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- $Sequence "idle_angry" {
- "Male_01_anims\idle_angry.smd"
- activity "ACT_IDLE_ANGRY" 1
- fadein 0.2
- fadeout 0.2
- node "node0"
- fps 30
- loop
- }
- $Sequence "idle_subtle" {
- "Male_01_anims\idle_subtle.smd"
- activity "ACT_IDLE" 1
- fadein 0.2
- fadeout 0.2
- node "node0"
- fps 30
- loop
- }
- $Sequence "idle01" {
- "Male_01_anims\idle01.smd"
- activity "ACT_IDLE" 1
- fadein 0.2
- fadeout 0.2
- node "node0"
- fps 30
- loop
- }
- $Sequence "Idle02" {
- "Male_01_anims\Idle02.smd"
- activity "ACT_IDLE" 1
- fadein 0.2
- fadeout 0.2
- node "node0"
- fps 30
- loop
- }
- $Sequence "Idle03" {
- "Male_01_anims\Idle03.smd"
- activity "ACT_IDLE" 1
- fadein 0.2
- fadeout 0.2
- node "node0"
- fps 30
- loop
- }
- $Sequence "LineIdle01" {
- "Male_01_anims\LineIdle01.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- loop
- }
- $Sequence "LineIdle02" {
- "Male_01_anims\LineIdle02.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- loop
- }
- $Sequence "LineIdle03" {
- "Male_01_anims\LineIdle03.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- loop
- }
- $Sequence "LineIdle04" {
- "Male_01_anims\LineIdle04.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- loop
- }
- $Sequence "Crouch_idleD" {
- "Male_01_anims\Crouch_idleD.smd"
- activity "ACT_COVER_LOW" -1
- fadein 0.2
- fadeout 0.2
- node "node1"
- fps 30
- loop
- }
- $Sequence "layer_crouch_run_holding" {
- "Male_01_anims\layer_crouch_run_holding.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- weightlist "weights_layer_crouch_run_holding"
- }
- $Sequence "layer_crouch_walk_no_weapon" {
- "Male_01_anims\layer_crouch_walk_no_weapon.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- weightlist "weights_layer_crouch_run_holding"
- }
- $Sequence "layer_crouch_walk_holding" {
- "Male_01_anims\layer_crouch_walk_holding.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- weightlist "weights_layer_crouch_run_holding"
- }
- $Sequence "layer_crouch_run_no_weapon" {
- "Male_01_anims\layer_crouch_run_no_weapon.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- weightlist "weights_layer_crouch_run_holding"
- }
- $Sequence "layer_run_holding" {
- "Male_01_anims\layer_run_holding.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- weightlist "weights_layer_crouch_run_holding"
- }
- $Sequence "walk_all" {
- "a_WalkS"
- "a_WalkSE"
- "a_WalkE"
- "a_WalkNE"
- "a_WalkN"
- "a_WalkNW"
- "a_WalkW"
- "a_WalkSW"
- "a_WalkS"
- activity "ACT_WALK" 1
- blend "move_yaw" -180 180
- blendwidth 9
- { event 2051 9 "" }
- { event 2050 23 "" }
- fadein 0.2
- fadeout 0.2
- node "node2"
- fps 30
- loop
- }
- $Sequence "run_all" {
- "a_RunS"
- "a_RunSE"
- "a_RunE"
- "a_RunNE"
- "a_RunN"
- "a_RunNW"
- "a_RunW"
- "a_RunSW"
- "a_RunS"
- activity "ACT_RUN" 1
- blend "move_yaw" -180 180
- blendwidth 9
- fadein 0.2
- fadeout 0.2
- node "node3"
- fps 30
- loop
- }
- $Sequence "Crouch_walk_all" {
- "a_Crouch_walkS"
- "a_Crouch_walkSE"
- "a_Crouch_walkE"
- "a_Crouch_walkNE"
- "a_Crouch_walkN"
- "a_Crouch_walkNW"
- "a_Crouch_walkW"
- "a_Crouch_walkSW"
- "a_Crouch_walkS"
- activity "ACT_WALK_CROUCH" 1
- blend "move_yaw" -180 180
- blendwidth 9
- fadein 0.2
- fadeout 0.2
- node "node4"
- fps 30
- loop
- }
- $Sequence "crouch_run_all_delta" {
- "a_crouch_runS_delta"
- "a_crouch_runSE_delta"
- "a_crouch_runE_delta"
- "a_crouch_runNE_delta"
- "a_crouch_runN_delta"
- "a_crouch_runNW_delta"
- "a_crouch_runW_delta"
- "a_crouch_runSW_delta"
- "a_crouch_runS_delta"
- blend "move_yaw" -180 180
- blendwidth 9
- delta
- fadein 0.2
- fadeout 0.2
- iklock "lfoot" 1 1
- iklock "rfoot" 1 1
- fps 30
- // 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.
- subtract "a_WalkS" 0
- weightlist "weights_crouch_run_all_delta"
- }
- $Sequence "crouchRUNALL1" {
- "a_RunS"
- "a_RunSE"
- "a_RunE"
- "a_RunNE"
- "a_Crouch_runN"
- "a_RunNW"
- "a_RunW"
- "a_RunSW"
- "a_RunS"
- activity "ACT_RUN_CROUCH" 1
- blend "move_yaw" -180 180
- blendwidth 9
- fadein 0.2
- fadeout 0.2
- addlayer "crouch_run_all_delta"
- addlayer "layer_crouch_run_no_weapon"
- node "node5"
- fps 30
- loop
- }
- $Sequence "Stand_to_run" {
- "Male_01_anims\Stand_to_run.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "Run_to_stand" {
- "Male_01_anims\Run_to_stand.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "Stand_to_walk" {
- "Male_01_anims\Stand_to_walk.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "Walk_to_stand" {
- "Male_01_anims\Walk_to_stand.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "Stand_to_crouch" {
- "Male_01_anims\Stand_to_crouch.smd"
- activity "ACT_TRANSITION" 1
- fadein 0.2
- fadeout 0.2
- transition "node0" "node1"
- fps 30
- }
- $Sequence "Crouch_to_stand" {
- "Male_01_anims\Crouch_to_stand.smd"
- activity "ACT_TRANSITION" 1
- fadein 0.2
- fadeout 0.2
- transition "node1" "node0"
- fps 30
- }
- $Sequence "Crouch_to_run" {
- "Male_01_anims\Crouch_to_run.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "Run_to_crouch" {
- "Male_01_anims\Run_to_crouch.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "stairs_up" {
- "Male_01_anims\stairs_up.smd"
- activity "ACT_STAIRS_UP" 1
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "stairs_down" {
- "Male_01_anims\stairs_down.smd"
- activity "ACT_STAIRS_DOWN" 1
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "ladder_up" {
- "Male_01_anims\ladder_up.smd"
- activity "ACT_CLIMB_UP" 1
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "ladder_down" {
- "Male_01_anims\ladder_down.smd"
- activity "ACT_CLIMB_DOWN" 1
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "Open_door_away" {
- "Male_01_anims\Open_door_away.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "Open_door_towards_right" {
- "Male_01_anims\Open_door_towards_right.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "Open_door_towards_left" {
- "Male_01_anims\Open_door_towards_left.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "Startle_behind" {
- "Male_01_anims\Startle_behind.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "Cover_R" {
- "Male_01_anims\Cover_R.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- loop
- }
- $Sequence "Cover_L" {
- "Male_01_anims\Cover_L.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- loop
- }
- $Sequence "CoverLow_R" {
- "Male_01_anims\CoverLow_R.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- loop
- }
- $Sequence "CoverLow_L" {
- "Male_01_anims\CoverLow_L.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- loop
- }
- $Sequence "ThrowItem" {
- "Male_01_anims\ThrowItem.smd"
- { event 1 32 "" }
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "Heal" {
- "Male_01_anims\Heal.smd"
- activity "ACT_CIT_HEAL" 1
- { event 1 22 "" }
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "Wave" {
- "Male_01_anims\Wave.smd"
- activity "ACT_SIGNAL1" 1
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "DuckUnder" {
- "Male_01_anims\DuckUnder.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "crouchidlehide" {
- "Male_01_anims\crouchidlehide.smd"
- fadein 0.2
- fadeout 0.2
- node "node6"
- fps 30
- loop
- }
- $Sequence "standtocrouchhide" {
- "Male_01_anims\standtocrouchhide.smd"
- fadein 0.2
- fadeout 0.2
- transition "node0" "node6"
- fps 30
- }
- $Sequence "crouchhidetostand" {
- "Male_01_anims\crouchhidetostand.smd"
- fadein 0.2
- fadeout 0.2
- transition "node6" "node0"
- fps 30
- }
- $Sequence "scaredidle" {
- "Male_01_anims\scaredidle.smd"
- fadein 0.2
- fadeout 0.2
- node "node0"
- fps 30
- loop
- }
- $Sequence "preSkewer" {
- "Male_01_anims\preSkewer.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "Fear_Reaction" {
- "Male_01_anims\Fear_Reaction.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "layer_run_protected" {
- "Male_01_anims\layer_run_protected.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- weightlist "weights_layer_crouch_run_holding"
- }
- $Sequence "run_protected_all" {
- "a_RunS"
- "a_RunSE"
- "a_RunE"
- "a_RunNE"
- "a_RunN_protected"
- "a_RunNW"
- "a_RunW"
- "a_RunSW"
- "a_RunS"
- activity "ACT_RUN_PROTECTED" 1
- blend "move_yaw" -180 180
- blendwidth 9
- fadein 0.2
- fadeout 0.2
- addlayer "layer_run_protected"
- node "node3"
- fps 30
- loop
- }
- $Sequence "body_trans_y" {
- "a_body_trans_lt"
- "a_body_trans"
- "a_body_trans_rt"
- autoplay
- blend "body_trans_Y" 5.98704 -6.052888
- blendwidth 3
- delta
- fadein 0.2
- fadeout 0.2
- fps 30
- // 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.
- subtract "a_WalkS" 0
- weightlist "weights_body_trans_y"
- }
- $Sequence "body_trans_x" {
- "a_body_trans_fwd"
- "a_body_trans"
- "a_body_trans_bwd"
- autoplay
- blend "body_trans_X" 5.179113 -10.06647
- blendwidth 3
- delta
- fadein 0.2
- fadeout 0.2
- fps 30
- // 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.
- subtract "a_WalkS" 0
- weightlist "weights_body_trans_y"
- }
- $Sequence "body_trans_z" {
- "a_body_trans_dwn"
- "a_body_trans"
- "a_body_trans_up"
- autoplay
- blend "body_lift" -10.27094 2.090603
- blendwidth 3
- delta
- fadein 0.2
- fadeout 0.2
- fps 30
- // 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.
- subtract "a_WalkS" 0
- weightlist "weights_body_trans_y"
- }
- $Sequence "body_rot_z" {
- "a_body_rot_z_lt"
- "a_body_rot"
- "a_body_rot_z_rt"
- autoplay
- blend "body_yaw" 56.18248 -56.92804
- blendwidth 3
- delta
- fadein 0.2
- fadeout 0.2
- fps 30
- // 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.
- subtract "a_WalkS" 0
- weightlist "weights_body_trans_y"
- }
- $Sequence "body_rot_y" {
- "a_body_rot_back"
- "a_body_rot"
- "a_body_rot_fwd"
- autoplay
- blend "body_pitch" -20.50617 43.03254
- blendwidth 3
- delta
- fadein 0.2
- fadeout 0.2
- fps 30
- // 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.
- subtract "a_WalkS" 0
- weightlist "weights_body_trans_y"
- }
- $Sequence "body_rot_x" {
- "a_body_rot_lt"
- "a_body_rot"
- "a_body_rot_rt"
- autoplay
- blend "body_roll" -17.89883 15.76654
- blendwidth 3
- delta
- fadein 0.2
- fadeout 0.2
- fps 30
- // 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.
- subtract "a_WalkS" 0
- weightlist "weights_body_trans_y"
- }
- $Sequence "spine_rot_z" {
- "a_spine_rot_z_lt"
- "a_spine_rot"
- "a_spine_rot_z_rt"
- autoplay
- blend "spine_yaw" 40.61805 -40.63224
- blendwidth 3
- delta
- fadein 0.2
- fadeout 0.2
- fps 30
- // 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.
- subtract "a_WalkS" 0
- weightlist "weights_spine_rot_z"
- }
- $Sequence "spine_rot_y" {
- "a_spine_rot_back"
- "a_spine_rot"
- "a_spine_rot_fwd"
- autoplay
- blend "spine_pitch" -28.05413 52.54873
- blendwidth 3
- delta
- fadein 0.2
- fadeout 0.2
- fps 30
- // 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.
- subtract "a_WalkS" 0
- weightlist "weights_spine_rot_z"
- }
- $Sequence "spine_rot_x" {
- "a_spine_rot_lt"
- "a_spine_rot"
- "a_spine_rot_rt"
- autoplay
- blend "spine_roll" -21.838 21.83869
- blendwidth 3
- delta
- fadein 0.2
- fadeout 0.2
- fps 30
- // 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.
- subtract "a_WalkS" 0
- weightlist "weights_spine_rot_z"
- }
- $Sequence "neck_trans_x" {
- "a_neck_trans_back"
- "a_neck_trans"
- "a_neck_trans_fwd"
- autoplay
- blend "neck_trans" -0.433393 0.630727
- blendwidth 3
- delta
- fadein 0.2
- fadeout 0.2
- fps 30
- // 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.
- subtract "a_WalkS" 0
- weightlist "weights_neck_trans_x"
- }
- $Sequence "head_rot_z" {
- "a_head_rot_z_lt"
- "a_head_rot"
- "a_head_rot_z_rt"
- autoplay
- blend "head_yaw" -59.74303 59.74279
- blendwidth 3
- delta
- fadein 0.2
- fadeout 0.2
- fps 30
- // 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.
- subtract "a_WalkS" 0
- weightlist "weights_neck_trans_x"
- }
- $Sequence "head_rot_y" {
- "a_head_rot_dwn"
- "a_head_rot"
- "a_head_rot_up"
- autoplay
- blend "head_pitch" 36.14032 -29.99269
- blendwidth 3
- delta
- fadein 0.2
- fadeout 0.2
- fps 30
- // 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.
- subtract "a_WalkS" 0
- weightlist "weights_neck_trans_x"
- }
- $Sequence "head_rot_x" {
- "a_head_rot_lt"
- "a_head_rot"
- "a_head_rot_rt"
- autoplay
- blend "head_roll" -18.29328 18.32058
- blendwidth 3
- delta
- fadein 0.2
- fadeout 0.2
- fps 30
- // 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.
- subtract "a_WalkS" 0
- weightlist "weights_neck_trans_x"
- }
- $Sequence "roofidle1" {
- "Male_01_anims\roofidle1.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- loop
- }
- $Sequence "roofidle2" {
- "Male_01_anims\roofidle2.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- loop
- }
- $Sequence "roofwatch1" {
- "Male_01_anims\roofwatch1.smd"
- { event 1003 324 "1" }
- { event 1003 366 "2" }
- { event 1003 376 "3" }
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "roofwatch2" {
- "Male_01_anims\roofwatch2.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "lookoutidle" {
- "Male_01_anims\lookoutidle.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- loop
- }
- $Sequence "lookoutrun" {
- "Male_01_anims\lookoutrun.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "roofslide" {
- "Male_01_anims\roofslide.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "plazaidle1" {
- "Male_01_anims\plazaidle1.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- loop
- }
- $Sequence "plazaidle2" {
- "Male_01_anims\plazaidle2.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- loop
- }
- $Sequence "plazaidle3" {
- "Male_01_anims\plazaidle3.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- loop
- }
- $Sequence "plazaidle4" {
- "Male_01_anims\plazaidle4.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- loop
- }
- $Sequence "plazastand1" {
- "Male_01_anims\plazastand1.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "plazastand2" {
- "Male_01_anims\plazastand2.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "plazastand3" {
- "Male_01_anims\plazastand3.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "plazastand4" {
- "Male_01_anims\plazastand4.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "apcarrestidle" {
- "Male_01_anims\apcarrestidle.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- loop
- }
- $Sequence "apcarrestslam" {
- "Male_01_anims\apcarrestslam.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "arrestidle" {
- "Male_01_anims\arrestidle.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- loop
- }
- $Sequence "arrestcurious" {
- "Male_01_anims\arrestcurious.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "Streetwar_CoverShoot_L" {
- "Male_01_anims\Streetwar_CoverShoot_L.smd"
- { event 3002 24 "" }
- { event 3002 37 "" }
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "Trainstation_Int" {
- "Male_01_anims\Trainstation_Int.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- loop
- }
- $Sequence "Idle_Angry_SMG1" {
- "Male_01_anims\Idle_Angry_SMG1.smd"
- activity "ACT_IDLE_SMG1" 1
- fadein 0.2
- fadeout 0.2
- fps 30
- loop
- }
- $Sequence "Idle_SMG1_Aim" {
- "Male_01_anims\Idle_SMG1_Aim.smd"
- activity "ACT_IDLE_ANGRY_SMG1" 1
- fadein 0.2
- fadeout 0.2
- addlayer "layer_Aim_all"
- node "node7"
- fps 30
- loop
- }
- $Sequence "shoot_ar1" {
- "Male_01_anims\shoot_ar1.smd"
- activity "ACT_RANGE_ATTACK_AR1" 1
- fadein 0.2
- fadeout 0.2
- addlayer "layer_Aim_all"
- node "node7"
- fps 25
- }
- $Sequence "shoot_hmg1" {
- "Male_01_anims\shoot_hmg1.smd"
- activity "ACT_RANGE_ATTACK_HMG1" 1
- fadein 0.2
- fadeout 0.2
- addlayer "layer_Aim_all"
- node "node7"
- fps 25
- }
- $Sequence "shoot_smg1" {
- "Male_01_anims\shoot_smg1.smd"
- activity "ACT_RANGE_ATTACK_SMG1" 1
- fadein 0.2
- fadeout 0.2
- addlayer "layer_Aim_all"
- node "node7"
- fps 25
- }
- $Sequence "shoot_smg2" {
- "Male_01_anims\shoot_smg2.smd"
- activity "ACT_RANGE_ATTACK_SMG2" 1
- fadein 0.2
- fadeout 0.2
- addlayer "layer_Aim_all"
- node "node7"
- fps 25
- }
- $Sequence "shoot_shotgun" {
- "Male_01_anims\shoot_shotgun.smd"
- activity "ACT_RANGE_ATTACK_SHOTGUN" 1
- fadein 0.2
- fadeout 0.2
- node "node7"
- fps 25
- }
- $Sequence "shoot_rpg" {
- "Male_01_anims\shoot_rpg.smd"
- activity "ACT_RANGE_ATTACK_RPG" 1
- fadein 0.2
- fadeout 0.2
- node "node7"
- fps 5
- }
- $Sequence "reload_smg1" {
- "Male_01_anims\reload_smg1.smd"
- activity "ACT_RELOAD_SMG1" 1
- { event 3015 47 "" }
- fadein 0.2
- fadeout 0.2
- node "node7"
- fps 30
- }
- $Sequence "gesture_shoot_ar1" {
- "Male_01_anims\gesture_shoot_ar1.smd"
- activity "ACT_GESTURE_RANGE_ATTACK_AR1" 1
- delta
- fadein 0.2
- fadeout 0.2
- fps 25
- // 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.
- subtract "a_WalkS" 0
- }
- $Sequence "gesture_shoot_hmg1" {
- "Male_01_anims\gesture_shoot_hmg1.smd"
- activity "ACT_GESTURE_RANGE_ATTACK_HMG1" 1
- delta
- fadein 0.2
- fadeout 0.2
- fps 25
- // 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.
- subtract "a_WalkS" 0
- }
- $Sequence "gesture_shoot_smg1" {
- "Male_01_anims\gesture_shoot_smg1.smd"
- activity "ACT_GESTURE_RANGE_ATTACK_SMG1" 1
- delta
- fadein 0.2
- fadeout 0.2
- fps 25
- // 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.
- subtract "a_WalkS" 0
- }
- $Sequence "gesture_shoot_smg2" {
- "Male_01_anims\gesture_shoot_smg2.smd"
- activity "ACT_GESTURE_RANGE_ATTACK_SMG2" 1
- delta
- fadein 0.2
- fadeout 0.2
- fps 25
- // 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.
- subtract "a_WalkS" 0
- }
- $Sequence "gesture_shoot_shotgun" {
- "Male_01_anims\gesture_shoot_shotgun.smd"
- activity "ACT_GESTURE_RANGE_ATTACK_SHOTGUN" 1
- delta
- fadein 0.2
- fadeout 0.2
- fps 25
- // 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.
- subtract "a_WalkS" 0
- }
- $Sequence "CrouchDToShoot" {
- "Male_01_anims\CrouchDToShoot.smd"
- activity "ACT_TRANSITION" 1
- fadein 0.2
- fadeout 0.2
- transition "node1" "node7"
- fps 30
- }
- $Sequence "ShootToCrouchD" {
- "Male_01_anims\ShootToCrouchD.smd"
- activity "ACT_TRANSITION" 1
- fadein 0.2
- fadeout 0.2
- transition "node7" "node1"
- fps 30
- }
- $Sequence "Cover_LToShootSMG1" {
- "Male_01_anims\Cover_LToShootSMG1.smd"
- fadein 0.2
- fadeout 0.2
- transition "node8" "node7"
- fps 30
- }
- $Sequence "Cover_RToShootSMG1" {
- "Male_01_anims\Cover_RToShootSMG1.smd"
- fadein 0.2
- fadeout 0.2
- transition "node9" "node7"
- fps 30
- }
- $Sequence "CoverLow_LToShootSMG1" {
- "Male_01_anims\CoverLow_LToShootSMG1.smd"
- fadein 0.2
- fadeout 0.2
- transition "node8" "node7"
- fps 30
- }
- $Sequence "CoverLow_RToShootSMG1" {
- "Male_01_anims\CoverLow_RToShootSMG1.smd"
- fadein 0.2
- fadeout 0.2
- transition "node9" "node7"
- fps 30
- }
- $Sequence "ShootSMG1ToCover_L" {
- "Male_01_anims\ShootSMG1ToCover_L.smd"
- fadein 0.2
- fadeout 0.2
- transition "node7" "node8"
- fps 30
- }
- $Sequence "ShootSMG1ToCover_R" {
- "Male_01_anims\ShootSMG1ToCover_R.smd"
- fadein 0.2
- fadeout 0.2
- transition "node7" "node9"
- fps 30
- }
- $Sequence "ShootSMG1ToCoverLow_L" {
- "Male_01_anims\ShootSMG1ToCoverLow_L.smd"
- fadein 0.2
- fadeout 0.2
- transition "node7" "node10"
- fps 30
- }
- $Sequence "ShootSMG1ToCoverLow_R" {
- "Male_01_anims\ShootSMG1ToCoverLow_R.smd"
- fadein 0.2
- fadeout 0.2
- transition "node7" "node11"
- fps 30
- }
- $Sequence "crouch_shoot_smg1" {
- "Male_01_anims\crouch_shoot_smg1.smd"
- activity "ACT_RANGE_ATTACK_SMG1_LOW" 1
- { event 3002 0 "" }
- fadein 0.2
- fadeout 0.2
- addlayer "layer_Aim_all"
- node "node1"
- fps 25
- }
- $Sequence "crouch_aim_smg1" {
- "Male_01_anims\crouch_aim_smg1.smd"
- activity "ACT_RANGE_AIM_SMG1_LOW" 1
- fadein 0.2
- fadeout 0.2
- addlayer "layer_Aim_all"
- node "node1"
- fps 30
- loop
- }
- $Sequence "crouch_reload_smg1" {
- "Male_01_anims\crouch_reload_smg1.smd"
- activity "ACT_RELOAD_SMG1_LOW" 1
- { event 3015 46 "" }
- fadein 0.2
- fadeout 0.2
- node "node1"
- fps 30
- }
- $Sequence "shootp1" {
- "Male_01_anims\shootp1.smd"
- activity "ACT_RANGE_ATTACK_PISTOL" 1
- { event 3014 1 "" }
- fadein 0.2
- fadeout 0.2
- fps 4
- }
- $Sequence "reloadpistol" {
- "Male_01_anims\reloadpistol.smd"
- activity "ACT_METROPOLICE_RELOAD_PISTOL" 1
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "drawpistol" {
- "Male_01_anims\drawpistol.smd"
- activity "ACT_METROPOLICE_DRAW_PISTOL" 1
- { event 50 9 "" }
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "overwatch" {
- "Male_01_anims\overwatch.smd"
- activity "ACT_METROPOLICE_OVERWATCH" 1
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "gesture_shootp1" {
- "Male_01_anims\gesture_shootp1.smd"
- activity "ACT_GESTURE_RANGE_ATTACK_PISTOL" 1
- delta
- { event 3014 1 "" }
- fadein 0.2
- fadeout 0.2
- fps 4
- // 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.
- subtract "a_WalkS" 0
- }
- $Sequence "reload_pistol" {
- "Male_01_anims\reload_pistol.smd"
- activity "ACT_RELOAD_PISTOL" 1
- { event 3015 0 "" }
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "crouch_shoot_pistol" {
- "Male_01_anims\crouch_shoot_pistol.smd"
- activity "ACT_RANGE_ATTACK_PISTOL_LOW" 1
- { event 3014 4 "" }
- fadein 0.2
- fadeout 0.2
- fps 18
- }
- $Sequence "crouch_reload_pistol" {
- "Male_01_anims\crouch_reload_pistol.smd"
- activity "ACT_RELOAD_PISTOL_LOW" 1
- { event 3015 0 "" }
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "throw1" {
- "Male_01_anims\throw1.smd"
- activity "ACT_RANGE_ATTACK_THROW" 1
- { event 3005 28 "" }
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "swing" {
- "Male_01_anims\swing.smd"
- activity "ACT_MELEE_ATTACK_SWING" 1
- { event 3001 13 "" }
- fadein 0.2
- fadeout 0.2
- fps 35
- }
- $Sequence "MeleeAttack01" {
- "Male_01_anims\MeleeAttack01.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "pickup" {
- "Male_01_anims\pickup.smd"
- activity "ACT_PICKUP_GROUND" 1
- { event 2040 13 "" }
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "aimup" {
- "Male_01_anims\aimup.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- }
- $Sequence "layer_Aim_all" {
- "a_run_aim_straight_up"
- "a_run_aim_straight_up"
- "a_run_aim_straight_up"
- "a_run_aim_up_right"
- "a_run_aim_up_center"
- "a_run_aim_up_left"
- "a_run_aim_mid_right"
- "a_run_aim_mid_center"
- "a_run_aim_mid_left"
- "a_run_aim_down_right"
- "a_run_aim_down_center"
- "a_run_aim_down_left"
- blend "aim_yaw" -45 45
- blend "aim_pitch" -90 45
- blendwidth 3
- delta
- fadein 0.2
- fadeout 0.2
- iklock "rfoot" 1 0
- iklock "lfoot" 1 0
- fps 30
- // 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.
- subtract "a_WalkS" 0
- weightlist "weights_layer_Aim_all"
- }
- $Sequence "layer_walk_aiming" {
- "Male_01_anims\layer_walk_aiming.smd"
- fadein 0.2
- fadeout 0.2
- addlayer "layer_Aim_all"
- fps 30
- weightlist "weights_layer_crouch_run_holding"
- }
- $Sequence "layer_walk_holding" {
- "Male_01_anims\layer_walk_holding.smd"
- fadein 0.2
- fadeout 0.2
- fps 30
- weightlist "weights_layer_crouch_run_holding"
- }
- $Sequence "layer_run_aiming" {
- "Male_01_anims\layer_run_aiming.smd"
- fadein 0.2
- fadeout 0.2
- addlayer "layer_Aim_all"
- fps 30
- weightlist "weights_layer_crouch_run_holding"
- }
- $Sequence "layer_crouch_run_aiming" {
- "Male_01_anims\layer_crouch_run_aiming.smd"
- fadein 0.2
- fadeout 0.2
- addlayer "layer_Aim_all"
- fps 30
- weightlist "weights_layer_crouch_run_holding"
- }
- $Sequence "layer_crouch_walk_aiming" {
- "Male_01_anims\layer_crouch_walk_aiming.smd"
- fadein 0.2
- fadeout 0.2
- addlayer "layer_Aim_all"
- fps 30
- weightlist "weights_layer_crouch_run_holding"
- }
- $Sequence "aim_walk_all_delta" {
- "a_walkS_aim_delta"
- "a_walkSE_aim_delta"
- "a_walkE_aim_delta"
- "a_walkNE_aim_delta"
- "a_walkN_aim_delta"
- "a_walkNW_aim_delta"
- "a_walkW_aim_delta"
- "a_walkSW_aim_delta"
- "a_walkS_aim_delta"
- blend "move_yaw" -180 180
- blendwidth 9
- delta
- fadein 0.2
- fadeout 0.2
- iklock "lfoot" 1 1
- iklock "rfoot" 1 1
- fps 30
- // 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.
- subtract "a_WalkS" 0
- weightlist "weights_crouch_run_all_delta"
- }
- $Sequence "walkAIMALL1" {
- "a_WalkS"
- "a_WalkSE"
- "a_WalkE"
- "a_WalkNE"
- "a_WalkN_SMG"
- "a_WalkNW"
- "a_WalkW"
- "a_WalkSW"
- "a_WalkS"
- activity "ACT_WALK_AIM_RIFLE" 1
- blend "move_yaw" -180 180
- blendwidth 9
- fadein 0.2
- fadeout 0.2
- addlayer "aim_walk_all_delta"
- addlayer "layer_walk_aiming"
- node "node2"
- fps 30
- loop
- }
- $Sequence "walkHOLDALL1" {
- "a_WalkS"
- "a_WalkSE"
- "a_WalkE"
- "a_WalkNE"
- "a_WalkN_SMG"
- "a_WalkNW"
- "a_WalkW"
- "a_WalkSW"
- "a_WalkS"
- activity "ACT_WALK_RIFLE" 1
- blend "move_yaw" -180 180
- blendwidth 9
- fadein 0.2
- fadeout 0.2
- addlayer "aim_walk_all_delta"
- addlayer "layer_walk_holding"
- node "node2"
- fps 30
- loop
- }
- $Sequence "run_holding_all" {
- "a_RunS"
- "a_RunSE"
- "a_RunE"
- "a_RunNE"
- "a_RunN_SMG"
- "a_RunNW"
- "a_RunW"
- "a_RunSW"
- "a_RunS"
- activity "ACT_RUN_RIFLE" 1
- blend "move_yaw" -180 180
- blendwidth 9
- fadein 0.2
- fadeout 0.2
- addlayer "layer_run_holding"
- node "node3"
- fps 30
- loop
- }
- $Sequence "run_aiming_all" {
- "a_RunS"
- "a_RunSE"
- "a_RunE"
- "a_RunNE"
- "a_RunN_SMG"
- "a_RunNW"
- "a_RunW"
- "a_RunSW"
- "a_RunS"
- activity "ACT_RUN_AIM_RIFLE" 1
- blend "move_yaw" -180 180
- blendwidth 9
- fadein 0.2
- fadeout 0.2
- addlayer "layer_run_aiming"
- node "node3"
- fps 30
- loop
- }
- $Sequence "crouchRUNHOLDINGALL1" {
- "a_RunS"
- "a_RunSE"
- "a_RunE"
- "a_RunNE"
- "a_Crouch_runN"
- "a_RunNW"
- "a_RunW"
- "a_RunSW"
- "a_RunS"
- activity "ACT_RUN_CROUCH_RIFLE" 1
- blend "move_yaw" -180 180
- blendwidth 9
- fadein 0.2
- fadeout 0.2
- addlayer "crouch_run_all_delta"
- addlayer "layer_crouch_run_holding"
- node "node5"
- fps 30
- loop
- }
- $Sequence "crouchRUNAIMINGALL1" {
- "a_RunS"
- "a_RunSE"
- "a_RunE"
- "a_RunNE"
- "a_Crouch_runN"
- "a_RunNW"
- "a_RunW"
- "a_RunSW"
- "a_RunS"
- activity "ACT_RUN_CROUCH_AIM_RIFLE" 1
- blend "move_yaw" -180 180
- blendwidth 9
- fadein 0.2
- fadeout 0.2
- addlayer "crouch_run_all_delta"
- addlayer "layer_crouch_run_aiming"
- node "node5"
- fps 30
- loop
- }
- $Sequence "Crouch_walk_holding_all" {
- "a_Crouch_walkS"
- "a_Crouch_walkSE"
- "a_Crouch_walkE"
- "a_Crouch_walkNE"
- "a_Crouch_walkN"
- "a_Crouch_walkNW"
- "a_Crouch_walkW"
- "a_Crouch_walkSW"
- "a_Crouch_walkS"
- activity "ACT_WALK_CROUCH_RIFLE" 1
- blend "move_yaw" -180 180
- blendwidth 9
- fadein 0.2
- fadeout 0.2
- addlayer "layer_crouch_walk_holding"
- node "node4"
- fps 30
- loop
- }
- $Sequence "Crouch_walk_aiming_all" {
- "a_Crouch_walkS"
- "a_Crouch_walkSE"
- "a_Crouch_walkE"
- "a_Crouch_walkNE"
- "a_Crouch_walkN"
- "a_Crouch_walkNW"
- "a_Crouch_walkW"
- "a_Crouch_walkSW"
- "a_Crouch_walkS"
- activity "ACT_WALK_CROUCH_AIM_RIFLE" 1
- blend "move_yaw" -180 180
- blendwidth 9
- fadein 0.2
- fadeout 0.2
- addlayer "layer_crouch_walk_aiming"
- node "node4"
- fps 30
- loop
- }
- $Sequence "ragdoll" {
- "Male_01_anims\ragdoll.smd"
- activity "ACT_DIERAGDOLL" 1
- fadein 0.2
- fadeout 0.2
- fps 30
- }
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