// IW6 GSC SOURCE // Generated by https://github.com/xensik/gsc-tool #using_animtree("generic_human"); inithandsignals() { level.scr_anim["generic"]["signal_moveout_cqb"] = %cqb_stand_signal_move_out; level.scr_anim["generic"]["signal_moveup_cqb"] = %cqb_stand_signal_move_up; level.scr_anim["generic"]["signal_stop_cqb"] = %cqb_stand_signal_stop; level.scr_anim["generic"]["signal_onme_cqb"] = %cqb_stand_wave_on_me; level.scr_anim["generic"]["signal_enemy_cqb"] = %cqb_stand_signal_stop; level.scr_anim["generic"]["signal_moveout"] = %stand_exposed_wave_move_out; level.scr_anim["generic"]["signal_moveup"] = %stand_exposed_wave_move_up; level.scr_anim["generic"]["signal_stop"] = %stand_exposed_wave_halt; level.scr_anim["generic"]["signal_onme"] = %stand_exposed_wave_on_me; level.scr_anim["generic"]["signal_enemy"] = %stand_exposed_wave_target_spotted; level.scr_anim["generic"]["signal_go"] = %stand_exposed_wave_go; level.scr_anim["generic"]["signal_moveout_crouch"] = %cqb_stand_wave_go_v1; level.scr_anim["generic"]["signal_moveup_crouch"] = %cqb_stand_wave_go_v1; level.scr_anim["generic"]["signal_stop_crouch"] = %cqb_stand_wave_go_v1; level.scr_anim["generic"]["signal_onme_crouch"] = %cqb_stand_wave_go_v1; level.scr_anim["generic"]["signal_enemy_crouch"] = %cqb_stand_wave_go_v1; level.scr_anim["generic"]["signal_go_crouch"] = %cqb_stand_wave_go_v1; level.scr_anim["generic"]["signal_moveout_coverR"] = %cornerstndr_alert_signal_move_out; level.scr_anim["generic"]["signal_moveup_coverR"] = %cornerstndr_alert_signal_move_out; level.scr_anim["generic"]["signal_stop_coverR"] = %cornerstndr_alert_signal_stopstay_down; level.scr_anim["generic"]["signal_onme_coverR"] = %cornerstndr_alert_signal_on_me; level.scr_anim["generic"]["signal_enemy_coverR"] = %cornerstndr_alert_signal_enemy_spotted; level.scr_anim["generic"]["signal_go_coverR"] = %cornerstndr_alert_signal_move_out; level.scr_anim["generic"]["signal_moveout_coverL"] = %corner_standl_signal_move; level.scr_anim["generic"]["signal_moveup_coverL"] = %corner_standl_signal_move; level.scr_anim["generic"]["signal_stop_coverL"] = %corner_standl_signal_hold; level.scr_anim["generic"]["signal_onme_coverL"] = %corner_standl_signal_move; level.scr_anim["generic"]["signal_enemy_coverL"] = %corner_standl_signal_look; level.scr_anim["generic"]["signal_go_coverL"] = %corner_standl_signal_move; }