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- // Created by Crowbar 0.49.0.0
- $modelname "player/soldieroldmann.mdl"
- $model "soldier" "soldier_morphs_low.smd" {
- eyeball "eye_right" "bip_head" -1.240000 78.620015 3.090005 "eyeball_r" 1.4 4 "iris_unused" 0.6
- eyeball "eye_left" "bip_head" 1.240000 78.620015 3.090005 "eyeball_l" 1.4 -4 "iris_unused" 0.6
- flexfile "soldier.vta"
- {
- defaultflex frame 0
- flexpair "CloseLidLo" 1 frame 1
- flexpair "CloseLidUp" 1 frame 2
- flex "FV" frame 3
- flex "madUpper" frame 4
- flex "specialAction01Upper" frame 5
- flex "scaredUpper" frame 6
- flex "painBigUpper" frame 7
- flex "painSmallUpper" frame 8
- flex "happyBigUpper" frame 9
- flex "specialAction01" frame 10
- flex "scared" frame 11
- flex "mad" frame 12
- flex "painBig" frame 13
- flex "painSmall" frame 14
- flex "happyBig" frame 15
- flex "WQ" frame 16
- flex "OO" frame 17
- flex "MB" frame 18
- flex "SH" frame 19
- flex "Y" frame 20
- flex "AH" frame 21
- flex "AE" frame 22
- flex "UH" frame 23
- flex "AW" frame 24
- flex "EE" frame 25
- flex "PP" frame 26
- flex "OH" frame 27
- flex "TH" frame 28
- flex "T" frame 29
- flex "ER" frame 30
- flex "DS" frame 31
- flex "GK" frame 32
- flex "N" frame 33
- flex "silence" frame 34
- flex "happySmall" frame 35
- }
- flexcontroller right_CloseLid range -1 1 right_CloseLid
- flexcontroller left_CloseLid range -1 1 left_CloseLid
- flexcontroller multi_CloseLid range -1 1 multi_CloseLid
- flexcontroller blink range 0 1 blink
- flexcontroller madUpper range 0 1 madUpper
- flexcontroller defaultFace range 0 1 defaultFace
- flexcontroller painBigUpper range 0 1 painBigUpper
- flexcontroller DS range 0 1 DS
- flexcontroller happyBig range 0 1 happyBig
- flexcontroller mad range 0 1 mad
- flexcontroller silence range 0 1 silence
- flexcontroller GK range 0 1 GK
- flexcontroller painSmall range 0 1 painSmall
- flexcontroller scared range 0 1 scared
- flexcontroller N range 0 1 N
- flexcontroller AW range 0 1 AW
- flexcontroller happySmallUpper range 0 1 happySmallUpper
- flexcontroller happyBigUpper range 0 1 happyBigUpper
- flexcontroller painSmallUpper range 0 1 painSmallUpper
- flexcontroller specialAction01Upper range 0 1 specialAction01Upper
- flexcontroller happySmall range 0 1 happySmall
- flexcontroller scaredUpper range 0 1 scaredUpper
- flexcontroller TH range 0 1 TH
- flexcontroller OH range 0 1 OH
- flexcontroller ER range 0 1 ER
- flexcontroller T range 0 1 T
- flexcontroller specialAction01 range 0 1 specialAction01
- flexcontroller painBig range 0 1 painBig
- flexcontroller PP range 0 1 PP
- flexcontroller EE range 0 1 EE
- flexcontroller defaultFaceUpper range 0 1 defaultFaceUpper
- flexcontroller WQ range 0 1 WQ
- flexcontroller OO range 0 1 OO
- flexcontroller MB range 0 1 MB
- flexcontroller SH range 0 1 SH
- flexcontroller Y range 0 1 Y
- flexcontroller FV range 0 1 FV
- flexcontroller AH range 0 1 AH
- flexcontroller AE range 0 1 AE
- flexcontroller UH range 0 1 UH
- flexcontroller eyes range -45 45 eyes_updown
- flexcontroller eyes range -45 45 eyes_rightleft
- localvar defaultFaceUpper
- localvar happySmallUpper
- localvar defaultFace
- // [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).]
- // [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).]
- // [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).]
- // [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).]
- %WQ = WQ
- %OO = OO
- %MB = MB
- %SH = SH
- %Y = Y
- %FV = FV
- %AH = AH
- %AE = AE
- %UH = UH
- %AW = AW
- %EE = EE
- %PP = PP
- %OH = OH
- %TH = TH
- %T = T
- %ER = ER
- %DS = DS
- %GK = GK
- %N = N
- %silence = silence
- %happySmall = happySmall
- %madUpper = madUpper
- %specialAction01Upper = specialAction01Upper
- %defaultFaceUpper = defaultFaceUpper
- %scaredUpper = scaredUpper
- %painBigUpper = painBigUpper
- %painSmallUpper = painSmallUpper
- %happyBigUpper = happyBigUpper
- %happySmallUpper = happySmallUpper
- %specialAction01 = specialAction01
- %defaultFace = defaultFace
- %scared = scared
- %mad = mad
- %painBig = painBig
- %painSmall = painSmall
- %happyBig = happyBig
- }
- $bodygroup "rocket"
- {
- blank
- studio "soldier_rocket.smd"
- }
- $bodygroup "hat"
- {
- studio "jag_bob_haircut.smd"
- blank
- }
- $bodygroup "hat"
- {
- studio "sd_glasses_soldier.smd"
- blank
- }
- $bodygroup "hat"
- {
- studio "xms_beard_soldier.smd"
- blank
- }
- $bodygroup "medal"
- {
- blank
- studio "soldier_medal_bodygroup.smd"
- }
- $bodygroup "grenades"
- {
- studio "soldier_grenades_bodygroup.smd"
- blank
- }
- $lod 11
- {
- replacemodel "soldier_morphs_low.smd" "soldier_morphs_low_lod1.smd"
- replacemodel "soldier_body1_model0.smd" "soldier_body1_model0_lod1.smd"
- replacemodel "soldier_rocket.smd" "soldier_rocket_lod1.smd"
- replacemodel "soldier_hat_bodygroup.smd" "soldier_hat_bodygroup_lod1.smd"
- replacemodel "soldier_body2_model1.smd" "soldier_body2_model1_lod1.smd"
- replacemodel "soldier_body3_model0.smd" "soldier_body3_model0_lod1.smd"
- replacemodel "soldier_medal_bodygroup.smd" "soldier_medal_bodygroup_lod1.smd"
- replacemodel "soldier_grenades_bodygroup.smd" "soldier_grenades_bodygroup_lod1.smd"
- replacemodel "soldier_body4_model1.smd" "soldier_body4_model1_lod1.smd"
- }
- $lod 22
- {
- replacemodel "soldier_morphs_low.smd" "soldier_morphs_low_lod2.smd"
- replacemodel "soldier_body1_model0.smd" "soldier_body1_model0_lod2.smd"
- replacemodel "soldier_rocket.smd" "soldier_rocket_lod2.smd"
- replacemodel "soldier_hat_bodygroup.smd" "soldier_hat_bodygroup_lod2.smd"
- replacemodel "soldier_body2_model1.smd" "soldier_body2_model1_lod2.smd"
- replacemodel "soldier_body3_model0.smd" "soldier_body3_model0_lod2.smd"
- replacemodel "soldier_medal_bodygroup.smd" "soldier_medal_bodygroup_lod2.smd"
- replacemodel "soldier_grenades_bodygroup.smd" "soldier_grenades_bodygroup_lod2.smd"
- replacemodel "soldier_body4_model1.smd" "soldier_body4_model1_lod2.smd"
- }
- $lod 33
- {
- replacemodel "soldier_morphs_low.smd" "soldier_morphs_low_lod3.smd"
- replacemodel "soldier_body1_model0.smd" "soldier_body1_model0_lod3.smd"
- replacemodel "soldier_rocket.smd" "soldier_rocket_lod3.smd"
- replacemodel "soldier_hat_bodygroup.smd" "soldier_hat_bodygroup_lod3.smd"
- replacemodel "soldier_body2_model1.smd" "soldier_body2_model1_lod3.smd"
- replacemodel "soldier_body3_model0.smd" "soldier_body3_model0_lod3.smd"
- replacemodel "soldier_medal_bodygroup.smd" "soldier_medal_bodygroup_lod3.smd"
- replacemodel "soldier_grenades_bodygroup.smd" "soldier_grenades_bodygroup_lod3.smd"
- replacemodel "soldier_body4_model1.smd" "soldier_body4_model1_lod3.smd"
- }
- $lod 44
- {
- replacemodel "soldier_morphs_low.smd" "soldier_morphs_low_lod4.smd"
- replacemodel "soldier_body1_model0.smd" "soldier_body1_model0_lod4.smd"
- replacemodel "soldier_rocket.smd" "soldier_rocket_lod4.smd"
- replacemodel "soldier_hat_bodygroup.smd" "soldier_hat_bodygroup_lod4.smd"
- replacemodel "soldier_body2_model1.smd" "soldier_body2_model1_lod4.smd"
- replacemodel "soldier_body3_model0.smd" "soldier_body3_model0_lod4.smd"
- replacemodel "soldier_medal_bodygroup.smd" "soldier_medal_bodygroup_lod4.smd"
- replacemodel "soldier_grenades_bodygroup.smd" "soldier_grenades_bodygroup_lod4.smd"
- replacemodel "soldier_body4_model1.smd" "soldier_body4_model1_lod4.smd"
- }
- $lod 55
- {
- replacemodel "soldier_morphs_low.smd" "soldier_morphs_low_lod5.smd"
- replacemodel "soldier_body1_model0.smd" "soldier_body1_model0_lod5.smd"
- replacemodel "soldier_rocket.smd" "soldier_rocket_lod5.smd"
- replacemodel "soldier_hat_bodygroup.smd" "soldier_hat_bodygroup_lod5.smd"
- replacemodel "soldier_body2_model1.smd" "soldier_body2_model1_lod5.smd"
- replacemodel "soldier_body3_model0.smd" "soldier_body3_model0_lod5.smd"
- replacemodel "soldier_medal_bodygroup.smd" "soldier_medal_bodygroup_lod5.smd"
- replacemodel "soldier_grenades_bodygroup.smd" "soldier_grenades_bodygroup_lod5.smd"
- replacemodel "soldier_body4_model1.smd" "soldier_body4_model1_lod5.smd"
- }
- $shadowlod
- {
- replacemodel "soldier_morphs_low.smd" "soldier_morphs_low_lod6.smd"
- replacemodel "soldier_body1_model0.smd" "soldier_body1_model0_lod6.smd"
- replacemodel "soldier_rocket.smd" "soldier_rocket_lod6.smd"
- replacemodel "soldier_hat_bodygroup.smd" "soldier_hat_bodygroup_lod6.smd"
- replacemodel "soldier_body2_model1.smd" "soldier_body2_model1_lod6.smd"
- replacemodel "soldier_body3_model0.smd" "soldier_body3_model0_lod6.smd"
- replacemodel "soldier_medal_bodygroup.smd" "soldier_medal_bodygroup_lod6.smd"
- replacemodel "soldier_grenades_bodygroup.smd" "soldier_grenades_bodygroup_lod6.smd"
- replacemodel "soldier_body4_model1.smd" "soldier_body4_model1_lod6.smd"
- }
- $surfaceprop "flesh"
- $contents "solid"
- $eyeposition 0 78.62 0
- $cdmaterials "models\weapons\w_rocketlauncher"
- $cdmaterials "models\player\soldier\"
- $cdmaterials "models\player\items\soldier\"
- $cdmaterials ""
- $texturegroup "skinfamilies"
- {
- { "soldier_red" "eyeball_l" "soldier_head_red" "eyeball_r" "medals" }
- { "soldier_blue" "eyeball_l" "soldier_head_blue" "eyeball_r" "medals_blue" }
- { "soldier_red_invun" "eyeball_invun" "soldier_head_red_invun" "eyeball_invun" "medals" }
- { "soldier_blue_invun" "eyeball_invun" "soldier_head_blue_invun" "eyeball_invun" "medals_blue" }
- { "soldier_red_zombie_alphatest" "eyeball_zombie" "soldier_head_zombie" "eyeball_zombie" "medals" }
- { "soldier_blue_zombie_alphatest" "eyeball_zombie" "soldier_head_zombie" "eyeball_zombie" "medals_blue" }
- { "soldier_red_zombie_invun" "eyeball_invun" "soldier_head_red_invun" "eyeball_invun" "medals" }
- { "soldier_blue_zombie_invun" "eyeball_invun" "soldier_head_blue_invun" "eyeball_invun" "medals_blue" }
- }
- $attachment "eyes" "bip_head" 0 -3.42 -4.19 rotate 89.73 -90 0
- $attachment "righteye" "bip_head" -1.24 -3.42 -4.19 rotate 89.73 -90 0
- $attachment "lefteye" "bip_head" 1.24 -3.42 -4.19 rotate 89.73 -90 0
- $attachment "back_lower" "bip_spine_0" 0 0 0 rotate 0 0 0
- $attachment "foot_L" "bip_foot_L" 0 0 0 rotate 0 0 0
- $attachment "foot_R" "bip_foot_R" 0 0 0 rotate 0 0 0
- $attachment "partyhat" "bip_head" 1.3 -8.97 -1.49 rotate 84 90 161
- $attachment "head" "bip_head" 0 -8.97 -0.49 rotate 87.52 -90 0
- $attachment "eyeglow_L" "bip_head" 1.52 -2.34 -5.49 rotate 57.22 38.68 133.6
- $attachment "eyeglow_R" "bip_head" -1.52 -2.34 -5.49 rotate 57.22 141.32 -133.6
- $attachment "weapon_bone_L" "weapon_bone_L" 0 0 0 rotate 0 0 0
- $attachment "effect_hand_L" "effect_hand_L" 0 0 0 rotate 0 0 0
- $attachment "weapon_bone" "weapon_bone" 0 0 0 rotate 0 0 0
- $attachment "handle_bone" "handle_bone" 0 0 0 rotate 0 0 0
- $attachment "weapon_bone_1" "weapon_bone_1" 0 0 0 rotate 0 0 0
- $attachment "effect_hand_R" "effect_hand_R" 0 0 0 rotate 0 0 0
- $attachment "flag" "bip_spine_3" 1.42 5.01 8.82 rotate -3.7 10.88 -10.1
- $attachment "prop_bone" "prop_bone" 0 0 0 rotate 0 0 0
- $attachment "prop_bone_1" "prop_bone_1" 0 0 0 rotate 0 0 0
- $attachment "prop_bone_2" "prop_bone_2" 0 0 0 rotate 0 0 0
- $attachment "prop_bone_3" "prop_bone_3" 0 0 0 rotate 0 0 0
- $attachment "prop_bone_4" "prop_bone_4" 0 0 0 rotate 0 0 0
- $attachment "prop_bone_5" "prop_bone_5" 0 0 0 rotate 0 0 0
- $attachment "prop_bone_6" "prop_bone_6" 0 0 0 rotate 0 0 0
- $cbox 0 0 0 0 0 0
- $bbox -10.106 -25.827 -3.557 14.74 25.827 84.53
- // $hboxset "soldier"
- // $hbox 1 "bip_head" -6.25 -9 -7.55 6.25 5 5.45 ""
- // $hbox 0 "bip_pelvis" -10.5 -3 -9 10.5 11 7 ""
- // $hbox 3 "bip_spine_0" -9.5 -1.5 -10 9.5 5.5 5 ""
- // $hbox 3 "bip_spine_1" -10 -2 -10.5 10 4 3.5 ""
- // $hbox 2 "bip_spine_2" -10 -4 -11 10 4 5 ""
- // $hbox 2 "bip_spine_3" -10 -4.5 -7 10 1.5 5 ""
- // $hbox 4 "bip_upperArm_L" 0 -4 -3 14 4 3 ""
- // $hbox 4 "bip_lowerArm_L" 0 -2.75 -4 14 3.75 4 ""
- // $hbox 4 "bip_hand_L" -2.75 -10 -2.5 1.75 0 4.5 ""
- // $hbox 5 "bip_upperArm_R" 0 -4 -3 14 4 3 ""
- // $hbox 5 "bip_lowerArm_R" 0 -4 -3.75 14 4 2.75 ""
- // $hbox 5 "bip_hand_R" -1.75 0 -4.5 2.75 10 2.5 ""
- // $hbox 6 "bip_hip_L" 1.5 -5.5 -4 16.5 4.5 4 ""
- // $hbox 6 "bip_knee_L" 0 -2 -5 18 4 2 ""
- // $hbox 6 "bip_foot_L" -2.5 -11 -3.75 2.5 3 2.25 ""
- // $hbox 7 "bip_hip_R" 1.5 -4.5 -4 16.5 5.5 4 ""
- // $hbox 7 "bip_knee_R" 0 -4 -5 18 2 2 ""
- // $hbox 7 "bip_foot_R" -2.5 -3 -2.25 2.5 11 3.75 ""
- // $skipboneinbbox
- $bonemerge "bip_pelvis"
- $bonemerge "bip_spine_0"
- $bonemerge "bip_spine_1"
- $bonemerge "bip_spine_2"
- $bonemerge "bip_spine_3"
- $bonemerge "bip_neck"
- $bonemerge "bip_head"
- $bonemerge "bip_collar_L"
- $bonemerge "bip_collar_R"
- $bonemerge "bip_upperArm_L"
- $bonemerge "bip_upperArm_R"
- $bonemerge "bip_lowerArm_L"
- $bonemerge "bip_lowerArm_R"
- $bonemerge "bip_hip_L"
- $bonemerge "bip_hip_R"
- $bonemerge "bip_knee_L"
- $bonemerge "bip_knee_R"
- $bonemerge "bip_foot_L"
- $bonemerge "bip_foot_R"
- $bonemerge "bip_hand_L"
- $bonemerge "bip_hand_R"
- $bonemerge "medal_bone"
- $bonemerge "weapon_bone"
- $bonemerge "weapon_bone_L"
- $bonemerge "weapon_bone_1"
- $bonemerge "mvm"
- $bonemerge "bip_toe_L"
- $bonemerge "bip_toe_R"
- $bonemerge "prp_helmet"
- $bonemerge "prp_grenade_bottom"
- $bonemerge "prp_grenade_top"
- $bonemerge "prop_bone"
- $bonemerge "prop_bone_1"
- $bonemerge "prop_bone_2"
- $bonemerge "prop_bone_3"
- $bonemerge "prop_bone_4"
- $bonemerge "prop_bone_5"
- $bonemerge "prop_bone_6"
- $poseparameter "body_pitch" -45 45 360
- $poseparameter "body_yaw" -45 45 360
- $ikchain "rhand" "bip_hand_R" knee 0 0 0
- $ikchain "lhand" "bip_hand_L" knee 0 0 0
- $ikchain "rfoot" "bip_foot_R" knee 0 0 0
- $ikchain "lfoot" "bip_foot_L" knee 0 0 0
- $weightlist "weights_user_ref" {
- "bip_pelvis" 0
- "bip_spine_0" 0
- "bip_spine_1" 0
- "bip_spine_2" 0
- "bip_spine_3" 0
- "bip_neck" 0
- "bip_head" 0
- "bip_collar_L" 0
- "bip_collar_R" 0
- "bip_upperArm_L" 0
- "bip_upperArm_R" 0
- "bip_lowerArm_L" 0
- "bip_lowerArm_R" 0
- "bip_hip_L" 0
- "bip_hip_R" 0
- "bip_knee_L" 0
- "bip_knee_R" 0
- "bip_foot_L" 0
- "bip_foot_R" 0
- "bip_hand_L" 0
- "bip_hand_R" 0
- "effect_hand_L" 0
- "effect_hand_R" 0
- "medal_bone" 0
- "weapon_bone" 0
- "weapon_bone_L" 0
- "weapon_bone_1" 0
- "handle_bone" 0
- "mvm" 0
- "rocket_joint" 0
- "bip_toe_L" 0
- "bip_toe_R" 0
- "prp_helmet" 0
- "prp_grenade_bottom" 0
- "prp_grenade_top" 0
- "prp_coatCollar_L" 0
- "prp_coatCollar_R" 0
- "prp_coatCollar_back" 0
- "prp_coat_front_L" 0
- "prp_coat_front_R" 0
- "prp_coat_back_L" 0
- "prp_coat_back_R" 0
- "prp_coat_front_1_L" 0
- "prp_coat_front_1_R" 0
- "prp_coat_back_1_L" 0
- "prp_coat_back_1_R" 0
- "prp_pack_L" 0
- "prp_pack_R" 0
- "prp_pack_back" 0
- "bip_thumb_0_L" 0
- "bip_thumb_0_R" 0
- "bip_index_0_L" 0
- "bip_index_0_R" 0
- "bip_middle_0_L" 0
- "bip_middle_0_R" 0
- "bip_ring_0_L" 0
- "bip_ring_0_R" 0
- "bip_pinky_0_L" 0
- "bip_pinky_0_R" 0
- "bip_thumb_1_L" 0
- "bip_thumb_1_R" 0
- "bip_index_1_L" 0
- "bip_index_1_R" 0
- "bip_middle_1_R" 0
- "bip_middle_1_L" 0
- "bip_ring_1_R" 0
- "bip_ring_1_L" 0
- "bip_pinky_1_L" 0
- "bip_pinky_1_R" 0
- "bip_thumb_2_R" 0
- "bip_thumb_2_L" 0
- "bip_index_2_L" 0
- "bip_index_2_R" 0
- "bip_middle_2_L" 0
- "bip_middle_2_R" 0
- "bip_ring_2_L" 0
- "bip_ring_2_R" 0
- "bip_pinky_2_L" 0
- "bip_pinky_2_R" 0
- "prop_bone" 0
- "prop_bone_1" 0
- "prop_bone_2" 0
- "prop_bone_3" 0
- "prop_bone_4" 0
- "prop_bone_5" 0
- "prop_bone_6" 0
- }
- $sequence "ref" {
- "soldier_anims\ref.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $sequence "ragdoll" {
- "soldier_anims\ragdoll.smd"
- activity "ACT_DIERAGDOLL" 1
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $declaresequence "user_ref"
- $declaresequence "ragdollspawn"
- $declaresequence "r_handposes"
- $declaresequence "r_armposes"
- $declaresequence "PRIMARY_aimmatrix_idle"
- $declaresequence "PRIMARY_aimmatrix_run"
- $declaresequence "PRIMARY_aimmatrix_crouch_idle"
- $declaresequence "test"
- $declaresequence "AttackStand_PRIMARY"
- $declaresequence "AttackCrouch_PRIMARY"
- $declaresequence "AttackSwim_PRIMARY"
- $declaresequence "AttackStand_PRIMARY2"
- $declaresequence "AttackCrouch_PRIMARY2"
- $declaresequence "AttackSwim_PRIMARY2"
- $declaresequence "AttackStand_PRIMARY2_SUPER"
- $declaresequence "AttackCrouch_PRIMARY2_SUPER"
- $declaresequence "AttackSwim_PRIMARY2_SUPER"
- $declaresequence "layer_reload_standing_arms"
- $declaresequence "ReloadStand_PRIMARY"
- $declaresequence "ReloadCrouch_PRIMARY"
- $declaresequence "ReloadAirwalk_PRIMARY"
- $declaresequence "layer_reload_standing_arms_loop"
- $declaresequence "ReloadStand_PRIMARY_loop"
- $declaresequence "ReloadCrouch_PRIMARY_loop"
- $declaresequence "ReloadAirwalk_PRIMARY_loop"
- $declaresequence "layer_reload_standing_arms_end"
- $declaresequence "ReloadStand_PRIMARY_end"
- $declaresequence "ReloadCrouch_PRIMARY_end"
- $declaresequence "ReloadAirwalk_PRIMARY_end"
- $declaresequence "layer_reload_swim_arms"
- $declaresequence "ReloadSwim_PRIMARY"
- $declaresequence "layer_reload_standing_arms_3"
- $declaresequence "ReloadStand_PRIMARY_3"
- $declaresequence "ReloadCrouch_PRIMARY_3"
- $declaresequence "ReloadAirwalk_PRIMARY_3"
- $declaresequence "layer_reload_standing_arms_loop_3"
- $declaresequence "ReloadStand_PRIMARY_loop_3"
- $declaresequence "ReloadCrouch_PRIMARY_loop_3"
- $declaresequence "ReloadAirwalk_PRIMARY_loop_3"
- $declaresequence "layer_reload_standing_arms_end_3"
- $declaresequence "ReloadStand_PRIMARY_end_3"
- $declaresequence "ReloadCrouch_PRIMARY_end_3"
- $declaresequence "ReloadAirwalk_PRIMARY_end_3"
- $declaresequence "layer_reload_swim_arms_3"
- $declaresequence "ReloadSwim_PRIMARY_3"
- $declaresequence "layer_quake_reload_standing_arms"
- $declaresequence "quake_ReloadStand_PRIMARY"
- $declaresequence "quake_ReloadCrouch_PRIMARY"
- $declaresequence "quake_ReloadAirwalk_PRIMARY"
- $declaresequence "layer_quake_reload_standing_arms_loop"
- $declaresequence "quake_ReloadStand_PRIMARY_loop"
- $declaresequence "quake_ReloadCrouch_PRIMARY_loop"
- $declaresequence "quake_ReloadAirwalk_PRIMARY_loop"
- $declaresequence "layer_quake_reload_standing_arms_end"
- $declaresequence "quake_ReloadStand_PRIMARY_end"
- $declaresequence "quake_ReloadCrouch_PRIMARY_end"
- $declaresequence "quake_ReloadAirwalk_PRIMARY_end"
- $declaresequence "layer_quake_reload_swim_arms"
- $declaresequence "quake_ReloadSwim_PRIMARY"
- $declaresequence "layer_reload_standing_arms_2"
- $declaresequence "ReloadStand_PRIMARY_2"
- $declaresequence "ReloadCrouch_PRIMARY_2"
- $declaresequence "ReloadAirwalk_PRIMARY_2"
- $declaresequence "layer_reload_standing_arms_loop_2"
- $declaresequence "ReloadStand_PRIMARY_loop_2"
- $declaresequence "ReloadCrouch_PRIMARY_loop_2"
- $declaresequence "ReloadAirwalk_PRIMARY_loop_2"
- $declaresequence "layer_reload_standing_arms_end_2"
- $declaresequence "ReloadStand_PRIMARY_end_2"
- $declaresequence "ReloadCrouch_PRIMARY_end_2"
- $declaresequence "ReloadAirwalk_PRIMARY_end_2"
- $declaresequence "layer_reload_swim_arms_2"
- $declaresequence "ReloadSwim_PRIMARY_2"
- $declaresequence "a_flinch01"
- $declaresequence "SECONDARY_aimmatrix_idle"
- $declaresequence "SECONDARY_aimmatrix_run"
- $declaresequence "SECONDARY_aimmatrix_crouch_idle"
- $declaresequence "AttackStand_SECONDARY"
- $declaresequence "AttackCrouch_SECONDARY"
- $declaresequence "AttackSwim_SECONDARY"
- $declaresequence "ReloadSwim_SECONDARY"
- $declaresequence "layer_reload_standing_secondary_arms"
- $declaresequence "ReloadStand_SECONDARY"
- $declaresequence "layer_reload_standing_secondary_arms_loop"
- $declaresequence "ReloadStand_SECONDARY_loop"
- $declaresequence "layer_reload_standing_secondary_arms_end"
- $declaresequence "ReloadStand_SECONDARY_end"
- $declaresequence "layer_reload_crouch_secondary_arms"
- $declaresequence "ReloadCrouch_SECONDARY"
- $declaresequence "layer_reload_crouch_secondary_arms_loop"
- $declaresequence "ReloadCrouch_SECONDARY_loop"
- $declaresequence "layer_reload_crouch_secondary_arms_end"
- $declaresequence "ReloadCrouch_SECONDARY_end"
- $declaresequence "a_SECONDARY_reload_airwalk"
- $declaresequence "layer_reload_arms_SECONDARY"
- $declaresequence "SECONDARY_reload_airwalk"
- $declaresequence "layer_reload_arms_SECONDARY_loop"
- $declaresequence "SECONDARY_reload_airwalk_loop"
- $declaresequence "layer_reload_arms_SECONDARY_end"
- $declaresequence "SECONDARY_reload_airwalk_end"
- $declaresequence "a_SECONDARY_reload_swim"
- $declaresequence "layer_reload_arms_SECONDARY_swim"
- $declaresequence "SECONDARY_reload_swim"
- $declaresequence "layer_reload_arms_SECONDARY_loop_swim"
- $declaresequence "SECONDARY_reload_swim_loop"
- $declaresequence "layer_reload_arms_SECONDARY_end_swim"
- $declaresequence "SECONDARY_reload_swim_end"
- $declaresequence "SECONDARY2_aimmatrix_idle"
- $declaresequence "SECONDARY2_aimmatrix_run"
- $declaresequence "SECONDARY2_aimmatrix_crouch_idle"
- $declaresequence "AttackStand_SECONDARY2"
- $declaresequence "AttackCrouch_SECONDARY2"
- $declaresequence "layer_reload_standing_SECONDARY2_arms"
- $declaresequence "ReloadStand_SECONDARY2"
- $declaresequence "layer_reload_standing_SECONDARY2_arms_loop"
- $declaresequence "ReloadStand_SECONDARY2_loop"
- $declaresequence "layer_reload_standing_SECONDARY2_arms_end"
- $declaresequence "ReloadStand_SECONDARY2_end"
- $declaresequence "layer_reload_crouch_SECONDARY2_arms"
- $declaresequence "ReloadCrouch_SECONDARY2"
- $declaresequence "layer_reload_crouch_SECONDARY2_arms_loop"
- $declaresequence "ReloadCrouch_SECONDARY2_loop"
- $declaresequence "layer_reload_crouch_SECONDARY2_arms_end"
- $declaresequence "ReloadCrouch_SECONDARY2_end"
- $declaresequence "a_SECONDARY2_reload_airwalk"
- $declaresequence "layer_reload_arms_SECONDARY2"
- $declaresequence "SECONDARY2_reload_airwalk"
- $declaresequence "layer_reload_arms_SECONDARY2_loop"
- $declaresequence "SECONDARY2_reload_airwalk_loop"
- $declaresequence "layer_reload_arms_SECONDARY2_end"
- $declaresequence "SECONDARY2_reload_airwalk_end"
- $declaresequence "a_SECONDARY2_reload_swim"
- $declaresequence "layer_reload_arms_SECONDARY2_swim"
- $declaresequence "SECONDARY2_reload_swim"
- $declaresequence "layer_reload_arms_SECONDARY2_loop_swim"
- $declaresequence "SECONDARY2_reload_swim_loop"
- $declaresequence "layer_reload_arms_SECONDARY2_end_swim"
- $declaresequence "SECONDARY2_reload_swim_end"
- $declaresequence "MELEE_aimmatrix_idle"
- $declaresequence "MELEE_aimmatrix_run"
- $declaresequence "MELEE_aimmatrix_crouch_idle"
- $declaresequence "layer_AttackStandMelee_arms"
- $declaresequence "Attack_Stand_MELEE"
- $declaresequence "layer_AttackCrouchMelee_arms"
- $declaresequence "Attack_Crouch_MELEE"
- $declaresequence "armslayer_melee_Swim_swing"
- $declaresequence "bodylayer_Melee_Swim_Swing"
- $declaresequence "Melee_Swim_Swing"
- $declaresequence "stand_PRIMARY"
- $declaresequence "stand_SECONDARY"
- $declaresequence "stand_MELEE"
- $declaresequence "stand_MELEE_ALLCLASS"
- $declaresequence "stand_LOSER"
- $declaresequence "stand_SECONDARY2"
- $declaresequence "crouch_PRIMARY"
- $declaresequence "crouch_SECONDARY"
- $declaresequence "crouch_MELEE"
- $declaresequence "crouch_MELEE_ALLCLASS"
- $declaresequence "crouch_LOSER"
- $declaresequence "crouch_SECONDARY2"
- $declaresequence "jump_start_PRIMARY"
- $declaresequence "layer_PRIMARY_jump_floatNoise"
- $declaresequence "jump_float_PRIMARY"
- $declaresequence "jumpland_PRIMARY"
- $declaresequence "jump_start_SECONDARY"
- $declaresequence "jump_float_SECONDARY"
- $declaresequence "jumpland_SECONDARY"
- $declaresequence "a_jumpstart_MELEE"
- $declaresequence "a_jumpfloat_MELEE"
- $declaresequence "jumplandPose_MELEE"
- $declaresequence "jumpland_MELEE"
- $declaresequence "a_jumpstart_MELEE_ALLCLASS"
- $declaresequence "a_jumpfloat_MELEE_ALLCLASS"
- $declaresequence "jumplandPose_MELEE_ALLCLASS"
- $declaresequence "jumpland_MELEE_ALLCLASS"
- $declaresequence "a_jumpstart_LOSER"
- $declaresequence "a_jumpfloat_LOSER"
- $declaresequence "jumplandPose_LOSER"
- $declaresequence "jumpland_LOSER"
- $declaresequence "jump_start_SECONDARY2"
- $declaresequence "jump_float_SECONDARY2"
- $declaresequence "jumpland_SECONDARY2"
- $declaresequence "PRIMARY_aimmatrix_swim"
- $declaresequence "s_swimAlign_PRIMARY"
- $declaresequence "swim_PRIMARY"
- $declaresequence "SECONDARY_aimmatrix_swim"
- $declaresequence "s_swimAlign_SECONDARY"
- $declaresequence "swim_SECONDARY"
- $declaresequence "SECONDARY2_aimmatrix_swim"
- $declaresequence "s_swimAlign_SECONDARY2"
- $declaresequence "swim_SECONDARY2"
- $declaresequence "MELEE_aimmatrix_swim"
- $declaresequence "s_swimAlign_MELEE"
- $declaresequence "swim_MELEE"
- $declaresequence "MELEE_ALLCLASS_aimmatrix_swim"
- $declaresequence "s_swimAlign_MELEE_ALLCLASS"
- $declaresequence "swim_MELEE_ALLCLASS"
- $declaresequence "s_swimAlign_LOSER"
- $declaresequence "swim_LOSER"
- $declaresequence "run_PRIMARY"
- $declaresequence "crouch_walk_PRIMARY"
- $declaresequence "run_SECONDARY"
- $declaresequence "crouch_walk_SECONDARY"
- $declaresequence "run_MELEE"
- $declaresequence "crouch_walk_MELEE"
- $declaresequence "run_MELEE_ALLCLASS"
- $declaresequence "crouch_walk_MELEE_ALLCLASS"
- $declaresequence "run_LOSER"
- $declaresequence "run_SECONDARY2"
- $declaresequence "crouch_walk_SECONDARY2"
- $declaresequence "airwalk_PRIMARY"
- $declaresequence "airwalk_SECONDARY"
- $declaresequence "airwalk_MELEE"
- $declaresequence "airwalk_MELEE_ALLCLASS"
- $declaresequence "airwalk_LOSER"
- $declaresequence "airwalk_SECONDARY2"
- $declaresequence "MELEE_ALLCLASS_aimmatrix_idle"
- $declaresequence "MELEE_ALLCLASS_aimmatrix_run"
- $declaresequence "MELEE_ALLCLASS_aimmatrix_crouch_idle"
- $declaresequence "layer_AttackStandMELEE_ALLCLASS_arms"
- $declaresequence "Attack_Stand_MELEE_ALLCLASS"
- $declaresequence "layer_AttackCrouchMELEE_ALLCLASS_arms"
- $declaresequence "Attack_Crouch_MELEE_ALLCLASS"
- $declaresequence "armslayer_MELEE_ALLCLASS_Swim_swing"
- $declaresequence "bodylayer_MELEE_ALLCLASS_Swim_Swing"
- $declaresequence "MELEE_ALLCLASS_Swim_Swing"
- $declaresequence "layer_gesture_item1_buglecall"
- $declaresequence "item1_buglecall_red"
- $declaresequence "layer_gesture_item1_buglecall_blue"
- $declaresequence "item1_buglecall_blue"
- $declaresequence "layer_gesture_item2_warhorncall"
- $declaresequence "item2_warhorncall_red"
- $declaresequence "layer_gesture_item2_warhorncall_blue"
- $declaresequence "item2_warhorncall_blue"
- $declaresequence "layer_placeSapper_ArmL"
- $declaresequence "PRIMARY_placeSapper"
- $declaresequence "primary_floatA"
- $declaresequence "primary_floatB"
- $declaresequence "primary_floatC"
- $declaresequence "primary_floatD"
- $declaresequence "layer_gesture_primary_go_armL"
- $declaresequence "gesture_primary_go"
- $declaresequence "layer_gesture_primary_help_armL"
- $declaresequence "gesture_primary_help"
- $declaresequence "layer_gesture_primary_cheer_armL"
- $declaresequence "gesture_primary_cheer"
- $declaresequence "layer_gesture_primary_positive_armL"
- $declaresequence "gesture_primary_positive"
- $declaresequence "layer_gesture_secondary_go_armL"
- $declaresequence "gesture_secondary_go"
- $declaresequence "layer_gesture_secondary_help_armL"
- $declaresequence "gesture_secondary_help"
- $declaresequence "layer_gesture_secondary_cheer_armL"
- $declaresequence "gesture_secondary_cheer"
- $declaresequence "layer_gesture_secondary_positive_armL"
- $declaresequence "gesture_secondary_positive"
- $declaresequence "layer_gesture_melee_go_armL"
- $declaresequence "gesture_melee_go"
- $declaresequence "layer_gesture_melee_help_armL"
- $declaresequence "gesture_melee_help"
- $declaresequence "layer_gesture_melee_cheer_armL"
- $declaresequence "gesture_melee_cheer"
- $declaresequence "layer_gesture_melee_positive"
- $declaresequence "gesture_melee_positive"
- $declaresequence "layer_PRIMARY_Stun_begin"
- $declaresequence "layer_PRIMARY_stun_middle"
- $declaresequence "layer_PRIMARY_Stun_end"
- $declaresequence "PRIMARY_Stun_begin"
- $declaresequence "PRIMARY_stun_middle"
- $declaresequence "PRIMARY_stun_end"
- $declaresequence "layer_taunt01"
- $declaresequence "taunt01"
- $declaresequence "layer_taunt02"
- $declaresequence "taunt02"
- $declaresequence "layer_taunt03"
- $declaresequence "taunt03"
- $declaresequence "layer_taunt05"
- $declaresequence "taunt05"
- $declaresequence "taunt06"
- $declaresequence "layer_taunt07"
- $declaresequence "taunt07"
- $declaresequence "layer_taunt04"
- $declaresequence "taunt04"
- $declaresequence "layer_Soldier_replay_taunt"
- $declaresequence "Soldier_replay_taunt"
- $declaresequence "layer_taunt_laugh"
- $declaresequence "taunt_laugh"
- $declaresequence "layer_dieviolent"
- $declaresequence "dieviolent"
- $declaresequence "layer_taunt08"
- $declaresequence "taunt08"
- $declaresequence "layer_taunt09"
- $declaresequence "taunt09"
- $declaresequence "taunt_highFiveStart"
- $declaresequence "taunt_highFiveStart_idle"
- $declaresequence "show1"
- $declaresequence "taunt_brutallegendinterior"
- $declaresequence "taunt_brutallegendin"
- $declaresequence "taunt_brutallegendout"
- $declaresequence "taunt_brutallegendinblend"
- $declaresequence "taunt_brutallegendoutblend"
- $declaresequence "taunt_brutallegend"
- $declaresequence "taunt_dosido_dance"
- $declaresequence "taunt_dosido_intro"
- $declaresequence "layer_taunt_highfiveSuccessFull"
- $declaresequence "taunt_highfiveSuccessFull"
- $declaresequence "layer_taunt_highfiveSuccess"
- $declaresequence "taunt_highfiveSuccess"
- $declaresequence "layer_taunt_slit_throat"
- $declaresequence "taunt_slit_throat"
- $declaresequence "layer_taunt_gimmie20"
- $declaresequence "taunt_gimmie20"
- $declaresequence "primary_death_headshot"
- $declaresequence "primary_death_backStab"
- $declaresequence "primary_death_burning"
- $declaresequence "selectionMenu_StartPose"
- $declaresequence "selectionMenu_Idle"
- $declaresequence "selectionMenu_Anim0l"
- $declaresequence "armslayer_throw_fire"
- $declaresequence "throw_fire"
- $declaresequence "taunt_conga"
- $declaresequence "layer_taunt_dosido_dance"
- $declaresequence "layer_taunt_dosido_intro"
- $declaresequence "taunt_flip_start"
- $declaresequence "layer_taunt_flip_success_initiator"
- $declaresequence "taunt_flip_success_initiator"
- $declaresequence "layer_taunt_flip_success_receiver"
- $declaresequence "taunt_flip_success_receiver"
- $declaresequence "taunt_rps_start"
- $declaresequence "layer_taunt_rps_rock"
- $declaresequence "taunt_rps_rock"
- $declaresequence "layer_taunt_rps_paper"
- $declaresequence "taunt_rps_paper"
- $declaresequence "layer_taunt_rps_scissors"
- $declaresequence "taunt_rps_scissors"
- $declaresequence "layer_taunt_rps_rock_win"
- $declaresequence "taunt_rps_rock_win"
- $declaresequence "layer_taunt_rps_paper_win"
- $declaresequence "taunt_rps_paper_win"
- $declaresequence "layer_taunt_rps_scissors_win"
- $declaresequence "taunt_rps_scissors_win"
- $declaresequence "layer_taunt_rps_rock_lose"
- $declaresequence "taunt_rps_rock_lose"
- $declaresequence "layer_taunt_rps_paper_lose"
- $declaresequence "taunt_rps_paper_lose"
- $declaresequence "layer_taunt_rps_scissors_lose"
- $declaresequence "taunt_rps_scissors_lose"
- $declaresequence "layer_taunt_rps_rock_lose2"
- $declaresequence "taunt_rps_rock_lose2"
- $declaresequence "layer_taunt_rps_paper_lose2"
- $declaresequence "taunt_rps_paper_lose2"
- $declaresequence "layer_taunt_rps_scissors_lose2"
- $declaresequence "taunt_rps_scissors_lose2"
- $declaresequence "layer_taunt_headbutt_start"
- $declaresequence "taunt_headbutt_start"
- $declaresequence "layer_taunt_headbutt_success"
- $declaresequence "taunt_headbutt_success"
- $declaresequence "layer_taunt_coffee"
- $declaresequence "taunt_coffee"
- $includemodel "player/soldier_user_animations.mdl"
- $includemodel "player/soldier_animations.mdl"
- $includemodel "workshop/player/animations/soldier_workshop_animations.mdl"
- $collisionjoints "soldier_physics.smd"
- {
- $mass 100
- $inertia 10
- $damping 0
- $rotdamping 4
- $rootbone "bip_pelvis"
- $jointrotdamping "bip_pelvis" 0
- $jointmassbias "bip_hip_R" 0.8
- $jointconstrain "bip_hip_R" x limit -12 12 0
- $jointconstrain "bip_hip_R" y limit -12 30 0
- $jointconstrain "bip_hip_R" z limit -50 24 0
- $jointmassbias "bip_knee_R" 1.2
- $jointrotdamping "bip_knee_R" 9
- $jointconstrain "bip_knee_R" x limit 0 0 0
- $jointconstrain "bip_knee_R" y limit -12 100 0
- $jointconstrain "bip_knee_R" z limit 0 0 0
- $jointmassbias "bip_hip_L" 0.8
- $jointconstrain "bip_hip_L" x limit -12 12 0
- $jointconstrain "bip_hip_L" y limit -12 30 0
- $jointconstrain "bip_hip_L" z limit -24 50 0
- $jointmassbias "bip_knee_L" 1.2
- $jointrotdamping "bip_knee_L" 9
- $jointconstrain "bip_knee_L" x limit 0 0 0
- $jointconstrain "bip_knee_L" y limit -12 100 0
- $jointconstrain "bip_knee_L" z limit 0 0 0
- $jointmassbias "bip_foot_L" 0.75
- $jointrotdamping "bip_foot_L" 7
- $jointconstrain "bip_foot_L" x limit -30 45 0
- $jointconstrain "bip_foot_L" y limit -19 25 0
- $jointconstrain "bip_foot_L" z limit -25 24 0
- $jointmassbias "bip_spine_0" 1.2
- $jointrotdamping "bip_spine_0" 15
- $jointconstrain "bip_spine_0" x limit -30 15 0
- $jointconstrain "bip_spine_0" y limit -16 16 0
- $jointconstrain "bip_spine_0" z limit -15 15 0
- $jointmassbias "bip_spine_2" 1.6
- $jointrotdamping "bip_spine_2" 10
- $jointconstrain "bip_spine_2" x limit -30 15 0
- $jointconstrain "bip_spine_2" y limit -16 16 0
- $jointconstrain "bip_spine_2" z limit -10 10 0
- $jointmassbias "bip_upperArm_R" 0.8
- $jointrotdamping "bip_upperArm_R" 16
- $jointconstrain "bip_upperArm_R" x limit -50 40 0
- $jointconstrain "bip_upperArm_R" y limit -32 55 0
- $jointconstrain "bip_upperArm_R" z limit -80 25 0
- $jointmassbias "bip_upperArm_L" 0.8
- $jointrotdamping "bip_upperArm_L" 16
- $jointconstrain "bip_upperArm_L" x limit -40 50 0
- $jointconstrain "bip_upperArm_L" y limit -55 32 0
- $jointconstrain "bip_upperArm_L" z limit -80 25 0
- $jointmassbias "bip_lowerArm_L" 1.8
- $jointconstrain "bip_lowerArm_L" x limit 0 0 0
- $jointconstrain "bip_lowerArm_L" y limit 0 0 0
- $jointconstrain "bip_lowerArm_L" z limit -120 -6 0
- $jointmassbias "bip_hand_L" 0.6
- $jointrotdamping "bip_hand_L" 8
- $jointconstrain "bip_hand_L" x limit -30 37 0
- $jointconstrain "bip_hand_L" y limit -12 8 0
- $jointconstrain "bip_hand_L" z limit -20 35 0
- $jointmassbias "bip_lowerArm_R" 1.8
- $jointconstrain "bip_lowerArm_R" x limit 0 0 0
- $jointconstrain "bip_lowerArm_R" y limit 0 0 0
- $jointconstrain "bip_lowerArm_R" z limit -120 -6 0
- $jointmassbias "bip_neck" 0.5
- $jointrotdamping "bip_neck" 9
- $jointconstrain "bip_neck" x limit -20 20 0
- $jointconstrain "bip_neck" y limit -20 20 0
- $jointconstrain "bip_neck" z limit -15 15 0
- $jointmassbias "bip_hand_R" 0.6
- $jointrotdamping "bip_hand_R" 8
- $jointconstrain "bip_hand_R" x limit -37 30 0
- $jointconstrain "bip_hand_R" y limit -8 12 0
- $jointconstrain "bip_hand_R" z limit -35 20 0
- $jointmassbias "bip_head" 1.5
- $jointrotdamping "bip_head" 8
- $jointconstrain "bip_head" x limit -20 20 0
- $jointconstrain "bip_head" y limit -20 20 0
- $jointconstrain "bip_head" z limit -20 20 0
- $jointmassbias "bip_foot_R" 0.75
- $jointrotdamping "bip_foot_R" 7
- $jointconstrain "bip_foot_R" x limit -30 45 0
- $jointconstrain "bip_foot_R" y limit -19 25 0
- $jointconstrain "bip_foot_R" z limit -25 24 0
- $jointcollide "bip_upperArm_L" "bip_spine_2"
- }
- $collisiontext
- {
- break
- {
- "model" "player\gibs\soldiergib007"
- "health" "0"
- "fadetime" "10"
- }
- break
- {
- "model" "player\gibs\soldiergib002"
- "health" "0"
- "fadetime" "10"
- }
- break
- {
- "model" "player\gibs\soldiergib003"
- "health" "0"
- "fadetime" "10"
- }
- break
- {
- "model" "player\gibs\soldiergib006"
- "health" "0"
- "fadetime" "10"
- }
- break
- {
- "model" "player\gibs\random_organ"
- "health" "0"
- "fadetime" "10"
- }
- break
- {
- "model" "player\gibs\soldiergib001"
- "health" "0"
- "fadetime" "10"
- }
- break
- {
- "model" "player\gibs\soldiergib004"
- "health" "0"
- "fadetime" "10"
- }
- break
- {
- "model" "player\gibs\soldiergib004"
- "health" "0"
- "fadetime" "10"
- }
- break
- {
- "model" "player\gibs\soldiergib005"
- "health" "0"
- "fadetime" "10"
- }
- break
- {
- "model" "player\gibs\soldiergib008"
- "health" "0"
- "fadetime" "10"
- }
- }
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