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It contains examples for all movement types. As for making playermodels, the Valve Developer Wiki covers this already nevertheless, here are helpful. Make sure that your model's QC does not have any sequences that are tied to activities (including ACT_IDLE), or they may override the actual animations. Playermodel creators should include the following in their QCs: It can be either Valve's male or female variants. The skeleton used is the standard HL2 ValveBiped. The entirety of the animation sources are available on this GitHub repo. This makes most of the Half-Life 2 NPC animations incompatible with the player animation system.
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Keep in mind that this effectively segregates NPC models and playermodels, as the former use 8-way. The movement system was switched to 9-way (used in Team Fortress 2), current sequences were polished/tweaked, IK rules added, and last but not least, new animations were added, which gamemodes can use for added eyecandy! Player model animations have been largely enhanced in Garry's Mod 13 (update 143).
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