Added unique annabelle animations to all NPCs + Added unique shotgun animations to Father Grigori

This commit is contained in:
Blixibon 2021-11-18 23:30:41 -06:00
parent 8258603f9b
commit 70da1b55b5
12 changed files with 13164 additions and 4 deletions

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@ -0,0 +1,25 @@
// ================================================================
//
// Simple annabelle animations for all NPCs
//
// ================================================================
$animation "@gesture_shoot_annabelle_corrective_animation" "monk_animations_anims/@gesture_shoot_shotgun_corrective_animation.smd"
$sequence "gesture_shoot_annabelle" "monk_animations_anims/gesture_shoot_shotgun.smd" {
activity "ACT_GESTURE_RANGE_ATTACK_ANNABELLE" 1
delta
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "@gesture_shoot_annabelle_corrective_animation" 0
}
$GenericShootFromIdle "shoot_annabelle" $Blend_SMD_Annabelle$ "ACT_RANGE_ATTACK_ANNABELLE" $Blend_Aim_Rifle$ "gesture_shoot_annabelle" 36 node $Blend_Node_Rifle$
$GenericShootFromIdle "shoot_annabelle_low" $Blend_SMD_Annabelle_Crouch$ "ACT_RANGE_ATTACK_ANNABELLE_LOW" $Blend_Aim_Rifle$ "gesture_shoot_annabelle" 36 node $Blend_Node_Rifle$
// ----------------------------------------------------------------
// Reload blend was 20 80 119
$makeweapongesturep gesture_reload_annabelle "monk_animations_anims/reload_smg1.smd" 20 80 119 "ACT_GESTURE_RELOAD_ANNABELLE" 1
$append gesture_reload_annabelle { { event 3015 60 "" } }
$GenericReloadFromIdle "reload_annabelle" $Blend_SMD_Annabelle$ "ACT_RELOAD_ANNABELLE" $Blend_Aim_Rifle$ "gesture_reload_annabelle" 20 80 119 60 node $Blend_Node_Rifle$
$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
$definevariable Blend_SMD_Pistol_Crouched "combine_soldier_anims_anims\custom\crouch_aim_pistol.smd"
$definevariable Blend_SMD_Rifle "combine_soldier_anims_anims\CombatIdle1_SMG1.smd"
$definevariable Blend_SMD_Rifle_Crouched "combine_soldier_anims_anims\crouch_aim_sm1.smd"
$definevariable Blend_SMD_Annabelle "combine_soldier_anims_anims\CombatIdle1.smd"
$definevariable Blend_SMD_Annabelle_Crouch "combine_soldier_anims_anims\CrouchIdle.smd"
// Soldiers don't use nodes...
$definevariable Blend_Node_Default "shooting"
$definevariable Blend_Node_Pistol "shooting"
$definevariable Blend_Node_Rifle "shooting"
$definevariable Blend_Node_Default "shooting_smg1"
$definevariable Blend_Node_Pistol "shooting_pistol"
$definevariable Blend_Node_Rifle "shooting_ar2"
$definevariable Blend_Aim_Rifle "Aim_stand_delta_all"
$animation a_AnimMatch_Default "combine_soldier_anims_anims\CombatIdle1_SMG1.smd" frame 0 0
$definevariable AnimMatch_Default a_AnimMatch_Default
@ -281,6 +284,8 @@ $include "l4d1_ported_anims\L4D1_PistolAnims.qci"
$include "NPCDoorAnims.qci"
$include "AnnabelleAnimations.qci"
// ================================================================
$include "ProtectedRun.qci"

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@ -62,11 +62,15 @@ $definevariable Blend_SMD_Panicked "female_shared_anims\crouch_panicked.smd"
$definevariable Blend_SMD_Pistol "female_shared_anims\Pistol_idle_aim.smd"
$definevariable Blend_SMD_Rifle "female_shared_anims\Idle_SMG1_Aim.smd"
$definevariable Blend_SMD_Rifle_Crouched "female_shared_anims\crouch_aim_smg1.smd"
$definevariable Blend_SMD_Annabelle "female_shared_anims\idle_ar2_aim.smd"
$definevariable Blend_SMD_Annabelle_Crouch "female_shared_anims\crouch_aim_smg1.smd" // TODO?
$definevariable Blend_Node_Default "shooting"
$definevariable Blend_Node_Pistol "shooting"
$definevariable Blend_Node_Rifle "shooting"
$definevariable Blend_Aim_Rifle "soldier_Aim_9_directions"
$include "BaseDI.qci"
$include "AlyxDI.qci"
$include "AntlionRecvDI.qci"
@ -196,6 +200,8 @@ $include "l4d1_ported_anims\L4D1_LadderClimb_Female.qci"
$include "NPCDoorAnims.qci"
$include "AnnabelleAnimations.qci"
$KeyValues
{
dynamic_interactions

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@ -59,11 +59,15 @@ $definevariable Blend_SMD_Panicked "male_shared_anims\crouchIdle_panicked4.smd"
$definevariable Blend_SMD_Pistol "male_shared_anims\custom\Idle_Pistol_Aim.smd"
$definevariable Blend_SMD_Rifle "male_shared_anims\Idle_SMG1_Aim.smd"
$definevariable Blend_SMD_Rifle_Crouched "male_shared_anims\crouch_aim_smg1.smd"
$definevariable Blend_SMD_Annabelle "male_shared_anims\shoot_shotgun_idle_hack.smd" // TODO?
$definevariable Blend_SMD_Annabelle_Crouch "male_shared_anims\crouch_aim_smg1.smd" // TODO?
$definevariable Blend_Node_Default "shooting"
$definevariable Blend_Node_Pistol "shooting"
$definevariable Blend_Node_Rifle "shooting"
$definevariable Blend_Aim_Rifle "soldier_Aim_9_directions"
$animation a_AnimMatch_Default "male_shared_anims\Idle_SMG1_Aim.smd" frame 0 0
$definevariable AnimMatch_Default a_AnimMatch_Default
@ -201,6 +205,8 @@ $include "l4d1_ported_anims\L4D1_PistolAnims.qci"
$include "NPCDoorAnims.qci"
$include "AnnabelleAnimations.qci"
$weightlist "weights_layer_luggage_run" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2

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@ -3,10 +3,14 @@
$modelname "monk_animations.mdl"
$includemodel "monk_animations_original.mdl"
$include "monk_animations_DeclareSequence.qci"
// Must be included
$include "BaseModel.qci"
$include "hl2mp_ported_anims/commonbones.qci"
$include "hl2mp_ported_anims/weaponmacros.qci"
$include "GenericWeightlists.qci"
$include "GenericAnimationMacros.qci"
//$poseparameter "gesture_height" 1 -1 loop 0
//$poseparameter "gesture_width" 1 -1 loop 0
@ -26,3 +30,60 @@ $definevariable Blend_Node_Rifle "shooting"
$include "BaseDI.qci"
$include "AlyxDI.qci"
// ================================================================
// Unique annabelle activity names
// ================================================================
$pushd "monk_animations_anims"
$animation "a_default_idle" "a_default_idle.smd" {
loop
ikrule "lfoot" footstep
ikrule "rfoot" footstep
ikrule "rhand" release
ikrule "lhand" release
}
$sequence "Idle_Angry_Shotgun" "a_default_idle" activity "ACT_IDLE_SHOTGUN" 1 node "standing"
$sequence "Idle_Shotgun_Aim" "Idle_SMG1_Aim.smd" activity "ACT_IDLE_ANGRY_SHOTGUN" 1 addlayer "layer_Aim_all" node "shooting" loop cmdlist lockfeetandlefthand
// ----------------------------------------------------------------
// Overwritten shotgun anims
$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
$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" }
// ----------------------------------------------------------------
// New annabelle versions
$sequence "shoot_annabelle" "shoot_shotgun.smd" activity "ACT_RANGE_ATTACK_ANNABELLE" 1 addlayer "layer_Aim_all" node "shooting"
$animation "@gesture_shoot_shotgun_corrective_animation" "@gesture_shoot_shotgun_corrective_animation.smd"
$sequence "gesture_shoot_annabelle" "gesture_shoot_shotgun.smd" {
activity "ACT_GESTURE_RANGE_ATTACK_ANNABELLE" 1
delta
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "@gesture_shoot_shotgun_corrective_animation" 0
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
}
// ----------------------------------------------------------------
$sequence "reload_annabelle" "reload_smg1.smd" {
activity "ACT_RELOAD_ANNABELLE" 1
{ event 3015 60 "" }
blendlayer "layer_Aim_all" 0 0 0 20 spline
blendlayer "layer_Aim_all" 80 100 119 199 spline
node "shooting"
}
$makeweapongesturep gesture_reload_annabelle "reload_smg1.smd" 16 100 118 "ACT_GESTURE_RELOAD_ANNABELLE" 1
$append gesture_reload_annabelle { { event 3015 60 "" } }
$popd
// ================================================================
// Unarmed animations
// ================================================================
$pushd "male_shared_anims"
$sequence "idle_subtle" "idle_subtle" activity "ACT_IDLE" 1
$sequence "idle_angry" "idle_subtle" activity "ACT_IDLE_ANGRY" 1
$sequence "Idle01" "idle_subtle" activity "ACT_IDLE" 1
$sequence "Idle02" "idle_subtle" activity "ACT_IDLE" 1
$sequence "Idle03" "idle_subtle" activity "ACT_IDLE" 1
$popd
// ================================================================

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@ -0,0 +1,199 @@
// Created by Crowbar 0.71
$declaresequence "attachment_bug_workaround"
//$declaresequence "Idle01"
//$declaresequence "idle_angry"
//$declaresequence "idle_subtle"
//$declaresequence "Idle02"
//$declaresequence "Idle03"
$declaresequence "Idle_Angry_SMG1" // $sequence "Idle_Angry_SMG1" "male_shared_anims\Idle_Angry_SMG1.smd" activity "ACT_IDLE_SMG1" 1 node "standing"
$declaresequence "layer_Aim_all"
$declaresequence "Idle_SMG1_Aim"
//$declaresequence "shoot_shotgun"
//$declaresequence "gesture_shoot_shotgun"
$declaresequence "reload_smg1"
$declaresequence "gesture_reload_smg1spine"
$declaresequence "gesture_reload_smg1arms"
$declaresequence "gesture_reload_smg1"
$declaresequence "IdleAngryToShoot"
$declaresequence "RunToShoot"
$declaresequence "WalkToShoot"
$declaresequence "ShootToIdleAngry"
$declaresequence "Melee_Slice"
$declaresequence "layer_walk_holdingAnna"
$declaresequence "walkHOLDALL1"
$declaresequence "aim_Walk_all_delta"
$declaresequence "layer_Walk_aiming"
$declaresequence "Walk_aiming_all"
$declaresequence "layer_run_holding"
$declaresequence "run_holding_all"
$declaresequence "aim_run_all_delta"
$declaresequence "layer_run_aiming"
$declaresequence "run_aiming_all"
$declaresequence "g_FistapexArms"
$declaresequence "g_FistapexSpine"
$declaresequence "g_FistapexDelta"
$declaresequence "g_FistloopArms"
$declaresequence "g_FistloopSpine"
$declaresequence "g_FistaccentDelta"
$declaresequence "g_Fist"
$declaresequence "g_High_ChopapexArms"
$declaresequence "g_High_ChopapexSpine"
$declaresequence "g_High_ChopapexDelta"
$declaresequence "g_High_ChoploopArms"
$declaresequence "g_High_ChoploopSpine"
$declaresequence "g_High_ChopaccentDelta"
$declaresequence "g_High_Chop"
$declaresequence "g_Low_ChopapexArms"
$declaresequence "g_Low_ChopapexSpine"
$declaresequence "g_Low_ChopapexDelta"
$declaresequence "g_Low_ChoploopArms"
$declaresequence "g_Low_ChoploopSpine"
$declaresequence "g_Low_ChopaccentDelta"
$declaresequence "g_Low_Chop"
$declaresequence "g_PresentingapexArms"
$declaresequence "g_PresentingapexSpine"
$declaresequence "g_PresentingapexDelta"
$declaresequence "g_PresentingloopArms"
$declaresequence "g_PresentingloopSpine"
$declaresequence "g_PresentingaccentDelta"
$declaresequence "g_Presenting"
$declaresequence "g_Raise_Gun_ChopapexArms"
$declaresequence "g_Raise_Gun_ChopapexSpine"
$declaresequence "g_Raise_Gun_ChopapexDelta"
$declaresequence "g_Raise_Gun_ChoploopArms"
$declaresequence "g_Raise_Gun_ChoploopSpine"
$declaresequence "g_Raise_Gun_ChopaccentDelta"
$declaresequence "g_Raise_Gun_Chop"
$declaresequence "g_Raise_Gun_SettleapexArms"
$declaresequence "g_Raise_Gun_SettleapexSpine"
$declaresequence "g_Raise_Gun_SettleapexDelta"
$declaresequence "g_Raise_Gun_SettleloopArms"
$declaresequence "g_Raise_Gun_SettleloopSpine"
$declaresequence "g_Raise_Gun_SettleaccentDelta"
$declaresequence "g_Raise_Gun_Settle"
$declaresequence "g_StopapexArms"
$declaresequence "g_StopapexSpine"
$declaresequence "g_StopapexDelta"
$declaresequence "g_StoploopArms"
$declaresequence "g_StoploopSpine"
$declaresequence "g_StopaccentDelta"
$declaresequence "g_Stop"
$declaresequence "g_SweepapexArms"
$declaresequence "g_SweepapexSpine"
$declaresequence "g_SweepapexDelta"
$declaresequence "g_SweeploopArms"
$declaresequence "g_SweeploopSpine"
$declaresequence "g_SweepaccentDelta"
$declaresequence "g_Sweep"
$declaresequence "g_ShotgunapexArms"
$declaresequence "g_ShotgunapexSpine"
$declaresequence "g_ShotgunapexDelta"
$declaresequence "g_ShotgunloopArms"
$declaresequence "g_ShotgunloopSpine"
$declaresequence "g_ShotgunaccentDelta"
$declaresequence "g_Shotgun"
$declaresequence "g_LaughapexArms"
$declaresequence "g_LaughapexSpine"
$declaresequence "g_LaughapexDelta"
$declaresequence "g_LaughloopArms"
$declaresequence "g_LaughloopSpine"
$declaresequence "g_LaughaccentDelta"
$declaresequence "g_Laugh"
$declaresequence "g_LaughingapexArms"
$declaresequence "g_LaughingapexSpine"
$declaresequence "g_LaughingapexDelta"
$declaresequence "g_LaughingloopArms"
$declaresequence "g_LaughingloopSpine"
$declaresequence "g_LaughingaccentDelta"
$declaresequence "g_Laughing"
$declaresequence "g_ApologizeapexArms"
$declaresequence "g_ApologizeapexSpine"
$declaresequence "g_ApologizeapexDelta"
$declaresequence "g_ApologizeloopArms"
$declaresequence "g_ApologizeloopSpine"
$declaresequence "g_ApologizeaccentDelta"
$declaresequence "g_Apologize"
$declaresequence "g_Well_Done_BrotherapexArms"
$declaresequence "g_Well_Done_BrotherapexSpine"
$declaresequence "g_Well_Done_BrotherapexDelta"
$declaresequence "g_Well_Done_BrotherloopArms"
$declaresequence "g_Well_Done_BrotherloopSpine"
$declaresequence "g_Well_Done_BrotheraccentDelta"
$declaresequence "g_Well_Done_Brother"
$declaresequence "g_How_CameapexArms"
$declaresequence "g_How_CameapexSpine"
$declaresequence "g_How_CameapexDelta"
$declaresequence "g_How_CameloopArms"
$declaresequence "g_How_CameloopSpine"
$declaresequence "g_How_CameaccentDelta"
$declaresequence "g_How_Came"
$declaresequence "g_Come_CloserapexArms"
$declaresequence "g_Come_CloserapexSpine"
$declaresequence "g_Come_CloserapexDelta"
$declaresequence "g_Come_CloserloopArms"
$declaresequence "g_Come_CloserloopSpine"
$declaresequence "g_Come_CloseraccentDelta"
$declaresequence "g_Come_Closer"
$declaresequence "g_Send_CartapexArms"
$declaresequence "g_Send_CartapexSpine"
$declaresequence "g_Send_CartapexDelta"
$declaresequence "g_Send_CartloopArms"
$declaresequence "g_Send_CartloopSpine"
$declaresequence "g_Send_CartaccentDelta"
$declaresequence "g_Send_Cart"
$declaresequence "g_Stirred_Up_HellapexArms"
$declaresequence "g_Stirred_Up_HellapexSpine"
$declaresequence "g_Stirred_Up_HellapexDelta"
$declaresequence "g_Stirred_Up_HellloopArms"
$declaresequence "g_Stirred_Up_HellloopSpine"
$declaresequence "g_Stirred_Up_HellaccentDelta"
$declaresequence "g_Stirred_Up_Hell"
$declaresequence "g_Suitable_GunapexArms"
$declaresequence "g_Suitable_GunapexSpine"
$declaresequence "g_Suitable_GunapexDelta"
$declaresequence "g_Suitable_GunloopArms"
$declaresequence "g_Suitable_GunloopSpine"
$declaresequence "g_Suitable_GunaccentDelta"
$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"

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@ -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

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@ -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"