IW4-Dump-Files/animtrees/generic_human.atr

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2017-07-08 11:47:21 -07:00
body
{
//---------------------------------
// Scripted sequences
//---------------------------------
scripted
{
// Cliffhanger
CQB_stand_react_A
CQB_stand_react_B
CQB_stand_react_C
CQB_stand_react_D
CQB_stand_react_E
CQB_stand_shout_A
CQB_stand_shout_B
CQB_runin_R1
CQB_runin_R2
CQB_runin_L1
CQB_runin_L2
cliff_hero1_pose_A
cliff_hero1_pose_B
cliff_hero1_pose_C
cliff_hero1_pose_D
cliff_hero2_pose_A
cliff_hero2_pose_B
cliff_hero2_pose_C
cliff_hero2_pose_D
cliff_hero1_pose_jump1
cliff_hero1_pose_jump2
cliff_hero1_pose_jump3
cliff_hero1_pose_jump4
cliff_hero1_pose_jump5
cliff_hero1_pose_jump6
price_strip_club_pose
bog_radio_dialogue
wounded_pickup_carriedguy
wounded_pickup_carrierguy
wounded_putdown_carriedguy
wounded_putdown_carrierguy
wounded_carry_putdown_closet_carrier
wounded_carry_putdown_closet_wounded
wounded_carry_closet_idle_wounded
wounded_carry_pickup_closet_carrier
wounded_carry_pickup_closet_wounded
wounded_carry_pickup_closet_carrier_straight
wounded_carry_pickup_closet_wounded_straight
wounded_carry_jog_carried
wounded_carry_sprint_wounded
wounded_carry_fastwalk_wounded
wounded_carry_fastwalk_wounded_relative
cliffhanger_truck_Price_jump
guard_sit_sleeper_idle
guard_sit_sleeper_sleep_idle
guard_sit_sleeper_wakeup
guard_sit_drinker_idle
oilrig_balcony_death
oilrig_balcony_smoke_idle
prisoner_pickup2walk_soldier
prisoner_pickup2walk_prisoner
prisoner_pickup2run_soldier
prisoner_pickup2run_prisoner
oilrig_rappel_2_crouch
oilrig_rappel_over_rail_R
airport_civ_in_line_6_A
airport_civ_in_line_6_A_reaction
airport_civ_in_line_6_B
airport_civ_in_line_6_B_reaction
airport_civ_in_line_6_C
airport_civ_in_line_6_C_reaction
airport_civ_in_line_9_A
airport_civ_in_line_9_A_reaction
airport_civ_in_line_9_B
airport_civ_in_line_9_B_reaction
airport_civ_in_line_9_C
airport_civ_in_line_9_C_reaction
airport_civ_in_line_10_A
airport_civ_in_line_10_A_reaction
airport_civ_in_line_10_B
airport_civ_in_line_10_B_reaction
airport_civ_in_line_10_C
airport_civ_in_line_10_C_reaction
airport_civ_in_line_12_A
airport_civ_in_line_12_A_reaction
airport_civ_in_line_12_B
airport_civ_in_line_12_B_reaction
airport_civ_in_line_12_C
airport_civ_in_line_12_C_reaction
airport_civ_in_line_15_A
airport_civ_in_line_15_A_reaction
airport_civ_in_line_15_B
airport_civ_in_line_15_B_reaction
airport_civ_in_line_15_C
airport_civ_in_line_15_C_reaction
airport_civ_in_line_13_A
airport_civ_in_line_13_A_reaction
airport_civ_in_line_13_C
airport_civ_in_line_13_C_reaction
airport_elevator_sequence_guy1
airport_elevator_sequence_guy2
airport_elevator_sequence_guy3
airport_elevator_sequence_guy4
DC_Burning_bunker_react
DC_Burning_bunker_sit_idle
DC_Burning_bunker_stumble
airport_civ_cower_piller_idle
airport_civ_fear_drop_1
airport_civ_fear_drop_2
airport_security_guard_1
airport_security_guard_1_reaction
airport_security_guard_2
airport_security_guard_2_reaction
airport_security_guard_3
airport_security_guard_3_reaction
airport_security_guard_4
airport_security_guard_4_reaction
airport_civ_fear_drop_5
airport_civ_fear_drop_6
oilrig_civ_escape_1_seal_A
oilrig_civ_escape_2_seal_A
oilrig_civ_escape_3_A
oilrig_civ_escape_4_A
oilrig_civ_escape_5_A
oilrig_civ_escape_6_A
oilrig_civ_escape_1_seal_B
oilrig_civ_escape_2_seal_B
oilrig_civ_escape_3_B
oilrig_civ_escape_4_B
oilrig_civ_escape_5_B
oilrig_civ_escape_6_B
prisoner_run_prisoner
prisoner_run_soldier
prisoner_walk_prisoner
prisoner_walk_soldier
takedown_room2B_hostageA
takedown_room2B_hostageB
takedown_room2B_soldier
takedown_room1Alt_hostage
takedown_room1Alt_soldier
takedown_room2B_hostageA_idle
takedown_room2B_hostageB_idle
takedown_room2B_soldier_idle
takedown_room1Alt_hostage_idle
takedown_room1Alt_soldier_idle
// Airport
corner_standL_explosion
corner_standL_explosion_B
corner_standR_explosion_divedown
corner_standR_explosion_idle
corner_standR_explosion_standup
airport_civ_pillar_exit
airport_civ_pillar_exit_death
airport_civ_cellphone_hide
airport_civ_cellphone_death
airport_civ_dying_groupA_kneel
airport_civ_dying_groupA_kneel_death
airport_civ_dying_groupA_lean
airport_civ_dying_groupB_pull
airport_civ_dying_groupB_pull_death
airport_civ_dying_groupB_wounded
airport_civ_dying_groupB_wounded_death
takedown_room2A_soldier
takedown_room2A_hostageA
takedown_room2A_hostageB
takedown_room2A_hostageA_flee
takedown_room2A_hostageA_hide_idle
takedown_room2A_hostageB_start_idle
takedown_room2A_hostageA_end_idle
takedown_room2A_hostageB_end_idle
takedown_room2A_soldier_end_idle
airport_security_guard_pillar_react_L
airport_security_guard_pillar_death_L
airport_security_guard_pillar_react_R
airport_security_guard_pillar_death_R
airport_security_civ_rush_guard
airport_security_civ_rush_civA
airport_security_civ_rush_civB
airport_security_civ_rush_civC
run_react_stumble_non_loop
run_react_duck_non_loop
run_react_flinch_non_loop
takedown_room1B_hostage
takedown_room1B_soldier
takedown_room1B_soldier_idle
takedown_room1B_hostage_idle
takedown_room1A_soldier
takedown_room1A_hostageA
takedown_room1A_hostageB
takedown_room1A_soldier_idle
takedown_room1A_hostageA_idle
takedown_room1A_hostageB_idle
F15_pilot_idle
civilian_leaning_death
civilian_leaning_death_shot
oilrig_player_swimming_arms_f
civilian_hackey_guy2
civilian_hackey_guy1
favela_civ_warning
favela_run_and_wave
favela_torture_sequence_prisoner
favela_torture_sequence_soldier1
favela_torture_sequence_soldier2
favela_ending_runner
favela_ending_soldier
security_guard_pillar_aim_4_add
security_guard_pillar_aim_6_add
security_guard_pillar_aim_5
security_guard_pillar_death_v1
security_guard_pillar_death_v2
security_guard_pillar_fire_add
security_guard_pillar_react_L
security_guard_pillar_react_R
favela_bicycle_rider
airport_ending_mid_makarov
airport_ending_mid_soldierB
airport_ending_end_makarov
airport_ending_climbin_soldierA
airport_ending_climbin_soldierB
airport_ending_climbin_makarov
airport_ending_start_soldierB
airport_ending_wave_makarov
airport_ending_idle_soldierA
airport_ending_idle_soldierB
airport_ending_makarov
{
airport_ending_shoot_makarov
airport_ending_aim_left : additive
{
airport_ending_aim4_makarov
}
airport_ending_aim_right : additive
{
airport_ending_aim6_makarov
}
}
airport_civilian_run_turnR_90
civilian_run_2_crawldeath
favela_chaotic_cornerR_exit_2
dcburning_BHrescue_soldier_1_animatic
dcburning_BHrescue_soldier_2_animatic
casual_killer_walk_wave
casual_killer_walk_point
casual_killer_flinch
casual_killer_walk_F_weapon_swap
freerunnerB_mid
freerunnerA_left
freerunnerA_right
freerunnerB_sideslope
freerunnerA_sideslope
freerunnerA_upslope
freerunnerB_upslope
freerunnerB_laundry
freerunnerA_laundry
freerunnerB_jumpacross
freerunnerA_jumpacross
freerunnerB_breakleft
freerunnerA_breakleft
favela_chaotic_above_back
favela_chaotic_above_through
favela_chaotic_above_through_uzi
javelin_idle_A
javelin_fire_A
javelin_fire_short_A
javelin_react_A
javelin_idle_B
javelin_fire_B
javelin_react_B
javelin_death_1
javelin_death_2
javelin_death_3
javelin_death_4
javelin_death_5
favela_civ_warning_landing
favela_civ_warning_jump
favela_escape_rooftop_traverse_L
favela_escape_rooftop_traverse_M
favela_escape_rooftop_traverse_M_idle
favela_escape_rooftop_traverse_M_idle_2_run
favela_escape_rooftop_traverse_R
favela_escape_crucified_idle
favela_escape_crucified_death
favela_escape_bigjump_faust
favela_escape_bigjump_faust_loop
favela_escape_bigjump_soap
favela_escape_bigjump_soap_loop
favela_escape_bigjump_soap_reach
favela_escape_bigjump_ghost
favela_escape_bigjump_ghost_loop
favela_escape_rooftop_mob1
favela_escape_rooftop_mob2
favela_escape_rooftop_mob3
favela_escape_rooftop_mob4
favela_escape_ending_mctavish_in
favela_escape_ending_mctavish_flying_loop
favela_escape_ending_mctavish_flying_away
mob_arc_A
mob_arc_B
mob_arc_C
mob_arc_D
mob_left_A
mob_left_B
mob_left_C
mob_left_D
doorburst_search
doorburst_wave
doorburst_fall
stinger_react_stand
stinger_fire_alt
stinger_fire
stinger_idle
stinger_react_crouch
shotgun_stand_pullout
launchfacility_a_c4_plant_short
afgan_caves_price_rappel_animatic
afgan_caves_guard_1_animatic
afgan_caves_guard_2_animatic
afgan_caves_Price_rappel_setup
afgan_caves_Price_rappel_idle
afgan_caves_Price_rappel_jump
afgan_caves_guard_1_death
afgan_caves_sleeping_guard_idle
afgan_caves_sleeping_guard_scramble
afgan_caves_Price_hanging_idle
afgan_caves_player_shadow_stop
afgan_caves_player_shadow_jump
afchase_ending_price_gun_drop
afchase_ending_price_gun_kick
afchase_ending_price_knife_moment
afchase_ending_shepherd_gun_drop
afchase_ending_shepherd_gun_kick
afchase_ending_shepherd_gun_monologue
afchase_ending_shepherd_gun_monologue_long
afchase_ending_shepherd_knife_moment
afchase_ending_shepherd_turnbuckle
afchase_ending_shepherd_turnbuckle_alt
afchase_ending_shepherd_turnbuckle_idle
afchase_ending_shepherd_turnbuckle_idleB
afchase_ending_player_body
afchase_Shepherd_dies
afchase_price_Shepherd_dies
afchase_price_walkoff
afchase_nikolai_walkoff
afchase_impaled_guy_idle
afchase_impaled_guy_react
afchase_impaled_guy_react_end
afchase_impaled_guy_react_idle
afchase_impaled_guy_reactB
afchase_impaled_guy_knife_death
afchase_shepherd_flee
afchase_pri_drivingtheboat_L
afchase_pri_drivingtheboat_R
afchase_pri_gunsspinup_L
afchase_pri_gunsspinup_R
window_smash_stop_inside
window_smash_run
window_smash_stop_outside
//oilrig_stair_CQBrun_turn
//oilrig_stair_CQBwalk_turn
afgan_caves_price_slide
zodiac_rapids_sniper
zodiac_rapids_sniper_aimidle
zodiac_rapids_sniper_fire
zodiac_rapids_sniper_rapididle
zodiac_rapids_sniper_waterfall
zodiac_rapids_sniper_aim_4
zodiac_rapids_sniper_aim_6
dcburning_BHrescue_soldier_wakeup
dcburning_BHrescue_soldier1_fighting
dcburning_BHrescue_soldier2_fighting
dcburning_BHrescue_soldier1_giveammo
dcburning_BHrescue_soldier2_giveammo
dcburning_BHrescue_soldier1_wounded
dcburning_BHrescue_soldier2_wounded
dcburning_BHrescue_soldier1_loop
dcburning_BHrescue_soldier2_loop
flee_alley_civilain_idle
flee_alley_civilain
civilain_crouch_hide_idle
mob2_arc_A
mob2_arc_B
mob3_arc_C
mob2_arc_D
mob2_arc_E
mob2_arc_F
mob2_arc_G
mob2_arc_H
contengency_rocket_moment
contengency_price_slide
contengency_price_intro
afgan_caves_intro_stop
boneyard_driver_death
boneyard_crouch_exposed_death_twist
contingency_teargas_1
contingency_teargas_2
contingency_teargas_3
dcburning_elevator_corpse_trans_A_2_B
dcburning_elevator_corpse_idle_A
dcburning_elevator_corpse_idle_B
dcburning_elevator_corpse_bump_A
dcburning_elevator_corpse_bump_B
blackout_bh_evac_2_idle
cliff_guardA_flick
cliff_guardA_idle
cliff_guardA_react
cliff_guardB_idle
cliff_guardB_react
estate_chopper_sequence_soldier
estate_chopper_sequence_body
estate_chopper_sequence_leader
estate_chopper_sequence_enemy1
estate_chopper_sequence_enemy2
estate_body_toss_guy1
estate_2ND_body_toss_guy1
estate_body_toss_body
estate_2ND_body_toss_body
estate_body_toss_guy2
estate_2ND_body_toss_guy2
estate_ending_gasoline_guy
estate_ending_gasoline_leader
estate_ghost_radio
zodiac_rightside_rapids_trans_in
zodiac_rightside_rapids_loopB
zodiac_rightside_react
zodiac_rightside_wave
zodiac_rightside_wave_short
zodiac_leftside_wave
zodiac_jumpin
arcadia_fridge_idle
arcadia_fridge_react
arcadia_briefcase_guard1
arcadia_briefcase_guard2
arcadia_briefcase_friendly1
afgan_caves_Price_rappel_kill
afgan_caves_guard_2_death
dcemp_BHrescue_soldier
dcemp_guard_wave
flare_moment_stand
flare_moment_crouch
flare_moment_kneel_rock
afgan_chase_ending_charge_back
afgan_chase_ending_search_spin
afgan_chase_ending_search
afgan_chase_ending_charge_front
laptop_sit_runin
laptop_sit_idle_active
laptop_sit_idle_calm
laptop_sit_idle_flinch
laptop_officer_idle
laptop_officer_talk
laptop_stand_idle
laptop_stand_idle_flinch
laptop_stand_lookaway
laptop_stand_idle_focused
bridge_rappel_L
bridge_rappel_R
DCemp_react_guyB_react
DCemp_react_guyA_react
dcemp_wh_radio_1
dcemp_wh_radio_2
dcemp_wh_radio_1_idle
dcemp_wh_radio_1_exit
// moved to under combarrun --> specific mission
// dcemp_flare_run
// dcemp_flare_wave_run
dcemp_flare_ai_start
dcemp_flare_ai_wait
dcemp_flare_ai_end
arcadia_ending_sceneA_dead_civilian
arcadia_ending_sceneA_enemy1
arcadia_ending_sceneA_enemy1_deathA
arcadia_ending_sceneA_enemy1_deathB
arcadia_ending_sceneA_enemy2
arcadia_ending_sceneA_enemy2_deathA
arcadia_ending_sceneA_enemy2_deathB
arcadia_ending_sceneA_enemy2_deathC
arcadia_ending_sceneA_enemy2_death_pose
arcadia_ending_sceneB_guy1
arcadia_ending_sceneB_guy2
training_humvee_soldier
hostage_pickup_runout_guy2
hostage_pickup_runout_guy1
training_humvee_wounded
training_humvee_soldier_idle
training_humvee_wounded_idle
estate_house_photoshoot
training_pushups_guy1
training_pushups_guy2
training_sleeping_in_chair
training_jog_guy1
training_jog_guy2
training_intro_translator_gesturing1
training_intro_translator_gesturing2
DCemp_BTR_moment_guy1
DCemp_BTR_moment_guy2
DCemp_BTR_moment_guy3
DCemp_BTR_moment_climb_guy1
DCemp_BTR_moment_climb_guy2
DCemp_BTR_moment_climb_guy3
DCemp_BTR_moment_idle_guy1
DCemp_BTR_moment_idle_guy2
DCemp_BTR_moment_idle_guy3
DCemp_run_sequence_guy1
DCemp_run_sequence_runner
DCemp_door_sequence_dunn
DCemp_door_sequence_foley_approch
DCemp_door_sequence_foley_idle
DCemp_door_sequence_foley_wave
DCemp_whitehouse_briefing_marshall
DCemp_whitehouse_briefing_marshall_idle
DCemp_whitehouse_briefing_foley
dcemp_flare_reshoot_start_idle
dcemp_flare_reshoot_start
dcemp_flare_reshoot_start_short
dcemp_flare_reshoot_end
whitehouse_ending_runstart
whitehouse_ending_runuphill
training_intro_foley_begining
training_intro_translator_begining
training_intro_trainee_1_begining
training_intro_foley_idle_1
training_intro_foley_turnaround_1
training_intro_foley_turnaround_2
training_intro_foley_turnaround_3
training_intro_foley_idle_talk_1
training_intro_foley_idle_talk_2
training_intro_translator_idle
training_intro_trainee_1_idle
training_intro_foley_end
training_intro_translator_end
training_intro_trainee_1_end
training_intro_trainee_1_end_idle
training_intro_foley_end_idle
training_intro_translator_end_idle
training_intro_trainee_1_transition_idle
training_pit_stand_idle
training_pit_open_case
training_pit_sitting_welcome
training_pit_sitting_idle
training_humvee_repair
training_basketball_guy1
training_basketball_guy2
estate_drag_friendly
training_locals_groupA_guy1
training_locals_groupA_guy2
training_locals_groupB_guy1
training_locals_groupB_guy2
training_locals_sit
training_locals_kneel
training_basketball_rest
DC_Burning_wounded_carry_idle_carrier
DC_Burning_wounded_carry_idle_wounded
DC_Burning_wounded_carry_putdown_carrier
DC_Burning_wounded_carry_putdown_wounded
training_woundedwalk_soldier_1
training_woundedwalk_soldier_2
gulag_pipe_traverse
DCemp_wounded_check_end
breach_react_knife_charge_sync
russian_swat_van_driver_getout
russian_swat_van_guyL_runoff
russian_swat_van_guyL1_getout
russian_swat_van_guyL2_getout
russian_swat_van_guyL3_getout
russian_swat_van_guyL4_getout
russian_swat_van_guyR_runoff
russian_swat_van_guyR1_getout
russian_swat_van_guyR2_getout
russian_swat_van_guyR3_getout
russian_swat_van_guyR4_getout
russian_swat_van_driver_idle
russian_swat_van_guyL1_idle
russian_swat_van_guyL2_idle
russian_swat_van_guyL3_idle
russian_swat_van_guyL4_idle
russian_swat_van_guyR1_idle
russian_swat_van_guyR2_idle
russian_swat_van_guyR3_idle
russian_swat_van_guyR4_idle
bleedout_crawlB
parabolic_leaning_guy_idle_training
afchase_fightC_Shepherd
afchase_fightC_Price
afchase_fightB_Shepherd
afchase_fightB_Price
afchase_fightC_Shepherd_short
afchase_fightC_Price_short
afchase_fightB_Shepherd_short
afchase_fightB_Price_short
afchase_fightD2_Shepherd
afchase_fightD2_Price
afchase_fightD3_Shepherd
afchase_fightD3_Price
afchase_Price_wakeup
afchase_Shepherd_wakeup
afchase_fightE_Price
afchase_fightE_Price_punchloop
afchase_fightE_Shepherd
afchase_fightE_Shepherd_punchloop
exposed_fast_grenade_B1
exposed_fast_grenade_B2
exposed_fast_grenade_F1
exposed_fast_grenade_F2
exposed_crouch_fast_grenade_1
exposed_crouch_fast_grenade_2
CQB_stand_fast_grenade_B1
CQB_stand_fast_grenade_F1
CQB_stand_fast_grenade_F2
CQB_stand_glowstick_L
CQB_stand_glowstick_R
RPG_conceal_pain_arm
RPG_conceal_pain_leg
RPG_conceal_stop
RPG_conceal_pain_groin
exposed_crouch_idle_twitch
exposed_crouch_idle_twitch_V4
exposed_idle_alert_v4
exposed_idle_alert_v5
pistol_stand_pullout_B
pistol_stand_pullout_L
pistol_stand_pullout_R
react_stand_2_run_R
react_stand_2_run_R45
react_stand_2_run_180
run_reaction_L_quick
run_reaction_R_quick
run_reaction_180
flee_run_shoot_behind
flee_stand_2_run_med
flee_stand_2_run_short
CQB_stand_signal_twitch_check
CQB_stand_signal_twitch_look
CQB_stand_signal_twitch_quicklook
CQB_stand_signal_twitch_shift
shotgun_run_01
shotgun_run_reload
casual_crouch_V2_idle
casual_crouch_V2_idle_in
casual_crouch_V2_idle_out
casual_crouch_V2_talk
casual_crouch_V2_twitch
CornerCrL_twitchB
CornerCrL_twitchC
CornerCrL_ammo
CornerCrR_grenade_1
CornerCrR_grenade_2
CornerCrR_reload
pistol_walk
pistol_walk_back
pistol_walk_right
pistol_walk_left
pistol_sprint
riotshield_run_pain2crouch
riotshield_run_pain2crouchB
riotshield_crouch2run
riotshield_crouch2stand
humvee_mount_backL
humvee_mount_backR
humvee_mount_frontL
humvee_mount_frontR
humvee_idle_backL
humvee_idle_backR
humvee_idle_frontL
humvee_idle_frontR
humvee_mount_backL_nodoor
humvee_mount_backR_nodoor
humvee_mount_frontL_nodoor
humvee_mount_frontR_nodoor
humvee_dismount_backL
humvee_dismount_backR
humvee_dismount_frontL
humvee_dismount_frontR
suburban_dismount_backL
suburban_dismount_backR
suburban_dismount_frontL
suburban_dismount_frontR
suburban_idle_backL
suburban_idle_backR
suburban_idle_frontL
suburban_idle_frontR
// room_clearing
door_kicking
{
door_kick_in
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
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
}
breach_reactions
{
breach_react_blowback_v1
breach_react_blowback_v2
breach_react_blowback_v3
breach_chair_hide_reaction_v1
breach_chair_hide_reaction_v2
breach_chair_hide_reaction_death_v1
breach_chair_hide_reaction_death_v2
breach_react_desk_v1
breach_react_desk_v2
breach_react_desk_v3
breach_react_desk_v4
breach_react_desk_v5
breach_react_desk_v6
breach_react_desk_v7
breach_react_guntoss_v1_guy1
breach_react_guntoss_v1_guy2
breach_react_guntoss_v2_guy1
breach_react_guntoss_v2_guy2
breach_react_knife_idle
breach_react_knife_charge
breach_react_push_guy1
breach_react_push_guy2
breach_chair_reaction_v1
breach_chair_idle_v2
breach_chair_reaction_v2
execution_fightback_guy1_01
execution_fightback_guy2_01
execution_fightback_guy1_02
execution_fightback_guy2_02
execution_fightback_guy1_03
execution_fightback_guy2_03
execution_fightback_guy2_03_death
execution_fightback_guy2_03_survives
execution_onknees_hostage
execution_onknees_hostage_survives
execution_onknees_hostage_death
execution_onknees_soldier
execution_onknees2_soldier
execution_onknees2_hostage
execution_onknees2_hostage_death
execution_onknees2_hostage_survives
execution_slamwall_soldier
execution_slamwall_hostage
execution_slamwall_hostage_death
execution_shield_soldier
execution_shield_hostage
execution_shield_hostage_survives
execution_shield_hostage_death
execution_knife_soldier
execution_knife_hostage
execution_knife_hostage_death
execution_knife2_soldier
execution_knife2_hostage
execution_knife2_hostage_death
}
/*stretcher
{
stretcher_F_drop
stretcher_F_pickup
stretcher_F_wait_idle
stretcher_R_drop
stretcher_R_pickup
stretcher_R_wait_idle
}*/
village
{
village_interrogationA_Price
village_interrogationA_Zak
village_interrogationB_Price
village_interrogationB_Zak
village_interrogationB_Gaz
village_intro_price
village_intro_contact
village_player_getin
}
coup
{
coup_opening_guyL
coup_opening_guyR
coup_ending_alasad
coup_ending_zakhaev
coup_ending_guyl
coup_ending_guyr
coup_ending_zakhaev_intro
luxurysedan_driver_idle
luxurysedan_passenger_idle
luxurysedan_rear_passenger_idle
ziptie_soldier
ziptie_suspect
ziptie_suspect_idle
coup_ending_drag_guyL
coup_ending_drag_guyR
coup_spraypainting_sequence
coup_talking_patrol_guy1
coup_talking_patrol_guy2
coup_driver_idle
coup_driver_bigleft2center
coup_driver_bigleft_idle
coup_driver_bigleft_loop
coup_driver_center2smallleft
coup_driver_center2smallright
coup_driver_lookright
coup_driver_smallleft2bigleft
coup_driver_smallleft2center
coup_driver_smallleft_idle
coup_driver_smallright2center
coup_driver_smallright_idle
coup_driver_wave1
coup_driver_wave2
coup_passenger_idle
coup_passenger_phone
coup_passenger_point
coup_passenger_pointturn
coup_passenger_lookback
coup_passenger_lookright
coup_passenger_shiftweight
coup_guard1_idle
coup_guard1_jeer
coup_guard2_idle
coup_guard2_jeerA
coup_guard2_jeerB
coup_guard2_jeerC
coup_dumpster_man
coup_civilians_interrogated_civilian_v1
coup_civilians_interrogated_civilian_v2
coup_civilians_interrogated_civilian_v3
coup_civilians_interrogated_civilian_v4
coup_civilians_interrogated_guard_v1
coup_civilians_interrogated_guard_v2
coup_civilians_interrogated_guard_wave
}
jeepride
{
jeepride_player_pickup_guy1
jeepride_player_pickup_guy2
jeepride_drag_grigsby
jeepride_ending_price
jeepride_dying_approach
jeepride_Lguy_approach
jeepride_Rguy_approach
jeepride_zak_approach
jeepride_Lguy_end
jeepride_Rguy_end
jeepride_zak_end
jeepride_CPR_medic
jeepride_CPR_price
jeepride_dying_back_idle
}
bog
{
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
}
bog_b
{
breach_kick_stackL1_idle
breach_kick_stackL1_enter
breach_kick_kickerR1_enter
bog_b_guard_stop
bog_b_spotter_spot_idle
bog_b_spotter_spot_twitch
bog_b_spotter_casual_2_spot
bog_b_spotter_spot_2_casual
bog_b_spotter_react
bog_b_guard_react
bog_b_casualcrouch_react
bog_b_rpg_fall_death
bog_b_dumpster_guy1_idle
bog_b_dumpster_guy1_peek
bog_b_dumpster_guy1_push_idle
bog_b_dumpster_guy1_push
bog_b_dumpster_guy2_push
}
cliffhanger
{
cliffhanger_truckgrab_idle
cliffhanger_c4_setup
cliffhanger_side_climb
cliffhanger_price_fence_cut
cliffhanger_icepick_fight_Price
cliffhanger_icepick_fight_driver
cliffhanger_icepick_fight_passenger
cliffhanger_lockerroom_fight_Price
cliffhanger_lockerroom_fight_guard
cliff_jeep_crash_price
cliffhanger_truck_Price_jumpB
cliffhanger_truck_Price_idle
cliffhanger_truck_Price_jumpA
cliffhanger_truck_Price_dismount
cliffhanger_price_hill_slide
cliffhanger_capture_Price
cliffhanger_capture_guard
cliffhanger_capture_guard2
cliffhanger_capture_guard3
cliffhanger_capture_guard4
cliffhanger_capture_guard5
cliffhanger_capture_guard6
cliffhanger_hanger_enter
cliffhanger_hanger_waveA
cliffhanger_hanger_waveB
cliffhanger_hanger_cycle
cliffhanger_climb_up_mid
cliffhanger_climb_up_start
cliffhanger_jump_Price
cliffhanger_jump_Price_idle
cliffhanger_jump_Price_reach
cliffhanger_Price_intro
cliffhanger_Price_intro_idle
cliffhanger_gaz_bigjump
cliffhanger_crash_rescue_Price
cliffhanger_welder_wing
cliffhanger_welder_engine
cliffhanger_welder_engine_twitch_1
cliffhanger_welder_engine_twitch_2
cliffhanger_capture_Price_idle
cliffhanger_capture_Price_pullout
cliffhanger_ledge_mantle_Price
sitting_guard_loadAK_idle
sitting_guard_loadAK_react1
sitting_guard_loadAK_react2
guardB_standing_cold_react
guardB_standing_cold_idle
guardA_standing_cold_react
guardA_standing_cold_idle
guardA_sit_sleeper_sleep_idle
guardA_sit_sleeper_idle
guardA_sit_sleeper_wakeup
guardB_sit_drinker_idle
cliffhanger_icepick_fight_driver_deathB
cliffhanger_icepick_fight_driver_deathA
patrolwalk_cold_gunup_transition
patrolwalk_cold_huddle_stand_idle
patrolwalk_cold_huddle_walk2stand
patrolwalk_cold_huddle_stand2walk
patrolwalk_cold_crossed_stand_idle
patrolwalk_cold_crossed_walk2stand
patrolwalk_cold_crossed_stand2walk
}
hunted
{
hunted_opening_price
hunted_woundedhostage_check_soldier
hunted_woundedhostage_check_hostage
hunted_woundedhostage_idle_start
hunted_woundedhostage_idle_end
hunted_woundedhostage_check_soldier_end
hunted_spotter_idle
hunted_spotter_twitch
hunted_spotter_wave_chat
hunted_wave_chat
hunted_tunnel_guy1_idle
hunted_tunnel_guy1_runin
hunted_tunnel_guy1_runout
hunted_tunnel_guy1_lookup
hunted_tunnel_guy2_idle
hunted_tunnel_guy2_runin
hunted_tunnel_guy2_runout
hunted_open_barndoor
hunted_open_barndoor_idle
hunted_open_barndoor_stop
hunted_open_barndoor_flathand
hunted_farmsequence_leader
hunted_farmsequence_farmer
hunted_farmsequence_farmer_altending
hunted_farmsequence_farmer_deathpose
hunted_farmsequence_brute1
hunted_farmsequence_brute2
hunted_dive_2_pronehide_v1
hunted_pronehide_idle_relative
hunted_pronehide_idle_v1
hunted_pronehide_2_stand_v1
hunted_dive_2_pronehide_v2
hunted_pronehide_idle_v2
hunted_pronehide_2_stand_v2
hunted_dive_2_pronehide_v3
hunted_pronehide_idle_v3
hunted_pronehide_2_stand_v3
hunted_pronehide_2_stand_v4
hunted_open_basement_door_kick
hunted_basement_door_block
hunted_roadblock_guy1_sequence
hunted_roadblock_guy1_startidle
hunted_roadblock_guy2_sequence
hunted_roadblock_guy2_startidle
active_patrolwalk_pause
active_patrolwalk_turn_180
hunted_celebrate
hunted_celebrate_v2
hunted_celebrate_v3
hunted_bh6_crash
hunted_bh8_crash
hunted_bh2_crash
hunted_dying_deadguy
hunted_dying_deadguy_endidle
hunted_dying_soldier
}
roadkill
{
roadkill_shepherd_shout_sequence
roadkill_cover_active_soldier1
roadkill_cover_active_soldier2
roadkill_cover_active_soldier3
roadkill_cover_radio_soldier1
roadkill_cover_radio_soldier1_idle
roadkill_cover_radio_soldier2
roadkill_cover_radio_soldier3
roadkill_humvee_map_sequence_shout
roadkill_humvee_map_sequence_idle
roadkill_humvee_map_sequence_quiet_idle
roadkill_orders_soldier
roadkill_orders_officer
roadkill_cover_spotter
roadkill_cover_soldier
roadkill_cover_spotter_idle
roadkill_cover_soldier_idle
roadkill_videotaper_1_explosion
roadkill_videotaper_2_explosion
roadkill_videotaper_3_explosion
roadkill_videotaper_2_explosionend
roadkill_videotaper_3_explosionend
roadkill_videotaper_4_explosion
roadkill_hummer_soldier_getin
roadkill_hummer_mount_frontR
roadkill_opening_shepherd_idle
roadkill_opening_foley_idle
roadkill_opening_shepherd
roadkill_opening_foley
roadkill_ending
roadkill_opening_shepherd_walk
roadkill_shepherd_stair_approach
roadkill_shepherd_stair_idle
roadkill_shepherd_stair_wave
roadkill_cover_active_leader_idle
roadkill_cover_active_leader
roadkill_videotaper_1B_explosion_start
roadkill_videotaper_1B_explosion_idle
roadkill_videotaper_1B_explosion
roadkill_videotaper_2B_explosion_start
roadkill_videotaper_2B_explosion_idle
roadkill_videotaper_2B_explosion
roadkill_videotaper_2B_explosionend
roadkill_videotaper_3B_explosion_start
roadkill_videotaper_3B_explosion_idle
roadkill_videotaper_3B_explosion
roadkill_videotaper_3B_explosionend
roadkill_videotaper_4B_explosion_start
roadkill_videotaper_4B_explosion_idle
roadkill_videotaper_4B_explosion
roadkill_intro_pickup_shepherd
}
roadkill_ending_additive : additive
{
roadkill_ending_point_right45
roadkill_ending_point_left45
}
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
}
icbm
{
grigsby_rescue_idle
grigsby_rescue
icbm_fence_cutting_guy1
icbm_fence_cutting_guy2
ICBM_patrol_knifekill_winner
ICBM_patrol_knifekill_looser
icbm_end_sniper
icbm_end_price
}
scoutsniper
{
scout_sniper_bodydump_deadguy_throw1
scout_sniper_bodydump_deadguy_throw2
scout_sniper_bodydump_guy1
scout_sniper_bodydump_guy2
scout_sniper_price_prone_opening
scout_sniper_price_wave
scout_sniper_price_wave_idle
scout_sniper_ladder_slide
scout_sniper_balcony_death
melee_B_attack
melee_B_defend
melee_L_attack
melee_L_defend
}
blackout
{
blackout_binoc_idle
blackout_bh_evac_1
blackout_bh_evac_2
blackout_bh_evac_price
blackout_bh_evac_price_idle
blackout_bh_evac_price_flyaway
blackout_vip_cower_idle
blackout_rescue_vip
blackout_rescue_price
blackout_flashlightguy_death_only
blackout_flashlightguy_moment2death
blackout_blind_fire_pistol
blackout_blind_fire_pistol_death
blackout_blind_hide_fire
blackout_blind_hide_fire_death
blackout_blind_lightswitch
blackout_blind_lightswitch_death
blackout_blind_wall_feel
blackout_blind_wall_feel_death
blackout_flashlightguy_death_local
blackout_gaz_cliff
blackout_kam_cliff
blackout_price_cliff
blackout_kam_cliff_endidle
blackout_kam_start
blackout_gaz_cliff_start
blackout_meeting_price
blackout_meeting_kamarov
blackout_rappel_start
}
sniper_escape
{
sniper_escape_rappel_start
sniper_escape_rappel_idle
sniper_escape_rappel_finish
sniper_escape_player_rappel
sniper_escape_crash_pickup_macmillan
sniper_escape_price_hit
sniper_escape_price_hit_fire
sniper_escape_price_hit_idle
sniper_escape_price_crawl
sniper_escape_price_crawl_start
sniper_escape_price_crawl_end
sniper_escape_price_killed
sniper_escape_price_turn_L
sniper_escape_price_turn_R
sniper_escape_price_walk
sniper_escape_price_getup
sniper_escape_price_putdown
sniper_escape_price_wounded_idle
sniper_escape_meeting_zakhaev
sniper_escape_meeting_zakhaev_hit_front
sniper_escape_meeting_zakhaev_hit_back
sniper_escape_meeting_guard
sniper_escape_meeting_guard_idle
sniper_escape_meeting_dealer
sniper_escape_meeting_dealer_idle
sniper_escape_meeting_briefcase
sniper_escape_playerview_walk
patrol_jog_look_up_once
patrol_jog_360_once
patrol_jog_once
patrol_jog_orders_once
civilian_directions_1_A_once
civilian_directions_2_A_once
civilian_directions_1_B_once
civilian_directions_2_B_once
sniper_escape_spotter_exit
sniper_escape_spotter_idle
sniper_escape_spotter_wave
sniper_escape_crash_macmillan_aim
sniper_escape_crash_macmillan_fire
sniper_escape_crash_macmillan_runaway
sniper_escape_crash_macmillan_wounded_idle
sniper_escape_crash_mi28_pilot
sniper_escape_crash_mi28_copilot
}
seaknight_defend
{
ch46_unload_1
ch46_load_1
ch46_unload_2
ch46_load_2
ch46_unload_3
ch46_load_3
ch46_unload_4
ch46_load_4
ch46_sitdown_L
ch46_sitdown_R
ch46_unload_1_idle
ch46_unload_2_idle
ch46_unload_3_idle
ch46_unload_4_idle
SeaKnight_Pilot_idle
seaknight_copilot_idle
seaknight_copilot_switches
seaknight_copilot_twitch
seaknight_pilot_switches
seaknight_pilot_twitch
neckbreak_enemy
neckbreak_enemy_deathidle
neckbreak_sarge
saw_side_drop
saw_side_idleA
saw_side_idleB
saw_side_pickup
saw_side_trans_A_2_B
saw_side_pull_off
saw_side_twitchB
saw_side_pull_idle
saw_side_trans_B_2_pull
stretcher_F_rescue_sequence
stretcher_R_rescue_sequence
stretcher_F_rescue_sequence_idle
stretcher_R_rescue_sequence_idle
}
descent
{
backdraft
}
oilrig
{
oilrig_sub_A_idle_1
oilrig_sub_A_idle_2
oilrig_sub_A_idle_4
oilrig_sub_B_idle_1
oilrig_sub_B_idle_2
oilrig_sub_B_idle_3
oilrig_sub_B_idle_4
oilrig_sub_A_disembark_1
oilrig_sub_A_disembark_2
oilrig_sub_A_disembark_4
oilrig_sub_B_disembark_1
oilrig_sub_B_disembark_2
oilrig_sub_B_disembark_3
oilrig_sub_B_disembark_4
oilrig_underwater_kill_1
oilrig_underwater_guard_1_idle
oilrig_underwater_guard_2_idle
oilrig_underwater_guard_1_death
oilrig_underwater_guard_2_death
oilrig_helpout_1
oilrig_helpout_2
oilrig_seal_surface_fins_off
oilrig_seal_surface_mask_off
oilrig_seal_surface_rebreather_off_guy1
oilrig_seal_surface_rebreather_off_guy2
}
invasion
{
invasion_paratrooper_roof_landing
invasion_paratrooper_roof_landing_rolldeath
invasion_paratrooper_roof_landing_crawldeath
invasion_paratrooper_roof_landing_doa
paratrooper_jump_RightA_guy
paratrooper_jump_LeftA_guy
paratrooper_jump_RightB_guy
paratrooper_jump_LeftB_guy
invasion_vehicle_cover_dialogue_guy1
invasion_vehicle_cover_dialogue_guy1_idle
invasion_vehicle_cover_dialogue_guy2
invasion_parachute_ground_detach_idle
invasion_parachute_ground_detach_reaction
invasion_parachute_ground_detach_death
invasion_humvee_exit_v1_guy1_idle
invasion_humvee_exit_v1_guy1_react
invasion_humvee_exit_v1_passenger_idle
invasion_humvee_exit_v1_passenger_react
invasion_humvee_exit_v2_driver_idle
invasion_humvee_exit_v2_driver_react
invasion_humvee_exit_v2_guy0_idle
invasion_humvee_exit_v2_guy0_react
invasion_humvee_exit_v2_guy1_idle
invasion_humvee_exit_v2_guy1_react
invasion_humvee_exit_v2_passenger_idle
invasion_humvee_exit_v2_passenger_react
invasion_opening_hummer1_soldier2
invasion_opening_hummer1_soldier1
invasion_opening_hummer2_soldier1
}
favela
{
favela_van_shootout_guy1
favela_van_shootout_guy1_aimidle
favela_van_shootout_guy1_runaway
favela_van_shootout_guy2
favela_van_shootout_guy3
favela_van_shootout_guy4
favela_opening_driver_death
favela_curtain_pull
}
gulag
{
gulag_rappel_soldier
gulag_slamraam_tarp_pull_guy1_v1
gulag_slamraam_tarp_pull_guy2_v1
gulag_slamraam_tarp_idle_guy2_v1
gulag_end_animatic_soldier
gulag_end_animatic_price
gulag_end_animatic_soap
gulag_end_animatic_soldier_2
gulag_end_animatic_price_2
gulag_end_animatic_soap_2
gulag_end_run2gate_price
gulag_end_run2gate_soldier
gulag_cafeteria_price
gulag_cafeteria_soap
gulag_cafeteria_soldier
gulag_end_evac_soldier
gulag_end_evac_price
gulag_end_evac_soap
gulag_end_beginning_soap
gulag_end_beginning_price
gulag_end_beginning_soldier
gulag_end_dustcover_price
gulag_end_dustcover_soldier
gulag_end_runback_price
gulag_end_runback_soap
gulag_end_runback_soldier
gulag_rescueA_Price
gulag_rescueA_enemy
gulag_rescueB_Price
gulag_rescueB_Price_idle
gulag_rescueB_Price_intro
gulag_rescueB_soldier1
gulag_rescueB_soldier2
gulag_sewer_slide
gulag_end_soap_idle
gulag_rescueB_Price_reshoot
gulag_rescueB_soldier2_reshoot
gulag_rescueB_player_reshoot
gulag_rescueB_soldier1_reshoot
gulag_rescueB_soldier1_reshootB
gulag_rescueB_soldier2_reshootB
gulag_rescueB_Price_reshootB
}
dcburning
{
bunker_toss_guy2
bunker_toss_idle_guy1
bunker_toss_guy1
DC_Burning_stop_bleeding_medic
DC_Burning_stop_bleeding_medic_endidle
DC_Burning_stop_bleeding_wounded
DC_Burning_stop_bleeding_wounded_endidle
DC_Burning_stop_bleeding_wounded_idle
DC_Burning_artillery_reaction_v1_idle
DC_Burning_artillery_reaction_v1_react_a
DC_Burning_artillery_reaction_v1_react_b
DC_Burning_artillery_reaction_v2_idle
DC_Burning_artillery_reaction_v2_react_a
DC_Burning_artillery_reaction_v2_react_b
DC_Burning_artillery_reaction_v3_idle
DC_Burning_artillery_reaction_v3_react_a
DC_Burning_artillery_reaction_v3_react_b
DC_Burning_artillery_reaction_v4_idle
DC_Burning_artillery_reaction_v4_react_a
DC_Burning_artillery_reaction_v4_react_b
DC_Burning_CPR_medic
DC_Burning_CPR_medic_endidle
DC_Burning_CPR_wounded
DC_Burning_CPR_wounded_endidle
}
killhouse
{
killhouse_sas_price
killhouse_sas_price_idle
killhouse_sas_1
killhouse_sas_1_idle
killhouse_sas_2
killhouse_sas_2_idle
killhouse_sas_3
killhouse_sas_3_idle
killhouse_laptop_idle
killhouse_laptop_lookup
killhouse_laptop_twitch
killhouse_gaz_intro
killhouse_gaz_idleA
killhouse_gaz_idleB
killhouse_gaz_point_side
killhouse_gaz_talk_side
}
cargoship
{
cargoship_drunk_sequence
cargoship_drunk_sequence_death
cargoship_stunned_coffee_react_idle
cargoship_stunned_coffee_react
cargoship_stunned_coffee_death
cargoship_stunned_tv_react_idle
cargoship_stunned_tv_react
cargoship_stunned_tv_death
cargoship_stunned_clipboard_react_idle
cargoship_stunned_clipboard_react
cargoship_stunned_clipboard_death
cargoship_stunned_react_v2_idle
cargoship_stunned_react_v2
cargoship_stunned_react_v2_death
cargoship_sleeping_guy_idle_1
cargoship_sleeping_guy_idle_2
cargoship_sleeping_guy_idle_4
cargoship_sleeping_guy_idle_5
cargoship_sleeping_guy_death_1
cargoship_sleeping_guy_death_2
cargoship_dead_guy
shotgunbreach_cs_stackB
shotgunbreach_cs_stackB_runin
shotgunbreach_cs_shoot_hinge
shotgunbreach_cs_shoot_hinge_runin
cargoship_ch46_rescue_load_1
cargoship_ch46_rescue_load_1_idle
cargoship_ch46_rescue_load_2
cargoship_ch46_rescue_load_2_idle
cargoship_ch46_rescue_load_3
cargoship_ch46_rescue_load_3_alt
cargoship_ch46_rescue_price_help
cargoship_ch46_rescue_price_idle
cargoship_ch46_rescue_load_4_idle
cargoship_ch46_rescue_load_5_idle
cargoship_explosion_price
cargoship_price_run2door
cargoship_price_run2door_idle
cargoship_price_runin
cargoship_price_runin_door
cargoship_grigsby_run2door
cargoship_grigsby_run2door_idle
cargoship_grigsby_shotgun_pullout
cargoship_grigsby_runin
cargoship_open_cargo_guyL
cargoship_open_cargo_doorL
cargoship_open_cargo_doorR
}
parabolic
{
human_shield_death_1_H
human_shield_death_1_T
human_shield_idle_1_H
human_shield_idle_1_T
human_shield_wounded_1_H
human_shield_wounded_1_T
human_shield_flashbang_1_H
human_shield_flashbang_1_T
parabolic_knifekill_mark
parabolic_knifekill_phoneguy
parabolic_knifekill_altending_mark
parabolic_phoneguy_idle
parabolic_phoneguy_reaction
parabolic_chessgame_surprise_a
parabolic_chessgame_surprise_b
parabolic_chessgame_idle_a
parabolic_chessgame_idle_b
parabolic_chessgame_death_a
parabolic_chessgame_death_b
parabolic_guard_sleeper_idle
parabolic_guard_sleeper_react
parabolic_leaning_guy_idle
parabolic_leaning_guy_twitch
parabolic_leaning_guy_trans2smoke
parabolic_leaning_guy_smoking_idle
parabolic_leaning_guy_smoking_twitch
parabolic_leaning_guy_trans2idle
parabolic_leaning_guy_react
}
launchfacility_a
{
launchfacility_a_at4_fire
launchfacility_a_at4_short
launchfacility_a_c4_plant
RPG_conceal_idle
launchfacility_a_rappel_1
launchfacility_a_rappel_idle_1
launchfacility_a_rappel_idle_2
launchfacility_a_rappel_idle_3
launchfacility_a_setup_2_rappel_1
launchfacility_a_setup_2_rappel_2
launchfacility_a_setup_idle_1
launchfacility_a_player_rappel
launchfacility_a_saw_1
launchfacility_a_saw_2
}
launchfacility_b
{
launchfacility_b_blast_door_seq_approch
launchfacility_b_blast_door_seq_waveidle
launchfacility_b_blast_door_seq_close
launchfacility_b_vent_drop_L
launchfacility_b_vent_drop_R
launchfacility_b_ventwalk_stop_idle
launchfacility_b_ventwalk_v1_start
launchfacility_b_ventwalk_v1_stop
launchfacility_b_ventwalk_v2_start
launchfacility_b_ventwalk_v2_stop
launchfacility_b_ventwalk_v2_stopidle
launchfacility_b_wargame_door_price
launchfacility_b_wargame_door_grigs
}
level_armada
{
armada_wire_setup_guy
armada_wire_setup_guy_startidle
armada_wire_setup_wire
armada_wire_setup_wire_startidle
armada_wire_setup_wire_endidle
armada_blackhawk_sniper_idle
armada_blackhawk_sniper_drop
armada_blackhawk_sniper_idle_loop
armada_grigs_enter
armada_grigs_music_idle
armada_Left_Guy_react
armada_Right_Guy_react
armada_sarge_end
armada_sarge_enter
armada_asad_speach_loop
}
level_ac130
{
ac130_carjack_driver_1a
ac130_carjack_driver_1b
ac130_carjack_1a
ac130_carjack_1b
ac130_carjack_2
ac130_carjack_3
ac130_carjack_4
}
level_airlift
{
airlift_pilot_shooting
airlift_pilot_getout
airlift_pilot_putdown
airlift_pilot_seeyou
airlift_pilot_idle
airlift_copilot_dead
airlift_crewchief_idle
airlift_crewchief_getin
airlift_crewchief_getin_lookback
airlift_crewchief_getin_quick
airlift_crewchief_getout
airlift_crewchief_gun_shoot
airlift_crewchief_gun_idle
airlift_crewchief_gun_getin
airlift_crewchief_sucked_out
airlift_crewchief_stepout
airlift_crewchief_stepout_idle
airlift_crewchief_stepout_fire
airlift_crewchief_stepout_fire_2_idle
}
airplane
{
death_pose_on_desk
death_pose_on_window
airplane_end_soldier
airplane_end_VIP
airplane_end_VIP_idle
}
president_crash
{
pres_crash_passenger_1
pres_crash_passenger_2
}
level_embassy
{
//hostage anims
hostage_human_shield_ter_pain
hostage_human_shield_host_death
hostage_chair_dive
hostage_chair_ground_idle
hostage_chair_idle
hostage_chair_twitch
hostage_chair_twitch2
hostage_facedown_idle
hostage_facedown_roll
hostage_facedown_twitch
hostage_fetal_idle
hostage_fetal_roll
hostage_fetal2_idle
hostage_knees_fall
hostage_knees_idle
hostage_stand_fall
hostage_stand_idle
hostage_stand_idle_2
hostage_stand_react_behind
hostage_stand_react_front
hostage_stand_twitch
hostage_knees_twitch
//custom blackhawk anims
//signal over shoulder
signal_over_shoulder
// tarzan rappel through window
rappel
// rappel from roof to balcony
rappel_straightdown
// rappel down skylight
rappel_skylight_mount
rappel_skylight_idle
rappel_skylight_drop
//elevator opening sequence
//Death poses
//planting explosives
explosive_plant_knee
//sniper blown through door
blow_back_dead
}
motorcycle_rider
{
motorcycle_rider_pose_f
motorcycle_rider_pose_l
motorcycle_rider_pose_r
}
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
}
level_burnville
{
fenceclimb
}
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
}
}
technical_turret_pain
technical_turret_death
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
}
}
humveeGunner_aim : complete nonloopsync
{
humveeGunner_aim_20down
{
humvee_turret_aim_2
}
humveeGunner_aim_level
{
humvee_turret_aim_5
}
humveeGunner_aim_25up
{
humvee_turret_aim_8
}
}
additive_humveeGunner_aim_leftright : additive
{
humvee_turret_aim_4_add
humvee_turret_aim_6_add
}
additive_humveeGunner_usegun : additive
{
humvee_turret_idle
humvee_turret_driveidle
humvee_turret_fire
}
humveeGunner : complete nonloopsync
{
humvee_passenger_2_turret
humvee_turret_2_passenger
humvee_turret_rechamber
humvee_turret_bounce
humvee_turret_idle_lookback
humvee_turret_idle_lookbackB
humvee_turret_idle_signal_forward
humvee_turret_idle_signal_side
humvee_turret_radio
humvee_turret_flinchA
humvee_turret_flinchB
humvee_turret_painA
humvee_turret_painB
}
humveeGunner_death : complete nonloopsync
{
humvee_turret_death
}
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
technical_turret_driveidle
}
additive_saw_fire : additive
{
saw_gunner_firing_add
saw_gunner_lowwall_firing
saw_gunner_prone_firing
technical_turret_firing
}
}
mi17
{
mi17_1_drop
mi17_1_idle
mi17_2_idle
mi17_2_drop
mi17_3_idle
mi17_3_drop
mi17_4_idle
mi17_4_drop
mi17_5_idle
mi17_5_drop
mi17_6_idle
mi17_6_drop
mi17_7_idle
mi17_7_drop
mi17_8_idle
mi17_8_drop
mi17_pilot_idle
mi17_copilot_idle
mi17_heli_idle
}
blackhawk
{
bh_side01_fastrope_whole_test
bh_side01_idle01_test
bh_side02_fastrope_whole_test
bh_side02_idle01_test
bh_fastrope_land
bh_fastrope_loop
bh_Pilot_idle
bh_coPilot_idle
bh_1_idle
bh_1_drop
bh_1_begining
bh_2_idle
bh_2_drop
bh_2_begining
bh_3_idle
bh_3_drop
bh_3_begining
bh_4_idle
bh_4_drop
bh_4_begining
bh_5_idle
bh_5_drop
bh_5_begining
bh_6_idle
bh_6_drop
bh_6_begining
bh_7_idle
bh_7_drop
bh_7_begining
bh_8_idle
bh_8_drop
bh_8_begining
bh_player_idle
bh_player_rope_end
bh_player_rope_start
bh_player_rope_middle
cs_bh_1_drop
cs_bh_2_drop
cs_bh_4_drop
cs_bh_5_drop
cs_bh_6_drop
cs_bh_1_idle_start
cs_bh_2_idle_start
cargoship_opening_position1
cargoship_opening_price
bh_idle_start_guy1
bh_idle_start_guy2
bh_crew_idle_guy1
bh_crew_idle_guy2
fastrope_fall
}
bmp
{
bmp_exit_1
bmp_exit_2
bmp_exit_3
bmp_exit_4
bmp_idle_1
bmp_idle_2
bmp_idle_3
bmp_idle_4
}
uaz
{
UAZ_driver_death
UAZ_rear_driver_death
UAZ_passenger_death
UAZ_passenger2_death
UAZ_driver_duck
UAZ_driver_idle
UAZ_driver_turnleft
UAZ_driver_turnright
UAZ_driver_weave
UAZ_Lguy_fire_back
UAZ_Lguy_fire_hide_back_v1
UAZ_Lguy_fire_hide_back_v2
UAZ_Lguy_fire_side_v1
UAZ_Lguy_fire_side_v2
UAZ_Lguy_idle_hide
UAZ_Lguy_standfire_side_v3
UAZ_Lguy_standfire_side_v4
UAZ_Lguy_trans_back2hide
UAZ_Lguy_trans_hide2back
UAZ_Lguy_idle_react
UAZ_Lguy_fire_hide_forward
UAZ_Rguy_fire_back_RPG
UAZ_Rguy_fire_back_v1
UAZ_Rguy_fire_back_v2
UAZ_Rguy_idle
UAZ_Rguy_scan_side_v1
uaz_driver_enter_from_huntedrun
uaz_driver_exit_into_run
uaz_driver_idle_drive
uaz_passenger_enter_from_huntedrun
uaz_passenger_exit_into_run
uaz_passenger_idle_drive
uaz_passenger2_idle
uaz_rear_driver_idle
uaz_passenger2_exit_into_run
uaz_rear_driver_exit_into_run
uaz_rear_driver_enter_from_huntedrun
uaz_driver_exit_into_stand
uaz_rear_driver_exit_into_stand
uaz_passenger_exit_into_stand
uaz_passenger2_exit_into_stand
uaz_passenger2_enter_from_huntedrun
}
ch46e
{
ch_side01_idle01_test
ch_side01_fastrope_whole_test
ch_side01_idle02_test
ch_side02_idle01_test
ch_side02_fastrope_whole_test
ch_side02_idle02_test
}
humvee
{
humvee_driver_climb_idle
humvee_driver_climb_in
humvee_driver_climb_out
humvee_driver_twitch_1
humvee_passenger_twitch_1_R
humvee_passenger_idle_L
humvee_passenger_idle_R
humvee_passenger_in_L
humvee_passenger_in_R
humvee_passenger_out_L
humvee_passenger_out_R
}
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
}
zpu
{
zpu_gunner_deathslouch
zpu_gunner_deathslouchidle
zpu_gunner_dismount
zpu_gunner_fire_a
zpu_gunner_fire_b
}
btr80
{
BTR80_crew_idle
BTR80_exit_1
BTR80_exit_2
BTR80_exit_3
BTR80_exit_4
}
BM21
{
bm21_guy1_idle
bm21_guy2_idle
bm21_guy3_idle
bm21_guy4_idle
bm21_guy5_idle
bm21_guy6_idle
bm21_guy7_idle
bm21_guy8_idle
bm21_guy1_climbout
bm21_guy2_climbout
bm21_guy3_climbout
bm21_guy5_climbout
bm21_guy6_climbout
bm21_guy7_climbout
bm21_guy_climbout_landing
bm21_guy8_climbout
bm21_guy4_climbout
bm21_driver_climbout
bm21_driver_idle
bm21_passenger_climbout
bm21_passenger_idle
}
}
//---------------------------------
// Real animations
//---------------------------------
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
little_bird_dismount_guy1
little_bird_dismount_guy2
little_bird_dismount_guy3
little_bird_mount_guy1
little_bird_mount_guy2
little_bird_mount_guy3
little_bird_alert_idle_guy1
little_bird_alert_idle_guy2
little_bird_alert_idle_guy3
little_bird_alert_2_aim_guy1
little_bird_alert_2_aim_guy2
little_bird_alert_2_aim_guy3
little_bird_casual_idle_guy1
little_bird_casual_idle_guy2
little_bird_casual_idle_guy3
little_bird_aim_idle_guy1
little_bird_aim_idle_guy2
little_bird_aim_idle_guy3
little_bird_aim_2_prelanding_guy1
little_bird_aim_2_prelanding_guy2
little_bird_aim_2_prelanding_guy3
little_bird_prelanding_idle_guy1
little_bird_prelanding_idle_guy2
little_bird_prelanding_idle_guy3
little_bird_premount_guy3
little_bird_causual_idle_guy1
little_bird_causual_idle_guy3
little_bird_causual_idle_guy2
little_bird_death_guy1
little_bird_death_guy2
little_bird_death_guy2B
little_bird_death_guy3
stand_and_crouch // Standing and crouching, not crawling
{
crouch2stand
unarmed_crouch_idle1
unarmed_crouch_twitch1
unarmed_walk_slow
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
cliffhanger_casual_crouch_exit
drone_stand_idle
drone_stand_run
drone_stand_death
run_lowready_F_relative
patrolstand_twitch
patrolstand_look
patrolstand_idle
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_wave
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
// reactions
exposed_crouch_idle_twitch_v2
exposed_crouch_idle_twitch_v3
exposed_backpedal
exposed_backpedal_v2
CornerStndR_react_A
//CornerStndR_react_B
CornerStndL_react_A
//CornerStndL_react_B
crouch_cover_reaction_A
crouch_cover_reaction_B
stand_cover_reaction_A
stand_cover_reaction_B
//stand_cover_reaction_C
RPG_stand_throw
RPG_crouch_throw
// modern stuff
stand_grenade_throw
stand_grenade_return_throw
stand_grenade_return_kick
crouch_grenade_throw
crouch_grenade_return_throw
crouch_grenade_return_fumble
CQB_stand_grenade_throw
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
cover_shuffle
{
coverstand_hide_2_shuffleR
coverstand_shuffleR
coverstand_shuffleR_2_hide
coverstand_hide_2_shuffleL
coverstand_shuffleL
coverstand_shuffleL_2_hide
covercrouch_hide_2_shuffleR
covercrouch_shuffleR
covercrouch_shuffleR_2_hide
covercrouch_hide_2_shuffleL
covercrouch_shuffleL
covercrouch_shuffleL_2_hide
CornerCrL_alert_2_shuffle
CornerCrL_shuffle_2_alert
CornerCrR_alert_2_shuffle
CornerCrR_shuffle_2_alert
corner_standR_Door_R2L
corner_standL_Door_L2R
favela_chaotic_doorR2L_over
favela_chaotic_doorR2L_hipA
favela_chaotic_doorR2L_hipB
favela_chaotic_doorL2R_stumble
favela_chaotic_doorL2R_over
favela_chaotic_doorL2R_hipA
favela_chaotic_doorL2R_hipB
}
walk_and_run_loops : loopsync
{
crouchrun
{
crouch_fastwalk_F
crouch_fastwalk_B
crouch_fastwalk_L
crouch_fastwalk_R
riotshield_crouchwalk_F
riotshield_crouchwalk_B
riotshield_crouchwalk_L
riotshield_crouchwalk_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
{
run_lowready_F // primary run animation
run_lowready_reload
combatwalk_F
walk_forward
run_CQB_F_search_v1
run_CQB_F_search_v2
walk_CQB_F
shotgun_CQBrun_pullout
shotgun_CQBrun_putaway
sprint1_loop
sprint_loop_distant
wounded_carry_jog_carrier
wounded_carry_fastwalk_carrier
wounded_carry_sprint_carrier
combat_jog
combat_jog_lookback
combat_jog_lookside
run_react_duck
run_react_flinch
run_react_stumble
run_n_gun
{
run_n_gun_F
run_n_gun_L
run_n_gun_R
run_n_gun_L_120
run_n_gun_R_120
casual_killer_walk_shoot_F
casual_killer_walk_shoot_R
casual_killer_walk_shoot_L
casual_killer_walk_shoot_F_aimdown
casual_killer_walk_shoot_L_aimdown
casual_killer_walk_shoot_R_aimdown
}
////////////////////
// stairs
traverse_stair_run
traverse_stair_run_01
traverse_stair_run_down
traverse_stair_run_down_01
////////////////////
// patrol
active_patrolwalk_v1
active_patrolwalk_v2
active_patrolwalk_v3
active_patrolwalk_v4
active_patrolwalk_v5
patrolwalk_tired
patrolwalk_swagger
patrolwalk_bounce
patrol_bored_patrolwalk
patrol_bored_patrolwalk_twitch
patrol_boredwalk_lookcycle_A
patrol_boredwalk_lookcycle_B
patrolwalk_cold_huddle_idle
patrolwalk_cold_huddle_twitch
patrolwalk_cold_crossed_idle
patrolwalk_cold_crossed_twitch
patrolwalk_cold_gunup_idle
patrolwalk_cold_gunup_twitchA
patrolwalk_cold_gunup_twitchB
roadkill_shepherd_walk
afchase_shepherd_flee_loop
patrol_jog
patrol_jog_look_up
patrol_jog_360
patrol_jog_orders
Juggernaut_runF
Juggernaut_walkF
Juggernaut_sprint
riotshield_run_F
riotshield_sprint
heat_run_loop
casual_killer_jog_B
casual_killer_jog_A
casual_killer_walk_F
casual_killer_walk_L
casual_killer_walk_R
////////////////////
// mission specific
bog_a_javelin_jog
cargoship_run_leanR
cargoship_run_leanL
cargoship_jog_leanL
cargoship_jog_leanR
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
freerunnerA_loop
freerunnerB_loop
estate_downhill_1
estate_downhill_2
estate_downhill_3
sprint_and_wave
dcemp_flare_run
dcemp_flare_wave_run
////////////////////
// civilian walk/runs
unarmed_panickedrun_loop_V2
unarmed_panickedrun_stumble
unarmed_panickedrun_loop_bag
unarmed_scared_jog
unarmed_scared_run
unarmed_scared_jog_look
unarmed_scared_run_delta
civilian_run_upright
civilian_run_hunched_A
civilian_run_hunched_C
civilian_run_hunched_flinch
//civilian_run_hunched_B
//civilian_run_hunched_dodge
civilian_crazywalker_loop
civilian_crazywalker_twitchA
civilian_crazywalker_twitchB
civilian_crazywalker_twitchC
civilian_cellphonewalk
civilian_cellphonewalk_twitch
civilian_sodawalk
civilian_sodawalk_twitch
civilian_walk_hurried_1
civilian_walk_hurried_2
civilian_walk_nervous
civilian_walk_cool
civilian_walk_paper
civilian_walk_coffee
civilian_walk_backpack
civilian_walk_backpack_twitch
civilian_walk_pda
civilian_directions_1_A
civilian_directions_2_A
civilian_directions_2_A_idle
civilian_directions_1_B
civilian_directions_2_B
civilian_briefcase_walk
}
combatrun_backward
{
combatwalk_B
walk_backward
riotshield_run_B
}
combatrun_left
{
combatwalk_L
walk_left
riotshield_run_L
}
combatrun_right
{
combatwalk_R
walk_right
riotshield_run_R
}
run_n_gun_B
unarmed_run_russian
}
saw_gunner_run_fast
//saw_gunner_run_slow
}
// 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
exposed_dive_grenade_B
exposed_squat_down_grenade_F
exposed_squat_idle_grenade_F
exposed_squat_up_grenade_F
}
exposed_modern
{
exposed_aiming
{
exposed_aim_5
exposed_crouch_aim_5
covercrouch_aim5
coverstandaim_aim5
covercrouch_lean_aim5
pistol_stand_aim_5
RPG_stand_aim_5
RPG_crouch_aim_5
CornerStndL_lean_aim_5
CornerStndR_lean_aim_5
CornerCrL_lean_aim_5
CornerCrR_lean_aim_5
CQB_stand_aim5
prone_aim_5
shotgun_aim_5
riotshield_crouch_aim_5
Juggernaut_aim5
heat_stand_aim_5
casual_killer_stand_aim5
walk_left_cargoship
aim_4 : additive
{
exposed_aim_4
exposed_turn_aim_4
exposed_crouch_aim_4
exposed_crouch_turn_aim_4
covercrouch_aim4_add
coverstandaim_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
CornerCrL_lean_aim_4
CornerCrR_lean_aim_4
CQB_stand_aim4
prone_aim_4_add
shotgun_aim_4
riotshield_crouch_aim_4
heat_stand_aim_4
casual_killer_stand_aim4
}
aim_6 : additive
{
exposed_aim_6
exposed_turn_aim_6
exposed_crouch_aim_6
exposed_crouch_turn_aim_6
covercrouch_aim6_add
coverstandaim_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
CornerCrL_lean_aim_6
CornerCrR_lean_aim_6
CQB_stand_aim6
prone_aim_6_add
shotgun_aim_6
riotshield_crouch_aim_6
heat_stand_aim_6
casual_killer_stand_aim6
}
aim_2 : additive
{
exposed_aim_2
exposed_turn_aim_2
exposed_crouch_aim_2
exposed_crouch_turn_aim_2
covercrouch_aim2_add
coverstandaim_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
CornerCrL_lean_aim_2
CornerCrR_lean_aim_2
CQB_stand_aim2
prone_aim_2_add
shotgun_aim_2
heat_stand_aim_2
casual_killer_stand_aim2
riotshield_crouch_aim_2
}
aim_8 : additive
{
exposed_aim_8
exposed_turn_aim_8
exposed_crouch_aim_8
exposed_crouch_turn_aim_8
covercrouch_aim8_add
coverstandaim_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
CornerCrL_lean_aim_8
CornerCrR_lean_aim_8
CQB_stand_aim8
prone_aim_8_add
shotgun_aim_8
heat_stand_aim_8
casual_killer_stand_aim8
riotshield_crouch_aim_8
}
turn
{
exposed_crouch_turn_90_left
exposed_crouch_turn_90_right
exposed_crouch_turn_180_left
exposed_crouch_turn_180_right
exposed_tracking_turn45L
exposed_tracking_turn90L
exposed_tracking_turn135L
exposed_tracking_turn180L
exposed_tracking_turn45R
exposed_tracking_turn90R
exposed_tracking_turn135R
exposed_tracking_turn180R
pistol_stand_turn45R
pistol_stand_turn45L
pistol_stand_turn90R
pistol_stand_turn90L
pistol_stand_turn180L
riotshield_crouch_Lturn
riotshield_crouch_Rturn
heat_stand_turn_180
heat_stand_turn_L
heat_stand_turn_R
}
add_idle : additive
{
exposed_idle_alert_v1
exposed_idle_alert_v2
exposed_idle_alert_v3
exposed_crouch_idle_alert_v1
exposed_crouch_idle_alert_v2
exposed_crouch_idle_alert_v3
CornerStndR_lean_idle
CornerStndL_lean_idle
CornerCrR_lean_idle
CornerCrL_lean_idle
RPG_stand_idle
RPG_crouch_idle
prone_idle
Juggernaut_stand_idle
riotshield_crouch_idle_add
riotshield_crouch_twitch
heat_stand_idle
heat_stand_twitchA
heat_stand_twitchB
heat_stand_twitchC
heat_stand_scanA
heat_stand_scanB
casual_killer_stand_idle
}
corner
{
corner_standL_trans_A_2_B_v2
corner_standL_trans_alert_2_A
corner_standL_trans_alert_2_B_v2
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_v2
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
}
}
reload
{
exposed_reload
exposed_reloadb
exposed_reloadc
exposed_crouch_reload
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
CornerStndR_lean_reload
CornerStndL_lean_reload
CQB_stand_reload_steady
CQB_stand_reload_knee
coverstandaim_reload
Juggernaut_stand_reload
riotshield_crouch_reload
heat_exposed_reload
heat_cover_reload_L
heat_cover_reload_R
}
pistol_stand_pullout // static / switches from main weapon to pistol
pistol_stand_switch // static / switches from pistol to main weapon
exposed_grenadeThrowB
exposed_grenadeThrowC
riotshield_crouch_grenade_toss
riotshield_idle
exposed_crouch_2_stand
exposed_stand_2_crouch
pistol_crouchaimstraight2stand
// path change
run_turn_L90
run_turn_R90
run_turn_L45
run_turn_R45
run_turn_L135
run_turn_R135
run_turn_180
CQB_walk_turn_1
CQB_walk_turn_2
CQB_walk_turn_3
CQB_walk_turn_4
CQB_walk_turn_6
CQB_walk_turn_7
CQB_walk_turn_9
civilian_cellphonewalk_turn_L
civilian_cellphonewalk_turn_R
civilian_briefcase_walk_turn_L
civilian_briefcase_walk_turn_R
civilian_run_upright_turnR45
civilian_run_upright_turnL45
civilian_run_upright_turnR90
civilian_run_upright_turnL90
civilian_run_upright_turnR135
civilian_run_upright_turnL135
civilian_run_upright_turn180
civilian_run_hunched_turnR90
civilian_run_hunched_turnR90_slide
civilian_run_hunched_turnR90_stumble
civilian_run_hunched_turnL90
civilian_run_hunched_turnL90_slide
civilian_run_hunched_turnL90_stumble
civilian_run_hunched_turnR45
civilian_run_hunched_turnL45
// 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_180L
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
surprise_start_v1
surprise_stop_v1
riotshield_walk2crouch_8
riotshield_crouch2walk
riotshield_walk_approach_2
riotshield_walk_approach_3
riotshield_walk_approach_1
riotshield_walk_approach_6
riotshield_walk_approach_4
riotshield_run_approach_2
riotshield_run_approach_3
riotshield_run_approach_1
riotshield_run_approach_6
riotshield_run_approach_4
CQB_stop_1
CQB_stop_2
CQB_stop_2_signal
CQB_stop_3
CQB_stop_4
CQB_stop_6
CQB_stop_7
CQB_stop_8
CQB_stop_9
CQB_start_1
CQB_start_2
CQB_start_3
CQB_start_4
CQB_start_6
CQB_start_7
CQB_start_8
CQB_start_9
CQB_crouch_start_1
CQB_crouch_start_2
CQB_crouch_start_3
CQB_crouch_start_4
CQB_crouch_start_6
CQB_crouch_start_7
CQB_crouch_start_8
CQB_crouch_start_9
CQB_crouch_stop_1
CQB_crouch_stop_2
CQB_crouch_stop_3
CQB_crouch_stop_4
CQB_crouch_stop_6
CQB_crouch_stop_7
CQB_crouch_stop_8
CQB_crouch_stop_9
heat_approach_1
heat_approach_2
heat_approach_3
heat_approach_4
heat_approach_4a
heat_approach_6
heat_approach_8
heat_exit_1
heat_exit_2
heat_exit_3
heat_exit_4
heat_exit_6
heat_exit_6a
heat_exit_7
heat_exit_8
heat_exit_8a
heat_exit_8R
heat_exit_8L
heat_exit_9
casual_killer_walk_stop
casual_killer_jog_stop
casual_killer_walk_start
casual_killer_jog_start
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
prone_legsstraight // legacy, may be unnecessary
{
prone_crawl_2_prone
prone_crawl
prone_2_prone_crawl
prone_aim_idle
}
prone_modern
{
//TODO: place these properly
prone_grenade_a
prone_fire_1
prone_fire_2
prone_fire_burst
prone_melee
prone_reaction_A
prone_reaction_B
prone_reload
prone_twitch_ammocheck
prone_twitch_look
prone_twitch_lookfast
prone_twitch_lookup
prone_twitch_scan
//prone_twitch_ammocheck2
//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
exposed_shoot_semi2
exposed_shoot_semi3
exposed_shoot_semi4
exposed_shoot_semi5
exposed_shoot_auto_v2
exposed_shoot_auto_v3
exposed_shoot_burst3
exposed_shoot_burst4
exposed_shoot_burst5
exposed_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
CornerCrR_lean_fire
CornerCrR_lean_auto
CornerCrL_lean_fire
CornerCrL_lean_auto
coverstandaim_fire
coverstandaim_autofire
Juggernaut_stand_fire_burst
riotshield_crouch_fire_burst
riotshield_crouch_fire_auto
riotshield_crouch_fire_single
heat_stand_fire_single
heat_stand_fire_burst
heat_stand_fire_auto
casual_killer_stand_auto
zodiac_leftside_fire_burst
zodiac_leftside_fire_single
zodiac_rightside_fire_burst
zodiac_rightside_fire_single
}
prone_legs_up
{
prone_aim_feet_45up
}
prone_legs_down
{
prone_aim_feet_45down
}
//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
jump_across_72
jump_across_100_spring
jump_across_100_lunge
jump_across_100_stumble
ladder_climbdown
ladder_climbon
ladder_climboff
ladder_climbup
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
traverse_window_M_2_run
traverse_window_M_2_stop
traverse_window_M_2_dive
traverse_window_death_start
traverse_window_death_end
traverse_window_quick
traverse_stepup_52
traverse_jumpdown_40
traverse_jumpdown_56
traverse_jumpdown_96
traverse_jumpdown_130
riotshield_crouch2walk_2flee
riotshield_crouch2stand_shield_drop
melee
{
run_2_melee_charge
stand_2_melee_1
melee_1
melee_sync_attack
melee_sync_defend
bog_melee_R_attack
bog_melee_R_defend
//flip
melee_F_awin_attack
melee_F_awin_defend
melee_F_awin_defend_survive
melee_F_dwin_attack
melee_F_dwin_defend
cornerSdL_melee_winA_attacker
cornerSdL_melee_winA_defender
cornerSdL_melee_winA_defender_survive
cornerSdL_melee_winD_attacker
cornerSdL_melee_winD_attacker_survive
cornerSdL_melee_winD_defender
cornerSdR_melee_winA_attacker
cornerSdR_melee_winA_defender
cornerSdR_melee_winA_defender_bleedout
cornerSdR_melee_winD_attacker
cornerSdR_melee_winD_defender
riotshield_bashA_attack
riotshield_bashA_defend
riotshield_bashA_defend_survive
riotshield_bashB_attack
riotshield_bashB_defend
riotshield_bash_vs_player
window_melee
}
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
}
//melee_player_lockerroom
//{
// guard_lockerroom_fight_attack
// guard_lockerroom_fight_miss
// guard_lockerroom_fight_start
//}
cover
{
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_reload_v2
corner_standL_pain
corner_standL_painB
corner_standL_painC
corner_standL_painD
corner_standL_painE
CornerCrR_alert_painA
//CornerCrR_alert_painB
CornerCrR_alert_painC
CornerCrR_alert_death_slideout
CornerCrR_alert_death_neck
//CornerCrR_alert_death_fallout
//CornerCrR_alert_death_stumble
CornerCrR_alert_death_back
CornerCrL_painB
CornerCrL_death_side
CornerCrL_death_back
CornerCrL_alert_2_over
CornerCrL_over_2_alert
CornerCrL_alert_idle
CornerCrL_look_fast
CornerCrL_reloadA
CornerCrL_reloadB
CornerCrL_grenadeA
CornerCrL_grenadeB
CornerCrL_alert_2_stand
CornerCrL_stand_2_alert
CornerCrL_lean_2_alert
CornerCrL_alert_2_lean
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_standL_trans_CQB_IN_1
corner_standL_trans_CQB_IN_2
corner_standL_trans_CQB_IN_3
corner_standL_trans_CQB_IN_4
corner_standL_trans_CQB_IN_6
corner_standL_trans_CQB_IN_7
corner_standL_trans_CQB_IN_8
corner_standL_trans_CQB_OUT_1
corner_standL_trans_CQB_OUT_2
corner_standL_trans_CQB_OUT_3
corner_standL_trans_CQB_OUT_4
corner_standL_trans_CQB_OUT_6
corner_standL_trans_CQB_OUT_7
corner_standL_trans_CQB_OUT_8
CornerCrL_CQB_trans_IN_1
CornerCrL_CQB_trans_IN_2
CornerCrL_CQB_trans_IN_3
CornerCrL_CQB_trans_IN_4
CornerCrL_CQB_trans_IN_6
CornerCrL_CQB_trans_IN_7
CornerCrL_CQB_trans_IN_8
CornerCrL_CQB_trans_OUT_1
CornerCrL_CQB_trans_OUT_2
CornerCrL_CQB_trans_OUT_3
CornerCrL_CQB_trans_OUT_4
CornerCrL_CQB_trans_OUT_6
CornerCrL_CQB_trans_OUT_7
CornerCrL_CQB_trans_OUT_8
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_reload_v2
corner_standR_death_grenade_explode
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_standR_trans_CQB_IN_1
corner_standR_trans_CQB_IN_2
corner_standR_trans_CQB_IN_3
corner_standR_trans_CQB_IN_4
corner_standR_trans_CQB_IN_6
corner_standR_trans_CQB_IN_8
corner_standR_trans_CQB_IN_9
corner_standR_trans_CQB_OUT_3
corner_standR_trans_CQB_OUT_2
corner_standR_trans_CQB_OUT_1
corner_standR_trans_CQB_OUT_4
corner_standR_trans_CQB_OUT_9
corner_standR_trans_CQB_OUT_8
corner_standR_trans_CQB_OUT_6
CornerCrR_CQB_trans_IN_1
CornerCrR_CQB_trans_IN_2
CornerCrR_CQB_trans_IN_3
CornerCrR_CQB_trans_IN_4
CornerCrR_CQB_trans_IN_6
CornerCrR_CQB_trans_IN_8
CornerCrR_CQB_trans_IN_9
CornerCrR_CQB_trans_OUT_1
CornerCrR_CQB_trans_OUT_2
CornerCrR_CQB_trans_OUT_3
CornerCrR_CQB_trans_OUT_4
CornerCrR_CQB_trans_OUT_6
CornerCrR_CQB_trans_OUT_8
CornerCrR_CQB_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_alert_2_lean
CornerCrR_lean_2_alert
CornerCrR_alert_2_over
CornerCrR_over_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
//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
favela_chaotic_cornerL_hop90
favela_chaotic_cornerL_high45
favela_chaotic_cornerL_high90
favela_chaotic_cornerL_mid45
favela_chaotic_cornerL_mid90
favela_chaotic_cornerL_grenade
favela_chaotic_cornerR_med45
favela_chaotic_cornerR_med90
favela_chaotic_cornerR_low90
favela_chaotic_cornerR_low45
favela_chaotic_cornerR_high45
favela_chaotic_cornerR_high90
favela_chaotic_cornerR_grenade
favela_chaotic_cornerCrR_fire_high
favela_chaotic_cornerCrR_fire_mid
favela_chaotic_cornerCrR_fire_low
favela_chaotic_cornerCrL_fire_high
favela_chaotic_cornerCrL_fire_mid
}
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
coverstand_hide_idle_wave02
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_2_coverstandaim
coverstandaim_2_coverstand
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
favela_chaotic_standcover_fireA
favela_chaotic_standcover_fireB
favela_chaotic_standcover_fireC
favela_chaotic_standcover_grenadefireA
favela_chaotic_standcover_gunjamA
favela_chaotic_standcover_gunjamB
}
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_hide_2_right
covercrouch_right_2_hide
covercrouch_left_2_hide
covercrouch_hide_2_left
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_pain_right
covercrouch_pain_front
covercrouch_pain_left_3
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
favela_chaotic_crouchcover_fireA
favela_chaotic_crouchcover_fireB
favela_chaotic_crouchcover_fireC
favela_chaotic_crouchcover_grenadefireA
favela_chaotic_crouchcover_gunjamA
favela_chaotic_crouchcover_gunjamB
}
generic_aim_left : additive
{
generic_aim_45L
}
generic_aim_right : additive
{
generic_aim_45R
}
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
helicopter_death_fall
// Crouch run
// stand
// Run
death_run_onfront
death_run_onleft
death_run_forward_crumple
// Left corner
// Right corner
// shotgun
death_shotgun_spinR
death_shotgun_spinL
death_shotgun_legs
death_shotgun_back_v1
// sniper
death_stand_sniper_spin1
death_stand_sniper_spin2
death_stand_sniper_leg
death_stand_sniper_chest1
death_stand_sniper_chest2
// moto
death_explosion_forward_superfar
// 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
// crawl
crawl_death_front
// Scripted deaths
RPG_stand_death
RPG_stand_death_stagger
death_rooftop_A
death_rooftop_B
death_rooftop_C
death_rooftop_D
death_rooftop_E
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
exposed_death_blowback
exposed_death_flop
exposed_death_leg
stand_death_chest_blowback // not used
stand_death_chest_spin // not used
stand_death_head_straight_back
stand_death_chest_stunned
stand_death_shoulder_spin
stand_death_shoulder_stumble
stand_death_crotch
stand_death_guts
stand_death_face
stand_death_tumbleback
stand_death_fallside
stand_death_tumbleforward
stand_death_stumbleforward
stand_death_leg
stand_death_headshot_slowfall
stand_death_shoulderback
pistol_death_1
pistol_death_2
pistol_death_3
pistol_death_4
run_death_facedown
run_death_fallonback
run_death_flop
run_death_roll
saw_gunner_death
saw_gunner_prone_death
saw_gunner_lowwall_death
riotshield_crouch_death
riotshield_crouch_death_fallback
}
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
//exposed_pain_back
exposed_pain_dropgun
exposed_pain_groin
//exposed_pain_left_arm
//exposed_pain_leg
exposed_pain_face
exposed_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
run_pain_stomach_fast
run_pain_leg
run_pain_leg_fast
run_pain_shoulder
run_pain_fall
run_pain_stomach_stumble
run_pain_head
//stand_extendedpainA
stand_extendedpainB
stand_extendedpainC
stand_exposed_extendedpain_neck
stand_exposed_extendedpain_shoulderswing
stand_exposed_extendedpain_thigh
stand_exposed_extendedpain_stomach
stand_exposed_extendedpain_gut
stand_exposed_extendedpain_hip
//stand_exposed_extendedpain_side // 11 sec
stand_exposed_extendedpain_chest
//stand_exposed_extendedpain_crotch // similar to others
stand_exposed_extendedpain_feet_2_crouch
stand_exposed_extendedpain_head_2_crouch
stand_exposed_extendedpain_hip_2_crouch
stand_exposed_extendedpain_shoulder_2_crouch
exposed_crouch_extendedpainA
//exposed_crouch_extendedpainB
// pain back to cover
corner_standL_pain_A_2_alert
corner_standL_pain_B_2_alert
corner_standR_pain_B_2_alert
covercrouch_pain_aim_2_hide_01
coverstand_pain_aim_2_hide_01
coverstand_pain_aim_2_hide_02
riotshield_crouch_pain
riotshield_crouch_grenade_blowback
riotshield_crouch_grenade_blowbackL
riotshield_crouch_grenade_blowbackR
riotshield_crouch_grenade_flash1
riotshield_crouch_grenade_flash2
riotshield_crouch_grenade_flash3
riotshield_crouch_grenade_flash4
}
reaction
{
exposed_idle_reactB
exposed_idle_reactA
exposed_idle_twitch
exposed_idle_twitch_v4
exposed_idle_twitch_v2
}
add_pain : additive
{
pain_add_standing_belly
pain_add_standing_left_arm
pain_add_standing_left_leg
pain_add_standing_right_arm
pain_add_standing_right_leg
}
riotshield_react : additive
{
riotshield_reactA
riotshield_reactB
}
dying
{
dying_base
{
dying_stand_2_crawl_v1
dying_stand_2_crawl_v2
dying_stand_2_crawl_v3
civilian_crawl_1
civilian_crawl_2
dying_crouch_2_crawl
dying_crawl
dying_crawl_death_v1
dying_crawl_death_v2
dying_crawl_death_v3
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
}
}
snowmobile
{
snowmobile_driver_driving_jump_01
snowmobile_driver_driving_bump_01
snowmobile_driver_driving_bump_02
snowmobile_driver_driving_swayL_01
snowmobile_driver_driving_swayR_01
snowmobile_driver_aiming_jump_01
snowmobile_driver_aiming_bump_01
snowmobile_driver_aiming_bump_02
snowmobile_driver_aiming_swayL_01
snowmobile_driver_aiming_swayR_01
snowmobile_driver_death_F_01
snowmobile_driver_death_F_02
snowmobile_driver_death_B_01
snowmobile_driver_death_B_02
snowmobile_driver_death_B_03
snowmobile_driver_death_L_01
snowmobile_driver_death_L_02
snowmobile_driver_death_L_03
snowmobile_driver_death_R_01
snowmobile_driver_death_R_02
snowmobile_driver_death_R_03
snowmobile_driver_mount_dir3
snowmobile_driver_mount_dir3_short
snowmobile_driver_mount_dir1
snowmobile_driver_mount_dir1_short
snowmobile_driver_dismount
snowmobile_passenger_aim2hide
snowmobile_passenger_hide2aim
snowmobile_passenger_aiming_jump_01
snowmobile_passenger_aiming_bump_01
snowmobile_passenger_aiming_bump_02
snowmobile_passenger_aiming_swayL_01
snowmobile_passenger_aiming_swayR_01
snowmobile_passenger_driving_jump_01
snowmobile_passenger_driving_bump_01
snowmobile_passenger_driving_bump_02
snowmobile_passenger_driving_swayL_01
snowmobile_passenger_driving_swayR_01
snowmobile_passenger_driving_look_01
snowmobile_passenger_mount_dir3
snowmobile_passenger_mount_dir3_short
snowmobile_passenger_mount_dir1
snowmobile_passenger_mount_dir1_short
snowmobile_passenger_dismount
sm_turn
{
snowmobile_passenger_hide
sm_drive
{
snowmobile_driver_lean_L2R
snowmobile_driver_lean_R2L
}
sm_lean : additive
{
snowmobile_passenger_lean_L
snowmobile_passenger_lean_R
}
sm_idle : additive
{
snowmobile_driver_driving_idle
snowmobile_passenger_driving_idle
}
}
sm_aiming
{
snowmobile_driver_aim5L
snowmobile_driver_aim5C
snowmobile_driver_aim5R
sm_aim_4 : additive
{
snowmobile_driver_aim4L_add
snowmobile_driver_aim4C_add
snowmobile_driver_aim4R_add
}
sm_aim_6 : additive
{
snowmobile_driver_aim6L_add
snowmobile_driver_aim6C_add
snowmobile_driver_aim6R_add
}
sm_aim_5_delta
{
snowmobile_passenger_aim5L
snowmobile_passenger_aim5C
snowmobile_passenger_aim5R
}
sm_aim_4_delta
{
snowmobile_passenger_aim4L
snowmobile_passenger_aim4C
snowmobile_passenger_aim4R
sm_aim_1 : additive
{
snowmobile_passenger_aim1L_add
snowmobile_passenger_aim1C_add
snowmobile_passenger_aim1R_add
}
}
sm_aim_6_delta
{
snowmobile_passenger_aim6L
snowmobile_passenger_aim6C
snowmobile_passenger_aim6R
sm_aim_3 : additive
{
snowmobile_passenger_aim3L_add
snowmobile_passenger_aim3C_add
snowmobile_passenger_aim3R_add
}
}
sm_add_idle : additive
{
snowmobile_driver_aiming_idle
snowmobile_passenger_aiming_idle
}
}
sm_reload
{
snowmobile_passenger_reload
}
sm_add_fire : additive
{
snowmobile_driver_fire
snowmobile_driver_autofire
snowmobile_passenger_fire
snowmobile_passenger_autofire
}
}
zodiac
{
zodiac_actions // non-additive zodiac anims
{
zodiac_aim_left // on the right looking left
{
/*
zodiac_price_left_aim_4
zodiac_price_left_aim_5
zodiac_price_left_aim_6
*/
zodiac_rightside_aim4
zodiac_rightside_aim5
zodiac_rightside_aim6
}
zodiac_aim_right // on the left looking right
{
zodiac_leftside_aim4
zodiac_leftside_aim5
zodiac_leftside_aim6
/*
zodiac_price_right_aim_4
zodiac_price_right_aim_5
zodiac_price_right_aim_6
*/
}
zodiac_price_trans_R_2_L
zodiac_price_trans_L_2_R
zodiac_trans_L2R
zodiac_trans_R2L
zodiac_rightside_reload
zodiac_leftside_reload
zodiac_leftside_reloadB
zodiac_rightside_shift
zodiac_leftside_duck
}
zodiac_idle : additive
{
zodiac_rightside_idle
zodiac_leftside_idle
}
}
civilian
{
civilian_crawl_1_death_A
civilian_crawl_1_death_B
civilian_crawl_2_death_A
civilian_crawl_2_death_B
// human shield hostage prototype anims
terrorist_human_shield_ter_pain
terrorist_human_shield_ter_death
terrorist_human_shield_host_death
unarmed_cowerstand_idle
unarmed_cowerstand_idle2point
unarmed_cowerstand_point2idle
unarmed_cowerstand_react
unarmed_cowerstand_react_2_crouch
unarmed_cowerstand_pointidle
unarmed_cowercrouch_idle
unarmed_cowercrouch_idle_duck
unarmed_cowercrouch_react_A
unarmed_cowercrouch_react_B
unarmed_cowercrouch_crouch_2_stand
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
civilian_stand_idle
civilian_smoking_A
civilian_smoking_B
civilian_atm
civilian_texting_standing
civilian_texting_sitting
civilian_sitting_talking_A_1
civilian_sitting_talking_A_2
civilian_sitting_talking_B_1
civilian_sitting_talking_B_2
civilian_sitting_business_lunch_A_1
civilian_sitting_business_lunch_B_1
civilian_crowd_behavior_A
civilian_crowd_behavior_B
civilian_reader_1
civilian_reader_2
civilian_briefcase_walk_shoelace
escalator_up_briefcase_guy_enter
escalator_up_briefcase_guy_idle
escalator_up_briefcase_guy_exit
escalator_down_briefcase_guy_enter
escalator_down_briefcase_guy_idle
escalator_down_briefcase_guy_exit
escalator_up_generic_guy_enter
escalator_up_generic_guy_idle
escalator_up_generic_guy_exit
}
civilian_dodge
{
civilian_cellphonewalk_dodge_R
civilian_cellphonewalk_dodge_L
civilian_briefcase_walk_dodge_R
civilian_briefcase_walk_dodge_L
//civilian_briefcase_walk_dodge_R_alt
//civilian_briefcase_walk_dodge_L_alt
}
}
mortar
{
mortar_closed_setup
mortar_open_setup
}
scripted_talking
{
generic_talker_axis
generic_talker_allies
// standalone neck/head only facial animations that have no associated full body animation
facial_test_Z_02
//Training
train_fly_grenadedownrange
train_fly_pickupfrag
train_fly_woodpanel
train_fly_theprivatehere
train_fly_lightcover
train_fly_showemprivate
train_fly_popinandout
train_fly_howtherangers
train_fly_turnaround
train_fly_fireattargets
train_fly_fragstendtoroll
train_cpd_grabapistol
train_cpd_switchtorifle
train_cpd_switchtosidearm
train_cpd_alwaysfaster
train_cpd_timerstarts
train_cpd_putusin
train_cpd_headupstairs
train_cpd_anothergo
train_cpd_runagain
train_cpd_sloppy
train_cpd_roughedges
train_cpd_stillgotit
train_cpd_veryimpressive
train_cpd_verynice
train_cpd_prettygood
train_cpd_alrgihtiguess
train_cpd_goodenough
train_cpd_amazingwork
train_cpd_donthaveallday
train_cpd_realaction
train_cpd_socombrass
train_cpd_wasnthorrible
train_cpd_lookok
// cliffhanger
cliff_pri_checksensor
cliff_pri_seeme
cliff_pri_bluedot
cliff_pri_whitedots
cliff_pri_scenicroute
cliff_pri_letsgo
cliff_pri_downloadfiles
cliff_pri_runformigeast
// airport
airport_mkv_holdfire
airport_mkv_haventweall
airport_mkv_checkammo
airport_mkv_ontime
// roadkill
roadkill_fly_bridgecomplete
// dcemp
dcemp_fly_fortourists
dcemp_ar2_gotavisual
dcemp_cpd_huah2
dcemp_fly_heardtheman
dcemp_cpd_talkingabout
dcemp_ar1_moscow
dcwhite_cpd_burnitdown
dcwhite_ar1_huah
dcemp_fly_timeisright
dcemp_ar3_hustleup
dcemp_fly_stayhere
dcemp_fly_getagrip
dcemp_fly_seekshelter
dcemp_fly_regroup
// favela_escape
favela_escape_soap_pickusup
favela_escape_soap_makeitgogo
favela_escape_soap_cmt_jump
// gulag
gulag_cmt_riotshield
gulag_cmt_roachfollow
gulag_cmt_anotherway
gulag_rpt_30sec
gulag_cmt_seehostiles
gulag_rpt_cutchatter
gulag_wrm_thisway
// arcadia
arcadia_fly_nosign
arcadia_fly_getthatbriefcase
arcadia_fly_photosforg2
arcadia_fly_notgoingtolike
arcadia_fly_overlordhvi
// boneyard
byard_pri_droptheramp
//AFchase
afchase_pri_gunsspinup
afchase_pri_cantlet
afchase_pri_drivingtheboat
afchase_pri_gogogo
//Oilrig
oilrig_nsl_copythat
oilrig_nsl_strongholdsec
oilrig_nsl_goingloud
}
wave : additive
{
CQB_stand_wave_go_v1 //(hand signal - advance)
}
wounded_aim : additive
{
sniper_escape_price_aim_L
sniper_escape_price_aim_R
}
afchase_impaled_additive : additive
{
afchase_impaled_guy_aim6
afchase_impaled_guy_aim4
}