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BO2-Reimagined/zm/playeranim.script
2024-01-09 22:35:27 -08:00

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//==========================================================================
//
// 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 <state description>
// {
// <movement type>
// {
// [DEFAULT / <condition type> [<condition value>], ...]
// {
// <both/legs/torso/turret> <animation> [sound <filename>]
// <both/legs/torso/turret> <animation> [sound <filename>]
// ...
// }
// }
// }
//
// legend:
//
// <state description>: relaxed, alert, combat
//
// <movement type>: idle, idlecr, idleprone,
// walk, walkbk, walkcr, walkcrbk, walkprone, walkpronebk.
// run, runbk, runcr, runcrbk,
// straferight, strafeleft, turnright, turnleft
//
// <condition type>: playerAnimType, weaponclass, position, enemy_weapon, underwater, mounted, movestatus, underhand, leaning, weapon_position, perk, cac, riotshieldnext
//
// <condition value>:
//
// playerAnimType: <weapon Player Anim Type in gdt>
// position: behind, infront, right, left
// enemy_weapon: <see weapon pickup names>
// underwater: <no values>
// mounted: mg42
// movestatus: <see movement types>
// underhand: <no values>
// 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: <no values>
// cac: <no values>
//
// 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:
//
// <event description>
// {
// [DEFAULT / <condition type> [<condition value>], ...]
// {
// <both/legs/torso> <animation> [sound <filename>]
// <both/legs/torso> <animation> [sound <filename>]
// ...
// }
// }
//
// legend:
//
// <event description>: 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
}