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Apr 19th, 2016
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  1. // bolt action rifle cycling animation
  2. class DefaultDie;
  3.  
  4. class ManActions
  5. {
  6. GestureFireLRR = "GestureFireLRR";
  7. };
  8.  
  9. class Actions
  10. {
  11. class NoActions: ManActions
  12. {
  13. GestureFireLRR[] = {"GestureFireLRR","Gesture"};
  14. };
  15.  
  16. class RifleBaseStandActions;
  17.  
  18. class RifleProneActions: RifleBaseStandActions
  19. {
  20. GestureFireLRR[] = {"GestureFireLRR_prone","Gesture"};
  21. };
  22.  
  23. class RifleAdjustProneBaseActions;
  24.  
  25. class RifleAdjustRProneActions: RifleAdjustProneBaseActions
  26. {
  27. GestureFireLRR[] = {"GestureFireLRR","Gesture"};
  28. };
  29.  
  30. class RifleAdjustLProneActions: RifleAdjustProneBaseActions
  31. {
  32. GestureFireLRR[] = {"GestureFireLRR","Gesture"};
  33.  
  34. };
  35.  
  36. class RifleAdjustFProneActions: RifleAdjustProneBaseActions
  37. {
  38. GestureFireLRR[] = {"GestureFireLRR","Gesture"};
  39. };
  40. };
  41.  
  42. class CfgGestutesMale
  43. {
  44. class Default;
  45. skeletonName = "OFP2_ManSkeleton";
  46. class States
  47. {
  48.  
  49. class GestureFireLRR : Default
  50. {
  51. file = "\FinMod\addons\fin_tkiv2000\anim\TRG_bolting_v1.rtm";
  52. speed = 0.23;
  53. looped = false;
  54. mask = "handsWeapon";
  55. headBobStrength = 0.2;
  56. headBobMode = 2;
  57. rightHandIKCurve[] = {};
  58. leftHandIKBeg = false;
  59. leftHandIKCurve[] = {};
  60. leftHandIKEnd = false;
  61. canPullTrigger = 0;
  62. };
  63. class GestureFireLRR_prone : Default
  64. {
  65. file = "\FinMod\addons\fin_tkiv2000\anim\TRG_bolting_v2_prone.rtm";
  66. speed = 0.23;
  67. looped = false;
  68. mask = "handsWeapon";
  69. headBobStrength = 0.2;
  70. headBobMode = 2;
  71. rightHandIKCurve[] = {};
  72. leftHandIKBeg = false;
  73. leftHandIKCurve[] = {};
  74. leftHandIKEnd = false;
  75. canPullTrigger = 0;
  76. };
  77. class GestureFireLRR_Context : Default
  78. {
  79. mask = "handsWeapon_context";
  80. };
  81. };
  82. };
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