r_filmEnable "1"
r_filmContrast "1.1"
r_filmBrightness "0.05"
r_filmDesaturation "0"
r_filmDesaturationDark "0"
r_filmInvert "0"
r_filmLightTint "1.11 0.96 0.9"
r_filmMediumTint "1.11 1.06 0.9"
r_filmDarkTint "0.7 0.3 0.2"
r_materialBloomIntensity "0"
r_materialBloomRadius "2"
r_materialBloomLuminanceCutoff "0.8"
r_materialBloomPinch "0"
r_materialBloomDesaturation "0"
r_materialBloomHQEnable "0"
r_materialBloomHQHaziness "0.2"
r_materialBloomHQGamma "1.5"
r_materialBloomHQDesaturation "0"
colorizationSet "aftermath_color_set"
use_existing_hdr_colorization
use_existing_tone_mapping
r_glow "1"
r_glowUseAltCutoff "0"
r_glowRadius0 "7.4"
r_glowBloomPinch "0"
r_glowBloomCutoff "0.749"
r_glowBloomDesaturation "0"
r_glowBloomIntensity0 "0.3"
r_glowAltCutoff "0.74"
r_glowAltColorScaleR "1"
r_glowAltColorScaleG "1"
r_glowAltColorScaleB "1"
r_filmEnable "1"
r_filmContrast "1.31"
r_filmBrightness "-0.21"
r_filmDesaturation "0.39"
r_filmDesaturationDark "0.35"
r_filmInvert "0"
r_filmLightTint "1.137 1.137 1.137"
r_filmMediumTint "1.224 1.278 1.357"
r_filmDarkTint "2 2 2"
r_primaryLightUseTweaks "1"
r_primaryLightTweakDiffuseStrength "1"
r_primaryLightTweakSpecularStrength "1.3"
r_charLightAmbient "0.26 0.23 0.23"
r_viewModelPrimaryLightUseTweaks "0"
r_viewModelPrimaryLightTweakDiffuseStrength "1"
r_viewModelPrimaryLightTweakSpecularStrength "2.2"
r_viewModelLightAmbient "0 0 0"
r_primaryLightUseTweaks_NG "1"
r_primaryLightTweakDiffuseStrength_NG "1"
r_primaryLightTweakSpecularStrength_NG "1"
r_charLightAmbient_NG "0.15 0.15 0.15"
r_viewModelPrimaryLightUseTweaks_NG "0"
r_viewModelPrimaryLightTweakDiffuseStrength_NG "1"
r_viewModelPrimaryLightTweakSpecularStrength_NG "1"
r_viewModelLightAmbient_NG "0 0 0"
r_volumeLightScatter "1"
r_volumeLightScatterColor "0.871 0.824 0"
r_volumeLightScatterLinearAtten "0.59"
r_volumeLightScatterQuadraticAtten "0"
r_volumeLightScatterAngularAtten "0.25"
r_volumeLightScatterDepthAttenNear "1885.81"
r_volumeLightScatterDepthAttenFar "553.63"
r_volumeLightScatterBackgroundDistance "10381.59"
r_ssaoStrength "6.4"
r_ssaoPower "1.219"
r_materialBloomIntensity "0.05"
r_materialBloomRadius "5.03"
r_materialBloomLuminanceCutoff "3.49"
r_materialBloomPinch "-0.6"
r_materialBloomDesaturation "0"
r_materialBloomHQEnable "1"
r_materialBloomHQHaziness "0.06"
r_materialBloomHQGamma "0.85"
r_materialBloomHQDesaturation "0"
r_rimLight0Pitch "-26.02"
r_rimLight0Heading "63.98"
r_rimLightDiffuseIntensity "1.66"
r_rimLightSpecIntensity "4"
r_rimLightBias "0.33"
r_rimLightPower "13"
r_rimLight0Color "0.894 0.894 0.894"
r_rimLight0Pitch_NG "-38.15"
r_rimLight0Heading_NG "96.56"
r_rimLightDiffuseIntensity_NG "7.62"
r_rimLightSpecIntensity_NG "9.27"
r_rimLightBias_NG "0.15"
r_rimLightPower_NG "24.89"
r_rimLight0Color_NG "0.875 0.906 1"
r_unlitSurfaceHDRScalar "0.8"
r_litSurfaceHDRScalar "0.85"
r_hdrSkyIntensity "6"
r_hdrSkyColorTint "1 1 1"
r_glare_enable "0"
r_glare_normalStart "0.125"
r_glare_normalEnd "0.75"
r_glare_normalPower "1"
r_glare_normalAmount "1"
r_glare_mirrorStart "0.125"
r_glare_mirrorEnd "0.75"
r_glare_mirrorPower "1"
r_glare_mirrorAmount "1"
colorizationSet "mp_character_room_colorset"
toneMapping "mp_character_room_tone"
bg_shock_screenType "blurred"
bg_shock_screenBlurBlendTime "0.4"
bg_shock_screenBlurBlendFadeTime "1"
bg_shock_screenFlashWhiteFadeTime "0"
bg_shock_screenFlashShotFadeTime "0"
bg_shock_viewKickPeriod ".75"
bg_shock_viewKickRadius ".05"
bg_shock_viewKickFadeTime "3"
bg_shock_sound "1"
bg_shock_soundLoop "shellshock_loop"
bg_shock_soundLoopSilent "shellshock_loop_silent"
bg_shock_soundEnd "shellshock_end"
bg_shock_soundEndAbort "shellshock_end_abort"
bg_shock_soundFadeInTime ".25"
bg_shock_soundFadeOutTime "2.5"
bg_shock_soundLoopFadeTime "2"
bg_shock_soundLoopEndDelay "-1.5"
bg_shock_soundRoomType "underwater"
bg_shock_soundDryLevel "1.0"
bg_shock_soundWetLevel "0.50"
bg_shock_soundModEndDelay "-.75"
bg_shock_volume_physics "0.1"
bg_shock_volume_aircraft "0.1"
bg_shock_volume_ambdist1 "0.1"
bg_shock_volume_ambdist2 "0.1"
bg_shock_volume_alarm "0.1"
bg_shock_volume_auto "0.1"
bg_shock_volume_auto2 "0.1"
bg_shock_volume_autodog "0.1"
bg_shock_volume_foley_plr_mvmt "0.10"
bg_shock_volume_foley_plr_weap "0.10"
bg_shock_volume_foley_npc_mvmt "0.10"
bg_shock_volume_foley_npc_weap "0.10"
bg_shock_volume_foley_dog_mvmt "0.10"
bg_shock_volume_element_lim "0.10"
bg_shock_volume_element2d "0.10"
bg_shock_volume_voice_dog_dist "0.10"
bg_shock_volume_bulletflesh1npc_npc "0.10"
bg_shock_volume_bulletflesh2npc_npc "0.10"
bg_shock_volume_bulletimpact "0.1"
bg_shock_volume_bulletflesh1 "0.1"
bg_shock_volume_bulletflesh2 "0.1"
bg_shock_volume_explosiveimpact "0.1"
bg_shock_volume_element "0.1"
bg_shock_volume_element_int "0.1"
bg_shock_volume_element_ext "0.1"
bg_shock_volume_auto2d "0.1"
bg_shock_volume_vehicle "0.1"
bg_shock_volume_vehiclelimited "0.1"
bg_shock_volume_menu "1.0"
bg_shock_volume_bulletflesh1npc "0.10"
bg_shock_volume_bulletflesh2npc "0.10"
bg_shock_volume_bulletwhizbyin "0.10"
bg_shock_volume_bulletwhizbyout "0.10"
bg_shock_volume_menulim1 "0.10"
bg_shock_volume_menulim2 "0.10"
bg_shock_volume_body "0.1"
bg_shock_volume_body2d "0.1"
bg_shock_volume_reload "0.1"
bg_shock_volume_reload2d "0.1"
bg_shock_volume_foley_plr_step "0.10"
bg_shock_volume_foley_plr_step_unres "0.10"
bg_shock_volume_foley_npc_step "0.10"
bg_shock_volume_foley_dog_step "0.10"
bg_shock_volume_item "0.1"
bg_shock_volume_explosiondist1 "0.1"
bg_shock_volume_explosiondist2 "0.1"
bg_shock_volume_weapon_drone "0.10"
bg_shock_volume_explosion1 "0.1"
bg_shock_volume_explosion2 "0.1"
bg_shock_volume_explosion3 "0.1"
bg_shock_volume_explosion4 "0.1"
bg_shock_volume_explosion5 "0.1"
bg_shock_volume_effects1 "0.1"
bg_shock_volume_effects2 "0.1"
bg_shock_volume_effects3 "0.1"
bg_shock_volume_norestrict "0.1"
bg_shock_volume_norestrict2d "0.1"
bg_shock_volume_effects2d1 "0.1"
bg_shock_volume_effects2d2 "0.1"
bg_shock_volume_vehicle2d "0.2"
bg_shock_volume_weapon_dist "0.5"
bg_shock_volume_weapon_mid "0.5"
bg_shock_volume_weapon "0.5"
bg_shock_volume_weapon2d "0.1"
bg_shock_volume_nonshock "0.5"
bg_shock_volume_nonshock2 "0.5"
bg_shock_volume_effects2dlim "0.10"
bg_shock_volume_voice_dog "0.10"
bg_shock_volume_voice "0.2"
bg_shock_volume_music_emitter "0.10"
bg_shock_volume_voice_dog_attack "0.10"
bg_shock_volume_local "0.1"
bg_shock_volume_local2 "0.1"
bg_shock_volume_local3 "0.1"
bg_shock_volume_ambient "0.1"
bg_shock_volume_plr_weap_fire_2d "0.10"
bg_shock_volume_plr_weap_mech_2d "0.10"
bg_shock_volume_hurt "0.1"
bg_shock_volume_player1 "0.1"
bg_shock_volume_player2 "0.1"
bg_shock_volume_music "0.1"
bg_shock_volume_musicnopause "0.1"
bg_shock_volume_mission "0.2"
bg_shock_volume_missionfx "0.2"
bg_shock_volume_announcer "1.0"
bg_shock_volume_shellshock "1.0"
bg_shock_lookControl "1"
bg_shock_lookControl_maxpitchspeed "45"
bg_shock_lookControl_maxyawspeed "45"
bg_shock_lookControl_mousesensitivityscale "0.5"
bg_shock_lookControl_fadeTime "2"
bg_shock_movement "1"
//
// Player xanims refix convention:
//
// Torso only animation are prefixed with pt_
// Legs only animations are prefixed with pl_
// Full body animations (both) are prefixed with pb_
//
code
{
main
{
//
// Torso Animations
//
torso
{
//
// Shooting anims
//
pt_stand_shoot_RPG
pt_stand_shoot
pt_stand_shoot_auto
pt_crouch_shoot
pt_crouch_shoot_auto
pt_crouch_shoot_ads
pt_stand_shoot_pistol
pt_crouch_shoot_pistol
pt_stand_throw_knife
pt_prone_throw_knife
pt_rifle_fire
pt_prone_shoot_RPG
pt_hold_throw
pt_hold_prone_throw
//
// Reload anims
//
pt_reload_crouchwalk
//
// Prone anims
//
pt_prone_shoot_pistol
pt_prone_shoot_auto
//
// Melee anims
//
pt_melee_right2right_1
pt_melee_right2right_2
pt_melee_crouch_left2left
pt_melee_pistol_1
pt_melee_prone
//
// swap anims
//
pt_stand_core_pullout
//
// Flinch
//
pt_laststand_pullout_pose
pt_laststand_reload_RPG
pt_laststand_fire
pt_laststand_fire_akimbo
pt_laststand_fire_RPG
pt_laststand_reload
pt_laststand_reload_akimbo
//
// IW6 anims
//
//
// Reload anims
//
mp_stand_reload
mp_crouch_reload
mp_pistol_stand_reload
mp_prone_reload_iw6
mp_stand_bullpup_reload
mp_crouch_bullpup_reload
mp_prone_bullpup_reload
mp_pistol_crouch_reload
mp_pistol_prone_reload
mp_akimbo_stand_reload
mp_rpg_prone_reload
mp_rpg_crouch_reload
mp_rpg_reload
mp_akimbo_crouch_reload
mp_akimbo_prone_reload
mp_crouch_shotgun_reload
mp_prone_shotgun_reload
mp_stand_shotgun_reload
//
// Grenade pull-out anims
//
mp_stand_grenade_pull
mp_crouch_grenade_pull
mp_pistol_stand_grenade_pull
mp_pistol_crouch_grenade_pull
mp_pistol_prone_grenade_pull
mp_prone_grenade_pull_iw6
mp_shield_grenade_pullout
mp_shield_crouch_grenade_pullout
jug_maniac_grenade_hold
jug_maniac_crouch_grenade_load
jug_maniac_prone_grenade_hold
mp_rpg_crouch_grenade_hold
mp_rpg_prone_grenade_pull
mp_rpg_grenade_hold
mp_akimbo_stand_grenade_pull
mp_akimbo_crouch_grenade_pull
mp_akimbo_prone_grenade_pull
//
// Knife pull-out anims
//
pb_prone_pullout_knife
pb_stand_pullout_knife
mp_shield_knife_pullout
mp_shield_crouch_knife_pullout
jug_maniac_prone_knife_pullout
jug_maniac_crouch_knife_pullout
jug_maniac_stand_knife_pullout
mp_rpg_crouch_knife_hold
mp_rpg_knife_pullout
mp_akimbo_stand_knife_pull
mp_akimbo_crouch_knife_pull
mp_akimbo_prone_knife_pull
mp_rpg_prone_knife_pullout
//
// Grenade throw anims
//
mp_stand_grenade_throw
mp_pistol_stand_grenade_throw
mp_shield_grenade_throw
jug_maniac_grenade_throw
mp_crouch_grenade_throw
mp_shield_crouch_grenade_throw
jug_maniac_crouch_grenade_throw
mp_prone_grenade_throw_iw6
jug_maniac_prone_grenade_throw
mp_pistol_crouch_grenade_throw
mp_pistol_prone_grenade_throw
mp_rpg_crouch_grenade_throw
mp_rpg_grenade_throw
mp_akimbo_stand_grenade_throw
mp_akimbo_crouch_grenade_throw
mp_akimbo_prone_grenade_throw
//
// Knife throw anims
//
mp_shield_knife_throw
mp_shield_crouch_knife_throw
jug_maniac_prone_knife_throw
jug_maniac_crouch_knife_throw
jug_maniac_stand_knife_throw
mp_rpg_crouch_knife_throw
mp_rpg_prone_grenade_throw
mp_rpg_knife_throw
mp_akimbo_stand_knife_throw
mp_akimbo_crouch_knife_throw
mp_akimbo_prone_knife_throw
mp_rpg_prone_knife_throw
//
// Melee anims
//
mp_player_melee_3p_prone
mp_player_melee_3p_stand_lower
mp_player_melee_3p_stand_upper
mp_pistol_stand_melee_A
mp_shield_melee
mp_shield_crouch_melee
mp_pistol_crouch_melee_A
jug_maniac_meleeA
jug_maniac_meleeB
jug_maniac_meleeC
jug_maniac_meleeD
jug_maniac_crouch_melee_A
jug_maniac_crouch_melee_B
jug_maniac_crouch_melee_C
jug_maniac_crouch_melee_D
jug_maniac_crouch_melee_E
jug_maniac_prone_melee_A
jug_maniac_prone_melee_B
mp_akimbo_stand_melee_A
mp_rpg_crouch_meleeA
mp_rpg_crouch_melee
mp_rpg_melee
mp_rpg_melee_swipe
mp_akimbo_crouch_melee_a
mp_akimbo_prone_melee_a
//
// Weapon switch anims
//
mp_crouch_weapon_swap_iw6
mp_prone_weapon_switch_iw6
mp_shield_crouch_wpnswp_gn2shld
mp_shield_crouch_wpnswp_shld2gn
mp_shield_stand_wpnswp_gn2shld
mp_shield_stand_wpnswp_shld2gn
mp_crouch_weapon_swap_pistol2lg
mp_crouch_weapon_swap_lg2pistol
mp_prone_weapon_swap_pistol2lg
mp_prone_weapon_swap_lg2pistol
mp_akimbo_crouch_wpnswp_pistol2lg
mp_akimbo_prone_wpnswp_pistol2lg
mp_stand_weapon_swap_pistol2lg
mp_stand_weapon_swap_lg2pistol
mp_rpg_prone_weapon_switch
mp_rpg_crouch_weapon_swap
mp_rpg_weapon_swap
mp_akimbo_stand_swap_akimbo2lg
mp_akimbo_crouch_swap_akimbo2pstl
mp_akimbo_prone_swap_akimbo2pstl
mp_akimbo_stand_swap_akimbo2pstl
mp_shield_crouch_shield_2_pistol
mp_shield_stand_shield_2_pistol
mp_alien_drill_pickup
mp_akimbo_stand_wpn_swp_lg2ak
mp_akimbo_crouch_wpnswp_lg2pistol
mp_akimbo_prone_wpnswp_lg2pistol
mp_stand_weapon_swap_mini2pistol
mp_stand_weapon_swap_pistol2mini
mp_rpg_crouch_wpnswp_rpg2shld
mp_rpg_stand_wpnswp_rpg2shld
mp_shield_stand_wpnswp_shld2rpg
mp_shield_crouch_wpnswp_shld2rpg
//
// Killstreak triggers
//
mp_whistle_stand
mp_whistle_crouch
mp_whistle_prone
mp_whistle_pistol_stand
mp_whistle_pistol_crouch
mp_whistle_pistol_prone
mp_killstreak_launch_stand
mp_killstreak_launch_crouch
mp_killstreak_launch_prone
Mp_Maniac_killstreak_launch_stand
Mp_Maniac_killstreak_launch_crouch
Mp_Maniac_killstreak_launch_prone
mp_pullout_trophysystem
mp_pullout_trophysystem_prone
//
// Flash reactions
//
mp_pistol_stand_flash_reaction_A
mp_pistol_stand_flash_reaction_B
mp_pistol_crouch_flash_reaction_A
mp_pistol_crouch_flash_reaction_B
mp_akimbo_stand_flash_reaction_A
mp_akimbo_stand_flash_reaction_B
mp_shield_crouch_flash
jug_maniac_flash_reactionA
jug_maniac_flash_reactionB
jug_maniac_crouch_flashreaction
jug_maniac_prone_flashreaction
mp_rpg_crouch_flash
mp_rpg_flash
mp_akimbo_crouch_flash_reaction_a
mp_akimbo_crouch_flash_reaction_b
mp_stand_flash_reaction
mp_stand_flash_reaction_b
mp_crouch_flash_reaction_a
mp_crouch_flash_reaction_b
mp_prone_flash_reaction
//
// Flinch anims
//
mp_flinch_stand_A
mp_flinch_stand_B
mp_flinch_stand_C
mp_flinch_crouch_A
mp_flinch_crouch_B
mp_flinch_crouch_C
mp_flinch_prone_A
mp_flinch_prone_B
mp_flinch_prone_C
mp_flinch_pistol_stand_A
mp_flinch_pistol_stand_B
mp_flinch_pistol_crouch_A
mp_flinch_pistol_crouch_B
mp_flinch_pistol_crouch_C
mp_flinch_pistol_prone_A
mp_flinch_pistol_prone_B
mp_shield_flinch_stand_A
mp_shield_flinch_stand_B
mp_shield_flinch_crouch_A
mp_shield_flinch_crouch_B
mp_shield_flinch_crouch_C
mp_rpg_stand_flinch_A
mp_rpg_stand_flinch_B
mp_rpg_stand_flinch_C
mp_rpg_crouch_flinch_A
mp_rpg_crouch_flinch_B
mp_rpg_crouch_flinch_C
mp_rpg_prone_flinch_A
mp_rpg_prone_flinch_B
mp_rpg_prone_flinch_C
jug_maniac_stand_flinch_A
jug_maniac_stand_flinch_B
jug_maniac_stand_flinch_C
jug_maniac_crouch_flinch_A
jug_maniac_crouch_flinch_B
jug_maniac_crouch_flinch_C
jug_maniac_prone_flinch_A
jug_maniac_prone_flinch_B
jug_maniac_prone_flinch_C
mp_flinch_akimbo_stand_A
mp_flinch_akimbo_stand_B
mp_flinch_akimbo_crouch_A
mp_flinch_akimbo_crouch_B
mp_flinch_akimbo_crouch_C
mp_flinch_akimbo_prone_A
mp_flinch_akimbo_prone_B
//
// Fire anims
//
mp_akimbo_stand_fire
mp_akimbo_crouch_fire
mp_akimbo_prone_fire
pt_mini_stand_shoot_auto
mp_core_stand_fire_ADS
mp_crouch_shotgun_fire
mp_prone_shotgun_fire
mp_stand_shotgun_fire
mp_jug_maniac_stand_hold_throw
mp_jug_maniac_prone_hold_throw
//
// End IW6 anims
//
}
//
// Legs Animations (also full body anims)
//
legs
{
//
// IW6 anims
//
//
// Idle anims
//
mp_stand_idle
mp_pistol_stand_idle
jug_maniac_idle
mp_shield_idle
mp_crouch_idle
mp_rpg_idle
mp_pistol_crouch_idle
mp_shield_crouch_idle
jug_maniac_crouch_idle
mp_rpg_crouch_idle
mp_pistol_prone_idle
mp_prone_idle_iw6
mp_rpg_prone_idle
jug_maniac_prone_idle
mp_akimbo_stand_idle
pb_stand_ads
mp_pistol_stand_idle_copy
mp_pistol_crouch_idle_copy
mp_pistol_prone_idle_copy
mp_rpg_prone_idle_copy
mp_prone_idle_iw6_copy
mp_akimbo_crouch_idle
mp_akimbo_prone_idle
mp_mini_stand_idle
mp_mini_crouch_idle
mp_rpg_stand_ads
mp_rpg_crouch_ads_idle
mp_crouch_idle_ADS
mp_bomb_stand_idle
mp_bomb_crouch_idle
mp_bomb_prone_idle
//
// Twitch anims
//
mp_stand_idle_twitch_A
mp_stand_idle_twitch_B
mp_stand_idle_twitch_C
mp_stand_idle_twitch_D
mp_stand_idle_twitch_E
mp_crouch_twitch_A
mp_crouch_twitch_B
mp_crouch_twitch_C
mp_crouch_twitch_D
mp_crouch_twitch_E
mp_pistol_twitch_A
mp_pistol_twitch_B
mp_pistol_twitch_C
mp_pistol_twitch_D
mp_pistol_twitch_E
mp_prone_twitch_A_iw6
mp_prone_twitch_B_iw6
mp_prone_twitch_C_iw6
mp_prone_twitch_D_iw6
mp_shield_twitch_A
mp_shield_twitch_B
mp_shield_twitch_C
mp_shield_twitch_D
mp_shield_twitch_E
mp_shield_crouch_twitch_A
mp_shield_crouch_twitch_B
mp_shield_crouch_twitch_C
jug_maniac_twitchA
jug_maniac_twitchB
jug_maniac_twitchC
jug_maniac_twitchD
mp_pistol_prone_twitch_A
mp_pistol_prone_twitch_B
mp_pistol_prone_twitch_C
mp_pistol_prone_twitch_D
mp_pistol_crouch_twitch_A
mp_pistol_crouch_twitch_B
mp_pistol_crouch_twitch_C
mp_pistol_crouch_twitch_D
mp_pistol_crouch_twitch_E
jug_maniac_crouch_twitch_A
jug_maniac_crouch_twitch_B
jug_maniac_crouch_twitch_C
jug_maniac_crouch_twitch_D
jug_maniac_crouch_twitch_E
jug_maniac_prone_twitch_A
jug_maniac_prone_twitch_B
jug_maniac_prone_twitch_C
jug_maniac_prone_twitch_D
jug_maniac_prone_twitch_E
mp_akimbo_stand_twitch_A
mp_akimbo_stand_twitch_B
mp_akimbo_stand_twitch_C
mp_akimbo_stand_twitch_D
mp_akimbo_stand_twitch_E
mp_rpg_prone_twitch_A
mp_rpg_prone_twitch_B
mp_rpg_prone_twitch_C
mp_rpg_prone_twitch_D
mp_rpg_twitch_A
mp_rpg_twitch_B
mp_rpg_twitch_C
mp_rpg_twitch_D
mp_rpg_crouch_twitch1
mp_rpg_crouch_twitch2
mp_rpg_crouch_twitch3
mp_akimbo_prone_twitch_A
mp_akimbo_prone_twitch_B
mp_akimbo_prone_twitch_C
mp_akimbo_prone_twitch_D
mp_akimbo_prone_twitch_E
mp_akimbo_crouch_twitch_a
mp_akimbo_crouch_twitch_b
mp_akimbo_crouch_twitch_c
mp_akimbo_crouch_twitch_d
mp_akimbo_crouch_twitch_e
//
// Turn anims
//
mp_stand_aim_turn_l
mp_stand_aim_turn_r
mp_crouch_aim_turn_l
mp_crouch_aim_turn_r
mp_prone_aim_turn_l
mp_prone_aim_turn_r
mp_shield_crouch_turn_l
mp_shield_crouch_turn_r
mp_pistol_stand_turn_l
mp_pistol_stand_turn_r
mp_pistol_crouch_aim_turn_l
mp_pistol_crouch_aim_turn_r
mp_pistol_prone_aim_turn_l
mp_pistol_prone_aim_turn_r
jug_maniac_turn_L
jug_maniac_turn_R
jug_maniac_crouch_turn_R
jug_maniac_crouch_turn_L
jug_maniac_prone_turn_L
jug_maniac_prone_turn_R
mp_akimbo_stand_turn_l
mp_akimbo_stand_turn_r
mp_rpg_crouch_turn_R
mp_rpg_crouch_turn_L
mp_rpg_turnL
mp_rpg_turnR
mp_shield_stand_aim_turn_l
mp_shield_stand_aim_turn_r
mp_akimbo_crouch_aim_turn_l
mp_akimbo_crouch_aim_turn_r
mp_akimbo_prone_aim_turn_r
mp_akimbo_prone_aim_turn_l
mp_rpg_prone_turn_R
mp_rpg_prone_turn_L
mp_hold_stand_turn_R
mp_hold_stand_turn_L
mp_hold_crouch_turn_L
mp_hold_crouch_turn_R
mp_hold_prone_turn_R
mp_hold_prone_turn_L
mp_mini_stand_aim_turn_l
mp_mini_stand_aim_turn_r
mp_mini_crouch_aim_turn_l
mp_mini_crouch_aim_turn_r
mp_stand_aim_turn_l_ADS
mp_stand_aim_turn_r_ADS
mp_rpg_ADS_turnL
mp_rpg_ADS_turnR
mp_rpg_crouch_ADS_turn_L
mp_rpg_crouch_ADS_turn_R
//
// Transition anims
//
mp_stand_2_sprint
mp_shield_idle_2_sprint
mp_pistol_stand_2_sprint_f
jug_maniac_stand_2_sprint
mp_akimbo_stand_2_sprint_f
mp_rpg_stand_2_sprint
mp_mini_stand_2_sprint
mp_hold_stand_2_sprint
mp_crouch_2_stand
mp_pistol_crouch_2_stand
mp_shield_crouch_2_stand
jug_maniac_crouch_2_stand
mp_akimbo_crouch_2_stand
mp_rpg_crouch_2_stand
mp_hold_crouch_2_stand
mp_mini_crouch_2_stand
mp_crouch_2_stand_ads
mp_stand_2_crouch
mp_pistol_stand_2_crouch
mp_shield_stand_2_crouch
jug_maniac_stand_2_crouch
mp_akimbo_stand_2_crouch
mp_rpg_stand_2_crouch
mp_hold_stand_2_crouch
mp_mini_stand_2_crouch
mp_stand_2_crouch_ads
mp_prone_2_crouch
mp_pistol_prone_2_crouch
jug_maniac_prone_2_crouch
mp_akimbo_prone_2_crouch
mp_rpg_prone_2_crouch
mp_hold_prone_2_crouch
mp_crouch_2_prone
mp_pistol_crouch_2_prone
jug_maniac_crouch_2_prone
mp_akimbo_crouch_2_prone
mp_rpg_crouch_2_prone
mp_hold_crouch_2_prone
mp_prone_2_stand
mp_pistol_prone_2_stand
jug_maniac_prone_2_stand
mp_akimbo_prone_2_stand
mp_rpg_prone_2_stand
mp_hold_prone_2_stand
mp_crouch_f_2_prone
mp_crouch_b_2_prone
mp_crouch_l_2_prone
mp_crouch_r_2_prone
mp_pistol_crouch_f_2_prone
mp_pistol_crouch_b_2_prone
mp_pistol_crouch_r_2_prone
mp_pistol_crouch_l_2_prone
mp_akimbo_crouch_r_2_prone
mp_akimbo_crouch_l_2_prone
mp_akimbo_crouch_b_2_prone
mp_akimbo_crouch_f_2_prone
mp_pistol_prone_2_crouch_f
mp_pistol_prone_2_crouch_b
mp_pistol_prone_2_crouch_l
mp_pistol_prone_2_crouch_r
mp_iw6_prone_2_crouch_f
mp_iw6_prone_2_crouch_b
mp_iw6_prone_2_crouch_r
mp_iw6_prone_2_crouch_l
mp_rpg_prone_2_crouch_f
mp_rpg_prone_2_crouch_b
mp_rpg_prone_2_crouch_l
mp_rpg_prone_2_crouch_r
mp_akimbo_prone_2_crouch_f
mp_akimbo_prone_2_crouch_b
mp_akimbo_prone_2_crouch_l
mp_akimbo_prone_2_crouch_r
jug_maniac_prone_2_crouch_B
jug_maniac_prone_2_crouch_F
jug_maniac_prone_2_crouch_R
jug_maniac_prone_2_crouch_L
mp_pistol_crouch_2_walk_b
mp_pistol_crouch_2_walk_f
mp_pistol_crouch_2_walk_l
mp_pistol_crouch_2_walk_r
mp_shield_cr_idle_2_cr_run_b
mp_shield_cr_idle_2_cr_run_f
mp_shield_cr_idle_2_cr_run_l
mp_shield_cr_idle_2_cr_run_r
jug_maniac_crouch_2_walk_B
jug_maniac_crouch_2_walk_F
jug_maniac_crouch_2_walk_L
jug_maniac_crouch_2_walk_R
mp_akimbo_crouch_2_walk_f
mp_akimbo_crouch_2_walk_b
mp_akimbo_crouch_2_walk_l
mp_akimbo_crouch_2_walk_r
mp_crouch_2_crouch_F
mp_crouch_2_crouch_B
mp_crouch_2_crouch_L
mp_crouch_2_crouch_R
mp_rpg_crouch_2_crouch_B
mp_rpg_crouch_2_crouch_F
mp_rpg_crouch_2_crouch_L
mp_rpg_crouch_2_crouch_R
mp_crouch_hold_crouch_2_B
mp_crouch_hold_crouch_2_F
mp_crouch_hold_crouch_2_L
mp_crouch_hold_crouch_2_R
mp_mini_crouch_2_crouch_B
mp_mini_crouch_2_crouch_F
mp_mini_crouch_2_crouch_L
mp_mini_crouch_2_crouch_R
mp_rpg_crouch_2_crouch_B_ADS
mp_rpg_crouch_2_crouch_F_ADS
mp_rpg_crouch_2_crouch_R_ADS
mp_rpg_crouch_2_crouch_L_ADS
mp_pistol_crouch_walk_b_2_crouch
mp_pistol_crouch_walk_f_2_crouch
mp_pistol_crouch_walk_l_2_crouch
mp_pistol_crouch_walk_r_2_crouch
mp_akimbo_crouch_walk_b_2_crouch
mp_akimbo_crouch_walk_f_2_crouch
mp_akimbo_crouch_walk_l_2_crouch
mp_akimbo_crouch_walk_r_2_crouch
mp_shield_cr_run_b_2_cr_idle
mp_shield_cr_run_f_2_cr_idle
mp_shield_cr_run_l_2_cr_idle
mp_shield_cr_run_r_2_cr_idle
jug_maniac_walk_2_crouch_B
jug_maniac_walk_2_crouch_F
jug_maniac_walk_2_crouch_L
jug_maniac_walk_2_crouch_R
mp_crouch_F_2_crouch
mp_crouch_B_2_crouch
mp_crouch_L_2_crouch
mp_crouch_R_2_crouch
mp_rpg_crouch_B_2_crouch
mp_rpg_crouch_F_2_crouch
mp_rpg_crouch_R_2_crouch
mp_rpg_crouch_L_2_crouch
mp_crouch_hold_R_2_crouch
mp_crouch_hold_L_2_crouch
mp_crouch_hold_B_2_crouch
mp_crouch_hold_F_2_crouch
mp_rpg_crouch_B_2_crouch_ADS
mp_rpg_crouch_F_2_crouch_ADS
mp_rpg_crouch_R_2_crouch_ADS
mp_rpg_crouch_L_2_crouch_ADS
mp_mini_crouch_B_2_crouch
mp_mini_crouch_F_2_crouch
mp_mini_crouch_L_2_crouch
mp_mini_crouch_R_2_crouch
mp_crouch_idle_to_sprint
mp_pistol_crouch_to_sprint_1
jug_maniac_crouch_2_sprint
mp_akimbo_crouch_to_sprint
mp_shield_crouch_idle_2_sprint
mp_rpg_crouch_idle_2_sprint
mp_crouch_f_2_sprint
mp_pistol_crouch_walk_to_sprint_1
jug_maniac_crouch_F_2_sprint
mp_akimbo_crouch_walk_to_sprint
mp_shield_crouch_f_2_sprint
mp_rpg_crouch_f_2_sprint
mp_pistol_prone_B_2_run
mp_pistol_prone_F_2_run
mp_pistol_prone_L_2_run
mp_pistol_prone_R_2_run
mp_prone_B_2_run_iw6
mp_prone_F_2_run_iw6
mp_prone_L_2_run_iw6
mp_prone_R_2_run_iw6
mp_rpg_prone_B_2_run
mp_rpg_prone_F_2_run
mp_rpg_prone_L_2_run
mp_rpg_prone_R_2_run
mp_akimbo_prone_b_2_run_b
mp_akimbo_prone_f_2_run_f
mp_akimbo_prone_l_2_run_l
mp_akimbo_prone_r_2_run_r
jug_maniac_prone_2_run_F
jug_maniac_prone_2_run_L
jug_maniac_prone_2_run_B
jug_maniac_prone_2_run_R
mp_iw6_prone_2_prone_b
mp_iw6_prone_2_prone_f
mp_iw6_prone_2_prone_l
mp_iw6_prone_2_prone_r
mp_pistol_prone_2_prone_b
mp_pistol_prone_2_prone_f
mp_pistol_prone_2_prone_l
mp_pistol_prone_2_prone_r
jug_maniac_prone_2_prone_b
jug_maniac_prone_2_prone_f
jug_maniac_prone_2_prone_l
jug_maniac_prone_2_prone_r
mp_rpg_prone_2_prone_f
mp_rpg_prone_2_prone_b
mp_rpg_prone_2_prone_r
mp_rpg_prone_2_prone_l
mp_akimbo_prone_2_prone_f
mp_akimbo_prone_2_prone_b
mp_akimbo_prone_2_prone_r
mp_akimbo_prone_2_prone_l
mp_hold_prone_2_prone_B
mp_hold_prone_2_prone_F
mp_hold_prone_2_prone_L
mp_hold_prone_2_prone_R
//
// Idle-to-walk anims
//
mp_stand_2_walk_B
mp_stand_2_walk_F
mp_stand_2_walk_L
mp_stand_2_walk_R
mp_shield_idle_2_walk_b
mp_shield_idle_2_walk_f
mp_shield_idle_2_walk_l
mp_shield_idle_2_walk_r
mp_pistol_stand_2_walk_b
mp_pistol_stand_2_walk_f
mp_pistol_stand_2_walk_r
mp_pistol_stand_2_walk_l
jug_maniac_stand_2_walk_R
jug_maniac_stand_2_walk_L
jug_maniac_stand_2_walk_F
jug_maniac_stand_2_walk_B
mp_rpg_stand_2_walk_B_ADS
mp_rpg_stand_2_walk_F_ADS
mp_rpg_stand_2_walk_L_ADS
mp_rpg_stand_2_walk_R_ADS
//
// Walk-to-idle anims
//
mp_walk_2_stand_B
mp_walk_2_stand_F
mp_walk_2_stand_L
mp_walk_2_stand_R
mp_shield_walk_2_idle_b
mp_shield_walk_2_idle_f
mp_shield_walk_2_idle_l
mp_shield_walk_2_idle_r
mp_pistol_stand_walk_b_2_stand
mp_pistol_stand_walk_f_2_stand
mp_pistol_stand_walk_l_2_stand
mp_pistol_stand_walk_r_2_stand
jug_maniac_walk_2_stand_R
jug_maniac_walk_2_stand_L
jug_maniac_walk_2_stand_B
jug_maniac_walk_2_stand_F
mp_rpg_walk_B_2_stand_ADS
mp_rpg_walk_F_2_stand_ADS
mp_rpg_walk_L_2_stand_ADS
mp_rpg_walk_R_2_stand_ADS
//
// Idle-to-run anims
//
mp_stand_2_run
mp_assault_stand_2_run_left
mp_assault_stand_2_run_right
mp_assault_stand_2_run_back
mp_shield_idle_2_run_b
mp_shield_idle_2_run_f
mp_shield_idle_2_run_l
mp_shield_idle_2_run_r
mp_pistol_stand_2_run_b
mp_pistol_stand_2_run_f
mp_pistol_stand_2_run_r
mp_pistol_stand_2_run_l
mp_akimbo_stand_2_run_b
mp_akimbo_stand_2_run_f
mp_akimbo_stand_2_run_r
mp_akimbo_stand_2_run_l
jug_maniac_stand_2_run_F
jug_maniac_stand_2_run_B
jug_maniac_stand_2_run_L
jug_maniac_stand_2_run_R
mp_rpg_stand_2_run_B
mp_rpg_stand_2_run_F
mp_rpg_stand_2_run_L
mp_rpg_stand_2_run_R
mp_hold_stand_2_run_F
mp_hold_stand_2_run_B
mp_hold_stand_2_run_R
mp_hold_stand_2_run_L
mp_mini_stand_2_run
mp_mini_stand_2_run_back
mp_mini_stand_2_run_left
mp_mini_stand_2_run_right
mp_shotgun_stand_2_run_forward
mp_shotgun_stand_2_run_left
mp_shotgun_stand_2_run_right
mp_shotgun_stand_2_run_back
mp_sniper_stand_2_run_left
mp_sniper_stand_2_run_right
mp_sniper_stand_2_run_forward
mp_sniper_stand_2_run_back
mp_smg_stand_2_run_left
mp_smg_stand_2_run_right
mp_smg_stand_2_run_forward
mp_smg_stand_2_run_back
mp_lmg_stand_2_run_left
mp_lmg_stand_2_run_right
mp_lmg_stand_2_run_forward
mp_lmg_stand_2_run_back
//
// Run-to-idle anims
//
mp_run_2_stand
mp_assault_run_left_2_stand
mp_assault_run_right_2_stand
mp_assault_run_back_2_stand
mp_shield_run_2_idle_b
mp_shield_run_2_idle_f
mp_shield_run_2_idle_l
mp_shield_run_2_idle_r
mp_pistol_stand_run_b_2_stand
mp_pistol_stand_run_f_2_stand
mp_pistol_stand_run_r_2_stand
mp_pistol_stand_run_l_2_stand
mp_akimbo_stand_run_b_2_stand
mp_akimbo_stand_run_f_2_stand
mp_akimbo_stand_run_r_2_stand
mp_akimbo_stand_run_l_2_stand
jug_maniac_run_2_stand_F
jug_maniac_run_2_stand_B
jug_maniac_run_2_stand_L
jug_maniac_run_2_stand_R
mp_rpg_run_B_2_stand
mp_rpg_run_F_2_stand
mp_rpg_run_L_2_stand
mp_rpg_run_R_2_stand
mp_hold_run_R_2_stand
mp_hold_run_L_2_stand
mp_hold_run_B_2_stand
mp_hold_run_F_2_stand
mp_mini_run_2_stand
mp_mini_run_back_2_stand
mp_mini_run_left_2_stand
mp_mini_run_right_2_stand
//
// Run jumps
//
mp_shield_runjump_takeoff
runjump_takeoff_Pistol
runjump_takeoff_Akimbo
runjump_takeoff_RPG
runjump_takeoff_JugManiac
mp_hold_runjump_takeoff
//
// Stand jumps
//
mp_shield_standjump_takeoff
standjump_takeoff_Pistol
standjump_takeoff_Akimbo
standjump_takeoff_Rpg
standjump_takeoff_JugManiac
mp_hold_standjump_takeoff
//
// Run lands
//
mp_shield_runjump_land
runjump_land_Pistol
runjump_land_Akimbo
runjump_land_RPG
runjump_land_JugManiac
mp_hold_runjump_land
//
// Stand lands
//
mp_shield_standjump_land
standjump_land_Pistol
standjump_land_Akimbo
standjump_land_Rpg
standjump_land_JugManiac
mp_hold_standjump_land
//
// Move cycles
//
mp_shield_sprint
mp_pistol_sprint
jug_maniac_sprint
mp_akimbo_sprint
mp_rpg_sprint
mp_female_assault_sprint
mp_female_lmg_sprint
mp_female_shotgun_sprint
mp_female_smg_sprint
mp_female_sniper_sprint
pb_sprint_mini
mp_run_assault_aim_5
mp_female_assault_run
mp_female_hold_run
mp_female_jugmaniac_run
mp_female_lmg_run
mp_female_pistol_run
mp_female_rpg_run
mp_female_shotgun_run
mp_female_smg_run
mp_female_sniper_run
mp_pistol_stand_walk_b
mp_pistol_stand_walk_l
mp_pistol_stand_walk_f
mp_pistol_stand_walk_r
mp_shield_walk_b
mp_shield_walk_f
mp_shield_walk_l
mp_shield_walk_r
jug_maniac_walk_L
jug_maniac_walk_R
jug_maniac_walk_B
jug_maniac_walk_F
mp_rpg_walk_B_ADS
mp_rpg_walk_F_ADS
mp_rpg_walk_L_ADS
mp_rpg_walk_R_ADS
mp_crouch_f
mp_crouch_b
mp_crouch_l
mp_crouch_r
mp_pistol_crouch_walk_b
mp_pistol_crouch_walk_f
mp_pistol_crouch_walk_l
mp_pistol_crouch_walk_r
mp_akimbo_crouch_walk_b
mp_akimbo_crouch_walk_f
mp_akimbo_crouch_walk_l
mp_akimbo_crouch_walk_r
jug_maniac_crouch_walk_B
jug_maniac_crouch_walk_F
jug_maniac_crouch_walk_L
jug_maniac_crouch_walk_R
mp_shield_crouch_walk_b
mp_shield_crouch_walk_f
mp_shield_crouch_walk_l
mp_shield_crouch_walk_r
mp_rpg_crouch_walk_F
mp_rpg_crouch_walk_B
mp_rpg_crouch_walk_L
mp_rpg_crouch_walk_R
mp_rpg_crouch_walk_B_ADS
mp_rpg_crouch_walk_F_ADS
mp_rpg_crouch_walk_L_ADS
mp_rpg_crouch_walk_R_ADS
mp_shield_run_b
mp_shield_run_f
mp_shield_run_l
mp_shield_run_r
mp_pistol_stand_run_b
mp_pistol_stand_run_f
mp_pistol_stand_run_r
mp_pistol_stand_run_l
mp_akimbo_stand_run_b
mp_akimbo_stand_run_f
mp_akimbo_stand_run_r
mp_akimbo_stand_run_l
jug_maniac_run_B
jug_maniac_run_F
jug_maniac_run_L
jug_maniac_run_R
mp_rpg_run_B
mp_rpg_run_F
mp_rpg_run_L
mp_rpg_run_R
mp_pistol_prone_f
mp_pistol_prone_b
mp_pistol_prone_l
mp_pistol_prone_r
jug_maniac_prone_B
jug_maniac_prone_F
jug_maniac_prone_L
jug_maniac_prone_R
mp_rpg_prone_f
mp_rpg_prone_b
mp_rpg_prone_l
mp_rpg_prone_r
mp_akimbo_prone_f
mp_akimbo_prone_b
mp_akimbo_prone_l
mp_akimbo_prone_r
//
// Slide
//
mp_slide
mp_slide_jugmaniac
mp_slide_pistol
mp_slide_akimbo
mp_slide_rpg
mp_shield_slide
//
// Slide to prone
//
mp_slide_2_prone
mp_slide_jugmaniac_2_prone
mp_slide_pistol_2_prone
mp_slide_akimbo_2_prone
//
// Slide to crouch
//
mp_slide_2_crouch
mp_slide_jugmaniac_2_crouch
mp_slide_pistol_2_crouch
mp_slide_akimbo_2_crouch
mp_slide_rpg_2_crouch
mp_shield_slide_ease_out
//
// Bomb plant
//
mp_bomb_stand_2_idle
mp_bomb_crouch_2_idle
mp_bomb_prone_2_idle
mp_bomb_stand_idle_2_stand
mp_bomb_crouch_idle_2_crouch
mp_bomb_prone_idle_2_prone
//
// End IW6 anims
//
//
// Idle anims
//
pb_prone_hold
pb_crouch_remotecontroller
pb_prone_remotecontroller
pb_stand_remotecontroller
pb_hold_idle
pb_crouch_hold_idle
//
// Movement anims
//
pb_combatrun_forward_loop_lmg
pb_combatrun_left_loop_lmg
pb_combatrun_right_loop_lmg
pb_combatrun_back_loop_lmg
pb_combatrun_forward_loop_smg
pb_combatrun_left_loop_smg
pb_combatrun_right_loop_smg
pb_combatrun_back_loop_smg
pb_combatrun_left_loop_assault
pb_combatrun_right_loop_assault
pb_combatrun_back_loop_assault
pb_combatrun_forward_loop_sniper
pb_combatrun_left_loop_sniper
pb_combatrun_right_loop_sniper
pb_combatrun_back_loop_sniper
pb_combatrun_forward_loop_shotgun
pb_combatrun_left_loop_shotgun
pb_combatrun_right_loop_shotgun
pb_combatrun_back_loop_shotgun
pb_sprint_hold
pb_sprint_lmg
pb_sprint_smg
pb_sprint_assault
pb_sprint_sniper
pb_sprint_shotgun
pb_runjump_takeoff
pb_runjump_land
pb_standjump_takeoff
pb_standjump_land
pb_stand_shoot_walk_forward
pb_stand_shoot_walk_back
pb_stand_shoot_walk_left
pb_stand_shoot_walk_right
pb_hold_run
pb_hold_run_back
pb_hold_run_right
pb_hold_run_left
pb_crouch_hold_run
pb_crouch_hold_run_back
pb_crouch_hold_run_left
pb_crouch_hold_run_right
pb_prone_crawl_hold
pb_prone_crawl_back_hold
pb_prone_crawl_left_hold
pb_prone_crawl_right_hold
//
// Ladder Climbing anims
//
pb_climbdown
pb_climbup
//
// Prone anims
//
pb_prone_crawl
pb_prone_crawl_left
pb_prone_crawl_right
pb_prone_crawl_back
//
// Last stand anims
//
pb_laststand_death
pb_laststand_idle
pb_laststand_crawl
pb_laststand_crawl_right
pb_laststand_crawl_left
pt_laststand_melee
pb_laststand_idle_RPG
pb_laststand_crawl_RPG
pb_laststand_crawl_right_RPG
pb_laststand_crawl_left_RPG
pb_laststand_crawl_back_RPG
pb_laststand_idle_akimbo
pb_laststand_crawl_akimbo
pb_laststand_crawl_right_akimbo
pb_laststand_crawl_left_akimbo
pb_laststand_crawl_back_akimbo
pb_laststand_crawl_back_shield
pb_laststand_crawl_shield
pb_laststand_idle_shield
pb_laststand_crawl_right_shield
pb_laststand_crawl_left_shield
pb_deadhands_idle
pb_deadhands_crawl_back
pb_deadhands_crawl_forward
pb_deadhands_crawl_left
pb_deadhands_crawl_right
//
// Mantle anims
//
mp_mantle_64_up
mp_mantle_56_up
mp_mantle_48_up
mp_mantle_40_up
mp_mantle_32_up
mp_mantle_24_up
mp_mantle_16_up
mp_mantle_56_up_shield
mp_mantle_48_up_shield
mp_mantle_40_up_shield
mp_mantle_32_up_shield
mp_mantle_56_up_knife
mp_mantle_48_up_knife
mp_mantle_40_up_knife
mp_mantle_32_up_knife
mp_mantle_64_over
mp_mantle_56_over
mp_mantle_48_over
mp_mantle_40_over
mp_mantle_32_over
mp_mantle_24_over
mp_mantle_16_over
mp_mantle_56_over_shield
mp_mantle_48_over_shield
mp_mantle_40_over_shield
mp_mantle_32_over_shield
mp_mantle_56_over_knife
mp_mantle_48_over_knife
mp_mantle_40_over_knife
mp_mantle_32_over_knife
// transition out of mantle anims
mp_mantle_32_over_run
mp_mantle_40_over_run
mp_mantle_48_over_run
mp_mantle_56_over_run
mp_mantle_32_over_idle
mp_mantle_40_over_idle
mp_mantle_48_over_idle
mp_mantle_56_over_idle
mp_mantle_32_up_run
mp_mantle_40_up_run
mp_mantle_48_up_run
mp_mantle_56_up_run
mp_mantle_32_up_idle
mp_mantle_40_up_idle
mp_mantle_48_up_idle
mp_mantle_56_up_idle
//
// MG42 anims
//
standSAWgunner_aim : complete nonloopsync
{
standSAWgunner_aim_15down
{
pb_saw_gunner_aim_down_right45
pb_saw_gunner_aim_down_right30
pb_saw_gunner_aim_down_right15
pb_saw_gunner_aim_down_center
pb_saw_gunner_aim_down_left15
pb_saw_gunner_aim_down_left30
pb_saw_gunner_aim_down_left45
}
standSAWgunner_aim_level
{
pb_saw_gunner_aim_level_right45
pb_saw_gunner_aim_level_right30
pb_saw_gunner_aim_level_right15
pb_saw_gunner_aim_level_center
pb_saw_gunner_aim_level_left15
pb_saw_gunner_aim_level_left30
pb_saw_gunner_aim_level_left45
}
standSAWgunner_aim_15up
{
pb_saw_gunner_aim_up_right45
pb_saw_gunner_aim_up_right30
pb_saw_gunner_aim_up_right15
pb_saw_gunner_aim_up_center
pb_saw_gunner_aim_up_left15
pb_saw_gunner_aim_up_left30
pb_saw_gunner_aim_up_left45
}
}
proneSAWgunner_aim : complete nonloopsync
{
proneSAWgunner_aim_15down
{
pb_saw_gunner_prone_aim_down_left40
pb_saw_gunner_prone_aim_down_left20
pb_saw_gunner_prone_aim_down_center
pb_saw_gunner_prone_aim_down_right20
pb_saw_gunner_prone_aim_down_right40
}
proneSAWgunner_aim_level
{
pb_saw_gunner_prone_aim_level_left40
pb_saw_gunner_prone_aim_level_left20
pb_saw_gunner_prone_aim_level_center
pb_saw_gunner_prone_aim_level_right20
pb_saw_gunner_prone_aim_level_right40
}
proneSAWgunner_aim_15up
{
pb_saw_gunner_prone_aim_up_left40
pb_saw_gunner_prone_aim_up_left20
pb_saw_gunner_prone_aim_up_center
pb_saw_gunner_prone_aim_up_right20
pb_saw_gunner_prone_aim_up_right40
}
}
crouchSAWgunner_aim : complete nonloopsync
{
crouchSAWgunner_aim_15down
{
pb_saw_gunner_lowwall_aim_down_left45
pb_saw_gunner_lowwall_aim_down_left30
pb_saw_gunner_lowwall_aim_down_left15
pb_saw_gunner_lowwall_aim_down_center
pb_saw_gunner_lowwall_aim_down_right15
pb_saw_gunner_lowwall_aim_down_right30
pb_saw_gunner_lowwall_aim_down_right45
}
crouchSAWgunner_aim_level
{
pb_saw_gunner_lowwall_aim_level_left45
pb_saw_gunner_lowwall_aim_level_left30
pb_saw_gunner_lowwall_aim_level_left15
pb_saw_gunner_lowwall_aim_level_center
pb_saw_gunner_lowwall_aim_level_right15
pb_saw_gunner_lowwall_aim_level_right30
pb_saw_gunner_lowwall_aim_level_right45
}
crouchSAWgunner_aim_15up
{
pb_saw_gunner_lowwall_aim_up_left45
pb_saw_gunner_lowwall_aim_up_left30
pb_saw_gunner_lowwall_aim_up_left15
pb_saw_gunner_lowwall_aim_up_center
pb_saw_gunner_lowwall_aim_up_right15
pb_saw_gunner_lowwall_aim_up_right30
pb_saw_gunner_lowwall_aim_up_right45
}
}
//
// Death
//
pb_explosion_death_F1
pb_shotgun_death_back2
pb_shotgun_death_legs
pb_shotgun_death_spinL
pb_shotgun_death_spinR
pb_shotgun_death_front
pb_melee_death_standing_front
pb_melee_death_standing_back
pb_melee_death_standing_left
pb_melee_death_standing_right
pb_melee_death_crouching_front
pb_melee_death_crouching_back
pb_melee_death_crouching_left
pb_melee_death_crouching_right
mp_melee_death_stand_B
mp_melee_death_stand_F
mp_melee_death_stand_L
mp_melee_death_stand_R
mp_melee_death_crouch_B
mp_melee_death_crouch_F
mp_melee_death_crouch_L
mp_melee_death_crouch_R
// prone
pb_prone_death_quickdeath
// Crouch
pb_crouch_death_headshot_front
pb_crouch_death_clutchchest
pb_crouch_death_flip
pb_crouch_death_fetal
pb_crouch_death_falltohands
// Crouch run
pb_crouchrun_death_drop
pb_crouchrun_death_crumple
// stand
pb_stand_death_legs
pb_stand_death_lowerback
pb_stand_death_head_collapse
pb_stand_death_neckdeath_thrash
pb_stand_death_neckdeath
pb_stand_death_nervedeath
pb_stand_death_frontspin // Hit from front in head, upper chest or right shoulder.
pb_stand_death_headchest_topple // Hit in head or chest from any direction. Falls back, one leg goes up.
pb_stand_death_chest_blowback
pb_stand_death_chest_spin
pb_stand_death_shoulder_stumble
pb_stand_death_head_straight_back
pb_stand_death_tumbleback
pb_stand_death_kickup
pb_stand_death_stumbleforward
pb_stand_death_leg
pb_stand_death_leg_kickup
pb_stand_death_headshot_slowfall
pb_stand_death_shoulderback
// run
pb_death_run_forward_crumple
pb_death_run_onfront
pb_death_run_stumble
pb_death_run_back
pb_death_run_left
pb_death_run_right
mp_rpg_death_long
iw6_dog_kill_front_quick_guy_1_mp
iw6_dog_kill_back_quick_guy_1_mp
iw6_dog_kill_left_quick_guy_1_mp
iw6_dog_kill_right_quick_guy_1_mp
}
//
// IW6 anims
//
//
// Aim anims
//
strafe_aim : additive
{
strafe_aim_1
{
mp_run_assault_L_aim_1
mp_run_assault_R_aim_1
mp_crouch_L_aim_1
mp_crouch_R_aim_1
mp_pistol_crouch_walk_l_aim_1
mp_pistol_crouch_walk_r_aim_1
mp_pistol_stand_run_l_aim_1
mp_pistol_stand_run_r_aim_1
mp_shield_crouch_run_L_aim_1
mp_shield_crouch_run_R_aim_1
mp_shield_run_L_aim_1
mp_shield_run_R_aim_1
mp_akimbo_crouch_walk_l_aim_1
mp_akimbo_crouch_walk_r_aim_1
mp_akimbo_stand_run_l_aim_1
mp_akimbo_stand_run_r_aim_1
jug_maniac_crouch_walk_L_aim_1
jug_maniac_crouch_walk_R_aim_1
jug_maniac_run_L_aim_1
jug_maniac_run_R_aim_1
mp_rpg_run_L_aim_1
mp_rpg_run_R_aim_1
mp_rpg_crouch_walk_L_aim_1
mp_rpg_crouch_walk_R_aim_1
}
strafe_aim_2
{
mp_run_assault_L_aim_2
mp_run_assault_R_aim_2
mp_crouch_L_aim_2
mp_crouch_R_aim_2
mp_pistol_crouch_walk_l_aim_2
mp_pistol_crouch_walk_r_aim_2
mp_pistol_stand_run_l_aim_2
mp_pistol_stand_run_r_aim_2
mp_shield_crouch_run_L_aim_2
mp_shield_crouch_run_R_aim_2
mp_shield_run_L_aim_2
mp_shield_run_R_aim_2
mp_akimbo_crouch_walk_l_aim_2
mp_akimbo_crouch_walk_r_aim_2
mp_akimbo_stand_run_l_aim_2
mp_akimbo_stand_run_r_aim_2
jug_maniac_crouch_walk_L_aim_2
jug_maniac_crouch_walk_R_aim_2
jug_maniac_run_L_aim_2
jug_maniac_run_R_aim_2
mp_rpg_run_L_aim_2
mp_rpg_run_R_aim_2
mp_rpg_crouch_walk_L_aim_2
mp_rpg_crouch_walk_R_aim_2
}
strafe_aim_3
{
mp_run_assault_L_aim_3
mp_run_assault_R_aim_3
mp_crouch_L_aim_3
mp_crouch_R_aim_3
mp_pistol_crouch_walk_l_aim_3
mp_pistol_crouch_walk_r_aim_3
mp_pistol_stand_run_l_aim_3
mp_pistol_stand_run_r_aim_3
mp_shield_crouch_run_L_aim_3
mp_shield_crouch_run_R_aim_3
mp_shield_run_L_aim_3
mp_shield_run_R_aim_3
mp_akimbo_crouch_walk_l_aim_3
mp_akimbo_crouch_walk_r_aim_3
mp_akimbo_stand_run_l_aim_3
mp_akimbo_stand_run_r_aim_3
jug_maniac_crouch_walk_L_aim_3
jug_maniac_crouch_walk_R_aim_3
jug_maniac_run_L_aim_3
jug_maniac_run_R_aim_3
mp_rpg_run_L_aim_3
mp_rpg_run_R_aim_3
mp_rpg_crouch_walk_L_aim_3
mp_rpg_crouch_walk_R_aim_3
}
strafe_aim_4
{
mp_run_assault_L_aim_4
mp_run_assault_R_aim_4
mp_crouch_L_aim_4
mp_crouch_R_aim_4
mp_pistol_crouch_walk_l_aim_4
mp_pistol_crouch_walk_r_aim_4
mp_pistol_stand_run_l_aim_4
mp_pistol_stand_run_r_aim_4
mp_shield_crouch_run_L_aim_4
mp_shield_crouch_run_R_aim_4
mp_shield_run_L_aim_4
mp_shield_run_R_aim_4
mp_akimbo_crouch_walk_l_aim_4
mp_akimbo_crouch_walk_r_aim_4
mp_akimbo_stand_run_l_aim_4
mp_akimbo_stand_run_r_aim_4
jug_maniac_crouch_walk_L_aim_4
jug_maniac_crouch_walk_R_aim_4
jug_maniac_run_L_aim_4
jug_maniac_run_R_aim_4
mp_rpg_run_L_aim_4
mp_rpg_run_R_aim_4
mp_rpg_crouch_walk_L_aim_4
mp_rpg_crouch_walk_R_aim_4
}
strafe_aim_6
{
mp_run_assault_L_aim_6
mp_run_assault_R_aim_6
mp_crouch_L_aim_6
mp_crouch_R_aim_6
mp_pistol_crouch_walk_l_aim_6
mp_pistol_crouch_walk_r_aim_6
mp_pistol_stand_run_l_aim_6
mp_pistol_stand_run_r_aim_6
mp_shield_crouch_run_L_aim_6
mp_shield_crouch_run_R_aim_6
mp_shield_run_L_aim_6
mp_shield_run_R_aim_6
mp_akimbo_crouch_walk_l_aim_6
mp_akimbo_crouch_walk_r_aim_6
mp_akimbo_stand_run_l_aim_6
mp_akimbo_stand_run_r_aim_6
jug_maniac_crouch_walk_L_aim_6
jug_maniac_crouch_walk_R_aim_6
jug_maniac_run_L_aim_6
jug_maniac_run_R_aim_6
mp_rpg_run_L_aim_6
mp_rpg_run_R_aim_6
mp_rpg_crouch_walk_L_aim_6
mp_rpg_crouch_walk_R_aim_6
}
strafe_aim_7
{
mp_run_assault_L_aim_7
mp_run_assault_R_aim_7
mp_crouch_L_aim_7
mp_crouch_R_aim_7
mp_pistol_crouch_walk_l_aim_7
mp_pistol_crouch_walk_r_aim_7
mp_pistol_stand_run_l_aim_7
mp_pistol_stand_run_r_aim_7
mp_shield_crouch_run_L_aim_7
mp_shield_crouch_run_R_aim_7
mp_shield_run_L_aim_7
mp_shield_run_R_aim_7
mp_akimbo_crouch_walk_l_aim_7
mp_akimbo_crouch_walk_r_aim_7
mp_akimbo_stand_run_l_aim_7
mp_akimbo_stand_run_r_aim_7
jug_maniac_crouch_walk_L_aim_7
jug_maniac_crouch_walk_R_aim_7
jug_maniac_run_L_aim_7
jug_maniac_run_R_aim_7
mp_rpg_run_L_aim_7
mp_rpg_run_R_aim_7
mp_rpg_crouch_walk_L_aim_7
mp_rpg_crouch_walk_R_aim_7
}
strafe_aim_8
{
mp_run_assault_L_aim_8
mp_run_assault_R_aim_8
mp_crouch_L_aim_8
mp_crouch_R_aim_8
mp_pistol_crouch_walk_l_aim_8
mp_pistol_crouch_walk_r_aim_8
mp_pistol_stand_run_l_aim_8
mp_pistol_stand_run_r_aim_8
mp_shield_crouch_run_L_aim_8
mp_shield_crouch_run_R_aim_8
mp_shield_run_L_aim_8
mp_shield_run_R_aim_8
mp_akimbo_crouch_walk_l_aim_8
mp_akimbo_crouch_walk_r_aim_8
mp_akimbo_stand_run_l_aim_8
mp_akimbo_stand_run_r_aim_8
jug_maniac_crouch_walk_L_aim_8
jug_maniac_crouch_walk_R_aim_8
jug_maniac_run_L_aim_8
jug_maniac_run_R_aim_8
mp_rpg_run_L_aim_8
mp_rpg_run_R_aim_8
mp_rpg_crouch_walk_L_aim_8
mp_rpg_crouch_walk_R_aim_8
}
strafe_aim_9
{
mp_run_assault_L_aim_9
mp_run_assault_R_aim_9
mp_crouch_L_aim_9
mp_crouch_R_aim_9
mp_pistol_crouch_walk_l_aim_9
mp_pistol_crouch_walk_r_aim_9
mp_pistol_stand_run_l_aim_9
mp_pistol_stand_run_r_aim_9
mp_shield_crouch_run_L_aim_9
mp_shield_crouch_run_R_aim_9
mp_shield_run_L_aim_9
mp_shield_run_R_aim_9
mp_akimbo_crouch_walk_l_aim_9
mp_akimbo_crouch_walk_r_aim_9
mp_akimbo_stand_run_l_aim_9
mp_akimbo_stand_run_r_aim_9
jug_maniac_crouch_walk_L_aim_9
jug_maniac_crouch_walk_R_aim_9
jug_maniac_run_L_aim_9
jug_maniac_run_R_aim_9
mp_rpg_run_L_aim_9
mp_rpg_run_R_aim_9
mp_rpg_crouch_walk_L_aim_9
mp_rpg_crouch_walk_R_aim_9
}
}
stndrd_aim : additive
{
stndrd_aim_1
{
mp_stand_aim_1
mp_shield_stand_aim_1
mp_crouch_aim_1
mp_shield_crouch_aim_1
mp_run_assault_aim_1
mp_prone_aim_1
mp_pistol_stand_aim_1
mp_pistol_crouch_aim_1
mp_pistol_prone_aim_1
mp_pistol_crouch_walk_f_aim_1
mp_pistol_stand_run_f_aim_1
jug_maniac_aim_1
jug_maniac_crouch_aim_1
jug_maniac_prone_aim_1
mp_shield_crouch_run_aim_1
mp_shield_run_aim_1
mp_akimbo_crouch_walk_f_aim_1
mp_akimbo_stand_run_f_aim_1
mp_akimbo_prone_aim_1
mp_akimbo_crouch_aim_1
mp_akimbo_stand_aim_1
jug_maniac_crouch_walk_aim_1
jug_maniac_run_F_aim_1
mp_rpg_prone_aim_1
mp_rpg_crouch_aim_1
mp_rpg_aim_1
mp_mini_stand_aim_1
mp_mini_crouch_aim_1
mp_rpg_run_F_aim_1
mp_rpg_crouch_walk_F_aim_1
mp_hold_stand_aim_1
mp_hold_crouch_aim_1
mp_rpg_Crouch_ADS_aim_1
mp_rpg_ADS_aim_1
}
stndrd_aim_2
{
mp_stand_aim_2
mp_shield_stand_aim_2
mp_crouch_aim_2
mp_shield_crouch_aim_2
mp_run_assault_aim_2
mp_prone_aim_2
mp_pistol_stand_aim_2
mp_pistol_crouch_aim_2
mp_pistol_prone_aim_2
mp_pistol_crouch_walk_f_aim_2
mp_pistol_stand_run_f_aim_2
jug_maniac_aim_2
jug_maniac_crouch_aim_2
jug_maniac_prone_aim_2
mp_shield_crouch_run_aim_2
mp_shield_run_aim_2
mp_akimbo_crouch_walk_f_aim_2
mp_akimbo_stand_run_f_aim_2
mp_akimbo_prone_aim_2
mp_akimbo_crouch_aim_2
mp_akimbo_stand_aim_2
jug_maniac_crouch_walk_aim_2
jug_maniac_run_F_aim_2
mp_rpg_prone_aim_2
mp_rpg_crouch_aim_2
mp_rpg_aim_2
mp_mini_stand_aim_2
mp_mini_crouch_aim_2
mp_rpg_run_F_aim_2
mp_rpg_crouch_walk_F_aim_2
mp_hold_stand_aim_2
mp_hold_crouch_aim_2
mp_rpg_Crouch_ADS_aim_2
mp_rpg_ADS_aim_2
}
stndrd_aim_3
{
mp_stand_aim_3
mp_shield_stand_aim_3
mp_crouch_aim_3
mp_shield_crouch_aim_3
mp_run_assault_aim_3
mp_prone_aim_3
mp_pistol_stand_aim_3
mp_pistol_crouch_aim_3
mp_pistol_prone_aim_3
mp_pistol_crouch_walk_f_aim_3
mp_pistol_stand_run_f_aim_3
jug_maniac_aim_3
jug_maniac_crouch_aim_3
jug_maniac_prone_aim_3
mp_shield_crouch_run_aim_3
mp_shield_run_aim_3
mp_akimbo_crouch_walk_f_aim_3
mp_akimbo_stand_run_f_aim_3
mp_akimbo_prone_aim_3
mp_akimbo_crouch_aim_3
mp_akimbo_stand_aim_3
jug_maniac_crouch_walk_aim_3
jug_maniac_run_F_aim_3
mp_rpg_prone_aim_3
mp_rpg_crouch_aim_3
mp_rpg_aim_3
mp_mini_stand_aim_3
mp_mini_crouch_aim_3
mp_rpg_run_F_aim_3
mp_rpg_crouch_walk_F_aim_3
mp_hold_stand_aim_3
mp_hold_crouch_aim_3
mp_rpg_Crouch_ADS_aim_3
mp_rpg_ADS_aim_3
}
stndrd_aim_4
{
mp_stand_aim_4
mp_shield_stand_aim_4
mp_crouch_aim_4
mp_shield_crouch_aim_4
mp_run_assault_aim_4
mp_prone_aim_4
mp_pistol_stand_aim_4
mp_pistol_crouch_aim_4
mp_pistol_prone_aim_4
mp_pistol_crouch_walk_f_aim_4
mp_pistol_stand_run_f_aim_4
jug_maniac_aim_4
jug_maniac_crouch_aim_4
jug_maniac_prone_aim_4
mp_shield_crouch_run_aim_4
mp_shield_run_aim_4
mp_akimbo_crouch_walk_f_aim_4
mp_akimbo_stand_run_f_aim_4
mp_akimbo_prone_aim_4
mp_akimbo_crouch_aim_4
mp_akimbo_stand_aim_4
jug_maniac_crouch_walk_aim_4
jug_maniac_run_F_aim_4
mp_rpg_prone_aim_4
mp_rpg_crouch_aim_4
mp_rpg_aim_4
mp_mini_stand_aim_4
mp_mini_crouch_aim_4
mp_rpg_run_F_aim_4
mp_rpg_crouch_walk_F_aim_4
mp_hold_stand_aim_4
mp_hold_crouch_aim_4
mp_rpg_Crouch_ADS_aim_4
mp_rpg_ADS_aim_4
}
stndrd_aim_6
{
mp_stand_aim_6
mp_shield_stand_aim_6
mp_crouch_aim_6
mp_shield_crouch_aim_6
mp_run_assault_aim_6
mp_prone_aim_6
mp_pistol_stand_aim_6
mp_pistol_crouch_aim_6
mp_pistol_prone_aim_6
mp_pistol_crouch_walk_f_aim_6
mp_pistol_stand_run_f_aim_6
jug_maniac_aim_6
jug_maniac_crouch_aim_6
jug_maniac_prone_aim_6
mp_shield_crouch_run_aim_6
mp_shield_run_aim_6
mp_akimbo_crouch_walk_f_aim_6
mp_akimbo_stand_run_f_aim_6
mp_akimbo_prone_aim_6
mp_akimbo_crouch_aim_6
mp_akimbo_stand_aim_6
jug_maniac_crouch_walk_aim_6
jug_maniac_run_F_aim_6
mp_rpg_prone_aim_6
mp_rpg_crouch_aim_6
mp_rpg_aim_6
mp_mini_stand_aim_6
mp_mini_crouch_aim_6
mp_rpg_run_F_aim_6
mp_rpg_crouch_walk_F_aim_6
mp_hold_stand_aim_6
mp_hold_crouch_aim_6
mp_rpg_Crouch_ADS_aim_6
mp_rpg_ADS_aim_6
}
stndrd_aim_7
{
mp_stand_aim_7
mp_shield_stand_aim_7
mp_crouch_aim_7
mp_shield_crouch_aim_7
mp_run_assault_aim_7
mp_prone_aim_7
mp_pistol_stand_aim_7
mp_pistol_crouch_aim_7
mp_pistol_prone_aim_7
mp_pistol_crouch_walk_f_aim_7
mp_pistol_stand_run_f_aim_7
jug_maniac_aim_7
jug_maniac_crouch_aim_7
jug_maniac_prone_aim_7
mp_shield_crouch_run_aim_7
mp_shield_run_aim_7
mp_akimbo_crouch_walk_f_aim_7
mp_akimbo_stand_run_f_aim_7
mp_akimbo_prone_aim_7
mp_akimbo_crouch_aim_7
mp_akimbo_stand_aim_7
jug_maniac_crouch_walk_aim_7
jug_maniac_run_F_aim_7
mp_rpg_prone_aim_7
mp_rpg_crouch_aim_7
mp_rpg_aim_7
mp_mini_stand_aim_7
mp_mini_crouch_aim_7
mp_rpg_run_F_aim_7
mp_rpg_crouch_walk_F_aim_7
mp_hold_stand_aim_7
mp_hold_crouch_aim_7
mp_rpg_Crouch_ADS_aim_7
mp_rpg_ADS_aim_7
}
stndrd_aim_8
{
mp_stand_aim_8
mp_shield_stand_aim_8
mp_crouch_aim_8
mp_shield_crouch_aim_8
mp_run_assault_aim_8
mp_prone_aim_8
mp_pistol_stand_aim_8
mp_pistol_crouch_aim_8
mp_pistol_prone_aim_8
mp_pistol_crouch_walk_f_aim_8
mp_pistol_stand_run_f_aim_8
jug_maniac_aim_8
jug_maniac_crouch_aim_8
jug_maniac_prone_aim_8
mp_shield_crouch_run_aim_8
mp_shield_run_aim_8
mp_akimbo_crouch_walk_f_aim_8
mp_akimbo_stand_run_f_aim_8
mp_akimbo_prone_aim_8
mp_akimbo_crouch_aim_8
mp_akimbo_stand_aim_8
jug_maniac_crouch_walk_aim_8
jug_maniac_run_F_aim_8
mp_rpg_prone_aim_8
mp_rpg_crouch_aim_8
mp_rpg_aim_8
mp_mini_stand_aim_8
mp_mini_crouch_aim_8
mp_rpg_run_F_aim_8
mp_rpg_crouch_walk_F_aim_8
mp_hold_stand_aim_8
mp_hold_crouch_aim_8
mp_rpg_Crouch_ADS_aim_8
mp_rpg_ADS_aim_8
}
stndrd_aim_9
{
mp_stand_aim_9
mp_shield_stand_aim_9
mp_crouch_aim_9
mp_shield_crouch_aim_9
mp_run_assault_aim_9
mp_prone_aim_9
mp_pistol_stand_aim_9
mp_pistol_crouch_aim_9
mp_pistol_prone_aim_9
mp_pistol_crouch_walk_f_aim_9
mp_pistol_stand_run_f_aim_9
jug_maniac_aim_9
jug_maniac_crouch_aim_9
jug_maniac_prone_aim_9
mp_shield_crouch_run_aim_9
mp_shield_run_aim_9
mp_akimbo_crouch_walk_f_aim_9
mp_akimbo_stand_run_f_aim_9
mp_akimbo_prone_aim_9
mp_akimbo_crouch_aim_9
mp_akimbo_stand_aim_9
jug_maniac_crouch_walk_aim_9
jug_maniac_run_F_aim_9
mp_rpg_prone_aim_9
mp_rpg_crouch_aim_9
mp_rpg_aim_9
mp_mini_stand_aim_9
mp_mini_crouch_aim_9
mp_rpg_run_F_aim_9
mp_rpg_crouch_walk_F_aim_9
mp_hold_stand_aim_9
mp_hold_crouch_aim_9
mp_rpg_Crouch_ADS_aim_9
mp_rpg_ADS_aim_9
}
}
//
// Lean anims
//
lean : additive
{
lean_left
{
}
lean_right
{
}
}
//
// End IW6 anims
//
}
}
breaching
{
breach_player_v1
breach_player_v2
breach_player_v3
breach_player_viewmodel_v2
breach_player_viewmodel_v3
breach_coop_player_1
breach_coop_player_1_3rdPerson
breach_coop_player_2
breach_coop_player_2_3rdPerson
}
//alien town intro
alien_town_intro_redshirt
alien_town_intro_boss
alien_town_intro_pilot
// Gameplay settings in here only.
// No controller or keyboard bindings.
// Nothing platform specific.
// DO NOT CHANGE DEV_DVARS (i.e. Dvars used by code) IN THIS FILE, OR THEY MAY NOT WORK IN SHIP.
// SET THEM IN autoexec_*.cfg INSTEAD
// (If you are changing Dvars used only by script, carry on!)
set cg_hudSplitscreenCompassElementScale 1.75
// UI DEFAULTS
set ui_borderLowLightScale 0.35
set ui_mapname mp_prisonbreak
set ui_gametype war
set cg_hudlegacysplitscreenscale 1
set cg_hudsplitscreenstancescale 1
set cg_hudsplitscreencompassscale 1
set cg_headiconminscreenradius 0.025
set ui_allow_controlschange 1
set ui_showmap 1
set cg_hudMapBorderWidth 2
set cg_hudMapFriendlyHeight 15
set cg_hudMapFriendlyWidth 15
set cg_hudMapPlayerHeight 20
set cg_hudMapPlayerWidth 20
set waypointIconHeight 36
set waypointIconWidth 36
set waypointOffscreenPointerDistance 20
set scr_RequiredMapAspectratio 1
set scr_patientZero ""
set scr_tispawndelay 0
set scr_riotShieldXPBullets 15
set bot_autoconnectdefault 0
set bot_difficultydefault 1
// UI
set cg_hudObjectiveTextScale 0.3
set cg_headIconMinScreenRadius 0.015
set cg_hudMapFriendlyHeight 15
set cg_hudMapFriendlyWidth 15
set cg_hudMapPlayerHeight 20
set cg_hudMapPlayerWidth 20
set cg_weaponHintsCoD1Style 1
set scr_thirdPerson 0
set sv_maxclients 24
set scr_xpscale 1
set useRelativeTeamColors 0
// gameplay
set scr_game_graceperiod 0
set scr_game_allowkillcam 1
set scr_game_onlyheadshots 0
set scr_game_deathpointloss 0
set scr_game_suicidepointloss 0
set scr_team_teamkillpointloss 1
set scr_game_spectatetype 1
set scr_game_perks 1
set scr_game_forceuav 0
set scr_game_hardpoints 1
set scr_nukeTimer 10
set scr_nukeCancelMode 0
set r_thermalColorScale 1.25
set scr_default_maxagents 5
set scr_disableClientSpawnTraces 0
// Killstreaks
set cg_turretKillCamBackDist 25
set perk_scavengerMode 0
set perk_blastShieldScale 65
set perk_blastShieldClampHP 80
set perk_blastShieldScale_HC 10
set perk_blastShieldClampHP_HC 20
set perk_armorPiercingDamage 40
set scr_game_killstreakdelay 12
set weap_thermoDebuffMod 185
set perk_fastRegenWaitMS 500
set perk_fastRegenRate 2
// hardpoints
set scr_hardpoint_allowartillery 1
set scr_hardpoint_allowuav 1
set scr_hardpoint_allowhelicopter 1
// teams
set scr_team_fftype 0
set scr_team_respawntime 0
set scr_team_teamkillspawndelay 20
set scr_team_kickteamkillers 0
// player
set scr_player_numlives 0
set scr_player_respawndelay 0
set scr_player_maxhealth 100
set scr_player_suicidespawndelay 0
set scr_player_healthregentime 5
set scr_player_forcerespawn 1
set scr_player_sprinttime 4
set scr_explBulletMod 1
set scr_maxPerPlayerExplosives 2
// rest XP
set scr_restxp_enable 0
set scr_restxp_minRestTime 4 // hours before rest starts taking effect
set scr_restxp_levelsPerDay 0.5 // levels of rest XP awarded per day of rest
set scr_restxp_cap 0.5 // max levels of rest XP allowed to accumulate
set scr_restxp_restedAwardScale 0.5 // multiplier for extra XP given while rested
set scr_restxp_timescale 1 // for debugging
// UI
set g_hardcore 0
set scr_hardcore 0
set scr_diehard 0
set scr_oldschool 0
set ui_hud_hardcore 0
set ui_hud_obituaries 1
// outline
set r_hudOutlineEnable 1
set r_hudOutlineWidth 1
// DEATHMATCH
set scr_dm_scorelimit 30
set scr_dm_timelimit 10
set scr_dm_roundlimit 1
set scr_dm_winlimit 1
set scr_dm_numlives 0
set scr_dm_playerrespawndelay 0
set scr_dm_waverespawndelay 0
set scr_dm_promode 0
// DOMINATION
set scr_dom_scorelimit 200
set scr_dom_timelimit 0
set scr_dom_roundlimit 1
set scr_dom_winlimit 1
set scr_dom_numlives 0
set scr_dom_playerrespawndelay 0
set scr_dom_waverespawndelay 0
set scr_dom_promode 0
// TEAM DEATHMATCH
set scr_war_scorelimit 75
set scr_war_timelimit 10
set scr_war_roundlimit 1
set scr_war_winlimit 1
set scr_war_numlives 0
set scr_war_playerrespawndelay 0
set scr_war_waverespawndelay 0
set scr_war_promode 0
// SEARCH AND DESTROY
set scr_sd_scorelimit 1
set scr_sd_timelimit 2.5
set scr_sd_roundlimit 0
set scr_sd_winlimit 4
set scr_sd_roundswitch 3 // rounds between switching teams
set scr_sd_numlives 1 // elimination
set scr_sd_bombtimer 45
set scr_sd_planttime 5
set scr_sd_defusetime 5
set scr_sd_multibomb 0
set scr_sd_playerrespawndelay 0
set scr_sd_waverespawndelay 0
set scr_sd_promode 0
// SEARCH AND RESCUE
set scr_sr_scorelimit 1
set scr_sr_timelimit 2.5
set scr_sr_roundlimit 0
set scr_sr_winlimit 4
set scr_sr_roundswitch 3 // rounds between switching teams
set scr_sr_numlives 1 // elimination
set scr_sr_bombtimer 45
set scr_sr_planttime 5
set scr_sr_defusetime 5
set scr_sr_multibomb 0
set scr_sr_playerrespawndelay 0
set scr_sr_waverespawndelay 0
set scr_sr_promode 0
// KILL CONFIRMED
set scr_conf_scorelimit 65
set scr_conf_timelimit 10
set scr_conf_roundlimit 1
set scr_conf_winlimit 1
set scr_conf_numlives 0
set scr_conf_playerrespawndelay 0
set scr_conf_waverespawndelay 0
set scr_conf_promode 0
// INFECTED DRAFT
set scr_infect_timelimit 10
set scr_infect_roundlimit 1
set scr_infect_winlimit 1
set scr_infect_numlives 0
set scr_infect_playerrespawndelay 0
set scr_infect_waverespawndelay 0
set scr_infect_promode 0
// MUGGER
set scr_mugger_scorelimit 2500
set scr_mugger_timelimit 7
set scr_mugger_roundlimit 1
set scr_mugger_winlimit 1
set scr_mugger_numlives 0
set scr_mugger_playerrespawndelay 0
set scr_mugger_waverespawndelay 0
set scr_mugger_promode 0
// ALIENS
set scr_aliens_scorelimit 2500
set scr_aliens_timelimit 0
set scr_aliens_roundlimit 1
set scr_aliens_winlimit 1
set scr_aliens_numlives 0
set scr_aliens_playerrespawndelay 0
set scr_aliens_waverespawndelay 0
set scr_aliens_promode 0
set scr_aliens_maxagents 24
// GRIND
set scr_grind_scorelimit 65
set scr_grind_timelimit 10
set scr_grind_roundlimit 1
set scr_grind_winlimit 1
set scr_grind_numlives 0
set scr_grind_playerrespawndelay 0
set scr_grind_waverespawndelay 0
set scr_grind_promode 0
// BLITZ
set scr_blitz_scorelimit 16
set scr_blitz_timelimit 5
set scr_blitz_roundlimit 2
set scr_blitz_roundswitch 1
set scr_blitz_winlimit 0
set scr_blitz_numlives 0
set scr_blitz_playerrespawndelay 0
set scr_blitz_waverespawndelay 0
set scr_blitz_scoredelay 10
set scr_blitz_promode 0
// CRANKED
set scr_cranked_scorelimit 100
set scr_cranked_timelimit 10
set scr_cranked_roundlimit 1
set scr_cranked_winlimit 1
set scr_cranked_numlives 0
set scr_cranked_playerrespawndelay 0
set scr_cranked_waverespawndelay 0
set scr_cranked_promode 0
set scr_cranked_teambased 1
set scr_cranked_scorelimit_ffa 60
// HORDE
set scr_horde_scorelimit 0
set scr_horde_timelimit 0
set scr_horde_roundlimit 1
set scr_horde_winlimit 1
set scr_horde_numlives 1
set scr_horde_playerrespawndelay 0
set scr_horde_waverespawndelay 0
set scr_horde_promode 0
set scr_horde_maxagents 24
set scr_horde_difficulty 3
// SURVIVAL OF THE FITTEST
set scr_sotf_scorelimit 65
set scr_sotf_timelimit 10
set scr_sotf_roundlimit 1
set scr_sotf_winlimit 1
set scr_sotf_numlives 0
set scr_sotf_playerrespawndelay 0
set scr_sotf_waverespawndelay 0
set scr_sotf_promode 0
// SURVIVAL OF THE FITTEST - FFA
set scr_sotf_ffa_scorelimit 25
set scr_sotf_ffa_timelimit 10
set scr_sotf_ffa_roundlimit 1
set scr_sotf_ffa_winlimit 1
set scr_sotf_ffa_numlives 0
set scr_sotf_ffa_playerrespawndelay 0
set scr_sotf_ffa_waverespawndelay 0
set scr_sotf_ffa_promode 0///////////////////////////////////////////////////////////////////////////////////////
// Alien
// This is the ragdoll created for the alien brute
///////////////////////////////////////////////////////////////////////////////////////
ragdoll_clear 0
// p0 = point 0
// p1 = point 1
// cog = center of gravity
// rb = rigid body
// Where an argument lists <axis> it means a literal x, y, z, -x, -y, or -z
// Bones
// Format is:
// ragdoll_bone <def> <joint name (p0)> <child name (p1)> <radius> <cog lerp> <mass>
// <friction> <parent bone> <mirror> <geom type> <additional offset>
// There may be a maximum number of capsules set by RAGDOLL_MAX_BONES which is set at 14
ragdoll_bone 0 j_mainroot j_spinelower 5.7874047 0.5 100.0 1.0 -1 0 capsule
ragdoll_bone 0 j_spineupper j_neck 8.1496107 0.5 75.0 1.0 0 0 capsule
ragdoll_bone 0 j_head j_jaw 8.1496107 0.5 50.0 1.0 1 0 capsule
ragdoll_bone 0 j_shoulder_le j_elbow_le 4.2126007 0.5 10.0 0.5 1 0 capsule
ragdoll_bone 0 j_elbow_le j_wrist_le 3.0314977 0.5 8.0 0.5 3 0 capsule
ragdoll_bone 0 j_shoulder_ri j_elbow_ri 4.2126007 0.5 10.0 0.5 1 0 capsule
ragdoll_bone 0 j_elbow_ri j_wrist_ri 3.0314977 0.5 8.0 0.5 5 0 capsule
ragdoll_bone 0 j_hip_le j_knee_le 4.6063017 0.5 10.0 0.5 0 0 capsule
ragdoll_bone 0 j_knee_le j_ankle_le 3.4251987 0.5 8.0 0.5 7 0 capsule
ragdoll_bone 0 j_ankle_le j_ball_le 2.2440957 0.5 7.0 0.5 8 0 capsule
ragdoll_bone 0 j_hip_ri j_knee_ri 4.6063017 0.5 10.0 0.5 0 0 capsule
ragdoll_bone 0 j_knee_ri j_ankle_ri 3.4251987 0.5 8.0 0.5 10 0 capsule
ragdoll_bone 0 j_ankle_ri j_ball_ri 2.2440957 0.5 7.0 0.5 11 0 capsule
//ragdoll_bone 0 j_tail_1 j_tail_2 4.2126007 0.5 10.0 0.5 0 0 capsule
//ragdoll_bone 0 j_tail_3 j_tail_4 2.6377967 0.5 5.0 0.5 13 0 capsule
//ragdoll_bone 0 j_tail_5_le j_tail_6_le 2.2440957 0.5 5.0 0.5 14 0 capsule
// Hit location
// Format is:
// ragdoll_hitloc_mapping <def> <bone> <hitloc>
ragdoll_hitloc_mapping 0 1 torso_lower
ragdoll_hitloc_mapping 0 1 torso_upper
ragdoll_hitloc_mapping 0 1 neck
ragdoll_hitloc_mapping 0 2 head
ragdoll_hitloc_mapping 0 3 left_arm_upper
ragdoll_hitloc_mapping 0 4 left_arm_lower
ragdoll_hitloc_mapping 0 4 left_hand
ragdoll_hitloc_mapping 0 5 right_arm_upper
ragdoll_hitloc_mapping 0 6 right_arm_lower
ragdoll_hitloc_mapping 0 6 right_hand
ragdoll_hitloc_mapping 0 7 left_leg_upper
ragdoll_hitloc_mapping 0 8 left_leg_lower
ragdoll_hitloc_mapping 0 9 left_foot
ragdoll_hitloc_mapping 0 10 right_leg_upper
ragdoll_hitloc_mapping 0 11 right_leg_lower
ragdoll_hitloc_mapping 0 12 right_foot
//ragdoll_hitloc_mapping 0 13 torso_lower
//ragdoll_hitloc_mapping 0 14 torso_lower
//ragdoll_hitloc_mapping 0 15 torso_lower
// Self collision pairs
// Format is:
// ragdoll_selfpair <def> <bone 0> <bone 1>
// Apparently there is a limit of 33 collision pairs.
//The max is calculated by taking RAGDOLL_MAX_BONES which is set at 14, multiplying by 2 and adding 5.
//<<FOR NOW THIS MUST BE DONE MANUALLY>>
//Main_root
ragdoll_selfpair 0 0 3
ragdoll_selfpair 0 0 4
ragdoll_selfpair 0 0 5
ragdoll_selfpair 0 0 6
//Spine_Upper
ragdoll_selfpair 0 1 4
ragdoll_selfpair 0 1 6
ragdoll_selfpair 0 1 7
ragdoll_selfpair 0 1 10
//Neck
ragdoll_selfpair 0 2 3
ragdoll_selfpair 0 2 4
ragdoll_selfpair 0 2 5
ragdoll_selfpair 0 2 6
//Arms
ragdoll_selfpair 0 3 5
ragdoll_selfpair 0 3 6
ragdoll_selfpair 0 4 5
ragdoll_selfpair 0 4 6
//Legs
ragdoll_selfpair 0 7 10
ragdoll_selfpair 0 7 11
ragdoll_selfpair 0 7 12
ragdoll_selfpair 0 8 10
ragdoll_selfpair 0 8 11
ragdoll_selfpair 0 8 12
ragdoll_selfpair 0 9 10
ragdoll_selfpair 0 9 11
ragdoll_selfpair 0 9 12
// Joint format is:
// ragdoll_joint <def> <bone index> <type>
ragdoll_joint 0 1 swivel // SpineUpper
ragdoll_joint 0 2 swivel // Neck
ragdoll_joint 0 3 swivel // Shoulder_LE
ragdoll_joint 0 4 hinge // Elbow_LE
ragdoll_joint 0 5 swivel // Shoulder_RI
ragdoll_joint 0 6 hinge // Elbow_RI
ragdoll_joint 0 7 swivel // Hip_LE
ragdoll_joint 0 8 hinge // Knee_LE
ragdoll_joint 0 9 hinge // Ankle_LE
ragdoll_joint 0 10 swivel // Hip_RI
ragdoll_joint 0 11 hinge // Knee_RI
ragdoll_joint 0 12 hinge // Ankle_RI
//ragdoll_joint 0 13 swivel // Tail_1
//ragdoll_joint 0 14 swivel // Tail_3
//ragdoll_joint 0 15 swivel // Tail_5_LE
// Limit format is:
// ragdoll_limit <def> <joint> <axis> <friction> <min angle> <max angle>
// The joint number is defined immediately above and is different from the bone index
// SpineUpper Angles
ragdoll_limit 0 0 x 0.0 -5.0 5.0
ragdoll_limit 0 0 y 0.0 -15.0 15.0
ragdoll_limit 0 0 z 0.0 -5.0 20.0
// Head Angles
ragdoll_limit 0 1 x 0.0 5.0 5.0
ragdoll_limit 0 1 y 0.0 15.0 15.0
ragdoll_limit 0 1 z 0.0 -35.0 15.0
// Shoulder_LE Angles
ragdoll_limit 0 2 x 0.0 -10.0 10.0
ragdoll_limit 0 2 y 0.0 -90.0 60.0
ragdoll_limit 0 2 z 0.0 -80.0 60.0
// Elbow_LE Angles
ragdoll_limit 0 3 z 0.0 -70.0 35.0
// Shoulder_RI Angles
ragdoll_limit 0 4 x 0.0 -10.0 10.0
ragdoll_limit 0 4 y 0.0 -60.0 90.0
ragdoll_limit 0 4 z 0.0 -80.0 60.0
// Elbow_RI Angles
ragdoll_limit 0 5 z 0.0 -70.0 35.0
// Hip_LE Angles
ragdoll_limit 0 6 x 0.0 -15.0 15.0
ragdoll_limit 0 6 y 0.0 -80.0 60.0
ragdoll_limit 0 6 z 0.0 -80.0 80.0
// Knee_LE Angles
ragdoll_limit 0 7 z 0.0 -5.0 30.0
// Ankle_LE Angles
ragdoll_limit 0 8 z 0.0 -40.0 30.0
// Hip_RI Angles
ragdoll_limit 0 9 x 0.0 -15.0 15.0
ragdoll_limit 0 9 y 0.0 -60.0 80.0
ragdoll_limit 0 9 z 0.0 -80.0 80.0
// Knee_RI Angles
ragdoll_limit 0 10 z 0.0 -5.0 30.0
// Ankle_RI Angles
ragdoll_limit 0 11 z 0.0 -40.0 30.0
// Tail_1 Angles
//ragdoll_limit 0 12 x 1.0 -5.0 5.0
//ragdoll_limit 0 12 y 1.0 -30.0 30.0
//ragdoll_limit 0 12 z 1.0 -30.0 30.0
// Tail_3 Angles
//ragdoll_limit 0 13 x 1.0 -5.0 5.0
//ragdoll_limit 0 13 y 1.0 -30.0 30.0
//ragdoll_limit 0 13 z 1.0 -30.0 30.0
// Tail_5_LE Angles
//ragdoll_limit 0 14 x 1.0 -10.0 10.0
//ragdoll_limit 0 14 y 1.0 -30.0 30.0
//ragdoll_limit 0 14 z 1.0 -30.0 30.0
//<<FOR NOW ragdoll_baselerp_bone MUST BE DONE MANUALLY>>
//TODO - UPDATE WITH PROPER HELPER JOINTS
ragdoll_baselerp_bone 0 j_wrist_le 1000
ragdoll_baselerp_bone 0 j_wrist_ri 1000
ragdoll_baselerp_bone 0 j_ball_le 1000
ragdoll_baselerp_bone 0 j_ball_ri 1000
///////////////////////////////////////////////////////////////////////////////////////
// Human
// This appears to be the ragdoll used by most levels
///////////////////////////////////////////////////////////////////////////////////////
ragdoll_clear 1
// p0 = point 0
// p1 = point 1
// cog = center of gravity
// rb = rigid body
// Where an argument lists <axis> it means a literal x, y, z, -x, -y, or -z
// Bones
// Format is:
// ragdoll_bone <def> <joint name (p0)> <child name (p1)> <radius> <cog lerp> <mass>
// <friction> <parent bone> <mirror> <geom type> <additional offset>
// There may be a maximum number of capsules set by RAGDOLL_MAX_BONES which is set at 14
ragdoll_bone 1 j_mainroot j_spinelower 6.3 0.5 100.0 1 -1 0 capsule
ragdoll_bone 1 j_spinelower j_spineupper 7.1 0.5 20.0 1 0 0 capsule
ragdoll_bone 1 j_spineupper j_neck 6.0 0.5 50.0 1 1 0 capsule
ragdoll_bone 1 j_neck j_head 3.6 0.5 5.0 1 2 0 capsule 3.5
ragdoll_bone 1 j_shoulder_le j_elbow_le 3.0 0.5 8.0 0.5 2 0 capsule
ragdoll_bone 1 j_elbow_le j_wrist_le 2.2 0.5 6.8 0.5 4 0 capsule
ragdoll_bone 1 j_shoulder_ri j_elbow_ri 3.0 0.5 8.0 0.5 2 0 capsule
ragdoll_bone 1 j_elbow_ri j_wrist_ri 2.2 0.5 6.8 0.5 6 0 capsule
ragdoll_bone 1 j_hip_le j_knee_le 4.0 0.5 12.0 0.5 0 0 capsule
ragdoll_bone 1 j_knee_le j_ankle_le 3.1 0.5 10.0 0.5 8 0 capsule
ragdoll_bone 1 j_hip_ri j_knee_ri 4.0 0.5 12.0 0.5 0 0 capsule
ragdoll_bone 1 j_knee_ri j_ankle_ri 3.1 0.5 10.0 0.5 10 0 capsule
// Hit location
// Format is:
// ragdoll_hitloc_mapping <def> <bone> <hitloc>
ragdoll_hitloc_mapping 1 3 helmet
ragdoll_hitloc_mapping 1 3 head
ragdoll_hitloc_mapping 1 3 neck
ragdoll_hitloc_mapping 1 2 torso_upper
ragdoll_hitloc_mapping 1 1 torso_lower
ragdoll_hitloc_mapping 1 6 right_arm_upper
ragdoll_hitloc_mapping 1 4 left_arm_upper
ragdoll_hitloc_mapping 1 7 right_arm_lower
ragdoll_hitloc_mapping 1 5 left_arm_lower
ragdoll_hitloc_mapping 1 7 right_hand
ragdoll_hitloc_mapping 1 5 left_hand
ragdoll_hitloc_mapping 1 10 right_leg_upper
ragdoll_hitloc_mapping 1 8 left_leg_upper
ragdoll_hitloc_mapping 1 11 right_leg_lower
ragdoll_hitloc_mapping 1 9 left_leg_lower
ragdoll_hitloc_mapping 1 11 right_foot
ragdoll_hitloc_mapping 1 9 left_foot
ragdoll_hitloc_mapping 1 7 gun
// Self collision pairs
// Format is:
// ragdoll_selfpair <def> <bone 0> <bone 1>
// Apparently there is a limit of 33 collision pairs.
// The max is calculated by taking RAGDOLL_MAX_BONES which is set at 14,
// multiplying by 2 and adding 5.
//left shoulder
ragdoll_selfpair 1 4 1
//ragdoll_selfpair 1 4 2
ragdoll_selfpair 1 4 3
//ragdoll_selfpair 1 4 6
ragdoll_selfpair 1 4 7
//ragdoll_selfpair 1 4 8
//ragdoll_selfpair 1 4 9
//ragdoll_selfpair 1 4 10
//ragdoll_selfpair 1 4 11
//left elbow
ragdoll_selfpair 1 5 0
ragdoll_selfpair 1 5 1
ragdoll_selfpair 1 5 2
ragdoll_selfpair 1 5 3
ragdoll_selfpair 1 5 6
ragdoll_selfpair 1 5 7
ragdoll_selfpair 1 5 8
ragdoll_selfpair 1 5 9
ragdoll_selfpair 1 5 10
ragdoll_selfpair 1 5 11
//right shoulder
ragdoll_selfpair 1 6 1
//ragdoll_selfpair 1 6 2
ragdoll_selfpair 1 6 3
//ragdoll_selfpair 1 6 4
//ragdoll_selfpair 1 6 5
//ragdoll_selfpair 1 6 8
//ragdoll_selfpair 1 6 9
//ragdoll_selfpair 1 6 10
//ragdoll_selfpair 1 6 11
//right elbow
ragdoll_selfpair 1 7 0
ragdoll_selfpair 1 7 1
ragdoll_selfpair 1 7 2
ragdoll_selfpair 1 7 3
//ragdoll_selfpair 1 7 4
//ragdoll_selfpair 1 7 5
ragdoll_selfpair 1 7 8
ragdoll_selfpair 1 7 9
ragdoll_selfpair 1 7 10
ragdoll_selfpair 1 7 11
//Left Hip
//ragdoll_selfpair 1 8 0
//ragdoll_selfpair 1 8 1
ragdoll_selfpair 1 8 2
//ragdoll_selfpair 1 8 3
ragdoll_selfpair 1 8 10
ragdoll_selfpair 1 8 11
//Left Knee
//ragdoll_selfpair 1 9 0
ragdoll_selfpair 1 9 1
ragdoll_selfpair 1 9 2
//ragdoll_selfpair 1 9 3
ragdoll_selfpair 1 9 10
ragdoll_selfpair 1 9 11
//Right Hip
//ragdoll_selfpair 1 10 0
//ragdoll_selfpair 1 10 1
ragdoll_selfpair 1 10 2
//ragdoll_selfpair 1 8 3
//Right Knee
//ragdoll_selfpair 1 11 0
ragdoll_selfpair 1 11 1
ragdoll_selfpair 1 11 2
// Joint format is:
// ragdoll_joint <def> <bone index> <type> <axis> <low limit> <hi limit>
ragdoll_joint 1 1 swivel // Spine lower
ragdoll_joint 1 2 swivel // Spine upper
ragdoll_joint 1 3 swivel // Neck 0
ragdoll_joint 1 4 swivel // l shoulder
ragdoll_joint 1 5 hinge // l elbow
ragdoll_joint 1 6 swivel // r shoulder
ragdoll_joint 1 7 hinge // r elbow
ragdoll_joint 1 8 swivel // l hip
ragdoll_joint 1 9 hinge // l knee
ragdoll_joint 1 10 swivel // r hip
ragdoll_joint 1 11 hinge // r knee
// Limit format is:
// ragdoll_limit <def> <joint> <axis> <friction> <min angle> <max angle>
// The joint number is defined immediately above and is different from the bone index
// J_SpineLower Angles
ragdoll_limit 1 0 x 0.95 0.0 0.0
ragdoll_limit 1 0 y 0.95 0.0 20.0
ragdoll_limit 1 0 z 0.95 0.0 0.0
// J_SpineUpper Angles
ragdoll_limit 1 1 x 0.95 0.0 0.0
ragdoll_limit 1 1 y 0.95 7.0 0.0
ragdoll_limit 1 1 z 0.95 0.0 0.0
// J_Neck Angles
ragdoll_limit 1 2 x 0.25 -35.0 35.0
ragdoll_limit 1 2 y 0.25 -35.0 35.0
ragdoll_limit 1 2 z 0.25 -35.0 35.0
// J_Shoulder_LE Angles
ragdoll_limit 1 3 x 0.50 -30.0 60.0
ragdoll_limit 1 3 y 0.50 -40.0 70.0
ragdoll_limit 1 3 z 0.50 -90.0 70.0
// J_Elbow_LE Angles
ragdoll_limit 1 4 z 0.50 -80.0 45.0
// J_Shoulder_RI Angles
ragdoll_limit 1 5 x 0.50 -60.0 30.0
ragdoll_limit 1 5 y 0.50 -70.0 40.0
ragdoll_limit 1 5 z 0.50 -90.0 70.0
// J_Elbow_RI Angles
ragdoll_limit 1 6 z 0.50 -80.0 45.0
// J_Hip_LE Angles
ragdoll_limit 1 7 x 0.75 -20.0 20.0
ragdoll_limit 1 7 y 0.75 -45.0 15.0
ragdoll_limit 1 7 z 0.75 -90.0 15.0
// J_Knee_LE Angles
ragdoll_limit 1 8 z 0.50 -10.0 120.0
// J_Hip_RI Angles
ragdoll_limit 1 9 x 0.75 -20.0 20.0
ragdoll_limit 1 9 y 0.75 -15.0 45.0
ragdoll_limit 1 9 z 0.75 -90.0 15.0
// J_Knee_RI Angles
ragdoll_limit 1 10 z 0.50 -10.0 120.0
ragdoll_baselerp_bone 1 j_head 2000
ragdoll_baselerp_bone 1 j_wrist_le 1000
ragdoll_baselerp_bone 1 j_wrist_ri 1000
ragdoll_baselerp_bone 1 j_ankle_le 1000
ragdoll_baselerp_bone 1 j_ankle_ri 1000
ragdoll_baselerp_bone 1 j_shouldertwist_le 1000 4
ragdoll_baselerp_bone 1 j_shouldertwist_ri 1000 6
ragdoll_baselerp_bone 1 j_hiptwist_le 1000 8
ragdoll_baselerp_bone 1 j_hiptwist_ri 1000 10
///////////////////////////////////////////////////////////////////////////////////////
// Space Human
// Slightly Different ragdoll for space
///////////////////////////////////////////////////////////////////////////////////////
ragdoll_clear 2
// p0 = point 0
// p1 = point 1
// cog = center of gravity
// rb = rigid body
// Where an argument lists <axis> it means a literal x, y, z, -x, -y, or -z
// Bones
// Format is:
// ragdoll_bone <def> <joint name (p0)> <child name (p1)> <radius> <cog lerp> <mass>
// <friction> <parent bone> <mirror> <geom type> <additional offset>
// There may be a maximum number of capsules set by RAGDOLL_MAX_BONES which is set at 14
ragdoll_bone 2 j_mainroot j_spinelower 6.299216 0.5 100.0 1.0 -1 0 capsule
ragdoll_bone 2 j_spinelower j_spineupper 8.67323303 0.5 20.0 1.0 0 0 capsule
ragdoll_bone 2 j_spineupper j_neck 6.00000324 0.5 50.0 1.0 1 0 capsule
ragdoll_bone 2 j_neck j_head 6.35433414 0.5 5.0 1.0 2 0 capsule
ragdoll_bone 2 j_shoulder_le j_elbow_le 3.78740362 0.5 8.0 0.5 2 0 capsule
ragdoll_bone 2 j_elbow_le j_wrist_le 2.98819059 0.5 6.80000019073 0.5 4 0 capsule
ragdoll_bone 2 j_shoulder_ri j_elbow_ri 3.78740362 0.5 8.0 0.5 2 0 capsule
ragdoll_bone 2 j_elbow_ri j_wrist_ri 2.98819059 0.5 6.80000019073 0.5 6 0 capsule
ragdoll_bone 2 j_hip_le j_knee_le 4.39370316 0.5 12.0 0.5 0 0 capsule
ragdoll_bone 2 j_knee_le j_ankle_le 3.88582887 0.5 10.0 0.5 8 0 capsule
ragdoll_bone 2 j_hip_ri j_knee_ri 4.39370316 0.5 12.0 0.5 0 0 capsule
ragdoll_bone 2 j_knee_ri j_ankle_ri 3.88582887 0.5 10.0 0.5 10 0 capsule
// Hit location
// Format is:
// ragdoll_hitloc_mapping <def> <bone> <hitloc>
ragdoll_hitloc_mapping 2 3 helmet
ragdoll_hitloc_mapping 2 3 head
ragdoll_hitloc_mapping 2 3 neck
ragdoll_hitloc_mapping 2 2 torso_upper
ragdoll_hitloc_mapping 2 1 torso_lower
ragdoll_hitloc_mapping 2 6 right_arm_upper
ragdoll_hitloc_mapping 2 4 left_arm_upper
ragdoll_hitloc_mapping 2 7 right_arm_lower
ragdoll_hitloc_mapping 2 5 left_arm_lower
ragdoll_hitloc_mapping 2 7 right_hand
ragdoll_hitloc_mapping 2 5 left_hand
ragdoll_hitloc_mapping 2 10 right_leg_upper
ragdoll_hitloc_mapping 2 8 left_leg_upper
ragdoll_hitloc_mapping 2 11 right_leg_lower
ragdoll_hitloc_mapping 2 9 left_leg_lower
ragdoll_hitloc_mapping 2 11 right_foot
ragdoll_hitloc_mapping 2 9 left_foot
ragdoll_hitloc_mapping 2 7 gun
// Self collision pairs
// Format is:
// ragdoll_selfpair <def> <bone 0> <bone 1>
// Apparently there is a limit of 33 collision pairs.
// The max is calculated by taking RAGDOLL_MAX_BONES which is set at 14,
// multiplying by 2 and adding 5.
//left shoulder
////ragdoll_selfpair 2 4 1
//ragdoll_selfpair 2 4 2
////ragdoll_selfpair 2 4 3
//ragdoll_selfpair 2 4 6
////ragdoll_selfpair 2 4 7
//ragdoll_selfpair 2 4 8
//ragdoll_selfpair 2 4 9
//ragdoll_selfpair 2 4 10
//ragdoll_selfpair 2 4 11
//left elbow
ragdoll_selfpair 2 5 0
ragdoll_selfpair 2 5 1
ragdoll_selfpair 2 5 2
ragdoll_selfpair 2 5 3
////ragdoll_selfpair 2 5 6
////ragdoll_selfpair 2 5 7
////ragdoll_selfpair 2 5 8
////ragdoll_selfpair 2 5 9
////ragdoll_selfpair 2 5 10
////ragdoll_selfpair 2 5 11
//right shoulder
////ragdoll_selfpair 2 6 1
//ragdoll_selfpair 2 6 2
////ragdoll_selfpair 2 6 3
//ragdoll_selfpair 2 6 4
//ragdoll_selfpair 2 6 5
//ragdoll_selfpair 2 6 8
//ragdoll_selfpair 2 6 9
//ragdoll_selfpair 2 6 10
//ragdoll_selfpair 2 6 11
//right elbow
ragdoll_selfpair 2 7 0
ragdoll_selfpair 2 7 1
ragdoll_selfpair 2 7 2
ragdoll_selfpair 2 7 3
//ragdoll_selfpair 2 7 4
//ragdoll_selfpair 2 7 5
////ragdoll_selfpair 2 7 8
////ragdoll_selfpair 2 7 9
////ragdoll_selfpair 2 7 10
////ragdoll_selfpair 2 7 11
//Left Hip
//ragdoll_selfpair 2 8 0
//ragdoll_selfpair 2 8 1
////ragdoll_selfpair 2 8 2
//ragdoll_selfpair 2 8 3
////ragdoll_selfpair 2 8 10
////ragdoll_selfpair 2 8 11
//Left Knee
//ragdoll_selfpair 2 9 0
ragdoll_selfpair 2 9 1
ragdoll_selfpair 2 9 2
//ragdoll_selfpair 2 9 3
////ragdoll_selfpair 2 9 10
////ragdoll_selfpair 2 9 11
//Right Hip
//ragdoll_selfpair 2 10 0
//ragdoll_selfpair 2 10 1
////ragdoll_selfpair 2 10 2
//ragdoll_selfpair 2 8 3
//Right Knee
//ragdoll_selfpair 2 11 0
ragdoll_selfpair 2 11 1
ragdoll_selfpair 2 11 2
// Joint format is:
// ragdoll_joint <def> <bone index> <type> <axis> <low limit> <hi limit>
ragdoll_joint 2 1 swivel // J_SpineLower
ragdoll_joint 2 2 swivel // J_SpineUpper
ragdoll_joint 2 3 swivel // J_Neck
ragdoll_joint 2 4 swivel // J_Shoulder_LE
ragdoll_joint 2 5 hinge // J_Elbow_LE
ragdoll_joint 2 6 swivel // J_Shoulder_RI
ragdoll_joint 2 7 hinge // J_Elbow_RI
ragdoll_joint 2 8 swivel // J_Hip_LE
ragdoll_joint 2 9 hinge // J_Knee_LE
ragdoll_joint 2 10 swivel // J_Hip_RI
ragdoll_joint 2 11 hinge // J_Knee_RI
// Limit format is:
// ragdoll_limit <def> <joint> <axis> <friction> <min angle> <max angle>
// The joint number is defined immediately above and is different from the bone index
// J_SpineLower Angles
ragdoll_limit 2 0 x 0.95 0.0 0.0
ragdoll_limit 2 0 y 0.95 0.0 20.0
ragdoll_limit 2 0 z 0.95 0.0 0.0
// J_SpineUpper Angles
ragdoll_limit 2 1 x 0.95 0.0 0.0
ragdoll_limit 2 1 y 0.95 7.0 0.0
ragdoll_limit 2 1 z 0.95 0.0 0.0
// J_Neck Angles
ragdoll_limit 2 2 x 0.25 -5.0 5.0
ragdoll_limit 2 2 y 0.25 -10.0 10.0
ragdoll_limit 2 2 z 0.25 -10.0 10.0
// J_Shoulder_LE Angles
ragdoll_limit 2 3 x 0.90 -5.0 5.0
ragdoll_limit 2 3 y 0.90 -20.0 35.0
ragdoll_limit 2 3 z 0.90 -45.0 15.0
// J_Elbow_LE Angles
ragdoll_limit 2 4 z 0.75 -55.0 30.0
// J_Shoulder_RI Angles
ragdoll_limit 2 5 x 0.90 -5.0 5.0
ragdoll_limit 2 5 y 0.90 -35.0 20.0
ragdoll_limit 2 5 z 0.90 -45.0 15.0
// J_Elbow_RI Angles
ragdoll_limit 2 6 z 0.75 -55.0 30.0
// J_Hip_LE Angles
ragdoll_limit 2 7 x 0.95 -5.0 5.0
ragdoll_limit 2 7 y 0.95 -15.0 -3.0
ragdoll_limit 2 7 z 0.95 -70.0 -15.0
// J_Knee_LE Angles
ragdoll_limit 2 8 z 0.75 5.0 60.0
// J_Hip_RI Angles
ragdoll_limit 2 9 x 0.95 -5.0 5.0
ragdoll_limit 2 9 y 0.95 3.0 15.0
ragdoll_limit 2 9 z 0.95 -70.0 -15.0
// J_Knee_RI Angles
ragdoll_limit 2 10 z 0.75 5.0 60.0
ragdoll_baselerp_bone 2 j_head 2000
ragdoll_baselerp_bone 2 j_wrist_le 1000
ragdoll_baselerp_bone 2 j_wrist_ri 1000
ragdoll_baselerp_bone 2 j_ankle_le 1000
ragdoll_baselerp_bone 2 j_ankle_ri 1000
ragdoll_baselerp_bone 2 j_shouldertwist_le 1000 4
ragdoll_baselerp_bone 2 j_shouldertwist_ri 1000 6
ragdoll_baselerp_bone 2 j_hiptwist_le 1000 8
ragdoll_baselerp_bone 2 j_hiptwist_ri 1000 10
bind BUTTON_RSHLDR "+frag"
bind BUTTON_LSHLDR "+smoke"
bind BUTTON_RTRIG "+attack"
bind BUTTON_LTRIG "+speed_throw"
bind BUTTON_RSTICK "+melee_zoom"
bind BUTTON_LSTICK "+breath_sprint"
set gpad_button_rstick_deflect_max 1.0
set gpad_button_lstick_deflect_max 1.0
bind BUTTON_A "+gostand"
bind BUTTON_B "+stance"
bind BUTTON_X "+usereload"
bind BUTTON_Y "weapnext"
bind DPAD_UP "+actionslot 1"
bind DPAD_DOWN "+actionslot 2"
bind DPAD_LEFT "+actionslot 3"
bind DPAD_RIGHT "+actionslot 4"
set gpad_isLefty 0
bind BUTTON_RSHLDR "+frag"
bind BUTTON_LSHLDR "+smoke"
bind BUTTON_RTRIG "+attack"
bind BUTTON_LTRIG "+speed_throw"
bind BUTTON_RSTICK "+stance"
bind BUTTON_LSTICK "+breath_sprint"
set gpad_button_rstick_deflect_max 1.0
set gpad_button_lstick_deflect_max 1.0
bind BUTTON_A "+gostand"
bind BUTTON_B "+melee_zoom"
bind BUTTON_X "+usereload"
bind BUTTON_Y "weapnext"
bind DPAD_UP "+actionslot 1"
bind DPAD_DOWN "+actionslot 2"
bind DPAD_LEFT "+actionslot 3"
bind DPAD_RIGHT "+actionslot 4"
set gpad_isLefty 0
bind BUTTON_RSHLDR "+smoke"
bind BUTTON_LSHLDR "+frag"
bind BUTTON_RTRIG "+speed_throw"
bind BUTTON_LTRIG "+attack"
bind BUTTON_RSTICK "+sprint_zoom"
bind BUTTON_LSTICK "+melee_breath"
set gpad_button_rstick_deflect_max 1.0
set gpad_button_lstick_deflect_max 1.0
bind BUTTON_A "+gostand"
bind BUTTON_B "+stance"
bind BUTTON_X "+usereload"
bind BUTTON_Y "weapnext"
bind DPAD_UP "+actionslot 1"
bind DPAD_DOWN "+actionslot 2"
bind DPAD_LEFT "+actionslot 3"
bind DPAD_RIGHT "+actionslot 4"
set gpad_isLefty 1
bind BUTTON_RTRIG "+attack_akimbo_accessible"
bind BUTTON_LTRIG "+frag"
bind BUTTON_RSHLDR "+ads_akimbo_accessible"
bind BUTTON_LSHLDR "+smoke"
bind BUTTON_RSTICK "+melee_breath"
bind BUTTON_LSTICK "+sprint_zoom"
set gpad_button_rstick_deflect_max 1.0
set gpad_button_lstick_deflect_max 1.0
bind BUTTON_A "+gostand"
bind BUTTON_B "+stance"
bind BUTTON_X "+usereload"
bind BUTTON_Y "weapnext"
bind DPAD_UP "+actionslot 1"
bind DPAD_DOWN "+actionslot 2"
bind DPAD_LEFT "+actionslot 3"
bind DPAD_RIGHT "+actionslot 4"
set gpad_isLefty 0
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bind BUTTON_RTRIG "+attack_akimbo_accessible"
bind BUTTON_LTRIG "+frag"
bind BUTTON_RSHLDR "+ads_akimbo_accessible"
bind BUTTON_LSHLDR "+smoke"
bind BUTTON_RSTICK "+stance"
bind BUTTON_LSTICK "+sprint_zoom"
set gpad_button_rstick_deflect_max 1.0
set gpad_button_lstick_deflect_max 1.0
bind BUTTON_A "+gostand"
bind BUTTON_B "+melee_breath"
bind BUTTON_X "+usereload"
bind BUTTON_Y "weapnext"
bind DPAD_UP "+actionslot 1"
bind DPAD_DOWN "+actionslot 2"
bind DPAD_LEFT "+actionslot 3"
bind DPAD_RIGHT "+actionslot 4"
set gpad_isLefty 0
// Gameplay settings in here only.
// No controller or keyboard bindings.
// Nothing platform specific.
// DO NOT CHANGE DEV_DVARS (i.e. Dvars used by code) IN THIS FILE, OR THEY MAY NOT WORK IN SHIP.
// SET THEM IN autoexec_*.cfg INSTEAD
// (If you are changing Dvars used only by script, carry on!)
set cg_hudSplitscreenCompassElementScale 1.75
// UI DEFAULTS
set ui_borderLowLightScale 0.35
set ui_mapname mp_prisonbreak
set ui_gametype war
set cg_hudlegacysplitscreenscale 1
set cg_hudsplitscreenstancescale 1
set cg_hudsplitscreencompassscale 1
set cg_headiconminscreenradius 0.025
set ui_allow_controlschange 1
set ui_showmap 1
set cg_hudMapBorderWidth 2
set cg_hudMapFriendlyHeight 15
set cg_hudMapFriendlyWidth 15
set cg_hudMapPlayerHeight 20
set cg_hudMapPlayerWidth 20
set waypointIconHeight 36
set waypointIconWidth 36
set waypointOffscreenPointerDistance 20
set scr_RequiredMapAspectratio 1
set scr_patientZero ""
set scr_tispawndelay 0
set scr_riotShieldXPBullets 15
set bot_autoconnectdefault 0
set bot_difficultydefault 1
// UI
set cg_hudObjectiveTextScale 0.3
set cg_headIconMinScreenRadius 0.015
set cg_hudMapFriendlyHeight 15
set cg_hudMapFriendlyWidth 15
set cg_hudMapPlayerHeight 20
set cg_hudMapPlayerWidth 20
set cg_weaponHintsCoD1Style 1
set scr_thirdPerson 0
set sv_maxclients 24
set scr_xpscale 1
set useRelativeTeamColors 0
// gameplay
set scr_game_graceperiod 0
set scr_game_allowkillcam 1
set scr_game_onlyheadshots 0
set scr_game_deathpointloss 0
set scr_game_suicidepointloss 0
set scr_team_teamkillpointloss 1
set scr_game_spectatetype 1
set scr_game_perks 1
set scr_game_forceuav 0
set scr_game_hardpoints 1
set scr_nukeTimer 10
set scr_nukeCancelMode 0
set r_thermalColorScale 1.25
set scr_default_maxagents 5
set scr_disableClientSpawnTraces 0
// Killstreaks
set cg_turretKillCamBackDist 25
set perk_scavengerMode 0
set perk_blastShieldScale 65
set perk_blastShieldClampHP 80
set perk_blastShieldScale_HC 10
set perk_blastShieldClampHP_HC 20
set perk_armorPiercingDamage 40
set scr_game_killstreakdelay 12
set weap_thermoDebuffMod 185
set perk_fastRegenWaitMS 500
set perk_fastRegenRate 2
// hardpoints
set scr_hardpoint_allowartillery 1
set scr_hardpoint_allowuav 1
set scr_hardpoint_allowhelicopter 1
// teams
set scr_team_fftype 0
set scr_team_respawntime 0
set scr_team_teamkillspawndelay 20
set scr_team_kickteamkillers 0
// player
set scr_player_numlives 0
set scr_player_respawndelay 0
set scr_player_maxhealth 100
set scr_player_suicidespawndelay 0
set scr_player_healthregentime 5
set scr_player_forcerespawn 1
set scr_player_sprinttime 4
set scr_explBulletMod 1
set scr_maxPerPlayerExplosives 2
// rest XP
set scr_restxp_enable 0
set scr_restxp_minRestTime 4 // hours before rest starts taking effect
set scr_restxp_levelsPerDay 0.5 // levels of rest XP awarded per day of rest
set scr_restxp_cap 0.5 // max levels of rest XP allowed to accumulate
set scr_restxp_restedAwardScale 0.5 // multiplier for extra XP given while rested
set scr_restxp_timescale 1 // for debugging
// UI
set g_hardcore 0
set scr_hardcore 0
set scr_diehard 0
set scr_oldschool 0
set ui_hud_hardcore 0
set ui_hud_obituaries 1
// outline
set r_hudOutlineEnable 1
set r_hudOutlineWidth 1
// DEATHMATCH
set scr_dm_scorelimit 30
set scr_dm_timelimit 10
set scr_dm_roundlimit 1
set scr_dm_winlimit 1
set scr_dm_numlives 0
set scr_dm_playerrespawndelay 0
set scr_dm_waverespawndelay 0
set scr_dm_promode 0
// DOMINATION
set scr_dom_scorelimit 200
set scr_dom_timelimit 0
set scr_dom_roundlimit 1
set scr_dom_winlimit 1
set scr_dom_numlives 0
set scr_dom_playerrespawndelay 0
set scr_dom_waverespawndelay 0
set scr_dom_promode 0
// TEAM DEATHMATCH
set scr_war_scorelimit 75
set scr_war_timelimit 10
set scr_war_roundlimit 1
set scr_war_winlimit 1
set scr_war_numlives 0
set scr_war_playerrespawndelay 0
set scr_war_waverespawndelay 0
set scr_war_promode 0
// SEARCH AND DESTROY
set scr_sd_scorelimit 1
set scr_sd_timelimit 2.5
set scr_sd_roundlimit 0
set scr_sd_winlimit 4
set scr_sd_roundswitch 3 // rounds between switching teams
set scr_sd_numlives 1 // elimination
set scr_sd_bombtimer 45
set scr_sd_planttime 5
set scr_sd_defusetime 5
set scr_sd_multibomb 0
set scr_sd_playerrespawndelay 0
set scr_sd_waverespawndelay 0
set scr_sd_promode 0
// SEARCH AND RESCUE
set scr_sr_scorelimit 1
set scr_sr_timelimit 2.5
set scr_sr_roundlimit 0
set scr_sr_winlimit 4
set scr_sr_roundswitch 3 // rounds between switching teams
set scr_sr_numlives 1 // elimination
set scr_sr_bombtimer 45
set scr_sr_planttime 5
set scr_sr_defusetime 5
set scr_sr_multibomb 0
set scr_sr_playerrespawndelay 0
set scr_sr_waverespawndelay 0
set scr_sr_promode 0
// KILL CONFIRMED
set scr_conf_scorelimit 65
set scr_conf_timelimit 10
set scr_conf_roundlimit 1
set scr_conf_winlimit 1
set scr_conf_numlives 0
set scr_conf_playerrespawndelay 0
set scr_conf_waverespawndelay 0
set scr_conf_promode 0
// INFECTED DRAFT
set scr_infect_timelimit 10
set scr_infect_roundlimit 1
set scr_infect_winlimit 1
set scr_infect_numlives 0
set scr_infect_playerrespawndelay 0
set scr_infect_waverespawndelay 0
set scr_infect_promode 0
// MUGGER
set scr_mugger_scorelimit 2500
set scr_mugger_timelimit 7
set scr_mugger_roundlimit 1
set scr_mugger_winlimit 1
set scr_mugger_numlives 0
set scr_mugger_playerrespawndelay 0
set scr_mugger_waverespawndelay 0
set scr_mugger_promode 0
// ALIENS
set scr_aliens_scorelimit 2500
set scr_aliens_timelimit 0
set scr_aliens_roundlimit 1
set scr_aliens_winlimit 1
set scr_aliens_numlives 0
set scr_aliens_playerrespawndelay 0
set scr_aliens_waverespawndelay 0
set scr_aliens_promode 0
set scr_aliens_maxagents 24
// GRIND
set scr_grind_scorelimit 65
set scr_grind_timelimit 10
set scr_grind_roundlimit 1
set scr_grind_winlimit 1
set scr_grind_numlives 0
set scr_grind_playerrespawndelay 0
set scr_grind_waverespawndelay 0
set scr_grind_promode 0
// BLITZ
set scr_blitz_scorelimit 16
set scr_blitz_timelimit 5
set scr_blitz_roundlimit 2
set scr_blitz_roundswitch 1
set scr_blitz_winlimit 0
set scr_blitz_numlives 0
set scr_blitz_playerrespawndelay 0
set scr_blitz_waverespawndelay 0
set scr_blitz_scoredelay 10
set scr_blitz_promode 0
// CRANKED
set scr_cranked_scorelimit 100
set scr_cranked_timelimit 10
set scr_cranked_roundlimit 1
set scr_cranked_winlimit 1
set scr_cranked_numlives 0
set scr_cranked_playerrespawndelay 0
set scr_cranked_waverespawndelay 0
set scr_cranked_promode 0
set scr_cranked_teambased 1
set scr_cranked_scorelimit_ffa 60
// HORDE
set scr_horde_scorelimit 0
set scr_horde_timelimit 0
set scr_horde_roundlimit 1
set scr_horde_winlimit 1
set scr_horde_numlives 1
set scr_horde_playerrespawndelay 0
set scr_horde_waverespawndelay 0
set scr_horde_promode 0
set scr_horde_maxagents 24
set scr_horde_difficulty 3
// SURVIVAL OF THE FITTEST
set scr_sotf_scorelimit 65
set scr_sotf_timelimit 10
set scr_sotf_roundlimit 1
set scr_sotf_winlimit 1
set scr_sotf_numlives 0
set scr_sotf_playerrespawndelay 0
set scr_sotf_waverespawndelay 0
set scr_sotf_promode 0
// SURVIVAL OF THE FITTEST - FFA
set scr_sotf_ffa_scorelimit 25
set scr_sotf_ffa_timelimit 10
set scr_sotf_ffa_roundlimit 1
set scr_sotf_ffa_winlimit 1
set scr_sotf_ffa_numlives 0
set scr_sotf_ffa_playerrespawndelay 0
set scr_sotf_ffa_waverespawndelay 0
set scr_sotf_ffa_promode 0///////////////////////////////////////////////////////////////////////////////////////
// Alien
// This is the ragdoll created for the alien brute
///////////////////////////////////////////////////////////////////////////////////////
ragdoll_clear 0
// p0 = point 0
// p1 = point 1
// cog = center of gravity
// rb = rigid body
// Where an argument lists <axis> it means a literal x, y, z, -x, -y, or -z
// Bones
// Format is:
// ragdoll_bone <def> <joint name (p0)> <child name (p1)> <radius> <cog lerp> <mass>
// <friction> <parent bone> <mirror> <geom type> <additional offset>
// There may be a maximum number of capsules set by RAGDOLL_MAX_BONES which is set at 14
ragdoll_bone 0 j_mainroot j_spinelower 5.7874047 0.5 100.0 1.0 -1 0 capsule
ragdoll_bone 0 j_spineupper j_neck 8.1496107 0.5 75.0 1.0 0 0 capsule
ragdoll_bone 0 j_head j_jaw 8.1496107 0.5 50.0 1.0 1 0 capsule
ragdoll_bone 0 j_shoulder_le j_elbow_le 4.2126007 0.5 10.0 0.5 1 0 capsule
ragdoll_bone 0 j_elbow_le j_wrist_le 3.0314977 0.5 8.0 0.5 3 0 capsule
ragdoll_bone 0 j_shoulder_ri j_elbow_ri 4.2126007 0.5 10.0 0.5 1 0 capsule
ragdoll_bone 0 j_elbow_ri j_wrist_ri 3.0314977 0.5 8.0 0.5 5 0 capsule
ragdoll_bone 0 j_hip_le j_knee_le 4.6063017 0.5 10.0 0.5 0 0 capsule
ragdoll_bone 0 j_knee_le j_ankle_le 3.4251987 0.5 8.0 0.5 7 0 capsule
ragdoll_bone 0 j_ankle_le j_ball_le 2.2440957 0.5 7.0 0.5 8 0 capsule
ragdoll_bone 0 j_hip_ri j_knee_ri 4.6063017 0.5 10.0 0.5 0 0 capsule
ragdoll_bone 0 j_knee_ri j_ankle_ri 3.4251987 0.5 8.0 0.5 10 0 capsule
ragdoll_bone 0 j_ankle_ri j_ball_ri 2.2440957 0.5 7.0 0.5 11 0 capsule
//ragdoll_bone 0 j_tail_1 j_tail_2 4.2126007 0.5 10.0 0.5 0 0 capsule
//ragdoll_bone 0 j_tail_3 j_tail_4 2.6377967 0.5 5.0 0.5 13 0 capsule
//ragdoll_bone 0 j_tail_5_le j_tail_6_le 2.2440957 0.5 5.0 0.5 14 0 capsule
// Hit location
// Format is:
// ragdoll_hitloc_mapping <def> <bone> <hitloc>
ragdoll_hitloc_mapping 0 1 torso_lower
ragdoll_hitloc_mapping 0 1 torso_upper
ragdoll_hitloc_mapping 0 1 neck
ragdoll_hitloc_mapping 0 2 head
ragdoll_hitloc_mapping 0 3 left_arm_upper
ragdoll_hitloc_mapping 0 4 left_arm_lower
ragdoll_hitloc_mapping 0 4 left_hand
ragdoll_hitloc_mapping 0 5 right_arm_upper
ragdoll_hitloc_mapping 0 6 right_arm_lower
ragdoll_hitloc_mapping 0 6 right_hand
ragdoll_hitloc_mapping 0 7 left_leg_upper
ragdoll_hitloc_mapping 0 8 left_leg_lower
ragdoll_hitloc_mapping 0 9 left_foot
ragdoll_hitloc_mapping 0 10 right_leg_upper
ragdoll_hitloc_mapping 0 11 right_leg_lower
ragdoll_hitloc_mapping 0 12 right_foot
//ragdoll_hitloc_mapping 0 13 torso_lower
//ragdoll_hitloc_mapping 0 14 torso_lower
//ragdoll_hitloc_mapping 0 15 torso_lower
// Self collision pairs
// Format is:
// ragdoll_selfpair <def> <bone 0> <bone 1>
// Apparently there is a limit of 33 collision pairs.
//The max is calculated by taking RAGDOLL_MAX_BONES which is set at 14, multiplying by 2 and adding 5.
//<<FOR NOW THIS MUST BE DONE MANUALLY>>
//Main_root
ragdoll_selfpair 0 0 3
ragdoll_selfpair 0 0 4
ragdoll_selfpair 0 0 5
ragdoll_selfpair 0 0 6
//Spine_Upper
ragdoll_selfpair 0 1 4
ragdoll_selfpair 0 1 6
ragdoll_selfpair 0 1 7
ragdoll_selfpair 0 1 10
//Neck
ragdoll_selfpair 0 2 3
ragdoll_selfpair 0 2 4
ragdoll_selfpair 0 2 5
ragdoll_selfpair 0 2 6
//Arms
ragdoll_selfpair 0 3 5
ragdoll_selfpair 0 3 6
ragdoll_selfpair 0 4 5
ragdoll_selfpair 0 4 6
//Legs
ragdoll_selfpair 0 7 10
ragdoll_selfpair 0 7 11
ragdoll_selfpair 0 7 12
ragdoll_selfpair 0 8 10
ragdoll_selfpair 0 8 11
ragdoll_selfpair 0 8 12
ragdoll_selfpair 0 9 10
ragdoll_selfpair 0 9 11
ragdoll_selfpair 0 9 12
// Joint format is:
// ragdoll_joint <def> <bone index> <type>
ragdoll_joint 0 1 swivel // SpineUpper
ragdoll_joint 0 2 swivel // Neck
ragdoll_joint 0 3 swivel // Shoulder_LE
ragdoll_joint 0 4 hinge // Elbow_LE
ragdoll_joint 0 5 swivel // Shoulder_RI
ragdoll_joint 0 6 hinge // Elbow_RI
ragdoll_joint 0 7 swivel // Hip_LE
ragdoll_joint 0 8 hinge // Knee_LE
ragdoll_joint 0 9 hinge // Ankle_LE
ragdoll_joint 0 10 swivel // Hip_RI
ragdoll_joint 0 11 hinge // Knee_RI
ragdoll_joint 0 12 hinge // Ankle_RI
//ragdoll_joint 0 13 swivel // Tail_1
//ragdoll_joint 0 14 swivel // Tail_3
//ragdoll_joint 0 15 swivel // Tail_5_LE
// Limit format is:
// ragdoll_limit <def> <joint> <axis> <friction> <min angle> <max angle>
// The joint number is defined immediately above and is different from the bone index
// SpineUpper Angles
ragdoll_limit 0 0 x 0.0 -5.0 5.0
ragdoll_limit 0 0 y 0.0 -15.0 15.0
ragdoll_limit 0 0 z 0.0 -5.0 20.0
// Head Angles
ragdoll_limit 0 1 x 0.0 5.0 5.0
ragdoll_limit 0 1 y 0.0 15.0 15.0
ragdoll_limit 0 1 z 0.0 -35.0 15.0
// Shoulder_LE Angles
ragdoll_limit 0 2 x 0.0 -10.0 10.0
ragdoll_limit 0 2 y 0.0 -90.0 60.0
ragdoll_limit 0 2 z 0.0 -80.0 60.0
// Elbow_LE Angles
ragdoll_limit 0 3 z 0.0 -70.0 35.0
// Shoulder_RI Angles
ragdoll_limit 0 4 x 0.0 -10.0 10.0
ragdoll_limit 0 4 y 0.0 -60.0 90.0
ragdoll_limit 0 4 z 0.0 -80.0 60.0
// Elbow_RI Angles
ragdoll_limit 0 5 z 0.0 -70.0 35.0
// Hip_LE Angles
ragdoll_limit 0 6 x 0.0 -15.0 15.0
ragdoll_limit 0 6 y 0.0 -80.0 60.0
ragdoll_limit 0 6 z 0.0 -80.0 80.0
// Knee_LE Angles
ragdoll_limit 0 7 z 0.0 -5.0 30.0
// Ankle_LE Angles
ragdoll_limit 0 8 z 0.0 -40.0 30.0
// Hip_RI Angles
ragdoll_limit 0 9 x 0.0 -15.0 15.0
ragdoll_limit 0 9 y 0.0 -60.0 80.0
ragdoll_limit 0 9 z 0.0 -80.0 80.0
// Knee_RI Angles
ragdoll_limit 0 10 z 0.0 -5.0 30.0
// Ankle_RI Angles
ragdoll_limit 0 11 z 0.0 -40.0 30.0
// Tail_1 Angles
//ragdoll_limit 0 12 x 1.0 -5.0 5.0
//ragdoll_limit 0 12 y 1.0 -30.0 30.0
//ragdoll_limit 0 12 z 1.0 -30.0 30.0
// Tail_3 Angles
//ragdoll_limit 0 13 x 1.0 -5.0 5.0
//ragdoll_limit 0 13 y 1.0 -30.0 30.0
//ragdoll_limit 0 13 z 1.0 -30.0 30.0
// Tail_5_LE Angles
//ragdoll_limit 0 14 x 1.0 -10.0 10.0
//ragdoll_limit 0 14 y 1.0 -30.0 30.0
//ragdoll_limit 0 14 z 1.0 -30.0 30.0
//<<FOR NOW ragdoll_baselerp_bone MUST BE DONE MANUALLY>>
//TODO - UPDATE WITH PROPER HELPER JOINTS
ragdoll_baselerp_bone 0 j_wrist_le 1000
ragdoll_baselerp_bone 0 j_wrist_ri 1000
ragdoll_baselerp_bone 0 j_ball_le 1000
ragdoll_baselerp_bone 0 j_ball_ri 1000
///////////////////////////////////////////////////////////////////////////////////////
// Human
// This appears to be the ragdoll used by most levels
///////////////////////////////////////////////////////////////////////////////////////
ragdoll_clear 1
// p0 = point 0
// p1 = point 1
// cog = center of gravity
// rb = rigid body
// Where an argument lists <axis> it means a literal x, y, z, -x, -y, or -z
// Bones
// Format is:
// ragdoll_bone <def> <joint name (p0)> <child name (p1)> <radius> <cog lerp> <mass>
// <friction> <parent bone> <mirror> <geom type> <additional offset>
// There may be a maximum number of capsules set by RAGDOLL_MAX_BONES which is set at 14
ragdoll_bone 1 j_mainroot j_spinelower 6.3 0.5 100.0 1 -1 0 capsule
ragdoll_bone 1 j_spinelower j_spineupper 7.1 0.5 20.0 1 0 0 capsule
ragdoll_bone 1 j_spineupper j_neck 6.0 0.5 50.0 1 1 0 capsule
ragdoll_bone 1 j_neck j_head 3.6 0.5 5.0 1 2 0 capsule 3.5
ragdoll_bone 1 j_shoulder_le j_elbow_le 3.0 0.5 8.0 0.5 2 0 capsule
ragdoll_bone 1 j_elbow_le j_wrist_le 2.2 0.5 6.8 0.5 4 0 capsule
ragdoll_bone 1 j_shoulder_ri j_elbow_ri 3.0 0.5 8.0 0.5 2 0 capsule
ragdoll_bone 1 j_elbow_ri j_wrist_ri 2.2 0.5 6.8 0.5 6 0 capsule
ragdoll_bone 1 j_hip_le j_knee_le 4.0 0.5 12.0 0.5 0 0 capsule
ragdoll_bone 1 j_knee_le j_ankle_le 3.1 0.5 10.0 0.5 8 0 capsule
ragdoll_bone 1 j_hip_ri j_knee_ri 4.0 0.5 12.0 0.5 0 0 capsule
ragdoll_bone 1 j_knee_ri j_ankle_ri 3.1 0.5 10.0 0.5 10 0 capsule
// Hit location
// Format is:
// ragdoll_hitloc_mapping <def> <bone> <hitloc>
ragdoll_hitloc_mapping 1 3 helmet
ragdoll_hitloc_mapping 1 3 head
ragdoll_hitloc_mapping 1 3 neck
ragdoll_hitloc_mapping 1 2 torso_upper
ragdoll_hitloc_mapping 1 1 torso_lower
ragdoll_hitloc_mapping 1 6 right_arm_upper
ragdoll_hitloc_mapping 1 4 left_arm_upper
ragdoll_hitloc_mapping 1 7 right_arm_lower
ragdoll_hitloc_mapping 1 5 left_arm_lower
ragdoll_hitloc_mapping 1 7 right_hand
ragdoll_hitloc_mapping 1 5 left_hand
ragdoll_hitloc_mapping 1 10 right_leg_upper
ragdoll_hitloc_mapping 1 8 left_leg_upper
ragdoll_hitloc_mapping 1 11 right_leg_lower
ragdoll_hitloc_mapping 1 9 left_leg_lower
ragdoll_hitloc_mapping 1 11 right_foot
ragdoll_hitloc_mapping 1 9 left_foot
ragdoll_hitloc_mapping 1 7 gun
// Self collision pairs
// Format is:
// ragdoll_selfpair <def> <bone 0> <bone 1>
// Apparently there is a limit of 33 collision pairs.
// The max is calculated by taking RAGDOLL_MAX_BONES which is set at 14,
// multiplying by 2 and adding 5.
//left shoulder
ragdoll_selfpair 1 4 1
//ragdoll_selfpair 1 4 2
ragdoll_selfpair 1 4 3
//ragdoll_selfpair 1 4 6
ragdoll_selfpair 1 4 7
//ragdoll_selfpair 1 4 8
//ragdoll_selfpair 1 4 9
//ragdoll_selfpair 1 4 10
//ragdoll_selfpair 1 4 11
//left elbow
ragdoll_selfpair 1 5 0
ragdoll_selfpair 1 5 1
ragdoll_selfpair 1 5 2
ragdoll_selfpair 1 5 3
ragdoll_selfpair 1 5 6
ragdoll_selfpair 1 5 7
ragdoll_selfpair 1 5 8
ragdoll_selfpair 1 5 9
ragdoll_selfpair 1 5 10
ragdoll_selfpair 1 5 11
//right shoulder
ragdoll_selfpair 1 6 1
//ragdoll_selfpair 1 6 2
ragdoll_selfpair 1 6 3
//ragdoll_selfpair 1 6 4
//ragdoll_selfpair 1 6 5
//ragdoll_selfpair 1 6 8
//ragdoll_selfpair 1 6 9
//ragdoll_selfpair 1 6 10
//ragdoll_selfpair 1 6 11
//right elbow
ragdoll_selfpair 1 7 0
ragdoll_selfpair 1 7 1
ragdoll_selfpair 1 7 2
ragdoll_selfpair 1 7 3
//ragdoll_selfpair 1 7 4
//ragdoll_selfpair 1 7 5
ragdoll_selfpair 1 7 8
ragdoll_selfpair 1 7 9
ragdoll_selfpair 1 7 10
ragdoll_selfpair 1 7 11
//Left Hip
//ragdoll_selfpair 1 8 0
//ragdoll_selfpair 1 8 1
ragdoll_selfpair 1 8 2
//ragdoll_selfpair 1 8 3
ragdoll_selfpair 1 8 10
ragdoll_selfpair 1 8 11
//Left Knee
//ragdoll_selfpair 1 9 0
ragdoll_selfpair 1 9 1
ragdoll_selfpair 1 9 2
//ragdoll_selfpair 1 9 3
ragdoll_selfpair 1 9 10
ragdoll_selfpair 1 9 11
//Right Hip
//ragdoll_selfpair 1 10 0
//ragdoll_selfpair 1 10 1
ragdoll_selfpair 1 10 2
//ragdoll_selfpair 1 8 3
//Right Knee
//ragdoll_selfpair 1 11 0
ragdoll_selfpair 1 11 1
ragdoll_selfpair 1 11 2
// Joint format is:
// ragdoll_joint <def> <bone index> <type> <axis> <low limit> <hi limit>
ragdoll_joint 1 1 swivel // Spine lower
ragdoll_joint 1 2 swivel // Spine upper
ragdoll_joint 1 3 swivel // Neck 0
ragdoll_joint 1 4 swivel // l shoulder
ragdoll_joint 1 5 hinge // l elbow
ragdoll_joint 1 6 swivel // r shoulder
ragdoll_joint 1 7 hinge // r elbow
ragdoll_joint 1 8 swivel // l hip
ragdoll_joint 1 9 hinge // l knee
ragdoll_joint 1 10 swivel // r hip
ragdoll_joint 1 11 hinge // r knee
// Limit format is:
// ragdoll_limit <def> <joint> <axis> <friction> <min angle> <max angle>
// The joint number is defined immediately above and is different from the bone index
// J_SpineLower Angles
ragdoll_limit 1 0 x 0.95 0.0 0.0
ragdoll_limit 1 0 y 0.95 0.0 20.0
ragdoll_limit 1 0 z 0.95 0.0 0.0
// J_SpineUpper Angles
ragdoll_limit 1 1 x 0.95 0.0 0.0
ragdoll_limit 1 1 y 0.95 7.0 0.0
ragdoll_limit 1 1 z 0.95 0.0 0.0
// J_Neck Angles
ragdoll_limit 1 2 x 0.25 -35.0 35.0
ragdoll_limit 1 2 y 0.25 -35.0 35.0
ragdoll_limit 1 2 z 0.25 -35.0 35.0
// J_Shoulder_LE Angles
ragdoll_limit 1 3 x 0.50 -30.0 60.0
ragdoll_limit 1 3 y 0.50 -40.0 70.0
ragdoll_limit 1 3 z 0.50 -90.0 70.0
// J_Elbow_LE Angles
ragdoll_limit 1 4 z 0.50 -80.0 45.0
// J_Shoulder_RI Angles
ragdoll_limit 1 5 x 0.50 -60.0 30.0
ragdoll_limit 1 5 y 0.50 -70.0 40.0
ragdoll_limit 1 5 z 0.50 -90.0 70.0
// J_Elbow_RI Angles
ragdoll_limit 1 6 z 0.50 -80.0 45.0
// J_Hip_LE Angles
ragdoll_limit 1 7 x 0.75 -20.0 20.0
ragdoll_limit 1 7 y 0.75 -45.0 15.0
ragdoll_limit 1 7 z 0.75 -90.0 15.0
// J_Knee_LE Angles
ragdoll_limit 1 8 z 0.50 -10.0 120.0
// J_Hip_RI Angles
ragdoll_limit 1 9 x 0.75 -20.0 20.0
ragdoll_limit 1 9 y 0.75 -15.0 45.0
ragdoll_limit 1 9 z 0.75 -90.0 15.0
// J_Knee_RI Angles
ragdoll_limit 1 10 z 0.50 -10.0 120.0
ragdoll_baselerp_bone 1 j_head 2000
ragdoll_baselerp_bone 1 j_wrist_le 1000
ragdoll_baselerp_bone 1 j_wrist_ri 1000
ragdoll_baselerp_bone 1 j_ankle_le 1000
ragdoll_baselerp_bone 1 j_ankle_ri 1000
ragdoll_baselerp_bone 1 j_shouldertwist_le 1000 4
ragdoll_baselerp_bone 1 j_shouldertwist_ri 1000 6
ragdoll_baselerp_bone 1 j_hiptwist_le 1000 8
ragdoll_baselerp_bone 1 j_hiptwist_ri 1000 10
///////////////////////////////////////////////////////////////////////////////////////
// Space Human
// Slightly Different ragdoll for space
///////////////////////////////////////////////////////////////////////////////////////
ragdoll_clear 2
// p0 = point 0
// p1 = point 1
// cog = center of gravity
// rb = rigid body
// Where an argument lists <axis> it means a literal x, y, z, -x, -y, or -z
// Bones
// Format is:
// ragdoll_bone <def> <joint name (p0)> <child name (p1)> <radius> <cog lerp> <mass>
// <friction> <parent bone> <mirror> <geom type> <additional offset>
// There may be a maximum number of capsules set by RAGDOLL_MAX_BONES which is set at 14
ragdoll_bone 2 j_mainroot j_spinelower 6.299216 0.5 100.0 1.0 -1 0 capsule
ragdoll_bone 2 j_spinelower j_spineupper 8.67323303 0.5 20.0 1.0 0 0 capsule
ragdoll_bone 2 j_spineupper j_neck 6.00000324 0.5 50.0 1.0 1 0 capsule
ragdoll_bone 2 j_neck j_head 6.35433414 0.5 5.0 1.0 2 0 capsule
ragdoll_bone 2 j_shoulder_le j_elbow_le 3.78740362 0.5 8.0 0.5 2 0 capsule
ragdoll_bone 2 j_elbow_le j_wrist_le 2.98819059 0.5 6.80000019073 0.5 4 0 capsule
ragdoll_bone 2 j_shoulder_ri j_elbow_ri 3.78740362 0.5 8.0 0.5 2 0 capsule
ragdoll_bone 2 j_elbow_ri j_wrist_ri 2.98819059 0.5 6.80000019073 0.5 6 0 capsule
ragdoll_bone 2 j_hip_le j_knee_le 4.39370316 0.5 12.0 0.5 0 0 capsule
ragdoll_bone 2 j_knee_le j_ankle_le 3.88582887 0.5 10.0 0.5 8 0 capsule
ragdoll_bone 2 j_hip_ri j_knee_ri 4.39370316 0.5 12.0 0.5 0 0 capsule
ragdoll_bone 2 j_knee_ri j_ankle_ri 3.88582887 0.5 10.0 0.5 10 0 capsule
// Hit location
// Format is:
// ragdoll_hitloc_mapping <def> <bone> <hitloc>
ragdoll_hitloc_mapping 2 3 helmet
ragdoll_hitloc_mapping 2 3 head
ragdoll_hitloc_mapping 2 3 neck
ragdoll_hitloc_mapping 2 2 torso_upper
ragdoll_hitloc_mapping 2 1 torso_lower
ragdoll_hitloc_mapping 2 6 right_arm_upper
ragdoll_hitloc_mapping 2 4 left_arm_upper
ragdoll_hitloc_mapping 2 7 right_arm_lower
ragdoll_hitloc_mapping 2 5 left_arm_lower
ragdoll_hitloc_mapping 2 7 right_hand
ragdoll_hitloc_mapping 2 5 left_hand
ragdoll_hitloc_mapping 2 10 right_leg_upper
ragdoll_hitloc_mapping 2 8 left_leg_upper
ragdoll_hitloc_mapping 2 11 right_leg_lower
ragdoll_hitloc_mapping 2 9 left_leg_lower
ragdoll_hitloc_mapping 2 11 right_foot
ragdoll_hitloc_mapping 2 9 left_foot
ragdoll_hitloc_mapping 2 7 gun
// Self collision pairs
// Format is:
// ragdoll_selfpair <def> <bone 0> <bone 1>
// Apparently there is a limit of 33 collision pairs.
// The max is calculated by taking RAGDOLL_MAX_BONES which is set at 14,
// multiplying by 2 and adding 5.
//left shoulder
////ragdoll_selfpair 2 4 1
//ragdoll_selfpair 2 4 2
////ragdoll_selfpair 2 4 3
//ragdoll_selfpair 2 4 6
////ragdoll_selfpair 2 4 7
//ragdoll_selfpair 2 4 8
//ragdoll_selfpair 2 4 9
//ragdoll_selfpair 2 4 10
//ragdoll_selfpair 2 4 11
//left elbow
ragdoll_selfpair 2 5 0
ragdoll_selfpair 2 5 1
ragdoll_selfpair 2 5 2
ragdoll_selfpair 2 5 3
////ragdoll_selfpair 2 5 6
////ragdoll_selfpair 2 5 7
////ragdoll_selfpair 2 5 8
////ragdoll_selfpair 2 5 9
////ragdoll_selfpair 2 5 10
////ragdoll_selfpair 2 5 11
//right shoulder
////ragdoll_selfpair 2 6 1
//ragdoll_selfpair 2 6 2
////ragdoll_selfpair 2 6 3
//ragdoll_selfpair 2 6 4
//ragdoll_selfpair 2 6 5
//ragdoll_selfpair 2 6 8
//ragdoll_selfpair 2 6 9
//ragdoll_selfpair 2 6 10
//ragdoll_selfpair 2 6 11
//right elbow
ragdoll_selfpair 2 7 0
ragdoll_selfpair 2 7 1
ragdoll_selfpair 2 7 2
ragdoll_selfpair 2 7 3
//ragdoll_selfpair 2 7 4
//ragdoll_selfpair 2 7 5
////ragdoll_selfpair 2 7 8
////ragdoll_selfpair 2 7 9
////ragdoll_selfpair 2 7 10
////ragdoll_selfpair 2 7 11
//Left Hip
//ragdoll_selfpair 2 8 0
//ragdoll_selfpair 2 8 1
////ragdoll_selfpair 2 8 2
//ragdoll_selfpair 2 8 3
////ragdoll_selfpair 2 8 10
////ragdoll_selfpair 2 8 11
//Left Knee
//ragdoll_selfpair 2 9 0
ragdoll_selfpair 2 9 1
ragdoll_selfpair 2 9 2
//ragdoll_selfpair 2 9 3
////ragdoll_selfpair 2 9 10
////ragdoll_selfpair 2 9 11
//Right Hip
//ragdoll_selfpair 2 10 0
//ragdoll_selfpair 2 10 1
////ragdoll_selfpair 2 10 2
//ragdoll_selfpair 2 8 3
//Right Knee
//ragdoll_selfpair 2 11 0
ragdoll_selfpair 2 11 1
ragdoll_selfpair 2 11 2
// Joint format is:
// ragdoll_joint <def> <bone index> <type> <axis> <low limit> <hi limit>
ragdoll_joint 2 1 swivel // J_SpineLower
ragdoll_joint 2 2 swivel // J_SpineUpper
ragdoll_joint 2 3 swivel // J_Neck
ragdoll_joint 2 4 swivel // J_Shoulder_LE
ragdoll_joint 2 5 hinge // J_Elbow_LE
ragdoll_joint 2 6 swivel // J_Shoulder_RI
ragdoll_joint 2 7 hinge // J_Elbow_RI
ragdoll_joint 2 8 swivel // J_Hip_LE
ragdoll_joint 2 9 hinge // J_Knee_LE
ragdoll_joint 2 10 swivel // J_Hip_RI
ragdoll_joint 2 11 hinge // J_Knee_RI
// Limit format is:
// ragdoll_limit <def> <joint> <axis> <friction> <min angle> <max angle>
// The joint number is defined immediately above and is different from the bone index
// J_SpineLower Angles
ragdoll_limit 2 0 x 0.95 0.0 0.0
ragdoll_limit 2 0 y 0.95 0.0 20.0
ragdoll_limit 2 0 z 0.95 0.0 0.0
// J_SpineUpper Angles
ragdoll_limit 2 1 x 0.95 0.0 0.0
ragdoll_limit 2 1 y 0.95 7.0 0.0
ragdoll_limit 2 1 z 0.95 0.0 0.0
// J_Neck Angles
ragdoll_limit 2 2 x 0.25 -5.0 5.0
ragdoll_limit 2 2 y 0.25 -10.0 10.0
ragdoll_limit 2 2 z 0.25 -10.0 10.0
// J_Shoulder_LE Angles
ragdoll_limit 2 3 x 0.90 -5.0 5.0
ragdoll_limit 2 3 y 0.90 -20.0 35.0
ragdoll_limit 2 3 z 0.90 -45.0 15.0
// J_Elbow_LE Angles
ragdoll_limit 2 4 z 0.75 -55.0 30.0
// J_Shoulder_RI Angles
ragdoll_limit 2 5 x 0.90 -5.0 5.0
ragdoll_limit 2 5 y 0.90 -35.0 20.0
ragdoll_limit 2 5 z 0.90 -45.0 15.0
// J_Elbow_RI Angles
ragdoll_limit 2 6 z 0.75 -55.0 30.0
// J_Hip_LE Angles
ragdoll_limit 2 7 x 0.95 -5.0 5.0
ragdoll_limit 2 7 y 0.95 -15.0 -3.0
ragdoll_limit 2 7 z 0.95 -70.0 -15.0
// J_Knee_LE Angles
ragdoll_limit 2 8 z 0.75 5.0 60.0
// J_Hip_RI Angles
ragdoll_limit 2 9 x 0.95 -5.0 5.0
ragdoll_limit 2 9 y 0.95 3.0 15.0
ragdoll_limit 2 9 z 0.95 -70.0 -15.0
// J_Knee_RI Angles
ragdoll_limit 2 10 z 0.75 5.0 60.0
ragdoll_baselerp_bone 2 j_head 2000
ragdoll_baselerp_bone 2 j_wrist_le 1000
ragdoll_baselerp_bone 2 j_wrist_ri 1000
ragdoll_baselerp_bone 2 j_ankle_le 1000
ragdoll_baselerp_bone 2 j_ankle_ri 1000
ragdoll_baselerp_bone 2 j_shouldertwist_le 1000 4
ragdoll_baselerp_bone 2 j_shouldertwist_ri 1000 6
ragdoll_baselerp_bone 2 j_hiptwist_le 1000 8
ragdoll_baselerp_bone 2 j_hiptwist_ri 1000 10
bind BUTTON_RSHLDR "+frag"
bind BUTTON_LSHLDR "+smoke"
bind BUTTON_RTRIG "+attack"
bind BUTTON_LTRIG "+speed_throw"
bind BUTTON_RSTICK "+melee_zoom"
bind BUTTON_LSTICK "+breath_sprint"
set gpad_button_rstick_deflect_max 1.0
set gpad_button_lstick_deflect_max 1.0
bind BUTTON_A "+gostand"
bind BUTTON_B "+stance"
bind BUTTON_X "+usereload"
bind BUTTON_Y "weapnext"
bind DPAD_UP "+actionslot 1"
bind DPAD_DOWN "+actionslot 2"
bind DPAD_LEFT "+actionslot 3"
bind DPAD_RIGHT "+actionslot 4"
set gpad_isLefty 0
bind BUTTON_RSHLDR "+frag"
bind BUTTON_LSHLDR "+smoke"
bind BUTTON_RTRIG "+attack"
bind BUTTON_LTRIG "+speed_throw"
bind BUTTON_RSTICK "+stance"
bind BUTTON_LSTICK "+breath_sprint"
set gpad_button_rstick_deflect_max 1.0
set gpad_button_lstick_deflect_max 1.0
bind BUTTON_A "+gostand"
bind BUTTON_B "+melee_zoom"
bind BUTTON_X "+usereload"
bind BUTTON_Y "weapnext"
bind DPAD_UP "+actionslot 1"
bind DPAD_DOWN "+actionslot 2"
bind DPAD_LEFT "+actionslot 3"
bind DPAD_RIGHT "+actionslot 4"
set gpad_isLefty 0
bind BUTTON_RSHLDR "+smoke"
bind BUTTON_LSHLDR "+frag"
bind BUTTON_RTRIG "+speed_throw"
bind BUTTON_LTRIG "+attack"
bind BUTTON_RSTICK "+sprint_zoom"
bind BUTTON_LSTICK "+melee_breath"
set gpad_button_rstick_deflect_max 1.0
set gpad_button_lstick_deflect_max 1.0
bind BUTTON_A "+gostand"
bind BUTTON_B "+stance"
bind BUTTON_X "+usereload"
bind BUTTON_Y "weapnext"
bind DPAD_UP "+actionslot 1"
bind DPAD_DOWN "+actionslot 2"
bind DPAD_LEFT "+actionslot 3"
bind DPAD_RIGHT "+actionslot 4"
set gpad_isLefty 1
bind BUTTON_RTRIG "+attack_akimbo_accessible"
bind BUTTON_LTRIG "+frag"
bind BUTTON_RSHLDR "+ads_akimbo_accessible"
bind BUTTON_LSHLDR "+smoke"
bind BUTTON_RSTICK "+melee_breath"
bind BUTTON_LSTICK "+sprint_zoom"
set gpad_button_rstick_deflect_max 1.0
set gpad_button_lstick_deflect_max 1.0
bind BUTTON_A "+gostand"
bind BUTTON_B "+stance"
bind BUTTON_X "+usereload"
bind BUTTON_Y "weapnext"
bind DPAD_UP "+actionslot 1"
bind DPAD_DOWN "+actionslot 2"
bind DPAD_LEFT "+actionslot 3"
bind DPAD_RIGHT "+actionslot 4"
set gpad_isLefty 0
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bind BUTTON_RTRIG "+attack_akimbo_accessible"
bind BUTTON_LTRIG "+frag"
bind BUTTON_RSHLDR "+ads_akimbo_accessible"
bind BUTTON_LSHLDR "+smoke"
bind BUTTON_RSTICK "+stance"
bind BUTTON_LSTICK "+sprint_zoom"
set gpad_button_rstick_deflect_max 1.0
set gpad_button_lstick_deflect_max 1.0
bind BUTTON_A "+gostand"
bind BUTTON_B "+melee_breath"
bind BUTTON_X "+usereload"
bind BUTTON_Y "weapnext"
bind DPAD_UP "+actionslot 1"
bind DPAD_DOWN "+actionslot 2"
bind DPAD_LEFT "+actionslot 3"
bind DPAD_RIGHT "+actionslot 4"
set gpad_isLefty 0
default_mp_controls.cfg
default_mp_gamesettings.cfg
buttons_default_alt.cfg
buttons_tactical_alt.cfg
buttons_lefty_alt.cfg
buttons_nomad_alt.cfg
buttons_nomad_tactical_alt.cfg
thumbstick_default.cfg
default_480p.cfg
default_splitscreen.cfg
default_systemlink.cfg
hardcore_settings.cfg
hardcore_disable.cfg
viewsensitivity_high.cfg
viewsensitivity_low.cfg
viewsensitivity_med.cfg
viewsensitivity_ultra.cfg
video/cin_playlist.txt
news/mp_newsfeed1.news
diehard_settings.cfg
diehard_disable.cfg
dvar_defaults.cfg
default_xboxlive.cfg
default_aliens.cfg
default_720p.cfg
thumbstick_southpaw.cfg
thumbstick_legacy.cfg
thumbstick_legacysouthpaw.cfg
buttons_default.cfg
buttons_tactical.cfg
buttons_lefty.cfg
buttons_nomad.cfg
buttons_nomad_tactical.cfg
developer_mp.cfg
start_up_aliens_mp.cfg
start_up_core_mp.cfg
switch_to_aliens_mp.cfg
switch_to_core_mp.cfg
rumble/damage_heavy
rumble/damage_heavy_h.rmb
rumble/damage_heavy_l.rmb
rumble/damage_light
rumble/damage_light_h.rmb
rumble/damage_light_l.rmb
rumble/slide_start
rumble/slide_start_h.rmb
rumble/slide_start_l.rmb
rumble/slide_loop
rumble/slide_loop_h.rmb
rumble/slide_loop_l.rmb
rumble/defaultweapon_fire
rumble/defaultweapon_fire_h.rmb
rumble/defaultweapon_fire_l.rmb
rumble/defaultweapon_melee
rumble/defaultweapon_melee_h.rmb
rumble/defaultweapon_melee_l.rmb
rumble/tank_rumble
rumble/tank_rumble_h.rmb
rumble/tank_rumble_l.rmb
rumble/artillery_rumble
rumble/artillery_rumble_h.rmb
rumble/artillery_rumble_l.rmb
rumble/grenade_rumble
rumble/grenade_rumble_h.rmb
rumble/grenade_rumble_l.rmb
rumble/riotshield_impact
rumble/riotshield_impact_h.rmb
rumble/riotshield_impact_l.rmb
rumble/viewmodel_small
rumble/viewmodel_small_h.rmb
rumble/viewmodel_small_l.rmb
rumble/viewmodel_medium
rumble/viewmodel_medium_h.rmb
rumble/viewmodel_medium_l.rmb
rumble/viewmodel_large
rumble/viewmodel_large_h.rmb
rumble/viewmodel_large_l.rmb
rumble/heavygun_fire
rumble/heavygun_fire_h.rmb
rumble/heavygun_fire_l.rmb
soundaliases/volumemodgroups.svmod
soundaliases/channels.def
maps/mp/gametypes/_gametypes.txt
maps/mp/gametypes/dm.txt
maps/mp/gametypes/dom.txt
maps/mp/gametypes/sd.txt
maps/mp/gametypes/war.txt
maps/mp/gametypes/conf.txt
maps/mp/gametypes/sr.txt
maps/mp/gametypes/mugger.txt
maps/mp/gametypes/aliens.txt
maps/mp/gametypes/grind.txt
maps/mp/gametypes/blitz.txt
maps/mp/gametypes/cranked.txt
maps/mp/gametypes/infect.txt
maps/mp/gametypes/horde.txt
maps/mp/gametypes/sotf.txt
maps/mp/gametypes/sotf_ffa.txt
mp/basemaps.arena
mp/stats_init.cfg
mp/stats_init_privatematch.cfg
mp/recipes/dm.recipe
mp/recipes/war.recipe
mp/recipes/sd.recipe
mp/recipes/dom.recipe
mp/recipes/dd.recipe
mp/recipes/conf.recipe
mp/recipes/siege.recipe
mp/recipes/mtdm.recipe
mp/recipes/mugger.recipe
mp/recipes/aliens.recipe
mp/recipes/sr.recipe
mp/recipes/cranked.recipe
mp/recipes/blitz.recipe
mp/recipes/grind.recipe
mp/recipes/infect.recipe
mp/recipes/sotf.recipe
mp/recipes/sotf_ffa.recipe
mp/recipes/horde.recipe
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