/* ============================================================================== QC script generated by GabeN Model Decompiler v0.01. 2008, ScarT. Based on code from Valve's Source SDK. Male_01.qc Original model name: Humans/Male_01.mdl ============================================================================== */ $modelname "Male_01" $cd ".\" $cdmaterials "." $scale 1.0 $eyeposition -0.000000 0.000000 70.000000 $body "male_01" "male_01_reference.smd" // 17 Hitboxes $hboxset "default" $hbox 1 "ValveBiped.Bip01_Head1" -1.250000 -6.500000 -3.190000 8.250000 3.500000 3.310000 $hbox 4 "ValveBiped.Bip01_L_UpperArm" 0.000000 -2.750000 -2.750000 12.510000 1.750000 2.250000 $hbox 4 "ValveBiped.Bip01_L_Forearm" 0.000000 -2.190000 -2.380000 13.000000 1.810000 1.620000 $hbox 4 "ValveBiped.Bip01_L_Hand" 0.060000 -2.000000 -1.500000 4.060000 1.000000 2.500000 $hbox 5 "ValveBiped.Bip01_R_UpperArm" 0.000000 -3.000000 -2.250000 12.390000 2.000000 2.750000 $hbox 5 "ValveBiped.Bip01_R_Forearm" -0.500000 -2.200000 -1.550000 12.500000 1.800000 2.450000 $hbox 5 "ValveBiped.Bip01_R_Hand" 0.060000 -2.000000 -2.500000 4.060000 1.000000 1.500000 $hbox 6 "ValveBiped.Bip01_L_Thigh" 0.000000 -3.750000 -3.250000 17.850000 3.750000 3.250000 $hbox 6 "ValveBiped.Bip01_L_Calf" 0.000000 -3.510000 -3.280000 15.640000 3.490000 2.720000 $hbox 6 "ValveBiped.Bip01_L_Foot" -1.070000 -2.000000 -2.840000 5.040000 5.000000 2.160000 $hbox 6 "ValveBiped.Bip01_L_Toe0" -0.500000 -3.000000 -2.190000 2.500000 0.000000 2.460000 $hbox 7 "ValveBiped.Bip01_R_Thigh" 0.000000 -3.750000 -3.250000 17.850000 3.750000 3.250000 $hbox 7 "ValveBiped.Bip01_R_Calf" 0.000000 -3.510000 -2.820000 15.640000 3.490000 3.180000 $hbox 7 "ValveBiped.Bip01_R_Foot" -1.060000 -2.010000 -2.280000 5.050000 4.990000 2.720000 $hbox 7 "ValveBiped.Bip01_R_Toe0" -0.500000 -3.000000 -2.600000 2.500000 0.000000 2.100000 $hbox 0 "ValveBiped.Bip01_Pelvis" -7.500000 -5.500000 -6.000000 7.500000 8.500000 5.000000 $hbox 0 "ValveBiped.Bip01_Spine2" -2.500000 -2.500000 -7.000000 14.500000 7.500000 7.000000 // 142 animation sequences $sequence "idle_angry" "idle_angry" fps 30 loop ACT_-1 1 node 1 $sequence "idle_subtle" "idle_subtle" fps 0 loop ACT_-1 1 node 1 $sequence "idle01" "idle01" fps 0 loop ACT_-1 1 node 1 $sequence "Idle02" "Idle02" fps 0 loop ACT_-1 1 node 1 $sequence "Idle03" "Idle03" fps -0 loop ACT_-1 1 node 1 $sequence "LineIdle01" "LineIdle01" fps 0 loop ACT_-1 0 $sequence "LineIdle02" "LineIdle02" fps 0 loop ACT_-1 0 $sequence "LineIdle03" "LineIdle03" fps 0 loop ACT_-1 0 $sequence "LineIdle04" "LineIdle04" fps -0 loop ACT_-1 0 $sequence "Crouch_idleD" "Crouch_idleD" fps 2 loop ACT_-1 -1 node 2 $sequence "layer_crouch_run_holding" "layer_crouch_run_holding" fps 0 ACT_-1 0 $sequence "layer_crouch_walk_no_weapon" "layer_crouch_walk_no_weapon" fps 1 ACT_-1 0 $sequence "layer_crouch_walk_holding" "layer_crouch_walk_holding" fps -0 ACT_-1 0 $sequence "layer_crouch_run_no_weapon" "layer_crouch_run_no_weapon" fps -1 ACT_-1 0 $sequence "layer_run_holding" "layer_run_holding" fps 0 ACT_-1 0 $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 -180 180 fps 0 loop ACT_-1 1 node 3 { event 0 0 } { event 861127355 536870912 "ɐ3" } } $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 -180 180 fps 0 loop ACT_-1 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 -180 180 fps 1 loop ACT_-1 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 -180 180 fps 0 ACT_-1 0 } $sequence "crouchRUNALL1" { "crouchRUNALL1_blend1" "crouchRUNALL1_blend2" "crouchRUNALL1_blend3" "crouchRUNALL1_blend4" "crouchRUNALL1_blend5" "crouchRUNALL1_blend6" "crouchRUNALL1_blend7" "crouchRUNALL1_blend8" "crouchRUNALL1_blend9" blend -180 180 fps 1 loop ACT_-1 1 node 6 } $sequence "Stand_to_run" "Stand_to_run" fps -0 ACT_-1 0 $sequence "Run_to_stand" "Run_to_stand" fps -0 ACT_-1 0 $sequence "Stand_to_walk" "Stand_to_walk" fps 0 ACT_-1 0 $sequence "Walk_to_stand" "Walk_to_stand" fps 0 ACT_-1 0 $sequence "Stand_to_crouch" "Stand_to_crouch" fps -1 ACT_-1 1 transition 1 2 $sequence "Crouch_to_stand" "Crouch_to_stand" fps 0 ACT_-1 1 transition 2 1 $sequence "Crouch_to_run" "Crouch_to_run" fps 0 ACT_-1 0 $sequence "Run_to_crouch" "Run_to_crouch" fps 0 ACT_-1 0 $sequence "stairs_up" "stairs_up" fps -0 ACT_-1 1 $sequence "stairs_down" "stairs_down" fps -0 ACT_-1 1 $sequence "ladder_up" "ladder_up" fps -1 ACT_-1 1 $sequence "ladder_down" "ladder_down" fps 0 ACT_-1 1 $sequence "Open_door_away" "Open_door_away" fps 0 ACT_-1 0 $sequence "Open_door_towards_right" "Open_door_towards_right" fps 1 ACT_-1 0 $sequence "Open_door_towards_left" "Open_door_towards_left" fps 0 ACT_-1 0 $sequence "Startle_behind" "Startle_behind" fps 0 ACT_-1 0 $sequence "Cover_R" "Cover_R" fps -0 loop ACT_-1 0 $sequence "Cover_L" "Cover_L" fps 0 loop ACT_-1 0 $sequence "CoverLow_R" "CoverLow_R" fps -0 loop ACT_-1 0 $sequence "CoverLow_L" "CoverLow_L" fps 0 loop ACT_-1 0 $sequence "ThrowItem" "ThrowItem" fps -0 ACT_-1 0 { event 1116508484 536870912 "j" } $sequence "Heal" "Heal" fps 0 ACT_-1 1 { event -1 0 } $sequence "Wave" "Wave" fps 0 ACT_-1 1 $sequence "DuckUnder" "DuckUnder" fps 0 ACT_-1 0 $sequence "crouchidlehide" "crouchidlehide" fps 1 loop ACT_-1 0 node 7 $sequence "standtocrouchhide" "standtocrouchhide" fps 0 ACT_-1 0 transition 1 7 $sequence "crouchhidetostand" "crouchhidetostand" fps 0 ACT_-1 0 transition 7 1 $sequence "scaredidle" "scaredidle" fps 0 loop ACT_-1 0 node 1 $sequence "preSkewer" "preSkewer" fps -0 ACT_-1 0 $sequence "Fear_Reaction" "Fear_Reaction" fps 0 ACT_-1 0 $sequence "layer_run_protected" "layer_run_protected" fps 4 ACT_-1 0 $sequence "run_protected_all" { "run_protected_all_blend1" "run_protected_all_blend2" "run_protected_all_blend3" "run_protected_all_blend4" "run_protected_all_blend5" "run_protected_all_blend6" "run_protected_all_blend7" "run_protected_all_blend8" "run_protected_all_blend9" blend -180 180 fps 0 loop ACT_-1 1 node 4 } $sequence "body_trans_y" { "body_trans_y_blend1" "body_trans_y_blend2" "body_trans_y_blend3" blend 6 -6 fps -0 ACT_-1 0 } $sequence "body_trans_x" { "body_trans_x_blend1" "body_trans_x_blend2" "body_trans_x_blend3" blend 5 -10 fps 0 ACT_-1 0 } $sequence "body_trans_z" { "body_trans_z_blend1" "body_trans_z_blend2" "body_trans_z_blend3" blend -10 2 fps 0 ACT_-1 0 } $sequence "body_rot_z" { "body_rot_z_blend1" "body_rot_z_blend2" "body_rot_z_blend3" blend 56 -57 fps 1 ACT_-1 0 } $sequence "body_rot_y" { "body_rot_y_blend1" "body_rot_y_blend2" "body_rot_y_blend3" blend -21 43 fps -0 ACT_-1 0 } $sequence "body_rot_x" { "body_rot_x_blend1" "body_rot_x_blend2" "body_rot_x_blend3" blend -18 16 fps 0 ACT_-1 0 } $sequence "spine_rot_z" { "spine_rot_z_blend1" "spine_rot_z_blend2" "spine_rot_z_blend3" blend 41 -41 fps 0 ACT_-1 0 } $sequence "spine_rot_y" { "spine_rot_y_blend1" "spine_rot_y_blend2" "spine_rot_y_blend3" blend -28 53 fps 0 ACT_-1 0 } $sequence "spine_rot_x" { "spine_rot_x_blend1" "spine_rot_x_blend2" "spine_rot_x_blend3" blend -22 22 fps 0 ACT_-1 0 } $sequence "neck_trans_x" { "neck_trans_x_blend1" "neck_trans_x_blend2" "neck_trans_x_blend3" blend -0 1 fps -0 ACT_-1 0 } $sequence "head_rot_z" { "head_rot_z_blend1" "head_rot_z_blend2" "head_rot_z_blend3" blend -60 60 fps 0 ACT_-1 0 } $sequence "head_rot_y" { "head_rot_y_blend1" "head_rot_y_blend2" "head_rot_y_blend3" blend 36 -30 fps -0 ACT_-1 0 } $sequence "head_rot_x" { "head_rot_x_blend1" "head_rot_x_blend2" "head_rot_x_blend3" blend -18 18 fps 1 ACT_-1 0 } $sequence "roofidle1" "roofidle1" fps 0 loop ACT_-1 0 $sequence "roofidle2" "roofidle2" fps 0 loop ACT_-1 0 $sequence "roofwatch1" "roofwatch1" fps -0 ACT_-1 0 { { event 28424 0 "n" } { event -1064938691 -1610612736 "A3B " } { event 6 0 } } $sequence "roofwatch2" "roofwatch2" fps 0 ACT_-1 0 $sequence "lookoutidle" "lookoutidle" fps -0 loop ACT_-1 0 $sequence "lookoutrun" "lookoutrun" fps 0 ACT_-1 0 $sequence "roofslide" "roofslide" fps -0 ACT_-1 0 $sequence "plazaidle1" "plazaidle1" fps 0 loop ACT_-1 0 $sequence "plazaidle2" "plazaidle2" fps 0 loop ACT_-1 0 $sequence "plazaidle3" "plazaidle3" fps 0 loop ACT_-1 0 $sequence "plazaidle4" "plazaidle4" fps 1 loop ACT_-1 0 $sequence "plazastand1" "plazastand1" fps 0 ACT_-1 0 $sequence "plazastand2" "plazastand2" fps 0 ACT_-1 0 $sequence "plazastand3" "plazastand3" fps 0 ACT_-1 0 $sequence "plazastand4" "plazastand4" fps -0 ACT_-1 0 $sequence "apcarrestidle" "apcarrestidle" fps 0 loop ACT_-1 0 $sequence "apcarrestslam" "apcarrestslam" fps 2 ACT_-1 0 $sequence "arrestidle" "arrestidle" fps -0 loop ACT_-1 0 $sequence "arrestcurious" "arrestcurious" fps -0 ACT_-1 0 $sequence "Streetwar_CoverShoot_L" "Streetwar_CoverShoot_L" fps 0 ACT_-1 0 { event 29436 0 } { event 1 536870912 } $sequence "Trainstation_Int" "Trainstation_Int" fps 0 loop ACT_-1 0 $sequence "Idle_Angry_SMG1" "Idle_Angry_SMG1" fps 1 loop ACT_-1 1 $sequence "Idle_SMG1_Aim" "Idle_SMG1_Aim" fps 0 loop ACT_-1 1 node 8 $sequence "shoot_ar1" "shoot_ar1" fps 0 ACT_-1 1 node 8 $sequence "shoot_hmg1" "shoot_hmg1" fps 0 ACT_-1 1 node 8 $sequence "shoot_smg1" "shoot_smg1" fps 0 ACT_-1 1 node 8 $sequence "shoot_smg2" "shoot_smg2" fps -0 ACT_-1 1 node 8 $sequence "shoot_shotgun" "shoot_shotgun" fps -1 ACT_-1 1 node 8 $sequence "shoot_rpg" "shoot_rpg" fps 0 ACT_-1 1 node 8 $sequence "reload_smg1" "reload_smg1" fps -0 ACT_-1 1 node 8 { event 1 0 "" } $sequence "gesture_shoot_ar1" "gesture_shoot_ar1" fps 1 ACT_-1 1 $sequence "gesture_shoot_hmg1" "gesture_shoot_hmg1" fps -0 ACT_-1 1 $sequence "gesture_shoot_smg1" "gesture_shoot_smg1" fps 0 ACT_-1 1 $sequence "gesture_shoot_smg2" "gesture_shoot_smg2" fps 0 ACT_-1 1 $sequence "gesture_shoot_shotgun" "gesture_shoot_shotgun" fps 0 ACT_-1 1 $sequence "CrouchDToShoot" "CrouchDToShoot" fps 0 ACT_-1 1 transition 2 8 $sequence "ShootToCrouchD" "ShootToCrouchD" fps 0 ACT_-1 1 transition 8 2 $sequence "Cover_LToShootSMG1" "Cover_LToShootSMG1" fps -0 ACT_-1 0 transition 9 8 $sequence "Cover_RToShootSMG1" "Cover_RToShootSMG1" fps 0 ACT_-1 0 transition 10 8 $sequence "CoverLow_LToShootSMG1" "CoverLow_LToShootSMG1" fps 0 ACT_-1 0 transition 9 8 $sequence "CoverLow_RToShootSMG1" "CoverLow_RToShootSMG1" fps 0 ACT_-1 0 transition 10 8 $sequence "ShootSMG1ToCover_L" "ShootSMG1ToCover_L" fps 1 ACT_-1 0 transition 8 9 $sequence "ShootSMG1ToCover_R" "ShootSMG1ToCover_R" fps 0 ACT_-1 0 transition 8 10 $sequence "ShootSMG1ToCoverLow_L" "ShootSMG1ToCoverLow_L" fps 0 ACT_-1 0 transition 8 11 $sequence "ShootSMG1ToCoverLow_R" "ShootSMG1ToCoverLow_R" fps 0 ACT_-1 0 transition 8 12 $sequence "crouch_shoot_smg1" "crouch_shoot_smg1" fps -0 ACT_-1 1 node 2 { event 1097914564 0 "" } $sequence "crouch_aim_smg1" "crouch_aim_smg1" fps 0 loop ACT_-1 1 node 2 $sequence "crouch_reload_smg1" "crouch_reload_smg1" fps 0 ACT_-1 1 node 2 { event 0 0 } $sequence "shootp1" "shootp1" fps 0 ACT_-1 1 { event 0 0 "L>" } $sequence "reloadpistol" "reloadpistol" fps 0 ACT_-1 1 $sequence "drawpistol" "drawpistol" fps 0 ACT_-1 1 { event 0 0 } $sequence "overwatch" "overwatch" fps 0 ACT_-1 1 $sequence "gesture_shootp1" "gesture_shootp1" fps 0 ACT_-1 1 { event 0 0 } $sequence "reload_pistol" "reload_pistol" fps 0 ACT_-1 1 { event 0 0 "w" } $sequence "crouch_shoot_pistol" "crouch_shoot_pistol" fps 0 ACT_-1 1 { event 1045220557 -1610612736 "" } $sequence "crouch_reload_pistol" "crouch_reload_pistol" fps 0 ACT_-1 1 { event 1 0 "" } $sequence "throw1" "throw1" fps 0 ACT_-1 1 { event -1048489679 1610612736 "|.A!AԭB" } $sequence "swing" "swing" fps 0 ACT_-1 1 { event 0 0 " " } $sequence "MeleeAttack01" "MeleeAttack01" fps 0 ACT_-1 0 $sequence "pickup" "pickup" fps 0 ACT_-1 1 { event -1063468104 -1610612736 "cAwNB" } $sequence "aimup" "aimup" fps -1 ACT_-1 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 -45 45 fps 0 ACT_-1 0 } $sequence "layer_walk_aiming" "layer_walk_aiming" fps -1 ACT_-1 0 $sequence "layer_walk_holding" "layer_walk_holding" fps 0 ACT_-1 0 $sequence "layer_run_aiming" "layer_run_aiming" fps 0 ACT_-1 0 $sequence "layer_crouch_run_aiming" "layer_crouch_run_aiming" fps 0 ACT_-1 0 $sequence "layer_crouch_walk_aiming" "layer_crouch_walk_aiming" fps 0 ACT_-1 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 -180 180 fps 0 ACT_-1 0 } $sequence "walkAIMALL1" { "walkAIMALL1_blend1" "walkAIMALL1_blend2" "walkAIMALL1_blend3" "walkAIMALL1_blend4" "walkAIMALL1_blend5" "walkAIMALL1_blend6" "walkAIMALL1_blend7" "walkAIMALL1_blend8" "walkAIMALL1_blend9" blend -180 180 fps 0 loop ACT_-1 1 node 3 } $sequence "walkHOLDALL1" { "walkHOLDALL1_blend1" "walkHOLDALL1_blend2" "walkHOLDALL1_blend3" "walkHOLDALL1_blend4" "walkHOLDALL1_blend5" "walkHOLDALL1_blend6" "walkHOLDALL1_blend7" "walkHOLDALL1_blend8" "walkHOLDALL1_blend9" blend -180 180 fps 0 loop ACT_-1 1 node 3 } $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 -180 180 fps 0 loop ACT_-1 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 -180 180 fps 0 loop ACT_-1 1 node 4 } $sequence "crouchRUNHOLDINGALL1" { "crouchRUNHOLDINGALL1_blend1" "crouchRUNHOLDINGALL1_blend2" "crouchRUNHOLDINGALL1_blend3" "crouchRUNHOLDINGALL1_blend4" "crouchRUNHOLDINGALL1_blend5" "crouchRUNHOLDINGALL1_blend6" "crouchRUNHOLDINGALL1_blend7" "crouchRUNHOLDINGALL1_blend8" "crouchRUNHOLDINGALL1_blend9" blend -180 180 fps 0 loop ACT_-1 1 node 6 } $sequence "crouchRUNAIMINGALL1" { "crouchRUNAIMINGALL1_blend1" "crouchRUNAIMINGALL1_blend2" "crouchRUNAIMINGALL1_blend3" "crouchRUNAIMINGALL1_blend4" "crouchRUNAIMINGALL1_blend5" "crouchRUNAIMINGALL1_blend6" "crouchRUNAIMINGALL1_blend7" "crouchRUNAIMINGALL1_blend8" "crouchRUNAIMINGALL1_blend9" blend -180 180 fps 0 loop ACT_-1 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 -180 180 fps 53 loop ACT_-1 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 -180 180 fps 0 loop ACT_-1 1 node 5 } $sequence "ragdoll" "ragdoll" fps 16 ACT_-1 1 // MDLDEC: End of file!