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- // additional misc animations
- animations
- {
- $path models/human/animation
-
- //========================
- // Walking/Cautious
- //========================
- unarmed_stand_walk_fwd weapon_pistol/curious/pistol_walk_curious_forward.skc
- unarmed_stand_walk_back weapon_pistol/curious/pistol_walk_curious_backward.skc
- unarmed_stand_walk_left walks_runs/curiousw_left90.skc
- unarmed_stand_walk_right walks_runs/curiousw_right90.skc
-
- //========================
- // Jogging/Relaxed
- //========================
- unarmed_stand_run_fwd walks_runs/alert_run.skc autosteps_run
- unarmed_stand_run_back walks_runs/alert_run.skc autosteps_run
- unarmed_stand_run_left walks_runs/alert_run.skc autosteps_run
- unarmed_stand_run_right walks_runs/alert_run.skc autosteps_run
-
- //========================
- // Standing
- //========================
-
- unarmed_stand_idle weapon_unarmed/unarmed_stand_curious.skc
-
- //========================
- // Crouching
- //========================
- // unarmed_crouch_idle viewmodel/pistol/crouch_coltpose.skc crossblend 0.2
- unarmed_crouch_idle idle/unarmed_crouch_alert.skc crossblend 0.25
-
- unarmed_crouch_walk_fwd viewmodel/pistol/walk_colt_crouch.skc crossblend 0.2 //autosteps_walk
- unarmed_crouch_walk_back viewmodel/pistol/walk_colt_crouch.skc crossblend 0.2 //autosteps_walk
- unarmed_crouch_walk_left viewmodel/pistol/walk_colt_crouch.skc crossblend 0.2 //autosteps_walk
- unarmed_crouch_walk_right viewmodel/pistol/walk_colt_crouch.skc crossblend 0.2 //autosteps_walk
-
- unarmed_crouch_run_fwd weapon_unarmed/unarmed_crouch_run.skc autosteps_run
- unarmed_crouch_run_back weapon_unarmed/unarmed_crouch_run.skc autosteps_run
- unarmed_crouch_run_left weapon_pistol/walks_runs/pistol_crouch_run_left.skc crossblend 0.2 autosteps_run
- unarmed_crouch_run_right weapon_pistol/walks_runs/pistol_crouch_run_right.skc crossblend 0.2 autosteps_run
-
- //========================
- // Jumping Anims
- //========================
-
- $path models/human/protoanimations
-
- unarmed_jump_takeoff jump_takeoff.skc crossblend 0.1
- {
- server
- {
- first ai_event footstep
- }
- client
- {
- first footstep "Bip01 R Foot"
- }
- }
- unarmed_jump_run_takeoff jump_takeoff.skc crossblend 0.1
- {
- server
- {
- first ai_event footstep
- }
- client
- {
- first footstep "Bip01 R Foot"
- }
- }
-
- //========================
- // Falling & Landing
- //========================
- unarmed_fall jump_stretch_loop.skc crossblend 0.2
- unarmed_land jump_land.skc crossblend 0
- {
- client
- {
- first landing
- }
- }
- unarmed_land_hard jump_land.skc crossblend 0.1
- {
- client
- {
- first landing
- }
- }
-
- //========================
- // Ladder
- // (never has a weapon out when on a ladder)
- //========================
-
- $path models/human/animation
-
- ladder_geton_top misc/ladderdown_geton.skc default_angles crossblend 0
- {
- server
- {
- // 17 viewmodelanim ladderstep 1
- 30 viewmodelanim ladderstep 1
- // 40 viewmodelanim ladderstep 1
- last viewmodelanim ladderstep 1
- }
- client
- {
- 7 footstep "Bip01 R Foot" walk
- // 17 footstep "" ladder
- 30 footstep "" ladder
- // 40 footstep "" ladder
- last footstep "" ladder
- }
- }
- ladder_geton_bottom misc/ladderup_geton.skc default_angles crossblend 0
- {
- server
- {
- 8 viewmodelanim ladderstep 1
- }
- client
- {
- 8 footstep "Bip01 R Foot" ladder
- }
- }
- ladder_getoff_top misc/ladderup_getoff.skc default_angles crossblend 0
- {
- server
- {
- 8 viewmodelanim ladderstep 1
- // 18 viewmodelanim ladderstep 1
- 31 ensureoverladder // this makes sure that the player is at a proper height
- last ensureforwardoffladder // makes sure he got off properly
- }
- client
- {
- 8 footstep "" ladder
- // 18 footstep "" ladder
- 28 footstep "Bip01 R Foot" walk
- 39 footstep "Bip01 L Foot" walk
- }
- }
- ladder_getoff_bottom misc/ladderdown_getoff.skc default_angles crossblend 0
- {
- client
- {
- 14 footstep "Bip01 L Foot" walk
- last footstep "Bip01 R Foot" walk
- }
- }
- ladder_up_left misc/ladderup_lefthand.skc default_angles crossblend 0
- {
- server
- {
- // last viewmodelanim ladderstep 1
- }
- client
- {
- // last footstep "" ladder
- }
- }
- ladder_up_right misc/ladderup_righthand.skc default_angles crossblend 0
- {
- server
- {
- last viewmodelanim ladderstep 1
- }
- client
- {
- last footstep "" ladder
- }
- }
- ladder_down_left misc/ladderdown_lefthand.skc default_angles crossblend 0
- {
- server
- {
- last viewmodelanim ladderstep 1
- }
- client
- {
- last footstep "" ladder
- }
- }
- ladder_down_right misc/ladderdown_righthand.skc default_angles crossblend 0
- {
- server
- {
- // last viewmodelanim ladderstep 1
- }
- client
- {
- // last footstep "" ladder
- }
- }
- ladder_idle_right misc/ladderpause_lefthigh.skc default_angles crossblend 0
- ladder_idle_left misc/ladderpause_righthigh.skc default_angles crossblend 0
- ladder_slide misc/ladder_slide.skc default_angles crossblend 0
-
- //========================
- // Vehicle
- // (never has a weapon out when in a vehicle)
- //========================
-
- vehicle_idle scripted/flak88/offic_idle.skc
-
- //========================
- // Turrets
- // (never has a weapon out when in a turret)
- //========================
-
- // turret_idle scripted/flak88/offic_idle.skc
- turret_idle1 weapon_mg42/mg42_stand_idle_a(loop).skc weight 1.0
- turret_idle2 weapon_mg42/mg42_stand_idle_b(twitch).skc weight 0.2 dontrepeate
-
- //========================
- // Disguise
- //========================
- show_papers viewmodel/papers/show_papers.skc crossblend 0.2
- {
- server
- {
- entry activatenewweapon
- 0 fire
- last deactivateweapon righthand
- }
- }
-
- //------------------
- // PAIN ANIMATIONS//
- //------------------
- $path models/human/animation
-
- //Stand//
- unarmed_stand_hit_head weapon_grenade/minor_pain/grenade_stand_hit_head.skc autosteps_walk
- unarmed_stand_hit_uppertorso01 weapon_grenade/minor_pain/grenade_stand_hit_head.skc random autosteps_walk
- unarmed_stand_hit_uppertorso02 weapon_grenade/minor_pain/grenade_stand_hit_torso.skc random autosteps_walk
- unarmed_stand_hit_lowertorso weapon_grenade/minor_pain/grenade_stand_hit_lowertorso.skc autosteps_walk
- unarmed_stand_hit_back weapon_grenade/minor_pain/grenade_stand_hit_lowerback.skc autosteps_walk
- unarmed_stand_hit_larm weapon_grenade/minor_pain/grenade_stand_hit_head.skc autosteps_walk
- unarmed_stand_hit_rarm weapon_grenade/minor_pain/grenade_stand_hit_rarm.skc autosteps_walk
- unarmed_stand_hit_leg weapon_grenade/minor_pain/grenade_stand_hit_leg.skc autosteps_walk
-
- //Crouch//
- unarmed_crouch_hit_head weapon_pistol/minor_pain/pistol_crouch_hit_head.skc autosteps_walk
- unarmed_crouch_hit_uppertorso01 weapon_pistol/minor_pain/pistol_crouch_hit_torso.skc random autosteps_walk
- unarmed_crouch_hit_uppertorso02 weapon_pistol/minor_pain/pistol_crouch_hit_front.skc random autosteps_walk
- unarmed_crouch_hit_lowertorso weapon_pistol/minor_pain/pistol_crouch_hit_front_flyback.skc autosteps_walk
- unarmed_crouch_hit_back weapon_pistol/minor_pain/pistol_crouch_hit_head.skc autosteps_walk
- unarmed_crouch_hit_larm weapon_pistol/minor_pain/pistol_crouch_hit_front_flyback.skc autosteps_walk
- unarmed_crouch_hit_rarm weapon_pistol/minor_pain/pistol_crouch_hit_front.skc autosteps_walk
- unarmed_crouch_hit_leg weapon_pistol/minor_pain/pistol_crouch_hit_front_flyback.skc autosteps_walk
- }
-
- // include misc animation sets
- //$include models/human/animation/jog.txt
-
- // need to indicate the end of the tiki file because we have a tiki command at the end
- //end
-