mirror of
https://github.com/mapbase-source/mapbase-model-src.git
synced 2025-03-13 14:10:15 +03:00
261 lines
7.3 KiB
Plaintext
261 lines
7.3 KiB
Plaintext
// Created by Crowbar 0.56
|
|
|
|
$include "hl2mp_ported_anims/weaponmacros.qci"
|
|
|
|
$modelname "Police_animations.mdl"
|
|
|
|
//$includemodel "player/male_anims.mdl"
|
|
|
|
// Must be included
|
|
$include "BaseModel.qci"
|
|
$include "hl2mp_ported_anims/commonbones.qci"
|
|
|
|
// Used to compile new movement animations since $declareanimation doesn't work
|
|
$include "PoliceMoveAnims.qci"
|
|
|
|
$includemodel "police_animations_original.mdl"
|
|
$include "police_animations_DeclareSequence.qci"
|
|
|
|
$pushd "male_shared_anims"
|
|
$include "DefaultHolster.qci"
|
|
$popd
|
|
|
|
// ================================================================
|
|
//
|
|
// Harass Gestures
|
|
//
|
|
// I've always wanted these and I'm sure I'm not the only one.
|
|
//
|
|
// ================================================================
|
|
$include "PoliceHarassGestures.qci"
|
|
|
|
// ================================================================
|
|
// ================================================================
|
|
$weightlist "NoHeadMovement" {
|
|
"ValveBiped.Bip01_Head1" 0
|
|
"ValveBiped.Bip01_Neck1" 0.25
|
|
"ValveBiped.Bip01_Pelvis" 1
|
|
}
|
|
|
|
$sequence "gesture_shoot_shotgun" {
|
|
"combine_soldier_anims_anims\a_shootShotgun"
|
|
{ event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" }
|
|
activity "ACT_GESTURE_RANGE_ATTACK_SHOTGUN" 1
|
|
weightlist "NoHeadMovement"
|
|
delta
|
|
}
|
|
|
|
$sequence "shoot_shotgun" {
|
|
"police_animations_anims\smg1angryidle1.smd"
|
|
{ event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" }
|
|
numframes 45
|
|
activity "ACT_RANGE_ATTACK_SHOTGUN" 1
|
|
addlayer "gesture_shoot_shotgun"
|
|
addlayer "SMG1_Aim_all"
|
|
node "shooting_smg"
|
|
}
|
|
|
|
$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" }
|
|
}
|
|
|
|
$weightlist "weights_reload_shotgun1_legs" {
|
|
"ValveBiped.Bip01_Pelvis" 0
|
|
"ValveBiped.Bip01_Spine" 0
|
|
"ValveBiped.Bip01_R_Thigh" 1
|
|
"ValveBiped.Bip01_L_Thigh" 1
|
|
}
|
|
|
|
$sequence "reload_shotgun1_legs" "male_shared_anims\reload_shotgun1.smd" weightlist "weights_reload_shotgun1_legs" hidden
|
|
$sequence "reload_shotgun1" {
|
|
"police_animations_anims\reload_smg1.smd"
|
|
numframes 75
|
|
activity "ACT_RELOAD_SHOTGUN" 1
|
|
{ event 3015 29 "" }
|
|
{ event AE_CL_PLAYSOUND 57 "Weapon_Shotgun.Special1" }
|
|
addlayer "gesture_reload_shotgun"
|
|
//blendlayer "Idle_Angry_Shotgun" 59 75 75 75 spline
|
|
node "standing_smg"
|
|
ikrule "lfoot" footstep
|
|
ikrule "rfoot" footstep
|
|
ikrule "rhand" release
|
|
ikrule "lhand" release
|
|
}
|
|
// ================================================================
|
|
// ================================================================
|
|
//
|
|
// AR2 Alt-Fire Gesture
|
|
//
|
|
// Programming not included
|
|
//
|
|
$weightlist "AR2AltFireWeightlistDelta" {
|
|
"ValveBiped.Bip01_Pelvis" 1
|
|
"ValveBiped.Bip01_L_Clavicle" 0
|
|
"ValveBiped.Bip01_Spine" 1
|
|
"ValveBiped.Bip01_R_Clavicle" 0
|
|
"ValveBiped.Bip01_Neck1" 0
|
|
}
|
|
|
|
$weightlist "AR2AltFireWeightlist" {
|
|
"ValveBiped.Bip01_Pelvis" 0
|
|
"ValveBiped.Bip01_Spine" 0
|
|
"ValveBiped.Bip01_L_Clavicle" 1
|
|
"ValveBiped.Bip01_R_Clavicle" 1
|
|
"ValveBiped.Bip01_L_Thigh" 0
|
|
"ValveBiped.Bip01_R_Thigh" 0
|
|
"ValveBiped.Bip01_Neck1" 1
|
|
}
|
|
|
|
$sequence "shootAR2alt_gesture_delta" {
|
|
"combine_soldier_anims_anims\shootAR2alt.smd"
|
|
subtract "shootAR2alt_gesture_delta" 0
|
|
delta
|
|
hidden
|
|
weightlist "AR2AltFireWeightlistDelta"
|
|
}
|
|
|
|
$sequence "shootAR2alt_gesture" {
|
|
"combine_soldier_anims_anims\shootAR2alt.smd"
|
|
weightlist "AR2AltFireWeightlist"
|
|
addlayer "shootAR2alt_gesture_delta"
|
|
addlayer "SMG1_Aim_all"
|
|
activity "ACT_GESTURE_AR2_ALTFIRE" 1
|
|
{ event COMBINE_AE_BEGIN_ALTFIRE 0 "" }
|
|
{ event COMBINE_AE_ALTFIRE 16 "" }
|
|
}
|
|
|
|
$sequence "shootAR2alt_delta" {
|
|
"combine_soldier_anims_anims\shootAR2alt.smd"
|
|
subtract "shootAR2alt_delta" 0
|
|
delta
|
|
hidden
|
|
}
|
|
|
|
$sequence "shootAR2alt" {
|
|
"police_animations_anims\smg1angryidle1.smd"
|
|
numframes 36
|
|
activity "ACT_COMBINE_AR2_ALTFIRE" 1
|
|
{ event COMBINE_AE_BEGIN_ALTFIRE 0 "" }
|
|
{ event COMBINE_AE_ALTFIRE 16 "" }
|
|
addlayer "shootAR2alt_delta"
|
|
addlayer "SMG1_Aim_all"
|
|
node "standing_smg"
|
|
ikrule "lfoot" footstep
|
|
ikrule "rfoot" footstep
|
|
ikrule "rhand" release
|
|
ikrule "lhand" release
|
|
}
|
|
|
|
// ================================================================
|
|
// ================================================================
|
|
|
|
$definevariable Blend_Idle_Default "pistolangryidle2"
|
|
$definevariable Blend_Idle_Unarmed "batonidle1"
|
|
$definevariable Blend_Idle_Panicked "batonidle1"
|
|
$definevariable Blend_Idle_Pistol "pistolangryidle2"
|
|
$definevariable Blend_Idle_Rifle "smg1angryidle1"
|
|
$definevariable Blend_Idle_Rifle_Crouched "lowcover_aim_pistol"
|
|
|
|
$definevariable Blend_SMD_Default "police_animations_anims\pistolangryidle2.smd"
|
|
$definevariable Blend_SMD_Unarmed "police_animations_anims\batonidle1.smd"
|
|
$definevariable Blend_SMD_Panicked "police_animations_anims\batonidle1.smd"
|
|
$definevariable Blend_SMD_Pistol "police_animations_anims\pistolangryidle2.smd"
|
|
$definevariable Blend_SMD_Rifle "police_animations_anims\smg1angryidle1.smd"
|
|
$definevariable Blend_SMD_Rifle_Crouched "police_animations_anims\lowcover_aim_pistol.smd"
|
|
|
|
$definevariable Blend_Node_Default "shooting_pistol"
|
|
$definevariable Blend_Node_Pistol "shooting_pistol"
|
|
$definevariable Blend_Node_Rifle "shooting_smg"
|
|
|
|
$include "BaseDI.qci"
|
|
$include "AlyxDI.qci"
|
|
$include "AntlionRecvDI.qci"
|
|
|
|
$include "HunterRecvDI.qci"
|
|
|
|
$include "AlyxBlindfire.qci"
|
|
|
|
$include "GenericAnimationMacros.qci"
|
|
$include "SoldierSignals.qci"
|
|
|
|
// Soldiers' original signals had a FPS of 48
|
|
$definevariable SignalFPS 36 //32
|
|
$DefaultSignalGestures $SignalFPS$
|
|
$DefaultSignalSequences "police_animations_anims\pistolangryidle2.smd" $SignalFPS$
|
|
|
|
// Not good enough at/m
|
|
//$SoldierGrenadeDropAnimation $Blend_SMD_Rifle$
|
|
//$SoldierGrenadePlaceAnimation $Blend_SMD_Rifle$
|
|
|
|
// Gesture version of manhack deploy
|
|
$MakeManhackDeployLayer "police_animations_anims\deploy.smd" 30
|
|
$MakeManhackDeployGesture "police_animations_anims\smg1angryidle1.smd"
|
|
|
|
// ================================================================
|
|
//
|
|
// Misc.
|
|
//
|
|
// ================================================================
|
|
$include "SoldierEP1Rappel.qci"
|
|
|
|
$pushd "male_shared_anims"
|
|
$include "ArrestAnims.qci"
|
|
|
|
$include "CitizenPackage_Police.qci"
|
|
$include "CitizenSuitcase_Police.qci"
|
|
$popd
|
|
|
|
$include "CitizenRPG_Police.qci"
|
|
|
|
$animation "@gesture_shoot_pistol_corrective_animation" "police_animations_anims\@gesture_shoot_pistol_corrective_animation.smd" {
|
|
}
|
|
|
|
$include "NewPistolAnimations_357_Metrocop.qci"
|
|
|
|
|
|
$include "l4d1_ported_anims\L4D1_LadderClimb_Male.qci"
|
|
$include "l4d1_ported_anims\L4D1_PistolAnims.qci" // Metrocops technically have their own pistol draw animation, but that's harder to turn into a gesture which works well
|
|
|
|
// ================================================================
|
|
$include "ProtectedRun.qci"
|
|
|
|
$sequence "run_protected_all" {
|
|
"a_PoliceRunS"
|
|
"a_PoliceRunSE"
|
|
"a_PoliceRunE"
|
|
"a_PoliceRunNE"
|
|
"a_PoliceRunN"
|
|
"a_PoliceRunNW"
|
|
"a_PoliceRunW"
|
|
"a_PoliceRunSW"
|
|
"a_PoliceRunS"
|
|
activity "ACT_RUN_PROTECTED" 1
|
|
blend "move_yaw" -180 180
|
|
blendwidth 9
|
|
{ event 6004 6 "NPC_MetroPolice" }
|
|
{ event 6005 15 "NPC_MetroPolice" }
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
blendlayer "layer_run_protected" 0 0 0 0 local
|
|
node "running"
|
|
}
|
|
// ================================================================
|
|
|
|
// Add a heal animation
|
|
$MakeAdjustedAnimation Heal "male_shared_anims\Heal.smd" $Blend_SMD_Rifle$ 12 32 50
|
|
$append Heal {
|
|
activity "ACT_CIT_HEAL" 1
|
|
{ event AE_CITIZEN_HEAL 31 "" }
|
|
}
|
|
|
|
$KeyValues
|
|
{
|
|
dynamic_interactions
|
|
{
|
|
$DIKV_Alyx
|
|
}
|
|
}
|