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  1. // --------------------------------------------------------
  2. // Garry's Mod public source set for user animations
  3. // --------------------------------------------------------
  4.  
  5. $modelname m_anm_user.mdl
  6.  
  7. $SurfaceProp "default"
  8.  
  9. $Contents "solid"
  10.  
  11. $MaxEyeDeflection 90
  12.  
  13. $CDMaterials "modelsrc\humans_sdk\male\animation\"
  14.  
  15. $include "includes\commonbones_m.qci"
  16. $include "includes\standardhierarchy.qci"
  17. $include "includes\standardikchains.qci"
  18. $include "includes\hitbox.qci"
  19.  
  20. $lockbonelengths
  21.  
  22. $attachment "eyes" "ValveBiped.Bip01_Head1" 0 -4 67.5 absolute
  23. $Attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0
  24. $Attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0 0 0 rotate -90 -90 0
  25. $Attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0 0 0 rotate -90 -90 0
  26. $Attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0 0 0 rotate -90 -90 0
  27. $Attachment "anim_attachment_T" "ValveBiped.Anim_Attachment_RH" -1 26 0.7 rotate 0 90 90
  28. $Attachment "anim_attachment_S" "ValveBiped.Anim_Attachment_RH" -1 5 0.7 rotate 0 90 90
  29. $Attachment "anim_attachment_E" "sword_grip" 50 0 0 rotate 0 90 90
  30.  
  31. $CBox 0 0 0 0 0 0
  32.  
  33. $BBox -13.702 -22.723 0.328 11.1 22.723 66.584
  34.  
  35. $BoneMerge "ValveBiped.Bip01_Pelvis"
  36. $BoneMerge "ValveBiped.Bip01_Spine"
  37. $BoneMerge "ValveBiped.Bip01_Spine1"
  38. $BoneMerge "ValveBiped.Bip01_Spine2"
  39. $BoneMerge "ValveBiped.Bip01_Spine4"
  40. $BoneMerge "ValveBiped.Bip01_R_Clavicle"
  41. $BoneMerge "ValveBiped.Bip01_R_UpperArm"
  42. $BoneMerge "ValveBiped.Bip01_R_Forearm"
  43. $BoneMerge "ValveBiped.Bip01_R_Hand"
  44. $BoneMerge "sword_grip"
  45. $BoneMerge "ValveBiped.Anim_Attachment_RH"
  46.  
  47.  
  48. $SectionFrames 30 120
  49.  
  50. $PoseParameter "move_yaw" -180 180 360
  51. $PoseParameter "body_pitch" -90 90 360
  52. $PoseParameter "body_yaw" -90 90 360
  53. $PoseParameter "spine_yaw" -30.804 30.80398 0
  54. $PoseParameter "spine_pitch" -30 30 0
  55. $PoseParameter "head_yaw" -44.99648 44.99627 0
  56. $PoseParameter "head_pitch" -20 22.99999 0
  57. $PoseParameter "head_roll" -10.87539 10.79788 0
  58. $PoseParameter "move_y" -1 1 0
  59. $PoseParameter "move_x" -1 1 0
  60.  
  61. $WeightList "weights_body_rot_z" {
  62. "ValveBiped.Bip01_Pelvis" 1
  63. "ValveBiped.Bip01_Spine" 1
  64. "ValveBiped.Bip01_Spine1" 1
  65. "ValveBiped.Bip01_Spine2" 1
  66. "ValveBiped.Bip01_Spine4" 1
  67. "ValveBiped.Bip01_Neck1" 1
  68. "ValveBiped.Bip01_L_Clavicle" 0
  69. "ValveBiped.Bip01_L_UpperArm" 0
  70. "ValveBiped.Bip01_L_Forearm" 0
  71. "ValveBiped.Bip01_L_Hand" 0
  72. "ValveBiped.Bip01_L_Finger4" 0
  73. "ValveBiped.Bip01_L_Finger41" 0
  74. "ValveBiped.Bip01_L_Finger3" 0
  75. "ValveBiped.Bip01_L_Finger31" 0
  76. "ValveBiped.Bip01_L_Finger2" 0
  77. "ValveBiped.Bip01_L_Finger21" 0
  78. "ValveBiped.Bip01_L_Finger1" 0
  79. "ValveBiped.Bip01_L_Finger11" 0
  80. "ValveBiped.Bip01_L_Finger0" 0
  81. "ValveBiped.Bip01_L_Finger01" 0
  82. "ValveBiped.Bip01_R_Clavicle" 0
  83. "ValveBiped.Bip01_R_UpperArm" 0
  84. "ValveBiped.Bip01_R_Forearm" 0
  85. "ValveBiped.Bip01_R_Hand" 0
  86. "ValveBiped.Bip01_R_Finger4" 0
  87. "ValveBiped.Bip01_R_Finger41" 0
  88. "ValveBiped.Bip01_R_Finger3" 0
  89. "ValveBiped.Bip01_R_Finger31" 0
  90. "ValveBiped.Bip01_R_Finger2" 0
  91. "ValveBiped.Bip01_R_Finger21" 0
  92. "ValveBiped.Bip01_R_Finger1" 0
  93. "ValveBiped.Bip01_R_Finger11" 0
  94. "ValveBiped.Bip01_R_Finger0" 0
  95. "ValveBiped.Bip01_R_Finger01" 0
  96. "sword_grip" 0
  97. "ValveBiped.Bip01_Head1" 0
  98. "ValveBiped.Bip01_R_Thigh" 0
  99. "ValveBiped.Bip01_R_Calf" 0
  100. "ValveBiped.Bip01_R_Foot" 0
  101. "ValveBiped.Bip01_R_Toe0" 0
  102. "ValveBiped.Bip01_L_Thigh" 0
  103. "ValveBiped.Bip01_L_Calf" 0
  104. "ValveBiped.Bip01_L_Foot" 0
  105. "ValveBiped.Bip01_L_Toe0" 0
  106. "ValveBiped.Anim_Attachment_RH" 0
  107. "ValveBiped.Anim_Attachment_LH" 0
  108. "ValveBiped.forward" 0
  109. }
  110.  
  111. $WeightList "weights_spine_rot_x" {
  112. "ValveBiped.Bip01_Pelvis" 0
  113. "ValveBiped.Bip01_Spine" 1
  114. "ValveBiped.Bip01_Spine1" 1
  115. "ValveBiped.Bip01_Spine2" 1
  116. "ValveBiped.Bip01_Spine4" 1
  117. "ValveBiped.Bip01_Neck1" 1
  118. "ValveBiped.Bip01_L_Clavicle" 0
  119. "ValveBiped.Bip01_L_UpperArm" 0
  120. "ValveBiped.Bip01_L_Forearm" 0
  121. "ValveBiped.Bip01_L_Hand" 0
  122. "ValveBiped.Bip01_L_Finger4" 0
  123. "ValveBiped.Bip01_L_Finger41" 0
  124. "ValveBiped.Bip01_L_Finger3" 0
  125. "ValveBiped.Bip01_L_Finger31" 0
  126. "ValveBiped.Bip01_L_Finger2" 0
  127. "ValveBiped.Bip01_L_Finger21" 0
  128. "ValveBiped.Bip01_L_Finger1" 0
  129. "ValveBiped.Bip01_L_Finger11" 0
  130. "ValveBiped.Bip01_L_Finger0" 0
  131. "ValveBiped.Bip01_L_Finger01" 0
  132. "ValveBiped.Bip01_R_Clavicle" 0
  133. "ValveBiped.Bip01_R_UpperArm" 0
  134. "ValveBiped.Bip01_R_Forearm" 0
  135. "ValveBiped.Bip01_R_Hand" 0
  136. "ValveBiped.Bip01_R_Finger4" 0
  137. "ValveBiped.Bip01_R_Finger41" 0
  138. "ValveBiped.Bip01_R_Finger3" 0
  139. "ValveBiped.Bip01_R_Finger31" 0
  140. "ValveBiped.Bip01_R_Finger2" 0
  141. "ValveBiped.Bip01_R_Finger21" 0
  142. "ValveBiped.Bip01_R_Finger1" 0
  143. "ValveBiped.Bip01_R_Finger11" 0
  144. "ValveBiped.Bip01_R_Finger0" 0
  145. "ValveBiped.Bip01_R_Finger01" 0
  146. "sword_grip" 0
  147. "ValveBiped.Bip01_Head1" 1
  148. "ValveBiped.Bip01_R_Thigh" 0
  149. "ValveBiped.Bip01_R_Calf" 0
  150. "ValveBiped.Bip01_R_Foot" 0
  151. "ValveBiped.Bip01_R_Toe0" 0
  152. "ValveBiped.Bip01_L_Thigh" 0
  153. "ValveBiped.Bip01_L_Calf" 0
  154. "ValveBiped.Bip01_L_Foot" 0
  155. "ValveBiped.Bip01_L_Toe0" 0
  156. "ValveBiped.Anim_Attachment_RH" 0
  157. "ValveBiped.Anim_Attachment_LH" 0
  158. "ValveBiped.forward" 1
  159. }
  160.  
  161. $WeightList "weights_head_rot_z" {
  162. "ValveBiped.Bip01_Pelvis" 1
  163. "ValveBiped.Bip01_Spine" 1
  164. "ValveBiped.Bip01_Spine1" 1
  165. "ValveBiped.Bip01_Spine2" 1
  166. "ValveBiped.Bip01_Spine4" 1
  167. "ValveBiped.Bip01_Neck1" 1
  168. "ValveBiped.Bip01_L_Clavicle" 0
  169. "ValveBiped.Bip01_L_UpperArm" 0
  170. "ValveBiped.Bip01_L_Forearm" 0
  171. "ValveBiped.Bip01_L_Hand" 0
  172. "ValveBiped.Bip01_L_Finger4" 0
  173. "ValveBiped.Bip01_L_Finger41" 0
  174. "ValveBiped.Bip01_L_Finger3" 0
  175. "ValveBiped.Bip01_L_Finger31" 0
  176. "ValveBiped.Bip01_L_Finger2" 0
  177. "ValveBiped.Bip01_L_Finger21" 0
  178. "ValveBiped.Bip01_L_Finger1" 0
  179. "ValveBiped.Bip01_L_Finger11" 0
  180. "ValveBiped.Bip01_L_Finger0" 0
  181. "ValveBiped.Bip01_L_Finger01" 0
  182. "ValveBiped.Bip01_R_Clavicle" 0
  183. "ValveBiped.Bip01_R_UpperArm" 0
  184. "ValveBiped.Bip01_R_Forearm" 0
  185. "ValveBiped.Bip01_R_Hand" 0
  186. "ValveBiped.Bip01_R_Finger4" 0
  187. "ValveBiped.Bip01_R_Finger41" 0
  188. "ValveBiped.Bip01_R_Finger3" 0
  189. "ValveBiped.Bip01_R_Finger31" 0
  190. "ValveBiped.Bip01_R_Finger2" 0
  191. "ValveBiped.Bip01_R_Finger21" 0
  192. "ValveBiped.Bip01_R_Finger1" 0
  193. "ValveBiped.Bip01_R_Finger11" 0
  194. "ValveBiped.Bip01_R_Finger0" 0
  195. "ValveBiped.Bip01_R_Finger01" 0
  196. "sword_grip" 0
  197. "ValveBiped.Bip01_Head1" 1
  198. "ValveBiped.Bip01_R_Thigh" 0
  199. "ValveBiped.Bip01_R_Calf" 0
  200. "ValveBiped.Bip01_R_Foot" 0
  201. "ValveBiped.Bip01_R_Toe0" 0
  202. "ValveBiped.Bip01_L_Thigh" 0
  203. "ValveBiped.Bip01_L_Calf" 0
  204. "ValveBiped.Bip01_L_Foot" 0
  205. "ValveBiped.Bip01_L_Toe0" 0
  206. "ValveBiped.Anim_Attachment_RH" 0
  207. "ValveBiped.Anim_Attachment_LH" 0
  208. "ValveBiped.forward" 1
  209. }
  210.  
  211. $WeightList "weights_b_run_body" {
  212. "ValveBiped.Bip01_Pelvis" 0.1
  213. "ValveBiped.Bip01_Spine" 0.2
  214. "ValveBiped.Bip01_Spine1" 0.4
  215. "ValveBiped.Bip01_Spine2" 0.6
  216. "ValveBiped.Bip01_Spine4" 1
  217. "ValveBiped.Bip01_Neck1" 1
  218. "ValveBiped.Bip01_L_Clavicle" 1
  219. "ValveBiped.Bip01_L_UpperArm" 1
  220. "ValveBiped.Bip01_L_Forearm" 1
  221. "ValveBiped.Bip01_L_Hand" 1
  222. "ValveBiped.Bip01_L_Finger4" 1
  223. "ValveBiped.Bip01_L_Finger41" 1
  224. "ValveBiped.Bip01_L_Finger3" 1
  225. "ValveBiped.Bip01_L_Finger31" 1
  226. "ValveBiped.Bip01_L_Finger2" 1
  227. "ValveBiped.Bip01_L_Finger21" 1
  228. "ValveBiped.Bip01_L_Finger1" 1
  229. "ValveBiped.Bip01_L_Finger11" 1
  230. "ValveBiped.Bip01_L_Finger0" 1
  231. "ValveBiped.Bip01_L_Finger01" 1
  232. "ValveBiped.Bip01_R_Clavicle" 1
  233. "ValveBiped.Bip01_R_UpperArm" 1
  234. "ValveBiped.Bip01_R_Forearm" 1
  235. "ValveBiped.Bip01_R_Hand" 1
  236. "ValveBiped.Bip01_R_Finger4" 1
  237. "ValveBiped.Bip01_R_Finger41" 1
  238. "ValveBiped.Bip01_R_Finger3" 1
  239. "ValveBiped.Bip01_R_Finger31" 1
  240. "ValveBiped.Bip01_R_Finger2" 1
  241. "ValveBiped.Bip01_R_Finger21" 1
  242. "ValveBiped.Bip01_R_Finger1" 1
  243. "ValveBiped.Bip01_R_Finger11" 1
  244. "ValveBiped.Bip01_R_Finger0" 1
  245. "ValveBiped.Bip01_R_Finger01" 1
  246. "sword_grip" 1
  247. "ValveBiped.Bip01_Head1" 1
  248. "ValveBiped.Bip01_R_Thigh" 0
  249. "ValveBiped.Bip01_R_Calf" 0
  250. "ValveBiped.Bip01_R_Foot" 0
  251. "ValveBiped.Bip01_R_Toe0" 0
  252. "ValveBiped.Bip01_L_Thigh" 0
  253. "ValveBiped.Bip01_L_Calf" 0
  254. "ValveBiped.Bip01_L_Foot" 0
  255. "ValveBiped.Bip01_L_Toe0" 0
  256. "ValveBiped.Anim_Attachment_RH" 1
  257. "ValveBiped.Anim_Attachment_LH" 1
  258. "ValveBiped.forward" 1
  259. }
  260.  
  261. $WeightList "weights_b_run_mod" {
  262. "ValveBiped.Bip01_Pelvis" 0
  263. "ValveBiped.Bip01_Spine" 0.1
  264. "ValveBiped.Bip01_Spine1" 0.3
  265. "ValveBiped.Bip01_Spine2" 0.4
  266. "ValveBiped.Bip01_Spine4" 0.66
  267. "ValveBiped.Bip01_Neck1" 1
  268. "ValveBiped.Bip01_L_Clavicle" 1
  269. "ValveBiped.Bip01_L_UpperArm" 1
  270. "ValveBiped.Bip01_L_Forearm" 1
  271. "ValveBiped.Bip01_L_Hand" 1
  272. "ValveBiped.Bip01_L_Finger4" 1
  273. "ValveBiped.Bip01_L_Finger41" 1
  274. "ValveBiped.Bip01_L_Finger3" 1
  275. "ValveBiped.Bip01_L_Finger31" 1
  276. "ValveBiped.Bip01_L_Finger2" 1
  277. "ValveBiped.Bip01_L_Finger21" 1
  278. "ValveBiped.Bip01_L_Finger1" 1
  279. "ValveBiped.Bip01_L_Finger11" 1
  280. "ValveBiped.Bip01_L_Finger0" 1
  281. "ValveBiped.Bip01_L_Finger01" 1
  282. "ValveBiped.Bip01_R_Clavicle" 1
  283. "ValveBiped.Bip01_R_UpperArm" 1
  284. "ValveBiped.Bip01_R_Forearm" 1
  285. "ValveBiped.Bip01_R_Hand" 1
  286. "ValveBiped.Bip01_R_Finger4" 1
  287. "ValveBiped.Bip01_R_Finger41" 1
  288. "ValveBiped.Bip01_R_Finger3" 1
  289. "ValveBiped.Bip01_R_Finger31" 1
  290. "ValveBiped.Bip01_R_Finger2" 1
  291. "ValveBiped.Bip01_R_Finger21" 1
  292. "ValveBiped.Bip01_R_Finger1" 1
  293. "ValveBiped.Bip01_R_Finger11" 1
  294. "ValveBiped.Bip01_R_Finger0" 1
  295. "ValveBiped.Bip01_R_Finger01" 1
  296. "sword_grip" 1
  297. "ValveBiped.Bip01_Head1" 1
  298. "ValveBiped.Bip01_R_Thigh" 0
  299. "ValveBiped.Bip01_R_Calf" 0
  300. "ValveBiped.Bip01_R_Foot" 0
  301. "ValveBiped.Bip01_R_Toe0" 0
  302. "ValveBiped.Bip01_L_Thigh" 0
  303. "ValveBiped.Bip01_L_Calf" 0
  304. "ValveBiped.Bip01_L_Foot" 0
  305. "ValveBiped.Bip01_L_Toe0" 0
  306. "ValveBiped.Anim_Attachment_RH" 1
  307. "ValveBiped.Anim_Attachment_LH" 1
  308. "ValveBiped.forward" 1
  309. }
  310.  
  311. $WeightList "weights_h_run_mod" {
  312. "ValveBiped.Bip01_Pelvis" 0
  313. "ValveBiped.Bip01_Spine" 0.2
  314. "ValveBiped.Bip01_Spine1" 0.4
  315. "ValveBiped.Bip01_Spine2" 0.6
  316. "ValveBiped.Bip01_Spine4" 1
  317. "ValveBiped.Bip01_Neck1" 0.44
  318. "ValveBiped.Bip01_L_Clavicle" 1
  319. "ValveBiped.Bip01_L_UpperArm" 1
  320. "ValveBiped.Bip01_L_Forearm" 1
  321. "ValveBiped.Bip01_L_Hand" 1
  322. "ValveBiped.Bip01_L_Finger4" 1
  323. "ValveBiped.Bip01_L_Finger41" 1
  324. "ValveBiped.Bip01_L_Finger3" 1
  325. "ValveBiped.Bip01_L_Finger31" 1
  326. "ValveBiped.Bip01_L_Finger2" 1
  327. "ValveBiped.Bip01_L_Finger21" 1
  328. "ValveBiped.Bip01_L_Finger1" 1
  329. "ValveBiped.Bip01_L_Finger11" 1
  330. "ValveBiped.Bip01_L_Finger0" 1
  331. "ValveBiped.Bip01_L_Finger01" 1
  332. "ValveBiped.Bip01_R_Clavicle" 1
  333. "ValveBiped.Bip01_R_UpperArm" 1
  334. "ValveBiped.Bip01_R_Forearm" 1
  335. "ValveBiped.Bip01_R_Hand" 1
  336. "ValveBiped.Bip01_R_Finger4" 1
  337. "ValveBiped.Bip01_R_Finger41" 1
  338. "ValveBiped.Bip01_R_Finger3" 1
  339. "ValveBiped.Bip01_R_Finger31" 1
  340. "ValveBiped.Bip01_R_Finger2" 1
  341. "ValveBiped.Bip01_R_Finger21" 1
  342. "ValveBiped.Bip01_R_Finger1" 1
  343. "ValveBiped.Bip01_R_Finger11" 1
  344. "ValveBiped.Bip01_R_Finger0" 1
  345. "ValveBiped.Bip01_R_Finger01" 1
  346. "sword_grip" 1
  347. "ValveBiped.Bip01_Head1" 0.8
  348. "ValveBiped.Bip01_R_Thigh" 0
  349. "ValveBiped.Bip01_R_Calf" 0
  350. "ValveBiped.Bip01_R_Foot" 0
  351. "ValveBiped.Bip01_R_Toe0" 0
  352. "ValveBiped.Bip01_L_Thigh" 0
  353. "ValveBiped.Bip01_L_Calf" 0
  354. "ValveBiped.Bip01_L_Foot" 0
  355. "ValveBiped.Bip01_L_Toe0" 0
  356. "ValveBiped.Anim_Attachment_RH" 1
  357. "ValveBiped.Anim_Attachment_LH" 1
  358. "ValveBiped.forward" 0.8
  359. }
  360.  
  361. $WeightList "weights_h_run_upper" {
  362. "ValveBiped.Bip01_Pelvis" 0.3
  363. "ValveBiped.Bip01_Spine" 0.4
  364. "ValveBiped.Bip01_Spine1" 0.4
  365. "ValveBiped.Bip01_Spine2" 0.4
  366. "ValveBiped.Bip01_Spine4" 0.4
  367. "ValveBiped.Bip01_Neck1" 0.4
  368. "ValveBiped.Bip01_L_Clavicle" 1
  369. "ValveBiped.Bip01_L_UpperArm" 1
  370. "ValveBiped.Bip01_L_Forearm" 1
  371. "ValveBiped.Bip01_L_Hand" 1
  372. "ValveBiped.Bip01_L_Finger4" 1
  373. "ValveBiped.Bip01_L_Finger41" 1
  374. "ValveBiped.Bip01_L_Finger3" 1
  375. "ValveBiped.Bip01_L_Finger31" 1
  376. "ValveBiped.Bip01_L_Finger2" 1
  377. "ValveBiped.Bip01_L_Finger21" 1
  378. "ValveBiped.Bip01_L_Finger1" 1
  379. "ValveBiped.Bip01_L_Finger11" 1
  380. "ValveBiped.Bip01_L_Finger0" 1
  381. "ValveBiped.Bip01_L_Finger01" 1
  382. "ValveBiped.Bip01_R_Clavicle" 1
  383. "ValveBiped.Bip01_R_UpperArm" 1
  384. "ValveBiped.Bip01_R_Forearm" 1
  385. "ValveBiped.Bip01_R_Hand" 1
  386. "ValveBiped.Bip01_R_Finger4" 1
  387. "ValveBiped.Bip01_R_Finger41" 1
  388. "ValveBiped.Bip01_R_Finger3" 1
  389. "ValveBiped.Bip01_R_Finger31" 1
  390. "ValveBiped.Bip01_R_Finger2" 1
  391. "ValveBiped.Bip01_R_Finger21" 1
  392. "ValveBiped.Bip01_R_Finger1" 1
  393. "ValveBiped.Bip01_R_Finger11" 1
  394. "ValveBiped.Bip01_R_Finger0" 1
  395. "ValveBiped.Bip01_R_Finger01" 1
  396. "sword_grip" 1
  397. "ValveBiped.Bip01_Head1" 0.4
  398. "ValveBiped.Bip01_R_Thigh" 0
  399. "ValveBiped.Bip01_R_Calf" 0
  400. "ValveBiped.Bip01_R_Foot" 0
  401. "ValveBiped.Bip01_R_Toe0" 0
  402. "ValveBiped.Bip01_L_Thigh" 0
  403. "ValveBiped.Bip01_L_Calf" 0
  404. "ValveBiped.Bip01_L_Foot" 0
  405. "ValveBiped.Bip01_L_Toe0" 0
  406. "ValveBiped.Anim_Attachment_RH" 1
  407. "ValveBiped.Anim_Attachment_LH" 1
  408. "ValveBiped.forward" 0.4
  409. }
  410.  
  411. $WeightList "weights_r_run_mod" {
  412. "ValveBiped.Bip01_Pelvis" 0.1
  413. "ValveBiped.Bip01_Spine" 0.2
  414. "ValveBiped.Bip01_Spine1" 0.3
  415. "ValveBiped.Bip01_Spine2" 0.3
  416. "ValveBiped.Bip01_Spine4" 0.3
  417. "ValveBiped.Bip01_Neck1" 0.34
  418. "ValveBiped.Bip01_L_Clavicle" 0.2
  419. "ValveBiped.Bip01_L_UpperArm" 0.2
  420. "ValveBiped.Bip01_L_Forearm" 0
  421. "ValveBiped.Bip01_L_Hand" 0
  422. "ValveBiped.Bip01_L_Finger4" 0
  423. "ValveBiped.Bip01_L_Finger41" 0
  424. "ValveBiped.Bip01_L_Finger3" 0
  425. "ValveBiped.Bip01_L_Finger31" 0
  426. "ValveBiped.Bip01_L_Finger2" 0
  427. "ValveBiped.Bip01_L_Finger21" 0
  428. "ValveBiped.Bip01_L_Finger1" 0
  429. "ValveBiped.Bip01_L_Finger11" 0
  430. "ValveBiped.Bip01_L_Finger0" 0
  431. "ValveBiped.Bip01_L_Finger01" 0
  432. "ValveBiped.Bip01_R_Clavicle" 0.4
  433. "ValveBiped.Bip01_R_UpperArm" 1
  434. "ValveBiped.Bip01_R_Forearm" 0.9
  435. "ValveBiped.Bip01_R_Hand" 0.9
  436. "ValveBiped.Bip01_R_Finger4" 0.9
  437. "ValveBiped.Bip01_R_Finger41" 0.9
  438. "ValveBiped.Bip01_R_Finger3" 0.9
  439. "ValveBiped.Bip01_R_Finger31" 0.9
  440. "ValveBiped.Bip01_R_Finger2" 0.9
  441. "ValveBiped.Bip01_R_Finger21" 0.9
  442. "ValveBiped.Bip01_R_Finger1" 0.9
  443. "ValveBiped.Bip01_R_Finger11" 0.9
  444. "ValveBiped.Bip01_R_Finger0" 0.9
  445. "ValveBiped.Bip01_R_Finger01" 0.9
  446. "sword_grip" 1
  447. "ValveBiped.Bip01_Head1" 0.8
  448. "ValveBiped.Bip01_R_Thigh" 0
  449. "ValveBiped.Bip01_R_Calf" 0
  450. "ValveBiped.Bip01_R_Foot" 0
  451. "ValveBiped.Bip01_R_Toe0" 0
  452. "ValveBiped.Bip01_L_Thigh" 0
  453. "ValveBiped.Bip01_L_Calf" 0
  454. "ValveBiped.Bip01_L_Foot" 0
  455. "ValveBiped.Bip01_L_Toe0" 0
  456. "ValveBiped.Anim_Attachment_RH" 0.9
  457. "ValveBiped.Anim_Attachment_LH" 0
  458. "ValveBiped.forward" 0.8
  459. }
  460.  
  461. $WeightList "weights_jump_legs" {
  462. "ValveBiped.Bip01_Pelvis" 0
  463. "ValveBiped.Bip01_Spine" 0
  464. "ValveBiped.Bip01_Spine1" 0
  465. "ValveBiped.Bip01_Spine2" 0
  466. "ValveBiped.Bip01_Spine4" 0
  467. "ValveBiped.Bip01_Neck1" 0
  468. "ValveBiped.Bip01_L_Clavicle" 0
  469. "ValveBiped.Bip01_L_UpperArm" 0
  470. "ValveBiped.Bip01_L_Forearm" 0
  471. "ValveBiped.Bip01_L_Hand" 0
  472. "ValveBiped.Bip01_L_Finger4" 0
  473. "ValveBiped.Bip01_L_Finger41" 0
  474. "ValveBiped.Bip01_L_Finger3" 0
  475. "ValveBiped.Bip01_L_Finger31" 0
  476. "ValveBiped.Bip01_L_Finger2" 0
  477. "ValveBiped.Bip01_L_Finger21" 0
  478. "ValveBiped.Bip01_L_Finger1" 0
  479. "ValveBiped.Bip01_L_Finger11" 0
  480. "ValveBiped.Bip01_L_Finger0" 0
  481. "ValveBiped.Bip01_L_Finger01" 0
  482. "ValveBiped.Bip01_R_Clavicle" 0
  483. "ValveBiped.Bip01_R_UpperArm" 0
  484. "ValveBiped.Bip01_R_Forearm" 0
  485. "ValveBiped.Bip01_R_Hand" 0
  486. "ValveBiped.Bip01_R_Finger4" 0
  487. "ValveBiped.Bip01_R_Finger41" 0
  488. "ValveBiped.Bip01_R_Finger3" 0
  489. "ValveBiped.Bip01_R_Finger31" 0
  490. "ValveBiped.Bip01_R_Finger2" 0
  491. "ValveBiped.Bip01_R_Finger21" 0
  492. "ValveBiped.Bip01_R_Finger1" 0
  493. "ValveBiped.Bip01_R_Finger11" 0
  494. "ValveBiped.Bip01_R_Finger0" 0
  495. "ValveBiped.Bip01_R_Finger01" 0
  496. "sword_grip" 0
  497. "ValveBiped.Bip01_Head1" 0
  498. "ValveBiped.Bip01_R_Thigh" 0.6
  499. "ValveBiped.Bip01_R_Calf" 1
  500. "ValveBiped.Bip01_R_Foot" 1
  501. "ValveBiped.Bip01_R_Toe0" 1
  502. "ValveBiped.Bip01_L_Thigh" 0.6
  503. "ValveBiped.Bip01_L_Calf" 1
  504. "ValveBiped.Bip01_L_Foot" 1
  505. "ValveBiped.Bip01_L_Toe0" 1
  506. "ValveBiped.Anim_Attachment_RH" 0
  507. "ValveBiped.Anim_Attachment_LH" 0
  508. "ValveBiped.forward" 0
  509. }
  510.  
  511. $WeightList "weights_b_c1_charge_running" {
  512. "ValveBiped.Bip01_Pelvis" 0
  513. "ValveBiped.Bip01_Spine" 0
  514. "ValveBiped.Bip01_Spine1" 0
  515. "ValveBiped.Bip01_Spine2" 0
  516. "ValveBiped.Bip01_Spine4" 1
  517. "ValveBiped.Bip01_Neck1" 0
  518. "ValveBiped.Bip01_L_Clavicle" 1
  519. "ValveBiped.Bip01_L_UpperArm" 1
  520. "ValveBiped.Bip01_L_Forearm" 1
  521. "ValveBiped.Bip01_L_Hand" 1
  522. "ValveBiped.Bip01_L_Finger4" 1
  523. "ValveBiped.Bip01_L_Finger41" 1
  524. "ValveBiped.Bip01_L_Finger3" 1
  525. "ValveBiped.Bip01_L_Finger31" 1
  526. "ValveBiped.Bip01_L_Finger2" 1
  527. "ValveBiped.Bip01_L_Finger21" 1
  528. "ValveBiped.Bip01_L_Finger1" 1
  529. "ValveBiped.Bip01_L_Finger11" 1
  530. "ValveBiped.Bip01_L_Finger0" 1
  531. "ValveBiped.Bip01_L_Finger01" 1
  532. "ValveBiped.Bip01_R_Clavicle" 1
  533. "ValveBiped.Bip01_R_UpperArm" 1
  534. "ValveBiped.Bip01_R_Forearm" 1
  535. "ValveBiped.Bip01_R_Hand" 1
  536. "ValveBiped.Bip01_R_Finger4" 1
  537. "ValveBiped.Bip01_R_Finger41" 1
  538. "ValveBiped.Bip01_R_Finger3" 1
  539. "ValveBiped.Bip01_R_Finger31" 1
  540. "ValveBiped.Bip01_R_Finger2" 1
  541. "ValveBiped.Bip01_R_Finger21" 1
  542. "ValveBiped.Bip01_R_Finger1" 1
  543. "ValveBiped.Bip01_R_Finger11" 1
  544. "ValveBiped.Bip01_R_Finger0" 1
  545. "ValveBiped.Bip01_R_Finger01" 1
  546. "sword_grip" 1
  547. "ValveBiped.Bip01_Head1" 0
  548. "ValveBiped.Bip01_R_Thigh" 0
  549. "ValveBiped.Bip01_R_Calf" 0
  550. "ValveBiped.Bip01_R_Foot" 0
  551. "ValveBiped.Bip01_R_Toe0" 0
  552. "ValveBiped.Bip01_L_Thigh" 0
  553. "ValveBiped.Bip01_L_Calf" 0
  554. "ValveBiped.Bip01_L_Foot" 0
  555. "ValveBiped.Bip01_L_Toe0" 0
  556. "ValveBiped.Anim_Attachment_RH" 1
  557. "ValveBiped.Anim_Attachment_LH" 1
  558. "ValveBiped.forward" 0
  559. }
  560.  
  561. $Animation "a_pose_neutral" "player_anim_shared_anims\a_pose_neutral.smd" {
  562. fps 30
  563. }
  564.  
  565. $Animation "a_body_rot" "player_anim_shared_anims\a_body_rot.smd" {
  566. fps 30
  567. noanimation
  568. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  569. subtract "a_pose_neutral" 0
  570. weightlist "weights_body_rot_z"
  571. }
  572.  
  573. $Animation "a_body_rot_z_rt" "player_anim_shared_anims\a_body_rot_z_rt.smd" {
  574. fps 30
  575. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  576. subtract "a_pose_neutral" 0
  577. weightlist "weights_body_rot_z"
  578. }
  579.  
  580. $Animation "a_body_rot_z_lt" "player_anim_shared_anims\a_body_rot_z_lt.smd" {
  581. fps 30
  582. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  583. subtract "a_pose_neutral" 0
  584. weightlist "weights_body_rot_z"
  585. }
  586.  
  587. $Animation "a_spine_rot" "player_anim_shared_anims\a_spine_rot.smd" {
  588. fps 30
  589. noanimation
  590. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  591. subtract "a_pose_neutral" 0
  592. weightlist "weights_body_rot_z"
  593. }
  594.  
  595. $Animation "a_spine_rot_z_rt" "player_anim_shared_anims\a_spine_rot_z_rt.smd" {
  596. fps 30
  597. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  598. subtract "a_pose_neutral" 0
  599. weightlist "weights_body_rot_z"
  600. }
  601.  
  602. $Animation "a_spine_rot_z_lt" "player_anim_shared_anims\a_spine_rot_z_lt.smd" {
  603. fps 30
  604. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  605. subtract "a_pose_neutral" 0
  606. weightlist "weights_body_rot_z"
  607. }
  608.  
  609. $Animation "a_head_rot" "player_anim_shared_anims\a_head_rot.smd" {
  610. fps 30
  611. noanimation
  612. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  613. subtract "a_pose_neutral" 0
  614. weightlist "weights_head_rot_z"
  615. }
  616.  
  617. $Animation "a_head_rot_lt" "player_anim_shared_anims\a_head_rot_lt.smd" {
  618. fps 30
  619. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  620. subtract "a_pose_neutral" 0
  621. weightlist "weights_head_rot_z"
  622. }
  623.  
  624. $Animation "a_head_rot_rt" "player_anim_shared_anims\a_head_rot_rt.smd" {
  625. fps 30
  626. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  627. subtract "a_pose_neutral" 0
  628. weightlist "weights_head_rot_z"
  629. }
  630.  
  631. $Animation "a_head_rot_dwn" "player_anim_shared_anims\a_head_rot_dwn.smd" {
  632. fps 30
  633. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  634. subtract "a_pose_neutral" 0
  635. weightlist "weights_head_rot_z"
  636. }
  637.  
  638. $Animation "a_head_rot_up" "player_anim_shared_anims\a_head_rot_up.smd" {
  639. fps 30
  640. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  641. subtract "a_pose_neutral" 0
  642. weightlist "weights_head_rot_z"
  643. }
  644.  
  645. $Animation "a_head_rot_z_rt" "player_anim_shared_anims\a_head_rot_z_rt.smd" {
  646. fps 30
  647. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  648. subtract "a_pose_neutral" 0
  649. weightlist "weights_head_rot_z"
  650. }
  651.  
  652. $Animation "a_head_rot_z_lt" "player_anim_shared_anims\a_head_rot_z_lt.smd" {
  653. fps 30
  654. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  655. subtract "a_pose_neutral" 0
  656. weightlist "weights_head_rot_z"
  657. }
  658.  
  659. $Animation "a_spine_rot_up_rt" "player_anim_shared_anims\a_spine_rot_up_rt.smd" {
  660. fps 30
  661. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  662. subtract "a_pose_neutral" 0
  663. weightlist "weights_spine_rot_x"
  664. }
  665.  
  666. $Animation "a_spine_rot_up_lt" "player_anim_shared_anims\a_spine_rot_up_lt.smd" {
  667. fps 30
  668. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  669. subtract "a_pose_neutral" 0
  670. weightlist "weights_spine_rot_x"
  671. }
  672.  
  673. $Animation "a_RunS" "player_anim_shared_anims\a_RunS.smd" {
  674. fps 30
  675. loop
  676. }
  677.  
  678. $Animation "a_RunSE" "player_anim_shared_anims\a_RunSE.smd" {
  679. fps 30
  680. loop
  681. }
  682.  
  683. $Animation "a_RunE" "player_anim_shared_anims\a_RunE.smd" {
  684. fps 30
  685. loop
  686. }
  687.  
  688. $Animation "a_RunNE" "player_anim_shared_anims\a_RunNE.smd" {
  689. fps 30
  690. loop
  691. }
  692.  
  693. $Animation "a_RunN" "player_anim_shared_anims\a_RunN.smd" {
  694. fps 30
  695. loop
  696. }
  697.  
  698. $Animation "a_RunNW" "player_anim_shared_anims\a_RunNW.smd" {
  699. fps 30
  700. loop
  701. }
  702.  
  703. $Animation "a_RunW" "player_anim_shared_anims\a_RunW.smd" {
  704. fps 30
  705. loop
  706. }
  707.  
  708. $Animation "a_RunSW" "player_anim_shared_anims\a_RunSW.smd" {
  709. fps 30
  710. loop
  711. }
  712.  
  713. $Animation "a_RunZero" "player_anim_shared_anims\a_RunZero.smd" {
  714. fps 30
  715. }
  716.  
  717. $Animation "a_WalkS" "player_anim_shared_anims\a_WalkS.smd" {
  718. fps 40
  719. loop
  720. }
  721.  
  722. $Animation "a_WalkSE" "player_anim_shared_anims\a_WalkSE.smd" {
  723. fps 40
  724. loop
  725. }
  726.  
  727. $Animation "a_WalkE" "player_anim_shared_anims\a_WalkE.smd" {
  728. fps 40
  729. loop
  730. }
  731.  
  732. $Animation "a_WalkNE" "player_anim_shared_anims\a_WalkNE.smd" {
  733. fps 40
  734. loop
  735. }
  736.  
  737. $Animation "a_WalkN" "player_anim_shared_anims\a_WalkN.smd" {
  738. fps 40
  739. loop
  740. }
  741.  
  742. $Animation "a_WalkNW" "player_anim_shared_anims\a_WalkNW.smd" {
  743. fps 40
  744. loop
  745. }
  746.  
  747. $Animation "a_WalkW" "player_anim_shared_anims\a_WalkW.smd" {
  748. fps 40
  749. loop
  750. }
  751.  
  752. $Animation "a_WalkSW" "player_anim_shared_anims\a_WalkSW.smd" {
  753. fps 40
  754. loop
  755. }
  756.  
  757. $Animation "a_walkZero" "player_anim_shared_anims\a_walkZero.smd" {
  758. fps 40
  759. loop
  760. }
  761.  
  762. $Animation "a_b_RunZero" "player_anim_shared_anims\a_b_RunZero.smd" {
  763. fps 30
  764. }
  765.  
  766. $Animation "a_b_idle_base" "player_anim_shared_anims\a_b_idle_base.smd" {
  767. fps 30
  768. }
  769.  
  770. $Animation "a_b_run_base" "player_anim_shared_anims\a_b_run_base.smd" {
  771. fps 30
  772. loop
  773. }
  774.  
  775. $Animation "a_h_RunZero" "player_anim_shared_anims\a_h_RunZero.smd" {
  776. fps 30
  777. }
  778.  
  779. $Animation "a_h_idle_base" "player_anim_shared_anims\a_h_idle_base.smd" {
  780. fps 30
  781. }
  782.  
  783. $Animation "a_h_run_base" "player_anim_shared_anims\a_h_run_base.smd" {
  784. fps 30
  785. }
  786.  
  787. $Animation "reverse_sword_anim" "player_anim_shared_anims\reverse_sword_anim.smd" {
  788. fps 30
  789. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  790. subtract "a_pose_neutral" 0
  791. }
  792.  
  793. $Animation "a_r_RunZero" "player_anim_shared_anims\a_r_RunZero.smd" {
  794. fps 30
  795. }
  796.  
  797. $Animation "a_r_ridle_base" "player_anim_shared_anims\a_r_ridle_base.smd" {
  798. fps 30
  799. }
  800.  
  801. $Animation "a_r_run_base" "player_anim_shared_anims\a_r_run_base.smd" {
  802. fps 30
  803. }
  804.  
  805. $Animation "a_s_RunZero" "player_anim_shared_anims\a_s_RunZero.smd" {
  806. fps 30
  807. }
  808.  
  809. $Animation "a_s_ridle_base" "player_anim_shared_anims\a_s_ridle_base.smd" {
  810. fps 30
  811. }
  812.  
  813. $Animation "a_s_run_base" "player_anim_shared_anims\a_s_run_base.smd" {
  814. fps 30
  815. }
  816.  
  817. $Animation "a_dash_forward" "player_anim_shared_anims\a_dash_forward.smd" {
  818. fps 105
  819. }
  820.  
  821. $Animation "a_jump_land_zero" "player_anim_shared_anims\a_jump_land_zero.smd" {
  822. fps 30
  823. }
  824.  
  825. $Animation "a_b_c1_t1" "player_anim_shared_anims\a_b_c1_t1.smd" {
  826. fps 60
  827. }
  828.  
  829. $Animation "a_b_c1_t2" "player_anim_shared_anims\a_b_c1_t2.smd" {
  830. fps 70
  831. }
  832.  
  833. $Animation "a_b_c1_t3" "player_anim_shared_anims\a_b_c1_t3.smd" {
  834. fps 70
  835. }
  836.  
  837. $Animation "a_b_c2_t1" "player_anim_shared_anims\a_b_c2_t1.smd" {
  838. fps 70
  839. }
  840.  
  841. $Animation "a_b_c2_t2" "player_anim_shared_anims\a_b_c2_t2.smd" {
  842. fps 70
  843. }
  844.  
  845. $Animation "a_b_c2_t3" "player_anim_shared_anims\a_b_c2_t3.smd" {
  846. fps 70
  847. }
  848.  
  849. $Animation "a_b_c3_t1" "player_anim_shared_anims\a_b_c3_t1.smd" {
  850. fps 70
  851. }
  852.  
  853. $Animation "a_b_c3_t2" "player_anim_shared_anims\a_b_c3_t2.smd" {
  854. fps 70
  855. }
  856.  
  857. $Animation "a_b_c3_t3" "player_anim_shared_anims\a_b_c3_t3.smd" {
  858. fps 50
  859. }
  860.  
  861. $Animation "a_b_c4_t1" "player_anim_shared_anims\a_b_c4_t1.smd" {
  862. fps 60
  863. }
  864.  
  865. $Animation "a_b_c4_t2" "player_anim_shared_anims\a_b_c4_t2.smd" {
  866. fps 70
  867. }
  868.  
  869. $Animation "a_b_c4_t3" "player_anim_shared_anims\a_b_c4_t3.smd" {
  870. fps 70
  871. }
  872.  
  873. $Animation "a_b_left_t1" "player_anim_shared_anims\a_b_left_t1.smd" {
  874. fps 45
  875. }
  876.  
  877. $Animation "a_b_left_t2" "player_anim_shared_anims\a_b_left_t2.smd" {
  878. fps 70
  879. }
  880.  
  881. $Animation "a_b_left_t3" "player_anim_shared_anims\a_b_left_t3.smd" {
  882. fps 70
  883. }
  884.  
  885. $Animation "a_b_right_t1" "player_anim_shared_anims\a_b_right_t1.smd" {
  886. fps 40
  887. }
  888.  
  889. $Animation "a_b_right_t2" "player_anim_shared_anims\a_b_right_t2.smd" {
  890. fps 45
  891. }
  892.  
  893. $Animation "a_b_right_t3" "player_anim_shared_anims\a_b_right_t3.smd" {
  894. fps 70
  895. }
  896.  
  897. $Animation "a_h_c1_t1" "player_anim_shared_anims\a_h_c1_t1.smd" {
  898. fps 58
  899. }
  900.  
  901. $Animation "a_h_c1_t2" "player_anim_shared_anims\a_h_c1_t2.smd" {
  902. fps 58
  903. }
  904.  
  905. $Animation "a_h_c1_t3" "player_anim_shared_anims\a_h_c1_t3.smd" {
  906. fps 58
  907. }
  908.  
  909. $Animation "a_h_c2_t1" "player_anim_shared_anims\a_h_c2_t1.smd" {
  910. fps 45
  911. }
  912.  
  913. $Animation "a_h_c2_t2" "player_anim_shared_anims\a_h_c2_t2.smd" {
  914. fps 50
  915. }
  916.  
  917. $Animation "a_h_c2_t3" "player_anim_shared_anims\a_h_c2_t3.smd" {
  918. fps 58
  919. }
  920.  
  921. $Animation "a_h_c3_t1" "player_anim_shared_anims\a_h_c3_t1.smd" {
  922. fps 58
  923. }
  924.  
  925. $Animation "a_h_c3_t2" "player_anim_shared_anims\a_h_c3_t2.smd" {
  926. fps 58
  927. }
  928.  
  929. $Animation "a_h_c3_t3" "player_anim_shared_anims\a_h_c3_t3.smd" {
  930. fps 58
  931. }
  932.  
  933. $Animation "a_h_left_t1" "player_anim_shared_anims\a_h_left_t1.smd" {
  934. fps 66
  935. }
  936.  
  937. $Animation "a_h_left_t2" "player_anim_shared_anims\a_h_left_t2.smd" {
  938. fps 58
  939. }
  940.  
  941. $Animation "a_h_left_t3" "player_anim_shared_anims\a_h_left_t3.smd" {
  942. fps 76
  943. }
  944.  
  945. $Animation "a_h_right_t1" "player_anim_shared_anims\a_h_right_t1.smd" {
  946. fps 60
  947. }
  948.  
  949. $Animation "a_h_right_t2" "player_anim_shared_anims\a_h_right_t2.smd" {
  950. fps 60
  951. }
  952.  
  953. $Animation "a_h_right_t3" "player_anim_shared_anims\a_h_right_t3.smd" {
  954. fps 60
  955. }
  956.  
  957. $Animation "a_r_c1_t1" "player_anim_shared_anims\a_r_c1_t1.smd" {
  958. fps 55
  959. }
  960.  
  961. $Animation "a_r_c1_t2" "player_anim_shared_anims\a_r_c1_t2.smd" {
  962. fps 60
  963. }
  964.  
  965. $Animation "a_r_c1_t3" "player_anim_shared_anims\a_r_c1_t3.smd" {
  966. fps 70
  967. }
  968.  
  969. $Animation "a_r_c2_t1" "player_anim_shared_anims\a_r_c2_t1.smd" {
  970. fps 50
  971. }
  972.  
  973. $Animation "a_r_c2_t2" "player_anim_shared_anims\a_r_c2_t2.smd" {
  974. fps 50
  975. }
  976.  
  977. $Animation "a_r_c2_t3" "player_anim_shared_anims\a_r_c2_t3.smd" {
  978. fps 40
  979. }
  980.  
  981. $Animation "a_r_c3_t1" "player_anim_shared_anims\a_r_c3_t1.smd" {
  982. fps 60
  983. }
  984.  
  985. $Animation "a_r_c3_t2" "player_anim_shared_anims\a_r_c3_t2.smd" {
  986. fps 60
  987. }
  988.  
  989. $Animation "a_r_c3_t3" "player_anim_shared_anims\a_r_c3_t3.smd" {
  990. fps 50
  991. }
  992.  
  993. $Animation "a_r_c4_t1" "player_anim_shared_anims\a_r_c4_t1.smd" {
  994. fps 60
  995. }
  996.  
  997. $Animation "a_r_c4_t2" "player_anim_shared_anims\a_r_c4_t2.smd" {
  998. fps 40
  999. }
  1000.  
  1001. $Animation "a_r_c4_t3" "player_anim_shared_anims\a_r_c4_t3.smd" {
  1002. fps 65
  1003. }
  1004.  
  1005. $Animation "a_r_c5_t1" "player_anim_shared_anims\a_r_c5_t1.smd" {
  1006. fps 50
  1007. }
  1008.  
  1009. $Animation "a_r_c5_t2" "player_anim_shared_anims\a_r_c5_t2.smd" {
  1010. fps 40
  1011. }
  1012.  
  1013. $Animation "a_r_c5_t3" "player_anim_shared_anims\a_r_c5_t3.smd" {
  1014. fps 50
  1015. }
  1016.  
  1017. $Animation "a_r_c6_t1" "player_anim_shared_anims\a_r_c6_t1.smd" {
  1018. fps 40
  1019. }
  1020.  
  1021. $Animation "a_r_c6_t2" "player_anim_shared_anims\a_r_c6_t2.smd" {
  1022. fps 40
  1023. }
  1024.  
  1025. $Animation "a_r_c6_t3" "player_anim_shared_anims\a_r_c6_t3.smd" {
  1026. fps 50
  1027. }
  1028.  
  1029. $Animation "a_r_left_t1" "player_anim_shared_anims\a_r_left_t1.smd" {
  1030. fps 24
  1031. }
  1032.  
  1033. $Animation "a_r_left_t2" "player_anim_shared_anims\a_r_left_t2.smd" {
  1034. fps 40
  1035. }
  1036.  
  1037. $Animation "a_r_left_t3" "player_anim_shared_anims\a_r_left_t3.smd" {
  1038. fps 24
  1039. }
  1040.  
  1041. $Animation "a_r_right_t1" "player_anim_shared_anims\a_r_right_t1.smd" {
  1042. fps 20
  1043. }
  1044.  
  1045. $Animation "a_r_right_t2" "player_anim_shared_anims\a_r_right_t2.smd" {
  1046. fps 30
  1047. }
  1048.  
  1049. $Animation "a_r_right_t3" "player_anim_shared_anims\a_r_right_t3.smd" {
  1050. fps 15
  1051. }
  1052.  
  1053. $Sequence "body_rot_z" {
  1054. "a_body_rot_z_lt"
  1055. "a_body_rot"
  1056. "a_body_rot_z_rt"
  1057. blend "body_yaw" 29.8797 -29.87963
  1058. blendwidth 3
  1059. delta
  1060. fadein 0.2
  1061. fadeout 0.2
  1062. hidden
  1063. fps 30
  1064. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  1065. subtract "a_pose_neutral" 0
  1066. weightlist "weights_body_rot_z"
  1067. }
  1068.  
  1069. $Sequence "spine_rot_z" {
  1070. "a_spine_rot_z_lt"
  1071. "a_spine_rot"
  1072. "a_spine_rot_z_rt"
  1073. blend "spine_yaw" 30.80398 -30.804
  1074. blendwidth 3
  1075. delta
  1076. fadein 0.2
  1077. fadeout 0.2
  1078. hidden
  1079. fps 30
  1080. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  1081. subtract "a_pose_neutral" 0
  1082. weightlist "weights_body_rot_z"
  1083. }
  1084.  
  1085. $Sequence "spine_rot_x" {
  1086. "a_spine_rot_up_lt"
  1087. "a_spine_rot"
  1088. "a_spine_rot_up_rt"
  1089. autoplay
  1090. blend "spine_pitch" -30 30
  1091. blendwidth 3
  1092. delta
  1093. fadein 0.2
  1094. fadeout 0.2
  1095. hidden
  1096. fps 30
  1097. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  1098. subtract "a_pose_neutral" 0
  1099. weightlist "weights_spine_rot_x"
  1100. }
  1101.  
  1102. $Sequence "head_rot_z" {
  1103. "a_head_rot_z_lt"
  1104. "a_head_rot"
  1105. "a_head_rot_z_rt"
  1106. autoplay
  1107. blend "head_yaw" 44.99627 -44.99648
  1108. blendwidth 3
  1109. delta
  1110. fadein 0.2
  1111. fadeout 0.2
  1112. hidden
  1113. fps 30
  1114. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  1115. subtract "a_pose_neutral" 0
  1116. weightlist "weights_head_rot_z"
  1117. }
  1118.  
  1119. $Sequence "head_rot_y" {
  1120. "a_head_rot_dwn"
  1121. "a_head_rot"
  1122. "a_head_rot_up"
  1123. autoplay
  1124. blend "head_pitch" 22.99999 -20
  1125. blendwidth 3
  1126. delta
  1127. fadein 0.2
  1128. fadeout 0.2
  1129. hidden
  1130. fps 30
  1131. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  1132. subtract "a_pose_neutral" 0
  1133. weightlist "weights_head_rot_z"
  1134. }
  1135.  
  1136. $Sequence "head_rot_x" {
  1137. "a_head_rot_lt"
  1138. "a_head_rot"
  1139. "a_head_rot_rt"
  1140. autoplay
  1141. blend "head_roll" -10.87539 10.79788
  1142. blendwidth 3
  1143. delta
  1144. fadein 0.2
  1145. fadeout 0.2
  1146. hidden
  1147. fps 30
  1148. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  1149. subtract "a_pose_neutral" 0
  1150. weightlist "weights_head_rot_z"
  1151. }
  1152.  
  1153. $Sequence "Idle_lower" {
  1154. "player_anim_shared_anims\Idle_lower.smd"
  1155. activity "ACT_IDLE" 1
  1156. fadein 0.2
  1157. fadeout 0.2
  1158. fps 30
  1159. loop
  1160. }
  1161.  
  1162. $Sequence "Run_lower" {
  1163. "a_RunNW"
  1164. "a_RunN"
  1165. "a_RunNE"
  1166. "a_RunW"
  1167. "a_RunZero"
  1168. "a_RunE"
  1169. "a_RunSW"
  1170. "a_RunS"
  1171. "a_RunSE"
  1172. activity "ACT_RUN" 1
  1173. blend "move_y" -1 1
  1174. blend "move_x" 1 -1
  1175. { event 7001 14 "lfoot" }
  1176. { event 7001 5 "rfoot" }
  1177. fadein 0.2
  1178. fadeout 0.2
  1179. fps 30
  1180. loop
  1181. }
  1182.  
  1183. $Sequence "walk_lower" {
  1184. "a_WalkNW"
  1185. "a_WalkN"
  1186. "a_WalkNE"
  1187. "a_WalkW"
  1188. "a_walkZero"
  1189. "a_WalkE"
  1190. "a_WalkSW"
  1191. "a_WalkS"
  1192. "a_WalkSE"
  1193. activity "ACT_WALK" 1
  1194. blend "move_y" -1 1
  1195. blend "move_x" 1 -1
  1196. { event 7002 15 "lfoot" }
  1197. { event 7002 4 "lfoot" }
  1198. fadein 0.2
  1199. fadeout 0.2
  1200. fps 40
  1201. loop
  1202. }
  1203.  
  1204. $Sequence "reference" {
  1205. "player_anim_shared_anims\reference.smd"
  1206. activity "ACT_BB_REF" 1
  1207. fadein 0.2
  1208. fadeout 0.2
  1209. fps 30
  1210. }
  1211.  
  1212. $Sequence "b_idle" {
  1213. "player_anim_shared_anims\b_idle.smd"
  1214. activity "ACT_BB_B_IDLE" 1
  1215. fadein 0.2
  1216. fadeout 0.2
  1217. fps 24
  1218. loop
  1219. }
  1220.  
  1221. $Sequence "b_run_body" {
  1222. "player_anim_shared_anims\b_run_body.smd"
  1223. fadein 0.2
  1224. fadeout 0.2
  1225. fps 30
  1226. loop
  1227. weightlist "weights_b_run_body"
  1228. }
  1229.  
  1230. $Sequence "b_run_mod" {
  1231. "player_anim_shared_anims\b_run_mod.smd"
  1232. fadein 0.2
  1233. fadeout 0.2
  1234. fps 30
  1235. weightlist "weights_b_run_mod"
  1236. }
  1237.  
  1238. $Sequence "b_run" {
  1239. "a_RunNW"
  1240. "a_RunN"
  1241. "a_RunNE"
  1242. "a_RunW"
  1243. "a_b_run_base"
  1244. "a_RunE"
  1245. "a_RunSW"
  1246. "a_RunS"
  1247. "a_RunSE"
  1248. activity "ACT_BB_B_RUN" 1
  1249. blend "move_y" -1 1
  1250. blend "move_x" 1 -1
  1251. fadein 0.2
  1252. fadeout 0.2
  1253. addlayer "b_run_mod"
  1254. addlayer "b_run_body"
  1255. fps 30
  1256. loop
  1257. }
  1258.  
  1259. $Sequence "b_block" {
  1260. "player_anim_shared_anims\b_block.smd"
  1261. activity "ACT_BB_B_BLOCK" 1
  1262. { event AE_CL_PLAYSOUND 0 "Blade.Block" }
  1263. fadein 0.2
  1264. fadeout 0.2
  1265. fps 40
  1266. }
  1267.  
  1268. $Sequence "b_block_blocked" {
  1269. "player_anim_shared_anims\b_block_blocked.smd"
  1270. activity "ACT_BB_B_BLOCK_BLOCKED" 1
  1271. fadein 0.2
  1272. fadeout 0.2
  1273. snap
  1274. fps 40
  1275. }
  1276.  
  1277. $Sequence "b_block_forward_riposte" {
  1278. "player_anim_shared_anims\b_block_forward_riposte.smd"
  1279. activity "ACT_BB_B_BLOCK_FORWARD_RIPOSTE" 1
  1280. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_block_dust follow_attachment lfoot" }
  1281. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_block_dust follow_attachment rfoot" }
  1282. fadein 0.2
  1283. fadeout 0.2
  1284. snap
  1285. fps 42
  1286. }
  1287.  
  1288. $Sequence "b_block_weak_left" {
  1289. "player_anim_shared_anims\b_block_weak_left.smd"
  1290. activity "ACT_BB_B_BLOCK_WEAK_LEFT" 1
  1291. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_block_dust follow_attachment lfoot" }
  1292. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_block_dust follow_attachment rfoot" }
  1293. fadein 0.2
  1294. fadeout 0.2
  1295. snap
  1296. fps 26
  1297. }
  1298.  
  1299. $Sequence "b_block_weak_right" {
  1300. "player_anim_shared_anims\b_block_weak_right.smd"
  1301. activity "ACT_BB_B_BLOCK_WEAK_RIGHT" 1
  1302. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_block_dust follow_attachment lfoot" }
  1303. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_block_dust follow_attachment rfoot" }
  1304. fadein 0.2
  1305. fadeout 0.2
  1306. snap
  1307. fps 26
  1308. }
  1309.  
  1310. $Sequence "b_block_left" {
  1311. "player_anim_shared_anims\b_block_left.smd"
  1312. activity "ACT_BB_B_BLOCK_LEFT" 1
  1313. { event AE_CL_PLAYSOUND 0 "Blade.Block.Left" }
  1314. fadein 0.2
  1315. fadeout 0.2
  1316. fps 40
  1317. }
  1318.  
  1319. $Sequence "b_block_left_weak" {
  1320. "player_anim_shared_anims\b_block_left_weak.smd"
  1321. activity "ACT_BB_B_BLOCK_LEFT_WEAK" 1
  1322. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_block_dust follow_attachment lfoot" }
  1323. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_block_dust follow_attachment rfoot" }
  1324. fadein 0.2
  1325. fadeout 0.2
  1326. snap
  1327. fps 42
  1328. }
  1329.  
  1330. $Sequence "b_block_left_riposte" {
  1331. "player_anim_shared_anims\b_block_left_riposte.smd"
  1332. activity "ACT_BB_B_BLOCK_LEFT_RIPOSTE" 1
  1333. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_block_dust follow_attachment lfoot" }
  1334. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_block_dust follow_attachment rfoot" }
  1335. fadein 0.2
  1336. fadeout 0.2
  1337. snap
  1338. fps 42
  1339. }
  1340.  
  1341. $Sequence "b_block_right" {
  1342. "player_anim_shared_anims\b_block_right.smd"
  1343. activity "ACT_BB_B_BLOCK_RIGHT" 1
  1344. { event AE_CL_PLAYSOUND 0 "Blade.Block.Right" }
  1345. fadein 0.2
  1346. fadeout 0.2
  1347. fps 40
  1348. }
  1349.  
  1350. $Sequence "b_block_right_weak" {
  1351. "player_anim_shared_anims\b_block_right_weak.smd"
  1352. activity "ACT_BB_B_BLOCK_RIGHT_WEAK" 1
  1353. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_block_dust follow_attachment lfoot" }
  1354. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_block_dust follow_attachment rfoot" }
  1355. fadein 0.2
  1356. fadeout 0.2
  1357. snap
  1358. fps 42
  1359. }
  1360.  
  1361. $Sequence "b_block_right_riposte" {
  1362. "player_anim_shared_anims\b_block_right_riposte.smd"
  1363. activity "ACT_BB_B_BLOCK_RIGHT_RIPOSTE" 1
  1364. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_block_dust follow_attachment lfoot" }
  1365. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_block_dust follow_attachment rfoot" }
  1366. fadein 0.2
  1367. fadeout 0.2
  1368. snap
  1369. fps 42
  1370. }
  1371.  
  1372. $Sequence "h_idle" {
  1373. "player_anim_shared_anims\h_idle.smd"
  1374. activity "ACT_BB_H_IDLE" 1
  1375. fadein 0.2
  1376. fadeout 0.2
  1377. fps 16
  1378. loop
  1379. }
  1380.  
  1381. $Sequence "h_run_mod" {
  1382. "player_anim_shared_anims\h_run_mod.smd"
  1383. activity "ACT_BB_H_RUN_UPPER" 1
  1384. fadein 0.2
  1385. fadeout 0.2
  1386. fps 30
  1387. weightlist "weights_h_run_mod"
  1388. }
  1389.  
  1390. $Sequence "h_run_upper" {
  1391. "player_anim_shared_anims\h_run_upper.smd"
  1392. fadein 0.2
  1393. fadeout 0.2
  1394. fps 30
  1395. weightlist "weights_h_run_upper"
  1396. }
  1397.  
  1398. $Sequence "h_run" {
  1399. "a_RunNW"
  1400. "a_RunN"
  1401. "a_RunNE"
  1402. "a_RunW"
  1403. "a_h_run_base"
  1404. "a_RunE"
  1405. "a_RunSW"
  1406. "a_RunS"
  1407. "a_RunSE"
  1408. activity "ACT_BB_H_RUN" 1
  1409. blend "move_y" -1 1
  1410. blend "move_x" 1 -1
  1411. fadein 0.2
  1412. fadeout 0.2
  1413. fps 30
  1414. loop
  1415. }
  1416.  
  1417. $Sequence "h_block" {
  1418. "player_anim_shared_anims\h_block.smd"
  1419. activity "ACT_BB_H_BLOCK" 1
  1420. { event AE_CL_PLAYSOUND 0 "Blade.Block" }
  1421. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_block_dust follow_attachment lfoot" }
  1422. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_block_dust follow_attachment rfoot" }
  1423. fadein 0.2
  1424. fadeout 0.2
  1425. fps 50
  1426. }
  1427.  
  1428. $Sequence "h_block_left" {
  1429. "player_anim_shared_anims\h_block_left.smd"
  1430. activity "ACT_BB_H_BLOCK_LEFT" 1
  1431. { event AE_CL_PLAYSOUND 0 "Blade.Block.Left" }
  1432. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_block_dust follow_attachment lfoot" }
  1433. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_block_dust follow_attachment rfoot" }
  1434. fadein 0.2
  1435. fadeout 0.2
  1436. fps 50
  1437. }
  1438.  
  1439. $Sequence "h_block_right" {
  1440. "player_anim_shared_anims\h_block_right.smd"
  1441. activity "ACT_BB_H_BLOCK_RIGHT" 1
  1442. { event AE_CL_PLAYSOUND 0 "Blade.Block.Right" }
  1443. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_block_dust follow_attachment lfoot" }
  1444. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_block_dust follow_attachment rfoot" }
  1445. fadein 0.2
  1446. fadeout 0.2
  1447. fps 50
  1448. }
  1449.  
  1450. $Sequence "h_block_forward_riposte" {
  1451. "player_anim_shared_anims\h_block_forward_riposte.smd"
  1452. activity "ACT_BB_H_BLOCK_FORWARD_RIPOSTE" 1
  1453. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_block_dust follow_attachment lfoot" }
  1454. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_block_dust follow_attachment rfoot" }
  1455. fadein 0.2
  1456. fadeout 0.2
  1457. snap
  1458. fps 42
  1459. }
  1460.  
  1461. $Sequence "reverse_compare" {
  1462. "player_anim_shared_anims\reverse_compare.smd"
  1463. fadein 0.2
  1464. fadeout 0.2
  1465. fps 30
  1466. }
  1467.  
  1468. $Sequence "reverse_sword" {
  1469. "reverse_sword_anim"
  1470. delta
  1471. fadein 0.2
  1472. fadeout 0.2
  1473. fps 30
  1474. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  1475. subtract "a_pose_neutral" 0
  1476. }
  1477.  
  1478. $Sequence "r_idle" {
  1479. "player_anim_shared_anims\r_idle.smd"
  1480. activity "ACT_BB_R_IDLE" 1
  1481. fadein 0.2
  1482. fadeout 0.2
  1483. addlayer "reverse_sword"
  1484. fps 60
  1485. loop
  1486. }
  1487.  
  1488. $Sequence "r_idle_2" {
  1489. "player_anim_shared_anims\r_idle_2.smd"
  1490. fadein 0.2
  1491. fadeout 0.2
  1492. fps 26
  1493. loop
  1494. }
  1495.  
  1496. $Sequence "r_run" {
  1497. "a_RunNW"
  1498. "a_RunN"
  1499. "a_RunNE"
  1500. "a_RunW"
  1501. "a_r_run_base"
  1502. "a_RunE"
  1503. "a_RunSW"
  1504. "a_RunS"
  1505. "a_RunSE"
  1506. activity "ACT_BB_R_RUN" 1
  1507. blend "move_y" -1 1
  1508. blend "move_x" 1 -1
  1509. fadein 0.2
  1510. fadeout 0.2
  1511. addlayer "reverse_sword"
  1512. fps 30
  1513. loop
  1514. }
  1515.  
  1516. $Sequence "r_run_mod" {
  1517. "player_anim_shared_anims\r_run_mod.smd"
  1518. activity "ACT_BB_R_RUN_UPPER" 1
  1519. fadein 0.2
  1520. fadeout 0.2
  1521. addlayer "reverse_sword"
  1522. fps 30
  1523. weightlist "weights_r_run_mod"
  1524. }
  1525.  
  1526. $Sequence "r_block" {
  1527. "player_anim_shared_anims\r_block.smd"
  1528. activity "ACT_BB_R_BLOCK" 1
  1529. { event AE_CL_PLAYSOUND 0 "Blade.Block" }
  1530. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_block_dust follow_attachment lfoot" }
  1531. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_block_dust follow_attachment rfoot" }
  1532. fadein 0.2
  1533. fadeout 0.2
  1534. addlayer "reverse_sword"
  1535. fps 50
  1536. }
  1537.  
  1538. $Sequence "r_block_left" {
  1539. "player_anim_shared_anims\r_block_left.smd"
  1540. activity "ACT_BB_R_BLOCK_LEFT" 1
  1541. { event AE_CL_PLAYSOUND 0 "Blade.Block.Left" }
  1542. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_block_dust follow_attachment lfoot" }
  1543. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_block_dust follow_attachment rfoot" }
  1544. fadein 0.2
  1545. fadeout 0.2
  1546. addlayer "reverse_sword"
  1547. fps 50
  1548. }
  1549.  
  1550. $Sequence "r_block_right" {
  1551. "player_anim_shared_anims\r_block_right.smd"
  1552. activity "ACT_BB_R_BLOCK_RIGHT" 1
  1553. { event AE_CL_PLAYSOUND 0 "Blade.Block.Right" }
  1554. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_block_dust follow_attachment lfoot" }
  1555. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_block_dust follow_attachment rfoot" }
  1556. fadein 0.2
  1557. fadeout 0.2
  1558. addlayer "reverse_sword"
  1559. fps 50
  1560. }
  1561.  
  1562. $Sequence "s_idle" {
  1563. "player_anim_shared_anims\s_idle.smd"
  1564. activity "ACT_BB_S_IDLE" 1
  1565. fadein 0.2
  1566. fadeout 0.2
  1567. fps 50
  1568. loop
  1569. }
  1570.  
  1571. $Sequence "s_run_mod" {
  1572. "player_anim_shared_anims\s_run_mod.smd"
  1573. fadein 0.2
  1574. fadeout 0.2
  1575. hidden
  1576. fps 30
  1577. weightlist "weights_b_run_body"
  1578. }
  1579.  
  1580. $Sequence "s_run" {
  1581. "a_RunNW"
  1582. "a_RunN"
  1583. "a_RunNE"
  1584. "a_RunW"
  1585. "a_s_run_base"
  1586. "a_RunE"
  1587. "a_RunSW"
  1588. "a_RunS"
  1589. "a_RunSE"
  1590. activity "ACT_BB_S_RUN" 1
  1591. blend "move_y" -1 1
  1592. blend "move_x" 1 -1
  1593. fadein 0.2
  1594. fadeout 0.2
  1595. addlayer "s_run_mod"
  1596. fps 30
  1597. loop
  1598. }
  1599.  
  1600. $Sequence "dash_forward" {
  1601. "a_dash_forward"
  1602. activity "ACT_BB_DASH_N" 1
  1603. { event AE_CL_PLAYCHARACTERSOUND 0 ".Dash" }
  1604. { event AE_CL_PLAYSOUND 0 "Player_Shared.Dash_Forward_FX" }
  1605. { event AE_CL_CREATE_PARTICLE_EFFECT 10 "player_dash_dust follow_attachment lfoot" }
  1606. { event AE_CL_CREATE_PARTICLE_EFFECT 10 "player_dash_dust follow_attachment rfoot" }
  1607. { event AE_CL_CREATE_PARTICLE_EFFECT 20 "player_dash_dust follow_attachment rfoot" }
  1608. { event AE_CL_CREATE_PARTICLE_EFFECT 40 "player_slide_dust follow_attachment lfoot" }
  1609. { event AE_CL_CREATE_PARTICLE_EFFECT 40 "player_slide_dust follow_attachment rfoot" }
  1610. fadein 0.2
  1611. fadeout 0.2
  1612. fps 105
  1613. }
  1614.  
  1615. $Sequence "roll_forward" {
  1616. "player_anim_shared_anims\roll_forward.smd"
  1617. activity "ACT_BB_EVADE_N" 1
  1618. { event AE_CL_PLAYSOUND 0 "Player_Shared.Roll_Forward_FX" }
  1619. fadein 0.2
  1620. fadeout 0.7
  1621. fps 140
  1622. }
  1623.  
  1624. $Sequence "roll_backward" {
  1625. "player_anim_shared_anims\roll_backward.smd"
  1626. activity "ACT_BB_EVADE_S" 1
  1627. { event AE_CL_PLAYCHARACTERSOUND 10 ".Roll" }
  1628. { event AE_CL_PLAYMOVESOUND 10 "Player_Shared.Shuffle" }
  1629. { event AE_CL_CREATE_PARTICLE_EFFECT 10 "player_dash_dust follow_attachment lfoot" }
  1630. { event AE_CL_CREATE_PARTICLE_EFFECT 10 "player_dash_dust follow_attachment rfoot" }
  1631. fadein 0.2
  1632. fadeout 0.7
  1633. fps 40
  1634. }
  1635.  
  1636. $Sequence "roll_right" {
  1637. "player_anim_shared_anims\roll_right.smd"
  1638. activity "ACT_BB_EVADE_E" 1
  1639. { event AE_CL_PLAYCHARACTERSOUND 33 ".Roll_FX" }
  1640. { event AE_CL_CREATE_PARTICLE_EFFECT 20 "player_dash_dust follow_attachment lfoot" }
  1641. { event AE_CL_CREATE_PARTICLE_EFFECT 20 "player_dash_dust follow_attachment rfoot" }
  1642. fadein 0.2
  1643. fadeout 0.7
  1644. fps 100
  1645. }
  1646.  
  1647. $Sequence "roll_left" {
  1648. "player_anim_shared_anims\roll_left.smd"
  1649. activity "ACT_BB_EVADE_W" 1
  1650. { event AE_CL_PLAYCHARACTERSOUND 33 ".Roll_FX" }
  1651. { event AE_CL_CREATE_PARTICLE_EFFECT 20 "player_dash_dust follow_attachment lfoot" }
  1652. { event AE_CL_CREATE_PARTICLE_EFFECT 20 "player_dash_dust follow_attachment rfoot" }
  1653. fadein 0.2
  1654. fadeout 0.7
  1655. fps 100
  1656. }
  1657.  
  1658. $Sequence "b_shuffle_forward" {
  1659. "player_anim_shared_anims\b_shuffle_forward.smd"
  1660. activity "ACT_BB_B_SHUFFLE_FORWARD" 1
  1661. { event AE_CL_PLAYMOVESOUND 0 "Player_Shared.Shuffle" }
  1662. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_shuffle follow_origin" }
  1663. fadein 0.2
  1664. fadeout 0.1
  1665. snap
  1666. fps 38
  1667. }
  1668.  
  1669. $Sequence "b_shuffle_back" {
  1670. "player_anim_shared_anims\b_shuffle_back.smd"
  1671. activity "ACT_BB_B_SHUFFLE_BACK" 1
  1672. { event AE_CL_PLAYMOVESOUND 0 "Player_Shared.Shuffle" }
  1673. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_shuffle follow_origin" }
  1674. fadein 0.2
  1675. fadeout 0.1
  1676. snap
  1677. fps 38
  1678. }
  1679.  
  1680. $Sequence "b_shuffle_left" {
  1681. "player_anim_shared_anims\b_shuffle_left.smd"
  1682. activity "ACT_BB_B_SHUFFLE_LEFT" 1
  1683. { event AE_CL_PLAYMOVESOUND 0 "Player_Shared.Shuffle" }
  1684. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_shuffle follow_origin" }
  1685. fadein 0.2
  1686. fadeout 0.1
  1687. snap
  1688. fps 38
  1689. }
  1690.  
  1691. $Sequence "b_shuffle_right" {
  1692. "player_anim_shared_anims\b_shuffle_right.smd"
  1693. activity "ACT_BB_B_SHUFFLE_RIGHT" 1
  1694. { event AE_CL_PLAYMOVESOUND 0 "Player_Shared.Shuffle" }
  1695. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_shuffle follow_origin" }
  1696. fadein 0.2
  1697. fadeout 0.1
  1698. snap
  1699. fps 38
  1700. }
  1701.  
  1702. $Sequence "flourish_bow_basic" {
  1703. "player_anim_shared_anims\flourish_bow_basic.smd"
  1704. activity "ACT_BB_BOW1" 1
  1705. { event AE_CL_PLAYSOUND 5 "Weapon_Blade.Whistle" }
  1706. fadein 0.2
  1707. fadeout 1
  1708. fps 25
  1709. }
  1710.  
  1711. $Sequence "flourish_balanced" {
  1712. "player_anim_shared_anims\flourish_balanced.smd"
  1713. activity "ACT_BB_B_FLOURISH" 1
  1714. { event AE_CL_PLAYSOUND 0 "Weapon_Blade.Whistle" }
  1715. { event AE_CL_PLAYSOUND 10 "Weapon_Blade.Whistle" }
  1716. { event AE_CL_PLAYSOUND 30 "Weapon_Blade.Whistle" }
  1717. fadein 0.2
  1718. fadeout 0.2
  1719. fps 65
  1720. }
  1721.  
  1722. $Sequence "flourish_heavy" {
  1723. "player_anim_shared_anims\flourish_heavy.smd"
  1724. activity "ACT_BB_H_FLOURISH" 1
  1725. { event AE_CL_PLAYSOUND 5 "Weapon_Blade.Whistle" }
  1726. { event AE_CL_PLAYSOUND 10 "Weapon_Blade.Whistle" }
  1727. fadein 0.2
  1728. fadeout 0.2
  1729. fps 25
  1730. }
  1731.  
  1732. $Sequence "flourish_reverse" {
  1733. "player_anim_shared_anims\flourish_reverse.smd"
  1734. activity "ACT_BB_R_FLOURISH" 1
  1735. { event AE_CL_PLAYSOUND 0 "Weapon_Blade.Whistle" }
  1736. { event AE_CL_PLAYSOUND 7 "Weapon_Blade.Whistle" }
  1737. fadein 0.2
  1738. fadeout 0.2
  1739. fps 40
  1740. }
  1741.  
  1742. $Sequence "taunt_reverse" {
  1743. "player_anim_shared_anims\taunt_reverse.smd"
  1744. activity "ACT_BB_R_TAUNT" 1
  1745. fadein 0.2
  1746. fadeout 0.4
  1747. fps 60
  1748. }
  1749.  
  1750. $Sequence "taunt_balanced" {
  1751. "player_anim_shared_anims\taunt_balanced.smd"
  1752. activity "ACT_BB_B_TAUNT" 1
  1753. fadein 0.2
  1754. fadeout 0.4
  1755. fps 70
  1756. }
  1757.  
  1758. $Sequence "taunt_heavy" {
  1759. "player_anim_shared_anims\taunt_heavy.smd"
  1760. activity "ACT_BB_H_TAUNT" 1
  1761. fadein 0.2
  1762. fadeout 0.4
  1763. fps 70
  1764. }
  1765.  
  1766. $Sequence "h_jump" {
  1767. "player_anim_shared_anims\h_jump.smd"
  1768. activity "ACT_BB_H_JUMP" 1
  1769. fadein 0.2
  1770. fadeout 0.4
  1771. fps 60
  1772. }
  1773.  
  1774. $Sequence "jump" {
  1775. "player_anim_shared_anims\jump.smd"
  1776. activity "ACT_BB_JUMP" 1
  1777. fadein 0.2
  1778. fadeout 0.2
  1779. fps 80
  1780. }
  1781.  
  1782. $Sequence "balanced_jump" {
  1783. "player_anim_shared_anims\balanced_jump.smd"
  1784. activity "ACT_BB_BALANCED_JUMP" 1
  1785. fadein 0.2
  1786. fadeout 0.2
  1787. fps 70
  1788. }
  1789.  
  1790. $Sequence "jump_legs" {
  1791. "player_anim_shared_anims\jump_legs.smd"
  1792. activity "ACT_BB_JUMP_LEGS" 1
  1793. fadein 0.2
  1794. fadeout 0.2
  1795. fps 80
  1796. weightlist "weights_jump_legs"
  1797. }
  1798.  
  1799. $Sequence "jump_land" {
  1800. "player_anim_shared_anims\jump_land.smd"
  1801. activity "ACT_BB_JUMP_LAND" 1
  1802. delta
  1803. fadein 0.2
  1804. fadeout 0.2
  1805. iklock "lfoot" 1 0
  1806. iklock "rfoot" 1 0
  1807. fps 70
  1808. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  1809. subtract "a_pose_neutral" 0
  1810. }
  1811.  
  1812. $Sequence "sheathing" {
  1813. "player_anim_shared_anims\sheathing.smd"
  1814. activity "ACT_BB_SHEATHING" 1
  1815. { event AE_CL_PLAYSOUND 20 "Player_Shared.Sheathing_Slide" }
  1816. { event AE_CL_PLAYSOUND 70 "Player_Shared.Sheathing_Slam" }
  1817. fadein 0.2
  1818. fadeout 0.2
  1819. fps 110
  1820. }
  1821.  
  1822. $Sequence "unsheathing" {
  1823. "player_anim_shared_anims\unsheathing.smd"
  1824. activity "ACT_BB_UNSHEATHING" 1
  1825. { event AE_CL_PLAYSOUND 50 "Player_Shared.Unsheathe_Draw" }
  1826. { event AE_CL_CREATE_SWORD_EFFECT 40 "tracer_effect follow_attachment anim_attachment_S" }
  1827. fadein 0.2
  1828. fadeout 0.2
  1829. fps 200
  1830. }
  1831.  
  1832. $Sequence "wallflip_back" {
  1833. "player_anim_shared_anims\wallflip_back.smd"
  1834. activity "ACT_BB_WALLFLIP_BACK" 1
  1835. { event 7001 0 "lfoot" }
  1836. { event 7001 6 "rfoot" }
  1837. { event 7001 12 "lfoot" }
  1838. { event 7001 45 "rfoot" }
  1839. { event 7001 50 "lfoot" }
  1840. { event AE_CL_PLAYCHARACTERSOUND 10 ".B_Attack" }
  1841. { event AE_CL_PLAYMOVESOUND 10 "Player_Shared.Shuffle_Slow" }
  1842. { event AE_CL_PLAYSOUND 0 "Player_Shared.WallRun" }
  1843. { event AE_CL_PLAYSOUND 9 "Player_Shared.WallRun" }
  1844. { event AE_CL_PLAYSOUND 15 "Player_Shared.WallRun" }
  1845. { event AE_CL_PLAYSOUND 45 "Player_Shared.WallRun_Land" }
  1846. { event AE_CL_CREATE_PARTICLE_EFFECT 6 "player_dash_dust follow_attachment rfoot" }
  1847. { event AE_CL_CREATE_PARTICLE_EFFECT 12 "player_dash_dust follow_attachment lfoot" }
  1848. { event AE_CL_CREATE_PARTICLE_EFFECT 45 "player_dash_dust follow_attachment rfoot" }
  1849. { event AE_CL_CREATE_PARTICLE_EFFECT 50 "player_dash_dust follow_attachment lfoot" }
  1850. fadein 0.2
  1851. fadeout 0.2
  1852. fps 40
  1853. }
  1854.  
  1855. $Sequence "b_c1_charge" {
  1856. "player_anim_shared_anims\b_c1_charge.smd"
  1857. activity "ACT_BB_B_C1_CHARGE" 1
  1858. fadein 0.2
  1859. fadeout 0.2
  1860. fps 90
  1861. }
  1862.  
  1863. $Sequence "b_c1_charge_running" {
  1864. "player_anim_shared_anims\b_c1_charge_running.smd"
  1865. activity "ACT_BB_B_C1_CHARGE_RUNNING" 1
  1866. fadein 0.2
  1867. fadeout 0.2
  1868. iklock "lfoot" 1 0
  1869. iklock "rfoot" 1 0
  1870. fps 90
  1871. weightlist "weights_b_c1_charge_running"
  1872. }
  1873.  
  1874. $Sequence "b_c1_t1" {
  1875. "a_b_c1_t1"
  1876. activity "ACT_BB_B_C1_T1" 1
  1877. { event AE_CL_PLAYCHARACTERSOUND 6 ".B_Attack" }
  1878. { event AE_CL_PLAYWEAPONSOUND 8 "Weapon_Blade.Balanced" }
  1879. { event AE_CL_CREATE_SWORD_EFFECT 20 "follow_attachment anim_attachment_S" }
  1880. fadein 0.2
  1881. fadeout 0.2
  1882. snap
  1883. fps 60
  1884. }
  1885.  
  1886. $Sequence "b_c1_t2" {
  1887. "a_b_c1_t2"
  1888. activity "ACT_BB_B_C1_T2" 1
  1889. { event AE_CL_PLAYCHARACTERSOUND 0 ".B_Attack" }
  1890. { event AE_CL_PLAYWEAPONSOUND 6 "Weapon_Blade.Balanced" }
  1891. { event AE_CL_CREATE_SWORD_EFFECT 20 "follow_attachment anim_attachment_S" }
  1892. fadein 0.2
  1893. fadeout 0.2
  1894. fps 70
  1895. }
  1896.  
  1897. $Sequence "b_c1_t3" {
  1898. "a_b_c1_t3"
  1899. activity "ACT_BB_B_C1_T3" 1
  1900. { event AE_CL_PLAYCHARACTERSOUND 0 ".B_Attack" }
  1901. { event AE_CL_PLAYWEAPONSOUND 12 "Weapon_Blade.Balanced" }
  1902. { event AE_CL_CREATE_SWORD_EFFECT 20 "follow_attachment anim_attachment_S" }
  1903. fadein 0.2
  1904. fadeout 0.2
  1905. snap
  1906. fps 70
  1907. }
  1908.  
  1909. $Sequence "b_c2_charge" {
  1910. "player_anim_shared_anims\b_c2_charge.smd"
  1911. activity "ACT_BB_B_C2_CHARGE" 1
  1912. fadein 1
  1913. fadeout 0
  1914. fps 105
  1915. }
  1916.  
  1917. $Sequence "b_c2_t1" {
  1918. "a_b_c2_t1"
  1919. activity "ACT_BB_B_C2_T1" 1
  1920. { event AE_CL_PLAYCHARACTERSOUND 0 ".B_Attack" }
  1921. { event AE_CL_PLAYWEAPONSOUND 1 "Weapon_Blade.Balanced" }
  1922. { event AE_CL_PLAYSOUND 70 "Weapon_Blade.Whistle" }
  1923. { event AE_CL_PLAYSOUND 80 "Weapon_Blade.Whistle" }
  1924. { event AE_CL_PLAYSOUND 100 "Weapon_Blade.Whistle" }
  1925. { event AE_CL_CREATE_SWORD_EFFECT 20 "follow_attachment anim_attachment_S" }
  1926. fadein 0.2
  1927. fadeout 0.2
  1928. snap
  1929. fps 70
  1930. }
  1931.  
  1932. $Sequence "b_c2_t2" {
  1933. "a_b_c2_t2"
  1934. activity "ACT_BB_B_C2_T2" 1
  1935. { event AE_CL_PLAYCHARACTERSOUND 0 ".B_Attack" }
  1936. { event AE_CL_PLAYWEAPONSOUND 8 "Weapon_Blade.Balanced" }
  1937. { event AE_CL_CREATE_SWORD_EFFECT 20 "follow_attachment anim_attachment_S" }
  1938. fadein 0.2
  1939. fadeout 0.4
  1940. snap
  1941. fps 70
  1942. }
  1943.  
  1944. $Sequence "b_c2_t3" {
  1945. "a_b_c2_t3"
  1946. activity "ACT_BB_B_C2_T3" 1
  1947. { event AE_CL_PLAYCHARACTERSOUND 0 ".B_Attack" }
  1948. { event AE_CL_PLAYWEAPONSOUND 6 "Weapon_Blade.Balanced" }
  1949. { event AE_CL_CREATE_SWORD_EFFECT 20 "follow_attachment anim_attachment_S" }
  1950. fadein 0.2
  1951. fadeout 0.2
  1952. snap
  1953. fps 70
  1954. }
  1955.  
  1956. $Sequence "b_c3_charge" {
  1957. "player_anim_shared_anims\b_c3_charge.smd"
  1958. activity "ACT_BB_B_C3_CHARGE" 1
  1959. fadein 0.2
  1960. fadeout 0.2
  1961. fps 50
  1962. }
  1963.  
  1964. $Sequence "b_c3_t1" {
  1965. "a_b_c3_t1"
  1966. activity "ACT_BB_B_C3_T1" 1
  1967. { event AE_CL_PLAYCHARACTERSOUND 0 ".B_Attack" }
  1968. { event AE_CL_PLAYWEAPONSOUND 18 "Weapon_Blade.Balanced" }
  1969. { event AE_CL_PLAYSOUND 24 "Weapon_Blade.Balanced" }
  1970. { event AE_CL_PLAYSOUND 30 "Weapon_Blade.Balanced" }
  1971. { event AE_CL_CREATE_SWORD_EFFECT 20 "follow_attachment anim_attachment_S" }
  1972. fadein 0.2
  1973. fadeout 0.2
  1974. snap
  1975. fps 70
  1976. }
  1977.  
  1978. $Sequence "b_c3_t2" {
  1979. "a_b_c3_t2"
  1980. activity "ACT_BB_B_C3_T2" 1
  1981. { event AE_CL_PLAYCHARACTERSOUND 0 ".B_Attack" }
  1982. { event AE_CL_PLAYWEAPONSOUND 6 "Weapon_Blade.Balanced" }
  1983. { event AE_CL_CREATE_SWORD_EFFECT 20 "follow_attachment anim_attachment_S" }
  1984. fadein 0.2
  1985. fadeout 0.2
  1986. fps 70
  1987. }
  1988.  
  1989. $Sequence "b_c3_t3" {
  1990. "a_b_c3_t3"
  1991. activity "ACT_BB_B_C3_T3" 1
  1992. { event AE_CL_PLAYCHARACTERSOUND 0 ".B_Attack" }
  1993. { event AE_CL_PLAYSOUND 7 "Player_Shared.WindImpact" }
  1994. { event AE_CL_PLAYWEAPONSOUND 12 "Weapon_Blade.Balanced" }
  1995. { event AE_CL_CREATE_SWORD_EFFECT 20 "follow_attachment anim_attachment_S" }
  1996. fadein 0.2
  1997. fadeout 0.2
  1998. fps 50
  1999. }
  2000.  
  2001. $Sequence "b_c4_charge" {
  2002. "player_anim_shared_anims\b_c4_charge.smd"
  2003. activity "ACT_BB_B_C4_CHARGE" 1
  2004. fadein 0.2
  2005. fadeout 0.2
  2006. fps 50
  2007. }
  2008.  
  2009. $Sequence "b_c4_t1" {
  2010. "a_b_c4_t1"
  2011. activity "ACT_BB_B_C4_T1" 1
  2012. { event AE_CL_PLAYCHARACTERSOUND 0 ".B_Attack" }
  2013. { event AE_CL_PLAYWEAPONSOUND 12 "Weapon_Blade.Balanced" }
  2014. { event AE_CL_CREATE_SWORD_EFFECT 20 "follow_attachment anim_attachment_S" }
  2015. fadein 0.2
  2016. fadeout 0.2
  2017. snap
  2018. fps 60
  2019. }
  2020.  
  2021. $Sequence "b_c4_t2" {
  2022. "a_b_c4_t2"
  2023. activity "ACT_BB_B_C4_T2" 1
  2024. { event AE_CL_PLAYCHARACTERSOUND 10 ".B_Final" }
  2025. { event AE_CL_PLAYWEAPONSOUND 15 "Weapon_Blade.Balanced" }
  2026. { event AE_CL_CREATE_SWORD_EFFECT 20 "follow_attachment anim_attachment_S" }
  2027. fadein 0.2
  2028. fadeout 0.2
  2029. snap
  2030. fps 70
  2031. }
  2032.  
  2033. $Sequence "b_c4_t3" {
  2034. "a_b_c4_t3"
  2035. activity "ACT_BB_B_C4_T3" 1
  2036. { event AE_CL_PLAYSOUND 12 "Player_Shared.WindImpact" }
  2037. { event AE_CL_PLAYCHARACTERSOUND 10 ".B_Final" }
  2038. { event AE_CL_PLAYWEAPONSOUND 15 "Weapon_Blade.Balanced" }
  2039. { event AE_CL_CREATE_SWORD_EFFECT 20 "follow_attachment anim_attachment_S" }
  2040. fadein 0.2
  2041. fadeout 0.2
  2042. fps 70
  2043. }
  2044.  
  2045. $Sequence "b_left_charge" {
  2046. "player_anim_shared_anims\b_left_charge.smd"
  2047. activity "ACT_BB_B_LEFT_CHARGE" 1
  2048. fadein 0.2
  2049. fadeout 0.2
  2050. fps 90
  2051. }
  2052.  
  2053. $Sequence "b_left_charge_running" {
  2054. "player_anim_shared_anims\b_left_charge_running.smd"
  2055. activity "ACT_BB_B_LEFT_CHARGE_RUNNING" 1
  2056. fadein 0.2
  2057. fadeout 0.2
  2058. iklock "lfoot" 1 0
  2059. iklock "rfoot" 1 0
  2060. fps 70
  2061. weightlist "weights_b_c1_charge_running"
  2062. }
  2063.  
  2064. $Sequence "b_left_t1" {
  2065. "a_b_left_t1"
  2066. activity "ACT_BB_B_LEFT_T1" 1
  2067. { event AE_CL_PLAYCHARACTERSOUND 8 ".B_Attack" }
  2068. { event AE_CL_PLAYWEAPONSOUND 8 "Weapon_Blade.Balanced" }
  2069. { event AE_CL_CREATE_SWORD_EFFECT 20 "follow_attachment anim_attachment_S" }
  2070. fadein 0.1
  2071. fadeout 0.3
  2072. fps 45
  2073. }
  2074.  
  2075. $Sequence "b_left_t2" {
  2076. "a_b_left_t2"
  2077. activity "ACT_BB_B_LEFT_T2" 1
  2078. { event AE_CL_PLAYCHARACTERSOUND 5 ".B_Attack" }
  2079. { event AE_CL_PLAYWEAPONSOUND 3 "Weapon_Blade.Balanced" }
  2080. { event AE_CL_CREATE_SWORD_EFFECT 20 "follow_attachment anim_attachment_S" }
  2081. fadein 0.1
  2082. fadeout 1
  2083. fps 70
  2084. }
  2085.  
  2086. $Sequence "b_left_t3" {
  2087. "a_b_left_t3"
  2088. activity "ACT_BB_B_LEFT_T3" 1
  2089. { event AE_CL_PLAYCHARACTERSOUND 10 ".B_Attack" }
  2090. { event AE_CL_PLAYWEAPONSOUND 22 "Weapon_Blade.Balanced" }
  2091. { event AE_CL_CREATE_SWORD_EFFECT 20 "follow_attachment anim_attachment_S" }
  2092. fadein 0.1
  2093. fadeout 1
  2094. fps 70
  2095. }
  2096.  
  2097. $Sequence "b_right_charge" {
  2098. "player_anim_shared_anims\b_right_charge.smd"
  2099. activity "ACT_BB_B_RIGHT_CHARGE" 1
  2100. fadein 0.2
  2101. fadeout 0.2
  2102. fps 90
  2103. }
  2104.  
  2105. $Sequence "b_right_charge_running" {
  2106. "player_anim_shared_anims\b_right_charge_running.smd"
  2107. activity "ACT_BB_B_RIGHT_CHARGE_RUNNING" 1
  2108. fadein 0.2
  2109. fadeout 0.2
  2110. iklock "lfoot" 1 0
  2111. iklock "rfoot" 1 0
  2112. fps 90
  2113. weightlist "weights_b_c1_charge_running"
  2114. }
  2115.  
  2116. $Sequence "b_right_t1" {
  2117. "a_b_right_t1"
  2118. activity "ACT_BB_B_RIGHT_T1" 1
  2119. { event AE_CL_PLAYCHARACTERSOUND 10 ".B_Attack" }
  2120. { event AE_CL_PLAYWEAPONSOUND 10 "Weapon_Blade.Balanced" }
  2121. { event AE_CL_CREATE_SWORD_EFFECT 20 "follow_attachment anim_attachment_S" }
  2122. fadein 0.1
  2123. fadeout 0.2
  2124. fps 40
  2125. }
  2126.  
  2127. $Sequence "b_right_t2" {
  2128. "a_b_right_t2"
  2129. activity "ACT_BB_B_RIGHT_T2" 1
  2130. { event AE_CL_PLAYCHARACTERSOUND 5 ".B_Attack" }
  2131. { event AE_CL_PLAYWEAPONSOUND 20 "Weapon_Blade.Balanced" }
  2132. { event AE_CL_CREATE_SWORD_EFFECT 20 "follow_attachment anim_attachment_S" }
  2133. fadein 0.2
  2134. fadeout 0.2
  2135. fps 45
  2136. }
  2137.  
  2138. $Sequence "b_right_t3" {
  2139. "a_b_right_t3"
  2140. activity "ACT_BB_B_RIGHT_T3" 1
  2141. { event AE_CL_PLAYCHARACTERSOUND 10 ".B_Attack" }
  2142. { event AE_CL_PLAYWEAPONSOUND 22 "Weapon_Blade.Balanced" }
  2143. { event AE_CL_CREATE_SWORD_EFFECT 20 "follow_attachment anim_attachment_S" }
  2144. fadein 0.1
  2145. fadeout 1
  2146. fps 70
  2147. }
  2148.  
  2149. $Sequence "h_c1_charge" {
  2150. "player_anim_shared_anims\h_c1_charge.smd"
  2151. activity "ACT_BB_H_C1_CHARGE" 1
  2152. fadein 0.2
  2153. fadeout 0.2
  2154. fps 36
  2155. }
  2156.  
  2157. $Sequence "h_c1_charge_running" {
  2158. "player_anim_shared_anims\h_c1_charge_running.smd"
  2159. activity "ACT_BB_H_C1_CHARGE_RUNNING" 1
  2160. fadein 0.2
  2161. fadeout 0.2
  2162. iklock "lfoot" 1 0
  2163. iklock "rfoot" 1 0
  2164. fps 40
  2165. weightlist "weights_b_run_mod"
  2166. }
  2167.  
  2168. $Sequence "h_c1_t1" {
  2169. "a_h_c1_t1"
  2170. activity "ACT_BB_H_C1_T1" 1
  2171. { event AE_CL_PLAYCHARACTERSOUND 30 ".H_Attack" }
  2172. { event AE_CL_PLAYWEAPONSOUND 30 "Weapon_Blade.Heavy" }
  2173. { event AE_CL_CREATE_SWORD_EFFECT 20 "follow_attachment anim_attachment_S" }
  2174. fadein 0.2
  2175. fadeout 1
  2176. snap
  2177. fps 58
  2178. }
  2179.  
  2180. $Sequence "h_c1_t2" {
  2181. "a_h_c1_t2"
  2182. activity "ACT_BB_H_C1_T2" 1
  2183. { event AE_CL_PLAYCHARACTERSOUND 24 ".H_Attack" }
  2184. { event AE_CL_PLAYWEAPONSOUND 24 "Weapon_Blade.Heavy" }
  2185. { event AE_CL_CREATE_SWORD_EFFECT 12 "follow_attachment anim_attachment_S" }
  2186. fadein 0.2
  2187. fadeout 1
  2188. fps 58
  2189. }
  2190.  
  2191. $Sequence "h_c1_t3" {
  2192. "a_h_c1_t3"
  2193. activity "ACT_BB_H_C1_T3" 1
  2194. { event AE_CL_PLAYCHARACTERSOUND 28 ".H_Attack" }
  2195. { event AE_CL_PLAYWEAPONSOUND 28 "Weapon_Blade.Heavy" }
  2196. { event AE_CL_CREATE_SWORD_EFFECT 14 "follow_attachment anim_attachment_S" }
  2197. fadein 0.2
  2198. fadeout 1
  2199. fps 58
  2200. }
  2201.  
  2202. $Sequence "h_c2_charge" {
  2203. "player_anim_shared_anims\h_c2_charge.smd"
  2204. activity "ACT_BB_H_C2_CHARGE" 1
  2205. fadein 0.2
  2206. fadeout 0.2
  2207. fps 36
  2208. }
  2209.  
  2210. $Sequence "h_c2_t1" {
  2211. "a_h_c2_t1"
  2212. activity "ACT_BB_H_C2_T1" 1
  2213. { event AE_CL_PLAYCHARACTERSOUND 20 ".H_Attack" }
  2214. { event AE_CL_PLAYWEAPONSOUND 20 "Weapon_Blade.Heavy" }
  2215. { event AE_CL_CREATE_SWORD_EFFECT 10 "follow_attachment anim_attachment_S" }
  2216. fadein 0.2
  2217. fadeout 1
  2218. snap
  2219. fps 45
  2220. }
  2221.  
  2222. $Sequence "h_c2_t2" {
  2223. "a_h_c2_t2"
  2224. activity "ACT_BB_H_C2_T2" 1
  2225. { event AE_CL_PLAYCHARACTERSOUND 24 ".H_Attack" }
  2226. { event AE_CL_PLAYWEAPONSOUND 24 "Weapon_Blade.Heavy" }
  2227. { event AE_CL_CREATE_SWORD_EFFECT 12 "follow_attachment anim_attachment_S" }
  2228. fadein 0.2
  2229. fadeout 1
  2230. snap
  2231. fps 50
  2232. }
  2233.  
  2234. $Sequence "h_c2_t3" {
  2235. "a_h_c2_t3"
  2236. activity "ACT_BB_H_C2_T3" 1
  2237. { event AE_CL_PLAYCHARACTERSOUND 30 ".H_Attack" }
  2238. { event AE_CL_PLAYWEAPONSOUND 30 "Weapon_Blade.Heavy" }
  2239. { event AE_CL_CREATE_SWORD_EFFECT 15 "follow_attachment anim_attachment_S" }
  2240. fadein 0.2
  2241. fadeout 1
  2242. snap
  2243. fps 58
  2244. }
  2245.  
  2246. $Sequence "h_c3_charge" {
  2247. "player_anim_shared_anims\h_c3_charge.smd"
  2248. activity "ACT_BB_H_C3_CHARGE" 1
  2249. fadein 0.2
  2250. fadeout 0.2
  2251. fps 36
  2252. }
  2253.  
  2254. $Sequence "h_c3_t1" {
  2255. "a_h_c3_t1"
  2256. activity "ACT_BB_H_C3_T1" 1
  2257. { event AE_CL_PLAYCHARACTERSOUND 36 ".H_Attack" }
  2258. { event AE_CL_PLAYWEAPONSOUND 36 "Weapon_Blade.Heavy" }
  2259. { event AE_CL_CREATE_SWORD_EFFECT 18 "follow_attachment anim_attachment_S" }
  2260. fadein 0.2
  2261. fadeout 1
  2262. snap
  2263. fps 58
  2264. }
  2265.  
  2266. $Sequence "h_c3_t2" {
  2267. "a_h_c3_t2"
  2268. activity "ACT_BB_H_C3_T2" 1
  2269. { event AE_CL_PLAYCHARACTERSOUND 23 ".H_Attack" }
  2270. { event AE_CL_PLAYWEAPONSOUND 23 "Weapon_Blade.Heavy" }
  2271. { event AE_CL_CREATE_SWORD_EFFECT 12 "follow_attachment anim_attachment_S" }
  2272. fadein 0.2
  2273. fadeout 1
  2274. fps 58
  2275. }
  2276.  
  2277. $Sequence "h_c3_t3" {
  2278. "a_h_c3_t3"
  2279. activity "ACT_BB_H_C3_T3" 1
  2280. { event AE_CL_PLAYCHARACTERSOUND 40 ".H_Attack" }
  2281. { event AE_CL_PLAYWEAPONSOUND 40 "Weapon_Blade.Heavy" }
  2282. { event AE_CL_CREATE_SWORD_EFFECT 20 "follow_attachment anim_attachment_S" }
  2283. fadein 0.2
  2284. fadeout 1
  2285. snap
  2286. fps 58
  2287. }
  2288.  
  2289. $Sequence "h_left_charge" {
  2290. "player_anim_shared_anims\h_left_charge.smd"
  2291. activity "ACT_BB_H_LEFT_CHARGE" 1
  2292. fadein 0.2
  2293. fadeout 0.2
  2294. fps 90
  2295. }
  2296.  
  2297. $Sequence "h_left_charge_running" {
  2298. "player_anim_shared_anims\h_left_charge_running.smd"
  2299. activity "ACT_BB_H_LEFT_CHARGE_RUNNING" 1
  2300. fadein 0.2
  2301. fadeout 0.2
  2302. iklock "lfoot" 1 0
  2303. iklock "rfoot" 1 0
  2304. fps 45
  2305. weightlist "weights_b_c1_charge_running"
  2306. }
  2307.  
  2308. $Sequence "h_left_t1" {
  2309. "a_h_left_t1"
  2310. activity "ACT_BB_h_LEFT_T1" 1
  2311. { event AE_CL_PLAYCHARACTERSOUND 30 ".H_Attack" }
  2312. { event AE_CL_PLAYSOUND 26 "Blade.PreAttack" }
  2313. { event AE_CL_PLAYWEAPONSOUND 30 "Weapon_Blade.Heavy" }
  2314. { event AE_CL_CREATE_SWORD_EFFECT 15 "follow_attachment anim_attachment_S" }
  2315. fadein 0.2
  2316. fadeout 0.2
  2317. snap
  2318. fps 66
  2319. }
  2320.  
  2321. $Sequence "h_left_t2" {
  2322. "a_h_left_t2"
  2323. activity "ACT_BB_H_LEFT_T2" 1
  2324. { event AE_CL_PLAYCHARACTERSOUND 22 ".H_Attack" }
  2325. { event AE_CL_PLAYSOUND 18 "Blade.PreAttack" }
  2326. { event AE_CL_PLAYWEAPONSOUND 22 "Weapon_Blade.Heavy" }
  2327. { event AE_CL_CREATE_SWORD_EFFECT 11 "follow_attachment anim_attachment_S" }
  2328. fadein 0.1
  2329. fadeout 1
  2330. fps 58
  2331. }
  2332.  
  2333. $Sequence "h_left_t3" {
  2334. "a_h_left_t3"
  2335. activity "ACT_BB_H_LEFT_T3" 1
  2336. { event AE_CL_PLAYSOUND 16 "Weapon_Blade.Whistle" }
  2337. { event AE_CL_PLAYSOUND 30 "Weapon_Blade.Whistle" }
  2338. { event AE_CL_PLAYSOUND 50 "Weapon_Blade.Whistle" }
  2339. { event AE_CL_PLAYSOUND 70 "Blade.PreAttack" }
  2340. { event AE_CL_PLAYWEAPONSOUND 80 "Weapon_Blade.Heavy" }
  2341. { event AE_CL_PLAYCHARACTERSOUND 80 ".H_Attack" }
  2342. { event AE_CL_CREATE_SWORD_EFFECT 40 "follow_attachment anim_attachment_S" }
  2343. fadein 0.1
  2344. fadeout 1
  2345. fps 76
  2346. }
  2347.  
  2348. $Sequence "h_right_charge" {
  2349. "player_anim_shared_anims\h_right_charge.smd"
  2350. activity "ACT_BB_H_RIGHT_CHARGE" 1
  2351. fadein 0.2
  2352. fadeout 0.2
  2353. fps 90
  2354. }
  2355.  
  2356. $Sequence "h_right_charge_running" {
  2357. "player_anim_shared_anims\h_right_charge_running.smd"
  2358. activity "ACT_BB_H_RIGHT_CHARGE_RUNNING" 1
  2359. fadein 0.2
  2360. fadeout 0.2
  2361. iklock "lfoot" 1 0
  2362. iklock "rfoot" 1 0
  2363. fps 45
  2364. weightlist "weights_b_c1_charge_running"
  2365. }
  2366.  
  2367. $Sequence "h_right_t1" {
  2368. "a_h_right_t1"
  2369. activity "ACT_BB_h_RIGHT_T1" 1
  2370. { event AE_CL_PLAYCHARACTERSOUND 42 ".H_Attack" }
  2371. { event AE_CL_PLAYSOUND 40 "Blade.PreAttack" }
  2372. { event AE_CL_PLAYWEAPONSOUND 42 "Weapon_Blade.Heavy" }
  2373. { event AE_CL_CREATE_SWORD_EFFECT 21 "follow_attachment anim_attachment_S" }
  2374. fadein 0.1
  2375. fadeout 1
  2376. fps 60
  2377. }
  2378.  
  2379. $Sequence "h_right_t2" {
  2380. "a_h_right_t2"
  2381. activity "ACT_BB_H_RIGHT_T2" 1
  2382. { event AE_CL_PLAYCHARACTERSOUND 27 ".H_Attack" }
  2383. { event AE_CL_PLAYSOUND 25 "Blade.PreAttack" }
  2384. { event AE_CL_PLAYWEAPONSOUND 27 "Weapon_Blade.Heavy" }
  2385. { event AE_CL_CREATE_SWORD_EFFECT 14 "follow_attachment anim_attachment_S" }
  2386. fadein 0.1
  2387. fadeout 1
  2388. fps 60
  2389. }
  2390.  
  2391. $Sequence "h_right_t3" {
  2392. "a_h_right_t3"
  2393. activity "ACT_BB_H_RIGHT_T3" 1
  2394. { event AE_CL_PLAYSOUND 10 "Weapon_Blade.Whistle" }
  2395. { event AE_CL_PLAYSOUND 32 "Weapon_Blade.Whistle" }
  2396. { event AE_CL_PLAYSOUND 75 "Blade.PreAttack" }
  2397. { event AE_CL_PLAYWEAPONSOUND 80 "Weapon_Blade.Heavy" }
  2398. { event AE_CL_PLAYCHARACTERSOUND 80 ".H_Attack" }
  2399. { event AE_CL_CREATE_SWORD_EFFECT 40 "follow_attachment anim_attachment_S" }
  2400. fadein 0.1
  2401. fadeout 1
  2402. fps 60
  2403. }
  2404.  
  2405. $Sequence "r_c1_charge" {
  2406. "player_anim_shared_anims\r_c1_charge.smd"
  2407. activity "ACT_BB_R_C1_CHARGE" 1
  2408. fadein 0.2
  2409. fadeout 0.2
  2410. addlayer "reverse_sword"
  2411. fps 50
  2412. }
  2413.  
  2414. $Sequence "r_c1_charge_running" {
  2415. "player_anim_shared_anims\r_c1_charge_running.smd"
  2416. activity "ACT_BB_R_C1_CHARGE_RUNNING" 1
  2417. fadein 0.2
  2418. fadeout 0.2
  2419. iklock "lfoot" 1 0
  2420. iklock "rfoot" 1 0
  2421. addlayer "reverse_sword"
  2422. fps 50
  2423. weightlist "weights_b_run_mod"
  2424. }
  2425.  
  2426. $Sequence "r_c1_t1" {
  2427. "a_r_c1_t1"
  2428. activity "ACT_BB_R_C1_T1" 1
  2429. { event AE_CL_PLAYCHARACTERSOUND 3 ".B_Attack" }
  2430. { event AE_CL_PLAYWEAPONSOUND 3 "Weapon_Blade.Reverse" }
  2431. { event AE_CL_CREATE_SWORD_EFFECT 0 "follow_attachment anim_attachment_S" }
  2432. fadein 0.2
  2433. fadeout 1
  2434. addlayer "reverse_sword"
  2435. snap
  2436. fps 55
  2437. }
  2438.  
  2439. $Sequence "r_c1_t2" {
  2440. "a_r_c1_t2"
  2441. activity "ACT_BB_R_C1_T2" 1
  2442. { event AE_CL_PLAYCHARACTERSOUND 5 ".B_Attack" }
  2443. { event AE_CL_PLAYWEAPONSOUND 3 "Weapon_Blade.Reverse" }
  2444. { event AE_CL_CREATE_SWORD_EFFECT 0 "follow_attachment anim_attachment_S" }
  2445. fadein 0.2
  2446. fadeout 1
  2447. addlayer "reverse_sword"
  2448. fps 60
  2449. }
  2450.  
  2451. $Sequence "r_c1_t3" {
  2452. "a_r_c1_t3"
  2453. activity "ACT_BB_R_C1_T3" 1
  2454. { event AE_CL_PLAYCHARACTERSOUND 3 ".B_Attack" }
  2455. { event AE_CL_PLAYWEAPONSOUND 3 "Weapon_Blade.Reverse" }
  2456. { event AE_CL_PLAYSOUND 3 "Weapon_Effect.Lightning" }
  2457. { event AE_CL_CREATE_PARTICLE_EFFECT 3 "player_lightning follow_origin" }
  2458. fadein 0.2
  2459. fadeout 1
  2460. addlayer "reverse_sword"
  2461. snap
  2462. fps 70
  2463. }
  2464.  
  2465. $Sequence "r_c2_charge" {
  2466. "player_anim_shared_anims\r_c2_charge.smd"
  2467. activity "ACT_BB_R_C2_CHARGE" 1
  2468. fadein 0.2
  2469. fadeout 0.2
  2470. addlayer "reverse_sword"
  2471. fps 50
  2472. }
  2473.  
  2474. $Sequence "r_c2_t1" {
  2475. "a_r_c2_t1"
  2476. activity "ACT_BB_R_C2_T1" 1
  2477. { event AE_CL_PLAYCHARACTERSOUND 0 ".B_Attack" }
  2478. { event AE_CL_PLAYWEAPONSOUND 0 "Weapon_Blade.Reverse" }
  2479. { event AE_CL_CREATE_SWORD_EFFECT 0 "follow_attachment anim_attachment_S" }
  2480. fadein 0.2
  2481. fadeout 1
  2482. addlayer "reverse_sword"
  2483. snap
  2484. fps 50
  2485. }
  2486.  
  2487. $Sequence "r_c2_t2" {
  2488. "a_r_c2_t2"
  2489. activity "ACT_BB_R_C2_T2" 1
  2490. { event AE_CL_PLAYCHARACTERSOUND 5 ".B_Attack" }
  2491. { event AE_CL_PLAYWEAPONSOUND 0 "Weapon_Blade.Reverse" }
  2492. { event AE_CL_CREATE_SWORD_EFFECT 0 "follow_attachment anim_attachment_S" }
  2493. fadein 0.2
  2494. fadeout 1
  2495. addlayer "reverse_sword"
  2496. snap
  2497. fps 50
  2498. }
  2499.  
  2500. $Sequence "r_c2_t3" {
  2501. "a_r_c2_t3"
  2502. activity "ACT_BB_R_C2_T3" 1
  2503. { event AE_CL_PLAYSOUND 0 "Player_Shared.WindImpact" }
  2504. { event AE_CL_PLAYCHARACTERSOUND 10 ".B_Attack" }
  2505. { event AE_CL_PLAYWEAPONSOUND 3 "Weapon_Blade.Reverse" }
  2506. { event AE_CL_CREATE_SWORD_EFFECT 3 "follow_attachment anim_attachment_S" }
  2507. fadein 0.2
  2508. fadeout 1
  2509. addlayer "reverse_sword"
  2510. fps 40
  2511. }
  2512.  
  2513. $Sequence "r_c3_charge" {
  2514. "player_anim_shared_anims\r_c3_charge.smd"
  2515. activity "ACT_BB_R_C3_CHARGE" 1
  2516. fadein 0.2
  2517. fadeout 0.2
  2518. addlayer "reverse_sword"
  2519. fps 50
  2520. }
  2521.  
  2522. $Sequence "r_c3_t1" {
  2523. "a_r_c3_t1"
  2524. activity "ACT_BB_R_C3_T1" 1
  2525. { event AE_CL_PLAYCHARACTERSOUND 0 ".B_Attack" }
  2526. { event AE_CL_PLAYWEAPONSOUND 0 "Weapon_Blade.Reverse" }
  2527. { event AE_CL_CREATE_SWORD_EFFECT 0 "follow_attachment anim_attachment_S" }
  2528. fadein 0.2
  2529. fadeout 1
  2530. addlayer "reverse_sword"
  2531. snap
  2532. fps 60
  2533. }
  2534.  
  2535. $Sequence "r_c3_t2" {
  2536. "a_r_c3_t2"
  2537. activity "ACT_BB_R_C3_T2" 1
  2538. { event AE_CL_PLAYCHARACTERSOUND 5 ".B_Attack" }
  2539. { event AE_CL_PLAYWEAPONSOUND 4 "Weapon_Blade.Reverse" }
  2540. { event AE_CL_CREATE_SWORD_EFFECT 0 "follow_attachment anim_attachment_S" }
  2541. fadein 0.2
  2542. fadeout 1
  2543. addlayer "reverse_sword"
  2544. fps 60
  2545. }
  2546.  
  2547. $Sequence "r_c3_t3" {
  2548. "a_r_c3_t3"
  2549. activity "ACT_BB_R_C3_T3" 1
  2550. { event AE_CL_PLAYCHARACTERSOUND 10 ".B_Attack" }
  2551. { event AE_CL_PLAYWEAPONSOUND 10 "Weapon_Blade.Reverse" }
  2552. { event AE_CL_CREATE_SWORD_EFFECT 10 "follow_attachment anim_attachment_S" }
  2553. fadein 0.2
  2554. fadeout 1
  2555. addlayer "reverse_sword"
  2556. fps 50
  2557. }
  2558.  
  2559. $Sequence "r_c4_charge" {
  2560. "player_anim_shared_anims\r_c4_charge.smd"
  2561. activity "ACT_BB_R_C4_CHARGE" 1
  2562. fadein 0.2
  2563. fadeout 0.2
  2564. addlayer "reverse_sword"
  2565. fps 50
  2566. }
  2567.  
  2568. $Sequence "r_c4_t1" {
  2569. "a_r_c4_t1"
  2570. activity "ACT_BB_R_C4_T1" 1
  2571. { event AE_CL_PLAYCHARACTERSOUND 6 ".B_Attack" }
  2572. { event AE_CL_PLAYWEAPONSOUND 6 "Weapon_Blade.Reverse" }
  2573. { event AE_CL_CREATE_SWORD_EFFECT 0 "follow_attachment anim_attachment_S" }
  2574. fadein 0.2
  2575. fadeout 1
  2576. addlayer "reverse_sword"
  2577. snap
  2578. fps 60
  2579. }
  2580.  
  2581. $Sequence "r_c4_t2" {
  2582. "a_r_c4_t2"
  2583. activity "ACT_BB_R_C4_T2" 1
  2584. { event AE_CL_PLAYCHARACTERSOUND 5 ".B_Attack" }
  2585. { event AE_CL_PLAYWEAPONSOUND 5 "Weapon_Blade.Reverse" }
  2586. { event AE_CL_CREATE_SWORD_EFFECT 0 "follow_attachment anim_attachment_S" }
  2587. fadein 0.2
  2588. fadeout 1
  2589. addlayer "reverse_sword"
  2590. snap
  2591. fps 40
  2592. }
  2593.  
  2594. $Sequence "r_c4_t3" {
  2595. "a_r_c4_t3"
  2596. activity "ACT_BB_R_C4_T3" 1
  2597. { event AE_CL_PLAYCHARACTERSOUND 10 ".B_Attack" }
  2598. { event AE_CL_PLAYSOUND 7 "Player_Shared.WindImpact" }
  2599. { event AE_CL_PLAYWEAPONSOUND 10 "Weapon_Blade.Reverse" }
  2600. { event AE_CL_CREATE_SWORD_EFFECT 10 "follow_attachment anim_attachment_S" }
  2601. fadein 0.2
  2602. fadeout 1
  2603. addlayer "reverse_sword"
  2604. snap
  2605. fps 65
  2606. }
  2607.  
  2608. $Sequence "r_c5_charge" {
  2609. "player_anim_shared_anims\r_c5_charge.smd"
  2610. activity "ACT_BB_R_C5_CHARGE" 1
  2611. fadein 0.2
  2612. fadeout 0.2
  2613. addlayer "reverse_sword"
  2614. fps 50
  2615. }
  2616.  
  2617. $Sequence "r_c5_t1" {
  2618. "a_r_c5_t1"
  2619. activity "ACT_BB_R_C5_T1" 1
  2620. { event AE_CL_PLAYCHARACTERSOUND 0 ".B_Attack" }
  2621. { event AE_CL_PLAYWEAPONSOUND 2 "Weapon_Blade.Reverse" }
  2622. { event AE_CL_PLAYSOUND 22 "Weapon_Blade.Whistle" }
  2623. { event AE_CL_CREATE_SWORD_EFFECT 0 "follow_attachment anim_attachment_S" }
  2624. fadein 0.2
  2625. fadeout 1
  2626. addlayer "reverse_sword"
  2627. snap
  2628. fps 50
  2629. }
  2630.  
  2631. $Sequence "r_c5_t2" {
  2632. "a_r_c5_t2"
  2633. activity "ACT_BB_R_C5_T2" 1
  2634. { event AE_CL_PLAYCHARACTERSOUND 0 ".B_Attack" }
  2635. { event AE_CL_PLAYWEAPONSOUND 0 "Weapon_Blade.Reverse" }
  2636. { event AE_CL_PLAYSOUND 18 "Weapon_Blade.Whistle" }
  2637. { event AE_CL_CREATE_SWORD_EFFECT 0 "follow_attachment anim_attachment_S" }
  2638. fadein 0.2
  2639. fadeout 1
  2640. addlayer "reverse_sword"
  2641. snap
  2642. fps 40
  2643. }
  2644.  
  2645. $Sequence "r_c5_t3" {
  2646. "a_r_c5_t3"
  2647. activity "ACT_BB_R_C5_T3" 1
  2648. { event AE_CL_PLAYCHARACTERSOUND 0 ".B_Attack" }
  2649. { event AE_CL_PLAYWEAPONSOUND 2 "Weapon_Blade.Reverse" }
  2650. { event AE_CL_PLAYSOUND 22 "Weapon_Blade.Whistle" }
  2651. { event AE_CL_PLAYSOUND 32 "Weapon_Blade.Whistle" }
  2652. { event AE_CL_CREATE_SWORD_EFFECT 2 "follow_attachment anim_attachment_S" }
  2653. fadein 0.2
  2654. fadeout 1
  2655. addlayer "reverse_sword"
  2656. snap
  2657. fps 50
  2658. }
  2659.  
  2660. $Sequence "r_c6_charge" {
  2661. "player_anim_shared_anims\r_c6_charge.smd"
  2662. activity "ACT_BB_R_C6_CHARGE" 1
  2663. fadein 0.2
  2664. fadeout 0.2
  2665. addlayer "reverse_sword"
  2666. fps 50
  2667. }
  2668.  
  2669. $Sequence "r_c6_t1" {
  2670. "a_r_c6_t1"
  2671. activity "ACT_BB_R_C6_T1" 1
  2672. { event AE_CL_PLAYCHARACTERSOUND 0 ".B_Attack" }
  2673. { event AE_CL_PLAYWEAPONSOUND 0 "Weapon_Blade.Reverse" }
  2674. { event AE_CL_PLAYSOUND 14 "Player_Shared.Shuffle" }
  2675. { event AE_CL_PLAYSOUND 32 "Weapon_Blade.Whistle" }
  2676. { event AE_CL_CREATE_SWORD_EFFECT 0 "follow_attachment anim_attachment_S" }
  2677. fadein 0.2
  2678. fadeout 1
  2679. addlayer "reverse_sword"
  2680. snap
  2681. fps 40
  2682. }
  2683.  
  2684. $Sequence "r_c6_t2" {
  2685. "a_r_c6_t2"
  2686. activity "ACT_BB_R_C6_T2" 1
  2687. { event AE_CL_PLAYCHARACTERSOUND 3 ".B_Attack" }
  2688. { event AE_CL_PLAYWEAPONSOUND 3 "Weapon_Blade.Reverse" }
  2689. { event AE_CL_CREATE_SWORD_EFFECT 0 "follow_attachment anim_attachment_S" }
  2690. fadein 0.2
  2691. fadeout 1
  2692. addlayer "reverse_sword"
  2693. fps 40
  2694. }
  2695.  
  2696. $Sequence "r_c6_t3" {
  2697. "a_r_c6_t3"
  2698. activity "ACT_BB_R_C6_T3" 1
  2699. { event AE_CL_PLAYCHARACTERSOUND 10 ".B_Attack" }
  2700. { event AE_CL_PLAYSOUND 8 "Player_Shared.WindImpact" }
  2701. { event AE_CL_PLAYWEAPONSOUND 4 "Weapon_Blade.Reverse" }
  2702. { event AE_CL_PLAYSOUND 26 "Weapon_Blade.Whistle" }
  2703. { event AE_CL_CREATE_SWORD_EFFECT 26 "follow_attachment anim_attachment_S" }
  2704. fadein 0.2
  2705. fadeout 1
  2706. addlayer "reverse_sword"
  2707. snap
  2708. fps 50
  2709. }
  2710.  
  2711. $Sequence "r_left_charge" {
  2712. "player_anim_shared_anims\r_left_charge.smd"
  2713. activity "ACT_BB_R_LEFT_CHARGE" 1
  2714. fadein 0.2
  2715. fadeout 0.2
  2716. fps 90
  2717. }
  2718.  
  2719. $Sequence "r_left_charge_running" {
  2720. "player_anim_shared_anims\r_left_charge_running.smd"
  2721. activity "ACT_BB_R_LEFT_CHARGE_RUNNING" 1
  2722. fadein 0.2
  2723. fadeout 0.2
  2724. iklock "lfoot" 1 0
  2725. iklock "rfoot" 1 0
  2726. addlayer "reverse_sword"
  2727. fps 50
  2728. weightlist "weights_b_c1_charge_running"
  2729. }
  2730.  
  2731. $Sequence "r_left_t1" {
  2732. "a_r_left_t1"
  2733. activity "ACT_BB_r_LEFT_T1" 1
  2734. { event AE_CL_PLAYCHARACTERSOUND 3 ".B_Attack" }
  2735. { event AE_CL_PLAYWEAPONSOUND 4 "Weapon_Blade.Reverse" }
  2736. { event AE_CL_CREATE_SWORD_EFFECT 0 "follow_attachment anim_attachment_S" }
  2737. fadein 0.2
  2738. fadeout 1
  2739. addlayer "reverse_sword"
  2740. snap
  2741. fps 24
  2742. }
  2743.  
  2744. $Sequence "r_left_t2" {
  2745. "a_r_left_t2"
  2746. activity "ACT_BB_R_LEFT_T2" 1
  2747. { event AE_CL_PLAYCHARACTERSOUND 5 ".B_Attack" }
  2748. { event AE_CL_PLAYSOUND 1 "Player_Shared.WindImpact" }
  2749. { event AE_CL_PLAYWEAPONSOUND 10 "Weapon_Blade.Reverse" }
  2750. { event AE_CL_CREATE_SWORD_EFFECT 0 "follow_attachment anim_attachment_S" }
  2751. fadein 0.2
  2752. fadeout 1
  2753. addlayer "reverse_sword"
  2754. snap
  2755. fps 40
  2756. }
  2757.  
  2758. $Sequence "r_left_t3" {
  2759. "a_r_left_t3"
  2760. activity "ACT_BB_R_LEFT_T3" 1
  2761. { event AE_CL_PLAYCHARACTERSOUND 8 ".B_Attack" }
  2762. { event AE_CL_PLAYWEAPONSOUND 8 "Weapon_Blade.Reverse" }
  2763. { event AE_CL_CREATE_SWORD_EFFECT 8 "follow_attachment anim_attachment_S" }
  2764. fadein 0.2
  2765. fadeout 1
  2766. addlayer "reverse_sword"
  2767. snap
  2768. fps 24
  2769. }
  2770.  
  2771. $Sequence "r_right_charge" {
  2772. "player_anim_shared_anims\r_right_charge.smd"
  2773. activity "ACT_BB_R_RIGHT_CHARGE" 1
  2774. fadein 0.2
  2775. fadeout 0.2
  2776. fps 50
  2777. }
  2778.  
  2779. $Sequence "r_right_charge_running" {
  2780. "player_anim_shared_anims\r_right_charge_running.smd"
  2781. activity "ACT_BB_R_RIGHT_CHARGE_RUNNING" 1
  2782. fadein 0.2
  2783. fadeout 0.2
  2784. iklock "lfoot" 1 0
  2785. iklock "rfoot" 1 0
  2786. addlayer "reverse_sword"
  2787. fps 50
  2788. weightlist "weights_b_c1_charge_running"
  2789. }
  2790.  
  2791. $Sequence "r_right_t1" {
  2792. "a_r_right_t1"
  2793. activity "ACT_BB_r_RIGHT_T1" 1
  2794. { event AE_CL_PLAYCHARACTERSOUND 0 ".B_Attack" }
  2795. { event AE_CL_PLAYSOUND 0 "Weapon_Blade.Whistle" }
  2796. { event AE_CL_PLAYWEAPONSOUND 6 "Weapon_Blade.Reverse" }
  2797. { event AE_CL_CREATE_SWORD_EFFECT 0 "follow_attachment anim_attachment_S" }
  2798. fadein 0.2
  2799. fadeout 1
  2800. addlayer "reverse_sword"
  2801. snap
  2802. fps 20
  2803. }
  2804.  
  2805. $Sequence "r_right_t2" {
  2806. "a_r_right_t2"
  2807. activity "ACT_BB_R_RIGHT_T2" 1
  2808. { event AE_CL_PLAYCHARACTERSOUND 10 ".B_Attack" }
  2809. { event AE_CL_PLAYSOUND 0 "Weapon_Blade.Whistle" }
  2810. { event AE_CL_PLAYSOUND 1 "Player_Shared.WindImpact" }
  2811. { event AE_CL_PLAYWEAPONSOUND 12 "Weapon_Blade.Reverse" }
  2812. { event AE_CL_CREATE_SWORD_EFFECT 0 "follow_attachment anim_attachment_S" }
  2813. fadein 0.2
  2814. fadeout 1
  2815. addlayer "reverse_sword"
  2816. snap
  2817. fps 30
  2818. }
  2819.  
  2820. $Sequence "r_right_t3" {
  2821. "a_r_right_t3"
  2822. activity "ACT_BB_R_RIGHT_T3" 1
  2823. { event AE_CL_PLAYCHARACTERSOUND 5 ".B_Attack" }
  2824. { event AE_CL_PLAYSOUND 0 "Weapon_Blade.Whistle" }
  2825. { event AE_CL_PLAYWEAPONSOUND 4 "Weapon_Blade.Reverse" }
  2826. { event AE_CL_CREATE_SWORD_EFFECT 0 "follow_attachment anim_attachment_S" }
  2827. fadein 0.2
  2828. fadeout 1
  2829. addlayer "reverse_sword"
  2830. snap
  2831. fps 15
  2832. }
  2833.  
  2834. $Sequence "b_death_stabbed" {
  2835. "player_anim_shared_anims\b_death_stabbed.smd"
  2836. activity "ACT_BB_DEATH_STABBED" 1
  2837. fadein 0.2
  2838. fadeout 0.2
  2839. snap
  2840. fps 60
  2841. loop
  2842. }
  2843.  
  2844. $Sequence "normal_block_upper_right" {
  2845. "player_anim_shared_anims\normal_block_upper_right.smd"
  2846. activity "ACT_BB_NORMAL_BLOCK_UPPER_RIGHT" 1
  2847. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  2848. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  2849. fadein 0.2
  2850. fadeout 0.2
  2851. snap
  2852. fps 35
  2853. }
  2854.  
  2855. $Sequence "normal_block_upper_left" {
  2856. "player_anim_shared_anims\normal_block_upper_left.smd"
  2857. activity "ACT_BB_NORMAL_BLOCK_UPPER_LEFT" 1
  2858. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  2859. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  2860. fadein 0.2
  2861. fadeout 0.2
  2862. snap
  2863. fps 35
  2864. }
  2865.  
  2866. $Sequence "normal_block_upper_left_final" {
  2867. "player_anim_shared_anims\normal_block_upper_left_final.smd"
  2868. activity "ACT_BB_NORMAL_BLOCK_UPPER_LEFT_FINAL" 1
  2869. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  2870. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  2871. fadein 0.2
  2872. fadeout 0.2
  2873. snap
  2874. fps 25
  2875. }
  2876.  
  2877. $Sequence "b_forward_riposte" {
  2878. "player_anim_shared_anims\b_forward_riposte.smd"
  2879. activity "ACT_BB_B_FORWARD_RIPOSTE" 1
  2880. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  2881. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  2882. fadein 0.2
  2883. fadeout 0.2
  2884. snap
  2885. fps 30
  2886. }
  2887.  
  2888. $Sequence "b_left_riposte" {
  2889. "player_anim_shared_anims\b_left_riposte.smd"
  2890. activity "ACT_BB_B_LEFT_RIPOSTE" 1
  2891. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  2892. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  2893. fadein 0.2
  2894. fadeout 0.2
  2895. snap
  2896. fps 26
  2897. }
  2898.  
  2899. $Sequence "b_right_riposte" {
  2900. "player_anim_shared_anims\b_right_riposte.smd"
  2901. activity "ACT_BB_B_RIGHT_RIPOSTE" 1
  2902. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  2903. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  2904. fadein 0.2
  2905. fadeout 0.2
  2906. snap
  2907. fps 26
  2908. }
  2909.  
  2910. $Sequence "h_forward_riposte" {
  2911. "player_anim_shared_anims\h_forward_riposte.smd"
  2912. activity "ACT_BB_H_FORWARD_RIPOSTE" 1
  2913. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  2914. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  2915. fadein 0.2
  2916. fadeout 0.2
  2917. snap
  2918. fps 30
  2919. }
  2920.  
  2921. $Sequence "h_left_riposte" {
  2922. "player_anim_shared_anims\h_left_riposte.smd"
  2923. activity "ACT_BB_H_LEFT_RIPOSTE" 1
  2924. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  2925. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  2926. fadein 0.2
  2927. fadeout 0.2
  2928. snap
  2929. fps 27
  2930. }
  2931.  
  2932. $Sequence "h_right_riposte" {
  2933. "player_anim_shared_anims\h_right_riposte.smd"
  2934. activity "ACT_BB_H_RIGHT_RIPOSTE" 1
  2935. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  2936. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  2937. fadein 0.2
  2938. fadeout 0.2
  2939. snap
  2940. fps 27
  2941. }
  2942.  
  2943. $Sequence "r_left_riposte" {
  2944. "player_anim_shared_anims\r_left_riposte.smd"
  2945. activity "ACT_BB_R_LEFT_RIPOSTE" 1
  2946. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  2947. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  2948. fadein 0.2
  2949. fadeout 0.2
  2950. addlayer "reverse_sword"
  2951. snap
  2952. fps 22
  2953. }
  2954.  
  2955. $Sequence "r_right_riposte" {
  2956. "player_anim_shared_anims\r_right_riposte.smd"
  2957. activity "ACT_BB_R_RIGHT_RIPOSTE" 1
  2958. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  2959. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  2960. fadein 0.2
  2961. fadeout 0.2
  2962. addlayer "reverse_sword"
  2963. snap
  2964. fps 22
  2965. }
  2966.  
  2967. $Sequence "b_reaction_upper" {
  2968. "player_anim_shared_anims\b_reaction_upper.smd"
  2969. activity "ACT_BB_B_REACTION_UPPER" 1
  2970. { event AE_CL_PLAYCHARACTERSOUND 0 ".Pain" }
  2971. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  2972. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  2973. fadein 0.2
  2974. fadeout 0.2
  2975. snap
  2976. fps 12
  2977. }
  2978.  
  2979. $Sequence "b_reaction_upper_left" {
  2980. "player_anim_shared_anims\b_reaction_upper_left.smd"
  2981. activity "ACT_BB_B_REACTION_UPPER_LEFT" 1
  2982. { event AE_CL_PLAYCHARACTERSOUND 0 ".Pain" }
  2983. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  2984. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  2985. fadein 0.2
  2986. fadeout 0.2
  2987. snap
  2988. fps 12
  2989. }
  2990.  
  2991. $Sequence "b_reaction_upper_right" {
  2992. "player_anim_shared_anims\b_reaction_upper_right.smd"
  2993. activity "ACT_BB_B_REACTION_UPPER_RIGHT" 1
  2994. { event AE_CL_PLAYCHARACTERSOUND 0 ".Pain" }
  2995. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  2996. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  2997. fadein 0.2
  2998. fadeout 0.2
  2999. snap
  3000. fps 12
  3001. }
  3002.  
  3003. $Sequence "b_reaction_left" {
  3004. "player_anim_shared_anims\b_reaction_left.smd"
  3005. activity "ACT_BB_B_REACTION_LEFT" 1
  3006. { event AE_CL_PLAYCHARACTERSOUND 0 ".Pain" }
  3007. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  3008. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  3009. fadein 0.2
  3010. fadeout 0.2
  3011. snap
  3012. fps 12
  3013. }
  3014.  
  3015. $Sequence "b_reaction_right" {
  3016. "player_anim_shared_anims\b_reaction_right.smd"
  3017. activity "ACT_BB_B_REACTION_RIGHT" 1
  3018. { event AE_CL_PLAYCHARACTERSOUND 0 ".Pain" }
  3019. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  3020. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  3021. fadein 0.2
  3022. fadeout 0.2
  3023. snap
  3024. fps 12
  3025. }
  3026.  
  3027. $Sequence "b_reaction_lower" {
  3028. "player_anim_shared_anims\b_reaction_lower.smd"
  3029. activity "ACT_BB_B_REACTION_LOWER" 1
  3030. { event AE_CL_PLAYCHARACTERSOUND 0 ".Pain" }
  3031. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  3032. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  3033. fadein 0.2
  3034. fadeout 0.2
  3035. snap
  3036. fps 12
  3037. }
  3038.  
  3039. $Sequence "b_reaction_lower_left" {
  3040. "player_anim_shared_anims\b_reaction_lower_left.smd"
  3041. activity "ACT_BB_B_REACTION_LOWER_LEFT" 1
  3042. { event AE_CL_PLAYCHARACTERSOUND 0 ".Pain" }
  3043. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  3044. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  3045. fadein 0.2
  3046. fadeout 0.2
  3047. snap
  3048. fps 12
  3049. }
  3050.  
  3051. $Sequence "b_reaction_lower_right" {
  3052. "player_anim_shared_anims\b_reaction_lower_right.smd"
  3053. activity "ACT_BB_B_REACTION_LOWER_RIGHT" 1
  3054. { event AE_CL_PLAYCHARACTERSOUND 0 ".Pain" }
  3055. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  3056. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  3057. fadein 0.2
  3058. fadeout 0.2
  3059. snap
  3060. fps 12
  3061. }
  3062.  
  3063. $Sequence "h_reaction_upper" {
  3064. "player_anim_shared_anims\h_reaction_upper.smd"
  3065. activity "ACT_BB_H_REACTION_UPPER" 1
  3066. { event AE_CL_PLAYCHARACTERSOUND 0 ".Pain" }
  3067. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  3068. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  3069. fadein 0.2
  3070. fadeout 0.2
  3071. snap
  3072. fps 8
  3073. }
  3074.  
  3075. $Sequence "h_reaction_upper_left" {
  3076. "player_anim_shared_anims\h_reaction_upper_left.smd"
  3077. activity "ACT_BB_H_REACTION_UPPER_LEFT" 1
  3078. { event AE_CL_PLAYCHARACTERSOUND 0 ".Pain" }
  3079. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  3080. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  3081. fadein 0.2
  3082. fadeout 0.2
  3083. snap
  3084. fps 8
  3085. }
  3086.  
  3087. $Sequence "h_reaction_upper_right" {
  3088. "player_anim_shared_anims\h_reaction_upper_right.smd"
  3089. activity "ACT_BB_H_REACTION_UPPER_RIGHT" 1
  3090. { event AE_CL_PLAYCHARACTERSOUND 0 ".Pain" }
  3091. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  3092. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  3093. fadein 0.2
  3094. fadeout 0.2
  3095. snap
  3096. fps 8
  3097. }
  3098.  
  3099. $Sequence "h_reaction_left" {
  3100. "player_anim_shared_anims\h_reaction_left.smd"
  3101. activity "ACT_BB_H_REACTION_LEFT" 1
  3102. { event AE_CL_PLAYCHARACTERSOUND 0 ".Pain" }
  3103. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  3104. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  3105. fadein 0.2
  3106. fadeout 0.2
  3107. snap
  3108. fps 8
  3109. }
  3110.  
  3111. $Sequence "h_reaction_right" {
  3112. "player_anim_shared_anims\h_reaction_right.smd"
  3113. activity "ACT_BB_H_REACTION_RIGHT" 1
  3114. { event AE_CL_PLAYCHARACTERSOUND 0 ".Pain" }
  3115. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  3116. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  3117. fadein 0.2
  3118. fadeout 0.2
  3119. snap
  3120. fps 8
  3121. }
  3122.  
  3123. $Sequence "h_reaction_lower" {
  3124. "player_anim_shared_anims\h_reaction_lower.smd"
  3125. activity "ACT_BB_H_REACTION_LOWER" 1
  3126. { event AE_CL_PLAYCHARACTERSOUND 0 ".Pain" }
  3127. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  3128. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  3129. fadein 0.2
  3130. fadeout 0.2
  3131. snap
  3132. fps 8
  3133. }
  3134.  
  3135. $Sequence "h_reaction_lower_left" {
  3136. "player_anim_shared_anims\h_reaction_lower_left.smd"
  3137. activity "ACT_BB_H_REACTION_LOWER_LEFT" 1
  3138. { event AE_CL_PLAYCHARACTERSOUND 0 ".Pain" }
  3139. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  3140. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  3141. fadein 0.2
  3142. fadeout 0.2
  3143. snap
  3144. fps 8
  3145. }
  3146.  
  3147. $Sequence "h_reaction_lower_right" {
  3148. "player_anim_shared_anims\h_reaction_lower_right.smd"
  3149. activity "ACT_BB_H_REACTION_LOWER_RIGHT" 1
  3150. { event AE_CL_PLAYCHARACTERSOUND 0 ".Pain" }
  3151. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  3152. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  3153. fadein 0.2
  3154. fadeout 0.2
  3155. snap
  3156. fps 8
  3157. }
  3158.  
  3159. $Sequence "r_reaction_upper" {
  3160. "player_anim_shared_anims\r_reaction_upper.smd"
  3161. activity "ACT_BB_R_REACTION_UPPER" 1
  3162. { event AE_CL_PLAYCHARACTERSOUND 0 ".Pain" }
  3163. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  3164. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  3165. fadein 0.2
  3166. fadeout 0.2
  3167. addlayer "reverse_sword"
  3168. snap
  3169. fps 16
  3170. }
  3171.  
  3172. $Sequence "r_reaction_upper_left" {
  3173. "player_anim_shared_anims\r_reaction_upper_left.smd"
  3174. activity "ACT_BB_R_REACTION_UPPER_LEFT" 1
  3175. { event AE_CL_PLAYCHARACTERSOUND 0 ".Pain" }
  3176. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  3177. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  3178. fadein 0.2
  3179. fadeout 0.2
  3180. addlayer "reverse_sword"
  3181. snap
  3182. fps 16
  3183. }
  3184.  
  3185. $Sequence "r_reaction_upper_right" {
  3186. "player_anim_shared_anims\r_reaction_upper_right.smd"
  3187. activity "ACT_BB_R_REACTION_UPPER_RIGHT" 1
  3188. { event AE_CL_PLAYCHARACTERSOUND 0 ".Pain" }
  3189. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  3190. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  3191. fadein 0.2
  3192. fadeout 0.2
  3193. addlayer "reverse_sword"
  3194. snap
  3195. fps 16
  3196. }
  3197.  
  3198. $Sequence "r_reaction_left" {
  3199. "player_anim_shared_anims\r_reaction_left.smd"
  3200. activity "ACT_BB_R_REACTION_LEFT" 1
  3201. { event AE_CL_PLAYCHARACTERSOUND 0 ".Pain" }
  3202. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  3203. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  3204. fadein 0.2
  3205. fadeout 0.2
  3206. addlayer "reverse_sword"
  3207. snap
  3208. fps 16
  3209. }
  3210.  
  3211. $Sequence "r_reaction_right" {
  3212. "player_anim_shared_anims\r_reaction_right.smd"
  3213. activity "ACT_BB_R_REACTION_RIGHT" 1
  3214. { event AE_CL_PLAYCHARACTERSOUND 0 ".Pain" }
  3215. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  3216. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  3217. fadein 0.2
  3218. fadeout 0.2
  3219. addlayer "reverse_sword"
  3220. snap
  3221. fps 16
  3222. }
  3223.  
  3224. $Sequence "r_reaction_lower" {
  3225. "player_anim_shared_anims\r_reaction_lower.smd"
  3226. activity "ACT_BB_R_REACTION_LOWER" 1
  3227. { event AE_CL_PLAYCHARACTERSOUND 0 ".Pain" }
  3228. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  3229. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  3230. fadein 0.2
  3231. fadeout 0.2
  3232. addlayer "reverse_sword"
  3233. snap
  3234. fps 16
  3235. }
  3236.  
  3237. $Sequence "r_reaction_lower_left" {
  3238. "player_anim_shared_anims\r_reaction_lower_left.smd"
  3239. activity "ACT_BB_R_REACTION_LOWER_LEFT" 1
  3240. { event AE_CL_PLAYCHARACTERSOUND 0 ".Pain" }
  3241. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  3242. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  3243. fadein 0.2
  3244. fadeout 0.2
  3245. addlayer "reverse_sword"
  3246. snap
  3247. fps 16
  3248. }
  3249.  
  3250. $Sequence "r_reaction_lower_right" {
  3251. "player_anim_shared_anims\r_reaction_lower_right.smd"
  3252. activity "ACT_BB_R_REACTION_LOWER_RIGHT" 1
  3253. { event AE_CL_PLAYCHARACTERSOUND 0 ".Pain" }
  3254. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment lfoot" }
  3255. { event AE_CL_CREATE_PARTICLE_EFFECT 0 "player_slide_dust follow_attachment rfoot" }
  3256. fadein 0.2
  3257. fadeout 0.2
  3258. addlayer "reverse_sword"
  3259. snap
  3260. fps 16
  3261. }
  3262. $sequence reference "includes\ragdoll_pose"
  3263.  
  3264. $include gm_anims.qci // your stuff goes in there!
  3265.  
  3266. $BoneSaveFrame "ValveBiped.Bip01_L_Thigh" rotation
  3267. $BoneSaveFrame "ValveBiped.Bip01_L_Calf" rotation
  3268. $BoneSaveFrame "ValveBiped.Bip01_L_Foot" rotation
  3269. $BoneSaveFrame "ValveBiped.Bip01_R_Thigh" rotation
  3270. $BoneSaveFrame "ValveBiped.Bip01_R_Calf" rotation
  3271. $BoneSaveFrame "ValveBiped.Bip01_R_Foot" rotation
  3272. $BoneSaveFrame "ValveBiped.Bip01_Spine" rotation
  3273. $BoneSaveFrame "ValveBiped.Bip01_Spine1" rotation
  3274. $BoneSaveFrame "ValveBiped.Bip01_Spine2" rotation
  3275. $BoneSaveFrame "ValveBiped.Bip01_Spine4" rotation
  3276. $BoneSaveFrame "ValveBiped.Bip01_L_Clavicle" rotation
  3277. $BoneSaveFrame "ValveBiped.Bip01_L_UpperArm" rotation
  3278. $BoneSaveFrame "ValveBiped.Bip01_L_Forearm" rotation
  3279. $BoneSaveFrame "ValveBiped.Bip01_L_Hand" rotation
  3280. $BoneSaveFrame "ValveBiped.Bip01_R_Clavicle" rotation
  3281. $BoneSaveFrame "ValveBiped.Bip01_R_UpperArm" rotation
  3282. $BoneSaveFrame "ValveBiped.Bip01_R_Forearm" rotation
  3283. $BoneSaveFrame "ValveBiped.Bip01_R_Hand" rotation
  3284.  
  3285. $IKChain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0
  3286. $IKChain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0
  3287. $IKChain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0
  3288. $IKChain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0
  3289.  
  3290. $IKAutoPlayLock "rfoot" 1 0.1
  3291. $IKAutoPlayLock "lfoot" 1 0.1
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