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- animations // Now list all of the animations and any special commands for them
- {
- $path models/human/animation
-
- //----------
- // Shooting
- //----------
-
- // Rifle aim and shoot animations work for either standing or crouching
-
- kar98_shoot weapon_rifle/kar98_shoot.skc
- {
- server
- {
- first fire
- first weaponcommand mainhand attachtohand mainhand
- 14 weaponcommand mainhand attachtohand offhand
- 38 weaponcommand mainhand attachtohand mainhand
- }
-
- client
- {
- 10 sound kar98_bolt_npc
- }
- }
- kar98_shoot_up weapon_rifle/kar98_shoot_up.skc
- {
- server
- {
- first fire
- first weaponcommand mainhand attachtohand mainhand
- 14 weaponcommand mainhand attachtohand offhand
- 38 weaponcommand mainhand attachtohand mainhand
- }
-
- client
- {
- 10 sound kar98_bolt_npc
- }
- }
- kar98_shoot_down weapon_rifle/kar98_shoot_down.skc
- {
- server
- {
- first fire
- first weaponcommand mainhand attachtohand mainhand
- 14 weaponcommand mainhand attachtohand offhand
- 38 weaponcommand mainhand attachtohand mainhand
- }
-
- client
- {
- 10 sound kar98_bolt_npc
- }
- }
- kar98_hipaim weapon_rifle/rifle_hipaim.skc
- kar98_hipaim_up weapon_rifle/rifle_hipaim_up.skc
- kar98_hipaim_down weapon_rifle/rifle_hipaim_down.skc
-
- kar98_hipshot weapon_rifle/kar98_hipshot.skc
- {
- server
- {
- first fire
- first weaponcommand mainhand attachtohand mainhand
- 14 weaponcommand mainhand attachtohand offhand
- 38 weaponcommand mainhand attachtohand mainhand
- }
-
- client
- {
- 10 sound kar98_bolt_npc
- }
- }
- kar98_hipshot_up weapon_rifle/kar98_hipshot_up.skc
- {
- server
- {
- first fire
- first weaponcommand mainhand attachtohand mainhand
- 14 weaponcommand mainhand attachtohand offhand
- 38 weaponcommand mainhand attachtohand mainhand
- }
- client
- {
- 10 sound kar98_bolt_npc
- }
- }
- kar98_hipshot_down weapon_rifle/kar98_hipshot_down.skc
- {
- server
- {
- first fire
- first weaponcommand mainhand attachtohand mainhand
- 14 weaponcommand mainhand attachtohand offhand
- 38 weaponcommand mainhand attachtohand mainhand
- }
- client
- {
- 10 sound kar98_bolt_npc
- }
- }
-
- rifle_aim weapon_rifle/rifle_aim.skc
- rifle_aim_up weapon_rifle/rifle_aim_up60.skc
- rifle_aim_down weapon_rifle/rifle_aim_down60.skc
-
- rifle_shoot weapon_rifle/rifle_shoot.skc
- {
- server
- {
- first fire
- }
- }
- rifle_shoot_up weapon_rifle/rifle_shoot_up60.skc
- rifle_shoot_down weapon_rifle/rifle_shoot_down60.skc
- m1garand_reload weapon_rifle/garand_reload.skc
- {
- server
- {
- // Change weapon to left hand - there is some swapping involved as he moves it around
- 1 weaponcommand mainhand attachtohand offhand
- 59 weaponcommand mainhand attachtohand mainhand
- }
- client
- {
- entry sound m1_reload_npc
- }
- }
- kar98_reload weapon_rifle/kar98_reload.skc
- {
- server
- {
- 1 weaponcommand mainhand attachtohand offhand
- 70 weaponcommand mainhand attachtohand mainhand
- }
- client
- {
- entry sound kar98_reload_npc
- }
- }
- springfield_reload weapon_rifle/kar98_reload.skc
- {
- client
- {
- entry sound springfield_reload_npc
- }
- }
- kar98_rechamber weapon_rifle/kar98_rechamber.skc
- {
-
- server
- {
-
- 1 weaponcommand mainhand attachtohand offhand
- 18 weaponcommand mainhand attachtohand mainhand
- }
- }
-
- // Getting out and putting away
- $path models/human/protoanimations
-
- rifle_raise raise_rifle_stand.skc // Protoanimations...
- rifle_lower lower_rifle_stand.skc // Protoanimations...
-
- $path models/human/animation
-
- //---------
- // Curious
- //---------
-
- rifle_stand_curious01 weapon_rifle/curious/rifle_stand_curious.skc weight 1
- rifle_stand_curious02 weapon_rifle/curious/rifle_stand_curious_twitch.skc weight 1 dontrepeate
- //rifle_stand_shock weapon_rifle/curious/rifle_stand_shock.skc
- rifle_stand_shock01 weapon_rifle/curious/rifle_stand_shock01.skc random
- rifle_stand_shock02 weapon_rifle/curious/rifle_stand_shock02.skc random
- rifle_stand_shock03 weapon_rifle/curious/rifle_stand_shock03.skc random
- rifle_stand_shock04 weapon_rifle/curious/rifle_stand_shock04.skc weight 2
- rifle_stand_surprise weapon_rifle/curious/rifle_stand_surprise.skc
- rifle_stand_identify weapon_rifle/curious/rifle_stand_identify.skc
- rifle_stand_flinch weapon_rifle/flinch.skc
-
- rifle_walk_curious_back walks_runs/curiousw_backwards.skc autosteps_walk
- rifle_walk_curious_forward weapon_bar/walks_runs/bar_walk_curious_forward.skc autosteps_walk
- //rifle_walk_curious_forward walks_runs/curiousw_forward.skc autosteps_walk
- rifle_walk_curious_left walks_runs/curiousw_left90.skc autosteps_walk
- rifle_walk_curious_right walks_runs/curiousw_right90.skc autosteps_walk
-
- //----------------
- // Alert
- //----------------
-
- rifle_walk_alert_forward weapon_rifle/walks_runs/rifle_walk_alert_forward.skc autosteps_walk
- rifle_walk_alert_back weapon_rifle/walks_runs/rifle_walk_alert_back.skc autosteps_walk
- rifle_walk_alert_left weapon_rifle/walks_runs/rifle_walk_alert_left.skc autosteps_walk
- rifle_walk_alert_right weapon_rifle/walks_runs/rifle_walk_alert_right.skc autosteps_walk
-
- rifle_stand_alert01 weapon_rifle/alert/rifle_stand_alert_a(action).skc random
- rifle_stand_alert02 weapon_rifle/alert/rifle_stand_alert_b(action).skc random
- rifle_stand_alert_legs alert/alert_legs_leftforward.skc
-
- rifle_stand_dodge_left weapon_rifle/alert/rifle_stand_dodge_left.skc autosteps_walk
- rifle_stand_dodge_right weapon_rifle/alert/rifle_stand_dodge_right.skc autosteps_walk
-
- rifle_standtocrouch_dive alert/standtocrouch_dive.skc autosteps_run
- rifle_standtocrouch_run alert/standtocrouch_run.skc autosteps_run
-
-
- //----------------
- // Walks and Runs
- //----------------
-
- rifle_injurerun_forward weapon_rifle/walks_runs/rifle_injurerun.skc autosteps_run
- rifle_injurerun_back weapon_rifle/walks_runs/rifle_injurerun.skc autosteps_run
- rifle_injurerun_left weapon_rifle/walks_runs/rifle_injurerun.skc autosteps_run
- rifle_injurerun_right weapon_rifle/walks_runs/rifle_injurerun.skc autosteps_run
-
- rifle_run_forward weapon_rifle/walks_runs/rifle_jog.skc autosteps_run
- rifle_run_left weapon_rifle/walks_runs/rifle_jog_left.skc autosteps_run
- rifle_run_right weapon_rifle/walks_runs/rifle_jog_right.skc autosteps_run
- rifle_run_back weapon_rifle/walks_runs/rifle_jog_back.skc autosteps_run
-
- rifle_walk_patrol_forward weapon_rifle/walks_runs/rifle_walk_patrol_forward.skc autosteps_walk
- rifle_walk_patrol_back weapon_rifle/walks_runs/rifle_walk_patrol_forward.skc autosteps_walk
- rifle_walk_patrol_left weapon_rifle/walks_runs/rifle_walk_patrol_forward.skc autosteps_walk
- rifle_walk_patrol_right weapon_rifle/walks_runs/rifle_walk_patrol_forward.skc autosteps_walk
-
- rifle_crouchrun_forward weapon_rifle/walks_runs/rifle_crouchrun.skc autosteps_run
- rifle_crouchrun_left weapon_rifle/walks_runs/rifle_crouchrun_left.skc autosteps_run
- rifle_crouchrun_right weapon_rifle/walks_runs/rifle_crouchrun_right.skc autosteps_run
- rifle_crouchrun_back weapon_rifle/walks_runs/rifle_crouchrun.skc autosteps_run
-
- $path models/human/animation
-
- rifle_walk_forward walks_runs/rifle_walk_forward.skc autosteps_walk
- rifle_walk_back walks_runs/rifle_walk_back.skc autosteps_walk
- rifle_walk_left walks_runs/rifle_walk_left.skc autosteps_walk
- rifle_walk_right walks_runs/rifle_walk_right.skc autosteps_walk
-
- //----------------
- // HIT ANIMATIONS
- //----------------
-
- //Stand//
-
- rifle_stand_hit_head01 weapon_rifle/minor_pain/rifle_stand_hit_head.skc random autosteps_walk
- rifle_stand_hit_head02 weapon_rifle/minor_pain/rifle_stand_hit_head01.skc random autosteps_walk
- rifle_stand_hit_uppertorso weapon_rifle/minor_pain/rifle_stand_hit_torso.skc autosteps_walk
- rifle_stand_hit_lowertorso weapon_rifle/minor_pain/rifle_stand_hit_torso.skc autosteps_walk
- rifle_stand_hit_back weapon_rifle/minor_pain/rifle_stand_hit_lower_back.skc autosteps_walk
- rifle_stand_hit_rarm weapon_rifle/minor_pain/rifle_stand_hit_Rshoulder.skc autosteps_walk
- //rifle_stand_hit_rarm02 weapon_rifle/major_pain/riflep_stand_rarm.skc random autosteps_walk
- rifle_stand_hit_larm weapon_rifle/minor_pain/rifle_stand_hit_torso.skc autosteps_walk
- rifle_stand_hit_leg weapon_rifle/minor_pain/rifle_stand_hit_leg.skc autosteps_walk
-
-
- //Crouch//
-
- rifle_crouch_hit_head weapon_rifle/minor_pain/rifle_crouch_hit_torso.skc autosteps_walk
- rifle_crouch_hit_uppertorso01 weapon_rifle/minor_pain/rifle_crouch_hit_torso.skc random autosteps_walk
- rifle_crouch_hit_uppertorso02 weapon_rifle/minor_pain/rifle_crouch_hit_back02.skc random autosteps_walk
- rifle_crouch_hit_uppertorso03 weapon_rifle/minor_pain/rifle_crouch_hit_front.skc random autosteps_walk
- rifle_crouch_hit_uppertorso04 weapon_rifle/minor_pain/rifle_hit_crouch_front_flyback.skc random autosteps_walk
- rifle_crouch_hit_lowertorso01 weapon_rifle/minor_pain/rifle_crouch_hit_torso.skc random autosteps_walk
- rifle_crouch_hit_lowertorso02 weapon_rifle/minor_pain/rifle_crouch_hit_back02.skc random autosteps_walk
- rifle_crouch_hit_lowertorso03 weapon_rifle/minor_pain/rifle_crouch_hit_front.skc random autosteps_walk
- rifle_crouch_hit_back weapon_rifle/minor_pain/rifle_crouch_hit_back.skc autosteps_walk
- rifle_crouch_hit_rarm01 weapon_rifle/minor_pain/rifle_crouch_hit_Rshoulder.skc random autosteps_walk
- rifle_crouch_hit_rarm02 weapon_rifle/minor_pain/rifle_crouch_hit_rarm.skc random autosteps_walk
- rifle_crouch_hit_larm weapon_rifle/minor_pain/rifle_crouch_hit_torso.skc autosteps_walk
- rifle_crouch_hit_leg weapon_rifle/minor_pain/rifle_hit_crouch_front_flyback.skc autosteps_walk
-
- //Prone//
-
- rifle_prone_hit_head weapon_rifle/minor_pain/rifle_prone_hit_helmet.skc
- rifle_prone_hit_uppertorso weapon_rifle/minor_pain/rifle_prone_hit_torso.skc
- rifle_prone_hit_lowertorso weapon_rifle/minor_pain/rifle_prone_hit_torso.skc
- rifle_prone_hit_rarm weapon_rifle/minor_pain/rifle_prone_hit_torso.skc
- rifle_prone_hit_larm weapon_rifle/minor_pain/rifle_prone_hit_torso.skc
- rifle_prone_hit_leg weapon_rifle/minor_pain/rifle_prone_hit_legs.skc
-
- //Floor//
-
- rifle_floor_hit weapon_rifle/minor_pain/rifle_floor_hit_torso.skc
-
- //Gun Down//
-
- rifle_stand_hit_gundown_head weapon_rifle/minor_pain/rifle_stand_hit_gundown_head.skc
- rifle_stand_hit_gundown_leg weapon_rifle/minor_pain/rifle_stand_hit_gundown_leg.skc
- rifle_stand_hit_gundown_rarm weapon_rifle/minor_pain/rifle_stand_hit_gundown_rshoulder.skc
- rifle_stand_hit_gundown_torso weapon_rifle/minor_pain/rifle_stand_hit_gundown_torso.skc
-
- //Running//
-
- rifle_stagger_run weapon_rifle/major_pain/rifle_stagger_run.skc autosteps_run
-
-
- //-----------------
- // PAIN ANIMATIONS
- //-----------------
- // (Pain animations are extended pain - writhing around, so to speak)
-
- rifle_pain_crawl weapon_rifle/major_pain/riflep_crawl.skc
- rifle_pain_crawltodeath weapon_mp40/major_pain/mp40_pain_crawldeath.skc
- rifle_pain_crawltofloor weapon_rifle/major_pain/riflep_crawltofloor.skc
- rifle_pain_floortocrawl weapon_rifle/major_pain/riflep_floorcrawl.skc
- rifle_pain_flooridle weapon_rifle/major_pain/riflep_flooridle.skc
- rifle_pain_floortodeath weapon_mp44/major_pain/mp44_pain_floortodeath.skc
- {
- client
- {
- last bodyfall
- }
- }
- rifle_pain_floortoknees weapon_rifle/major_pain/riflep_floortoknees.skc
- rifle_pain_kneesidle weapon_rifle/major_pain/riflep_kneesidle.skc
- rifle_pain_kneestocrawl weapon_rifle/major_pain/riflep_kneestocrawl.skc
- rifle_pain_kneestodeath weapon_mp44/major_pain/mp44_pain_kneestodeath.skc
- rifle_pain_kneestofloor weapon_rifle/major_pain/riflep_kneestofloor.skc
- rifle_pain_kneestocrouch weapon_rifle/major_pain/riflep_kneestoknees.skc
- rifle_pain_kneestostand weapon_rifle/major_pain/riflep_kneestostand.skc
- rifle_pain_standleft weapon_rifle/major_pain/riflep_standleft.skc
- rifle_pain_standright weapon_rifle/major_pain/riflep_standright.skc
- rifle_pain_standstraight weapon_rifle/major_pain/riflep_standstraight.skc
- rifle_pain_standtoknees weapon_rifle/major_pain/riflep_standtoknees.skc
-
- rifle_pain_gundown_stand_head weapon_rifle/major_pain/riflep_gundown_stand_head.skc
- rifle_pain_gundown_stand_left weapon_rifle/major_pain/riflep_gundown_stand_left.skc
-
- rifle_pain_dropgun weapon_rifle/major_pain/riflep_dropgun.skc
-
- //-------
- //Prone (Alert)
- //-------
-
- rifle_prone_pullout weapon_rifle/prone/rifle_prone_pullout.skc
- rifle_prone_putaway weapon_rifle/prone/rifle_prone_putaway.skc
- rifle_prone_reload weapon_rifle/prone/rifle_prone_pullout.skc
- rifle_prone_roll_left weapon_rifle/prone/rifle_prone_roll_left.skc
- rifle_prone_roll_right weapon_rifle/prone/rifle_prone_roll_right.skc
- rifle_prone_shoot weapon_rifle/prone/rifle_prone_shoot.skc
- {
- server
- {
- first fire
- }
- }
- rifle_prone_shoot_up weapon_rifle/prone/rifle_prone_shoot_up.skc
- {
- server
- {
- first fire
- }
- }
- rifle_prone_shoot_down weapon_rifle/prone/rifle_prone_shoot.skc
- {
- server
- {
- first fire
- }
- }
- rifle_prone_turn_left weapon_rifle/prone/rifle_prone_turn_left.skc
- rifle_prone_turn_right weapon_rifle/prone/rifle_prone_turn_right.skc
- rifle_prone_walk_forward weapon_rifle/prone/rifle_prone_walk.skc
- rifle_prone_walk_back weapon_rifle/prone/rifle_prone_walk_back.skc
- rifle_prone_walk_left weapon_rifle/prone/rifle_prone_walk_left.skc
- rifle_prone_walk_right weapon_rifle/prone/rifle_prone_walk_right.skc
- rifle_prone_aim weapon_rifle/prone/rifle_prone_idle.skc
- rifle_prone_aim_up weapon_rifle/prone/rifle_prone_aim_up.skc
- rifle_prone_aim_down weapon_rifle/prone/rifle_prone_idle.skc
- rifle_pronetocrouch weapon_rifle/prone/rifle_prone_crouch.skc
- rifle_crouchtoprone weapon_rifle/crouch/rifle_crouch_prone.skc
- rifle_prone_legs weapon_rifle/prone/rifle_prone_legs.skc
-
- //--------
- //Crouch (Alert)
- //--------
-
- // This is an upper body pose for crouching with the gun down
- //rifle_crouch_rifle_down walks_runs/rifle_crouch_rifle_down.skc
- rifle_crouch_alert weapon_rifle/crouch/rifle_crouch.skc
-
-
- //-------
- //Idle/Bored
- //-------
-
- rifle_stand_bored_a01 idle/rifle_idle_normal01(loop).skc weight 2
- rifle_stand_bored_a02 idle/rifle_idle_normal02(weight_shift).skc weight 1 dontrepeate
- rifle_stand_bored_a_intro idle/rifle_idle_normal01(loop).skc
- rifle_stand_bored_a_outtro idle/rifle_idle_normal01(loop).skc
-
- rifle_stand_bored_b01 idle/rifle_idle_oshoulder01(loop).skc weight 2
- rifle_stand_bored_b02 idle/rifle_idle_oshoulder02(weight_shift).skc weight 1 dontrepeate
- rifle_stand_bored_b_intro idle/rifle_idle_oshoulder_intro.skc
- rifle_stand_bored_b_outtro idle/rifle_idle_oshoulder_outtro.skc
-
- rifle_stand_nervous_a01 weapon_rifle/idles/idle_nervous.skc weight 2
- rifle_stand_nervous_a02 weapon_rifle/idles/idle_nervous02.skc weight 1 dontrepeate
- rifle_stand_nervous_b weapon_rifle/idles/idle_nervous03.skc
- rifle_stand_nervous_c weapon_rifle/idles/idle_nervous.skc
-
-
-
-
- //--------
- // Fancy extra behaviors
- //--------
-
- rifle_diveongrenade misc/takecover_slide_rifle.skc
- {
- client
- {
- 13 bodyfall
- }
- }
-
- rifle_butt weapon_rifle/misc/rifle_butt.skc
-
-
- //--------
- // Corner/Wall/Fixed Height Obstacle
- //--------
-
- rifle_wall_left_shoot_intro weapon_rifle/cornering/rifle_wall_left_shoot_intro.skc
- {
- server
- {
- entry weaponcommand mainhand attachtohand mainhand
- }
- }
- rifle_wall_left_shoot_outro weapon_rifle/cornering/rifle_wall_left_shoot_outro.skc
- {
- server
- {
- entry weaponcommand mainhand attachtohand mainhand
- }
- }
- rifle_wall_left_shoot weapon_rifle/cornering/rifle_wall_left_shoot.skc
- {
- server
- {
- entry weaponcommand mainhand attachtohand mainhand
- 2 fire
- }
- }
- rifle_wall_right_shoot_intro weapon_rifle/cornering/rifle_wall_right_shoot_intro.skc
- {
- server
- {
- entry weaponcommand mainhand attachtohand offhand
- }
- }
- rifle_wall_right_shoot_outro weapon_rifle/cornering/rifle_wall_right_shoot_outro.skc
- {
- server
- {
- entry weaponcommand mainhand attachtohand offhand
- }
- }
- rifle_wall_right_shoot weapon_rifle/cornering/rifle_wall_right_shoot.skc
- {
- server
- {
- entry weaponcommand mainhand attachtohand offhand
- 2 fire
- }
- }
-
- rifle_wall_bored weapon_rifle/cornering/rifle_wall_bored.skc
- {
- server
- {
- // Make sure the gun is in the right hand
- entry weaponcommand mainhand attachtohand mainhand
- }
- }
- rifle_wall_boredtoalert_left weapon_rifle/cornering/rifle_wall_boredtoalert_left.skc
- rifle_wall_boredtoalert_right weapon_rifle/cornering/rifle_wall_boredtoalert_right.skc
- {
- server
- {
- // Change weapon to left hand - there is some swapping involved as he moves it around
- 7 weaponcommand mainhand attachtohand offhand
- 11 weaponcommand mainhand attachtohand mainhand
- last weaponcommand mainhand attachtohand offhand
- }
- }
- rifle_wall_alerttobored_left weapon_rifle/cornering/rifle_wall_alerttobored_left.skc
- rifle_wall_alerttobored_right weapon_rifle/cornering/rifle_wall_alerttobored_right.skc
- {
- server
- {
- // Attach weapon to right hand again.
- entry weaponcommand mainhand attachtohand mainhand
- 10 weaponcommand mainhand attachtohand offhand
- last weaponcommand mainhand attachtohand mainhand
- }
- }
- rifle_wall_death_left weapon_rifle/cornering/rifle_wall_death_left.skc
- {
- client
- {
- 27 bodyfall
- }
- }
- rifle_wall_death_right weapon_rifle/cornering/rifle_wall_death_right.skc
- {
- client
- {
- 13 bodyfall
- 28 bodyfall
- }
- }
- rifle_wall_peek_left weapon_mp40/cornering/mp40_wall_peek_left.skc
- rifle_wall_peek_right weapon_rifle/cornering/rifle_wall_peek_right.skc
- rifle_wall_alert_left weapon_rifle/cornering/rifle_wall_alert_left.skc
- rifle_wall_alert_right weapon_rifle/cornering/rifle_wall_alert_right.skc
-
- rifle_wall_shoot_left weapon_rifle/cornering/rifle_wall_shoot_left.skc
- {
- server
- {
- 16 fire
- }
- }
- rifle_wall_shoot_right weapon_rifle/cornering/rifle_wall_shoot_right.skc
- {
- server
- {
- // Make sure the gun is in the correct hand
- entry weaponcommand mainhand attachtohand offhand
-
- 16 fire
- }
- }
- rifle_wall_blindfire_left weapon_rifle/cornering/rifle_wall_blindfire_left.skc
- {
- server
- {
- // Make sure the gun is in the correct hand
- entry weaponcommand mainhand attachtohand mainhand
-
- 10 fire
- }
- }
- rifle_wall_blindfire_right weapon_rifle/cornering/rifle_wall_blindfire_right.skc
- {
- server
- {
- // Make sure the gun is in the correct hand
- entry weaponcommand mainhand attachtohand offhand
-
- 10 fire
- }
- }
- rifle_wall_pain_left weapon_mp40/cornering/mp40_wall_pain_left.skc
- rifle_wall_pain_right weapon_mp40/cornering/mp40_wall_shoot_pain_right.skc
- rifle_wall_shoot_pain_left weapon_mp40/cornering/mp40_wall_shoot_pain_left.skc
- rifle_wall_shoot_pain_right weapon_mp40/cornering/mp40_wall_shoot_pain_right.skc
-
- rifle_wall_grenade_left cornering/corner_throwgrenade_left.skc
- rifle_wall_grenade_right cornering/corner_throwgrenade_right.skc
- rifle_crate_grenade cornering/corner_throwgrenade_right.skc
-
- rifle_crate_blindfire weapon_rifle/cornering/rifle_crate_blindfire.skc
- {
- server
- {
- 14 fire
- }
- }
- rifle_crate_crouchtostand weapon_rifle/cornering/rifle_crate_crouchtostand.skc
- rifle_crate_standtocrouch weapon_rifle/cornering/rifle_crate_standtocrouch.skc
- rifle_crate_shoot weapon_rifle/cornering/rifle_crate_shoot.skc
- {
- server
- {
- 0 fire
- }
- }
- rifle_crate_aim weapon_rifle/cornering/rifle_crate_aim.skc
- rifle_crate_pain weapon_rifle/cornering/rifle_crate_pain.skc
- rifle_crate_alert weapon_rifle/cornering/rifle_crate_alert.skc
- grenade_crate_throw weapon_grenade/grenade_crate_throw.skc
- }
-