// ================================================================
// 
// Mapbase Player Default Animations
// 
// Based on player_anims.qci from the Source SDK
// 
// This file preserves the original HL2:DM animations and avoids too many custom modifications.
// The only changes are 9-way blends, unarmed animations, and walking animations.
// 
// ================================================================

// ---------------------------------------------------
// Aim Layers
// ---------------------------------------------------

$makeaimlayer police_WalkN_pistol_aim_matrix	"..\hl2mp_ported_anims\WalkN_pistol_aim_matrix" 
$makeaimlayer weapons_Pistol_aim_matrix			"..\hl2mp_ported_anims\Pistol_aim_matrix"
$makeaimlayer HL2DM_crouch_aim_pistol			"..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol"

$makeaimlayer soldier_Aim_9_directions			"..\hl2mp_ported_anims\Aim_9_directions"
$makeaimlayer soldier_Aim_9_directions_SG		"..\hl2mp_ported_anims\Aim_9_directions_SG"
$makeaimlayerB soldier_Crouch_aim_9_directions	"..\hl2mp_ported_anims\Crouch_aim_9_directions"
$makeaimlayer weapons_Aim_9_directions			"..\hl2mp_ported_anims\malecitizen_Aim_9_directions"
$makeaimlayer weapons_Aim_9_directions_Alert	"..\hl2mp_ported_anims\malecitizen_Aim_9_directions_Alert"
$makeaimlayer weapons_RunN_SMG1_Aim_9_directions "..\hl2mp_ported_anims\RunN_SMG1_Aim_9_directions"
$makeaimlayer weapons_WalkN_SMG1_Alert_Aim_9_directions "..\hl2mp_ported_anims\WalkN_SMG1_Alert_Aim_9_directions"

$makeaimlayer weapons_Aim_RPG_9_directions		"..\hl2mp_ported_anims\Aim_RPG_9_directions"
$makeaimlayer HL2DM_crouch_aim_RPG				"..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG"

$makeaimlayer HL2DM_Aim_Gravgun					"..\hl2mp_ported_anims\HL2DM_Aim_Gravgun"
$makeaimlayer HL2DM_Run_Aim_Gravgun				"..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun"
$makeaimlayer HL2DM_crouch_aim_gravgun			"..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun"

// ---------------------------------------------------
// Idle
// ---------------------------------------------------

$sequence	mp_idle			"idle_subtle" loop activity ACT_HL2MP_IDLE 1

$makeidle	mp_idle_pistol		"..\hl2mp_ported_anims\Pistol_aim_matrix" 4 weapons_Pistol_aim_matrix ACT_HL2MP_IDLE_PISTOL 1
$makeidle	mp_idle_shotgun	"..\hl2mp_ported_anims\Aim_9_directions_SG" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1
$makeidle	mp_idle_smg1		"..\combine_soldier_anims_anims\CombatIdle1_SMG1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1
$makeidle	mp_idle_ar2		"..\combine_soldier_anims_anims\CombatIdle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1
$makeidle	mp_idle_gravgun	"..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1
$makeidle	mp_idle_grenade	"..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1
$makeidle	mp_idle_rpg		"..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1
$makeidle	mp_idle_crossbow	"..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1
$makeidle	mp_idle_melee		"..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1
$makeidle	mp_idle_slam		"..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1

// ---------------------------------------------------
// Run
// ---------------------------------------------------

$animation a_runC "idle_subtle" loop alignto reference cmdlist lockfeet
$sequence mp_run_all {
	a_runSW a_runS a_runSE
	a_runW a_runC a_runE
	a_runNW a_runN a_runNE
	blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_RUN 1
}

$makematchrun_9way	mp_run_pistol		"..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "..\hl2mp_ported_anims\Pistol_aim_matrix" 4 ACT_HL2MP_RUN_PISTOL 1
$makematchrun_9way	mp_run_shotgun		"..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_RUN_SHOTGUN 1
$makerun_9way		mp_run_smg1		"..\hl2mp_ported_anims\RunN_Alert_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "..\combine_soldier_anims_anims\CombatIdle1_SMG1" 0 ACT_HL2MP_RUN_SMG1 1
$makematchrun_9way	mp_run_ar2			"..\combine_soldier_anims_anims\CombatIdle1" 0 soldier_Aim_9_directions "..\combine_soldier_anims_anims\CombatIdle1" 0 ACT_HL2MP_RUN_AR2 1
$makematchrun_9way	mp_run_gravgun 	"..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_RUN_PHYSGUN 1
$makematchrun_9way	mp_run_grenade 	"..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_RUN_GRENADE 1
$makematchrun_9way	mp_run_rpg			"..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_RUN_RPG 1
$makematchrun_9way	mp_run_crossbow	"..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 ACT_HL2MP_RUN_CROSSBOW 1
$makematchrun_9way	mp_run_melee		"..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_RUN_MELEE 1
$makematchrun_9way	mp_run_slam		"..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_RUN_SLAM 1

// ---------------------------------------------------
// Crouch Idle
// ---------------------------------------------------

$sequence	mp_cidle			"crouchidlehide" loop activity ACT_HL2MP_IDLE_CROUCH 1

$makecidle	cidle_pistol	"..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol ACT_HL2MP_IDLE_CROUCH_PISTOL 1
$makecidle	cidle_shotgun	"..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1
$makecidle	cidle_smg1		"..\combine_soldier_anims_anims\shootSMG1c" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG1 1
$makecidle	cidle_ar2		"..\combine_soldier_anims_anims\shootAR2c" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR2 1
$makecidle	cidle_gravgun	"..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1
$makecidleB	cidle_grenade	"..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_GRENADE 1 
$makecidle	cidle_rpg		"..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG ACT_HL2MP_IDLE_CROUCH_RPG 1 
$makecidle 	cidle_crossbow	"..\combine_soldier_anims_anims\shootSMG1c" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1
$makecidleB	cidle_melee		"..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_MELEE 1
$makecidleB	cidle_slam		"..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_SLAM 1

// ---------------------------------------------------
// Crouch Walk
// ---------------------------------------------------

$animation a_crouch_walkC "crouchidlehide" loop alignto reference cmdlist lockfeet
$sequence mp_crouch_walk_all {
	a_crouch_walkSW a_crouch_walkS a_crouch_walkSE
	a_crouch_walkW a_crouch_walkC a_crouch_walkE
	a_crouch_walkNW a_crouch_walkN a_crouch_walkNE
	blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_WALK_CROUCH 1
}

$makecwalk_9way	mp_cwalk_pistol		"..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_WALK_CROUCH_PISTOL 1
$makecwalk_9way	mp_cwalk_shotgun	"..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_WALK_CROUCH_SHOTGUN 1
$makecwalk_9way	mp_cwalk_smg1		"..\combine_soldier_anims_anims\shootSMG1c" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG1 1
$makecwalk_9way	mp_cwalk_ar2		"..\combine_soldier_anims_anims\shootAR2c" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR2 1
$makecwalk_9way	mp_cwalk_gravgun	"..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 ACT_HL2MP_WALK_CROUCH_PHYSGUN 1
$makecwalk_9way	mp_cwalk_grenade	"..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_CROUCH_GRENADE 1
$makecwalk_9way	mp_cwalk_rpg		"..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 ACT_HL2MP_WALK_CROUCH_RPG 1
$makecwalk_9way	mp_cwalk_crossbow	"..\combine_soldier_anims_anims\shootSMG1c" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_CROSSBOW 1
$makecwalk_9way	mp_cwalk_melee		"..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_WALK_CROUCH_MELEE 1
$makecwalk_9way	mp_cwalk_slam		"..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_CROUCH_SLAM 1

// ---------------------------------------------------
// Attack
// ---------------------------------------------------

$makerange	range_pistol	"..\hl2mp_ported_anims\Pistol_shoot_1" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL 1
$makerange	range_shotgun	"..\combine_soldier_anims_anims\shootSGs" 0 frames 0 29 ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN 1
$makerange	range_smg1		"..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1
$makerange	range_ar2		"..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1
$makerange	range_gravgun	"..\hl2mp_ported_anims\HL2DM_Fire_Gravgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1
$makerange	range_grenade	"..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1
$makerange	range_rpg		"..\male_shared_anims\shoot_rpg" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1
$makerange	range_crossbow	"..\combine_soldier_anims_anims\shootSGs" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1
$makerange	range_melee		"..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping fps 45
$makerange	range_slam		"..\hl2mp_ported_anims\HL2DM_deploy_SLAM" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1

// ---------------------------------------------------
// Jump
// ---------------------------------------------------

$makejump	mp_jump			"crouchidlehide" 0 ACT_HL2MP_JUMP 1

$makejump	mp_jump_pistol		"..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_JUMP_PISTOL 1
$makejump	mp_jump_shotgun	"..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_JUMP_SHOTGUN 1
$makejump	mp_jump_smg1		"..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_JUMP_SMG1 1
$makejump	mp_jump_ar2		"..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_JUMP_AR2 1
$makejump	mp_jump_gravgun	"..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 ACT_HL2MP_JUMP_PHYSGUN 1
$makejump	mp_jump_grenade	"..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_JUMP_GRENADE 1
$makejump	mp_jump_rpg		"..\hl2mp_ported_anims\Aim_RPG_9_directions" 4  ACT_HL2MP_JUMP_RPG 1
$makejump	mp_jump_crossbow	"..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 ACT_HL2MP_JUMP_CROSSBOW 1
$makejump	mp_jump_melee		"..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_JUMP_MELEE 1
$makejump	mp_jump_slam		"..\hl2mp_ported_anims\HL2DM_Idle_SLAM" 0 ACT_HL2MP_JUMP_SLAM 1

// ---------------------------------------------------
// Reload
// ---------------------------------------------------

$makereload reload_pistol 	"..\hl2mp_ported_anims\Pistol_reload" ACT_HL2MP_GESTURE_RELOAD_PISTOL 1
$makereload reload_shotgun  "..\combine_soldier_anims_anims\reload" ACT_HL2MP_GESTURE_RELOAD_SHOTGUN 1
$makereload reload_smg1		"..\combine_soldier_anims_anims\reload" ACT_HL2MP_GESTURE_RELOAD_SMG1 1
$makereload reload_ar2		"..\combine_soldier_anims_anims\reload" ACT_HL2MP_GESTURE_RELOAD_AR2 1

// ---------------------------------------------------
// Walk
// ---------------------------------------------------

$animation a_walkC "idle_subtle" loop alignto reference cmdlist lockfeet
$sequence mp_walk_all {
	a_walkSW a_walkS a_walkSE
	a_walkW a_walkC a_walkE
	a_walkNW a_walkN a_walkNE
	blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_WALK 1
}

$makematchwalk_9way	mp_walk_pistol		"..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "..\hl2mp_ported_anims\Pistol_aim_matrix" 4 ACT_HL2MP_WALK_PISTOL 1
$makematchwalk_9way	mp_walk_shotgun	"..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_WALK_SHOTGUN 1
$makewalk_9way		walk_smg1		"..\hl2mp_ported_anims\RunN_Alert_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "..\combine_soldier_anims_anims\CombatIdle1_SMG1" 0 ACT_HL2MP_WALK_SMG1 1
$makematchwalk_9way	mp_walk_ar2		"..\combine_soldier_anims_anims\CombatIdle1" 0 soldier_Aim_9_directions "..\combine_soldier_anims_anims\CombatIdle1" 0 ACT_HL2MP_WALK_AR2 1
$makematchwalk_9way	mp_walk_gravgun 	"..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_WALK_PHYSGUN 1
$makematchwalk_9way	mp_walk_grenade 	"..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_GRENADE 1
$makematchwalk_9way	mp_walk_rpg		"..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_WALK_RPG 1
$makematchwalk_9way	mp_walk_crossbow	"..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 ACT_HL2MP_WALK_CROSSBOW 1
$makematchwalk_9way	mp_walk_melee		"..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_WALK_MELEE 1
$makematchwalk_9way	mp_walk_slam		"..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_SLAM 1