Invisible Model problem!

Im making a playermodel but here is a problem, Its spawning as invisible and not showing in game, Idk why its doing this please help
this is the qc


// Created by Crowbar 0.36.0.0

$ModelName "crookshanks.mdl"

$BodyGroup "crookshank"
{
	studio "crookshanks_reference.smd"
}


$SurfaceProp "flesh"

$Contents "solid"

$MaxEyeDeflection 90

$MostlyOpaque

$CDMaterials "models\crook\"

$Attachment "eyes" "Head" 5.61 -9.36 0 rotate 0 -92.59 -90
$Attachment "anim_attachment_RH" "Head" 22 -13.5 0 rotate 0 -90 0

$CBox -10 -12 0 10 12 68

$BBox -10 -12 0 10 12 68

// $HBoxSet "default"
// $HBox 0 "Root" -6 -4.5 -4.5 4 6.5 4.5 ""
// $HBox 0 "Spine1" -2 -6.86 -3.5 10 4.14 3.5 ""
// $HBox 0 "Head" -2 -11 -5.05 10 2 4.95 ""
// $HBox 0 "RightShoulder" -1.74 -2.35 -1.99 7.26 3.65 2.02 ""
// $HBox 0 "RightArm" 0.5 -2.5 -2.5 9.5 3.5 2.5 ""
// $HBox 0 "LeftShoulder" -7.26 -3.65 -2.02 1.74 2.35 1.99 ""
// $HBox 0 "LeftArm" -9.5 -3.5 -2.5 -0.5 2.5 2.5 ""
// $HBox 0 "RightThigh" -4.16 -4.05 -2.25 6.84 2.95 3.25 ""
// $HBox 0 "RightCalf" -1 0.9 -2.43 4.99 9.9 2.57 ""
// $HBox 0 "LeftThigh" -6.84 -2.95 -2.75 4.16 4.05 2.75 ""
// $HBox 0 "LeftCalf" -4.99 -9.9 -2.5 1 -0.9 2.5 ""
// $HBox 0 "jiggletail2" -3.5 -2.5 -6.5 3.5 2.5 10.5 ""
// $SkipBoneInBBox

$JiggleBone "L_ear"
{
	is_flexible
	{
		length 30
		tip_mass 0
		pitch_stiffness 50
		pitch_damping 7
		yaw_stiffness 50
		yaw_damping 7
		allow_length_flex
		along_stiffness 100
		along_damping 0
		angle_constraint 50.000001
	}
}
$JiggleBone "R_ear"
{
	is_flexible
	{
		length 30
		tip_mass 0
		pitch_stiffness 50
		pitch_damping 7
		yaw_stiffness 50
		yaw_damping 7
		allow_length_flex
		along_stiffness 100
		along_damping 0
		angle_constraint 50.000001
	}
}
$JiggleBone "L_fur"
{
	is_flexible
	{
		length 30
		tip_mass 0
		pitch_stiffness 50
		pitch_damping 7
		yaw_stiffness 50
		yaw_damping 7
		allow_length_flex
		along_stiffness 100
		along_damping 0
		angle_constraint 50.000001
	}
}
$JiggleBone "R_fur"
{
	is_flexible
	{
		length 30
		tip_mass 0
		pitch_stiffness 50
		pitch_damping 7
		yaw_stiffness 50
		yaw_damping 7
		allow_length_flex
		along_stiffness 100
		along_damping 0
		angle_constraint 50.000001
	}
}
$JiggleBone "jiggletail1"
{
	is_flexible
	{
		length 30
		tip_mass 0
		pitch_stiffness 50
		pitch_damping 7
		yaw_stiffness 50
		yaw_damping 7
		allow_length_flex
		along_stiffness 100
		along_damping 0
		angle_constraint 50.000001
	}
}
$JiggleBone "jiggletail2"
{
	is_flexible
	{
		length 35
		tip_mass 0
		pitch_stiffness 50
		pitch_damping 7
		yaw_stiffness 50
		yaw_damping 7
		allow_length_flex
		along_stiffness 100
		along_damping 0
		angle_constraint 50.000001
	}
}
$JiggleBone "jiggletail3"
{
	is_flexible
	{
		length 40
		tip_mass 0
		pitch_stiffness 50
		pitch_damping 7
		yaw_stiffness 50
		yaw_damping 7
		allow_length_flex
		along_stiffness 100
		along_damping 0
		angle_constraint 55
	}
}

$SectionFrames 30 300

$PoseParameter "aim_yaw" -44.9465 44.94648 0
$PoseParameter "aim_pitch" -30.00002 45.00003 0
$PoseParameter "move_y" -1 1 0
$PoseParameter "move_x" -1 1 0

$WeightList "weights_Normal_HeadMove" {
	 "Root" 0
	 "Spine1" 0
	 "Neck" 0
	 "Head" 1
	 "L_ear" 1
	 "R_ear" 1
	 "RightShoulder" 0
	 "RightArm" 0
	 "ValveBiped.Bip01_R_Hand" 0
	 "ValveBiped.Bip01_R_Finger0" 0
	 "LeftShoulder" 0
	 "LeftArm" 0
	 "ValveBiped.Bip01_L_Hand" 0
	 "ValveBiped.Bip01_L_Finger0" 0
	 "L_fur" 0
	 "R_fur" 0
	 "RightThigh" 0
	 "RightCalf" 0
	 "ValveBiped.Bip01_R_Foot" 0
	 "ValveBiped.Bip01_R_Toe0" 0
	 "LeftThigh" 0
	 "LeftCalf" 0
	 "ValveBiped.Bip01_L_Foot" 0
	 "ValveBiped.Bip01_L_Toe0" 0
	 "jiggletail1" 0
	 "jiggletail2" 0
	 "jiggletail3" 0
}

$WeightList "weights_reload" {
	 "Root" 0
	 "Spine1" 0
	 "Neck" 1
	 "Head" 1
	 "L_ear" 1
	 "R_ear" 1
	 "RightShoulder" 1
	 "RightArm" 1
	 "ValveBiped.Bip01_R_Hand" 1
	 "ValveBiped.Bip01_R_Finger0" 1
	 "LeftShoulder" 0
	 "LeftArm" 0
	 "ValveBiped.Bip01_L_Hand" 0
	 "ValveBiped.Bip01_L_Finger0" 0
	 "L_fur" 0
	 "R_fur" 0
	 "RightThigh" 0
	 "RightCalf" 0
	 "ValveBiped.Bip01_R_Foot" 0
	 "ValveBiped.Bip01_R_Toe0" 0
	 "LeftThigh" 0
	 "LeftCalf" 0
	 "ValveBiped.Bip01_L_Foot" 0
	 "ValveBiped.Bip01_L_Toe0" 0
	 "jiggletail1" 0
	 "jiggletail2" 0
	 "jiggletail3" 0
}

$WeightList "weights_inchat" {
	 "Root" 0
	 "Spine1" 0
	 "Neck" 1
	 "Head" 1
	 "L_ear" 1
	 "R_ear" 1
	 "RightShoulder" 0
	 "RightArm" 0
	 "ValveBiped.Bip01_R_Hand" 0
	 "ValveBiped.Bip01_R_Finger0" 0
	 "LeftShoulder" 1
	 "LeftArm" 1
	 "ValveBiped.Bip01_L_Hand" 1
	 "ValveBiped.Bip01_L_Finger0" 1
	 "L_fur" 0
	 "R_fur" 0
	 "RightThigh" 0
	 "RightCalf" 0
	 "ValveBiped.Bip01_R_Foot" 0
	 "ValveBiped.Bip01_R_Toe0" 0
	 "LeftThigh" 0
	 "LeftCalf" 0
	 "ValveBiped.Bip01_L_Foot" 0
	 "ValveBiped.Bip01_L_Toe0" 0
	 "jiggletail1" 0
	 "jiggletail2" 0
	 "jiggletail3" 0
}

$WeightList "weights_taunt_wave" {
	 "Root" 0
	 "Spine1" 0
	 "Neck" 0
	 "Head" 0
	 "L_ear" 0
	 "R_ear" 0
	 "RightShoulder" 1
	 "RightArm" 1
	 "ValveBiped.Bip01_R_Hand" 1
	 "ValveBiped.Bip01_R_Finger0" 1
	 "LeftShoulder" 0
	 "LeftArm" 0
	 "ValveBiped.Bip01_L_Hand" 0
	 "ValveBiped.Bip01_L_Finger0" 0
	 "L_fur" 0
	 "R_fur" 0
	 "RightThigh" 0
	 "RightCalf" 0
	 "ValveBiped.Bip01_R_Foot" 0
	 "ValveBiped.Bip01_R_Toe0" 0
	 "LeftThigh" 0
	 "LeftCalf" 0
	 "ValveBiped.Bip01_L_Foot" 0
	 "ValveBiped.Bip01_L_Toe0" 0
	 "jiggletail1" 0
	 "jiggletail2" 0
	 "jiggletail3" 0
}

$WeightList "weights_taunt_salute" {
	 "Root" 0
	 "Spine1" 0
	 "Neck" 0
	 "Head" 0
	 "L_ear" 0
	 "R_ear" 0
	 "RightShoulder" 0
	 "RightArm" 0
	 "ValveBiped.Bip01_R_Hand" 0
	 "ValveBiped.Bip01_R_Finger0" 0
	 "LeftShoulder" 1
	 "LeftArm" 1
	 "ValveBiped.Bip01_L_Hand" 1
	 "ValveBiped.Bip01_L_Finger0" 1
	 "L_fur" 0
	 "R_fur" 0
	 "RightThigh" 0
	 "RightCalf" 0
	 "ValveBiped.Bip01_R_Foot" 0
	 "ValveBiped.Bip01_R_Toe0" 0
	 "LeftThigh" 0
	 "LeftCalf" 0
	 "ValveBiped.Bip01_L_Foot" 0
	 "ValveBiped.Bip01_L_Toe0" 0
	 "jiggletail1" 0
	 "jiggletail2" 0
	 "jiggletail3" 0
}

$Animation "a_idle" "player_chibiterasu_anims\a_idle.smd" {
	fps 30
}

$Animation "a_sit" "player_chibiterasu_anims\a_sit.smd" {
	fps 30
}

$Animation "a_normal_HeadMove_base" "player_chibiterasu_anims\a_normal_HeadMove_base.smd" {
	fps 30
}

$Animation "a_normal_HeadMove_down_left" "player_chibiterasu_anims\a_normal_HeadMove_down_left.smd" {
	fps 30
	// This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed.
	subtract "a_idle" 0
	weightlist "weights_Normal_HeadMove"
}

$Animation "a_normal_HeadMove_down_center" "player_chibiterasu_anims\a_normal_HeadMove_down_center.smd" {
	fps 30
	// This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed.
	subtract "a_idle" 0
	weightlist "weights_Normal_HeadMove"
}

$Animation "a_normal_HeadMove_down_right" "player_chibiterasu_anims\a_normal_HeadMove_down_right.smd" {
	fps 30
	// This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed.
	subtract "a_idle" 0
	weightlist "weights_Normal_HeadMove"
}

$Animation "a_normal_HeadMove_mid_left" "player_chibiterasu_anims\a_normal_HeadMove_mid_left.smd" {
	fps 30
	// This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed.
	subtract "a_idle" 0
	weightlist "weights_Normal_HeadMove"
}

$Animation "a_normal_HeadMove_mid_center" "player_chibiterasu_anims\a_normal_HeadMove_mid_center.smd" {
	fps 30
	// This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed.
	subtract "a_idle" 0
	weightlist "weights_Normal_HeadMove"
}

$Animation "a_normal_HeadMove_mid_right" "player_chibiterasu_anims\a_normal_HeadMove_mid_right.smd" {
	fps 30
	// This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed.
	subtract "a_idle" 0
	weightlist "weights_Normal_HeadMove"
}

$Animation "a_normal_HeadMove_up_left" "player_chibiterasu_anims\a_normal_HeadMove_up_left.smd" {
	fps 30
	// This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed.
	subtract "a_idle" 0
	weightlist "weights_Normal_HeadMove"
}

$Animation "a_normal_HeadMove_up_center" "player_chibiterasu_anims\a_normal_HeadMove_up_center.smd" {
	fps 30
	// This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed.
	subtract "a_idle" 0
	weightlist "weights_Normal_HeadMove"
}

$Animation "a_normal_HeadMove_up_right" "player_chibiterasu_anims\a_normal_HeadMove_up_right.smd" {
	fps 30
	// This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed.
	subtract "a_idle" 0
	weightlist "weights_Normal_HeadMove"
}

$Animation "a_reload" "player_chibiterasu_anims\a_reload.smd" {
	fps 25
	weightlist "weights_reload"
}

$Animation "a_reload_revolver" "player_chibiterasu_anims\a_reload_revolver.smd" {
	fps 10
	weightlist "weights_reload"
}

$Animation "a_reload_pistol" "player_chibiterasu_anims\a_reload_pistol.smd" {
	fps 25
	weightlist "weights_reload"
}

$Animation "a_reload_shotgun" "player_chibiterasu_anims\a_reload_shotgun.smd" {
	fps 25
	weightlist "weights_reload"
}

$Animation "a_inchat" "player_chibiterasu_anims\a_inchat.smd" {
	fps 30
	weightlist "weights_inchat"
}

$Animation "a_jump" "player_chibiterasu_anims\a_jump.smd" {
	fps 30
}

$Animation "a_wave" "player_chibiterasu_anims\a_wave.smd" {
	fps 30
	weightlist "weights_taunt_wave"
}

$Animation "a_wave_b" "player_chibiterasu_anims\a_wave_b.smd" {
	fps 30
	// This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed.
	subtract "a_idle" 0
}

$Animation "a_salute" "player_chibiterasu_anims\a_salute.smd" {
	fps 30
	weightlist "weights_taunt_salute"
}

$Animation "a_salute_b" "player_chibiterasu_anims\a_salute_b.smd" {
	fps 30
	// This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed.
	subtract "a_idle" 0
}

$Animation "a_idle_swim" "player_chibiterasu_anims\a_idle_swim.smd" {
	fps 15
	loop
}

$Animation "a_idle_crouch" "player_chibiterasu_anims\a_idle_crouch.smd" {
	fps 30
	loop
}

$Animation "a_idle_noclip" "player_chibiterasu_anims\a_idle_noclip.smd" {
	fps 32
	loop
}

$Animation "a_runN" "player_chibiterasu_anims\a_runN.smd" {
	fps 20
	loop
}

$Animation "a_runBack" "player_chibiterasu_anims\a_runBack.smd" {
	fps 20
	loop
}

$Animation "a_walkN" "player_chibiterasu_anims\a_walkN.smd" {
	fps 35
	loop
}

$Animation "a_walkS" "player_chibiterasu_anims\a_walkS.smd" {
	fps 35
	loop
}

$Animation "a_crouchN" "player_chibiterasu_anims\a_crouchN.smd" {
	fps 25
	loop
}

$Animation "a_crouchS" "player_chibiterasu_anims\a_crouchS.smd" {
	fps 25
	loop
}

$Animation "a_noclipN" "player_chibiterasu_anims\a_noclipN.smd" {
	fps 32
	loop
}

$Animation "a_noclipNW" "player_chibiterasu_anims\a_noclipNW.smd" {
	fps 32
	loop
}

$Animation "a_noclipNE" "player_chibiterasu_anims\a_noclipNE.smd" {
	fps 32
	loop
}

$Animation "a_noclipS" "player_chibiterasu_anims\a_noclipS.smd" {
	fps 32
	loop
}

$Animation "a_noclipSW" "player_chibiterasu_anims\a_noclipSW.smd" {
	fps 32
	loop
}

$Animation "a_noclipSE" "player_chibiterasu_anims\a_noclipSE.smd" {
	fps 32
	loop
}

$Animation "a_noclipW" "player_chibiterasu_anims\a_noclipW.smd" {
	fps 32
	loop
}

$Animation "a_noclipE" "player_chibiterasu_anims\a_noclipE.smd" {
	fps 32
	loop
}

$Animation "a_breath" "player_chibiterasu_anims\a_breath.smd" {
	fps 18
	loop
	// This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed.
	subtract "a_idle" 0
}

$Animation "a_proportions" "player_chibiterasu_anims\a_proportions.smd" {
	fps 30
	// This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed.
	subtract "a_idle" 0
}

$Sequence "Normal_HeadMove" {
	"a_normal_HeadMove_up_right"
	"a_normal_HeadMove_up_center"
	"a_normal_HeadMove_up_left"
	"a_normal_HeadMove_mid_right"
	"a_normal_HeadMove_mid_center"
	"a_normal_HeadMove_mid_left"
	"a_normal_HeadMove_down_right"
	"a_normal_HeadMove_down_center"
	"a_normal_HeadMove_down_left"
	blend "aim_yaw" -44.9465 44.94648
	blend "aim_pitch" -30.00002 45.00003
	delta
	fadein 0.2
	fadeout 0.2
	hidden
	fps 30
	// This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed.
	subtract "a_idle" 0
	weightlist "weights_Normal_HeadMove"
}

$Sequence "breath" {
	"a_breath"
	autoplay
	delta
	fadein 0.2
	fadeout 0.2
	addlayer "Normal_HeadMove"
	fps 18
	loop
	// This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed.
	subtract "a_idle" 0
}

$Sequence "idle" {
	"a_idle"
	activity "ACT_HL2MP_IDLE" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_crouch" {
	"a_idle_crouch"
	activity "ACT_HL2MP_IDLE_CROUCH" 1
	fadein 0.2
	fadeout 0.2
	fps 30
	loop
}

$Sequence "idle_swim" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_IDLE" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "swim" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "jump" {
	"a_jump"
	activity "ACT_HL2MP_JUMP" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "sit" {
	"a_sit"
	activity "ACT_HL2MP_SIT" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "reload" {
	"a_reload"
	activity "ACT_HL2MP_GESTURE_RELOAD" 1
	fadein 0.2
	fadeout 0.2
	fps 25
	weightlist "weights_reload"
}

$Sequence "inchat" {
	"a_inchat"
	activity "ACT_GMOD_IN_CHAT" 1
	fadein 0.2
	fadeout 0.2
	fps 30
	weightlist "weights_inchat"
}

$Sequence "taunt_wave" {
	"a_wave"
	fadein 0.2
	fadeout 0.2
	fps 30
	weightlist "weights_taunt_wave"
}

$Sequence "taunt_wave_b" {
	"a_wave_b"
	activity "ACT_GMOD_GESTURE_WAVE" 1
	delta
	fadein 0.2
	fadeout 0.2
	addlayer "taunt_wave"
	fps 30
	// This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed.
	subtract "a_idle" 0
}

$Sequence "taunt_salute" {
	"a_salute"
	fadein 0.2
	fadeout 0.2
	fps 30
	weightlist "weights_taunt_salute"
}

$Sequence "taunt_salute_b" {
	"a_salute_b"
	activity "ACT_GMOD_TAUNT_SALUTE" 1
	delta
	fadein 0.2
	fadeout 0.2
	addlayer "taunt_salute"
	fps 30
	// This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed.
	subtract "a_idle" 0
}

$Sequence "taunt_dance" {
	"player_chibiterasu_anims	aunt_dance.smd"
	activity "ACT_GMOD_TAUNT_DANCE" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "taunt_bow" {
	"player_chibiterasu_anims	aunt_bow.smd"
	activity "ACT_GMOD_GESTURE_BOW" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "drive_jeep" {
	"player_chibiterasu_anims\drive_jeep.smd"
	activity "ACT_DRIVE_JEEP" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "drive_airboat" {
	"player_chibiterasu_anims\drive_airboat.smd"
	activity "ACT_DRIVE_AIRBOAT" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "sit_rollercoaster" {
	"a_sit"
	activity "ACT_GMOD_SIT_ROLLERCOASTER" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "menu_walk" {
	"a_walkN"
	fadein 0.2
	fadeout 0.2
	fps 35
	loop
}

$Sequence "idle_all_01" {
	"a_idle"
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "run_all_01" {
	"a_runN"
	"a_runN"
	"a_runN"
	"a_runN"
	"a_idle"
	"a_runN"
	"a_runBack"
	"a_runBack"
	"a_runBack"
	activity "ACT_HL2MP_RUN" 1
	blend "move_y" -1 1
	blend "move_x" 1 -1
	fadein 0.2
	fadeout 0.2
	node "running"
	fps 20
	loop
}

$Sequence "cwalk_all" {
	"a_crouchN"
	"a_crouchN"
	"a_crouchN"
	"a_crouchN"
	"a_idle_crouch"
	"a_crouchN"
	"a_crouchS"
	"a_crouchS"
	"a_crouchS"
	activity "ACT_HL2MP_WALK_CROUCH" 1
	blend "move_y" -1 1
	blend "move_x" 1 -1
	fadein 0.2
	fadeout 0.2
	node "walking"
	fps 25
	loop
}

$Sequence "walk_all" {
	"a_walkN"
	"a_walkN"
	"a_walkN"
	"a_walkN"
	"a_idle"
	"a_walkN"
	"a_walkS"
	"a_walkS"
	"a_walkS"
	activity "ACT_HL2MP_WALK" 1
	blend "move_y" -1 1
	blend "move_x" 1 -1
	fadein 0.2
	fadeout 0.2
	node "walking"
	fps 35
	loop
}

$Sequence "noclip" {
	"a_noclipNW"
	"a_noclipN"
	"a_noclipNE"
	"a_noclipW"
	"a_idle_noclip"
	"a_noclipE"
	"a_noclipSW"
	"a_noclipS"
	"a_noclipSE"
	activity "ACT_GMOD_NOCLIP_LAYER" 1
	blend "move_y" -1 1
	blend "move_x" 1 -1
	fadein 0.2
	fadeout 0.2
	fps 32
	loop
}

$Sequence "idle_AR2" {
	"a_idle"
	activity "ACT_HL2MP_IDLE_AR2" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_Crouch_AR2" {
	"a_idle_crouch"
	activity "ACT_HL2MP_IDLE_CROUCH_AR2" 1
	fadein 0.2
	fadeout 0.2
	fps 30
	loop
}

$Sequence "idle_Swim_AR2" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_IDLE_AR2" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "swim_AR2" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_AR2" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "run_AR2" {
	"a_runN"
	activity "ACT_HL2MP_RUN_AR2" 1
	fadein 0.2
	fadeout 0.2
	addlayer "run_all_01"
	fps 20
	loop
}

$Sequence "crouch_AR2" {
	"a_crouchN"
	activity "ACT_HL2MP_WALK_CROUCH_AR2" 1
	fadein 0.2
	fadeout 0.2
	addlayer "cwalk_all"
	fps 25
	loop
}

$Sequence "walk_AR2" {
	"a_walkN"
	activity "ACT_HL2MP_WALK_AR2" 1
	fadein 0.2
	fadeout 0.2
	addlayer "walk_all"
	fps 35
	loop
}

$Sequence "jump_AR2" {
	"a_jump"
	activity "ACT_HL2MP_JUMP_AR2" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "reload_AR2" {
	"a_reload"
	activity "ACT_HL2MP_GESTURE_RELOAD_AR2" 1
	fadein 0.2
	fadeout 0.2
	fps 25
	weightlist "weights_reload"
}

$Sequence "sit_ar2" {
	"a_sit"
	activity "ACT_HL2MP_SIT_AR2" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_CAMERA" {
	"a_idle"
	activity "ACT_HL2MP_IDLE_CAMERA" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_Crouch_CAMERA" {
	"a_idle_crouch"
	activity "ACT_HL2MP_IDLE_CROUCH_CAMERA" 1
	fadein 0.2
	fadeout 0.2
	fps 30
	loop
}

$Sequence "idle_Swim_CAMERA" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_IDLE_CAMERA" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "swim_CAMERA" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_CAMERA" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "run_CAMERA" {
	"a_runN"
	activity "ACT_HL2MP_RUN_CAMERA" 1
	fadein 0.2
	fadeout 0.2
	addlayer "run_all_01"
	fps 20
	loop
}

$Sequence "crouch_CAMERA" {
	"a_crouchN"
	activity "ACT_HL2MP_WALK_CROUCH_CAMERA" 1
	fadein 0.2
	fadeout 0.2
	addlayer "cwalk_all"
	fps 25
	loop
}

$Sequence "walk_CAMERA" {
	"a_walkN"
	activity "ACT_HL2MP_WALK_CAMERA" 1
	fadein 0.2
	fadeout 0.2
	addlayer "walk_all"
	fps 35
	loop
}

$Sequence "jump_CAMERA" {
	"a_jump"
	activity "ACT_HL2MP_JUMP_CAMERA" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "reload_CAMERA" {
	"a_reload"
	activity "ACT_HL2MP_GESTURE_RELOAD_CAMERA" 1
	fadein 0.2
	fadeout 0.2
	fps 25
	weightlist "weights_reload"
}

$Sequence "sit_camera" {
	"a_sit"
	activity "ACT_HL2MP_SIT_CAMERA" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_CROSSBOW" {
	"a_idle"
	activity "ACT_HL2MP_IDLE_CROSSBOW" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_Crouch_CROSSBOW" {
	"a_idle_crouch"
	activity "ACT_HL2MP_IDLE_CROUCH_CROSSBOW" 1
	fadein 0.2
	fadeout 0.2
	fps 30
	loop
}

$Sequence "idle_Swim_CROSSBOW" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_IDLE_CROSSBOW" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "swim_CROSSBOW" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_CROSSBOW" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "run_CROSSBOW" {
	"a_runN"
	activity "ACT_HL2MP_RUN_CROSSBOW" 1
	fadein 0.2
	fadeout 0.2
	addlayer "run_all_01"
	fps 20
	loop
}

$Sequence "crouch_CROSSBOW" {
	"a_crouchN"
	activity "ACT_HL2MP_WALK_CROUCH_CROSSBOW" 1
	fadein 0.2
	fadeout 0.2
	addlayer "cwalk_all"
	fps 25
	loop
}

$Sequence "walk_CROSSBOW" {
	"a_walkN"
	activity "ACT_HL2MP_WALK_CROSSBOW" 1
	fadein 0.2
	fadeout 0.2
	addlayer "walk_all"
	fps 35
	loop
}

$Sequence "jump_CROSSBOW" {
	"a_jump"
	activity "ACT_HL2MP_JUMP_CROSSBOW" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "reload_CROSSBOW" {
	"a_reload"
	activity "ACT_HL2MP_GESTURE_RELOAD_CROSSBOW" 1
	fadein 0.2
	fadeout 0.2
	fps 25
	weightlist "weights_reload"
}

$Sequence "sit_crossbow" {
	"a_sit"
	activity "ACT_HL2MP_SIT_CROSSBOW" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_DUEL" {
	"a_idle"
	activity "ACT_HL2MP_IDLE_DUEL" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_Crouch_DUEL" {
	"a_idle_crouch"
	activity "ACT_HL2MP_IDLE_CROUCH_DUEL" 1
	fadein 0.2
	fadeout 0.2
	fps 30
	loop
}

$Sequence "idle_Swim_DUEL" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_IDLE_DUEL" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "swim_DUEL" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_DUEL" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "run_DUEL" {
	"a_runN"
	activity "ACT_HL2MP_RUN_DUEL" 1
	fadein 0.2
	fadeout 0.2
	addlayer "run_all_01"
	fps 20
	loop
}

$Sequence "crouch_DUEL" {
	"a_crouchN"
	activity "ACT_HL2MP_WALK_CROUCH_DUEL" 1
	fadein 0.2
	fadeout 0.2
	addlayer "cwalk_all"
	fps 25
	loop
}

$Sequence "walk_DUEL" {
	"a_walkN"
	activity "ACT_HL2MP_WALK_DUEL" 1
	fadein 0.2
	fadeout 0.2
	addlayer "walk_all"
	fps 35
	loop
}

$Sequence "jump_DUEL" {
	"a_jump"
	activity "ACT_HL2MP_JUMP_DUEL" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "reload_DUEL" {
	"a_reload"
	activity "ACT_HL2MP_GESTURE_RELOAD_DUEL" 1
	fadein 0.2
	fadeout 0.2
	fps 25
	weightlist "weights_reload"
}

$Sequence "sit_duel" {
	"a_sit"
	activity "ACT_HL2MP_SIT_DUEL" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_FIST" {
	"a_idle"
	activity "ACT_HL2MP_IDLE_FIST" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_Crouch_FIST" {
	"a_idle_crouch"
	activity "ACT_HL2MP_IDLE_CROUCH_FIST" 1
	fadein 0.2
	fadeout 0.2
	fps 30
	loop
}

$Sequence "idle_Swim_FIST" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_IDLE_FIST" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "swim_FIST" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_FIST" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "run_FIST" {
	"a_runN"
	activity "ACT_HL2MP_RUN_FIST" 1
	fadein 0.2
	fadeout 0.2
	addlayer "run_all_01"
	fps 20
	loop
}

$Sequence "crouch_FIST" {
	"a_crouchN"
	activity "ACT_HL2MP_WALK_CROUCH_FIST" 1
	fadein 0.2
	fadeout 0.2
	addlayer "cwalk_all"
	fps 25
	loop
}

$Sequence "walk_FIST" {
	"a_walkN"
	activity "ACT_HL2MP_WALK_FIST" 1
	fadein 0.2
	fadeout 0.2
	addlayer "walk_all"
	fps 35
	loop
}

$Sequence "jump_FIST" {
	"a_jump"
	activity "ACT_HL2MP_JUMP_FIST" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "reload_FIST" {
	"a_reload"
	activity "ACT_HL2MP_GESTURE_RELOAD_FIST" 1
	fadein 0.2
	fadeout 0.2
	fps 25
	weightlist "weights_reload"
}

$Sequence "sit_fist" {
	"a_sit"
	activity "ACT_HL2MP_SIT_FIST" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_GRENADE" {
	"a_idle"
	activity "ACT_HL2MP_IDLE_GRENADE" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_Crouch_GRENADE" {
	"a_idle_crouch"
	activity "ACT_HL2MP_IDLE_CROUCH_GRENADE" 1
	fadein 0.2
	fadeout 0.2
	fps 30
	loop
}

$Sequence "idle_Swim_GRENADE" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_IDLE_GRENADE" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "swim_GRENADE" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_GRENADE" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "run_GRENADE" {
	"a_runN"
	activity "ACT_HL2MP_RUN_GRENADE" 1
	fadein 0.2
	fadeout 0.2
	addlayer "run_all_01"
	fps 20
	loop
}

$Sequence "crouch_GRENADE" {
	"a_crouchN"
	activity "ACT_HL2MP_WALK_CROUCH_GRENADE" 1
	fadein 0.2
	fadeout 0.2
	addlayer "cwalk_all"
	fps 25
	loop
}

$Sequence "walk_GRENADE" {
	"a_walkN"
	activity "ACT_HL2MP_WALK_GRENADE" 1
	fadein 0.2
	fadeout 0.2
	addlayer "walk_all"
	fps 35
	loop
}

$Sequence "jump_GRENADE" {
	"a_jump"
	activity "ACT_HL2MP_JUMP_GRENADE" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "reload_GRENADE" {
	"a_reload"
	activity "ACT_HL2MP_GESTURE_RELOAD_GRENADE" 1
	fadein 0.2
	fadeout 0.2
	fps 25
	weightlist "weights_reload"
}

$Sequence "sit_grenade" {
	"a_sit"
	activity "ACT_HL2MP_SIT_GRENADE" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_KNIFE" {
	"a_idle"
	activity "ACT_HL2MP_IDLE_KNIFE" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_Crouch_KNIFE" {
	"a_idle_crouch"
	activity "ACT_HL2MP_IDLE_CROUCH_KNIFE" 1
	fadein 0.2
	fadeout 0.2
	fps 30
	loop
}

$Sequence "idle_Swim_KNIFE" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_IDLE_KNIFE" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "swim_KNIFE" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_KNIFE" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "run_KNIFE" {
	"a_runN"
	activity "ACT_HL2MP_RUN_KNIFE" 1
	fadein 0.2
	fadeout 0.2
	addlayer "run_all_01"
	fps 20
	loop
}

$Sequence "crouch_KNIFE" {
	"a_crouchN"
	activity "ACT_HL2MP_WALK_CROUCH_KNIFE" 1
	fadein 0.2
	fadeout 0.2
	addlayer "cwalk_all"
	fps 25
	loop
}

$Sequence "walk_KNIFE" {
	"a_walkN"
	activity "ACT_HL2MP_WALK_KNIFE" 1
	fadein 0.2
	fadeout 0.2
	addlayer "walk_all"
	fps 35
	loop
}

$Sequence "jump_KNIFE" {
	"a_jump"
	activity "ACT_HL2MP_JUMP_KNIFE" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "reload_KNIFE" {
	"a_reload"
	activity "ACT_HL2MP_GESTURE_RELOAD_KNIFE" 1
	fadein 0.2
	fadeout 0.2
	fps 25
	weightlist "weights_reload"
}

$Sequence "sit_knife" {
	"a_sit"
	activity "ACT_HL2MP_SIT_KNIFE" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_MELEE" {
	"a_idle"
	activity "ACT_HL2MP_IDLE_MELEE" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_Crouch_MELEE" {
	"a_idle_crouch"
	activity "ACT_HL2MP_IDLE_CROUCH_MELEE" 1
	fadein 0.2
	fadeout 0.2
	fps 30
	loop
}

$Sequence "idle_Swim_MELEE" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_IDLE_MELEE" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "swim_MELEE" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_MELEE" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "run_MELEE" {
	"a_runN"
	activity "ACT_HL2MP_RUN_MELEE" 1
	fadein 0.2
	fadeout 0.2
	addlayer "run_all_01"
	fps 20
	loop
}

$Sequence "crouch_MELEE" {
	"a_crouchN"
	activity "ACT_HL2MP_WALK_CROUCH_MELEE" 1
	fadein 0.2
	fadeout 0.2
	addlayer "cwalk_all"
	fps 25
	loop
}

$Sequence "walk_MELEE" {
	"a_walkN"
	activity "ACT_HL2MP_WALK_MELEE" 1
	fadein 0.2
	fadeout 0.2
	addlayer "walk_all"
	fps 35
	loop
}

$Sequence "jump_MELEE" {
	"a_jump"
	activity "ACT_HL2MP_JUMP_MELEE" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "reload_MELEE" {
	"a_reload"
	activity "ACT_HL2MP_GESTURE_RELOAD_MELEE" 1
	fadein 0.2
	fadeout 0.2
	fps 25
	weightlist "weights_reload"
}

$Sequence "sit_melee" {
	"a_sit"
	activity "ACT_HL2MP_SIT_MELEE" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_MELEE2" {
	"a_idle"
	activity "ACT_HL2MP_IDLE_MELEE2" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_Crouch_MELEE2" {
	"a_idle_crouch"
	activity "ACT_HL2MP_IDLE_CROUCH_MELEE2" 1
	fadein 0.2
	fadeout 0.2
	fps 30
	loop
}

$Sequence "idle_Swim_MELEE2" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_IDLE_MELEE2" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "swim_MELEE2" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_MELEE2" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "run_MELEE2" {
	"a_runN"
	activity "ACT_HL2MP_RUN_MELEE2" 1
	fadein 0.2
	fadeout 0.2
	addlayer "run_all_01"
	fps 20
	loop
}

$Sequence "crouch_MELEE2" {
	"a_crouchN"
	activity "ACT_HL2MP_WALK_CROUCH_MELEE2" 1
	fadein 0.2
	fadeout 0.2
	addlayer "cwalk_all"
	fps 25
	loop
}

$Sequence "walk_MELEE2" {
	"a_walkN"
	activity "ACT_HL2MP_WALK_MELEE2" 1
	fadein 0.2
	fadeout 0.2
	addlayer "walk_all"
	fps 35
	loop
}

$Sequence "jump_MELEE2" {
	"a_jump"
	activity "ACT_HL2MP_JUMP_MELEE2" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "reload_MELEE2" {
	"a_reload"
	activity "ACT_HL2MP_GESTURE_RELOAD_MELEE2" 1
	fadein 0.2
	fadeout 0.2
	fps 25
	weightlist "weights_reload"
}

$Sequence "sit_melee2" {
	"a_sit"
	activity "ACT_HL2MP_SIT_MELEE2" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_PASSIVE" {
	"a_idle"
	activity "ACT_HL2MP_IDLE_PASSIVE" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_Crouch_PASSIVE" {
	"a_idle_crouch"
	activity "ACT_HL2MP_IDLE_CROUCH_PASSIVE" 1
	fadein 0.2
	fadeout 0.2
	fps 30
	loop
}

$Sequence "idle_Swim_PASSIVE" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_IDLE_PASSIVE" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "swim_PASSIVE" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_PASSIVE" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "run_PASSIVE" {
	"a_runN"
	activity "ACT_HL2MP_RUN_PASSIVE" 1
	fadein 0.2
	fadeout 0.2
	addlayer "run_all_01"
	fps 20
	loop
}

$Sequence "crouch_PASSIVE" {
	"a_crouchN"
	activity "ACT_HL2MP_WALK_CROUCH_PASSIVE" 1
	fadein 0.2
	fadeout 0.2
	addlayer "cwalk_all"
	fps 25
	loop
}

$Sequence "walk_PASSIVE" {
	"a_walkN"
	activity "ACT_HL2MP_WALK_PASSIVE" 1
	fadein 0.2
	fadeout 0.2
	addlayer "walk_all"
	fps 35
	loop
}

$Sequence "jump_PASSIVE" {
	"a_jump"
	activity "ACT_HL2MP_JUMP_PASSIVE" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "reload_PASSIVE" {
	"a_reload"
	activity "ACT_HL2MP_GESTURE_RELOAD_PASSIVE" 1
	fadein 0.2
	fadeout 0.2
	fps 25
	weightlist "weights_reload"
}

$Sequence "sit_passive" {
	"a_sit"
	activity "ACT_HL2MP_SIT_PASSIVE" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_PISTOL" {
	"a_idle"
	activity "ACT_HL2MP_IDLE_PISTOL" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_Crouch_PISTOL" {
	"a_idle_crouch"
	activity "ACT_HL2MP_IDLE_CROUCH_PISTOL" 1
	fadein 0.2
	fadeout 0.2
	fps 30
	loop
}

$Sequence "idle_Swim_PISTOL" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_IDLE_PISTOL" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "swim_PISTOL" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_PISTOL" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "run_PISTOL" {
	"a_runN"
	activity "ACT_HL2MP_RUN_PISTOL" 1
	fadein 0.2
	fadeout 0.2
	addlayer "run_all_01"
	fps 20
	loop
}

$Sequence "crouch_PISTOL" {
	"a_crouchN"
	activity "ACT_HL2MP_WALK_CROUCH_PISTOL" 1
	fadein 0.2
	fadeout 0.2
	addlayer "cwalk_all"
	fps 25
	loop
}

$Sequence "walk_PISTOL" {
	"a_walkN"
	activity "ACT_HL2MP_WALK_PISTOL" 1
	fadein 0.2
	fadeout 0.2
	addlayer "walk_all"
	fps 35
	loop
}

$Sequence "jump_PISTOL" {
	"a_jump"
	activity "ACT_HL2MP_JUMP_PISTOL" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "reload_PISTOL" {
	"a_reload_pistol"
	activity "ACT_HL2MP_GESTURE_RELOAD_PISTOL" 1
	fadein 0.2
	fadeout 0.2
	fps 25
	weightlist "weights_reload"
}

$Sequence "sit_pistol" {
	"a_sit"
	activity "ACT_HL2MP_SIT_PISTOL" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_PHYSGUN" {
	"a_idle"
	activity "ACT_HL2MP_IDLE_PHYSGUN" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_Crouch_PHYSGUN" {
	"a_idle_crouch"
	activity "ACT_HL2MP_IDLE_CROUCH_PHYSGUN" 1
	fadein 0.2
	fadeout 0.2
	fps 30
	loop
}

$Sequence "idle_Swim_PHYSGUN" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_IDLE_PHYSGUN" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "swim_PHYSGUN" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_PHYSGUN" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "run_PHYSGUN" {
	"a_runN"
	activity "ACT_HL2MP_RUN_PHYSGUN" 1
	fadein 0.2
	fadeout 0.2
	addlayer "run_all_01"
	fps 20
	loop
}

$Sequence "crouch_PHYSGUN" {
	"a_crouchN"
	activity "ACT_HL2MP_WALK_CROUCH_PHYSGUN" 1
	fadein 0.2
	fadeout 0.2
	addlayer "cwalk_all"
	fps 25
	loop
}

$Sequence "walk_PHYSGUN" {
	"a_walkN"
	activity "ACT_HL2MP_WALK_PHYSGUN" 1
	fadein 0.2
	fadeout 0.2
	addlayer "walk_all"
	fps 35
	loop
}

$Sequence "jump_PHYSGUN" {
	"a_jump"
	activity "ACT_HL2MP_JUMP_PHYSGUN" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "reload_PHYSGUN" {
	"a_reload"
	activity "ACT_HL2MP_GESTURE_RELOAD_PHYSGUN" 1
	fadein 0.2
	fadeout 0.2
	fps 25
	weightlist "weights_reload"
}

$Sequence "sit_physgun" {
	"a_sit"
	activity "ACT_HL2MP_SIT_PHYSGUN" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_REVOLVER" {
	"a_idle"
	activity "ACT_HL2MP_IDLE_REVOLVER" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_Crouch_REVOLVER" {
	"a_idle_crouch"
	activity "ACT_HL2MP_IDLE_CROUCH_REVOLVER" 1
	fadein 0.2
	fadeout 0.2
	fps 30
	loop
}

$Sequence "idle_Swim_REVOLVER" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_IDLE_REVOLVER" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "swim_REVOLVER" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_REVOLVER" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "run_REVOLVER" {
	"a_runN"
	activity "ACT_HL2MP_RUN_REVOLVER" 1
	fadein 0.2
	fadeout 0.2
	addlayer "run_all_01"
	fps 20
	loop
}

$Sequence "crouch_REVOLVER" {
	"a_crouchN"
	activity "ACT_HL2MP_WALK_CROUCH_REVOLVER" 1
	fadein 0.2
	fadeout 0.2
	addlayer "cwalk_all"
	fps 25
	loop
}

$Sequence "walk_REVOLVER" {
	"a_walkN"
	activity "ACT_HL2MP_WALK_REVOLVER" 1
	fadein 0.2
	fadeout 0.2
	addlayer "walk_all"
	fps 35
	loop
}

$Sequence "jump_REVOLVER" {
	"a_jump"
	activity "ACT_HL2MP_JUMP_REVOLVER" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "reload_REVOLVER" {
	"a_reload_revolver"
	activity "ACT_HL2MP_GESTURE_RELOAD_REVOLVER" 1
	fadein 0.2
	fadeout 0.2
	fps 10
	weightlist "weights_reload"
}

$Sequence "sit_revolver" {
	"a_sit"
	activity "ACT_HL2MP_SIT_REVOLVER" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_RPG" {
	"a_idle"
	activity "ACT_HL2MP_IDLE_RPG" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_Crouch_RPG" {
	"a_idle_crouch"
	activity "ACT_HL2MP_IDLE_CROUCH_RPG" 1
	fadein 0.2
	fadeout 0.2
	fps 30
	loop
}

$Sequence "idle_Swim_RPG" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_IDLE_RPG" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "swim_RPG" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_RPG" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "run_RPG" {
	"a_runN"
	activity "ACT_HL2MP_RUN_RPG" 1
	fadein 0.2
	fadeout 0.2
	addlayer "run_all_01"
	fps 20
	loop
}

$Sequence "crouch_RPG" {
	"a_crouchN"
	activity "ACT_HL2MP_WALK_CROUCH_RPG" 1
	fadein 0.2
	fadeout 0.2
	addlayer "cwalk_all"
	fps 25
	loop
}

$Sequence "walk_RPG" {
	"a_walkN"
	activity "ACT_HL2MP_WALK_RPG" 1
	fadein 0.2
	fadeout 0.2
	addlayer "walk_all"
	fps 35
	loop
}

$Sequence "jump_RPG" {
	"a_jump"
	activity "ACT_HL2MP_JUMP_RPG" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "reload_RPG" {
	"a_reload"
	activity "ACT_HL2MP_GESTURE_RELOAD_RPG" 1
	fadein 0.2
	fadeout 0.2
	fps 25
	weightlist "weights_reload"
}

$Sequence "sit_rpg" {
	"a_sit"
	activity "ACT_HL2MP_SIT_RPG" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_SHOTGUN" {
	"a_idle"
	activity "ACT_HL2MP_IDLE_SHOTGUN" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_Crouch_SHOTGUN" {
	"a_idle_crouch"
	activity "ACT_HL2MP_IDLE_CROUCH_SHOTGUN" 1
	fadein 0.2
	fadeout 0.2
	fps 30
	loop
}

$Sequence "idle_Swim_SHOTGUN" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_IDLE_SHOTGUN" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "swim_SHOTGUN" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_SHOTGUN" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "run_SHOTGUN" {
	"a_runN"
	activity "ACT_HL2MP_RUN_SHOTGUN" 1
	fadein 0.2
	fadeout 0.2
	addlayer "run_all_01"
	fps 20
	loop
}

$Sequence "crouch_SHOTGUN" {
	"a_crouchN"
	activity "ACT_HL2MP_WALK_CROUCH_SHOTGUN" 1
	fadein 0.2
	fadeout 0.2
	addlayer "cwalk_all"
	fps 25
	loop
}

$Sequence "walk_SHOTGUN" {
	"a_walkN"
	activity "ACT_HL2MP_WALK_SHOTGUN" 1
	fadein 0.2
	fadeout 0.2
	addlayer "walk_all"
	fps 35
	loop
}

$Sequence "jump_SHOTGUN" {
	"a_jump"
	activity "ACT_HL2MP_JUMP_SHOTGUN" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "reload_SHOTGUN" {
	"a_reload_shotgun"
	activity "ACT_HL2MP_GESTURE_RELOAD_SHOTGUN" 1
	fadein 0.2
	fadeout 0.2
	fps 25
	weightlist "weights_reload"
}

$Sequence "sit_shotgun" {
	"a_sit"
	activity "ACT_HL2MP_SIT_SHOTGUN" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_SLAM" {
	"a_idle"
	activity "ACT_HL2MP_IDLE_SLAM" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_Crouch_SLAM" {
	"a_idle_crouch"
	activity "ACT_HL2MP_IDLE_CROUCH_SLAM" 1
	fadein 0.2
	fadeout 0.2
	fps 30
	loop
}

$Sequence "idle_Swim_SLAM" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_IDLE_SLAM" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "swim_SLAM" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_SLAM" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "run_SLAM" {
	"a_runN"
	activity "ACT_HL2MP_RUN_SLAM" 1
	fadein 0.2
	fadeout 0.2
	addlayer "run_all_01"
	fps 20
	loop
}

$Sequence "crouch_SLAM" {
	"a_crouchN"
	activity "ACT_HL2MP_WALK_CROUCH_SLAM" 1
	fadein 0.2
	fadeout 0.2
	addlayer "cwalk_all"
	fps 25
	loop
}

$Sequence "walk_SLAM" {
	"a_walkN"
	activity "ACT_HL2MP_WALK_SLAM" 1
	fadein 0.2
	fadeout 0.2
	addlayer "walk_all"
	fps 35
	loop
}

$Sequence "jump_SLAM" {
	"a_jump"
	activity "ACT_HL2MP_JUMP_SLAM" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "reload_SLAM" {
	"a_reload"
	activity "ACT_HL2MP_GESTURE_RELOAD_SLAM" 1
	fadein 0.2
	fadeout 0.2
	fps 25
	weightlist "weights_reload"
}

$Sequence "sit_slam" {
	"a_sit"
	activity "ACT_HL2MP_SIT_SLAM" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_SMG1" {
	"a_idle"
	activity "ACT_HL2MP_IDLE_SMG1" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "idle_Crouch_SMG1" {
	"a_idle_crouch"
	activity "ACT_HL2MP_IDLE_CROUCH_SMG1" 1
	fadein 0.2
	fadeout 0.2
	fps 30
	loop
}

$Sequence "idle_Swim_SMG1" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_IDLE_SMG1" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "swim_SMG1" {
	"a_idle_swim"
	activity "ACT_HL2MP_SWIM_SMG1" 1
	fadein 0.2
	fadeout 0.2
	fps 15
	loop
}

$Sequence "run_SMG1" {
	"a_runN"
	activity "ACT_HL2MP_RUN_SMG1" 1
	fadein 0.2
	fadeout 0.2
	addlayer "run_all_01"
	fps 20
	loop
}

$Sequence "crouch_SMG1" {
	"a_crouchN"
	activity "ACT_HL2MP_WALK_CROUCH_SMG1" 1
	fadein 0.2
	fadeout 0.2
	addlayer "cwalk_all"
	fps 25
	loop
}

$Sequence "walk_SMG1" {
	"a_walkN"
	activity "ACT_HL2MP_WALK_SMG1" 1
	fadein 0.2
	fadeout 0.2
	addlayer "walk_all"
	fps 35
	loop
}

$Sequence "jump_SMG1" {
	"a_jump"
	activity "ACT_HL2MP_JUMP_SMG1" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "reload_SMG1" {
	"a_reload"
	activity "ACT_HL2MP_GESTURE_RELOAD_SMG1" 1
	fadein 0.2
	fadeout 0.2
	fps 25
	weightlist "weights_reload"
}

$Sequence "sit_smg1" {
	"a_sit"
	activity "ACT_HL2MP_SIT_SMG1" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "reference" {
	"player_chibiterasu_anims\reference.smd"
	fadein 0.2
	fadeout 0.2
	fps 1
}

$Sequence "ragdoll" {
	"player_chibiterasu_anims\ragdoll.smd"
	activity "ACT_DIERAGDOLL" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$Sequence "proportions" {
	"a_proportions"
	autoplay
	predelta
	fadein 0.2
	fadeout 0.2
	fps 30
	// This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed.
	subtract "a_idle" 0
}

$CollisionJoints "player_chibiterasu_physics.smd"
{
	$mass 0
	$inertia 10
	$damping 0.01
	$rotdamping 1.5


	$jointconstrain "jiggletail1" x limit -31 31 0
	$jointconstrain "jiggletail1" y limit -97 26 0
	$jointconstrain "jiggletail1" z limit -40 40 0

	$jointconstrain "jiggletail2" x limit -10 10 0
	$jointconstrain "jiggletail2" y limit -19 23 0
	$jointconstrain "jiggletail2" z limit -26 26 0

	$jointconstrain "LeftThigh" x limit -20 20 0
	$jointconstrain "LeftThigh" y limit -20 20 0
	$jointconstrain "LeftThigh" z limit -30 70 0

	$jointconstrain "LeftCalf" x limit -5 5 0
	$jointconstrain "LeftCalf" y limit -5 5 0
	$jointconstrain "LeftCalf" z limit -66 0 0

	$jointconstrain "ValveBiped.Bip01_L_Foot" x limit -20 20 0
	$jointconstrain "ValveBiped.Bip01_L_Foot" y limit -5 5 0
	$jointconstrain "ValveBiped.Bip01_L_Foot" z limit -30 93 0

	$jointconstrain "RightThigh" x limit -20 20 0
	$jointconstrain "RightThigh" y limit -20 20 0
	$jointconstrain "RightThigh" z limit -30 70 0

	$jointconstrain "RightCalf" x limit -5 5 0
	$jointconstrain "RightCalf" y limit -5 5 0
	$jointconstrain "RightCalf" z limit -68 0 0

	$jointconstrain "ValveBiped.Bip01_R_Foot" x limit -20 20 0
	$jointconstrain "ValveBiped.Bip01_R_Foot" y limit -5 5 0
	$jointconstrain "ValveBiped.Bip01_R_Foot" z limit -30 93 0

	$jointconstrain "Spine1" x limit -20 20 0
	$jointconstrain "Spine1" y limit -25 25 0
	$jointconstrain "Spine1" z limit -23 23 0

	$jointconstrain "LeftShoulder" x limit -5 5 0
	$jointconstrain "LeftShoulder" y limit -5 5 0
	$jointconstrain "LeftShoulder" z limit -23 20 0

	$jointconstrain "LeftArm" x limit -20 20 0
	$jointconstrain "LeftArm" y limit -8 5 0
	$jointconstrain "LeftArm" z limit -10 104 0

	$jointconstrain "RightShoulder" x limit -5 5 0
	$jointconstrain "RightShoulder" y limit -5 5 0
	$jointconstrain "RightShoulder" z limit -23 20 0

	$jointconstrain "RightArm" x limit -20 20 0
	$jointconstrain "RightArm" y limit -8 5 0
	$jointconstrain "RightArm" z limit -10 104 0

	$jointconstrain "ValveBiped.Bip01_R_Hand" x limit -15 15 0
	$jointconstrain "ValveBiped.Bip01_R_Hand" y limit -8 6 0
	$jointconstrain "ValveBiped.Bip01_R_Hand" z limit -120 5 0

	$jointconstrain "Neck" x limit -40 40 0
	$jointconstrain "Neck" y limit -30 30 0
	$jointconstrain "Neck" z limit -8 7 0

	$jointconstrain "Head" x limit -30 30 0
	$jointconstrain "Head" y limit -20 20 0
	$jointconstrain "Head" z limit -46 50 0

	$jointconstrain "ValveBiped.Bip01_L_Hand" x limit -15 15 0
	$jointconstrain "ValveBiped.Bip01_L_Hand" y limit -8 6 0
	$jointconstrain "ValveBiped.Bip01_L_Hand" z limit -120 5 0

	$jointconstrain "jiggletail3" x limit -10 10 0
	$jointconstrain "jiggletail3" y limit -21 20 0
	$jointconstrain "jiggletail3" z limit -26 26 0
}

$CollisionText
{
	animatedfriction 
	{
		"animfrictionmin" "1.000000"
		"animfrictionmax" "400.000000"
		"animfrictiontimein" "0.500000"
		"animfrictiontimeout" "0.000000"
		"animfrictiontimehold" "0.300000"
	}
	editparams 
	{
		"rootname" "Root"
		"totalmass" "100.000000"
	}
}

You applied the textures correctly? I know it sounds like a stupid question, but sometimes I would accidentally skip over that and end up compiling a model without textures.

This is a ragdoll, so I don’t know anything about them, just a possibility from whatever my puny mind could gather. I just remember having a problem like this when I compiled my first model, easiest way to contradict my statement is spawn a material on the model with the tool gun.

i figured out how to fix th textures the only problem is this

Yeah looks like the skeleton got chewed up through the compiler, you using a ValveBiped skeleton by any chance?

Im using the skeleton of a playermodel called doge in the workshop, its supposed to be a cat

Sounds like you’ll have to edit the QC a bit then, only thing I can think of is you’ll have to find the source in the QC, but I can’t help you there unfortunately. Somebody with more experience may help you out.

What would i do to the qc though