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https://github.com/InfinityLoader/IL-GSC.git
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4147 lines
80 KiB
Plaintext
4147 lines
80 KiB
Plaintext
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//==========================================================================
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//
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// Character Animation Script M U L T I P L A Y E R
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//
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// All player states should have animations sutable for a two handed rifle type weapon.
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//
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// This defines the animations and events that might occur at different times
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// for this character. State changes, and random behaviour during idle/alert
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// states will look here for default behaviour, if that character doesn't have
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// something specific in their scripts for that level.
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//
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//==========================================================================
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// playerAnimType:
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// Set in "Player Anim Type" in the weapon gdt file.
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// Full list specified in playeranimtypes.txt.
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// Asset manager choices specified in weapon gdf files.
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//==========================================================================
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// DEFINES
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//
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// These can be used to simplify the scripting, by defining replacement strings
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DEFINES
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// moveStatus
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set movestatus moving = walk AND run
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// weaponclasses
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set weaponclass autofire = mg AND smg
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// playerAnimTypes
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set playerAnimType grenadeonly = all NOT m203 NOT briefcase
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#ADD_VEHICLE sitting_jeep tank drivers 1 gunners 1
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#ADD_VEHICLE huey default drivers 1 gunners 2 passengers 6
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#ADD_VEHICLE pbr default drivers 1 gunners 4 passengers 0
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//==========================================================================
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// ANIMATIONS
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//
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// NOTE: scripts are chosen by first-come-first-serve basis. The first match
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// found is the one used.
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//
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// format:
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//
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// state <state description>
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// {
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// <movement type>
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// {
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// [DEFAULT / <condition type> [<condition value>], ...]
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// {
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// <both/legs/torso/turret> <animation> [sound <filename>]
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// <both/legs/torso/turret> <animation> [sound <filename>]
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// ...
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// }
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// }
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// }
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//
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// legend:
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//
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// <state description>: relaxed, alert, combat
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//
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// <movement type>: idle, idlecr, idleprone,
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// walk, walkbk, walkcr, walkcrbk, walkprone, walkpronebk.
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// run, runbk, runcr, runcrbk,
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// straferight, strafeleft, turnright, turnleft
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//
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// <condition type>: playerAnimType, weaponclass, position, enemy_weapon, underwater, mounted, movestatus, underhand, leaning, weapon_position, perk, cac
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//
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// <condition value>:
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//
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// playerAnimType: <weapon Player Anim Type in gdt>
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// position: behind, infront, right, left
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// enemy_weapon: <see weapon pickup names>
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// underwater: <no values>
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// mounted: mg42
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// movestatus: <see movement types>
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// underhand: <no values>
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// leaning: right, left
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// weaponclass: rifle, sniper, smg, mg, pistol, grenade, rocketlauncher, flamethrower, turret, non-player
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// weapon_position: hip, ads
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// direction: not, left, right - will never be left or right while moving backward
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// perk: laststand, grenadedeath
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// attachment: bayonet
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// cac: <no values>
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//
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// NOTES:
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// - The player walks when they are ADS, so they can not ADS while running.
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//
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ANIMATIONS
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STATE COMBAT
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{
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idle
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{
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//#FOR_ALL_VEHICLES
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// vehicle_name %vehicle_name, vehicle_seat_to gunner1
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// {
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// both %vehicle_name + Gunner_aim turretanim
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// }
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//#END_FOR_ALL_VEHICLES
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vehicle_name sitting_jeep, vehicle_seat_to driver
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{
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both sitting_jeepgunner_aim turretanim
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}
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vehicle_name huey, vehicle_seat_to driver
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{
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both sitting_jeepgunner_aim turretanim
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}
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// vehicle_name huey, vehicle_seat_to gunner1
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// {
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// both hueygunner1_aim turretanim
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// }
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// vehicle_name huey, vehicle_seat_to gunner2
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// {
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// both hueygunner2_aim turretanim
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// }
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vehicle_name huey, vehicle_seat_to passenger1
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{
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both hueypassenger1_aim turretanim
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}
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vehicle_name huey, vehicle_seat_to passenger2
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{
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both hueypassenger2_aim turretanim
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}
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vehicle_name huey, vehicle_seat_to passenger3
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{
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both hueypassenger3_aim turretanim
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}
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vehicle_name huey, vehicle_seat_to passenger4
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{
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both hueypassenger4_aim turretanim
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}
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vehicle_name huey, vehicle_seat_to passenger5
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{
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both hueypassenger5_aim turretanim
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}
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vehicle_name huey, vehicle_seat_to passenger6
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{
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both hueypassenger6_aim turretanim
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}
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vehicle_name pbr, vehicle_seat_to driver
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{
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both pbrdriver turretanim
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}
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//vehicle_name pbr, vehicle_seat_to gunner1
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//{
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// both pbrgunner1_aim turretanim
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//}
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//vehicle_name pbr, vehicle_seat_to gunner2
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//{
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// both pbrgunner2_aim turretanim
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//}
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//vehicle_name pbr, vehicle_seat_to gunner3
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//{
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// both pbrgunner1_aim turretanim
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//}
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//vehicle_name pbr, vehicle_seat_to gunner4
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//{
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// both pbrgunner2_aim turretanim
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//}
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mounted mg42, stance prone
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{
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both proneSAWgunner_aim turretanim
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}
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mounted mg42, stance crouch
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{
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both crouchSAWgunner_aim turretanim
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}
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mounted mg42
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{
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both standSAWgunner_aim turretanim
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}
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// LASTSTAND
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perk laststand, stance prone
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{
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both pb_laststand_idle
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}
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perk laststand, stance crouch
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{
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both pb_laststand_idle
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}
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perk laststand
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{
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both pb_laststand_idle
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}
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// REMOTE CONTROL
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playerAnimType remotecontrol, stance prone
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{
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both pb_rc_prone_idle
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}
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playerAnimType remotecontrol, stance crouch
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{
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both pb_rc_crouch_idle
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}
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playerAnimType remotecontrol
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{
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both pb_rc_stand_idle
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}
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// RADIO
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playerAnimType radio, stance prone
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{
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both p_handheldradio_prone_idle
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}
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playerAnimType radio, stance crouch
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{
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both p_handheldradio_crouch_idle
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}
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playerAnimType radio
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{
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both p_handheldradio_idle
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}
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// REVIVER
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playerAnimType reviver, stance prone
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{
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torso p_prone_revive_reviving
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}
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playerAnimType reviver, stance crouch
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{
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torso p_crouch_revive_reviving
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}
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playerAnimType reviver
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{
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torso p_revive_reviving
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}
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// HATCHET
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playerAnimType hatchet, stance prone
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{
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both pb_tomahawk_prone_idle
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}
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playerAnimType hatchet, stance crouch
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{
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both pb_tomahawk_crouch_idle
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}
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playerAnimType hatchet
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{
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both pb_tomahawk_stand_idle
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}
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// NONE
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playerAnimType none, stance prone
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{
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both pb_prone_bombplant
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}
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playerAnimType none, stance crouch
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{
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both pb_crouch_bombplant
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}
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playerAnimType none
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{
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both pb_stand_bombplant
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}
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// BRIEFCASE BOMB
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playerAnimType briefcase, stance prone
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{
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both pb_prone_bombplant
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}
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playerAnimType briefcase, stance crouch
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{
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both pb_crouch_bombplant
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}
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playerAnimType briefcase
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{
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both pb_stand_bombplant
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}
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// MINIGUN
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playerAnimType minigun, stance crouch
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{
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both pb_minigun_crouch_idle
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}
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playerAnimType minigun
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{
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both pb_minigun_stand_idle
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}
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// HOLD
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playerAnimType hold, stance prone
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{
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both pb_prone_hold
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}
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playerAnimType hold, stance crouch
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{
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both pb_crouch_hold_idle
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}
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playerAnimType hold
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{
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both pb_hold_idle
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}
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// CREATE A CLASS
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playerAnimType dualwield, cac
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{
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both pb_dw_stand_cac_idle
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}
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playerAnimType ballisticknife, cac
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{
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both pb_b_knife_cac_idle
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}
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weaponclass mg, cac
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{
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both pb_lmg_stand_cac_idle
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}
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weaponclass spread, cac
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{
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both pb_shot_stand_cac_idle
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}
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playerAnimType m203, cac // China lake
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{
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both pb_shot_stand_cac_idle
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}
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weaponclass smg, cac
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{
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both pb_uzi_stand_cac_idle
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}
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playerAnimType sniper AND rearclipsniper, cac
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{
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both pb_sniper_stand_cac_idle
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}
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weaponclass rifle, cac
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{
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both pb_rifle_stand_cac_idle
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}
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weaponclass pistol, cac
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{
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both pb_pistol_stand_cac_idle
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}
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weaponclass rocketlauncher, cac
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{
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both pb_rpg_stand_cac_idle
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}
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//BALLISTIC KNIFE
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playerAnimType ballisticknife, stance prone
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{
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both pb_b_knife_prone_idle
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}
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playerAnimType ballisticknife, stance crouch
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{
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both pb_b_knife_crouch_idle
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}
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playerAnimType ballisticknife
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{
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both pb_b_knife_stand_idle
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}
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// DUALWIELD
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playerAnimType dualwield, stance prone
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{
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both pb_prone_dw_idle_v1
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}
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playerAnimType dualwield, stance crouch
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{
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both pb_crouch_dw_idle_v1
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}
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playerAnimType dualwield
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{
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both pb_dw_botharms_idle_v1
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}
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// PISTOL
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weaponclass pistol, weapon_position ads, stance prone
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{
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both pb_prone_aim_ads_pistol
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}
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weaponclass pistol, stance prone
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{
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both pb_prone_aim_pistol
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}
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weaponclass pistol, weapon_position ads, stance crouch
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{
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both pb_crouch_ads_pistol
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}
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weaponclass pistol, stance crouch
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{
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both pb_crouch_alert_pistol
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}
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weaponclass pistol, weapon_position ads
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{
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both pb_stand_ads_pistol
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}
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weaponclass pistol
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{
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both pb_stand_alert_pistol
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}
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// RPG
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weaponclass rocketlauncher, stance prone
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{
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both pb_prone_aim_RPG
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}
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weaponclass rocketlauncher, weapon_position ads, stance crouch
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{
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both pb_crouch_ads_RPG
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}
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weaponclass rocketlauncher, stance crouch
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{
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both pb_crouch_alert_RPG
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}
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weaponclass rocketlauncher, weapon_position ads
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{
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both pb_stand_ads_RPG
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}
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weaponclass rocketlauncher
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{
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both pb_stand_alert_RPG
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}
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// GRENADE
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weaponclass grenade, playerAnimType grenadeonly, stance prone
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{
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both pb_grenade_prone_idle grenadeAnim
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}
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weaponclass grenade, playerAnimType grenadeonly, stance crouch
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{
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both pb_grenade_crouch_idle grenadeAnim
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}
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weaponclass grenade, playerAnimType grenadeonly
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{
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both pb_grenade_stand_idle grenadeAnim
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}
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// DEFAULT
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weapon_position ads, stance prone
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{
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both pb_prone_aim_ads
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}
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stance prone
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{
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both pb_prone_aim
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}
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weapon_position ads, stance crouch
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{
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both pb_crouch_ads
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}
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stance crouch // two handed rifle type weapon
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{
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both pb_crouch_alert
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}
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weapon_position ads
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{
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both pb_stand_ads
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}
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default // two handed rifle type weapon
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{
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both pb_stand_alert
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}
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}
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// STUMBLE
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stumble
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{
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// HOLD
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playerAnimType hold, direction left
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{
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both pb_hold_stumble_left
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}
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playerAnimType hold, direction right
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{
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both pb_hold_stumble_right
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}
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playerAnimType hold, direction backward
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{
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both pb_hold_stumble_back
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}
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playerAnimType hold, direction forward
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{
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both pb_hold_stumble_forward
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}
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// DUAL WIELD
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playerAnimType dualwield AND ballisticknife, direction left
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{
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both pb_dw_stumble_left
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}
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playerAnimType dualwield AND ballisticknife, direction right
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{
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both pb_dw_stumble_right
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}
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playerAnimType dualwield AND ballisticknife, direction backward
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{
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both pb_dw_stumble_back
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}
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playerAnimType dualwield AND ballisticknife, direction forward
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{
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both pb_dw_stumble_forward
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}
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// PISTOL
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weaponclass pistol, direction left
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{
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both pb_stumble_pistol_left
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}
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weaponclass pistol, direction right
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{
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both pb_stumble_pistol_right
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}
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weaponclass pistol, direction backward
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{
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both pb_stumble_pistol_back
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}
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weaponclass pistol, direction forward
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{
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both pb_stumble_pistol_forward
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}
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// GRENADE
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weaponclass grenade, direction left, playerAnimType grenadeonly
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{
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both pb_stumble_grenade_left grenadeAnim
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}
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weaponclass grenade, direction right, playerAnimType grenadeonly
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{
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both pb_stumble_grenade_right grenadeAnim
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}
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weaponclass grenade, direction backward, playerAnimType grenadeonly
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{
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both pb_stumble_grenade_back grenadeAnim
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}
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weaponclass grenade, direction forward, playerAnimType grenadeonly
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{
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both pb_stumble_grenade_forward grenadeAnim
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}
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// DEFAULT
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direction left
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{
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both pb_stumble_left
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}
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direction right
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{
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both pb_stumble_right
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}
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direction backward
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{
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both pb_stumble_back
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}
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default
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{
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both pb_stumble_forward
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}
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}
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// STUMBLE WALK
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stumble_walk
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{
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// HOLD
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playerAnimType hold, direction left
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{
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both pb_hold_stumble_walk_left
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}
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playerAnimType hold, direction right
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{
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both pb_hold_stumble_walk_right
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}
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playerAnimType hold, direction backward
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{
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both pb_hold_stumble_walk_back
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}
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playerAnimType hold, direction forward
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{
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both pb_hold_stumble_walk_forward
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}
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// DUAL WIELD
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playerAnimType dualwield AND ballisticknife, direction left
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{
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both pb_dw_stumble_walk_left
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}
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playerAnimType dualwield AND ballisticknife, direction right
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{
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both pb_dw_stumble_walk_right
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}
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playerAnimType dualwield AND ballisticknife, direction backward
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{
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both pb_dw_stumble_walk_back
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}
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playerAnimType dualwield AND ballisticknife, direction forward
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{
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both pb_dw_stumble_walk_forward
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}
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// PISTOL, GRENADE
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weaponclass pistol AND grenade, direction left, playerAnimType grenadeonly
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{
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both pb_stumble_pistol_walk_left
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}
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weaponclass pistol AND grenade, direction right, playerAnimType grenadeonly
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{
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both pb_stumble_pistol_walk_right
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}
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weaponclass pistol AND grenade, direction backward, playerAnimType grenadeonly
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{
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both pb_stumble_pistol_walk_back
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}
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weaponclass pistol AND grenade, direction forward, playerAnimType grenadeonly
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{
|
|
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
|
|
{
|
|
// DEFAULT
|
|
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
|
|
}
|
|
// NONE
|
|
// Crouch
|
|
playerAnimType none, stance crouch
|
|
{
|
|
both pb_crouch_walk_forward_unarmed
|
|
}
|
|
// Stand
|
|
playerAnimType none
|
|
{
|
|
both pb_stand_shoot_walk_forward_unarmed
|
|
}
|
|
// HOLD
|
|
// Prone
|
|
playerAnimType hold, direction left, stance prone
|
|
{
|
|
both pb_prone_crawl_left_hold
|
|
}
|
|
playerAnimType hold, direction right, stance prone
|
|
{
|
|
both pb_prone_crawl_right_hold
|
|
}
|
|
playerAnimType hold, direction backward, stance prone
|
|
{
|
|
both pb_prone_crawl_back_hold
|
|
}
|
|
playerAnimType hold, stance prone
|
|
{
|
|
both pb_prone_crawl_hold
|
|
}
|
|
// Stand
|
|
playerAnimType hold, direction left
|
|
{
|
|
both pb_hold_run_left
|
|
}
|
|
playerAnimType hold, direction right
|
|
{
|
|
both pb_hold_run_right
|
|
}
|
|
playerAnimType hold, direction backward
|
|
{
|
|
both pb_hold_run_back
|
|
}
|
|
playerAnimType hold
|
|
{
|
|
both pb_hold_run
|
|
}
|
|
// 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
|
|
}
|
|
// 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
|
|
}
|
|
// 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
|
|
}
|
|
// 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, direction left, stance prone
|
|
{
|
|
both pb_prone_pistol_crawl_left
|
|
}
|
|
weaponclass pistol, direction right, stance prone
|
|
{
|
|
both pb_prone_pistol_crawl_right
|
|
}
|
|
weaponclass pistol, direction backward, stance prone
|
|
{
|
|
both pb_prone_crawl_pistol_back
|
|
}
|
|
weaponclass pistol, stance prone
|
|
{
|
|
both pb_prone_crawl_pistol
|
|
}
|
|
// Crouch
|
|
weaponclass pistol, direction left, playerAnimType grenadeonly, stance crouch
|
|
{
|
|
both pb_crouch_walk_left_pistol
|
|
}
|
|
weaponclass pistol, direction right, playerAnimType grenadeonly, stance crouch
|
|
{
|
|
both pb_crouch_walk_right_pistol
|
|
}
|
|
weaponclass pistol, direction backward, playerAnimType grenadeonly, stance crouch
|
|
{
|
|
both pb_crouch_walk_back_pistol
|
|
}
|
|
weaponclass pistol, playerAnimType grenadeonly, stance crouch
|
|
{
|
|
both pb_crouch_walk_forward_pistol
|
|
}
|
|
// Stand
|
|
weaponclass pistol, direction left
|
|
{
|
|
both pb_combatwalk_left_loop_pistol
|
|
}
|
|
weaponclass pistol, direction right
|
|
{
|
|
both pb_combatwalk_right_loop_pistol
|
|
}
|
|
weaponclass pistol, direction backward
|
|
{
|
|
both pb_combatwalk_back_loop_pistol
|
|
}
|
|
weaponclass pistol
|
|
{
|
|
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
|
|
{
|
|
// NONE
|
|
playerAnimType none
|
|
{
|
|
both pb_sprint blendOutTime 200
|
|
}
|
|
// HOLD
|
|
playerAnimType hold
|
|
{
|
|
both pb_sprint_hold blendOutTime 200
|
|
}
|
|
// DUALWIELD
|
|
playerAnimType dualwield AND ballisticknife
|
|
{
|
|
both pb_dw_sprint blendOutTime 200
|
|
}
|
|
// RPG
|
|
weaponclass rocketlauncher
|
|
{
|
|
both pb_sprint_RPG blendOutTime 200
|
|
}
|
|
// PISTOL
|
|
weaponclass pistol
|
|
{
|
|
both pb_sprint_pistol 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
|
|
}
|
|
// NONE
|
|
// Crouch
|
|
playerAnimType none, direction backward, stance crouch
|
|
{
|
|
both pb_crouch_run_back_grenade
|
|
}
|
|
playerAnimType none, stance crouch
|
|
{
|
|
both pb_crouch_run_forward_grenade
|
|
}
|
|
// Stand
|
|
playerAnimType none, direction backward
|
|
{
|
|
both pb_combatrun_back_loop_grenade
|
|
}
|
|
playerAnimType none
|
|
{
|
|
both pb_pistol_run_fast
|
|
}
|
|
// HOLD
|
|
// Crouch
|
|
playerAnimType hold, direction left, stance crouch
|
|
{
|
|
both pb_crouch_hold_run_left
|
|
}
|
|
playerAnimType hold, direction right, stance crouch
|
|
{
|
|
both pb_crouch_hold_run_right
|
|
}
|
|
playerAnimType hold, direction backward, stance crouch
|
|
{
|
|
both pb_crouch_hold_run_back
|
|
}
|
|
playerAnimType hold, stance crouch
|
|
{
|
|
both pb_crouch_hold_run
|
|
}
|
|
// Stand
|
|
playerAnimType hold, direction left
|
|
{
|
|
both pb_hold_run_left
|
|
}
|
|
playerAnimType hold, direction right
|
|
{
|
|
both pb_hold_run_right
|
|
}
|
|
playerAnimType hold, direction backward
|
|
{
|
|
both pb_hold_run_back
|
|
}
|
|
playerAnimType hold
|
|
{
|
|
both pb_hold_run
|
|
}
|
|
// 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
|
|
}
|
|
// 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
|
|
}
|
|
// 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, direction left, stance crouch
|
|
{
|
|
both pb_crouch_run_left_pistol
|
|
}
|
|
weaponclass pistol, direction right, stance crouch
|
|
{
|
|
both pb_crouch_run_right_pistol
|
|
}
|
|
weaponclass pistol, direction backward, stance crouch
|
|
{
|
|
both pb_crouch_run_back_pistol
|
|
}
|
|
weaponclass pistol, stance crouch
|
|
{
|
|
both pb_crouch_run_forward_pistol
|
|
}
|
|
// Stand
|
|
weaponclass pistol, direction left
|
|
{
|
|
both pb_combatrun_left_loop_pistol
|
|
}
|
|
weaponclass pistol, direction right
|
|
{
|
|
both pb_combatrun_right_loop_pistol
|
|
}
|
|
weaponclass pistol, direction backward
|
|
{
|
|
both pb_combatrun_back_loop_pistol
|
|
}
|
|
weaponclass pistol, slope up
|
|
{
|
|
both pb_pistol_stand_run_slopeup
|
|
}
|
|
weaponclass pistol, slope down
|
|
{
|
|
both pb_pistol_stand_run_slopedown
|
|
}
|
|
weaponclass pistol
|
|
{
|
|
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
|
|
{
|
|
// 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
|
|
}
|
|
// HOLD
|
|
playerAnimType hold, stance prone
|
|
{
|
|
both pb_hold_prone_turn_90right
|
|
}
|
|
playerAnimType hold, stance crouch
|
|
{
|
|
both pb_hold_crouchturn_90right
|
|
}
|
|
playerAnimType hold
|
|
{
|
|
both pb_hold_turn_90right
|
|
}
|
|
// RADIO
|
|
playerAnimType radio, stance prone
|
|
{
|
|
both p_handheldradio_prone_idle
|
|
}
|
|
playerAnimType radio, stance crouch
|
|
{
|
|
both p_handheldradio_crouch_idle
|
|
}
|
|
playerAnimType radio
|
|
{
|
|
both p_handheldradio_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
|
|
}
|
|
// MINIGUN
|
|
playerAnimType minigun, stance crouch
|
|
{
|
|
both pb_minigun_crouch_turn_90right
|
|
}
|
|
playerAnimType minigun
|
|
{
|
|
both pb_minigun_stand_turn_90right
|
|
}
|
|
// 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, stance prone
|
|
{
|
|
both pb_pistol_prone_turn_90right
|
|
}
|
|
weaponclass pistol, stance crouch
|
|
{
|
|
both pb_pistol_crouchturn_90right
|
|
}
|
|
weaponclass pistol
|
|
{
|
|
both pb_pistol_turn_90right
|
|
}
|
|
// DEFAULT
|
|
stance prone
|
|
{
|
|
both pb_prone_turn_90right
|
|
}
|
|
stance crouch
|
|
{
|
|
both pb_crouchturn_90right
|
|
}
|
|
default
|
|
{
|
|
both pb_turn_90right
|
|
}
|
|
}
|
|
turnleft
|
|
{
|
|
// 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
|
|
}
|
|
// HOLD
|
|
playerAnimType hold, stance prone
|
|
{
|
|
both pb_hold_prone_turn_90left
|
|
}
|
|
playerAnimType hold, stance crouch
|
|
{
|
|
both pb_hold_crouchturn_90left
|
|
}
|
|
playerAnimType hold
|
|
{
|
|
both pb_hold_turn_90left
|
|
}
|
|
// RADIO
|
|
playerAnimType radio, stance prone
|
|
{
|
|
both p_handheldradio_prone_idle
|
|
}
|
|
playerAnimType radio, stance crouch
|
|
{
|
|
both p_handheldradio_crouch_idle
|
|
}
|
|
playerAnimType radio
|
|
{
|
|
both p_handheldradio_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
|
|
}
|
|
// MINIGUN
|
|
playerAnimType minigun, stance crouch
|
|
{
|
|
both pb_minigun_crouch_turn_90left
|
|
}
|
|
playerAnimType minigun
|
|
{
|
|
both pb_minigun_stand_turn_90left
|
|
}
|
|
// 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, stance prone
|
|
{
|
|
both pb_pistol_prone_turn_90left
|
|
}
|
|
weaponclass pistol, stance crouch
|
|
{
|
|
both pb_pistol_crouchturn_90left
|
|
}
|
|
weaponclass pistol
|
|
{
|
|
both pb_pistol_turn_90left
|
|
}
|
|
// DEFAULT
|
|
stance prone
|
|
{
|
|
both pb_prone_turn_90left
|
|
}
|
|
stance crouch
|
|
{
|
|
both pb_crouchturn_90left
|
|
}
|
|
default
|
|
{
|
|
both pb_turn_90left
|
|
}
|
|
}
|
|
|
|
//==========
|
|
// PI - DAY : Mantle animations
|
|
mantle_up_57
|
|
{
|
|
// DEFAULT
|
|
default
|
|
{
|
|
both mp_mantle_up_57
|
|
}
|
|
}
|
|
mantle_up_51
|
|
{
|
|
// DEFAULT
|
|
default
|
|
{
|
|
both mp_mantle_up_51
|
|
}
|
|
}
|
|
mantle_up_45
|
|
{
|
|
// DEFAULT
|
|
default
|
|
{
|
|
both mp_mantle_up_45
|
|
}
|
|
}
|
|
mantle_up_39
|
|
{
|
|
// DEFAULT
|
|
default
|
|
{
|
|
both mp_mantle_up_39
|
|
}
|
|
}
|
|
mantle_up_33
|
|
{
|
|
// DEFAULT
|
|
default
|
|
{
|
|
both mp_mantle_up_33
|
|
}
|
|
}
|
|
mantle_up_27
|
|
{
|
|
// DEFAULT
|
|
default
|
|
{
|
|
legs mp_mantle_up_27
|
|
}
|
|
}
|
|
mantle_up_21
|
|
{
|
|
// DEFAULT
|
|
default
|
|
{
|
|
legs mp_mantle_up_21
|
|
}
|
|
}
|
|
mantle_over_high
|
|
{
|
|
// DEFAULT
|
|
default
|
|
{
|
|
both mp_mantle_over_high
|
|
}
|
|
}
|
|
mantle_over_mid
|
|
{
|
|
// DEFAULT
|
|
default
|
|
{
|
|
both mp_mantle_over_mid
|
|
}
|
|
}
|
|
mantle_over_low
|
|
{
|
|
// DEFAULT
|
|
default
|
|
{
|
|
legs mp_mantle_over_low
|
|
}
|
|
}
|
|
|
|
dtp_move
|
|
{
|
|
// HOLD
|
|
playerAnimType hold
|
|
{
|
|
both pb_hold_dive_prone animrate 1
|
|
}
|
|
// DUALWIELD
|
|
playerAnimType dualwield AND ballisticknife
|
|
{
|
|
both pb_dw_dive_prone animrate 1
|
|
}
|
|
// PISTOL
|
|
weaponclass pistol
|
|
{
|
|
both pb_dive_prone_pistol animrate 1
|
|
}
|
|
// RPG
|
|
weaponclass rocketlauncher
|
|
{
|
|
both pb_rpg_dive_prone
|
|
}
|
|
// GRENADE
|
|
weaponclass grenade, playerAnimType grenadeonly
|
|
{
|
|
both pb_dive_prone_pistol 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
|
|
{
|
|
vehicle_name huey
|
|
{
|
|
// Ignore the fireweapon event while on a turret
|
|
}
|
|
// MG42
|
|
mounted mg42
|
|
{
|
|
// Ignore the fireweapon event while on a turret
|
|
}
|
|
// 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
|
|
}
|
|
// HOLD
|
|
playerAnimType hold, stance prone
|
|
{
|
|
torso pt_hold_prone_throw
|
|
}
|
|
playerAnimType hold
|
|
{
|
|
torso pt_hold_throw
|
|
}
|
|
// SNIPER - NEEDS INVESTIGATION!
|
|
playerAnimType sniper AND rearclipsniper, stance prone, weapon_position ads
|
|
{
|
|
torso pt_prone_ads_shoot_auto
|
|
}
|
|
playerAnimType sniper AND rearclipsniper, stance prone
|
|
{
|
|
torso pt_rifle_fire_prone
|
|
}
|
|
playerAnimType sniper AND rearclipsniper, movestatus moving
|
|
{
|
|
// Play no special firing animation
|
|
}
|
|
playerAnimType sniper AND rearclipsniper, stance crouch, weapon_position ads
|
|
{
|
|
torso pt_crouch_shoot_ads
|
|
}
|
|
playerAnimType sniper AND rearclipsniper, stance crouch
|
|
{
|
|
torso pt_crouch_shoot
|
|
}
|
|
playerAnimType sniper AND rearclipsniper, weapon_position ads
|
|
{
|
|
torso pt_rifle_fire_ads
|
|
}
|
|
playerAnimType sniper AND rearclipsniper
|
|
{
|
|
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
|
|
}
|
|
// 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
|
|
}
|
|
// PISTOLS
|
|
weaponclass pistol, stance prone, weapon_position ads
|
|
{
|
|
torso pt_prone_ads_shoot_pistol
|
|
}
|
|
weaponclass pistol, stance prone
|
|
{
|
|
torso pt_prone_shoot_pistol
|
|
}
|
|
weaponclass pistol, movestatus moving
|
|
{
|
|
// Play no special firing animation
|
|
}
|
|
weaponclass pistol, stance crouch, weapon_position ads
|
|
{
|
|
torso pt_crouch_shoot_ads_pistol
|
|
}
|
|
weaponclass pistol, stance crouch
|
|
{
|
|
torso pt_crouch_shoot_pistol
|
|
}
|
|
weaponclass pistol, weapon_position ads
|
|
{
|
|
torso pt_stand_shoot_ads_pistol
|
|
}
|
|
weaponclass pistol
|
|
{
|
|
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
|
|
}
|
|
default
|
|
{
|
|
torso pt_stand_shoot
|
|
}
|
|
}
|
|
|
|
|
|
prone_to_crouch
|
|
{
|
|
// NONE
|
|
nextPlayerAnimType briefcase
|
|
{
|
|
both pb_briefcase_prone2crouch allowMovementInterrupt
|
|
}
|
|
// HOLD
|
|
nextPlayerAnimType hold, movestatus moving, direction backward
|
|
{
|
|
both pb_hold_prone2crouch allowMovementInterrupt
|
|
}
|
|
nextPlayerAnimType hold, movestatus moving
|
|
{
|
|
both pb_hold_prone2crouchrun duration 626 blendouttime 33
|
|
}
|
|
nextPlayerAnimType hold
|
|
{
|
|
both pb_hold_prone2crouch 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
|
|
}
|
|
// 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, movestatus moving, direction backward
|
|
{
|
|
both pb_prone2crouch_pistol allowMovementInterrupt
|
|
}
|
|
nextWeaponclass pistol, movestatus moving
|
|
{
|
|
both pb_prone2crouchrun_pistol duration 626 blendouttime 33
|
|
}
|
|
nextWeaponclass pistol
|
|
{
|
|
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 allowMovementInterrupt
|
|
}
|
|
playerAnimType hold, movestatus moving
|
|
{
|
|
both pb_hold_prone2crouchrun duration 626 blendouttime 33
|
|
}
|
|
playerAnimType hold
|
|
{
|
|
both pb_hold_prone2crouch 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
|
|
}
|
|
// 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, movestatus moving, direction backward
|
|
{
|
|
both pb_prone2crouch_pistol allowMovementInterrupt
|
|
}
|
|
weaponclass pistol, movestatus moving
|
|
{
|
|
both pb_prone2crouchrun_pistol duration 626 blendouttime 33
|
|
}
|
|
weaponclass pistol
|
|
{
|
|
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 blendouttime 33
|
|
}
|
|
nextPlayerAnimType hold
|
|
{
|
|
both pb_hold_prone2stand allowMovementInterrupt
|
|
}
|
|
// DUALWIELD
|
|
nextPlayerAnimType dualwield AND ballisticknife, movestatus moving
|
|
{
|
|
both pb_dw_prone2sprint blendouttime 33
|
|
}
|
|
nextPlayerAnimType dualwield AND ballisticknife
|
|
{
|
|
both pb_dw_prone2stand allowMovementInterrupt
|
|
}
|
|
// GRENADE
|
|
nextWeaponclass grenade, playerAnimType grenadeonly, movestatus moving
|
|
{
|
|
both pb_grenade_prone2sprint blendouttime 33
|
|
}
|
|
nextWeaponclass grenade, playerAnimType grenadeonly
|
|
{
|
|
both pb_grenade_prone2stand allowMovementInterrupt
|
|
}
|
|
// PISTOL
|
|
nextWeaponclass pistol, movestatus moving
|
|
{
|
|
both pb_prone2sprint_pistol blendouttime 33
|
|
}
|
|
nextWeaponclass pistol
|
|
{
|
|
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 blendouttime 33
|
|
}
|
|
playerAnimType hold
|
|
{
|
|
both pb_hold_prone2stand allowMovementInterrupt
|
|
}
|
|
// DUALWIELD
|
|
playerAnimType dualwield AND ballisticknife, movestatus moving
|
|
{
|
|
both pb_dw_prone2sprint blendouttime 33
|
|
}
|
|
playerAnimType dualwield AND ballisticknife
|
|
{
|
|
both pb_dw_prone2stand allowMovementInterrupt
|
|
}
|
|
// GRENADE
|
|
weaponclass grenade, playerAnimType grenadeonly, movestatus moving
|
|
{
|
|
both pb_grenade_prone2sprint blendouttime 33
|
|
}
|
|
weaponclass grenade, playerAnimType grenadeonly
|
|
{
|
|
both pb_grenade_prone2stand allowMovementInterrupt
|
|
}
|
|
// PISTOL
|
|
weaponclass pistol, movestatus moving
|
|
{
|
|
both pb_prone2sprint_pistol blendouttime 33
|
|
}
|
|
weaponclass pistol
|
|
{
|
|
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 blendouttime 33
|
|
}
|
|
// DUALWIELD
|
|
nextPlayerAnimType dualwield AND ballisticknife
|
|
{
|
|
both pb_dw_prone2sprint blendouttime 33
|
|
}
|
|
// GRENADE
|
|
nextWeaponclass grenade, playerAnimType grenadeonly
|
|
{
|
|
both pb_grenade_prone2sprint blendouttime 33
|
|
}
|
|
// PISTOL
|
|
nextWeaponclass pistol
|
|
{
|
|
both pb_prone2sprint_pistol blendouttime 33
|
|
}
|
|
// RIFLE
|
|
nextWeaponclass rifle
|
|
{
|
|
both pb_prone2sprint blendouttime 33
|
|
}
|
|
|
|
// HOLD
|
|
playerAnimType hold
|
|
{
|
|
both pb_hold_prone2sprint blendouttime 33
|
|
}
|
|
// DUALWIELD
|
|
playerAnimType dualwield AND ballisticknife
|
|
{
|
|
both pb_dw_prone2sprint blendouttime 33
|
|
}
|
|
// GRENADE
|
|
weaponclass grenade, playerAnimType grenadeonly
|
|
{
|
|
both pb_grenade_prone2sprint blendouttime 33
|
|
}
|
|
// PISTOL
|
|
weaponclass pistol
|
|
{
|
|
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
|
|
}
|
|
// DUAL WIELD
|
|
nextPlayerAnimType dualwield AND ballisticknife
|
|
{
|
|
both pb_dw_crouch2prone
|
|
}
|
|
// RPG
|
|
nextWeaponclass rocketlauncher
|
|
{
|
|
both pb_rpg_crouch2prone
|
|
}
|
|
// GRENADE
|
|
nextWeaponclass grenade, playerAnimType grenadeonly
|
|
{
|
|
both pb_grenade_crouch2prone
|
|
}
|
|
// PISTOL
|
|
nextWeaponclass pistol
|
|
{
|
|
both pb_crouch2prone_pistol
|
|
}
|
|
// DEFAULT
|
|
nextWeaponclass rifle
|
|
{
|
|
both pb_crouch2prone
|
|
}
|
|
|
|
// HOLD
|
|
playerAnimType hold
|
|
{
|
|
both pb_hold_crouch2prone
|
|
}
|
|
// DUAL WIELD
|
|
playerAnimType dualwield AND ballisticknife
|
|
{
|
|
both pb_dw_crouch2prone
|
|
}
|
|
// RPG
|
|
weaponclass rocketlauncher
|
|
{
|
|
both pb_rpg_crouch2prone
|
|
}
|
|
// GRENADE
|
|
weaponclass grenade, playerAnimType grenadeonly
|
|
{
|
|
both pb_grenade_crouch2prone
|
|
}
|
|
// PISTOL
|
|
weaponclass pistol
|
|
{
|
|
both pb_crouch2prone_pistol
|
|
}
|
|
// DEFAULT
|
|
default
|
|
{
|
|
both pb_crouch2prone
|
|
}
|
|
}
|
|
|
|
crouch_to_stand
|
|
{
|
|
// HOLD
|
|
playerAnimType hold, movestatus moving
|
|
{
|
|
// Play no animation, just blend
|
|
}
|
|
playerAnimType hold
|
|
{
|
|
both pb_hold_crouch2stand
|
|
}
|
|
// DUAL WIELD
|
|
playerAnimType dualwield AND ballisticknife, movestatus moving
|
|
{
|
|
// Play no animation, just blend
|
|
}
|
|
playerAnimType dualwield AND ballisticknife
|
|
{
|
|
both pb_dw_crouch2stand
|
|
}
|
|
// PISTOL
|
|
weaponclass pistol, movestatus moving
|
|
{
|
|
// Play no animation, just blend
|
|
}
|
|
weaponclass pistol
|
|
{
|
|
both pb_pistol_crouch2stand
|
|
}
|
|
// DEFAULT
|
|
movestatus moving
|
|
{
|
|
// Play no animation, just blend
|
|
}
|
|
default
|
|
{
|
|
both pb_rifle_crouch2stand
|
|
}
|
|
}
|
|
|
|
stand_to_crouch
|
|
{
|
|
// HOLD
|
|
playerAnimType hold, movestatus moving
|
|
{
|
|
// Play no animation, just blend
|
|
}
|
|
playerAnimType hold
|
|
{
|
|
both pb_hold_stand2crouch
|
|
}
|
|
// DUAL WIELD
|
|
playerAnimType dualwield AND ballisticknife, movestatus moving
|
|
{
|
|
// Play no animation, just blend
|
|
}
|
|
playerAnimType dualwield AND ballisticknife
|
|
{
|
|
both pb_dw_stand2crouch
|
|
}
|
|
// PISTOL
|
|
weaponclass pistol, movestatus moving
|
|
{
|
|
// Play no animation, just blend
|
|
}
|
|
weaponclass pistol
|
|
{
|
|
both pb_pistol_stand2crouch
|
|
}
|
|
// DEFAULT
|
|
movestatus moving
|
|
{
|
|
// Play no animation, just blend
|
|
}
|
|
default
|
|
{
|
|
both pb_rifle_stand2crouch
|
|
}
|
|
}
|
|
|
|
stand_to_laststand
|
|
{
|
|
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
|
|
{
|
|
// PISTOL, GRENADE
|
|
weaponclass pistol AND grenade, stance prone, playerAnimType grenadeonly
|
|
{
|
|
torso pt_melee_prone_pistol
|
|
}
|
|
weaponclass pistol 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
|
|
}
|
|
// 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
|
|
{
|
|
// LASTSTAND
|
|
perk laststand
|
|
{
|
|
torso p_revive_down_melee_swipe
|
|
}
|
|
// HOLD
|
|
// *** LDS - NEED TO ADD PRONE ANIMS FOR HOLD WEAPONS
|
|
playerAnimType hold, stance prone
|
|
{
|
|
torso pt_hold_melee_prone
|
|
}
|
|
playerAnimType hold
|
|
{
|
|
torso pt_melee_hold_1
|
|
}
|
|
// 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
|
|
}
|
|
// DUALWIELD
|
|
playerAnimType dualwield, stance prone
|
|
{
|
|
torso pt_dw_prone_melee
|
|
}
|
|
playerAnimType dualwield
|
|
{
|
|
torso pt_dw_stand_melee_swipe blendTime 17 blendOutTime 17
|
|
}
|
|
// 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, stance prone
|
|
{
|
|
torso p_knife_prone_pistol_swipe
|
|
}
|
|
weaponclass pistol, stance crouch
|
|
{
|
|
torso p_knife_crouch_pistol_swipe
|
|
}
|
|
weaponclass pistol
|
|
{
|
|
torso p_knife_stand_pistol_swipe
|
|
}
|
|
// DEFAULT
|
|
stance prone
|
|
{
|
|
torso p_knife_prone_rifle_swipe
|
|
}
|
|
stance crouch
|
|
{
|
|
torso p_knife_crouch_rifle_swipe
|
|
}
|
|
default
|
|
{
|
|
torso p_knife_stand_rifle_swipe
|
|
}
|
|
}
|
|
|
|
knife_melee_charge
|
|
{
|
|
// HOLD
|
|
playerAnimType hold, stance prone
|
|
{
|
|
torso pt_hold_melee_prone
|
|
}
|
|
playerAnimType hold
|
|
{
|
|
torso pt_melee_hold_2
|
|
}
|
|
// DUALWIELD
|
|
playerAnimType dualwield AND ballisticknife, stance prone
|
|
{
|
|
torso pt_dw_prone_melee
|
|
}
|
|
playerAnimType dualwield AND ballisticknife
|
|
{
|
|
torso pt_dw_stand_melee_stick
|
|
}
|
|
// 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, stance prone
|
|
{
|
|
torso p_knife_prone_pistol
|
|
}
|
|
weaponclass pistol, stance crouch
|
|
{
|
|
torso p_knife_crouch_pistol
|
|
}
|
|
weaponclass pistol
|
|
{
|
|
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
|
|
{
|
|
// HOLD
|
|
stance prone, playerAnimType hold
|
|
{
|
|
torso pt_satchel_prone_putaway weaponTimeScale
|
|
}
|
|
playerAnimType hold
|
|
{
|
|
torso pt_satchel_stand_putaway 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
|
|
}
|
|
// 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
|
|
}
|
|
// RPG
|
|
weaponclass rocketlauncher, stance prone
|
|
{
|
|
torso pt_rpg_prone_putaway weaponTimeScale
|
|
}
|
|
weaponclass rocketlauncher
|
|
{
|
|
torso pt_rpg_stand_putaway weaponTimeScale
|
|
}
|
|
// PISTOL
|
|
weaponclass pistol, stance prone
|
|
{
|
|
torso pt_pistol_prone_putaway weaponTimeScale
|
|
}
|
|
weaponclass pistol, stance crouch
|
|
{
|
|
torso pt_pistol_crouch_putaway weaponTimeScale
|
|
}
|
|
weaponclass pistol
|
|
{
|
|
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
|
|
{
|
|
// HOLD
|
|
playerAnimType hold, stance prone
|
|
{
|
|
torso pt_satchel_prone_raise weaponTimeScale blendTime 125
|
|
}
|
|
playerAnimType hold
|
|
{
|
|
torso pt_satchel_stand_raise 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
|
|
}
|
|
// 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, stance prone
|
|
{
|
|
torso pt_radio_prone_raise weaponTimeScale blendTime 48
|
|
}
|
|
playerAnimType radio, stance crouch
|
|
{
|
|
torso pt_radio_crouch_raise weaponTimeScale blendTime 48
|
|
}
|
|
playerAnimType radio
|
|
{
|
|
torso pt_radio_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
|
|
}
|
|
// RPG
|
|
weaponclass rocketlauncher, stance prone
|
|
{
|
|
torso pt_rpg_prone_raise weaponTimeScale
|
|
}
|
|
weaponclass rocketlauncher
|
|
{
|
|
torso pt_rpg_stand_raise weaponTimeScale
|
|
}
|
|
// PISTOL
|
|
weaponclass pistol, stance prone
|
|
{
|
|
torso pt_pistol_prone_raise weaponTimeScale
|
|
}
|
|
weaponclass pistol, stance crouch
|
|
{
|
|
torso pt_pistol_crouch_raise weaponTimeScale
|
|
}
|
|
weaponclass pistol
|
|
{
|
|
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
|
|
}
|
|
default
|
|
{
|
|
torso pt_rifle_stand_raise weaponTimeScale
|
|
}
|
|
}
|
|
|
|
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
|
|
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
|
|
}
|
|
// CHINA LAKE
|
|
playerAnimType m203, stance prone
|
|
{
|
|
torso pt_shot_prone_reload
|
|
}
|
|
playerAnimType m203, stance crouch
|
|
{
|
|
torso pt_shot_crouch_reload
|
|
}
|
|
playerAnimType m203
|
|
{
|
|
torso pt_shot_stand_reload
|
|
}
|
|
// REARCLIP
|
|
playerAnimType rearclip AND rearclipsniper, stance prone
|
|
{
|
|
torso pt_rifle_prone_reload_rearclip
|
|
}
|
|
playerAnimType rearclip AND rearclipsniper, stance crouch
|
|
{
|
|
torso pt_rifle_crouch_reload_rearclip
|
|
}
|
|
playerAnimType rearclip AND rearclipsniper
|
|
{
|
|
torso pt_rifle_stand_reload_rearclip
|
|
}
|
|
// 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
|
|
}
|
|
// 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
|
|
}
|
|
// 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, movestatus stationary, stance crouch
|
|
{
|
|
torso pt_reload_crouch_pistol
|
|
}
|
|
weaponclass pistol, stance crouch
|
|
{
|
|
torso pt_reload_crouchwalk_pistol
|
|
}
|
|
weaponclass pistol, stance prone
|
|
{
|
|
torso pt_reload_prone_pistol
|
|
}
|
|
weaponclass pistol
|
|
{
|
|
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
|
|
}
|
|
default
|
|
{
|
|
torso pt_reload_stand_rifle
|
|
}
|
|
}
|
|
|
|
jump
|
|
{
|
|
// NONE
|
|
playerAnimType none, direction backward
|
|
{
|
|
legs pb_standjump_takeoff duration 5 blendtime 100
|
|
}
|
|
playerAnimType none, movestatus moving
|
|
{
|
|
legs pb_runjump_takeoff duration 5 blendtime 100
|
|
}
|
|
playerAnimType none
|
|
{
|
|
legs pb_standjump_takeoff duration 5 blendtime 100
|
|
}
|
|
// HOLD
|
|
playerAnimType hold, direction backward
|
|
{
|
|
legs pb_standjump_takeoff_satchel duration 5 blendtime 100
|
|
}
|
|
playerAnimType hold
|
|
{
|
|
legs pb_standjump_takeoff_satchel 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
|
|
}
|
|
// 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
|
|
}
|
|
// 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, direction backward
|
|
{
|
|
legs pb_standjump_takeoff_pistol duration 5 blendtime 100
|
|
}
|
|
weaponclass pistol, movestatus run
|
|
{
|
|
legs pb_runjump_takeoff_pistol duration 5 blendtime 100
|
|
}
|
|
weaponclass pistol
|
|
{
|
|
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
|
|
}
|
|
movestatus run
|
|
{
|
|
legs pb_runjump_takeoff duration 5 blendtime 100
|
|
}
|
|
default
|
|
{
|
|
legs pb_standjump_takeoff duration 5 blendtime 100
|
|
}
|
|
}
|
|
|
|
land
|
|
{
|
|
// HOLD
|
|
playerAnimType hold
|
|
{
|
|
legs pb_standjump_land_satchel duration 100 blendtime 5
|
|
}
|
|
// DUAL WIELD
|
|
playerAnimType dualwield AND ballisticknife
|
|
{
|
|
legs pb_dw_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
|
|
}
|
|
// 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, movestatus run
|
|
{
|
|
legs pb_runjump_land_pistol duration 100 blendtime 5
|
|
}
|
|
weaponclass pistol, playerAnimType grenadeonly
|
|
{
|
|
legs pb_standjump_land_pistol duration 100 blendtime 50
|
|
}
|
|
// DEFAULT
|
|
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
|
|
}
|
|
// MINIGUN
|
|
playerAnimType minigun
|
|
{
|
|
// No animation
|
|
}
|
|
// HOLD
|
|
playerAnimType hold, stance prone
|
|
{
|
|
torso pb_hold_prone_shellshock blendtime 50
|
|
}
|
|
playerAnimType hold, stance crouch
|
|
{
|
|
torso pb_crouch_shellshock_hold blendtime 50
|
|
}
|
|
playerAnimType hold
|
|
{
|
|
torso pb_stand_shellshock_hold 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
|
|
}
|
|
// 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
|
|
}
|
|
// VEHICLE
|
|
vehicle_name huey, dmgdirection right
|
|
{
|
|
// under development
|
|
}
|
|
vehicle_name huey, dmgdirection left
|
|
{
|
|
// under development
|
|
}
|
|
vehicle_name huey, dmgdirection back
|
|
{
|
|
// under development
|
|
}
|
|
vehicle_name huey, dmgdirection front
|
|
{
|
|
// under development
|
|
}
|
|
// MINIGUN
|
|
playerAnimType minigun
|
|
{
|
|
// No animation
|
|
}
|
|
// RADIO
|
|
playerAnimType radio
|
|
{
|
|
// No animation
|
|
}
|
|
// BRIEFCASE
|
|
playerAnimType briefcase
|
|
{
|
|
// No animation
|
|
}
|
|
// HOLD
|
|
// Prone
|
|
playerAnimType hold, dmgdirection right, stance prone
|
|
{
|
|
torso pt_hold_prone_flinch_right
|
|
}
|
|
playerAnimType hold, dmgdirection left, stance prone
|
|
{
|
|
torso pt_hold_prone_flinch_left
|
|
}
|
|
playerAnimType hold, dmgdirection back, stance prone
|
|
{
|
|
torso pt_hold_prone_flinch_back
|
|
}
|
|
playerAnimType hold, dmgdirection front, stance prone
|
|
{
|
|
torso pt_hold_prone_flinch_forward
|
|
}
|
|
// Crouch
|
|
playerAnimType hold, dmgdirection right, stance crouch
|
|
{
|
|
torso pt_hold_crouch_flinch_right
|
|
}
|
|
playerAnimType hold, dmgdirection left, stance crouch
|
|
{
|
|
torso pt_hold_crouch_flinch_left
|
|
}
|
|
playerAnimType hold, dmgdirection back, stance crouch
|
|
{
|
|
torso pt_hold_crouch_flinch_back
|
|
}
|
|
playerAnimType hold, dmgdirection front, stance crouch
|
|
{
|
|
torso pt_hold_crouch_flinch_back
|
|
}
|
|
// Stand
|
|
playerAnimType hold, dmgdirection right
|
|
{
|
|
torso pt_hold_stand_flinch_right
|
|
}
|
|
playerAnimType hold, dmgdirection left
|
|
{
|
|
torso pt_hold_stand_flinch_left
|
|
}
|
|
playerAnimType hold, dmgdirection back
|
|
{
|
|
torso pt_hold_stand_flinch_back
|
|
}
|
|
playerAnimType hold, dmgdirection front
|
|
{
|
|
torso pt_hold_stand_flinch_forward
|
|
}
|
|
// 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
|
|
}
|
|
// 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, dmgdirection right, stance prone
|
|
{
|
|
torso pt_prone_flinch_pistol_right
|
|
}
|
|
weaponclass pistol, dmgdirection left, stance prone
|
|
{
|
|
torso pt_prone_flinch_pistol_left
|
|
}
|
|
weaponclass pistol, dmgdirection back, stance prone
|
|
{
|
|
torso pt_prone_flinch_pistol_back
|
|
}
|
|
weaponclass pistol, dmgdirection front, stance prone
|
|
{
|
|
torso pt_prone_flinch_pistol_forward
|
|
}
|
|
// Crouch
|
|
weaponclass pistol, dmgdirection right, stance crouch
|
|
{
|
|
torso pt_crouch_flinch_pistol_right
|
|
}
|
|
weaponclass pistol, dmgdirection left, stance crouch
|
|
{
|
|
torso pt_crouch_flinch_pistol_left
|
|
}
|
|
weaponclass pistol, dmgdirection back, stance crouch
|
|
{
|
|
torso pt_crouch_flinch_pistol_back
|
|
}
|
|
weaponclass pistol, dmgdirection front, stance crouch
|
|
{
|
|
torso pt_crouch_flinch_pistol_back
|
|
}
|
|
// Stand
|
|
weaponclass pistol, dmgdirection right
|
|
{
|
|
torso pt_stand_flinch_pistol_right
|
|
}
|
|
weaponclass pistol, dmgdirection left
|
|
{
|
|
torso pt_stand_flinch_pistol_left
|
|
}
|
|
weaponclass pistol, dmgdirection back
|
|
{
|
|
torso pt_stand_flinch_pistol_back
|
|
}
|
|
weaponclass pistol, 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
|
|
{
|
|
// LASTSTAND
|
|
perk laststand, dmgType suicide
|
|
{
|
|
both pb_laststand_suicide_death
|
|
}
|
|
perk laststand
|
|
{
|
|
both pb_laststand_death
|
|
}
|
|
// MARTYRDOM
|
|
perk grenadedeath, stance prone
|
|
{
|
|
both pb_prone_martyrdom_death
|
|
}
|
|
perk grenadedeath, stance crouch
|
|
{
|
|
both pb_crouch_martyrdom_death
|
|
}
|
|
perk grenadedeath
|
|
{
|
|
both pb_stand_martyrdom_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
|
|
}
|
|
// 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 animrate 1
|
|
}
|
|
// DUALWIELD
|
|
playerAnimType dualwield AND ballisticknife
|
|
{
|
|
both pb_dw_dive_prone animrate 1
|
|
}
|
|
// PISTOL
|
|
weaponclass pistol
|
|
{
|
|
both pb_dive_prone_pistol animrate 1
|
|
}
|
|
// RPG
|
|
weaponclass rocketlauncher
|
|
{
|
|
both pb_rpg_dive_prone animrate 1
|
|
}
|
|
// GRENADE
|
|
weaponclass grenade, playerAnimType grenadeonly
|
|
{
|
|
both pb_dive_prone_pistol 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
|
|
}
|
|
// HOLD
|
|
playerAnimType hold
|
|
{
|
|
both pb_hold_dive_prone_land animrate 1
|
|
}
|
|
// PISTOL
|
|
weaponclass pistol
|
|
{
|
|
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_pistol_dive_prone_land animrate 1
|
|
}
|
|
// DEFAULT
|
|
default
|
|
{
|
|
both pb_dive_prone_land animrate 1 blendtime 133
|
|
}
|
|
}
|
|
|
|
laststand_suicide
|
|
{
|
|
default
|
|
{
|
|
both pb_laststand_suicide
|
|
}
|
|
}
|
|
|
|
flared
|
|
{
|
|
// LASTSTAND
|
|
perk laststand
|
|
{
|
|
// No animation
|
|
}
|
|
// MINIGUN
|
|
playerAnimType minigun
|
|
{
|
|
// No animation
|
|
}
|
|
// RADIO
|
|
playerAnimType radio
|
|
{
|
|
// No animation
|
|
}
|
|
// HOLD
|
|
playerAnimType hold, stance prone
|
|
{
|
|
//torso pb_hold_prone_flare_loop
|
|
}
|
|
playerAnimType hold, stance crouch
|
|
{
|
|
torso pb_hold_crouch_flare_loop
|
|
}
|
|
playerAnimType hold
|
|
{
|
|
torso pb_hold_stand_flare_loop
|
|
}
|
|
// DUALWIELD
|
|
playerAnimType dualwield AND ballisticknife, stance prone
|
|
{
|
|
//torso pb_dw_prone_flare_loop
|
|
}
|
|
playerAnimType dualwield AND ballisticknife, stance crouch
|
|
{
|
|
torso pb_dw_crouch_flare_loop
|
|
}
|
|
playerAnimType dualwield AND ballisticknife
|
|
{
|
|
torso pb_dw_stand_flare_loop
|
|
}
|
|
// DEFAULT
|
|
stance prone
|
|
{
|
|
//torso pb_rifle_prone_flare_loop
|
|
}
|
|
stance crouch
|
|
{
|
|
torso pb_rifle_crouch_flare_loop
|
|
}
|
|
default
|
|
{
|
|
torso pb_rifle_stand_flare_loop
|
|
}
|
|
}
|
|
|
|
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
|
|
// 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
|
|
} |