From a24be7cbcde60cd36f9cc61ece63c865a2b330f0 Mon Sep 17 00:00:00 2001 From: Josh <48849543+kruumy@users.noreply.github.com> Date: Mon, 3 Oct 2022 15:50:38 +0000 Subject: [PATCH] Add files via upload --- mp/playeranim.script | 602 +++++++++++++++---------------------------- 1 file changed, 209 insertions(+), 393 deletions(-) diff --git a/mp/playeranim.script b/mp/playeranim.script index c8ad7d0..6cc23fa 100644 --- a/mp/playeranim.script +++ b/mp/playeranim.script @@ -1,99 +1,17 @@ - -//========================================================================== -// -// Character Animation Script M U L T I P L A Y E R -// -// All player states should have animations sutable for a two handed rifle type weapon. -// -// This defines the animations and events that might occur at different times -// for this character. State changes, and random behaviour during idle/alert -// states will look here for default behaviour, if that character doesn't have -// something specific in their scripts for that level. -// -//========================================================================== - -// playerAnimType: -// Set in "Player Anim Type" in the weapon gdt file. -// Full list specified in playeranimtypes.txt. -// Asset manager choices specified in weapon gdf files. - -//========================================================================== -// DEFINES -// -// These can be used to simplify the scripting, by defining replacement strings - DEFINES -// weaponclasses set weaponclass autofire = mg AND smg - -// movetypes set movetype moving = walk AND walkcr AND walkcrbk AND walkbk AND run AND runbk AND runcr AND runcrbk AND walkprone AND walkpronebk set movetype crouching = idlecr AND runcr AND runcrbk AND walkcr AND walkcrbk set movetype prone = idleprone AND walkprone AND walkpronebk set movetype backstep = walkbk AND runbk AND walkcrbk AND walkpronebk -//PeZBOT -set playerAnimType pezbot = pezbot_stand_walk AND pezbot_stand_run AND pezbot_climb_up AND pezbot_crouch_walk - - -//========================================================================== -// ANIMATIONS -// -// NOTE: scripts are chosen by first-come-first-serve basis. The first match -// found is the one used. -// -// format: -// -// state -// { -// -// { -// [DEFAULT / [], ...] -// { -// [sound ] -// [sound ] -// ... -// } -// } -// } -// -// legend: -// -// : relaxed, alert, combat -// -// : idle, idlecr, idleprone, -// walk, walkbk, walkcr, walkcrbk, walkprone, walkpronebk. -// run, runbk, runcr, runcrbk, -// straferight, strafeleft, turnright, turnleft -// -// : playerAnimType, weaponclass, position, enemy_weapon, underwater, mounted, movetype, underhand, leaning, weapon_position, perk -// -// : -// -// playerAnimType: -// position: behind, infront, right, left -// enemy_weapon: -// underwater: -// mounted: mg42 -// movetype: -// underhand: -// leaning: right, left -// weaponclass: rifle, sniper, smg, mg, pistol, grenade, rocketlauncher, flamethrower, turret, non-player -// weapon_position: hip, ads -// strafing: not, left, right - will never be left or right while moving backwards -// perk: laststand, grenadedeath -// -// NOTES: -// - The player walks when they are ADS, so they can not ADS while running. -// - ANIMATIONS STATE COMBAT { idle - { + { // PeZBOT playerAnimType pezbot_stand_walk { @@ -120,7 +38,7 @@ STATE COMBAT torso pt_melee_pistol_1 duration 500 } // PeZBOT - + mounted mg42, firing { both standSAWgunner_aim turretanim @@ -132,7 +50,7 @@ STATE COMBAT perk laststand { both pb_laststand_idle - } + } playerAnimType none { both pb_stand_alert @@ -169,8 +87,7 @@ STATE COMBAT { both pb_stand_grenade_pullpin } - - default // two handed rifle type weapon + default { both pb_stand_alert } @@ -203,8 +120,8 @@ STATE COMBAT torso pt_melee_pistol_1 duration 500 } // PeZBOT - - + + mounted mg42, firing { both crouchSAWgunner_aim turretanim @@ -212,13 +129,13 @@ STATE COMBAT mounted mg42 { both crouchSAWgunner_aim turretanim - } + } perk laststand { - both pb_laststand_idle - } + both pb_laststand_idle + } playerAnimType none - { + { both pb_crouch_bombplant } playerAnimType briefcase @@ -237,14 +154,14 @@ STATE COMBAT { both pb_crouch_alert_pistol } - weaponclass rocketlauncher, weapon_position ads - { - both pb_crouch_ads_RPG - } - weaponclass rocketlauncher - { - both pb_crouch_alert_RPG - } + weaponclass rocketlauncher, weapon_position ads + { + both pb_crouch_ads_RPG + } + weaponclass rocketlauncher + { + both pb_crouch_alert_RPG + } weaponclass grenade, playerAnimType all NOT m203 { both pb_crouch_grenade_pullpin @@ -252,15 +169,14 @@ STATE COMBAT weapon_position ads { both pb_crouch_ads - } - default // two handed rifle type weapon + } + default { both pb_crouch_alert } } idleprone { - mounted mg42, firing { both proneSAWgunner_aim turretanim @@ -289,26 +205,22 @@ STATE COMBAT { both pb_prone_aim_pistol } - weaponclass rocketlauncher - { - both pb_prone_aim_RPG - } + weaponclass rocketlauncher + { + both pb_prone_aim_RPG + } weaponclass grenade, playerAnimType all NOT m203 { both pb_prone_aim_grenade } - - default { both pb_prone_aim } } - -// FLINCHING flinch_forward { - + // PeZBOT playerAnimType pezbot_stand_walk { @@ -338,19 +250,15 @@ STATE COMBAT torso pt_melee_pistol_1 duration 500 } // PeZBOT - - weaponclass pistol + + weaponclass pistol { - torso pt_flinch_pistol_forward } weaponclass grenade, playerAnimType all NOT m203 { - torso pt_flinch_grenade_forward } - - default + default { - torso pt_flinch_forward } } flinch_backward @@ -385,18 +293,14 @@ STATE COMBAT } // PeZBOT - weaponclass pistol + weaponclass pistol { - torso pt_flinch_pistol_back } weaponclass grenade, playerAnimType all NOT m203 { - torso pt_flinch_grenade_back } - - default + default { - torso pt_flinch_back } } flinch_left @@ -431,23 +335,20 @@ STATE COMBAT torso pt_melee_pistol_1 duration 500 } // PeZBOT - - weaponclass pistol + + weaponclass pistol { - torso pt_flinch_pistol_left } weaponclass grenade, playerAnimType all NOT m203 { - torso pt_flinch_grenade_left } - - default + default { - torso pt_flinch_left } } flinch_right { + // PeZBOT playerAnimType pezbot_stand_walk { @@ -477,25 +378,20 @@ STATE COMBAT torso pt_melee_pistol_1 duration 500 } // PeZBOT - - weaponclass pistol + + weaponclass pistol { - torso pt_flinch_pistol_right } weaponclass grenade, playerAnimType all NOT m203 { - torso pt_flinch_grenade_right } - - default + default { - torso pt_flinch_right } } - -// STUMBLE stumble_forward { + // PeZBOT playerAnimType pezbot_stand_walk { @@ -522,8 +418,7 @@ STATE COMBAT torso pt_melee_pistol_1 duration 500 } // PeZBOT - - // pistol + weaponclass pistol, strafing left { both pb_stumble_pistol_left @@ -540,7 +435,7 @@ STATE COMBAT { both pb_stumble_grenade_right } - weaponclass pistol + weaponclass pistol { both pb_stumble_pistol_forward } @@ -548,8 +443,6 @@ STATE COMBAT { both pb_stumble_grenade_forward } - - // rifle strafing left { both pb_stumble_left @@ -558,13 +451,14 @@ STATE COMBAT { both pb_stumble_right } - default + default { both pb_stumble_forward } } stumble_backward - { + { + // PeZBOT playerAnimType pezbot_stand_walk { @@ -591,7 +485,6 @@ STATE COMBAT torso pt_melee_pistol_1 duration 500 } // PeZBOT - weaponclass pistol, strafing left { both pb_stumble_pistol_left @@ -608,8 +501,7 @@ STATE COMBAT { both pb_stumble_grenade_right } - - weaponclass pistol + weaponclass pistol { both pb_stumble_pistol_back } @@ -617,8 +509,6 @@ STATE COMBAT { both pb_stumble_grenade_back } - - // rifle strafing left { both pb_stumble_left @@ -626,16 +516,15 @@ STATE COMBAT strafing right { both pb_stumble_right - } - default + } + default { both pb_stumble_back } } - -// STUMBLE WALK stumble_walk_forward { + // PeZBOT playerAnimType pezbot_stand_walk { @@ -662,8 +551,7 @@ STATE COMBAT torso pt_melee_pistol_1 duration 500 } // PeZBOT - - // pistol + weaponclass pistol AND grenade, strafing left, playerAnimType all NOT m203 { both pb_stumble_pistol_walk_left @@ -676,8 +564,6 @@ STATE COMBAT { both pb_stumble_pistol_walk_forward } - - // rifle strafing left { both pb_stumble_walk_left @@ -686,13 +572,14 @@ STATE COMBAT { both pb_stumble_walk_right } - default + default { both pb_stumble_walk_forward } } stumble_walk_backward { + // PeZBOT playerAnimType pezbot_stand_walk { @@ -720,7 +607,6 @@ STATE COMBAT } // PeZBOT - // pistol weaponclass pistol AND grenade, strafing left, playerAnimType all NOT m203 { both pb_stumble_pistol_walk_left @@ -728,12 +614,11 @@ STATE COMBAT weaponclass pistol AND grenade, strafing right, playerAnimType all NOT m203 { both pb_stumble_pistol_walk_right - } + } weaponclass pistol AND grenade, playerAnimType all NOT m203 { both pb_stumble_pistol_walk_back } - // rifle strafing left { both pb_stumble_walk_left @@ -741,15 +626,12 @@ STATE COMBAT strafing right { both pb_stumble_walk_right - } - - default + } + default { both pb_stumble_walk_back } } - -// STUMBLE CROUCH stumble_crouch_forward { // PeZBOT @@ -779,21 +661,18 @@ STATE COMBAT } // PeZBOT - // pistol weaponclass pistol AND grenade, strafing left, playerAnimType all NOT m203 { both pb_stumble_pistol_left } weaponclass pistol AND grenade, strafing right, playerAnimType all NOT m203 - { + { both pb_stumble_pistol_right } weaponclass pistol AND grenade, playerAnimType all NOT m203 { both pb_stumble_pistol_forward } - - // rifle strafing left { both pb_stumble_left @@ -802,14 +681,14 @@ STATE COMBAT { both pb_stumble_right } - - default + default { both pb_stumble_forward } } stumble_crouch_backward { + // PeZBOT playerAnimType pezbot_stand_walk { @@ -837,15 +716,14 @@ STATE COMBAT } // PeZBOT - // pistol weaponclass pistol AND grenade, strafing left, playerAnimType all NOT m203 { both pb_stumble_pistol_left } weaponclass pistol AND grenade, strafing right, playerAnimType all NOT m203 - { + { both pb_stumble_pistol_right - } + } weaponclass pistol AND grenade, playerAnimType all NOT m203 { both pb_stumble_pistol_back @@ -857,16 +735,15 @@ STATE COMBAT strafing right { both pb_stumble_right - } - - default + } + default { both pb_stumble_back } } - walk { + // PeZBOT playerAnimType pezbot_stand_walk { @@ -902,15 +779,15 @@ STATE COMBAT { both pb_hold_run } - weaponclass rocketlauncher, strafing left + weaponclass rocketlauncher, strafing left { both pb_walk_left_RPG_ads } - weaponclass rocketlauncher, strafing right + weaponclass rocketlauncher, strafing right { both pb_walk_right_RPG_ads } - weaponclass rocketlauncher + weaponclass rocketlauncher { both pb_walk_forward_RPG_ads } @@ -946,13 +823,12 @@ STATE COMBAT { both pb_stand_shoot_walk_right } - - default // two handed rifle type weapon + default { both pb_stand_shoot_walk_forward } } - walkbk // Always ADS when walking + walkbk { playerAnimType none { @@ -962,7 +838,7 @@ STATE COMBAT { both pb_hold_run_back } - weaponclass rocketlauncher + weaponclass rocketlauncher { both pb_walk_back_RPG_ads } @@ -973,7 +849,7 @@ STATE COMBAT weaponclass pistol, strafing right { both pb_combatwalk_right_loop_pistol - } + } weaponclass pistol { both pb_combatwalk_back_loop_pistol @@ -989,7 +865,7 @@ STATE COMBAT strafing right { both pb_stand_shoot_walk_right - } + } // PeZBOT playerAnimType pezbot_stand_walk { @@ -1016,7 +892,6 @@ STATE COMBAT torso pt_melee_pistol_1 duration 500 } // PeZBOT - default { both pb_stand_shoot_walk_back @@ -1040,15 +915,15 @@ STATE COMBAT { both pb_crouch_hold_run } - weaponclass rocketlauncher, strafing left + weaponclass rocketlauncher, strafing left { both pb_crouch_walk_left_RPG } - weaponclass rocketlauncher, strafing right + weaponclass rocketlauncher, strafing right { both pb_crouch_walk_right_RPG } - weaponclass rocketlauncher + weaponclass rocketlauncher { both pb_crouch_walk_forward_RPG } @@ -1072,6 +947,7 @@ STATE COMBAT { both pb_crouch_shoot_run_right } + // PeZBOT playerAnimType pezbot_stand_walk { @@ -1098,13 +974,12 @@ STATE COMBAT torso pt_melee_pistol_1 duration 500 } // PeZBOT - - default // two handed rifle type weapon + + default { both pb_crouch_shoot_run_forward } } - walkcrbk { playerAnimType none @@ -1115,7 +990,7 @@ STATE COMBAT { both pb_crouch_hold_run_back } - weaponclass rocketlauncher + weaponclass rocketlauncher { both pb_crouch_walk_back_RPG } @@ -1126,7 +1001,7 @@ STATE COMBAT weaponclass pistol AND grenade, strafing right, playerAnimType all NOT m203 { both pb_crouch_walk_right_pistol - } + } weaponclass pistol AND grenade, playerAnimType all NOT m203 { both pb_crouch_walk_back_pistol @@ -1138,7 +1013,8 @@ STATE COMBAT strafing right { both pb_crouch_shoot_run_right - } + } + // PeZBOT playerAnimType pezbot_stand_walk { @@ -1165,8 +1041,8 @@ STATE COMBAT torso pt_melee_pistol_1 duration 500 } // PeZBOT - - default // two handed rifle type weapon + + default { both pb_crouch_shoot_run_back } @@ -1217,7 +1093,6 @@ STATE COMBAT { both pb_prone_crawl_right } - default { both pb_prone_crawl @@ -1236,7 +1111,7 @@ STATE COMBAT playerAnimType hold { both pb_prone_crawl_back_hold - } + } weaponclass pistol { both pb_prone_crawl_back @@ -1245,8 +1120,6 @@ STATE COMBAT { both pb_prone_grenade_crawl_back } - - default { both pb_prone_crawl_back @@ -1270,15 +1143,15 @@ STATE COMBAT { both pb_hold_run } - weaponclass rocketlauncher, strafing left + weaponclass rocketlauncher, strafing left { both pb_combatrun_left_RPG } - weaponclass rocketlauncher, strafing right + weaponclass rocketlauncher, strafing right { both pb_combatrun_right_RPG } - weaponclass rocketlauncher + weaponclass rocketlauncher { both pb_combatrun_forward_RPG } @@ -1314,15 +1187,16 @@ STATE COMBAT { both pb_pistol_run_fast } - + + default { both pb_combatrun_forward_loop } } -// STUMBLE SPRINT stumble_sprint_forward { + // PeZBOT playerAnimType pezbot_stand_walk { @@ -1349,8 +1223,8 @@ STATE COMBAT torso pt_melee_pistol_1 duration 500 } // PeZBOT - - default + + default { both pb_stumble_forward } @@ -1383,7 +1257,6 @@ STATE COMBAT torso pt_melee_pistol_1 duration 500 } // PeZBOT - playerAnimType none { both pb_sprint @@ -1400,11 +1273,10 @@ STATE COMBAT { both pb_sprint_pistol } - weaponclass rocketlauncher + weaponclass rocketlauncher { - both pb_sprint_RPG - } - + both pb_sprint_RPG + } default { both pb_sprint @@ -1412,6 +1284,7 @@ STATE COMBAT } runbk { + // PeZBOT playerAnimType pezbot_stand_walk { @@ -1463,7 +1336,7 @@ STATE COMBAT { both pb_combatrun_right_loop_grenade } - weaponclass pistol + weaponclass pistol { both pb_combatrun_back_loop_pistol } @@ -1471,10 +1344,10 @@ STATE COMBAT { both pb_combatrun_back_loop_grenade } - weaponclass rocketlauncher + weaponclass rocketlauncher { - both pb_combatrun_back_RPG - } + both pb_combatrun_back_RPG + } strafing left { both pb_combatrun_left_loop @@ -1482,8 +1355,7 @@ STATE COMBAT strafing right { both pb_combatrun_right_loop - } - + } default { both pb_combatrun_back_loop @@ -1522,15 +1394,15 @@ STATE COMBAT { both pb_crouch_run_forward_grenade } - weaponclass rocketlauncher, strafing left + weaponclass rocketlauncher, strafing left { both pb_crouch_run_left_RPG } - weaponclass rocketlauncher, strafing right + weaponclass rocketlauncher, strafing right { both pb_crouch_run_right_RPG } - weaponclass rocketlauncher + weaponclass rocketlauncher { both pb_crouch_run_forward_RPG } @@ -1554,11 +1426,11 @@ STATE COMBAT { both pb_crouch_hold_run } - weaponclass grenade, strafing left, playerAnimType all NOT m203 + weaponclass grenade, strafing left, playerAnimType all NOT m203 { both pb_crouch_run_left_grenade } - weaponclass grenade, strafing right, playerAnimType all NOT m203 + weaponclass grenade, strafing right, playerAnimType all NOT m203 { both pb_crouch_run_right_grenade } @@ -1578,15 +1450,14 @@ STATE COMBAT { both pb_crouch_run_right } - default { both pb_crouch_run_forward } } - runcrbk { + // PeZBOT playerAnimType pezbot_stand_walk { @@ -1613,12 +1484,12 @@ STATE COMBAT torso pt_melee_pistol_1 duration 500 } // PeZBOT - + playerAnimType none { both pb_crouch_run_back_grenade } - weaponclass rocketlauncher + weaponclass rocketlauncher { both pb_crouch_run_back_RPG } @@ -1630,15 +1501,15 @@ STATE COMBAT { both pb_crouch_run_right_pistol } - playerAnimType hold - { - both pb_crouch_hold_run_back - } - weaponclass grenade, strafing left, playerAnimType all NOT m203 + playerAnimType hold + { + both pb_crouch_hold_run_back + } + weaponclass grenade, strafing left, playerAnimType all NOT m203 { both pb_crouch_run_left_grenade } - weaponclass grenade, strafing right, playerAnimType all NOT m203 + weaponclass grenade, strafing right, playerAnimType all NOT m203 { both pb_crouch_run_right_grenade } @@ -1657,19 +1528,16 @@ STATE COMBAT strafing right { both pb_crouch_run_right - } - + } default { both pb_crouch_run_back } } - climbup { default { - // Can't play the chicken dance here as a temp because it has no movement speed both pb_climbup } } @@ -1677,7 +1545,6 @@ STATE COMBAT { default { - // Can't play the chicken dance here as a temp because it has no movement speed both pb_climbdown } } @@ -1695,113 +1562,84 @@ STATE COMBAT legs pl_crouchturn_90left } } - - //========== - // PI - DAY : Mantle animations mantle_up_57 { - default + default { both mp_mantle_up_57 } } mantle_up_51 { - default + default { both mp_mantle_up_51 } } mantle_up_45 { - default + default { both mp_mantle_up_45 } } mantle_up_39 { - default + default { both mp_mantle_up_39 } } mantle_up_33 { - default + default { both mp_mantle_up_33 } } mantle_up_27 { - default + default { legs mp_mantle_up_27 } } mantle_up_21 { - default + default { legs mp_mantle_up_21 } } mantle_over_high { - default + default { both mp_mantle_over_high } } mantle_over_mid { - default + default { both mp_mantle_over_mid } } mantle_over_low { - default + default { legs mp_mantle_over_low } } } -//========================================================================== -// EVENTS -// -// format: -// -// -// { -// [DEFAULT / [], ...] -// { -// [sound ] -// [sound ] -// ... -// } -// } -// -// legend: -// -// : pain, death, fireweapon, jump, jumpbk, land, dropweapon, -// raiseweapon, reload, crouch_to_prone, shellshock -// prone_to_crouch, meleeattack -// -// NOTE: for gameplay anims (weapons firing, reload, etc) that show no legs movement -// only the torso should animation from here, leave the legs doing what their -// locomotive anims want them to do -// - EVENTS fireweapon { - //PEZBOT + //PEZBOT playerAnimType pezbot_stand_walk { both pb_combatrun_forward_loop @@ -1827,14 +1665,11 @@ fireweapon torso pt_melee_pistol_1 duration 500 } //PEZBOT - -// MG42 + + mounted mg42 { - // Ignore the fireweapon event while on a turret } - -// PISTOLS perk laststand { torso pt_laststand_fire @@ -1845,7 +1680,6 @@ fireweapon } weaponclass pistol, movetype moving { - // Play no special firing animation } weaponclass pistol, movetype crouching, weapon_position ads { @@ -1863,15 +1697,12 @@ fireweapon { torso pt_stand_shoot_pistol } - -// MG & SMG weaponclass autofire, movetype prone { torso pt_prone_shoot_auto duration 150 } weaponclass autofire, movetype moving { - // Play no special firing animation } weaponclass autofire, movetype crouching, weapon_position ads { @@ -1889,11 +1720,8 @@ fireweapon { torso pt_stand_shoot_auto duration 150 } - -// PROJECTILE WEAPONS (assume ads since you can't fire these from the hip) weaponclass rocketlauncher, movetype moving { - // Play no special firing animation } weaponclass rocketlauncher, movetype crouching { @@ -1907,49 +1735,44 @@ fireweapon { torso pt_stand_shoot_RPG } - -// GRENADES - weaponclass grenade, movetype prone, playerAnimType hold - { - torso pt_hold_prone_throw - } - weaponclass grenade, movetype idlecr, playerAnimType hold - { - torso pt_hold_throw - } - weaponclass grenade, playerAnimType hold - { - torso pt_hold_throw - } - weaponclass grenade, movetype prone, playerAnimType all NOT m203 // All prone - { - torso pt_prone_grenade_throw - } - weaponclass grenade, movetype idlecr, playerAnimType all NOT m203 // Crouch, still - { - both pb_crouch_grenade_throw - } - weaponclass grenade, movetype crouching, playerAnimType all NOT m203 // Crouch, moving - { - torso pt_crouch_grenade_throw - } - weaponclass grenade, movetype idle, playerAnimType all NOT m203 // Stand still - { - both pb_stand_grenade_throw blendtime 10 - } - weaponclass grenade, playerAnimType all NOT m203 // Stand, moving - { - torso pt_stand_grenade_throw blendtime 10 - } - -//bolt (RIFLES) + weaponclass grenade, movetype prone, playerAnimType hold + { + torso pt_hold_prone_throw + } + weaponclass grenade, movetype idlecr, playerAnimType hold + { + torso pt_hold_throw + } + weaponclass grenade, playerAnimType hold + { + torso pt_hold_throw + } + weaponclass grenade, movetype prone, playerAnimType all NOT m203 + { + torso pt_prone_grenade_throw + } + weaponclass grenade, movetype idlecr, playerAnimType all NOT m203 + { + both pb_crouch_grenade_throw + } + weaponclass grenade, movetype crouching, playerAnimType all NOT m203 + { + torso pt_crouch_grenade_throw + } + weaponclass grenade, movetype idle, playerAnimType all NOT m203 + { + both pb_stand_grenade_throw blendtime 10 + } + weaponclass grenade, playerAnimType all NOT m203 + { + torso pt_stand_grenade_throw blendtime 10 + } playerAnimType sniper, movetype prone { torso pt_prone_shoot_auto } playerAnimType sniper, movetype moving { - // Play no special firing animation } playerAnimType sniper, movetype crouching, weapon_position ads { @@ -1967,48 +1790,45 @@ fireweapon { torso pt_rifle_fire } -// DEFAULT (RIFLES) - playerAnimType other, movetype prone - { - torso pt_prone_shoot_auto - } - playerAnimType other - { - torso pt_stand_shoot_shotgun - } - movetype prone - { - torso pt_prone_shoot_auto - } - movetype moving - { - // Play no special firing animation - } - movetype crouching, weapon_position ads - { - torso pt_crouch_shoot_ads - } - movetype crouching - { - torso pt_crouch_shoot - } - weapon_position ads - { - torso pt_stand_shoot_ads - } - default - { - torso pt_stand_shoot - } + playerAnimType other, movetype prone + { + torso pt_prone_shoot_auto + } + playerAnimType other + { + torso pt_stand_shoot_shotgun + } + movetype prone + { + torso pt_prone_shoot_auto + } + movetype moving + { + } + movetype crouching, weapon_position ads + { + torso pt_crouch_shoot_ads + } + movetype crouching + { + torso pt_crouch_shoot + } + weapon_position ads + { + torso pt_stand_shoot_ads + } + default + { + torso pt_stand_shoot + } } - prone_to_crouch { - movetype moving - { + movetype moving + { both pb_prone2crouchrun - } + } default { both pb_prone2crouch @@ -2095,12 +1915,12 @@ dropweapon raiseweapon { - // (Boon 07-11-2003) Don't want anything here - just blend into the correct pose. } reload { - //PEZBOT + + //PEZBOT playerAnimType pezbot_stand_walk { both pb_combatrun_forward_loop @@ -2118,8 +1938,8 @@ reload } perk laststand - { - torso pt_laststand_reload + { + torso pt_laststand_reload } weaponclass pistol, movetype idlecr { @@ -2133,13 +1953,13 @@ reload { torso pt_reload_prone_pistol } - weaponclass rocketlauncher, movetype prone - { - torso pt_reload_prone_RPG + weaponclass rocketlauncher, movetype prone + { + torso pt_reload_prone_RPG } - weaponclass rocketlauncher - { - torso pt_reload_stand_RPG + weaponclass rocketlauncher + { + torso pt_reload_stand_RPG } weaponclass pistol { @@ -2204,7 +2024,7 @@ jump playerAnimType none { both pb_standjump_takeoff duration 5 blendtime 100 - } + } weaponclass rocketlauncher, movetype run { both pb_runjump_takeoff duration 5 blendtime 100 @@ -2229,7 +2049,6 @@ jumpbk { both pb_chicken_dance_crouch duration 5 blendtime 100 } - playerAnimType none, movetype run { both pb_standjump_takeoff duration 5 blendtime 100 @@ -2246,7 +2065,6 @@ jumpbk { both pb_standjump_takeoff duration 5 blendtime 100 } - weaponclass grenade, movetype run, playerAnimType all NOT m203 { both pb_standjump_takeoff duration 5 blendtime 100 @@ -2255,7 +2073,6 @@ jumpbk { both pb_standjump_takeoff duration 5 blendtime 100 } - movetype run { both pb_standjump_takeoff duration 5 blendtime 100 @@ -2286,7 +2103,6 @@ shellshock { movetype prone { - } movetype moving { @@ -2304,6 +2120,7 @@ shellshock DEATH { + // PeZBOT playerAnimType pezbot_stand_walk { @@ -2336,7 +2153,7 @@ DEATH movetype crouching, perk laststand { both pb_laststand_death - } + } movetype prone, perk laststand { both pb_laststand_death @@ -2395,6 +2212,7 @@ DEATH pain { + // PeZBOT playerAnimType pezbot_stand_walk { @@ -2426,11 +2244,9 @@ pain movetype crouching { both pb_crouch_pain_holdStomach - } - + } default { both pb_crouch_pain_holdStomach } -} - +} \ No newline at end of file