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

1017 lines
23 KiB
Text

//
// Player xanims refix convention:
//
// Torso only animation are prefixed with pt_
// Legs only animations are prefixed with pl_
// Full body animations (both) are prefixed with pb_
//
main
{
//
// Torso Animations
//
torso
{
// Temp placeholder anims
pt_chicken_dance // Animation which indicates another animation is not completed yet
pt_chicken_dance_crouch // ditto for this one
//
// Shooting anims
//
pt_stand_shoot_RPG
pt_stand_shoot
pt_stand_shoot_auto
pt_stand_shoot_ads
pt_stand_shoot_auto_ads
pt_crouch_shoot
pt_crouch_shoot_auto
pt_crouch_shoot_ads
pt_crouch_shoot_auto_ads
pt_flamethrower_combatrun_c
pt_flamethrower_fire_center
pt_flamethrower_crouch_fire_center
p_knife_prone_pistol
p_knife_prone_rifle
p_knife_prone_bazooka
p_knife_stand_pistol
p_knife_stand_rifle
p_knife_stand_bazooka
p_knife_crouch_pistol
p_knife_crouch_rifle
p_knife_crouch_bazooka
p_knife_prone_pistol_swipe
p_knife_prone_rifle_swipe
p_knife_prone_bazooka_swipe
p_knife_stand_pistol_swipe
p_knife_stand_rifle_swipe
pt_knife_stand_rifle_swipe
p_knife_stand_bazooka_swipe
p_knife_crouch_pistol_swipe
p_knife_crouch_rifle_swipe
p_knife_crouch_bazooka_swipe
p_revive_down_melee_swipe
pt_stand_shoot_pistol
pt_stand_shoot_ads_pistol
pt_crouch_shoot_pistol
pt_crouch_shoot_ads_pistol
pt_pistol_stand_putaway
pt_pistol_stand_pullout
// Pistol needs aim/alert torso animations for use with regular lower body animations.
pt_stand_alert_pistol
pt_stand_ads_pistol
pt_crouch_alert_pistol
pt_crouch_ads_pistol
pt_stand_grenade_throw
pt_stand_grenade_pullpin
pt_crouch_grenade_throw
pt_stand_stickgrenade_throw
// crouch_grenade_throw
pt_prone_grenade_throw
pt_prone_grenade_pullpin
pt_rifle_fire_prone
pt_rifle_fire_ads
pt_rifle_fire
pt_crouch_rifle_fire_ads
pt_crouch_rifle_fire
pt_laststand_fire
pt_prone_shoot_RPG
pt_stand_shoot_shotgun
pt_hold_throw
pt_hold_prone_throw
pt_hold_throw_satchel
pt_hold_prone_throw_satchel
//
// Reload anims
//
pt_reload_stand_RPG
pt_reload_crouch_pistol
pt_reload_stand_pistol
pt_reload_prone_pistol
pt_reload_crouch_rifle
pt_reload_stand_rifle
pt_reload_prone_rifle
pt_reload_stand_auto
pt_reload_stand_auto_mp40
pt_reload_stand_auto_fg42
pt_reload_stand_auto_sten
pt_reload_prone_auto
pt_laststand_reload
pt_reload_prone_RPG
pt_reload_crouchwalk
pt_reload_crouchwalk_pistol
//
// Prone anims
//
pt_prone_shoot
pt_prone_shoot_pistol
pt_prone_shoot_auto
//
// held object anims
//
pt_hold_setup
//
// Melee anims
//
pt_melee_right2right_1
pt_melee_right2right_2
pt_melee_right2left
pt_melee_left2left_1
pt_melee_left2right
pt_melee_crouch_left2left
pt_melee_crouch_left2right
pt_melee_crouch_right2left
pt_melee_pistol_1
pt_melee_pistol_2
pt_melee_pistol_3
pt_melee_pistol_4
pt_melee_prone
pt_melee_prone_pistol
p_bayonet_stab_melee
//
// pullout poses
//
pt_crouch_pullout_pose
pt_stand_pullout_pose
pt_prone_pullout_pose
// shellshock anims
pb_stand_shellshock
pb_crouch_shellshock
//
// Flinch
//
pt_flinch_forward // PI - RIFLE
pt_flinch_back
pt_flinch_left
pt_flinch_right
pt_flinch_pistol_left // PI - PISTOL
pt_flinch_pistol_forward
pt_flinch_pistol_back
pt_flinch_pistol_right
pt_flinch_grenade_right
pt_flinch_grenade_left
pt_flinch_grenade_forward
pt_flinch_grenade_back
// Reviver
p_revive_reviving
p_crouch_revive_reviving
p_prone_revive_reviving
}
//
// Legs Animations (also full body anims)
//
legs
{
//
// Idle anims
//
pb_stand_alert_RPG
pb_stand_alert
pb_stand_ads
pb_stand_grenade_idle
pb_stand_grenade_pullpin
pb_stand_stickgrenade_idle
pb_stand_alert_pistol
pb_stand_ads_pistol
pb_stand_alert_unarmed
pb_stand__shoot_ads_pistol
pb_rifle_idleA_ads
pb_rifle_idleB_ads
pb_crouch_grenade_idle
pb_crouch_stickgrenade_idle
pb_crouch_grenade_pullpin
pb_crouch_alert
pb_crouch_ads
pb_crouch_alert_pistol
pb_crouch_ads_pistol
pb_crouch_alert_unarmed
pb_prone_hold
pb_prone_hold_satchel
pb_prone_pistolcrawl_B
pb_prone_pistolcrawl_F
pb_prone_pistolcrawl_R
pb_prone_pistolcrawl_L
pb_handheldradio_idle
p_bomb_stand_loop
p_bomb_crouch_loop
p_bomb_prone_loop
pb_chicken_dance // Animation which indicates another animation is not completed yet
pb_chicken_dance_crouch // ditto for this one
pb_prone_bombplant
pb_stand_bombplant
pb_crouch_bombplant
pb_laststand_idle
pb_hold_idle
pb_crouch_hold_idle
pb_hold_idle_satchel
pb_crouch_hold_idle_satchel
pb_crouch_alert_RPG
pb_crouch_ads_RPG
pb_stand_ads_RPG
pb_prone_aim_RPG
pb_flamethrower_stand_idle
pb_flamethrower_crouch_idle
pb_flamethrower_fire_center
pb_flamethrower_crouch_fire_center
pb_flamethrower_crouch_2_stand
pb_flamethrower_stand_2_crouch
p_handheldradio_idle
p_handheldradio_crouch_idle
p_handheldradio_prone_idle
p_zombie_perkacola_drink
//
// Movement anims
//
pb_pistol_run_fast
pb_run_fast
pb_run_rifle
pb_run_smg
pb_run_heavy
pb_run_forward_m
pb_run_right_m
pb_run_left_m
pb_run_back_m
pb_crouchwalk_loop
pb_sprint
pb_sprint_B
pb_sprint_gundown
pb_sprint_stickgrenade
pb_sprint_grenade
pb_sprint_RPG
pb_sprint_pistol
pb_sprint_hold
pb_sprint_hold_satchel
p_sprint_pistol_a
p_sprint_2h_a
p_crouchsprint_pistol_a
p_crouchsprint_pistol_b
p_crouchsprint_2h_a
p_crouchsprint_2h_b
pb_runjump_takeoff
pb_runjump_land
pb_standjump_takeoff
pb_standjump_land
pb_runjump_takeoff_pistol
pb_runjump_land_pistol
pb_standjump_takeoff_pistol
pb_standjump_land_pistol
pb_combatrun_forward_loop
pb_combatrun_back_loop
pb_combatrun_left_loop
pb_combatrun_right_loop
pb_combatrun_forward_loop_pistol
pb_combatrun_back_loop_pistol
pb_combatrun_left_loop_pistol
pb_combatrun_right_loop_pistol
pb_combatrun_forward_loop_unarmed
pb_combatrun_forward_loop_heavy
pb_combatrun_forward_loop_light
pb_combatrun_forward_loop_rifles
pb_combatrun_forward_loop_stickgrenade
pb_combatrun_left_loop_grenade
pb_combatrun_right_loop_grenade
pb_combatrun_back_loop_grenade
pb_flamethrower_combatrun_c
pl_flamethrower_combatrun_c
pb_combatrun_forward_RPG
pb_combatrun_back_RPG
pb_combatrun_left_RPG
pb_combatrun_right_RPG
pb_walk_forward_RPG_ads
pb_walk_back_RPG_ads
pb_walk_left_RPG_ads
pb_walk_right_RPG_ads
pl_crouch_run_back_RPG
pl_crouch_run_left_RPG
pl_crouch_run_right_RPG
pl_walk_back_RPG_ads
pl_walk_left_RPG_ads
pl_walk_right_RPG_ads
pl_stand_alert
pl_combatrun_left_loop
pl_combatrun_right_loop
pl_stand_shoot_walk_right
pl_stand_shoot_walk_left
pb_crouch_run_forward
pb_crouch_run_back
pb_crouch_run_left
pb_crouch_run_right
pb_crouch_run_forward_pistol
pb_crouch_run_forward_grenade
pb_crouch_run_forward_stickgrenade
pb_crouch_run_back_pistol
pb_crouch_run_left_pistol
pb_crouch_run_right_pistol
pb_crouch_walk_forward_pistol
pb_crouch_walk_back_pistol
pb_crouch_walk_left_pistol
pb_crouch_walk_right_pistol
pb_crouch_run_forward_unarmed
pb_crouch_run_back_grenade
pb_crouch_run_left_grenade
pb_crouch_run_right_grenade
pb_crouch_shoot_run_forward
pb_crouch_shoot_run_back
pb_crouch_shoot_run_left
pb_crouch_shoot_run_right
pb_crouch_walk_forward_unarmed
pb_crouch_grenade_throw
pb_stand_grenade_throw
pb_stand_stickgrenade_throw
pb_stand_shoot_walk_forward
pb_stand_shoot_walk_back
pb_stand_shoot_walk_left
pb_stand_shoot_walk_right
pb_stand_shoot_walk_forward_unarmed // Not really shooting. Named the same as rifle anim so it'd sort alphabetically.
pb_combatwalk_forward_loop_pistol
pb_combatwalk_back_loop_pistol
pb_combatwalk_left_loop_pistol
pb_combatwalk_right_loop_pistol
pb_walk_right // these have the gun down like in the idle...
pb_walk_left
pb_walk_back
pb_walk_forward
pb_pull_stand_intro
pb_pull_stand_loop
pb_pull_stand_end
pb_hold_run
pb_hold_run_back
pb_hold_run_right
pb_hold_run_left
pb_crouch_hold_run
pb_crouch_hold_run_back
pb_crouch_hold_run_left
pb_crouch_hold_run_right
pb_hold_run_satchel
pb_hold_run_back_satchel
pb_hold_run_right_satchel
pb_hold_run_left_satchel
pb_crouch_hold_run_satchel
pb_crouch_hold_run_back_satchel
pb_crouch_hold_run_left_satchel
pb_crouch_hold_run_right_satchel
pb_crouch_run_back_RPG
pb_crouch_run_forward_RPG
pb_crouch_run_left_RPG
pb_crouch_run_right_RPG
pb_crouch_walk_right_RPG
pb_crouch_walk_left_RPG
pb_crouch_walk_forward_RPG
pb_crouch_walk_back_RPG
pb_prone_crawl_hold
pb_prone_crawl_back_hold
pb_prone_crawl_left_hold
pb_prone_crawl_right_hold
pb_prone_crawl_hold_satchel
pb_prone_crawl_back_hold_satchel
pb_prone_crawl_left_hold_satchel
pb_prone_crawl_right_hold_satchel
p_swim_left
p_swim_right
p_swim_forward
p_swim_tread
// pb_wounded_walk_loop // the temp ladder climbing anim
//
// Ladder Climbing anims
//
pb_climbdown
pb_climbup
//
// Prone anims
//
pb_prone_crawl
pb_prone_grenade_crawl
pb_prone_crawl_left
pb_prone_crawl_right
pb_prone_crawl_back
pb_prone_aim
pb_prone_aim_pistol
pb_prone_aim_grenade
pb_prone_grenade_crawl_left
pb_prone_grenade_crawl_right
pb_prone_crawl_pistol
pb_prone_crawl_pistol_back
pb_prone_pistol_crawl_left
pb_prone_pistol_crawl_right
pb_prone_grenade_crawl_back
pb_crouch2prone
pb_prone2crouch
pb_prone2crouchrun
//
// Mantle anims
//
mp_mantle_up_57
mp_mantle_up_51
mp_mantle_up_45
mp_mantle_up_39
mp_mantle_up_33
mp_mantle_up_27
mp_mantle_up_21
mp_mantle_over_high
mp_mantle_over_mid
mp_mantle_over_low
//
// MG42 anims
//
standSAWgunner_aim : complete nonloopsync
{
standSAWgunner_aim_15down
{
pb_saw_gunner_aim_down_right45
pb_saw_gunner_aim_down_right30
pb_saw_gunner_aim_down_right15
pb_saw_gunner_aim_down_center
pb_saw_gunner_aim_down_left15
pb_saw_gunner_aim_down_left30
pb_saw_gunner_aim_down_left45
}
standSAWgunner_aim_level
{
pb_saw_gunner_aim_level_right45
pb_saw_gunner_aim_level_right30
pb_saw_gunner_aim_level_right15
pb_saw_gunner_aim_level_center
pb_saw_gunner_aim_level_left15
pb_saw_gunner_aim_level_left30
pb_saw_gunner_aim_level_left45
}
standSAWgunner_aim_15up
{
pb_saw_gunner_aim_up_right45
pb_saw_gunner_aim_up_right30
pb_saw_gunner_aim_up_right15
pb_saw_gunner_aim_up_center
pb_saw_gunner_aim_up_left15
pb_saw_gunner_aim_up_left30
pb_saw_gunner_aim_up_left45
}
}
proneSAWgunner_aim : complete nonloopsync
{
proneSAWgunner_aim_15down
{
pb_saw_gunner_prone_aim_down_left40
pb_saw_gunner_prone_aim_down_left20
pb_saw_gunner_prone_aim_down_center
pb_saw_gunner_prone_aim_down_right20
pb_saw_gunner_prone_aim_down_right40
}
proneSAWgunner_aim_level
{
pb_saw_gunner_prone_aim_level_left40
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
}