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- animations
- {
- $path models/human/animation
-
- //========================
- // Reload Grenade
- //========================
- grenade_reload viewmodel/grenade/grenade_pullout.skc
- {
- server
- {
- 1 reloadweapon // tell the weapon that we're reloading
- 2 weaponcommand mainhand clip_fill // put the clip ammo into the gun
- }
- client
- {
- 2 sound snd_grenade_pullout
- }
- }
-
- //========================
- // Walking/Cautious
- //========================
- grenade_stand_walk_fwd weapon_pistol/curious/pistol_walk_curious_forward.skc //autosteps_walk
- grenade_stand_walk_back weapon_pistol/curious/pistol_walk_curious_backward.skc //autosteps_walk
- grenade_stand_walk_left walks_runs/curiousw_left90.skc //autosteps_walk
- grenade_stand_walk_right walks_runs/curiousw_right90.skc //autosteps_walk
-
- //========================
- // Jogging/Relaxed
- //========================
- grenade_stand_run_fwd weapon_pistol/walks_runs/jog_pistol.skc deltadriven crossblend 0.2 autosteps_run
- grenade_stand_run_back weapon_pistol/walks_runs/jog_back_pistol.skc deltadriven crossblend 0.2 autosteps_run
- grenade_stand_run_left weapon_pistol/walks_runs/pistol_run_left.skc deltadriven crossblend 0.2 autosteps_run
- grenade_stand_run_right weapon_pistol/walks_runs/pistol_run_right.skc deltadriven crossblend 0.2 autosteps_run
-
- //========================
- // Standing
- //========================
- // grenade_stand_idle viewmodel/grenade/idle_grenade.skc crossblend 0.3
- grenade_stand_idle1 weapon_pistol/curious/pistol_stand_curious(basic_loop).skc weight 1
- grenade_stand_idle2 weapon_pistol/curious/pistol_stand_curious(twitch).skc weight 1 dontrepeate
-
- //========================
- // Crouching
- //========================
-
- grenade_crouch_idle multiplayer/mp_grenade_crouch_idle.skc crossblend 0.2
-
- grenade_crouch_walk_fwd weapon_grenade/walks_runs/walk_crouch_grenade.skc //autosteps_walk
- grenade_crouch_walk_back weapon_grenade/walks_runs/walk_crouch_grenade.skc //autosteps_walk
- grenade_crouch_walk_left weapon_grenade/walks_runs/walk_crouch_grenade.skc //autosteps_walk
- grenade_crouch_walk_right weapon_grenade/walks_runs/walk_crouch_grenade.skc //autosteps_walk
-
- grenade_crouch_run_fwd weapon_pistol/walks_runs/pistol_crouch_run.skc crossblend 0.2 autosteps_run
- grenade_crouch_run_back weapon_pistol/walks_runs/pistol_crouch_run.skc crossblend 0.2 autosteps_run
- grenade_crouch_run_left weapon_pistol/walks_runs/pistol_crouch_run_left.skc crossblend 0.2 autosteps_run
- grenade_crouch_run_right weapon_pistol/walks_runs/pistol_crouch_run_right.skc crossblend 0.2 autosteps_run
-
- //========================
- // Grenade Firing
- //========================
- grenade_stand_charge multiplayer/mp_grenade_charge.skc crossblend 0.15
- {
- server
- {
- first charge
- }
- }
- grenade_crouch_charge multiplayer/mp_grenade_charge.skc crossblend 0.15
- {
- server
- {
- first charge
- }
- }
-
- grenade_stand_fire multiplayer/mp_grenade_throw.skc crossblend 0.05
- {
- server
- {
- // the releasefire can't be delayed too long, or the weapon is unresponsive
- // 12 releasefire
- 2 releasefire
- }
- }
- grenade_crouch_fire multiplayer/mp_grenade_throw.skc crossblend 0.05
- {
- server
- {
- // the releasefire can't be delayed too long, or the weapon is unresponsive
- // 12 releasefire
- 2 releasefire
- }
- }
-
- //========================
- // Grenade Secondary Firing
- //========================
- grenade_stand_charge_secondary multiplayer/mp_grenade_littlecharge.skc crossblend 0.15
- {
- server
- {
- first charge mainhand secondary
- }
- }
- grenade_crouch_charge_secondary multiplayer/mp_grenade_littlecharge.skc crossblend 0.15
- {
- server
- {
- first charge mainhand secondary
- }
- }
-
- grenade_stand_fire_secondary multiplayer/mp_grenade_littlethrow.skc crossblend 0.05
- {
- server
- {
- // the releasefire can't be delayed too long, or the weapon is unresponsive
- // 12 releasefire mainhand secondary
- 2 releasefire mainhand secondary
- }
- }
- grenade_crouch_fire_secondary multiplayer/mp_grenade_littlethrow.skc crossblend 0.05
- {
- server
- {
- // the releasefire can't be delayed too long, or the weapon is unresponsive
- // 12 releasefire mainhand secondary
- 2 releasefire mainhand secondary
- }
- }
-
- //========================
- // Raise
- //========================
- grenade_stand_raise viewmodel/grenade/grenade_pullout.skc
- {
- server
- {
- first activatenewweapon lefthand
- }
- client
- {
- enter sound snd_grenade_pullout
- }
- }
- grenade_crouch_raise viewmodel/grenade/grenade_pullout.skc
- {
- server
- {
- first activatenewweapon lefthand
- }
- client
- {
- enter sound snd_grenade_pullout
- }
- }
-
- //========================
- // Lower
- //========================
- grenade_stand_lower viewmodel/grenade/grenade_putaway.skc
- {
- server
- {
- last deactivateweapon righthand
- }
- client
- {
- enter sound snd_grenade_putaway
- }
- }
- grenade_crouch_lower viewmodel/grenade/grenade_putaway.skc
- {
- server
- {
- last deactivateweapon righthand
- }
- client
- {
- enter sound snd_grenade_putaway
- }
- }
-
- //========================
- // Jumping & Falling
- //========================
-
- $path models/human/protoanimations
-
- grenade_jump_takeoff jump_takeoff.skc crossblend 0.05
- {
- server
- {
- first ai_event footstep
- }
- client
- {
- first footstep "Bip01 R Foot" run
- }
- }
- grenade_jump_run_takeoff jump_takeoff.skc crossblend 0.05
- {
- server
- {
- first ai_event footstep
- }
- client
- {
- first footstep "Bip01 R Foot" run
- }
- }
- grenade_fall jump_stretch_loop.skc crossblend 0.1
- grenade_land jump_land.skc crossblend 0.05
- {
- client
- {
- first landing
- }
- }
- grenade_land_hard jump_land.skc crossblend 0.05
- {
- client
- {
- first landing
- }
- }
-
- //------------------
- // PAIN ANIMATIONS//
- //------------------
- $path models/human/animation
-
- //Stand//
- grenade_stand_hit_head weapon_grenade/minor_pain/grenade_stand_hit_head.skc autosteps_walk
- grenade_stand_hit_uppertorso01 weapon_grenade/minor_pain/grenade_stand_hit_head.skc random autosteps_walk
- grenade_stand_hit_uppertorso02 weapon_grenade/minor_pain/grenade_stand_hit_torso.skc random autosteps_walk
- grenade_stand_hit_lowertorso weapon_grenade/minor_pain/grenade_stand_hit_lowertorso.skc autosteps_walk
- grenade_stand_hit_back weapon_grenade/minor_pain/grenade_stand_hit_lowerback.skc autosteps_walk
- grenade_stand_hit_rarm weapon_grenade/minor_pain/grenade_stand_hit_rarm.skc autosteps_walk
- grenade_stand_hit_larm weapon_grenade/minor_pain/grenade_stand_hit_head.skc autosteps_walk
- grenade_stand_hit_leg weapon_grenade/minor_pain/grenade_stand_hit_leg.skc autosteps_walk
-
- //Crouch//
- grenade_crouch_hit_head weapon_pistol/minor_pain/pistol_crouch_hit_head.skc autosteps_walk
- grenade_crouch_hit_uppertorso01 weapon_pistol/minor_pain/pistol_crouch_hit_torso.skc random autosteps_walk
- grenade_crouch_hit_uppertorso02 weapon_pistol/minor_pain/pistol_crouch_hit_front.skc random autosteps_walk
- grenade_crouch_hit_lowertorso weapon_pistol/minor_pain/pistol_crouch_hit_front_flyback.skc autosteps_walk
- grenade_crouch_hit_back weapon_pistol/minor_pain/pistol_crouch_hit_front_flyback.skc autosteps_walk
- grenade_crouch_hit_rarm weapon_pistol/minor_pain/pistol_crouch_hit_front.skc autosteps_walk
- grenade_crouch_hit_larm weapon_pistol/minor_pain/pistol_crouch_hit_front_flyback.skc autosteps_walk
- grenade_crouch_hit_leg weapon_pistol/minor_pain/pistol_crouch_hit_front_flyback.skc autosteps_walk
- }
-