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Original QC for Jaina Proudmoore Model GMOD.

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Sep 20th, 2018
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  1. $modelname "mailer/wow_characters/wowanim_jaina.mdl"
  2.  
  3. $bodygroup "default"
  4. {
  5.     studio "wowanim_jaina_jaina_reference.smd"
  6. }
  7. $bodygroup "Hood"
  8. {
  9.     studio "wowanim_jaina_jaina_nocape.smd"
  10.     studio "wowanim_jaina_jaina_cape.smd"
  11. }
  12. $bodygroup "Belt"
  13. {
  14.     studio "wowanim_jaina_jaina_belt.smd"
  15.     blank
  16. }
  17. $bodygroup "Gauntlet"
  18. {
  19.     studio "wowanim_jaina_jaina_gauntlet.smd"
  20.     blank
  21. }
  22. $bodygroup "Pendant"
  23. {
  24.     studio "wowanim_jaina_jaina_pendant.smd"
  25.     blank
  26. }
  27. $bodygroup "Shoulder"
  28. {
  29.     studio "wowanim_jaina_jaina_shoulder.smd"
  30.     blank
  31. }
  32.  
  33.  
  34. $surfaceprop "flesh"
  35.  
  36. $contents "solid"
  37.  
  38. $illumposition -1.105 -0.653 34.683
  39.  
  40. $mostlyopaque
  41.  
  42. $cdmaterials "models\mailer\wowanim_jaina\"
  43.  
  44. $cbox -10 -12 0 10 12 68
  45.  
  46. $bbox -10 -12 0 10 12 68
  47.  
  48. $definebone "creature/jaina3/jaina3_bone_1" "" -0.000002 0 45.818565 0 -89.999983 89.999983 0 0 0 0 0 0
  49. $definebone "creature/jaina3/jaina3_bone_2" "creature/jaina3/jaina3_bone_1" 0.675447 -2.301704 0 0 0 0 0 0 0 0 0 0
  50. $definebone "creature/jaina3/jaina3_bone_4" "creature/jaina3/jaina3_bone_2" 3.38775 -2.398163 0 0 0 0 0 0 0 0 0 0
  51. $definebone "creature/jaina3/jaina3_bone_9" "creature/jaina3/jaina3_bone_4" 0 -5.753822 0 0 0 0 0 0 0 0 0 0
  52. $definebone "creature/jaina3/jaina3_bone_15" "creature/jaina3/jaina3_bone_9" 0 -5.844868 0 0 0 0 0 0 0 0 0 0
  53. $definebone "creature/jaina3/jaina3_bone_5" "creature/jaina3/jaina3_bone_2" 0.440035 -2.588291 3.260776 0 0 0 0 0 0 0 0 0
  54. $definebone "creature/jaina3/jaina3_bone_10" "creature/jaina3/jaina3_bone_5" -1.190749 -18.830048 -0.000001 0 0 0 0 0 0 0 0 0
  55. $definebone "creature/jaina3/jaina3_bone_11" "creature/jaina3/jaina3_bone_5" -1.190749 -18.830048 -0.000001 0 0 0 0 0 0 0 0 0
  56. $definebone "creature/jaina3/jaina3_bone_16" "creature/jaina3/jaina3_bone_11" -2.064299 -18.754326 0 0 0 0 0 0 0 0 0 0
  57. $definebone "creature/jaina3/jaina3_bone_24" "creature/jaina3/jaina3_bone_16" 0.000002 0.000002 -0.000004 0 0 0 0 0 0 0 0 0
  58. $definebone "creature/jaina3/jaina3_bone_30" "creature/jaina3/jaina3_bone_24" 4.22573 -2.327085 0.189125 0 0 0 0 0 0 0 0 0
  59. $definebone "creature/jaina3/jaina3_bone_7" "creature/jaina3/jaina3_bone_2" 0.440036 -2.588295 -3.260776 0 0 0 0 0 0 0 0 0
  60. $definebone "creature/jaina3/jaina3_bone_12" "creature/jaina3/jaina3_bone_7" -1.190749 -18.830042 0 0 0 0 0 0 0 0 0 0
  61. $definebone "creature/jaina3/jaina3_bone_17" "creature/jaina3/jaina3_bone_12" -2.064299 -18.75433 0 0 0 0 0 0 0 0 0 0
  62. $definebone "creature/jaina3/jaina3_bone_25" "creature/jaina3/jaina3_bone_17" 0 0.000001 0 0 0 0 0 0 0 0 0 0
  63. $definebone "creature/jaina3/jaina3_bone_31" "creature/jaina3/jaina3_bone_25" 4.225736 -2.32708 -0.189121 0 0 0 0 0 0 0 0 0
  64. $definebone "creature/jaina3/jaina3_bone_13" "creature/jaina3/jaina3_bone_7" -1.190749 -18.830042 0 0 0 0 0 0 0 0 0 0
  65. $definebone "creature/jaina3/jaina3_bone_3" "creature/jaina3/jaina3_bone_1" -0.087859 -0.346054 0 0 0 0 0 0 0 0 0 0
  66. $definebone "creature/jaina3/jaina3_bone_8" "creature/jaina3/jaina3_bone_3" -0.86168 3.190559 0 0 0 0 0 0 0 0 0 0
  67. $definebone "creature/jaina3/jaina3_bone_14" "creature/jaina3/jaina3_bone_8" -0.145557 3.404655 0.020812 0 0 0 0 0 0 0 0 0
  68. $definebone "creature/jaina3/jaina3_bone_18" "creature/jaina3/jaina3_bone_14" 0.240468 7.91626 -1.09824 0 0 0 0 0 0 0 0 0
  69. $definebone "creature/jaina3/jaina3_bone_26" "creature/jaina3/jaina3_bone_18" -0.755514 -0.705791 -5.425019 0 0 0 0 0 0 0 0 0
  70. $definebone "creature/jaina3/jaina3_bone_32" "creature/jaina3/jaina3_bone_26" -0.594541 -8.106716 -7.441137 0 0 0 0 0 0 0 0 0
  71. $definebone "creature/jaina3/jaina3_bone_33" "creature/jaina3/jaina3_bone_26" -0.297271 -4.053356 -3.720568 0 0 0 0 0 0 0 0 0
  72. $definebone "creature/jaina3/jaina3_bone_34" "creature/jaina3/jaina3_bone_26" -0.594541 -8.106716 -7.441137 0 0 0 0 0 0 0 0 0
  73. $definebone "creature/jaina3/jaina3_bone_40" "creature/jaina3/jaina3_bone_34" 1.830883 -8.083412 -7.263508 0 0 0 0 0 0 0 0 0
  74. $definebone "creature/jaina3/jaina3_bone_82" "creature/jaina3/jaina3_bone_40" 0.525043 -2.659294 -2.651173 0 0 0 0 0 0 0 0 0
  75. $definebone "creature/jaina3/jaina3_bone_104" "creature/jaina3/jaina3_bone_82" 0.289882 -1.608318 -0.81189 0 0 0 0 0 0 0 0 0
  76. $definebone "creature/jaina3/jaina3_bone_83" "creature/jaina3/jaina3_bone_40" -1.112329 -2.653534 -2.654858 0 0 0 0 0 0 0 0 0
  77. $definebone "creature/jaina3/jaina3_bone_105" "creature/jaina3/jaina3_bone_83" -0.008061 -1.157101 -0.489113 0 0 0 0 0 0 0 0 0
  78. $definebone "creature/jaina3/jaina3_bone_84" "creature/jaina3/jaina3_bone_40" 1.414931 -2.562202 -2.406408 0 0 0 0 0 0 0 0 0
  79. $definebone "creature/jaina3/jaina3_bone_106" "creature/jaina3/jaina3_bone_84" 0.304622 -1.520046 -0.61673 0 0 0 0 0 0 0 0 0
  80. $definebone "creature/jaina3/jaina3_bone_85" "creature/jaina3/jaina3_bone_40" 0.954836 -1.24297 -0.544937 0 0 0 0 0 0 0 0 0
  81. $definebone "creature/jaina3/jaina3_bone_107" "creature/jaina3/jaina3_bone_85" 0.695346 -2.174599 -0.19846 0 0 0 0 0 0 0 0 0
  82. $definebone "creature/jaina3/jaina3_bone_86" "creature/jaina3/jaina3_bone_40" -0.361641 -2.695908 -2.803801 0 0 0 0 0 0 0 0 0
  83. $definebone "creature/jaina3/jaina3_bone_108" "creature/jaina3/jaina3_bone_86" 0.156685 -1.477772 -0.614855 0 0 0 0 0 0 0 0 0
  84. $definebone "ValveBiped.Bip01_L_Hand" "creature/jaina3/jaina3_bone_40" -0.545144 1.704269 -0.218409 30.348658 -83.491639 -93.671783 0 0 0 0 0 0
  85. $definebone "creature/jaina3/jaina3_bone_41" "creature/jaina3/jaina3_bone_34" 0.915441 -4.041706 -3.631754 0 0 0 0 0 0 0 0 0
  86. $definebone "creature/jaina3/jaina3_bone_42" "creature/jaina3/jaina3_bone_34" 1.830883 -8.083412 -7.263508 0 0 0 0 0 0 0 0 0
  87. $definebone "creature/jaina3/jaina3_bone_19" "creature/jaina3/jaina3_bone_14" 0.240467 7.916233 1.098241 0 0 0 0 0 0 0 0 0
  88. $definebone "creature/jaina3/jaina3_bone_27" "creature/jaina3/jaina3_bone_19" -0.755514 -0.705765 5.383394 0 0 0 0 0 0 0 0 0
  89. $definebone "creature/jaina3/jaina3_bone_35" "creature/jaina3/jaina3_bone_27" -0.59454 -8.106705 7.441133 0 0 0 0 0 0 0 0 0
  90. $definebone "creature/jaina3/jaina3_bone_36" "creature/jaina3/jaina3_bone_27" -0.59454 -8.106705 7.441133 0 0 0 0 0 0 0 0 0
  91. $definebone "creature/jaina3/jaina3_bone_44" "creature/jaina3/jaina3_bone_36" 0.915439 -4.04171 3.631756 0 0 0 0 0 0 0 0 0
  92. $definebone "creature/jaina3/jaina3_bone_45" "creature/jaina3/jaina3_bone_36" 1.830879 -8.083424 7.263506 0 0 0 0 0 0 0 0 0
  93. $definebone "creature/jaina3/jaina3_bone_46" "creature/jaina3/jaina3_bone_36" 1.830879 -8.083424 7.263506 0 0 0 0 0 0 0 0 0
  94. $definebone "creature/jaina3/jaina3_bone_89" "creature/jaina3/jaina3_bone_46" -0.360115 -2.706093 2.813025 0 0 0 0 0 0 0 0 0
  95. $definebone "creature/jaina3/jaina3_bone_109" "creature/jaina3/jaina3_bone_89" 0.156685 -1.47781 0.614895 0 0 0 0 0 0 0 0 0
  96. $definebone "creature/jaina3/jaina3_bone_90" "creature/jaina3/jaina3_bone_46" 0.526555 -2.669445 2.660341 0 0 0 0 0 0 0 0 0
  97. $definebone "creature/jaina3/jaina3_bone_110" "creature/jaina3/jaina3_bone_90" 0.289882 -1.60833 0.811876 0 0 0 0 0 0 0 0 0
  98. $definebone "creature/jaina3/jaina3_bone_91" "creature/jaina3/jaina3_bone_46" 1.416389 -2.571987 2.415216 0 0 0 0 0 0 0 0 0
  99. $definebone "creature/jaina3/jaina3_bone_111" "creature/jaina3/jaina3_bone_91" 0.304621 -1.52 0.616774 0 0 0 0 0 0 0 0 0
  100. $definebone "creature/jaina3/jaina3_bone_92" "creature/jaina3/jaina3_bone_46" 0.955389 -1.246635 0.54826 0 0 0 0 0 0 0 0 0
  101. $definebone "creature/jaina3/jaina3_bone_112" "creature/jaina3/jaina3_bone_92" 0.695332 -2.174595 0.198473 0 0 0 0 0 0 0 0 0
  102. $definebone "creature/jaina3/jaina3_bone_93" "creature/jaina3/jaina3_bone_46" -1.110893 -2.663231 2.663548 0 0 0 0 0 0 0 0 0
  103. $definebone "creature/jaina3/jaina3_bone_113" "creature/jaina3/jaina3_bone_93" -0.008052 -1.157074 0.48917 0 0 0 0 0 0 0 0 0
  104. $definebone "ValveBiped.Bip01_R_Hand" "creature/jaina3/jaina3_bone_46" -0.216236 1.383896 1.056707 -29.300545 -100.869908 105.498775 0 0 0 0 0 0
  105. $definebone "creature/jaina3/jaina3_bone_37" "creature/jaina3/jaina3_bone_27" -0.297269 -4.053352 3.720571 0 0 0 0 0 0 0 0 0
  106. $definebone "creature/jaina3/jaina3_bone_20" "creature/jaina3/jaina3_bone_14" 4.373272 2.467598 -3.091658 0 0 0 0 0 0 0 0 0
  107. $definebone "creature/jaina3/jaina3_bone_22" "creature/jaina3/jaina3_bone_14" -0.272384 10.001396 -0.020812 0 0 0 0 0 0 0 0 0
  108. $definebone "creature/jaina3/jaina3_bone_29" "creature/jaina3/jaina3_bone_22" 0 0.987755 0 0 0 0 0 0 0 0 0 0
  109. $definebone "creature/jaina3/jaina3_bone_39" "creature/jaina3/jaina3_bone_29" 0.126872 1.138069 0 0 0 0 0 0 0 0 0 0
  110. $definebone "creature/jaina3/jaina3_bone_80" "creature/jaina3/jaina3_bone_39" 0.958811 1.72953 0 0 0 0 0 0 0 0 0 0
  111. $definebone "creature/jaina3/jaina3_bone_23" "creature/jaina3/jaina3_bone_14" 4.373273 2.467594 3.091657 0 0 0 0 0 0 0 0 0
  112. $definebone "creature/jaina3/jaina3_bone_21" "creature/jaina3/jaina3_bone_14" -4.39497 7.742714 -0.020812 0 0 0 0 0 0 0 0 0
  113. $definebone "creature/jaina3/jaina3_bone_28" "creature/jaina3/jaina3_bone_21" 0 -8.825439 0 0 0 0 0 0 0 0 0 0
  114. $definebone "creature/jaina3/jaina3_bone_38" "creature/jaina3/jaina3_bone_28" 0 -8.825443 0 0 0 0 0 0 0 0 0 0
  115. $definebone "creature/jaina3/jaina3_bone_47" "creature/jaina3/jaina3_bone_38" 0 -8.825443 0 0 0 0 0 0 0 0 0 0
  116. $definebone "creature/jaina3/jaina3_bone_48" "creature/jaina3/jaina3_bone_39" 4.552753 2.163284 0.716309 0 0 0 0 0 0 0 0 0
  117. $definebone "creature/jaina3/jaina3_bone_49" "creature/jaina3/jaina3_bone_39" 3.195473 0.737656 -1.892948 0 0 -0.000057 0 0 0 0 0 0
  118. $definebone "creature/jaina3/jaina3_bone_50" "creature/jaina3/jaina3_bone_39" 3.651316 1.860573 -1.981438 0 0 0 0 0 0 0 0 0
  119. $definebone "creature/jaina3/jaina3_bone_51" "creature/jaina3/jaina3_bone_39" 4.428316 1.476097 -1.171969 0 0 0 0 0 0 0 0 0
  120. $definebone "creature/jaina3/jaina3_bone_52" "creature/jaina3/jaina3_bone_39" 3.726132 2.993858 -1.058004 0 0 0 0 0 0 0 0 0
  121. $definebone "creature/jaina3/jaina3_bone_53" "creature/jaina3/jaina3_bone_39" 4.376567 4.730682 -1.443386 0 0 0 0 0 0 0 0 0
  122. $definebone "creature/jaina3/jaina3_bone_54" "creature/jaina3/jaina3_bone_39" 4.511566 3.987968 -1.417667 0 0 0 0 0 0 0 0 0
  123. $definebone "creature/jaina3/jaina3_bone_55" "creature/jaina3/jaina3_bone_39" 3.913254 3.800575 -2.066761 0 0 0.000057 0 0 0 0 0 0
  124. $definebone "creature/jaina3/jaina3_bone_56" "creature/jaina3/jaina3_bone_39" 4.377464 2.696465 -1.181646 0 0 0 0 0 0 0 0 0
  125. $definebone "creature/jaina3/jaina3_bone_57" "creature/jaina3/jaina3_bone_39" 4.254755 0.597137 0.803837 0 0 0 0 0 0 0 0 0
  126. $definebone "creature/jaina3/jaina3_bone_58" "creature/jaina3/jaina3_bone_39" 4.456691 0.650162 0.585393 0 0 0 0 0 0 0 0 0
  127. $definebone "creature/jaina3/jaina3_bone_59" "creature/jaina3/jaina3_bone_39" 4.676921 0.740891 0.254013 0 0 0 0 0 0 0 0 0
  128. $definebone "creature/jaina3/jaina3_bone_60" "creature/jaina3/jaina3_bone_39" 4.398802 2.798683 -1.179448 0 0 0 0 0 0 0 0 0
  129. $definebone "creature/jaina3/jaina3_bone_61" "creature/jaina3/jaina3_bone_39" 4.428316 1.476097 1.171969 0 0 0 0 0 0 0 0 0
  130. $definebone "creature/jaina3/jaina3_bone_62" "creature/jaina3/jaina3_bone_39" 3.997681 0.922867 0 0 0 0 0 0 0 0 0 0
  131. $definebone "creature/jaina3/jaina3_bone_63" "creature/jaina3/jaina3_bone_39" 3.651317 1.860573 1.981438 0 0 0 0 0 0 0 0 0
  132. $definebone "creature/jaina3/jaina3_bone_64" "creature/jaina3/jaina3_bone_39" 5.296243 1.836617 0 0 0 0 0 0 0 0 0 0
  133. $definebone "creature/jaina3/jaina3_bone_65" "creature/jaina3/jaina3_bone_39" 3.195473 0.737656 1.892948 0 0 -0.000057 0 0 0 0 0 0
  134. $definebone "creature/jaina3/jaina3_bone_66" "creature/jaina3/jaina3_bone_39" 4.377464 2.696465 1.181647 0 0 0 0 0 0 0 0 0
  135. $definebone "creature/jaina3/jaina3_bone_67" "creature/jaina3/jaina3_bone_39" 4.398802 2.798683 1.179448 0 0 0 0 0 0 0 0 0
  136. $definebone "creature/jaina3/jaina3_bone_68" "creature/jaina3/jaina3_bone_39" 4.985045 1.558487 0.307943 0 0 0 0 0 0 0 0 0
  137. $definebone "creature/jaina3/jaina3_bone_69" "creature/jaina3/jaina3_bone_39" 4.376566 4.730682 1.443386 0 0 0 0 0 0 0 0 0
  138. $definebone "creature/jaina3/jaina3_bone_70" "creature/jaina3/jaina3_bone_39" 4.753942 3.845367 0.68606 0 0 0 0 0 0 0 0 0
  139. $definebone "creature/jaina3/jaina3_bone_71" "creature/jaina3/jaina3_bone_39" 4.511566 3.987968 1.417666 0 0 0 0 0 0 0 0 0
  140. $definebone "creature/jaina3/jaina3_bone_72" "creature/jaina3/jaina3_bone_39" 3.913253 3.800575 2.066761 0 0 0.000057 0 0 0 0 0 0
  141. $definebone "creature/jaina3/jaina3_bone_73" "creature/jaina3/jaina3_bone_39" 4.985046 1.558495 -0.307943 0 0 0 0 0 0 0 0 0
  142. $definebone "creature/jaina3/jaina3_bone_74" "creature/jaina3/jaina3_bone_39" 4.753942 3.845367 -0.68606 0 0 0 0 0 0 0 0 0
  143. $definebone "creature/jaina3/jaina3_bone_75" "creature/jaina3/jaina3_bone_39" 4.676921 0.740891 -0.254013 0 0 0 0 0 0 0 0 0
  144. $definebone "creature/jaina3/jaina3_bone_76" "creature/jaina3/jaina3_bone_39" 4.254754 0.597145 -0.803836 0 0 0 0 0 0 0 0 0
  145. $definebone "creature/jaina3/jaina3_bone_77" "creature/jaina3/jaina3_bone_39" 4.456692 0.650162 -0.585392 0 0 0 0 0 0 0 0 0
  146. $definebone "creature/jaina3/jaina3_bone_78" "creature/jaina3/jaina3_bone_39" 4.552753 2.163284 -0.716308 0 0 0 0 0 0 0 0 0
  147. $definebone "creature/jaina3/jaina3_bone_79" "creature/jaina3/jaina3_bone_39" 4.782337 3.834015 0 0 0 0 0 0 0 0 0 0
  148. $definebone "creature/jaina3/jaina3_bone_96" "creature/jaina3/jaina3_bone_80" 3.54739 -2.180824 0 0 0 0 0 0 0 0 0 0
  149. $definebone "creature/jaina3/jaina3_bone_97" "creature/jaina3/jaina3_bone_80" 3.597349 -1.371346 0.266322 0 0 0 0 0 0 0 0 0
  150. $definebone "creature/jaina3/jaina3_bone_98" "creature/jaina3/jaina3_bone_80" 3.422765 -1.33062 0.572598 0 0 0 0 0 0 0 0 0
  151. $definebone "creature/jaina3/jaina3_bone_99" "creature/jaina3/jaina3_bone_80" 3.243338 -1.249062 0.813102 0 0 0 0 0 0 0 0 0
  152. $definebone "creature/jaina3/jaina3_bone_100" "creature/jaina3/jaina3_bone_80" 3.422764 -1.330612 -0.572599 0 0 0 0 0 0 0 0 0
  153. $definebone "creature/jaina3/jaina3_bone_101" "creature/jaina3/jaina3_bone_80" 3.243338 -1.249062 -0.813103 0 0 0 0 0 0 0 0 0
  154. $definebone "creature/jaina3/jaina3_bone_102" "creature/jaina3/jaina3_bone_80" 3.597349 -1.371346 -0.266322 0 0 0 0 0 0 0 0 0
  155. $definebone "creature/jaina3/jaina3_bone_103" "creature/jaina3/jaina3_bone_80" 3.026682 -1.374786 0 0 0 0 0 0 0 0 0 0
  156. $definebone "creature/jaina3/jaina3_bone_81" "creature/jaina3/jaina3_bone_39" 3.726132 2.993858 1.057576 0 0 0 0 0 0 0 0 0
  157.  
  158.  
  159. $poseparameter "aim_yaw" -44.94648 44.94647 loop 0
  160. $poseparameter "aim_pitch" -30.00002 45.00003 loop 0
  161. $poseparameter "move_y" -1 1 loop 0
  162. $poseparameter "move_x" -1 1 loop 0
  163.  
  164. $weightlist "weights_inchat" {
  165.      "creature/jaina3/jaina3_bone_1" 0
  166.      "creature/jaina3/jaina3_bone_2" 0
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  460.      "creature/jaina3/jaina3_bone_51" 1
  461.      "creature/jaina3/jaina3_bone_52" 1
  462.      "creature/jaina3/jaina3_bone_53" 1
  463.      "creature/jaina3/jaina3_bone_54" 1
  464.      "creature/jaina3/jaina3_bone_55" 1
  465.      "creature/jaina3/jaina3_bone_56" 1
  466.      "creature/jaina3/jaina3_bone_57" 1
  467.      "creature/jaina3/jaina3_bone_58" 1
  468.      "creature/jaina3/jaina3_bone_59" 1
  469.      "creature/jaina3/jaina3_bone_60" 1
  470.      "creature/jaina3/jaina3_bone_61" 1
  471.      "creature/jaina3/jaina3_bone_62" 1
  472.      "creature/jaina3/jaina3_bone_63" 1
  473.      "creature/jaina3/jaina3_bone_64" 1
  474.      "creature/jaina3/jaina3_bone_65" 1
  475.      "creature/jaina3/jaina3_bone_66" 1
  476.      "creature/jaina3/jaina3_bone_67" 1
  477.      "creature/jaina3/jaina3_bone_68" 1
  478.      "creature/jaina3/jaina3_bone_69" 1
  479.      "creature/jaina3/jaina3_bone_70" 1
  480.      "creature/jaina3/jaina3_bone_71" 1
  481.      "creature/jaina3/jaina3_bone_72" 1
  482.      "creature/jaina3/jaina3_bone_73" 1
  483.      "creature/jaina3/jaina3_bone_74" 1
  484.      "creature/jaina3/jaina3_bone_75" 1
  485.      "creature/jaina3/jaina3_bone_76" 1
  486.      "creature/jaina3/jaina3_bone_77" 1
  487.      "creature/jaina3/jaina3_bone_78" 1
  488.      "creature/jaina3/jaina3_bone_79" 1
  489.      "creature/jaina3/jaina3_bone_96" 1
  490.      "creature/jaina3/jaina3_bone_97" 1
  491.      "creature/jaina3/jaina3_bone_98" 1
  492.      "creature/jaina3/jaina3_bone_99" 1
  493.      "creature/jaina3/jaina3_bone_100" 1
  494.      "creature/jaina3/jaina3_bone_101" 1
  495.      "creature/jaina3/jaina3_bone_102" 1
  496.      "creature/jaina3/jaina3_bone_103" 1
  497.      "creature/jaina3/jaina3_bone_81" 1
  498. }
  499.  
  500. $animation "a_attack_automatic" "wowanim_jaina_anims\a_attack_automatic.smd" {
  501.     fps 30
  502.     loop
  503.     weightlist "weights_attack"
  504. }
  505.  
  506. $animation "a_attack_melee" "wowanim_jaina_anims\a_attack_melee.smd" {
  507.     fps 30
  508.     loop
  509.     weightlist "weights_attack_FIST"
  510. }
  511.  
  512. $animation "a_attack_twohand" "wowanim_jaina_anims\a_attack_twohand.smd" {
  513.     fps 30
  514.     loop
  515.     weightlist "weights_attack"
  516. }
  517.  
  518. $animation "a_attack_onehand" "wowanim_jaina_anims\a_attack_onehand.smd" {
  519.     fps 30
  520.     loop
  521.     weightlist "weights_attack"
  522. }
  523.  
  524. $animation "a_idle" "wowanim_jaina_anims\a_idle.smd" {
  525.     fps 30
  526.     loop
  527. }
  528.  
  529. $animation "a_runN" "wowanim_jaina_anims\a_runN.smd" {
  530.     fps 15
  531.     loop
  532. }
  533.  
  534. $animation "a_runS" "wowanim_jaina_anims\a_runS.smd" {
  535.     fps 15
  536.     loop
  537. }
  538.  
  539. $animation "a_idle_crouch" "wowanim_jaina_anims\a_idle_crouch.smd" {
  540.     fps 30
  541.     loop
  542. }
  543.  
  544. $animation "a_crouchN" "wowanim_jaina_anims\a_crouchN.smd" {
  545.     fps 15
  546.     loop
  547. }
  548.  
  549. $animation "a_crouchS" "wowanim_jaina_anims\a_crouchS.smd" {
  550.     fps 15
  551.     loop
  552. }
  553.  
  554. $animation "a_crouchW" "wowanim_jaina_anims\a_crouchW.smd" {
  555.     fps 15
  556.     loop
  557. }
  558.  
  559. $animation "a_crouchE" "wowanim_jaina_anims\a_crouchE.smd" {
  560.     fps 15
  561.     loop
  562. }
  563.  
  564. $animation "a_crouchNW" "wowanim_jaina_anims\a_crouchNW.smd" {
  565.     fps 15
  566.     loop
  567. }
  568.  
  569. $animation "a_crouchNE" "wowanim_jaina_anims\a_crouchNE.smd" {
  570.     fps 15
  571.     loop
  572. }
  573.  
  574. $animation "a_crouchSW" "wowanim_jaina_anims\a_crouchSW.smd" {
  575.     fps 15
  576.     loop
  577. }
  578.  
  579. $animation "a_crouchSE" "wowanim_jaina_anims\a_crouchSE.smd" {
  580.     fps 15
  581.     loop
  582. }
  583.  
  584. $animation "a_idle_noclip" "wowanim_jaina_anims\a_idle_noclip.smd" {
  585.     fps 30
  586.     loop
  587. }
  588.  
  589. $animation "a_noclipW" "wowanim_jaina_anims\a_noclipW.smd" {
  590.     fps 30
  591.     loop
  592. }
  593.  
  594. $animation "a_noclipE" "wowanim_jaina_anims\a_noclipE.smd" {
  595.     fps 30
  596.     loop
  597. }
  598.  
  599. $animation "a_noclipS" "wowanim_jaina_anims\a_noclipS.smd" {
  600.     fps 30
  601.     loop
  602. }
  603.  
  604. $animation "a_noclipN" "wowanim_jaina_anims\a_noclipN.smd" {
  605.     fps 30
  606.     loop
  607. }
  608.  
  609. $animation "a_idle_swim" "wowanim_jaina_anims\a_idle_swim.smd" {
  610.     fps 15
  611.     loop
  612. }
  613.  
  614. $animation "a_swimN" "wowanim_jaina_anims\a_swimN.smd" {
  615.     fps 15
  616.     loop
  617. }
  618.  
  619. $animation "a_swimW" "wowanim_jaina_anims\a_swimW.smd" {
  620.     fps 15
  621.     loop
  622. }
  623.  
  624. $animation "a_swimE" "wowanim_jaina_anims\a_swimE.smd" {
  625.     fps 15
  626.     loop
  627. }
  628.  
  629. $animation "a_swimS" "wowanim_jaina_anims\a_swimS.smd" {
  630.     fps 15
  631.     loop
  632. }
  633.  
  634. $animation "a_jump" "wowanim_jaina_anims\a_jump.smd" {
  635.     fps 15
  636. }
  637.  
  638. $animation "a_inchat" "wowanim_jaina_anims\a_inchat.smd" {
  639.     fps 30
  640.     loop
  641.     weightlist "weights_inchat"
  642. }
  643.  
  644. $animation "a_sit" "wowanim_jaina_anims\a_sit.smd" {
  645.     fps 30
  646.     loop
  647. }
  648.  
  649. $animation "act_agree" "wowanim_jaina_anims\act_agree.smd" {
  650.     fps 30
  651. }
  652.  
  653. $animation "act_becon" "wowanim_jaina_anims\act_becon.smd" {
  654.     fps 30
  655. }
  656.  
  657. $animation "act_bow" "wowanim_jaina_anims\act_bow.smd" {
  658.     fps 30
  659. }
  660.  
  661. $animation "act_disagree" "wowanim_jaina_anims\act_disagree.smd" {
  662.     fps 30
  663. }
  664.  
  665. $animation "act_laugh" "wowanim_jaina_anims\act_laugh.smd" {
  666.     fps 30
  667. }
  668.  
  669. $animation "act_muscle" "wowanim_jaina_anims\act_muscle.smd" {
  670.     fps 30
  671. }
  672.  
  673. $animation "act_pers" "wowanim_jaina_anims\act_pers.smd" {
  674.     fps 30
  675. }
  676.  
  677. $animation "act_wave" "wowanim_jaina_anims\act_wave.smd" {
  678.     fps 30
  679. }
  680.  
  681. $animation "act_death" "wowanim_jaina_anims\act_death.smd" {
  682.     fps 30
  683. }
  684.  
  685. $animation "a_walkN" "wowanim_jaina_anims\a_walkN.smd" {
  686.     fps 15
  687.     loop
  688. }
  689.  
  690. $animation "a_walkS" "wowanim_jaina_anims\a_walkS.smd" {
  691.     fps 15
  692.     loop
  693. }
  694.  
  695. $sequence "run_all_01" {
  696.     "a_runN"
  697.     "a_runN"
  698.     "a_runN"
  699.     "a_runN"
  700.     "a_idle"
  701.     "a_runS"
  702.     "a_runS"
  703.     "a_runS"
  704.     "a_runS"
  705.     activity "ACT_HL2MP_RUN" 1
  706.     blend "move_y" -1 1
  707.     blend "move_x" 1 -1
  708.     fadein 0.2
  709.     fadeout 0.2
  710.     node "running"
  711.     fps 15
  712.     loop
  713. }
  714.  
  715. $sequence "cwalk_all" {
  716.     "a_crouchNW"
  717.     "a_crouchN"
  718.     "a_crouchNE"
  719.     "a_crouchW"
  720.     "a_idle_crouch"
  721.     "a_crouchE"
  722.     "a_crouchSW"
  723.     "a_crouchS"
  724.     "a_crouchSE"
  725.     activity "ACT_HL2MP_WALK_CROUCH" 1
  726.     blend "move_y" -1 1
  727.     blend "move_x" 1 -1
  728.     fadein 0.2
  729.     fadeout 0.8
  730.     node "walking"
  731.     fps 15
  732.     loop
  733. }
  734.  
  735. $sequence "noclip" {
  736.     "a_noclipW"
  737.     "a_noclipN"
  738.     "a_noclipE"
  739.     "a_noclipW"
  740.     "a_idle_noclip"
  741.     "a_noclipE"
  742.     "a_noclipW"
  743.     "a_noclipS"
  744.     "a_noclipE"
  745.     activity "ACT_GMOD_NOCLIP_LAYER" 1
  746.     blend "move_y" -1 1
  747.     blend "move_x" 1 -1
  748.     fadein 0.2
  749.     fadeout 0.2
  750.     fps 30
  751.     loop
  752. }
  753.  
  754. $sequence "swim_all" {
  755.     "a_swimN"
  756.     "a_swimN"
  757.     "a_swimN"
  758.     "a_swimW"
  759.     "a_idle_swim"
  760.     "a_swimE"
  761.     "a_swimS"
  762.     "a_swimS"
  763.     "a_swimS"
  764.     activity "ACT_HL2MP_SWIM" 1
  765.     blend "move_y" -1 1
  766.     blend "move_x" 1 -1
  767.     fadein 0.2
  768.     fadeout 0.2
  769.     node "swimming"
  770.     fps 15
  771.     loop
  772. }
  773.  
  774. $sequence "walk_all" {
  775.     "a_walkN"
  776.     "a_walkN"
  777.     "a_walkN"
  778.     "a_walkN"
  779.     "a_idle"
  780.     "a_walkS"
  781.     "a_walkS"
  782.     "a_walkS"
  783.     "a_walkS"
  784.     activity "ACT_HL2MP_WALK" 1
  785.     blend "move_y" -1 1
  786.     blend "move_x" 1 -1
  787.     fadein 0.2
  788.     fadeout 0.2
  789.     node "walking"
  790.     fps 15
  791.     loop
  792. }
  793.  
  794. $sequence "menu_walk" {
  795.     "a_walkN"
  796.     fadein 0.2
  797.     fadeout 0.2
  798.     fps 15
  799.     loop
  800. }
  801.  
  802. $sequence "jump" {
  803.     "a_jump"
  804.     activity "ACT_HL2MP_JUMP" 1
  805.     fadein 0.2
  806.     fadeout 2
  807.     fps 15
  808. }
  809.  
  810. $sequence "inchat" {
  811.     "a_inchat"
  812.     activity "ACT_GMOD_IN_CHAT" 1
  813.     fadein 0.2
  814.     fadeout 0.2
  815.     fps 30
  816.     loop
  817.     weightlist "weights_inchat"
  818. }
  819.  
  820. $sequence "sit" {
  821.     "a_sit"
  822.     activity "ACT_HL2MP_SIT" 1
  823.     fadein 0.2
  824.     fadeout 0.2
  825.     fps 30
  826.     loop
  827. }
  828.  
  829. $sequence "drive_jeep" {
  830.     "wowanim_jaina_anims\drive_jeep.smd"
  831.     activity "ACT_DRIVE_JEEP" 1
  832.     fadein 0.2
  833.     fadeout 0.2
  834.     fps 30
  835.     loop
  836. }
  837.  
  838. $sequence "drive_airboat" {
  839.     "wowanim_jaina_anims\drive_airboat.smd"
  840.     activity "ACT_DRIVE_AIRBOAT" 1
  841.     fadein 0.2
  842.     fadeout 0.2
  843.     fps 30
  844.     loop
  845. }
  846.  
  847. $sequence "sit_rollercoaster" {
  848.     "a_sit"
  849.     activity "ACT_GMOD_SIT_ROLLERCOASTER" 1
  850.     fadein 0.2
  851.     fadeout 0.2
  852.     fps 30
  853.     loop
  854. }
  855.  
  856. $sequence "taunt_agree" {
  857.     "wowanim_jaina_anims\taunt_agree.smd"
  858.     activity "ACT_GMOD_GESTURE_AGREE" 1
  859.     fadein 0.2
  860.     fadeout 0.2
  861.     fps 30
  862. }
  863.  
  864. $sequence "taunt_becon" {
  865.     "wowanim_jaina_anims\taunt_becon.smd"
  866.     activity "ACT_GMOD_GESTURE_BECON" 1
  867.     fadein 0.2
  868.     fadeout 0.2
  869.     fps 30
  870. }
  871.  
  872. $sequence "taunt_bow" {
  873.     "wowanim_jaina_anims\taunt_bow.smd"
  874.     activity "ACT_GMOD_GESTURE_BOW" 1
  875.     fadein 0.2
  876.     fadeout 0.2
  877.     fps 30
  878. }
  879.  
  880. $sequence "taunt_disagree" {
  881.     "wowanim_jaina_anims\taunt_disagree.smd"
  882.     activity "ACT_GMOD_GESTURE_DISAGREE" 1
  883.     fadein 0.2
  884.     fadeout 0.2
  885.     fps 30
  886. }
  887.  
  888. $sequence "taunt_laugh" {
  889.     "wowanim_jaina_anims\taunt_laugh.smd"
  890.     activity "ACT_GMOD_TAUNT_LAUGH" 1
  891.     fadein 0.2
  892.     fadeout 0.2
  893.     fps 30
  894. }
  895.  
  896. $sequence "taunt_muscle" {
  897.     "wowanim_jaina_anims\taunt_muscle.smd"
  898.     activity "ACT_GMOD_TAUNT_MUSCLE" 1
  899.     fadein 0.2
  900.     fadeout 0.2
  901.     fps 30
  902. }
  903.  
  904. $sequence "taunt_pers" {
  905.     "wowanim_jaina_anims\taunt_pers.smd"
  906.     activity "ACT_GMOD_TAUNT_PERSISTENCE" 1
  907.     fadein 0.2
  908.     fadeout 0.2
  909.     fps 30
  910. }
  911.  
  912. $sequence "taunt_wave" {
  913.     "wowanim_jaina_anims\taunt_wave.smd"
  914.     activity "ACT_GMOD_GESTURE_WAVE" 1
  915.     fadein 0.2
  916.     fadeout 0.2
  917.     fps 30
  918. }
  919.  
  920. $sequence "death" {
  921.     "wowanim_jaina_anims\death.smd"
  922.     activity "ACT_DIESIMPLE" 1
  923.     fadein 0.2
  924.     fadeout 0.2
  925.     fps 30
  926. }
  927.  
  928. $sequence "attack" {
  929.     "a_attack_twohand"
  930.     activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_IDLE" 1
  931.     fadein 0
  932.     fadeout 0.2
  933.     fps 30
  934.     loop
  935.     weightlist "weights_attack"
  936. }
  937.  
  938. $sequence "attack_all_01" {
  939.     "a_attack_twohand"
  940.     fadein 0
  941.     fadeout 0.2
  942.     fps 30
  943.     loop
  944.     weightlist "weights_attack"
  945. }
  946.  
  947. $sequence "attack_AR2" {
  948.     "a_attack_automatic"
  949.     activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2" 1
  950.     fadein 0
  951.     fadeout 0.2
  952.     fps 30
  953.     loop
  954.     weightlist "weights_attack"
  955. }
  956.  
  957. $sequence "attack_DUEL" {
  958.     "a_attack_twohand"
  959.     activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_DUEL" 1
  960.     fadein 0
  961.     fadeout 0.2
  962.     fps 30
  963.     loop
  964.     weightlist "weights_attack"
  965. }
  966.  
  967. $sequence "attack_FIST" {
  968.     "a_attack_melee"
  969.     activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_FIST" 1
  970.     fadein 0
  971.     fadeout 0
  972.     fps 30
  973.     loop
  974.     weightlist "weights_attack_FIST"
  975. }
  976.  
  977. $sequence "attack_GRENADE" {
  978.     "a_attack_melee"
  979.     activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE" 1
  980.     fadein 0
  981.     fadeout 0
  982.     fps 30
  983.     loop
  984.     weightlist "weights_attack_FIST"
  985. }
  986.  
  987. $sequence "attack_KNIFE" {
  988.     "a_attack_melee"
  989.     activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_KNIFE" 1
  990.     fadein 0
  991.     fadeout 0
  992.     fps 30
  993.     loop
  994.     weightlist "weights_attack_FIST"
  995. }
  996.  
  997. $sequence "attack_MELEE" {
  998.     "a_attack_melee"
  999.     activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE" 1
  1000.     fadein 0
  1001.     fadeout 0
  1002.     fps 30
  1003.     loop
  1004.     weightlist "weights_attack_FIST"
  1005. }
  1006.  
  1007. $sequence "attack_MELEE2" {
  1008.     "a_attack_melee"
  1009.     activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE2" 1
  1010.     fadein 0
  1011.     fadeout 0
  1012.     fps 30
  1013.     loop
  1014.     weightlist "weights_attack_FIST"
  1015. }
  1016.  
  1017. $sequence "attack_PASSIVE" {
  1018.     "a_attack_melee"
  1019.     activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_PASSIVE" 1
  1020.     fadein 0
  1021.     fadeout 0
  1022.     fps 30
  1023.     loop
  1024.     weightlist "weights_attack_FIST"
  1025. }
  1026.  
  1027. $sequence "attack_PISTOL" {
  1028.     "a_attack_onehand"
  1029.     activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL" 1
  1030.     fadein 0
  1031.     fadeout 0.2
  1032.     fps 30
  1033.     loop
  1034.     weightlist "weights_attack"
  1035. }
  1036.  
  1037. $sequence "attack_PHYSGUN" {
  1038.     "a_attack_automatic"
  1039.     activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN" 1
  1040.     fadein 0
  1041.     fadeout 0.2
  1042.     fps 30
  1043.     loop
  1044.     weightlist "weights_attack"
  1045. }
  1046.  
  1047. $sequence "attack_REVOLVER" {
  1048.     "a_attack_onehand"
  1049.     activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER" 1
  1050.     fadein 0
  1051.     fadeout 0.2
  1052.     fps 30
  1053.     loop
  1054.     weightlist "weights_attack"
  1055. }
  1056.  
  1057. $sequence "attack_RPG" {
  1058.     "a_attack_twohand"
  1059.     activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG" 1
  1060.     fadein 0
  1061.     fadeout 0.2
  1062.     fps 30
  1063.     loop
  1064.     weightlist "weights_attack"
  1065. }
  1066.  
  1067. $sequence "attack_SHOTGUN" {
  1068.     "a_attack_twohand"
  1069.     activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN" 1
  1070.     fadein 0
  1071.     fadeout 0.2
  1072.     fps 30
  1073.     loop
  1074.     weightlist "weights_attack"
  1075. }
  1076.  
  1077. $sequence "attack_SLAM" {
  1078.     "a_attack_melee"
  1079.     activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM" 1
  1080.     fadein 0
  1081.     fadeout 0
  1082.     fps 30
  1083.     loop
  1084.     weightlist "weights_attack_FIST"
  1085. }
  1086.  
  1087. $sequence "attack_SMG1" {
  1088.     "a_attack_automatic"
  1089.     activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1" 1
  1090.     fadein 0
  1091.     fadeout 0.2
  1092.     fps 30
  1093.     loop
  1094.     weightlist "weights_attack"
  1095. }
  1096.  
  1097. $sequence "attack_CAMERA" {
  1098.     "a_attack_twohand"
  1099.     activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_CAMERA" 1
  1100.     fadein 0
  1101.     fadeout 0.2
  1102.     fps 30
  1103.     loop
  1104.     weightlist "weights_attack"
  1105. }
  1106.  
  1107. $sequence "attack_CROSSBOW" {
  1108.     "a_attack_twohand"
  1109.     activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW" 1
  1110.     fadein 0
  1111.     fadeout 0.2
  1112.     fps 30
  1113.     loop
  1114.     weightlist "weights_attack"
  1115. }
  1116.  
  1117. $sequence "attack_MAGIC" {
  1118.     "a_attack_onehand"
  1119.     activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_MAGIC" 1
  1120.     fadein 0
  1121.     fadeout 0.2
  1122.     fps 30
  1123.     loop
  1124.     weightlist "weights_attack"
  1125. }
  1126.  
  1127. $sequence "attack_SUITCASE" {
  1128.     "a_attack_melee"
  1129.     activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_SUITCASE" 1
  1130.     fadein 0
  1131.     fadeout 0
  1132.     fps 30
  1133.     loop
  1134.     weightlist "weights_attack_FIST"
  1135. }
  1136.  
  1137. $sequence "walk_AR2" {
  1138.     "a_walkN"
  1139.     activity "ACT_HL2MP_WALK_AR2" 1
  1140.     fadein 0.2
  1141.     fadeout 0.2
  1142.     addlayer "walk_all"
  1143.     fps 15
  1144.     loop
  1145. }
  1146.  
  1147. $sequence "walk_CAMERA" {
  1148.     "a_walkN"
  1149.     activity "ACT_HL2MP_WALK_CAMERA" 1
  1150.     fadein 0.2
  1151.     fadeout 0.2
  1152.     addlayer "walk_all"
  1153.     fps 15
  1154.     loop
  1155. }
  1156.  
  1157. $sequence "walk_CROSSBOW" {
  1158.     "a_walkN"
  1159.     activity "ACT_HL2MP_WALK_CROSSBOW" 1
  1160.     fadein 0.2
  1161.     fadeout 0.2
  1162.     addlayer "walk_all"
  1163.     fps 15
  1164.     loop
  1165. }
  1166.  
  1167. $sequence "walk_DUEL" {
  1168.     "a_walkN"
  1169.     activity "ACT_HL2MP_WALK_DUEL" 1
  1170.     fadein 0.2
  1171.     fadeout 0.2
  1172.     addlayer "walk_all"
  1173.     fps 15
  1174.     loop
  1175. }
  1176.  
  1177. $sequence "walk_FIST" {
  1178.     "a_walkN"
  1179.     activity "ACT_HL2MP_WALK_FIST" 1
  1180.     fadein 0.2
  1181.     fadeout 0.2
  1182.     addlayer "walk_all"
  1183.     fps 15
  1184.     loop
  1185. }
  1186.  
  1187. $sequence "walk_GRENADE" {
  1188.     "a_walkN"
  1189.     activity "ACT_HL2MP_WALK_GRENADE" 1
  1190.     fadein 0.2
  1191.     fadeout 0.2
  1192.     addlayer "walk_all"
  1193.     fps 15
  1194.     loop
  1195. }
  1196.  
  1197. $sequence "walk_KNIFE" {
  1198.     "a_walkN"
  1199.     activity "ACT_HL2MP_WALK_KNIFE" 1
  1200.     fadein 0.2
  1201.     fadeout 0.2
  1202.     addlayer "walk_all"
  1203.     fps 15
  1204.     loop
  1205. }
  1206.  
  1207. $sequence "walk_MELEE" {
  1208.     "a_walkN"
  1209.     activity "ACT_HL2MP_WALK_MELEE" 1
  1210.     fadein 0.2
  1211.     fadeout 0.2
  1212.     addlayer "walk_all"
  1213.     fps 15
  1214.     loop
  1215. }
  1216.  
  1217. $sequence "walk_MELEE2" {
  1218.     "a_walkN"
  1219.     activity "ACT_HL2MP_WALK_MELEE2" 1
  1220.     fadein 0.2
  1221.     fadeout 0.2
  1222.     addlayer "walk_all"
  1223.     fps 15
  1224.     loop
  1225. }
  1226.  
  1227. $sequence "walk_PASSIVE_N" {
  1228.     "a_walkN"
  1229.     activity "ACT_HL2MP_WALK_PASSIVE" 1
  1230.     fadein 0.2
  1231.     fadeout 0.2
  1232.     addlayer "walk_all"
  1233.     fps 15
  1234.     loop
  1235. }
  1236.  
  1237. $sequence "walk_PASSIVE_S" {
  1238.     "a_walkS"
  1239.     activity "ACT_HL2MP_WALK_PASSIVE" 1
  1240.     fadein 0.2
  1241.     fadeout 0.2
  1242.     addlayer "walk_all"
  1243.     fps 15
  1244.     loop
  1245. }
  1246.  
  1247. $sequence "walk_PASSIVE_W" {
  1248.     "a_walkS"
  1249.     activity "ACT_HL2MP_WALK_PASSIVE" 1
  1250.     fadein 0.2
  1251.     fadeout 0.2
  1252.     addlayer "walk_all"
  1253.     fps 15
  1254.     loop
  1255. }
  1256.  
  1257. $sequence "walk_PASSIVE_E" {
  1258.     "a_walkN"
  1259.     activity "ACT_HL2MP_WALK_PASSIVE" 1
  1260.     fadein 0.2
  1261.     fadeout 0.2
  1262.     addlayer "walk_all"
  1263.     fps 15
  1264.     loop
  1265. }
  1266.  
  1267. $sequence "walk_PISTOL" {
  1268.     "a_walkN"
  1269.     activity "ACT_HL2MP_WALK_PISTOL" 1
  1270.     fadein 0.2
  1271.     fadeout 0.2
  1272.     addlayer "walk_all"
  1273.     fps 15
  1274.     loop
  1275. }
  1276.  
  1277. $sequence "walk_PHYSGUN" {
  1278.     "a_walkN"
  1279.     activity "ACT_HL2MP_WALK_PHYSGUN" 1
  1280.     fadein 0.2
  1281.     fadeout 0.2
  1282.     addlayer "walk_all"
  1283.     fps 15
  1284.     loop
  1285. }
  1286.  
  1287. $sequence "walk_REVOLVER" {
  1288.     "a_walkN"
  1289.     activity "ACT_HL2MP_WALK_REVOLVER" 1
  1290.     fadein 0.2
  1291.     fadeout 0.2
  1292.     addlayer "walk_all"
  1293.     fps 15
  1294.     loop
  1295. }
  1296.  
  1297. $sequence "walk_RPG" {
  1298.     "a_walkN"
  1299.     activity "ACT_HL2MP_WALK_RPG" 1
  1300.     fadein 0.2
  1301.     fadeout 0.2
  1302.     addlayer "walk_all"
  1303.     fps 15
  1304.     loop
  1305. }
  1306.  
  1307. $sequence "walk_SHOTGUN" {
  1308.     "a_walkN"
  1309.     activity "ACT_HL2MP_WALK_SHOTGUN" 1
  1310.     fadein 0.2
  1311.     fadeout 0.2
  1312.     addlayer "walk_all"
  1313.     fps 15
  1314.     loop
  1315. }
  1316.  
  1317. $sequence "walk_SLAM" {
  1318.     "a_walkN"
  1319.     activity "ACT_HL2MP_WALK_SLAM" 1
  1320.     fadein 0.2
  1321.     fadeout 0.2
  1322.     addlayer "walk_all"
  1323.     fps 15
  1324.     loop
  1325. }
  1326.  
  1327. $sequence "walk_SMG1" {
  1328.     "a_walkN"
  1329.     activity "ACT_HL2MP_WALK_SMG1" 1
  1330.     fadein 0.2
  1331.     fadeout 0.2
  1332.     addlayer "walk_all"
  1333.     fps 15
  1334.     loop
  1335. }
  1336.  
  1337. $sequence "walk_MAGIC" {
  1338.     "a_walkN"
  1339.     activity "ACT_HL2MP_WALK_MAGIC" 1
  1340.     fadein 0.2
  1341.     fadeout 0.2
  1342.     addlayer "walk_all"
  1343.     fps 15
  1344.     loop
  1345. }
  1346.  
  1347. $sequence "walk_SUITCASE" {
  1348.     "a_walkN"
  1349.     activity "ACT_HL2MP_WALK_SUITCASE" 1
  1350.     fadein 0.2
  1351.     fadeout 0.2
  1352.     addlayer "walk_all"
  1353.     fps 15
  1354.     loop
  1355. }
  1356.  
  1357. $sequence "sit_ar2" {
  1358.     "a_sit"
  1359.     activity "ACT_HL2MP_SIT_AR2" 1
  1360.     fadein 0.2
  1361.     fadeout 0.2
  1362.     fps 30
  1363.     loop
  1364. }
  1365.  
  1366. $sequence "sit_camera" {
  1367.     "a_sit"
  1368.     activity "ACT_HL2MP_SIT_CAMERA" 1
  1369.     fadein 0.2
  1370.     fadeout 0.2
  1371.     fps 30
  1372.     loop
  1373. }
  1374.  
  1375. $sequence "sit_crossbow" {
  1376.     "a_sit"
  1377.     activity "ACT_HL2MP_SIT_CROSSBOW" 1
  1378.     fadein 0.2
  1379.     fadeout 0.2
  1380.     fps 30
  1381.     loop
  1382. }
  1383.  
  1384. $sequence "sit_duel" {
  1385.     "a_sit"
  1386.     activity "ACT_HL2MP_SIT_DUEL" 1
  1387.     fadein 0.2
  1388.     fadeout 0.2
  1389.     fps 30
  1390.     loop
  1391. }
  1392.  
  1393. $sequence "sit_fist" {
  1394.     "a_sit"
  1395.     activity "ACT_HL2MP_SIT_FIST" 1
  1396.     fadein 0.2
  1397.     fadeout 0.2
  1398.     fps 30
  1399.     loop
  1400. }
  1401.  
  1402. $sequence "sit_grenade" {
  1403.     "a_sit"
  1404.     activity "ACT_HL2MP_SIT_GRENADE" 1
  1405.     fadein 0.2
  1406.     fadeout 0.2
  1407.     fps 30
  1408.     loop
  1409. }
  1410.  
  1411. $sequence "sit_knife" {
  1412.     "a_sit"
  1413.     activity "ACT_HL2MP_SIT_KNIFE" 1
  1414.     fadein 0.2
  1415.     fadeout 0.2
  1416.     fps 30
  1417.     loop
  1418. }
  1419.  
  1420. $sequence "sit_melee" {
  1421.     "a_sit"
  1422.     activity "ACT_HL2MP_SIT_MELEE" 1
  1423.     fadein 0.2
  1424.     fadeout 0.2
  1425.     fps 30
  1426.     loop
  1427. }
  1428.  
  1429. $sequence "sit_melee2" {
  1430.     "a_sit"
  1431.     activity "ACT_HL2MP_SIT_MELEE2" 1
  1432.     fadein 0.2
  1433.     fadeout 0.2
  1434.     fps 30
  1435.     loop
  1436. }
  1437.  
  1438. $sequence "sit_passive" {
  1439.     "a_sit"
  1440.     activity "ACT_HL2MP_SIT_PASSIVE" 1
  1441.     fadein 0.2
  1442.     fadeout 0.2
  1443.     fps 30
  1444.     loop
  1445. }
  1446.  
  1447. $sequence "sit_pistol" {
  1448.     "a_sit"
  1449.     activity "ACT_HL2MP_SIT_PISTOL" 1
  1450.     fadein 0.2
  1451.     fadeout 0.2
  1452.     fps 30
  1453.     loop
  1454. }
  1455.  
  1456. $sequence "sit_physgun" {
  1457.     "a_sit"
  1458.     activity "ACT_HL2MP_SIT_PHYSGUN" 1
  1459.     fadein 0.2
  1460.     fadeout 0.2
  1461.     fps 30
  1462.     loop
  1463. }
  1464.  
  1465. $sequence "sit_revolver" {
  1466.     "a_sit"
  1467.     activity "ACT_HL2MP_SIT_REVOLVER" 1
  1468.     fadein 0.2
  1469.     fadeout 0.2
  1470.     fps 30
  1471.     loop
  1472. }
  1473.  
  1474. $sequence "sit_rpg" {
  1475.     "a_sit"
  1476.     activity "ACT_HL2MP_SIT_RPG" 1
  1477.     fadein 0.2
  1478.     fadeout 0.2
  1479.     fps 30
  1480.     loop
  1481. }
  1482.  
  1483. $sequence "sit_shotgun" {
  1484.     "a_sit"
  1485.     activity "ACT_HL2MP_SIT_SHOTGUN" 1
  1486.     fadein 0.2
  1487.     fadeout 0.2
  1488.     fps 30
  1489.     loop
  1490. }
  1491.  
  1492. $sequence "sit_slam" {
  1493.     "a_sit"
  1494.     activity "ACT_HL2MP_SIT_SLAM" 1
  1495.     fadein 0.2
  1496.     fadeout 0.2
  1497.     fps 30
  1498.     loop
  1499. }
  1500.  
  1501. $sequence "sit_smg1" {
  1502.     "a_sit"
  1503.     activity "ACT_HL2MP_SIT_SMG1" 1
  1504.     fadein 0.2
  1505.     fadeout 0.2
  1506.     fps 30
  1507.     loop
  1508. }
  1509.  
  1510. $sequence "sit_magic" {
  1511.     "a_sit"
  1512.     activity "ACT_HL2MP_SIT_MAGIC" 1
  1513.     fadein 0.2
  1514.     fadeout 0.2
  1515.     fps 30
  1516.     loop
  1517. }
  1518.  
  1519. $sequence "sit_suitcase" {
  1520.     "a_sit"
  1521.     activity "ACT_HL2MP_SIT_SUITCASE" 1
  1522.     fadein 0.2
  1523.     fadeout 0.2
  1524.     fps 30
  1525.     loop
  1526. }
  1527.  
  1528. $sequence "idle" {
  1529.     "a_idle"
  1530.     activity "ACT_HL2MP_IDLE" 1
  1531.     fadein 0
  1532.     fadeout 0.2
  1533.     fps 30
  1534.     loop
  1535. }
  1536.  
  1537. $sequence "idle_all_01" {
  1538.     "a_idle"
  1539.     fadein 0
  1540.     fadeout 0.2
  1541.     fps 30
  1542.     loop
  1543. }
  1544.  
  1545. $sequence "idle_AR2" {
  1546.     "a_idle"
  1547.     activity "ACT_HL2MP_IDLE_AR2" 1
  1548.     fadein 0
  1549.     fadeout 0.2
  1550.     fps 30
  1551.     loop
  1552. }
  1553.  
  1554. $sequence "idle_DUEL" {
  1555.     "a_idle"
  1556.     activity "ACT_HL2MP_IDLE_DUEL" 1
  1557.     fadein 0
  1558.     fadeout 0.2
  1559.     fps 30
  1560.     loop
  1561. }
  1562.  
  1563. $sequence "idle_FIST" {
  1564.     "a_idle"
  1565.     activity "ACT_HL2MP_IDLE_FIST" 1
  1566.     fadein 0
  1567.     fadeout 0.2
  1568.     fps 30
  1569.     loop
  1570. }
  1571.  
  1572. $sequence "idle_GRENADE" {
  1573.     "a_idle"
  1574.     activity "ACT_HL2MP_IDLE_GRENADE" 1
  1575.     fadein 0
  1576.     fadeout 0.2
  1577.     fps 30
  1578.     loop
  1579. }
  1580.  
  1581. $sequence "idle_KNIFE" {
  1582.     "a_idle"
  1583.     activity "ACT_HL2MP_IDLE_KNIFE" 1
  1584.     fadein 0
  1585.     fadeout 0.2
  1586.     fps 30
  1587.     loop
  1588. }
  1589.  
  1590. $sequence "idle_MELEE" {
  1591.     "a_idle"
  1592.     activity "ACT_HL2MP_IDLE_MELEE" 1
  1593.     fadein 0
  1594.     fadeout 0.2
  1595.     fps 30
  1596.     loop
  1597. }
  1598.  
  1599. $sequence "idle_MELEE2" {
  1600.     "a_idle"
  1601.     activity "ACT_HL2MP_IDLE_MELEE2" 1
  1602.     fadein 0
  1603.     fadeout 0.2
  1604.     fps 30
  1605.     loop
  1606. }
  1607.  
  1608. $sequence "idle_PASSIVE" {
  1609.     "a_idle"
  1610.     activity "ACT_HL2MP_IDLE_PASSIVE" 1
  1611.     fadein 0
  1612.     fadeout 0.2
  1613.     fps 30
  1614.     loop
  1615. }
  1616.  
  1617. $sequence "idle_PISTOL" {
  1618.     "a_idle"
  1619.     activity "ACT_HL2MP_IDLE_PISTOL" 1
  1620.     fadein 0
  1621.     fadeout 0.2
  1622.     fps 30
  1623.     loop
  1624. }
  1625.  
  1626. $sequence "idle_PHYSGUN" {
  1627.     "a_idle"
  1628.     activity "ACT_HL2MP_IDLE_PHYSGUN" 1
  1629.     fadein 0
  1630.     fadeout 0.2
  1631.     fps 30
  1632.     loop
  1633. }
  1634.  
  1635. $sequence "idle_REVOLVER" {
  1636.     "a_idle"
  1637.     activity "ACT_HL2MP_IDLE_REVOLVER" 1
  1638.     fadein 0
  1639.     fadeout 0.2
  1640.     fps 30
  1641.     loop
  1642. }
  1643.  
  1644. $sequence "idle_RPG" {
  1645.     "a_idle"
  1646.     activity "ACT_HL2MP_IDLE_RPG" 1
  1647.     fadein 0
  1648.     fadeout 0.2
  1649.     fps 30
  1650.     loop
  1651. }
  1652.  
  1653. $sequence "idle_SHOTGUN" {
  1654.     "a_idle"
  1655.     activity "ACT_HL2MP_IDLE_SHOTGUN" 1
  1656.     fadein 0
  1657.     fadeout 0.2
  1658.     fps 30
  1659.     loop
  1660. }
  1661.  
  1662. $sequence "idle_SLAM" {
  1663.     "a_idle"
  1664.     activity "ACT_HL2MP_IDLE_SLAM" 1
  1665.     fadein 0
  1666.     fadeout 0.2
  1667.     fps 30
  1668.     loop
  1669. }
  1670.  
  1671. $sequence "idle_SMG1" {
  1672.     "a_idle"
  1673.     activity "ACT_HL2MP_IDLE_SMG1" 1
  1674.     fadein 0
  1675.     fadeout 0.2
  1676.     fps 30
  1677.     loop
  1678. }
  1679.  
  1680. $sequence "idle_CAMERA" {
  1681.     "a_idle"
  1682.     activity "ACT_HL2MP_IDLE_CAMERA" 1
  1683.     fadein 0
  1684.     fadeout 0.2
  1685.     fps 30
  1686.     loop
  1687. }
  1688.  
  1689. $sequence "idle_CROSSBOW" {
  1690.     "a_idle"
  1691.     activity "ACT_HL2MP_IDLE_CROSSBOW" 1
  1692.     fadein 0
  1693.     fadeout 0.2
  1694.     fps 30
  1695.     loop
  1696. }
  1697.  
  1698. $sequence "idle_MAGIC" {
  1699.     "a_idle"
  1700.     activity "ACT_HL2MP_IDLE_MAGIC" 1
  1701.     fadein 0
  1702.     fadeout 0.2
  1703.     fps 30
  1704.     loop
  1705. }
  1706.  
  1707. $sequence "idle_SUITCASE" {
  1708.     "a_idle"
  1709.     activity "ACT_HL2MP_IDLE_SUITCASE" 1
  1710.     fadein 0
  1711.     fadeout 0.2
  1712.     fps 30
  1713.     loop
  1714. }
  1715.  
  1716. $sequence "run_AR2" {
  1717.     "a_runN"
  1718.     activity "ACT_HL2MP_RUN_AR2" 1
  1719.     fadein 2
  1720.     fadeout 0
  1721.     addlayer "run_all_01"
  1722.     fps 15
  1723.     loop
  1724. }
  1725.  
  1726. $sequence "run_CAMERA" {
  1727.     "a_runN"
  1728.     activity "ACT_HL2MP_RUN_CAMERA" 1
  1729.     fadein 2
  1730.     fadeout 0
  1731.     addlayer "run_all_01"
  1732.     fps 15
  1733.     loop
  1734. }
  1735.  
  1736. $sequence "run_CROSSBOW" {
  1737.     "a_runN"
  1738.     activity "ACT_HL2MP_RUN_CROSSBOW" 1
  1739.     fadein 2
  1740.     fadeout 0
  1741.     addlayer "run_all_01"
  1742.     fps 15
  1743.     loop
  1744. }
  1745.  
  1746. $sequence "run_DUEL" {
  1747.     "a_runN"
  1748.     activity "ACT_HL2MP_RUN_DUEL" 1
  1749.     fadein 2
  1750.     fadeout 0
  1751.     addlayer "run_all_01"
  1752.     fps 15
  1753.     loop
  1754. }
  1755.  
  1756. $sequence "run_FIST" {
  1757.     "a_runN"
  1758.     activity "ACT_HL2MP_RUN_FIST" 1
  1759.     fadein 2
  1760.     fadeout 0
  1761.     addlayer "run_all_01"
  1762.     fps 15
  1763.     loop
  1764. }
  1765.  
  1766. $sequence "run_GRENADE" {
  1767.     "a_runN"
  1768.     activity "ACT_HL2MP_RUN_GRENADE" 1
  1769.     fadein 2
  1770.     fadeout 0
  1771.     addlayer "run_all_01"
  1772.     fps 15
  1773.     loop
  1774. }
  1775.  
  1776. $sequence "run_KNIFE" {
  1777.     "a_runN"
  1778.     activity "ACT_HL2MP_RUN_KNIFE" 1
  1779.     fadein 2
  1780.     fadeout 0
  1781.     addlayer "run_all_01"
  1782.     fps 15
  1783.     loop
  1784. }
  1785.  
  1786. $sequence "run_MELEE" {
  1787.     "a_runN"
  1788.     activity "ACT_HL2MP_RUN_MELEE" 1
  1789.     fadein 2
  1790.     fadeout 0
  1791.     addlayer "run_all_01"
  1792.     fps 15
  1793.     loop
  1794. }
  1795.  
  1796. $sequence "run_MELEE2" {
  1797.     "a_runN"
  1798.     activity "ACT_HL2MP_RUN_MELEE2" 1
  1799.     fadein 2
  1800.     fadeout 0
  1801.     addlayer "run_all_01"
  1802.     fps 15
  1803.     loop
  1804. }
  1805.  
  1806. $sequence "run_PASSIVE_FORWARD" {
  1807.     "a_runN"
  1808.     activity "ACT_HL2MP_RUN_PASSIVE" 1
  1809.     fadein 2
  1810.     fadeout 0
  1811.     addlayer "run_all_01"
  1812.     fps 15
  1813.     loop
  1814. }
  1815.  
  1816. $sequence "run_PASSIVE_BACK" {
  1817.     "a_runS"
  1818.     activity "ACT_HL2MP_RUN_PASSIVE" 1
  1819.     fadein 2
  1820.     fadeout 0
  1821.     addlayer "run_all_01"
  1822.     fps 15
  1823.     loop
  1824. }
  1825.  
  1826. $sequence "run_PISTOL" {
  1827.     "a_runN"
  1828.     activity "ACT_HL2MP_RUN_PISTOL" 1
  1829.     fadein 2
  1830.     fadeout 0
  1831.     addlayer "run_all_01"
  1832.     fps 15
  1833.     loop
  1834. }
  1835.  
  1836. $sequence "run_PHYSGUN" {
  1837.     "a_runN"
  1838.     activity "ACT_HL2MP_RUN_PHYSGUN" 1
  1839.     fadein 2
  1840.     fadeout 0
  1841.     addlayer "run_all_01"
  1842.     fps 15
  1843.     loop
  1844. }
  1845.  
  1846. $sequence "run_REVOLVER" {
  1847.     "a_runN"
  1848.     activity "ACT_HL2MP_RUN_REVOLVER" 1
  1849.     fadein 2
  1850.     fadeout 0
  1851.     addlayer "run_all_01"
  1852.     fps 15
  1853.     loop
  1854. }
  1855.  
  1856. $sequence "run_RPG" {
  1857.     "a_runN"
  1858.     activity "ACT_HL2MP_RUN_RPG" 1
  1859.     fadein 2
  1860.     fadeout 0
  1861.     addlayer "run_all_01"
  1862.     fps 15
  1863.     loop
  1864. }
  1865.  
  1866. $sequence "run_SHOTGUN" {
  1867.     "a_runN"
  1868.     activity "ACT_HL2MP_RUN_SHOTGUN" 1
  1869.     fadein 2
  1870.     fadeout 0
  1871.     addlayer "run_all_01"
  1872.     fps 15
  1873.     loop
  1874. }
  1875.  
  1876. $sequence "run_SLAM" {
  1877.     "a_runN"
  1878.     activity "ACT_HL2MP_RUN_SLAM" 1
  1879.     fadein 2
  1880.     fadeout 0
  1881.     addlayer "run_all_01"
  1882.     fps 15
  1883.     loop
  1884. }
  1885.  
  1886. $sequence "run_SMG1" {
  1887.     "a_runN"
  1888.     activity "ACT_HL2MP_RUN_SMG1" 1
  1889.     fadein 2
  1890.     fadeout 0
  1891.     addlayer "run_all_01"
  1892.     fps 15
  1893.     loop
  1894. }
  1895.  
  1896. $sequence "run_MAGIC" {
  1897.     "a_runN"
  1898.     activity "ACT_HL2MP_RUN_MAGIC" 1
  1899.     fadein 2
  1900.     fadeout 0
  1901.     addlayer "run_all_01"
  1902.     fps 15
  1903.     loop
  1904. }
  1905.  
  1906. $sequence "run_SUITCASE" {
  1907.     "a_runN"
  1908.     activity "ACT_HL2MP_RUN_SUITCASE" 1
  1909.     fadein 2
  1910.     fadeout 0
  1911.     addlayer "run_all_01"
  1912.     fps 15
  1913.     loop
  1914. }
  1915.  
  1916. $sequence "idle_crouch" {
  1917.     "a_idle_crouch"
  1918.     activity "ACT_HL2MP_IDLE_CROUCH" 1
  1919.     fadein 0.2
  1920.     fadeout 0.2
  1921.     fps 30
  1922.     loop
  1923. }
  1924.  
  1925. $sequence "idle_Crouch_AR2" {
  1926.     "a_idle_crouch"
  1927.     activity "ACT_HL2MP_IDLE_CROUCH_AR2" 1
  1928.     fadein 0.2
  1929.     fadeout 0.2
  1930.     fps 30
  1931.     loop
  1932. }
  1933.  
  1934. $sequence "idle_Crouch_CAMERA" {
  1935.     "a_idle_crouch"
  1936.     activity "ACT_HL2MP_IDLE_CROUCH_CAMERA" 1
  1937.     fadein 0.2
  1938.     fadeout 0.2
  1939.     fps 30
  1940.     loop
  1941. }
  1942.  
  1943. $sequence "idle_Crouch_CROSSBOW" {
  1944.     "a_idle_crouch"
  1945.     activity "ACT_HL2MP_IDLE_CROUCH_CROSSBOW" 1
  1946.     fadein 0.2
  1947.     fadeout 0.2
  1948.     fps 30
  1949.     loop
  1950. }
  1951.  
  1952. $sequence "idle_Crouch_DUEL" {
  1953.     "a_idle_crouch"
  1954.     activity "ACT_HL2MP_IDLE_CROUCH_DUEL" 1
  1955.     fadein 0.2
  1956.     fadeout 0.2
  1957.     fps 30
  1958.     loop
  1959. }
  1960.  
  1961. $sequence "idle_Crouch_FIST" {
  1962.     "a_idle_crouch"
  1963.     activity "ACT_HL2MP_IDLE_CROUCH_FIST" 1
  1964.     fadein 0.2
  1965.     fadeout 0.2
  1966.     fps 30
  1967.     loop
  1968. }
  1969.  
  1970. $sequence "idle_Crouch_GRENADE" {
  1971.     "a_idle_crouch"
  1972.     activity "ACT_HL2MP_IDLE_CROUCH_GRENADE" 1
  1973.     fadein 0.2
  1974.     fadeout 0.2
  1975.     fps 30
  1976.     loop
  1977. }
  1978.  
  1979. $sequence "idle_Crouch_KNIFE" {
  1980.     "a_idle_crouch"
  1981.     activity "ACT_HL2MP_IDLE_CROUCH_KNIFE" 1
  1982.     fadein 0.2
  1983.     fadeout 0.2
  1984.     fps 30
  1985.     loop
  1986. }
  1987.  
  1988. $sequence "idle_Crouch_MELEE" {
  1989.     "a_idle_crouch"
  1990.     activity "ACT_HL2MP_IDLE_CROUCH_MELEE" 1
  1991.     fadein 0.2
  1992.     fadeout 0.2
  1993.     fps 30
  1994.     loop
  1995. }
  1996.  
  1997. $sequence "idle_Crouch_MELEE2" {
  1998.     "a_idle_crouch"
  1999.     activity "ACT_HL2MP_IDLE_CROUCH_MELEE2" 1
  2000.     fadein 0.2
  2001.     fadeout 0.2
  2002.     fps 30
  2003.     loop
  2004. }
  2005.  
  2006. $sequence "idle_Crouch_PASSIVE" {
  2007.     "a_idle_crouch"
  2008.     activity "ACT_HL2MP_IDLE_CROUCH_PASSIVE" 1
  2009.     fadein 0.2
  2010.     fadeout 0.2
  2011.     fps 30
  2012.     loop
  2013. }
  2014.  
  2015. $sequence "idle_Crouch_PISTOL" {
  2016.     "a_idle_crouch"
  2017.     activity "ACT_HL2MP_IDLE_CROUCH_PISTOL" 1
  2018.     fadein 0.2
  2019.     fadeout 0.2
  2020.     fps 30
  2021.     loop
  2022. }
  2023.  
  2024. $sequence "idle_Crouch_PHYSGUN" {
  2025.     "a_idle_crouch"
  2026.     activity "ACT_HL2MP_IDLE_CROUCH_PHYSGUN" 1
  2027.     fadein 0.2
  2028.     fadeout 0.2
  2029.     fps 30
  2030.     loop
  2031. }
  2032.  
  2033. $sequence "idle_Crouch_REVOLVER" {
  2034.     "a_idle_crouch"
  2035.     activity "ACT_HL2MP_IDLE_CROUCH_REVOLVER" 1
  2036.     fadein 0.2
  2037.     fadeout 0.2
  2038.     fps 30
  2039.     loop
  2040. }
  2041.  
  2042. $sequence "idle_Crouch_RPG" {
  2043.     "a_idle_crouch"
  2044.     activity "ACT_HL2MP_IDLE_CROUCH_RPG" 1
  2045.     fadein 0.2
  2046.     fadeout 0.2
  2047.     fps 30
  2048.     loop
  2049. }
  2050.  
  2051. $sequence "idle_Crouch_SHOTGUN" {
  2052.     "a_idle_crouch"
  2053.     activity "ACT_HL2MP_IDLE_CROUCH_SHOTGUN" 1
  2054.     fadein 0.2
  2055.     fadeout 0.2
  2056.     fps 30
  2057.     loop
  2058. }
  2059.  
  2060. $sequence "idle_Crouch_SLAM" {
  2061.     "a_idle_crouch"
  2062.     activity "ACT_HL2MP_IDLE_CROUCH_SLAM" 1
  2063.     fadein 0.2
  2064.     fadeout 0.2
  2065.     fps 30
  2066.     loop
  2067. }
  2068.  
  2069. $sequence "idle_Crouch_SMG1" {
  2070.     "a_idle_crouch"
  2071.     activity "ACT_HL2MP_IDLE_CROUCH_SMG1" 1
  2072.     fadein 0.2
  2073.     fadeout 0.2
  2074.     fps 30
  2075.     loop
  2076. }
  2077.  
  2078. $sequence "idle_Crouch_MAGIC" {
  2079.     "a_idle_crouch"
  2080.     activity "ACT_HL2MP_IDLE_CROUCH_MAGIC" 1
  2081.     fadein 0.2
  2082.     fadeout 0.2
  2083.     fps 30
  2084.     loop
  2085. }
  2086.  
  2087. $sequence "idle_Crouch_SUITCASE" {
  2088.     "a_idle_crouch"
  2089.     activity "ACT_HL2MP_IDLE_CROUCH_SUITCASE" 1
  2090.     fadein 0.2
  2091.     fadeout 0.2
  2092.     fps 30
  2093.     loop
  2094. }
  2095.  
  2096. $sequence "crouch_DUEL" {
  2097.     "a_crouchN"
  2098.     activity "ACT_HL2MP_WALK_CROUCH_DUEL" 1
  2099.     fadein 0.2
  2100.     fadeout 0.2
  2101.     addlayer "cwalk_all"
  2102.     fps 15
  2103.     loop
  2104. }
  2105.  
  2106. $sequence "crouch_FIST" {
  2107.     "a_crouchN"
  2108.     activity "ACT_HL2MP_WALK_CROUCH_FIST" 1
  2109.     fadein 0.2
  2110.     fadeout 0.2
  2111.     addlayer "cwalk_all"
  2112.     fps 15
  2113.     loop
  2114. }
  2115.  
  2116. $sequence "crouch_GRENADE" {
  2117.     "a_crouchN"
  2118.     activity "ACT_HL2MP_WALK_CROUCH_GRENADE" 1
  2119.     fadein 0.2
  2120.     fadeout 0.2
  2121.     addlayer "cwalk_all"
  2122.     fps 15
  2123.     loop
  2124. }
  2125.  
  2126. $sequence "crouch_KNIFE" {
  2127.     "a_crouchN"
  2128.     activity "ACT_HL2MP_WALK_CROUCH_KNIFE" 1
  2129.     fadein 0.2
  2130.     fadeout 0.2
  2131.     addlayer "cwalk_all"
  2132.     fps 15
  2133.     loop
  2134. }
  2135.  
  2136. $sequence "crouch_MELEE" {
  2137.     "a_crouchN"
  2138.     activity "ACT_HL2MP_WALK_CROUCH_MELEE" 1
  2139.     fadein 0.2
  2140.     fadeout 0.2
  2141.     addlayer "cwalk_all"
  2142.     fps 15
  2143.     loop
  2144. }
  2145.  
  2146. $sequence "crouch_MELEE2" {
  2147.     "a_crouchN"
  2148.     activity "ACT_HL2MP_WALK_CROUCH_MELEE2" 1
  2149.     fadein 0.2
  2150.     fadeout 0.2
  2151.     addlayer "cwalk_all"
  2152.     fps 15
  2153.     loop
  2154. }
  2155.  
  2156. $sequence "crouch_PASSIVE_N" {
  2157.     "a_crouchN"
  2158.     activity "ACT_HL2MP_WALK_CROUCH_PASSIVE" 1
  2159.     fadein 0.2
  2160.     fadeout 0.2
  2161.     addlayer "cwalk_all"
  2162.     fps 15
  2163.     loop
  2164. }
  2165.  
  2166. $sequence "crouch_PASSIVE_NW" {
  2167.     "a_crouchNW"
  2168.     activity "ACT_HL2MP_WALK_CROUCH_PASSIVE" 1
  2169.     fadein 0.2
  2170.     fadeout 0.2
  2171.     addlayer "cwalk_all"
  2172.     fps 15
  2173.     loop
  2174. }
  2175.  
  2176. $sequence "crouch_PASSIVE_NE" {
  2177.     "a_crouchNE"
  2178.     activity "ACT_HL2MP_WALK_CROUCH_PASSIVE" 1
  2179.     fadein 0.2
  2180.     fadeout 0.2
  2181.     addlayer "cwalk_all"
  2182.     fps 15
  2183.     loop
  2184. }
  2185.  
  2186. $sequence "crouch_PASSIVE_S" {
  2187.     "a_crouchS"
  2188.     activity "ACT_HL2MP_WALK_CROUCH_PASSIVE" 1
  2189.     fadein 0.2
  2190.     fadeout 0.2
  2191.     addlayer "cwalk_all"
  2192.     fps 15
  2193.     loop
  2194. }
  2195.  
  2196. $sequence "crouch_PASSIVE_SW" {
  2197.     "a_crouchSW"
  2198.     activity "ACT_HL2MP_WALK_CROUCH_PASSIVE" 1
  2199.     fadein 0.2
  2200.     fadeout 0.2
  2201.     addlayer "cwalk_all"
  2202.     fps 15
  2203.     loop
  2204. }
  2205.  
  2206. $sequence "crouch_PASSIVE_SE" {
  2207.     "a_crouchSE"
  2208.     activity "ACT_HL2MP_WALK_CROUCH_PASSIVE" 1
  2209.     fadein 0.2
  2210.     fadeout 0.2
  2211.     addlayer "cwalk_all"
  2212.     fps 15
  2213.     loop
  2214. }
  2215.  
  2216. $sequence "crouch_PASSIVE_W" {
  2217.     "a_crouchW"
  2218.     activity "ACT_HL2MP_WALK_CROUCH_PASSIVE" 1
  2219.     fadein 0.2
  2220.     fadeout 0.2
  2221.     addlayer "cwalk_all"
  2222.     fps 15
  2223.     loop
  2224. }
  2225.  
  2226. $sequence "crouch_PASSIVE_E" {
  2227.     "a_crouchE"
  2228.     activity "ACT_HL2MP_WALK_CROUCH_PASSIVE" 1
  2229.     fadein 0.2
  2230.     fadeout 0.2
  2231.     addlayer "cwalk_all"
  2232.     fps 15
  2233.     loop
  2234. }
  2235.  
  2236. $sequence "crouch_PISTOL" {
  2237.     "a_crouchN"
  2238.     activity "ACT_HL2MP_WALK_CROUCH_PISTOL" 1
  2239.     fadein 0.2
  2240.     fadeout 0.2
  2241.     addlayer "cwalk_all"
  2242.     fps 15
  2243.     loop
  2244. }
  2245.  
  2246. $sequence "crouch_PHYSGUN" {
  2247.     "a_crouchN"
  2248.     activity "ACT_HL2MP_WALK_CROUCH_PHYSGUN" 1
  2249.     fadein 0.2
  2250.     fadeout 0.2
  2251.     addlayer "cwalk_all"
  2252.     fps 15
  2253.     loop
  2254. }
  2255.  
  2256. $sequence "crouch_REVOLVER" {
  2257.     "a_crouchN"
  2258.     activity "ACT_HL2MP_WALK_CROUCH_REVOLVER" 1
  2259.     fadein 0.2
  2260.     fadeout 0.2
  2261.     addlayer "cwalk_all"
  2262.     fps 15
  2263.     loop
  2264. }
  2265.  
  2266. $sequence "crouch_SHOTGUN" {
  2267.     "a_crouchN"
  2268.     activity "ACT_HL2MP_WALK_CROUCH_SHOTGUN" 1
  2269.     fadein 0.2
  2270.     fadeout 0.2
  2271.     addlayer "cwalk_all"
  2272.     fps 15
  2273.     loop
  2274. }
  2275.  
  2276. $sequence "crouch_SLAM" {
  2277.     "a_crouchN"
  2278.     activity "ACT_HL2MP_WALK_CROUCH_SLAM" 1
  2279.     fadein 0.2
  2280.     fadeout 0.2
  2281.     addlayer "cwalk_all"
  2282.     fps 15
  2283.     loop
  2284. }
  2285.  
  2286. $sequence "crouch_SMG1" {
  2287.     "a_crouchN"
  2288.     activity "ACT_HL2MP_WALK_CROUCH_SMG1" 1
  2289.     fadein 0.2
  2290.     fadeout 0.2
  2291.     addlayer "cwalk_all"
  2292.     fps 15
  2293.     loop
  2294. }
  2295.  
  2296. $sequence "crouch_RPG" {
  2297.     "a_crouchN"
  2298.     activity "ACT_HL2MP_WALK_CROUCH_RPG" 1
  2299.     fadein 0.2
  2300.     fadeout 0.2
  2301.     addlayer "cwalk_all"
  2302.     fps 15
  2303.     loop
  2304. }
  2305.  
  2306. $sequence "crouch_AR2" {
  2307.     "a_crouchN"
  2308.     activity "ACT_HL2MP_WALK_CROUCH_AR2" 1
  2309.     fadein 0.2
  2310.     fadeout 0.2
  2311.     addlayer "cwalk_all"
  2312.     fps 15
  2313.     loop
  2314. }
  2315.  
  2316. $sequence "crouch_CAMERA" {
  2317.     "a_crouchN"
  2318.     activity "ACT_HL2MP_WALK_CROUCH_CAMERA" 1
  2319.     fadein 0.2
  2320.     fadeout 0.2
  2321.     addlayer "cwalk_all"
  2322.     fps 15
  2323.     loop
  2324. }
  2325.  
  2326. $sequence "crouch_CROSSBOW" {
  2327.     "a_crouchN"
  2328.     activity "ACT_HL2MP_WALK_CROUCH_CROSSBOW" 1
  2329.     fadein 0.2
  2330.     fadeout 0.2
  2331.     addlayer "cwalk_all"
  2332.     fps 15
  2333.     loop
  2334. }
  2335.  
  2336. $sequence "crouch_MAGIC" {
  2337.     "a_crouchN"
  2338.     activity "ACT_HL2MP_WALK_CROUCH_MAGIC" 1
  2339.     fadein 0.2
  2340.     fadeout 0.2
  2341.     addlayer "cwalk_all"
  2342.     fps 15
  2343.     loop
  2344. }
  2345.  
  2346. $sequence "crouch_SUITCASE" {
  2347.     "a_crouchN"
  2348.     activity "ACT_HL2MP_WALK_CROUCH_SUITCASE" 1
  2349.     fadein 0.2
  2350.     fadeout 0.2
  2351.     addlayer "cwalk_all"
  2352.     fps 15
  2353.     loop
  2354. }
  2355.  
  2356. $sequence "idle_Swim_AR2" {
  2357.     "a_idle_swim"
  2358.     activity "ACT_HL2MP_SWIM_IDLE_AR2" 1
  2359.     fadein 0.2
  2360.     fadeout 0.2
  2361.     addlayer "swim_all"
  2362.     fps 15
  2363.     loop
  2364. }
  2365.  
  2366. $sequence "swim_AR2" {
  2367.     "a_idle_swim"
  2368.     activity "ACT_HL2MP_SWIM_AR2" 1
  2369.     fadein 0.2
  2370.     fadeout 0.2
  2371.     addlayer "swim_all"
  2372.     fps 15
  2373.     loop
  2374. }
  2375.  
  2376. $sequence "idle_Swim_CAMERA" {
  2377.     "a_idle_swim"
  2378.     activity "ACT_HL2MP_SWIM_IDLE_CAMERA" 1
  2379.     fadein 0.2
  2380.     fadeout 0.2
  2381.     addlayer "swim_all"
  2382.     fps 15
  2383.     loop
  2384. }
  2385.  
  2386. $sequence "swim_CAMERA" {
  2387.     "a_idle_swim"
  2388.     activity "ACT_HL2MP_SWIM_CAMERA" 1
  2389.     fadein 0.2
  2390.     fadeout 0.2
  2391.     addlayer "swim_all"
  2392.     fps 15
  2393.     loop
  2394. }
  2395.  
  2396. $sequence "idle_Swim_CROSSBOW" {
  2397.     "a_idle_swim"
  2398.     activity "ACT_HL2MP_SWIM_IDLE_CROSSBOW" 1
  2399.     fadein 0.2
  2400.     fadeout 0.2
  2401.     addlayer "swim_all"
  2402.     fps 15
  2403.     loop
  2404. }
  2405.  
  2406. $sequence "swim_CROSSBOW" {
  2407.     "a_idle_swim"
  2408.     activity "ACT_HL2MP_SWIM_CROSSBOW" 1
  2409.     fadein 0.2
  2410.     fadeout 0.2
  2411.     addlayer "swim_all"
  2412.     fps 15
  2413.     loop
  2414. }
  2415.  
  2416. $sequence "idle_Swim_DUEL" {
  2417.     "a_idle_swim"
  2418.     activity "ACT_HL2MP_SWIM_IDLE_DUEL" 1
  2419.     fadein 0.2
  2420.     fadeout 0.2
  2421.     addlayer "swim_all"
  2422.     fps 15
  2423.     loop
  2424. }
  2425.  
  2426. $sequence "swim_DUEL" {
  2427.     "a_idle_swim"
  2428.     activity "ACT_HL2MP_SWIM_DUEL" 1
  2429.     fadein 0.2
  2430.     fadeout 0.2
  2431.     addlayer "swim_all"
  2432.     fps 15
  2433.     loop
  2434. }
  2435.  
  2436. $sequence "idle_Swim_FIST" {
  2437.     "a_idle_swim"
  2438.     activity "ACT_HL2MP_SWIM_IDLE_FIST" 1
  2439.     fadein 0.2
  2440.     fadeout 0.2
  2441.     addlayer "swim_all"
  2442.     fps 15
  2443.     loop
  2444. }
  2445.  
  2446. $sequence "swim_FIST" {
  2447.     "a_idle_swim"
  2448.     activity "ACT_HL2MP_SWIM_FIST" 1
  2449.     fadein 0.2
  2450.     fadeout 0.2
  2451.     addlayer "swim_all"
  2452.     fps 15
  2453.     loop
  2454. }
  2455.  
  2456. $sequence "idle_Swim_GRENADE" {
  2457.     "a_idle_swim"
  2458.     activity "ACT_HL2MP_SWIM_IDLE_GRENADE" 1
  2459.     fadein 0.2
  2460.     fadeout 0.2
  2461.     addlayer "swim_all"
  2462.     fps 15
  2463.     loop
  2464. }
  2465.  
  2466. $sequence "swim_GRENADE" {
  2467.     "a_idle_swim"
  2468.     activity "ACT_HL2MP_SWIM_GRENADE" 1
  2469.     fadein 0.2
  2470.     fadeout 0.2
  2471.     fps 15
  2472.     loop
  2473. }
  2474.  
  2475. $sequence "idle_Swim_KNIFE" {
  2476.     "a_idle_swim"
  2477.     activity "ACT_HL2MP_SWIM_IDLE_KNIFE" 1
  2478.     fadein 0.2
  2479.     fadeout 0.2
  2480.     addlayer "swim_all"
  2481.     fps 15
  2482.     loop
  2483. }
  2484.  
  2485. $sequence "swim_KNIFE" {
  2486.     "a_idle_swim"
  2487.     activity "ACT_HL2MP_SWIM_KNIFE" 1
  2488.     fadein 0.2
  2489.     fadeout 0.2
  2490.     addlayer "swim_all"
  2491.     fps 15
  2492.     loop
  2493. }
  2494.  
  2495. $sequence "idle_Swim_MELEE" {
  2496.     "a_idle_swim"
  2497.     activity "ACT_HL2MP_SWIM_IDLE_MELEE" 1
  2498.     fadein 0.2
  2499.     fadeout 0.2
  2500.     addlayer "swim_all"
  2501.     fps 15
  2502.     loop
  2503. }
  2504.  
  2505. $sequence "swim_MELEE" {
  2506.     "a_idle_swim"
  2507.     activity "ACT_HL2MP_SWIM_MELEE" 1
  2508.     fadein 0.2
  2509.     fadeout 0.2
  2510.     addlayer "swim_all"
  2511.     fps 15
  2512.     loop
  2513. }
  2514.  
  2515. $sequence "idle_Swim_MELEE2" {
  2516.     "a_idle_swim"
  2517.     activity "ACT_HL2MP_SWIM_IDLE_MELEE2" 1
  2518.     fadein 0.2
  2519.     fadeout 0.2
  2520.     addlayer "swim_all"
  2521.     fps 15
  2522.     loop
  2523. }
  2524.  
  2525. $sequence "swim_MELEE2" {
  2526.     "a_idle_swim"
  2527.     activity "ACT_HL2MP_SWIM_MELEE2" 1
  2528.     fadein 0.2
  2529.     fadeout 0.2
  2530.     addlayer "swim_all"
  2531.     fps 15
  2532.     loop
  2533. }
  2534.  
  2535. $sequence "idle_Swim_PASSIVE" {
  2536.     "a_idle_swim"
  2537.     activity "ACT_HL2MP_SWIM_IDLE_PASSIVE" 1
  2538.     fadein 0.2
  2539.     fadeout 0.2
  2540.     addlayer "swim_all"
  2541.     fps 15
  2542.     loop
  2543. }
  2544.  
  2545. $sequence "swim_PASSIVE" {
  2546.     "a_idle_swim"
  2547.     activity "ACT_HL2MP_SWIM_PASSIVE" 1
  2548.     fadein 0.2
  2549.     fadeout 0.2
  2550.     addlayer "swim_all"
  2551.     fps 15
  2552.     loop
  2553. }
  2554.  
  2555. $sequence "swim_PASSIVE_A_SWIMN" {
  2556.     "a_swimN"
  2557.     activity "ACT_HL2MP_SWIM_PASSIVE" 1
  2558.     fadein 0.2
  2559.     fadeout 0.2
  2560.     addlayer "swim_all"
  2561.     fps 15
  2562.     loop
  2563. }
  2564.  
  2565. $sequence "swim_PASSIVE_A_SWIMS" {
  2566.     "a_swimS"
  2567.     activity "ACT_HL2MP_SWIM_PASSIVE" 1
  2568.     fadein 0.2
  2569.     fadeout 0.2
  2570.     addlayer "swim_all"
  2571.     fps 15
  2572.     loop
  2573. }
  2574.  
  2575. $sequence "swim_PASSIVE_A_SWIME" {
  2576.     "a_swimE"
  2577.     activity "ACT_HL2MP_SWIM_PASSIVE" 1
  2578.     fadein 0.2
  2579.     fadeout 0.2
  2580.     addlayer "swim_all"
  2581.     fps 15
  2582.     loop
  2583. }
  2584.  
  2585. $sequence "swim_PASSIVE_A_SWIMW" {
  2586.     "a_swimW"
  2587.     activity "ACT_HL2MP_SWIM_PASSIVE" 1
  2588.     fadein 0.2
  2589.     fadeout 0.2
  2590.     addlayer "swim_all"
  2591.     fps 15
  2592.     loop
  2593. }
  2594.  
  2595. $sequence "idle_Swim_PISTOL" {
  2596.     "a_idle_swim"
  2597.     activity "ACT_HL2MP_SWIM_IDLE_PISTOL" 1
  2598.     fadein 0.2
  2599.     fadeout 0.2
  2600.     addlayer "swim_all"
  2601.     fps 15
  2602.     loop
  2603. }
  2604.  
  2605. $sequence "swim_PISTOL" {
  2606.     "a_idle_swim"
  2607.     activity "ACT_HL2MP_SWIM_PISTOL" 1
  2608.     fadein 0.2
  2609.     fadeout 0.2
  2610.     addlayer "swim_all"
  2611.     fps 15
  2612.     loop
  2613. }
  2614.  
  2615. $sequence "idle_Swim_PHYSGUN" {
  2616.     "a_idle_swim"
  2617.     activity "ACT_HL2MP_SWIM_IDLE_PHYSGUN" 1
  2618.     fadein 0.2
  2619.     fadeout 0.2
  2620.     addlayer "swim_all"
  2621.     fps 15
  2622.     loop
  2623. }
  2624.  
  2625. $sequence "swim_PHYSGUN" {
  2626.     "a_idle_swim"
  2627.     activity "ACT_HL2MP_SWIM_PHYSGUN" 1
  2628.     fadein 0.2
  2629.     fadeout 0.2
  2630.     addlayer "swim_all"
  2631.     fps 15
  2632.     loop
  2633. }
  2634.  
  2635. $sequence "idle_Swim_REVOLVER" {
  2636.     "a_idle_swim"
  2637.     activity "ACT_HL2MP_SWIM_IDLE_REVOLVER" 1
  2638.     fadein 0.2
  2639.     fadeout 0.2
  2640.     addlayer "swim_all"
  2641.     fps 15
  2642.     loop
  2643. }
  2644.  
  2645. $sequence "swim_REVOLVER" {
  2646.     "a_idle_swim"
  2647.     activity "ACT_HL2MP_SWIM_REVOLVER" 1
  2648.     fadein 0.2
  2649.     fadeout 0.2
  2650.     addlayer "swim_all"
  2651.     fps 15
  2652.     loop
  2653. }
  2654.  
  2655. $sequence "idle_Swim_RPG" {
  2656.     "a_idle_swim"
  2657.     activity "ACT_HL2MP_SWIM_IDLE_RPG" 1
  2658.     fadein 0.2
  2659.     fadeout 0.2
  2660.     addlayer "swim_all"
  2661.     fps 15
  2662.     loop
  2663. }
  2664.  
  2665. $sequence "swim_RPG" {
  2666.     "a_idle_swim"
  2667.     activity "ACT_HL2MP_SWIM_RPG" 1
  2668.     fadein 0.2
  2669.     fadeout 0.2
  2670.     addlayer "swim_all"
  2671.     fps 15
  2672.     loop
  2673. }
  2674.  
  2675. $sequence "idle_Swim_SHOTGUN" {
  2676.     "a_idle_swim"
  2677.     activity "ACT_HL2MP_SWIM_IDLE_SHOTGUN" 1
  2678.     fadein 0.2
  2679.     fadeout 0.2
  2680.     addlayer "swim_all"
  2681.     fps 15
  2682.     loop
  2683. }
  2684.  
  2685. $sequence "swim_SHOTGUN" {
  2686.     "a_idle_swim"
  2687.     activity "ACT_HL2MP_SWIM_SHOTGUN" 1
  2688.     fadein 0.2
  2689.     fadeout 0.2
  2690.     addlayer "swim_all"
  2691.     fps 15
  2692.     loop
  2693. }
  2694.  
  2695. $sequence "idle_Swim_SLAM" {
  2696.     "a_idle_swim"
  2697.     activity "ACT_HL2MP_SWIM_IDLE_SLAM" 1
  2698.     fadein 0.2
  2699.     fadeout 0.2
  2700.     addlayer "swim_all"
  2701.     fps 15
  2702.     loop
  2703. }
  2704.  
  2705. $sequence "swim_SLAM" {
  2706.     "a_idle_swim"
  2707.     activity "ACT_HL2MP_SWIM_SLAM" 1
  2708.     fadein 0.2
  2709.     fadeout 0.2
  2710.     addlayer "swim_all"
  2711.     fps 15
  2712.     loop
  2713. }
  2714.  
  2715. $sequence "idle_Swim_SMG1" {
  2716.     "a_idle_swim"
  2717.     activity "ACT_HL2MP_SWIM_IDLE_SMG1" 1
  2718.     fadein 0.2
  2719.     fadeout 0.2
  2720.     addlayer "swim_all"
  2721.     fps 15
  2722.     loop
  2723. }
  2724.  
  2725. $sequence "swim_SMG1" {
  2726.     "a_idle_swim"
  2727.     activity "ACT_HL2MP_SWIM_SMG1" 1
  2728.     fadein 0.2
  2729.     fadeout 0.2
  2730.     addlayer "swim_all"
  2731.     fps 15
  2732.     loop
  2733. }
  2734.  
  2735. $sequence "idle_Swim_MAGIC" {
  2736.     "a_idle_swim"
  2737.     activity "ACT_HL2MP_SWIM_IDLE_MAGIC" 1
  2738.     fadein 0.2
  2739.     fadeout 0.2
  2740.     addlayer "swim_all"
  2741.     fps 15
  2742.     loop
  2743. }
  2744.  
  2745. $sequence "swim_MAGIC" {
  2746.     "a_idle_swim"
  2747.     activity "ACT_HL2MP_SWIM_MAGIC" 1
  2748.     fadein 0.2
  2749.     fadeout 0.2
  2750.     addlayer "swim_all"
  2751.     fps 15
  2752.     loop
  2753. }
  2754.  
  2755. $sequence "idle_Swim_SUITCASE" {
  2756.     "a_idle_swim"
  2757.     activity "ACT_HL2MP_SWIM_IDLE_SUITCASE" 1
  2758.     fadein 0.2
  2759.     fadeout 0.2
  2760.     addlayer "swim_all"
  2761.     fps 15
  2762.     loop
  2763. }
  2764.  
  2765. $sequence "swim_SUITCASE" {
  2766.     "a_idle_swim"
  2767.     activity "ACT_HL2MP_SWIM_SUITCASE" 1
  2768.     fadein 0.2
  2769.     fadeout 0.2
  2770.     addlayer "swim_all"
  2771.     fps 15
  2772.     loop
  2773. }
  2774.  
  2775. $sequence "jump_AR2" {
  2776.     "a_jump"
  2777.     activity "ACT_HL2MP_JUMP_AR2" 1
  2778.     fadein 0.2
  2779.     fadeout 0.2
  2780.     fps 15
  2781. }
  2782.  
  2783. $sequence "jump_CAMERA" {
  2784.     "a_jump"
  2785.     activity "ACT_HL2MP_JUMP_CAMERA" 1
  2786.     fadein 0.2
  2787.     fadeout 0.2
  2788.     fps 15
  2789. }
  2790.  
  2791. $sequence "jump_CROSSBOW" {
  2792.     "a_jump"
  2793.     activity "ACT_HL2MP_JUMP_CROSSBOW" 1
  2794.     fadein 0.2
  2795.     fadeout 0.2
  2796.     fps 15
  2797. }
  2798.  
  2799. $sequence "jump_DUEL" {
  2800.     "a_jump"
  2801.     activity "ACT_HL2MP_JUMP_DUEL" 1
  2802.     fadein 0.2
  2803.     fadeout 0.2
  2804.     fps 15
  2805. }
  2806.  
  2807. $sequence "jump_FIST" {
  2808.     "a_jump"
  2809.     activity "ACT_HL2MP_JUMP_FIST" 1
  2810.     fadein 0.2
  2811.     fadeout 0.2
  2812.     fps 15
  2813. }
  2814.  
  2815. $sequence "jump_GRENADE" {
  2816.     "a_jump"
  2817.     activity "ACT_HL2MP_JUMP_GRENADE" 1
  2818.     fadein 0.2
  2819.     fadeout 0.2
  2820.     fps 15
  2821. }
  2822.  
  2823. $sequence "jump_KNIFE" {
  2824.     "a_jump"
  2825.     activity "ACT_HL2MP_JUMP_KNIFE" 1
  2826.     fadein 0.2
  2827.     fadeout 0.2
  2828.     fps 15
  2829. }
  2830.  
  2831. $sequence "jump_MELEE" {
  2832.     "a_jump"
  2833.     activity "ACT_HL2MP_JUMP_MELEE" 1
  2834.     fadein 0.2
  2835.     fadeout 0.2
  2836.     fps 15
  2837. }
  2838.  
  2839. $sequence "jump_MELEE2" {
  2840.     "a_jump"
  2841.     activity "ACT_HL2MP_JUMP_MELEE2" 1
  2842.     fadein 0.2
  2843.     fadeout 0.2
  2844.     fps 15
  2845. }
  2846.  
  2847. $sequence "jump_PASSIVE" {
  2848.     "a_jump"
  2849.     activity "ACT_HL2MP_JUMP_PASSIVE" 1
  2850.     fadein 0.2
  2851.     fadeout 0.2
  2852.     fps 15
  2853. }
  2854.  
  2855. $sequence "jump_PISTOL" {
  2856.     "a_jump"
  2857.     activity "ACT_HL2MP_JUMP_PISTOL" 1
  2858.     fadein 0.2
  2859.     fadeout 0.2
  2860.     fps 15
  2861. }
  2862.  
  2863. $sequence "jump_PHYSGUN" {
  2864.     "a_jump"
  2865.     activity "ACT_HL2MP_JUMP_PHYSGUN" 1
  2866.     fadein 0.2
  2867.     fadeout 0.2
  2868.     fps 15
  2869. }
  2870.  
  2871. $sequence "jump_REVOLVER" {
  2872.     "a_jump"
  2873.     activity "ACT_HL2MP_JUMP_REVOLVER" 1
  2874.     fadein 0.2
  2875.     fadeout 0.2
  2876.     fps 15
  2877. }
  2878.  
  2879. $sequence "jump_RPG" {
  2880.     "a_jump"
  2881.     activity "ACT_HL2MP_JUMP_RPG" 1
  2882.     fadein 0.2
  2883.     fadeout 0.2
  2884.     fps 15
  2885. }
  2886.  
  2887. $sequence "jump_SHOTGUN" {
  2888.     "a_jump"
  2889.     activity "ACT_HL2MP_JUMP_SHOTGUN" 1
  2890.     fadein 0.2
  2891.     fadeout 0.2
  2892.     fps 15
  2893. }
  2894.  
  2895. $sequence "jump_SLAM" {
  2896.     "a_jump"
  2897.     activity "ACT_HL2MP_JUMP_SLAM" 1
  2898.     fadein 0.2
  2899.     fadeout 0.2
  2900.     fps 15
  2901. }
  2902.  
  2903. $sequence "jump_SMG1" {
  2904.     "a_jump"
  2905.     activity "ACT_HL2MP_JUMP_SMG1" 1
  2906.     fadein 0.2
  2907.     fadeout 0.2
  2908.     fps 15
  2909. }
  2910.  
  2911. $sequence "jump_MAGIC" {
  2912.     "a_jump"
  2913.     activity "ACT_HL2MP_JUMP_MAGIC" 1
  2914.     fadein 0.2
  2915.     fadeout 0.2
  2916.     fps 15
  2917. }
  2918.  
  2919. $sequence "jump_SUITCASE" {
  2920.     "a_jump"
  2921.     activity "ACT_HL2MP_JUMP_SUITCASE" 1
  2922.     fadein 0.2
  2923.     fadeout 0.2
  2924.     fps 15
  2925. }
  2926.  
  2927. $sequence "reference" {
  2928.     "wowanim_jaina_anims\reference.smd"
  2929.     fadein 0.2
  2930.     fadeout 0.2
  2931.     fps 1
  2932. }
  2933.  
  2934. $sequence "ragdoll" {
  2935.     "wowanim_jaina_anims\ragdoll.smd"
  2936.     activity "ACT_DIERAGDOLL" 1
  2937.     fadein 0.2
  2938.     fadeout 0.2
  2939.     fps 30
  2940. }
  2941.  
  2942. $collisionjoints "wowanim_jaina_physics.smd"
  2943. {
  2944.     $mass 0
  2945.     $inertia 10
  2946.     $damping 0.01
  2947.     $rotdamping 1.5
  2948.     $rootbone " "
  2949.  
  2950.  
  2951.     $jointconstrain "creature/jaina3/jaina3_bone_3" x limit -15 15 0
  2952.     $jointconstrain "creature/jaina3/jaina3_bone_3" y limit -20 20 0
  2953.     $jointconstrain "creature/jaina3/jaina3_bone_3" z limit -20 15 0
  2954.  
  2955.     $jointconstrain "creature/jaina3/jaina3_bone_14" x limit -20 20 0
  2956.     $jointconstrain "creature/jaina3/jaina3_bone_14" y limit -25 25 0
  2957.     $jointconstrain "creature/jaina3/jaina3_bone_14" z limit -25 20 0
  2958.  
  2959.     $jointconstrain "creature/jaina3/jaina3_bone_27" x limit -50 35 0
  2960.     $jointconstrain "creature/jaina3/jaina3_bone_27" y limit -23 23 0
  2961.     $jointconstrain "creature/jaina3/jaina3_bone_27" z limit -45 90 0
  2962.  
  2963.     $jointconstrain "creature/jaina3/jaina3_bone_26" x limit -35 50 0
  2964.     $jointconstrain "creature/jaina3/jaina3_bone_26" y limit -23 23 0
  2965.     $jointconstrain "creature/jaina3/jaina3_bone_26" z limit -45 90 0
  2966.  
  2967.     $jointconstrain "creature/jaina3/jaina3_bone_34" x limit -5 5 0
  2968.     $jointconstrain "creature/jaina3/jaina3_bone_34" y limit -5 5 0
  2969.     $jointconstrain "creature/jaina3/jaina3_bone_34" z limit -5 90 0
  2970.  
  2971.     $jointconstrain "creature/jaina3/jaina3_bone_40" x limit -40 20 0
  2972.     $jointconstrain "creature/jaina3/jaina3_bone_40" y limit -15 15 0
  2973.     $jointconstrain "creature/jaina3/jaina3_bone_40" z limit -20 20 0
  2974.  
  2975.     $jointconstrain "creature/jaina3/jaina3_bone_36" x limit -5 5 0
  2976.     $jointconstrain "creature/jaina3/jaina3_bone_36" y limit -5 5 0
  2977.     $jointconstrain "creature/jaina3/jaina3_bone_36" z limit -5 90 0
  2978.  
  2979.     $jointconstrain "creature/jaina3/jaina3_bone_46" x limit -20 40 0
  2980.     $jointconstrain "creature/jaina3/jaina3_bone_46" y limit -15 15 0
  2981.     $jointconstrain "creature/jaina3/jaina3_bone_46" z limit -19 19 0
  2982.  
  2983.     $jointconstrain "creature/jaina3/jaina3_bone_7" x limit -10 10 0
  2984.     $jointconstrain "creature/jaina3/jaina3_bone_7" y limit -10 10 0
  2985.     $jointconstrain "creature/jaina3/jaina3_bone_7" z limit -45 90 0
  2986.  
  2987.     $jointconstrain "creature/jaina3/jaina3_bone_12" x limit -5 5 0
  2988.     $jointconstrain "creature/jaina3/jaina3_bone_12" y limit -5 5 0
  2989.     $jointconstrain "creature/jaina3/jaina3_bone_12" z limit -90 5 0
  2990.  
  2991.     $jointconstrain "creature/jaina3/jaina3_bone_17" x limit -15 15 0
  2992.     $jointconstrain "creature/jaina3/jaina3_bone_17" y limit -25 25 0
  2993.     $jointconstrain "creature/jaina3/jaina3_bone_17" z limit -40 20 0
  2994.  
  2995.     $jointconstrain "creature/jaina3/jaina3_bone_5" x limit -10 10 0
  2996.     $jointconstrain "creature/jaina3/jaina3_bone_5" y limit -10 10 0
  2997.     $jointconstrain "creature/jaina3/jaina3_bone_5" z limit -45 90 0
  2998.  
  2999.     $jointconstrain "creature/jaina3/jaina3_bone_11" x limit -5 5 0
  3000.     $jointconstrain "creature/jaina3/jaina3_bone_11" y limit -5 5 0
  3001.     $jointconstrain "creature/jaina3/jaina3_bone_11" z limit -90 5 0
  3002.  
  3003.     $jointconstrain "creature/jaina3/jaina3_bone_16" x limit -15 15 0
  3004.     $jointconstrain "creature/jaina3/jaina3_bone_16" y limit -25 25 0
  3005.     $jointconstrain "creature/jaina3/jaina3_bone_16" z limit -40 20 0
  3006.  
  3007.     $jointconstrain "creature/jaina3/jaina3_bone_39" x limit -15 15 0
  3008.     $jointconstrain "creature/jaina3/jaina3_bone_39" y limit -25 25 0
  3009.     $jointconstrain "creature/jaina3/jaina3_bone_39" z limit -20 20 0
  3010. }
  3011.  
  3012. $collisiontext
  3013. {
  3014.     animatedfriction
  3015.     {
  3016.         "animfrictionmin" "1.000000"
  3017.         "animfrictionmax" "400.000000"
  3018.         "animfrictiontimein" "0.500000"
  3019.         "animfrictiontimeout" "0.000000"
  3020.         "animfrictiontimehold" "0.300000"
  3021.     }
  3022.     editparams
  3023.     {
  3024.         "rootname" "creature/jaina3/jaina3_bone_1"
  3025.         "totalmass" "100.000000"
  3026.     }
  3027. }
  3028.  
  3029.  
  3030.  
  3031.  
  3032.  
  3033. The model was created by Mailer, uploaded on Steam Workshop under the "Garry's Mod" category.
  3034. https://steamcommunity.com/sharedfiles/filedetails/?id=1465452458&searchtext=Jaina
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