A bad case of missing animations.

I’ve been making my own modification of the citizen model and i encountered a roadblock, in the .qc i included the following reference animations:

$includemodel “humans/female_shared.mdl”
$includemodel “humans/female_ss.mdl”
$includemodel “humans/female_gestures.mdl”
$includemodel “humans/female_postures.mdl”
$includemodel “f_anm.mdl”
$includemodel “f_shd.mdl”
$includemodel “f_pst.mdl”
$includemodel “f_gst.mdl”

However there seems to still be a difference, when the player is unarmed, the model show no animation/cross pose while the playermodels gmod use still have proper animation when holding no weapons.

so that probably mean my model is missing an animation or two… but wich…

Second issue, are models in gmod never “running” ? the characters all have very pretty run animations with all the weapons, but gmod only makes them… walk fast… when you sprint.

Any idea?

Edited: I got confused its something else, i’ll have a look.

I don’t think the playermodel has an unarmed animation, I don’t think one even exists.

if i use : “models/player/Group01/Male_01.mdl” the character walk perfectly as a playermodel even without weapons.

is there other animations sets beside the male/female sets for npc and the set for playermodels?

Nope :frowning:

and that one uses:

m_anim.mdl
m_shd.mdl
m_pst.mdl
m_gst.mdl

(which are included in the cs_fix.mdl, which most people use instead)

i found it, the unarmed walking is stored into f_ss.mdl/m_ss.mdl

OK thats useful to know (as I didn’t think any of the models used m/f_ss), but i’m pretty sure none of valve’s/garry’s models use that animation set, when I checked through them all @.@

Edit: Its also not there when I decompile it :S

hrm… this is odd… could it be something about the order of the includemodels then? cause it’s the only other thing i can see…

[editline]06:27PM[/editline]

i now use:

$includemodel “f_anm.mdl”
$includemodel “f_gst.mdl”
$includemodel “f_pst.mdl”
$includemodel “f_shd.mdl”
$includemodel “f_ss.mdl”
$includemodel “humans/female_gestures.mdl”
$includemodel “humans/female_postures.mdl”
$includemodel “humans/female_shared.mdl”
$includemodel “humans/female_ss.mdl”

In this order and the playermodel animate fine without weapons.

I don’t see how the order would make any difference as there is no unarmed anim in the player anims (I’m looking at the QC/SMDs for them). Maybe it’s somehow using the NPC one? (as I can’t decompile them to check)

you have a list of the animations each file contain somewhere?

I have the QCs yes (which have them all listed as they have to to include them). The only one that actually has any anims in it is m/f_anim:


$modelname "player\male_anims.mdl"
$poseparameter move_yaw -180.00 180.00
$poseparameter aim_yaw -49.44 52.52
$poseparameter aim_pitch -80.86 49.98
$poseparameter body_yaw -29.73 29.73
$poseparameter spine_yaw -30.71 30.71
$poseparameter head_yaw -44.82 44.82
$poseparameter head_pitch -20.00 23.00
$poseparameter head_roll -10.93 10.85
$cdmaterials "modelsrc\player/"
$hboxset "default"
$hbox 1 "ValveBiped.Bip01_Head1" -1.250  -6.500  -3.190  8.250  3.500  3.310
$hbox 4 "ValveBiped.Bip01_L_UpperArm" 0.000  -2.750  -2.750  12.510  1.750  2.250
$hbox 4 "ValveBiped.Bip01_L_Forearm" 0.000  -2.190  -2.380  13.000  1.810  1.620
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.060  -2.000  -1.500  4.060  1.000  2.500
$hbox 5 "ValveBiped.Bip01_R_UpperArm" 0.000  -3.000  -2.250  12.390  2.000  2.750
$hbox 5 "ValveBiped.Bip01_R_Forearm" -0.500  -2.200  -1.550  12.500  1.800  2.450
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.060  -2.000  -2.500  4.060  1.000  1.500
$hbox 6 "ValveBiped.Bip01_L_Thigh" 0.000  -3.750  -3.250  17.850  3.750  3.250
$hbox 6 "ValveBiped.Bip01_L_Calf" 0.000  -3.510  -3.280  15.640  3.490  2.720
$hbox 6 "ValveBiped.Bip01_L_Foot" -1.070  -2.000  -2.840  5.040  5.000  2.160
$hbox 6 "ValveBiped.Bip01_L_Toe0" -0.500  -3.000  -2.190  2.500  0.000  2.460
$hbox 7 "ValveBiped.Bip01_R_Thigh" 0.000  -3.750  -3.250  17.850  3.750  3.250
$hbox 7 "ValveBiped.Bip01_R_Calf" 0.000  -3.510  -2.820  15.640  3.490  3.180
$hbox 7 "ValveBiped.Bip01_R_Foot" -1.060  -2.010  -2.280  5.050  4.990  2.720
$hbox 7 "ValveBiped.Bip01_R_Toe0" -0.500  -3.000  -2.600  2.500  0.000  2.100
$hbox 3 "ValveBiped.Bip01_Pelvis" -7.500  -5.500  -6.000  7.500  8.500  5.000
$hbox 2 "ValveBiped.Bip01_Spine2" -2.500  -2.500  -7.000  14.500  7.500  7.000
$attachment "forward" "ValveBiped.forward" -0.00 -0.00 -0.00 rotate 0.00 0.00 -0.00
$attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0.00 0.00 -0.00 rotate -90.00 -90.00 0.00
$attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0.00 0.00 -0.00 rotate -90.00 -90.00 0.00
$attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" -0.00 -0.00 0.00 rotate -90.00 -90.00 0.00
$attachment "eyes" "ValveBiped.Bip01_Head1" 3.66 -4.21 -0.00 rotate 0.00 -80.10 -90.00
$surfaceprop "flesh"
$illumposition 0.561 -0.007 35.329
$sequence reference "reference" fps 30.00
$animation a_Crouch_walkS "a_Crouch_walkS" loop fps 30.000000
$animation a_Crouch_walkSE "a_Crouch_walkSE" loop fps 30.000000
$animation a_Crouch_walkE "a_Crouch_walkE" loop fps 30.000000
$animation a_Crouch_walkNE "a_Crouch_walkNE" loop fps 30.000000
$animation a_Crouch_walkN "a_Crouch_walkN" loop fps 30.000000
$animation a_Crouch_walkNW "a_Crouch_walkNW" loop fps 30.000000
$animation a_Crouch_walkW "a_Crouch_walkW" loop fps 30.000000
$animation a_Crouch_walkSW "a_Crouch_walkSW" loop fps 30.000000
$sequence crouch_walk_all "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH 1 fps 30.00 node walking {
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS
}
$animation a_RunS "a_RunS" loop fps 30.000000
$animation a_RunSE "a_RunSE" loop fps 30.000000
$animation a_RunE "a_RunE" loop fps 30.000000
$animation a_RunNE "a_RunNE" loop fps 30.000000
$animation a_RunN "a_RunN" loop fps 30.000000
$animation a_RunNW "a_RunNW" loop fps 30.000000
$animation a_RunW "a_RunW" loop fps 30.000000
$animation a_RunSW "a_RunSW" loop fps 30.000000
$sequence run_all "a_RunS" loop ACT_HL2MP_RUN 1 fps 30.00 node running {
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS
}
$sequence idle_all "idle_all" loop ACT_HL2MP_IDLE 1 fps 30.00 node standing
$sequence cidle_idle_all "cidle_idle_all" loop ACT_HL2MP_IDLE_CROUCH 1 fps 30.00 node crouching
$animation mdldecompiler_delta.smd "mdldecompiler_delta.smd" fps 30
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$animation a_police_WalkN_pistol_aim_matrix_down_right "a_police_WalkN_pistol_aim_matrix_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

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 a_police_WalkN_pistol_aim_matrix_mid_right a_police_WalkN_pistol_aim_matrix_down_right a_police_WalkN_pistol_aim_matrix_up_center a_police_WalkN_pistol_aim_matrix_mid_center a_police_WalkN_pistol_aim_matrix_down_center a_police_WalkN_pistol_aim_matrix_up_left a_police_WalkN_pistol_aim_matrix_mid_left a_police_WalkN_pistol_aim_matrix_down_left
}
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$animation a_weapons_Pistol_aim_matrix_mid_right "a_weapons_Pistol_aim_matrix_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Pistol_aim_matrix_down_right "a_weapons_Pistol_aim_matrix_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Pistol_aim_matrix_up_center "a_weapons_Pistol_aim_matrix_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Pistol_aim_matrix_mid_center "a_weapons_Pistol_aim_matrix_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Pistol_aim_matrix_down_center "a_weapons_Pistol_aim_matrix_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Pistol_aim_matrix_up_left "a_weapons_Pistol_aim_matrix_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Pistol_aim_matrix_mid_left "a_weapons_Pistol_aim_matrix_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Pistol_aim_matrix_down_left "a_weapons_Pistol_aim_matrix_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence weapons_Pistol_aim_matrix "a_weapons_Pistol_aim_matrix_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -49.443207 52.517384
  delta
 a_weapons_Pistol_aim_matrix_mid_right a_weapons_Pistol_aim_matrix_down_right a_weapons_Pistol_aim_matrix_up_center a_weapons_Pistol_aim_matrix_mid_center a_weapons_Pistol_aim_matrix_down_center a_weapons_Pistol_aim_matrix_up_left a_weapons_Pistol_aim_matrix_mid_left a_weapons_Pistol_aim_matrix_down_left
}
$animation a_HL2DM_crouch_aim_pistol_up_right "a_HL2DM_crouch_aim_pistol_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_pistol_mid_right "a_HL2DM_crouch_aim_pistol_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_pistol_down_right "a_HL2DM_crouch_aim_pistol_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_pistol_up_center "a_HL2DM_crouch_aim_pistol_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_pistol_mid_center "a_HL2DM_crouch_aim_pistol_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_pistol_down_center "a_HL2DM_crouch_aim_pistol_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_pistol_up_left "a_HL2DM_crouch_aim_pistol_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_pistol_mid_left "a_HL2DM_crouch_aim_pistol_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_pistol_down_left "a_HL2DM_crouch_aim_pistol_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence HL2DM_crouch_aim_pistol "a_HL2DM_crouch_aim_pistol_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -49.443207 52.517384
  delta
 a_HL2DM_crouch_aim_pistol_mid_right a_HL2DM_crouch_aim_pistol_down_right a_HL2DM_crouch_aim_pistol_up_center a_HL2DM_crouch_aim_pistol_mid_center a_HL2DM_crouch_aim_pistol_down_center a_HL2DM_crouch_aim_pistol_up_left a_HL2DM_crouch_aim_pistol_mid_left a_HL2DM_crouch_aim_pistol_down_left
}
$animation a_soldier_Aim_9_directions_up_right "a_soldier_Aim_9_directions_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_mid_right "a_soldier_Aim_9_directions_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_down_right "a_soldier_Aim_9_directions_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_up_center "a_soldier_Aim_9_directions_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_mid_center "a_soldier_Aim_9_directions_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_down_center "a_soldier_Aim_9_directions_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_up_left "a_soldier_Aim_9_directions_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_mid_left "a_soldier_Aim_9_directions_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_down_left "a_soldier_Aim_9_directions_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence soldier_Aim_9_directions "a_soldier_Aim_9_directions_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -49.443207 52.517384
  delta
 a_soldier_Aim_9_directions_mid_right a_soldier_Aim_9_directions_down_right a_soldier_Aim_9_directions_up_center a_soldier_Aim_9_directions_mid_center a_soldier_Aim_9_directions_down_center a_soldier_Aim_9_directions_up_left a_soldier_Aim_9_directions_mid_left a_soldier_Aim_9_directions_down_left
}
$animation a_soldier_Aim_9_directions_SG_up_right "a_soldier_Aim_9_directions_SG_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_SG_mid_right "a_soldier_Aim_9_directions_SG_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_SG_down_right "a_soldier_Aim_9_directions_SG_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

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$animation a_soldier_Aim_9_directions_SG_mid_center "a_soldier_Aim_9_directions_SG_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_SG_down_center "a_soldier_Aim_9_directions_SG_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_SG_up_left "a_soldier_Aim_9_directions_SG_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_SG_mid_left "a_soldier_Aim_9_directions_SG_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_SG_down_left "a_soldier_Aim_9_directions_SG_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence soldier_Aim_9_directions_SG "a_soldier_Aim_9_directions_SG_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -49.443207 52.517384
  delta
 a_soldier_Aim_9_directions_SG_mid_right a_soldier_Aim_9_directions_SG_down_right a_soldier_Aim_9_directions_SG_up_center a_soldier_Aim_9_directions_SG_mid_center a_soldier_Aim_9_directions_SG_down_center a_soldier_Aim_9_directions_SG_up_left a_soldier_Aim_9_directions_SG_mid_left a_soldier_Aim_9_directions_SG_down_left
}
$animation a_soldier_Crouch_aim_9_directions_straight_up "a_soldier_Crouch_aim_9_directions_straight_up" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Crouch_aim_9_directions_up_right "a_soldier_Crouch_aim_9_directions_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Crouch_aim_9_directions_mid_right "a_soldier_Crouch_aim_9_directions_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Crouch_aim_9_directions_up_center "a_soldier_Crouch_aim_9_directions_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Crouch_aim_9_directions_mid_center "a_soldier_Crouch_aim_9_directions_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Crouch_aim_9_directions_up_left "a_soldier_Crouch_aim_9_directions_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Crouch_aim_9_directions_mid_left "a_soldier_Crouch_aim_9_directions_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence soldier_Crouch_aim_9_directions "a_soldier_Crouch_aim_9_directions_straight_up" fps 30.00 {
  blendwidth 9
  blend aim_yaw -49.443207 52.517384
  delta
 a_soldier_Crouch_aim_9_directions_up_right a_soldier_Crouch_aim_9_directions_mid_right a_soldier_Crouch_aim_9_directions_straight_up a_soldier_Crouch_aim_9_directions_up_center a_soldier_Crouch_aim_9_directions_mid_center a_soldier_Crouch_aim_9_directions_straight_up a_soldier_Crouch_aim_9_directions_up_left a_soldier_Crouch_aim_9_directions_mid_left
}
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$animation a_weapons_Aim_9_directions_down_right "a_weapons_Aim_9_directions_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

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$animation a_weapons_Aim_9_directions_mid_left "a_weapons_Aim_9_directions_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_down_left "a_weapons_Aim_9_directions_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence weapons_Aim_9_directions "a_weapons_Aim_9_directions_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -49.443207 52.517384
  delta
 a_weapons_Aim_9_directions_mid_right a_weapons_Aim_9_directions_down_right a_weapons_Aim_9_directions_up_center a_weapons_Aim_9_directions_mid_center a_weapons_Aim_9_directions_down_center a_weapons_Aim_9_directions_up_left a_weapons_Aim_9_directions_mid_left a_weapons_Aim_9_directions_down_left
}
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$animation a_weapons_Aim_9_directions_Alert_mid_right "a_weapons_Aim_9_directions_Alert_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_Alert_down_right "a_weapons_Aim_9_directions_Alert_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

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$animation a_weapons_Aim_9_directions_Alert_up_left "a_weapons_Aim_9_directions_Alert_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_Alert_mid_left "a_weapons_Aim_9_directions_Alert_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_Alert_down_left "a_weapons_Aim_9_directions_Alert_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence weapons_Aim_9_directions_Alert "a_weapons_Aim_9_directions_Alert_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -49.443207 52.517384
  delta
 a_weapons_Aim_9_directions_Alert_mid_right a_weapons_Aim_9_directions_Alert_down_right a_weapons_Aim_9_directions_Alert_up_center a_weapons_Aim_9_directions_Alert_mid_center a_weapons_Aim_9_directions_Alert_down_center a_weapons_Aim_9_directions_Alert_up_left a_weapons_Aim_9_directions_Alert_mid_left a_weapons_Aim_9_directions_Alert_down_left
}
$animation a_weapons_RunN_SMG1_Aim_9_directions_up_right "a_weapons_RunN_SMG1_Aim_9_directions_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_RunN_SMG1_Aim_9_directions_mid_right "a_weapons_RunN_SMG1_Aim_9_directions_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_RunN_SMG1_Aim_9_directions_down_right "a_weapons_RunN_SMG1_Aim_9_directions_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_RunN_SMG1_Aim_9_directions_up_center "a_weapons_RunN_SMG1_Aim_9_directions_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_RunN_SMG1_Aim_9_directions_mid_center "a_weapons_RunN_SMG1_Aim_9_directions_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_RunN_SMG1_Aim_9_directions_down_center "a_weapons_RunN_SMG1_Aim_9_directions_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_RunN_SMG1_Aim_9_directions_up_left "a_weapons_RunN_SMG1_Aim_9_directions_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_RunN_SMG1_Aim_9_directions_mid_left "a_weapons_RunN_SMG1_Aim_9_directions_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_RunN_SMG1_Aim_9_directions_down_left "a_weapons_RunN_SMG1_Aim_9_directions_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence weapons_RunN_SMG1_Aim_9_directions "a_weapons_RunN_SMG1_Aim_9_directions_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -49.443207 52.517384
  delta
 a_weapons_RunN_SMG1_Aim_9_directions_mid_right a_weapons_RunN_SMG1_Aim_9_directions_down_right a_weapons_RunN_SMG1_Aim_9_directions_up_center a_weapons_RunN_SMG1_Aim_9_directions_mid_center a_weapons_RunN_SMG1_Aim_9_directions_down_center a_weapons_RunN_SMG1_Aim_9_directions_up_left a_weapons_RunN_SMG1_Aim_9_directions_mid_left a_weapons_RunN_SMG1_Aim_9_directions_down_left
}
$animation a_weapons_WalkN_SMG1_Alert_Aim_9_directions_up_right "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_WalkN_SMG1_Alert_Aim_9_directions_mid_right "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_WalkN_SMG1_Alert_Aim_9_directions_down_right "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_WalkN_SMG1_Alert_Aim_9_directions_up_center "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_WalkN_SMG1_Alert_Aim_9_directions_mid_center "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_WalkN_SMG1_Alert_Aim_9_directions_down_center "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_WalkN_SMG1_Alert_Aim_9_directions_up_left "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_WalkN_SMG1_Alert_Aim_9_directions_mid_left "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_WalkN_SMG1_Alert_Aim_9_directions_down_left "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence weapons_WalkN_SMG1_Alert_Aim_9_directions "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -49.443207 52.517384
  delta
 a_weapons_WalkN_SMG1_Alert_Aim_9_directions_mid_right a_weapons_WalkN_SMG1_Alert_Aim_9_directions_down_right a_weapons_WalkN_SMG1_Alert_Aim_9_directions_up_center a_weapons_WalkN_SMG1_Alert_Aim_9_directions_mid_center a_weapons_WalkN_SMG1_Alert_Aim_9_directions_down_center a_weapons_WalkN_SMG1_Alert_Aim_9_directions_up_left a_weapons_WalkN_SMG1_Alert_Aim_9_directions_mid_left a_weapons_WalkN_SMG1_Alert_Aim_9_directions_down_left
}
$animation a_weapons_Aim_RPG_9_directions_up_right "a_weapons_Aim_RPG_9_directions_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_RPG_9_directions_mid_right "a_weapons_Aim_RPG_9_directions_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_RPG_9_directions_down_right "a_weapons_Aim_RPG_9_directions_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_RPG_9_directions_up_center "a_weapons_Aim_RPG_9_directions_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_RPG_9_directions_mid_center "a_weapons_Aim_RPG_9_directions_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_RPG_9_directions_down_center "a_weapons_Aim_RPG_9_directions_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_RPG_9_directions_up_left "a_weapons_Aim_RPG_9_directions_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_RPG_9_directions_mid_left "a_weapons_Aim_RPG_9_directions_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_RPG_9_directions_down_left "a_weapons_Aim_RPG_9_directions_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence weapons_Aim_RPG_9_directions "a_weapons_Aim_RPG_9_directions_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -49.443207 52.517384
  delta
 a_weapons_Aim_RPG_9_directions_mid_right a_weapons_Aim_RPG_9_directions_down_right a_weapons_Aim_RPG_9_directions_up_center a_weapons_Aim_RPG_9_directions_mid_center a_weapons_Aim_RPG_9_directions_down_center a_weapons_Aim_RPG_9_directions_up_left a_weapons_Aim_RPG_9_directions_mid_left a_weapons_Aim_RPG_9_directions_down_left
}
$animation a_HL2DM_crouch_aim_RPG_up_right "a_HL2DM_crouch_aim_RPG_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_RPG_mid_right "a_HL2DM_crouch_aim_RPG_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_RPG_down_right "a_HL2DM_crouch_aim_RPG_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_RPG_up_center "a_HL2DM_crouch_aim_RPG_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_RPG_mid_center "a_HL2DM_crouch_aim_RPG_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_RPG_down_center "a_HL2DM_crouch_aim_RPG_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_RPG_up_left "a_HL2DM_crouch_aim_RPG_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_RPG_mid_left "a_HL2DM_crouch_aim_RPG_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_RPG_down_left "a_HL2DM_crouch_aim_RPG_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence HL2DM_crouch_aim_RPG "a_HL2DM_crouch_aim_RPG_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -49.443207 52.517384
  delta
 a_HL2DM_crouch_aim_RPG_mid_right a_HL2DM_crouch_aim_RPG_down_right a_HL2DM_crouch_aim_RPG_up_center a_HL2DM_crouch_aim_RPG_mid_center a_HL2DM_crouch_aim_RPG_down_center a_HL2DM_crouch_aim_RPG_up_left a_HL2DM_crouch_aim_RPG_mid_left a_HL2DM_crouch_aim_RPG_down_left
}
$animation a_HL2DM_Aim_Gravgun_up_right "a_HL2DM_Aim_Gravgun_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Aim_Gravgun_mid_right "a_HL2DM_Aim_Gravgun_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Aim_Gravgun_down_right "a_HL2DM_Aim_Gravgun_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Aim_Gravgun_up_center "a_HL2DM_Aim_Gravgun_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Aim_Gravgun_mid_center "a_HL2DM_Aim_Gravgun_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Aim_Gravgun_down_center "a_HL2DM_Aim_Gravgun_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Aim_Gravgun_up_left "a_HL2DM_Aim_Gravgun_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Aim_Gravgun_mid_left "a_HL2DM_Aim_Gravgun_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Aim_Gravgun_down_left "a_HL2DM_Aim_Gravgun_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence HL2DM_Aim_Gravgun "a_HL2DM_Aim_Gravgun_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -49.443207 52.517384
  delta
 a_HL2DM_Aim_Gravgun_mid_right a_HL2DM_Aim_Gravgun_down_right a_HL2DM_Aim_Gravgun_up_center a_HL2DM_Aim_Gravgun_mid_center a_HL2DM_Aim_Gravgun_down_center a_HL2DM_Aim_Gravgun_up_left a_HL2DM_Aim_Gravgun_mid_left a_HL2DM_Aim_Gravgun_down_left
}
$animation a_HL2DM_Run_Aim_Gravgun_up_right "a_HL2DM_Run_Aim_Gravgun_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Run_Aim_Gravgun_mid_right "a_HL2DM_Run_Aim_Gravgun_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Run_Aim_Gravgun_down_right "a_HL2DM_Run_Aim_Gravgun_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Run_Aim_Gravgun_up_center "a_HL2DM_Run_Aim_Gravgun_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Run_Aim_Gravgun_mid_center "a_HL2DM_Run_Aim_Gravgun_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Run_Aim_Gravgun_down_center "a_HL2DM_Run_Aim_Gravgun_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Run_Aim_Gravgun_up_left "a_HL2DM_Run_Aim_Gravgun_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Run_Aim_Gravgun_mid_left "a_HL2DM_Run_Aim_Gravgun_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Run_Aim_Gravgun_down_left "a_HL2DM_Run_Aim_Gravgun_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence HL2DM_Run_Aim_Gravgun "a_HL2DM_Run_Aim_Gravgun_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -49.443207 52.517384
  delta
 a_HL2DM_Run_Aim_Gravgun_mid_right a_HL2DM_Run_Aim_Gravgun_down_right a_HL2DM_Run_Aim_Gravgun_up_center a_HL2DM_Run_Aim_Gravgun_mid_center a_HL2DM_Run_Aim_Gravgun_down_center a_HL2DM_Run_Aim_Gravgun_up_left a_HL2DM_Run_Aim_Gravgun_mid_left a_HL2DM_Run_Aim_Gravgun_down_left
}
$animation a_HL2DM_crouch_aim_gravgun_up_right "a_HL2DM_crouch_aim_gravgun_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_gravgun_mid_right "a_HL2DM_crouch_aim_gravgun_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_gravgun_down_right "a_HL2DM_crouch_aim_gravgun_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_gravgun_up_center "a_HL2DM_crouch_aim_gravgun_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_gravgun_mid_center "a_HL2DM_crouch_aim_gravgun_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_gravgun_down_center "a_HL2DM_crouch_aim_gravgun_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_gravgun_up_left "a_HL2DM_crouch_aim_gravgun_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_gravgun_mid_left "a_HL2DM_crouch_aim_gravgun_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_gravgun_down_left "a_HL2DM_crouch_aim_gravgun_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence HL2DM_crouch_aim_gravgun "a_HL2DM_crouch_aim_gravgun_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -49.443207 52.517384
  delta
 a_HL2DM_crouch_aim_gravgun_mid_right a_HL2DM_crouch_aim_gravgun_down_right a_HL2DM_crouch_aim_gravgun_up_center a_HL2DM_crouch_aim_gravgun_mid_center a_HL2DM_crouch_aim_gravgun_down_center a_HL2DM_crouch_aim_gravgun_up_left a_HL2DM_crouch_aim_gravgun_mid_left a_HL2DM_crouch_aim_gravgun_down_left
}
$sequence idle_pistol "idle_pistol" loop ACT_HL2MP_IDLE_PISTOL 1 fps 30.00
$sequence idle_shotgun "idle_shotgun" loop ACT_HL2MP_IDLE_SHOTGUN 1 fps 30.00
$sequence idle_smg1 "idle_smg1" loop ACT_HL2MP_IDLE_SMG1 1 fps 30.00
$sequence idle_ar2 "idle_ar2" loop ACT_HL2MP_IDLE_AR2 1 fps 30.00
$sequence idle_gravgun "idle_gravgun" loop ACT_HL2MP_IDLE_PHYSGUN 1 fps 30.00
$sequence idle_grenade "idle_grenade" loop ACT_HL2MP_IDLE_GRENADE 1 fps 30.00
$sequence idle_rpg "idle_rpg" loop ACT_HL2MP_IDLE_RPG 1 fps 30.00
$sequence idle_crossbow "idle_crossbow" loop ACT_HL2MP_IDLE_CROSSBOW 1 fps 30.00
$sequence idle_melee "idle_melee" loop ACT_HL2MP_IDLE_MELEE 1 fps 30.00
$sequence idle_slam "idle_slam" loop ACT_HL2MP_IDLE_SLAM 1 fps 30.00
$sequence run_pistol_mod "run_pistol_mod" fps 30.00
$sequence run_pistol "a_RunS" loop ACT_HL2MP_RUN_PISTOL 1 fps 30.00 {
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS
}
$sequence run_shotgun_mod "run_shotgun_mod" fps 30.00
$sequence run_shotgun "a_RunS" loop ACT_HL2MP_RUN_SHOTGUN 1 fps 30.00 {
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS
}
$sequence run_smg1_mod "run_smg1_mod" loop fps 30.00
$sequence run_smg1 "a_RunS" loop ACT_HL2MP_RUN_SMG1 1 fps 30.00 {
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS
}
$sequence run_ar2_mod "run_ar2_mod" fps 30.00
$sequence run_ar2 "a_RunS" loop ACT_HL2MP_RUN_AR2 1 fps 30.00 {
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS
}
$sequence run_gravgun_mod "run_gravgun_mod" fps 30.00
$sequence run_gravgun "a_RunS" loop ACT_HL2MP_RUN_PHYSGUN 1 fps 30.00 {
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS
}
$sequence run_grenade_mod "run_grenade_mod" fps 30.00
$sequence run_grenade "a_RunS" loop ACT_HL2MP_RUN_GRENADE 1 fps 30.00 {
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS
}
$sequence run_rpg_mod "run_rpg_mod" fps 30.00
$sequence run_rpg "a_RunS" loop ACT_HL2MP_RUN_RPG 1 fps 30.00 {
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS
}
$sequence run_crossbow_mod "run_crossbow_mod" fps 30.00
$sequence run_crossbow "a_RunS" loop ACT_HL2MP_RUN_CROSSBOW 1 fps 30.00 {
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS
}
$sequence run_melee_mod "run_melee_mod" fps 30.00
$sequence run_melee "a_RunS" loop ACT_HL2MP_RUN_MELEE 1 fps 30.00 {
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS
}
$sequence run_slam_mod "run_slam_mod" fps 30.00
$sequence run_slam "a_RunS" loop ACT_HL2MP_RUN_SLAM 1 fps 30.00 {
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS
}
$sequence cidle_pistol "cidle_pistol" loop ACT_HL2MP_IDLE_CROUCH_PISTOL 1 fps 30.00
$sequence cidle_shotgun "cidle_shotgun" loop ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1 fps 30.00
$sequence cidle_smg1 "cidle_smg1" loop ACT_HL2MP_IDLE_CROUCH_SMG1 1 fps 30.00
$sequence cidle_ar2 "cidle_ar2" loop ACT_HL2MP_IDLE_CROUCH_AR2 1 fps 30.00
$sequence cidle_gravgun "cidle_gravgun" loop ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1 fps 30.00
$sequence cidle_grenade "cidle_grenade" loop ACT_HL2MP_IDLE_CROUCH_GRENADE 1 fps 30.00
$sequence cidle_rpg "cidle_rpg" loop ACT_HL2MP_IDLE_CROUCH_RPG 1 fps 30.00
$sequence cidle_crossbow "cidle_crossbow" loop ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1 fps 30.00
$sequence cidle_melee "cidle_melee" loop ACT_HL2MP_IDLE_CROUCH_MELEE 1 fps 30.00
$sequence cidle_slam "cidle_slam" loop ACT_HL2MP_IDLE_CROUCH_SLAM 1 fps 30.00
$sequence cwalk_pistol_mod "cwalk_pistol_mod" fps 30.00
$sequence cwalk_pistol "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_PISTOL 1 fps 30.00 {
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS
}
$sequence cwalk_shotgun_mod "cwalk_shotgun_mod" fps 30.00
$sequence cwalk_shotgun "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_SHOTGUN 1 fps 30.00 {
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS
}
$sequence cwalk_smg1_mod "cwalk_smg1_mod" fps 30.00
$sequence cwalk_smg1 "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_SMG1 1 fps 30.00 {
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS
}
$sequence cwalk_ar2_mod "cwalk_ar2_mod" fps 30.00
$sequence cwalk_ar2 "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_AR2 1 fps 30.00 {
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS
}
$sequence cwalk_gravgun_mod "cwalk_gravgun_mod" fps 30.00
$sequence cwalk_gravgun "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_PHYSGUN 1 fps 30.00 {
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS
}
$sequence cwalk_grenade_mod "cwalk_grenade_mod" fps 30.00
$sequence cwalk_grenade "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_GRENADE 1 fps 30.00 {
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS
}
$sequence cwalk_rpg_mod "cwalk_rpg_mod" fps 30.00
$sequence cwalk_rpg "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_RPG 1 fps 30.00 {
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS
}
$sequence cwalk_crossbow_mod "cwalk_crossbow_mod" fps 30.00
$sequence cwalk_crossbow "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_CROSSBOW 1 fps 30.00 {
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS
}
$sequence cwalk_melee_mod "cwalk_melee_mod" fps 30.00
$sequence cwalk_melee "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_MELEE 1 fps 30.00 {
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS
}
$sequence cwalk_slam_mod "cwalk_slam_mod" fps 30.00
$sequence cwalk_slam "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_SLAM 1 fps 30.00 {
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS
}
$animation a_range_pistol "a_range_pistol" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence range_pistol "a_range_pistol" ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL 1 fps 30.00
$animation a_range_shotgun "a_range_shotgun" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence range_shotgun "a_range_shotgun" ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN 1 fps 30.00
$animation a_range_smg1 "a_range_smg1" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence range_smg1 "a_range_smg1" ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1 fps 30.00
$animation a_range_ar2 "a_range_ar2" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence range_ar2 "a_range_ar2" ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1 fps 30.00
$animation a_range_gravgun "a_range_gravgun" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence range_gravgun "a_range_gravgun" ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1 fps 30.00
$animation a_range_grenade "a_range_grenade" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence range_grenade "a_range_grenade" ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1 fps 30.00
$animation a_range_rpg "a_range_rpg" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence range_rpg "a_range_rpg" ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1 fps 30.00
$animation a_range_crossbow "a_range_crossbow" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence range_crossbow "a_range_crossbow" ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1 fps 30.00
$animation a_range_melee "a_range_melee" loop fps 45.000000 subtract mdldecompiler_delta.smd 0

$sequence range_melee "a_range_melee" ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 fps 45.00
$animation a_range_slam "a_range_slam" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence range_slam "a_range_slam" ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1 fps 30.00
$sequence jump_pistol "jump_pistol" ACT_HL2MP_JUMP_PISTOL 1 fps 30.00
$sequence jump_shotgun "jump_shotgun" ACT_HL2MP_JUMP_SHOTGUN 1 fps 30.00
$sequence jump_smg1 "jump_smg1" ACT_HL2MP_JUMP_SMG1 1 fps 30.00
$sequence jump_ar2 "jump_ar2" ACT_HL2MP_JUMP_AR2 1 fps 30.00
$sequence jump_gravgun "jump_gravgun" ACT_HL2MP_JUMP_PHYSGUN 1 fps 30.00
$sequence jump_grenade "jump_grenade" ACT_HL2MP_JUMP_GRENADE 1 fps 30.00
$sequence jump_rpg "jump_rpg" ACT_HL2MP_JUMP_RPG 1 fps 30.00
$sequence jump_crossbow "jump_crossbow" ACT_HL2MP_JUMP_CROSSBOW 1 fps 30.00
$sequence jump_melee "jump_melee" ACT_HL2MP_JUMP_MELEE 1 fps 30.00
$sequence jump_slam "jump_slam" ACT_HL2MP_JUMP_SLAM 1 fps 30.00
$sequence reload_pistol "reload_pistol" ACT_HL2MP_GESTURE_RELOAD_PISTOL 1 fps 30.00
$sequence reload_shotgun "reload_shotgun" ACT_HL2MP_GESTURE_RELOAD_SHOTGUN 1 fps 30.00
$sequence reload_smg1 "reload_smg1" ACT_HL2MP_GESTURE_RELOAD_SMG1 1 fps 30.00
$sequence reload_ar2 "reload_ar2" ACT_HL2MP_GESTURE_RELOAD_AR2 1 fps 30.00
$animation a_body_rot_z_lt "a_body_rot_z_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_body_rot "a_body_rot" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_body_rot_z_rt "a_body_rot_z_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence body_rot_z "a_body_rot_z_lt" fps 30.00 {
  blendwidth 3
  blend body_yaw -29.734205 29.734280
  delta
  autoplay
 a_body_rot a_body_rot_z_rt
}
$animation a_spine_rot_z_lt "a_spine_rot_z_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_spine_rot "a_spine_rot" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_spine_rot_z_rt "a_spine_rot_z_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence spine_rot_z "a_spine_rot_z_lt" fps 30.00 {
  blendwidth 3
  blend spine_yaw -30.708504 30.708479
  delta
  autoplay
 a_spine_rot a_spine_rot_z_rt
}
$animation a_head_rot_z_lt "a_head_rot_z_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_head_rot "a_head_rot" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_head_rot_z_rt "a_head_rot_z_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence head_rot_z "a_head_rot_z_lt" fps 30.00 {
  blendwidth 3
  blend head_yaw -44.818958 44.818729
  delta
  autoplay
 a_head_rot a_head_rot_z_rt
}
$animation a_head_rot_dwn "a_head_rot_dwn" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_head_rot_up "a_head_rot_up" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence head_rot_y "a_head_rot_dwn" fps 30.00 {
  blendwidth 3
  blend head_pitch -20.000010 22.999985
  delta
  autoplay
 a_head_rot a_head_rot_up
}
$animation a_head_rot_lt "a_head_rot_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_head_rot_rt "a_head_rot_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence head_rot_x "a_head_rot_lt" fps 30.00 {
  blendwidth 3
  blend head_roll -10.931430 10.852429
  delta
  autoplay
 a_head_rot a_head_rot_rt
}
$ikchain rhand ValveBiped.Bip01_R_Hand knee  0.707 0.707 0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee  0.707 0.707 0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee  0.707 -0.707 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee  0.707 -0.707 0.000

It’s very long.

Well technically its not the only one global_include has some aswell but no-one uses it (and by no-one I mean no-one, not even in the ones in the GCF).