A Sequence File contains a sequence of requests for animation, mimicking how the game requests animation from the system. For example it can contain a sequence of weapon fragmentIDs (select/reloading/fire/deselect) to test a weapon setup. They are created either in the mannequin editor or by recording actual gameplay.
Sequence files are stored in the folder pointed to by the mn_sequence_path cvar. By default this is Animations/Mannequin/FragmentSequences/.
Their filename ends in .xml.
Sequence files are created either:
Sequence files are edited in the Mannequin Previewer.
This is an example sequence file:
<History StartTime="0" EndTime="102.72806">
<Item Time="32.951611" ScopeMask="Torso1P" FragmentID="idle" OptionIdx="1296707006" TagState="ammo_clipRemaining"/>
<Item Time="33.082249" ScopeMask="" FragmentID="MotionIdle" OptionIdx="3032444839" Trump="1"/>
<Item Time="33.209457" TagState="SDKRifle+rifle+rapid+SP+FP+iron+backward+aiming+localClient"/>
<Item Time="33.872021" TagState="SDKRifle+rifle+rapid+SP+FP+iron+left+aiming+localClient"/>
<Item Time="34.42939" ParamName="Curving" Type="Location">
<Value x="0" y="0" z="0" qx="5" qy="5" qz="0" qw="1"/>
</Item>
</History>
The History element is the root element, and contains the range of time this sequence represents as StartTime and EndTime.
It contains a list of Item elements that record mannequin changes at certain Times:
In code these sequences are represented by a list of SMannHistoryItem structures in the game and a list of CFragmentHistory::SHistoryItem structures in the editor.