4837 lines
119 KiB
Text
4837 lines
119 KiB
Text
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//---------------------------------
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// Initial test animations
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//---------------------------------
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//---------------------------------
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// (Prototype) Real animations
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//---------------------------------
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body
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{
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rope_test
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bh_rope_idle_le
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bh_rope_drop_le
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bh_rope_idle_ri
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bh_rope_drop_ri
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mi17_rope_idle_le
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mi17_rope_drop_le
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mi17_rope_idle_ri
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mi17_rope_drop_ri
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bh_rope_idle_cargoship_begin_ri
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bh_rope_drop_cargoship_begin_ri
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cargoship_opening_fastrope_80ft
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helicopter_pilot1_idle
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helicopter_pilot1_twitch_clickpannel
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helicopter_pilot1_twitch_lookback
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helicopter_pilot1_twitch_lookoutside
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helicopter_pilot2_idle
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helicopter_pilot2_twitch_clickpannel
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helicopter_pilot2_twitch_lookoutside
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helicopter_pilot2_twitch_radio
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upperbody
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{
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}
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shoot
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{
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stand_shoot : nonloopsync
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{
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//rifle
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stand_shoot_straight
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stand_shoot_up
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stand_shoot_down
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//pistol
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}
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stand_shoot_auto : loopsync
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{
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stand_shoot_auto_straight
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stand_shoot_auto_up
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stand_shoot_auto_down
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}
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crouch_shoot : nonloopsync
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{
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//rifle
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crouch_shoot_straight
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crouch_shoot_up
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crouch_shoot_down
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//pistol
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//panzerfaust
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}
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crouch_shoot_auto : loopsync
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{
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crouch_shoot_auto_straight
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crouch_shoot_auto_up
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crouch_shoot_auto_down
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}
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stand_aim
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{
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//rifle
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stand_aim_straight
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stand_aim_up
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stand_aim_down
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//pistol
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pistol_standaim_idle
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// TODO need aim up and down for pistol (done)
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}
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crouch_aim
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{
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//rifle
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crouch_aim_straight
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crouch_aim_up
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crouch_aim_down
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//pistol
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pistol_crouchaim_idle
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// TODO need aim up and down for pistol
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//panzerfaust
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}
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// TODO: Move these into the right place
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pistol_crouchaimstraight2stand
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//pistol_lowwallcoverB2crouchaim_45right // (Boon) Removed - doesn't exist
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//pistol_crouchaim_idle_45right // (Boon) Removed - doesn't exist
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//pistol_crouchshoot_45right // (Boon) Removed - doesn't exist
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//pistol_crouch2lowwallcoverB_45right // (Boon) Removed - doesn't exist
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}
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stand_and_crouch // Standing and crouching, not crawling
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{
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// used in hol1
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crouch_alert_A_idle
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crouch_alert_A_twitch
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crouch_alert_B_idle1
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crouch_alert_B_twitch1
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crouch2stand
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unarmed_walk_slow
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standunarmed_idle_loop
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cqb_stand_idle
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cqb_stand_twitch
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casual_stand_idle
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casual_stand_idle_trans_in
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casual_stand_idle_trans_out
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casual_stand_idle_twitch
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casual_stand_idle_twitchB
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casual_stand_v2_idle
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casual_stand_v2_twitch_radio
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casual_stand_v2_twitch_shift
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casual_stand_v2_twitch_talk
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casual_crouch_idle
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casual_crouch_idle_in
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casual_crouch_idle_out
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casual_crouch_twitch
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casual_crouch_point
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drone_stand_idle
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drone_stand_run
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drone_stand_death
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patrol_bored_walk_2_bored
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patrol_bored_2_combat_alarm
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patrol_bored_2_combat_alarm_short
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patrol_bored_idle
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patrol_bored_idle_smoke
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patrol_bored_idle_cellphone
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patrol_bored_twitch_bug
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patrol_bored_twitch_checkphone
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patrol_bored_twitch_salute
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patrol_bored_twitch_stretch
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patrol_bored_2_walk
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patrol_bored_2_walk_180turn
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patrol_bored_react_look_v1
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patrol_bored_react_look_v2
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patrol_bored_react_walkstop
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patrol_bored_react_walkstop_short
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patrol_bored_react_look_advance
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patrol_bored_react_look_retreat
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patrol_boredwalk_find
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patrol_boredjog_find
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patrol_boredrun_find
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patrol_boredwalk_lookcycle_A
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patrol_boredwalk_lookcycle_B
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RPG_stand_throw
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RPG_crouch_throw
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stand_alertb_idle1
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stand_alertb_twitch1
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// modern stuff
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stand_grenade_throw
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stand_grenade_return_kick
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crouch_grenade_throw
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crouch_grenade_return_throw
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crouch_grenade_return_fumble
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grenade_return_running_kick_forward_1
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grenade_return_running_kick_forward_2
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grenade_return_running_throw_forward
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grenade_return_standing_throw_forward_1
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grenade_return_standing_throw_forward_2
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grenade_return_standing_throw_overhand_forward
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// HMG animations
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ai_mg_shoulder_stand_idle // run
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ai_mg_shoulder_run2stand // run
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ai_mg_shoulder_crouch_idle // crouch
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ai_mg_shoulder_run2crouch // crouch
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// Flamethrower animations
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ai_flamethrower_stand_idle_casual_v1
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ai_flamethrower_stand_twitch
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ai_flamethrower_crouch_idle_a
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ai_flamethrower_crouch_idle_b
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ai_flamethrower_crouch_twitch
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ai_zombie_idle_v1_delta
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ai_zombie_idle_crawl_delta
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stand2crouch_attack
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// walk_and_run_starts
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// stand_walk_start
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// stand_run_start
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// crouch2crouchwalk
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crouch2crouchwalk_straight
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crouch2crouchrun : nonloopsync
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{
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crouch2crouchrun_forward
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crouch2crouchrun_back
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crouch2crouchrun_left
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crouch2crouchrun_right
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pistol_crouch2crouchrun_forward // Also good for unarmed
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//pistol_crouch2crouchrun_back
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//pistol_crouch2crouchrun_left
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//pistol_crouch2crouchrun_right
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}
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walk_and_run_loops : loopsync
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{
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crouchwalk_loop
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crouchrun
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{
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crouch_fastwalk_F
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crouch_fastwalk_B
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crouch_fastwalk_L
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crouch_fastwalk_R
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launchfacility_b_ventwalk_v1_cycle
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launchfacility_b_ventwalk_v1_twitch
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launchfacility_b_ventwalk_v2_cycleA
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launchfacility_b_ventwalk_v2_twitchA
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launchfacility_b_ventwalk_v2_twitchB
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}
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combatrun
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{
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combatrun_forward
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{
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// only used in tryWeaponThrowDown
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combat_run_fast_pistol
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combatrun_forward_1 // Combat run - gun is high
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//combatrun_forward_2 // Combat run -gun is low
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run_lowready_F // primary run animation
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run_lowready_reload
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cargoship_run_leanR
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cargoship_run_leanL
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cargoship_jog_leanL
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cargoship_jog_leanR
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ch_reznov_run_d
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walk_lowready_F
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run_CQB_F_search_v1
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run_CQB_F_search_v2
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walk_CQB_F_search_v1
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walk_CQB_F_search_v2
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walk_CQB_F
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bog_a_javelin_jog
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sprint1_loop
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sprint_loop_distant
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huntedrun_1_idle
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huntedrun_1_look_left
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huntedrun_1_look_right
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huntedrun_2
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hunted_dazed_walk_A_zombie
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hunted_dazed_walk_B_blind
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hunted_dazed_walk_C_limp
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active_patrolwalk_v1
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active_patrolwalk_v2
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active_patrolwalk_v3
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active_patrolwalk_v4
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active_patrolwalk_v5
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ch_training_sarge_walk
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ch_training_sarge_run
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ch_holland2_bridge_engineer_guy1_walk
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ch_holland2_bridge_engineer_guy2_walk
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ch_holland2_bridge_commander_walk
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ch_holland2_wire_a_walk
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ch_holland2_wire_b1_walk
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ch_holland2_wire_b2_walk
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Ai_walk_weary_a
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Ai_walk_weary_b
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Ai_walk_weary_c
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Ai_walk_weary_d
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ai_sneaking_a_walk
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ai_sneaking_a_walk_twitch
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shotgun_CQBrun_pullout
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shotgun_CQBrun_putaway
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// water run cycles - pel1, pel2
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ai_walk_deep_water_a
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ai_walk_deep_water_b
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ai_walk_shallow_water_a
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ai_walk_shallow_water_b
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ai_run_deep_water_a
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ai_run_deep_water_b
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ai_run_shallow_water_a
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ai_run_shallow_water_b
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ai_run_shallow_water_c
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ai_run_shallow_water_d
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// used in pel1
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ch_dazed_a
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ch_dazed_b
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ch_dazed_c
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ch_dazed_d
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// for zombie game
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ai_zombie_walk_v1
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ai_zombie_walk_v2
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ai_zombie_walk_v3
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ai_zombie_walk_v4
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ai_zombie_walk_v6
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ai_zombie_walk_v7
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ai_zombie_walk_v8
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ai_zombie_walk_v9
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ai_zombie_walk_fast_v1
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ai_zombie_walk_fast_v2
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ai_zombie_walk_fast_v3
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ai_zombie_run_v1
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ai_zombie_run_v2
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ai_zombie_run_v3
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ai_zombie_run_v4
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ai_zombie_sprint_v1
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ai_zombie_sprint_v2
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ai_zombie_sprint_v3
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ai_zombie_sprint_v4
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ai_zombie_sprint_v5
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ai_zombie_crawl
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ai_zombie_crawl_v1
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ai_zombie_crawl_v2
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ai_zombie_crawl_v3
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ai_zombie_crawl_v4
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ai_zombie_crawl_v5
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ai_zombie_crawl_v6
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ai_zombie_crawl_sprint
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ai_zombie_crawl_sprint_1
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ai_zombie_crawl_sprint_2
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run_n_gun
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{
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run_n_gun_F
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run_n_gun_L
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run_n_gun_R
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}
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patrol_bored_patrolwalk
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patrol_bored_patrolwalk_twitch
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patrol_jog
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patrol_jog_look_up
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patrol_jog_360
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patrol_jog_orders
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combat_jog
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combat_jog_lookback
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combat_jog_lookside
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unarmed_panickedrun_loop_V1
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unarmed_panickedrun_loop_V2
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// Custom Runs for Sullivan & Roebuck (for Makin)
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ai_sullivan_run
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ai_roebuck_run
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ch_makinraid_creepy_run_guy1
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ch_makinraid_creepy_run_guy2
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ch_makinraid_creepy_run_guy3
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ch_makinraid_creepy_run_guy4
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ai_sprint_1cycle
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ch_makinraid_rescue_medic1
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ch_makinraid_rescue_medic2
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ch_makinraid_creepywalk_start_left
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ch_makinraid_creepywalk_start_right
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ch_makinraid_creepywalk_stop_left
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ch_makinraid_creepywalk_stop_right
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ch_makinraid_creepywalk_idle_left
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ch_makinraid_creepywalk_idle_right
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// Jesse: flamethrower runs
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ai_flamethrower_combatrun_a
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ai_flamethrower_combatrun_b
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ai_flamethrower_combatrun_c
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}
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// cqb l/r/b
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walk_left
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walk_right
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walk_backward
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// run l/r/b
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run_lowready_L
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run_lowready_R
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run_lowready_B
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// walk l/r/b
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walk_lowready_L
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walk_lowready_R
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walk_lowready_B
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run_n_gun_B
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unarmed_run_russian
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// MikeD: Banzai run
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ai_bonzai_sprint_a
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ai_bonzai_sprint_b
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ai_bonzai_sprint_c
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ai_bonzai_sprint_d
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// Jesse: mg42, over the shoudler, etc
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ai_mg_shoulder_run
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// Makin Outtro for Sullivan
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ch_makinraid_outro_sullivan_dragged
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}
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stand_walk_combat_loop
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MG42_run
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saw_gunner_run_fast
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saw_gunner_run_slow
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RPG_run_onshoulder
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duhoc_german_shellshocked_walk
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combat_run_onehand
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combat_run_helmethand
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unarmed_walk_russian
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}
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// aim/wave additives
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w_aim_2 : additive
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{
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walk_aim_2
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}
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w_aim_4 : additive
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{
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walk_aim_4
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}
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w_aim_6 : additive
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{
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walk_aim_6
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}
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w_aim_8 : additive
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{
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walk_aim_8
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}
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// transition slides - run to prone
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crouchrun2prone_straight
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crouchrun2prone_left
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crouchrun2prone_right
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reloads
|
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{
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reload_stand_rifle
|
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}
|
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exposed_dive_grenade_F
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exposed2_dive_grenade_F
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exposed_dive_grenade_B
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exposed2_dive_grenade_B
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exposed_squat_down_grenade_F
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exposed2_squat_down_grenade_F
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exposed_squat_idle_grenade_F
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exposed2_squat_idle_grenade_F
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exposed_squat_up_grenade_F
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exposed2_squat_up_grenade_F
|
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}
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prone // old prone animations. new ones in prone_modern below.
|
||
{
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prone_legsstraight // : loopsync
|
||
{
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// crawl, aim, shoot
|
||
prone_crawl
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prone_crawl2aim
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prone_aim_idle
|
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prone_left45
|
||
{
|
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prone_shoot_auto_left
|
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prone_shoot_left
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}
|
||
prone_right45
|
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{
|
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prone_shoot_auto_right
|
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prone_shoot_right
|
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}
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prone_straight
|
||
{
|
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prone_shoot_straight
|
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prone_shoot_auto_straight
|
||
}
|
||
prone_aim2crawl
|
||
// turns
|
||
prone_turn_right
|
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prone_turn_left
|
||
// rolls
|
||
// transition in
|
||
crouch2prone_gunsupport
|
||
stand2prone_onehand
|
||
// transition out
|
||
prone2crouch_straight
|
||
prone2crouchrun_straight
|
||
ch_grass_prone2run_a
|
||
ch_grass_prone2run_b
|
||
ch_grass_prone2run_fast
|
||
ch_grass_prone2run_fast_b
|
||
ch_grass_prone2run_fast_c
|
||
// reload, rechamber
|
||
reload_prone_rifle
|
||
// pain
|
||
// prone_painA_holdchest // MikeD (10/12/2007): No GSC references.
|
||
// prone_painB_holdhead // MikeD (10/12/2007): No GSC references.
|
||
}
|
||
|
||
prone_legsup
|
||
{
|
||
prone_shootfeet_straight45up
|
||
}
|
||
|
||
prone_legsdown
|
||
{
|
||
prone_shootfeet_straight45down
|
||
}
|
||
}
|
||
|
||
exposed_modern
|
||
{
|
||
exposed_aiming
|
||
{
|
||
ai_zombie_idle_base
|
||
ai_zombie_idle_crawl_base
|
||
|
||
exposed_aim_5
|
||
exposed2_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
|
||
shotgun_crouch_aim_5
|
||
walk_left_cargoship
|
||
|
||
ai_flamethrower_aim_5
|
||
ai_flamethrower_crouch_aim_5
|
||
|
||
aim_4 : additive
|
||
{
|
||
exposed_aim_4
|
||
exposed2_aim_4
|
||
exposed_turn_aim_4
|
||
exposed2_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
|
||
shotgun_crouch_aim_4
|
||
|
||
// MikeD: Flamethrower support
|
||
ai_flame_fire_left
|
||
|
||
ai_flamethrower_aim_4
|
||
ai_flamethrower_crouch_aim_4
|
||
}
|
||
aim_6 : additive
|
||
{
|
||
exposed_aim_6
|
||
exposed2_aim_6
|
||
exposed_turn_aim_6
|
||
exposed2_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
|
||
shotgun_crouch_aim_6
|
||
|
||
// MikeD: Flamethrower support
|
||
ai_flame_fire_right
|
||
|
||
ai_flamethrower_aim_6
|
||
ai_flamethrower_crouch_aim_6
|
||
}
|
||
aim_2 : additive
|
||
{
|
||
exposed_aim_2
|
||
exposed2_aim_2
|
||
exposed_turn_aim_2
|
||
exposed2_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
|
||
shotgun_crouch_aim_2
|
||
|
||
ai_flamethrower_aim_2
|
||
ai_flamethrower_crouch_aim_2
|
||
}
|
||
aim_8 : additive
|
||
{
|
||
exposed_aim_8
|
||
exposed2_aim_8
|
||
exposed_turn_aim_8
|
||
exposed2_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
|
||
shotgun_crouch_aim_8
|
||
|
||
ai_flamethrower_aim_8
|
||
ai_flamethrower_crouch_aim_8
|
||
}
|
||
|
||
turn
|
||
{
|
||
exposed_crouch_turn_left
|
||
exposed_crouch_turn_right
|
||
|
||
exposed_tracking_turn45L
|
||
exposed2_tracking_turn45L
|
||
exposed_tracking_turn90L
|
||
exposed2_tracking_turn90L
|
||
exposed_tracking_turn135L
|
||
exposed2_tracking_turn135L
|
||
exposed_tracking_turn45R
|
||
exposed2_tracking_turn45R
|
||
exposed_tracking_turn90R
|
||
exposed2_tracking_turn90R
|
||
exposed_tracking_turn135R
|
||
exposed2_tracking_turn135R
|
||
exposed_tracking_turn180L
|
||
exposed2_tracking_turn180L
|
||
|
||
pistol_stand_turn45R
|
||
pistol_stand_turn45L
|
||
pistol_stand_turn90R
|
||
pistol_stand_turn90L
|
||
pistol_stand_turn135L
|
||
pistol_stand_turn135R
|
||
pistol_stand_turn180L
|
||
|
||
ai_flamethrower_turn45L
|
||
ai_flamethrower_turn45R
|
||
ai_flamethrower_turn90L
|
||
ai_flamethrower_turn90R
|
||
ai_flamethrower_turn135L
|
||
ai_flamethrower_turn135R
|
||
ai_flamethrower_turn180
|
||
|
||
ai_flamethrower_crouch_turn90L
|
||
ai_flamethrower_crouch_turn90R
|
||
}
|
||
|
||
add_idle : additive
|
||
{
|
||
exposed_idle_alert_v1
|
||
exposed2_idle_alert_v1
|
||
exposed_idle_alert_v2
|
||
exposed2_idle_alert_v2
|
||
exposed_idle_alert_v3
|
||
exposed2_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
|
||
|
||
ai_flamethrower_stand_idle_alert_v1
|
||
ai_flamethrower_crouch_idle_a_alert_v1
|
||
|
||
pistol_stand_idle_alert
|
||
|
||
ai_zombie_idle_v1
|
||
ai_zombie_idle_crawl
|
||
}
|
||
|
||
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
|
||
}
|
||
|
||
rechamber : additive
|
||
{
|
||
exposed_rechamber_v1
|
||
exposed2_rechamber_v1
|
||
covercrouch_rechamber_aim
|
||
exposed_crouch_rechamber_v1
|
||
CornerStndL_lean_rechamber
|
||
CornerStndR_lean_rechamber
|
||
}
|
||
}
|
||
|
||
|
||
reload
|
||
{
|
||
exposed_reload
|
||
exposed2_reload
|
||
exposed_reloadb
|
||
exposed2_reloadb
|
||
exposed_reloadc
|
||
exposed_topload
|
||
exposed_crouch_reload
|
||
exposed_crouch_topload
|
||
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
|
||
CornerCrL_toploadA
|
||
CornerCrL_toploadB
|
||
CornerCrR_toploadA
|
||
CornerCrR_toploadB
|
||
CornerStndL_lean_reload
|
||
CornerStndL_lean_topload
|
||
CornerStndL_reload_v1
|
||
CornerStndL_topload
|
||
CornerStndR_lean_reload
|
||
CornerStndR_lean_topload
|
||
CornerStndR_reload_v1
|
||
CornerStndR_topload
|
||
coverstand_topload
|
||
covercrouch_topload_hide
|
||
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
|
||
ai_stand_pistol_switch_suprise // switches from pistol to main weapon super quick (12 frames)
|
||
|
||
//exposed_crouch_corner_aim : additive
|
||
//{
|
||
// exposed_crouch_aim_1
|
||
// exposed_crouch_aim_3
|
||
// exposed_crouch_aim_7
|
||
// exposed_crouch_aim_9
|
||
//}
|
||
exposed_grenadeThrowB
|
||
exposed2_grenadeThrowB
|
||
exposed_grenadeThrowC
|
||
exposed2_grenadeThrowC
|
||
|
||
exposed_crouch_2_stand
|
||
exposed2_crouch_2_stand
|
||
ai_flamethrower_crouch_2_stand
|
||
|
||
exposed_stand_2_crouch
|
||
exposed2_stand_2_crouch
|
||
ai_flamethrower_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
|
||
crouch_2_runCQB
|
||
|
||
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
|
||
|
||
// Special approaches and exits for jogs in Makin and Pel2
|
||
ch_makinraid_creepywalk_stop_center2
|
||
ch_makinraid_creepywalk_start_center2
|
||
|
||
prone_modern
|
||
{
|
||
//TODO: place these properly
|
||
prone_grenade_a
|
||
prone_fire_1
|
||
prone_fire_burst
|
||
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
|
||
exposed2_shoot_semi1
|
||
exposed_shoot_semi2
|
||
exposed2_shoot_semi2
|
||
exposed_shoot_semi3
|
||
exposed2_shoot_semi3
|
||
exposed_shoot_semi4
|
||
exposed2_shoot_semi4
|
||
exposed_shoot_semi5
|
||
exposed2_shoot_semi5
|
||
|
||
exposed_shoot_auto_v2
|
||
exposed2_shoot_auto_v2
|
||
exposed_shoot_auto_v3
|
||
exposed2_shoot_auto_v3
|
||
|
||
exposed_shoot_burst3
|
||
exposed2_shoot_burst3
|
||
exposed_shoot_burst4
|
||
exposed2_shoot_burst4
|
||
exposed_shoot_burst5
|
||
exposed2_shoot_burst5
|
||
exposed_shoot_burst6
|
||
exposed2_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
|
||
|
||
ai_flame_fire_center
|
||
ai_flame_crouch_fire_center
|
||
}
|
||
|
||
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
|
||
ai_climb_platform_56
|
||
ai_climb_platform_40
|
||
jump_across_72
|
||
ai_jump_120units
|
||
ladder_climbdown
|
||
ladder_climbon
|
||
ladder_climboff
|
||
ladder_climbup
|
||
ladder_climbon_bottom_walk
|
||
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
|
||
|
||
traverse40_IN_ML
|
||
traverse40_IN_L
|
||
|
||
traverse_window_M_2_run
|
||
// traverse_window_M_2_stop // MikeD (10/12/2007): No GSC references.
|
||
// traverse_window_death_start // MikeD (10/12/2007): No GSC references.
|
||
// traverse_window_death_end // MikeD (10/12/2007): No GSC references.
|
||
|
||
traverse_stepup_52
|
||
traverse_jumpdown_40
|
||
traverse_jumpdown_56
|
||
traverse_jumpdown_96
|
||
|
||
// New traverse, wall_hop_down_80
|
||
ai_traverse_wallhop_down
|
||
ai_traverse_wallhop_down_3
|
||
|
||
// Zombie Traverses
|
||
ai_zombie_traverse_v1
|
||
ai_zombie_traverse_v2
|
||
ai_zombie_traverse_v3
|
||
ai_zombie_traverse_v4
|
||
ai_zombie_traverse_v5
|
||
ai_zombie_traverse_v6
|
||
ai_zombie_traverse_v7
|
||
ai_zombie_traverse_crawl_v1
|
||
|
||
// For zombies crawling out of the ground
|
||
|
||
ai_zombie_traverse_ground_v1_crawl
|
||
ai_zombie_traverse_ground_v1_crawlfast
|
||
ai_zombie_traverse_ground_v1_deathinside
|
||
ai_zombie_traverse_ground_v1_deathinside_alt
|
||
ai_zombie_traverse_ground_v1_deathoutside
|
||
ai_zombie_traverse_ground_v1_deathoutside_alt
|
||
ai_zombie_traverse_ground_v1_idle // I don't think we need this
|
||
ai_zombie_traverse_ground_v1_run
|
||
ai_zombie_traverse_ground_v1_walk
|
||
ai_zombie_traverse_ground_v2_death_high
|
||
ai_zombie_traverse_ground_v2_death_high_alt
|
||
ai_zombie_traverse_ground_v2_death_low
|
||
ai_zombie_traverse_ground_v2_death_low_alt
|
||
ai_zombie_traverse_ground_v2_walk
|
||
ai_zombie_traverse_ground_v2_walk_altA
|
||
ai_zombie_traverse_ground_v2_walk_altB
|
||
ai_zombie_traverse_ground_climbout_fast
|
||
|
||
melee
|
||
{
|
||
ai_bonzai_buddy_success_front
|
||
ai_bonzai_buddy_success_left
|
||
ai_bonzai_buddy_success_right
|
||
ai_bonzai_buddy_success_rear
|
||
ai_bonzai_enemy_success_front
|
||
ai_bonzai_enemy_success_rear
|
||
|
||
ai_bonzai_enemy_attack_player_impact
|
||
ai_bonzai_enemy_attack_player
|
||
ai_bonzai_enemy_attack_player_intro
|
||
ai_bonzai_enemy_attack_player_fail
|
||
ai_bonzai_enemy_attack_player_success
|
||
|
||
run_2_melee_charge
|
||
stand_2_melee_1
|
||
melee_1
|
||
ai_bayonet_stab_melee
|
||
ai_zombie_attack_forward_v1
|
||
ai_zombie_attack_forward_v2
|
||
ai_zombie_attack_v1
|
||
ai_zombie_attack_v2
|
||
ai_zombie_attack_v3
|
||
ai_zombie_attack_v4
|
||
ai_zombie_attack_v6
|
||
ai_zombie_walk_attack_v1
|
||
ai_zombie_walk_attack_v2
|
||
ai_zombie_walk_attack_v3
|
||
ai_zombie_walk_attack_v4
|
||
ai_zombie_run_attack_v1
|
||
ai_zombie_run_attack_v2
|
||
ai_zombie_run_attack_v3
|
||
ai_zombie_attack_crawl
|
||
ai_zombie_attack_crawl_lunge
|
||
ai_zombie_crawl_attack_A
|
||
ai_zombie_window_attack_arm_R_out
|
||
ai_zombie_window_attack_arm_L_out
|
||
}
|
||
|
||
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 // MikeD (10/12/2007): No GSC references.
|
||
}
|
||
|
||
corner_45_right
|
||
{
|
||
|
||
// corner_right_stand_aim_45right // MikeD (10/12/2007): No GSC references.
|
||
}
|
||
}
|
||
|
||
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_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_death_grenade_explode // MikeD (10/12/2007): No GSC references.
|
||
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 // MikeD (10/12/2007): No GSC references.
|
||
// coverstand_hide_idle_wave02 // MikeD (10/12/2007): No GSC references.
|
||
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 // MikeD (10/12/2007): No GSC references.
|
||
// 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 // MikeD (10/12/2007): No GSC references.
|
||
|
||
|
||
// 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
|
||
|
||
// Flamethrower Death animations
|
||
ai_flame_death_A
|
||
ai_flame_death_B
|
||
ai_flame_death_C
|
||
ai_flame_death_D
|
||
ai_flame_death_E
|
||
ai_flame_death_F
|
||
ai_flame_death_G
|
||
ai_flame_death_H
|
||
ai_flame_death_crouch_a
|
||
ai_flame_death_crouch_b
|
||
ai_flame_death_crouch_c
|
||
ai_flame_death_crouch_d
|
||
ai_flame_death_crouch_e
|
||
ai_flame_death_crouch_f
|
||
ai_flame_death_crouch_g
|
||
ai_flame_death_crouch_h
|
||
|
||
// extended Flamethrower death anims
|
||
ai_deadly_wounded_flamedA_hit
|
||
ai_deadly_wounded_flamedA_loop
|
||
ai_deadly_wounded_flamedA_die
|
||
ai_deadly_wounded_flamedB_hit
|
||
ai_deadly_wounded_flamedB_loop
|
||
ai_deadly_wounded_flamedB_die
|
||
|
||
// Flamethrower Death Animations, for flamethrower guys
|
||
ai_flamethrower_death_b
|
||
|
||
// For the Flame AI's regular death
|
||
ai_flamethrower_stand_death
|
||
ai_flamethrower_crouch_death
|
||
|
||
ai_bayonet_thrust_death
|
||
ai_bayonet_shoulder_death
|
||
ai_bayonet_back_death
|
||
ai_bayonet_left_death
|
||
ai_bayonet_right_death
|
||
|
||
ai_bonzai_enemy_fail_front
|
||
ai_bonzai_enemy_fail_left
|
||
ai_bonzai_enemy_fail_right
|
||
ai_bonzai_enemy_fail_rear
|
||
ai_bonzai_buddy_fail_front
|
||
ai_bonzai_buddy_fail_rear
|
||
|
||
// extended regular death anims
|
||
ai_deadly_wounded_leg_L_hit
|
||
ai_deadly_wounded_leg_L_loop
|
||
ai_deadly_wounded_leg_L_die
|
||
ai_deadly_wounded_leg_R_hit
|
||
ai_deadly_wounded_leg_R_loop
|
||
ai_deadly_wounded_leg_R_die
|
||
ai_deadly_wounded_torso_hit
|
||
ai_deadly_wounded_torso_loop
|
||
ai_deadly_wounded_torso_die
|
||
|
||
|
||
// long gibbed death
|
||
ai_gib_bothlegs_gib
|
||
ai_gib_bothlegs_loop
|
||
ai_gib_bothlegs_death
|
||
ai_gib_torso_gib
|
||
ai_gib_torso_loop
|
||
ai_gib_torso_death
|
||
ai_gib_leftarm_back_gib
|
||
ai_gib_leftarm_back_loop
|
||
ai_gib_leftarm_back_death
|
||
ai_gib_leftleg_front_gib
|
||
ai_gib_leftleg_front_loop
|
||
ai_gib_leftleg_front_death
|
||
ai_gib_rightarm_back_gib
|
||
ai_gib_rightarm_back_loop
|
||
ai_gib_rightarm_back_death
|
||
ai_gib_leftarm_front_gib
|
||
ai_gib_leftarm_front_loop
|
||
ai_gib_leftarm_front_death
|
||
ai_gib_leftleg_back_gib
|
||
ai_gib_leftleg_back_loop
|
||
ai_gib_leftleg_back_death
|
||
ai_gib_rightarm_front_gib
|
||
ai_gib_rightarm_front_loop
|
||
ai_gib_rightarm_front_death
|
||
ai_gib_rightleg_front_gib
|
||
ai_gib_rightleg_front_loop
|
||
ai_gib_rightleg_front_death
|
||
ai_gib_rightleg_back_gib
|
||
ai_gib_rightleg_back_loop
|
||
ai_gib_rightleg_back_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
|
||
exposed2_pain_2_crouch
|
||
exposed_pain_back
|
||
exposed2_pain_back
|
||
exposed_pain_dropgun
|
||
exposed2_pain_dropgun
|
||
exposed_pain_groin
|
||
exposed2_pain_groin
|
||
exposed_pain_left_arm
|
||
exposed2_pain_left_arm
|
||
exposed_pain_leg
|
||
exposed2_pain_leg
|
||
exposed_pain_right_arm
|
||
exposed2_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
|
||
|
||
// Flamethrower Pain animations
|
||
ai_flame_wounded_crouch_a
|
||
ai_flame_wounded_crouch_b
|
||
ai_flame_wounded_crouch_c
|
||
ai_flame_wounded_crouch_d
|
||
ai_flame_wounded_stand_a
|
||
ai_flame_wounded_stand_b
|
||
ai_flame_wounded_stand_c
|
||
ai_flame_wounded_stand_d
|
||
|
||
// Flamethrower Pain animations for flamethrower guys
|
||
ai_flamethrower_wounded_stand_arm
|
||
ai_flamethrower_wounded_stand_chest
|
||
ai_flamethrower_wounded_stand_head
|
||
ai_flamethrower_wounded_stand_leg
|
||
|
||
// Pain anims for the actual flame AI
|
||
ai_flamethrower_stand_pain
|
||
ai_flamethrower_crouch_pain
|
||
}
|
||
reaction
|
||
{
|
||
exposed_idle_reactB
|
||
exposed2_idle_reactB
|
||
exposed_idle_reactA
|
||
exposed2_idle_reactA
|
||
exposed_idle_twitch
|
||
exposed2_idle_twitch
|
||
exposed_idle_twitch_v4
|
||
exposed2_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 // MikeD (10/12/2007): No GSC references.
|
||
// wounded_bellycrawl_death // MikeD (10/12/2007): No GSC references.
|
||
// wounded_crawl2bellycrawl // MikeD (10/12/2007): No GSC references.
|
||
|
||
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 // MikeD (10/12/2007): No GSC references.
|
||
stack1_stand_idle
|
||
// stack_3_idle // MikeD (10/12/2007): No GSC references.
|
||
stack1_shootandkick
|
||
door_kick_in
|
||
door_kick_in_2_kick
|
||
//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
|
||
}
|
||
|
||
// needed for script error in melee.gsc
|
||
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*/
|
||
}
|
||
|
||
// COD5 Levels
|
||
level_mak
|
||
{
|
||
ch_draggingSoldierB_dragging_guy1
|
||
ch_draggingSoldierB_dragging_guy2
|
||
ch_draggedSoldierB_dragged
|
||
|
||
crew_raft_riding_guy1
|
||
crew_raft_riding_guy2
|
||
crew_raft_riding_guy3
|
||
crew_raft_riding_driver
|
||
crew_raft_getout_guy1
|
||
crew_raft_getout_guy2
|
||
crew_raft_getout_guy3
|
||
crew_raft_getout_driver
|
||
|
||
ch_makinraid_gatekick
|
||
|
||
hunted_bh6_crash
|
||
hunted_bh8_crash
|
||
hunted_bh2_crash
|
||
|
||
hunted_dying_deadguy
|
||
hunted_dying_deadguy_endidle
|
||
hunted_dying_soldier
|
||
|
||
ch_draggedsoldierb_wounded_a
|
||
ch_draggedsoldierb_wounded_b
|
||
// c in pel1
|
||
ch_draggedsoldierd_wounded
|
||
|
||
ch_makinraid_suffocate_a_guy1
|
||
ch_makinraid_suffocate_a_guy2
|
||
ch_makinraid_suffocate_b_guy1
|
||
ch_makinraid_suffocate_b_guy2
|
||
|
||
ch_makinraid_window_climb
|
||
ch_makinraid_window_open
|
||
ch_makinraid_window_loop
|
||
ch_makinraid_window_kill
|
||
ch_makinraid_window_die
|
||
|
||
p_tree_tied_a
|
||
p_tree_tied_b
|
||
|
||
ch_makinraid_wounded_a
|
||
ch_makinraid_wounded_b
|
||
ch_makinraid_wounded_c
|
||
ch_makinraid_wounded_d
|
||
ch_makinraid_wounded_e
|
||
ch_makinraid_wounded_f
|
||
ch_makinraid_wounded_g
|
||
ch_makinraid_wounded_h
|
||
|
||
ch_makinraid_map_a_guy1
|
||
ch_makinraid_map_b_guy1
|
||
ch_makinraid_map_a_guy2
|
||
ch_makinraid_map_b_guy2
|
||
ch_makinraid_map_a_guy3
|
||
ch_makinraid_map_b_guy3
|
||
ch_makinraid_map_a_guy4
|
||
ch_makinraid_map_b_guy4
|
||
ch_makinraid_map_a_guy1_loop
|
||
ch_makinraid_map_a_guy2_loop
|
||
ch_makinraid_map_a_guy3_loop
|
||
ch_makinraid_map_a_guy4_loop
|
||
|
||
ch_onback_carrying_loop
|
||
ch_onback_carried_loop
|
||
|
||
ch_makinraid_e2_bino_loop
|
||
ch_makinraid_e2_bino
|
||
|
||
ch_makinraid_e2_arguing1_loop
|
||
ch_makinraid_e2_arguing1
|
||
|
||
ch_makinraid_e2_arguing2_loop
|
||
ch_makinraid_e2_arguing2
|
||
|
||
ch_makinraid_e2_arguing3_loop
|
||
ch_makinraid_e2_arguing3
|
||
|
||
ch_makinraid_suffocate_a_guy2_sleep
|
||
ch_makinraid_suffocate_a_guy2_dead
|
||
ch_makinraid_suffocate_b_guy2_sleep
|
||
ch_makinraid_suffocate_b_guy2_dead
|
||
|
||
// MikeD: New MAK animations:
|
||
// Intro
|
||
ch_makinraid_intro_interogator
|
||
ch_makinraid_intro_interogator_dead
|
||
ch_makinraid_intro_mitch
|
||
ch_makinraid_intro_mitch_dead
|
||
ch_makinraid_intro_officer_a
|
||
ch_makinraid_intro_officer_b
|
||
ch_makinraid_intro_officer_b_dead
|
||
ch_makinraid_intro_roebuck
|
||
ch_makinraid_intro_sullivan
|
||
ch_makinraid_intro_redshirt1
|
||
ch_makinraid_intro_redshirt2
|
||
|
||
// Intro - Pows
|
||
ch_makinraid_intro_pow1
|
||
ch_makinraid_intro_pow2
|
||
ch_makinraid_intro_pow3
|
||
ch_makinraid_tied_pow1
|
||
ch_makinraid_tied_pow2
|
||
ch_makinraid_tied_pow3
|
||
ch_makinraid_intro_japanese1
|
||
ch_makinraid_intro_japanese2
|
||
|
||
// Event1 Grenader
|
||
ch_makinraid_villageaction19_japanese
|
||
ch_makinraid_villageaction19_american
|
||
|
||
// Event1 Pond Fight
|
||
//ch_makinraid_villageaction12_american_loop
|
||
//ch_makinraid_villageaction12_american_outro
|
||
//ch_makinraid_villageaction12_japanese_loop
|
||
//ch_makinraid_villageaction12_japanese_outro
|
||
ch_makinraid_coy_pond_fight2_US
|
||
ch_makinraid_coy_pond_fight2_Jap
|
||
ch_makinraid_coy_pond_fight1_US_loop
|
||
ch_makinraid_coy_pond_fight1_Jap_loop
|
||
|
||
// Event1 2vs1 Action
|
||
ch_makinraid_2vs1_US_guy1
|
||
ch_makinraid_2vs1_US_guy2
|
||
ch_makinraid_2vs1_Jap
|
||
|
||
ch_makinraid_traverse40_in_l
|
||
ch_makinraid_traverse40_in_ml
|
||
|
||
// Event1 LMG Mowdown
|
||
ch_makinraid_lmg_mowdown_guy1
|
||
ch_makinraid_lmg_mowdown_guy2
|
||
ch_makinraid_lmg_mowdown_guy3
|
||
ch_makinraid_lmg_mowdown_guy4
|
||
|
||
// Event1 Saloon Show Down
|
||
ch_makinraid_showdown_guy1
|
||
ch_makinraid_showdown_guy2
|
||
|
||
// Event1 Hut Collapse on Guy
|
||
ch_makinraid_fire_hut
|
||
ch_makinraid_fire_hut_dead
|
||
|
||
// Event1 Blown into shed
|
||
ch_makinraid_blown_into_shed
|
||
|
||
// Held down
|
||
ch_makinraid_held_down_head_shot_guy1
|
||
ch_makinraid_held_down_head_shot_guy2
|
||
ch_makinraid_held_down_head_shot_guy3
|
||
ch_makinraid_held_down_head_shot_guy3_death
|
||
|
||
// Bridge Bar Fight
|
||
ch_makinraid_bar_fight_american_intro
|
||
ch_makinraid_bar_fight_american_loop
|
||
ch_makinraid_bar_fight_american_outro
|
||
ch_makinraid_bar_fight_japanese_intro
|
||
ch_makinraid_bar_fight_japanese_loop
|
||
ch_makinraid_bar_fight_japanese_outro
|
||
ch_makinraid_bar_fight_japanese_dead
|
||
|
||
// Event1 Fire BeatDown
|
||
ch_makinraid_fire_beatdown1_US
|
||
ch_makinraid_fire_beatdown1_JAP
|
||
ch_makinraid_fire_beatdown2_US
|
||
ch_makinraid_fire_beatdown2_JAP
|
||
|
||
// Event1 Katana Ramp
|
||
ch_makinraid_sword_attack_intro
|
||
ch_makinraid_sword_attack_loop
|
||
ch_makinraid_sword_attack_death
|
||
|
||
// Event1 Rescuers/Pows
|
||
ch_makinraid_rescue_pow1
|
||
ch_makinraid_rescue_pow1_castoff
|
||
ch_makinraid_rescue_pow1_castoff_idle
|
||
ch_makinraid_rescue_medic1_castoff
|
||
ch_makinraid_rescue_medic1_castoff_idle
|
||
ch_makinraid_rescue_pow2
|
||
ch_makinraid_rescue_pow2_castoff
|
||
ch_makinraid_rescue_pow2_castoff_idle
|
||
ch_makinraid_rescue_medic2_castoff
|
||
ch_makinraid_rescue_medic2_castoff_idle
|
||
|
||
// Sullivan Specific
|
||
ch_makinraid_sullivan_3_route
|
||
ch_makinraid_beachregroup_guy1
|
||
|
||
// Event2 BoatSquad Animations
|
||
ch_makinraid_raft_combat_idle_guy1
|
||
ch_makinraid_raft_combat_idle_guy2
|
||
ch_makinraid_raft_combat_idle_guy3
|
||
ch_makinraid_raft_combat_idle_guy4
|
||
ch_makinraid_raft_combat_guy1
|
||
ch_makinraid_raft_combat_guy2
|
||
ch_makinraid_raft_combat_guy3
|
||
ch_makinraid_raft_combat_guy4
|
||
ch_makinraid_raft_exit_guy1
|
||
ch_makinraid_raft_exit_guy2
|
||
ch_makinraid_raft_exit_guy3
|
||
ch_makinraid_raft_exit_guy4
|
||
|
||
// Event3 Feign Death
|
||
// ch_makinraid_feigning_death_roebuck
|
||
ch_makinraid_feigning_death_roebuck_transition
|
||
ch_makinraid_feigning_death_roebuck_a
|
||
ch_makinraid_feigning_death_roebuck_b
|
||
// ch_makinraid_feigning_death_sullivan
|
||
ch_makinraid_feigning_death_sullivan_transition
|
||
ch_makinraid_feigning_death_sullivan_a
|
||
ch_makinraid_feigning_death_sullivan_b
|
||
// ch_makinraid_feigning_death_redshirt
|
||
ch_makinraid_feigning_death_redshirt_transition
|
||
ch_makinraid_feigning_death_redshirt_a
|
||
ch_makinraid_feigning_death_redshirt_b
|
||
ch_makinraid_feigning_death_redshirt_dead
|
||
ch_makinraid_feigning_death_officer
|
||
ch_makinraid_feigning_death_officer_a
|
||
ch_makinraid_feigning_death_officer_b
|
||
ch_makinraid_feigning_death_officer_play_dead
|
||
ch_makinraid_feigning_death_officer_dead
|
||
ch_makinraid_feigning_death_jap01_die
|
||
ch_makinraid_feigning_death_jap02_die
|
||
ch_makinraid_feigning_death_jap03_die
|
||
ch_makinraid_feigning_death_jap04_die
|
||
ch_makinraid_feigning_death_jap01_dead
|
||
ch_makinraid_feigning_death_jap02_dead
|
||
ch_makinraid_feigning_death_jap03_dead
|
||
ch_makinraid_feigning_death_jap04_dead
|
||
ch_makinraid_feigning_death_jap01_getup
|
||
ch_makinraid_feigning_death_jap02_getup
|
||
ch_makinraid_feigning_death_jap03_getup
|
||
ch_makinraid_feigning_death_jap04_getup
|
||
|
||
// Event4 Truck scene
|
||
ch_makinraid_truck_tailgate_open_sullivan
|
||
ch_makinraid_truck_get_it_done_a
|
||
ch_makinraid_truck_get_it_done_b
|
||
ch_makinraid_truck_get_it_done_c
|
||
ch_makinraid_truck_jumpin
|
||
ch_makinraid_truck_jumpout_a
|
||
ch_makinraid_truck_jumpout_b
|
||
ch_makinraid_truck_jumpin_idle
|
||
|
||
// Transitions to jog/creepy walks
|
||
ch_makinraid_creepywalk_idle_center
|
||
ch_makinraid_creepywalk_stop_center
|
||
ch_makinraid_creepywalk_start_center
|
||
|
||
ch_makinraid_ignite_gas
|
||
|
||
// Event5
|
||
ch_makinraid_inner_compound_sullivan_directions
|
||
|
||
// Event5 Bunker
|
||
ch_makinraid_bunkerdoor_japanese
|
||
ch_makinraid_bunkerdoor_redshirt
|
||
ch_makinraid_bunkerdoor_roebuck
|
||
ch_makinraid_set_bunker_charges_intro
|
||
ch_makinraid_set_bunker_charges_loop
|
||
ch_makinraid_set_bunker_charges_lookup
|
||
ch_makinraid_set_bunker_charges_outro
|
||
|
||
// Event6
|
||
ch_makinraid_exit_bunker_sullivan
|
||
|
||
// Outtro
|
||
ch_makinraid_outro_sullivan_start
|
||
ch_makinraid_outro_sullivan_stop
|
||
ch_makinraid_outro_japanese
|
||
ch_makinraid_outro_redshirt1
|
||
ch_makinraid_outro_redshirt2
|
||
ch_makinraid_outro_raft_jumpin_sullivan
|
||
ch_makinraid_outro_raft_jumpin_sullivan_underfire
|
||
ch_makinraid_outro_raft_jumpin_sullivan_reaction
|
||
ch_makinraid_outro_raft_jumpin_sullivan_calm
|
||
ch_makinraid_outro_raft_jumpin_guy1
|
||
ch_makinraid_outro_raft_jumpin_guy1_underfire
|
||
ch_makinraid_outro_raft_jumpin_guy1_reaction
|
||
ch_makinraid_outro_raft_jumpin_guy1_calm
|
||
ch_makinraid_outro_raft_jumpin_guy2
|
||
ch_makinraid_outro_raft_jumpin_guy2_underfire
|
||
ch_makinraid_outro_raft_jumpin_guy2_reaction
|
||
ch_makinraid_outro_raft_jumpin_guy2_calm
|
||
ch_makinraid_outro_raft_jumpin_guy3
|
||
ch_makinraid_outro_raft_jumpin_guy3_underfire
|
||
ch_makinraid_outro_raft_jumpin_guy3_reaction
|
||
ch_makinraid_outro_raft_jumpin_guy3_calm
|
||
ch_makinraid_outro_raft_jumpin_guy4
|
||
ch_makinraid_outro_raft_jumpin_guy4_underfire
|
||
ch_makinraid_outro_raft_jumpin_guy4_reaction
|
||
ch_makinraid_outro_raft_jumpin_guy4_calm
|
||
|
||
|
||
// Balcony deaths with railing
|
||
ai_deathbalcony_b
|
||
ai_deathbalcony_c
|
||
|
||
ch_makinraid_creepywalk_idle_center2
|
||
|
||
// Snare trap
|
||
ch_makinraid_strung_up
|
||
|
||
// Sumeet - Makin collectible animation
|
||
death_pose_on_desk
|
||
|
||
// Sumeet - Outtro animations for sullivan and roebuck
|
||
ch_makinraid_outro_raft_jumpin_sullivan_end
|
||
ch_makinraid_outro_raft_jumpin_guy1_end
|
||
}
|
||
|
||
tree_snipers
|
||
{
|
||
ch_climb_tree_a
|
||
ch_fall_tree_a
|
||
ch_fall_tree_idle_a
|
||
}
|
||
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
|
||
}
|
||
|
||
zombie
|
||
{
|
||
ai_zombie_door_tear_v1
|
||
ai_zombie_door_tear_v2
|
||
ai_zombie_door_tear_high
|
||
ai_zombie_door_tear_left
|
||
ai_zombie_door_tear_right
|
||
ai_zombie_door_tear_low
|
||
|
||
ai_zombie_door_pound_v1
|
||
ai_zombie_door_pound_v2
|
||
|
||
ai_zombie_shot_arm_left
|
||
ai_zombie_shot_arm_right
|
||
ai_zombie_shot_leg_left_2_crawl
|
||
ai_zombie_shot_leg_right_2_crawl
|
||
ai_zombie_taunts_1
|
||
ai_zombie_taunts_2
|
||
ai_zombie_taunts_3
|
||
ai_zombie_taunts_4
|
||
ai_zombie_taunts_5
|
||
ai_zombie_taunts_6
|
||
ai_zombie_taunts_7
|
||
ai_zombie_taunts_8
|
||
ai_zombie_taunts_9
|
||
|
||
}
|
||
|
||
pel1
|
||
{
|
||
ch_deadbody_floating_B
|
||
ch_deadbody_floating_A
|
||
ch_driver_peleliu1_jeep_destroyed
|
||
crew_lvt4_peleliu1_character1
|
||
crew_lvt4_peleliu1_character2
|
||
crew_lvt4_peleliu1_character2_dead
|
||
crew_lvt4_peleliu1_character3
|
||
crew_lvt4_peleliu1_character4
|
||
crew_lvt4_peleliu1_character5
|
||
crew_lvt4_peleliu1_character6
|
||
crew_lvt4_peleliu1_character7
|
||
crew_lvt4_peleliu1_character9
|
||
ch_bunker_burnout_death_guy1
|
||
ch_bunker_burnout_death_guy1_dead
|
||
ch_bunker_burnout_death_guy2
|
||
ch_bunker_burnout_death_guy2_dead
|
||
ch_peleliu1_woundedjapanese1_loop
|
||
ch_peleliu1_woundedjapanese1_fire
|
||
ch_peleliu1_woundedjapanese1_death
|
||
ch_peleliu1_pillarcover_guy1
|
||
ch_peleliu1_pillarcover_guy2
|
||
ch_peleliu1_pillarcover_guy3
|
||
ch_peleliu1_pillarcover_guy4
|
||
ch_peleliu1_pillarcover_guy5
|
||
ch_peleliu1_pillarcover_guy6
|
||
ch_peleliu1_outbunker_guy1
|
||
ch_peleliu1_outbunker_guy2
|
||
ch_peleliu1_suicide_grenade
|
||
ch_draggedSoldierC_pickUp_dead
|
||
ch_draggedSoldierC_pickedUp_dead
|
||
ch_draggedSoldierC_wounded
|
||
ch_draggedSoldierC_pickUp
|
||
ch_draggedSoldierC_pickedUp
|
||
ch_draggedSoldierA_wounded
|
||
ch_draggedSoldierA_pickup
|
||
ch_draggedSoldierA_pickedup
|
||
ch_draggedSoldierA_dragging
|
||
ch_draggedSoldierA_dragged
|
||
ai_climb_log_a_intro
|
||
ai_climb_log_b_intro
|
||
ai_climb_log_c_intro
|
||
ai_climb_log_d_intro
|
||
ai_climb_log_e_intro
|
||
ai_climb_log_f_intro
|
||
ai_climb_log_g_intro
|
||
ai_climb_log_h_intro
|
||
ai_climb_log_sarge_intro
|
||
ai_climb_log_flamethrower_intro
|
||
ch_peleliu1_coralcover_radio_guy3
|
||
ch_peleliu1_coralcover_guy1
|
||
ch_peleliu1_coralcover_guy2
|
||
ch_peleliu1_coralcover_guy4
|
||
ch_peleliu1_coralcover_guy5
|
||
ch_peleliu1_coralcover_guy6
|
||
o_peleliu1_outro_doorr
|
||
o_peleliu1_outro_doorl
|
||
ch_peleliu1_outro_char2
|
||
ch_peleliu1_outro_char1
|
||
ch_peleliu1_bunkergrenadeguy_pistol_die
|
||
ch_peleliu1_bunkergrenadeguy_pistol_fire
|
||
ch_peleliu1_bunkergrenadeguy_pistol_idle
|
||
ch_peleliu1_bunkergrenadeguy_pistol_in
|
||
ch_peleliu1_bunkergrenadeguy_pistol_out
|
||
ch_peleliu1_bunkergrenadegy_hatch_grenade
|
||
ch_peleliu1_bunkergrenadeguy_idle_closed
|
||
ch_dazed_a_death
|
||
ch_dazed_b_death
|
||
ch_dazed_c_death
|
||
ch_dazed_d_death
|
||
ai_zombie_death_v1
|
||
ai_zombie_death_v2
|
||
ai_zombie_crawl_death_v1
|
||
ai_zombie_crawl_death_v2
|
||
ch_pel1_underwater_death
|
||
ch_pel1_underwater_death2
|
||
ch_peleliu1a_outro_roebuck
|
||
ch_peleliu1a_outro_jackson
|
||
ch_peleliu1a_outro_polonsky
|
||
ch_peleliu1a_outro_japanese_officer
|
||
ch_peleliu1a_outro_sullivan
|
||
|
||
ch_peleliu1a_outro_roebuck_v2
|
||
ch_peleliu1a_outro_sullivan_v2
|
||
ch_peleliu1a_outro_japanese_officer_v2
|
||
ch_peleliu1a_outro_jackson_v2
|
||
ch_peleliu1a_outro_polonsky_v2
|
||
ch_peleliu1a_outro_jackson_loop_v2 // <09> this anim plays if the jap soldier never reaches Jackson (red shirt)
|
||
ch_peleliu1a_outro_jackson_defend_v2
|
||
|
||
ch_pel1_underwater_sullivan
|
||
crew_lvt4_peleliu1_driver
|
||
}
|
||
|
||
level_pel1a
|
||
{
|
||
ch_pel1a_collectible
|
||
|
||
ch_peleliu1a_intro_char1
|
||
ch_peleliu1a_intro_char2
|
||
|
||
ch_peleliu1_pushed_a_guy1_intro
|
||
ch_peleliu1_pushed_a_guy2_intro
|
||
ch_peleliu1_pushed_a_guy1_loop
|
||
ch_peleliu1_pushed_a_guy2_loop
|
||
ch_peleliu1_pushed_b_guy1_intro
|
||
ch_peleliu1_pushed_b_guy2_intro
|
||
ch_peleliu1_pushed_b_guy1_loop
|
||
ch_peleliu1_pushed_b_guy2_loop
|
||
|
||
ch_peleliu1a_outro_guy1
|
||
ch_peleliu1a_outro_guy2
|
||
ch_peleliu1a_outro_guy1_idle
|
||
ch_peleliu1a_outro_guy2_idle
|
||
}
|
||
|
||
level_ber2
|
||
{
|
||
ai_flagbearer_stand_run
|
||
ai_flagbearer_crouch_left_idle
|
||
|
||
ch_berlin2_intro_guy1_hold
|
||
ch_berlin2_intro_guy2_hold
|
||
ch_berlin2_intro_guy3_hold
|
||
ch_berlin2_intro_guy4_hold
|
||
ch_berlin2_intro_guy1
|
||
ch_berlin2_intro_guy2
|
||
ch_berlin2_intro_guy3
|
||
ch_berlin2_intro_guy4
|
||
ch_officer1_reading_wall_map_alert
|
||
ch_officer1_reading_wall_map_loop
|
||
ch_officer2_reading_wall_map_alert
|
||
ch_officer2_reading_wall_map_loop
|
||
ch_telegraph_guy_tapping_alert
|
||
ch_telegraph_guy_tapping_death
|
||
ch_telegraph_guy_tapping_loop
|
||
ch_berlin2_rifle_guy1_reaction
|
||
ch_berlin2_rifle_guy2_reaction
|
||
ch_berlin2_rifle_guy3_reaction
|
||
ch_berlin2_rifle_guy1_loop
|
||
ch_berlin2_rifle_guy2_loop
|
||
ch_berlin2_rifle_guy3_loop
|
||
ch_execution1_wounded_shot
|
||
ch_execution1_wounded_loop
|
||
ch_execution1_shooter
|
||
ch_execution2_wounded_shot
|
||
ch_execution2_wounded_loop
|
||
ch_execution2_shooter
|
||
ch_execution3_wounded_shot
|
||
ch_execution3_wounded_loop
|
||
ch_execution3_shooter
|
||
ch_berlin2_E1vignette2_german
|
||
ch_berlin2_E1vignette1_german
|
||
ch_berlin2_E1vignette1_russian
|
||
ch_berlin2_E1vignette2_russian_alive
|
||
ch_berlin2_E1vignette2_russian_dead
|
||
ch_berlin2_flag_unravel
|
||
ch_lattice_gate_guy1_open
|
||
ch_lattice_gate_guy2_open
|
||
ch_lattice_gate_guy2_idle
|
||
ch_lattice_gate_guy2_close
|
||
ch_sarge_open_fail1
|
||
ch_sarge_open_fail2
|
||
ch_sarge_open_fail3
|
||
ch_sarge_open_twitch1
|
||
ch_sarge_open_twitch2
|
||
ch_sarge_open_success
|
||
ch_berlin2_drowning_guy1
|
||
|
||
ch_berlin2_sub_entrance_reznov_escape_a
|
||
ch_berlin2_sub_entrance_reznov_escape_b
|
||
ch_berlin2_sub_entrance_reznov_idle
|
||
ch_berlin2_sub_entrance_reznov_idle2
|
||
ch_berlin2_sub_entrance_reznov
|
||
ch_berlin2_sub_entrance_chernov_escape
|
||
ch_berlin2_sub_entrance_chernov_idle
|
||
ch_berlin2_sub_entrance_chernov_idle2
|
||
ch_berlin2_sub_entrance_chernov
|
||
ch_berlin2_metro_entrance_idle1_molotov1
|
||
ch_berlin2_metro_entrance_idle1_molotov2
|
||
ch_berlin2_metro_entrance_idle1_molotov3
|
||
ch_berlin2_metro_entrance_idle1_molotov4
|
||
ch_berlin2_metro_entrance_takeout_molotov1
|
||
ch_berlin2_metro_entrance_takeout_molotov2
|
||
ch_berlin2_metro_entrance_takeout_molotov3
|
||
ch_berlin2_metro_entrance_takeout_molotov4
|
||
ch_berlin2_metro_entrance_idle2_molotov1
|
||
ch_berlin2_metro_entrance_idle2_molotov2
|
||
ch_berlin2_metro_entrance_idle2_molotov3
|
||
ch_berlin2_metro_entrance_idle2_molotov4
|
||
ch_berlin2_metro_entrance_throw_molotov1
|
||
ch_berlin2_metro_entrance_throw_molotov2
|
||
ch_berlin2_metro_entrance_throw_molotov3
|
||
ch_berlin2_metro_entrance_throw_molotov4
|
||
ch_berlin2_metro_entrance_putaway_molotov1
|
||
ch_berlin2_metro_entrance_putaway_molotov2
|
||
ch_berlin2_metro_entrance_putaway_molotov3
|
||
ch_berlin2_metro_entrance_putaway_molotov4
|
||
ch_berlin2_metro_entrance_german1_burn
|
||
ch_berlin2_metro_entrance_german2_burn
|
||
ch_berlin2_metro_entrance_german3_burn
|
||
ch_berlin2_metro_entrance_german1_idle
|
||
ch_berlin2_metro_entrance_german2_idle
|
||
ch_berlin2_metro_entrance_german3_idle
|
||
ch_berlin2_metro_entrance_german1
|
||
ch_berlin2_metro_entrance_german2
|
||
ch_berlin2_metro_entrance_german3
|
||
}
|
||
level_ber3
|
||
{
|
||
ai_flagbearer_covercrouch
|
||
ai_flagbearer_coverstand
|
||
ai_flagbearer_pickup
|
||
ai_flagbearer_standingidle
|
||
ch_berlin3_officer_signaling
|
||
ch_seelow1_waving_friendlies
|
||
ch_berlin3_intro_redshirt
|
||
ch_berlin3_intro_resnov
|
||
ch_berlin3_intro_chernov
|
||
ch_berlin3_commissar_waving
|
||
ch_berlin3_commissar_waving_loop
|
||
ch_berlin3_commissar_waving2_loop
|
||
ch_berlin3_commissar_idle
|
||
ch_berlin3_commissar_whistle
|
||
ch_berlin3_pak43_lbrace_push
|
||
ch_berlin3_pak43_lbrace_fire
|
||
ch_berlin3_pak43_lbrace_settle
|
||
ch_berlin3_pak43_lwheel_push
|
||
ch_berlin3_pak43_lwheel_fire
|
||
ch_berlin3_pak43_lwheel_settle
|
||
ch_berlin3_pak43_rbrace_push
|
||
ch_berlin3_pak43_rbrace_fire
|
||
ch_berlin3_pak43_rbrace_settle
|
||
ch_berlin3_pak43_rwheel_push
|
||
ch_berlin3_pak43_rwheel_fire
|
||
ch_berlin3_pak43_rwheel_settle
|
||
ch_berlin3_outro_chernov_in
|
||
ch_berlin3_outro_chernov_loop
|
||
ch_berlin3_outro_chernov_die
|
||
ch_berlin3_outro_chernov_die_loop
|
||
ch_berlin3_outro_resnov_in
|
||
ch_berlin3_outro_resnov_loop
|
||
ch_berlin3_outro_resnov_die
|
||
ch_berlin3_outro_resnov_book
|
||
ch_ber3_collectible
|
||
}
|
||
level_ber3b
|
||
{
|
||
ch_ber3b_collectible
|
||
ch_berlin3b_intro_reznov
|
||
ch_berlin3b_intro_commisar_idle
|
||
ch_berlin3b_intro_commisar
|
||
ch_berlin3_Reichstag_door_guy1
|
||
ch_berlin3_Reichstag_door_guy2
|
||
ch_berlin3_Reichstag_door_guy3
|
||
ch_berlin3_Reichstag_door_guy4
|
||
ch_berlin3_e3_melee_guy1
|
||
ch_berlin3_e3_melee_guy2
|
||
ch_berlin3_e2_bearerdeath
|
||
ch_berlin3_parliament_door_guy1
|
||
ch_berlin3_parliament_door_guy2
|
||
ch_berlin3_parliament_door_guy3
|
||
ch_berlin3_parliament_door2_guy1
|
||
ch_berlin3_parliament_door2_guy2
|
||
ch_berlin3_parliament_door2_guy3
|
||
ch_berlin3_parliament_door2_german1
|
||
ch_berlin3_parliament_door2_german2
|
||
ch_berlin3_parliament_door2_german3
|
||
ch_berlin3b_reznov_crouch_waving
|
||
ch_berlin3b_door_bash_short
|
||
ch_berlin3b_door_bash
|
||
ch_berlin3_e3_melee_german
|
||
ch_berlin3_e3_melee_russian
|
||
ch_berlin3_e3_melee2_german
|
||
ch_berlin3_e3_melee2_russian
|
||
ch_berlin3_e3_melee3_german
|
||
ch_berlin3_e3_melee3_russian
|
||
ch_berlin3_e3_melee4_doorkick_russian1
|
||
ch_berlin3_e3_melee4_doorkick_russian2
|
||
ch_berlin3_e3_melee4_doorkick_russian1_loop
|
||
ch_berlin3_e3_melee4_doorkick_russian2_loop
|
||
|
||
// outro anims
|
||
ch_berlin3b_outro_german_last_stand
|
||
ch_berlin3b_outro_reznov_last_stand
|
||
ch_berlin3b_outro_reznov_idle
|
||
ch_berlin3b_outro_reznov_victory
|
||
p_berlin3b_outro_player_last_stand
|
||
p_berlin3b_outro_flag_crawl
|
||
p_berlin3b_outro_player_plant_flag
|
||
}
|
||
|
||
//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
|
||
}
|
||
|
||
|
||
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
|
||
}
|
||
}
|
||
|
||
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
|
||
}
|
||
|
||
flak88
|
||
{
|
||
ai_88antitank_aimer_idle
|
||
ai_88antitank_aimer_loadandfire
|
||
ai_88antitank_aimer_turnleft
|
||
ai_88antitank_aimer_turnright
|
||
ai_88antitank_aimer_twitch
|
||
ai_88antitank_ejecter_idle
|
||
ai_88antitank_ejecter_loadandfire
|
||
ai_88antitank_ejecter_turnleft
|
||
ai_88antitank_ejecter_turnright
|
||
ai_88antitank_ejecter_twitch
|
||
ai_88antitank_leader_commandleft
|
||
ai_88antitank_leader_commandright
|
||
ai_88antitank_leader_idle
|
||
ai_88antitank_leader_loadandfire
|
||
ai_88antitank_leader_turnleft
|
||
ai_88antitank_leader_turnright
|
||
ai_88antitank_leader_twitch
|
||
ai_88antitank_loader_idle
|
||
ai_88antitank_loader_loadandfire
|
||
ai_88antitank_loader_turnleft
|
||
ai_88antitank_loader_turnright
|
||
ai_88antitank_loader_twitch
|
||
ai_88antitank_passer_idle
|
||
ai_88antitank_passer_loadandfire
|
||
ai_88antitank_passer_turnleft
|
||
ai_88antitank_passer_turnright
|
||
ai_88antitank_passer_twitch
|
||
}
|
||
|
||
mortarteam
|
||
{
|
||
ai_mortar_aimguy_fire
|
||
ai_mortar_aimguy_fire_alone
|
||
ai_mortar_aimguy_pickup
|
||
ai_mortar_aimguy_pickup_alone
|
||
ai_mortar_aimguy_readyidle
|
||
ai_mortar_aimguy_readyidle_alone
|
||
ai_mortar_aimguy_waitidle
|
||
ai_mortar_aimguy_waittwitch
|
||
ai_mortar_loadguy_fire
|
||
ai_mortar_loadguy_pickup
|
||
ai_mortar_loadguy_readyidle
|
||
ai_mortar_loadguy_run
|
||
ai_mortar_loadguy_setup
|
||
ai_mortar_loadguy_setup_left
|
||
ai_mortar_loadguy_setup_right
|
||
ai_mortar_loadguy_waitidle
|
||
ai_mortar_loadguy_waittwitch
|
||
ai_mortar_open_setup
|
||
ai_mortar_closed_setup
|
||
}
|
||
|
||
buffalo
|
||
{
|
||
crew_lvt4_passenger1_idle
|
||
crew_lvt4_passenger1_exit_normal
|
||
crew_lvt4_passenger2_idle
|
||
crew_lvt4_passenger2_exit_normal
|
||
crew_lvt4_passenger3_idle
|
||
crew_lvt4_passenger3_exit_normal
|
||
crew_lvt4_passenger4_idle
|
||
crew_lvt4_passenger4_exit_normal
|
||
crew_lvt4_passenger5_idle
|
||
crew_lvt4_passenger5_exit_normal
|
||
crew_lvt4_passenger6_idle
|
||
crew_lvt4_passenger6_exit_normal
|
||
crew_lvt4_passenger7_idle
|
||
crew_lvt4_passenger7_exit_normal
|
||
crew_lvt4_passenger8_idle
|
||
crew_lvt4_passenger8_exit_normal
|
||
crew_lvt4_passenger9_idle
|
||
crew_lvt4_passenger9_exit_normal
|
||
crew_lvt4_passenger10_idle
|
||
crew_lvt4_passenger10_exit_normal
|
||
}
|
||
|
||
jeep
|
||
{
|
||
|
||
crew_jeep1_driver_drive_idle
|
||
crew_jeep1_passenger1_drive_idle
|
||
crew_jeep1_passenger2_drive_idle
|
||
crew_jeep1_passenger3_drive_idle
|
||
|
||
crew_jeep1_driver_drive_under_fire
|
||
crew_jeep1_passenger1_drive_under_fire
|
||
crew_jeep1_passenger2_drive_under_fire
|
||
crew_jeep1_passenger3_drive_under_fire
|
||
|
||
crew_jeep1_driver_death_shot
|
||
crew_jeep1_passenger1_death_shot
|
||
crew_jeep1_passenger2_death_shot
|
||
crew_jeep1_passenger3_death_shot
|
||
|
||
crew_jeep1_driver_death_fire
|
||
crew_jeep1_passenger1_death_fire
|
||
crew_jeep1_passenger2_death_fire
|
||
crew_jeep1_passenger3_death_fire
|
||
|
||
crew_jeep1_driver_climbout
|
||
crew_jeep1_passenger1_climbout
|
||
crew_jeep1_passenger2_climbout
|
||
crew_jeep1_passenger3_climbout
|
||
|
||
crew_jeep1_driver_climbin
|
||
crew_jeep1_passenger1_climbin
|
||
crew_jeep1_passenger2_climbin
|
||
crew_jeep1_passenger3_climbin
|
||
|
||
crew_jeep1_driver_start
|
||
crew_jeep1_passenger1_start
|
||
crew_jeep1_passenger2_start
|
||
crew_jeep1_passenger3_start
|
||
|
||
crew_jeep1_driver_stop
|
||
crew_jeep1_passenger1_stop
|
||
crew_jeep1_passenger2_stop
|
||
crew_jeep1_passenger3_stop
|
||
|
||
crew_jeep1_driver_turn_left_light
|
||
crew_jeep1_passenger1_turn_left_light
|
||
crew_jeep1_passenger2_turn_left_light
|
||
crew_jeep1_passenger3_turn_left_light
|
||
|
||
crew_jeep1_driver_turn_left_heavy
|
||
crew_jeep1_passenger1_turn_left_heavy
|
||
crew_jeep1_passenger2_turn_left_heavy
|
||
crew_jeep1_passenger3_turn_left_heavy
|
||
|
||
crew_jeep1_driver_turn_right_light
|
||
crew_jeep1_passenger1_turn_right_light
|
||
crew_jeep1_passenger2_turn_right_light
|
||
crew_jeep1_passenger3_turn_right_light
|
||
|
||
crew_jeep1_driver_turn_right_heavy
|
||
crew_jeep1_passenger1_turn_right_heavy
|
||
crew_jeep1_passenger2_turn_right_heavy
|
||
crew_jeep1_passenger3_turn_right_heavy
|
||
|
||
}
|
||
|
||
truck
|
||
{
|
||
crew_truck_driver_sit_idle
|
||
crew_truck_passenger_sit_idle
|
||
crew_truck_guy1_sit_idle
|
||
crew_truck_guy2_sit_idle
|
||
crew_truck_guy3_sit_idle
|
||
crew_truck_guy4_sit_idle
|
||
crew_truck_guy5_sit_idle
|
||
crew_truck_guy6_sit_idle
|
||
crew_truck_guy7_sit_idle
|
||
crew_truck_guy8_sit_idle
|
||
|
||
crew_truck_driver_drive_idle
|
||
crew_truck_passenger_drive_idle
|
||
crew_truck_guy1_drive_sit_idle
|
||
crew_truck_guy2_drive_sit_idle
|
||
crew_truck_guy3_drive_sit_idle
|
||
crew_truck_guy4_drive_sit_idle
|
||
crew_truck_guy5_drive_sit_idle
|
||
crew_truck_guy6_drive_sit_idle
|
||
crew_truck_guy7_drive_sit_idle
|
||
crew_truck_guy8_drive_sit_idle
|
||
|
||
crew_truck_driver_climbout
|
||
crew_truck_passenger_climbout
|
||
crew_truck_guy1_climbout
|
||
crew_truck_guy2_climbout
|
||
crew_truck_guy3_climbout
|
||
crew_truck_guy4_climbout
|
||
crew_truck_guy5_climbout
|
||
crew_truck_guy6_climbout
|
||
crew_truck_guy7_climbout
|
||
crew_truck_guy8_climbout
|
||
|
||
crew_truck_guy1_climbout_fast
|
||
crew_truck_guy2_climbout_fast
|
||
crew_truck_guy5_climbout_fast
|
||
crew_truck_guy6_climbout_fast
|
||
|
||
crew_truck_driver_climbin
|
||
crew_truck_passenger_climbin
|
||
crew_truck_guy1_climbin
|
||
crew_truck_guy2_climbin
|
||
crew_truck_guy3_climbin
|
||
crew_truck_guy4_climbin
|
||
crew_truck_guy5_climbin
|
||
crew_truck_guy6_climbin
|
||
crew_truck_guy7_climbin
|
||
crew_truck_guy8_climbin
|
||
|
||
crew_truck_driver_drive_reaction
|
||
crew_truck_passenger_drive_reaction
|
||
crew_truck_guy1_drive_reaction
|
||
crew_truck_guy2_drive_reaction
|
||
crew_truck_guy3_drive_reaction
|
||
crew_truck_guy4_drive_reaction
|
||
crew_truck_guy5_drive_reaction
|
||
crew_truck_guy6_drive_reaction
|
||
crew_truck_guy7_drive_reaction
|
||
crew_truck_guy8_drive_reaction
|
||
|
||
crew_truck_driver_death_shot
|
||
crew_truck_passenger_death_shot
|
||
crew_truck_guy1_death_shot
|
||
crew_truck_guy2_death_shot
|
||
crew_truck_guy3_death_shot
|
||
crew_truck_guy4_death_shot
|
||
crew_truck_guy5_death_shot
|
||
crew_truck_guy6_death_shot
|
||
crew_truck_guy7_death_shot
|
||
crew_truck_guy8_death_shot
|
||
|
||
crew_truck_driver_death_fire
|
||
crew_truck_passenger_death_fire
|
||
crew_truck_guy1_death_fire
|
||
crew_truck_guy2_death_fire
|
||
crew_truck_guy3_death_fire
|
||
crew_truck_guy4_death_fire
|
||
crew_truck_guy5_death_fire
|
||
crew_truck_guy6_death_fire
|
||
crew_truck_guy7_death_fire
|
||
crew_truck_guy8_death_fire
|
||
|
||
}
|
||
|
||
flak1 // triple25, flakvierling
|
||
{
|
||
crew_flak1_tag1_death_stay_in
|
||
crew_flak1_tag1_death_fall_out
|
||
crew_flak1_tag1_alert
|
||
crew_flak1_tag1_dismount
|
||
crew_flak1_tag1_mount
|
||
crew_flak1_tag1_fire_1
|
||
crew_flak1_tag1_idle_1
|
||
crew_flak1_tag1_no_fire_1
|
||
crew_flak1_tag1_rotate_ccw
|
||
crew_flak1_tag1_rotate_cw
|
||
|
||
crew_flak1_tag2_death_stay_in
|
||
crew_flak1_tag2_death_fall_out
|
||
crew_flak1_tag2_dismount
|
||
crew_flak1_tag2_alert
|
||
//crew_flak1_tag2_mount
|
||
crew_flak1_tag2_fire_1
|
||
crew_flak1_tag2_idle_1
|
||
crew_flak1_tag2_rotate_ccw
|
||
crew_flak1_tag2_rotate_cw
|
||
}
|
||
|
||
artillery
|
||
{
|
||
crew_artillery1_commander_fire
|
||
crew_artillery1_commander_idle
|
||
crew_artillery1_commander_pinneddown
|
||
crew_artillery1_handleleft_push_medium
|
||
crew_artillery1_handleleft_stop
|
||
crew_artillery1_handleleft_start
|
||
crew_artillery1_handleleft_rotate_cw
|
||
crew_artillery1_handleleft_rotate_ccw
|
||
|
||
crew_artillery1_shieldleft_fire
|
||
crew_artillery1_shieldleft_idle
|
||
crew_artillery1_shieldleft_pinneddown
|
||
crew_artillery1_shieldleft_push_medium
|
||
crew_artillery1_shieldleft_push_stop
|
||
crew_artillery1_shieldleft_push_start
|
||
crew_artillery1_shieldleft_rotate_cw
|
||
crew_artillery1_shieldleft_rotate_ccw
|
||
|
||
crew_artillery1_shieldright_fire
|
||
crew_artillery1_shieldright_idle
|
||
crew_artillery1_shieldright_pinneddown
|
||
crew_artillery1_shieldright_push_medium
|
||
crew_artillery1_shieldright_push_stop
|
||
crew_artillery1_shieldright_push_start
|
||
crew_artillery1_shieldright_rotate_cw
|
||
crew_artillery1_shieldright_rotate_ccw
|
||
|
||
crew_artillery1_loader_fire
|
||
crew_artillery1_loader_idle
|
||
crew_artillery1_loader_pinneddown
|
||
crew_artillery1_handleright_push_medium
|
||
crew_artillery1_handleright_stop
|
||
crew_artillery1_handleright_start
|
||
crew_artillery1_handleright_rotate_cw
|
||
crew_artillery1_handleright_rotate_ccw
|
||
}
|
||
|
||
model3
|
||
{
|
||
crew_model3_driver_fire
|
||
crew_model3_driver_prefire
|
||
crew_model3_driver_idle
|
||
crew_model3_loader_left_fire
|
||
crew_model3_loader_left_prefire
|
||
crew_model3_loader_left_idle
|
||
crew_model3_loader_right_fire
|
||
crew_model3_loader_right_prefire
|
||
crew_model3_loader_right_idle
|
||
}
|
||
|
||
halftrack
|
||
{
|
||
crew_halftrack_passenger1_exit_jumpout
|
||
crew_halftrack_passenger1_exit_normal
|
||
crew_halftrack_passenger1_idle
|
||
crew_halftrack_passenger2_exit_jumpout
|
||
crew_halftrack_passenger2_exit_normal
|
||
crew_halftrack_passenger2_idle
|
||
crew_halftrack_passenger3_exit_jumpout
|
||
crew_halftrack_passenger3_exit_normal
|
||
crew_halftrack_passenger3_idle
|
||
crew_halftrack_passenger4_exit_jumpout
|
||
crew_halftrack_passenger4_exit_normal
|
||
crew_halftrack_passenger4_idle
|
||
crew_halftrack_passenger5_exit_jumpout
|
||
crew_halftrack_passenger5_exit_normal
|
||
crew_halftrack_passenger5_idle
|
||
crew_halftrack_passenger6_exit_jumpout
|
||
crew_halftrack_passenger6_exit_normal
|
||
crew_halftrack_passenger6_idle
|
||
crew_halftrack_passenger7_exit_jumpout
|
||
crew_halftrack_passenger7_exit_normal
|
||
crew_halftrack_passenger7_idle
|
||
crew_halftrack_passenger8_exit_jumpout
|
||
crew_halftrack_passenger8_exit_normal
|
||
crew_halftrack_passenger8_idle
|
||
crew_halftrack_passenger9_exit_jumpout
|
||
crew_halftrack_passenger9_exit_normal
|
||
crew_halftrack_passenger9_idle
|
||
}
|
||
|
||
tank
|
||
{
|
||
crew_tank1_commander_combatdismount
|
||
crew_tank1_commander_dismount
|
||
crew_tank1_commander_idle
|
||
crew_tank1_commander_lookingaround
|
||
crew_tank1_commander_reaction
|
||
|
||
crew_tank1_passenger1_combatdismount
|
||
crew_tank1_passenger1_combatidle
|
||
crew_tank1_passenger1_dismount
|
||
crew_tank1_passenger1_idle
|
||
crew_tank1_passenger1_lookingaround
|
||
crew_tank1_passenger1_mount
|
||
crew_tank1_passenger1_reaction
|
||
|
||
crew_tank1_passenger2_combatdismount
|
||
crew_tank1_passenger2_combatidle
|
||
crew_tank1_passenger2_dismount
|
||
crew_tank1_passenger2_idle
|
||
crew_tank1_passenger2_lookingaround
|
||
crew_tank1_passenger2_mount
|
||
crew_tank1_passenger2_reaction
|
||
|
||
crew_tank1_passenger3_combatdismount
|
||
crew_tank1_passenger3_combatidle
|
||
crew_tank1_passenger3_dismount
|
||
crew_tank1_passenger3_idle
|
||
crew_tank1_passenger3_lookingaround
|
||
crew_tank1_passenger3_mount
|
||
crew_tank1_passenger3_reaction
|
||
|
||
crew_tank1_passenger4_combatdismount
|
||
crew_tank1_passenger4_combatidle
|
||
crew_tank1_passenger4_dismount
|
||
crew_tank1_passenger4_idle
|
||
crew_tank1_passenger4_lookingaround
|
||
crew_tank1_passenger4_mount
|
||
crew_tank1_passenger4_reaction
|
||
|
||
crew_tank1_passenger5_combatdismount
|
||
crew_tank1_passenger5_combatidle
|
||
crew_tank1_passenger5_dismount
|
||
crew_tank1_passenger5_idle
|
||
crew_tank1_passenger5_lookingaround
|
||
crew_tank1_passenger5_mount
|
||
crew_tank1_passenger5_reaction
|
||
|
||
crew_tank1_passenger6_combatdismount
|
||
crew_tank1_passenger6_combatidle
|
||
crew_tank1_passenger6_dismount
|
||
crew_tank1_passenger6_idle
|
||
crew_tank1_passenger6_lookingaround
|
||
crew_tank1_passenger6_mount
|
||
crew_tank1_passenger6_reaction
|
||
|
||
crew_tank1_passenger7_combatdismount
|
||
crew_tank1_passenger7_combatidle
|
||
crew_tank1_passenger7_dismount
|
||
crew_tank1_passenger7_idle
|
||
crew_tank1_passenger7_lookingaround
|
||
crew_tank1_passenger7_mount
|
||
crew_tank1_passenger7_reaction
|
||
|
||
crew_tank1_passenger8_combatdismount
|
||
crew_tank1_passenger8_combatidle
|
||
crew_tank1_passenger8_dismount
|
||
crew_tank1_passenger8_idle
|
||
crew_tank1_passenger8_lookingaround
|
||
crew_tank1_passenger8_mount
|
||
crew_tank1_passenger8_reaction
|
||
|
||
crew_tank1_passenger9_combatdismount
|
||
crew_tank1_passenger9_combatidle
|
||
crew_tank1_passenger9_dismount
|
||
crew_tank1_passenger9_idle
|
||
crew_tank1_passenger9_lookingaround
|
||
crew_tank1_passenger9_mount
|
||
crew_tank1_passenger9_reaction
|
||
|
||
crew_tank1_passenger10_combatdismount
|
||
crew_tank1_passenger10_combatidle
|
||
crew_tank1_passenger10_dismount
|
||
crew_tank1_passenger10_idle
|
||
crew_tank1_passenger10_lookingaround
|
||
crew_tank1_passenger10_mount
|
||
crew_tank1_passenger10_reaction
|
||
|
||
// SRS 5/21/2008: added to support new anims from phil
|
||
crew_tank1_passenger11_dismount
|
||
crew_tank1_passenger11_idle
|
||
|
||
// Sumeet - Added sherman ride animations from philip
|
||
crew_sherman_passenger4_combatidle
|
||
crew_sherman_passenger5_combatidle
|
||
crew_sherman_passenger6_combatidle
|
||
crew_sherman_passenger4_combatidle_long
|
||
crew_sherman_passenger9_combatidle_player
|
||
|
||
crew_sherman_passenger4_combatdismount_a
|
||
crew_sherman_passenger4_combatdismount_b
|
||
crew_sherman_passenger5_combatdismount_a
|
||
crew_sherman_passenger5_combatdismount_b
|
||
crew_sherman_passenger6_combatdismount_a
|
||
crew_sherman_passenger6_combatdismount_b
|
||
}
|
||
|
||
level_prologue
|
||
{
|
||
ch_prologue_officer_attack
|
||
ch_prologue_intro_guy1
|
||
ch_prologue_intro_guy2
|
||
ch_prologue_bayonet_guy1
|
||
ch_prologue_bayonet_guy2
|
||
ch_prologue_end_struggle_guy1
|
||
ch_prologue_end_struggle_guy2
|
||
ch_prologue_end_bayonet_guy1
|
||
ch_prologue_end_bayonet_guy2
|
||
ch_prologue_intro_player
|
||
}
|
||
|
||
level_oki2
|
||
{
|
||
ch_oki2_collectible
|
||
|
||
oki2_pointing_plane
|
||
ch_bayonet_flipover_guy1
|
||
ch_bayonet_flipover_guy2
|
||
ch_bayonet_jumpin_guy1
|
||
ch_bayonet_jumpin_guy2
|
||
|
||
ch_okinawa2_outro_co
|
||
ch_okinawa2_outro_guy1
|
||
ch_okinawa2_outro_guy2
|
||
ch_okinawa2_outro_polonski
|
||
ch_okinawa2_outro_roebuck
|
||
}
|
||
|
||
level_oki3
|
||
{
|
||
//polonsky finds tunnel
|
||
ch_oki3_tunnel_discover
|
||
|
||
//regroup at the gate
|
||
Ch_oki3_regroup_sarge_talk
|
||
Ch_oki3_regroup_sarge_order
|
||
Ch_oki3_regroup_marine_talk
|
||
|
||
//guys in the tunnel
|
||
Ch_oki3_telescope
|
||
ch_oki3_tableguys_guy1
|
||
ch_oki3_tableguys_guy2
|
||
ch_oki3_tableguys_guy3
|
||
ch_oki3_tableguys_guy4
|
||
Ch_oki3_telescope_loop
|
||
ch_oki3_tableguys_guy1_loop
|
||
ch_oki3_tableguys_guy2_loop
|
||
ch_oki3_tableguys_guy3_loop
|
||
ch_oki3_tableguys_guy4_loop
|
||
|
||
//supply drops
|
||
ch_supplydrop_guy1_pickup
|
||
//ch_oki3_sachel_down_hole
|
||
ch_oki3_snipershot_guy1_in
|
||
ch_oki3_snipershot_guy1_loop
|
||
ch_oki3_snipershot_guy1_out
|
||
ch_oki3_snipershot_guy2_in
|
||
ch_oki3_snipershot_guy2_loop
|
||
ch_oki3_snipershot_guy2_out
|
||
ch_oki3_snipershot_guy3_in
|
||
ch_oki3_snipershot_guy3_loop
|
||
ch_oki3_snipershot_guy3_out
|
||
|
||
ch_oki3_first_spider_guy1
|
||
ch_oki3_first_spider_guy1_loop
|
||
ch_oki3_first_spider_guy2
|
||
ch_oki3_waving
|
||
ch_oki3_waving_death
|
||
|
||
ch_oki3_satchel_waiting
|
||
ch_oki3_satchel_throw
|
||
|
||
//roebuck dies
|
||
ch_oki3_outro_japanese1
|
||
ch_oki3_outro_japanese1_loop
|
||
ch_oki3_outro_japanese1_dead
|
||
ch_oki3_outro_japanese2
|
||
ch_oki3_outro_japanese2_loop
|
||
ch_oki3_outro_japanese2_dead
|
||
ch_oki3_outro_japanese3
|
||
ch_oki3_outro_japanese3_loop
|
||
ch_oki3_outro_japanese3_dead
|
||
ch_oki3_outro_polanski
|
||
ch_oki3_outro_roeabuck
|
||
ch_oki3_outro_roeabuck_dead
|
||
ch_oki3_outro_polanski_dead
|
||
ch_oki3_outro_polanski_saved
|
||
ch_oki3_outro_roeabuck_saved
|
||
|
||
//outro
|
||
ch_oki3_outro2_polanski
|
||
ch_oki3_outro2_roeabuck
|
||
ch_oki3_outro2_redshirt1
|
||
ch_oki3_outro2_redshirt2
|
||
|
||
//polonsky opens tunnel door
|
||
ch_oki3_polonski_trap_in
|
||
ch_oki3_polonski_trap_loop
|
||
ch_oki3_polonski_trap_out
|
||
|
||
//corpse by the collectible
|
||
ch_oki3_collectible
|
||
|
||
ch_oki3_guardian_angel
|
||
|
||
}
|
||
|
||
spiderhole
|
||
{
|
||
ai_spiderhole_jump_out
|
||
ai_spiderhole_stumble_out
|
||
ai_spiderhole_grenade_toss
|
||
ai_spiderhole_gun_spray
|
||
ai_spiderhole_idle
|
||
ai_spiderhole_jump_attack
|
||
}
|
||
|
||
level_pel2
|
||
{
|
||
|
||
ch_pel2_collectible
|
||
ch_pelelui2_dazed_table
|
||
|
||
ch_peleliu2_flamedeath_a
|
||
ch_peleliu2_flamedeath_a_loop
|
||
|
||
ch_peleliu2_berm_guy1
|
||
ch_peleliu2_berm_guy1_idle
|
||
ch_peleliu2_berm_guy2
|
||
ch_peleliu2_berm_guy2_idle
|
||
|
||
ch_peleliu2_branches_guy1
|
||
ch_peleliu2_branches_guy2
|
||
ch_peleliu2_branches_guy3
|
||
|
||
ch_peleliu2_grenadethrow_guy1_in
|
||
ch_peleliu2_grenadethrow_guy1_wait
|
||
ch_peleliu2_grenadethrow_guy1_out
|
||
ch_peleliu2_grenadethrow_guy2_in
|
||
ch_peleliu2_grenadethrow_guy2_wait
|
||
ch_peleliu2_grenadethrow_guy2_out
|
||
ch_peleliu2_grenadethrow_guy3_in
|
||
ch_peleliu2_grenadethrow_guy3_wait
|
||
ch_peleliu2_grenadethrow_guy3_out
|
||
|
||
ch_peleliu2_outro_guy1_reaction
|
||
ch_peleliu2_outro_guy2_reaction
|
||
ch_peleliu2_outro_polonski_reaction
|
||
ch_peleliu2_outro_roebuck_reaction
|
||
ch_peleliu2_outro_radio_reaction
|
||
|
||
ch_peleliu2_outro_guy1
|
||
ch_peleliu2_outro_guy2
|
||
ch_peleliu2_outro_polonski
|
||
ch_peleliu2_outro_roebuck
|
||
ch_peleliu2_outro_radio
|
||
|
||
ch_peleliu2_mangrove_ambush_pilot
|
||
ch_peleliu2_mangrove_ambush_pilot_dead
|
||
ch_peleliu2_mangrove_ambush_redshirt
|
||
ch_peleliu2_mangrove_ambush_redshirt_idle
|
||
ch_peleliu2_mangrove_ambush_redshirt_1
|
||
ch_peleliu2_mangrove_ambush_redshirt_1_idle
|
||
ch_peleliu2_mangrove_ambush_reaction_guy1
|
||
ch_peleliu2_mangrove_ambush_reaction_guy2
|
||
|
||
ch_peleliu2_truck_crash_guy_1
|
||
ch_peleliu2_truck_crash_guy_2
|
||
ch_peleliu2_truck_crash_guy_3
|
||
ch_peleliu2_truck_crash_guy_4
|
||
|
||
ch_peleliu2_truck_guy1_death_fire
|
||
ch_peleliu2_truck_guy5_death_fire
|
||
ch_peleliu2_truck_guy8_death_fire
|
||
|
||
ch_peleliu2_grenadethrow_guy1
|
||
ch_peleliu2_grenadethrow_guy2
|
||
ch_peleliu2_grenadethrow_guy3
|
||
|
||
ch_peleliu2_helmet_shot
|
||
ch_peleliu2_helmet_loop
|
||
|
||
ch_peleliu2_flamebunker_a
|
||
ch_peleliu2_flamebunker_b
|
||
ch_peleliu2_flamebunker_cover
|
||
|
||
ch_carrybox_tandem1_guy1
|
||
ch_carrybox_tandem1_guy1death
|
||
ch_carrybox_tandem1_guy2
|
||
ch_carrybox_tandem1_guy2death
|
||
|
||
}
|
||
|
||
level_see1
|
||
{
|
||
ch_seelow1_intro_zeitzev
|
||
ch_seelow1_intro_chernov
|
||
ch_seelow1_intro_deadguy
|
||
ch_seelow1_intro_german1
|
||
ch_seelow1_intro_german2
|
||
ch_seelow1_intro_german3
|
||
ch_seelow1_intro_german2_loop
|
||
ch_seelow1_intro_german3_loop
|
||
ch_seelow1_intro_german1_dead
|
||
ch_seelow1_intro_german2_dead
|
||
ch_seelow1_intro_german3_dead
|
||
ch_seelow1_intro_deadguy_dead
|
||
ch_seelow1_intro_deadguy2_dead
|
||
|
||
ch_seelow1_lightingup_a
|
||
ch_seelow1_lightingup_b
|
||
ch_seelow1_lightingup_toss_torch
|
||
|
||
exposed_crouch_turn_180_left
|
||
exposed_crouch_turn_180_right
|
||
exposed_turn180
|
||
pistol_stand_turn180r
|
||
stand_2_run_180_short
|
||
|
||
run_2_crouch_180R
|
||
run_2_stand_180R
|
||
|
||
ch_seelow1_flinch_run
|
||
ch_seelow1_knockdown_run_b
|
||
|
||
ch_training_trips_guy_1
|
||
|
||
crew_tank1_commander_death_fire
|
||
|
||
ch_seelow1_melee4_doorkick_guy1
|
||
ch_seelow1_melee4_doorkick_guy2
|
||
|
||
ch_seelow1_outro_left_russian_guy1
|
||
ch_seelow1_outro_left_russian_guy2
|
||
ch_seelow1_outro_left_russian_guy3
|
||
ch_seelow1_outro_left_russian_guy4
|
||
ch_seelow1_outro_left_russian_guy5
|
||
ch_seelow1_outro_left_russian_guy6
|
||
|
||
ch_seelow1_outro_middle_russian_guy1
|
||
ch_seelow1_outro_middle_russian_guy2
|
||
ch_seelow1_outro_middle_russian_guy3
|
||
ch_seelow1_outro_middle_russian_guy4
|
||
ch_seelow1_outro_middle_russian_guy5
|
||
ch_seelow1_outro_middle_russian_guy6
|
||
|
||
ch_seelow1_outro_right_russian_guy1
|
||
ch_seelow1_outro_right_russian_guy2
|
||
|
||
ch_seelow1_injured_waving
|
||
ch_seelow1_molotov_guy1
|
||
ch_seelow1_molotov_guy2
|
||
ch_seelow1_zeitsev_charge
|
||
ch_seelow1_zeitsev_hurry
|
||
|
||
ch_seelow1_river_corpse1
|
||
ch_seelow1_river_corpse1_loop
|
||
ch_seelow1_river_corpse2
|
||
ch_seelow1_river_corpse2_loop
|
||
|
||
ch_seelow1_pickup_molotov_a
|
||
|
||
ch_seelow1_reznov_runandcaugh
|
||
|
||
ch_berlin1_surrendering_walk_a
|
||
ch_berlin1_surrendering_walk_b
|
||
|
||
ch_rejoicing_a
|
||
ch_rejoicing_b
|
||
ch_rejoicing_c
|
||
ch_rejoicing_d
|
||
ch_rejoicing_e
|
||
ch_rejoicing_f
|
||
|
||
ai_flame_deathwalk_a
|
||
ai_flame_death_run
|
||
|
||
ch_seelow1_tank_cheer
|
||
ch_seelow1_tank_cheer_idle
|
||
|
||
ch_see1_collectible
|
||
}
|
||
|
||
level_see2
|
||
{
|
||
|
||
ch_motioning_a
|
||
ch_motioning_b
|
||
|
||
ch_rolling_barel_a
|
||
ch_rolling_barel_b
|
||
|
||
ch_carry_box_a
|
||
ch_carry_box_b
|
||
ch_carry_box_c
|
||
|
||
ch_climb_flatbed_a
|
||
ch_runclimb_flatbed_a
|
||
ch_climb_flatbedsandbag_a
|
||
|
||
ch_climb_boxcar_a
|
||
ch_runclimb_boxcar_a
|
||
|
||
crew_tank1_commander_dismountsink_a
|
||
crew_tank1_commander_dismountsink_b
|
||
|
||
ch_seelow2_flamedeath_b_front
|
||
ch_seelow2_flamedeath_c_front
|
||
ch_seelow2_flamedeath_b_side
|
||
ch_seelow2_flamedeath_c_side
|
||
ch_seelow2_flamedeath_b_rear
|
||
ch_seelow2_flamedeath_c_rear
|
||
|
||
}
|
||
|
||
level_hol3
|
||
{
|
||
|
||
ch_jeep_stuck_driver
|
||
ch_jeep_stuck_pusher1
|
||
ch_jeep_stuck_pusher2
|
||
|
||
ch_holland3_unloading_guy1
|
||
ch_holland3_unloading_guy2
|
||
|
||
ch_holland3_traffic
|
||
|
||
ch_holland3_sandbag_german
|
||
ch_holland3_sandbag_british
|
||
|
||
ch_holland3_nest_guy1
|
||
ch_holland3_nest_guy2
|
||
ch_holland3_nest_guy3
|
||
|
||
ch_holland3_dresser
|
||
|
||
ch_holland3_door_bash
|
||
|
||
ch_holland3_slipping_a
|
||
ch_holland3_slipping_b
|
||
|
||
ch_holland3_unblocking_guy1
|
||
ch_holland3_unblocking_guy2
|
||
ch_holland3_unblocking_guy3
|
||
|
||
ai_run_caugh_a
|
||
ai_run_caugh_b
|
||
ai_molotov_throw_window
|
||
|
||
ai_flame_deathbalcony_a
|
||
ai_flame_deathbalcony_b
|
||
ai_flame_deathbalcony_c
|
||
ai_flame_deathbalcony_d
|
||
ai_flame_deathbalcony_e
|
||
|
||
ai_retreating_a
|
||
ai_retreating_b
|
||
ai_retreating_c
|
||
|
||
}
|
||
|
||
level_rhi1
|
||
{
|
||
|
||
ch_rhineland1_engineer1_part1
|
||
ch_rhineland1_engineer1_part2
|
||
ch_rhineland1_engineer1_part3
|
||
ch_rhineland1_engineer1_part4
|
||
ch_rhineland1_engineer2_part1
|
||
ch_rhineland1_engineer2_part2
|
||
ch_rhineland1_engineer2_part3
|
||
ch_rhineland1_engineer2_part4
|
||
o_rhineland_bridge1
|
||
o_rhineland_bridge2
|
||
|
||
}
|
||
|
||
level_hol1
|
||
{
|
||
|
||
ch_aroundfire_guy_a
|
||
ch_aroundfire_guy_b
|
||
ch_aroundfire_guy_c
|
||
ch_aroundfire_guy_d
|
||
|
||
|
||
crew_jeep1_driver_closedoor
|
||
crew_jeep1_driver_stop_idle
|
||
|
||
crew_jeep1_passenger1_closedoor
|
||
crew_jeep1_passenger1_stop_idle
|
||
|
||
crew_jeep1_passenger2_closedoor
|
||
crew_jeep1_passenger2_stop_idle
|
||
|
||
crew_jeep1_passenger3_closedoor
|
||
crew_jeep1_passenger3_stop_idle
|
||
|
||
ch_captor_formation
|
||
ch_captor_formation1
|
||
ch_captor_formation2
|
||
ch_captor_formation_idle
|
||
ch_captor_formation_idle1
|
||
ch_captor_formation_idle2
|
||
ch_captor_walk_idle
|
||
ch_captor_walk_idle1
|
||
ch_captor_walk_idle2
|
||
ch_captor_in
|
||
ch_captor_in1
|
||
ch_captor_in2
|
||
ch_captor_loop
|
||
ch_captor_loop1
|
||
ch_captor_loop2
|
||
ch_captor_out
|
||
ch_captor_out1
|
||
ch_captor_out2
|
||
|
||
ch_holland1_shoveling_alert
|
||
ch_holland1_shoveling_loop
|
||
ch_seated_weaponcheck_alert
|
||
ch_seated_weaponcheck_guy1
|
||
ch_seated_weaponcheck_guy2
|
||
ch_seated_weaponcheck_guy3
|
||
ch_seated_weaponcheck_guy4
|
||
|
||
ch_holland1_cargo_guy1
|
||
ch_holland1_cargo_guy2
|
||
ch_holland1_jump2cover_guy1
|
||
ch_holland1_jump2cover_guy2
|
||
|
||
ch_crouch_gesture_stop
|
||
ch_crouch_gesture_closer
|
||
|
||
}
|
||
|
||
level_hol2
|
||
{
|
||
ch_aroundfire_node_guy_a
|
||
ch_aroundfire_node_guy_b
|
||
ch_aroundfire_node_guy_c
|
||
ch_aroundfire_node_guy_d
|
||
ch_aroundfire_node_guy_d_alert
|
||
|
||
|
||
ch_holland2_bridge_engineer_guy1_unload
|
||
ch_holland2_bridge_engineer_guy2_unload
|
||
ch_holland2_dynamite_disarming
|
||
ch_holland2_shutters_guy1
|
||
ch_holland2_shutters_guy2
|
||
ch_holland2_slit_sarge
|
||
ch_holland2_slit_german
|
||
|
||
ch_holland2_slit_german_arming
|
||
ch_holland2_slit_german_death
|
||
ch_holland2_slit_sarge_death
|
||
ch_holland2_slit_sarge_sneaking
|
||
|
||
|
||
ch_holland2_truck_sequence_refueling
|
||
ch_holland2_truck_sequence_trans
|
||
ch_holland2_truck_sequence_talk_1
|
||
|
||
ch_holland2_truck_sequence_door
|
||
ch_holland2_truck_sequence_talk_2
|
||
|
||
ch_holland2_smoking_guy1
|
||
ch_holland2_smoking_guy2
|
||
|
||
ch_holland2_bridge_commander_trans
|
||
ch_holland2_bridge_commander_loop
|
||
ch_holland2_bridge_commander_alarm
|
||
ch_holland2_stealth_door
|
||
|
||
ch_holland2_wire_a_traverse
|
||
ch_holland2_wire_b1_traverse
|
||
ch_holland2_wire_b2_traverse
|
||
|
||
ai_sneaking_a_stop_right
|
||
ai_sneaking_a_stop_left
|
||
ai_sneaking_a_stop_center
|
||
ai_sneaking_a_start_right
|
||
ai_sneaking_a_start_left
|
||
ai_sneaking_a_start_center
|
||
ai_sneaking_a_idle_center
|
||
ai_sneaking_a_idle_left
|
||
ai_sneaking_a_idle_right
|
||
|
||
ai_panicking_a
|
||
ai_panicking_b
|
||
ch_pickingup_ammo_a
|
||
ch_pickingup_ammo_b
|
||
}
|
||
|
||
level_sniper
|
||
{
|
||
|
||
ch_sniper_amsel_run_away
|
||
ch_sniper_amsel_run_quickly
|
||
|
||
ch_sniper_resnov_hop
|
||
crew_jeep1_driver_death_shot_loop
|
||
|
||
ch_sniper_resnov_cheer_dive
|
||
ch_sniper_resnov_cheer
|
||
ch_sniper_resnov_last_fall
|
||
ch_sniper_resnov_last_jump
|
||
ch_sniper_resnov_last_jump_loop
|
||
ch_sniper_resnov_runandshoot
|
||
|
||
ch_sniper_amsel_getout
|
||
ch_sniper_amsel_horch_die_loop
|
||
ch_sniper_amsel_horch_die
|
||
ch_sniper_amsel_horch_lookback
|
||
ch_sniper_amsel_horch_loop
|
||
ch_sniper_amsel_horch_wave1
|
||
ch_sniper_amsel_horch_wave2
|
||
|
||
|
||
ch_sniper_resnov_mannequin_in
|
||
ch_sniper_amsel_getin
|
||
ch_sniper_amsel_getin_driver
|
||
ch_sniper_resnov_explain
|
||
ch_sniper_resnov_explain_loop
|
||
ch_sniper_amsel_cover_idle
|
||
ch_sniper_amsel_cover_run
|
||
ch_sniper_amsel_death
|
||
ch_sniper_amsel_exit
|
||
ch_sniper_amsel_run_cautious
|
||
ch_sniper_amsel_run_cover
|
||
ch_sniper_amsel_run_hurry
|
||
ch_sniper_bodyguard_exit
|
||
ch_sniper_crouch_loop_l
|
||
ch_sniper_crouch_loop_r
|
||
ch_sniper_crouch_shoot_l
|
||
ch_sniper_crouch_shoot_r
|
||
ch_sniper_entourage_motioning
|
||
ch_sniper_entourage_point
|
||
ch_sniper_entourage_scan
|
||
ch_sniper_entourage_waving
|
||
|
||
|
||
ch_sniper_ladder_redshirt1
|
||
ch_sniper_ladder_redshirt2
|
||
ch_sniper_ladder_redshirt3
|
||
ch_sniper_ladder_resnov
|
||
|
||
ch_sniper_Resnov_fountain_peekloop
|
||
ch_sniper_Resnov_fountain_aimright
|
||
ch_sniper_Resnov_fountain_byburningcar
|
||
ch_sniper_Resnov_fountain_bystairs
|
||
ch_sniper_Resnov_fountain_ready
|
||
ch_sniper_Resnov_fountain_shootnow
|
||
ch_sniper_Resnov_fountain_again
|
||
ch_sniper_Resnov_fountain_ha
|
||
ch_sniper_Resnov_fountain_hurry
|
||
ch_sniper_Resnov_fountain_moreleft
|
||
ch_sniper_Resnov_fountain_moreright
|
||
ch_sniper_Resnov_fountain_straightahead
|
||
ch_sniper_Resnov_fountain_dog
|
||
ch_sniper_Resnov_fountain_aimexcellent
|
||
ch_sniper_Resnov_fountain_aimgood
|
||
ch_sniper_Resnov_fountain_aimpoor
|
||
|
||
|
||
ch_sniper_Resnov_fountain_talk
|
||
ch_sniper_fountain_resnov_info2
|
||
|
||
ch_sniper_Resnov_mannequin_loop1_dialog1
|
||
ch_sniper_Resnov_mannequin_loop1_dialog2
|
||
ch_sniper_Resnov_mannequin_loop1_dialog3
|
||
ch_sniper_Resnov_mannequin_loop1_dialog4
|
||
ch_sniper_Resnov_mannequin_loop3_dialog1
|
||
ch_sniper_Resnov_mannequin_loop3_dialog2
|
||
ch_sniper_Resnov_mannequin_loop3_dialog3
|
||
|
||
|
||
|
||
ch_sniper_Resnov_bar_a
|
||
ch_sniper_Resnov_bar_b
|
||
ch_sniper_Resnov_bar_c
|
||
|
||
ch_sniper_Resnov_clock_keeplow
|
||
ch_sniper_Resnov_clock_dive
|
||
ch_sniper_Resnov_clock_loop
|
||
|
||
ch_sniper_Resnov_wait
|
||
ch_sniper_Resnov_wait_loop1
|
||
|
||
|
||
ch_resnov_runandcough1
|
||
ch_resnov_runandcough2
|
||
ch_sniper_resnov_stumble1
|
||
ch_sniper_resnov_stumble2
|
||
ch_sniper_resnov_stumble3
|
||
ch_sniper_resnov_stumble4
|
||
|
||
|
||
|
||
ch_sniper_Resnov_kicked
|
||
ch_sniper_Resnov_kicked_loop
|
||
ch_sniper_Resnov_kicked_flamer
|
||
ch_sniper_Resnov_kicked_kicker
|
||
ch_sniper_Resnov_kicked_leader
|
||
|
||
//ch_reznov_run_d
|
||
|
||
ch_berlin2_crawl1
|
||
ch_berlin2_crawl2
|
||
ch_berlin2_crawl3
|
||
ch_berlin2_crawl1_loop
|
||
ch_berlin2_crawl2_loop
|
||
ch_berlin2_crawl3_loop
|
||
|
||
|
||
ch_sniper_Resnov_car_in
|
||
ch_sniper_Resnov_beam
|
||
|
||
ch_sniper_Resnov_stairs_in
|
||
ch_sniper_Resnov_stairs_loop
|
||
ch_sniper_Resnov_stairs_out
|
||
|
||
|
||
ch_sniper_Resnov_crawl_getup
|
||
ch_sniper_Resnov_table
|
||
ch_sniper_Resnov_table_loop
|
||
ch_sniper_Resnov_mannequin_back
|
||
ch_sniper_Resnov_mannequin_wait
|
||
ch_sniper_street_react
|
||
|
||
ch_sniper_Resnov_mannequin_loop1
|
||
ch_sniper_Resnov_mannequin_loop2
|
||
ch_sniper_Resnov_mannequin_loop3
|
||
ch_sniper_Resnov_mannequin_push
|
||
|
||
|
||
ch_sniper_Resnov_car_idle1
|
||
ch_sniper_Resnov_car_idle2
|
||
ch_sniper_Resnov_car_idle3
|
||
ch_sniper_Resnov_car_truck
|
||
ch_sniper_Resnov_truck_idle
|
||
ch_sniper_Resnov_truck_window
|
||
ch_sniper_Resnov_window_loop
|
||
ch_sniper_Resnov_window_roll
|
||
|
||
ai_staircase_run_up_v1
|
||
ai_staircase_run_down_v1
|
||
|
||
ch_sniper_store_stair_wait
|
||
ch_sniper_store_stair_wait_loop
|
||
ch_sniper_store_stair_in
|
||
ch_sniper_store_stair_out
|
||
|
||
ch_sniper_mannequin_entrance
|
||
ch_sniper_mannequin_entrance_dialog
|
||
ch_sniper_mannequin_wait
|
||
ch_sniper_mannequin_wait_dialog
|
||
ch_sniper_mannequin_in
|
||
ch_sniper_mannequin_out
|
||
|
||
|
||
ch_sniper_Resnov_bar
|
||
ch_sniper_Resnov_bar_wait
|
||
ch_sniper_Resnov_bar_wave
|
||
ch_sniper_Resnov_door_wait
|
||
|
||
ch_sniper_book_guy
|
||
ch_sniper_horch_guy1_dead
|
||
|
||
ch_sniper_horch_guy1_intro
|
||
ch_sniper_horch_guy1_loop
|
||
ch_sniper_horch_guy1_react
|
||
ch_sniper_horch_guy1_shot
|
||
ch_sniper_horch_guy2_intro
|
||
ch_sniper_horch_guy2_loop
|
||
ch_sniper_horch_guy2_react
|
||
ch_sniper_horch_guy2_shot
|
||
|
||
ch_sniper_ambient1_guy1_intro
|
||
ch_sniper_ambient1_guy1_loop
|
||
ch_sniper_ambient1_guy1_react
|
||
ch_sniper_ambient1_guy1_shot
|
||
ch_sniper_ambient1_guy2_intro
|
||
ch_sniper_ambient1_guy2_loop
|
||
ch_sniper_ambient1_guy2_react
|
||
ch_sniper_ambient1_guy2_shot
|
||
|
||
ch_sniper_ambient2_guy1_idle
|
||
ch_sniper_ambient2_guy1_intro
|
||
ch_sniper_ambient2_guy1_loop
|
||
ch_sniper_ambient2_guy1_react
|
||
ch_sniper_ambient2_guy1_shot
|
||
ch_sniper_ambient2_guy2_intro
|
||
ch_sniper_ambient2_guy2_loop
|
||
ch_sniper_ambient2_guy2_react
|
||
ch_sniper_ambient2_guy2_shot
|
||
|
||
ch_sniper_general_horch
|
||
|
||
ch_sniper_Resnov_horch_hide
|
||
ch_sniper_Resnov_run
|
||
ch_sniper_Resnov_followme
|
||
ch_sniper_Resnov_window
|
||
|
||
ch_sniper_fountain_resnov_gun_loop
|
||
ch_sniper_fountain_resnov_clip
|
||
ch_sniper_fountain_resnov_crawl
|
||
ch_sniper_fountain_resnov_gun
|
||
ch_sniper_fountain_resnov_info
|
||
ch_sniper_fountain_resnov_intro_loop
|
||
ch_sniper_fountain_resnov_jump
|
||
ch_sniper_fountain_resnov_wait_loop
|
||
|
||
ch_sniper_dog_handler
|
||
|
||
ch_sniper_Resnov_explosion
|
||
ch_sniper_Resnov_land_loop
|
||
ch_sniper_Resnov_landing
|
||
ch_sniper_Resnov_land_getup
|
||
|
||
ch_sniper_panzer4_passenger10_lookaround
|
||
ch_sniper_panzer4_passenger8_lookaround
|
||
ch_sniper_panzer4_passenger4_lookaround
|
||
ch_sniper_panzer4_passenger10_idle
|
||
ch_sniper_panzer4_passenger8_idle
|
||
ch_sniper_panzer4_passenger4_idle
|
||
|
||
ch_sniper_german_motioning1
|
||
ch_sniper_german_motioning2
|
||
ch_sniper_german_motioning3
|
||
|
||
ch_sniper_Resnov_clearing
|
||
ch_sniper_Resnov_clearing_door
|
||
|
||
// anims for sniper battle
|
||
ch_sniper_window_pass1_L // spin and look pass
|
||
ch_sniper_window_pass1_R // spin and look pass
|
||
ch_sniper_window_pass2_L // passing with gun pointed
|
||
ch_sniper_window_pass2_R // passing with gun pointed
|
||
ch_sniper_window_pass3_L // running across pass
|
||
ch_sniper_window_pass3_R // running across pass
|
||
ch_sniper_scanL_hi // a bit long.. good for using as the battle lasts too long
|
||
ch_sniper_scanL_lo // good
|
||
ch_sniper_scanL_mid // wayyyy too long, like 10 seconds, needs to be 2 seconds - only use on easy setting
|
||
ch_sniper_scanL_to_R // actually is him moving from R to L
|
||
ch_sniper_scanR_hi // really exposed on right side
|
||
ch_sniper_scanR_lo // really exposed on right side
|
||
ch_sniper_scanR_mid // wayyyy too long, like 10 seconds, needs to be 2 seconds - only use on easy setting
|
||
ch_sniper_scanR_to_L // actually is him moving from L to R
|
||
ch_sniper_shootL_hi //good
|
||
ch_sniper_shootL_lo //good
|
||
ch_sniper_shootR_hi //exposed too long
|
||
ch_sniper_shootR_lo //good.. on the long side - use as fight goes on
|
||
ch_sniper_window_idle_L
|
||
ch_sniper_window_idle_R
|
||
|
||
ch_sniper_smoking_react3_smoke
|
||
ch_sniper_smoking_react3_react
|
||
ch_sniper_smoking_react3_aim
|
||
|
||
|
||
ch_sniper_fountain_german
|
||
ch_sniper_fountain_rus1
|
||
ch_sniper_fountain_rus1_loop
|
||
ch_sniper_fountain_rus2
|
||
ch_sniper_fountain_rus2_loop
|
||
ch_sniper_fountain_rus3
|
||
ch_sniper_fountain_rus1_dead
|
||
ch_sniper_fountain_rus2_dead
|
||
ch_sniper_fountain_rus3_dead
|
||
|
||
|
||
ch_sniper_intro_bragging
|
||
ch_sniper_intro_bragging_loop
|
||
ch_sniper_intro_laughing
|
||
ch_sniper_intro_laughing_loop
|
||
ch_sniper_intro_driver
|
||
ch_sniper_intro_passenger
|
||
|
||
Ch_berlin1_smoking_react1_smoke
|
||
Ch_berlin1_smoking_react1_react
|
||
Ch_berlin1_smoking_react1_aim
|
||
|
||
Ch_berlin1_smoking_react2_smoke
|
||
Ch_berlin1_smoking_react2_react
|
||
Ch_berlin1_smoking_react2_aim
|
||
|
||
ch_sniper_poking_dead_guy1 // look down, shoot
|
||
ch_sniper_poking_dead_guy2 // looking down alot, casual
|
||
ch_sniper_poking_dead_guy3 //just walking and looking around
|
||
ch_sniper_poking_dead_guy4 //jerky walk and shoot dead guy
|
||
ch_sniper_smoking_react1_aim
|
||
ch_sniper_smoking_react1_react
|
||
ch_sniper_smoking_react1_smoke
|
||
ch_sniper_smoking_react2_aim
|
||
ch_sniper_smoking_react2_react
|
||
ch_sniper_smoking_react2_smoke
|
||
ch_sniper_walk_react_shot
|
||
|
||
|
||
ch_sniper_poking_dead_guy5
|
||
ch_sniper_poking_dead_guy6
|
||
ch_sniper_poking_dead_guy7
|
||
ch_sniper_poking_dead_guy8
|
||
}
|
||
|
||
level_ber1
|
||
{
|
||
|
||
ch_ber1_collectible
|
||
|
||
ch_berlin1_execution_prisoner1
|
||
ch_berlin1_execution_prisoner2
|
||
ch_berlin1_execution_prisoner3
|
||
ch_berlin1_execution_prisoner4
|
||
ch_berlin1_execution_captor1
|
||
ch_berlin1_execution_captor2
|
||
|
||
ch_pel1_crawling_loco_guy1
|
||
ch_pel1_crawling_natural_death_guy1
|
||
ch_pel1_crawling_violent_death_guy1
|
||
|
||
ch_berlin1_intro_guy05_idle
|
||
ch_berlin1_intro_guy07_idle
|
||
ch_berlin1_intro_guy09_idle
|
||
|
||
ch_berlin1_intro_guy01
|
||
ch_berlin1_intro_guy02
|
||
ch_berlin1_intro_guy03
|
||
ch_berlin1_intro_guy04
|
||
ch_berlin1_intro_guy05
|
||
ch_berlin1_intro_guy06
|
||
ch_berlin1_intro_guy07
|
||
ch_berlin1_intro_guy08
|
||
ch_berlin1_intro_guy09
|
||
ch_berlin1_intro_guy10
|
||
ch_berlin1_intro_hero01
|
||
ch_berlin1_intro_hero02
|
||
ch_berlin1_intro_hero03
|
||
ch_berlin1_intro_hero04
|
||
ch_berlin1_intro_sarge
|
||
ch_berlin1_intro_commissar
|
||
|
||
ch_berlin1_intro_guy02_run
|
||
ch_berlin1_intro_guy03_run
|
||
ch_berlin1_intro_guy04_run
|
||
ch_berlin1_intro_guy05_run
|
||
ch_berlin1_intro_guy06_run
|
||
ch_berlin1_intro_guy07_run
|
||
ch_berlin1_intro_guy08_run
|
||
ch_berlin1_intro_guy09_run
|
||
ch_berlin1_intro_guy10_run
|
||
ch_berlin1_intro_hero01_run
|
||
ch_berlin1_intro_hero03_run
|
||
ch_berlin1_intro_hero04_run
|
||
ch_berlin1_intro_sarge_run
|
||
|
||
|
||
ch_berlin1_tankCommander_event2
|
||
|
||
ch_plantingCharge_kneeling
|
||
ch_plantingCharge_standing
|
||
|
||
ai_run_behindtank_a
|
||
ai_run_behindtank_b
|
||
ai_run_behindtank_c
|
||
ai_run_behindtank_d
|
||
|
||
ch_berlin1_commissar_waving
|
||
ch_berlin1_commissar_whistling
|
||
ch_berlin1_commissar_shouting
|
||
|
||
ch_berlin1_E3vignette1_german
|
||
ch_berlin1_E3vignette1_russian1
|
||
ch_berlin1_E3vignette1_russian2
|
||
ch_berlin1_E3vignette2_german
|
||
ch_berlin1_E3vignette2_russian
|
||
ch_berlin1_E3vignette3_german
|
||
ch_berlin1_E3vignette3_russian
|
||
ch_berlin1_E3vignette4_german
|
||
ch_berlin1_E3vignette4_russian
|
||
ch_berlin1_E3vignette5_german
|
||
ch_berlin1_E3vignette5_russian
|
||
|
||
ch_berlin1_E3vignette3_german_death
|
||
ch_berlin1_E3vignette4_german_death
|
||
ch_berlin1_E3vignette5_russian_death
|
||
|
||
Ch_berlin1_captor1
|
||
Ch_berlin1_captor2
|
||
Ch_berlin1_captor3
|
||
Ch_berlin1_prisoner1
|
||
Ch_berlin1_prisoner2
|
||
Ch_berlin1_prisoner3
|
||
Ch_berlin1_prisoner4
|
||
|
||
ch_berlin1_captor1_loop
|
||
ch_berlin1_captor2_loop
|
||
ch_berlin1_prisoner1_loop
|
||
ch_berlin1_prisoner2_loop
|
||
ch_berlin1_prisoner3_loop
|
||
ch_berlin1_prisoner4_loop
|
||
|
||
Ch_berlin1_bashing1_pickup
|
||
Ch_berlin1_bashing2_pickup
|
||
Ch_berlin1_bashing1_loop
|
||
Ch_berlin1_bashing2_loop
|
||
Ch_berlin1_bashing1_drop
|
||
Ch_berlin1_bashing2_drop
|
||
|
||
ch_berlin1_asylumdoor_guy1
|
||
ch_berlin1_asylumdoor_guy2
|
||
|
||
ch_berlin1_sniper_fall
|
||
|
||
ch_berlin1_explosion_back
|
||
ch_berlin1_explosion_front
|
||
ch_berlin1_explosion_left
|
||
ch_berlin1_explosion_right
|
||
|
||
ch_berlin1_sarge_bashdoor
|
||
|
||
ch_berlin2_crawl1_die
|
||
ch_berlin2_crawl1_shot
|
||
ch_berlin2_crawl2_die
|
||
ch_berlin2_crawl2_shot
|
||
ch_berlin2_crawl3_die
|
||
ch_berlin2_crawl3_shot
|
||
ch_berlin2_crawl4
|
||
ch_berlin2_crawl4_die
|
||
ch_berlin2_crawl4_shot
|
||
ch_berlin2_crawl5
|
||
ch_berlin2_crawl5_die
|
||
ch_berlin2_crawl5_shot
|
||
ch_berlin2_crawl6
|
||
ch_berlin2_crawl6_die
|
||
ch_berlin2_crawl6_shot
|
||
|
||
ai_wounded_2legs_a
|
||
ai_wounded_2legs_b
|
||
ai_wounded_2legs_c
|
||
ai_wounded_belly_a
|
||
ai_wounded_belly_b
|
||
ai_wounded_lefthand_a
|
||
ai_wounded_lefthand_b
|
||
ai_wounded_lefthand_c
|
||
ai_wounded_righthand_a
|
||
ai_wounded_righthand_b
|
||
ai_wounded_righthand_c
|
||
ai_wounded_leftleg_a
|
||
ai_wounded_leftleg_b
|
||
ai_wounded_leftleg_c
|
||
ai_wounded_rightleg_a
|
||
ai_wounded_rightleg_b
|
||
ai_wounded_rightleg_c
|
||
|
||
ch_berlin1_execution_part1_russian_soldier1
|
||
ch_berlin1_execution_part1_russian_soldier2
|
||
ch_berlin1_execution_part1_russian_sarge
|
||
ch_berlin1_execution_part1_german1
|
||
ch_berlin1_execution_part1_german2
|
||
ch_berlin1_execution_part1_german3
|
||
ch_berlin1_execution_part2_russian_soldier1
|
||
ch_berlin1_execution_part2_russian_soldier2
|
||
ch_berlin1_execution_part2_russian_sarge
|
||
ch_berlin1_execution_part2_russian_commisar
|
||
ch_berlin1_execution_part2_german1
|
||
ch_berlin1_execution_part2_german2
|
||
ch_berlin1_execution_part2_german3_loop
|
||
ch_berlin1_execution_part3_russian_soldier1
|
||
ch_berlin1_execution_part3_russian_soldier2
|
||
ch_berlin1_execution_part3_german2
|
||
ch_berlin1_execution_part3_german3
|
||
ch_berlin1_execution_part3_russian_sarge_loop
|
||
|
||
ch_berlin1_surrendering_walk_a
|
||
ch_berlin1_surrendering_transition_to_idle_a
|
||
ch_berlin1_surrendering_idle_a
|
||
ch_berlin1_surrendering_transition_to_scared_a
|
||
ch_berlin1_surrendering_scared_a
|
||
|
||
|
||
ch_berlin1_surrendering_transition_to_idle_b
|
||
ch_berlin1_surrendering_idle_b
|
||
ch_berlin1_surrendering_transition_to_scared_b
|
||
ch_berlin1_surrendering_scared_b
|
||
|
||
|
||
}
|
||
|
||
level_pel1b
|
||
{
|
||
ch_peleliu1b_carrying200_guy1_a
|
||
ch_peleliu1b_carrying200_guy1_b
|
||
ch_peleliu1b_carrying200_guy1_c
|
||
|
||
ch_peleliu1b_intro_guy1
|
||
|
||
ch_peleliu1b_looting_guy1
|
||
ch_peleliu1b_looting_guy2
|
||
|
||
ch_peleliu1b_outro_guy1
|
||
|
||
ch_peleliu1b_suicidegrenade_guy1
|
||
ch_peleliu1b_suicidegrenade_guy1_death
|
||
ch_peleliu1b_suicidegrenade_guy2
|
||
ch_peleliu1b_suicidegrenade_guy2_death
|
||
|
||
ch_peleliu1b_outro_polonski
|
||
ch_peleliu1b_outro_polonski_in
|
||
ch_peleliu1b_outro_polonski_loop
|
||
ch_peleliu1b_outro_radio
|
||
ch_peleliu1b_outro_radio_in
|
||
ch_peleliu1b_outro_radio_loop
|
||
ch_peleliu1b_outro_roebuck
|
||
ch_peleliu1b_outro_roebuck_in
|
||
ch_peleliu1b_outro_roebuck_loop
|
||
|
||
ch_peleliu1b_handler_loop
|
||
ch_peleliu1b_handler_out
|
||
}
|
||
|
||
level_pby
|
||
{
|
||
ch_pby_floating_soldier
|
||
ch_pby_Lsaved_soldier
|
||
ch_pby_Lsaved_soldier2
|
||
ch_pby_Lsaved_soldier4
|
||
|
||
ch_pby_Lsaved_soldier5_fall
|
||
ch_pby_Lsaved_soldier5_in
|
||
ch_pby_Lsaved_soldier5_loop
|
||
ch_pby_Lsaved_soldier5_over
|
||
|
||
ch_pby_Rsaved_soldier
|
||
ch_pby_Rsaved_soldier2
|
||
ch_pby_Rsaved_soldier4
|
||
|
||
ch_pby_Rsaved_soldier5_fall
|
||
ch_pby_Rsaved_soldier5_in
|
||
ch_pby_Rsaved_soldier5_loop
|
||
ch_pby_Rsaved_soldier5_over
|
||
|
||
ch_pby_swimming_soldier
|
||
|
||
ch_pby_swim_breaststroke
|
||
ch_pby_swim_doggie_paddle1
|
||
ch_pby_swim_doggie_paddle2
|
||
ch_pby_swim_freestyle_flail
|
||
ch_pby_swim_freestyle_hi
|
||
ch_pby_swim_freestyle_lo
|
||
ch_pby_swim_freestyle_mid
|
||
ch_pby_swim_side1
|
||
ch_pby_swim_side2
|
||
|
||
ch_pby_shark
|
||
ch_pby_shark_swim
|
||
ch_pby_duck
|
||
|
||
ch_pby_float_dead
|
||
ch_pby_float1
|
||
ch_pby_float2
|
||
ch_pby_float3
|
||
ch_pby_float4
|
||
|
||
ch_pby_copilot
|
||
ch_pby_engineer
|
||
ch_pby_pilot
|
||
ch_pby_radio_op
|
||
|
||
ch_pby_nav_idle
|
||
ch_pby_nav_playerF
|
||
ch_pby_nav_playerR
|
||
ch_pby_nav_to_radio
|
||
|
||
ch_pby_radio_idle
|
||
ch_pby_radio_playerF
|
||
ch_pby_radio_to_nav
|
||
ch_pby_radio_scripted
|
||
ch_pby_radio_lo_idle3
|
||
|
||
ch_pby_engineer_cook
|
||
ch_pby_engineer_legs1
|
||
ch_pby_engineer_legs2
|
||
ch_pby_engineer_legs3
|
||
ch_pby_engineer_playerF
|
||
ch_pby_engineer_PlayerR
|
||
|
||
ch_pby_rescue1
|
||
ch_pby_rescue2
|
||
ch_pby_rescue3
|
||
ch_pby_rescue4
|
||
|
||
ch_pby_rescueL_1
|
||
ch_pby_rescueL_2
|
||
ch_pby_rescueL_3
|
||
ch_pby_rescueL_4
|
||
ch_pby_rescueL_5
|
||
ch_pby_rescueL_6
|
||
|
||
ch_pby_rescueR_1
|
||
ch_pby_rescueR_2
|
||
ch_pby_rescueR_3
|
||
ch_pby_rescueR_4
|
||
ch_pby_rescueR_5
|
||
ch_pby_rescueR_6
|
||
|
||
ch_pby_crash_man
|
||
|
||
ch_pby_explosion_back
|
||
ch_pby_explosion_front
|
||
ch_pby_explosion_right
|
||
ch_pby_explosion_left
|
||
|
||
ch_pby_ptboat_gunner
|
||
ch_pby_ai_blisterL
|
||
ch_pby_ai_blisterR
|
||
|
||
ch_pby_intro_copilot
|
||
ch_pby_intro_radio
|
||
ch_pby_intro_engineer_loop
|
||
ch_pby_intro_engineer_up
|
||
|
||
ch_pby_FtoL_copilot
|
||
ch_pby_FtoL_eng
|
||
ch_pby_FtoL_pilot
|
||
ch_pby_FtoL_radio
|
||
|
||
ch_pby_FtoV_copilot
|
||
ch_pby_FtoV_eng
|
||
ch_pby_FtoV_pilot
|
||
ch_pby_FtoV_radio
|
||
|
||
ch_pby_RtoF_copilot
|
||
ch_pby_RtoF_eng
|
||
ch_pby_RtoF_pilot
|
||
ch_pby_RtoF_radio
|
||
|
||
ch_pby_distress_copilot
|
||
ch_pby_distress_eng
|
||
ch_pby_distress_pilot
|
||
ch_pby_distress_radio
|
||
ch_pby_distress_radio2
|
||
|
||
ch_raft_paddling_guy1
|
||
ch_raft_paddling_guy2
|
||
ch_raft_paddling_guy3
|
||
ch_raft_paddling_guy4
|
||
|
||
ch_pby_wave
|
||
ch_pby_wave2
|
||
ch_pby_wave3
|
||
ch_pby_wave4
|
||
|
||
ch_pby_gunner_firel
|
||
ch_pby_gunner_firev
|
||
ch_pby_gunner_ftol
|
||
ch_pby_gunner_ftor
|
||
ch_pby_gunner_look
|
||
ch_pby_gunner_ltof
|
||
ch_pby_gunner_ltor
|
||
ch_pby_gunner_ltov
|
||
ch_pby_gunner_nod
|
||
ch_pby_gunner_pass
|
||
ch_pby_gunner_pass2
|
||
ch_pby_gunner_vtof
|
||
}
|
||
|
||
level_training
|
||
{
|
||
ch_training_sarge_lean_disappointed
|
||
ch_training_sarge_lean_gogogo
|
||
ch_training_sarge_lean_idle
|
||
ch_training_sarge_lean_in
|
||
ch_training_sarge_lean_out
|
||
ch_training_sarge_run_to_stand
|
||
ch_training_sarge_stand_disappointed
|
||
ch_training_sarge_stand_get_moving
|
||
ch_training_sarge_stand_idle
|
||
ch_training_sarge_stand_to_run
|
||
ch_training_sarge_stand_to_walk
|
||
ch_training_sarge_walk_to_stand
|
||
|
||
ch_training_throw_grenade_guy2_b
|
||
ch_training_throw_grenade_guy1_b
|
||
ch_training_mantle_wall_guy1_b
|
||
ch_training_mantle_wall_guy2_b
|
||
ch_training_fall_off_obstacle_guy2_b
|
||
ch_training_fall_off_obstacle_guy1_b
|
||
}
|
||
|
||
test_jitter_anim
|
||
{
|
||
killhouse_gaz_talk_side
|
||
}
|
||
|
||
level_al_train
|
||
{
|
||
ch_seelow1_outro_left_russian_guy7
|
||
ch_seelow1_outro_left_russian_guy8
|
||
ch_seelow1_outro_left_russian_guy9
|
||
ch_seelow1_outro_left_russian_guy10
|
||
ch_seelow1_outro_left_russian_guy11
|
||
ch_seelow1_outro_left_russian_guy12
|
||
|
||
ch_seelow1_outro_right_russian_guy3
|
||
ch_seelow1_outro_right_russian_guy4
|
||
ch_seelow1_outro_right_russian_guy5
|
||
ch_seelow1_outro_right_russian_guy6
|
||
ch_seelow1_outro_right_russian_guy7
|
||
ch_seelow1_outro_right_russian_guy8
|
||
ch_seelow1_outro_right_russian_guy9
|
||
ch_seelow1_outro_right_russian_guy10
|
||
ch_seelow1_outro_right_russian_guy11
|
||
ch_seelow1_outro_right_russian_guy12
|
||
}
|
||
}
|
||
}
|
||
|
||
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
|
||
}
|
||
|
||
drones
|
||
{
|
||
drone_run_forward_1
|
||
}
|
||
|
||
facial : additive
|
||
{
|
||
ch_pby_distress_radio_face1
|
||
ch_pby_distress_radio_face2
|
||
}
|