// 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"