// Created by Crowbar 0.71 $modelname "infected/anim_charger.mdl" $surfaceprop "default" $contents "solid" $illumposition -3.765 -5.266 33.095 $cdmaterials "models\infected\charger\" $attachment "lfoot" "bip_foot_L" 1 3 0 rotate 0 -23 180 $attachment "rfoot" "bip_foot_R" 1 3 0 rotate 0 -23 -180 $attachment "lhand" "bip_hand_R" 5 -2 0 rotate 0 0 0 $attachment "rhand" "bip_hand_R" 5 -2 0 rotate 0 0 0 $cbox 0 0 0 0 0 0 $bbox -13.327 -22.749 1.144 23.858 15.22 65.046 $definebone "bip_pelvis" "" 0 44.620117 -0.55848 0 0 -168.836033 0 0 0 0 0 0 $definebone "bip_spine_0" "bip_pelvis" 0 -5.355259 0 0 0 -20.922744 0 0 0 0 0 0 $definebone "bip_spine_1" "bip_spine_0" 0 -7.488277 -0.000001 0 0 4.517597 0 0 0 0 0 0 $definebone "bip_spine_2" "bip_spine_1" 0 -5.59798 0 0 0 11.6341 0 0 0 0 0 0 $definebone "bip_spine_3" "bip_spine_2" 0 -6.565113 -0.000001 0 0 43.538214 0 0 0 0 0 0 $definebone "bip_collar_R" "bip_spine_3" -1.54938 -5.102886 -4.074768 -45.273827 -83.007719 142.403393 0 0 0 0 0 0 $definebone "bip_upperArm_R" "bip_collar_R" -0.000053 11.987244 0.000028 -13.81258 151.622345 -30.337504 0 0 0 0 0 0 $definebone "bip_lowerArm_R" "bip_upperArm_R" 20.109314 0 -0.000002 -6.121973 -0.485828 -86.877301 0 0 0 0 0 0 $definebone "bip_hand_R" "bip_lowerArm_R" 19.941738 0.000001 -0.000004 -88.577595 -90.001232 -8.671061 0 0 0 0 0 0 $definebone "bip_hip_L" "bip_pelvis" 6.938272 1.999413 -1.01458 10.793761 83.629936 -178.40323 0 0 0 0 0 0 $definebone "bip_knee_L" "bip_hip_L" 20.710249 -0.000001 0 11.201561 0.000001 0 0 0 0 0 0 0 $definebone "bip_foot_L" "bip_knee_L" 18.105982 0.000001 0 2.003365 86.78618 -59.219017 0 0 0 0 0 0 $definebone "bip_hip_R" "bip_pelvis" -6.93827 1.999409 -1.014579 10.793757 96.370103 88.403234 0 0 0 0 0 0 $definebone "bip_knee_R" "bip_hip_R" 20.710224 0 0 0.000005 11.201551 -0.000006 0 0 0 0 0 0 $definebone "bip_foot_R" "bip_knee_R" 18.106007 0 -0.000001 -86.213434 -148.038545 -1.124242 0 0 0 0 0 0 $definebone "bip_neck" "bip_spine_3" 0 -6.555973 0 0 0 5.236476 0 0 0 0 0 0 $definebone "bip_head" "bip_neck" 0 -3.25214 0.000004 0 0 -39.224373 0 0 0 0 0 0 $definebone "bip_collar_L" "bip_spine_3" 1.548545 -4.925743 -4.285366 -41.911847 -86.222109 -160.459626 0 0 0 0 0 0 $definebone "bip_upperArm_L" "bip_collar_L" 1.19017 -10.472042 -0.306138 -13.637471 -53.529179 77.535392 0 0 0 0 0 0 $definebone "bip_lowerArm_L" "bip_upperArm_L" 0.000008 0 15.020973 -3.790322 0.477779 -11.573429 0 0 0 0 0 0 $definebone "bip_hand_L" "bip_lowerArm_L" 0.000004 -0.000001 8.039619 0 18.274344 -0.000007 0 0 0 0 0 0 $definebone "bip_thumb_0_R" "bip_hand_R" 2.899849 -0.471046 -4.33121 -32.078789 -40.640196 -25.75168 0 0 0 0 0 0 $definebone "bip_thumb_1_R" "bip_thumb_0_R" -0.000025 2.543312 0.000026 0.000003 0.000003 12.663978 0 0 0 0 0 0 $definebone "bip_thumb_2_R" "bip_thumb_1_R" 0.000059 2.315285 -0.00004 0.000005 0.000005 5.779568 0 0 0 0 0 0 $definebone "bip_index_0_R" "bip_hand_R" 1.551407 3.956631 -3.900798 -78.35636 -178.811661 154.463704 0 0 0 0 0 0 $definebone "bip_index_1_R" "bip_index_0_R" 0 2.741436 -0.000004 0 0.000002 -14.684668 0 0 0 0 0 0 $definebone "bip_index_2_R" "bip_index_1_R" 0.00001 2.66851 0.00005 -0.000002 0.000002 -10.919758 0 0 0 0 0 0 $definebone "bip_middle_0_R" "bip_hand_R" 1.4011 3.639805 -1.202109 -77.68332 -140.207596 116.376233 0 0 0 0 0 0 $definebone "bip_middle_1_R" "bip_middle_0_R" 0.000003 2.810951 0.000004 -0.000003 0.000001 -14.684663 0 0 0 0 0 0 $definebone "bip_middle_2_R" "bip_middle_1_R" -0.000005 2.736202 -0.000031 -0.000003 0.000001 -10.919751 0 0 0 0 0 0 $definebone "bip_ring_0_R" "bip_hand_R" 1.335663 3.182098 1.418086 -71.710511 -81.087808 56.160404 0 0 0 0 0 0 $definebone "bip_ring_1_R" "bip_ring_0_R" -0.000003 2.663269 0.000046 -0.000003 0.000007 -14.684666 0 0 0 0 0 0 $definebone "bip_ring_2_R" "bip_ring_1_R" 0.000001 2.592527 -0.000031 -0.000005 0.000006 -10.919756 0 0 0 0 0 0 $definebone "bip_pinky_0_R" "bip_hand_R" 1.344765 1.881123 3.809589 -68.931403 -84.645291 64.190268 0 0 0 0 0 0 $definebone "bip_pinky_1_R" "bip_pinky_0_R" 0.000011 2.315664 -0.000084 0 0 -14.684664 0 0 0 0 0 0 $definebone "bip_pinky_2_R" "bip_pinky_1_R" -0.000006 2.254017 0.000076 -0.000001 0 -10.919752 0 0 0 0 0 0 $definebone "bip_toe_L" "bip_foot_L" 0.011267 -6.809892 1.974034 0.000001 0.000001 -34.828289 0 0 0 0 0 0 $definebone "bip_toe_R" "bip_foot_R" -0.011248 6.809885 -1.974043 0 0.000001 -34.828292 0 0 0 0 0 0 $jigglebone "bip_upperArm_L" { is_flexible { length 10 tip_mass 250 pitch_stiffness 1 pitch_damping 4 yaw_stiffness 1 yaw_damping 8 along_stiffness 100 along_damping 0 pitch_constraint -79.999998 39.999999 pitch_friction 0 pitch_bounce 0 yaw_constraint -19.999999 70 yaw_friction 0 yaw_bounce 0 } } $jigglebone "bip_lowerArm_L" { is_flexible { length 10 tip_mass 500 pitch_stiffness 25 pitch_damping 8 yaw_stiffness 100 yaw_damping 5 along_stiffness 100 along_damping 0 pitch_constraint -19.999999 70 pitch_friction 0 pitch_bounce 0 yaw_constraint 0 0 yaw_friction 0 yaw_bounce 0 } } $jigglebone "bip_hand_L" { is_flexible { length 5 tip_mass 50 pitch_stiffness 100 pitch_damping 5 yaw_stiffness 100 yaw_damping 5 along_stiffness 100 along_damping 0 angle_constraint 79.999998 } } // The 32 below is a guess until further is known about the format. $animblocksize 32 nostall $bonesaveframe "bip_pelvis" position $sectionframes 30 202 $poseparameter "move_yaw" -180 180 loop 360 $poseparameter "body_pitch" -90 90 loop 360 $poseparameter "body_yaw" -90 90 loop 360 $poseparameter "move_y" -1 1 loop 0 $poseparameter "move_x" -1 1 loop 0 $poseparameter "dismount" 0 1 loop 0 $ikchain "rhand" "bip_hand_R" knee 0.707 0.707 0 $ikchain "rfoot" "bip_foot_R" knee 0.707 -0.707 0 $ikchain "lfoot" "bip_foot_L" knee 0.725 0 0.689 $weightlist "weights_charger_melee_run_gest" { "bip_pelvis" 0 "bip_spine_0" 0.25 "bip_spine_1" 0.75 "bip_spine_2" 1 "bip_spine_3" 1 "bip_collar_R" 1 "bip_upperArm_R" 1 "bip_lowerArm_R" 1 "bip_hand_R" 1 "bip_hip_L" 0 "bip_knee_L" 0 "bip_foot_L" 0 "bip_hip_R" 0 "bip_knee_R" 0 "bip_foot_R" 0 "bip_neck" 1 "bip_head" 1 "bip_collar_L" 1 "bip_upperArm_L" 1 "bip_lowerArm_L" 1 "bip_hand_L" 1 "bip_thumb_0_R" 1 "bip_thumb_1_R" 1 "bip_thumb_2_R" 1 "bip_index_0_R" 1 "bip_index_1_R" 1 "bip_index_2_R" 1 "bip_middle_0_R" 1 "bip_middle_1_R" 1 "bip_middle_2_R" 1 "bip_ring_0_R" 1 "bip_ring_1_R" 1 "bip_ring_2_R" 1 "bip_pinky_0_R" 1 "bip_pinky_1_R" 1 "bip_pinky_2_R" 1 "bip_toe_L" 0 "bip_toe_R" 0 } $weightlist "weights_Melee_01_Delta" { "bip_pelvis" 1 "bip_spine_0" 0.75 "bip_spine_1" 0.5 "bip_spine_2" 0.25 "bip_spine_3" 0 "bip_collar_R" 0 "bip_upperArm_R" 0 "bip_lowerArm_R" 0 "bip_hand_R" 0 "bip_hip_L" 0 "bip_knee_L" 0 "bip_foot_L" 0 "bip_hip_R" 0 "bip_knee_R" 0 "bip_foot_R" 0 "bip_neck" 0 "bip_head" 0 "bip_collar_L" 0 "bip_upperArm_L" 0 "bip_lowerArm_L" 0 "bip_hand_L" 0 "bip_thumb_0_R" 0 "bip_thumb_1_R" 0 "bip_thumb_2_R" 0 "bip_index_0_R" 0 "bip_index_1_R" 0 "bip_index_2_R" 0 "bip_middle_0_R" 0 "bip_middle_1_R" 0 "bip_middle_2_R" 0 "bip_ring_0_R" 0 "bip_ring_1_R" 0 "bip_ring_2_R" 0 "bip_pinky_0_R" 0 "bip_pinky_1_R" 0 "bip_pinky_2_R" 0 "bip_toe_L" 0 "bip_toe_R" 0 } $weightlist "weights_Melee_01_Layer" { "bip_pelvis" 0 "bip_spine_0" 0.25 "bip_spine_1" 0.5 "bip_spine_2" 0.75 "bip_spine_3" 1 "bip_collar_R" 1 "bip_upperArm_R" 1 "bip_lowerArm_R" 1 "bip_hand_R" 1 "bip_hip_L" 0 "bip_knee_L" 0 "bip_foot_L" 0 "bip_hip_R" 0 "bip_knee_R" 0 "bip_foot_R" 0 "bip_neck" 1 "bip_head" 1 "bip_collar_L" 1 "bip_upperArm_L" 1 "bip_lowerArm_L" 1 "bip_hand_L" 1 "bip_thumb_0_R" 1 "bip_thumb_1_R" 1 "bip_thumb_2_R" 1 "bip_index_0_R" 1 "bip_index_1_R" 1 "bip_index_2_R" 1 "bip_middle_0_R" 1 "bip_middle_1_R" 1 "bip_middle_2_R" 1 "bip_ring_0_R" 1 "bip_ring_1_R" 1 "bip_ring_2_R" 1 "bip_pinky_0_R" 1 "bip_pinky_1_R" 1 "bip_pinky_2_R" 1 "bip_toe_L" 0 "bip_toe_R" 0 } $weightlist "weights_Melee_01" { "bip_pelvis" 0 "bip_spine_0" 0 "bip_spine_1" 0 "bip_spine_2" 0 "bip_spine_3" 0 "bip_collar_R" 0 "bip_upperArm_R" 0 "bip_lowerArm_R" 0 "bip_hand_R" 0 "bip_hip_L" 0 "bip_knee_L" 0 "bip_foot_L" 0 "bip_hip_R" 0 "bip_knee_R" 0 "bip_foot_R" 0 "bip_neck" 0 "bip_head" 0 "bip_collar_L" 0 "bip_upperArm_L" 0 "bip_lowerArm_L" 0 "bip_hand_L" 0 "bip_thumb_0_R" 0 "bip_thumb_1_R" 0 "bip_thumb_2_R" 0 "bip_index_0_R" 0 "bip_index_1_R" 0 "bip_index_2_R" 0 "bip_middle_0_R" 0 "bip_middle_1_R" 0 "bip_middle_2_R" 0 "bip_ring_0_R" 0 "bip_ring_1_R" 0 "bip_ring_2_R" 0 "bip_pinky_0_R" 0 "bip_pinky_1_R" 0 "bip_pinky_2_R" 0 "bip_toe_L" 0 "bip_toe_R" 0 } $weightlist "weights_Charger_punch" { "bip_pelvis" 0.25 "bip_spine_0" 0.35 "bip_spine_1" 0.75 "bip_spine_2" 1 "bip_spine_3" 1 "bip_collar_R" 1 "bip_upperArm_R" 1 "bip_lowerArm_R" 1 "bip_hand_R" 1 "bip_hip_L" 0.1 "bip_knee_L" 0 "bip_foot_L" 0 "bip_hip_R" 0.1 "bip_knee_R" 0 "bip_foot_R" 0 "bip_neck" 1 "bip_head" 1 "bip_collar_L" 1 "bip_upperArm_L" 1 "bip_lowerArm_L" 1 "bip_hand_L" 1 "bip_thumb_0_R" 1 "bip_thumb_1_R" 1 "bip_thumb_2_R" 1 "bip_index_0_R" 1 "bip_index_1_R" 1 "bip_index_2_R" 1 "bip_middle_0_R" 1 "bip_middle_1_R" 1 "bip_middle_2_R" 1 "bip_ring_0_R" 1 "bip_ring_1_R" 1 "bip_ring_2_R" 1 "bip_pinky_0_R" 1 "bip_pinky_1_R" 1 "bip_pinky_2_R" 1 "bip_toe_L" 0 "bip_toe_R" 0 } $weightlist "weights_Flinch_left" { "bip_pelvis" 1 "bip_spine_0" 1 "bip_spine_1" 1 "bip_spine_2" 1 "bip_spine_3" 1 "bip_collar_R" 1 "bip_upperArm_R" 1 "bip_lowerArm_R" 1 "bip_hand_R" 1 "bip_hip_L" 0 "bip_knee_L" 0 "bip_foot_L" 0 "bip_hip_R" 0 "bip_knee_R" 0 "bip_foot_R" 0 "bip_neck" 1 "bip_head" 1 "bip_collar_L" 1 "bip_upperArm_L" 1 "bip_lowerArm_L" 1 "bip_hand_L" 1 "bip_thumb_0_R" 1 "bip_thumb_1_R" 1 "bip_thumb_2_R" 1 "bip_index_0_R" 1 "bip_index_1_R" 1 "bip_index_2_R" 1 "bip_middle_0_R" 1 "bip_middle_1_R" 1 "bip_middle_2_R" 1 "bip_ring_0_R" 1 "bip_ring_1_R" 1 "bip_ring_2_R" 1 "bip_pinky_0_R" 1 "bip_pinky_1_R" 1 "bip_pinky_2_R" 1 "bip_toe_L" 0 "bip_toe_R" 0 } $animation "a_charger_AimMatrix_Idle_Standing_straight_up_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Idle_Standing_straight_up_corrective_animation.smd" { } $animation "a_charger_AimMatrix_Idle_Standing_up_right_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Idle_Standing_up_right_corrective_animation.smd" { } $animation "a_charger_AimMatrix_Idle_Standing_up_center_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Idle_Standing_up_center_corrective_animation.smd" { } $animation "a_charger_AimMatrix_Idle_Standing_up_left_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Idle_Standing_up_left_corrective_animation.smd" { } $animation "a_charger_AimMatrix_Idle_Standing_mid_right_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Idle_Standing_mid_right_corrective_animation.smd" { } $animation "a_charger_AimMatrix_Idle_Standing_mid_center_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Idle_Standing_mid_center_corrective_animation.smd" { } $animation "a_charger_AimMatrix_Idle_Standing_mid_left_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Idle_Standing_mid_left_corrective_animation.smd" { } $animation "a_charger_AimMatrix_Idle_Standing_down_right_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Idle_Standing_down_right_corrective_animation.smd" { } $animation "a_charger_AimMatrix_Idle_Standing_down_center_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Idle_Standing_down_center_corrective_animation.smd" { } $animation "a_charger_AimMatrix_Idle_Standing_down_left_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Idle_Standing_down_left_corrective_animation.smd" { } $animation "a_charger_AimMatrix_Run_Standing_straight_up_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Run_Standing_straight_up_corrective_animation.smd" { } $animation "a_charger_AimMatrix_Run_Standing_up_right_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Run_Standing_up_right_corrective_animation.smd" { } $animation "a_charger_AimMatrix_Run_Standing_up_center_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Run_Standing_up_center_corrective_animation.smd" { } $animation "a_charger_AimMatrix_Run_Standing_up_left_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Run_Standing_up_left_corrective_animation.smd" { } $animation "a_charger_AimMatrix_Run_Standing_mid_right_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Run_Standing_mid_right_corrective_animation.smd" { } $animation "a_charger_AimMatrix_Run_Standing_mid_center_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Run_Standing_mid_center_corrective_animation.smd" { } $animation "a_charger_AimMatrix_Run_Standing_mid_left_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Run_Standing_mid_left_corrective_animation.smd" { } $animation "a_charger_AimMatrix_Run_Standing_down_right_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Run_Standing_down_right_corrective_animation.smd" { } $animation "a_charger_AimMatrix_Run_Standing_down_center_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Run_Standing_down_center_corrective_animation.smd" { } $animation "a_charger_AimMatrix_Run_Standing_down_left_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Run_Standing_down_left_corrective_animation.smd" { } $animation "a_charger_AimMatrix_Melee_straight_up_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Melee_straight_up_corrective_animation.smd" { } $animation "a_charger_AimMatrix_Melee_up_right_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Melee_up_right_corrective_animation.smd" { } $animation "a_charger_AimMatrix_Melee_up_center_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Melee_up_center_corrective_animation.smd" { } $animation "a_charger_AimMatrix_Melee_up_left_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Melee_up_left_corrective_animation.smd" { } $animation "a_charger_AimMatrix_Melee_mid_right_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Melee_mid_right_corrective_animation.smd" { } $animation "a_charger_AimMatrix_Melee_mid_center_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Melee_mid_center_corrective_animation.smd" { } $animation "a_charger_AimMatrix_Melee_mid_left_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Melee_mid_left_corrective_animation.smd" { } $animation "a_charger_AimMatrix_Melee_down_right_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Melee_down_right_corrective_animation.smd" { } $animation "a_charger_AimMatrix_Melee_down_center_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Melee_down_center_corrective_animation.smd" { } $animation "a_charger_AimMatrix_Melee_down_left_corrective_animation" "anim_charger_anims\a_charger_AimMatrix_Melee_down_left_corrective_animation.smd" { } $animation "@Melee_01_Delta_corrective_animation" "anim_charger_anims\@Melee_01_Delta_corrective_animation.smd" { } $animation "@Melee_02_Delta_corrective_animation" "anim_charger_anims\@Melee_02_Delta_corrective_animation.smd" { } $animation "@Melee_03_Delta_corrective_animation" "anim_charger_anims\@Melee_03_Delta_corrective_animation.smd" { } $animation "@Flinch_left_corrective_animation" "anim_charger_anims\@Flinch_left_corrective_animation.smd" { } $animation "@Flinch_right_corrective_animation" "anim_charger_anims\@Flinch_right_corrective_animation.smd" { } $animation "@Flinch_stomach_corrective_animation" "anim_charger_anims\@Flinch_stomach_corrective_animation.smd" { } $animation "@Flinch_chest_corrective_animation" "anim_charger_anims\@Flinch_chest_corrective_animation.smd" { } $animation "@Flinch_head_corrective_animation" "anim_charger_anims\@Flinch_head_corrective_animation.smd" { } $animation "@Flinch_back_corrective_animation" "anim_charger_anims\@Flinch_back_corrective_animation.smd" { } $animation "@Flinch_leftleg_corrective_animation" "anim_charger_anims\@Flinch_leftleg_corrective_animation.smd" { } $animation "@Flinch_rightleg_corrective_animation" "anim_charger_anims\@Flinch_rightleg_corrective_animation.smd" { } $animation "a_RunS" "anim_charger_anims\a_RunS.smd" { fps 30 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 32 32 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 32 32 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 32 32 target 0 walkframe 32 LX LY } $animation "a_RunSE" "anim_charger_anims\a_RunSE.smd" { fps 30 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 32 32 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 32 32 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 32 32 target 0 walkframe 32 LX LY } $animation "a_RunE" "anim_charger_anims\a_RunE.smd" { fps 30 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 32 32 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 32 32 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 32 32 target 0 walkframe 32 LX LY } $animation "a_RunNE" "anim_charger_anims\a_RunNE.smd" { fps 30 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 32 32 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 32 32 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 32 32 target 0 walkframe 32 LX LY } $animation "a_RunN" "anim_charger_anims\a_RunN.smd" { fps 30 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 32 32 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 32 32 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 32 32 target 0 walkframe 32 LX LY } $animation "a_RunNW" "anim_charger_anims\a_RunNW.smd" { fps 30 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 32 32 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 32 32 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 32 32 target 0 walkframe 32 LX LY } $animation "a_RunW" "anim_charger_anims\a_RunW.smd" { fps 30 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 32 32 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 32 32 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 32 32 target 0 walkframe 32 LX LY } $animation "a_RunSW" "anim_charger_anims\a_RunSW.smd" { fps 30 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 32 32 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 32 32 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 32 32 target 0 walkframe 32 LX LY } $animation "a_RunZero" "anim_charger_anims\a_RunZero.smd" { fps 30 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 71 71 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 71 71 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 71 71 target 0 } $animation "a_charge" "anim_charger_anims\a_charge.smd" { fps 30 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0 walkframe 30 LX LY } $animation "a_WalkS" "anim_charger_anims\a_WalkS.smd" { fps 30 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 29 29 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 29 29 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 29 29 target 0 walkframe 29 LX LY } $animation "a_WalkSE" "anim_charger_anims\a_WalkSE.smd" { fps 30 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 29 29 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 29 29 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 29 29 target 0 walkframe 29 LX LY } $animation "a_WalkE" "anim_charger_anims\a_WalkE.smd" { fps 30 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 29 29 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 29 29 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 29 29 target 0 walkframe 29 LX LY } $animation "a_WalkNE" "anim_charger_anims\a_WalkNE.smd" { fps 30 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 29 29 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 29 29 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 29 29 target 0 walkframe 29 LX LY } $animation "a_WalkN" "anim_charger_anims\a_WalkN.smd" { fps 30 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 29 29 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 29 29 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 29 29 target 0 walkframe 29 LX LY } $animation "a_WalkNW" "anim_charger_anims\a_WalkNW.smd" { fps 30 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 29 29 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 29 29 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 29 29 target 0 walkframe 29 LX LY } $animation "a_WalkW" "anim_charger_anims\a_WalkW.smd" { fps 30 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 29 29 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 29 29 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 29 29 target 0 walkframe 29 LX LY } $animation "a_WalkSW" "anim_charger_anims\a_WalkSW.smd" { fps 30 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 29 29 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 29 29 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 29 29 target 0 walkframe 29 LX LY } $animation "a_WalkZero" "anim_charger_anims\a_WalkZero.smd" { fps 30 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 70 70 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 70 70 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 70 70 target 0 } $animation "Crouch_Walk_Upper_KNIFE_SBlend" "anim_charger_anims\Crouch_Walk_Upper_KNIFE_SBlend.smd" { fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 0 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 2 walkframe 51 LX LY } $animation "a_Crouch_Walk_Upper_KNIFEN" "anim_charger_anims\a_Crouch_Walk_Upper_KNIFEN.smd" { fps 30 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 0 walkframe 60 LX LY } $animation "a_Crouch_Walk_Upper_KNIFES" "anim_charger_anims\a_Crouch_Walk_Upper_KNIFES.smd" { fps 24.96 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 49 49 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 49 49 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 49 49 target 0 walkframe 49 LX LY } $animation "a_Crouch_Walk_Upper_KNIFESE" "anim_charger_anims\a_Crouch_Walk_Upper_KNIFESE.smd" { fps 24.96 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 49 49 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 49 49 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 49 49 target 0 walkframe 49 LX LY } $animation "a_Crouch_Walk_Upper_KNIFEE" "anim_charger_anims\a_Crouch_Walk_Upper_KNIFEE.smd" { fps 27.4 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 0 walkframe 55 LX LY } $animation "a_Crouch_Walk_Upper_KNIFENE" "anim_charger_anims\a_Crouch_Walk_Upper_KNIFENE.smd" { fps 27.4 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 0 walkframe 55 LX LY } $animation "a_Crouch_Walk_Upper_KNIFENW" "anim_charger_anims\a_Crouch_Walk_Upper_KNIFENW.smd" { fps 27.4 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 0 walkframe 55 LX LY } $animation "a_Crouch_Walk_Upper_KNIFEW" "anim_charger_anims\a_Crouch_Walk_Upper_KNIFEW.smd" { fps 27.4 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 0 walkframe 55 LX LY } $animation "a_Crouch_Walk_Upper_KNIFESW" "anim_charger_anims\a_Crouch_Walk_Upper_KNIFESW.smd" { fps 24.96 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 49 49 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 49 49 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 49 49 target 0 walkframe 49 LX LY } $animation "a_Crouch_Walk_Upper_KNIFEZero" "anim_charger_anims\a_Crouch_Walk_Upper_KNIFEZero.smd" { fps 30 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 74 74 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 74 74 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 74 74 target 0 } $animation "a_charger_AimMatrix_Idle_Standing_neutral" "anim_charger_anims\a_charger_AimMatrix_Idle_Standing_neutral.smd" { fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 0 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 2 } $animation "a_charger_AimMatrix_Idle_Standing_down_right" "anim_charger_anims\a_charger_AimMatrix_Idle_Standing_down_right.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Idle_Standing_down_right_corrective_animation" 0 } $animation "a_charger_AimMatrix_Idle_Standing_down_center" "anim_charger_anims\a_charger_AimMatrix_Idle_Standing_down_center.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Idle_Standing_down_center_corrective_animation" 0 } $animation "a_charger_AimMatrix_Idle_Standing_down_left" "anim_charger_anims\a_charger_AimMatrix_Idle_Standing_down_left.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Idle_Standing_down_left_corrective_animation" 0 } $animation "a_charger_AimMatrix_Idle_Standing_mid_right" "anim_charger_anims\a_charger_AimMatrix_Idle_Standing_mid_right.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Idle_Standing_mid_right_corrective_animation" 0 } $animation "a_charger_AimMatrix_Idle_Standing_mid_center" "anim_charger_anims\a_charger_AimMatrix_Idle_Standing_mid_center.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Idle_Standing_mid_center_corrective_animation" 0 } $animation "a_charger_AimMatrix_Idle_Standing_mid_left" "anim_charger_anims\a_charger_AimMatrix_Idle_Standing_mid_left.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Idle_Standing_mid_left_corrective_animation" 0 } $animation "a_charger_AimMatrix_Idle_Standing_up_right" "anim_charger_anims\a_charger_AimMatrix_Idle_Standing_up_right.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Idle_Standing_up_right_corrective_animation" 0 } $animation "a_charger_AimMatrix_Idle_Standing_up_center" "anim_charger_anims\a_charger_AimMatrix_Idle_Standing_up_center.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Idle_Standing_up_center_corrective_animation" 0 } $animation "a_charger_AimMatrix_Idle_Standing_up_left" "anim_charger_anims\a_charger_AimMatrix_Idle_Standing_up_left.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Idle_Standing_up_left_corrective_animation" 0 } $animation "a_charger_AimMatrix_Idle_Standing_straight_up" "anim_charger_anims\a_charger_AimMatrix_Idle_Standing_straight_up.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Idle_Standing_straight_up_corrective_animation" 0 } $animation "a_charger_AimMatrix_Run_Standing_neutral" "anim_charger_anims\a_charger_AimMatrix_Run_Standing_neutral.smd" { fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 0 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 2 } $animation "a_charger_AimMatrix_Run_Standing_down_right" "anim_charger_anims\a_charger_AimMatrix_Run_Standing_down_right.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Run_Standing_down_right_corrective_animation" 0 } $animation "a_charger_AimMatrix_Run_Standing_down_center" "anim_charger_anims\a_charger_AimMatrix_Run_Standing_down_center.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Run_Standing_down_center_corrective_animation" 0 } $animation "a_charger_AimMatrix_Run_Standing_down_left" "anim_charger_anims\a_charger_AimMatrix_Run_Standing_down_left.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Run_Standing_down_left_corrective_animation" 0 } $animation "a_charger_AimMatrix_Run_Standing_mid_right" "anim_charger_anims\a_charger_AimMatrix_Run_Standing_mid_right.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Run_Standing_mid_right_corrective_animation" 0 } $animation "a_charger_AimMatrix_Run_Standing_mid_center" "anim_charger_anims\a_charger_AimMatrix_Run_Standing_mid_center.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Run_Standing_mid_center_corrective_animation" 0 } $animation "a_charger_AimMatrix_Run_Standing_mid_left" "anim_charger_anims\a_charger_AimMatrix_Run_Standing_mid_left.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Run_Standing_mid_left_corrective_animation" 0 } $animation "a_charger_AimMatrix_Run_Standing_up_right" "anim_charger_anims\a_charger_AimMatrix_Run_Standing_up_right.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Run_Standing_up_right_corrective_animation" 0 } $animation "a_charger_AimMatrix_Run_Standing_up_center" "anim_charger_anims\a_charger_AimMatrix_Run_Standing_up_center.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Run_Standing_up_center_corrective_animation" 0 } $animation "a_charger_AimMatrix_Run_Standing_up_left" "anim_charger_anims\a_charger_AimMatrix_Run_Standing_up_left.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Run_Standing_up_left_corrective_animation" 0 } $animation "a_charger_AimMatrix_Run_Standing_straight_up" "anim_charger_anims\a_charger_AimMatrix_Run_Standing_straight_up.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Run_Standing_straight_up_corrective_animation" 0 } $animation "a_charger_AimMatrix_Melee_neutral" "anim_charger_anims\a_charger_AimMatrix_Melee_neutral.smd" { fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 0 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 2 } $animation "a_charger_AimMatrix_Melee_down_right" "anim_charger_anims\a_charger_AimMatrix_Melee_down_right.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Melee_down_right_corrective_animation" 0 } $animation "a_charger_AimMatrix_Melee_down_center" "anim_charger_anims\a_charger_AimMatrix_Melee_down_center.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Melee_down_center_corrective_animation" 0 } $animation "a_charger_AimMatrix_Melee_down_left" "anim_charger_anims\a_charger_AimMatrix_Melee_down_left.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Melee_down_left_corrective_animation" 0 } $animation "a_charger_AimMatrix_Melee_mid_right" "anim_charger_anims\a_charger_AimMatrix_Melee_mid_right.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Melee_mid_right_corrective_animation" 0 } $animation "a_charger_AimMatrix_Melee_mid_center" "anim_charger_anims\a_charger_AimMatrix_Melee_mid_center.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Melee_mid_center_corrective_animation" 0 } $animation "a_charger_AimMatrix_Melee_mid_left" "anim_charger_anims\a_charger_AimMatrix_Melee_mid_left.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Melee_mid_left_corrective_animation" 0 } $animation "a_charger_AimMatrix_Melee_up_right" "anim_charger_anims\a_charger_AimMatrix_Melee_up_right.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Melee_up_right_corrective_animation" 0 } $animation "a_charger_AimMatrix_Melee_up_center" "anim_charger_anims\a_charger_AimMatrix_Melee_up_center.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Melee_up_center_corrective_animation" 0 } $animation "a_charger_AimMatrix_Melee_up_left" "anim_charger_anims\a_charger_AimMatrix_Melee_up_left.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Melee_up_left_corrective_animation" 0 } $animation "a_charger_AimMatrix_Melee_straight_up" "anim_charger_anims\a_charger_AimMatrix_Melee_straight_up.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_charger_AimMatrix_Melee_straight_up_corrective_animation" 0 } $animation "a_Ladder_Ascend" "anim_charger_anims\a_Ladder_Ascend.smd" { fps 30 loop ikrule "rhand" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 32 32 target 0 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 32 32 target 1 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 32 32 target 2 walkframe 32 LZ } $animation "a_Ladder_Descend" "anim_charger_anims\a_Ladder_Descend.smd" { fps 30 loop ikrule "rhand" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 35 35 target 0 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 35 35 target 1 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 35 35 target 2 walkframe 35 LZ } $animation "a_Ladder_Dismount_1" "anim_charger_anims\a_Ladder_Dismount_1.smd" { fps 30 ikrule "rhand" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 0 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 2 } $animation "a_Ladder_Dismount_2" "anim_charger_anims\a_Ladder_Dismount_2.smd" { fps 30 ikrule "rhand" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 0 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 2 } $animation "a_Ladder_Dismount_3" "anim_charger_anims\a_Ladder_Dismount_3.smd" { fps 30 ikrule "rhand" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 0 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 2 } $animation "a_Ladder_Dismount_4" "anim_charger_anims\a_Ladder_Dismount_4.smd" { fps 30 ikrule "rhand" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 0 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 2 } $sequence "Idle_Upper_KNIFE" { "anim_charger_anims\Idle_Upper_KNIFE.smd" activity "ACT_IDLE" -1 fadein 0.5 fadeout 0.5 addlayer "charger_AimMatrix_Idle_Standing" fps 25 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 71 71 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 71 71 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 71 71 target 0 } $sequence "Crouch_Idle_Upper_KNIFE" { "anim_charger_anims\Crouch_Idle_Upper_KNIFE.smd" activity "ACT_CROUCHIDLE" -1 fadein 0.75 fadeout 0.5 addlayer "charger_AimMatrix_Idle_Standing" fps 30 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 202 202 target 2 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 202 202 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 202 202 target 0 } $sequence "Charger_Run" { "a_RunNE" "a_RunN" "a_RunNW" "a_RunE" "a_RunZero" "a_RunW" "a_RunSE" "a_RunS" "a_RunSW" activity "ACT_RUN" -1 blend "move_y" -1 1 blend "move_x" 1 -1 { event AE_FOOTSTEP_LEFT 5 "" } { event AE_FOOTSTEP_RIGHT 13 "" } { event AE_FOOTSTEP_LEFT 21 "" } { event AE_FOOTSTEP_RIGHT 29 "" } fadein 0.2 fadeout 0.5 addlayer "charger_AimMatrix_Run_Standing" } $sequence "Charger_Charge" { "a_RunNE" "a_charge" "a_RunNW" "a_RunE" "a_RunZero" "a_RunW" "a_RunSE" "a_RunS" "a_RunSW" activity "ACT_TERROR_CHARGER_CHARGE" 1 blend "move_y" -1 1 blend "move_x" 1 -1 { event AE_CL_CREATE_PARTICLE_EFFECT 0 "charger_motion_blur follow_attachment attach_blur" } { event AE_FOOTSTEP_LEFT 7 "" } { event AE_FOOTSTEP_RIGHT 14 "" } { event AE_FOOTSTEP_LEFT 22 "" } { event AE_FOOTSTEP_RIGHT 29 "" } fadein 0.2 fadeout 0.5 addlayer "charger_AimMatrix_Idle_Standing" } $sequence "charger_melee_run_raw" { "anim_charger_anims\charger_melee_run_raw.smd" fadein 0.2 fadeout 0.2 fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 0 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 1 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 2 } $sequence "charger_melee_run_gest" { "anim_charger_anims\charger_melee_run_gest.smd" activity "ACT_TERROR_CHARGER_SWAT" 1 fadein 0.2 fadeout 0.2 fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 37 37 target 0 weightlist "weights_charger_melee_run_gest" } $sequence "Charger_Walk" { "a_WalkNE" "a_WalkN" "a_WalkNW" "a_WalkE" "a_WalkZero" "a_WalkW" "a_WalkSE" "a_WalkS" "a_WalkSW" activity "ACT_WALK" -1 blend "move_y" -1 1 blend "move_x" 1 -1 { event AE_FOOTSTEP_RIGHT 6 "" } { event AE_FOOTSTEP_LEFT 22 "" } fadein 0.2 fadeout 0.5 addlayer "charger_AimMatrix_Idle_Standing" } $sequence "Crouch_Walk_Upper_KNIFE" { "a_Crouch_Walk_Upper_KNIFENW" "a_Crouch_Walk_Upper_KNIFEN" "a_Crouch_Walk_Upper_KNIFENE" "a_Crouch_Walk_Upper_KNIFEW" "a_Crouch_Walk_Upper_KNIFEZero" "a_Crouch_Walk_Upper_KNIFEE" "a_Crouch_Walk_Upper_KNIFESW" "a_Crouch_Walk_Upper_KNIFES" "a_Crouch_Walk_Upper_KNIFESE" activity "ACT_RUN_CROUCH" -1 blend "move_y" -1 1 blend "move_x" 1 -1 { event AE_FOOTSTEP_RIGHT 4 "" } { event AE_FOOTSTEP_LEFT 16 "" } { event AE_FOOTSTEP_RIGHT 35 "" } { event AE_FOOTSTEP_LEFT 48 "" } fadein 0.75 fadeout 0.5 addlayer "charger_AimMatrix_Idle_Standing" } $sequence "charger_AimMatrix_Idle_Standing" { "a_charger_AimMatrix_Idle_Standing_straight_up" "a_charger_AimMatrix_Idle_Standing_straight_up" "a_charger_AimMatrix_Idle_Standing_straight_up" "a_charger_AimMatrix_Idle_Standing_up_right" "a_charger_AimMatrix_Idle_Standing_up_center" "a_charger_AimMatrix_Idle_Standing_up_left" "a_charger_AimMatrix_Idle_Standing_mid_right" "a_charger_AimMatrix_Idle_Standing_mid_center" "a_charger_AimMatrix_Idle_Standing_mid_left" "a_charger_AimMatrix_Idle_Standing_down_right" "a_charger_AimMatrix_Idle_Standing_down_center" "a_charger_AimMatrix_Idle_Standing_down_left" blend "body_yaw" -90 90 blend "body_pitch" -90 45 blendwidth 3 delta fadein 0.2 fadeout 0.2 hidden iklock "rfoot" 1 0 iklock "lfoot" 1 0 } $sequence "charger_AimMatrix_Run_Standing" { "a_charger_AimMatrix_Run_Standing_straight_up" "a_charger_AimMatrix_Run_Standing_straight_up" "a_charger_AimMatrix_Run_Standing_straight_up" "a_charger_AimMatrix_Run_Standing_up_right" "a_charger_AimMatrix_Run_Standing_up_center" "a_charger_AimMatrix_Run_Standing_up_left" "a_charger_AimMatrix_Run_Standing_mid_right" "a_charger_AimMatrix_Run_Standing_mid_center" "a_charger_AimMatrix_Run_Standing_mid_left" "a_charger_AimMatrix_Run_Standing_down_right" "a_charger_AimMatrix_Run_Standing_down_center" "a_charger_AimMatrix_Run_Standing_down_left" blend "body_yaw" -90 90 blend "body_pitch" -90 45 blendwidth 3 delta fadein 0.2 fadeout 0.2 hidden iklock "rfoot" 1 0 iklock "lfoot" 1 0 } $sequence "charger_AimMatrix_Melee" { "a_charger_AimMatrix_Melee_straight_up" "a_charger_AimMatrix_Melee_straight_up" "a_charger_AimMatrix_Melee_straight_up" "a_charger_AimMatrix_Melee_up_right" "a_charger_AimMatrix_Melee_up_center" "a_charger_AimMatrix_Melee_up_left" "a_charger_AimMatrix_Melee_mid_right" "a_charger_AimMatrix_Melee_mid_center" "a_charger_AimMatrix_Melee_mid_left" "a_charger_AimMatrix_Melee_down_right" "a_charger_AimMatrix_Melee_down_center" "a_charger_AimMatrix_Melee_down_left" blend "body_yaw" -90 90 blend "body_pitch" -90 45 blendwidth 3 delta fadein 0.2 fadeout 0.2 hidden iklock "rfoot" 1 0 iklock "lfoot" 1 0 } $sequence "Melee_01_Delta" { "anim_charger_anims\Melee_01_Delta.smd" delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@Melee_01_Delta_corrective_animation" 0 fadein 0.2 fadeout 0.2 hidden iklock "lfoot" 1 0 iklock "rfoot" 1 0 fps 30 walkframe 28 weightlist "weights_Melee_01_Delta" } $sequence "Melee_01_Layer" { "anim_charger_anims\Melee_01_Layer.smd" fadein 0.2 fadeout 0.2 hidden addlayer "Melee_01_Delta" fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 37 37 target 0 usesequence walkframe 28 weightlist "weights_Melee_01_Layer" } $sequence "Melee_01" { "anim_charger_anims\Melee_01.smd" { event AE_ATTACK_HIT 12 "" } fadein 0.2 fadeout 0.2 blendlayer "Melee_01_Layer" 0 8 22 37 spline blendlayer "charger_AimMatrix_Melee" 0 8 22 37 spline fps 33 weightlist "weights_Melee_01" } $sequence "Melee_02_Delta" { "anim_charger_anims\Melee_02_Delta.smd" delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@Melee_02_Delta_corrective_animation" 0 fadein 0.2 fadeout 0.2 hidden iklock "lfoot" 1 0 iklock "rfoot" 1 0 fps 30 walkframe 30 weightlist "weights_Melee_01_Delta" } $sequence "Melee_02_Layer" { "anim_charger_anims\Melee_02_Layer.smd" fadein 0.2 fadeout 0.2 hidden addlayer "Melee_02_Delta" fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 39 39 target 0 usesequence walkframe 30 weightlist "weights_Melee_01_Layer" } $sequence "Melee_02" { "anim_charger_anims\Melee_02.smd" { event AE_ATTACK_HIT 13 "" } fadein 0.2 fadeout 0.2 blendlayer "Melee_02_Layer" 0 8 24 39 spline blendlayer "charger_AimMatrix_Melee" 0 8 24 39 spline fps 33 weightlist "weights_Melee_01" } $sequence "Melee_03_Delta" { "anim_charger_anims\Melee_03_Delta.smd" delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@Melee_03_Delta_corrective_animation" 0 fadein 0.2 fadeout 0.2 hidden iklock "lfoot" 1 0 iklock "rfoot" 1 0 fps 30 walkframe 31 weightlist "weights_Melee_01_Delta" } $sequence "Melee_03_Layer" { "anim_charger_anims\Melee_03_Layer.smd" fadein 0.2 fadeout 0.2 hidden addlayer "Melee_03_Delta" fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 40 40 target 0 usesequence walkframe 31 weightlist "weights_Melee_01_Layer" } $sequence "Melee_03" { "anim_charger_anims\Melee_03.smd" { event AE_ATTACK_HIT 9 "" } fadein 0.2 fadeout 0.2 blendlayer "Melee_03_Layer" 0 8 25 40 spline blendlayer "charger_AimMatrix_Melee" 0 8 25 40 spline fps 33 weightlist "weights_Melee_01" } $sequence "Run_Shoot_KNIFE" { "anim_charger_anims\Run_Shoot_KNIFE.smd" fadein 0.2 fadeout 0.2 blendlayer "Melee_01_Layer" 0 8 22 37 spline blendlayer "charger_AimMatrix_Melee" 0 8 22 37 spline fps 33 weightlist "weights_Melee_01" } $sequence "Walk_Shoot_KNIFE" { "anim_charger_anims\Walk_Shoot_KNIFE.smd" fadein 0.2 fadeout 0.2 blendlayer "Melee_01_Layer" 0 8 22 37 spline blendlayer "charger_AimMatrix_Melee" 0 8 22 37 spline fps 33 weightlist "weights_Melee_01" } $sequence "Idle_Shoot_KNIFE" { "anim_charger_anims\Idle_Shoot_KNIFE.smd" fadein 0.2 fadeout 0.2 blendlayer "Melee_01_Layer" 0 8 22 37 spline blendlayer "charger_AimMatrix_Melee" 0 8 22 37 spline fps 33 weightlist "weights_Melee_01" } $sequence "Crouch_Idle_Shoot_KNIFE" { "anim_charger_anims\Crouch_Idle_Shoot_KNIFE.smd" fadein 0.2 fadeout 0.2 blendlayer "Melee_01_Layer" 0 8 22 37 spline blendlayer "charger_AimMatrix_Melee" 0 8 22 37 spline fps 33 weightlist "weights_Melee_01" } $sequence "Crouch_Walk_Shoot_KNIFE" { "anim_charger_anims\Crouch_Walk_Shoot_KNIFE.smd" fadein 0.2 fadeout 0.2 blendlayer "Melee_01_Layer" 0 8 22 37 spline blendlayer "charger_AimMatrix_Melee" 0 8 22 37 spline fps 33 weightlist "weights_Melee_01" } $sequence "Charger_pound" { "anim_charger_anims\Charger_pound.smd" activity "ACT_TERROR_CHARGER_POUND" 1 { event AE_CHARGER_POUND_VOCALIZE 20 "" } { event AE_CHARGER_POUND_IMPACT 29 "" } fadein 0.2 fadeout 0.2 fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 50 50 target 0 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 50 50 target 1 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 50 50 target 2 } $sequence "Charger_pound_down" { "anim_charger_anims\Charger_pound_down.smd" activity "ACT_TERROR_CHARGER_POUND_DOWN" 1 { event AE_CHARGER_POUND_VOCALIZE 20 "" } { event AE_CHARGER_POUND_IMPACT 29 "" } fadein 0.2 fadeout 0.2 fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 48 48 target 0 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 48 48 target 1 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 48 48 target 2 } $sequence "Charger_pound_down_coach" { "anim_charger_anims\Charger_pound_down_coach.smd" activity "ACT_TERROR_CHARGER_POUND_DOWN_COACH" 1 { event AE_CHARGER_POUND_VOCALIZE 20 "" } { event AE_CHARGER_POUND_IMPACT 29 "" } fadein 0.2 fadeout 0.2 fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 50 50 target 0 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 50 50 target 1 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 50 50 target 2 } $sequence "Charger_pound_down_producer" { "anim_charger_anims\Charger_pound_down_producer.smd" activity "ACT_TERROR_CHARGER_POUND_DOWN_PRODUCER" 1 { event AE_CHARGER_POUND_VOCALIZE 20 "" } { event AE_CHARGER_POUND_IMPACT 29 "" } fadein 0.2 fadeout 0.2 fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 48 48 target 0 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 48 48 target 1 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 48 48 target 2 } $sequence "Charger_pound_north" { "anim_charger_anims\Charger_pound_north.smd" activity "ACT_TERROR_CHARGER_POUND_NORTH" 1 { event AE_CHARGER_POUND_VOCALIZE 18 "" } { event AE_CHARGER_POUND_IMPACT 29 "" } fadein 0.2 fadeout 0.2 fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 48 48 target 0 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 48 48 target 1 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 48 48 target 2 } $sequence "Charger_pound_up" { "anim_charger_anims\Charger_pound_up.smd" activity "ACT_TERROR_CHARGER_POUND_UP" 1 { event AE_CHARGER_POUND_VOCALIZE 16 "" } { event AE_CHARGER_POUND_IMPACT 27 "" } fadein 0.2 fadeout 0.2 fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 48 48 target 0 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 48 48 target 1 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 48 48 target 2 } $sequence "Charger_pummel" { "anim_charger_anims\Charger_pummel.smd" activity "ACT_TERROR_CHARGER_PUMMEL" 1 { event AE_CHARGER_POUND_SOUND 22 "" } fadein 0.2 fadeout 0.2 fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 0 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 1 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 2 } $sequence "Charger_punch" { "anim_charger_anims\Charger_punch.smd" activity "ACT_TERROR_ATTACK" 1 fadein 0.2 fadeout 0.2 fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 36 36 target 0 weightlist "weights_Charger_punch" } $sequence "Charger_slam_ground" { "anim_charger_anims\Charger_slam_ground.smd" activity "ACT_TERROR_SLAM_GROUND" 1 fadein 0.2 fadeout 0.2 fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 24 24 target 0 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 24 24 target 1 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 24 24 target 2 } $sequence "Jump" { "anim_charger_anims\Jump.smd" activity "ACT_JUMP" -1 { event AE_FOOTSTEP_RIGHT 0 "" } { event AE_FOOTSTEP_LEFT 0 "" } fadein 0.1 fadeout 0.3 addlayer "charger_AimMatrix_Idle_Standing" fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 34 34 target 0 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 34 34 target 1 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 34 34 target 2 usesequence walkframe 25 } $sequence "Ladder_Ascend" { "a_Ladder_Ascend" "a_Ladder_Dismount_1" "a_Ladder_Dismount_2" "a_Ladder_Dismount_3" "a_Ladder_Dismount_4" activity "ACT_CLIMB_UP" -1 blend "dismount" 0 1 blendwidth 5 fadein 0.2 fadeout 0.2 } $sequence "Ladder_Descend" { "a_Ladder_Descend" "a_Ladder_Dismount_1" "a_Ladder_Dismount_2" "a_Ladder_Dismount_3" "a_Ladder_Dismount_4" activity "ACT_CLIMB_DOWN" -1 blend "dismount" 0 1 blendwidth 5 fadein 0.2 fadeout 0.2 } $sequence "Shoved_Backward" { "anim_charger_anims\Shoved_Backward.smd" activity "ACT_TERROR_SHOVED_BACKWARD" 1 fadein 0.2 fadeout 0.2 fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 0 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 1 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 2 usesequence walkframe 8 LX LY walkframe 36 LX LY } $sequence "Shoved_Forward" { "anim_charger_anims\Shoved_Forward.smd" activity "ACT_TERROR_SHOVED_FORWARD" 1 fadein 0.1 fadeout 0.5 fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 77 77 target 0 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 77 77 target 1 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 77 77 target 2 usesequence walkframe 30 LX LY walkframe 60 LX LY walkframe 77 LX LY } $sequence "Shoved_Leftward" { "anim_charger_anims\Shoved_Leftward.smd" activity "ACT_TERROR_SHOVED_LEFTWARD" 1 fadein 0.1 fadeout 0.5 fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 104 104 target 0 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 104 104 target 1 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 104 104 target 2 usesequence walkframe 31 LX LY walkframe 42 LX LY walkframe 56 LX LY walkframe 104 LX LY } $sequence "Shoved_Rightward" { "anim_charger_anims\Shoved_Rightward.smd" activity "ACT_TERROR_SHOVED_RIGHTWARD" 1 fadein 0.1 fadeout 0.5 fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 102 102 target 0 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 102 102 target 1 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 102 102 target 2 usesequence walkframe 50 LX LY walkframe 68 LX LY walkframe 102 LX LY } $sequence "Flinch_left" { "anim_charger_anims\Flinch_left.smd" activity "ACT_FLINCH_LEFTARM" 1 delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@Flinch_left_corrective_animation" 0 fadein 0.2 fadeout 0.2 iklock "lfoot" 1 0 iklock "rfoot" 1 0 fps 30 weightlist "weights_Flinch_left" } $sequence "Flinch_right" { "anim_charger_anims\Flinch_right.smd" activity "ACT_FLINCH_RIGHTARM" 1 delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@Flinch_right_corrective_animation" 0 fadein 0.2 fadeout 0.2 iklock "lfoot" 1 0 iklock "rfoot" 1 0 fps 30 weightlist "weights_Flinch_left" } $sequence "Flinch_stomach" { "anim_charger_anims\Flinch_stomach.smd" activity "ACT_FLINCH_STOMACH" 1 delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@Flinch_stomach_corrective_animation" 0 fadein 0.2 fadeout 0.2 iklock "lfoot" 1 0 iklock "rfoot" 1 0 fps 30 weightlist "weights_Flinch_left" } $sequence "Flinch_chest" { "anim_charger_anims\Flinch_chest.smd" activity "ACT_FLINCH_CHEST" 1 delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@Flinch_chest_corrective_animation" 0 fadein 0.2 fadeout 0.2 iklock "lfoot" 1 0 iklock "rfoot" 1 0 fps 30 weightlist "weights_Flinch_left" } $sequence "Flinch_head" { "anim_charger_anims\Flinch_head.smd" activity "ACT_FLINCH_HEAD" 1 delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@Flinch_head_corrective_animation" 0 fadein 0.2 fadeout 0.2 iklock "lfoot" 1 0 iklock "rfoot" 1 0 fps 30 weightlist "weights_Flinch_left" } $sequence "Flinch_back" { "anim_charger_anims\Flinch_back.smd" activity "ACT_FLINCH_CHEST_BACK" 1 delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@Flinch_back_corrective_animation" 0 fadein 0.2 fadeout 0.2 iklock "lfoot" 1 0 iklock "rfoot" 1 0 fps 30 weightlist "weights_Flinch_left" } $sequence "Flinch_leftleg" { "anim_charger_anims\Flinch_leftleg.smd" activity "ACT_FLINCH_LEFTLEG" 1 delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@Flinch_leftleg_corrective_animation" 0 fadein 0.2 fadeout 0.2 fps 30 } $sequence "Flinch_rightleg" { "anim_charger_anims\Flinch_rightleg.smd" activity "ACT_FLINCH_RIGHTLEG" 1 delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@Flinch_rightleg_corrective_animation" 0 fadein 0.2 fadeout 0.2 fps 30 }