//--------------  Plaza ----------------------

$sequence idle_reference "../idle_subtle" frame 0 0 hidden

$sequence roofidle1 "plaza_rooftop_molotov_idle1" fps 30 loop cmdlist releasefeet
$sequence roofidle2 "plaza_rooftop_molotov_idle2" fps 30 loop cmdlist releasefeet
$sequence roofwatch1 "plaza_rooftop_molotov_watch1" fps 30 {
{ event 1003 324 1 }
{ event 1003 366 2 }
{ event 1003 376 3 }
 cmdlist releasefeet
}

$sequence forcescanner "Force_scanner" fps 30 {
{ event 1003 70 1 }
{ event 1003 75 2 }
{ event 1003 85 3 }
 cmdlist releasefeet
}

$sequence preforcescanner "Force_scanner_pre" fps 30 loop cmdlist lockfeet
$sequence postforcescanner "Force_scanner_post" fps 30 loop cmdlist lockfeet

$sequence sitchair1 "Plaza_apartment_sitchair" fps 30 loop {
 { ikrule rhand touch "ValveBiped.Bip01_R_thigh" range 0 0 40 40 usesequence }
 { ikrule lhand touch "ValveBiped.Bip01_L_thigh" range 0 0 40 40 usesequence }
 cmdlist releasefeet
}
$sequence sitchairtable1 "Plaza_apartment_sitchair_table" fps 30 loop {
 { ikrule rhand touch "ValveBiped.Bip01_R_thigh" range 0 0 40 40 usesequence }
 { ikrule lhand touch "ValveBiped.Bip01_L_thigh" range 0 0 40 40 usesequence }
 cmdlist releasefeet
}
$sequence sitcouchfeet1 "Plaza_apartment_sitcouch_feetup" fps 30 loop {
 { ikrule rhand touch "ValveBiped.Bip01_R_thigh" range 0 0 60 60 usesequence }
 { ikrule lhand touch "ValveBiped.Bip01_L_thigh" range 0 0 60 60 usesequence }
 cmdlist releasefeet
}
$sequence sitcouchknees1 "Plaza_apartment_sitcouch_kneesup" fps 30 loop {
 { ikrule rhand touch "ValveBiped.Bip01_R_thigh" range 0 0 60 60 usesequence }
 { ikrule lhand touch "ValveBiped.Bip01_L_thigh" range 0 0 60 60 usesequence }
 cmdlist releasefeet
}
$sequence sitcouch1 "Plaza_apartment_sitcouch" fps 30 loop {
 { ikrule rhand touch "ValveBiped.Bip01_R_thigh" range 0 0 60 60 usesequence }
 { ikrule lhand touch "ValveBiped.Bip01_L_thigh" range 0 0 60 60 usesequence }
 cmdlist releasefeet
}
$sequence sitccouchtv1 "Plaza_apartment_sitcouch_watchtv" fps 30 loop {
 { ikrule rhand touch "ValveBiped.Bip01_R_thigh" range 0 0 60 60 usesequence }
 { ikrule lhand touch "ValveBiped.Bip01_L_thigh" range 0 0 60 60 usesequence }
 cmdlist releasefeet
}
$sequence laycouch1 "Plaza_apartment_laycouch" fps 30 loop frames 0 0 {
 { ikrule rhand touch "ValveBiped.Bip01_R_thigh" range 0 0 60 60 usesequence }
 { ikrule lhand touch "ValveBiped.Bip01_L_thigh" range 0 0 60 60 usesequence }
 cmdlist releasefeet
}
$sequence laycouch1_exit "Plaza_apartment_laycouch" fps 30 lx ly
$sequence drinker_sit "Plaza_apartment_drinker_sit" fps 30
$sequence drinker_sit_idle "Plaza_apartment_drinker_sit" frames 40 50 fps 30 loop {
	ikrule lhand touch "" usesource
	ikrule rhand touch "" usesource
}

$sequence drinker_sit_ss "Plaza_apartment_drinker_sit" fps 30 lx ly
$sequence drinker_sit_idle_ss "Plaza_apartment_drinker_sit" frames 40 50 fps 30 alignto drinker_sit

$sequence takepackage "plaza_line_takepackage" fps 30 { event AE_CITIZEN_GET_PACKAGE 45 } cmdlist lockfeet
$sequence idlepackage "plaza_line_takepackage" frames 75 80 fps 30 loop ACT_IDLE_PACKAGE 1 cmdlist lockfeet

$sequence spreadwallidle "plaza_spreadwall_idle" fps 30 loop cmdlist lockfeet

$sequence roofwatch2 "plaza_rooftop_molotov_watch2" fps 30 cmdlist releasefeet
$sequence lookoutidle "plaza_rooftop_lookout_idle" fps 30 loop cmdlist releasefeet
$sequence lookoutrun "plaza_rooftop_lookout_run" fps 30 walkframe 8 walkframe 35 cmdlist releasefeet
$sequence roofslide "plaza_rooftop_slide" fps 30 cmdlist releasefeet 

$sequence plazaidle1 "plaza_idle01" fps 30 loop cmdlist lockfeet
$sequence plazaidle2 "plaza_idle02" fps 30 loop cmdlist lockfeet
$sequence plazaidle3 "plaza_idle03" fps 30 loop cmdlist lockfeet
$sequence plazaidle4 "plaza_idle04" fps 30 loop cmdlist lockfeet

$sequence plazastand1 "plaza_idle01_to_stand" fps 30 walkframe 25 walkframe 64 cmdlist releasefeet
$sequence plazastand2 "plaza_idle02_to_stand" fps 30 walkframe 9 walkframe 65 cmdlist releasefeet
$sequence plazastand3 "plaza_idle03_to_stand" fps 30 cmdlist releasefeet
$sequence plazastand4 "plaza_idle04_to_stand" fps 30 walkframe 32 walkframe 70 cmdlist releasefeet

$sequence apcarrestidle "plaza_arrested_APC_idle01" fps 30 loop cmdlist releasefeet
$sequence apcarrestslam "plaza_arrested_APC_slam01" fps 30 cmdlist releasefeet
$sequence arrestidle "plaza_arrested_idle01" fps 30 loop cmdlist releasefeet
$sequence arrestcurious "plaza_arrested_curious01" fps 30 cmdlist releasefeet


//=========================== d1_trainstation_01 ==============================================

$sequence d1_t01_TrainRide_Sit_Idle "d1_t01_TrainRide_Sit_Idle" fps 30 loop
$sequence d1_t01_TrainRide_Sit_Exit "d1_t01_TrainRide_Sit_Exit" fps 30 
$sequence d1_t01_TrainRide_Stand "d1_t01_TrainRide_Stand" fps 30 loop { ikrule lhand touch "" }
$sequence d1_t01_TrainRide_Stand_Exit "d1_t01_TrainRide_Stand_Exit" fps 30 { ikrule lhand touch "" range 0 0 12 25 }

$sequence d1_t01_Luggage_Idle "d1_t01_Luggage_Idle" fps 30 loop ACT_IDLE_SUITCASE 1 cmdlist lockfeet
$sequence d1_t01_Luggage_Drop "d1_t01_Luggage_Drop" fps 30 lx ly lzr {
	{ event 1003 35 1 }
}

$sequence Idle_to_d1_t01_BreakRoom_Sit01 "d1_t01_BreakRoom_Sit_01" frames 0 52 lx ly
$sequence d1_t01_BreakRoom_Sit01_Idle "d1_t01_BreakRoom_Sit_01_Idle" fps 30 loop alignto Idle_to_d1_t01_BreakRoom_Sit01 
$sequence d1_t01_BreakRoom_Sit01_to_Idle "d1_t01_BreakRoom_Sit_01" frames 62 114 alignto Idle_to_d1_t01_BreakRoom_Sit01 lx ly

$sequence d1_t01_BreakRoom_Sit02_Entry "d1_t01_BreakRoom_Sit_02" frames 0 52 lx ly
$sequence d1_t01_BreakRoom_Sit02 "d1_t01_BreakRoom_Sit_02" frames 52 62 loop alignto d1_t01_BreakRoom_Sit02_Entry
$sequence d1_t01_BreakRoom_Sit02_Exit "d1_t01_BreakRoom_Sit_02" frames 62 114 alignto d1_t01_BreakRoom_Sit02_Entry lx ly
 
$makeidlenoise idlenoise "../idle03"
$makeidle d1_t01_BreakRoom_WatchClock  "d1_t01_BreakRoom_WatchClock_Sit" 0 "idlenoise" 150 cmdlist lockfeet
$makeidle d1_t01_BreakRoom_WatchBreen  "d1_t01_BreakRoom_WatchBreen" 0 "idlenoise" 150 cmdlist lockfeet

$sequence d1_t01_BreakRoom_WatchClock_Sit_Entry "d1_t01_BreakRoom_WatchClock_Sit" frames 10 150 fps 30 lx ly lzr
$sequence d1_t01_BreakRoom_WatchClock_Sit "d1_t01_BreakRoom_WatchClock_Sit_Idle" fps 30 alignto d1_t01_BreakRoom_WatchClock_Sit_Entry

$sequence d1_t01_Interrogation_Idle "d1_t01_Interrogation_Idle" fps 30 loop 


//=========================== d1_trainstation_02 ==============================================

$sequence d1_t02_Plaza_Scan_ID "d1_t02_Plaza_Scan_ID" fps 30

$makeidle d1_t02_Playground_Cit1_Arms_Crossed "d1_t02_Playground_Cit1_Arms_Crossed" 0 "idlenoise2" 150 cmdlist lockfeet 
$makeidle d1_t02_Playground_Cit2_Pockets "d1_t02_Playground_Cit2_Pockets" 0 "idlenoise2" 150 cmdlist lockfeet {
 { ikrule rhand touch "ValveBiped.Bip01_Pelvis" usesequence }
 { ikrule lhand touch "ValveBiped.Bip01_Pelvis" usesequence }
}


$sequence d1_t02_Plaza_Sit02 d1_t01_BreakRoom_Sit_02 frames 52 62 loop alignto d1_t01_BreakRoom_Sit02_Entry
$sequence d1_t02_Plaza_Sit01_Idle d1_t01_BreakRoom_Sit_01_Idle fps 30 loop alignto Idle_to_d1_t01_BreakRoom_Sit01 

//=========================== d1_trainstation_03 ==============================================

$sequence d1_t03_Tenements_Look_Out_Door_Idle "d1_t03_Tenements_Look_Out_Door_Idle" fps 30 loop
$sequence d1_t03_Tenements_Look_Out_Door_Close "d1_t03_Tenements_Look_Out_Door_Close" fps 30
$sequence d1_t03_Tenements_Look_Out_Window_Idle "d1_t03_Tenements_Look_Out_Window_Idle" fps 30 loop { ikrule lhand touch "" }

$sequence d1_t03_PreRaid_Peek_Idle "d1_t03_PreRaid_Peek_Idle" fps 30 loop
$sequence d1_t03_PreRaid_Peek_Exit "d1_t03_PreRaid_Peek_exit" fps 30 lx ly lzr

$sequence doorBracer_PreIdle "doorBracer" fps 30 frames 0 10
$sequence doorBracer_ShutDoor "doorBracer" fps 30 frames 10 50 lx ly
$sequence doorBracer_Closed "doorBracer" fps 30 frames 50 50 loop alignto doorbracer_preIdle
$sequence doorBracer_Struggle "doorBracer" fps 30 frames 50 102 alignto doorbracer_preIdle
$sequence doorBracer_BustThru "doorBracer" fps 30 frames 110 122 alignto doorBracer_Struggle {
	lx ly
	{ event 1003 11 1 }
}

$sequence d1_t03_sit_couch_consoling "d1_t03_sit_couch_consoling" loop

$sequence luggageidle "TS_luggage_idle" fps 30 loop cmdlist lockfeet
$sequence luggageshrug "TS_luggage_shrug" fps 30 cmdlist lockfeet
$sequence luggagepush "TS_luggage_push" fps 30 cmdlist lockfeet
$sequence ts_luggageShove_all "ts_luggageShove_All" fps 30 lx ly lzr

$sequence Streetwar_CoverShoot_L Streetwar_CoverShoot_L fps 30 { event 3002 24 } { event 3002 37 } cmdlist releasefeet

$sequence Trainstation_Int "trainstation_interrogation" fps 30 loop cmdlist releasefeet




$sequence Lying_Down "Lying_Down" fps 30 loop cmdlist releasefeet

$sequence podpose "podpose" fps 30 loop cmdlist releasefeet

//=========================== d1_canals_01 ==============================================

$sequence arrestpreidle "canal_arrest_preidle" fps 30 loop origin 0 32 0
$sequence arrestpunch "canal_arrest_punch" fps 30 origin 0 32 0 {
	{ event AE_CL_PLAYSOUND 2 "d1_canals.citizenpunch_pain_0" }
	{ event AE_CL_PLAYSOUND 51 "d1_canals.citizenpunch_punch_1" } 
	{ event AE_CL_PLAYSOUND 56 "d1_canals.citizenpunch_pain_1" }  
	{ event AE_CL_PLAYSOUND 58 "d1_canals.citizenpunch_fall_1" } 
	{ event AE_CL_PLAYSOUND 70 "d1_canals.citizenpunch_pain_2" } 
}

$sequence arrestpostidle "canal_arrest_punch" fps 30 frames 100 100 loop numframes 60 origin 0 32 0
$sequence boxcaropen "boxcar_doorpeek" fps 30 {
	walkframe 158 LX LY LZR
	walkframe 279 LX LY LZR
	walkframe 325 LX LY LZR
}

//=========================== d1_canals_03 ===============================================

$sequence Canals_Matt_laydown "canals_matt_laydown" fps 30 loop
$sequence Canals_Matt_whoareyou "canals_matt_whoareyou" fps 30 frames 0 95 alignto canals_matt_laydown
$sequence Canals_Matt_sitonedge "canals_matt_whoareyou" frames 85 95  alignto canals_matt_laydown
$sequence Canals_Matt_beglad "canals_matt_whoareyou" frames 95 190 alignto canals_matt_laydown {
	walkframe 34 lx ly lz lzr
	walkalign 51 idle_reference lx ly lz lzr 0 84
}

$sequence Canals_Matt_OhShit "canals_matt_manhackdoor" fps 30 LX LY lzr { event 1003 22 1 } { event 1003 114 2 } { event 1003 168 3 }

//=========================== d1_canals_06 ==============================================

$sequence d1_canals_06_bridge_check "d1_canals_06_bridge_check" fps 30

//=========================== d1_canals_11 ==============================================

$sequence mapcircle "Map_circle" fps 30

//=========================== d1_town_05 ==============================================
$makeidlenoise idlenoise2 "../idle_subtle"
$sequence d1_town05_Winston_Down "d1_town05_Winston_Down" fps 30 loop cmdlist releasefeet
$sequence d1_town05_Wounded_Idle_1 "d1_town05_Wounded_Idle_1" fps 30 loop cmdlist releasefeet
$sequence d1_town05_Wounded_Idle_2 "d1_town05_Wounded_Idle_2" fps 30 loop cmdlist releasefeet
$sequence d1_town05_Daniels_Kneel_Entry "d1_town05_Daniels_Kneel" frames 0 80 fps 30 cmdlist releasefeet
$sequence d1_town05_Daniels_Kneel_Idle "d1_town05_Daniels_Kneel" frames 80 140 fps 30 loop
$makeidle d1_town05_Leon_Idle_SMG1 "d1_town05_Leon_Lean_Table" 0 "idlenoise2" 150 cmdlist lockfeet
$sequence d1_town05_Leon_Door_Knock "d1_town05_Leon_Door_Knock" fps 40 {
	{ event 1003 48 1 }
	{ event 1003 62 1 }
	{ event 1003 76 1 }
	ikrule rfoot release range 16 33 34 35
	ikrule lfoot release range 0 16 17 18 
}
$sequence d1_town05_Leon_Lean_Table_Entry "d1_town05_Leon_Lean_Table" frames 0 49 fps 30 {
	ikrule rfoot release range 5 15 16 17
	ikrule lfoot release range 21 40 41 42 
}
$sequence d1_town05_Leon_Lean_Table_Idle "d1_town05_Leon_Lean_Table" frames 50 110 loop fps 30 { 
	ikrule lhand touch "" 
	ikrule rhand touch "" 
}
$sequence d1_town05_Leon_Lean_Table_Exit "d1_town05_Leon_Lean_Table" frames 111 170 fps 30 {
	ikrule rfoot release range 20 34 35 36
	ikrule lfoot release range 0 14 15 16 
}
$sequence d1_town05_Leon_Lean_Table_Entry_NoGun "d1_town05_Leon_Lean_Table_NoGun" frames 0 49 fps 30 {
	ikrule rfoot release range 5 15 16 17
	ikrule lfoot release range 21 40 41 42 
}

$sequence d1_town05_Leon_Lean_Table_Posture_Entry "d1_town05_Leon_Lean_Table_Posture_toIdle" frames 0 45 fps 30 {
	ikrule rfoot release range 5 15 16 17
	ikrule lfoot release range 21 40 41 42 
}
$makeidle d1_town05_Leon_Lean_Table_Posture_Idle "d1_town05_Leon_Lean_Table_Posture_toIdle" 45 "idlenoise2" 150 cmdlist lockfeet { 
	ikrule lhand touch "" 
	ikrule rhand touch "" 
}
$sequence d1_town05_Leon_Lean_Table_Posture_Exit "d1_town05_Leon_Lean_Table_Posture_toIdle" frames 60 125 fps 35 {
	ikrule rfoot release range 35 50 51 52
	ikrule lfoot release range 10 27 28 29 
}

$sequence headcrabbed "headcrabbed_citizen" fps 30
$sequence headcrabbedpost "headcrabbed_citizen" fps 30 loop frames 250 294


//=========================== d2_coast03 ==============================================

$sequence d2_coast03_Odessa_RPG_Give "d2_coast03_Odessa_RPG_Give" frames 0 35 fps 30 cmdlist lockfeetandlefthand
$sequence d2_coast03_Odessa_RPG_Give_Idle "d2_coast03_Odessa_RPG_Give" frames 35 95 loop fps 30 cmdlist lockfeetandlefthand
$sequence d2_coast03_Odessa_RPG_Give_Exit "d2_coast03_Odessa_RPG_Give_Exit" fps 30
$sequence d2_coast03_Odessa_Stand_RPG "d2_coast03_Odessa_Stand_RPG" loop fps 30 cmdlist lockfeetandlefthand

//$sequence idle_relaxed_01 "idle_SMG1_Relaxed_Poses" frames 4 4 loop
//$sequence idle_alert_01 "idle_SMG1_Alert_Poses" frames 6 6 loop
//$sequence idle_alert_02 "idle_SMG1_Alert_Poses" frames 4 4 loop


//$makeidle idle_relaxed_01  "idle_SMG1_Relaxed_Poses" 4 "idlenoise2" 150 cmdlist lockfeet
$makeidle idle_alert_01  "idle_SMG1_Alert_Poses" 4 "idlenoise2" 150 cmdlist lockfeetandlefthand
$makeidle idle_alert_02  "idle_SMG1_Alert_Poses" 6 "idlenoise2" 150 cmdlist lockfeetandlefthand


$sequence d2_coast03_PreBattle_Scan_Skies "d2_coast03_PreBattle_Scan_Skies" loop fps 30 cmdlist lockfeet
$sequence d2_coast03_PreBattle_Scan_Skies02 "d2_coast03_PreBattle_Scan_Skies02" loop fps 30 cmdlist lockfeet
$sequence d2_coast03_PreBattle_Scan_Skies03 "d2_coast03_PreBattle_Scan_Skies03" loop fps 30 cmdlist lockfeet
$sequence d2_coast03_PreBattle_Scan_Skies_Respond "d2_coast03_PreBattle_Scan_Skies_Respond" fps 30
$sequence d2_coast03_PreBattle_Kneel_Idle "d2_coast03_PreBattle_Kneel_Call" frames 0 60 loop fps 30
//$sequence d2_coast03_PreBattle_Kneel_Call "d2_coast03_PreBattle_Kneel_Call" frames 60 150 fps 30
$sequence d2_coast03_PreBattle_Stand_Look "d2_coast03_PreBattle_Stand_Look" loop fps 30
$sequence d2_coast03_PostBattle_Idle01_Entry "d2_coast03_PostBattle_Idle01" frames 0 40 fps 30
$sequence d2_coast03_PostBattle_Idle01 "d2_coast03_PostBattle_Idle01" frames 40 90 loop fps 30
$sequence d2_coast03_PostBattle_Idle02_Entry "d2_coast03_PostBattle_Idle02" frames 0 40 fps 30
$sequence d2_coast03_PostBattle_Idle02 "d2_coast03_PostBattle_Idle02" frames 40 100 loop fps 30

$sequence d2_coast_03_antlion_shove "d2_coast_03_antlion_shove" fps 30 { event 1003 20 1 }


//=========================== d2_coast11 ==============================================

$sequence d2_coast11_Tobias "d2_coast11_Tobias" fps 30 cmdlist releasefeet
$sequence antmanidle "antman_idle" fps 30 loop
$sequence antmanstand "antman_stand" fps 30

//=========================== d3_c17_03 ===================================================

$sequence d3_c17_03_tower_idle "d3_c17_03_tower_wave" frames 0 10 fps 30
$sequence d3_c17_03_tower_wave "d3_c17_03_tower_wave" frames 10 70 fps 30
$sequence d3_c17_03_throw_from_tower "d3_c17_03_throw_from_tower" fps 30 { event 1003 30 1 } { event 1003 70 2 }

$sequence d3_c17_03_climb_rope "d3_c17_03_climb_rope" fps 30 lx ly lz { event 1003 205 1 }
$sequence d3_c17_03_climb_edge "d3_c17_03_climb_edge" fps 30 lx ly lz

$sequence pullrope1idle "takeover_pullrope1_idle" fps 30 loop
$sequence pullrope2idle "takeover_pullrope2_idle" fps 30 loop
$sequence pullrope3idle "takeover_pullrope3_idle" fps 30 loop
$sequence droprope1 "takeover_droprope1" fps 30
$sequence droprope3 "takeover_droprope3" fps 30
$sequence cheer1 "cheer1" fps 30
$sequence cheer2 "cheer2" fps 30

$sequence sniper_victim_pre "sniper_victim_pre" fps 30 loop
$sequence sniper_victim_die "sniper_victim_die" fps 30
$sequence sniper_victim_post "sniper_victim_post" fps 30 loop


