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//////////////////////////////////////////////////////////////////// Standing//////////////////////////////////////////////////////////////////state STAND{legs{stand_idle : default}states{KILLED : KILLEDLADDER : ON_LADDERSTART_STANDING_JUMP : JUMP HAS_ANIM "jump_stand_start"RUNNING_JUMP : !ONGROUNDDUCK_DOWN : DUCKIN_TURRET : IN_VEHICLE "turret"RUN_FORWARD : FORWARD !BACKWARD RUN !FAKEPLAYERACTIVE ONGROUND //!BLOCKED "2"WALK_FORWARD : FORWARD !BACKWARD !CAN_FALL !FAKEPLAYERACTIVE ONGROUND //!BLOCKED "2"STRAFE_RIGHT : STRAFE_RIGHT !BACKWARD !FORWARD !BLOCKED "2" !FAKEPLAYERACTIVESTRAFE_LEFT : STRAFE_LEFT !BACKWARD !FORWARD !BLOCKED "2" !FAKEPLAYERACTIVERUN_FORWARD : STRAFE_RIGHT !BACKWARD RUN !BLOCKED "2" !FAKEPLAYERACTIVE ONGROUNDWALK_FORWARD : STRAFE_RIGHT FORWARD !BACKWARD !CAN_FALL !BLOCKED "2" !FAKEPLAYERACTIVE ONGROUNDRUN_FORWARD : STRAFE_LEFT !BACKWARD RUN !BLOCKED "2" !FAKEPLAYERACTIVE ONGROUNDWALK_FORWARD : STRAFE_LEFT FORWARD !BACKWARD !CAN_FALL !BLOCKED "2" !FAKEPLAYERACTIVE ONGROUNDRUN_BACKWARD : BACKWARD !FORWARD RUN !BLOCKED "2" !FAKEPLAYERACTIVE ONGROUNDWALK_BACKWARD : BACKWARD !FORWARD !BLOCKED "2" !FAKEPLAYERACTIVE ONGROUND// Turn back on later, if we get turning animations// STAND_TURN_LEFT : TURNED_LEFT ONGROUND// STAND_TURN_RIGHT : TURNED_RIGHT ONGROUND}}state DUCK_DOWN{legs{duck_down : default}states{KILLED : KILLEDDUCK_GETUP : +JUMPDUCK_WALK : +FORWARDDUCK_WALK : +BACKWARDDUCK_WALK : +STRAFE_LEFTDUCK_WALK : +STRAFE_RIGHTDUCK_WALK : FORWARDDUCK_WALK : BACKWARDDUCK_WALK_LEFT : STRAFE_LEFTDUCK_WALK_RIGHT : STRAFE_RIGHTDUCK : ANIMDONE_LEGS}}state DUCK{legs{duck : default}states{KILLED : KILLEDDUCK_GETUP : +JUMPDUCK_WALK : FORWARDDUCK_WALK : BACKWARDDUCK_WALK_LEFT : STRAFE_LEFTDUCK_WALK_RIGHT : STRAFE_RIGHTDUCK_GETUP : !DUCK}}state DUCK_WALK{legs{// duck_walk : defaultduck_walk_codedriven : default}states{KILLED : KILLEDLADDER : ON_LADDERDUCK_GETUP : +JUMPDUCK_GETUP : !DUCKDUCK_WALK_LEFT : !FORWARD !BACKWARD STRAFE_LEFTDUCK_WALK_RIGHT : !FORWARD !BACKWARD STRAFE_RIGHTDUCK : !FORWARD !BACKWARD !STRAFE_LEFT !STRAFE_RIGHT}}state DUCK_WALK_LEFT{entrycommands{dontturnlegs 1}legs{duck_walk_left : default}states{KILLED : KILLEDLADDER : ON_LADDERDUCK_GETUP : +JUMPDUCK_GETUP : !DUCKDUCK_WALK : FORWARDDUCK_WALK : BACKWARDDUCK_WALK_RIGHT : !STRAFE_LEFT STRAFE_RIGHTDUCK : !FORWARD !BACKWARD !STRAFE_LEFT !STRAFE_RIGHT}exitcommands{dontturnlegs 0}}state DUCK_WALK_RIGHT{entrycommands{dontturnlegs 1}legs{duck_walk_right : default}states{KILLED : KILLEDLADDER : ON_LADDERDUCK_GETUP : +JUMPDUCK_GETUP : !DUCKDUCK_WALK : FORWARDDUCK_WALK : BACKWARDDUCK_WALK_LEFT : STRAFE_LEFT !STRAFE_RIGHTDUCK : !FORWARD !BACKWARD !STRAFE_LEFT !STRAFE_RIGHT}exitcommands{dontturnlegs 0}}state DUCK_GETUP{legs{duck_getup : default}states{KILLED : KILLEDSTART_STANDING_JUMP : JUMP HAS_ANIM "jump_stand_start"STAND : ANIMDONE_LEGS}}state STAND_TURN_LEFT{legs{turn_left : default}states{KILLED : KILLEDSTAND : +FORWARDSTAND : +BACKWARDSTAND : +STRAFE_LEFTSTAND : +STRAFE_RIGHTSTAND : +JUMPSTAND : !TURNED_LEFTSTAND : ANIMDONE_LEGS}}state STAND_TURN_RIGHT{legs{turn_right : default}states{KILLED : KILLEDSTAND : +FORWARDSTAND : +BACKWARDSTAND : +STRAFE_LEFTSTAND : +STRAFE_RIGHTSTAND : +JUMPSTAND : !TURNED_RIGHTSTAND : ANIMDONE_LEGS}}//////////////////////////////////////////////////////////////////// Running//////////////////////////////////////////////////////////////////state RUN_FORWARD{legs{run_codedriven : default// run : default}states{KILLED : KILLEDLADDER : ON_LADDERRUNNING_JUMP : !ONGROUNDDUCK_DOWN : DUCKSTAND : FAKEPLAYERACTIVESTAND : !FORWARDRUN_BACKWARD : BACKWARD !FORWARDWALK_FORWARD : !RUNSTART_RUNNING_JUMP : JUMP HAS_ANIM "jump_run_start"}}state RUN_BACKWARD{legs{// run_codedriven : defaultrunback_codedriven : default// run : default}states{KILLED : KILLEDLADDER : ON_LADDERRUNNING_JUMP : !ONGROUNDDUCK_DOWN : DUCKSTAND : FAKEPLAYERACTIVESTAND : !BACKWARDWALK_BACKWARD : !RUNSTART_RUNNING_JUMP : JUMP HAS_ANIM "jump_run_start"}}//////////////////////////////////////////////////////////////////// Walking//////////////////////////////////////////////////////////////////state WALK_FORWARD{legs{walk_codedriven : default// walk : default}states{KILLED : KILLEDLADDER : ON_LADDERRUNNING_JUMP : !ONGROUNDDUCK_DOWN : DUCKSTAND : FAKEPLAYERACTIVESTAND : CAN_FALLSTAND : !FORWARDRUN_FORWARD : RUNSTART_WALKING_JUMP : JUMP HAS_ANIM "jump_walk_start"}}state WALK_BACKWARD{legs{walkback_codedriven : default// walk : default}states{KILLED : KILLEDLADDER : ON_LADDERRUNNING_JUMP : !ONGROUNDDUCK_DOWN : DUCKSTAND : FAKEPLAYERACTIVESTAND : !BACKWARDRUN_BACKWARD : RUNSTART_WALKING_JUMP : JUMP HAS_ANIM "jump_walk_start"}}//////////////////////////////////////////////////////////////////// Strafing//////////////////////////////////////////////////////////////////state STRAFE_LEFT{entrycommands{dontturnlegs 1}legs{//walk : !RUNstrafe_left : default}states{KILLED : KILLEDLADDER : ON_LADDERRUNNING_JUMP : !ONGROUNDDUCK_DOWN : DUCKSTAND : FAKEPLAYERACTIVESTAND : !STRAFE_LEFTSTAND : STRAFE_RIGHTSTAND : FORWARDSTAND : BACKWARD// STAND : +RUN// STAND : -RUNSTRAFEWALK_LEFT : !RUNSTART_RUNNING_JUMP : JUMP HAS_ANIM "jump_run_start"}exitcommands{dontturnlegs 0}}state STRAFE_RIGHT{entrycommands{dontturnlegs 1}legs{//walk : !RUNstrafe_right : default}states{KILLED : KILLEDLADDER : ON_LADDERRUNNING_JUMP : !ONGROUNDDUCK_DOWN : DUCKSTAND : FAKEPLAYERACTIVESTAND : !STRAFE_RIGHTSTAND : STRAFE_LEFTSTAND : FORWARDSTAND : BACKWARD// STAND : +RUN// STAND : -RUNSTRAFEWALK_RIGHT : !RUNSTART_RUNNING_JUMP : JUMP HAS_ANIM "jump_run_start"}exitcommands{dontturnlegs 0}}state STRAFEWALK_LEFT{entrycommands{dontturnlegs 1}legs{//walk : !RUNstrafewalk_left : default}states{KILLED : KILLEDLADDER : ON_LADDERRUNNING_JUMP : !ONGROUNDDUCK_DOWN : DUCKSTAND : FAKEPLAYERACTIVESTAND : !STRAFE_LEFTSTAND : STRAFE_RIGHTSTAND : FORWARDSTAND : BACKWARD// STAND : +RUN// STAND : -RUNSTRAFE_LEFT : RUNSTART_RUNNING_JUMP : JUMP HAS_ANIM "jump_run_start"}exitcommands{dontturnlegs 0}}state STRAFEWALK_RIGHT{entrycommands{dontturnlegs 1}legs{//walk : !RUNstrafewalk_right : default}states{KILLED : KILLEDLADDER : ON_LADDERRUNNING_JUMP : !ONGROUNDDUCK_DOWN : DUCKSTAND : FAKEPLAYERACTIVESTAND : !STRAFE_RIGHTSTAND : STRAFE_LEFTSTAND : FORWARDSTAND : BACKWARD// STAND : +RUN// STAND : -RUNSTRAFE_RIGHT : RUNSTART_RUNNING_JUMP : JUMP HAS_ANIM "jump_run_start"}exitcommands{dontturnlegs 0}}//////////////////////////////////////////////////////////////////// Jumping//////////////////////////////////////////////////////////////////state START_STANDING_JUMP{legs{jump_stand_start : default}states{KILLED : KILLEDSTANDING_CROUCH_JUMP : DUCK ANIMDONE_LEGSSTANDING_JUMP : ANIMDONE_LEGS}}state STANDING_JUMP{legs{jump_stand_middle : default}states{KILLED : KILLEDLADDER : ON_LADDERDUCK_DOWN : DUCK ONGROUNDEND_STANDING_JUMP : ONGROUND}}state END_STANDING_JUMP{legs{jump_stand_end : default}states{KILLED : KILLEDSTAND : ANIMDONE_LEGS// STAND : JUMP}}state STANDING_CROUCH_JUMP{legs{jump_crouch : default}states{KILLED : KILLEDLADDER : ON_LADDERDUCK_DOWN : DUCK ONGROUNDEND_STANDING_JUMP : ONGROUND}}state WALKING_CROUCH_JUMP{legs{jump_crouch : default}states{KILLED : KILLEDLADDER : ON_LADDERDUCK_DOWN : DUCK ONGROUNDEND_WALKING_JUMP : ONGROUND}}state RUNNING_CROUCH_JUMP{legs{jump_crouch : default}states{KILLED : KILLEDLADDER : ON_LADDERDUCK_DOWN : DUCK ONGROUNDEND_RUNNING_JUMP : ONGROUND}}state START_WALKING_JUMP{legs{jump_walk_start : default}states{KILLED : KILLEDWALKING_CROUCH_JUMP : DUCK ANIMDONE_LEGSWALKING_JUMP : ANIMDONE_LEGS}}state WALKING_JUMP{legs{jump_walk_middle : default}states{KILLED : KILLEDLADDER : ON_LADDERDUCK_DOWN : DUCK ONGROUNDEND_WALKING_JUMP : ONGROUND}}state END_WALKING_JUMP{legs{jump_walk_end : default}states{KILLED : KILLEDSTAND : ANIMDONE_LEGS// STAND : JUMP}}state START_RUNNING_JUMP{legs{jump_run_start : default}states{KILLED : KILLEDRUNNING_CROUCH_JUMP : DUCK ANIMDONE_LEGSRUNNING_JUMP : ANIMDONE_LEGS}}state RUNNING_JUMP{legs{jump_run_middle : default}states{KILLED : KILLEDLADDER : ON_LADDERDUCK_DOWN : DUCK ONGROUNDEND_RUNNING_JUMP : ONGROUND}}state END_RUNNING_JUMP{legs{jump_run_end : default}states{KILLED : KILLEDSTAND : ANIMDONE_LEGS// STAND : JUMP}}state KILLED{movetype animentrycommands{animateweapon idle}legs{death : default}states{KILLED_DONE : ANIMDONE_LEGS}exitcommands{dead}}state KILLED_DONE{movetype animlegs{death : default}}state IN_TURRET{entrycommands{disableuseweapon 1}//movetype animlegs{idle : defaultturn_left : TURNED_LEFTturn_right : TURNED_RIGHT}states{STAND : -USEKILLED : KILLED}exitcommands{disableuseweapon 0}}state LADDER{states{LADDER_STAND : ON_LADDER !FORWARD !BACKWARD !STRAFE_LEFT !STRAFE_RIGHTLADDER_CLIMB : default}}state LADDER_CLIMB{legs{climb_ladder : default}states{STAND : !ON_LADDERLADDER_STAND : ON_LADDER !FORWARD !BACKWARD !STRAFE_LEFT !STRAFE_RIGHT}}state LADDER_STAND{legs{// idle_ladder : defaultidle : default}states{STAND : !ON_LADDERLADDER_CLIMB : ON_LADDER FORWARDLADDER_CLIMB : ON_LADDER BACKWARDLADDER_CLIMB : ON_LADDER STRAFE_LEFTLADDER_CLIMB : ON_LADDER STRAFE_RIGHT}}