From c7531c212856d2376ae541ad1e7f3c7865c05e7a Mon Sep 17 00:00:00 2001 From: Jbleezy Date: Sun, 12 May 2024 08:27:36 -0700 Subject: [PATCH] Snipers: revert playerAnimType change --- mp/playeranimtypes.txt | 29 - weapons/zm/as50_upgraded_zm | 2 +- weapons/zm/as50_zm | 2 +- 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 ----------------------------- zone_source/includes/rawfile.zone | 2 - zone_source/mod.zone | 1 - 12 files changed, 8 insertions(+), 5816 deletions(-) delete mode 100644 mp/playeranimtypes.txt delete mode 100644 zm/playeranim.script delete mode 100644 zone_source/includes/rawfile.zone diff --git a/mp/playeranimtypes.txt b/mp/playeranimtypes.txt deleted file mode 100644 index 68ac77fe..00000000 --- a/mp/playeranimtypes.txt +++ /dev/null @@ -1,29 +0,0 @@ -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/as50_upgraded_zm b/weapons/zm/as50_upgraded_zm index c6ad4472..7e219b24 100644 --- a/weapons/zm/as50_upgraded_zm +++ b/weapons/zm/as50_upgraded_zm @@ -1,3 +1,3 @@ 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\ No newline at end of file diff --git a/weapons/zm/ballista_upgraded_zm b/weapons/zm/ballista_upgraded_zm index 55f3b5c3..1f2ec75f 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 2c840fc3..bda6fbf5 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 6aec7043..b8fdf574 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 6de051f4..854ef44c 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 deleted file mode 100644 index 3a472975..00000000 --- a/zm/playeranim.script +++ /dev/null @@ -1,5776 +0,0 @@ - -//========================================================================== -// -// 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 diff --git a/zone_source/includes/rawfile.zone b/zone_source/includes/rawfile.zone deleted file mode 100644 index fe19f198..00000000 --- a/zone_source/includes/rawfile.zone +++ /dev/null @@ -1,2 +0,0 @@ -rawfile,mp/playeranimtypes.txt -rawfile,zm/playeranim.script \ No newline at end of file diff --git a/zone_source/mod.zone b/zone_source/mod.zone index 037b8f6f..3dcb8184 100644 --- a/zone_source/mod.zone +++ b/zone_source/mod.zone @@ -14,7 +14,6 @@ include,zm_tomb include,includes/clientscripts include,includes/materials -include,includes/rawfile include,includes/stringtable localize,reimagined