// Created by Crowbar 0.56 // // Includes Mapbase modifications. // $declaresequence "idle_subtle" $declaresequence "idle_angry" $declaresequence "LineIdle01" $declaresequence "LineIdle02" $declaresequence "LineIdle03" $declaresequence "LineIdle04" //$declaresequence "Crouch_idleD" $declaresequence "layer_crouch_walk_no_weapon" $declaresequence "layer_crouch_run_no_weapon" $declaresequence "walk_all_Moderate" //$declareanimation "a_WalkS" //$declareanimation "a_WalkSE" //$declareanimation "a_WalkE" //$declareanimation "a_WalkNE" //$declareanimation "a_WalkN" //$declareanimation "a_WalkNW" //$declareanimation "a_WalkW" //$declareanimation "a_WalkSW" $declaresequence "walk_all" //$declareanimation "a_RunS" //$declareanimation "a_RunSE" //$declareanimation "a_RunE" //$declareanimation "a_RunNE" //$declareanimation "a_RunN" //$declareanimation "a_RunNW" //$declareanimation "a_RunW" //$declareanimation "a_RunSW" $declaresequence "run_all" $declaresequence "sprint_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_left_180default" $declaresequence "gesture_turn_left_180inDelta" $declaresequence "gesture_turn_left_180outDelta" $declaresequence "gesture_turn_left_180" $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_right_180default" $declaresequence "gesture_turn_right_180inDelta" $declaresequence "gesture_turn_right_180outDelta" $declaresequence "gesture_turn_right_180" $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_left_180_flatdefault" $declaresequence "gesture_turn_left_180_flatinDelta" $declaresequence "gesture_turn_left_180_flatoutDelta" $declaresequence "gesture_turn_left_180_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 "gesture_turn_right_180_flatdefault" $declaresequence "gesture_turn_right_180_flatinDelta" $declaresequence "gesture_turn_right_180_flatoutDelta" $declaresequence "gesture_turn_right_180_flat" $declaresequence "Startle_behind" $declaresequence "photo_react_blind" $declaresequence "photo_react_startle" $declaresequence "ThrowItem" $declaresequence "Heal" $declaresequence "Wave" $declaresequence "Wave_close" $declaresequence "DuckUnder" //$declaresequence "crouchidlehide" $declaresequence "standtocrouchhide" $declaresequence "crouchhidetostand" $declaresequence "scaredidle" $declaresequence "preSkewer" $declaresequence "Fear_Reaction" $declaresequence "Fear_Reaction_Idle" $declaresequence "cower" $declaresequence "cower_Idle" $declaresequence "layer_run_protected" $declaresequence "run_protected_all" $declaresequence "run_all_panicked" $declaresequence "layer_crouchwalk_panicked" $declaresequence "walk_panicked_all" $declaresequence "crouchIdle_panicked4" $declaresequence "layer_luggage_walk" $declaresequence "luggage_walk_all" $declaresequence "layer_pace" $declaresequence "pace_all" $declaresequence "layer_walk_midspeed" $declaresequence "plaza_walk_all" $declaresequence "deathpose_front" $declaresequence "deathpose_back" $declaresequence "deathpose_right" $declaresequence "deathpose_left" //$declaresequence "hunter_cit_throw_ground" //$declaresequence "hunter_cit_tackle_di" //$declaresequence "hunter_cit_stomp" //$declaresequence "hunter_cit_tackle" //$declaresequence "hunter_cit_tackle_postI" $declaresequence "cit_door" $declaresequence "injured1" $declaresequence "injured3" $declaresequence "injured1preidle" $declaresequence "injured1postidle" $declaresequence "injured4" $declaresequence "injured4_standing" $declaresequence "injured4_sit" $declaresequence "injured4_sitpostidle" $declaresequence "citizen2" $declaresequence "citizen2_stand" $declaresequence "citizen4_preaction" $declaresequence "citizen4_rise" $declaresequence "citizen4_valve" $declaresequence "gman_freeze_pose_shooting" $declaresequence "gman_freeze_pose_shot" $declaresequence "welder_idle" $declaresequence "welder_loop" $declaresequence "ss_alyx_move_pre" $declaresequence "ss_alyx_move" $declaresequence "ss_alyx_move_post" $declaresequence "ss_advisor" $declaresequence "silo_sit" $declaresequence "Idle_Angry_SMG1" // // New shotgun animations based off of the Alyx/female animations. // // We have to put the existing male animation over the female ones as a weighted layer // so they don't look like they're sucking their arms into their hips. // $weightlist "ShotgunLayerWeightlist" { "ValveBiped.Bip01_Pelvis" 0.5 //"ValveBiped.Bip01_L_Clavicle" 0 //"ValveBiped.Bip01_R_Clavicle" 0 //"ValveBiped.Bip01_L_UpperArm" 0 //"ValveBiped.Bip01_R_UpperArm" 0 //"ValveBiped.Bip01_L_Forearm" 0 //"ValveBiped.Bip01_R_Forearm" 0 //"ValveBiped.Bip01_L_Hand" 0 //"ValveBiped.Bip01_R_Hand" 0 } $animation "a_shotgun_layer" "male_shared_anims\shoot_shotgun.smd" frame 0 0 $sequence "shotgun_layer" "a_shotgun_layer" { weightlist "ShotgunLayerWeightlist" //delta hidden } // // New shotgun animation // (no longer using this) // $declaresequence "Idle_Angry_Shotgun" //$animation "a_Idle_Angry_Shotgun" "female_shared_anims\shoot_shotgun.smd" frame 0 0 //$sequence "Idle_Angry_Shotgun" a_Idle_Angry_Shotgun { // activity "ACT_IDLE_SHOTGUN_AGITATED" 1 // numframes 30 // addlayer "shotgun_layer" // node "standing" // loop // cmdlist lockfeetandlefthand //} $declaresequence "Idle_SMG1_Aim" $declaresequence "Idle_SMG1_Aim_Alert" $declaresequence "idle_angry_Ar2" $declaresequence "idle_ar2_aim" $declaresequence "shoot_smg1" $declaresequence "shoot_ar2" $declaresequence "shoot_ar2_alt" // // New shotgun animation // //$declaresequence "shoot_shotgun" $sequence "shoot_shotgun" { "female_shared_anims\shoot_shotgun.smd" activity "ACT_RANGE_ATTACK_SHOTGUN" 1 { event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } addlayer "shotgun_layer" addlayer "layer_Aim_all" node "shooting" cmdlist lockfeetandlefthand } $declaresequence "shoot_rpg" $declaresequence "reload_smg1" // // New shotgun animation // //$declaresequence "reload_shotgun1" $sequence "reload_shotgun1" { "male_shared_anims\reload_shotgun1.smd" activity "ACT_RELOAD_SHOTGUN" 1 { event 3015 29 "" } { event AE_CL_PLAYSOUND 57 "Weapon_Shotgun.Special1" } //blendlayer "Idle_Angry_Shotgun" 0 0 0 10 spline //blendlayer "Idle_Angry_Shotgun" 59 75 75 75 spline node "standing" ikrule "lfoot" footstep ikrule "rfoot" footstep ikrule "rhand" release ikrule "lhand" release } // // Improved reload_ar2 that blends straight into aiming // //$declaresequence "reload_ar2" $sequence "reload_ar2" { "male_shared_anims\reload_ar2.smd" activity "ACT_RELOAD_AR2" 1 { event 3015 10 "" } blendlayer "layer_Aim_AR2_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" "male_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" { "male_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 } $sequence "crouch_reload_shotgun" { "male_shared_anims\Crouch_idleD.smd" activity "ACT_RELOAD_SHOTGUN_LOW" -1 numframes 75 addlayer "gesture_reload_shotgun" node "crouching" loop ikrule "lfoot" footstep ikrule "rfoot" footstep ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" ikrule "rhand" release } //$declaresequence "shootp1" // New pistol animations in NewPistolAnimations_MaleCitizen.qci //$declaresequence "gesture_shootp1" // New pistol animations in NewPistolAnimations_MaleCitizen.qci //$declaresequence "reload_pistol" // New pistol animations in NewPistolAnimations_MaleCitizen.qci //$declaresequence "crouch_shoot_pistol" // New pistol animations in NewPistolAnimations_MaleCitizen.qci //$declaresequence "crouch_reload_pistol" // New pistol animations in NewPistolAnimations_MaleCitizen.qci $declaresequence "throw1" $declaresequence "swing" $declaresequence "idle_angry_melee" $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_holding_AR2" $declaresequence "run_alert_holding_AR2_all" $declaresequence "layer_run_alert_aiming" $declaresequence "run_alert_aiming_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" $animation "a_RunN_AR2_aim" "male_shared_anims\a_RunN_AR2_aim.smd" { fps 30 loop ikrule "lfoot" footstep ikrule "rfoot" footstep walkframe 17 LX LY } $sequence "run_aiming_ar2_all" { "a_CitizenRunS" "a_CitizenRunSE" "a_CitizenRunE" "a_CitizenRunNE" "a_RunN_AR2_aim" "a_CitizenRunNW" "a_CitizenRunW" "a_CitizenRunSW" "a_CitizenRunS" activity "ACT_RUN_AIM_AR2" 1 // Fixed activity being named incorrectly blend "move_yaw" -180 180 blendwidth 9 { event 6004 6 "NPC_Citizen" } { event 6005 16 "NPC_Citizen" } blendlayer "layer_run_AR2_aiming" 0 0 0 0 local node "running" } $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_SMG1_7" $declaresequence "Idle_Relaxed_SMG1_8" $declaresequence "Idle_Relaxed_SMG1_9" $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_SMG1_7" $declaresequence "Idle_Alert_SMG1_8" $declaresequence "Idle_Alert_SMG1_9" $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_Relaxed_Shotgun_7" $declaresequence "Idle_Relaxed_Shotgun_8" $declaresequence "Idle_Relaxed_Shotgun_9" $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 "Idle_Alert_Shotgun_7" $declaresequence "Idle_Alert_Shotgun_8" $declaresequence "Idle_Alert_Shotgun_9" $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"