/* ============================================================================== QC script generated by GabeN Model Decompiler v0.01. 2008, ScarT. Based on code from Valve's Source SDK. Alyx.qc Original model name: Alyx.mdl ============================================================================== */ $modelname "Alyx" $cd ".\" $cdmaterials "." $scale 1.0 $eyeposition -0.000000 0.000000 65.000000 $body "Alyx" "Alyx_Reference.smd" // 18 Hitboxes $hboxset "default" $hbox 0 "ValveBiped.Bip01_Pelvis" -5.250000 -3.880000 -6.250000 5.750000 4.120000 3.750000 $hbox 0 "ValveBiped.Bip01_L_Thigh" 0.500000 -3.500000 -3.250000 17.500000 4.500000 3.250000 $hbox 0 "ValveBiped.Bip01_L_Calf" 0.740000 -2.350000 -2.150000 17.740000 3.650000 2.350000 $hbox 0 "ValveBiped.Bip01_L_Foot" -2.000000 -1.800000 -1.450000 6.000000 3.200000 2.050000 $hbox 0 "ValveBiped.Bip01_L_Toe0" -0.170000 -1.500000 -1.300000 2.570000 0.300000 1.700000 $hbox 0 "ValveBiped.Bip01_R_Thigh" 0.500000 -3.500000 -3.000000 17.500000 4.500000 3.000000 $hbox 0 "ValveBiped.Bip01_R_Calf" 0.740000 -2.350000 -2.350000 17.740000 3.650000 2.150000 $hbox 0 "ValveBiped.Bip01_R_Foot" -2.000000 -1.750000 -2.150000 6.000000 3.250000 1.350000 $hbox 0 "ValveBiped.Bip01_R_Toe0" 0.000000 -1.380000 -1.630000 2.740000 0.380000 1.630000 $hbox 0 "ValveBiped.Bip01_Spine1" -4.500000 -2.000000 -4.980000 3.500000 6.000000 4.970000 $hbox 0 "ValveBiped.Bip01_Spine2" -0.500000 -2.500000 -6.000000 10.500000 7.500000 6.000000 $hbox 0 "ValveBiped.Bip01_Head1" -2.250000 -5.000000 -3.150000 7.250000 5.000000 3.350000 $hbox 0 "ValveBiped.Bip01_L_UpperArm" -0.810000 -2.250000 -3.050000 11.190000 2.750000 1.200000 $hbox 0 "ValveBiped.Bip01_L_Forearm" -1.250000 -1.880000 -2.000000 11.750000 1.620000 1.000000 $hbox 0 "ValveBiped.Bip01_L_Hand" 0.000000 -1.070000 -1.500000 6.000000 0.680000 3.000000 $hbox 0 "ValveBiped.Bip01_R_UpperArm" -1.500000 -2.250000 -1.250000 11.500000 2.750000 2.750000 $hbox 0 "ValveBiped.Bip01_R_Forearm" -0.820000 -1.900000 -1.150000 11.180000 1.600000 1.850000 $hbox 0 "ValveBiped.Bip01_R_Hand" -0.500000 -1.130000 -3.250000 5.500000 0.630000 1.750000 // 173 animation sequences $sequence "quietidle" "quietidle"fps 16 loop Ž@ 1 $sequence "sexyidle" "sexyidle"fps 30 loop Ž@ 0 $sequence "run2" "run2"fps 30 loop Ž@ 1 $sequence "walk_all" { "walk_all_blend1" "walk_all_blend2" "walk_all_blend3" "walk_all_blend4" "walk_all_blend5" "walk_all_blend6" "walk_all_blend7" "walk_all_blend8" "walk_all_blend9" blend Ž@ -180 180fps 30 loop Ž@ 1 node 1 } $sequence "s_walk_S" "s_walk_S"fps 30 loop Ž@ 0 $sequence "s_walk_SW" "s_walk_SW"fps 30 loop Ž@ 0 $sequence "s_walk_W" "s_walk_W"fps 30 loop Ž@ 0 $sequence "s_walk_NW" "s_walk_NW"fps 30 loop Ž@ 0 $sequence "s_walk_N" "s_walk_N"fps 30 loop Ž@ 0 $sequence "s_walk_NE" "s_walk_NE"fps 30 loop Ž@ 0 $sequence "s_walk_E" "s_walk_E"fps 30 loop Ž@ 0 $sequence "s_walk_SE" "s_walk_SE"fps 30 loop Ž@ 0 $sequence "body_trans_y" { "body_trans_y_blend1" "body_trans_y_blend2" "body_trans_y_blend3" blend Ž@ 6 -6fps 30 Ž@ 0 } $sequence "body_trans_x" { "body_trans_x_blend1" "body_trans_x_blend2" "body_trans_x_blend3" blend Ž@ 5 -10fps 30 Ž@ 0 } $sequence "body_trans_z" { "body_trans_z_blend1" "body_trans_z_blend2" "body_trans_z_blend3" blend Ž@ -10 2fps 30 Ž@ 0 } $sequence "body_rot_z" { "body_rot_z_blend1" "body_rot_z_blend2" "body_rot_z_blend3" blend Ž@ 56 -57fps 30 Ž@ 0 } $sequence "body_rot_y" { "body_rot_y_blend1" "body_rot_y_blend2" "body_rot_y_blend3" blend Ž@ -20 42fps 30 Ž@ 0 } $sequence "body_rot_x" { "body_rot_x_blend1" "body_rot_x_blend2" "body_rot_x_blend3" blend Ž@ -18 15fps 30 Ž@ 0 } $sequence "spine_rot_z" { "spine_rot_z_blend1" "spine_rot_z_blend2" "spine_rot_z_blend3" blend Ž@ 41 -41fps 30 Ž@ 0 } $sequence "spine_rot_y" { "spine_rot_y_blend1" "spine_rot_y_blend2" "spine_rot_y_blend3" blend Ž@ -28 52fps 30 Ž@ 0 } $sequence "spine_rot_x" { "spine_rot_x_blend1" "spine_rot_x_blend2" "spine_rot_x_blend3" blend Ž@ -22 22fps 30 Ž@ 0 } $sequence "neck_trans_x" { "neck_trans_x_blend1" "neck_trans_x_blend2" "neck_trans_x_blend3" blend Ž@ -0 1fps 30 Ž@ 0 } $sequence "head_rot_z" { "head_rot_z_blend1" "head_rot_z_blend2" "head_rot_z_blend3" blend Ž@ -60 60fps 30 Ž@ 0 } $sequence "head_rot_y" { "head_rot_y_blend1" "head_rot_y_blend2" "head_rot_y_blend3" blend Ž@ 36 -30fps 30 Ž@ 0 } $sequence "head_rot_x" { "head_rot_x_blend1" "head_rot_x_blend2" "head_rot_x_blend3" blend Ž@ -18 18fps 30 Ž@ 0 } $sequence "E3sewer" "E3sewer"fps 30 Ž@ 0 { event 2332751 0 } $sequence "E3sewershout" "E3sewershout"fps 30 Ž@ 0 $sequence "E3sewertalk" "E3sewertalk"fps 30 Ž@ 0 $sequence "rawposture" "rawposture"fps 30 loop Ž@ 0 $sequence "rawposture04trans" "rawposture04trans"fps 30 Ž@ 0 $sequence "rawposture05trans" "rawposture05trans"fps 30 Ž@ 0 $sequence "posture01loop" "posture01loop"fps 30 Ž@ 0 $sequence "posture01in" "posture01in"fps 30 Ž@ 0 $sequence "posture01out" "posture01out"fps 30 Ž@ 0 $sequence "posture01" "posture01"fps 30 Ž@ 0 $sequence "posture02loop" "posture02loop"fps 30 Ž@ 0 $sequence "posture02in" "posture02in"fps 30 Ž@ 0 $sequence "posture02out" "posture02out"fps 30 Ž@ 0 $sequence "posture02" "posture02"fps 30 Ž@ 0 $sequence "posture03loop" "posture03loop"fps 30 Ž@ 0 $sequence "posture03in" "posture03in"fps 30 Ž@ 0 $sequence "posture03out" "posture03out"fps 30 Ž@ 0 $sequence "posture03" "posture03"fps 30 Ž@ 0 $sequence "posture04loop" "posture04loop"fps 30 Ž@ 0 $sequence "posture04in" "posture04in"fps 30 Ž@ 0 $sequence "posture04out" "posture04out"fps 30 Ž@ 0 $sequence "posture04" "posture04"fps 30 Ž@ 0 $sequence "posture05loop" "posture05loop"fps 30 Ž@ 0 $sequence "posture05in" "posture05in"fps 30 Ž@ 0 $sequence "posture05out" "posture05out"fps 30 Ž@ 0 $sequence "posture05" "posture05"fps 30 Ž@ 0 $sequence "gesture01apex" "gesture01apex"fps 30 Ž@ 0 $sequence "gesture01apexDelta" "gesture01apexDelta"fps 30 Ž@ 0 $sequence "gesture01loop" "gesture01loop"fps 30 Ž@ 0 $sequence "gesture01accentDelta" "gesture01accentDelta"fps 30 Ž@ 0 $sequence "gesture01" "gesture01"fps 5 Ž@ 0 $sequence "gesture02apex" "gesture02apex"fps 30 Ž@ 0 $sequence "gesture02apexDelta" "gesture02apexDelta"fps 30 Ž@ 0 $sequence "gesture02loop" "gesture02loop"fps 5 Ž@ 0 $sequence "gesture02accentDelta" "gesture02accentDelta"fps 30 Ž@ 0 $sequence "gesture02" "gesture02"fps 30 Ž@ 0 $sequence "gesture03apex" "gesture03apex"fps 30 Ž@ 0 $sequence "gesture03apexDelta" "gesture03apexDelta"fps 5 Ž@ 0 $sequence "gesture03loop" "gesture03loop"fps 30 loop Ž@ 0 $sequence "gesture03accentDelta" "gesture03accentDelta"fps 30 Ž@ 0 $sequence "gesture03" "gesture03"fps 30 Ž@ 0 $sequence "gesture08apex" "gesture08apex"fps 5 Ž@ 0 $sequence "gesture08apexDelta" "gesture08apexDelta"fps 30 Ž@ 0 $sequence "gesture08loop" "gesture08loop"fps 30 Ž@ 0 $sequence "gesture08accentDelta" "gesture08accentDelta"fps 30 Ž@ 0 $sequence "gesture08" "gesture08"fps 30 Ž@ 0 $sequence "gesture18apex" "gesture18apex"fps 30 Ž@ 0 $sequence "gesture18apexDelta" "gesture18apexDelta"fps 30 Ž@ 0 $sequence "gesture18loop" "gesture18loop"fps 30 Ž@ 0 $sequence "gesture18accentDelta" "gesture18accentDelta"fps 8 Ž@ 0 $sequence "gesture18" "gesture18"fps 30 Ž@ 0 $sequence "idle_angry" "idle_angry"fps 30 loop Ž@ 1 node 2 $sequence "idle_subtle" "idle_subtle"fps 30 loop Ž@ 1 node 2 $sequence "idle01" "idle01"fps 30 loop Ž@ 1 node 2 $sequence "Idle02" "Idle02"fps 30 loop Ž@ 1 node 2 $sequence "Idle03" "Idle03"fps 10 loop Ž@ 1 node 2 $sequence "LineIdle01" "LineIdle01"fps 30 loop Ž@ 0 $sequence "Crouch_idleD" "Crouch_idleD"fps 30 loop Ž@ -1 node 3 $sequence "layer_crouch_run_holding" "layer_crouch_run_holding"fps 30 Ž@ 0 $sequence "layer_crouch_walk_no_weapon" "layer_crouch_walk_no_weapon"fps 30 Ž@ 0 $sequence "layer_crouch_walk_holding" "layer_crouch_walk_holding"fps 10 Ž@ 0 $sequence "layer_crouch_run_no_weapon" "layer_crouch_run_no_weapon"fps 30 Ž@ 0 $sequence "layer_run_holding" "layer_run_holding"fps 30 Ž@ 0 $sequence "run_all" { "run_all_blend1" "run_all_blend2" "run_all_blend3" "run_all_blend4" "run_all_blend5" "run_all_blend6" "run_all_blend7" "run_all_blend8" "run_all_blend9" blend Ž@ -180 180fps 30 loop Ž@ 1 node 4 } $sequence "Crouch_walk_all" { "Crouch_walk_all_blend1" "Crouch_walk_all_blend2" "Crouch_walk_all_blend3" "Crouch_walk_all_blend4" "Crouch_walk_all_blend5" "Crouch_walk_all_blend6" "Crouch_walk_all_blend7" "Crouch_walk_all_blend8" "Crouch_walk_all_blend9" blend Ž@ -180 180fps 30 loop Ž@ 1 node 5 } $sequence "crouch_run_all_delta" { "crouch_run_all_delta_blend1" "crouch_run_all_delta_blend2" "crouch_run_all_delta_blend3" "crouch_run_all_delta_blend4" "crouch_run_all_delta_blend5" "crouch_run_all_delta_blend6" "crouch_run_all_delta_blend7" "crouch_run_all_delta_blend8" "crouch_run_all_delta_blend9" blend Ž@ -180 180fps 10 Ž@ 0 } $sequence "crouchRUNALL1" { "crouchRUNALL1_blend1" "crouchRUNALL1_blend2" "crouchRUNALL1_blend3" "crouchRUNALL1_blend4" "crouchRUNALL1_blend5" "crouchRUNALL1_blend6" "crouchRUNALL1_blend7" "crouchRUNALL1_blend8" "crouchRUNALL1_blend9" blend Ž@ -180 180fps 30 loop Ž@ 1 node 6 } $sequence "Stand_to_run" "Stand_to_run"fps 30 Ž@ 0 $sequence "Run_to_stand" "Run_to_stand"fps 30 Ž@ 0 $sequence "Stand_to_walk" "Stand_to_walk"fps 30 Ž@ 0 $sequence "Walk_to_stand" "Walk_to_stand"fps 2 Ž@ 0 $sequence "Stand_to_crouch" "Stand_to_crouch"fps 30 Ž@ 1 transition 2 3 $sequence "Crouch_to_stand" "Crouch_to_stand"fps 30 Ž@ 1 transition 3 2 $sequence "stairs_up" "stairs_up"fps 30 Ž@ 1 $sequence "stairs_down" "stairs_down"fps 30 Ž@ 1 $sequence "ladder_up" "ladder_up"fps 2 Ž@ 1 $sequence "ladder_down" "ladder_down"fps 30 Ž@ 1 $sequence "Open_door_away" "Open_door_away"fps 30 Ž@ 0 $sequence "Open_door_towards_right" "Open_door_towards_right"fps 30 Ž@ 0 $sequence "Open_door_towards_left" "Open_door_towards_left"fps 30 Ž@ 0 $sequence "Cover_R" "Cover_R"fps 30 loop Ž@ 0 $sequence "Cover_L" "Cover_L"fps 30 loop Ž@ 0 $sequence "CoverLow_R" "CoverLow_R"fps 30 loop Ž@ 0 $sequence "CoverLow_L" "CoverLow_L"fps 30 loop Ž@ 0 $sequence "ThrowItem" "ThrowItem"fps 30 Ž@ 0 { event 12124348 1073741824 "ìÿëÿêÿéÿèÿçÿæÿåÿæÿçÿèÿéÿéÿêÿêÿëÿìÿ u" } $sequence "Heal" "Heal"fps 30 Ž@ 1 { event 1022180577 -536870912 "= =,=7=B=M=W=a=i=q=y==„=ˆ=‹==Ž==Š=„=}=u=j=_=R=D=5=&===ô<ã<Ó<Â<²<¢<“<…–ïGžôF•à% 44i‘¼é H z ¬ ß  G { ¯ â  D t ¡ Í ö  @ a ~ — ¬ ¾ Ê Ò Õ Ð Ã ­ m C  à § k , ë ¨ d  Û — U  ØŸi ‘’’“””••–——˜™š ›š™ ˜——–•”““’‘4Ì4  ÐÐÏÐÏÐÏÐÏÐ ÏÐÐÏÐÏÏÐ44À § Œ q T 6  ø Ø ¸ ™ y Z <   èÏ·¢Ž~od[VTV]hwˆœ²Êãþ 9 W v – ¶ Ö ö  5 S p Œ § À 44v§ÛJ…Áþ=|»ú8u²ì%\Àî>_|“¦²¸·®›[/ýÄ…Bû±dÆu&׊?øµv44©¯µ¼ÃÊÑÙáèðø" } $sequence "gesture_shoot_ar1" "gesture_shoot_ar1"fps 30 Ž@ 1 $sequence "gesture_shoot_hmg1" "gesture_shoot_hmg1"fps 30 Ž@ 1 $sequence "gesture_shoot_smg1" "gesture_shoot_smg1"fps 30 Ž@ 1 $sequence "gesture_shoot_smg2" "gesture_shoot_smg2"fps 30 Ž@ 1 $sequence "gesture_shoot_shotgun" "gesture_shoot_shotgun"fps 30 Ž@ 1 $sequence "CrouchDToShoot" "CrouchDToShoot"fps 30 Ž@ 1 transition 3 8 $sequence "ShootToCrouchD" "ShootToCrouchD"fps 30 Ž@ 1 transition 8 3 $sequence "Cover_LToShootSMG1" "Cover_LToShootSMG1"fps 30 Ž@ 0 transition 9 8 $sequence "Cover_RToShootSMG1" "Cover_RToShootSMG1"fps 30 Ž@ 0 transition 10 8 $sequence "CoverLow_LToShootSMG1" "CoverLow_LToShootSMG1"fps 30 Ž@ 0 transition 9 8 $sequence "CoverLow_RToShootSMG1" "CoverLow_RToShootSMG1"fps 30 Ž@ 0 transition 10 8 $sequence "ShootSMG1ToCover_L" "ShootSMG1ToCover_L"fps 30 Ž@ 0 transition 8 9 $sequence "ShootSMG1ToCover_R" "ShootSMG1ToCover_R"fps 30 Ž@ 0 transition 8 10 $sequence "ShootSMG1ToCoverLow_L" "ShootSMG1ToCoverLow_L"fps 30 Ž@ 0 transition 8 11 $sequence "ShootSMG1ToCoverLow_R" "ShootSMG1ToCoverLow_R"fps 30 Ž@ 0 transition 8 12 $sequence "crouch_shoot_smg1" "crouch_shoot_smg1"fps 30 Ž@ 1 node 3 { event -226692482 -536870912 "jòbòXòNòCò6ò*òòòòóñæñØñËñ¾ñ±ñ¦ñ›ñ4äð4Tà4F44" } $sequence "crouch_aim_smg1" "crouch_aim_smg1"fps 30 loop Ž@ 1 node 3 $sequence "crouch_reload_smg1" "crouch_reload_smg1"fps 30 Ž@ 1 node 3 { event 159790081 0 "4E,4Ôÿ"" } $sequence "shootp1" "shootp1"fps 30 Ž@ 1 { event 11850 0 } $sequence "reloadpistol" "reloadpistol"fps 30 Ž@ 1 $sequence "drawpistol" "drawpistol"fps 30 Ž@ 1 { event 27564 0 "" } $sequence "overwatch" "overwatch"fps 30 Ž@ 1 $sequence "gesture_shootp1" "gesture_shootp1"fps 30 Ž@ 1 { event 0 0 "r§" } $sequence "reload_pistol" "reload_pistol"fps 30 Ž@ 1 { event 43274 0 "©" } $sequence "crouch_shoot_pistol" "crouch_shoot_pistol"fps 30 Ž@ 1 { event 43828 0 "D«" } $sequence "crouch_reload_pistol" "crouch_reload_pistol"fps 30 Ž@ 1 { event 47500 0 } $sequence "throw1" "throw1"fps 30 Ž@ 1 { event 0 0 "Ï" } $sequence "swing" "swing"fps 30 Ž@ 1 { event 53176 0 "ÈÏ" } $sequence "MeleeAttack01" "MeleeAttack01"fps 30 Ž@ 0 $sequence "pickup" "pickup"fps 30 Ž@ 1 { event 0 0 "# 8±rº3ãÀ3" } $sequence "aimup" "aimup"fps 30 Ž@ 0 $sequence "layer_Aim_all" { "layer_Aim_all_blend1" "layer_Aim_all_blend2" "layer_Aim_all_blend3" "layer_Aim_all_blend4" "layer_Aim_all_blend5" "layer_Aim_all_blend6" "layer_Aim_all_blend7" "layer_Aim_all_blend8" "layer_Aim_all_blend9" "layer_Aim_all_blend10" "layer_Aim_all_blend11" "layer_Aim_all_blend12" blend Ž@ -45 45fps 30 Ž@ 0 } $sequence "layer_walk_aiming" "layer_walk_aiming"fps 30 Ž@ 0 $sequence "layer_walk_holding" "layer_walk_holding"fps 30 Ž@ 0 $sequence "layer_run_aiming" "layer_run_aiming"fps 30 Ž@ 0 $sequence "layer_crouch_run_aiming" "layer_crouch_run_aiming"fps 30 Ž@ 0 $sequence "layer_crouch_walk_aiming" "layer_crouch_walk_aiming"fps 30 Ž@ 0 $sequence "aim_walk_all_delta" { "aim_walk_all_delta_blend1" "aim_walk_all_delta_blend2" "aim_walk_all_delta_blend3" "aim_walk_all_delta_blend4" "aim_walk_all_delta_blend5" "aim_walk_all_delta_blend6" "aim_walk_all_delta_blend7" "aim_walk_all_delta_blend8" "aim_walk_all_delta_blend9" blend Ž@ -180 180fps 30 Ž@ 0 } $sequence "walkAIMALL1" { "walkAIMALL1_blend1" "walkAIMALL1_blend2" "walkAIMALL1_blend3" "walkAIMALL1_blend4" "walkAIMALL1_blend5" "walkAIMALL1_blend6" "walkAIMALL1_blend7" "walkAIMALL1_blend8" "walkAIMALL1_blend9" blend Ž@ -180 180fps 30 loop Ž@ 1 node 1 } $sequence "walkHOLDALL1" { "walkHOLDALL1_blend1" "walkHOLDALL1_blend2" "walkHOLDALL1_blend3" "walkHOLDALL1_blend4" "walkHOLDALL1_blend5" "walkHOLDALL1_blend6" "walkHOLDALL1_blend7" "walkHOLDALL1_blend8" "walkHOLDALL1_blend9" blend Ž@ -180 180fps 30 loop Ž@ 1 node 1 } $sequence "run_holding_all" { "run_holding_all_blend1" "run_holding_all_blend2" "run_holding_all_blend3" "run_holding_all_blend4" "run_holding_all_blend5" "run_holding_all_blend6" "run_holding_all_blend7" "run_holding_all_blend8" "run_holding_all_blend9" blend Ž@ -180 180fps 30 loop Ž@ 1 node 4 } $sequence "run_aiming_all" { "run_aiming_all_blend1" "run_aiming_all_blend2" "run_aiming_all_blend3" "run_aiming_all_blend4" "run_aiming_all_blend5" "run_aiming_all_blend6" "run_aiming_all_blend7" "run_aiming_all_blend8" "run_aiming_all_blend9" blend Ž@ -180 180fps 30 loop Ž@ 1 node 4 } $sequence "crouchRUNHOLDINGALL1" { "crouchRUNHOLDINGALL1_blend1" "crouchRUNHOLDINGALL1_blend2" "crouchRUNHOLDINGALL1_blend3" "crouchRUNHOLDINGALL1_blend4" "crouchRUNHOLDINGALL1_blend5" "crouchRUNHOLDINGALL1_blend6" "crouchRUNHOLDINGALL1_blend7" "crouchRUNHOLDINGALL1_blend8" "crouchRUNHOLDINGALL1_blend9" blend Ž@ -180 180fps 30 loop Ž@ 1 node 6 } $sequence "crouchRUNAIMINGALL1" { "crouchRUNAIMINGALL1_blend1" "crouchRUNAIMINGALL1_blend2" "crouchRUNAIMINGALL1_blend3" "crouchRUNAIMINGALL1_blend4" "crouchRUNAIMINGALL1_blend5" "crouchRUNAIMINGALL1_blend6" "crouchRUNAIMINGALL1_blend7" "crouchRUNAIMINGALL1_blend8" "crouchRUNAIMINGALL1_blend9" blend Ž@ -180 180fps 30 loop Ž@ 1 node 6 } $sequence "Crouch_walk_holding_all" { "Crouch_walk_holding_all_blend1" "Crouch_walk_holding_all_blend2" "Crouch_walk_holding_all_blend3" "Crouch_walk_holding_all_blend4" "Crouch_walk_holding_all_blend5" "Crouch_walk_holding_all_blend6" "Crouch_walk_holding_all_blend7" "Crouch_walk_holding_all_blend8" "Crouch_walk_holding_all_blend9" blend Ž@ -180 180fps 30 loop Ž@ 1 node 5 } $sequence "Crouch_walk_aiming_all" { "Crouch_walk_aiming_all_blend1" "Crouch_walk_aiming_all_blend2" "Crouch_walk_aiming_all_blend3" "Crouch_walk_aiming_all_blend4" "Crouch_walk_aiming_all_blend5" "Crouch_walk_aiming_all_blend6" "Crouch_walk_aiming_all_blend7" "Crouch_walk_aiming_all_blend8" "Crouch_walk_aiming_all_blend9" blend Ž@ -180 180fps 30 loop Ž@ 1 node 5 } $sequence "ragdoll" "ragdoll"fps 30 Ž@ 1 $sequence "helper_bones" "helper_bones"fps 30 Ž@ 0 // MDLDEC: End of file!