Added metrocop player animations (also fixed IK/sound issues in related models + added metrocop melee to soldier players)

This commit is contained in:
Blixibon 2021-11-20 00:25:29 -06:00
parent d9712ecf32
commit 8f5c5e3a9f
8 changed files with 4952 additions and 27 deletions

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@ -199,6 +199,18 @@ $sequence $rangename$ a_$rangename$ { \\
} \\
$continue $rangename$
//
// make a simple delta animation to add on to an upper body
//
$definemacro makerange_releaseik rangename filename startframe \\
$animation a_$rangename$ $filename$ subtract a_$rangename$ $startframe$ weightlist HipsUpperbodyReplace \\
$sequence $rangename$ a_$rangename$ { \\
iklock lfoot 1 0 iklock rfoot 1 0 \\
ikrule lhand release \\
delta \\
} \\
$continue $rangename$
//
// make a jump animation from a composite of an upper body pose and the CS jump
//

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@ -113,16 +113,16 @@ $makecwalk_9way cwalk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Ai
// Attack
// ---------------------------------------------------
$makerange range_pistol "..\hl2mp_ported_anims\Pistol_shoot_1" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL 1
$makerange range_shotgun "..\combine_soldier_anims_anims\shootSGs" 0 frames 0 29 ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN 1
$makerange range_smg1 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1
$makerange range_ar2 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1
$makerange range_gravgun "..\hl2mp_ported_anims\HL2DM_Fire_Gravgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1
$makerange range_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1
$makerange range_rpg "..\male_shared_anims\shoot_rpg" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1
$makerange range_crossbow "custom\shoot_crossbow" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1
$makerange range_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping fps 45
$makerange range_slam "..\hl2mp_ported_anims\HL2DM_deploy_SLAM" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1
$makerange range_pistol "..\hl2mp_ported_anims\Pistol_shoot_1" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL 1
$makerange_releaseik range_shotgun "..\combine_soldier_anims_anims\shootSGs" 0 frames 0 29 ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN 1
$makerange range_smg1 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1
$makerange range_ar2 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1
$makerange range_gravgun "..\hl2mp_ported_anims\HL2DM_Fire_Gravgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1
$makerange_releaseik range_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1
$makerange range_rpg "..\male_shared_anims\shoot_rpg" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1
$makerange range_crossbow "custom\shoot_crossbow" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1
$makerange_releaseik range_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping fps 45
$makerange range_slam "..\hl2mp_ported_anims\HL2DM_deploy_SLAM" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1
// ---------------------------------------------------
// Jump
@ -197,6 +197,6 @@ $sequence range_357 "..\police_animations_anims\gesture_shoot_pistol.smd" {
activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER" 1
}
$append reload_357 { fps 20 }
$append reload_357 { fps 20 } // $357ReloadSounds
$include "mapbase_player_include_anims_misc.qci"

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@ -0,0 +1,222 @@
// ================================================================
//
// Mapbase Player Police Animations
//
// Based on player_anims.qci from the Source SDK
//
// ================================================================
// ---------------------------------------------------
// Aim Layers
// ---------------------------------------------------
$makeaimlayer police_WalkN_pistol_aim_matrix "..\hl2mp_ported_anims\WalkN_pistol_aim_matrix"
$makeaimlayer weapons_Pistol_aim_matrix "..\hl2mp_ported_anims\Pistol_aim_matrix"
$makeaimlayer HL2DM_crouch_aim_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol"
$makeaimlayer soldier_Aim_9_directions "..\hl2mp_ported_anims\Aim_9_directions"
$makeaimlayer soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG"
$makeaimlayerB soldier_Crouch_aim_9_directions "..\hl2mp_ported_anims\Crouch_aim_9_directions"
$makeaimlayer weapons_Aim_9_directions "..\hl2mp_ported_anims\malecitizen_Aim_9_directions"
$makeaimlayer weapons_Aim_9_directions_Alert "..\hl2mp_ported_anims\malecitizen_Aim_9_directions_Alert"
$makeaimlayer weapons_RunN_SMG1_Aim_9_directions "..\hl2mp_ported_anims\RunN_SMG1_Aim_9_directions"
$makeaimlayer weapons_WalkN_SMG1_Alert_Aim_9_directions "..\hl2mp_ported_anims\WalkN_SMG1_Alert_Aim_9_directions"
$makeaimlayer weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions"
$makeaimlayer HL2DM_crouch_aim_RPG "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG"
$makeaimlayer HL2DM_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun"
$makeaimlayer HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun"
$makeaimlayer HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun"
// ---------------------------------------------------
// Idle
// ---------------------------------------------------
$sequence idle "custom/unarmedidle1" loop activity ACT_HL2MP_IDLE 1
$makeidle idle_pistol "pistolangryidle2" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_PISTOL 1
$makeidle idle_shotgun "custom/shotgunangryidle1" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1
$makeidle idle_smg1 "smg1angryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1
$makeidle idle_ar2 "custom/ar2angryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1
$makeidle idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1
$makeidle idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1
$makeidle idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1
$makeidle idle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1
$makeidle idle_melee "batonangryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1
$makeidle idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1
// ---------------------------------------------------
// Run
// ---------------------------------------------------
$animation a_runC "custom/unarmedidle1" loop alignto reference cmdlist lockfeet
$sequence run_all {
a_runSW a_runS a_runSE
a_runW a_runC a_runE
a_runNW a_runN a_runNE
blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_RUN 1
}
$makematchrun_9way run_pistol "..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "pistolangryidle2" 0 ACT_HL2MP_RUN_PISTOL 1
$makematchrun_9way run_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "custom/shotgunangryidle1" 4 ACT_HL2MP_RUN_SHOTGUN 1
$makematchrun_9way run_smg1 "a_runN_aim_smg1" 0 weapons_RunN_SMG1_Aim_9_directions "smg1angryidle1" 0 ACT_HL2MP_RUN_SMG1 1
$makematchrun_9way run_ar2 "custom/ar2angryidle1" 0 soldier_Aim_9_directions "custom/ar2angryidle1" 0 ACT_HL2MP_RUN_AR2 1
$makematchrun_9way run_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_RUN_PHYSGUN 1
$makematchrun_9way run_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_RUN_GRENADE 1
$makematchrun_9way run_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_RUN_RPG 1
$makematchrun_9way run_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_RUN_CROSSBOW 1
$makematchrun_9way run_melee "a_RunN" 0 soldier_Aim_9_directions "batonangryidle1" 0 ACT_HL2MP_RUN_MELEE 1
$makematchrun_9way run_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_RUN_SLAM 1
// ---------------------------------------------------
// Crouch Idle
// ---------------------------------------------------
$sequence cidle "..\male_shared_anims\crouchidlehide" loop activity ACT_HL2MP_IDLE_CROUCH 1
$makecidle cidle_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol ACT_HL2MP_IDLE_CROUCH_PISTOL 1
$makecidle cidle_shotgun "custom/crouch_aim_ar2" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1
$makecidle cidle_smg1 "custom/crouch_aim_smg1" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG1 1
$makecidle cidle_ar2 "custom/crouch_aim_ar2" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR2 1
$makecidle cidle_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1
$makecidleB cidle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_GRENADE 1
$makecidle cidle_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG ACT_HL2MP_IDLE_CROUCH_RPG 1
$makecidleB cidle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1
$makecidleB cidle_melee "batonangryidle1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_MELEE 1
$makecidleB cidle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_SLAM 1
// ---------------------------------------------------
// Crouch Walk
// ---------------------------------------------------
$animation a_crouch_walkC "..\male_shared_anims\crouchidlehide" loop alignto reference cmdlist lockfeet
$sequence crouch_walk_all {
a_crouch_walkSW a_crouch_walkS a_crouch_walkSE
a_crouch_walkW a_crouch_walkC a_crouch_walkE
a_crouch_walkNW a_crouch_walkN a_crouch_walkNE
blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_WALK_CROUCH 1
}
$makecwalk_9way cwalk_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_WALK_CROUCH_PISTOL 1
$makecwalk_9way cwalk_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions "custom/crouch_aim_ar2" 0 ACT_HL2MP_WALK_CROUCH_SHOTGUN 1
$makecwalk_9way cwalk_smg1 "custom/smg1angryidle2" 0 soldier_Crouch_aim_9_directions "custom/crouch_aim_smg1" 0 ACT_HL2MP_WALK_CROUCH_SMG1 1
$makecwalk_9way cwalk_ar2 "custom/ar2angryidle2" 0 soldier_Crouch_aim_9_directions "custom/crouch_aim_ar2" 0 ACT_HL2MP_WALK_CROUCH_AR2 1
$makecwalk_9way cwalk_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 ACT_HL2MP_WALK_CROUCH_PHYSGUN 1
$makecwalk_9way cwalk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_CROUCH_GRENADE 1
$makecwalk_9way cwalk_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 ACT_HL2MP_WALK_CROUCH_RPG 1
$makecwalk_9way cwalk_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_CROSSBOW 1
$makecwalk_9way cwalk_melee "batonangryidle1" 0 soldier_Aim_9_directions "batonangryidle1" 0 ACT_HL2MP_WALK_CROUCH_MELEE 1
$makecwalk_9way cwalk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_CROUCH_SLAM 1
// ---------------------------------------------------
// Attack
// ---------------------------------------------------
$makerange range_pistol "..\hl2mp_ported_anims\Pistol_shoot_1" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL 1
$makerange_releaseik range_shotgun "..\combine_soldier_anims_anims\shootSGs" 0 frames 0 29 ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN 1
$makerange range_smg1 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1
$makerange range_ar2 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1
$makerange range_gravgun "..\hl2mp_ported_anims\HL2DM_Fire_Gravgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1
$makerange_releaseik range_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1
$makerange range_rpg "..\male_shared_anims\shoot_rpg" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1
$makerange range_crossbow "..\male_shared_anims\custom\shoot_crossbow" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1
$makerange_releaseik range_melee "custom/hl2dm_metrocop_swing" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping
$makerange range_slam "..\hl2mp_ported_anims\HL2DM_deploy_SLAM" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1
// ---------------------------------------------------
// Jump
// ---------------------------------------------------
$makejump jump "..\male_shared_anims\crouchidlehide" 0 ACT_HL2MP_JUMP 1
$makejump jump_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_JUMP_PISTOL 1
$makejump jump_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_JUMP_SHOTGUN 1
$makejump jump_smg1 "custom/smg1angryidle2" 0 ACT_HL2MP_JUMP_SMG1 1
$makejump jump_ar2 "custom/ar2angryidle2" 0 ACT_HL2MP_JUMP_AR2 1
$makejump jump_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 ACT_HL2MP_JUMP_PHYSGUN 1
$makejump jump_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_JUMP_GRENADE 1
$makejump jump_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_JUMP_RPG 1
$makejump jump_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_JUMP_CROSSBOW 1
$makejump jump_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_JUMP_MELEE 1
$makejump jump_slam "..\hl2mp_ported_anims\HL2DM_Idle_SLAM" 0 ACT_HL2MP_JUMP_SLAM 1
// ---------------------------------------------------
// Reload
// ---------------------------------------------------
$makeweapongesturep reload_pistol "..\hl2mp_ported_anims\Pistol_reload" 9 33 40 ACT_HL2MP_GESTURE_RELOAD_PISTOL 1
$makeweapongesturep reload_shotgun "..\male_shared_anims\reload_shotgun1" 19 55 75 ACT_HL2MP_GESTURE_RELOAD_SHOTGUN 1
$makeweapongesturep reload_smg1 "reload_smg1" 19 55 65 ACT_HL2MP_GESTURE_RELOAD_SMG1 1
$makeweapongesturep reload_ar2 "..\male_shared_anims\reload_ar2" 10 30 50 ACT_HL2MP_GESTURE_RELOAD_AR2 1
$makeweapongesturep reload_crossbow "..\male_shared_anims\custom\reload_crossbow" 10 25 40 fps 20 ACT_HL2MP_GESTURE_RELOAD_CROSSBOW 1
$makeweapongesturep reload_357 "custom\reload_357" 15 51 62 ACT_HL2MP_GESTURE_RELOAD_REVOLVER 1
// ---------------------------------------------------
// Walk
// ---------------------------------------------------
$animation a_walkC "custom/unarmedidle1" loop alignto reference cmdlist lockfeet
$sequence walk_all {
a_walkSW a_walkS a_walkSE
a_walkW a_walkC a_walkE
a_walkNW a_walkN a_walkNE
blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_WALK 1
}
$makematchwalk_9way walk_pistol "a_WalkN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "pistolangryidle2" 0 ACT_HL2MP_WALK_PISTOL 1
$makematchwalk_9way walk_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_WALK_SHOTGUN 1
$makematchwalk_9way walk_smg1 "a_WalkN_aim_SMG1" 0 weapons_RunN_SMG1_Aim_9_directions "smg1angryidle1" 0 ACT_HL2MP_WALK_SMG1 1
$makematchwalk_9way walk_ar2 "custom/ar2angryidle1" 0 soldier_Aim_9_directions "custom/ar2angryidle1" 0 ACT_HL2MP_WALK_AR2 1
$makematchwalk_9way walk_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_WALK_PHYSGUN 1
$makematchwalk_9way walk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_GRENADE 1
$makematchwalk_9way walk_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_WALK_RPG 1
$makematchwalk_9way walk_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_WALK_CROSSBOW 1
$makematchwalk_9way walk_melee "batonangryidle1" 0 soldier_Aim_9_directions "batonangryidle1" 0 ACT_HL2MP_WALK_MELEE 1
$makematchwalk_9way walk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_SLAM 1
// ---------------------------------------------------
// Misc
// ---------------------------------------------------
$include "NewPistolAnimations_357.qci"
$animation "@gesture_shoot_pistol_corrective_animation" "..\police_animations_anims\@gesture_shoot_pistol_corrective_animation.smd"
$sequence a_range_357 "shootp1" subtract a_range_357 4 delta weightlist "weights_357_shoot" hidden
$sequence range_357 "shootp1" {
iklock lfoot 1 0 iklock rfoot 1 0
noanimation numframes 16 blendlayer "a_range_357" 0 4 6 16 spline
activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER" 1
}
$append reload_357 { fps 20 } // $357ReloadSounds
// ---------------------------------------------------
$makeflinchgesture "gesture_melee_gunhit" "..\combine_soldier_anims_anims\melee_gunhit.smd" 7 20 27
$append gesture_melee_gunhit { activity "ACT_GESTURE_MELEE_ATTACK1" 1 { event 3 13 "" } }
$weightlist weapongesture_upperbody_and_rleg "ValveBiped.Bip01_Pelvis" 1.0 "ValveBiped.Bip01_L_Thigh" 0.0 "ValveBiped.Bip01_R_Thigh" 1.0
$definemacro makeflinchgesture_rleg gesturename filename InFrame OutFrame LastFrame \\
$sequence $gesturename$inDelta $filename$ frame 0 $InFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\
$sequence $gesturename$inFrame $filename$ frame $InFrame$ $InFrame$ weightlist weapongesture_upperbody_and_rleg hidden noautoik \\
$sequence $gesturename$CoreDelta $filename$ frame $InFrame$ $OutFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\
$sequence $gesturename$OutFrame $filename$ frame $OutFrame$ $OutFrame$ weightlist weapongesture_upperbody_and_rleg hidden noautoik \\
$sequence $gesturename$outDelta $filename$ frame $OutFrame$ $LastFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\
\\
$sequence $gesturename$ { \\
$filename$ noanimation numframes $LastFrame$ \\
blendlayer $gesturename$inFrame 0 $InFrame$ $InFrame$ $OutFrame$ spline xfade \\
blendlayer $gesturename$OutFrame $InFrame$ $OutFrame$ $OutFrame$ $LastFrame$ spline \\
blendlayer $gesturename$inDelta 0 0 $InFrame$ $InFrame$ \\
blendlayer $gesturename$CoreDelta $InFrame$ $InFrame$ $OutFrame$ $OutFrame$ \\
blendlayer $gesturename$outDelta $OutFrame$ $OutFrame$ $LastFrame$ $LastFrame$ \\
} \\
$continue $gesturename$
$makeflinchgesture_rleg "gesture_melee_kick" "..\police_ss_anims\adoorkick.smd" 7 32 45
$append gesture_melee_kick { activity "ACT_GESTURE_MELEE_ATTACK2" 1 { event 3 20 "" } fps 40 }
// ---------------------------------------------------
$include "mapbase_player_include_anims_misc.qci"

View File

@ -43,7 +43,7 @@ $makeidle idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gra
$makeidle idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1
$makeidle idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1
$makeidle idle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1
$makeidle idle_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1
$makeidle idle_melee "..\police_animations_anims\batonangryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1
$makeidle idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1
// ---------------------------------------------------
@ -66,7 +66,7 @@ $makematchrun_9way run_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4
$makematchrun_9way run_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_RUN_GRENADE 1
$makematchrun_9way run_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_RUN_RPG 1
$makematchrun_9way run_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_RUN_CROSSBOW 1
$makematchrun_9way run_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_RUN_MELEE 1
$makematchrun_9way run_melee "..\police_animations_anims\a_RunN" 0 soldier_Aim_9_directions "..\police_animations_anims\batonangryidle1" 0 ACT_HL2MP_RUN_MELEE 1
$makematchrun_9way run_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_RUN_SLAM 1
// ---------------------------------------------------
@ -83,7 +83,7 @@ $makecidle cidle_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2D
$makecidleB cidle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_GRENADE 1
$makecidle cidle_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG ACT_HL2MP_IDLE_CROUCH_RPG 1
$makecidleB cidle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1
$makecidleB cidle_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_MELEE 1
$makecidleB cidle_melee "..\police_animations_anims\batonangryidle1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_MELEE 1
$makecidleB cidle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_SLAM 1
// ---------------------------------------------------
@ -106,23 +106,23 @@ $makecwalk_9way cwalk_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4
$makecwalk_9way cwalk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_CROUCH_GRENADE 1
$makecwalk_9way cwalk_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 ACT_HL2MP_WALK_CROUCH_RPG 1
$makecwalk_9way cwalk_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_CROSSBOW 1
$makecwalk_9way cwalk_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_WALK_CROUCH_MELEE 1
$makecwalk_9way cwalk_melee "..\police_animations_anims\batonangryidle1" 0 soldier_Aim_9_directions "..\police_animations_anims\batonangryidle1" 0 ACT_HL2MP_WALK_CROUCH_MELEE 1
$makecwalk_9way cwalk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_CROUCH_SLAM 1
// ---------------------------------------------------
// Attack
// ---------------------------------------------------
$makerange range_pistol "..\hl2mp_ported_anims\Pistol_shoot_1" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL 1
$makerange range_shotgun "..\combine_soldier_anims_anims\shootSGs" 0 frames 0 29 ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN 1
$makerange range_smg1 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1
$makerange range_ar2 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1
$makerange range_gravgun "..\hl2mp_ported_anims\HL2DM_Fire_Gravgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1
$makerange range_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1
$makerange range_rpg "..\male_shared_anims\shoot_rpg" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1
$makerange range_crossbow "..\male_shared_anims\custom\shoot_crossbow" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1
$makerange range_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping fps 45
$makerange range_slam "..\hl2mp_ported_anims\HL2DM_deploy_SLAM" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1
$makerange range_pistol "..\hl2mp_ported_anims\Pistol_shoot_1" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL 1
$makerange_releaseik range_shotgun "..\combine_soldier_anims_anims\shootSGs" 0 frames 0 29 ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN 1
$makerange range_smg1 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1
$makerange range_ar2 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1
$makerange range_gravgun "..\hl2mp_ported_anims\HL2DM_Fire_Gravgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1
$makerange_releaseik range_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1
$makerange range_rpg "..\male_shared_anims\shoot_rpg" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1
$makerange range_crossbow "..\male_shared_anims\custom\shoot_crossbow" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1
$makerange_releaseik range_melee "..\police_animations_anims\custom\hl2dm_metrocop_swing" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping fps 45
$makerange range_slam "..\hl2mp_ported_anims\HL2DM_deploy_SLAM" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1
// ---------------------------------------------------
// Jump
@ -172,7 +172,7 @@ $makematchwalk_9way walk_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun"
$makematchwalk_9way walk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_GRENADE 1
$makematchwalk_9way walk_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_WALK_RPG 1
$makematchwalk_9way walk_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_WALK_CROSSBOW 1
$makematchwalk_9way walk_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_WALK_MELEE 1
$makematchwalk_9way walk_melee "..\police_animations_anims\batonangryidle1" 0 soldier_Aim_9_directions "..\police_animations_anims\batonangryidle1" 0 ACT_HL2MP_WALK_MELEE 1
$makematchwalk_9way walk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_SLAM 1
// ---------------------------------------------------
@ -188,7 +188,7 @@ $sequence range_357 "custom\shootp1" {
activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER" 1
}
$append reload_357 { fps 20 $357ReloadSounds }
$append reload_357 { fps 20 } // $357ReloadSounds
// ---------------------------------------------------

View File

@ -0,0 +1,27 @@
$modelname player\mapbase_police_anims.mdl
$include "hl2mp_ported_anims\commonbones.qci"
$include "hl2mp_ported_anims\standardhierarchy.qci"
$include "hl2mp_ported_anims\standardikchains.qci"
$include "hl2mp_ported_anims\hitbox.qci"
//$lockbonelengths
//$lockdefinebones
$include "hl2mp_ported_anims\player_macros.qci"
$include "hl2mp_ported_anims\weaponmacros.qci"
$sequence reference "hl2mp_ported_anims\ragdoll_pose"
$include "HL2MPMoveAnims.qci"
$pushd "police_animations_anims"
$include "mapbase_player_include_anims_police.qci"
$popd
$attachment "eyes" "ValveBiped.Bip01_Head1" 0 -4 67.5 absolute
$pushd "ChoreoModels"
$include "ChoreoModels\body_poses_lean.qci"
$popd

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