etqw-sdk/base/def/players/player_gdf.def

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2008-05-29 00:00:00 +00:00
// SET YOUR TABS TO EQUAL FOUR SPACES OR YOU WON'T EDIT IN THE CORRECT FORMAT
//////////////////////
// GDF Player Model //
//////////////////////
model models/players/gdf_winter {
"inherit" "models/players/gdf"
mesh models/characters/animations/initial_edf/engineer_winter.md5mesh
}
model models/players/gdf {
mesh models/characters/animations/initial_edf/paratech.md5mesh
offset ( 0 0 0 )
channel torso ( *Spine )
channel legs ( *origin -*Spine)
//////////////////////////////
/// GDF player animations ////
//////////////////////////////
///////////*********///////////*********///////////*********/////////// ********///////////*********///////////*********///////////*********///////////*********
// BASE //*********// BASE //*********// BASE //*********// BASE // ********// BASE //*********// BASE //*********// BASE //*********// BASE //*********
///////////*********///////////*********///////////*********/////////// ********///////////*********///////////*********///////////*********///////////*********
anim af_pose models/characters/animations/initial_edf/base.md5anim {
}
anim ik_pose models/characters/animations/initial_edf/base.md5anim {
}
anim initial models/characters/animations/initial_edf/base.md5anim {
}
anim teleport models/characters/animations/initial_edf/base.md5anim {
}
anim exit models/characters/animations/initial_edf/base.md5anim {
}
anim idle models/characters/animations/initial_edf/edf_pliers_stand_takeout004_idle.md5anim {
}
anim raise models/characters/animations/initial_edf/edf_hands_stand_reachrightback002.md5anim {
frame begin weaponState hide
frame 18 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/initial_edf/edf_hands_stand_reachrightback002_lower.md5anim {
frame begin weaponState hide
}
anim dive_to_prone models/characters/animations/initial_edf/edf_dive_to_prone.md5anim {
}
anim swim models/characters/animations/initial_edf/edf_hands_treadwater_static.md5anim {
frame begin weaponState hide
frame begin sound_channel snd_player_move snd_movement_water_idle
}
anim swim_forward models/characters/animations/initial_edf/edf_hands_treadwater_forward.md5anim {
frame begin weaponState hide
frame begin sound_channel snd_player_move snd_movement_water_swim
}
anim swim_backward models/characters/animations/initial_edf/edf_hands_treadwater_back.md5anim {
frame begin weaponState hide
frame begin sound_channel snd_player_move snd_movement_water_swim
}
anim swim_left models/characters/animations/initial_edf/edf_hands_treadwater_strafe_left.md5anim {
frame begin weaponState hide
frame begin sound_channel snd_player_move snd_movement_water_swim
}
anim swim_right models/characters/animations/initial_edf/edf_hands_treadwater_strafe_right.md5anim {
frame begin weaponState hide
frame begin sound_channel snd_player_move snd_movement_water_swim
}
anim parachuter_idle models/characters/animations/initial_edf/gdf_parachuter_idle.md5anim {
}
anim death_backwards models/characters/animations/initial_edf/gdf_die_front_014.md5anim {
}
anim prone_death_backwards models/characters/animations/initial_edf/gdf_die_prone_002.md5anim {
}
anim unconscious models/characters/animations/initial_edf/gdf_reviveme_cyc.md5anim {
}
anim dead_idle models/characters/animations/initial_edf/gdf_dead_idle.md5anim {
}
anim revival models/characters/animations/initial_edf/gdf_revive.md5anim {
}
anim lean_left_raise models/characters/animations/initial_edf/gdf_rifle_lean_left_001_a.md5anim {
frame begin weaponState show
}
anim lean_right_raise models/characters/animations/initial_edf/gdf_rifle_lean_left_001_b.md5anim {
frame begin weaponState show
}
anim lean_left_idle models/characters/animations/initial_edf/gdf_rifle_lean_left_001_a.md5anim {
}
anim lean_right_idle models/characters/animations/initial_edf/gdf_rifle_lean_left_001_b.md5anim {
}
anim lean_left_lower models/characters/animations/initial_edf/gdf_rifle_lean_left_001_a.md5anim {
}
anim lean_right_lower models/characters/animations/initial_edf/gdf_rifle_lean_left_001_b.md5anim {
}
anim crouch_lean_left_idle models/characters/animations/initial_edf/gdf_rifle_crouch_lean_left_002.md5anim {
}
anim crouch_lean_right_idle models/characters/animations/initial_edf/gdf_rifle_crouch_lean_right_001.md5anim {
}
anim crouch_lean_left_lower models/characters/animations/initial_edf/gdf_rifle_crouch_lean_left_002.md5anim {
}
anim crouch_right_lower models/characters/animations/initial_edf/gdf_rifle_crouch_lean_right_001.md5anim {
}
anim lean_left_fire models/characters/animations/initial_edf/gdf_rifle_lean_left_001_a.md5anim {
}
anim lean_right_fire models/characters/animations/initial_edf/gdf_rifle_lean_left_001_b.md5anim {
}
anim crouch_lean_left_fire models/characters/animations/initial_edf/gdf_rifle_crouch_lean_left_002.md5anim {
}
anim crouch_right_fire models/characters/animations/initial_edf/gdf_rifle_crouch_lean_right_001.md5anim {
}
anim wallmount_over models/characters/animations/initial_edf/gdf_assualt_wallmount_over.md5anim {
}
anim wallmount_up models/characters/animations/initial_edf/gdf_assualt_wallmount_up.md5anim {
}
anim walk_forward models/characters/animations/initial_edf/edf_tools_walk_forward003.md5anim {
}
anim walk_backwards models/characters/animations/initial_edf/edf_tools_walk_forward003_back.md5anim {
}
anim walk_strafe_left models/characters/animations/initial_edf/edf_tools_walk_strafe002_left.md5anim {
ai_fixed_forward
}
anim walk_strafe_right models/characters/animations/initial_edf/edf_tools_walk_strafe002_right.md5anim {
ai_fixed_forward
}
anim run_forward models/characters/animations/initial_edf/edf_tools_jog_forward002_forward.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 7 footstep _right
frame 16 footstep
}
anim run_backwards models/characters/animations/initial_edf/edf_tools_jog_forward002_back.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 4 footstep _right
frame 12 footstep
}
anim run_strafe_left models/characters/animations/initial_edf/edf_tools_jog_strafe004_left.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 5 footstep _right
frame 14 footstep
}
anim run_strafe_right models/characters/animations/initial_edf/edf_tools_jog_strafe004_right.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 15 footstep
}
anim sprint_forward models/characters/animations/initial_edf/edf_pistol_sprint_forward003.md5anim {
frame begin sound_channel snd_player_move snd_movement_sprint
frame end fade_channel snd_player_move "-60" 1
frame 4 footstep _right
frame 10 footstep
}
anim legs_turn_left models/characters/animations/initial_edf/gdf_knife_turn_right.md5anim {
}
anim legs_turn_right models/characters/animations/initial_edf/gdf_knife_turn_left.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/edf_pliers_stand_takeout004_idle.md5anim {
}
anim torso_turn_left models/characters/animations/initial_edf/edf_pliers_stand_takeout004_idle.md5anim {
}
anim legs_ladder_up models/characters/animations/initial_edf/gdf_ladder_climb_up.md5anim {
frame begin weaponState hide
frame end weaponState show
frame 3 sound_channel snd_player_footstep snd_footstep_ladder
frame 11 sound_channel snd_player_footstep snd_footstep_ladder
}
anim legs_ladder_down models/characters/animations/initial_edf/gdf_ladder_climb_down.md5anim {
frame begin weaponState hide
frame end weaponState show
frame 3 sound_channel snd_player_footstep snd_footstep_ladder
frame 11 sound_channel snd_player_footstep snd_footstep_ladder
}
anim torso_ladder_up models/characters/animations/initial_edf/gdf_ladder_climb_up.md5anim {
frame begin weaponState hide
frame end weaponState show
}
anim torso_ladder_down models/characters/animations/initial_edf/gdf_ladder_climb_down.md5anim {
frame begin weaponState hide
frame end weaponState show
}
anim ladder_idle models/characters/animations/initial_edf/gdf_ladder_climb_idle_left.md5anim {
frame begin weaponState hide
frame end weaponState show
}
anim ladder_slide models/characters/animations/initial_edf/gdf_ladder_slide_down.md5anim {
frame begin weaponState hide
frame end weaponState show
}
anim run_jump models/characters/animations/initial_edf/edf_tools_jump_idle.md5anim {
frame begin sound_channel snd_player_jump snd_jump_gdf
}
anim jump models/characters/animations/initial_edf/edf_tools_jump_sprint.md5anim {
frame begin sound_channel snd_player_jump snd_jump_gdf
}
anim fall models/characters/animations/initial_edf/edf_tools_jump_idle.md5anim {
}
anim soft_land models/characters/animations/initial_edf/edf_knife_land.md5anim {
frame begin footstep _right
frame 3 footstep
}
anim hard_land models/characters/animations/initial_edf/edf_knife_land.md5anim {
frame begin footstep _right
frame 3 footstep
}
animGroup "run_hold" "sprint_hold" {
anim legs_idle models/characters/animations/initial_edf/edf_pliers_stand_takeout004_idle.md5anim {
}
anim torso_idle models/characters/animations/initial_edf/edf_pliers_stand_takeout004_idle.md5anim {
}
anim forward models/characters/animations/initial_edf/edf_tools_jog_forward002_forward.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 8 footstep _right
frame 17 footstep
}
anim backwards models/characters/animations/initial_edf/edf_tools_jog_forward002_back.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 4 footstep _right
frame 12 footstep
}
anim strafe_left models/characters/animations/initial_edf/edf_tools_jog_strafe004_left.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 15 footstep
}
anim strafe_right models/characters/animations/initial_edf/edf_tools_jog_strafe004_right.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 15 footstep
}
anim forward_fire models/characters/animations/initial_edf/edf_twohandedweapons_jog_forward002.md5anim {
}
anim backwards_fire models/characters/animations/initial_edf/edf_twohandedweapons_jog_back002.md5anim {
}
anim strafe_left_fire models/characters/animations/initial_edf/edf_twohandedweapons_jog_straferight003_left.md5anim {
ai_fixed_forward
}
anim strafe_right_fire models/characters/animations/initial_edf/edf_twohandedweapons_jog_straferight003_right.md5anim {
ai_fixed_forward
}
}
animGroup "walk_hold" {
anim forward models/characters/animations/initial_edf/edf_tools_walk_forward003.md5anim {
}
anim backwards models/characters/animations/initial_edf/edf_tools_walk_forward003_back.md5anim {
}
anim strafe_left models/characters/animations/initial_edf/edf_tools_walk_strafe002_left.md5anim {
ai_fixed_forward
}
anim strafe_right models/characters/animations/initial_edf/edf_tools_walk_strafe002_right.md5anim {
ai_fixed_forward
}
anim forward_fire models/characters/animations/initial_edf/edf_tools_walk_forward003.md5anim {
}
anim backwards_fire models/characters/animations/initial_edf/edf_tools_walk_forward003_back.md5anim {
}
anim strafe_left_fire models/characters/animations/initial_edf/edf_tools_walk_strafe002_left.md5anim {
ai_fixed_forward
}
anim strafe_right_fire models/characters/animations/initial_edf/edf_tools_walk_strafe002_right.md5anim {
ai_fixed_forward
}
}
animGroup "crouch_lean_right", "crouch_lean_left" {
anim legs_down models/characters/animations/initial_edf/edf_hands_stand_crouch003.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_crouch
}
anim legs_up models/characters/animations/initial_edf/edf_grenade_crouch_stand001_crouch2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim torso_up models/characters/animations/initial_edf/edf_grenade_crouch_stand001_crouch2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
}
animGroup "crouch" {
anim idle models/characters/animations/initial_edf/edf_hands_stand_crouch003idle.md5anim {
}
anim forward models/characters/animations/initial_edf/edf_tools_crouchwalk_forward001.md5anim {
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim backwards models/characters/animations/initial_edf/edf_tools_crouchwalk_back002_back.md5anim {
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_left models/characters/animations/initial_edf/edf_tools_crouchwalk_strafe002_left.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_right models/characters/animations/initial_edf/edf_tools_crouchwalk_strafe002_right.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim down models/characters/animations/initial_edf/edf_hands_stand_crouch003.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_crouch
}
anim legs_up models/characters/animations/initial_edf/edf_grenade_crouch_stand001_crouch2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim torso_up models/characters/animations/initial_edf/edf_grenade_crouch_stand001_crouch2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim fire models/characters/animations/initial_edf/edf_hands_stand_crouch003idle.md5anim {
}
// anim torso_reload models/characters/animations/initial_edf/edf_assault_stand_crouch001_idle.md5anim
anim legs_reload models/characters/animations/initial_edf/edf_assault_stand_crouch001_idle.md5anim{
}
anim foward_fire models/characters/animations/initial_edf/edf_twohandedweapons_crouchwalk_forward001.md5anim {
}
anim backwards_fire models/characters/animations/initial_edf/edf_twohandedweapons_crouchwalk_back001.md5anim {
}
anim torso_turn_left models/characters/animations/initial_edf/edf_hands_stand_crouch003idle.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/edf_hands_stand_crouch003idle.md5anim {
}
anim legs_turn_left models/characters/animations/initial_edf/gdf_knife_crouch_turn_right.md5anim {
}
anim legs_turn_right models/characters/animations/initial_edf/gdf_knife_crouch_turn_left.md5anim {
}
anim up models/characters/animations/initial_edf/edf_gpmg_stand_takeout002_crouch2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim from_prone models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_crouch
}
anim lean_left_from_prone models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_crouch
}
anim lean_right_from_prone models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_crouch
}
}
animGroup "crouch_hold" {
anim idle models/characters/animations/initial_edf/edf_hands_stand_crouch003idle.md5anim {
}
anim forward models/characters/animations/initial_edf/edf_tools_crouchwalk_forward001.md5anim {
frame begin sound_channel snd_player_move snd_movement_shuffle
}
anim backwards models/characters/animations/initial_edf/edf_tools_crouchwalk_back002_back.md5anim {
frame begin sound_channel snd_player_move snd_movement_shuffle
}
anim strafe_left models/characters/animations/initial_edf/edf_tools_crouchwalk_strafe002_left.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_shuffle
}
anim strafe_right models/characters/animations/initial_edf/edf_tools_crouchwalk_strafe002_right.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_shuffle
}
anim down models/characters/animations/initial_edf/edf_hands_stand_crouch003.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_crouch
}
anim legs_up models/characters/animations/initial_edf/edf_grenade_crouch_stand001_crouch2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim torso_up models/characters/animations/initial_edf/edf_grenade_crouch_stand001_crouch2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim turn_left models/characters/animations/initial_edf/gdf_knife_crouch_turn_right.md5anim {
}
anim turn_right models/characters/animations/initial_edf/gdf_knife_crouch_turn_left.md5anim {
}
anim up models/characters/animations/initial_edf/edf_gpmg_stand_takeout002_crouch2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim from_prone models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_prone
}
}
animGroup "prone" {
anim idle models/characters/animations/initial_edf/edf_assault_crouch_prone004_pronecyc.md5anim {
}
anim forward models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim backwards models/characters/animations/initial_edf/edf_hands_pronewalk_backwards.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim down models/characters/animations/initial_edf/edf_assault_stand_prone001.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_prone
}
anim from_crouch models/characters/animations/initial_edf/edf_assault_crouch_prone004_crouch2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim to_crouch models/characters/animations/initial_edf/edf_assault_crouch_prone004_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_crouch
}
anim up models/characters/animations/initial_edf/edf_assault_stand_prone001prone2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_stand
}
anim turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim fire models/characters/animations/initial_edf/edf_assault_crouch_prone004_proneshoot.md5anim {
}
anim reload models/characters/animations/initial_edf/edf_assault_crouch_prone004_reload.md5anim {
}
anim dive models/characters/animations/initial_edf/edf_dive_to_prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_dive
}
}
animGroup "prone_hold" {
}
//===============//===============//===============//===============//===============//===============//===============//===============//===============
// TOOLS & ITEMS // TOOLS & ITEMS // TOOLS & ITEMS // TOOLS & ITEMS // TOOLS & ITEMS // TOOLS & ITEMS // TOOLS & ITEMS // TOOLS & ITEMS // TOOLS & ITEMS
//===============//===============//===============//===============//===============//===============//===============//===============//===============
// ====================================
// Tool
// ====================================
animGroup "tool" {
anim raise models/characters/animations/initial_edf/edf_pliers_stand_takeout004_takeout.md5anim {
frame begin weaponState hide
frame 21 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/initial_edf/edf_pliers_stand_takeout004_idle.md5anim {
frame begin weaponState hide
}
anim idle models/characters/animations/initial_edf/edf_pliers_stand_takeout004_idle.md5anim {
}
anim walk_forward models/characters/animations/initial_edf/edf_tools_walk_forward003.md5anim {
}
anim walk_backwards models/characters/animations/initial_edf/edf_tools_walk_forward003_back.md5anim {
}
anim walk_strafe_left models/characters/animations/initial_edf/edf_tools_walk_strafe002_left.md5anim {
ai_fixed_forward
}
anim walk_strafe_right models/characters/animations/initial_edf/edf_tools_walk_strafe002_right.md5anim {
ai_fixed_forward
}
anim run_forward models/characters/animations/initial_edf/edf_tools_jog_forward002_forward.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 7 footstep _right
frame 16 footstep
}
anim run_backwards models/characters/animations/initial_edf/edf_tools_jog_forward002_back.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 4 footstep _right
frame 12 footstep
}
anim run_strafe_left models/characters/animations/initial_edf/edf_tools_jog_strafe004_left.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 14 footstep
}
anim run_strafe_right models/characters/animations/initial_edf/edf_tools_jog_strafe004_right.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 15 footstep
}
anim torso_turn_left models/characters/animations/initial_edf/edf_pliers_stand_takeout004_idle.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/edf_pliers_stand_takeout004_idle.md5anim {
}
anim jump models/characters/animations/initial_edf/edf_tools_jump_sprint.md5anim {
frame begin sound_channel snd_player_jump snd_jump_gdf
}
anim run_jump models/characters/animations/initial_edf/edf_tools_jump_idle.md5anim {
frame begin sound_channel snd_player_jump snd_jump_gdf
}
anim fall models/characters/animations/initial_edf/edf_tools_jump_idle.md5anim {
}
anim legs_soft_land models/characters/animations/initial_edf/edf_tools_jump_up003_land.md5anim {
frame begin footstep _right
frame 3 footstep
}
anim torso_soft_land models/characters/animations/initial_edf/edf_tools_jump_up003_land.md5anim {
}
anim hard_land models/characters/animations/initial_edf/edf_tools_jump_up003_land.md5anim {
}
anim lean_left_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_left_raise_left.md5anim {
frame begin weaponState show
}
anim lean_right_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_right_raise_left.md5anim {
frame begin weaponState show
}
anim lean_left_idle models/characters/animations/initial_edf/gdf_tool_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/initial_edf/gdf_tool_lean_right.md5anim {
}
anim lean_left_lower models/characters/animations/initial_edf/gdf_tool_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/initial_edf/gdf_tool_lean_right.md5anim {
}
anim lean_left_use models/characters/animations/initial_edf/gdf_tool_lean_left.md5anim {
}
anim lean_right_use models/characters/animations/initial_edf/gdf_tool_lean_right.md5anim {
}
animGroup "walk_hold" "run_hold" {
anim legs_walk_strafe_left models/characters/animations/initial_edf/edf_tools_walk_strafe002_left.md5anim {
}
anim legs_walk_strafe_right models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim legs_run_strafe_left models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 15 footstep
}
anim legs_run_strafe_right models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 15 footstep
}
anim legs_walk_forward models/characters/animations/initial_edf/edf_tools_walk_forward003.md5anim {
}
anim legs_walk_backwards models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim legs_run_forward models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 15 footstep
}
anim legs_run_backwards models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 15 footstep
}
}
animGroup "crouch" {
anim down models/characters/animations/initial_edf/edf_pliers_stand_takeout004_stand2crouch.md5anim {
}
anim up models/characters/animations/initial_edf/edf_pliers_stand_takeout004_crouch2stand.md5anim {
}
anim lean_left_up models/characters/animations/initial_edf/edf_pliers_stand_takeout004_crouch2stand.md5anim {
}
anim lean_right_up models/characters/animations/initial_edf/edf_pliers_stand_takeout004_crouch2stand.md5anim {
}
anim idle models/characters/animations/initial_edf/edf_pliers_stand_takeout004_crouchidle.md5anim {
}
anim torso_turn_left models/characters/animations/initial_edf/edf_pliers_stand_takeout004_idle.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/edf_pliers_stand_takeout004_idle.md5anim {
}
anim legs_turn_left models/characters/animations/initial_edf/gdf_knife_crouch_turn_right.md5anim {
}
anim legs_turn_right models/characters/animations/initial_edf/gdf_knife_crouch_turn_left.md5anim {
}
anim lean_left_torso_up models/characters/animations/initial_edf/gdf_tool_lean_left.md5anim {
}
anim lean_left_torso_down models/characters/animations/initial_edf/gdf_tool_lean_left.md5anim {
}
anim lean_right_torso_up models/characters/animations/initial_edf/gdf_tool_lean_right.md5anim {
}
anim lean_right_torso_down models/characters/animations/initial_edf/gdf_tool_lean_right.md5anim {
}
anim lean_left_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_left_raise_left.md5anim {
frame begin weaponState show
}
anim lean_right_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_right_raise_left.md5anim {
frame begin weaponState show
}
anim lean_left_use models/characters/animations/initial_edf/gdf_tool_crouch_lean_left.md5anim {
}
anim lean_right_use models/characters/animations/initial_edf/gdf_tool_crouch_lean_right.md5anim {
}
anim lean_left_idle models/characters/animations/initial_edf/gdf_tool_crouch_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/initial_edf/gdf_tool_crouch_lean_right.md5anim {
}
anim lean_left_lower models/characters/animations/initial_edf/gdf_tool_crouch_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/initial_edf/gdf_tool_crouch_lean_right.md5anim {
}
}
animGroup "prone" {
anim down models/characters/animations/initial_edf/edd2f_knife_stand_prone002_stand2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_prone
}
anim from_crouch models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_crouch2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim up models/characters/animations/initial_edf/edfd2_knife_stand_prone002_prone2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_stand
}
anim idle models/characters/animations/initial_edf/edfd2_knife_stand_prone002_pronecyc.md5anim {
}
anim fire models/characters/animations/initial_edf/edfd2_knife_stand_prone002_stab.md5anim {
}
anim raise models/characters/animations/initial_edf/edfd2_knife_prone_takeout002_takeoutknife.md5anim {
frame begin weaponState hide
frame 10 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/initial_edf/edfd2_knife_stand_prone002_pronecyc.md5anim {
frame begin weaponState hide
}
//JB 4/13/06
anim torso_turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
}
animGroup "prone_hold" {
anim down models/characters/animations/initial_edf/edd2f_knife_stand_prone002_stand2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_prone
}
anim from_crouch models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_crouch2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim up models/characters/animations/initial_edf/edfd2_knife_stand_prone002_prone2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_stand
}
anim idle models/characters/animations/initial_edf/edfd2_knife_stand_prone002_pronecyc.md5anim {
}
anim fire models/characters/animations/initial_edf/edfd2_knife_stand_prone002_stab.md5anim {
}
anim raise models/characters/animations/initial_edf/edfd2_knife_prone_takeout002_takeoutknife.md5anim {
frame begin weaponState hide
frame 10 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/initial_edf/edfd2_knife_stand_prone002_pronecyc.md5anim {
frame begin weaponState hide
}
//JB 4/13/06
anim forward models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim backwards models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim to_crouch models/characters/animations/initial_edf/edf_assault_crouch_prone004_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_crouch
}
anim turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim torso_turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
}
}
// ====================================
// ARMING DEVICE
// ====================================
animGroup "arming" {
anim raise_held models/characters/animations/initial_edf/gdf_hands_stand_arming_tool_use_into.md5anim {
}
anim lower_held models/characters/animations/initial_edf/gdf_hands_stand_arming_tool_use_out.md5anim {
}
anim lean_left_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_left_raise_left.md5anim {
frame begin weaponState show
}
anim lean_right_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_right_raise_left.md5anim {
frame begin weaponState show
}
anim crouch_lean_left_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_left_raise_left.md5anim {
frame begin weaponState show
}
anim crouch_lean_right_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_right_raise_left.md5anim {
frame begin weaponState show
}
animGroup "walk_hold" "run_hold" "sprint_hold" {
anim idle models/characters/animations/initial_edf/gdf_hands_stand_arming_tool_use_cyc.md5anim {
}
anim torso_strafe_left models/characters/animations/initial_edf/gdf_hands_stand_arming_tool_use_cyc.md5anim {
}
anim torso_strafe_right models/characters/animations/initial_edf/gdf_hands_stand_arming_tool_use_cyc.md5anim {
}
anim torso_run_strafe_left models/characters/animations/initial_edf/gdf_hands_stand_arming_tool_use_cyc.md5anim {
}
anim torso_run_strafe_right models/characters/animations/initial_edf/gdf_hands_stand_arming_tool_use_cyc.md5anim {
}
anim torso_forward models/characters/animations/initial_edf/gdf_hands_stand_arming_tool_use_cyc.md5anim {
}
anim torso_backwards models/characters/animations/initial_edf/gdf_hands_stand_arming_tool_use_cyc.md5anim {
}
anim torso_run_forward models/characters/animations/initial_edf/gdf_hands_stand_arming_tool_use_cyc.md5anim {
}
anim torso_run_backwards models/characters/animations/initial_edf/gdf_hands_stand_arming_tool_use_cyc.md5anim {
}
}
animGroup "crouch_hold" {
anim legs_idle models/characters/animations/initial_edf/edf_hands_stand_crouch003idle.md5anim {
}
anim torso_idle models/characters/animations/initial_edf/gdf_hands_stand_arming_tool_use_cyc.md5anim {
}
anim legs_forward models/characters/animations/initial_edf/edf_tools_crouchwalk_forward001.md5anim {
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim legs_backwards models/characters/animations/initial_edf/edf_tools_crouchwalk_back002_back.md5anim {
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim torso_forward models/characters/animations/initial_edf/gdf_hands_stand_arming_tool_use_cyc.md5anim {
}
anim torso_backwards models/characters/animations/initial_edf/gdf_hands_stand_arming_tool_use_cyc.md5anim {
}
anim legs_strafe_left models/characters/animations/initial_edf/edf_tools_crouchwalk_strafe002_left.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim legs_strafe_right models/characters/animations/initial_edf/edf_tools_crouchwalk_strafe002_right.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim torso_strafe_left models/characters/animations/initial_edf/gdf_hands_stand_arming_tool_use_cyc.md5anim {
ai_fixed_forward
}
anim torso_strafe_right models/characters/animations/initial_edf/gdf_hands_stand_arming_tool_use_cyc.md5anim {
ai_fixed_forward
}
anim legs_up models/characters/animations/initial_edf/edf_grenade_crouch_stand001_crouch2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim torso_up models/characters/animations/initial_edf/gdf_hands_stand_arming_tool_use_cyc.md5anim {
}
anim lean_left_up models/characters/animations/initial_edf/edf_grenade_crouch_stand001_crouch2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim lean_right_up models/characters/animations/initial_edf/edf_grenade_crouch_stand001_crouch2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim torso_turn_left models/characters/animations/initial_edf/gdf_hands_stand_arming_tool_use_cyc.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/gdf_hands_stand_arming_tool_use_cyc.md5anim {
}
anim legs_turn_left models/characters/animations/initial_edf/gdf_knife_crouch_turn_right.md5anim {
}
anim legs_turn_right models/characters/animations/initial_edf/gdf_knife_crouch_turn_left.md5anim {
}
anim legs_down models/characters/animations/initial_edf/edf_hands_stand_crouch003.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_crouch
}
anim torso_down models/characters/animations/initial_edf/gdf_hands_stand_arming_tool_use_cyc.md5anim {
}
anim from_prone models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_crouch
}
}
anim prone_raise_held models/characters/animations/initial_edf/gdf_hands_prone_arming_tool_use_into.md5anim {
}
anim prone_lower_held models/characters/animations/initial_edf/gdf_hands_prone_arming_tool_use_out.md5anim {
}
animGroup "prone_hold" {
anim idle models/characters/animations/initial_edf/gdf_hands_prone_arming_tool_use_cyc.md5anim {
}
anim fire models/characters/animations/initial_edf/gdf_hands_prone_arming_tool_use_cyc.md5anim {
}
anim down models/characters/animations/initial_edf/edd2f_knife_stand_prone002_stand2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_prone
}
anim from_crouch models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_crouch2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim up models/characters/animations/initial_edf/edfd2_knife_stand_prone002_prone2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_stand
}
anim turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim torso_forward models/characters/animations/initial_edf/gdf_hands_prone_arming_tool_use_cyc.md5anim {
}
anim torso_backwards models/characters/animations/initial_edf/gdf_hands_prone_arming_tool_use_cyc.md5anim {
}
anim torso_strafe_left models/characters/animations/initial_edf/gdf_hands_prone_arming_tool_use_cyc.md5anim {
}
anim torso_strafe_right models/characters/animations/initial_edf/gdf_hands_prone_arming_tool_use_cyc.md5anim {
}
anim legs_forward models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim legs_backwards models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim legs_strafe_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim legs_strafe_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
}
}
// ====================================
// PDA
// ====================================
animGroup "pda" {
anim idle models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
}
anim raise models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_into.md5anim {
}
anim lower models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
frame begin weaponState hide
}
anim torso_turn_left models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
}
anim startfire models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_intouse.md5anim {
}
anim fire models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim endfire models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_outofuse.md5anim {
}
anim lean_left_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_left_raise_left.md5anim {
frame begin weaponState show
}
anim lean_right_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_right_raise_left.md5anim {
frame begin weaponState show
}
anim crouch_lean_left_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_left_raise_left.md5anim {
frame begin weaponState show
}
anim crouch_lean_right_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_right_raise_left.md5anim {
frame begin weaponState show
}
anim crouch_lean_left_idle models/characters/animations/initial_edf/gdf_pda_crouch_lean_left.md5anim {
}
anim crouch_lean_right_idle models/characters/animations/initial_edf/gdf_pda_crouch_lean_right.md5anim {
}
anim crouch_lean_left_lower models/characters/animations/initial_edf/gdf_pda_crouch_lean_left.md5anim {
}
anim crouch_lean_right_lower models/characters/animations/initial_edf/gdf_pda_crouch_lean_right.md5anim {
}
anim lean_left_idle models/characters/animations/initial_edf/gdf_pda_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/initial_edf/gdf_pda_lean_right.md5anim {
}
anim lean_left_lower models/characters/animations/initial_edf/gdf_pda_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/initial_edf/gdf_pda_lean_right.md5anim {
}
anim crouch_lean_left_fire models/characters/animations/initial_edf/gdf_pda_crouch_lean_left.md5anim {
}
anim crouch_lean_right_fire models/characters/animations/initial_edf/gdf_pda_crouch_lean_right.md5anim {
}
anim lean_left_fire models/characters/animations/initial_edf/gdf_pda_lean_left.md5anim {
}
anim lean_right_fire models/characters/animations/initial_edf/gdf_pda_lean_right.md5anim {
}
anim crouch_lean_left_torso_up models/characters/animations/initial_edf/gdf_pda_crouch_lean_left.md5anim {
}
anim crouch_lean_right_torso_up models/characters/animations/initial_edf/gdf_pda_crouch_lean_right.md5anim {
}
animGroup "crouch", "crouch_hold" {
anim legs_idle models/characters/animations/initial_edf/edf_hands_stand_crouch003idle.md5anim {
}
anim torso_idle models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
}
anim forward models/characters/animations/initial_edf/edf_tools_crouchwalk_forward001.md5anim {
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim backwards models/characters/animations/initial_edf/edf_tools_crouchwalk_back002_back.md5anim {
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_left models/characters/animations/initial_edf/edf_tools_crouchwalk_strafe002_left.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_right models/characters/animations/initial_edf/edf_tools_crouchwalk_strafe002_right.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim down models/characters/animations/initial_edf/edf_hands_stand_crouch003.md5anim {
frame 6 sound_channel snd_player_move snd_movement_stand_to_crouch
}
anim legs_up models/characters/animations/initial_edf/edf_grenade_crouch_stand001_crouch2stand.md5anim {
frame 6 sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim torso_up models/characters/animations/initial_edf/edf_grenade_crouch_stand001_crouch2stand.md5anim {
frame 6 sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim lean_left_up models/characters/animations/initial_edf/edf_grenade_crouch_stand001_crouch2stand.md5anim {
frame 6 sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim lean_right_up models/characters/animations/initial_edf/edf_grenade_crouch_stand001_crouch2stand.md5anim {
frame 6 sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim turn_left models/characters/animations/initial_edf/gdf_knife_crouch_turn_right.md5anim {
}
anim turn_right models/characters/animations/initial_edf/gdf_knife_crouch_turn_left.md5anim {
}
anim torso_startfire models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim torso_fire models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim torso_endfire models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_outofuse.md5anim {
}
anim legs_startfire models/characters/animations/initial_edf/edf_hands_stand_crouch003idle.md5anim {
}
anim legs_fire models/characters/animations/initial_edf/edf_hands_stand_crouch003idle.md5anim {
}
anim legs_endfire models/characters/animations/initial_edf/edf_hands_stand_crouch003idle.md5anim {
}
}
//JB 4/13/06
animGroup "prone" {
anim torso_turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim raise models/characters/animations/initial_edf/gdf_prone_point_into.md5anim {
}
anim lower models/characters/animations/initial_edf/gdf_prone_point.md5anim {
frame begin weaponState hide
}
anim idle models/characters/animations/initial_edf/gdf_prone_point.md5anim {
}
anim startfire models/characters/animations/initial_edf/gdf_prone_point.md5anim {
}
anim fire models/characters/animations/initial_edf/gdf_prone_point.md5anim {
}
anim endfire models/characters/animations/initial_edf/gdf_prone_point.md5anim {
}
}
animGroup "prone_hold" {
anim torso_turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim raise models/characters/animations/initial_edf/gdf_prone_point_into.md5anim {
}
anim lower models/characters/animations/initial_edf/gdf_prone_point_out.md5anim {
frame begin weaponState hide
}
anim idle models/characters/animations/initial_edf/gdf_prone_point.md5anim {
}
anim startfire models/characters/animations/initial_edf/gdf_prone_point.md5anim {
}
anim fire models/characters/animations/initial_edf/gdf_prone_point.md5anim {
}
anim endfire models/characters/animations/initial_edf/gdf_prone_point.md5anim {
}
anim forward models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim backwards models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim down models/characters/animations/initial_edf/edf_assault_stand_prone001.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_prone
}
anim from_crouch models/characters/animations/initial_edf/edf_assault_crouch_prone004_crouch2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim to_crouch models/characters/animations/initial_edf/edf_assault_crouch_prone004_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_crouch
}
anim up models/characters/animations/initial_edf/edf_assault_stand_prone001prone2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_stand
}
anim turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
}
}
/*
// ====================================
// Thirdeye
// ====================================
animGroup "thirdeye" {
//anim raise models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_into.md5anim {
//}
//anim lower models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_out.md5anim {
//}
//anim torso_idle models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
//}
//anim legs_idle models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
//}
anim into models/characters/animations/initial_edf/edf_pliers_stand_use001_into.md5anim {
}
anim use models/characters/animations/initial_edf/edf_pliers_stand_use001_cyc.md5anim {
}
anim out models/characters/animations/initial_edf/edf_pliers_stand_use001_out.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
}
anim torso_turn_left models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
}
anim startfire models/characters/animations/initial_edf/gdf_hands_stand_landmine_startthrow.md5anim {
}
anim fire models/characters/animations/initial_edf/gdf_hands_stand_landmine_throw.md5anim {
}
animGroup "walk_hold" "run_hold" "sprint_hold" {
anim idle models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim torso_strafe_left models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim torso_strafe_right models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim torso_run_strafe_left models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim torso_run_strafe_right models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim torso_forward models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim torso_backwards models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim torso_run_forward models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim torso_run_backwards models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim fire models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
}
anim raise_held models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_intouse.md5anim {
}
anim lower_held models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_outofuse.md5anim {
}
anim torso_crouch_up models/characters/animations/initial_edf/edf_pliers_stand_takeout004_idle.md5anim {
}
anim lean_left_idle models/characters/animations/initial_edf/gdf_pda_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/initial_edf/gdf_pda_lean_right.md5anim {
}
anim crouch_lean_left_idle models/characters/animations/initial_edf/gdf_pda_crouch_lean_left.md5anim {
}
anim crouch_lean_right_idle models/characters/animations/initial_edf/gdf_pda_crouch_lean_right.md5anim {
}
anim lean_left_use models/characters/animations/initial_edf/gdf_pda_lean_left.md5anim {
}
anim lean_right_use models/characters/animations/initial_edf/gdf_pda_lean_right.md5anim {
}
anim crouch_lean_left_use models/characters/animations/initial_edf/gdf_pda_crouch_lean_left.md5anim {
}
anim crouch_lean_right_use models/characters/animations/initial_edf/gdf_pda_crouch_lean_right.md5anim {
}
anim crouch_lean_left_torso_up models/characters/animations/initial_edf/gdf_tool_lean_left.md5anim {
}
anim crouch_lean_right_torso_up models/characters/animations/initial_edf/gdf_tool_lean_right.md5anim {
}
anim legs_down models/characters/animations/initial_edf/edf_pliers_stand_takeout004_stand2crouch.md5anim {
}
anim legs_up models/characters/animations/initial_edf/edf_pliers_stand_takeout004_crouch2stand.md5anim {
}
anim torso_down models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
}
anim torso_up models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
}
animGroup "crouch" {
anim legs_idle models/characters/animations/initial_edf/edf_pliers_stand_takeout004_crouchidle.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
}
anim torso_turn_left models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
}
}
animGroup "crouch_hold" {
anim legs_idle models/characters/animations/initial_edf/edf_hands_stand_crouch003idle.md5anim {
}
anim torso_idle models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim legs_forward models/characters/animations/initial_edf/edf_tools_crouchwalk_forward001.md5anim {
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim legs_backwards models/characters/animations/initial_edf/edf_tools_crouchwalk_back002_back.md5anim {
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim torso_forward models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim torso_backwards models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim legs_strafe_left models/characters/animations/initial_edf/edf_tools_crouchwalk_strafe002_left.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim legs_strafe_right models/characters/animations/initial_edf/edf_tools_crouchwalk_strafe002_right.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim torso_strafe_left models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
ai_fixed_forward
}
anim torso_strafe_right models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
ai_fixed_forward
}
anim legs_up models/characters/animations/initial_edf/edf_grenade_crouch_stand001_crouch2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim torso_up models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim torso_turn_left models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim legs_turn_left models/characters/animations/initial_edf/gdf_knife_crouch_turn_right.md5anim {
}
anim legs_turn_right models/characters/animations/initial_edf/gdf_knife_crouch_turn_left.md5anim {
}
anim legs_down models/characters/animations/initial_edf/edf_hands_stand_crouch003.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_crouch
}
anim torso_down models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim from_prone models/characters/animations/initial_edf/edf_assault_crouch_prone004_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_crouch
}
}
animGroup "prone" {
anim down models/characters/animations/initial_edf/edf_hands_prone_down.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_prone
}
anim from_crouch models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_crouch2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim up models/characters/animations/initial_edf/edfd2_knife_stand_prone002_prone2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_stand
}
anim idle models/characters/animations/initial_edf/gdf_prone_hands_idle.md5anim {
}
anim fire models/characters/animations/initial_edf/edfd2_knife_stand_prone002_stab.md5anim {
}
anim turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim raise_held models/characters/animations/initial_edf/gdf_pda_prone_use_into.md5anim {
}
anim lower_held models/characters/animations/initial_edf/gdf_pda_prone_use_out.md5anim {
}
anim raise models/characters/animations/initial_edf/edfd2_knife_prone_takeout002_takeoutknife.md5anim {
frame begin weaponState hide
frame 10 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/initial_edf/edfd2_knife_prone_takeout002_putawayknife.md5anim {
frame 16 weaponState hide
frame end weaponState hide
}
}
animGroup "prone_hold" {
anim idle models/characters/animations/initial_edf/gdf_pda_prone_use_cycle.md5anim {
}
anim fire models/characters/animations/initial_edf/gdf_pda_prone_use_cycle.md5anim {
}
anim raise_held models/characters/animations/initial_edf/gdf_pda_prone_use_into.md5anim {
}
anim lower_held models/characters/animations/initial_edf/gdf_pda_prone_use_out.md5anim {
}
anim down models/characters/animations/initial_edf/edd2f_knife_stand_prone002_stand2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_prone
}
anim from_crouch models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_crouch2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim up models/characters/animations/initial_edf/edfd2_knife_stand_prone002_prone2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_stand
}
anim turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim torso_forward models/characters/animations/initial_edf/gdf_pda_prone_use_cycle.md5anim {
}
anim torso_backwards models/characters/animations/initial_edf/gdf_pda_prone_use_cycle.md5anim {
}
anim torso_strafe_left models/characters/animations/initial_edf/gdf_pda_prone_use_cycle.md5anim {
}
anim torso_strafe_right models/characters/animations/initial_edf/gdf_pda_prone_use_cycle.md5anim {
}
anim legs_forward models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim legs_backwards models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim legs_strafe_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim legs_strafe_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
}
}
*/
// ====================================
// Hacker
// ====================================
animGroup "hacker" {
anim raise models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_into.md5anim {
frame begin weaponState hide
}
anim lower models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
frame begin weaponState hide
}
anim torso_idle models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
}
anim legs_idle models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
}
anim torso_turn_left models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
}
anim torso_crouch_up models/characters/animations/initial_edf/edf_pliers_stand_takeout004_idle.md5anim {
}
anim lean_left_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_left_raise_left.md5anim {
frame begin weaponState show
}
anim lean_right_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_right_raise_left.md5anim {
frame begin weaponState show
}
anim crouch_lean_left_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_left_raise_left.md5anim {
frame begin weaponState show
}
anim crouch_lean_right_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_right_raise_left.md5anim {
frame begin weaponState show
}
anim lean_left_idle models/characters/animations/initial_edf/gdf_pda_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/initial_edf/gdf_pda_lean_right.md5anim {
}
anim lean_left_lower models/characters/animations/initial_edf/gdf_pda_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/initial_edf/gdf_pda_lean_right.md5anim {
}
anim legs_down models/characters/animations/initial_edf/edf_pliers_stand_takeout004_stand2crouch.md5anim {
}
anim legs_up models/characters/animations/initial_edf/edf_pliers_stand_takeout004_crouch2stand.md5anim {
}
anim torso_down models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
}
anim torso_up models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
}
anim raise_held models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_intouse.md5anim {
}
anim lower_held models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_outofuse.md5anim {
}
animGroup "walk_hold" "run_hold" "sprint_hold" {
anim idle models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim torso_strafe_left models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim torso_strafe_right models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim torso_run_strafe_left models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim torso_run_strafe_right models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim torso_forward models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim torso_backwards models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim torso_run_forward models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim torso_run_backwards models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim lean_left_idle models/characters/animations/initial_edf/gdf_pda_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/initial_edf/gdf_pda_lean_right.md5anim {
}
}
animGroup "crouch" {
anim legs_idle models/characters/animations/initial_edf/edf_pliers_stand_takeout004_crouchidle.md5anim {
}
anim torso_raise models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_into.md5anim {
frame begin weaponState hide
}
anim torso_turn_right models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
}
anim torso_turn_left models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
}
anim lean_left_idle models/characters/animations/initial_edf/gdf_pda_crouch_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/initial_edf/gdf_pda_crouch_lean_right.md5anim {
}
anim lean_left_lower models/characters/animations/initial_edf/gdf_pda_crouch_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/initial_edf/gdf_pda_crouch_lean_right.md5anim {
}
anim lean_left_use models/characters/animations/initial_edf/gdf_pda_crouch_lean_left.md5anim {
}
anim lean_right_use models/characters/animations/initial_edf/gdf_pda_crouch_lean_right.md5anim {
}
anim lean_left_torso_up models/characters/animations/initial_edf/gdf_tool_lean_left.md5anim {
}
anim lean_right_torso_up models/characters/animations/initial_edf/gdf_tool_lean_right.md5anim {
}
}
animGroup "crouch_hold" {
anim legs_idle models/characters/animations/initial_edf/edf_hands_stand_crouch003idle.md5anim {
}
anim torso_idle models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim legs_forward models/characters/animations/initial_edf/edf_tools_crouchwalk_forward001.md5anim {
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim legs_backwards models/characters/animations/initial_edf/edf_tools_crouchwalk_back002_back.md5anim {
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim torso_forward models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim torso_backwards models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim legs_strafe_left models/characters/animations/initial_edf/edf_tools_crouchwalk_strafe002_left.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim legs_strafe_right models/characters/animations/initial_edf/edf_tools_crouchwalk_strafe002_right.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim torso_strafe_left models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
ai_fixed_forward
}
anim torso_strafe_right models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
ai_fixed_forward
}
anim legs_up models/characters/animations/initial_edf/edf_grenade_crouch_stand001_crouch2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim torso_up models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim torso_turn_left models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim legs_turn_left models/characters/animations/initial_edf/gdf_knife_crouch_turn_right.md5anim {
}
anim legs_turn_right models/characters/animations/initial_edf/gdf_knife_crouch_turn_left.md5anim {
}
anim legs_down models/characters/animations/initial_edf/edf_hands_stand_crouch003.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_crouch
}
anim torso_down models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim from_prone models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_crouch
}
anim lean_left_from_prone models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_crouch
}
anim lean_right_from_prone models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_crouch
}
}
animGroup "prone" {
anim down models/characters/animations/initial_edf/edf_hands_prone_down.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_prone
}
anim from_crouch models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_crouch2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim up models/characters/animations/initial_edf/edfd2_knife_stand_prone002_prone2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_stand
}
anim idle models/characters/animations/initial_edf/gdf_prone_hands_idle.md5anim {
}
anim turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim raise_held models/characters/animations/initial_edf/gdf_pda_prone_use_into.md5anim {
}
anim lower_held models/characters/animations/initial_edf/gdf_pda_prone_use_out.md5anim {
}
anim raise models/characters/animations/initial_edf/edfd2_knife_prone_takeout002_takeoutknife.md5anim {
frame begin weaponState hide
}
anim lower models/characters/animations/initial_edf/gdf_prone_hands_idle.md5anim {
frame begin weaponState hide
}
}
animGroup "prone_hold" {
anim idle models/characters/animations/initial_edf/gdf_pda_prone_use_cycle.md5anim {
}
anim fire models/characters/animations/initial_edf/gdf_pda_prone_use_cycle.md5anim {
}
anim raise_held models/characters/animations/initial_edf/gdf_pda_prone_use_into.md5anim {
}
anim lower_held models/characters/animations/initial_edf/gdf_pda_prone_use_out.md5anim {
}
anim down models/characters/animations/initial_edf/edd2f_knife_stand_prone002_stand2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_prone
}
anim from_crouch models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_crouch2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim up models/characters/animations/initial_edf/edfd2_knife_stand_prone002_prone2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_stand
}
anim turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim torso_forward models/characters/animations/initial_edf/gdf_pda_prone_use_cycle.md5anim {
}
anim torso_backwards models/characters/animations/initial_edf/gdf_pda_prone_use_cycle.md5anim {
}
anim torso_strafe_left models/characters/animations/initial_edf/gdf_pda_prone_use_cycle.md5anim {
}
anim torso_strafe_right models/characters/animations/initial_edf/gdf_pda_prone_use_cycle.md5anim {
}
anim legs_forward models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim legs_backwards models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim legs_strafe_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim legs_strafe_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
}
}
// ====================================
// Hacker thirdeye
// ====================================
animGroup "hacker_thirdeye" {
anim raise models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_into.md5anim {
frame begin weaponState hide
}
anim lower models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
frame begin weaponState hide
}
anim torso_idle models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
}
anim legs_idle models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
}
anim torso_turn_left models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
}
anim torso_crouch_up models/characters/animations/initial_edf/edf_pliers_stand_takeout004_idle.md5anim {
}
anim lean_left_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_left_raise_left.md5anim {
frame begin weaponState show
}
anim lean_right_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_right_raise_left.md5anim {
frame begin weaponState show
}
anim crouch_lean_left_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_left_raise_left.md5anim {
frame begin weaponState show
}
anim crouch_lean_right_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_right_raise_left.md5anim {
frame begin weaponState show
}
anim lean_left_idle models/characters/animations/initial_edf/gdf_pda_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/initial_edf/gdf_pda_lean_right.md5anim {
}
anim lean_left_lower models/characters/animations/initial_edf/gdf_pda_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/initial_edf/gdf_pda_lean_right.md5anim {
}
anim legs_down models/characters/animations/initial_edf/edf_pliers_stand_takeout004_stand2crouch.md5anim {
}
anim legs_up models/characters/animations/initial_edf/edf_pliers_stand_takeout004_crouch2stand.md5anim {
}
anim torso_down models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
}
anim torso_up models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
}
//for selecting thirdeye options
anim startfire models/characters/animations/initial_edf/gdf_pda_stand_use_single_startfire.md5anim {
}
anim fire models/characters/animations/initial_edf/gdf_pda_stand_use_single.md5anim {
}
anim endfire models/characters/animations/initial_edf/gdf_pda_stand_use_single_endfire.md5anim {
}
animGroup "crouch" {
anim legs_idle models/characters/animations/initial_edf/edf_pliers_stand_takeout004_crouchidle.md5anim {
}
anim torso_raise models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_into.md5anim {
frame begin weaponState hide
}
anim torso_startfire models/characters/animations/initial_edf/gdf_pda_stand_use_single_startfire.md5anim {
}
anim torso_fire models/characters/animations/initial_edf/gdf_pda_stand_use_single.md5anim {
}
anim torso_endfire models/characters/animations/initial_edf/gdf_pda_stand_use_single_endfire.md5anim {
}
anim legs_startfire models/characters/animations/initial_edf/edf_pliers_stand_takeout004_crouchidle.md5anim {
}
anim legs_fire models/characters/animations/initial_edf/edf_pliers_stand_takeout004_crouchidle.md5anim {
}
anim legs_endfire models/characters/animations/initial_edf/edf_pliers_stand_takeout004_crouchidle.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
}
anim torso_turn_left models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_cyc.md5anim {
}
anim lean_left_idle models/characters/animations/initial_edf/gdf_pda_crouch_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/initial_edf/gdf_pda_crouch_lean_right.md5anim {
}
anim lean_left_lower models/characters/animations/initial_edf/gdf_pda_crouch_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/initial_edf/gdf_pda_crouch_lean_right.md5anim {
}
anim lean_left_use models/characters/animations/initial_edf/gdf_pda_crouch_lean_left.md5anim {
}
anim lean_right_use models/characters/animations/initial_edf/gdf_pda_crouch_lean_right.md5anim {
}
anim lean_left_torso_up models/characters/animations/initial_edf/gdf_tool_lean_left.md5anim {
}
anim lean_right_torso_up models/characters/animations/initial_edf/gdf_tool_lean_right.md5anim {
}
}
animGroup "prone" {
anim down models/characters/animations/initial_edf/edf_hands_prone_down.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_prone
}
anim from_crouch models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_crouch2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim up models/characters/animations/initial_edf/edfd2_knife_stand_prone002_prone2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_stand
}
anim idle models/characters/animations/initial_edf/gdf_prone_hands_idle.md5anim {
}
anim startfire models/characters/animations/initial_edf/gdf_pda_prone_use_cycle.md5anim {
}
anim fire models/characters/animations/initial_edf/gdf_pda_prone_use_cycle.md5anim {
}
anim endfire models/characters/animations/initial_edf/gdf_pda_prone_use_cycle.md5anim {
}
anim turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim raise models/characters/animations/initial_edf/edfd2_knife_prone_takeout002_takeoutknife.md5anim {
frame begin weaponState hide
}
anim lower models/characters/animations/initial_edf/gdf_prone_hands_idle.md5anim {
frame begin weaponState hide
}
}
}
// ====================================
// Right Helmet
// ====================================
animGroup "right_helmet" {
anim crouch_lean_left_idle models/characters/animations/initial_edf/gdf_right_helmet_crouch_lean_left_001.md5anim {
}
anim crouch_lean_right_idle models/characters/animations/initial_edf/gdf_right_helmet_crouch_lean_right_001.md5anim {
}
anim crouch_lean_left_lower models/characters/animations/initial_edf/gdf_right_helmet_crouch_lean_left_001.md5anim {
}
anim crouch_lean_right_lower models/characters/animations/initial_edf/gdf_right_helmet_crouch_lean_right_001.md5anim {
}
anim lean_left_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_left_raise_right.md5anim {
frame begin weaponState show
}
anim lean_right_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_right_raise_right.md5anim {
frame begin weaponState show
}
anim crouch_lean_left_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_left_raise_right.md5anim {
frame begin weaponState show
}
anim crouch_lean_right_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_right_raise_right.md5anim {
frame begin weaponState show
}
anim lean_left_idle models/characters/animations/initial_edf/gdf_right_helmet_lean_left_001_a.md5anim {
}
anim lean_right_idle models/characters/animations/initial_edf/gdf_right_helmet_lean_left_001_b.md5anim {
}
anim lean_left_lower models/characters/animations/initial_edf/gdf_right_helmet_lean_left_001_a.md5anim {
}
anim lean_right_lower models/characters/animations/initial_edf/gdf_right_helmet_lean_left_001_b.md5anim {
}
anim crouch_lean_left_use models/characters/animations/initial_edf/gdf_right_helmet_crouch_lean_left_001.md5anim {
}
anim crouch_lean_right_use models/characters/animations/initial_edf/gdf_right_helmet_crouch_lean_right_001.md5anim {
}
anim lean_left_use models/characters/animations/initial_edf/gdf_right_helmet_lean_left_001_a.md5anim {
}
anim lean_right_use models/characters/animations/initial_edf/gdf_right_helmet_lean_left_001_b.md5anim {
}
anim crouch_lean_left_torso_up models/characters/animations/initial_edf/gdf_right_helmet_lean_left_001_a.md5anim {
}
anim crouch_lean_right_torso_up models/characters/animations/initial_edf/gdf_right_helmet_lean_left_001_b.md5anim {
}
anim use models/characters/animations/initial_edf/edf_righthelmet_stand_use001_cyc.md5anim {
}
anim lean_left_raise_held models/characters/animations/initial_edf/edf_righthelmet_stand_lean_left_useinto.md5anim {
}
anim lean_right_raise_held models/characters/animations/initial_edf/edf_righthelmet_stand_lean_right_useinto.md5anim {
}
anim lean_left_lower_held models/characters/animations/initial_edf/edf_righthelmet_stand_lean_left_useout.md5anim {
}
anim lean_right_lower_held models/characters/animations/initial_edf/edf_righthelmet_stand_lean_right_useout.md5anim {
}
anim crouch_lean_left_raise_held models/characters/animations/initial_edf/edf_righthelmet_stand_lean_left_useinto.md5anim {
}
anim crouch_lean_right_raise_held models/characters/animations/initial_edf/edf_righthelmet_stand_lean_right_useinto.md5anim {
}
anim crouch_lean_left_lower_held models/characters/animations/initial_edf/edf_righthelmet_stand_lean_left_useout.md5anim {
}
anim crouch_lean_right_lower_held models/characters/animations/initial_edf/edf_righthelmet_stand_lean_right_useout.md5anim {
}
animGroup "run_hold" "sprint_hold" {
anim into models/characters/animations/initial_edf/edf_righthelmet_stand_use001_into.md5anim {
}
anim idle models/characters/animations/initial_edf/edf_righthelmet_stand_use001_cyc.md5anim {
}
anim lower models/characters/animations/initial_edf/edf_righthelmet_stand_use001_out.md5anim {
frame begin weaponState hide
}
anim lean_left_idle models/characters/animations/initial_edf/edf_righthelmet_stand_lean_left_usecyc.md5anim {
}
anim lean_right_idle models/characters/animations/initial_edf/edf_righthelmet_stand_lean_right_usecyc.md5anim {
}
anim torso_forward models/characters/animations/initial_edf/edf_righthelmet_stand_use001_out.md5anim {
}
anim torso_turn_left models/characters/animations/initial_edf/edf_righthelmet_stand_use001_cyc.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/edf_righthelmet_stand_use001_cyc.md5anim {
}
}
//JB 4/13/06
animGroup "crouch" {
anim legs_idle models/characters/animations/initial_edf/edf_hands_stand_crouch003idle.md5anim {
}
anim torso_idle models/characters/animations/initial_edf/edf_righthelmet_stand_use001_cyc.md5anim {
}
anim torso_up models/characters/animations/initial_edf/edf_righthelmet_stand_use001_cyc_crouchupdown.md5anim {
}
anim torso_down models/characters/animations/initial_edf/edf_righthelmet_stand_use001_cyc_crouchupdown.md5anim {
}
}
animGroup "crouch_hold" {
anim torso_lean_left_idle models/characters/animations/initial_edf/edf_righthelmet_stand_lean_left_usecyc.md5anim {
}
anim torso_lean_right_idle models/characters/animations/initial_edf/edf_righthelmet_stand_lean_right_usecyc.md5anim {
}
}
//JB 4/13/06
animGroup "prone" {
anim torso_turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim raise models/characters/animations/initial_edf/gdf_prone_point_into.md5anim {
}
anim lower models/characters/animations/initial_edf/gdf_prone_point.md5anim {
frame begin weaponState hide
}
anim idle models/characters/animations/initial_edf/gdf_prone_point.md5anim {
}
}
}
// ====================================
// Pliers
// ====================================
animGroup "pliers" {
anim into models/characters/animations/initial_edf/edf_pliers_stand_use001_into.md5anim {
}
anim use models/characters/animations/initial_edf/edf_pliers_stand_use001_cyc.md5anim {
}
anim out models/characters/animations/initial_edf/edf_pliers_stand_use001_out.md5anim {
}
anim raise_held models/characters/animations/initial_edf/edf_pliers_stand_use001_into.md5anim {
}
anim lower_held models/characters/animations/initial_edf/edf_pliers_stand_use001_out.md5anim {
}
anim lean_left_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_left_raise_right.md5anim {
frame begin weaponState show
}
anim lean_right_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_right_raise_right.md5anim {
frame begin weaponState show
}
anim crouch_lean_left_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_left_raise_right.md5anim {
frame begin weaponState show
}
anim crouch_lean_right_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_right_raise_right.md5anim {
frame begin weaponState show
}
anim torso_crouch_up models/characters/animations/initial_edf/edf_pliers_stand_takeout004_idle.md5anim {
}
anim lean_left_idle models/characters/animations/initial_edf/gdf_tool_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/initial_edf/gdf_tool_lean_right.md5anim {
}
anim lean_left_lower models/characters/animations/initial_edf/gdf_tool_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/initial_edf/gdf_tool_lean_right.md5anim {
}
animGroup "walk_hold" "run_hold" "sprint_hold" {
anim legs_walk_strafe_left models/characters/animations/initial_edf/edf_tools_walk_strafe002_left.md5anim {
}
anim legs_walk_strafe_right models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim legs_run_strafe_left models/characters/animations/initial_edf/edf_tools_jog_strafe004_left.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 15 footstep
}
anim legs_run_strafe_right models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 15 footstep
}
anim legs_walk_forward models/characters/animations/initial_edf/edf_tools_walk_forward003.md5anim {
}
anim legs_walk_backwards models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
}
anim legs_run_forward models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 15 footstep
}
anim legs_run_backwards models/characters/animations/initial_edf/edfd2_pda_stand_takeout002_usecyc.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 15 footstep
}
anim torso_strafe_left models/characters/animations/initial_edf/edf_pliers_stand_use001_cyc.md5anim {
}
anim torso_strafe_right models/characters/animations/initial_edf/edf_pliers_stand_use001_cyc.md5anim {
}
anim torso_run_strafe_left models/characters/animations/initial_edf/edf_pliers_stand_use001_cyc.md5anim {
}
anim torso_run_strafe_right models/characters/animations/initial_edf/edf_pliers_stand_use001_cyc.md5anim {
}
anim torso_forward models/characters/animations/initial_edf/edf_pliers_stand_use001_cyc.md5anim {
}
anim torso_backwards models/characters/animations/initial_edf/edf_pliers_stand_use001_cyc.md5anim {
}
anim torso_run_forward models/characters/animations/initial_edf/edf_pliers_stand_use001_cyc.md5anim {
}
anim torso_run_backwards models/characters/animations/initial_edf/edf_pliers_stand_use001_cyc.md5anim {
}
anim idle models/characters/animations/initial_edf/edf_pliers_stand_use001_cyc.md5anim {
}
anim fire models/characters/animations/initial_edf/edf_pliers_stand_use001_cyc.md5anim {
}
}
animGroup "crouch" {
anim crouch_lean_left_idle models/characters/animations/initial_edf/gdf_tool_crouch_lean_left.md5anim {
}
anim crouch_lean_right_idle models/characters/animations/initial_edf/gdf_tool_crouch_lean_right.md5anim {
}
anim crouch_lean_left_lower models/characters/animations/initial_edf/gdf_tool_crouch_lean_left.md5anim {
}
anim crouch_lean_right_lower models/characters/animations/initial_edf/gdf_tool_crouch_lean_right.md5anim {
}
anim lean_left_use models/characters/animations/initial_edf/gdf_tool_lean_left.md5anim {
}
anim lean_right_use models/characters/animations/initial_edf/gdf_tool_lean_right.md5anim {
}
anim crouch_lean_left_use models/characters/animations/initial_edf/gdf_tool_crouch_lean_left.md5anim {
}
anim crouch_lean_right_use models/characters/animations/initial_edf/gdf_tool_crouch_lean_right.md5anim {
}
anim crouch_lean_left_torso_up models/characters/animations/initial_edf/gdf_tool_lean_left.md5anim {
}
anim crouch_lean_right_torso_up models/characters/animations/initial_edf/gdf_tool_lean_right.md5anim {
}
anim crouch_turn_right models/characters/animations/initial_edf/gdf_knife_crouch_turn_left.md5anim {
}
anim crouch_turn_left models/characters/animations/initial_edf/gdf_knife_crouch_turn_right.md5anim {
}
}
animGroup "crouch_hold" {
anim legs_idle models/characters/animations/initial_edf/edf_pliers_stand_takeout004_crouchidle.md5anim {
}
anim torso_idle models/characters/animations/initial_edf/edf_pliers_stand_use001_cyc.md5anim {
}
anim torso_forward models/characters/animations/initial_edf/edf_pliers_stand_use001_cyc.md5anim {
}
anim torso_backwards models/characters/animations/initial_edf/edf_pliers_stand_use001_cyc.md5anim {
}
anim torso_strafe_left models/characters/animations/initial_edf/edf_pliers_stand_use001_cyc.md5anim {
ai_fixed_forward
}
anim torso_strafe_right models/characters/animations/initial_edf/edf_pliers_stand_use001_cyc.md5anim {
ai_fixed_forward
}
anim torso_down models/characters/animations/initial_edf/edf_pliers_stand_use001_cyc.md5anim {
}
anim legs_up models/characters/animations/initial_edf/edf_grenade_crouch_stand001_crouch2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim torso_up models/characters/animations/initial_edf/edf_pliers_stand_use001_cyc.md5anim {
}
anim torso_turn_left models/characters/animations/initial_edf/edf_pliers_stand_use001_cyc.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/edf_pliers_stand_use001_cyc.md5anim {
}
anim legs_turn_left models/characters/animations/initial_edf/edf_pliers_stand_use001_cyc.md5anim {
}
anim legs_turn_right models/characters/animations/initial_edf/edf_pliers_stand_use001_cyc.md5anim {
}
anim from_prone models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_crouch
}
}
animGroup "prone" {
anim down models/characters/animations/initial_edf/edd2f_knife_stand_prone002_stand2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_prone
}
anim from_crouch models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_crouch2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim up models/characters/animations/initial_edf/edfd2_knife_stand_prone002_prone2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_stand
}
anim idle models/characters/animations/initial_edf/gdf_prone_hands_idle.md5anim {
}
anim fire models/characters/animations/initial_edf/edfd2_knife_stand_prone002_stab.md5anim {
}
anim raise_held models/characters/animations/initial_edf/gdf_pliers_prone_into_use.md5anim {
}
anim lower_held models/characters/animations/initial_edf/gdf_pliers_prone_outof_use.md5anim {
}
anim raise models/characters/animations/initial_edf/gdf_grenades_prone_raise.md5anim {
frame begin weaponState hide
frame 1 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/initial_edf/gdf_prone_hands_idle.md5anim {
frame begin weaponState hide
}
anim turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
}
animGroup "prone_hold" {
anim idle models/characters/animations/initial_edf/gdf_pliers_prone_use.md5anim {
}
anim fire models/characters/animations/initial_edf/gdf_pliers_prone_use.md5anim {
}
anim down models/characters/animations/initial_edf/edd2f_knife_stand_prone002_stand2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_prone
}
anim from_crouch models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_crouch2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_crwouch_to_prone
}
anim up models/characters/animations/initial_edf/edfd2_knife_stand_prone002_prone2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_stand
}
anim raise models/characters/animations/initial_edf/edfd2_knife_prone_takeout002_takeoutknife.md5anim {
frame begin weaponState hide
frame 10 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/initial_edf/edfd2_knife_prone_takeout002_putawayknife.md5anim {
frame begin weaponState hide
}
anim turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
}
}
// ====================================
// Landmine
// ====================================
animGroup "landmine" {
anim raise models/characters/animations/initial_edf/edf_landmine_stand_takeout001.md5anim {
frame begin weaponState hide
frame 20 weaponState show
frame end weaponState show
}
anim idle models/characters/animations/initial_edf/edf_landmine_stand_takeout001_idle.md5anim {
}
anim fire models/characters/animations/initial_edf/gdf_hands_stand_landmine_throw.md5anim {
frame begin weaponState show
frame 6 weaponState hide
}
anim prone_fire models/characters/animations/initial_edf/gdf_hands_prone_landmine_throw.md5anim {
frame begin weaponState show
frame 6 weaponState hide
//frame 10 weaponState show
//frame end weaponState show
}
anim torso_turn_left models/characters/animations/initial_edf/edf_pliers_stand_takeout004_idle.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/edf_pliers_stand_takeout004_idle.md5anim {
}
anim lower models/characters/animations/initial_edf/edf_landmine_stand_takeout001_idle.md5anim {
frame begin weaponState hide
}
anim crouch_up models/characters/animations/initial_edf/edf_landmine_stand_crouch001_crouch2_stand.md5anim {
}
anim crouch_down models/characters/animations/initial_edf/edf_landmine_stand_crouch001_stand2crouch.md5anim {
}
anim crouch_idle models/characters/animations/initial_edf/edf_landmine_stand_crouch001_idle.md5anim {
}
anim crouch_torso_fire models/characters/animations/initial_edf/gdf_hands_crouch_landmine_throw.md5anim {
frame begin weaponState show
frame 5 weaponState hide
}
anim crouch_legs_fire models/characters/animations/initial_edf/edf_landmine_stand_crouch001_idle.md5anim {
}
anim crouch_from_prone models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_crouch
}
anim lean_left_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_left_raise_right.md5anim {
frame begin weaponState show
}
anim lean_right_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_right_raise_right.md5anim {
frame begin weaponState show
}
anim crouch_lean_left_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_left_raise_right.md5anim {
frame begin weaponState show
}
anim crouch_lean_right_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_right_raise_right.md5anim {
frame begin weaponState show
}
anim lean_left_idle models/characters/animations/initial_edf/gdf_tool_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/initial_edf/gdf_tool_lean_right.md5anim {
}
anim lean_left_lower models/characters/animations/initial_edf/gdf_tool_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/initial_edf/gdf_tool_lean_right.md5anim {
}
anim crouch_lean_left_idle models/characters/animations/initial_edf/gdf_tool_crouch_lean_left.md5anim {
}
anim crouch_lean_right_idle models/characters/animations/initial_edf/gdf_tool_crouch_lean_right.md5anim {
}
anim crouch_lean_left_lower models/characters/animations/initial_edf/gdf_tool_crouch_lean_left.md5anim {
}
anim crouch_lean_right_lower models/characters/animations/initial_edf/gdf_tool_crouch_lean_right.md5anim {
}
anim lean_left_fire models/characters/animations/initial_edf/gdf_tool_lean_left.md5anim {
}
anim lean_right_fire models/characters/animations/initial_edf/gdf_tool_lean_right.md5anim {
}
anim crouch_lean_left_fire models/characters/animations/initial_edf/gdf_tool_crouch_lean_left.md5anim {
}
anim crouch_lean_right_fire models/characters/animations/initial_edf/gdf_tool_crouch_lean_right.md5anim {
}
anim crouch_lean_left_torso_up models/characters/animations/initial_edf/gdf_tool_lean_left.md5anim {
}
anim crouch_lean_right_torso_up models/characters/animations/initial_edf/gdf_tool_lean_right.md5anim {
}
anim crouch_legs_turn_right models/characters/animations/initial_edf/gdf_knife_crouch_turn_left.md5anim {
}
anim crouch_legs_turn_left models/characters/animations/initial_edf/gdf_knife_crouch_turn_right.md5anim {
}
//JB 4/13/06
animGroup "prone" {
anim raise models/characters/animations/initial_edf/edfd2_knife_prone_takeout002_takeoutknife.md5anim {
frame begin weaponState hide
frame 10 weaponState show
frame end weaponState show
}
anim idle models/characters/animations/initial_edf/edfd2_knife_stand_prone002_pronecyc.md5anim {
}
anim lower models/characters/animations/initial_edf/edfd2_knife_stand_prone002_pronecyc.md5anim {
frame begin weaponState hide
}
anim down models/characters/animations/initial_edf/edd2f_knife_stand_prone002_stand2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_prone
}
anim up models/characters/animations/initial_edf/edfd2_knife_stand_prone002_prone2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_stand
}
}
}
/*
anim edf_landmine_crouch_takeout001_PUTAWAY.mb -dest edf_landmine_crouch_takeout001_putaway.md5anim
anim edf_landmine_crouch_takeout001_TAKEOUT.mb -dest edf_landmine_crouch_takeout001_takeout.md5anim
anim edf_landmine_stand_crouch001_CROUCH2_STAND.mb -dest edf_landmine_stand_crouch001_crouch2_stand.md5anim
anim edf_landmine_stand_crouch001_IDLE.mb -dest edf_landmine_stand_crouch001_idle.md5anim
anim edf_landmine_stand_crouch001_STAND2CROUCH.mb -dest edf_landmine_stand_crouch001_stand2crouch.md5anim
anim edf_landmine_stand_drop001.mb -dest edf_landmine_stand_drop001.md5anim
anim edf_landmine_stand_drop003.mb -dest edf_landmine_stand_drop003.md5anim
anim edf_landmine_stand_takeout001.mb -dest edf_landmine_stand_takeout001.md5anim
anim edf_landmine_stand_takeout001_IDLE.mb -dest edf_landmine_stand_takeout001_idle.md5anim
anim edf_landmine_stand_takeout001_PUTAWAY.mb -dest edf_landmine_stand_takeout001_putaway.md5anim
*/
// ====================================
// Supply Pack
// ====================================
animGroup "supplypack" {
anim raise models/characters/animations/initial_edf/edf_pliers_stand_takeout004_takeout.md5anim {
frame begin weaponState hide
frame 21 weaponState show
frame end weaponState show
}
anim torso_idle models/characters/animations/initial_edf/gdf_he_charge_idle_001.md5anim {
}
anim fire models/characters/animations/initial_edf/gdf_he_charge_use_or_fire_place_006.md5anim {
frame begin weaponState show
frame 12 weaponState hide
frame 13 weaponState show
frame end weaponState show
}
anim torso_turn_left models/characters/animations/initial_edf/gdf_he_charge_idle_001.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/gdf_he_charge_idle_001.md5anim {
}
anim lean_left_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_left_raise_right.md5anim {
frame begin weaponState show
}
anim lean_right_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_right_raise_right.md5anim {
frame begin weaponState show
}
anim crouch_lean_left_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_left_raise_right.md5anim {
frame begin weaponState show
}
anim crouch_lean_right_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_right_raise_right.md5anim {
frame begin weaponState show
}
anim crouch_lean_left_idle models/characters/animations/initial_edf/gdf_hecharge_crouch_lean_left.md5anim {
}
anim crouch_lean_right_idle models/characters/animations/initial_edf/gdf_hecharge_crouch_lean_right.md5anim {
}
anim crouch_lean_left_lower models/characters/animations/initial_edf/gdf_hecharge_crouch_lean_left.md5anim {
}
anim crouch_lean_right_lower models/characters/animations/initial_edf/gdf_hecharge_crouch_lean_right.md5anim {
}
anim lean_left_idle models/characters/animations/initial_edf/gdf_hecharge_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/initial_edf/gdf_hecharge_lean_right.md5anim {
}
anim lean_left_lower models/characters/animations/initial_edf/gdf_hecharge_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/initial_edf/gdf_hecharge_lean_right.md5anim {
}
anim crouch_lean_left_fire models/characters/animations/initial_edf/gdf_hecharge_crouch_lean_left.md5anim {
}
anim crouch_lean_right_fire models/characters/animations/initial_edf/gdf_hecharge_crouch_lean_right.md5anim {
}
anim lean_left_fire models/characters/animations/initial_edf/gdf_hecharge_lean_left.md5anim {
}
anim lean_right_fire models/characters/animations/initial_edf/gdf_hecharge_lean_right.md5anim {
}
anim crouch_lean_left_torso_up models/characters/animations/initial_edf/gdf_hecharge_lean_left.md5anim {
}
anim crouch_lean_right_torso_up models/characters/animations/initial_edf/gdf_hecharge_lean_right.md5anim {
}
anim crouch_legs_turn_right models/characters/animations/initial_edf/gdf_knife_crouch_turn_left.md5anim {
}
anim crouch_legs_turn_left models/characters/animations/initial_edf/gdf_knife_crouch_turn_right.md5anim {
}
//JB 4/12/06
animGroup "crouch" {
anim torso_fire models/characters/animations/initial_edf/gdf_he_charge_use_or_fire_place_006.md5anim {
frame begin weaponState show
frame 6 weaponState hide
frame 18 weaponState show
frame end weaponState show
}
anim legs_fire models/characters/animations/initial_edf/edf_hands_stand_crouch003idle.md5anim {
}
anim torso_up models/characters/animations/initial_edf/gdf_he_charge_crouch_idle_001_OUT.md5anim {
}
anim torso_down models/characters/animations/initial_edf/gdf_he_charge_crouch_idle_001_INTO.md5anim {
}
}
animGroup "prone" {
anim down models/characters/animations/initial_edf/edd2f_knife_stand_prone002_stand2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_prone
}
anim from_crouch models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_crouch2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim up models/characters/animations/initial_edf/edfd2_knife_stand_prone002_prone2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_stand
}
anim idle models/characters/animations/initial_edf/gdf_he_charge_prone_idle_002_LOOP.md5anim {
}
anim fire models/characters/animations/initial_edf/gdf_he_charge_prone_use_001.md5anim {
}
anim raise models/characters/animations/initial_edf/gdf_he_charge_prone_idle_002_INTO.md5anim {
frame begin weaponState hide
frame 10 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/initial_edf/gdf_he_charge_prone_idle_002_LOOP.md5anim {
frame begin weaponState hide
}
anim turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
}
}
// ====================================
// HE Charge
// ====================================
animGroup "hecharge" {
anim raise models/characters/animations/initial_edf/edf_pliers_stand_takeout004_takeout.md5anim {
frame begin weaponState hide
frame 21 weaponState show
frame end weaponState show
}
anim fire1 models/characters/animations/initial_edf/gdf_he_charge_use_or_fire_place_006.md5anim {
frame begin weaponState show
frame 6 weaponState hide
frame 15 weaponState show
frame end weaponState show
}
anim torso_idle models/characters/animations/initial_edf/gdf_he_charge_idle_001.md5anim {
}
anim torso_turn_left models/characters/animations/initial_edf/gdf_he_charge_idle_001.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/gdf_he_charge_idle_001.md5anim {
}
anim torso_run_jump models/characters/animations/initial_edf/gdf_he_charge_idle_001.md5anim {
}
anim legs_run_jump models/characters/animations/initial_edf/edf_tools_jump_idle.md5anim {
}
anim torso_jump models/characters/animations/initial_edf/gdf_he_charge_idle_001.md5anim {
}
anim legs_jump models/characters/animations/initial_edf/edf_tools_jump_sprint.md5anim {
}
anim torso_fall models/characters/animations/initial_edf/gdf_he_charge_idle_001.md5anim {
}
anim legs_fall models/characters/animations/initial_edf/edf_tools_jump_idle.md5anim {
}
anim legs_soft_land models/characters/animations/initial_edf/edf_knife_land.md5anim {
frame begin footstep _right
frame 3 footstep
}
anim torso_soft_land models/characters/animations/initial_edf/gdf_he_charge_idle_001.md5anim {
}
anim torso_hard_land models/characters/animations/initial_edf/gdf_he_charge_idle_001.md5anim {
}
anim legs_hard_land models/characters/animations/initial_edf/edf_knife_land.md5anim {
frame begin footstep _right
frame 3 footstep
}
anim walk_forward models/characters/animations/initial_edf/gdf_hecharge_walk_forward.md5anim {
}
anim walk_backwards models/characters/animations/initial_edf/gdf_hecharge_walk_backward.md5anim {
}
anim walk_strafe_left models/characters/animations/initial_edf/gdf_hecharge_walk_left.md5anim {
ai_fixed_forward
}
anim walk_strafe_right models/characters/animations/initial_edf/gdf_hecharge_walk_right.md5anim {
ai_fixed_forward
}
anim backwards models/characters/animations/initial_edf/gdf_hecharge_run_back.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 15 footstep
}
anim forward models/characters/animations/initial_edf/gdf_hecharge_walk_forward.md5anim {
frame 6 footstep _right
frame 15 footstep
}
anim strafe_left models/characters/animations/initial_edf/gdf_hecharge_walk_left.md5anim {
frame 6 footstep _right
frame 15 footstep
}
anim strafe_right models/characters/animations/initial_edf/gdf_hecharge_walk_right.md5anim {
frame 6 footstep _right
frame 15 footstep
}
anim sprint_forward models/characters/animations/initial_edf/gdf_hecharge_sprint.md5anim {
frame begin sound_channel snd_player_move snd_movement_sprint
frame end fade_channel snd_player_move "-60" 1
frame 3 footstep _right
frame 10 footstep
}
anim crouch_legs_turn_right models/characters/animations/initial_edf/gdf_knife_crouch_turn_left.md5anim {
}
anim crouch_legs_turn_left models/characters/animations/initial_edf/gdf_knife_crouch_turn_right.md5anim {
}
anim lean_left_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_left_raise_right.md5anim {
frame begin weaponState show
}
anim lean_right_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_right_raise_right.md5anim {
frame begin weaponState show
}
anim crouch_lean_left_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_left_raise_right.md5anim {
frame begin weaponState show
}
anim crouch_lean_right_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_right_raise_right.md5anim {
frame begin weaponState show
}
anim lean_left_idle models/characters/animations/initial_edf/gdf_hecharge_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/initial_edf/gdf_hecharge_lean_right.md5anim {
}
anim lean_left_lower models/characters/animations/initial_edf/gdf_hecharge_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/initial_edf/gdf_hecharge_lean_right.md5anim {
}
anim lean_left_fire models/characters/animations/initial_edf/gdf_hecharge_lean_left.md5anim {
}
anim lean_right_fire models/characters/animations/initial_edf/gdf_hecharge_lean_right.md5anim {
}
anim crouch_lean_left_idle models/characters/animations/initial_edf/gdf_hecharge_crouch_lean_left.md5anim {
}
anim crouch_lean_right_idle models/characters/animations/initial_edf/gdf_hecharge_crouch_lean_right.md5anim {
}
anim crouch_lean_left_lower models/characters/animations/initial_edf/gdf_hecharge_crouch_lean_left.md5anim {
}
anim crouch_lean_right_lower models/characters/animations/initial_edf/gdf_hecharge_crouch_lean_right.md5anim {
}
anim crouch_lean_left_fire models/characters/animations/initial_edf/gdf_hecharge_crouch_lean_left.md5anim {
}
anim crouch_lean_right_fire models/characters/animations/initial_edf/gdf_hecharge_crouch_lean_right.md5anim {
}
anim crouch_lean_left_torso_up models/characters/animations/initial_edf/gdf_hecharge_lean_left.md5anim {
}
anim crouch_lean_right_torso_up models/characters/animations/initial_edf/gdf_hecharge_lean_right.md5anim {
}
//CB 29/4/06
animGroup "run" {
anim torso_fire models/characters/animations/initial_edf/gdf_he_charge_use_or_fire_place_006.md5anim {
frame begin weaponState show
frame 6 weaponState hide
frame 18 weaponState show
frame end weaponState show
}
anim backwards models/characters/animations/initial_edf/gdf_hecharge_run_back.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 7 footstep _right
frame 15 footstep
}
anim forward models/characters/animations/initial_edf/gdf_hecharge_run_forward.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 7 footstep _right
frame 15 footstep
}
anim strafe_left models/characters/animations/initial_edf/gdf_hecharge_run_left.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 15 footstep
}
anim strafe_right models/characters/animations/initial_edf/gdf_hecharge_run_right.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 15 footstep
}
}
//JB 4/12/06
animGroup "crouch" {
anim torso_fire models/characters/animations/initial_edf/gdf_he_charge_use_or_fire_place_006.md5anim {
frame begin weaponState show
frame 6 weaponState hide
frame 18 weaponState show
frame end weaponState show
}
anim legs_fire models/characters/animations/initial_edf/edf_hands_stand_crouch003idle.md5anim {
}
anim torso_up models/characters/animations/initial_edf/gdf_he_charge_crouch_idle_001_OUT.md5anim {
}
anim torso_down models/characters/animations/initial_edf/gdf_he_charge_crouch_idle_001_INTO.md5anim {
}
anim backwards models/characters/animations/initial_edf/gdf_hecharge_crouch_walk_back.md5anim {
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim forward models/characters/animations/initial_edf/gdf_hecharge_crouch_walk_forward.md5anim {
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_left models/characters/animations/initial_edf/gdf_hecharge_crouch_walk_left.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_right models/characters/animations/initial_edf/gdf_hecharge_crouch_walk_right.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
}
animGroup "prone" {
anim down models/characters/animations/initial_edf/edd2f_knife_stand_prone002_stand2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_prone
}
anim from_crouch models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_crouch2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_crwouch_to_prone
}
anim up models/characters/animations/initial_edf/edfd2_knife_stand_prone002_prone2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_stand
}
anim idle models/characters/animations/initial_edf/gdf_he_charge_prone_idle_002_LOOP.md5anim {
}
anim fire models/characters/animations/initial_edf/gdf_he_charge_prone_use_001.md5anim {
}
anim raise models/characters/animations/initial_edf/gdf_he_charge_prone_idle_002_INTO.md5anim {
frame begin weaponState hide
frame 10 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/initial_edf/gdf_he_charge_prone_idle_002_LOOP.md5anim {
frame begin weaponState hide
}
anim turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim forward models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim backwards models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim strafe_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim strafe_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
}
}
// ====================================
// Healthpack
// ====================================
animGroup "healthpack" {
anim raise models/characters/animations/initial_edf/edf_pliers_stand_takeout004_takeout.md5anim {
frame begin weaponState hide
frame 21 weaponState show
frame end weaponState show
}
anim fire models/characters/animations/initial_edf/gdf_healthpack_throw.md5anim {
frame begin weaponState show
frame 6 weaponState hide
frame 15 weaponState show
frame end weaponState show
}
anim torso_reload models/characters/animations/initial_edf/gdf_healthpack_nomore.md5anim {
}
anim prone_reload models/characters/animations/initial_edf/gdf_healthpack_prone_nomore.md5anim {
}
anim torso_idle models/characters/animations/initial_edf/gdf_he_charge_idle_001.md5anim {
}
anim torso_turn_left models/characters/animations/initial_edf/gdf_he_charge_idle_001.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/gdf_he_charge_idle_001.md5anim {
}
anim torso_run_jump models/characters/animations/initial_edf/gdf_he_charge_idle_001.md5anim {
}
anim legs_run_jump models/characters/animations/initial_edf/edf_tools_jump_idle.md5anim {
}
anim torso_jump models/characters/animations/initial_edf/gdf_he_charge_idle_001.md5anim {
}
anim legs_jump models/characters/animations/initial_edf/edf_tools_jump_sprint.md5anim {
}
anim torso_fall models/characters/animations/initial_edf/gdf_he_charge_idle_001.md5anim {
}
anim legs_fall models/characters/animations/initial_edf/edf_tools_jump_idle.md5anim {
}
anim legs_soft_land models/characters/animations/initial_edf/edf_knife_land.md5anim {
frame begin footstep _right
frame 3 footstep
}
anim torso_soft_land models/characters/animations/initial_edf/gdf_he_charge_idle_001.md5anim {
}
anim torso_hard_land models/characters/animations/initial_edf/gdf_he_charge_idle_001.md5anim {
}
anim legs_hard_land models/characters/animations/initial_edf/edf_knife_land.md5anim {
frame begin footstep _right
frame 3 footstep
}
anim walk_forward models/characters/animations/initial_edf/gdf_hecharge_walk_forward.md5anim {
}
anim walk_backwards models/characters/animations/initial_edf/gdf_hecharge_walk_backward.md5anim {
}
anim walk_strafe_left models/characters/animations/initial_edf/gdf_hecharge_walk_left.md5anim {
ai_fixed_forward
}
anim walk_strafe_right models/characters/animations/initial_edf/gdf_hecharge_walk_right.md5anim {
ai_fixed_forward
}
anim backwards models/characters/animations/initial_edf/gdf_hecharge_run_back.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 15 footstep
}
anim forward models/characters/animations/initial_edf/gdf_hecharge_walk_forward.md5anim {
frame 6 footstep _right
frame 15 footstep
}
anim strafe_left models/characters/animations/initial_edf/gdf_hecharge_walk_left.md5anim {
frame 6 footstep _right
frame 15 footstep
}
anim strafe_right models/characters/animations/initial_edf/gdf_hecharge_walk_right.md5anim {
frame 6 footstep _right
frame 15 footstep
}
anim sprint_forward models/characters/animations/initial_edf/gdf_hecharge_sprint.md5anim {
frame begin sound_channel snd_player_move snd_movement_sprint
frame end fade_channel snd_player_move "-60" 1
frame 3 footstep _right
frame 10 footstep
}
anim crouch_legs_turn_right models/characters/animations/initial_edf/gdf_knife_crouch_turn_left.md5anim {
}
anim crouch_legs_turn_left models/characters/animations/initial_edf/gdf_knife_crouch_turn_right.md5anim {
}
anim lean_left_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_left_raise_right.md5anim {
frame begin weaponState show
}
anim lean_right_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_right_raise_right.md5anim {
frame begin weaponState show
}
anim crouch_lean_left_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_left_raise_right.md5anim {
frame begin weaponState show
}
anim crouch_lean_right_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_right_raise_right.md5anim {
frame begin weaponState show
}
anim lean_left_idle models/characters/animations/initial_edf/gdf_hecharge_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/initial_edf/gdf_hecharge_lean_right.md5anim {
}
anim lean_left_lower models/characters/animations/initial_edf/gdf_hecharge_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/initial_edf/gdf_hecharge_lean_right.md5anim {
}
anim lean_left_fire models/characters/animations/initial_edf/gdf_hecharge_lean_left.md5anim {
}
anim lean_right_fire models/characters/animations/initial_edf/gdf_hecharge_lean_right.md5anim {
}
anim crouch_lean_left_idle models/characters/animations/initial_edf/gdf_hecharge_crouch_lean_left.md5anim {
}
anim crouch_lean_right_idle models/characters/animations/initial_edf/gdf_hecharge_crouch_lean_right.md5anim {
}
anim crouch_lean_left_lower models/characters/animations/initial_edf/gdf_hecharge_crouch_lean_left.md5anim {
}
anim crouch_lean_right_lower models/characters/animations/initial_edf/gdf_hecharge_crouch_lean_right.md5anim {
}
anim crouch_lean_left_fire models/characters/animations/initial_edf/gdf_hecharge_crouch_lean_left.md5anim {
}
anim crouch_lean_right_fire models/characters/animations/initial_edf/gdf_hecharge_crouch_lean_right.md5anim {
}
anim crouch_lean_left_torso_up models/characters/animations/initial_edf/gdf_hecharge_lean_left.md5anim {
}
anim crouch_lean_right_torso_up models/characters/animations/initial_edf/gdf_hecharge_lean_right.md5anim {
}
//CB 29/4/06
animGroup "run" {
anim fire models/characters/animations/initial_edf/gdf_healthpack_throw.md5anim {
frame begin weaponState show
frame 8 weaponState hide
frame 18 weaponState show
frame end weaponState show
}
anim backwards models/characters/animations/initial_edf/gdf_hecharge_run_back.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 7 footstep _right
frame 15 footstep
}
anim forward models/characters/animations/initial_edf/gdf_hecharge_run_forward.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 7 footstep _right
frame 15 footstep
}
anim strafe_left models/characters/animations/initial_edf/gdf_hecharge_run_left.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 15 footstep
}
anim strafe_right models/characters/animations/initial_edf/gdf_hecharge_run_right.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 15 footstep
}
}
//JB 4/12/06
animGroup "crouch" {
anim torso_fire models/characters/animations/initial_edf/gdf_healthpack_throw.md5anim {
frame begin weaponState show
frame 6 weaponState hide
frame 18 weaponState show
frame end weaponState show
}
anim legs_fire models/characters/animations/initial_edf/edf_hands_stand_crouch003idle.md5anim {
}
anim torso_up models/characters/animations/initial_edf/gdf_he_charge_crouch_idle_001_OUT.md5anim {
}
anim torso_down models/characters/animations/initial_edf/gdf_he_charge_crouch_idle_001_INTO.md5anim {
}
anim backwards models/characters/animations/initial_edf/gdf_hecharge_crouch_walk_back.md5anim {
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim forward models/characters/animations/initial_edf/gdf_hecharge_crouch_walk_forward.md5anim {
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_left models/characters/animations/initial_edf/gdf_hecharge_crouch_walk_left.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_right models/characters/animations/initial_edf/gdf_hecharge_crouch_walk_right.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
}
animGroup "prone" {
anim down models/characters/animations/initial_edf/edd2f_knife_stand_prone002_stand2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_prone
}
anim from_crouch models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_crouch2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_crwouch_to_prone
}
anim up models/characters/animations/initial_edf/edfd2_knife_stand_prone002_prone2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_stand
}
anim idle models/characters/animations/initial_edf/gdf_he_charge_prone_idle_002_LOOP.md5anim {
}
anim fire models/characters/animations/initial_edf/gdf_healthpack_prone_throw.md5anim {
frame begin weaponState show
frame 8 weaponState hide
frame 18 weaponState show
frame end weaponState show
}
anim raise models/characters/animations/initial_edf/gdf_he_charge_prone_idle_002_INTO.md5anim {
frame begin weaponState hide
frame 10 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/initial_edf/gdf_he_charge_prone_idle_002_LOOP.md5anim {
frame begin weaponState hide
}
anim turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim forward models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim backwards models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim strafe_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim strafe_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
}
}
// ====================================
// Defib
// ====================================
animGroup "defib" {
anim raise models/characters/animations/initial_edf/edf_defib_stand_takeout004.md5anim {
frame begin weaponState hide
frame 15 weaponState show
frame end weaponState show
}
anim torso_fire models/characters/animations/initial_edf/edf_defib_use_stand.md5anim {
}
//anim legs_fire models/characters/animations/initial_edf/edf_defib_use_stand.md5anim {
// } LOOKS BAD WHEN TURNING AT SLIGHT ANGLE (FEET SLIDE!!!)
anim lower models/characters/animations/initial_edf/edf_defib_stand_takeout004_putaway.md5anim {
frame begin weaponState hide
}
anim torso_turn_left models/characters/animations/initial_edf/edf_hands_stand_idle002.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/edf_hands_stand_idle002.md5anim {
}
anim lean_left_idle models/characters/animations/initial_edf/gdf_tool_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/initial_edf/gdf_tool_lean_right.md5anim {
}
anim lean_left_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_left_raise_left.md5anim {
frame begin weaponState show
}
anim lean_right_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_right_raise_left.md5anim {
frame begin weaponState show
}
anim crouch_lean_left_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_left_raise_left.md5anim {
frame begin weaponState show
}
anim crouch_lean_right_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_right_raise_left.md5anim {
frame begin weaponState show
}
anim lean_left_lower models/characters/animations/initial_edf/gdf_tool_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/initial_edf/gdf_tool_lean_right.md5anim {
}
anim crouch_lean_left_idle models/characters/animations/initial_edf/gdf_tool_crouch_lean_left.md5anim {
}
anim crouch_lean_right_idle models/characters/animations/initial_edf/gdf_tool_crouch_lean_right.md5anim {
}
anim crouch_lean_left_lower models/characters/animations/initial_edf/gdf_tool_crouch_lean_left.md5anim {
}
anim crouch_lean_right_lower models/characters/animations/initial_edf/gdf_tool_crouch_lean_right.md5anim {
}
anim lean_left_use models/characters/animations/initial_edf/gdf_tool_lean_left.md5anim {
}
anim lean_right_use models/characters/animations/initial_edf/gdf_tool_lean_right.md5anim {
}
anim crouch_lean_left_use models/characters/animations/initial_edf/gdf_tool_crouch_lean_left.md5anim {
}
anim crouch_lean_right_use models/characters/animations/initial_edf/gdf_tool_crouch_lean_right.md5anim {
}
anim crouch_lean_left_torso_up models/characters/animations/initial_edf/gdf_tool_lean_left.md5anim {
}
anim crouch_lean_right_torso_up models/characters/animations/initial_edf/gdf_tool_lean_right.md5anim {
}
anim shock_self models/characters/animations/initial_edf/gdf_defib_shock_self.md5anim {
}
anim crouch_torso_shock_self models/characters/animations/initial_edf/gdf_defib_shock_self.md5anim {
}
anim crouch_legs_shock_self models/characters/animations/initial_edf/edf_pliers_stand_takeout004_crouchidle.md5anim {
}
//Frankie
animGroup "prone" {
anim raise models/characters/animations/initial_edf/gdf_defib_takeout.md5anim {
frame begin weaponState hide
frame 10 weaponState show
frame end weaponState show
}
anim fire models/characters/animations/initial_edf/edf_defib_use_prone.md5anim {
}
anim torso_shock_self models/characters/animations/initial_edf/gdf_defib_prone_shock_self.md5anim {
}
anim legs_shock_self models/characters/animations/initial_edf/gdf_defib_prone_shock_self.md5anim {
}
anim idle models/characters/animations/initial_edf/gdf_prone_hands_idle.md5anim {
}
anim turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim lower models/characters/animations/initial_edf/gdf_prone_hands_idle.md5anim {
frame begin weaponState hide
}
}
}
// ====================================
// targeting_tool
// ====================================
animGroup "targeting_tool" {
anim raise models/characters/animations/initial_edf/edf_pliers_stand_takeout004_takeout.md5anim {
frame begin weaponState hide
frame 18 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/initial_edf/edf_hands_stand_idle002.md5anim {
frame begin weaponState hide
}
anim raise_held models/characters/animations/initial_edf/edf_righthelmet_stand_use001_into.md5anim {
}
anim lower_held models/characters/animations/initial_edf/edf_righthelmet_stand_use001_out.md5anim {
}
anim lean_left_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_left_raise_right.md5anim {
frame begin weaponState show
}
anim lean_right_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_right_raise_right.md5anim {
frame begin weaponState show
}
anim crouch_lean_left_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_left_raise_right.md5anim {
frame begin weaponState show
}
anim crouch_lean_right_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_right_raise_right.md5anim {
frame begin weaponState show
}
anim lean_left_raise_held models/characters/animations/initial_edf/edf_righthelmet_stand_lean_left_useinto.md5anim {
}
anim lean_right_raise_held models/characters/animations/initial_edf/edf_righthelmet_stand_lean_right_useinto.md5anim {
}
anim lean_left_lower_held models/characters/animations/initial_edf/edf_righthelmet_stand_lean_left_useout.md5anim {
}
anim lean_right_lower_held models/characters/animations/initial_edf/edf_righthelmet_stand_lean_right_useout.md5anim {
}
anim crouch_lean_left_raise_held models/characters/animations/initial_edf/edf_righthelmet_stand_lean_left_useinto.md5anim {
}
anim crouch_lean_right_raise_held models/characters/animations/initial_edf/edf_righthelmet_stand_lean_right_useinto.md5anim {
}
anim crouch_lean_left_lower_held models/characters/animations/initial_edf/edf_righthelmet_stand_lean_left_useout.md5anim {
}
anim crouch_lean_right_lower_held models/characters/animations/initial_edf/edf_righthelmet_stand_lean_right_useout.md5anim {
}
//anim idle models/characters/animations/initial_edf/edf_righthelmet_stand_use001_cyc.md5anim {
//}
anim lean_left_hold_idle models/characters/animations/initial_edf/edf_righthelmet_stand_lean_left_usecyc.md5anim {
}
anim lean_right_hold_idle models/characters/animations/initial_edf/edf_righthelmet_stand_lean_right_usecyc.md5anim {
}
/*
anim torso_strafe_left models/characters/animations/initial_edf/edf_righthelmet_stand_use001_cyc.md5anim {
}
anim torso_strafe_right models/characters/animations/initial_edf/edf_righthelmet_stand_use001_cyc.md5anim {
}
anim torso_forward models/characters/animations/initial_edf/edf_righthelmet_stand_use001_cyc.md5anim {
}
anim torso_backwards models/characters/animations/initial_edf/edf_righthelmet_stand_use001_cyc.md5anim {
}
*/
anim run_hold_torso_turn_left models/characters/animations/initial_edf/edf_righthelmet_stand_use001_cyc.md5anim {
}
anim run_hold_torso_turn_right models/characters/animations/initial_edf/edf_righthelmet_stand_use001_cyc.md5anim {
}
anim run_hold_idle models/characters/animations/initial_edf/edf_righthelmet_stand_use001_cyc.md5anim {
}
// Gordon: FIXME: these are way too long
anim torso_turn_left models/characters/animations/initial_edf/edf_hands_stand_idle002.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/edf_hands_stand_idle002.md5anim {
}
animGroup "crouch" {
anim hold_torso_idle models/characters/animations/initial_edf/edf_righthelmet_stand_use001_cyc.md5anim {
}
anim hold_legs_idle models/characters/animations/initial_edf/edf_pliers_stand_takeout004_crouchidle.md5anim {
}
/*
anim forward models/characters/animations/initial_edf/edf_righthelmet_crouch_walk_forward.md5anim {
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim backwards models/characters/animations/initial_edf/edf_righthelmet_crouch_walk_backwards.md5anim {
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_left models/characters/animations/initial_edf/edf_righthelmet_crouch_walk_strafe_left.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_right models/characters/animations/initial_edf/edf_righthelmet_crouch_walk_strafe_right.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
*/
anim hold_legs_down models/characters/animations/initial_edf/edf_pliers_stand_takeout004_stand2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_crouch
}
anim hold_legs_up models/characters/animations/initial_edf/edf_pliers_stand_takeout004_crouch2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim hold_torso_down models/characters/animations/initial_edf/edf_righthelmet_stand_use001_cyc.md5anim {
}
anim hold_torso_up models/characters/animations/initial_edf/edf_righthelmet_stand_use001_cyc.md5anim {
}
anim lean_left_hold_torso_idle models/characters/animations/initial_edf/edf_righthelmet_stand_lean_left_usecyc.md5anim {
}
anim lean_right_hold_torso_idle models/characters/animations/initial_edf/edf_righthelmet_stand_lean_right_usecyc.md5anim {
}
anim lean_left_hold_legs_idle models/characters/animations/initial_edf/gdf_tool_crouch_lean_left.md5anim {
}
anim lean_right_hold_legs_idle models/characters/animations/initial_edf/gdf_tool_crouch_lean_right.md5anim {
}
anim legs_fire models/characters/animations/initial_edf/edf_pliers_stand_takeout004_crouchidle.md5anim {
}
anim forward_fire models/characters/animations/initial_edf/edf_righthelmet_stand_use001_cyc.md5anim {
}
anim backwards_fire models/characters/animations/initial_edf/edf_righthelmet_stand_use001_cyc.md5anim {
}
anim from_prone models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_crouch
}
anim lean_left_from_prone models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_crouch
}
anim lean_right_from_prone models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_crouch
}
/*
anim legs_startfire models/characters/animations/initial_edf/edf_hands_stand_crouch003idle.md5anim {
}
anim legs_fire models/characters/animations/initial_edf/edf_hands_stand_crouch003idle.md5anim {
}
anim legs_endfire models/characters/animations/initial_edf/edf_hands_stand_crouch003idle.md5anim {
}
*/
anim hold_torso_turn_left models/characters/animations/initial_edf/edf_righthelmet_stand_use001_cyc.md5anim {
}
anim hold_torso_turn_right models/characters/animations/initial_edf/edf_righthelmet_stand_use001_cyc.md5anim {
}
anim hold_legs_turn_right models/characters/animations/initial_edf/gdf_knife_crouch_turn_left.md5anim {
}
anim hold_legs_turn_left models/characters/animations/initial_edf/gdf_knife_crouch_turn_right.md5anim {
}
anim legs_turn_right models/characters/animations/initial_edf/gdf_knife_crouch_turn_left.md5anim {
}
anim legs_turn_left models/characters/animations/initial_edf/gdf_knife_crouch_turn_right.md5anim {
}
}
//FRANKIE animGroup "prone"
animGroup "prone" {
anim idle models/characters/animations/initial_edf/gdf_prone_hands_idle.md5anim {
}
anim turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim lower models/characters/animations/initial_edf/gdf_prone_hands_idle.md5anim {
frame begin weaponState hide
}
anim raise models/characters/animations/initial_edf/gdf_grenades_prone_raise.md5anim {
frame begin weaponState show
frame end weaponState show
}
anim raise_held models/characters/animations/initial_edf/edf_righthelmet_prone_into.md5anim {
}
anim lower_held models/characters/animations/initial_edf/edf_righthelmet_prone_out.md5anim {
}
anim down models/characters/animations/initial_edf/edd2f_knife_stand_prone002_stand2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_prone
}
anim from_crouch models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_crouch2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim up models/characters/animations/initial_edf/edfd2_knife_stand_prone002_prone2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_stand
}
}
animGroup "prone_hold" {
anim idle models/characters/animations/initial_edf/edf_righthelmet_prone_cyc.md5anim {
}
anim startfire models/characters/animations/initial_edf/gdf_binoculars_prone_use_001_TOUSE.md5anim {
}
anim fire models/characters/animations/initial_edf/gdf_binoculars_prone_use_001_USECYC.md5anim {
}
anim endfire models/characters/animations/initial_edf/gdf_binoculars_prone_use_001_OUTUSE.md5anim {
}
anim forward models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim backwards models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim down models/characters/animations/initial_edf/edd2f_knife_stand_prone002_stand2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_prone
}
anim from_crouch models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_crouch2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim up models/characters/animations/initial_edf/edfd2_knife_stand_prone002_prone2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_stand
}
anim turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
}
}
// ====================================
// Binoculars
// ====================================
animGroup "binoculars" {
anim raise models/characters/animations/initial_edf/edf_pliers_stand_takeout004_takeout.md5anim {
frame begin weaponState hide
frame 18 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/initial_edf/edf_pliers_stand_takeout004_idle.md5anim {
frame begin weaponState hide
}
anim raise_held models/characters/animations/initial_edf/edf_binoculars_stand_use002_into.md5anim {
}
anim lower_held models/characters/animations/initial_edf/edf_binoculars_stand_use002_out.md5anim {
}
anim torso_run_jump models/characters/animations/initial_edf/edf_hands_stand_idle002.md5anim {
}
anim legs_run_jump models/characters/animations/initial_edf/edf_knife_jump_idle.md5anim {
}
anim lean_left_idle models/characters/animations/initial_edf/gdf_tool_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/initial_edf/gdf_tool_lean_right.md5anim {
}
anim lean_left_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_left_raise_right.md5anim {
frame begin weaponState show
}
anim lean_right_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_right_raise_right.md5anim {
frame begin weaponState show
}
anim lean_left_lower models/characters/animations/initial_edf/gdf_tool_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/initial_edf/gdf_tool_lean_right.md5anim {
}
anim lean_left_raise_held models/characters/animations/initial_edf/edf_binoculars_stand_lean_left_useinto.md5anim {
}
anim lean_right_raise_held models/characters/animations/initial_edf/edf_binoculars_stand_lean_right_useinto.md5anim {
}
anim lean_left_lower_held models/characters/animations/initial_edf/edf_binoculars_stand_lean_left_useout.md5anim {
}
anim lean_right_lower_held models/characters/animations/initial_edf/edf_binoculars_stand_lean_right_useout.md5anim {
}
anim torso_idle models/characters/animations/initial_edf/edf_pliers_stand_takeout004_idle.md5anim {
}
anim run_hold_torso_run_jump models/characters/animations/initial_edf/edf_binoculars_stand_use002_cyc.md5anim {
}
anim run_hold_torso_soft_land models/characters/animations/initial_edf/edf_binoculars_stand_use002_cyc.md5anim {
}
anim run_hold_idle models/characters/animations/initial_edf/edf_binoculars_stand_use002_cyc.md5anim {
}
anim walk_hold_idle models/characters/animations/initial_edf/edf_binoculars_stand_use002_cyc.md5anim {
}
anim hold_idle models/characters/animations/initial_edf/edf_binoculars_stand_use002_cyc.md5anim {
}
//anim hold_torso_raise models/characters/animations/initial_edf/edf_binoculars_stand_use002_into.md5anim {
//}
anim run_hold_torso_turn_left models/characters/animations/initial_edf/edf_binoculars_stand_use002_cyc.md5anim {
}
anim run_hold_torso_turn_right models/characters/animations/initial_edf/edf_binoculars_stand_use002_cyc.md5anim {
}
anim lean_left_hold_idle models/characters/animations/initial_edf/edf_binoculars_stand_lean_left_usecyc.md5anim {
}
anim lean_right_hold_idle models/characters/animations/initial_edf/edf_binoculars_stand_lean_right_usecyc.md5anim {
}
// Gordon: FIXME: these are way too long
anim torso_turn_left models/characters/animations/initial_edf/edf_pliers_stand_takeout004_idle.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/edf_pliers_stand_takeout004_idle.md5anim {
}
animGroup "crouch" {
anim hold_torso_idle models/characters/animations/initial_edf/edf_binoculars_stand_use002_cyc.md5anim {
}
anim hold_legs_idle models/characters/animations/initial_edf/edf_pliers_stand_takeout004_crouchidle.md5anim {
}
anim lean_left_idle models/characters/animations/initial_edf/gdf_tool_crouch_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/initial_edf/gdf_tool_crouch_lean_right.md5anim {
}
anim lean_left_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_left_raise_right.md5anim {
frame begin weaponState show
}
anim lean_left_hold_torso_idle models/characters/animations/initial_edf/edf_binoculars_stand_lean_left_usecyc.md5anim {
}
anim lean_right_hold_torso_idle models/characters/animations/initial_edf/edf_binoculars_stand_lean_right_usecyc.md5anim {
}
anim lean_left_hold_legs_idle models/characters/animations/initial_edf/gdf_tool_crouch_lean_left.md5anim {
}
anim lean_right_hold_legs_idle models/characters/animations/initial_edf/gdf_tool_crouch_lean_right.md5anim {
}
anim lean_left_torso_raise_held models/characters/animations/initial_edf/edf_binoculars_stand_lean_left_useinto.md5anim {
}
anim lean_right_torso_raise_held models/characters/animations/initial_edf/edf_binoculars_stand_lean_right_useinto.md5anim {
}
anim lean_left_torso_lower_held models/characters/animations/initial_edf/edf_binoculars_stand_lean_left_useout.md5anim {
}
anim lean_right_torso_lower_held models/characters/animations/initial_edf/edf_binoculars_stand_lean_right_useout.md5anim {
}
anim lean_right_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_right_raise_right.md5anim {
frame begin weaponState show
}
anim hold_legs_down models/characters/animations/initial_edf/edf_pliers_stand_takeout004_stand2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_crouch
}
anim lean_left_lower models/characters/animations/initial_edf/gdf_tool_crouch_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/initial_edf/gdf_tool_crouch_lean_right.md5anim {
}
anim hold_legs_up models/characters/animations/initial_edf/edf_pliers_stand_takeout004_crouch2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim hold_torso_down models/characters/animations/initial_edf/edf_binoculars_stand_use002_cyc.md5anim {
}
anim hold_torso_up models/characters/animations/initial_edf/edf_binoculars_stand_use002_cyc.md5anim {
}
anim torso_turn_left models/characters/animations/initial_edf/edf_hands_stand_idle002.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/edf_hands_stand_idle002.md5anim {
}
anim legs_turn_right models/characters/animations/initial_edf/gdf_knife_crouch_turn_left.md5anim {
}
anim legs_turn_left models/characters/animations/initial_edf/gdf_knife_crouch_turn_right.md5anim {
}
anim hold_torso_turn_left models/characters/animations/initial_edf/edf_binoculars_stand_use002_cyc.md5anim {
}
anim hold_torso_turn_right models/characters/animations/initial_edf/edf_binoculars_stand_use002_cyc.md5anim {
}
anim hold_legs_turn_right models/characters/animations/initial_edf/gdf_knife_crouch_turn_left.md5anim {
}
anim hold_legs_turn_left models/characters/animations/initial_edf/gdf_knife_crouch_turn_right.md5anim {
}
anim lean_left_torso_up models/characters/animations/initial_edf/gdf_tool_lean_left.md5anim {
}
anim lean_right_torso_up models/characters/animations/initial_edf/gdf_tool_lean_right.md5anim {
}
anim down models/characters/animations/initial_edf/edf_pliers_stand_takeout004_stand2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_crouch
}
anim up models/characters/animations/initial_edf/edf_pliers_stand_takeout004_crouch2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim from_prone models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim lean_left_from_prone models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim lean_right_from_prone models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
}
//FRANKIE animGroup "prone", "prone_hold"
animGroup "prone" {
anim idle models/characters/animations/initial_edf/gdf_prone_hands_idle.md5anim {
}
anim turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim lower models/characters/animations/initial_edf/gdf_prone_hands_idle.md5anim {
frame begin weaponState hide
}
anim raise models/characters/animations/initial_edf/gdf_grenades_prone_raise.md5anim {
frame begin weaponState show
frame end weaponState show
}
anim torso_raise_held models/characters/animations/initial_edf/gdf_binoculars_prone_use_001_TOUSE.md5anim {
}
anim torso_lower_held models/characters/animations/initial_edf/gdf_binoculars_prone_use_001_OUTUSE.md5anim {
}
anim down models/characters/animations/initial_edf/edd2f_knife_stand_prone002_stand2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_prone
}
anim from_crouch models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_crouch2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim up models/characters/animations/initial_edf/edfd2_knife_stand_prone002_prone2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_stand
}
}
animGroup "prone_hold" {
anim idle models/characters/animations/initial_edf/gdf_binoculars_prone_use_001_USECYC.md5anim {
}
/*
anim startfire models/characters/animations/initial_edf/gdf_binoculars_prone_use_001_TOUSE.md5anim {
}
anim fire models/characters/animations/initial_edf/gdf_binoculars_prone_use_001_USECYC.md5anim {
}
anim endfire models/characters/animations/initial_edf/gdf_binoculars_prone_use_001_OUTUSE.md5anim {
}
*/
anim forward models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim backwards models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim down models/characters/animations/initial_edf/edd2f_knife_stand_prone002_stand2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_prone
}
anim from_crouch models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_crouch2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim up models/characters/animations/initial_edf/edfd2_knife_stand_prone002_prone2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_stand
}
anim turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim lower models/characters/animations/initial_edf/gdf_binoculars_prone_use_001_PUTAWAY.md5anim {
frame begin weaponState hide
}
anim raise models/characters/animations/initial_edf/gdf_binoculars_prone_use_001_TAKEOUT.md5anim {
frame begin weaponState show
frame end weaponState show
}
}
}
//=========//=========//=========//=========//=========//=========//=========//=========//=========//=========//=========//=========//=========//=========
// WEAPONS // WEAPONS // WEAPONS // WEAPONS // WEAPONS // WEAPONS // WEAPONS // WEAPONS // WEAPONS // WEAPONS // WEAPONS // WEAPONS // WEAPONS // WEAPONS
//=========//=========//=========//=========//=========//=========//=========//=========//=========//=========//=========//=========//=========//=========
// ====================================
// Machine Gun
// ====================================
animGroup "machinegun" {
anim raise models/characters/animations/initial_edf/edf_assault_stand_takeout002.md5anim {
frame begin weaponState show
frame 1 weaponState show
frame end weaponState show
}
anim idle models/characters/animations/initial_edf/edf_assault_stand_takeout002_idle.md5anim {
}
//anim idle_aim models/characters/animations/initial_edf/edf_assault_stand_takeout002_idle_aim.md5anim {
//}
anim torso_fire models/characters/animations/initial_edf/edf_assault_stand_shoot_1shot.md5anim {
}
anim legs_fire models/characters/animations/initial_edf/edf_assault_stand_shoot_1shot.md5anim {
}
anim torso_reload models/characters/animations/initial_edf/edf_assault_stand_reload002.md5anim {
}
anim legs_reload models/characters/animations/initial_edf/edf_assault_stand_reload002.md5anim {
}
anim lower models/characters/animations/initial_edf/edf_assault_stand_takeout002_idle.md5anim {
frame begin weaponState hide
}
anim torso_turn_right models/characters/animations/initial_edf/edf_assault_stand_takeout002_idle.md5anim {
}
anim torso_turn_left models/characters/animations/initial_edf/edf_assault_stand_takeout002_idle.md5anim {
}
anim legs_turn_right models/characters/animations/initial_edf/gdf_knife_turn_left.md5anim {
}
anim legs_turn_left models/characters/animations/initial_edf/gdf_knife_turn_right.md5anim {
}
anim sprint_forward models/characters/animations/initial_edf/edf_twohandedweapons_sprint_forward005.md5anim {
frame begin sound_channel snd_player_move snd_movement_sprint
frame end fade_channel snd_player_move "-60" 1
frame 7 footstep _right
frame 14 footstep
}
anim lean_left_idle models/characters/animations/initial_edf/edf_twohanded_stand_lean_left_idle.md5anim {
}
anim lean_right_idle models/characters/animations/initial_edf/edf_twohanded_stand_lean_right_idle.md5anim {
}
anim crouch_lean_left_idle models/characters/animations/initial_edf/edf_twohanded_crouch_lean_left_idle.md5anim {
}
anim crouch_lean_right_idle models/characters/animations/initial_edf/edf_twohanded_crouch_lean_right_idle.md5anim {
}
anim lean_left_fire models/characters/animations/initial_edf/edf_twohanded_stand_lean_left_fire.md5anim {
}
anim lean_right_fire models/characters/animations/initial_edf/edf_twohanded_stand_lean_right_fire.md5anim {
}
anim lean_right_reload models/characters/animations/initial_edf/edf_twohanded_stand_lean_right_reload.md5anim {
}
anim lean_left_reload models/characters/animations/initial_edf/edf_twohanded_stand_lean_left_reload.md5anim {
}
anim lean_right_raise models/characters/animations/initial_edf/edf_twohanded_stand_lean_right_takeout.md5anim {
frame begin weaponState show
frame 1 weaponState show
frame end weaponState show
}
anim lean_left_raise models/characters/animations/initial_edf/edf_twohanded_stand_lean_left_takeout.md5anim {
frame begin weaponState show
frame 1 weaponState show
frame end weaponState show
}
anim lean_left_lower models/characters/animations/initial_edf/edf_twohanded_stand_lean_left_idle.md5anim {
}
anim lean_right_lower models/characters/animations/initial_edf/edf_twohanded_stand_lean_right_idle.md5anim {
}
anim crouch_lean_left_fire models/characters/animations/initial_edf/edf_twohanded_crouch_lean_left_fire.md5anim {
}
anim crouch_lean_right_fire models/characters/animations/initial_edf/edf_twohanded_crouch_lean_right_fire.md5anim {
}
anim crouch_lean_left_reload models/characters/animations/initial_edf/edf_twohanded_crouch_lean_left_reload.md5anim {
}
anim crouch_lean_right_reload models/characters/animations/initial_edf/edf_twohanded_crouch_lean_right_reload.md5anim {
}
anim crouch_lean_left_raise models/characters/animations/initial_edf/edf_twohanded_crouch_lean_left_takeout.md5anim {
frame begin weaponState show
frame 1 weaponState show
frame end weaponState show
}
anim crouch_lean_right_raise models/characters/animations/initial_edf/edf_twohanded_crouch_lean_right_takeout.md5anim {
frame begin weaponState show
frame 1 weaponState show
frame end weaponState show
}
anim crouch_lean_left_lower models/characters/animations/initial_edf/edf_twohanded_crouch_lean_left_idle.md5anim {
}
anim crouch_lean_right_lower models/characters/animations/initial_edf/edf_twohanded_crouch_lean_right_idle.md5anim {
}
anim crouch_lean_left_torso_up models/characters/animations/initial_edf/gdf_rifle_lean_left_001_a.md5anim {
}
anim crouch_lean_right_torso_up models/characters/animations/initial_edf/gdf_rifle_lean_left_001_b.md5anim {
}
anim jump1_down models/characters/animations/initial_edf/edf_twohanded_jump_up001_land.md5anim {
}
anim jump2_up models/characters/animations/initial_edf/edf_twohanded_jump_up002_jump.md5anim {
}
anim jump2_idle models/characters/animations/initial_edf/edf_twohanded_jump_up002_idle.md5anim {
}
anim jump models/characters/animations/initial_edf/edf_assault_jump_sprint.md5anim {
frame begin sound_channel snd_player_jump snd_jump_gdf
}
anim run_jump models/characters/animations/initial_edf/edf_assault_jump_idle.md5anim {
frame begin sound_channel snd_player_jump snd_jump_gdf
}
anim legs_soft_land models/characters/animations/initial_edf/edf_assault_jump_land.md5anim {
frame begin footstep _right
frame 3 footstep
}
anim torso_soft_land models/characters/animations/initial_edf/edf_assault_jump_land.md5anim {
}
anim hard_land models/characters/animations/initial_edf/edf_twohanded_jump_up002_land.md5anim {
frame begin footstep _right
frame 3 footstep
}
anim torso_fall models/characters/animations/initial_edf/edf_assault_jump_idle.md5anim {
}
anim legs_fall models/characters/animations/initial_edf/edf_assault_jump_idle.md5anim {
}
animGroup "walk" {
anim forward models/characters/animations/initial_edf/edf_twohandedweapons_walk_forward002.md5anim {
}
anim backwards models/characters/animations/initial_edf/edf_twohandedweapons_walk_back002.md5anim {
}
anim strafe_left models/characters/animations/initial_edf/edf_twohandedweapons_walk_strafe003_left.md5anim {
ai_fixed_forward
}
anim strafe_right models/characters/animations/initial_edf/edf_twohandedweapons_walk_strafe003_right.md5anim {
ai_fixed_forward
}
anim aim models/characters/animations/initial_edf/edf_assault_stand_takeout002_idle_aim.md5anim {
}
}
animGroup "run" {
anim forward models/characters/animations/initial_edf/edf_twohandedweapons_jog_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 8 footstep _right
frame 17 footstep
}
anim backwards models/characters/animations/initial_edf/edf_twohandedweapons_jog_back002.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 8 footstep _right
frame 15 footstep
}
anim strafe_left models/characters/animations/initial_edf/edf_twohandedweapons_jog_straferight003_left.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 15 footstep
}
anim strafe_right models/characters/animations/initial_edf/edf_twohandedweapons_jog_straferight003_right.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 15 footstep
}
anim forward_fire1 models/characters/animations/initial_edf/edf_twohandedweapons_jog_forward002.md5anim {
}
anim backwards_fire1 models/characters/animations/initial_edf/edf_twohandedweapons_jog_forward002.md5anim {
}
anim aim models/characters/animations/initial_edf/edf_assault_stand_takeout002_idle_aim.md5anim {
}
}
animGroup "crouch" {
//animGroup "legs" {
anim idle models/characters/animations/initial_edf/edf_assault_stand_crouch001_idle.md5anim {
}
anim down models/characters/animations/initial_edf/edf_assault_stand_crouch001.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_crouch
}
anim up models/characters/animations/initial_edf/edf_assault_crouch_stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim torso_raise models/characters/animations/initial_edf/edf_assault_stand_takeout002.md5anim {
frame begin weaponState show
frame 1 weaponState show
frame end weaponState show
}
anim from_prone models/characters/animations/initial_edf/edf_assault_crouch_prone004_prone2crouch.md5anim {
}
anim lean_left_from_prone models/characters/animations/initial_edf/edf_assault_crouch_prone004_prone2crouch.md5anim {
}
anim lean_right_from_prone models/characters/animations/initial_edf/edf_assault_crouch_prone004_prone2crouch.md5anim {
}
anim torso_lower models/characters/animations/initial_edf/edf_assault_stand_crouch001_idle.md5anim {
frame end weaponState hide
}
anim legs_raise models/characters/animations/initial_edf/edf_hands_stand_crouch003idle.md5anim {
}
anim legs_lower models/characters/animations/initial_edf/edf_assault_stand_crouch001_idle.md5anim {
}
anim forward models/characters/animations/initial_edf/edf_twohandedweapons_crouchwalk_forward001.md5anim {
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim backwards models/characters/animations/initial_edf/edf_twohandedweapons_crouchwalk_back001.md5anim {
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_left models/characters/animations/initial_edf/edf_twohandedweapons_crouchwalk_strafe001_left.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_right models/characters/animations/initial_edf/edf_twohandedweapons_crouchwalk_strafe001_right.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim torso_reload models/characters/animations/initial_edf/edf_assault_stand_reload002.md5anim {
}
anim fire models/characters/animations/initial_edf/edf_assualt_crouch_shoot_1shot.md5anim {
ai_no_turn // jrad - disable viewangles turning while we're running
}
anim forward_fire models/characters/animations/initial_edf/edf_twohandedweapons_crouchwalk_forward001.md5anim {
}
anim strafe_left_fire models/characters/animations/initial_edf/edf_twohandedweapons_crouchwalk_strafe001_left.md5anim {
ai_fixed_forward
}
anim strafe_right_fire models/characters/animations/initial_edf/edf_twohandedweapons_crouchwalk_strafe001_right.md5anim {
ai_fixed_forward
}
anim backwards_fire models/characters/animations/initial_edf/edf_twohandedweapons_crouchwalk_back001.md5anim {
}
anim legs_turn_right models/characters/animations/initial_edf/gdf_knife_crouch_turn_left.md5anim {
}
anim legs_turn_left models/characters/animations/initial_edf/gdf_knife_crouch_turn_right.md5anim {
}
}
animGroup "prone" {
anim idle models/characters/animations/initial_edf/edf_assault_crouch_prone004_pronecyc.md5anim {
}
anim fire models/characters/animations/initial_edf/edf_assault_crouch_prone004_proneshoot.md5anim {
}
//anim aim models/characters/animations/initial_edf/edf_assault_crouch_prone004_pronecyc.md5anim {
//}
anim reload models/characters/animations/initial_edf/edf_assault_crouch_prone004_reload.md5anim {
}
anim turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim raise models/characters/animations/initial_edf/edf_assault_crouch_prone004_takeout.md5anim {
frame begin weaponState show
frame 1 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/initial_edf/edf_assault_crouch_prone004_pronecyc.md5anim {
frame begin weaponState hide
}
}
animGroup "grenadelauncher" {
anim torso_reload models/characters/animations/initial_edf/gdf_assault_grenade_reload_standing.md5anim {
}
anim legs_reload models/characters/animations/initial_edf/gdf_assault_grenade_reload_standing.md5anim {
}
anim prone_reload models/characters/animations/initial_edf/gdf_assault_grenade_reload_prone.md5anim {
}
}
}
// ====================================
// grenade launcher
// ====================================
animGroup "grenadelauncher" {
anim raise models/characters/animations/initial_edf/gdf_grenadelauncher_stand_raise.md5anim {
frame begin weaponState show
frame 1 weaponState show
frame end weaponState show
}
anim idle models/characters/animations/initial_edf/gdf_grenadelauncher_stand_idle.md5anim {
}
anim torso_fire models/characters/animations/initial_edf/gdf_grenadelauncher_stand_fire.md5anim {
}
anim legs_fire models/characters/animations/initial_edf/gdf_grenadelauncher_stand_fire.md5anim {
}
anim torso_reload models/characters/animations/initial_edf/gdf_grenadelauncher_stand_reload.md5anim {
}
anim legs_reload models/characters/animations/initial_edf/gdf_grenadelauncher_stand_reload.md5anim {
}
anim lower models/characters/animations/initial_edf/gdf_grenadelauncher_stand_idle.md5anim {
frame begin weaponState hide
}
anim torso_turn_right models/characters/animations/initial_edf/gdf_grenadelauncher_stand_idle.md5anim {
}
anim torso_turn_left models/characters/animations/initial_edf/gdf_grenadelauncher_stand_idle.md5anim {
}
anim torso_switch_to models/characters/animations/initial_edf/gdf_assault_switch2_grenadel.md5anim {
}
anim torso_switch_from models/characters/animations/initial_edf/gdf_agrenadel_switch2_assault.md5anim {
}
anim legs_turn_right models/characters/animations/initial_edf/gdf_knife_turn_left.md5anim {
}
anim legs_turn_left models/characters/animations/initial_edf/gdf_knife_turn_right.md5anim {
}
anim sprint_forward models/characters/animations/initial_edf/gdf_grenadelauncher_sprint.md5anim {
frame begin sound_channel snd_player_move snd_movement_sprint
frame end fade_channel snd_player_move "-60" 1
frame 7 footstep _right
frame 14 footstep
}
anim lean_left_idle models/characters/animations/initial_edf/gdf_rifle_lean_left_001_a.md5anim {
}
anim lean_right_idle models/characters/animations/initial_edf/gdf_rifle_lean_left_001_b.md5anim {
}
anim lean_left_lower models/characters/animations/initial_edf/gdf_rifle_lean_left_001_a.md5anim {
}
anim lean_right_lower models/characters/animations/initial_edf/gdf_rifle_lean_left_001_b.md5anim {
}
anim crouch_lean_left_idle models/characters/animations/initial_edf/gdf_rifle_crouch_lean_left_002.md5anim {
}
anim crouch_lean_right_idle models/characters/animations/initial_edf/gdf_rifle_crouch_lean_right_001.md5anim {
}
anim crouch_lean_left_lower models/characters/animations/initial_edf/gdf_rifle_crouch_lean_left_002.md5anim {
}
anim crouch_lean_right_lower models/characters/animations/initial_edf/gdf_rifle_crouch_lean_right_001.md5anim {
}
anim lean_left_fire models/characters/animations/initial_edf/gdf_rifle_lean_left_fire.md5anim {
}
anim lean_right_fire models/characters/animations/initial_edf/gdf_rifle_lean_right_fire.md5anim {
}
anim crouch_lean_left_fire models/characters/animations/initial_edf/gdf_rifle_crouch_lean_left_fire.md5anim {
}
anim crouch_lean_right_fire models/characters/animations/initial_edf/gdf_rifle_crouch_lean_right_fire.md5anim {
}
anim crouch_lean_left_torso_up models/characters/animations/initial_edf/gdf_rifle_lean_left_001_a.md5anim {
}
anim crouch_lean_right_torso_up models/characters/animations/initial_edf/gdf_rifle_lean_left_001_b.md5anim {
}
anim jump models/characters/animations/initial_edf/gdf_grenadelauncher_jump_sprint.md5anim {
frame begin sound_channel snd_player_jump snd_jump_gdf
}
anim run_jump models/characters/animations/initial_edf/gdf_grenadelauncher_jump_idle.md5anim {
frame begin sound_channel snd_player_jump snd_jump_gdf
}
anim legs_soft_land models/characters/animations/initial_edf/gdf_grenadelauncher_jump_land.md5anim {
frame 1 footstep _right
frame 3 footstep
}
anim torso_soft_land models/characters/animations/initial_edf/gdf_grenadelauncher_jump_land.md5anim {
}
anim hard_land models/characters/animations/initial_edf/gdf_grenadelauncher_jump_land.md5anim {
frame 1 footstep _right
frame 3 footstep
}
anim torso_fall models/characters/animations/initial_edf/gdf_grenadelauncher_jump_idle.md5anim {
}
anim legs_fall models/characters/animations/initial_edf/gdf_grenadelauncher_jump_idle.md5anim {
}
animGroup "walk" {
anim forward models/characters/animations/initial_edf/gdf_grenadelauncher_walk_forwards.md5anim {
}
anim backwards models/characters/animations/initial_edf/gdf_grenadelauncher_walk_backwards.md5anim {
}
anim strafe_left models/characters/animations/initial_edf/gdf_grenadelauncher_walk_left.md5anim {
ai_fixed_forward
}
anim strafe_right models/characters/animations/initial_edf/gdf_grenadelauncher_walk_right.md5anim {
ai_fixed_forward
}
}
animGroup "run" {
anim forward models/characters/animations/initial_edf/gdf_grenadelauncher_jog_forwards.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 8 footstep _right
frame 17 footstep
}
anim backwards models/characters/animations/initial_edf/gdf_grenadelauncher_jog_backwards.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 8 footstep _right
frame 15 footstep
}
anim strafe_left models/characters/animations/initial_edf/gdf_grenadelauncher_jog_left.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 15 footstep
}
anim strafe_right models/characters/animations/initial_edf/gdf_grenadelauncher_jog_right.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 15 footstep
}
anim forward_fire1 models/characters/animations/initial_edf/gdf_grenadelauncher_stand_fire.md5anim {
}
anim backwards_fire1 models/characters/animations/initial_edf/gdf_grenadelauncher_stand_fire.md5anim {
}
}
animGroup "crouch" {
//animGroup "legs" {
anim idle models/characters/animations/initial_edf/gdf_grenadelauncher_crouch_idle.md5anim {
}
anim down models/characters/animations/initial_edf/gdf_grenadelauncher_stand_to_crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_crouch
}
anim up models/characters/animations/initial_edf/gdf_grenadelauncher_crouch_to_stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim torso_switch_to models/characters/animations/initial_edf/gdf_assault_switch2_grenadel.md5anim {
}
anim torso_switch_from models/characters/animations/initial_edf/gdf_agrenadel_switch2_assault.md5anim {
}
anim torso_raise models/characters/animations/initial_edf/edf_assault_stand_takeout002.md5anim {
frame begin weaponState show
frame 1 weaponState show
frame end weaponState show
}
anim torso_lower models/characters/animations/initial_edf/gdf_grenadelauncher_crouch_idle.md5anim {
frame end weaponState hide
}
anim legs_raise models/characters/animations/initial_edf/edf_hands_stand_crouch003idle.md5anim {
}
anim legs_lower models/characters/animations/initial_edf/gdf_grenadelauncher_crouch_idle.md5anim {
}
anim forward models/characters/animations/initial_edf/gdf_grenadelauncher_crouch_forwards.md5anim {
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim backwards models/characters/animations/initial_edf/gdf_grenadelauncher_crouch_backwards.md5anim {
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_left models/characters/animations/initial_edf/gdf_grenadelauncher_crouch_left.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_right models/characters/animations/initial_edf/gdf_grenadelauncher_crouch_right.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim torso_reload models/characters/animations/initial_edf/gdf_grenadelauncher_stand_reload.md5anim {
}
anim fire models/characters/animations/initial_edf/gdf_grenadelauncher_crouch_fire.md5anim {
ai_no_turn // jrad - disable viewangles turning while we're running
}
anim forward_fire models/characters/animations/initial_edf/gdf_grenadelauncher_crouch_fire.md5anim {
}
anim strafe_left_fire models/characters/animations/initial_edf/gdf_grenadelauncher_crouch_fire.md5anim {
ai_fixed_forward
}
anim strafe_right_fire models/characters/animations/initial_edf/gdf_grenadelauncher_crouch_fire.md5anim {
ai_fixed_forward
}
anim backwards_fire models/characters/animations/initial_edf/gdf_grenadelauncher_crouch_fire.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/gdf_grenadelauncher_crouch_idle.md5anim {
}
anim torso_turn_left models/characters/animations/initial_edf/gdf_grenadelauncher_crouch_idle.md5anim {
}
anim legs_turn_right models/characters/animations/initial_edf/gdf_knife_crouch_turn_left.md5anim {
}
anim legs_turn_left models/characters/animations/initial_edf/gdf_knife_crouch_turn_right.md5anim {
}
anim from_prone models/characters/animations/initial_edf/gdf_grenadelauncher_prone_to_crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim lean_left_from_prone models/characters/animations/initial_edf/gdf_grenadelauncher_prone_to_crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim lean_right_from_prone models/characters/animations/initial_edf/gdf_grenadelauncher_prone_to_crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_prone
}
}
animGroup "prone" {
anim idle models/characters/animations/initial_edf/gdf_grenadelauncher_prone_idle.md5anim {
}
anim fire models/characters/animations/initial_edf/gdf_grenadelauncher_prone_fire.md5anim {
}
//anim aim models/characters/animations/initial_edf/edf_assault_crouch_prone004_pronecyc.md5anim {
//}
anim reload models/characters/animations/initial_edf/gdf_grenadelauncher_prone_reload.md5anim {
}
anim turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim raise models/characters/animations/initial_edf/edf_assault_crouch_prone004_takeout.md5anim {
frame begin weaponState hide
frame 10 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/initial_edf/gdf_grenadelauncher_prone_idle.md5anim {
frame begin weaponState hide
}
anim down models/characters/animations/initial_edf/gdf_grenadelauncher_stand_to_prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_prone
}
anim from_crouch models/characters/animations/initial_edf/gdf_grenadelauncher_crouch_to_prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim switch_to models/characters/animations/initial_edf/gdf_assault_switch2_grenadel_prone.md5anim {
}
anim switch_from models/characters/animations/initial_edf/gdf_agrenadel_switch2_assault_prone.md5anim {
}
anim up models/characters/animations/initial_edf/gdf_grenadelauncher_prone_to_stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_stand
}
}
}
// ====================================
// Shotgun
// ====================================
animGroup "shotgun" {
anim torso_reload models/characters/animations/initial_edf/gdf_shotgun_reload_end.md5anim {
}
anim legs_reload models/characters/animations/initial_edf/gdf_shotgun_reload_end.md5anim {
}
anim torso_fire models/characters/animations/initial_edf/gdf_shotgun_fire.md5anim {
}
anim legs_fire models/characters/animations/initial_edf/gdf_shotgun_fire.md5anim {
}
anim shotgunpose models/characters/animations/initial_edf/shotgunpose.md5anim {
}
anim lean_left_fire models/characters/animations/initial_edf/edf_twohanded_stand_lean_left_fire.md5anim {
}
anim lean_right_fire models/characters/animations/initial_edf/edf_twohanded_stand_lean_right_fire.md5anim {
}
anim crouch_lean_left_fire models/characters/animations/initial_edf/edf_twohanded_crouch_lean_left_fire.md5anim {
}
anim crouch_lean_right_fire models/characters/animations/initial_edf/edf_twohanded_crouch_lean_right_fire.md5anim {
}
animGroup "walk" {
anim forward_fire models/characters/animations/initial_edf/gdf_shotgun_fire.md5anim {
}
anim backwards_fire models/characters/animations/initial_edf/gdf_shotgun_fire.md5anim {
}
}
animGroup "run" {
anim forward_fire models/characters/animations/initial_edf/gdf_shotgun_fire.md5anim {
}
anim backwards_fire models/characters/animations/initial_edf/gdf_shotgun_fire.md5anim {
}
}
animGroup "crouch" {
anim reload models/characters/animations/initial_edf/gdf_shotgun_reload_end.md5anim {
}
anim torso_fire models/characters/animations/initial_edf/gdf_shotgun_fire.md5anim {
ai_no_turn // jrad - disable viewangles turning while we're running
}
anim legs_fire models/characters/animations/initial_edf/edf_assualt_crouch_shoot_1shot.md5anim {
ai_no_turn // jrad - disable viewangles turning while we're running
}
anim forward_fire models/characters/animations/initial_edf/gdf_shotgun_fire.md5anim {
}
anim strafe_left_fire models/characters/animations/initial_edf/gdf_shotgun_fire.md5anim {
ai_fixed_forward
}
anim strafe_right_fire models/characters/animations/initial_edf/gdf_shotgun_fire.md5anim {
ai_fixed_forward
}
anim backwards_fire models/characters/animations/initial_edf/gdf_shotgun_fire.md5anim {
}
}
animGroup "prone" {
anim fire models/characters/animations/initial_edf/edf_shotgun_prone_fire.md5anim {
}
anim reload models/characters/animations/initial_edf/gdf_shotgun_prone_reload.md5anim {
}
}
}
// ====================================
// sniper
// ====================================
animGroup "sniper" {
/*
anim raise models/characters/animations/initial_edf/edf_sniper_stand_takeout001_takeout.md5anim {
frame begin weaponState hide
frame 10 weaponState show
frame end weaponState show
}
anim idle models/characters/animations/initial_edf/edf_sniper_stand_takeout001_cyc.md5anim {
}
*/
anim fire models/characters/animations/initial_edf/edf_sniper_stand_shoot001.md5anim {
}
anim reload models/characters/animations/initial_edf/edf_sniper_stand_reload001.md5anim {
}
anim lean_left_fire models/characters/animations/initial_edf/edf_twohanded_stand_lean_left_fire.md5anim {
}
anim lean_right_fire models/characters/animations/initial_edf/edf_twohanded_stand_lean_right_fire.md5anim {
}
anim crouch_lean_left_fire models/characters/animations/initial_edf/edf_twohanded_crouch_lean_left_fire.md5anim {
}
anim crouch_lean_right_fire models/characters/animations/initial_edf/edf_twohanded_crouch_lean_right_fire.md5anim {
}
anim lean_left_reload models/characters/animations/initial_edf/edf_twohanded_stand_lean_left_reload.md5anim {
}
anim lean_right_reload models/characters/animations/initial_edf/edf_twohanded_stand_lean_right_reload.md5anim {
}
anim crouch_lean_left_reload models/characters/animations/initial_edf/edf_twohanded_crouch_lean_left_reload.md5anim {
}
anim crouch_lean_right_reload models/characters/animations/initial_edf/edf_twohanded_crouch_lean_right_reload.md5anim {
}
animGroup "walk" {
anim forward_fire1 models/characters/animations/initial_edf/edf_sniper_stand_shoot001.md5anim {
}
anim backwards_fire1 models/characters/animations/initial_edf/edf_sniper_stand_shoot001.md5anim {
}
anim strafe_left_fire1 models/characters/animations/initial_edf/edf_sniper_stand_shoot001.md5anim {
}
anim strafe_right_fire1 models/characters/animations/initial_edf/edf_sniper_stand_shoot001.md5anim {
}
}
animGroup "run" {
anim forward_fire1 models/characters/animations/initial_edf/edf_sniper_stand_shoot001.md5anim {
}
anim backwards_fire1 models/characters/animations/initial_edf/edf_sniper_stand_shoot001.md5anim {
}
anim strafe_left_fire1 models/characters/animations/initial_edf/edf_sniper_stand_shoot001.md5anim {
}
anim strafe_right_fire1 models/characters/animations/initial_edf/edf_sniper_stand_shoot001.md5anim {
}
}
animGroup "crouch" {
anim reload models/characters/animations/initial_edf/edf_sniper_crouch_reload001.md5anim {
}
anim aim models/characters/animations/initial_edf/edf_assault_stand_crouch001_idle.md5anim {
}
anim torso_fire models/characters/animations/initial_edf/edf_sniper_crouch_shoot001.md5anim {
}
anim legs_fire models/characters/animations/initial_edf/edf_sniper_crouch_shoot001.md5anim {
ai_no_turn // jrad - disable viewangles turning while we're running
}
anim torso_forward_fire models/characters/animations/initial_edf/edf_sniper_crouch_shoot001.md5anim {
}
anim strafe_left_fire models/characters/animations/initial_edf/edf_sniper_crouch_shoot001.md5anim {
ai_fixed_forward
}
anim strafe_right_fire models/characters/animations/initial_edf/edf_sniper_crouch_shoot001.md5anim {
ai_fixed_forward
}
anim backwards_fire models/characters/animations/initial_edf/edf_sniper_crouch_shoot001.md5anim {
}
}
animGroup "prone" {
anim fire models/characters/animations/initial_edf/edf_sniper_stand_prone001_shoot.md5anim {
}
anim reload models/characters/animations/initial_edf/edf_sniper_stand_prone001_reload.md5anim {
}
}
}
// ====================================
// GPMG
// ====================================
animGroup "gpmg" {
anim raise models/characters/animations/initial_edf/gdf_gpmg_takeout.md5anim {
frame begin weaponState show
frame 1 weaponState show
frame end weaponState show
}
anim torso_lower models/characters/animations/initial_edf/gdf_gpmg_idle.md5anim {
frame end weaponState hide
}
anim idle models/characters/animations/initial_edf/gdf_gpmg_idle.md5anim {
}
anim fire1 models/characters/animations/initial_edf/gdf_gpmg_shoot.md5anim {
}
anim fall models/characters/animations/initial_edf/edf_gpmg_jump_idle.md5anim {
}
anim reload models/characters/animations/initial_edf/edf_gpmg_stand_reload005.md5anim {
}
anim jump models/characters/animations/initial_edf/edf_gpmg_jump_idle.md5anim {
frame begin sound_channel snd_player_jump snd_jump_gdf
}
anim run_jump models/characters/animations/initial_edf/edf_gpmg_jump_idle.md5anim {
frame begin sound_channel snd_player_jump snd_jump_gdf
}
anim torso_turn_left models/characters/animations/initial_edf/gdf_gpmg_idle.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/gdf_gpmg_idle.md5anim {
}
anim legs_turn_left models/characters/animations/initial_edf/gdf_knife_turn_right.md5anim {
}
anim legs_turn_right models/characters/animations/initial_edf/gdf_knife_turn_left.md5anim {
}
anim soft_land models/characters/animations/initial_edf/edf_gpmg_jump_land.md5anim {
frame 1 footstep _right
frame 3 footstep
}
anim hard_land models/characters/animations/initial_edf/edf_gpmg_jump_up001_land.md5anim {
}
anim sprint_forward models/characters/animations/initial_edf/gdf_gpmg_sprint.md5anim{
frame begin sound_channel snd_player_move snd_movement_sprint
frame end fade_channel snd_player_move "-60" 1
frame 7 footstep _right
frame 14 footstep
}
anim crouch_strafe_left models/characters/animations/initial_edf/gdf_gpmg_crouch_walk_left.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim crouch_strafe_right models/characters/animations/initial_edf/gdf_gpmg_crouch_walk_right.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim lean_left_idle models/characters/animations/initial_edf/gdf_gpmg_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/initial_edf/gdf_gpmg_lean_right.md5anim {
}
anim lean_left_lower models/characters/animations/initial_edf/gdf_gpmg_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/initial_edf/gdf_gpmg_lean_right.md5anim {
}
anim lean_left_fire models/characters/animations/initial_edf/gdf_gpmg_lean_left_fire.md5anim {
}
anim lean_right_fire models/characters/animations/initial_edf/gdf_gpmg_lean_right_fire.md5anim {
}
anim crouch_lean_left_idle models/characters/animations/initial_edf/gdf_gpmg_crouch_lean_left.md5anim {
}
anim crouch_lean_right_idle models/characters/animations/initial_edf/gdf_gpmg_crouch_lean_right.md5anim {
}
anim crouch_lean_left_lower models/characters/animations/initial_edf/gdf_gpmg_crouch_lean_left.md5anim {
}
anim crouch_lean_right_lower models/characters/animations/initial_edf/gdf_gpmg_crouch_lean_right.md5anim {
}
anim crouch_lean_left_fire models/characters/animations/initial_edf/gdf_gpmg_crouch_lean_left_fire.md5anim {
}
anim crouch_lean_right_fire models/characters/animations/initial_edf/gdf_gpmg_crouch_lean_right_fire.md5anim {
}
anim crouch_lean_left_torso_up models/characters/animations/initial_edf/gdf_gpmg_lean_left.md5anim {
}
anim crouch_lean_right_torso_up models/characters/animations/initial_edf/gdf_gpmg_lean_right.md5anim {
}
animGroup "walk" {
anim forward models/characters/animations/initial_edf/gdf_gpmg_walk_forward.md5anim {
}
anim backwards models/characters/animations/initial_edf/gdf_gpmg_walk_back.md5anim {
}
anim strafe_right models/characters/animations/initial_edf/gdf_gpmg_walk_right.md5anim {
}
anim strafe_left models/characters/animations/initial_edf/gdf_gpmg_walk_left.md5anim {
}
}
/*
animGroup "run_torso" {
anim backwards models/characters/animations/initial_edf/edf_gpmg_stand_takeout002_standidle.md5anim {
}
anim strafe_left models/characters/animations/initial_edf/edf_gpmg_stand_takeout002_standidle.md5anim {
}
anim strafe_right models/characters/animations/initial_edf/edf_gpmg_stand_takeout002_standidle.md5anim {
}
anim forward_fire models/characters/animations/initial_edf/gdf_gpmg_shoot.md5anim {
}
anim backwards_fire models/characters/animations/initial_edf/gdf_gpmg_shoot.md5anim {
}
anim strafe_left_fire models/characters/animations/initial_edf/gdf_gpmg_shoot.md5anim {
}
anim strafe_right_fire models/characters/animations/initial_edf/gdf_gpmg_shoot.md5anim {
}
}
*/
animGroup "run" {
anim forward_fire models/characters/animations/initial_edf/gdf_gpmg_shoot.md5anim {
}
anim backwards_fire models/characters/animations/initial_edf/gdf_gpmg_shoot.md5anim {
}
anim strafe_left_fire models/characters/animations/initial_edf/gdf_gpmg_shoot.md5anim {
}
anim strafe_right_fire models/characters/animations/initial_edf/gdf_gpmg_shoot.md5anim {
}
anim backwards models/characters/animations/initial_edf/gdf_gpmg_run_back.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 2 footstep _right
frame 10 footstep
}
anim forward models/characters/animations/initial_edf/edf_gpmg_run_forward.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 2 footstep _right
frame 10 footstep
}
anim strafe_left models/characters/animations/initial_edf/gdf_gpmg_run_left.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 15 footstep
}
anim strafe_right models/characters/animations/initial_edf/gdf_gpmg_run_right.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 4 footstep _right
frame 13 footstep
}
}
animGroup "crouch" {
anim raise models/characters/animations/initial_edf/gdf_gpmg_crouch_raise.md5anim {
frame begin weaponState show
frame 1 weaponState show
frame end weaponState show
}
anim idle models/characters/animations/initial_edf/gdf_gpmg_crouch_idle.md5anim {
}
anim down models/characters/animations/initial_edf/gdf_gpmg_stand_to_crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_crouch
}
anim up models/characters/animations/initial_edf/GDF_GPMG_crouch_2_stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim fire models/characters/animations/initial_edf/gdf_gpmg_crouch_fire.md5anim {
}
anim aim models/characters/animations/initial_edf/gdf_gpmg_crouch_idle.md5anim {
}
anim from_prone models/characters/animations/initial_edf/gdf_gpmg_prone_to_crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim lean_left_from_prone models/characters/animations/initial_edf/gdf_gpmg_prone_to_crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim lean_right_from_prone models/characters/animations/initial_edf/gdf_gpmg_prone_to_crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim legs_turn_left models/characters/animations/initial_edf/gdf_knife_crouch_turn_right.md5anim {
}
anim legs_turn_right models/characters/animations/initial_edf/gdf_knife_crouch_turn_left.md5anim {
}
anim forward models/characters/animations/initial_edf/gdf_gpmg_crouch_walk_forward.md5anim {
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim backwards models/characters/animations/initial_edf/gdf_gpmg_crouch_walk_back.md5anim {
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
}
animGroup "crouch_torso" {
// anim idle models/characters/animations/initial_edf/edf_gpmg_stand_takeout002_standidle.md5anim {
// }
// anim down models/characters/animations/initial_edf/edf_gpmg_stand_takeout002_standidle.md5anim {
// }
// anim up models/characters/animations/initial_edf/edf_gpmg_stand_takeout002_standidle.md5anim {
// }
// anim fire models/characters/animations/initial_edf/edf_gpmg_stand_takeout002_standidle.md5anim {
// }
anim reload models/characters/animations/initial_edf/edf_gpmg_stand_reload005.md5anim {
}
anim foward_fire models/characters/animations/initial_edf/edf_gpmg_stand_takeout002_standidle.md5anim {
}
anim backwards_fire models/characters/animations/initial_edf/edf_gpmg_stand_takeout002_standidle.md5anim {
}
anim turn_left models/characters/animations/initial_edf/gdf_gpmg_crouch_idle.md5anim {
}
anim turn_right models/characters/animations/initial_edf/gdf_gpmg_crouch_idle.md5anim {
}
}
animGroup "prone" {
anim idle models/characters/animations/initial_edf/edfd2_gpmg_stand_prone003_pronecyc.md5anim {
}
anim down models/characters/animations/initial_edf/edfd2_gpmg_stand_prone003_stand2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_prone
}
anim up models/characters/animations/initial_edf/edfd2_gpmg_stand_prone003_prone2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_stand
}
anim fire models/characters/animations/initial_edf/gdf_gpmg_prone_fire.md5anim {
}
anim reload models/characters/animations/initial_edf/edfd2_gpmg_stand_prone003_reload.md5anim {
}
anim raise models/characters/animations/initial_edf/edfd2_gpmg_crouch_prone001_takeout.md5anim {
frame begin weaponState hide
frame 10 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/initial_edf/edfd2_gpmg_stand_prone003_pronecyc.md5anim {
frame begin weaponState hide
}
anim forward models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim backwards models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
}
}
// ====================================
// Pistol
// ====================================
animGroup "pistol" {
anim raise models/characters/animations/initial_edf/edf_pistol_stand_takeout003.md5anim {
frame begin weaponState hide
frame 4 weaponState show
frame end weaponState show
}
anim idle models/characters/animations/initial_edf/edf_pistol_stand_takeout003_idle.md5anim {
}
anim lower models/characters/animations/initial_edf/edf_pistol_stand_takeout003_idle.md5anim {
frame begin weaponState hide
}
anim fire models/characters/animations/initial_edf/edf_pistol_stand_shot1.md5anim {
}
anim reload models/characters/animations/initial_edf/edf_pistol_stand_reload003.md5anim {
}
anim silencer_on models/characters/animations/initial_edf/edf_pistol_stand_silenceron001.md5anim {
}
anim silencer_off models/characters/animations/initial_edf/edf_pistol_stand_silenceroff002.md5anim {
}
anim sprint_forward models/characters/animations/initial_edf/edf_pistol_sprint_forward003.md5anim {
frame begin sound_channel snd_player_move snd_movement_sprint
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 13 footstep
}
anim crouch models/characters/animations/initial_edf/edf_pistol_stand_crouch003.md5anim {
}
anim crouch_lean_left_idle models/characters/animations/initial_edf/edf_pistol_crouch_lean_left_idle.md5anim {
}
anim crouch_lean_right_idle models/characters/animations/initial_edf/edf_pistol_crouch_lean_right_idle.md5anim {
}
anim crouch_lean_left_raise models/characters/animations/initial_edf/edf_pistol_crouch_lean_left_raise.md5anim {
frame begin weaponState show
}
anim crouch_lean_right_raise models/characters/animations/initial_edf/edf_pistol_crouch_lean_right_raise.md5anim {
frame begin weaponState show
}
anim crouch_lean_left_lower models/characters/animations/initial_edf/edf_pistol_crouch_lean_left_idle.md5anim {
}
anim crouch_lean_right_lower models/characters/animations/initial_edf/edf_pistol_crouch_lean_right_idle.md5anim {
}
anim lean_left_idle models/characters/animations/initial_edf/edf_pistol_stand_lean_left_idle.md5anim {
}
anim lean_right_idle models/characters/animations/initial_edf/edf_pistol_stand_lean_right_idle.md5anim {
}
anim lean_left_raise models/characters/animations/initial_edf/edf_pistol_stand_lean_left_raise.md5anim {
frame begin weaponState show
}
anim lean_right_raise models/characters/animations/initial_edf/edf_pistol_stand_lean_right_raise.md5anim {
frame begin weaponState show
}
anim lean_left_lower models/characters/animations/initial_edf/edf_pistol_stand_lean_left_idle.md5anim {
}
anim lean_right_lower models/characters/animations/initial_edf/edf_pistol_stand_lean_right_idle.md5anim {
}
anim crouch_lean_left_fire models/characters/animations/initial_edf/edf_pistol_crouch_lean_left_fire.md5anim {
}
anim crouch_lean_right_fire models/characters/animations/initial_edf/edf_pistol_crouch_lean_right_fire.md5anim {
}
anim crouch_lean_left_reload models/characters/animations/initial_edf/edf_pistol_crouch_lean_left_reload.md5anim {
}
anim crouch_lean_right_reload models/characters/animations/initial_edf/edf_pistol_crouch_lean_right_reload.md5anim {
}
anim lean_left_fire models/characters/animations/initial_edf/edf_pistol_stand_lean_left_fire.md5anim {
}
anim lean_right_fire models/characters/animations/initial_edf/edf_pistol_stand_lean_right_fire.md5anim {
}
anim lean_left_reload models/characters/animations/initial_edf/edf_pistol_stand_lean_left_reload.md5anim {
}
anim lean_right_reload models/characters/animations/initial_edf/edf_pistol_stand_lean_right_reload.md5anim {
}
anim jump models/characters/animations/initial_edf/edf_pistol_jump_sprint.md5anim {
frame begin sound_channel snd_player_jump snd_jump_gdf
}
anim run_jump models/characters/animations/initial_edf/edf_pistol_jump_idle.md5anim {
frame begin sound_channel snd_player_jump snd_jump_gdf
}
anim legs_soft_land models/characters/animations/initial_edf/edf_pistol_stand_jump_land.md5anim {
frame begin footstep _right
frame 3 footstep
}
anim torso_soft_land models/characters/animations/initial_edf/edf_pistol_stand_jump_land.md5anim {
}
anim hard_land models/characters/animations/initial_edf/edf_pistol_stand_jump_land.md5anim {
frame begin footstep _right
frame 3 footstep
}
anim torso_fall models/characters/animations/initial_edf/edf_pistol_jump_idle.md5anim {
}
anim legs_fall models/characters/animations/initial_edf/edf_pistol_jump_idle.md5anim {
}
animGroup "torso" {
anim turn_left models/characters/animations/initial_edf/edf_pistol_stand_takeout003_idle.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_pistol_stand_takeout003_idle.md5anim {
}
}
animGroup "walk" {
anim forward models/characters/animations/initial_edf/edf_pistol_walk_forward001.md5anim {
}
anim backwards models/characters/animations/initial_edf/edf_pistol_walk_forward001_back.md5anim {
}
anim strafe_left models/characters/animations/initial_edf/edf_pistol_walk_strafe001_left.md5anim {
ai_fixed_forward
}
anim strafe_right models/characters/animations/initial_edf/edf_pistol_walk_strafe001_right.md5anim {
ai_fixed_forward
}
}
animGroup "run" {
anim forward models/characters/animations/initial_edf/edf_pistol_jog_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 8 footstep _right
frame 17 footstep
}
anim backwards models/characters/animations/initial_edf/edf_pistol_jog_forward001_back.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 4 footstep _right
frame 12 footstep
}
anim strafe_left models/characters/animations/initial_edf/edf_pistol_jog_strafe001_left.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 15 footstep
}
anim strafe_right models/characters/animations/initial_edf/edf_pistol_jog_strafe001_right.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 15 footstep
}
animGroup "torso" {
anim forward_fire models/characters/animations/initial_edf/edf_pistol_stand_takeout003_idle.md5anim {
}
anim backwards_fire models/characters/animations/initial_edf/edf_pistol_stand_takeout003_idle.md5anim {
}
anim strafe_left_fire models/characters/animations/initial_edf/edf_pistol_stand_takeout003_idle.md5anim {
ai_fixed_forward
}
anim strafe_right_fire models/characters/animations/initial_edf/edf_pistol_stand_takeout003_idle.md5anim {
ai_fixed_forward
}
anim reload models/characters/animations/initial_edf/edf_pistol_stand_reload003.md5anim {
}
}
}
animGroup "crouch" {
anim raise models/characters/animations/initial_edf/edf_pistol_crouch_takeout001.md5anim {
frame begin weaponState hide
frame 7 weaponState show
frame end weaponState show
}
anim idle models/characters/animations/initial_edf/edf_pistol_stand_crouch003_idle.md5anim {
}
anim fire models/characters/animations/initial_edf/edf_pistol_crouch_fire.md5anim {
}
anim reload models/characters/animations/initial_edf/edf_pistol_stand_reload003.md5anim {
}
anim from_prone models/characters/animations/initial_edf/edfd2_pistol_crouch_prone001_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_crouch
}
anim lean_left_from_prone models/characters/animations/initial_edf/edfd2_pistol_crouch_prone001_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_crouch
}
anim lean_right_from_prone models/characters/animations/initial_edf/edfd2_pistol_crouch_prone001_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_crouch
}
anim down models/characters/animations/initial_edf/edf_pistol_stand_crouch003.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_crouch
}
anim up models/characters/animations/initial_edf/edf_pistol_crouch_stand002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim legs_turn_right models/characters/animations/initial_edf/gdf_knife_crouch_turn_left.md5anim {
}
anim legs_turn_left models/characters/animations/initial_edf/gdf_knife_crouch_turn_right.md5anim {
}
animGroup "torso" {
anim forward models/characters/animations/initial_edf/edf_pistol_stand_takeout003_idle.md5anim {
}
anim backwards models/characters/animations/initial_edf/edf_pistol_stand_takeout003_idle.md5anim {
}
anim strafe_left models/characters/animations/initial_edf/edf_pistol_stand_takeout003_idle.md5anim {
ai_fixed_forward
}
anim strafe_right models/characters/animations/initial_edf/edf_pistol_stand_takeout003_idle.md5anim {
ai_fixed_forward
}
anim foward_fire models/characters/animations/initial_edf/edf_pistol_stand_takeout003_idle.md5anim {
}
anim backwards_fire models/characters/animations/initial_edf/edf_pistol_stand_takeout003_idle.md5anim {
}
anim turn_left models/characters/animations/initial_edf/edf_pistol_stand_takeout003_idle.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_pistol_stand_takeout003_idle.md5anim {
}
}
}
animGroup "prone" {
anim idle models/characters/animations/initial_edf/edfd2_pistol_stand_prone002_pronecyc.md5anim {
}
anim forward models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim backwards models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim down models/characters/animations/initial_edf/edfd2_pistol_stand_prone002_stand2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_prone
}
anim from_crouch models/characters/animations/initial_edf/edfd2_pistol_crouch_prone001_crouch2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim to_crouch models/characters/animations/initial_edf/edfd2_pistol_crouch_prone001_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim up models/characters/animations/initial_edf/edfd2_pistol_stand_prone002_prone2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_stand
}
anim turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim fire models/characters/animations/initial_edf/edfd2_pistol_stand_prone002_shoot.md5anim {
}
// anim aim models/characters/animations/initial_edf/edfd2_pistol_stand_prone002_pronecyc.md5anim {
// }
anim reload models/characters/animations/initial_edf/edfd2_pistol_stand_prone002_reload.md5anim {
}
anim raise models/characters/animations/initial_edf/edfd2_pistol_prone_takeout001_takeout.md5anim {
frame begin weaponState hide
frame 10 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/initial_edf/edfd2_pistol_stand_prone002_pronecyc.md5anim {
frame begin weaponState hide
}
}
}
// anim jump1_down models/characters/animations/initial_edf/edf_twohanded_jump_up001_land.md5anim
// anim jump2_up models/characters/animations/initial_edf/edf_twohanded_jump_up002_jump.md5anim
// anim jump2_idle models/characters/animations/initial_edf/edf_twohanded_jump_up002_idle.md5anim
// anim crouch models/characters/animations/initial_edf/edf_hands_stand_crouch003idle.md5anim
// anim crouch_walk models/characters/animations/initial_edf/edf_twohandedweapons_crouchwalk_forward001.md5anim
// anim crouch_walk_backwards models/characters/animations/initial_edf/edf_twohandedweapons_crouchwalk_back001.md5anim
// anim jump models/characters/animations/initial_edf/edf_twohanded_jump_up002_idle.md5anim
// anim run_jump models/characters/animations/initial_edf/edf_twohanded_jump_up002_idle.md5anim
// anim soft_land models/characters/animations/initial_edf/edf_twohanded_jump_up002_land.md5anim
// anim hard_land models/characters/animations/initial_edf/edf_twohanded_jump_up002_land.md5anim
// anim fall models/characters/animations/initial_edf/edf_twohanded_jump_up002_idle.md5anim
// ====================================
// Pistol Akimbo
// ====================================
animGroup "pistol_akimbo" {
anim raise models/characters/animations/initial_edf/gdf_akimbopistols_stand_raise.md5anim {
frame begin weaponState hide
frame 7 weaponState show
frame end weaponState show
}
anim idle models/characters/animations/initial_edf/gdf_akimbopistols_stand_idle.md5anim {
}
anim lower models/characters/animations/initial_edf/gdf_akimbopistols_stand_idle.md5anim {
frame begin weaponState hide
}
anim silencer_on models/characters/animations/initial_edf/edf_pistol_stand_silenceron001.md5anim {
}
anim silencer_off models/characters/animations/initial_edf/edf_pistol_stand_silenceroff002.md5anim {
}
anim sprint_forward models/characters/animations/initial_edf/edf_pistol_sprint_forward003.md5anim {
frame begin sound_channel snd_player_move snd_movement_sprint
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 13 footstep
}
anim crouch models/characters/animations/initial_edf/gdf_akimbopistols_stand2crouch.md5anim {
}
anim crouch_lean_left_idle models/characters/animations/initial_edf/gdf_akimbopistols_crouch_lean_left_idle.md5anim {
}
anim crouch_lean_left_lower models/characters/animations/initial_edf/gdf_akimbopistols_crouch_lean_left_idle.md5anim {
}
anim crouch_lean_left_raise models/characters/animations/initial_edf/gdf_akimbopistols_crouch_lean_left_idle.md5anim {
frame begin weaponState show
}
anim crouch_lean_left_reload models/characters/animations/initial_edf/gdf_akimbopistols_crouch_lean_left_reload.md5anim {
}
anim crouch_lean_right_idle models/characters/animations/initial_edf/gdf_akimbopistols_crouch_lean_right_idle.md5anim {
}
anim crouch_lean_right_raise models/characters/animations/initial_edf/gdf_akimbopistols_crouch_lean_right_idle.md5anim {
frame begin weaponState show
}
anim crouch_lean_right_lower models/characters/animations/initial_edf/gdf_akimbopistols_crouch_lean_right_idle.md5anim {
}
anim crouch_lean_right_reload models/characters/animations/initial_edf/gdf_akimbopistols_crouch_lean_right_reload.md5anim {
}
anim lean_left_idle models/characters/animations/initial_edf/gdf_akimbopistols_stand_lean_left_idle.md5anim {
}
anim lean_left_reload models/characters/animations/initial_edf/gdf_akimbopistols_stand_lean_left_reload.md5anim {
}
anim lean_right_idle models/characters/animations/initial_edf/gdf_akimbopistols_stand_lean_right_idle.md5anim {
}
anim lean_right_reload models/characters/animations/initial_edf/gdf_akimbopistols_stand_lean_right_reload.md5anim {
}
anim lean_left_raise models/characters/animations/initial_edf/gdf_akimbopistols_stand_lean_left_idle.md5anim {
frame begin weaponState show
}
anim lean_right_raise models/characters/animations/initial_edf/gdf_akimbopistols_stand_lean_right_idle.md5anim {
frame begin weaponState show
}
anim lean_left_lower models/characters/animations/initial_edf/gdf_akimbopistols_stand_lean_left_idle.md5anim {
}
anim lean_right_lower models/characters/animations/initial_edf/gdf_akimbopistols_stand_lean_right_idle.md5anim {
}
anim crouch_lean_left_fire1 models/characters/animations/initial_edf/gdf_akimbopistols_crouch_lean_left_fire_left.md5anim {
}
anim crouch_lean_left_fire2 models/characters/animations/initial_edf/gdf_akimbopistols_crouch_lean_left_fire_right.md5anim {
}
anim crouch_lean_right_fire1 models/characters/animations/initial_edf/gdf_akimbopistols_crouch_lean_right_fire_left.md5anim {
}
anim crouch_lean_right_fire2 models/characters/animations/initial_edf/gdf_akimbopistols_crouch_lean_right_fire_right.md5anim {
}
anim lean_left_fire1 models/characters/animations/initial_edf/gdf_akimbopistols_stand_lean_left_fire_left.md5anim {
}
anim lean_left_fire2 models/characters/animations/initial_edf/gdf_akimbopistols_stand_lean_left_fire_right.md5anim {
}
anim lean_right_fire1 models/characters/animations/initial_edf/gdf_akimbopistols_stand_lean_right_fire_left.md5anim {
}
anim lean_right_fire2 models/characters/animations/initial_edf/gdf_akimbopistols_stand_lean_right_fire_right.md5anim {
}
anim crouch_lean_left_torso_up models/characters/animations/initial_edf/gdf_pistol_lean_left.md5anim {
}
anim crouch_lean_right_torso_up models/characters/animations/initial_edf/gdf_pistol_lean_right.md5anim {
}
anim jump models/characters/animations/initial_edf/gdf_akimbopistols_jump_sprint.md5anim {
frame begin sound_channel snd_player_jump snd_jump_gdf
}
anim run_jump models/characters/animations/initial_edf/gdf_akimbopistols_jump_idle.md5anim {
frame begin sound_channel snd_player_jump snd_jump_gdf
}
anim legs_soft_land models/characters/animations/initial_edf/gdf_akimbopistols_jump_land.md5anim {
frame begin footstep _right
frame 3 footstep
}
anim torso_soft_land models/characters/animations/initial_edf/gdf_akimbopistols_jump_land.md5anim {
}
anim hard_land models/characters/animations/initial_edf/gdf_akimbopistols_jump_land.md5anim {
frame begin footstep _right
frame 3 footstep
}
anim torso_fall models/characters/animations/initial_edf/gdf_akimbopistols_jump_idle.md5anim {
}
anim legs_fall models/characters/animations/initial_edf/gdf_akimbopistols_jump_idle.md5anim {
}
animGroup "torso" {
anim turn_left models/characters/animations/initial_edf/gdf_akimbopistols_stand_idle.md5anim {
}
anim turn_right models/characters/animations/initial_edf/gdf_akimbopistols_stand_idle.md5anim {
}
anim fire1 models/characters/animations/initial_edf/gdf_akimbopistols_stand_fire_left.md5anim {
}
anim fire2 models/characters/animations/initial_edf/gdf_akimbopistols_stand_fire_right.md5anim {
}
anim fire_left models/characters/animations/initial_edf/gdf_akimbopistols_stand_fire_left.md5anim {
}
anim fire_right models/characters/animations/initial_edf/gdf_akimbopistols_stand_fire_right.md5anim {
}
anim reload models/characters/animations/initial_edf/gdf_akimbopistols_stand_reload.md5anim {
}
}
animGroup "legs" {
anim fire1 models/characters/animations/initial_edf/gdf_akimbopistols_stand_fire_left.md5anim {
}
anim fire_left models/characters/animations/initial_edf/gdf_akimbopistols_stand_fire_left.md5anim {
}
anim fire_right models/characters/animations/initial_edf/gdf_akimbopistols_stand_fire_right.md5anim {
}
anim reload models/characters/animations/initial_edf/gdf_akimbopistols_stand_reload.md5anim {
}
}
animGroup "walk" {
anim forward models/characters/animations/initial_edf/gdf_akimbopistols_walk_forwards.md5anim {
}
anim backwards models/characters/animations/initial_edf/gdf_akimbopistols_walk_backwards.md5anim {
}
anim strafe_left models/characters/animations/initial_edf/gdf_akimbopistols_walk_left.md5anim {
ai_fixed_forward
}
anim strafe_right models/characters/animations/initial_edf/gdf_akimbopistols_walk_right.md5anim {
ai_fixed_forward
}
}
animGroup "run" {
anim forward models/characters/animations/initial_edf/gdf_akimbopistols_run_forwards.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 8 footstep _right
frame 17 footstep
}
anim backwards models/characters/animations/initial_edf/gdf_akimbopistols_run_backwards.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 4 footstep _right
frame 12 footstep
}
anim strafe_left models/characters/animations/initial_edf/gdf_akimbopistols_run_strafeleft.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 15 footstep
}
anim strafe_right models/characters/animations/initial_edf/gdf_akimbopistols_run_straferight.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 15 footstep
}
animGroup "torso" {
anim forward_fire models/characters/animations/initial_edf/edf_pistol_stand_takeout003_idle.md5anim {
}
anim backwards_fire models/characters/animations/initial_edf/edf_pistol_stand_takeout003_idle.md5anim {
}
anim strafe_left_fire models/characters/animations/initial_edf/edf_pistol_stand_takeout003_idle.md5anim {
ai_fixed_forward
}
anim strafe_right_fire models/characters/animations/initial_edf/edf_pistol_stand_takeout003_idle.md5anim {
ai_fixed_forward
}
anim reload models/characters/animations/initial_edf/gdf_akimbopistols_stand_reload.md5anim {
}
}
}
animGroup "crouch" {
anim legs_idle models/characters/animations/initial_edf/gdf_akimbopistols_crouch_idle.md5anim {
}
anim legs_turn_right models/characters/animations/initial_edf/gdf_knife_crouch_turn_left.md5anim {
}
anim legs_turn_left models/characters/animations/initial_edf/gdf_knife_crouch_turn_right.md5anim {
}
anim legs_fire models/characters/animations/initial_edf/gdf_akimbopistols_crouch_fire_left.md5anim {
}
anim legs_fire1 models/characters/animations/initial_edf/gdf_akimbopistols_crouch_fire_left.md5anim {
}
anim legs_fire2 models/characters/animations/initial_edf/gdf_akimbopistols_crouch_fire_right.md5anim {
}
anim from_prone models/characters/animations/initial_edf/gdf_akimbopistols_prone2crouch.md5anim {
frame 3 sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim lean_left_from_prone models/characters/animations/initial_edf/gdf_akimbopistols_prone2crouch.md5anim {
frame 3 sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim lean_right_from_prone models/characters/animations/initial_edf/gdf_akimbopistols_prone2crouch.md5anim {
frame 3 sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim down models/characters/animations/initial_edf/gdf_akimbopistols_stand2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_crouch
}
anim up models/characters/animations/initial_edf/gdf_akimbopistols_crouch2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
animGroup "torso" {
anim idle models/characters/animations/initial_edf/gdf_akimbopistols_crouch_idle.md5anim {
}
anim forward models/characters/animations/initial_edf/gdf_akimbopistols_crouch_idle.md5anim {
}
anim backwards models/characters/animations/initial_edf/gdf_akimbopistols_crouch_idle.md5anim {
}
anim strafe_left models/characters/animations/initial_edf/gdf_akimbopistols_crouch_idle.md5anim {
ai_fixed_forward
}
anim strafe_right models/characters/animations/initial_edf/gdf_akimbopistols_crouch_idle.md5anim {
ai_fixed_forward
}
anim fire models/characters/animations/initial_edf/gdf_akimbopistols_crouch_fire_left.md5anim {
}
anim fire1 models/characters/animations/initial_edf/gdf_akimbopistols_crouch_fire_left.md5anim {
}
anim fire2 models/characters/animations/initial_edf/gdf_akimbopistols_crouch_fire_right.md5anim {
}
anim reload models/characters/animations/initial_edf/gdf_akimbopistols_stand_reload.md5anim {
}
anim foward_fire models/characters/animations/initial_edf/gdf_akimbopistols_stand_fire_left.md5anim {
}
anim backwards_fire models/characters/animations/initial_edf/gdf_akimbopistols_stand_fire_left.md5anim {
}
anim turn_left models/characters/animations/initial_edf/gdf_akimbopistols_crouch_idle.md5anim {
}
anim turn_right models/characters/animations/initial_edf/gdf_akimbopistols_crouch_idle.md5anim {
}
}
}
animGroup "prone" {
anim idle models/characters/animations/initial_edf/gdf_akimbopistols_prone_idle.md5anim {
}
anim forward models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim backwards models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_crawl
frame end fade_channel snd_player_move "-60" 1
}
anim down models/characters/animations/initial_edf/gdf_akimbopistols_stand2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_prone
}
anim from_crouch models/characters/animations/initial_edf/edfd2_pistol_crouch_prone001_crouch2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim to_crouch models/characters/animations/initial_edf/edfd2_pistol_crouch_prone001_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_crouch
}
anim up models/characters/animations/initial_edf/gdf_akimbopistols_prone2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_stand
}
anim turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim fire models/characters/animations/initial_edf/gdf_akimbopistols_prone_fire_left.md5anim {
}
anim fire1 models/characters/animations/initial_edf/gdf_akimbopistols_prone_fire_left.md5anim {
}
anim fire2 models/characters/animations/initial_edf/gdf_akimbopistols_prone_fire_right.md5anim {
}
// anim aim models/characters/animations/initial_edf/edfd2_pistol_stand_prone002_pronecyc.md5anim {
//}
anim reload models/characters/animations/initial_edf/gdf_akimbopistols_prone_reload.md5anim {
}
anim raise models/characters/animations/initial_edf/gdf_akimbopistols_prone_raise.md5anim {
frame begin weaponState hide
frame 3 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/initial_edf/gdf_akimbopistols_prone_idle.md5anim {
frame begin weaponState hide
}
}
}
// anim jump1_down models/characters/animations/initial_edf/edf_twohanded_jump_up001_land.md5anim
// anim jump2_up models/characters/animations/initial_edf/edf_twohanded_jump_up002_jump.md5anim
// anim jump2_idle models/characters/animations/initial_edf/edf_twohanded_jump_up002_idle.md5anim
// anim crouch models/characters/animations/initial_edf/edf_hands_stand_crouch003idle.md5anim
// anim crouch_walk models/characters/animations/initial_edf/edf_twohandedweapons_crouchwalk_forward001.md5anim
// anim crouch_walk_backwards models/characters/animations/initial_edf/edf_twohandedweapons_crouchwalk_back001.md5anim
// anim jump models/characters/animations/initial_edf/edf_twohanded_jump_up002_idle.md5anim
// anim run_jump models/characters/animations/initial_edf/edf_twohanded_jump_up002_idle.md5anim
// anim soft_land models/characters/animations/initial_edf/edf_twohanded_jump_up002_land.md5anim
// anim hard_land models/characters/animations/initial_edf/edf_twohanded_jump_up002_land.md5anim
// anim fall models/characters/animations/initial_edf/edf_twohanded_jump_up002_idle.md5anim
// ====================================
// Rocketlauncher
// ====================================
animGroup "rocketlauncher" {
anim raise models/characters/animations/initial_edf/edf_law_stand_takeout002.md5anim {
frame begin weaponState hide
frame 4 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/initial_edf/gdf_rocket_launcher_idle_001.md5anim {
frame begin weaponState hide
}
anim idle models/characters/animations/initial_edf/gdf_rocket_launcher_idle_001.md5anim {
}
anim walk_forward models/characters/animations/initial_edf/gdf_rocket_launcher_forward_001_a.md5anim {
}
anim walk_backwards models/characters/animations/initial_edf/gdf_rocket_launcher_forward_001_b.md5anim {
}
anim sprint_forward models/characters/animations/initial_edf/gdf_rocket_launcher_sprint_003.md5anim {
frame begin sound_channel snd_player_move snd_movement_sprint
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 13 footstep
}
anim strafe_right models/characters/animations/initial_edf/gdf_rocket_launcher_left_001_b.md5anim {
}
anim strafe_left models/characters/animations/initial_edf/gdf_rocket_launcher_left_001_a.md5anim {
}
anim aim models/characters/animations/initial_edf/edf_law_stand_takeout002_idle.md5anim {
}
anim fire1 models/characters/animations/initial_edf/gdf_rocket_launcher_fire.md5anim {
}
anim reload models/characters/animations/initial_edf/gdf_rocket_launcher_reload.md5anim {
}
anim legs_turn_right models/characters/animations/initial_edf/gdf_knife_turn_left.md5anim {
}
anim legs_turn_left models/characters/animations/initial_edf/gdf_knife_turn_right.md5anim {
}
anim crouch_legs_turn_right models/characters/animations/initial_edf/gdf_knife_crouch_turn_left.md5anim {
}
anim crouch_legs_turn_left models/characters/animations/initial_edf/gdf_knife_crouch_turn_right.md5anim {
}
anim jump models/characters/animations/initial_edf/edf_rocketlauncher_jump_sprint.md5anim {
frame begin sound_channel snd_player_jump snd_jump_gdf
}
anim run_jump models/characters/animations/initial_edf/edf_rocketlauncher_jump_idle.md5anim {
frame begin sound_channel snd_player_jump snd_jump_gdf
}
anim soft_land models/characters/animations/initial_edf/edf_rocketlauncher_jump_land.md5anim {
frame 1 footstep _right
frame 3 footstep
}
anim hard_land models/characters/animations/initial_edf/edf_rocketlauncher_jump_land.md5anim {
frame 1 footstep _right
frame 3 footstep
}
anim fall models/characters/animations/initial_edf/edf_rocketlauncher_jump_idle.md5anim {
}
anim crouch_lean_left_idle models/characters/animations/initial_edf/gdf_rocket_launcher_crouch_lean_left_001.md5anim {
}
anim crouch_lean_right_idle models/characters/animations/initial_edf/gdf_rocket_launcher_crouch_lean_left_002.md5anim {
}
anim crouch_lean_left_lower models/characters/animations/initial_edf/gdf_rocket_launcher_crouch_lean_left_001.md5anim {
}
anim crouch_lean_right_lower models/characters/animations/initial_edf/gdf_rocket_launcher_crouch_lean_left_002.md5anim {
}
anim lean_left_idle models/characters/animations/initial_edf/gdf_rocket_launcher_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/initial_edf/gdf_rocket_launcher_lean_right.md5anim {
}
anim lean_left_lower models/characters/animations/initial_edf/gdf_rocket_launcher_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/initial_edf/gdf_rocket_launcher_lean_right.md5anim {
}
anim crouch_lean_left_fire models/characters/animations/initial_edf/gdf_rocket_launcher_crouch_lean_left_001.md5anim {
}
anim crouch_lean_right_fire models/characters/animations/initial_edf/gdf_rocket_launcher_crouch_lean_left_002.md5anim {
}
anim lean_left_fire models/characters/animations/initial_edf/gdf_rocket_launcher_lean_left_fire.md5anim {
}
anim lean_right_fire models/characters/animations/initial_edf/gdf_rocket_launcher_lean_right.md5anim {
}
anim crouch_lean_left_torso_up models/characters/animations/initial_edf/gdf_rocket_launcher_lean_left.md5anim {
}
anim crouch_lean_right_torso_up models/characters/animations/initial_edf/gdf_rocket_launcher_lean_right.md5anim {
}
animGroup "crouch" {
anim legs_idle models/characters/animations/initial_edf/gdf_rocket_launcher_crouch_idle__002_b.md5anim {
}
anim down models/characters/animations/initial_edf/gdf_rocket_launcher_crouch_idle__002_a.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_crouch
}
anim idle models/characters/animations/initial_edf/gdf_rocket_launcher_crouch_idle__002_b.md5anim {
}
anim up models/characters/animations/initial_edf/gdf_rocket_launcher_crouch_idle__002_c.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim forward models/characters/animations/initial_edf/gdf_rocket_launcher_crouch_forwards_001_a.md5anim {
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim backwards models/characters/animations/initial_edf/gdf_rocket_launcher_crouch_forwards_001_b.md5anim {
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_left models/characters/animations/initial_edf/gdf_rocket_launcher_crouch_left_001.md5anim {
ai_no_turn
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_right models/characters/animations/initial_edf/gdf_rocket_launcher_crouch_forwards_001_a.md5anim {
ai_no_turn
frame begin sound_channel snd_player_move snd_movement_shuffle
frame end fade_channel snd_player_move "-60" 1
}
anim fire models/characters/animations/initial_edf/gdf_rocket_launcher_crouch_fire.md5anim {
}
anim torso_reload models/characters/animations/initial_edf/gdf_rocket_launcher_reload.md5anim {
}
}
animGroup "crouch_torso" {
anim foward_fire models/characters/animations/initial_edf/gdf_rocket_launcher_idle_001.md5anim {
}
anim backwards_fire models/characters/animations/initial_edf/gdf_rocket_launcher_idle_001.md5anim {
}
anim turn_left models/characters/animations/initial_edf/gdf_rocket_launcher_idle_001.md5anim {
}
anim turn_right models/characters/animations/initial_edf/gdf_rocket_launcher_idle_001.md5anim {
}
}
animGroup "run" {
anim strafe_left models/characters/animations/initial_edf/gdf_rocket_launcher_run_left_001_a.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 4 footstep _right
frame 11 footstep
}
anim strafe_right models/characters/animations/initial_edf/gdf_rocket_launcher_run_left_001_b.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 7 footstep _right
frame 14 footstep
}
anim forward models/characters/animations/initial_edf/gdf_rocket_launcher_run_forward_001_a.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 14 footstep
}
anim backwards models/characters/animations/initial_edf/gdf_rocket_launcher_run_forward_001_b.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 5 footstep _right
frame 11 footstep
}
}
}
animGroup "rocketlauncher_torso" {
anim turn_left models/characters/animations/initial_edf/gdf_rocket_launcher_idle_001.md5anim {
}
anim turn_right models/characters/animations/initial_edf/gdf_rocket_launcher_idle_001.md5anim {
}
}
// ====================================
// Knife
// ====================================
animGroup "knife" {
anim raise models/characters/animations/initial_edf/edf_knife_stand_takeout001.md5anim {
//frame begin weaponState hide
frame 8 weaponState show
//frame end weaponState show
}
anim idle models/characters/animations/initial_edf/edf_knife_stand_takeout001_idle.md5anim {
}
anim fire models/characters/animations/initial_edf/edf_knife_stand_stab001.md5anim {
}
anim fire2 models/characters/animations/initial_edf/edf_knife_stand_stab002.md5anim {
}
//anim fire3 models/characters/animations/initial_edf/edf_knife_stand_stab003.md5anim {
//}
anim fire4 models/characters/animations/initial_edf/edf_knife_stand_stab004.md5anim {
}
anim walk_forward models/characters/animations/initial_edf/edf_knife_walk_forwards.md5anim {
}
anim walk_backwards models/characters/animations/initial_edf/edf_knife_walk_backwards.md5anim {
}
anim walk_strafe_left models/characters/animations/initial_edf/edf_knife_walk_left.md5anim {
ai_fixed_forward
}
anim walk_strafe_right models/characters/animations/initial_edf/edf_knife_walk_right.md5anim {
ai_fixed_forward
}
anim run_forward models/characters/animations/initial_edf/edf_knife_jog_forwards.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 7 footstep _right
frame 16 footstep
}
anim run_backwards models/characters/animations/initial_edf/edf_knife_jog_backwards.md5anim {
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 4 footstep _right
frame 12 footstep
}
anim run_strafe_left models/characters/animations/initial_edf/edf_knife_jog_left.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 14 footstep
}
anim run_strafe_right models/characters/animations/initial_edf/edf_knife_jog_right.md5anim {
ai_fixed_forward
frame begin sound_channel snd_player_move snd_movement_run
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 15 footstep
}
anim walk_forward_fire models/characters/animations/initial_edf/edf_knife_walk_stab.md5anim {
}
anim walk_backwards_fire models/characters/animations/initial_edf/edf_knife_walk_stab.md5anim {
}
anim strafe_right_fire models/characters/animations/initial_edf/edf_knife_walk_stab.md5anim {
ai_fixed_forward
}
anim strafe_left_fire models/characters/animations/initial_edf/edf_knife_walk_stab.md5anim {
ai_fixed_forward
}
anim run_forward_fire models/characters/animations/initial_edf/edf_knife_walk_stab.md5anim {
}
anim run_backwards_fire models/characters/animations/initial_edf/edf_knife_walk_stab.md5anim {
}
anim run_strafe_left_fire models/characters/animations/initial_edf/edf_knife_walk_stab.md5anim {
ai_fixed_forward
}
anim run_strafe_right_fire models/characters/animations/initial_edf/edf_knife_stand_stab001.md5anim {
ai_fixed_forward
}
anim lower models/characters/animations/initial_edf/edf_knife_stand_takeout001_idle.md5anim {
frame begin weaponState hide
}
anim jump models/characters/animations/initial_edf/edf_knife_jump_sprint.md5anim {
frame begin sound_channel snd_player_jump snd_jump_gdf
}
anim run_jump models/characters/animations/initial_edf/edf_knife_jump_idle.md5anim {
frame begin sound_channel snd_player_jump snd_jump_gdf
}
anim fall models/characters/animations/initial_edf/edf_knife_jump_idle.md5anim {
}
anim soft_land models/characters/animations/initial_edf/edf_knife_jumpland.md5anim {
}
// anim torso_jump models/characters/animations/initial_edf/edf_knife_stand_takeout001_idle.md5anim {
// frame 1 footstep
// }
// COMMENTED OUT TO TEST TREAD ANIM
// anim torso_fall models/characters/animations/initial_edf/EDF_hands_treadwater_static.md5anim {
// }
// anim torso_fall models/characters/animations/initial_edf/edf_knife_stand_takeout001_idle.md5anim {
// }
// anim torso_soft_land models/characters/animations/initial_edf/edf_knife_stand_takeout001_idle.md5anim {
// }
// anim torso_hard_land models/characters/animations/initial_edf/edf_knife_stand_takeout001_idle.md5anim {
// }
anim legs_turn_left models/characters/animations/initial_edf/gdf_knife_turn_right.md5anim {
}
anim legs_turn_right models/characters/animations/initial_edf/gdf_knife_turn_left.md5anim {
}
anim torso_turn_left models/characters/animations/initial_edf/edf_knife_stand_takeout001_idle.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/edf_knife_stand_takeout001_idle.md5anim {
}
anim sprint_forward models/characters/animations/initial_edf/edf_pistol_sprint_forward003.md5anim {
frame begin sound_channel snd_player_move snd_movement_sprint
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 13 footstep
}
anim lean_left_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_left_raise_left.md5anim {
frame begin weaponState show
}
anim lean_right_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_right_raise_left.md5anim {
frame begin weaponState show
}
anim crouch_lean_left_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_left_raise_left.md5anim {
frame begin weaponState show
}
anim crouch_lean_right_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_right_raise_left.md5anim {
frame begin weaponState show
}
anim lean_left_idle models/characters/animations/initial_edf/gdf_knife_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/initial_edf/gdf_knife_lean_right.md5anim {
}
anim lean_left_lower models/characters/animations/initial_edf/gdf_knife_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/initial_edf/gdf_knife_lean_right.md5anim {
}
anim crouch_lean_left_idle models/characters/animations/initial_edf/gdf_knife_crouch_lean_left.md5anim {
}
anim crouch_lean_right_idle models/characters/animations/initial_edf/gdf_knife_crouch_lean_right.md5anim {
}
anim crouch_lean_left_lower models/characters/animations/initial_edf/gdf_knife_crouch_lean_left.md5anim {
}
anim crouch_lean_right_lower models/characters/animations/initial_edf/gdf_knife_crouch_lean_right.md5anim {
}
anim lean_left_fire1 models/characters/animations/initial_edf/gdf_knife_lean_left_attack.md5anim {
}
anim lean_right_fire1 models/characters/animations/initial_edf/gdf_knife_lean_right_attack.md5anim {
}
anim crouch_lean_left_fire1 models/characters/animations/initial_edf/gdf_knife_crouch_lean_left_attack.md5anim {
}
anim crouch_lean_right_fire1 models/characters/animations/initial_edf/gdf_knife_crouch_lean_right_attack.md5anim {
}
anim crouch_lean_left_torso_up models/characters/animations/initial_edf/gdf_knife_lean_left.md5anim {
}
anim crouch_lean_right_torso_up models/characters/animations/initial_edf/gdf_knife_lean_right.md5anim {
}
animGroup "prone" {
anim down models/characters/animations/initial_edf/edd2f_knife_stand_prone002_stand2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_prone
}
anim from_crouch models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_crouch2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim to_crouch models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_crouch
}
anim up models/characters/animations/initial_edf/edfd2_knife_stand_prone002_prone2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_stand
}
anim idle models/characters/animations/initial_edf/edfd2_knife_stand_prone002_pronecyc.md5anim {
}
anim fire models/characters/animations/initial_edf/edfd2_knife_stand_prone002_stab.md5anim {
}
// anim aim
// anim reload
anim raise models/characters/animations/initial_edf/edfd2_knife_prone_takeout002_takeoutknife.md5anim {
frame begin weaponState hide
frame 5 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/initial_edf/edfd2_knife_stand_prone002_pronecyc.md5anim {
frame begin weaponState hide
}
anim turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
}
animGroup "crouch" {
anim idle models/characters/animations/initial_edf/edf_knife_stand_crouch001_idle.md5anim {
}
anim raise models/characters/animations/initial_edf/edf_knife_crouch_takeout001.md5anim {
frame begin weaponState hide
frame 7 weaponState show
frame end weaponState show
}
anim legs_turn_right models/characters/animations/initial_edf/gdf_knife_crouch_turn_left.md5anim {
}
anim legs_turn_left models/characters/animations/initial_edf/gdf_knife_crouch_turn_right.md5anim {
}
anim fire models/characters/animations/initial_edf/edf_knife_stand_crouch001_stab.md5anim {
}
anim forward_fire models/characters/animations/initial_edf/edf_knife_crouch_walk_forward_fire.md5anim {
}
anim backwards_fire1 models/characters/animations/initial_edf/edf_knife_crouch_walk_forward_fire.md5anim {
}
anim strafe_left_fire1 models/characters/animations/initial_edf/edf_knife_crouch_walk_left_fire.md5anim {
}
anim strafe_right_fire1 models/characters/animations/initial_edf/edf_knife_crouch_walk_forward_fire.md5anim {
}
anim down models/characters/animations/initial_edf/edf_knife_stand_crouch001.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_crouch
}
anim up models/characters/animations/initial_edf/edf_knife_stand_crouch001_out.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim from_prone models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_crouch
}
anim lean_left_from_prone models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_crouch
}
anim lean_right_from_prone models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_crouch
}
}
}
// ====================================
// Grenades
// ====================================
animGroup "grenade" {
anim raise models/characters/animations/initial_edf/edf_pliers_stand_takeout004_takeout.md5anim {
frame begin weaponState hide
frame 14 weaponState show
frame end weaponState show
}
//FRANKIE
anim idle models/characters/animations/initial_edf/edf_pliers_stand_takeout004_idle.md5anim {
}
anim startfire models/characters/animations/initial_edf/gdf_grenades_stand_prime_long.md5anim {
}
anim lean_left_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_left_raise_right.md5anim {
frame begin weaponState show
}
anim lean_right_raise models/characters/animations/initial_edf/gdf_hands_stand_lean_right_raise_right.md5anim {
frame begin weaponState show
}
anim crouch_lean_left_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_left_raise_right.md5anim {
frame begin weaponState show
}
anim crouch_lean_right_raise models/characters/animations/initial_edf/gdf_hands_crouch_lean_right_raise_right.md5anim {
frame begin weaponState show
}
anim lean_left_startfire models/characters/animations/initial_edf/gdf_grenade_stand_lean_left_prime_long.md5anim {
}
anim lean_right_startfire models/characters/animations/initial_edf/gdf_grenade_stand_lean_right_prime_long.md5anim {
}
anim fire models/characters/animations/initial_edf/gdf_grenades_stand_throw_long.md5anim {
frame begin weaponState show
frame 3 weaponState hide
frame 15 weaponState show
// frame end weaponState show
}
anim lean_left_fire models/characters/animations/initial_edf/gdf_grenade_stand_lean_left_throw_long.md5anim {
frame begin weaponState show
frame 3 weaponState hide
frame 10 weaponState show
// frame end weaponState show
}
anim lean_right_fire models/characters/animations/initial_edf/gdf_grenade_stand_lean_right_throw_long.md5anim {
frame begin weaponState show
frame 3 weaponState hide
frame 10 weaponState show
// frame end weaponState show
}
anim throw_quick models/characters/animations/initial_edf/gdf_grenades_stand_throw_long.md5anim {
}
anim lean_left_throw_quick models/characters/animations/initial_edf/gdf_grenade_stand_lean_left_throw_long.md5anim {
}
anim lean_right_throw_quick models/characters/animations/initial_edf/gdf_grenade_stand_lean_right_throw_long.md5anim {
}
anim alt_startfire models/characters/animations/initial_edf/gdf_grenades_stand_prime_short.md5anim {
}
anim lean_left_alt_startfire models/characters/animations/initial_edf/gdf_grenade_stand_lean_left_prime_short.md5anim {
}
anim lean_right_alt_startfire models/characters/animations/initial_edf/gdf_grenade_stand_lean_right_prime_short.md5anim {
}
anim alt_fire models/characters/animations/initial_edf/gdf_grenades_stand_throw_short.md5anim {
frame begin weaponState show
frame 3 weaponState hide
frame 10 weaponState show
// frame end weaponState show
}
anim lean_left_alt_fire models/characters/animations/initial_edf/gdf_grenade_stand_lean_left_throw_short.md5anim {
frame begin weaponState show
frame 3 weaponState hide
frame 10 weaponState show
// frame end weaponState show
}
anim lean_right_alt_fire models/characters/animations/initial_edf/gdf_grenade_stand_lean_right_throw_short.md5anim {
frame begin weaponState show
frame 3 weaponState hide
frame 10 weaponState show
// frame end weaponState show
}
anim alt_throw_quick models/characters/animations/initial_edf/gdf_grenades_stand_throw_short.md5anim {
}
anim lean_left_alt_throw_quick models/characters/animations/initial_edf/gdf_grenade_stand_lean_left_throw_short.md5anim {
}
anim lean_right_alt_throw_quick models/characters/animations/initial_edf/gdf_grenade_stand_lean_right_throw_short.md5anim {
}
anim lower models/characters/animations/initial_edf/edf_pliers_stand_takeout004_idle.md5anim {
frame begin weaponState hide
}
anim torso_turn_left models/characters/animations/initial_edf/edf_pliers_stand_takeout004_idle.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/edf_pliers_stand_takeout004_idle.md5anim {
}
anim sprint_forward models/characters/animations/initial_edf/edf_pistol_sprint_forward003.md5anim {
frame begin sound_channel snd_player_move snd_movement_sprint
frame end fade_channel snd_player_move "-60" 1
frame 6 footstep _right
frame 13 footstep
}
anim lean_left_idle models/characters/animations/initial_edf/gdf_tool_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/initial_edf/gdf_tool_lean_right.md5anim {
}
anim lean_left_lower models/characters/animations/initial_edf/gdf_tool_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/initial_edf/gdf_tool_lean_right.md5anim {
}
anim crouch_lean_left_idle models/characters/animations/initial_edf/gdf_tool_crouch_lean_left.md5anim {
}
anim crouch_lean_right_idle models/characters/animations/initial_edf/gdf_tool_crouch_lean_right.md5anim {
}
anim crouch_lean_left_lower models/characters/animations/initial_edf/gdf_tool_crouch_lean_left.md5anim {
}
anim crouch_lean_right_lower models/characters/animations/initial_edf/gdf_tool_crouch_lean_right.md5anim {
}
anim crouch_lean_left_torso_up models/characters/animations/initial_edf/gdf_tool_lean_left.md5anim {
}
anim crouch_lean_right_torso_up models/characters/animations/initial_edf/gdf_tool_lean_right.md5anim {
}
animGroup "torso" {
anim jump models/characters/animations/initial_edf/edf_pliers_stand_takeout004_idle.md5anim {
}
anim up models/characters/animations/initial_edf/edf_grenade_stand_throw005.md5anim {
}
anim fall models/characters/animations/initial_edf/edf_pliers_stand_takeout004_idle.md5anim {
}
anim soft_land models/characters/animations/initial_edf/edf_tools_jump_up003_land.md5anim {
}
anim hard_land models/characters/animations/initial_edf/edf_tools_jump_up003_land.md5anim {
}
}
/*
animGroup "run" {
anim run_forward_torso_fire models/characters/animations/initial_edf/edf_grenade_stand_throw005.md5anim{
}
anim run_backwards_torso_fire models/characters/animations/initial_edf/edf_grenade_stand_throw005.md5anim{
}
anim run_strafe_left_torso_fire models/characters/animations/initial_edf/edf_grenade_stand_throw005.md5anim{
}
anim run_strafe_right_torso_fire models/characters/animations/initial_edf/edf_grenade_stand_throw005.md5anim{
}
anim run_forward_torso_fire models/characters/animations/initial_edf/edf_grenade_stand_throw005.md5anim{
}
anim run_backwards_torso_fire models/characters/animations/initial_edf/edf_grenade_stand_throw005.md5anim{
}
anim run_strafe_left_torso_fire models/characters/animations/initial_edf/edf_grenade_stand_throw005.md5anim{
}
anim run_strafe_right_torso_fire models/characters/animations/initial_edf/edf_grenade_stand_throw005.md5anim{
}
}
*/
animGroup "crouch" {
anim idle models/characters/animations/initial_edf/edf_pliers_stand_takeout004_crouchidle.md5anim {
}
anim down models/characters/animations/initial_edf/edf_pliers_stand_takeout004_stand2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_crouch
}
anim up models/characters/animations/initial_edf/edf_pliers_stand_takeout004_crouch2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim from_prone models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim lean_left_from_prone models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim lean_right_from_prone models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_prone2crouch.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_stand
}
anim startfire models/characters/animations/initial_edf/gdf_grenades_crouch_prime_long.md5anim {
}
anim lean_left_startfire models/characters/animations/initial_edf/gdf_grenade_crouch_lean_left_prime_long.md5anim {
}
anim lean_right_startfire models/characters/animations/initial_edf/gdf_grenade_crouch_lean_right_prime_long.md5anim {
}
anim fire models/characters/animations/initial_edf/gdf_grenades_crouch_throw_long.md5anim{
}
anim lean_left_fire models/characters/animations/initial_edf/gdf_grenade_crouch_lean_left_throw_long.md5anim{
}
anim lean_right_fire models/characters/animations/initial_edf/gdf_grenade_crouch_lean_right_throw_long.md5anim{
}
anim quickthrow models/characters/animations/initial_edf/gdf_grenades_crouch_throw_long.md5anim {
}
anim lean_left_quickthrow models/characters/animations/initial_edf/gdf_grenade_crouch_lean_left_throw_long.md5anim {
}
anim lean_right_quickthrow models/characters/animations/initial_edf/gdf_grenade_crouch_lean_right_throw_long.md5anim {
}
anim alt_startfire models/characters/animations/initial_edf/gdf_grenades_crouch_prime_short.md5anim {
}
anim lean_left_alt_startfire models/characters/animations/initial_edf/gdf_grenade_crouch_lean_left_prime_short.md5anim {
}
anim lean_right_alt_startfire models/characters/animations/initial_edf/gdf_grenade_crouch_lean_right_prime_short.md5anim {
}
anim alt_fire models/characters/animations/initial_edf/gdf_grenades_crouch_throw_short.md5anim{
}
anim lean_left_alt_fire models/characters/animations/initial_edf/gdf_grenade_crouch_lean_left_throw_short.md5anim{
}
anim lean_right_alt_fire models/characters/animations/initial_edf/gdf_grenade_crouch_lean_right_throw_short.md5anim{
}
anim alt_quickthrow models/characters/animations/initial_edf/gdf_grenades_crouch_throw_short.md5anim {
}
anim lean_left_alt_quickthrow models/characters/animations/initial_edf/gdf_grenade_crouch_lean_left_throw_short.md5anim {
}
anim lean_right_alt_quickthrow models/characters/animations/initial_edf/gdf_grenade_crouch_lean_right_throw_short.md5anim {
}
anim legs_turn_right models/characters/animations/initial_edf/gdf_knife_crouch_turn_left.md5anim {
}
anim legs_turn_left models/characters/animations/initial_edf/gdf_knife_crouch_turn_right.md5anim {
}
anim torso_turn_left models/characters/animations/initial_edf/edf_pliers_stand_takeout004_crouchidle.md5anim {
}
anim torso_turn_right models/characters/animations/initial_edf/edf_pliers_stand_takeout004_crouchidle.md5anim {
}
}
animGroup "prone" {
anim down models/characters/animations/initial_edf/edd2f_knife_stand_prone002_stand2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_stand_to_prone
}
anim from_crouch models/characters/animations/initial_edf/edfd2_knife_crouch_prone001_crouch2prone.md5anim {
frame begin sound_channel snd_player_move snd_movement_crouch_to_prone
}
anim up models/characters/animations/initial_edf/edfd2_knife_stand_prone002_prone2stand.md5anim {
frame begin sound_channel snd_player_move snd_movement_prone_to_stand
}
anim idle models/characters/animations/initial_edf/gdf_prone_hands_idle.md5anim {
}
anim startfire models/characters/animations/initial_edf/gdf_grenades_prone_prime_long.md5anim {
}
anim fire models/characters/animations/initial_edf/gdf_grenades_prone_throw_long.md5anim {
}
anim quickthrow models/characters/animations/initial_edf/gdf_grenades_prone_throw_long.md5anim {
}
anim alt_startfire models/characters/animations/initial_edf/gdf_grenades_prone_prime_short.md5anim {
}
anim alt_fire models/characters/animations/initial_edf/gdf_grenades_prone_throw_short.md5anim {
}
anim alt_quickthrow models/characters/animations/initial_edf/gdf_grenades_prone_throw_short.md5anim {
}
anim raise models/characters/animations/initial_edf/gdf_grenades_prone_raise.md5anim {
frame begin weaponState hide
frame 1 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/initial_edf/gdf_prone_hands_idle.md5anim {
frame begin weaponState hide
}
anim turn_left models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_hands_pronewalk_forward002.md5anim {
}
}
}
// ====================================
// parachute
// ====================================
animGroup "parachute" {
anim raise models/characters/animations/initial_edf/gdf_parachuter_idle.md5anim {
no_pitch
}
anim fall models/characters/animations/initial_edf/gdf_parachuter_idle.md5anim {
no_pitch
}
}
// ====================================
// Misc
// ====================================
anim welder_into models/characters/animations/initial_edf/edf_welder_stand_use003_in.md5anim {
}
anim welder_use models/characters/animations/initial_edf/edf_welder_stand_use003_cyc.md5anim {
}
anim welder_out models/characters/animations/initial_edf/edf_welder_stand_use003_out.md5anim {
}
anim gui_into models/characters/animations/initial_edf/edf_gui_stand_use004_into.md5anim {
}
anim gui_use models/characters/animations/initial_edf/edf_gui_stand_use004_cyc.md5anim {
}
anim gui_out models/characters/animations/initial_edf/edf_gui_stand_use004_out.md5anim {
}
anim lefthelmet_into models/characters/animations/initial_edf/edf_lefthelmet_stand_use001_into.md5anim {
}
anim lefthelmet_use models/characters/animations/initial_edf/edf_lefthelmet_stand_use001_cyc.md5anim {
}
anim lefthelmet_out models/characters/animations/initial_edf/edf_lefthelmet_stand_use001_out.md5anim {
}
anim righthelmet_into models/characters/animations/initial_edf/edf_righthelmet_stand_use001_into.md5anim {
}
anim righthelmet_use models/characters/animations/initial_edf/edf_righthelmet_stand_use001_cyc.md5anim {
}
anim righthelmet_out models/characters/animations/initial_edf/edf_righthelmet_stand_use001_out.md5anim {
}
anim badger_gunner_pose models/characters/animations/initial_edf/gdf_mounted_idle.md5anim {
}
anim badger_rear_left_passenger models/characters/animations/initial_edf/edf_badger_rear_left_passenger.md5anim {
}
anim badger_rear_right_passenger models/characters/animations/initial_edf/edf_badger_rear_right_passenger.md5anim {
}
anim badger_front_right_passenger models/characters/animations/initial_edf/edf_badger_front_right_passenger.md5anim {
}
anim titan_passenger models/characters/animations/initial_edf/edf_titan_passenger_pose.md5anim {
}
anim trojan_passenger1 models/characters/animations/initial_edf/gdf_trojan_passenger1.md5anim {
}
anim trojan_passenger2 models/characters/animations/initial_edf/gdf_trojan_passenger2.md5anim {
}
anim trojan_passenger3 models/characters/animations/initial_edf/gdf_trojan_passenger3.md5anim {
}
anim trojan_passenger4 models/characters/animations/initial_edf/gdf_trojan_passenger4.md5anim {
}
anim bumblebee_gunner models/characters/animations/initial_edf/edf_bumblebee_gunner.md5anim {
}
anim bumblebee_gunner_righttoleft_aimup models/characters/animations/initial_edf/edf_bumblebee_gunner_righttoleft_aimup.md5anim {
}
anim bumblebee_gunner_righttoleft_aimcenter models/characters/animations/initial_edf/edf_bumblebee_gunner_righttoleft_aimcenter.md5anim {
}
anim bumblebee_gunner_righttoleft_aimdown models/characters/animations/initial_edf/edf_bumblebee_gunner_righttoleft_aimdown.md5anim {
}
anim edf_bumblebee_gunner_sit_centre models/characters/animations/initial_edf/edf_bumblebee_gunner_sit_centre.md5anim {
}
anim bumblebee_left_passenger models/characters/animations/initial_edf/edf_bumblebee_left_passenger.md5anim {
}
anim bumblebee_right_passenger models/characters/animations/initial_edf/edf_bumblebee_right_passenger.md5anim {
}
anim gdf_antipersonnel_control models/characters/animations/initial_edf/badger.md5anim {
}
anim gdf_antivehicle_control models/characters/animations/initial_edf/badger.md5anim {
}
anim boxart_engineer_pose models/characters/animations/initial_edf/boxart_engineer_pose.md5anim {
}
anim boxart_assault_runner models/characters/animations/initial_edf/boxart_assault_runner.md5anim {
}
anim boxart_soldier_gpmg models/characters/animations/initial_edf/boxart_soldier_gpmg.md5anim {
}
anim boxart_gdf_attacked_gdf models/characters/animations/initial_edf/gdf_attacked_boxart_pose_gdf.md5anim {
}
// COMMENTED OUT TO TEST TREAD ANIM //JB 04/14/06
// anim fall models/characters/animations/initial_edf/edf_hands_treadwater_static.md5anim {
// }
// anim pain // missing
// anim pain_head // missing
// anim pain_right_arm // missing
// anim pain_left_arm // missing
// anim pain_chest // missing
// base misc
anim icarus models/characters/animations/strogg/icarus.md5anim {
}
anim anansi_pilot models/characters/animations/initial_edf/anansi_pilot_idle.md5anim {
}
anim anansi_gunner models/characters/animations/initial_edf/anansi_gunner_idle.md5anim {
}
anim bumblebee_pilot models/characters/animations/initial_edf/bumblebee_pilot_idle.md5anim {
}
anim trojan_driver models/characters/animations/initial_edf/trojan_driver_idle.md5anim {
}
anim badger_driver models/characters/animations/initial_edf/badger_driver_idle.md5anim {
}
anim badger_driver_turn_left models/characters/animations/initial_edf/badger_driver_turn_left.md5anim {
}
anim badger_driver_turn_right models/characters/animations/initial_edf/badger_driver_turn_right.md5anim {
}
anim platypus_driver models/characters/animations/initial_edf/platypus_driver_idle.md5anim {
}
anim anansi_enter models/characters/animations/initial_edf/edf_vehicle_anansi_enter006.md5anim {
}
anim badger_enter_driver models/characters/animations/initial_edf/edf_vehicle_badger_enterdriver004.md5anim {
}
anim badger_exit_gunner models/characters/animations/initial_edf/edf_vehicle_badger_enterexitgun001.md5anim {
}
anim badger_idle_gunner models/characters/animations/initial_edf/edf_vehicle_badger_enterexitgun001_idle.md5anim {
}
anim badger_enter_gunner models/characters/animations/initial_edf/edf_vehicle_badger_enterexitgun001_in.md5anim {
}
anim badger_enter_passenge models/characters/animations/initial_edf/edf_vehicle_badger_enterpassenger001.md5anim {
}
anim quadbike_enter_left models/characters/animations/initial_edf/edf_vehicle_quadbike_enterleft003.md5anim {
}
anim quadbike_exit_left models/characters/animations/initial_edf/edf_vehicle_quadbike_exitleft005.md5anim {
}
anim trojan_enter models/characters/animations/initial_edf/edf_vehicle_trojan_enter004.md5anim {
}
anim gdf_boxart_pose models/characters/animations/initial_edf/gdf_boxart_pose.md5anim {
}
anim gdf_boxart_pose2 models/characters/animations/initial_edf/gdf_boxart_posevers9.md5anim {
}
anim gdf_boxart_pose3 models/characters/animations/initial_edf/gdf_boxart_posevers3.md5anim {
}
animGroup "husky_rider" {
anim turn_left models/characters/animations/initial_edf/edf_husky_rider_turn_left.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_husky_rider_turn_right.md5anim {
}
anim centre_idle models/characters/animations/initial_edf/edf_husky_rider_centre_idle.md5anim {
}
animGroup "stand" {
anim turn_left models/characters/animations/initial_edf/edf_husky_rider_stand_turn_left.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_husky_rider_stand_turn_right.md5anim {
}
anim centre_idle models/characters/animations/initial_edf/edf_husky_rider_stand_centre_idle.md5anim {
}
}
}
anim mounted_emplacement models/characters/animations/initial_edf/gdf_mounted_emplacement_idle.md5anim {
}
anim cockpit models/characters/animations/initial_edf/badger.md5anim {
}
anim badger_gun models/characters/animations/initial_edf/badger.md5anim {
}
anim mounted_weapon models/characters/animations/initial_edf/badger.md5anim {
}
anim quad models/characters/animations/initial_edf/quad.md5anim {
}
//anim rear_trojan_one models/characters/animations/initial_edf/rear_trojan_one.md5anim
//anim rear_trojan_two models/characters/animations/initial_edf/rear_trojan_two.md5anim
anim cover models/characters/animations/initial_edf/cover.md5anim {
}
//anim gpmg models/characters/animations/initial_edf/gpmg.md5anim
anim menu models/characters/animations/initial_edf/gdf_menu_idle1.md5anim {
}
anim menu_assault models/characters/animations/initial_edf/gdf_limbo_assault.md5anim {
}
anim menu_gpmg models/characters/animations/initial_edf/gdf_limbo_gpmg.md5anim {
}
anim menu_sniper models/characters/animations/initial_edf/gdf_limbo_sniper.md5anim {
}
anim menu_law models/characters/animations/initial_edf/gdf_limbo_rocketlauncher.md5anim {
}
anim mounted_gpmg_idle models/characters/animations/initial_edf/gdf_mounted_idle.md5anim {
}
anim mounted_gpmg_anticlockwise models/characters/animations/initial_edf/gdf_mounted_right.md5anim {
}
anim mounted_gpmg_clockwise models/characters/animations/initial_edf/gdf_mounted_left.md5anim {
}
anim mounted_gpmg_aimupdown models/characters/animations/initial_edf/gdf_mounted_aimupdown.md5anim {
}
anim mounted_emplacement_aimupdown models/characters/animations/initial_edf/gdf_mounted_emplacement_aimupdown.md5anim {
}
anim mounted_emplacement_righttoleft models/characters/animations/initial_edf/gdf_mounted_emplacement_righttoleft.md5anim {
}
anim strogg_antivehicle_gunner models/characters/animations/strogg/strogg_antivehicle_gunner.md5anim {
}
anim strogg_antipersonnel_gunner models/characters/animations/strogg/strogg_antipersonnel_gunner.md5anim {
}
}
//===================================================================================================================================================================
model models/players/gdf/soldier {
inherit models/players/gdf
mesh models/characters/animations/initial_edf/soldier.md5mesh
}
model models/players/gdf/medic {
inherit models/players/gdf
mesh models/characters/animations/initial_edf/paratech.md5mesh
}
model models/players/gdf/engineer {
inherit models/players/gdf
mesh models/characters/animations/initial_edf/engineer.md5mesh
}
model models/players/gdf/fieldops {
inherit models/players/gdf
mesh models/characters/animations/initial_edf/field_ops.md5mesh
}
model models/players/gdf/covertops {
inherit models/players/gdf
mesh models/characters/animations/initial_edf/ranger.md5mesh
}
// Gordon: what are these here for?
entityDef player_gdf_soldier {
"inherit" "player_base"
"model" "models/players/gdf/soldier"
}
entityDef player_gdf_medic {
"inherit" "player_base"
"model" "models/players/gdf/medic"
}
entityDef player_gdf_engineer {
"inherit" "player_base"
"model" "models/players/gdf/engineer"
}
entityDef player_gdf_fieldops {
"inherit" "player_base"
"model" "models/players/gdf/fieldops"
}
entityDef player_gdf_covertops {
"inherit" "player_base"
"model" "models/players/gdf/covertops"
}
////////////////
// GDF Player //
////////////////
entityDef player_edf {
"inherit" "player_base"
"model" "models/players/gdf"
"snd_land" "sounds/players/gdf/land/hard"
"snd_movement_run" "sounds/players/gdf/movement/run"
"snd_movement_sprint" "sounds/players/gdf/movement/sprint"
"snd_movement_shuffle" "sounds/players/gdf/movement/shuffle"
"snd_movement_crawl" "sounds/players/gdf/movement/crawl"
"snd_movement_dive" "sounds/players/gdf/movement/dive"
"snd_movement_water_idle" "sounds/players/movement/water/idle"
"snd_movement_water_swim" "sounds/players/movement/water/swim"
"snd_movement_stand_to_crouch" "sounds/players/gdf/movement/stand_to_crouch"
"snd_movement_crouch_to_stand" "sounds/players/gdf/movement/crouch_to_stand"
"snd_movement_stand_to_prone" "sounds/players/gdf/movement/stand_to_prone"
"snd_movement_prone_to_stand" "sounds/players/gdf/movement/prone_to_stand"
"snd_movement_crouch_to_prone" "sounds/players/gdf/movement/crouch_to_prone"
"snd_movement_prone_to_crouch" "sounds/players/gdf/movement/prone_to_crouch"
"snd_breathe_gdf" "sounds/players/gdf/breathe"
"snd_breathe_heavy_gdf" "sounds/players/gdf/breathe/heavy"
"snd_breathe_strogg" "sounds/players/strogg/breathe"
"snd_breathe_heavy_strogg" "sounds/players/strogg/breathe/heavy"
"parachute_speed" "10"
"parachute_height" "800"
// number of seconds it takes to get a fullycharged vehicle request bar
"vehiclecharge_time" "200"
"mtr_icon_directional" "guis/assets/qet/objective_icon_directional"
"oob_damage_interval" "500"
"collection_spottable" "spottable"
"health_check_interval" "2"
"health_check_count" "5"
}
//mal: the bots will inherit the player class information....
entityDef bot_edf {
"inherit" "player_edf"
"spawnclass" "idBot"
}