Divergent/mods/Pretty Reanimated Pistols/gamedata/configs/mod_system_z_prp_beretta.ltx

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2024-03-17 20:18:03 -04:00
;hud_fov 0.6------------------------------------------------------------------------------------------------
![wpn_beretta]
!hud_fov
!shell_point
!shell_dir
!shell_particles
snd_reload = weapons\92fs\92fs_reload
snd_reload_empty = weapons\92fs\92fs_reload_empty
snd_empty = weapons\fort\fort_new_empty
snd_draw = weapons\fort\fort_new_draw
snd_holster = weapons\fort\fort_new_holster
snd_bore = weapons\fort\fort_new_inspect
snd_reload_misfire = weapons\fort\fort_new_unjam
scripted_snd_reload_misfire_empty = weapons\fort\fort_new_unjam_empty
scripted_snd_ammo_check = weapons\92fs\92fs_magcheck
scripted_snd_ammo_check_empty = weapons\92fs\92fs_magcheck
scripted_snd_ammo_check_jammed = weapons\92fs\92fs_magcheck
scripted_snd_ammo_check_empty_jammed = weapons\92fs\92fs_magcheck
scripted_snd_ammo_check_no_mag = $no_sound
scripted_snd_sprint2walk = weapons\fort\fort_new_draw
scripted_snd_walk2sprint = weapons\fort\fort_new_holster
![wpn_beretta_hud]
item_position = 0, 0, 0
item_orientation = 0, 0, 0
hands_position = 0.0, -0.0, 0.040786
hands_position_16x9 = 0.0, -0.0, 0.040786
hands_orientation = -0.043488, 0.006106, -0.050965
hands_orientation_16x9 = -0.043488, 0.006106, -0.050965
aim_hud_offset_pos = -0.048979, 0.036011, 0.0
aim_hud_offset_pos_16x9 = -0.048979, 0.036011, 0.0
aim_hud_offset_rot = 0.004612, 0.000166, -0.086627
aim_hud_offset_rot_16x9 = 0.004612, 0.000166, -0.086627
lowered_hud_offset_pos = 0.045, -0.27, 0
lowered_hud_offset_pos_16x9 = 0.045, -0.27, 0
lowered_hud_offset_rot = -0.91, -0.04, -0.08
lowered_hud_offset_rot_16x9 = -0.91, -0.04, -0.08
gl_hud_offset_pos = 0, 0, 0
gl_hud_offset_pos_16x9 = 0, 0, 0
gl_hud_offset_rot = 0, 0, 0
gl_hud_offset_rot_16x9 = 0, 0, 0
lean_hud_offset_pos = 0, 0, 0
lean_hud_offset_rot = 0, 0, 0
anm_bore = m9_new_inspect, idle
anm_show = m9_new_draw, idle
anm_hide = m9_new_holster, idle
anm_idle = m9_new_idle, idle
anm_idle_aim_moving = m9_new_walk, idle
anm_idle_aim_moving_crouch = m9_new_walk, idle, 0.8
anm_idle_moving = m9_new_walk, idle
anm_idle_moving_crouch = m9_new_walk, idle
anm_idle_sprint = m9_new_sprint, idle, 1.2
anm_reload = m9_new_reload_loweredpos, reload_loweredpos
anm_reload_empty = m9_new_reload_empty_loweredpos, reload_empty_loweredpos
anm_reload_misfire = m9_new_unjam, unjam
; anm_switch_mode = m9_new_switch_mode, switch_mode
anm_shots = m9_new_shoot_hip
anm_shots_aim = m9_new_shoot
anm_shots_aim_l = m9_new_shoot, shoot_empty
anm_idle_aim = m9_new_aim, idle
anm_bore_empty = m9_new_inspect, idle_empty
anm_show_empty = m9_new_draw, idle_empty
anm_hide_empty = m9_new_holster, idle_empty
anm_shot_l = m9_new_shoot_hip , shoot_empty
anm_idle_empty = m9_new_idle, idle_empty
anm_idle_aim_moving_empty = m9_new_walk, idle_empty
anm_idle_aim_moving_crouch_empty = m9_new_walk, idle_empty, 0.8
anm_idle_moving_empty = m9_new_walk, idle_empty
anm_idle_moving_crouch_empty = m9_new_walk, idle_empty, 0.9
anm_idle_sprint_empty = m9_new_sprint, idle_empty, 1.2
; anm_switch_mode_empty = m9_new_switch_mode, switch_mode_empty
anm_idle_aim_empty = m9_new_aim, idle_empty
; Transition/Intermediate Animations
anm_walk2sprint = m9_new_walk2sprint, idle
anm_walk2sprint_empty = m9_new_walk2sprint, idle_empty
anm_sprint2walk = m9_new_sprint2walk, idle
anm_sprint2walk_empty = m9_new_sprint2walk, idle_empty
; anm_idle2aim = m9_new_idle2aim
; anm_idle2aim_empty = m9_new_idle2aim, idle_empty
anm_ammo_check = m9_new_magcheck, magcheck
anm_ammo_check_empty = m9_new_magcheck, magcheck_empty
anm_ammo_check_no_mag = m9_new_magcheck_nomag, magcheck_nomag
;anm_ammo_check_aim = m9_new_magcheck_ads, magcheck_ads
;anm_ammo_check_empty_aim = m9_new_magcheck_ads, magcheck_empty_ads
anm_ammo_check_jammed = m9_new_magcheck, magcheck_jammed
anm_ammo_check_empty_jammed = m9_new_magcheck, magcheck_jammed_empty
; Transition Definitions
ts_pattern_walk2sprint = .+, anm_idle_sprint, anm_walk2sprint, 1
ts_pattern_sprint2walk = anm_idle_sprint, ^anm_idle.*, anm_sprint2walk, 1
ts_pattern_sprint2walk_aim = anm_walk2sprint, ^anm_idle_aim.*, anm_sprint2walk, 1
ts_strict_sprint2walk_idle = anm_walk2sprint, anm_idle, anm_sprint2walk
ts_strict_sprint2walk_move = anm_walk2sprint, anm_idle_moving, anm_sprint2walk
;ts_pattern_idle2aim = ^anm_idle.*, ^anm_idle_aim$, anm_idle2aim, 1
ts_strict_sprint2aim = anm_idle_sprint, anm_idle_aim, anm_sprint2walk
ts_strict_sprint2inspect = anm_idle_sprint, anm_bore, anm_sprint2walk
ts_strict_walk2sprint_inspect = anm_walk2sprint, anm_bore, anm_sprint2walk
; Jammed Animation Variants
anm_idle_jammed = m9_new_idle, idle_jammed
anm_show_jammed = m9_new_draw, idle_jammed
anm_hide_jammed = m9_new_holster, idle_jammed
anm_idle_aim_jammed = m9_new_aim, idle_jammed
anm_idle_sprint_jammed = m9_new_sprint, idle_jammed, 1.2
anm_idle_moving_jammed = m9_new_walk, idle_jammed
anm_idle_moving_crouch_jammed = m9_new_walk, idle_jammed, 0.8
anm_bore_jammed = m9_new_inspect_jammed, inspect_jammed
;anm_reload_misfire = m9_new_unjam, unjam
anm_walk2sprint_jammed = m9_new_walk2sprint, idle_jammed
anm_sprint2walk_jammed = m9_new_sprint2walk, idle_jammed
; Empty Jammed Animation Variants
anm_idle_empty_jammed = m9_new_idle, idle_jammed
anm_show_empty_jammed = m9_new_draw, idle_jammed
anm_hide_empty_jammed = m9_new_holster, idle_jammed
anm_idle_aim_empty_jammed = m9_new_aim, idle_jammed
anm_idle_sprint_empty_jammed = m9_new_sprint, idle_jammed, 1.2
anm_idle_moving_empty_jammed = m9_new_walk, idle_jammed
anm_idle_moving_crouch_empty_jammed = m9_new_walk, idle_jammed, 0.8
anm_bore_empty_jammed = m9_new_inspect_jammed, inspect_jammed
anm_reload_misfire_empty = m9_new_unjam_empty, unjam_empty
anm_shot_l_jammed = m9_new_idle, idle_jammed
anm_shots_jammed = m9_new_idle, idle_jammed
anm_walk2sprint_empty_jammed = m9_new_walk2sprint, idle_jammed
anm_sprint2walk_empty_jammed = m9_new_sprint2walk, idle_jammed
;GunslingerPistolModOverwrites
!anm_sprint_start
!anm_sprint_end
!anm_sprint_start_empty
!anm_sprint_end_empty
!anm_sprint_start_jammed
!anm_sprint_end_jammed
!anm_idle_aim_moving_jammed
!anm_idle_aim_moving_crouch_jammed
!anm_idle_aim_start_jammed
!anm_idle_aim_end_jammed
!anm_idle_aim_end_empty
!anm_idle_aim_start_empty
!anm_idle_aim_end
!anm_idle_aim_start
!ts_pattern_sprint_start
!ts_pattern_sprint_end
!ts_strict_sprint_end_move
;firebone stuff
fire_bone = muzzle
fire_point = 0, 0, 0
![wpn_beretta_sk3_hud]
item_position = 0, 0, 0
item_orientation = 0, 0, 0
hands_position = 0.0, -0.0, 0.040786
hands_position_16x9 = 0.0, -0.0, 0.040786
hands_orientation = -0.043488, 0.006106, -0.050965
hands_orientation_16x9 = -0.043488, 0.006106, -0.050965
aim_hud_offset_pos = -0.048979, 0.036011, 0.0
aim_hud_offset_pos_16x9 = -0.048979, 0.036011, 0.0
aim_hud_offset_rot = 0.004612, 0.000166, -0.086627
aim_hud_offset_rot_16x9 = 0.004612, 0.000166, -0.086627
lowered_hud_offset_pos = 0.045, -0.27, 0
lowered_hud_offset_pos_16x9 = 0.045, -0.27, 0
lowered_hud_offset_rot = -0.91, -0.04, -0.08
lowered_hud_offset_rot_16x9 = -0.91, -0.04, -0.08
![wpn_beretta_modern]
!hud_fov
!shell_point
!shell_dir
!shell_particles
snd_reload = weapons\92fs\92fs_reload
snd_reload_empty = weapons\92fs\92fs_reload_empty
snd_empty = weapons\fort\fort_new_empty
snd_draw = weapons\fort\fort_new_draw
snd_holster = weapons\fort\fort_new_holster
snd_bore = weapons\fort\fort_new_inspect
snd_reload_misfire = weapons\fort\fort_new_unjam
scripted_snd_reload_misfire_empty = weapons\fort\fort_new_unjam_empty
scripted_snd_ammo_check = weapons\92fs\92fs_magcheck
scripted_snd_ammo_check_empty = weapons\92fs\92fs_magcheck
scripted_snd_ammo_check_jammed = weapons\92fs\92fs_magcheck
scripted_snd_ammo_check_empty_jammed = weapons\92fs\92fs_magcheck
scripted_snd_ammo_check_no_mag = $no_sound
scripted_snd_sprint2walk = weapons\fort\fort_new_draw
scripted_snd_walk2sprint = weapons\fort\fort_new_holster
![wpn_beretta_sk2_hud]
item_position = 0, 0, 0
item_orientation = 0, 0, 0
hands_position = 0.0, -0.0, 0.040786
hands_position_16x9 = 0.0, -0.0, 0.040786
hands_orientation = -0.043488, 0.006106, -0.050965
hands_orientation_16x9 = -0.043488, 0.006106, -0.050965
aim_hud_offset_pos = -0.049244, 0.034733, 0.0
aim_hud_offset_pos_16x9 = -0.049244, 0.034733, 0.0
aim_hud_offset_rot = 0.002056, 0.000109, -0.086627
aim_hud_offset_rot_16x9 = 0.002056, 0.000109, -0.086627
lowered_hud_offset_pos = 0.045, -0.27, 0
lowered_hud_offset_pos_16x9 = 0.045, -0.27, 0
lowered_hud_offset_rot = -0.91, -0.04, -0.08
lowered_hud_offset_rot_16x9 = -0.91, -0.04, -0.08
gl_hud_offset_pos = 0, 0, 0
gl_hud_offset_pos_16x9 = 0, 0, 0
gl_hud_offset_rot = 0, 0, 0
gl_hud_offset_rot_16x9 = 0, 0, 0
lean_hud_offset_pos = 0, 0, 0
lean_hud_offset_rot = 0, 0, 0
anm_bore = m9_new_inspect, idle
anm_show = m9_new_draw, idle
anm_hide = m9_new_holster, idle
anm_idle = m9_new_idle, idle
anm_idle_aim_moving = m9_new_walk, idle
anm_idle_aim_moving_crouch = m9_new_walk, idle, 0.8
anm_idle_moving = m9_new_walk, idle
anm_idle_moving_crouch = m9_new_walk, idle
anm_idle_sprint = m9_new_sprint, idle, 1.2
anm_reload = m9_new_reload_loweredpos, reload_loweredpos
anm_reload_empty = m9_new_reload_empty_loweredpos, reload_empty_loweredpos
anm_reload_misfire = m9_new_unjam, unjam
; anm_switch_mode = m9_new_switch_mode, switch_mode
anm_shots = m9_new_shoot_hip
anm_shots_aim = m9_new_shoot
anm_shots_aim_l = m9_new_shoot, shoot_empty
anm_idle_aim = m9_new_aim, idle
anm_bore_empty = m9_new_inspect, idle_empty
anm_show_empty = m9_new_draw, idle_empty
anm_hide_empty = m9_new_holster, idle_empty
anm_shot_l = m9_new_shoot_hip , shoot_empty
anm_idle_empty = m9_new_idle, idle_empty
anm_idle_aim_moving_empty = m9_new_walk, idle_empty
anm_idle_aim_moving_crouch_empty = m9_new_walk, idle_empty, 0.8
anm_idle_moving_empty = m9_new_walk, idle_empty
anm_idle_moving_crouch_empty = m9_new_walk, idle_empty, 0.9
anm_idle_sprint_empty = m9_new_sprint, idle_empty, 1.2
; anm_switch_mode_empty = m9_new_switch_mode, switch_mode_empty
anm_idle_aim_empty = m9_new_aim, idle_empty
; Transition/Intermediate Animations
anm_walk2sprint = m9_new_walk2sprint, idle
anm_walk2sprint_empty = m9_new_walk2sprint, idle_empty
anm_sprint2walk = m9_new_sprint2walk, idle
anm_sprint2walk_empty = m9_new_sprint2walk, idle_empty
; anm_idle2aim = m9_new_idle2aim
; anm_idle2aim_empty = m9_new_idle2aim, idle_empty
anm_ammo_check = m9_new_magcheck, magcheck
anm_ammo_check_empty = m9_new_magcheck, magcheck_empty
anm_ammo_check_no_mag = m9_new_magcheck_nomag, magcheck_nomag
;anm_ammo_check_aim = m9_new_magcheck_ads, magcheck_ads
;anm_ammo_check_empty_aim = m9_new_magcheck_ads, magcheck_empty_ads
anm_ammo_check_jammed = m9_new_magcheck, magcheck_jammed
anm_ammo_check_empty_jammed = m9_new_magcheck, magcheck_jammed_empty
; Transition Definitions
ts_pattern_walk2sprint = .+, anm_idle_sprint, anm_walk2sprint, 1
ts_pattern_sprint2walk = anm_idle_sprint, ^anm_idle.*, anm_sprint2walk, 1
ts_pattern_sprint2walk_aim = anm_walk2sprint, ^anm_idle_aim.*, anm_sprint2walk, 1
ts_strict_sprint2walk_idle = anm_walk2sprint, anm_idle, anm_sprint2walk
ts_strict_sprint2walk_move = anm_walk2sprint, anm_idle_moving, anm_sprint2walk
;ts_pattern_idle2aim = ^anm_idle.*, ^anm_idle_aim$, anm_idle2aim, 1
ts_strict_sprint2aim = anm_idle_sprint, anm_idle_aim, anm_sprint2walk
ts_strict_sprint2inspect = anm_idle_sprint, anm_bore, anm_sprint2walk
ts_strict_walk2sprint_inspect = anm_walk2sprint, anm_bore, anm_sprint2walk
; Jammed Animation Variants
anm_idle_jammed = m9_new_idle, idle_jammed
anm_show_jammed = m9_new_draw, idle_jammed
anm_hide_jammed = m9_new_holster, idle_jammed
anm_idle_aim_jammed = m9_new_aim, idle_jammed
anm_idle_sprint_jammed = m9_new_sprint, idle_jammed, 1.2
anm_idle_moving_jammed = m9_new_walk, idle_jammed
anm_idle_moving_crouch_jammed = m9_new_walk, idle_jammed, 0.8
anm_bore_jammed = m9_new_inspect_jammed, inspect_jammed
;anm_reload_misfire = m9_new_unjam, unjam
anm_walk2sprint_jammed = m9_new_walk2sprint, idle_jammed
anm_sprint2walk_jammed = m9_new_sprint2walk, idle_jammed
; Empty Jammed Animation Variants
anm_idle_empty_jammed = m9_new_idle, idle_jammed
anm_show_empty_jammed = m9_new_draw, idle_jammed
anm_hide_empty_jammed = m9_new_holster, idle_jammed
anm_idle_aim_empty_jammed = m9_new_aim, idle_jammed
anm_idle_sprint_empty_jammed = m9_new_sprint, idle_jammed, 1.2
anm_idle_moving_empty_jammed = m9_new_walk, idle_jammed
anm_idle_moving_crouch_empty_jammed = m9_new_walk, idle_jammed, 0.8
anm_bore_empty_jammed = m9_new_inspect_jammed, inspect_jammed
anm_reload_misfire_empty = m9_new_unjam_empty, unjam_empty
anm_shot_l_jammed = m9_new_idle, idle_jammed
anm_shots_jammed = m9_new_idle, idle_jammed
anm_walk2sprint_empty_jammed = m9_new_walk2sprint, idle_jammed
anm_sprint2walk_empty_jammed = m9_new_sprint2walk, idle_jammed
fire_bone = muzzle
fire_point = 0, 0, 0
;GunslingerPistolModOverwrites
!anm_sprint_start
!anm_sprint_end
!anm_sprint_start_empty
!anm_sprint_end_empty
!anm_sprint_start_jammed
!anm_sprint_end_jammed
!anm_idle_aim_moving_jammed
!anm_idle_aim_moving_crouch_jammed
!anm_idle_aim_start_jammed
!anm_idle_aim_end_jammed
!anm_idle_aim_end_empty
!anm_idle_aim_start_empty
!anm_idle_aim_end
!anm_idle_aim_start
!ts_pattern_sprint_start
!ts_pattern_sprint_end
!ts_strict_sprint_end_move
;------------------------------------------------------------------------------------------------
![wpn_beretta_camo]
!hud_fov
!shell_point
!shell_dir
!shell_particles
snd_empty = weapons\fort\fort_new_empty
snd_draw = weapons\fort\fort_new_draw
snd_holster = weapons\fort\fort_new_holster
snd_bore = weapons\fort\fort_new_inspect
snd_reload_misfire = weapons\fort\fort_new_unjam
scripted_snd_reload_misfire_empty = weapons\fort\fort_new_unjam_empty
scripted_snd_ammo_check = weapons\92fs\92fs_magcheck
scripted_snd_ammo_check_empty = weapons\92fs\92fs_magcheck
scripted_snd_ammo_check_jammed = weapons\92fs\92fs_magcheck
scripted_snd_ammo_check_empty_jammed = weapons\92fs\92fs_magcheck
scripted_snd_ammo_check_no_mag = $no_sound
scripted_snd_sprint2walk = weapons\fort\fort_new_draw
scripted_snd_walk2sprint = weapons\fort\fort_new_holster
snd_reload = weapons\92fs\px4_reload
snd_reload_empty = weapons\92fs\px4_reload_empty
![wpn_beretta_sk1_hud]
item_position = 0, 0, 0
item_orientation = 0, 0, 0
hands_position = 0.0, -0.0, 0.040786
hands_position_16x9 = 0.0, -0.0, 0.040786
hands_orientation = -0.043488, 0.006106, -0.050965
hands_orientation_16x9 = -0.043488, 0.006106, -0.050965
lowered_hud_offset_pos = 0.045, -0.27, 0
lowered_hud_offset_pos_16x9 = 0.045, -0.27, 0
lowered_hud_offset_rot = -0.91, -0.04, -0.08
lowered_hud_offset_rot_16x9 = -0.91, -0.04, -0.08
aim_hud_offset_pos = -0.049256, 0.035924, -0.03
aim_hud_offset_pos_16x9 = -0.049256, 0.035924, -0.03
aim_hud_offset_rot = -0.001002, 0.000483, -0.077749
aim_hud_offset_rot_16x9 = -0.001002, 0.000483, -0.077749
anm_bore = px4_new_inspect, idle
anm_show = px4_new_draw, idle
anm_hide = px4_new_holster, idle
anm_idle = px4_new_idle, idle
anm_idle_aim_moving = px4_new_walk, idle
anm_idle_aim_moving_crouch = px4_new_walk, idle, 0.8
anm_idle_moving = px4_new_walk, idle
anm_idle_moving_crouch = px4_new_walk, idle
anm_idle_sprint = px4_new_sprint, idle, 1.2
anm_reload = px4_new_reload_fast, reload_fast
anm_reload_empty = px4_new_reload_empty_fast, reload_empty_fast
anm_reload_misfire = px4_new_unjam, unjam
; anm_switch_mode = px4_new_switch_mode, switch_mode
anm_shots = px4_new_shoot
anm_shots_aim = px4_new_shoot
anm_shots_aim_l = px4_new_shoot, shoot_empty
anm_idle_aim = px4_new_aim, idle
anm_bore_empty = px4_new_inspect, idle_empty
anm_show_empty = px4_new_draw, idle_empty
anm_hide_empty = px4_new_holster, idle_empty
anm_shot_l = px4_new_shoot , shoot_empty
anm_idle_empty = px4_new_idle, idle_empty
anm_idle_aim_moving_empty = px4_new_walk, idle_empty
anm_idle_aim_moving_crouch_empty = px4_new_walk, idle_empty, 0.8
anm_idle_moving_empty = px4_new_walk, idle_empty
anm_idle_moving_crouch_empty = px4_new_walk, idle_empty, 0.9
anm_idle_sprint_empty = px4_new_sprint, idle_empty, 1.2
; anm_switch_mode_empty = px4_new_switch_mode, switch_mode_empty
anm_idle_aim_empty = px4_new_aim, idle_empty
anm_ammo_check = px4_new_magcheck, magcheck
anm_ammo_check_empty = px4_new_magcheck, magcheck_empty
anm_ammo_check_no_mag = px4_new_magcheck_nomag, magcheck_nomag
;anm_ammo_check_aim = px4_new_magcheck_ads, magcheck_ads
;anm_ammo_check_empty_aim = px4_new_magcheck_ads, magcheck_empty_ads
anm_ammo_check_jammed = px4_new_magcheck, magcheck_jammed
anm_ammo_check_empty_jammed = px4_new_magcheck, magcheck_jammed_empty
anm_walk2sprint = px4_new_walk2sprint, idle
anm_walk2sprint_empty = px4_new_walk2sprint, idle_empty
anm_sprint2walk = px4_new_sprint2walk, idle
anm_sprint2walk_empty = px4_new_sprint2walk, idle_empty
; Jammed Animation Variants
anm_idle_jammed = px4_new_idle, idle_jammed
anm_show_jammed = px4_new_draw, idle_jammed
anm_hide_jammed = px4_new_holster, idle_jammed
anm_idle_aim_jammed = px4_new_aim, idle_jammed
anm_idle_sprint_jammed = px4_new_sprint, idle_jammed, 1.2
anm_idle_moving_jammed = px4_new_walk, idle_jammed
anm_idle_moving_crouch_jammed = px4_new_walk, idle_jammed, 0.8
anm_bore_jammed = px4_new_inspect_jammed, inspect_jammed
;anm_reload_misfire = px4_new_unjam, unjam
anm_walk2sprint_jammed = px4_new_walk2sprint, idle_jammed
anm_sprint2walk_jammed = px4_new_sprint2walk, idle_jammed
; Empty Jammed Animation Variants
anm_idle_empty_jammed = px4_new_idle, idle_jammed
anm_show_empty_jammed = px4_new_draw, idle_jammed
anm_hide_empty_jammed = px4_new_holster, idle_jammed
anm_idle_aim_empty_jammed = px4_new_aim, idle_jammed
anm_idle_sprint_empty_jammed = px4_new_sprint, idle_jammed, 1.2
anm_idle_moving_empty_jammed = px4_new_walk, idle_jammed
anm_idle_moving_crouch_empty_jammed = px4_new_walk, idle_jammed, 0.8
anm_bore_empty_jammed = px4_new_inspect_jammed, inspect_jammed
anm_reload_misfire_empty = px4_new_unjam_empty, unjam_empty
anm_shot_l_jammed = px4_new_idle, idle_jammed
anm_shots_jammed = px4_new_idle, idle_jammed
anm_walk2sprint_empty_jammed = px4_new_walk2sprint, idle_jammed
anm_sprint2walk_empty_jammed = px4_new_sprint2walk, idle_jammed
;GunslingerPistolModOverwrites
!anm_sprint_start
!anm_sprint_end
!anm_sprint_start_empty
!anm_sprint_end_empty
!anm_sprint_start_jammed
!anm_sprint_end_jammed
!anm_idle_aim_moving_jammed
!anm_idle_aim_moving_crouch_jammed
!anm_idle_aim_start_jammed
!anm_idle_aim_end_jammed
!anm_idle_aim_end_empty
!anm_idle_aim_start_empty
!anm_idle_aim_end
!anm_idle_aim_start
!ts_pattern_sprint_start
!ts_pattern_sprint_end
!ts_strict_sprint_end_move