// // Player xanims refix convention: // // Torso only animation are prefixed with pt_ // Legs only animations are prefixed with pl_ // Full body animations (both) are prefixed with pb_ // code { main { // // Torso Animations // torso { // Temp placeholder anims pt_chicken_dance // Animation which indicates another animation is not completed yet pt_chicken_dance_crouch // ditto for this one // // Shooting anims // pt_stand_shoot_RPG pt_stand_shoot pt_stand_shoot_auto pt_stand_shoot_ads pt_stand_shoot_auto_ads pt_stand_shoot_akimbo pt_stand_shoot_mg pt_stand_shoot_ads_mg pt_crouch_shoot pt_crouch_shoot_auto pt_crouch_shoot_ads pt_crouch_shoot_auto_ads pt_crouch_shoot_akimbo pt_stand_shoot_pistol pt_stand_shoot_ads_pistol pt_crouch_shoot_pistol pt_crouch_shoot_ads_pistol // Pistol needs aim/alert torso animations for use with regular lower body animations. pt_stand_alert_pistol pt_stand_ads_pistol pt_crouch_alert_pistol pt_crouch_ads_pistol pt_stand_grenade_throw pt_stand_grenade_pullpin pt_crouch_grenade_throw pt_stand_stickgrenade_throw pt_stand_throw_knife pt_prone_throw_knife // crouch_grenade_throw pt_prone_grenade_throw pt_prone_grenade_pullpin pt_rifle_fire_prone pt_rifle_fire_ads pt_rifle_fire pt_crouch_rifle_fire_ads pt_crouch_rifle_fire pt_prone_shoot_RPG pt_stand_shoot_shotgun pt_hold_throw pt_hold_prone_throw pt_shield_knife_throw pt_shield_grenade_throw // // Reload anims // pt_reload_stand_RPG pt_reload_crouch_pistol pt_reload_stand_pistol pt_reload_prone_pistol pt_reload_crouch_rifle pt_reload_stand_rifle pt_reload_stand_mg pt_reload_prone_rifle pt_reload_stand_auto pt_reload_stand_auto_mp40 pt_reload_stand_auto_fg42 pt_reload_stand_auto_sten pt_reload_prone_auto pt_reload_prone_RPG pt_reload_prone_akimbo pt_reload_crouchwalk pt_reload_crouchwalk_pistol pt_reload_stand_akimbo pt_reload_crouch_akimbo // // Prone anims // pt_prone_shoot pt_prone_shoot_pistol pt_prone_shoot_auto pt_prone_shoot_akimbo // // held object anims // pt_hold_setup // // Melee anims // pt_melee_right2right_1 pt_melee_right2right_2 pt_melee_right2left pt_melee_left2left_1 pt_melee_left2right pt_melee_crouch_left2left pt_melee_crouch_left2right pt_melee_crouch_right2left pt_melee_pistol_1 pt_melee_pistol_2 pt_melee_pistol_3 pt_melee_pistol_4 pt_melee_prone pt_melee_prone_pistol pt_melee_shield // // swap anims // pt_stand_putaway_shield pt_stand_pullout_shield pt_stand_pullout_remotecontroller pt_stand_core_pullout // // pullout poses // pt_crouch_pullout_pose pt_stand_pullout_pose pt_prone_pullout_pose // shellshock anims pb_stand_shellshock pb_crouch_shellshock pt_shield_shellshock pt_akimbo_shellshock // // Flinch // pt_flinch_forward // PI - RIFLE pt_flinch_back pt_flinch_left pt_flinch_right pt_flinch_pistol_left // PI - PISTOL pt_flinch_pistol_forward pt_flinch_pistol_back pt_flinch_pistol_right pt_flinch_grenade_right pt_flinch_grenade_left pt_flinch_grenade_forward pt_flinch_grenade_back pt_laststand_pullout_pose pt_laststand_reload_RPG pt_laststand_fire pt_laststand_fire_akimbo pt_laststand_fire_RPG pt_laststand_reload pt_laststand_reload_akimbo } // // Legs Animations (also full body anims) // legs { // // Idle anims // pb_stand_alert_RPG pb_stand_alert_mg pb_stand_alert pb_stand_ads pb_stand_ads_mg pb_stand_grenade_idle pb_stand_grenade_pullpin pb_stand_stickgrenade_idle pb_stand_alert_pistol pb_stand_ads_pistol pb_stand_alert_unarmed pb_stand__shoot_ads_pistol pb_rifle_idleA_ads pb_rifle_idleB_ads pb_crouch_grenade_idle pb_crouch_stickgrenade_idle pb_crouch_grenade_pullpin pb_prone_pullout_knife pb_crouch_alert pb_crouch_ads pb_crouch_alert_pistol pb_crouch_ads_pistol pb_crouch_alert_unarmed pb_prone_hold pb_stand_alert_akimbo pb_crouch_alert_akimbo pb_stand_alert_shield pb_crouch_alert_shield pb_chicken_dance // Animation which indicates another animation is not completed yet pb_chicken_dance_crouch // ditto for this one pb_prone_bombplant pb_stand_bombplant pb_crouch_bombplant pb_crouch_remotecontroller pb_prone_remotecontroller pb_stand_remotecontroller pb_hold_idle pb_crouch_hold_idle pb_crouch_alert_RPG pb_crouch_ads_RPG pb_stand_ads_RPG pb_prone_aim_RPG pb_prone_aim_sniper pb_stand_pullout_knife pb_shield_grenade_pullpin pb_shield_knife_pullout // // Movement anims // pb_pistol_run_fast pb_run_fast pb_run_rifle pb_run_smg pb_run_heavy pb_run_forward_m pb_run_right_m pb_run_left_m pb_run_back_m pb_crouchwalk_loop pb_sprint pb_sprint_B pb_sprint_gundown pb_sprint_stickgrenade pb_sprint_grenade pb_sprint_RPG pb_sprint_pistol pb_sprint_hold pb_sprint_akimbo pb_runjump_takeoff pb_runjump_land pb_standjump_takeoff pb_standjump_land pb_runjump_takeoff_pistol pb_runjump_land_pistol pb_standjump_takeoff_pistol pb_standjump_land_pistol pb_combatrun_forward_loop pb_combatrun_back_loop pb_combatrun_left_loop pb_combatrun_right_loop pb_combatrun_forward_loop_pistol pb_combatrun_back_loop_pistol pb_combatrun_left_loop_pistol pb_combatrun_right_loop_pistol pb_combatrun_forward_loop_unarmed pb_combatrun_forward_loop_heavy pb_combatrun_forward_loop_light pb_combatrun_forward_loop_rifles pb_combatrun_forward_loop_stickgrenade pb_combatrun_left_loop_grenade pb_combatrun_right_loop_grenade pb_combatrun_back_loop_grenade pb_combatrun_forward_RPG pb_combatrun_back_RPG pb_combatrun_left_RPG pb_combatrun_right_RPG pb_walk_forward_RPG_ads pb_walk_back_RPG_ads pb_walk_left_RPG_ads pb_walk_right_RPG_ads pb_walk_forward_akimbo pb_walk_back_akimbo pb_walk_left_akimbo pb_walk_right_akimbo pb_walk_forward_mg pb_sprint_mg pb_combatrun_forward_mg pb_combatrun_right_mg pb_combatrun_left_mg pb_combatrun_back_mg pb_crouch_run_forward pb_crouch_run_back pb_crouch_run_left pb_crouch_run_right pb_crouch_run_forward_pistol pb_crouch_run_forward_grenade pb_crouch_run_forward_stickgrenade pb_crouch_run_back_pistol pb_crouch_run_left_pistol pb_crouch_run_right_pistol pb_crouch_walk_forward_pistol pb_crouch_walk_back_pistol pb_crouch_walk_left_pistol pb_crouch_walk_right_pistol pb_crouch_run_forward_unarmed pb_crouch_run_back_grenade pb_crouch_run_left_grenade pb_crouch_run_right_grenade pb_crouch_shoot_run_forward pb_crouch_shoot_run_back pb_crouch_shoot_run_left pb_crouch_shoot_run_right pb_crouch_walk_forward_unarmed pb_crouch_grenade_throw pb_stand_grenade_throw pb_stand_stickgrenade_throw pb_stand_shoot_walk_forward pb_stand_shoot_walk_back pb_stand_shoot_walk_left pb_stand_shoot_walk_right pb_stand_shoot_walk_forward_unarmed // Not really shooting. Named the same as rifle anim so it'd sort alphabetically. pb_combatwalk_forward_loop_pistol pb_combatwalk_back_loop_pistol pb_combatwalk_left_loop_pistol pb_combatwalk_right_loop_pistol pb_walk_right // these have the gun down like in the idle... pb_walk_left pb_walk_back pb_walk_forward pb_pull_stand_intro pb_pull_stand_loop pb_pull_stand_end pb_hold_run pb_hold_run_back pb_hold_run_right pb_hold_run_left pb_crouch_hold_run pb_crouch_hold_run_back pb_crouch_hold_run_left pb_crouch_hold_run_right pb_crouch_walk_forward_shield pb_crouch_walk_back_shield pb_crouch_walk_left_shield pb_crouch_walk_right_shield pb_crouch_run_back_RPG pb_crouch_run_forward_RPG pb_crouch_run_left_RPG pb_crouch_run_right_RPG pb_crouch_walk_right_RPG pb_crouch_walk_left_RPG pb_crouch_walk_forward_RPG pb_crouch_walk_back_RPG pb_prone_crawl_hold pb_prone_crawl_back_hold pb_prone_crawl_left_hold pb_prone_crawl_right_hold pb_prone_crawl_akimbo pb_prone_crawl_back_akimbo pb_prone_crawl_left_akimbo pb_prone_crawl_right_akimbo pb_combatrun_forward_akimbo pb_combatrun_right_akimbo pb_combatrun_left_akimbo pb_combatrun_back_akimbo pb_crouch_walk_right_akimbo pb_crouch_walk_left_akimbo pb_crouch_walk_forward_akimbo pb_crouch_walk_back_akimbo pb_walk_forward_shield pb_walk_left_shield pb_walk_right_shield pb_walk_back_shield pb_combatrun_forward_shield pb_combatrun_left_shield pb_combatrun_right_shield pb_combatrun_back_shield pb_sprint_shield // pb_wounded_walk_loop // the temp ladder climbing anim // // Ladder Climbing anims // pb_climbdown pb_climbup // // Prone anims // pb_prone_crawl pb_prone_grenade_crawl pb_prone_crawl_left pb_prone_crawl_right pb_prone_crawl_back pb_prone_aim pb_prone_aim_akimbo pb_prone_aim_pistol pb_prone_aim_grenade pb_prone_grenade_crawl_left pb_prone_grenade_crawl_right pb_prone_crawl_pistol pb_prone_crawl_pistol_back pb_prone_pistol_crawl_left pb_prone_pistol_crawl_right pb_prone_grenade_crawl_back pb_crouch2prone pb_prone2crouch pb_prone2crouchrun pb_prone2crouch_shield // // Last stand anims // pb_laststand_death pb_laststand_idle pb_laststand_crawl pb_laststand_crawl_back pb_laststand_crawl_right pb_laststand_crawl_left pt_laststand_melee pb_laststand_idle_RPG pb_laststand_crawl_RPG pb_laststand_crawl_right_RPG pb_laststand_crawl_left_RPG pb_laststand_crawl_back_RPG pb_laststand_idle_akimbo pb_laststand_crawl_akimbo pb_laststand_crawl_right_akimbo pb_laststand_crawl_left_akimbo pb_laststand_crawl_back_akimbo pb_laststand_crawl_back_shield pb_laststand_crawl_shield pb_laststand_idle_shield pb_laststand_crawl_right_shield pb_laststand_crawl_left_shield pb_deadhands_idle pb_deadhands_crawl_back pb_deadhands_crawl_forward pb_deadhands_crawl_left pb_deadhands_crawl_right // // Mantle anims // mp_mantle_up_57 mp_mantle_up_51 mp_mantle_up_45 mp_mantle_up_39 mp_mantle_up_33 mp_mantle_up_27 mp_mantle_up_21 mp_mantle_over_high mp_mantle_over_mid mp_mantle_over_low mp_mantle_up_57_fr mp_mantle_up_51_fr mp_mantle_up_45_fr mp_mantle_up_39_fr mp_mantle_up_33_fr mp_mantle_up_27_fr mp_mantle_up_21_fr mp_mantle_over_high_fr mp_mantle_over_mid_fr mp_mantle_over_low_fr // // MG42 anims // standSAWgunner_aim : complete nonloopsync { standSAWgunner_aim_15down { pb_saw_gunner_aim_down_right45 pb_saw_gunner_aim_down_right30 pb_saw_gunner_aim_down_right15 pb_saw_gunner_aim_down_center pb_saw_gunner_aim_down_left15 pb_saw_gunner_aim_down_left30 pb_saw_gunner_aim_down_left45 } standSAWgunner_aim_level { pb_saw_gunner_aim_level_right45 pb_saw_gunner_aim_level_right30 pb_saw_gunner_aim_level_right15 pb_saw_gunner_aim_level_center pb_saw_gunner_aim_level_left15 pb_saw_gunner_aim_level_left30 pb_saw_gunner_aim_level_left45 } standSAWgunner_aim_15up { pb_saw_gunner_aim_up_right45 pb_saw_gunner_aim_up_right30 pb_saw_gunner_aim_up_right15 pb_saw_gunner_aim_up_center pb_saw_gunner_aim_up_left15 pb_saw_gunner_aim_up_left30 pb_saw_gunner_aim_up_left45 } } proneSAWgunner_aim : complete nonloopsync { proneSAWgunner_aim_15down { pb_saw_gunner_prone_aim_down_left40 pb_saw_gunner_prone_aim_down_left20 pb_saw_gunner_prone_aim_down_center pb_saw_gunner_prone_aim_down_right20 pb_saw_gunner_prone_aim_down_right40 } proneSAWgunner_aim_level { pb_saw_gunner_prone_aim_level_left40 pb_saw_gunner_prone_aim_level_left20 pb_saw_gunner_prone_aim_level_center pb_saw_gunner_prone_aim_level_right20 pb_saw_gunner_prone_aim_level_right40 } proneSAWgunner_aim_15up { pb_saw_gunner_prone_aim_up_left40 pb_saw_gunner_prone_aim_up_left20 pb_saw_gunner_prone_aim_up_center pb_saw_gunner_prone_aim_up_right20 pb_saw_gunner_prone_aim_up_right40 } } crouchSAWgunner_aim : complete nonloopsync { crouchSAWgunner_aim_15down { pb_saw_gunner_lowwall_aim_down_left45 pb_saw_gunner_lowwall_aim_down_left30 pb_saw_gunner_lowwall_aim_down_left15 pb_saw_gunner_lowwall_aim_down_center pb_saw_gunner_lowwall_aim_down_right15 pb_saw_gunner_lowwall_aim_down_right30 pb_saw_gunner_lowwall_aim_down_right45 } crouchSAWgunner_aim_level { pb_saw_gunner_lowwall_aim_level_left45 pb_saw_gunner_lowwall_aim_level_left30 pb_saw_gunner_lowwall_aim_level_left15 pb_saw_gunner_lowwall_aim_level_center pb_saw_gunner_lowwall_aim_level_right15 pb_saw_gunner_lowwall_aim_level_right30 pb_saw_gunner_lowwall_aim_level_right45 } crouchSAWgunner_aim_15up { pb_saw_gunner_lowwall_aim_up_left45 pb_saw_gunner_lowwall_aim_up_left30 pb_saw_gunner_lowwall_aim_up_left15 pb_saw_gunner_lowwall_aim_up_center pb_saw_gunner_lowwall_aim_up_right15 pb_saw_gunner_lowwall_aim_up_right30 pb_saw_gunner_lowwall_aim_up_right45 } } proneMG42_fire : complete loopsync { proneMG42_fire_15down { pb_proneMG42gunner_fire_40left_15down pb_proneMG42gunner_fire_20left_15down pb_proneMG42gunner_fire_forward_15down pb_proneMG42gunner_fire_20right_15down pb_proneMG42gunner_fire_40right_15down } proneMG42_fire_level { pb_proneMG42gunner_fire_40left_level pb_proneMG42gunner_fire_20left_level pb_proneMG42gunner_fire_forward_level pb_proneMG42gunner_fire_20right_level pb_proneMG42gunner_fire_40right_level } proneMG42_fire_15up { pb_proneMG42gunner_fire_40left_15up pb_proneMG42gunner_fire_20left_15up pb_proneMG42gunner_fire_forward_15up pb_proneMG42gunner_fire_20right_15up pb_proneMG42gunner_fire_40right_15up } } proneMG42_aim : complete nonloopsync { proneMG42_aim_15down { pb_proneMG42gunner_aim_40left_15down pb_proneMG42gunner_aim_20left_15down pb_proneMG42gunner_aim_forward_15down pb_proneMG42gunner_aim_20right_15down pb_proneMG42gunner_aim_40right_15down } proneMG42_aim_level { pb_proneMG42gunner_aim_40left_level pb_proneMG42gunner_aim_20left_level pb_proneMG42gunner_aim_forward_level pb_proneMG42gunner_aim_20right_level pb_proneMG42gunner_aim_40right_level } proneMG42_aim_15up { pb_proneMG42gunner_aim_40left_15up pb_proneMG42gunner_aim_20left_15up pb_proneMG42gunner_aim_forward_15up pb_proneMG42gunner_aim_20right_15up pb_proneMG42gunner_aim_40right_15up } } standMG42_fire : complete loopsync { standMG42_fire_15down { pb_standMG42gunner_fire_45left_15down pb_standMG42gunner_fire_30left_15down pb_standMG42gunner_fire_15left_15down pb_standMG42gunner_fire_forward_15down pb_standMG42gunner_fire_15right_15down pb_standMG42gunner_fire_30right_15down pb_standMG42gunner_fire_45right_15down } standMG42_fire_level { pb_standMG42gunner_fire_45left_level pb_standMG42gunner_fire_30left_level pb_standMG42gunner_fire_15left_level pb_standMG42gunner_fire_forward_level pb_standMG42gunner_fire_15right_level pb_standMG42gunner_fire_30right_level pb_standMG42gunner_fire_45right_level } standMG42_fire_15up { pb_standMG42gunner_fire_45left_15up pb_standMG42gunner_fire_30left_15up pb_standMG42gunner_fire_15left_15up pb_standMG42gunner_fire_forward_15up pb_standMG42gunner_fire_15right_15up pb_standMG42gunner_fire_30right_15up pb_standMG42gunner_fire_45right_15up } } standMG42_aim : complete nonloopsync { standMG42_aim_15down { pb_standMG42gunner_aim_45left_15down pb_standMG42gunner_aim_30left_15down pb_standMG42gunner_aim_15left_15down pb_standMG42gunner_aim_forward_15down pb_standMG42gunner_aim_15right_15down pb_standMG42gunner_aim_30right_15down pb_standMG42gunner_aim_45right_15down } standMG42_aim_level { pb_standMG42gunner_aim_45left_level pb_standMG42gunner_aim_30left_level pb_standMG42gunner_aim_15left_level pb_standMG42gunner_aim_forward_level pb_standMG42gunner_aim_15right_level pb_standMG42gunner_aim_30right_level pb_standMG42gunner_aim_45right_level } standMG42_aim_15up { pb_standMG42gunner_aim_45left_15up pb_standMG42gunner_aim_30left_15up pb_standMG42gunner_aim_15left_15up pb_standMG42gunner_aim_forward_15up pb_standMG42gunner_aim_15right_15up pb_standMG42gunner_aim_30right_15up pb_standMG42gunner_aim_45right_15up } } // // Death // pb_explosion_death_B1 pb_explosion_death_B2 pb_explosion_death_B3 pb_explosion_death_F1 pb_explosion_death_L1 pb_explosion_death_L2 pb_explosion_death_R1 pb_explosion_rundeath_B1 pb_explosion_rundeath_B2 pb_explosion_rundeath_F1 pb_explosion_rundeath_F2 pb_explosion_rundeath_F3 pb_explosion_rundeath_L1 pb_explosion_rundeath_R1 pb_shotgun_death_back1 pb_shotgun_death_back2 pb_shotgun_death_legs pb_shotgun_death_spinL pb_shotgun_death_spinR pb_shotgun_death_front pb_explosive_round_death_leg pb_explosive_round_death_jaw pb_explosive_round_death_chestB pb_explosive_round_death_chestA // prone pb_prone_death_quickdeath // Crouch pb_crouch_death_headshot_front pb_crouch_death_clutchchest pb_crouch_death_flip pb_crouch_death_fetal pb_crouch_death_falltohands // Crouch run pb_crouchrun_death_drop pb_crouchrun_death_crumple // stand pb_stand_death_spin pb_stand_death_legs pb_stand_death_lowerback pb_stand_death_lowertorso pb_stand_death_head_collapse pb_stand_death_neckdeath_thrash pb_stand_death_neckdeath pb_stand_death_nervedeath pb_stand_death_frontspin // Hit from front in head, upper chest or right shoulder. pb_stand_death_headchest_topple // Hit in head or chest from any direction. Falls back, one leg goes up. pb_stand_death_chest_blowback pb_stand_death_chest_spin pb_stand_death_shoulder_stumble pb_stand_death_head_straight_back pb_stand_death_tumbleback pb_stand_death_kickup pb_stand_death_stumbleforward pb_stand_death_leg pb_stand_death_leg_kickup pb_stand_death_headshot_slowfall pb_stand_death_shoulderback // run pb_death_run_forward_crumple pb_death_run_onfront pb_death_run_stumble pb_death_run_back pb_death_run_left pb_death_run_right MP_shotgun_death_back MP_shotgun_death_front MP_shotgun_death_left MP_shotgun_death_right // // Stumble // pb_stumble_forward // RUNNING pb_stumble_back pb_stumble_left pb_stumble_right pb_stumble_walk_forward // WALKING pb_stumble_walk_back pb_stumble_walk_left pb_stumble_walk_right pb_stumble_pistol_walk_right // WALKING w/pistol pb_stumble_pistol_walk_left pb_stumble_pistol_walk_forward pb_stumble_pistol_walk_back pb_stumble_pistol_right // RUNNING w/pistol pb_stumble_pistol_left pb_stumble_pistol_forward pb_stumble_pistol_back pb_stumble_grenade_right pb_stumble_grenade_left pb_stumble_grenade_forward pb_stumble_grenade_back // // dive // pb_dive_right pb_dive_right_impact pb_dive_left pb_dive_left_impact pb_dive_back pb_dive_back_impact pb_dive_front pb_dive_front_impact // // Pain // // prone pb_prone_painA_holdchest pb_prone_painB_holdhead // Crouch run // crouchrun_painfall // Crouch // crouch_pain_fallToGround // Shot from front, backs back and slightly right. pb_crouch_pain_holdStomach // Shot in torso. // crouch_pain_crouch2crawl_ktwist // extended pain. Ends in crawl (backwards). // crouch_pain_crouch2crawl_grabhead // extended pain. Ends in crawl (backwards). // crouch_pain_crouch2crawl_back // Shot from behind, falls forward to crawl. // Stand // stand_pain_leghit // Shot in leg, falls to ground, writhes, up to crouch // stand_pain_fallToHand // Shot in torso? falls to left hand, up to crouch // stand_pain_hunch // Shot in stomach, turns left and then straight. Ends in crouch. // stand_pain_stand2crawl_stumbleback // extended pain. Ends in crawl. // minorpain_head_front // minorpain_head_back // minorpain_head_left // minorpain_head_right // pb_minorpain_chest_front // minorpain_chest_back // minorpain_chest_left // minorpain_chest_right // minorpain_leftarm_front // minorpain_leftarm_back // minorpain_leftarm_left // minorpain_leftarm_right // minorpain_rightarm_front // minorpain_rightarm_back // minorpain_rightarm_left // minorpain_rightarm_right } } // // Turning animations (played on the legs, but handled seperatly) // turning { pl_turn_90left pl_turn_90right pl_crouchturn_90right pl_crouchturn_90left } } breaching { breach_player_v1 breach_player_v2 breach_player_v3 breach_player_viewmodel_v2 breach_player_viewmodel_v3 breach_coop_player_1 breach_coop_player_1_3rdPerson breach_coop_player_2 breach_coop_player_2_3rdPerson }