// Created by Crowbar 0.56 // // Includes Mapbase modifications. // $declaresequence "dummyattachment" $declaresequence "idle_subtle" $declaresequence "idle_angry" $declaresequence "idlenoise" $declaresequence "LineIdle01" $declaresequence "LineIdle02" $declaresequence "LineIdle03" //$declaresequence "Crouch_idleD" $declaresequence "layer_crouch_walk_no_weapon" $declaresequence "layer_crouch_run_no_weapon" $declaresequence "walk_all_Moderate" $declaresequence "walk_all" $declaresequence "run_all" $declaresequence "Crouch_walk_all" $declaresequence "crouch_run_all_delta" $declaresequence "crouchRUNALL1" //$declaresequence "Stand_to_crouch" //$declaresequence "Crouch_to_stand" $declaresequence "Open_door_away" $declaresequence "Open_door_towards_right" $declaresequence "Open_door_towards_left" $declaresequence "turnleft" $declaresequence "turnright" $declaresequence "gesture_turn_left_45default" $declaresequence "gesture_turn_left_45inDelta" $declaresequence "gesture_turn_left_45outDelta" $declaresequence "gesture_turn_left_45" $declaresequence "gesture_turn_left_90default" $declaresequence "gesture_turn_left_90inDelta" $declaresequence "gesture_turn_left_90outDelta" $declaresequence "gesture_turn_left_90" $declaresequence "gesture_turn_right_45default" $declaresequence "gesture_turn_right_45inDelta" $declaresequence "gesture_turn_right_45outDelta" $declaresequence "gesture_turn_right_45" $declaresequence "gesture_turn_right_90default" $declaresequence "gesture_turn_right_90inDelta" $declaresequence "gesture_turn_right_90outDelta" $declaresequence "gesture_turn_right_90" $declaresequence "gesture_turn_left_45_flatdefault" $declaresequence "gesture_turn_left_45_flatinDelta" $declaresequence "gesture_turn_left_45_flatoutDelta" $declaresequence "gesture_turn_left_45_flat" $declaresequence "gesture_turn_left_90_flatdefault" $declaresequence "gesture_turn_left_90_flatinDelta" $declaresequence "gesture_turn_left_90_flatoutDelta" $declaresequence "gesture_turn_left_90_flat" $declaresequence "gesture_turn_right_45_flatdefault" $declaresequence "gesture_turn_right_45_flatinDelta" $declaresequence "gesture_turn_right_45_flatoutDelta" $declaresequence "gesture_turn_right_45_flat" $declaresequence "gesture_turn_right_90_flatdefault" $declaresequence "gesture_turn_right_90_flatinDelta" $declaresequence "gesture_turn_right_90_flatoutDelta" $declaresequence "gesture_turn_right_90_flat" $declaresequence "photo_react_blind" $declaresequence "photo_react_startle" $declaresequence "ThrowItem" $declaresequence "Heal" $declaresequence "Wave" $declaresequence "Wave_close" //$declaresequence "crouchidlehide" $declaresequence "Fear_Reaction" $declaresequence "Fear_Reaction_Idle" $declaresequence "cower" $declaresequence "cower_Idle" $declaresequence "layer_run_protected" $declaresequence "run_protected_all" $declaresequence "layer_run_panicked2" $declaresequence "run_panicked_2_all" $declaresequence "layer_run_panicked" $declaresequence "run_panicked__all" $declaresequence "layer_run_panicked3" $declaresequence "run_panicked3__all" $declaresequence "layer_walk_panicked" $declaresequence "walk_panicked_all" $declaresequence "crouch_panicked" $declaresequence "podpose" $declaresequence "deathpose_front" $declaresequence "deathpose_back" $declaresequence "deathpose_right" $declaresequence "deathpose_left" $declaresequence "Handshake_Alyx_Female" $declaresequence "injured1" $declaresequence "injured1postidle" $declaresequence "injured2" $declaresequence "base_cit_medic_anim" $declaresequence "base_cit_medic_postanim" $declaresequence "silo_sit" $declaresequence "Idle_Angry_SMG1" $declaresequence "Idle_Angry_Shotgun" $declaresequence "Idle_SMG1_Aim" $declaresequence "Idle_SMG1_Aim_Alert" $declaresequence "idle_angry_Ar2" // // Fixes animation weirdness // //$declaresequence "idle_ar2_aim" $sequence "idle_ar2_aim" { "female_shared_anims\idle_ar2_aim.smd" activity "ACT_IDLE_ANGRY_AR2" 1 fadein 0.5 fadeout 0.5 addlayer "layer_Aim_all" node "shooting" fps 30 loop ikrule "lfoot" footstep ikrule "rfoot" footstep ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" ikrule "rhand" release } $declaresequence "shoot_smg1" // // Fixes hand // //$declaresequence "shoot_ar2" $sequence "shoot_ar2" { "female_shared_anims\shoot_ar2.smd" activity "ACT_RANGE_ATTACK_AR2" 1 addlayer "layer_Aim_all" node "shooting" fps 25 match "idle_ar2_aim" ikrule "lfoot" footstep ikrule "rfoot" footstep ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" ikrule "rhand" release } $declaresequence "shoot_ar2_alt" $declaresequence "shoot_shotgun" $declaresequence "shoot_rpg" $declaresequence "reload_smg1" $declaresequence "reload_shotgun1" // // Improved reload_ar2 that blends straight into aiming // //$declaresequence "reload_ar2" $sequence "reload_ar2" { "female_shared_anims\reload_ar2.smd" activity "ACT_RELOAD_AR2" 1 { event 3015 10 "" } blendlayer "layer_Aim_all" 32 45 49 49 spline node "shooting" fps 25 cmdlist lockfeet } $declaresequence "gesture_reload_smg1spine" $declaresequence "gesture_reload_smg1arms" $declaresequence "gesture_reload_smg1" $declaresequence "gesture_reload_ar2spine" $declaresequence "gesture_reload_ar2arms" $declaresequence "gesture_reload_ar2" // // This doesn't replace anything, but it fits in this spot. // $makeweapongesture "gesture_reload_shotgun" "female_shared_anims\reload_shotgun1.smd" 10 60 75 $append "gesture_reload_shotgun" { activity "ACT_GESTURE_RELOAD_SHOTGUN" 1 { event 3015 29 "" } { event AE_CL_PLAYSOUND 57 "Weapon_Shotgun.Special1" } } $declaresequence "gesture_shoot_ar2" $declaresequence "gesture_shoot_smg1" $declaresequence "gesture_shoot_shotgun" $declaresequence "gesture_shoot_rpg" $declaresequence "IdleAngryToShootDelta" $declaresequence "IdleAngryToShoot" $declaresequence "ShootToIdleAngryDelta" $declaresequence "ShootToIdleAngry" $declaresequence "IdleAngry_AR2_ToShootDelta" $declaresequence "IdleAngry_AR2_ToShoot" $declaresequence "Shoot_AR2_ToIdleAngryDelta" $declaresequence "Shoot_AR2_ToIdleAngry" $declaresequence "CrouchDToShoot" $declaresequence "ShootToCrouchD" $declaresequence "CrouchDToStand" $declaresequence "StandToCrouchD" $declaresequence "CrouchDToCrouchShoot" $declaresequence "CrouchShootToCrouchD" //$declaresequence "Cover_R" // See "CitizenWallCover.qci" //$declaresequence "Cover_L" // See "CitizenWallCover.qci" //$declaresequence "CoverLow_R" // See "CitizenWallCover.qci" //$declaresequence "CoverLow_L" // See "CitizenWallCover.qci" $declaresequence "Cover_LToShootSMG1" $declaresequence "Cover_RToShootSMG1" $declaresequence "CoverLow_LToShootSMG1" $declaresequence "CoverLow_RToShootSMG1" $declaresequence "ShootSMG1ToCover_L" $declaresequence "ShootSMG1ToCover_R" $declaresequence "ShootSMG1ToCoverLow_L" $declaresequence "ShootSMG1ToCoverLow_R" $declaresequence "crouch_shoot_smg1" $declaresequence "crouch_aim_smg1" $declaresequence "crouch_reload_smg1" $sequence "crouch_shoot_shotgun" { "female_shared_anims\crouch_aim_smg1.smd" activity "ACT_RANGE_ATTACK_SHOTGUN_LOW" 1 numframes 45 addlayer "gesture_shoot_shotgun" addlayer "layer_Aim_all" node "crouchShooting" loop ikrule "lfoot" footstep ikrule "rfoot" footstep ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" ikrule "rhand" release } //$declaresequence "shootp1" // New pistol animations in NewPistolAnimations_FemaleCitizen.qci //$declaresequence "reloadpistol" $sequence "reloadpistol" { "female_shared_anims\reloadpistol.smd" activity "ACT_RELOAD_PISTOL" 1 { event 3015 35 "" } fadein 0.2 fadeout 0.2 //node "standing" // No node anymore fps 30 ikrule "lfoot" footstep contact 0 fakeorigin 9.84 2.76 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 38 38 target 3 ikrule "rfoot" footstep contact 0 fakeorigin -4.82 -5.95 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 38 38 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 38 38 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 38 38 target 1 } //$declaresequence "Pistol_idle" // New pistol animations in NewPistolAnimations_FemaleCitizen.qci //$declaresequence "Pistol_idle_aim" // New pistol animations in NewPistolAnimations_FemaleCitizen.qci $declaresequence "gesture_shootp1" $declaresequence "layer_Aim_p_all" $declaresequence "layer_run_p_aiming" $declaresequence "run_aiming_p_all" $declaresequence "layer_walk_p_aiming" $declaresequence "walk_aiming_p_all" $declaresequence "throw1" $declaresequence "swing" $declaresequence "MeleeAttack01" $declaresequence "pickup" $declaresequence "gunrack" $declaresequence "smgdraw" $declaresequence "Fear_Reaction_gesturespine" $declaresequence "Fear_Reaction_gesturearms" $declaresequence "Fear_Reaction_gesture" $declaresequence "Wave_SMG1" $declaresequence "layer_Aim_all" $declaresequence "layer_Aim_AR2_all" $declaresequence "layer_Aim_Alert_all" $declaresequence "layer_Aim_AR2_Alert_all" $declaresequence "layer_runAim_all" $declaresequence "layer_runAim_ar2_all" $declaresequence "layer_walkAlertAim_all" $declaresequence "layer_walkAlertAim_AR2_all" $declaresequence "layer_walk_aiming" $declaresequence "layer_walk_holding" $declaresequence "layer_run_aiming" $declaresequence "layer_crouch_run_aiming" $declaresequence "layer_crouch_walk_aiming" $declaresequence "layer_walk_AR2_aiming" $declaresequence "layer_walk_AR2_holding" $declaresequence "layer_run_AR2_aiming" $declaresequence "layer_walk_alert_holding" $declaresequence "walkAlertHOLDALL1" $declaresequence "layer_walk_alert_aiming" $declaresequence "walkAlertAimALL1" $declaresequence "layer_walk_alert_holding_AR2" $declaresequence "walkAlertHOLD_AR2_ALL1" $declaresequence "layer_walk_alert_aiming_AR2" $declaresequence "walkAlertAim_AR2_ALL1" $declaresequence "layer_run_alert_holding" $declaresequence "run_alert_holding_all" $declaresequence "layer_run_alert_aiming" $declaresequence "run_alert_aiming_all" $declaresequence "layer_run_alert_holding_AR2" $declaresequence "run_alert_holding_AR2_all" $declaresequence "layer_run_alert_aiming_ar2" $declaresequence "run_alert_aiming_ar2_all" $declaresequence "walkAIMALL1" $declaresequence "walkHOLDALL1" $declaresequence "walkAIMALL1_ar2" $declaresequence "walkHOLDALL1_ar2" $declaresequence "layer_run_holding" $declaresequence "run_holding_all" $declaresequence "run_aiming_all" $declaresequence "layer_run_holding_ar2" $declaresequence "run_holding_ar2_all" $declaresequence "run_aiming_ar2_all" $declaresequence "layer_crouch_run_holding" $declaresequence "crouchRUNHOLDINGALL1" $declaresequence "crouchRUNAIMINGALL1" $declaresequence "layer_crouch_walk_holding" $declaresequence "Crouch_walk_holding_all" $declaresequence "Crouch_walk_aiming_all" $declaresequence "Man_Gun_Aim_all" $declaresequence "Man_Gun" $declaresequence "Idle_SMG1_Relaxed" $declaresequence "layer_walk_holding_SMG1_Relaxed" $declaresequence "walk_SMG1_Relaxed_all" $declaresequence "layer_run_holding_SMG1_Relaxed" $declaresequence "run_SMG1_Relaxed_all" $declaresequence "Idle_AR2_Relaxed" $declaresequence "layer_walk_holding_AR2_Relaxed" $declaresequence "walk_AR2_Relaxed_all" $declaresequence "layer_run_holding_AR2_Relaxed" $declaresequence "run_AR2_Relaxed_all" $declaresequence "Idle_RPG_Relaxed" $declaresequence "Idle_Angry_RPG" $declaresequence "Idle_RPG_Aim" $declaresequence "Crouch_Idle_RPG" $declaresequence "StandToShootRPGfake" $declaresequence "ShootToStandRPGfake" $declaresequence "CrouchToShootRPGfake" $declaresequence "ShootToCrouchRPGfake" $declaresequence "layer_walk_holding_RPG" $declaresequence "walk_holding_RPG_all" $declaresequence "layer_run_holding_RPG" $declaresequence "run_holding_RPG_all" $declaresequence "layer_crouch_walk_holding_RPG" $declaresequence "Crouch_walk_holding_RPG_all" $declaresequence "layer_crouch_run_holding_RPG" $declaresequence "crouch_run_holding_RPG_all" $declaresequence "layer_Aim_RPG_all" $declaresequence "layer_walk_holding_RPG_Relaxed" $declaresequence "walk_RPG_Relaxed_all" $declaresequence "layer_run_holding_RPG_Relaxed" $declaresequence "run_RPG_Relaxed_all" $declaresequence "layer_walk_holding_package" $declaresequence "walk_holding_package_all" $declaresequence "idle_noise" $declaresequence "Idle_Relaxed_SMG1_1" $declaresequence "Idle_Relaxed_SMG1_2" $declaresequence "Idle_Relaxed_SMG1_3" $declaresequence "Idle_Relaxed_SMG1_4" $declaresequence "Idle_Relaxed_SMG1_5" $declaresequence "Idle_Relaxed_SMG1_6" $declaresequence "Idle_Relaxed_AR2_1" $declaresequence "Idle_Relaxed_AR2_2" $declaresequence "Idle_Relaxed_AR2_3" $declaresequence "Idle_Relaxed_AR2_4" $declaresequence "Idle_Relaxed_AR2_5" $declaresequence "Idle_Relaxed_AR2_6" $declaresequence "Idle_Relaxed_AR2_7" $declaresequence "Idle_Relaxed_AR2_8" $declaresequence "Idle_Relaxed_AR2_9" $declaresequence "Idle_Alert_SMG1_1" $declaresequence "Idle_Alert_SMG1_2" $declaresequence "Idle_Alert_SMG1_3" $declaresequence "Idle_Alert_SMG1_4" $declaresequence "Idle_Alert_SMG1_5" $declaresequence "Idle_Alert_SMG1_6" $declaresequence "Idle_Alert_AR2_1" $declaresequence "Idle_Alert_AR2_2" $declaresequence "Idle_Alert_AR2_3" $declaresequence "Idle_Alert_AR2_4" $declaresequence "Idle_Alert_AR2_5" $declaresequence "Idle_Alert_AR2_6" $declaresequence "Idle_Alert_AR2_7" $declaresequence "Idle_Alert_AR2_8" $declaresequence "Idle_Alert_AR2_9" $declaresequence "Idle_Relaxed_Shotgun_1" $declaresequence "Idle_Relaxed_Shotgun_2" $declaresequence "Idle_Relaxed_Shotgun_3" $declaresequence "Idle_Relaxed_Shotgun_4" $declaresequence "Idle_Relaxed_Shotgun_5" $declaresequence "Idle_Relaxed_Shotgun_6" $declaresequence "Idle_Alert_Shotgun_1" $declaresequence "Idle_Alert_Shotgun_2" $declaresequence "Idle_Alert_Shotgun_3" $declaresequence "Idle_Alert_Shotgun_4" $declaresequence "Idle_Alert_Shotgun_5" $declaresequence "Idle_Alert_Shotgun_6" $declaresequence "jump_holding_jump" $declaresequence "jump_holding_glide" $declaresequence "jump_holding_land" $declaresequence "Seafloor_Poses" $declaresequence "Idle_to_Lean_Left" $declaresequence "Lean_Left" $declaresequence "Lean_Left_to_Idle" $declaresequence "Idle_to_Lean_Back" $declaresequence "Lean_Back" $declaresequence "Lean_Back_to_Idle" $declaresequence "Idle_to_Sit_Ground" $declaresequence "Sit_Ground" $declaresequence "Sit_Ground_to_Idle" $declaresequence "Idle_to_Sit_Chair" $declaresequence "Sit_Chair" $declaresequence "Sit_Chair_to_Idle" $declaresequence "body_rot_z" $declaresequence "spine_rot_z" $declaresequence "neck_trans_x" $declaresequence "head_rot_z" $declaresequence "head_rot_y" $declaresequence "head_rot_x"