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rouge1

Custom cfgmoves problem

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hey all i have having problmes with this Custom Configmoves (note very long)

#define RunDuty -0.5

#define WalkDuty -0.7

#define RestDuty -1

#define CrawlDuty -0.0

#define SprintDuty 0.6

#define SPEED_STATIC 1e10

class CfgVehicleActions

{

// mapping on in-vehicle animations

m113gunner="M113Gunner";

m113driver="M113Driver";

m113driverOut="M113DriverOut";

m113medic="M113Medic";

m113injured="Nemocnej";

m60driver="M60Driver";

m60gunner="M60Gunner";

m60commander="M60Commander";

m60driverOut="M60DriverOut";

m60commanderOut="M60CommanderOut";

m1A1driver="M1A1Driver";

m1A1gunner="M1A1Gunner";

m1A1commander="M1A1Commander";

m1A1driverOut="M1A1DriverOut";

m1A1commanderOut="M1A1CommanderOut";

bmpdriver="BMPDriver";

bmpgunner="BMPGunner";

bmpgunnerOut="BMPGunnerOut";

bmpcommander="BMPCommander";

bmpdriverOut="BMPDriverOut";

bmpcommanderOut="BMPCommanderOut";

t72driver="T72Driver";

t72gunner="T72Gunner";

t72gunnerOut="T72GunnerOut";

t72commander="T72Commander";

t72driverOut="T72DriverOut";

t72commanderOut="T72CommanderOut";

t80driver="T72Driver";

t80gunner="T72Gunner";

t80gunnerOut="T80GunnerOut";

t80commander="T72Commander";

t80driverOut="T72DriverOut";

t80commanderOut="T80CommanderOut";

t55driver="T72Driver";

t55gunner="T55Gunner";

t55gunnerOut="T55Gunner";

t55commander="T55Commander";

t55driverOut="T55DriverOut";

t55commanderOut="T55CommanderOut";

uh60pilot = "UH60Pilot";

uh60gunner = "UH60Gunner";

ah1pilot = "AH1Pilot";

ah1gunner = "AH1Gunner";

a10pilot = "A10Pilot";

cessnaPilot = "cesnaPilot";

cessnaCoPilot = "cesnaPilot";

cessnaCargo = "cesnaCargo";

mi17pilot = "Mi17Pilot";

mi24pilot = "Mi24Pilot";

mi24gunner = "Mi24Gunner";

jeepDriver = "JeepDriver";

jeepGunner = "JeepGunner";

jeepCoDriver = "JeepCoDriver";

jeepCoDriverBack = "JeepCoDriverBack";

truck5TDriver = "5TDriver";

truck5TCoDriver = "5TCoDriver";

uralDriver = "uralDriver";

uralCoDriver = "uralCoDriver";

skodaDriver = "skodaDriver";

skodaCoDriver = "skodaCoDriver";

skodaCoDriverBack = "skodaCoDriverBack";

pbrDriver = "pbrDriver";

pbrGunner = "pbrGunner";

hrlDriver = "pbrDriver";

hrlGunner = "hrlGunner";

m2gunner = "m2Gunner";

ScudDriver="ScudDriver";

ScudCoDriver="ScudCoDriver";

v3sDriver = "v3sDriver";

v3sCoDriver = "v3sCoDriver";

cargo="Cargo";

UAZDriver="UAZDriver";

UAZCoDriver="UAZCoDriver";

//UAZGunner="UAZGunner";

ZSUDriver="ZSUDriver";

ZSUGunner="ZSUGunner";

ZSUGunnerOut="ZSUGunnerOut";

ZSUCommander="ZSUCommander";

ZSUCommanderOut="ZSUCommanderOut";

tractorDriver="TractorDriver";

shipCargo="Cargo";

shipDriver="Cargo";

para="Para";

};

class CfgManActions

{

access = ReadOnlyVerified;

#define ACTION(x) x="";

// basic actions list

ACTION(Stop)

ACTION(StopRelaxed)

ACTION(TurnL) // turning

ACTION(TurnR)

ACTION(TurnLRelaxed) // turning

ACTION(TurnRRelaxed)

ACTION(ReloadMagazine) // special actions

ACTION(ReloadMGun)

ACTION(ReloadAT)

ACTION(ReloadMortar)

ACTION(ThrowGrenade)

/*!

\internal 1.05 Date 7/17/2001 by Ondra.

- Changed: different logic used to control walking.

It was controlled by mode before, slow actions were added instead.

*/

// ADD BEGIN

ACTION(WalkF)

ACTION(WalkLF)

ACTION(WalkRF)

ACTION(WalkL)

ACTION(WalkR)

ACTION(WalkLB)

ACTION(WalkRB)

ACTION(WalkB)

// ADD END

ACTION(SlowF)

ACTION(SlowLF)

ACTION(SlowRF)

ACTION(SlowL)

ACTION(SlowR)

ACTION(SlowLB)

ACTION(SlowRB)

ACTION(SlowB)

ACTION(FastF)

ACTION(FastLF)

ACTION(FastRF)

ACTION(FastL)

ACTION(FastR)

ACTION(FastLB)

ACTION(FastRB)

ACTION(FastB)

ACTION(Down) // incremental change

ACTION(Up)

ACTION(Lying) // direct change

ACTION(Stand)

ACTION(Combat)

ACTION(Crouch)

//ACTION(OpticsOn)

//ACTION(OpticsOff)

ACTION(Civil)

ACTION(CivilLying)

ACTION(FireNotPossible) // attempt to fire when weapons are disabled

ACTION(Die)

ACTION(WeaponOn) // activate AT weapon

ACTION(WeaponOff) // deactivate AT weapon

ACTION(Default) // no action - used for initialization

ACTION(JumpOff) // no action - used after get out

// special actions - for scripting and effects

ACTION(StrokeFist)

ACTION(StrokeGun)

ACTION(SitDown)

ACTION(Salute)

ACTION(BinocOn)

ACTION(BinocOff)

ACTION(PutDown) // used during some actions

//ACTION(PutDownEnd) // used during some actions

ACTION(Medic)

ACTION(Treated)

ACTION(LadderOnDown)

ACTION(LadderOnUp)

ACTION(LadderOff)

ACTION(LadderOffTop)

ACTION(LadderOffBottom)

// get-in/out

ACTION(GetInCar)

ACTION(GetOutCar)

ACTION(GetInTank)

ACTION(GetOutTank)

/*!

\patch_internal 1.21 Date 8/22/2001 by Ondra.

- New: TakeFlag action for better TakeFlag synchronization.

*/

ACTION(TakeFlag) // used during some actions

ACTION(HandGunOn)

#undef ACTION

};

class CfgMovesMCHandGun

{

class Actions

{

class NoActionsAll {};

class NoActions: NoActionsAll {};

class HandGunCrouchActions: NoActions

{

turnspeed=5

stop="HandGunCrouch";

down="HandGunLying";

up="HandGunStand";

reloadMagazine="HandGunCrouchReloadMagazine";

throwGrenade="HandGunStandThrowGrenade1";

lying="Lying";

civilLying="CivilLying";

crouch="Crouch";

combat="Combat";

stand="Stand";

civil="Civil";

die="HandGunCrouchDead";

handGunOn="HandGunCrouch";

weaponOn="Weapon";

binocOn="BinocHandGunCrouch";

binocOff="HandGunCrouch";

medic="HandGunMedic";

putDown="HandGunPutDown";

takeFlag="HandGunStandToHandGunTakeFlag";

treated="HandGunTreated";

walkF="HandGunCrouchWalkF";

walkLF="HandGunCrouchWalkLF";

walkRF="HandGunCrouchWalkRF";

walkL="HandGunCrouchWalkL";

walkR="HandGunCrouchWalkR";

walkLB="HandGunCrouchWalkLB";

walkRB="HandGunCrouchWalkRB";

walkB="HandGunCrouchWalkB";

slowF="HandGunCrouchWalkF";

slowLF="HandGunCrouchWalkLF";

slowRF="HandGunCrouchWalkRF";

slowL="HandGunCrouchWalkL";

slowR="HandGunCrouchWalkR";

slowLB="HandGunCrouchWalkLB";

slowRB="HandGunCrouchWalkRB";

slowB="HandGunCrouchWalkB";

fastF="HandGunCrouchRunF";

fastLF="HandGunCrouchRunLF";

fastRF="HandGunCrouchRunRF";

fastL="HandGunCrouchRunL";

fastR="HandGunCrouchRunR";

fastLB="HandGunCrouchRunLB";

fastRB="HandGunCrouchRunRB";

fastB="HandGunCrouchRunB";

turnL="HandGunCrouchTurnL";

turnR="HandGunCrouchTurnR";

getInCar="HandGunGetInCar";

getOutCar="HandGunStand";

getInTank="HandGunGetInTank";

getOutTank="HandGunGetOutTank";

default="HandGunCrouch";

upDegree="ManPosHandGunCrouch";

};

class HandGunLyingActions: NoActions

{

turnspeed=3

stop="HandGunLying";

down="HandGunStand";

up="HandGunCrouch";

reloadMagazine="HandGunLyingReloadMagazine";

throwGrenade="HandGunLyingThrowGrenade1";

lying="Lying";

civilLying="CivilLying";

crouch="Crouch";

combat="Combat";

stand="Stand";

civil="Civil";

die="HandGunLyingDead";

handGunOn="HandGunLying";

weaponOn="Weapon";

binocOn="BinocHandGunLying";

binocOff="HandGunLying";

medic="HandGunMedic";

putDown="HandGunLyingPutDown";

takeFlag="HandGunStandToHandGunTakeFlag";

treated="HandGunLyingTreated";

walkF="HandGunLyingCrawlF";

walkLF="HandGunLyingCrawlLF";

walkRF="HandGunLyingCrawlRF";

walkL="HandGunLyingCrawlL";

walkR="HandGunLyingCrawlR";

walkLB="HandGunLyingCrawlLB";

walkRB="HandGunLyingCrawlRB";

walkB="HandGunLyingCrawlB";

slowF="HandGunLyingCrawlF";

slowLF="HandGunLyingCrawlLF";

slowRF="HandGunLyingCrawlRF";

slowL="HandGunLyingCrawlL";

slowR="HandGunLyingCrawlR";

slowLB="HandGunLyingCrawlLB";

slowRB="HandGunLyingCrawlRB";

slowB="HandGunLyingCrawlB";

fastF="HandGunLyingFastCrawlF";

fastLF="HandGunLyingCrawlLF";

fastRF="HandGunLyingCrawlRF";

fastL="HandGunLyingCrawlL";

fastR="HandGunLyingCrawlR";

fastLB="HandGunLyingCrawlLB";

fastRB="HandGunLyingCrawlRB";

fastB="HandGunLyingCrawlB";

turnL="HandGunLyingTurnL";

turnR="HandGunLyingTurnR";

getInCar="HandGunGetInCar";

getOutCar="HandGunStand";

getInTank="HandGunGetInTank";

getOutTank="HandGunGetOutTank";

default="HandGunLying";

upDegree="ManPosHandGunLying";

};

class HandGunStandActions: NoActions

{

turnspeed=5

stop="HandGunStand";

stopRelaxed="HandGunStandRelaxed";

down="HandGunLying";

up="HandGunCrouch";

reloadMagazine="HandGunStandReloadMagazine";

throwGrenade="HandGunStandThrowGrenade1";

lying="Lying";

civilLying="CivilLying";

crouch="Crouch";

combat="Combat";

stand="Stand";

civil="Civil";

die="HandGunStandDead";

handGunOn="HandGunStand";

weaponOn="Weapon";

binocOn="BinocHandGunStand";

binocOff="HandGunStand";

medic="HandGunMedic";

putDown="HandGunPutDown";

takeFlag="HandGunStandToHandGunTakeFlag";

treated="HandGunTreated";

walkF="HandGunStandWalkF";

walkLF="HandGunStandWalkLF";

walkRF="HandGunStandWalkRF";

walkL="HandGunStandWalkL";

walkR="HandGunStandWalkR";

walkLB="HandGunStandWalkLB";

walkRB="HandGunStandWalkRB";

walkB="HandGunStandWalkB";

slowF="HandGunStandWalkF";

slowLF="HandGunStandWalkLF";

slowRF="HandGunStandWalkRF";

slowL="HandGunStandWalkL";

slowR="HandGunStandWalkR";

slowLB="HandGunStandWalkLB";

slowRB="HandGunStandWalkRB";

slowB="HandGunStandWalkB";

fastF="HandGunStandRunF";

fastLF="HandGunStandRunLF";

fastRF="HandGunStandRunRF";

fastL="HandGunStandRunL";

fastR="HandGunStandRunR";

fastLB="HandGunStandRunLB";

fastRB="HandGunStandRunRB";

fastB="HandGunStandRunB";

turnL="HandGunStandTurnL";

turnR="HandGunStandTurnR";

turnLRelaxed="HandGunStandTurnLRelaxed";

turnRRelaxed="HandGunStandTurnRRelaxed";

getInCar="HandGunGetInCar";

getOutCar="HandGunStand";

getInTank="HandGunGetInTank";

getOutTank="HandGunGetOutTank";

default="HandGunStand";

upDegree="ManPosHandGunStand";

};

class BinocHandGunLyingActions: HandGunLyingActions

{

stop="BinocHandGunLying";

default="BinocHandGunLying";

walkF="";

walkLF="";

walkRF="";

walkL="";

walkR="";

walkLB="";

walkRB="";

walkB="";

slowF="";

slowLF="";

slowRF="";

slowL="";

slowR="";

slowLB="";

slowRB="";

slowB="";

fastF="";

fastLF="";

fastRF="";

fastL="";

fastR="";

fastLB="";

fastRB="";

fastB="";

turnL="";

turnR="";

turnLRelaxed="";

turnRRelaxed="";

upDegree="ManPosBinocLying";

turnSpeed=1

};

class BinocHandGunStandActions: HandGunStandActions

{

stop="BinocHandGunStand";

default="BinocHandGunStand";

walkF="";

walkLF="";

walkRF="";

walkL="";

walkR="";

walkLB="";

walkRB="";

walkB="";

slowF="";

slowLF="";

slowRF="";

slowL="";

slowR="";

slowLB="";

slowRB="";

slowB="";

fastF="";

fastLF="";

fastRF="";

fastL="";

fastR="";

fastLB="";

fastRB="";

fastB="";

turnL="";

turnR="";

turnLRelaxed="";

turnRRelaxed="";

upDegree="ManPosBinocStand";

turnSpeed=2

};

class BinocHandGunCrouchActions: HandGunCrouchActions

{

stop="BinocHandGunCrouch";

default="BinocHandGunCrouch";

walkF="";

walkLF="";

walkRF="";

walkL="";

walkR="";

walkLB="";

walkRB="";

walkB="";

slowF="";

slowLF="";

slowRF="";

slowL="";

slowR="";

slowLB="";

slowRB="";

slowB="";

fastF="";

fastLF="";

fastRF="";

fastL="";

fastR="";

fastLB="";

fastRB="";

fastB="";

turnL="";

turnR="";

turnLRelaxed="";

turnRRelaxed="";

upDegree="ManPosBinoc";

turnSpeed=2

};

class HandGunMedicActions: HandGunStandActions

{

stop="HandGunMedic";

default="HandGunMedic";

down="HandGunLying";

up="HandGunStand";

turnL="";

turnR="";

turnLRelaxed="";

turnRRelaxed="";

putDownEnd="HandGunStand";

fireNotPossible="HandGunStand";

};

class HandGunPutDownActions: HandGunStandActions

{

stop="HandGunPutDown";

default="HandGunPutDown";

down="HandGunLying";

up="HandGunStand";

turnL="";

turnR="";

turnLRelaxed="";

turnRRelaxed="";

putDownEnd="HandGunStand";

fireNotPossible="HandGunStand";

};

class HandGunTakeFlagActions: HandGunStandActions

{

stop="HandGunTakeFlag";

default="HandGunTakeFlag";

down="HandGunLying";

up="HandGunStand";

turnL="";

turnR="";

turnLRelaxed="";

turnRRelaxed="";

putDownEnd="HandGunStand";

fireNotPossible="HandGunStand";

};

class HandGunTreatedActions: HandGunStandActions

{

stop="HandGunTreated";

default="HandGunTreated";

down="HandGunLying";

up="HandGunStand";

turnL="";

turnR="";

turnLRelaxed="";

turnRRelaxed="";

putDownEnd="HandGunStand";

fireNotPossible="HandGunStand";

};

class HandGunLyingPutDownActions: HandGunLyingActions

{

stop="HandGunLyingPutDown";

default="HandGunLyingPutDown";

down="HandGunLying";

up="HandGunLying";

turnL="";

turnR="";

turnLRelaxed="";

turnRRelaxed="";

putDownEnd="HandGunLying";

fireNotPossible="HandGunLying";

};

class HandGunLyingTreatedActions: HandGunLyingActions

{

stop="HandGunLyingTreated";

default="HandGunLyingTreated";

down="HandGunLying";

up="HandGunLying";

turnL="";

turnR="";

turnLRelaxed="";

turnRRelaxed="";

putDownEnd="HandGunLying";

fireNotPossible="HandGunLying";

};

};

class Default {};

class StandBase: Default {};

class LadderBase: StandBase {};

class LadderUpBase: LadderBase {};

class LadderDownBase: LadderBase {};

class DefaultDie: Default {};

class HandGunDefault: Default

{

showHandGun=1

};

class HandGunDie: DefaultDie

{

onLandEnd=1

soundEnabled=0

disableWeapons=1

showHandGun=1

};

class States

{

class Driver: Default {};

class busDriver: Driver

{

file="\O\Anim\BusDriverstat.rtm";

speed=10000000000.000000;

looped=1

variantsAI[]={"busDriverV1",0.700000,"busDriver"};

interpolateWith[]={"busDriverV1",0.500000};

equivalentTo="busDriver";

interpolationSpeed=1

connectTo[]={"busDriverDying",1};

};

class busDriverV1: busDriver

{

file="\O\Anim\BusDriver.rtm";

speed="- 4";

looped=1

};

class busDriverDying: DefaultDie

{

actions="NoActions";

file="\O\Anim\BusDriversmrt.rtm";

speed="- 1";

looped=0

soundEnabled=0

connectFrom[]={"busDriver",1};

};

class busDriverDead: busDriverDying

{

actions="DeadActions";

file="\O\Anim\BusDriversmrt2.rtm";

speed=10000000000.000000;

terminal=1

connectFrom[]={"busDriverDying",1};

connectTo[]={"DeadState",1};

};

class busCargo: Driver

{

file="\O\Anim\BusPassangerstat.rtm";

speed=10000000000.000000;

looped=1

variantsAI[]={"busCargoV1",0.700000,"busCargo"};

interpolateWith[]={"busCargoV1",0.500000};

equivalentTo="busCargo";

interpolationSpeed=1

connectTo[]={"busCargoDying",1};

};

class busCargoV1: busCargo

{

file="\O\Anim\BusPassanger.rtm";

speed="- 4";

looped=1

};

class busCargoDying: DefaultDie

{

actions="NoActions";

file="\O\Anim\BusPassangersmrt.rtm";

speed="- 1";

looped=0

soundEnabled=0

connectFrom[]={"busCargo",1};

};

class busCargoDead: busCargoDying

{

actions="DeadActions";

file="\O\Anim\BusPassangersmrt2.rtm";

speed=10000000000.000000;

terminal=1

connectFrom[]={"busCargoDying",1};

connectTo[]={"DeadState",1};

};

class jawaCoDriver: Driver

{

file="\O\Anim\motorkaspolujezdecstat.rtm";

speed=10000000000.000000;

looped=1

};

class jawaDriver: Driver

{

file="\O\Anim\motorkastat.rtm";

speed=10000000000.000000;

looped=1

};

class HandGunCrouch: HandGunDefault

{

actions="HandGunCrouchActions";

file="\o\Anim\pklekstat.rtm";

speed=10000000000.000000;

looped=1

soundEnabled=0

variantAfter[]={1,3,6};

variantsAI[]={"HandGunCrouchVar2",0.700000,"HandGunCrouch",0.300000};

equivalentTo="HandGunCrouch";

};

class HandGunCrouchBase: HandGunCrouch

{

variantsAI[]={};

equivalentTo="";

};

class HandGunCrouchVar2: HandGunCrouch

{

file="\o\Anim\pklek.rtm";

speed=4294967295

interpolateWith[]={"HandGunCrouch",0.500000};

interpolateTo[]={"HandGunCrouchDying",0.100000};

};

class HandGunCrouchToHandGunStand: HandGunDefault

{

actions="HandGunStandActions";

file="\o\Anim\pklek2pstani.rtm";

speed=-0.400000;

looped=0

disableWeapons=1

soundEnabled=0

connectFrom[]={"HandGunCrouch",1};

connectTo[]={"HandGunStand",1};

interpolateTo[]={"HandGunStandDying",0.100000,"HandGunStandDyingVer2",0.100000};

};

class HandGunCrouchToHandGunLying: HandGunDefault

{

actions="HandGunLyingActions";

file="\o\Anim\pklek2pistleh.rtm";

speed=4294967295

looped=0

disableWeapons=1

soundEnabled=0

connectFrom[]={"HandGunCrouch",1};

connectTo[]={"HandGunLying",1};

interpolateTo[]={"HandGunLyingDying",0.100000};

};

class HandGunCrouchReloadMagazine: HandGunDefault

{

actions="HandGunCrouchActions";

file="\o\Anim\pkleknabit.rtm";

speed=-1.500000;

looped=0

disableWeapons=1

soundEnabled=0

connectFrom[]={"HandGunCrouch",2};

connectTo[]={"HandGunCrouch",2};

interpolateTo[]={"HandGunCrouchDying",0.100000,"HandGunCrouchDyingVer2",0.100000};

};

class HandGunCrouchToBinocHandGunCrouch: HandGunDefault

{

actions="HandGunCrouchActions";

file="\o\Anim\pklekdalek1.rtm";

speed=-1.000000;

looped=0

disableWeapons=1

showItemInHand=1

soundEnabled=0

connectFrom[]={"HandGunCrouch",2};

interpolateTo[]={"HandGunCrouchDying",0.010000,"HandGunCrouchDyingVer2",0.010000};

};

class BinocHandGunCrouch: HandGunDefault

{

actions="BinocHandGunCrouchActions";

file="\o\Anim\pklekdalekstat.rtm";

speed=10000000000.000000;

looped=1

disableWeapons=0

showItemInHand=1

soundEnabled=0

enableBinocular=1

connectFrom[]={"HandGunCrouchToBinocHandGunCrouch",1};

connectTo[]={"BinocHandGunCrouchToHandGunCrouch",1};

interpolateTo[]={"HandGunCrouchDying",0.010000,"HandGunCrouchDyingVer2",0.010000};

};

class BinocHandGunCrouchToHandGunCrouch: HandGunDefault

{

actions="HandGunCrouchActions";

file="\o\Anim\pklekdalek2.rtm";

speed=-1.000000;

looped=0

disableWeapons=1

showItemInHand=1

soundEnabled=0

connectTo[]={"HandGunCrouch",2};

interpolateTo[]={"HandGunCrouchDying",0.010000,"HandGunCrouchDyingVer2",0.010000};

};

class HandGunCrouchDying: HandGunDie

{

actions="NoActions";

file="\o\Anim\pkleksmrtA.rtm";

speed=4294967295

looped=0

connectFrom[]={"HandGunCrouch",1};

connectTo[]={"HandGunCrouchDead",1};

};

class HandGunCrouchDyingVer2: HandGunCrouchDying

{

file="\o\Anim\pkleksmrtB.rtm";

connectFrom[]={"HandGunCrouch",1};

connectTo[]={"HandGunCrouchDeadVer2",1};

};

class HandGunCrouchDead: HandGunDie

{

actions="DeadActions";

file="\o\Anim\pkleksmrtA2.rtm";

speed=10000000000.000000;

looped=1

onLandBeg=1

variantsPlayer[]={"HandGunCrouchDead",0.500000,"HandGunCrouchDeadVer2"};

equivalentTo="HandGunCrouchDead";

variantAfter[]={0,0,0};

terminal=1

connectTo[]={"DeadState",10};

};

class HandGunCrouchDeadVer2: HandGunCrouchDead

{

file="\o\Anim\pkleksmrtB2.rtm";

};

class HandGunLying: HandGunDefault

{

actions="HandGunLyingActions";

file="\o\Anim\pistlehstat.rtm";

speed=10000000000.000000;

looped=1

onLandBeg=1

onLandEnd=1

soundEnabled=0

duty=4294967295

variantAfter[]={1,3,6};

variantsAI[]={"HandGunLyingVar2",0.700000,"HandGunLying",0.300000};

equivalentTo="HandGunLying";

};

class HandGunLyingVar2: HandGunLying

{

file="\o\Anim\pistleh.rtm";

speed=4294967295

interpolateWith[]={"HandGunLying",0.500000};

interpolateTo[]={"HandGunLyingDying",0.010000};

};

class HandGunLyingToHandGunCrouch: HandGunDefault

{

actions="HandGunCrouchActions";

file="\o\Anim\pistleh2pklek.rtm";

speed=-1.400000;

looped=0

disableWeapons=1

soundEnabled=0

connectFrom[]={"HandGunLying",1};

connectTo[]={"HandGunCrouch",1};

interpolateTo[]={"HandGunCrouchDying",0.010000};

};

class HandGunLyingReloadMagazine: HandGunDefault

{

actions="HandGunLyingActions";

file="\o\Anim\pistlehnabit.rtm";

speed=4294967294

looped=0

disableWeapons=1

soundEnabled=0

connectFrom[]={"HandGunLying",2};

connectTo[]={"HandGunLying",2};

interpolateTo[]={"HandGunLyingDying",0.100000};

};

class HandGunLyingThrowGrenade1: HandGunDefault

{

actions="HandGunLyingActions";

file="\o\Anim\pistlehgranat1.rtm";

speed=-1.600000;

looped=0

disableWeapons=1

soundEnabled=0

duty=0.600000;

connectFrom[]={"HandGunLying",2};

connectTo[]={"HandGunLyingThrowGrenade2",2};

interpolateTo[]={"HandGunLyingDying",0.500000};

};

class HandGunLyingThrowGrenade2: HandGunDefault

{

actions="HandGunLyingActions";

file="\o\Anim\pistlehgranat2.rtm";

speed=4294967295

looped=0

disableWeapons=1

soundEnabled=0

duty=0.600000;

connectTo[]={"HandGunLying",2};

interpolateTo[]={"HandGunLyingDying",0.500000};

};

class HandGunLyingNoAim: HandGunLying

{

limitGunMovement=0

aiming="aimingNo";

legs="legsNo";

variantsAI[]={};

equivalentTo="";

interpolateTo[]={"HandGunLyingDying",0.100000};

};

class HandGunLyingCrawlF: HandGunLyingNoAim

{

file="\o\Anim\pplazeni0.rtm";

speed=-1.000000;

disableWeapons=1

enableOptics=0

soundEnabled=1

soundOverride="crawl";

duty=0.000000;

interpolateWith[]={"HandGunLying",1,"HandGunLyingFastCrawlF",1,"HandGunLyingCrawlF&

quot;,1,"HandGunLyingCrawlLF",1,"HandGunLyingCrawlRF",1,"HandGunL

yingCrawlL",1,"HandGunLyingCrawlR",1};

};

class HandGunLyingFastCrawlF: HandGunLyingCrawlF

{

file="\o\Anim\pultraplaz.rtm";

speed=-0.800000;

duty=0.600000;

};

class HandGunLyingCrawlLF: HandGunLyingCrawlF

{

file="\o\Anim\pplazeni-45.rtm";

speed=-1.000000;

};

class HandGunLyingCrawlRF: HandGunLyingCrawlF

{

file="\o\Anim\pplazeni45.rtm";

speed=-1.000000;

};

class HandGunLyingCrawlL: HandGunLyingCrawlF

{

file="\o\Anim\pplazeni-90.rtm";

speed=-1.000000;

};

class HandGunLyingCrawlR: HandGunLyingCrawlF

{

file="\o\Anim\pplazeni90.rtm";

speed=-1.000000;

};

class HandGunLyingCrawlB: HandGunLyingNoAim

{

file="\o\Anim\pplazeni180.rtm";

speed=-1.100000;

duty=0.000000;

disableWeapons=1

enableOptics=0

soundEnabled=1

soundOverride="crawl";

interpolateWith[]={"HandGunLying",1,"HandGunLyingCrawlB",1,"HandGunLyingCrawlLB&quo

t;,1,"HandGunLyingCrawlRB",1,"HandGunLyingCrawlL",1,"HandGunLying

CrawlR",1};

};

class HandGunLyingCrawlLB: HandGunLyingCrawlB

{

file="\o\Anim\pplazeni-135.rtm";

speed=-1.100000;

};

class HandGunLyingCrawlRB: HandGunLyingCrawlB

{

file="\o\Anim\pplazeni135.rtm";

speed=-1.100000;

};

class HandGunLyingTurnL: HandGunLyingNoAim

{

preload=0

file="\o\Anim\pplazenidoleva.rtm";

speed=4294967292

duty=0.000000;

interpolationSpeed=5

interpolateWith[]={"HandGunLying",1,"HandGunLyingTurnR",1};

};

class HandGunLyingTurnR: HandGunLyingNoAim

{

preload=0

file="\o\Anim\pplazenidoprava.rtm";

speed=4294967292

duty=0.000000;

interpolationSpeed=5

interpolateWith[]={"HandGunLying",1,"HandGunLyingTurnL",1};

};

class HandGunLyingToBinocHandGunLying: Default

{

actions="HandGunLyingActions";

file="\o\Anim\pistlehdalek1.rtm";

speed=-1.000000;

looped=0

disableWeapons=1

showItemInHand=1

soundEnabled=0

onLandBeg=1

onLandEnd=1

connectFrom[]={"HandGunLying",2};

interpolateTo[]={"HandGunLyingDying",0.100000};

};

class BinocHandGunLying: Default

{

actions="BinocHandGunLyingActions";

file="\o\Anim\pistlehdalekstat.rtm";

speed=10000000000.000000;

looped=1

disableWeapons=0

showItemInHand=1

soundEnabled=0

enableBinocular=1

connectFrom[]={"HandGunLyingToBinocHandGunLying",1};

connectTo[]={"BinocHandGunLyingToHandGunLying",1};

interpolateTo[]={"HandGunLyingDying",0.100000};

};

class BinocHandGunLyingToHandGunLying: Default

{

actions="HandGunLyingActions";

file="\o\Anim\pistlehdalek2.rtm";

speed=-1.000000;

looped=0

disableWeapons=1

showItemInHand=1

soundEnabled=0

connectTo[]={"HandGunLying",2};

interpolateTo[]={"HandGunLyingDying",0.100000};

};

class HandGunLyingDying: HandGunDie

{

actions="NoActions";

file="\o\Anim\pistlehsmrt.rtm";

speed=4294967295

looped=0

connectFrom[]={"HandGunLying",1};

connectTo[]={"HandGunLyingDead",1};

};

class HandGunLyingDead: HandGunDie

{

actions="DeadActions";

file="\o\Anim\pistlehsmrt2.rtm";

speed=10000000000.000000;

looped=1

onLandBeg=1

terminal=1

connectTo[]={"DeadState",10};

};

class HandGunStand: HandGunDefault

{

actions="HandGunStandActions";

file="\o\Anim\pstanistat.rtm";

speed=10000000000.000000;

looped=1

soundEnabled=0

variantAfter[]={1,3,6};

variantsAI[]={"HandGunStandVar2",0.700000,"HandGunStand",0.300000};

equivalentTo="HandGunStand";

};

class HandGunStandBase: HandGunStand

{

variantsAI[]={};

equivalentTo="";

};

class HandGunStandVar2: HandGunStand

{

file="\o\Anim\pstani.rtm";

speed=4294967295

interpolateWith[]={"HandGunStand",0.500000};

interpolateTo[]={"HandGunLyingDying",0.100000};

};

class HandGunStandToHandGunCrouch: HandGunDefault

{

actions="HandGunCrouchActions";

file="\o\Anim\pstani2pklek.rtm";

speed=-0.400000;

looped=0

disableWeapons=1

soundEnabled=0

connectFrom[]={"HandGunStand",1};

connectTo[]={"HandGunCrouch",1};

interpolateTo[]={"HandGunCrouchDying",0.500000,"HandGunCrouchDyingVer2",0.500000};

};

class HandGunStandReloadMagazine: HandGunDefault

{

actions="HandGunStandActions";

file="\o\Anim\pstaninabit.rtm";

speed=-1.600000;

looped=0

disableWeapons=1

soundEnabled=0

connectFrom[]={"HandGunStand",2};

connectTo[]={"HandGunStand",2};

interpolateTo[]={"HandGunStandDying",0.500000,"HandGunStandDyingVer2",0.500000};

};

class HandGunStandThrowGrenade1: HandGunDefault

{

actions="HandGunStandActions";

file="\o\Anim\pstanigranat1.rtm";

speed=-1.800000;

looped=0

disableWeapons=1

soundEnabled=0

duty=0.600000;

connectFrom[]={"HandGunStand",2};

connectTo[]={"HandGunStandThrowGrenade2",2};

interpolateTo[]={"HandGunStandDyingVer2",0.700000};

};

class HandGunStandThrowGrenade2: HandGunDefault

{

actions="HandGunStandActions";

file="\o\Anim\pstanigranat2.rtm";

speed=4294967295

looped=0

disableWeapons=1

soundEnabled=0

duty=0.600000;

connectTo[]={"HandGunStand",2};

interpolateTo[]={"HandGunStandDyingVer2",0.700000};

};

class HandGunStandWalkF: HandGunDefault

{

actions="HandGunStandActions";

file="\o\Anim\pchuze0.rtm";

speed=4294967295

looped=1

duty=-0.700000;

relSpeedMin=0.700000;

relSpeedMax=1.000000;

interpolateWith[]={"HandGunStand",1,"HandGunStandWalkF",1,"HandGunStandWalkLF"

,1,"HandGunStandWalkRF",1,"HandGunStandWalkL",1,"HandGunStandWalk

R",1,"HandGunStandRunF",1,"HandGunStandRunLF",1,"HandGunStan

dRunRF",1,"HandGunStandRunL",1,"HandGunStandRunR",1};

};

class HandGunStandWalkLF: HandGunStandWalkF

{

file="\o\Anim\pchuze-45.rtm";

};

class HandGunStandWalkRF: HandGunStandWalkF

{

file="\o\Anim\pchuze45.rtm";

};

class HandGunStandWalkL: HandGunStandWalkF

{

file="\o\Anim\pchuze-90.rtm";

};

class HandGunStandWalkR: HandGunStandWalkF

{

file="\o\Anim\pchuze90.rtm";

};

class HandGunStandWalkB: HandGunStandWalkF

{

file="\o\Anim\pchuze180.rtm";

interpolateWith[]={"HandGunStand",1,"HandGunStandWalkB",1,"HandGunStandWalkLB"

,1,"HandGunStandWalkRB",1,"HandGunStandWalkL",1,"HandGunStandWalk

R",1,"HandGunStandRunB",1,"HandGunStandRunLB",1,"HandGunStan

dRunRB",1,"HandGunStandRunL",1,"HandGunStandRunR",1};

};

class HandGunStandWalkLB: HandGunStandWalkB

{

file="\o\Anim\pchuze-135.rtm";

};

class HandGunStandWalkRB: HandGunStandWalkB

{

file="\o\Anim\pchuze135.rtm";

};

class HandGunStandRunF: HandGunStandWalkF

{

file="civilbeh0l.rtm";

speed=-0.450000;

looped=1

duty=-0.500000;

showWeaponAim=0

enableOptics=0

};

class HandGunStandRunLF: HandGunStandRunF

{

file="civilbeh-45l.rtm";

};

class HandGunStandRunRF: HandGunStandRunF

{

file="civilbeh45l.rtm";

};

class HandGunStandRunL: HandGunStandRunF

{

file="civilbeh-90l.rtm";

};

class HandGunStandRunR: HandGunStandRunF

{

file="civilbeh90l.rtm";

};

class HandGunStandRunB: HandGunStandRunF

{

file="civilbeh180l.rtm";

interpolateWith[]={"HandGunStand",1,"HandGunStandWalkB",1,"HandGunStandWalkLB"

,1,"HandGunStandWalkRB",1,"HandGunStandWalkL",1,"HandGunStandWalk

R",1,"HandGunStandRunB",1,"HandGunStandRunLB",1,"HandGunStan

dRunRB",1,"HandGunStandRunL",1,"HandGunStandRunR",1};

};

class HandGunStandRunLB: HandGunStandRunB

{

file="civilbeh-135l.rtm";

};

class HandGunStandRunRB: HandGunStandRunB

{

file="civilbeh135l.rtm";

};

class HandGunStandTurnL: HandGunStandBase

{

file="\o\Anim\pvlevo.rtm";

speed=-1.600000;

looped=1

soundEnabled=0

relSpeedMin=0.500000;

relSpeedMax=1.000000;

duty=4294967295

equivalentTo="";

variantsAI[]={};

interpolationSpeed=5

interpolateWith[]={"HandGunStand",1,"HandGunStandTurnR",1};

};

class HandGunStandTurnR: HandGunStandBase

{

file="\o\Anim\pvpravo.rtm";

speed=-1.600000;

looped=1

soundEnabled=0

relSpeedMin=0.500000;

relSpeedMax=1.000000;

duty=4294967295

interpolationSpeed=5

interpolateWith[]={"HandGunStand",1,"HandGunStandTurnL",1};

};

class HandGunStandRelaxed: HandGunStand

{

file="\o\Anim\pawarestat.rtm";

speed=10000000000.000000;

looped=1

disableWeapons=0

variantsAI[]={"HandGunStandRelaxedStill",0.800000,"HandGunStandRelaxed"};

interpolateWith[]={"HandGunStand",1,"HandGunStandRelaxed",1,"HandGunStandRelaxedSti

ll",1,"HandGunStandTurnLRelaxed",1,"HandGunStandTurnRRelaxed",1};

interpolateTo[]={"HandGunStandDying",0.100000,"HandGunStandDyingVer2",0.100000};

};

class HandGunStandRelaxedStill: HandGunStandRelaxed

{

file="\o\Anim\paware.rtm";

speed=4294967291

looped=1

disableWeapons=0

equivalentTo="HandGunStandRelaxed";

};

class HandGunStandTurnLRelaxed: HandGunStandTurnL

{

file="\o\Anim\pawarevlevo.rtm";

speed=-2.600000;

interpolateWith[]={"HandGunStand",1,"HandGunStandRelaxed",1,"HandGunStandRelaxedSti

ll",1,"HandGunStandTurnLRelaxed",1,"HandGunStandTurnRRelaxed",1};

};

class HandGunStandTurnRRelaxed: HandGunStandTurnR

{

file="\o\Anim\pawarevpravo.rtm";

speed=-2.600000;

interpolateWith[]={"HandGunStand",1,"HandGunStandRelaxed",1,"HandGunStandRelaxedSti

ll",1,"HandGunStandTurnLRelaxed",1,"HandGunStandTurnRRelaxed",1};

};

class HandGunStandToBinocHandGunStand: HandGunDefault

{

actions="HandGunStandActions";

file="\o\Anim\pdalek1.rtm";

speed=-1.000000;

looped=0

disableWeapons=1

showItemInHand=1

soundEnabled=0

connectFrom[]={"HandGunStand",2};

interpolateTo[]={"HandGunStandDying",0.500000,"HandGunStandDyingVer2",0.500000};

};

class BinocHandGunStand: HandGunDefault

{

actions="BinocHandGunStandActions";

file="\o\Anim\pdalekstat.rtm";

speed=10000000000.000000;

looped=1

disableWeapons=0

showItemInHand=1

soundEnabled=0

enableBinocular=1

connectFrom[]={"HandGunStandToBinocHandGunStand",1};

connectTo[]={"BinocHandGunStandToHandGunStand",1};

};

class BinocHandGunStandToHandGunStand: HandGunDefault

{

actions="HandGunStandActions";

file="\o\Anim\pdalek2.rtm";

speed=-1.000000;

looped=0

disableWeapons=1

showItemInHand=1

soundEnabled=0

connectTo[]={"HandGunStand",2};

interpolateTo[]={"HandGunStandDying",0.500000,"HandGunStandDyingVer2",0.500000};

};

class HandGunStandDying: HandGunDie

{

actions="NoActions";

file="\o\Anim\pstanismrtA.rtm";

speed=4294967295

looped=0

connectFrom[]={"HandGunStand",1};

connectTo[]={"HandGunStandDead",1};

};

class HandGunStandDyingVer2: HandGunStandDying

{

file="\o\Anim\pstanismrtB.rtm";

connectFrom[]={"HandGunStand",1};

connectTo[]={"HandGunStandDeadVer2",1};

};

class HandGunStandDead: HandGunDie

{

actions="DeadActions";

file="\o\Anim\pstanismrtA2.rtm";

speed=10000000000.000000;

looped=1

onLandBeg=1

variantsPlayer[]={"HandGunStandDead",0.500000,"HandGunStandDeadVer2"};

equivalentTo="HandGunStandDead";

variantAfter[]={0,0,0};

terminal=1

connectTo[]={"DeadState",10};

};

class HandGunStandDeadVer2: HandGunStandDead

{

file="\o\Anim\pstanismrtB2.rtm";

};

class HandGunCrouchWalkF: HandGunStandWalkF

{

actions="HandGunCrouchActions";

connectAs="HandGunStandWalkF";

enableOptics=0

interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa

lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL&quot

;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000,

"HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand

GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};

};

class HandGunCrouchWalkLF: HandGunStandWalkLF

{

actions="HandGunCrouchActions";

connectAs="HandGunStandWalkLF";

enableOptics=0

interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa

lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL&quot

;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000,

"HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand

GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};

};

class HandGunCrouchWalkRF: HandGunStandWalkRF

{

actions="HandGunCrouchActions";

connectAs="HandGunStandWalkRF";

enableOptics=0

interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa

lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL&quot

;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000,

"HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand

GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};

};

class HandGunCrouchWalkL: HandGunStandWalkL

{

actions="HandGunCrouchActions";

connectAs="HandGunStandWalkL";

enableOptics=0

interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa

lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL&quot

;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000,

"HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand

GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};

};

class HandGunCrouchWalkR: HandGunStandWalkR

{

actions="HandGunCrouchActions";

connectAs="HandGunStandWalkR";

enableOptics=0

interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa

lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL&quot

;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000,

"HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand

GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};

};

class HandGunCrouchWalkB: HandGunStandWalkB

{

actions="HandGunCrouchActions";

connectAs="HandGunStandWalkB";

enableOptics=0

interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkB",0.500000,"HandGunCrouchWa

lkLB",0.500000,"HandGunCrouchWalkRB",0.500000,"HandGunCrouchWalkL&quot

;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunB",0.500000,

"HandGunCrouchRunLB",0.500000,"HandGunCrouchRunRB",0.500000,"Hand

GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};

};

class HandGunCrouchWalkLB: HandGunStandWalkLB

{

actions="HandGunCrouchActions";

connectAs="HandGunStandWalkLB";

enableOptics=0

interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkB",0.500000,"HandGunCrouchWa

lkLB",0.500000,"HandGunCrouchWalkRB",0.500000,"HandGunCrouchWalkL&quot

;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunB",0.500000,

"HandGunCrouchRunLB",0.500000,"HandGunCrouchRunRB",0.500000,"Hand

GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};

};

class HandGunCrouchWalkRB: HandGunStandWalkRB

{

actions="HandGunCrouchActions";

connectAs="HandGunStandWalkRB";

enableOptics=0

interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkB",0.500000,"HandGunCrouchWa

lkLB",0.500000,"HandGunCrouchWalkRB",0.500000,"HandGunCrouchWalkL&quot

;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunB",0.500000,

"HandGunCrouchRunLB",0.500000,"HandGunCrouchRunRB",0.500000,"Hand

GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};

};

class HandGunCrouchRunF: HandGunStandRunF

{

actions="HandGunCrouchActions";

connectAs="HandGunStandRunF";

enableOptics=0

interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa

lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL&quot

;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000,

"HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand

GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};

};

class HandGunCrouchRunLF: HandGunStandRunLF

{

actions="HandGunCrouchActions";

connectAs="HandGunStandRunLF";

enableOptics=0

interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa

lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL&quot

;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000,

"HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand

GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};

};

class HandGunCrouchRunRF: HandGunStandRunRF

{

actions="HandGunCrouchActions";

connectAs="HandGunStandRunRF";

enableOptics=0

interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa

lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL&quot

;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000,

"HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand

GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};

};

class HandGunCrouchRunL: HandGunStandRunL

{

actions="HandGunCrouchActions";

connectAs="HandGunStandRunL";

enableOptics=0

interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa

lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL&quot

;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000,

"HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand

GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};

};

class HandGunCrouchRunR: HandGunStandRunR

{

actions="HandGunCrouchActions";

connectAs="HandGunStandRunR";

enableOptics=0

interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa

lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL&quot

;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000,

"HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand

GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};

};

class HandGunCrouchRunB: HandGunStandRunB

{

actions="HandGunCrouchActions";

connectAs="HandGunStandRunB";

enableOptics=0

interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkB",0.500000,"HandGunCrouchWa

lkLB",0.500000,"HandGunCrouchWalkRB",0.500000,"HandGunCrouchWalkL&quot

;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunB",0.500000,

"HandGunCrouchRunLB",0.500000,"HandGunCrouchRunRB",0.500000,"Hand

GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};

};

class HandGunCrouchRunLB: HandGunStandRunLB

{

actions="HandGunCrouchActions";

connectAs="HandGunStandRunLB";

enableOptics=0

interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkB",0.500000,"HandGunCrouchWa

lkLB",0.500000,"HandGunCrouchWalkRB",0.500000,"HandGunCrouchWalkL&quot

;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunB",0.500000,

"HandGunCrouchRunLB",0.500000,"HandGunCrouchRunRB",0.500000,"Hand

GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};

};

class HandGunCrouchRunRB: HandGunStandRunRB

{

actions="HandGunCrouchActions";

connectAs="HandGunStandRunRB";

enableOptics=0

interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkB",0.500000,"HandGunCrouchWa

lkLB",0.500000,"HandGunCrouchWalkRB",0.500000,"HandGunCrouchWalkL&quot

;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunB",0.500000,

"HandGunCrouchRunLB",0.500000,"HandGunCrouchRunRB",0.500000,"Hand

GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};

};

class HandGunCrouchTurnL: HandGunCrouchBase

{

file="\o\Anim\pvlevo.rtm";

speed=-1.600000;

looped=1

soundEnabled=0

relSpeedMin=0.500000;

relSpeedMax=1.000000;

duty=4294967295

interpolationSpeed=5

interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchTurnR",1};

};

class HandGunCrouchTurnR: HandGunCrouchBase

{

file="\o\Anim\pvpravo.rtm";

speed=-1.600000;

looped=1

soundEnabled=0

relSpeedMin=0.500000;

relSpeedMax=1.000000;

duty=4294967295

interpolationSpeed=5

interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchTurnL",1};

};

class CombatToHandGunStand1: Default

{

actions="HandGunStandActions";

file="\o\Anim\sstani2pstani1.rtm";

speed=4294967295

looped=0

disableWeapons=1

soundEnabled=0

connectFrom[]={"Combat",0.500000};

connectTo[]={"CombatToHandGunStand2",0.500000};

interpolateTo[]={"HandGunStandDying",0.100000,"HandGunStandDyingVer2",0.100000};

};

class CombatToHandGunStand2: HandGunDefault

{

actions="HandGunStandActions";

file="\o\Anim\sstani2pstani2.rtm";

speed=-0.700000;

looped=0

disableWeapons=1

soundEnabled=0

connectTo[]={"HandGunStand",0.500000};

interpolateTo[]={"HandGunStandDying",0.100000,"HandGunStandDyingVer2",0.100000};

};

class HandGunStandToCombat1: HandGunDefault

{

actions="CombatActions";

file="\o\Anim\pstani2sstani1.rtm";

speed=-0.700000;

looped=0

disableWeapons=1

soundEnabled=0

connectFrom[]={"HandGunStand",0.500000};

connectTo[]={"HandGunStandToCombat2",0.500000};

interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe

r3",0.100000};

};

class HandGunStandToCombat2: Default

{

actions="CombatActions";

file="\o\Anim\pstani2sstani2.rtm";

speed=4294967295

looped=0

disableWeapons=1

soundEnabled=0

connectTo[]={"Combat",0.500000};

interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe

r3",0.100000};

};

class StandToHandGunStand1: Default

{

actions="HandGunStandActions";

file="\o\Anim\bezstani2pstani1.rtm";

speed=-0.400000;

looped=0

disableWeapons=1

soundEnabled=0

connectFrom[]={"Stand",0.500000};

connectTo[]={"StandToHandGunStand2",0.500000};

interpolateTo[]={"HandGunStandDying",0.500000,"HandGunStandDyingVer2",0.500000};

};

class StandToHandGunStand2: HandGunDefault

{

actions="HandGunStandActions";

file="\o\Anim\bezstani2pstani2.rtm";

speed=-0.400000;

looped=0

disableWeapons=1

soundEnabled=0

connectTo[]={"HandGunStand",0.500000};

interpolateTo[]={"HandGunStandDying",0.500000,"HandGunStandDyingVer2",0.500000};

};

class HandGunStandToStand1: HandGunDefault

{

actions="StandActions";

file="\o\Anim\pstani2bezstani1.rtm";

speed=-0.500000;

looped=0

disableWeapons=1

soundEnabled=0

connectFrom[]={"HandGunStand",0.500000};

connectTo[]={"HandGunStandToStand2",0.500000};

interpolateTo[]={"StandDying",0.100000,"StandDyingVer2",0.100000};

};

class HandGunStandToStand2: Default

{

actions="StandActions";

file="\o\Anim\pstani2bezstani2.rtm";

speed=-0.500000;

looped=0

disableWeapons=1

soundEnabled=0

connectTo[]={"Stand",0.500000};

interpolateTo[]={"StandDying",0.100000,"StandDyingVer2",0.100000};

};

class CivilToHandGunStand1: Default

{

actions="HandGunStandActions";

file="\o\Anim\civilstani2pstani1.rtm";

speed=-0.320000;

looped=0

disableWeapons=1

soundEnabled=0

connectFrom[]={"Civil",0.500000};

connectTo[]={"CivilToHandGunStand2",0.500000};

interpolateTo[]={"HandGunStandDying",0.500000,"HandGunStandDyingVer2",0.500000};

};

class CivilToHandGunStand2: HandGunDefault

{

actions="HandGunStandActions";

file="\o\Anim\civilstani2pstani2.rtm";

speed=-0.320000;

looped=0

disableWeapons=1

soundEnabled=0

connectTo[]={"HandGunStand",0.500000};

interpolateTo[]={"HandGunStandDying",0.500000,"HandGunStandDyingVer2",0.500000};

};

class HandGunStandToCivil1: HandGunDefault

{

actions="CivilActions";

file="\o\Anim\pstani2civilstani1.rtm";

speed=4294967295

looped=0

disableWeapons=1

soundEnabled=0

connectFrom[]={"HandGunStand",0.500000};

connectTo[]={"HandGunStandToCivil2",0.500000};

interpolateTo[]={"CivilDying",0.100000,"CivilDyingVer2",0.100000};

};

class HandGunStandToCivil2: Default

{

actions="CivilActions";

file="\o\Anim\pstani2civilstani2.rtm";

speed=4294967295

looped=0

disableWeapons=1

soundEnabled=0

connectTo[]={"Civil",0.500000};

interpolateTo[]={"CivilDying",0.100000,"CivilDyingVer2",0.100000};

};

class CrouchToHandGunCrouch1: Default

{

actions="HandGunCrouchActions";

file="\o\Anim\sklek2pklek1.rtm";

speed=-1.200000;

looped=0

disableWeapons=1

soundEnabled=0

connectFrom[]={"Crouch",0.500000};

connectTo[]={"CrouchToHandGunCrouch2",0.500000};

interpolateTo[]={"HandGunCrouchDying",0.100000,"HandGunCrouchDyingVer2",0.100000};

};

class CrouchToHandGunCrouch2: HandGunDefault

{

actions="HandGunCrouchActions";

file="\o\Anim\sklek2pklek2.rtm";

speed=-0.500000;

looped=0

disableWeapons=1

soundEnabled=0

connectTo[]={"HandGunCrouch",0.500000};

interpolateTo[]={"HandGunCrouchDying",0.100000,"HandGunCrouchDyingVer2",0.100000};

};

class HandGunCrouchToCrouch1: HandGunDefault

{

actions="CrouchActions";

file="\o\Anim\pklek2sklek1.rtm";

speed=-0.700000;

looped=0

disableWeapons=1

soundEnabled=0

connectFrom[]={"HandGunCrouch",0.500000};

connectTo[]={"HandGunCrouchToCrouch2",0.500000};

interpolateTo[]={"CrouchDying",0.100000};

};

class HandGunCrouchToCrouch2: Default

{

actions="CrouchActions";

file="\o\Anim\pklek2sklek2.rtm";

speed=-0.700000;

looped=0

disableWeapons=1

soundEnabled=0

connectTo[]={"Crouch",0.500000};

interpolateTo[]={"CrouchDying",0.100000};

};

class LyingToHandGunLying1: Default

{

actions="HandGunLyingActions";

file="\o\Anim\sleh2pleh1.rtm";

speed=4294967295

looped=0

disableWeapons=1

soundEnabled=0

connectFrom[]={"Lying",0.500000};

connectTo[]={"LyingToHandGunLying2",0.500000};

interpolateTo[]={"HandGunLyingDying",0.100000};

};

class LyingToHandGunLying2: HandGunDefault

{

actions="HandGunLyingActions";

file="\o\Anim\sleh2pleh2.rtm";

speed=4294967295

looped=0

disableWeapons=1

soundEnabled=0

connectTo[]={"HandGunLying",0.500000};

interpolateTo[]={"HandGunLyingDying",0.100000};

};

class HandGunLyingToLying1: HandGunDefault

{

actions="LyingActions";

file="\o\Anim\pleh2sleh1.rtm";

speed=4294967295

looped=0

disableWeapons=1

soundEnabled=0

connectFrom[]={"HandGunLying",0.500000};

connectTo[]={"HandGunLyingToLying2",0.500000};

interpolateTo[]={"LyingDying",0.100000};

};

class HandGunLyingToLying2: Default

{

actions="LyingActions";

file="\o\Anim\pleh2sleh2.rtm";

speed=4294967295

looped=0

disableWeapons=1

soundEnabled=0

connectTo[]={"Lying",0.500000};

interpolateTo[]={"LyingDying",0.100000};

};

class CivilLyingToHandGunLying1: Default

{

actions="HandGunLyingActions";

file="\o\Anim\civilleh2pistleh1.rtm";

speed=4294967295

looped=0

disableWeapons=1

soundEnabled=0

connectFrom[]={"CivilLying",0.500000};

connectTo[]={"CivilLyingToHandGunLying2",0.500000};

interpolateTo[]={"HandGunLyingDying",0.100000};

};

class CivilLyingToHandGunLying2: HandGunDefault

{

actions="HandGunLyingActions";

file="\o\Anim\civilleh2pistleh2.rtm";

speed=4294967295

looped=0

disableWeapons=1

soundEnabled=0

connectTo[]={"HandGunLying",0.500000};

interpolateTo[]={"HandGunLyingDying",0.100000};

};

class HandGunLyingToCivilLying1: HandGunDefault

{

actions="CivilLyingActions";

file="\o\Anim\pistleh2civilleh1.rtm";

speed=4294967295

looped=0

disableWeapons=1

soundEnabled=0

connectFrom[]={"HandGunLying",0.500000};

connectTo[]={"HandGunLyingToCivilLying2",

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Anybody? Please help!

and i get the following error "Undefined Base Class CfgMovesMCHandgun"

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