Animation Name Meso Ecto Female Scriptable Description Catagory StartFrame EndFrame FrameCount Notes
A4_ASCRAMBLE_N_A_N o     FALSE Frantic scramble away on all fours.  Use when in prone position. Fear 0 4 5  
CCH_A_FWD_L_2 o   o FALSE aiming while crouching with a rocket launcher   36 45 10 5 fps.
CCH_A_FWD_MS_2 o   k FALSE Crouch aim forward with machine gun or shotgun (two handed) Crouch Attack -16 -4 13 5 fps.  *soft notes (play control 5 fps -32 -7)
CCH_A_FWD_P_2 l   k FALSE DO NOT USE FOR ECTO Crouch Attack -10 -1 10 5 fps.  *soft notes (play control 5 fps -20 -1)
CCH_A_FWD_R_2 o   k FALSE crouch aim forward with rifle (2 handed).  Taken from soft file- cch_f_fwd_r_2. Crouch Attack -16 -4 13 5 fps.  *soft notes (play control 5 fps -32 -7)
CCH_ECCH2WALK_N_A_N o     FALSE transition from crouch to a crouch walk Scripted Events 17 22 6  
CCH_ECHOKEDEATH_N_N_N o k   FALSE Expriring from choking while crouched Scripted Events 58 77 20  
CCH_ECHOKEKNEES_N_N_N o k   FALSE on knees choking Scripted Events 50 57 8  
CCH_EHAWKCROUCH_N_A_N o     TRUE Special crouch pose for Hawk Scripted Events 0 9 10  
CCH_EHAWKDEATH_2BK_N_N o     TRUE Hwk getting shot while on his knees, to his side and ultimately to his back. Scripted Events 36 56 21  
CCH_EHAWKKNEES_N_N_N o     TRUE Hawk raged breathe cycle on his knees looking beat up. Scripted Events 0 23 24 8 fps
CCH_EHAWKKNEETLK_N_N_N o     TRUE Beat-up Hawk shaking his head, "John, don't.  It's Dekker." Scripted Events 25 34 10 5 fps
CCH_EHEADNOD_N_A_N o     FALSE Taken from cch_italk series.  Quick affirmative nod facing forward. Scripted Events 88 93 6  
CCH_EHEADSET_FRM_A_N o     TRUE Taking left hand away from left ear in crouch pose. Scripted Events 54 57 4  
CCH_EHEADSET_MID_A_N o     TRUE left hand to left ear in crouch pose talking into headset. Scripted Events 39 53 15  
CCH_EHEADSET_TO_A_N o     TRUE Bringning left hand to left ear in crouch pose. Scripted Events 35 38 4  
CCH_ENODLEFT_N_A_A o     FALSE look to the left and nod in affirmation.  From soft file cch_iready_n_a_a. Scripted Events 56 71 16  
CCH_ENODRIGHT_N_A_A o     FALSE look to the right and nod in affirmation.  From soft file cch_iready_n_a_a. Scripted Events 72 87 16  
CCH_ESCANTALK_LT_A_A o     FALSE Slowly scanning to the left…could be used for talking as well, but don't make the talking super obvious.   From soft file cch_iready_n_a_a (24-39). Scripted Events 12 19 8 5 frames per second
CCH_ESCANTALK_RT_A_A o     FALSE Slowly scanning to the right…could be used for talking as well, but don't make the talking super obvious.  From soft file cch_iready_n_a_a (40-55). Scripted Events 20 27 8 5 frames per second
CCH_ESTARTLE_RT_A_N o     TRUE Startled from the right while crouched.  Used primarily for John as Hawn rolls in and spooks him. Scripted Events 0 26 27  
CCH_ETALK_DWN_P_N o     FALSE Hawk talking through a grate below him to the player.  Generic speech. Scripted Events 0 8 9  
CCH_ETOSTAND_N_A_N o     FALSE Dekker slowly standing up (Scene 38) Scripted Events 0 34 35  
CCH_EWALK2CCH_N_A_N o     FALSE Crouch walk transition to crouched.  At the end of the cch_w loop. Scripted Events 12 16 5  
CCH_F_FWD_L_2 o   k FALSE crouch fire forward rocket launcher Crouch Attack 17 25 9  
CCH_F_FWD_M_2 l   k FALSE crouch fire machine gun forward.  Taken from soft file- cch_a_fwd_ms_2 Crouch Attack 16 17 2  
CCH_F_FWD_P_2 l   k FALSE DO NOT USE FOR ECTO Crouch Attack 0 4 5  
CCH_F_FWD_R_2 l   k FALSE fire rifle while crouched Crouch Attack 1 5 5  
CCH_F_FWD_S_2 l   k FALSE crouch fire forward shotgun.  Taken from soft file- cch_a_fwd_ms_2 Crouch Attack 0 5 6  
CCH_HLEANLTSHT_FRM_A_N o   o FALSE Transition from crouched leaning left around corner.  Intended as a client animation.

ONLY TWO FRAMES LONG!!!
Crouch 47 50 4  
CCH_HLEANLTSHT_FRM_L_2 o   o FALSE Transition from crouched leaning left around corner.  Intended as a client animation.

ONLY TWO FRAMES LONG!!!
Crouch 75 78 4  
CCH_HLEANLTSHT_MID_A_N o   o FALSE Crouched leaning left around corner aim breathe…5FPS.  Intended as a client animation. Crouch Attack 37 46 10 5 fps
CCH_HLEANLTSHT_MID_L_2 o   o FALSE Crouched leaning left around corner aim breathe…5FPS.  Intended as a client animation. Crouch Attack 65 74 10 5 fps
CCH_HLEANLTSHT_TO_A_N o   o FALSE Transition to crouched leaning left around corner.  Intended as a client animation.

ONLY TWO FRAMES LONG!!!
Crouch 34 37 4  
CCH_HLEANLTSHT_TO_L_2 o   o FALSE Transition to crouched leaning left around corner.  Intended as a client animation.

ONLY TWO FRAMES LONG!!!
Crouch 62 65 4  
CCH_HLEANRTSHT_FRM_A_N o   o FALSE Transition from crouched leaning right around corner.  Intended as a client animation.

ONLY TWO FRAMES LONG!!!
Crouch 31 34 4  
CCH_HLEANRTSHT_FRM_L_2 o   o FALSE Transition from crouched leaning right around corner.  Intended as a client animation.

ONLY TWO FRAMES LONG!!!
Crouch 59 62 4  
CCH_HLEANRTSHT_MID_A_N o   o FALSE crouched leaning right around corner aim breathe...5FPS.  Intended as a client animation. Crouch Attack 21 30 10 5 fps
CCH_HLEANRTSHT_MID_L_2 o   o FALSE crouched leaning right around corner aim breathe...5FPS.  Intended as a client animation. Crouch Attack 49 58 10 5 fps
CCH_HLEANRTSHT_TO_A_N o   o FALSE Transition to crouched leaning right around corner.  Intended as a client animation.

ONLY TWO FRAMES LONG!!!
Crouch 18 21 4  
CCH_HLEANRTSHT_TO_L_2 o   o FALSE Transition to crouched leaning right around corner.  Intended as a client animation.

ONLY TWO FRAMES LONG!!!
Crouch 46 49 4  
CCH_IREADY_N_A_A o     FALSE generic idle poaition while chrouched…use 5 FPS (Soft file frames 0-23) Idle 0 11 12 5 frames per second
CCH_ITALKPOSE_DWN_A_N o     FALSE Idle breathe chrouched while looking down.  Merges with etalk_dwn.  5FPS Scripted Events 11 20 10 5 fps
CCH_R_N_PK_N l     FALSE crouch run while holding the knife with right hand (or pistol) Crouch 0 5 6  
CCH_RAIM_FWD_MRS_2 l   k FALSE crouch run aiming machine gun/rifle/shotgun (can use for fire) Crouch Attack 0 5 6  
CCH_RAIM_FWD_P_2 l   k FALSE crouch run aim pistol with 2 hands (can use as fire) Crouch Attack 0 5 6  
CCH_RAIM_N_L_2 l   k FALSE crouch run aim rocket launcher (can use as fire).  THIS SHOULD BE USED AS THE NORMAL RUN CROUCH FOR GUYS WITH ROCKET LAUNCHERS (THEY ARE ALWAYS AIMING IT) Crouch Attack 0 5 6  
CCH_RSWIPE_N_K_N o     FALSE swiping with knife while crouch-running Crouch Attack 0 5 6  
CCH_SDEAD_2BK_N_N l   k FALSE guy shot while crouching (only crouch death available) Injury/Death 0 23 24  
CCH_SONKNEES_2FRNT_N_N o o k FALSE Guy on knees with hands behind head shot, falls to face. Injury/Death 16 36 21  
CCH_TLOBGRENADE_N_A_N l     FALSE crouch, throw grenade (lob overhead) Crouch Attack 0 21 22  
CCH_W_N_A_N o     FALSE crpouched over walk…brisk but not a jog. Crouch 0 11 12  
CCH_XCCHCOWER_N_A_N o k k FALSE male afraid cowering (looped).  Transitons with up and down. Fear 18 30 13 loop of guys cowering
CCH_XCCHCOWER_UP_A_A o k k FALSE guy stand up after cowering (transitions with "mid") Fear 0 10 11 reverse of the go into crouch cower from stand
CCH_XCCHCOWER2_MID_A_A o k k FALSE play in middle of previous anim (guy looks up and back down while cowering). Fear -3 20 24 look up durning loop of guys cowering
CCH_XCROUCH_UP_L_2 o   k FALSE crouch back to stand carrying rocket launcher (note he comes up from knee) Crouch 25 32 8  
CCH_XCROUCH_UP_MRS_2 o   k FALSE stand up from crouch aim carrying machine gun/rifle/shot gun Crouch 8 15 8  
CCH_XCROUCH_UP_PK_A o o k FALSE stand up from aim crouch carrying pistol/knife (anything in left hand) Crouch 8 13 6 dwn: 1-5 mid: 6-7 up: 8-15   Best if used for enemies with pisols and nothing in left hand (so they can hold pistol 2 handed in aim and shoot).  People carrying briefcases or anything else in left hand probably shouldn't be crouching at all.
CCH_XONKNEES_N_N_N o o k FALSE Hostage on knees with hands behind head.  Breathing. Scripted Events 0 14 15  
LB_ESLIDE_N_PK_N o     TRUE Character sliding down shaft on his back… 45 degree surface.  Missionm 7 level 2. Scripted Events 0 4 5 5 fps
LB_PCRAWL_BK_A_N l     FALSE Guy injured, crawling backwards.  NOTE:  MOST LIKELY HAS NOTHING IN HIS HANDS! Injury/Death 0 20 21  
LB_PGENERIC_N_N_N l     FALSE guy writhing on back with generin injury (arm over face).  Has a trasition "to" and from ("die").  Probably should die after 6 or 7 seconds. Injury/Death 0 27 28  
LB_PGENERICDIE_N_N_N l     FALSE transition to death from pgeneric after several seconds.  Based off of Softimage file-lb_pgenericdie_n_n_n_vrs4. Injury/Death 28 64 37  
LB_PGENERICTO_N_N_N o     FALSE transition to the pain loop after initial knock down Injury/Death 24 26 3  
LB_PHOLDLEG_LT_N_N l     FALSE lay on back holding left leg in pain (has transition "to" and from {"die"}).

DO NOT USE IF LEG SHOT OFF AT HIP--ONLY FOR PLAIN SHOT OR SHOT OFF AT KNEE
Injury/Death 17 41 25  
LB_PHOLDLEG_RT_N_N l     FALSE lay on back holding right leg in pain (has transition "to" and from {"die"}).

DO NOT USE IF LEG SHOT OFF AT HIP--ONLY FOR PLAIN SHOT OR SHOT OFF AT KNEE
Injury/Death 17 41 25  
LB_PHOLDLEGDIE_LT_N_N o     FALSE transition from right leg pain to dying. (happens after 6 or 7 seconds) Injury/Death 42 73 32  
LB_PHOLDLEGDIE_RT_N_N o     FALSE transition from left leg pain to dying. (happens after 6 or 7 seconds) Injury/Death 42 87 46  
LB_PHOLDLEGTO_LT_N_N o     FALSE transition to pain holding left leg after innitial knock down. Injury/Death 24 26 3  
LB_PHOLDLEGTO_RT_N_N o     FALSE transition to pain holding right leg after innitial knock down. Injury/Death 24 26 3  
LB_SAUTOFIRE_END_N_N o k k FALSE Always use after sautofire_loop.  ALSO use when a guy laying on back (dead or alive) is shot with a single fire weapon. Injury/Death 1 10 10  
LB_SAUTOFIRE_LOOP_N_N l k k FALSE Plays as guy getting shot with machine gun while on back (dead or alive).  Body shakes.  When firing stops, transition to sautofire_end. Injury/Death -15 -1 15  
LB_XGETUP_N_A_N l     FALSE get up from laying on back Stand Misc. Movement 0 34 35  
LB_XLEANUPSHOOT_N_P_N l     FALSE Guy dead on ground, leans up, and fires off a couple shots.  Dies. Injury/Death 2 52 51  
LB_XTWITCH2_N_N_N l     FALSE Dead guy twitching violently. (can play at any time, lay on back only) Injury/Death 1 17 17  
LF_SAUTOFIRE_END_N_N o k k FALSE plays after lf_autofire_loop.  ALSO use when guy laying on front gets shot with single fire weapon.  (also use when guy gets shot in prone position!) Injury/Death 1 10 10  
LF_SAUTOFIRE_LOOP_N_N o k k FALSE guy laying dead or alive on front getting shot with automatic weapon.  Shots stop, play sautofire_end.  (also use when guy gets shot in prone position!) Injury/Death -15 -1 15  
LS_XGETKICKED_N_N_N o o   FALSE NPC laying on left side getting kicked.  Looped laying on side, afraid, shaking in pain!  If you shoot him, goes into lb_sautofire anim. Scripted Events 0 14 15  
PRN_A_N_A_2 o     FALSE aim OR fire any weapon in prone position. Prone 30 35 6 4 fps
PRN_C_N_A_2 l     FALSE Prone low crawl carrying any weapon 2 handed Prone 0 7 8  
PRN_XCOVERHEAD_FRM_A_A o k   FALSE transition from the coverhead Prone 34 37 4 filename:std_xgoprone_n_a_a frames: 35 to 40
PRN_XCOVERHEAD_N_A_A o k k FALSE looped anim of prone head covered (enemies and NPCs).  Especially good for scripted events of NPCs on ground, captured by baddies. Prone 38 48 11  
PRN_XCOVERHEAD_TO_A_A o k k FALSE transition to prn_xcoverhead_n_a_a.  Transition from std_xgoprone_n_a_a OR any of the aims. Prone 49 52 4  
PRN_XFALLING_N_N_N o     FALSE falling from high place death, looped Injury/Death 18 24 7 std_sfallfwd_2frnt_n_n
PRN_XFALLLAND_N_N_N o     FALSE hitting the ground on stomach.  Bounce and death. Injury/Death 25 35 11 std_sfallfwd_2frnt_n_n frames 25-35
PRN_XTOSTAND_N_A_A o k   FALSE Prone position to stand from any prone position except coverhead Prone 58 73 16 filename:std_xgoprone_n_a_a 60 to 73
SI_EWALLFEAR_N_A_N o     FALSE putting hand (left hand especially) up to sheild head from falling objects.  Dekker death Scripted Events 32 41 10  
SI_EWALLFEAR_N_A_N o     FALSE putting hand (left hand especially) up to sheild head from falling objects.  Dekker death Scripted Events 32 41 10  
SI_EWALLIDLE_N_A_N o     FALSE laying against a wall breathing (dekker) Scripted Events 0 19 20  
SI_EWALLTALK_N_A_N o     FALSE talking loop to fit in with the wallidle Scripted Events 21 30 10  
SI_ISIT_N_A_A o     FALSE guy sitting idle with any weapon Idle -12 -1 12 export at 5 fps (soft notes -24 - -1 change play control to 5 fps
SI_XALERTSTAND_UP_A_A o     FALSE guy stands up from sitting idle (alerted) Stand Misc. Movement 0 22 23  
SI_XBYWALL_N_N_N l     FALSE guy dead or passed out sitting, leaning against wall.  One frame Scripted Events 1 1 1  
STD_A_DWN_L_2 o   k FALSE aim or fire launcher down (1 frame anim).  Take pose from aim fwd rocket launcher.  Use second frame of animation- first frame is up. Stand Attack 35 35 1  
STD_A_DWN_MRS_2 o   k FALSE stand aiming down with mrs 2 handed (1 FRAME ANIM!)  Make match pose of mrs aim forward.  Taken from soft file, std_a_fwd_ms_2.  Exported with 2 frames, (up/down) Stand Attack 19 19 1  
STD_A_DWN_P_2 o   k FALSE stand aiming down with pistol 2 handed (1 FRAME ANIM!).  Make match pose of pistol aim forward 2 handed.   Taken from soft file std_f_fwd_p_2.  Exported with 2 frames (up/dwn). Stand Attack 31 32 2  
STD_A_FWD_L_2 o   k FALSE aim fwd with launcher (breathe).  Use pose from fire launcher anim.  5 fps.  *soft notes (play control 5 fps -32 -7) Stand Attack -16 -4 13  
STD_A_FWD_MS_2 o   o FALSE stand, aiming machine gun OR shotgun  5 fps.  *soft notes (play control 5 fps -32 -7) Stand Attack -16 -4 13  
STD_A_FWD_P_2 o   o FALSE stand aim pistol 2 handed  5 fps.  *soft notes (play control 5 fps  4  23) Stand Attack 2 11 10  
STD_A_FWD_P_CB o k   TRUE stand aim pistol 1 handed, briefcase/bat/nothing in left hand

WILL WE EVER USE?  TALK TO STEVE. . .
Stand Attack -16 -4 13 use also as auto shoot  5 fps.  *soft notes (play control 5 fps -32 -7)
STD_A_FWD_R_2 o   o FALSE stand aim rifle.  From soft file std_ashuffle_n_r_2 Stand Attack -32 -7 26  
STD_A_UP_L_2 o   k FALSE aim up with launcher (1 frame anim).  Take pose from aim fwd rocket launcher.  Use first frame of animation- second frame is down. Stand Attack 34 34 1  
STD_A_UP_MRS_2 o   k FALSE stand aiming up with mrs (1 FRAME ANIM!).  Make rougly match aim forward with ms.  Taken from soft file, std_a_fwd_ms_2.  Exported with 2 frames, (up/down) Stand Attack 18 18 1  
STD_A_UP_P_2 o   k FALSE stand aiming up with pistol 2 handed (1 FRAME ANIM!)   Taken from soft file std_f_fwd_p_2.  Exported with 2 frames (up/dwn). Stand Attack 31 31 1  
STD_ASHUFFLE_N_L_2 o   k FALSE shuffle holding rocket launcher (right or left).  Same shuffle as below but with rocket (see other anims for how rocket held) Stand Misc. Movement -6 -1 6  
STD_ASHUFFLE_N_MS_2 o   k FALSE shuffle right or left aiming mach gun or shotgun.     Taken from soft file Std_a_fwd_ms_2. Stand Misc. Movement -6 -1 6  
std_ashuffle_n_p_2 o   k FALSE shuffle right or left while aiming pistol 2 handed Stand Misc. Movement 24 29 6  
std_ashuffle_n_p_a o k   FALSE Shuffle right or left while aiming pistol one handed (replace what is there now) taken from soft file- std_a_fwd_p_cb Stand Misc. Movement -6 -1 6  
std_ashuffle_n_r_2 o   k FALSE shuffle right or left aiming rifle (replace what is there) Stand Misc. Movement -6 -1 6  
STD_ATALK_FWD_P_2 o     TRUE aiming with 2hands on pistol while talking   0 9 10 5 fps
STD_ATHREAT_DWN_P_N o     FALSE Aiming pistol at head level of a guy sitting, on knees or crouching...body more askew in a threatening pose  5 fps.  *soft notes (play control 5 fps 1 20) Stand Attack 1 9 9 5 fps
STD_ATHREAT_FWD_P_N o     FALSE Aiming pistol at head level...body more askew in a threatening pose  5 fps.  *soft notes (play control 5 fps 1 20) Stand Attack 1 9 9  
STD_ATHREATSHT_DWN_P_N o     FALSE Aiming pistol at head level of a guy sitting, on knees or crouching...body more askew in a threatening pose…shooting hostage. Stand Attack 0 14 15  
STD_ATHREATYEL_DWN_P_N o     FALSE Aiming pistol at head level of a guy sitting, on knees or crouching...body more askew in a threatening pose…yelling at hostage while still keeping a bead on the hostages head. Stand Attack 1 9 9 5 fps
STD_ATHREATYEL_FWD_P_N o     FALSE Aiming pistol at head level...body more askew in a threatening pose and yelling at hostage…gun keeping a bead on hostage's head Stand Attack 1 9 9  
STD_EBUSTGLASS_N_MRS_2 o     FALSE Character breaking through a window with the tip of his weapon.  Should be a violent action. Scripted Events 0 9 10  
STD_ECHOKEKNEES_TO_N_N o k   FALSE falling to knees from chokeing animation Scripted Events 8 49 42  
STD_ECHOKESHOOT_N_A_N o     FALSE From shoking stand animation to falling down and accidently shooting gun while doing so. Injury/Death 8 27 20  
STD_ECLIMBLEDG_DWN_A_N o     FALSE lowering self off over a ledge…match up with "std_eclimbledg_mid_a_n" Scripted Events 0 20 21  
STD_ECLIMBLEDG_MID_A_N o     FALSE hanging off  of a ledge breathing 5 FPS  amtch up with the other ledge animations. Scripted Events 20 29 10 5 fps
STD_ECLIMBLEDGE_UP_A_N o     FALSE Character pulling self up and over a ledge and standing up Scripted Events 0 27 28  
STD_ECLIMBSHAFT_N_A_N o     FALSE Hawk climbing into ventelator shaft.  Hight=32 (mission 7 level 3)  Designers will likely have to no clip the charactrer to make this work.  This is a horizontal crawl. Scripted Events 0 20 21  
STD_ECOMEHERE_N_A_N o     FALSE Character waving someone to "come hither" to and from idle position. Scripted Events 0 14 15  
STD_EDKRAIM_N_A_N o     TRUE Dekker looking at john while he has the gun pointed at hawks head.  5FPS and trans with other edkr moves Scripted Events 0 9 10 5 fps
STD_EDKRAIMLK_FWD_A_N o     TRUE Dekker looking away from hawk to john as he enters the room.  All the while he has the gun pointed at hawks head. Scripted Events -5 -1 5 5 fps
STD_EDKRAIMTALK_N_A_N o     TRUE Dekker ltalking to john as he has the gun pointed at hawks head. Scripted Events 10 19 10 5 fps
STD_EDKRFIRELK_RT_A_N o     TRUE Dekker looking back to hawk as john watches helplessly & shoots hawk. Scripted Events 20 38 19  
STD_EDROPCROUCH_N_A_A o     FALSE guy falling through air and landing, ends up in crouch position.  Especially good for special events, like guys falling from vents in ceiling.  Surprise factor. Scripted Events 8 22 15  
STD_EDROPGRENADE_N_A_N o     FALSE throwing a grenade down off of a ledge or into a manhole more of a  vertical downward throw. Scripted Events 0 19 20  
STD_EEXAMINEWALL_N_A_N o     FALSE Character looking at a controll pannel.  Match up with the std_epushbuttons… Scripted Events 62 131 70  
STD_EFALLDEATH_N_N_N o     FALSE A guy in verticle position falling  and flailing Injury/Death 18 24 7  
STD_EFALLIMPACT_N_N_N o     FALSE The impact to go along with std_efalldeath_n_n_n crumpling and bouncing from the impact. This animation should have him end up on his stomach. Injury/Death 27 38 12  
STD_EFLIPTABLE_N_A_N o     FALSE Character flipping a table over to offer cover in front of him Scripted Events 0 13 14  
STD_EFRMSHADOW_N_MRS_2 o     FALSE Sneaking out of the shadows and taking a quick look around. Scripted Events 0 39 40  
STD_EFRMSHADOW_N_P_N o     FALSE Sneaking out of the shadows and taking a quick look around.  Gun un up position.  Transition into "STD_IGUNUP_N_A_N" Scripted Events 0 38 39  
STD_EGANGSALUTE_N_A_N o     FALSE Gang style salute…cross arms in front  (left arm in front) then the left arm jutting forward. Scripted Events 0 16 17  
STD_EHANDTALK_FRM_P_N o     FALSE taking hand away from face and returning to idle position Scripted Events 20 26 7  
STD_EHANDTALK_N_P_N o     FALSE generic talking into left hand loop Scripted Events 12 19 8  
STD_EHANDTALK_TO_MRS_N o     FALSE Transition to  handtalk …..Character talking into a hand mounted comunicator.  Transition from alert ready Scripted Events 0 11 12  
STD_EHANDTALK_TO_P_N o     FALSE Character taking an invisible communicator from his belt and bringing it up to his mouth Scripted Events 0 11 12  
STD_EHANDTLK_FRM_MRS_N o     FALSE Transition from handtalk.. Transitions into idle alert. Scripted Events 20 26 7  
STD_EHEADNOD_N_A_N o     FALSE nodding afirmatively…not vigorously.  Interfaces with the etalk serries   66 67 2  
STD_EHEADSET_FRM_P_N o     FALSE Transition back to ialert Scripted Events 54 57 4  
STD_EHEADSET_MID_P_N o     FALSE loop whith left hand to left ear.  Very, very subtle talking more of just a breathe. Scripted Events 39 53 15  
STD_EHEADSET_TO_P_N o     FALSE Character bringing left hand up to touch left ear to activate his comlink.  Transition from ialert. Scripted Events 35 38 4  
STD_EHEADSHAKE_N_A_N o     FALSE Shaking head negatively…not vigorously though.  Interfaces with the etalk serries. Scripted Events 46 55 10  
STD_EJUMPRAIL_N_A_N o     FALSE Plants hand on a 32 unit tall railing and vaults over transitions into std_jdrop… Scripted Events 0 9 10  
STD_ELEADERWAVE_N_N_N o     TRUE dictator waving to crowd Scripted Events 0 20 21 6 fps
STD_ENIPPLETWEAK_N_A_N o     TRUE grabbing another characters nipples, twisting and then yanking down. Scripted Events 0 0 0  
STD_EOFFLADDER_UP_A_N o     FALSE getting to the top of a ladder and climbing up on to the "ground" Scripted Events 46 77 32  
STD_EPOUNDDOOR_N_A_N o     FALSE Pounding fist on a door or wall in deseration…let me out! Scripted Events 0 5 6  
STD_EPUSHBUTTONH_N_A_N o     FALSE dekker leaning over and pushing button in scene 75 on a horizontal (32 pixel) surface.  "You killed my brother!" Scripted Events 0 47 48  
STD_EPUSHBUTTONS_N_N_N o     FALSE Character pressing buttons on a wall mounted control pannel.  We can use a voyager animation from crew 4: "console a -or- b". Scripted Events 0 32 33 We may wan to go back and split this up  to have a loopable middle.  Or make it work with a normal idle.
STD_EPUSHCRATE_N_A_N o     FALSE Character bearing into a crate full fore with right shoulder and left hand pushing it along the ground.  Could be used for pushing crates off of high places onto the player. Scripted Events 0 17 18  
STD_ERAGEIDLE_N_P_N o     FALSE This is a 1 frame looping idle taken from the last frame of erageshoot. Idle 30 30 1  
STD_ERAGESHOOT_N_P_N o     FALSE Sabre gets very angry, looks to his right and shoots an inocent who is crouched or kneeling on the ground. Scripted Events 0 30 31  
STD_ESABREMOCK_N_A_N o     FALSE Mantis looking down from a train, mocking our heros by  laughing dementedly with crossed arms. Idle -4 32 37  
STD_ESALUTATIONS_N_A_N o   k FALSE mullins and taylor great each other with a slight nod Scripted Events 0 3 4 5 fps
STD_ESALUTE_FRM_A_N o     FALSE Going from salute pose to idle with a snap of the hand.  Crisp and militaristic. Scripted Events 6 12 7  
STD_ESALUTE_FRM_MRS_N o     FALSE Going from salute pose to idle with a snap of the hand.  Crisp and militaristic. Scripted Events 6 12 7  
STD_ESALUTE_N_A_N o     FALSE looping few frames in saulute pose with left hand Scripted Events 5 6 2  
STD_ESALUTE_N_MRS_N o     FALSE looping couple of frames in saulute pose with left hand Scripted Events 5 6 2  
STD_ESALUTE_TO_A_N o     FALSE Going from idle to salute animation using left hand….snappy Scripted Events 0 4 5  
STD_ESALUTE_TO_MRS_N o     FALSE Going from idle to salute animation using left hand….snappy Scripted Events 0 4 5  
STD_ESIGNALALARM_N_A_N o     FALSE Looking to the side and signalling to sound the alarm Scripted Events 0 13 14  
STD_ESIGNALWAVE_N_A_N o     TRUE waving with both hands high in air. Scripted Events 0 9 10  
STD_ESPIN180_LT_A_N l     FALSE spin 180 degrees from a normal idle position to an ialert pose (as if to turn toward enemy).  To the left. Scripted Events 0 8 9  
STD_ESPIN180_RT_A_N l     FALSE spin 180 degrees from a normal idle position to an ialert pose (as if to turn toward enemy). To the right. Scripted Events 0 8 9  
STD_ESUPRISE90_LT_A_N o     FALSE quick look right and and then turn 90.  Ends up facing 90 degrees from start. Scripted Events -13 -6 8  
STD_ETALK_FRM_A_N o     FALSE transition to istand from etalk serries Scripted Events -8 -5 4  
STD_ETALK_N_A_N o     FALSE A generic talking loop used for non-specific talking during cinematics or scripted events. This is a very subtle talking loop as opposed to some of the idle talking loops. Works with:

std_etalkright_n_a_n

std_etalkleft_n_a_n

std_etalkboth_n_a_n
Scripted Events 0 25 26  
STD_ETALK_TO_A_N o     FALSE transition to etalk serries from istand Scripted Events -4 -1 4  
STD_ETALK_UP_A_N o     FALSE Character talking at an upward angle Scripted Events 0 25 26  
STD_ETALKBOTH_N_A_N o     FALSE generic talking with a breif conversational gesture with both hands.  This animation transitions to and from std_etalk_n_a_n.

Works with:

std_etalkright_n_a_n

std_etalkleft_n_a_n

std_etalk_n_a_n
Scripted Events 34 40 7  
STD_ETALKLEFT_N_A_N o     FALSE generic talking with a breif conversational gesture from the left hand.  This animation transitions to and from std_etalk_n_a_n.

Works with:

std_etalkright_n_a_n

std_etalk_n_a_n

std_etalkboth_n_a_n
Scripted Events 26 33 8  
STD_ETALKLKLT_FRM_A_N o     FALSE Transition form "etalklklt_mid"  to std_etalk_n_a_n. Scripted Events -10 -6 5  
STD_ETALKLKLT_MID_A_N o     FALSE standing talk loop looking to the left…to be linked up with "etalklklt_to" and " "etalklklt_frm" Scripted Events 0 25 26  
STD_ETALKLKLT_TO_A_N o     FALSE Transition from std_etalk_n_a_n to looking to the left…to be linked up with "etalklklt_mid" Scripted Events -5 -1 5  
STD_ETALKLKRT_FRM_A_N o     FALSE Transition form "etalklkrt_mid"  to std_etalk_n_a_n. Scripted Events -10 -6 5  
STD_ETALKLKRT_MID_A_N o     FALSE standing talk loop looking to the left…to be linked up with "etalklkrt_to" and " "etalklkrt_frm" Scripted Events 0 25 26  
STD_ETALKLKRT_TO_A_N o     FALSE Transition from std_etalk_n_a_n to looking to the right…to be linked up with "etalklklt_mid" Scripted Events -5 -1 5  
STD_ETALKRIGHT_N_A_N o     FALSE generic talking with a breif conversational gesture from the right hand.  This animation transitions to and from std_etalk_n_a_n.

Works with:

std_etalk_n_a_n

std_etalkleft_n_a_n

std_etalkboth_n_a_n
Scripted Events 41 45 5  
STD_ETOAIM_N_P_2 o     FALSE Character quickly pulling gun up to an aim position from an idle of some sort…doesn't need to transition perfectly from anything because it’s a fast movement. Scripted Events -60 -56 5 15 fps
STD_ETORUN_N_MRS_2 o     FALSE transition from Idle to run Scripted Events 0 4 5  
STD_ETORUN_N_P_N o     FALSE transition from Idle to run Scripted Events 171 176 6  
STD_ETURN90_LT_A_N o     FALSE Truning in place 90 degree to the left.  Interfaces with normal idle Scripted Events 0 11 12  
STD_ETURN90_RT_A_N o     FALSE Truning in place 90 degree to the right.  Interfaces with anormal idle Scripted Events 0 11 12  
STD_ETYPING_N_N_N o     FALSE character typing in keyboard at table level while standing. Scripted Events 0 23 24  
STD_EWALL2WALK_N_MRS_2 o     FALSE Transition of character going from std_ewallidle_n_mrs_2 into a walk Scripted Events 70 73 4  
STD_EWALL2WALK_N_PK_N o     FALSE up against the wall transitioning into a walk cycle Scripted Events 70 74 5  
STD_EWALLIDLE_N_MRS_2 o     FALSE Character pressed up against a wall holding gun close Scripted Events 0 19 20  
STD_EWALLIDLE_N_PK_N o     FALSE Standing pressed up against a wall breathing hands down to the side. Scripted Events 0 19 20  
STD_EWALLLOOK_LT_MRS_2 o     FALSE Pressed up against a wall looking left breifly.  Transitions in and out of std_ewallidle_n_mrs_n. Scripted Events 45 69 25  
STD_EWALLLOOK_LT_PK_N o     FALSE looking to the left breifly and then back.  Transitions in and out of std_ewallidle_n_pk_n. Scripted Events 45 69 25  
STD_EWALLLOOK_RT_MRS_2 o     FALSE Character looking to the right breifly and then back.  Transistions into and out of std_ewallidle_n_mrs_2 Scripted Events 20 44 25  
STD_EWALLLOOK_RT_PK_N o     FALSE Character breifly looking to the right and then back.  Transitions in and out of std_ewallidle_n_pk_n. Scripted Events 20 44 25  
STD_EWALLWALK_LT_PK_N o     TRUE pressed up against a wall walking sideways Stand Walk/Run 0 7 8  
STD_EWHIRL_RT_A_N o     TRUE John whirling to his right.  Happens right after Hawn shoots someone on the other side of the glass.  John should be surprised. Scripted Events 1 8 8  
STD_EWRENCHH_FRM_N_N o     FALSE Transition from wratcheting to idle horizontal Scripted Events 22 26 5  
STD_EWRENCHH_N_N_N o     FALSE Ratcheting a wrnech on a horizontal surface…perhaps a vehical engine Scripted Events 15 21 7  
STD_EWRENCHH_TO_N_N o     FALSE Transition to ratcheting a wrench  on a horizontal surface Scripted Events 0 14 15  
STD_EWRENCHV_FRM_N_N o     FALSE Coming from ratcheting animation on a verticle surface. Scripted Events 22 26 5  
STD_EWRENCHV_N_N_N o     FALSE ratchetting a wrench on a vertical surface Scripted Events 15 21 7  
STD_EWRENCHV_TO_N_N o     FALSE Going to ratchetting a wrench on a vertical surface Scripted Events 0 14 15  
STD_EYELL_N_A_N o     FALSE Brute Yelling "Hury up..they'l be here soon" Scripted Events 15 24 10  
STD_F_FWD_L_2 l   k FALSE stand, fire launcher Stand Attack 0 8 9  
STD_F_FWD_M_2 o   k TRUE stand fire machine gun.  From soft file std_a_fwd_ms_2 Stand Attack 2 3 2 MALE
STD_F_FWD_P_2 l   k FALSE stand fire pistol 2 handed Stand Attack 0 4 5  
STD_F_FWD_P_CB l k   TRUE stand fire pistol 1 handed, briefcase/bat/sword in left.  Taken from soft file- std_a_fwd_p_cb. Stand Attack 0 3 4  
STD_F_FWD_R_2 l   k FALSE stand fire rifle.  From soft file std_ashuffle_n_r_2 Stand Attack 1 5 5  
STD_F_FWD_S_2 l   k FALSE fire shot gun, automatic cock.     Taken from soft file Std_a_fwd_ms_2. Stand Attack 0 5 6  
STD_F2ININJA_N_P_N o     FALSE transition from std_f_fwd_n_p_n to std_ininja_n_p_cb   1 4 4  
STD_FATTITUDE_N_P_A l k   FALSE stand fire pistol with attitude (like skinhead or tough drug/mafia guy).  Esp. good for execution scripted events. Stand Attack 2 34 33  
STD_FAUTOSWEEP_N_M_2 l     FALSE fire machine gun with sweeping action Stand Attack 4 13 10  
STD_FAUTOSWEEP_N_PM_A l     FALSE stand firing SINGLE HANDED auto pistol/ingram or other automatic light weapon in sweeping motion.  CURRENTLY NOT USED! Stand Attack 0 26 27  
STD_FAUTOSWEEP_UP_M_A o     FALSE used for dekker shooting at the ceiling (40 degrees)  at the end of the game…lengthen out the sweeping portion of it to accommodate designer's needs. Stand Attack 0 27 28  
STD_FCORNERPEAK_LT_M_2 l     FALSE Peak around corner, fire an automatic burst, and return to cover Stand Attack 0 28 29 quake_ground must atay in the same place…a satalite entity will cover the character's movement outside of his bounding box.  Spins out from the wall now.
STD_FCORNERPEAK_LT_P_A l     FALSE Peak around corner, fire 2 shots (pistol), and return to cover Stand Attack 0 19 20 quake_ground must atay in the same place…a satalite entity will cover the character's movement outside of his bounding box.  Spins out from the wall now.
STD_FCORNERPEAK_RT_M_2 l     FALSE Peak around corner, fire an automatic burst, and return to cover Stand Attack 0 28 29 quake_ground must atay in the same place…a satalite entity will cover the character's movement outside of his bounding box.  Spins out from the wall now.
STD_FCORNERPEAK_RT_P_A l     FALSE Peak around corner, fire 2 shots (pistol), and return to cover Stand Attack 0 19 20 quake_ground must atay in the same place…a satalite entity will cover the character's movement outside of his bounding box.  Spins out from the wall now.
STD_FGANGBANGER_N_M_2 l     FALSE Violent machine gun bursts (gun held up high and thrust forward during shots).  Use esp. for skinheads/punk/mob guys?  CURRENTLY NOT USED! Stand Attack -2 18 21  
STD_FRAPID_N_P_2 o     TRUE Shooting very rapidly 20 FPS…a loop of 4 frames. Stand Attack 0 3 4 20 fps
STD_FRAPIDSWEEP_LT_P_2 o     FALSE Firing 8 shots from right to left Stand Attack 10 37 28 15 fps
STD_FSWATSTYLE_FWD_M_2 l     FALSE Stand fire with gun right up to face as if aiming.  Hunched shoulders.  Use for more high tech and official guys (esp. swat and Black Raiders)  CURRENTLY NOT USED! Stand Attack 0 15 16  
STD_FVIOLENT_DWN_M_2 l     FALSE stand fire machine gun down violently (as if over ledge or at victim on floor) Stand Attack 0 32 33  
STD_FVIOLENT_DWN_P_N l     FALSE stand fire pistol down violently (as if over ledge or at victim on floor) Stand Attack 0 46 47  
STD_HLEANLTSHT_FRM_A_N o   o FALSE Transition from leaning left around corner.  Intended as a client animation.

ONLY TWO FRAMES LONG!!!
Stand Misc. Movement 49 52 4  
STD_HLEANLTSHT_FRM_L_2 o   o FALSE Transition from leaning left around corner.  Intended as a client animation.

ONLY TWO FRAMES LONG!!!
Stand Misc. Movement 62 65 4  
STD_HLEANLTSHT_MID_A_N o   o FALSE leaning left around corner aim breathe…5FPS.  Intended as a client animation. Stand Attack 39 48 10 5 fps
STD_HLEANLTSHT_MID_L_2 o   o FALSE Leaning left around corner aim breathe…5FPS.  Intended as a client animation. Stand Attack 52 61 10 5 fps
STD_HLEANLTSHT_TO_A_N o   o FALSE Transition to leaning left around corner.  Intended as a client animation.

ONLY TWO FRAMES LONG!!!
Stand Misc. Movement 36 39 4  
STD_HLEANLTSHT_TO_L_2 o   o FALSE Transition to leaning left around corner.  Intended as a client animation.

ONLY TWO FRAMES LONG!!!
Stand Misc. Movement 49 52 4  
STD_HLEANRTSHT_FRM_A_N o   o FALSE Transition from leaning right around corner.  Intended as a client animation.

ONLY TWO FRAMES LONG!!!
Stand Misc. Movement 33 36 4  
STD_HLEANRTSHT_FRM_L_2 o   o FALSE Transition frm leaning right around corner.  Intended as a client animation.

ONLY TWO FRAMES LONG!!!
Stand Misc. Movement 59 62 4  
STD_HLEANRTSHT_MID_A_N o   o FALSE leaning right around corner aim breathe...5FPS.  Intended as a client animation. Stand Attack 23 32 10 5 fps
STD_HLEANRTSHT_MID_L_2 o   o FALSE Leaning right around corner aim breathe…5FPS.  Intended as a client animation. Stand Attack 36 45 10 5 fps
STD_HLEANRTSHT_TO_A_N o   o FALSE Transition to leaning right around corner.  Intended as a client animation.

ONLY TWO FRAMES LONG!!!
Stand Misc. Movement 20 23 4  
STD_HLEANRTSHT_TO_L_2 o   o FALSE Transition to leaning right around corner.  Intended as a client animation.

ONLY TWO FRAMES LONG!!!
Stand Misc. Movement 33 36 4  
std_Iadjust_n_l_2 o     FALSE Rocket launcher guy standing around adjusting launcher on shoulder Idle 15 27 13  
STD_IALERT_N_MRS_2 o   k FALSE stand idle alert (guarding something) with machine gun/rifle/shotgun  5 fps.  *soft notes (play control 5 fps 0  34) Idle 0 16 17  
STD_IALERT_N_P_N o k k FALSE stand idle alert (guarding something) with pistol Idle 0 16 17 Use when enemies are guarding something or on edge.  Not just standing around casually.  Danger is imminent.  5 fps.  *soft notes (play control 5 fps 0 34)
STD_IALERTLK_LT_MRS_2 o     FALSE idle alert, guarding something quick glance left Idle -12 -1 12 Use when enemies are guarding something or on edge.  Not just standing around casually.  Danger is imminent.
std_Ialertlk_lt_p_n o     FALSE idle alert, guarding something quick glance left  (transitions to and from std_ialert. . .) Idle -12 -1 12  
std_Ialertlk_rt_mrs_2 o     FALSE idle alert, guarding something quick glance right  (transitions to and from std_ialert. . .) Idle -38 -27 12  
std_Ialertlk_rt_p_n o     FALSE idle alert, guarding something quick glance right  (transitions to and from std_ialert. . .) Idle -37 -26 12  
std_Ialerttrn_lt_mrs_2 o     FALSE idle alert, guarding something turn back left  (transitions to and from std_ialert. . .) Idle -25 -13 13  
std_Ialerttrn_lt_p_n o     FALSE idle alert, guarding something turn back left  (transitions to and from std_ialert. . .) Idle -25 -13 13  
std_Ialerttrn_rt_mrs_2 o     FALSE idle alert, guarding something turn back right  (transitions to and from std_ialert. . .) Idle -51 -39 13  
std_Ialerttrn_rt_p_n o     FALSE idle alert, guarding something turn back right  (transitions to and from std_ialert. . .) Idle -50 -38 13  
STD_ICLEANGUN2_N_MRS_2 o     FALSE From the istand_n_mrs_2, enemy lifts guns, checks and wipes off.  Basic variation of the idle.  Transitions back to istand. Idle 0 44 45  
STD_ICLEANGUN2_N_PK_N o     FALSE guy wipes gun.  Transition to and from std_istand_n_a_a is included in the animation Idle 0 44 45  
STD_IETALKPOSE_N_A_N o     FALSE Idle for talking people transitions with the to and frm of etalk…5 FPS Scripted Events 0 12 13 5 fps
STD_IETALKPOSE_RT_A_N o     FALSE idle breathe looking right.  2 frames long Idle 46 47 2 1 fps
STD_IGUNUP_N_A_N o     FALSE Idle breathe with the gun in the up position.  From the Soft file std_efrmshadow_n_p_n (39-58). Idle 20 28 9 5 fps.  Joins with std_efrmshadow_n_p_n.  Also taken from that soft scene.
STD_IGUNUPLOOK_N_A_N o     TRUE Scan around idle that matches up with "STD_IGUNUP_N_A_N".  See if we could get away with a lower frame rate…not necessarilly 5 FPS though.  Mark the resultant frame rate under notes if it is different than 10 fps. Scripted Events 59 74 16 5fps
STD_ILEAN_N_P_N o     FALSE leaning forward with hands on a 32 unit tall rail. Looking straight ahead and down, breathing, interfaces with the ILEANLOOK series  5 fps.  *soft notes (play control 5 fps 91  110) Scripted Events 46 55 10  
STD_ILEANLOOK_FRM_PK_A o     FALSE transition back to I_stand  From looking over railing Idle 67 90 24 transitions to and from std_istand_n_a_a???



Softimage filename: std_ileanlook_n_pk_n
STD_ILEANLOOK_MID_PK_A o     FALSE looking over railing Idle 18 66 49 transitions to and from std_istand_n_a_a???



Softimage filename: std_ileanlook_n_pk_n
STD_ILEANLOOK_TO_PK_A o     FALSE transition to leaning on railing from I_stand_p Idle 0 17 18 transitions to and from std_istand_n_a_a???



Softimage filename: std_ileanlook_n_pk_n
STD_ILOOKING_N_A_A l k   FALSE Guy looking over shoulders.  Transitions to and from std_istand_n_a_a.  Do not use on guys holding longer weapons (like minimi, sniper rifle).  Could be use for shot gun, ingram if desired) Idle 37 101 65 Filename: std_istand_allmocaps_a_a frames 35-101
STD_ILOOKING_N_MRS_2 o     FALSE guy looks right and left, transitions to and from std_istand_n_mrs_2 Idle 37 101 65 is saved under file std_istand_mrs
std_Imonitor_n_a_n o     FALSE cuts in on istand.  Use only for guys looking at monitors.  Guy looks back and forth, scanning information in front of him.  Taken from soft file -std_imonitorup_n_a_n. Idle 62 131 70  
STD_IMONITORUP_N_A_N o     FALSE guy staring up at a high monitor.  Do not use on guys holding longer weapons (like minimi, sniper rifle).  Could be use for shot gun, ingram if desired).  Add cut into "imonitorup2" as variation.  From Soft  database-std_imonitorup2_n_a_n Idle 62 131 70 looking up at monitor
STD_IMONITORUP2_N_A_N o     FALSE Cut in for variation of Imonitorup.  In this, guy looks back and forth, holds chin, points. Taken from soft file- std_imonitorup_n_a_n. Idle 1 61 61  
STD_ININJA_N_P_N o     FALSE Ninja stance idle breathe Idle 0 23 24  
STD_IPISS_N_A_A o     FALSE enemy taking a piss at urinal (one frame) Scripted Events 1 1 1  
std_Ishift_n_a_n     o FALSE Idle movement, brings hand to neck and rubs.  Originates from and returns to std_I_n_a_a for the female. Idle 12 55 44  
std_Ishiftlook_n_l_2 o     FALSE Rocket launceher guy shifting weight and looking casually to the left.  Returns to normal state. Idle 0 14 15  
STD_ISMOKE_FRM_A_N o     FALSE Guy flicks cig down and stamps out.  Trans back into istand with p. Idle 95 132 38  
STD_ISMOKE_N_A_N o     FALSE Taking a drag from a cigarette and then flicking the asches while looking around.  Do not use on guys holding longer weapons (like minimi, sniper rifle).  Could be use for shot gun, ingram if desired) Idle 0 49 50  
STD_ISMOKE_TO_A_N o     FALSE From istand with pistol, he lights cig and starts smoking Idle 50 94 45  
STD_ISPIT_N_MRS_2 o     FALSE transitions with base mrs idle.  Guy simply leans forward a little and spits.  Trans back to mrs istand. Idle 0 34 35  
STD_ISTAND_N_A_N     l TRUE Stand idle breathe (female) Idle 0 11 12  
STD_ISTAND_N_A_N l k   FALSE the stand from which almost everything originates.  Do not use on guys holding longer weapons (like minimi, sniper rifle).  Could be use for shot gun, ingram if desired) Idle 0 17 18 Filename: *soft notes std_istand_allmocaps_a_a frames 0-34, change play control to 5.  Export at 5fps
STD_ISTAND_N_MRS_2 o     FALSE stand idle with machine gun/rifle/shotgun Idle 0 17 18 soft notes (frames 0-34 - change playcontrol to 5 fps)
STD_ISTRETCH_N_A_A l k   FALSE stretch, transition to and from std_istand_n_a_a.  Do not use on guys holding longer weapons (like minimi, sniper rifle).  Could be use for shot gun, ingram if desired) Idle 102 168 67 Filename: std_istand_allmocaps_a_a frames 102-168
std_Istretch_n_mrs_2 o     FALSE idle stretch carrying machine gun/rifle/shotgun.  Transitions to and from std_istand_n_mrs_2 Idle 102 169 68  
STD_ITALK_N_A_N o     FALSE guy talking.  Can loop or transition with istand.  Do not use on guys holding longer weapons (like minimi, sniper rifle).  Could be use for shot gun, ingram if desired). Idle -3 82 86 Filename: std_istand_allmocaps_a_a frames ?-?  talk to designers to see how talking will work (a talking flag?)     DAN--GET THIS IN AS SOON AS IT IS EXPORTED AND READY!
STD_ITALK_N_MRS_2 l     FALSE guy talking.  Can loop or transition with istand.  Holding machine gun/rifle/shotgun. Idle -5 67 73 talk to designers to see how talking will work (a talking flag?)
STD_ITALKPOSE_UP_A_N o     FALSE Character idle breathe while looking up. Merges with etalk_up.  5FPS Scripted Events 46 55 10  
STD_ITOUCHNUTS_N_A_N l     FALSE guy adjusts his package.  Transitions to and from std_istand_n_a_a.  Do not use on guys holding longer weapons (like minimi, sniper rifle).  Could be use for shot gun, ingram if desired) Idle -5 37 43  
STD_ITURNVALVE_FRM_N_N o     FALSE transition back to istand_n_pk_n from turning valve Scripted Events 19 23 5  
STD_ITURNVALVE_N_N_N o     FALSE Guy turning a valve (32 pixels off ground, 24 pixel wide valve).  Transitions with to and from. Scripted Events 33 45 13  
STD_ITURNVALVE_TO_N_N o     FALSE transition to turning valve from istand_n_pk_n.  Aprox. 5-10 pixels away. Scripted Events 0 14 15  
STD_IWIPEBROW_N_A_N l     FALSE guy (someone in hot locale) wipes his forehead, annoyed with heat.  Do not use on guys holding longer weapons (like minimi, sniper rifle).  Could be use for shot gun, ingram if desired) Idle 0 20 21 taken from soft file: std_iwipebrow2_n_a_n
STD_JDIVE2PRONE_N_A_N l k   FALSE guy dives to avoid something/escape.  Ends up in prone positon.  Transitions to prn_xtoready_n_a_a. Stand Misc. Movement 0 18 18  
STD_JDOWN_N_A_A l     FALSE Used only for scripted events.  A run/jump down a minimal height   (32 pixels).  Ends up in generic ready position. Stand Misc. Movement 5 24 20  
STD_JDROP_N_A_A o     FALSE guy falling through air and landing, ends up in generic ready position.  Especially good for special events, like guys falling from vents in ceiling.  Surprise factor.  DO NOT USE ON ECTO Scripted Events 8 24 17 frames 8-24
STD_JDROP_TO_A_N o     FALSE Transitioning into jdrop with a small hop or a step. Stand Misc. Movement 0 9 10  
STD_JFLIP_BK_A_N o     FALSE Ninja backflipping.  From soft scene named Std_jflip_n_p_n Stand Misc. Movement 1 11 11 frame rate should be at 13fps in .ghl.
STD_JRUN_FWD_A_A l   k FALSE Jump/run across chasm.  Steve, we are under the impression you can control height and distance of jump. Stand Misc. Movement 3 18 16 This animation will pop slightly due to the fact that it has to be "spontaneous" enough to start at any point durring the run cycle.  It will, however, merge perfectly with the beginning of a new run cycle.
STD_JSTRAIGHTUP_UP_A_A l   k FALSE initial jump straight up Stand Misc. Movement 0 23 24 use last half for "drop in" animation: Split drop, fall loop, and ground hit.
STD_JSTRAIGHTUP_UP_L_2 o   k FALSE initial jump straight up with launcher (transitions to jstraitup_mid_l_2) Stand Misc. Movement 0 23 24  
STD_JTHROWSTAR_BK_A_N o     FALSE Ninja jump, retreat backwards while throwing 3 stars Stand Misc. Movement 2 12 11 fire @f's 6,7,8
STD_JTHROWSTAR_FWD_A_N o     TRUE ninja jump while throwing 3 stars Stand Attack 2 12 11  
STD_JUPTO_N_A_A l     FALSE guy jumps up to table height place.  Can carry any weapon (but rocket launcher)  NOT SURE WHERE THIS COULD BE USED.  POSSIBLY TO TRAVERSE OBSTACLES.  CUT? Stand Misc. Movement 1 20 20  
std_l_n_l_2 o   k FALSE load rocket launcher.  Transitions to and from aim. Stand Misc. Movement 0 32 33  
std_l_n_ms_2 l   k FALSE Load machine and shot gun.  Transitions to and from aim. Stand Misc. Movement 0 30 31  
std_l_n_p_2 l   k FALSE load pistol 2 handed.  Transitions to and from aim. Stand Misc. Movement 0 16 17  
STD_L_N_P_K o     FALSE Reloading the pistol with a machette in the left hand. Stand Misc. Movement 0 16 17  
STD_L_N_P_N o o   FALSE load pistol 1 handed.  Transitions to and from aim.   0 16 17  
std_l_n_r_2 o   k FALSE reload rifle.    Transitions to and from aim. Stand Misc. Movement 0 22 23  
STD_MKICKLOW_N_A_A l     FALSE Violent kick at something on the ground, most likely a hostage.  Transitions to and from ialert Stand Attack 0 20 21  
STD_MKNEENUTS_FRM_A_N o     TRUE transistion from character reaching out and kneeing another character in the nads. Stand Attack 0 0 0  
STD_MKNEENUTS_MID_A_N o     TRUE character kneeing another character in the nads. Stand Attack 0 0 0  
STD_MKNEENUTS_TO_A_N o     TRUE transistion to character reaching out and kneeing another character in the nads. Stand Attack 0 0 0  
STD_MNINJAKICK_N_A_B l     FALSE ninja forward kick Stand Attack 1 10 10  
STD_MPISTOLWHIP_N_P_N l     FALSE Pistol whip pound.  Great for hostages! Stand Attack 0 18 19  
STD_MRIFLEBUTT_N_MRS_2 l     FALSE a violent punch with rifle butt.  Again, great for hostages!  Can be used to push hostage in front of train. Stand Attack 0 16 17  
STD_MSLASH_N_KP_N l   k FALSE slash with knife (right hand) or pistol (player knife slash, desert eagle secondary fire) Stand Misc. Movement 0 18 19  
STD_MSWIPE_N_KP_B l     FALSE Sword or bat swipe (left hand) Stand Attack 3 22 20  
std_paim_n_a_n o     FALSE stand attack while injured and moving (limping).  Used for either shot in foot, leg, or arm.  Could possibly be used for shoulder shot. Injury/Death 0 14 15  
std_parm_lt_n_n l k k FALSE guy standing, holding arm and writhing in pain.  Transitions from std_sarm_lt_n_n.  If shot again, transitions into any standing death.  Or, he could limp away (std_plimp_lt_n_n) Injury/Death 25 50 26  
std_parm_rt_n_n l k k FALSE guy standing, holding arm and writhing in pain.  Transitions from std_sarm_rt_n_n.  If shot again, transitions into any standing death.  Or, he could limp away (std_plimp_rt_n_n) Injury/Death 0 24 25  
std_pblinded_frm_a_n o k k FALSE transition out of pblinded_mid Injury/Death 42 60 19  
std_pblinded_loop_a_n l k k FALSE Guy writhes, blinded by flash grenade (or generic explosion if you want) Injury/Death 16 42 27  
std_pblinded_to_a_n l k k FALSE transition into pblinded_mid Injury/Death 1 15 15  
std_phop_lt_n_n l k k FALSE hopping when shot in right foot OR could try once in a while when leg shot off at right knee Injury/Death 0 5 6  
std_phop_rt_n_n l k k FALSE hopping when shot in left foot OR could try once in a while when leg shot off at left knee Injury/Death 0 5 6  
std_plimp_lt_n_n l   k FALSE limp away when shot in right???? Leg.  Also could be used after std_parm_lt_n_n. Injury/Death 0 8 9  
std_plimp_rt_n_n l   k FALSE limp away when shot in left???? Leg.  Also could be used after std_parm_rt_n_n. Injury/Death 0 8 9  
STD_R_DWNST_MRS_2 o   k FALSE run downstairs with machine gun/rifle/shotgun Stand Walk/Run 1 4 4  
STD_R_DWNST_PN_A     l FALSE female run downstairs with pistol or nothing Stand Walk/Run 1 4 4  (keep left hand down somewhat) (make sure this is one with her running sideways)
std_r_dwnst_pn_a l k   FALSE run downstairs with pistol/knife or anything Stand Walk/Run 1 4 4  (keep left hand down somewhat)
std_r_n_mrs_2     l FALSE female run with machine gun/rifle/shotgun Stand Walk/Run 0 5 6 This animation has a specific Hierarchy modification.  IF THERE IS NEED OF FUTURE RE-EXPORTATION, THE NEW HIERARCHY MUST BE MODIFIED IN A LIKE MANNER OR STEPS MUST BE MADE TO INSURE THAT THE ANIMATION IS SUCCESSFULLY TRANSFERRED.
STD_R_N_MRS_2 l     FALSE run carrying machine gun/rifle/shotgun Stand Walk/Run 0 5 6  
std_r_n_pk_n     l FALSE female run with pistol/knife and nothing (change to anything--make work for briefcase?) Stand Walk/Run 0 5 6  
STD_R_N_PK_N l k   FALSE run with pistol/knife and nothing Stand Walk/Run 0 5 6  
std_r_upst_pn_a l k   FALSE run upstairs with pistol/knife and anything Stand Walk/Run 0 3 4 (keep left hand down somewhat for briefcase)
std_rafraid_n_n_n     l FALSE female run afraid Fear 0 5 6  
STD_RAFRAID_N_N_N l k   FALSE male run afraid Fear 2 7 6  
std_rafraid_to_n_n o k o FALSE transition to run_afraid.  Could be used for NPC or after enemy gets gun shot from hand. Fear 0 8 9  
std_rafraid2_n_a_a l k   FALSE another version of run afraid; leaning lower to ground.  USE?  Could use on female. Fear 0 5 6  
std_rafraid2_n_n_n     l FALSE run afraid for female. Fear 0 5 6  
std_raim_n_l_2 l     FALSE run and aim/shoot rocket launcher Stand Attack 0 5 6  
std_raim_n_mrs_2 l     FALSE run aim/fire with machine gun/rifle/shotgun Stand Attack 0 5 6  
std_raim_n_p_2 l     FALSE run aim/fire carrying pistol 2 handed Stand Attack 0 5 6  
std_raim_n_p_n l k   FALSE run aim/fire pistol one handed.  ONLY USE ON ECTO!!!!! Stand Attack 0 5 6  
std_raimstraf_lt_l_2 l   k FALSE strafe aim/shoot left carrying launcher.  Probably only useful for deathmatch. Stand Walk/Run 0 5 6  
STD_RAIMSTRAF_LT_P_CBN l   k FALSE strafe left aim/shooting pistol and briefcase/bat/nothing Stand Walk/Run 0 5 6  
std_raimstraf_rt_l_2 l   k FALSE strafe aim/shoot right carrying launcher Stand Walk/Run 0 5 6  
STD_RAIMSTRAF_RT_MRS_2 l   k FALSE strafe right aiming/firing machine gun/rifle/shotgun Stand Walk/Run 0 5 6  
STD_RAIMSTRAF_RT_P_CBN l   k FALSE strafe right carrying pistol and briefcase/bat/nothing Stand Walk/Run 0 5 6  
std_rbackaim_n_l_2 l   k FALSE retreat aiming/firing launcher Stand Walk/Run 0 5 6  
STD_RBACKAIM_N_MRS_2 l   k FALSE retreat aiming/firing machine gun/shotgun/rifle Stand Walk/Run 0 3 4  
STD_RBACKAIM_N_P_2 l   k FALSE retreat aiming/shooting pistol 1 handed Stand Walk/Run 0 5 6  
STD_RDYNAMIC_N_A_N o     FALSE More powerfull run for cinematics including slow motion shots…20 FPS Stand Walk/Run 0 8 9 MUST BE RUN THROUGH AT 20 FPS
STD_RGUNUP_N_P_2 l     FALSE run with pistol (gun up in air, 2 handed). Stand Walk/Run 0 7 8 Old version of std_rgunup_n_p_2 is from bin 2, frames 0-5 and is no longer used.  Instead, it's been replaced by std_wjoggunup_n_p_a and saved with the above name.
STD_RONFIRE_N_N_N o     FALSE running around on fire waving arms & thrashing Injury/Death 0 5 6  
STD_RONFIRETODTH_N_N_N o     FALSE Transition from std_ronfire_n_n_n to std_sonfire_2bk_n_n Injury/Death 6 9 4  
STD_RSWIPE_N_K_N o     FALSE Run loop with an "swipe" attack that works with "std_raim_fwd_p_n" Scripted Events 0 5 6  
STD_RTOSTOP_N_MRS_2 o     FALSE transition to idle stand from running (only works when placed at the end of the run cycle!) Stand Misc. Movement 6 14 9  
STD_RTOSTOP_N_PK_N o     FALSE transition to idle from run (only works when used at end of run cycle) Stand Misc. Movement 6 14 9  
std_sarm_lt_n_n l k k FALSE stand shot in arm.  Transitions to std_parm_lt_n_n. Injury/Death 0 24 25  
std_sarm_rt_n_n l k k FALSE stand shot in arm.  Transitions to std_parm_rt_n_n. Injury/Death 0 24 25  
STD_SBLOWN_2BK_N_N l k   FALSE shot with powerful weapon (like shotgun) and blown backward Injury/Death 1 26 26  
std_schest_2frnt_n_n l   k TRUE shot in chest, fall forward.   Arms flail back and body hits the ground with nice weight. Injury/Death 0 26 27  
std_sdance_n_n_n l k k FALSE Guy dancing from machine gun fire.  Falls when firing stops (or after certain amount of time) Injury/Death 2 37 36  
STD_SELECTROCUTE_N_N_N o     FALSE loop of guy standing getting electrocuted and not dying. Injury/Death 21 29 9  
STD_SFALLFWD_2FRNT_N_N o     FALSE shot, fall forward off a high place, transition into prn_xfalling_n_n_n.  Use as a "scripted event" (guy set close to guard tower edge, doesn't move.  Just shoots at you until you kill him.  He falls) Injury/Death 5 17 13 Transition to falling off tower
std_sgroin_2side_n_n l k   FALSE shot in nuts, falls to left side.  Use groin null for hit detection to make this work.  Transitions to ls_sautofire for when shot while on ground Injury/Death 0 39 40  
std_sgunfromhand_n_n_n l k k FALSE gun shot from hand, shakes hand (ouch!), into ready stance, can transition into run or run afraid Injury/Death 0 22 23  
std_sgut_2side_n_n l     FALSE shot in gun, double over, fall to left side Injury/Death 0 30 31  
std_shead_2frnt_n_n l k k FALSE shot in head.  Immediate fall to face.  USE FOR SINGLE SHOT TO HEAD, ESP. WITH SNIPER RIFLE. Injury/Death 2 28 27  
STD_SINBACK_2FRNT_N_N l     FALSE shot in back with powerful weapon.  Fly.  Fall to front.  Could be used for scripted events, esp. in response to explosions. Injury/Death 1 19 19  
std_sleg_lt_n_n l   k FALSE shot in left leg.  Transitions to limp Injury/Death 12 26 15  
std_sleg_rt_n_n l   k FALSE shot in rt leg.  Transitions to limp Injury/Death 12 26 15  
std_sleglt_2bk_n_n l k k FALSE Use for major blow to leg (esp. leg blown off).  Transitions in generic pain or leg pain. Injury/Death 2 20 19  
std_slegrt_2bk_n_n l k k FALSE Use for major blow to leg (esp. leg blown off).  Transitions in generic pain or leg pain. Injury/Death 2 20 19  
std_smicro_n_n_n o o o FALSE Puff up and explode from getting shot by microwave gun Injury/Death 36 50 15 set frame rate to 20frames per second.  Also keep high res hands turned on.
std_snervegun_2bck_n_n l k k FALSE death from neural pulse emitter Injury/Death 17 80 64  
std_sonfire_2bk_n_n l k k FALSE guy on fire, falls to back and dies Injury/Death 0 52 53  
STD_SSABREDEATH_BK_N_N o     FALSE Sabre getting shot in the chest, stubling back and falling off a building, make transition with the xfall animation Injury/Death -1 12 14  
std_sshoulder_lt_n_n l k k FALSE use for shot in left shoulder front, right shoulder back.  Ends up laying on front! Injury/Death 1 16 16  
std_sshoulder_rt_n_n l k k TRUE use for shot in right shoulder front, left shoulder back.  Ends up laying on front! Injury/Death 1 16 16  
STD_SSTUMBLE_2BK_P_N l     FALSE guy shot while running forward.  Does a flip forward and dies on back. Injury/Death 1 27 27  
STD_SSTUMBLE_2FRNT_N_N l     FALSE shot while running forward, stumbles, ends up on stomach Injury/Death 1 27 27  
std_sthroat_2side_n_n l k k FALSE shot in throat (use throat null on neck for detection), grabs neck, falls to left side Injury/Death 0 54 55  
std_stoknees_2bk_n_n l k   FALSE shot, fall to knees, then to back Injury/Death 4 57 54  
std_sunhurt_bk_mrs_2 l   k FALSE jerk backward (shot in front while wearing armor)   Use for when a guy is hit but has armor OR WHEN A GUY IS HIT (LIKE WITH GLOCK) BUT DOES NOT DIE OR GO INTO INJURED ANIM Injury/Death 1 3 3  
std_sunhurt_bk_pk_n o o k FALSE jerk backward (shot in front while wearing armor)   Use for when a guy is hit but has armor OR WHEN A GUY IS HIT (LIKE WITH GLOCK) BUT DOES NOT DIE OR GO INTO INJURED ANIM Injury/Death 1 3 3  
std_sunhurt_fwd_mrs_2 o   k FALSE jerk forward (shot in back while wearing armor).     Use for when a guy is hit but has armor OR WHEN A GUY IS HIT (LIKE WITH GLOCK) BUT DOES NOT DIE OR GO INTO INJURED ANIM Injury/Death 11 13 3  
std_sunhurt_fwd_pk_n o o k TRUE jerk fwd (shot in back while wearing armor)   Use for when a guy is hit but has armor OR WHEN A GUY IS HIT (LIKE WITH GLOCK) BUT DOES NOT DIE OR GO INTO INJURED ANIM Injury/Death 11 13 3  
STD_SVIOLENT_N_N_N l   k FALSE a violent generic death to be used when limbs are shot off.  LET'S LOOK AT THIS.  GET ERIC. Injury/Death 0 21 22  
std_tgrenade_n_a_n l   k FALSE stand throw grenade with left hand (pull pin and chuck forward over head) Stand Attack 0 23 24  
std_tknife_n_k_a l   k FALSE throw knife/throwing stars with right hand-knife leaves hand between frame 8 & 9 Stand Attack 0 21 22  
std_tmolotov_n_a_n o k k FALSE Stand and throw molotov cocktail (basic throw but without the pin-pulling action) Stand Attack 0 36 37  
STD_TRUN_N_A_N l     FALSE throw grenade while running Stand Attack 0 15 16  
STD_TSTAR_FWD_A_N o     FALSE missile attack for ninjas, throwing stars with left hand Stand Attack 24 28 5  
std_tunder_n_a_n l     FALSE stand, throw grenade underhanded (needed?) Stand Attack 0 24 25  
std_w_n_mrs_2     l FALSE female walk with machine gun/rifle/shotgun Stand Walk/Run 0 9 10 The null hierarchy has been altered to accommodate the animation.  If re-application is necessary, look at the original scene's structure and duplicate.
STD_W_N_PN_N     l FALSE female walk with pistol/nothing and nothing in left hand Stand Walk/Run 0 9 10  
STD_WAFRAID_BK_A_N o     TRUE walking backwards fearfully,  right hand slightly forward, keeping in mind gun may be in hand. Stand Walk/Run 0 13 14  
std_waim_fwd_l_2 l   k FALSE walk aim forward carrying rocket launcher.  Can shoot during this anim.  Take the mocap and make sure the launcher is aimed forward. Stand Walk/Run 0 9 10  
std_waim_fwd_ms_2 o   k FALSE walk forward aiming, possibly shooting.  Transitions with stand aim, walk strafe aim, walk back aim. Stand Walk/Run 0 13 14  
std_waim_fwd_p_2 o   k FALSE walk forward aiming, possibly shooting.  Transitions with stand aim, walk strafe aim, walk back aim. Stand Walk/Run 0 9 10  
std_waim_fwd_r_2 o   k FALSE walk forward aiming, possibly shooting.  Transitions with stand aim, walk strafe aim, walk back aim. Stand Walk/Run 0 13 14  
std_waimstraf_lt_l_2 o   k FALSE walk strafe left.  Could be firing weapon if desired.  Make sure transitions roughly into walk back and stand aim and walk forward aim. Stand Walk/Run 0 9 10  
std_waimstraf_lt_ms_2 o   k FALSE walk strafe left.  Could be firing weapon if desired.  Make sure transitions roughly into walk back and stand aim and walk forward aim. Stand Walk/Run 0 13 14  
std_waimstraf_lt_p_2 o   k FALSE walk strafe left.  Could be firing weapon if desired.  Make sure transitions roughly into walk back and stand aim and walk forward aim. Stand Walk/Run 0 13 14  
std_waimstraf_lt_r_2 o   k FALSE walk strafe left.  Could be firing weapon if desired.  Make sure transitions roughly into walk back and stand aim and walk forward aim. Stand Walk/Run 0 13 14  
std_waimstraf_rt_l_2 o   k FALSE walk strafe left.  Could be firing weapon if desired.  Make sure transitions roughly into walk back and stand aim and walk forward aim. Stand Walk/Run 0 9 10  
std_waimstraf_rt_ms_2 o   k FALSE walk strafe left.  Could be firing weapon if desired.  Make sure transitions roughly into walk back and stand aim and walk forward aim. Stand Walk/Run 0 13 14  
std_waimstraf_rt_p_2 o   k FALSE walk strafe left.  Could be firing weapon if desired.  Make sure transitions roughly into walk back and stand aim and walk forward aim. Stand Walk/Run 0 13 14  
std_waimstraf_rt_r_2 o   k FALSE walk strafe left.  Could be firing weapon if desired.  Make sure transitions roughly into walk back and stand aim and walk forward aim. Stand Walk/Run 0 13 14  
STD_WATTITIUDE_N_PK_A o k   FALSE walk with attitude (esp. for skinheads, etc.) Stand Walk/Run 0 13 14  
std_wbackaim_n_l_2 o   k FALSE walk back.  Could be firing weapon if desired.  Make sure transitions roughly into walk fwd, and stand aim and strafe walk aim. Stand Walk/Run 0 13 14  
STD_WBACKAIM_N_MS_2 o   k FALSE walk back.  Could be firing weapon if desired.  Make sure transitions roughly into walk fwd, and stand aim and strafe walk aim. Stand Walk/Run 0 13 14  
std_wbackaim_n_p_2 o   k FALSE walk back.  Could be firing weapon if desired.  Make sure transitions roughly into walk fwd, and stand aim and strafe walk aim. Stand Walk/Run 0 13 14  
std_wbackaim_n_r_2 o   k FALSE walk back.  Could be firing weapon if desired.  Make sure transitions roughly into walk fwd, and stand aim and strafe walk aim. Stand Walk/Run 0 13 14  
STD_WBACKWARDS_N_A_N o     FALSE Walking backwards…not aiming.  Same speed as w_aim series Stand Walk/Run 0 9 10  
STD_WBCKSIGNAL_N_N_N o     FALSE walking backwards, signalling helicopter Scripted Events 1 14 14  
STD_WCARRY1_N_N_N l     FALSE guy carrying something heavy (like a bunch of pipes) Scripted Events 0 9 10  
STD_WCARRY2_N_N_N o     FALSE Carrying a  16 X 16 crate. Stand Walk/Run 0 9 10  
STD_WFAST_N_A_N o     FALSE A walk cycle that fits into 8 frames Stand Walk/Run 0 7 8  
std_wgunup_n_p_2 l     TRUE walk with pistol up, 2 handed (cautious looking) Stand Walk/Run 0 9 10  
std_wgunup_n_p_nc     l FALSE female walk with pistol up, 1 handed (cautious looking).  Could be carrying nothing or briefcase. Stand Walk/Run 0 8 9  
STD_WJOG_N_MRS_2 l     FALSE walk jog, hunched over with machine gun/rifle/shotgun Stand Walk/Run 0 7 8  
STD_WJOGGUNDWN_N_P_2 l     FALSE walk jog (cautious) with pistol in downward position, 2 handed Stand Walk/Run 0 7 8  
STD_WJOGGUNUP_N_P_A l   k FALSE walk jog with gun pointed up, one hand (briefcase can work in left).  This one is used under the name std_rgunup_n_p_2. Stand Walk/Run 0 7 8  
STD_WLOOK_RT_MRS_2 o     TRUE guard walking and looking at Decker to his right. Scripted Events 0 19 20  
std_wmilitary_n_p_n o     TRUE stiff, military walk carrying pistol Stand Walk/Run 0 9 10  
STD_WNORMAL_N_PK_A l k   FALSE walk normal with pistol/knife and anything in left (will briefcase work?) Stand Walk/Run 0 13 14 Eport frames 1-14 not 0-13
STD_WPATROL_N_MRS_2 l     FALSE walking, patrolling area carrying machine gun/rifle/shotgun.  *for animators (Replaces std_wpatrol_n_mrs_2 Bin#7 0-9, with soft file -std_wtalk_n_mrs_2.) Stand Walk/Run 0 9 10  
STD_WPUSH_N_N_N o     FALSE Pushing a gate open Scripted Events 0 13 14  
STD_WPUSHCART_N_N_N o     FALSE pushing a cart, hands 32 pixels off ground.  Meant for pushing object like a pallette jack. Scripted Events 0 13 14 used only as scripted event
STD_WSTEALTH_N_PK_N o     FALSE Stealthfully walking, merges with efrmshadows Stand Walk/Run 0 23 24  
STD_WTALK_LT_MRS_2 o     FALSE A generic talking cycle encompassing a walk cycle or two. Looking left. Scripted Events 0 29 30  
STD_WTOSTOP_N_PK_A o     FALSE transition from walk to idle for cinimatic use. Stand Walk/Run 14 18 5  
STD_WTOSTOP_N_PK_A o     FALSE transition from walk to idle for cinimatic use. Stand Walk/Run 14 18 5  
std_wturn180_lt_mrs_2 o     TRUE turn 180 degrees with machine gun/rifle/shotgun Stand Walk/Run 0 9 10 has 1 cycle of walk at front of this anim to allow for smooth transition and a "finish" 1/2 cycle at the end to make it mesh with the regular walk cycle     Based off of the walk patrol animation.
std_wturn180_lt_pk_n o     FALSE turn 180 degrees with machine pistol/knife Stand Walk/Run 0 9 10 has 1 cycle of walk at front of this anim to allow for smooth transitionand a "finish" 1/2 cycle at the end to make it mesh with the regular walk cycle     Based off of the walk normal animation
std_wturn90_lt_mrs_2 o     FALSE turn 90 degrees with machine gun/rifle/shotgun Stand Walk/Run 0 9 10 has 1 cycle of walk at front of this anim to allow for smooth transitionand a "finish" 1/2 cycle at the end to make it mesh with the regular walk cycle     Based off of the walk patrol animation.
std_wturn90_lt_pk_n o     FALSE turn 90 degrees with machine pistol/knife Stand Walk/Run 0 9 10 has 1 cycle of walk at front of this anim to allow for smooth transition and a "finish" 1/2 cycle at the end to make it mesh with the regular walk cycle     Based off of the walk normal animation.   JUST MAKE 1 CYCLE LIKE  THE MACHINE GUNS!!!
std_wturn90_rt_mrs_2 o     FALSE turn 90 degrees with machine gun/rifle/shotgun Stand Walk/Run 0 9 10 has 1 cycle of walk at front of this anim to allow for smooth transition and a "finish" 1/2 cycle at the end to make it mesh with the regular walk cycle.     Based off of the walk patrol animation.
std_wturn90_rt_pk_n o     FALSE turn 90 degrees with machine pistol/knife Stand Walk/Run 0 9 10 has 1 cycle of walk at front of this anim to allow for smooth transition and a "finish" 1/2 cycle at the end to make it mesh with the regular walk cycle.     Based off of the walk normal animation.  JUST MAKE 1 CYCLE LIKE  THE MACHINE GUNS!!!
STD_XAFRAIDSHAKE_N_N_N l k k FALSE stand shaking, afraid (used mostly for npcs) Fear 3 35 33  
STD_XALARMPUSH_N_A_N o k   FALSE generic push button Scripted Events 0 10 11  
std_xatkpause1_n_mrs_2 o   k FALSE during firefight, guy stops shooting, just stands ready, breathing hard  5 fps.  *soft notes (play control 5 fps -21  -2) Stand Attack -11 -1 11  
STD_XATKPAUSE1_N_PK_N o   k FALSE during firefight, guy stops shooting, just stands ready, breathing hard  5 fps.  *soft notes (play control 5 fps -21  -1) Stand Attack -11 -1 11  
STD_XATKPAUSE2_N_MRS_2 o     TRUE variation of attack pause--guy lifts head and looks around up ahead (transition with std_atkpause1. . .).  From soft file std_xatkpause_n_mrs_2. Stand Attack 0 29 30  
STD_XATKPAUSE2_N_PK_N o     FALSE variation of attack pause--guy lifts head and looks around up ahead (transition with std_atkpause1. . .) Stand Attack 0 29 30  
STD_XBOOMCROUCH_N_A_N l     FALSE crouch and cover head (reaction to explosion), then stand Fear 1 41 41  
STD_XCCHCOWER_DWN_A_A o k k FALSE stand, then transition to cch_xcchcower_mid_a_a. Fear 1 11 11  
STD_XCHOKE_N_N_N l k k FALSE Choking from explosion or gas grenade Injury/Death 0 7 8  
std_xcock_n_r_2 o   k FALSE cocking rifle, back to aim (MAKE SURE STEVE USES!) Stand Misc. Movement 4 35 32  
std_xcock_n_s_2 o   k FALSE cock shot gun.  SEPARATE COCK FROM STD_F_FWD_S_2 AND PUT IT HEAR.  MUST TRANSITION FROM FIRE AND INTO AIM!  ONLY USED ON SHOTGUNS. Stand Misc. Movement 6 15 10  
std_xcrouch_dwn_l_2 l   k FALSE crouch down, aiming rocket launcher (trans to cch_a_n_l_2) Crouch 8 15 8  
std_xcrouch_dwn_mrs_2 o   k FALSE from stand, crouch down with machine gun/rifle/shotgun.  (trans to cch_a_fwd_m_2, cch_a_fwd_s_2, and cch_a_fwd_r_2) Crouch 2 5 4  
std_xcrouch_dwn_pk_a o   k FALSE from stand, crouch down with pistol.  (trans to cch_a_fwd_p_2) Crouch 1 4 4 Soft database filename: std_xcrouch_n_pk_a   SHOULDN'T USE FOR PEOPLE WITH BRIEFCASES.  THEY SHOULD NOT BE CROUCHING!
STD_XDANCE_N_N_N l   k FALSE loopable dance Scripted Events 5 61 57 USED FOR SECRET AREA ON SIBERIA CHEMICAL WEAPONS LAB
STD_XDONTSHOOT_N_A_N l k k FALSE guy signalling frantically "don't shoot".  For NPCs.  Starts in std_istand_n_a_a.  Ends in std_xafraidshake.  (as if guy standing, gun pointed at, and he reacts) Fear 0 27 28  
STD_XFEARWAVE_N_N_N l k k FALSE guy waving in fear (transitions with std_xafraidshake_n_n_n to give some variation!) Fear 0 47 48  
STD_XGOPRONE_N_A_A o k k FALSE going prone from stand.  Transitions to prone aim or prn_xcoverhead_to_n_n (NPC ONLY!!!!) Prone 0 13 14  
STD_XHANDSPRNG_BK_A_N o     FALSE evasive ninja menuver to escape player Stand Misc. Movement 26 34 9 15 fps
STD_XHANDSPRNG_FWD_A_N o     TRUE evasive ninja menuver to escape player Stand Misc. Movement 24 35 12  
STD_XKICKDOOR_N_A_A o     FALSE kick door open.  Used when an activated/fighting enemy wants to open a door.  Also used for scripted events.  Aprox 30-32 pixels from door. Stand Misc. Movement 0 8 9  
STD_XLADDER_DWN_A_A l   k FALSE climb down ladder.  Based off of soft file std_xladder. Stand Misc. Movement -13 -8 6  
STD_XLADDER_UP_A_A l   k FALSE climb up ladder.  Based on soft file- std_xladder. Stand Misc. Movement 0 5 6  
STD_XLADDERFRM_UP_A_A o     FALSE Transition from climbing up the ladder…is mostly going to be used for john in the cinematic, so quickly get him in a stance that transitions well with the 'xroll_rt' Stand Misc. Movement 52 72 21 12 fps
STD_XLADDERTO_UP_A_A o     TRUE Transition to climbing up the ladder Stand Misc. Movement -7 -1 7  
std_xopendoor_n_a_n o k k TRUE Guy, stopped, pushes door open with left hand. Stand Misc. Movement 0 9 10  
STD_XROLL_LT_A_A l     FALSE roll left to crouch position.  From there guy can fire. Crouch 0 18 19 use as surprise roll out from corner or as an quick evasive movement in firefight.  At least 115-130 pixel room needed to complete move.  15 fps
STD_XROLL_RT_A_A l     FALSE roll right to crouch position.  From there guy can fire. Crouch 0 18 19 use as surprise roll out from corner or as an quick evasive movement in firefight.  At least 115-130 pixel room needed to complete move.
STD_XROLLTOCCH_FWD_A_A l     FALSE roll forward to crouch.  Can be used as evasive maneuver.  At least 130 pixels needed to complete the move. Crouch 0 18 19 15 fps
STD_XSTARTLED_N_A_A l     FALSE startled jump, quick look, and to ready position (from there he can spin, attack, etc.) Stand Misc. Movement 1 10 10 Use when guys are standing in a room and buddy is shot, a bullet hits close by, etc. . .
STD_XSTUMBLE_N_A_A l     FALSE stumble (knocked off balance) from nearby explosion Stand Misc. Movement 1 27 27  
std_xtakecover_n_n_n     l FALSE TAKE COVER ANIM.  End of animation merges with std_rafraid_n_n_n for female. Stand Misc. Movement 1 60 60  
STD_XTUMBLE_2FRNT_N_N o     FALSE violent tumble and then death (laying on front) Injury/Death 2 36 35 play when guys fall off train, hit ground
STD_XYELLATYOU_N_A_A l     FALSE yelling at someone, taunting.  Good for yelling at hostages Stand Misc. Movement 0 27 28  
STD_XYELLPOINT_FWD_A_N l     FALSE yelling to someone on his right and pointing "he's there!" Stand Misc. Movement 0 33 34  
STD_XYELLWAVE_BK_A_N l     FALSE Yelling and waving at guys behind him "come on!" Stand Misc. Movement 0 33 34