class CfgMovesBasic { class Default; // From ACRE class ManActions { GVAR(stop) = QGVAR(stop); }; class Actions { class NoActions: ManActions { GVAR(stop)[] = {QGVAR(stop), "Gesture"}; }; // fixes grab animation with equipped pistol class PistolStandActions: NoActions { grabDrag = "AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_2"; }; class LauncherKneelActions: NoActions { grabDrag = "AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_2"; }; class CivilStandActions: NoActions { grabDrag = "AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_2"; }; }; }; class CfgMovesMaleSdr: CfgMovesBasic { class AgonyBase; class AgonyBaseRfl; class StandBase; class HealBase; class States { // fixes being able to reload in some animations, can't remember now what exactly class AinjPfalMstpSnonWnonDnon_carried_Down: AgonyBase { canReload = 0; }; class AinjPfalMstpSnonWnonDnon_carried_Up: AgonyBase { canReload = 0; }; class AinjPfalMstpSnonWrflDnon_carried_Down: AgonyBase { canReload = 0; }; class AinjPfalMstpSnonWrflDnon_carried_Up: AgonyBaseRfl { canReload = 0; }; class AmovPpneMstpSnonWnonDnon_injured; class AinjPpneMstpSnonWnonDnon: AmovPpneMstpSnonWnonDnon_injured { canReload = 0; }; class AmovPpneMstpSrasWrflDnon_injured; class AinjPpneMstpSnonWrflDnon: AmovPpneMstpSrasWrflDnon_injured { canReload = 0; }; // mark as on ladder animation class LadderCivilStatic: StandBase { ACE_isLadder = 1; }; // dunno, important class AmovPercMstpSnonWnonDnon_AcinPknlMwlkSnonWnonDb_1; class AcinPknlMstpSnonWnonDnon: AmovPercMstpSnonWnonDnon_AcinPknlMwlkSnonWnonDb_1 { enableDirectControl = 1; }; class AcinPknlMwlkSnonWnonDb: AmovPercMstpSnonWnonDnon_AcinPknlMwlkSnonWnonDb_1 { enableDirectControl = 1; }; // fix falling back to unconsciousness animation and disable rotating in that state class Unconscious: Default { // Prevents AI from moving torso and head when unconscious aiming = "aimingNo"; aimingBody = "aimingUpNo"; head = "headNo"; ConnectTo[] = {}; forceAim = 1; static = 1; }; // idk. Flummi? class AinvPknlMstpSnonWnonDnon_medic0: HealBase { variantsPlayer[] = {}; }; // Idle affects legs when weapon switching - fixes units sliding when holstering weapons class AmovPercMstpSnonWnonDnon: StandBase { idle = ""; }; // Need to reset idle, as it breaks animations otherwise class CutSceneAnimationBase: AmovPercMstpSnonWnonDnon { idle = "idleDefault"; }; }; };