//***** Weapon Idles

$sequence Idle_Angry_SMG1 "Idle_Angry_SMG1" loop fps 30 fadeout 0.5 fadein 0.5 activity ACT_IDLE_SMG1 1 node "standing" cmdlist lockfeetandlefthand
$sequence Idle_Angry_Shotgun "Idle_Angry_Shotgun" loop fps 30 activity ACT_IDLE_SHOTGUN_AGITATED 1 node "standing" cmdlist lockfeetandlefthand
$sequence Idle_SMG1_Aim "Idle_SMG1_Aim" loop addlayer layer_Aim_all fadeout 0.5 fadein 0.5 alignto Idle_Angry_SMG1 node "shooting" activity ACT_IDLE_ANGRY_SMG1 1 cmdlist lockfeetandlefthand
$sequence Idle_SMG1_Aim_Alert "Idle_SMG1_Aim_Alert" loop addlayer layer_Aim_Alert_all fadeout 0.5 fadein 0.5 node "standing" activity ACT_IDLE_AIM_RIFLE_STIMULATED 1 cmdlist lockfeetandlefthand

//**** SMG/SHOTGUN ANIMS

$sequence shoot_smg1 "shootSMG1" fps 25 addlayer layer_Aim_all alignto Idle_Angry_SMG1 node "shooting" activity ACT_RANGE_ATTACK_SMG1 1 cmdlist lockfeetandlefthand
$sequence shoot_ar2 "shootSMG1" fps 25 addlayer layer_Aim_all alignto Idle_Angry_SMG1 node "shooting" activity ACT_RANGE_ATTACK_AR2 1 cmdlist lockfeetandlefthand
$sequence shoot_shotgun "shootShotgun" fps 30 addlayer layer_Aim_all alignto Idle_Angry_SMG1 node "shooting" activity ACT_RANGE_ATTACK_SHOTGUN 1 cmdlist lockfeetandlefthand
$sequence shoot_rpg "shootRPG" fps 30 addlayer layer_Aim_RPG_all alignto Idle_Angry_SMG1 node "shootingRPG" activity ACT_RANGE_ATTACK_RPG 1 cmdlist lockfeetandlefthand

$sequence reload_smg1 "SMG1_reload" fps 40 node "standing" activity ACT_RELOAD_SMG1 1  { event 3015 60 } cmdlist lockfeet

$makeweapongesture gesture_reload_smg1 "SMG1_reload" 16 90 105
$append gesture_reload_smg1 {
	fps 40 node "standing" activity ACT_GESTURE_RELOAD_SMG1 1
	event 3015 60
	ikrule lhand touch "ValveBiped.Bip01_R_Hand" range 0 10 20 30 usesource
	ikrule lhand touch "ValveBiped.Bip01_Spine" range 25 32 46 57 usesource
	ikrule lhand touch "ValveBiped.Bip01_R_Hand" range 54 60 90 105 usesource
}


$sequence gesture_shoot_ar2 "shootSMG1" fps 25 subtract gesture_shoot_ar2 0 delta activity ACT_GESTURE_RANGE_ATTACK_AR2 1
$sequence gesture_shoot_smg1 "shootSMG1" fps 25 subtract gesture_shoot_smg1 0 delta activity ACT_GESTURE_RANGE_ATTACK_SMG1 1
$sequence gesture_shoot_shotgun "shootShotgun" fps 30 subtract gesture_shoot_shotgun 0 delta activity ACT_GESTURE_RANGE_ATTACK_SHOTGUN 1
$sequence gesture_shoot_rpg "shootRPG" fps 30 subtract gesture_shoot_rpg 0 delta activity ACT_GESTURE_RANGE_ATTACK_RPG 1

//*** Shoot<-->Idle Transition anims
/*
$sequence IdleAngryToShoot Idle_Angry_SMG1_to_Aim fps 30 transition "standing" "shooting" ACT_TRANSITION 1 {
	blendlayer layer_Aim_all 0 10 21 21 spline
	cmdlist lockfeetandlefthand
}
$sequence RunToShoot @IdleAngryToShoot fps 30 transition "running" "shooting" ACT_TRANSITION 1 {
	blendlayer layer_Aim_all 0 10 21 21 spline
	cmdlist lockfeetandlefthand
}
$sequence WalkToShoot @IdleAngryToShoot fps 30 transition "walking" "shooting" ACT_TRANSITION 1 {
	blendlayer layer_Aim_all 0 10 21 21 spline
	cmdlist lockfeetandlefthand
}
$sequence ShootToIdleAngry Idle_SMG1_Aim_to_Idle fps 30 transition "shooting" "standing" ACT_TRANSITION 1 {
	blendlayer layer_Aim_all 0 0 0 18 spline
	cmdlist lockfeetandlefthand
}
*/

$sequence IdleAngryToShootDelta Idle_Angry_SMG1_to_Aim fps 30 splinedelta delta hidden
$sequence IdleAngryToShoot Idle_Angry_SMG1_to_Aim noanimation numframes 20 transition "standing" "shooting" ACT_TRANSITION 1 {
	blendlayer Idle_Angry_SMG1 0 0 0 20 spline xfade
	blendlayer shoot_smg1 0 20 20 20 spline
	blendlayer IdleAngryToShootDelta 0 0 20 20
}

$sequence ShootToIdleAngryDelta Idle_SMG1_Aim_to_Idle fps 30 splinedelta delta hidden
$sequence ShootToIdleAngry Idle_Angry_SMG1_to_Aim noanimation numframes 20 transition "shooting" "standing" ACT_TRANSITION 1 {
	blendlayer shoot_smg1 0 0 0 20 spline xfade
	blendlayer Idle_Angry_SMG1 0 20 20 20 spline
	blendlayer ShootToIdleAngryDelta 0 0 20 20
}



//*** Shoot<-->CrouchIdle Transition anims

$sequence CrouchDToShoot CrouchIdle_D_toShoot frames 0 25 fps 30 transition "crouching" "shooting" ACT_TRANSITION 1 {
	blendlayer layer_Aim_all 8 15 25 25 spline
	ikrule rfoot footstep range 5 11 25 25
	ikrule lfoot footstep range 0 0 12 ..
	ikrule lfoot footstep range .. 21 25 25
}
$sequence ShootToCrouchD Shoot_toCrouchIdle_D fps 30 transition "shooting" "crouching" ACT_TRANSITION 1 {
	blendlayer layer_Aim_all 0 0 0 11 spline
	ikrule lfoot footstep range 0 7 30 30
	ikrule rfoot footstep range 0 0 6 ..
	ikrule rfoot footstep range .. 18 30 30
}

$sequence CrouchDToStand CrouchIdle_D_toShoot frames 0 25 fps 30 transition "crouching" "standing" ACT_TRANSITION 1 {
	blendlayer layer_Aim_all 8 15 26 26 spline
	ikrule rfoot footstep range 5 11 25 25
	ikrule lfoot footstep range 0 0 12 ..
	ikrule lfoot footstep range .. 21 25 25
}
$sequence StandToCrouchD Shoot_toCrouchIdle_D fps 30 transition "standing" "crouching" ACT_TRANSITION 1 {
	blendlayer layer_Aim_all 0 0 0 11 spline
	ikrule lfoot footstep range 0 7 30 30
	ikrule rfoot footstep range 0 0 6 ..
	ikrule rfoot footstep range .. 18 30 30
}

//*** CrouchShoot<-->CrouchIdle Transition anims

$sequence CrouchDToCrouchShoot CrouchIdle_D_to_CrouchAim fps 30 transition "crouching" "crouchShooting" ACT_TRANSITION 1 {
	blendlayer layer_Aim_all 4 14 21 21 spline
	cmdlist lockfeetandlefthand
}
$sequence CrouchShootToCrouchD Crouch_Idle_SMG1_Aim_B_to_CrouchIdle transition "crouchShooting" "crouching" ACT_TRANSITION 1 {
	blendlayer layer_Aim_all 0 0 0 10 spline
	cmdlist lockfeetandlefthand
}


//$sequence CrouchReloadToShoot CrouchIdleC1_toShoot fps 30 transition "crouchReload" "shooting" ACT_TRANSITION 1
//$sequence ShootToCrouchReload Shoot_toCrouchIdle_D fps 30 transition "shooting" "CrouchReload" ACT_TRANSITION 1

$sequence Cover_R "Cover_R" fps 30 loop cmdlist lockfeetandlefthand
$makeidle Cover_L "Cover_L" 0 idle_noise 150 cmdlist lockfeetandlefthand
$sequence CoverLow_R "CoverLow_R" fps 30 loop cmdlist lockfeetandlefthand
$makeidle CoverLow_L "CoverLow_L" 0 idle_noise 150 cmdlist lockfeetandlefthand

$sequence Cover_LToShootSMG1 Cover_LToShootSMG1 fps 30 {
	transition "cover_L" "shooting" ACT_TRANSITION 1
	//walkalign 10 shoot_smg1 LX LY LZR 0 15
}
$sequence Cover_RToShootSMG1 Cover_RToShootSMG1 fps 30 {
	transition "cover_R" "shooting" ACT_TRANSITION 1
	//walkalign 12 shoot_smg1 LX LY LZR 0 15
}
$sequence CoverLow_LToShootSMG1 CoverLow_LToShootSMG1 fps 30 {
	transition "cover_L" "shooting" ACT_TRANSITION 1
	//walkalign 10 shoot_smg1 LX LY LZR 0 15
}
$sequence CoverLow_RToShootSMG1 CoverLow_RToShootSMG1 fps 30 {
	transition "cover_R" "shooting" ACT_TRANSITION 1
	//walkalign 12 shoot_smg1 LX LY LZR 0 15
}

$sequence ShootSMG1ToCover_L ShootSMG1ToCover_L fps 30 {
	transition "shooting" "cover_l" ACT_TRANSITION 1
	//align shoot_smg1 X Y ZR 0 0
	//walkalign 12 Cover_L LX LY LZR 0 18
}

$sequence ShootSMG1ToCover_R ShootSMG1ToCover_R fps 30 {
	transition "shooting" "cover_r" ACT_TRANSITION 1
	//align shoot_smg1 X Y ZR 0 0
	//walkalign 12 Cover_R LX LY LZR 0 18
}

$sequence ShootSMG1ToCoverLow_L ShootSMG1ToCoverLow_L fps 30 {
	transition "shooting" "coverlow_l" ACT_TRANSITION 1
	//align shoot_smg1 X Y ZR 0 0
	//walkalign 12 CoverLow_L LX LY LZR 0 18
}

$sequence ShootSMG1ToCoverLow_R ShootSMG1ToCoverLow_R fps 30 {
	transition "shooting" "coverlow_r" ACT_TRANSITION 1
	//align shoot_smg1 X Y ZR 0 0
	//walkalign 12 CoverLow_R LX LY LZR 0 18
}

$sequence crouch_shoot_smg1 "Crouch_shootSMG1_B" fps 25 addlayer layer_Aim_all node "crouchShooting" activity ACT_RANGE_ATTACK_SMG1_LOW 1 { event 3002 0 } cmdlist lockfeetandlefthand
$sequence crouch_aim_smg1 "Crouch_Idle_SMG1_Aim_B" loop fps 30 addlayer layer_Aim_all node "crouchShooting" activity ACT_RANGE_AIM_SMG1_LOW 1 cmdlist lockfeetandlefthand
$sequence crouch_reload_smg1 "Crouch_SMG1_reload" fps 40 node "Crouching" activity ACT_RELOAD_SMG1_LOW 1  { event 3015 60 } cmdlist lockfeet

//----------------------------------------------
//**** PISTOL ANIMS
//----------------------------------------------
$sequence shootp1 "pistol_shoot" fps 25 addlayer layer_Aim_p_all activity ACT_RANGE_ATTACK_PISTOL 1 { event 3014 1 } cmdlist lockfeet
$sequence reloadpistol "pistol_reload" fps 30 activity ACT_RELOAD_PISTOL 1 { event 3015 35 } cmdlist lockfeet
$sequence Pistol_idle "pistol_idle01" fps 30 loop activity ACT_IDLE_PISTOL 1  cmdlist lockfeet
$sequence Pistol_idle_aim "pistol_shoot" frames 0 0 addlayer layer_Aim_p_all fps 30 loop activity ACT_IDLE_ANGRY_PISTOL 1  cmdlist lockfeet
$sequence gesture_shootp1 "pistol_shoot" fps 25 subtract gesture_shootp1 0 delta activity ACT_GESTURE_RANGE_ATTACK_PISTOL 1 { event 3014 1 }
$sequence crouch_shoot_pistol "Crouch_Pistol_shoot" fps 18 activity ACT_RANGE_ATTACK_PISTOL_LOW 1 { event 3014 4 }
$sequence crouch_reload_pistol "Crouch_Pistol_reload" fps 30 activity ACT_RELOAD_PISTOL_LOW 1 { event 3015 0 }

//pistol aim blends


$cmdlist locklefthand { ikrule lhand touch "ValveBiped.Bip01_R_Hand" usesource }


$Weightlist HipsUpperbodyReplace "valvebiped.bip01_Pelvis" 1.0 "ValveBiped.Bip01_L_Thigh" 0.0 "ValveBiped.Bip01_R_Thigh" 0.0


$animation a_aim_P_neutral "pistol_aim_matrix" frame 4 4 weightlist HipsUpperbodyReplace

$animation a_run_aim_p_down_left pistol_aim_matrix frame 0 0 subtract a_aim_p_neutral 0 weightlist HipsUpperbodyReplace
$animation a_run_aim_p_down_center pistol_aim_matrix frame 1 1 subtract a_aim_p_neutral 0 weightlist HipsUpperbodyReplace
$animation a_run_aim_p_down_right pistol_aim_matrix frame 2 2 subtract a_aim_p_neutral 0 weightlist HipsUpperbodyReplace
$animation a_run_aim_p_mid_left pistol_aim_matrix frame 3 3 subtract a_aim_p_neutral 0 weightlist HipsUpperbodyReplace
$animation a_run_aim_p_mid_center pistol_aim_matrix frame 4 4 subtract a_aim_p_neutral 0 weightlist HipsUpperbodyReplace
$animation a_run_aim_p_mid_right pistol_aim_matrix frame 5 5 subtract a_aim_p_neutral 0 weightlist HipsUpperbodyReplace
$animation a_run_aim_p_up_left pistol_aim_matrix frame 6 6 subtract a_aim_p_neutral 0 weightlist HipsUpperbodyReplace
$animation a_run_aim_p_up_center pistol_aim_matrix frame 7 7 subtract a_aim_p_neutral 0 weightlist HipsUpperbodyReplace
$animation a_run_aim_p_up_right pistol_aim_matrix frame 8 8 subtract a_aim_p_neutral 0 weightlist HipsUpperbodyReplace
$animation a_run_aim_p_straight_up pistol_aim_matrix frame 9 9 subtract a_aim_p_neutral 0 weightlist HipsUpperbodyReplace

$sequence layer_Aim_p_all  {
			a_run_aim_p_straight_up a_run_aim_p_straight_up a_run_aim_p_straight_up
			a_run_aim_p_up_right a_run_aim_p_up_center a_run_aim_p_up_left
			a_run_aim_p_mid_right a_run_aim_p_mid_center a_run_aim_p_mid_left
			a_run_aim_p_down_right a_run_aim_p_down_center a_run_aim_p_down_left
			blendref a_aim_P_neutral
			blendcenter a_run_aim_p_mid_center
			blendwidth 3 calcblend aim_yaw "anim_attachment_RH" ZR calcblend aim_pitch "anim_attachment_RH" YR
			delta
			iklock rfoot 1 0 iklock lfoot 1 0
			hidden
			}


// Run N, aiming a pistol

$sequence layer_run_p_aiming "RunN_pistol_Aim" weightlist upperbodyreplace addlayer layer_Aim_p_all hidden cmdlist locklefthand
$sequence layer_walk_p_aiming "walkN_pistol_Aim" weightlist upperbodyreplace addlayer layer_Aim_p_all hidden cmdlist locklefthand

$sequence run_aiming_p_all {
	a_runS a_runSE a_runE a_runNE a_runN a_runNW a_runW a_runSW a_runS
	blendwidth 9 blend move_yaw -180 180 addlayer layer_run_p_aiming node "running"
	activity ACT_RUN_AIM_PISTOL 1
}


$sequence walk_aiming_p_all {
	a_walkS a_walkSE a_walkE a_walkNE a_walkN a_walkNW a_walkW a_walkSW a_walkS
	blendwidth 9 blend move_yaw -180 180 addlayer layer_walk_p_aiming node "walking"
	activity ACT_WALK_AIM_PISTOL 1
}


//**** THROW ANIMS

$sequence throw1 throw activity ACT_RANGE_ATTACK_THROW 1 { event 3005 28 }

//**** MELEE ANIMS

$sequence swing "Melee_Attack_Swing" fps 30 addlayer layer_Aim_all activity ACT_MELEE_ATTACK_SWING 1 { event 3001 18 }
$sequence MeleeAttack01 "meleeAttack01" fps 30

//**** Weapon Pickup

$sequence pickup "Weapon_pickup" fps 30 activity ACT_PICKUP_GROUND 1 { event 2040 13 }
$sequence gunrack "gunrack" fps 30 activity ACT_PICKUP_RACK 1 { event 2040 15 }
$sequence smgdraw "SMG_draw" fps 30 {
	{ event 1003 14 1 }
}


//**** MISC ANIMS

//$sequence Fear_Reaction_SMG1 "Fear_Reaction_SMG1" fps 30 cmdlist lockfeetandlefthand
$makeweapongesturep Fear_Reaction_gesture "Fear_Reaction_SMG1" 9 20 30 activity ACT_GESTURE_FLINCH_BLAST 1

$sequence Wave_SMG1 "Wave_SMG1" fps 30 cmdlist lockfeet



//**** (JAKE) Aim blends and CrouchWalk/Aiming blends

$animation a_aim_neutral "aim_9_directions" frame 4 4 weightlist HipsUpperbodyReplace

$animation a_run_aim_down_right Aim_9_directions frame 0 0 subtract a_aim_neutral 0 weightlist HipsUpperbodyReplace
$animation a_run_aim_down_center Aim_9_directions frame 1 1 subtract a_aim_neutral 0 weightlist HipsUpperbodyReplace
$animation a_run_aim_down_left Aim_9_directions frame 2 2 subtract a_aim_neutral 0 weightlist HipsUpperbodyReplace
$animation a_run_aim_mid_right Aim_9_directions frame 3 3 subtract a_aim_neutral 0 weightlist HipsUpperbodyReplace
$animation a_run_aim_mid_center Aim_9_directions frame 4 4 subtract a_aim_neutral 0 weightlist HipsUpperbodyReplace
$animation a_run_aim_mid_left Aim_9_directions frame 5 5 subtract a_aim_neutral 0 weightlist HipsUpperbodyReplace
$animation a_run_aim_up_right Aim_9_directions frame 6 6 subtract a_aim_neutral 0 weightlist HipsUpperbodyReplace
$animation a_run_aim_up_center Aim_9_directions frame 7 7 subtract a_aim_neutral 0 weightlist HipsUpperbodyReplace
$animation a_run_aim_up_left Aim_9_directions frame 8 8 subtract a_aim_neutral 0 weightlist HipsUpperbodyReplace
$animation a_run_aim_straight_up Aim_9_directions frame 9 9 subtract a_aim_neutral 0 weightlist HipsUpperbodyReplace

$sequence layer_Aim_all  {
			a_run_aim_straight_up a_run_aim_straight_up a_run_aim_straight_up
			a_run_aim_up_right a_run_aim_up_center a_run_aim_up_left
			a_run_aim_mid_right a_run_aim_mid_center a_run_aim_mid_left
			a_run_aim_down_right a_run_aim_down_center a_run_aim_down_left
			blendref a_aim_neutral
			blendcenter a_run_aim_mid_center
			blendwidth 3 calcblend aim_yaw "anim_attachment_RH" ZR calcblend aim_pitch "anim_attachment_RH" YR
			delta
			iklock rfoot 1 0 iklock lfoot 1 0
			hidden
			}

//==========================AIM ALERT===================================================================================

$animation a_aim_Alert_neutral "aim_9_directions_Alert" frame 4 4 weightlist HipsUpperbodyReplace

$animation a_run_aim_Alert_down_right Aim_9_directions_Alert frame 0 0 subtract a_aim_Alert_neutral 0 weightlist HipsUpperbodyReplace
$animation a_run_aim_Alert_down_center Aim_9_directions_Alert frame 1 1 subtract a_aim_Alert_neutral 0 weightlist HipsUpperbodyReplace
$animation a_run_aim_Alert_down_left Aim_9_directions_Alert frame 2 2 subtract a_aim_Alert_neutral 0 weightlist HipsUpperbodyReplace
$animation a_run_aim_Alert_mid_right Aim_9_directions_Alert frame 3 3 subtract a_aim_Alert_neutral 0 weightlist HipsUpperbodyReplace
$animation a_run_aim_Alert_mid_center Aim_9_directions_Alert frame 4 4 subtract a_aim_Alert_neutral 0 weightlist HipsUpperbodyReplace
$animation a_run_aim_Alert_mid_left Aim_9_directions_Alert frame 5 5 subtract a_aim_Alert_neutral 0 weightlist HipsUpperbodyReplace
$animation a_run_aim_Alert_up_right Aim_9_directions_Alert frame 6 6 subtract a_aim_Alert_neutral 0 weightlist HipsUpperbodyReplace
$animation a_run_aim_Alert_up_center Aim_9_directions_Alert frame 7 7 subtract a_aim_Alert_neutral 0 weightlist HipsUpperbodyReplace
$animation a_run_aim_Alert_up_left Aim_9_directions_Alert frame 8 8 subtract a_aim_Alert_neutral 0 weightlist HipsUpperbodyReplace
$animation a_run_aim_Alert_straight_up Aim_9_directions_Alert frame 9 9 subtract a_aim_Alert_neutral 0 weightlist HipsUpperbodyReplace

$sequence layer_Aim_Alert_all  {
			a_run_aim_Alert_straight_up a_run_aim_Alert_straight_up a_run_aim_Alert_straight_up
			a_run_aim_Alert_up_right a_run_aim_Alert_up_center a_run_aim_Alert_up_left
			a_run_aim_Alert_mid_right a_run_aim_Alert_mid_center a_run_aim_Alert_mid_left
			a_run_aim_Alert_down_right a_run_aim_Alert_down_center a_run_aim_Alert_down_left
			blendref a_aim_Alert_neutral
			blendcenter a_run_aim_Alert_mid_center
			blendwidth 3 calcblend aim_yaw "anim_attachment_RH" ZR calcblend aim_pitch "anim_attachment_RH" YR
			delta
			iklock rfoot 1 0 iklock lfoot 1 0
			hidden
			}

//=================================Run Aim ==================================================

$animation a_aimSMG_neutral "runN_SMG1_aim_9_directions" frame 4 4 weightlist HipsUpperbodyReplace

$animation a_runSMG_aim_down_right runN_SMG1_aim_9_directions frame 0 0 subtract a_aimSMG_neutral 0 weightlist HipsUpperbodyReplace
$animation a_runSMG_aim_down_center runN_SMG1_aim_9_directions frame 1 1 subtract a_aimSMG_neutral 0 weightlist HipsUpperbodyReplace
$animation a_runSMG_aim_down_left runN_SMG1_aim_9_directions frame 2 2 subtract a_aimSMG_neutral 0 weightlist HipsUpperbodyReplace
$animation a_runSMG_aim_mid_right runN_SMG1_aim_9_directions frame 3 3 subtract a_aimSMG_neutral 0 weightlist HipsUpperbodyReplace
$animation a_runSMG_aim_mid_center runN_SMG1_aim_9_directions frame 4 4 subtract a_aimSMG_neutral 0 weightlist HipsUpperbodyReplace
$animation a_runSMG_aim_mid_left runN_SMG1_aim_9_directions frame 5 5 subtract a_aimSMG_neutral 0 weightlist HipsUpperbodyReplace
$animation a_runSMG_aim_up_right runN_SMG1_aim_9_directions frame 6 6 subtract a_aimSMG_neutral 0 weightlist HipsUpperbodyReplace
$animation a_runSMG_aim_up_center runN_SMG1_aim_9_directions frame 7 7 subtract a_aimSMG_neutral 0 weightlist HipsUpperbodyReplace
$animation a_runSMG_aim_up_left runN_SMG1_aim_9_directions frame 8 8 subtract a_aimSMG_neutral 0 weightlist HipsUpperbodyReplace
$animation a_runSMG_aim_straight_up runN_SMG1_aim_9_directions frame 9 9 subtract a_aimSMG_neutral 0 weightlist HipsUpperbodyReplace


$sequence layer_runAim_all  {
			a_runSMG_aim_straight_up a_runSMG_aim_straight_up a_runSMG_aim_straight_up
			a_runSMG_aim_up_right a_runSMG_aim_up_center a_runSMG_aim_up_left
			a_runSMG_aim_mid_right a_runSMG_aim_mid_center a_runSMG_aim_mid_left
			a_runSMG_aim_down_right a_runSMG_aim_down_center a_runSMG_aim_down_left
			blendref a_aimSMG_neutral
			blendcenter a_runSMG_aim_mid_center
			blendwidth 3 calcblend aim_yaw "anim_attachment_RH" ZR calcblend aim_pitch "anim_attachment_RH" YR
			delta
			iklock rfoot 1 0 iklock lfoot 1 0
			hidden
			}

//=================================Walk Alert Aim =============================================================================

$animation a_walkaimSMG_neutral WalkN_SMG1_Alert_Aim_9_directions frame 4 4 weightlist HipsUpperbodyReplace

$animation a_walkSMG_aim_down_right WalkN_SMG1_Alert_Aim_9_directions frame 0 0 subtract a_walkaimSMG_neutral 0 weightlist HipsUpperbodyReplace
$animation a_walkSMG_aim_down_center WalkN_SMG1_Alert_Aim_9_directions frame 1 1 subtract a_walkaimSMG_neutral 0 weightlist HipsUpperbodyReplace
$animation a_walkSMG_aim_down_left WalkN_SMG1_Alert_Aim_9_directions frame 2 2 subtract a_walkaimSMG_neutral 0 weightlist HipsUpperbodyReplace
$animation a_walkSMG_aim_mid_right WalkN_SMG1_Alert_Aim_9_directions frame 3 3 subtract a_walkaimSMG_neutral 0 weightlist HipsUpperbodyReplace
$animation a_walkSMG_aim_mid_center WalkN_SMG1_Alert_Aim_9_directions frame 4 4 subtract a_walkaimSMG_neutral 0 weightlist HipsUpperbodyReplace
$animation a_walkSMG_aim_mid_left WalkN_SMG1_Alert_Aim_9_directions frame 5 5 subtract a_walkaimSMG_neutral 0 weightlist HipsUpperbodyReplace
$animation a_walkSMG_aim_up_right WalkN_SMG1_Alert_Aim_9_directions frame 6 6 subtract a_walkaimSMG_neutral 0 weightlist HipsUpperbodyReplace
$animation a_walkSMG_aim_up_center WalkN_SMG1_Alert_Aim_9_directions frame 7 7 subtract a_walkaimSMG_neutral 0 weightlist HipsUpperbodyReplace
$animation a_walkSMG_aim_up_left WalkN_SMG1_Alert_Aim_9_directions frame 8 8 subtract a_walkaimSMG_neutral 0 weightlist HipsUpperbodyReplace
$animation a_walkSMG_aim_straight_up WalkN_SMG1_Alert_Aim_9_directions frame 9 9 subtract a_walkaimSMG_neutral 0 weightlist HipsUpperbodyReplace


$sequence layer_walkAlertAim_all  {
			a_walkSMG_aim_straight_up a_walkSMG_aim_straight_up a_walkSMG_aim_straight_up
			a_walkSMG_aim_up_right a_walkSMG_aim_up_center a_walkSMG_aim_up_left
			a_walkSMG_aim_mid_right a_walkSMG_aim_mid_center a_walkSMG_aim_mid_left
			a_walkSMG_aim_down_right a_walkSMG_aim_down_center a_walkSMG_aim_down_left
			blendref a_walkaimSMG_neutral
			blendcenter a_walkSMG_aim_mid_center
			blendwidth 3 calcblend aim_yaw "anim_attachment_RH" ZR calcblend aim_pitch "anim_attachment_RH" YR
			delta
			iklock rfoot 1 0 iklock lfoot 1 0
			hidden
			}

//==================================================================================================

// walk N, aiming a SMG
$sequence layer_walk_aiming "WalkN_Aim" weightlist upperbodyreplace addlayer layer_Aim_all hidden cmdlist locklefthand

// Walk N, holding a SMG
$sequence layer_walk_holding "WalkN_SMG1" weightlist upperbodyreplace hidden cmdlist locklefthand

// Run N, aiming a SMG
$sequence layer_run_aiming "RunN_smg1_Aim" weightlist upperbodyreplace addlayer layer_runAim_all hidden cmdlist locklefthand

// crouch Run N, aiming a SMG
$sequence layer_crouch_run_aiming "Crouch_RunN_SMG1_Aim" weightlist upperbodyreplace addlayer layer_Aim_all hidden cmdlist locklefthand

//Crouch walk N, aiming a SMG
$sequence layer_crouch_walk_aiming "Crouch_WalkN_Aim" weightlist upperbodyreplace addlayer layer_Aim_all hidden cmdlist locklefthand


$animation a_RunN_aim RunN_smg1_Aim loop LX LY rotateto 0 {
	alignto idle_subtle
	ikrule lfoot footstep range .. 6 10 ..
	ikrule rfoot footstep range .. 15 1 ..
}


$animation a_WalkN_SMG WalkN_SMG1 loop LX LY rotateto 0 {
	alignto idle_subtle
	ikrule lfoot footstep range .. 8 21 ..
	ikrule rfoot footstep range .. 23 6 ..
}

$animation a_walkS_aim_delta WalkN_SMG1 frame 0 0 weightlist pelvisonly alignto a_walkS subtract a_walkS 0
$animation a_walkSE_aim_delta WalkN_SMG1 frame 0 0 weightlist pelvisonly alignto a_walkSE subtract a_walkSE 0
$animation a_walkE_aim_delta WalkN_SMG1 frame 0 0 weightlist pelvisonly alignto a_walkE subtract a_walkE 0
$animation a_walkNE_aim_delta WalkN_SMG1 frame 0 0 weightlist pelvisonly alignto a_walkNE subtract a_walkNE 0
$animation a_walkN_aim_delta WalkN_SMG1 frame 0 0 weightlist pelvisonly alignto a_walkN_SMG subtract a_walkN_SMG 0
$animation a_walkNW_aim_delta WalkN_SMG1 frame 0 0 weightlist pelvisonly alignto a_walkNW subtract a_walkNW 0
$animation a_walkW_aim_delta WalkN_SMG1 frame 0 0 weightlist pelvisonly alignto a_walkW subtract a_walkW 0
$animation a_walkSW_aim_delta WalkN_SMG1 frame 0 0 weightlist pelvisonly alignto a_walkSW subtract a_walkSW 0

$sequence aim_walk_all_delta {
	a_walkS_aim_delta a_walkSE_aim_delta a_walkE_aim_delta
	a_walkNE_aim_delta a_walkN_aim_delta a_walkNW_aim_delta
	a_walkW_aim_delta a_walkSW_aim_delta a_walkS_aim_delta
	weightlist pelvisonly
	blendwidth 9 blend move_yaw -180 180
	iklock lfoot 1 1 iklock rfoot 1 1
	delta
	hidden
}

//================================= ALERT MOVEMENT ========================================

$sequence layer_walk_alert_holding "WalkN_alert_SMG1" weightlist upperbodyreplace hidden cmdlist locklefthand
$animation a_WalkN_alert_SMG WalkN_alert_SMG1 loop LX LY rotateto 0 {
	alignto idle_subtle
	ikrule lfoot footstep range .. 8 21 ..
	ikrule rfoot footstep range .. 23 6 ..
}
$sequence walkAlertHOLDALL1 {
	a_walkS a_walkSE a_walkE
	a_walkNE a_walkN_alert_SMG a_walkNW
	a_walkW a_walkSW a_walkS
	blendwidth 9 blend move_yaw -180 180
	addlayer layer_walk_alert_holding
	ACT_WALK_RIFLE_STIMULATED 1
	node "walking"
	{ event 6004 8 "NPC_Citizen" }
	{ event 6005 23 "NPC_Citizen" }
}

$sequence layer_walk_alert_aiming "WalkN_alert_SMG1_Aim" weightlist upperbodyreplace addlayer layer_walkAlertAim_all hidden cmdlist locklefthand
$sequence walkAlertAimALL1 {
	a_walkS a_walkSE a_walkE
	a_walkNE a_walkN_alert_SMG a_walkNW
	a_walkW a_walkSW a_walkS
	blendwidth 9 blend move_yaw -180 180
	addlayer layer_walk_alert_aiming
	ACT_WALK_AIM_RIFLE_STIMULATED 1
	node "walking"
	{ event 6004 8 "NPC_Citizen" }
	{ event 6005 23 "NPC_Citizen" }
}

$sequence layer_run_alert_holding "RunN_Alert_SMG1" weightlist upperbodyreplace hidden cmdlist locklefthand

$animation a_RunN_alert_SMG RunN_Alert_smg1 loop LX LY rotateto 0 {
	alignto idle_subtle
	ikrule lfoot footstep range .. 7 10 ..
	ikrule rfoot footstep range  .. 16 1 ..
}

$sequence run_alert_holding_all {
	a_runS a_runSE a_runE a_runNE a_runN_alert_SMG a_runNW a_runW a_runSW a_runS
	blendwidth 9 blend move_yaw -180 180 addlayer layer_run_alert_holding ACT_RUN_RIFLE_STIMULATED 1 node "running"
	{ event 6004 6 "NPC_Citizen" }
	{ event 6005 16 "NPC_Citizen" }
}

$sequence layer_run_alert_aiming "RunN_Alert_smg1_Aim" weightlist upperbodyreplace addlayer layer_walkAlertAim_all hidden cmdlist locklefthand
$sequence run_alert_aiming_all {
	a_runS a_runSE a_runE a_runNE a_runN_alert_SMG a_runNW a_runW a_runSW a_runS
	blendwidth 9 blend move_yaw -180 180 addlayer layer_run_alert_aiming ACT_RUN_AIM_RIFLE_STIMULATED 1 node "running"
	{ event 6004 6 "NPC_Citizen" }
	{ event 6005 16 "NPC_Citizen" }
}

//============================================================================================

$sequence walkAIMALL1 {
	a_walkS a_walkSE a_walkE
	a_walkNE a_walkN_SMG a_walkNW
	a_walkW a_walkSW a_walkS
	blendwidth 9 blend move_yaw -180 180
	addlayer aim_walk_all_delta
	addlayer layer_walk_aiming
	ACT_WALK_AIM_RIFLE 1
	node "walking"
	{ event 6004 8 "NPC_Citizen" }
	{ event 6005 23 "NPC_Citizen" }
}

$sequence walkHOLDALL1 {
	a_walkS a_walkSE a_walkE
	a_walkNE a_walkN_SMG a_walkNW
	a_walkW a_walkSW a_walkS
	blendwidth 9 blend move_yaw -180 180
	addlayer aim_walk_all_delta
	addlayer layer_walk_holding
	ACT_WALK_RIFLE 1
	node "walking"
	{ event 6004 8 "NPC_Citizen" }
	{ event 6005 23 "NPC_Citizen" }
	keyvalues {
		"interior" "ACT_NEUTRAL_SMG1_RELAXED"
	}
}

// run N holding a SMG
$sequence layer_run_holding "RunN_SMG1" weightlist upperbodyreplace hidden cmdlist locklefthand
$animation a_RunN_SMG RunN_smg1 loop LX LY rotateto 0 {
	alignto idle_subtle
	ikrule lfoot footstep range .. 7 10 ..
	ikrule rfoot footstep range  .. 16 1 ..
}
$sequence run_holding_all {
	a_runS a_runSE a_runE a_runNE a_runN_SMG a_runNW a_runW a_runSW a_runS
	blendwidth 9 blend move_yaw -180 180 addlayer layer_run_holding ACT_RUN_RIFLE 1 node "running"
	{ event 6004 6 "NPC_Citizen" }
	{ event 6005 16 "NPC_Citizen" }
	keyvalues {
		"interior" "ACT_NEUTRAL_SMG1_RELAXED"
	}
}

$sequence run_aiming_all {
	a_runS a_runSE a_runE a_runNE a_runN_SMG a_runNW a_runW a_runSW a_runS
	blendwidth 9 blend move_yaw -180 180 addlayer layer_run_aiming ACT_RUN_AIM_RIFLE 1 node "running"
	{ event 6004 6 "NPC_Citizen" }
	{ event 6005 16 "NPC_Citizen" }
}

// crouch run N, holding a SMG
$sequence layer_crouch_run_holding "Crouch_runN_smg1" weightlist upperbodyreplace hidden cmdlist locklefthand
$sequence crouchRUNHOLDINGALL1 {
	a_runS a_runSE a_runE
	a_runNE a_crouch_runN a_runNW
	a_runW a_runSW a_runS
	blendwidth 9 blend move_yaw -180 180
	addlayer crouch_run_all_delta
	addlayer layer_crouch_run_holding
	ACT_RUN_CROUCH_RIFLE 1
	node "run_crouching"
	{ event 6004 6 "NPC_Citizen" }
	{ event 6005 16 "NPC_Citizen" }
}

$sequence crouchRUNAIMINGALL1 {
	a_runS a_runSE a_runE
	a_runNE a_crouch_runN a_runNW
	a_runW a_runSW a_runS
	blendwidth 9 blend move_yaw -180 180
	addlayer crouch_run_all_delta
	addlayer layer_crouch_run_aiming
	ACT_RUN_CROUCH_AIM_RIFLE 1
	node "run_crouching"
	{ event 6004 6 "NPC_Citizen" }
	{ event 6005 16 "NPC_Citizen" }
}

// crouch walk, holding an smg
$sequence layer_crouch_walk_holding "Crouch_walkN_smg1" weightlist upperbodyreplace hidden cmdlist locklefthand
$sequence Crouch_walk_holding_all {
	a_Crouch_walkS a_Crouch_walkSE a_Crouch_walkE
	a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW
	a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS
	blendwidth 9 blend move_yaw -180 180 addlayer layer_crouch_walk_holding ACT_WALK_CROUCH_RIFLE 1 node "walk_crouching"
}

$sequence Crouch_walk_aiming_all {
	a_Crouch_walkS a_Crouch_walkSE a_Crouch_walkE
	a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW
	a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS
	blendwidth 9 blend move_yaw -180 180 addlayer layer_crouch_walk_aiming ACT_WALK_CROUCH_AIM_RIFLE 1 node "walk_crouching"
}


//=============================================================================================
// MAN_GUN AIMING
//=============================================================================================

$animation Man_Gun_neutral "Man_Gun" frame 0 0

$animation Man_Gun_down_left "Man_Gun" frame 6 6 subtract Man_Gun_neutral 0
$animation Man_Gun_down_center "Man_Gun" frame 1 1 subtract Man_Gun_neutral 0
$animation Man_Gun_down_right "Man_Gun" frame 9 9 subtract Man_Gun_neutral 0
$animation Man_Gun_mid_left "Man_Gun" frame 4 4 subtract Man_Gun_neutral 0
$animation Man_Gun_mid_center "Man_Gun" frame 0 0 subtract Man_Gun_neutral 0
$animation Man_Gun_mid_right "Man_Gun" frame 3 3 subtract Man_Gun_neutral 0
$animation Man_Gun_up_left "Man_Gun" frame 5 5 subtract Man_Gun_neutral 0
$animation Man_Gun_up_center "Man_Gun" frame 2 2 subtract Man_Gun_neutral 0
$animation Man_Gun_up_right "Man_Gun" frame 8 8 subtract Man_Gun_neutral 0

$sequence Man_Gun_Aim_all  {
			Man_Gun_up_right Man_Gun_up_center Man_Gun_up_left
		     	Man_Gun_mid_right Man_Gun_mid_center Man_Gun_mid_left
			Man_Gun_down_right Man_Gun_down_center Man_Gun_down_left
			blendwidth 3 blend aim_yaw -60 60 blend aim_pitch -35 50 delta } iklock lfoot 1 0 hidden

$sequence Man_Gun Man_Gun frames 0 0 loop addlayer Man_Gun_Aim_all ACT_IDLE_MANNEDGUN 1 {
	ikrule lhand attachment L_hand radius 10
	ikrule rhand attachment R_hand radius 10
}


//___________________________________________________________________________________________

//___________________________________________________________________________________________


//___________________________________SMG1 RELAXED____________________________________________

//--SMG1 Idles_Relaxed

$sequence Idle_SMG1_Relaxed "Idle_SMG1_Relaxed" loop fps 30 activity ACT_NEUTRAL_SMG1_RELAXED 1 node "standingRelaxed" cmdlist lockfeetandlefthand


//--SMG1 Walk_Relaxed

$sequence layer_walk_holding_SMG1_Relaxed "WalkN_SMG1_Relaxed" weightlist upperbodyreplace hidden cmdlist locklefthand
$sequence walk_SMG1_Relaxed_all {
	a_walkS a_walkSE a_walkE
	a_walkNE a_walkN a_walkNW
	a_walkW a_walkSW a_walkS
	blendwidth 9 blend move_yaw -180 180
	addlayer layer_walk_holding_SMG1_Relaxed
	ACT_WALK_RIFLE_RELAXED 1
	node "walking"
	{ event 6004 8 "NPC_Citizen" }
	{ event 6005 23 "NPC_Citizen" }
	keyvalues {
		"interior" "ACT_NEUTRAL_SMG1_RELAXED"
	}
}


//--SMG1 Run_Relaxed

$sequence layer_run_holding_SMG1_Relaxed "RunN_SMG1_Relaxed" weightlist upperbodyreplace hidden cmdlist locklefthand
$animation a_RunN_SMG1_Relaxed RunN_SMG1_Relaxed loop LX LY rotateto 0 alignto idle_subtle {
	ikrule lfoot footstep range .. 8 10 ..
	ikrule rfoot footstep range .. 17 1 ..
}
$sequence run_SMG1_Relaxed_all {
	a_runS a_runSE a_runE
	a_runNE a_runN_SMG1_Relaxed a_runNW
	a_runW a_runSW a_runS
	blendwidth 9 blend move_yaw -180 180
	addlayer layer_run_holding_SMG1_Relaxed
	ACT_RUN_RIFLE_RELAXED 1
	node "running"
	{ event 6004 6 "NPC_Citizen" }
	{ event 6005 16 "NPC_Citizen" }
	keyvalues {
		"interior" "ACT_NEUTRAL_SMG1_RELAXED"
	}
}

//___________________________________________________________________________________________

//___________________________________________________________________________________________


//______________________________________RPG ANIMATIONS_______________________________________

//--RPG Idles

$sequence Idle_RPG_Relaxed "Idle_RPG_Relaxed" loop fps 30 activity ACT_IDLE_RPG_RELAXED 1 cmdlist lockfeetandlefthand
$makeidle Idle_Angry_RPG "Idle_Angry_RPG" 0 idle_noise 150 ACT_IDLE_RPG 1 node "standing" cmdlist lockfeetandlefthand
$sequence Idle_RPG_Aim "Idle_RPG_Aim" loop addlayer layer_Aim_RPG_all node "shootingRPG" activity ACT_IDLE_ANGRY_RPG 1 cmdlist lockfeetandlefthand
$sequence Crouch_Idle_RPG "Crouch_Idle_RPG" fps 30 loop activity ACT_COVER_LOW_RPG 1 node "crouching" cmdlist lockfeetandlefthand

$sequence StandToShootRPGfake {
	"Idle_Angry_RPG" noanimation numframes 20
	blendlayer Idle_Angry_RPG 0 0 0 10 spline xfade
	blendlayer Idle_RPG_Aim 0 10 20 20 spline
	transition "standing" "shootingRPG"
	ACT_TRANSITION 1
	cmdlist lockfeetandlefthand
}

$sequence ShootToStandRPGfake {
	"Idle_Angry_RPG" noanimation numframes 15
	blendlayer Idle_RPG_Aim 0 0 0 10 spline xfade
	blendlayer Idle_Angry_RPG 0 10 15 15 spline
	transition "shootingRPG" "standing"
	ACT_TRANSITION 1
	cmdlist lockfeetandlefthand
}

$sequence CrouchToShootRPGfake {
	"Idle_Angry_RPG" noanimation numframes 20
	blendlayer Crouch_Idle_RPG 0 0 0 10 spline xfade
	blendlayer Idle_RPG_Aim 0 10 20 20 spline
	transition "crouching" "shootingRPG"
	ACT_TRANSITION 1
	cmdlist lockfeetandlefthand
}

$sequence ShootToCrouchRPGfake {
	"Idle_Angry_RPG" noanimation numframes 15
	blendlayer Idle_RPG_Aim 0 0 0 10 spline xfade
	blendlayer Crouch_Idle_RPG 0 10 15 15 spline
	transition "shootingRPG" "crouching"
	ACT_TRANSITION 1
	cmdlist lockfeetandlefthand
}

//--RPG Walk

$sequence layer_walk_holding_RPG "WalkN_RPG" weightlist upperbodyreplace hidden cmdlist locklefthand
$sequence walk_holding_RPG_all {
	a_walkS a_walkSE a_walkE
	a_walkNE a_walkN_alert_SMG a_walkNW
	a_walkW a_walkSW a_walkS
	blendwidth 9 blend move_yaw -180 180
	addlayer layer_walk_holding_RPG
	ACT_WALK_RPG 1
	node "walking"
	{ event 6004 8 "NPC_Citizen" }
	{ event 6005 23 "NPC_Citizen" }
}


//--RPG Run

$sequence layer_run_holding_RPG "RunN_RPG" weightlist upperbodyreplace hidden cmdlist locklefthand
$animation a_RunN_RPG RunN_RPG loop LX LY rotateto 0 alignto idle_subtle  {
	ikrule lfoot footstep range .. 8 10 ..
	ikrule rfoot footstep range .. 17 1 ..
}
$sequence run_holding_RPG_all {
	a_runS a_runSE a_runE
	a_runNE a_runN_RPG a_runNW
	a_runW a_runSW a_runS
	blendwidth 9 blend move_yaw -180 180
	addlayer layer_run_holding_RPG
	ACT_RUN_RPG 1
	node "running"
	{ event 6004 6 "NPC_Citizen" }
	{ event 6005 16 "NPC_Citizen" }
}


//--RPG Crouch_Walk

$sequence layer_crouch_walk_holding_RPG "Crouch_walkN_RPG" weightlist upperbodyreplace hidden cmdlist locklefthand
$sequence Crouch_walk_holding_RPG_all {
	a_Crouch_walkS a_Crouch_walkSE a_Crouch_walkE
	a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW
	a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS
	blendwidth 9 blend move_yaw -180 180
	addlayer layer_crouch_walk_holding_RPG
	ACT_WALK_CROUCH_RPG 1
	node "walk_crouching"}


//--RPG Crouch_Run

$sequence layer_crouch_run_holding_RPG "Crouch_runN_RPG" weightlist upperbodyreplace hidden cmdlist locklefthand
$sequence crouch_run_holding_RPG_all {
	a_runS a_runSE a_runE
	a_runNE a_crouch_runN a_runNW
	a_runW a_runSW a_runS
	blendwidth 9 blend move_yaw -180 180
	addlayer crouch_run_all_delta
	addlayer layer_crouch_run_holding_RPG
	ACT_RUN_CROUCH_RPG 1
	node "run_crouching"
	{ event 6004 6 "NPC_Citizen" }
	{ event 6005 16 "NPC_Citizen" }
}


//--RPG Aiming

$animation a_aim_RPG_neutral "aim_RPG_9_directions" frame 4 4 weightlist HipsUpperbodyReplace
$animation a_RPG_aim_down_left Aim_RPG_9_directions frame 0 0 subtract a_aim_RPG_neutral 0 weightlist HipsUpperbodyReplace
$animation a_RPG_aim_down_center Aim_RPG_9_directions frame 1 1 subtract a_aim_RPG_neutral 0 weightlist HipsUpperbodyReplace
$animation a_RPG_aim_down_right Aim_RPG_9_directions frame 2 2 subtract a_aim_RPG_neutral 0 weightlist HipsUpperbodyReplace
$animation a_RPG_aim_mid_left Aim_RPG_9_directions frame 3 3 subtract a_aim_RPG_neutral 0 weightlist HipsUpperbodyReplace
$animation a_RPG_aim_mid_center Aim_RPG_9_directions frame 4 4 subtract a_aim_RPG_neutral 0 weightlist HipsUpperbodyReplace
$animation a_RPG_aim_mid_right Aim_RPG_9_directions frame 5 5 subtract a_aim_RPG_neutral 0 weightlist HipsUpperbodyReplace
$animation a_RPG_aim_up_left Aim_RPG_9_directions frame 6 6 subtract a_aim_RPG_neutral 0 weightlist HipsUpperbodyReplace
$animation a_RPG_aim_up_center Aim_RPG_9_directions frame 7 7 subtract a_aim_RPG_neutral 0 weightlist HipsUpperbodyReplace
$animation a_RPG_aim_up_right Aim_RPG_9_directions frame 8 8 subtract a_aim_RPG_neutral 0 weightlist HipsUpperbodyReplace
$animation a_RPG_aim_straight_up Aim_RPG_9_directions frame 9 9 subtract a_aim_RPG_neutral 0 weightlist HipsUpperbodyReplace

$sequence layer_Aim_RPG_all  {
	a_RPG_aim_straight_up a_RPG_aim_straight_up a_RPG_aim_straight_up
	a_RPG_aim_up_right a_RPG_aim_up_center a_RPG_aim_up_left
	a_RPG_aim_mid_right a_RPG_aim_mid_center a_RPG_aim_mid_left
	a_RPG_aim_down_right a_RPG_aim_down_center a_RPG_aim_down_left
	blendref a_aim_RPG_neutral
	blendcenter a_RPG_aim_mid_center
	blendwidth 3 calcblend aim_yaw "anim_attachment_RH" ZR calcblend aim_pitch "anim_attachment_RH" YR
	delta
	iklock rfoot 1 0 iklock lfoot 1 0
	hidden
	}
	


//--RPG Walk_Relaxed

$sequence layer_walk_holding_RPG_Relaxed "WalkN_RPG_Relaxed" weightlist upperbodyreplace hidden cmdlist locklefthand
$sequence walk_RPG_Relaxed_all {
	a_walkS a_walkSE a_walkE
	a_walkNE a_walkN a_walkNW
	a_walkW a_walkSW a_walkS
	blendwidth 9 blend move_yaw -180 180
	addlayer layer_walk_holding_RPG_Relaxed
	ACT_WALK_RPG_RELAXED 1
	node "walking"
	{ event 6004 8 "NPC_Citizen" }
	{ event 6005 23 "NPC_Citizen" }
	}


//--RPG Run_Relaxed

$sequence layer_run_holding_RPG_Relaxed "RunN_RPG_Relaxed" weightlist upperbodyreplace hidden cmdlist locklefthand
$animation a_RunN_RPG_Relaxed RunN_RPG_Relaxed loop LX LY rotateto 0 alignto idle_subtle {
	ikrule lfoot footstep range .. 8 10 ..
	ikrule rfoot footstep range .. 17 1 ..
}
$sequence run_RPG_Relaxed_all {
	a_runS a_runSE a_runE
	a_runNE a_runN_RPG_Relaxed a_runNW
	a_runW a_runSW a_runS
	blendwidth 9 blend move_yaw -180 180
	addlayer layer_run_holding_RPG_Relaxed
	ACT_RUN_RPG_RELAXED 1
	node "running"
	{ event 6004 6 "NPC_Citizen" }
	{ event 6005 16 "NPC_Citizen" }
}


//___________________________________________________________________________________________

//--Package Walk (plaza only)

$sequence layer_walk_holding_package "WalkN_package" weightlist upperbodyreplace hidden cmdlist locklefthand
$animation a_WalkN_package WalkN_package loop LX LY fps 36 rotateto 0 alignto idle_subtle {
	ikrule lfoot footstep range .. 12 28 ..
	ikrule rfoot footstep range .. 31  9 ..
}
$sequence walk_holding_package_all {
	a_walkS a_walkSE a_walkE
	a_walkNE a_walkN_package a_walkNW
	a_walkW a_walkSW a_walkS
	blendwidth 9 blend move_yaw -180 180
	addlayer layer_walk_holding_package
	ACT_WALK_PACKAGE 1
	node "walking"
	keyvalues {
		"interior" "ACT_IDLE_PACKAGE"
	}
}

//___________________________________________________________________________________________

//$sequence v_Idle_Relaxed_SMG1_OneHand Idle_Relaxed_SMG1_OneHand
//$sequence v_Idle_Relaxed_SMG1_BothHands Idle_Relaxed_SMG1_BothHands
//$sequence v_Idle_Alert_SMG1 Idle_Alert_SMG1

$makeidlenoise idle_noise "../idle_subtle"

//$makeidle Idle_Relaxed_SMG1_1 Idle_Relaxed_SMG1_OneHand 0 idle_noise 150 ACT_IDLE_SMG1_RELAXED -1 alignto Idle_Angry_SMG1 fadein 0.5 fadeout 0.5 node "standing" cmdlist lockfeetnolefthand
//$makeidle Idle_Relaxed_SMG1_2 Idle_Relaxed_SMG1_OneHand 1 idle_noise 150 ACT_IDLE_SMG1_RELAXED -1 alignto Idle_Angry_SMG1 fadein 0.5 fadeout 0.5 node "standing" cmdlist lockfeetnolefthand
//$makeidle Idle_Relaxed_SMG1_3 Idle_Relaxed_SMG1_OneHand 2 idle_noise 150 ACT_IDLE_SMG1_RELAXED -1 alignto Idle_Angry_SMG1 fadein 0.5 fadeout 0.5 node "standing" cmdlist lockfeetnolefthand
//$makeidle Idle_Relaxed_SMG1_4 Idle_Relaxed_SMG1_OneHand 3 idle_noise 150 ACT_IDLE_SMG1_RELAXED -1 alignto Idle_Angry_SMG1 fadein 0.5 fadeout 0.5 node "standing" cmdlist lockfeetnolefthand
$makeidle Idle_Relaxed_SMG1_1 Idle_Relaxed_SMG1_BothHands_2 0 idle_noise 150 ACT_IDLE_SMG1_RELAXED -1 alignto Idle_Angry_SMG1 fadein 0.5 fadeout 0.5 node "standing" cmdlist lockfeetandlefthand
$makeidle Idle_Relaxed_SMG1_2 Idle_Relaxed_SMG1_BothHands_2 1 idle_noise 150 ACT_IDLE_SMG1_RELAXED -1 alignto Idle_Angry_SMG1 fadein 0.5 fadeout 0.5 node "standing" cmdlist lockfeetandlefthand
$makeidle Idle_Relaxed_SMG1_3 Idle_Relaxed_SMG1_BothHands_2 2 idle_noise 150 ACT_IDLE_SMG1_RELAXED -1 alignto Idle_Angry_SMG1 fadein 0.5 fadeout 0.5 node "standing" cmdlist lockfeetandlefthand
$makeidle Idle_Relaxed_SMG1_4 Idle_Relaxed_SMG1_BothHands_2 3 idle_noise 150 ACT_IDLE_SMG1_RELAXED -1 alignto Idle_Angry_SMG1 fadein 0.5 fadeout 0.5 node "standing" cmdlist lockfeetandlefthand
$makeidle Idle_Relaxed_SMG1_5 Idle_Relaxed_SMG1_BothHands 0 idle_noise 150 ACT_IDLE_SMG1_RELAXED -1 alignto Idle_Angry_SMG1 fadein 0.5 fadeout 0.5 node "standing" cmdlist lockfeetandlefthand
$makeidle Idle_Relaxed_SMG1_6 Idle_Relaxed_SMG1_BothHands 1 idle_noise 150 ACT_IDLE_SMG1_RELAXED -1 alignto Idle_Angry_SMG1 fadein 0.5 fadeout 0.5 node "standing" cmdlist lockfeetandlefthand

$makeidle Idle_Alert_SMG1_1 Idle_Alert_SMG1 0 idle_noise 150 ACT_IDLE_SMG1_STIMULATED -1 alignto Idle_Angry_SMG1 fadein 0.5 fadeout 0.5 node "standing" cmdlist lockfeetandlefthand
$makeidle Idle_Alert_SMG1_2 Idle_Alert_SMG1 1 idle_noise 150 ACT_IDLE_SMG1_STIMULATED -1 alignto Idle_Angry_SMG1 fadein 0.5 fadeout 0.5 node "standing" cmdlist lockfeetandlefthand
$makeidle Idle_Alert_SMG1_3 Idle_Alert_SMG1 2 idle_noise 150 ACT_IDLE_SMG1_STIMULATED -1 alignto Idle_Angry_SMG1 fadein 0.5 fadeout 0.5 node "standing" cmdlist lockfeetandlefthand
$makeidle Idle_Alert_SMG1_4 Idle_Alert_SMG1 3 idle_noise 150 ACT_IDLE_SMG1_STIMULATED -1 alignto Idle_Angry_SMG1 fadein 0.5 fadeout 0.5 node "standing" cmdlist lockfeetandlefthand
$makeidle Idle_Alert_SMG1_5 Idle_Alert_SMG1 4 idle_noise 150 ACT_IDLE_SMG1_STIMULATED -1 alignto Idle_Angry_SMG1 fadein 0.5 fadeout 0.5 node "standing" cmdlist lockfeetandlefthand
$makeidle Idle_Alert_SMG1_6 Idle_Alert_SMG1 6 idle_noise 150 ACT_IDLE_SMG1_STIMULATED -1 alignto Idle_Angry_SMG1 fadein 0.5 fadeout 0.5 node "standing" cmdlist lockfeetandlefthand

//$makeidle Idle_Relaxed_Shotgun_1 Idle_Relaxed_Shotgun_OneHand 0 idle_noise 150 ACT_IDLE_SHOTGUN_RELAXED -1 node "standing" cmdlist lockfeetnolefthand
//$makeidle Idle_Relaxed_Shotgun_2 Idle_Relaxed_Shotgun_OneHand 1 idle_noise 150 ACT_IDLE_SHOTGUN_RELAXED -1 node "standing" cmdlist lockfeetnolefthand
//$makeidle Idle_Relaxed_Shotgun_3 Idle_Relaxed_Shotgun_OneHand 2 idle_noise 150 ACT_IDLE_SHOTGUN_RELAXED -1 node "standing" cmdlist lockfeetnolefthand
//$makeidle Idle_Relaxed_Shotgun_4 Idle_Relaxed_Shotgun_OneHand 3 idle_noise 150 ACT_IDLE_SHOTGUN_RELAXED -1 node "standing" cmdlist lockfeetnolefthand
$makeidle Idle_Relaxed_Shotgun_1 Idle_Relaxed_Shotgun_BothHands_2 0 idle_noise 150 ACT_IDLE_SHOTGUN_RELAXED -1 node "standing" cmdlist lockfeetandlefthand
$makeidle Idle_Relaxed_Shotgun_2 Idle_Relaxed_Shotgun_BothHands_2  1 idle_noise 150 ACT_IDLE_SHOTGUN_RELAXED -1 node "standing" cmdlist lockfeetandlefthand
$makeidle Idle_Relaxed_Shotgun_3 Idle_Relaxed_Shotgun_BothHands_2  2 idle_noise 150 ACT_IDLE_SHOTGUN_RELAXED -1 node "standing" cmdlist lockfeetandlefthand
$makeidle Idle_Relaxed_Shotgun_4 Idle_Relaxed_Shotgun_BothHands_2  3 idle_noise 150 ACT_IDLE_SHOTGUN_RELAXED -1 node "standing" cmdlist lockfeetandlefthand
$makeidle Idle_Relaxed_Shotgun_5 Idle_Relaxed_Shotgun_BothHands 0 idle_noise 150 ACT_IDLE_SHOTGUN_RELAXED -1 node "standing" cmdlist lockfeetandlefthand
$makeidle Idle_Relaxed_Shotgun_6 Idle_Relaxed_Shotgun_BothHands 1 idle_noise 150 ACT_IDLE_SHOTGUN_RELAXED -1 node "standing" cmdlist lockfeetandlefthand

$makeidle Idle_Alert_Shotgun_1 Idle_Alert_Shotgun 0 idle_noise 150 ACT_IDLE_SHOTGUN_STIMULATED -1 node "standing" cmdlist lockfeetandlefthand
$makeidle Idle_Alert_Shotgun_2 Idle_Alert_Shotgun 1 idle_noise 150 ACT_IDLE_SHOTGUN_STIMULATED -1 node "standing" cmdlist lockfeetandlefthand
$makeidle Idle_Alert_Shotgun_3 Idle_Alert_Shotgun 2 idle_noise 150 ACT_IDLE_SHOTGUN_STIMULATED -1 node "standing" cmdlist lockfeetandlefthand
$makeidle Idle_Alert_Shotgun_4 Idle_Alert_Shotgun 3 idle_noise 150 ACT_IDLE_SHOTGUN_STIMULATED -1 node "standing" cmdlist lockfeetandlefthand
$makeidle Idle_Alert_Shotgun_5 Idle_Alert_Shotgun 4 idle_noise 150 ACT_IDLE_SHOTGUN_STIMULATED -1 node "standing" cmdlist lockfeetandlefthand
$makeidle Idle_Alert_Shotgun_6 Idle_Alert_Shotgun 5 idle_noise 150 ACT_IDLE_SHOTGUN_STIMULATED -1 node "standing" cmdlist lockfeetandlefthand

//_______________________________Jump animations__________________________________

$animation a_jump_holding_hit "jump_down" frames 25 25

$sequence jump_holding_jump {
	"jump_down"
	frames 7 20
	align a_jump_holding_hit X Y Z 0 0
	walkalignto 13 a_jump_holding_hit LX LY LZ LQ
	activity ACT_JUMP 1
}


$sequence jump_holding_glide {
	"jump_down"
	frames 20 25
	align a_jump_holding_hit X Y Z 0 0
	walkalignto 5 a_jump_holding_hit LX LY LZ
	fixuploop -2 2
	fps 5
	activity ACT_GLIDE 1
}


$sequence jump_holding_land {
	fadein 0.15
	"jump_down"
	frames 28 56
	activity ACT_LAND 1
	cmdlist	lockfeet
	fps 45
}

//_______________________________SITTING/LEANING SMG1 IDLES__________________________________

$sequence Seafloor_Poses "Seafloor_poses"


//--Lean Left

$sequence Idle_to_Lean_Left "Lean_Left" frames 0 43 activity ACT_BUSY_LEAN_LEFT_ENTRY 1
$sequence Lean_Left "Lean_Left" frames 43 55 fps 30 loop activity ACT_BUSY_LEAN_LEFT 1
$sequence Lean_Left_to_Idle "Lean_Left" frames 55 93 activity ACT_BUSY_LEAN_LEFT_EXIT 1


//--Lean Back

$sequence Idle_to_Lean_Back "Lean_Back" frames 0 50 activity ACT_BUSY_LEAN_BACK_ENTRY 1
$sequence Lean_Back "Lean_Back" frames 50 57 fps 30 loop activity ACT_BUSY_LEAN_BACK 1
$sequence Lean_Back_to_Idle "Lean_Back" frames 57 105 activity ACT_BUSY_LEAN_BACK_EXIT 1


//--Sit Ground

$sequence Idle_to_Sit_Ground "Sit_Ground" frames 0 64 activity ACT_BUSY_SIT_GROUND_ENTRY 1
$sequence Sit_Ground "Sit_Ground" frames 64 74 fps 30 loop activity ACT_BUSY_SIT_GROUND 1
$sequence Sit_Ground_to_Idle "Sit_Ground" frames 74 150 activity ACT_BUSY_SIT_GROUND_EXIT 1


//--Sit Chair

$sequence Idle_to_Sit_Chair "Sit_Chair" frames 0 52 activity ACT_BUSY_SIT_CHAIR_ENTRY 1
$sequence Sit_Chair "Sit_Chair" frames 52 62 fps 30 loop activity ACT_BUSY_SIT_CHAIR 1
$sequence Sit_Chair_to_Idle "Sit_Chair" frames 62 114 activity ACT_BUSY_SIT_CHAIR_EXIT 1

//___________________________________________________________________________________________


