Merge pull request #4 from mapbase-source/mapbase/feature/improved-player-anims

Improved player animations
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Blixibon 2025-02-28 20:38:39 -06:00 committed by GitHub
commit b329101857
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GPG Key ID: B5690EEEBB952194
33 changed files with 13110 additions and 709 deletions

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@ -11,7 +11,7 @@ This repository accepts pull requests for contributing models or animations to M
---
Most of these source files are derived from decompiled Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, Half-Life 2: Deathmatch, or Left 4 Dead 1 content. Crowbar was used to decompile the content involved.
Most of these source files are derived from decompiled Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, Half-Life 2: Deathmatch, Counter-Strike: Source, or Left 4 Dead 1 content. Crowbar was used to decompile the content involved.
SMDs under `custom` subfolders (i.e. `combine_soldier_anims_anims/custom/Idle1_Pistol.smd`) are custom animations or modifications of decompiled animations created by Blixibon.

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@ -66,113 +66,113 @@ $definemacro a_CrouchRunBlends \\
$animation "a_WalkS" "male_shared_anims\a_WalkS.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 10 fakeorigin -7.85 4.14 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 5 21 27 target 3
ikrule "rfoot" footstep contact 24 fakeorigin -7.32 -2.25 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 19 6 12 target 2
//ikrule "lfoot" footstep contact 10 fakeorigin -7.85 4.14 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 5 21 27 target 3
//ikrule "rfoot" footstep contact 24 fakeorigin -7.32 -2.25 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 19 6 12 target 2
walkframe 28 LX LY
}
$animation "a_WalkSE" "male_shared_anims\a_WalkSE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 11 fakeorigin -4.59 0.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 6 21 27 target 3
ikrule "rfoot" footstep contact 25 fakeorigin -2.36 -5.69 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
//ikrule "lfoot" footstep contact 11 fakeorigin -4.59 0.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 6 21 27 target 3
//ikrule "rfoot" footstep contact 25 fakeorigin -2.36 -5.69 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
walkframe 28 LX LY
}
$animation "a_WalkE" "male_shared_anims\a_WalkE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 9 fakeorigin 5.61 -4.22 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 1 6 22 1 target 3
ikrule "rfoot" footstep contact 22 fakeorigin -2.65 -10.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
//ikrule "lfoot" footstep contact 9 fakeorigin 5.61 -4.22 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 1 6 22 1 target 3
//ikrule "rfoot" footstep contact 22 fakeorigin -2.65 -10.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
walkframe 26 LX LY
}
$animation "a_WalkNE" "male_shared_anims\a_WalkNE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 9 fakeorigin 7.33 -1.32 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 4.31 -9.39 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2
//ikrule "lfoot" footstep contact 9 fakeorigin 7.33 -1.32 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3
//ikrule "rfoot" footstep contact 22 fakeorigin 4.31 -9.39 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2
walkframe 26 LX LY
}
$animation "a_WalkN" "male_shared_anims\a_WalkN.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 10 fakeorigin 10.25 4.75 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 21 28 target 3
ikrule "rfoot" footstep contact 25 fakeorigin 10.26 -2.65 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2
//ikrule "lfoot" footstep contact 10 fakeorigin 10.25 4.75 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 21 28 target 3
//ikrule "rfoot" footstep contact 25 fakeorigin 10.26 -2.65 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2
walkframe 30 LX LY
}
$animation "a_WalkNW" "male_shared_anims\a_WalkNW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 9 fakeorigin 4.17 11.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 19 25 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 5.76 1.71 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2
//ikrule "lfoot" footstep contact 9 fakeorigin 4.17 11.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 19 25 target 3
//ikrule "rfoot" footstep contact 22 fakeorigin 5.76 1.71 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2
walkframe 26 LX LY
}
$animation "a_WalkW" "male_shared_anims\a_WalkW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 9 fakeorigin -3.31 10.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 5.42 3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 20 9 14 target 2
//ikrule "lfoot" footstep contact 9 fakeorigin -3.31 10.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3
//ikrule "rfoot" footstep contact 23 fakeorigin 5.42 3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 20 9 14 target 2
walkframe 26 LX LY
}
$animation "a_WalkSW" "male_shared_anims\a_WalkSW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 11 fakeorigin -1.77 7 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 26 5 20 26 target 3
ikrule "rfoot" footstep contact 25 fakeorigin -3.99 -0.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2
//ikrule "lfoot" footstep contact 11 fakeorigin -1.77 7 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 26 5 20 26 target 3
//ikrule "rfoot" footstep contact 25 fakeorigin -3.99 -0.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2
walkframe 28 LX LY
}
$animation a_RunS "hl2mp_ported_anims\RunS" {
loop LX LY startloop 0 rotateto -180
ikrule "lfoot" footstep contact 8 fakeorigin -1.67 4.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
ikrule "rfoot" footstep contact 17 fakeorigin -2.19 -4.26 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2
//ikrule "lfoot" footstep contact 8 fakeorigin -1.67 4.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
//ikrule "rfoot" footstep contact 17 fakeorigin -2.19 -4.26 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2
alignto reference
}
$animation a_RunSE "hl2mp_ported_anims\RunSE" {
loop LX LY startloop 0 rotateto -135
ikrule "lfoot" footstep contact 8 fakeorigin -6.04 4.12 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 12 17 target 3
ikrule "rfoot" footstep contact 17 fakeorigin 2.09 -6.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2
//ikrule "lfoot" footstep contact 8 fakeorigin -6.04 4.12 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 12 17 target 3
//ikrule "rfoot" footstep contact 17 fakeorigin 2.09 -6.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2
alignto reference
}
$animation a_RunE "hl2mp_ported_anims\RunE" {
loop LX LY startloop 0 rotateto -90
ikrule "lfoot" footstep contact 6 fakeorigin 4.24 -4.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 4 9 15 target 3
ikrule "rfoot" footstep contact 14 fakeorigin -2.39 -13.73 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 1 7 target 2
//ikrule "lfoot" footstep contact 6 fakeorigin 4.24 -4.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 4 9 15 target 3
//ikrule "rfoot" footstep contact 14 fakeorigin -2.39 -13.73 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 1 7 target 2
alignto reference
}
$animation a_RunNE "hl2mp_ported_anims\RunNE" {
loop LX LY startloop 0 rotateto -45
ikrule "lfoot" footstep contact 6 fakeorigin 8.14 -2.01 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 9 16 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 3.03 -6.53 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 14 18 7 target 2
//ikrule "lfoot" footstep contact 6 fakeorigin 8.14 -2.01 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 9 16 target 3
//ikrule "rfoot" footstep contact 16 fakeorigin 3.03 -6.53 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 14 18 7 target 2
alignto reference
}
$animation a_RunN "hl2mp_ported_anims\RunN" {
loop LX LY startloop 0 rotateto 0
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
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
//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
//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
alignto reference
}
$animation a_RunNW "hl2mp_ported_anims\RunNW" {
loop LX LY startloop 0 rotateto 45
ikrule "lfoot" footstep contact 8 fakeorigin 3.25 5.63 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 6.76 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 15 18 7 target 2
//ikrule "lfoot" footstep contact 8 fakeorigin 3.25 5.63 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
//ikrule "rfoot" footstep contact 16 fakeorigin 6.76 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 15 18 7 target 2
alignto reference
}
$animation a_RunW "hl2mp_ported_anims\RunW" {
loop LX LY startloop 0 rotateto 90
ikrule "lfoot" footstep contact 6 fakeorigin -6.05 11.44 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 10 16 target 3
ikrule "rfoot" footstep contact 15 fakeorigin 1.47 3.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 13 3 8 target 2
//ikrule "lfoot" footstep contact 6 fakeorigin -6.05 11.44 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 10 16 target 3
//ikrule "rfoot" footstep contact 15 fakeorigin 1.47 3.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 13 3 8 target 2
alignto reference
}
$animation a_RunSW "hl2mp_ported_anims\RunSW" {
loop LX LY startloop 0 rotateto 135
ikrule "lfoot" footstep contact 9 fakeorigin 5.87 -0.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
ikrule "rfoot" footstep contact 17 fakeorigin -1.3 -3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 2 7 target 2
//ikrule "lfoot" footstep contact 9 fakeorigin 5.87 -0.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
//ikrule "rfoot" footstep contact 17 fakeorigin -1.3 -3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 2 7 target 2
alignto reference
}
@ -180,49 +180,49 @@ $animation a_RunSW "hl2mp_ported_anims\RunSW" {
$animation a_Crouch_walkS "hl2mp_ported_anims\Crouch_walkS" {
loop LX LY rotateto -180
ikrule "lfoot" footstep contact 10 fakeorigin -5.37 6.35 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 22 28 target 3
ikrule "rfoot" footstep contact 25 fakeorigin -5.55 -5.78 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
//ikrule "lfoot" footstep contact 10 fakeorigin -5.37 6.35 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 22 28 target 3
//ikrule "rfoot" footstep contact 25 fakeorigin -5.55 -5.78 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
alignto reference
}
$animation a_Crouch_walkSE "hl2mp_ported_anims\Crouch_walkSE" {
loop LX LY rotateto -135
ikrule "lfoot" footstep contact 10 fakeorigin -2.77 -4.1 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 22 28 target 3
ikrule "rfoot" footstep contact 25 fakeorigin -2.11 -11.61 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
//ikrule "lfoot" footstep contact 10 fakeorigin -2.77 -4.1 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 22 28 target 3
//ikrule "rfoot" footstep contact 25 fakeorigin -2.11 -11.61 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
alignto reference
}
$animation a_Crouch_walkE "hl2mp_ported_anims\Crouch_walkE" {
loop LX LY rotateto -90
ikrule "lfoot" footstep contact 10 fakeorigin 9.12 -12.11 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 23 30 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 2.25 -18.79 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 20 8 14 target 2
//ikrule "lfoot" footstep contact 10 fakeorigin 9.12 -12.11 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 23 30 target 3
//ikrule "rfoot" footstep contact 22 fakeorigin 2.25 -18.79 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 20 8 14 target 2
alignto reference
}
$animation a_Crouch_walkNE "hl2mp_ported_anims\Crouch_walkNE" {
loop LX LY rotateto -45
ikrule "lfoot" footstep contact 11 fakeorigin 9.53 -2.01 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 6 23 29 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 12.58 -15.59 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 19 8 13 target 2
//ikrule "lfoot" footstep contact 11 fakeorigin 9.53 -2.01 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 6 23 29 target 3
//ikrule "rfoot" footstep contact 23 fakeorigin 12.58 -15.59 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 19 8 13 target 2
alignto reference
}
$animation a_Crouch_walkN "hl2mp_ported_anims\crouch_walkN" {
loop LX LY rotateto 0
ikrule "lfoot" footstep contact 8 fakeorigin 18.99 5.56 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 5 23 29 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 15.12 -5.52 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
//ikrule "lfoot" footstep contact 8 fakeorigin 18.99 5.56 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 5 23 29 target 3
//ikrule "rfoot" footstep contact 23 fakeorigin 15.12 -5.52 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
alignto reference
}
$animation a_Crouch_walkNW "hl2mp_ported_anims\Crouch_walkNW" {
loop LX LY rotateto 45
ikrule "lfoot" footstep contact 7 fakeorigin 12.87 14.64 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 22 4 11 22 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 15.05 6.11 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 9 19 30 9 target 2
//ikrule "lfoot" footstep contact 7 fakeorigin 12.87 14.64 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 22 4 11 22 target 3
//ikrule "rfoot" footstep contact 23 fakeorigin 15.05 6.11 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 9 19 30 9 target 2
alignto reference
}
$animation a_Crouch_walkW "hl2mp_ported_anims\Crouch_walkW" {
loop LX LY rotateto 90
ikrule "lfoot" footstep contact 8 fakeorigin 2.32 16.56 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 23 5 11 23 target 3
ikrule "rfoot" footstep contact 27 fakeorigin 9.74 3.72 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 11 22 30 11 target 2
//ikrule "lfoot" footstep contact 8 fakeorigin 2.32 16.56 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 23 5 11 23 target 3
//ikrule "rfoot" footstep contact 27 fakeorigin 9.74 3.72 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 11 22 30 11 target 2
alignto reference
}
$animation a_Crouch_walkSW "hl2mp_ported_anims\Crouch_walkSW" {
loop LX LY rotateto 135
ikrule "lfoot" footstep contact 10 fakeorigin -1.36 12.72 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 23 5 11 23 target 3
ikrule "rfoot" footstep contact 25 fakeorigin -0.89 2.41 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 20 30 10 target 2
//ikrule "lfoot" footstep contact 10 fakeorigin -1.36 12.72 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 23 5 11 23 target 3
//ikrule "rfoot" footstep contact 25 fakeorigin -0.89 2.41 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 20 30 10 target 2
alignto reference
}

View File

@ -66,128 +66,128 @@ $definemacro a_CrouchRunBlends \\
$animation "a_WalkS" "female_shared_anims\a_WalkS.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 10 fakeorigin -7.85 4.14 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 5 21 27 target 3
ikrule "rfoot" footstep contact 24 fakeorigin -7.32 -2.25 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 19 6 12 target 2
//ikrule "lfoot" footstep contact 10 fakeorigin -7.85 4.14 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 5 21 27 target 3
//ikrule "rfoot" footstep contact 24 fakeorigin -7.32 -2.25 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 19 6 12 target 2
walkframe 28 LX LY
}
$animation "a_WalkSE" "female_shared_anims\a_WalkSE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 11 fakeorigin -4.59 0.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 6 21 27 target 3
ikrule "rfoot" footstep contact 25 fakeorigin -2.36 -5.69 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
//ikrule "lfoot" footstep contact 11 fakeorigin -4.59 0.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 6 21 27 target 3
//ikrule "rfoot" footstep contact 25 fakeorigin -2.36 -5.69 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
walkframe 28 LX LY
}
$animation "a_WalkE" "female_shared_anims\a_WalkE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 9 fakeorigin 5.61 -4.22 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 1 6 22 1 target 3
ikrule "rfoot" footstep contact 22 fakeorigin -2.65 -10.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
//ikrule "lfoot" footstep contact 9 fakeorigin 5.61 -4.22 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 1 6 22 1 target 3
//ikrule "rfoot" footstep contact 22 fakeorigin -2.65 -10.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
walkframe 26 LX LY
}
$animation "a_WalkNE" "female_shared_anims\a_WalkNE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 9 fakeorigin 7.33 -1.32 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 4.31 -9.39 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2
//ikrule "lfoot" footstep contact 9 fakeorigin 7.33 -1.32 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3
//ikrule "rfoot" footstep contact 22 fakeorigin 4.31 -9.39 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2
walkframe 26 LX LY
}
$animation "a_WalkN" "female_shared_anims\a_WalkN.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 10 fakeorigin 10.25 4.75 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 21 28 target 3
ikrule "rfoot" footstep contact 25 fakeorigin 10.26 -2.65 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2
//ikrule "lfoot" footstep contact 10 fakeorigin 10.25 4.75 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 21 28 target 3
//ikrule "rfoot" footstep contact 25 fakeorigin 10.26 -2.65 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2
walkframe 30 LX LY
}
$animation "a_WalkNW" "female_shared_anims\a_WalkNW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 9 fakeorigin 4.17 11.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 19 25 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 5.76 1.71 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2
//ikrule "lfoot" footstep contact 9 fakeorigin 4.17 11.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 19 25 target 3
//ikrule "rfoot" footstep contact 22 fakeorigin 5.76 1.71 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2
walkframe 26 LX LY
}
$animation "a_WalkW" "female_shared_anims\a_WalkW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 9 fakeorigin -3.31 10.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 5.42 3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 20 9 14 target 2
//ikrule "lfoot" footstep contact 9 fakeorigin -3.31 10.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3
//ikrule "rfoot" footstep contact 23 fakeorigin 5.42 3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 20 9 14 target 2
walkframe 26 LX LY
}
$animation "a_WalkSW" "female_shared_anims\a_WalkSW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 11 fakeorigin -1.77 7 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 26 5 20 26 target 3
ikrule "rfoot" footstep contact 25 fakeorigin -3.99 -0.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2
//ikrule "lfoot" footstep contact 11 fakeorigin -1.77 7 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 26 5 20 26 target 3
//ikrule "rfoot" footstep contact 25 fakeorigin -3.99 -0.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2
walkframe 28 LX LY
}
$animation "a_RunS" "female_shared_anims\a_RunS.smd" {
fps 31
loop
ikrule "lfoot" footstep contact 8 fakeorigin -1.67 4.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
ikrule "rfoot" footstep contact 17 fakeorigin -2.19 -4.26 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2
//ikrule "lfoot" footstep contact 8 fakeorigin -1.67 4.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
//ikrule "rfoot" footstep contact 17 fakeorigin -2.19 -4.26 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2
walkframe 18 LX LY
}
$animation "a_RunSE" "female_shared_anims\a_RunSE.smd" {
fps 29
loop
ikrule "lfoot" footstep contact 8 fakeorigin -6.04 4.12 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 12 17 target 3
ikrule "rfoot" footstep contact 17 fakeorigin 2.09 -6.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2
//ikrule "lfoot" footstep contact 8 fakeorigin -6.04 4.12 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 12 17 target 3
//ikrule "rfoot" footstep contact 17 fakeorigin 2.09 -6.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2
walkframe 18 LX LY
}
$animation "a_RunE" "female_shared_anims\a_RunE.smd" {
fps 31
loop
ikrule "lfoot" footstep contact 6 fakeorigin 4.24 -4.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 4 9 15 target 3
ikrule "rfoot" footstep contact 14 fakeorigin -2.39 -13.73 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 1 7 target 2
//ikrule "lfoot" footstep contact 6 fakeorigin 4.24 -4.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 4 9 15 target 3
//ikrule "rfoot" footstep contact 14 fakeorigin -2.39 -13.73 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 1 7 target 2
walkframe 18 LX LY
}
$animation "a_RunNE" "female_shared_anims\a_RunNE.smd" {
fps 29
loop
ikrule "lfoot" footstep contact 6 fakeorigin 8.14 -2.01 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 9 16 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 3.03 -6.53 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 14 18 7 target 2
//ikrule "lfoot" footstep contact 6 fakeorigin 8.14 -2.01 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 9 16 target 3
//ikrule "rfoot" footstep contact 16 fakeorigin 3.03 -6.53 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 14 18 7 target 2
walkframe 18 LX LY
}
$animation "a_RunN" "female_shared_anims\a_RunN.smd" {
fps 30
loop
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
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
//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
//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
walkframe 18 LX LY
}
$animation "a_RunNW" "female_shared_anims\a_RunNW.smd" {
fps 28
loop
ikrule "lfoot" footstep contact 8 fakeorigin 3.25 5.63 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 6.76 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 15 18 7 target 2
//ikrule "lfoot" footstep contact 8 fakeorigin 3.25 5.63 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
//ikrule "rfoot" footstep contact 16 fakeorigin 6.76 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 15 18 7 target 2
walkframe 18 LX LY
}
$animation "a_RunW" "female_shared_anims\a_RunW.smd" {
fps 32
loop
ikrule "lfoot" footstep contact 6 fakeorigin -6.05 11.44 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 10 16 target 3
ikrule "rfoot" footstep contact 15 fakeorigin 1.47 3.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 13 3 8 target 2
//ikrule "lfoot" footstep contact 6 fakeorigin -6.05 11.44 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 10 16 target 3
//ikrule "rfoot" footstep contact 15 fakeorigin 1.47 3.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 13 3 8 target 2
walkframe 18 LX LY
}
$animation "a_RunSW" "female_shared_anims\a_RunSW.smd" {
fps 31
loop
ikrule "lfoot" footstep contact 9 fakeorigin 5.87 -0.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
ikrule "rfoot" footstep contact 17 fakeorigin -1.3 -3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 2 7 target 2
//ikrule "lfoot" footstep contact 9 fakeorigin 5.87 -0.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
//ikrule "rfoot" footstep contact 17 fakeorigin -1.3 -3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 2 7 target 2
walkframe 18 LX LY
}
@ -196,63 +196,63 @@ $animation "a_RunSW" "female_shared_anims\a_RunSW.smd" {
$animation "a_Crouch_walkS" "female_shared_anims\a_Crouch_walkS.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin -6.56 4.84 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 22 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin -7.78 -4.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
//ikrule "lfoot" footstep contact 8 fakeorigin -6.56 4.84 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 22 30 target 3
//ikrule "rfoot" footstep contact 23 fakeorigin -7.78 -4.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_Crouch_walkSE" "female_shared_anims\a_Crouch_walkSE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin -3.8 -5.87 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 22 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin -3.66 -13.04 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
//ikrule "lfoot" footstep contact 8 fakeorigin -3.8 -5.87 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 22 30 target 3
//ikrule "rfoot" footstep contact 23 fakeorigin -3.66 -13.04 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_Crouch_walkE" "female_shared_anims\a_Crouch_walkE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin 9.77 -16.57 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 23 30 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 2.56 -17.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 22 8 15 target 2
//ikrule "lfoot" footstep contact 8 fakeorigin 9.77 -16.57 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 23 30 target 3
//ikrule "rfoot" footstep contact 22 fakeorigin 2.56 -17.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 22 8 15 target 2
walkframe 30 LX LY
}
$animation "a_Crouch_walkNE" "female_shared_anims\a_Crouch_walkNE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin 14.03 -7.72 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 23 30 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 13.16 -14.96 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 22 8 15 target 2
//ikrule "lfoot" footstep contact 8 fakeorigin 14.03 -7.72 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 23 30 target 3
//ikrule "rfoot" footstep contact 22 fakeorigin 13.16 -14.96 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 22 8 15 target 2
walkframe 30 LX LY
}
$animation "a_Crouch_walkN" "female_shared_anims\a_Crouch_walkN.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin 19.26 4.16 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 23 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 15.37 -4.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
//ikrule "lfoot" footstep contact 8 fakeorigin 19.26 4.16 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 23 30 target 3
//ikrule "rfoot" footstep contact 23 fakeorigin 15.37 -4.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_Crouch_walkNW" "female_shared_anims\a_Crouch_walkNW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin 12.16 13.87 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 24 8 11 24 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 7.71 -1.08 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 30 8 target 2
//ikrule "lfoot" footstep contact 8 fakeorigin 12.16 13.87 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 24 8 11 24 target 3
//ikrule "rfoot" footstep contact 16 fakeorigin 7.71 -1.08 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 30 8 target 2
walkframe 30 LX LY
}
$animation "a_Crouch_walkW" "female_shared_anims\a_Crouch_walkW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin 2.61 15.26 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 24 8 11 24 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 11.15 -1.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 30 8 target 2
//ikrule "lfoot" footstep contact 8 fakeorigin 2.61 15.26 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 24 8 11 24 target 3
//ikrule "rfoot" footstep contact 16 fakeorigin 11.15 -1.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 30 8 target 2
walkframe 30 LX LY
}
$animation "a_Crouch_walkSW" "female_shared_anims\a_Crouch_walkSW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin -2.91 13.99 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 24 8 11 24 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 2.58 -3.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 30 8 target 2
//ikrule "lfoot" footstep contact 8 fakeorigin -2.91 13.99 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 24 8 11 24 target 3
//ikrule "rfoot" footstep contact 16 fakeorigin 2.58 -3.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 30 8 target 2
walkframe 30 LX LY
}

View File

@ -2,8 +2,6 @@
$ModelName "combine_soldier_anims.mdl"
//$includemodel "player/male_anims.mdl"
// Must be included
$include "BaseModel.qci"
$include "hl2mp_ported_anims/commonbones.qci"
@ -276,7 +274,7 @@ $sequence $gesturename$ { \\
$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 }
$append gesture_melee_kick { activity "ACT_GESTURE_MELEE_ATTACK2" 1 { event 3 20 "" } fps 55 iklock lfoot 1 0 }
$include "SoldierCrouchMovement.qci"
@ -307,3 +305,32 @@ $append Heal {
}
$include "SoldierAnimationNodes.qci"
// ================================================================
$include "hl2mp_ported_anims/player_macros.qci"
$sequence reference "hl2mp_ported_anims\ragdoll_pose"
$include "HL2MPMoveAnims.qci"
$pushd "combine_soldier_anims_anims"
$include "mapbase_player_include_anims_soldier.qci"
$popd
// ================================================================
$KeyValues
{
playermodel_data
{
neck_pivot_up "12"
neck_pivot_fwd "-4"
neck_pivot_duck_up "24"
neck_pivot_duck_fwd "16"
bone_transforms
{
$include "mapbase_player_include_bonetransforms.qci"
}
}
}

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,157 @@
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_L_Thigh" 0
2 "ValveBiped.Bip01_L_Calf" 1
3 "ValveBiped.Bip01_L_Foot" 2
4 "ValveBiped.Bip01_L_Toe0" 3
5 "ValveBiped.Bip01_R_Thigh" 0
6 "ValveBiped.Bip01_R_Calf" 5
7 "ValveBiped.Bip01_R_Foot" 6
8 "ValveBiped.Bip01_R_Toe0" 7
9 "ValveBiped.Bip01_Spine" 0
10 "ValveBiped.Bip01_Spine1" 9
11 "ValveBiped.Bip01_Spine2" 10
12 "ValveBiped.Bip01_Spine4" 11
13 "ValveBiped.Bip01_Neck1" 12
14 "ValveBiped.Bip01_Head1" 13
15 "ValveBiped.forward" 14
16 "ValveBiped.Bip01_L_Clavicle" 12
17 "ValveBiped.Bip01_L_UpperArm" 16
18 "ValveBiped.Bip01_L_Forearm" 17
19 "ValveBiped.Bip01_L_Hand" 18
20 "ValveBiped.Bip01_L_Finger2" 19
21 "ValveBiped.Bip01_L_Finger21" 20
22 "ValveBiped.Bip01_L_Finger22" 21
23 "ValveBiped.Bip01_L_Finger1" 19
24 "ValveBiped.Bip01_L_Finger11" 23
25 "ValveBiped.Bip01_L_Finger12" 24
26 "ValveBiped.Bip01_L_Finger0" 19
27 "ValveBiped.Bip01_L_Finger01" 26
28 "ValveBiped.Bip01_L_Finger02" 27
29 "ValveBiped.Bip01_L_Wrist" 18
30 "ValveBiped.Bip01_L_Ulna" 18
31 "ValveBiped.Bip01_R_Clavicle" 12
32 "ValveBiped.Bip01_R_UpperArm" 31
33 "ValveBiped.Bip01_R_Forearm" 32
34 "ValveBiped.Bip01_R_Hand" 33
35 "ValveBiped.Bip01_R_Finger2" 34
36 "ValveBiped.Bip01_R_Finger21" 35
37 "ValveBiped.Bip01_R_Finger22" 36
38 "ValveBiped.Bip01_R_Finger1" 34
39 "ValveBiped.Bip01_R_Finger11" 38
40 "ValveBiped.Bip01_R_Finger12" 39
41 "ValveBiped.Bip01_R_Finger0" 34
42 "ValveBiped.Bip01_R_Finger01" 41
43 "ValveBiped.Bip01_R_Finger02" 42
44 "ValveBiped.Bip01_R_Wrist" 33
45 "ValveBiped.Bip01_R_Ulna" 33
46 "ValveBiped.weapon_bone" 9
47 "ValveBiped.weapon_bone_RHand" 46
48 "ValveBiped.weapon_bone_LHand" 47
49 "ValveBiped.weapon_bone_Clip" 48
end
skeleton
time 0
0 0.002760 0.410150 37.436367 1.570800 -0.078540 -0.523656
1 4.162780 -0.000011 -0.000000 -2.085649 -0.500214 -1.291741
2 19.097565 0.000066 0.000057 -0.000142 -0.000372 0.766490
3 17.682049 0.000061 -0.000015 -0.070420 0.032670 -1.150834
4 7.359941 -0.000022 0.000000 -0.009980 -0.005349 -0.584364
5 -4.162780 0.000009 0.000020 -1.782990 -0.153479 -1.783450
6 19.097561 -0.000026 0.000000 0.000221 0.000560 0.780717
7 17.682022 0.000031 -0.000010 0.264860 0.087800 -1.610299
8 7.359929 0.000020 -0.000002 -0.084391 -0.004890 -0.577310
9 0.000000 3.579299 -3.190630 1.586259 0.004504 1.223238
10 4.275559 0.000019 0.000033 -0.101160 0.118075 0.185779
11 3.766731 -0.000014 -0.000030 -0.061418 0.057210 0.278376
12 9.545987 0.000004 0.000018 -0.040560 0.016559 0.152879
13 3.536831 -0.000007 -0.000009 3.141590 -0.000000 0.406112
14 3.852009 0.000008 -0.000012 0.703990 -0.008600 0.686187
15 20.204243 -89.991295 34.903336 -0.000010 -0.000003 -0.000005
16 2.203694 1.046384 2.073300 -2.107196 -1.686883 0.105167
17 6.450112 -0.000019 -0.000011 -2.291456 -0.710777 -0.215482
18 12.511066 -0.000031 -0.000029 -0.000006 -0.000004 -1.022248
19 12.285407 -0.000058 -0.000067 0.968042 -0.299381 0.591755
20 4.152346 0.229613 0.428218 0.048791 0.209092 -1.266710
21 1.839842 0.000012 -0.000001 0.000011 0.036072 -0.974920
22 1.292972 -0.000014 0.000006 -0.126781 -0.026159 -1.176484
23 4.140623 0.125602 1.391597 0.353419 -0.024690 -0.492753
24 1.838871 0.000001 -0.000010 0.000034 -0.072636 -0.704485
25 1.175779 -0.000004 -0.000000 0.044844 -0.018550 -1.931513
26 0.897461 -0.321293 1.404296 -1.276489 -0.056579 -0.967101
27 1.915042 0.000001 -0.000005 -0.000034 -0.255103 0.298814
28 1.291008 -0.000008 0.000004 -0.057663 -0.156152 0.941257
29 12.282519 -0.000054 -0.000026 -0.670388 0.000001 -0.000004
30 6.139308 -0.000029 -0.000014 -0.337446 0.000002 -0.000006
31 2.203701 1.046384 -2.073299 -0.079983 2.258603 -1.722062
32 6.450122 0.000015 -0.000005 0.360468 1.816758 -1.989855
33 12.511064 -0.000014 -0.000049 0.000047 0.000056 -0.814501
34 12.285429 -0.000007 0.000015 -1.161356 0.133474 0.565600
35 4.152354 0.226085 -0.429937 -0.061928 -0.158883 -1.081453
36 1.839841 -0.000013 0.000013 -0.000010 0.147168 -0.963512
37 1.292972 -0.000000 0.000011 0.000002 -0.149350 -1.138838
38 4.140632 0.114081 -1.392596 -0.355917 0.134890 -0.509967
39 1.838871 0.000006 -0.000003 0.000006 0.322146 -0.847929
40 1.175779 -0.000004 -0.000008 -0.288519 0.290096 -1.585500
41 0.897469 -0.332772 -1.401368 1.231754 0.339129 -0.821836
42 1.915038 0.000001 0.000005 -0.000008 0.143716 0.318311
43 1.291010 0.000001 -0.000015 0.053393 0.026955 0.924178
44 12.282806 -0.000006 0.000017 0.675842 0.000002 -0.000002
45 6.141810 -0.003494 -0.003066 0.339972 0.000040 -0.000020
46 18.789120 27.751549 2.339051 -0.528588 -1.014593 -1.109953
47 -1.174801 0.048364 -0.362546 1.660805 -0.556319 -0.336807
48 11.371440 -0.000008 -0.000064 0.061201 3.102611 -0.270425
49 9.040189 -0.000018 0.000040 -1.601246 -2.797855 0.293908
time 1
0 0.002760 0.410150 37.436367 1.570800 -0.078540 -0.523656
1 4.162780 -0.000011 -0.000000 -2.085649 -0.500214 -1.291741
2 19.097565 0.000066 0.000057 -0.000142 -0.000372 0.766490
3 17.682049 0.000061 -0.000015 -0.070420 0.032670 -1.150834
4 7.359941 -0.000022 0.000000 -0.009980 -0.005349 -0.584364
5 -4.162780 0.000009 0.000020 -1.782990 -0.153479 -1.783450
6 19.097561 -0.000026 0.000000 0.000221 0.000560 0.780717
7 17.682022 0.000031 -0.000010 0.264860 0.087800 -1.610299
8 7.359929 0.000020 -0.000002 -0.084391 -0.004890 -0.577310
9 0.000000 3.579299 -3.190630 1.586259 0.004504 1.223238
10 4.275559 0.000019 0.000033 -0.101160 0.118075 0.185779
11 3.766731 -0.000014 -0.000030 -0.061418 0.057210 0.278376
12 9.545987 0.000004 0.000018 -0.040560 0.016559 0.152879
13 3.536831 -0.000007 -0.000009 3.141590 -0.000000 0.406112
14 3.852009 0.000008 -0.000012 0.703990 -0.008600 0.686187
15 20.204243 -89.991295 34.903336 -0.000010 -0.000003 -0.000005
16 2.203694 1.046384 2.073300 -2.107196 -1.686883 0.105167
17 6.450112 -0.000019 -0.000011 -2.291456 -0.710777 -0.215482
18 12.511066 -0.000031 -0.000029 -0.000006 -0.000004 -1.022248
19 12.285407 -0.000058 -0.000067 0.968042 -0.299381 0.591755
20 4.152346 0.229613 0.428218 0.048791 0.209092 -1.266710
21 1.839842 0.000012 -0.000001 0.000011 0.036072 -0.974920
22 1.292972 -0.000014 0.000006 -0.126781 -0.026159 -1.176484
23 4.140623 0.125602 1.391597 0.353419 -0.024690 -0.492753
24 1.838871 0.000001 -0.000010 0.000034 -0.072636 -0.704485
25 1.175779 -0.000004 -0.000000 0.044844 -0.018550 -1.931513
26 0.897461 -0.321293 1.404296 -1.276489 -0.056579 -0.967101
27 1.915042 0.000001 -0.000005 -0.000034 -0.255103 0.298814
28 1.291008 -0.000008 0.000004 -0.057663 -0.156152 0.941257
29 12.282519 -0.000054 -0.000026 -0.670388 0.000001 -0.000004
30 6.139308 -0.000029 -0.000014 -0.337446 0.000002 -0.000006
31 2.203701 1.046384 -2.073299 -0.079983 2.258603 -1.722062
32 6.450122 0.000015 -0.000005 0.360468 1.816758 -1.989855
33 12.511064 -0.000014 -0.000049 0.000047 0.000056 -0.814501
34 12.285429 -0.000007 0.000015 -1.161356 0.133474 0.565600
35 4.152354 0.226085 -0.429937 -0.061928 -0.158883 -1.081453
36 1.839841 -0.000013 0.000013 -0.000010 0.147168 -0.963512
37 1.292972 -0.000000 0.000011 0.000002 -0.149350 -1.138838
38 4.140632 0.114081 -1.392596 -0.355917 0.134890 -0.509967
39 1.838871 0.000006 -0.000003 0.000006 0.322146 -0.847929
40 1.175779 -0.000004 -0.000008 -0.288519 0.290096 -1.585500
41 0.897469 -0.332772 -1.401368 1.231754 0.339129 -0.821836
42 1.915038 0.000001 0.000005 -0.000008 0.143716 0.318311
43 1.291010 0.000001 -0.000015 0.053393 0.026955 0.924178
44 12.282806 -0.000006 0.000017 0.675842 0.000002 -0.000002
45 6.141810 -0.003494 -0.003066 0.339972 0.000040 -0.000020
46 18.789120 27.751549 2.339051 -0.528588 -1.014593 -1.109953
47 -1.174801 0.048364 -0.362546 1.660805 -0.556319 -0.336807
48 11.371440 -0.000008 -0.000064 0.061201 3.102611 -0.270425
49 9.040189 -0.000018 0.000040 -1.601246 -2.797855 0.293908
end

View File

@ -2,8 +2,6 @@
$modelname "Humans\female_shared.mdl"
//$includemodel "player/female_anims.mdl"
// Automatically tries to convert any non-female animations to the female skeleton
$lockbonelengths
@ -203,10 +201,36 @@ $include "NPCDoorAnims.qci"
$include "AnnabelleAnimations.qci"
// ================================================================
$sequence reference "female_shared_anims\ragdoll"
$include "HL2MPMoveAnims_Female.qci"
$pushd "female_shared_anims"
$animation "@gesture_shoot_pistol_corrective_animation" "..\police_animations_anims\@gesture_shoot_pistol_corrective_animation.smd"
$include "mapbase_player_include_anims_citizen.qci"
$popd
// ================================================================
$KeyValues
{
dynamic_interactions
{
$DIKV_Alyx
}
playermodel_data
{
neck_pivot_up "12"
neck_pivot_fwd "-4"
neck_pivot_duck_up "12"
neck_pivot_duck_fwd "16"
bone_transforms
{
$include "mapbase_player_include_bonetransforms.qci"
}
}
}

View File

@ -280,9 +280,10 @@ $sequence $runname$_mod "..\hl2mp_ported_anims\RunN" { \\
weightlist UpperbodyReplace \\
hidden \\
iklock lfoot 1 0 iklock rfoot 1 0 \\
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" \\
} \\
$sequence $runname$_static $idlefile$ frame $idleframe$ $idleframe$ alignto reference weightlist UpperbodyReplace hidden \\
$animation a_$runname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference cmdlist lockfeet \\
$animation a_$runname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference \\
$sequence $runname$ { \\
a_runSW a_runS a_runSE \\
a_runW a_$runname$C a_runE \\
@ -307,7 +308,7 @@ $sequence $runname$_mod $filename$ { \\
loop \\
} \\
$sequence $runname$_static $idlefile$ frame $idleframe$ $idleframe$ alignto reference weightlist UpperbodyReplace hidden \\
$animation a_$runname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference cmdlist lockfeet \\
$animation a_$runname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference \\
$sequence $runname$ { \\
a_runSW a_runS a_runSE \\
a_runW a_$runname$C a_runE \\
@ -334,7 +335,7 @@ $sequence $crouch_walkname$_mod "..\hl2mp_ported_anims\crouch_walkN" { \\
hidden \\
iklock lfoot 1 0 iklock rfoot 1 0 \\
} \\
$animation a_$crouch_walkname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference cmdlist lockfeet \\
$animation a_$crouch_walkname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference \\
$sequence $crouch_walkname$ { \\
a_crouch_walkSW a_crouch_walkS a_crouch_walkSE \\
a_crouch_walkW a_$crouch_walkname$C a_crouch_walkE \\
@ -360,9 +361,10 @@ $sequence $walkname$_mod "..\male_shared_anims\a_WalkN" { \\
weightlist UpperbodyReplace \\
hidden \\
iklock lfoot 1 0 iklock rfoot 1 0 \\
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" \\
} \\
$sequence $walkname$_static $idlefile$ frame $idleframe$ $idleframe$ alignto reference weightlist UpperbodyReplace hidden \\
$animation a_$walkname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference cmdlist lockfeet \\
$animation a_$walkname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference \\
$sequence $walkname$ { \\
a_walkSW a_walkS a_walkSE \\
a_walkW a_$walkname$C a_walkE \\
@ -387,7 +389,7 @@ $sequence $walkname$_mod $filename$ { \\
loop \\
} \\
$sequence $walkname$_static $filename$ frame 0 0 alignto reference weightlist UpperbodyReplace hidden \\
$animation a_$walkname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference cmdlist lockfeet \\
$animation a_$walkname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference \\
$sequence $walkname$ { \\
a_walkSW a_walkS a_walkSE \\
a_walkW a_$walkname$C a_walkE \\

View File

@ -79,15 +79,15 @@ $definemacro makeidlenoise idleNoiseName fileName \\
realtime \\
}
$definemacro makeidle idleName fileName frame idleNoiseName newLength \\
$sequence $idleName$ {\\
$fileName$ \\
frame $frame$ $frame$ \\
numframes $newLength$ \\
loop \\
addlayer $idleNoiseName$ \\
} \\
$continue $idleName$
//$definemacro makeidle idleName fileName frame idleNoiseName newLength \\
// $sequence $idleName$ {\\
// $fileName$ \\
// frame $frame$ $frame$ \\
// numframes $newLength$ \\
// loop \\
// addlayer $idleNoiseName$ \\
//} \\
//$continue $idleName$

View File

@ -2,8 +2,6 @@
$modelname "Humans\male_shared.mdl"
//$includemodel "player/male_anims.mdl"
// Must be included
$include "BaseModel.qci"
$include "hl2mp_ported_anims/commonbones.qci"
@ -257,10 +255,33 @@ $sequence "luggage_run_all" {
node "running"
}
// ================================================================
$include "HL2MPMoveAnims.qci"
$pushd "male_shared_anims"
$include "mapbase_player_include_anims_citizen.qci"
$popd
// ================================================================
$KeyValues
{
dynamic_interactions
{
$DIKV_Alyx
}
playermodel_data
{
neck_pivot_up "12"
neck_pivot_fwd "-4"
neck_pivot_duck_up "12"
neck_pivot_duck_fwd "16"
bone_transforms
{
$include "mapbase_player_include_bonetransforms.qci"
}
}
}

View File

@ -1,28 +0,0 @@
$modelname player\mapbase_female_anims.mdl
$include "hl2mp_ported_anims\commonbones_female.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 "female_shared_anims\ragdoll"
$include "HL2MPMoveAnims_Female.qci"
$pushd "female_shared_anims"
$include "mapbase_player_include_anims_citizen.qci"
$popd
$attachment "eyes" "ValveBiped.Bip01_Head1" 0 -3.5 65.2 absolute
$pushd "ChoreoModels"
$include "ChoreoModels\body_poses_lean.qci"
$popd

View File

@ -14,7 +14,6 @@ $makeaimlayer police_WalkN_pistol_aim_matrix "..\hl2mp_ported_anims\WalkN_pistol
$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"
@ -33,193 +32,266 @@ $makeaimlayer HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim
// Idle
// ---------------------------------------------------
$sequence idle "idle_subtle" loop activity ACT_HL2MP_IDLE 1
$sequence mp_idle "idle_subtle" loop activity ACT_HL2MP_IDLE 1
$makeidle idle_pistol "..\male_shared_anims\custom\Idle_Pistol_Aim" 0 weapons_Pistol_aim_matrix ACT_HL2MP_IDLE_PISTOL 1
$makeidle idle_shotgun "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1
$makeidle idle_smg1 "Idle_SMG1_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1
$makeidle idle_ar2 "idle_ar2_aim" 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_noik 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 "custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1
$makeidle_noik idle_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1
$makeidle_noik idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1
$makeidle mp_idle_pistol "..\male_shared_anims\custom\Idle_Pistol_Aim" 0 weapons_Pistol_aim_matrix ACT_HL2MP_IDLE_PISTOL 1
$makeidle mp_idle_shotgun "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1
$makeidle mp_idle_smg1 "Idle_SMG1_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1
$makeidle mp_idle_ar2 "idle_ar2_aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1
$makeidle mp_idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1
$makeidle_noik mp_idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1
$makeidle mp_idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1
$makeidle mp_idle_crossbow "custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1
$makeidle_noik mp_idle_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1
$makeidle_noik mp_idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1
$makeidle idle_smg2 "custom\Idle_SMG2_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG2 1
$makeidle idle_ar1 "custom\idle_ar1_aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR1 1
$makeidle mp_idle_smg2 "custom\Idle_SMG2_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG2 1
$makeidle mp_idle_ar1 "custom\idle_ar1_aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR1 1
$makeidle mp_idle_dualpistol "..\css_ported_anims\idle_elites.smd" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_DUAL_PISTOLS 1
// ---------------------------------------------------
// Run
// ---------------------------------------------------
$animation a_runC "idle_subtle" loop alignto reference cmdlist lockfeet
$sequence run_all {
$animation a_runC "idle_subtle" loop alignto reference //cmdlist lockfeet
$sequence mp_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 "..\male_shared_anims\custom\Idle_Pistol_Aim" 4 ACT_HL2MP_RUN_PISTOL 1
$makematchrun_9way run_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_RUN_SHOTGUN 1
$makerun_9way run_smg1 "..\hl2mp_ported_anims\RunN_Alert_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "Idle_SMG1_Aim" 0 ACT_HL2MP_RUN_SMG1 1
$makematchrun_9way run_ar2 "idle_ar2_aim" 0 soldier_Aim_9_directions "idle_ar2_aim" 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 "custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "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_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_RUN_SLAM 1
$makematchrun_9way mp_run_pistol "..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "..\male_shared_anims\custom\Idle_Pistol_Aim" 4 ACT_HL2MP_RUN_PISTOL 1
$makematchrun_9way mp_run_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_RUN_SHOTGUN 1
$makerun_9way mp_run_smg1 "..\hl2mp_ported_anims\RunN_Alert_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "Idle_SMG1_Aim" 0 ACT_HL2MP_RUN_SMG1 1
$makematchrun_9way mp_run_ar2 "idle_ar2_aim" 0 soldier_Aim_9_directions "idle_ar2_aim" 0 ACT_HL2MP_RUN_AR2 1
$makematchrun_9way mp_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 mp_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 mp_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 mp_run_crossbow "custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_RUN_CROSSBOW 1
$makematchrun_9way mp_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 mp_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
$makerun_9way run_smg2 "..\hl2mp_ported_anims\RunN_Alert_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "custom\Idle_SMG2_Aim" 0 ACT_HL2MP_RUN_SMG2 1
$makematchrun_9way run_ar1 "custom\idle_ar1_aim" 0 soldier_Aim_9_directions "custom\idle_ar1_aim" 0 ACT_HL2MP_RUN_AR1 1
$makerun_9way mp_run_smg2 "..\hl2mp_ported_anims\RunN_Alert_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "custom\Idle_SMG2_Aim" 0 ACT_HL2MP_RUN_SMG2 1
$makematchrun_9way mp_run_ar1 "custom\idle_ar1_aim" 0 soldier_Aim_9_directions "custom\idle_ar1_aim" 0 ACT_HL2MP_RUN_AR1 1
$makematchrun_9way mp_run_dualpistol "..\css_ported_anims\idle_elites.smd" 0 soldier_Aim_9_directions "..\css_ported_anims\idle_elites.smd" 0 ACT_HL2MP_DUAL_PISTOLS 1
// ---------------------------------------------------
// Crouch Idle
// ---------------------------------------------------
$sequence cidle "crouchidlehide" loop activity ACT_HL2MP_IDLE_CROUCH 1
$sequence mp_cidle "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 "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1
$makecidleB cidle_smg1 "Idle_SMG1_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG1 1
$makecidleB cidle_ar2 "idle_ar2_aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 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_noik 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 "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_noik 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_noik 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
$makecidle mp_cidle_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol ACT_HL2MP_IDLE_CROUCH_PISTOL 1
$makecidle mp_cidle_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1
$makecidleB mp_cidle_smg1 "Idle_SMG1_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG1 1
$makecidleB mp_cidle_ar2 "idle_ar2_aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR2 1
$makecidle mp_cidle_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1
$makecidleB_noik mp_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 mp_cidle_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG ACT_HL2MP_IDLE_CROUCH_RPG 1
$makecidleB mp_cidle_crossbow "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_noik mp_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_noik mp_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
$makecidleB cidle_smg2 "custom\Idle_SMG2_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG2 1
$makecidleB cidle_ar1 "custom\idle_ar1_aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR1 1
$makecidleB mp_cidle_smg2 "custom\Idle_SMG2_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG2 1
$makecidleB mp_cidle_ar1 "custom\idle_ar1_aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR1 1
$makecidleB mp_cidle_dualpistol "..\css_ported_anims\crouch_idle_elites.smd" 0 "..\css_ported_anims\crouch_idle_elites.smd" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_DUAL_PISTOLS 1
// ---------------------------------------------------
// Crouch Walk
// ---------------------------------------------------
$animation a_crouch_walkC "crouchidlehide" loop alignto reference cmdlist lockfeet
$sequence crouch_walk_all {
$animation a_crouch_walkC "crouchidlehide" loop alignto reference //cmdlist lockfeet
$sequence mp_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 "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_WALK_CROUCH_SHOTGUN 1
$makecwalk_9way cwalk_smg1 "Idle_SMG1_Aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG1 1
$makecwalk_9way cwalk_ar2 "idle_ar2_aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 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 "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_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
$makecwalk_9way mp_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 mp_cwalk_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_WALK_CROUCH_SHOTGUN 1
$makecwalk_9way mp_cwalk_smg1 "Idle_SMG1_Aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG1 1
$makecwalk_9way mp_cwalk_ar2 "idle_ar2_aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR2 1
$makecwalk_9way mp_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 mp_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 mp_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 mp_cwalk_crossbow "custom\Idle_Crossbow_Aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_CROSSBOW 1
$makecwalk_9way mp_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 mp_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
$makecwalk_9way cwalk_smg2 "custom\Idle_SMG2_Aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG2 1
$makecwalk_9way cwalk_ar1 "custom\idle_ar1_aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR1 1
$makecwalk_9way mp_cwalk_smg2 "custom\Idle_SMG2_Aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG2 1
$makecwalk_9way mp_cwalk_ar1 "custom\idle_ar1_aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR1 1
$makecwalk_9way mp_cwalk_dualpistol "..\css_ported_anims\crouch_idle_elites.smd" 0 soldier_Crouch_aim_9_directions "..\css_ported_anims\crouch_idle_elites.smd" 0 ACT_HL2MP_WALK_CROUCH_DUAL_PISTOLS 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 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 mp_range_pistol "..\hl2mp_ported_anims\Pistol_shoot_1" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL 1
$makerange_releaseik mp_range_shotgun "..\combine_soldier_anims_anims\shootSGs" 0 frames 0 29 ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN 1
$makerange mp_range_smg1 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1
$makerange mp_range_ar2 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1
$makerange mp_range_gravgun "..\hl2mp_ported_anims\HL2DM_Fire_Gravgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1
$makerange mp_range_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1
$makerange mp_range_rpg "..\male_shared_anims\shoot_rpg" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1
$makerange mp_range_crossbow "custom\shoot_crossbow" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1
$makerange mp_range_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping fps 45
$makerange mp_range_slam "..\hl2mp_ported_anims\HL2DM_deploy_SLAM" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1
$makerange range_smg2 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG2 1
$makerange range_ar1 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR1 1
$makerange mp_range_smg2 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG2 1
$makerange mp_range_ar1 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR1 1
$makerange mp_range_dualpistol "..\hl2mp_ported_anims\Pistol_shoot_1" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_DUAL_PISTOLS 1
// ---------------------------------------------------
// Jump
// ---------------------------------------------------
$makejump jump "crouchidlehide" 0 ACT_HL2MP_JUMP 1
$makejump mp_jump "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 "Idle_SMG1_Aim" 0 ACT_HL2MP_JUMP_SMG1 1
$makejump jump_ar2 "idle_ar2_aim" 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 "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
$makejump mp_jump_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_JUMP_PISTOL 1
$makejump mp_jump_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_JUMP_SHOTGUN 1
$makejump mp_jump_smg1 "Idle_SMG1_Aim" 0 ACT_HL2MP_JUMP_SMG1 1
$makejump mp_jump_ar2 "idle_ar2_aim" 0 ACT_HL2MP_JUMP_AR2 1
$makejump mp_jump_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 ACT_HL2MP_JUMP_PHYSGUN 1
$makejump mp_jump_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_JUMP_GRENADE 1
$makejump mp_jump_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_JUMP_RPG 1
$makejump mp_jump_crossbow "custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_JUMP_CROSSBOW 1
$makejump mp_jump_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_JUMP_MELEE 1
$makejump mp_jump_slam "..\hl2mp_ported_anims\HL2DM_Idle_SLAM" 0 ACT_HL2MP_JUMP_SLAM 1
$makejump jump_smg2 "custom\Idle_SMG2_Aim" 0 ACT_HL2MP_JUMP_SMG2 1
$makejump jump_ar1 "custom\idle_ar1_aim" 0 ACT_HL2MP_JUMP_AR1 1
$makejump mp_jump_smg2 "custom\Idle_SMG2_Aim" 0 ACT_HL2MP_JUMP_SMG2 1
$makejump mp_jump_ar1 "custom\idle_ar1_aim" 0 ACT_HL2MP_JUMP_AR1 1
$makejump mp_jump_dualpistol "..\css_ported_anims\idle_elites.smd" 0 ACT_HL2MP_JUMP_DUAL_PISTOLS 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 "..\combine_soldier_anims_anims\reload" 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 "custom\reload_crossbow" 10 25 40 fps 20 ACT_HL2MP_GESTURE_RELOAD_CROSSBOW 1
$makeweapongesturep reload_357 "..\police_animations_anims\custom\reload_357" 15 51 62 ACT_HL2MP_GESTURE_RELOAD_REVOLVER 1
$makeweapongesturep mp_reload_pistol "..\hl2mp_ported_anims\Pistol_reload" 9 33 40 ACT_HL2MP_GESTURE_RELOAD_PISTOL 1
$makeweapongesturep mp_reload_shotgun "..\male_shared_anims\reload_shotgun1" 19 55 75 ACT_HL2MP_GESTURE_RELOAD_SHOTGUN 1
$makeweapongesturep mp_reload_smg1 "..\combine_soldier_anims_anims\reload" 19 55 65 ACT_HL2MP_GESTURE_RELOAD_SMG1 1
$makeweapongesturep mp_reload_ar2 "..\male_shared_anims\reload_ar2" 10 30 50 ACT_HL2MP_GESTURE_RELOAD_AR2 1
$makeweapongesturep mp_reload_crossbow "custom\reload_crossbow" 10 25 40 fps 20 ACT_HL2MP_GESTURE_RELOAD_CROSSBOW 1
$makeweapongesturep mp_reload_357 "..\police_animations_anims\custom\reload_357" 15 51 62 ACT_HL2MP_GESTURE_RELOAD_REVOLVER 1
$makeweapongesturep reload_ar1 "..\male_shared_anims\custom\reload_ar1" 10 30 50 ACT_HL2MP_GESTURE_RELOAD_AR1 1
$makeweapongesturep mp_reload_ar1 "..\male_shared_anims\custom\reload_ar1" 10 30 50 ACT_HL2MP_GESTURE_RELOAD_AR1 1
$makeweapongesturep mp_reload_dualpistol "..\css_ported_anims\Walk_Reload_ELITES_Layer.smd" 10 65 90 ACT_HL2MP_GESTURE_RELOAD_DUAL_PISTOLS 1
// ---------------------------------------------------
// Walk
// ---------------------------------------------------
$animation a_walkC "idle_subtle" loop alignto reference cmdlist lockfeet
$sequence walk_all {
$animation a_walkC "idle_subtle" loop alignto reference //cmdlist lockfeet
$sequence mp_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 "..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "..\male_shared_anims\custom\Idle_Pistol_Aim" 4 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 "Idle_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "Idle_SMG1_Aim" 0 ACT_HL2MP_WALK_SMG1 1
$makematchwalk_9way walk_ar2 "idle_ar2_aim" 0 soldier_Aim_9_directions "idle_ar2_aim" 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 "custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "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_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_SLAM 1
$makematchwalk_9way mp_walk_pistol "..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "..\male_shared_anims\custom\Idle_Pistol_Aim" 4 ACT_HL2MP_WALK_PISTOL 1
$makematchwalk_9way mp_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 mp_walk_smg1 "Idle_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "Idle_SMG1_Aim" 0 ACT_HL2MP_WALK_SMG1 1
$makematchwalk_9way mp_walk_ar2 "idle_ar2_aim" 0 soldier_Aim_9_directions "idle_ar2_aim" 0 ACT_HL2MP_WALK_AR2 1
$makematchwalk_9way mp_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 mp_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 mp_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 mp_walk_crossbow "custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_WALK_CROSSBOW 1
$makematchwalk_9way mp_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 mp_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
$makematchwalk_9way walk_smg2 "custom\Idle_SMG2_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "custom\Idle_SMG2_Aim" 0 ACT_HL2MP_WALK_SMG2 1
$makematchwalk_9way walk_ar1 "custom\idle_ar1_aim" 0 soldier_Aim_9_directions "custom\idle_ar1_aim" 0 ACT_HL2MP_WALK_AR1 1
$makematchwalk_9way mp_walk_smg2 "custom\Idle_SMG2_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "custom\Idle_SMG2_Aim" 0 ACT_HL2MP_WALK_SMG2 1
$makematchwalk_9way mp_walk_ar1 "custom\idle_ar1_aim" 0 soldier_Aim_9_directions "custom\idle_ar1_aim" 0 ACT_HL2MP_WALK_AR1 1
$makematchwalk_9way mp_walk_dualpistol "..\css_ported_anims\idle_elites.smd" 0 soldier_Aim_9_directions "..\css_ported_anims\idle_elites.smd" 0 ACT_HL2MP_WALK_DUAL_PISTOLS 1
// ---------------------------------------------------
// Lower
// ---------------------------------------------------
$definemacro appendlower AppendSeq LowerSeq \\
$append $AppendSeq$ { blendlayer $LowerSeq$ 0 1 1 2 poseparameter "weapon_lower" }
$poseparameter "weapon_lower" 0 1
$Weightlist UpperbodyLowerBlend {
"valvebiped.Bip01_Pelvis" 0.1
"ValveBiped.Bip01_L_Thigh" 0.0
"ValveBiped.Bip01_R_Thigh" 0.0
"ValveBiped.Bip01_Spine" 0.1
"ValveBiped.Bip01_Spine1" 0.3
"ValveBiped.Bip01_Spine2" 0.4
"ValveBiped.Bip01_Spine4" 0.66
"ValveBiped.Bip01_R_Clavicle" 1.0
"ValveBiped.Bip01_L_Clavicle" 1.0
"ValveBiped.Bip01_Neck1" 1.0
}
$sequence mp_lower_ar2 "idle_angry_Ar2.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace
$sequence mp_lower_smg1 "Idle_Angry_SMG1.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace
$sequence mp_lower_shotgun "idle_angry_Ar2.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace // Idle_Angry_Shotgun desync on female citizens
$sequence mp_lower_rpg "Idle_Angry_RPG.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace
$sequence mp_lower_pistol "..\combine_soldier_anims_anims\custom\mp_lower_pistol.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace
$sequence mp_lower_ar1 "custom/idle_angry_ar1.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace
$sequence mp_lower_crossbow "custom/idle_angry_crossbow.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace
$sequence mp_lower_smg2 "custom/idle_angry_smg2.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace
$appendlower "mp_idle_pistol" "mp_lower_pistol"
$appendlower "mp_idle_shotgun" "mp_lower_shotgun"
$appendlower "mp_idle_smg1" "mp_lower_smg1"
$appendlower "mp_idle_ar2" "mp_lower_ar2"
$appendlower "mp_idle_rpg" "mp_lower_rpg"
$appendlower "mp_idle_crossbow" "mp_lower_crossbow"
$appendlower "mp_idle_smg2" "mp_lower_smg2"
$appendlower "mp_idle_ar1" "mp_lower_ar1"
$appendlower "mp_cidle_pistol" "mp_lower_pistol"
$appendlower "mp_cidle_shotgun" "mp_lower_shotgun"
$appendlower "mp_cidle_smg1" "mp_lower_smg1"
$appendlower "mp_cidle_ar2" "mp_lower_ar2"
$appendlower "mp_cidle_rpg" "mp_lower_rpg"
$appendlower "mp_cidle_crossbow" "mp_lower_crossbow"
$appendlower "mp_cidle_smg2" "mp_lower_smg2"
$appendlower "mp_cidle_ar1" "mp_lower_ar1"
$appendlower "mp_cwalk_pistol" "mp_lower_pistol"
$appendlower "mp_cwalk_shotgun" "mp_lower_shotgun"
$appendlower "mp_cwalk_smg1" "mp_lower_smg1"
$appendlower "mp_cwalk_ar2" "mp_lower_ar2"
$appendlower "mp_cwalk_rpg" "mp_lower_rpg"
$appendlower "mp_cwalk_crossbow" "mp_lower_crossbow"
$appendlower "mp_cwalk_smg2" "mp_lower_smg2"
$appendlower "mp_cwalk_ar1" "mp_lower_ar1"
$appendlower "mp_run_pistol" "mp_lower_pistol"
$appendlower "mp_run_shotgun" "mp_lower_shotgun"
$appendlower "mp_run_smg1" "mp_lower_smg1"
$appendlower "mp_run_ar2" "mp_lower_ar2"
$appendlower "mp_run_rpg" "mp_lower_rpg"
$appendlower "mp_run_crossbow" "mp_lower_crossbow"
$appendlower "mp_run_smg2" "mp_lower_smg2"
$appendlower "mp_run_ar1" "mp_lower_ar1"
$appendlower "mp_walk_pistol" "mp_lower_pistol"
$appendlower "mp_walk_shotgun" "mp_lower_shotgun"
$appendlower "mp_walk_smg1" "mp_lower_smg1"
$appendlower "mp_walk_ar2" "mp_lower_ar2"
$appendlower "mp_walk_rpg" "mp_lower_rpg"
$appendlower "mp_walk_crossbow" "mp_lower_crossbow"
$appendlower "mp_walk_smg2" "mp_lower_smg2"
$appendlower "mp_walk_ar1" "mp_lower_ar1"
// ---------------------------------------------------
// Misc
// ---------------------------------------------------
$weightlist "weights_357_shoot" {
"ValveBiped.Bip01_Pelvis" 3
"ValveBiped.Bip01_R_Clavicle" 3
"ValveBiped.Bip01_R_UpperArm" 1.6
"ValveBiped.Bip01_R_Forearm" 3
"ValveBiped.Bip01_R_Hand" 3
"ValveBiped.Bip01_L_Clavicle" 3
"ValveBiped.Bip01_L_UpperArm" 2
"ValveBiped.Bip01_L_Forearm" 5
"ValveBiped.Bip01_L_Hand" 5
}
$animation "@gesture_shoot_pistol_corrective_animation" "..\police_animations_anims\@gesture_shoot_pistol_corrective_animation.smd"
$sequence a_range_357 "..\police_animations_anims\gesture_shoot_pistol.smd" subtract "@gesture_shoot_pistol_corrective_animation" 0 delta weightlist "weights_357_shoot" hidden
$sequence range_357 "..\police_animations_anims\gesture_shoot_pistol.smd" {
$sequence mp_range_357 "..\police_animations_anims\gesture_shoot_pistol.smd" {
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
$append mp_reload_357 { fps 20 } // $357ReloadSounds
$include "mapbase_player_include_anims_misc.qci"

View File

@ -36,47 +36,47 @@ $makeaimlayer HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim
// Idle
// ---------------------------------------------------
$sequence idle "idle_subtle" loop activity ACT_HL2MP_IDLE 1
$sequence mp_idle "idle_subtle" loop activity ACT_HL2MP_IDLE 1
$makeidle idle_pistol "..\hl2mp_ported_anims\Pistol_aim_matrix" 4 weapons_Pistol_aim_matrix ACT_HL2MP_IDLE_PISTOL 1
$makeidle idle_shotgun "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1
$makeidle idle_smg1 "..\combine_soldier_anims_anims\CombatIdle1_SMG1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1
$makeidle idle_ar2 "..\combine_soldier_anims_anims\CombatIdle1" 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 "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 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_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1
$makeidle mp_idle_pistol "..\hl2mp_ported_anims\Pistol_aim_matrix" 4 weapons_Pistol_aim_matrix ACT_HL2MP_IDLE_PISTOL 1
$makeidle mp_idle_shotgun "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1
$makeidle mp_idle_smg1 "..\combine_soldier_anims_anims\CombatIdle1_SMG1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1
$makeidle mp_idle_ar2 "..\combine_soldier_anims_anims\CombatIdle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1
$makeidle mp_idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1
$makeidle mp_idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1
$makeidle mp_idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1
$makeidle mp_idle_crossbow "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1
$makeidle mp_idle_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1
$makeidle mp_idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1
// ---------------------------------------------------
// Run
// ---------------------------------------------------
$animation a_runC "idle_subtle" loop alignto reference cmdlist lockfeet
$sequence run_all {
$sequence mp_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 "..\hl2mp_ported_anims\Pistol_aim_matrix" 4 ACT_HL2MP_RUN_PISTOL 1
$makematchrun_9way run_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_RUN_SHOTGUN 1
$makerun_9way run_smg1 "..\hl2mp_ported_anims\RunN_Alert_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "..\combine_soldier_anims_anims\CombatIdle1_SMG1" 0 ACT_HL2MP_RUN_SMG1 1
$makematchrun_9way run_ar2 "..\combine_soldier_anims_anims\CombatIdle1" 0 soldier_Aim_9_directions "..\combine_soldier_anims_anims\CombatIdle1" 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 "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 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_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_RUN_SLAM 1
$makematchrun_9way mp_run_pistol "..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "..\hl2mp_ported_anims\Pistol_aim_matrix" 4 ACT_HL2MP_RUN_PISTOL 1
$makematchrun_9way mp_run_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_RUN_SHOTGUN 1
$makerun_9way mp_run_smg1 "..\hl2mp_ported_anims\RunN_Alert_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "..\combine_soldier_anims_anims\CombatIdle1_SMG1" 0 ACT_HL2MP_RUN_SMG1 1
$makematchrun_9way mp_run_ar2 "..\combine_soldier_anims_anims\CombatIdle1" 0 soldier_Aim_9_directions "..\combine_soldier_anims_anims\CombatIdle1" 0 ACT_HL2MP_RUN_AR2 1
$makematchrun_9way mp_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 mp_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 mp_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 mp_run_crossbow "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 ACT_HL2MP_RUN_CROSSBOW 1
$makematchrun_9way mp_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 mp_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 "crouchidlehide" loop activity ACT_HL2MP_IDLE_CROUCH 1
$sequence mp_cidle "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 "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1
@ -94,23 +94,23 @@ $makecidleB cidle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 "..\hl2mp_port
// ---------------------------------------------------
$animation a_crouch_walkC "crouchidlehide" loop alignto reference cmdlist lockfeet
$sequence crouch_walk_all {
$sequence mp_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 "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_WALK_CROUCH_SHOTGUN 1
$makecwalk_9way cwalk_smg1 "..\combine_soldier_anims_anims\shootSMG1c" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG1 1
$makecwalk_9way cwalk_ar2 "..\combine_soldier_anims_anims\shootAR2c" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 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 "..\combine_soldier_anims_anims\shootSMG1c" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 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_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
$makecwalk_9way mp_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 mp_cwalk_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_WALK_CROUCH_SHOTGUN 1
$makecwalk_9way mp_cwalk_smg1 "..\combine_soldier_anims_anims\shootSMG1c" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG1 1
$makecwalk_9way mp_cwalk_ar2 "..\combine_soldier_anims_anims\shootAR2c" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR2 1
$makecwalk_9way mp_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 mp_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 mp_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 mp_cwalk_crossbow "..\combine_soldier_anims_anims\shootSMG1c" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_CROSSBOW 1
$makecwalk_9way mp_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 mp_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
@ -131,18 +131,18 @@ $makerange range_slam "..\hl2mp_ported_anims\HL2DM_deploy_SLAM" 0 ACT_HL2MP_GES
// Jump
// ---------------------------------------------------
$makejump jump "crouchidlehide" 0 ACT_HL2MP_JUMP 1
$makejump mp_jump "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 "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_JUMP_SMG1 1
$makejump jump_ar2 "..\combine_soldier_anims_anims\shootAR2c" 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 "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 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
$makejump mp_jump_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_JUMP_PISTOL 1
$makejump mp_jump_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_JUMP_SHOTGUN 1
$makejump mp_jump_smg1 "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_JUMP_SMG1 1
$makejump mp_jump_ar2 "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_JUMP_AR2 1
$makejump mp_jump_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 ACT_HL2MP_JUMP_PHYSGUN 1
$makejump mp_jump_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_JUMP_GRENADE 1
$makejump mp_jump_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_JUMP_RPG 1
$makejump mp_jump_crossbow "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 ACT_HL2MP_JUMP_CROSSBOW 1
$makejump mp_jump_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_JUMP_MELEE 1
$makejump mp_jump_slam "..\hl2mp_ported_anims\HL2DM_Idle_SLAM" 0 ACT_HL2MP_JUMP_SLAM 1
// ---------------------------------------------------
// Reload
@ -158,20 +158,20 @@ $makereload reload_ar2 "..\combine_soldier_anims_anims\reload" ACT_HL2MP_GESTUR
// ---------------------------------------------------
$animation a_walkC "idle_subtle" loop alignto reference cmdlist lockfeet
$sequence walk_all {
$sequence mp_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 "..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "..\hl2mp_ported_anims\Pistol_aim_matrix" 4 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 mp_walk_pistol "..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "..\hl2mp_ported_anims\Pistol_aim_matrix" 4 ACT_HL2MP_WALK_PISTOL 1
$makematchwalk_9way mp_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
$makewalk_9way walk_smg1 "..\hl2mp_ported_anims\RunN_Alert_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "..\combine_soldier_anims_anims\CombatIdle1_SMG1" 0 ACT_HL2MP_WALK_SMG1 1
$makematchwalk_9way walk_ar2 "..\combine_soldier_anims_anims\CombatIdle1" 0 soldier_Aim_9_directions "..\combine_soldier_anims_anims\CombatIdle1" 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 "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 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_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_SLAM 1
$makematchwalk_9way mp_walk_ar2 "..\combine_soldier_anims_anims\CombatIdle1" 0 soldier_Aim_9_directions "..\combine_soldier_anims_anims\CombatIdle1" 0 ACT_HL2MP_WALK_AR2 1
$makematchwalk_9way mp_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 mp_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 mp_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 mp_walk_crossbow "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 ACT_HL2MP_WALK_CROSSBOW 1
$makematchwalk_9way mp_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 mp_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

View File

@ -5,38 +5,12 @@
// Shared misc. stuff
//
// ================================================================
//
// Combine animation gestures
//
$makeweapongesturep grenThrow_gesture "..\combine_soldier_anims_anims\grenThrow.smd" 10 35 50
$append grenThrow_gesture {
fps 45
activity "ACT_GESTURE_COMBINE_THROW_GRENADE" 1
{ event 7 30 "" }
}
$makeweapongesturep grenDrop_gesture "..\combine_soldier_anims_anims\grenDrop.smd" 12 32 43
$append grenDrop_gesture {
fps 35
activity "ACT_GESTURE_SPECIAL_ATTACK1" 1
{ event 7 26 "" }
}
$makerange mp_range2_shotgun "..\male_shared_anims\shoot_shotgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK2_SHOTGUN 1 // Temporary?
$makerange mp_range2_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK2_GRENADE 1
$makeweapongesturep grenPlace_gesture "..\combine_soldier_anims_anims\grenPlace.smd" 12 35 45
$append grenPlace_gesture {
fps 35
activity "ACT_GESTURE_SPECIAL_ATTACK2" 1
{ event 9 25 "" }
}
// ---------------------------------------------------
$makerange range2_shotgun "..\male_shared_anims\shoot_shotgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK2_SHOTGUN 1 // Temporary?
$makerange range2_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK2_GRENADE 1
$makeweapongesturep range2_smg1 "..\male_shared_anims\custom\shoot_smg1_alt.smd" 4 8 16 ACT_HL2MP_GESTURE_RANGE_ATTACK2_SMG1 1
$makeweapongesturep range2_ar2 "..\combine_soldier_anims_anims\shootAR2alt.smd" 12 24 36 ACT_HL2MP_GESTURE_RANGE_ATTACK2_AR2 1
$makeweapongesturep mp_range2_smg1 "..\male_shared_anims\custom\shoot_smg1_alt.smd" 4 8 16 ACT_HL2MP_GESTURE_RANGE_ATTACK2_SMG1 1
$makeweapongesturep mp_range2_ar2 "..\combine_soldier_anims_anims\shootAR2alt.smd" 12 24 36 ACT_HL2MP_GESTURE_RANGE_ATTACK2_AR2 1
// ---------------------------------------------------
@ -53,39 +27,18 @@ $cmdlist IK_BothHands {
ikrule "rhand" attachment "R_hand"
}
$makeidle idle_use "..\male_shared_anims\custom\hl2dm_use_light" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_USE 1 cmdlist IK_LHand
$makematchrun_9way run_use "..\male_shared_anims\custom\hl2dm_use_light" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\hl2dm_use_light" 0 ACT_HL2MP_RUN_USE 1
$makecidleB cidle_use "..\male_shared_anims\custom\hl2dm_use_light" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_USE 1 cmdlist IK_LHand
$makecwalk_9way cwalk_use "..\male_shared_anims\custom\hl2dm_use_light" 0 soldier_Crouch_aim_9_directions "..\male_shared_anims\custom\hl2dm_use_light" 0 ACT_HL2MP_WALK_CROUCH_USE 1
$makejump jump_use "..\male_shared_anims\custom\hl2dm_use_light" 0 ACT_HL2MP_JUMP_USE 1 cmdlist IK_LHand
$makematchwalk_9way walk_use "..\male_shared_anims\custom\hl2dm_use_light" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\hl2dm_use_light" 0 ACT_HL2MP_WALK_USE 1
$makeidle_noik mp_idle_use "..\male_shared_anims\custom\hl2dm_use_light" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_USE 1 cmdlist IK_LHand
$makematchrun_9way mp_run_use "..\male_shared_anims\custom\hl2dm_use_light" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\hl2dm_use_light" 0 ACT_HL2MP_RUN_USE 1
$makecidleB_noik mp_cidle_use "..\male_shared_anims\custom\hl2dm_use_light" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_USE 1 cmdlist IK_LHand
$makecwalk_9way mp_cwalk_use "..\male_shared_anims\custom\hl2dm_use_light" 0 soldier_Crouch_aim_9_directions "..\male_shared_anims\custom\hl2dm_use_light" 0 ACT_HL2MP_WALK_CROUCH_USE 1
$makejump mp_jump_use "..\male_shared_anims\custom\hl2dm_use_light" 0 ACT_HL2MP_JUMP_USE 1 cmdlist IK_LHand
$makematchwalk_9way mp_walk_use "..\male_shared_anims\custom\hl2dm_use_light" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\hl2dm_use_light" 0 ACT_HL2MP_WALK_USE 1
$makeidle idle_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_USE_HEAVY 1 cmdlist IK_BothHands
$makematchrun_9way run_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\hl2dm_use_heavy" 0 ACT_HL2MP_RUN_USE_HEAVY 1
$makecidleB cidle_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_USE_HEAVY 1 cmdlist IK_BothHands
$makecwalk_9way cwalk_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 soldier_Crouch_aim_9_directions "..\male_shared_anims\custom\hl2dm_use_heavy" 0 ACT_HL2MP_WALK_CROUCH_USE_HEAVY 1
$makejump jump_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 ACT_HL2MP_JUMP_USE_HEAVY 1 cmdlist IK_BothHands
$makematchwalk_9way walk_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\hl2dm_use_heavy" 0 ACT_HL2MP_WALK_USE_HEAVY 1
// ---------------------------------------------------
$pushd "../male_shared_anims"
$include "DefaultHolster.qci"
$popd
// ---------------------------------------------------
$pushd "../"
$include "l4d1_ported_anims/L4D1_PistolAnims.qci"
// Soldier Signals
$include "SoldierSignals.qci"
// Soldiers' original signals had a FPS of 48
$definevariable SignalFPS 36 //32
$DefaultSignalGestures $SignalFPS$
$popd
$makeidle_noik mp_idle_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_USE_HEAVY 1 cmdlist IK_BothHands
$makematchrun_9way mp_run_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\hl2dm_use_heavy" 0 ACT_HL2MP_RUN_USE_HEAVY 1
$makecidleB_noik mp_cidle_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_USE_HEAVY 1 cmdlist IK_BothHands
$makecwalk_9way mp_cwalk_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 soldier_Crouch_aim_9_directions "..\male_shared_anims\custom\hl2dm_use_heavy" 0 ACT_HL2MP_WALK_CROUCH_USE_HEAVY 1
$makejump mp_jump_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 ACT_HL2MP_JUMP_USE_HEAVY 1 cmdlist IK_BothHands
$makematchwalk_9way mp_walk_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\hl2dm_use_heavy" 0 ACT_HL2MP_WALK_USE_HEAVY 1
// ---------------------------------------------------

View File

@ -14,7 +14,6 @@ $makeaimlayer police_WalkN_pistol_aim_matrix "..\hl2mp_ported_anims\WalkN_pistol
$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"
@ -33,189 +32,236 @@ $makeaimlayer HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim
// Idle
// ---------------------------------------------------
$sequence idle "custom/unarmedidle1" loop activity ACT_HL2MP_IDLE 1
$sequence mp_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_noik 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_noik idle_melee "batonangryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1
$makeidle_noik idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1
$makeidle mp_idle_pistol "pistolangryidle2" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_PISTOL 1
$makeidle mp_idle_shotgun "custom/shotgunangryidle1" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1
$makeidle mp_idle_smg1 "smg1angryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1
$makeidle mp_idle_ar2 "custom/ar2angryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1
$makeidle mp_idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1
$makeidle_noik mp_idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1
$makeidle mp_idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1
$makeidle mp_idle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1
$makeidle_noik mp_idle_melee "batonangryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1
$makeidle_noik mp_idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1
$makeidle mp_idle_dualpistol "..\css_ported_anims\idle_elites.smd" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_DUAL_PISTOLS 1
// ---------------------------------------------------
// Run
// ---------------------------------------------------
$animation a_runC "custom/unarmedidle1" loop alignto reference cmdlist lockfeet
$sequence run_all {
$animation a_runC "custom/unarmedidle1" loop alignto reference //cmdlist lockfeet
$sequence mp_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
$makematchrun_9way mp_run_pistol "..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "pistolangryidle2" 0 ACT_HL2MP_RUN_PISTOL 1
$makematchrun_9way mp_run_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "custom/shotgunangryidle1" 4 ACT_HL2MP_RUN_SHOTGUN 1
$makematchrun_9way mp_run_smg1 "a_runN_aim_smg1" 0 weapons_RunN_SMG1_Aim_9_directions "smg1angryidle1" 0 ACT_HL2MP_RUN_SMG1 1
$makematchrun_9way mp_run_ar2 "custom/ar2angryidle1" 0 soldier_Aim_9_directions "custom/ar2angryidle1" 0 ACT_HL2MP_RUN_AR2 1
$makematchrun_9way mp_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 mp_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 mp_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 mp_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 mp_run_melee "a_RunN" 0 soldier_Aim_9_directions "batonangryidle1" 0 ACT_HL2MP_RUN_MELEE 1
$makematchrun_9way mp_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
$makematchrun_9way mp_run_dualpistol "..\css_ported_anims\idle_elites.smd" 0 soldier_Aim_9_directions "..\css_ported_anims\idle_elites.smd" 0 ACT_HL2MP_DUAL_PISTOLS 1
// ---------------------------------------------------
// Crouch Idle
// ---------------------------------------------------
$sequence cidle "..\male_shared_anims\crouchidlehide" loop activity ACT_HL2MP_IDLE_CROUCH 1
$sequence mp_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_noik 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_noik cidle_melee "batonangryidle1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_MELEE 1
$makecidleB_noik 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
$makecidle mp_cidle_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol ACT_HL2MP_IDLE_CROUCH_PISTOL 1
$makecidle mp_cidle_shotgun "custom/crouch_aim_ar2" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1
$makecidle mp_cidle_smg1 "custom/crouch_aim_smg1" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG1 1
$makecidle mp_cidle_ar2 "custom/crouch_aim_ar2" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR2 1
$makecidle mp_cidle_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1
$makecidleB_noik mp_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 mp_cidle_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG ACT_HL2MP_IDLE_CROUCH_RPG 1
$makecidleB mp_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_noik mp_cidle_melee "batonangryidle1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_MELEE 1
$makecidleB_noik mp_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
$makecidleB mp_cidle_dualpistol "..\css_ported_anims\crouch_idle_elites.smd" 0 "..\css_ported_anims\crouch_idle_elites.smd" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_DUAL_PISTOLS 1
// ---------------------------------------------------
// Crouch Walk
// ---------------------------------------------------
$animation a_crouch_walkC "..\male_shared_anims\crouchidlehide" loop alignto reference cmdlist lockfeet
$sequence crouch_walk_all {
$animation a_crouch_walkC "..\male_shared_anims\crouchidlehide" loop alignto reference //cmdlist lockfeet
$sequence mp_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
$makecwalk_9way mp_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 mp_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 mp_cwalk_smg1 "custom/smg1angryidle2" 0 soldier_Crouch_aim_9_directions "custom/crouch_aim_smg1" 0 ACT_HL2MP_WALK_CROUCH_SMG1 1
$makecwalk_9way mp_cwalk_ar2 "custom/ar2angryidle2" 0 soldier_Crouch_aim_9_directions "custom/crouch_aim_ar2" 0 ACT_HL2MP_WALK_CROUCH_AR2 1
$makecwalk_9way mp_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 mp_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 mp_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 mp_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 mp_cwalk_melee "batonangryidle1" 0 soldier_Aim_9_directions "batonangryidle1" 0 ACT_HL2MP_WALK_CROUCH_MELEE 1
$makecwalk_9way mp_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
$makecwalk_9way mp_cwalk_dualpistol "..\css_ported_anims\crouch_idle_elites.smd" 0 soldier_Crouch_aim_9_directions "..\css_ported_anims\crouch_idle_elites.smd" 0 ACT_HL2MP_WALK_CROUCH_DUAL_PISTOLS 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 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 "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
$makerange mp_range_pistol "..\hl2mp_ported_anims\Pistol_shoot_1" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL 1
$makerange_releaseik mp_range_shotgun "..\combine_soldier_anims_anims\shootSGs" 0 frames 0 29 ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN 1
$makerange mp_range_smg1 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1
$makerange mp_range_ar2 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1
$makerange mp_range_gravgun "..\hl2mp_ported_anims\HL2DM_Fire_Gravgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1
$makerange mp_range_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1
$makerange mp_range_rpg "..\male_shared_anims\shoot_rpg" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1
$makerange mp_range_crossbow "..\male_shared_anims\custom\shoot_crossbow" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1
$makerange mp_range_melee "custom/hl2dm_metrocop_swing" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping
$makerange mp_range_slam "..\hl2mp_ported_anims\HL2DM_deploy_SLAM" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1
$makerange mp_range_dualpistol "..\hl2mp_ported_anims\Pistol_shoot_1" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_DUAL_PISTOLS 1
// ---------------------------------------------------
// Jump
// ---------------------------------------------------
$makejump jump "..\male_shared_anims\crouchidlehide" 0 ACT_HL2MP_JUMP 1
$makejump mp_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
$makejump mp_jump_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_JUMP_PISTOL 1
$makejump mp_jump_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_JUMP_SHOTGUN 1
$makejump mp_jump_smg1 "custom/smg1angryidle2" 0 ACT_HL2MP_JUMP_SMG1 1
$makejump mp_jump_ar2 "custom/ar2angryidle2" 0 ACT_HL2MP_JUMP_AR2 1
$makejump mp_jump_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 ACT_HL2MP_JUMP_PHYSGUN 1
$makejump mp_jump_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_JUMP_GRENADE 1
$makejump mp_jump_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_JUMP_RPG 1
$makejump mp_jump_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_JUMP_CROSSBOW 1
$makejump mp_jump_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_JUMP_MELEE 1
$makejump mp_jump_slam "..\hl2mp_ported_anims\HL2DM_Idle_SLAM" 0 ACT_HL2MP_JUMP_SLAM 1
$makejump mp_jump_dualpistol "..\css_ported_anims\idle_elites.smd" 0 ACT_HL2MP_JUMP_DUAL_PISTOLS 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
$makeweapongesturep mp_reload_pistol "..\hl2mp_ported_anims\Pistol_reload" 9 33 40 ACT_HL2MP_GESTURE_RELOAD_PISTOL 1
$makeweapongesturep mp_reload_shotgun "..\male_shared_anims\reload_shotgun1" 19 55 75 ACT_HL2MP_GESTURE_RELOAD_SHOTGUN 1
$makeweapongesturep mp_reload_smg1 "reload_smg1" 19 55 65 ACT_HL2MP_GESTURE_RELOAD_SMG1 1
$makeweapongesturep mp_reload_ar2 "..\male_shared_anims\reload_ar2" 10 30 50 ACT_HL2MP_GESTURE_RELOAD_AR2 1
$makeweapongesturep mp_reload_crossbow "..\male_shared_anims\custom\reload_crossbow" 10 25 40 fps 20 ACT_HL2MP_GESTURE_RELOAD_CROSSBOW 1
$makeweapongesturep mp_reload_357 "custom\reload_357" 15 51 62 ACT_HL2MP_GESTURE_RELOAD_REVOLVER 1
$makeweapongesturep mp_reload_dualpistol "..\css_ported_anims\Walk_Reload_ELITES_Layer.smd" 10 65 90 ACT_HL2MP_GESTURE_RELOAD_DUAL_PISTOLS 1
// ---------------------------------------------------
// Walk
// ---------------------------------------------------
$animation a_walkC "custom/unarmedidle1" loop alignto reference cmdlist lockfeet
$sequence walk_all {
$animation a_walkC "custom/unarmedidle1" loop alignto reference //cmdlist lockfeet
$sequence mp_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
$makematchwalk_9way mp_walk_pistol "a_WalkN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "pistolangryidle2" 0 ACT_HL2MP_WALK_PISTOL 1
$makematchwalk_9way mp_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 mp_walk_smg1 "a_WalkN_aim_SMG1" 0 weapons_RunN_SMG1_Aim_9_directions "smg1angryidle1" 0 ACT_HL2MP_WALK_SMG1 1
$makematchwalk_9way mp_walk_ar2 "custom/ar2angryidle1" 0 soldier_Aim_9_directions "custom/ar2angryidle1" 0 ACT_HL2MP_WALK_AR2 1
$makematchwalk_9way mp_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 mp_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 mp_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 mp_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 mp_walk_melee "batonangryidle1" 0 soldier_Aim_9_directions "batonangryidle1" 0 ACT_HL2MP_WALK_MELEE 1
$makematchwalk_9way mp_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
$makematchwalk_9way mp_walk_dualpistol "..\css_ported_anims\idle_elites.smd" 0 soldier_Aim_9_directions "..\css_ported_anims\idle_elites.smd" 0 ACT_HL2MP_WALK_DUAL_PISTOLS 1
// ---------------------------------------------------
// Lower
// ---------------------------------------------------
$definemacro appendlower AppendSeq LowerSeq \\
$append $AppendSeq$ { blendlayer $LowerSeq$ 0 1 1 2 poseparameter "weapon_lower" }
$poseparameter "weapon_lower" 0 1
$Weightlist UpperbodyLowerBlend {
"valvebiped.Bip01_Pelvis" 0.1
"ValveBiped.Bip01_L_Thigh" 0.0
"ValveBiped.Bip01_R_Thigh" 0.0
"ValveBiped.Bip01_Spine" 0.1
"ValveBiped.Bip01_Spine1" 0.3
"ValveBiped.Bip01_Spine2" 0.4
"ValveBiped.Bip01_Spine4" 0.66
"ValveBiped.Bip01_R_Clavicle" 1.0
"ValveBiped.Bip01_L_Clavicle" 1.0
"ValveBiped.Bip01_Neck1" 1.0
}
$sequence mp_lower_smg1 "smg1idle1.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace
$sequence mp_lower_pistol "..\combine_soldier_anims_anims\custom\mp_lower_pistol.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace
$appendlower "mp_idle_pistol" "mp_lower_pistol"
$appendlower "mp_idle_shotgun" "mp_lower_smg1"
$appendlower "mp_idle_smg1" "mp_lower_smg1"
$appendlower "mp_idle_ar2" "mp_lower_smg1"
$appendlower "mp_idle_rpg" "mp_lower_smg1"
$appendlower "mp_idle_crossbow" "mp_lower_smg1"
$appendlower "mp_cidle_pistol" "mp_lower_pistol"
$appendlower "mp_cidle_shotgun" "mp_lower_smg1"
$appendlower "mp_cidle_smg1" "mp_lower_smg1"
$appendlower "mp_cidle_ar2" "mp_lower_smg1"
$appendlower "mp_cidle_rpg" "mp_lower_smg1"
$appendlower "mp_cidle_crossbow" "mp_lower_smg1"
$appendlower "mp_cwalk_pistol" "mp_lower_pistol"
$appendlower "mp_cwalk_shotgun" "mp_lower_smg1"
$appendlower "mp_cwalk_smg1" "mp_lower_smg1"
$appendlower "mp_cwalk_ar2" "mp_lower_smg1"
$appendlower "mp_cwalk_rpg" "mp_lower_smg1"
$appendlower "mp_cwalk_crossbow" "mp_lower_smg1"
$appendlower "mp_run_pistol" "mp_lower_pistol"
$appendlower "mp_run_shotgun" "mp_lower_smg1"
$appendlower "mp_run_smg1" "mp_lower_smg1"
$appendlower "mp_run_ar2" "mp_lower_smg1"
$appendlower "mp_run_rpg" "mp_lower_smg1"
$appendlower "mp_run_crossbow" "mp_lower_smg1"
$appendlower "mp_walk_pistol" "mp_lower_pistol"
$appendlower "mp_walk_shotgun" "mp_lower_smg1"
$appendlower "mp_walk_smg1" "mp_lower_smg1"
$appendlower "mp_walk_ar2" "mp_lower_smg1"
$appendlower "mp_walk_rpg" "mp_lower_smg1"
$appendlower "mp_walk_crossbow" "mp_lower_smg1"
// ---------------------------------------------------
// 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" {
$sequence mp_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 }
$append mp_reload_357 { fps 20 } // $357ReloadSounds
// ---------------------------------------------------

View File

@ -33,210 +33,259 @@ $makeaimlayer HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim
// Idle
// ---------------------------------------------------
$sequence idle "Idle_Unarmed" loop activity ACT_HL2MP_IDLE 1
$sequence mp_idle "Idle_Unarmed" loop activity ACT_HL2MP_IDLE 1
$makeidle idle_pistol "custom\CombatIdle1_Pistol" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_PISTOL 1
$makeidle idle_shotgun "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1
$makeidle idle_smg1 "CombatIdle1_SMG1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1
$makeidle idle_ar2 "CombatIdle1" 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_noik 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_noik idle_melee "..\police_animations_anims\batonangryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1
$makeidle_noik idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1
$makeidle mp_idle_pistol "custom\CombatIdle1_Pistol" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_PISTOL 1
$makeidle mp_idle_shotgun "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1
$makeidle mp_idle_smg1 "CombatIdle1_SMG1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1
$makeidle mp_idle_ar2 "CombatIdle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1
$makeidle mp_idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1
$makeidle_noik mp_idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1
$makeidle mp_idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1
$makeidle mp_idle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1
$makeidle_noik mp_idle_melee "..\police_animations_anims\batonangryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1
$makeidle_noik mp_idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1
$makeidle idle_smg2 "custom\CombatIdle1_SMG2" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG2 1
$makeidle idle_ar1 "custom\CombatIdle1_AR1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR1 1
$makeidle mp_idle_smg2 "custom\CombatIdle1_SMG2" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG2 1
$makeidle mp_idle_ar1 "custom\CombatIdle1_AR1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR1 1
$makeidle mp_idle_dualpistol "..\css_ported_anims\idle_elites.smd" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_DUAL_PISTOLS 1
// ---------------------------------------------------
// Run
// ---------------------------------------------------
$animation a_runC "Idle_Unarmed" loop alignto reference cmdlist lockfeet
$sequence run_all {
$animation a_runC "Idle_Unarmed" loop alignto reference //cmdlist lockfeet
$sequence mp_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 "custom\CombatIdle1_Pistol" 0 police_WalkN_pistol_aim_matrix "custom\CombatIdle1_Pistol" 4 ACT_HL2MP_RUN_PISTOL 1
$makematchrun_9way run_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_RUN_SHOTGUN 1
$makematchrun_9way run_smg1 "CombatIdle1_SMG1" 0 weapons_RunN_SMG1_Aim_9_directions "CombatIdle1_SMG1" 0 ACT_HL2MP_RUN_SMG1 1
$makematchrun_9way run_ar2 "CombatIdle1" 0 soldier_Aim_9_directions "CombatIdle1" 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 "..\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
$makematchrun_9way mp_run_pistol "custom\CombatIdle1_Pistol" 0 police_WalkN_pistol_aim_matrix "custom\CombatIdle1_Pistol" 4 ACT_HL2MP_RUN_PISTOL 1
$makematchrun_9way mp_run_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_RUN_SHOTGUN 1
$makematchrun_9way mp_run_smg1 "CombatIdle1_SMG1" 0 weapons_RunN_SMG1_Aim_9_directions "CombatIdle1_SMG1" 0 ACT_HL2MP_RUN_SMG1 1
$makematchrun_9way mp_run_ar2 "CombatIdle1" 0 soldier_Aim_9_directions "CombatIdle1" 0 ACT_HL2MP_RUN_AR2 1
$makematchrun_9way mp_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 mp_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 mp_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 mp_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 mp_run_melee "..\police_animations_anims\a_RunN" 0 soldier_Aim_9_directions "..\police_animations_anims\batonangryidle1" 0 ACT_HL2MP_RUN_MELEE 1
$makematchrun_9way mp_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
$makematchrun_9way run_smg2 "custom\CombatIdle1_SMG2" 0 weapons_RunN_SMG1_Aim_9_directions "custom\CombatIdle1_SMG2" 0 ACT_HL2MP_RUN_SMG2 1
$makematchrun_9way run_ar1 "custom\CombatIdle1_AR1" 0 soldier_Aim_9_directions "custom\CombatIdle1_AR1" 0 ACT_HL2MP_RUN_AR1 1
$makematchrun_9way mp_run_smg2 "custom\CombatIdle1_SMG2" 0 weapons_RunN_SMG1_Aim_9_directions "custom\CombatIdle1_SMG2" 0 ACT_HL2MP_RUN_SMG2 1
$makematchrun_9way mp_run_ar1 "custom\CombatIdle1_AR1" 0 soldier_Aim_9_directions "custom\CombatIdle1_AR1" 0 ACT_HL2MP_RUN_AR1 1
$makematchrun_9way mp_run_dualpistol "..\css_ported_anims\idle_elites.smd" 0 soldier_Aim_9_directions "..\css_ported_anims\idle_elites.smd" 0 ACT_HL2MP_DUAL_PISTOLS 1
// ---------------------------------------------------
// Crouch Idle
// ---------------------------------------------------
$sequence cidle "..\male_shared_anims\crouchidlehide" loop activity ACT_HL2MP_IDLE_CROUCH 1
$sequence mp_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 "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1
$makecidleB cidle_smg1 "CombatIdle1_SMG1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG1 1
$makecidleB cidle_ar2 "CombatIdle1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 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_noik 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_noik 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_noik 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
$makecidle mp_cidle_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol ACT_HL2MP_IDLE_CROUCH_PISTOL 1
$makecidle mp_cidle_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1
$makecidleB mp_cidle_smg1 "CombatIdle1_SMG1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG1 1
$makecidleB mp_cidle_ar2 "CombatIdle1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR2 1
$makecidle mp_cidle_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1
$makecidleB_noik mp_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 mp_cidle_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG ACT_HL2MP_IDLE_CROUCH_RPG 1
$makecidleB mp_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_noik mp_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_noik mp_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
$makecidleB cidle_smg2 "custom\CombatIdle1_SMG2" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG2 1
$makecidleB cidle_ar1 "custom\CombatIdle1_AR1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR1 1
$makecidleB mp_cidle_smg2 "custom\CombatIdle1_SMG2" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG2 1
$makecidleB mp_cidle_ar1 "custom\CombatIdle1_AR1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR1 1
$makecidleB mp_cidle_dualpistol "..\css_ported_anims\crouch_idle_elites.smd" 0 "..\css_ported_anims\crouch_idle_elites.smd" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_DUAL_PISTOLS 1
// ---------------------------------------------------
// Crouch Walk
// ---------------------------------------------------
$animation a_crouch_walkC "..\male_shared_anims\crouchidlehide" loop alignto reference cmdlist lockfeet
$sequence crouch_walk_all {
$animation a_crouch_walkC "..\male_shared_anims\crouchidlehide" loop alignto reference //cmdlist lockfeet
$sequence mp_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 "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_WALK_CROUCH_SHOTGUN 1
$makecwalk_9way cwalk_smg1 "CombatIdle1_SMG1" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG1 1
$makecwalk_9way cwalk_ar2 "CombatIdle1" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 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 "..\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
$makecwalk_9way mp_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 mp_cwalk_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_WALK_CROUCH_SHOTGUN 1
$makecwalk_9way mp_cwalk_smg1 "CombatIdle1_SMG1" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG1 1
$makecwalk_9way mp_cwalk_ar2 "CombatIdle1" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR2 1
$makecwalk_9way mp_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 mp_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 mp_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 mp_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 mp_cwalk_melee "..\police_animations_anims\batonangryidle1" 0 soldier_Aim_9_directions "..\police_animations_anims\batonangryidle1" 0 ACT_HL2MP_WALK_CROUCH_MELEE 1
$makecwalk_9way mp_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
$makecwalk_9way cwalk_smg2 "custom\CombatIdle1_SMG2" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG2 1
$makecwalk_9way cwalk_ar1 "custom\CombatIdle1_AR1" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR1 1
$makecwalk_9way mp_cwalk_smg2 "custom\CombatIdle1_SMG2" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG2 1
$makecwalk_9way mp_cwalk_ar1 "custom\CombatIdle1_AR1" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR1 1
$makecwalk_9way mp_cwalk_dualpistol "..\css_ported_anims\crouch_idle_elites.smd" 0 soldier_Crouch_aim_9_directions "..\css_ported_anims\crouch_idle_elites.smd" 0 ACT_HL2MP_WALK_CROUCH_DUAL_PISTOLS 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 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 "..\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
$makerange mp_range_pistol "..\hl2mp_ported_anims\Pistol_shoot_1" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL 1
$makerange_releaseik mp_range_shotgun "..\combine_soldier_anims_anims\shootSGs" 0 frames 0 29 ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN 1
$makerange mp_range_smg1 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1
$makerange mp_range_ar2 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1
$makerange mp_range_gravgun "..\hl2mp_ported_anims\HL2DM_Fire_Gravgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1
$makerange mp_range_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1
$makerange mp_range_rpg "..\male_shared_anims\shoot_rpg" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1
$makerange mp_range_crossbow "..\male_shared_anims\custom\shoot_crossbow" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1
$makerange mp_range_melee "..\police_animations_anims\custom\hl2dm_metrocop_swing" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping fps 45
$makerange mp_range_slam "..\hl2mp_ported_anims\HL2DM_deploy_SLAM" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1
$makerange range_smg2 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG2 1
$makerange range_ar1 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR1 1
$makerange mp_range_smg2 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG2 1
$makerange mp_range_ar1 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR1 1
$makerange mp_range_dualpistol "..\hl2mp_ported_anims\Pistol_shoot_1" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_DUAL_PISTOLS 1
// ---------------------------------------------------
// Jump
// ---------------------------------------------------
$makejump jump "..\male_shared_anims\crouchidlehide" 0 ACT_HL2MP_JUMP 1
$makejump mp_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 "CombatIdle1_SMG1" 0 ACT_HL2MP_JUMP_SMG1 1
$makejump jump_ar2 "CombatIdle1" 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
$makejump mp_jump_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_JUMP_PISTOL 1
$makejump mp_jump_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_JUMP_SHOTGUN 1
$makejump mp_jump_smg1 "CombatIdle1_SMG1" 0 ACT_HL2MP_JUMP_SMG1 1
$makejump mp_jump_ar2 "CombatIdle1" 0 ACT_HL2MP_JUMP_AR2 1
$makejump mp_jump_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 ACT_HL2MP_JUMP_PHYSGUN 1
$makejump mp_jump_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_JUMP_GRENADE 1
$makejump mp_jump_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_JUMP_RPG 1
$makejump mp_jump_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_JUMP_CROSSBOW 1
$makejump mp_jump_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_JUMP_MELEE 1
$makejump mp_jump_slam "..\hl2mp_ported_anims\HL2DM_Idle_SLAM" 0 ACT_HL2MP_JUMP_SLAM 1
$makejump jump_smg2 "custom\CombatIdle1_SMG2" 0 ACT_HL2MP_JUMP_SMG2 1
$makejump jump_ar1 "custom\CombatIdle1_AR1" 0 ACT_HL2MP_JUMP_AR1 1
$makejump mp_jump_smg2 "custom\CombatIdle1_SMG2" 0 ACT_HL2MP_JUMP_SMG2 1
$makejump mp_jump_ar1 "custom\CombatIdle1_AR1" 0 ACT_HL2MP_JUMP_AR1 1
$makejump mp_jump_dualpistol "..\css_ported_anims\idle_elites.smd" 0 ACT_HL2MP_JUMP_DUAL_PISTOLS 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 "..\combine_soldier_anims_anims\reload" 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 "..\police_animations_anims\custom\reload_357" 15 51 62 ACT_HL2MP_GESTURE_RELOAD_REVOLVER 1
$makeweapongesturep mp_reload_pistol "..\hl2mp_ported_anims\Pistol_reload" 9 33 40 ACT_HL2MP_GESTURE_RELOAD_PISTOL 1
$makeweapongesturep mp_reload_shotgun "..\male_shared_anims\reload_shotgun1" 19 55 75 ACT_HL2MP_GESTURE_RELOAD_SHOTGUN 1
$makeweapongesturep mp_reload_smg1 "..\combine_soldier_anims_anims\reload" 19 55 65 ACT_HL2MP_GESTURE_RELOAD_SMG1 1
$makeweapongesturep mp_reload_ar2 "..\male_shared_anims\reload_ar2" 10 30 50 ACT_HL2MP_GESTURE_RELOAD_AR2 1
$makeweapongesturep mp_reload_crossbow "..\male_shared_anims\custom\reload_crossbow" 10 25 40 fps 20 ACT_HL2MP_GESTURE_RELOAD_CROSSBOW 1
$makeweapongesturep mp_reload_357 "..\police_animations_anims\custom\reload_357" 15 51 62 ACT_HL2MP_GESTURE_RELOAD_REVOLVER 1
$makeweapongesturep mp_reload_dualpistol "..\css_ported_anims\Walk_Reload_ELITES_Layer.smd" 10 65 90 ACT_HL2MP_GESTURE_RELOAD_DUAL_PISTOLS 1
// ---------------------------------------------------
// Walk
// ---------------------------------------------------
$animation a_walkC "Idle_Unarmed" loop alignto reference cmdlist lockfeet
$sequence walk_all {
$animation a_walkC "Idle_Unarmed" loop alignto reference //cmdlist lockfeet
$sequence mp_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 "custom\CombatIdle1_Pistol" 0 police_WalkN_pistol_aim_matrix "custom\CombatIdle1_Pistol" 4 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 "CombatIdle1_SMG1" 0 weapons_RunN_SMG1_Aim_9_directions "CombatIdle1_SMG1" 0 ACT_HL2MP_WALK_SMG1 1
$makematchwalk_9way walk_ar2 "CombatIdle1" 0 soldier_Aim_9_directions "CombatIdle1" 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 "..\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
$makematchwalk_9way mp_walk_pistol "custom\CombatIdle1_Pistol" 0 police_WalkN_pistol_aim_matrix "custom\CombatIdle1_Pistol" 4 ACT_HL2MP_WALK_PISTOL 1
$makematchwalk_9way mp_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 mp_walk_smg1 "CombatIdle1_SMG1" 0 weapons_RunN_SMG1_Aim_9_directions "CombatIdle1_SMG1" 0 ACT_HL2MP_WALK_SMG1 1
$makematchwalk_9way mp_walk_ar2 "CombatIdle1" 0 soldier_Aim_9_directions "CombatIdle1" 0 ACT_HL2MP_WALK_AR2 1
$makematchwalk_9way mp_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 mp_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 mp_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 mp_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 mp_walk_melee "..\police_animations_anims\batonangryidle1" 0 soldier_Aim_9_directions "..\police_animations_anims\batonangryidle1" 0 ACT_HL2MP_WALK_MELEE 1
$makematchwalk_9way mp_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
$makematchwalk_9way walk_smg2 "custom\CombatIdle1_SMG2" 0 weapons_RunN_SMG1_Aim_9_directions "custom\CombatIdle1_SMG2" 0 ACT_HL2MP_WALK_SMG2 1
$makematchwalk_9way walk_ar1 "custom\CombatIdle1_AR1" 0 soldier_Aim_9_directions "custom\CombatIdle1_AR1" 0 ACT_HL2MP_WALK_AR1 1
$makematchwalk_9way mp_walk_smg2 "custom\CombatIdle1_SMG2" 0 weapons_RunN_SMG1_Aim_9_directions "custom\CombatIdle1_SMG2" 0 ACT_HL2MP_WALK_SMG2 1
$makematchwalk_9way mp_walk_ar1 "custom\CombatIdle1_AR1" 0 soldier_Aim_9_directions "custom\CombatIdle1_AR1" 0 ACT_HL2MP_WALK_AR1 1
$makematchwalk_9way mp_walk_dualpistol "..\css_ported_anims\idle_elites.smd" 0 soldier_Aim_9_directions "..\css_ported_anims\idle_elites.smd" 0 ACT_HL2MP_WALK_DUAL_PISTOLS 1
// ---------------------------------------------------
// Lower
// ---------------------------------------------------
$definemacro appendlower AppendSeq LowerSeq \\
$append $AppendSeq$ { blendlayer $LowerSeq$ 0 1 1 2 poseparameter "weapon_lower" }
$poseparameter "weapon_lower" 0 1
$Weightlist UpperbodyLowerBlend {
"valvebiped.Bip01_Pelvis" 0.1
"ValveBiped.Bip01_L_Thigh" 0.0
"ValveBiped.Bip01_R_Thigh" 0.0
"ValveBiped.Bip01_Spine" 0.1
"ValveBiped.Bip01_Spine1" 0.3
"ValveBiped.Bip01_Spine2" 0.4
"ValveBiped.Bip01_Spine4" 0.66
"ValveBiped.Bip01_R_Clavicle" 1.0
"ValveBiped.Bip01_L_Clavicle" 1.0
"ValveBiped.Bip01_Neck1" 0.0
}
$sequence mp_lower_ar2 "a_WalkN.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace
$sequence mp_lower_pistol "custom\mp_lower_pistol.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace
$appendlower "mp_idle_pistol" "mp_lower_pistol"
$appendlower "mp_idle_shotgun" "mp_lower_ar2"
$appendlower "mp_idle_smg1" "mp_lower_ar2"
$appendlower "mp_idle_ar2" "mp_lower_ar2"
$appendlower "mp_idle_rpg" "mp_lower_ar2"
$appendlower "mp_idle_crossbow" "mp_lower_ar2"
$appendlower "mp_idle_smg2" "mp_lower_ar2"
$appendlower "mp_idle_ar1" "mp_lower_ar2"
$appendlower "mp_cidle_pistol" "mp_lower_pistol"
$appendlower "mp_cidle_shotgun" "mp_lower_ar2"
$appendlower "mp_cidle_smg1" "mp_lower_ar2"
$appendlower "mp_cidle_ar2" "mp_lower_ar2"
$appendlower "mp_cidle_rpg" "mp_lower_ar2"
$appendlower "mp_cidle_crossbow" "mp_lower_ar2"
$appendlower "mp_cidle_smg2" "mp_lower_ar2"
$appendlower "mp_cidle_ar1" "mp_lower_ar2"
$appendlower "mp_cwalk_pistol" "mp_lower_pistol"
$appendlower "mp_cwalk_shotgun" "mp_lower_ar2"
$appendlower "mp_cwalk_smg1" "mp_lower_ar2"
$appendlower "mp_cwalk_ar2" "mp_lower_ar2"
$appendlower "mp_cwalk_rpg" "mp_lower_ar2"
$appendlower "mp_cwalk_crossbow" "mp_lower_ar2"
$appendlower "mp_cwalk_smg2" "mp_lower_ar2"
$appendlower "mp_cwalk_ar1" "mp_lower_ar2"
$appendlower "mp_run_pistol" "mp_lower_pistol"
$appendlower "mp_run_shotgun" "mp_lower_ar2"
$appendlower "mp_run_smg1" "mp_lower_ar2"
$appendlower "mp_run_ar2" "mp_lower_ar2"
$appendlower "mp_run_rpg" "mp_lower_ar2"
$appendlower "mp_run_crossbow" "mp_lower_ar2"
$appendlower "mp_run_smg2" "mp_lower_ar2"
$appendlower "mp_run_ar1" "mp_lower_ar2"
$appendlower "mp_walk_pistol" "mp_lower_pistol"
$appendlower "mp_walk_shotgun" "mp_lower_ar2"
$appendlower "mp_walk_smg1" "mp_lower_ar2"
$appendlower "mp_walk_ar2" "mp_lower_ar2"
$appendlower "mp_walk_rpg" "mp_lower_ar2"
$appendlower "mp_walk_crossbow" "mp_lower_ar2"
$appendlower "mp_walk_smg2" "mp_lower_ar2"
$appendlower "mp_walk_ar1" "mp_lower_ar2"
// ---------------------------------------------------
// Misc
// ---------------------------------------------------
$include "NewPistolAnimations_357.qci"
$animation "@gesture_shoot_pistol_corrective_animation" "..\police_animations_anims\@gesture_shoot_pistol_corrective_animation.smd"
$sequence a_range_357 "custom\shootp1" subtract a_range_357 4 delta weightlist "weights_357_shoot" hidden
$sequence range_357 "custom\shootp1" {
$sequence mp_range_357 "custom\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 }
$append mp_reload_357 { fps 20 } // $357ReloadSounds
// ---------------------------------------------------

View File

@ -0,0 +1,66 @@
//
// Default player bone transforms
//
spine
{
//"ValveBiped.Bip01_Spine1" "0.0"
"ValveBiped.Bip01_Spine2" "0.5"
"ValveBiped.Bip01_Spine4" "0.0"
"ValveBiped.Bip01_Neck1" "0.0"
"ValveBiped.Bip01_L_Clavicle" "0.0"
"ValveBiped.Bip01_R_Clavicle" "0.0"
"ValveBiped.Bip01_L_Shoulder" "0.0"
"ValveBiped.Bip01_R_Shoulder" "0.0"
"ValveBiped.Bip01_L_Bicep" "0.0"
"ValveBiped.Bip01_R_Bicep" "0.0"
"ValveBiped.Bip01_L_Trapezius" "0.0"
"ValveBiped.Bip01_R_Trapezius" "0.0"
}
arms
{
"ValveBiped.Bip01_L_UpperArm" "0.0"
"ValveBiped.Bip01_L_Forearm" "0.0"
"ValveBiped.Bip01_L_Hand" "0.0"
"ValveBiped.Bip01_L_Elbow" "0.0"
"ValveBiped.Bip01_L_Ulna" "0.0"
"ValveBiped.Bip01_L_Wrist" "0.0"
"ValveBiped.Bip01_L_Finger0" "0.0"
"ValveBiped.Bip01_L_Finger01" "0.0"
"ValveBiped.Bip01_L_Finger02" "0.0"
"ValveBiped.Bip01_L_Finger1" "0.0"
"ValveBiped.Bip01_L_Finger11" "0.0"
"ValveBiped.Bip01_L_Finger12" "0.0"
"ValveBiped.Bip01_L_Finger2" "0.0"
"ValveBiped.Bip01_L_Finger21" "0.0"
"ValveBiped.Bip01_L_Finger22" "0.0"
"ValveBiped.Bip01_L_Finger3" "0.0"
"ValveBiped.Bip01_L_Finger31" "0.0"
"ValveBiped.Bip01_L_Finger32" "0.0"
"ValveBiped.Bip01_L_Finger4" "0.0"
"ValveBiped.Bip01_L_Finger41" "0.0"
"ValveBiped.Bip01_L_Finger42" "0.0"
"ValveBiped.Bip01_R_UpperArm" "0.0"
"ValveBiped.Bip01_R_Forearm" "0.0"
"ValveBiped.Bip01_R_Hand" "0.0"
"ValveBiped.Bip01_R_Elbow" "0.0"
"ValveBiped.Bip01_R_Ulna" "0.0"
"ValveBiped.Bip01_R_Elbow" "0.0"
"ValveBiped.Bip01_R_Wrist" "0.0"
"ValveBiped.Bip01_R_Finger0" "0.0"
"ValveBiped.Bip01_R_Finger01" "0.0"
"ValveBiped.Bip01_R_Finger02" "0.0"
"ValveBiped.Bip01_R_Finger1" "0.0"
"ValveBiped.Bip01_R_Finger11" "0.0"
"ValveBiped.Bip01_R_Finger12" "0.0"
"ValveBiped.Bip01_R_Finger2" "0.0"
"ValveBiped.Bip01_R_Finger21" "0.0"
"ValveBiped.Bip01_R_Finger22" "0.0"
"ValveBiped.Bip01_R_Finger3" "0.0"
"ValveBiped.Bip01_R_Finger31" "0.0"
"ValveBiped.Bip01_R_Finger32" "0.0"
"ValveBiped.Bip01_R_Finger4" "0.0"
"ValveBiped.Bip01_R_Finger41" "0.0"
"ValveBiped.Bip01_R_Finger42" "0.0"
}

View File

@ -1,27 +0,0 @@
$modelname player\mapbase_male_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 "male_shared_anims"
$include "mapbase_player_include_anims_citizen.qci"
$popd
$attachment "eyes" "ValveBiped.Bip01_Head1" 0 -4 67.5 absolute
$pushd "ChoreoModels"
$include "ChoreoModels\body_poses_lean.qci"
$popd

View File

@ -1,27 +0,0 @@
$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

View File

@ -1,27 +0,0 @@
$modelname player\mapbase_soldier_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 "combine_soldier_anims_anims"
$include "mapbase_player_include_anims_soldier.qci"
$popd
$attachment "eyes" "ValveBiped.Bip01_Head1" 0 -4 67.5 absolute
$pushd "ChoreoModels"
$include "ChoreoModels\body_poses_lean.qci"
$popd

View File

@ -2,8 +2,6 @@
$modelname "Police_animations.mdl"
//$includemodel "player/male_anims.mdl"
// Must be included
$include "BaseModel.qci"
$include "hl2mp_ported_anims/commonbones.qci"
@ -181,6 +179,28 @@ $append melee_gunhit { activity "ACT_MELEE_ATTACK1" 1 { event 3 13 "" } }
$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 55 iklock lfoot 1 0 }
$include "l4d1_ported_anims\L4D1_LadderClimb_Male.qci"
$include "l4d1_ported_anims\L4D1_PistolAnims.qci" // Metrocops technically have their own pistol draw animation, but that's harder to turn into a gesture which works well
@ -220,10 +240,34 @@ $append Heal {
{ event AE_CITIZEN_HEAL 31 "" }
}
// ================================================================
$sequence reference "hl2mp_ported_anims\ragdoll_pose"
$include "HL2MPMoveAnims.qci"
$pushd "police_animations_anims"
$include "mapbase_player_include_anims_police.qci"
$popd
// ================================================================
$KeyValues
{
dynamic_interactions
{
$DIKV_Alyx
}
playermodel_data
{
neck_pivot_up "12"
neck_pivot_fwd "-4"
neck_pivot_duck_up "12"
neck_pivot_duck_fwd "16"
bone_transforms
{
$include "mapbase_player_include_bonetransforms.qci"
}
}
}

View File

@ -0,0 +1,382 @@
version 1
nodes
0 "ValveBiped.Bip01_R_Hand" -1
1 "ValveBiped.bone" 0
2 "fuse" 1
end
skeleton
time 0
0 -2.726069 -2.207014 -1.072217 -3.097952 -0.287244 0.085866
1 1.047124 -1.639377 -1.296244 -1.389252 0.182920 -1.141206
2 2.394701 3.204974 2.257557 -1.330694 -1.266420 -0.564045
end
triangles
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0 1.240968 -0.549618 3.163546 0.935515 0.001978 0.353282 0.806870 0.005458 1 1 1.000000
0 1.238823 0.574744 3.162931 0.935514 0.001978 0.353283 0.895404 0.005458 1 1 1.000000
W_grenadesheet
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0 0.796892 0.574538 4.333191 0.935514 0.001979 0.353283 0.895404 0.101482 1 1 1.000000
0 0.799038 -0.549824 4.333806 0.935514 0.001978 0.353283 0.806870 0.101482 1 1 1.000000
W_grenadesheet
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0 0.475290 -0.355024 2.980745 0.999981 0.001906 -0.005905 0.921832 0.052335 1 1 1.000000
0 0.475006 0.372847 3.167564 0.999981 0.001908 -0.005912 0.907600 0.083687 1 1 1.000000
W_grenadesheet
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0 0.475006 0.372847 3.167564 0.999981 0.001908 -0.005912 0.907600 0.083687 1 1 1.000000
0 0.475290 -0.355024 2.980745 0.999981 0.001906 -0.005905 0.921832 0.052335 1 1 1.000000
W_grenadesheet
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0 0.473899 0.372744 2.980348 0.289167 0.957276 -0.002239 0.921862 0.083711 1 1 1.000000
0 -0.051323 0.531844 3.170587 0.289164 0.957277 -0.002246 0.907370 0.110791 1 1 1.000000
W_grenadesheet
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0 -0.051323 0.531844 3.170587 0.289164 0.957277 -0.002246 0.907370 0.110791 1 1 1.000000
0 0.473899 0.372744 2.980348 0.289167 0.957276 -0.002239 0.921862 0.083711 1 1 1.000000
W_grenadesheet
0 -0.051323 0.531844 3.170587 -0.767256 0.641328 0.004181 0.907370 0.110791 1 1 1.000000
0 -0.052431 0.531739 2.983371 -0.767256 0.641327 0.004180 0.921632 0.110850 1 1 1.000000
0 -0.489905 0.007125 3.173473 -0.767257 0.641326 0.004174 0.907150 0.148969 1 1 1.000000
W_grenadesheet
0 -0.491011 0.007020 2.986258 -0.767257 0.641326 0.004173 0.921412 0.148974 1 1 1.000000
0 -0.489905 0.007125 3.173473 -0.767257 0.641326 0.004174 0.907150 0.148969 1 1 1.000000
0 -0.052431 0.531739 2.983371 -0.767256 0.641327 0.004180 0.921632 0.110850 1 1 1.000000
W_grenadesheet
0 -0.489905 0.007125 3.173473 -0.764803 -0.644246 0.004880 0.907150 0.148969 1 1 1.000000
0 -0.491011 0.007020 2.986258 -0.764803 -0.644246 0.004880 0.921412 0.148974 1 1 1.000000
0 -0.049324 -0.515919 3.171157 -0.764804 -0.644245 0.004880 0.907326 0.187175 1 1 1.000000
W_grenadesheet
0 -0.050431 -0.516023 2.983941 -0.764804 -0.644245 0.004880 0.921588 0.187117 1 1 1.000000
0 -0.049324 -0.515919 3.171157 -0.764804 -0.644245 0.004880 0.907326 0.187175 1 1 1.000000
0 -0.491011 0.007020 2.986258 -0.764803 -0.644246 0.004880 0.921412 0.148974 1 1 1.000000
W_grenadesheet
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0 -0.050431 -0.516023 2.983941 0.292816 -0.956168 -0.001198 0.921588 0.025205 1 1 1.000000
0 0.476395 -0.354919 3.167960 0.292814 -0.956169 -0.001194 0.907570 0.052366 1 1 1.000000
W_grenadesheet
0 0.475290 -0.355024 2.980745 0.292814 -0.956169 -0.001192 0.921832 0.052335 1 1 1.000000
0 0.476395 -0.354919 3.167960 0.292814 -0.956169 -0.001194 0.907570 0.052366 1 1 1.000000
0 -0.050431 -0.516023 2.983941 0.292816 -0.956168 -0.001198 0.921588 0.025205 1 1 1.000000
W_grenadesheet
0 -0.710678 -0.553336 3.175087 0.001907 -0.999998 0.000546 0.784499 0.883569 1 1 1.000000
0 1.240968 -0.549618 3.163546 0.001908 -0.999998 0.000545 0.783094 0.646213 1 1 1.000000
0 0.799038 -0.549824 4.333806 0.002500 -0.999997 -0.000542 0.925566 0.699960 1 1 1.000000
W_grenadesheet
0 0.799038 -0.549824 4.333806 0.002500 -0.999997 -0.000542 0.925566 0.699960 1 1 1.000000
0 -0.707376 -0.553007 3.765393 0.002351 -0.999997 -0.000630 0.856365 0.883167 1 1 1.000000
0 -0.710678 -0.553336 3.175087 0.001907 -0.999998 0.000546 0.784499 0.883569 1 1 1.000000
W_grenadesheet
0 0.799038 -0.549824 4.333806 0.002500 -0.999997 -0.000542 0.925566 0.699960 1 1 1.000000
0 -0.913211 -0.554165 4.069793 0.001984 -0.999998 0.000525 0.893424 0.908200 1 1 1.000000
0 -0.707376 -0.553007 3.765393 0.002351 -0.999997 -0.000630 0.856365 0.883167 1 1 1.000000
W_grenadesheet
0 0.799038 -0.549824 4.333806 0.002500 -0.999997 -0.000542 0.925566 0.699960 1 1 1.000000
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0 -0.913211 -0.554165 4.069793 0.001984 -0.999998 0.000525 0.893424 0.908200 1 1 1.000000
W_grenadesheet
0 -0.910006 -0.553862 4.611457 0.001910 -0.999998 0.000546 0.959368 0.907810 1 1 1.000000
0 -0.913211 -0.554165 4.069793 0.001984 -0.999998 0.000525 0.893424 0.908200 1 1 1.000000
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W_grenadesheet
0 -0.910006 -0.553862 4.611457 0.001910 -0.999998 0.000546 0.959368 0.907810 1 1 1.000000
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W_grenadesheet
0 -0.910006 -0.553862 4.611457 0.001910 -0.999998 0.000546 0.959368 0.907810 1 1 1.000000
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W_grenadesheet
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W_grenadesheet
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W_grenadesheet
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W_grenadesheet
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W_grenadesheet
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W_grenadesheet
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W_grenadesheet
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W_grenadesheet
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W_grenadesheet
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W_grenadesheet
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0 0.796892 0.574538 4.333191 -0.002499 0.999996 0.001016 0.925491 0.700221 1 1 1.000000
W_grenadesheet
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W_grenadesheet
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File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,36 @@
// Created by Crowbar 0.74
$modelname "weapons/w_bugbait.mdl"
$bodygroup "studio"
{
studio "w_bugbait_reference.smd"
}
$surfaceprop "flesh"
$contents "solid"
$illumposition 0 0 0.461
$cdmaterials "models\weapons\w_bugbait\"
$cbox 0 0 0 0 0 0
$bbox -4.06 -4.06 -3.678 4.06 4.06 4.6
$sequence "idle" {
"w_bugbait_reference.smd"
activity "ACT_VM_IDLE" 1
}
$collisionmodel "w_bugbait_physics.smd"
{
$mass 2
$inertia 1
$damping 0
$rotdamping 0
$rootbone " "
}

View File

@ -0,0 +1,230 @@
version 1
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end

View File

@ -0,0 +1,38 @@
// Created by Crowbar 0.74
$modelname "weapons/w_grenade.mdl"
$bodygroup "studio"
{
studio "Grenade_reference.smd"
}
$surfaceprop "grenade"
$contents "solid"
$illumposition -0.032 -0.002 0.085
$cdmaterials "models\weapons\w_grenade\"
$attachment "fuse" "fuse" 0 0 0 rotate 0 90 0
$cbox 0 0 0 0 0 0
$bbox -2.089 -2.089 -4.684 2.089 2.089 4.839
$sequence "idle" {
"Grenade_reference.smd"
activity "ACT_VM_IDLE" 1
}
$collisionmodel "w_grenade_physics.smd"
{
$mass 1
$inertia 1
$damping 0
$rotdamping 0
$rootbone " "
}

View File

@ -0,0 +1,206 @@
version 1
nodes
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2 "fuse" 1
end
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end

View File

@ -0,0 +1,68 @@
// Created by Crowbar 0.74
$modelname "weapons/W_physics.mdl"
$bodygroup "studio"
{
studio "HL2DM_gravgun_reference.smd"
}
$lod 35
{
replacemodel "HL2DM_gravgun_reference.smd" "HL2DM_gravgun_reference_lod1.smd"
replacebone "ValveBiped.Core" "ValveBiped.bone"
nofacial
}
$surfaceprop "weapon"
$contents "solid"
$illumposition 3.227 -13.156 2.965
$mostlyopaque
$cdmaterials "models\weapons\w_physics\"
$texturegroup "skinfamilies"
{
{ "w_physics_sheet" }
{ "w_physics_sheet2" }
}
$attachment "core" "ValveBiped.Core" 0 0 0 rotate -90 -90 0
$attachment "fork1m" "ValveBiped.Prong1" 0 2.2 5.3 rotate -90 -90 0
$attachment "fork1t" "ValveBiped.Prong1" 0 -1.5 7.8 rotate -90 -90 0
$attachment "fork2m" "ValveBiped.Prong2" 0 -2.9 5.5 rotate -90 -90 0
$attachment "fork2t" "ValveBiped.Prong2" 0.1 1.2 7.7 rotate -90 -90 0
$attachment "fork3m" "ValveBiped.Prong3" 0 -2.2 5.8 rotate -90 -90 0
$attachment "fork3t" "ValveBiped.Prong3" 0.1 2 7.4 rotate -90 -90 0
$cbox 0 0 0 0 0 0
$bbox -2.826 -6.042 -2.777 28.689 12.496 7.941
$sequence "idle" {
"HL2DM_gravgun_reference.smd"
activity "ACT_VM_IDLE" 1
loop
}
$sequence "attack1" {
"HL2DM_gravgun_reference.smd"
}
$sequence "upgrade" {
"HL2DM_gravgun_reference.smd"
activity "ACT_PHYSCANNON_UPGRADE" 1
}
$collisionmodel "w_physics_physics.smd"
{
$mass 10
$inertia 1
$damping 0
$rotdamping 0
$rootbone " "
}

View File

@ -0,0 +1,332 @@
version 1
nodes
0 "ValveBiped.Bip01_R_Hand" -1
1 "ValveBiped.bone" 0
2 "ValveBiped.Core" 1
3 "ValveBiped.Prong1" 1
4 "ValveBiped.Prong3" 1
5 "ValveBiped.Prong2" 1
end
skeleton
time 0
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2 0.523248 2.510679 23.975891 0.000000 -0.000000 1.570796
3 0.392656 5.264190 20.712843 -0.000000 0.000000 -0.000001
4 -2.027779 0.723655 20.712841 -0.000000 0.000000 -0.785398
5 2.843348 0.572307 20.712843 -0.000000 0.000001 0.801107
end
triangles
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