_subtle" activity "ACT_IDLE" 1
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$sequence "idle_angry" "idle_subtle" activity "ACT_IDLE_ANGRY" 1
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$sequence "Idle01" "idle_subtle" activity "ACT_IDLE" 1
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$sequence "Idle02" "idle_subtle" activity "ACT_IDLE" 1
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$sequence "Idle03" "idle_subtle" activity "ACT_IDLE" 1
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$popd
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// ================================================================
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199
modelsrc/monk_animations_DeclareSequence.qci
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199
modelsrc/monk_animations_DeclareSequence.qci
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// Created by Crowbar 0.71
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$declaresequence "attachment_bug_workaround"
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//$declaresequence "Idle01"
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//$declaresequence "idle_angry"
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//$declaresequence "idle_subtle"
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//$declaresequence "Idle02"
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//$declaresequence "Idle03"
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$declaresequence "Idle_Angry_SMG1" // $sequence "Idle_Angry_SMG1" "male_shared_anims\Idle_Angry_SMG1.smd" activity "ACT_IDLE_SMG1" 1 node "standing"
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$declaresequence "layer_Aim_all"
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$declaresequence "Idle_SMG1_Aim"
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//$declaresequence "shoot_shotgun"
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//$declaresequence "gesture_shoot_shotgun"
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$declaresequence "reload_smg1"
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$declaresequence "gesture_reload_smg1spine"
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$declaresequence "gesture_reload_smg1arms"
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$declaresequence "gesture_reload_smg1"
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$declaresequence "IdleAngryToShoot"
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$declaresequence "RunToShoot"
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$declaresequence "WalkToShoot"
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$declaresequence "ShootToIdleAngry"
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$declaresequence "Melee_Slice"
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$declaresequence "layer_walk_holdingAnna"
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$declaresequence "walkHOLDALL1"
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$declaresequence "aim_Walk_all_delta"
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$declaresequence "layer_Walk_aiming"
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$declaresequence "Walk_aiming_all"
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$declaresequence "layer_run_holding"
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$declaresequence "run_holding_all"
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$declaresequence "aim_run_all_delta"
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$declaresequence "layer_run_aiming"
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$declaresequence "run_aiming_all"
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$declaresequence "g_FistapexArms"
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$declaresequence "g_FistapexSpine"
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$declaresequence "g_FistapexDelta"
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$declaresequence "g_FistloopArms"
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$declaresequence "g_FistloopSpine"
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$declaresequence "g_FistaccentDelta"
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$declaresequence "g_Fist"
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$declaresequence "g_High_ChopapexArms"
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$declaresequence "g_High_ChopapexSpine"
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$declaresequence "g_High_ChopapexDelta"
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$declaresequence "g_High_ChoploopArms"
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$declaresequence "g_High_ChoploopSpine"
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$declaresequence "g_High_ChopaccentDelta"
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$declaresequence "g_High_Chop"
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$declaresequence "g_Low_ChopapexArms"
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$declaresequence "g_Low_ChopapexSpine"
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$declaresequence "g_Low_ChopapexDelta"
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$declaresequence "g_Low_ChoploopArms"
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$declaresequence "g_Low_ChoploopSpine"
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$declaresequence "g_Low_ChopaccentDelta"
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$declaresequence "g_Low_Chop"
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$declaresequence "g_PresentingapexArms"
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$declaresequence "g_PresentingapexSpine"
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$declaresequence "g_PresentingapexDelta"
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$declaresequence "g_PresentingloopArms"
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$declaresequence "g_PresentingloopSpine"
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$declaresequence "g_PresentingaccentDelta"
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$declaresequence "g_Presenting"
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$declaresequence "g_Raise_Gun_ChopapexArms"
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$declaresequence "g_Raise_Gun_ChopapexSpine"
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$declaresequence "g_Raise_Gun_ChopapexDelta"
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$declaresequence "g_Raise_Gun_ChoploopArms"
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$declaresequence "g_Raise_Gun_ChoploopSpine"
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$declaresequence "g_Raise_Gun_ChopaccentDelta"
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$declaresequence "g_Raise_Gun_Chop"
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$declaresequence "g_Raise_Gun_SettleapexArms"
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$declaresequence "g_Raise_Gun_SettleapexSpine"
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$declaresequence "g_Raise_Gun_SettleapexDelta"
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$declaresequence "g_Raise_Gun_SettleloopArms"
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$declaresequence "g_Raise_Gun_SettleloopSpine"
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$declaresequence "g_Raise_Gun_SettleaccentDelta"
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$declaresequence "g_Raise_Gun_Settle"
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$declaresequence "g_StopapexArms"
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$declaresequence "g_StopapexSpine"
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$declaresequence "g_StopapexDelta"
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$declaresequence "g_StoploopArms"
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$declaresequence "g_StoploopSpine"
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$declaresequence "g_StopaccentDelta"
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$declaresequence "g_Stop"
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$declaresequence "g_SweepapexArms"
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$declaresequence "g_SweepapexSpine"
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$declaresequence "g_SweepapexDelta"
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$declaresequence "g_SweeploopArms"
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$declaresequence "g_SweeploopSpine"
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$declaresequence "g_SweepaccentDelta"
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$declaresequence "g_Sweep"
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$declaresequence "g_ShotgunapexArms"
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$declaresequence "g_ShotgunapexSpine"
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$declaresequence "g_ShotgunapexDelta"
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$declaresequence "g_ShotgunloopArms"
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$declaresequence "g_ShotgunloopSpine"
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$declaresequence "g_ShotgunaccentDelta"
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$declaresequence "g_Shotgun"
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$declaresequence "g_LaughapexArms"
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$declaresequence "g_LaughapexSpine"
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$declaresequence "g_LaughapexDelta"
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$declaresequence "g_LaughloopArms"
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$declaresequence "g_LaughloopSpine"
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$declaresequence "g_LaughaccentDelta"
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$declaresequence "g_Laugh"
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$declaresequence "g_LaughingapexArms"
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$declaresequence "g_LaughingapexSpine"
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$declaresequence "g_LaughingapexDelta"
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$declaresequence "g_LaughingloopArms"
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$declaresequence "g_LaughingloopSpine"
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$declaresequence "g_LaughingaccentDelta"
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$declaresequence "g_Laughing"
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$declaresequence "g_ApologizeapexArms"
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$declaresequence "g_ApologizeapexSpine"
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$declaresequence "g_ApologizeapexDelta"
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$declaresequence "g_ApologizeloopArms"
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$declaresequence "g_ApologizeloopSpine"
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$declaresequence "g_ApologizeaccentDelta"
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$declaresequence "g_Apologize"
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$declaresequence "g_Well_Done_BrotherapexArms"
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$declaresequence "g_Well_Done_BrotherapexSpine"
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$declaresequence "g_Well_Done_BrotherapexDelta"
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$declaresequence "g_Well_Done_BrotherloopArms"
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$declaresequence "g_Well_Done_BrotherloopSpine"
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$declaresequence "g_Well_Done_BrotheraccentDelta"
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$declaresequence "g_Well_Done_Brother"
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$declaresequence "g_How_CameapexArms"
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$declaresequence "g_How_CameapexSpine"
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$declaresequence "g_How_CameapexDelta"
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$declaresequence "g_How_CameloopArms"
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$declaresequence "g_How_CameloopSpine"
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$declaresequence "g_How_CameaccentDelta"
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$declaresequence "g_How_Came"
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$declaresequence "g_Come_CloserapexArms"
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$declaresequence "g_Come_CloserapexSpine"
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$declaresequence "g_Come_CloserapexDelta"
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$declaresequence "g_Come_CloserloopArms"
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$declaresequence "g_Come_CloserloopSpine"
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$declaresequence "g_Come_CloseraccentDelta"
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$declaresequence "g_Come_Closer"
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$declaresequence "g_Send_CartapexArms"
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$declaresequence "g_Send_CartapexSpine"
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$declaresequence "g_Send_CartapexDelta"
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$declaresequence "g_Send_CartloopArms"
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$declaresequence "g_Send_CartloopSpine"
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$declaresequence "g_Send_CartaccentDelta"
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$declaresequence "g_Send_Cart"
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$declaresequence "g_Stirred_Up_HellapexArms"
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$declaresequence "g_Stirred_Up_HellapexSpine"
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$declaresequence "g_Stirred_Up_HellapexDelta"
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$declaresequence "g_Stirred_Up_HellloopArms"
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$declaresequence "g_Stirred_Up_HellloopSpine"
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$declaresequence "g_Stirred_Up_HellaccentDelta"
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$declaresequence "g_Stirred_Up_Hell"
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$declaresequence "g_Suitable_GunapexArms"
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$declaresequence "g_Suitable_GunapexSpine"
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$declaresequence "g_Suitable_GunapexDelta"
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$declaresequence "g_Suitable_GunloopArms"
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$declaresequence "g_Suitable_GunloopSpine"
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$declaresequence "g_Suitable_GunaccentDelta"
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$declaresequence "g_Suitable_Gun"
|
||||
$declaresequence "Step_Forward"
|
||||
$declaresequence "p_Step_Forwardloop"
|
||||
$declaresequence "p_Step_Forwardin"
|
||||
$declaresequence "p_Step_Forwardout"
|
||||
$declaresequence "p_Step_Forward"
|
||||
$declaresequence "Open_door_towards_right"
|
||||
$declaresequence "scaredidle"
|
||||
$declaresequence "Kick_Door"
|
||||
$declaresequence "Gesture_Apologize"
|
||||
$declaresequence "Gesture_Better_And_Better"
|
||||
$declaresequence "Gesture_But_Take_Care"
|
||||
$declaresequence "Gesture_Come_Closer"
|
||||
$declaresequence "Gesture_How_Came"
|
||||
$declaresequence "Gesture_Hush_They_Come"
|
||||
$declaresequence "Gesture_Make_Free_Use"
|
||||
$declaresequence "Gesture_Met_Congregation"
|
||||
$declaresequence "Gesture_Send_Cart"
|
||||
$declaresequence "Gesture_Stirred_Up_Hell"
|
||||
$declaresequence "Gesture_Suitable_Gun"
|
||||
$declaresequence "Gesture_Vigilant"
|
||||
$declaresequence "Gesture_Well_Done_Brother"
|
||||
$declaresequence "Gesture_Whos_This"
|
||||
$declaresequence "Cart_Jump_Down"
|
||||
$declaresequence "Graveyard_Jump_Down"
|
||||
$declaresequence "shotgunpose"
|
||||
$declaresequence "balcony_idle"
|
||||
$declaresequence "balcony_idlepose"
|
||||
$declaresequence "balc2"
|
||||
$declaresequence "balc3"
|
||||
$declaresequence "pickupshotgun"
|
||||
$declaresequence "pickupannabelle"
|
||||
$declaresequence "throwshotgun"
|
||||
$declaresequence "gun_idle"
|
||||
$declaresequence "balc_rail_leanpose"
|
||||
$declaresequence "shoot_gun"
|
||||
$declaresequence "G_onefist_midsharp"
|
||||
$declaresequence "G_oneopen_highpointsharp"
|
||||
$declaresequence "G_oneopen_higheven"
|
||||
$declaresequence "G_twofist_highsharp"
|
||||
$declaresequence "G_twofist_midsharp"
|
||||
$declaresequence "G_twoopen_midsharp"
|
@ -0,0 +1,64 @@
|
||||
// Created by Crowbar 0.71
|
||||
version 1
|
||||
nodes
|
||||
0 "ValveBiped.Bip01_Pelvis" -1
|
||||
1 "ValveBiped.Bip01_Spine" 0
|
||||
2 "ValveBiped.Bip01_Spine1" 1
|
||||
3 "ValveBiped.Bip01_Spine2" 2
|
||||
4 "ValveBiped.Bip01_Spine4" 3
|
||||
5 "ValveBiped.Bip01_Neck1" 4
|
||||
6 "ValveBiped.Bip01_Head1" 5
|
||||
7 "ValveBiped.forward" 6
|
||||
8 "ValveBiped.Bip01_R_Clavicle" 4
|
||||
9 "ValveBiped.Bip01_R_UpperArm" 8
|
||||
10 "ValveBiped.Bip01_R_Forearm" 9
|
||||
11 "ValveBiped.Bip01_R_Hand" 10
|
||||
12 "ValveBiped.Anim_Attachment_RH" 11
|
||||
13 "ValveBiped.Bip01_L_Clavicle" 4
|
||||
14 "ValveBiped.Bip01_L_UpperArm" 13
|
||||
15 "ValveBiped.Bip01_L_Forearm" 14
|
||||
16 "ValveBiped.Bip01_L_Hand" 15
|
||||
17 "ValveBiped.Anim_Attachment_LH" 16
|
||||
18 "ValveBiped.Bip01_R_Thigh" 0
|
||||
19 "ValveBiped.Bip01_R_Calf" 18
|
||||
20 "ValveBiped.Bip01_R_Foot" 19
|
||||
21 "ValveBiped.Bip01_R_Toe0" 20
|
||||
22 "ValveBiped.Bip01_L_Thigh" 0
|
||||
23 "ValveBiped.Bip01_L_Calf" 22
|
||||
24 "ValveBiped.Bip01_L_Foot" 23
|
||||
25 "ValveBiped.Bip01_L_Toe0" 24
|
||||
26 "ValveBiped.Bip01_L_Finger4" 16
|
||||
27 "ValveBiped.Bip01_L_Finger41" 26
|
||||
28 "ValveBiped.Bip01_L_Finger42" 27
|
||||
29 "ValveBiped.Bip01_L_Finger3" 16
|
||||
30 "ValveBiped.Bip01_L_Finger31" 29
|
||||
31 "ValveBiped.Bip01_L_Finger32" 30
|
||||
32 "ValveBiped.Bip01_L_Finger2" 16
|
||||
33 "ValveBiped.Bip01_L_Finger21" 32
|
||||
34 "ValveBiped.Bip01_L_Finger22" 33
|
||||
35 "ValveBiped.Bip01_L_Finger1" 16
|
||||
36 "ValveBiped.Bip01_L_Finger11" 35
|
||||
37 "ValveBiped.Bip01_L_Finger12" 36
|
||||
38 "ValveBiped.Bip01_L_Finger0" 16
|
||||
39 "ValveBiped.Bip01_L_Finger01" 38
|
||||
40 "ValveBiped.Bip01_L_Finger02" 39
|
||||
41 "ValveBiped.Bip01_R_Finger4" 11
|
||||
42 "ValveBiped.Bip01_R_Finger41" 41
|
||||
43 "ValveBiped.Bip01_R_Finger42" 42
|
||||
44 "ValveBiped.Bip01_R_Finger3" 11
|
||||
45 "ValveBiped.Bip01_R_Finger31" 44
|
||||
46 "ValveBiped.Bip01_R_Finger32" 45
|
||||
47 "ValveBiped.Bip01_R_Finger2" 11
|
||||
48 "ValveBiped.Bip01_R_Finger21" 47
|
||||
49 "ValveBiped.Bip01_R_Finger22" 48
|
||||
50 "ValveBiped.Bip01_R_Finger1" 11
|
||||
51 "ValveBiped.Bip01_R_Finger11" 50
|
||||
52 "ValveBiped.Bip01_R_Finger12" 51
|
||||
53 "ValveBiped.Bip01_R_Finger0" 11
|
||||
54 "ValveBiped.Bip01_R_Finger01" 53
|
||||
55 "ValveBiped.Bip01_R_Finger02" 54
|
||||
end
|
||||
skeleton
|
||||
time 0
|
||||
0 0.000000 0.000000 0.000000 0.000000 0.000000 -1.570796
|
||||
end
|
1601
modelsrc/monk_animations_anims/a_default_idle.smd
Normal file
1601
modelsrc/monk_animations_anims/a_default_idle.smd
Normal file
File diff suppressed because it is too large
Load Diff
2171
modelsrc/monk_animations_anims/gesture_shoot_shotgun.smd
Normal file
2171
modelsrc/monk_animations_anims/gesture_shoot_shotgun.smd
Normal file
File diff suppressed because it is too large
Load Diff
6845
modelsrc/monk_animations_anims/reload_smg1.smd
Normal file
6845
modelsrc/monk_animations_anims/reload_smg1.smd
Normal file
File diff suppressed because it is too large
Load Diff
2171
modelsrc/monk_animations_anims/shoot_shotgun.smd
Normal file
2171
modelsrc/monk_animations_anims/shoot_shotgun.smd
Normal file
File diff suppressed because it is too large
Load Diff
@ -114,11 +114,15 @@ $definevariable Blend_SMD_Panicked "police_animations_anims\batonidle1.smd"
|
||||
$definevariable Blend_SMD_Pistol "police_animations_anims\pistolangryidle2.smd"
|
||||
$definevariable Blend_SMD_Rifle "police_animations_anims\smg1angryidle1.smd"
|
||||
$definevariable Blend_SMD_Rifle_Crouched "police_animations_anims\lowcover_aim_pistol.smd"
|
||||
$definevariable Blend_SMD_Annabelle "police_animations_anims\custom\ar2angryidle2.smd"
|
||||
$definevariable Blend_SMD_Annabelle_Crouch "police_animations_anims\custom\crouch_aim_ar2.smd"
|
||||
|
||||
$definevariable Blend_Node_Default "shooting_pistol"
|
||||
$definevariable Blend_Node_Pistol "shooting_pistol"
|
||||
$definevariable Blend_Node_Rifle "shooting_smg"
|
||||
|
||||
$definevariable Blend_Aim_Rifle "soldier_Aim_9_directions"
|
||||
|
||||
$include "BaseDI.qci"
|
||||
$include "AlyxDI.qci"
|
||||
$include "AntlionRecvDI.qci"
|
||||
@ -182,6 +186,8 @@ $include "l4d1_ported_anims\L4D1_PistolAnims.qci" // Metrocops technically have
|
||||
|
||||
$include "NPCDoorAnims.qci"
|
||||
|
||||
$include "AnnabelleAnimations.qci"
|
||||
|
||||
// ================================================================
|
||||
$include "ProtectedRun.qci"
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user