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Citizen sequences

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Apr 10th, 2017
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  1. $Sequence "idle_angry" {
  2. "Male_01_anims\idle_angry.smd"
  3. activity "ACT_IDLE_ANGRY" 1
  4. fadein 0.2
  5. fadeout 0.2
  6. node "node0"
  7. fps 30
  8. loop
  9. }
  10.  
  11. $Sequence "idle_subtle" {
  12. "Male_01_anims\idle_subtle.smd"
  13. activity "ACT_IDLE" 1
  14. fadein 0.2
  15. fadeout 0.2
  16. node "node0"
  17. fps 30
  18. loop
  19. }
  20.  
  21. $Sequence "idle01" {
  22. "Male_01_anims\idle01.smd"
  23. activity "ACT_IDLE" 1
  24. fadein 0.2
  25. fadeout 0.2
  26. node "node0"
  27. fps 30
  28. loop
  29. }
  30.  
  31. $Sequence "Idle02" {
  32. "Male_01_anims\Idle02.smd"
  33. activity "ACT_IDLE" 1
  34. fadein 0.2
  35. fadeout 0.2
  36. node "node0"
  37. fps 30
  38. loop
  39. }
  40.  
  41. $Sequence "Idle03" {
  42. "Male_01_anims\Idle03.smd"
  43. activity "ACT_IDLE" 1
  44. fadein 0.2
  45. fadeout 0.2
  46. node "node0"
  47. fps 30
  48. loop
  49. }
  50.  
  51. $Sequence "LineIdle01" {
  52. "Male_01_anims\LineIdle01.smd"
  53. fadein 0.2
  54. fadeout 0.2
  55. fps 30
  56. loop
  57. }
  58.  
  59. $Sequence "LineIdle02" {
  60. "Male_01_anims\LineIdle02.smd"
  61. fadein 0.2
  62. fadeout 0.2
  63. fps 30
  64. loop
  65. }
  66.  
  67. $Sequence "LineIdle03" {
  68. "Male_01_anims\LineIdle03.smd"
  69. fadein 0.2
  70. fadeout 0.2
  71. fps 30
  72. loop
  73. }
  74.  
  75. $Sequence "LineIdle04" {
  76. "Male_01_anims\LineIdle04.smd"
  77. fadein 0.2
  78. fadeout 0.2
  79. fps 30
  80. loop
  81. }
  82.  
  83. $Sequence "Crouch_idleD" {
  84. "Male_01_anims\Crouch_idleD.smd"
  85. activity "ACT_COVER_LOW" -1
  86. fadein 0.2
  87. fadeout 0.2
  88. node "node1"
  89. fps 30
  90. loop
  91. }
  92.  
  93. $Sequence "layer_crouch_run_holding" {
  94. "Male_01_anims\layer_crouch_run_holding.smd"
  95. fadein 0.2
  96. fadeout 0.2
  97. fps 30
  98. weightlist "weights_layer_crouch_run_holding"
  99. }
  100.  
  101. $Sequence "layer_crouch_walk_no_weapon" {
  102. "Male_01_anims\layer_crouch_walk_no_weapon.smd"
  103. fadein 0.2
  104. fadeout 0.2
  105. fps 30
  106. weightlist "weights_layer_crouch_run_holding"
  107. }
  108.  
  109. $Sequence "layer_crouch_walk_holding" {
  110. "Male_01_anims\layer_crouch_walk_holding.smd"
  111. fadein 0.2
  112. fadeout 0.2
  113. fps 30
  114. weightlist "weights_layer_crouch_run_holding"
  115. }
  116.  
  117. $Sequence "layer_crouch_run_no_weapon" {
  118. "Male_01_anims\layer_crouch_run_no_weapon.smd"
  119. fadein 0.2
  120. fadeout 0.2
  121. fps 30
  122. weightlist "weights_layer_crouch_run_holding"
  123. }
  124.  
  125. $Sequence "layer_run_holding" {
  126. "Male_01_anims\layer_run_holding.smd"
  127. fadein 0.2
  128. fadeout 0.2
  129. fps 30
  130. weightlist "weights_layer_crouch_run_holding"
  131. }
  132.  
  133. $Sequence "walk_all" {
  134. "a_WalkS"
  135. "a_WalkSE"
  136. "a_WalkE"
  137. "a_WalkNE"
  138. "a_WalkN"
  139. "a_WalkNW"
  140. "a_WalkW"
  141. "a_WalkSW"
  142. "a_WalkS"
  143. activity "ACT_WALK" 1
  144. blend "move_yaw" -180 180
  145. blendwidth 9
  146. { event 2051 9 "" }
  147. { event 2050 23 "" }
  148. fadein 0.2
  149. fadeout 0.2
  150. node "node2"
  151. fps 30
  152. loop
  153. }
  154.  
  155. $Sequence "run_all" {
  156. "a_RunS"
  157. "a_RunSE"
  158. "a_RunE"
  159. "a_RunNE"
  160. "a_RunN"
  161. "a_RunNW"
  162. "a_RunW"
  163. "a_RunSW"
  164. "a_RunS"
  165. activity "ACT_RUN" 1
  166. blend "move_yaw" -180 180
  167. blendwidth 9
  168. fadein 0.2
  169. fadeout 0.2
  170. node "node3"
  171. fps 30
  172. loop
  173. }
  174.  
  175. $Sequence "Crouch_walk_all" {
  176. "a_Crouch_walkS"
  177. "a_Crouch_walkSE"
  178. "a_Crouch_walkE"
  179. "a_Crouch_walkNE"
  180. "a_Crouch_walkN"
  181. "a_Crouch_walkNW"
  182. "a_Crouch_walkW"
  183. "a_Crouch_walkSW"
  184. "a_Crouch_walkS"
  185. activity "ACT_WALK_CROUCH" 1
  186. blend "move_yaw" -180 180
  187. blendwidth 9
  188. fadein 0.2
  189. fadeout 0.2
  190. node "node4"
  191. fps 30
  192. loop
  193. }
  194.  
  195. $Sequence "crouch_run_all_delta" {
  196. "a_crouch_runS_delta"
  197. "a_crouch_runSE_delta"
  198. "a_crouch_runE_delta"
  199. "a_crouch_runNE_delta"
  200. "a_crouch_runN_delta"
  201. "a_crouch_runNW_delta"
  202. "a_crouch_runW_delta"
  203. "a_crouch_runSW_delta"
  204. "a_crouch_runS_delta"
  205. blend "move_yaw" -180 180
  206. blendwidth 9
  207. delta
  208. fadein 0.2
  209. fadeout 0.2
  210. iklock "lfoot" 1 1
  211. iklock "rfoot" 1 1
  212. fps 30
  213. // 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.
  214. subtract "a_WalkS" 0
  215. weightlist "weights_crouch_run_all_delta"
  216. }
  217.  
  218. $Sequence "crouchRUNALL1" {
  219. "a_RunS"
  220. "a_RunSE"
  221. "a_RunE"
  222. "a_RunNE"
  223. "a_Crouch_runN"
  224. "a_RunNW"
  225. "a_RunW"
  226. "a_RunSW"
  227. "a_RunS"
  228. activity "ACT_RUN_CROUCH" 1
  229. blend "move_yaw" -180 180
  230. blendwidth 9
  231. fadein 0.2
  232. fadeout 0.2
  233. addlayer "crouch_run_all_delta"
  234. addlayer "layer_crouch_run_no_weapon"
  235. node "node5"
  236. fps 30
  237. loop
  238. }
  239.  
  240. $Sequence "Stand_to_run" {
  241. "Male_01_anims\Stand_to_run.smd"
  242. fadein 0.2
  243. fadeout 0.2
  244. fps 30
  245. }
  246.  
  247. $Sequence "Run_to_stand" {
  248. "Male_01_anims\Run_to_stand.smd"
  249. fadein 0.2
  250. fadeout 0.2
  251. fps 30
  252. }
  253.  
  254. $Sequence "Stand_to_walk" {
  255. "Male_01_anims\Stand_to_walk.smd"
  256. fadein 0.2
  257. fadeout 0.2
  258. fps 30
  259. }
  260.  
  261. $Sequence "Walk_to_stand" {
  262. "Male_01_anims\Walk_to_stand.smd"
  263. fadein 0.2
  264. fadeout 0.2
  265. fps 30
  266. }
  267.  
  268. $Sequence "Stand_to_crouch" {
  269. "Male_01_anims\Stand_to_crouch.smd"
  270. activity "ACT_TRANSITION" 1
  271. fadein 0.2
  272. fadeout 0.2
  273. transition "node0" "node1"
  274. fps 30
  275. }
  276.  
  277. $Sequence "Crouch_to_stand" {
  278. "Male_01_anims\Crouch_to_stand.smd"
  279. activity "ACT_TRANSITION" 1
  280. fadein 0.2
  281. fadeout 0.2
  282. transition "node1" "node0"
  283. fps 30
  284. }
  285.  
  286. $Sequence "Crouch_to_run" {
  287. "Male_01_anims\Crouch_to_run.smd"
  288. fadein 0.2
  289. fadeout 0.2
  290. fps 30
  291. }
  292.  
  293. $Sequence "Run_to_crouch" {
  294. "Male_01_anims\Run_to_crouch.smd"
  295. fadein 0.2
  296. fadeout 0.2
  297. fps 30
  298. }
  299.  
  300. $Sequence "stairs_up" {
  301. "Male_01_anims\stairs_up.smd"
  302. activity "ACT_STAIRS_UP" 1
  303. fadein 0.2
  304. fadeout 0.2
  305. fps 30
  306. }
  307.  
  308. $Sequence "stairs_down" {
  309. "Male_01_anims\stairs_down.smd"
  310. activity "ACT_STAIRS_DOWN" 1
  311. fadein 0.2
  312. fadeout 0.2
  313. fps 30
  314. }
  315.  
  316. $Sequence "ladder_up" {
  317. "Male_01_anims\ladder_up.smd"
  318. activity "ACT_CLIMB_UP" 1
  319. fadein 0.2
  320. fadeout 0.2
  321. fps 30
  322. }
  323.  
  324. $Sequence "ladder_down" {
  325. "Male_01_anims\ladder_down.smd"
  326. activity "ACT_CLIMB_DOWN" 1
  327. fadein 0.2
  328. fadeout 0.2
  329. fps 30
  330. }
  331.  
  332. $Sequence "Open_door_away" {
  333. "Male_01_anims\Open_door_away.smd"
  334. fadein 0.2
  335. fadeout 0.2
  336. fps 30
  337. }
  338.  
  339. $Sequence "Open_door_towards_right" {
  340. "Male_01_anims\Open_door_towards_right.smd"
  341. fadein 0.2
  342. fadeout 0.2
  343. fps 30
  344. }
  345.  
  346. $Sequence "Open_door_towards_left" {
  347. "Male_01_anims\Open_door_towards_left.smd"
  348. fadein 0.2
  349. fadeout 0.2
  350. fps 30
  351. }
  352.  
  353. $Sequence "Startle_behind" {
  354. "Male_01_anims\Startle_behind.smd"
  355. fadein 0.2
  356. fadeout 0.2
  357. fps 30
  358. }
  359.  
  360. $Sequence "Cover_R" {
  361. "Male_01_anims\Cover_R.smd"
  362. fadein 0.2
  363. fadeout 0.2
  364. fps 30
  365. loop
  366. }
  367.  
  368. $Sequence "Cover_L" {
  369. "Male_01_anims\Cover_L.smd"
  370. fadein 0.2
  371. fadeout 0.2
  372. fps 30
  373. loop
  374. }
  375.  
  376. $Sequence "CoverLow_R" {
  377. "Male_01_anims\CoverLow_R.smd"
  378. fadein 0.2
  379. fadeout 0.2
  380. fps 30
  381. loop
  382. }
  383.  
  384. $Sequence "CoverLow_L" {
  385. "Male_01_anims\CoverLow_L.smd"
  386. fadein 0.2
  387. fadeout 0.2
  388. fps 30
  389. loop
  390. }
  391.  
  392. $Sequence "ThrowItem" {
  393. "Male_01_anims\ThrowItem.smd"
  394. { event 1 32 "" }
  395. fadein 0.2
  396. fadeout 0.2
  397. fps 30
  398. }
  399.  
  400. $Sequence "Heal" {
  401. "Male_01_anims\Heal.smd"
  402. activity "ACT_CIT_HEAL" 1
  403. { event 1 22 "" }
  404. fadein 0.2
  405. fadeout 0.2
  406. fps 30
  407. }
  408.  
  409. $Sequence "Wave" {
  410. "Male_01_anims\Wave.smd"
  411. activity "ACT_SIGNAL1" 1
  412. fadein 0.2
  413. fadeout 0.2
  414. fps 30
  415. }
  416.  
  417. $Sequence "DuckUnder" {
  418. "Male_01_anims\DuckUnder.smd"
  419. fadein 0.2
  420. fadeout 0.2
  421. fps 30
  422. }
  423.  
  424. $Sequence "crouchidlehide" {
  425. "Male_01_anims\crouchidlehide.smd"
  426. fadein 0.2
  427. fadeout 0.2
  428. node "node6"
  429. fps 30
  430. loop
  431. }
  432.  
  433. $Sequence "standtocrouchhide" {
  434. "Male_01_anims\standtocrouchhide.smd"
  435. fadein 0.2
  436. fadeout 0.2
  437. transition "node0" "node6"
  438. fps 30
  439. }
  440.  
  441. $Sequence "crouchhidetostand" {
  442. "Male_01_anims\crouchhidetostand.smd"
  443. fadein 0.2
  444. fadeout 0.2
  445. transition "node6" "node0"
  446. fps 30
  447. }
  448.  
  449. $Sequence "scaredidle" {
  450. "Male_01_anims\scaredidle.smd"
  451. fadein 0.2
  452. fadeout 0.2
  453. node "node0"
  454. fps 30
  455. loop
  456. }
  457.  
  458. $Sequence "preSkewer" {
  459. "Male_01_anims\preSkewer.smd"
  460. fadein 0.2
  461. fadeout 0.2
  462. fps 30
  463. }
  464.  
  465. $Sequence "Fear_Reaction" {
  466. "Male_01_anims\Fear_Reaction.smd"
  467. fadein 0.2
  468. fadeout 0.2
  469. fps 30
  470. }
  471.  
  472. $Sequence "layer_run_protected" {
  473. "Male_01_anims\layer_run_protected.smd"
  474. fadein 0.2
  475. fadeout 0.2
  476. fps 30
  477. weightlist "weights_layer_crouch_run_holding"
  478. }
  479.  
  480. $Sequence "run_protected_all" {
  481. "a_RunS"
  482. "a_RunSE"
  483. "a_RunE"
  484. "a_RunNE"
  485. "a_RunN_protected"
  486. "a_RunNW"
  487. "a_RunW"
  488. "a_RunSW"
  489. "a_RunS"
  490. activity "ACT_RUN_PROTECTED" 1
  491. blend "move_yaw" -180 180
  492. blendwidth 9
  493. fadein 0.2
  494. fadeout 0.2
  495. addlayer "layer_run_protected"
  496. node "node3"
  497. fps 30
  498. loop
  499. }
  500.  
  501. $Sequence "body_trans_y" {
  502. "a_body_trans_lt"
  503. "a_body_trans"
  504. "a_body_trans_rt"
  505. autoplay
  506. blend "body_trans_Y" 5.98704 -6.052888
  507. blendwidth 3
  508. delta
  509. fadein 0.2
  510. fadeout 0.2
  511. fps 30
  512. // 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.
  513. subtract "a_WalkS" 0
  514. weightlist "weights_body_trans_y"
  515. }
  516.  
  517. $Sequence "body_trans_x" {
  518. "a_body_trans_fwd"
  519. "a_body_trans"
  520. "a_body_trans_bwd"
  521. autoplay
  522. blend "body_trans_X" 5.179113 -10.06647
  523. blendwidth 3
  524. delta
  525. fadein 0.2
  526. fadeout 0.2
  527. fps 30
  528. // 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.
  529. subtract "a_WalkS" 0
  530. weightlist "weights_body_trans_y"
  531. }
  532.  
  533. $Sequence "body_trans_z" {
  534. "a_body_trans_dwn"
  535. "a_body_trans"
  536. "a_body_trans_up"
  537. autoplay
  538. blend "body_lift" -10.27094 2.090603
  539. blendwidth 3
  540. delta
  541. fadein 0.2
  542. fadeout 0.2
  543. fps 30
  544. // 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.
  545. subtract "a_WalkS" 0
  546. weightlist "weights_body_trans_y"
  547. }
  548.  
  549. $Sequence "body_rot_z" {
  550. "a_body_rot_z_lt"
  551. "a_body_rot"
  552. "a_body_rot_z_rt"
  553. autoplay
  554. blend "body_yaw" 56.18248 -56.92804
  555. blendwidth 3
  556. delta
  557. fadein 0.2
  558. fadeout 0.2
  559. fps 30
  560. // 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.
  561. subtract "a_WalkS" 0
  562. weightlist "weights_body_trans_y"
  563. }
  564.  
  565. $Sequence "body_rot_y" {
  566. "a_body_rot_back"
  567. "a_body_rot"
  568. "a_body_rot_fwd"
  569. autoplay
  570. blend "body_pitch" -20.50617 43.03254
  571. blendwidth 3
  572. delta
  573. fadein 0.2
  574. fadeout 0.2
  575. fps 30
  576. // 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.
  577. subtract "a_WalkS" 0
  578. weightlist "weights_body_trans_y"
  579. }
  580.  
  581. $Sequence "body_rot_x" {
  582. "a_body_rot_lt"
  583. "a_body_rot"
  584. "a_body_rot_rt"
  585. autoplay
  586. blend "body_roll" -17.89883 15.76654
  587. blendwidth 3
  588. delta
  589. fadein 0.2
  590. fadeout 0.2
  591. fps 30
  592. // 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.
  593. subtract "a_WalkS" 0
  594. weightlist "weights_body_trans_y"
  595. }
  596.  
  597. $Sequence "spine_rot_z" {
  598. "a_spine_rot_z_lt"
  599. "a_spine_rot"
  600. "a_spine_rot_z_rt"
  601. autoplay
  602. blend "spine_yaw" 40.61805 -40.63224
  603. blendwidth 3
  604. delta
  605. fadein 0.2
  606. fadeout 0.2
  607. fps 30
  608. // 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.
  609. subtract "a_WalkS" 0
  610. weightlist "weights_spine_rot_z"
  611. }
  612.  
  613. $Sequence "spine_rot_y" {
  614. "a_spine_rot_back"
  615. "a_spine_rot"
  616. "a_spine_rot_fwd"
  617. autoplay
  618. blend "spine_pitch" -28.05413 52.54873
  619. blendwidth 3
  620. delta
  621. fadein 0.2
  622. fadeout 0.2
  623. fps 30
  624. // 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.
  625. subtract "a_WalkS" 0
  626. weightlist "weights_spine_rot_z"
  627. }
  628.  
  629. $Sequence "spine_rot_x" {
  630. "a_spine_rot_lt"
  631. "a_spine_rot"
  632. "a_spine_rot_rt"
  633. autoplay
  634. blend "spine_roll" -21.838 21.83869
  635. blendwidth 3
  636. delta
  637. fadein 0.2
  638. fadeout 0.2
  639. fps 30
  640. // 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.
  641. subtract "a_WalkS" 0
  642. weightlist "weights_spine_rot_z"
  643. }
  644.  
  645. $Sequence "neck_trans_x" {
  646. "a_neck_trans_back"
  647. "a_neck_trans"
  648. "a_neck_trans_fwd"
  649. autoplay
  650. blend "neck_trans" -0.433393 0.630727
  651. blendwidth 3
  652. delta
  653. fadein 0.2
  654. fadeout 0.2
  655. fps 30
  656. // 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.
  657. subtract "a_WalkS" 0
  658. weightlist "weights_neck_trans_x"
  659. }
  660.  
  661. $Sequence "head_rot_z" {
  662. "a_head_rot_z_lt"
  663. "a_head_rot"
  664. "a_head_rot_z_rt"
  665. autoplay
  666. blend "head_yaw" -59.74303 59.74279
  667. blendwidth 3
  668. delta
  669. fadein 0.2
  670. fadeout 0.2
  671. fps 30
  672. // 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.
  673. subtract "a_WalkS" 0
  674. weightlist "weights_neck_trans_x"
  675. }
  676.  
  677. $Sequence "head_rot_y" {
  678. "a_head_rot_dwn"
  679. "a_head_rot"
  680. "a_head_rot_up"
  681. autoplay
  682. blend "head_pitch" 36.14032 -29.99269
  683. blendwidth 3
  684. delta
  685. fadein 0.2
  686. fadeout 0.2
  687. fps 30
  688. // 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.
  689. subtract "a_WalkS" 0
  690. weightlist "weights_neck_trans_x"
  691. }
  692.  
  693. $Sequence "head_rot_x" {
  694. "a_head_rot_lt"
  695. "a_head_rot"
  696. "a_head_rot_rt"
  697. autoplay
  698. blend "head_roll" -18.29328 18.32058
  699. blendwidth 3
  700. delta
  701. fadein 0.2
  702. fadeout 0.2
  703. fps 30
  704. // 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.
  705. subtract "a_WalkS" 0
  706. weightlist "weights_neck_trans_x"
  707. }
  708.  
  709. $Sequence "roofidle1" {
  710. "Male_01_anims\roofidle1.smd"
  711. fadein 0.2
  712. fadeout 0.2
  713. fps 30
  714. loop
  715. }
  716.  
  717. $Sequence "roofidle2" {
  718. "Male_01_anims\roofidle2.smd"
  719. fadein 0.2
  720. fadeout 0.2
  721. fps 30
  722. loop
  723. }
  724.  
  725. $Sequence "roofwatch1" {
  726. "Male_01_anims\roofwatch1.smd"
  727. { event 1003 324 "1" }
  728. { event 1003 366 "2" }
  729. { event 1003 376 "3" }
  730. fadein 0.2
  731. fadeout 0.2
  732. fps 30
  733. }
  734.  
  735. $Sequence "roofwatch2" {
  736. "Male_01_anims\roofwatch2.smd"
  737. fadein 0.2
  738. fadeout 0.2
  739. fps 30
  740. }
  741.  
  742. $Sequence "lookoutidle" {
  743. "Male_01_anims\lookoutidle.smd"
  744. fadein 0.2
  745. fadeout 0.2
  746. fps 30
  747. loop
  748. }
  749.  
  750. $Sequence "lookoutrun" {
  751. "Male_01_anims\lookoutrun.smd"
  752. fadein 0.2
  753. fadeout 0.2
  754. fps 30
  755. }
  756.  
  757. $Sequence "roofslide" {
  758. "Male_01_anims\roofslide.smd"
  759. fadein 0.2
  760. fadeout 0.2
  761. fps 30
  762. }
  763.  
  764. $Sequence "plazaidle1" {
  765. "Male_01_anims\plazaidle1.smd"
  766. fadein 0.2
  767. fadeout 0.2
  768. fps 30
  769. loop
  770. }
  771.  
  772. $Sequence "plazaidle2" {
  773. "Male_01_anims\plazaidle2.smd"
  774. fadein 0.2
  775. fadeout 0.2
  776. fps 30
  777. loop
  778. }
  779.  
  780. $Sequence "plazaidle3" {
  781. "Male_01_anims\plazaidle3.smd"
  782. fadein 0.2
  783. fadeout 0.2
  784. fps 30
  785. loop
  786. }
  787.  
  788. $Sequence "plazaidle4" {
  789. "Male_01_anims\plazaidle4.smd"
  790. fadein 0.2
  791. fadeout 0.2
  792. fps 30
  793. loop
  794. }
  795.  
  796. $Sequence "plazastand1" {
  797. "Male_01_anims\plazastand1.smd"
  798. fadein 0.2
  799. fadeout 0.2
  800. fps 30
  801. }
  802.  
  803. $Sequence "plazastand2" {
  804. "Male_01_anims\plazastand2.smd"
  805. fadein 0.2
  806. fadeout 0.2
  807. fps 30
  808. }
  809.  
  810. $Sequence "plazastand3" {
  811. "Male_01_anims\plazastand3.smd"
  812. fadein 0.2
  813. fadeout 0.2
  814. fps 30
  815. }
  816.  
  817. $Sequence "plazastand4" {
  818. "Male_01_anims\plazastand4.smd"
  819. fadein 0.2
  820. fadeout 0.2
  821. fps 30
  822. }
  823.  
  824. $Sequence "apcarrestidle" {
  825. "Male_01_anims\apcarrestidle.smd"
  826. fadein 0.2
  827. fadeout 0.2
  828. fps 30
  829. loop
  830. }
  831.  
  832. $Sequence "apcarrestslam" {
  833. "Male_01_anims\apcarrestslam.smd"
  834. fadein 0.2
  835. fadeout 0.2
  836. fps 30
  837. }
  838.  
  839. $Sequence "arrestidle" {
  840. "Male_01_anims\arrestidle.smd"
  841. fadein 0.2
  842. fadeout 0.2
  843. fps 30
  844. loop
  845. }
  846.  
  847. $Sequence "arrestcurious" {
  848. "Male_01_anims\arrestcurious.smd"
  849. fadein 0.2
  850. fadeout 0.2
  851. fps 30
  852. }
  853.  
  854. $Sequence "Streetwar_CoverShoot_L" {
  855. "Male_01_anims\Streetwar_CoverShoot_L.smd"
  856. { event 3002 24 "" }
  857. { event 3002 37 "" }
  858. fadein 0.2
  859. fadeout 0.2
  860. fps 30
  861. }
  862.  
  863. $Sequence "Trainstation_Int" {
  864. "Male_01_anims\Trainstation_Int.smd"
  865. fadein 0.2
  866. fadeout 0.2
  867. fps 30
  868. loop
  869. }
  870.  
  871. $Sequence "Idle_Angry_SMG1" {
  872. "Male_01_anims\Idle_Angry_SMG1.smd"
  873. activity "ACT_IDLE_SMG1" 1
  874. fadein 0.2
  875. fadeout 0.2
  876. fps 30
  877. loop
  878. }
  879.  
  880. $Sequence "Idle_SMG1_Aim" {
  881. "Male_01_anims\Idle_SMG1_Aim.smd"
  882. activity "ACT_IDLE_ANGRY_SMG1" 1
  883. fadein 0.2
  884. fadeout 0.2
  885. addlayer "layer_Aim_all"
  886. node "node7"
  887. fps 30
  888. loop
  889. }
  890.  
  891. $Sequence "shoot_ar1" {
  892. "Male_01_anims\shoot_ar1.smd"
  893. activity "ACT_RANGE_ATTACK_AR1" 1
  894. fadein 0.2
  895. fadeout 0.2
  896. addlayer "layer_Aim_all"
  897. node "node7"
  898. fps 25
  899. }
  900.  
  901. $Sequence "shoot_hmg1" {
  902. "Male_01_anims\shoot_hmg1.smd"
  903. activity "ACT_RANGE_ATTACK_HMG1" 1
  904. fadein 0.2
  905. fadeout 0.2
  906. addlayer "layer_Aim_all"
  907. node "node7"
  908. fps 25
  909. }
  910.  
  911. $Sequence "shoot_smg1" {
  912. "Male_01_anims\shoot_smg1.smd"
  913. activity "ACT_RANGE_ATTACK_SMG1" 1
  914. fadein 0.2
  915. fadeout 0.2
  916. addlayer "layer_Aim_all"
  917. node "node7"
  918. fps 25
  919. }
  920.  
  921. $Sequence "shoot_smg2" {
  922. "Male_01_anims\shoot_smg2.smd"
  923. activity "ACT_RANGE_ATTACK_SMG2" 1
  924. fadein 0.2
  925. fadeout 0.2
  926. addlayer "layer_Aim_all"
  927. node "node7"
  928. fps 25
  929. }
  930.  
  931. $Sequence "shoot_shotgun" {
  932. "Male_01_anims\shoot_shotgun.smd"
  933. activity "ACT_RANGE_ATTACK_SHOTGUN" 1
  934. fadein 0.2
  935. fadeout 0.2
  936. node "node7"
  937. fps 25
  938. }
  939.  
  940. $Sequence "shoot_rpg" {
  941. "Male_01_anims\shoot_rpg.smd"
  942. activity "ACT_RANGE_ATTACK_RPG" 1
  943. fadein 0.2
  944. fadeout 0.2
  945. node "node7"
  946. fps 5
  947. }
  948.  
  949. $Sequence "reload_smg1" {
  950. "Male_01_anims\reload_smg1.smd"
  951. activity "ACT_RELOAD_SMG1" 1
  952. { event 3015 47 "" }
  953. fadein 0.2
  954. fadeout 0.2
  955. node "node7"
  956. fps 30
  957. }
  958.  
  959. $Sequence "gesture_shoot_ar1" {
  960. "Male_01_anims\gesture_shoot_ar1.smd"
  961. activity "ACT_GESTURE_RANGE_ATTACK_AR1" 1
  962. delta
  963. fadein 0.2
  964. fadeout 0.2
  965. fps 25
  966. // 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.
  967. subtract "a_WalkS" 0
  968. }
  969.  
  970. $Sequence "gesture_shoot_hmg1" {
  971. "Male_01_anims\gesture_shoot_hmg1.smd"
  972. activity "ACT_GESTURE_RANGE_ATTACK_HMG1" 1
  973. delta
  974. fadein 0.2
  975. fadeout 0.2
  976. fps 25
  977. // 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.
  978. subtract "a_WalkS" 0
  979. }
  980.  
  981. $Sequence "gesture_shoot_smg1" {
  982. "Male_01_anims\gesture_shoot_smg1.smd"
  983. activity "ACT_GESTURE_RANGE_ATTACK_SMG1" 1
  984. delta
  985. fadein 0.2
  986. fadeout 0.2
  987. fps 25
  988. // 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.
  989. subtract "a_WalkS" 0
  990. }
  991.  
  992. $Sequence "gesture_shoot_smg2" {
  993. "Male_01_anims\gesture_shoot_smg2.smd"
  994. activity "ACT_GESTURE_RANGE_ATTACK_SMG2" 1
  995. delta
  996. fadein 0.2
  997. fadeout 0.2
  998. fps 25
  999. // 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.
  1000. subtract "a_WalkS" 0
  1001. }
  1002.  
  1003. $Sequence "gesture_shoot_shotgun" {
  1004. "Male_01_anims\gesture_shoot_shotgun.smd"
  1005. activity "ACT_GESTURE_RANGE_ATTACK_SHOTGUN" 1
  1006. delta
  1007. fadein 0.2
  1008. fadeout 0.2
  1009. fps 25
  1010. // 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.
  1011. subtract "a_WalkS" 0
  1012. }
  1013.  
  1014. $Sequence "CrouchDToShoot" {
  1015. "Male_01_anims\CrouchDToShoot.smd"
  1016. activity "ACT_TRANSITION" 1
  1017. fadein 0.2
  1018. fadeout 0.2
  1019. transition "node1" "node7"
  1020. fps 30
  1021. }
  1022.  
  1023. $Sequence "ShootToCrouchD" {
  1024. "Male_01_anims\ShootToCrouchD.smd"
  1025. activity "ACT_TRANSITION" 1
  1026. fadein 0.2
  1027. fadeout 0.2
  1028. transition "node7" "node1"
  1029. fps 30
  1030. }
  1031.  
  1032. $Sequence "Cover_LToShootSMG1" {
  1033. "Male_01_anims\Cover_LToShootSMG1.smd"
  1034. fadein 0.2
  1035. fadeout 0.2
  1036. transition "node8" "node7"
  1037. fps 30
  1038. }
  1039.  
  1040. $Sequence "Cover_RToShootSMG1" {
  1041. "Male_01_anims\Cover_RToShootSMG1.smd"
  1042. fadein 0.2
  1043. fadeout 0.2
  1044. transition "node9" "node7"
  1045. fps 30
  1046. }
  1047.  
  1048. $Sequence "CoverLow_LToShootSMG1" {
  1049. "Male_01_anims\CoverLow_LToShootSMG1.smd"
  1050. fadein 0.2
  1051. fadeout 0.2
  1052. transition "node8" "node7"
  1053. fps 30
  1054. }
  1055.  
  1056. $Sequence "CoverLow_RToShootSMG1" {
  1057. "Male_01_anims\CoverLow_RToShootSMG1.smd"
  1058. fadein 0.2
  1059. fadeout 0.2
  1060. transition "node9" "node7"
  1061. fps 30
  1062. }
  1063.  
  1064. $Sequence "ShootSMG1ToCover_L" {
  1065. "Male_01_anims\ShootSMG1ToCover_L.smd"
  1066. fadein 0.2
  1067. fadeout 0.2
  1068. transition "node7" "node8"
  1069. fps 30
  1070. }
  1071.  
  1072. $Sequence "ShootSMG1ToCover_R" {
  1073. "Male_01_anims\ShootSMG1ToCover_R.smd"
  1074. fadein 0.2
  1075. fadeout 0.2
  1076. transition "node7" "node9"
  1077. fps 30
  1078. }
  1079.  
  1080. $Sequence "ShootSMG1ToCoverLow_L" {
  1081. "Male_01_anims\ShootSMG1ToCoverLow_L.smd"
  1082. fadein 0.2
  1083. fadeout 0.2
  1084. transition "node7" "node10"
  1085. fps 30
  1086. }
  1087.  
  1088. $Sequence "ShootSMG1ToCoverLow_R" {
  1089. "Male_01_anims\ShootSMG1ToCoverLow_R.smd"
  1090. fadein 0.2
  1091. fadeout 0.2
  1092. transition "node7" "node11"
  1093. fps 30
  1094. }
  1095.  
  1096. $Sequence "crouch_shoot_smg1" {
  1097. "Male_01_anims\crouch_shoot_smg1.smd"
  1098. activity "ACT_RANGE_ATTACK_SMG1_LOW" 1
  1099. { event 3002 0 "" }
  1100. fadein 0.2
  1101. fadeout 0.2
  1102. addlayer "layer_Aim_all"
  1103. node "node1"
  1104. fps 25
  1105. }
  1106.  
  1107. $Sequence "crouch_aim_smg1" {
  1108. "Male_01_anims\crouch_aim_smg1.smd"
  1109. activity "ACT_RANGE_AIM_SMG1_LOW" 1
  1110. fadein 0.2
  1111. fadeout 0.2
  1112. addlayer "layer_Aim_all"
  1113. node "node1"
  1114. fps 30
  1115. loop
  1116. }
  1117.  
  1118. $Sequence "crouch_reload_smg1" {
  1119. "Male_01_anims\crouch_reload_smg1.smd"
  1120. activity "ACT_RELOAD_SMG1_LOW" 1
  1121. { event 3015 46 "" }
  1122. fadein 0.2
  1123. fadeout 0.2
  1124. node "node1"
  1125. fps 30
  1126. }
  1127.  
  1128. $Sequence "shootp1" {
  1129. "Male_01_anims\shootp1.smd"
  1130. activity "ACT_RANGE_ATTACK_PISTOL" 1
  1131. { event 3014 1 "" }
  1132. fadein 0.2
  1133. fadeout 0.2
  1134. fps 4
  1135. }
  1136.  
  1137. $Sequence "reloadpistol" {
  1138. "Male_01_anims\reloadpistol.smd"
  1139. activity "ACT_METROPOLICE_RELOAD_PISTOL" 1
  1140. fadein 0.2
  1141. fadeout 0.2
  1142. fps 30
  1143. }
  1144.  
  1145. $Sequence "drawpistol" {
  1146. "Male_01_anims\drawpistol.smd"
  1147. activity "ACT_METROPOLICE_DRAW_PISTOL" 1
  1148. { event 50 9 "" }
  1149. fadein 0.2
  1150. fadeout 0.2
  1151. fps 30
  1152. }
  1153.  
  1154. $Sequence "overwatch" {
  1155. "Male_01_anims\overwatch.smd"
  1156. activity "ACT_METROPOLICE_OVERWATCH" 1
  1157. fadein 0.2
  1158. fadeout 0.2
  1159. fps 30
  1160. }
  1161.  
  1162. $Sequence "gesture_shootp1" {
  1163. "Male_01_anims\gesture_shootp1.smd"
  1164. activity "ACT_GESTURE_RANGE_ATTACK_PISTOL" 1
  1165. delta
  1166. { event 3014 1 "" }
  1167. fadein 0.2
  1168. fadeout 0.2
  1169. fps 4
  1170. // 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.
  1171. subtract "a_WalkS" 0
  1172. }
  1173.  
  1174. $Sequence "reload_pistol" {
  1175. "Male_01_anims\reload_pistol.smd"
  1176. activity "ACT_RELOAD_PISTOL" 1
  1177. { event 3015 0 "" }
  1178. fadein 0.2
  1179. fadeout 0.2
  1180. fps 30
  1181. }
  1182.  
  1183. $Sequence "crouch_shoot_pistol" {
  1184. "Male_01_anims\crouch_shoot_pistol.smd"
  1185. activity "ACT_RANGE_ATTACK_PISTOL_LOW" 1
  1186. { event 3014 4 "" }
  1187. fadein 0.2
  1188. fadeout 0.2
  1189. fps 18
  1190. }
  1191.  
  1192. $Sequence "crouch_reload_pistol" {
  1193. "Male_01_anims\crouch_reload_pistol.smd"
  1194. activity "ACT_RELOAD_PISTOL_LOW" 1
  1195. { event 3015 0 "" }
  1196. fadein 0.2
  1197. fadeout 0.2
  1198. fps 30
  1199. }
  1200.  
  1201. $Sequence "throw1" {
  1202. "Male_01_anims\throw1.smd"
  1203. activity "ACT_RANGE_ATTACK_THROW" 1
  1204. { event 3005 28 "" }
  1205. fadein 0.2
  1206. fadeout 0.2
  1207. fps 30
  1208. }
  1209.  
  1210. $Sequence "swing" {
  1211. "Male_01_anims\swing.smd"
  1212. activity "ACT_MELEE_ATTACK_SWING" 1
  1213. { event 3001 13 "" }
  1214. fadein 0.2
  1215. fadeout 0.2
  1216. fps 35
  1217. }
  1218.  
  1219. $Sequence "MeleeAttack01" {
  1220. "Male_01_anims\MeleeAttack01.smd"
  1221. fadein 0.2
  1222. fadeout 0.2
  1223. fps 30
  1224. }
  1225.  
  1226. $Sequence "pickup" {
  1227. "Male_01_anims\pickup.smd"
  1228. activity "ACT_PICKUP_GROUND" 1
  1229. { event 2040 13 "" }
  1230. fadein 0.2
  1231. fadeout 0.2
  1232. fps 30
  1233. }
  1234.  
  1235. $Sequence "aimup" {
  1236. "Male_01_anims\aimup.smd"
  1237. fadein 0.2
  1238. fadeout 0.2
  1239. fps 30
  1240. }
  1241.  
  1242. $Sequence "layer_Aim_all" {
  1243. "a_run_aim_straight_up"
  1244. "a_run_aim_straight_up"
  1245. "a_run_aim_straight_up"
  1246. "a_run_aim_up_right"
  1247. "a_run_aim_up_center"
  1248. "a_run_aim_up_left"
  1249. "a_run_aim_mid_right"
  1250. "a_run_aim_mid_center"
  1251. "a_run_aim_mid_left"
  1252. "a_run_aim_down_right"
  1253. "a_run_aim_down_center"
  1254. "a_run_aim_down_left"
  1255. blend "aim_yaw" -45 45
  1256. blend "aim_pitch" -90 45
  1257. blendwidth 3
  1258. delta
  1259. fadein 0.2
  1260. fadeout 0.2
  1261. iklock "rfoot" 1 0
  1262. iklock "lfoot" 1 0
  1263. fps 30
  1264. // 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.
  1265. subtract "a_WalkS" 0
  1266. weightlist "weights_layer_Aim_all"
  1267. }
  1268.  
  1269. $Sequence "layer_walk_aiming" {
  1270. "Male_01_anims\layer_walk_aiming.smd"
  1271. fadein 0.2
  1272. fadeout 0.2
  1273. addlayer "layer_Aim_all"
  1274. fps 30
  1275. weightlist "weights_layer_crouch_run_holding"
  1276. }
  1277.  
  1278. $Sequence "layer_walk_holding" {
  1279. "Male_01_anims\layer_walk_holding.smd"
  1280. fadein 0.2
  1281. fadeout 0.2
  1282. fps 30
  1283. weightlist "weights_layer_crouch_run_holding"
  1284. }
  1285.  
  1286. $Sequence "layer_run_aiming" {
  1287. "Male_01_anims\layer_run_aiming.smd"
  1288. fadein 0.2
  1289. fadeout 0.2
  1290. addlayer "layer_Aim_all"
  1291. fps 30
  1292. weightlist "weights_layer_crouch_run_holding"
  1293. }
  1294.  
  1295. $Sequence "layer_crouch_run_aiming" {
  1296. "Male_01_anims\layer_crouch_run_aiming.smd"
  1297. fadein 0.2
  1298. fadeout 0.2
  1299. addlayer "layer_Aim_all"
  1300. fps 30
  1301. weightlist "weights_layer_crouch_run_holding"
  1302. }
  1303.  
  1304. $Sequence "layer_crouch_walk_aiming" {
  1305. "Male_01_anims\layer_crouch_walk_aiming.smd"
  1306. fadein 0.2
  1307. fadeout 0.2
  1308. addlayer "layer_Aim_all"
  1309. fps 30
  1310. weightlist "weights_layer_crouch_run_holding"
  1311. }
  1312.  
  1313. $Sequence "aim_walk_all_delta" {
  1314. "a_walkS_aim_delta"
  1315. "a_walkSE_aim_delta"
  1316. "a_walkE_aim_delta"
  1317. "a_walkNE_aim_delta"
  1318. "a_walkN_aim_delta"
  1319. "a_walkNW_aim_delta"
  1320. "a_walkW_aim_delta"
  1321. "a_walkSW_aim_delta"
  1322. "a_walkS_aim_delta"
  1323. blend "move_yaw" -180 180
  1324. blendwidth 9
  1325. delta
  1326. fadein 0.2
  1327. fadeout 0.2
  1328. iklock "lfoot" 1 1
  1329. iklock "rfoot" 1 1
  1330. fps 30
  1331. // 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.
  1332. subtract "a_WalkS" 0
  1333. weightlist "weights_crouch_run_all_delta"
  1334. }
  1335.  
  1336. $Sequence "walkAIMALL1" {
  1337. "a_WalkS"
  1338. "a_WalkSE"
  1339. "a_WalkE"
  1340. "a_WalkNE"
  1341. "a_WalkN_SMG"
  1342. "a_WalkNW"
  1343. "a_WalkW"
  1344. "a_WalkSW"
  1345. "a_WalkS"
  1346. activity "ACT_WALK_AIM_RIFLE" 1
  1347. blend "move_yaw" -180 180
  1348. blendwidth 9
  1349. fadein 0.2
  1350. fadeout 0.2
  1351. addlayer "aim_walk_all_delta"
  1352. addlayer "layer_walk_aiming"
  1353. node "node2"
  1354. fps 30
  1355. loop
  1356. }
  1357.  
  1358. $Sequence "walkHOLDALL1" {
  1359. "a_WalkS"
  1360. "a_WalkSE"
  1361. "a_WalkE"
  1362. "a_WalkNE"
  1363. "a_WalkN_SMG"
  1364. "a_WalkNW"
  1365. "a_WalkW"
  1366. "a_WalkSW"
  1367. "a_WalkS"
  1368. activity "ACT_WALK_RIFLE" 1
  1369. blend "move_yaw" -180 180
  1370. blendwidth 9
  1371. fadein 0.2
  1372. fadeout 0.2
  1373. addlayer "aim_walk_all_delta"
  1374. addlayer "layer_walk_holding"
  1375. node "node2"
  1376. fps 30
  1377. loop
  1378. }
  1379.  
  1380. $Sequence "run_holding_all" {
  1381. "a_RunS"
  1382. "a_RunSE"
  1383. "a_RunE"
  1384. "a_RunNE"
  1385. "a_RunN_SMG"
  1386. "a_RunNW"
  1387. "a_RunW"
  1388. "a_RunSW"
  1389. "a_RunS"
  1390. activity "ACT_RUN_RIFLE" 1
  1391. blend "move_yaw" -180 180
  1392. blendwidth 9
  1393. fadein 0.2
  1394. fadeout 0.2
  1395. addlayer "layer_run_holding"
  1396. node "node3"
  1397. fps 30
  1398. loop
  1399. }
  1400.  
  1401. $Sequence "run_aiming_all" {
  1402. "a_RunS"
  1403. "a_RunSE"
  1404. "a_RunE"
  1405. "a_RunNE"
  1406. "a_RunN_SMG"
  1407. "a_RunNW"
  1408. "a_RunW"
  1409. "a_RunSW"
  1410. "a_RunS"
  1411. activity "ACT_RUN_AIM_RIFLE" 1
  1412. blend "move_yaw" -180 180
  1413. blendwidth 9
  1414. fadein 0.2
  1415. fadeout 0.2
  1416. addlayer "layer_run_aiming"
  1417. node "node3"
  1418. fps 30
  1419. loop
  1420. }
  1421.  
  1422. $Sequence "crouchRUNHOLDINGALL1" {
  1423. "a_RunS"
  1424. "a_RunSE"
  1425. "a_RunE"
  1426. "a_RunNE"
  1427. "a_Crouch_runN"
  1428. "a_RunNW"
  1429. "a_RunW"
  1430. "a_RunSW"
  1431. "a_RunS"
  1432. activity "ACT_RUN_CROUCH_RIFLE" 1
  1433. blend "move_yaw" -180 180
  1434. blendwidth 9
  1435. fadein 0.2
  1436. fadeout 0.2
  1437. addlayer "crouch_run_all_delta"
  1438. addlayer "layer_crouch_run_holding"
  1439. node "node5"
  1440. fps 30
  1441. loop
  1442. }
  1443.  
  1444. $Sequence "crouchRUNAIMINGALL1" {
  1445. "a_RunS"
  1446. "a_RunSE"
  1447. "a_RunE"
  1448. "a_RunNE"
  1449. "a_Crouch_runN"
  1450. "a_RunNW"
  1451. "a_RunW"
  1452. "a_RunSW"
  1453. "a_RunS"
  1454. activity "ACT_RUN_CROUCH_AIM_RIFLE" 1
  1455. blend "move_yaw" -180 180
  1456. blendwidth 9
  1457. fadein 0.2
  1458. fadeout 0.2
  1459. addlayer "crouch_run_all_delta"
  1460. addlayer "layer_crouch_run_aiming"
  1461. node "node5"
  1462. fps 30
  1463. loop
  1464. }
  1465.  
  1466. $Sequence "Crouch_walk_holding_all" {
  1467. "a_Crouch_walkS"
  1468. "a_Crouch_walkSE"
  1469. "a_Crouch_walkE"
  1470. "a_Crouch_walkNE"
  1471. "a_Crouch_walkN"
  1472. "a_Crouch_walkNW"
  1473. "a_Crouch_walkW"
  1474. "a_Crouch_walkSW"
  1475. "a_Crouch_walkS"
  1476. activity "ACT_WALK_CROUCH_RIFLE" 1
  1477. blend "move_yaw" -180 180
  1478. blendwidth 9
  1479. fadein 0.2
  1480. fadeout 0.2
  1481. addlayer "layer_crouch_walk_holding"
  1482. node "node4"
  1483. fps 30
  1484. loop
  1485. }
  1486.  
  1487. $Sequence "Crouch_walk_aiming_all" {
  1488. "a_Crouch_walkS"
  1489. "a_Crouch_walkSE"
  1490. "a_Crouch_walkE"
  1491. "a_Crouch_walkNE"
  1492. "a_Crouch_walkN"
  1493. "a_Crouch_walkNW"
  1494. "a_Crouch_walkW"
  1495. "a_Crouch_walkSW"
  1496. "a_Crouch_walkS"
  1497. activity "ACT_WALK_CROUCH_AIM_RIFLE" 1
  1498. blend "move_yaw" -180 180
  1499. blendwidth 9
  1500. fadein 0.2
  1501. fadeout 0.2
  1502. addlayer "layer_crouch_walk_aiming"
  1503. node "node4"
  1504. fps 30
  1505. loop
  1506. }
  1507.  
  1508. $Sequence "ragdoll" {
  1509. "Male_01_anims\ragdoll.smd"
  1510. activity "ACT_DIERAGDOLL" 1
  1511. fadein 0.2
  1512. fadeout 0.2
  1513. fps 30
  1514. }
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