mapbase-model-src/modelsrc/NewPistolAnimations_MetrocopBase.qci

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// ================================================================
//
// Shared base QCI for new pistol animations utilizing metrocop animations.
//
// Metrocop animations were decompiled by Crowbar 0.71
//
// ================================================================
// ================================================================
// Metrocop Weightlists
// ================================================================
$weightlist "weights_neck_trans_x" {
"ValveBiped.Bip01_Pelvis" 1
"ValveBiped.Bip01_Spine" 1
"ValveBiped.Bip01_R_Clavicle" 0
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$weightlist "weights_gesture_reload_pistolarms" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_L_Clavicle" 1
}
$weightlist "weights_gesture_reload_pistol" {
"ValveBiped.Bip01_Pelvis" 0
}
$weightlist "weights_pistol_Aim_all" {
"ValveBiped.Bip01_Pelvis" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$weightlist "weights_layer_walk_hold_baton_angry" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 1
}
$weightlist "weights_Pistol_aim_walk_all_delta" {
"ValveBiped.Bip01_Pelvis" 1
"ValveBiped.Bip01_Spine" 0
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
// ================================================================
// Corrective Animations
// ================================================================
$animation "@gesture_shoot_pistol_corrective_animation" "police_animations_anims\@gesture_shoot_pistol_corrective_animation.smd" {
}
$animation "@gesture_reload_pistolspine_corrective_animation" "police_animations_anims\@gesture_reload_pistolspine_corrective_animation.smd" {
}
$animation "a_pistol_aim_straight_up_corrective_animation" "police_animations_anims\a_pistol_aim_straight_up_corrective_animation.smd" {
}
$animation "a_pistol_aim_up_right_corrective_animation" "police_animations_anims\a_pistol_aim_up_right_corrective_animation.smd" {
}
$animation "a_pistol_aim_up_center_corrective_animation" "police_animations_anims\a_pistol_aim_up_center_corrective_animation.smd" {
}
$animation "a_pistol_aim_up_left_corrective_animation" "police_animations_anims\a_pistol_aim_up_left_corrective_animation.smd" {
}
$animation "a_pistol_aim_mid_right_corrective_animation" "police_animations_anims\a_pistol_aim_mid_right_corrective_animation.smd" {
}
$animation "a_pistol_aim_mid_center_corrective_animation" "police_animations_anims\a_pistol_aim_mid_center_corrective_animation.smd" {
}
$animation "a_pistol_aim_mid_left_corrective_animation" "police_animations_anims\a_pistol_aim_mid_left_corrective_animation.smd" {
}
$animation "a_pistol_aim_down_right_corrective_animation" "police_animations_anims\a_pistol_aim_down_right_corrective_animation.smd" {
}
$animation "a_pistol_aim_down_center_corrective_animation" "police_animations_anims\a_pistol_aim_down_center_corrective_animation.smd" {
}
$animation "a_pistol_aim_down_left_corrective_animation" "police_animations_anims\a_pistol_aim_down_left_corrective_animation.smd" {
}
$animation "a_WalkN_pistol_aim_straight_up_corrective_animation" "police_animations_anims\a_WalkN_pistol_aim_straight_up_corrective_animation.smd" {
}
$animation "a_WalkN_pistol_aim_up_right_corrective_animation" "police_animations_anims\a_WalkN_pistol_aim_up_right_corrective_animation.smd" {
}
$animation "a_WalkN_pistol_aim_up_center_corrective_animation" "police_animations_anims\a_WalkN_pistol_aim_up_center_corrective_animation.smd" {
}
$animation "a_WalkN_pistol_aim_up_left_corrective_animation" "police_animations_anims\a_WalkN_pistol_aim_up_left_corrective_animation.smd" {
}
$animation "a_WalkN_pistol_aim_mid_right_corrective_animation" "police_animations_anims\a_WalkN_pistol_aim_mid_right_corrective_animation.smd" {
}
$animation "a_WalkN_pistol_aim_mid_center_corrective_animation" "police_animations_anims\a_WalkN_pistol_aim_mid_center_corrective_animation.smd" {
}
$animation "a_WalkN_pistol_aim_mid_left_corrective_animation" "police_animations_anims\a_WalkN_pistol_aim_mid_left_corrective_animation.smd" {
}
$animation "a_WalkN_pistol_aim_down_right_corrective_animation" "police_animations_anims\a_WalkN_pistol_aim_down_right_corrective_animation.smd" {
}
$animation "a_WalkN_pistol_aim_down_center_corrective_animation" "police_animations_anims\a_WalkN_pistol_aim_down_center_corrective_animation.smd" {
}
$animation "a_WalkN_pistol_aim_down_left_corrective_animation" "police_animations_anims\a_WalkN_pistol_aim_down_left_corrective_animation.smd" {
}
$animation "a_walkS_pistol_aim_delta_corrective_animation" "police_animations_anims\a_walkS_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_walkSE_pistol_aim_delta_corrective_animation" "police_animations_anims\a_walkSE_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_walkE_pistol_aim_delta_corrective_animation" "police_animations_anims\a_walkE_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_walkNE_pistol_aim_delta_corrective_animation" "police_animations_anims\a_walkNE_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_walkN_pistol_aim_delta_corrective_animation" "police_animations_anims\a_walkN_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_walkNW_pistol_aim_delta_corrective_animation" "police_animations_anims\a_walkNW_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_walkW_pistol_aim_delta_corrective_animation" "police_animations_anims\a_walkW_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_walkSW_pistol_aim_delta_corrective_animation" "police_animations_anims\a_walkSW_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_runS_pistol_aim_delta_corrective_animation" "police_animations_anims\a_runS_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_runSE_pistol_aim_delta_corrective_animation" "police_animations_anims\a_runSE_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_runE_pistol_aim_delta_corrective_animation" "police_animations_anims\a_runE_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_runNE_pistol_aim_delta_corrective_animation" "police_animations_anims\a_runNE_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_runN_pistol_aim_delta_corrective_animation" "police_animations_anims\a_runN_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_runNW_pistol_aim_delta_corrective_animation" "police_animations_anims\a_runNW_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_runW_pistol_aim_delta_corrective_animation" "police_animations_anims\a_runW_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_runSW_pistol_aim_delta_corrective_animation" "police_animations_anims\a_runSW_pistol_aim_delta_corrective_animation.smd" {
}
// ================================================================
// Aim Animations
// ================================================================
$animation "a_aim_pistol_neutral" "police_animations_anims\a_aim_pistol_neutral.smd" {
fps 30
ikrule "rhand" release
ikrule "lhand" release
}
$animation "a_pistol_aim_down_left" "police_animations_anims\a_pistol_aim_down_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_down_left_corrective_animation" 0
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_down_center" "police_animations_anims\a_pistol_aim_down_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_down_center_corrective_animation" 0
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_down_right" "police_animations_anims\a_pistol_aim_down_right.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_down_right_corrective_animation" 0
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_mid_left" "police_animations_anims\a_pistol_aim_mid_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_mid_left_corrective_animation" 0
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_mid_center" "police_animations_anims\a_pistol_aim_mid_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_mid_center_corrective_animation" 0
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_mid_right" "police_animations_anims\a_pistol_aim_mid_right.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_mid_right_corrective_animation" 0
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_up_left" "police_animations_anims\a_pistol_aim_up_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_up_left_corrective_animation" 0
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_up_center" "police_animations_anims\a_pistol_aim_up_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_up_center_corrective_animation" 0
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_up_right" "police_animations_anims\a_pistol_aim_up_right.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_up_right_corrective_animation" 0
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_straight_up" "police_animations_anims\a_pistol_aim_straight_up.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_straight_up_corrective_animation" 0
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
$animation "a_walkn_aim_pistol_neutral" "police_animations_anims\a_walkn_aim_pistol_neutral.smd" {
fps 30
ikrule "rhand" release
ikrule "lhand" release
}
$animation "a_WalkN_pistol_aim_down_left" "police_animations_anims\a_WalkN_pistol_aim_down_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_down_left_corrective_animation" 0
weightlist "weights_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_down_center" "police_animations_anims\a_WalkN_pistol_aim_down_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_down_center_corrective_animation" 0
weightlist "weights_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_down_right" "police_animations_anims\a_WalkN_pistol_aim_down_right.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_down_right_corrective_animation" 0
weightlist "weights_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_mid_left" "police_animations_anims\a_WalkN_pistol_aim_mid_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_mid_left_corrective_animation" 0
weightlist "weights_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_mid_center" "police_animations_anims\a_WalkN_pistol_aim_mid_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_mid_center_corrective_animation" 0
weightlist "weights_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_mid_right" "police_animations_anims\a_WalkN_pistol_aim_mid_right.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_mid_right_corrective_animation" 0
weightlist "weights_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_up_left" "police_animations_anims\a_WalkN_pistol_aim_up_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_up_left_corrective_animation" 0
weightlist "weights_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_up_center" "police_animations_anims\a_WalkN_pistol_aim_up_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_up_center_corrective_animation" 0
weightlist "weights_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_up_right" "police_animations_anims\a_WalkN_pistol_aim_up_right.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_up_right_corrective_animation" 0
weightlist "weights_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_straight_up" "police_animations_anims\a_WalkN_pistol_aim_straight_up.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_straight_up_corrective_animation" 0
weightlist "weights_pistol_Aim_all"
}
$animation "a_walkS_pistol_aim_delta" "police_animations_anims\a_walkS_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_walkS_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_walkSE_pistol_aim_delta" "police_animations_anims\a_walkSE_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_walkSE_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_walkE_pistol_aim_delta" "police_animations_anims\a_walkE_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_walkE_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_walkNE_pistol_aim_delta" "police_animations_anims\a_walkNE_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_walkNE_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_walkN_pistol_aim_delta" "police_animations_anims\a_walkN_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_walkN_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_walkNW_pistol_aim_delta" "police_animations_anims\a_walkNW_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_walkNW_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_walkW_pistol_aim_delta" "police_animations_anims\a_walkW_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_walkW_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_walkSW_pistol_aim_delta" "police_animations_anims\a_walkSW_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_walkSW_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_WalkN_aim_pistol" "police_animations_anims\a_WalkN_aim_pistol.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
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
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
walkframe 30 LX LY
}
$animation "a_walkN_hold_pistol" "police_animations_anims\a_walkN_hold_pistol.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
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
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
walkframe 30 LX LY
}
$animation "a_runS_pistol_aim_delta" "police_animations_anims\a_runS_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_runS_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_runSE_pistol_aim_delta" "police_animations_anims\a_runSE_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_runSE_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_runE_pistol_aim_delta" "police_animations_anims\a_runE_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_runE_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_runNE_pistol_aim_delta" "police_animations_anims\a_runNE_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_runNE_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_runN_pistol_aim_delta" "police_animations_anims\a_runN_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_runN_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_runNW_pistol_aim_delta" "police_animations_anims\a_runNW_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_runNW_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_runW_pistol_aim_delta" "police_animations_anims\a_runW_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_runW_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_runSW_pistol_aim_delta" "police_animations_anims\a_runSW_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_runSW_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_runN_hold_pistol" "police_animations_anims\a_runN_hold_pistol.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin 10.25 6.08 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 18 7 10 18 target 3
ikrule "rfoot" footstep contact 18 fakeorigin 11.04 -1.4 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 1 8 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
walkframe 20 LX LY
}
$animation "a_runN_aim_pistol" "police_animations_anims\a_runN_aim_pistol.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin 10.25 6.08 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 18 7 10 18 target 3
ikrule "rfoot" footstep contact 18 fakeorigin 11.04 -1.4 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 1 8 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
walkframe 20 LX LY
}