// ================================================================
// 
// weapon_stunstick animations
// 
// ================================================================

$weightlist "weights_melee_neck_trans_x" {
	 "ValveBiped.Bip01_Pelvis" 1
	 "ValveBiped.Bip01_Spine" 1
	 "ValveBiped.Bip01_R_Thigh" 0
	 "ValveBiped.Bip01_L_Thigh" 0
}

$weightlist "weights_melee_gesture_reload_pistolarms" {
	 "ValveBiped.Bip01_Pelvis" 0
	 "ValveBiped.Bip01_R_Clavicle" 1
	 "ValveBiped.Bip01_L_Clavicle" 1
}

$weightlist "weights_melee_gesture_reload_pistol" {
	 "ValveBiped.Bip01_Pelvis" 0
}

$weightlist "weights_melee_layer_walk_hold_baton_angry" {
	 "ValveBiped.Bip01_Pelvis" 0
	 "ValveBiped.Bip01_Spine" 0.2
	 "ValveBiped.Bip01_Spine1" 0.4
	 "ValveBiped.Bip01_Spine2" 0.6
	 "ValveBiped.Bip01_Spine4" 0.8
	 "ValveBiped.Bip01_Neck1" 1
	 "ValveBiped.Bip01_Head1" 1
	 "ValveBiped.forward" 1
	 "ValveBiped.Bip01_R_Clavicle" 1
	 "ValveBiped.Bip01_R_UpperArm" 1
	 "ValveBiped.Bip01_R_Forearm" 1
	 "ValveBiped.Bip01_R_Hand" 1
	 "ValveBiped.Bip01_L_Clavicle" 1
	 "ValveBiped.Bip01_L_UpperArm" 1
	 "ValveBiped.Bip01_L_Forearm" 1
	 "ValveBiped.Bip01_L_Hand" 1
	 "ValveBiped.Bip01_R_Thigh" 0
	 "ValveBiped.Bip01_L_Thigh" 0
}

$weightlist "weights_melee_layer_run_hold_baton_angry" {
	 "ValveBiped.Bip01_Pelvis" 0
	 "ValveBiped.Bip01_Spine" 1
	 "ValveBiped.Bip01_Spine1" 1
	 "ValveBiped.Bip01_Spine2" 1
	 "ValveBiped.Bip01_Spine4" 1
	 "ValveBiped.Bip01_Neck1" 1
	 "ValveBiped.Bip01_Head1" 1
	 "ValveBiped.forward" 1
	 "ValveBiped.Bip01_R_Clavicle" 1
	 "ValveBiped.Bip01_R_UpperArm" 1
	 "ValveBiped.Bip01_R_Forearm" 1
	 "ValveBiped.Bip01_R_Hand" 1
	 "ValveBiped.Bip01_L_Clavicle" 1
	 "ValveBiped.Bip01_L_UpperArm" 1
	 "ValveBiped.Bip01_L_Forearm" 1
	 "ValveBiped.Bip01_L_Hand" 1
	 "ValveBiped.Bip01_R_Thigh" 0
	 "ValveBiped.Bip01_L_Thigh" 0
}

$weightlist "weights_melee_baton_only" {
	 "ValveBiped.Bip01_Pelvis" 0
	 "ValveBiped.Bip01_R_Clavicle" 0.4
	 "ValveBiped.Bip01_R_UpperArm" 0.6
	 "ValveBiped.Bip01_R_Forearm" 0.8
	 "ValveBiped.Bip01_R_Hand" 1
}

$sequence "layer_batonidle1" {
	"police_animations_anims\batonidle1.smd"
	fadein 0.2
	fadeout 0.2
	fps 30
	loop
	weightlist "weights_melee_baton_only"
}

$sequence "batonangryidle1" {
	"police_animations_anims\batonangryidle1.smd"
	activity "ACT_IDLE_ANGRY_MELEE" 1
	fadein 0.2
	fadeout 0.2
	node "standing_baton"
	fps 30
	loop
	ikrule "lfoot" footstep contact 0 fakeorigin 3.84 10.83 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 90 90 target 3
	ikrule "rfoot" footstep contact 0 fakeorigin -4.76 -5.81 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 90 90 target 2
	ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 0
	ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 1
}

$sequence "swing" {
	"police_animations_anims\swing.smd"
	activity "ACT_MELEE_ATTACK_SWING" 1
	{ event 3001 13 "" }
	fadein 0.2
	fadeout 0.2
	fps 35
	ikrule "lfoot" footstep contact 0 fakeorigin 3.96 10.2 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 28 28 target 3
	ikrule "rfoot" footstep contact 0 fakeorigin -4.64 -6.44 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 28 28 target 2
	ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 28 28 target 0
	ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 28 28 target 1
}

$sequence "thrust" {
	"police_animations_anims\thrust.smd"
	activity "ACT_MELEE_ATTACK_THRUST" 1
	{ event 3001 13 "" }
	fadein 0.2
	fadeout 0.2
	fps 35
	ikrule "lfoot" footstep contact 0 fakeorigin 3.96 10.2 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 35 35 target 3
	ikrule "rfoot" footstep contact 0 fakeorigin -4.64 -6.44 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 35 35 target 2
	ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 35 35 target 0
	ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 35 35 target 1
}

$animation "@swinggesturespine_corrective_animation" "police_animations_anims\@swinggesturespine_corrective_animation.smd" {
}

$sequence "swinggesturespine" {
	"police_animations_anims\swinggesturespine.smd"
	delta
	// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
	subtract "@swinggesturespine_corrective_animation" 0
	fadein 0.2
	fadeout 0.2
	hidden
	fps 30
	weightlist "weights_neck_trans_x"
}

$sequence "swinggesturearms" {
	"police_animations_anims\swinggesturearms.smd"
	fadein 0.2
	fadeout 0.2
	hidden
	fps 30
	ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
	ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
	weightlist "weights_gesture_reload_pistolarms"
}

$sequence "swinggesture" {
	"police_animations_anims\swinggesture.smd"
	activity "ACT_MELEE_ATTACK_SWING_GESTURE" 1
	{ event 3001 13 "" }
	fadein 0.2
	fadeout 0.2
	iklock "rfoot" 1 0
	iklock "lfoot" 1 0
	blendlayer "swinggesturearms" 0 7 19 30 spline
	blendlayer "swinggesturespine" 0 7 19 30 spline
	fps 35
	weightlist "weights_gesture_reload_pistol"
}

$animation "a_walkN_hold_baton_angry" "police_animations_anims\a_walkN_hold_baton_angry.smd" {
	fps 30
	loop
	ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
	ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
	ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
	ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
	walkframe 30 LX LY
}

$sequence "layer_walk_hold_baton_angry" {
	"police_animations_anims\layer_walk_hold_baton_angry.smd"
	fadein 0.2
	fadeout 0.2
	hidden
	fps 30
	loop
	ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
	ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
	weightlist "weights_melee_layer_walk_hold_baton_angry"
}

$sequence "layer_run_hold_baton_angry" {
	"police_animations_anims\a_RunN.smd"
	fadein 0.2
	fadeout 0.2
	hidden
	fps 30
	loop
	ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
	ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
	weightlist "weights_melee_layer_run_hold_baton_angry"
}

//$sequence "walk_hold_baton_angry" {
//	"a_WalkS"
//	"a_WalkSE"
//	"a_WalkE"
//	"a_WalkNE"
//	"a_walkN_hold_baton_angry"
//	"a_WalkNW"
//	"a_WalkW"
//	"a_WalkSW"
//	"a_WalkS"
//	activity "ACT_WALK_ANGRY" 1
//	blend "move_yaw" -180 180
//	blendwidth 9
//	{ event 6004 9 "NPC_MetroPolice" }
//	{ event 6005 25 "NPC_MetroPolice" }
//	fadein 0.2
//	fadeout 0.2
//	addlayer "layer_walk_hold_baton_angry"
//}