mirror of
https://github.com/mapbase-source/mapbase-model-src.git
synced 2025-03-13 06:00:16 +03:00
264 lines
7.4 KiB
Plaintext
264 lines
7.4 KiB
Plaintext
// Created by Crowbar 0.56
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$modelname "Humans\male_shared.mdl"
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//$includemodel "player/male_anims.mdl"
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// Must be included
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$include "BaseModel.qci"
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$include "hl2mp_ported_anims/commonbones.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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// Used to compile new movement animations since $declareanimation doesn't work
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// (TODO: Is there a possible IK issue in here?)
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$include "MaleCitizenMoveAnims.qci"
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$includemodel "humans/male_shared_original.mdl"
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$include "male_shared_DeclareSequence.qci"
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$pushd "male_shared_anims"
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$include "CitizenActivityFixes.qci"
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$popd
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// ================================================================
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//
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// Pistol Animations
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//
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// ================================================================
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$include "NewPistolAnimations_MaleCitizen.qci"
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$include "NewPistolAnimations_357_MaleCitizen.qci"
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// ================================================================
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$sequence "MeleeAttack01_Act" {
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"male_shared_anims\MeleeAttack01.smd"
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activity "ACT_MELEE_ATTACK1" 1
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{ event 3 13 "" }
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ikrule rhand touch "ValveBiped.Bip01_R_Hand" usesource
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cmdlist lockfeet
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}
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$pushd "male_shared_anims"
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$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 "crouchIdle_panicked4"
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$definevariable Blend_Idle_Pistol "Idle_Pistol_Aim"
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$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 "male_shared_anims\Idle_SMG1_Aim.smd"
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$definevariable Blend_SMD_Unarmed "male_shared_anims\idle_subtle.smd"
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$definevariable Blend_SMD_Panicked "male_shared_anims\crouchIdle_panicked4.smd"
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$definevariable Blend_SMD_Pistol "male_shared_anims\custom\Idle_Pistol_Aim.smd"
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$definevariable Blend_SMD_Rifle "male_shared_anims\Idle_SMG1_Aim.smd"
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$definevariable Blend_SMD_Rifle_Crouched "male_shared_anims\crouch_aim_smg1.smd"
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$definevariable Blend_SMD_Annabelle "male_shared_anims\shoot_shotgun_idle_hack.smd" // TODO?
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$definevariable Blend_SMD_Annabelle_Crouch "male_shared_anims\crouch_aim_smg1.smd" // TODO?
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$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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$definevariable Blend_Aim_Rifle "soldier_Aim_9_directions"
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$animation a_AnimMatch_Default "male_shared_anims\Idle_SMG1_Aim.smd" frame 0 0
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$definevariable AnimMatch_Default a_AnimMatch_Default
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$include "BaseDI.qci"
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$include "AlyxDI.qci"
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$include "AntlionRecvDI.qci"
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// Needs to use response criteria now
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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 "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 "male_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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// Funny bit
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//$weightlist "FunnyTorsoWeightlist" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_L_Clavicle" 1 }
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//$animation "a_Idle_Angry_Shotgun" "female_shared_anims\shoot_shotgun.smd" frame 0 0
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//$sequence "funny01" a_Idle_Angry_Shotgun {
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// numframes 30
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// addlayer "shotgun_layer"
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// weightlist "FunnyTorsoWeightlist"
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//}
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$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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"male_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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$sequence "harassfront2" {
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"male_shared_anims\Idle_SMG1_Relaxed.smd"
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numframes 50
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activity "ACT_POLICE_HARASS2" 1
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blendlayer "harassfront2_layer" 0 10 40 49 spline // Try harassfront2_gesture too
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ikrule "lfoot" footstep
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ikrule "rfoot" footstep
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ikrule "rhand" release
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ikrule "lhand" release
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}
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// ================================================================
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//
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// Misc.
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//
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// ================================================================
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$include "SoldierEP1Rappel.qci"
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$pushd "male_shared_anims"
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$include "ArrestAnims.qci"
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$include "CitizenPackageRun_Male.qci"
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$definevariable PistolIdleLayer "Idle_Pistol_Layer4"
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$definevariable PistolIdleLowLayer "Idle_Pistol_Layer4"
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$definevariable PistolCrouchAimLayer "Crouch_Pistol_Layer"
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$definevariable PistolAimLayer "pistol_Aim_all"
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$include "CitizenWallCover.qci"
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$include "CitizenCrouchMovement.qci"
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$popd
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$include "l4d1_ported_anims\L4D1_LadderClimb_Male.qci"
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$include "l4d1_ported_anims\L4D1_PistolAnims.qci"
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$include "NPCDoorAnims.qci"
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$include "AnnabelleAnimations.qci"
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$weightlist "weights_layer_luggage_run" {
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"ValveBiped.Bip01_Pelvis" 0
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"ValveBiped.Bip01_Spine" 0.2
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"ValveBiped.Bip01_Neck1" 0.4
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"ValveBiped.Bip01_Head1" 0.4
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"ValveBiped.Bip01_R_Clavicle" 0.4
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"ValveBiped.Bip01_R_UpperArm" 0.6
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"ValveBiped.Bip01_R_Forearm" 0.8
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"ValveBiped.Bip01_R_Hand" 1
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"ValveBiped.Bip01_L_Clavicle" 0
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"ValveBiped.Bip01_L_UpperArm" 0
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"ValveBiped.Bip01_L_Forearm" 0
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"ValveBiped.Bip01_L_Hand" 0
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}
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$sequence "layer_luggage_run" {
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"male_shared_anims\layer_luggage_walk.smd"
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fadein 0.2
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fadeout 0.2
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hidden
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fps 30
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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_luggage_run"
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}
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$sequence "luggage_run_all" {
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"a_CitizenRunS"
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"a_CitizenRunSE"
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"a_CitizenRunE"
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"a_CitizenRunNE"
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"a_CitizenRunN" // a_luggage_walk
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"a_CitizenRunNW"
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"a_CitizenRunW"
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"a_CitizenRunSW"
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"a_CitizenRunS"
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activity "ACT_RUN_SUITCASE" 1
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blend "move_yaw" -180 180
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blendwidth 9
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{ event 6004 6 "NPC_Citizen" }
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{ event 6005 15 "NPC_Citizen" }
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fadein 0.2
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fadeout 0.2
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addlayer "layer_luggage_run"
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node "running"
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}
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$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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}
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