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v_smg_mp5 qc file

May 31st, 2021
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  1. // Created by Crowbar 0.71
  2.  
  3. $modelname "v_models/v_smg_mp5.mdl"
  4.  
  5. $bodygroup "v_smg_mp5"
  6. {
  7. studio "mp5_model_Inverted.smd"
  8. }
  9.  
  10.  
  11. $surfaceprop "default"
  12.  
  13. $contents "solid"
  14.  
  15. $illumposition 0.132 -5.589 -27.963
  16.  
  17. $cdmaterials "models\weapons\v_models\smg_mp5\"
  18. $cdmaterials "models\weapons\w_models\w_smg_mp5\"
  19. $cdmaterials ""
  20.  
  21. $attachment "muzzlesmoke" "ValveBiped.weapon_bone" -0.16 3.63 16.12 rotate -90 -90 0
  22. $attachment "forwardnode" "ValveBiped.weapon_bone" -0.16 3.63 16.12 rotate -90 -90 0
  23. $attachment "attach_muzzle" "ValveBiped.weapon_bone" -0.16 3.63 16.12 rotate -90 -90 0
  24. $attachment "muzzle_flash" "ValveBiped.weapon_bone" -0.16 3.63 16.12 rotate -90 -90 0
  25. $attachment "flashlight" "ValveBiped.weapon_bone" 0 4.6 14.9 rotate -90 -90 0
  26. $attachment "shell" "ValveBiped.weapon_bone" -0.86 4.13 6.43 rotate 0 -180 -180
  27. $attachment "attach_shell_eject" "ValveBiped.attach_shell_eject" 0 0 0 rotate 0 0 0
  28. $attachment "attach_camera" "ValveBiped.attach_camera" 0 0 0 rotate 0 0 0
  29.  
  30. $cbox 0 0 0 0 0 0
  31.  
  32. $bbox -18.414 -6.631 -59.813 29.593 6.895 3.888
  33.  
  34. $definebone "ValveBiped.ValveBiped" "" 0 0 0 0 0 89.999975 0 0 0 0 0 0
  35. $definebone "ValveBiped.Bip01" "ValveBiped.ValveBiped" 0 37.739231 -0.516773 0 0 0 0 0 0 0 0 0
  36. $definebone "ValveBiped.Camera" "ValveBiped.ValveBiped" 0 56.084805 0 0 0 0 0 0 0 0 0 0
  37. $definebone "ValveBiped.weapon_bone" "ValveBiped.Bip01" 8.329032 7.655514 0 -89.999989 -89.74596 0 0 0 0 0 0 0
  38. $definebone "ValveBiped.attach_muzzle" "ValveBiped.weapon_bone" 0 0.099715 8.360889 -89.999989 0 0 0 0 0 0 0 0
  39. $definebone "ValveBiped.attach_shell_eject" "ValveBiped.weapon_bone" 0 3.003861 1.610714 0 90.000009 -90.000009 0 0 0 0 0 0
  40. $definebone "ValveBiped.attach_camera" "ValveBiped.Camera" 0 0 0 -89.999989 0.000003 0 0 0 0 0 0 0
  41. $definebone "ValveBiped.Bip01_Spine" "ValveBiped.Bip01" 0 4.043964 -0.017929 4.766603 89.999982 89.999982 0 0 0 0 0 0
  42. $definebone "ValveBiped.Bip01_Spine1" "ValveBiped.Bip01_Spine" 3.995838 0 0 0 -9.852982 0 0 0 0 0 0 0
  43. $definebone "ValveBiped.Bip01_Spine2" "ValveBiped.Bip01_Spine1" 3.698238 0 0 0 -0.906993 0 0 0 0 0 0 0
  44. $definebone "ValveBiped.Bip01_Spine4" "ValveBiped.Bip01_Spine2" 5.700886 0 0 0 28.371672 0 0 0 0 0 0 0
  45. $definebone "ValveBiped.Bip01_L_Clavicle" "ValveBiped.Bip01_Spine4" 4.065395 1.458945 1.5 -63.875287 -147.035791 50.277507 0 0 0 0 0 0
  46. $definebone "ValveBiped.Bip01_L_UpperArm" "ValveBiped.Bip01_L_Clavicle" 5.507359 0.000004 0.000001 -19.730431 -44.165478 -79.348288 0 0 0 0 0 0
  47. $definebone "ValveBiped.Bip01_L_Forearm" "ValveBiped.Bip01_L_UpperArm" 10.907391 0 0.000004 -0.000009 -7.20248 0 0 0 0 0 0 0
  48. $definebone "ValveBiped.Bip01_L_Hand" "ValveBiped.Bip01_L_Forearm" 10.424316 -0.000007 -0.000031 6.507305 7.12267 78.669798 0 0 0 0 0 0
  49. $definebone "ValveBiped.Bip01_L_Finger4" "ValveBiped.Bip01_L_Hand" 2.997272 0.005413 -1.477472 8.213351 -12.990153 11.742421 0 0 0 0 0 0
  50. $definebone "ValveBiped.Bip01_L_Finger41" "ValveBiped.Bip01_L_Finger4" 1.51038 -0.000002 0 0.955238 -34.374607 0.6534 0 0 0 0 0 0
  51. $definebone "ValveBiped.Bip01_L_Finger42" "ValveBiped.Bip01_L_Finger41" 0.808647 0.000001 0 -10.048538 -17.354266 -3.121074 0 0 0 0 0 0
  52. $definebone "ValveBiped.Bip01_L_Finger3" "ValveBiped.Bip01_L_Hand" 3.305794 0.20311 -0.546729 5.954121 -16.778208 11.337857 0 0 0 0 0 0
  53. $definebone "ValveBiped.Bip01_L_Finger31" "ValveBiped.Bip01_L_Finger3" 1.807177 0 0 -5.06346 -30.512982 -2.977604 0 0 0 0 0 0
  54. $definebone "ValveBiped.Bip01_L_Finger32" "ValveBiped.Bip01_L_Finger31" 0.966141 -0.000001 0 0.559035 -13.904482 0.138369 0 0 0 0 0 0
  55. $definebone "ValveBiped.Bip01_L_Finger2" "ValveBiped.Bip01_L_Hand" 3.571516 0.109303 0.40958 3.893592 -14.79107 10.730298 0 0 0 0 0 0
  56. $definebone "ValveBiped.Bip01_L_Finger21" "ValveBiped.Bip01_L_Finger2" 2.150654 0 0 -3.092657 -37.967177 -2.410835 0 0 0 0 0 0
  57. $definebone "ValveBiped.Bip01_L_Finger22" "ValveBiped.Bip01_L_Finger21" 1.152744 0.000001 0 0.688637 -8.970351 0.10869 0 0 0 0 0 0
  58. $definebone "ValveBiped.Bip01_L_Finger1" "ValveBiped.Bip01_L_Hand" 3.684093 -0.158703 1.419181 1.961118 -11.693717 10.352718 0 0 0 0 0 0
  59. $definebone "ValveBiped.Bip01_L_Finger11" "ValveBiped.Bip01_L_Finger1" 1.70101 0 0 3.669051 -38.756245 2.94082 0 0 0 0 0 0
  60. $definebone "ValveBiped.Bip01_L_Finger12" "ValveBiped.Bip01_L_Finger11" 0.994709 0.000002 0 2.209325 -1.89655 0.073166 0 0 0 0 0 0
  61. $definebone "ValveBiped.Bip01_L_Finger0" "ValveBiped.Bip01_L_Hand" 1.068075 -1.287205 0.981903 -19.741839 -7.111203 97.051422 0 0 0 0 0 0
  62. $definebone "ValveBiped.Bip01_L_Finger01" "ValveBiped.Bip01_L_Finger0" 1.836302 0.000003 -0.000002 -10.77842 -10.615982 0.000002 0 0 0 0 0 0
  63. $definebone "ValveBiped.Bip01_L_Finger02" "ValveBiped.Bip01_L_Finger01" 1.223946 -0.000001 0 -2.32884 11.24906 0.000003 0 0 0 0 0 0
  64. $definebone "ValveBiped.Bip01_R_Clavicle" "ValveBiped.Bip01_Spine4" 4.065392 1.458947 -1.5 63.875294 -147.035777 -54.583283 0 0 0 0 0 0
  65. $definebone "ValveBiped.Bip01_R_UpperArm" "ValveBiped.Bip01_R_Clavicle" 5.507362 -0.000008 -0.000001 22.698469 -42.953707 82.694992 0 0 0 0 0 0
  66. $definebone "ValveBiped.Bip01_R_Forearm" "ValveBiped.Bip01_R_UpperArm" 10.907394 0.000001 -0.000008 0.000012 -7.202481 -0.000001 0 0 0 0 0 0
  67. $definebone "ValveBiped.Bip01_R_Hand" "ValveBiped.Bip01_R_Forearm" 10.424301 -0.000005 0.000015 -6.507533 7.122611 -78.876985 0 0 0 0 0 0
  68. $definebone "ValveBiped.Bip01_R_Finger4" "ValveBiped.Bip01_R_Hand" 2.997293 0.000065 1.477481 -8.213406 -12.989924 -11.535193 0 0 0 0 0 0
  69. $definebone "ValveBiped.Bip01_R_Finger41" "ValveBiped.Bip01_R_Finger4" 1.51038 -0.000002 0 -0.955233 -34.374635 -0.6534 0 0 0 0 0 0
  70. $definebone "ValveBiped.Bip01_R_Finger42" "ValveBiped.Bip01_R_Finger41" 0.808651 0 0 10.048533 -17.354293 3.121074 0 0 0 0 0 0
  71. $definebone "ValveBiped.Bip01_R_Finger3" "ValveBiped.Bip01_R_Hand" 3.305807 0.201134 0.547461 -5.954234 -16.777982 -11.130627 0 0 0 0 0 0
  72. $definebone "ValveBiped.Bip01_R_Finger31" "ValveBiped.Bip01_R_Finger3" 1.807178 -0.000002 0 5.063458 -30.512989 2.977605 0 0 0 0 0 0
  73. $definebone "ValveBiped.Bip01_R_Finger32" "ValveBiped.Bip01_R_Finger31" 0.966137 -0.000001 0 -0.559036 -13.904488 -0.138369 0 0 0 0 0 0
  74. $definebone "ValveBiped.Bip01_R_Finger2" "ValveBiped.Bip01_R_Hand" 3.571524 0.110785 -0.409182 -3.893706 -14.790904 -10.52312 0 0 0 0 0 0
  75. $definebone "ValveBiped.Bip01_R_Finger21" "ValveBiped.Bip01_R_Finger2" 2.15066 0.000002 0 3.092654 -37.967191 2.410836 0 0 0 0 0 0
  76. $definebone "ValveBiped.Bip01_R_Finger22" "ValveBiped.Bip01_R_Finger21" 1.152756 0 0 -0.688638 -8.970363 -0.108691 0 0 0 0 0 0
  77. $definebone "ValveBiped.Bip01_R_Finger1" "ValveBiped.Bip01_R_Hand" 3.684111 -0.153564 -1.419746 -1.961176 -11.69349 -10.145487 0 0 0 0 0 0
  78. $definebone "ValveBiped.Bip01_R_Finger11" "ValveBiped.Bip01_R_Finger1" 1.701017 0.000004 0 -3.669048 -38.756252 -2.940821 0 0 0 0 0 0
  79. $definebone "ValveBiped.Bip01_R_Finger12" "ValveBiped.Bip01_R_Finger11" 0.994705 0 0 -2.20932 -1.896556 -0.073165 0 0 0 0 0 0
  80. $definebone "ValveBiped.Bip01_R_Finger0" "ValveBiped.Bip01_R_Hand" 1.068094 -1.283655 -0.986553 19.767271 -7.037118 -96.832917 0 0 0 0 0 0
  81. $definebone "ValveBiped.Bip01_R_Finger01" "ValveBiped.Bip01_R_Finger0" 1.836308 -0.000001 0.000002 10.778427 -10.615991 0.000002 0 0 0 0 0 0
  82. $definebone "ValveBiped.Bip01_R_Finger02" "ValveBiped.Bip01_R_Finger01" 1.223946 -0.000001 0.000002 2.328847 11.249042 0 0 0 0 0 0 0
  83. $definebone "ValveBiped.weapon_charger_slide" "ValveBiped.weapon_bone" 0 1.945634 -1.740829 0 0 0 0 0 0 0 0 0
  84. $definebone "ValveBiped.weapon_stock_hammer" "ValveBiped.weapon_bone" 0 1.092286 -2.833118 0 0 0 0 0 0 0 0 0
  85. $definebone "ValveBiped.weapon_bolt" "ValveBiped.weapon_bone" 0 1.945635 0 0 0 0 0 0 0 0 0 0
  86. $definebone "ValveBiped.weapon_safety" "ValveBiped.weapon_bone" 0 1.228824 1.706703 0 0 0 0 0 0 0 0 0
  87. $definebone "ValveBiped.weapon_trigger" "ValveBiped.weapon_bone" 0 0.375472 1.570164 0 0 0 0 0 0 0 0 0
  88. $definebone "ValveBiped.weapon_clip_realease" "ValveBiped.weapon_bone" 0 -0.000002 3.037922 0 0 0 0 0 0 0 0 0
  89. $definebone "ValveBiped.weapon_clip" "ValveBiped.weapon_bone" 0 -0.000002 3.857136 0 0 0 0 0 0 0 0 0
  90. $definebone "ValveBiped.weapon_clip_bullets" "ValveBiped.weapon_clip" 0 -0.876005 0 0 0 0 0 0 0 0 0 0
  91. $definebone "ValveBiped.Bip01_R_Forearm_driven" "ValveBiped.Bip01_R_Forearm" 3.201996 0 -0.000004 -5.999998 7.000002 -78.000002 0 0 0 0 0 0
  92. $definebone "ValveBiped.Bip01_R_Driven_ulna" "ValveBiped.Bip01_R_Forearm" 6.694 0 -0.000004 -6.014998 7.006003 -78.000002 0 0 0 0 0 0
  93. $definebone "ValveBiped.Bip01_R_thumbroot" "ValveBiped.Bip01_R_Hand" 0.109995 -0.821001 -0.907 20.664997 -17.516001 -104.52401 0 0 0 0 0 0
  94. $definebone "ValveBiped.Bip01_L_Forearm_driven" "ValveBiped.Bip01_L_Forearm" 3.257999 -0.031 0 5.999998 7.000002 78.000002 0 0 0 0 0 0
  95. $definebone "ValveBiped.Bip01_L_Driven_ulna" "ValveBiped.Bip01_L_Forearm" 6.867996 0 0 5.999998 7.000002 78.000002 0 0 0 0 0 0
  96. $definebone "ValveBiped.Bip01_L_thumbroot" "ValveBiped.Bip01_L_Hand" 0.084999 -0.691999 1.011 26.039005 111.970003 -76.420999 0 0 0 0 0 0
  97.  
  98. $bonemerge "ValveBiped.ValveBiped"
  99. $bonemerge "ValveBiped.Bip01"
  100. $bonemerge "ValveBiped.Camera"
  101. $bonemerge "ValveBiped.weapon_bone"
  102. $bonemerge "ValveBiped.attach_muzzle"
  103. $bonemerge "ValveBiped.attach_shell_eject"
  104. $bonemerge "ValveBiped.attach_camera"
  105. $bonemerge "ValveBiped.Bip01_Spine"
  106. $bonemerge "ValveBiped.Bip01_Spine1"
  107. $bonemerge "ValveBiped.Bip01_Spine2"
  108. $bonemerge "ValveBiped.Bip01_Spine4"
  109. $bonemerge "ValveBiped.Bip01_L_Clavicle"
  110. $bonemerge "ValveBiped.Bip01_L_UpperArm"
  111. $bonemerge "ValveBiped.Bip01_L_Forearm"
  112. $bonemerge "ValveBiped.Bip01_L_Hand"
  113. $bonemerge "ValveBiped.Bip01_L_Finger4"
  114. $bonemerge "ValveBiped.Bip01_L_Finger41"
  115. $bonemerge "ValveBiped.Bip01_L_Finger42"
  116. $bonemerge "ValveBiped.Bip01_L_Finger3"
  117. $bonemerge "ValveBiped.Bip01_L_Finger31"
  118. $bonemerge "ValveBiped.Bip01_L_Finger32"
  119. $bonemerge "ValveBiped.Bip01_L_Finger2"
  120. $bonemerge "ValveBiped.Bip01_L_Finger21"
  121. $bonemerge "ValveBiped.Bip01_L_Finger22"
  122. $bonemerge "ValveBiped.Bip01_L_Finger1"
  123. $bonemerge "ValveBiped.Bip01_L_Finger11"
  124. $bonemerge "ValveBiped.Bip01_L_Finger12"
  125. $bonemerge "ValveBiped.Bip01_L_Finger0"
  126. $bonemerge "ValveBiped.Bip01_L_Finger01"
  127. $bonemerge "ValveBiped.Bip01_L_Finger02"
  128. $bonemerge "ValveBiped.Bip01_R_Clavicle"
  129. $bonemerge "ValveBiped.Bip01_R_UpperArm"
  130. $bonemerge "ValveBiped.Bip01_R_Forearm"
  131. $bonemerge "ValveBiped.Bip01_R_Hand"
  132. $bonemerge "ValveBiped.Bip01_R_Finger4"
  133. $bonemerge "ValveBiped.Bip01_R_Finger41"
  134. $bonemerge "ValveBiped.Bip01_R_Finger42"
  135. $bonemerge "ValveBiped.Bip01_R_Finger3"
  136. $bonemerge "ValveBiped.Bip01_R_Finger31"
  137. $bonemerge "ValveBiped.Bip01_R_Finger32"
  138. $bonemerge "ValveBiped.Bip01_R_Finger2"
  139. $bonemerge "ValveBiped.Bip01_R_Finger21"
  140. $bonemerge "ValveBiped.Bip01_R_Finger22"
  141. $bonemerge "ValveBiped.Bip01_R_Finger1"
  142. $bonemerge "ValveBiped.Bip01_R_Finger11"
  143. $bonemerge "ValveBiped.Bip01_R_Finger12"
  144. $bonemerge "ValveBiped.Bip01_R_Finger0"
  145. $bonemerge "ValveBiped.Bip01_R_Finger01"
  146. $bonemerge "ValveBiped.Bip01_R_Finger02"
  147. $bonemerge "ValveBiped.Bip01_R_Forearm_driven"
  148. $bonemerge "ValveBiped.Bip01_R_Driven_ulna"
  149. $bonemerge "ValveBiped.Bip01_R_thumbroot"
  150. $bonemerge "ValveBiped.Bip01_L_Forearm_driven"
  151. $bonemerge "ValveBiped.Bip01_L_Driven_ulna"
  152. $bonemerge "ValveBiped.Bip01_L_thumbroot"
  153.  
  154.  
  155. $poseparameter "ver_aims" -1 1 loop 0
  156. $poseparameter "move_x" -1 1 loop 0
  157.  
  158. $ikchain "lhand" "ValveBiped.Bip01_L_Hand" knee 0 0 0
  159. $ikchain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.687 0.726 0.001
  160.  
  161. $weightlist "weights_helping_hand_extend" {
  162. "ValveBiped.ValveBiped" 0
  163. "ValveBiped.Bip01" 0
  164. "ValveBiped.Camera" 0
  165. "ValveBiped.weapon_bone" 0
  166. "ValveBiped.attach_muzzle" 0
  167. "ValveBiped.attach_shell_eject" 0
  168. "ValveBiped.attach_camera" 0
  169. "ValveBiped.Bip01_Spine" 0
  170. "ValveBiped.Bip01_Spine1" 0
  171. "ValveBiped.Bip01_Spine2" 0
  172. "ValveBiped.Bip01_Spine4" 0
  173. "ValveBiped.Bip01_L_Clavicle" 0
  174. "ValveBiped.Bip01_L_UpperArm" 0
  175. "ValveBiped.Bip01_L_Forearm" 0
  176. "ValveBiped.Bip01_L_Hand" 0
  177. "ValveBiped.Bip01_L_Finger4" 0
  178. "ValveBiped.Bip01_L_Finger41" 0
  179. "ValveBiped.Bip01_L_Finger42" 0
  180. "ValveBiped.Bip01_L_Finger3" 0
  181. "ValveBiped.Bip01_L_Finger31" 0
  182. "ValveBiped.Bip01_L_Finger32" 0
  183. "ValveBiped.Bip01_L_Finger2" 0
  184. "ValveBiped.Bip01_L_Finger21" 0
  185. "ValveBiped.Bip01_L_Finger22" 0
  186. "ValveBiped.Bip01_L_Finger1" 0
  187. "ValveBiped.Bip01_L_Finger11" 0
  188. "ValveBiped.Bip01_L_Finger12" 0
  189. "ValveBiped.Bip01_L_Finger0" 0
  190. "ValveBiped.Bip01_L_Finger01" 0
  191. "ValveBiped.Bip01_L_Finger02" 0
  192. "ValveBiped.Bip01_R_Clavicle" 0
  193. "ValveBiped.Bip01_R_UpperArm" 0
  194. "ValveBiped.Bip01_R_Forearm" 0
  195. "ValveBiped.Bip01_R_Hand" 0
  196. "ValveBiped.Bip01_R_Finger4" 0
  197. "ValveBiped.Bip01_R_Finger41" 0
  198. "ValveBiped.Bip01_R_Finger42" 0
  199. "ValveBiped.Bip01_R_Finger3" 0
  200. "ValveBiped.Bip01_R_Finger31" 0
  201. "ValveBiped.Bip01_R_Finger32" 0
  202. "ValveBiped.Bip01_R_Finger2" 0
  203. "ValveBiped.Bip01_R_Finger21" 0
  204. "ValveBiped.Bip01_R_Finger22" 0
  205. "ValveBiped.Bip01_R_Finger1" 0
  206. "ValveBiped.Bip01_R_Finger11" 0
  207. "ValveBiped.Bip01_R_Finger12" 0
  208. "ValveBiped.Bip01_R_Finger0" 0
  209. "ValveBiped.Bip01_R_Finger01" 0
  210. "ValveBiped.Bip01_R_Finger02" 0
  211. "ValveBiped.weapon_charger_slide" 0
  212. "ValveBiped.weapon_stock_hammer" 0
  213. "ValveBiped.weapon_bolt" 0
  214. "ValveBiped.weapon_safety" 0
  215. "ValveBiped.weapon_trigger" 0
  216. "ValveBiped.weapon_clip_realease" 0
  217. "ValveBiped.weapon_clip" 0
  218. "ValveBiped.weapon_clip_bullets" 0
  219. "ValveBiped.Bip01_R_Forearm_driven" 0
  220. "ValveBiped.Bip01_R_Driven_ulna" 0
  221. "ValveBiped.Bip01_R_thumbroot" 0
  222. "ValveBiped.Bip01_L_Forearm_driven" 0
  223. "ValveBiped.Bip01_L_Driven_ulna" 0
  224. "ValveBiped.Bip01_L_thumbroot" 0
  225. }
  226.  
  227. $animation "look_down_corrective_animation" "v_smg_mp5_anims\look_down_corrective_animation.smd" {
  228. }
  229.  
  230. $animation "look_mid_corrective_animation" "v_smg_mp5_anims\look_mid_corrective_animation.smd" {
  231. }
  232.  
  233. $animation "look_up_corrective_animation" "v_smg_mp5_anims\look_up_corrective_animation.smd" {
  234. }
  235.  
  236. $animation "@reload_layer_corrective_animation" "v_smg_mp5_anims\@reload_layer_corrective_animation.smd" {
  237. }
  238.  
  239. $animation "@deploy_layer_corrective_animation" "v_smg_mp5_anims\@deploy_layer_corrective_animation.smd" {
  240. }
  241.  
  242. $animation "@shoot1_layer_corrective_animation" "v_smg_mp5_anims\@shoot1_layer_corrective_animation.smd" {
  243. }
  244.  
  245. $animation "@shoot2_layer_corrective_animation" "v_smg_mp5_anims\@shoot2_layer_corrective_animation.smd" {
  246. }
  247.  
  248. $animation "@shoot3_layer_corrective_animation" "v_smg_mp5_anims\@shoot3_layer_corrective_animation.smd" {
  249. }
  250.  
  251. $animation "@melee_layer_corrective_animation" "v_smg_mp5_anims\@melee_layer_corrective_animation.smd" {
  252. }
  253.  
  254. $animation "a_idle_1" "v_smg_mp5_anims\a_idle_1.smd" {
  255. fps 30
  256. loop
  257. ikrule "lhand" touch "ValveBiped.weapon_bone" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 29 29 target 0
  258. ikrule "rhand" touch "ValveBiped.weapon_bone" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 29 29 target 1
  259. }
  260.  
  261. $animation "look_mid" "v_smg_mp5_anims\look_mid.smd" {
  262. fps 30
  263. // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
  264. subtract "look_mid_corrective_animation" 0
  265. }
  266.  
  267. $animation "look_down" "v_smg_mp5_anims\look_down.smd" {
  268. fps 30
  269. // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
  270. subtract "look_down_corrective_animation" 0
  271. }
  272.  
  273. $animation "look_up" "v_smg_mp5_anims\look_up.smd" {
  274. fps 30
  275. // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
  276. subtract "look_up_corrective_animation" 0
  277. }
  278.  
  279. $animation "a_run" "v_smg_mp5_anims\a_run.smd" {
  280. fps 30
  281. loop
  282. ikrule "lhand" touch "ValveBiped.weapon_bone" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
  283. ikrule "rhand" touch "ValveBiped.weapon_bone" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
  284. }
  285.  
  286. $declaresequence "look_poses"
  287.  
  288. $declaresequence "idle_raw"
  289.  
  290. $declaresequence "idle"
  291.  
  292. $declaresequence "reload"
  293.  
  294. $sequence "reload_layer" {
  295. "v_smg_mp5_anims\reload_layer.smd"
  296. activity "ACT_VM_RELOAD_LAYER" 1
  297. delta
  298. // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
  299. subtract "@reload_layer_corrective_animation" 0
  300. { event 5004 12 "Weapon_MP5Navy.Clipout" }
  301. { event 5004 58 "SMG.ClipIn" }
  302. { event 5004 62 "SMG.ClipLocked" }
  303. { event 5004 86 "Weapon_MP5Navy.Slideback" }
  304. fadein 0.2
  305. fadeout 0.2
  306. fps 38
  307. ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 116 116 target 0
  308. ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 116 116 target 1
  309. }
  310.  
  311. $sequence "deploy" {
  312. "v_smg_mp5_anims\deploy.smd"
  313. activity "ACT_VM_DEPLOY" 1
  314. fadein 0.2
  315. fadeout 0.2
  316. fps 30
  317. ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
  318. ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
  319. }
  320.  
  321. $sequence "deploy_layer" {
  322. "v_smg_mp5_anims\deploy_layer.smd"
  323. activity "ACT_VM_DEPLOY_LAYER" 1
  324. delta
  325. // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
  326. subtract "@deploy_layer_corrective_animation" 0
  327. { event 5004 1 "Weapon_MP5Navy.Deploy" }
  328. { event 5004 13 "Weapon_MP5Navy.Slideback" }
  329. fadein 0.2
  330. fadeout 0.2
  331. fps 35
  332. ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
  333. ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
  334. }
  335.  
  336. $sequence "shoot1" {
  337. "v_smg_mp5_anims\shoot1.smd"
  338. activity "ACT_VM_PRIMARYATTACK" 1
  339. fadein 0.2
  340. fadeout 0.2
  341. fps 30
  342. ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
  343. ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
  344. }
  345.  
  346. $sequence "shoot1_layer" {
  347. "v_smg_mp5_anims\shoot1_layer.smd"
  348. activity "ACT_VM_PRIMARYATTACK_LAYER" 1
  349. delta
  350. // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
  351. subtract "@shoot1_layer_corrective_animation" 0
  352. { event AE_CL_CREATE_PARTICLE_BRASS 2 "weapon_shell_casing_9mm_fp shell" }
  353. { event AE_MUZZLEFLASH 0 "1" }
  354. fadein 0.2
  355. fadeout 0.2
  356. fps 30
  357. ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
  358. ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
  359. }
  360.  
  361. $sequence "shoot2" {
  362. "v_smg_mp5_anims\shoot1.smd"
  363. activity "ACT_VM_PRIMARYATTACK" 1
  364. fadein 0.2
  365. fadeout 0.2
  366. fps 30
  367. ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
  368. ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
  369. }
  370.  
  371. $sequence "shoot2_layer" {
  372. "v_smg_mp5_anims\shoot1_layer.smd"
  373. activity "ACT_VM_PRIMARYATTACK_LAYER" 1
  374. delta
  375. // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
  376. subtract "@shoot1_layer_corrective_animation" 0
  377. { event AE_CL_CREATE_PARTICLE_BRASS 2 "weapon_shell_casing_9mm_fp shell" }
  378. { event AE_MUZZLEFLASH 0 "1" }
  379. fadein 0.2
  380. fadeout 0.2
  381. fps 30
  382. ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
  383. ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
  384. }
  385.  
  386. $sequence "shoot3" {
  387. "v_smg_mp5_anims\shoot1.smd"
  388. activity "ACT_VM_PRIMARYATTACK" 1
  389. fadein 0.2
  390. fadeout 0.2
  391. fps 30
  392. ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
  393. ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
  394. }
  395.  
  396. $sequence "shoot3_layer" {
  397. "v_smg_mp5_anims\shoot1_layer.smd"
  398. activity "ACT_VM_PRIMARYATTACK_LAYER" 1
  399. delta
  400. // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
  401. subtract "@shoot1_layer_corrective_animation" 0
  402. { event AE_CL_CREATE_PARTICLE_BRASS 2 "weapon_shell_casing_9mm_fp shell" }
  403. { event AE_MUZZLEFLASH 0 "1" }
  404. fadein 0.2
  405. fadeout 0.2
  406. fps 30
  407. ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
  408. ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
  409. }
  410.  
  411. $declaresequence "melee"
  412.  
  413. $declaresequence "melee_layer"
  414.  
  415. $declaresequence "helping_hand_extend"
  416.  
  417. $declaresequence "helping_hand_extend_layer"
  418.  
  419. $declaresequence "helping_hand_loop"
  420.  
  421. $declaresequence "helping_hand_loop_layer"
  422.  
  423. $declaresequence "helping_hand_retract"
  424.  
  425. $declaresequence "helping_hand_retract_layer"
  426.  
  427. $declaresequence "item_extend"
  428.  
  429. $declaresequence "item_extend_layer"
  430.  
  431. $declaresequence "item_loop"
  432.  
  433. $declaresequence "item_loop_layer"
  434.  
  435. $declaresequence "item_retract"
  436.  
  437. $declaresequence "item_retract_layer"
  438.  
  439. $includemodel "v_models\anims_smg_mp5.mdl"
  440.  
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