944 lines
22 KiB
Plaintext
944 lines
22 KiB
Plaintext
//
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// Player xanims refix convention:
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//
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// Torso only animation are prefixed with pt_
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// Legs only animations are prefixed with pl_
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// Full body animations (both) are prefixed with pb_
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//
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code
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{
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main
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{
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//
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// Torso Animations
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//
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torso
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{
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// Temp placeholder anims
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pt_chicken_dance // Animation which indicates another animation is not completed yet
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pt_chicken_dance_crouch // ditto for this one
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//
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// Shooting anims
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//
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pt_stand_shoot_RPG
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pt_stand_shoot
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pt_stand_shoot_auto
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pt_stand_shoot_ads
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pt_stand_shoot_auto_ads
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pt_stand_shoot_akimbo
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pt_stand_shoot_mg
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pt_stand_shoot_ads_mg
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pt_crouch_shoot
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pt_crouch_shoot_auto
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pt_crouch_shoot_ads
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pt_crouch_shoot_auto_ads
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pt_crouch_shoot_akimbo
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pt_stand_shoot_pistol
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pt_stand_shoot_ads_pistol
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pt_crouch_shoot_pistol
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pt_crouch_shoot_ads_pistol
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// Pistol needs aim/alert torso animations for use with regular lower body animations.
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pt_stand_alert_pistol
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pt_stand_ads_pistol
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pt_crouch_alert_pistol
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pt_crouch_ads_pistol
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pt_stand_grenade_throw
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pt_stand_grenade_pullpin
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pt_crouch_grenade_throw
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pt_stand_stickgrenade_throw
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pt_stand_throw_knife
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pt_prone_throw_knife
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// crouch_grenade_throw
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pt_prone_grenade_throw
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pt_prone_grenade_pullpin
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pt_rifle_fire_prone
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pt_rifle_fire_ads
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pt_rifle_fire
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pt_crouch_rifle_fire_ads
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pt_crouch_rifle_fire
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pt_prone_shoot_RPG
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pt_stand_shoot_shotgun
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pt_hold_throw
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pt_hold_prone_throw
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pt_shield_knife_throw
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pt_shield_grenade_throw
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//
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// Reload anims
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//
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pt_reload_stand_RPG
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pt_reload_crouch_pistol
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pt_reload_stand_pistol
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pt_reload_prone_pistol
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pt_reload_crouch_rifle
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pt_reload_stand_rifle
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pt_reload_stand_mg
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pt_reload_prone_rifle
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pt_reload_stand_auto
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pt_reload_stand_auto_mp40
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pt_reload_stand_auto_fg42
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pt_reload_stand_auto_sten
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pt_reload_prone_auto
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pt_reload_prone_RPG
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pt_reload_prone_akimbo
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pt_reload_crouchwalk
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pt_reload_crouchwalk_pistol
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pt_reload_stand_akimbo
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pt_reload_crouch_akimbo
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//
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// Prone anims
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//
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pt_prone_shoot
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pt_prone_shoot_pistol
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pt_prone_shoot_auto
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pt_prone_shoot_akimbo
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//
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// held object anims
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//
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pt_hold_setup
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//
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// Melee anims
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//
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pt_melee_right2right_1
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pt_melee_right2right_2
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pt_melee_right2left
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pt_melee_left2left_1
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pt_melee_left2right
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pt_melee_crouch_left2left
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pt_melee_crouch_left2right
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pt_melee_crouch_right2left
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pt_melee_pistol_1
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pt_melee_pistol_2
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pt_melee_pistol_3
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pt_melee_pistol_4
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pt_melee_prone
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pt_melee_prone_pistol
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pt_melee_shield
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//
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// swap anims
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//
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pt_stand_putaway_shield
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pt_stand_pullout_shield
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pt_stand_pullout_remotecontroller
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pt_stand_core_pullout
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//
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// pullout poses
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//
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pt_crouch_pullout_pose
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pt_stand_pullout_pose
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pt_prone_pullout_pose
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// shellshock anims
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pb_stand_shellshock
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pb_crouch_shellshock
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pt_shield_shellshock
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pt_akimbo_shellshock
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//
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// Flinch
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//
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pt_flinch_forward // PI - RIFLE
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pt_flinch_back
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pt_flinch_left
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pt_flinch_right
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pt_flinch_pistol_left // PI - PISTOL
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pt_flinch_pistol_forward
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pt_flinch_pistol_back
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pt_flinch_pistol_right
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pt_flinch_grenade_right
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pt_flinch_grenade_left
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pt_flinch_grenade_forward
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pt_flinch_grenade_back
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pt_laststand_pullout_pose
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pt_laststand_reload_RPG
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pt_laststand_fire
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pt_laststand_fire_akimbo
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pt_laststand_fire_RPG
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pt_laststand_reload
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pt_laststand_reload_akimbo
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}
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//
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// Legs Animations (also full body anims)
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//
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legs
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{
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//
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// Idle anims
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//
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pb_stand_alert_RPG
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pb_stand_alert_mg
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pb_stand_alert
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pb_stand_ads
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pb_stand_ads_mg
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pb_stand_grenade_idle
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pb_stand_grenade_pullpin
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pb_stand_stickgrenade_idle
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pb_stand_alert_pistol
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pb_stand_ads_pistol
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pb_stand_alert_unarmed
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pb_stand__shoot_ads_pistol
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pb_rifle_idleA_ads
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pb_rifle_idleB_ads
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pb_crouch_grenade_idle
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pb_crouch_stickgrenade_idle
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pb_crouch_grenade_pullpin
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pb_prone_pullout_knife
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pb_crouch_alert
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pb_crouch_ads
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pb_crouch_alert_pistol
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pb_crouch_ads_pistol
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pb_crouch_alert_unarmed
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pb_prone_hold
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pb_stand_alert_akimbo
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pb_crouch_alert_akimbo
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pb_stand_alert_shield
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pb_crouch_alert_shield
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pb_chicken_dance // Animation which indicates another animation is not completed yet
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pb_chicken_dance_crouch // ditto for this one
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pb_prone_bombplant
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pb_stand_bombplant
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pb_crouch_bombplant
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pb_crouch_remotecontroller
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pb_prone_remotecontroller
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pb_stand_remotecontroller
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pb_hold_idle
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pb_crouch_hold_idle
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pb_crouch_alert_RPG
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pb_crouch_ads_RPG
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pb_stand_ads_RPG
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pb_prone_aim_RPG
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pb_prone_aim_sniper
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pb_stand_pullout_knife
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pb_shield_grenade_pullpin
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pb_shield_knife_pullout
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//
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// Movement anims
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//
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pb_pistol_run_fast
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pb_run_fast
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pb_run_rifle
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pb_run_smg
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pb_run_heavy
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pb_run_forward_m
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pb_run_right_m
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pb_run_left_m
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pb_run_back_m
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pb_crouchwalk_loop
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pb_sprint
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pb_sprint_B
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pb_sprint_gundown
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pb_sprint_stickgrenade
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pb_sprint_grenade
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pb_sprint_RPG
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pb_sprint_pistol
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pb_sprint_hold
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pb_sprint_akimbo
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pb_runjump_takeoff
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pb_runjump_land
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pb_standjump_takeoff
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pb_standjump_land
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pb_runjump_takeoff_pistol
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pb_runjump_land_pistol
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pb_standjump_takeoff_pistol
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pb_standjump_land_pistol
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pb_combatrun_forward_loop
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pb_combatrun_back_loop
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pb_combatrun_left_loop
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pb_combatrun_right_loop
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pb_combatrun_forward_loop_pistol
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pb_combatrun_back_loop_pistol
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pb_combatrun_left_loop_pistol
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pb_combatrun_right_loop_pistol
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pb_combatrun_forward_loop_unarmed
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pb_combatrun_forward_loop_heavy
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pb_combatrun_forward_loop_light
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pb_combatrun_forward_loop_rifles
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pb_combatrun_forward_loop_stickgrenade
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pb_combatrun_left_loop_grenade
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pb_combatrun_right_loop_grenade
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pb_combatrun_back_loop_grenade
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pb_combatrun_forward_RPG
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pb_combatrun_back_RPG
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pb_combatrun_left_RPG
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pb_combatrun_right_RPG
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pb_walk_forward_RPG_ads
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pb_walk_back_RPG_ads
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pb_walk_left_RPG_ads
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pb_walk_right_RPG_ads
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pb_walk_forward_akimbo
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pb_walk_back_akimbo
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pb_walk_left_akimbo
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pb_walk_right_akimbo
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pb_walk_forward_mg
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pb_sprint_mg
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pb_combatrun_forward_mg
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pb_combatrun_right_mg
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pb_combatrun_left_mg
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pb_combatrun_back_mg
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pb_crouch_run_forward
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pb_crouch_run_back
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pb_crouch_run_left
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pb_crouch_run_right
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pb_crouch_run_forward_pistol
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pb_crouch_run_forward_grenade
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pb_crouch_run_forward_stickgrenade
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pb_crouch_run_back_pistol
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pb_crouch_run_left_pistol
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pb_crouch_run_right_pistol
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pb_crouch_walk_forward_pistol
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pb_crouch_walk_back_pistol
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pb_crouch_walk_left_pistol
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pb_crouch_walk_right_pistol
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pb_crouch_run_forward_unarmed
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pb_crouch_run_back_grenade
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pb_crouch_run_left_grenade
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pb_crouch_run_right_grenade
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pb_crouch_shoot_run_forward
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pb_crouch_shoot_run_back
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pb_crouch_shoot_run_left
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pb_crouch_shoot_run_right
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pb_crouch_walk_forward_unarmed
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pb_crouch_grenade_throw
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pb_stand_grenade_throw
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pb_stand_stickgrenade_throw
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pb_stand_shoot_walk_forward
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pb_stand_shoot_walk_back
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pb_stand_shoot_walk_left
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pb_stand_shoot_walk_right
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pb_stand_shoot_walk_forward_unarmed // Not really shooting. Named the same as rifle anim so it'd sort alphabetically.
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pb_combatwalk_forward_loop_pistol
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pb_combatwalk_back_loop_pistol
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pb_combatwalk_left_loop_pistol
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pb_combatwalk_right_loop_pistol
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pb_walk_right // these have the gun down like in the idle...
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pb_walk_left
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pb_walk_back
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pb_walk_forward
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pb_pull_stand_intro
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pb_pull_stand_loop
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pb_pull_stand_end
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pb_hold_run
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pb_hold_run_back
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pb_hold_run_right
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pb_hold_run_left
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pb_crouch_hold_run
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pb_crouch_hold_run_back
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pb_crouch_hold_run_left
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pb_crouch_hold_run_right
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pb_crouch_walk_forward_shield
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pb_crouch_walk_back_shield
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pb_crouch_walk_left_shield
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pb_crouch_walk_right_shield
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pb_crouch_run_back_RPG
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pb_crouch_run_forward_RPG
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pb_crouch_run_left_RPG
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pb_crouch_run_right_RPG
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pb_crouch_walk_right_RPG
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pb_crouch_walk_left_RPG
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pb_crouch_walk_forward_RPG
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pb_crouch_walk_back_RPG
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pb_prone_crawl_hold
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pb_prone_crawl_back_hold
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pb_prone_crawl_left_hold
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pb_prone_crawl_right_hold
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pb_prone_crawl_akimbo
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pb_prone_crawl_back_akimbo
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pb_prone_crawl_left_akimbo
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pb_prone_crawl_right_akimbo
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pb_combatrun_forward_akimbo
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pb_combatrun_right_akimbo
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pb_combatrun_left_akimbo
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pb_combatrun_back_akimbo
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pb_crouch_walk_right_akimbo
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pb_crouch_walk_left_akimbo
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pb_crouch_walk_forward_akimbo
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pb_crouch_walk_back_akimbo
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pb_walk_forward_shield
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pb_walk_left_shield
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pb_walk_right_shield
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pb_walk_back_shield
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pb_combatrun_forward_shield
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pb_combatrun_left_shield
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pb_combatrun_right_shield
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pb_combatrun_back_shield
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pb_sprint_shield
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// pb_wounded_walk_loop // the temp ladder climbing anim
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//
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// Ladder Climbing anims
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//
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pb_climbdown
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pb_climbup
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//
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// Prone anims
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//
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pb_prone_crawl
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pb_prone_grenade_crawl
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pb_prone_crawl_left
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pb_prone_crawl_right
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pb_prone_crawl_back
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pb_prone_aim
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pb_prone_aim_akimbo
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pb_prone_aim_pistol
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pb_prone_aim_grenade
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pb_prone_grenade_crawl_left
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pb_prone_grenade_crawl_right
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pb_prone_crawl_pistol
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pb_prone_crawl_pistol_back
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pb_prone_pistol_crawl_left
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pb_prone_pistol_crawl_right
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pb_prone_grenade_crawl_back
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pb_crouch2prone
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pb_prone2crouch
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pb_prone2crouchrun
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pb_prone2crouch_shield
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//
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// Last stand anims
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//
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pb_laststand_death
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pb_laststand_idle
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pb_laststand_crawl
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pb_laststand_crawl_back
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pb_laststand_crawl_right
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pb_laststand_crawl_left
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pt_laststand_melee
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pb_laststand_idle_RPG
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pb_laststand_crawl_RPG
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pb_laststand_crawl_right_RPG
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pb_laststand_crawl_left_RPG
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pb_laststand_crawl_back_RPG
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pb_laststand_idle_akimbo
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pb_laststand_crawl_akimbo
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pb_laststand_crawl_right_akimbo
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pb_laststand_crawl_left_akimbo
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pb_laststand_crawl_back_akimbo
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pb_laststand_crawl_back_shield
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pb_laststand_crawl_shield
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pb_laststand_idle_shield
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pb_laststand_crawl_right_shield
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pb_laststand_crawl_left_shield
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pb_deadhands_idle
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pb_deadhands_crawl_back
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pb_deadhands_crawl_forward
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pb_deadhands_crawl_left
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pb_deadhands_crawl_right
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//
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// Mantle anims
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//
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mp_mantle_up_57
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mp_mantle_up_51
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mp_mantle_up_45
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mp_mantle_up_39
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mp_mantle_up_33
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mp_mantle_up_27
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mp_mantle_up_21
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mp_mantle_over_high
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mp_mantle_over_mid
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mp_mantle_over_low
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mp_mantle_up_57_fr
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mp_mantle_up_51_fr
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mp_mantle_up_45_fr
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mp_mantle_up_39_fr
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mp_mantle_up_33_fr
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mp_mantle_up_27_fr
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mp_mantle_up_21_fr
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mp_mantle_over_high_fr
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mp_mantle_over_mid_fr
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mp_mantle_over_low_fr
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//
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// MG42 anims
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//
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standSAWgunner_aim : complete nonloopsync
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{
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standSAWgunner_aim_15down
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{
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pb_saw_gunner_aim_down_right45
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pb_saw_gunner_aim_down_right30
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pb_saw_gunner_aim_down_right15
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pb_saw_gunner_aim_down_center
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pb_saw_gunner_aim_down_left15
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pb_saw_gunner_aim_down_left30
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pb_saw_gunner_aim_down_left45
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}
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standSAWgunner_aim_level
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{
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pb_saw_gunner_aim_level_right45
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pb_saw_gunner_aim_level_right30
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pb_saw_gunner_aim_level_right15
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pb_saw_gunner_aim_level_center
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pb_saw_gunner_aim_level_left15
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pb_saw_gunner_aim_level_left30
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pb_saw_gunner_aim_level_left45
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}
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standSAWgunner_aim_15up
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{
|
|
pb_saw_gunner_aim_up_right45
|
|
pb_saw_gunner_aim_up_right30
|
|
pb_saw_gunner_aim_up_right15
|
|
pb_saw_gunner_aim_up_center
|
|
pb_saw_gunner_aim_up_left15
|
|
pb_saw_gunner_aim_up_left30
|
|
pb_saw_gunner_aim_up_left45
|
|
}
|
|
}
|
|
|
|
proneSAWgunner_aim : complete nonloopsync
|
|
{
|
|
proneSAWgunner_aim_15down
|
|
{
|
|
pb_saw_gunner_prone_aim_down_left40
|
|
pb_saw_gunner_prone_aim_down_left20
|
|
pb_saw_gunner_prone_aim_down_center
|
|
pb_saw_gunner_prone_aim_down_right20
|
|
pb_saw_gunner_prone_aim_down_right40
|
|
}
|
|
|
|
proneSAWgunner_aim_level
|
|
{
|
|
pb_saw_gunner_prone_aim_level_left40
|
|
pb_saw_gunner_prone_aim_level_left20
|
|
pb_saw_gunner_prone_aim_level_center
|
|
pb_saw_gunner_prone_aim_level_right20
|
|
pb_saw_gunner_prone_aim_level_right40
|
|
}
|
|
|
|
proneSAWgunner_aim_15up
|
|
{
|
|
pb_saw_gunner_prone_aim_up_left40
|
|
pb_saw_gunner_prone_aim_up_left20
|
|
pb_saw_gunner_prone_aim_up_center
|
|
pb_saw_gunner_prone_aim_up_right20
|
|
pb_saw_gunner_prone_aim_up_right40
|
|
}
|
|
}
|
|
|
|
crouchSAWgunner_aim : complete nonloopsync
|
|
{
|
|
crouchSAWgunner_aim_15down
|
|
{
|
|
pb_saw_gunner_lowwall_aim_down_left45
|
|
pb_saw_gunner_lowwall_aim_down_left30
|
|
pb_saw_gunner_lowwall_aim_down_left15
|
|
pb_saw_gunner_lowwall_aim_down_center
|
|
pb_saw_gunner_lowwall_aim_down_right15
|
|
pb_saw_gunner_lowwall_aim_down_right30
|
|
pb_saw_gunner_lowwall_aim_down_right45
|
|
}
|
|
|
|
crouchSAWgunner_aim_level
|
|
{
|
|
pb_saw_gunner_lowwall_aim_level_left45
|
|
pb_saw_gunner_lowwall_aim_level_left30
|
|
pb_saw_gunner_lowwall_aim_level_left15
|
|
pb_saw_gunner_lowwall_aim_level_center
|
|
pb_saw_gunner_lowwall_aim_level_right15
|
|
pb_saw_gunner_lowwall_aim_level_right30
|
|
pb_saw_gunner_lowwall_aim_level_right45
|
|
}
|
|
|
|
crouchSAWgunner_aim_15up
|
|
{
|
|
pb_saw_gunner_lowwall_aim_up_left45
|
|
pb_saw_gunner_lowwall_aim_up_left30
|
|
pb_saw_gunner_lowwall_aim_up_left15
|
|
pb_saw_gunner_lowwall_aim_up_center
|
|
pb_saw_gunner_lowwall_aim_up_right15
|
|
pb_saw_gunner_lowwall_aim_up_right30
|
|
pb_saw_gunner_lowwall_aim_up_right45
|
|
}
|
|
}
|
|
|
|
proneMG42_fire : complete loopsync
|
|
{
|
|
proneMG42_fire_15down
|
|
{
|
|
pb_proneMG42gunner_fire_40left_15down
|
|
pb_proneMG42gunner_fire_20left_15down
|
|
pb_proneMG42gunner_fire_forward_15down
|
|
pb_proneMG42gunner_fire_20right_15down
|
|
pb_proneMG42gunner_fire_40right_15down
|
|
}
|
|
|
|
proneMG42_fire_level
|
|
{
|
|
pb_proneMG42gunner_fire_40left_level
|
|
pb_proneMG42gunner_fire_20left_level
|
|
pb_proneMG42gunner_fire_forward_level
|
|
pb_proneMG42gunner_fire_20right_level
|
|
pb_proneMG42gunner_fire_40right_level
|
|
}
|
|
|
|
proneMG42_fire_15up
|
|
{
|
|
pb_proneMG42gunner_fire_40left_15up
|
|
pb_proneMG42gunner_fire_20left_15up
|
|
pb_proneMG42gunner_fire_forward_15up
|
|
pb_proneMG42gunner_fire_20right_15up
|
|
pb_proneMG42gunner_fire_40right_15up
|
|
}
|
|
}
|
|
|
|
proneMG42_aim : complete nonloopsync
|
|
{
|
|
proneMG42_aim_15down
|
|
{
|
|
pb_proneMG42gunner_aim_40left_15down
|
|
pb_proneMG42gunner_aim_20left_15down
|
|
pb_proneMG42gunner_aim_forward_15down
|
|
pb_proneMG42gunner_aim_20right_15down
|
|
pb_proneMG42gunner_aim_40right_15down
|
|
}
|
|
|
|
proneMG42_aim_level
|
|
{
|
|
pb_proneMG42gunner_aim_40left_level
|
|
pb_proneMG42gunner_aim_20left_level
|
|
pb_proneMG42gunner_aim_forward_level
|
|
pb_proneMG42gunner_aim_20right_level
|
|
pb_proneMG42gunner_aim_40right_level
|
|
}
|
|
|
|
proneMG42_aim_15up
|
|
{
|
|
pb_proneMG42gunner_aim_40left_15up
|
|
pb_proneMG42gunner_aim_20left_15up
|
|
pb_proneMG42gunner_aim_forward_15up
|
|
pb_proneMG42gunner_aim_20right_15up
|
|
pb_proneMG42gunner_aim_40right_15up
|
|
}
|
|
}
|
|
|
|
|
|
standMG42_fire : complete loopsync
|
|
{
|
|
standMG42_fire_15down
|
|
{
|
|
pb_standMG42gunner_fire_45left_15down
|
|
pb_standMG42gunner_fire_30left_15down
|
|
pb_standMG42gunner_fire_15left_15down
|
|
pb_standMG42gunner_fire_forward_15down
|
|
pb_standMG42gunner_fire_15right_15down
|
|
pb_standMG42gunner_fire_30right_15down
|
|
pb_standMG42gunner_fire_45right_15down
|
|
}
|
|
|
|
standMG42_fire_level
|
|
{
|
|
pb_standMG42gunner_fire_45left_level
|
|
pb_standMG42gunner_fire_30left_level
|
|
pb_standMG42gunner_fire_15left_level
|
|
pb_standMG42gunner_fire_forward_level
|
|
pb_standMG42gunner_fire_15right_level
|
|
pb_standMG42gunner_fire_30right_level
|
|
pb_standMG42gunner_fire_45right_level
|
|
}
|
|
|
|
standMG42_fire_15up
|
|
{
|
|
pb_standMG42gunner_fire_45left_15up
|
|
pb_standMG42gunner_fire_30left_15up
|
|
pb_standMG42gunner_fire_15left_15up
|
|
pb_standMG42gunner_fire_forward_15up
|
|
pb_standMG42gunner_fire_15right_15up
|
|
pb_standMG42gunner_fire_30right_15up
|
|
pb_standMG42gunner_fire_45right_15up
|
|
}
|
|
}
|
|
|
|
standMG42_aim : complete nonloopsync
|
|
{
|
|
standMG42_aim_15down
|
|
{
|
|
pb_standMG42gunner_aim_45left_15down
|
|
pb_standMG42gunner_aim_30left_15down
|
|
pb_standMG42gunner_aim_15left_15down
|
|
pb_standMG42gunner_aim_forward_15down
|
|
pb_standMG42gunner_aim_15right_15down
|
|
pb_standMG42gunner_aim_30right_15down
|
|
pb_standMG42gunner_aim_45right_15down
|
|
}
|
|
|
|
standMG42_aim_level
|
|
{
|
|
pb_standMG42gunner_aim_45left_level
|
|
pb_standMG42gunner_aim_30left_level
|
|
pb_standMG42gunner_aim_15left_level
|
|
pb_standMG42gunner_aim_forward_level
|
|
pb_standMG42gunner_aim_15right_level
|
|
pb_standMG42gunner_aim_30right_level
|
|
pb_standMG42gunner_aim_45right_level
|
|
}
|
|
|
|
standMG42_aim_15up
|
|
{
|
|
pb_standMG42gunner_aim_45left_15up
|
|
pb_standMG42gunner_aim_30left_15up
|
|
pb_standMG42gunner_aim_15left_15up
|
|
pb_standMG42gunner_aim_forward_15up
|
|
pb_standMG42gunner_aim_15right_15up
|
|
pb_standMG42gunner_aim_30right_15up
|
|
pb_standMG42gunner_aim_45right_15up
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// Death
|
|
//
|
|
|
|
pb_explosion_death_B1
|
|
pb_explosion_death_B2
|
|
pb_explosion_death_B3
|
|
pb_explosion_death_F1
|
|
pb_explosion_death_L1
|
|
pb_explosion_death_L2
|
|
pb_explosion_death_R1
|
|
|
|
pb_explosion_rundeath_B1
|
|
pb_explosion_rundeath_B2
|
|
pb_explosion_rundeath_F1
|
|
pb_explosion_rundeath_F2
|
|
pb_explosion_rundeath_F3
|
|
pb_explosion_rundeath_L1
|
|
pb_explosion_rundeath_R1
|
|
|
|
pb_shotgun_death_back1
|
|
pb_shotgun_death_back2
|
|
pb_shotgun_death_legs
|
|
pb_shotgun_death_spinL
|
|
pb_shotgun_death_spinR
|
|
pb_shotgun_death_front
|
|
|
|
pb_explosive_round_death_leg
|
|
pb_explosive_round_death_jaw
|
|
pb_explosive_round_death_chestB
|
|
pb_explosive_round_death_chestA
|
|
|
|
|
|
// prone
|
|
pb_prone_death_quickdeath
|
|
|
|
// Crouch
|
|
pb_crouch_death_headshot_front
|
|
pb_crouch_death_clutchchest
|
|
pb_crouch_death_flip
|
|
pb_crouch_death_fetal
|
|
pb_crouch_death_falltohands
|
|
// Crouch run
|
|
pb_crouchrun_death_drop
|
|
pb_crouchrun_death_crumple
|
|
// stand
|
|
pb_stand_death_spin
|
|
pb_stand_death_legs
|
|
pb_stand_death_lowerback
|
|
pb_stand_death_lowertorso
|
|
pb_stand_death_head_collapse
|
|
pb_stand_death_neckdeath_thrash
|
|
pb_stand_death_neckdeath
|
|
pb_stand_death_nervedeath
|
|
pb_stand_death_frontspin // Hit from front in head, upper chest or right shoulder.
|
|
pb_stand_death_headchest_topple // Hit in head or chest from any direction. Falls back, one leg goes up.
|
|
pb_stand_death_chest_blowback
|
|
pb_stand_death_chest_spin
|
|
pb_stand_death_shoulder_stumble
|
|
pb_stand_death_head_straight_back
|
|
pb_stand_death_tumbleback
|
|
pb_stand_death_kickup
|
|
pb_stand_death_stumbleforward
|
|
pb_stand_death_leg
|
|
pb_stand_death_leg_kickup
|
|
pb_stand_death_headshot_slowfall
|
|
pb_stand_death_shoulderback
|
|
// run
|
|
pb_death_run_forward_crumple
|
|
pb_death_run_onfront
|
|
pb_death_run_stumble
|
|
pb_death_run_back
|
|
pb_death_run_left
|
|
pb_death_run_right
|
|
MP_shotgun_death_back
|
|
MP_shotgun_death_front
|
|
MP_shotgun_death_left
|
|
MP_shotgun_death_right
|
|
|
|
|
|
//
|
|
// Stumble
|
|
//
|
|
|
|
pb_stumble_forward // RUNNING
|
|
pb_stumble_back
|
|
pb_stumble_left
|
|
pb_stumble_right
|
|
pb_stumble_walk_forward // WALKING
|
|
pb_stumble_walk_back
|
|
pb_stumble_walk_left
|
|
pb_stumble_walk_right
|
|
|
|
pb_stumble_pistol_walk_right // WALKING w/pistol
|
|
pb_stumble_pistol_walk_left
|
|
pb_stumble_pistol_walk_forward
|
|
pb_stumble_pistol_walk_back
|
|
pb_stumble_pistol_right // RUNNING w/pistol
|
|
pb_stumble_pistol_left
|
|
pb_stumble_pistol_forward
|
|
pb_stumble_pistol_back
|
|
|
|
pb_stumble_grenade_right
|
|
pb_stumble_grenade_left
|
|
pb_stumble_grenade_forward
|
|
pb_stumble_grenade_back
|
|
|
|
|
|
//
|
|
// dive
|
|
//
|
|
|
|
pb_dive_right
|
|
pb_dive_right_impact
|
|
pb_dive_left
|
|
pb_dive_left_impact
|
|
pb_dive_back
|
|
pb_dive_back_impact
|
|
pb_dive_front
|
|
pb_dive_front_impact
|
|
|
|
//
|
|
// Pain
|
|
//
|
|
|
|
// prone
|
|
pb_prone_painA_holdchest
|
|
pb_prone_painB_holdhead
|
|
|
|
// Crouch run
|
|
// crouchrun_painfall
|
|
|
|
// Crouch
|
|
// crouch_pain_fallToGround // Shot from front, backs back and slightly right.
|
|
pb_crouch_pain_holdStomach // Shot in torso.
|
|
// crouch_pain_crouch2crawl_ktwist // extended pain. Ends in crawl (backwards).
|
|
// crouch_pain_crouch2crawl_grabhead // extended pain. Ends in crawl (backwards).
|
|
// crouch_pain_crouch2crawl_back // Shot from behind, falls forward to crawl.
|
|
|
|
// Stand
|
|
// stand_pain_leghit // Shot in leg, falls to ground, writhes, up to crouch
|
|
// stand_pain_fallToHand // Shot in torso? falls to left hand, up to crouch
|
|
// stand_pain_hunch // Shot in stomach, turns left and then straight. Ends in crouch.
|
|
// stand_pain_stand2crawl_stumbleback // extended pain. Ends in crawl.
|
|
|
|
// minorpain_head_front
|
|
// minorpain_head_back
|
|
// minorpain_head_left
|
|
// minorpain_head_right
|
|
// pb_minorpain_chest_front
|
|
// minorpain_chest_back
|
|
// minorpain_chest_left
|
|
// minorpain_chest_right
|
|
// minorpain_leftarm_front
|
|
// minorpain_leftarm_back
|
|
// minorpain_leftarm_left
|
|
// minorpain_leftarm_right
|
|
// minorpain_rightarm_front
|
|
// minorpain_rightarm_back
|
|
// minorpain_rightarm_left
|
|
// minorpain_rightarm_right
|
|
}
|
|
}
|
|
|
|
//
|
|
// Turning animations (played on the legs, but handled seperatly)
|
|
//
|
|
turning
|
|
{
|
|
pl_turn_90left
|
|
pl_turn_90right
|
|
pl_crouchturn_90right
|
|
pl_crouchturn_90left
|
|
|
|
}
|
|
}
|
|
|
|
breaching
|
|
{
|
|
breach_player_v1
|
|
breach_player_v2
|
|
breach_player_v3
|
|
breach_player_viewmodel_v2
|
|
breach_player_viewmodel_v3
|
|
breach_coop_player_1
|
|
breach_coop_player_1_3rdPerson
|
|
breach_coop_player_2
|
|
breach_coop_player_2_3rdPerson
|
|
} |