// ================================================================ // // New Pistol Animations for Female Citizens // // Author: Blixibon // // Metrocop animations were decompiled by Crowbar 0.71 // // ================================================================ // // This QCI file implements the following: // // 1. Full pistol walk, run, and crouch animations based on decompiled Alyx animations and decompiled metrocop animations. // They use citizen walk/run blends and "NPC_Citizen" footstep animation events. // // 2. A near-complete set of pistol readiness activities. "Readiness" is a feature on citizens and // other companions which changes their posture based on how "ready" they are for combat. // For example, a "relaxed" citizen will stand up straight, but a "stimulated" citizen will be // slightly ducked down and alert. This is purely visual and has no effect on gameplay. // // Due to the limitations of my animation skills, this uses no custom SMD animations. // Instead, most of these sequences involve complex QC commands applied on directly decompiled // animations. This can produce surprisingly good results, but it's still very crude and has a few caveats which require // a lot of work to iron out. As a result, this technique didn't always turn out perfectly and there are a few flaws in these // sequences if you look hard enough. Fortunately, the animations are mostly passable otherwise. // // Another limitation on female citizens in particular is the fact that we do not want to affect the animations of Alyx, which inherits from female_shared.mdl, // but we still want the female citizen pistol animations to be congruent with the new male citizen pistol animations from metrocops. // For some animations, we've had to resort to overriding them again in alyx_animations_ep2.qc or even modifying the npc_alyx code. // // If you would like to contribute actual animatons to replace some of these sequences, please contact Blixibon. // // ================================================================ // ================================================================ // Combat Animations // ================================================================ $weightlist "weights_pistol_hands" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_L_Hand" 1 "ValveBiped.Bip01_R_Hand" 1 } $sequence "Layer_Pistol_Hands" { "police_animations_anims\a_walkN_hold_pistol.smd" frame 0 0 numframes 30 weightlist "weights_pistol_hands" loop ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3 ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2 hidden } $weightlist "weights_pistol_hand_r" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_L_Hand" 0 "ValveBiped.Bip01_R_Hand" 1 } $sequence "Layer_Pistol_Hand_R" { "police_animations_anims\a_walkN_hold_pistol.smd" frame 0 0 numframes 30 weightlist "weights_pistol_hand_r" loop ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3 ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2 hidden } $sequence "shootp1" { "female_shared_anims\shootp1.smd" activity "ACT_RANGE_ATTACK_PISTOL" 1 { event 3014 1 "" } fadein 0.2 fadeout 0.2 //blendlayer "Layer_Pistol_Hands" 0 0 0 0 local addlayer "layer_Aim_p_all" node "shooting_pistol" snap fps 25 ikrule "lfoot" footstep contact 0 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 5 5 target 3 ikrule "rfoot" footstep contact 0 fakeorigin -3.39 -7 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 5 5 target 2 } $sequence "Pistol_idle" { "female_shared_anims\Pistol_idle.smd" activity "ACT_IDLE_PISTOL" 1 fadein 0.2 fadeout 0.2 blendlayer "Layer_Pistol_Hands" 0 0 0 0 local node "standing" loop ikrule "lfoot" footstep contact 0 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 30 30 target 3 ikrule "rfoot" footstep contact 0 fakeorigin -3.39 -7 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 30 30 target 2 } $sequence "Pistol_idle_aim" { "female_shared_anims\Pistol_idle_aim.smd" activity "ACT_IDLE_ANGRY_PISTOL" 1 fadein 0.2 fadeout 0.2 //blendlayer "Layer_Pistol_Hands" 0 0 0 0 local addlayer "layer_Aim_p_all" node "shooting_pistol" // shooting loop ikrule "lfoot" footstep contact 0 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 0 0 target 3 ikrule "rfoot" footstep contact 0 fakeorigin -3.39 -7 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 0 0 target 2 } // ================================================================ // Crouch Animations (largely from Alyx) // ================================================================ $sequence "idle_p_crouch" { // crouch_idle_pistol "alyx_animations_ep2\idle_p_crouch.smd" activity "ACT_COVER_PISTOL_LOW" 1 fadein 0.2 fadeout 0.2 node "crouching" loop ikrule "lfoot" footstep contact 0 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 40 40 target 3 ikrule "rfoot" footstep contact 0 fakeorigin -8.09 -4.55 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 40 40 target 2 } $sequence "crouch_shoot_pistol" { "alyx_animations_ep2\crouch_shoot_pistol.smd" activity "ACT_RANGE_ATTACK_PISTOL_LOW" 1 { event 3014 4 "" } fadein 0.2 fadeout 0.2 addlayer "layer_Aim_p_all" node "crouchShooting_pistol" snap fps 25 ikrule "lfoot" footstep contact 0 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 5 5 target 3 ikrule "rfoot" footstep contact 0 fakeorigin -8.15 -4.51 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 5 5 target 2 } $sequence "crouch_aim_pistol" { "alyx_animations_ep2\crouch_aim_pistol.smd" activity "ACT_RANGE_AIM_PISTOL_LOW" 1 fadein 0.2 fadeout 0.2 addlayer "layer_Aim_p_all" node "crouchShooting_pistol" loop ikrule "lfoot" footstep contact 0 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 16 16 target 3 ikrule "rfoot" footstep contact 0 fakeorigin -8.15 -4.51 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 16 16 target 2 } $sequence "crouch_reload_pistol" { "alyx_animations_ep2\crouch_reload_pistol.smd" activity "ACT_RELOAD_PISTOL_LOW" 1 { event 3015 35 "" } fadein 0.2 fadeout 0.2 node "crouchShooting_pistol" fps 25 ikrule "lfoot" footstep contact 0 fakeorigin 4.85 1.65 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 39 39 target 3 ikrule "rfoot" footstep contact 0 fakeorigin -8.2 -4.61 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 39 39 target 2 } // ================================================================ // Transition Animations // ================================================================ $sequence "Crouch_to_stand_pistol" { "alyx_animations_ep2\Crouch_to_stand.smd" activity "ACT_TRANSITION" 1 fadein 0.2 fadeout 0.2 blendlayer "layer_Aim_p_all" 8 15 25 25 spline transition "crouching_pistol" "standing" ikrule "rfoot" footstep contact 1 fakeorigin -8.02 -4.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 5 10 target 2 ikrule "rfoot" footstep contact 12 fakeorigin -3.09 -7.27 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 12 24 25 target 2 ikrule "lfoot" footstep contact 1 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 14 16 target 3 ikrule "lfoot" footstep contact 24 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 21 24 24 25 target 3 } $sequence "Stand_to_crouch_pistol" { "alyx_animations_ep2\Stand_to_crouch.smd" activity "ACT_TRANSITION" 1 fadein 0.2 fadeout 0.2 blendlayer "layer_Aim_p_all" 8 15 25 25 spline transition "standing" "crouching_pistol" ikrule "rfoot" footstep contact 6 fakeorigin -8.34 -4.37 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 6 24 25 target 2 ikrule "lfoot" footstep contact 1 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 7 10 target 3 ikrule "lfoot" footstep contact 14 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 14 24 25 target 3 } $sequence "Crouch_to_shoot_pistol" { "alyx_animations_ep2\Crouch_to_shoot.smd" activity "ACT_TRANSITION" 1 fadein 0.2 fadeout 0.2 blendlayer "layer_Aim_p_all" 8 15 25 25 spline transition "crouching_pistol" "shooting_pistol" // shooting ikrule "rfoot" footstep contact 1 fakeorigin -8.02 -4.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 5 10 target 2 ikrule "rfoot" footstep contact 12 fakeorigin -3.09 -7.27 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 12 24 25 target 2 ikrule "lfoot" footstep contact 1 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 14 16 target 3 ikrule "lfoot" footstep contact 24 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 21 24 24 25 target 3 } $sequence "Shoot_to_crouch" { "alyx_animations_ep2\Shoot_to_crouch.smd" activity "ACT_TRANSITION" 1 fadein 0.2 fadeout 0.2 blendlayer "layer_Aim_p_all" 8 15 25 25 spline transition "shooting_pistol" "crouching_pistol" // shooting ikrule "rfoot" footstep contact 6 fakeorigin -8.34 -4.37 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 6 24 25 target 2 ikrule "lfoot" footstep contact 1 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 7 10 target 3 ikrule "lfoot" footstep contact 14 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 14 24 25 target 3 } $sequence "Crouchshoot_to_stand_pistol" { "alyx_animations_ep2\Crouchshoot_to_stand.smd" activity "ACT_TRANSITION" 1 fadein 0.2 fadeout 0.2 blendlayer "layer_Aim_p_all" 8 15 25 25 spline transition "crouchShooting_pistol" "standing" ikrule "rfoot" footstep contact 1 fakeorigin -8.1 -4.53 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 5 10 target 2 ikrule "rfoot" footstep contact 12 fakeorigin -2.93 -7.4 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 12 24 25 target 2 ikrule "lfoot" footstep contact 1 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 14 16 target 3 ikrule "lfoot" footstep contact 24 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 21 24 24 25 target 3 } $sequence "Stand_to_crouchshoot_pistol" { "alyx_animations_ep2\Stand_to_crouchshoot.smd" activity "ACT_TRANSITION" 1 fadein 0.2 fadeout 0.2 blendlayer "layer_Aim_p_all" 8 15 25 25 spline transition "standing" "crouchShooting_pistol" ikrule "rfoot" footstep contact 6 fakeorigin -7.59 -4.84 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 6 24 25 target 2 ikrule "lfoot" footstep contact 1 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 7 10 target 3 ikrule "lfoot" footstep contact 14 fakeorigin 5.28 1.4 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 14 24 25 target 3 } $sequence "Crouchshoot_to_standshoot_pistol" { "alyx_animations_ep2\Crouchshoot_to_standshoot.smd" activity "ACT_TRANSITION" 1 fadein 0.2 fadeout 0.2 blendlayer "layer_Aim_p_all" 8 15 25 25 spline transition "crouchShooting_pistol" "shooting_pistol" // shooting ikrule "rfoot" footstep contact 1 fakeorigin -7.76 -4.75 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 5 10 target 2 ikrule "rfoot" footstep contact 12 fakeorigin -3.02 -7.33 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 12 24 25 target 2 ikrule "lfoot" footstep contact 1 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 14 16 target 3 ikrule "lfoot" footstep contact 24 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 21 24 24 25 target 3 } $sequence "Standshoot_to_crouchshoot_pistol" { "alyx_animations_ep2\Standshoot_to_crouchshoot.smd" activity "ACT_TRANSITION" 1 fadein 0.2 fadeout 0.2 blendlayer "layer_Aim_p_all" 8 15 25 25 spline transition "shooting_pistol" "crouchShooting_pistol" // shooting ikrule "rfoot" footstep contact 6 fakeorigin -7.75 -4.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 6 24 25 target 2 ikrule "lfoot" footstep contact 1 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 7 10 target 3 ikrule "lfoot" footstep contact 14 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 14 24 25 target 3 } $sequence "Crouchidle_to_crouchagitated_pistol" { "alyx_animations_ep2\Crouchidle_to_crouchagitated.smd" activity "ACT_TRANSITION" 1 fadein 0.2 fadeout 0.2 transition "crouching_pistol" "crouchShooting_pistol" } $sequence "crouchagitated_to_Crouchidle_pistol" { "alyx_animations_ep2\crouchagitated_to_Crouchidle.smd" activity "ACT_TRANSITION" 1 fadein 0.2 fadeout 0.2 transition "crouchShooting_pistol" "crouching_pistol" } // ================================================================ // Idle Animations // ================================================================ $weightlist "weights_pistol_idle_layer_1" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_Spine4" 0 "ValveBiped.Bip01_L_Clavicle" 1 "ValveBiped.Bip01_L_UpperArm" 1 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_L_Hand" 1 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_R_UpperArm" 1 "ValveBiped.Bip01_R_Forearm" 1 "ValveBiped.Bip01_R_Hand" 1 } $sequence "Idle_Pistol_Layer_1" { "female_shared_anims\Pistol_idle.smd" weightlist "weights_pistol_idle_layer_1" blendlayer "Layer_Pistol_Hands" 0 0 0 0 local hidden } $weightlist "weights_pistol_idle_layer_2" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_Spine4" 0 "ValveBiped.Bip01_L_Clavicle" 0 "ValveBiped.Bip01_L_UpperArm" 0 "ValveBiped.Bip01_L_Forearm" 0.2 "ValveBiped.Bip01_L_Hand" 1 "ValveBiped.Bip01_R_Clavicle" 0 "ValveBiped.Bip01_R_UpperArm" 0 "ValveBiped.Bip01_R_Forearm" 0 "ValveBiped.Bip01_R_Hand" 1 } $sequence "Idle_Pistol_Layer_2" { "police_animations_anims\a_walkN_hold_pistol.smd" frame 0 0 numframes 30 weightlist "weights_pistol_idle_layer_2" loop ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3 ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2 hidden } $sequence "Idle_Pistol_Layer" { "female_shared_anims\Pistol_idle.smd" frame 0 0 numframes 30 noanimation addlayer "Idle_Pistol_Layer_1" addlayer "Idle_Pistol_Layer_2" loop hidden } //$sequence "Idle_Pistol_Layer2_1" { // "alyx_animations_ep2\Idle_p_stimulated.smd" // weightlist "weights_pistol_idle_layer_1" // //blendlayer "Layer_Pistol_Hands" 0 0 0 0 local // hidden //} $sequence "Idle_Pistol_Layer2" { "alyx_animations_ep2\Idle_p_stimulated.smd" frame 0 0 numframes 30 weightlist "weights_pistol_idle_layer_1" loop hidden } $sequence "Idle_Pistol_Layer3" { "alyx_animations_ep2\Idle_p_stimulated_fidget01.smd" frame 50 50 numframes 30 weightlist "weights_pistol_idle_layer_1" loop hidden } $weightlist "weights_pistol_idle_layer_relaxed_1" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_Spine4" 0.5 "ValveBiped.Bip01_Neck1" 0 "ValveBiped.Bip01_L_Clavicle" 0 "ValveBiped.Bip01_L_UpperArm" 0 "ValveBiped.Bip01_L_Forearm" 0 "ValveBiped.Bip01_L_Hand" 0 "ValveBiped.Bip01_R_Clavicle" 0 "ValveBiped.Bip01_R_UpperArm" 0 "ValveBiped.Bip01_R_Forearm" 0 "ValveBiped.Bip01_R_Hand" 1 } $sequence "Idle_Pistol_Layer_Relaxed_1" { "female_shared_anims\Pistol_idle.smd" weightlist "weights_pistol_idle_layer_relaxed_1" hidden } $weightlist "weights_pistol_idle_layer_relaxed_2" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_Spine4" 1 "ValveBiped.Bip01_Neck1" 0 "ValveBiped.Bip01_L_Clavicle" 0.8 "ValveBiped.Bip01_L_UpperArm" 1 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_L_Hand" 1 "ValveBiped.Bip01_R_Clavicle" 0 "ValveBiped.Bip01_R_UpperArm" 0 "ValveBiped.Bip01_R_Forearm" 0 "ValveBiped.Bip01_R_Hand" 0 } $sequence "Idle_Pistol_Layer_Relaxed_2" { "female_shared_anims\idle_subtle.smd" frame 0 0 numframes 30 weightlist "weights_pistol_idle_layer_relaxed_2" loop hidden } $sequence "Idle_Pistol_Layer_Relaxed" { "female_shared_anims\Pistol_idle.smd" frame 0 0 numframes 30 noanimation addlayer "Idle_Pistol_Layer_Relaxed_1" addlayer "Idle_Pistol_Layer_Relaxed_2" loop hidden } //$sequence "Idle_Pistol" "male_shared_anims\idle_subtle.smd" { // blendlayer "Idle_Pistol_Layer" 0 0 0 0 local // activity "ACT_IDLE_PISTOL" 1 // cmdlist lockfeet //} $definemacro MakePistolIdle SeqName IdleAnim IdleLayer ActivityName ActivityWeight \\ $sequence $SeqName$ $IdleAnim$ { \\ blendlayer $IdleLayer$ 0 0 0 0 local \\ activity $ActivityName$ $ActivityWeight$ \\ node "standing" \\ cmdlist lockfeet \\ ikrule "lfoot" footstep contact 0 fakeorigin 9.42 6.98 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 149 149 target 3 usesequence \\ ikrule "rfoot" footstep contact 0 fakeorigin -5.12 -3.28 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 149 149 target 2 usesequence \\ ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 149 149 target 1 usesequence \\ ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 149 149 target 0 usesequence \\ } // ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 149 149 target 1 \\ // ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 149 149 target 0 \\ $MakePistolIdle "Idle_Relaxed_Pistol_1" "female_shared_anims\Idle_Relaxed_SMG1_1.smd" "Idle_Pistol_Layer_Relaxed" "ACT_IDLE_PISTOL_RELAXED" -1 $MakePistolIdle "Idle_Relaxed_Pistol_2" "female_shared_anims\Idle_Relaxed_SMG1_2.smd" "Idle_Pistol_Layer_Relaxed" "ACT_IDLE_PISTOL_RELAXED" -1 $MakePistolIdle "Idle_Relaxed_Pistol_3" "female_shared_anims\Idle_Relaxed_SMG1_3.smd" "Idle_Pistol_Layer_Relaxed" "ACT_IDLE_PISTOL_RELAXED" -1 $MakePistolIdle "Idle_Relaxed_Pistol_4" "female_shared_anims\Idle_Relaxed_SMG1_4.smd" "Idle_Pistol_Layer_Relaxed" "ACT_IDLE_PISTOL_RELAXED" -1 $MakePistolIdle "Idle_Relaxed_Pistol_5" "female_shared_anims\Idle_Relaxed_SMG1_5.smd" "Idle_Pistol_Layer" "ACT_IDLE_PISTOL_RELAXED" -1 // Looks better when not relaxed $MakePistolIdle "Idle_Relaxed_Pistol_6" "female_shared_anims\Idle_Relaxed_SMG1_6.smd" "Idle_Pistol_Layer" "ACT_IDLE_PISTOL_RELAXED" -1 // Looks better when not relaxed $MakePistolIdle "Idle_Alert_Pistol_1" "female_shared_anims\Idle_Alert_SMG1_1.smd" "Idle_Pistol_Layer" "ACT_IDLE_PISTOL_STIMULATED" -1 $MakePistolIdle "Idle_Alert_Pistol_2" "female_shared_anims\Idle_Alert_SMG1_2.smd" "Idle_Pistol_Layer" "ACT_IDLE_PISTOL_STIMULATED" -1 $MakePistolIdle "Idle_Alert_Pistol_3" "female_shared_anims\Idle_Alert_SMG1_3.smd" "Idle_Pistol_Layer" "ACT_IDLE_PISTOL_STIMULATED" -1 $MakePistolIdle "Idle_Alert_Pistol_4" "female_shared_anims\Idle_Alert_SMG1_4.smd" "Idle_Pistol_Layer" "ACT_IDLE_PISTOL_STIMULATED" -1 $MakePistolIdle "Idle_Alert_Pistol_5" "female_shared_anims\Idle_Alert_SMG1_5.smd" "Idle_Pistol_Layer" "ACT_IDLE_PISTOL_STIMULATED" -1 $MakePistolIdle "Idle_Alert_Pistol_6" "female_shared_anims\Idle_Alert_SMG1_6.smd" "Idle_Pistol_Layer3" "ACT_IDLE_PISTOL_STIMULATED" -1 $MakePistolIdle "Idle_Alert_Pistol_7" "female_shared_anims\Idle_Alert_SMG1_4.smd" "Idle_Pistol_Layer2" "ACT_IDLE_PISTOL_STIMULATED" -1 $MakePistolIdle "Idle_Alert_Pistol_8" "female_shared_anims\Idle_Alert_SMG1_3.smd" "Idle_Pistol_Layer2" "ACT_IDLE_PISTOL_STIMULATED" -1 $MakePistolIdle "Idle_Alert_Pistol_9" "female_shared_anims\Idle_Alert_SMG1_6.smd" "Idle_Pistol_Layer2" "ACT_IDLE_PISTOL_STIMULATED" -1 //$MakePistolIdle "Idle_Angry_Pistol" "female_shared_anims\Idle_Angry_SMG1.smd" "Idle_Pistol_Layer" "ACT_IDLE_PISTOL" 1 // ================================================================ // Walk Animations // ================================================================ $sequence "walk_hold_pistol" { "a_CitizenWalkS" "a_CitizenWalkSE" "a_CitizenWalkE" "a_CitizenWalkNE" "a_CitizenWalkN" // a_walkN_hold_pistol "a_CitizenWalkNW" "a_CitizenWalkW" "a_CitizenWalkSW" "a_CitizenWalkS" activity "ACT_WALK_PISTOL_STIMULATED" 1 // ACT_WALK_PISTOL blend "move_yaw" -180 180 blendwidth 9 { event 6004 9 "NPC_Citizen" } { event 6005 25 "NPC_Citizen" } fadein 0.2 fadeout 0.2 addlayer "Idle_Pistol_Layer2" node "standing" // standing_pistol } $sequence "walk_hold_pistol2" { "a_CitizenWalkS" "a_CitizenWalkSE" "a_CitizenWalkE" "a_CitizenWalkNE" "a_CitizenWalkN" // a_walkN_hold_pistol "a_CitizenWalkNW" "a_CitizenWalkW" "a_CitizenWalkSW" "a_CitizenWalkS" activity "ACT_WALK_PISTOL_STIMULATED" 1 // ACT_WALK_PISTOL blend "move_yaw" -180 180 blendwidth 9 { event 6004 9 "NPC_Citizen" } { event 6005 25 "NPC_Citizen" } fadein 0.2 fadeout 0.2 addlayer "Idle_Pistol_Layer3" node "standing" // standing_pistol } $sequence "walk_hold_pistol_relaxed" { "a_CitizenWalkS" "a_CitizenWalkSE" "a_CitizenWalkE" "a_CitizenWalkNE" "a_CitizenWalkN" // a_walkN_hold_pistol "a_CitizenWalkNW" "a_CitizenWalkW" "a_CitizenWalkSW" "a_CitizenWalkS" activity "ACT_WALK_PISTOL_RELAXED" 1 // ACT_WALK_PISTOL blend "move_yaw" -180 180 blendwidth 9 { event 6004 9 "NPC_Citizen" } { event 6005 25 "NPC_Citizen" } fadein 0.2 fadeout 0.2 keyvalues { interior ACT_IDLE_PISTOL } addlayer "Idle_Pistol_Layer" node "standing" // standing_pistol } // ================================================================ // Run Animations // ================================================================ $sequence "run_hold_pistol" { "a_CitizenRunS" "a_CitizenRunSE" "a_CitizenRunE" "a_CitizenRunNE" "a_CitizenRunN" // a_runN_hold_pistol "a_CitizenRunNW" "a_CitizenRunW" "a_CitizenRunSW" "a_CitizenRunS" activity "ACT_RUN_PISTOL_STIMULATED" 1 // ACT_RUN_PISTOL blend "move_yaw" -180 180 blendwidth 9 { event 6004 7 "NPC_Citizen" } { event 6005 16 "NPC_Citizen" } fadein 0.2 fadeout 0.2 addlayer "Idle_Pistol_Layer2" node "standing" // standing_pistol } $sequence "run_hold_pistol2" { "a_CitizenRunS" "a_CitizenRunSE" "a_CitizenRunE" "a_CitizenRunNE" "a_CitizenRunN" // a_runN_hold_pistol "a_CitizenRunNW" "a_CitizenRunW" "a_CitizenRunSW" "a_CitizenRunS" activity "ACT_RUN_PISTOL_STIMULATED" 1 // ACT_RUN_PISTOL blend "move_yaw" -180 180 blendwidth 9 { event 6004 7 "NPC_Citizen" } { event 6005 16 "NPC_Citizen" } fadein 0.2 fadeout 0.2 addlayer "Idle_Pistol_Layer3" node "standing" // standing_pistol } $sequence "run_hold_pistol_relaxed" { "a_CitizenRunS" "a_CitizenRunSE" "a_CitizenRunE" "a_CitizenRunNE" "a_CitizenRunN" // a_runN_hold_pistol "a_CitizenRunNW" "a_CitizenRunW" "a_CitizenRunSW" "a_CitizenRunS" activity "ACT_RUN_PISTOL_RELAXED" 1 // ACT_RUN_PISTOL blend "move_yaw" -180 180 blendwidth 9 { event 6004 7 "NPC_Citizen" } { event 6005 16 "NPC_Citizen" } fadein 0.2 fadeout 0.2 keyvalues { interior ACT_IDLE_PISTOL } addlayer "Layer_Pistol_Hand_R" node "standing" // standing_pistol } // ================================================================ // Transition Animations // // For now, these are disabled to prevent them from affecting Alyx. // (TODO: Can we just override them in the new alyx_animations_ep2.qc?) // ================================================================ //$sequence "IdleAngryToShootPistol" { // "male_shared_anims\IdleAngryToShoot.smd" // activity "ACT_TRANSITION" 1 // fadein 0.2 // fadeout 0.2 // blendlayer "Idle_Angry_Pistol" 0 0 0 20 xfade spline // blendlayer "Pistol_idle_aim" 0 20 20 20 spline // blendlayer "IdleAngryToShootDelta" 0 0 20 20 // transition "standing" "shooting_pistol" // fps 30 // noanimation //weightlist "weights_turnleft" // numframes 20 //} // //$sequence "ShootToIdleAngryPistol" { // "male_shared_anims\ShootToIdleAngry.smd" // activity "ACT_TRANSITION" 1 // fadein 0.2 // fadeout 0.2 // blendlayer "Pistol_idle_aim" 0 0 0 20 xfade spline // blendlayer "Idle_Angry_Pistol" 0 20 20 20 spline // blendlayer "ShootToIdleAngryDelta" 0 0 20 20 // transition "shooting_pistol" "standing" // fps 30 // noanimation //weightlist "weights_turnleft" // numframes 20 //}