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  1. // Created by Crowbar 0.49.0.0
  2.  
  3. $modelname "player/soldieroldmann.mdl"
  4.  
  5. $model "soldier" "soldier_morphs_low.smd" {
  6.  
  7. eyeball "eye_right" "bip_head" -1.240000 78.620015 3.090005 "eyeball_r" 1.4 4 "iris_unused" 0.6
  8. eyeball "eye_left" "bip_head" 1.240000 78.620015 3.090005 "eyeball_l" 1.4 -4 "iris_unused" 0.6
  9.  
  10. flexfile "soldier.vta"
  11. {
  12. defaultflex frame 0
  13. flexpair "CloseLidLo" 1 frame 1
  14. flexpair "CloseLidUp" 1 frame 2
  15. flex "FV" frame 3
  16. flex "madUpper" frame 4
  17. flex "specialAction01Upper" frame 5
  18. flex "scaredUpper" frame 6
  19. flex "painBigUpper" frame 7
  20. flex "painSmallUpper" frame 8
  21. flex "happyBigUpper" frame 9
  22. flex "specialAction01" frame 10
  23. flex "scared" frame 11
  24. flex "mad" frame 12
  25. flex "painBig" frame 13
  26. flex "painSmall" frame 14
  27. flex "happyBig" frame 15
  28. flex "WQ" frame 16
  29. flex "OO" frame 17
  30. flex "MB" frame 18
  31. flex "SH" frame 19
  32. flex "Y" frame 20
  33. flex "AH" frame 21
  34. flex "AE" frame 22
  35. flex "UH" frame 23
  36. flex "AW" frame 24
  37. flex "EE" frame 25
  38. flex "PP" frame 26
  39. flex "OH" frame 27
  40. flex "TH" frame 28
  41. flex "T" frame 29
  42. flex "ER" frame 30
  43. flex "DS" frame 31
  44. flex "GK" frame 32
  45. flex "N" frame 33
  46. flex "silence" frame 34
  47. flex "happySmall" frame 35
  48. }
  49.  
  50. flexcontroller right_CloseLid range -1 1 right_CloseLid
  51. flexcontroller left_CloseLid range -1 1 left_CloseLid
  52. flexcontroller multi_CloseLid range -1 1 multi_CloseLid
  53. flexcontroller blink range 0 1 blink
  54. flexcontroller madUpper range 0 1 madUpper
  55. flexcontroller defaultFace range 0 1 defaultFace
  56. flexcontroller painBigUpper range 0 1 painBigUpper
  57. flexcontroller DS range 0 1 DS
  58. flexcontroller happyBig range 0 1 happyBig
  59. flexcontroller mad range 0 1 mad
  60. flexcontroller silence range 0 1 silence
  61. flexcontroller GK range 0 1 GK
  62. flexcontroller painSmall range 0 1 painSmall
  63. flexcontroller scared range 0 1 scared
  64. flexcontroller N range 0 1 N
  65. flexcontroller AW range 0 1 AW
  66. flexcontroller happySmallUpper range 0 1 happySmallUpper
  67. flexcontroller happyBigUpper range 0 1 happyBigUpper
  68. flexcontroller painSmallUpper range 0 1 painSmallUpper
  69. flexcontroller specialAction01Upper range 0 1 specialAction01Upper
  70. flexcontroller happySmall range 0 1 happySmall
  71. flexcontroller scaredUpper range 0 1 scaredUpper
  72. flexcontroller TH range 0 1 TH
  73. flexcontroller OH range 0 1 OH
  74. flexcontroller ER range 0 1 ER
  75. flexcontroller T range 0 1 T
  76. flexcontroller specialAction01 range 0 1 specialAction01
  77. flexcontroller painBig range 0 1 painBig
  78. flexcontroller PP range 0 1 PP
  79. flexcontroller EE range 0 1 EE
  80. flexcontroller defaultFaceUpper range 0 1 defaultFaceUpper
  81. flexcontroller WQ range 0 1 WQ
  82. flexcontroller OO range 0 1 OO
  83. flexcontroller MB range 0 1 MB
  84. flexcontroller SH range 0 1 SH
  85. flexcontroller Y range 0 1 Y
  86. flexcontroller FV range 0 1 FV
  87. flexcontroller AH range 0 1 AH
  88. flexcontroller AE range 0 1 AE
  89. flexcontroller UH range 0 1 UH
  90. flexcontroller eyes range -45 45 eyes_updown
  91. flexcontroller eyes range -45 45 eyes_rightleft
  92.  
  93. localvar defaultFaceUpper
  94. localvar happySmallUpper
  95. localvar defaultFace
  96. // [Decompiler failed to parse expression. Please report the error with the following info: this qc file, the mdl filename that was decompiled, and where the mdl file was found (e.g. the game's name or a web link).]
  97. // [Decompiler failed to parse expression. Please report the error with the following info: this qc file, the mdl filename that was decompiled, and where the mdl file was found (e.g. the game's name or a web link).]
  98. // [Decompiler failed to parse expression. Please report the error with the following info: this qc file, the mdl filename that was decompiled, and where the mdl file was found (e.g. the game's name or a web link).]
  99. // [Decompiler failed to parse expression. Please report the error with the following info: this qc file, the mdl filename that was decompiled, and where the mdl file was found (e.g. the game's name or a web link).]
  100. %WQ = WQ
  101. %OO = OO
  102. %MB = MB
  103. %SH = SH
  104. %Y = Y
  105. %FV = FV
  106. %AH = AH
  107. %AE = AE
  108. %UH = UH
  109. %AW = AW
  110. %EE = EE
  111. %PP = PP
  112. %OH = OH
  113. %TH = TH
  114. %T = T
  115. %ER = ER
  116. %DS = DS
  117. %GK = GK
  118. %N = N
  119. %silence = silence
  120. %happySmall = happySmall
  121. %madUpper = madUpper
  122. %specialAction01Upper = specialAction01Upper
  123. %defaultFaceUpper = defaultFaceUpper
  124. %scaredUpper = scaredUpper
  125. %painBigUpper = painBigUpper
  126. %painSmallUpper = painSmallUpper
  127. %happyBigUpper = happyBigUpper
  128. %happySmallUpper = happySmallUpper
  129. %specialAction01 = specialAction01
  130. %defaultFace = defaultFace
  131. %scared = scared
  132. %mad = mad
  133. %painBig = painBig
  134. %painSmall = painSmall
  135. %happyBig = happyBig
  136. }
  137.  
  138. $bodygroup "rocket"
  139. {
  140. blank
  141. studio "soldier_rocket.smd"
  142. }
  143. $bodygroup "hat"
  144. {
  145. studio "jag_bob_haircut.smd"
  146. blank
  147. }
  148. $bodygroup "hat"
  149. {
  150. studio "sd_glasses_soldier.smd"
  151. blank
  152. }
  153. $bodygroup "hat"
  154. {
  155. studio "xms_beard_soldier.smd"
  156. blank
  157. }
  158. $bodygroup "medal"
  159. {
  160. blank
  161. studio "soldier_medal_bodygroup.smd"
  162. }
  163. $bodygroup "grenades"
  164. {
  165. studio "soldier_grenades_bodygroup.smd"
  166. blank
  167. }
  168.  
  169. $lod 11
  170. {
  171. replacemodel "soldier_morphs_low.smd" "soldier_morphs_low_lod1.smd"
  172. replacemodel "soldier_body1_model0.smd" "soldier_body1_model0_lod1.smd"
  173. replacemodel "soldier_rocket.smd" "soldier_rocket_lod1.smd"
  174. replacemodel "soldier_hat_bodygroup.smd" "soldier_hat_bodygroup_lod1.smd"
  175. replacemodel "soldier_body2_model1.smd" "soldier_body2_model1_lod1.smd"
  176. replacemodel "soldier_body3_model0.smd" "soldier_body3_model0_lod1.smd"
  177. replacemodel "soldier_medal_bodygroup.smd" "soldier_medal_bodygroup_lod1.smd"
  178. replacemodel "soldier_grenades_bodygroup.smd" "soldier_grenades_bodygroup_lod1.smd"
  179. replacemodel "soldier_body4_model1.smd" "soldier_body4_model1_lod1.smd"
  180. }
  181. $lod 22
  182. {
  183. replacemodel "soldier_morphs_low.smd" "soldier_morphs_low_lod2.smd"
  184. replacemodel "soldier_body1_model0.smd" "soldier_body1_model0_lod2.smd"
  185. replacemodel "soldier_rocket.smd" "soldier_rocket_lod2.smd"
  186. replacemodel "soldier_hat_bodygroup.smd" "soldier_hat_bodygroup_lod2.smd"
  187. replacemodel "soldier_body2_model1.smd" "soldier_body2_model1_lod2.smd"
  188. replacemodel "soldier_body3_model0.smd" "soldier_body3_model0_lod2.smd"
  189. replacemodel "soldier_medal_bodygroup.smd" "soldier_medal_bodygroup_lod2.smd"
  190. replacemodel "soldier_grenades_bodygroup.smd" "soldier_grenades_bodygroup_lod2.smd"
  191. replacemodel "soldier_body4_model1.smd" "soldier_body4_model1_lod2.smd"
  192. }
  193. $lod 33
  194. {
  195. replacemodel "soldier_morphs_low.smd" "soldier_morphs_low_lod3.smd"
  196. replacemodel "soldier_body1_model0.smd" "soldier_body1_model0_lod3.smd"
  197. replacemodel "soldier_rocket.smd" "soldier_rocket_lod3.smd"
  198. replacemodel "soldier_hat_bodygroup.smd" "soldier_hat_bodygroup_lod3.smd"
  199. replacemodel "soldier_body2_model1.smd" "soldier_body2_model1_lod3.smd"
  200. replacemodel "soldier_body3_model0.smd" "soldier_body3_model0_lod3.smd"
  201. replacemodel "soldier_medal_bodygroup.smd" "soldier_medal_bodygroup_lod3.smd"
  202. replacemodel "soldier_grenades_bodygroup.smd" "soldier_grenades_bodygroup_lod3.smd"
  203. replacemodel "soldier_body4_model1.smd" "soldier_body4_model1_lod3.smd"
  204. }
  205. $lod 44
  206. {
  207. replacemodel "soldier_morphs_low.smd" "soldier_morphs_low_lod4.smd"
  208. replacemodel "soldier_body1_model0.smd" "soldier_body1_model0_lod4.smd"
  209. replacemodel "soldier_rocket.smd" "soldier_rocket_lod4.smd"
  210. replacemodel "soldier_hat_bodygroup.smd" "soldier_hat_bodygroup_lod4.smd"
  211. replacemodel "soldier_body2_model1.smd" "soldier_body2_model1_lod4.smd"
  212. replacemodel "soldier_body3_model0.smd" "soldier_body3_model0_lod4.smd"
  213. replacemodel "soldier_medal_bodygroup.smd" "soldier_medal_bodygroup_lod4.smd"
  214. replacemodel "soldier_grenades_bodygroup.smd" "soldier_grenades_bodygroup_lod4.smd"
  215. replacemodel "soldier_body4_model1.smd" "soldier_body4_model1_lod4.smd"
  216. }
  217. $lod 55
  218. {
  219. replacemodel "soldier_morphs_low.smd" "soldier_morphs_low_lod5.smd"
  220. replacemodel "soldier_body1_model0.smd" "soldier_body1_model0_lod5.smd"
  221. replacemodel "soldier_rocket.smd" "soldier_rocket_lod5.smd"
  222. replacemodel "soldier_hat_bodygroup.smd" "soldier_hat_bodygroup_lod5.smd"
  223. replacemodel "soldier_body2_model1.smd" "soldier_body2_model1_lod5.smd"
  224. replacemodel "soldier_body3_model0.smd" "soldier_body3_model0_lod5.smd"
  225. replacemodel "soldier_medal_bodygroup.smd" "soldier_medal_bodygroup_lod5.smd"
  226. replacemodel "soldier_grenades_bodygroup.smd" "soldier_grenades_bodygroup_lod5.smd"
  227. replacemodel "soldier_body4_model1.smd" "soldier_body4_model1_lod5.smd"
  228. }
  229. $shadowlod
  230. {
  231. replacemodel "soldier_morphs_low.smd" "soldier_morphs_low_lod6.smd"
  232. replacemodel "soldier_body1_model0.smd" "soldier_body1_model0_lod6.smd"
  233. replacemodel "soldier_rocket.smd" "soldier_rocket_lod6.smd"
  234. replacemodel "soldier_hat_bodygroup.smd" "soldier_hat_bodygroup_lod6.smd"
  235. replacemodel "soldier_body2_model1.smd" "soldier_body2_model1_lod6.smd"
  236. replacemodel "soldier_body3_model0.smd" "soldier_body3_model0_lod6.smd"
  237. replacemodel "soldier_medal_bodygroup.smd" "soldier_medal_bodygroup_lod6.smd"
  238. replacemodel "soldier_grenades_bodygroup.smd" "soldier_grenades_bodygroup_lod6.smd"
  239. replacemodel "soldier_body4_model1.smd" "soldier_body4_model1_lod6.smd"
  240. }
  241.  
  242. $surfaceprop "flesh"
  243.  
  244. $contents "solid"
  245.  
  246. $eyeposition 0 78.62 0
  247.  
  248. $cdmaterials "models\weapons\w_rocketlauncher"
  249. $cdmaterials "models\player\soldier\"
  250. $cdmaterials "models\player\items\soldier\"
  251. $cdmaterials ""
  252.  
  253. $texturegroup "skinfamilies"
  254. {
  255. { "soldier_red" "eyeball_l" "soldier_head_red" "eyeball_r" "medals" }
  256. { "soldier_blue" "eyeball_l" "soldier_head_blue" "eyeball_r" "medals_blue" }
  257. { "soldier_red_invun" "eyeball_invun" "soldier_head_red_invun" "eyeball_invun" "medals" }
  258. { "soldier_blue_invun" "eyeball_invun" "soldier_head_blue_invun" "eyeball_invun" "medals_blue" }
  259. { "soldier_red_zombie_alphatest" "eyeball_zombie" "soldier_head_zombie" "eyeball_zombie" "medals" }
  260. { "soldier_blue_zombie_alphatest" "eyeball_zombie" "soldier_head_zombie" "eyeball_zombie" "medals_blue" }
  261. { "soldier_red_zombie_invun" "eyeball_invun" "soldier_head_red_invun" "eyeball_invun" "medals" }
  262. { "soldier_blue_zombie_invun" "eyeball_invun" "soldier_head_blue_invun" "eyeball_invun" "medals_blue" }
  263. }
  264.  
  265. $attachment "eyes" "bip_head" 0 -3.42 -4.19 rotate 89.73 -90 0
  266. $attachment "righteye" "bip_head" -1.24 -3.42 -4.19 rotate 89.73 -90 0
  267. $attachment "lefteye" "bip_head" 1.24 -3.42 -4.19 rotate 89.73 -90 0
  268. $attachment "back_lower" "bip_spine_0" 0 0 0 rotate 0 0 0
  269. $attachment "foot_L" "bip_foot_L" 0 0 0 rotate 0 0 0
  270. $attachment "foot_R" "bip_foot_R" 0 0 0 rotate 0 0 0
  271. $attachment "partyhat" "bip_head" 1.3 -8.97 -1.49 rotate 84 90 161
  272. $attachment "head" "bip_head" 0 -8.97 -0.49 rotate 87.52 -90 0
  273. $attachment "eyeglow_L" "bip_head" 1.52 -2.34 -5.49 rotate 57.22 38.68 133.6
  274. $attachment "eyeglow_R" "bip_head" -1.52 -2.34 -5.49 rotate 57.22 141.32 -133.6
  275. $attachment "weapon_bone_L" "weapon_bone_L" 0 0 0 rotate 0 0 0
  276. $attachment "effect_hand_L" "effect_hand_L" 0 0 0 rotate 0 0 0
  277. $attachment "weapon_bone" "weapon_bone" 0 0 0 rotate 0 0 0
  278. $attachment "handle_bone" "handle_bone" 0 0 0 rotate 0 0 0
  279. $attachment "weapon_bone_1" "weapon_bone_1" 0 0 0 rotate 0 0 0
  280. $attachment "effect_hand_R" "effect_hand_R" 0 0 0 rotate 0 0 0
  281. $attachment "flag" "bip_spine_3" 1.42 5.01 8.82 rotate -3.7 10.88 -10.1
  282. $attachment "prop_bone" "prop_bone" 0 0 0 rotate 0 0 0
  283. $attachment "prop_bone_1" "prop_bone_1" 0 0 0 rotate 0 0 0
  284. $attachment "prop_bone_2" "prop_bone_2" 0 0 0 rotate 0 0 0
  285. $attachment "prop_bone_3" "prop_bone_3" 0 0 0 rotate 0 0 0
  286. $attachment "prop_bone_4" "prop_bone_4" 0 0 0 rotate 0 0 0
  287. $attachment "prop_bone_5" "prop_bone_5" 0 0 0 rotate 0 0 0
  288. $attachment "prop_bone_6" "prop_bone_6" 0 0 0 rotate 0 0 0
  289.  
  290. $cbox 0 0 0 0 0 0
  291.  
  292. $bbox -10.106 -25.827 -3.557 14.74 25.827 84.53
  293.  
  294. // $hboxset "soldier"
  295. // $hbox 1 "bip_head" -6.25 -9 -7.55 6.25 5 5.45 ""
  296. // $hbox 0 "bip_pelvis" -10.5 -3 -9 10.5 11 7 ""
  297. // $hbox 3 "bip_spine_0" -9.5 -1.5 -10 9.5 5.5 5 ""
  298. // $hbox 3 "bip_spine_1" -10 -2 -10.5 10 4 3.5 ""
  299. // $hbox 2 "bip_spine_2" -10 -4 -11 10 4 5 ""
  300. // $hbox 2 "bip_spine_3" -10 -4.5 -7 10 1.5 5 ""
  301. // $hbox 4 "bip_upperArm_L" 0 -4 -3 14 4 3 ""
  302. // $hbox 4 "bip_lowerArm_L" 0 -2.75 -4 14 3.75 4 ""
  303. // $hbox 4 "bip_hand_L" -2.75 -10 -2.5 1.75 0 4.5 ""
  304. // $hbox 5 "bip_upperArm_R" 0 -4 -3 14 4 3 ""
  305. // $hbox 5 "bip_lowerArm_R" 0 -4 -3.75 14 4 2.75 ""
  306. // $hbox 5 "bip_hand_R" -1.75 0 -4.5 2.75 10 2.5 ""
  307. // $hbox 6 "bip_hip_L" 1.5 -5.5 -4 16.5 4.5 4 ""
  308. // $hbox 6 "bip_knee_L" 0 -2 -5 18 4 2 ""
  309. // $hbox 6 "bip_foot_L" -2.5 -11 -3.75 2.5 3 2.25 ""
  310. // $hbox 7 "bip_hip_R" 1.5 -4.5 -4 16.5 5.5 4 ""
  311. // $hbox 7 "bip_knee_R" 0 -4 -5 18 2 2 ""
  312. // $hbox 7 "bip_foot_R" -2.5 -3 -2.25 2.5 11 3.75 ""
  313. // $skipboneinbbox
  314.  
  315. $bonemerge "bip_pelvis"
  316. $bonemerge "bip_spine_0"
  317. $bonemerge "bip_spine_1"
  318. $bonemerge "bip_spine_2"
  319. $bonemerge "bip_spine_3"
  320. $bonemerge "bip_neck"
  321. $bonemerge "bip_head"
  322. $bonemerge "bip_collar_L"
  323. $bonemerge "bip_collar_R"
  324. $bonemerge "bip_upperArm_L"
  325. $bonemerge "bip_upperArm_R"
  326. $bonemerge "bip_lowerArm_L"
  327. $bonemerge "bip_lowerArm_R"
  328. $bonemerge "bip_hip_L"
  329. $bonemerge "bip_hip_R"
  330. $bonemerge "bip_knee_L"
  331. $bonemerge "bip_knee_R"
  332. $bonemerge "bip_foot_L"
  333. $bonemerge "bip_foot_R"
  334. $bonemerge "bip_hand_L"
  335. $bonemerge "bip_hand_R"
  336. $bonemerge "medal_bone"
  337. $bonemerge "weapon_bone"
  338. $bonemerge "weapon_bone_L"
  339. $bonemerge "weapon_bone_1"
  340. $bonemerge "mvm"
  341. $bonemerge "bip_toe_L"
  342. $bonemerge "bip_toe_R"
  343. $bonemerge "prp_helmet"
  344. $bonemerge "prp_grenade_bottom"
  345. $bonemerge "prp_grenade_top"
  346. $bonemerge "prop_bone"
  347. $bonemerge "prop_bone_1"
  348. $bonemerge "prop_bone_2"
  349. $bonemerge "prop_bone_3"
  350. $bonemerge "prop_bone_4"
  351. $bonemerge "prop_bone_5"
  352. $bonemerge "prop_bone_6"
  353.  
  354.  
  355. $poseparameter "body_pitch" -45 45 360
  356. $poseparameter "body_yaw" -45 45 360
  357.  
  358. $ikchain "rhand" "bip_hand_R" knee 0 0 0
  359. $ikchain "lhand" "bip_hand_L" knee 0 0 0
  360. $ikchain "rfoot" "bip_foot_R" knee 0 0 0
  361. $ikchain "lfoot" "bip_foot_L" knee 0 0 0
  362.  
  363. $weightlist "weights_user_ref" {
  364. "bip_pelvis" 0
  365. "bip_spine_0" 0
  366. "bip_spine_1" 0
  367. "bip_spine_2" 0
  368. "bip_spine_3" 0
  369. "bip_neck" 0
  370. "bip_head" 0
  371. "bip_collar_L" 0
  372. "bip_collar_R" 0
  373. "bip_upperArm_L" 0
  374. "bip_upperArm_R" 0
  375. "bip_lowerArm_L" 0
  376. "bip_lowerArm_R" 0
  377. "bip_hip_L" 0
  378. "bip_hip_R" 0
  379. "bip_knee_L" 0
  380. "bip_knee_R" 0
  381. "bip_foot_L" 0
  382. "bip_foot_R" 0
  383. "bip_hand_L" 0
  384. "bip_hand_R" 0
  385. "effect_hand_L" 0
  386. "effect_hand_R" 0
  387. "medal_bone" 0
  388. "weapon_bone" 0
  389. "weapon_bone_L" 0
  390. "weapon_bone_1" 0
  391. "handle_bone" 0
  392. "mvm" 0
  393. "rocket_joint" 0
  394. "bip_toe_L" 0
  395. "bip_toe_R" 0
  396. "prp_helmet" 0
  397. "prp_grenade_bottom" 0
  398. "prp_grenade_top" 0
  399. "prp_coatCollar_L" 0
  400. "prp_coatCollar_R" 0
  401. "prp_coatCollar_back" 0
  402. "prp_coat_front_L" 0
  403. "prp_coat_front_R" 0
  404. "prp_coat_back_L" 0
  405. "prp_coat_back_R" 0
  406. "prp_coat_front_1_L" 0
  407. "prp_coat_front_1_R" 0
  408. "prp_coat_back_1_L" 0
  409. "prp_coat_back_1_R" 0
  410. "prp_pack_L" 0
  411. "prp_pack_R" 0
  412. "prp_pack_back" 0
  413. "bip_thumb_0_L" 0
  414. "bip_thumb_0_R" 0
  415. "bip_index_0_L" 0
  416. "bip_index_0_R" 0
  417. "bip_middle_0_L" 0
  418. "bip_middle_0_R" 0
  419. "bip_ring_0_L" 0
  420. "bip_ring_0_R" 0
  421. "bip_pinky_0_L" 0
  422. "bip_pinky_0_R" 0
  423. "bip_thumb_1_L" 0
  424. "bip_thumb_1_R" 0
  425. "bip_index_1_L" 0
  426. "bip_index_1_R" 0
  427. "bip_middle_1_R" 0
  428. "bip_middle_1_L" 0
  429. "bip_ring_1_R" 0
  430. "bip_ring_1_L" 0
  431. "bip_pinky_1_L" 0
  432. "bip_pinky_1_R" 0
  433. "bip_thumb_2_R" 0
  434. "bip_thumb_2_L" 0
  435. "bip_index_2_L" 0
  436. "bip_index_2_R" 0
  437. "bip_middle_2_L" 0
  438. "bip_middle_2_R" 0
  439. "bip_ring_2_L" 0
  440. "bip_ring_2_R" 0
  441. "bip_pinky_2_L" 0
  442. "bip_pinky_2_R" 0
  443. "prop_bone" 0
  444. "prop_bone_1" 0
  445. "prop_bone_2" 0
  446. "prop_bone_3" 0
  447. "prop_bone_4" 0
  448. "prop_bone_5" 0
  449. "prop_bone_6" 0
  450. }
  451.  
  452. $sequence "ref" {
  453. "soldier_anims\ref.smd"
  454. fadein 0.2
  455. fadeout 0.2
  456. fps 30
  457. }
  458.  
  459. $sequence "ragdoll" {
  460. "soldier_anims\ragdoll.smd"
  461. activity "ACT_DIERAGDOLL" 1
  462. fadein 0.2
  463. fadeout 0.2
  464. fps 30
  465. }
  466.  
  467. $declaresequence "user_ref"
  468.  
  469. $declaresequence "ragdollspawn"
  470.  
  471. $declaresequence "r_handposes"
  472.  
  473. $declaresequence "r_armposes"
  474.  
  475. $declaresequence "PRIMARY_aimmatrix_idle"
  476.  
  477. $declaresequence "PRIMARY_aimmatrix_run"
  478.  
  479. $declaresequence "PRIMARY_aimmatrix_crouch_idle"
  480.  
  481. $declaresequence "test"
  482.  
  483. $declaresequence "AttackStand_PRIMARY"
  484.  
  485. $declaresequence "AttackCrouch_PRIMARY"
  486.  
  487. $declaresequence "AttackSwim_PRIMARY"
  488.  
  489. $declaresequence "AttackStand_PRIMARY2"
  490.  
  491. $declaresequence "AttackCrouch_PRIMARY2"
  492.  
  493. $declaresequence "AttackSwim_PRIMARY2"
  494.  
  495. $declaresequence "AttackStand_PRIMARY2_SUPER"
  496.  
  497. $declaresequence "AttackCrouch_PRIMARY2_SUPER"
  498.  
  499. $declaresequence "AttackSwim_PRIMARY2_SUPER"
  500.  
  501. $declaresequence "layer_reload_standing_arms"
  502.  
  503. $declaresequence "ReloadStand_PRIMARY"
  504.  
  505. $declaresequence "ReloadCrouch_PRIMARY"
  506.  
  507. $declaresequence "ReloadAirwalk_PRIMARY"
  508.  
  509. $declaresequence "layer_reload_standing_arms_loop"
  510.  
  511. $declaresequence "ReloadStand_PRIMARY_loop"
  512.  
  513. $declaresequence "ReloadCrouch_PRIMARY_loop"
  514.  
  515. $declaresequence "ReloadAirwalk_PRIMARY_loop"
  516.  
  517. $declaresequence "layer_reload_standing_arms_end"
  518.  
  519. $declaresequence "ReloadStand_PRIMARY_end"
  520.  
  521. $declaresequence "ReloadCrouch_PRIMARY_end"
  522.  
  523. $declaresequence "ReloadAirwalk_PRIMARY_end"
  524.  
  525. $declaresequence "layer_reload_swim_arms"
  526.  
  527. $declaresequence "ReloadSwim_PRIMARY"
  528.  
  529. $declaresequence "layer_reload_standing_arms_3"
  530.  
  531. $declaresequence "ReloadStand_PRIMARY_3"
  532.  
  533. $declaresequence "ReloadCrouch_PRIMARY_3"
  534.  
  535. $declaresequence "ReloadAirwalk_PRIMARY_3"
  536.  
  537. $declaresequence "layer_reload_standing_arms_loop_3"
  538.  
  539. $declaresequence "ReloadStand_PRIMARY_loop_3"
  540.  
  541. $declaresequence "ReloadCrouch_PRIMARY_loop_3"
  542.  
  543. $declaresequence "ReloadAirwalk_PRIMARY_loop_3"
  544.  
  545. $declaresequence "layer_reload_standing_arms_end_3"
  546.  
  547. $declaresequence "ReloadStand_PRIMARY_end_3"
  548.  
  549. $declaresequence "ReloadCrouch_PRIMARY_end_3"
  550.  
  551. $declaresequence "ReloadAirwalk_PRIMARY_end_3"
  552.  
  553. $declaresequence "layer_reload_swim_arms_3"
  554.  
  555. $declaresequence "ReloadSwim_PRIMARY_3"
  556.  
  557. $declaresequence "layer_quake_reload_standing_arms"
  558.  
  559. $declaresequence "quake_ReloadStand_PRIMARY"
  560.  
  561. $declaresequence "quake_ReloadCrouch_PRIMARY"
  562.  
  563. $declaresequence "quake_ReloadAirwalk_PRIMARY"
  564.  
  565. $declaresequence "layer_quake_reload_standing_arms_loop"
  566.  
  567. $declaresequence "quake_ReloadStand_PRIMARY_loop"
  568.  
  569. $declaresequence "quake_ReloadCrouch_PRIMARY_loop"
  570.  
  571. $declaresequence "quake_ReloadAirwalk_PRIMARY_loop"
  572.  
  573. $declaresequence "layer_quake_reload_standing_arms_end"
  574.  
  575. $declaresequence "quake_ReloadStand_PRIMARY_end"
  576.  
  577. $declaresequence "quake_ReloadCrouch_PRIMARY_end"
  578.  
  579. $declaresequence "quake_ReloadAirwalk_PRIMARY_end"
  580.  
  581. $declaresequence "layer_quake_reload_swim_arms"
  582.  
  583. $declaresequence "quake_ReloadSwim_PRIMARY"
  584.  
  585. $declaresequence "layer_reload_standing_arms_2"
  586.  
  587. $declaresequence "ReloadStand_PRIMARY_2"
  588.  
  589. $declaresequence "ReloadCrouch_PRIMARY_2"
  590.  
  591. $declaresequence "ReloadAirwalk_PRIMARY_2"
  592.  
  593. $declaresequence "layer_reload_standing_arms_loop_2"
  594.  
  595. $declaresequence "ReloadStand_PRIMARY_loop_2"
  596.  
  597. $declaresequence "ReloadCrouch_PRIMARY_loop_2"
  598.  
  599. $declaresequence "ReloadAirwalk_PRIMARY_loop_2"
  600.  
  601. $declaresequence "layer_reload_standing_arms_end_2"
  602.  
  603. $declaresequence "ReloadStand_PRIMARY_end_2"
  604.  
  605. $declaresequence "ReloadCrouch_PRIMARY_end_2"
  606.  
  607. $declaresequence "ReloadAirwalk_PRIMARY_end_2"
  608.  
  609. $declaresequence "layer_reload_swim_arms_2"
  610.  
  611. $declaresequence "ReloadSwim_PRIMARY_2"
  612.  
  613. $declaresequence "a_flinch01"
  614.  
  615. $declaresequence "SECONDARY_aimmatrix_idle"
  616.  
  617. $declaresequence "SECONDARY_aimmatrix_run"
  618.  
  619. $declaresequence "SECONDARY_aimmatrix_crouch_idle"
  620.  
  621. $declaresequence "AttackStand_SECONDARY"
  622.  
  623. $declaresequence "AttackCrouch_SECONDARY"
  624.  
  625. $declaresequence "AttackSwim_SECONDARY"
  626.  
  627. $declaresequence "ReloadSwim_SECONDARY"
  628.  
  629. $declaresequence "layer_reload_standing_secondary_arms"
  630.  
  631. $declaresequence "ReloadStand_SECONDARY"
  632.  
  633. $declaresequence "layer_reload_standing_secondary_arms_loop"
  634.  
  635. $declaresequence "ReloadStand_SECONDARY_loop"
  636.  
  637. $declaresequence "layer_reload_standing_secondary_arms_end"
  638.  
  639. $declaresequence "ReloadStand_SECONDARY_end"
  640.  
  641. $declaresequence "layer_reload_crouch_secondary_arms"
  642.  
  643. $declaresequence "ReloadCrouch_SECONDARY"
  644.  
  645. $declaresequence "layer_reload_crouch_secondary_arms_loop"
  646.  
  647. $declaresequence "ReloadCrouch_SECONDARY_loop"
  648.  
  649. $declaresequence "layer_reload_crouch_secondary_arms_end"
  650.  
  651. $declaresequence "ReloadCrouch_SECONDARY_end"
  652.  
  653. $declaresequence "a_SECONDARY_reload_airwalk"
  654.  
  655. $declaresequence "layer_reload_arms_SECONDARY"
  656.  
  657. $declaresequence "SECONDARY_reload_airwalk"
  658.  
  659. $declaresequence "layer_reload_arms_SECONDARY_loop"
  660.  
  661. $declaresequence "SECONDARY_reload_airwalk_loop"
  662.  
  663. $declaresequence "layer_reload_arms_SECONDARY_end"
  664.  
  665. $declaresequence "SECONDARY_reload_airwalk_end"
  666.  
  667. $declaresequence "a_SECONDARY_reload_swim"
  668.  
  669. $declaresequence "layer_reload_arms_SECONDARY_swim"
  670.  
  671. $declaresequence "SECONDARY_reload_swim"
  672.  
  673. $declaresequence "layer_reload_arms_SECONDARY_loop_swim"
  674.  
  675. $declaresequence "SECONDARY_reload_swim_loop"
  676.  
  677. $declaresequence "layer_reload_arms_SECONDARY_end_swim"
  678.  
  679. $declaresequence "SECONDARY_reload_swim_end"
  680.  
  681. $declaresequence "SECONDARY2_aimmatrix_idle"
  682.  
  683. $declaresequence "SECONDARY2_aimmatrix_run"
  684.  
  685. $declaresequence "SECONDARY2_aimmatrix_crouch_idle"
  686.  
  687. $declaresequence "AttackStand_SECONDARY2"
  688.  
  689. $declaresequence "AttackCrouch_SECONDARY2"
  690.  
  691. $declaresequence "layer_reload_standing_SECONDARY2_arms"
  692.  
  693. $declaresequence "ReloadStand_SECONDARY2"
  694.  
  695. $declaresequence "layer_reload_standing_SECONDARY2_arms_loop"
  696.  
  697. $declaresequence "ReloadStand_SECONDARY2_loop"
  698.  
  699. $declaresequence "layer_reload_standing_SECONDARY2_arms_end"
  700.  
  701. $declaresequence "ReloadStand_SECONDARY2_end"
  702.  
  703. $declaresequence "layer_reload_crouch_SECONDARY2_arms"
  704.  
  705. $declaresequence "ReloadCrouch_SECONDARY2"
  706.  
  707. $declaresequence "layer_reload_crouch_SECONDARY2_arms_loop"
  708.  
  709. $declaresequence "ReloadCrouch_SECONDARY2_loop"
  710.  
  711. $declaresequence "layer_reload_crouch_SECONDARY2_arms_end"
  712.  
  713. $declaresequence "ReloadCrouch_SECONDARY2_end"
  714.  
  715. $declaresequence "a_SECONDARY2_reload_airwalk"
  716.  
  717. $declaresequence "layer_reload_arms_SECONDARY2"
  718.  
  719. $declaresequence "SECONDARY2_reload_airwalk"
  720.  
  721. $declaresequence "layer_reload_arms_SECONDARY2_loop"
  722.  
  723. $declaresequence "SECONDARY2_reload_airwalk_loop"
  724.  
  725. $declaresequence "layer_reload_arms_SECONDARY2_end"
  726.  
  727. $declaresequence "SECONDARY2_reload_airwalk_end"
  728.  
  729. $declaresequence "a_SECONDARY2_reload_swim"
  730.  
  731. $declaresequence "layer_reload_arms_SECONDARY2_swim"
  732.  
  733. $declaresequence "SECONDARY2_reload_swim"
  734.  
  735. $declaresequence "layer_reload_arms_SECONDARY2_loop_swim"
  736.  
  737. $declaresequence "SECONDARY2_reload_swim_loop"
  738.  
  739. $declaresequence "layer_reload_arms_SECONDARY2_end_swim"
  740.  
  741. $declaresequence "SECONDARY2_reload_swim_end"
  742.  
  743. $declaresequence "MELEE_aimmatrix_idle"
  744.  
  745. $declaresequence "MELEE_aimmatrix_run"
  746.  
  747. $declaresequence "MELEE_aimmatrix_crouch_idle"
  748.  
  749. $declaresequence "layer_AttackStandMelee_arms"
  750.  
  751. $declaresequence "Attack_Stand_MELEE"
  752.  
  753. $declaresequence "layer_AttackCrouchMelee_arms"
  754.  
  755. $declaresequence "Attack_Crouch_MELEE"
  756.  
  757. $declaresequence "armslayer_melee_Swim_swing"
  758.  
  759. $declaresequence "bodylayer_Melee_Swim_Swing"
  760.  
  761. $declaresequence "Melee_Swim_Swing"
  762.  
  763. $declaresequence "stand_PRIMARY"
  764.  
  765. $declaresequence "stand_SECONDARY"
  766.  
  767. $declaresequence "stand_MELEE"
  768.  
  769. $declaresequence "stand_MELEE_ALLCLASS"
  770.  
  771. $declaresequence "stand_LOSER"
  772.  
  773. $declaresequence "stand_SECONDARY2"
  774.  
  775. $declaresequence "crouch_PRIMARY"
  776.  
  777. $declaresequence "crouch_SECONDARY"
  778.  
  779. $declaresequence "crouch_MELEE"
  780.  
  781. $declaresequence "crouch_MELEE_ALLCLASS"
  782.  
  783. $declaresequence "crouch_LOSER"
  784.  
  785. $declaresequence "crouch_SECONDARY2"
  786.  
  787. $declaresequence "jump_start_PRIMARY"
  788.  
  789. $declaresequence "layer_PRIMARY_jump_floatNoise"
  790.  
  791. $declaresequence "jump_float_PRIMARY"
  792.  
  793. $declaresequence "jumpland_PRIMARY"
  794.  
  795. $declaresequence "jump_start_SECONDARY"
  796.  
  797. $declaresequence "jump_float_SECONDARY"
  798.  
  799. $declaresequence "jumpland_SECONDARY"
  800.  
  801. $declaresequence "a_jumpstart_MELEE"
  802.  
  803. $declaresequence "a_jumpfloat_MELEE"
  804.  
  805. $declaresequence "jumplandPose_MELEE"
  806.  
  807. $declaresequence "jumpland_MELEE"
  808.  
  809. $declaresequence "a_jumpstart_MELEE_ALLCLASS"
  810.  
  811. $declaresequence "a_jumpfloat_MELEE_ALLCLASS"
  812.  
  813. $declaresequence "jumplandPose_MELEE_ALLCLASS"
  814.  
  815. $declaresequence "jumpland_MELEE_ALLCLASS"
  816.  
  817. $declaresequence "a_jumpstart_LOSER"
  818.  
  819. $declaresequence "a_jumpfloat_LOSER"
  820.  
  821. $declaresequence "jumplandPose_LOSER"
  822.  
  823. $declaresequence "jumpland_LOSER"
  824.  
  825. $declaresequence "jump_start_SECONDARY2"
  826.  
  827. $declaresequence "jump_float_SECONDARY2"
  828.  
  829. $declaresequence "jumpland_SECONDARY2"
  830.  
  831. $declaresequence "PRIMARY_aimmatrix_swim"
  832.  
  833. $declaresequence "s_swimAlign_PRIMARY"
  834.  
  835. $declaresequence "swim_PRIMARY"
  836.  
  837. $declaresequence "SECONDARY_aimmatrix_swim"
  838.  
  839. $declaresequence "s_swimAlign_SECONDARY"
  840.  
  841. $declaresequence "swim_SECONDARY"
  842.  
  843. $declaresequence "SECONDARY2_aimmatrix_swim"
  844.  
  845. $declaresequence "s_swimAlign_SECONDARY2"
  846.  
  847. $declaresequence "swim_SECONDARY2"
  848.  
  849. $declaresequence "MELEE_aimmatrix_swim"
  850.  
  851. $declaresequence "s_swimAlign_MELEE"
  852.  
  853. $declaresequence "swim_MELEE"
  854.  
  855. $declaresequence "MELEE_ALLCLASS_aimmatrix_swim"
  856.  
  857. $declaresequence "s_swimAlign_MELEE_ALLCLASS"
  858.  
  859. $declaresequence "swim_MELEE_ALLCLASS"
  860.  
  861. $declaresequence "s_swimAlign_LOSER"
  862.  
  863. $declaresequence "swim_LOSER"
  864.  
  865. $declaresequence "run_PRIMARY"
  866.  
  867. $declaresequence "crouch_walk_PRIMARY"
  868.  
  869. $declaresequence "run_SECONDARY"
  870.  
  871. $declaresequence "crouch_walk_SECONDARY"
  872.  
  873. $declaresequence "run_MELEE"
  874.  
  875. $declaresequence "crouch_walk_MELEE"
  876.  
  877. $declaresequence "run_MELEE_ALLCLASS"
  878.  
  879. $declaresequence "crouch_walk_MELEE_ALLCLASS"
  880.  
  881. $declaresequence "run_LOSER"
  882.  
  883. $declaresequence "run_SECONDARY2"
  884.  
  885. $declaresequence "crouch_walk_SECONDARY2"
  886.  
  887. $declaresequence "airwalk_PRIMARY"
  888.  
  889. $declaresequence "airwalk_SECONDARY"
  890.  
  891. $declaresequence "airwalk_MELEE"
  892.  
  893. $declaresequence "airwalk_MELEE_ALLCLASS"
  894.  
  895. $declaresequence "airwalk_LOSER"
  896.  
  897. $declaresequence "airwalk_SECONDARY2"
  898.  
  899. $declaresequence "MELEE_ALLCLASS_aimmatrix_idle"
  900.  
  901. $declaresequence "MELEE_ALLCLASS_aimmatrix_run"
  902.  
  903. $declaresequence "MELEE_ALLCLASS_aimmatrix_crouch_idle"
  904.  
  905. $declaresequence "layer_AttackStandMELEE_ALLCLASS_arms"
  906.  
  907. $declaresequence "Attack_Stand_MELEE_ALLCLASS"
  908.  
  909. $declaresequence "layer_AttackCrouchMELEE_ALLCLASS_arms"
  910.  
  911. $declaresequence "Attack_Crouch_MELEE_ALLCLASS"
  912.  
  913. $declaresequence "armslayer_MELEE_ALLCLASS_Swim_swing"
  914.  
  915. $declaresequence "bodylayer_MELEE_ALLCLASS_Swim_Swing"
  916.  
  917. $declaresequence "MELEE_ALLCLASS_Swim_Swing"
  918.  
  919. $declaresequence "layer_gesture_item1_buglecall"
  920.  
  921. $declaresequence "item1_buglecall_red"
  922.  
  923. $declaresequence "layer_gesture_item1_buglecall_blue"
  924.  
  925. $declaresequence "item1_buglecall_blue"
  926.  
  927. $declaresequence "layer_gesture_item2_warhorncall"
  928.  
  929. $declaresequence "item2_warhorncall_red"
  930.  
  931. $declaresequence "layer_gesture_item2_warhorncall_blue"
  932.  
  933. $declaresequence "item2_warhorncall_blue"
  934.  
  935. $declaresequence "layer_placeSapper_ArmL"
  936.  
  937. $declaresequence "PRIMARY_placeSapper"
  938.  
  939. $declaresequence "primary_floatA"
  940.  
  941. $declaresequence "primary_floatB"
  942.  
  943. $declaresequence "primary_floatC"
  944.  
  945. $declaresequence "primary_floatD"
  946.  
  947. $declaresequence "layer_gesture_primary_go_armL"
  948.  
  949. $declaresequence "gesture_primary_go"
  950.  
  951. $declaresequence "layer_gesture_primary_help_armL"
  952.  
  953. $declaresequence "gesture_primary_help"
  954.  
  955. $declaresequence "layer_gesture_primary_cheer_armL"
  956.  
  957. $declaresequence "gesture_primary_cheer"
  958.  
  959. $declaresequence "layer_gesture_primary_positive_armL"
  960.  
  961. $declaresequence "gesture_primary_positive"
  962.  
  963. $declaresequence "layer_gesture_secondary_go_armL"
  964.  
  965. $declaresequence "gesture_secondary_go"
  966.  
  967. $declaresequence "layer_gesture_secondary_help_armL"
  968.  
  969. $declaresequence "gesture_secondary_help"
  970.  
  971. $declaresequence "layer_gesture_secondary_cheer_armL"
  972.  
  973. $declaresequence "gesture_secondary_cheer"
  974.  
  975. $declaresequence "layer_gesture_secondary_positive_armL"
  976.  
  977. $declaresequence "gesture_secondary_positive"
  978.  
  979. $declaresequence "layer_gesture_melee_go_armL"
  980.  
  981. $declaresequence "gesture_melee_go"
  982.  
  983. $declaresequence "layer_gesture_melee_help_armL"
  984.  
  985. $declaresequence "gesture_melee_help"
  986.  
  987. $declaresequence "layer_gesture_melee_cheer_armL"
  988.  
  989. $declaresequence "gesture_melee_cheer"
  990.  
  991. $declaresequence "layer_gesture_melee_positive"
  992.  
  993. $declaresequence "gesture_melee_positive"
  994.  
  995. $declaresequence "layer_PRIMARY_Stun_begin"
  996.  
  997. $declaresequence "layer_PRIMARY_stun_middle"
  998.  
  999. $declaresequence "layer_PRIMARY_Stun_end"
  1000.  
  1001. $declaresequence "PRIMARY_Stun_begin"
  1002.  
  1003. $declaresequence "PRIMARY_stun_middle"
  1004.  
  1005. $declaresequence "PRIMARY_stun_end"
  1006.  
  1007. $declaresequence "layer_taunt01"
  1008.  
  1009. $declaresequence "taunt01"
  1010.  
  1011. $declaresequence "layer_taunt02"
  1012.  
  1013. $declaresequence "taunt02"
  1014.  
  1015. $declaresequence "layer_taunt03"
  1016.  
  1017. $declaresequence "taunt03"
  1018.  
  1019. $declaresequence "layer_taunt05"
  1020.  
  1021. $declaresequence "taunt05"
  1022.  
  1023. $declaresequence "taunt06"
  1024.  
  1025. $declaresequence "layer_taunt07"
  1026.  
  1027. $declaresequence "taunt07"
  1028.  
  1029. $declaresequence "layer_taunt04"
  1030.  
  1031. $declaresequence "taunt04"
  1032.  
  1033. $declaresequence "layer_Soldier_replay_taunt"
  1034.  
  1035. $declaresequence "Soldier_replay_taunt"
  1036.  
  1037. $declaresequence "layer_taunt_laugh"
  1038.  
  1039. $declaresequence "taunt_laugh"
  1040.  
  1041. $declaresequence "layer_dieviolent"
  1042.  
  1043. $declaresequence "dieviolent"
  1044.  
  1045. $declaresequence "layer_taunt08"
  1046.  
  1047. $declaresequence "taunt08"
  1048.  
  1049. $declaresequence "layer_taunt09"
  1050.  
  1051. $declaresequence "taunt09"
  1052.  
  1053. $declaresequence "taunt_highFiveStart"
  1054.  
  1055. $declaresequence "taunt_highFiveStart_idle"
  1056.  
  1057. $declaresequence "show1"
  1058.  
  1059. $declaresequence "taunt_brutallegendinterior"
  1060.  
  1061. $declaresequence "taunt_brutallegendin"
  1062.  
  1063. $declaresequence "taunt_brutallegendout"
  1064.  
  1065. $declaresequence "taunt_brutallegendinblend"
  1066.  
  1067. $declaresequence "taunt_brutallegendoutblend"
  1068.  
  1069. $declaresequence "taunt_brutallegend"
  1070.  
  1071. $declaresequence "taunt_dosido_dance"
  1072.  
  1073. $declaresequence "taunt_dosido_intro"
  1074.  
  1075. $declaresequence "layer_taunt_highfiveSuccessFull"
  1076.  
  1077. $declaresequence "taunt_highfiveSuccessFull"
  1078.  
  1079. $declaresequence "layer_taunt_highfiveSuccess"
  1080.  
  1081. $declaresequence "taunt_highfiveSuccess"
  1082.  
  1083. $declaresequence "layer_taunt_slit_throat"
  1084.  
  1085. $declaresequence "taunt_slit_throat"
  1086.  
  1087. $declaresequence "layer_taunt_gimmie20"
  1088.  
  1089. $declaresequence "taunt_gimmie20"
  1090.  
  1091. $declaresequence "primary_death_headshot"
  1092.  
  1093. $declaresequence "primary_death_backStab"
  1094.  
  1095. $declaresequence "primary_death_burning"
  1096.  
  1097. $declaresequence "selectionMenu_StartPose"
  1098.  
  1099. $declaresequence "selectionMenu_Idle"
  1100.  
  1101. $declaresequence "selectionMenu_Anim0l"
  1102.  
  1103. $declaresequence "armslayer_throw_fire"
  1104.  
  1105. $declaresequence "throw_fire"
  1106.  
  1107. $declaresequence "taunt_conga"
  1108.  
  1109. $declaresequence "layer_taunt_dosido_dance"
  1110.  
  1111. $declaresequence "layer_taunt_dosido_intro"
  1112.  
  1113. $declaresequence "taunt_flip_start"
  1114.  
  1115. $declaresequence "layer_taunt_flip_success_initiator"
  1116.  
  1117. $declaresequence "taunt_flip_success_initiator"
  1118.  
  1119. $declaresequence "layer_taunt_flip_success_receiver"
  1120.  
  1121. $declaresequence "taunt_flip_success_receiver"
  1122.  
  1123. $declaresequence "taunt_rps_start"
  1124.  
  1125. $declaresequence "layer_taunt_rps_rock"
  1126.  
  1127. $declaresequence "taunt_rps_rock"
  1128.  
  1129. $declaresequence "layer_taunt_rps_paper"
  1130.  
  1131. $declaresequence "taunt_rps_paper"
  1132.  
  1133. $declaresequence "layer_taunt_rps_scissors"
  1134.  
  1135. $declaresequence "taunt_rps_scissors"
  1136.  
  1137. $declaresequence "layer_taunt_rps_rock_win"
  1138.  
  1139. $declaresequence "taunt_rps_rock_win"
  1140.  
  1141. $declaresequence "layer_taunt_rps_paper_win"
  1142.  
  1143. $declaresequence "taunt_rps_paper_win"
  1144.  
  1145. $declaresequence "layer_taunt_rps_scissors_win"
  1146.  
  1147. $declaresequence "taunt_rps_scissors_win"
  1148.  
  1149. $declaresequence "layer_taunt_rps_rock_lose"
  1150.  
  1151. $declaresequence "taunt_rps_rock_lose"
  1152.  
  1153. $declaresequence "layer_taunt_rps_paper_lose"
  1154.  
  1155. $declaresequence "taunt_rps_paper_lose"
  1156.  
  1157. $declaresequence "layer_taunt_rps_scissors_lose"
  1158.  
  1159. $declaresequence "taunt_rps_scissors_lose"
  1160.  
  1161. $declaresequence "layer_taunt_rps_rock_lose2"
  1162.  
  1163. $declaresequence "taunt_rps_rock_lose2"
  1164.  
  1165. $declaresequence "layer_taunt_rps_paper_lose2"
  1166.  
  1167. $declaresequence "taunt_rps_paper_lose2"
  1168.  
  1169. $declaresequence "layer_taunt_rps_scissors_lose2"
  1170.  
  1171. $declaresequence "taunt_rps_scissors_lose2"
  1172.  
  1173. $declaresequence "layer_taunt_headbutt_start"
  1174.  
  1175. $declaresequence "taunt_headbutt_start"
  1176.  
  1177. $declaresequence "layer_taunt_headbutt_success"
  1178.  
  1179. $declaresequence "taunt_headbutt_success"
  1180.  
  1181. $declaresequence "layer_taunt_coffee"
  1182.  
  1183. $declaresequence "taunt_coffee"
  1184.  
  1185. $includemodel "player/soldier_user_animations.mdl"
  1186. $includemodel "player/soldier_animations.mdl"
  1187. $includemodel "workshop/player/animations/soldier_workshop_animations.mdl"
  1188.  
  1189. $collisionjoints "soldier_physics.smd"
  1190. {
  1191. $mass 100
  1192. $inertia 10
  1193. $damping 0
  1194. $rotdamping 4
  1195. $rootbone "bip_pelvis"
  1196.  
  1197. $jointrotdamping "bip_pelvis" 0
  1198.  
  1199. $jointmassbias "bip_hip_R" 0.8
  1200. $jointconstrain "bip_hip_R" x limit -12 12 0
  1201. $jointconstrain "bip_hip_R" y limit -12 30 0
  1202. $jointconstrain "bip_hip_R" z limit -50 24 0
  1203.  
  1204. $jointmassbias "bip_knee_R" 1.2
  1205. $jointrotdamping "bip_knee_R" 9
  1206. $jointconstrain "bip_knee_R" x limit 0 0 0
  1207. $jointconstrain "bip_knee_R" y limit -12 100 0
  1208. $jointconstrain "bip_knee_R" z limit 0 0 0
  1209.  
  1210. $jointmassbias "bip_hip_L" 0.8
  1211. $jointconstrain "bip_hip_L" x limit -12 12 0
  1212. $jointconstrain "bip_hip_L" y limit -12 30 0
  1213. $jointconstrain "bip_hip_L" z limit -24 50 0
  1214.  
  1215. $jointmassbias "bip_knee_L" 1.2
  1216. $jointrotdamping "bip_knee_L" 9
  1217. $jointconstrain "bip_knee_L" x limit 0 0 0
  1218. $jointconstrain "bip_knee_L" y limit -12 100 0
  1219. $jointconstrain "bip_knee_L" z limit 0 0 0
  1220.  
  1221. $jointmassbias "bip_foot_L" 0.75
  1222. $jointrotdamping "bip_foot_L" 7
  1223. $jointconstrain "bip_foot_L" x limit -30 45 0
  1224. $jointconstrain "bip_foot_L" y limit -19 25 0
  1225. $jointconstrain "bip_foot_L" z limit -25 24 0
  1226.  
  1227. $jointmassbias "bip_spine_0" 1.2
  1228. $jointrotdamping "bip_spine_0" 15
  1229. $jointconstrain "bip_spine_0" x limit -30 15 0
  1230. $jointconstrain "bip_spine_0" y limit -16 16 0
  1231. $jointconstrain "bip_spine_0" z limit -15 15 0
  1232.  
  1233. $jointmassbias "bip_spine_2" 1.6
  1234. $jointrotdamping "bip_spine_2" 10
  1235. $jointconstrain "bip_spine_2" x limit -30 15 0
  1236. $jointconstrain "bip_spine_2" y limit -16 16 0
  1237. $jointconstrain "bip_spine_2" z limit -10 10 0
  1238.  
  1239. $jointmassbias "bip_upperArm_R" 0.8
  1240. $jointrotdamping "bip_upperArm_R" 16
  1241. $jointconstrain "bip_upperArm_R" x limit -50 40 0
  1242. $jointconstrain "bip_upperArm_R" y limit -32 55 0
  1243. $jointconstrain "bip_upperArm_R" z limit -80 25 0
  1244.  
  1245. $jointmassbias "bip_upperArm_L" 0.8
  1246. $jointrotdamping "bip_upperArm_L" 16
  1247. $jointconstrain "bip_upperArm_L" x limit -40 50 0
  1248. $jointconstrain "bip_upperArm_L" y limit -55 32 0
  1249. $jointconstrain "bip_upperArm_L" z limit -80 25 0
  1250.  
  1251. $jointmassbias "bip_lowerArm_L" 1.8
  1252. $jointconstrain "bip_lowerArm_L" x limit 0 0 0
  1253. $jointconstrain "bip_lowerArm_L" y limit 0 0 0
  1254. $jointconstrain "bip_lowerArm_L" z limit -120 -6 0
  1255.  
  1256. $jointmassbias "bip_hand_L" 0.6
  1257. $jointrotdamping "bip_hand_L" 8
  1258. $jointconstrain "bip_hand_L" x limit -30 37 0
  1259. $jointconstrain "bip_hand_L" y limit -12 8 0
  1260. $jointconstrain "bip_hand_L" z limit -20 35 0
  1261.  
  1262. $jointmassbias "bip_lowerArm_R" 1.8
  1263. $jointconstrain "bip_lowerArm_R" x limit 0 0 0
  1264. $jointconstrain "bip_lowerArm_R" y limit 0 0 0
  1265. $jointconstrain "bip_lowerArm_R" z limit -120 -6 0
  1266.  
  1267. $jointmassbias "bip_neck" 0.5
  1268. $jointrotdamping "bip_neck" 9
  1269. $jointconstrain "bip_neck" x limit -20 20 0
  1270. $jointconstrain "bip_neck" y limit -20 20 0
  1271. $jointconstrain "bip_neck" z limit -15 15 0
  1272.  
  1273. $jointmassbias "bip_hand_R" 0.6
  1274. $jointrotdamping "bip_hand_R" 8
  1275. $jointconstrain "bip_hand_R" x limit -37 30 0
  1276. $jointconstrain "bip_hand_R" y limit -8 12 0
  1277. $jointconstrain "bip_hand_R" z limit -35 20 0
  1278.  
  1279. $jointmassbias "bip_head" 1.5
  1280. $jointrotdamping "bip_head" 8
  1281. $jointconstrain "bip_head" x limit -20 20 0
  1282. $jointconstrain "bip_head" y limit -20 20 0
  1283. $jointconstrain "bip_head" z limit -20 20 0
  1284.  
  1285. $jointmassbias "bip_foot_R" 0.75
  1286. $jointrotdamping "bip_foot_R" 7
  1287. $jointconstrain "bip_foot_R" x limit -30 45 0
  1288. $jointconstrain "bip_foot_R" y limit -19 25 0
  1289. $jointconstrain "bip_foot_R" z limit -25 24 0
  1290. $jointcollide "bip_upperArm_L" "bip_spine_2"
  1291. }
  1292.  
  1293. $collisiontext
  1294. {
  1295. break
  1296. {
  1297. "model" "player\gibs\soldiergib007"
  1298. "health" "0"
  1299. "fadetime" "10"
  1300. }
  1301. break
  1302. {
  1303. "model" "player\gibs\soldiergib002"
  1304. "health" "0"
  1305. "fadetime" "10"
  1306. }
  1307. break
  1308. {
  1309. "model" "player\gibs\soldiergib003"
  1310. "health" "0"
  1311. "fadetime" "10"
  1312. }
  1313. break
  1314. {
  1315. "model" "player\gibs\soldiergib006"
  1316. "health" "0"
  1317. "fadetime" "10"
  1318. }
  1319. break
  1320. {
  1321. "model" "player\gibs\random_organ"
  1322. "health" "0"
  1323. "fadetime" "10"
  1324. }
  1325. break
  1326. {
  1327. "model" "player\gibs\soldiergib001"
  1328. "health" "0"
  1329. "fadetime" "10"
  1330. }
  1331. break
  1332. {
  1333. "model" "player\gibs\soldiergib004"
  1334. "health" "0"
  1335. "fadetime" "10"
  1336. }
  1337. break
  1338. {
  1339. "model" "player\gibs\soldiergib004"
  1340. "health" "0"
  1341. "fadetime" "10"
  1342. }
  1343. break
  1344. {
  1345. "model" "player\gibs\soldiergib005"
  1346. "health" "0"
  1347. "fadetime" "10"
  1348. }
  1349. break
  1350. {
  1351. "model" "player\gibs\soldiergib008"
  1352. "health" "0"
  1353. "fadetime" "10"
  1354. }
  1355. }
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