$modelname player/scout_animations.mdl

$include "scout_definebones.qci"
$include "../../TF_animation_rules/ruleshierarchy.qci"

//-------------------------------------------------------------------------------------------------
//  Local weightlists
//-------------------------------------------------------------------------------------------------

$Weightlist FaceposerDev {
	"bip_pelvis" 0.0
	"bip_hip_R" 1.0
	"bip_hip_L" 1.0
	"bip_spine_0" 1.0
	}

$Weightlist UpperBodyBlend {
	"bip_pelvis" 0.0
	"bip_hip_R" 0.0
	"bip_hip_L" 0.0
	"bip_spine_0" 0.8
	"bip_spine_1" 0.9
	"bip_spine_2" 1.0
	"bip_spine_3" 1.0
	"bip_collar_L" 1.0
	"bip_collar_R" 1.0
	// disable the following
	"prp_hat" 0.0
	"prp_headset" 0.0
	"prp_mic" 0.0
	"bip_dogtag_0" 0.0
	"bip_dogtag_1" 0.0
	"bip_dogtag_2" 0.0
	"bip_packtop" 0.0
	}
	
$Weightlist Pelvis {
	"bip_pelvis" 0.8
	"bip_hip_R" 0.0
	"bip_hip_L" 0.0
	"bip_spine_0" 0.0
	// disable the following
	"prp_hat" 0.0
	"prp_headset" 0.0
	"prp_mic" 0.0
	"bip_dogtag_0" 0.0
	"bip_dogtag_1" 0.0
	"bip_dogtag_2" 0.0
	"bip_packtop" 0.0
	}		
	
$Weightlist ArmLGestureBlend {
	"bip_pelvis" 0.0
	"bip_spine_0" 0.7
	"bip_spine_1" 0.8
	"bip_spine_2" 0.9
	"bip_spine_3" 1.0
	"bip_neck" 1.0
	"bip_collar_R" 0.25
	"bip_collar_L" 1.0
	"bip_upperArm_L" 1.0
	}

$Weightlist ArmRGestureBlend {
	"bip_pelvis" 0.0
	"bip_spine_0" 0.7
	"bip_spine_1" 0.8
	"bip_spine_2" 0.9
	"bip_spine_3" 1.0
	"bip_neck" 1.0
	"bip_collar_L" 0.0
	"bip_collar_R" 1.0
	"bip_upperArm_R" 1.0
	}

$Weightlist IdleNoiseNoPelvis {
	"bip_pelvis" 0.0
	"bip_collar_L" 0.01
	"bip_collar_R" 0.01
	"bip_neck" 0.2
	"bip_head" 0.2
	// disable the following
	"prp_hat" 0.0
	"prp_headset" 0.0
	"prp_mic" 0.0
	"bip_dogtag_0" 0.0
	"bip_dogtag_1" 0.0
	"bip_dogtag_2" 0.0
	"bip_packtop" 0.0
	}

$Weightlist IdleNoiseAll {
	"bip_pelvis" 0.25
	"bip_collar_L" 0.0125
	"bip_collar_R" 0.0125
	"bip_neck" 0.2
	"bip_head" 0.2
	// disable the following
	"prp_hat" 0.0
	"prp_headset" 0.0
	"prp_mic" 0.0
	"bip_dogtag_0" 0.0
	"bip_dogtag_1" 0.0
	"bip_dogtag_2" 0.0
	"bip_packtop" 0.0
	"bip_packmiddle" 0.0
	}
	
$Weightlist IdleNoiseUpper {
	"bip_pelvis" 0.0
	"bip_spine_1" 0.5
	"bip_neck" 0.25
	"bip_head" 0.2
	"bip_collar_L" 0.025
	"bip_collar_R" 0.025
	// disable the following
	"prp_hat" 0.0
	"prp_headset" 0.0
	"prp_mic" 0.0
	"bip_dogtag_0" 0.0
	"bip_dogtag_1" 0.0
	"bip_dogtag_2" 0.0
	"bip_packtop" 0.0
	}	
	
//-------------------------------------------------------------------------------------------------
//  Standard animations & sequences
//-------------------------------------------------------------------------------------------------

$sequence	ref 			"ref" fps 1

$sequence 	eb_promo01		"eb_promo01" fps 1
$sequence	pose01			"pose01" loop fps 1
$sequence	pose02			"pose02" loop fps 1
$sequence	pose04			"pose04" loop fps 1
$sequence	pose05			"pose05" loop fps 1

// EB_Battle

$sequence	eb_battle_bat_draw			"eb_battle_bat_draw" snap fps 35

$animation	eb_battle_idle_01_a			"eb_battle_idle_01" fixuploop 0 200
$sequence	eb_battle_idle_01			"eb_battle_idle_01_a" loop realtime fps 35 ACT_IDLE -1

$animation	eb_battle_idle_02_a			"eb_battle_idle_02" fixuploop 0 270
$sequence	eb_battle_idle_02			"eb_battle_idle_02_a" loop realtime fps 35

// EB_Loghouse

$sequence	eb_loghouse_ness_dialogue_01		"eb_loghouse_ness_dialogue_01" snap fps 30
$sequence	eb_loghouse_ness_dialogue_02		"eb_loghouse_ness_dialogue_02" snap fps 30
$sequence	eb_loghouse_ness_dialogue_02b		"eb_loghouse_ness_dialogue_02b" snap fps 30
$sequence	eb_loghouse_ness_dialogue_02c		"eb_loghouse_ness_dialogue_02c" snap fps 25
$sequence	eb_loghouse_ness_dialogue_04		"eb_loghouse_ness_dialogue_04" snap fps 30
$sequence	eb_loghouse_ness_dialogue_06		"eb_loghouse_ness_dialogue_06" snap fps 30
$sequence	eb_loghouse_ness_dialogue_08a		"eb_loghouse_ness_dialogue_08a" snap fps 30
$sequence	eb_loghouse_ness_dialogue_08b		"eb_loghouse_ness_dialogue_08b" snap fps 25
$sequence	eb_loghouse_ness_dialogue_08c		"eb_loghouse_ness_dialogue_08c" snap fps 30
$sequence	eb_loghouse_ness_dialogue_08d		"eb_loghouse_ness_dialogue_08d" snap fps 30
$sequence	eb_loghouse_ness_dialogue_09		"eb_loghouse_ness_dialogue_09" snap fps 30
$sequence	eb_loghouse_ness_dialogue_19		"eb_loghouse_ness_dialogue_19" snap fps 30

$sequence	eb_loghouse_common_dialogue_05		"eb_loghouse_common_dialogue_05" snap fps 30

$sequence	eb_loghouse_ness_onett_01			"eb_loghouse_ness_onett_01" loop fps 1
$sequence	eb_loghouse_ness_onett_02			"eb_loghouse_ness_onett_02" snap fps 30
$sequence	eb_loghouse_ness_onett_03			"eb_loghouse_ness_onett_03" snap fps 30
$sequence	eb_loghouse_ness_onett_04			"eb_loghouse_ness_onett_04" snap fps 30
$sequence	eb_loghouse_ness_onett_05			"eb_loghouse_ness_onett_05" snap fps 30
$sequence	eb_loghouse_ness_onett_06			"eb_loghouse_ness_onett_06" snap fps 30
$sequence	eb_loghouse_ness_onett_07			"eb_loghouse_ness_onett_07" snap fps 30
$sequence	eb_loghouse_ness_onett_08			"eb_loghouse_ness_onett_08" snap fps 30
$sequence	eb_loghouse_ness_onett_telepathy	"eb_loghouse_ness_onett_telepathy" snap fps 30

$animation	a_eb_loghouse_ness_dialogue_01b		"eb_loghouse_ness_dialogue_01" frames 0 1
$sequence	eb_loghouse_ness_dialogue_01b		"a_eb_loghouse_ness_dialogue_01b" loop fps 1

$sequence	eb_loghouse_ness_ynp				"eb_loghouse_ness_ynp" snap fps 30

// Other

$animation	a_tf_smamop_intro					"tf_smamop01" frames 0 5
$sequence	tf_smamop_intro						"a_tf_smamop_intro" snap fps 1
$sequence	tf_smamop01							"tf_smamop01" snap fps 30
$sequence	tf_smamop02							"tf_smamop02" snap fps 30
$sequence	tf_smamop03							"tf_smamop03" snap fps 30

$animation	a_tf_wannadance "tf_wannadance" loop fixuploop 0 30 startloop 0 fps 40
$sequence	tf_wannadance "a_tf_wannadance" realtime fps 38

//-------------------------------------------------------------------------------------------------
//  SLAG Gaming: Parkour Fortress worldmodel animations
//-------------------------------------------------------------------------------------------------

$sequence	pf_slide				"pf_slide" snap fps 35

$upaxis Y

$sequence layer_gesture_pf_doorslam "gesture_pf_doorslam" {	weightlist ArmLGestureBlend	hidden }

$animation  a_pf_doorslam			"pf_runref" loop fps 30 {
                                    walkframe 47 LX LY LZ LXR LYR LZR }
$sequence	pf_doorslam				"a_pf_doorslam" loop fps 30 {
									blendlayer layer_gesture_pf_doorslam 0 3 10 50 spline }
$upaxis Z

$animation	a_pf_wallrun_left		"pf_wallrun_left" loop fps 50 {
									walkframe 31 LX LY LZ LXR LYR LZR fixuploop 0 31 alignto ref }
$sequence	pf_wallrun_left			"a_pf_wallrun_left" loop fps 60

$animation	a_pf_wallrun_right		"pf_wallrun_right" loop fps 50 {
									walkframe 31 LX LY LZ LXR LYR LZR fixuploop 0 31 alignto ref }
$sequence	pf_wallrun_right		"a_pf_wallrun_right" loop fps 60

$sequence	pf_climbing				"pf_climbing" loop fps 50
$sequence	pf_climbing_idle		"pf_climbing_idle" loop fps 1
$sequence	pf_hanging				"pf_hanging" loop fps 1
$sequence	pf_falling				"pf_falling" loop fps 30

$animation  a_pf_sniper_idle		"pf_sniper_idle" fixuploop 0 30
$sequence	pf_sniper_idle			"a_pf_sniper_idle" loop fps 20
$animation  a_pf_sniper_crouch_idle "pf_sniper_crouch_idle" fixuploop 0 30
$sequence	pf_sniper_crouch_idle	"a_pf_sniper_crouch_idle" loop fps 15

//-------------------------------------------------------------------------------------------------
//  Long-distance sequences, 500+ units (throws off the precision globally, only compile if needed)
//-------------------------------------------------------------------------------------------------

// $sequence	eb_loghouse_ness_road2_01			"eb_loghouse_ness_road2_01" snap fps 30 // 3000 units
// $sequence	eb_loghouse_ness_road2_02			"eb_loghouse_ness_road2_02" snap fps 30 // 3000 units

// $sequence	eb_loghouse_ness_onett_walk_01		"eb_loghouse_ness_onett_walk_01" snap fps 25
// $sequence	eb_loghouse_ness_onett_walk_02		"eb_loghouse_ness_onett_walk_02" snap fps 25
// $sequence	eb_loghouse_ness_onett_walk_03		"eb_loghouse_ness_onett_walk_03" snap fps 25

//-------------------------------------------------------------------------------------------------
//  Gestures
//-------------------------------------------------------------------------------------------------

$sequence layer_idle_noise "idle_noise" {
		weightlist IdleNoiseNoPelvis
		hidden
		}
$sequence idle_noise "idle_noise" {
		delta
		subtract idle_noise 0
		weightlist IdleNoiseUpper
		addlayer layer_idle_noise
		iklock rfoot 1 0 iklock lfoot 1 0
		loop
		fps 10
		}
		
$sequence layer_gesture_punch "gesture_punch" {
		weightlist UpperBodyBlend
		hidden
		}
$sequence gesture_punch "gesture_punch" {
		subtract gesture_punch 0
		delta
		weightlist Pelvis
		addlayer layer_gesture_punch
		iklock rfoot 1 0 iklock lfoot 1 0
		}

		
$sequence layer_gesture_plead "gesture_plead" {
		weightlist UpperBodyBlend
		hidden
		}
$sequence gesture_plead "gesture_plead" {
		subtract gesture_plead 0
		delta
		weightlist UpperBodyBlend
		addlayer layer_gesture_plead
		iklock rfoot 1 0 iklock lfoot 1 0
		}


$sequence layer_gesture_woohoo "gesture_woohoo" {
		weightlist UpperBodyBlend
		hidden
		}
$sequence gesture_woohoo "gesture_woohoo" {
		subtract gesture_woohoo 0
		delta
		weightlist Pelvis
		addlayer layer_gesture_woohoo
		iklock rfoot 1 0 iklock lfoot 1 0
		}		

//-------------------------------------------------------------------------------------------------
//  World movement cycles
//-------------------------------------------------------------------------------------------------

$animation a_WalkCycle_setup eb_ness_walk loop LX LY fixuploop 0 30 startloop 0 rotateto 0 {
	alignto ref }
	
$sequence WalkCycle { a_WalkCycle_setup blendwidth 1 blend move_yaw -180 180 ACT_WALK 1 node "walking" } fps 25


//-------------------------------------------------------------------------------------------------
//  Unused & old sequences (which are not compiled to save some time)
//-------------------------------------------------------------------------------------------------

// $sequence 	eb_saturn 						"eb_saturn" snap fps 25
// $animation	a_eb_saturn_credits				"eb_saturn" frames 2250 2400
// $sequence	eb_saturn_credits_excerpt		"a_eb_saturn_credits"
				
// $sequence	mother2_wallpeek				"mother2_wallpeek" snap fps 30
// $sequence	mother2_wallpeek_r				"mother2_wallpeek_r" snap fps 30
// $sequence	mother2_bike1					"mother2_bike1" snap fps 30
// $sequence	mother2_bike2					"mother2_bike2" snap fps 30
// $sequence	mother2_bike3					"mother2_bike3" snap fps 30
// $sequence	mother2_bike_intro				"mother2_bike_intro" snap fps 30
// $sequence	mother2_goodmorning				"mother2_goodmorning" snap fps 30
// $sequence	mother2_goodmorning2			"mother2_goodmorning2" snap fps 30
// $sequence	mother2_twoson_todo				"mother2_twoson_todo" snap fps 30
// $sequence	mother2_twoson_walk				"mother2_twoson_walk" snap fps 30
// $sequence	mother2_twoson_walktobus		"mother2_twoson_walktobus" snap fps 30
// $sequence	mother2_twoson_pickup_bike		"mother2_twoson_pickup_bike" snap fps 30

//$animation	a_mother2_twoson_walk		mother2_twoson_walk {
//				alignto reference_rig
//				walkframe 179 LX LY LZ LXR LYR LZR }
//$sequence		mother2_twoson_walk	{
//				a_mother2_twoson_walk }

// $sequence 	mintroyale "mintroyale" snap fps 30
// $sequence 	mother2_bridgewalk 		"mother2_bridgewalk" snap fps 30
// $sequence 	mother2_heavyfiddle 		"mother2_heavyfiddle" snap fps 30