mirror of
https://github.com/mapbase-source/mapbase-model-src.git
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237 lines
6.9 KiB
Plaintext
237 lines
6.9 KiB
Plaintext
// Created by Crowbar 0.56
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$modelname "Humans\female_shared.mdl"
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// Automatically tries to convert any non-female animations to the female skeleton
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$lockbonelengths
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// Must be included
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$include "BaseModel.qci"
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$include "hl2mp_ported_anims/commonbones_female.qci"
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$include "hl2mp_ported_anims/weaponmacros.qci"
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$include "hl2mp_ported_anims/player_macros.qci"
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$include "GenericWeightlists.qci"
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$include "GenericAnimationMacros.qci"
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$include "FemaleCitizenMoveAnims.qci"
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$includemodel "humans/female_shared_original.mdl"
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$include "female_shared_DeclareSequence.qci"
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$pushd "female_shared_anims"
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$include "CitizenActivityFixes.qci"
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$include "CitizenNewWeaponActivities.qci"
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$popd
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// A quick way of retargeting male animations to the female skeleton.
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$weightlist "MaleToFemaleWeights" { "ValveBiped.Bip01_Pelvis" 1 "ValveBiped.Bip01_L_UpperArm" 0 "ValveBiped.Bip01_R_UpperArm" 0 }
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$sequence "male_to_female_layer_base" "male_shared_anims\ragdoll.smd" hidden
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$sequence "male_to_female_layer" "female_shared_anims\ragdoll.smd" weightlist "MaleToFemaleWeights" subtract "male_to_female_layer_base" 0 delta hidden
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// ================================================================
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//
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// Pistol Animations
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//
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// ================================================================
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$include "NewPistolAnimations_FemaleCitizen.qci"
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$include "NewPistolAnimations_357_FemaleCitizen.qci"
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// ================================================================
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$sequence "MeleeAttack01_Act" {
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"female_shared_anims\MeleeAttack01.smd"
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activity "ACT_MELEE_ATTACK1" 1
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{ event 3 13 "" }
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cmdlist lockfeet
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}
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$pushd "female_shared_anims"
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$include "DefaultHolster.qci"
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$popd
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$definevariable Blend_Idle_Default "Idle_SMG1_Aim"
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$definevariable Blend_Idle_Unarmed "idle_subtle"
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$definevariable Blend_Idle_Panicked "crouch_panicked"
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$definevariable Blend_Idle_Pistol "Pistol_idle_aim"
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$definevariable Blend_Idle_Rifle "Idle_SMG1_Aim"
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$definevariable Blend_Idle_Rifle_Crouched "crouch_aim_smg1"
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$definevariable Blend_SMD_Default "female_shared_anims\Idle_SMG1_Aim.smd"
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$definevariable Blend_SMD_Unarmed "female_shared_anims\idle_subtle.smd"
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$definevariable Blend_SMD_Panicked "female_shared_anims\crouch_panicked.smd"
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$definevariable Blend_SMD_Pistol "female_shared_anims\Pistol_idle_aim.smd"
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$definevariable Blend_SMD_Rifle "female_shared_anims\Idle_SMG1_Aim.smd"
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$definevariable Blend_SMD_Rifle_Crouched "female_shared_anims\crouch_aim_smg1.smd"
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$definevariable Blend_SMD_Annabelle "female_shared_anims\idle_ar2_aim.smd"
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$definevariable Blend_SMD_Annabelle_Crouch "female_shared_anims\crouch_aim_smg1.smd" // TODO?
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$definevariable Blend_Node_Default "shooting"
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$definevariable Blend_Node_Pistol "shooting"
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$definevariable Blend_Node_Rifle "shooting"
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$definevariable Blend_Aim_Rifle "soldier_Aim_9_directions"
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$include "BaseDI.qci"
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$include "AlyxDI.qci"
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$include "AntlionRecvDI.qci"
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$include "HunterRecvDI.qci"
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$include "OnFirePolice.qci"
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$include "AlyxBlindfire.qci"
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$include "AlyxHolster.qci"
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$include "Rappel.qci"
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$include "SoldierSignals.qci"
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// Soldiers' original signals had a FPS of 48
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$definevariable SignalFPS 36 //32
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$DefaultSignalGestures $SignalFPS$
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$DefaultSignalSequences "female_shared_anims\Idle_SMG1_Aim.smd" $SignalFPS$
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$weightlist "GrenadeCorrectionWeights" {
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"ValveBiped.Bip01_Pelvis" 1
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"ValveBiped.Bip01_L_Thigh" 0.25
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"ValveBiped.Bip01_L_Calf" 0.15
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"ValveBiped.Bip01_L_Foot" 0
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}
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$SoldierGrenadeAnimation $Blend_SMD_Default$
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$append "grenThrow_layer" {
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weightlist "GrenadeCorrectionWeights"
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}
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$makeweapongesturep grenThrow_gesture "combine_soldier_anims_anims\grenThrow.smd" 10 35 50
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$append grenThrow_gesture {
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fps 45
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activity "ACT_GESTURE_COMBINE_THROW_GRENADE" 1
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{ event 7 30 "" }
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}
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$makeweapongesturep grenDrop_gesture "combine_soldier_anims_anims\grenDrop.smd" 12 32 43
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$append grenDrop_gesture {
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fps 35
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activity "ACT_GESTURE_SPECIAL_ATTACK1" 1
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{ event 7 26 "" }
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}
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$makeweapongesturep grenPlace_gesture "combine_soldier_anims_anims\grenPlace.smd" 12 35 45
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$append grenPlace_gesture {
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fps 35
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activity "ACT_GESTURE_SPECIAL_ATTACK2" 1
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{ event 9 25 "" }
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}
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// Not good enough at/m
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//$SoldierGrenadeDropAnimation $Blend_SMD_Default$
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//$append "grenDrop_layer" {
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// weightlist "GrenadeCorrectionWeights"
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//}
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//$SoldierGrenadePlaceAnimation $Blend_SMD_Default$
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//$append "grenPlace_layer" {
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// weightlist "GrenadeCorrectionWeights"
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//}
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$MakeManhackDeployLayer "police_animations_anims\deploy.smd" 30
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$MakeManhackDeployAnimation $Blend_SMD_Default$ 50 30
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$MakeManhackDeployGesture $Blend_SMD_Default$
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$include "PoliceFlinches.qci"
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// ================================================================
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//
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// Harass Animations
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//
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// Harass animations on citizens.
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//
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// ================================================================
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$include "PoliceHarassGestures.qci"
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$sequence "harassfront1" {
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"female_shared_anims\Idle_SMG1_Relaxed.smd"
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numframes 50
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activity "ACT_POLICE_HARASS1" 1
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blendlayer "harassfront1_layer" 0 10 25 49 spline // Try harassfront1_gesture too
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ikrule "lfoot" footstep
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ikrule "rfoot" footstep
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ikrule "rhand" release
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ikrule "lhand" release
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}
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$sequence "harassfront2" {
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"female_shared_anims\Idle_SMG1_Relaxed.smd"
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numframes 50
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activity "ACT_POLICE_HARASS2" 1
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blendlayer "harassfront2_layer" 0 10 40 49 spline // Try harassfront2_gesture too
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ikrule "lfoot" footstep
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ikrule "rfoot" footstep
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ikrule "rhand" release
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ikrule "lhand" release
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}
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// ================================================================
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//
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// Misc.
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//
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// ================================================================
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$include "SoldierEP1Rappel.qci"
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$sequence "arrestidle" "female_shared_anims\arrestidle.smd"
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$sequence "arrestidle2" "male_shared_anims\arrestidle.smd"
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$sequence "arrestcurious" "female_shared_anims\arrestcurious.smd"
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$pushd "female_shared_anims"
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$include "ArrestAnims.qci"
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$include "CitizenPackageRun_Female.qci"
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$include "CitizenSuitcase_FemaleCitizen.qci"
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$definevariable PistolIdleLayer "Idle_Pistol_Layer2"
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$definevariable PistolIdleLowLayer "Idle_Pistol_Layer2"
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$definevariable PistolCrouchAimLayer "Idle_Pistol_Layer3"
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$definevariable PistolAimLayer "layer_Aim_p_all"
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$include "CitizenWallCover.qci"
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$include "CitizenCrouchMovement.qci"
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$popd
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$include "l4d1_ported_anims\L4D1_LadderClimb_Female.qci"
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$include "NPCDoorAnims.qci"
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$include "AnnabelleAnimations.qci"
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// ================================================================
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$sequence reference "female_shared_anims\ragdoll"
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$include "HL2MPMoveAnims_Female.qci"
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$pushd "female_shared_anims"
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$animation "@gesture_shoot_pistol_corrective_animation" "..\police_animations_anims\@gesture_shoot_pistol_corrective_animation.smd"
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$include "mapbase_player_include_anims_citizen.qci"
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$popd
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// ================================================================
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$KeyValues
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{
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dynamic_interactions
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{
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$DIKV_Alyx
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}
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playermodel_data
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{
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neck_pivot_up "12"
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neck_pivot_fwd "-4"
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neck_pivot_duck_up "12"
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neck_pivot_duck_fwd "16"
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bone_transforms
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{
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$include "mapbase_player_include_bonetransforms.qci"
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}
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}
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}
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