$weightlist "weights_weapon_holster_gesturespine" { "ValveBiped.Bip01_Pelvis" 0.9 "ValveBiped.Bip01_Spine" 0.8 "ValveBiped.Bip01_Spine1" 0.6 "ValveBiped.Bip01_Spine2" 0.4 "ValveBiped.Bip01_Spine4" 0 "ValveBiped.Bip01_L_Thigh" 0 "ValveBiped.Bip01_R_Thigh" 0 } $weightlist "weights_layer_run_holding_Shotgun_Relaxed" { "ValveBiped.Bip01_Pelvis" 0.1 "ValveBiped.Bip01_Spine" 0.2 "ValveBiped.Bip01_Spine1" 0.4 "ValveBiped.Bip01_Spine2" 0.6 "ValveBiped.Bip01_Spine4" 1 "ValveBiped.Bip01_L_Thigh" 0 "ValveBiped.Bip01_R_Thigh" 0 } $animation "@weapon_draw_gesturespine_corrective_animation" "alyx_animations_ep2\@weapon_draw_gesturespine_corrective_animation.smd" { } $animation "@weapon_holster_gesturespine_corrective_animation" "alyx_animations_ep2\@weapon_holster_gesturespine_corrective_animation.smd" { } $sequence "weapon_draw_gesturespine" { "alyx_animations_ep2\weapon_draw_gesturespine.smd" delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@weapon_draw_gesturespine_corrective_animation" 0 fadein 0.2 fadeout 0.2 hidden fps 30 weightlist "weapongesture_justspine" } $sequence "weapon_draw_gesturearms" { "alyx_animations_ep2\weapon_draw_gesturearms.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 45 45 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 1 weightlist "weapongesture_armsonly" } $sequence "weapon_draw_gesture" { "alyx_animations_ep2\weapon_draw_gesture.smd" activity "ACT_ARM" 1 { event AE_NPC_DRAW 32 "" } fadein 0.2 fadeout 0.2 iklock "rfoot" 1 0 iklock "lfoot" 1 0 blendlayer "weapon_draw_gesturearms" 0 10 26 45 spline blendlayer "weapon_draw_gesturespine" 0 10 26 45 spline fps 30 ikrule "rhand" touch "ValveBiped.Bip01_Spine" contact 10 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 10 26 40 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 44 44 target 1 usesequence noanimation } $sequence "weapon_holster_gesturespine" { "alyx_animations_ep2\weapon_holster_gesturespine.smd" delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@weapon_holster_gesturespine_corrective_animation" 0 fadein 0.2 fadeout 0.2 hidden fps 30 weightlist "weights_weapon_holster_gesturespine" } $sequence "weapon_holster_gestureworld" { "alyx_animations_ep2\weapon_holster_gestureworld.smd" fadein 0.2 fadeout 0.2 hidden worldspace fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 1 weightlist "weights_layer_run_holding_Shotgun_Relaxed" } $sequence "weapon_holster_gesture" { "alyx_animations_ep2\weapon_holster_gesture.smd" activity "ACT_DISARM" 1 { event AE_NPC_HOLSTER 22 "" } fadein 0.2 fadeout 0.2 iklock "rfoot" 1 0 iklock "lfoot" 1 0 blendlayer "weapon_holster_gestureworld" 0 15 30 45 spline blendlayer "weapon_holster_gesturespine" 0 0 30 45 fps 30 ikrule "rhand" touch "ValveBiped.Bip01_Spine" contact 15 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 15 30 1 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 44 44 target 1 usesequence noanimation }