Jump to content

rouge1

Member
  • Content Count

    241
  • Joined

  • Last visited

  • Medals

Posts posted by rouge1


  1. hello.

    I keep having an contiunes problem with OFP it keeps reastarting my comptuer after certain amounts of gameplay. some days i could play for 5 mintues and it would do it. other times 1 - 2 hours and it would.

    I have all up to date drivers for all hardware and have tweaked all kinds of settings and tried older drivers but it keeps happening

    System Specs

    Graphics - Radeon 9700pro

    Soundcard - Sound Blaster Live


  2. 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",


  3. Well i am leaving the Communtiy now and yeah i know i won't be missed but oh well.

    Now Ofphunter i never accused you i have no idea who informaed u that i said you have hacked me so whoever told is wrong.

    Thanks for your time i enjoyed the stay.

    Prehaps i may be back antheor time

×