// ================================================================ // // 357 Animations for Female Citizens // // ================================================================ $definemacro 357ReloadSounds \\ { event AE_CL_PLAYSOUND 10 "Weapon_357.OpenLoader" } \\ { event AE_CL_PLAYSOUND 17 "Weapon_357.RemoveLoader" } \\ { event AE_CL_PLAYSOUND 37 "Weapon_357.ReplaceLoader" } \\ { event AE_CL_PLAYSOUND 47 "Weapon_357.Spin" } \\ // TODO: Not really a spin $weightlist "weights_357_shoot" { "ValveBiped.Bip01_Pelvis" 4 "ValveBiped.Bip01_R_Clavicle" 4 "ValveBiped.Bip01_R_UpperArm" 1.6 "ValveBiped.Bip01_R_Forearm" 4 "ValveBiped.Bip01_R_Hand" 4 "ValveBiped.Bip01_L_Clavicle" 4 "ValveBiped.Bip01_L_UpperArm" 1 "ValveBiped.Bip01_L_Forearm" 8 "ValveBiped.Bip01_L_Hand" 4 } $animation "@gesture_shootp1_corrective_animation" "female_shared_anims\@gesture_shootp1_corrective_animation.smd" { } $sequence "gesture_shoot_357_layer" { "female_shared_anims\gesture_shootp1.smd" activity "ACT_GESTURE_RANGE_ATTACK_REVOLVER" 1 frame 2 2 delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@gesture_shootp1_corrective_animation" 0 weightlist "weights_357_shoot" hidden } $sequence "gesture_shoot_357" { "female_shared_anims\gesture_shootp1.smd" fps 30 noanimation blendlayer "gesture_shoot_357_layer" 0 4 6 16 spline numframes 16 { event 3014 1 "" } activity "ACT_GESTURE_RANGE_ATTACK_REVOLVER" 1 fadein 0.2 fadeout 0.2 } $sequence "shootp2" { "female_shared_anims\shootp1.smd" activity "ACT_RANGE_ATTACK_REVOLVER" 1 numframes 16 fadein 0.2 fadeout 0.2 addlayer "layer_Aim_p_all" node "shooting_pistol" blendlayer "gesture_shoot_357" 0 0 0 0 local //weightlist "weights_357_shoot" { event 3014 1 "" } fps 30 ikrule "lfoot" footstep contact 0 fakeorigin 11.95 7.22 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 15 15 target 3 ikrule "rfoot" footstep contact 0 fakeorigin -9.2 -3.23 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 15 15 target 2 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" } $sequence "crouch_shoot_357" { "alyx_animations_ep2\crouch_aim_pistol.smd" activity "ACT_RANGE_ATTACK_REVOLVER_LOW" 1 //numframes 16 fadein 0.2 fadeout 0.2 addlayer "layer_Aim_p_all" node "crouchShooting_pistol" blendlayer "gesture_shoot_357" 0 0 0 0 local //weightlist "weights_357_shoot" { event 3014 1 "" } fps 30 ikrule "lfoot" footstep contact 0 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 16 16 target 3 ikrule "rfoot" footstep contact 0 fakeorigin -8.15 -4.51 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 16 16 target 2 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" } $sequence "idle_357_crouch" { "alyx_animations_ep2\idle_p_crouch.smd" activity "ACT_COVER_REVOLVER_LOW" 1 fadein 0.2 fadeout 0.2 node "crouching_pistol" loop ikrule "lfoot" footstep contact 0 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 40 40 target 3 ikrule "rfoot" footstep contact 0 fakeorigin -8.09 -4.55 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 40 40 target 2 } // ---------------------------------------------------------------- $makeaimlayer soldier_Aim_9_directions "hl2mp_ported_anims\Aim_9_directions" $makeweapongesturep "gesture_reload_357" "police_animations_anims\custom\reload_357.smd" 15 51 62 $append "gesture_reload_357" { $357ReloadSounds activity "ACT_GESTURE_RELOAD_REVOLVER" 1 } // HACKHACK: Need soldier_Aim_9_directions instead of pistol_Aim_all to get past IK issues $GenericReloadFromIdle "reload_357" "female_shared_anims\reloadpistol.smd" "ACT_RELOAD_REVOLVER" "soldier_Aim_9_directions" "gesture_reload_357" 15 51 62 41 $append "reload_357" { $357ReloadSounds node "shooting_pistol" fps 30 }