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macro_movement_f.qci
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macro_movement_f.qci
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// ----------------------------------------------------------------------------
// PLAYER MOVEMENT MACROS
//
// Used for creating the movement animations, which includes:
// idle, crouch idle, walking, crouch walking, running, sitting.
// ----------------------------------------------------------------------------
// ------------------------------------
// MAKE IDLE
// ------------------------------------
$definemacro makeidle idlename filename frame aimlayer \\
$sequence $idlename$ $filename$ alignto reference frame $frame$ $frame$ numframes 30 loop fadein 0.30 fadeout 0.30 addlayer $aimlayer$ addlayer gmod_breath_layer node "standing" \\
$continue $idlename$
// ------------------------------------
// MAKE CROUCH IDLE
// ------------------------------------
$definemacro makecidle cidlename filename frame aimlayer \\
$sequence $cidlename$ $filename$ alignto reference frame $frame$ $frame$ numframes 30 loop fadein 0.3 fadeout 0.3 addlayer $aimlayer$ addlayer gmod_breath_layer node "crouching" \\
$continue $cidlename$
// ------------------------------------
// MAKE CROUCH IDLE (BLEND)
// ------------------------------------
$definemacro makecidleB cidlename filename frame filenameB frameB aimlayer \\
$animation a_$cidlename$_base $filename$ frame $frame$ $frame$ \\
$sequence $cidlename$ $filenameB$ { \\
frame $frameB$ $frameB$ \\
weightlist UpperBodyBlend \\
worldspaceblend a_$cidlename$_base \\
weightlist AllBones \\
fadein 0.3 fadeout 0.3 loop \\
node "crouching" \\
} \\
$continue $cidlename$
// ------------------------------------
// MAKE SWIM IDLE
// ------------------------------------
$definemacro MakeSwimIdle idlename filename frame aimlayer \\
$animation a_$filename$_base $filename$ frame $frame$ $frame$ \\
$animation a_$filename$_swim_idle_layer "../gmod/swim_c" { \\
alignto reference \\
weightlist AimlayerSwimWL \\
worldspaceblend a_$filename$_base \\
weightlist AllBones \\
} \\
$sequence $idlename$ a_$filename$_swim_idle_layer addlayer $aimlayer$ fadein 0.4 fadeout 0.4 loop node "swimming" \\\\
$continue $idlename$
// ------------------------------------
// MAKE WALK
// ------------------------------------
$definemacro MakeWalkBlends walkname direction filename frame \\
$animation a_walking_$walkname$_$direction$ ../base_f/walk$direction$ { \\
LX LY \\
startloop 0 \\
weightlist AimlayerWorldSpaceBlend \\
worldspaceblend a_$walkname$_pose \\
weightlist AllBones \\
} \\
$continue a_walking_$walkname$_$direction$ \\
$definemacro MakeWalk walkname centralpose filename frame aimlayer \\
$animation a_$walkname$_pose $filename$ frame $frame$ $frame$ \\
$MakeWalkBlends $walkname$ SW $filename$ $frame$ \\
$MakeWalkBlends $walkname$ S $filename$ $frame$ \\
$MakeWalkBlends $walkname$ SE $filename$ $frame$ \\
$MakeWalkBlends $walkname$ W $filename$ $frame$ \\
$MakeWalkBlends $walkname$ E $filename$ $frame$ \\
$MakeWalkBlends $walkname$ NW $filename$ $frame$ \\
$MakeWalkBlends $walkname$ N $filename$ $frame$ \\
$MakeWalkBlends $walkname$ NE $filename$ $frame$ \\
$animation a_walking_$walkname$_C ../9way_central/$centralpose$ { \\
startloop 0 \\
numframes 30 \\
alignto reference \\
weightlist HandsOnly \\
worldspaceblend a_$walkname$_pose \\
weightlist AllBones \\
} \\
$sequence $walkname$ { \\
a_walking_$walkname$_SW a_walking_$walkname$_S a_walking_$walkname$_SE \\
a_walking_$walkname$_W a_walking_$walkname$_C a_walking_$walkname$_E \\
a_walking_$walkname$_NW a_walking_$walkname$_N a_walking_$walkname$_NE \\
blendwidth 3 blend move_y -1 1 blend move_x -1 1 \\
addlayer $aimlayer$ \\
addlayer gmod_breath_layer \\
fadein 0.3 fadeout 0.3 loop \\
node "walking" \\
} \\
$continue $walkname$
// ------------------------------------
// MAKE WALK, NO LEFT ARM
// For one-handed weapons e.g. melee
// ------------------------------------
$definemacro MakeWalkNoLeftArmBlends walkname direction filename frame \\
$animation a_walking_$walkname$_$direction$ ../base_f/walk$direction$ { \\
LX LY \\
startloop 0 \\
alignto reference \\
weightlist MakeWalkNoLeftArm \\
worldspaceblend a_$walkname$_pose \\
weightlist AllBones \\
} \\
$continue a_walking_$walkname$_$direction$ \\
$definemacro MakeWalkNoLeftArm walkname centralpose filename frame aimlayer \\
$animation a_$walkname$_pose $filename$ frame $frame$ $frame$ \\
$MakeWalkNoLeftArmBlends $walkname$ SW $filename$ $frame$ \\
$MakeWalkNoLeftArmBlends $walkname$ S $filename$ $frame$ \\
$MakeWalkNoLeftArmBlends $walkname$ SE $filename$ $frame$ \\
$MakeWalkNoLeftArmBlends $walkname$ W $filename$ $frame$ \\
$MakeWalkNoLeftArmBlends $walkname$ E $filename$ $frame$ \\
$MakeWalkNoLeftArmBlends $walkname$ NW $filename$ $frame$ \\
$MakeWalkNoLeftArmBlends $walkname$ N $filename$ $frame$ \\
$MakeWalkNoLeftArmBlends $walkname$ NE $filename$ $frame$ \\
$animation a_walking_$walkname$_C ../9way_central/$centralpose$ { \\
LX LY \\
startloop 0 \\
numframes 30 \\
alignto reference \\
weightlist HandsOnly \\
worldspaceblend a_$walkname$_pose \\
weightlist AllBones \\
} \\
$sequence $walkname$ { \\
a_walking_$walkname$_SW a_walking_$walkname$_S a_walking_$walkname$_SE \\
a_walking_$walkname$_W a_walking_$walkname$_C a_walking_$walkname$_E \\
a_walking_$walkname$_NW a_walking_$walkname$_N a_walking_$walkname$_NE \\
blendwidth 3 blend move_y -1 1 blend move_x -1 1 \\
addlayer $aimlayer$ \\
addlayer gmod_breath_layer \\
fadein 0.3 fadeout 0.3 loop \\
node "walking" \\
} \\
$continue $walkname$
// ------------------------------------
// MAKE CROUCH WALK
// ------------------------------------
$definemacro MakeCrouchWalkBlends CrouchWalkname direction filename frame \\
$animation a_CrouchWalking_$CrouchWalkname$_$direction$ ../base_f/crouch_walk$direction$ { \\
LX LY \\
startloop 0 \\
weightlist AimlayerWorldSpaceBlend \\
worldspaceblend a_$CrouchWalkname$_pose \\
weightlist AllBones \\
} \\
$continue a_CrouchWalking_$CrouchWalkname$_$direction$ \\
$definemacro MakeCWalk CrouchWalkname filename frame aimlayer \\
$animation a_$CrouchWalkname$_pose $filename$ frame $frame$ $frame$ \\
$MakeCrouchWalkBlends $CrouchWalkname$ SW $filename$ $frame$ \\
$MakeCrouchWalkBlends $CrouchWalkname$ S $filename$ $frame$ \\
$MakeCrouchWalkBlends $CrouchWalkname$ SE $filename$ $frame$ \\
$MakeCrouchWalkBlends $CrouchWalkname$ W $filename$ $frame$ \\
$MakeCrouchWalkBlends $CrouchWalkname$ E $filename$ $frame$ \\
$MakeCrouchWalkBlends $CrouchWalkname$ NW $filename$ $frame$ \\
$MakeCrouchWalkBlends $CrouchWalkname$ N $filename$ $frame$ \\
$MakeCrouchWalkBlends $CrouchWalkname$ NE $filename$ $frame$ \\
// $MakeCrouchWalkBlends $CrouchWalkname$ C $filename$ $frame$ \\
$animation a_CrouchWalking_$CrouchWalkname$_C $filename$ frame $frame$ $frame$ { \\
startloop 0 \\
numframes 30 \\
alignto reference \\
weightlist HandsOnly \\
worldspaceblend a_$CrouchWalkname$_pose \\
weightlist AllBones \\
} \\
$sequence $crouchwalkname$ { \\
a_CrouchWalking_$CrouchWalkname$_SW a_CrouchWalking_$CrouchWalkname$_S a_CrouchWalking_$CrouchWalkname$_SE \\
a_CrouchWalking_$CrouchWalkname$_W a_CrouchWalking_$CrouchWalkname$_C a_CrouchWalking_$CrouchWalkname$_E \\
a_CrouchWalking_$CrouchWalkname$_NW a_CrouchWalking_$CrouchWalkname$_N a_CrouchWalking_$CrouchWalkname$_NE \\
blendwidth 3 blend move_y -1 1 blend move_x -1 1 \\
addlayer $aimlayer$ \\
addlayer gmod_breath_layer \\
fadein 0.4 fadeout 0.3 loop \\
node "crouching" \\
} \\
$continue $CrouchWalkname$
// ------------------------------------
// MAKE CROUCH WALK, NO LEFT ARM
// ------------------------------------
$definemacro MakeCrouchWalkNoLeftArmBlends CrouchWalkname direction filename frame \\
$animation a_CrouchWalking_$CrouchWalkname$_$direction$ ../base_f/crouch_walk$direction$ { \\
LX LY \\
startloop 0 \\
weightlist MakeCrouchWalkNoLeftArm \\
worldspaceblend a_$CrouchWalkname$_pose \\
weightlist AllBones \\
} \\
$continue a_CrouchWalking_$CrouchWalkname$_$direction$ \\
$definemacro MakeCWalkNoLeftArm CrouchWalkname filename frame aimlayer \\
$animation a_$CrouchWalkname$_pose $filename$ frame $frame$ $frame$ \\
$MakeCrouchWalkNoLeftArmBlends $CrouchWalkname$ SW $filename$ $frame$ \\
$MakeCrouchWalkNoLeftArmBlends $CrouchWalkname$ S $filename$ $frame$ \\
$MakeCrouchWalkNoLeftArmBlends $CrouchWalkname$ SE $filename$ $frame$ \\
$MakeCrouchWalkNoLeftArmBlends $CrouchWalkname$ W $filename$ $frame$ \\
$MakeCrouchWalkNoLeftArmBlends $CrouchWalkname$ E $filename$ $frame$ \\
$MakeCrouchWalkNoLeftArmBlends $CrouchWalkname$ NW $filename$ $frame$ \\
$MakeCrouchWalkNoLeftArmBlends $CrouchWalkname$ N $filename$ $frame$ \\
$MakeCrouchWalkNoLeftArmBlends $CrouchWalkname$ NE $filename$ $frame$ \\
// $MakeCrouchWalkNoLeftArmBlends $CrouchWalkname$ C $filename$ $frame$ \\
$animation a_CrouchWalking_$CrouchWalkname$_C $filename$ frame $frame$ $frame$ { \\
startloop 0 \\
numframes 30 \\
alignto reference \\
weightlist HandsOnly \\
worldspaceblend a_$CrouchWalkname$_pose \\
weightlist AllBones \\
} \\
$sequence $crouchwalkname$ { \\
a_CrouchWalking_$CrouchWalkname$_SW a_CrouchWalking_$CrouchWalkname$_S a_CrouchWalking_$CrouchWalkname$_SE \\
a_CrouchWalking_$CrouchWalkname$_W a_CrouchWalking_$CrouchWalkname$_C a_CrouchWalking_$CrouchWalkname$_E \\
a_CrouchWalking_$CrouchWalkname$_NW a_CrouchWalking_$CrouchWalkname$_N a_CrouchWalking_$CrouchWalkname$_NE \\
blendwidth 3 blend move_y -1 1 blend move_x -1 1 \\
addlayer $aimlayer$ \\
addlayer gmod_breath_layer \\
fadein 0.4 fadeout 0.3 loop \\
node "crouching" \\
} \\
$continue $CrouchWalkname$
// ------------------------------------
// MAKE RUN
// MakeMatchRun is now default
// ------------------------------------
$definemacro MakeRunBlends runname direction filename frame \\
$animation a_running_$runname$_$direction$ ../base_m/run$direction$ { \\
LX LY \\
startloop 0 \\
alignto reference \\
weightlist AimlayerWorldSpaceBlend \\
worldspaceblend a_$runname$_pose \\
weightlist AllBones \\
} \\
$continue a_running_$runname$_$direction$ \\
$definemacro MakeRun runname filename frame aimlayer \\
$animation a_$runname$_pose $filename$ frame $frame$ $frame$ \\
$MakeRunBlends $runname$ SW $filename$ $frame$ \\
$MakeRunBlends $runname$ S $filename$ $frame$ \\
$MakeRunBlends $runname$ SE $filename$ $frame$ \\
$MakeRunBlends $runname$ W $filename$ $frame$ \\
$MakeRunBlends $runname$ E $filename$ $frame$ \\
$MakeRunBlends $runname$ NW $filename$ $frame$ \\
$MakeRunBlends $runname$ N $filename$ $frame$ \\
$MakeRunBlends $runname$ NE $filename$ $frame$ \\
$animation a_running_$runname$_C ../base_m/run_center { \\
LX LY \\
startloop 0 \\
numframes 30 \\
alignto reference \\
weightlist AimlayerWorldSpaceBlend \\
worldspaceblend a_$runname$_pose \\
weightlist AllBones \\
} \\
$sequence $runname$ { \\
a_running_$runname$_SW a_running_$runname$_S a_running_$runname$_SE \\
a_running_$runname$_W a_running_$runname$_C a_running_$runname$_E \\
a_running_$runname$_NW a_running_$runname$_N a_running_$runname$_NE \\
blendwidth 3 blend move_y -1 1 blend move_x -1 1 \\
addlayer $aimlayer$ \\
fadein 0.3 fadeout 0.3 loop \\
node "running" \\
} \\
$continue $runname$
// ------------------------------------
// MAKE RUN, NO LEFT ARM
// For one-handed weapons e.g. melee
// ------------------------------------
$definemacro MakeRunNoLeftArmBlends runname direction filename frame \\
$animation a_running_$runname$_$direction$ ../base_f/run$direction$ { \\
LX LY \\
startloop 0 \\
alignto reference \\
weightlist MakeRunNoLeftArm \\
worldspaceblend a_$runname$_pose \\
weightlist AllBones \\
} \\
$continue a_running_$runname$_$direction$ \\
$definemacro MakeRunNoLeftArm runname filename frame aimlayer \\
$animation a_$runname$_pose $filename$ frame $frame$ $frame$ \\
$MakeRunNoLeftArmBlends $runname$ SW $filename$ $frame$ \\
$MakeRunNoLeftArmBlends $runname$ S $filename$ $frame$ \\
$MakeRunNoLeftArmBlends $runname$ SE $filename$ $frame$ \\
$MakeRunNoLeftArmBlends $runname$ W $filename$ $frame$ \\
$MakeRunNoLeftArmBlends $runname$ E $filename$ $frame$ \\
$MakeRunNoLeftArmBlends $runname$ NW $filename$ $frame$ \\
$MakeRunNoLeftArmBlends $runname$ N $filename$ $frame$ \\
$MakeRunNoLeftArmBlends $runname$ NE $filename$ $frame$ \\
$animation a_running_$runname$_C ../base_m/run_center { \\
LX LY \\
startloop 0 \\
numframes 30 \\
alignto reference \\
weightlist AimlayerWorldSpaceBlend \\
worldspaceblend a_$runname$_pose \\
weightlist AllBones \\
} \\
$sequence $runname$ { \\
a_running_$runname$_SW a_running_$runname$_S a_running_$runname$_SE \\
a_running_$runname$_W a_running_$runname$_C a_running_$runname$_E \\
a_running_$runname$_NW a_running_$runname$_N a_running_$runname$_NE \\
blendwidth 3 blend move_y -1 1 blend move_x -1 1 \\
addlayer $aimlayer$ \\
fadein 0.3 fadeout 0.3 loop \\
node "running" \\
} \\
$continue $runname$
// ------------------------------------
// MAKE SWIMMING
// ------------------------------------
$definemacro MakeSwimBlends swimname direction filename frame \\
$animation a_swimming_$swimname$_$direction$ ../gmod/swim_$direction$ { \\
LX LY \\
startloop 0 \\
weightlist AimlayerSwimWL \\
worldspaceblend a_$swimname$_pose \\
weightlist AllBones \\
noautoik \\
} \\
$continue a_swimming_$swimname$_$direction$ \\
$definemacro MakeSwim swimname filename frame aimlayer \\
$animation a_$swimname$_pose $filename$ frame $frame$ $frame$ \\
$MakeSwimBlends $swimname$ SW $filename$ $frame$ \\
$MakeSwimBlends $swimname$ S $filename$ $frame$ \\
$MakeSwimBlends $swimname$ SE $filename$ $frame$ \\
$MakeSwimBlends $swimname$ W $filename$ $frame$ \\
$MakeSwimBlends $swimname$ E $filename$ $frame$ \\
$MakeSwimBlends $swimname$ NW $filename$ $frame$ \\
$MakeSwimBlends $swimname$ N $filename$ $frame$ \\
$MakeSwimBlends $swimname$ NE $filename$ $frame$ \\
$MakeSwimBlends $swimname$ C $filename$ $frame$ \\
$sequence $swimname$ { \\
a_swimming_$swimname$_SW a_swimming_$swimname$_S a_swimming_$swimname$_SE \\
a_swimming_$swimname$_W a_swimming_$swimname$_C a_swimming_$swimname$_E \\
a_swimming_$swimname$_NW a_swimming_$swimname$_N a_swimming_$swimname$_NE \\
blendwidth 3 blend move_y -1 1 blend move_x -1 1 \\
addlayer $aimlayer$ \\
noautoik \\
fadein 0.5 fadeout 0.5 loop \\
node "swimming" \\
} \\
$continue $swimname$
// ------------------------------------
// MAKE SWIMMING (NO LEFT ARM)
// ------------------------------------
$definemacro MakeSwimNoLeftArmBlends swimname direction filename frame \\
$animation a_swimming_$swimname$_$direction$ ../gmod/swim_$direction$ { \\
LX LY \\
startloop 0 \\
weightlist AimlayerSwimNoLeftArmWL \\
worldspaceblend a_$swimname$_pose \\
weightlist AllBones \\
noautoik \\
} \\
$continue a_swimming_$swimname$_$direction$ \\
$definemacro MakeSwimNoLeftArm swimname filename frame aimlayer \\
$animation a_$swimname$_pose $filename$ frame $frame$ $frame$ \\
$MakeSwimNoLeftArmBlends $swimname$ SW $filename$ $frame$ \\
$MakeSwimNoLeftArmBlends $swimname$ S $filename$ $frame$ \\
$MakeSwimNoLeftArmBlends $swimname$ SE $filename$ $frame$ \\
$MakeSwimNoLeftArmBlends $swimname$ W $filename$ $frame$ \\
$MakeSwimNoLeftArmBlends $swimname$ E $filename$ $frame$ \\
$MakeSwimNoLeftArmBlends $swimname$ NW $filename$ $frame$ \\
$MakeSwimNoLeftArmBlends $swimname$ N $filename$ $frame$ \\
$MakeSwimNoLeftArmBlends $swimname$ NE $filename$ $frame$ \\
$MakeSwimNoLeftArmBlends $swimname$ C $filename$ $frame$ \\
$sequence $swimname$ { \\
a_swimming_$swimname$_SW a_swimming_$swimname$_S a_swimming_$swimname$_SE \\
a_swimming_$swimname$_W a_swimming_$swimname$_C a_swimming_$swimname$_E \\
a_swimming_$swimname$_NW a_swimming_$swimname$_N a_swimming_$swimname$_NE \\
blendwidth 3 blend move_y -1 1 blend move_x -1 1 \\
addlayer $aimlayer$ \\
noautoik \\
fadein 0.5 fadeout 0.5 loop \\
node "swimming" \\
} \\
$continue $swimname$
// ------------------------------------
// MAKE SIT
// ------------------------------------
$definemacro makesit sitname filename frame aimlayer \\
$animation a_$sitname$_base $filename$ frame $frame$ $frame$ weightlist SlowerUpperBodyBlend \\
$sequence $sitname$ "../gmod/sit_slam" { \\
weightlist SlowerUpperBodyBlend \\
worldspaceblend a_$sitname$_base \\
weightlist AllBones \\
loop addlayer gmod_breath_layer_sitting addlayer $aimlayer$ \\
node "sitting" \\
} \\
$continue $sitname$