mapbase-model-src/modelsrc/CitizenWallCover.qci

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// ================================================================
//
// Reimplements wall cover animations with new activities.
// Also adds pistol and unarmed variants.
// "PistolIdleLayer" and "PistolIdleLowLayer" MUST be declared as variables!
//
// (See SoldierWallCover.qci for soldier equivalent)
//
// ================================================================
// Using idle_noise as it is causes an exception
$sequence "cover_noise" "idle_subtle.smd" subtract "cover_noise" 0 delta hidden
// ----------------------------------------------------------------
// The unarmed idle layer
// WeightsUnarmedCover_R has more weight on the left clavicle and WeightsUnarmedCover_L is the other way around
$weightlist "WeightsUnarmedCover" { "ValveBiped.Bip01_Pelvis" 0.5 "ValveBiped.Bip01_L_Clavicle" 0.5 "ValveBiped.Bip01_L_UpperArm" 0.75 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_R_Clavicle" 0.5 "ValveBiped.Bip01_R_UpperArm" 0.75 "ValveBiped.Bip01_R_Forearm" 1 }
$weightlist "WeightsUnarmedCover_R" { "ValveBiped.Bip01_Pelvis" 0.5 "ValveBiped.Bip01_L_Clavicle" 1 "ValveBiped.Bip01_L_UpperArm" 0.75 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_R_Clavicle" 0.5 "ValveBiped.Bip01_R_UpperArm" 0.75 "ValveBiped.Bip01_R_Forearm" 1 }
$weightlist "WeightsUnarmedCover_L" { "ValveBiped.Bip01_Pelvis" 0.5 "ValveBiped.Bip01_L_Clavicle" 0.5 "ValveBiped.Bip01_L_UpperArm" 0.75 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_R_UpperArm" 0.75 "ValveBiped.Bip01_R_Forearm" 1 }
$sequence "cover_unarmed_r" "idle_subtle.smd" frame 0 0 numframes 30 weightlist "WeightsUnarmedCover_R" loop hidden
$sequence "cover_unarmed_l" "idle_subtle.smd" frame 0 0 numframes 30 weightlist "WeightsUnarmedCover_L" loop hidden
$sequence "cover_unarmed_low" "crouchidlehide.smd" {
frame 0 0
numframes 30
weightlist "WeightsUnarmedCover"
loop
hidden
}
// ----------------------------------------------------------------
$definemacro MakeCoverAnim SeqName FileName ActivityName \\
$sequence $SeqName$ $FileName$ { \\
activity $ActivityName$ 1 \\
loop \\
ikrule "lfoot" footstep usesource \\
ikrule "rfoot" footstep usesource \\
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource \\
ikrule "rhand" release usesource \\
}
$definemacro MakeCoverAnimWithNoise SeqName FileName ActivityName \\
$sequence $SeqName$ $FileName$ { \\
activity $ActivityName$ 1 \\
addlayer "cover_noise" \\
loop \\
ikrule "lfoot" footstep usesequence \\
ikrule "rfoot" footstep usesequence \\
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource \\
ikrule "rhand" release usesequence \\
}
$definemacro MakeCoverAnim_NoHandIK SeqName FileName ActivityName \\
$sequence $SeqName$ $FileName$ { \\
activity $ActivityName$ 1 \\
loop \\
ikrule "lfoot" footstep usesequence \\
ikrule "rfoot" footstep usesequence \\
}
$definemacro MakeCoverAnimWithNoise_NoHandIK SeqName FileName ActivityName \\
$sequence $SeqName$ $FileName$ { \\
activity $ActivityName$ 1 \\
addlayer "cover_noise" \\
loop \\
ikrule "lfoot" footstep usesequence \\
ikrule "rfoot" footstep usesequence \\
}
// ================================================================
$MakeCoverAnim "Cover_R" "Cover_R.smd" "ACT_COVER_WALL_R_RIFLE"
$MakeCoverAnimWithNoise "Cover_L" "Cover_L.smd" "ACT_COVER_WALL_L_RIFLE"
$MakeCoverAnim "CoverLow_R" "CoverLow_R.smd" "ACT_COVER_WALL_LOW_R_RIFLE"
$MakeCoverAnimWithNoise "CoverLow_L" "CoverLow_L.smd" "ACT_COVER_WALL_LOW_L_RIFLE"
// ================================================================
// New
$MakeCoverAnim_NoHandIK "Cover_R_pistol" "Cover_R.smd" "ACT_COVER_WALL_R_PISTOL"
$append Cover_R_pistol {
blendlayer $PistolIdleLayer$ 0 0 0 0 local
}
$MakeCoverAnimWithNoise_NoHandIK "Cover_L_pistol" "Cover_L.smd" "ACT_COVER_WALL_L_PISTOL"
$append Cover_L_pistol {
blendlayer $PistolIdleLayer$ 0 0 0 0 local
}
$MakeCoverAnim_NoHandIK "CoverLow_R_pistol" "CoverLow_R.smd" "ACT_COVER_WALL_LOW_R_PISTOL"
$append CoverLow_R_pistol {
blendlayer $PistolIdleLowLayer$ 0 0 0 0 local
}
$MakeCoverAnimWithNoise_NoHandIK "CoverLow_L_pistol" "CoverLow_L.smd" "ACT_COVER_WALL_LOW_L_PISTOL"
$append CoverLow_L_pistol {
blendlayer $PistolIdleLowLayer$ 0 0 0 0 local
}
// ----------------------------------------------------------------
$MakeCoverAnim_NoHandIK "Cover_R_unarmed" "Cover_R.smd" "ACT_COVER_WALL_R"
$append Cover_R_unarmed {
blendlayer "cover_unarmed_r" 0 0 0 0 local
}
$MakeCoverAnimWithNoise_NoHandIK "Cover_L_unarmed" "Cover_L.smd" "ACT_COVER_WALL_L"
$append Cover_L_unarmed {
blendlayer "cover_unarmed_l" 0 0 0 0 local
}
$MakeCoverAnim_NoHandIK "CoverLow_R_unarmed" "CoverLow_R.smd" "ACT_COVER_WALL_LOW_R"
$append CoverLow_R_unarmed {
blendlayer "cover_unarmed_low" 0 0 0 0 local
}
$MakeCoverAnimWithNoise_NoHandIK "CoverLow_L_unarmed" "CoverLow_L.smd" "ACT_COVER_WALL_LOW_L"
$append CoverLow_L_unarmed {
blendlayer "cover_unarmed_low" 0 0 0 0 local
}