;hud_fov 0.6------------------------------------------------------------------------------------------------ ![wpn_fn57] !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\fn57\fn57_inspect scripted_snd_ammo_check = weapons\fn57\fn57_magcheck scripted_snd_ammo_check_empty = weapons\fn57\fn57_magcheck scripted_snd_ammo_check_jammed = weapons\fn57\fn57_magcheck scripted_snd_ammo_check_empty_jammed = weapons\fn57\fn57_magcheck ;scripted_snd_ammo_check_no_mag = $no_sound snd_reload = weapons\fn57\fn57_reload snd_reload_empty = weapons\fn57\fn57_reload_empty snd_reload_misfire = weapons\w99\w99_unjam scripted_snd_reload_misfire_empty = weapons\w99\w99_unjam_empty scripted_snd_sprint2walk = weapons\fort\fort_new_draw scripted_snd_walk2sprint = weapons\fort\fort_new_holster ![wpn_fn57_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 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 fire_bone = muzzle fire_point = 0, 0,0 aim_hud_offset_pos = -0.0509, 0.0316, -0.03 aim_hud_offset_pos_16x9 = -0.0509, 0.0316, -0.03 aim_hud_offset_rot = 0.002192, -0.000156, -0.07749 aim_hud_offset_rot_16x9 = 0.002192, -0.000156, -0.07749 anm_bore = fn57_new_inspect, idle anm_show = fn57_new_draw, idle anm_hide = fn57_new_holster, idle anm_idle = fn57_new_idle, idle anm_idle_aim_moving = fn57_new_walk, idle anm_idle_aim_moving_crouch = fn57_new_walk, idle, 0.8 anm_idle_moving = fn57_new_walk, idle anm_idle_moving_crouch = fn57_new_walk, idle anm_idle_sprint = fn57_new_sprint, idle, 1.2 anm_reload = fn57_new_reload_dual, reload_dual anm_reload_empty = fn57_new_reload_empty_dual, reload_empty_dual ; anm_switch_mode = fn57_new_switch_mode, switch_mode anm_shots = fn57_new_shoot_hip anm_shots_aim = fn57_new_shoot anm_shots_aim_l = fn57_new_shoot, shoot_empty anm_idle_aim = fn57_new_aim, idle anm_bore_empty = fn57_new_inspect, idle_empty anm_show_empty = fn57_new_draw, idle_empty anm_hide_empty = fn57_new_holster, idle_empty anm_shot_l = fn57_new_shoot_hip , shoot_empty anm_idle_empty = fn57_new_idle, idle_empty anm_idle_aim_moving_empty = fn57_new_walk, idle_empty anm_idle_aim_moving_crouch_empty = fn57_new_walk, idle_empty, 0.8 anm_idle_moving_empty = fn57_new_walk, idle_empty anm_idle_moving_crouch_empty = fn57_new_walk, idle_empty, 0.9 anm_idle_sprint_empty = fn57_new_sprint, idle_empty, 1.2 ; anm_switch_mode_empty = fn57_new_switch_mode, switch_mode_empty anm_idle_aim_empty = fn57_new_aim, idle_empty anm_ammo_check = fn57_new_magcheck, magcheck anm_ammo_check_empty = fn57_new_magcheck, magcheck_empty ;anm_ammo_check_no_mag = fn57_new_magcheck_nomag, magcheck_nomag ;anm_ammo_check_aim = fn57_new_magcheck_ads, magcheck_ads ;anm_ammo_check_empty_aim = fn57_new_magcheck_ads, magcheck_empty_ads anm_ammo_check_jammed = fn57_new_magcheck, magcheck_jammed anm_ammo_check_empty_jammed = fn57_new_magcheck, magcheck_jammed_empty anm_walk2sprint = fn57_new_walk2sprint, idle anm_walk2sprint_empty = fn57_new_walk2sprint, idle_empty anm_sprint2walk = fn57_new_sprint2walk, idle anm_sprint2walk_empty = fn57_new_sprint2walk, idle_empty ; Jammed Animation Variants anm_idle_jammed = fn57_new_idle, idle_jammed anm_show_jammed = fn57_new_draw, idle_jammed anm_hide_jammed = fn57_new_holster, idle_jammed anm_idle_aim_jammed = fn57_new_aim, idle_jammed anm_idle_sprint_jammed = fn57_new_sprint, idle_jammed, 1.2 anm_idle_moving_jammed = fn57_new_walk, idle_jammed anm_idle_moving_crouch_jammed = fn57_new_walk, idle_jammed, 0.8 anm_bore_jammed = fn57_new_inspect_jammed, inspect_jammed anm_reload_misfire = fn57_new_unjam, unjam anm_walk2sprint_jammed = fn57_new_walk2sprint, idle_jammed anm_sprint2walk_jammed = fn57_new_sprint2walk, idle_jammed ; Empty Jammed Animation Variants anm_idle_empty_jammed = fn57_new_idle, idle_jammed anm_show_empty_jammed = fn57_new_draw, idle_jammed anm_hide_empty_jammed = fn57_new_holster, idle_jammed anm_idle_aim_empty_jammed = fn57_new_aim, idle_jammed anm_idle_sprint_empty_jammed = fn57_new_sprint, idle_jammed, 1.2 anm_idle_moving_empty_jammed = fn57_new_walk, idle_jammed anm_idle_moving_crouch_empty_jammed = fn57_new_walk, idle_jammed, 0.8 anm_bore_empty_jammed = fn57_new_inspect_jammed, inspect_jammed anm_reload_misfire_empty = fn57_new_unjam_empty, unjam_empty anm_shot_l_jammed = fn57_new_idle, idle_jammed anm_shots_jammed = fn57_new_idle, idle_jammed anm_walk2sprint_empty_jammed = fn57_new_walk2sprint, idle_jammed anm_sprint2walk_empty_jammed = fn57_new_sprint2walk, idle_jammed ; 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 ;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