Using .qc files and applying it to an armature/mesh

So basically what I am attempting to do is make an animation that involved a lightsaber fight between many different characters, but because I am new to this kind of animation, every action I create to later be used turns out bad. My solution to this problem was extracting the files from my friends GMod add-on (which contains many different attacks, stances and blocks that could make my project a hell of a lot easier and better looking) and decompiling the amimatons into a .qc file to use in blender. I will upload a .blend of the armature and animation as soon as I can get on my PC; but back to the point. Importing the files gives me a very confusing and weird looking armature that has more bones than needed and I’m trying to work out how to either use it to create an action that I can transfer to a separate already rigged character or if I can simply edit and rig this armature to a mesh. If anyone has attempted anything similar to this then I’d appreciate any help I can get.
The link to the steam add-on is here: https://steamcommunity.com/sharedfiles/filedetails/?id=858599453&searchtext=LOsdkdwiiwiiwdss
The guide I used to extract the addons .gma file here: https://steamcommunity.com/sharedfiles/filedetails/?id=431638110
how to use crowbar to decompile the .mdl files you get from the .gma file here:https://youtu.be/5j2ZXZher6s
And finally how to bring these files into blender:https://developer.valvesoftware.com/wiki/Blender_Source_Tools
Here is the blender file I am trying to use, playing the animation will show the armature make very fluid movements, but as you can see the whole thing looks twisted and weird.Judgement Anim.blend (1.32 MB)