anims_rifle.txt
animations
{
$path models/human/animation
//=========================
// Reload Garand
//========================
rifle_reload viewmodel/rifle/tps_garand_reload.skc crossblend 0.05
{
server
{
first reloadweapon // tell the weapon that we're reloading
1 weaponcommand mainhand attachtohand offhand // attach the weapon to the left hand
4 attachmodel models/ammo/garand_clip_reload.tik tag_weapon_right // put the ammo clip in the right hand
34 weaponcommand mainhand clip_fill // put the clip ammo into the gun
42 removeattachedmodel tag_weapon_right 0 models/ammo/garand_clip_reload.tik // remove the clip model from the right hand
57 weaponcommand mainhand attachtohand mainhand // reattach the weapon to the right hand
}
}
//========================
// Reload Springfield (one shell at a time)
//========================
springfield_reload_start viewmodel/rifle/tps_springfield_reload_start.skc crossblend 0.05
{
server
{
first reloadweapon // tell the weapon that we're reloading
1 weaponcommand mainhand attachtohand offhand // attach the weapon to the left hand
}
}
springfield_reload_loop viewmodel/rifle/tps_springfield_reload_fill.skc crossblend 0
{
server
{
first weaponcommand mainhand anim reload_single
0 attachmodel models/ammo/springfield_clip_reload.tik tag_weapon_right
//8 weaponcommand mainhand clip_add 1
8 weaponcommand mainhand clip_fill // put a single shell into the gun
8 removeattachedmodel tag_weapon_right 0 models/ammo/springfield_clip_reload.tik // remove the clip model from the right hand
}
}
springfield_reload_end viewmodel/rifle/tps_springfield_reload_end.skc crossblend 0.0
{
server
{
first weaponcommand mainhand anim reload_end
31 weaponcommand mainhand attachtohand mainhand // reattach the weapon to the right hand
}
}
//========================
// Reload KAR98
//========================
kar98_reload viewmodel/rifle/tps_kar98_reload.skc crossblend 0.05
{
server
{
first reloadweapon
0 attachmodel models/ammo/kar98_clip_reload.tik tag_weapon_right // tell the weapon that we're reloading
1 weaponcommand mainhand attachtohand offhand // attach the weapon to the left hand
50 weaponcommand mainhand clip_fill // put the clip ammo into the gun
50 removeattachedmodel tag_weapon_right 0 models/ammo/kar98_clip_reload.tik // remove the clip model from the right hand
99 weaponcommand mainhand attachtohand mainhand // reattach the weapon to the right hand
}
}
//========================
// Walking/Cautious
//========================
rifle_stand_walk_fwd multiplayer/mp_rifle_curious_walk_forward.skc //autosteps_walk
rifle_stand_walk_back multiplayer/mp_rifle_curious_walk_backwards.skc //autosteps_walk
rifle_stand_walk_left multiplayer/mp_rifle_curious_walk_left.skc //autosteps_walk
rifle_stand_walk_right multiplayer/mp_rifle_curious_walk_right.skc //autosteps_walk
//========================
// Jogging/Relaxed
//========================
rifle_stand_run_fwd weapon_rifle/walks_runs/rifle_jog.skc autosteps_run
rifle_stand_run_back multiplayer/mp_rifle_jog_back.skc autosteps_run
rifle_stand_run_left multiplayer/mp_rifle_run_left.skc autosteps_run
rifle_stand_run_right multiplayer/mp_rifle_run_right.skc autosteps_run
//========================
// Standing
//========================
rifle_stand_idle multiplayer/mp_rifle_stand_curious.skc crossblend 0.2
//========================
// Crouching
//========================
rifle_crouch_idle weapon_rifle/crouch/rifle_crouch.skc crossblend 0.2
rifle_crouch_walk_fwd multiplayer/mp_rifle_crouch_walk_forwards.skc crossblend 0.1 //autosteps_walk
rifle_crouch_walk_back multiplayer/mp_rifle_crouch_walk_back.skc crossblend 0.1 //autosteps_walk
rifle_crouch_walk_left multiplayer/mp_rifle_crouch_walk_left.skc crossblend 0.1 //autosteps_walk
rifle_crouch_walk_right multiplayer/mp_rifle_crouch_walk_right.skc crossblend 0.1 //autosteps_walk
rifle_crouch_run_fwd multiplayer/mp_rifle_crouchrun.skc crossblend 0.1 autosteps_run
rifle_crouch_run_back multiplayer/mp_rifle_crouch_run_backwards.skc crossblend 0.1 autosteps_run
rifle_crouch_run_left weapon_rifle/walks_runs/rifle_crouchrun_left.skc crossblend 0.1 autosteps_run
rifle_crouch_run_right weapon_rifle/walks_runs/rifle_crouchrun_right.skc crossblend 0.1 autosteps_run
//========================
// Rifle Firing
//========================
rifle_stand_fire viewmodel/rifle/fire_rifle_stand.skc crossblend 0.05
{
server
{
entry fire
}
}
$path models/human/protoanimations
rifle_stand_run_fire fire_rifle_trot.skc crossblend 0.05
{
server
{
entry fire
}
}
$path models/human/animation
rifle_stand_walk_fire viewmodel/rifle/walk_player_rifle.skc crossblend 0.05
{
server
{
entry fire
}
}
rifle_crouch_fire viewmodel/rifle/fire_rifle_stand.skc crossblend 0.05
{
server
{
entry fire
}
}
rifle_crouch_run_fire viewmodel/rifle/rifle_fire_crouch.skc crossblend 0.05
{
server
{
entry fire
}
}
//========================
// Springfield Rechambering
//========================
springfield_stand_rechamber viewmodel/rifle/tps_springfield_rechamber.skc crossblend 0.1
{
server
{
entry weaponcommand mainhand anim "rechamber" // tell the weapon what animation we want it to play
1 weaponcommand mainhand attachtohand offhand // attach the weapon to the left
47 weaponcommand mainhand attachtohand mainhand // attach teh weapon back to the right hand
last weaponcommand mainhand idle // tell the weapon to return to the idle state
}
}
springfield_crouch_rechamber viewmodel/rifle/tps_springfield_rechamber.skc crossblend 0.1
{
server
{
entry weaponcommand mainhand anim "rechamber" // tell the weapon what animation we want it to play
1 weaponcommand mainhand attachtohand offhand // attach the weapon to the left
47 weaponcommand mainhand attachtohand mainhand // attach teh weapon back to the right hand
last weaponcommand mainhand idle // tell the weapon to return to the idle state
}
}
//========================
// KAR98 Rechambering
//========================
kar98_stand_rechamber viewmodel/rifle/tps_kar98_rechamber.skc crossblend 0.1
{
server
{
entry weaponcommand mainhand anim "rechamber" // tell the weapon what animation we want it to play
1 weaponcommand mainhand attachtohand offhand // attach the weapon to the left
44 weaponcommand mainhand attachtohand mainhand // attach teh weapon back to the right hand
last weaponcommand mainhand idle // tell the weapon to return to the idle state
}
}
kar98_crouch_rechamber viewmodel/rifle/tps_kar98_rechamber.skc crossblend 0.1
{
server
{
entry weaponcommand mainhand anim "rechamber" // tell the weapon what animation we want it to play
1 weaponcommand mainhand attachtohand offhand // attach the weapon to the left
44 weaponcommand mainhand attachtohand mainhand // attach teh weapon back to the right hand
last weaponcommand mainhand idle // tell the weapon to return to the idle state
}
}
//========================
// Raise Animations
//========================
// THESE ARE ALL PLACEHOLDER ANIMATIONS!!!!!
rifle_stand_raise viewmodel/rifle/raise_rifle_standplayer.skc
{
server
{
0 activatenewweapon garandhand
}
client
{
enter sound snd_rifle_pullout
}
}
rifle_crouch_raise viewmodel/rifle/raise_rifle_standplayer.skc
{
server
{
0 activatenewweapon garandhand
}
client
{
enter sound snd_rifle_pullout
}
}
//========================
// Lower
//========================
// THESE ARE ALL PLACEHOLDER ANIMATIONS!!!!!
rifle_stand_lower viewmodel/rifle/lower_rifle_stand.skc
{
server
{
18 deactivateweapon righthand
}
client
{
enter sound snd_rifle_putaway
}
}
rifle_crouch_lower viewmodel/rifle/lower_rifle_stand.skc
{
server
{
10 deactivateweapon righthand
}
client
{
enter sound snd_rifle_putaway
}
}
//========================
// Jumping & Falling
//========================
rifle_jump_takeoff viewmodel/rifle/jump_rifle_start.skc crossblend 0.1
{
server
{
first ai_event footstep
}
client
{
first footstep "Bip01 R Foot" run
}
}
rifle_jump_run_takeoff viewmodel/rifle/jump_rifle_start.skc crossblend 0.1
{
server
{
first ai_event footstep
}
client
{
first footstep "Bip01 R Foot" run
}
}
rifle_fall viewmodel/rifle/jump_rifle_loop.skc crossblend 0.2
rifle_land viewmodel/rifle/jump_rifle_end.skc crossblend 0.1
{
client
{
first landing
}
}
rifle_land_hard viewmodel/rifle/jump_rifle_end.skc crossblend 0.1
{
client
{
first landing
}
}
//========================
// Pain
//========================
rifle_pain viewmodel/rifle/jump_rifle_end.skc crossblend 0.1
$path models/human/protoanimations
rifle_pain_ducked jump_tuck_loop.skc crossblend 0.1
//========================
// Misc
//========================
rifle_run_into_wall jump_land.skc crossblend 0.1
}