mirror of
https://github.com/mapbase-source/mapbase-model-src.git
synced 2024-10-16 22:56:52 +03:00
284 lines
8.7 KiB
Plaintext
284 lines
8.7 KiB
Plaintext
// Created by Crowbar 0.56
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$declaresequence "LH_attachment_Init"
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$declaresequence "Idle1"
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$declaresequence "Idle1_SMG1"
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$declaresequence "CombatIdle1"
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$declaresequence "CombatIdle1_SG"
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$declaresequence "CombatIdle1_SMG1"
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$declaresequence "cower"
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$declaresequence "CrouchIdle"
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$declaresequence "crouch_aim_ar2"
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$declaresequence "crouch_aim_sm1"
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$declaresequence "flinchhead"
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$declaresequence "flinchchest"
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$declaresequence "flinchgut"
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$declaresequence "flinchleft"
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$declaresequence "flinchright"
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$declaresequence "flinchbig"
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$declaresequence "flinchsmall"
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$declaresequence "flinch_gesture"
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$declaresequence "flinchheadgest"
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$declaresequence "flinchgutgest"
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$declaresequence "flinchlarmgest"
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$declaresequence "flinchrarmgest"
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$declaresequence "deathpose_front"
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$declaresequence "deathpose_back"
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$declaresequence "deathpose_right"
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$declaresequence "deathpose_left"
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$declaresequence "bugbait_hit"
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$declaresequence "cover_crouch"
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$declaresequence "cover_crouch_low"
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$declaresequence "cover_crouch_med"
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$declaresequence "grenThrow"
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$declaresequence "grenDrop"
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$declaresequence "grenPlace"
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$declaresequence "reload_low"
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$declaresequence "reload"
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$declaresequence "gesture_reloadspine"
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$declaresequence "gesture_reloadarms"
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$declaresequence "gesture_reload"
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$declaresequence "gesture_reload_SMG1spine"
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$declaresequence "gesture_reload_SMG1arms"
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$declaresequence "gesture_reload_SMG1"
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$declaresequence "melee_gunhit"
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$declaresequence "rappelloop"
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$declaresequence "shootSMG1s"
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$declaresequence "shootSMG1c"
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$declaresequence "shootAR2s"
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$declaresequence "shootAR2c"
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$declaresequence "shootAR2g"
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$declaresequence "shootAR2alt"
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$declaresequence "shootSGs"
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$declaresequence "shootSGc"
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$declaresequence "signal_advance"
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$declaresequence "signal_forward"
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$declaresequence "signal_group"
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$declaresequence "signal_halt"
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$declaresequence "signal_left"
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$declaresequence "signal_right"
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$declaresequence "signal_takecover"
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$declaresequence "Combat_stand_to_crouch"
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$declaresequence "Crouch_to_combat_stand"
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$declaresequence "Aim_stand_delta_all"
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$declaresequence "Aim_stand_delta_all_SG"
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$declaresequence "Aim_crouch_delta_all"
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$declaresequence "Crouch_RunALL"
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$declaresequence "Crouch_WalkALL"
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$declaresequence "Aim_all"
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$declaresequence "Aim_all_SG"
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$declaresequence "RunALL"
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$declaresequence "layer_run_aiming"
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$declaresequence "RunAIMALL1"
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$declaresequence "layer_run_aiming_SG"
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$declaresequence "RunAIMALL1_SG"
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$declaresequence "Run_turretCarry_Upperbody"
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$declaresequence "Run_turretCarry_ALL"
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$declaresequence "Turret_Drop"
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$declaresequence "Walk_all"
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$declaresequence "layer_walk_aiming"
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$declaresequence "Walk_aiming_all"
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$declaresequence "layer_walk_aiming_SG"
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$declaresequence "Walk_aiming_all_SG"
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$declaresequence "gesture_shoot_ar1"
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$declaresequence "gesture_shoot_ar2"
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$declaresequence "gesture_shoot_hmg1"
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$declaresequence "gesture_shoot_smg1"
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$declaresequence "gesture_shoot_smg2"
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$declaresequence "gesture_shoot_shotgun"
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$declaresequence "physflinch1"
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$declaresequence "physflinch2"
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$declaresequence "turnleft"
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$declaresequence "turnright"
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$declaresequence "gesture_turn_left_45default"
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$declaresequence "gesture_turn_left_45inDelta"
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$declaresequence "gesture_turn_left_45outDelta"
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$declaresequence "gesture_turn_left_45"
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$declaresequence "gesture_turn_left_90default"
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$declaresequence "gesture_turn_left_90inDelta"
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$declaresequence "gesture_turn_left_90outDelta"
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$declaresequence "gesture_turn_left_90"
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$declaresequence "gesture_turn_right_45default"
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$declaresequence "gesture_turn_right_45inDelta"
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$declaresequence "gesture_turn_right_45outDelta"
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$declaresequence "gesture_turn_right_45"
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$declaresequence "gesture_turn_right_90default"
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$declaresequence "gesture_turn_right_90inDelta"
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$declaresequence "gesture_turn_right_90outDelta"
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$declaresequence "gesture_turn_right_90"
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$declaresequence "jump_holding_jump"
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$declaresequence "jump_holding_glide"
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$declaresequence "jump_holding_land"
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$declaresequence "binoculars_idle"
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$declaresequence "Dropship_Deploy"
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$declaresequence "leanwall_right_idle"
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$declaresequence "leanwall_right_exit"
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$declaresequence "leanwall_corner_right_idle"
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$declaresequence "leanwall_corner_right_exit"
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$declaresequence "leanwall_Left_idle"
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$declaresequence "leanwall_Left_exit"
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$declaresequence "leanwall_Left_B_idle"
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$declaresequence "leanwall_Left_B_exit"
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$declaresequence "leanwall_CrouchLeft_A_idle"
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$declaresequence "leanwall_CrouchLeft_A_exit"
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$declaresequence "leanwall_CrouchLeft_B_idle"
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$declaresequence "leanwall_CrouchLeft_B_exit"
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$declaresequence "crouchidle_AB"
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$declaresequence "crouchidle_ABexit"
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$declaresequence "leanwall_CrouchLeft_C_idle"
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$declaresequence "leanwall_CrouchLeft_C_exit"
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$declaresequence "leanwall_CrouchLeft_D_idle"
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$declaresequence "leanwall_CrouchLeft_D_exit"
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$declaresequence "breen_grav_grab"
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$declaresequence "breen_gravCarry_Idle"
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$declaresequence "breen_grav_placeDesk"
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//$declaresequence "WalkEasy_all"
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$sequence "WalkEasy_all" {
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"a_SoldierWalkEasyS"
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"a_SoldierWalkEasySE"
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"a_SoldierWalkEasyE"
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"a_SoldierWalkEasyNE"
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"a_SoldierWalkEasyN"
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"a_SoldierWalkEasyNW"
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"a_SoldierWalkEasyW"
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"a_SoldierWalkEasySW"
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"a_SoldierWalkEasyS"
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activity "ACT_WALK_EASY" 1
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blend "move_yaw" -180 180
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blendwidth 9
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{ event 6004 9 "NPC_CombineS" } // New animation events
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{ event 6005 25 "NPC_CombineS" } // New animation events
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fadein 0.2
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fadeout 0.2
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}
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$declaresequence "Idle_Unarmed"
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$declaresequence "layer_walk_unarmed"
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//$declaresequence "WalkUnarmed_all"
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$sequence "WalkUnarmed_all" {
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"a_SoldierWalkEasyS"
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"a_SoldierWalkEasySE"
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"a_SoldierWalkEasyE"
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"a_SoldierWalkEasyNE"
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"a_SoldierWalkEasyN"
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"a_SoldierWalkEasyNW"
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"a_SoldierWalkEasyW"
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"a_SoldierWalkEasySW"
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"a_SoldierWalkEasyS"
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activity "ACT_WALK_UNARMED" 1
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blend "move_yaw" -180 180
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blendwidth 9
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{ event 6004 9 "NPC_CombineS" } // New animation events
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{ event 6005 25 "NPC_CombineS" } // New animation events
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fadein 0.2
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fadeout 0.2
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keyvalues
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{
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interior ACT_IDLE_UNARMED
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}
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blendlayer "layer_walk_unarmed" 0 0 0 0 local
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}
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$weightlist "weights_layer_run_unarmed" {
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"ValveBiped.Bip01_Pelvis" 0
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"ValveBiped.Bip01_L_Clavicle" 1
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"ValveBiped.Bip01_L_UpperArm" 0.8
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"ValveBiped.Bip01_L_Forearm" 0.8
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"ValveBiped.Bip01_L_Thigh" 0
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"ValveBiped.Bip01_R_Clavicle" 1
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"ValveBiped.Bip01_R_UpperArm" 0.8
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"ValveBiped.Bip01_R_Forearm" 0.8
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"ValveBiped.Bip01_R_Thigh" 0
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"ValveBiped.Bip01_Spine" 0.2
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"ValveBiped.Bip01_Spine1" 0.4
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"ValveBiped.Bip01_Spine2" 0.6
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"ValveBiped.Bip01_Spine4" 0.8
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"ValveBiped.Bip01_Neck1" 0
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//"ValveBiped.Cod" 0.1
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}
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//$sequence "layer_run_unarmed" {
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// //"combine_soldier_anims_anims\layer_walk_unarmed.smd"
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// "male_shared_anims\a_RunN.smd"
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// fadein 0.2
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// fadeout 0.2
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// hidden
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// //worldspace
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// fps 30
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// loop
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// ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
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// ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
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// weightlist "weights_layer_run_unarmed"
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// subtract "layer_run_unarmed" 0
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// delta
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//}
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$sequence "layer_run_unarmed" {
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"male_shared_anims\a_RunN.smd"
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fadein 0.2
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fadeout 0.2
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hidden
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//worldspace
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fps 30
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loop
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ikrule "lfoot" footstep contact 7 fakeorigin 4.52 2.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 10 16 target 3
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ikrule "rfoot" footstep contact 16 fakeorigin 4.56 -1.62 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 14 1 7 target 2
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ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 18 18 target 0
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ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 18 18 target 1
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//walkframe 18 LX LY
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weightlist "weights_layer_run_unarmed"
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}
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$sequence "RunUnarmed_all" {
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"a_SoldierRunS"
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"a_SoldierRunSE"
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"a_SoldierRunE"
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"a_SoldierRunNE"
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"a_SoldierRunN"
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"a_SoldierRunNW"
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"a_SoldierRunW"
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"a_SoldierRunSW"
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"a_SoldierRunS"
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activity "ACT_RUN_UNARMED" 1
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blend "move_yaw" -180 180
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blendwidth 9
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{ event 6004 7 "NPC_CombineS" }
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{ event 6005 16 "NPC_CombineS" }
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fadein 0.2
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fadeout 0.2
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keyvalues
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{
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interior ACT_IDLE_UNARMED
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}
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blendlayer "layer_walk_unarmed" 0 0 0 0 local
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blendlayer "layer_run_unarmed" 0 0 0 0 local
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}
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$declaresequence "WalkMarch_all"
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$declaresequence "layer_walk_GravCarry"
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$declaresequence "WalkGravCarry_all"
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$declaresequence "Man_Gun_Aim_all"
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$declaresequence "Man_Gun"
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$declaresequence "d3_c17_07_Kidnap"
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$declaresequence "CS_Jump"
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$declaresequence "rappel_a_preIdle"
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$declaresequence "Rappel_a"
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$declaresequence "Rappel_a_noturn"
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$declaresequence "Rappel_b"
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$declaresequence "Rappel_c"
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$declaresequence "Rappel_d"
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$declaresequence "Rappel_e"
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$declaresequence "Rappel_f"
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$declaresequence "Rappel_f_noturn"
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$declaresequence "antlion_soldier_DI_01"
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$declaresequence "antlion_soldier_DI_02"
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$declaresequence "console_type"
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$declaresequence "console_type_entry"
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$declaresequence "console_type_loop"
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$declaresequence "console_type_exit"
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$declaresequence "gman_freeze_pose"
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