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update movement config comments
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b2d050afca
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@ -31,7 +31,7 @@ class CfgMovesBasic {
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TurnRRelaxed = "AmovPpneMstpSrasWlnrDnon_turnr";
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};
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// WEAPON RAISED - RUNNING
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// jump animation - WEAPON RAISED - RUNNING
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class RifleStandActionsNoAdjust;
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class RifleStandActionsRunF: RifleStandActionsNoAdjust {
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getOver = "AovrPercMrunSrasWrflDf";
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@ -43,7 +43,7 @@ class CfgMovesBasic {
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getOver = "AovrPercMrunSrasWrflDf";
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};
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// WEAPON RAISED - SPRINTING
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// jump animation - WEAPON RAISED - SPRINTING
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class RifleStandEvasiveActionsF: RifleStandActionsNoAdjust {
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getOver = "AovrPercMrunSrasWrflDf";
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};
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@ -54,7 +54,7 @@ class CfgMovesBasic {
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getOver = "AovrPercMrunSrasWrflDf";
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};
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// WEAPON LOWERED - RUNNING
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// jump animation - WEAPON LOWERED - RUNNING
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class RifleLowStandActionsNoAdjust;
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class RifleLowStandActionsRunF: RifleLowStandActionsNoAdjust {
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getOver = "AovrPercMrunSrasWrflDf";
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@ -71,7 +71,7 @@ class CfgMovesBasic {
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class CfgMovesMaleSdr: CfgMovesBasic {
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class StandBase;
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class States {
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// better slow walk with lowered rifle animation
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// replace link of vault with jump animation
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class AmovPercMstpSrasWrflDnon;
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class AmovPercMrunSrasWrflDf: AmovPercMstpSrasWrflDnon {
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InterpolateTo[] = {"AovrPercMrunSrasWrflDf",0.22,"AmovPercMrunSlowWrflDf",0.025,"AmovPercMwlkSrasWrflDf",0.025,"AmovPknlMrunSrasWrflDf",0.03,"AmovPercMrunSlowWrflDf_AmovPpneMstpSrasWrflDnon",0.02,"AmovPercMevaSrasWrflDf",0.025,"Unconscious",0.01,"AmovPercMtacSrasWrflDf",0.02,"AmovPercMrunSrasWrflDfl",0.02,"AmovPercMrunSrasWrflDfl_ldst",0.02,"AmovPercMrunSrasWrflDfr",0.02,"AmovPercMrunSrasWrflDfr_ldst",0.02,"AmovPercMstpSrasWrflDnon",0.02,"AmovPercMrunSrasWrflDl",0.02,"AmovPercMrunSrasWrflDbl",0.02,"AmovPercMrunSrasWrflDb",0.02,"AmovPercMrunSrasWrflDbr",0.02,"AmovPercMrunSrasWrflDr",0.02,"AmovPknlMstpSlowWrflDnon_relax",0.1,"AmovPercMrunSrasWrflDf_ldst",0.02,"AmovPercMrunSrasWrflDf",0.02};
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