1017 lines
23 KiB
Text
1017 lines
23 KiB
Text
//
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// Player xanims refix convention:
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//
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// Torso only animation are prefixed with pt_
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// Legs only animations are prefixed with pl_
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// Full body animations (both) are prefixed with pb_
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//
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main
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{
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//
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// Torso Animations
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//
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torso
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{
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// Temp placeholder anims
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pt_chicken_dance // Animation which indicates another animation is not completed yet
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pt_chicken_dance_crouch // ditto for this one
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//
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// Shooting anims
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//
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pt_stand_shoot_RPG
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pt_stand_shoot
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pt_stand_shoot_auto
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pt_stand_shoot_ads
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pt_stand_shoot_auto_ads
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pt_crouch_shoot
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pt_crouch_shoot_auto
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pt_crouch_shoot_ads
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pt_crouch_shoot_auto_ads
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pt_flamethrower_combatrun_c
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pt_flamethrower_fire_center
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pt_flamethrower_crouch_fire_center
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p_knife_prone_pistol
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p_knife_prone_rifle
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p_knife_prone_bazooka
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p_knife_stand_pistol
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p_knife_stand_rifle
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p_knife_stand_bazooka
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p_knife_crouch_pistol
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p_knife_crouch_rifle
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p_knife_crouch_bazooka
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p_knife_prone_pistol_swipe
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p_knife_prone_rifle_swipe
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p_knife_prone_bazooka_swipe
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p_knife_stand_pistol_swipe
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p_knife_stand_rifle_swipe
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pt_knife_stand_rifle_swipe
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p_knife_stand_bazooka_swipe
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p_knife_crouch_pistol_swipe
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p_knife_crouch_rifle_swipe
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p_knife_crouch_bazooka_swipe
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p_revive_down_melee_swipe
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pt_stand_shoot_pistol
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pt_stand_shoot_ads_pistol
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pt_crouch_shoot_pistol
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pt_crouch_shoot_ads_pistol
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pt_pistol_stand_putaway
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pt_pistol_stand_pullout
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// Pistol needs aim/alert torso animations for use with regular lower body animations.
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pt_stand_alert_pistol
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pt_stand_ads_pistol
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pt_crouch_alert_pistol
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pt_crouch_ads_pistol
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pt_stand_grenade_throw
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pt_stand_grenade_pullpin
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pt_crouch_grenade_throw
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pt_stand_stickgrenade_throw
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// crouch_grenade_throw
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pt_prone_grenade_throw
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pt_prone_grenade_pullpin
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pt_rifle_fire_prone
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pt_rifle_fire_ads
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pt_rifle_fire
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pt_crouch_rifle_fire_ads
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pt_crouch_rifle_fire
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pt_laststand_fire
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pt_prone_shoot_RPG
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pt_stand_shoot_shotgun
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pt_hold_throw
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pt_hold_prone_throw
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pt_hold_throw_satchel
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pt_hold_prone_throw_satchel
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//
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// Reload anims
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//
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pt_reload_stand_RPG
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pt_reload_crouch_pistol
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pt_reload_stand_pistol
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pt_reload_prone_pistol
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pt_reload_crouch_rifle
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pt_reload_stand_rifle
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pt_reload_prone_rifle
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pt_reload_stand_auto
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pt_reload_stand_auto_mp40
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pt_reload_stand_auto_fg42
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pt_reload_stand_auto_sten
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pt_reload_prone_auto
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pt_laststand_reload
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pt_reload_prone_RPG
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pt_reload_crouchwalk
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pt_reload_crouchwalk_pistol
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//
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// Prone anims
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//
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pt_prone_shoot
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pt_prone_shoot_pistol
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pt_prone_shoot_auto
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//
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// held object anims
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//
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pt_hold_setup
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//
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// Melee anims
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//
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pt_melee_right2right_1
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pt_melee_right2right_2
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pt_melee_right2left
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pt_melee_left2left_1
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pt_melee_left2right
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pt_melee_crouch_left2left
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pt_melee_crouch_left2right
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pt_melee_crouch_right2left
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pt_melee_pistol_1
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pt_melee_pistol_2
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pt_melee_pistol_3
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pt_melee_pistol_4
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pt_melee_prone
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pt_melee_prone_pistol
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p_bayonet_stab_melee
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//
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// pullout poses
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//
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pt_crouch_pullout_pose
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pt_stand_pullout_pose
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pt_prone_pullout_pose
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// shellshock anims
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pb_stand_shellshock
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pb_crouch_shellshock
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//
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// Flinch
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//
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pt_flinch_forward // PI - RIFLE
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pt_flinch_back
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pt_flinch_left
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pt_flinch_right
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pt_flinch_pistol_left // PI - PISTOL
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pt_flinch_pistol_forward
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pt_flinch_pistol_back
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pt_flinch_pistol_right
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pt_flinch_grenade_right
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pt_flinch_grenade_left
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pt_flinch_grenade_forward
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pt_flinch_grenade_back
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// Reviver
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p_revive_reviving
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p_crouch_revive_reviving
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p_prone_revive_reviving
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}
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//
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// Legs Animations (also full body anims)
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//
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legs
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{
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//
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// Idle anims
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//
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pb_stand_alert_RPG
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pb_stand_alert
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pb_stand_ads
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pb_stand_grenade_idle
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pb_stand_grenade_pullpin
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pb_stand_stickgrenade_idle
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pb_stand_alert_pistol
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pb_stand_ads_pistol
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pb_stand_alert_unarmed
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pb_stand__shoot_ads_pistol
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pb_rifle_idleA_ads
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pb_rifle_idleB_ads
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pb_crouch_grenade_idle
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pb_crouch_stickgrenade_idle
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pb_crouch_grenade_pullpin
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pb_crouch_alert
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pb_crouch_ads
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pb_crouch_alert_pistol
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pb_crouch_ads_pistol
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pb_crouch_alert_unarmed
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pb_prone_hold
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pb_prone_hold_satchel
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pb_prone_pistolcrawl_B
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pb_prone_pistolcrawl_F
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pb_prone_pistolcrawl_R
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pb_prone_pistolcrawl_L
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pb_handheldradio_idle
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p_bomb_stand_loop
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p_bomb_crouch_loop
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p_bomb_prone_loop
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pb_chicken_dance // Animation which indicates another animation is not completed yet
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pb_chicken_dance_crouch // ditto for this one
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pb_prone_bombplant
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pb_stand_bombplant
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pb_crouch_bombplant
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pb_laststand_idle
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pb_hold_idle
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pb_crouch_hold_idle
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pb_hold_idle_satchel
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pb_crouch_hold_idle_satchel
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pb_crouch_alert_RPG
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pb_crouch_ads_RPG
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pb_stand_ads_RPG
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pb_prone_aim_RPG
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pb_flamethrower_stand_idle
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pb_flamethrower_crouch_idle
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pb_flamethrower_fire_center
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pb_flamethrower_crouch_fire_center
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pb_flamethrower_crouch_2_stand
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pb_flamethrower_stand_2_crouch
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p_handheldradio_idle
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p_handheldradio_crouch_idle
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p_handheldradio_prone_idle
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p_zombie_perkacola_drink
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//
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// Movement anims
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//
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pb_pistol_run_fast
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pb_run_fast
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pb_run_rifle
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pb_run_smg
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pb_run_heavy
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pb_run_forward_m
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pb_run_right_m
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pb_run_left_m
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pb_run_back_m
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pb_crouchwalk_loop
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pb_sprint
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pb_sprint_B
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pb_sprint_gundown
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pb_sprint_stickgrenade
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pb_sprint_grenade
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pb_sprint_RPG
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pb_sprint_pistol
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pb_sprint_hold
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pb_sprint_hold_satchel
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p_sprint_pistol_a
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p_sprint_2h_a
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p_crouchsprint_pistol_a
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p_crouchsprint_pistol_b
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p_crouchsprint_2h_a
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p_crouchsprint_2h_b
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pb_runjump_takeoff
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pb_runjump_land
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pb_standjump_takeoff
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pb_standjump_land
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pb_runjump_takeoff_pistol
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pb_runjump_land_pistol
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pb_standjump_takeoff_pistol
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pb_standjump_land_pistol
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pb_combatrun_forward_loop
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pb_combatrun_back_loop
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pb_combatrun_left_loop
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pb_combatrun_right_loop
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pb_combatrun_forward_loop_pistol
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pb_combatrun_back_loop_pistol
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pb_combatrun_left_loop_pistol
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pb_combatrun_right_loop_pistol
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pb_combatrun_forward_loop_unarmed
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pb_combatrun_forward_loop_heavy
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pb_combatrun_forward_loop_light
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pb_combatrun_forward_loop_rifles
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pb_combatrun_forward_loop_stickgrenade
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pb_combatrun_left_loop_grenade
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pb_combatrun_right_loop_grenade
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pb_combatrun_back_loop_grenade
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pb_flamethrower_combatrun_c
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pl_flamethrower_combatrun_c
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pb_combatrun_forward_RPG
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pb_combatrun_back_RPG
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pb_combatrun_left_RPG
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pb_combatrun_right_RPG
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pb_walk_forward_RPG_ads
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pb_walk_back_RPG_ads
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pb_walk_left_RPG_ads
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pb_walk_right_RPG_ads
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pl_crouch_run_back_RPG
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pl_crouch_run_left_RPG
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pl_crouch_run_right_RPG
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pl_walk_back_RPG_ads
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pl_walk_left_RPG_ads
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pl_walk_right_RPG_ads
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pl_stand_alert
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pl_combatrun_left_loop
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pl_combatrun_right_loop
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pl_stand_shoot_walk_right
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pl_stand_shoot_walk_left
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pb_crouch_run_forward
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pb_crouch_run_back
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pb_crouch_run_left
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pb_crouch_run_right
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pb_crouch_run_forward_pistol
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pb_crouch_run_forward_grenade
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pb_crouch_run_forward_stickgrenade
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pb_crouch_run_back_pistol
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pb_crouch_run_left_pistol
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pb_crouch_run_right_pistol
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pb_crouch_walk_forward_pistol
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pb_crouch_walk_back_pistol
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pb_crouch_walk_left_pistol
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pb_crouch_walk_right_pistol
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pb_crouch_run_forward_unarmed
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pb_crouch_run_back_grenade
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pb_crouch_run_left_grenade
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pb_crouch_run_right_grenade
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pb_crouch_shoot_run_forward
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pb_crouch_shoot_run_back
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pb_crouch_shoot_run_left
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pb_crouch_shoot_run_right
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pb_crouch_walk_forward_unarmed
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pb_crouch_grenade_throw
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pb_stand_grenade_throw
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pb_stand_stickgrenade_throw
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pb_stand_shoot_walk_forward
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pb_stand_shoot_walk_back
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pb_stand_shoot_walk_left
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pb_stand_shoot_walk_right
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pb_stand_shoot_walk_forward_unarmed // Not really shooting. Named the same as rifle anim so it'd sort alphabetically.
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pb_combatwalk_forward_loop_pistol
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pb_combatwalk_back_loop_pistol
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pb_combatwalk_left_loop_pistol
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pb_combatwalk_right_loop_pistol
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pb_walk_right // these have the gun down like in the idle...
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pb_walk_left
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pb_walk_back
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pb_walk_forward
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pb_pull_stand_intro
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pb_pull_stand_loop
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pb_pull_stand_end
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pb_hold_run
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pb_hold_run_back
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pb_hold_run_right
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pb_hold_run_left
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pb_crouch_hold_run
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pb_crouch_hold_run_back
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pb_crouch_hold_run_left
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pb_crouch_hold_run_right
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pb_hold_run_satchel
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pb_hold_run_back_satchel
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pb_hold_run_right_satchel
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pb_hold_run_left_satchel
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pb_crouch_hold_run_satchel
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pb_crouch_hold_run_back_satchel
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pb_crouch_hold_run_left_satchel
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pb_crouch_hold_run_right_satchel
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pb_crouch_run_back_RPG
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pb_crouch_run_forward_RPG
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pb_crouch_run_left_RPG
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pb_crouch_run_right_RPG
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pb_crouch_walk_right_RPG
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pb_crouch_walk_left_RPG
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pb_crouch_walk_forward_RPG
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pb_crouch_walk_back_RPG
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pb_prone_crawl_hold
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pb_prone_crawl_back_hold
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pb_prone_crawl_left_hold
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pb_prone_crawl_right_hold
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pb_prone_crawl_hold_satchel
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pb_prone_crawl_back_hold_satchel
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pb_prone_crawl_left_hold_satchel
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pb_prone_crawl_right_hold_satchel
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p_swim_left
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p_swim_right
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p_swim_forward
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p_swim_tread
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// pb_wounded_walk_loop // the temp ladder climbing anim
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//
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// Ladder Climbing anims
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//
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pb_climbdown
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pb_climbup
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//
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// Prone anims
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//
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pb_prone_crawl
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pb_prone_grenade_crawl
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pb_prone_crawl_left
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pb_prone_crawl_right
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pb_prone_crawl_back
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pb_prone_aim
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pb_prone_aim_pistol
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pb_prone_aim_grenade
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pb_prone_grenade_crawl_left
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pb_prone_grenade_crawl_right
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pb_prone_crawl_pistol
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pb_prone_crawl_pistol_back
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pb_prone_pistol_crawl_left
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pb_prone_pistol_crawl_right
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pb_prone_grenade_crawl_back
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pb_crouch2prone
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pb_prone2crouch
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pb_prone2crouchrun
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//
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// Mantle anims
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//
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mp_mantle_up_57
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mp_mantle_up_51
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mp_mantle_up_45
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mp_mantle_up_39
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mp_mantle_up_33
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mp_mantle_up_27
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mp_mantle_up_21
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mp_mantle_over_high
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mp_mantle_over_mid
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mp_mantle_over_low
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//
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// MG42 anims
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//
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standSAWgunner_aim : complete nonloopsync
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{
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standSAWgunner_aim_15down
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{
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pb_saw_gunner_aim_down_right45
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pb_saw_gunner_aim_down_right30
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pb_saw_gunner_aim_down_right15
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pb_saw_gunner_aim_down_center
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pb_saw_gunner_aim_down_left15
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pb_saw_gunner_aim_down_left30
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pb_saw_gunner_aim_down_left45
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}
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standSAWgunner_aim_level
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{
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pb_saw_gunner_aim_level_right45
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pb_saw_gunner_aim_level_right30
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pb_saw_gunner_aim_level_right15
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pb_saw_gunner_aim_level_center
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pb_saw_gunner_aim_level_left15
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pb_saw_gunner_aim_level_left30
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pb_saw_gunner_aim_level_left45
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}
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standSAWgunner_aim_15up
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{
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pb_saw_gunner_aim_up_right45
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pb_saw_gunner_aim_up_right30
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pb_saw_gunner_aim_up_right15
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pb_saw_gunner_aim_up_center
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pb_saw_gunner_aim_up_left15
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pb_saw_gunner_aim_up_left30
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pb_saw_gunner_aim_up_left45
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}
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}
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proneSAWgunner_aim : complete nonloopsync
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{
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proneSAWgunner_aim_15down
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{
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pb_saw_gunner_prone_aim_down_left40
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pb_saw_gunner_prone_aim_down_left20
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pb_saw_gunner_prone_aim_down_center
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pb_saw_gunner_prone_aim_down_right20
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pb_saw_gunner_prone_aim_down_right40
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}
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proneSAWgunner_aim_level
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{
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pb_saw_gunner_prone_aim_level_left40
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pb_saw_gunner_prone_aim_level_left20
|
|
pb_saw_gunner_prone_aim_level_center
|
|
pb_saw_gunner_prone_aim_level_right20
|
|
pb_saw_gunner_prone_aim_level_right40
|
|
}
|
|
|
|
proneSAWgunner_aim_15up
|
|
{
|
|
pb_saw_gunner_prone_aim_up_left40
|
|
pb_saw_gunner_prone_aim_up_left20
|
|
pb_saw_gunner_prone_aim_up_center
|
|
pb_saw_gunner_prone_aim_up_right20
|
|
pb_saw_gunner_prone_aim_up_right40
|
|
}
|
|
}
|
|
|
|
crouchSAWgunner_aim : complete nonloopsync
|
|
{
|
|
crouchSAWgunner_aim_15down
|
|
{
|
|
pb_saw_gunner_lowwall_aim_down_left45
|
|
pb_saw_gunner_lowwall_aim_down_left30
|
|
pb_saw_gunner_lowwall_aim_down_left15
|
|
pb_saw_gunner_lowwall_aim_down_center
|
|
pb_saw_gunner_lowwall_aim_down_right15
|
|
pb_saw_gunner_lowwall_aim_down_right30
|
|
pb_saw_gunner_lowwall_aim_down_right45
|
|
}
|
|
|
|
crouchSAWgunner_aim_level
|
|
{
|
|
pb_saw_gunner_lowwall_aim_level_left45
|
|
pb_saw_gunner_lowwall_aim_level_left30
|
|
pb_saw_gunner_lowwall_aim_level_left15
|
|
pb_saw_gunner_lowwall_aim_level_center
|
|
pb_saw_gunner_lowwall_aim_level_right15
|
|
pb_saw_gunner_lowwall_aim_level_right30
|
|
pb_saw_gunner_lowwall_aim_level_right45
|
|
}
|
|
|
|
crouchSAWgunner_aim_15up
|
|
{
|
|
pb_saw_gunner_lowwall_aim_up_left45
|
|
pb_saw_gunner_lowwall_aim_up_left30
|
|
pb_saw_gunner_lowwall_aim_up_left15
|
|
pb_saw_gunner_lowwall_aim_up_center
|
|
pb_saw_gunner_lowwall_aim_up_right15
|
|
pb_saw_gunner_lowwall_aim_up_right30
|
|
pb_saw_gunner_lowwall_aim_up_right45
|
|
}
|
|
}
|
|
|
|
proneMG42_fire : complete loopsync
|
|
{
|
|
proneMG42_fire_15down
|
|
{
|
|
pb_proneMG42gunner_fire_40left_15down
|
|
pb_proneMG42gunner_fire_20left_15down
|
|
pb_proneMG42gunner_fire_forward_15down
|
|
pb_proneMG42gunner_fire_20right_15down
|
|
pb_proneMG42gunner_fire_40right_15down
|
|
}
|
|
|
|
proneMG42_fire_level
|
|
{
|
|
pb_proneMG42gunner_fire_40left_level
|
|
pb_proneMG42gunner_fire_20left_level
|
|
pb_proneMG42gunner_fire_forward_level
|
|
pb_proneMG42gunner_fire_20right_level
|
|
pb_proneMG42gunner_fire_40right_level
|
|
}
|
|
|
|
proneMG42_fire_15up
|
|
{
|
|
pb_proneMG42gunner_fire_40left_15up
|
|
pb_proneMG42gunner_fire_20left_15up
|
|
pb_proneMG42gunner_fire_forward_15up
|
|
pb_proneMG42gunner_fire_20right_15up
|
|
pb_proneMG42gunner_fire_40right_15up
|
|
}
|
|
}
|
|
|
|
proneMG42_aim : complete nonloopsync
|
|
{
|
|
proneMG42_aim_15down
|
|
{
|
|
pb_proneMG42gunner_aim_40left_15down
|
|
pb_proneMG42gunner_aim_20left_15down
|
|
pb_proneMG42gunner_aim_forward_15down
|
|
pb_proneMG42gunner_aim_20right_15down
|
|
pb_proneMG42gunner_aim_40right_15down
|
|
}
|
|
|
|
proneMG42_aim_level
|
|
{
|
|
pb_proneMG42gunner_aim_40left_level
|
|
pb_proneMG42gunner_aim_20left_level
|
|
pb_proneMG42gunner_aim_forward_level
|
|
pb_proneMG42gunner_aim_20right_level
|
|
pb_proneMG42gunner_aim_40right_level
|
|
}
|
|
|
|
proneMG42_aim_15up
|
|
{
|
|
pb_proneMG42gunner_aim_40left_15up
|
|
pb_proneMG42gunner_aim_20left_15up
|
|
pb_proneMG42gunner_aim_forward_15up
|
|
pb_proneMG42gunner_aim_20right_15up
|
|
pb_proneMG42gunner_aim_40right_15up
|
|
}
|
|
}
|
|
|
|
|
|
standMG42_fire : complete loopsync
|
|
{
|
|
standMG42_fire_15down
|
|
{
|
|
pb_standMG42gunner_fire_45left_15down
|
|
pb_standMG42gunner_fire_30left_15down
|
|
pb_standMG42gunner_fire_15left_15down
|
|
pb_standMG42gunner_fire_forward_15down
|
|
pb_standMG42gunner_fire_15right_15down
|
|
pb_standMG42gunner_fire_30right_15down
|
|
pb_standMG42gunner_fire_45right_15down
|
|
}
|
|
|
|
standMG42_fire_level
|
|
{
|
|
pb_standMG42gunner_fire_45left_level
|
|
pb_standMG42gunner_fire_30left_level
|
|
pb_standMG42gunner_fire_15left_level
|
|
pb_standMG42gunner_fire_forward_level
|
|
pb_standMG42gunner_fire_15right_level
|
|
pb_standMG42gunner_fire_30right_level
|
|
pb_standMG42gunner_fire_45right_level
|
|
}
|
|
|
|
standMG42_fire_15up
|
|
{
|
|
pb_standMG42gunner_fire_45left_15up
|
|
pb_standMG42gunner_fire_30left_15up
|
|
pb_standMG42gunner_fire_15left_15up
|
|
pb_standMG42gunner_fire_forward_15up
|
|
pb_standMG42gunner_fire_15right_15up
|
|
pb_standMG42gunner_fire_30right_15up
|
|
pb_standMG42gunner_fire_45right_15up
|
|
}
|
|
}
|
|
|
|
standMG42_aim : complete nonloopsync
|
|
{
|
|
standMG42_aim_15down
|
|
{
|
|
pb_standMG42gunner_aim_45left_15down
|
|
pb_standMG42gunner_aim_30left_15down
|
|
pb_standMG42gunner_aim_15left_15down
|
|
pb_standMG42gunner_aim_forward_15down
|
|
pb_standMG42gunner_aim_15right_15down
|
|
pb_standMG42gunner_aim_30right_15down
|
|
pb_standMG42gunner_aim_45right_15down
|
|
}
|
|
|
|
standMG42_aim_level
|
|
{
|
|
pb_standMG42gunner_aim_45left_level
|
|
pb_standMG42gunner_aim_30left_level
|
|
pb_standMG42gunner_aim_15left_level
|
|
pb_standMG42gunner_aim_forward_level
|
|
pb_standMG42gunner_aim_15right_level
|
|
pb_standMG42gunner_aim_30right_level
|
|
pb_standMG42gunner_aim_45right_level
|
|
}
|
|
|
|
standMG42_aim_15up
|
|
{
|
|
pb_standMG42gunner_aim_45left_15up
|
|
pb_standMG42gunner_aim_30left_15up
|
|
pb_standMG42gunner_aim_15left_15up
|
|
pb_standMG42gunner_aim_forward_15up
|
|
pb_standMG42gunner_aim_15right_15up
|
|
pb_standMG42gunner_aim_30right_15up
|
|
pb_standMG42gunner_aim_45right_15up
|
|
}
|
|
}
|
|
|
|
//
|
|
// Death
|
|
//
|
|
|
|
// prone
|
|
pb_prone_death_quickdeath
|
|
pb_laststand_death
|
|
// Crouch
|
|
pb_crouch_death_headshot_front
|
|
pb_crouch_death_clutchchest
|
|
pb_crouch_death_flip
|
|
pb_crouch_death_fetal
|
|
pb_crouch_death_falltohands
|
|
// Crouch run
|
|
pb_crouchrun_death_drop
|
|
pb_crouchrun_death_crumple
|
|
// stand
|
|
pb_stand_death_spin
|
|
pb_stand_death_legs
|
|
pb_stand_death_lowerback
|
|
pb_stand_death_lowertorso
|
|
pb_stand_death_head_collapse
|
|
pb_stand_death_neckdeath_thrash
|
|
pb_stand_death_neckdeath
|
|
pb_stand_death_nervedeath
|
|
pb_stand_death_frontspin // Hit from front in head, upper chest or right shoulder.
|
|
pb_stand_death_headchest_topple // Hit in head or chest from any direction. Falls back, one leg goes up.
|
|
// run
|
|
pb_death_run_forward_crumple
|
|
pb_death_run_onfront
|
|
pb_death_run_stumble
|
|
pb_death_run_back
|
|
pb_death_run_left
|
|
pb_death_run_right
|
|
MP_shotgun_death_back
|
|
MP_shotgun_death_front
|
|
MP_shotgun_death_left
|
|
MP_shotgun_death_right
|
|
|
|
|
|
//
|
|
// Stumble
|
|
//
|
|
|
|
pb_stumble_forward // RUNNING
|
|
pb_stumble_back
|
|
pb_stumble_left
|
|
pb_stumble_right
|
|
pb_stumble_walk_forward // WALKING
|
|
pb_stumble_walk_back
|
|
pb_stumble_walk_left
|
|
pb_stumble_walk_right
|
|
|
|
pb_stumble_pistol_walk_right // WALKING w/pistol
|
|
pb_stumble_pistol_walk_left
|
|
pb_stumble_pistol_walk_forward
|
|
pb_stumble_pistol_walk_back
|
|
pb_stumble_pistol_right // RUNNING w/pistol
|
|
pb_stumble_pistol_left
|
|
pb_stumble_pistol_forward
|
|
pb_stumble_pistol_back
|
|
|
|
pb_stumble_grenade_right
|
|
pb_stumble_grenade_left
|
|
pb_stumble_grenade_forward
|
|
pb_stumble_grenade_back
|
|
|
|
|
|
//
|
|
// Pain
|
|
//
|
|
|
|
// prone
|
|
pb_prone_painA_holdchest
|
|
pb_prone_painB_holdhead
|
|
|
|
// Crouch run
|
|
// crouchrun_painfall
|
|
|
|
// Crouch
|
|
// crouch_pain_fallToGround // Shot from front, backs back and slightly right.
|
|
pb_crouch_pain_holdStomach // Shot in torso.
|
|
// crouch_pain_crouch2crawl_ktwist // extended pain. Ends in crawl (backwards).
|
|
// crouch_pain_crouch2crawl_grabhead // extended pain. Ends in crawl (backwards).
|
|
// crouch_pain_crouch2crawl_back // Shot from behind, falls forward to crawl.
|
|
|
|
// Stand
|
|
// stand_pain_leghit // Shot in leg, falls to ground, writhes, up to crouch
|
|
// stand_pain_fallToHand // Shot in torso? falls to left hand, up to crouch
|
|
// stand_pain_hunch // Shot in stomach, turns left and then straight. Ends in crouch.
|
|
// stand_pain_stand2crawl_stumbleback // extended pain. Ends in crawl.
|
|
|
|
// minorpain_head_front
|
|
// minorpain_head_back
|
|
// minorpain_head_left
|
|
// minorpain_head_right
|
|
// pb_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
|
|
|
|
//
|
|
// Vehicle Anims
|
|
//
|
|
|
|
p_mantle_chiha_getout_turret
|
|
p_mantle_chiha_left_1
|
|
p_mantle_chiha_left_2_grenade
|
|
p_mantle_chiha_left_2_turret
|
|
p_mantle_chiha_rear_1
|
|
p_mantle_chiha_rear_2_grenade
|
|
p_mantle_chiha_rear_2_turret
|
|
p_mantle_chiha_right_1
|
|
p_mantle_chiha_right_2_grenade
|
|
p_mantle_chiha_right_2_turret
|
|
|
|
//
|
|
// Vehicle Gunners
|
|
//
|
|
|
|
chihaGunner_aim : complete nonloopsync
|
|
{
|
|
chihaGunner_aim_50down
|
|
{
|
|
pb_chiha_gunner_aim_down_50_center
|
|
}
|
|
chihaGunner_aim_40down
|
|
{
|
|
pb_chiha_gunner_aim_down_40_center
|
|
}
|
|
chihaGunner_aim_30down
|
|
{
|
|
pb_chiha_gunner_aim_down_30_center
|
|
}
|
|
chihaGunner_aim_20down
|
|
{
|
|
pb_chiha_gunner_aim_down_20_center
|
|
}
|
|
chihaGunner_aim_10down
|
|
{
|
|
pb_chiha_gunner_aim_down_10_center
|
|
}
|
|
chihaGunner_aim_center
|
|
{
|
|
pb_chiha_gunner_aim_center_center
|
|
}
|
|
chihaGunner_aim_10up
|
|
{
|
|
pb_chiha_gunner_aim_up_10_center
|
|
}
|
|
chihaGunner_aim_20up
|
|
{
|
|
pb_chiha_gunner_aim_up_20_center
|
|
}
|
|
chihaGunner_aim_30up
|
|
{
|
|
pb_chiha_gunner_aim_up_30_center
|
|
}
|
|
chihaGunner_aim_40up
|
|
{
|
|
pb_chiha_gunner_aim_up_40_center
|
|
}
|
|
chihaGunner_aim_50up
|
|
{
|
|
pb_chiha_gunner_aim_up_50_center
|
|
}
|
|
}
|
|
|
|
t34Gunner_aim : complete nonloopsync
|
|
{
|
|
t34Gunner_aim_50down
|
|
{
|
|
pb_t34_gunner_aim_down_50_center
|
|
}
|
|
t34Gunner_aim_40down
|
|
{
|
|
pb_t34_gunner_aim_down_40_center
|
|
}
|
|
t34Gunner_aim_30down
|
|
{
|
|
pb_t34_gunner_aim_down_30_center
|
|
}
|
|
t34Gunner_aim_20down
|
|
{
|
|
pb_t34_gunner_aim_down_20_center
|
|
}
|
|
//t34Gunner_aim_10down
|
|
//{
|
|
// pb_t34_gunner_aim_down_10_center
|
|
//}
|
|
//t34Gunner_aim_center
|
|
//{
|
|
// pb_t34_gunner_aim_center_center
|
|
//}
|
|
//t34Gunner_aim_10up
|
|
//{
|
|
// pb_t34_gunner_aim_up_10_center
|
|
//}
|
|
t34Gunner_aim_20up
|
|
{
|
|
pb_t34_gunner_aim_up_20_center
|
|
}
|
|
t34Gunner_aim_30up
|
|
{
|
|
pb_t34_gunner_aim_up_30_center
|
|
}
|
|
t34Gunner_aim_40up
|
|
{
|
|
pb_t34_gunner_aim_up_40_center
|
|
}
|
|
t34Gunner_aim_50up
|
|
{
|
|
pb_t34_gunner_aim_up_50_center
|
|
}
|
|
}
|
|
|
|
panzerGunner_aim : complete nonloopsync
|
|
{
|
|
panzerGunner_aim_50down
|
|
{
|
|
pb_panzer_gunner_aim_down_50_center
|
|
}
|
|
panzerGunner_aim_40down
|
|
{
|
|
pb_panzer_gunner_aim_down_40_center
|
|
}
|
|
panzerGunner_aim_30down
|
|
{
|
|
pb_panzer_gunner_aim_down_30_center
|
|
}
|
|
panzerGunner_aim_20down
|
|
{
|
|
pb_panzer_gunner_aim_down_20_center
|
|
}
|
|
//panzerGunner_aim_10down
|
|
//{
|
|
// pb_panzer_gunner_aim_down_10_center
|
|
//}
|
|
panzerGunner_aim_center
|
|
{
|
|
pb_panzer_gunner_aim_center_center
|
|
}
|
|
//panzerGunner_aim_10up
|
|
//{
|
|
// pb_panzer_gunner_aim_up_10_center
|
|
//}
|
|
panzerGunner_aim_20up
|
|
{
|
|
pb_panzer_gunner_aim_up_20_center
|
|
}
|
|
panzerGunner_aim_30up
|
|
{
|
|
pb_panzer_gunner_aim_up_30_center
|
|
}
|
|
panzerGunner_aim_40up
|
|
{
|
|
pb_panzer_gunner_aim_up_40_center
|
|
}
|
|
panzerGunner_aim_50up
|
|
{
|
|
pb_panzer_gunner_aim_up_50_center
|
|
}
|
|
}
|
|
triple25Gunner_aim : complete nonloopsync
|
|
{
|
|
triple25Gunner_aim_center
|
|
{
|
|
p_flak1_tag2_idle
|
|
}
|
|
}
|
|
|
|
// Scripted
|
|
crew_lvt4_peleliu1_character4_player
|
|
crew_lvt4_peleliu1_character5_player
|
|
crew_lvt4_peleliu1_character9_player
|
|
crew_sherman_passenger8_combatidle_player
|
|
crew_sherman_passenger9_combatidle_player
|
|
|
|
// Mak - Player animations truck and bomb planting
|
|
p_makinraid_hatch
|
|
|
|
}
|
|
}
|
|
|
|
//
|
|
// Turning animations (played on the legs, but handled seperatly)
|
|
//
|
|
turning
|
|
{
|
|
pl_turn_90left
|
|
pl_turn_90right
|
|
pl_crouchturn_90right
|
|
pl_crouchturn_90left
|
|
|
|
}
|