mapbase-model-src/modelsrc/CitizenCrouchMovement.qci

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// ================================================================
//
// New Citizen Crouch Movement Animations
//
// ================================================================
$weightlist "weights_layer_walk_aiming" {
"ValveBiped.Bip01_Pelvis" 0.1
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$sequence "layer_crouch_run_holding_pistol" {
"layer_crouch_run_holding.smd"
fadein 0.2
fadeout 0.2
hidden
addlayer $PistolIdleLowLayer$
worldspace
fps 30
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
ikrule "rhand" release
weightlist "weights_layer_walk_aiming"
}
$sequence "layer_crouch_run_aiming_pistol" {
"layer_crouch_run_aiming.smd"
fadein 0.2
fadeout 0.2
hidden
blendlayer $PistolCrouchAimLayer$ 0 0 0 0 local
addlayer $PistolAimLayer$
worldspace
fps 30
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
ikrule "rhand" release
weightlist "weights_layer_walk_aiming"
}
$sequence "crouchRUNHOLDINGALL1_pistol" {
"a_CitizenRunS"
"a_CitizenRunSE"
"a_CitizenRunE"
"a_CitizenRunNE"
"a_CitizenCrouch_runN"
"a_CitizenRunNW"
"a_CitizenRunW"
"a_CitizenRunSW"
"a_CitizenRunS"
activity "ACT_RUN_CROUCH_PISTOL" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 6 "NPC_Citizen" }
{ event 6005 16 "NPC_Citizen" }
fadein 0.2
fadeout 0.2
blendlayer "layer_crouch_run_holding_pistol" 0 0 0 0 local
node "run_crouching"
}
$sequence "crouchRUNAIMINGALL1_pistol" {
"a_CitizenRunS"
"a_CitizenRunSE"
"a_CitizenRunE"
"a_CitizenRunNE"
"a_CitizenCrouch_runN"
"a_CitizenRunNW"
"a_CitizenRunW"
"a_CitizenRunSW"
"a_CitizenRunS"
activity "ACT_RUN_CROUCH_AIM_PISTOL" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 6 "NPC_Citizen" }
{ event 6005 16 "NPC_Citizen" }
fadein 0.2
fadeout 0.2
blendlayer "layer_crouch_run_aiming_pistol" 0 0 0 0 local
node "run_crouching"
}
$sequence "layer_crouch_walk_holding_pistol" {
"layer_crouch_walk_holding.smd"
fadein 0.2
fadeout 0.2
hidden
addlayer $PistolIdleLowLayer$
worldspace
fps 30
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
ikrule "rhand" release
weightlist "weights_layer_walk_aiming"
}
$sequence "layer_crouch_walk_aiming_pistol" {
"layer_crouch_walk_aiming.smd"
fadein 0.2
fadeout 0.2
hidden
blendlayer $PistolCrouchAimLayer$ 0 0 0 0 local
addlayer $PistolAimLayer$
worldspace
fps 30
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
ikrule "rhand" release
weightlist "weights_layer_walk_aiming"
}
$sequence "Crouch_walk_holding_pistol_all" {
"a_CitizenCrouch_walkS"
"a_CitizenCrouch_walkSE"
"a_CitizenCrouch_walkE"
"a_CitizenCrouch_walkNE"
"a_CitizenCrouch_walkN"
"a_CitizenCrouch_walkNW"
"a_CitizenCrouch_walkW"
"a_CitizenCrouch_walkSW"
"a_CitizenCrouch_walkS"
activity "ACT_WALK_CROUCH_PISTOL" 1
blend "move_yaw" -180 180
blendwidth 9
fadein 0.2
fadeout 0.2
blendlayer "layer_crouch_walk_holding_pistol" 0 0 0 0 local
node "walk_crouching"
}
$sequence "Crouch_walk_aiming_pistol_all" {
"a_CitizenCrouch_walkS"
"a_CitizenCrouch_walkSE"
"a_CitizenCrouch_walkE"
"a_CitizenCrouch_walkNE"
"a_CitizenCrouch_walkN"
"a_CitizenCrouch_walkNW"
"a_CitizenCrouch_walkW"
"a_CitizenCrouch_walkSW"
"a_CitizenCrouch_walkS"
activity "ACT_WALK_CROUCH_AIM_PISTOL" 1
blend "move_yaw" -180 180
blendwidth 9
fadein 0.2
fadeout 0.2
blendlayer "layer_crouch_walk_aiming_pistol" 0 0 0 0 local
node "walk_crouching"
}