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 }