mapbase-model-src/modelsrc/SoldierAnimationNodes.qci

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// ================================================================
//
// This file adds transition nodes to soldier animations.
//
// Node graph:
//
// - Unarmed_Idle, etc. standing
// - Idle1_AR2, Idle1_SMG1, etc. standing_ar2, standing_smg1, etc.
// - CombatIdle1_AR2, etc. shooting_ar2, etc.
// - crouch_aim_ar2, etc. crouching_ar2, etc.
//
// For now, walk/run use "standing_" and "shooting_" nodes
//
// ================================================================
$definemacro AddNodeToSequence SeqName NodeName \\
$append $SeqName$ { node $NodeName$ }
$skiptransition "standing" "standing_ar2" "standing_smg1" "standing_sg" "standing_pistol"
$skiptransition "shooting" "shooting_ar2" "shooting_smg1" "shooting_sg" "shooting_pistol"
$skiptransition "crouching" "crouching_ar2" "crouching_smg1" "crouching_sg" "crouching_pistol"
// ----------------------------------------------------------------
// SoldierActivityFixes.qci
// ----------------------------------------------------------------
$AddNodeToSequence "CombatIdle1" "shooting_ar2"
$AddNodeToSequence "CombatIdle1_SMG1" "shooting_smg1"
$AddNodeToSequence "CombatIdle1_SG" "shooting_sg"
$AddNodeToSequence "crouch_aim_ar2" "crouching_ar2"
$AddNodeToSequence "crouch_aim_sm1" "crouching_smg1"
$AddNodeToSequence "crouch_aim_sg" "crouching_sg"
$AddNodeToSequence "Idle_Unarmed_ACT_IDLE" "standing"
$AddNodeToSequence "Idle1_AR2" "standing_ar2"
$AddNodeToSequence "Idle1_SMG1" "standing_smg1"
$AddNodeToSequence "Idle1_SG" "standing_sg"
$AddNodeToSequence "cover_crouch" "crouching_ar2"
$AddNodeToSequence "cover_crouch_low" "crouching_ar2"
$AddNodeToSequence "cover_crouch_med" "crouching_ar2"
$AddNodeToSequence "cover_crouch_low_ar2" "crouching_ar2"
$AddNodeToSequence "cover_crouch_low_smg1" "crouching_smg1"
$AddNodeToSequence "cover_crouch_low_sg" "crouching_sg"
$AddNodeToSequence "Walk_aiming_all" "shooting_smg1"
$AddNodeToSequence "Walk_aiming_all_SG" "shooting_sg"
$AddNodeToSequence "Walk_aiming_all_AR2" "shooting_ar2"
$AddNodeToSequence "RunAIMALL1" "shooting_smg1"
$AddNodeToSequence "RunAIMALL1_SG" "shooting_sg"
$AddNodeToSequence "RunAIMALL1_AR2" "standing_ar2"
$AddNodeToSequence "WalkUnarmed_all_ACT_WALK" "standing"
$AddNodeToSequence "Walk_all_AR2" "standing_ar2"
$AddNodeToSequence "Walk_all_SMG1" "standing_smg1"
$AddNodeToSequence "Walk_all_SG" "standing_sg"
$AddNodeToSequence "RunUnarmed_all" "standing"
$AddNodeToSequence "RunALL_AR2" "standing_ar2"
$AddNodeToSequence "RunALL_SMG1" "standing_smg1"
$AddNodeToSequence "RunALL_SG" "standing_sg"
$AddNodeToSequence "Crouch_RunALL" "crouching"
$AddNodeToSequence "Crouch_WalkALL" "crouching"
$AddNodeToSequence "shootSMG1s" "shooting_smg1"
$AddNodeToSequence "shootSMG1c" "crouching_smg1"
$AddNodeToSequence "shootAR2s" "shooting_ar2"
$AddNodeToSequence "shootAR2c" "crouching_ar2"
$AddNodeToSequence "shootAR2alt" "shooting_ar2"
$AddNodeToSequence "shootSGs" "shooting_sg"
$AddNodeToSequence "shootSGc" "crouching_sg"
$AddNodeToSequence "reload_ar2" "shooting_ar2"
$AddNodeToSequence "reload_ar2_low" "crouching_ar2"
$AddNodeToSequence "reload_smg1" "shooting_smg1"
$AddNodeToSequence "reload_smg1_low" "crouching_smg1"
$AddNodeToSequence "reload_shotgun1" "shooting_sg"
$AddNodeToSequence "reload_shotgun1_low" "crouching_sg"
//$AddNodeToSequence "melee_gunhit" "shooting"
$AddNodeToSequence "grenThrow" "shooting"
$AddNodeToSequence "grenDrop" "shooting"
$AddNodeToSequence "grenPlace" "shooting"
$AddNodeToSequence "signal_advance" "shooting"
$AddNodeToSequence "signal_forward" "shooting"
$AddNodeToSequence "signal_group" "shooting"
$AddNodeToSequence "signal_halt" "shooting"
$AddNodeToSequence "signal_left" "shooting"
$AddNodeToSequence "signal_right" "shooting"
$AddNodeToSequence "signal_takecover" "shooting"
// ----------------------------------------------------------------
// SoldierReadinessAnims.qci
// ----------------------------------------------------------------
$AddNodeToSequence "walk_relaxed_all_AR2" "standing_ar2"
$AddNodeToSequence "walk_relaxed_all_SMG1" "standing_smg1"
$AddNodeToSequence "walk_relaxed_all_SG" "standing_sg"
$AddNodeToSequence "walk_relaxed_all_Pistol" "standing_pistol"
$AddNodeToSequence "Idle2_AR2" "standing_alert_ar2"
$AddNodeToSequence "Idle2_SMG1" "standing_alert_smg1"
$AddNodeToSequence "Idle2_SG" "standing_alert_sg"
$AddNodeToSequence "Idle2_Pistol" "standing_alert_pistol"
$AddNodeToSequence "walk_stimulated_all_AR2" "standing_alert_ar2"
$AddNodeToSequence "walk_stimulated_all_SMG1" "standing_alert_smg1"
$AddNodeToSequence "walk_stimulated_all_SG" "standing_alert_sg"
$AddNodeToSequence "walk_stimulated_all_Pistol" "standing_alert_pistol"
$AddNodeToSequence "walk_aiming_stimulated_all_AR2" "standing_alert_ar2"
$AddNodeToSequence "walk_aiming_stimulated_all_SMG1" "standing_alert_smg1"
$AddNodeToSequence "walk_aiming_stimulated_all_SG" "standing_alert_sg"
$AddNodeToSequence "walk_aiming_stimulated_all_Pistol" "standing_alert_pistol"
$AddNodeToSequence "run_aiming_stimulated_all_AR2" "standing_alert_ar2"
$AddNodeToSequence "run_aiming_stimulated_all_SMG1" "standing_alert_smg1"
$AddNodeToSequence "run_aiming_stimulated_all_SG" "standing_alert_sg"
$AddNodeToSequence "run_aiming_stimulated_all_Pistol" "standing_alert_pistol"
// ----------------------------------------------------------------
// NewPistolAnimations_357_Soldier.qci / NewPistolAnimations_357_Soldier.qci
// ----------------------------------------------------------------
$AddNodeToSequence "Idle1_Pistol" "standing_pistol"
$AddNodeToSequence "CombatIdle1_Pistol" "shooting_pistol"
$AddNodeToSequence "shootp1" "shooting_pistol"
$AddNodeToSequence "shootp2" "shooting_pistol"
$AddNodeToSequence "reload_pistol" "shooting_pistol"
$AddNodeToSequence "reload_pistol_low" "crouching_pistol"
$AddNodeToSequence "reload_357" "shooting_pistol"
$AddNodeToSequence "reload_357_low" "crouching_pistol"
$AddNodeToSequence "Crouch_idle_pistol" "crouching_pistol"
$AddNodeToSequence "crouch_aim_pistol" "crouching_pistol"
$AddNodeToSequence "walk_aiming_pistol_all" "shooting_pistol"
$AddNodeToSequence "run_aiming_pistol_all" "shooting_pistol"
$AddNodeToSequence "walk_hold_pistol" "standing_pistol"
$AddNodeToSequence "run_hold_pistol" "standing_pistol"
// ----------------------------------------------------------------
// SoldierCrouchMovement.qci
// ----------------------------------------------------------------