// Created by Crowbar 0.71 $modelname "infected/anim_boomer.mdl" $surfaceprop "flesh" $contents "solid" $illumposition 1.164 -3.198 34.508 $cdmaterials "models\infected\boomer\" $attachment "lfoot" "ValveBiped.Bip01_L_Foot" 0 3 0 rotate 0 -21 180 $attachment "rfoot" "ValveBiped.Bip01_R_Foot" 0 3 0 rotate 0 -21 -180 $cbox 0 0 0 0 0 0 $bbox -18.122 -31.497 -2.675 24.518 33.825 71.69 $hboxset "L4D" $hbox 3 "ValveBiped.Bip01_Pelvis" -15 -13.5 -11 15 3.5 17 $hbox 6 "ValveBiped.Bip01_L_Thigh" 5 -8 -6.5 19 6 6.5 $hbox 6 "ValveBiped.Bip01_L_Calf" 1 -4 -4.5 19 5 4.5 $hbox 6 "ValveBiped.Bip01_L_Toe0" -3 -1.5 -4 3 1.5 2 $hbox 7 "ValveBiped.Bip01_R_Thigh" 5 -8 -6.5 19 6 6.5 $hbox 7 "ValveBiped.Bip01_R_Calf" 1 -4 -4.5 19 5 4.5 $hbox 7 "ValveBiped.Bip01_R_Toe0" -3 -1.5 -4 3 1.5 2 $hbox 3 "ValveBiped.Bip01_Spine1" -12 -9.5 -13 4 15.5 13 $hbox 2 "ValveBiped.Bip01_Spine2" 0.5 -7 -11.5 11.5 13 11.5 $hbox 1 "ValveBiped.Bip01_Neck1" -3.5 -4.5 -4.5 3.5 4.5 4.5 $hbox 1 "ValveBiped.Bip01_Head1" -1.3 -5.5 -4 7.7 4.5 4 $hbox 4 "ValveBiped.Bip01_L_UpperArm" -1.5 -5 -2.5 12.5 5 4.5 $hbox 4 "ValveBiped.Bip01_L_Forearm" -0.5 -4 -2.5 10.5 4 4.5 $hbox 4 "ValveBiped.Bip01_L_Hand" 0.25 -3.29 -2.1 7.75 2.41 4.1 $hbox 5 "ValveBiped.Bip01_R_UpperArm" -1.5 -5.1 -4.5 12.5 4.9 2.5 $hbox 5 "ValveBiped.Bip01_R_Forearm" -0.5 -4 -4.5 10.5 4 2.5 $hbox 5 "ValveBiped.Bip01_R_Hand" 0.25 -3.29 -3.65 7.75 2.41 2.55 $skipboneinbbox $definebone "ValveBiped.Bip01_Pelvis" "" 0 -0.000301 35.590733 0 0 89.999982 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Thigh" "ValveBiped.Bip01_Pelvis" 5.706844 0 0 -0.797443 -77.119775 -89.999982 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Calf" "ValveBiped.Bip01_L_Thigh" 17.601755 0 0 0 1.781841 0 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Foot" "ValveBiped.Bip01_L_Calf" 15.166901 0 0 -7.958153 -64.232294 -17.623094 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Toe0" "ValveBiped.Bip01_L_Foot" 6.862413 0.000001 0 -0.942627 -24.228153 0.463181 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Thigh" "ValveBiped.Bip01_Pelvis" -5.706844 0 0 -0.797443 -102.880243 -89.999982 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Calf" "ValveBiped.Bip01_R_Thigh" 17.601757 0 0 0 1.781841 0 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Foot" "ValveBiped.Bip01_R_Calf" 15.166901 0 0 7.958155 -64.232294 18.214101 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Toe0" "ValveBiped.Bip01_R_Foot" 6.862412 0 0.000001 0.700097 -24.235893 -5.584795 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_Spine" "ValveBiped.Bip01_Pelvis" 0 4.043964 -0.535001 11.640728 89.999982 89.999982 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_Spine1" "ValveBiped.Bip01_Spine" 5.244453 0 0 0 -13.292222 0 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_Spine2" "ValveBiped.Bip01_Spine1" 4.138638 0 0 0 9.38379 0 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_Spine4" "ValveBiped.Bip01_Spine2" 5.692844 0 0 0 26.142517 0 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_Neck1" "ValveBiped.Bip01_Spine4" 7.065044 0 0 0 25.145799 179.999909 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_Head1" "ValveBiped.Bip01_Neck1" 4.050934 0 0 -0.000057 35.471532 0 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Clavicle" "ValveBiped.Bip01_Spine4" 5.591209 1.874539 1.5 -67.944195 -110.179496 11.066221 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_UpperArm" "ValveBiped.Bip01_L_Clavicle" 7.984637 0.000008 0 -13.51699 -47.666364 -74.585543 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Forearm" "ValveBiped.Bip01_L_UpperArm" 12.860743 0 0 -0.000003 -17.712644 0.000005 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Hand" "ValveBiped.Bip01_L_Forearm" 10.619957 -0.000009 -0.000031 7.069265 11.431542 73.802871 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Clavicle" "ValveBiped.Bip01_Spine4" 5.591209 1.874541 -1.5 67.944195 -110.179496 -15.4309 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_UpperArm" "ValveBiped.Bip01_R_Clavicle" 7.984635 0 0 16.723722 -46.865661 77.653254 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Forearm" "ValveBiped.Bip01_R_UpperArm" 12.860744 0 0 -0.000005 -17.712637 0.000002 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Hand" "ValveBiped.Bip01_R_Forearm" 10.619938 -0.000004 0.000019 -7.069501 11.431373 -74.003283 0 0 0 0 0 0 $definebone "ValveBiped.NeckSack1" "ValveBiped.Bip01_Head1" -0.740253 -1.856459 -2.783399 83.336579 50.891873 -171.371427 0 0 0 0 0 0 $definebone "ValveBiped.Jiggle_NeckSack1" "ValveBiped.NeckSack1" 0 -0.000004 2.075054 -0.000001 0 0.000003 0 0 0 0 0 0 $definebone "ValveBiped.NeckSack2" "ValveBiped.Bip01_Head1" -2.25193 -3.676129 0.219578 68.050028 -135.788354 10.93513 0 0 0 0 0 0 $definebone "ValveBiped.Jiggle_NeckSack2" "ValveBiped.NeckSack2" 0.000002 0 1.9617 0.000002 0.000002 0.000002 0 0 0 0 0 0 $definebone "ValveBiped.Jiggy_Belly" "ValveBiped.Bip01_Pelvis" 0.571811 0.290276 2.351354 0 0 0 0 0 0 0 0 0 $jigglebone "ValveBiped.Jiggle_NeckSack1" { is_flexible { length 15 tip_mass 0 pitch_stiffness 200 pitch_damping 10 yaw_stiffness 300 yaw_damping 10 along_stiffness 100 along_damping 0 angle_constraint 79.999998 } } $jigglebone "ValveBiped.Jiggle_NeckSack2" { is_flexible { length 15 tip_mass 0 pitch_stiffness 200 pitch_damping 10 yaw_stiffness 200 yaw_damping 10 along_stiffness 100 along_damping 0 angle_constraint 79.999998 } } $jigglebone "ValveBiped.Jiggy_Belly" { is_flexible { length 100 tip_mass 0 pitch_stiffness 200 pitch_damping 10 yaw_stiffness 200 yaw_damping 10 along_stiffness 100 along_damping 0 angle_constraint 79.999998 } } // The 32 below is a guess until further is known about the format. $animblocksize 32 nostall $bonesaveframe "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 30 134 $poseparameter "move_yaw" -180 180 loop 360 $poseparameter "body_pitch" -90 90 loop 360 $poseparameter "body_yaw" -90 90 loop 360 $poseparameter "move_y" -1 1 loop 0 $poseparameter "move_x" -1 1 loop 0 $poseparameter "dismount" 0 1 loop 0 $ikchain "rhand" "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_R_Clavicle" 0 "ValveBiped.Bip01_R_UpperArm" 0 "ValveBiped.Bip01_R_Forearm" 0 "ValveBiped.Bip01_R_Hand" 0 "ValveBiped.NeckSack1" 0 "ValveBiped.Jiggle_NeckSack1" 0 "ValveBiped.NeckSack2" 0 "ValveBiped.Jiggle_NeckSack2" 0 "ValveBiped.Jiggy_Belly" 1 } $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_R_Clavicle" 1 "ValveBiped.Bip01_R_UpperArm" 1 "ValveBiped.Bip01_R_Forearm" 1 "ValveBiped.Bip01_R_Hand" 1 "ValveBiped.NeckSack1" 1 "ValveBiped.Jiggle_NeckSack1" 1 "ValveBiped.NeckSack2" 1 "ValveBiped.Jiggle_NeckSack2" 1 "ValveBiped.Jiggy_Belly" 0 } $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_R_Clavicle" 0 "ValveBiped.Bip01_R_UpperArm" 0 "ValveBiped.Bip01_R_Forearm" 0 "ValveBiped.Bip01_R_Hand" 0 "ValveBiped.NeckSack1" 0 "ValveBiped.Jiggle_NeckSack1" 0 "ValveBiped.NeckSack2" 0 "ValveBiped.Jiggle_NeckSack2" 0 "ValveBiped.Jiggy_Belly" 0 } $weightlist "weights_Flinch_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" 0 "ValveBiped.Bip01_L_UpperArm" 0 "ValveBiped.Bip01_L_Forearm" 0 "ValveBiped.Bip01_L_Hand" 0 "ValveBiped.Bip01_R_Clavicle" 0 "ValveBiped.Bip01_R_UpperArm" 0 "ValveBiped.Bip01_R_Forearm" 0 "ValveBiped.Bip01_R_Hand" 0 "ValveBiped.NeckSack1" 1 "ValveBiped.Jiggle_NeckSack1" 1 "ValveBiped.NeckSack2" 1 "ValveBiped.Jiggle_NeckSack2" 1 "ValveBiped.Jiggy_Belly" 1 } $weightlist "weights_Flinch_02" { "ValveBiped.Bip01_Pelvis" 0.6 "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" 0.6 "ValveBiped.Bip01_Spine1" 0.4 "ValveBiped.Bip01_Spine2" 0.4 "ValveBiped.Bip01_Spine4" 0.4 "ValveBiped.Bip01_Neck1" 0.4 "ValveBiped.Bip01_Head1" 0.4 "ValveBiped.Bip01_L_Clavicle" 0 "ValveBiped.Bip01_L_UpperArm" 0 "ValveBiped.Bip01_L_Forearm" 0 "ValveBiped.Bip01_L_Hand" 0 "ValveBiped.Bip01_R_Clavicle" 0 "ValveBiped.Bip01_R_UpperArm" 0 "ValveBiped.Bip01_R_Forearm" 0 "ValveBiped.Bip01_R_Hand" 0 "ValveBiped.NeckSack1" 0.4 "ValveBiped.Jiggle_NeckSack1" 0.4 "ValveBiped.NeckSack2" 0.4 "ValveBiped.Jiggle_NeckSack2" 0.4 "ValveBiped.Jiggy_Belly" 0.6 } $weightlist "weights_Flinch_03" { "ValveBiped.Bip01_Pelvis" 0.75 "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" 0.75 "ValveBiped.Bip01_Spine2" 0.75 "ValveBiped.Bip01_Spine4" 0.75 "ValveBiped.Bip01_Neck1" 0.75 "ValveBiped.Bip01_Head1" 0.75 "ValveBiped.Bip01_L_Clavicle" 0 "ValveBiped.Bip01_L_UpperArm" 0 "ValveBiped.Bip01_L_Forearm" 0 "ValveBiped.Bip01_L_Hand" 0 "ValveBiped.Bip01_R_Clavicle" 0 "ValveBiped.Bip01_R_UpperArm" 0 "ValveBiped.Bip01_R_Forearm" 0 "ValveBiped.Bip01_R_Hand" 0 "ValveBiped.NeckSack1" 0.75 "ValveBiped.Jiggle_NeckSack1" 0.75 "ValveBiped.NeckSack2" 0.75 "ValveBiped.Jiggle_NeckSack2" 0.75 "ValveBiped.Jiggy_Belly" 0.75 } $animation "a_Boomer_AimMatrix_Idle_Standing_straight_up_corrective_animation" "anim_boomer_anims\a_Boomer_AimMatrix_Idle_Standing_straight_up_corrective_animation.smd" { } $animation "a_Boomer_AimMatrix_Idle_Standing_up_right_corrective_animation" "anim_boomer_anims\a_Boomer_AimMatrix_Idle_Standing_up_right_corrective_animation.smd" { } $animation "a_Boomer_AimMatrix_Idle_Standing_up_center_corrective_animation" "anim_boomer_anims\a_Boomer_AimMatrix_Idle_Standing_up_center_corrective_animation.smd" { } $animation "a_Boomer_AimMatrix_Idle_Standing_up_left_corrective_animation" "anim_boomer_anims\a_Boomer_AimMatrix_Idle_Standing_up_left_corrective_animation.smd" { } $animation "a_Boomer_AimMatrix_Idle_Standing_mid_right_corrective_animation" "anim_boomer_anims\a_Boomer_AimMatrix_Idle_Standing_mid_right_corrective_animation.smd" { } $animation "a_Boomer_AimMatrix_Idle_Standing_mid_center_corrective_animation" "anim_boomer_anims\a_Boomer_AimMatrix_Idle_Standing_mid_center_corrective_animation.smd" { } $animation "a_Boomer_AimMatrix_Idle_Standing_mid_left_corrective_animation" "anim_boomer_anims\a_Boomer_AimMatrix_Idle_Standing_mid_left_corrective_animation.smd" { } $animation "a_Boomer_AimMatrix_Idle_Standing_down_right_corrective_animation" "anim_boomer_anims\a_Boomer_AimMatrix_Idle_Standing_down_right_corrective_animation.smd" { } $animation "a_Boomer_AimMatrix_Idle_Standing_down_center_corrective_animation" "anim_boomer_anims\a_Boomer_AimMatrix_Idle_Standing_down_center_corrective_animation.smd" { } $animation "a_Boomer_AimMatrix_Idle_Standing_down_left_corrective_animation" "anim_boomer_anims\a_Boomer_AimMatrix_Idle_Standing_down_left_corrective_animation.smd" { } $animation "a_Boomer_AimMatrix_Melee_straight_up_corrective_animation" "anim_boomer_anims\a_Boomer_AimMatrix_Melee_straight_up_corrective_animation.smd" { } $animation "a_Boomer_AimMatrix_Melee_up_right_corrective_animation" "anim_boomer_anims\a_Boomer_AimMatrix_Melee_up_right_corrective_animation.smd" { } $animation "a_Boomer_AimMatrix_Melee_up_center_corrective_animation" "anim_boomer_anims\a_Boomer_AimMatrix_Melee_up_center_corrective_animation.smd" { } $animation "a_Boomer_AimMatrix_Melee_up_left_corrective_animation" "anim_boomer_anims\a_Boomer_AimMatrix_Melee_up_left_corrective_animation.smd" { } $animation "a_Boomer_AimMatrix_Melee_mid_right_corrective_animation" "anim_boomer_anims\a_Boomer_AimMatrix_Melee_mid_right_corrective_animation.smd" { } $animation "a_Boomer_AimMatrix_Melee_mid_center_corrective_animation" "anim_boomer_anims\a_Boomer_AimMatrix_Melee_mid_center_corrective_animation.smd" { } $animation "a_Boomer_AimMatrix_Melee_mid_left_corrective_animation" "anim_boomer_anims\a_Boomer_AimMatrix_Melee_mid_left_corrective_animation.smd" { } $animation "a_Boomer_AimMatrix_Melee_down_right_corrective_animation" "anim_boomer_anims\a_Boomer_AimMatrix_Melee_down_right_corrective_animation.smd" { } $animation "a_Boomer_AimMatrix_Melee_down_center_corrective_animation" "anim_boomer_anims\a_Boomer_AimMatrix_Melee_down_center_corrective_animation.smd" { } $animation "a_Boomer_AimMatrix_Melee_down_left_corrective_animation" "anim_boomer_anims\a_Boomer_AimMatrix_Melee_down_left_corrective_animation.smd" { } $animation "@Melee_01_Delta_corrective_animation" "anim_boomer_anims\@Melee_01_Delta_corrective_animation.smd" { } $animation "@Melee_02_Delta_corrective_animation" "anim_boomer_anims\@Melee_02_Delta_corrective_animation.smd" { } $animation "@Melee_03_Delta_corrective_animation" "anim_boomer_anims\@Melee_03_Delta_corrective_animation.smd" { } $animation "a_Vomit_corrective_animation" "anim_boomer_anims\a_Vomit_corrective_animation.smd" { } $animation "@Flinch_01_corrective_animation" "anim_boomer_anims\@Flinch_01_corrective_animation.smd" { } $animation "@Flinch_02_corrective_animation" "anim_boomer_anims\@Flinch_02_corrective_animation.smd" { } $animation "@Flinch_03_corrective_animation" "anim_boomer_anims\@Flinch_03_corrective_animation.smd" { } $animation "a_RunS" "anim_boomer_anims\a_RunS.smd" { fps 32.49 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 36 36 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 36 36 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 36 36 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 36 36 target 1 walkframe 36 LX LY } $animation "a_RunSE" "anim_boomer_anims\a_RunSE.smd" { fps 32.49 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 36 36 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 36 36 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 36 36 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 36 36 target 1 walkframe 36 LX LY } $animation "a_RunE" "anim_boomer_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 38 38 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 38 38 target 2 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 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 walkframe 38 LX LY } $animation "a_RunNE" "anim_boomer_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 38 38 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 38 38 target 2 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 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 walkframe 38 LX LY } $animation "a_RunN" "anim_boomer_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 38 38 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 38 38 target 2 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 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 walkframe 38 LX LY } $animation "a_RunNW" "anim_boomer_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 38 38 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 38 38 target 2 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 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 walkframe 38 LX LY } $animation "a_RunW" "anim_boomer_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 38 38 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 38 38 target 2 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 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 walkframe 38 LX LY } $animation "a_RunSW" "anim_boomer_anims\a_RunSW.smd" { fps 32.49 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 36 36 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 36 36 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 36 36 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 36 36 target 1 walkframe 36 LX LY } $animation "a_RunZero" "anim_boomer_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_RunN_Leaker" "anim_boomer_anims\a_RunN_Leaker.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 37 37 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 37 37 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 37 37 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 37 37 target 1 walkframe 37 LX LY } $animation "a_Walk_Upper_KnifeN" "anim_boomer_anims\a_Walk_Upper_KnifeN.smd" { fps 38 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 71 71 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 71 71 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 71 71 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 71 71 target 1 walkframe 71 LX LY } $animation "a_Walk_Upper_KnifeS" "anim_boomer_anims\a_Walk_Upper_KnifeS.smd" { fps 38 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 50 50 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 50 50 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 50 50 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 50 50 target 1 walkframe 50 LX LY } $animation "a_Walk_Upper_KnifeSE" "anim_boomer_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_boomer_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_boomer_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_boomer_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_boomer_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_boomer_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_boomer_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_boomer_anims\a_Crouch_Walk_Upper_KNIFEN.smd" { fps 30 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 1 walkframe 55 LX LY } $animation "a_Crouch_Walk_Upper_KNIFES" "anim_boomer_anims\a_Crouch_Walk_Upper_KNIFES.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 46 46 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 46 46 target 2 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 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 walkframe 46 LX LY } $animation "a_Crouch_Walk_Upper_KNIFESE" "anim_boomer_anims\a_Crouch_Walk_Upper_KNIFESE.smd" { fps 19.84 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 49 49 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 49 49 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 49 49 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 49 49 target 1 walkframe 49 LX LY } $animation "a_Crouch_Walk_Upper_KNIFEE" "anim_boomer_anims\a_Crouch_Walk_Upper_KNIFEE.smd" { fps 21.78 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 1 walkframe 55 LX LY } $animation "a_Crouch_Walk_Upper_KNIFENE" "anim_boomer_anims\a_Crouch_Walk_Upper_KNIFENE.smd" { fps 21.78 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 1 walkframe 55 LX LY } $animation "a_Crouch_Walk_Upper_KNIFENW" "anim_boomer_anims\a_Crouch_Walk_Upper_KNIFENW.smd" { fps 21.78 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 1 walkframe 55 LX LY } $animation "a_Crouch_Walk_Upper_KNIFEW" "anim_boomer_anims\a_Crouch_Walk_Upper_KNIFEW.smd" { fps 21.78 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 55 55 target 1 walkframe 55 LX LY } $animation "a_Crouch_Walk_Upper_KNIFESW" "anim_boomer_anims\a_Crouch_Walk_Upper_KNIFESW.smd" { fps 19.84 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 49 49 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 49 49 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 49 49 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 49 49 target 1 walkframe 49 LX LY } $animation "a_Crouch_Walk_Upper_KNIFEZero" "anim_boomer_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_Boomer_AimMatrix_Idle_Standing_neutral" "anim_boomer_anims\a_Boomer_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_Boomer_AimMatrix_Idle_Standing_down_right" "anim_boomer_anims\a_Boomer_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_Boomer_AimMatrix_Idle_Standing_down_right_corrective_animation" 0 } $animation "a_Boomer_AimMatrix_Idle_Standing_down_center" "anim_boomer_anims\a_Boomer_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_Boomer_AimMatrix_Idle_Standing_down_center_corrective_animation" 0 } $animation "a_Boomer_AimMatrix_Idle_Standing_down_left" "anim_boomer_anims\a_Boomer_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_Boomer_AimMatrix_Idle_Standing_down_left_corrective_animation" 0 } $animation "a_Boomer_AimMatrix_Idle_Standing_mid_right" "anim_boomer_anims\a_Boomer_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_Boomer_AimMatrix_Idle_Standing_mid_right_corrective_animation" 0 } $animation "a_Boomer_AimMatrix_Idle_Standing_mid_center" "anim_boomer_anims\a_Boomer_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_Boomer_AimMatrix_Idle_Standing_mid_center_corrective_animation" 0 } $animation "a_Boomer_AimMatrix_Idle_Standing_mid_left" "anim_boomer_anims\a_Boomer_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_Boomer_AimMatrix_Idle_Standing_mid_left_corrective_animation" 0 } $animation "a_Boomer_AimMatrix_Idle_Standing_up_right" "anim_boomer_anims\a_Boomer_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_Boomer_AimMatrix_Idle_Standing_up_right_corrective_animation" 0 } $animation "a_Boomer_AimMatrix_Idle_Standing_up_center" "anim_boomer_anims\a_Boomer_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_Boomer_AimMatrix_Idle_Standing_up_center_corrective_animation" 0 } $animation "a_Boomer_AimMatrix_Idle_Standing_up_left" "anim_boomer_anims\a_Boomer_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_Boomer_AimMatrix_Idle_Standing_up_left_corrective_animation" 0 } $animation "a_Boomer_AimMatrix_Idle_Standing_straight_up" "anim_boomer_anims\a_Boomer_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_Boomer_AimMatrix_Idle_Standing_straight_up_corrective_animation" 0 } $animation "a_Boomer_AimMatrix_Melee_neutral" "anim_boomer_anims\a_Boomer_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_Boomer_AimMatrix_Melee_down_right" "anim_boomer_anims\a_Boomer_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_Boomer_AimMatrix_Melee_down_right_corrective_animation" 0 } $animation "a_Boomer_AimMatrix_Melee_down_center" "anim_boomer_anims\a_Boomer_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_Boomer_AimMatrix_Melee_down_center_corrective_animation" 0 } $animation "a_Boomer_AimMatrix_Melee_down_left" "anim_boomer_anims\a_Boomer_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_Boomer_AimMatrix_Melee_down_left_corrective_animation" 0 } $animation "a_Boomer_AimMatrix_Melee_mid_right" "anim_boomer_anims\a_Boomer_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_Boomer_AimMatrix_Melee_mid_right_corrective_animation" 0 } $animation "a_Boomer_AimMatrix_Melee_mid_center" "anim_boomer_anims\a_Boomer_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_Boomer_AimMatrix_Melee_mid_center_corrective_animation" 0 } $animation "a_Boomer_AimMatrix_Melee_mid_left" "anim_boomer_anims\a_Boomer_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_Boomer_AimMatrix_Melee_mid_left_corrective_animation" 0 } $animation "a_Boomer_AimMatrix_Melee_up_right" "anim_boomer_anims\a_Boomer_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_Boomer_AimMatrix_Melee_up_right_corrective_animation" 0 } $animation "a_Boomer_AimMatrix_Melee_up_center" "anim_boomer_anims\a_Boomer_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_Boomer_AimMatrix_Melee_up_center_corrective_animation" 0 } $animation "a_Boomer_AimMatrix_Melee_up_left" "anim_boomer_anims\a_Boomer_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_Boomer_AimMatrix_Melee_up_left_corrective_animation" 0 } $animation "a_Boomer_AimMatrix_Melee_straight_up" "anim_boomer_anims\a_Boomer_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_Boomer_AimMatrix_Melee_straight_up_corrective_animation" 0 } $animation "a_Vomit" "anim_boomer_anims\a_Vomit.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_Vomit_corrective_animation" 0 } $animation "a_Ladder_Ascend" "anim_boomer_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_boomer_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_boomer_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_boomer_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_boomer_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_boomer_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_boomer_anims\Idle_Upper_KNIFE.smd" activity "ACT_IDLE" -1 fadein 0.5 fadeout 0.5 addlayer "Boomer_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 0 208 208 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 208 208 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 208 208 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 208 208 target 1 } $sequence "Idle_Standing" { "anim_boomer_anims\Idle_Standing.smd" fadein 0.2 fadeout 0.2 fps 30 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 208 208 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 208 208 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 208 208 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 208 208 target 1 } $sequence "Crouch_Idle_Upper_KNIFE" { "anim_boomer_anims\Crouch_Idle_Upper_KNIFE.smd" activity "ACT_CROUCHIDLE" -1 fadein 1 fadeout 0.5 addlayer "Boomer_AimMatrix_Idle_Crouching" fps 30 loop ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 134 134 target 3 ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 134 134 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 134 134 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 134 134 target 1 } $sequence "BoomerVar_squat" { "anim_boomer_anims\BoomerVar_squat.smd" activity "ACT_TERROR_CROUCH_LEAKER" -1 fadein 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 23 23 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 23 23 target 1 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 23 23 target 2 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 23 23 target 3 } $sequence "BoomerVar_squat_idle" { "anim_boomer_anims\BoomerVar_squat_idle.smd" activity "ACT_TERROR_CROUCHIDLE_LEAKER" -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 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 "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 4 "" } { event AE_FOOTSTEP_LEFT 14 "" } { event AE_FOOTSTEP_RIGHT 23 "" } { event AE_FOOTSTEP_LEFT 34 "" } fadein 0.2 fadeout 0.5 addlayer "Boomer_AimMatrix_Idle_Standing" } $sequence "Run_Upper_KNIFE_Leaker" { "a_RunNW" "a_RunN_Leaker" "a_RunNE" "a_RunW" "a_RunZero" "a_RunE" "a_RunSW" "a_RunS" "a_RunSE" activity "ACT_TERROR_RUN_LEAKER" -1 blend "move_y" -1 1 blend "move_x" 1 -1 { event AE_FOOTSTEP_RIGHT 4 "" } { event AE_FOOTSTEP_LEFT 14 "" } { event AE_FOOTSTEP_RIGHT 23 "" } { event AE_FOOTSTEP_LEFT 34 "" } fadein 0.2 fadeout 0.5 addlayer "Boomer_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 8 "" } { event AE_FOOTSTEP_LEFT 26 "" } { event AE_FOOTSTEP_RIGHT 43 "" } { event AE_FOOTSTEP_LEFT 58 "" } fadein 0.5 fadeout 0.5 addlayer "Boomer_AimMatrix_Idle_Standing" } $sequence "Crouch_Walk_Upper_KNIFE" { "a_Crouch_Walk_Upper_KNIFENW" "a_Crouch_Walk_Upper_KNIFEN" "a_Crouch_Walk_Upper_KNIFENE" "a_Crouch_Walk_Upper_KNIFEW" "a_Crouch_Walk_Upper_KNIFEZero" "a_Crouch_Walk_Upper_KNIFEE" "a_Crouch_Walk_Upper_KNIFESW" "a_Crouch_Walk_Upper_KNIFES" "a_Crouch_Walk_Upper_KNIFESE" activity "ACT_RUN_CROUCH" -1 blend "move_y" -1 1 blend "move_x" 1 -1 { event AE_FOOTSTEP_RIGHT 6 "" } { event AE_FOOTSTEP_LEFT 18 "" } { event AE_FOOTSTEP_RIGHT 33 "" } { event AE_FOOTSTEP_LEFT 45 "" } fadein 0.75 fadeout 0.5 addlayer "Boomer_AimMatrix_Idle_Standing" } $sequence "Boomer_AimMatrix_Idle_Standing" { "a_Boomer_AimMatrix_Idle_Standing_straight_up" "a_Boomer_AimMatrix_Idle_Standing_straight_up" "a_Boomer_AimMatrix_Idle_Standing_straight_up" "a_Boomer_AimMatrix_Idle_Standing_up_right" "a_Boomer_AimMatrix_Idle_Standing_up_center" "a_Boomer_AimMatrix_Idle_Standing_up_left" "a_Boomer_AimMatrix_Idle_Standing_mid_right" "a_Boomer_AimMatrix_Idle_Standing_mid_center" "a_Boomer_AimMatrix_Idle_Standing_mid_left" "a_Boomer_AimMatrix_Idle_Standing_down_right" "a_Boomer_AimMatrix_Idle_Standing_down_center" "a_Boomer_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 "Boomer_AimMatrix_Melee" { "a_Boomer_AimMatrix_Melee_straight_up" "a_Boomer_AimMatrix_Melee_straight_up" "a_Boomer_AimMatrix_Melee_straight_up" "a_Boomer_AimMatrix_Melee_up_right" "a_Boomer_AimMatrix_Melee_up_center" "a_Boomer_AimMatrix_Melee_up_left" "a_Boomer_AimMatrix_Melee_mid_right" "a_Boomer_AimMatrix_Melee_mid_center" "a_Boomer_AimMatrix_Melee_mid_left" "a_Boomer_AimMatrix_Melee_down_right" "a_Boomer_AimMatrix_Melee_down_center" "a_Boomer_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 "Boomer_AimMatrix_Idle_Crouching" { "a_Boomer_AimMatrix_Idle_Standing_straight_up" "a_Boomer_AimMatrix_Idle_Standing_straight_up" "a_Boomer_AimMatrix_Idle_Standing_straight_up" "a_Boomer_AimMatrix_Idle_Standing_up_right" "a_Boomer_AimMatrix_Idle_Standing_up_center" "a_Boomer_AimMatrix_Idle_Standing_up_left" "a_Boomer_AimMatrix_Idle_Standing_mid_right" "a_Boomer_AimMatrix_Idle_Standing_mid_center" "a_Boomer_AimMatrix_Idle_Standing_mid_left" "a_Boomer_AimMatrix_Idle_Standing_down_right" "a_Boomer_AimMatrix_Idle_Standing_down_center" "a_Boomer_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 iklock "rhand" 1 0 iklock "lhand" 1 0 } $sequence "Melee" { "anim_boomer_anims\Melee.smd" fadein 0.2 fadeout 0.2 hidden fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 199 199 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 199 199 target 1 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 199 199 target 2 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 199 199 target 3 } $sequence "Melee_01_Delta" { "anim_boomer_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 weightlist "weights_Melee_01_Delta" } $sequence "Melee_01_Layer" { "anim_boomer_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 35 35 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 35 35 target 1 usesequence walkframe 26 weightlist "weights_Melee_01_Layer" } $sequence "Melee_01" { "anim_boomer_anims\Melee_01.smd" activity "ACT_TERROR_ATTACK" 1 { event AE_ATTACK_HIT 12 "" } fadein 0.2 fadeout 0.2 blendlayer "Melee_01_Layer" 0 7 20 35 spline blendlayer "Boomer_AimMatrix_Melee" 0 7 20 35 spline fps 35 weightlist "weights_Melee_01" } $sequence "Melee_02_Delta" { "anim_boomer_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 weightlist "weights_Melee_01_Delta" } $sequence "Melee_02_Layer" { "anim_boomer_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 40 40 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 40 40 target 1 usesequence walkframe 31 weightlist "weights_Melee_01_Layer" } $sequence "Melee_02" { "anim_boomer_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 8 25 40 spline blendlayer "Boomer_AimMatrix_Melee" 0 8 25 40 spline fps 35 weightlist "weights_Melee_01" } $sequence "Melee_03_Delta" { "anim_boomer_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 weightlist "weights_Melee_01_Delta" } $sequence "Melee_03_Layer" { "anim_boomer_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 50 50 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 50 50 target 1 usesequence walkframe 41 weightlist "weights_Melee_01_Layer" } $sequence "Melee_03" { "anim_boomer_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 10 35 50 spline blendlayer "Boomer_AimMatrix_Melee" 0 10 35 50 spline fps 35 weightlist "weights_Melee_01" } $sequence "Run_Shoot_KNIFE" { "anim_boomer_anims\Run_Shoot_KNIFE.smd" fadein 0.2 fadeout 0.2 blendlayer "Melee_01_Layer" 0 7 25 35 spline blendlayer "Boomer_AimMatrix_Melee" 0 7 25 35 spline fps 35 weightlist "weights_Melee_01" } $sequence "Walk_Shoot_KNIFE" { "anim_boomer_anims\Walk_Shoot_KNIFE.smd" fadein 0.2 fadeout 0.2 blendlayer "Melee_01_Layer" 0 7 25 35 spline blendlayer "Boomer_AimMatrix_Melee" 0 7 25 35 spline fps 35 weightlist "weights_Melee_01" } $sequence "Idle_Shoot_KNIFE" { "anim_boomer_anims\Idle_Shoot_KNIFE.smd" fadein 0.2 fadeout 0.2 blendlayer "Melee_01_Layer" 0 7 25 35 spline blendlayer "Boomer_AimMatrix_Melee" 0 7 25 35 spline fps 35 weightlist "weights_Melee_01" } $sequence "Crouch_Idle_Shoot_KNIFE" { "anim_boomer_anims\Crouch_Idle_Shoot_KNIFE.smd" fadein 0.2 fadeout 0.2 blendlayer "Melee_01_Layer" 0 7 25 35 spline blendlayer "Boomer_AimMatrix_Melee" 0 7 25 35 spline fps 35 weightlist "weights_Melee_01" } $sequence "Crouch_Walk_Shoot_KNIFE" { "anim_boomer_anims\Crouch_Walk_Shoot_KNIFE.smd" fadein 0.2 fadeout 0.2 blendlayer "Melee_01_Layer" 0 7 25 35 spline blendlayer "Boomer_AimMatrix_Melee" 0 7 25 35 spline fps 35 weightlist "weights_Melee_01" } $sequence "Vomit_Attack" { "a_Vomit" activity "ACT_SECONDARYATTACK" -1 delta { event AE_ATTACK_HIT 10 "" } { event AE_ATTACK_END 40 "" } fadein 0.2 fadeout 1.2 iklock "lfoot" 1 0 iklock "rfoot" 1 0 } $sequence "Shoved_Backward_01" { "anim_boomer_anims\Shoved_Backward_01.smd" activity "ACT_TERROR_SHOVED_BACKWARD" 1 fadein 0.1 fadeout 0.5 fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 84 84 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 84 84 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 84 84 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 84 84 target 3 usesequence walkframe 50 LX LY walkframe 73 LX LY walkframe 84 LX LY } $sequence "Shoved_Forward" { "anim_boomer_anims\Shoved_Forward.smd" activity "ACT_TERROR_SHOVED_FORWARD" 1 fadein 0.1 fadeout 0.5 fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 77 77 target 0 usesequence ikrule "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_boomer_anims\Shoved_Leftward.smd" activity "ACT_TERROR_SHOVED_LEFTWARD" 1 fadein 0.1 fadeout 0.5 fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 104 104 target 0 usesequence ikrule "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_boomer_anims\Shoved_Rightward.smd" activity "ACT_TERROR_SHOVED_RIGHTWARD" 1 fadein 0.1 fadeout 0.5 fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 102 102 target 0 usesequence ikrule "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 "Jump" { "anim_boomer_anims\Jump.smd" activity "ACT_JUMP" -1 { event AE_FOOTSTEP_RIGHT 0 "" } { event AE_FOOTSTEP_LEFT 0 "" } fadein 0.1 fadeout 0.3 addlayer "Boomer_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 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 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 52 52 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 52 52 target 3 usesequence walkframe 43 } $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_01" { "anim_boomer_anims\Flinch_01.smd" activity "ACT_TERROR_FLINCH" 1 delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@Flinch_01_corrective_animation" 0 fadein 0.2 fadeout 0.2 iklock "lfoot" 1 0 iklock "rfoot" 1 0 fps 30 weightlist "weights_Flinch_01" } $sequence "Flinch_02" { "anim_boomer_anims\Flinch_02.smd" activity "ACT_TERROR_FLINCH" 1 delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@Flinch_02_corrective_animation" 0 fadein 0.2 fadeout 0.2 iklock "lfoot" 1 0 iklock "rfoot" 1 0 fps 30 weightlist "weights_Flinch_02" } $sequence "Flinch_03" { "anim_boomer_anims\Flinch_03.smd" activity "ACT_TERROR_FLINCH" 1 delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@Flinch_03_corrective_animation" 0 fadein 0.2 fadeout 0.2 iklock "lfoot" 1 0 iklock "rfoot" 1 0 fps 30 weightlist "weights_Flinch_03" } $sequence "deathpose_front" { "anim_boomer_anims\deathpose_front.smd" activity "ACT_DIE_FRONTSIDE" -1 fadein 0.2 fadeout 0.2 fps 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 1 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 2 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 3 } $sequence "deathpose_back" { "anim_boomer_anims\deathpose_back.smd" activity "ACT_DIE_BACKSIDE" -1 fadein 0.2 fadeout 0.2 fps 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 1 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 2 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 3 } $sequence "deathpose_right" { "anim_boomer_anims\deathpose_right.smd" activity "ACT_DIE_RIGHTSIDE" -1 fadein 0.2 fadeout 0.2 fps 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 1 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 2 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 3 } $sequence "deathpose_left" { "anim_boomer_anims\deathpose_left.smd" activity "ACT_DIE_LEFTSIDE" -1 fadein 0.2 fadeout 0.2 fps 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 1 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 2 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 3 } $sequence "deathpose_crouch_front" { "anim_boomer_anims\deathpose_crouch_front.smd" activity "ACT_DIE_CROUCH_FRONTSIDE" -1 fadein 0.2 fadeout 0.2 fps 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 1 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 2 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 3 } $sequence "deathpose_crouch_back" { "anim_boomer_anims\deathpose_crouch_back.smd" activity "ACT_DIE_CROUCH_BACKSIDE" -1 fadein 0.2 fadeout 0.2 fps 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 1 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 2 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 3 } $sequence "deathpose_crouch_right" { "anim_boomer_anims\deathpose_crouch_right.smd" activity "ACT_DIE_CROUCH_RIGHTSIDE" -1 fadein 0.2 fadeout 0.2 fps 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 1 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 2 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 3 } $sequence "deathpose_crouch_left" { "anim_boomer_anims\deathpose_crouch_left.smd" activity "ACT_DIE_CROUCH_LEFTSIDE" -1 fadein 0.2 fadeout 0.2 fps 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 1 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 2 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 3 }