From 82ed12fc19c6fd00c5bc3280b60b8714b59e8617 Mon Sep 17 00:00:00 2001 From: Jbleezy Date: Tue, 9 Jan 2024 22:35:27 -0800 Subject: [PATCH] Snipers: allow specialty_fastads --- mp/playeranimtypes.txt | 29 + weapons/zm/ballista_upgraded_zm | 2 +- weapons/zm/ballista_zm | 2 +- weapons/zm/dsr50_upgraded_zm | 2 +- weapons/zm/dsr50_zm | 2 +- weapons/zm/svu_upgraded_zm | 2 +- weapons/zm/svu_zm | 2 +- zm/playeranim.script | 5776 +++++++++++++++++++++++++++++++ 8 files changed, 5811 insertions(+), 6 deletions(-) create mode 100644 mp/playeranimtypes.txt create mode 100644 zm/playeranim.script diff --git a/mp/playeranimtypes.txt b/mp/playeranimtypes.txt new file mode 100644 index 00000000..68ac77fe --- /dev/null +++ b/mp/playeranimtypes.txt @@ -0,0 +1,29 @@ +none +default +other +sniper_fastads +m203 +hold +briefcase +reviver +radio +dualwield +remotecontrol +crossbow +minigun +beltfed +g11 +rearclip +handleclip +rearclipsniper_fastads +ballisticknife +singleknife +nopump +hatchet +grimreaper +zipline +riotshield +tablet +turned +screecher +staff \ No newline at end of file diff --git a/weapons/zm/ballista_upgraded_zm b/weapons/zm/ballista_upgraded_zm index 6cfebf0c..411b9912 100644 --- a/weapons/zm/ballista_upgraded_zm +++ b/weapons/zm/ballista_upgraded_zm @@ -1,4 +1,4 @@ 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\ No newline at end of file diff --git a/weapons/zm/dsr50_upgraded_zm b/weapons/zm/dsr50_upgraded_zm index f9e0b858..158fb571 100644 --- a/weapons/zm/dsr50_upgraded_zm +++ b/weapons/zm/dsr50_upgraded_zm @@ -1,4 +1,4 @@ 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is silencer vzoom\attachmentUniques\au_dsr50_none diff --git a/weapons/zm/dsr50_zm b/weapons/zm/dsr50_zm index b8fdf574..6aec7043 100644 --- a/weapons/zm/dsr50_zm +++ b/weapons/zm/dsr50_zm @@ -1 +1 @@ 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\ No newline at end of file diff --git a/weapons/zm/svu_upgraded_zm b/weapons/zm/svu_upgraded_zm index 854ef44c..6de051f4 100644 --- a/weapons/zm/svu_upgraded_zm +++ b/weapons/zm/svu_upgraded_zm @@ -1,3 +1,3 @@ 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\ No newline at end of file diff --git a/zm/playeranim.script b/zm/playeranim.script new file mode 100644 index 00000000..3a472975 --- /dev/null +++ b/zm/playeranim.script @@ -0,0 +1,5776 @@ + +//========================================================================== +// +// Character Animation Script Z O M B I E S +// +// All player states should have animations sutable for a two handed rifle type weapon. +// +// This defines the animations and events that might occur at different times +// for this character. State changes, and random behaviour during idle/alert +// states will look here for default behaviour, if that character doesn't have +// something specific in their scripts for that level. +// +//========================================================================== + +// playerAnimType: +// Set in "Player Anim Type" in the weapon gdt file. +// Full list specified in playeranimtypes.txt. +// Asset manager choices specified in weapon gdf files. + +//========================================================================== +// DEFINES +// +// These can be used to simplify the scripting, by defining replacement strings + +DEFINES +// moveStatus +set movestatus moving = walk AND run + +// weaponclasses +set weaponclass autofire = mg AND smg + +// playerAnimTypes +set playerAnimType grenadeonly = all NOT m203 NOT briefcase + +#ADD_VEHICLE sitting_jeep tank drivers 1 gunners 1 +#ADD_VEHICLE huey default drivers 1 gunners 2 passengers 6 +#ADD_VEHICLE pbr default drivers 1 gunners 4 passengers 0 + +//========================================================================== +// ANIMATIONS +// +// NOTE: scripts are chosen by first-come-first-serve basis. The first match +// found is the one used. +// +// format: +// +// state +// { +// +// { +// [DEFAULT / [], ...] +// { +// [sound ] +// [sound ] +// ... +// } +// } +// } +// +// legend: +// +// : relaxed, alert, combat +// +// : idle, idlecr, idleprone, +// walk, walkbk, walkcr, walkcrbk, walkprone, walkpronebk. +// run, runbk, runcr, runcrbk, +// straferight, strafeleft, turnright, turnleft +// +// : playerAnimType, weaponclass, position, enemy_weapon, underwater, mounted, movestatus, underhand, leaning, weapon_position, perk, cac, riotshieldnext +// +// : +// +// playerAnimType: +// position: behind, infront, right, left +// enemy_weapon: +// underwater: +// mounted: mg42 +// movestatus: +// underhand: +// leaning: right, left +// weaponclass: rifle, sniper, smg, mg, pistol, grenade, rocketlauncher, flamethrower, turret, non-player +// weapon_position: hip, ads +// direction: not, left, right - will never be left or right while moving backward +// perk: laststand, grenadedeath +// attachment: bayonet +// riotshieldnext: +// cac: +// +// NOTES: +// - The player walks when they are ADS, so they can not ADS while running. +// + +ANIMATIONS + +STATE COMBAT +{ + idle + { + // LASTSTAND + perk laststand, stance prone + { + both pb_laststand_idle + } + perk laststand, stance crouch + { + both pb_laststand_idle + } + perk laststand + { + both pb_laststand_idle + } + // TURNED + playerAnimType turned, stance prone + { + both pb_zombie_crawl_idle + } + playerAnimType turned, stance crouch + { + both pb_zombie_crawl_idle + } + playerAnimType turned + { + both pb_zombie_idle + } + // REMOTE CONTROL +// playerAnimType remotecontrol, stance prone +// { +// both pb_rc_prone_idle +// } +// playerAnimType remotecontrol, stance crouch +// { +// both pb_rc_crouch_idle +// } +// playerAnimType remotecontrol +// { +// both pb_rc_stand_idle +// } + // SCREECHER + playerAnimType screecher, stance prone + { + torso pb_rifle_prone_screecher_struggle + } + playerAnimType screecher, stance crouch + { + torso pb_rifle_crouch_screecher_struggle + } + playerAnimType screecher + { + torso pb_rifle_stand_screecher_struggle + } + // RADIO (perk bottle) + playerAnimType radio + { + torso p_zombie_perkacola_drink weaponTimeScale blendOutTime 48 + } + // TABLET + playerAnimType tablet, stance prone + { + torso pt_bowie_prone_putaway + //both pb_tablet_prone_idle + } + playerAnimType tablet, stance crouch + { + torso pt_bowie_crouch_putaway + //both pb_tablet_crouch_idle + } + playerAnimType tablet + { + torso pt_bowie_stand_putaway + //torso pt_dw_full_putaway + //both pb_tablet_stand_idle + } + // REVIVER + playerAnimType reviver, stance prone + { + torso p_prone_revive_reviving + } + playerAnimType reviver, stance crouch + { + torso p_crouch_revive_reviving + } + playerAnimType reviver + { + torso p_revive_reviving + } + // HATCHET + playerAnimType hatchet, stance prone + { + both pb_tomahawk_prone_idle + } + playerAnimType hatchet, stance crouch + { + both pb_tomahawk_crouch_idle + } + playerAnimType hatchet + { + both pb_tomahawk_stand_idle + } + // RIOTSHIELD + playerAnimType riotshield, weapon_position raised, stance crouch + { + both pb_riotshield_crouch_deploy_idle + } + playerAnimType riotshield, weapon_position raised + { + both pb_riotshield_stand_deploy_idle + } + playerAnimType riotshield, stance crouch + { + both pb_riotshield_crouch_idle + } + playerAnimType riotshield + { + both pb_riotshield_stand_idle + } + // BRIEFCASE BOMB + playerAnimType briefcase, stance prone + { + both pb_prone_bombplant + } + playerAnimType briefcase, stance crouch + { + both pb_crouch_bombplant + } + playerAnimType briefcase + { + both pb_stand_bombplant + } + // MINIGUN + playerAnimType minigun, stance crouch + { + both pb_minigun_crouch_idle + } + playerAnimType minigun + { + both pb_minigun_stand_idle + } + // HOLD + playerAnimType hold, stance prone + { + both pb_prone_hold grenadeAnim + } + playerAnimType hold, stance crouch + { + both pb_crouch_hold_idle grenadeAnim + } + playerAnimType hold + { + both pb_hold_idle grenadeAnim + } + // ZIPLINE + //playerAnimType zipline + //{ + // both pb_zipline_loop + //} + // CREATE A CLASS + //playerAnimType dualwield, cac + //{ + // both pb_dw_stand_cac_idle + //} + //playerAnimType ballisticknife, cac + //{ + // both pb_b_knife_cac_idle + //} + //weaponclass mg, cac + //{ + // both pb_lmg_stand_cac_idle + //} + //weaponclass spread, cac + //{ + // both pb_shot_stand_cac_idle + //} + //playerAnimType m203, cac // China lake + //{ + // both pb_shot_stand_cac_idle + //} + //weaponclass smg, cac + //{ + // both pb_uzi_stand_cac_idle + //} + //playerAnimType sniper_fastads AND rearclipsniper_fastads, cac + //{ + // both pb_sniper_stand_cac_idle + //} + //weaponclass rifle, cac + //{ + // both pb_rifle_stand_cac_idle + //} + //weaponclass pistol, cac + //{ + // both pb_pistol_stand_cac_idle + //} + //weaponclass rocketlauncher, cac + //{ + // both pb_rpg_stand_cac_idle + //} + //BALLISTIC KNIFE + playerAnimType ballisticknife, stance prone + { + both pb_b_knife_prone_idle + } + playerAnimType ballisticknife, stance crouch + { + both pb_b_knife_crouch_idle + } + playerAnimType ballisticknife + { + both pb_b_knife_stand_idle + } + //SINGLE KNIFE + playerAnimType singleknife AND none, stance prone + { + both pb_knife_prone_idle + } + playerAnimType singleknife AND none, stance crouch + { + both pb_knife_crouch_idle + } + playerAnimType singleknife AND none + { + both pb_knife_stand_idle + } + // DUALWIELD + playerAnimType dualwield, stance prone + { + both pb_prone_dw_idle_v1 + } + playerAnimType dualwield, stance crouch + { + both pb_crouch_dw_idle_v1 + } + playerAnimType dualwield + { + both pb_dw_botharms_idle_v1 + } + // STAFF + playerAnimType staff, stance prone + { + both pb_staff_prone_idle + } + playerAnimType staff, stance crouch + { + both pb_staff_crouch_idle + } + playerAnimType staff + { + both pb_staff_stand_idle + } + // PISTOL + weaponclass pistol AND pistol_spread, weapon_position ads, stance prone + { + both pb_prone_aim_ads_pistol + } + weaponclass pistol AND pistol_spread, stance prone + { + both pb_prone_aim_pistol + } + weaponclass pistol AND pistol_spread, weapon_position ads, stance crouch + { + both pb_crouch_ads_pistol + } + weaponclass pistol AND pistol_spread, stance crouch + { + both pb_crouch_alert_pistol + } + weaponclass pistol AND pistol_spread, weapon_position ads + { + both pb_stand_ads_pistol + } + weaponclass pistol AND pistol_spread + { + both pb_stand_alert_pistol + } + // RPG + weaponclass rocketlauncher, stance prone + { + both pb_prone_aim_RPG + } + weaponclass rocketlauncher, weapon_position ads, stance crouch + { + both pb_crouch_ads_RPG + } + weaponclass rocketlauncher, stance crouch + { + both pb_crouch_alert_RPG + } + weaponclass rocketlauncher, weapon_position ads + { + both pb_stand_ads_RPG + } + weaponclass rocketlauncher + { + both pb_stand_alert_RPG + } + // GRENADE + weaponclass grenade, playerAnimType grenadeonly, stance prone + { + both pb_grenade_prone_idle grenadeAnim + } + weaponclass grenade, playerAnimType grenadeonly, stance crouch + { + both pb_grenade_crouch_idle grenadeAnim + } + weaponclass grenade, playerAnimType grenadeonly + { + both pb_grenade_stand_idle grenadeAnim + } + weaponclass grenade, playerAnimType riotshield + { + both pb_riotshield_pullpin_grenade + } + // DEFAULT + weapon_position ads, stance prone + { + both pb_prone_aim_ads + } + stance prone + { + both pb_prone_aim + } + weapon_position ads, stance crouch + { + both pb_crouch_ads + } + stance crouch // two handed rifle type weapon + { + both pb_crouch_alert + } + weapon_position ads + { + both pb_stand_ads + } + perk female + { + both pb_fem_rifle_stand_idle + } + default // two handed rifle type weapon + { + both pb_stand_alert + } + } + +// STUMBLE + stumble + { + //// RIOTSHIELD + //playerAnimType riotshield, stance crouch, direction left + //{ + // both pb_riot_crouch_stumble_l + //} + //playerAnimType riotshield, stance crouch, direction right + //{ + // both pb_riot_crouch_stumble_r + //} + //playerAnimType riotshield, stance crouch, direction backward + //{ + // both pb_riot_crouch_stumble_b + //} + //playerAnimType riotshield, stance crouch, direction forward + //{ + // both pb_riot_crouch_stumble_f + //} + //playerAnimType riotshield, direction left + //{ + // both pb_riot_stumble_l + //} + //playerAnimType riotshield, direction right + //{ + // both pb_riot_stumble_r + //} + //playerAnimType riotshield, direction backward + //{ + // both pb_riot_stumble_b + //} + //playerAnimType riotshield, direction forward + //{ + // both pb_riot_stumble_f + //} + // TURNED + playerAnimType turned, direction right + { + both pb_zombie_run_right + } + playerAnimType turned, direction left + { + both pb_zombie_run_left + } + playerAnimType turned + { + both pb_zombie_run_v1 + both pb_zombie_run_v2 + } + + // HOLD + playerAnimType hold, direction left + { + both pb_hold_stumble_left grenadeAnim + } + playerAnimType hold, direction right + { + both pb_hold_stumble_right grenadeAnim + } + playerAnimType hold, direction backward + { + both pb_hold_stumble_back grenadeAnim + } + playerAnimType hold, direction forward + { + both pb_hold_stumble_forward grenadeAnim + } + // DUAL WIELD + playerAnimType dualwield AND ballisticknife, direction left + { + both pb_dw_stumble_left + } + playerAnimType dualwield AND ballisticknife, direction right + { + both pb_dw_stumble_right + } + playerAnimType dualwield AND ballisticknife, direction backward + { + both pb_dw_stumble_back + } + playerAnimType dualwield AND ballisticknife, direction forward + { + both pb_dw_stumble_forward + } + // WEAPONLESS KNIFE + playerAnimType singleknife, direction left + { + both pb_knife_stand_stumble_run_l + } + playerAnimType singleknife, direction right + { + both pb_knife_stand_stumble_run_r + } + playerAnimType singleknife, direction backward + { + both pb_knife_stand_stumble_run_b + } + playerAnimType singleknife + { + both pb_knife_stand_stumble_run_f + } + // STAFF + playerAnimType staff, direction left + { + both pb_staff_stumble_left + } + playerAnimType staff, direction right + { + both pb_staff_stumble_right + } + playerAnimType staff, direction backward + { + both pb_staff_stumble_back + } + playerAnimType staff + { + both pb_staff_stumble_forward + } + // PISTOL + weaponclass pistol AND pistol_spread, direction left + { + both pb_stumble_pistol_left + } + weaponclass pistol AND pistol_spread, direction right + { + both pb_stumble_pistol_right + } + weaponclass pistol AND pistol_spread, direction backward + { + both pb_stumble_pistol_back + } + weaponclass pistol AND pistol_spread, direction forward + { + both pb_stumble_pistol_forward + } + // GRENADE + weaponclass grenade, direction left, playerAnimType grenadeonly + { + both pb_stumble_grenade_left grenadeAnim + } + weaponclass grenade, direction right, playerAnimType grenadeonly + { + both pb_stumble_grenade_right grenadeAnim + } + weaponclass grenade, direction backward, playerAnimType grenadeonly + { + both pb_stumble_grenade_back grenadeAnim + } + weaponclass grenade, direction forward, playerAnimType grenadeonly + { + both pb_stumble_grenade_forward grenadeAnim + } + // DEFAULT + direction left + { + both pb_stumble_left + } + direction right + { + both pb_stumble_right + } + direction backward + { + both pb_stumble_back + } + default + { + both pb_stumble_forward + } + } + +// STUMBLE WALK + stumble_walk + { + // RIOTSHIELD + //playerAnimType riotshield, direction left + //{ + // both pb_riot_stumble_walk_l + //} + //playerAnimType riotshield, direction right + //{ + // both pb_riot_stumble_walk_r + //} + //playerAnimType riotshield, direction backward + //{ + // both pb_riot_stumble_walk_b + //} + //playerAnimType riotshield, direction forward + //{ + // both pb_riot_stumble_walk_f + //} + + // TURNED + playerAnimType turned, stance prone + { + both pb_zombie_crawl_slow + } + playerAnimType turned, stance crouch + { + both pb_zombie_crawl_slow + } + playerAnimType turned, direction backward + { + both pb_zombie_walk_back + } + playerAnimType turned + { + both pb_zombie_walk_v1 + both pb_zombie_walk_v2 + } + + // HOLD + playerAnimType hold, direction left + { + both pb_hold_stumble_walk_left grenadeAnim + } + playerAnimType hold, direction right + { + both pb_hold_stumble_walk_right grenadeAnim + } + playerAnimType hold, direction backward + { + both pb_hold_stumble_walk_back grenadeAnim + } + playerAnimType hold, direction forward + { + both pb_hold_stumble_walk_forward grenadeAnim + } + // DUAL WIELD + playerAnimType dualwield AND ballisticknife, direction left + { + both pb_dw_stumble_walk_left + } + playerAnimType dualwield AND ballisticknife, direction right + { + both pb_dw_stumble_walk_right + } + playerAnimType dualwield AND ballisticknife, direction backward + { + both pb_dw_stumble_walk_back + } + playerAnimType dualwield AND ballisticknife, direction forward + { + both pb_dw_stumble_walk_forward + } + // WEAPONLESS KNIFE + playerAnimType singleknife, direction left + { + both pb_knife_stand_stumble_walk_l + } + playerAnimType singleknife, direction right + { + both pb_knife_stand_stumble_walk_r + } + playerAnimType singleknife, direction backward + { + both pb_knife_stand_stumble_walk_b + } + playerAnimType singleknife + { + both pb_knife_stand_stumble_walk_f + } + // STAFF + playerAnimType staff, direction left + { + both pb_staff_stumble_walk_left + } + playerAnimType staff, direction right + { + both pb_staff_stumble_walk_right + } + playerAnimType staff, direction backward + { + both pb_staff_stumble_walk_back + } + playerAnimType staff + { + both pb_staff_stumble_walk_forward + } + // PISTOL, GRENADE + weaponclass pistol AND pistol_spread AND grenade, direction left, playerAnimType grenadeonly + { + both pb_stumble_pistol_walk_left + } + weaponclass pistol AND pistol_spread AND grenade, direction right, playerAnimType grenadeonly + { + both pb_stumble_pistol_walk_right + } + weaponclass pistol AND pistol_spread AND grenade, direction backward, playerAnimType grenadeonly + { + both pb_stumble_pistol_walk_back + } + weaponclass pistol AND pistol_spread AND grenade, direction forward, playerAnimType grenadeonly + { + both pb_stumble_pistol_walk_forward + } + // DEFAULT + direction left + { + both pb_stumble_walk_left + } + direction right + { + both pb_stumble_walk_right + } + direction backward + { + both pb_stumble_walk_back + } + default + { + both pb_stumble_walk_forward + } + } + + +// STUMBLE SPRINT + stumble_sprint + { + // RIOTSHIELD + //playerAnimType riotshield + //{ + // both pb_riotshield_sprint + //} + // DEFAULT + playerAnimType turned + { + both pb_zombie_sprint_v6 + both pb_zombie_sprint_v7 + both pb_zombie_sprint_v8 + both pb_zombie_sprint_v9 + both pb_zombie_sprint_v10 + both pb_zombie_sprint_v11 + } + default + { + both pb_stumble_forward + } + } + + shuffle + { + direction forward + { + both pb_rifle_stand_shuffle_f + } + direction backward, + { + both pb_rifle_stand_shuffle_b + } + direction left + { + both pb_rifle_stand_shuffle_l + } + direction right + { + both pb_rifle_stand_shuffle_r + } + } + + walk + { + // LASTSTAND + perk laststand, direction forward + { + both pb_laststand_crawl_forward + } + perk laststand, direction backward + { + both pb_laststand_crawl_back + } + perk laststand, direction right + { + both pb_laststand_crawl_right + } + perk laststand, direction left + { + both pb_laststand_crawl_left + } + // TURNED + playerAnimType turned, stance prone + { + both pb_zombie_crawl_slow + } + playerAnimType turned, stance crouch + { + both pb_zombie_crawl_slow + } + playerAnimType turned, direction backward + { + both pb_zombie_walk_back + } + playerAnimType turned + { + both pb_zombie_walk_v1 + both pb_zombie_walk_v2 + } + // RIOTSHIELD + playerAnimType riotshield, direction left + { + both pb_riotshield_walk_left + } + playerAnimType riotshield, direction right + { + both pb_riotshield_walk_right + } + playerAnimType riotshield, direction backward + { + both pb_riotshield_walk_back + } + playerAnimType riotshield + { + both pb_riotshield_walk_forward + } + // HOLD + // Prone + playerAnimType hold, direction left, stance prone + { + both pb_prone_crawl_left_hold grenadeAnim + } + playerAnimType hold, direction right, stance prone + { + both pb_prone_crawl_right_hold grenadeAnim + } + playerAnimType hold, direction backward, stance prone + { + both pb_prone_crawl_back_hold grenadeAnim + } + playerAnimType hold, stance prone + { + both pb_prone_crawl_hold grenadeAnim + } + // Stand + playerAnimType hold, direction left + { + both pb_hold_run_left grenadeAnim + } + playerAnimType hold, direction right + { + both pb_hold_run_right grenadeAnim + } + playerAnimType hold, direction backward + { + both pb_hold_run_back grenadeAnim + } + playerAnimType hold + { + both pb_hold_run grenadeAnim + } + // DUALWIELD + // Prone + playerAnimType dualwield AND ballisticknife, direction left, stance prone + { + both pb_prone_dw_crawl_left + } + playerAnimType dualwield AND ballisticknife, direction right, stance prone + { + both pb_prone_dw_crawl_right + } + playerAnimType dualwield AND ballisticknife, direction backward, stance prone + { + both pb_prone_dw_crawl_back + } + playerAnimType dualwield AND ballisticknife, stance prone + { + both pb_prone_dw_crawl_forward + } + // SINGLE KNIFE + // Prone + playerAnimType singleknife AND none, direction left, stance prone + { + both pb_knife_prone_crawl_left + } + playerAnimType singleknife AND none, direction right, stance prone + { + both pb_knife_prone_crawl_right + } + playerAnimType singleknife AND none, direction backward, stance prone + { + both pb_knife_prone_crawl_back + } + playerAnimType singleknife AND none, stance prone + { + both pb_knife_prone_crawl_forward + } + // Stand + playerAnimType dualwield, direction left + { + both pb_dw_walk_left + } + playerAnimType dualwield, direction right + { + both pb_dw_walk_right + } + playerAnimType dualwield, direction backward + { + both pb_dw_walk_back + } + playerAnimType dualwield + { + both pb_dw_walk_forward + } + // BALLISTIC KNIFE + playerAnimType ballisticknife, direction left + { + both pb_b_knife_walk_left + } + playerAnimType ballisticknife, direction right + { + both pb_b_knife_walk_right + } + playerAnimType ballisticknife, direction backward + { + both pb_b_knife_walk_back + } + playerAnimType ballisticknife + { + both pb_b_knife_walk_forward + } + // SINGLE KNIFE + playerAnimType singleknife AND none, direction left + { + both pb_knife_walk_left + } + playerAnimType singleknife AND none, direction right + { + both pb_knife_walk_right + } + playerAnimType singleknife AND none, direction backward + { + both pb_knife_walk_back + } + playerAnimType singleknife AND none + { + both pb_knife_walk_forward + } + // MINIGUN + // Stand + playerAnimType minigun, direction left + { + both pb_minigun_stand_walk_left + } + playerAnimType minigun, direction right + { + both pb_minigun_stand_walk_right + } + playerAnimType minigun, direction backward + { + both pb_minigun_stand_walk_back + } + playerAnimType minigun + { + both pb_minigun_stand_walk + } + // STAFF + // Prone + playerAnimType staff, direction left, stance prone + { + both pb_staff_prone_crawl_l + } + playerAnimType staff, direction right, stance prone + { + both pb_staff_prone_crawl_r + } + playerAnimType staff, direction backward, stance prone + { + both pb_staff_prone_crawl_b + } + playerAnimType staff, stance prone + { + both pb_staff_prone_crawl_f + } + // Crouch + playerAnimType staff, direction left, stance crouch + { + both pb_staff_crouch_walk_l + } + playerAnimType staff, direction right, stance crouch + { + both pb_staff_crouch_walk_r + } + playerAnimType staff, direction backward, stance crouch + { + both pb_staff_crouch_walk_b + } + playerAnimType staff, stance prone + { + both pb_staff_crouch_walk_f + } + // Stand + playerAnimType staff, direction left + { + both pb_staff_stand_walk_l + } + playerAnimType staff, direction right + { + both pb_staff_stand_walk_r + } + playerAnimType staff, direction backward + { + both pb_staff_stand_walk_b + } + playerAnimType staff + { + both pb_staff_stand_walk_f + } + // RPG + // Prone + weaponclass rocketlauncher, direction left, stance prone + { + both pb_rpg_prone_crawl_left + } + weaponclass rocketlauncher, direction right, stance prone + { + both pb_rpg_prone_crawl_right + } + weaponclass rocketlauncher, direction backward, stance prone + { + both pb_rpg_prone_crawl_backward + } + weaponclass rocketlauncher, stance prone + { + both pb_rpg_prone_crawl_forward + } + // Crouch + weaponclass rocketlauncher, direction left, stance crouch + { + both pb_crouch_walk_left_RPG + } + weaponclass rocketlauncher, direction right, stance crouch + { + both pb_crouch_walk_right_RPG + } + weaponclass rocketlauncher, direction backward, stance crouch + { + both pb_crouch_walk_back_RPG + } + weaponclass rocketlauncher, stance crouch + { + both pb_crouch_walk_forward_RPG + } + // Stand + weaponclass rocketlauncher, direction left + { + both pb_walk_left_RPG_ads + } + weaponclass rocketlauncher, direction right + { + both pb_walk_right_RPG_ads + } + weaponclass rocketlauncher, direction backward + { + both pb_walk_back_RPG_ads + } + weaponclass rocketlauncher + { + both pb_walk_forward_RPG_ads + } + // PISTOL + // Prone + weaponclass pistol AND pistol_spread, direction left, stance prone + { + both pb_prone_pistol_crawl_left + } + weaponclass pistol AND pistol_spread, direction right, stance prone + { + both pb_prone_pistol_crawl_right + } + weaponclass pistol AND pistol_spread, direction backward, stance prone + { + both pb_prone_crawl_pistol_back + } + weaponclass pistol AND pistol_spread, stance prone + { + both pb_prone_crawl_pistol + } + // Crouch + weaponclass pistol AND pistol_spread, direction left, playerAnimType grenadeonly, stance crouch + { + both pb_crouch_walk_left_pistol + } + weaponclass pistol AND pistol_spread, direction right, playerAnimType grenadeonly, stance crouch + { + both pb_crouch_walk_right_pistol + } + weaponclass pistol AND pistol_spread, direction backward, playerAnimType grenadeonly, stance crouch + { + both pb_crouch_walk_back_pistol + } + weaponclass pistol AND pistol_spread, playerAnimType grenadeonly, stance crouch + { + both pb_crouch_walk_forward_pistol + } + // Stand + weaponclass pistol AND pistol_spread, direction left + { + both pb_combatwalk_left_loop_pistol + } + weaponclass pistol AND pistol_spread, direction right + { + both pb_combatwalk_right_loop_pistol + } + weaponclass pistol AND pistol_spread, direction backward + { + both pb_combatwalk_back_loop_pistol + } + weaponclass pistol AND pistol_spread + { + both pb_combatwalk_forward_loop_pistol + } + // GRENADE + // Prone + weaponclass grenade, direction left, playerAnimType grenadeonly, stance prone + { + both pb_prone_grenade_crawl_left grenadeAnim + } + weaponclass grenade, direction right, playerAnimType grenadeonly, stance prone + { + both pb_prone_grenade_crawl_right grenadeAnim + } + weaponclass grenade, direction backward, playerAnimType grenadeonly, stance prone + { + both pb_prone_grenade_crawl_back grenadeAnim + } + weaponclass grenade, playerAnimType grenadeonly, stance prone + { + both pb_prone_grenade_crawl grenadeAnim + } + // Stand + weaponclass grenade, direction left, playerAnimType grenadeonly + { + both pb_combatrun_left_loop_grenade grenadeAnim + } + weaponclass grenade, direction right, playerAnimType grenadeonly + { + both pb_combatrun_right_loop_grenade grenadeAnim + } + weaponclass grenade, direction backward, playerAnimType grenadeonly + { + both pb_combatrun_back_loop_grenade grenadeAnim + } + weaponclass grenade, playerAnimType grenadeonly + { + both pb_combatrun_forward_loop_stickgrenade grenadeAnim + } + // DEFAULT + // Prone + direction left, stance prone + { + both pb_prone_crawl_left + } + direction right, stance prone + { + both pb_prone_crawl_right + } + direction backward, stance prone + { + both pb_prone_crawl_back + } + direction forward, stance prone + { + both pb_prone_crawl + } + // Crouch + direction left, stance crouch + { + both pb_crouch_shoot_run_left + } + direction right, stance crouch + { + both pb_crouch_shoot_run_right + } + direction backward, stance crouch + { + both pb_crouch_shoot_run_back + } + direction forward, stance crouch // two handed rifle type weapon + { + both pb_crouch_shoot_run_forward + } + // Stand + direction left + { + both pb_stand_shoot_walk_left + } + direction right + { + both pb_stand_shoot_walk_right + } + direction backward + { + both pb_stand_shoot_walk_back + } + default // two handed rifle type weapon + { + both pb_stand_shoot_walk_forward + } + } + + sprint + { + // TURNED + playerAnimType turned + { + //both pb_zombie_sprint_fast + both pb_zombie_sprint_v6 + both pb_zombie_sprint_v7 + both pb_zombie_sprint_v8 + both pb_zombie_sprint_v9 + both pb_zombie_sprint_v10 + both pb_zombie_sprint_v11 + } + playerAnimType riotshield + { + both pb_riotshield_sprint + } + // HOLD + playerAnimType hold + { + both pb_sprint_hold grenadeAnim blendOutTime 200 + } + // DUALWIELD + playerAnimType dualwield AND ballisticknife + { + both pb_dw_sprint blendOutTime 200 + } + // SINGLE KNIFE + playerAnimType singleknife AND none + { + both pb_knife_sprint blendOutTime 200 + } + // STAFF + playerAnimType staff + { + both pb_staff_stand_sprint blendOutTime 200 + } + // RPG + weaponclass rocketlauncher + { + both pb_sprint_RPG blendOutTime 200 + } + // PISTOL + weaponclass pistol AND pistol_spread + { + both pb_sprint_pistol blendOutTime 200 + } + // SMG + weaponclass smg + { + both pb_smg_sprint blendOutTime 200 + } + // MG + weaponclass mg + { + both pb_lmg_sprint blendOutTime 200 + } + // GRENADE + weaponclass grenade, playerAnimType grenadeonly + { + both pb_grenade_sprint blendOutTime 200 + } + default + { + both pb_sprint blendOutTime 200 + } + } + + //swim + //{ + // // DEFAULT + // movestatus stationary + // { + // both p_swim_tread + // } + // direction left + // { + // both p_swim_left + // } + // direction right + // { + // both p_swim_right + // } + // direction backward + // { + // both p_swim_tread + // } + // default + // { + // both p_swim_forward + // } + //} + + run + { + // LASTSTAND + perk laststand, direction forward + { + both pb_laststand_crawl_forward + } + perk laststand, direction backward + { + both pb_laststand_crawl_back + } + perk laststand, direction right + { + both pb_laststand_crawl_right + } + perk laststand, direction left + { + both pb_laststand_crawl_left + } + // TURNED + playerAnimType turned, direction right + { + both pb_zombie_run_right + } + playerAnimType turned, direction left + { + both pb_zombie_run_left + } + playerAnimType turned + { + both pb_zombie_run_v1 + both pb_zombie_run_v2 + } + // RIOTSHIELD + playerAnimType riotshield, direction left, stance crouch + { + both pb_riotshield_crouch_walk_l + } + playerAnimType riotshield, direction right, stance crouch + { + both pb_riotshield_crouch_walk_r + } + playerAnimType riotshield, direction backward, stance crouch + { + both pb_riotshield_crouch_walk_b + } + playerAnimType riotshield, stance crouch + { + both pb_riotshield_crouch_walk_f + } + playerAnimType riotshield, direction backward + { + both pb_riotshield_run_back + } + playerAnimType riotshield, direction forward + { + both pb_riotshield_run_forward + } + playerAnimType riotshield, direction left + { + both pb_riotshield_run_left + } + playerAnimType riotshield, direction right + { + both pb_riotshield_run_right + } + // HOLD + // Crouch + playerAnimType hold, direction left, stance crouch + { + both pb_crouch_hold_run_left grenadeAnim + } + playerAnimType hold, direction right, stance crouch + { + both pb_crouch_hold_run_right grenadeAnim + } + playerAnimType hold, direction backward, stance crouch + { + both pb_crouch_hold_run_back grenadeAnim + } + playerAnimType hold, stance crouch + { + both pb_crouch_hold_run grenadeAnim + } + // Stand + playerAnimType hold, direction left + { + both pb_hold_run_left grenadeAnim + } + playerAnimType hold, direction right + { + both pb_hold_run_right grenadeAnim + } + playerAnimType hold, direction backward + { + both pb_hold_run_back grenadeAnim + } + playerAnimType hold + { + both pb_hold_run grenadeAnim + } + // DUALWIELD + // Crouch + playerAnimType dualwield, direction left, stance crouch + { + both pb_crouch_dw_run_left + } + playerAnimType dualwield, direction right, stance crouch + { + both pb_crouch_dw_run_right + } + playerAnimType dualwield, direction backward, stance crouch + { + both pb_crouch_dw_run_back + } + playerAnimType dualwield, stance crouch + { + both pb_crouch_dw_run_forward + } + // Stand + playerAnimType dualwield, direction left + { + both pb_dw_run_left + } + playerAnimType dualwield, direction right + { + both pb_dw_run_right + } + playerAnimType dualwield, direction backward + { + both pb_dw_run_back + } + playerAnimType dualwield, slope up + { + both pb_dw_stand_run_slopeup + } + playerAnimType dualwield, slope down + { + both pb_dw_stand_run_slopedown + } + playerAnimType dualwield + { + both pb_dw_run_forward + } + // BALLISTIC KNIFE + // Crouch + playerAnimType ballisticknife, direction left, stance crouch + { + both pb_b_knife_crouch_run_left + } + playerAnimType ballisticknife, direction right, stance crouch + { + both pb_b_knife_crouch_run_right + } + playerAnimType ballisticknife, direction backward, stance crouch + { + both pb_b_knife_crouch_run_back + } + playerAnimType ballisticknife, stance crouch + { + both pb_b_knife_crouch_run_forward + } + // Stand + playerAnimType ballisticknife, direction left + { + both pb_b_knife_run_left + } + playerAnimType ballisticknife, direction right + { + both pb_b_knife_run_right + } + playerAnimType ballisticknife, direction backward + { + both pb_b_knife_run_back + } + playerAnimType ballisticknife + { + both pb_b_knife_run_forward + } + // SINGLE KNIFE + // Crouch + playerAnimType singleknife AND none, direction left, stance crouch + { + both pb_knife_crouch_run_left + } + playerAnimType singleknife AND none, direction right, stance crouch + { + both pb_knife_crouch_run_right + } + playerAnimType singleknife AND none, direction backward, stance crouch + { + both pb_knife_crouch_run_back + } + playerAnimType singleknife AND none, stance crouch + { + both pb_knife_crouch_run_forward + } + // Stand + playerAnimType singleknife AND none, direction left + { + both pb_knife_run_left + } + playerAnimType singleknife AND none, direction right + { + both pb_knife_run_right + } + playerAnimType singleknife AND none, direction backward + { + both pb_knife_run_back + } + playerAnimType singleknife AND none + { + both pb_knife_run_forward + } + // MINIGUN + // Crouch + playerAnimType minigun, direction left, stance crouch + { + both pb_minigun_crouch_run_left + } + playerAnimType minigun, direction right, stance crouch + { + both pb_minigun_crouch_run_right + } + playerAnimType minigun, direction backward, stance crouch + { + both pb_minigun_crouch_run_back + } + playerAnimType minigun, stance crouch + { + both pb_minigun_crouch_run_forward + } + // Stand + playerAnimType minigun, direction left + { + both pb_minigun_stand_run_left + } + playerAnimType minigun, direction right + { + both pb_minigun_stand_run_right + } + playerAnimType minigun, direction backward + { + both pb_minigun_stand_run_back + } + playerAnimType minigun + { + both pb_minigun_stand_run + } + // STAFF + // Crouch + playerAnimType staff, direction left, stance crouch + { + both pb_staff_crouch_run_l + } + playerAnimType staff, direction right, stance crouch + { + both pb_staff_crouch_run_r + } + playerAnimType staff, direction backward, stance crouch + { + both pb_staff_crouch_run_b + } + playerAnimType staff, stance crouch + { + both pb_staff_crouch_run_f + } + // Stand + playerAnimType staff, direction left + { + both pb_staff_stand_run_l + } + playerAnimType staff, direction right + { + both pb_staff_stand_run_r + } + playerAnimType staff, direction backward + { + both pb_staff_stand_run_b + } + playerAnimType staff + { + both pb_staff_stand_run_f + } + // RPG + // Crouch + weaponclass rocketlauncher, direction left, stance crouch + { + both pb_crouch_run_left_RPG + } + weaponclass rocketlauncher, direction right, stance crouch + { + both pb_crouch_run_right_RPG + } + weaponclass rocketlauncher, direction backward, stance crouch + { + both pb_crouch_run_back_RPG + } + weaponclass rocketlauncher, stance crouch + { + both pb_crouch_run_forward_RPG + } + // Stand + weaponclass rocketlauncher, direction left + { + both pb_combatrun_left_RPG + } + weaponclass rocketlauncher, direction right + { + both pb_combatrun_right_RPG + } + weaponclass rocketlauncher, direction backward + { + both pb_combatrun_back_RPG + } + weaponclass rocketlauncher + { + both pb_combatrun_forward_RPG + } + // PISTOL + // Crouch + weaponclass pistol AND pistol_spread, direction left, stance crouch + { + both pb_crouch_run_left_pistol + } + weaponclass pistol AND pistol_spread, direction right, stance crouch + { + both pb_crouch_run_right_pistol + } + weaponclass pistol AND pistol_spread, direction backward, stance crouch + { + both pb_crouch_run_back_pistol + } + weaponclass pistol AND pistol_spread, stance crouch + { + both pb_crouch_run_forward_pistol + } + // Stand + weaponclass pistol AND pistol_spread, direction left + { + both pb_combatrun_left_loop_pistol + } + weaponclass pistol AND pistol_spread, direction right + { + both pb_combatrun_right_loop_pistol + } + weaponclass pistol AND pistol_spread, direction backward + { + both pb_combatrun_back_loop_pistol + } + weaponclass pistol AND pistol_spread, slope up + { + both pb_pistol_stand_run_slopeup + } + weaponclass pistol AND pistol_spread, slope down + { + both pb_pistol_stand_run_slopedown + } + weaponclass pistol AND pistol_spread + { + both pb_pistol_run_fast + } + // GRENADE + // Crouch + weaponclass grenade, direction left, playerAnimType grenadeonly, stance crouch + { + both pb_crouch_run_left_grenade grenadeAnim + } + weaponclass grenade, direction right, playerAnimType grenadeonly, stance crouch + { + both pb_crouch_run_right_grenade grenadeAnim + } + weaponclass grenade, direction backward, playerAnimType grenadeonly, stance crouch + { + both pb_crouch_run_back_grenade grenadeAnim + } + weaponclass grenade, playerAnimType grenadeonly, stance crouch + { + both pb_crouch_run_forward_grenade grenadeAnim + } + // Stand + weaponclass grenade, direction left, playerAnimType grenadeonly + { + both pb_combatrun_left_loop_grenade grenadeAnim + } + weaponclass grenade, direction right, playerAnimType grenadeonly + { + both pb_combatrun_right_loop_grenade grenadeAnim + } + weaponclass grenade, direction backward, playerAnimType grenadeonly + { + both pb_combatrun_back_loop_grenade grenadeAnim + } + weaponclass grenade, playerAnimType grenadeonly + { + both pb_combatrun_forward_loop_stickgrenade grenadeAnim + } + // DEFAULT + // Crouch + direction left, stance crouch + { + both pb_crouch_run_left + } + direction right, stance crouch + { + both pb_crouch_run_right + } + direction backward, stance crouch + { + both pb_crouch_run_back + } + stance crouch + { + both pb_crouch_run_forward + } + // Stand + direction left + { + both pb_combatrun_left_loop + } + direction right + { + both pb_combatrun_right_loop + } + direction backward + { + both pb_combatrun_back_loop + } + slope up + { + both pb_rifle_stand_run_slopeup + } + slope down + { + both pb_rifle_stand_run_slopedown + } + default + { + both pb_combatrun_forward_loop + } + } + + climbup + { + // DEFAULT + default + { + // Can't play the chicken dance here as a temp because it has no movement speed + both pb_climbup + } + } + climbdown + { + // DEFAULT + default + { + // Can't play the chicken dance here as a temp because it has no movement speed + both pb_climbdown + } + } + + turnright + { + // TURNED + playerAnimType turned + { + both pb_zombie_stand_turn_r90 + } + // LAST STAND + perk laststand + { + both pb_laststand_turn_r90 + } + // NONE + playerAnimType briefcase, stance prone + { + both pb_briefcase_prone_turn_r90 + } + playerAnimType briefcase, stance crouch + { + both pb_briefcase_crouch_turn_r90 + } + playerAnimType briefcase + { + both pb_briefcase_stand_turn_r90 + } + playerAnimType zipline + { + both pb_zipline_loop + } + // RIOTSHIELD + playerAnimType riotshield, stance crouch + { + both pb_riotshield_crouch_turn_90r + } + playerAnimType riotshield + { + both pb_riotshield_stand_turn_90r + } + // HOLD + playerAnimType hold, stance prone + { + both pb_hold_prone_turn_90right grenadeAnim + } + playerAnimType hold, stance crouch + { + both pb_hold_crouchturn_90right grenadeAnim + } + playerAnimType hold + { + both pb_hold_turn_90right grenadeAnim + } + // RADIO + playerAnimType radio + { + torso p_zombie_perkacola_drink weaponTimeScale blendOutTime 48 + } + // TABLET + playerAnimType tablet, stance prone + { + torso pt_bowie_prone_putaway + } + playerAnimType tablet, stance crouch + { + torso pt_bowie_crouch_putaway + } + playerAnimType tablet + { + torso pt_bowie_stand_putaway + } + // TABLET +// playerAnimType tablet, stance prone +// { +// both pb_tablet_prone_idle +// } +// playerAnimType tablet, stance crouch +// { +// both pb_tablet_crouch_idle +// } +// playerAnimType tablet +// { +// both pb_tablet_stand_idle +// } + // REMOTE CONTROL +// playerAnimType remotecontrol, stance prone +// { +// both pb_rc_prone_idle +// } +// playerAnimType remotecontrol, stance crouch +// { +// both pb_rc_crouch_idle +// } +// playerAnimType remotecontrol +// { +// both pb_rc_stand_idle +// } + // DUAL WIELD + playerAnimType dualwield AND ballisticknife, stance prone + { + both pb_dw_prone_turn_90right + } + playerAnimType dualwield AND ballisticknife, stance crouch + { + both pb_dw_crouchturn_90right + } + playerAnimType dualwield AND ballisticknife + { + both pb_dw_turn_90right + } + // SINGLE KNIFE + playerAnimType singleknife AND none, stance prone + { + both pb_knife_prone_turn_90right + } + playerAnimType singleknife AND none, stance crouch + { + both pb_knife_crouch_turn_90right + } + playerAnimType singleknife AND none + { + both pb_knife_stand_turn_90right + } + // MINIGUN + playerAnimType minigun, stance crouch + { + both pb_minigun_crouch_turn_90right + } + playerAnimType minigun + { + both pb_minigun_stand_turn_90right + } + // STAFF + playerAnimType staff, stance prone + { + both pb_staff_prone_turn_r + } + playerAnimType staff, stance crouch + { + both pb_staff_crouch_turn_r + } + playerAnimType staff + { + both pb_staff_stand_turn_r + } + // RPG + weaponclass rocketlauncher, stance prone + { + both pb_rpg_prone_turn90R + } + weaponclass rocketlauncher, stance crouch + { + both pb_rpg_crouch_turn90R + } + weaponclass rocketlauncher + { + both pb_rpg_stand_turn90R + } + // GRENADE + weaponclass grenade, playerAnimType grenadeonly, stance prone + { + both pb_grenade_prone_turn_90right grenadeAnim + } + weaponclass grenade, playerAnimType grenadeonly, stance crouch + { + both pb_grenade_crouchturn_90right grenadeAnim + } + weaponclass grenade, playerAnimType grenadeonly + { + both pb_grenade_turn_90right grenadeAnim + } + // PISTOL + weaponclass pistol AND pistol_spread, stance prone + { + both pb_pistol_prone_turn_90right + } + weaponclass pistol AND pistol_spread, stance crouch + { + both pb_pistol_crouchturn_90right + } + weaponclass pistol AND pistol_spread + { + both pb_pistol_turn_90right + } + // DEFAULT + stance prone + { + both pb_prone_turn_90right + } + stance crouch + { + both pb_crouchturn_90right + } + perk female + { + both pb_fem_rifle_stand_turn_90right + } + default + { + both pb_turn_90right + } + } + turnleft + { + // TURNED + playerAnimType turned + { + both pb_zombie_stand_turn_l90 + } + // LAST STAND + perk laststand + { + both pb_laststand_turn_l90 + } + // NONE + playerAnimType briefcase, stance prone + { + both pb_briefcase_prone_turn_l90 + } + playerAnimType briefcase, stance crouch + { + both pb_briefcase_crouch_turn_l90 + } + playerAnimType briefcase + { + both pb_briefcase_stand_turn_l90 + } + playerAnimType zipline + { + both pb_zipline_loop + } + // RIOTSHIELD + playerAnimType riotshield, stance crouch + { + both pb_riotshield_crouch_turn_90l + } + playerAnimType riotshield + { + both pb_riotshield_stand_turn_90l + } + // HOLD + playerAnimType hold, stance prone + { + both pb_hold_prone_turn_90left grenadeAnim + } + playerAnimType hold, stance crouch + { + both pb_hold_crouchturn_90left grenadeAnim + } + playerAnimType hold + { + both pb_hold_turn_90left grenadeAnim + } + // RADIO + playerAnimType radio + { + torso p_zombie_perkacola_drink weaponTimeScale blendOutTime 48 + } + // TABLET + playerAnimType tablet, stance prone + { + torso pt_bowie_prone_putaway + } + playerAnimType tablet, stance crouch + { + torso pt_bowie_crouch_putaway + } + playerAnimType tablet + { + torso pt_bowie_stand_putaway + } + // TABLET +// playerAnimType tablet, stance prone +// { +// both pb_tablet_prone_idle +// } +// playerAnimType tablet, stance crouch +// { +// both pb_tablet_crouch_idle +// } +// playerAnimType tablet +// { +// both pb_tablet_stand_idle +// } + // REMOTE CONTROL +// playerAnimType remotecontrol, stance prone +// { +// both pb_rc_prone_idle +// } +// playerAnimType remotecontrol, stance crouch +// { +// both pb_rc_crouch_idle +// } +// playerAnimType remotecontrol +// { +// both pb_rc_stand_idle +// } + // DUAL WIELD + playerAnimType dualwield AND ballisticknife, stance prone + { + both pb_dw_prone_turn_90left + } + playerAnimType dualwield AND ballisticknife, stance crouch + { + both pb_dw_crouchturn_90left + } + playerAnimType dualwield AND ballisticknife + { + both pb_dw_turn_90left + } + // SINGLE KNIFE + playerAnimType singleknife AND none, stance prone + { + both pb_knife_prone_turn_90left + } + playerAnimType singleknife AND none, stance crouch + { + both pb_knife_crouch_turn_90left + } + playerAnimType singleknife AND none + { + both pb_knife_stand_turn_90left + } + // MINIGUN + playerAnimType minigun, stance crouch + { + both pb_minigun_crouch_turn_90left + } + playerAnimType minigun + { + both pb_minigun_stand_turn_90left + } + // STAFF + playerAnimType staff, stance prone + { + both pb_staff_prone_turn_l + } + playerAnimType staff, stance crouch + { + both pb_staff_crouch_turn_l + } + playerAnimType staff + { + both pb_staff_stand_turn_l + } + // RPG + weaponclass rocketlauncher, stance prone + { + both pb_rpg_prone_turn90L + } + weaponclass rocketlauncher, stance crouch + { + both pb_rpg_crouch_turn90L + } + weaponclass rocketlauncher + { + both pb_rpg_stand_turn90L + } + // GRENADE + weaponclass grenade, playerAnimType grenadeonly, stance prone + { + both pb_grenade_prone_turn_90left grenadeAnim + } + weaponclass grenade, playerAnimType grenadeonly, stance crouch + { + both pb_grenade_crouchturn_90left grenadeAnim + } + weaponclass grenade, playerAnimType grenadeonly + { + both pb_grenade_turn_90left grenadeAnim + } + // PISTOL + weaponclass pistol AND pistol_spread, stance prone + { + both pb_pistol_prone_turn_90left + } + weaponclass pistol AND pistol_spread, stance crouch + { + both pb_pistol_crouchturn_90left + } + weaponclass pistol AND pistol_spread + { + both pb_pistol_turn_90left + } + // DEFAULT + stance prone + { + both pb_prone_turn_90left + } + stance crouch + { + both pb_crouchturn_90left + } + perk female + { + both pb_fem_rifle_stand_turn_90left + } + default + { + both pb_turn_90left + } + } + + //========== + // PI - DAY : Mantle animations + mantle_up_57 + { + //perk fastmantle + //{ + // both mp_mantle_up_57_fast animrate 2.5 + //} + // DEFAULT + default + { + both mp_mantle_up_57 + } + } + mantle_up_51 + { + //perk fastmantle + //{ + // both mp_mantle_up_51_fast animrate 2.5 + //} + // DEFAULT + default + { + both mp_mantle_up_51 + } + } + mantle_up_45 + { + //perk fastmantle + //{ + // both mp_mantle_up_45_fast animrate 2.5 + //} + // DEFAULT + default + { + both mp_mantle_up_45 + } + } + mantle_up_39 + { + //perk fastmantle + //{ + // both mp_mantle_up_39_fast animrate 2.5 + //} + // DEFAULT + default + { + both mp_mantle_up_39 + } + } + mantle_up_33 + { + //perk fastmantle + //{ + // both mp_mantle_up_33_fast animrate 2.5 + //} + // DEFAULT + default + { + both mp_mantle_up_33 + } + } + mantle_up_27 + { + //perk fastmantle + //{ + // legs mp_mantle_up_27_fast animrate 2.5 + //} + // DEFAULT + default + { + legs mp_mantle_up_27 + } + } + mantle_up_21 + { + //perk fastmantle + //{ + // legs mp_mantle_up_21_fast animrate 2.5 + //} + // DEFAULT + default + { + legs mp_mantle_up_21 + } + } + mantle_over_high + { + //perk fastmantle + //{ + // both mp_mantle_over_high_fast animrate 2.5 + //} + // DEFAULT + default + { + both mp_mantle_over_high + } + } + mantle_over_mid + { + //perk fastmantle + //{ + // both mp_mantle_over_mid_fast animrate 2.5 + //} + // DEFAULT + default + { + both mp_mantle_over_mid + } + } + mantle_over_low + { + //perk fastmantle + //{ + // legs mp_mantle_over_low_fast animrate 2.5 + //} + // DEFAULT + default + { + legs mp_mantle_over_low + } + } + + dtp_move + { + // HOLD + playerAnimType hold + { + both pb_hold_dive_prone grenadeAnim animrate 1 + } + // DUALWIELD + playerAnimType dualwield AND ballisticknife + { + both pb_dw_dive_prone animrate 1 + } + // STAFF + playerAnimType staff + { + both pb_staff_dive2prone animrate 1 + } + // PISTOL + weaponclass pistol AND pistol_spread + { + both pb_dive_prone_pistol animrate 1 + } + // RPG + weaponclass rocketlauncher + { + both pb_rpg_dive_prone + } + // GRENADE + weaponclass grenade, playerAnimType grenadeonly + { + both pb_grenade_dive_prone animrate 1 + } + // DEFAULT + default + { + both pb_dive_prone animrate 1 + } + } + + slide_move + { + // DEFAULT + direction left + { + both pb_terrain_slide + } + direction right + { + both pb_terrain_slide + } + default + { + both pb_terrain_slide + } + } + +} + +//========================================================================== +// EVENTS +// +// format: +// +// +// { +// [DEFAULT / [], ...] +// { +// [sound ] +// [sound ] +// ... +// } +// } +// +// legend: +// +// : pain, death, fireweapon, jump, jumpbk, land, dropweapon, +// raiseweapon, reload, crouch_to_prone, shellshock +// prone_to_crouch, meleeattack +// +// NOTE: for gameplay anims (weapons firing, reload, etc) that show no legs movement +// only the torso should animation from here, leave the legs doing what their +// locomotive anims want them to do +// + +EVENTS + +fireweapon +{ + // TURNED + playerAnimType turned + { + torso pt_zombie_attack_right + } + playerAnimType riotshield, stance crouch + { + torso pt_riotshield_crouch_deploy_fire + } + playerAnimType riotshield + { + torso pt_riotshield_stand_deploy_fire + } + // LASTSTAND + perk laststand + { + torso pt_laststand_fire + } + // REVIVER + playerAnimType reviver + { + torso p_revive_reviving + } + // DUAL WIELD + playerAnimType dualwield, movestatus moving + { + // play no animations to prevent blend problems + } + playerAnimType dualwield, stance prone + { + torso pt_prone_dw_botharms_fire + } + playerAnimType dualwield, stance crouch + { + torso pt_crouch_dw_botharms_fire + } + playerAnimType dualwield + { + torso pt_dw_botharms_fire + } + // M1216 + playerAnimType g11, weaponclass spread, stance stand + { + torso pt_m1216_stand_fire + } + // HOLD + playerAnimType hold, stance prone + { + torso pt_hold_prone_throw grenadeAnim + } + playerAnimType hold + { + torso pt_hold_throw grenadeAnim + } + // SNIPER - NEEDS INVESTIGATION! + playerAnimType sniper_fastads AND rearclipsniper_fastads, stance prone, weapon_position ads + { + torso pt_prone_ads_shoot_auto + } + playerAnimType sniper_fastads AND rearclipsniper_fastads, stance prone + { + torso pt_rifle_fire_prone + } + playerAnimType sniper_fastads AND rearclipsniper_fastads, movestatus moving + { + // Play no special firing animation + } + playerAnimType sniper_fastads AND rearclipsniper_fastads, stance crouch, weapon_position ads + { + torso pt_crouch_shoot_ads + } + playerAnimType sniper_fastads AND rearclipsniper_fastads, stance crouch + { + torso pt_crouch_shoot + } + playerAnimType sniper_fastads AND rearclipsniper_fastads, weapon_position ads + { + torso pt_rifle_fire_ads + } + playerAnimType sniper_fastads AND rearclipsniper_fastads + { + torso pt_rifle_fire + } + // CHINA LAKE + playerAnimType m203, stance prone + { + torso pt_prone_shoot_auto + } + playerAnimType m203 + { + torso pt_stand_shoot_shotgun + } + // NOPUMP + playerAnimType nopump, stance prone + { + torso pt_prone_shoot + } + playerAnimType nopump, movestatus moving + { + // No special animation + } + playerAnimType nopump, stance crouch, weapon_position ads + { + torso pt_crouch_shoot_ads + } + playerAnimType nopump, stance crouch + { + torso pt_crouch_shoot + } + playerAnimType nopump, weapon_position ads + { + torso pt_stand_shoot_ads + } + playerAnimType nopump + { + torso pt_stand_shoot + } + //BALLISTIC KNIFE + playerAnimType ballisticknife, stance prone + { + torso pt_b_knife_prone_fire + } + playerAnimType ballisticknife, stance crouch + { + torso pt_b_knife_crouch_fire + } + playerAnimType ballisticknife + { + torso pt_b_knife_stand_fire + } + // HATCHET + playerAnimType hatchet, stance prone + { + torso pt_tomahawk_prone_throw + } + playerAnimType hatchet, stance crouch + { + torso pt_tomahawk_crouch_throw + } + playerAnimType hatchet + { + torso pt_tomahawk_stand_throw + } + // SAIGA12 + playerAnimType other, weaponclass spread, stance prone, weapon_position ads + { + torso pt_prone_ads_shoot + } + playerAnimType other, weaponclass spread, stance prone + { + torso pt_prone_shoot + } + playerAnimType other, weaponclass spread, stance crouch, weapon_position ads + { + torso pt_crouch_shoot_ads + } + playerAnimType other, weaponclass spread, stance crouch + { + torso pt_crouch_shoot + } + playerAnimType other, weaponclass spread, weapon_position ads + { + torso pt_stand_shoot_ads + } + playerAnimType other, weaponclass spread + { + torso pt_stand_shoot + } + // OTHER + weaponclass spread, stance prone + { + torso pt_prone_shoot_auto + } + weaponclass spread + { + torso pt_stand_shoot_shotgun + } + // MINIGUN + playerAnimType minigun, movestatus moving + { + // Play no special firing animation + } + playerAnimType minigun, stance crouch + { + torso pt_minigun_crouch_fire blendTime 200 + } + playerAnimType minigun + { + torso pt_minigun_stand_fire blendTime 200 + } + // STAFF + playerAnimType staff, stance prone + { + torso pt_staff_prone_fire + } + playerAnimType staff, stance crouch + { + torso pt_staff_crouch_fire + } + playerAnimType staff + { + torso pt_staff_stand_fire + } + // PISTOLS + weaponclass pistol AND pistol_spread, stance prone, weapon_position ads + { + torso pt_prone_ads_shoot_pistol + } + weaponclass pistol AND pistol_spread, stance prone + { + torso pt_prone_shoot_pistol + } + weaponclass pistol AND pistol_spread, movestatus moving + { + // Play no special firing animation + } + weaponclass pistol AND pistol_spread, stance crouch, weapon_position ads + { + torso pt_crouch_shoot_ads_pistol + } + weaponclass pistol AND pistol_spread, stance crouch + { + torso pt_crouch_shoot_pistol + } + weaponclass pistol AND pistol_spread, weapon_position ads + { + torso pt_stand_shoot_ads_pistol + } + weaponclass pistol AND pistol_spread + { + torso pt_stand_shoot_pistol + } + // MG, SMG + weaponclass autofire, stance prone, weapon_position ads + { + torso pt_prone_ads_shoot_auto blendTime 200 duration 150 + } + weaponclass autofire, stance prone + { + torso pt_prone_shoot_auto blendTime 200 duration 150 + } + weaponclass autofire, movestatus moving + { + // Play no special firing animation + } + weaponclass autofire, stance crouch, weapon_position ads + { + torso pt_crouch_shoot_auto_ads blendTime 200 duration 150 + } + weaponclass autofire, stance crouch + { + torso pt_crouch_shoot_auto blendTime 200 duration 150 + } + weaponclass autofire, weapon_position ads + { + torso pt_stand_shoot_auto_ads blendTime 200 duration 150 + } + weaponclass autofire + { + torso pt_stand_shoot_auto duration 150 + } + // RPG (assume ads since you can't fire these from the hip) + weaponclass rocketlauncher, movestatus moving + { + // Play no special firing animation + } + weaponclass rocketlauncher, stance prone + { + torso pt_prone_shoot_RPG + } + weaponclass rocketlauncher, stance crouch + { + torso pt_stand_shoot_RPG + } + weaponclass rocketlauncher + { + torso pt_stand_shoot_RPG + } + // GRENADE + weaponclass grenade, stance prone, playerAnimType grenadeonly // All prone + { + torso pt_prone_grenade_throw grenadeAnim blendTime 133 + } + weaponclass grenade, stance crouch, playerAnimType grenadeonly // Crouch, moving + { + torso pt_crouch_grenade_throw grenadeAnim blendTime 133 + } + weaponclass grenade, playerAnimType grenadeonly // Stand, moving + { + torso pt_grenade_stand_throw blendtime 133 grenadeAnim weaponTimeScale + } + // DEFAULT + stance prone, weapon_position ads + { + torso pt_prone_ads_shoot + } + stance prone + { + torso pt_prone_shoot + } + movestatus moving + { + // Play no special firing animation + } + stance crouch, weapon_position ads + { + torso pt_crouch_shoot_ads + } + stance crouch + { + torso pt_crouch_shoot + } + weapon_position ads + { + torso pt_stand_shoot_ads + } + perk female + { + torso pt_fem_rifle_stand_fire + } + default + { + torso pt_stand_shoot + } +} + + +prone_to_crouch +{ + // NONE + nextPlayerAnimType briefcase + { + both pb_briefcase_prone2crouch allowMovementInterrupt + } + playerAnimType riotshield + { + both pb_riotshield_prone2crouch + } + // HOLD + nextPlayerAnimType hold, movestatus moving, direction backward + { + both pb_hold_prone2crouch grenadeAnim allowMovementInterrupt + } + nextPlayerAnimType hold, movestatus moving + { + both pb_hold_prone2crouchrun grenadeAnim duration 626 blendouttime 33 + } + nextPlayerAnimType hold + { + both pb_hold_prone2crouch grenadeAnim allowMovementInterrupt + } + // DUALWIELD + nextPlayerAnimType dualwield AND ballisticknife, movestatus moving, direction backward + { + both pb_dw_prone2crouch allowMovementInterrupt + } + nextPlayerAnimType dualwield AND ballisticknife, movestatus moving + { + both pb_dw_prone2crouchrun duration 626 blendouttime 33 + } + nextPlayerAnimType dualwield AND ballisticknife + { + both pb_dw_prone2crouch allowMovementInterrupt + } + // STAFF + nextPlayerAnimType staff, movestatus moving, direction backward + { + both pb_staff_prone2crouch allowMovementInterrupt + } + nextPlayerAnimType staff, movestatus moving + { + both pb_staff_prone2crouchrun duration 626 blendouttime 33 + } + nextPlayerAnimType staff + { + both pb_staff_prone2crouch allowMovementInterrupt + } + // RPG + nextWeaponclass rocketlauncher, movestatus stationary + { + both pb_rpg_prone2crouch allowMovementInterrupt + } + // GRENADE + nextWeaponclass grenade, playerAnimType grenadeonly, movestatus moving, direction backward + { + both pb_grenade_prone2crouch allowMovementInterrupt + } + nextWeaponclass grenade, playerAnimType grenadeonly , movestatus moving + { + both pb_grenade_prone2crouchrun duration 626 blendouttime 33 + } + nextWeaponclass grenade, playerAnimType grenadeonly + { + both pb_grenade_prone2crouch allowMovementInterrupt + } + // PISTOL + nextWeaponclass pistol AND pistol_spread, movestatus moving, direction backward + { + both pb_prone2crouch_pistol allowMovementInterrupt + } + nextWeaponclass pistol AND pistol_spread, movestatus moving + { + both pb_prone2crouchrun_pistol duration 626 blendouttime 33 + } + nextWeaponclass pistol AND pistol_spread + { + both pb_prone2crouch_pistol allowMovementInterrupt + } + // RIFLE + nextWeaponclass rifle, movestatus moving, direction backward + { + both pb_prone2crouchrun_back duration 700 blendouttime 67 + } + nextWeaponclass rifle, movestatus moving, direction right + { + both pb_prone2crouchrun_right duration 667 blendouttime 67 + } + nextWeaponclass rifle, movestatus moving, direction left + { + both pb_prone2crouchrun_left duration 467 blendouttime 67 + } + nextWeaponclass rifle, movestatus moving + { + both pb_prone2crouchrun duration 600 blendouttime 170 + } + nextWeaponclass rifle + { + both pb_prone2crouch allowMovementInterrupt + } + // HOLD + playerAnimType hold, movestatus moving, direction backward + { + both pb_hold_prone2crouch grenadeAnim allowMovementInterrupt + } + playerAnimType hold, movestatus moving + { + both pb_hold_prone2crouchrun grenadeAnim duration 626 blendouttime 33 + } + playerAnimType hold + { + both pb_hold_prone2crouch grenadeAnim allowMovementInterrupt + } + // DUALWIELD + playerAnimType dualwield AND ballisticknife, movestatus moving, direction backward + { + both pb_dw_prone2crouch allowMovementInterrupt + } + playerAnimType dualwield AND ballisticknife, movestatus moving + { + both pb_dw_prone2crouchrun duration 626 blendouttime 33 + } + playerAnimType dualwield AND ballisticknife + { + both pb_dw_prone2crouch allowMovementInterrupt + } + // SINGLE KNIFE + playerAnimType singleknife AND none, movestatus moving, direction backward + { + both pb_knife_prone2crouch allowMovementInterrupt + } + playerAnimType singleknife AND none, movestatus moving + { + both pb_knife_prone2crouchrun duration 626 blendouttime 33 + } + playerAnimType singleknife AND none + { + both pb_knife_prone2crouch allowMovementInterrupt + } + // STAFF + playerAnimType staff + { + both pb_staff_prone2crouch allowMovementInterrupt + } + // RPG + weaponclass rocketlauncher, movestatus stationary + { + both pb_rpg_prone2crouch allowMovementInterrupt + } + // GRENADE + weaponclass grenade, playerAnimType grenadeonly, movestatus moving, direction backward + { + both pb_grenade_prone2crouch allowMovementInterrupt + } + weaponclass grenade, playerAnimType grenadeonly , movestatus moving + { + both pb_grenade_prone2crouchrun duration 626 blendouttime 33 + } + weaponclass grenade, playerAnimType grenadeonly + { + both pb_grenade_prone2crouch allowMovementInterrupt + } + // PISTOL + weaponclass pistol AND pistol_spread, movestatus moving, direction backward + { + both pb_prone2crouch_pistol allowMovementInterrupt + } + weaponclass pistol AND pistol_spread, movestatus moving + { + both pb_prone2crouchrun_pistol duration 626 blendouttime 33 + } + weaponclass pistol AND pistol_spread + { + both pb_prone2crouch_pistol allowMovementInterrupt + } + // DEFAULT + movestatus moving, direction backward + { + both pb_prone2crouchrun_back duration 700 blendouttime 67 + } + movestatus moving, direction right + { + both pb_prone2crouchrun_right duration 667 blendouttime 67 + } + movestatus moving, direction left + { + both pb_prone2crouchrun_left duration 467 blendouttime 67 + } + movestatus moving + { + both pb_prone2crouchrun duration 600 blendouttime 170 + } + default + { + both pb_prone2crouch allowMovementInterrupt + } +} + +prone_to_stand +{ + // HOLD + nextPlayerAnimType hold, movestatus moving + { + both pb_hold_prone2sprint grenadeAnim blendouttime 33 + } + nextPlayerAnimType hold + { + both pb_hold_prone2stand grenadeAnim allowMovementInterrupt + } + // DUALWIELD + nextPlayerAnimType dualwield AND ballisticknife, movestatus moving + { + both pb_dw_prone2sprint blendouttime 33 + } + nextPlayerAnimType dualwield AND ballisticknife + { + both pb_dw_prone2stand allowMovementInterrupt + } + // SINGLE KNIFE + nextPlayerAnimType singleknife AND none, movestatus moving + { + both pb_knife_prone2sprint blendouttime 33 + } + nextPlayerAnimType singleknife AND none + { + both pb_knife_prone2stand allowMovementInterrupt + } + // STAFF + nextPlayerAnimType staff, movestatus moving + { + both pb_staff_prone2run + } + nextPlayerAnimType staff + { + both pb_staff_prone2stand allowMovementInterrupt + } + // GRENADE + nextWeaponclass grenade, playerAnimType grenadeonly, movestatus moving + { + both pb_grenade_prone2sprint blendouttime 33 + } + nextWeaponclass grenade, playerAnimType grenadeonly + { + both pb_grenade_prone2stand allowMovementInterrupt + } + movestatus moving, direction backward + { + both pb_prone2crouchrun_back duration 700 blendouttime 67 + } + // PISTOL + nextWeaponclass pistol AND pistol_spread, movestatus moving + { + both pb_prone2sprint_pistol blendouttime 33 + } + nextWeaponclass pistol AND pistol_spread + { + both pb_prone2stand_pistol allowMovementInterrupt + } + // RIFLE + nextWeaponclass rifle, movestatus moving + { + both pb_prone2sprint blendouttime 33 + } + nextWeaponclass rifle + { + both pb_prone2stand allowMovementInterrupt + } + + // HOLD + playerAnimType hold, movestatus moving + { + both pb_hold_prone2sprint grenadeAnim blendouttime 33 + } + playerAnimType hold + { + both pb_hold_prone2stand grenadeAnim allowMovementInterrupt + } + // DUALWIELD + playerAnimType dualwield AND ballisticknife, movestatus moving + { + both pb_dw_prone2sprint blendouttime 33 + } + playerAnimType dualwield AND ballisticknife + { + both pb_dw_prone2stand allowMovementInterrupt + } + // SINGLE KNIFE + playerAnimType singleknife AND none, movestatus moving + { + both pb_knife_prone2sprint blendouttime 33 + } + playerAnimType singleknife AND none + { + both pb_knife_prone2stand allowMovementInterrupt + } + // STAFF + playerAnimType staff, movestatus moving + { + both pb_staff_prone2sprint + } + playerAnimType staff + { + both pb_staff_prone2stand allowMovementInterrupt + } + // GRENADE + weaponclass grenade, playerAnimType grenadeonly, movestatus moving + { + both pb_grenade_prone2sprint blendouttime 33 + } + weaponclass grenade, playerAnimType grenadeonly + { + both pb_grenade_prone2stand allowMovementInterrupt + } + movestatus moving, direction backward + { + both pb_prone2crouchrun_back duration 700 blendouttime 67 + } + // PISTOL + weaponclass pistol AND pistol_spread, movestatus moving + { + both pb_prone2sprint_pistol blendouttime 33 + } + weaponclass pistol AND pistol_spread + { + both pb_prone2stand_pistol allowMovementInterrupt + } + // DEFAULT + movestatus moving + { + both pb_prone2sprint blendouttime 33 + } + default + { + both pb_prone2stand allowMovementInterrupt + } +} + +prone_to_sprint +{ + // HOLD + nextPlayerAnimType hold + { + both pb_hold_prone2sprint grenadeAnim blendouttime 33 + } + // DUALWIELD + nextPlayerAnimType dualwield AND ballisticknife + { + both pb_dw_prone2sprint blendouttime 33 + } + // SINGLE KNIFE + nextPlayerAnimType singleknife AND none + { + both pb_knife_prone2sprint blendouttime 33 + } + // STAFF + nextPlayerAnimType staff + { + both pb_staff_prone2run blendouttime 33 + } + // GRENADE + nextWeaponclass grenade, playerAnimType grenadeonly + { + both pb_grenade_prone2sprint blendouttime 33 + } + // PISTOL + nextWeaponclass pistol AND pistol_spread + { + both pb_prone2sprint_pistol blendouttime 33 + } + // RIFLE + nextWeaponclass rifle + { + both pb_prone2sprint blendouttime 33 + } + // HOLD + playerAnimType hold + { + both pb_hold_prone2sprint grenadeAnim blendouttime 33 + } + // DUALWIELD + playerAnimType dualwield AND ballisticknife + { + both pb_dw_prone2sprint blendouttime 33 + } + // SINGLE KNIFE + playerAnimType singleknife AND none + { + both pb_knife_prone2sprint blendouttime 33 + } + // STAFF + playerAnimType staff + { + both pb_staff_prone2run blendouttime 33 + } + // GRENADE + weaponclass grenade, playerAnimType grenadeonly + { + both pb_grenade_prone2sprint blendouttime 33 + } + // PISTOL + weaponclass pistol AND pistol_spread + { + both pb_prone2sprint_pistol blendouttime 33 + } + // DEFAULT + default + { + both pb_prone2sprint blendouttime 33 + } +} + +crouch_to_prone +{ + // NONE + nextPlayerAnimType briefcase + { + both pb_briefcase_crouch2prone + } + // HOLD + nextPlayerAnimType hold + { + both pb_hold_crouch2prone grenadeAnim + } + // DUAL WIELD + nextPlayerAnimType dualwield AND ballisticknife + { + both pb_dw_crouch2prone + } + // SINGLE KNIFE + nextPlayerAnimType singleknife AND none + { + both pb_knife_crouch2prone + } + // STAFF + nextPlayerAnimType staff + { + both pb_staff_crouch2prone + } + // RPG + nextWeaponclass rocketlauncher + { + both pb_rpg_crouch2prone + } + // GRENADE + nextWeaponclass grenade, playerAnimType grenadeonly + { + both pb_grenade_crouch2prone + } + // PISTOL + nextWeaponclass pistol AND pistol_spread + { + both pb_crouch2prone_pistol + } + // DEFAULT + nextWeaponclass rifle + { + both pb_crouch2prone + } + // HOLD + playerAnimType hold + { + both pb_hold_crouch2prone grenadeAnim + } + // DUAL WIELD + playerAnimType dualwield AND ballisticknife + { + both pb_dw_crouch2prone + } + // SINGLE KNIFE + playerAnimType singleknife AND none + { + both pb_knife_crouch2prone + } + // STAFF + playerAnimType staff + { + both pb_staff_crouch2prone + } + // RPG + weaponclass rocketlauncher + { + both pb_rpg_crouch2prone + } + // GRENADE + weaponclass grenade, playerAnimType grenadeonly + { + both pb_grenade_crouch2prone + } + // PISTOL + weaponclass pistol AND pistol_spread + { + both pb_crouch2prone_pistol + } + // DEFAULT + default + { + both pb_crouch2prone + } +} + +crouch_to_stand +{ + default + { + // No Animation + } +} + +stand_to_crouch +{ + default + { + // No Animation + } +} + +stand_to_laststand +{ + perk turned + { + both pb_zombie_death_v1 + both pb_zombie_death_v2 + } + default + { + both pb_stand2laststand + } +} + +crouch_to_laststand +{ + default + { + both pb_crouch2laststand + } +} + +prone_to_laststand +{ + default + { + both pb_prone2laststand + } +} + +laststand_to_stand +{ + default + { + both pb_laststand2stand blendOutTime 200 + } +} + +laststand_to_crouch +{ + default + { + both pb_laststand2crouch + } +} + +laststand_to_prone +{ + default + { + both pb_laststand2prone + } +} + +meleeattack +{ + // TURNED + playerAnimType turned + { + torso pt_zombie_attack_right + } + // GRENADE + weaponclass grenade, stance prone + { + torso pt_grenade_prone_melee_swipe + } + weaponclass grenade, stance crouch + { + torso pt_grenade_crouch_melee_swipe + } + weaponclass grenade + { + torso pt_grenade_stand_melee_swipe + } + + // PISTOL, GRENADE + weaponclass pistol AND pistol_spread AND grenade, stance prone, playerAnimType grenadeonly + { + torso pt_melee_prone_pistol + } + weaponclass pistol AND pistol_spread AND grenade + { + torso pt_melee_pistol_1 duration 400 + torso pt_melee_pistol_2 duration 350 + torso pt_melee_pistol_3 duration 550 + torso pt_melee_pistol_4 duration 400 + } + playerAnimType riotshield + { + torso pt_riotshield_melee + } + // DEFAULT + stance prone + { + torso pt_melee_prone + } + stance crouch + { + torso pt_melee_crouch_left2left + torso pt_melee_crouch_left2right + torso pt_melee_crouch_right2left + } + perk female + { + torso pt_fem_rifle_stand_knife_swipe + } + default + { + torso pt_melee_right2right_1 duration 400 + torso pt_melee_right2right_2 duration 400 + torso pt_melee_right2left duration 300 + torso pt_melee_left2left_1 duration 400 + torso pt_melee_left2right duration 300 + } +} + +meleeleft +{ + // TURNED + playerAnimType turned + { + torso pt_zombie_attack_left + } + // DEFAULT + stance prone + { + torso pt_melee_prone + } + stance crouch + { + torso pt_melee_crouch_left2left + torso pt_melee_crouch_left2right + torso pt_melee_crouch_right2left + } + default + { + torso pt_melee_right2right_1 duration 400 + torso pt_melee_right2right_2 duration 400 + torso pt_melee_right2left duration 300 + torso pt_melee_left2left_1 duration 400 + torso pt_melee_left2right duration 300 + } +} + +knife_melee +{ + + // ONE INCH PUNCH + perk oneinchpunch, playerAnimType hold, stance stand + { + torso pt_one_inch_punch_stand_hold + } + perk oneinchpunch, playerAnimType staff, stance stand + { + torso pt_one_inch_punch_stand_staff + } + perk oneinchpunch, stance stand + { + torso pt_one_inch_punch_stand + } + // TURNED + playerAnimType turned + { + torso pt_zombie_attack_right + } + // LASTSTAND + perk laststand + { + torso p_revive_down_melee_swipe + } + // GRENADE + weaponclass grenade, stance prone + { + torso pt_grenade_prone_melee_swipe + } + weaponclass grenade, stance crouch + { + torso pt_grenade_crouch_melee_swipe + } + weaponclass grenade + { + torso pt_grenade_stand_melee_swipe + } + // HOLD + // *** LDS - NEED TO ADD PRONE ANIMS FOR HOLD WEAPONS + playerAnimType hold, stance prone + { + torso pt_hold_melee_prone grenadeAnim + } + playerAnimType hold + { + torso pt_melee_hold_1 grenadeAnim + } + // BALLISTIC KNIFE + playerAnimType ballisticknife, stance prone + { + torso pt_b_knife_prone_melee + } + playerAnimType ballisticknife, stance crouch + { + torso pt_b_knife_crouch_melee + } + playerAnimType ballisticknife + { + torso pt_b_knife_stand_melee + } + // SINGLE KNIFE + playerAnimType singleknife, stance prone + { + torso pt_knife_prone_melee_swipe + } + playerAnimType singleknife, stance crouch + { + torso pt_knife_crouch_melee_swipe + } + playerAnimType singleknife + { + torso pt_knife_stand_melee_swipe + } + // DUALWIELD + playerAnimType dualwield, stance prone + { + torso pt_dw_prone_melee + } + playerAnimType dualwield + { + torso pt_dw_stand_melee_swipe blendTime 17 blendOutTime 17 + } + // STAFF + playerAnimType staff, stance prone + { + torso pt_staff_prone_melee + } + playerAnimType staff, stance crouch + { + torso pt_staff_crouch_melee + } + playerAnimType staff + { + torso pt_staff_stand_melee + } + // RPG + weaponclass rocketlauncher, stance prone + { + torso p_knife_prone_bazooka_swipe + } + weaponclass rocketlauncher, stance crouch + { + torso p_knife_crouch_bazooka_swipe + } + weaponclass rocketlauncher + { + torso p_knife_stand_bazooka_swipe + } + // PISTOL + weaponclass pistol AND pistol_spread, stance prone + { + torso p_knife_prone_pistol_swipe + } + weaponclass pistol AND pistol_spread, stance crouch + { + torso p_knife_crouch_pistol_swipe + } + weaponclass pistol AND pistol_spread + { + torso p_knife_stand_pistol_swipe + } + // DEFAULT + stance prone + { + torso p_knife_prone_rifle_swipe + } + stance crouch + { + torso p_knife_crouch_rifle_swipe + } + perk female + { + torso pt_fem_rifle_stand_knife_swipe + } + default + { + torso p_knife_stand_rifle_swipe + } +} + +knife_melee_charge +{ + // ONE INCH PUNCH + perk oneinchpunch, playerAnimType hold, stance stand + { + both pb_one_inch_punch_charge_hold + } + perk oneinchpunch, playerAnimType staff, stance stand + { + both pb_one_inch_punch_charge_staff + } + perk oneinchpunch, stance stand + { + both pb_one_inch_punch_charge + } + // TURNED + playerAnimType turned + { + torso pt_zombie_attack_right + } + // HOLD + playerAnimType hold, stance prone + { + torso pt_hold_melee_prone grenadeAnim + } + playerAnimType hold + { + torso pt_melee_hold_2 grenadeAnim + } + // DUALWIELD + playerAnimType dualwield AND ballisticknife, stance prone + { + torso pt_dw_prone_melee + } + playerAnimType dualwield AND ballisticknife + { + torso pt_dw_stand_melee_stick + } + // SINGLE KNIFE + playerAnimType singleknife, stance prone + { + torso pt_knife_prone_melee_thrust + } + playerAnimType singleknife, stance crouch + { + torso pt_knife_crouch_melee_thrust + } + playerAnimType singleknife + { + torso pt_knife_stand_melee_thrust + } + // STAFF + playerAnimType staff, stance prone + { + torso pt_staff_prone_melee_charge + } + playerAnimType staff, stance crouch + { + torso pt_staff_crouch_melee_charge + } + playerAnimType staff + { + torso pt_staff_stand_melee_charge + } + // RPG + weaponclass rocketlauncher, stance prone + { + torso p_knife_prone_bazooka + } + weaponclass rocketlauncher, stance crouch + { + torso p_knife_crouch_bazooka + } + weaponclass rocketlauncher + { + torso p_knife_stand_bazooka + } + // PISTOL + weaponclass pistol AND pistol_spread, stance prone + { + torso p_knife_prone_pistol + } + weaponclass pistol AND pistol_spread, stance crouch + { + torso p_knife_crouch_pistol + } + weaponclass pistol AND pistol_spread + { + torso p_knife_stand_pistol + } + // DEFAULT + stance prone + { + torso p_knife_prone_rifle + } + stance crouch + { + torso p_knife_crouch_rifle + } + default + { + torso p_knife_stand_rifle + } +} + +dropweapon +{ + riotshieldnext + { + torso pt_putaway2shield_raise weaponTimeScale + } + // RIOTSHIELD + playerAnimType riotshield, stance crouch + { + torso pt_riotshield_crouch_putaway weaponTimeScale + } + playerAnimType riotshield + { + torso pt_riotshield_stand_putaway weaponTimeScale + } + // HOLD + stance prone, playerAnimType hold + { + torso pt_satchel_prone_putaway grenadeAnim weaponTimeScale + } + playerAnimType hold + { + torso pt_satchel_stand_putaway grenadeAnim weaponTimeScale + } + // DUALWIELD + playerAnimType dualwield AND ballisticknife, stance prone + { + torso pt_prone_dw_putaway weaponTimeScale + } + playerAnimType dualwield AND ballisticknife, stance crouch + { + torso pt_crouch_dw_putaway weaponTimeScale + } + playerAnimType dualwield AND ballisticknife + { + torso pt_dw_full_putaway weaponTimeScale + } + // SINGLE KNIFE + playerAnimType singleknife AND none, stance prone + { + torso pt_knife_prone_putaway weaponTimeScale + } + playerAnimType singleknife AND none, stance crouch + { + torso pt_knife_crouch_putaway weaponTimeScale + } + playerAnimType singleknife AND none + { + torso pt_knife_stand_putaway weaponTimeScale + } + // BRIEFCASE BOMB + playerAnimType briefcase, stance prone + { + torso pt_rc_prone_putaway weaponTimeScale + } + playerAnimType briefcase, stance crouch + { + torso pt_rc_crouch_putaway weaponTimeScale + } + playerAnimType briefcase + { + torso pt_rc_stand_putaway weaponTimeScale + } + // MINIGUN + playerAnimType minigun, stance crouch + { + torso pt_minigun_crouch_putaway weaponTimeScale + } + playerAnimType minigun + { + torso pt_minigun_stand_putaway weaponTimeScale + } + // REMOTE CONTROL +// playerAnimType remotecontrol, stance prone +// { +// torso pt_rc_prone_putaway weaponTimeScale +// } +// playerAnimType remotecontrol, stance crouch +// { +// torso pt_rc_crouch_putaway weaponTimeScale +// } +// playerAnimType remotecontrol +// { +// torso pt_rc_stand_putaway weaponTimeScale +// } + // RADIO + playerAnimType radio, stance prone + { + torso pt_radio_prone_putaway weaponTimeScale blendOutTime 48 + } + playerAnimType radio, stance crouch + { + torso pt_radio_crouch_putaway weaponTimeScale blendOutTime 48 + } + playerAnimType radio + { + torso pt_radio_stand_putaway weaponTimeScale blendOutTime 48 + } + // TABLET + playerAnimType tablet, stance prone + { + torso pt_tablet_prone_putaway weaponTimeScale blendOutTime 48 + } + playerAnimType tablet, stance crouch + { + torso pt_tablet_crouch_putaway weaponTimeScale blendOutTime 48 + } + playerAnimType tablet + { + torso pt_tablet_stand_putaway weaponTimeScale blendOutTime 48 + } + // ZIPLINE + playerAnimType zipline + { + torso pb_zipline_release + } + // STAFF + playerAnimType staff, stance prone + { + torso pt_staff_prone_putaway weaponTimeScale + } + playerAnimType staff, stance crouch + { + torso pt_staff_crouch_putaway weaponTimeScale + } + playerAnimType staff + { + torso pt_staff_stand_putaway weaponTimeScale + } + // RPG + weaponclass rocketlauncher, stance prone + { + torso pt_rpg_prone_putaway weaponTimeScale + } + weaponclass rocketlauncher + { + torso pt_rpg_stand_putaway weaponTimeScale + } + // PISTOL + weaponclass pistol AND pistol_spread, stance prone + { + torso pt_pistol_prone_putaway weaponTimeScale + } + weaponclass pistol AND pistol_spread, stance crouch + { + torso pt_pistol_crouch_putaway weaponTimeScale + } + weaponclass pistol AND pistol_spread + { + torso pt_pistol_stand_putaway weaponTimeScale + } + // DEFAULT + stance prone + { + torso pt_rifle_prone_putaway weaponTimeScale + } + stance crouch + { + torso pt_rifle_crouch_putaway weaponTimeScale + } + default + { + torso pt_rifle_stand_putaway weaponTimeScale + } +} + +raiseweapon +{ + // RIOTSHIELD + playerAnimType riotshield, stance crouch + { + torso pt_riotshield_crouch_raise weaponTimeScale + } + playerAnimType riotshield + { + torso pt_riotshield_stand_raise weaponTimeScale + } + // HOLD + playerAnimType hold, stance prone + { + torso pt_satchel_prone_raise grenadeAnim weaponTimeScale blendTime 125 + } + playerAnimType hold + { + torso pt_satchel_stand_raise grenadeAnim weaponTimeScale blendTime 125 + } + // DUALWIELD + playerAnimType dualwield AND ballisticknife, stance prone + { + torso pt_prone_dw_raise weaponTimeScale + } + playerAnimType dualwield AND ballisticknife, stance crouch + { + torso pt_crouch_dw_raise weaponTimeScale + } + playerAnimType dualwield AND ballisticknife + { + torso pt_dw_full_pullout weaponTimeScale + } + // SINGLE KNIFE + playerAnimType singleknife AND none, stance prone + { + torso pt_knife_prone_raise weaponTimeScale + } + playerAnimType singleknife AND none, stance crouch + { + torso pt_knife_crouch_raise weaponTimeScale + } + playerAnimType singleknife AND none + { + torso pt_knife_stand_raise weaponTimeScale + } + // BRIEFCASE BOMB + playerAnimType briefcase, stance prone + { + } + playerAnimType briefcase, stance crouch + { + } + playerAnimType briefcase + { + } + // REVIVER + playerAnimType reviver + { + // No animation + } + // MINIGUN + playerAnimType minigun, stance crouch + { + torso pt_minigun_crouch_raise weaponTimeScale + } + playerAnimType minigun + { + torso pt_minigun_stand_raise weaponTimeScale + } + // REMOTE CONTROL +// playerAnimType remotecontrol, stance prone +// { +// torso pt_rc_prone_raise weaponTimeScale +// } +// playerAnimType remotecontrol, stance crouch +// { +// torso pt_rc_crouch_raise weaponTimeScale +// } +// playerAnimType remotecontrol +// { +// torso pt_rc_stand_raise weaponTimeScale +// } + // RADIO + playerAnimType radio + { + torso p_zombie_perkacola_drink + } + // TABLET + playerAnimType tablet, stance prone + { + torso pt_tablet_prone_raise weaponTimeScale blendTime 48 + } + playerAnimType tablet, stance crouch + { + torso pt_tablet_crouch_raise weaponTimeScale blendTime 48 + } + playerAnimType tablet + { + torso pt_tablet_stand_raise weaponTimeScale blendTime 48 + } + // HATCHET + playerAnimType hatchet, stance prone + { + torso pt_tomahawk_prone_pullout + } + playerAnimType hatchet, stance crouch + { + torso pt_tomahawk_crouch_pullout + } + playerAnimType hatchet + { + torso pt_tomahawk_stand_pullout + } + // ZIPLINE + playerAnimType zipline + { + torso pb_zipline_grab + } + // STAFF + playerAnimType staff, stance prone + { + torso pt_staff_prone_raise weaponTimeScale + } + playerAnimType staff, stance crouch + { + torso pt_staff_crouch_raise weaponTimeScale + } + playerAnimType staff + { + torso pt_staff_stand_raise weaponTimeScale + } + // RPG + weaponclass rocketlauncher, stance prone + { + torso pt_rpg_prone_raise weaponTimeScale + } + weaponclass rocketlauncher + { + torso pt_rpg_stand_raise weaponTimeScale + } + // PISTOL + weaponclass pistol AND pistol_spread, stance prone + { + torso pt_pistol_prone_raise weaponTimeScale + } + weaponclass pistol AND pistol_spread, stance crouch + { + torso pt_pistol_crouch_raise weaponTimeScale + } + weaponclass pistol AND pistol_spread + { + torso pt_pistol_stand_raise weaponTimeScale + } + // GRENADE + weaponclass grenade, playerAnimType grenadeonly, stance prone + { + torso pt_grenade_prone_prime grenadeAnim + } + weaponclass grenade, playerAnimType grenadeonly, stance crouch + { + torso pt_grenade_crouch_prime grenadeAnim + } + weaponclass grenade, playerAnimType grenadeonly + { + torso pt_grenade_stand_prime + } + // DEFAULT + stance prone + { + torso pt_rifle_prone_raise weaponTimeScale + } + stance crouch + { + torso pt_rifle_crouch_raise weaponTimeScale + } + perk female + { + torso pt_fem_rifle_stand_raise + } + default + { + torso pt_rifle_stand_raise weaponTimeScale + } +} + +//firstraiseweapon +//{ +// // RIOTSHIELD +// playerAnimType riotshield, stance stand +// { +// torso pt_riot_stand_firstraise weaponTimeScale +// } +// // DUALWIELD +// playerAnimType dualwield, stance stand +// { +// torso pt_dw_stand_firstraise weaponTimeScale +// } +// // BALLISTIC KNIFE +// playerAnimType ballisticknife, stance stand +// { +// torso pt_b_knife_stand_firstraise weaponTimeScale +// } +// // SINGLE KNIFE +// playerAnimType singleknife +// { +// torso pt_knife_stand_firstraise weaponTimeScale +// } +// playerAnimType minigun, stance stand +// { +// torso pt_minigun_stand_firstraise weaponTimeScale +// } +// weaponclass rocketlauncher, stance stand +// { +// torso pt_rpg_stand_firstraise weaponTimeScale +// } +// // REVOLVER +// weaponclass pistol_spread, stance stand +// { +// torso pt_judge_stand_firstraise +// } +// // PISTOL +// weaponclass pistol, stance stand +// { +// torso pt_pistol_stand_firstraise weaponTimeScale +// } +// // CROSSBOW +// playerAnimType crossbow, stance stand +// { +// torso pt_crossbow_stand_firstraise weaponTimeScale +// } +// // SHOTGUN +// weaponclass spread, stance stand +// { +// torso pt_shot_stand_firstraise weaponTimeScale +// } +// // SNIPER +// playerAnimType sniper_fastads, stance stand +// { +// torso pt_sniper_stand_firstraise weaponTimeScale +// } +// // LMG +// weaponclass mg, stance stand +// { +// torso pt_lmg_stand_firstraise weaponTimeScale +// } +// // SMG +// weaponclass smg, stance stand +// { +// torso pt_smg_stand_firstraise weaponTimeScale +// } +// // RIFLE +// weaponclass rifle, stance stand +// { +// torso pt_rifle_stand_firstraise weaponTimeScale +// } +// perk female +// { +// torso pt_fem_rifle_stand_firstraise +// } +// // DEFAULT +// default +// { +// } +//} + +reload +{ + // LASTSTAND + perk laststand + { + torso pt_laststand_reload + } + // BALLISTIC KNIFE + playerAnimType ballisticknife, stance prone + { + torso pt_b_knife_prone_reload + } + playerAnimType ballisticknife, stance crouch + { + torso pt_b_knife_crouch_reload + } + playerAnimType ballisticknife + { + torso pt_b_knife_stand_reload + } + // GRIMREAPER ANIM TYPE IS GRENADE LAUNCHER MULTI-NADE RELOAD + //playerAnimType grimreaper, stance prone + //{ + // torso pt_m202_prone_reload + //} + //playerAnimType grimreaper, stance crouch + //{ + // torso pt_m202_crouch_reload + //} + //playerAnimType grimreaper + //{ + // torso pt_m202_stand_reload + //} + // DUALWIELD + playerAnimType dualwield, stance prone + { + torso pt_prone_dw_botharms_reload + } + playerAnimType dualwield, stance crouch + { + torso pt_crouch_dw_botharms_reload + } + playerAnimType dualwield + { + torso pt_dw_botharms_reload + } + // CROSSBOW + playerAnimType crossbow, stance prone + { + torso pt_crossbow_prone_reload + } + playerAnimType crossbow, stance crouch + { + torso pt_crossbow_crouch_reload + } + playerAnimType crossbow + { + torso pt_crossbow_stand_reload + } + // MINIGUN + playerAnimType minigun, stance crouch + { + torso pt_minigun_crouch_reload + } + playerAnimType minigun + { + torso pt_minigun_stand_reload + } + // UNDERBARREL GRENADE LAUNCHER + playerAnimType m203, stance prone + { + torso pt_rifle_prone_reload_gl + } + playerAnimType m203, stance crouch + { + torso pt_rifle_crouch_reload_gl + } + playerAnimType m203 + { + torso pt_rifle_stand_reload_gl + } + // REARCLIP + playerAnimType rearclip AND rearclipsniper_fastads, stance prone + { + torso pt_rifle_prone_reload_rearclip + } + playerAnimType rearclip AND rearclipsniper_fastads, stance crouch + { + torso pt_rifle_crouch_reload_rearclip + } + playerAnimType rearclip AND rearclipsniper_fastads, perk female + { + torso pt_fem_rifle_stand_reload_rearclip + } + playerAnimType rearclip AND rearclipsniper_fastads + { + torso pt_rifle_stand_reload_rearclip + } + // HANDLECLIP + playerAnimType handleclip, stance prone + { + torso pt_rifle_prone_reload_handleclip + } + playerAnimType handleclip, stance crouch + { + torso pt_rifle_crouch_reload_handleclip + } + playerAnimType handleclip, perk female + { + torso pt_fem_rifle_stand_reload_handleclip + } + playerAnimType handleclip + { + torso pt_rifle_stand_reload_handleclip + } + // LMG + playerAnimType beltfed, stance prone + { + torso pt_lmg_prone_reload + } + playerAnimType beltfed, stance crouch + { + torso pt_lmg_crouch_reload + } + playerAnimType beltfed + { + torso pt_lmg_stand_reload + } + // M1216 + playerAnimType g11, weaponclass spread, stance prone + { + torso pt_m1216_prone_reload + } + playerAnimType g11, weaponclass spread, stance crouch + { + torso pt_m1216_crouch_reload + } + playerAnimType g11, weaponclass spread + { + torso pt_m1216_stand_reload + } + + // SAIGA + playerAnimType other, weaponclass spread, stance prone + { + torso pt_reload_prone_auto + } + playerAnimType other, weaponclass spread, stance crouch + { + torso pt_reload_crouch_rifle + } + playerAnimType other, weaponclass spread, perk female + { + torso pt_fem_rifle_stand_reload + } + playerAnimType other, weaponclass spread + { + torso pt_reload_stand_rifle + } + + // Judge + weaponclass pistol_spread, stance prone + { + torso pt_judge_prone_reload + } + weaponclass pistol_spread, stance crouch + { + torso pt_judge_crouch_reload + } + weaponclass pistol_spread + { + torso pt_judge_stand_reload + } + // M1216 + playerAnimType g11, weaponclass spread, stance prone + { + torso pt_m1216_prone_reload + } + playerAnimType g11, weaponclass spread, stance crouch + { + torso pt_m1216_crouch_reload + } + playerAnimType g11, weaponclass spread + { + torso pt_m1216_stand_reload + } + // G11 + playerAnimType g11, stance prone + { + torso pt_g11_prone_reload + } + playerAnimType g11, stance crouch + { + torso pt_g11_crouch_reload + } + playerAnimType g11 + { + torso pt_g11_stand_reload + } + // STAFF + playerAnimType staff + { + // No reload animation + } + // SMG + weaponclass smg, stance prone + { + torso pt_reload_prone_auto + } + weaponclass smg, movestatus stationary, stance crouch + { + torso pt_reload_stand_auto_mp40 + } + weaponclass smg, stance crouch + { + torso pt_reload_crouchwalk + } + weaponclass smg + { + torso pt_reload_stand_auto_mp40 + } + // MG + weaponclass mg, stance prone + { + torso pt_reload_prone_auto + } + weaponclass mg, movestatus stationary, stance crouch + { + torso pt_reload_crouch_rifle + } + weaponclass mg, stance crouch + { + torso pt_reload_crouchwalk + } + weaponclass mg + { + torso pt_reload_stand_auto + } + // PISTOL + weaponclass pistol AND pistol_spread, movestatus stationary, stance crouch + { + torso pt_reload_crouch_pistol + } + weaponclass pistol AND pistol_spread, stance crouch + { + torso pt_reload_crouchwalk_pistol + } + weaponclass pistol AND pistol_spread, stance prone + { + torso pt_reload_prone_pistol + } + weaponclass pistol AND pistol_spread + { + torso pt_reload_stand_pistol + } + // SPREAD + weaponclass spread, stance prone + { + torso pt_shot_prone_reload + } + weaponclass spread, stance crouch + { + torso pt_shot_crouch_reload + } + weaponclass spread + { + torso pt_shot_stand_reload + } + // RPG + weaponclass rocketlauncher, stance prone + { + torso pt_reload_prone_RPG + } + weaponclass rocketlauncher + { + torso pt_reload_stand_RPG + } + // DEFAULT + stance prone + { + torso pt_reload_prone_auto + } + movestatus stationary, stance crouch + { + torso pt_reload_crouch_rifle + } + stance crouch + { + torso pt_reload_crouch_rifle + } + perk female + { + torso pt_fem_rifle_stand_reload + } + default + { + torso pt_reload_stand_rifle + } +} + +run_to_idle +{ + // TURNED + playerAnimType turned + { + } + playerAnimType minigun, prevdirection backward + { + legs pb_minigun_stand_run_b_2_idle duration 5 blendtime 100 + } + playerAnimType minigun, prevdirection left + { + legs pb_minigun_stand_run_l_2_idle duration 5 blendtime 100 + } + playerAnimType minigun, prevdirection right + { + legs pb_minigun_stand_run_r_2_idle duration 5 blendtime 100 + } + playerAnimType minigun + { + legs pb_minigun_stand_run2idle duration 5 blendtime 100 + } + // STAFF + playerAnimType staff + { + // No animation + } + // GRENADES + weaponclass grenade, prevdirection backward + { + legs pb_grenade_stand_run_b_2_idle duration 5 blendtime 100 + } + weaponclass grenade, prevdirection left + { + legs pb_grenade_stand_run_l_2_idle duration 5 blendtime 100 + } + weaponclass grenade, prevdirection right + { + legs pb_grenade_stand_run_r_2_idle duration 5 blendtime 100 + } + weaponclass grenade + { + legs pb_grenade_stand_run2idle duration 5 blendtime 100 + } + playerAnimType hold, prevdirection backward + { + legs pb_hold_stand_run_b_2_idle grenadeAnim duration 5 blendtime 100 + } + playerAnimType hold, prevdirection left + { + legs pb_hold_stand_run_l_2_idle grenadeAnim duration 5 blendtime 100 + } + playerAnimType hold, prevdirection right + { + legs pb_hold_stand_run_r_2_idle grenadeAnim duration 5 blendtime 100 + } + playerAnimType hold + { + legs pb_hold_stand_run2idle grenadeAnim duration 5 blendtime 100 + } + playerAnimType singleknife AND none, prevdirection backward + { + legs pb_knife_stand_run_b_2_idle duration 5 blendtime 100 + } + playerAnimType singleknife AND none, prevdirection left + { + legs pb_knife_stand_run_l_2_idle duration 5 blendtime 100 + } + playerAnimType singleknife AND none, prevdirection right + { + legs pb_knife_stand_run_r_2_idle duration 5 blendtime 100 + } + playerAnimType singleknife AND none + { + legs pb_knife_stand_run2idle duration 5 blendtime 100 + } + playerAnimType dualwield AND ballisticknife, prevdirection backward + { + legs pb_dw_stand_run_b_2_idle duration 5 blendtime 100 + } + playerAnimType dualwield AND ballisticknife, prevdirection left + { + legs pb_dw_stand_run_l_2_idle duration 5 blendtime 100 + } + playerAnimType dualwield AND ballisticknife, prevdirection right + { + legs pb_dw_stand_run_r_2_idle duration 5 blendtime 100 + } + playerAnimType dualwield AND ballisticknife + { + legs pb_dw_stand_run2idle duration 5 blendtime 100 + } + playerAnimType riotshield, prevdirection backward + { + legs pb_riot_stand_run_b_2_idle duration 5 blendtime 100 + } + playerAnimType riotshield, prevdirection left + { + legs pb_riot_stand_run_l_2_idle duration 5 blendtime 100 + } + playerAnimType riotshield, prevdirection right + { + legs pb_riot_stand_run_r_2_idle duration 5 blendtime 100 + } + playerAnimType riotshield + { + legs pb_riot_stand_run2idle duration 5 blendtime 100 + } + weaponclass rocketlauncher, prevdirection backward + { + legs pb_rpg_stand_run_b_2_idle duration 5 blendtime 100 + } + weaponclass rocketlauncher, prevdirection left + { + legs pb_rpg_stand_run_l_2_idle duration 5 blendtime 100 + } + weaponclass rocketlauncher, prevdirection right + { + legs pb_rpg_stand_run_r_2_idle duration 5 blendtime 100 + } + weaponclass rocketlauncher + { + legs pb_rpg_stand_run2idle duration 5 blendtime 100 + } + weaponclass pistol AND pistol_spread, prevdirection backward + { + legs pb_pistol_stand_run_b_2_idle duration 5 blendtime 100 + } + weaponclass pistol AND pistol_spread, prevdirection left + { + legs pb_pistol_stand_run_l_2_idle duration 5 blendtime 100 + } + weaponclass pistol AND pistol_spread, prevdirection right + { + legs pb_pistol_stand_run_r_2_idle duration 5 blendtime 100 + } + weaponclass pistol AND pistol_spread + { + legs pb_pistol_stand_run2idle duration 5 blendtime 100 + } + // DEFAULT + prevdirection backward + { + legs pb_rifle_stand_run_b_2_idle duration 5 blendtime 100 + } + prevdirection left + { + legs pb_rifle_stand_run_l_2_idle duration 5 blendtime 100 + } + prevdirection right + { + legs pb_rifle_stand_run_r_2_idle duration 5 blendtime 100 + } + default + { + legs pb_rifle_stand_run2idle duration 5 blendtime 100 + } +} + +jump +{ + playerAnimType turned + { + legs pb_zombie_standjump_takeoff duration 5 blendtime 100 + } + playerAnimType riotshield, movestatus run + { + legs pb_riotshield_runjump_takeoff duration 5 blendtime 100 + } + playerAnimType riotshield + { + legs pb_riotshield_standjump_takeoff duration 5 blendtime 100 + } + // HOLD + playerAnimType hold, direction backward + { + legs pb_standjump_takeoff_satchel grenadeAnim duration 5 blendtime 100 + } + playerAnimType hold + { + legs pb_standjump_takeoff_satchel grenadeAnim duration 5 blendtime 100 + } + // DUAL WIELD + playerAnimType dualwield AND ballisticknife, direction backward + { + legs pb_dw_standjump_takeoff duration 5 blendtime 100 + } + playerAnimType dualwield AND ballisticknife + { + legs pb_dw_standjump_takeoff duration 5 blendtime 100 + } + // SINGLE KNIFE + playerAnimType singleknife AND none, movestatus moving + { + legs pb_knife_runjump_takeoff duration 5 blendtime 100 + } + playerAnimType singleknife AND none, direction backward + { + legs pb_knife_standjump_takeoff duration 5 blendtime 100 + } + playerAnimType singleknife AND none + { + legs pb_knife_standjump_takeoff duration 5 blendtime 100 + } + // MINIGUN + playerAnimType minigun, direction backward + { + legs pb_minigun_standjump_takeoff duration 5 blendtime 100 + } + playerAnimType minigun, movestatus moving + { + legs pb_minigun_runjump_takeoff duration 5 blendtime 100 + } + playerAnimType minigun + { + legs pb_minigun_standjump_takeoff duration 5 blendtime 100 + } + // STAFF + playerAnimType staff, direction backward + { + legs pb_staff_standjump_takeoff duration 5 blendtime 100 + } + playerAnimType staff, movestatus run + { + legs pb_staff_runjump_takeoff duration 5 blendtime 100 + } + playerAnimType staff + { + legs pb_staff_standjump_takeoff duration 5 blendtime 100 + } + // RPG + weaponclass rocketlauncher, direction backward + { + legs pb_rpg_standjump_takeoff duration 5 blendtime 100 + } + weaponclass rocketlauncher, movestatus run + { + legs pb_rpg_runjump_takeoff duration 5 blendtime 100 + } + weaponclass rocketlauncher + { + legs pb_rpg_standjump_takeoff duration 5 blendtime 100 + } + // GRENADE + weaponclass grenade, playerAnimType grenadeonly, direction backward + { + legs pb_grenade_standjump_takeoff duration 5 blendtime 100 grenadeAnim + } + weaponclass grenade, playerAnimType grenadeonly, movestatus run + { + legs pb_grenade_runjump_takeoff duration 5 blendtime 100 grenadeAnim + } + weaponclass grenade, playerAnimType grenadeonly + { + legs pb_grenade_standjump_takeoff duration 5 blendtime 100 grenadeAnim + } + // PISTOL + weaponclass pistol AND pistol_spread, direction backward + { + legs pb_standjump_takeoff_pistol duration 5 blendtime 100 + } + weaponclass pistol AND pistol_spread, movestatus run + { + legs pb_runjump_takeoff_pistol duration 5 blendtime 100 + } + weaponclass pistol AND pistol_spread + { + legs pb_standjump_takeoff_pistol duration 5 blendtime 100 + } + // RPG + weaponclass rocketlauncher, direction backward + { + legs pb_standjump_takeoff duration 5 blendtime 100 + } + weaponclass rocketlauncher, movestatus run + { + legs pb_runjump_takeoff duration 5 blendtime 100 + } + weaponclass rocketlauncher + { + legs pb_standjump_takeoff duration 5 blendtime 100 + } + // DEFAULT + direction backward + { + legs pb_standjump_takeoff duration 5 blendtime 100 + } + direction left + { + legs pb_rifle_stand_leftjump_takeoff duration 5 blendtime 100 + } + direction right + { + legs pb_rifle_stand_rightjump_takeoff duration 5 blendtime 100 + } + movestatus run + { + legs pb_runjump_takeoff duration 5 blendtime 100 + } + default + { + legs pb_standjump_takeoff duration 5 blendtime 100 + } +} + +land +{ + playerAnimType turned + { + legs pb_zombie_standjump_land duration 100 blendtime 5 + } + playerAnimType riotshield, movestatus run + { + legs pb_riotshield_runjump_land duration 100 blendtime 5 + } + playerAnimType riotshield + { + legs pb_riotshield_standjump_land duration 100 blendtime 5 + } + // HOLD + playerAnimType hold + { + legs pb_standjump_land_satchel grenadeAnim duration 100 blendtime 5 + } + // DUAL WIELD + playerAnimType dualwield AND ballisticknife + { + legs pb_dw_standjump_land duration 100 blendtime 50 + } + // SINGLE KNIFE + playerAnimType singleknife AND none, movestatus run + { + legs pb_knife_runjump_land duration 100 blendtime 50 + } + playerAnimType singleknife AND none + { + legs pb_knife_standjump_land duration 100 blendtime 50 + } + // MINIGUN + playerAnimType minigun, movestatus run + { + legs pb_minigun_runjump_land duration 100 blendtime 50 + } + playerAnimType minigun + { + legs pb_minigun_standjump_land duration 100 blendtime 50 + } + // STAFF + playerAnimType staff, movestatus run + { + legs pb_staff_runjump_land duration 100 blendtime 50 + } + playerAnimType staff + { + legs pb_staff_standjump_land duration 100 blendtime 50 + } + // RPG + weaponclass rocketlauncher, movestatus run + { + legs pb_rpg_runjump_land duration 100 blendtime 50 + } + weaponclass rocketlauncher + { + legs pb_rpg_standjump_land duration 100 blendtime 50 + } + // GRENADE + weaponclass grenade, playerAnimType grenadeonly, movestatus run + { + legs pb_grenade_runjump_land duration 100 blendtime 5 grenadeAnim + } + weaponclass grenade, playerAnimType grenadeonly + { + legs pb_grenade_standjump_land duration 100 blendtime 50 grenadeAnim + } + // PISTOL + weaponclass pistol AND pistol_spread, movestatus run + { + legs pb_runjump_land_pistol duration 100 blendtime 5 + } + weaponclass pistol AND pistol_spread, playerAnimType grenadeonly + { + legs pb_standjump_land_pistol duration 100 blendtime 50 + } + // DEFAULT + direction left + { + legs pb_rifle_stand_leftjump_land duration 100 blendtime 50 + } + direction right + { + legs pb_rifle_stand_rightjump_land duration 100 blendtime 50 + } + movestatus run + { + legs pb_runjump_land duration 100 blendtime 5 + } + default + { + legs pb_standjump_land duration 100 blendtime 50 + } +} + +shellshock +{ + // LASTSTAND + perk laststand + { + // No animation + } + // RADIO + playerAnimType radio + { + // No animation + } + // TABLET + playerAnimType tablet + { + // No animation + } + // MINIGUN + playerAnimType minigun + { + // No animation + } + // STAFF + playerAnimType staff, stance prone + { + torso pt_staff_prone_shellshock + } + playerAnimType staff, stance crouch + { + torso pt_staff_crouch_shellshock + } + playerAnimType staff + { + torso pt_staff_stand_shellshock + } + // RIOTSHIELD + playerAnimType riotshield, stance crouch + { + torso pb_riotshield_crouch_shellshock + } + playerAnimType riotshield + { + torso pb_riotshield_shellshock + } + // HOLD + playerAnimType hold, stance prone + { + torso pb_hold_prone_shellshock grenadeAnim blendtime 50 + } + playerAnimType hold, stance crouch + { + torso pb_crouch_shellshock_hold grenadeAnim blendtime 50 + } + playerAnimType hold + { + torso pb_stand_shellshock_hold grenadeAnim blendtime 50 + } + // DUALWIELD + playerAnimType dualwield AND ballisticknife, stance prone + { + torso pb_dw_prone_shellshock blendtime 50 + } + playerAnimType dualwield AND ballisticknife, stance crouch + { + torso pb_dw_crouch_shellshock blendtime 50 + } + playerAnimType dualwield AND ballisticknife + { + torso pb_dw_stand_shellshock blendtime 50 + } + // ZIPLINE + playerAnimType zipline + { + // No animation + } + // DEFAULT + stance prone + { + torso pb_rifle_prone_shellshock blendtime 50 + } + stance crouch + { + torso pb_crouch_shellshock blendtime 50 + } + default + { + torso pb_stand_shellshock blendtime 50 + } +} + +// FLINCHING +flinch +{ + // LASTSTAND + perk laststand + { + // No flinch, since this causes issues in the transition + } + // TURNED + playerAnimType turned + { + // No animation + } + // MINIGUN + playerAnimType minigun + { + // No animation + } + // RIOTSHIELD + playerAnimType riotshield + { + // No animation + } + riotshieldnext + { + // No animation + } + nextplayeranimtype riotshield + { + // No animation + } + // RADIO + playerAnimType radio + { + // No animation + } + // TABLET + playerAnimType tablet + { + // No animation + } + // BRIEFCASE + playerAnimType briefcase + { + // No animation + } + // SINGLE KNIFE + // Prone + playerAnimType singleknife, dmgdirection right, stance prone + { + torso pt_knife_prone_flinch_right + } + playerAnimType singleknife, dmgdirection left, stance prone + { + torso pt_knife_prone_flinch_left + } + playerAnimType singleknife, dmgdirection back, stance prone + { + torso pt_knife_prone_flinch_back + } + playerAnimType singleknife, dmgdirection front, stance prone + { + torso pt_knife_prone_flinch_forward + } + // Crouch + playerAnimType singleknife, dmgdirection right, stance crouch + { + torso pt_knife_crouch_flinch_right + } + playerAnimType singleknife, dmgdirection left, stance crouch + { + torso pt_knife_crouch_flinch_left + } + playerAnimType singleknife, dmgdirection back, stance crouch + { + torso pt_knife_crouch_flinch_back + } + playerAnimType singleknife, dmgdirection front, stance crouch + { + torso pt_knife_crouch_flinch_forward + } + // Stand + playerAnimType singleknife, dmgdirection right + { + torso pt_knife_stand_flinch_right + } + playerAnimType singleknife, dmgdirection left + { + torso pt_knife_stand_flinch_left + } + playerAnimType singleknife, dmgdirection back + { + torso pt_knife_stand_flinch_back + } + playerAnimType singleknife, dmgdirection front + { + torso pt_knife_stand_flinch_forward + } + // HOLD + // Prone + playerAnimType hold, dmgdirection right, stance prone + { + torso pt_hold_prone_flinch_right grenadeAnim + } + playerAnimType hold, dmgdirection left, stance prone + { + torso pt_hold_prone_flinch_left grenadeAnim + } + playerAnimType hold, dmgdirection back, stance prone + { + torso pt_hold_prone_flinch_back grenadeAnim + } + playerAnimType hold, dmgdirection front, stance prone + { + torso pt_hold_prone_flinch_forward grenadeAnim + } + // Crouch + playerAnimType hold, dmgdirection right, stance crouch + { + torso pt_hold_crouch_flinch_right grenadeAnim + } + playerAnimType hold, dmgdirection left, stance crouch + { + torso pt_hold_crouch_flinch_left grenadeAnim + } + playerAnimType hold, dmgdirection back, stance crouch + { + torso pt_hold_crouch_flinch_back grenadeAnim + } + playerAnimType hold, dmgdirection front, stance crouch + { + torso pt_hold_crouch_flinch_back grenadeAnim + } + // Stand + playerAnimType hold, dmgdirection right + { + torso pt_hold_stand_flinch_right grenadeAnim + } + playerAnimType hold, dmgdirection left + { + torso pt_hold_stand_flinch_left grenadeAnim + } + playerAnimType hold, dmgdirection back + { + torso pt_hold_stand_flinch_back grenadeAnim + } + playerAnimType hold, dmgdirection front + { + torso pt_hold_stand_flinch_forward grenadeAnim + } + // DUAL WIELD + // Prone + playerAnimType dualwield AND ballisticknife, dmgdirection right, stance prone + { + torso pt_dw_prone_flinch_right + } + playerAnimType dualwield AND ballisticknife, dmgdirection left, stance prone + { + torso pt_dw_prone_flinch_left + } + playerAnimType dualwield AND ballisticknife, dmgdirection back, stance prone + { + torso pt_dw_prone_flinch_back + } + playerAnimType dualwield AND ballisticknife, dmgdirection front, stance prone + { + torso pt_dw_prone_flinch_forward + } + // Crouch + playerAnimType dualwield AND ballisticknife, dmgdirection right, stance crouch + { + torso pt_dw_crouch_flinch_right + } + playerAnimType dualwield AND ballisticknife, dmgdirection left, stance crouch + { + torso pt_dw_crouch_flinch_left + } + playerAnimType dualwield AND ballisticknife, dmgdirection back, stance crouch + { + torso pt_dw_crouch_flinch_back + } + playerAnimType dualwield AND ballisticknife, dmgdirection front, stance crouch + { + torso pt_dw_crouch_flinch_back + } + // Stand + playerAnimType dualwield AND ballisticknife, dmgdirection right + { + torso pt_dw_stand_flinch_right + } + playerAnimType dualwield AND ballisticknife, dmgdirection left + { + torso pt_dw_stand_flinch_left + } + playerAnimType dualwield AND ballisticknife, dmgdirection back + { + torso pt_dw_stand_flinch_back + } + playerAnimType dualwield AND ballisticknife, dmgdirection front + { + torso pt_dw_stand_flinch_forward + } + // REMOTE CONTROL + // Prone +// playerAnimType remotecontrol, dmgdirection left, stance prone +// { +// torso pt_rc_prone_flinch_left +// } +// playerAnimType remotecontrol, dmgdirection right, stance prone +// { +// torso pt_rc_prone_flinch_right +// } +// playerAnimType remotecontrol, dmgdirection front, stance prone +// { +// torso pt_rc_prone_flinch_forward +// } +// playerAnimType remotecontrol, dmgdirection back, stance prone +// { +// torso pt_rc_prone_flinch_back +// } +// // Crouch +// playerAnimType remotecontrol, dmgdirection front, stance crouch +// { +// torso pt_rc_crouch_flinch_forward +// } +// playerAnimType remotecontrol, dmgdirection back, stance crouch +// { +// torso pt_rc_crouch_flinch_back +// } +// playerAnimType remotecontrol, dmgdirection left, stance crouch +// { +// torso pt_rc_crouch_flinch_left +// } +// playerAnimType remotecontrol, dmgdirection right, stance crouch +// { +// torso pt_rc_crouch_flinch_right +// } +// // Stand +// playerAnimType remotecontrol, dmgdirection front +// { +// torso pt_rc_stand_flinch_forward +// } +// playerAnimType remotecontrol, dmgdirection back +// { +// torso pt_rc_stand_flinch_back +// } +// playerAnimType remotecontrol, dmgdirection left +// { +// torso pt_rc_stand_flinch_left +// } +// playerAnimType remotecontrol, dmgdirection right +// { +// torso pt_rc_stand_flinch_right +// } + // ZIPLINE + playerAnimType zipline + { + // No animation + } + // STAFF + // Prone + playerAnimType staff, dmgdirection right, stance prone + { + torso pt_staff_prone_flinch_right + } + playerAnimType staff, dmgdirection left, stance prone + { + torso pt_staff_prone_flinch_left + } + playerAnimType staff, dmgdirection back, stance prone + { + torso pt_staff_prone_flinch_back + } + playerAnimType staff, dmgdirection front, stance prone + { + torso pt_staff_prone_flinch_forward + } + // Crouch + playerAnimType staff, dmgdirection right, stance crouch + { + torso pt_staff_crouch_flinch_right + } + playerAnimType staff, dmgdirection left, stance crouch + { + torso pt_staff_crouch_flinch_left + } + playerAnimType staff, dmgdirection back, stance crouch + { + torso pt_staff_crouch_flinch_back + } + playerAnimType staff, dmgdirection front, stance crouch + { + torso pt_staff_crouch_flinch_forward + } + // Stand + playerAnimType staff, dmgdirection right + { + torso pt_staff_stand_flinch_right + } + playerAnimType staff, dmgdirection left + { + torso pt_staff_stand_flinch_left + } + playerAnimType staff, dmgdirection back + { + torso pt_staff_stand_flinch_back + } + playerAnimType staff, dmgdirection front + { + torso pt_staff_stand_flinch_forward + } + // GRENADE + // Prone + weaponclass grenade, playerAnimType grenadeonly, dmgdirection right, stance prone + { + torso pt_prone_flinch_grenade_right grenadeAnim + } + weaponclass grenade, playerAnimType grenadeonly, dmgdirection left, stance prone + { + torso pt_prone_flinch_grenade_left grenadeAnim + } + weaponclass grenade, playerAnimType grenadeonly, dmgdirection back, stance prone + { + torso pt_prone_flinch_grenade_back grenadeAnim + } + weaponclass grenade, playerAnimType grenadeonly, dmgdirection front, stance prone + { + torso pt_prone_flinch_grenade_forward grenadeAnim + } + // Crouch + weaponclass grenade, playerAnimType grenadeonly, dmgdirection right, stance crouch + { + torso pt_crouch_flinch_grenade_right grenadeAnim + } + weaponclass grenade, playerAnimType grenadeonly, dmgdirection left, stance crouch + { + torso pt_crouch_flinch_grenade_left grenadeAnim + } + weaponclass grenade, playerAnimType grenadeonly, dmgdirection back, stance crouch + { + torso pt_crouch_flinch_grenade_back grenadeAnim + } + weaponclass grenade, playerAnimType grenadeonly, dmgdirection front, stance crouch + { + torso pt_crouch_flinch_grenade_back grenadeAnim + } + // Stand + weaponclass grenade, playerAnimType grenadeonly, dmgdirection right + { + torso pt_stand_flinch_grenade_right grenadeAnim + } + weaponclass grenade, playerAnimType grenadeonly, dmgdirection left + { + torso pt_stand_flinch_grenade_left grenadeAnim + } + weaponclass grenade, playerAnimType grenadeonly, dmgdirection back + { + torso pt_stand_flinch_grenade_back grenadeAnim + } + weaponclass grenade, playerAnimType grenadeonly, dmgdirection front + { + torso pt_stand_flinch_grenade_forward grenadeAnim + } + // PISTOL + // Prone + weaponclass pistol AND pistol_spread, dmgdirection right, stance prone + { + torso pt_prone_flinch_pistol_right + } + weaponclass pistol AND pistol_spread, dmgdirection left, stance prone + { + torso pt_prone_flinch_pistol_left + } + weaponclass pistol AND pistol_spread, dmgdirection back, stance prone + { + torso pt_prone_flinch_pistol_back + } + weaponclass pistol AND pistol_spread, dmgdirection front, stance prone + { + torso pt_prone_flinch_pistol_forward + } + // Crouch + weaponclass pistol AND pistol_spread, dmgdirection right, stance crouch + { + torso pt_crouch_flinch_pistol_right + } + weaponclass pistol AND pistol_spread, dmgdirection left, stance crouch + { + torso pt_crouch_flinch_pistol_left + } + weaponclass pistol AND pistol_spread, dmgdirection back, stance crouch + { + torso pt_crouch_flinch_pistol_back + } + weaponclass pistol AND pistol_spread, dmgdirection front, stance crouch + { + torso pt_crouch_flinch_pistol_back + } + // Stand + weaponclass pistol AND pistol_spread, dmgdirection right + { + torso pt_stand_flinch_pistol_right + } + weaponclass pistol AND pistol_spread, dmgdirection left + { + torso pt_stand_flinch_pistol_left + } + weaponclass pistol AND pistol_spread, dmgdirection back + { + torso pt_stand_flinch_pistol_back + } + weaponclass pistol AND pistol_spread, dmgdirection front + { + torso pt_stand_flinch_pistol_forward + } + // DEFAULT + // Prone + dmgdirection right, stance prone + { + torso pt_prone_flinch_right + } + dmgdirection left, stance prone + { + torso pt_prone_flinch_left + } + dmgdirection back, stance prone + { + torso pt_prone_flinch_back + } + dmgdirection front, stance prone + { + torso pt_prone_flinch_back + } + // Crouch + dmgdirection right, stance crouch + { + torso pt_crouch_flinch_right + } + dmgdirection left, stance crouch + { + torso pt_crouch_flinch_left + } + dmgdirection back, stance crouch + { + torso pt_crouch_flinch_back + } + dmgdirection front, stance crouch + { + torso pt_crouch_flinch_back + } + // Stand + dmgdirection right + { + torso pt_stand_flinch_right + } + dmgdirection left + { + torso pt_stand_flinch_left + } + dmgdirection back + { + torso pt_stand_flinch_back + } + dmgdirection front + { + torso pt_stand_flinch_forward + } +} + +DEATH +{ + // TURNED + playerAnimType turned + { + both pb_zombie_death_v1 + both pb_zombie_death_v2 + } + // LASTSTAND + perk laststand, dmgType suicide + { + both pb_laststand_suicide_death + } + default + { + // No animation, we should never die in zombies + } + //perk laststand + //{ + // both pb_laststand_death + //} + //stance prone + //{ + // both pb_prone_death_quickdeath + //} + //// GAS + //dmgType gas, stance crouch + //{ + // both pb_crouch_death_fetal + // both pb_crouch_death_falltohands + //} + //dmgType gas + //{ + // both pb_stand_death_head_collapse + // both pb_stand_death_neckdeath_thrash + //} + // EXPLOSIVE + //dmgType explosive, dmgDirection front + //{ + // both pb_death_flyback + // both pb_death_flatonback + // both pb_death_flyback_far + // both pb_death_armslegsforward + // both pb_death_armslegsforward_b + // both pb_death_upontoback + //} + //dmgType explosive, dmgDirection back + //{ + // both pb_death_forwardtoface + // both pb_death_faceplant + //} + //dmgType explosive, dmgDirection left + //{ + // both pb_death_legsout_right + // both pb_death_jackiespin_right + //} + //dmgType explosive, dmgDirection right + //{ + // both pb_death_legsout_left + // both pb_death_jackiespin_left + //} + //dmgType explosive + //{ + // both pb_death_jackiespin_inplace + // both pb_death_jackiespin_vertical + //} + // SHOTGUN + //dmgType normal_shotgun, dmgDirection front, stance crouch + //{ + // both pb_crouch_death_shotgun_front + //} + //dmgType normal_shotgun, dmgDirection back, stance crouch + //{ + // both pb_crouch_death_shotgun_back + //} + //dmgType normal_shotgun, dmgDirection left, stance crouch + //{ + // both pb_crouch_death_shotgun_left + //} + //dmgType normal_shotgun, dmgDirection right, stance crouch + //{ + // both pb_crouch_death_shotgun_right + //} + //dmgType normal_shotgun, dmgDirection front + //{ + // both pb_death_shotgun_front + //} + //dmgType normal_shotgun, dmgDirection back + //{ + // both pb_death_shotgun_back + //} + //dmgType normal_shotgun, dmgDirection left + //{ + // both pb_death_shotgun_left + //} + //dmgType normal_shotgun, dmgDirection right + //{ + // both pb_death_shotgun_right + //} + // HEADSHOT + //dmgType headshot, dmgDirection front, stance crouch + //{ + // both pb_crouch_death_headshot_front + //} + //dmgType headshot, dmgDirection back, stance crouch + //{ + // both pb_crouch_death_headshot_back + //} + //dmgType headshot, dmgDirection left, stance crouch + //{ + // both pb_crouch_death_headshot_left + //} + //dmgType headshot, dmgDirection right, stance crouch + //{ + // both pb_crouch_death_headshot_right + //} + //dmgType headshot, dmgDirection front + //{ + // both pb_death_headshot_front + // both pb_death_headshot_front_v2 + //} + //dmgType headshot, dmgDirection back + //{ + // both pb_death_headshot_back + //} + //dmgType headshot, dmgDirection left + //{ + // both pb_death_headshot_left + //} + //dmgType headshot, dmgDirection right + //{ + // both pb_death_headshot_right + //} + // MELEE BASH + //dmgType meleebash, dmgDirection front, stance crouch + //{ + // both pb_crouch_death_shieldbash_front + //} + //dmgType meleebash, dmgDirection back, stance crouch + //{ + // both pb_crouch_death_shieldbash_back + //} + //dmgType meleebash, dmgDirection left, stance crouch + //{ + // both pb_crouch_death_shieldbash_left + //} + //dmgType meleebash, dmgDirection right, stance crouch + //{ + // both pb_crouch_death_shieldbash_right + //} + //dmgType meleebash, dmgDirection front + //{ + // both pb_death_shieldbash_front + //} + //dmgType meleebash, dmgDirection back + //{ + // both pb_death_shieldbash_back + //} + //dmgType meleebash, dmgDirection left + //{ + // both pb_death_shieldbash_left + //} + //dmgType meleebash, dmgDirection right + //{ + // both pb_death_shieldbash_right + //} + // MELEE + //dmgType melee, dmgDirection front, stance crouch + //{ + // both pb_crouch_death_melee_front + //} + //dmgType melee, dmgDirection back, stance crouch + //{ + // both pb_crouch_death_melee_back + //} + //dmgType melee, dmgDirection left, stance crouch + //{ + // both pb_crouch_death_melee_left + //} + //dmgType melee, dmgDirection right, stance crouch + //{ + // both pb_crouch_death_melee_right + //} + //dmgType melee, dmgDirection front + //{ + // both pb_death_melee_front + //} + //dmgType melee, dmgDirection back + //{ + // both pb_death_melee_back + // both pb_death_melee_back_v2 + //} + //dmgType melee, dmgDirection left + //{ + // both pb_death_melee_left + //} + //dmgType melee, dmgDirection right + //{ + // both pb_death_melee_right + //} + // DEFAULT + //movestatus run, stance crouch + //{ + // both pb_crouchrun_death_drop + // both pb_crouchrun_death_crumple + //} + //stance crouch + //{ + // both pb_crouch_death_headshot_front + // both pb_crouch_death_clutchchest + // both pb_crouch_death_flip + // both pb_crouch_death_fetal + // both pb_crouch_death_falltohands + //} + //movestatus run, direction backward + //{ + // both pb_death_run_back + //} + //movestatus run, direction left + //{ + // both pb_death_run_left + //} + //movestatus run, direction right + //{ + // both pb_death_run_right + //} + //movestatus run + //{ + // both pb_death_run_forward_crumple + // both pb_death_run_onfront + // both pb_death_run_stumble + //} + //default + //{ + // both pb_stand_death_neckdeath + // both pb_stand_death_headchest_topple + // both pb_stand_death_frontspin + // both pb_stand_death_nervedeath + // both pb_stand_death_legs + // both pb_stand_death_lowerback + // both pb_stand_death_head_collapse + // both pb_stand_death_neckdeath_thrash + //} +} + +dtp_takeoff +{ + // HOLD + playerAnimType hold + { + both pb_hold_dive_prone grenadeAnim animrate 1 + } + // DUALWIELD + playerAnimType dualwield AND ballisticknife + { + both pb_dw_dive_prone animrate 1 + } + // SINGE KNIFE + playerAnimType singleknife AND none + { + both pb_knife_dive_prone animrate 1 + } + // STAFF + playerAnimType staff + { + both pb_staff_dive2prone animrate 1 + } + // PISTOL + weaponclass pistol AND pistol_spread + { + both pb_dive_prone_pistol animrate 1 + } + // RPG + weaponclass rocketlauncher + { + both pb_rpg_dive_prone animrate 1 + } + // GRENADE + weaponclass grenade, playerAnimType grenadeonly + { + both pb_grenade_dive_prone animrate 1 + } + // DEFAULT + default + { + both pb_dive_prone animrate 1 + } +} + +dtp_land +{ + // DUALWIELD + playerAnimType dualwield AND ballisticknife + { + both pb_dw_dive_prone_land animrate 1 + } + // SINGLE KNIFE + playerAnimType singleknife AND none + { + both pb_knife_dive_prone_land animrate 1 + } + // HOLD + playerAnimType hold + { + both pb_hold_dive_prone_land grenadeAnim animrate 1 + } + // STAFF + playerAnimType staff + { + both pb_staff_dive2prone_land + } + // PISTOL + weaponclass pistol AND pistol_spread + { + both pb_pistol_dive_prone_land animrate 1 + } + // RPG + weaponclass rocketlauncher + { + both pb_rpg_dive_prone_land animrate 1 + } + // GRENADE + weaponclass grenade, playerAnimType grenadeonly + { + both pb_grenade_dive_prone_land animrate 1 + } + // DEFAULT + default + { + both pb_dive_prone_land animrate 1 blendtime 133 + } +} + +laststand_suicide +{ + default + { + both pb_laststand_suicide + } +} + +flared +{ + default + { + // No animation + } +} + +prime_grenade +{ + playerAnimType reviver + { + // No animation + } + playerAnimType hold + { + // No animation, since these don't have a pin + } + playerAnimType hatchet + { + // No animation, since these don't have a pin + } + stance prone + { + torso pt_grenade_prone_prime grenadeAnim + } + stance crouch + { + torso pt_grenade_crouch_prime grenadeAnim + } + default + { + torso pt_grenade_stand_prime + } +} + +//scriptevent +//{ +// // DEFAULT +// event breach_shoulder +// { +// both pb_breach_shoulder +// } +// event breach_slide +// { +// both pb_breach_slide +// } +// event breach_lift +// { +// both pb_breach_lift +// } +//} + +forceload +{ + head + pf_casual_idle + pf_alert_idle + pf_firing + pf_melee + pf_pain + pf_death + + f_attack_zombie_v1 + f_attack_zombie_v2 + f_attack_zombie_v3 + f_attack_zombie_v4 + f_attack_zombie_v5 + + f_death_zombie_v1 + f_death_zombie_v2 + f_death_zombie_v3 + f_death_zombie_v4 + f_death_zombie_v5 + + f_idle_zombie_v1 + f_idle_zombie_v2 + f_idle_zombie_v3 + f_idle_zombie_v4 + f_idle_zombie_v5 + + f_locomotion_zombie_v1 + f_locomotion_zombie_v2 + f_locomotion_zombie_v3 + f_locomotion_zombie_v4 + f_locomotion_zombie_v5 + + +// pb_huey_minigun_aim +// pb_huey_minigun_aim_down +// pb_huey_minigun_aim_up +// pb_huey_gunner_aim_60left_level +// pb_huey_gunner_aim_60right_level +// pb_huey_gunner_aim_60down_60left +// pb_huey_gunner_aim_60down_60right +// pb_huey_gunner_aim_60up_60left +// pb_huey_gunner_aim_60up_60right + fake_gunner_aim +} \ No newline at end of file