// Created by Crowbar 0.71 $modelname "infected/anim_hunter.mdl" $surfaceprop "flesh" $contents "solid" $illumposition -1.38 1.134 31.227 $cdmaterials "models\infected\hunter\" $attachment "lfoot" "ValveBiped.Bip01_L_Foot" 1 3 0 rotate 0 -23 180 $attachment "rfoot" "ValveBiped.Bip01_R_Foot" 1 3 0 rotate 0 -23 -180 $attachment "lhand" "ValveBiped.Bip01_L_Hand" 5 -2 0 rotate 0 0 0 $attachment "rhand" "ValveBiped.Bip01_R_Hand" 5 -2 0 rotate 0 0 0 $cbox 0 0 0 0 0 0 $bbox -19.299 -27.333 -0.345 17.031 24.573 62.8 $hboxset "L4D" $hbox 3 "ValveBiped.Bip01_Pelvis" -7.5 -7.2 -6 7.5 1.8 6 $hbox 6 "ValveBiped.Bip01_L_Thigh" 6 -4.5 -3.5 20 2.5 3.5 $hbox 6 "ValveBiped.Bip01_L_Calf" 1.75 -3 -3 20.25 3 3 $hbox 6 "ValveBiped.Bip01_L_Toe0" -3.5 -1.5 -2.5 3.5 1.5 2.5 $hbox 7 "ValveBiped.Bip01_R_Thigh" 6 -4.5 -3.5 20 2.5 3.5 $hbox 7 "ValveBiped.Bip01_R_Calf" 1.75 -3 -3 20.25 3 3 $hbox 7 "ValveBiped.Bip01_R_Toe0" -3.5 -1.5 -2.5 3.5 1.5 2.5 $hbox 3 "ValveBiped.Bip01_Spine1" -8.5 -7 -7.5 4.5 5 7.5 $hbox 2 "ValveBiped.Bip01_Spine2" -0.95 -5.5 -7.5 11.05 6.5 7.5 $hbox 1 "ValveBiped.Bip01_Neck1" -0.1 -2.5 -2.75 5.3 3.5 2.75 $hbox 1 "ValveBiped.Bip01_Head1" -1.7 -5.05 -3.7 7.7 4.45 3.7 $hbox 4 "ValveBiped.Bip01_L_UpperArm" -1.5 -2.48 -2.2 11.5 2.48 2.2 $hbox 4 "ValveBiped.Bip01_L_Forearm" 0 -2.3 -2.25 12 2.3 2.25 $hbox 4 "ValveBiped.Bip01_L_Hand" 0.28 -2.37 -2.75 6.33 1.49 1.65 $hbox 5 "ValveBiped.Bip01_R_UpperArm" -1.5 -2.48 -2.2 11.5 2.48 2.2 $hbox 5 "ValveBiped.Bip01_R_Forearm" 0 -2.3 -2.25 12 2.3 2.25 $hbox 5 "ValveBiped.Bip01_R_Hand" 0.28 -2.37 -2.75 6.33 1.49 1.65 $skipboneinbbox $definebone "ValveBiped.Bip01_Pelvis" "" 0 0.258113 38.034397 0 0 89.999982 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Thigh" "ValveBiped.Bip01_Pelvis" 3.625659 0 0 1.099678 -85.926191 -89.999982 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Calf" "ValveBiped.Bip01_L_Thigh" 17.934223 0 0 0 3.974493 0 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Foot" "ValveBiped.Bip01_L_Calf" 16.55213 0 0 -3.093972 -70.417317 -5.561759 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Toe0" "ValveBiped.Bip01_L_Foot" 5.708388 0 0 2.120689 -24.322001 -2.886217 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Thigh" "ValveBiped.Bip01_Pelvis" -3.625659 0 0 1.099678 -94.073828 -89.999982 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Calf" "ValveBiped.Bip01_R_Thigh" 17.934227 0 0 0 3.974493 0 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Foot" "ValveBiped.Bip01_R_Calf" 16.55213 0 0 3.093972 -70.417317 6.202899 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Toe0" "ValveBiped.Bip01_R_Foot" 5.708388 0 0 -2.38465 -24.298968 -2.306154 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_Spine" "ValveBiped.Bip01_Pelvis" 0 3.859306 0.127612 4.288131 89.999982 89.999982 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_Spine1" "ValveBiped.Bip01_Spine" 4.399113 0 0 0 -12.684886 0 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_Spine2" "ValveBiped.Bip01_Spine1" 3.741467 0 0 0 2.684593 0 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_Spine4" "ValveBiped.Bip01_Spine2" 5.66819 -0.000001 0 0 21.463629 0 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_Neck1" "ValveBiped.Bip01_Spine4" 5.245052 0 0 0 21.234676 179.999855 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_Head1" "ValveBiped.Bip01_Neck1" 3.843639 0.000002 0 -0.000057 30.073238 0 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Clavicle" "ValveBiped.Bip01_Spine4" 3.976498 2.450276 1.5 -70.185897 -125.072676 26.56496 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_UpperArm" "ValveBiped.Bip01_L_Clavicle" 5.894067 0 0 -7.158187 -37.804725 -77.211792 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Forearm" "ValveBiped.Bip01_L_UpperArm" 11.240311 0.000001 -0.000004 -0.000002 -7.370126 -0.000002 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Hand" "ValveBiped.Bip01_L_Forearm" 11.527788 -0.000008 -0.000031 3.451267 4.404155 76.629723 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Finger4" "ValveBiped.Bip01_L_Hand" 3.137457 -0.206959 -1.415378 12.019343 -14.640155 -5.053378 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Finger41" "ValveBiped.Bip01_L_Finger4" 1.448774 0 0 2.546515 -29.416569 1.435082 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Finger42" "ValveBiped.Bip01_L_Finger41" 0.782463 -0.000002 0 -10.313073 -22.387016 -4.217491 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Finger3" "ValveBiped.Bip01_L_Hand" 3.470783 0.123875 -0.568986 6.934624 -20.463296 1.18132 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Finger31" "ValveBiped.Bip01_L_Finger3" 1.738283 0 0 -5.353947 -29.76619 -3.054671 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Finger32" "ValveBiped.Bip01_L_Finger31" 0.995113 0 0 0.652426 -11.621248 0.134183 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Finger2" "ValveBiped.Bip01_L_Hand" 3.670965 0.088833 0.454204 6.000647 -15.151468 -0.788051 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Finger21" "ValveBiped.Bip01_L_Finger2" 2.115629 0.000004 0 -0.860011 -37.318965 -0.655527 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Finger22" "ValveBiped.Bip01_L_Finger21" 1.143829 -0.000002 0 4.228714 -12.152139 0.909683 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Finger1" "ValveBiped.Bip01_L_Hand" 3.732462 -0.072464 1.41247 0.224428 -15.516954 2.918815 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Finger11" "ValveBiped.Bip01_L_Finger1" 1.798 0.000004 0 4.156406 -33.270046 2.722694 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Finger12" "ValveBiped.Bip01_L_Finger11" 1.040623 0.000002 0 3.398729 -10.872386 0.652369 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Finger0" "ValveBiped.Bip01_L_Hand" 1.076416 -1.012962 1.199774 -22.836556 -13.094089 105.036794 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Finger01" "ValveBiped.Bip01_L_Finger0" 1.974705 0 0 -7.643193 -17.428915 -0.000003 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Finger02" "ValveBiped.Bip01_L_Finger01" 1.349831 0 0 0.044755 15.106553 -0.000003 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Clavicle" "ValveBiped.Bip01_Spine4" 3.976501 2.450275 -1.5 70.185897 -125.072676 -30.87142 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_UpperArm" "ValveBiped.Bip01_R_Clavicle" 5.894067 0 0 9.783597 -37.296012 80.663469 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Forearm" "ValveBiped.Bip01_R_UpperArm" 11.240311 0 -0.000004 -0.000009 -7.37013 0.000003 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Hand" "ValveBiped.Bip01_R_Forearm" 11.527765 -0.000005 0.000019 -3.451503 4.40404 -76.798681 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Finger4" "ValveBiped.Bip01_R_Hand" 3.137477 -0.211136 1.414761 -12.019338 -14.639933 5.222398 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Finger41" "ValveBiped.Bip01_R_Finger4" 1.448776 0 0 -2.546512 -29.416566 -1.43508 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Finger42" "ValveBiped.Bip01_R_Finger41" 0.782467 0 0 10.313074 -22.387005 4.217495 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Finger3" "ValveBiped.Bip01_R_Hand" 3.4708 0.122192 0.56935 -6.934681 -20.463069 -1.012297 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Finger31" "ValveBiped.Bip01_R_Finger3" 1.738281 0.000004 0 5.353949 -29.766183 3.05467 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Finger32" "ValveBiped.Bip01_R_Finger31" 0.995113 0.000002 0 -0.652424 -11.621237 -0.134179 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Finger2" "ValveBiped.Bip01_R_Hand" 3.670986 0.090172 -0.453939 -6.000702 -15.151234 0.957072 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Finger21" "ValveBiped.Bip01_R_Finger2" 2.115631 0.000004 0 0.860012 -37.318955 0.655523 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Finger22" "ValveBiped.Bip01_R_Finger21" 1.143826 0.000002 0 -4.228712 -12.152125 -0.909683 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Finger1" "ValveBiped.Bip01_R_Hand" 3.732483 -0.068298 -1.412675 -0.224485 -15.516728 -2.749851 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Finger11" "ValveBiped.Bip01_R_Finger1" 1.797998 0.000004 0 -4.156407 -33.270036 -2.722694 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Finger12" "ValveBiped.Bip01_R_Finger11" 1.040623 0.000002 0 -3.398729 -10.872367 -0.652371 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Finger0" "ValveBiped.Bip01_R_Hand" 1.076437 -1.00943 -1.202756 22.874715 -13.024477 -104.858205 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Finger01" "ValveBiped.Bip01_R_Finger0" 1.974701 0 0 7.643199 -17.428915 0.000008 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Finger02" "ValveBiped.Bip01_R_Finger01" 1.349827 0 -0.000004 -0.044746 15.106556 0.000006 0 0 0 0 0 0 // The 32 below is a guess until further is known about the format. $animblocksize 32 nostall $bonesaveframe "ValveBiped.Bip01_Pelvis" position rotation $bonesaveframe "ValveBiped.Bip01_L_Thigh" rotation $bonesaveframe "ValveBiped.Bip01_L_Calf" rotation $bonesaveframe "ValveBiped.Bip01_L_Foot" rotation $bonesaveframe "ValveBiped.Bip01_R_Thigh" rotation $bonesaveframe "ValveBiped.Bip01_R_Calf" rotation $bonesaveframe "ValveBiped.Bip01_R_Foot" rotation $bonesaveframe "ValveBiped.Bip01_Spine" rotation $bonesaveframe "ValveBiped.Bip01_Spine1" rotation $bonesaveframe "ValveBiped.Bip01_Spine2" rotation $bonesaveframe "ValveBiped.Bip01_Spine4" rotation $bonesaveframe "ValveBiped.Bip01_Neck1" rotation $bonesaveframe "ValveBiped.Bip01_Head1" rotation $bonesaveframe "ValveBiped.Bip01_L_Clavicle" rotation $bonesaveframe "ValveBiped.Bip01_L_UpperArm" rotation $bonesaveframe "ValveBiped.Bip01_L_Forearm" rotation $bonesaveframe "ValveBiped.Bip01_L_Hand" rotation $bonesaveframe "ValveBiped.Bip01_R_Clavicle" rotation $bonesaveframe "ValveBiped.Bip01_R_UpperArm" rotation $bonesaveframe "ValveBiped.Bip01_R_Forearm" rotation $bonesaveframe "ValveBiped.Bip01_R_Hand" rotation $sectionframes 30 128 $poseparameter "move_yaw" -180 180 loop 360 $poseparameter "body_pitch" -90 90 loop 360 $poseparameter "body_yaw" -180 180 loop 360 $poseparameter "move_y" -1 1 loop 0 $poseparameter "move_x" -1 1 loop 0 $poseparameter "vert_vel" 0 1 loop 0 $poseparameter "horiz_vel" 0 1 loop 0 $poseparameter "dismount" 0 1 loop 0 $ikchain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0 $ikchain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0 $ikchain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0 $ikchain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0 $weightlist "weights_Melee_01_Delta" { "ValveBiped.Bip01_Pelvis" 1 "ValveBiped.Bip01_L_Thigh" 0 "ValveBiped.Bip01_L_Calf" 0 "ValveBiped.Bip01_L_Foot" 0 "ValveBiped.Bip01_L_Toe0" 0 "ValveBiped.Bip01_R_Thigh" 0 "ValveBiped.Bip01_R_Calf" 0 "ValveBiped.Bip01_R_Foot" 0 "ValveBiped.Bip01_R_Toe0" 0 "ValveBiped.Bip01_Spine" 0.75 "ValveBiped.Bip01_Spine1" 0.5 "ValveBiped.Bip01_Spine2" 0.25 "ValveBiped.Bip01_Spine4" 0 "ValveBiped.Bip01_Neck1" 0 "ValveBiped.Bip01_Head1" 0 "ValveBiped.Bip01_L_Clavicle" 0 "ValveBiped.Bip01_L_UpperArm" 0 "ValveBiped.Bip01_L_Forearm" 0 "ValveBiped.Bip01_L_Hand" 0 "ValveBiped.Bip01_L_Finger4" 0 "ValveBiped.Bip01_L_Finger41" 0 "ValveBiped.Bip01_L_Finger42" 0 "ValveBiped.Bip01_L_Finger3" 0 "ValveBiped.Bip01_L_Finger31" 0 "ValveBiped.Bip01_L_Finger32" 0 "ValveBiped.Bip01_L_Finger2" 0 "ValveBiped.Bip01_L_Finger21" 0 "ValveBiped.Bip01_L_Finger22" 0 "ValveBiped.Bip01_L_Finger1" 0 "ValveBiped.Bip01_L_Finger11" 0 "ValveBiped.Bip01_L_Finger12" 0 "ValveBiped.Bip01_L_Finger0" 0 "ValveBiped.Bip01_L_Finger01" 0 "ValveBiped.Bip01_L_Finger02" 0 "ValveBiped.Bip01_R_Clavicle" 0 "ValveBiped.Bip01_R_UpperArm" 0 "ValveBiped.Bip01_R_Forearm" 0 "ValveBiped.Bip01_R_Hand" 0 "ValveBiped.Bip01_R_Finger4" 0 "ValveBiped.Bip01_R_Finger41" 0 "ValveBiped.Bip01_R_Finger42" 0 "ValveBiped.Bip01_R_Finger3" 0 "ValveBiped.Bip01_R_Finger31" 0 "ValveBiped.Bip01_R_Finger32" 0 "ValveBiped.Bip01_R_Finger2" 0 "ValveBiped.Bip01_R_Finger21" 0 "ValveBiped.Bip01_R_Finger22" 0 "ValveBiped.Bip01_R_Finger1" 0 "ValveBiped.Bip01_R_Finger11" 0 "ValveBiped.Bip01_R_Finger12" 0 "ValveBiped.Bip01_R_Finger0" 0 "ValveBiped.Bip01_R_Finger01" 0 "ValveBiped.Bip01_R_Finger02" 0 } $weightlist "weights_Melee_01_Layer" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_L_Thigh" 0 "ValveBiped.Bip01_L_Calf" 0 "ValveBiped.Bip01_L_Foot" 0 "ValveBiped.Bip01_L_Toe0" 0 "ValveBiped.Bip01_R_Thigh" 0 "ValveBiped.Bip01_R_Calf" 0 "ValveBiped.Bip01_R_Foot" 0 "ValveBiped.Bip01_R_Toe0" 0 "ValveBiped.Bip01_Spine" 0.25 "ValveBiped.Bip01_Spine1" 0.5 "ValveBiped.Bip01_Spine2" 0.75 "ValveBiped.Bip01_Spine4" 1 "ValveBiped.Bip01_Neck1" 1 "ValveBiped.Bip01_Head1" 1 "ValveBiped.Bip01_L_Clavicle" 1 "ValveBiped.Bip01_L_UpperArm" 1 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_L_Hand" 1 "ValveBiped.Bip01_L_Finger4" 1 "ValveBiped.Bip01_L_Finger41" 1 "ValveBiped.Bip01_L_Finger42" 1 "ValveBiped.Bip01_L_Finger3" 1 "ValveBiped.Bip01_L_Finger31" 1 "ValveBiped.Bip01_L_Finger32" 1 "ValveBiped.Bip01_L_Finger2" 1 "ValveBiped.Bip01_L_Finger21" 1 "ValveBiped.Bip01_L_Finger22" 1 "ValveBiped.Bip01_L_Finger1" 1 "ValveBiped.Bip01_L_Finger11" 1 "ValveBiped.Bip01_L_Finger12" 1 "ValveBiped.Bip01_L_Finger0" 1 "ValveBiped.Bip01_L_Finger01" 1 "ValveBiped.Bip01_L_Finger02" 1 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_R_UpperArm" 1 "ValveBiped.Bip01_R_Forearm" 1 "ValveBiped.Bip01_R_Hand" 1 "ValveBiped.Bip01_R_Finger4" 1 "ValveBiped.Bip01_R_Finger41" 1 "ValveBiped.Bip01_R_Finger42" 1 "ValveBiped.Bip01_R_Finger3" 1 "ValveBiped.Bip01_R_Finger31" 1 "ValveBiped.Bip01_R_Finger32" 1 "ValveBiped.Bip01_R_Finger2" 1 "ValveBiped.Bip01_R_Finger21" 1 "ValveBiped.Bip01_R_Finger22" 1 "ValveBiped.Bip01_R_Finger1" 1 "ValveBiped.Bip01_R_Finger11" 1 "ValveBiped.Bip01_R_Finger12" 1 "ValveBiped.Bip01_R_Finger0" 1 "ValveBiped.Bip01_R_Finger01" 1 "ValveBiped.Bip01_R_Finger02" 1 } $weightlist "weights_Melee_01" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_L_Thigh" 0 "ValveBiped.Bip01_L_Calf" 0 "ValveBiped.Bip01_L_Foot" 0 "ValveBiped.Bip01_L_Toe0" 0 "ValveBiped.Bip01_R_Thigh" 0 "ValveBiped.Bip01_R_Calf" 0 "ValveBiped.Bip01_R_Foot" 0 "ValveBiped.Bip01_R_Toe0" 0 "ValveBiped.Bip01_Spine" 0 "ValveBiped.Bip01_Spine1" 0 "ValveBiped.Bip01_Spine2" 0 "ValveBiped.Bip01_Spine4" 0 "ValveBiped.Bip01_Neck1" 0 "ValveBiped.Bip01_Head1" 0 "ValveBiped.Bip01_L_Clavicle" 0 "ValveBiped.Bip01_L_UpperArm" 0 "ValveBiped.Bip01_L_Forearm" 0 "ValveBiped.Bip01_L_Hand" 0 "ValveBiped.Bip01_L_Finger4" 0 "ValveBiped.Bip01_L_Finger41" 0 "ValveBiped.Bip01_L_Finger42" 0 "ValveBiped.Bip01_L_Finger3" 0 "ValveBiped.Bip01_L_Finger31" 0 "ValveBiped.Bip01_L_Finger32" 0 "ValveBiped.Bip01_L_Finger2" 0 "ValveBiped.Bip01_L_Finger21" 0 "ValveBiped.Bip01_L_Finger22" 0 "ValveBiped.Bip01_L_Finger1" 0 "ValveBiped.Bip01_L_Finger11" 0 "ValveBiped.Bip01_L_Finger12" 0 "ValveBiped.Bip01_L_Finger0" 0 "ValveBiped.Bip01_L_Finger01" 0 "ValveBiped.Bip01_L_Finger02" 0 "ValveBiped.Bip01_R_Clavicle" 0 "ValveBiped.Bip01_R_UpperArm" 0 "ValveBiped.Bip01_R_Forearm" 0 "ValveBiped.Bip01_R_Hand" 0 "ValveBiped.Bip01_R_Finger4" 0 "ValveBiped.Bip01_R_Finger41" 0 "ValveBiped.Bip01_R_Finger42" 0 "ValveBiped.Bip01_R_Finger3" 0 "ValveBiped.Bip01_R_Finger31" 0 "ValveBiped.Bip01_R_Finger32" 0 "ValveBiped.Bip01_R_Finger2" 0 "ValveBiped.Bip01_R_Finger21" 0 "ValveBiped.Bip01_R_Finger22" 0 "ValveBiped.Bip01_R_Finger1" 0 "ValveBiped.Bip01_R_Finger11" 0 "ValveBiped.Bip01_R_Finger12" 0 "ValveBiped.Bip01_R_Finger0" 0 "ValveBiped.Bip01_R_Finger01" 0 "ValveBiped.Bip01_R_Finger02" 0 } $weightlist "weights_Land_gesture_01" { "ValveBiped.Bip01_Pelvis" 1 "ValveBiped.Bip01_L_Thigh" 0 "ValveBiped.Bip01_L_Calf" 0 "ValveBiped.Bip01_L_Foot" 0 "ValveBiped.Bip01_L_Toe0" 0 "ValveBiped.Bip01_R_Thigh" 0 "ValveBiped.Bip01_R_Calf" 0 "ValveBiped.Bip01_R_Foot" 0 "ValveBiped.Bip01_R_Toe0" 0 "ValveBiped.Bip01_Spine" 1 "ValveBiped.Bip01_Spine1" 1 "ValveBiped.Bip01_Spine2" 1 "ValveBiped.Bip01_Spine4" 1 "ValveBiped.Bip01_Neck1" 1 "ValveBiped.Bip01_Head1" 1 "ValveBiped.Bip01_L_Clavicle" 1 "ValveBiped.Bip01_L_UpperArm" 1 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_L_Hand" 1 "ValveBiped.Bip01_L_Finger4" 1 "ValveBiped.Bip01_L_Finger41" 1 "ValveBiped.Bip01_L_Finger42" 1 "ValveBiped.Bip01_L_Finger3" 1 "ValveBiped.Bip01_L_Finger31" 1 "ValveBiped.Bip01_L_Finger32" 1 "ValveBiped.Bip01_L_Finger2" 1 "ValveBiped.Bip01_L_Finger21" 1 "ValveBiped.Bip01_L_Finger22" 1 "ValveBiped.Bip01_L_Finger1" 1 "ValveBiped.Bip01_L_Finger11" 1 "ValveBiped.Bip01_L_Finger12" 1 "ValveBiped.Bip01_L_Finger0" 1 "ValveBiped.Bip01_L_Finger01" 1 "ValveBiped.Bip01_L_Finger02" 1 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_R_UpperArm" 1 "ValveBiped.Bip01_R_Forearm" 1 "ValveBiped.Bip01_R_Hand" 1 "ValveBiped.Bip01_R_Finger4" 1 "ValveBiped.Bip01_R_Finger41" 1 "ValveBiped.Bip01_R_Finger42" 1 "ValveBiped.Bip01_R_Finger3" 1 "ValveBiped.Bip01_R_Finger31" 1 "ValveBiped.Bip01_R_Finger32" 1 "ValveBiped.Bip01_R_Finger2" 1 "ValveBiped.Bip01_R_Finger21" 1 "ValveBiped.Bip01_R_Finger22" 1 "ValveBiped.Bip01_R_Finger1" 1 "ValveBiped.Bip01_R_Finger11" 1 "ValveBiped.Bip01_R_Finger12" 1 "ValveBiped.Bip01_R_Finger0" 1 "ValveBiped.Bip01_R_Finger01" 1 "ValveBiped.Bip01_R_Finger02" 1 } $weightlist "weights_Idlenoise_03" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_L_Thigh" 0.2 "ValveBiped.Bip01_L_Calf" 0.2 "ValveBiped.Bip01_L_Foot" 0.2 "ValveBiped.Bip01_L_Toe0" 0.2 "ValveBiped.Bip01_R_Thigh" 0.2 "ValveBiped.Bip01_R_Calf" 0.2 "ValveBiped.Bip01_R_Foot" 0.2 "ValveBiped.Bip01_R_Toe0" 0.2 "ValveBiped.Bip01_Spine" 0 "ValveBiped.Bip01_Spine1" 0 "ValveBiped.Bip01_Spine2" 0 "ValveBiped.Bip01_Spine4" 0 "ValveBiped.Bip01_Neck1" 0 "ValveBiped.Bip01_Head1" 0 "ValveBiped.Bip01_L_Clavicle" 0 "ValveBiped.Bip01_L_UpperArm" 0 "ValveBiped.Bip01_L_Forearm" 0 "ValveBiped.Bip01_L_Hand" 0 "ValveBiped.Bip01_L_Finger4" 0 "ValveBiped.Bip01_L_Finger41" 0 "ValveBiped.Bip01_L_Finger42" 0 "ValveBiped.Bip01_L_Finger3" 0 "ValveBiped.Bip01_L_Finger31" 0 "ValveBiped.Bip01_L_Finger32" 0 "ValveBiped.Bip01_L_Finger2" 0 "ValveBiped.Bip01_L_Finger21" 0 "ValveBiped.Bip01_L_Finger22" 0 "ValveBiped.Bip01_L_Finger1" 0 "ValveBiped.Bip01_L_Finger11" 0 "ValveBiped.Bip01_L_Finger12" 0 "ValveBiped.Bip01_L_Finger0" 0 "ValveBiped.Bip01_L_Finger01" 0 "ValveBiped.Bip01_L_Finger02" 0 "ValveBiped.Bip01_R_Clavicle" 0 "ValveBiped.Bip01_R_UpperArm" 0 "ValveBiped.Bip01_R_Forearm" 0 "ValveBiped.Bip01_R_Hand" 0 "ValveBiped.Bip01_R_Finger4" 0 "ValveBiped.Bip01_R_Finger41" 0 "ValveBiped.Bip01_R_Finger42" 0 "ValveBiped.Bip01_R_Finger3" 0 "ValveBiped.Bip01_R_Finger31" 0 "ValveBiped.Bip01_R_Finger32" 0 "ValveBiped.Bip01_R_Finger2" 0 "ValveBiped.Bip01_R_Finger21" 0 "ValveBiped.Bip01_R_Finger22" 0 "ValveBiped.Bip01_R_Finger1" 0 "ValveBiped.Bip01_R_Finger11" 0 "ValveBiped.Bip01_R_Finger12" 0 "ValveBiped.Bip01_R_Finger0" 0 "ValveBiped.Bip01_R_Finger01" 0 "ValveBiped.Bip01_R_Finger02" 0 } $animation "@layer_crouchIdleNoise_corrective_animation" "anim_hunter_anims\@layer_crouchIdleNoise_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Idle_Standing_straight_up_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Standing_straight_up_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Idle_Standing_up_right_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Standing_up_right_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Idle_Standing_up_center_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Standing_up_center_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Idle_Standing_up_left_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Standing_up_left_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Idle_Standing_mid_right_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Standing_mid_right_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Idle_Standing_mid_center_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Standing_mid_center_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Idle_Standing_mid_left_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Standing_mid_left_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Idle_Standing_down_right_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Standing_down_right_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Idle_Standing_down_center_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Standing_down_center_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Idle_Standing_down_left_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Standing_down_left_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Melee_straight_up_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Melee_straight_up_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Melee_up_right_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Melee_up_right_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Melee_up_center_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Melee_up_center_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Melee_up_left_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Melee_up_left_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Melee_mid_right_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Melee_mid_right_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Melee_mid_center_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Melee_mid_center_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Melee_mid_left_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Melee_mid_left_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Melee_down_right_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Melee_down_right_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Melee_down_center_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Melee_down_center_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Melee_down_left_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Melee_down_left_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Idle_Crouching_straight_up_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Crouching_straight_up_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Idle_Crouching_up_right_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Crouching_up_right_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Idle_Crouching_up_center_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Crouching_up_center_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Idle_Crouching_up_left_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Crouching_up_left_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Idle_Crouching_mid_right_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Crouching_mid_right_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Idle_Crouching_mid_center_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Crouching_mid_center_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Idle_Crouching_mid_left_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Crouching_mid_left_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Idle_Crouching_down_right_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Crouching_down_right_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Idle_Crouching_down_center_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Crouching_down_center_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_Idle_Crouching_down_left_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Crouching_down_left_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_CrouchWalking_straight_up_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_CrouchWalking_straight_up_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_CrouchWalking_up_right_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_CrouchWalking_up_right_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_CrouchWalking_up_center_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_CrouchWalking_up_center_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_CrouchWalking_up_left_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_CrouchWalking_up_left_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_CrouchWalking_mid_right_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_CrouchWalking_mid_right_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_CrouchWalking_mid_center_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_CrouchWalking_mid_center_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_CrouchWalking_mid_left_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_CrouchWalking_mid_left_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_CrouchWalking_down_right_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_CrouchWalking_down_right_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_CrouchWalking_down_center_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_CrouchWalking_down_center_corrective_animation.smd" { } $animation "a_Hunter_AimMatrix_CrouchWalking_down_left_corrective_animation" "anim_hunter_anims\a_Hunter_AimMatrix_CrouchWalking_down_left_corrective_animation.smd" { } $animation "@Melee_01_Delta_corrective_animation" "anim_hunter_anims\@Melee_01_Delta_corrective_animation.smd" { } $animation "@Melee_02_Delta_corrective_animation" "anim_hunter_anims\@Melee_02_Delta_corrective_animation.smd" { } $animation "@Melee_03_Delta_corrective_animation" "anim_hunter_anims\@Melee_03_Delta_corrective_animation.smd" { } $animation "@Melee_04_Delta_corrective_animation" "anim_hunter_anims\@Melee_04_Delta_corrective_animation.smd" { } $animation "@hunter_pummel_Delta_corrective_animation" "anim_hunter_anims\@hunter_pummel_Delta_corrective_animation.smd" { } $animation "@Land_gesture_01_corrective_animation" "anim_hunter_anims\@Land_gesture_01_corrective_animation.smd" { } $animation "@Idlenoise_01_corrective_animation" "anim_hunter_anims\@Idlenoise_01_corrective_animation.smd" { } $animation "@Idlenoise_02_corrective_animation" "anim_hunter_anims\@Idlenoise_02_corrective_animation.smd" { } $animation "@Idlenoise_03_corrective_animation" "anim_hunter_anims\@Idlenoise_03_corrective_animation.smd" { } $animation "@Flinch_left_corrective_animation" "anim_hunter_anims\@Flinch_left_corrective_animation.smd" { } $animation "@Flinch_right_corrective_animation" "anim_hunter_anims\@Flinch_right_corrective_animation.smd" { } $animation "@Flinch_stomach_corrective_animation" "anim_hunter_anims\@Flinch_stomach_corrective_animation.smd" { } $animation "@Flinch_chest_corrective_animation" "anim_hunter_anims\@Flinch_chest_corrective_animation.smd" { } $animation "@Flinch_head_corrective_animation" "anim_hunter_anims\@Flinch_head_corrective_animation.smd" { } $animation "@Flinch_back_corrective_animation" "anim_hunter_anims\@Flinch_back_corrective_animation.smd" { } $animation "@Flinch_leftleg_corrective_animation" "anim_hunter_anims\@Flinch_leftleg_corrective_animation.smd" { } $animation "@Flinch_rightleg_corrective_animation" "anim_hunter_anims\@Flinch_rightleg_corrective_animation.smd" { } $animation "@Flinch_Crouch_left_corrective_animation" "anim_hunter_anims\@Flinch_Crouch_left_corrective_animation.smd" { } $animation "@Flinch_Crouch_right_corrective_animation" "anim_hunter_anims\@Flinch_Crouch_right_corrective_animation.smd" { } $animation "@Flinch_Crouch_Center_corrective_animation" "anim_hunter_anims\@Flinch_Crouch_Center_corrective_animation.smd" { } $animation "@Flinch_Crouch_Back_corrective_animation" "anim_hunter_anims\@Flinch_Crouch_Back_corrective_animation.smd" { } $animation "a_RunS" "anim_hunter_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 30 30 target 3 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 2 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 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1 walkframe 30 LX LY } $animation "a_RunN" "anim_hunter_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 31 31 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 31 31 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 31 31 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 31 31 target 1 walkframe 31 LX LY } $animation "a_RunSE" "anim_hunter_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 28 28 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 28 28 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 28 28 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 28 28 target 1 walkframe 28 LX LY } $animation "a_RunE" "anim_hunter_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 31 31 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 31 31 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 31 31 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 31 31 target 1 walkframe 31 LX LY } $animation "a_RunNE" "anim_hunter_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 31 31 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 31 31 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 31 31 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 31 31 target 1 walkframe 31 LX LY } $animation "a_RunNW" "anim_hunter_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 31 31 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 31 31 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 31 31 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 31 31 target 1 walkframe 31 LX LY } $animation "a_RunW" "anim_hunter_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 31 31 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 31 31 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 31 31 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 31 31 target 1 walkframe 31 LX LY } $animation "a_RunSW" "anim_hunter_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 28 28 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 28 28 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 28 28 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 28 28 target 1 walkframe 28 LX LY } $animation "a_RunZero" "anim_hunter_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 59 59 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 59 59 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 59 59 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 59 59 target 1 } $animation "a_Walk_Upper_KnifeN" "anim_hunter_anims\a_Walk_Upper_KnifeN.smd" { fps 26.75 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 56 56 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 56 56 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 56 56 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 56 56 target 1 walkframe 56 LX LY } $animation "a_Walk_Upper_KnifeS" "anim_hunter_anims\a_Walk_Upper_KnifeS.smd" { fps 43.45 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 72 72 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 72 72 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 72 72 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 72 72 target 1 walkframe 72 LX LY } $animation "a_Walk_Upper_KnifeSE" "anim_hunter_anims\a_Walk_Upper_KnifeSE.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 56 56 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 56 56 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 56 56 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 56 56 target 1 walkframe 56 LX LY } $animation "a_Walk_Upper_KnifeE" "anim_hunter_anims\a_Walk_Upper_KnifeE.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 58 58 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 58 58 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 58 58 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 58 58 target 1 walkframe 58 LX LY } $animation "a_Walk_Upper_KnifeNE" "anim_hunter_anims\a_Walk_Upper_KnifeNE.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 58 58 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 58 58 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 58 58 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 58 58 target 1 walkframe 58 LX LY } $animation "a_Walk_Upper_KnifeNW" "anim_hunter_anims\a_Walk_Upper_KnifeNW.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 58 58 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 58 58 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 58 58 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 58 58 target 1 walkframe 58 LX LY } $animation "a_Walk_Upper_KnifeW" "anim_hunter_anims\a_Walk_Upper_KnifeW.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 58 58 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 58 58 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 58 58 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 58 58 target 1 walkframe 58 LX LY } $animation "a_Walk_Upper_KnifeSW" "anim_hunter_anims\a_Walk_Upper_KnifeSW.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 56 56 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 56 56 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 56 56 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 56 56 target 1 walkframe 56 LX LY } $animation "a_Walk_Upper_KnifeZero" "anim_hunter_anims\a_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 79 79 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 79 79 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 79 79 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 79 79 target 1 } $animation "a_Crouch_Walk_Upper_KNIFEN" "anim_hunter_anims\a_Crouch_Walk_Upper_KNIFEN.smd" { fps 50 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 64 64 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 64 64 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 64 64 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 64 64 target 1 walkframe 64 LX LY } $animation "a_Crouch_Walk_Upper_KNIFES" "anim_hunter_anims\a_Crouch_Walk_Upper_KNIFES.smd" { fps 50 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 3 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 2 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 "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1 walkframe 60 LX LY } $animation "a_Crouch_Walk_Upper_KNIFEW" "anim_hunter_anims\a_Crouch_Walk_Upper_KNIFEW.smd" { fps 50 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 64 64 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 64 64 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 64 64 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 64 64 target 1 walkframe 64 LX LY } $animation "a_Crouch_Walk_Upper_KNIFEE" "anim_hunter_anims\a_Crouch_Walk_Upper_KNIFEE.smd" { fps 50 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 64 64 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 64 64 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 64 64 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 64 64 target 1 walkframe 64 LX LY } $animation "a_Crouch_Walk_Upper_KNIFESE" "anim_hunter_anims\a_Crouch_Walk_Upper_KNIFESE.smd" { fps 50 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 64 64 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 64 64 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 64 64 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 64 64 target 1 walkframe 64 LX LY } $animation "a_Crouch_Walk_Upper_KNIFENE" "anim_hunter_anims\a_Crouch_Walk_Upper_KNIFENE.smd" { fps 50 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 64 64 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 64 64 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 64 64 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 64 64 target 1 walkframe 64 LX LY } $animation "a_Crouch_Walk_Upper_KNIFENW" "anim_hunter_anims\a_Crouch_Walk_Upper_KNIFENW.smd" { fps 50 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 64 64 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 64 64 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 64 64 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 64 64 target 1 walkframe 64 LX LY } $animation "a_Crouch_Walk_Upper_KNIFESW" "anim_hunter_anims\a_Crouch_Walk_Upper_KNIFESW.smd" { fps 50 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 64 64 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 64 64 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 64 64 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 64 64 target 1 walkframe 64 LX LY } $animation "a_Crouch_Walk_Upper_KNIFEZero" "anim_hunter_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 3 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 2 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 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 74 74 target 1 } $animation "a_Hunter_AimMatrix_Idle_Standing_neutral" "anim_hunter_anims\a_Hunter_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 "lhand" 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 "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 2 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 3 } $animation "a_Hunter_AimMatrix_Idle_Standing_down_right" "anim_hunter_anims\a_Hunter_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_Hunter_AimMatrix_Idle_Standing_down_right_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_Idle_Standing_down_center" "anim_hunter_anims\a_Hunter_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_Hunter_AimMatrix_Idle_Standing_down_center_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_Idle_Standing_down_left" "anim_hunter_anims\a_Hunter_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_Hunter_AimMatrix_Idle_Standing_down_left_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_Idle_Standing_mid_right" "anim_hunter_anims\a_Hunter_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_Hunter_AimMatrix_Idle_Standing_mid_right_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_Idle_Standing_mid_center" "anim_hunter_anims\a_Hunter_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_Hunter_AimMatrix_Idle_Standing_mid_center_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_Idle_Standing_mid_left" "anim_hunter_anims\a_Hunter_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_Hunter_AimMatrix_Idle_Standing_mid_left_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_Idle_Standing_up_right" "anim_hunter_anims\a_Hunter_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_Hunter_AimMatrix_Idle_Standing_up_right_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_Idle_Standing_up_center" "anim_hunter_anims\a_Hunter_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_Hunter_AimMatrix_Idle_Standing_up_center_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_Idle_Standing_up_left" "anim_hunter_anims\a_Hunter_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_Hunter_AimMatrix_Idle_Standing_up_left_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_Idle_Standing_straight_up" "anim_hunter_anims\a_Hunter_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_Hunter_AimMatrix_Idle_Standing_straight_up_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_Melee_neutral" "anim_hunter_anims\a_Hunter_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 "lhand" 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 "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 2 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 3 } $animation "a_Hunter_AimMatrix_Melee_down_right" "anim_hunter_anims\a_Hunter_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_Hunter_AimMatrix_Melee_down_right_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_Melee_down_center" "anim_hunter_anims\a_Hunter_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_Hunter_AimMatrix_Melee_down_center_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_Melee_down_left" "anim_hunter_anims\a_Hunter_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_Hunter_AimMatrix_Melee_down_left_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_Melee_mid_right" "anim_hunter_anims\a_Hunter_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_Hunter_AimMatrix_Melee_mid_right_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_Melee_mid_center" "anim_hunter_anims\a_Hunter_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_Hunter_AimMatrix_Melee_mid_center_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_Melee_mid_left" "anim_hunter_anims\a_Hunter_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_Hunter_AimMatrix_Melee_mid_left_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_Melee_up_right" "anim_hunter_anims\a_Hunter_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_Hunter_AimMatrix_Melee_up_right_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_Melee_up_center" "anim_hunter_anims\a_Hunter_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_Hunter_AimMatrix_Melee_up_center_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_Melee_up_left" "anim_hunter_anims\a_Hunter_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_Hunter_AimMatrix_Melee_up_left_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_Melee_straight_up" "anim_hunter_anims\a_Hunter_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_Hunter_AimMatrix_Melee_straight_up_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_Idle_Crouching_neutral" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Crouching_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 "lhand" 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 "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 2 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 3 } $animation "a_Hunter_AimMatrix_Idle_Crouching_down_right" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Crouching_down_right.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_Hunter_AimMatrix_Idle_Crouching_down_right_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_Idle_Crouching_down_center" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Crouching_down_center.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_Hunter_AimMatrix_Idle_Crouching_down_center_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_Idle_Crouching_down_left" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Crouching_down_left.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_Hunter_AimMatrix_Idle_Crouching_down_left_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_Idle_Crouching_mid_right" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Crouching_mid_right.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_Hunter_AimMatrix_Idle_Crouching_mid_right_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_Idle_Crouching_mid_center" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Crouching_mid_center.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_Hunter_AimMatrix_Idle_Crouching_mid_center_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_Idle_Crouching_mid_left" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Crouching_mid_left.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_Hunter_AimMatrix_Idle_Crouching_mid_left_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_Idle_Crouching_up_right" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Crouching_up_right.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_Hunter_AimMatrix_Idle_Crouching_up_right_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_Idle_Crouching_up_center" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Crouching_up_center.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_Hunter_AimMatrix_Idle_Crouching_up_center_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_Idle_Crouching_up_left" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Crouching_up_left.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_Hunter_AimMatrix_Idle_Crouching_up_left_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_Idle_Crouching_straight_up" "anim_hunter_anims\a_Hunter_AimMatrix_Idle_Crouching_straight_up.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_Hunter_AimMatrix_Idle_Crouching_straight_up_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_CrouchWalking_neutral" "anim_hunter_anims\a_Hunter_AimMatrix_CrouchWalking_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 "lhand" 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 "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 2 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 3 } $animation "a_Hunter_AimMatrix_CrouchWalking_down_right" "anim_hunter_anims\a_Hunter_AimMatrix_CrouchWalking_down_right.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_Hunter_AimMatrix_CrouchWalking_down_right_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_CrouchWalking_down_center" "anim_hunter_anims\a_Hunter_AimMatrix_CrouchWalking_down_center.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_Hunter_AimMatrix_CrouchWalking_down_center_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_CrouchWalking_down_left" "anim_hunter_anims\a_Hunter_AimMatrix_CrouchWalking_down_left.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_Hunter_AimMatrix_CrouchWalking_down_left_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_CrouchWalking_mid_right" "anim_hunter_anims\a_Hunter_AimMatrix_CrouchWalking_mid_right.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_Hunter_AimMatrix_CrouchWalking_mid_right_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_CrouchWalking_mid_center" "anim_hunter_anims\a_Hunter_AimMatrix_CrouchWalking_mid_center.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_Hunter_AimMatrix_CrouchWalking_mid_center_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_CrouchWalking_mid_left" "anim_hunter_anims\a_Hunter_AimMatrix_CrouchWalking_mid_left.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_Hunter_AimMatrix_CrouchWalking_mid_left_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_CrouchWalking_up_right" "anim_hunter_anims\a_Hunter_AimMatrix_CrouchWalking_up_right.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_Hunter_AimMatrix_CrouchWalking_up_right_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_CrouchWalking_up_center" "anim_hunter_anims\a_Hunter_AimMatrix_CrouchWalking_up_center.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_Hunter_AimMatrix_CrouchWalking_up_center_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_CrouchWalking_up_left" "anim_hunter_anims\a_Hunter_AimMatrix_CrouchWalking_up_left.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_Hunter_AimMatrix_CrouchWalking_up_left_corrective_animation" 0 } $animation "a_Hunter_AimMatrix_CrouchWalking_straight_up" "anim_hunter_anims\a_Hunter_AimMatrix_CrouchWalking_straight_up.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_Hunter_AimMatrix_CrouchWalking_straight_up_corrective_animation" 0 } $animation "a_lunge_low_nav_01" "anim_hunter_anims\a_lunge_low_nav_01.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 11 11 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 11 11 target 1 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 11 11 target 2 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 11 11 target 3 walkframe 5 LZ walkframe 6 } $animation "a_lunge_high_nav_01" "anim_hunter_anims\a_lunge_high_nav_01.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 11 11 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 11 11 target 1 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 11 11 target 2 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 11 11 target 3 walkframe 5 LZ walkframe 6 } $animation "Lunge_Land_low_nav_01_contact" "anim_hunter_anims\Lunge_Land_low_nav_01_contact.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 "lhand" 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 "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 2 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 3 } $animation "Lunge_Land_low_nav_01_contact2" "anim_hunter_anims\Lunge_Land_low_nav_01_contact2.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 "lhand" 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 "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 2 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 3 } $animation "Lunge_Land_low_nav_01_endPose" "anim_hunter_anims\Lunge_Land_low_nav_01_endPose.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 "lhand" 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 "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 2 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 3 } $animation "Lunge_Land_high_nav_01_contact" "anim_hunter_anims\Lunge_Land_high_nav_01_contact.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 "lhand" 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 "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 2 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 3 } $animation "Lunge_Land_high_nav_01_contact2" "anim_hunter_anims\Lunge_Land_high_nav_01_contact2.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 "lhand" 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 "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 2 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 3 } $animation "Lunge_Land_high_nav_01_endPose" "anim_hunter_anims\Lunge_Land_high_nav_01_endPose.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 "lhand" 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 "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 2 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 3 } $animation "a_pounce_low_01" "anim_hunter_anims\a_pounce_low_01.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 10 10 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 10 10 target 1 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 10 10 target 2 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 10 10 target 3 walkframe 5 LZ walkframe 6 } $animation "a_Lunge_OntoWall_01" "anim_hunter_anims\a_Lunge_OntoWall_01.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 18 18 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 18 18 target 1 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 18 18 target 2 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 18 18 target 3 walkframe 9 } $animation "a_Lunge_OntoWall_02" "anim_hunter_anims\a_Lunge_OntoWall_02.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 22 22 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 22 22 target 1 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 22 22 target 2 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 22 22 target 3 walkframe 13 } $animation "a_right" "anim_hunter_anims\a_right.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 14 14 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 14 14 target 1 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 14 14 target 2 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 14 14 target 3 } $animation "a_back" "anim_hunter_anims\a_back.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 14 14 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 14 14 target 1 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 14 14 target 2 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 14 14 target 3 } $animation "a_left" "anim_hunter_anims\a_left.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 14 14 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 14 14 target 1 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 14 14 target 2 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 14 14 target 3 } $animation "a_Ladder_Ascend" "anim_hunter_anims\a_Ladder_Ascend.smd" { fps 30 loop ikrule "lhand" 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" 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 2 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 3 walkframe 32 LZ } $animation "a_Ladder_Descend" "anim_hunter_anims\a_Ladder_Descend.smd" { fps 30 loop ikrule "lhand" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 35 35 target 1 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 2 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 3 walkframe 35 LZ } $animation "a_Ladder_Dismount_1" "anim_hunter_anims\a_Ladder_Dismount_1.smd" { fps 30 ikrule "lhand" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1 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 2 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 3 } $animation "a_Ladder_Dismount_2" "anim_hunter_anims\a_Ladder_Dismount_2.smd" { fps 30 ikrule "lhand" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1 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 2 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 3 } $animation "a_Ladder_Dismount_3" "anim_hunter_anims\a_Ladder_Dismount_3.smd" { fps 30 ikrule "lhand" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1 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 2 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 3 } $animation "a_Ladder_Dismount_4" "anim_hunter_anims\a_Ladder_Dismount_4.smd" { fps 30 ikrule "lhand" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1 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 2 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 3 } $sequence "Idle_Upper_KNIFE" { "anim_hunter_anims\Idle_Upper_KNIFE.smd" fadein 0.2 fadeout 0.2 addlayer "Hunter_AimMatrix_Idle_Standing" fps 30 ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 103 103 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 103 103 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 103 103 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 103 103 target 1 } $sequence "Idle_Standing_01" { "anim_hunter_anims\Idle_Standing_01.smd" activity "ACT_IDLE" 1 fadein 0.5 fadeout 0.5 addlayer "Hunter_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 0 103 103 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 103 103 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 103 103 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 103 103 target 1 } $sequence "Idle_Standing_02" { "anim_hunter_anims\Idle_Standing_02.smd" activity "ACT_IDLE" 1 fadein 0.5 fadeout 0.5 addlayer "Hunter_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 80 80 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 80 80 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 80 80 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 80 80 target 1 } $sequence "Idle_Standing_03" { "anim_hunter_anims\Idle_Standing_03.smd" activity "ACT_IDLE" 1 fadein 0.5 fadeout 0.5 addlayer "Hunter_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 82 82 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 82 82 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 82 82 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 82 82 target 1 } $sequence "idle_crouch_pose" { "anim_hunter_anims\idle_crouch_pose.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 10 10 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 10 10 target 1 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 10 10 target 2 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 10 10 target 3 } $sequence "layer_crouchIdleNoise" { "anim_hunter_anims\layer_crouchIdleNoise.smd" delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@layer_crouchIdleNoise_corrective_animation" 0 fadein 0.2 fadeout 0.2 hidden iklock "rfoot" 1 0 iklock "lfoot" 1 0 iklock "rhand" 1 0 iklock "lhand" 1 0 realtime fps 30 loop } $sequence "Idle_Crouching_01" { "anim_hunter_anims\Idle_Crouching_01.smd" activity "ACT_CROUCHIDLE" 1 fadein 0.2 fadeout 0.2 addlayer "layer_crouchIdleNoise" fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 59 59 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 59 59 target 1 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 59 59 target 2 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 59 59 target 3 usesequence } $sequence "Run_Upper_KNIFE" { "a_RunNW" "a_RunN" "a_RunNE" "a_RunW" "a_RunZero" "a_RunE" "a_RunSW" "a_RunS" "a_RunSE" activity "ACT_RUN" -1 blend "move_y" -1 1 blend "move_x" 1 -1 { event AE_FOOTSTEP_RIGHT 6 "" } { event AE_FOOTSTEP_LEFT 13 "" } { event AE_FOOTSTEP_RIGHT 21 "" } { event AE_FOOTSTEP_LEFT 29 "" } fadein 0.2 fadeout 0.5 addlayer "Hunter_AimMatrix_Idle_Standing" } $sequence "Walk_Upper_Knife" { "a_Walk_Upper_KnifeNW" "a_Walk_Upper_KnifeN" "a_Walk_Upper_KnifeNE" "a_Walk_Upper_KnifeW" "a_Walk_Upper_KnifeZero" "a_Walk_Upper_KnifeE" "a_Walk_Upper_KnifeSW" "a_Walk_Upper_KnifeS" "a_Walk_Upper_KnifeSE" activity "ACT_WALK" -1 blend "move_y" -1 1 blend "move_x" 1 -1 { event AE_FOOTSTEP_RIGHT 9 "" } { event AE_FOOTSTEP_LEFT 22 "" } { event AE_FOOTSTEP_RIGHT 36 "" } { event AE_FOOTSTEP_LEFT 51 "" } fadein 0.5 fadeout 0.5 addlayer "Hunter_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 fadein 0.2 fadeout 0.2 addlayer "Hunter_AimMatrix_CrouchWalking" } $sequence "crouchWalkN_raw" { "anim_hunter_anims\crouchWalkN_raw.smd" fadein 0.2 fadeout 0.2 fps 30 loop ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 62 62 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 62 62 target 1 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 62 62 target 2 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 62 62 target 3 usesequence walkframe 62 LX LY } $sequence "Hunter_AimMatrix_Idle_Standing" { "a_Hunter_AimMatrix_Idle_Standing_straight_up" "a_Hunter_AimMatrix_Idle_Standing_straight_up" "a_Hunter_AimMatrix_Idle_Standing_straight_up" "a_Hunter_AimMatrix_Idle_Standing_up_right" "a_Hunter_AimMatrix_Idle_Standing_up_center" "a_Hunter_AimMatrix_Idle_Standing_up_left" "a_Hunter_AimMatrix_Idle_Standing_mid_right" "a_Hunter_AimMatrix_Idle_Standing_mid_center" "a_Hunter_AimMatrix_Idle_Standing_mid_left" "a_Hunter_AimMatrix_Idle_Standing_down_right" "a_Hunter_AimMatrix_Idle_Standing_down_center" "a_Hunter_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 "Hunter_AimMatrix_Melee" { "a_Hunter_AimMatrix_Melee_straight_up" "a_Hunter_AimMatrix_Melee_straight_up" "a_Hunter_AimMatrix_Melee_straight_up" "a_Hunter_AimMatrix_Melee_up_right" "a_Hunter_AimMatrix_Melee_up_center" "a_Hunter_AimMatrix_Melee_up_left" "a_Hunter_AimMatrix_Melee_mid_right" "a_Hunter_AimMatrix_Melee_mid_center" "a_Hunter_AimMatrix_Melee_mid_left" "a_Hunter_AimMatrix_Melee_down_right" "a_Hunter_AimMatrix_Melee_down_center" "a_Hunter_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 "Hunter_AimMatrix_Idle_Crouching" { "a_Hunter_AimMatrix_Idle_Crouching_straight_up" "a_Hunter_AimMatrix_Idle_Crouching_straight_up" "a_Hunter_AimMatrix_Idle_Crouching_straight_up" "a_Hunter_AimMatrix_Idle_Crouching_up_right" "a_Hunter_AimMatrix_Idle_Crouching_up_center" "a_Hunter_AimMatrix_Idle_Crouching_up_left" "a_Hunter_AimMatrix_Idle_Crouching_mid_right" "a_Hunter_AimMatrix_Idle_Crouching_mid_center" "a_Hunter_AimMatrix_Idle_Crouching_mid_left" "a_Hunter_AimMatrix_Idle_Crouching_down_right" "a_Hunter_AimMatrix_Idle_Crouching_down_center" "a_Hunter_AimMatrix_Idle_Crouching_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 iklock "rhand" 1 0 iklock "lhand" 1 0 } $sequence "Hunter_AimMatrix_CrouchWalking" { "a_Hunter_AimMatrix_CrouchWalking_straight_up" "a_Hunter_AimMatrix_CrouchWalking_straight_up" "a_Hunter_AimMatrix_CrouchWalking_straight_up" "a_Hunter_AimMatrix_CrouchWalking_up_right" "a_Hunter_AimMatrix_CrouchWalking_up_center" "a_Hunter_AimMatrix_CrouchWalking_up_left" "a_Hunter_AimMatrix_CrouchWalking_mid_right" "a_Hunter_AimMatrix_CrouchWalking_mid_center" "a_Hunter_AimMatrix_CrouchWalking_mid_left" "a_Hunter_AimMatrix_CrouchWalking_down_right" "a_Hunter_AimMatrix_CrouchWalking_down_center" "a_Hunter_AimMatrix_CrouchWalking_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 iklock "rhand" 1 0 iklock "lhand" 1 0 } $sequence "Melee" { "anim_hunter_anims\Melee.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 0 128 128 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 128 128 target 1 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 128 128 target 2 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 128 128 target 3 } $sequence "Melee_01_Delta" { "anim_hunter_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 37 weightlist "weights_Melee_01_Delta" } $sequence "Melee_01_Layer" { "anim_hunter_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 46 46 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 46 46 target 1 usesequence walkframe 37 weightlist "weights_Melee_01_Layer" } $sequence "Melee_01" { "anim_hunter_anims\Melee_01.smd" activity "ACT_TERROR_ATTACK" 1 { event AE_ATTACK_HIT 19 "" } fadein 0.2 fadeout 0.2 blendlayer "Melee_01_Layer" 0 9 32 46 spline blendlayer "Hunter_AimMatrix_Melee" 0 9 32 46 spline fps 35 weightlist "weights_Melee_01" } $sequence "Melee_02_Delta" { "anim_hunter_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 36 weightlist "weights_Melee_01_Delta" } $sequence "Melee_02_Layer" { "anim_hunter_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 45 45 target 0 usesequence ikrule "lhand" 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 walkframe 36 weightlist "weights_Melee_01_Layer" } $sequence "Melee_02" { "anim_hunter_anims\Melee_02.smd" activity "ACT_TERROR_ATTACK" 1 { event AE_ATTACK_HIT 20 "" } fadein 0.2 fadeout 0.2 blendlayer "Melee_02_Layer" 0 9 32 45 spline blendlayer "Hunter_AimMatrix_Melee" 0 9 32 45 spline fps 35 weightlist "weights_Melee_01" } $sequence "Melee_03_Delta" { "anim_hunter_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 33 weightlist "weights_Melee_01_Delta" } $sequence "Melee_03_Layer" { "anim_hunter_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 42 42 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 42 42 target 1 usesequence walkframe 33 weightlist "weights_Melee_01_Layer" } $sequence "Melee_03" { "anim_hunter_anims\Melee_03.smd" activity "ACT_TERROR_ATTACK" 1 { event AE_ATTACK_HIT 19 "" } fadein 0.2 fadeout 0.2 blendlayer "Melee_03_Layer" 0 9 28 42 spline blendlayer "Hunter_AimMatrix_Melee" 0 9 28 42 spline fps 35 weightlist "weights_Melee_01" } $sequence "Melee_04_Delta" { "anim_hunter_anims\Melee_04_Delta.smd" delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@Melee_04_Delta_corrective_animation" 0 fadein 0.2 fadeout 0.2 hidden iklock "lfoot" 1 0 iklock "rfoot" 1 0 fps 30 walkframe 29 weightlist "weights_Melee_01_Delta" } $sequence "Melee_04_Layer" { "anim_hunter_anims\Melee_04_Layer.smd" fadein 0.2 fadeout 0.2 hidden addlayer "Melee_04_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 38 38 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 38 38 target 1 usesequence walkframe 29 weightlist "weights_Melee_01_Layer" } $sequence "Melee_04" { "anim_hunter_anims\Melee_04.smd" activity "ACT_TERROR_ATTACK" 1 { event AE_ATTACK_HIT 19 "" } fadein 0.2 fadeout 0.2 blendlayer "Melee_04_Layer" 0 9 28 38 spline blendlayer "Hunter_AimMatrix_Melee" 0 9 28 38 spline fps 35 weightlist "weights_Melee_01" } $sequence "hunter_pummel" { "anim_hunter_anims\hunter_pummel.smd" activity "ACT_TERROR_ATTACK_PUMMEL" 1 { event AE_ATTACK_HIT 22 "" } fadein 0.2 fadeout 0.2 blendlayer "hunter_pummel_Layer" 0 9 40 52 spline blendlayer "Hunter_AimMatrix_Melee" 0 9 40 52 spline fps 30 weightlist "weights_Melee_01" } $sequence "hunter_pummel_Delta" { "anim_hunter_anims\hunter_pummel_Delta.smd" delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@hunter_pummel_Delta_corrective_animation" 0 fadein 0.2 fadeout 0.2 hidden iklock "lfoot" 1 0 iklock "rfoot" 1 0 fps 30 walkframe 43 weightlist "weights_Melee_01_Delta" } $sequence "hunter_pummel_Layer" { "anim_hunter_anims\hunter_pummel_Layer.smd" fadein 0.2 fadeout 0.2 hidden addlayer "hunter_pummel_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 52 52 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 52 52 target 1 usesequence walkframe 43 weightlist "weights_Melee_01_Layer" } $sequence "Run_Shoot_KNIFE" { "anim_hunter_anims\Run_Shoot_KNIFE.smd" fadein 0.2 fadeout 0.2 blendlayer "Melee_01_Layer" 0 9 32 46 spline blendlayer "Hunter_AimMatrix_Melee" 0 9 32 46 spline fps 35 weightlist "weights_Melee_01" } $sequence "Walk_Shoot_KNIFE" { "anim_hunter_anims\Walk_Shoot_KNIFE.smd" fadein 0.2 fadeout 0.2 blendlayer "Melee_01_Layer" 0 9 32 46 spline blendlayer "Hunter_AimMatrix_Melee" 0 9 32 46 spline fps 35 weightlist "weights_Melee_01" } $sequence "Idle_Shoot_KNIFE" { "anim_hunter_anims\Idle_Shoot_KNIFE.smd" fadein 0.2 fadeout 0.2 blendlayer "Melee_01_Layer" 0 9 32 46 spline blendlayer "Hunter_AimMatrix_Melee" 0 9 32 46 spline fps 35 weightlist "weights_Melee_01" } $sequence "Crouch_Idle_Shoot_KNIFE" { "anim_hunter_anims\Crouch_Idle_Shoot_KNIFE.smd" fadein 0.2 fadeout 0.2 blendlayer "Melee_01_Layer" 0 9 32 46 spline blendlayer "Hunter_AimMatrix_Melee" 0 9 32 46 spline fps 35 weightlist "weights_Melee_01" } $sequence "Crouch_Walk_Shoot_KNIFE" { "anim_hunter_anims\Crouch_Walk_Shoot_KNIFE.smd" fadein 0.2 fadeout 0.2 blendlayer "Melee_01_Layer" 0 9 32 46 spline blendlayer "Hunter_AimMatrix_Melee" 0 9 32 46 spline fps 35 weightlist "weights_Melee_01" } $sequence "Melee_Pounce" { "anim_hunter_anims\Melee_Pounce.smd" activity "ACT_TERROR_HUNTER_POUNCE_MELEE" -1 { event AE_CL_CREATE_PARTICLE_EFFECT 40 "hunter_stab start_at_attachment lhand" } { event AE_CL_CREATE_PARTICLE_EFFECT 53 "hunter_stab start_at_attachment rhand" } { event AE_CL_CREATE_PARTICLE_EFFECT 67 "hunter_stab start_at_attachment lhand" } { event AE_CL_CREATE_PARTICLE_EFFECT 106 "hunter_stab start_at_attachment lhand" } { event AE_CL_CREATE_PARTICLE_EFFECT 119 "hunter_stab start_at_attachment rhand" } { event AE_CL_CREATE_PARTICLE_EFFECT 155 "hunter_stab start_at_attachment lhand" } { event AE_CL_CREATE_PARTICLE_EFFECT 155 "hunter_stab start_at_attachment rhand" } { event AE_CL_CREATE_PARTICLE_EFFECT 221 "hunter_stab start_at_attachment lhand" } { event AE_CL_CREATE_PARTICLE_EFFECT 235 "hunter_stab start_at_attachment rhand" } { event AE_CL_CREATE_PARTICLE_EFFECT 250 "hunter_stab start_at_attachment lhand" } { event AE_CL_CREATE_PARTICLE_EFFECT 268 "hunter_stab start_at_attachment rhand" } { event AE_CL_CREATE_PARTICLE_EFFECT 310 "hunter_stab start_at_attachment lhand" } { event AE_CL_CREATE_PARTICLE_EFFECT 314 "hunter_stab start_at_attachment rhand" } { event AE_CL_CREATE_PARTICLE_EFFECT 22 "hunter_claw follow_attachment lhand" } { event AE_CL_CREATE_PARTICLE_EFFECT 42 "hunter_claw follow_attachment rhand" } { event AE_CL_CREATE_PARTICLE_EFFECT 53 "hunter_claw follow_attachment lhand" } { event AE_CL_CREATE_PARTICLE_EFFECT 65 "hunter_claw follow_attachment rhand" } { event AE_CL_CREATE_PARTICLE_EFFECT 85 "hunter_claw follow_attachment lhand" } { event AE_CL_CREATE_PARTICLE_EFFECT 100 "hunter_claw follow_attachment rhand" } { event AE_CL_CREATE_PARTICLE_EFFECT 131 "hunter_claw follow_attachment lhand" } { event AE_CL_CREATE_PARTICLE_EFFECT 129 "hunter_claw follow_attachment rhand" } { event AE_CL_CREATE_PARTICLE_EFFECT 164 "hunter_claw follow_attachment lhand" } { event AE_CL_CREATE_PARTICLE_EFFECT 165 "hunter_claw follow_attachment rhand" } { event AE_CL_CREATE_PARTICLE_EFFECT 200 "hunter_claw follow_attachment lhand" } { event AE_CL_CREATE_PARTICLE_EFFECT 202 "hunter_claw follow_attachment rhand" } { event AE_CL_CREATE_PARTICLE_EFFECT 235 "hunter_claw follow_attachment lhand" } { event AE_CL_CREATE_PARTICLE_EFFECT 254 "hunter_claw follow_attachment rhand" } { event AE_CL_CREATE_PARTICLE_EFFECT 277 "hunter_claw follow_attachment lhand" } { event AE_CL_CREATE_PARTICLE_EFFECT 277 "hunter_claw follow_attachment rhand" } { event 5004 40 "PlayerZombie.AttackHit" } { event 5004 53 "PlayerZombie.AttackHit" } { event 5004 67 "PlayerZombie.AttackHit" } { event 5004 106 "PlayerZombie.AttackHit" } { event 5004 119 "PlayerZombie.AttackHit" } { event 5004 155 "PlayerZombie.AttackHit" } { event 5004 155 "PlayerZombie.AttackHit" } { event 5004 221 "PlayerZombie.AttackHit" } { event 5004 235 "PlayerZombie.AttackHit" } { event 5004 250 "PlayerZombie.AttackHit" } { event 5004 268 "PlayerZombie.AttackHit" } { event 5004 310 "PlayerZombie.AttackHit" } { event 5004 314 "PlayerZombie.AttackHit" } { event 5004 22 "PlayerZombie.AttackHit" } { event 5004 42 "PlayerZombie.AttackHit" } { event 5004 53 "PlayerZombie.AttackHit" } { event 5004 65 "PlayerZombie.AttackHit" } { event 5004 85 "PlayerZombie.AttackHit" } { event 5004 100 "PlayerZombie.AttackHit" } { event 5004 131 "PlayerZombie.AttackHit" } { event 5004 129 "PlayerZombie.AttackHit" } { event 5004 164 "PlayerZombie.AttackHit" } { event 5004 165 "PlayerZombie.AttackHit" } { event 5004 200 "PlayerZombie.AttackHit" } { event 5004 202 "PlayerZombie.AttackHit" } { event 5004 235 "PlayerZombie.AttackHit" } { event 5004 254 "PlayerZombie.AttackHit" } { event 5004 277 "PlayerZombie.AttackHit" } { event 5004 277 "PlayerZombie.AttackHit" } fadein 0.2 fadeout 0.2 fps 35 loop ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 325 325 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 325 325 target 1 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 325 325 target 2 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 325 325 target 3 } $sequence "Melee_pounce_Knockoff_R" { "anim_hunter_anims\Melee_pounce_Knockoff_R.smd" activity "ACT_TERROR_HUNTER_POUNCE_KNOCKOFF_R" 1 { event AE_CL_PLAYSOUND 21 "Flesh.ImpactHard" } { event AE_CL_PLAYSOUND 26 "Flesh.ImpactHard" } { event AE_CL_PLAYSOUND 40 "HunterZombie.Pounce.Cancel" } 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 60 60 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1 usesequence 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 2 usesequence 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 3 usesequence walkframe 2 LX LY walkframe 12 LX LY walkframe 30 LX LY walkframe 60 LX LY LZR } $sequence "layer_pounce_pose" { "anim_hunter_anims\layer_pounce_pose.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 29 29 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 29 29 target 1 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 29 29 target 2 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 29 29 target 3 } $sequence "Melee_pounce_Knockoff_Backward" { "anim_hunter_anims\Melee_pounce_Knockoff_Backward.smd" activity "ACT_TERROR_HUNTER_POUNCE_KNOCKOFF_BACKWARD" 1 fadein 0.1 fadeout 0.5 addlayer "Hunter_AimMatrix_Idle_Standing" blendlayer "layer_pounce_pose" 0 0 0 12 spline fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 69 69 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 69 69 target 1 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 69 69 target 2 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 69 69 target 3 usesequence walkframe 9 LX LY walkframe 33 LX LY walkframe 69 LX LY } $sequence "Melee_pounce_Knockoff_Forward" { "anim_hunter_anims\Melee_pounce_Knockoff_Forward.smd" activity "ACT_TERROR_HUNTER_POUNCE_KNOCKOFF_FORWARD" 1 fadein 0.1 fadeout 0.5 addlayer "Hunter_AimMatrix_Idle_Standing" blendlayer "layer_pounce_pose" 0 0 0 12 spline 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 "lhand" 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 "rfoot" 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 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 3 usesequence walkframe 30 LX LY walkframe 60 LX LY walkframe 77 LX LY } $sequence "Melee_pounce_Knockoff_L" { "anim_hunter_anims\Melee_pounce_Knockoff_L.smd" activity "ACT_TERROR_HUNTER_POUNCE_KNOCKOFF_L" 1 fadein 0.1 fadeout 0.5 addlayer "Hunter_AimMatrix_Idle_Standing" blendlayer "layer_pounce_pose" 0 0 0 12 spline 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 "lhand" 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 "rfoot" 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 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 3 usesequence walkframe 31 LX LY walkframe 42 LX LY walkframe 56 LX LY walkframe 104 LX LY } $sequence "Melee_Pounce_Broadcast_01" { "anim_hunter_anims\Melee_Pounce_Broadcast_01.smd" activity "ACT_TERROR_HUNTER_POUNCE_BROADCAST" 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 ikrule "lhand" 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 "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 2 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 3 } $sequence "Shoved_Backward_01" { "anim_hunter_anims\Shoved_Backward_01.smd" activity "ACT_TERROR_SHOVED_BACKWARD" 1 fadein 0.1 fadeout 0.5 addlayer "Hunter_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 69 69 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 69 69 target 1 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 69 69 target 2 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 69 69 target 3 usesequence walkframe 9 LX LY walkframe 33 LX LY walkframe 69 LX LY } $sequence "Shoved_Backward_02" { "anim_hunter_anims\Shoved_Backward_02.smd" activity "ACT_TERROR_SHOVED_BACKWARD" 1 fadein 0.1 fadeout 0.5 addlayer "Hunter_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 74 74 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 74 74 target 1 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 74 74 target 2 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 74 74 target 3 usesequence walkframe 9 LX LY walkframe 39 LX LY walkframe 74 LX LY } $sequence "Shoved_Forward" { "anim_hunter_anims\Shoved_Forward.smd" activity "ACT_TERROR_SHOVED_FORWARD" -1 fadein 0.1 fadeout 0.5 addlayer "Hunter_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 77 77 target 0 usesequence ikrule "lhand" 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 "rfoot" 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 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 3 usesequence walkframe 30 LX LY walkframe 60 LX LY walkframe 77 LX LY } $sequence "Shoved_Leftward" { "anim_hunter_anims\Shoved_Leftward.smd" activity "ACT_TERROR_SHOVED_LEFTWARD" -1 fadein 0.1 fadeout 0.5 addlayer "Hunter_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 0 104 104 target 0 usesequence ikrule "lhand" 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 "rfoot" 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 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 3 usesequence walkframe 31 LX LY walkframe 42 LX LY walkframe 56 LX LY walkframe 104 LX LY } $sequence "Shoved_Rightward" { "anim_hunter_anims\Shoved_Rightward.smd" activity "ACT_TERROR_SHOVED_RIGHTWARD" -1 fadein 0.1 fadeout 0.5 addlayer "Hunter_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 0 102 102 target 0 usesequence ikrule "lhand" 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 "rfoot" 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 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 3 usesequence walkframe 50 LX LY walkframe 68 LX LY walkframe 102 LX LY } $sequence "a_Jump" { "anim_hunter_anims\a_Jump.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 0 0 target 0 ikrule "lhand" 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 "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 2 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 3 } $sequence "Jump" { "anim_hunter_anims\Jump.smd" activity "ACT_JUMP" -1 { event AE_FOOTSTEP_RIGHT 0 "" } { event AE_FOOTSTEP_LEFT 0 "" } fadein 0.1 fadeout 0.2 addlayer "Hunter_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 54 54 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 54 54 target 1 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 54 54 target 2 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 54 54 target 3 usesequence walkframe 13 LX LY LZ walkframe 24 LX LY LZ } $sequence "Lunge_01" { "anim_hunter_anims\Lunge_01.smd" fadein 0.1 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 8 8 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 8 8 target 1 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 8 8 target 2 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 8 8 target 3 usesequence walkframe 1 } $sequence "Lunge_02" { "anim_hunter_anims\Lunge_02.smd" fadein 0.1 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 8 8 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 8 8 target 1 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 8 8 target 2 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 8 8 target 3 usesequence walkframe 1 } $sequence "Lunge_nav_01" { "a_lunge_high_nav_01" "a_lunge_low_nav_01" activity "ACT_TERROR_HUNTER_LUNGE" 1 blend "horiz_vel" 0.1 0.9 blendwidth 2 fadein 0.2 fadeout 0.2 } $sequence "Lunge_While_Running_01" { "a_lunge_high_nav_01" "a_lunge_low_nav_01" activity "ACT_TERROR_HUNTER_LUNGE_WHILE_RUNNING" 1 blend "horiz_vel" 0.1 0.9 blendwidth 2 fadein 0.2 fadeout 0.2 } $sequence "Lunge_Into_Survivor_01" { "a_lunge_high_nav_01" "a_lunge_low_nav_01" activity "ACT_TERROR_HUNTER_LUNGE_INTO_SURVIVOR" 1 blend "horiz_vel" 0.1 0.9 blendwidth 2 fadein 0.2 fadeout 0.2 } $sequence "lunge_nav_idle_high_02" { "anim_hunter_anims\lunge_nav_idle_high_02.smd" fadein 0.2 fadeout 0.2 posecycle 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 24 24 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 24 24 target 1 usesequence 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 2 usesequence 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 3 usesequence walkframe 15 } $sequence "lunge_nav_idle_low_02" { "anim_hunter_anims\lunge_nav_idle_low_02.smd" fadein 0.2 fadeout 0.2 posecycle 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 15 15 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 15 15 target 1 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 15 15 target 2 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 15 15 target 3 usesequence walkframe 6 } $sequence "lunge_nav_idle_01" { "anim_hunter_anims\lunge_nav_idle_01.smd" activity "ACT_TERROR_HUNTER_LUNGE_IDLE" 1 fadein 0.2 fadeout 0.2 blendlayer "lunge_nav_idle_high_02" -1 0 0.1 0.9 spline poseparameter horiz_vel blendlayer "lunge_nav_idle_low_02" 0.1 0.9 1 2 spline poseparameter horiz_vel addlayer "Idlenoise_01" addlayer "Idlenoise_02" fps 30 loop weightlist "weights_Melee_01" } $sequence "Lunge_Land_low_nav_01" { "anim_hunter_anims\Lunge_Land_low_nav_01.smd" activity "ACT_TERROR_HUNTER_LANDING_HARD" 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 20 20 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 2 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 3 usesequence walkframe 3 LZ walkframe 19 LZ walkframe 20 } $sequence "Lunge_Land_high_nav_01" { "anim_hunter_anims\Lunge_Land_high_nav_01.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 20 20 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 2 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 3 usesequence walkframe 5 LZ walkframe 19 LZ walkframe 20 } $sequence "Land_gesture_01" { "anim_hunter_anims\Land_gesture_01.smd" delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@Land_gesture_01_corrective_animation" 0 fadein 0.2 fadeout 0.2 iklock "lfoot" 0 1 iklock "rfoot" 0 1 fps 30 weightlist "weights_Land_gesture_01" } $sequence "Pounce_01_blendlayer" { "a_lunge_high_nav_01" "a_pounce_low_01" blend "horiz_vel" 0.1 0.9 blendwidth 2 fadein 0.2 fadeout 0.2 } $sequence "Pounce_01" { "a_pounce_low_01" activity "ACT_TERROR_HUNTER_POUNCE" 1 { event AE_CL_CREATE_PARTICLE_EFFECT 0 "hunter_motion_blur follow_attachment attach_blur" } fadein 0.2 fadeout 0.2 blendlayer "Pounce_01_blendlayer" 3 10 11 11 } $sequence "pounce_idle_high" { "anim_hunter_anims\pounce_idle_high.smd" fadein 0.2 fadeout 0.2 posecycle 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 25 25 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 25 25 target 1 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 25 25 target 2 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 25 25 target 3 usesequence walkframe 16 } $sequence "pounce_idle_low" { "anim_hunter_anims\pounce_idle_low.smd" fadein 0.2 fadeout 0.2 posecycle 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 19 19 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 19 19 target 1 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 19 19 target 2 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 19 19 target 3 usesequence walkframe 10 } $sequence "pounce_idle_01" { "anim_hunter_anims\pounce_idle_01.smd" activity "ACT_TERROR_HUNTER_POUNCE_IDLE" -1 { event AE_CL_CREATE_PARTICLE_EFFECT 0 "hunter_motion_blur follow_attachment attach_blur" } fadein 0.2 fadeout 0.2 blendlayer "pounce_idle_high" -1 0 0.1 0.9 spline poseparameter horiz_vel blendlayer "pounce_idle_low" 0.1 0.9 1 2 spline poseparameter horiz_vel addlayer "Idlenoise_01" addlayer "Idlenoise_02" fps 30 loop weightlist "weights_Melee_01" } $sequence "Lunge_OffWall_BacktoWall" { "anim_hunter_anims\Lunge_OffWall_BacktoWall.smd" activity "ACT_TERROR_HUNTER_LUNGE_OFF_WALL_BACK" -1 { event AE_CL_CREATE_PARTICLE_EFFECT 0 "hunter_leap_dust start_at_attachment rfoot" } { event AE_CL_CREATE_PARTICLE_EFFECT 0 "hunter_leap_dust start_at_attachment lfoot" } fadein 0.1 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 15 15 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 15 15 target 1 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 15 15 target 2 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 15 15 target 3 usesequence walkframe 6 } $sequence "Lunge_OffWall_Left_R" { "anim_hunter_anims\Lunge_OffWall_Left_R.smd" activity "ACT_TERROR_HUNTER_LUNGE_OFF_WALL_SPIN_LEFT" -1 { event AE_CL_CREATE_PARTICLE_EFFECT 0 "hunter_leap_dust start_at_attachment rfoot" } { event AE_CL_CREATE_PARTICLE_EFFECT 0 "hunter_leap_dust start_at_attachment lfoot" } fadein 0.2 fadeout 0.2 fps 40 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 21 21 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 21 21 target 1 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 21 21 target 2 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 21 21 target 3 usesequence walkframe 9 } $sequence "Lunge_OffWall_Right_R" { "anim_hunter_anims\Lunge_OffWall_Right_R.smd" activity "ACT_TERROR_HUNTER_LUNGE_OFF_WALL_SPIN_RIGHT" -1 { event AE_CL_CREATE_PARTICLE_EFFECT 0 "hunter_leap_dust start_at_attachment rfoot" } { event AE_CL_CREATE_PARTICLE_EFFECT 0 "hunter_leap_dust start_at_attachment lfoot" } fadein 0.2 fadeout 0.2 fps 35 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 17 17 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 17 17 target 1 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 17 17 target 2 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 17 17 target 3 usesequence walkframe 7 } $sequence "Idlenoise_01" { "anim_hunter_anims\Idlenoise_01.smd" delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@Idlenoise_01_corrective_animation" 0 fadein 0.2 fadeout 0.2 hidden fps 30 loop weightlist "weights_Melee_01_Layer" } $sequence "Idlenoise_02" { "anim_hunter_anims\Idlenoise_02.smd" delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@Idlenoise_02_corrective_animation" 0 fadein 0.2 fadeout 0.2 hidden fps 30 loop } $sequence "Idlenoise_03" { "anim_hunter_anims\Idlenoise_03.smd" delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@Idlenoise_03_corrective_animation" 0 fadein 0.2 fadeout 0.2 hidden fps 30 loop weightlist "weights_Idlenoise_03" } $sequence "Fall_Idle" { "anim_hunter_anims\Fall_Idle.smd" activity "ACT_TERROR_HUNTER_FALL_IDLE" 1 fadein 0.2 fadeout 0.2 addlayer "Idlenoise_01" addlayer "Idlenoise_02" fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 59 59 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 59 59 target 1 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 59 59 target 2 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 59 59 target 3 usesequence } $sequence "Lunge_OntoWall_01" { "a_back" "a_right" "a_Lunge_OntoWall_01" "a_left" "a_back" activity "ACT_TERROR_HUNTER_LUNGE_ONTO_WALL" 1 blend "body_yaw" -180 180 blendwidth 5 { event AE_CL_CREATE_PARTICLE_EFFECT 0 "hunter_leap_dust start_at_attachment rfoot" } { event AE_CL_CREATE_PARTICLE_EFFECT 0 "hunter_leap_dust start_at_attachment lfoot" } fadein 0.1 fadeout 0.2 } $sequence "Lunge_OntoWall_02" { "a_back" "a_right" "a_Lunge_OntoWall_02" "a_left" "a_back" activity "ACT_TERROR_HUNTER_LUNGE_ONTO_WALL" 1 blend "body_yaw" -180 180 blendwidth 5 { event AE_CL_CREATE_PARTICLE_EFFECT 0 "hunter_leap_dust start_at_attachment rfoot" } { event AE_CL_CREATE_PARTICLE_EFFECT 0 "hunter_leap_dust start_at_attachment lfoot" } fadein 0.1 fadeout 0.2 } $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 "Flinch_left" { "anim_hunter_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_Land_gesture_01" } $sequence "Flinch_right" { "anim_hunter_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_Land_gesture_01" } $sequence "Flinch_stomach" { "anim_hunter_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_Land_gesture_01" } $sequence "Flinch_chest" { "anim_hunter_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_Land_gesture_01" } $sequence "Flinch_head" { "anim_hunter_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_Land_gesture_01" } $sequence "Flinch_back" { "anim_hunter_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_Land_gesture_01" } $sequence "Flinch_leftleg" { "anim_hunter_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_hunter_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 } $sequence "Flinch_Crouch_left" { "anim_hunter_anims\Flinch_Crouch_left.smd" activity "ACT_FLINCH_CROUCH_LEFT" 1 delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@Flinch_Crouch_left_corrective_animation" 0 fadein 0.2 fadeout 0.2 iklock "lfoot" 1 0 iklock "rfoot" 1 0 fps 30 weightlist "weights_Land_gesture_01" } $sequence "Flinch_Crouch_right" { "anim_hunter_anims\Flinch_Crouch_right.smd" activity "ACT_FLINCH_CROUCH_RIGHT" 1 delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@Flinch_Crouch_right_corrective_animation" 0 fadein 0.2 fadeout 0.2 iklock "lfoot" 1 0 iklock "rfoot" 1 0 fps 30 weightlist "weights_Land_gesture_01" } $sequence "Flinch_Crouch_Center" { "anim_hunter_anims\Flinch_Crouch_Center.smd" activity "ACT_FLINCH_CROUCH_FRONT" 1 delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@Flinch_Crouch_Center_corrective_animation" 0 fadein 0.2 fadeout 0.2 iklock "lfoot" 1 0 iklock "rfoot" 1 0 fps 30 weightlist "weights_Land_gesture_01" } $sequence "Flinch_Crouch_Back" { "anim_hunter_anims\Flinch_Crouch_Back.smd" activity "ACT_FLINCH_CROUCH_Back" 1 delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@Flinch_Crouch_Back_corrective_animation" 0 fadein 0.2 fadeout 0.2 iklock "lfoot" 1 0 iklock "rfoot" 1 0 fps 30 weightlist "weights_Land_gesture_01" }