// Created by Crowbar 0.56 $modelname "monk_animations.mdl" $includemodel "monk_animations_original.mdl" $include "monk_animations_DeclareSequence.qci" // Must be included $include "BaseModel.qci" $include "hl2mp_ported_anims/commonbones.qci" $include "hl2mp_ported_anims/weaponmacros.qci" $include "GenericWeightlists.qci" $include "GenericAnimationMacros.qci" //$poseparameter "gesture_height" 1 -1 loop 0 //$poseparameter "gesture_width" 1 -1 loop 0 //$poseparameter "move_yaw" -180 180 loop 0 //$definevariable Blend_Idle_Default "Idle_SMG1_Aim" //$definevariable Blend_Idle_Pistol "Idle_Pistol_Aim" //$definevariable Blend_Idle_Rifle "Idle_SMG1_Aim" $definevariable Blend_SMD_Default "monk_animations_anims\Idle_SMG1_Aim.smd" $definevariable Blend_SMD_Pistol "police_animations_anims\pistolangryidle2.smd" $definevariable Blend_SMD_Rifle "monk_animations_anims\Idle_SMG1_Aim.smd" $definevariable Blend_Node_Default "shooting" $definevariable Blend_Node_Pistol "shooting" $definevariable Blend_Node_Rifle "shooting" $include "BaseDI.qci" $include "AlyxDI.qci" // ================================================================ // Unique annabelle activity names // ================================================================ $pushd "monk_animations_anims" $animation "a_default_idle" "a_default_idle.smd" { loop ikrule "lfoot" footstep ikrule "rfoot" footstep ikrule "rhand" release ikrule "lhand" release } $sequence "Idle_Angry_Shotgun" "a_default_idle" activity "ACT_IDLE_SHOTGUN" 1 node "standing" $sequence "Idle_Shotgun_Aim" "Idle_SMG1_Aim.smd" activity "ACT_IDLE_ANGRY_SHOTGUN" 1 addlayer "layer_Aim_all" node "shooting" loop cmdlist lockfeetandlefthand // ---------------------------------------------------------------- // Overwritten shotgun anims $sequence "gesture_shoot_shotgun" "..\male_shared_anims\shoot_shotgun.smd" { event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } activity "ACT_GESTURE_RANGE_ATTACK_SHOTGUN" 1 delta subtract "gesture_shoot_shotgun" 0 $GenericShootFromIdle_NoHandIK "shoot_shotgun" "Idle_SMG1_Aim.smd" "ACT_RANGE_ATTACK_SHOTGUN" "layer_Aim_all" "gesture_shoot_shotgun" 45 { event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } // ---------------------------------------------------------------- // New annabelle versions $sequence "shoot_annabelle" "shoot_shotgun.smd" activity "ACT_RANGE_ATTACK_ANNABELLE" 1 addlayer "layer_Aim_all" node "shooting" $animation "@gesture_shoot_shotgun_corrective_animation" "@gesture_shoot_shotgun_corrective_animation.smd" $sequence "gesture_shoot_annabelle" "gesture_shoot_shotgun.smd" { activity "ACT_GESTURE_RANGE_ATTACK_ANNABELLE" 1 delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@gesture_shoot_shotgun_corrective_animation" 0 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" } // ---------------------------------------------------------------- $sequence "reload_annabelle" "reload_smg1.smd" { activity "ACT_RELOAD_ANNABELLE" 1 { event 3015 60 "" } blendlayer "layer_Aim_all" 0 0 0 20 spline blendlayer "layer_Aim_all" 80 100 119 199 spline node "shooting" } $makeweapongesturep gesture_reload_annabelle "reload_smg1.smd" 16 100 118 "ACT_GESTURE_RELOAD_ANNABELLE" 1 $append gesture_reload_annabelle { { event 3015 60 "" } } $popd // ================================================================ // Unarmed animations // ================================================================ $pushd "male_shared_anims" $sequence "idle_subtle" "idle_subtle" activity "ACT_IDLE" 1 $sequence "idle_angry" "idle_subtle" activity "ACT_IDLE_ANGRY" 1 $sequence "Idle01" "idle_subtle" activity "ACT_IDLE" 1 $sequence "Idle02" "idle_subtle" activity "ACT_IDLE" 1 $sequence "Idle03" "idle_subtle" activity "ACT_IDLE" 1 $popd // ================================================================