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somethinginhereisuseful

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Apr 19th, 2019
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  1.  
  2. $weightlist "weights_reload" {
  3. "Root" 0
  4. "Spine1" 0
  5. "Neck" 1
  6. "Head" 1
  7. "L_ear" 1
  8. "R_ear" 1
  9. "JiggleJaw" 1
  10. "RightShoulder" 1
  11. "RightArm" 1
  12. "ValveBiped.Bip01_R_Hand" 1
  13. "ValveBiped.Bip01_R_Finger0" 1
  14. "LeftShoulder" 0
  15. "LeftArm" 0
  16. "ValveBiped.Bip01_L_Hand" 0
  17. "ValveBiped.Bip01_L_Finger0" 0
  18. "RightThigh" 0
  19. "RightCalf" 0
  20. "ValveBiped.Bip01_R_Foot" 0
  21. "ValveBiped.Bip01_R_Toe0" 0
  22. "LeftThigh" 0
  23. "LeftCalf" 0
  24. "ValveBiped.Bip01_L_Foot" 0
  25. "ValveBiped.Bip01_L_Toe0" 0
  26. "jiggletail1" 0
  27. "jiggletail2" 0
  28. "jiggletail3" 0
  29. }
  30.  
  31. $weightlist "weights_inchat" {
  32. "Root" 0
  33. "Spine1" 0
  34. "Neck" 1
  35. "Head" 1
  36. "L_ear" 1
  37. "R_ear" 1
  38. "JiggleJaw" 1
  39. "RightShoulder" 0
  40. "RightArm" 0
  41. "ValveBiped.Bip01_R_Hand" 0
  42. "ValveBiped.Bip01_R_Finger0" 0
  43. "LeftShoulder" 1
  44. "LeftArm" 1
  45. "ValveBiped.Bip01_L_Hand" 1
  46. "ValveBiped.Bip01_L_Finger0" 1
  47. "RightThigh" 0
  48. "RightCalf" 0
  49. "ValveBiped.Bip01_R_Foot" 0
  50. "ValveBiped.Bip01_R_Toe0" 0
  51. "LeftThigh" 0
  52. "LeftCalf" 0
  53. "ValveBiped.Bip01_L_Foot" 0
  54. "ValveBiped.Bip01_L_Toe0" 0
  55. "jiggletail1" 0
  56. "jiggletail2" 0
  57. "jiggletail3" 0
  58. }
  59.  
  60. $weightlist "weights_taunt_salute" {
  61. "Root" 0
  62. "Spine1" 0
  63. "Neck" 0
  64. "Head" 0
  65. "L_ear" 0
  66. "R_ear" 0
  67. "JiggleJaw" 0
  68. "RightShoulder" 0
  69. "RightArm" 0
  70. "ValveBiped.Bip01_R_Hand" 0
  71. "ValveBiped.Bip01_R_Finger0" 0
  72. "LeftShoulder" 1
  73. "LeftArm" 1
  74. "ValveBiped.Bip01_L_Hand" 1
  75. "ValveBiped.Bip01_L_Finger0" 1
  76. "RightThigh" 0
  77. "RightCalf" 0
  78. "ValveBiped.Bip01_R_Foot" 0
  79. "ValveBiped.Bip01_R_Toe0" 0
  80. "LeftThigh" 0
  81. "LeftCalf" 0
  82. "ValveBiped.Bip01_L_Foot" 0
  83. "ValveBiped.Bip01_L_Toe0" 0
  84. "jiggletail1" 0
  85. "jiggletail2" 0
  86. "jiggletail3" 0
  87. }
  88.  
  89. $weightlist "weights_Normal_HeadMove" {
  90. "Root" 0
  91. "Spine1" 0
  92. "Neck" 0
  93. "Head" 1
  94. "L_ear" 0
  95. "R_ear" 0
  96. "JiggleJaw" 0
  97. "RightShoulder" 0
  98. "RightArm" 0
  99. "ValveBiped.Bip01_R_Hand" 0
  100. "ValveBiped.Bip01_R_Finger0" 0
  101. "LeftShoulder" 0
  102. "LeftArm" 0
  103. "ValveBiped.Bip01_L_Hand" 0
  104. "ValveBiped.Bip01_L_Finger0" 0
  105. "RightThigh" 0
  106. "RightCalf" 0
  107. "ValveBiped.Bip01_R_Foot" 0
  108. "ValveBiped.Bip01_R_Toe0" 0
  109. "LeftThigh" 0
  110. "LeftCalf" 0
  111. "ValveBiped.Bip01_L_Foot" 0
  112. "ValveBiped.Bip01_L_Toe0" 0
  113. "jiggletail1" 0
  114. "jiggletail2" 0
  115. "jiggletail3" 0
  116. }
  117.  
  118. $animation "a_idle" "lion_anims\a_idle.smd" {
  119. fps 30
  120. }
  121.  
  122. $animation "a_sit" "lion_anims\a_sit.smd" {
  123. fps 30
  124. }
  125.  
  126. $animation "a_normal_HeadMove_base" "lion_anims\a_normal_HeadMove_base.smd" {
  127. fps 30
  128. weightlist "weights_Normal_HeadMove"
  129. }
  130.  
  131. $animation "a_normal_HeadMove_down_left" "lion_anims\a_normal_HeadMove_down_left.smd" {
  132. fps 30
  133. weightlist "weights_Normal_HeadMove"
  134. }
  135.  
  136. $animation "a_normal_HeadMove_down_center" "lion_anims\a_normal_HeadMove_down_center.smd" {
  137. fps 30
  138. weightlist "weights_Normal_HeadMove"
  139. }
  140.  
  141. $animation "a_normal_HeadMove_down_right" "lion_anims\a_normal_HeadMove_down_right.smd" {
  142. fps 30
  143. weightlist "weights_Normal_HeadMove"
  144. }
  145.  
  146. $animation "a_normal_HeadMove_mid_left" "lion_anims\a_normal_HeadMove_mid_left.smd" {
  147. fps 30
  148. weightlist "weights_Normal_HeadMove"
  149. }
  150.  
  151. $animation "a_normal_HeadMove_mid_center" "lion_anims\a_normal_HeadMove_mid_center.smd" {
  152. fps 30
  153. weightlist "weights_Normal_HeadMove"
  154. }
  155.  
  156. $animation "a_normal_HeadMove_mid_right" "lion_anims\a_normal_HeadMove_mid_right.smd" {
  157. fps 30
  158. weightlist "weights_Normal_HeadMove"
  159. }
  160.  
  161. $animation "a_normal_HeadMove_up_left" "lion_anims\a_normal_HeadMove_up_left.smd" {
  162. fps 30
  163. weightlist "weights_Normal_HeadMove"
  164. }
  165.  
  166. $animation "a_normal_HeadMove_up_center" "lion_anims\a_normal_HeadMove_up_center.smd" {
  167. fps 30
  168. weightlist "weights_Normal_HeadMove"
  169. }
  170.  
  171. $animation "a_normal_HeadMove_up_right" "lion_anims\a_normal_HeadMove_up_right.smd" {
  172. fps 30
  173. weightlist "weights_Normal_HeadMove"
  174. }
  175.  
  176. $animation "a_reload" "lion_anims\a_reload.smd" {
  177. fps 25
  178. weightlist "weights_reload"
  179. }
  180.  
  181. $animation "a_reload_revolver" "lion_anims\a_reload_revolver.smd" {
  182. fps 10
  183. weightlist "weights_reload"
  184. }
  185.  
  186. $animation "a_reload_pistol" "lion_anims\a_reload_pistol.smd" {
  187. fps 25
  188. weightlist "weights_reload"
  189. }
  190.  
  191. $animation "a_reload_shotgun" "lion_anims\a_reload_shotgun.smd" {
  192. fps 25
  193. weightlist "weights_reload"
  194. }
  195.  
  196. $animation "a_inchat" "lion_anims\a_inchat.smd" {
  197. fps 30
  198. weightlist "weights_inchat"
  199. }
  200.  
  201. $animation "a_jump" "lion_anims\a_jump.smd" {
  202. fps 30
  203. }
  204.  
  205. $animation "a_wave" "lion_anims\a_wave.smd" {
  206. fps 30
  207. }
  208.  
  209. $animation "a_wave_b" "lion_anims\a_wave_b.smd" {
  210. fps 30
  211. }
  212.  
  213. $animation "a_salute" "lion_anims\a_salute.smd" {
  214. fps 30
  215. weightlist "weights_taunt_salute"
  216. }
  217.  
  218. $animation "a_salute_b" "lion_anims\a_salute_b.smd" {
  219. fps 30
  220. }
  221.  
  222. $animation "a_idle_swim" "lion_anims\a_idle_swim.smd" {
  223. fps 15
  224. loop
  225. }
  226.  
  227. $animation "a_idle_crouch" "lion_anims\a_idle_crouch.smd" {
  228. fps 30
  229. loop
  230. }
  231.  
  232. $animation "a_idle_noclip" "lion_anims\a_idle_noclip.smd" {
  233. fps 32
  234. loop
  235. }
  236.  
  237. $animation "a_runN" "lion_anims\a_runN.smd" {
  238. fps 20
  239. loop
  240. }
  241.  
  242. $animation "a_runBack" "lion_anims\a_runBack.smd" {
  243. fps 20
  244. loop
  245. }
  246.  
  247. $animation "a_walkN" "lion_anims\a_walkN.smd" {
  248. fps 35
  249. loop
  250. }
  251.  
  252. $animation "a_walkS" "lion_anims\a_walkS.smd" {
  253. fps 35
  254. loop
  255. }
  256.  
  257. $animation "a_crouchN" "lion_anims\a_crouchN.smd" {
  258. fps 25
  259. loop
  260. }
  261.  
  262. $animation "a_crouchS" "lion_anims\a_crouchS.smd" {
  263. fps 25
  264. loop
  265. }
  266.  
  267. $animation "a_noclipN" "lion_anims\a_noclipN.smd" {
  268. fps 32
  269. loop
  270. }
  271.  
  272. $animation "a_noclipNW" "lion_anims\a_noclipNW.smd" {
  273. fps 32
  274. loop
  275. }
  276.  
  277. $animation "a_noclipNE" "lion_anims\a_noclipNE.smd" {
  278. fps 32
  279. loop
  280. }
  281.  
  282. $animation "a_noclipS" "lion_anims\a_noclipS.smd" {
  283. fps 32
  284. loop
  285. }
  286.  
  287. $animation "a_noclipSW" "lion_anims\a_noclipSW.smd" {
  288. fps 32
  289. loop
  290. }
  291.  
  292. $animation "a_noclipSE" "lion_anims\a_noclipSE.smd" {
  293. fps 32
  294. loop
  295. }
  296.  
  297. $animation "a_noclipW" "lion_anims\a_noclipW.smd" {
  298. fps 32
  299. loop
  300. }
  301.  
  302. $animation "a_noclipE" "lion_anims\a_noclipE.smd" {
  303. fps 32
  304. loop
  305. }
  306.  
  307. $sequence "reference" {
  308. "lion_anims\reference.smd"
  309. fps 1
  310. }
  311.  
  312. $animation "a_proportions" "anims\a_Proportions.smd" {
  313. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  314. subtract "reference" 0
  315. }
  316.  
  317.  
  318. $sequence "proportions" {
  319. "a_proportions"
  320. autoplay
  321. predelta
  322. fadein 0.2
  323. fadeout 0.2
  324. addlayer "Normal_HeadMove"
  325. fps 30
  326. }
  327.  
  328.  
  329. $sequence "ragdoll" {
  330. "lion_anims\ragdoll.smd"
  331. activity "ACT_DIERAGDOLL" 1
  332. fadein 0.2
  333. fadeout 0.2
  334. fps 30
  335. }
  336.  
  337. $sequence "Normal_HeadMove" {
  338. "a_normal_HeadMove_down_left"
  339. "a_normal_HeadMove_down_center"
  340. "a_normal_HeadMove_down_right"
  341. "a_normal_HeadMove_mid_left"
  342. "a_normal_HeadMove_mid_center"
  343. "a_normal_HeadMove_mid_right"
  344. "a_normal_HeadMove_up_left"
  345. "a_normal_HeadMove_up_center"
  346. "a_normal_HeadMove_up_right"
  347. blend "aim_yaw" -44.9465 44.94648
  348. blend "aim_pitch" -30.00002 45.00003
  349. delta
  350. fadein 0.2
  351. fadeout 0.2
  352. fps 30
  353. weightlist "weights_Normal_HeadMove"
  354. }
  355.  
  356. $sequence "idle_all_01" {
  357. "lion_anims\idle_all_01.smd"
  358. fadein 0.2
  359. fadeout 0.2
  360. fps 30
  361. }
  362.  
  363. $sequence "idle" {
  364. "a_idle"
  365. activity "ACT_HL2MP_IDLE" 1
  366. fadein 0.2
  367. fadeout 0.2
  368. fps 30
  369. }
  370.  
  371. $sequence "idle_crouch" {
  372. "a_idle_crouch"
  373. activity "ACT_HL2MP_IDLE_CROUCH" 1
  374. fadein 0.2
  375. fadeout 0.2
  376. fps 30
  377. loop
  378. }
  379.  
  380. $sequence "idle_swim" {
  381. "a_idle_swim"
  382. activity "ACT_HL2MP_SWIM_IDLE" 1
  383. fadein 0.2
  384. fadeout 0.2
  385. fps 15
  386. loop
  387. }
  388.  
  389. $sequence "swim" {
  390. "a_idle_swim"
  391. activity "ACT_HL2MP_SWIM" 1
  392. fadein 0.2
  393. fadeout 0.2
  394. fps 15
  395. loop
  396. }
  397.  
  398. $sequence "jump" {
  399. "a_jump"
  400. activity "ACT_HL2MP_JUMP" 1
  401. fadein 0.2
  402. fadeout 0.2
  403. fps 30
  404. }
  405.  
  406. $sequence "sit" {
  407. "a_sit"
  408. activity "ACT_HL2MP_SIT" 1
  409. fadein 0.2
  410. fadeout 0.2
  411. fps 30
  412. }
  413.  
  414. $sequence "reload" {
  415. "a_reload"
  416. activity "ACT_HL2MP_GESTURE_RELOAD" 1
  417. fadein 0.2
  418. fadeout 0.2
  419. fps 25
  420. weightlist "weights_reload"
  421. }
  422.  
  423. $sequence "inchat" {
  424. "a_inchat"
  425. activity "ACT_GMOD_IN_CHAT" 1
  426. fadein 0.2
  427. fadeout 0.2
  428. fps 30
  429. weightlist "weights_inchat"
  430. }
  431.  
  432. $sequence "taunt_salute" {
  433. "a_salute"
  434. fadein 0.2
  435. fadeout 0.2
  436. fps 30
  437. weightlist "weights_taunt_salute"
  438. }
  439.  
  440. $sequence "taunt_salute_b" {
  441. "a_salute_b"
  442. activity "ACT_GMOD_TAUNT_SALUTE" 1
  443. fadein 0.2
  444. fadeout 0.2
  445. addlayer "taunt_salute"
  446. fps 30
  447. }
  448.  
  449. $sequence "taunt_dance" {
  450. "lion_anims\taunt_dance.smd"
  451. activity "ACT_GMOD_TAUNT_DANCE" 1
  452. fadein 0.2
  453. fadeout 0.2
  454. fps 30
  455. }
  456.  
  457. $sequence "drive_jeep" {
  458. "lion_anims\drive_jeep.smd"
  459. activity "ACT_DRIVE_JEEP" 1
  460. fadein 0.2
  461. fadeout 0.2
  462. fps 30
  463. }
  464.  
  465. $sequence "drive_airboat" {
  466. "lion_anims\drive_airboat.smd"
  467. activity "ACT_DRIVE_AIRBOAT" 1
  468. fadein 0.2
  469. fadeout 0.2
  470. fps 30
  471. }
  472.  
  473. $sequence "sit_rollercoaster" {
  474. "a_sit"
  475. activity "ACT_GMOD_SIT_ROLLERCOASTER" 1
  476. fadein 0.2
  477. fadeout 0.2
  478. fps 30
  479. }
  480.  
  481. $sequence "menu_walk" {
  482. "a_walkN"
  483. fadein 0.2
  484. fadeout 0.2
  485. fps 35
  486. loop
  487. }
  488.  
  489. $sequence "run_all_01" {
  490. "a_runN"
  491. "a_runN"
  492. "a_runN"
  493. "a_runN"
  494. "a_idle"
  495. "a_runN"
  496. "a_runBack"
  497. "a_runBack"
  498. "a_runBack"
  499. activity "ACT_HL2MP_RUN" 1
  500. blend "move_y" -1 1
  501. blend "move_x" 1 -1
  502. fadein 0.2
  503. fadeout 0.2
  504. node "running"
  505. fps 20
  506. loop
  507. }
  508.  
  509. $sequence "cwalk_all" {
  510. "a_crouchN"
  511. "a_crouchN"
  512. "a_crouchN"
  513. "a_crouchN"
  514. "a_idle_crouch"
  515. "a_crouchN"
  516. "a_crouchS"
  517. "a_crouchS"
  518. "a_crouchS"
  519. activity "ACT_HL2MP_WALK_CROUCH" 1
  520. blend "move_y" -1 1
  521. blend "move_x" 1 -1
  522. fadein 0.2
  523. fadeout 0.2
  524. fps 25
  525. loop
  526. }
  527.  
  528. $sequence "walk_all" {
  529. "a_walkN"
  530. "a_walkN"
  531. "a_walkN"
  532. "a_walkN"
  533. "a_idle"
  534. "a_walkN"
  535. "a_walkS"
  536. "a_walkS"
  537. "a_walkS"
  538. activity "ACT_HL2MP_WALK" 1
  539. blend "move_y" -1 1
  540. blend "move_x" 1 -1
  541. fadein 0.2
  542. fadeout 0.2
  543. fps 35
  544. loop
  545. }
  546.  
  547. $sequence "noclip" {
  548. "a_noclipNW"
  549. "a_noclipN"
  550. "a_noclipNE"
  551. "a_noclipW"
  552. "a_idle_noclip"
  553. "a_noclipE"
  554. "a_noclipSW"
  555. "a_noclipS"
  556. "a_noclipSE"
  557. activity "ACT_GMOD_NOCLIP_LAYER" 1
  558. blend "move_y" -1 1
  559. blend "move_x" 1 -1
  560. fadein 0.2
  561. fadeout 0.2
  562. fps 32
  563. loop
  564. }
  565.  
  566. $sequence "idle_AR2" {
  567. "a_idle"
  568. activity "ACT_HL2MP_IDLE_AR2" 1
  569. fadein 0.2
  570. fadeout 0.2
  571. fps 30
  572. }
  573.  
  574. $sequence "idle_Crouch_AR2" {
  575. "a_idle_crouch"
  576. activity "ACT_HL2MP_IDLE_CROUCH_AR2" 1
  577. fadein 0.2
  578. fadeout 0.2
  579. fps 30
  580. loop
  581. }
  582.  
  583. $sequence "idle_Swim_AR2" {
  584. "a_idle_swim"
  585. activity "ACT_HL2MP_SWIM_IDLE_AR2" 1
  586. fadein 0.2
  587. fadeout 0.2
  588. fps 15
  589. loop
  590. }
  591.  
  592. $sequence "swim_AR2" {
  593. "a_idle_swim"
  594. activity "ACT_HL2MP_SWIM_AR2" 1
  595. fadein 0.2
  596. fadeout 0.2
  597. fps 15
  598. loop
  599. }
  600.  
  601. $sequence "run_AR2" {
  602. "a_runN"
  603. activity "ACT_HL2MP_RUN_AR2" 1
  604. fadein 0.2
  605. fadeout 0.2
  606. addlayer "run_all_01"
  607. fps 20
  608. loop
  609. }
  610.  
  611. $sequence "crouch_AR2" {
  612. "a_crouchN"
  613. activity "ACT_HL2MP_WALK_CROUCH_AR2" 1
  614. fadein 0.2
  615. fadeout 0.2
  616. addlayer "cwalk_all"
  617. fps 25
  618. loop
  619. }
  620.  
  621. $sequence "walk_AR2" {
  622. "a_walkN"
  623. activity "ACT_HL2MP_WALK_AR2" 1
  624. fadein 0.2
  625. fadeout 0.2
  626. addlayer "walk_all"
  627. fps 35
  628. loop
  629. }
  630.  
  631. $sequence "jump_AR2" {
  632. "a_jump"
  633. activity "ACT_HL2MP_JUMP_AR2" 1
  634. fadein 0.2
  635. fadeout 0.2
  636. fps 30
  637. }
  638.  
  639. $sequence "reload_AR2" {
  640. "a_reload"
  641. activity "ACT_HL2MP_GESTURE_RELOAD_AR2" 1
  642. fadein 0.2
  643. fadeout 0.2
  644. fps 25
  645. weightlist "weights_reload"
  646. }
  647.  
  648. $sequence "sit_ar2" {
  649. "a_sit"
  650. activity "ACT_HL2MP_SIT_AR2" 1
  651. fadein 0.2
  652. fadeout 0.2
  653. fps 30
  654. }
  655.  
  656. $sequence "idle_CAMERA" {
  657. "a_idle"
  658. activity "ACT_HL2MP_IDLE_CAMERA" 1
  659. fadein 0.2
  660. fadeout 0.2
  661. fps 30
  662. }
  663.  
  664. $sequence "idle_Crouch_CAMERA" {
  665. "a_idle_crouch"
  666. activity "ACT_HL2MP_IDLE_CROUCH_CAMERA" 1
  667. fadein 0.2
  668. fadeout 0.2
  669. fps 30
  670. loop
  671. }
  672.  
  673. $sequence "idle_Swim_CAMERA" {
  674. "a_idle_swim"
  675. activity "ACT_HL2MP_SWIM_IDLE_CAMERA" 1
  676. fadein 0.2
  677. fadeout 0.2
  678. fps 15
  679. loop
  680. }
  681.  
  682. $sequence "swim_CAMERA" {
  683. "a_idle_swim"
  684. activity "ACT_HL2MP_SWIM_CAMERA" 1
  685. fadein 0.2
  686. fadeout 0.2
  687. fps 15
  688. loop
  689. }
  690.  
  691. $sequence "run_CAMERA" {
  692. "a_runN"
  693. activity "ACT_HL2MP_RUN_CAMERA" 1
  694. fadein 0.2
  695. fadeout 0.2
  696. addlayer "run_all_01"
  697. fps 20
  698. loop
  699. }
  700.  
  701. $sequence "crouch_CAMERA" {
  702. "a_crouchN"
  703. activity "ACT_HL2MP_WALK_CROUCH_CAMERA" 1
  704. fadein 0.2
  705. fadeout 0.2
  706. addlayer "cwalk_all"
  707. fps 25
  708. loop
  709. }
  710.  
  711. $sequence "walk_CAMERA" {
  712. "a_walkN"
  713. activity "ACT_HL2MP_WALK_CAMERA" 1
  714. fadein 0.2
  715. fadeout 0.2
  716. addlayer "walk_all"
  717. fps 35
  718. loop
  719. }
  720.  
  721. $sequence "jump_CAMERA" {
  722. "a_jump"
  723. activity "ACT_HL2MP_JUMP_CAMERA" 1
  724. fadein 0.2
  725. fadeout 0.2
  726. fps 30
  727. }
  728.  
  729. $sequence "reload_CAMERA" {
  730. "a_reload"
  731. activity "ACT_HL2MP_GESTURE_RELOAD_CAMERA" 1
  732. fadein 0.2
  733. fadeout 0.2
  734. fps 25
  735. weightlist "weights_reload"
  736. }
  737.  
  738. $sequence "sit_camera" {
  739. "a_sit"
  740. activity "ACT_HL2MP_SIT_CAMERA" 1
  741. fadein 0.2
  742. fadeout 0.2
  743. fps 30
  744. }
  745.  
  746. $sequence "idle_CROSSBOW" {
  747. "a_idle"
  748. activity "ACT_HL2MP_IDLE_CROSSBOW" 1
  749. fadein 0.2
  750. fadeout 0.2
  751. fps 30
  752. }
  753.  
  754. $sequence "idle_Crouch_CROSSBOW" {
  755. "a_idle_crouch"
  756. activity "ACT_HL2MP_IDLE_CROUCH_CROSSBOW" 1
  757. fadein 0.2
  758. fadeout 0.2
  759. fps 30
  760. loop
  761. }
  762.  
  763. $sequence "idle_Swim_CROSSBOW" {
  764. "a_idle_swim"
  765. activity "ACT_HL2MP_SWIM_IDLE_CROSSBOW" 1
  766. fadein 0.2
  767. fadeout 0.2
  768. fps 15
  769. loop
  770. }
  771.  
  772. $sequence "swim_CROSSBOW" {
  773. "a_idle_swim"
  774. activity "ACT_HL2MP_SWIM_CROSSBOW" 1
  775. fadein 0.2
  776. fadeout 0.2
  777. fps 15
  778. loop
  779. }
  780.  
  781. $sequence "run_CROSSBOW" {
  782. "a_runN"
  783. activity "ACT_HL2MP_RUN_CROSSBOW" 1
  784. fadein 0.2
  785. fadeout 0.2
  786. addlayer "run_all_01"
  787. fps 20
  788. loop
  789. }
  790.  
  791. $sequence "crouch_CROSSBOW" {
  792. "a_crouchN"
  793. activity "ACT_HL2MP_WALK_CROUCH_CROSSBOW" 1
  794. fadein 0.2
  795. fadeout 0.2
  796. addlayer "cwalk_all"
  797. fps 25
  798. loop
  799. }
  800.  
  801. $sequence "walk_CROSSBOW" {
  802. "a_walkN"
  803. activity "ACT_HL2MP_WALK_CROSSBOW" 1
  804. fadein 0.2
  805. fadeout 0.2
  806. addlayer "walk_all"
  807. fps 35
  808. loop
  809. }
  810.  
  811. $sequence "jump_CROSSBOW" {
  812. "a_jump"
  813. activity "ACT_HL2MP_JUMP_CROSSBOW" 1
  814. fadein 0.2
  815. fadeout 0.2
  816. fps 30
  817. }
  818.  
  819. $sequence "reload_CROSSBOW" {
  820. "a_reload"
  821. activity "ACT_HL2MP_GESTURE_RELOAD_CROSSBOW" 1
  822. fadein 0.2
  823. fadeout 0.2
  824. fps 25
  825. weightlist "weights_reload"
  826. }
  827.  
  828. $sequence "sit_crossbow" {
  829. "a_sit"
  830. activity "ACT_HL2MP_SIT_CROSSBOW" 1
  831. fadein 0.2
  832. fadeout 0.2
  833. fps 30
  834. }
  835.  
  836. $sequence "idle_DUEL" {
  837. "a_idle"
  838. activity "ACT_HL2MP_IDLE_DUEL" 1
  839. fadein 0.2
  840. fadeout 0.2
  841. fps 30
  842. }
  843.  
  844. $sequence "idle_Crouch_DUEL" {
  845. "a_idle_crouch"
  846. activity "ACT_HL2MP_IDLE_CROUCH_DUEL" 1
  847. fadein 0.2
  848. fadeout 0.2
  849. fps 30
  850. loop
  851. }
  852.  
  853. $sequence "idle_Swim_DUEL" {
  854. "a_idle_swim"
  855. activity "ACT_HL2MP_SWIM_IDLE_DUEL" 1
  856. fadein 0.2
  857. fadeout 0.2
  858. fps 15
  859. loop
  860. }
  861.  
  862. $sequence "swim_DUEL" {
  863. "a_idle_swim"
  864. activity "ACT_HL2MP_SWIM_DUEL" 1
  865. fadein 0.2
  866. fadeout 0.2
  867. fps 15
  868. loop
  869. }
  870.  
  871. $sequence "run_DUEL" {
  872. "a_runN"
  873. activity "ACT_HL2MP_RUN_DUEL" 1
  874. fadein 0.2
  875. fadeout 0.2
  876. addlayer "run_all_01"
  877. fps 20
  878. loop
  879. }
  880.  
  881. $sequence "crouch_DUEL" {
  882. "a_crouchN"
  883. activity "ACT_HL2MP_WALK_CROUCH_DUEL" 1
  884. fadein 0.2
  885. fadeout 0.2
  886. addlayer "cwalk_all"
  887. fps 25
  888. loop
  889. }
  890.  
  891. $sequence "walk_DUEL" {
  892. "a_walkN"
  893. activity "ACT_HL2MP_WALK_DUEL" 1
  894. fadein 0.2
  895. fadeout 0.2
  896. addlayer "walk_all"
  897. fps 35
  898. loop
  899. }
  900.  
  901. $sequence "jump_DUEL" {
  902. "a_jump"
  903. activity "ACT_HL2MP_JUMP_DUEL" 1
  904. fadein 0.2
  905. fadeout 0.2
  906. fps 30
  907. }
  908.  
  909. $sequence "reload_DUEL" {
  910. "a_reload"
  911. activity "ACT_HL2MP_GESTURE_RELOAD_DUEL" 1
  912. fadein 0.2
  913. fadeout 0.2
  914. fps 25
  915. weightlist "weights_reload"
  916. }
  917.  
  918. $sequence "sit_duel" {
  919. "a_sit"
  920. activity "ACT_HL2MP_SIT_DUEL" 1
  921. fadein 0.2
  922. fadeout 0.2
  923. fps 30
  924. }
  925.  
  926. $sequence "idle_FIST" {
  927. "a_idle"
  928. activity "ACT_HL2MP_IDLE_FIST" 1
  929. fadein 0.2
  930. fadeout 0.2
  931. fps 30
  932. }
  933.  
  934. $sequence "idle_Crouch_FIST" {
  935. "a_idle_crouch"
  936. activity "ACT_HL2MP_IDLE_CROUCH_FIST" 1
  937. fadein 0.2
  938. fadeout 0.2
  939. fps 30
  940. loop
  941. }
  942.  
  943. $sequence "idle_Swim_FIST" {
  944. "a_idle_swim"
  945. activity "ACT_HL2MP_SWIM_IDLE_FIST" 1
  946. fadein 0.2
  947. fadeout 0.2
  948. fps 15
  949. loop
  950. }
  951.  
  952. $sequence "swim_FIST" {
  953. "a_idle_swim"
  954. activity "ACT_HL2MP_SWIM_FIST" 1
  955. fadein 0.2
  956. fadeout 0.2
  957. fps 15
  958. loop
  959. }
  960.  
  961. $sequence "run_FIST" {
  962. "a_runN"
  963. activity "ACT_HL2MP_RUN_FIST" 1
  964. fadein 0.2
  965. fadeout 0.2
  966. addlayer "run_all_01"
  967. fps 20
  968. loop
  969. }
  970.  
  971. $sequence "crouch_FIST" {
  972. "a_crouchN"
  973. activity "ACT_HL2MP_WALK_CROUCH_FIST" 1
  974. fadein 0.2
  975. fadeout 0.2
  976. addlayer "cwalk_all"
  977. fps 25
  978. loop
  979. }
  980.  
  981. $sequence "walk_FIST" {
  982. "a_walkN"
  983. activity "ACT_HL2MP_WALK_FIST" 1
  984. fadein 0.2
  985. fadeout 0.2
  986. addlayer "walk_all"
  987. fps 35
  988. loop
  989. }
  990.  
  991. $sequence "jump_FIST" {
  992. "a_jump"
  993. activity "ACT_HL2MP_JUMP_FIST" 1
  994. fadein 0.2
  995. fadeout 0.2
  996. fps 30
  997. }
  998.  
  999. $sequence "reload_FIST" {
  1000. "a_reload"
  1001. activity "ACT_HL2MP_GESTURE_RELOAD_FIST" 1
  1002. fadein 0.2
  1003. fadeout 0.2
  1004. fps 25
  1005. weightlist "weights_reload"
  1006. }
  1007.  
  1008. $sequence "sit_fist" {
  1009. "a_sit"
  1010. activity "ACT_HL2MP_SIT_FIST" 1
  1011. fadein 0.2
  1012. fadeout 0.2
  1013. fps 30
  1014. }
  1015.  
  1016. $sequence "idle_GRENADE" {
  1017. "a_idle"
  1018. activity "ACT_HL2MP_IDLE_GRENADE" 1
  1019. fadein 0.2
  1020. fadeout 0.2
  1021. fps 30
  1022. }
  1023.  
  1024. $sequence "idle_Crouch_GRENADE" {
  1025. "a_idle_crouch"
  1026. activity "ACT_HL2MP_IDLE_CROUCH_GRENADE" 1
  1027. fadein 0.2
  1028. fadeout 0.2
  1029. fps 30
  1030. loop
  1031. }
  1032.  
  1033. $sequence "idle_Swim_GRENADE" {
  1034. "a_idle_swim"
  1035. activity "ACT_HL2MP_SWIM_IDLE_GRENADE" 1
  1036. fadein 0.2
  1037. fadeout 0.2
  1038. fps 15
  1039. loop
  1040. }
  1041.  
  1042. $sequence "swim_GRENADE" {
  1043. "a_idle_swim"
  1044. activity "ACT_HL2MP_SWIM_GRENADE" 1
  1045. fadein 0.2
  1046. fadeout 0.2
  1047. fps 15
  1048. loop
  1049. }
  1050.  
  1051. $sequence "run_GRENADE" {
  1052. "a_runN"
  1053. activity "ACT_HL2MP_RUN_GRENADE" 1
  1054. fadein 0.2
  1055. fadeout 0.2
  1056. addlayer "run_all_01"
  1057. fps 20
  1058. loop
  1059. }
  1060.  
  1061. $sequence "crouch_GRENADE" {
  1062. "a_crouchN"
  1063. activity "ACT_HL2MP_WALK_CROUCH_GRENADE" 1
  1064. fadein 0.2
  1065. fadeout 0.2
  1066. addlayer "cwalk_all"
  1067. fps 25
  1068. loop
  1069. }
  1070.  
  1071. $sequence "walk_GRENADE" {
  1072. "a_walkN"
  1073. activity "ACT_HL2MP_WALK_GRENADE" 1
  1074. fadein 0.2
  1075. fadeout 0.2
  1076. addlayer "walk_all"
  1077. fps 35
  1078. loop
  1079. }
  1080.  
  1081. $sequence "jump_GRENADE" {
  1082. "a_jump"
  1083. activity "ACT_HL2MP_JUMP_GRENADE" 1
  1084. fadein 0.2
  1085. fadeout 0.2
  1086. fps 30
  1087. }
  1088.  
  1089. $sequence "reload_GRENADE" {
  1090. "a_reload"
  1091. activity "ACT_HL2MP_GESTURE_RELOAD_GRENADE" 1
  1092. fadein 0.2
  1093. fadeout 0.2
  1094. fps 25
  1095. weightlist "weights_reload"
  1096. }
  1097.  
  1098. $sequence "sit_grenade" {
  1099. "a_sit"
  1100. activity "ACT_HL2MP_SIT_GRENADE" 1
  1101. fadein 0.2
  1102. fadeout 0.2
  1103. fps 30
  1104. }
  1105.  
  1106. $sequence "idle_KNIFE" {
  1107. "a_idle"
  1108. activity "ACT_HL2MP_IDLE_KNIFE" 1
  1109. fadein 0.2
  1110. fadeout 0.2
  1111. fps 30
  1112. }
  1113.  
  1114. $sequence "idle_Crouch_KNIFE" {
  1115. "a_idle_crouch"
  1116. activity "ACT_HL2MP_IDLE_CROUCH_KNIFE" 1
  1117. fadein 0.2
  1118. fadeout 0.2
  1119. fps 30
  1120. loop
  1121. }
  1122.  
  1123. $sequence "idle_Swim_KNIFE" {
  1124. "a_idle_swim"
  1125. activity "ACT_HL2MP_SWIM_IDLE_KNIFE" 1
  1126. fadein 0.2
  1127. fadeout 0.2
  1128. fps 15
  1129. loop
  1130. }
  1131.  
  1132. $sequence "swim_KNIFE" {
  1133. "a_idle_swim"
  1134. activity "ACT_HL2MP_SWIM_KNIFE" 1
  1135. fadein 0.2
  1136. fadeout 0.2
  1137. fps 15
  1138. loop
  1139. }
  1140.  
  1141. $sequence "run_KNIFE" {
  1142. "a_runN"
  1143. activity "ACT_HL2MP_RUN_KNIFE" 1
  1144. fadein 0.2
  1145. fadeout 0.2
  1146. addlayer "run_all_01"
  1147. fps 20
  1148. loop
  1149. }
  1150.  
  1151. $sequence "crouch_KNIFE" {
  1152. "a_crouchN"
  1153. activity "ACT_HL2MP_WALK_CROUCH_KNIFE" 1
  1154. fadein 0.2
  1155. fadeout 0.2
  1156. addlayer "cwalk_all"
  1157. fps 25
  1158. loop
  1159. }
  1160.  
  1161. $sequence "walk_KNIFE" {
  1162. "a_walkN"
  1163. activity "ACT_HL2MP_WALK_KNIFE" 1
  1164. fadein 0.2
  1165. fadeout 0.2
  1166. addlayer "walk_all"
  1167. fps 35
  1168. loop
  1169. }
  1170.  
  1171. $sequence "jump_KNIFE" {
  1172. "a_jump"
  1173. activity "ACT_HL2MP_JUMP_KNIFE" 1
  1174. fadein 0.2
  1175. fadeout 0.2
  1176. fps 30
  1177. }
  1178.  
  1179. $sequence "reload_KNIFE" {
  1180. "a_reload"
  1181. activity "ACT_HL2MP_GESTURE_RELOAD_KNIFE" 1
  1182. fadein 0.2
  1183. fadeout 0.2
  1184. fps 25
  1185. weightlist "weights_reload"
  1186. }
  1187.  
  1188. $sequence "sit_knife" {
  1189. "a_sit"
  1190. activity "ACT_HL2MP_SIT_KNIFE" 1
  1191. fadein 0.2
  1192. fadeout 0.2
  1193. fps 30
  1194. }
  1195.  
  1196. $sequence "idle_MELEE" {
  1197. "a_idle"
  1198. activity "ACT_HL2MP_IDLE_MELEE" 1
  1199. fadein 0.2
  1200. fadeout 0.2
  1201. fps 30
  1202. }
  1203.  
  1204. $sequence "idle_Crouch_MELEE" {
  1205. "a_idle_crouch"
  1206. activity "ACT_HL2MP_IDLE_CROUCH_MELEE" 1
  1207. fadein 0.2
  1208. fadeout 0.2
  1209. fps 30
  1210. loop
  1211. }
  1212.  
  1213. $sequence "idle_Swim_MELEE" {
  1214. "a_idle_swim"
  1215. activity "ACT_HL2MP_SWIM_IDLE_MELEE" 1
  1216. fadein 0.2
  1217. fadeout 0.2
  1218. fps 15
  1219. loop
  1220. }
  1221.  
  1222. $sequence "swim_MELEE" {
  1223. "a_idle_swim"
  1224. activity "ACT_HL2MP_SWIM_MELEE" 1
  1225. fadein 0.2
  1226. fadeout 0.2
  1227. fps 15
  1228. loop
  1229. }
  1230.  
  1231. $sequence "run_MELEE" {
  1232. "a_runN"
  1233. activity "ACT_HL2MP_RUN_MELEE" 1
  1234. fadein 0.2
  1235. fadeout 0.2
  1236. addlayer "run_all_01"
  1237. fps 20
  1238. loop
  1239. }
  1240.  
  1241. $sequence "crouch_MELEE" {
  1242. "a_crouchN"
  1243. activity "ACT_HL2MP_WALK_CROUCH_MELEE" 1
  1244. fadein 0.2
  1245. fadeout 0.2
  1246. addlayer "cwalk_all"
  1247. fps 25
  1248. loop
  1249. }
  1250.  
  1251. $sequence "walk_MELEE" {
  1252. "a_walkN"
  1253. activity "ACT_HL2MP_WALK_MELEE" 1
  1254. fadein 0.2
  1255. fadeout 0.2
  1256. addlayer "walk_all"
  1257. fps 35
  1258. loop
  1259. }
  1260.  
  1261. $sequence "jump_MELEE" {
  1262. "a_jump"
  1263. activity "ACT_HL2MP_JUMP_MELEE" 1
  1264. fadein 0.2
  1265. fadeout 0.2
  1266. fps 30
  1267. }
  1268.  
  1269. $sequence "reload_MELEE" {
  1270. "a_reload"
  1271. activity "ACT_HL2MP_GESTURE_RELOAD_MELEE" 1
  1272. fadein 0.2
  1273. fadeout 0.2
  1274. fps 25
  1275. weightlist "weights_reload"
  1276. }
  1277.  
  1278. $sequence "sit_melee" {
  1279. "a_sit"
  1280. activity "ACT_HL2MP_SIT_MELEE" 1
  1281. fadein 0.2
  1282. fadeout 0.2
  1283. fps 30
  1284. }
  1285.  
  1286. $sequence "idle_MELEE2" {
  1287. "a_idle"
  1288. activity "ACT_HL2MP_IDLE_MELEE2" 1
  1289. fadein 0.2
  1290. fadeout 0.2
  1291. fps 30
  1292. }
  1293.  
  1294. $sequence "idle_Crouch_MELEE2" {
  1295. "a_idle_crouch"
  1296. activity "ACT_HL2MP_IDLE_CROUCH_MELEE2" 1
  1297. fadein 0.2
  1298. fadeout 0.2
  1299. fps 30
  1300. loop
  1301. }
  1302.  
  1303. $sequence "idle_Swim_MELEE2" {
  1304. "a_idle_swim"
  1305. activity "ACT_HL2MP_SWIM_IDLE_MELEE2" 1
  1306. fadein 0.2
  1307. fadeout 0.2
  1308. fps 15
  1309. loop
  1310. }
  1311.  
  1312. $sequence "swim_MELEE2" {
  1313. "a_idle_swim"
  1314. activity "ACT_HL2MP_SWIM_MELEE2" 1
  1315. fadein 0.2
  1316. fadeout 0.2
  1317. fps 15
  1318. loop
  1319. }
  1320.  
  1321. $sequence "run_MELEE2" {
  1322. "a_runN"
  1323. activity "ACT_HL2MP_RUN_MELEE2" 1
  1324. fadein 0.2
  1325. fadeout 0.2
  1326. addlayer "run_all_01"
  1327. fps 20
  1328. loop
  1329. }
  1330.  
  1331. $sequence "crouch_MELEE2" {
  1332. "a_crouchN"
  1333. activity "ACT_HL2MP_WALK_CROUCH_MELEE2" 1
  1334. fadein 0.2
  1335. fadeout 0.2
  1336. addlayer "cwalk_all"
  1337. fps 25
  1338. loop
  1339. }
  1340.  
  1341. $sequence "walk_MELEE2" {
  1342. "a_walkN"
  1343. activity "ACT_HL2MP_WALK_MELEE2" 1
  1344. fadein 0.2
  1345. fadeout 0.2
  1346. addlayer "walk_all"
  1347. fps 35
  1348. loop
  1349. }
  1350.  
  1351. $sequence "jump_MELEE2" {
  1352. "a_jump"
  1353. activity "ACT_HL2MP_JUMP_MELEE2" 1
  1354. fadein 0.2
  1355. fadeout 0.2
  1356. fps 30
  1357. }
  1358.  
  1359. $sequence "reload_MELEE2" {
  1360. "a_reload"
  1361. activity "ACT_HL2MP_GESTURE_RELOAD_MELEE2" 1
  1362. fadein 0.2
  1363. fadeout 0.2
  1364. fps 25
  1365. weightlist "weights_reload"
  1366. }
  1367.  
  1368. $sequence "sit_melee2" {
  1369. "a_sit"
  1370. activity "ACT_HL2MP_SIT_MELEE2" 1
  1371. fadein 0.2
  1372. fadeout 0.2
  1373. fps 30
  1374. }
  1375.  
  1376. $sequence "idle_PASSIVE" {
  1377. "a_idle"
  1378. activity "ACT_HL2MP_IDLE_PASSIVE" 1
  1379. fadein 0.2
  1380. fadeout 0.2
  1381. fps 30
  1382. }
  1383.  
  1384. $sequence "idle_Crouch_PASSIVE" {
  1385. "a_idle_crouch"
  1386. activity "ACT_HL2MP_IDLE_CROUCH_PASSIVE" 1
  1387. fadein 0.2
  1388. fadeout 0.2
  1389. fps 30
  1390. loop
  1391. }
  1392.  
  1393. $sequence "idle_Swim_PASSIVE" {
  1394. "a_idle_swim"
  1395. activity "ACT_HL2MP_SWIM_IDLE_PASSIVE" 1
  1396. fadein 0.2
  1397. fadeout 0.2
  1398. fps 15
  1399. loop
  1400. }
  1401.  
  1402. $sequence "swim_PASSIVE" {
  1403. "a_idle_swim"
  1404. activity "ACT_HL2MP_SWIM_PASSIVE" 1
  1405. fadein 0.2
  1406. fadeout 0.2
  1407. fps 15
  1408. loop
  1409. }
  1410.  
  1411. $sequence "run_PASSIVE" {
  1412. "a_runN"
  1413. activity "ACT_HL2MP_RUN_PASSIVE" 1
  1414. fadein 0.2
  1415. fadeout 0.2
  1416. addlayer "run_all_01"
  1417. fps 20
  1418. loop
  1419. }
  1420.  
  1421. $sequence "crouch_PASSIVE" {
  1422. "a_crouchN"
  1423. activity "ACT_HL2MP_WALK_CROUCH_PASSIVE" 1
  1424. fadein 0.2
  1425. fadeout 0.2
  1426. addlayer "cwalk_all"
  1427. fps 25
  1428. loop
  1429. }
  1430.  
  1431. $sequence "walk_PASSIVE" {
  1432. "a_walkN"
  1433. activity "ACT_HL2MP_WALK_PASSIVE" 1
  1434. fadein 0.2
  1435. fadeout 0.2
  1436. addlayer "walk_all"
  1437. fps 35
  1438. loop
  1439. }
  1440.  
  1441. $sequence "jump_PASSIVE" {
  1442. "a_jump"
  1443. activity "ACT_HL2MP_JUMP_PASSIVE" 1
  1444. fadein 0.2
  1445. fadeout 0.2
  1446. fps 30
  1447. }
  1448.  
  1449. $sequence "reload_PASSIVE" {
  1450. "a_reload"
  1451. activity "ACT_HL2MP_GESTURE_RELOAD_PASSIVE" 1
  1452. fadein 0.2
  1453. fadeout 0.2
  1454. fps 25
  1455. weightlist "weights_reload"
  1456. }
  1457.  
  1458. $sequence "sit_passive" {
  1459. "a_sit"
  1460. activity "ACT_HL2MP_SIT_PASSIVE" 1
  1461. fadein 0.2
  1462. fadeout 0.2
  1463. fps 30
  1464. }
  1465.  
  1466. $sequence "idle_PISTOL" {
  1467. "a_idle"
  1468. activity "ACT_HL2MP_IDLE_PISTOL" 1
  1469. fadein 0.2
  1470. fadeout 0.2
  1471. fps 30
  1472. }
  1473.  
  1474. $sequence "idle_Crouch_PISTOL" {
  1475. "a_idle_crouch"
  1476. activity "ACT_HL2MP_IDLE_CROUCH_PISTOL" 1
  1477. fadein 0.2
  1478. fadeout 0.2
  1479. fps 30
  1480. loop
  1481. }
  1482.  
  1483. $sequence "idle_Swim_PISTOL" {
  1484. "a_idle_swim"
  1485. activity "ACT_HL2MP_SWIM_IDLE_PISTOL" 1
  1486. fadein 0.2
  1487. fadeout 0.2
  1488. fps 15
  1489. loop
  1490. }
  1491.  
  1492. $sequence "swim_PISTOL" {
  1493. "a_idle_swim"
  1494. activity "ACT_HL2MP_SWIM_PISTOL" 1
  1495. fadein 0.2
  1496. fadeout 0.2
  1497. fps 15
  1498. loop
  1499. }
  1500.  
  1501. $sequence "run_PISTOL" {
  1502. "a_runN"
  1503. activity "ACT_HL2MP_RUN_PISTOL" 1
  1504. fadein 0.2
  1505. fadeout 0.2
  1506. addlayer "run_all_01"
  1507. fps 20
  1508. loop
  1509. }
  1510.  
  1511. $sequence "crouch_PISTOL" {
  1512. "a_crouchN"
  1513. activity "ACT_HL2MP_WALK_CROUCH_PISTOL" 1
  1514. fadein 0.2
  1515. fadeout 0.2
  1516. addlayer "cwalk_all"
  1517. fps 25
  1518. loop
  1519. }
  1520.  
  1521. $sequence "walk_PISTOL" {
  1522. "a_walkN"
  1523. activity "ACT_HL2MP_WALK_PISTOL" 1
  1524. fadein 0.2
  1525. fadeout 0.2
  1526. addlayer "walk_all"
  1527. fps 35
  1528. loop
  1529. }
  1530.  
  1531. $sequence "jump_PISTOL" {
  1532. "a_jump"
  1533. activity "ACT_HL2MP_JUMP_PISTOL" 1
  1534. fadein 0.2
  1535. fadeout 0.2
  1536. fps 30
  1537. }
  1538.  
  1539. $sequence "reload_PISTOL" {
  1540. "a_reload_pistol"
  1541. activity "ACT_HL2MP_GESTURE_RELOAD_PISTOL" 1
  1542. fadein 0.2
  1543. fadeout 0.2
  1544. fps 25
  1545. weightlist "weights_reload"
  1546. }
  1547.  
  1548. $sequence "sit_pistol" {
  1549. "a_sit"
  1550. activity "ACT_HL2MP_SIT_PISTOL" 1
  1551. fadein 0.2
  1552. fadeout 0.2
  1553. fps 30
  1554. }
  1555.  
  1556. $sequence "idle_PHYSGUN" {
  1557. "a_idle"
  1558. activity "ACT_HL2MP_IDLE_PHYSGUN" 1
  1559. fadein 0.2
  1560. fadeout 0.2
  1561. fps 30
  1562. }
  1563.  
  1564. $sequence "idle_Crouch_PHYSGUN" {
  1565. "a_idle_crouch"
  1566. activity "ACT_HL2MP_IDLE_CROUCH_PHYSGUN" 1
  1567. fadein 0.2
  1568. fadeout 0.2
  1569. fps 30
  1570. loop
  1571. }
  1572.  
  1573. $sequence "idle_Swim_PHYSGUN" {
  1574. "a_idle_swim"
  1575. activity "ACT_HL2MP_SWIM_IDLE_PHYSGUN" 1
  1576. fadein 0.2
  1577. fadeout 0.2
  1578. fps 15
  1579. loop
  1580. }
  1581.  
  1582. $sequence "swim_PHYSGUN" {
  1583. "a_idle_swim"
  1584. activity "ACT_HL2MP_SWIM_PHYSGUN" 1
  1585. fadein 0.2
  1586. fadeout 0.2
  1587. fps 15
  1588. loop
  1589. }
  1590.  
  1591. $sequence "run_PHYSGUN" {
  1592. "a_runN"
  1593. activity "ACT_HL2MP_RUN_PHYSGUN" 1
  1594. fadein 0.2
  1595. fadeout 0.2
  1596. addlayer "run_all_01"
  1597. fps 20
  1598. loop
  1599. }
  1600.  
  1601. $sequence "crouch_PHYSGUN" {
  1602. "a_crouchN"
  1603. activity "ACT_HL2MP_WALK_CROUCH_PHYSGUN" 1
  1604. fadein 0.2
  1605. fadeout 0.2
  1606. addlayer "cwalk_all"
  1607. fps 25
  1608. loop
  1609. }
  1610.  
  1611. $sequence "walk_PHYSGUN" {
  1612. "a_walkN"
  1613. activity "ACT_HL2MP_WALK_PHYSGUN" 1
  1614. fadein 0.2
  1615. fadeout 0.2
  1616. addlayer "walk_all"
  1617. fps 35
  1618. loop
  1619. }
  1620.  
  1621. $sequence "jump_PHYSGUN" {
  1622. "a_jump"
  1623. activity "ACT_HL2MP_JUMP_PHYSGUN" 1
  1624. fadein 0.2
  1625. fadeout 0.2
  1626. fps 30
  1627. }
  1628.  
  1629. $sequence "reload_PHYSGUN" {
  1630. "a_reload"
  1631. activity "ACT_HL2MP_GESTURE_RELOAD_PHYSGUN" 1
  1632. fadein 0.2
  1633. fadeout 0.2
  1634. fps 25
  1635. weightlist "weights_reload"
  1636. }
  1637.  
  1638. $sequence "sit_physgun" {
  1639. "a_sit"
  1640. activity "ACT_HL2MP_SIT_PHYSGUN" 1
  1641. fadein 0.2
  1642. fadeout 0.2
  1643. fps 30
  1644. }
  1645.  
  1646. $sequence "idle_REVOLVER" {
  1647. "a_idle"
  1648. activity "ACT_HL2MP_IDLE_REVOLVER" 1
  1649. fadein 0.2
  1650. fadeout 0.2
  1651. fps 30
  1652. }
  1653.  
  1654. $sequence "idle_Crouch_REVOLVER" {
  1655. "a_idle_crouch"
  1656. activity "ACT_HL2MP_IDLE_CROUCH_REVOLVER" 1
  1657. fadein 0.2
  1658. fadeout 0.2
  1659. fps 30
  1660. loop
  1661. }
  1662.  
  1663. $sequence "idle_Swim_REVOLVER" {
  1664. "a_idle_swim"
  1665. activity "ACT_HL2MP_SWIM_IDLE_REVOLVER" 1
  1666. fadein 0.2
  1667. fadeout 0.2
  1668. fps 15
  1669. loop
  1670. }
  1671.  
  1672. $sequence "swim_REVOLVER" {
  1673. "a_idle_swim"
  1674. activity "ACT_HL2MP_SWIM_REVOLVER" 1
  1675. fadein 0.2
  1676. fadeout 0.2
  1677. fps 15
  1678. loop
  1679. }
  1680.  
  1681. $sequence "run_REVOLVER" {
  1682. "a_runN"
  1683. activity "ACT_HL2MP_RUN_REVOLVER" 1
  1684. fadein 0.2
  1685. fadeout 0.2
  1686. addlayer "run_all_01"
  1687. fps 20
  1688. loop
  1689. }
  1690.  
  1691. $sequence "crouch_REVOLVER" {
  1692. "a_crouchN"
  1693. activity "ACT_HL2MP_WALK_CROUCH_REVOLVER" 1
  1694. fadein 0.2
  1695. fadeout 0.2
  1696. addlayer "cwalk_all"
  1697. fps 25
  1698. loop
  1699. }
  1700.  
  1701. $sequence "walk_REVOLVER" {
  1702. "a_walkN"
  1703. activity "ACT_HL2MP_WALK_REVOLVER" 1
  1704. fadein 0.2
  1705. fadeout 0.2
  1706. addlayer "walk_all"
  1707. fps 35
  1708. loop
  1709. }
  1710.  
  1711. $sequence "jump_REVOLVER" {
  1712. "a_jump"
  1713. activity "ACT_HL2MP_JUMP_REVOLVER" 1
  1714. fadein 0.2
  1715. fadeout 0.2
  1716. fps 30
  1717. }
  1718.  
  1719. $sequence "reload_REVOLVER" {
  1720. "a_reload_revolver"
  1721. activity "ACT_HL2MP_GESTURE_RELOAD_REVOLVER" 1
  1722. fadein 0.2
  1723. fadeout 0.2
  1724. fps 10
  1725. weightlist "weights_reload"
  1726. }
  1727.  
  1728. $sequence "sit_revolver" {
  1729. "a_sit"
  1730. activity "ACT_HL2MP_SIT_REVOLVER" 1
  1731. fadein 0.2
  1732. fadeout 0.2
  1733. fps 30
  1734. }
  1735.  
  1736. $sequence "idle_RPG" {
  1737. "a_idle"
  1738. activity "ACT_HL2MP_IDLE_RPG" 1
  1739. fadein 0.2
  1740. fadeout 0.2
  1741. fps 30
  1742. }
  1743.  
  1744. $sequence "idle_Crouch_RPG" {
  1745. "a_idle_crouch"
  1746. activity "ACT_HL2MP_IDLE_CROUCH_RPG" 1
  1747. fadein 0.2
  1748. fadeout 0.2
  1749. fps 30
  1750. loop
  1751. }
  1752.  
  1753. $sequence "idle_Swim_RPG" {
  1754. "a_idle_swim"
  1755. activity "ACT_HL2MP_SWIM_IDLE_RPG" 1
  1756. fadein 0.2
  1757. fadeout 0.2
  1758. fps 15
  1759. loop
  1760. }
  1761.  
  1762. $sequence "swim_RPG" {
  1763. "a_idle_swim"
  1764. activity "ACT_HL2MP_SWIM_RPG" 1
  1765. fadein 0.2
  1766. fadeout 0.2
  1767. fps 15
  1768. loop
  1769. }
  1770.  
  1771. $sequence "run_RPG" {
  1772. "a_runN"
  1773. activity "ACT_HL2MP_RUN_RPG" 1
  1774. fadein 0.2
  1775. fadeout 0.2
  1776. addlayer "run_all_01"
  1777. fps 20
  1778. loop
  1779. }
  1780.  
  1781. $sequence "crouch_RPG" {
  1782. "a_crouchN"
  1783. activity "ACT_HL2MP_WALK_CROUCH_RPG" 1
  1784. fadein 0.2
  1785. fadeout 0.2
  1786. addlayer "cwalk_all"
  1787. fps 25
  1788. loop
  1789. }
  1790.  
  1791. $sequence "walk_RPG" {
  1792. "a_walkN"
  1793. activity "ACT_HL2MP_WALK_RPG" 1
  1794. fadein 0.2
  1795. fadeout 0.2
  1796. addlayer "walk_all"
  1797. fps 35
  1798. loop
  1799. }
  1800.  
  1801. $sequence "jump_RPG" {
  1802. "a_jump"
  1803. activity "ACT_HL2MP_JUMP_RPG" 1
  1804. fadein 0.2
  1805. fadeout 0.2
  1806. fps 30
  1807. }
  1808.  
  1809. $sequence "reload_RPG" {
  1810. "a_reload"
  1811. activity "ACT_HL2MP_GESTURE_RELOAD_RPG" 1
  1812. fadein 0.2
  1813. fadeout 0.2
  1814. fps 25
  1815. weightlist "weights_reload"
  1816. }
  1817.  
  1818. $sequence "sit_rpg" {
  1819. "a_sit"
  1820. activity "ACT_HL2MP_SIT_RPG" 1
  1821. fadein 0.2
  1822. fadeout 0.2
  1823. fps 30
  1824. }
  1825.  
  1826. $sequence "idle_SHOTGUN" {
  1827. "a_idle"
  1828. activity "ACT_HL2MP_IDLE_SHOTGUN" 1
  1829. fadein 0.2
  1830. fadeout 0.2
  1831. fps 30
  1832. }
  1833.  
  1834. $sequence "idle_Crouch_SHOTGUN" {
  1835. "a_idle_crouch"
  1836. activity "ACT_HL2MP_IDLE_CROUCH_SHOTGUN" 1
  1837. fadein 0.2
  1838. fadeout 0.2
  1839. fps 30
  1840. loop
  1841. }
  1842.  
  1843. $sequence "idle_Swim_SHOTGUN" {
  1844. "a_idle_swim"
  1845. activity "ACT_HL2MP_SWIM_IDLE_SHOTGUN" 1
  1846. fadein 0.2
  1847. fadeout 0.2
  1848. fps 15
  1849. loop
  1850. }
  1851.  
  1852. $sequence "swim_SHOTGUN" {
  1853. "a_idle_swim"
  1854. activity "ACT_HL2MP_SWIM_SHOTGUN" 1
  1855. fadein 0.2
  1856. fadeout 0.2
  1857. fps 15
  1858. loop
  1859. }
  1860.  
  1861. $sequence "run_SHOTGUN" {
  1862. "a_runN"
  1863. activity "ACT_HL2MP_RUN_SHOTGUN" 1
  1864. fadein 0.2
  1865. fadeout 0.2
  1866. addlayer "run_all_01"
  1867. fps 20
  1868. loop
  1869. }
  1870.  
  1871. $sequence "crouch_SHOTGUN" {
  1872. "a_crouchN"
  1873. activity "ACT_HL2MP_WALK_CROUCH_SHOTGUN" 1
  1874. fadein 0.2
  1875. fadeout 0.2
  1876. addlayer "cwalk_all"
  1877. fps 25
  1878. loop
  1879. }
  1880.  
  1881. $sequence "walk_SHOTGUN" {
  1882. "a_walkN"
  1883. activity "ACT_HL2MP_WALK_SHOTGUN" 1
  1884. fadein 0.2
  1885. fadeout 0.2
  1886. addlayer "walk_all"
  1887. fps 35
  1888. loop
  1889. }
  1890.  
  1891. $sequence "jump_SHOTGUN" {
  1892. "a_jump"
  1893. activity "ACT_HL2MP_JUMP_SHOTGUN" 1
  1894. fadein 0.2
  1895. fadeout 0.2
  1896. fps 30
  1897. }
  1898.  
  1899. $sequence "reload_SHOTGUN" {
  1900. "a_reload_shotgun"
  1901. activity "ACT_HL2MP_GESTURE_RELOAD_SHOTGUN" 1
  1902. fadein 0.2
  1903. fadeout 0.2
  1904. fps 25
  1905. weightlist "weights_reload"
  1906. }
  1907.  
  1908. $sequence "sit_shotgun" {
  1909. "a_sit"
  1910. activity "ACT_HL2MP_SIT_SHOTGUN" 1
  1911. fadein 0.2
  1912. fadeout 0.2
  1913. fps 30
  1914. }
  1915.  
  1916. $sequence "idle_SLAM" {
  1917. "a_idle"
  1918. activity "ACT_HL2MP_IDLE_SLAM" 1
  1919. fadein 0.2
  1920. fadeout 0.2
  1921. fps 30
  1922. }
  1923.  
  1924. $sequence "idle_Crouch_SLAM" {
  1925. "a_idle_crouch"
  1926. activity "ACT_HL2MP_IDLE_CROUCH_SLAM" 1
  1927. fadein 0.2
  1928. fadeout 0.2
  1929. fps 30
  1930. loop
  1931. }
  1932.  
  1933. $sequence "idle_Swim_SLAM" {
  1934. "a_idle_swim"
  1935. activity "ACT_HL2MP_SWIM_IDLE_SLAM" 1
  1936. fadein 0.2
  1937. fadeout 0.2
  1938. fps 15
  1939. loop
  1940. }
  1941.  
  1942. $sequence "swim_SLAM" {
  1943. "a_idle_swim"
  1944. activity "ACT_HL2MP_SWIM_SLAM" 1
  1945. fadein 0.2
  1946. fadeout 0.2
  1947. fps 15
  1948. loop
  1949. }
  1950.  
  1951. $sequence "run_SLAM" {
  1952. "a_runN"
  1953. activity "ACT_HL2MP_RUN_SLAM" 1
  1954. fadein 0.2
  1955. fadeout 0.2
  1956. addlayer "run_all_01"
  1957. fps 20
  1958. loop
  1959. }
  1960.  
  1961. $sequence "crouch_SLAM" {
  1962. "a_crouchN"
  1963. activity "ACT_HL2MP_WALK_CROUCH_SLAM" 1
  1964. fadein 0.2
  1965. fadeout 0.2
  1966. addlayer "cwalk_all"
  1967. fps 25
  1968. loop
  1969. }
  1970.  
  1971. $sequence "walk_SLAM" {
  1972. "a_walkN"
  1973. activity "ACT_HL2MP_WALK_SLAM" 1
  1974. fadein 0.2
  1975. fadeout 0.2
  1976. addlayer "walk_all"
  1977. fps 35
  1978. loop
  1979. }
  1980.  
  1981. $sequence "jump_SLAM" {
  1982. "a_jump"
  1983. activity "ACT_HL2MP_JUMP_SLAM" 1
  1984. fadein 0.2
  1985. fadeout 0.2
  1986. fps 30
  1987. }
  1988.  
  1989. $sequence "reload_SLAM" {
  1990. "a_reload"
  1991. activity "ACT_HL2MP_GESTURE_RELOAD_SLAM" 1
  1992. fadein 0.2
  1993. fadeout 0.2
  1994. fps 25
  1995. weightlist "weights_reload"
  1996. }
  1997.  
  1998. $sequence "sit_slam" {
  1999. "a_sit"
  2000. activity "ACT_HL2MP_SIT_SLAM" 1
  2001. fadein 0.2
  2002. fadeout 0.2
  2003. fps 30
  2004. }
  2005.  
  2006. $sequence "idle_SMG1" {
  2007. "a_idle"
  2008. activity "ACT_HL2MP_IDLE_SMG1" 1
  2009. fadein 0.2
  2010. fadeout 0.2
  2011. fps 30
  2012. }
  2013.  
  2014. $sequence "idle_Crouch_SMG1" {
  2015. "a_idle_crouch"
  2016. activity "ACT_HL2MP_IDLE_CROUCH_SMG1" 1
  2017. fadein 0.2
  2018. fadeout 0.2
  2019. fps 30
  2020. loop
  2021. }
  2022.  
  2023. $sequence "idle_Swim_SMG1" {
  2024. "a_idle_swim"
  2025. activity "ACT_HL2MP_SWIM_IDLE_SMG1" 1
  2026. fadein 0.2
  2027. fadeout 0.2
  2028. fps 15
  2029. loop
  2030. }
  2031.  
  2032. $sequence "swim_SMG1" {
  2033. "a_idle_swim"
  2034. activity "ACT_HL2MP_SWIM_SMG1" 1
  2035. fadein 0.2
  2036. fadeout 0.2
  2037. fps 15
  2038. loop
  2039. }
  2040.  
  2041. $sequence "run_SMG1" {
  2042. "a_runN"
  2043. activity "ACT_HL2MP_RUN_SMG1" 1
  2044. fadein 0.2
  2045. fadeout 0.2
  2046. addlayer "run_all_01"
  2047. fps 20
  2048. loop
  2049. }
  2050.  
  2051. $sequence "crouch_SMG1" {
  2052. "a_crouchN"
  2053. activity "ACT_HL2MP_WALK_CROUCH_SMG1" 1
  2054. fadein 0.2
  2055. fadeout 0.2
  2056. addlayer "cwalk_all"
  2057. fps 25
  2058. loop
  2059. }
  2060.  
  2061. $sequence "walk_SMG1" {
  2062. "a_walkN"
  2063. activity "ACT_HL2MP_WALK_SMG1" 1
  2064. fadein 0.2
  2065. fadeout 0.2
  2066. addlayer "walk_all"
  2067. fps 35
  2068. loop
  2069. }
  2070.  
  2071. $sequence "jump_SMG1" {
  2072. "a_jump"
  2073. activity "ACT_HL2MP_JUMP_SMG1" 1
  2074. fadein 0.2
  2075. fadeout 0.2
  2076. fps 30
  2077. }
  2078.  
  2079. $sequence "reload_SMG1" {
  2080. "a_reload"
  2081. activity "ACT_HL2MP_GESTURE_RELOAD_SMG1" 1
  2082. fadein 0.2
  2083. fadeout 0.2
  2084. fps 25
  2085. weightlist "weights_reload"
  2086. }
  2087.  
  2088. $sequence "sit_smg1" {
  2089. "a_sit"
  2090. activity "ACT_HL2MP_SIT_SMG1" 1
  2091. fadein 0.2
  2092. fadeout 0.2
  2093. fps 30
  2094. }
  2095.  
  2096. $sequence "taunt_disagree" {
  2097. "lion_anims\taunt_disagree.smd"
  2098. activity "ACT_GMOD_GESTURE_DISAGREE" 1
  2099. fadein 0.2
  2100. fadeout 0.1
  2101. fps 24
  2102. }
  2103.  
  2104. $sequence "taunt_muscle" {
  2105. "lion_anims\taunt_muscle.smd"
  2106. activity "ACT_GMOD_TAUNT_MUSCLE" 1
  2107. fadein 0.2
  2108. fadeout 0.2
  2109. fps 30
  2110. }
  2111.  
  2112. $sequence "taunt_laugh" {
  2113. "lion_anims\taunt_laugh.smd"
  2114. activity "ACT_GMOD_TAUNT_LAUGH" 1
  2115. fadein 0.2
  2116. fadeout 0.2
  2117. fps 24
  2118. }
  2119.  
  2120. $sequence "taunt_wave" {
  2121. "lion_anims\taunt_wave.smd"
  2122. activity "ACT_GMOD_GESTURE_WAVE" 1
  2123. fadein 0.2
  2124. fadeout 0.2
  2125. fps 30
  2126. }
  2127.  
  2128. $sequence "taunt_bow" {
  2129. "lion_anims\taunt_bow.smd"
  2130. activity "ACT_GMOD_GESTURE_BOW" 1
  2131. fadein 0.2
  2132. fadeout 0.2
  2133. fps 30
  2134. }
  2135.  
  2136. $sequence "taunt_persistence" {
  2137. "lion_anims\taunt_persistence.smd"
  2138. activity "ACT_GMOD_TAUNT_PERSISTENCE" 1
  2139. fadein 0.2
  2140. fadeout 0.2
  2141. fps 30
  2142. }
  2143.  
  2144. $sequence "taunt_zombie" {
  2145. "lion_anims\taunt_zombie.smd"
  2146. activity "ACT_GMOD_TAUNT_ZOMBIE" 1
  2147. fadein 0.2
  2148. fadeout 0.2
  2149. fps 30
  2150. }
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