How to write a QC for a Player Model with a non valve skeleton/animations

This isn’t much of a tutorial
its more of an example with helpful information here and there



// It is highly recomended you do NOT use this qc for compiling as it was intended to be for instructional use ONLY and some of the code written in here is outdated


// This QC was created by shad0w440 to teach people how to write a qc file for a playermodel with custom animations
// You should be using this if
// 1. you have a weightmappped and completed mesh
// 2. you want to use a custom animation instead of stock animations
// 3. If you model is not using the standard biped skeleton
// 4. if your model is tecnally NOT a biped therefore using the biped guide is silly
// 5. if you model larger or smaller than the standard guide
// 6. if your playermodel HAS been rigged to the guide but you just want to add one or two custom animations
//
//You should NOT be using this if
// 1. your model is the apropriate size and height to sccesfully fit over the guide and you have no intrest in custom animations
// 2. if you expect a modeling or textuing tutorial
//
// if your needs fit into the NOT category then use the $include player_anims.mdl command and your done!

$cd "*\src\Workstuff\Modelsrc\sonicassets" //the directory of the folder with all the smds in it
$modelname "player\sonic.mdl" //where this thing is going what the name of the file is (you specify the game in the compiler)
$model "Sonic" "sonic.smd" { // the name of the model this is what specifies what the true name of the model is ingame source will always refer to your model as this name regadless of what the actual .mdl file is called

// eyeball positions WARNING: these will break at the slightest numerical error
// if you have working eye postions dont mess with this

// if you do not have eye postions (or VERY broken ones) you should use QCeyes to make this 
// NOTICE: QC eyes can be WAY off sometimes

eyeball righteye ValveBiped.Bip01_Head1 -2.300 -0.390 39.313 eyeball_r 8.000  0.500 pupil_r 10.000
eyeball lefteye ValveBiped.Bip01_Head1 2.300 -0.390 39.313 eyeball_l 8.000  -0.500 pupil_l 10.000
mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000
}

// sets the parameters of you models rotation before they are forced to reorient themselves
$poseparameter aim_yaw -52.50 52.52
$poseparameter aim_pitch -50.00 80.44
$poseparameter move_yaw -180.00 180.00
$poseparameter body_yaw -29.73 29.73
$poseparameter spine_yaw -30.71 30.71
$poseparameter head_yaw -44.82 44.82
$poseparameter head_pitch -23.00 20.00
$poseparameter head_roll -10.85 10.93
$poseparameter vehicle_steer -1.00 1.00
$poseparameter vertical_velocity -1.00 1.00
$cdmaterials "models\sonic\"
$hboxset "default"
$hbox 0 "ValveBiped.Bip01_Spine" -0.601  -7.320  -3.003  2.398  2.645  3.003
$hbox 0 "ValveBiped.Bip01_Spine1" -0.864  -1.939  -3.616  2.112  3.605  3.616
$hbox 0 "ValveBiped.Bip01_Spine2" -3.854  -7.910  -4.879  5.353  4.653  4.879
$hbox 0 "ValveBiped.Bip01_Head1" -34.754  -16.136  -10.544  17.457  11.308  10.562
$hbox 0 "ValveBiped.Bip01_R_Clavicle" 0.000  -0.282  -1.312  3.441  1.276  2.129
$hbox 0 "ValveBiped.Bip01_R_UpperArm" 0.000  -0.797  -0.857  6.982  0.773  0.675
$hbox 0 "ValveBiped.Bip01_R_Forearm" 0.000  -2.755  -2.553  8.497  2.667  2.962
$hbox 0 "ValveBiped.Bip01_R_Hand" -20.560  -5.531  -3.024  7.274  2.718  3.874
$hbox 0 "ValveBiped.Bip01_L_Clavicle" 0.000  -0.665  -0.811  3.620  1.046  1.358
$hbox 0 "ValveBiped.Bip01_L_UpperArm" 0.000  -0.945  -0.802  7.363  0.764  0.864
$hbox 0 "ValveBiped.Bip01_L_Forearm" 0.000  -2.940  -2.909  8.784  2.893  2.920
$hbox 0 "ValveBiped.Bip01_L_Hand" -20.641  -1.877  -3.873  6.534  7.506  3.026
$hbox 0 "ValveBiped.Bip01_R_Thigh" -0.049  -1.529  -0.772  7.610  1.252  1.510
$hbox 0 "ValveBiped.Bip01_R_Calf" 0.000  -4.344  -3.404  13.473  3.040  3.824
$hbox 0 "ValveBiped.Bip01_R_Foot" -5.155  -6.997  -5.179  10.119  5.795  4.353
$hbox 0 "ValveBiped.Bip01_R_Toe0" 0.000  -5.041  -4.363  6.638  0.248  3.625
$hbox 0 "ValveBiped.Bip01_L_Thigh" -0.086  -1.527  -1.457  7.610  1.254  0.825
$hbox 0 "ValveBiped.Bip01_L_Calf" 0.000  -4.594  -3.770  13.473  3.043  3.457
$hbox 0 "ValveBiped.Bip01_L_Foot" -5.173  -7.034  -4.315  10.119  5.749  5.234
$hbox 0 "ValveBiped.Bip01_L_Toe0" 0.000  -4.921  -3.623  6.641  0.000  4.337
$hbox 0 "ValveBiped.Bip01_L_Finger4" -0.349  -0.665  -0.804  2.749  0.785  0.627
$hbox 0 "ValveBiped.Bip01_L_Finger41" -1.197  -0.835  -0.797  2.243  1.535  0.772
$hbox 0 "ValveBiped.Bip01_L_Finger42" -1.205  -1.092  -0.916  0.000  0.324  0.640
$hbox 0 "ValveBiped.Bip01_L_Finger3" -0.389  -0.804  -1.122  2.444  1.025  0.320
$hbox 0 "ValveBiped.Bip01_L_Finger31" -0.474  -0.679  -0.815  2.574  1.075  0.745
$hbox 0 "ValveBiped.Bip01_L_Finger32" -0.710  -0.348  -0.883  0.484  1.080  0.853
$hbox 0 "ValveBiped.Bip01_L_Finger2" -0.203  -0.744  -0.950  2.380  1.198  0.330
$hbox 0 "ValveBiped.Bip01_L_Finger21" -0.039  -0.802  -0.932  2.722  1.035  0.717
$hbox 0 "ValveBiped.Bip01_L_Finger22" -0.447  0.000  -0.960  0.948  1.498  0.875
$hbox 0 "ValveBiped.Bip01_L_Finger1" -0.392  -0.736  -0.871  2.335  1.095  0.810
$hbox 0 "ValveBiped.Bip01_L_Finger11" -0.262  -0.864  -0.702  2.807  1.016  0.795
$hbox 0 "ValveBiped.Bip01_L_Finger12" -0.461  -0.510  -0.939  0.571  0.978  0.730
$hbox 0 "ValveBiped.Bip01_L_Finger0" 0.000  -1.357  -1.548  2.236  1.228  2.073
$hbox 0 "ValveBiped.Bip01_L_Finger01" 0.000  -0.860  -0.620  2.650  0.966  1.311
$hbox 0 "ValveBiped.Bip01_L_Finger02" -0.091  -1.019  -0.060  1.544  0.563  1.296
$hbox 0 "ValveBiped.Bip01_R_Finger4" -0.739  -0.469  -0.821  1.489  1.263  0.802
$hbox 0 "ValveBiped.Bip01_R_Finger41" -0.777  -0.560  -1.042  1.070  1.864  0.715
$hbox 0 "ValveBiped.Bip01_R_Finger42" -0.761  -0.328  -1.006  0.572  1.122  0.644
$hbox 0 "ValveBiped.Bip01_R_Finger3" -0.871  -0.605  -0.412  1.968  1.511  0.967
$hbox 0 "ValveBiped.Bip01_R_Finger31" -0.894  -0.607  -0.769  1.504  2.105  0.788
$hbox 0 "ValveBiped.Bip01_R_Finger32" -0.843  -0.159  -0.948  0.781  1.135  0.787
$hbox 0 "ValveBiped.Bip01_R_Finger2" -0.682  -0.599  -0.476  2.095  1.156  0.793
$hbox 0 "ValveBiped.Bip01_R_Finger21" -0.579  -0.435  -0.847  1.831  2.041  0.802
$hbox 0 "ValveBiped.Bip01_R_Finger22" -0.447  0.000  -0.960  0.948  1.498  0.875
$hbox 0 "ValveBiped.Bip01_R_Finger1" -0.744  -0.605  -0.861  2.270  1.047  0.887
$hbox 0 "ValveBiped.Bip01_R_Finger11" -0.577  -0.817  -0.747  2.396  1.240  0.753
$hbox 0 "ValveBiped.Bip01_R_Finger12" -0.461  -0.510  -0.939  0.571  0.978  0.730
$hbox 0 "ValveBiped.Bip01_R_Finger0" 0.000  -1.098  -1.961  2.748  0.806  1.497
$hbox 0 "ValveBiped.Bip01_R_Finger01" 0.000  -0.972  -0.960  2.071  0.821  1.131
$hbox 0 "ValveBiped.Bip01_R_Finger02" 0.000  -1.085  -1.129  1.176  0.462  1.164
$hbox 0 "Hair_main" -12.159  -6.808  -7.989  12.136  11.895  9.003
$hbox 0 "Hair_up_center" -4.717  -4.262  0.000  4.915  4.540  5.904
$hbox 0 "Hair_up_center2" -4.045  -3.155  0.000  3.816  3.612  4.501
$hbox 0 "Hair_up_center3" -2.480  -1.620  0.000  2.218  2.164  7.650
$hbox 0 "Hair_up_left" -4.061  -4.209  0.000  4.380  4.703  6.385
$hbox 0 "Hair_up_left2" -2.937  -3.275  0.000  3.408  3.482  5.378
$hbox 0 "Hair_up_left3" -1.516  -2.029  0.000  2.634  1.682  6.078
$hbox 0 "Hair_up_right" -4.079  -4.757  0.000  4.398  4.206  6.380
$hbox 0 "Hair_up_right2" -3.067  -3.480  0.000  3.288  3.287  5.318
$hbox 0 "Hair_up_right3" -1.838  -1.624  0.000  2.319  2.090  6.163
$hbox 0 "Hair_down_center" -5.070  -5.172  0.000  4.867  5.327  3.929
$hbox 0 "Hair_down_center2" -4.493  -4.399  0.000  4.269  4.032  4.497
$hbox 0 "Hair_down_center3" -3.504  -3.246  0.000  3.243  3.076  4.065
$hbox 0 "Hair_down_center4" -2.170  -1.646  0.000  1.870  1.877  5.937
$hbox 0 "Hair_down_left" -3.534  -3.982  0.000  4.392  4.267  4.600
$hbox 0 "Hair_down_left2" -2.461  -2.771  0.000  3.745  3.508  4.378
$hbox 0 "Hair_down_left3" -1.198  -1.818  0.000  2.466  1.897  4.468
$hbox 0 "Hair_down_right" -3.551  -4.283  0.000  4.377  3.963  4.602
$hbox 0 "Hair_down_right2" -2.544  -3.485  0.000  3.664  2.812  4.361
$hbox 0 "Hair_down_right3" -1.359  -1.879  0.000  2.307  1.835  4.493
$hbox 0 "Ear_left" -4.101  -2.505  -1.011  3.071  3.704  3.945
$hbox 0 "Ear_left2" -2.397  -1.574  -0.916  2.093  0.000  3.038
$hbox 0 "Ear_right" -4.061  -3.723  -0.848  3.172  2.501  4.013
$hbox 0 "Ear_right2" -2.456  0.000  -0.912  2.045  1.587  3.009
$hbox 0 "Taper_+2" -1.866  -1.121  -8.022  7.162  4.811  8.017
//## The following comments are NOT comments they are in fact code. Dont ask me why material directoies need to be in comment format i have no idea ###

// Model uses material "body.vmt"
// Model uses material "head.vmt"
// Model uses material "pupil.vmt"
// Model uses material "pupil_l.vmt"
// Model uses material "pupil_r.vmt"
// Model uses material "eyeball_l.vmt"
// Model uses material "eyeball_r.vmt"

//## OK code is code and comments are comments again just the way it should be ##

//attacments such as eyes mouth etc
//anim_attachment_RH/LH are used to define the world postion of the gun if this is set incorrectly the shotugn you are equiped with will be hovering above your head
$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" 1.64 -4.45 -0.00 rotate 0.00 -80.10 -90.00
$attachment "mouth" "ValveBiped.Bip01_Head1" -2.25 -5.60 -0.00 rotate -0 -90 -90
//Taper_+2 can be fixed but its a useless bone
$bonemerge "Taper_+2"
$bonemerge "ValveBiped.Bip01_Head1"
$surfaceprop "flesh"
$illumposition 0.007 0.561 35.329

//jigglebones
$jigglebone "Ear_left2" {
	is_flexible {
		yaw_stiffness 800
		yaw_damping 10
		pitch_stiffness 300
		pitch_damping 10
		tip_mass 0
		length 5
		angle_constraint 25
	}
}
$jigglebone "Ear_right2" {
	is_flexible {
		yaw_stiffness 800
		yaw_damping 10
		pitch_stiffness 300
		pitch_damping 10
		tip_mass 0
		length 5
		angle_constraint 25
	}
}

//weightlists to merge run/walk animations (lower body anim) with mods (upperbody anims) and fix animation errors
$Weightlist Upper {
	"ValveBiped.Bip01_L_Thigh" 0.0 
	"ValveBiped.Bip01_R_Thigh" 0.0 
	"ValveBiped.Bip01_Spine" 0.2 
	"ValveBiped.Bip01_Spine1" 0.4 
	"ValveBiped.Bip01_Spine2" 0.6 
	"ValveBiped.Bip01_Spine4" 0.4
	"ValveBiped.Bip01_L_Clavicle" 0.8
	"ValveBiped.Bip01_L_Upperarm" 1.0
	"ValveBiped.Bip01_R_Clavicle" 0.8
	"ValveBiped.Bip01_R_Upperarm" 1.0
}
$Weightlist Toefix {
"ValveBiped.Bip01_L_Foot" 0.0
"ValveBiped.Bip01_R_Foot" 0.0
"ValveBiped.Bip01_L_Toe0" 0.8
"ValveBiped.Bip01_R_Toe0" 0.8
}
$Weightlist thegun {
"ValveBiped.Bip01_R_Hand" 0.0
"ValveBiped.Bip01_L_Hand" 0.0
"ValveBiped.Bip01_L_Finger4" 0.5 
"ValveBiped.Bip01_L_Finger41" 0.8
"ValveBiped.Bip01_L_Finger42" 0.0
"ValveBiped.Bip01_L_Finger3" 0.5
"ValveBiped.Bip01_L_Finger31" 0.8
"ValveBiped.Bip01_L_Finger32" 0.0
"ValveBiped.Bip01_L_Finger2" 0.5
"ValveBiped.Bip01_L_Finger21" 0.8 
"ValveBiped.Bip01_L_Finger22" 0.0
"ValveBiped.Bip01_L_Finger1" 0.5
"ValveBiped.Bip01_L_Finger11" 0.8
"ValveBiped.Bip01_L_Finger12" 0.0
"ValveBiped.Bip01_L_Finger0" 0.5
"ValveBiped.Bip01_L_Finger01" 0.8
"ValveBiped.Bip01_L_Finger02" 0.0
"ValveBiped.Bip01_R_Finger4" 0.5
"ValveBiped.Bip01_R_Finger41" 0.8
"ValveBiped.Bip01_R_Finger42" 0.0
"ValveBiped.Bip01_R_Finger3" 0.5
"ValveBiped.Bip01_R_Finger31" 0.8
"ValveBiped.Bip01_R_Finger32" 0.0
"ValveBiped.Bip01_R_Finger2" 0.5
"ValveBiped.Bip01_R_Finger21" 0.8 
"ValveBiped.Bip01_R_Finger22" 0.0
"ValveBiped.Bip01_R_Finger1" 0.5
"ValveBiped.Bip01_R_Finger11" 0.8
"ValveBiped.Bip01_R_Finger12" 0.0
"ValveBiped.Bip01_R_Finger0" 0.5
"ValveBiped.Bip01_R_Finger01" 0.8
"ValveBiped.Bip01_R_Finger02" 0.0
}

$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 rotate -90.00
$sequence reference "reference" fps 30.00 hidden rotate 90.00 //normally important but pretty much useless in this models case
$animation mdldecompiler_delta.smd "mdldecompiler_delta.smd" fps 30 //important
$animation a_police_WalkN_pistol_aim_matrix_up_right "a_police_WalkN_pistol_aim_matrix_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

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

$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

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

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

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

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

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

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

$sequence police_WalkN_pistol_aim_matrix "a_police_WalkN_pistol_aim_matrix_up_right" fps 30.00 subtract mdldecompiler_delta.smd 0 {
  blendwidth 9
  blend aim_yaw -52.500000 52.517399
  delta
  hidden
 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
}
$animation a_weapons_Pistol_aim_matrix_up_right "a_weapons_Pistol_aim_matrix_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$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 -52.500000 52.517399
  delta
  hidden
 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 -52.500000 52.517399
  delta
  hidden
 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 -52.500000 52.517399
  delta
  hidden
 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

$animation a_soldier_Aim_9_directions_SG_up_center "a_soldier_Aim_9_directions_SG_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$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 -52.500000 52.517399
  delta
  hidden
 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 -52.500000 52.517399
  delta
  hidden
 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
}
$animation a_weapons_Aim_9_directions_up_right "a_weapons_Aim_9_directions_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_mid_right "a_weapons_Aim_9_directions_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_down_right "a_weapons_Aim_9_directions_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_up_center "a_weapons_Aim_9_directions_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_mid_center "a_weapons_Aim_9_directions_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_down_center "a_weapons_Aim_9_directions_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_up_left "a_weapons_Aim_9_directions_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$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 -52.500000 52.517399
  delta
  hidden
 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
}
$animation a_weapons_Aim_9_directions_Alert_up_right "a_weapons_Aim_9_directions_Alert_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$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

$animation a_weapons_Aim_9_directions_Alert_up_center "a_weapons_Aim_9_directions_Alert_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_Alert_mid_center "a_weapons_Aim_9_directions_Alert_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_Alert_down_center "a_weapons_Aim_9_directions_Alert_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$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 -52.500000 52.517399
  delta
  hidden
 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 -52.500000 52.517399
  delta
  hidden
 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 -52.500000 52.517399
  delta
  hidden
 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 -52.500000 52.517399
  delta
  hidden
 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 -52.500000 52.517399
  delta
  hidden
 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 -52.500000 52.517399
  delta
  hidden
 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 -52.500000 52.517399
  delta
  hidden
 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 -52.500000 52.517399
  delta
  hidden
 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
}
//animation error fix sequences
$sequence hands_relax1 "hands_relax1" fps 30.00 hidden
$sequence hands_gun1 "hands_gun1" fps 30.00 hidden
$sequence hands_fist1 "hands_fist1" loop fps 30.00 hidden
$sequence Toefix_standard "Toefix_standard" loop fps 30.00 weightlist Toefix hidden
$sequence TFhands_relax1 "TFhands_relax1" fps 30.00 hidden weightlist thegun
$sequence TFhands_gun1 "TFhands_gun1" fps 30.00 hidden weightlist thegun
$sequence TFhands_fist1 "TFhands_fist1" fps 30.00 hidden weightlist thegun

// idle sequences
// you dont always have to use brackets just keep all the code on the same line (can get confusing)
// this is actually a fine example of what this qc used to look like before I modified it for this tutorial

// those ACT things (like ACT_HL2MP_IDLE 1) tell the source engine that this particular sequence should be played during specific in game actions
// ACT_HL2MP_IDLE 1 	tells source that this sequence shoul be played when the player is not doing anything (AFK)
// ACT_HL2MP_RUN_CROSSBOW 1 	tells source this animation should be played when the player is equipped with a crossbow and is running 	I think you get the picture
// there is no ACT for sprinting (when you run faster than usual by pressing SHIFT) source speeds up the run animation by 10% and that is your sprint
// the HL2MP in ACT_HL2MP not surpisingly was created for Half life 2 deathmatch but it should be noted that ALL ACTs that are related to player movement is called HL2MP
// HL2MP is used in counter strike, gmod, and Team Fortress 2
// The only exception to this rule is when said action is unique to the game like the heavys taunt ACT_TF2_HEAVY_TAUNT 1 (i dont know if this is a real command i made it up but u get the idea)
// Garrysmod uses ACT_GMOD for vehicle driving and OMGIMGOINGSOFASTWEEEE hands in the air sequences
// the 1 after every act IS REQUIRED i dont know what purpose it serves
 
$sequence idle "idle_pistol" loop ACT_HL2MP_IDLE 1 fps 30.00 rotate -90.00 addlayer TFhands_gun1
$sequence idle_pistol "idle_pistol" loop ACT_HL2MP_IDLE_PISTOL 1 fps 30.00 rotate -90.00 addlayer aim_x addlayer aim_y
$sequence idle_shotgun "idle_shotgun" loop ACT_HL2MP_IDLE_SHOTGUN 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y
$sequence idle_smg1 "idle_smg1" loop ACT_HL2MP_IDLE_SMG1 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y
$sequence idle_ar2 "idle_ar2" loop ACT_HL2MP_IDLE_AR2 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y
$sequence idle_gravgun "idle_gravgun" loop ACT_HL2MP_IDLE_PHYSGUN 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y
$sequence idle_grenade "idle_grenade" loop ACT_HL2MP_IDLE_GRENADE 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y
$sequence idle_rpg "idle_rpg" loop ACT_HL2MP_IDLE_RPG 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y
$sequence idle_crossbow "idle_crossbow" loop ACT_HL2MP_IDLE_CROSSBOW 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y
$sequence idle_melee "idle_melee" loop ACT_HL2MP_IDLE_MELEE 1 fps 30.00 rotate -90.00 addlayer TFhands_fist1 addlayer aim_x addlayer aim_y
$sequence idle_slam "idle_slam" loop ACT_HL2MP_IDLE_SLAM 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y

//run and walk animations
$animation a_RunS "a_RunS" loop fps 30.000000 rotate -90.00
$animation a_RunSE "a_RunSE" loop fps 30.000000 rotate -90.00
$animation a_RunE "a_RunE" loop fps 30.000000 rotate -90.00
$animation a_RunNE "a_RunNE" loop fps 30.000000 rotate -90.00
$animation a_RunN "a_RunN" loop fps 30.000000 rotate -90.00
$animation a_RunNW "a_RunNW" loop fps 30.000000 rotate -90.00
$animation a_RunW "a_RunW" loop fps 30.000000 rotate -90.00
$animation a_RunSW "a_RunSW" loop fps 30.000000 rotate -90.00
$animation a_WalkS "a_RunS" loop fps 16.000000 rotate -90.00
$animation a_WalkSE "a_RunSE" loop fps 16.000000 rotate -90.00
$animation a_WalkE "a_RunE" loop fps 16.000000 rotate -90.00
$animation a_WalkNE "a_RunNE" loop fps 16.000000 rotate -90.00
$animation a_WalkN "a_RunN" loop fps 16.000000 rotate -90.00
$animation a_WalkNW "a_RunNW" loop fps 16.000000 rotate -90.00
$animation a_WalkW "a_RunW" loop fps 16.000000 rotate -90.00
$animation a_WalkSW "a_RunSW" loop fps 16.000000 rotate -90.00

//run and walk sequences must be merged with mod animations for gun holding

$sequence run "a_RunN" loop ACT_HL2MP_RUN 1 fps 30.00 { //dosent need a mod since this only plays when your unarmed
  addlayer Toefix_standard
  addlayer TFhands_fist1
  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_pistol_mod "run_pistol_mod" fps 30.00 { //there are the mod things I was talking about they controll the upper half of the body
weightlist upper 
hidden 
addlayer TFhands_gun1 
addlayer aim_x 
addlayer aim_y
}
$sequence run_pistol "a_RunN" loop ACT_HL2MP_RUN_PISTOL 1 fps 30.00 {
  addlayer run_pistol_mod
  addlayer Toefix_standard
  addlayer TFhands_gun1
  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 {
weightlist upper 
hidden 
addlayer TFhands_gun1 
addlayer aim_x 
addlayer aim_y
}
$sequence run_shotgun "a_RunN" loop ACT_HL2MP_RUN_SHOTGUN 1 fps 30.00 {
  addlayer run_shotgun_mod
  addlayer Toefix_standard
  addlayer TFhands_gun1
  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" fps 30.00 {
weightlist upper 
hidden 
addlayer TFhands_gun1 
addlayer aim_x 
addlayer aim_y
}
$sequence run_smg1 "a_RunN" loop ACT_HL2MP_RUN_SMG1 1 fps 30.00 {
  addlayer run_smg1_mod
  addlayer Toefix_standard
  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 {
weightlist upper 
hidden 
addlayer TFhands_gun1 
addlayer aim_x 
addlayer aim_y
}
$sequence run_ar2 "a_RunN" loop ACT_HL2MP_RUN_AR2 1 fps 30.00 {
  addlayer run_ar2_mod
  addlayer Toefix_standard
  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 {
weightlist upper 
hidden 
addlayer TFhands_gun1 
addlayer aim_x 
addlayer aim_y
}
$sequence run_gravgun "a_RunN" loop ACT_HL2MP_RUN_PHYSGUN 1 fps 30.00 {
  addlayer run_gravgun_mod
  addlayer Toefix_standard
  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 {
weightlist upper 
hidden 
addlayer TFhands_gun1 
addlayer aim_x 
addlayer aim_y
}
$sequence run_grenade "a_RunN" loop ACT_HL2MP_RUN_GRENADE 1 fps 30.00 {
  addlayer run_grenade_mod
  addlayer Toefix_standard
  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 {
weightlist upper 
hidden 
addlayer TFhands_gun1 
addlayer aim_x 
addlayer aim_y
}
$sequence run_rpg "a_RunN" loop ACT_HL2MP_RUN_RPG 1 fps 30.00 {
  addlayer run_rpg_mod
  addlayer Toefix_standard
  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 {
weightlist upper 
hidden 
addlayer TFhands_gun1 
addlayer aim_x 
addlayer aim_y
}
$sequence run_crossbow "a_RunN" loop ACT_HL2MP_RUN_CROSSBOW 1 fps 30.00 {
  addlayer run_crossbow_mod
  addlayer Toefix_standard
  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 {
weightlist upper 
hidden 
addlayer TFhands_fist1 
addlayer aim_x 
addlayer aim_y
}
$sequence run_melee "a_RunN" loop ACT_HL2MP_RUN_MELEE 1 fps 30.00 {
  addlayer run_melee_mod
  addlayer Toefix_standard
  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 {
weightlist upper 
hidden 
addlayer TFhands_gun1 
addlayer aim_x 
addlayer aim_y
}
$sequence run_slam "a_RunN" loop ACT_HL2MP_RUN_SLAM 1 fps 30.00 {
  addlayer run_slam_mod
  addlayer Toefix_standard
  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 walk "a_WalkN" loop ACT_HL2MP_WALK 1 fps 16.00 { //dosent need a mod since this only plays when your unarmed
  addlayer Toefix_standard
  addlayer TFhands_relax1
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS
}


$sequence walk_pistol_mod "run_pistol_mod" fps 16.00 { //the walk animations are really just run animations with a lower framerate
weightlist upper 
hidden 
addlayer TFhands_gun1 
addlayer aim_x 
addlayer aim_y
}
$sequence walk_pistol "a_WalkN" loop ACT_HL2MP_WALK_PISTOL 1 fps 16.00 {
  addlayer walk_pistol_mod
  addlayer Toefix_standard
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS
}


$sequence walk_shotgun_mod "run_shotgun_mod" fps 16.00 {
weightlist upper 
hidden 
addlayer TFhands_gun1 
addlayer aim_x 
addlayer aim_y
}
$sequence walk_shotgun "a_WalkN" loop ACT_HL2MP_WALK_SHOTGUN 1 fps 16.00 {
  addlayer walk_shotgun_mod
  addlayer Toefix_standard
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS
}


$sequence walk_smg1_mod "run_smg1_mod" fps 16.00 {
weightlist upper 
hidden 
addlayer TFhands_gun1 
addlayer aim_x 
addlayer aim_y
}
$sequence walk_smg1 "a_WalkN" loop ACT_HL2MP_WALK_SMG1 1 fps 16.00 {
  addlayer walk_smg1_mod
  addlayer Toefix_standard
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS
}


$sequence walk_ar2_mod "run_ar2_mod" fps 16.00 {
weightlist upper 
hidden 
addlayer TFhands_gun1 
addlayer aim_x 
addlayer aim_y
}
$sequence walk_ar2 "a_WalkN" loop ACT_HL2MP_WALK_AR2 1 fps 16.00 {
  addlayer walk_ar2_mod
  addlayer Toefix_standard
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS
}


$sequence walk_gravgun_mod "run_gravgun_mod" fps 16.00 {
weightlist upper 
hidden 
addlayer TFhands_gun1 
addlayer aim_x 
addlayer aim_y
}
$sequence walk_gravgun "a_WalkN" loop ACT_HL2MP_WALK_PHYSGUN 1 fps 16.00 {
  addlayer walk_gravgun_mod
  addlayer Toefix_standard
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS
}


$sequence walk_grenade_mod "run_grenade_mod" fps 16.00 {
weightlist upper 
hidden 
addlayer TFhands_gun1 
addlayer aim_x 
addlayer aim_y
}
$sequence walk_grenade "a_WalkN" loop ACT_HL2MP_WALK_GRENADE 1 fps 16.00 {
  addlayer walk_grenade_mod
  addlayer Toefix_standard
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS
}


$sequence walk_rpg_mod "run_rpg_mod" fps 16.00 {
weightlist upper 
hidden 
addlayer TFhands_gun1 
addlayer aim_x 
addlayer aim_y
}
$sequence walk_rpg "a_WalkN" loop ACT_HL2MP_WALK_RPG 1 fps 16.00 {
  addlayer walk_rpg_mod
  addlayer Toefix_standard
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS
}


$sequence walk_crossbow_mod "run_crossbow_mod" fps 16.00 {
weightlist upper 
hidden 
addlayer TFhands_gun1 
addlayer aim_x 
addlayer aim_y
}
$sequence walk_crossbow "a_WalkN" loop ACT_HL2MP_WALK_CROSSBOW 1 fps 16.00 {
  addlayer walk_crossbow_mod
  addlayer Toefix_standard
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS
}


$sequence walk_melee_mod "run_melee_mod" fps 16.00 {
weightlist upper 
hidden 
addlayer TFhands_fist1 
addlayer aim_x 
addlayer aim_y 
}
$sequence walk_melee "a_WalkN" loop ACT_HL2MP_WALK_MELEE 1 fps 16.00 {
  addlayer walk_melee_mod
  addlayer Toefix_standard
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS
}


$sequence walk_slam_mod "run_slam_mod" fps 16.00 {
weightlist upper 
hidden 
addlayer TFhands_gun1 
addlayer aim_x 
addlayer aim_y
}
$sequence walk_slam "a_WalkN" loop ACT_HL2MP_WALK_SLAM 1 fps 16.00 {
  addlayer walk_slam_mod
  addlayer Toefix_standard
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS
}

//idle crouch sequences
$sequence cidle "cidle_pistol" loop ACT_HL2MP_IDLE_CROUCH 1 fps 30.00 {
rotate -90.00
}

$sequence cidle_pistol "cidle_pistol" loop ACT_HL2MP_IDLE_CROUCH_PISTOL 1 fps 30.00 {
rotate -90.00 
addlayer aim_x 
addlayer aim_y
}

$sequence cidle_shotgun "cidle_shotgun" loop ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1 fps 30.00 {
rotate -90.00 
addlayer Toefix_standard 
addlayer TFhands_gun1 
addlayer aim_x 
addlayer aim_y
}

$sequence cidle_smg1 "cidle_smg1" loop ACT_HL2MP_IDLE_CROUCH_SMG1 1 fps 30.00 {
rotate -90.00 
addlayer Toefix_standard 
addlayer TFhands_gun1 
addlayer aim_x 
addlayer aim_y
}

$sequence cidle_ar2 "cidle_ar2" loop ACT_HL2MP_IDLE_CROUCH_AR2 1 fps 30.00 {
rotate -90.00 
addlayer Toefix_standard 
addlayer TFhands_gun1 
addlayer aim_x 
addlayer aim_y
}

$sequence cidle_gravgun "cidle_gravgun" loop ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1 fps 30.00 {
rotate -90.00 
addlayer Toefix_standard 
addlayer TFhands_gun1 
addlayer aim_x 
addlayer aim_y
}

$sequence cidle_grenade "cidle_grenade" loop ACT_HL2MP_IDLE_CROUCH_GRENADE 1 fps 30.00 {
rotate -90.00 
addlayer Toefix_standard 
addlayer TFhands_gun1 
addlayer aim_x 
addlayer aim_y
}

$sequence cidle_rpg "cidle_rpg" loop ACT_HL2MP_IDLE_CROUCH_RPG 1 fps 30.00 {
rotate -90.00 
addlayer Toefix_standard 
addlayer TFhands_gun1 
addlayer aim_x 
addlayer aim_y
}

$sequence cidle_crossbow "cidle_crossbow" loop ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1 fps 30.00 {
rotate -90.00 
addlayer Toefix_standard 
addlayer TFhands_gun1 
addlayer aim_x 
addlayer aim_y
}

$sequence cidle_melee "cidle_melee" loop ACT_HL2MP_IDLE_CROUCH_MELEE 1 fps 30.00 {
rotate -90.00 
addlayer TFhands_fist1 
addlayer aim_x 
addlayer aim_y
}

$sequence cidle_slam "cidle_slam" loop ACT_HL2MP_IDLE_CROUCH_SLAM 1 fps 30.00 {
rotate -90.00 
addlayer Toefix_standard 
addlayer TFhands_gun1 
addlayer aim_x 
addlayer aim_y
}

// crouch walk animations
$animation a_Crouch_walkS "a_Crouch_walkS" loop fps 30.000000 rotate -90.00 alignto reference
$animation a_Crouch_walkSE "a_Crouch_walkSE" loop fps 30.000000 rotate -90.00 alignto reference
$animation a_Crouch_walkE "a_Crouch_walkE" loop fps 30.000000 rotate -90.00 alignto reference
$animation a_Crouch_walkNE "a_Crouch_walkNE" loop fps 30.000000 rotate -90.00 alignto reference
$animation a_Crouch_walkN "a_Crouch_walkN" loop fps 30.000000 rotate -90.00 alignto reference
$animation a_Crouch_walkNW "a_Crouch_walkNW" loop fps 30.000000 rotate -90.00 alignto reference
$animation a_Crouch_walkW "a_Crouch_walkW" loop fps 30.000000 rotate -90.00 alignto reference
$animation a_Crouch_walkSW "a_Crouch_walkSW" loop fps 30.000000 rotate -90.00 alignto reference

// crouch walk sequences
$sequence cwalk_pistol_mod "cwalk_pistol_mod" fps 30.00 weightlist upper hidden addlayer aim_x addlayer aim_y
$sequence cwalk "a_Crouch_walkN" loop ACT_HL2MP_WALK_CROUCH 1 fps 30.00 {
  addlayer Toefix_standard
  addlayer TFhands_relax1
  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_pistol "a_Crouch_walkN" loop ACT_HL2MP_WALK_CROUCH_PISTOL 1 fps 30.00 {
  addlayer cwalk_pistol_mod
  addlayer Toefix_standard
  addlayer TFhands_gun1
  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 weightlist upper hidden addlayer aim_x addlayer aim_y
$sequence cwalk_shotgun "a_Crouch_walkN" loop ACT_HL2MP_WALK_CROUCH_SHOTGUN 1 fps 30.00 {
  addlayer cwalk_shotgun_mod
  addlayer Toefix_standard
  addlayer TFhands_gun1
  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 weightlist upper hidden addlayer aim_x addlayer aim_y 
$sequence cwalk_smg1 "a_Crouch_walkN" loop ACT_HL2MP_WALK_CROUCH_SMG1 1 fps 30.00 {
  addlayer cwalk_smg1_mod
  addlayer Toefix_standard
  addlayer TFhands_gun1
  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 weightlist upper hidden addlayer aim_x addlayer aim_y
$sequence cwalk_ar2 "a_Crouch_walkN" loop ACT_HL2MP_WALK_CROUCH_AR2 1 fps 30.00 {
  addlayer cwalk_ar2_mod
  addlayer Toefix_standard
  addlayer TFhands_gun1
  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 weightlist upper hidden addlayer aim_x addlayer aim_y 
$sequence cwalk_gravgun "a_Crouch_walkN" loop ACT_HL2MP_WALK_CROUCH_PHYSGUN 1 fps 30.00 {
  addlayer cwalk_gravgun_mod
  addlayer Toefix_standard
  addlayer TFhands_gun1
  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 weightlist upper hidden addlayer aim_x addlayer aim_y 
$sequence cwalk_grenade "a_Crouch_walkN" loop ACT_HL2MP_WALK_CROUCH_GRENADE 1 fps 30.00 {
  addlayer cwalk_grenade_mod
  addlayer Toefix_standard
  addlayer TFhands_gun1
  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 rotate -90.00 weightlist upper hidden addlayer aim_x addlayer aim_y
$sequence cwalk_rpg "a_Crouch_walkN" loop ACT_HL2MP_WALK_CROUCH_RPG 1 fps 30.00 {
  addlayer cwalk_rpg_mod
  addlayer Toefix_standard
  addlayer TFhands_gun1
  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 weightlist upper hidden addlayer aim_x addlayer aim_y 
$sequence cwalk_crossbow "a_Crouch_walkN" loop ACT_HL2MP_WALK_CROUCH_CROSSBOW 1 fps 30.00 {
  addlayer cwalk_crossbow_mod
  addlayer Toefix_standard
  addlayer TFhands_gun1
  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 weightlist upper hidden addlayer aim_x addlayer aim_y 
$sequence cwalk_melee "a_Crouch_walkN" loop ACT_HL2MP_WALK_CROUCH_MELEE 1 fps 30.00 {
  addlayer cwalk_melee_mod
  addlayer Toefix_standard
  addlayer TFhands_fist1
  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 weightlist upper hidden addlayer aim_x addlayer aim_y
$sequence cwalk_slam "a_Crouch_walkN" loop ACT_HL2MP_WALK_CROUCH_SLAM 1 fps 30.00 {
  addlayer cwalk_slam_mod
  addlayer Toefix_standard
  addlayer TFhands_gun1
  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
}

// range animations are the animations that play when you fire your weapon 
// that shotgun recoil animation you see ingame is a range
$sequence range_pistol "a_range_pistol" ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL 1 fps 30.00 rotate -90.00 weightlist upper addlayer aim_x addlayer aim_y
$sequence range_shotgun "a_range_shotgun" ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN 1 fps 30.00 rotate -90.00 weightlist upper addlayer TFhands_gun1 addlayer aim_x addlayer aim_y
$sequence range_smg1 "a_range_smg1" ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1 fps 30.00 rotate -90.00 weightlist upper addlayer TFhands_gun1 addlayer aim_x addlayer aim_y
$sequence range_ar2 "a_range_ar2" ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1 fps 30.00 rotate -90.00 weightlist upper addlayer TFhands_gun1 addlayer aim_x addlayer aim_y
$sequence range_gravgun "a_range_gravgun" ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1 fps 30.00 rotate -90.00 weightlist upper addlayer TFhands_gun1 addlayer aim_x addlayer aim_y
$sequence range_grenade "a_range_grenade" ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1 fps 30.00 rotate -90.00 weightlist upper addlayer TFhands_gun1 addlayer aim_x addlayer aim_y
$sequence range_rpg "a_range_rpg" ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1 fps 30.00 rotate -90.00 weightlist upper addlayer TFhands_gun1 addlayer aim_x addlayer aim_y
$sequence range_crossbow "a_range_crossbow" ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1 fps 30.00 rotate -90.00 weightlist upper addlayer TFhands_gun1 addlayer aim_x addlayer aim_y
$sequence range_melee "a_range_melee" ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 fps 35.00 rotate -90.00 weightlist upper addlayer aim_x addlayer aim_y
$sequence range_slam "a_range_slam" ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1 fps 30.00 rotate -90.00 weightlist upper addlayer TFhands_gun1 addlayer aim_x addlayer aim_y

//jump animations
$sequence jump "jump_pistol" ACT_HL2MP_JUMP 1 fps 65.00 rotate -90.00
$sequence jump_pistol "jump_pistol" ACT_HL2MP_JUMP_PISTOL 1 fps 65.00 rotate -90.00 addlayer aim_x addlayer aim_y
$sequence jump_shotgun "jump_shotgun" ACT_HL2MP_JUMP_SHOTGUN 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y
$sequence jump_smg1 "jump_smg1" ACT_HL2MP_JUMP_SMG1 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y
$sequence jump_ar2 "jump_ar2" ACT_HL2MP_JUMP_AR2 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y
$sequence jump_gravgun "jump_gravgun" ACT_HL2MP_JUMP_PHYSGUN 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y
$sequence jump_grenade "jump_grenade" ACT_HL2MP_JUMP_GRENADE 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y
$sequence jump_rpg "jump_rpg" ACT_HL2MP_JUMP_RPG 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y
$sequence jump_crossbow "jump_crossbow" ACT_HL2MP_JUMP_CROSSBOW 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y
$sequence jump_melee "jump_melee" ACT_HL2MP_JUMP_MELEE 1 fps 65.00  rotate -90.00 addlayer TFhands_fist1 addlayer aim_x addlayer aim_y
$sequence jump_slam "jump_slam" ACT_HL2MP_JUMP_SLAM 1 fps 30.00  rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y
$sequence reload_pistol "reload_pistol" ACT_HL2MP_GESTURE_RELOAD_PISTOL 1 fps 30.00  rotate -90.00 weightlist upper addlayer TFhands_gun1 addlayer aim_x addlayer aim_y
$sequence reload_shotgun "reload_shotgun" ACT_HL2MP_GESTURE_RELOAD_SHOTGUN 1 fps 30.00  rotate -90.00 weightlist upper addlayer TFhands_gun1 addlayer aim_x addlayer aim_y
$sequence reload_smg1 "reload_smg1" ACT_HL2MP_GESTURE_RELOAD_SMG1 1 fps 30.00  rotate -90.00 weightlist upper addlayer TFhands_gun1 addlayer aim_x addlayer aim_y
$sequence reload_ar2 "reload_ar2" ACT_HL2MP_GESTURE_RELOAD_AR2 1 fps 30.00  rotate -90.00 weightlist upper addlayer TFhands_gun1 addlayer aim_x addlayer aim_y

// custom animations only garrysmod uses YOU SHOULD REMEMBER THESE AS THEY APPLY TO EVERY GMOD PLAYERMODEL AND ARENT DOCUMENTED AT ALL!!!
$animation a_drive_jeep "drive_jeep" fps 30.00
$animation drive_jeep_lt "drive_jeep_lt" fps 30.000000
$animation drive_jeep_rt "drive_jeep_rt" fps 30.000000
$animation a_drive_airboat "drive_airboat" fps 30.00
$animation drive_airboat_lt "drive_airboat_lt" fps 30.000000 alignto "a_drive_airboat"
$animation drive_airboat_rt "drive_airboat_rt" fps 30.000000 alignto "a_drive_airboat"
$animation sit_rollercoaster_fall "sit_rollercoaster_fall" fps 30.000000
$animation sit_rollercoaster_idle "sit_rollercoaster_idle" fps 30.000000
$animation sit_rollercoaster_fast "sit_rollercoaster_fast" fps 30.000000

// the sequences 
$sequence drive_jeep  "drive_jeep_lt" ACT_GMOD_DRIVE_JEEP 1 fps 30.00 {
addlayer TFhands_fist1
blendwidth 3
blend vehicle_steer -1.00 1.00
a_drive_jeep drive_jeep_rt
}
$sequence drive_airboat "drive_airboat_lt" ACT_GMOD_DRIVE_AIRBOAT 1 fps 30.00 {
addlayer TFhands_fist1
blendwidth 3
blend vehicle_steer -1.00 1.00
a_drive_airboat drive_airboat_rt
}
$sequence drive_pd "drive_pd" ACT_GMOD_DRIVE_PD 1 fps 30.00
$sequence sit_rollercoaster "sit_rollercoaster_fall" ACT_GMOD_SIT_ROLLERCOASTER 1 fps 30.00 {
addlayer TFhands_relax1
blendwidth 3
blend vertical_velocity -1.00 1.00
sit_rollercoaster_idle sit_rollercoaster_fast
}

// These animations are used to rotate the varous parts of the body during aiming (or during any use of the mouse to stare at something)
// these animations DO NOT controll aming the aim layers at the top of the code do that
// aim layers animate the bones in the general directions in which the player is facing and blend them togeter to get a unique angle
// Rotation animations like these are used to tell the source engine that these specific joints CAN be rotated ingame based on the players postion
// without rotations the source engine will ignore all aim layers
$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

// the order in which the animations are listed MATTERS
// rotations MUST BE LISTED FROM LEFT TO RIGHT!!!
// if animations are not listed in the correct order say right to left the animations will be reversed from the players angle aiming right will cause the model to aim left etc.
$sequence body_rot_z "a_body_rot_z_lt" fps 30.00 {
  blendwidth 3
  blend body_yaw -29.734201 29.734280
  delta
  autoplay
  hidden
 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 30.708494
  delta
  autoplay
  hidden
 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_rt" fps 30.00 {
  blendwidth 3
  blend head_yaw -44.818722 44.818962
  delta
  autoplay
  hidden
 a_head_rot a_head_rot_z_lt
}
$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_up" fps 30.00 {
  blendwidth 3
  blend head_pitch -22.999983 20.000011
  delta
  autoplay
  hidden
 a_head_rot a_head_rot_dwn
}
$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_rt" fps 30.00 {
  blendwidth 3
  blend head_roll -10.852424 10.931437
  delta
  autoplay
  hidden
 a_head_rot a_head_rot_lt
}
$animation aim_pitch_down "aim_pitch_down" fps 30.000000 subtract mdldecompiler_delta.smd 0

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

$sequence aim_y "aim_pitch_up" fps 30.00 {
  blendwidth 3
  blend aim_pitch -50.000000 80.443214
  delta
  hidden
 a_head_rot aim_pitch_down
}
$animation aim_yaw_left "aim_yaw_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

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

$sequence aim_x "aim_yaw_right" fps 30.00 {
  blendwidth 3
  blend aim_yaw -52.500000 52.517399
  delta
  hidden
 a_head_rot aim_yaw_left
}

// something to do with how the model reacts on uneven ground
// Ex : if your models left foot is on top of a small mound that is slightly more raised than the flat terrain the
// right foot is on sources IK AI will raise the leg so the foot is ON TOP of the mound intead of clipping thourgh it
$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

// used to define the physics model probably the most essential part of any ragdoll
// specify whats flexable, by how much, how heavy a certain part of the body is etc
$collisionjoints "phymodel.smd" {

	$mass 50.0
	$inertia 2.00
	$damping 0.01
	$rotdamping 0.40
	$rootbone "valvebiped.bip01_pelvis"
	$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"

	$jointconstrain "valvebiped.bip01_spine2" x limit -48.00 48.00 0.20
	$jointconstrain "valvebiped.bip01_spine2" y limit -25.00 25.00 0.20
	$jointconstrain "valvebiped.bip01_spine2" z limit -25.00 50.00 0.20

	$jointmassbias "valvebiped.bip01_head1" 2.00
	$jointconstrain "valvebiped.bip01_head1" x limit -20.00 20.00 0.20
	$jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.20
	$jointconstrain "valvebiped.bip01_head1" z limit -13.00 30.00 0.20

	$jointconstrain "hair_up_right" x limit -60.00 25.00 0.00
	$jointconstrain "hair_up_right" y limit -60.00 25.00 0.00
	$jointconstrain "hair_up_right" z limit 0.00 0.00 0.00

	$jointconstrain "hair_up_left" x limit -60.00 25.00 0.00
	$jointconstrain "hair_up_left" y limit -60.00 25.00 0.00
	$jointconstrain "hair_up_left" z limit 0.00 0.00 0.00

	$jointconstrain "hair_up_center" x limit -60.00 25.00 0.00
	$jointconstrain "hair_up_center" y limit -60.00 25.00 0.00
	$jointconstrain "hair_up_center" z limit 0.00 0.00 0.00

	$jointconstrain "valvebiped.bip01_r_upperarm" x limit -50.00 57.00 0.20
	$jointconstrain "valvebiped.bip01_r_upperarm" y limit -19.00 102.00 0.20
	$jointconstrain "valvebiped.bip01_r_upperarm" z limit -93.00 30.00 0.20

	$jointmassbias "valvebiped.bip01_r_forearm" 2.00
	$jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.20
	$jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.20
	$jointconstrain "valvebiped.bip01_r_forearm" z limit -120.00 4.00 0.20

	$jointconstrain "hair_down_left" x limit -60.00 25.00 0.00
	$jointconstrain "hair_down_left" y limit -60.00 25.00 0.00
	$jointconstrain "hair_down_left" z limit 0.00 0.00 0.00

	$jointconstrain "valvebiped.bip01_l_upperarm" x limit -50.00 57.00 0.20
	$jointconstrain "valvebiped.bip01_l_upperarm" y limit -102.00 19.00 0.20
	$jointconstrain "valvebiped.bip01_l_upperarm" z limit -93.00 30.00 0.20

	$jointmassbias "valvebiped.bip01_l_forearm" 2.00
	$jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" z limit -120.00 4.00 0.20

	$jointmassbias "valvebiped.bip01_l_hand" 4.00
	$jointconstrain "valvebiped.bip01_l_hand" x limit -60.00 60.00 0.20
	$jointconstrain "valvebiped.bip01_l_hand" y limit -30.00 30.00 0.20
	$jointconstrain "valvebiped.bip01_l_hand" z limit -57.00 70.00 0.20

	$jointconstrain "hair_down_right" x limit -60.00 25.00 0.00
	$jointconstrain "hair_down_right" y limit -60.00 25.00 0.00
	$jointconstrain "hair_down_right" z limit 0.00 0.00 0.00

	$jointmassbias "valvebiped.bip01_r_hand" 4.00
	$jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 0.20
	$jointconstrain "valvebiped.bip01_r_hand" y limit -30.00 30.00 0.20
	$jointconstrain "valvebiped.bip01_r_hand" z limit -57.00 70.00 0.20

	$jointconstrain "valvebiped.bip01_r_thigh" x limit -25.00 39.00 0.20
	$jointconstrain "valvebiped.bip01_r_thigh" y limit -8.00 75.00 0.20
	$jointconstrain "valvebiped.bip01_r_thigh" z limit -97.00 32.00 0.20

	$jointmassbias "valvebiped.bip01_r_calf" 2.00
	$jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.20
	$jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.20
	$jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 126.00 0.20

	$jointconstrain "hair_down_center" x limit -60.00 25.00 0.00
	$jointconstrain "hair_down_center" y limit -60.00 25.00 0.00
	$jointconstrain "hair_down_center" z limit 0.00 0.00 0.00

	$jointconstrain "valvebiped.bip01_l_thigh" x limit -25.00 20.00 0.20
	$jointconstrain "valvebiped.bip01_l_thigh" y limit -73.00 6.00 0.20
	$jointconstrain "valvebiped.bip01_l_thigh" z limit -93.00 30.00 0.20

	$jointmassbias "valvebiped.bip01_l_calf" 2.00
	$jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.20
	$jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.20
	$jointconstrain "valvebiped.bip01_l_calf" z limit -8.00 126.00 0.20

	$jointmassbias "valvebiped.bip01_l_foot" 2.00
	$jointconstrain "valvebiped.bip01_l_foot" x limit -1.00 -1.00 0.20
	$jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 0.20
	$jointconstrain "valvebiped.bip01_l_foot" z limit -15.00 35.00 0.20

	$jointmassbias "valvebiped.bip01_r_foot" 2.00
	$jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" y limit -21.00 6.00 0.20
	$jointconstrain "valvebiped.bip01_r_foot" z limit -15.00 35.00 0.20
	}


hope this is helpful to someone

Nice work :slight_smile:

I usually can do this with animations because if you spawn something as a npc_kleiner

Here is my code for a simple “deagal”


$modelname "v_gun.mdl"
$model "body" "v_gun.smd"
$cdmaterials "models\weapons\cra0kalo_models\"
// Model uses material "w_cra0kalo.vmt"
$hboxset "default"
$surfaceprop "metal"
$illumposition -0.025 0.021 1.184
$sequence idle "idle" fps 30.00
$sequence gunpose "gunpose" fps 30.00

You can achieve something like this with this

The number after the activity name is how often it’s played.


$sequence idle_pistol "pistol_mod" loop ACT_HL2MP_IDLE_PISTOL 2 fps 30.00
$sequence idle_pistol2 "pistol_mod_side" loop ACT_HL2MP_IDLE_PISTOL 8 fps 30.00
$sequence idle_pistolflip "pistol_modflip" loop ACT_HL2MP_IDLE_PISTOL 1 fps 30.00

pistol_mod_side has a 8/11 chance of playing (add all the numbers together for the total chance) while pistol_modflip only has a 1/11 chance of playing

thanks :smiley: i still got much to learn this will REALLY come in handy when I get around to writing up the QC for the headcrab Synth NPC im working on