cod5-sdk/raw/animtrees/generic_human.atr
2009-04-10 00:00:00 +00:00

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//---------------------------------
// Initial test animations
//---------------------------------
//---------------------------------
// (Prototype) Real animations
//---------------------------------
body
{
rope_test
bh_rope_idle_le
bh_rope_drop_le
bh_rope_idle_ri
bh_rope_drop_ri
mi17_rope_idle_le
mi17_rope_drop_le
mi17_rope_idle_ri
mi17_rope_drop_ri
bh_rope_idle_cargoship_begin_ri
bh_rope_drop_cargoship_begin_ri
cargoship_opening_fastrope_80ft
helicopter_pilot1_idle
helicopter_pilot1_twitch_clickpannel
helicopter_pilot1_twitch_lookback
helicopter_pilot1_twitch_lookoutside
helicopter_pilot2_idle
helicopter_pilot2_twitch_clickpannel
helicopter_pilot2_twitch_lookoutside
helicopter_pilot2_twitch_radio
upperbody
{
}
shoot
{
stand_shoot : nonloopsync
{
//rifle
stand_shoot_straight
stand_shoot_up
stand_shoot_down
//pistol
}
stand_shoot_auto : loopsync
{
stand_shoot_auto_straight
stand_shoot_auto_up
stand_shoot_auto_down
}
crouch_shoot : nonloopsync
{
//rifle
crouch_shoot_straight
crouch_shoot_up
crouch_shoot_down
//pistol
//panzerfaust
}
crouch_shoot_auto : loopsync
{
crouch_shoot_auto_straight
crouch_shoot_auto_up
crouch_shoot_auto_down
}
stand_aim
{
//rifle
stand_aim_straight
stand_aim_up
stand_aim_down
//pistol
pistol_standaim_idle
// TODO need aim up and down for pistol (done)
}
crouch_aim
{
//rifle
crouch_aim_straight
crouch_aim_up
crouch_aim_down
//pistol
pistol_crouchaim_idle
// TODO need aim up and down for pistol
//panzerfaust
}
// TODO: Move these into the right place
pistol_crouchaimstraight2stand
//pistol_lowwallcoverB2crouchaim_45right // (Boon) Removed - doesn't exist
//pistol_crouchaim_idle_45right // (Boon) Removed - doesn't exist
//pistol_crouchshoot_45right // (Boon) Removed - doesn't exist
//pistol_crouch2lowwallcoverB_45right // (Boon) Removed - doesn't exist
}
stand_and_crouch // Standing and crouching, not crawling
{
// used in hol1
crouch_alert_A_idle
crouch_alert_A_twitch
crouch_alert_B_idle1
crouch_alert_B_twitch1
crouch2stand
unarmed_walk_slow
standunarmed_idle_loop
cqb_stand_idle
cqb_stand_twitch
casual_stand_idle
casual_stand_idle_trans_in
casual_stand_idle_trans_out
casual_stand_idle_twitch
casual_stand_idle_twitchB
casual_stand_v2_idle
casual_stand_v2_twitch_radio
casual_stand_v2_twitch_shift
casual_stand_v2_twitch_talk
casual_crouch_idle
casual_crouch_idle_in
casual_crouch_idle_out
casual_crouch_twitch
casual_crouch_point
drone_stand_idle
drone_stand_run
drone_stand_death
patrol_bored_walk_2_bored
patrol_bored_2_combat_alarm
patrol_bored_2_combat_alarm_short
patrol_bored_idle
patrol_bored_idle_smoke
patrol_bored_idle_cellphone
patrol_bored_twitch_bug
patrol_bored_twitch_checkphone
patrol_bored_twitch_salute
patrol_bored_twitch_stretch
patrol_bored_2_walk
patrol_bored_2_walk_180turn
patrol_bored_react_look_v1
patrol_bored_react_look_v2
patrol_bored_react_walkstop
patrol_bored_react_walkstop_short
patrol_bored_react_look_advance
patrol_bored_react_look_retreat
patrol_boredwalk_find
patrol_boredjog_find
patrol_boredrun_find
patrol_boredwalk_lookcycle_A
patrol_boredwalk_lookcycle_B
RPG_stand_throw
RPG_crouch_throw
stand_alertb_idle1
stand_alertb_twitch1
// modern stuff
stand_grenade_throw
stand_grenade_return_kick
crouch_grenade_throw
crouch_grenade_return_throw
crouch_grenade_return_fumble
grenade_return_running_kick_forward_1
grenade_return_running_kick_forward_2
grenade_return_running_throw_forward
grenade_return_standing_throw_forward_1
grenade_return_standing_throw_forward_2
grenade_return_standing_throw_overhand_forward
// HMG animations
ai_mg_shoulder_stand_idle // run
ai_mg_shoulder_run2stand // run
ai_mg_shoulder_crouch_idle // crouch
ai_mg_shoulder_run2crouch // crouch
// Flamethrower animations
ai_flamethrower_stand_idle_casual_v1
ai_flamethrower_stand_twitch
ai_flamethrower_crouch_idle_a
ai_flamethrower_crouch_idle_b
ai_flamethrower_crouch_twitch
ai_zombie_idle_v1_delta
ai_zombie_idle_crawl_delta
stand2crouch_attack
// walk_and_run_starts
// stand_walk_start
// stand_run_start
// crouch2crouchwalk
crouch2crouchwalk_straight
crouch2crouchrun : nonloopsync
{
crouch2crouchrun_forward
crouch2crouchrun_back
crouch2crouchrun_left
crouch2crouchrun_right
pistol_crouch2crouchrun_forward // Also good for unarmed
//pistol_crouch2crouchrun_back
//pistol_crouch2crouchrun_left
//pistol_crouch2crouchrun_right
}
walk_and_run_loops : loopsync
{
crouchwalk_loop
crouchrun
{
crouch_fastwalk_F
crouch_fastwalk_B
crouch_fastwalk_L
crouch_fastwalk_R
launchfacility_b_ventwalk_v1_cycle
launchfacility_b_ventwalk_v1_twitch
launchfacility_b_ventwalk_v2_cycleA
launchfacility_b_ventwalk_v2_twitchA
launchfacility_b_ventwalk_v2_twitchB
}
combatrun
{
combatrun_forward
{
// only used in tryWeaponThrowDown
combat_run_fast_pistol
combatrun_forward_1 // Combat run - gun is high
//combatrun_forward_2 // Combat run -gun is low
run_lowready_F // primary run animation
run_lowready_reload
cargoship_run_leanR
cargoship_run_leanL
cargoship_jog_leanL
cargoship_jog_leanR
ch_reznov_run_d
walk_lowready_F
run_CQB_F_search_v1
run_CQB_F_search_v2
walk_CQB_F_search_v1
walk_CQB_F_search_v2
walk_CQB_F
bog_a_javelin_jog
sprint1_loop
sprint_loop_distant
huntedrun_1_idle
huntedrun_1_look_left
huntedrun_1_look_right
huntedrun_2
hunted_dazed_walk_A_zombie
hunted_dazed_walk_B_blind
hunted_dazed_walk_C_limp
active_patrolwalk_v1
active_patrolwalk_v2
active_patrolwalk_v3
active_patrolwalk_v4
active_patrolwalk_v5
ch_training_sarge_walk
ch_training_sarge_run
ch_holland2_bridge_engineer_guy1_walk
ch_holland2_bridge_engineer_guy2_walk
ch_holland2_bridge_commander_walk
ch_holland2_wire_a_walk
ch_holland2_wire_b1_walk
ch_holland2_wire_b2_walk
Ai_walk_weary_a
Ai_walk_weary_b
Ai_walk_weary_c
Ai_walk_weary_d
ai_sneaking_a_walk
ai_sneaking_a_walk_twitch
shotgun_CQBrun_pullout
shotgun_CQBrun_putaway
// water run cycles - pel1, pel2
ai_walk_deep_water_a
ai_walk_deep_water_b
ai_walk_shallow_water_a
ai_walk_shallow_water_b
ai_run_deep_water_a
ai_run_deep_water_b
ai_run_shallow_water_a
ai_run_shallow_water_b
ai_run_shallow_water_c
ai_run_shallow_water_d
// used in pel1
ch_dazed_a
ch_dazed_b
ch_dazed_c
ch_dazed_d
// for zombie game
ai_zombie_walk_v1
ai_zombie_walk_v2
ai_zombie_walk_v3
ai_zombie_walk_v4
ai_zombie_walk_v6
ai_zombie_walk_v7
ai_zombie_walk_v8
ai_zombie_walk_v9
ai_zombie_walk_fast_v1
ai_zombie_walk_fast_v2
ai_zombie_walk_fast_v3
ai_zombie_run_v1
ai_zombie_run_v2
ai_zombie_run_v3
ai_zombie_run_v4
ai_zombie_sprint_v1
ai_zombie_sprint_v2
ai_zombie_sprint_v3
ai_zombie_sprint_v4
ai_zombie_sprint_v5
ai_zombie_crawl
ai_zombie_crawl_v1
ai_zombie_crawl_v2
ai_zombie_crawl_v3
ai_zombie_crawl_v4
ai_zombie_crawl_v5
ai_zombie_crawl_v6
ai_zombie_crawl_sprint
ai_zombie_crawl_sprint_1
ai_zombie_crawl_sprint_2
run_n_gun
{
run_n_gun_F
run_n_gun_L
run_n_gun_R
}
patrol_bored_patrolwalk
patrol_bored_patrolwalk_twitch
patrol_jog
patrol_jog_look_up
patrol_jog_360
patrol_jog_orders
combat_jog
combat_jog_lookback
combat_jog_lookside
unarmed_panickedrun_loop_V1
unarmed_panickedrun_loop_V2
// Custom Runs for Sullivan & Roebuck (for Makin)
ai_sullivan_run
ai_roebuck_run
ch_makinraid_creepy_run_guy1
ch_makinraid_creepy_run_guy2
ch_makinraid_creepy_run_guy3
ch_makinraid_creepy_run_guy4
ai_sprint_1cycle
ch_makinraid_rescue_medic1
ch_makinraid_rescue_medic2
ch_makinraid_creepywalk_start_left
ch_makinraid_creepywalk_start_right
ch_makinraid_creepywalk_stop_left
ch_makinraid_creepywalk_stop_right
ch_makinraid_creepywalk_idle_left
ch_makinraid_creepywalk_idle_right
// Jesse: flamethrower runs
ai_flamethrower_combatrun_a
ai_flamethrower_combatrun_b
ai_flamethrower_combatrun_c
}
// cqb l/r/b
walk_left
walk_right
walk_backward
// run l/r/b
run_lowready_L
run_lowready_R
run_lowready_B
// walk l/r/b
walk_lowready_L
walk_lowready_R
walk_lowready_B
run_n_gun_B
unarmed_run_russian
// MikeD: Banzai run
ai_bonzai_sprint_a
ai_bonzai_sprint_b
ai_bonzai_sprint_c
ai_bonzai_sprint_d
// Jesse: mg42, over the shoudler, etc
ai_mg_shoulder_run
// Makin Outtro for Sullivan
ch_makinraid_outro_sullivan_dragged
}
stand_walk_combat_loop
MG42_run
saw_gunner_run_fast
saw_gunner_run_slow
RPG_run_onshoulder
duhoc_german_shellshocked_walk
combat_run_onehand
combat_run_helmethand
unarmed_walk_russian
}
// aim/wave additives
w_aim_2 : additive
{
walk_aim_2
}
w_aim_4 : additive
{
walk_aim_4
}
w_aim_6 : additive
{
walk_aim_6
}
w_aim_8 : additive
{
walk_aim_8
}
// transition slides - run to prone
crouchrun2prone_straight
crouchrun2prone_left
crouchrun2prone_right
reloads
{
reload_stand_rifle
}
exposed_dive_grenade_F
exposed2_dive_grenade_F
exposed_dive_grenade_B
exposed2_dive_grenade_B
exposed_squat_down_grenade_F
exposed2_squat_down_grenade_F
exposed_squat_idle_grenade_F
exposed2_squat_idle_grenade_F
exposed_squat_up_grenade_F
exposed2_squat_up_grenade_F
}
prone // old prone animations. new ones in prone_modern below.
{
prone_legsstraight // : loopsync
{
// crawl, aim, shoot
prone_crawl
prone_crawl2aim
prone_aim_idle
prone_left45
{
prone_shoot_auto_left
prone_shoot_left
}
prone_right45
{
prone_shoot_auto_right
prone_shoot_right
}
prone_straight
{
prone_shoot_straight
prone_shoot_auto_straight
}
prone_aim2crawl
// turns
prone_turn_right
prone_turn_left
// rolls
// transition in
crouch2prone_gunsupport
stand2prone_onehand
// transition out
prone2crouch_straight
prone2crouchrun_straight
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
}