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https://github.com/mapbase-source/mapbase-model-src.git
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293 lines
20 KiB
Plaintext
293 lines
20 KiB
Plaintext
// ================================================================
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//
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// Mapbase Player Soldier Animations
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//
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// Based on player_anims.qci from the Source SDK
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//
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// ================================================================
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// ---------------------------------------------------
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// Aim Layers
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// ---------------------------------------------------
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$makeaimlayer police_WalkN_pistol_aim_matrix "..\hl2mp_ported_anims\WalkN_pistol_aim_matrix"
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$makeaimlayer weapons_Pistol_aim_matrix "..\hl2mp_ported_anims\Pistol_aim_matrix"
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$makeaimlayer HL2DM_crouch_aim_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol"
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$makeaimlayer soldier_Aim_9_directions "..\hl2mp_ported_anims\Aim_9_directions"
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$makeaimlayer soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG"
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$makeaimlayerB soldier_Crouch_aim_9_directions "..\hl2mp_ported_anims\Crouch_aim_9_directions"
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$makeaimlayer weapons_Aim_9_directions "..\hl2mp_ported_anims\malecitizen_Aim_9_directions"
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$makeaimlayer weapons_Aim_9_directions_Alert "..\hl2mp_ported_anims\malecitizen_Aim_9_directions_Alert"
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$makeaimlayer weapons_RunN_SMG1_Aim_9_directions "..\hl2mp_ported_anims\RunN_SMG1_Aim_9_directions"
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$makeaimlayer weapons_WalkN_SMG1_Alert_Aim_9_directions "..\hl2mp_ported_anims\WalkN_SMG1_Alert_Aim_9_directions"
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$makeaimlayer weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions"
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$makeaimlayer HL2DM_crouch_aim_RPG "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG"
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$makeaimlayer HL2DM_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun"
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$makeaimlayer HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun"
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$makeaimlayer HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun"
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// ---------------------------------------------------
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// Idle
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// ---------------------------------------------------
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$sequence mp_idle "Idle_Unarmed" loop activity ACT_HL2MP_IDLE 1
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$makeidle mp_idle_pistol "custom\CombatIdle1_Pistol" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_PISTOL 1
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$makeidle mp_idle_shotgun "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1
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$makeidle mp_idle_smg1 "CombatIdle1_SMG1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1
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$makeidle mp_idle_ar2 "CombatIdle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1
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$makeidle mp_idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1
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$makeidle_noik mp_idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1
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$makeidle mp_idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1
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$makeidle mp_idle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1
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$makeidle_noik mp_idle_melee "..\police_animations_anims\batonangryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1
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$makeidle_noik mp_idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1
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$makeidle mp_idle_smg2 "custom\CombatIdle1_SMG2" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG2 1
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$makeidle mp_idle_ar1 "custom\CombatIdle1_AR1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR1 1
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$makeidle mp_idle_dualpistol "..\css_ported_anims\idle_elites.smd" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_DUAL_PISTOLS 1
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// ---------------------------------------------------
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// Run
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// ---------------------------------------------------
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$animation a_runC "Idle_Unarmed" loop alignto reference //cmdlist lockfeet
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$sequence mp_run_all {
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a_runSW a_runS a_runSE
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a_runW a_runC a_runE
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a_runNW a_runN a_runNE
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blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_RUN 1
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}
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$makematchrun_9way mp_run_pistol "custom\CombatIdle1_Pistol" 0 police_WalkN_pistol_aim_matrix "custom\CombatIdle1_Pistol" 4 ACT_HL2MP_RUN_PISTOL 1
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$makematchrun_9way mp_run_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_RUN_SHOTGUN 1
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$makematchrun_9way mp_run_smg1 "CombatIdle1_SMG1" 0 weapons_RunN_SMG1_Aim_9_directions "CombatIdle1_SMG1" 0 ACT_HL2MP_RUN_SMG1 1
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$makematchrun_9way mp_run_ar2 "CombatIdle1" 0 soldier_Aim_9_directions "CombatIdle1" 0 ACT_HL2MP_RUN_AR2 1
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$makematchrun_9way mp_run_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_RUN_PHYSGUN 1
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$makematchrun_9way mp_run_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_RUN_GRENADE 1
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$makematchrun_9way mp_run_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_RUN_RPG 1
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$makematchrun_9way mp_run_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_RUN_CROSSBOW 1
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$makematchrun_9way mp_run_melee "..\police_animations_anims\a_RunN" 0 soldier_Aim_9_directions "..\police_animations_anims\batonangryidle1" 0 ACT_HL2MP_RUN_MELEE 1
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$makematchrun_9way mp_run_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_RUN_SLAM 1
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$makematchrun_9way mp_run_smg2 "custom\CombatIdle1_SMG2" 0 weapons_RunN_SMG1_Aim_9_directions "custom\CombatIdle1_SMG2" 0 ACT_HL2MP_RUN_SMG2 1
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$makematchrun_9way mp_run_ar1 "custom\CombatIdle1_AR1" 0 soldier_Aim_9_directions "custom\CombatIdle1_AR1" 0 ACT_HL2MP_RUN_AR1 1
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$makematchrun_9way mp_run_dualpistol "..\css_ported_anims\idle_elites.smd" 0 soldier_Aim_9_directions "..\css_ported_anims\idle_elites.smd" 0 ACT_HL2MP_DUAL_PISTOLS 1
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// ---------------------------------------------------
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// Crouch Idle
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// ---------------------------------------------------
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$sequence mp_cidle "..\male_shared_anims\crouchidlehide" loop activity ACT_HL2MP_IDLE_CROUCH 1
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$makecidle mp_cidle_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol ACT_HL2MP_IDLE_CROUCH_PISTOL 1
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$makecidle mp_cidle_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1
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$makecidleB mp_cidle_smg1 "CombatIdle1_SMG1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG1 1
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$makecidleB mp_cidle_ar2 "CombatIdle1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR2 1
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$makecidle mp_cidle_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1
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$makecidleB_noik mp_cidle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_GRENADE 1
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$makecidle mp_cidle_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG ACT_HL2MP_IDLE_CROUCH_RPG 1
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$makecidleB mp_cidle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1
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$makecidleB_noik mp_cidle_melee "..\police_animations_anims\batonangryidle1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_MELEE 1
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$makecidleB_noik mp_cidle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_SLAM 1
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$makecidleB mp_cidle_smg2 "custom\CombatIdle1_SMG2" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG2 1
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$makecidleB mp_cidle_ar1 "custom\CombatIdle1_AR1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR1 1
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$makecidleB mp_cidle_dualpistol "..\css_ported_anims\crouch_idle_elites.smd" 0 "..\css_ported_anims\crouch_idle_elites.smd" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_DUAL_PISTOLS 1
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// ---------------------------------------------------
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// Crouch Walk
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// ---------------------------------------------------
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$animation a_crouch_walkC "..\male_shared_anims\crouchidlehide" loop alignto reference //cmdlist lockfeet
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$sequence mp_crouch_walk_all {
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a_crouch_walkSW a_crouch_walkS a_crouch_walkSE
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a_crouch_walkW a_crouch_walkC a_crouch_walkE
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a_crouch_walkNW a_crouch_walkN a_crouch_walkNE
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blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_WALK_CROUCH 1
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}
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$makecwalk_9way mp_cwalk_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_WALK_CROUCH_PISTOL 1
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$makecwalk_9way mp_cwalk_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_WALK_CROUCH_SHOTGUN 1
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$makecwalk_9way mp_cwalk_smg1 "CombatIdle1_SMG1" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG1 1
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$makecwalk_9way mp_cwalk_ar2 "CombatIdle1" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR2 1
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$makecwalk_9way mp_cwalk_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 ACT_HL2MP_WALK_CROUCH_PHYSGUN 1
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$makecwalk_9way mp_cwalk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_CROUCH_GRENADE 1
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$makecwalk_9way mp_cwalk_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 ACT_HL2MP_WALK_CROUCH_RPG 1
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$makecwalk_9way mp_cwalk_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_CROSSBOW 1
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$makecwalk_9way mp_cwalk_melee "..\police_animations_anims\batonangryidle1" 0 soldier_Aim_9_directions "..\police_animations_anims\batonangryidle1" 0 ACT_HL2MP_WALK_CROUCH_MELEE 1
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$makecwalk_9way mp_cwalk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_CROUCH_SLAM 1
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$makecwalk_9way mp_cwalk_smg2 "custom\CombatIdle1_SMG2" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG2 1
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$makecwalk_9way mp_cwalk_ar1 "custom\CombatIdle1_AR1" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR1 1
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$makecwalk_9way mp_cwalk_dualpistol "..\css_ported_anims\crouch_idle_elites.smd" 0 soldier_Crouch_aim_9_directions "..\css_ported_anims\crouch_idle_elites.smd" 0 ACT_HL2MP_WALK_CROUCH_DUAL_PISTOLS 1
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// ---------------------------------------------------
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// Attack
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// ---------------------------------------------------
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$makerange mp_range_pistol "..\hl2mp_ported_anims\Pistol_shoot_1" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL 1
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$makerange_releaseik mp_range_shotgun "..\combine_soldier_anims_anims\shootSGs" 0 frames 0 29 ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN 1
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$makerange mp_range_smg1 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1
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$makerange mp_range_ar2 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1
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$makerange mp_range_gravgun "..\hl2mp_ported_anims\HL2DM_Fire_Gravgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1
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$makerange mp_range_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1
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$makerange mp_range_rpg "..\male_shared_anims\shoot_rpg" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1
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$makerange mp_range_crossbow "..\male_shared_anims\custom\shoot_crossbow" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1
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$makerange mp_range_melee "..\police_animations_anims\custom\hl2dm_metrocop_swing" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping fps 45
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$makerange mp_range_slam "..\hl2mp_ported_anims\HL2DM_deploy_SLAM" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1
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$makerange mp_range_smg2 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG2 1
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$makerange mp_range_ar1 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR1 1
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$makerange mp_range_dualpistol "..\hl2mp_ported_anims\Pistol_shoot_1" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_DUAL_PISTOLS 1
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// ---------------------------------------------------
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// Jump
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// ---------------------------------------------------
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$makejump mp_jump "..\male_shared_anims\crouchidlehide" 0 ACT_HL2MP_JUMP 1
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$makejump mp_jump_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_JUMP_PISTOL 1
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$makejump mp_jump_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_JUMP_SHOTGUN 1
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$makejump mp_jump_smg1 "CombatIdle1_SMG1" 0 ACT_HL2MP_JUMP_SMG1 1
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$makejump mp_jump_ar2 "CombatIdle1" 0 ACT_HL2MP_JUMP_AR2 1
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$makejump mp_jump_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 ACT_HL2MP_JUMP_PHYSGUN 1
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$makejump mp_jump_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_JUMP_GRENADE 1
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$makejump mp_jump_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_JUMP_RPG 1
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$makejump mp_jump_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_JUMP_CROSSBOW 1
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$makejump mp_jump_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_JUMP_MELEE 1
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$makejump mp_jump_slam "..\hl2mp_ported_anims\HL2DM_Idle_SLAM" 0 ACT_HL2MP_JUMP_SLAM 1
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$makejump mp_jump_smg2 "custom\CombatIdle1_SMG2" 0 ACT_HL2MP_JUMP_SMG2 1
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$makejump mp_jump_ar1 "custom\CombatIdle1_AR1" 0 ACT_HL2MP_JUMP_AR1 1
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$makejump mp_jump_dualpistol "..\css_ported_anims\idle_elites.smd" 0 ACT_HL2MP_JUMP_DUAL_PISTOLS 1
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// ---------------------------------------------------
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// Reload
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// ---------------------------------------------------
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$makeweapongesturep mp_reload_pistol "..\hl2mp_ported_anims\Pistol_reload" 9 33 40 ACT_HL2MP_GESTURE_RELOAD_PISTOL 1
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$makeweapongesturep mp_reload_shotgun "..\male_shared_anims\reload_shotgun1" 19 55 75 ACT_HL2MP_GESTURE_RELOAD_SHOTGUN 1
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$makeweapongesturep mp_reload_smg1 "..\combine_soldier_anims_anims\reload" 19 55 65 ACT_HL2MP_GESTURE_RELOAD_SMG1 1
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$makeweapongesturep mp_reload_ar2 "..\male_shared_anims\reload_ar2" 10 30 50 ACT_HL2MP_GESTURE_RELOAD_AR2 1
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$makeweapongesturep mp_reload_crossbow "..\male_shared_anims\custom\reload_crossbow" 10 25 40 fps 20 ACT_HL2MP_GESTURE_RELOAD_CROSSBOW 1
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$makeweapongesturep mp_reload_357 "..\police_animations_anims\custom\reload_357" 15 51 62 ACT_HL2MP_GESTURE_RELOAD_REVOLVER 1
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$makeweapongesturep mp_reload_dualpistol "..\css_ported_anims\Walk_Reload_ELITES_Layer.smd" 10 65 90 ACT_HL2MP_GESTURE_RELOAD_DUAL_PISTOLS 1
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// ---------------------------------------------------
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// Walk
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// ---------------------------------------------------
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$animation a_walkC "Idle_Unarmed" loop alignto reference //cmdlist lockfeet
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$sequence mp_walk_all {
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a_walkSW a_walkS a_walkSE
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a_walkW a_walkC a_walkE
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a_walkNW a_walkN a_walkNE
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blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_WALK 1
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}
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$makematchwalk_9way mp_walk_pistol "custom\CombatIdle1_Pistol" 0 police_WalkN_pistol_aim_matrix "custom\CombatIdle1_Pistol" 4 ACT_HL2MP_WALK_PISTOL 1
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$makematchwalk_9way mp_walk_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_WALK_SHOTGUN 1
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$makematchwalk_9way mp_walk_smg1 "CombatIdle1_SMG1" 0 weapons_RunN_SMG1_Aim_9_directions "CombatIdle1_SMG1" 0 ACT_HL2MP_WALK_SMG1 1
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$makematchwalk_9way mp_walk_ar2 "CombatIdle1" 0 soldier_Aim_9_directions "CombatIdle1" 0 ACT_HL2MP_WALK_AR2 1
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$makematchwalk_9way mp_walk_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_WALK_PHYSGUN 1
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$makematchwalk_9way mp_walk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_GRENADE 1
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$makematchwalk_9way mp_walk_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_WALK_RPG 1
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$makematchwalk_9way mp_walk_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_WALK_CROSSBOW 1
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$makematchwalk_9way mp_walk_melee "..\police_animations_anims\batonangryidle1" 0 soldier_Aim_9_directions "..\police_animations_anims\batonangryidle1" 0 ACT_HL2MP_WALK_MELEE 1
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$makematchwalk_9way mp_walk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_SLAM 1
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$makematchwalk_9way mp_walk_smg2 "custom\CombatIdle1_SMG2" 0 weapons_RunN_SMG1_Aim_9_directions "custom\CombatIdle1_SMG2" 0 ACT_HL2MP_WALK_SMG2 1
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$makematchwalk_9way mp_walk_ar1 "custom\CombatIdle1_AR1" 0 soldier_Aim_9_directions "custom\CombatIdle1_AR1" 0 ACT_HL2MP_WALK_AR1 1
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$makematchwalk_9way mp_walk_dualpistol "..\css_ported_anims\idle_elites.smd" 0 soldier_Aim_9_directions "..\css_ported_anims\idle_elites.smd" 0 ACT_HL2MP_WALK_DUAL_PISTOLS 1
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// ---------------------------------------------------
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// Lower
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// ---------------------------------------------------
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$definemacro appendlower AppendSeq LowerSeq \\
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$append $AppendSeq$ { blendlayer $LowerSeq$ 0 1 1 2 poseparameter "weapon_lower" }
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|
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$poseparameter "weapon_lower" 0 1
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$Weightlist UpperbodyLowerBlend {
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"valvebiped.Bip01_Pelvis" 0.1
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"ValveBiped.Bip01_L_Thigh" 0.0
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"ValveBiped.Bip01_R_Thigh" 0.0
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"ValveBiped.Bip01_Spine" 0.1
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"ValveBiped.Bip01_Spine1" 0.3
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"ValveBiped.Bip01_Spine2" 0.4
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"ValveBiped.Bip01_Spine4" 0.66
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"ValveBiped.Bip01_R_Clavicle" 1.0
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"ValveBiped.Bip01_L_Clavicle" 1.0
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"ValveBiped.Bip01_Neck1" 0.0
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}
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$sequence mp_lower_ar2 "a_WalkN.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace
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$sequence mp_lower_pistol "custom\mp_lower_pistol.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace
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|
|
$appendlower "mp_idle_pistol" "mp_lower_pistol"
|
|
$appendlower "mp_idle_shotgun" "mp_lower_ar2"
|
|
$appendlower "mp_idle_smg1" "mp_lower_ar2"
|
|
$appendlower "mp_idle_ar2" "mp_lower_ar2"
|
|
$appendlower "mp_idle_rpg" "mp_lower_ar2"
|
|
$appendlower "mp_idle_crossbow" "mp_lower_ar2"
|
|
$appendlower "mp_idle_smg2" "mp_lower_ar2"
|
|
$appendlower "mp_idle_ar1" "mp_lower_ar2"
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|
|
|
$appendlower "mp_cidle_pistol" "mp_lower_pistol"
|
|
$appendlower "mp_cidle_shotgun" "mp_lower_ar2"
|
|
$appendlower "mp_cidle_smg1" "mp_lower_ar2"
|
|
$appendlower "mp_cidle_ar2" "mp_lower_ar2"
|
|
$appendlower "mp_cidle_rpg" "mp_lower_ar2"
|
|
$appendlower "mp_cidle_crossbow" "mp_lower_ar2"
|
|
$appendlower "mp_cidle_smg2" "mp_lower_ar2"
|
|
$appendlower "mp_cidle_ar1" "mp_lower_ar2"
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|
|
|
$appendlower "mp_cwalk_pistol" "mp_lower_pistol"
|
|
$appendlower "mp_cwalk_shotgun" "mp_lower_ar2"
|
|
$appendlower "mp_cwalk_smg1" "mp_lower_ar2"
|
|
$appendlower "mp_cwalk_ar2" "mp_lower_ar2"
|
|
$appendlower "mp_cwalk_rpg" "mp_lower_ar2"
|
|
$appendlower "mp_cwalk_crossbow" "mp_lower_ar2"
|
|
$appendlower "mp_cwalk_smg2" "mp_lower_ar2"
|
|
$appendlower "mp_cwalk_ar1" "mp_lower_ar2"
|
|
|
|
$appendlower "mp_run_pistol" "mp_lower_pistol"
|
|
$appendlower "mp_run_shotgun" "mp_lower_ar2"
|
|
$appendlower "mp_run_smg1" "mp_lower_ar2"
|
|
$appendlower "mp_run_ar2" "mp_lower_ar2"
|
|
$appendlower "mp_run_rpg" "mp_lower_ar2"
|
|
$appendlower "mp_run_crossbow" "mp_lower_ar2"
|
|
$appendlower "mp_run_smg2" "mp_lower_ar2"
|
|
$appendlower "mp_run_ar1" "mp_lower_ar2"
|
|
|
|
$appendlower "mp_walk_pistol" "mp_lower_pistol"
|
|
$appendlower "mp_walk_shotgun" "mp_lower_ar2"
|
|
$appendlower "mp_walk_smg1" "mp_lower_ar2"
|
|
$appendlower "mp_walk_ar2" "mp_lower_ar2"
|
|
$appendlower "mp_walk_rpg" "mp_lower_ar2"
|
|
$appendlower "mp_walk_crossbow" "mp_lower_ar2"
|
|
$appendlower "mp_walk_smg2" "mp_lower_ar2"
|
|
$appendlower "mp_walk_ar1" "mp_lower_ar2"
|
|
|
|
// ---------------------------------------------------
|
|
// Misc
|
|
// ---------------------------------------------------
|
|
|
|
$sequence a_range_357 "custom\shootp1" subtract a_range_357 4 delta weightlist "weights_357_shoot" hidden
|
|
$sequence mp_range_357 "custom\shootp1" {
|
|
iklock lfoot 1 0 iklock rfoot 1 0
|
|
noanimation numframes 16 blendlayer "a_range_357" 0 4 6 16 spline
|
|
activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER" 1
|
|
}
|
|
|
|
$append mp_reload_357 { fps 20 } // $357ReloadSounds
|
|
|
|
// ---------------------------------------------------
|
|
|
|
$include "mapbase_player_include_anims_misc.qci"
|