mapbase-model-src/modelsrc/male_shared.qc
2021-09-20 13:07:41 -05:00

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// Created by Crowbar 0.56
$modelname "Humans\male_shared.mdl"
//$includemodel "player/male_anims.mdl"
// Must be included
$include "BaseModel.qci"
$include "hl2mp_ported_anims/commonbones.qci"
$include "hl2mp_ported_anims/weaponmacros.qci"
$includemodel "humans/male_shared_original.mdl"
$include "male_shared_DeclareSequence.qci"
$sequence "MeleeAttack01_Act" {
"male_shared_anims\MeleeAttack01.smd"
activity "ACT_MELEE_ATTACK1" 1
{ event 3 13 "" }
ikrule rhand touch "ValveBiped.Bip01_R_Hand" usesource
cmdlist lockfeet
}
$pushd "male_shared_anims"
$include "DefaultHolster.qci"
$popd
// Remove this if we get real pistol animations
$animation a_Idle_Pistol_Aim "male_shared_anims\shootp1.smd" frame 0 0
$sequence "Idle_Pistol_Aim" a_Idle_Pistol_Aim {
activity "ACT_IDLE_ANGRY_PISTOL" 1
numframes 10
fps 4
cmdlist lockfeet
}
$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 "male_shared_anims\Idle_SMG1_Aim.smd"
$definevariable Blend_SMD_Pistol "police_animations_anims\pistolangryidle2.smd"
$definevariable Blend_SMD_Rifle "male_shared_anims\Idle_SMG1_Aim.smd"
$definevariable Blend_Node_Default "shooting"
$definevariable Blend_Node_Pistol "shooting"
$definevariable Blend_Node_Rifle "shooting"
$animation a_AnimMatch_Default "male_shared_anims\Idle_SMG1_Aim.smd" frame 0 0
$definevariable AnimMatch_Default a_AnimMatch_Default
$include "BaseDI.qci"
$include "AlyxDI.qci"
$include "AntlionRecvDI.qci"
// Needs to use response criteria now
$include "HunterRecvDI.qci"
$include "OnFirePolice.qci"
$include "AlyxBlindfire.qci"
$include "Rappel.qci"
$include "GenericAnimationMacros.qci"
$include "SoldierSignals.qci"
// Soldiers' original signals had a FPS of 48
$definevariable SignalFPS 36 //32
$DefaultSignalGestures $SignalFPS$
$DefaultSignalSequences "male_shared_anims\Idle_SMG1_Aim.smd" $SignalFPS$
$weightlist "GrenadeCorrectionWeights" {
"ValveBiped.Bip01_Pelvis" 1
"ValveBiped.Bip01_L_Thigh" 0.25
"ValveBiped.Bip01_L_Calf" 0.15
"ValveBiped.Bip01_L_Foot" 0
}
//$MakeGrenadeGesture $DI_Idle_Default$ "combine_soldier_anims_anims/grenThrow" 10 40 50 45
$SoldierGrenadeAnimation $Blend_SMD_Default$
$append "grenThrow_layer" {
weightlist "GrenadeCorrectionWeights"
}
// Not good enough at/m
//$SoldierGrenadeDropAnimation $Blend_SMD_Default$
//$append "grenDrop_layer" {
// weightlist "GrenadeCorrectionWeights"
//}
//$SoldierGrenadePlaceAnimation $Blend_SMD_Default$
//$append "grenPlace_layer" {
// weightlist "GrenadeCorrectionWeights"
//}
$MakeManhackDeployLayer "police_animations_anims\deploy.smd" 30
$MakeManhackDeployAnimation $Blend_SMD_Default$ 50 30
$MakeManhackDeployGesture $Blend_SMD_Default$
// Funny bit
//$weightlist "FunnyTorsoWeightlist" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_L_Clavicle" 1 }
//$animation "a_Idle_Angry_Shotgun" "female_shared_anims\shoot_shotgun.smd" frame 0 0
//$sequence "funny01" a_Idle_Angry_Shotgun {
// numframes 30
// addlayer "shotgun_layer"
// weightlist "FunnyTorsoWeightlist"
//}
$include "PoliceFlinches.qci"
// ================================================================
//
// Harass Animations
//
// Harass animations on citizens.
//
// ================================================================
$include "PoliceHarassGestures.qci"
$sequence "harassfront1" {
"male_shared_anims\Idle_SMG1_Relaxed.smd"
numframes 50
activity "ACT_POLICE_HARASS1" 1
blendlayer "harassfront1_layer" 0 10 25 49 spline // Try harassfront1_gesture too
ikrule "lfoot" footstep
ikrule "rfoot" footstep
ikrule "rhand" release
ikrule "lhand" release
}
$sequence "harassfront2" {
"male_shared_anims\Idle_SMG1_Relaxed.smd"
numframes 50
activity "ACT_POLICE_HARASS2" 1
blendlayer "harassfront2_layer" 0 10 40 49 spline // Try harassfront2_gesture too
ikrule "lfoot" footstep
ikrule "rfoot" footstep
ikrule "rhand" release
ikrule "lhand" release
}
// ================================================================
//
// Misc.
//
// ================================================================
$include "SoldierEP1Rappel.qci"
$pushd "male_shared_anims"
$definevariable PanickedIdle "crouchIdle_panicked4"
$include "ArrestAnims.qci"
$popd
$KeyValues
{
dynamic_interactions
{
$DIKV_Alyx
}
}