cod4-sdk/raw/animtrees/generic_human.atr
2008-01-19 00:00:00 +00:00

2914 lines
62 KiB
Text

//---------------------------------
// Initial test animations
//---------------------------------
//---------------------------------
// (Prototype) Real animations
//---------------------------------
body
{
rope_test
bh_rope_idle_le
bh_rope_drop_le
bh_rope_idle_ri
bh_rope_drop_ri
mi17_rope_idle_le
mi17_rope_drop_le
mi17_rope_idle_ri
mi17_rope_drop_ri
bh_rope_idle_cargoship_begin_ri
bh_rope_drop_cargoship_begin_ri
cargoship_opening_fastrope_80ft
helicopter_pilot1_idle
helicopter_pilot1_twitch_clickpannel
helicopter_pilot1_twitch_lookback
helicopter_pilot1_twitch_lookoutside
helicopter_pilot2_idle
helicopter_pilot2_twitch_clickpannel
helicopter_pilot2_twitch_lookoutside
helicopter_pilot2_twitch_radio
upperbody
{
}
shoot
{
stand_shoot : nonloopsync
{
//rifle
stand_shoot_straight
stand_shoot_up
stand_shoot_down
//pistol
}
stand_shoot_auto : loopsync
{
stand_shoot_auto_straight
stand_shoot_auto_up
stand_shoot_auto_down
}
crouch_shoot : nonloopsync
{
//rifle
crouch_shoot_straight
crouch_shoot_up
crouch_shoot_down
//pistol
//panzerfaust
}
crouch_shoot_auto : loopsync
{
crouch_shoot_auto_straight
crouch_shoot_auto_up
crouch_shoot_auto_down
}
stand_aim
{
//rifle
stand_aim_straight
stand_aim_up
stand_aim_down
//pistol
pistol_standaim_idle
// TODO need aim up and down for pistol (done)
}
crouch_aim
{
//rifle
crouch_aim_straight
crouch_aim_up
crouch_aim_down
//pistol
pistol_crouchaim_idle
// TODO need aim up and down for pistol
//panzerfaust
}
// TODO: Move these into the right place
pistol_crouchaimstraight2stand
//pistol_lowwallcoverB2crouchaim_45right // (Boon) Removed - doesn't exist
//pistol_crouchaim_idle_45right // (Boon) Removed - doesn't exist
//pistol_crouchshoot_45right // (Boon) Removed - doesn't exist
//pistol_crouch2lowwallcoverB_45right // (Boon) Removed - doesn't exist
}
stand_and_crouch // Standing and crouching, not crawling
{
crouch2stand
unarmed_crouch_idle1
unarmed_crouch_twitch1
unarmed_walk_slow
standunarmed_idle_loop
cqb_stand_idle
cqb_stand_twitch
casual_stand_idle
casual_stand_idle_trans_in
casual_stand_idle_trans_out
casual_stand_idle_twitch
casual_stand_idle_twitchB
casual_stand_v2_idle
casual_stand_v2_twitch_radio
casual_stand_v2_twitch_shift
casual_stand_v2_twitch_talk
casual_crouch_idle
casual_crouch_idle_in
casual_crouch_idle_out
casual_crouch_twitch
casual_crouch_point
drone_stand_idle
drone_stand_run
drone_stand_death
patrolstand_twitch
patrolstand_look
patrolstand_idle
patrol_bored_walk_2_bored
patrol_bored_2_combat_alarm
patrol_bored_2_combat_alarm_short
patrol_bored_idle
patrol_bored_idle_smoke
patrol_bored_idle_cellphone
patrol_bored_twitch_bug
patrol_bored_twitch_checkphone
patrol_bored_twitch_salute
patrol_bored_twitch_stretch
patrol_bored_2_walk
patrol_bored_2_walk_180turn
patrol_bored_react_look_v1
patrol_bored_react_look_v2
patrol_bored_react_walkstop
patrol_bored_react_walkstop_short
patrol_bored_react_look_advance
patrol_bored_react_look_retreat
patrol_boredwalk_find
patrol_boredjog_find
patrol_boredrun_find
patrol_boredwalk_lookcycle_A
patrol_boredwalk_lookcycle_B
RPG_stand_throw
RPG_crouch_throw
shuffle
{
stand_alerta_shuffle_forward
stand_alertb_shuffle_forward
}
// modern stuff
stand_grenade_throw
stand_grenade_return_throw
stand_grenade_return_kick
crouch_grenade_throw
crouch_grenade_return_throw
crouch_grenade_return_fumble
grenade_return_running_kick_forward_1
grenade_return_running_kick_forward_2
grenade_return_running_throw_forward
grenade_return_standing_throw_forward_1
grenade_return_standing_throw_forward_2
grenade_return_standing_throw_overhand_forward
stand2crouch_attack
// walk_and_run_starts
// stand_walk_start
// stand_run_start
// crouch2crouchwalk
crouch2crouchwalk_straight
crouch2crouchrun : nonloopsync
{
crouch2crouchrun_forward
crouch2crouchrun_back
crouch2crouchrun_left
crouch2crouchrun_right
pistol_crouch2crouchrun_forward // Also good for unarmed
//pistol_crouch2crouchrun_back
//pistol_crouch2crouchrun_left
//pistol_crouch2crouchrun_right
}
walk_and_run_loops : loopsync
{
crouchrun
{
crouch_fastwalk_F
crouch_fastwalk_B
crouch_fastwalk_L
crouch_fastwalk_R
launchfacility_b_ventwalk_v1_cycle
launchfacility_b_ventwalk_v1_twitch
launchfacility_b_ventwalk_v2_cycleA
launchfacility_b_ventwalk_v2_twitchA
launchfacility_b_ventwalk_v2_twitchB
}
combatrun
{
combatrun_forward
{
run_lowready_F // primary run animation
run_lowready_reload
cargoship_run_leanR
cargoship_run_leanL
cargoship_jog_leanL
cargoship_jog_leanR
walk_lowready_F
run_CQB_F_search_v1
run_CQB_F_search_v2
walk_CQB_F
bog_a_javelin_jog
sprint1_loop
sprint_loop_distant
huntedrun_1_idle
huntedrun_1_look_left
huntedrun_1_look_right
huntedrun_2
hunted_dazed_walk_A_zombie
hunted_dazed_walk_B_blind
hunted_dazed_walk_C_limp
active_patrolwalk_v1
active_patrolwalk_v2
active_patrolwalk_v3
active_patrolwalk_v4
active_patrolwalk_v5
shotgun_CQBrun_pullout
shotgun_CQBrun_putaway
run_n_gun
{
run_n_gun_F
run_n_gun_L
run_n_gun_R
}
patrolwalk_tired
patrolwalk_swagger
patrolwalk_bounce
patrol_bored_patrolwalk
patrol_bored_patrolwalk_twitch
patrol_jog
patrol_jog_look_up
patrol_jog_360
patrol_jog_orders
combat_jog
combat_jog_lookback
combat_jog_lookside
traverse_stair_run
unarmed_panickedrun_loop_V1
unarmed_panickedrun_loop_V2
}
// cqb l/r/b
walk_left
walk_right
walk_backward
// run l/r/b
run_lowready_L
run_lowready_R
run_lowready_B
// walk l/r/b
walk_lowready_L
walk_lowready_R
walk_lowready_B
run_n_gun_B
unarmed_run_russian
}
stand_walk_combat_loop
MG42_run
saw_gunner_run_fast
saw_gunner_run_slow
RPG_run_onshoulder
duhoc_german_shellshocked_walk
combat_run_onehand
combat_run_helmethand
unarmed_walk_russian
}
// aim/wave additives
w_aim_2 : additive
{
walk_aim_2
}
w_aim_4 : additive
{
walk_aim_4
}
w_aim_6 : additive
{
walk_aim_6
}
w_aim_8 : additive
{
walk_aim_8
}
// transition slides - run to prone
crouchrun2prone_straight
crouchrun2prone_left
crouchrun2prone_right
reloads
{
reload_stand_rifle
}
exposed_dive_grenade_F
exposed_dive_grenade_B
exposed_squat_down_grenade_F
exposed_squat_idle_grenade_F
exposed_squat_up_grenade_F
}
prone // old prone animations. new ones in prone_modern below.
{
prone_legsstraight // : loopsync
{
// crawl, aim, shoot
prone_crawl
prone_crawl2aim
prone_aim_idle
prone_left45
{
prone_shoot_auto_left
prone_shoot_left
}
prone_right45
{
prone_shoot_auto_right
prone_shoot_right
}
prone_straight
{
prone_shoot_straight
prone_shoot_auto_straight
}
prone_aim2crawl
// turns
prone_turn_right
prone_turn_left
// rolls
// transition in
crouch2prone_gunsupport
stand2prone_onehand
// transition out
prone2crouch_straight
prone2crouchrun_straight
// reload, rechamber
reload_prone_rifle
// pain
prone_painA_holdchest
prone_painB_holdhead
}
prone_legsup
{
prone_shootfeet_straight45up
}
prone_legsdown
{
prone_shootfeet_straight45down
}
}
exposed_modern
{
exposed_aiming
{
exposed_aim_5
exposed_crouch_aim_5
covercrouch_aim5
covercrouch_lean_aim5
pistol_stand_aim_5
RPG_stand_aim_5
RPG_crouch_aim_5
CornerStndL_lean_aim_5
CornerStndR_lean_aim_5
CQB_stand_aim5
prone_aim_5
shotgun_aim_5
walk_left_cargoship
aim_4 : additive
{
exposed_aim_4
exposed_turn_aim_4
exposed_crouch_aim_4
exposed_crouch_turn_aim_4
covercrouch_aim4_add
pistol_stand_aim_4_add
pistol_stand_aim_4_alt
RPG_stand_aim_4
RPG_crouch_aim_4
CornerStndL_lean_aim_4
CornerStndR_lean_aim_4
CQB_stand_aim4
prone_aim_4_add
shotgun_aim_4
}
aim_6 : additive
{
exposed_aim_6
exposed_turn_aim_6
exposed_crouch_aim_6
exposed_crouch_turn_aim_6
covercrouch_aim6_add
pistol_stand_aim_6_add
pistol_stand_aim_6_alt
RPG_stand_aim_6
RPG_crouch_aim_6
CornerStndL_lean_aim_6
CornerStndR_lean_aim_6
CQB_stand_aim6
prone_aim_6_add
shotgun_aim_6
}
aim_2 : additive
{
exposed_aim_2
exposed_turn_aim_2
exposed_crouch_aim_2
exposed_crouch_turn_aim_2
covercrouch_aim2_add
pistol_stand_aim_2_add
pistol_stand_aim_2_alt
RPG_stand_aim_2
RPG_crouch_aim_2
CornerStndL_lean_aim_2
CornerStndR_lean_aim_2
CQB_stand_aim2
prone_aim_2_add
shotgun_aim_2
}
aim_8 : additive
{
exposed_aim_8
exposed_turn_aim_8
exposed_crouch_aim_8
exposed_crouch_turn_aim_8
covercrouch_aim8_add
pistol_stand_aim_8_add
pistol_stand_aim_8_alt
RPG_stand_aim_8
RPG_crouch_aim_8
CornerStndL_lean_aim_8
CornerStndR_lean_aim_8
CQB_stand_aim8
prone_aim_8_add
shotgun_aim_8
}
turn
{
exposed_crouch_turn_left
exposed_crouch_turn_right
exposed_tracking_turn45L
exposed_tracking_turn90L
exposed_tracking_turn135L
exposed_tracking_turn45R
exposed_tracking_turn90R
exposed_tracking_turn135R
exposed_tracking_turn180L
pistol_stand_turn45R
pistol_stand_turn45L
pistol_stand_turn90R
pistol_stand_turn90L
pistol_stand_turn180L
}
add_idle : additive
{
exposed_idle_alert_v1
exposed_idle_alert_v2
exposed_idle_alert_v3
exposed_crouch_idle_alert_v1
exposed_crouch_idle_alert_v2
exposed_crouch_idle_alert_v3
CornerStndR_lean_idle
CornerStndL_lean_idle
RPG_stand_idle
RPG_crouch_idle
prone_idle
}
corner
{
corner_standL_trans_A_2_B
corner_standL_trans_A_2_B_v2
corner_standL_trans_alert_2_A
corner_standL_trans_alert_2_A_v2
corner_standL_trans_alert_2_A_v3
corner_standL_trans_alert_2_B
corner_standL_trans_alert_2_B_v2
corner_standL_trans_B_2_A
corner_standL_trans_B_2_A_v2
corner_standR_trans_A_2_B
corner_standR_trans_A_2_B_v2
corner_standR_trans_alert_2_A
corner_standR_trans_alert_2_A_v2
corner_standR_trans_alert_2_B
corner_standR_trans_alert_2_B_v2
corner_standR_trans_alert_2_B_v3
corner_standR_trans_B_2_A
corner_standR_trans_B_2_A_v2
CornerCrL_trans_A_2_B
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
}