class CfgMovesBasic { class Default { duty = StandDuty; }; class HealBase : Default { duty = WalkDuty; }; class HealBaseRfl; class StandBase; class DefaultDie; class AgonyBase; class AgonyBaseRfl; class InjuredMovedBase; class BlendAnims; class Actions { class NoActions; class RifleBaseStandActions; class RifleStandActions; class RifleLowStandActions; class CivilStandActions; class LadderCivilActions; class PistolStandActions; class RifleKneelActions : RifleBaseStandActions { turnSpeed = 6; Civil = "AmovPknlMstpSnonWnonDnon"; }; class RifleProneActions : RifleBaseStandActions { turnSpeed = 4; }; /*class PistolStandActions : NoActions { //Stand = "AmovPercMstpSrasWpstDnon"; Stand = "AmovPercMstpSlowWpstDnon"; };*/ class PistolKneelActions : PistolStandActions { //fastF = "AmovPknlMrunSrasWpstDf"; //fastLF = "AmovPknlMrunSrasWpstDfl"; //fastRF = "AmovPknlMrunSrasWpstDfr"; fastF = "AmovPercMevaSrasWpstDf"; fastLF = "AmovPercMevaSrasWpstDfl"; fastRF = "AmovPercMevaSrasWpstDfr"; turnSpeed = 6; }; class PistolProneActions : PistolStandActions { turnSpeed = 4; Gear = ""; Civil = "AmovPpneMstpSnonWnonDnon"; }; class CivilEvasiveActions : CivilStandActions { getOver = "BunnyhopUnarmed"; }; class CivilRunActions : CivilStandActions { Die = "CzmbAdthPercMrunSnonWnonDf"; }; class CivilRunActionsF : CivilRunActions { getOver = "BunnyhopUnarmed"; }; class CivilWlkActionsF : CivilRunActionsF { Die = "ZombieWalkingDeath"; }; class CivilKneelActions : CivilStandActions { turnSpeed = 6; weaponOn = "AmovPknlMstpSrasWrflDnon"; }; class CivilProneActions : CivilStandActions { turnSpeed = 4; }; class LauncherKneelActions : NoActions { turnSpeed = 6; }; class LadderRifleActions : LadderCivilActions { //ladderOff = "AmovPercMstpSrasWrflDnon"; ladderOff = "AmovPercMstpSlowWrflDnon_AmovPercMstpSrasWrflDnon"; }; class RifleStandEvasiveActions : RifleStandActions { getOver = "BunnyhopRifle"; }; class RifleStandActionsRunF : RifleStandActions { getOver = "BunnyhopRifle"; }; class RifleLowStandActionsRunF : RifleLowStandActions { getOver = "BunnyhopRifle"; }; /*class PistolStandEvasiveActions : PistolStandActions { getOver = "BunnyhopPistol"; }; class PistolStandActionsRunF : PistolStandActions { getOver = "BunnyhopPistol"; };*/ /*class PistolStandActionsWlkF : PistolStandActionsRunF { getOver = "AovrPercMstpSrasWpstDf"; }; class PistolStandActionsWlkFL : PistolStandActionsRunF { getOver = "AovrPercMstpSrasWpstDf"; }; class PistolStandActionsWlkL : PistolStandActionsRunF { getOver = "AovrPercMstpSrasWpstDf"; }; class PistolStandActionsWlkBL : PistolStandActionsRunF { getOver = "AovrPercMstpSrasWpstDf"; }; class PistolStandActionsWlkB : PistolStandActionsRunF { getOver = "AovrPercMstpSrasWpstDf"; }; class PistolStandActionsWlkBR : PistolStandActionsRunF { getOver = "AovrPercMstpSrasWpstDf"; }; class PistolStandActionsWlkR : PistolStandActionsRunF { getOver = "AovrPercMstpSrasWpstDf"; }; class PistolStandActionsWlkFR : PistolStandActionsRunF { getOver = "AovrPercMstpSrasWpstDf"; };*/ }; };