mapbase-model-src/modelsrc/NewPistolAnimations_357_FemaleCitizen.qci

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// ================================================================
//
// 357 Animations for Female Citizens
//
// ================================================================
$definemacro 357ReloadSounds \\
{ event AE_CL_PLAYSOUND 10 "Weapon_357.OpenLoader" } \\
{ event AE_CL_PLAYSOUND 17 "Weapon_357.RemoveLoader" } \\
{ event AE_CL_PLAYSOUND 37 "Weapon_357.ReplaceLoader" } \\
{ event AE_CL_PLAYSOUND 47 "Weapon_357.Spin" } \\ // TODO: Not really a spin
$weightlist "weights_357_shoot" {
"ValveBiped.Bip01_Pelvis" 4
"ValveBiped.Bip01_R_Clavicle" 4
"ValveBiped.Bip01_R_UpperArm" 1.6
"ValveBiped.Bip01_R_Forearm" 4
"ValveBiped.Bip01_R_Hand" 4
"ValveBiped.Bip01_L_Clavicle" 4
"ValveBiped.Bip01_L_UpperArm" 1
"ValveBiped.Bip01_L_Forearm" 8
"ValveBiped.Bip01_L_Hand" 4
}
$animation "@gesture_shootp1_corrective_animation" "female_shared_anims\@gesture_shootp1_corrective_animation.smd" {
}
$sequence "gesture_shoot_357_layer" {
"female_shared_anims\gesture_shootp1.smd"
activity "ACT_GESTURE_RANGE_ATTACK_REVOLVER" 1
frame 2 2
delta
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "@gesture_shootp1_corrective_animation" 0
weightlist "weights_357_shoot"
hidden
}
$sequence "gesture_shoot_357" {
"female_shared_anims\gesture_shootp1.smd"
fps 30
noanimation
blendlayer "gesture_shoot_357_layer" 0 4 6 16 spline
numframes 16
{ event 3014 1 "" }
activity "ACT_GESTURE_RANGE_ATTACK_REVOLVER" 1
fadein 0.2
fadeout 0.2
}
$sequence "shootp2" {
"female_shared_anims\shootp1.smd"
activity "ACT_RANGE_ATTACK_REVOLVER" 1
numframes 16
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_p_all"
node "shooting_pistol"
blendlayer "gesture_shoot_357" 0 0 0 0 local
//weightlist "weights_357_shoot"
{ event 3014 1 "" }
fps 30
ikrule "lfoot" footstep contact 0 fakeorigin 11.95 7.22 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 15 15 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -9.2 -3.23 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 15 15 target 2
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
}
$sequence "crouch_shoot_357" {
"alyx_animations_ep2\crouch_aim_pistol.smd"
activity "ACT_RANGE_ATTACK_REVOLVER_LOW" 1
//numframes 16
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_p_all"
node "crouchShooting_pistol"
blendlayer "gesture_shoot_357" 0 0 0 0 local
//weightlist "weights_357_shoot"
{ event 3014 1 "" }
fps 30
ikrule "lfoot" footstep contact 0 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 16 16 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -8.15 -4.51 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 16 16 target 2
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
}
// ----------------------------------------------------------------
$makeaimlayer soldier_Aim_9_directions "hl2mp_ported_anims\Aim_9_directions"
$makeweapongesturep "gesture_reload_357" "police_animations_anims\custom\reload_357.smd" 15 51 62
$append "gesture_reload_357" {
$357ReloadSounds
activity "ACT_GESTURE_RELOAD_REVOLVER" 1
}
// HACKHACK: Need soldier_Aim_9_directions instead of pistol_Aim_all to get past IK issues
$GenericReloadFromIdle "reload_357" "female_shared_anims\reloadpistol.smd" "ACT_RELOAD_REVOLVER" "soldier_Aim_9_directions" "gesture_reload_357" 15 51 62 41
$append "reload_357" {
$357ReloadSounds
node "shooting_pistol"
fps 30
}