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https://github.com/mapbase-source/mapbase-model-src.git
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244 lines
18 KiB
Plaintext
244 lines
18 KiB
Plaintext
// ================================================================
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//
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// Mapbase Player Soldier Animations
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//
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// Based on player_anims.qci from the Source SDK
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//
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// ================================================================
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// ---------------------------------------------------
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// Aim Layers
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// ---------------------------------------------------
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$makeaimlayer police_WalkN_pistol_aim_matrix "..\hl2mp_ported_anims\WalkN_pistol_aim_matrix"
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$makeaimlayer weapons_Pistol_aim_matrix "..\hl2mp_ported_anims\Pistol_aim_matrix"
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$makeaimlayer HL2DM_crouch_aim_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol"
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$makeaimlayer soldier_Aim_9_directions "..\hl2mp_ported_anims\Aim_9_directions"
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$makeaimlayer soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG"
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$makeaimlayerB soldier_Crouch_aim_9_directions "..\hl2mp_ported_anims\Crouch_aim_9_directions"
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$makeaimlayer weapons_Aim_9_directions "..\hl2mp_ported_anims\malecitizen_Aim_9_directions"
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$makeaimlayer weapons_Aim_9_directions_Alert "..\hl2mp_ported_anims\malecitizen_Aim_9_directions_Alert"
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$makeaimlayer weapons_RunN_SMG1_Aim_9_directions "..\hl2mp_ported_anims\RunN_SMG1_Aim_9_directions"
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$makeaimlayer weapons_WalkN_SMG1_Alert_Aim_9_directions "..\hl2mp_ported_anims\WalkN_SMG1_Alert_Aim_9_directions"
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$makeaimlayer weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions"
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$makeaimlayer HL2DM_crouch_aim_RPG "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG"
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$makeaimlayer HL2DM_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun"
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$makeaimlayer HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun"
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$makeaimlayer HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun"
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// ---------------------------------------------------
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// Idle
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// ---------------------------------------------------
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$sequence idle "Idle_Unarmed" loop activity ACT_HL2MP_IDLE 1
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$makeidle idle_pistol "custom\CombatIdle1_Pistol" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_PISTOL 1
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$makeidle idle_shotgun "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1
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$makeidle idle_smg1 "CombatIdle1_SMG1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1
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$makeidle idle_ar2 "CombatIdle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1
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$makeidle idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1
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$makeidle_noik idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1
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$makeidle idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1
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$makeidle idle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1
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$makeidle_noik idle_melee "..\police_animations_anims\batonangryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1
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$makeidle_noik idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1
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$makeidle idle_smg2 "custom\CombatIdle1_SMG2" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG2 1
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$makeidle idle_ar1 "custom\CombatIdle1_AR1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR1 1
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// ---------------------------------------------------
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// Run
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// ---------------------------------------------------
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$animation a_runC "Idle_Unarmed" loop alignto reference cmdlist lockfeet
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$sequence run_all {
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a_runSW a_runS a_runSE
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a_runW a_runC a_runE
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a_runNW a_runN a_runNE
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blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_RUN 1
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}
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$makematchrun_9way run_pistol "custom\CombatIdle1_Pistol" 0 police_WalkN_pistol_aim_matrix "custom\CombatIdle1_Pistol" 4 ACT_HL2MP_RUN_PISTOL 1
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$makematchrun_9way 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
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$makematchrun_9way run_smg1 "CombatIdle1_SMG1" 0 weapons_RunN_SMG1_Aim_9_directions "CombatIdle1_SMG1" 0 ACT_HL2MP_RUN_SMG1 1
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$makematchrun_9way run_ar2 "CombatIdle1" 0 soldier_Aim_9_directions "CombatIdle1" 0 ACT_HL2MP_RUN_AR2 1
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$makematchrun_9way run_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_RUN_PHYSGUN 1
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$makematchrun_9way 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
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$makematchrun_9way run_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_RUN_RPG 1
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$makematchrun_9way run_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_RUN_CROSSBOW 1
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$makematchrun_9way run_melee "..\police_animations_anims\a_RunN" 0 soldier_Aim_9_directions "..\police_animations_anims\batonangryidle1" 0 ACT_HL2MP_RUN_MELEE 1
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$makematchrun_9way 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
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$makematchrun_9way run_smg2 "custom\CombatIdle1_SMG2" 0 weapons_RunN_SMG1_Aim_9_directions "custom\CombatIdle1_SMG2" 0 ACT_HL2MP_RUN_SMG2 1
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$makematchrun_9way run_ar1 "custom\CombatIdle1_AR1" 0 soldier_Aim_9_directions "custom\CombatIdle1_AR1" 0 ACT_HL2MP_RUN_AR1 1
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// ---------------------------------------------------
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// Crouch Idle
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// ---------------------------------------------------
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$sequence cidle "..\male_shared_anims\crouchidlehide" loop activity ACT_HL2MP_IDLE_CROUCH 1
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$makecidle cidle_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol ACT_HL2MP_IDLE_CROUCH_PISTOL 1
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$makecidle cidle_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1
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$makecidleB cidle_smg1 "CombatIdle1_SMG1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG1 1
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$makecidleB cidle_ar2 "CombatIdle1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR2 1
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$makecidle cidle_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1
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$makecidleB_noik cidle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_GRENADE 1
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$makecidle cidle_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG ACT_HL2MP_IDLE_CROUCH_RPG 1
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$makecidleB cidle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1
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$makecidleB_noik cidle_melee "..\police_animations_anims\batonangryidle1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_MELEE 1
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$makecidleB_noik cidle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_SLAM 1
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$makecidleB cidle_smg2 "custom\CombatIdle1_SMG2" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG2 1
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$makecidleB cidle_ar1 "custom\CombatIdle1_AR1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR1 1
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// ---------------------------------------------------
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// Crouch Walk
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// ---------------------------------------------------
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$animation a_crouch_walkC "..\male_shared_anims\crouchidlehide" loop alignto reference cmdlist lockfeet
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$sequence crouch_walk_all {
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a_crouch_walkSW a_crouch_walkS a_crouch_walkSE
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a_crouch_walkW a_crouch_walkC a_crouch_walkE
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a_crouch_walkNW a_crouch_walkN a_crouch_walkNE
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blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_WALK_CROUCH 1
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}
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$makecwalk_9way 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
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$makecwalk_9way cwalk_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_WALK_CROUCH_SHOTGUN 1
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$makecwalk_9way cwalk_smg1 "CombatIdle1_SMG1" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG1 1
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$makecwalk_9way cwalk_ar2 "CombatIdle1" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR2 1
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$makecwalk_9way 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
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$makecwalk_9way cwalk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_CROUCH_GRENADE 1
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$makecwalk_9way 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
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$makecwalk_9way cwalk_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_CROSSBOW 1
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$makecwalk_9way cwalk_melee "..\police_animations_anims\batonangryidle1" 0 soldier_Aim_9_directions "..\police_animations_anims\batonangryidle1" 0 ACT_HL2MP_WALK_CROUCH_MELEE 1
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$makecwalk_9way cwalk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_CROUCH_SLAM 1
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$makecwalk_9way cwalk_smg2 "custom\CombatIdle1_SMG2" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG2c" 0 ACT_HL2MP_WALK_CROUCH_SMG2 1
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$makecwalk_9way cwalk_ar1 "custom\CombatIdle1_AR1" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR1c" 0 ACT_HL2MP_WALK_CROUCH_AR1 1
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// ---------------------------------------------------
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// Attack
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// ---------------------------------------------------
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$makerange range_pistol "..\hl2mp_ported_anims\Pistol_shoot_1" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL 1
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$makerange_releaseik range_shotgun "..\combine_soldier_anims_anims\shootSGs" 0 frames 0 29 ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN 1
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$makerange range_smg1 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1
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$makerange range_ar2 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1
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$makerange range_gravgun "..\hl2mp_ported_anims\HL2DM_Fire_Gravgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1
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$makerange range_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1
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$makerange range_rpg "..\male_shared_anims\shoot_rpg" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1
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$makerange range_crossbow "..\male_shared_anims\custom\shoot_crossbow" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1
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$makerange range_melee "..\police_animations_anims\custom\hl2dm_metrocop_swing" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping fps 45
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$makerange range_slam "..\hl2mp_ported_anims\HL2DM_deploy_SLAM" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1
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$makerange range_smg2 "..\combine_soldier_anims_anims\shootSMG2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG2 1
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$makerange range_ar1 "..\combine_soldier_anims_anims\shootAR1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR1 1
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// ---------------------------------------------------
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// Jump
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// ---------------------------------------------------
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$makejump jump "..\male_shared_anims\crouchidlehide" 0 ACT_HL2MP_JUMP 1
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$makejump jump_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_JUMP_PISTOL 1
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$makejump jump_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_JUMP_SHOTGUN 1
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$makejump jump_smg1 "CombatIdle1_SMG1" 0 ACT_HL2MP_JUMP_SMG1 1
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$makejump jump_ar2 "CombatIdle1" 0 ACT_HL2MP_JUMP_AR2 1
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$makejump jump_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 ACT_HL2MP_JUMP_PHYSGUN 1
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$makejump jump_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_JUMP_GRENADE 1
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$makejump jump_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_JUMP_RPG 1
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$makejump jump_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_JUMP_CROSSBOW 1
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$makejump jump_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_JUMP_MELEE 1
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$makejump jump_slam "..\hl2mp_ported_anims\HL2DM_Idle_SLAM" 0 ACT_HL2MP_JUMP_SLAM 1
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$makejump jump_smg2 "custom\CombatIdle1_SMG2" 0 ACT_HL2MP_JUMP_SMG2 1
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$makejump jump_ar1 "custom\CombatIdle1_AR1" 0 ACT_HL2MP_JUMP_AR1 1
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// ---------------------------------------------------
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// Reload
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// ---------------------------------------------------
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$makeweapongesturep reload_pistol "..\hl2mp_ported_anims\Pistol_reload" 9 33 40 ACT_HL2MP_GESTURE_RELOAD_PISTOL 1
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$makeweapongesturep reload_shotgun "..\male_shared_anims\reload_shotgun1" 19 55 75 ACT_HL2MP_GESTURE_RELOAD_SHOTGUN 1
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$makeweapongesturep reload_smg1 "..\combine_soldier_anims_anims\reload" 19 55 65 ACT_HL2MP_GESTURE_RELOAD_SMG1 1
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$makeweapongesturep reload_ar2 "..\male_shared_anims\reload_ar2" 10 30 50 ACT_HL2MP_GESTURE_RELOAD_AR2 1
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$makeweapongesturep reload_crossbow "..\male_shared_anims\custom\reload_crossbow" 10 25 40 fps 20 ACT_HL2MP_GESTURE_RELOAD_CROSSBOW 1
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$makeweapongesturep reload_357 "..\police_animations_anims\custom\reload_357" 15 51 62 ACT_HL2MP_GESTURE_RELOAD_REVOLVER 1
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// ---------------------------------------------------
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// Walk
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// ---------------------------------------------------
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$animation a_walkC "Idle_Unarmed" loop alignto reference cmdlist lockfeet
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$sequence walk_all {
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a_walkSW a_walkS a_walkSE
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a_walkW a_walkC a_walkE
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a_walkNW a_walkN a_walkNE
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blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_WALK 1
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}
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$makematchwalk_9way walk_pistol "custom\CombatIdle1_Pistol" 0 police_WalkN_pistol_aim_matrix "custom\CombatIdle1_Pistol" 4 ACT_HL2MP_WALK_PISTOL 1
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$makematchwalk_9way 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
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$makematchwalk_9way walk_smg1 "CombatIdle1_SMG1" 0 weapons_RunN_SMG1_Aim_9_directions "CombatIdle1_SMG1" 0 ACT_HL2MP_WALK_SMG1 1
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$makematchwalk_9way walk_ar2 "CombatIdle1" 0 soldier_Aim_9_directions "CombatIdle1" 0 ACT_HL2MP_WALK_AR2 1
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$makematchwalk_9way walk_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_WALK_PHYSGUN 1
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$makematchwalk_9way 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
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$makematchwalk_9way walk_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_WALK_RPG 1
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$makematchwalk_9way walk_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_WALK_CROSSBOW 1
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$makematchwalk_9way walk_melee "..\police_animations_anims\batonangryidle1" 0 soldier_Aim_9_directions "..\police_animations_anims\batonangryidle1" 0 ACT_HL2MP_WALK_MELEE 1
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$makematchwalk_9way 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
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$makematchwalk_9way walk_smg2 "custom\CombatIdle1_SMG2" 0 weapons_RunN_SMG2_Aim_9_directions "custom\CombatIdle1_SMG2" 0 ACT_HL2MP_WALK_SMG2 1
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$makematchwalk_9way walk_ar1 "custom\CombatIdle1_AR1" 0 soldier_Aim_9_directions "custom\CombatIdle1_AR1" 0 ACT_HL2MP_WALK_AR1 1
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// ---------------------------------------------------
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// Misc
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// ---------------------------------------------------
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$include "NewPistolAnimations_357.qci"
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$animation "@gesture_shoot_pistol_corrective_animation" "..\police_animations_anims\@gesture_shoot_pistol_corrective_animation.smd"
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$sequence a_range_357 "custom\shootp1" subtract a_range_357 4 delta weightlist "weights_357_shoot" hidden
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$sequence range_357 "custom\shootp1" {
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iklock lfoot 1 0 iklock rfoot 1 0
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noanimation numframes 16 blendlayer "a_range_357" 0 4 6 16 spline
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activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER" 1
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}
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$append reload_357 { fps 20 } // $357ReloadSounds
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// ---------------------------------------------------
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$makeflinchgesture "gesture_melee_gunhit" "..\combine_soldier_anims_anims\melee_gunhit.smd" 7 20 27
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$append gesture_melee_gunhit { activity "ACT_GESTURE_MELEE_ATTACK1" 1 { event 3 13 "" } }
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$weightlist weapongesture_upperbody_and_rleg "ValveBiped.Bip01_Pelvis" 1.0 "ValveBiped.Bip01_L_Thigh" 0.0 "ValveBiped.Bip01_R_Thigh" 1.0
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$definemacro makeflinchgesture_rleg gesturename filename InFrame OutFrame LastFrame \\
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$sequence $gesturename$inDelta $filename$ frame 0 $InFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\
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$sequence $gesturename$inFrame $filename$ frame $InFrame$ $InFrame$ weightlist weapongesture_upperbody_and_rleg hidden noautoik \\
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$sequence $gesturename$CoreDelta $filename$ frame $InFrame$ $OutFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\
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$sequence $gesturename$OutFrame $filename$ frame $OutFrame$ $OutFrame$ weightlist weapongesture_upperbody_and_rleg hidden noautoik \\
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$sequence $gesturename$outDelta $filename$ frame $OutFrame$ $LastFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\
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\\
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$sequence $gesturename$ { \\
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$filename$ noanimation numframes $LastFrame$ \\
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blendlayer $gesturename$inFrame 0 $InFrame$ $InFrame$ $OutFrame$ spline xfade \\
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blendlayer $gesturename$OutFrame $InFrame$ $OutFrame$ $OutFrame$ $LastFrame$ spline \\
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blendlayer $gesturename$inDelta 0 0 $InFrame$ $InFrame$ \\
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blendlayer $gesturename$CoreDelta $InFrame$ $InFrame$ $OutFrame$ $OutFrame$ \\
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blendlayer $gesturename$outDelta $OutFrame$ $OutFrame$ $LastFrame$ $LastFrame$ \\
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} \\
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$continue $gesturename$
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$makeflinchgesture_rleg "gesture_melee_kick" "..\police_ss_anims\adoorkick.smd" 7 32 45
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$append gesture_melee_kick { activity "ACT_GESTURE_MELEE_ATTACK2" 1 { event 3 20 "" } fps 40 }
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// ---------------------------------------------------
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$include "mapbase_player_include_anims_misc.qci"
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