2914 lines
62 KiB
Text
2914 lines
62 KiB
Text
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//---------------------------------
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// Initial test animations
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//---------------------------------
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//---------------------------------
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// (Prototype) Real animations
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//---------------------------------
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body
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{
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rope_test
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bh_rope_idle_le
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bh_rope_drop_le
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bh_rope_idle_ri
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bh_rope_drop_ri
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mi17_rope_idle_le
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mi17_rope_drop_le
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mi17_rope_idle_ri
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mi17_rope_drop_ri
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bh_rope_idle_cargoship_begin_ri
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bh_rope_drop_cargoship_begin_ri
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cargoship_opening_fastrope_80ft
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helicopter_pilot1_idle
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helicopter_pilot1_twitch_clickpannel
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helicopter_pilot1_twitch_lookback
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helicopter_pilot1_twitch_lookoutside
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helicopter_pilot2_idle
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helicopter_pilot2_twitch_clickpannel
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helicopter_pilot2_twitch_lookoutside
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helicopter_pilot2_twitch_radio
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upperbody
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{
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}
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shoot
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{
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stand_shoot : nonloopsync
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{
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//rifle
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stand_shoot_straight
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stand_shoot_up
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stand_shoot_down
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//pistol
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}
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stand_shoot_auto : loopsync
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{
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stand_shoot_auto_straight
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stand_shoot_auto_up
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stand_shoot_auto_down
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}
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crouch_shoot : nonloopsync
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{
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//rifle
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crouch_shoot_straight
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crouch_shoot_up
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crouch_shoot_down
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//pistol
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//panzerfaust
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}
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crouch_shoot_auto : loopsync
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{
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crouch_shoot_auto_straight
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crouch_shoot_auto_up
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crouch_shoot_auto_down
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}
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stand_aim
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{
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//rifle
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stand_aim_straight
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stand_aim_up
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stand_aim_down
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//pistol
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pistol_standaim_idle
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// TODO need aim up and down for pistol (done)
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}
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crouch_aim
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{
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//rifle
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crouch_aim_straight
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crouch_aim_up
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crouch_aim_down
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//pistol
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pistol_crouchaim_idle
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// TODO need aim up and down for pistol
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//panzerfaust
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}
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// TODO: Move these into the right place
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pistol_crouchaimstraight2stand
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//pistol_lowwallcoverB2crouchaim_45right // (Boon) Removed - doesn't exist
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//pistol_crouchaim_idle_45right // (Boon) Removed - doesn't exist
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//pistol_crouchshoot_45right // (Boon) Removed - doesn't exist
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//pistol_crouch2lowwallcoverB_45right // (Boon) Removed - doesn't exist
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}
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stand_and_crouch // Standing and crouching, not crawling
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{
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crouch2stand
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unarmed_crouch_idle1
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unarmed_crouch_twitch1
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unarmed_walk_slow
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standunarmed_idle_loop
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cqb_stand_idle
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cqb_stand_twitch
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casual_stand_idle
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casual_stand_idle_trans_in
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casual_stand_idle_trans_out
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casual_stand_idle_twitch
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casual_stand_idle_twitchB
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casual_stand_v2_idle
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casual_stand_v2_twitch_radio
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casual_stand_v2_twitch_shift
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casual_stand_v2_twitch_talk
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casual_crouch_idle
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casual_crouch_idle_in
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casual_crouch_idle_out
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casual_crouch_twitch
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casual_crouch_point
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drone_stand_idle
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drone_stand_run
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drone_stand_death
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patrolstand_twitch
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patrolstand_look
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patrolstand_idle
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patrol_bored_walk_2_bored
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patrol_bored_2_combat_alarm
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patrol_bored_2_combat_alarm_short
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patrol_bored_idle
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patrol_bored_idle_smoke
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patrol_bored_idle_cellphone
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patrol_bored_twitch_bug
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patrol_bored_twitch_checkphone
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patrol_bored_twitch_salute
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patrol_bored_twitch_stretch
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patrol_bored_2_walk
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patrol_bored_2_walk_180turn
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patrol_bored_react_look_v1
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patrol_bored_react_look_v2
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patrol_bored_react_walkstop
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patrol_bored_react_walkstop_short
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patrol_bored_react_look_advance
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patrol_bored_react_look_retreat
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patrol_boredwalk_find
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patrol_boredjog_find
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patrol_boredrun_find
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patrol_boredwalk_lookcycle_A
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patrol_boredwalk_lookcycle_B
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RPG_stand_throw
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RPG_crouch_throw
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shuffle
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{
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stand_alerta_shuffle_forward
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stand_alertb_shuffle_forward
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}
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// modern stuff
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stand_grenade_throw
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stand_grenade_return_throw
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stand_grenade_return_kick
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crouch_grenade_throw
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crouch_grenade_return_throw
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crouch_grenade_return_fumble
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grenade_return_running_kick_forward_1
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grenade_return_running_kick_forward_2
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grenade_return_running_throw_forward
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grenade_return_standing_throw_forward_1
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grenade_return_standing_throw_forward_2
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grenade_return_standing_throw_overhand_forward
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stand2crouch_attack
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// walk_and_run_starts
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// stand_walk_start
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// stand_run_start
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// crouch2crouchwalk
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crouch2crouchwalk_straight
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crouch2crouchrun : nonloopsync
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{
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crouch2crouchrun_forward
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crouch2crouchrun_back
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crouch2crouchrun_left
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crouch2crouchrun_right
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pistol_crouch2crouchrun_forward // Also good for unarmed
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//pistol_crouch2crouchrun_back
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//pistol_crouch2crouchrun_left
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//pistol_crouch2crouchrun_right
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}
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walk_and_run_loops : loopsync
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{
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crouchrun
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{
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crouch_fastwalk_F
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crouch_fastwalk_B
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crouch_fastwalk_L
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crouch_fastwalk_R
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launchfacility_b_ventwalk_v1_cycle
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launchfacility_b_ventwalk_v1_twitch
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launchfacility_b_ventwalk_v2_cycleA
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launchfacility_b_ventwalk_v2_twitchA
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launchfacility_b_ventwalk_v2_twitchB
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}
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combatrun
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{
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combatrun_forward
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{
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run_lowready_F // primary run animation
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run_lowready_reload
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cargoship_run_leanR
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cargoship_run_leanL
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cargoship_jog_leanL
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cargoship_jog_leanR
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walk_lowready_F
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run_CQB_F_search_v1
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run_CQB_F_search_v2
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walk_CQB_F
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bog_a_javelin_jog
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sprint1_loop
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sprint_loop_distant
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huntedrun_1_idle
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huntedrun_1_look_left
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huntedrun_1_look_right
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huntedrun_2
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hunted_dazed_walk_A_zombie
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hunted_dazed_walk_B_blind
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hunted_dazed_walk_C_limp
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active_patrolwalk_v1
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active_patrolwalk_v2
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active_patrolwalk_v3
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active_patrolwalk_v4
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active_patrolwalk_v5
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shotgun_CQBrun_pullout
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shotgun_CQBrun_putaway
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run_n_gun
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{
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run_n_gun_F
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run_n_gun_L
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run_n_gun_R
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}
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patrolwalk_tired
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patrolwalk_swagger
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patrolwalk_bounce
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patrol_bored_patrolwalk
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patrol_bored_patrolwalk_twitch
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patrol_jog
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patrol_jog_look_up
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patrol_jog_360
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patrol_jog_orders
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combat_jog
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combat_jog_lookback
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combat_jog_lookside
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traverse_stair_run
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unarmed_panickedrun_loop_V1
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unarmed_panickedrun_loop_V2
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}
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// cqb l/r/b
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walk_left
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walk_right
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walk_backward
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// run l/r/b
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run_lowready_L
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run_lowready_R
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run_lowready_B
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// walk l/r/b
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walk_lowready_L
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walk_lowready_R
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walk_lowready_B
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run_n_gun_B
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unarmed_run_russian
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}
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stand_walk_combat_loop
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MG42_run
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saw_gunner_run_fast
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saw_gunner_run_slow
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RPG_run_onshoulder
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duhoc_german_shellshocked_walk
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combat_run_onehand
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combat_run_helmethand
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unarmed_walk_russian
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}
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// aim/wave additives
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w_aim_2 : additive
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{
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walk_aim_2
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}
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w_aim_4 : additive
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{
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walk_aim_4
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}
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w_aim_6 : additive
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{
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walk_aim_6
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}
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w_aim_8 : additive
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{
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walk_aim_8
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}
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// transition slides - run to prone
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crouchrun2prone_straight
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crouchrun2prone_left
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crouchrun2prone_right
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reloads
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{
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reload_stand_rifle
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}
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exposed_dive_grenade_F
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exposed_dive_grenade_B
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exposed_squat_down_grenade_F
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exposed_squat_idle_grenade_F
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exposed_squat_up_grenade_F
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}
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prone // old prone animations. new ones in prone_modern below.
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{
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prone_legsstraight // : loopsync
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{
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// crawl, aim, shoot
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prone_crawl
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prone_crawl2aim
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prone_aim_idle
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prone_left45
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{
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prone_shoot_auto_left
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prone_shoot_left
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}
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prone_right45
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{
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prone_shoot_auto_right
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prone_shoot_right
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}
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prone_straight
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{
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prone_shoot_straight
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prone_shoot_auto_straight
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}
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prone_aim2crawl
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// turns
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prone_turn_right
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prone_turn_left
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// rolls
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// transition in
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crouch2prone_gunsupport
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stand2prone_onehand
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// transition out
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prone2crouch_straight
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prone2crouchrun_straight
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// reload, rechamber
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reload_prone_rifle
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// pain
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prone_painA_holdchest
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prone_painB_holdhead
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}
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prone_legsup
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{
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prone_shootfeet_straight45up
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}
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prone_legsdown
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{
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prone_shootfeet_straight45down
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}
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}
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exposed_modern
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{
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exposed_aiming
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{
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exposed_aim_5
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exposed_crouch_aim_5
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covercrouch_aim5
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covercrouch_lean_aim5
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pistol_stand_aim_5
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RPG_stand_aim_5
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RPG_crouch_aim_5
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CornerStndL_lean_aim_5
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CornerStndR_lean_aim_5
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CQB_stand_aim5
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prone_aim_5
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shotgun_aim_5
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walk_left_cargoship
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aim_4 : additive
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{
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exposed_aim_4
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exposed_turn_aim_4
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exposed_crouch_aim_4
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exposed_crouch_turn_aim_4
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covercrouch_aim4_add
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pistol_stand_aim_4_add
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pistol_stand_aim_4_alt
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RPG_stand_aim_4
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RPG_crouch_aim_4
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CornerStndL_lean_aim_4
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CornerStndR_lean_aim_4
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CQB_stand_aim4
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prone_aim_4_add
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shotgun_aim_4
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}
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aim_6 : additive
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{
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exposed_aim_6
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exposed_turn_aim_6
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exposed_crouch_aim_6
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exposed_crouch_turn_aim_6
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covercrouch_aim6_add
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pistol_stand_aim_6_add
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pistol_stand_aim_6_alt
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RPG_stand_aim_6
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RPG_crouch_aim_6
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CornerStndL_lean_aim_6
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CornerStndR_lean_aim_6
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CQB_stand_aim6
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prone_aim_6_add
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shotgun_aim_6
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}
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aim_2 : additive
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{
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exposed_aim_2
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exposed_turn_aim_2
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exposed_crouch_aim_2
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exposed_crouch_turn_aim_2
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covercrouch_aim2_add
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pistol_stand_aim_2_add
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pistol_stand_aim_2_alt
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RPG_stand_aim_2
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RPG_crouch_aim_2
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CornerStndL_lean_aim_2
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CornerStndR_lean_aim_2
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CQB_stand_aim2
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prone_aim_2_add
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shotgun_aim_2
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}
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aim_8 : additive
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{
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exposed_aim_8
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exposed_turn_aim_8
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exposed_crouch_aim_8
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exposed_crouch_turn_aim_8
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covercrouch_aim8_add
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pistol_stand_aim_8_add
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pistol_stand_aim_8_alt
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RPG_stand_aim_8
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RPG_crouch_aim_8
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CornerStndL_lean_aim_8
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CornerStndR_lean_aim_8
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CQB_stand_aim8
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prone_aim_8_add
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shotgun_aim_8
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}
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turn
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{
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exposed_crouch_turn_left
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exposed_crouch_turn_right
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exposed_tracking_turn45L
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exposed_tracking_turn90L
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exposed_tracking_turn135L
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exposed_tracking_turn45R
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exposed_tracking_turn90R
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exposed_tracking_turn135R
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exposed_tracking_turn180L
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pistol_stand_turn45R
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pistol_stand_turn45L
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pistol_stand_turn90R
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pistol_stand_turn90L
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pistol_stand_turn180L
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}
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add_idle : additive
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{
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exposed_idle_alert_v1
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exposed_idle_alert_v2
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exposed_idle_alert_v3
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exposed_crouch_idle_alert_v1
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exposed_crouch_idle_alert_v2
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exposed_crouch_idle_alert_v3
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CornerStndR_lean_idle
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CornerStndL_lean_idle
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RPG_stand_idle
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RPG_crouch_idle
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prone_idle
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}
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corner
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{
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corner_standL_trans_A_2_B
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corner_standL_trans_A_2_B_v2
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corner_standL_trans_alert_2_A
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corner_standL_trans_alert_2_A_v2
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corner_standL_trans_alert_2_A_v3
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corner_standL_trans_alert_2_B
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corner_standL_trans_alert_2_B_v2
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corner_standL_trans_B_2_A
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corner_standL_trans_B_2_A_v2
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corner_standR_trans_A_2_B
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corner_standR_trans_A_2_B_v2
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corner_standR_trans_alert_2_A
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corner_standR_trans_alert_2_A_v2
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corner_standR_trans_alert_2_B
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corner_standR_trans_alert_2_B_v2
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corner_standR_trans_alert_2_B_v3
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corner_standR_trans_B_2_A
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corner_standR_trans_B_2_A_v2
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CornerCrL_trans_A_2_B
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CornerCrL_trans_B_2_A
|
|
CornerCrL_trans_alert_2_A
|
|
CornerCrL_trans_alert_2_B
|
|
|
|
CornerCrR_trans_A_2_B
|
|
CornerCrR_trans_B_2_A
|
|
CornerCrR_trans_alert_2_A
|
|
CornerCrR_trans_alert_2_B
|
|
|
|
corner_standL_trans_A_2_alert
|
|
corner_standL_trans_A_2_alert_v2
|
|
corner_standL_trans_B_2_alert
|
|
corner_standL_trans_B_2_alert_v2
|
|
corner_standR_trans_A_2_alert
|
|
corner_standR_trans_A_2_alert_v2
|
|
corner_standR_trans_B_2_alert
|
|
corner_standR_trans_B_2_alert_v2
|
|
corner_standR_trans_B_2_alert_v3
|
|
CornerCrL_trans_B_2_alert
|
|
CornerCrL_trans_A_2_alert
|
|
CornerCrR_trans_B_2_alert
|
|
CornerCrR_trans_A_2_alert
|
|
|
|
RPG_conceal_2_standR
|
|
RPG_standR_2_conceal
|
|
|
|
CornerStndL_lean_2_alert
|
|
CornerStndL_alert_2_lean
|
|
CornerStndR_lean_2_alert
|
|
CornerStndR_alert_2_lean
|
|
|
|
}
|
|
}
|
|
|
|
|
|
reload
|
|
{
|
|
exposed_reload
|
|
exposed_reloadb
|
|
exposed_reloadc
|
|
exposed_crouch_reload
|
|
pistol_stand_reload_A
|
|
RPG_stand_reload
|
|
RPG_crouch_reload
|
|
shotgun_stand_reload_A
|
|
shotgun_stand_reload_B
|
|
shotgun_stand_reload_C
|
|
shotgun_crouch_reload
|
|
CornerStndR_lean_reload
|
|
CornerStndL_lean_reload
|
|
CQB_stand_reload_steady
|
|
CQB_stand_reload_knee
|
|
}
|
|
|
|
|
|
exposed_melee
|
|
{
|
|
melee_test_guy0_death_pose
|
|
}
|
|
|
|
pistol_stand_pullout // static / switches from main weapon to pistol
|
|
pistol_stand_switch // static / switches from pistol to main weapon
|
|
|
|
//exposed_crouch_corner_aim : additive
|
|
//{
|
|
// exposed_crouch_aim_1
|
|
// exposed_crouch_aim_3
|
|
// exposed_crouch_aim_7
|
|
// exposed_crouch_aim_9
|
|
//}
|
|
exposed_grenadeThrowB
|
|
exposed_grenadeThrowC
|
|
|
|
exposed_crouch_2_stand
|
|
exposed_stand_2_crouch
|
|
|
|
// approaches/exits
|
|
run_2_stand_F_6
|
|
run_2_stand_90L
|
|
run_2_stand_90R
|
|
run_2_stand_180L
|
|
stand_2_run_L
|
|
stand_2_run_R
|
|
stand_2_run_F_2
|
|
stand_2_run_180_med
|
|
|
|
run_2_crouch_F
|
|
run_2_crouch_90L
|
|
run_2_crouch_90R
|
|
run_2_crouch_180L
|
|
crouch_2run_L
|
|
crouch_2run_R
|
|
crouch_2run_F
|
|
crouch_2run_180
|
|
|
|
stand_2_prone
|
|
stand_2_prone_nodelta
|
|
stand_2_prone_firing
|
|
crouch_2_prone
|
|
crouch_2_prone_firing
|
|
prone_2_stand
|
|
prone_2_stand_nodelta
|
|
prone_2_stand_firing
|
|
prone_2_crouch
|
|
prone_2_crouch_firing
|
|
|
|
prone_modern
|
|
{
|
|
//TODO: place these properly
|
|
prone_grenade_a
|
|
prone_fire_1
|
|
prone_fire_2
|
|
prone_fire_burst
|
|
prone_melee
|
|
prone_reaction_A
|
|
prone_reaction_B
|
|
prone_reload
|
|
prone_twitch_ammocheck
|
|
prone_twitch_ammocheck2
|
|
prone_twitch_look
|
|
prone_twitch_lookfast
|
|
prone_twitch_lookup
|
|
prone_twitch_scan
|
|
prone_twitch_scan2
|
|
//END TODO: place these properly
|
|
}
|
|
}
|
|
flashed
|
|
{
|
|
exposed_flashbang_v1
|
|
exposed_flashbang_v2
|
|
exposed_flashbang_v3
|
|
exposed_flashbang_v4
|
|
exposed_flashbang_v5
|
|
}
|
|
|
|
add_fire : additive
|
|
{
|
|
exposed_shoot_semi1
|
|
exposed_shoot_semi2
|
|
exposed_shoot_semi3
|
|
exposed_shoot_semi4
|
|
exposed_shoot_semi5
|
|
|
|
exposed_shoot_auto_v2
|
|
exposed_shoot_auto_v3
|
|
|
|
exposed_shoot_burst3
|
|
exposed_shoot_burst4
|
|
exposed_shoot_burst5
|
|
exposed_shoot_burst6
|
|
|
|
exposed_crouch_shoot_auto_v2
|
|
|
|
exposed_crouch_shoot_burst3
|
|
exposed_crouch_shoot_burst4
|
|
exposed_crouch_shoot_burst5
|
|
exposed_crouch_shoot_burst6
|
|
|
|
exposed_crouch_shoot_semi1
|
|
exposed_crouch_shoot_semi2
|
|
exposed_crouch_shoot_semi3
|
|
exposed_crouch_shoot_semi4
|
|
exposed_crouch_shoot_semi5
|
|
|
|
pistol_stand_fire_A
|
|
|
|
RPG_stand_fire
|
|
RPG_crouch_fire
|
|
|
|
shotgun_stand_fire_1A
|
|
shotgun_stand_fire_1B
|
|
//shotgun_stand_fire_2
|
|
shotgun_crouch_fire
|
|
|
|
CornerStndR_lean_auto
|
|
CornerStndR_lean_fire
|
|
CornerStndL_lean_auto
|
|
CornerStndL_lean_fire
|
|
}
|
|
|
|
prone_legs_up
|
|
{
|
|
prone_aim_feet_45up
|
|
}
|
|
|
|
prone_legs_down
|
|
{
|
|
prone_aim_feet_45down
|
|
}
|
|
|
|
covercrouch_modern
|
|
{
|
|
covercrouch_hide_idle
|
|
covercrouch_twitch_1
|
|
covercrouch_twitch_2
|
|
covercrouch_twitch_3
|
|
covercrouch_twitch_4
|
|
|
|
|
|
|
|
covercrouch_hide_2_stand
|
|
covercrouch_aim_2_hide
|
|
covercrouch_lean_2_hide
|
|
covercrouch_stand_2_hide
|
|
covercrouch_hide_2_lean
|
|
covercrouch_hide_2_aim
|
|
|
|
covercrouch_run_in_L
|
|
covercrouch_run_in_ML
|
|
covercrouch_run_in_M
|
|
covercrouch_run_in_MR
|
|
covercrouch_run_in_R
|
|
|
|
covercrouch_run_out_L
|
|
covercrouch_run_out_ML
|
|
covercrouch_run_out_M
|
|
covercrouch_run_out_MR
|
|
covercrouch_run_out_R
|
|
|
|
covercrouch_reload_hide
|
|
covercrouch_grenadeA
|
|
covercrouch_grenadeB
|
|
|
|
covercrouch_hide_look
|
|
|
|
covercrouch_blindfire_1
|
|
covercrouch_blindfire_2
|
|
covercrouch_blindfire_3
|
|
covercrouch_blindfire_4
|
|
|
|
|
|
covercrouch_death_1
|
|
covercrouch_death_2
|
|
covercrouch_death_3
|
|
|
|
// covercrouch_aim_2_lean
|
|
// covercrouch_stand_2_hide
|
|
// covercrouch_stand_2_aim
|
|
// covercrouch_stand_2_lean
|
|
}
|
|
//climb/jump over walls
|
|
jump_over_low_wall
|
|
jump_over_high_wall
|
|
step_up_low_wall
|
|
step_down_low_wall
|
|
jump_down_96
|
|
jump_down_56
|
|
jump_across_72
|
|
ladder_climbdown
|
|
ladder_climbon
|
|
ladder_climboff
|
|
ladder_climbup
|
|
climbstairs_up
|
|
climbstairs_down
|
|
climbstairs_up_armed
|
|
climbstairs_down_armed
|
|
traverse_wallhop
|
|
traverse_wallhop_3
|
|
trench_jump_out
|
|
windowclimb_fall
|
|
windowclimb_land
|
|
windowclimb
|
|
|
|
traverse40
|
|
traverse40_2_cover
|
|
traverse40_death_start
|
|
traverse40_death_start_2
|
|
traverse40_death_end
|
|
traverse40_death_end_2
|
|
slide_across_car
|
|
slide_across_car_2_cover
|
|
slide_across_car_death
|
|
traverse90
|
|
traverse90_IN_M
|
|
traverse90_IN_ML
|
|
traverse90_IN_MR
|
|
traverse90_start_death
|
|
traverse90_end_death
|
|
|
|
traverse_window_M_2_run
|
|
traverse_window_M_2_stop
|
|
traverse_window_death_start
|
|
traverse_window_death_end
|
|
|
|
traverse_stepup_52
|
|
traverse_jumpdown_40
|
|
traverse_jumpdown_56
|
|
traverse_jumpdown_96
|
|
|
|
melee
|
|
{
|
|
|
|
|
|
|
|
run_2_melee_charge
|
|
stand_2_melee_1
|
|
melee_1
|
|
}
|
|
|
|
melee_dog
|
|
{
|
|
AI_attacked_german_shepherd_01_start_a
|
|
AI_attacked_german_shepherd_02_idle_a
|
|
AI_attacked_german_shepherd_02_getup_a
|
|
AI_attacked_german_shepherd_03_push_a
|
|
AI_attacked_german_shepherd_03_shoot_a
|
|
AI_attacked_german_shepherd_04_middle_a
|
|
AI_attacked_german_shepherd_04_getup_a
|
|
AI_attacked_german_shepherd_05_death_a
|
|
}
|
|
|
|
cover
|
|
{
|
|
// set a
|
|
// set b
|
|
// set c
|
|
// set d
|
|
|
|
|
|
|
|
|
|
// These animations are superceded and will be removed:
|
|
//pistol_leftcrouch_hide2aim
|
|
//pistol_leftcrouch_aimloop
|
|
//pistol_leftcrouch_shoot_straight
|
|
//pistol_leftcrouch_aim2hide
|
|
//pistol_leftstand_hide2aim
|
|
//pistol_leftstand_aimloop
|
|
//pistol_leftstand_shoot_straight
|
|
//pistol_leftstand_aim2hide
|
|
//pistol_rightcrouch_hide2aim
|
|
//pistol_rightcrouch_aim_idle
|
|
//pistol_rightcrouch_shoot_straight
|
|
//pistol_rightcrouch_aim2hide
|
|
//pistol_rightstand_hide2aim
|
|
//pistol_rightstand_aim_idle
|
|
//pistol_rightstand_shoot_straight
|
|
//pistol_rightstand_aim2hide
|
|
|
|
|
|
// These animations are superceded:
|
|
//cornercrouch2aim_left
|
|
//cornercrouchsemiautofire_left
|
|
//cornercrouchautofire_left
|
|
//corneraim2crouch_left
|
|
//cornerstand2aim_left
|
|
//cornerstandsemiautofire_left
|
|
//cornerstandautofire_left
|
|
//corneraim2stand_left
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// These animations are superceded:
|
|
//cornercrouch2aim_right
|
|
//cornercrouchsemiautofire_right
|
|
//cornercrouchautofire_right
|
|
//corneraim2crouch_right
|
|
//cornerstand2aim_right
|
|
//cornerstandsemiautofire_right
|
|
//cornerstandautofire_right
|
|
//corneraim2stand_right
|
|
|
|
// Cover grenade throws
|
|
|
|
|
|
|
|
|
|
// Things you do while hangin out at a cover node
|
|
|
|
|
|
corner_directions
|
|
{
|
|
// - start - new enemy AI corner animations - start -
|
|
corner_45_left
|
|
{
|
|
corner_right_stand_aim_45left
|
|
}
|
|
|
|
corner_45_right
|
|
{
|
|
|
|
corner_right_stand_aim_45right
|
|
}
|
|
}
|
|
|
|
corner_pose
|
|
{
|
|
// corner_right_stand
|
|
// {
|
|
corner_right_stand_aimbehind2alert
|
|
corner_right_stand_alert2aimbehind
|
|
corner_right_stand_aimleft2alert
|
|
corner_right_stand_alert2aimleft
|
|
corner_right_stand_aimright2alert
|
|
corner_right_stand_alert2aimright
|
|
corner_right_stand_aimstraight2alert
|
|
corner_right_stand_alert2aimstraight
|
|
corner_right_stand_left2straight
|
|
corner_right_stand_straight2left
|
|
corner_right_stand_straight2right
|
|
corner_right_stand_right2straight
|
|
corner_right_stand_right2behind
|
|
corner_right_stand_behind2right
|
|
corner_right_stand_alert2look
|
|
corner_right_stand_look2alert
|
|
|
|
|
|
corner_right_stand_alertlookidle
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// }
|
|
|
|
// corner_right_crouch
|
|
// {
|
|
corner_right_crouch_alert2aimstraight
|
|
corner_right_crouch_aimstraight2alert
|
|
corner_right_crouch_alert2aimleft
|
|
corner_right_crouch_aimleft2alert
|
|
corner_right_crouch_alert2aimright
|
|
corner_right_crouch_aimright2alert
|
|
corner_right_crouch_alert2aimbehind
|
|
corner_right_crouch_aimbehind2alert
|
|
corner_right_crouch_left2straight
|
|
corner_right_crouch_straight2left
|
|
corner_right_crouch_straight2right
|
|
corner_right_crouch_right2straight
|
|
corner_right_crouch_right2behind
|
|
corner_right_crouch_behind2right
|
|
corner_right_crouch_alert2look
|
|
corner_right_crouch_alertlookidle
|
|
corner_right_crouch_look2alert
|
|
|
|
// }
|
|
|
|
// corner_left_stand
|
|
// {
|
|
corner_left_stand_aimbehind2alert
|
|
corner_left_stand_alert2aimbehind
|
|
corner_left_stand_aimleft2alert
|
|
corner_left_stand_alert2aimleft
|
|
corner_left_stand_aimright2alert
|
|
corner_left_stand_alert2aimright
|
|
corner_left_stand_aimstraight2alert
|
|
corner_left_stand_alert2aimstraight
|
|
corner_left_stand_left2straight
|
|
corner_left_stand_straight2left
|
|
corner_left_stand_straight2right
|
|
corner_left_stand_right2straight
|
|
corner_left_stand_left2behind
|
|
corner_left_stand_behind2left
|
|
corner_left_stand_alert2look
|
|
corner_left_stand_look2alert
|
|
corner_left_stand_alertlookidle
|
|
|
|
|
|
// }
|
|
|
|
|
|
|
|
// corner_left_crouch
|
|
// {
|
|
corner_left_crouch_alert2aimstraight
|
|
corner_left_crouch_aimstraight2alert
|
|
corner_left_crouch_alert2aimleft
|
|
corner_left_crouch_alert2aimright
|
|
corner_left_crouch_aimright2alert
|
|
corner_left_crouch_alert2aimbehind
|
|
corner_left_crouch_aimbehind2alert
|
|
corner_left_crouch_left2straight
|
|
corner_left_crouch_straight2left
|
|
corner_left_crouch_straight2right
|
|
corner_left_crouch_right2straight
|
|
corner_left_crouch_left2behind
|
|
corner_left_crouch_behind2left
|
|
corner_left_crouch_alert2look
|
|
corner_left_crouch_alertlookidle
|
|
corner_left_crouch_look2alert
|
|
|
|
// }
|
|
}
|
|
|
|
// - end - new enemy AI corner animations - end -
|
|
modern_corner
|
|
{
|
|
corner_standL_reload_B_2_alert
|
|
|
|
corner_standR_reload_B_2_alert
|
|
|
|
corner_standL_alert_2_look
|
|
corner_standL_look_2_alert
|
|
corner_standl_look_2_alert_fast_v1
|
|
corner_standL_look_idle
|
|
|
|
corner_standL_alert_idle
|
|
corner_standL_alert_twitch01
|
|
corner_standL_alert_twitch02
|
|
corner_standL_alert_twitch03
|
|
corner_standL_alert_twitch04
|
|
corner_standL_alert_twitch05
|
|
corner_standL_alert_twitch06
|
|
corner_standL_alert_twitch07
|
|
|
|
corner_standL_blindfire_v1
|
|
corner_standL_blindfire_v2
|
|
|
|
corner_standL_rambo_jam
|
|
corner_standL_rambo_set
|
|
|
|
|
|
corner_standL_deathA
|
|
corner_standL_deathB
|
|
corner_standL_flinch
|
|
corner_standL_grenade_A
|
|
corner_standL_grenade_B
|
|
corner_standL_look
|
|
corner_standL_reload_v1
|
|
corner_standL_reload_v2
|
|
|
|
corner_standL_pain
|
|
corner_standL_painB
|
|
corner_standL_painC
|
|
corner_standL_painD
|
|
corner_standL_painE
|
|
|
|
|
|
CornerCrL_alert_idle
|
|
CornerCrL_look_fast
|
|
CornerCrL_reloadA
|
|
CornerCrL_reloadB
|
|
CornerCrL_grenadeA
|
|
CornerCrL_grenadeB
|
|
CornerCrL_alert_2_stand
|
|
CornerCrL_stand_2_alert
|
|
|
|
CornerCrL_trans_IN_F
|
|
CornerCrL_trans_IN_L
|
|
CornerCrL_trans_IN_M
|
|
CornerCrL_trans_IN_MF
|
|
CornerCrL_trans_IN_ML
|
|
CornerCrL_trans_IN_MR
|
|
CornerCrL_trans_IN_R
|
|
CornerCrL_trans_OUT_F
|
|
CornerCrL_trans_OUT_L
|
|
CornerCrL_trans_OUT_M
|
|
CornerCrL_trans_OUT_MF
|
|
CornerCrL_trans_OUT_ML
|
|
CornerCrL_trans_OUT_MR
|
|
CornerCrL_trans_OUT_R
|
|
|
|
corner_standR_alert_2_look
|
|
corner_standR_look_2_alert
|
|
corner_standR_look_2_alert_fast
|
|
corner_standR_look_idle
|
|
|
|
|
|
corner_standR_alert_idle
|
|
corner_standR_alert_twitch01
|
|
corner_standR_alert_twitch02
|
|
corner_standR_alert_twitch03
|
|
corner_standR_alert_twitch04
|
|
corner_standR_alert_twitch05
|
|
corner_standR_alert_twitch06
|
|
corner_standR_alert_twitch07
|
|
|
|
corner_standR_blindfire_v1
|
|
corner_standR_blindfire_v2
|
|
|
|
corner_standR_rambo_dive_v1
|
|
corner_standR_rambo_dive_v2
|
|
corner_standR_rambo_short
|
|
corner_standR_rambo_jam
|
|
corner_standR_rambo_med
|
|
|
|
corner_standR_deathA
|
|
corner_standR_deathB
|
|
corner_standR_flinch
|
|
corner_standR_flinchB
|
|
corner_standR_grenade_A
|
|
corner_standR_grenade_B
|
|
corner_standR_look
|
|
corner_standR_reload_v1
|
|
corner_standR_reload_v2
|
|
|
|
corner_standR_death_grenade_explode
|
|
corner_standR_death_grenade_hit
|
|
corner_standR_death_grenade_idle
|
|
corner_standR_death_grenade_slump
|
|
|
|
corner_standR_pain
|
|
corner_standR_painB
|
|
corner_standR_painC
|
|
|
|
corner_standR_trans_IN_4
|
|
corner_standR_trans_IN_2
|
|
corner_standR_trans_IN_1
|
|
corner_standR_trans_IN_3
|
|
corner_standR_trans_IN_6
|
|
corner_standR_trans_IN_8
|
|
corner_standR_trans_IN_9
|
|
corner_standR_trans_OUT_1
|
|
corner_standR_trans_OUT_2
|
|
corner_standR_trans_OUT_3
|
|
corner_standR_trans_OUT_4
|
|
corner_standR_trans_OUT_6
|
|
corner_standR_trans_OUT_8
|
|
corner_standR_trans_OUT_9
|
|
|
|
corner_standL_trans_IN_4
|
|
corner_standL_trans_IN_1
|
|
corner_standL_trans_IN_2
|
|
corner_standL_trans_IN_3
|
|
corner_standL_trans_IN_6
|
|
corner_standL_trans_IN_7
|
|
corner_standL_trans_IN_8
|
|
corner_standL_trans_OUT_1
|
|
corner_standL_trans_OUT_2
|
|
corner_standL_trans_OUT_3
|
|
corner_standL_trans_OUT_4
|
|
corner_standL_trans_OUT_6
|
|
corner_standL_trans_OUT_7
|
|
corner_standL_trans_OUT_8
|
|
|
|
|
|
CornerCrR_alert_idle
|
|
CornerCrR_look_idle
|
|
CornerCrR_reloadA
|
|
CornerCrR_reloadB
|
|
CornerCrR_grenadeA
|
|
CornerCrR_alert_twitch_v1
|
|
CornerCrR_alert_twitch_v2
|
|
CornerCrR_alert_twitch_v3
|
|
CornerCrR_alert_2_look
|
|
CornerCrR_look_2_alert
|
|
CornerCrR_look_2_alert_fast
|
|
CornerCrR_alert_2_stand
|
|
CornerCrR_stand_2_alert
|
|
CornerCrR_reload_B_2_alert
|
|
|
|
CornerCrR_trans_IN_F
|
|
CornerCrR_trans_IN_L
|
|
CornerCrR_trans_IN_M
|
|
CornerCrR_trans_IN_MF
|
|
CornerCrR_trans_IN_ML
|
|
CornerCrR_trans_IN_MR
|
|
CornerCrR_trans_IN_R
|
|
CornerCrR_trans_OUT_F
|
|
CornerCrR_trans_OUT_L
|
|
CornerCrR_trans_OUT_M
|
|
CornerCrR_trans_OUT_MF
|
|
CornerCrR_trans_OUT_ML
|
|
CornerCrR_trans_OUT_MR
|
|
CornerCrR_trans_OUT_R
|
|
|
|
|
|
|
|
|
|
/* I put these back in to fix a bug in cqb_2, they shouldn't be necessary in the long run */
|
|
corner_crouchR_grenade_alert
|
|
|
|
|
|
saw_gunner_prone_runin_M
|
|
saw_gunner_prone_runin_ML
|
|
saw_gunner_prone_runin_MR
|
|
saw_gunner_prone_runout_F
|
|
saw_gunner_prone_runout_M
|
|
saw_gunner_prone_runout_L
|
|
saw_gunner_prone_runout_R
|
|
}
|
|
|
|
coverstand_modern
|
|
{
|
|
coverstand_hide_idle
|
|
coverstand_hide_idle_twitch01
|
|
coverstand_hide_idle_twitch02
|
|
coverstand_hide_idle_twitch03
|
|
coverstand_hide_idle_twitch04
|
|
coverstand_hide_idle_twitch05
|
|
coverstand_hide_idle_wave01
|
|
coverstand_hide_idle_wave02
|
|
coverstand_look_moveup
|
|
coverstand_look_idle
|
|
coverstand_look_movedown
|
|
coverstand_look_movedown_fast
|
|
coverstand_look_quick
|
|
coverstand_look_quick_v2
|
|
coverstand_hide_2_aim
|
|
coverstand_aim_2_hide
|
|
coverstand_grenadeA
|
|
coverstand_grenadeB
|
|
coverstand_reloadA
|
|
coverstand_blindfire_1
|
|
coverstand_blindfire_2
|
|
coverstand_trans_OUT_L
|
|
coverstand_trans_OUT_M
|
|
coverstand_trans_OUT_R
|
|
coverstand_trans_OUT_ML
|
|
coverstand_trans_OUT_MR
|
|
coverstand_trans_IN_L
|
|
coverstand_trans_IN_M
|
|
coverstand_trans_IN_R
|
|
coverstand_trans_IN_ML
|
|
coverstand_trans_IN_MR
|
|
coverstand_death_left
|
|
coverstand_death_right
|
|
coverstand_pain_groin
|
|
coverstand_pain_leg
|
|
coverstand_react01
|
|
coverstand_react02
|
|
coverstand_react03
|
|
coverstand_react04
|
|
|
|
coverstand_mini_approach_1
|
|
coverstand_mini_approach_2
|
|
coverstand_mini_approach_3
|
|
coverstand_mini_approach_4
|
|
coverstand_mini_approach_6
|
|
|
|
saw_gunner_runin_L
|
|
saw_gunner_runin_R
|
|
saw_gunner_runin_M
|
|
saw_gunner_runin_ML
|
|
saw_gunner_runin_MR
|
|
saw_gunner_runout_L
|
|
saw_gunner_runout_R
|
|
saw_gunner_runout_M
|
|
saw_gunner_runout_ML
|
|
saw_gunner_runout_MR
|
|
|
|
saw_gunner_lowwall_runin_L
|
|
saw_gunner_lowwall_runin_R
|
|
saw_gunner_lowwall_runin_M
|
|
saw_gunner_lowwall_runin_ML
|
|
saw_gunner_lowwall_runin_MR
|
|
saw_gunner_lowwall_runout_L
|
|
saw_gunner_lowwall_runout_R
|
|
saw_gunner_lowwall_runout_M
|
|
saw_gunner_lowwall_runout_ML
|
|
saw_gunner_lowwall_runout_MR
|
|
|
|
saw_gunner_reload
|
|
saw_gunner_prone_reload
|
|
saw_gunner_lowwall_reload
|
|
}
|
|
|
|
|
|
// Superceded animations - to be removed:
|
|
//cornerb_crouch_aim_left
|
|
//cornerb_crouch_aim2alert_left
|
|
//cornerb_crouch_alert2aim_left
|
|
//cornerb_crouch_autofire_left
|
|
//cornerb_crouch_semiautofire_left
|
|
//cornerb_stand_aim_left
|
|
//cornerb_stand_aim2alert_left
|
|
//cornerb_stand_alert2aim_left
|
|
//cornerb_stand_autofire_left
|
|
//cornerb_stand_semiautofire_left
|
|
|
|
|
|
|
|
// Superceded animations - to be removed:
|
|
//cornerb_crouch_aim_right
|
|
//cornerb_crouch_aim2alert_right
|
|
//cornerb_crouch_alert2aim_right
|
|
//cornerb_crouch_autofire_right
|
|
//cornerb_crouch_semiautofire_right
|
|
//cornerb_stand_aim_right
|
|
//cornerb_stand_aim2alert_right
|
|
//cornerb_stand_alert2aim_right
|
|
//cornerb_stand_autofire_right
|
|
//cornerb_stand_semiautofire_right
|
|
|
|
casualcornerA_idle_left // use idle most of the time
|
|
|
|
}
|
|
|
|
|
|
death
|
|
{
|
|
// prone
|
|
prone_death_quickdeath
|
|
//back (only happens when a pain animation is interrupted by death).
|
|
// Crouch
|
|
crouch_death_clutchchest
|
|
helicopter_death_fall
|
|
// Crouch run
|
|
// stand
|
|
|
|
death_stand_dropinplace // Probably shot in neck. Falls about 16 units out back of bbox - bbox doesn't move.
|
|
// Run
|
|
death_run_onfront
|
|
death_run_onleft
|
|
death_run_stumble
|
|
death_run_forward_crumple
|
|
// Left corner
|
|
// Right corner
|
|
|
|
|
|
// Explosions
|
|
death_explosion_up10 // Flies up 10 feet in the air.
|
|
death_explosion_back13 // Flies back 13 feet.
|
|
death_explosion_forward13 // etc.
|
|
death_explosion_left11
|
|
death_explosion_right13
|
|
|
|
death_explosion_stand_B_v1
|
|
death_explosion_stand_B_v2
|
|
death_explosion_stand_B_v3
|
|
death_explosion_stand_B_v4
|
|
death_explosion_stand_F_v1
|
|
death_explosion_stand_F_v2
|
|
death_explosion_stand_F_v3
|
|
death_explosion_stand_F_v4
|
|
death_explosion_stand_L_v1
|
|
death_explosion_stand_L_v2
|
|
death_explosion_stand_L_v3
|
|
death_explosion_stand_R_v1
|
|
death_explosion_stand_R_v2
|
|
death_explosion_run_F_v1
|
|
death_explosion_run_F_v2
|
|
death_explosion_run_F_v3
|
|
death_explosion_run_F_v4
|
|
death_explosion_run_B_v1
|
|
death_explosion_run_B_v2
|
|
death_explosion_run_R_v1
|
|
death_explosion_run_R_v2
|
|
death_explosion_run_L_v1
|
|
death_explosion_run_L_v2
|
|
death_explosion_stand_UP_v1
|
|
death_explosion_stand_UP_v2
|
|
|
|
|
|
|
|
// crawl
|
|
crawl_death_front
|
|
|
|
|
|
// Scripted death
|
|
|
|
// Balcony death
|
|
balcony_stumble_forward
|
|
balcony_tumble_railing36_forward
|
|
balcony_tumble_railing44_forward
|
|
|
|
RPG_stand_death
|
|
RPG_stand_death_stagger
|
|
|
|
exposed_crouch_death_fetal
|
|
exposed_crouch_death_flip
|
|
exposed_crouch_death_twist
|
|
|
|
exposed_death
|
|
exposed_death_02
|
|
exposed_death_falltoknees
|
|
exposed_death_falltoknees_02
|
|
exposed_death_firing
|
|
exposed_death_firing_02
|
|
exposed_death_groin
|
|
exposed_death_headshot
|
|
exposed_death_headtwist
|
|
exposed_death_nerve
|
|
exposed_death_twist
|
|
exposed_death_neckgrab
|
|
|
|
pistol_death_1
|
|
pistol_death_2
|
|
pistol_death_3
|
|
pistol_death_4
|
|
|
|
run_death_facedown
|
|
run_death_fallonback
|
|
run_death_fallonback_02
|
|
run_death_roll
|
|
|
|
saw_gunner_death
|
|
saw_gunner_prone_death
|
|
saw_gunner_lowwall_death
|
|
}
|
|
|
|
pain
|
|
{
|
|
// prone pain is in the prone section.
|
|
saw_gunner_pain
|
|
saw_gunner_prone_pain
|
|
saw_gunner_prone_pain2
|
|
saw_gunner_lowwall_pain_01
|
|
saw_gunner_lowwall_pain_02
|
|
|
|
//back (only happens when another animation is interrupted by pain)
|
|
back_pain
|
|
|
|
exposed_crouch_pain_chest
|
|
exposed_crouch_pain_flinch
|
|
exposed_crouch_pain_headsnap
|
|
exposed_crouch_pain_left_arm
|
|
exposed_crouch_pain_right_arm
|
|
|
|
exposed_pain_2_crouch
|
|
exposed_pain_back
|
|
exposed_pain_dropgun
|
|
exposed_pain_groin
|
|
exposed_pain_left_arm
|
|
exposed_pain_leg
|
|
exposed_pain_right_arm
|
|
|
|
pistol_stand_pain_chest
|
|
pistol_stand_pain_groin
|
|
pistol_stand_pain_head
|
|
pistol_stand_pain_leftshoulder
|
|
pistol_stand_pain_rightshoulder
|
|
|
|
run_pain_fallonknee
|
|
run_pain_fallonknee_02
|
|
run_pain_fallonknee_03
|
|
run_pain_stomach
|
|
run_pain_stumble
|
|
}
|
|
reaction
|
|
{
|
|
exposed_idle_reactB
|
|
exposed_idle_reactA
|
|
exposed_idle_twitch
|
|
exposed_idle_twitch_v4
|
|
}
|
|
minor_pain
|
|
{
|
|
minorpain_head_front
|
|
minorpain_head_back
|
|
minorpain_head_left
|
|
minorpain_head_right
|
|
minorpain_chest_front
|
|
minorpain_chest_back
|
|
minorpain_chest_left
|
|
minorpain_chest_right
|
|
minorpain_leftarm_front
|
|
minorpain_leftarm_back
|
|
minorpain_leftarm_left
|
|
minorpain_leftarm_right
|
|
minorpain_rightarm_front
|
|
minorpain_rightarm_back
|
|
minorpain_rightarm_left
|
|
minorpain_rightarm_right
|
|
}
|
|
|
|
|
|
dying
|
|
{
|
|
dying_base
|
|
{
|
|
dying_pistol_death
|
|
|
|
|
|
wounded_bellycrawl_forward
|
|
wounded_bellycrawl_death
|
|
wounded_crawl2bellycrawl
|
|
|
|
dying_stand_2_crawl_v1
|
|
dying_stand_2_crawl_v2
|
|
dying_stand_2_crawl_v3
|
|
|
|
dying_crouch_2_crawl
|
|
|
|
dying_crawl
|
|
|
|
dying_crawl_death_v1
|
|
dying_crawl_death_v2
|
|
|
|
dying_crawl_2_back
|
|
|
|
|
|
dying_stand_2_back_v1
|
|
dying_stand_2_back_v2
|
|
dying_stand_2_back_v3
|
|
|
|
dying_crouch_2_back
|
|
|
|
dying_back_idle
|
|
|
|
dying_crawl_back
|
|
|
|
dying_back_death_v1
|
|
dying_back_death_v2
|
|
dying_back_death_v3
|
|
dying_back_death_v4
|
|
|
|
dying_back_twitch_A
|
|
dying_back_twitch_B
|
|
|
|
dying_back_fire
|
|
}
|
|
|
|
dying_back_aim_4_wrapper : additive
|
|
{
|
|
dying_back_aim_4
|
|
}
|
|
dying_back_aim_6_wrapper : additive
|
|
{
|
|
dying_back_aim_6
|
|
}
|
|
}
|
|
|
|
|
|
scripted
|
|
{
|
|
// room_clearing
|
|
door_kicking
|
|
{
|
|
door_bash_and_block
|
|
clear_left_idle
|
|
stack1_stand_idle
|
|
stack_3_idle
|
|
stack1_shootandkick
|
|
door_kick_in
|
|
door_kick_in_2_kick
|
|
clear_left
|
|
//fiberoptic cam
|
|
|
|
doorkick_2_cqbrun
|
|
doorkick_2_cqbwalk
|
|
doorkick_2_stand
|
|
}
|
|
|
|
doorpeek
|
|
{
|
|
doorpeek_close
|
|
doorpeek_deathA
|
|
doorpeek_deathB
|
|
doorpeek_fireA
|
|
doorpeek_fireB
|
|
doorpeek_fireC
|
|
doorpeek_grenade
|
|
|
|
doorpeek_idle
|
|
doorpeek_jump
|
|
doorpeek_kick
|
|
doorpeek_open
|
|
}
|
|
|
|
special_turns
|
|
{
|
|
run_CQB_F_turn_L //the character makes a 90 left turn
|
|
run_CQB_F_turn_R //the character makes a 90 right turn
|
|
walk_CQB_F_turn_L //the character makes a 90 left turn
|
|
walk_CQB_F_turn_R //the character makes a 90 right turn
|
|
}
|
|
|
|
hand_signals
|
|
{
|
|
CQB_stand_wave_on_me //(hand signal - form on me and move out)
|
|
CQB_stand_signal_move_out
|
|
CQB_stand_signal_move_up
|
|
CQB_stand_signal_stop
|
|
CQB_stand_signal_twitch_check
|
|
CQB_stand_signal_twitch_look
|
|
CQB_stand_signal_twitch_quicklook
|
|
CQB_stand_signal_twitch_shift
|
|
|
|
CornerStndR_alert_signal_enemy_spotted
|
|
CornerStndR_alert_signal_move_out
|
|
CornerStndR_alert_signal_on_me
|
|
CornerStndR_alert_signal_stopStay_down
|
|
|
|
stand_exposed_wave_down
|
|
stand_exposed_wave_go
|
|
stand_exposed_wave_halt
|
|
stand_exposed_wave_halt_v2
|
|
stand_exposed_wave_move_out
|
|
stand_exposed_wave_move_up
|
|
stand_exposed_wave_on_me
|
|
stand_exposed_wave_on_me_v2
|
|
stand_exposed_wave_target_spotted
|
|
}
|
|
|
|
shotgun_breach_mocap
|
|
{
|
|
shotgunbreach_v1_shotgun
|
|
shotgunbreach_v1_shotgun_idle
|
|
shotgunbreach_v1_shotgun_ready_idle
|
|
shotgunbreach_v1_shotgun_runin
|
|
shotgunbreach_v1_stackA
|
|
shotgunbreach_v1_stackA_idle
|
|
shotgunbreach_v1_stackA_ready_idle
|
|
shotgunbreach_v1_stackA_runin
|
|
shotgunbreach_v1_shoot_hinge
|
|
shotgunbreach_v1_shoot_hinge_idle
|
|
shotgunbreach_v1_shoot_hinge_ready_idle
|
|
shotgunbreach_v1_shoot_hinge_runin
|
|
shotgunbreach_v1_stackB
|
|
shotgunbreach_v1_stackB_idle
|
|
shotgunbreach_v1_stackB_ready_idle
|
|
shotgunbreach_v1_stackB_runin
|
|
}
|
|
|
|
shotgun_breach_hinges_mocap
|
|
{
|
|
breach_sh_breacherL1_idle
|
|
breach_sh_breacherL1_enter
|
|
breach_sh_stackR1_idle
|
|
breach_sh_stackR1_enter
|
|
breach_sh_stackR1_enter_A
|
|
breach_sh_breacherL1_enter_A
|
|
|
|
}
|
|
|
|
ram_breach_mocap
|
|
{
|
|
rambreach_v1_ram
|
|
rambreach_v1_ram_checkhandle
|
|
rambreach_v1_ram_idle
|
|
rambreach_v1_stackA
|
|
rambreach_v1_StackA_idle
|
|
}
|
|
|
|
explosive_breach_mocap
|
|
{
|
|
breach_explosive_approach
|
|
breach_stackL_approach
|
|
explosivebreach_v1_detcord
|
|
explosivebreach_v1_detcord_idle
|
|
explosivebreach_v1_stackL
|
|
explosivebreach_v1_stackL_idle
|
|
}
|
|
|
|
test_breach_right
|
|
{
|
|
test_breach_R_enter
|
|
test_breach_R_flashbang
|
|
test_breach_R_idle
|
|
test_breach_R2_enter
|
|
test_breach_R2_idle
|
|
}
|
|
|
|
flash_breach_mocap
|
|
{
|
|
breach_flash_R1_idle
|
|
breach_flash_R1_throw
|
|
breach_flash_R1_enter
|
|
breach_flash_R2_idle
|
|
breach_flash_R2_throw
|
|
breach_flash_R2_enter
|
|
}
|
|
|
|
civilian
|
|
{
|
|
unarmed_stumble_trashcan
|
|
|
|
// garage guy
|
|
unarmed_waving_startidle
|
|
unarmed_waving_stepout
|
|
|
|
unarmed_waving
|
|
unarmed_waving_twitch
|
|
unarmed_close_garage
|
|
unarmed_close_garage_v2
|
|
unarmed_shout_window
|
|
unarmed_shout_window_v2
|
|
|
|
unarmed_waving_endidle
|
|
unarmed_runinto_garage_right
|
|
unarmed_runinto_garage_left
|
|
unarmed_runinto_garage
|
|
|
|
unarmed_climb_wall
|
|
unarmed_climb_wall_v2
|
|
unarmed_climb_wall_v3
|
|
unarmed_pullup_window_guyA_idle
|
|
unarmed_pullup_window_guyA
|
|
unarmed_pullup_window_guyB
|
|
}
|
|
|
|
mocap_test
|
|
{
|
|
mocap_corner_approach
|
|
mocap_corner_exit
|
|
mocap_corner_idle
|
|
|
|
}
|
|
|
|
stretcher
|
|
{
|
|
stretcher_F_drop
|
|
stretcher_F_pickup
|
|
stretcher_F_wait_idle
|
|
stretcher_R_drop
|
|
stretcher_R_pickup
|
|
stretcher_R_wait_idle
|
|
}
|
|
|
|
village
|
|
{
|
|
village_interrogationA_Price
|
|
village_interrogationA_Zak
|
|
village_interrogationB_Price
|
|
village_interrogationB_Zak
|
|
village_interrogationB_Gaz
|
|
village_intro_price
|
|
village_intro_contact
|
|
village_player_getin
|
|
}
|
|
|
|
coup
|
|
{
|
|
coup_opening_guyL
|
|
coup_opening_guyR
|
|
coup_ending_alasad
|
|
coup_ending_zakhaev
|
|
coup_ending_guyl
|
|
coup_ending_guyr
|
|
coup_ending_zakhaev_intro
|
|
luxurysedan_driver_idle
|
|
luxurysedan_passenger_idle
|
|
luxurysedan_rear_passenger_idle
|
|
ziptie_soldier
|
|
ziptie_suspect
|
|
ziptie_suspect_idle
|
|
coup_ending_drag_guyL
|
|
coup_ending_drag_guyR
|
|
coup_spraypainting_sequence
|
|
coup_talking_patrol_guy1
|
|
coup_talking_patrol_guy2
|
|
|
|
coup_driver_idle
|
|
coup_driver_bigleft2center
|
|
coup_driver_bigleft_idle
|
|
coup_driver_bigleft_loop
|
|
coup_driver_center2smallleft
|
|
coup_driver_center2smallright
|
|
coup_driver_lookright
|
|
coup_driver_smallleft2bigleft
|
|
coup_driver_smallleft2center
|
|
coup_driver_smallleft_idle
|
|
coup_driver_smallright2center
|
|
coup_driver_smallright_idle
|
|
coup_driver_wave1
|
|
coup_driver_wave2
|
|
|
|
coup_passenger_idle
|
|
coup_passenger_phone
|
|
coup_passenger_point
|
|
coup_passenger_pointturn
|
|
coup_passenger_lookback
|
|
coup_passenger_lookright
|
|
coup_passenger_shiftweight
|
|
|
|
coup_guard1_idle
|
|
coup_guard1_jeer
|
|
coup_guard2_idle
|
|
coup_guard2_jeerA
|
|
coup_guard2_jeerB
|
|
coup_guard2_jeerC
|
|
|
|
coup_dumpster_man
|
|
|
|
coup_civilians_interrogated_civilian_v1
|
|
coup_civilians_interrogated_civilian_v2
|
|
coup_civilians_interrogated_civilian_v3
|
|
coup_civilians_interrogated_civilian_v4
|
|
coup_civilians_interrogated_guard_v1
|
|
coup_civilians_interrogated_guard_v2
|
|
coup_civilians_interrogated_guard_wave
|
|
}
|
|
|
|
jeepride
|
|
{
|
|
jeepride_player_pickup_guy1
|
|
jeepride_player_pickup_guy2
|
|
jeepride_drag_grigsby
|
|
jeepride_ending_price
|
|
jeepride_dying_approach
|
|
jeepride_Lguy_approach
|
|
jeepride_Rguy_approach
|
|
jeepride_zak_approach
|
|
jeepride_Lguy_end
|
|
jeepride_Rguy_end
|
|
jeepride_zak_end
|
|
jeepride_CPR_medic
|
|
jeepride_CPR_price
|
|
jeepride_dying_back_idle
|
|
|
|
|
|
|
|
}
|
|
|
|
bog
|
|
{
|
|
bog_melee_R_attack
|
|
bog_melee_R_defend
|
|
bog_melee_R_backdeath1
|
|
bog_melee_R_backdeath2
|
|
bog_melee_R_standdeath
|
|
bog_a_saw_fire
|
|
bog_a_saw_setup
|
|
bog_a_start_briefing
|
|
combatwalk_F_spin
|
|
bog_price_wait_idle_approach
|
|
bog_price_wait_idle
|
|
bog_price_wait_wave_A
|
|
bog_price_wait_wave_B
|
|
|
|
bog_a_javelin_jog_2_idle
|
|
bog_a_javelin_idle
|
|
bog_a_javelin_death
|
|
bog_javelin_dialogue_briefing
|
|
bog_javelin_dialogue_briefingidle
|
|
bog_a_tank_dialogue
|
|
bog_a_tank_dialogue_idle
|
|
bog_a_tank_dialogue_guyL
|
|
bog_a_tank_dialogue_guyR
|
|
bog_a_tank_dialogue_guyL_idle
|
|
bog_a_tank_dialogue_guyR_idle
|
|
}
|
|
|
|
bog_b
|
|
{
|
|
breach_kick_stackL1_idle
|
|
breach_kick_stackL1_enter
|
|
breach_kick_kickerR1_enter
|
|
bog_b_guard_stop
|
|
bog_b_spotter_spot_idle
|
|
bog_b_spotter_spot_twitch
|
|
bog_b_spotter_casual_2_spot
|
|
bog_b_spotter_spot_2_casual
|
|
bog_b_spotter_react
|
|
bog_b_guard_react
|
|
bog_b_casualcrouch_react
|
|
bog_b_rpg_fall_death
|
|
bog_b_dumpster_guy1_idle
|
|
bog_b_dumpster_guy1_peek
|
|
bog_b_dumpster_guy1_push_idle
|
|
bog_b_dumpster_guy1_push
|
|
bog_b_dumpster_guy2_push
|
|
}
|
|
|
|
hunted
|
|
{
|
|
hunted_opening_price
|
|
hunted_woundedhostage_check_soldier
|
|
hunted_woundedhostage_check_hostage
|
|
hunted_woundedhostage_idle_start
|
|
hunted_woundedhostage_idle_end
|
|
hunted_woundedhostage_check_soldier_end
|
|
|
|
hunted_spotter_idle
|
|
hunted_spotter_twitch
|
|
hunted_spotter_wave_chat
|
|
hunted_wave_chat
|
|
|
|
hunted_tunnel_guy1_idle
|
|
hunted_tunnel_guy1_runin
|
|
hunted_tunnel_guy1_runout
|
|
hunted_tunnel_guy1_lookup
|
|
hunted_tunnel_guy2_idle
|
|
hunted_tunnel_guy2_runin
|
|
hunted_tunnel_guy2_runout
|
|
|
|
hunted_open_barndoor
|
|
hunted_open_barndoor_idle
|
|
hunted_open_barndoor_stop
|
|
hunted_open_barndoor_flathand
|
|
|
|
hunted_farmsequence_leader
|
|
hunted_farmsequence_farmer
|
|
hunted_farmsequence_farmer_altending
|
|
hunted_farmsequence_farmer_deathpose
|
|
hunted_farmsequence_brute1
|
|
hunted_farmsequence_brute2
|
|
|
|
hunted_dive_2_pronehide_v1
|
|
hunted_pronehide_idle_relative
|
|
hunted_pronehide_idle_v1
|
|
hunted_pronehide_2_stand_v1
|
|
hunted_dive_2_pronehide_v2
|
|
hunted_pronehide_idle_v2
|
|
hunted_pronehide_2_stand_v2
|
|
hunted_dive_2_pronehide_v3
|
|
hunted_pronehide_idle_v3
|
|
hunted_pronehide_2_stand_v3
|
|
|
|
hunted_open_basement_door_kick
|
|
|
|
hunted_basement_door_block
|
|
|
|
hunted_roadblock_guy1_sequence
|
|
hunted_roadblock_guy1_startidle
|
|
hunted_roadblock_guy2_sequence
|
|
hunted_roadblock_guy2_startidle
|
|
|
|
active_patrolwalk_pause
|
|
active_patrolwalk_turn_180
|
|
|
|
hunted_celebrate
|
|
hunted_celebrate_v2
|
|
hunted_celebrate_v3
|
|
|
|
hunted_bh6_crash
|
|
hunted_bh8_crash
|
|
hunted_bh2_crash
|
|
|
|
hunted_dying_deadguy
|
|
hunted_dying_deadguy_endidle
|
|
hunted_dying_soldier
|
|
|
|
|
|
}
|
|
ambush
|
|
{
|
|
ambush_VIP_escape_son
|
|
death_sitting_pose_v1
|
|
death_sitting_pose_v2
|
|
ambush_Price_jump
|
|
ambush_VIP_son_idle
|
|
ambush_VIP_son_jump
|
|
ambush_VIP_son_quickdeath
|
|
ambush_tower_briefing_guy1
|
|
ambush_tower_briefing_guy2
|
|
ambush_Price_idle
|
|
ambush_Price_shout
|
|
|
|
}
|
|
icbm
|
|
{
|
|
grigsby_rescue_idle
|
|
grigsby_rescue
|
|
icbm_fence_cutting_guy1
|
|
icbm_fence_cutting_guy2
|
|
ICBM_patrol_knifekill_winner
|
|
ICBM_patrol_knifekill_looser
|
|
|
|
icbm_end_sniper
|
|
icbm_end_price
|
|
|
|
|
|
|
|
}
|
|
scoutsniper
|
|
{
|
|
scout_sniper_bodydump_deadguy_throw1
|
|
scout_sniper_bodydump_deadguy_throw2
|
|
scout_sniper_bodydump_guy1
|
|
scout_sniper_bodydump_guy2
|
|
|
|
scout_sniper_price_prone_opening
|
|
scout_sniper_price_wave
|
|
scout_sniper_price_wave_idle
|
|
scout_sniper_ladder_slide
|
|
scout_sniper_balcony_death
|
|
|
|
melee_B_attack
|
|
melee_B_defend
|
|
melee_L_attack
|
|
melee_L_defend
|
|
}
|
|
|
|
blackout
|
|
{
|
|
blackout_binoc_idle
|
|
|
|
blackout_bh_evac_1
|
|
blackout_bh_evac_2
|
|
blackout_bh_evac_price
|
|
blackout_bh_evac_price_idle
|
|
blackout_bh_evac_price_flyaway
|
|
|
|
blackout_vip_cower_idle
|
|
blackout_rescue_vip
|
|
blackout_rescue_price
|
|
blackout_flashlightguy_death_only
|
|
blackout_flashlightguy_moment2death
|
|
|
|
blackout_blind_fire_pistol
|
|
blackout_blind_fire_pistol_death
|
|
blackout_blind_hide_fire
|
|
blackout_blind_hide_fire_death
|
|
blackout_blind_lightswitch
|
|
blackout_blind_lightswitch_death
|
|
blackout_blind_wall_feel
|
|
blackout_blind_wall_feel_death
|
|
blackout_flashlightguy_death_local
|
|
|
|
blackout_gaz_cliff
|
|
blackout_kam_cliff
|
|
blackout_price_cliff
|
|
blackout_kam_cliff_endidle
|
|
blackout_kam_start
|
|
blackout_gaz_cliff_start
|
|
|
|
blackout_meeting_price
|
|
blackout_meeting_kamarov
|
|
|
|
blackout_rappel_start
|
|
|
|
}
|
|
|
|
sniper_escape
|
|
{
|
|
sniper_escape_rappel_start
|
|
sniper_escape_rappel_idle
|
|
sniper_escape_rappel_finish
|
|
sniper_escape_player_rappel
|
|
sniper_escape_crash_pickup_macmillan
|
|
sniper_escape_price_hit
|
|
sniper_escape_price_hit_fire
|
|
sniper_escape_price_hit_idle
|
|
sniper_escape_price_crawl
|
|
sniper_escape_price_crawl_start
|
|
sniper_escape_price_crawl_end
|
|
sniper_escape_price_killed
|
|
sniper_escape_price_turn_L
|
|
sniper_escape_price_turn_R
|
|
sniper_escape_price_walk
|
|
sniper_escape_price_getup
|
|
sniper_escape_price_putdown
|
|
sniper_escape_price_wounded_idle
|
|
|
|
sniper_escape_meeting_zakhaev
|
|
sniper_escape_meeting_zakhaev_hit_front
|
|
sniper_escape_meeting_zakhaev_hit_back
|
|
sniper_escape_meeting_guard
|
|
sniper_escape_meeting_guard_idle
|
|
sniper_escape_meeting_dealer
|
|
sniper_escape_meeting_dealer_idle
|
|
sniper_escape_meeting_briefcase
|
|
|
|
sniper_escape_playerview_walk
|
|
patrol_jog_look_up_once
|
|
patrol_jog_360_once
|
|
patrol_jog_once
|
|
patrol_jog_orders_once
|
|
|
|
sniper_escape_spotter_exit
|
|
sniper_escape_spotter_idle
|
|
sniper_escape_spotter_wave
|
|
|
|
sniper_escape_crash_macmillan_aim
|
|
sniper_escape_crash_macmillan_fire
|
|
sniper_escape_crash_macmillan_runaway
|
|
sniper_escape_crash_macmillan_wounded_idle
|
|
sniper_escape_crash_mi28_pilot
|
|
sniper_escape_crash_mi28_copilot
|
|
|
|
|
|
}
|
|
|
|
seaknight_defend
|
|
{
|
|
ch46_unload_1
|
|
ch46_load_1
|
|
ch46_unload_2
|
|
ch46_load_2
|
|
ch46_unload_3
|
|
ch46_load_3
|
|
ch46_unload_4
|
|
ch46_load_4
|
|
ch46_sitdown_L
|
|
ch46_sitdown_R
|
|
ch46_unload_1_idle
|
|
ch46_unload_2_idle
|
|
ch46_unload_3_idle
|
|
ch46_unload_4_idle
|
|
SeaKnight_Pilot_idle
|
|
seaknight_copilot_idle
|
|
seaknight_copilot_switches
|
|
seaknight_copilot_twitch
|
|
seaknight_pilot_switches
|
|
seaknight_pilot_twitch
|
|
|
|
neckbreak_enemy
|
|
neckbreak_enemy_deathidle
|
|
neckbreak_sarge
|
|
saw_side_drop
|
|
saw_side_idleA
|
|
saw_side_idleB
|
|
saw_side_pickup
|
|
saw_side_trans_A_2_B
|
|
saw_side_pull_off
|
|
saw_side_twitchB
|
|
saw_side_pull_idle
|
|
saw_side_trans_B_2_pull
|
|
|
|
stretcher_F_rescue_sequence
|
|
stretcher_R_rescue_sequence
|
|
stretcher_F_rescue_sequence_idle
|
|
stretcher_R_rescue_sequence_idle
|
|
}
|
|
|
|
corner_approach_test
|
|
{
|
|
corner_approach_straight
|
|
corner_approach_45
|
|
corner_approach_45_left
|
|
corner_approach_idle
|
|
}
|
|
|
|
descent
|
|
{
|
|
backdraft
|
|
blow_through_wall
|
|
}
|
|
|
|
killhouse
|
|
{
|
|
killhouse_sas_price
|
|
killhouse_sas_price_idle
|
|
killhouse_sas_1
|
|
killhouse_sas_1_idle
|
|
killhouse_sas_2
|
|
killhouse_sas_2_idle
|
|
killhouse_sas_3
|
|
killhouse_sas_3_idle
|
|
killhouse_laptop_idle
|
|
killhouse_laptop_lookup
|
|
killhouse_laptop_twitch
|
|
killhouse_gaz_intro
|
|
|
|
killhouse_gaz_idleA
|
|
killhouse_gaz_idleB
|
|
killhouse_gaz_point_side
|
|
killhouse_gaz_talk_side
|
|
|
|
}
|
|
|
|
cargoship
|
|
{
|
|
cargoship_drunk_sequence
|
|
cargoship_drunk_sequence_death
|
|
cargoship_stunned_coffee_react_idle
|
|
cargoship_stunned_coffee_react
|
|
cargoship_stunned_coffee_death
|
|
cargoship_stunned_tv_react_idle
|
|
cargoship_stunned_tv_react
|
|
cargoship_stunned_tv_death
|
|
cargoship_stunned_clipboard_react_idle
|
|
cargoship_stunned_clipboard_react
|
|
cargoship_stunned_clipboard_death
|
|
cargoship_stunned_react_v2_idle
|
|
cargoship_stunned_react_v2
|
|
cargoship_stunned_react_v2_death
|
|
cargoship_sleeping_guy_idle_1
|
|
cargoship_sleeping_guy_idle_2
|
|
cargoship_sleeping_guy_idle_4
|
|
cargoship_sleeping_guy_idle_5
|
|
cargoship_sleeping_guy_death_1
|
|
cargoship_sleeping_guy_death_2
|
|
cargoship_dead_guy
|
|
|
|
shotgunbreach_cs_stackB
|
|
shotgunbreach_cs_stackB_runin
|
|
shotgunbreach_cs_shoot_hinge
|
|
shotgunbreach_cs_shoot_hinge_runin
|
|
|
|
cargoship_ch46_rescue_load_1
|
|
cargoship_ch46_rescue_load_1_idle
|
|
cargoship_ch46_rescue_load_2
|
|
cargoship_ch46_rescue_load_2_idle
|
|
cargoship_ch46_rescue_load_3
|
|
cargoship_ch46_rescue_load_3_alt
|
|
cargoship_ch46_rescue_price_help
|
|
cargoship_ch46_rescue_price_idle
|
|
|
|
cargoship_ch46_rescue_load_4_idle
|
|
cargoship_ch46_rescue_load_5_idle
|
|
|
|
cargoship_explosion_price
|
|
|
|
cargoship_price_run2door
|
|
cargoship_price_run2door_idle
|
|
cargoship_price_runin
|
|
cargoship_price_runin_door
|
|
cargoship_grigsby_run2door
|
|
cargoship_grigsby_run2door_idle
|
|
cargoship_grigsby_shotgun_pullout
|
|
cargoship_grigsby_runin
|
|
|
|
cargoship_open_cargo_guyL
|
|
cargoship_open_cargo_doorL
|
|
cargoship_open_cargo_doorR
|
|
}
|
|
parabolic
|
|
{
|
|
human_shield_death_1_H
|
|
human_shield_death_1_T
|
|
human_shield_idle_1_H
|
|
human_shield_idle_1_T
|
|
human_shield_wounded_1_H
|
|
human_shield_wounded_1_T
|
|
human_shield_flashbang_1_H
|
|
human_shield_flashbang_1_T
|
|
parabolic_knifekill_mark
|
|
parabolic_knifekill_phoneguy
|
|
parabolic_knifekill_altending_mark
|
|
parabolic_phoneguy_idle
|
|
parabolic_phoneguy_reaction
|
|
|
|
parabolic_chessgame_surprise_a
|
|
parabolic_chessgame_surprise_b
|
|
parabolic_chessgame_idle_a
|
|
parabolic_chessgame_idle_b
|
|
parabolic_chessgame_death_a
|
|
parabolic_chessgame_death_b
|
|
|
|
parabolic_guard_sleeper_idle
|
|
parabolic_guard_sleeper_react
|
|
|
|
parabolic_leaning_guy_idle
|
|
parabolic_leaning_guy_twitch
|
|
parabolic_leaning_guy_trans2smoke
|
|
parabolic_leaning_guy_smoking_idle
|
|
parabolic_leaning_guy_smoking_twitch
|
|
parabolic_leaning_guy_trans2idle
|
|
parabolic_leaning_guy_react
|
|
}
|
|
launchfacility_a
|
|
{
|
|
launchfacility_a_at4_fire
|
|
launchfacility_a_at4_short
|
|
launchfacility_a_c4_plant
|
|
RPG_conceal_idle
|
|
launchfacility_a_rappel_1
|
|
launchfacility_a_rappel_idle_1
|
|
launchfacility_a_rappel_idle_2
|
|
launchfacility_a_rappel_idle_3
|
|
launchfacility_a_setup_2_rappel_1
|
|
launchfacility_a_setup_2_rappel_2
|
|
launchfacility_a_setup_idle_1
|
|
launchfacility_a_player_rappel
|
|
launchfacility_a_saw_1
|
|
launchfacility_a_saw_2
|
|
}
|
|
launchfacility_b
|
|
{
|
|
launchfacility_b_blast_door_seq_approch
|
|
launchfacility_b_blast_door_seq_waveidle
|
|
launchfacility_b_blast_door_seq_close
|
|
launchfacility_b_vent_drop_L
|
|
launchfacility_b_vent_drop_R
|
|
|
|
launchfacility_b_ventwalk_stop_idle
|
|
launchfacility_b_ventwalk_v1_start
|
|
launchfacility_b_ventwalk_v1_stop
|
|
launchfacility_b_ventwalk_v2_start
|
|
launchfacility_b_ventwalk_v2_stop
|
|
launchfacility_b_ventwalk_v2_stopidle
|
|
|
|
launchfacility_b_wargame_door_price
|
|
launchfacility_b_wargame_door_grigs
|
|
|
|
|
|
}
|
|
level_armada
|
|
{
|
|
armada_wire_setup_guy
|
|
armada_wire_setup_guy_startidle
|
|
armada_wire_setup_wire
|
|
armada_wire_setup_wire_startidle
|
|
armada_wire_setup_wire_endidle
|
|
armada_blackhawk_sniper_idle
|
|
armada_blackhawk_sniper_drop
|
|
armada_blackhawk_sniper_idle_loop
|
|
armada_grigs_enter
|
|
armada_grigs_music_idle
|
|
armada_Left_Guy_react
|
|
armada_Right_Guy_react
|
|
armada_sarge_end
|
|
armada_sarge_enter
|
|
armada_asad_speach_loop
|
|
}
|
|
|
|
|
|
|
|
level_ac130
|
|
{
|
|
ac130_carjack_driver_1a
|
|
ac130_carjack_driver_1b
|
|
ac130_carjack_1a
|
|
ac130_carjack_1b
|
|
ac130_carjack_2
|
|
ac130_carjack_3
|
|
ac130_carjack_4
|
|
}
|
|
|
|
level_airlift
|
|
{
|
|
airlift_pilot_shooting
|
|
airlift_pilot_getout
|
|
airlift_pilot_putdown
|
|
airlift_pilot_seeyou
|
|
airlift_pilot_idle
|
|
airlift_copilot_dead
|
|
airlift_crewchief_idle
|
|
airlift_crewchief_getin
|
|
airlift_crewchief_getin_lookback
|
|
airlift_crewchief_getin_quick
|
|
airlift_crewchief_getout
|
|
airlift_crewchief_gun_shoot
|
|
airlift_crewchief_gun_idle
|
|
airlift_crewchief_gun_getin
|
|
airlift_crewchief_sucked_out
|
|
airlift_crewchief_stepout
|
|
airlift_crewchief_stepout_idle
|
|
airlift_crewchief_stepout_fire
|
|
airlift_crewchief_stepout_fire_2_idle
|
|
|
|
}
|
|
|
|
airplane
|
|
{
|
|
death_pose_on_desk
|
|
death_pose_on_window
|
|
airplane_end_soldier
|
|
airplane_end_VIP
|
|
airplane_end_VIP_idle
|
|
|
|
}
|
|
|
|
level_embassy
|
|
{
|
|
//hostage anims
|
|
hostage_human_shield_ter_pain
|
|
hostage_human_shield_host_death
|
|
hostage_chair_dive
|
|
hostage_chair_ground_idle
|
|
hostage_chair_idle
|
|
hostage_chair_twitch
|
|
hostage_chair_twitch2
|
|
hostage_facedown_idle
|
|
hostage_facedown_roll
|
|
hostage_facedown_twitch
|
|
hostage_fetal_idle
|
|
hostage_fetal_roll
|
|
hostage_fetal2_idle
|
|
hostage_knees_fall
|
|
hostage_knees_idle
|
|
hostage_stand_fall
|
|
hostage_stand_idle
|
|
hostage_stand_idle_2
|
|
hostage_stand_react_behind
|
|
hostage_stand_react_front
|
|
hostage_stand_twitch
|
|
hostage_knees_twitch
|
|
//custom blackhawk anims
|
|
//signal over shoulder
|
|
signal_over_shoulder
|
|
// tarzan rappel through window
|
|
rappel
|
|
// rappel from roof to balcony
|
|
rappel_straightdown
|
|
// rappel down skylight
|
|
rappel_skylight_mount
|
|
rappel_skylight_idle
|
|
rappel_skylight_drop
|
|
//elevator opening sequence
|
|
//Death poses
|
|
//planting explosives
|
|
explosive_plant_knee
|
|
//sniper blown through door
|
|
blow_back_dead
|
|
// human shield hostage prototype anims
|
|
terrorist_human_shield_ter_pain
|
|
terrorist_human_shield_ter_death
|
|
terrorist_human_shield_host_death
|
|
unarmed_cowerstand_idle
|
|
unarmed_cowerstand_idle2point
|
|
unarmed_cowerstand_point2idle
|
|
unarmed_cowerstand_react
|
|
unarmed_cowerstand_react_2_crouch
|
|
unarmed_cowerstand_pointidle
|
|
unarmed_cowercrouch_idle
|
|
unarmed_cowercrouch_idle_duck
|
|
unarmed_cowercrouch_react_A
|
|
unarmed_cowercrouch_react_B
|
|
unarmed_cowercrouch_crouch_2_stand
|
|
|
|
}
|
|
|
|
|
|
mortars
|
|
{
|
|
mortar_loadguy_readyidle
|
|
mortar_loadguy_waitidle
|
|
mortar_loadguy_waittwitch
|
|
mortar_loadguy_fire
|
|
mortar_loadguy_pickup
|
|
mortar_loadguy_run
|
|
mortar_loadguy_setup
|
|
mortar_aimguy_pickup
|
|
mortar_aimguy_pickup_alone
|
|
mortar_aimguy_readyidle
|
|
mortar_aimguy_readyidle_alone
|
|
mortar_aimguy_fire
|
|
mortar_aimguy_fire_alone
|
|
mortar_aimguy_waittwitch
|
|
mortar_aimguy_waitidle
|
|
mortar_loadguy_setup_right
|
|
mortar_loadguy_setup_left
|
|
}
|
|
|
|
|
|
level_gully_assault
|
|
{
|
|
gully_trenchjump
|
|
}
|
|
|
|
|
|
level_burnville
|
|
{
|
|
fenceclimb
|
|
}
|
|
|
|
insurgent
|
|
{
|
|
insurgent_rambo_tagRifle_tagHands1
|
|
insurgent_rambo_tagRifle_tagHands2
|
|
insurgent_rambo_tagRifle_tagHands1
|
|
insurgent_rambo_tagRifle_tagHands2
|
|
}
|
|
|
|
turret_ai
|
|
{
|
|
standSAWgunner_aim : complete nonloopsync
|
|
{
|
|
standSAWgunner_aim_15down
|
|
{
|
|
saw_gunner_aim_down_right45
|
|
saw_gunner_aim_down_right30
|
|
saw_gunner_aim_down_right15
|
|
saw_gunner_aim_down_center
|
|
saw_gunner_aim_down_left15
|
|
saw_gunner_aim_down_left30
|
|
saw_gunner_aim_down_left45
|
|
}
|
|
|
|
standSAWgunner_aim_level
|
|
{
|
|
saw_gunner_aim_level_right45
|
|
saw_gunner_aim_level_right30
|
|
saw_gunner_aim_level_right15
|
|
saw_gunner_aim_level_center
|
|
saw_gunner_aim_level_left15
|
|
saw_gunner_aim_level_left30
|
|
saw_gunner_aim_level_left45
|
|
}
|
|
|
|
standSAWgunner_aim_15up
|
|
{
|
|
saw_gunner_aim_up_right45
|
|
saw_gunner_aim_up_right30
|
|
saw_gunner_aim_up_right15
|
|
saw_gunner_aim_up_center
|
|
saw_gunner_aim_up_left15
|
|
saw_gunner_aim_up_left30
|
|
saw_gunner_aim_up_left45
|
|
}
|
|
}
|
|
|
|
proneSAWgunner_aim : complete nonloopsync
|
|
{
|
|
proneSAWgunner_aim_15down
|
|
{
|
|
saw_gunner_prone_aim_down_left40
|
|
saw_gunner_prone_aim_down_left20
|
|
saw_gunner_prone_aim_down_center
|
|
saw_gunner_prone_aim_down_right20
|
|
saw_gunner_prone_aim_down_right40
|
|
}
|
|
|
|
proneSAWgunner_aim_level
|
|
{
|
|
saw_gunner_prone_aim_level_left40
|
|
saw_gunner_prone_aim_level_left20
|
|
saw_gunner_prone_aim_level_center
|
|
saw_gunner_prone_aim_level_right20
|
|
saw_gunner_prone_aim_level_right40
|
|
}
|
|
|
|
proneSAWgunner_aim_15up
|
|
{
|
|
saw_gunner_prone_aim_up_left40
|
|
saw_gunner_prone_aim_up_left20
|
|
saw_gunner_prone_aim_up_center
|
|
saw_gunner_prone_aim_up_right20
|
|
saw_gunner_prone_aim_up_right40
|
|
}
|
|
}
|
|
|
|
technicalGunner_aim : complete nonloopsync
|
|
{
|
|
technicalGunner_aim_15down
|
|
{
|
|
technical_turret_aim_down_center
|
|
}
|
|
|
|
technicalGunner_aim_level
|
|
{
|
|
technical_turret_aim_level_center
|
|
}
|
|
|
|
technicalGunner_aim_15up
|
|
{
|
|
technical_turret_aim_up_center
|
|
}
|
|
}
|
|
|
|
crouchSAWgunner_aim : complete nonloopsync
|
|
{
|
|
crouchSAWgunner_aim_15down
|
|
{
|
|
saw_gunner_lowwall_aim_down_left45
|
|
saw_gunner_lowwall_aim_down_left30
|
|
saw_gunner_lowwall_aim_down_left15
|
|
saw_gunner_lowwall_aim_down_center
|
|
saw_gunner_lowwall_aim_down_right15
|
|
saw_gunner_lowwall_aim_down_right30
|
|
saw_gunner_lowwall_aim_down_right45
|
|
}
|
|
|
|
crouchSAWgunner_aim_level
|
|
{
|
|
saw_gunner_lowwall_aim_level_left45
|
|
saw_gunner_lowwall_aim_level_left30
|
|
saw_gunner_lowwall_aim_level_left15
|
|
saw_gunner_lowwall_aim_level_center
|
|
saw_gunner_lowwall_aim_level_right15
|
|
saw_gunner_lowwall_aim_level_right30
|
|
saw_gunner_lowwall_aim_level_right45
|
|
}
|
|
|
|
crouchSAWgunner_aim_15up
|
|
{
|
|
saw_gunner_lowwall_aim_up_left45
|
|
saw_gunner_lowwall_aim_up_left30
|
|
saw_gunner_lowwall_aim_up_left15
|
|
saw_gunner_lowwall_aim_up_center
|
|
saw_gunner_lowwall_aim_up_right15
|
|
saw_gunner_lowwall_aim_up_right30
|
|
saw_gunner_lowwall_aim_up_right45
|
|
}
|
|
}
|
|
|
|
additive_saw_idle : additive
|
|
{
|
|
saw_gunner_idle
|
|
saw_gunner_lowwall_idle
|
|
saw_gunner_prone_idle
|
|
}
|
|
|
|
additive_saw_fire : additive
|
|
{
|
|
saw_gunner_firing_add
|
|
saw_gunner_lowwall_firing
|
|
saw_gunner_prone_firing
|
|
}
|
|
}
|
|
|
|
mi17
|
|
{
|
|
mi17_1_drop
|
|
mi17_1_idle
|
|
mi17_2_idle
|
|
mi17_2_drop
|
|
mi17_3_idle
|
|
mi17_3_drop
|
|
mi17_4_idle
|
|
mi17_4_drop
|
|
mi17_5_idle
|
|
mi17_5_drop
|
|
mi17_6_idle
|
|
mi17_6_drop
|
|
mi17_7_idle
|
|
mi17_7_drop
|
|
mi17_8_idle
|
|
mi17_8_drop
|
|
mi17_pilot_idle
|
|
mi17_copilot_idle
|
|
mi17_heli_idle
|
|
}
|
|
|
|
blackhawk
|
|
{
|
|
bh_side01_fastrope_whole_test
|
|
bh_side01_idle01_test
|
|
bh_side02_fastrope_whole_test
|
|
bh_side02_idle01_test
|
|
bh_fastrope_land
|
|
bh_fastrope_loop
|
|
bh_Pilot_idle
|
|
bh_coPilot_idle
|
|
bh_1_idle
|
|
bh_1_drop
|
|
bh_1_begining
|
|
bh_2_idle
|
|
bh_2_drop
|
|
bh_2_begining
|
|
bh_3_idle
|
|
bh_3_drop
|
|
bh_3_begining
|
|
bh_4_idle
|
|
bh_4_drop
|
|
bh_4_begining
|
|
bh_5_idle
|
|
bh_5_drop
|
|
bh_5_begining
|
|
bh_6_idle
|
|
bh_6_drop
|
|
bh_6_begining
|
|
bh_7_idle
|
|
bh_7_drop
|
|
bh_7_begining
|
|
bh_8_idle
|
|
bh_8_drop
|
|
bh_8_begining
|
|
bh_player_idle
|
|
bh_player_rope_end
|
|
bh_player_rope_start
|
|
bh_player_rope_middle
|
|
|
|
cs_bh_1_drop
|
|
cs_bh_2_drop
|
|
cs_bh_4_drop
|
|
cs_bh_5_drop
|
|
cs_bh_6_drop
|
|
cs_bh_1_idle_start
|
|
cs_bh_2_idle_start
|
|
|
|
cargoship_opening_position1
|
|
cargoship_opening_price
|
|
bh_idle_start_guy1
|
|
bh_idle_start_guy2
|
|
bh_crew_idle_guy1
|
|
bh_crew_idle_guy2
|
|
fastrope_fall
|
|
|
|
}
|
|
bmp
|
|
{
|
|
bmp_exit_1
|
|
bmp_exit_2
|
|
bmp_exit_3
|
|
bmp_exit_4
|
|
bmp_idle_1
|
|
bmp_idle_2
|
|
bmp_idle_3
|
|
bmp_idle_4
|
|
|
|
}
|
|
uaz
|
|
{
|
|
UAZ_driver_death
|
|
UAZ_driver_duck
|
|
UAZ_driver_idle
|
|
UAZ_driver_turnleft
|
|
UAZ_driver_turnright
|
|
UAZ_driver_weave
|
|
UAZ_Lguy_fire_back
|
|
UAZ_Lguy_fire_hide_back_v1
|
|
UAZ_Lguy_fire_hide_back_v2
|
|
UAZ_Lguy_fire_side_v1
|
|
UAZ_Lguy_fire_side_v2
|
|
UAZ_Lguy_idle_hide
|
|
UAZ_Lguy_standfire_side_v3
|
|
UAZ_Lguy_standfire_side_v4
|
|
UAZ_Lguy_trans_back2hide
|
|
UAZ_Lguy_trans_hide2back
|
|
UAZ_Lguy_idle_react
|
|
UAZ_Lguy_fire_hide_forward
|
|
UAZ_Rguy_fire_back_RPG
|
|
UAZ_Rguy_fire_back_v1
|
|
UAZ_Rguy_fire_back_v2
|
|
UAZ_Rguy_idle
|
|
UAZ_Rguy_scan_side_v1
|
|
uaz_driver_enter_from_huntedrun
|
|
uaz_driver_exit_into_run
|
|
uaz_driver_idle_drive
|
|
uaz_passenger_enter_from_huntedrun
|
|
uaz_passenger_exit_into_run
|
|
uaz_passenger_idle_drive
|
|
// uaz_passenger2_idle
|
|
// uaz_rear_driver_idle
|
|
// uaz_passenger2_exit_into_run
|
|
// uaz_rear_driver_exit_into_run
|
|
// uaz_rear_driver_enter_from_huntedrun
|
|
// uaz_passenger2_enter_from_huntedrun
|
|
|
|
|
|
}
|
|
ch46e
|
|
{
|
|
ch_side01_idle01_test
|
|
ch_side01_fastrope_whole_test
|
|
ch_side01_idle02_test
|
|
|
|
ch_side02_idle01_test
|
|
ch_side02_fastrope_whole_test
|
|
ch_side02_idle02_test
|
|
}
|
|
humvee
|
|
{
|
|
humvee_driver_climb_idle
|
|
humvee_driver_climb_in
|
|
humvee_driver_climb_out
|
|
humvee_passenger_idle_L
|
|
humvee_passenger_idle_R
|
|
humvee_passenger_in_L
|
|
humvee_passenger_in_R
|
|
humvee_passenger_out_L
|
|
humvee_passenger_out_R
|
|
humvee_turret_fire
|
|
humvee_turret_idle
|
|
}
|
|
|
|
technical
|
|
{
|
|
pickup_driver_climb_in
|
|
pickup_passenger_climb_in
|
|
technical_driver_duck
|
|
technical_driver_idle
|
|
technical_driver_climb_out
|
|
pickup_driver_climb_out
|
|
technical_passenger_duck
|
|
technical_passenger_idle
|
|
technical_passenger_climb_out
|
|
pickup_passenger_climb_out
|
|
pickup_passenger_RL_idle
|
|
pickup_passenger_RL_climb_out
|
|
pickup_passenger_RR_idle
|
|
pickup_passenger_RR_climb_out
|
|
technical_driver_fallout
|
|
technical_passenger_fallout
|
|
}
|
|
|
|
zpu
|
|
{
|
|
zpu_gunner_deathslouch
|
|
zpu_gunner_deathslouchidle
|
|
zpu_gunner_dismount
|
|
zpu_gunner_fire_a
|
|
zpu_gunner_fire_b
|
|
}
|
|
|
|
BM21
|
|
{
|
|
bm21_guy1_idle
|
|
bm21_guy2_idle
|
|
bm21_guy3_idle
|
|
bm21_guy4_idle
|
|
bm21_guy5_idle
|
|
bm21_guy6_idle
|
|
bm21_guy7_idle
|
|
bm21_guy8_idle
|
|
bm21_guy1_climbout
|
|
bm21_guy2_climbout
|
|
bm21_guy3_climbout
|
|
bm21_guy5_climbout
|
|
bm21_guy6_climbout
|
|
bm21_guy7_climbout
|
|
bm21_guy_climbout_landing
|
|
bm21_guy8_climbout
|
|
bm21_guy4_climbout
|
|
bm21_driver_climbout
|
|
bm21_driver_idle
|
|
bm21_passenger_climbout
|
|
bm21_passenger_idle
|
|
}
|
|
}
|
|
}
|
|
|
|
mortar
|
|
{
|
|
mortar_closed_setup
|
|
mortar_open_setup
|
|
}
|
|
|
|
scripted_look_straight : additive
|
|
{
|
|
// standalone neck/head only facial animations that have no associated full body animation
|
|
//bergstein
|
|
|
|
generic_lookupright
|
|
generic_lookupleft
|
|
blackout_price_facial_moveout
|
|
}
|
|
|
|
scripted_talking
|
|
{
|
|
generic_talker_axis
|
|
generic_talker_allies
|
|
|
|
|
|
}
|
|
|
|
head_horizontal : additive
|
|
{
|
|
combatrun_head_4
|
|
combatrun_head_6
|
|
}
|
|
|
|
head_vertical : additive
|
|
{
|
|
combatrun_head_2
|
|
combatrun_head_8
|
|
}
|
|
|
|
wave : additive
|
|
{
|
|
CQB_stand_wave_go_v1 //(hand signal - advance)
|
|
}
|
|
|
|
wounded_aim : additive
|
|
{
|
|
sniper_escape_price_aim_L
|
|
sniper_escape_price_aim_R
|
|
}
|
|
|
|
|