


//---------------------------------
// Initial test animations
//---------------------------------

//---------------------------------
// (Prototype) Real animations
//---------------------------------


body
{
	// ============================= WHOS WHO =============================
	pb_laststand_idle
	pb_stand_alertnnn
	// ============================= WHOS WHO =============================
	
	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

	
	upperbody
	{
	}

	shoot
	{
		stand_shoot  : nonloopsync
		{
			//rifle
			stand_shoot_straight
			stand_shoot_up
			stand_shoot_down
			//pistol
		}

		stand_shoot_auto : loopsync
		{
			stand_shoot_auto_straight
			stand_shoot_auto_up
			stand_shoot_auto_down
		}

		
		crouch_shoot : nonloopsync
		{
			//rifle
			crouch_shoot_straight
			crouch_shoot_up
			crouch_shoot_down
			//pistol
			
			
			//panzerfaust
		}
		
		
		crouch_shoot_auto : loopsync
		{
			crouch_shoot_auto_straight
			crouch_shoot_auto_up
			crouch_shoot_auto_down
		}

		stand_aim
		{
			//rifle
			stand_aim_straight
			stand_aim_up
			stand_aim_down
			//pistol
			pistol_standaim_idle
			// TODO need aim up and down for pistol (done)



		}

		crouch_aim
		{
			//rifle
			crouch_aim_straight
			crouch_aim_up
			crouch_aim_down
			
			//pistol
			pistol_crouchaim_idle
			// TODO need aim up and down for pistol
			//panzerfaust

		}
		


		// TODO: Move these into the right place
		pistol_crouchaimstraight2stand
		//pistol_lowwallcoverB2crouchaim_45right	// (Boon) Removed - doesn't exist
		//pistol_crouchaim_idle_45right				// (Boon) Removed - doesn't exist
		//pistol_crouchshoot_45right				// (Boon) Removed - doesn't exist
		//pistol_crouch2lowwallcoverB_45right		// (Boon) Removed - doesn't exist



	}

	

	stand_and_crouch	// Standing and crouching, not crawling
	{

		// used in hol1
		crouch_alert_A_idle
		crouch_alert_A_twitch
		crouch_alert_B_idle1
		crouch_alert_B_twitch1
		
		crouch2stand


		unarmed_walk_slow


		standunarmed_idle_loop


		
		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
		
		drone_stand_idle
		drone_stand_run
		drone_stand_death
		
		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_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
		patrol_boredwalk_lookcycle_A
		patrol_boredwalk_lookcycle_B

		RPG_stand_throw
		RPG_crouch_throw
		
		stand_alertb_idle1
		stand_alertb_twitch1

		// modern stuff



		stand_grenade_throw
		stand_grenade_return_kick
		crouch_grenade_throw
		crouch_grenade_return_throw
		crouch_grenade_return_fumble

		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


		// HMG animations
		ai_mg_shoulder_stand_idle		// 	run
		ai_mg_shoulder_run2stand		// 	run
		ai_mg_shoulder_crouch_idle	// 	crouch
		ai_mg_shoulder_run2crouch		//	crouch
		
		// Flamethrower animations
		ai_flamethrower_stand_idle_casual_v1
		ai_flamethrower_stand_twitch
		ai_flamethrower_crouch_idle_a
		ai_flamethrower_crouch_idle_b
		ai_flamethrower_crouch_twitch
				
		ai_zombie_idle_v1_delta
		ai_zombie_idle_crawl_delta
		ai_zombie_quad_idle
		ai_zombie_boss_idle_a
		ai_zombie_boss_idle_b
		ai_zombie_boss_idle_confused
		ai_zombie_boss_confused_leverpull
		ai_zombie_boss_confused_leverpull_agitated
		ai_zombie_boss_confused_pipehit
		ai_zombie_boss_confused_pipehit_agitated
		ai_zombie_boss_confused_toolbox
		ai_zombie_boss_confused_toolbox_agitated
		ai_zombie_boss_rise
				
		stand2crouch_attack
//		walk_and_run_starts
//			stand_walk_start
//			stand_run_start
//			crouch2crouchwalk
				crouch2crouchwalk_straight
			crouch2crouchrun : nonloopsync
			{
				crouch2crouchrun_forward
				crouch2crouchrun_back
				crouch2crouchrun_left
				crouch2crouchrun_right

				pistol_crouch2crouchrun_forward	// Also good for unarmed
				//pistol_crouch2crouchrun_back
				//pistol_crouch2crouchrun_left
				//pistol_crouch2crouchrun_right
			}
			
		
		walk_and_run_loops : loopsync
		{
			
			crouchwalk_loop
				
			crouchrun
			{
				crouch_fastwalk_F
				crouch_fastwalk_B
				crouch_fastwalk_L
				crouch_fastwalk_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
				{
					// only used in tryWeaponThrowDown 
					combat_run_fast_pistol

					combatrun_forward_1	// Combat run - gun is high
					//combatrun_forward_2	// Combat run -gun is low
					
					run_lowready_F // primary run animation
					run_lowready_reload
					cargoship_run_leanR
					cargoship_run_leanL

					cargoship_jog_leanL
					cargoship_jog_leanR
					
					ch_reznov_run_d
					
					walk_lowready_F
					
					run_CQB_F_search_v1
					run_CQB_F_search_v2
					walk_CQB_F_search_v1
					walk_CQB_F_search_v2
					walk_CQB_F

					bog_a_javelin_jog
					sprint1_loop
					sprint_loop_distant
					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

					active_patrolwalk_v1
					active_patrolwalk_v2
					active_patrolwalk_v3
					active_patrolwalk_v4
					active_patrolwalk_v5

					ch_training_sarge_walk	
					ch_training_sarge_run
					
					ch_holland2_bridge_engineer_guy1_walk
					ch_holland2_bridge_engineer_guy2_walk
					ch_holland2_bridge_commander_walk
					ch_holland2_wire_a_walk
					ch_holland2_wire_b1_walk
					ch_holland2_wire_b2_walk
					
					Ai_walk_weary_a
					Ai_walk_weary_b
					Ai_walk_weary_c
					Ai_walk_weary_d
					
					
					
					ai_sneaking_a_walk
					ai_sneaking_a_walk_twitch
					

					shotgun_CQBrun_pullout
					shotgun_CQBrun_putaway
					
					// water run cycles - pel1, pel2
					ai_walk_deep_water_a
					ai_walk_deep_water_b
 					
					ai_walk_shallow_water_a
					ai_walk_shallow_water_b				
					
					ai_run_deep_water_a
					ai_run_deep_water_b
		
					ai_run_shallow_water_a
					ai_run_shallow_water_b
					ai_run_shallow_water_c
					ai_run_shallow_water_d		
					
					// used in pel1
					ch_dazed_a
					ch_dazed_b
					ch_dazed_c
					ch_dazed_d
					
					// for zombie game
					ai_zombie_walk_v1
					ai_zombie_walk_v2
					ai_zombie_walk_v3
					ai_zombie_walk_v4
					ai_zombie_walk_v6
					ai_zombie_walk_v7
					ai_zombie_walk_v8
					ai_zombie_walk_v9
					ai_zombie_jap_run_v1
					ai_zombie_jap_run_v2
					ai_zombie_jap_run_v3
					ai_zombie_jap_run_v4
					ai_zombie_jap_run_v5
					ai_zombie_jap_run_v6
					ai_zombie_jap_walk_v1
					ai_zombie_jap_walk_v2
					ai_zombie_jap_walk_v3
					ai_zombie_jap_walk_v4
					ai_zombie_jap_walk_B
					ai_zombie_jap_walk_A
						
					ai_zombie_walk_fast_v1
					ai_zombie_walk_fast_v2
					ai_zombie_walk_fast_v3
					ai_zombie_run_v1
					ai_zombie_run_v2
					ai_zombie_run_v3
					ai_zombie_run_v4
					ai_zombie_sprint_v1
					ai_zombie_sprint_v2
					ai_zombie_sprint_v3
					ai_zombie_sprint_v4
					ai_zombie_sprint_v5

					ai_zombie_crawl
					ai_zombie_crawl_v1
					ai_zombie_crawl_v2
					ai_zombie_crawl_v3
					ai_zombie_crawl_v4
					ai_zombie_crawl_v5
					ai_zombie_crawl_v6
					ai_zombie_walk_on_hands_a
					ai_zombie_walk_on_hands_b
	 				ai_zombie_walk_on_hands_rise
 					ai_zombie_walk_on_hands_fall

					ai_zombie_crawl_sprint
					ai_zombie_crawl_sprint_1
					ai_zombie_crawl_sprint_2

					ai_zombie_boss_walk_a
					ai_zombie_boss_run_a
					ai_zombie_boss_run_b
					ai_zombie_boss_run_c
					ai_zombie_boss_run_d
					ai_zombie_boss_sprint_a
					ai_zombie_boss_sprint_b
					
					ai_zombie_quad_crawl
					ai_zombie_quad_crawl_2
					ai_zombie_quad_crawl_3
					ai_zombie_quad_crawl_run
					ai_zombie_quad_crawl_run_2
					ai_zombie_quad_crawl_run_3
					ai_zombie_quad_crawl_run_4
					ai_zombie_quad_crawl_run_5
					ai_zombie_quad_crawl_sprint
					ai_zombie_quad_crawl_sprint_2
					ai_zombie_quad_crawl_sprint_3
				

					
					run_n_gun
					{
						run_n_gun_F
						run_n_gun_L
						run_n_gun_R
					}
										
					patrol_bored_patrolwalk
					patrol_bored_patrolwalk_twitch					
					
					patrol_jog
					patrol_jog_look_up
					patrol_jog_360
					patrol_jog_orders
					
					combat_jog
					combat_jog_lookback
					combat_jog_lookside
										
					unarmed_panickedrun_loop_V1
					unarmed_panickedrun_loop_V2

					// Custom Runs for Sullivan & Roebuck (for Makin)
					ai_sullivan_run
					ai_roebuck_run
					ch_makinraid_creepy_run_guy1
					ch_makinraid_creepy_run_guy2
					ch_makinraid_creepy_run_guy3
					ch_makinraid_creepy_run_guy4
					ai_sprint_1cycle
					ch_makinraid_rescue_medic1
					ch_makinraid_rescue_medic2								
		
					ch_makinraid_creepywalk_start_left
					ch_makinraid_creepywalk_start_right
					ch_makinraid_creepywalk_stop_left
					ch_makinraid_creepywalk_stop_right
					ch_makinraid_creepywalk_idle_left
					ch_makinraid_creepywalk_idle_right					

					// Jesse: flamethrower runs
					ai_flamethrower_combatrun_a
					ai_flamethrower_combatrun_b
					ai_flamethrower_combatrun_c
				}
				
				// cqb l/r/b
				walk_left
				walk_right
				walk_backward

				// run l/r/b
				run_lowready_L
				run_lowready_R
				run_lowready_B
				
				// walk l/r/b
				walk_lowready_L
				walk_lowready_R
				walk_lowready_B
				
				run_n_gun_B
				unarmed_run_russian

				// MikeD: Banzai run
				ai_bonzai_sprint_a
				ai_bonzai_sprint_b
				ai_bonzai_sprint_c
				ai_bonzai_sprint_d

				// Jesse: mg42, over the shoudler, etc
				ai_mg_shoulder_run

				// Makin Outtro for Sullivan
				ch_makinraid_outro_sullivan_dragged
				
			}
			
			stand_walk_combat_loop
			MG42_run
			saw_gunner_run_fast
			saw_gunner_run_slow
			RPG_run_onshoulder
			duhoc_german_shellshocked_walk
			combat_run_onehand
			combat_run_helmethand				
			unarmed_walk_russian
		}
		
		// 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
		exposed2_dive_grenade_F	
		exposed_dive_grenade_B
		exposed2_dive_grenade_B
		exposed_squat_down_grenade_F
		exposed2_squat_down_grenade_F
		exposed_squat_idle_grenade_F
		exposed2_squat_idle_grenade_F
		exposed_squat_up_grenade_F
		exposed2_squat_up_grenade_F
	}
	prone // old prone animations. new ones in prone_modern below.
	{
		prone_legsstraight // : loopsync
		{
			// crawl, aim, shoot
			prone_crawl
			prone_crawl2aim
			prone_aim_idle
			prone_left45
			{
				prone_shoot_auto_left
				prone_shoot_left
			}
			prone_right45
			{
				prone_shoot_auto_right
				prone_shoot_right
			}
			prone_straight
			{
				prone_shoot_straight
				prone_shoot_auto_straight
			}
			prone_aim2crawl
			// turns
			prone_turn_right
			prone_turn_left
			// rolls
			// transition in
			crouch2prone_gunsupport
			stand2prone_onehand
			// transition out
			prone2crouch_straight
			prone2crouchrun_straight
			ch_grass_prone2run_a
			ch_grass_prone2run_b
			ch_grass_prone2run_fast
			ch_grass_prone2run_fast_b
			ch_grass_prone2run_fast_c
			// reload, rechamber
			reload_prone_rifle
			// pain
			// prone_painA_holdchest // MikeD (10/12/2007): No GSC references.
			// prone_painB_holdhead // MikeD (10/12/2007): No GSC references.
		}		

		prone_legsup
		{
			prone_shootfeet_straight45up
		}

		prone_legsdown
		{
			prone_shootfeet_straight45down
		}
	}

	exposed_modern
	{
		exposed_aiming
		{
			ai_zombie_idle_base
			ai_zombie_idle_crawl_base

			exposed_aim_5
			exposed2_aim_5
			exposed_crouch_aim_5
			covercrouch_aim5
			covercrouch_lean_aim5
			pistol_stand_aim_5
			RPG_stand_aim_5
			RPG_crouch_aim_5
			CornerStndL_lean_aim_5
			CornerStndR_lean_aim_5
			CQB_stand_aim5
			prone_aim_5
			shotgun_aim_5
			shotgun_crouch_aim_5
			walk_left_cargoship
			
			ai_flamethrower_aim_5
			ai_flamethrower_crouch_aim_5

			aim_4 : additive
			{
				exposed_aim_4
				exposed2_aim_4	
				exposed_turn_aim_4
				exposed2_turn_aim_4				
				exposed_crouch_aim_4
				exposed_crouch_turn_aim_4
				covercrouch_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
				CQB_stand_aim4
				prone_aim_4_add
				shotgun_aim_4
				shotgun_crouch_aim_4
				
				// MikeD: Flamethrower support
				ai_flame_fire_left
				
				ai_flamethrower_aim_4
				ai_flamethrower_crouch_aim_4
			}
			aim_6 : additive
			{
				exposed_aim_6
				exposed2_aim_6				
				exposed_turn_aim_6
				exposed2_turn_aim_6				
				exposed_crouch_aim_6
				exposed_crouch_turn_aim_6
				covercrouch_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
				CQB_stand_aim6
				prone_aim_6_add
				shotgun_aim_6
				shotgun_crouch_aim_6

				// MikeD: Flamethrower support
				ai_flame_fire_right
				
				ai_flamethrower_aim_6
				ai_flamethrower_crouch_aim_6
			}
			aim_2 : additive
			{
				exposed_aim_2
				exposed2_aim_2					
				exposed_turn_aim_2
				exposed2_turn_aim_2				
				exposed_crouch_aim_2
				exposed_crouch_turn_aim_2
				covercrouch_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
				CQB_stand_aim2
				prone_aim_2_add
				shotgun_aim_2
				shotgun_crouch_aim_2
				
				ai_flamethrower_aim_2
				ai_flamethrower_crouch_aim_2
			}
			aim_8 : additive
			{
				exposed_aim_8
				exposed2_aim_8					
				exposed_turn_aim_8
				exposed2_turn_aim_8				
				exposed_crouch_aim_8
				exposed_crouch_turn_aim_8
				covercrouch_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
				CQB_stand_aim8
				prone_aim_8_add
				shotgun_aim_8
				shotgun_crouch_aim_8
				
				ai_flamethrower_aim_8
				ai_flamethrower_crouch_aim_8
			}			

			turn
			{
				exposed_crouch_turn_left
				exposed_crouch_turn_right
				
				exposed_tracking_turn45L
				exposed2_tracking_turn45L				
				exposed_tracking_turn90L
				exposed2_tracking_turn90L				
				exposed_tracking_turn135L
				exposed2_tracking_turn135L				
				exposed_tracking_turn45R
				exposed2_tracking_turn45R				
				exposed_tracking_turn90R
				exposed2_tracking_turn90R				
				exposed_tracking_turn135R
				exposed2_tracking_turn135R				
				exposed_tracking_turn180L
				exposed2_tracking_turn180L				
				
				pistol_stand_turn45R
				pistol_stand_turn45L
				pistol_stand_turn90R
				pistol_stand_turn90L
				pistol_stand_turn135L
				pistol_stand_turn135R
				pistol_stand_turn180L
				
				ai_flamethrower_turn45L
				ai_flamethrower_turn45R
				ai_flamethrower_turn90L
				ai_flamethrower_turn90R
				ai_flamethrower_turn135L
				ai_flamethrower_turn135R
				ai_flamethrower_turn180
				
				ai_flamethrower_crouch_turn90L
				ai_flamethrower_crouch_turn90R
			}

			add_idle : additive
			{
				exposed_idle_alert_v1
				exposed2_idle_alert_v1				
				exposed_idle_alert_v2
				exposed2_idle_alert_v2				
				exposed_idle_alert_v3
				exposed2_idle_alert_v3				
				
				exposed_crouch_idle_alert_v1
				exposed_crouch_idle_alert_v2
				exposed_crouch_idle_alert_v3
				
				CornerStndR_lean_idle
				CornerStndL_lean_idle
				
				RPG_stand_idle
				RPG_crouch_idle

				prone_idle
				
				ai_flamethrower_stand_idle_alert_v1
				ai_flamethrower_crouch_idle_a_alert_v1
				
				pistol_stand_idle_alert

				ai_zombie_idle_v1
				ai_zombie_idle_crawl
			}
			
			corner
			{
				corner_standL_trans_A_2_B
				corner_standL_trans_A_2_B_v2
				corner_standL_trans_alert_2_A
				corner_standL_trans_alert_2_A_v2
				corner_standL_trans_alert_2_A_v3
				corner_standL_trans_alert_2_B
				corner_standL_trans_alert_2_B_v2
				corner_standL_trans_B_2_A
				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
				corner_standL_trans_A_2_alert_v2
				corner_standL_trans_B_2_alert
				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
			}
			
			rechamber : additive
			{
				exposed_rechamber_v1
				exposed2_rechamber_v1				
				covercrouch_rechamber_aim
				exposed_crouch_rechamber_v1
				CornerStndL_lean_rechamber
				CornerStndR_lean_rechamber
			}
		}
		

		reload
		{
			exposed_reload
			exposed2_reload			
			exposed_reloadb
			exposed2_reloadb			
			exposed_reloadc
			exposed_topload
			exposed_crouch_reload
			exposed_crouch_topload
			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
			CornerCrL_toploadA
			CornerCrL_toploadB
			CornerCrR_toploadA
			CornerCrR_toploadB
			CornerStndL_lean_reload
			CornerStndL_lean_topload
			CornerStndL_reload_v1
			CornerStndL_topload
			CornerStndR_lean_reload
			CornerStndR_lean_topload
			CornerStndR_reload_v1
			CornerStndR_topload
			coverstand_topload
			covercrouch_topload_hide
			CQB_stand_reload_steady
			CQB_stand_reload_knee
		}

		exposed_melee
		{
			melee_test_guy0_death_pose
		}

		pistol_stand_pullout // static / switches from main weapon to pistol
		pistol_stand_switch // static / switches from pistol to main weapon
		ai_stand_pistol_switch_suprise // switches from pistol to main weapon super quick (12 frames)

		//exposed_crouch_corner_aim : additive
		//{
		//	exposed_crouch_aim_1
		//	exposed_crouch_aim_3
		//	exposed_crouch_aim_7
		//	exposed_crouch_aim_9
		//}
		exposed_grenadeThrowB
		exposed2_grenadeThrowB		
		exposed_grenadeThrowC
		exposed2_grenadeThrowC		

		exposed_crouch_2_stand
		exposed2_crouch_2_stand
		ai_flamethrower_crouch_2_stand
		
		exposed_stand_2_crouch
		exposed2_stand_2_crouch		
		ai_flamethrower_stand_2_crouch	
		
		// 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_180_med

		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
		crouch_2_runCQB
		
		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

		// Special approaches and exits for jogs in Makin and Pel2
		ch_makinraid_creepywalk_stop_center2
		ch_makinraid_creepywalk_start_center2

		prone_modern
		{
			//TODO: place these properly
			prone_grenade_a
			prone_fire_1
			prone_fire_burst
			prone_reaction_A
			prone_reaction_B
			prone_reload
			prone_twitch_ammocheck
			prone_twitch_ammocheck2
			prone_twitch_look
			prone_twitch_lookfast
			prone_twitch_lookup
			prone_twitch_scan
			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
		exposed2_shoot_semi1		
		exposed_shoot_semi2
		exposed2_shoot_semi2		
		exposed_shoot_semi3
		exposed2_shoot_semi3		
		exposed_shoot_semi4
		exposed2_shoot_semi4		
		exposed_shoot_semi5
		exposed2_shoot_semi5		
						
		exposed_shoot_auto_v2
		exposed2_shoot_auto_v2		
		exposed_shoot_auto_v3
		exposed2_shoot_auto_v3		

		exposed_shoot_burst3
		exposed2_shoot_burst3		
		exposed_shoot_burst4
		exposed2_shoot_burst4		
		exposed_shoot_burst5
		exposed2_shoot_burst5		
		exposed_shoot_burst6
		exposed2_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
		
		ai_flame_fire_center
		ai_flame_crouch_fire_center
	}
	
	prone_legs_up
	{
		prone_aim_feet_45up
	}

	prone_legs_down
	{
		prone_aim_feet_45down
	}
	
	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_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_death_1
		covercrouch_death_2
		covercrouch_death_3		

//		covercrouch_aim_2_lean
//		covercrouch_stand_2_hide
//		covercrouch_stand_2_aim
//		covercrouch_stand_2_lean
	}
	//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
	ai_climb_platform_56
	ai_climb_platform_40
	jump_across_72
	ai_jump_120units
	ladder_climbdown
	ladder_climbon
	ladder_climboff
	ladder_climbup
	ladder_climbon_bottom_walk 
	climbstairs_up
	climbstairs_down
	climbstairs_up_armed
	climbstairs_down_armed
	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

	traverse40_IN_ML
	traverse40_IN_L
	
	traverse_window_M_2_run
	// traverse_window_M_2_stop // MikeD (10/12/2007): No GSC references.
	// traverse_window_death_start // MikeD (10/12/2007): No GSC references.
	// traverse_window_death_end // MikeD (10/12/2007): No GSC references.
	
	traverse_stepup_52
	traverse_jumpdown_40
	traverse_jumpdown_56
	traverse_jumpdown_96
	
	// New traverse, wall_hop_down_80
	ai_traverse_wallhop_down
	ai_traverse_wallhop_down_3

	// Zombie Traverses
	ai_zombie_traverse_v1
	ai_zombie_traverse_v2
	ai_zombie_traverse_v3
	ai_zombie_traverse_v4
	ai_zombie_traverse_v5
	ai_zombie_traverse_v6
	ai_zombie_traverse_v7
	ai_zombie_traverse_crawl_v1
	ai_zombie_jump_up_2_climb
	ai_zombie_crawl_jump_up_2_climb
	ai_zombie_jump_up
	ai_zombie_quad_crawl_sprint_wall_intro
	ai_zombie_quad_crawl_sprint_wall_intro_2
	ai_zombie_ceiling_crawl
	ai_zombie_quad_crawl_sprint_wall
	wall_death : nonloopsync
	{
		ai_zombie_quad_wall_death_heavy
		ai_zombie_quad_wall_death_heavy2
		ai_zombie_quad_wall_death_mg
		ai_zombie_quad_wall_death_mg2
	}
	
	ai_zombie_lighthouse_crawl_down
	ai_zombie_climb_chain
	ai_zombie_climb_chain_fast
	ai_zombie_ladder_climb_loop
	ai_zombie_ladder_climb_off
	ai_zombie_ladder_climb_on
	
	ai_zombie_jump_down_40	
	ai_zombie_jump_down_72
	ai_zombie_jump_down_96
	ai_zombie_jump_down_120
	ai_zombie_jump_down_127	
	ai_zombie_jump_down_184
	ai_zombie_jump_down_189
	ai_zombie_jump_down_190
	
	ai_zombie_crawl_jump_down_40
	ai_zombie_crawl_jump_down_72
	ai_zombie_crawl_jump_down_97
	ai_zombie_crawl_jump_down_120
	ai_zombie_crawl_jump_down_127
	ai_zombie_crawl_jump_down_184
	ai_zombie_crawl_jump_down_189
	
	
	// For zombies crawling out of the ground
	
	ai_zombie_traverse_ground_v1_crawl
	ai_zombie_traverse_ground_v1_crawlfast
	ai_zombie_traverse_ground_v1_deathinside
	ai_zombie_traverse_ground_v1_deathinside_alt
	ai_zombie_traverse_ground_v1_deathoutside
	ai_zombie_traverse_ground_v1_deathoutside_alt
	ai_zombie_traverse_ground_v1_idle // I don't think we need this
	ai_zombie_traverse_ground_v1_run
	ai_zombie_traverse_ground_v1_walk
	ai_zombie_traverse_ground_v2_death_high
	ai_zombie_traverse_ground_v2_death_high_alt
	ai_zombie_traverse_ground_v2_death_low
	ai_zombie_traverse_ground_v2_death_low_alt
	ai_zombie_traverse_ground_v2_walk
	ai_zombie_traverse_ground_v2_walk_altA
	ai_zombie_traverse_ground_v2_walk_altB
	ai_zombie_traverse_ground_climbout_fast
	
	melee
	{
		ai_bonzai_buddy_success_front
		ai_bonzai_buddy_success_left
		ai_bonzai_buddy_success_right
		ai_bonzai_buddy_success_rear
		ai_bonzai_enemy_success_front
		ai_bonzai_enemy_success_rear
		
		ai_bonzai_enemy_attack_player_impact
		ai_bonzai_enemy_attack_player
		ai_bonzai_enemy_attack_player_intro
		ai_bonzai_enemy_attack_player_fail
		ai_bonzai_enemy_attack_player_success
		
		run_2_melee_charge
		stand_2_melee_1
		melee_1
		ai_bayonet_stab_melee
		ai_zombie_attack_forward_v1
		ai_zombie_attack_forward_v2
		ai_zombie_attack_v1
		ai_zombie_attack_v2
		ai_zombie_attack_v3
		ai_zombie_attack_v4
		ai_zombie_attack_v6
		ai_zombie_walk_attack_v1
		ai_zombie_walk_attack_v2
		ai_zombie_walk_attack_v3
		ai_zombie_walk_attack_v4
		ai_zombie_run_attack_v1
		ai_zombie_run_attack_v2
		ai_zombie_run_attack_v3
		ai_zombie_attack_crawl
		ai_zombie_attack_crawl_lunge
		ai_zombie_crawl_attack_A
		ai_zombie_window_attack_arm_R_out				
		ai_zombie_window_attack_arm_L_out
		ai_zombie_walk_on_hands_shot_a
 		ai_zombie_walk_on_hands_shot_b
 		ai_zombie_jap_attack_v1
		ai_zombie_jap_attack_v2
		ai_zombie_jap_attack_v3
		ai_zombie_jap_attack_v4
		ai_zombie_jap_attack_v5
		ai_zombie_jap_attack_v6
		ai_zombie_jap_run_attack_v1
		ai_zombie_jap_run_attack_v2
		
		// ========================= THUNDERGUN =================================================
		ai_zombie_thundergun_hit
		ai_zombie_thundergun_idle
		ai_zombie_thundergun_getup
		// ========================= THUNDERGUN =================================================
		
		ai_zombie_boss_push
		ai_zombie_boss_walk_headhit
		ai_zombie_boss_swing
		ai_zombie_boss_headbutt
		ai_zombie_boss_attack_multiswing_a
		ai_zombie_boss_attack_multiswing_b
		ai_zombie_boss_attack_swing_overhead
		ai_zombie_boss_attack_swing_swipe
		ai_zombie_boss_attack_running
		ai_zombie_boss_attack_sprinting
		
		ai_zombie_quad_attack
		ai_zombie_quad_attack_2
		ai_zombie_quad_attack_3
		ai_zombie_quad_attack_4
		ai_zombie_quad_attack_5
		ai_zombie_quad_attack_6
		ai_zombie_quad_attack_double
		ai_zombie_quad_attack_double_2
		ai_zombie_quad_attack_double_3
		ai_zombie_quad_attack_double_4
		ai_zombie_quad_attack_double_5
		ai_zombie_quad_attack_double_6
	}
	
	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
	}

	cover
	{
		// set a
		// set b
		// set c
		// set d
	



		// These animations are superceded and will be removed:
		//pistol_leftcrouch_hide2aim 
		//pistol_leftcrouch_aimloop 
		//pistol_leftcrouch_shoot_straight 
		//pistol_leftcrouch_aim2hide 
		//pistol_leftstand_hide2aim 
		//pistol_leftstand_aimloop 
		//pistol_leftstand_shoot_straight 
		//pistol_leftstand_aim2hide 
		//pistol_rightcrouch_hide2aim 
		//pistol_rightcrouch_aim_idle 
		//pistol_rightcrouch_shoot_straight 
		//pistol_rightcrouch_aim2hide 
		//pistol_rightstand_hide2aim
		//pistol_rightstand_aim_idle 
		//pistol_rightstand_shoot_straight 
		//pistol_rightstand_aim2hide 

		
		// These animations are superceded:
		//cornercrouch2aim_left
		//cornercrouchsemiautofire_left
		//cornercrouchautofire_left
		//corneraim2crouch_left
		//cornerstand2aim_left
		//cornerstandsemiautofire_left
		//cornerstandautofire_left
		//corneraim2stand_left

		


		



		// These animations are superceded:
		//cornercrouch2aim_right
		//cornercrouchsemiautofire_right
		//cornercrouchautofire_right
		//corneraim2crouch_right
		//cornerstand2aim_right
		//cornerstandsemiautofire_right
		//cornerstandautofire_right
		//corneraim2stand_right

		// Cover grenade throws




		// Things you do while hangin out at a cover node
		
		
		corner_directions
		{
			// - start - new enemy AI corner animations - start -
			corner_45_left
			{
				// corner_right_stand_aim_45left // MikeD (10/12/2007): No GSC references.
			}

			corner_45_right
			{

				// corner_right_stand_aim_45right // MikeD (10/12/2007): No GSC references.
			}				
		}
		
		corner_pose
		{
//			corner_right_stand
//			{
				corner_right_stand_aimbehind2alert
				corner_right_stand_alert2aimbehind
				corner_right_stand_aimleft2alert
				corner_right_stand_alert2aimleft
				corner_right_stand_aimright2alert
				corner_right_stand_alert2aimright
				corner_right_stand_aimstraight2alert
				corner_right_stand_alert2aimstraight
				corner_right_stand_left2straight
				corner_right_stand_straight2left
				corner_right_stand_straight2right
				corner_right_stand_right2straight
				corner_right_stand_right2behind
				corner_right_stand_behind2right
				corner_right_stand_alert2look
				corner_right_stand_look2alert
				

				corner_right_stand_alertlookidle




				
				

//			}

//			corner_right_crouch
//			{
				corner_right_crouch_alert2aimstraight
				corner_right_crouch_aimstraight2alert
				corner_right_crouch_alert2aimleft
				corner_right_crouch_aimleft2alert
				corner_right_crouch_alert2aimright
				corner_right_crouch_aimright2alert
				corner_right_crouch_alert2aimbehind
				corner_right_crouch_aimbehind2alert
				corner_right_crouch_left2straight
				corner_right_crouch_straight2left
				corner_right_crouch_straight2right
				corner_right_crouch_right2straight
				corner_right_crouch_right2behind
				corner_right_crouch_behind2right
				corner_right_crouch_alert2look
				corner_right_crouch_alertlookidle
				corner_right_crouch_look2alert

//			}

//			corner_left_stand
//			{
				corner_left_stand_aimbehind2alert
				corner_left_stand_alert2aimbehind
				corner_left_stand_aimleft2alert
				corner_left_stand_alert2aimleft
				corner_left_stand_aimright2alert
				corner_left_stand_alert2aimright
				corner_left_stand_aimstraight2alert
				corner_left_stand_alert2aimstraight
				corner_left_stand_left2straight
				corner_left_stand_straight2left
				corner_left_stand_straight2right
				corner_left_stand_right2straight
				corner_left_stand_left2behind
				corner_left_stand_behind2left
				corner_left_stand_alert2look
				corner_left_stand_look2alert
				corner_left_stand_alertlookidle


//			}



//			corner_left_crouch
//			{
				corner_left_crouch_alert2aimstraight
				corner_left_crouch_aimstraight2alert
				corner_left_crouch_alert2aimleft
				corner_left_crouch_alert2aimright
				corner_left_crouch_aimright2alert
				corner_left_crouch_alert2aimbehind
				corner_left_crouch_aimbehind2alert
				corner_left_crouch_left2straight
				corner_left_crouch_straight2left
				corner_left_crouch_straight2right
				corner_left_crouch_right2straight
				corner_left_crouch_left2behind
				corner_left_crouch_behind2left
				corner_left_crouch_alert2look
				corner_left_crouch_alertlookidle
				corner_left_crouch_look2alert

//			}
		}
		
		// - end - new enemy AI corner animations - end -
		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_pain
			corner_standL_painB
			corner_standL_painC
			corner_standL_painD
			corner_standL_painE


			CornerCrL_alert_idle
			CornerCrL_look_fast
			CornerCrL_reloadA
			CornerCrL_reloadB
			CornerCrL_grenadeA
			CornerCrL_grenadeB
			CornerCrL_alert_2_stand
			CornerCrL_stand_2_alert
			
			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_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_death_grenade_explode // MikeD (10/12/2007): No GSC references.
			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_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_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
			
			


			/* I put these back in to fix a bug in cqb_2, they shouldn't be necessary in the long run */
			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
		}
		
		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 // MikeD (10/12/2007): No GSC references.
			// coverstand_hide_idle_wave02 // MikeD (10/12/2007): No GSC references.
			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_mini_approach_1
			coverstand_mini_approach_2
			coverstand_mini_approach_3
			coverstand_mini_approach_4
			coverstand_mini_approach_6
			
			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
		}
		

		// Superceded animations - to be removed:
		//cornerb_crouch_aim_left
		//cornerb_crouch_aim2alert_left
		//cornerb_crouch_alert2aim_left
		//cornerb_crouch_autofire_left
		//cornerb_crouch_semiautofire_left
		//cornerb_stand_aim_left
		//cornerb_stand_aim2alert_left
		//cornerb_stand_alert2aim_left
		//cornerb_stand_autofire_left
		//cornerb_stand_semiautofire_left



		// Superceded animations - to be removed:
		//cornerb_crouch_aim_right
		//cornerb_crouch_aim2alert_right
		//cornerb_crouch_alert2aim_right
		//cornerb_crouch_autofire_right
		//cornerb_crouch_semiautofire_right
		//cornerb_stand_aim_right
		//cornerb_stand_aim2alert_right
		//cornerb_stand_alert2aim_right
		//cornerb_stand_autofire_right
		//cornerb_stand_semiautofire_right

		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
		crouch_death_clutchchest // MikeD (10/12/2007): No GSC references.
		// Crouch run
		// stand

		death_stand_dropinplace			// Probably shot in neck. Falls about 16 units out back of bbox - bbox doesn't move.  
		// Run
		death_run_onfront
		death_run_onleft
		death_run_stumble
		death_run_forward_crumple
		// Left corner
		// Right corner
		
		
		// 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
		death_explosion_stand_UP_v1
		death_explosion_stand_UP_v2



		// crawl
		// crawl_death_front // MikeD (10/12/2007): No GSC references.


		// Scripted death

		// Balcony death
		balcony_stumble_forward
		balcony_tumble_railing36_forward
		balcony_tumble_railing44_forward
		
		RPG_stand_death
		RPG_stand_death_stagger
		
		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

		pistol_death_1
		pistol_death_2
		pistol_death_3
		pistol_death_4

		run_death_facedown
		run_death_fallonback
		run_death_fallonback_02
		run_death_roll
		
		saw_gunner_death
		saw_gunner_prone_death
		saw_gunner_lowwall_death
		
		// Flamethrower Death animations
		ai_flame_death_A
		ai_flame_death_B
		ai_flame_death_C
		ai_flame_death_D
		ai_flame_death_E
		ai_flame_death_F
		ai_flame_death_G
		ai_flame_death_H
		ai_flame_death_crouch_a
		ai_flame_death_crouch_b
		ai_flame_death_crouch_c
		ai_flame_death_crouch_d
		ai_flame_death_crouch_e
		ai_flame_death_crouch_f
		ai_flame_death_crouch_g
		ai_flame_death_crouch_h

		// extended Flamethrower death anims
		ai_deadly_wounded_flamedA_hit
		ai_deadly_wounded_flamedA_loop
		ai_deadly_wounded_flamedA_die
		ai_deadly_wounded_flamedB_hit
		ai_deadly_wounded_flamedB_loop
		ai_deadly_wounded_flamedB_die

		// Flamethrower Death Animations, for flamethrower guys
		ai_flamethrower_death_b
		
		// For the Flame AI's regular death
		ai_flamethrower_stand_death
		ai_flamethrower_crouch_death
		
		ai_bayonet_thrust_death
		ai_bayonet_shoulder_death
		ai_bayonet_back_death
		ai_bayonet_left_death
		ai_bayonet_right_death
		
		ai_bonzai_enemy_fail_front
		ai_bonzai_enemy_fail_left
		ai_bonzai_enemy_fail_right
		ai_bonzai_enemy_fail_rear
		ai_bonzai_buddy_fail_front
		ai_bonzai_buddy_fail_rear
		
		// extended regular death anims
		ai_deadly_wounded_leg_L_hit
		ai_deadly_wounded_leg_L_loop
		ai_deadly_wounded_leg_L_die
		ai_deadly_wounded_leg_R_hit
		ai_deadly_wounded_leg_R_loop
		ai_deadly_wounded_leg_R_die
		ai_deadly_wounded_torso_hit
		ai_deadly_wounded_torso_loop
		ai_deadly_wounded_torso_die
		
		
		// long gibbed death
		ai_gib_bothlegs_gib
		ai_gib_bothlegs_loop
		ai_gib_bothlegs_death
		ai_gib_torso_gib
		ai_gib_torso_loop
		ai_gib_torso_death
		ai_gib_leftarm_back_gib
		ai_gib_leftarm_back_loop
		ai_gib_leftarm_back_death
		ai_gib_leftleg_front_gib
		ai_gib_leftleg_front_loop
		ai_gib_leftleg_front_death
		ai_gib_rightarm_back_gib
		ai_gib_rightarm_back_loop
		ai_gib_rightarm_back_death
		ai_gib_leftarm_front_gib
		ai_gib_leftarm_front_loop
		ai_gib_leftarm_front_death
		ai_gib_leftleg_back_gib
		ai_gib_leftleg_back_loop
		ai_gib_leftleg_back_death
		ai_gib_rightarm_front_gib
		ai_gib_rightarm_front_loop
		ai_gib_rightarm_front_death
		ai_gib_rightleg_front_gib
		ai_gib_rightleg_front_loop
		ai_gib_rightleg_front_death
		ai_gib_rightleg_back_gib
		ai_gib_rightleg_back_loop
		ai_gib_rightleg_back_death
	}

	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
		exposed2_pain_2_crouch		
		exposed_pain_back
		exposed2_pain_back		
		exposed_pain_dropgun
		exposed2_pain_dropgun		
		exposed_pain_groin
		exposed2_pain_groin		
		exposed_pain_left_arm
		exposed2_pain_left_arm		
		exposed_pain_leg
		exposed2_pain_leg		
		exposed_pain_right_arm
		exposed2_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

		// Flamethrower Pain animations
		ai_flame_wounded_crouch_a
		ai_flame_wounded_crouch_b
		ai_flame_wounded_crouch_c
		ai_flame_wounded_crouch_d
		ai_flame_wounded_stand_a
		ai_flame_wounded_stand_b
		ai_flame_wounded_stand_c
		ai_flame_wounded_stand_d

		// Flamethrower Pain animations for flamethrower guys
		ai_flamethrower_wounded_stand_arm
		ai_flamethrower_wounded_stand_chest
		ai_flamethrower_wounded_stand_head
		ai_flamethrower_wounded_stand_leg
		
		// Pain anims for the actual flame AI
		ai_flamethrower_stand_pain
		ai_flamethrower_crouch_pain
	}
	reaction
	{
		exposed_idle_reactB
		exposed2_idle_reactB		
		exposed_idle_reactA
		exposed2_idle_reactA		
		exposed_idle_twitch
		exposed2_idle_twitch		
		exposed_idle_twitch_v4
		exposed2_idle_twitch_v4		
	}
	minor_pain
	{
		minorpain_head_front
		minorpain_head_back
		minorpain_head_left
		minorpain_head_right
		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
	}

	
	dying
	{
		dying_base
		{
			dying_pistol_death
			
			
			// wounded_bellycrawl_forward // MikeD (10/12/2007): No GSC references.
			// wounded_bellycrawl_death // MikeD (10/12/2007): No GSC references.
			// wounded_crawl2bellycrawl // MikeD (10/12/2007): No GSC references.
			
			dying_stand_2_crawl_v1
			dying_stand_2_crawl_v2
			dying_stand_2_crawl_v3

			dying_crouch_2_crawl
			
			dying_crawl

			dying_crawl_death_v1
			dying_crawl_death_v2

			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
		}
	}
	

	scripted
	{
	//	room_clearing	
		door_kicking
		{
			door_bash_and_block
			// clear_left_idle // MikeD (10/12/2007): No GSC references.
			stack1_stand_idle
			// stack_3_idle // MikeD (10/12/2007): No GSC references.
			stack1_shootandkick
			door_kick_in
			door_kick_in_2_kick
			//fiberoptic cam
			
			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
			CQB_stand_signal_twitch_check
			CQB_stand_signal_twitch_look
			CQB_stand_signal_twitch_quicklook
			CQB_stand_signal_twitch_shift
			
			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
		}		

		civilian
		{
			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
		}

		mocap_test
		{
			mocap_corner_approach
			mocap_corner_exit
			mocap_corner_idle
		
		}

		stretcher
		{
			stretcher_F_drop
			stretcher_F_pickup
			stretcher_F_wait_idle
			stretcher_R_drop
			stretcher_R_pickup
			stretcher_R_wait_idle
		}
		
		// needed for script error in melee.gsc
		bog
		{
			bog_melee_R_attack
			bog_melee_R_defend
			/*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*/
		}
		
		// COD5 Levels
		level_mak
		{			
			ch_draggingSoldierB_dragging_guy1
			ch_draggingSoldierB_dragging_guy2
			ch_draggedSoldierB_dragged

			crew_raft_riding_guy1
			crew_raft_riding_guy2
			crew_raft_riding_guy3
			crew_raft_riding_driver
			crew_raft_getout_guy1
			crew_raft_getout_guy2
			crew_raft_getout_guy3
			crew_raft_getout_driver

			ch_makinraid_gatekick

			hunted_bh6_crash
			hunted_bh8_crash
			hunted_bh2_crash

			hunted_dying_deadguy
			hunted_dying_deadguy_endidle
			hunted_dying_soldier

			ch_draggedsoldierb_wounded_a
			ch_draggedsoldierb_wounded_b
			// c in pel1			
			ch_draggedsoldierd_wounded
			
			ch_makinraid_suffocate_a_guy1
			ch_makinraid_suffocate_a_guy2
			ch_makinraid_suffocate_b_guy1
			ch_makinraid_suffocate_b_guy2		
			
			ch_makinraid_window_climb
			ch_makinraid_window_open
			ch_makinraid_window_loop
			ch_makinraid_window_kill
			ch_makinraid_window_die
      
			p_tree_tied_a
				p_tree_tied_b
			
			ch_makinraid_wounded_a
			ch_makinraid_wounded_b
			ch_makinraid_wounded_c
			ch_makinraid_wounded_d
			ch_makinraid_wounded_e
			ch_makinraid_wounded_f
			ch_makinraid_wounded_g
			ch_makinraid_wounded_h
			
			ch_makinraid_map_a_guy1 
			ch_makinraid_map_b_guy1 
			ch_makinraid_map_a_guy2 
			ch_makinraid_map_b_guy2
			ch_makinraid_map_a_guy3 
			ch_makinraid_map_b_guy3 
			ch_makinraid_map_a_guy4
			ch_makinraid_map_b_guy4
			ch_makinraid_map_a_guy1_loop
			ch_makinraid_map_a_guy2_loop
			ch_makinraid_map_a_guy3_loop
			ch_makinraid_map_a_guy4_loop
			
			ch_onback_carrying_loop
			ch_onback_carried_loop
			
			ch_makinraid_e2_bino_loop
			ch_makinraid_e2_bino
			 
			ch_makinraid_e2_arguing1_loop
			ch_makinraid_e2_arguing1
			 
			ch_makinraid_e2_arguing2_loop
			ch_makinraid_e2_arguing2
			 
			ch_makinraid_e2_arguing3_loop
			ch_makinraid_e2_arguing3
			
			ch_makinraid_suffocate_a_guy2_sleep
			ch_makinraid_suffocate_a_guy2_dead
			ch_makinraid_suffocate_b_guy2_sleep
			ch_makinraid_suffocate_b_guy2_dead

			// MikeD: New MAK animations:
			// Intro
			ch_makinraid_intro_interogator
			ch_makinraid_intro_interogator_dead
			ch_makinraid_intro_mitch
			ch_makinraid_intro_mitch_dead
			ch_makinraid_intro_officer_a
			ch_makinraid_intro_officer_b
			ch_makinraid_intro_officer_b_dead
			ch_makinraid_intro_roebuck
			ch_makinraid_intro_sullivan
			ch_makinraid_intro_redshirt1
			ch_makinraid_intro_redshirt2

			// Intro - Pows
			ch_makinraid_intro_pow1
			ch_makinraid_intro_pow2
			ch_makinraid_intro_pow3
			ch_makinraid_tied_pow1
			ch_makinraid_tied_pow2
			ch_makinraid_tied_pow3
			ch_makinraid_intro_japanese1
			ch_makinraid_intro_japanese2

			// Event1 Grenader
			ch_makinraid_villageaction19_japanese
			ch_makinraid_villageaction19_american

			// Event1 Pond Fight
			//ch_makinraid_villageaction12_american_loop
			//ch_makinraid_villageaction12_american_outro
			//ch_makinraid_villageaction12_japanese_loop
			//ch_makinraid_villageaction12_japanese_outro
			ch_makinraid_coy_pond_fight2_US
			ch_makinraid_coy_pond_fight2_Jap
			ch_makinraid_coy_pond_fight1_US_loop
			ch_makinraid_coy_pond_fight1_Jap_loop

			// Event1 2vs1 Action
			ch_makinraid_2vs1_US_guy1
			ch_makinraid_2vs1_US_guy2
			ch_makinraid_2vs1_Jap

			ch_makinraid_traverse40_in_l
			ch_makinraid_traverse40_in_ml

			// Event1 LMG Mowdown
			ch_makinraid_lmg_mowdown_guy1
			ch_makinraid_lmg_mowdown_guy2
			ch_makinraid_lmg_mowdown_guy3
			ch_makinraid_lmg_mowdown_guy4

			// Event1 Saloon Show Down
			ch_makinraid_showdown_guy1
			ch_makinraid_showdown_guy2

			// Event1 Hut Collapse on Guy
			ch_makinraid_fire_hut
			ch_makinraid_fire_hut_dead

			// Event1 Blown into shed
			ch_makinraid_blown_into_shed

			// Held down
			ch_makinraid_held_down_head_shot_guy1
			ch_makinraid_held_down_head_shot_guy2
			ch_makinraid_held_down_head_shot_guy3
			ch_makinraid_held_down_head_shot_guy3_death

			// Bridge Bar Fight
			ch_makinraid_bar_fight_american_intro
			ch_makinraid_bar_fight_american_loop
			ch_makinraid_bar_fight_american_outro
			ch_makinraid_bar_fight_japanese_intro
			ch_makinraid_bar_fight_japanese_loop
			ch_makinraid_bar_fight_japanese_outro
			ch_makinraid_bar_fight_japanese_dead

			// Event1 Fire BeatDown
			ch_makinraid_fire_beatdown1_US
			ch_makinraid_fire_beatdown1_JAP
			ch_makinraid_fire_beatdown2_US
			ch_makinraid_fire_beatdown2_JAP

			// Event1 Katana Ramp
			ch_makinraid_sword_attack_intro
			ch_makinraid_sword_attack_loop
			ch_makinraid_sword_attack_death

			// Event1 Rescuers/Pows
			ch_makinraid_rescue_pow1
			ch_makinraid_rescue_pow1_castoff
			ch_makinraid_rescue_pow1_castoff_idle
			ch_makinraid_rescue_medic1_castoff
			ch_makinraid_rescue_medic1_castoff_idle
			ch_makinraid_rescue_pow2
			ch_makinraid_rescue_pow2_castoff
			ch_makinraid_rescue_pow2_castoff_idle
			ch_makinraid_rescue_medic2_castoff
			ch_makinraid_rescue_medic2_castoff_idle

			// Sullivan Specific
			ch_makinraid_sullivan_3_route
			ch_makinraid_beachregroup_guy1

			// Event2 BoatSquad Animations
			ch_makinraid_raft_combat_idle_guy1  
			ch_makinraid_raft_combat_idle_guy2
			ch_makinraid_raft_combat_idle_guy3
			ch_makinraid_raft_combat_idle_guy4
			ch_makinraid_raft_combat_guy1
			ch_makinraid_raft_combat_guy2
			ch_makinraid_raft_combat_guy3
			ch_makinraid_raft_combat_guy4
			ch_makinraid_raft_exit_guy1
			ch_makinraid_raft_exit_guy2
			ch_makinraid_raft_exit_guy3
			ch_makinraid_raft_exit_guy4

			// Event3 Feign Death
			// ch_makinraid_feigning_death_roebuck
			ch_makinraid_feigning_death_roebuck_transition
			ch_makinraid_feigning_death_roebuck_a
			ch_makinraid_feigning_death_roebuck_b
			// ch_makinraid_feigning_death_sullivan
			ch_makinraid_feigning_death_sullivan_transition
			ch_makinraid_feigning_death_sullivan_a
			ch_makinraid_feigning_death_sullivan_b
			// ch_makinraid_feigning_death_redshirt
			ch_makinraid_feigning_death_redshirt_transition
			ch_makinraid_feigning_death_redshirt_a
			ch_makinraid_feigning_death_redshirt_b
			ch_makinraid_feigning_death_redshirt_dead
			ch_makinraid_feigning_death_officer
			ch_makinraid_feigning_death_officer_a
			ch_makinraid_feigning_death_officer_b
			ch_makinraid_feigning_death_officer_play_dead
			ch_makinraid_feigning_death_officer_dead
			ch_makinraid_feigning_death_jap01_die
			ch_makinraid_feigning_death_jap02_die
			ch_makinraid_feigning_death_jap03_die
			ch_makinraid_feigning_death_jap04_die
			ch_makinraid_feigning_death_jap01_dead
			ch_makinraid_feigning_death_jap02_dead
			ch_makinraid_feigning_death_jap03_dead
			ch_makinraid_feigning_death_jap04_dead
			ch_makinraid_feigning_death_jap01_getup
			ch_makinraid_feigning_death_jap02_getup
			ch_makinraid_feigning_death_jap03_getup
			ch_makinraid_feigning_death_jap04_getup

			// Event4 Truck scene
			ch_makinraid_truck_tailgate_open_sullivan
			ch_makinraid_truck_get_it_done_a
			ch_makinraid_truck_get_it_done_b
			ch_makinraid_truck_get_it_done_c
			ch_makinraid_truck_jumpin
			ch_makinraid_truck_jumpout_a
			ch_makinraid_truck_jumpout_b
			ch_makinraid_truck_jumpin_idle

			// Transitions to jog/creepy walks
			ch_makinraid_creepywalk_idle_center
			ch_makinraid_creepywalk_stop_center
			ch_makinraid_creepywalk_start_center

			ch_makinraid_ignite_gas

			// Event5
			ch_makinraid_inner_compound_sullivan_directions

			// Event5 Bunker
			ch_makinraid_bunkerdoor_japanese
			ch_makinraid_bunkerdoor_redshirt
			ch_makinraid_bunkerdoor_roebuck
      		ch_makinraid_set_bunker_charges_intro
	      	ch_makinraid_set_bunker_charges_loop
			ch_makinraid_set_bunker_charges_lookup
    	  	ch_makinraid_set_bunker_charges_outro

			// Event6
			ch_makinraid_exit_bunker_sullivan

			// Outtro
			ch_makinraid_outro_sullivan_start
			ch_makinraid_outro_sullivan_stop
			ch_makinraid_outro_japanese
			ch_makinraid_outro_redshirt1
			ch_makinraid_outro_redshirt2
			ch_makinraid_outro_raft_jumpin_sullivan
			ch_makinraid_outro_raft_jumpin_sullivan_underfire
			ch_makinraid_outro_raft_jumpin_sullivan_reaction
			ch_makinraid_outro_raft_jumpin_sullivan_calm
			ch_makinraid_outro_raft_jumpin_guy1
			ch_makinraid_outro_raft_jumpin_guy1_underfire
			ch_makinraid_outro_raft_jumpin_guy1_reaction
			ch_makinraid_outro_raft_jumpin_guy1_calm
			ch_makinraid_outro_raft_jumpin_guy2
			ch_makinraid_outro_raft_jumpin_guy2_underfire
			ch_makinraid_outro_raft_jumpin_guy2_reaction
			ch_makinraid_outro_raft_jumpin_guy2_calm
			ch_makinraid_outro_raft_jumpin_guy3
			ch_makinraid_outro_raft_jumpin_guy3_underfire
			ch_makinraid_outro_raft_jumpin_guy3_reaction
			ch_makinraid_outro_raft_jumpin_guy3_calm
			ch_makinraid_outro_raft_jumpin_guy4
			ch_makinraid_outro_raft_jumpin_guy4_underfire
			ch_makinraid_outro_raft_jumpin_guy4_reaction
			ch_makinraid_outro_raft_jumpin_guy4_calm


			// Balcony deaths with railing
			ai_deathbalcony_b
			ai_deathbalcony_c

			ch_makinraid_creepywalk_idle_center2

			// Snare trap
			ch_makinraid_strung_up

			// Sumeet - Makin collectible animation
			death_pose_on_desk
		
			// Sumeet - Outtro animations for sullivan and roebuck
			ch_makinraid_outro_raft_jumpin_sullivan_end
			ch_makinraid_outro_raft_jumpin_guy1_end				
		}

		tree_snipers
		{
			ch_climb_tree_a
			ch_fall_tree_a
			ch_fall_tree_idle_a
		}		
		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
		}

		zombie
		{
			ai_zombie_door_tear_v1
			ai_zombie_door_tear_v2
			ai_zombie_door_tear_high
			ai_zombie_door_tear_left
			ai_zombie_door_tear_right
			ai_zombie_door_tear_low

			ai_zombie_door_pound_v1
			ai_zombie_door_pound_v2

			ai_zombie_shot_arm_left
			ai_zombie_shot_arm_right
			ai_zombie_shot_leg_left_2_crawl
			ai_zombie_shot_leg_right_2_crawl
			ai_zombie_taunts_1
			ai_zombie_taunts_2
			ai_zombie_taunts_3
			ai_zombie_taunts_4
			ai_zombie_taunts_5
			ai_zombie_taunts_5b
			ai_zombie_taunts_5c
			ai_zombie_taunts_5d
			ai_zombie_taunts_5e
			ai_zombie_taunts_5f			
			ai_zombie_taunts_6
			ai_zombie_taunts_7
			ai_zombie_taunts_8
			ai_zombie_taunts_9
			
			ai_zombie_quad_taunt
			ai_zombie_quad_taunt_2
			ai_zombie_quad_taunt_3
			ai_zombie_quad_taunt_4
			ai_zombie_quad_taunt_5
			ai_zombie_quad_taunt_6
			
			ai_zombie_boardtear_l_1
			ai_zombie_boardtear_l_2
			ai_zombie_boardtear_l_3
			ai_zombie_boardtear_l_4
			ai_zombie_boardtear_l_5
			ai_zombie_boardtear_l_6
			ai_zombie_boardtear_m_1
			ai_zombie_boardtear_m_2
			ai_zombie_boardtear_m_3
			ai_zombie_boardtear_m_4
			ai_zombie_boardtear_m_5
			ai_zombie_boardtear_m_6
			ai_zombie_boardtear_r_1
			ai_zombie_boardtear_r_2
			ai_zombie_boardtear_r_3
			ai_zombie_boardtear_r_4
			ai_zombie_boardtear_r_5
			ai_zombie_boardtear_r_6
			ai_zombie_boardtear_roof            
			ai_zombie_boardtear_crawl_l_1
	                ai_zombie_boardtear_crawl_l_2
	                ai_zombie_boardtear_crawl_l_3
                        ai_zombie_boardtear_crawl_l_4
	                ai_zombie_boardtear_crawl_l_5
	                ai_zombie_boardtear_crawl_l_6
	            ai_zombie_boardtear_crawl_m_1
            ai_zombie_boardtear_crawl_m_2
            ai_zombie_boardtear_crawl_m_3
            ai_zombie_boardtear_crawl_m_4
            ai_zombie_boardtear_crawl_m_5
            ai_zombie_boardtear_crawl_m_6
            ai_zombie_boardtear_crawl_r_1
            ai_zombie_boardtear_crawl_r_2
            ai_zombie_boardtear_crawl_r_3
            ai_zombie_boardtear_crawl_r_4
            ai_zombie_boardtear_crawl_r_5
            ai_zombie_boardtear_crawl_r_6


			
			
		}
		
		pel1
		{                                                                                   
			ch_deadbody_floating_B      
			ch_deadbody_floating_A    
			ch_driver_peleliu1_jeep_destroyed
			crew_lvt4_peleliu1_character1
			crew_lvt4_peleliu1_character2
			crew_lvt4_peleliu1_character2_dead
			crew_lvt4_peleliu1_character3
			crew_lvt4_peleliu1_character4
			crew_lvt4_peleliu1_character5
			crew_lvt4_peleliu1_character6
			crew_lvt4_peleliu1_character7
			crew_lvt4_peleliu1_character9
			ch_bunker_burnout_death_guy1
			ch_bunker_burnout_death_guy1_dead
			ch_bunker_burnout_death_guy2
			ch_bunker_burnout_death_guy2_dead
			ch_peleliu1_woundedjapanese1_loop
			ch_peleliu1_woundedjapanese1_fire	
			ch_peleliu1_woundedjapanese1_death
			ch_peleliu1_pillarcover_guy1
			ch_peleliu1_pillarcover_guy2
			ch_peleliu1_pillarcover_guy3
			ch_peleliu1_pillarcover_guy4
			ch_peleliu1_pillarcover_guy5
			ch_peleliu1_pillarcover_guy6
			ch_peleliu1_outbunker_guy1
			ch_peleliu1_outbunker_guy2  
			ch_peleliu1_suicide_grenade
			ch_draggedSoldierC_pickUp_dead
			ch_draggedSoldierC_pickedUp_dead
			ch_draggedSoldierC_wounded
			ch_draggedSoldierC_pickUp
			ch_draggedSoldierC_pickedUp
			ch_draggedSoldierA_wounded
			ch_draggedSoldierA_pickup
			ch_draggedSoldierA_pickedup
			ch_draggedSoldierA_dragging
			ch_draggedSoldierA_dragged
			ai_climb_log_a_intro
			ai_climb_log_b_intro
			ai_climb_log_c_intro
			ai_climb_log_d_intro
			ai_climb_log_e_intro
			ai_climb_log_f_intro
			ai_climb_log_g_intro
			ai_climb_log_h_intro
			ai_climb_log_sarge_intro
			ai_climb_log_flamethrower_intro
			ch_peleliu1_coralcover_radio_guy3
			ch_peleliu1_coralcover_guy1																										
			ch_peleliu1_coralcover_guy2																										
			ch_peleliu1_coralcover_guy4																										
			ch_peleliu1_coralcover_guy5																										
			ch_peleliu1_coralcover_guy6	
			o_peleliu1_outro_doorr
			o_peleliu1_outro_doorl
			ch_peleliu1_outro_char2
			ch_peleliu1_outro_char1				
			ch_peleliu1_bunkergrenadeguy_pistol_die
			ch_peleliu1_bunkergrenadeguy_pistol_fire
			ch_peleliu1_bunkergrenadeguy_pistol_idle
			ch_peleliu1_bunkergrenadeguy_pistol_in	
			ch_peleliu1_bunkergrenadeguy_pistol_out
			ch_peleliu1_bunkergrenadegy_hatch_grenade		
			ch_peleliu1_bunkergrenadeguy_idle_closed																																								
			ch_dazed_a_death
			ch_dazed_b_death
			ch_dazed_c_death
			ch_dazed_d_death				
			
			ai_zombie_death_v1
			ai_zombie_death_v2	
			ai_zombie_crawl_death_v1
			ai_zombie_crawl_death_v2			
			ai_zombie_tesla_death_a
			ai_zombie_tesla_death_b
			ai_zombie_tesla_death_c
			ai_zombie_tesla_death_d
			ai_zombie_tesla_death_e
			ai_zombie_tesla_crawl_death_a
			ai_zombie_tesla_crawl_death_b
			
			// ========================= THUNDERGUN =================================================
			ai_zombie_thundergun_getup_a
			ai_zombie_thundergun_getup_quick_a
			ai_zombie_thundergun_getup_b
			ai_zombie_thundergun_getup_c
			ai_zombie_thundergun_getup_quick_b
			ai_zombie_thundergun_getup_quick_c
			ai_zombie_thundergun_hit_faceplant
			ai_zombie_thundergun_hit_armslegsforward
			ai_zombie_thundergun_hit_deadfallknee
			ai_zombie_thundergun_hit_doublebounce
			ai_zombie_thundergun_hit_flatonback
			ai_zombie_thundergun_hit_forwardtoface
			ai_zombie_thundergun_hit_jackiespin_vertical
			ai_zombie_thundergun_hit_stumblefall
			ai_zombie_thundergun_hit_upontoback
			ai_zombie_thundergun_hit_jackiespin_left
			ai_zombie_thundergun_hit_legsout_left
			ai_zombie_thundergun_hit_jackiespin_right
			ai_zombie_thundergun_hit_legsout_right
			// ========================= THUNDERGUN =================================================
			
			ai_zombie_quad_death
			ai_zombie_quad_death_2
			ai_zombie_quad_death_3
			ai_zombie_quad_death_4
			ai_zombie_quad_death_5
			ai_zombie_quad_death_6
			ai_zombie_quad_death_tesla
			ai_zombie_quad_death_tesla_2
			ai_zombie_quad_death_tesla_3
			ai_zombie_quad_death_tesla_4
			
			ai_zombie_boss_death
			ai_zombie_boss_death_a
			ai_zombie_boss_death_explode
			ai_zombie_boss_death_mg
			ai_zombie_boss_tesla_death_a
			
			ch_pel1_underwater_death
			ch_pel1_underwater_death2																													
			ch_peleliu1a_outro_roebuck	
			ch_peleliu1a_outro_jackson
			ch_peleliu1a_outro_polonsky
			ch_peleliu1a_outro_japanese_officer
			ch_peleliu1a_outro_sullivan
			
			ch_peleliu1a_outro_roebuck_v2
        	ch_peleliu1a_outro_sullivan_v2
        	ch_peleliu1a_outro_japanese_officer_v2
        	ch_peleliu1a_outro_jackson_v2
        	ch_peleliu1a_outro_polonsky_v2
        	ch_peleliu1a_outro_jackson_loop_v2 		//	– this anim plays if the jap soldier never reaches Jackson (red shirt)
        	ch_peleliu1a_outro_jackson_defend_v2 		
        	
        	ch_pel1_underwater_sullivan	
        	crew_lvt4_peleliu1_driver
		}

		level_pel1a
		{
			ch_pel1a_collectible
			
			ch_peleliu1a_intro_char1
			ch_peleliu1a_intro_char2

			ch_peleliu1_pushed_a_guy1_intro
			ch_peleliu1_pushed_a_guy2_intro
			ch_peleliu1_pushed_a_guy1_loop
			ch_peleliu1_pushed_a_guy2_loop
			ch_peleliu1_pushed_b_guy1_intro
			ch_peleliu1_pushed_b_guy2_intro
			ch_peleliu1_pushed_b_guy1_loop
			ch_peleliu1_pushed_b_guy2_loop

			ch_peleliu1a_outro_guy1
			ch_peleliu1a_outro_guy2
			ch_peleliu1a_outro_guy1_idle
			ch_peleliu1a_outro_guy2_idle
		}

		level_ber2
		{
			ai_flagbearer_stand_run
			ai_flagbearer_crouch_left_idle
			
			ch_berlin2_intro_guy1_hold
			ch_berlin2_intro_guy2_hold
			ch_berlin2_intro_guy3_hold
			ch_berlin2_intro_guy4_hold
			ch_berlin2_intro_guy1
			ch_berlin2_intro_guy2
			ch_berlin2_intro_guy3
			ch_berlin2_intro_guy4
			ch_officer1_reading_wall_map_alert
			ch_officer1_reading_wall_map_loop
			ch_officer2_reading_wall_map_alert
			ch_officer2_reading_wall_map_loop
			ch_telegraph_guy_tapping_alert
			ch_telegraph_guy_tapping_death
			ch_telegraph_guy_tapping_loop
			ch_berlin2_rifle_guy1_reaction
			ch_berlin2_rifle_guy2_reaction
			ch_berlin2_rifle_guy3_reaction
			ch_berlin2_rifle_guy1_loop
			ch_berlin2_rifle_guy2_loop
			ch_berlin2_rifle_guy3_loop
			ch_execution1_wounded_shot
			ch_execution1_wounded_loop
			ch_execution1_shooter
			ch_execution2_wounded_shot
			ch_execution2_wounded_loop
			ch_execution2_shooter
			ch_execution3_wounded_shot
			ch_execution3_wounded_loop
			ch_execution3_shooter
			ch_berlin2_E1vignette2_german
			ch_berlin2_E1vignette1_german
			ch_berlin2_E1vignette1_russian
			ch_berlin2_E1vignette2_russian_alive
			ch_berlin2_E1vignette2_russian_dead
			ch_berlin2_flag_unravel
			ch_lattice_gate_guy1_open
			ch_lattice_gate_guy2_open
			ch_lattice_gate_guy2_idle
			ch_lattice_gate_guy2_close
			ch_sarge_open_fail1
			ch_sarge_open_fail2
			ch_sarge_open_fail3
			ch_sarge_open_twitch1
			ch_sarge_open_twitch2
			ch_sarge_open_success
			ch_berlin2_drowning_guy1
			
			ch_berlin2_sub_entrance_reznov_escape_a
			ch_berlin2_sub_entrance_reznov_escape_b
			ch_berlin2_sub_entrance_reznov_idle
			ch_berlin2_sub_entrance_reznov_idle2
			ch_berlin2_sub_entrance_reznov
			ch_berlin2_sub_entrance_chernov_escape
			ch_berlin2_sub_entrance_chernov_idle
			ch_berlin2_sub_entrance_chernov_idle2
			ch_berlin2_sub_entrance_chernov
			ch_berlin2_metro_entrance_idle1_molotov1
			ch_berlin2_metro_entrance_idle1_molotov2
			ch_berlin2_metro_entrance_idle1_molotov3
			ch_berlin2_metro_entrance_idle1_molotov4
			ch_berlin2_metro_entrance_takeout_molotov1
			ch_berlin2_metro_entrance_takeout_molotov2
			ch_berlin2_metro_entrance_takeout_molotov3
			ch_berlin2_metro_entrance_takeout_molotov4
			ch_berlin2_metro_entrance_idle2_molotov1
			ch_berlin2_metro_entrance_idle2_molotov2
			ch_berlin2_metro_entrance_idle2_molotov3
			ch_berlin2_metro_entrance_idle2_molotov4
			ch_berlin2_metro_entrance_throw_molotov1
			ch_berlin2_metro_entrance_throw_molotov2
			ch_berlin2_metro_entrance_throw_molotov3
			ch_berlin2_metro_entrance_throw_molotov4
			ch_berlin2_metro_entrance_putaway_molotov1
			ch_berlin2_metro_entrance_putaway_molotov2
			ch_berlin2_metro_entrance_putaway_molotov3
			ch_berlin2_metro_entrance_putaway_molotov4
			ch_berlin2_metro_entrance_german1_burn
			ch_berlin2_metro_entrance_german2_burn
			ch_berlin2_metro_entrance_german3_burn
			ch_berlin2_metro_entrance_german1_idle
			ch_berlin2_metro_entrance_german2_idle
			ch_berlin2_metro_entrance_german3_idle
			ch_berlin2_metro_entrance_german1
			ch_berlin2_metro_entrance_german2
			ch_berlin2_metro_entrance_german3
		}
		level_ber3
		{
			ai_flagbearer_covercrouch
			ai_flagbearer_coverstand
			ai_flagbearer_pickup
			ai_flagbearer_standingidle
			ch_berlin3_officer_signaling
			ch_seelow1_waving_friendlies
			ch_berlin3_intro_redshirt
			ch_berlin3_intro_resnov
			ch_berlin3_intro_chernov
			ch_berlin3_commissar_waving			
			ch_berlin3_commissar_waving_loop
			ch_berlin3_commissar_waving2_loop
			ch_berlin3_commissar_idle
			ch_berlin3_commissar_whistle
			ch_berlin3_pak43_lbrace_push
			ch_berlin3_pak43_lbrace_fire
			ch_berlin3_pak43_lbrace_settle
			ch_berlin3_pak43_lwheel_push
			ch_berlin3_pak43_lwheel_fire
			ch_berlin3_pak43_lwheel_settle
			ch_berlin3_pak43_rbrace_push
			ch_berlin3_pak43_rbrace_fire
			ch_berlin3_pak43_rbrace_settle
			ch_berlin3_pak43_rwheel_push
			ch_berlin3_pak43_rwheel_fire
			ch_berlin3_pak43_rwheel_settle
			ch_berlin3_outro_chernov_in
			ch_berlin3_outro_chernov_loop
			ch_berlin3_outro_chernov_die
			ch_berlin3_outro_chernov_die_loop
			ch_berlin3_outro_resnov_in
			ch_berlin3_outro_resnov_loop
			ch_berlin3_outro_resnov_die
			ch_berlin3_outro_resnov_book
			ch_ber3_collectible
		}
		level_ber3b
		{
			ch_ber3b_collectible
			ch_berlin3b_intro_reznov
			ch_berlin3b_intro_commisar_idle
			ch_berlin3b_intro_commisar
			ch_berlin3_Reichstag_door_guy1
			ch_berlin3_Reichstag_door_guy2
			ch_berlin3_Reichstag_door_guy3
			ch_berlin3_Reichstag_door_guy4
			ch_berlin3_e3_melee_guy1
			ch_berlin3_e3_melee_guy2
			ch_berlin3_e2_bearerdeath
			ch_berlin3_parliament_door_guy1
			ch_berlin3_parliament_door_guy2
			ch_berlin3_parliament_door_guy3
			ch_berlin3_parliament_door2_guy1
			ch_berlin3_parliament_door2_guy2
			ch_berlin3_parliament_door2_guy3
			ch_berlin3_parliament_door2_german1
			ch_berlin3_parliament_door2_german2
			ch_berlin3_parliament_door2_german3
			ch_berlin3b_reznov_crouch_waving
			ch_berlin3b_door_bash_short
			ch_berlin3b_door_bash
			ch_berlin3_e3_melee_german
			ch_berlin3_e3_melee_russian
			ch_berlin3_e3_melee2_german
			ch_berlin3_e3_melee2_russian
			ch_berlin3_e3_melee3_german
			ch_berlin3_e3_melee3_russian
			ch_berlin3_e3_melee4_doorkick_russian1
			ch_berlin3_e3_melee4_doorkick_russian2
			ch_berlin3_e3_melee4_doorkick_russian1_loop
			ch_berlin3_e3_melee4_doorkick_russian2_loop
			
			// outro anims
			ch_berlin3b_outro_german_last_stand
			ch_berlin3b_outro_reznov_last_stand
			ch_berlin3b_outro_reznov_idle
			ch_berlin3b_outro_reznov_victory
			p_berlin3b_outro_player_last_stand
			p_berlin3b_outro_flag_crawl
			p_berlin3b_outro_player_plant_flag
		}
			
		//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
		}


		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
				}
			}

			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
				}
			}

			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
			}
			
			additive_saw_fire : additive
			{
				saw_gunner_firing_add
				saw_gunner_lowwall_firing
				saw_gunner_prone_firing
			}
		}

		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
		}

		flak88
		{
			ai_88antitank_aimer_idle
			ai_88antitank_aimer_loadandfire
			ai_88antitank_aimer_turnleft
			ai_88antitank_aimer_turnright
			ai_88antitank_aimer_twitch
			ai_88antitank_ejecter_idle
			ai_88antitank_ejecter_loadandfire
			ai_88antitank_ejecter_turnleft
			ai_88antitank_ejecter_turnright
			ai_88antitank_ejecter_twitch
			ai_88antitank_leader_commandleft
			ai_88antitank_leader_commandright
			ai_88antitank_leader_idle
			ai_88antitank_leader_loadandfire
			ai_88antitank_leader_turnleft
			ai_88antitank_leader_turnright
			ai_88antitank_leader_twitch
			ai_88antitank_loader_idle
			ai_88antitank_loader_loadandfire
			ai_88antitank_loader_turnleft
			ai_88antitank_loader_turnright
			ai_88antitank_loader_twitch
			ai_88antitank_passer_idle
			ai_88antitank_passer_loadandfire
			ai_88antitank_passer_turnleft
			ai_88antitank_passer_turnright
			ai_88antitank_passer_twitch
		}
		
		mortarteam
		{
			ai_mortar_aimguy_fire
			ai_mortar_aimguy_fire_alone
			ai_mortar_aimguy_pickup
			ai_mortar_aimguy_pickup_alone
			ai_mortar_aimguy_readyidle
			ai_mortar_aimguy_readyidle_alone
			ai_mortar_aimguy_waitidle
			ai_mortar_aimguy_waittwitch
			ai_mortar_loadguy_fire
			ai_mortar_loadguy_pickup
			ai_mortar_loadguy_readyidle
			ai_mortar_loadguy_run
			ai_mortar_loadguy_setup
			ai_mortar_loadguy_setup_left
			ai_mortar_loadguy_setup_right
			ai_mortar_loadguy_waitidle
			ai_mortar_loadguy_waittwitch
			ai_mortar_open_setup
			ai_mortar_closed_setup
		}
		
		buffalo
		{
			crew_lvt4_passenger1_idle
			crew_lvt4_passenger1_exit_normal
			crew_lvt4_passenger2_idle
			crew_lvt4_passenger2_exit_normal
			crew_lvt4_passenger3_idle
			crew_lvt4_passenger3_exit_normal
			crew_lvt4_passenger4_idle
			crew_lvt4_passenger4_exit_normal
			crew_lvt4_passenger5_idle
			crew_lvt4_passenger5_exit_normal
			crew_lvt4_passenger6_idle
			crew_lvt4_passenger6_exit_normal
			crew_lvt4_passenger7_idle
			crew_lvt4_passenger7_exit_normal
			crew_lvt4_passenger8_idle
			crew_lvt4_passenger8_exit_normal
			crew_lvt4_passenger9_idle
			crew_lvt4_passenger9_exit_normal
			crew_lvt4_passenger10_idle
			crew_lvt4_passenger10_exit_normal
		}
		
		jeep
		{
		
			crew_jeep1_driver_drive_idle
			crew_jeep1_passenger1_drive_idle
			crew_jeep1_passenger2_drive_idle
			crew_jeep1_passenger3_drive_idle
		
			crew_jeep1_driver_drive_under_fire
			crew_jeep1_passenger1_drive_under_fire
			crew_jeep1_passenger2_drive_under_fire
			crew_jeep1_passenger3_drive_under_fire
		
			crew_jeep1_driver_death_shot
			crew_jeep1_passenger1_death_shot
			crew_jeep1_passenger2_death_shot
			crew_jeep1_passenger3_death_shot
		
			crew_jeep1_driver_death_fire
			crew_jeep1_passenger1_death_fire
			crew_jeep1_passenger2_death_fire
			crew_jeep1_passenger3_death_fire
		      
			crew_jeep1_driver_climbout
			crew_jeep1_passenger1_climbout
			crew_jeep1_passenger2_climbout
			crew_jeep1_passenger3_climbout
		
			crew_jeep1_driver_climbin
			crew_jeep1_passenger1_climbin
			crew_jeep1_passenger2_climbin
			crew_jeep1_passenger3_climbin
			
			crew_jeep1_driver_start
			crew_jeep1_passenger1_start
			crew_jeep1_passenger2_start
			crew_jeep1_passenger3_start	
		
			crew_jeep1_driver_stop
			crew_jeep1_passenger1_stop
			crew_jeep1_passenger2_stop
			crew_jeep1_passenger3_stop
			
			crew_jeep1_driver_turn_left_light
			crew_jeep1_passenger1_turn_left_light
			crew_jeep1_passenger2_turn_left_light
			crew_jeep1_passenger3_turn_left_light
			
			crew_jeep1_driver_turn_left_heavy
			crew_jeep1_passenger1_turn_left_heavy
			crew_jeep1_passenger2_turn_left_heavy
			crew_jeep1_passenger3_turn_left_heavy	
			
			crew_jeep1_driver_turn_right_light
			crew_jeep1_passenger1_turn_right_light
			crew_jeep1_passenger2_turn_right_light
			crew_jeep1_passenger3_turn_right_light
			
			crew_jeep1_driver_turn_right_heavy
			crew_jeep1_passenger1_turn_right_heavy
			crew_jeep1_passenger2_turn_right_heavy
			crew_jeep1_passenger3_turn_right_heavy
			
		}
		
		truck
		{
			crew_truck_driver_sit_idle    
			crew_truck_passenger_sit_idle 
			crew_truck_guy1_sit_idle      
			crew_truck_guy2_sit_idle      
			crew_truck_guy3_sit_idle      
			crew_truck_guy4_sit_idle      
			crew_truck_guy5_sit_idle      
			crew_truck_guy6_sit_idle      
			crew_truck_guy7_sit_idle      
			crew_truck_guy8_sit_idle      

			crew_truck_driver_drive_idle
			crew_truck_passenger_drive_idle
			crew_truck_guy1_drive_sit_idle
			crew_truck_guy2_drive_sit_idle
			crew_truck_guy3_drive_sit_idle
			crew_truck_guy4_drive_sit_idle
			crew_truck_guy5_drive_sit_idle
			crew_truck_guy6_drive_sit_idle
			crew_truck_guy7_drive_sit_idle
			crew_truck_guy8_drive_sit_idle

			crew_truck_driver_climbout  
			crew_truck_passenger_climbout
			crew_truck_guy1_climbout    
			crew_truck_guy2_climbout    
			crew_truck_guy3_climbout    
			crew_truck_guy4_climbout    
			crew_truck_guy5_climbout    
			crew_truck_guy6_climbout    
			crew_truck_guy7_climbout    
			crew_truck_guy8_climbout   
			                               
			crew_truck_guy1_climbout_fast
			crew_truck_guy2_climbout_fast
			crew_truck_guy5_climbout_fast
			crew_truck_guy6_climbout_fast
			                               
			crew_truck_driver_climbin    
			crew_truck_passenger_climbin
			crew_truck_guy1_climbin
			crew_truck_guy2_climbin    
			crew_truck_guy3_climbin    
			crew_truck_guy4_climbin    
			crew_truck_guy5_climbin    
			crew_truck_guy6_climbin    
			crew_truck_guy7_climbin    
			crew_truck_guy8_climbin  

			crew_truck_driver_drive_reaction
			crew_truck_passenger_drive_reaction
			crew_truck_guy1_drive_reaction
			crew_truck_guy2_drive_reaction
			crew_truck_guy3_drive_reaction
			crew_truck_guy4_drive_reaction
			crew_truck_guy5_drive_reaction
			crew_truck_guy6_drive_reaction
			crew_truck_guy7_drive_reaction
			crew_truck_guy8_drive_reaction

			crew_truck_driver_death_shot
			crew_truck_passenger_death_shot
			crew_truck_guy1_death_shot
			crew_truck_guy2_death_shot
			crew_truck_guy3_death_shot
			crew_truck_guy4_death_shot
			crew_truck_guy5_death_shot
			crew_truck_guy6_death_shot
			crew_truck_guy7_death_shot
			crew_truck_guy8_death_shot
			
			crew_truck_driver_death_fire
			crew_truck_passenger_death_fire
			crew_truck_guy1_death_fire    
			crew_truck_guy2_death_fire    
			crew_truck_guy3_death_fire    
			crew_truck_guy4_death_fire    
			crew_truck_guy5_death_fire    
			crew_truck_guy6_death_fire    
			crew_truck_guy7_death_fire    
			crew_truck_guy8_death_fire    

		}
				
		flak1 																// triple25, flakvierling
		{
			crew_flak1_tag1_death_stay_in
			crew_flak1_tag1_death_fall_out
			crew_flak1_tag1_alert
			crew_flak1_tag1_dismount 
			crew_flak1_tag1_mount    
			crew_flak1_tag1_fire_1   
			crew_flak1_tag1_idle_1 
			crew_flak1_tag1_no_fire_1  
			crew_flak1_tag1_rotate_ccw
			crew_flak1_tag1_rotate_cw
			                           
			crew_flak1_tag2_death_stay_in
			crew_flak1_tag2_death_fall_out
			crew_flak1_tag2_dismount 
			crew_flak1_tag2_alert
			//crew_flak1_tag2_mount  
			crew_flak1_tag2_fire_1   
			crew_flak1_tag2_idle_1 
			crew_flak1_tag2_rotate_ccw
			crew_flak1_tag2_rotate_cw
		}
		
		artillery
		{
			crew_artillery1_commander_fire          
			crew_artillery1_commander_idle          
			crew_artillery1_commander_pinneddown    
			crew_artillery1_handleleft_push_medium  
			crew_artillery1_handleleft_stop         
			crew_artillery1_handleleft_start        
			crew_artillery1_handleleft_rotate_cw    
			crew_artillery1_handleleft_rotate_ccw   
			                                        			                                        
			crew_artillery1_shieldleft_fire         
			crew_artillery1_shieldleft_idle 		     
			crew_artillery1_shieldleft_pinneddown   
			crew_artillery1_shieldleft_push_medium  
			crew_artillery1_shieldleft_push_stop    
			crew_artillery1_shieldleft_push_start   
			crew_artillery1_shieldleft_rotate_cw    
			crew_artillery1_shieldleft_rotate_ccw 	 		                                        
			                                        
			crew_artillery1_shieldright_fire 	     
			crew_artillery1_shieldright_idle 	     
			crew_artillery1_shieldright_pinneddown 	
			crew_artillery1_shieldright_push_medium 
			crew_artillery1_shieldright_push_stop   
			crew_artillery1_shieldright_push_start  
			crew_artillery1_shieldright_rotate_cw   
			crew_artillery1_shieldright_rotate_ccw  		                                        
			                                        
			crew_artillery1_loader_fire             
			crew_artillery1_loader_idle             
			crew_artillery1_loader_pinneddown       
			crew_artillery1_handleright_push_medium 
			crew_artillery1_handleright_stop        
			crew_artillery1_handleright_start       
			crew_artillery1_handleright_rotate_cw  
			crew_artillery1_handleright_rotate_ccw		
		}

		model3
		{
			crew_model3_driver_fire
			crew_model3_driver_prefire
			crew_model3_driver_idle
			crew_model3_loader_left_fire
			crew_model3_loader_left_prefire
			crew_model3_loader_left_idle
			crew_model3_loader_right_fire
			crew_model3_loader_right_prefire
			crew_model3_loader_right_idle
		}
				
		halftrack
		{
			crew_halftrack_passenger1_exit_jumpout
			crew_halftrack_passenger1_exit_normal
			crew_halftrack_passenger1_idle
			crew_halftrack_passenger2_exit_jumpout
			crew_halftrack_passenger2_exit_normal
			crew_halftrack_passenger2_idle
			crew_halftrack_passenger3_exit_jumpout
			crew_halftrack_passenger3_exit_normal
			crew_halftrack_passenger3_idle
			crew_halftrack_passenger4_exit_jumpout
			crew_halftrack_passenger4_exit_normal
			crew_halftrack_passenger4_idle
			crew_halftrack_passenger5_exit_jumpout
			crew_halftrack_passenger5_exit_normal
			crew_halftrack_passenger5_idle
			crew_halftrack_passenger6_exit_jumpout
			crew_halftrack_passenger6_exit_normal
			crew_halftrack_passenger6_idle
			crew_halftrack_passenger7_exit_jumpout
			crew_halftrack_passenger7_exit_normal
			crew_halftrack_passenger7_idle
			crew_halftrack_passenger8_exit_jumpout
			crew_halftrack_passenger8_exit_normal
			crew_halftrack_passenger8_idle
			crew_halftrack_passenger9_exit_jumpout
			crew_halftrack_passenger9_exit_normal
			crew_halftrack_passenger9_idle			
		}
		
		tank
		{
			crew_tank1_commander_combatdismount
			crew_tank1_commander_dismount
			crew_tank1_commander_idle
			crew_tank1_commander_lookingaround
			crew_tank1_commander_reaction
			
			crew_tank1_passenger1_combatdismount
			crew_tank1_passenger1_combatidle
			crew_tank1_passenger1_dismount
			crew_tank1_passenger1_idle
			crew_tank1_passenger1_lookingaround
			crew_tank1_passenger1_mount
			crew_tank1_passenger1_reaction
			
			crew_tank1_passenger2_combatdismount
			crew_tank1_passenger2_combatidle
			crew_tank1_passenger2_dismount
			crew_tank1_passenger2_idle
			crew_tank1_passenger2_lookingaround
			crew_tank1_passenger2_mount
			crew_tank1_passenger2_reaction
			
			crew_tank1_passenger3_combatdismount
			crew_tank1_passenger3_combatidle
			crew_tank1_passenger3_dismount
			crew_tank1_passenger3_idle
			crew_tank1_passenger3_lookingaround
			crew_tank1_passenger3_mount
			crew_tank1_passenger3_reaction
			
			crew_tank1_passenger4_combatdismount
			crew_tank1_passenger4_combatidle
			crew_tank1_passenger4_dismount
			crew_tank1_passenger4_idle
			crew_tank1_passenger4_lookingaround
			crew_tank1_passenger4_mount
			crew_tank1_passenger4_reaction
			
			crew_tank1_passenger5_combatdismount
			crew_tank1_passenger5_combatidle
			crew_tank1_passenger5_dismount
			crew_tank1_passenger5_idle
			crew_tank1_passenger5_lookingaround
			crew_tank1_passenger5_mount
			crew_tank1_passenger5_reaction
			
			crew_tank1_passenger6_combatdismount
			crew_tank1_passenger6_combatidle
			crew_tank1_passenger6_dismount
			crew_tank1_passenger6_idle
			crew_tank1_passenger6_lookingaround
			crew_tank1_passenger6_mount
			crew_tank1_passenger6_reaction
			
			crew_tank1_passenger7_combatdismount
			crew_tank1_passenger7_combatidle
			crew_tank1_passenger7_dismount
			crew_tank1_passenger7_idle
			crew_tank1_passenger7_lookingaround
			crew_tank1_passenger7_mount
			crew_tank1_passenger7_reaction
			
			crew_tank1_passenger8_combatdismount
			crew_tank1_passenger8_combatidle
			crew_tank1_passenger8_dismount
			crew_tank1_passenger8_idle
			crew_tank1_passenger8_lookingaround
			crew_tank1_passenger8_mount
			crew_tank1_passenger8_reaction
			
			crew_tank1_passenger9_combatdismount
			crew_tank1_passenger9_combatidle
			crew_tank1_passenger9_dismount
			crew_tank1_passenger9_idle
			crew_tank1_passenger9_lookingaround
			crew_tank1_passenger9_mount
			crew_tank1_passenger9_reaction
			
			crew_tank1_passenger10_combatdismount
			crew_tank1_passenger10_combatidle
			crew_tank1_passenger10_dismount
			crew_tank1_passenger10_idle
			crew_tank1_passenger10_lookingaround
			crew_tank1_passenger10_mount
			crew_tank1_passenger10_reaction
			
			// SRS 5/21/2008: added to support new anims from phil
			crew_tank1_passenger11_dismount
			crew_tank1_passenger11_idle

			// Sumeet - Added sherman ride animations from philip			
			crew_sherman_passenger4_combatidle
			crew_sherman_passenger5_combatidle
			crew_sherman_passenger6_combatidle
			crew_sherman_passenger4_combatidle_long
			crew_sherman_passenger9_combatidle_player

			crew_sherman_passenger4_combatdismount_a
			crew_sherman_passenger4_combatdismount_b
			crew_sherman_passenger5_combatdismount_a
			crew_sherman_passenger5_combatdismount_b
			crew_sherman_passenger6_combatdismount_a
			crew_sherman_passenger6_combatdismount_b
		}
		
		level_prologue
		{
			ch_prologue_officer_attack
			ch_prologue_intro_guy1
			ch_prologue_intro_guy2
			ch_prologue_bayonet_guy1
			ch_prologue_bayonet_guy2
			ch_prologue_end_struggle_guy1
			ch_prologue_end_struggle_guy2
			ch_prologue_end_bayonet_guy1
			ch_prologue_end_bayonet_guy2
			ch_prologue_intro_player
		}
		
		level_oki2
		{
			ch_oki2_collectible
			
			oki2_pointing_plane
			ch_bayonet_flipover_guy1
			ch_bayonet_flipover_guy2
			ch_bayonet_jumpin_guy1
			ch_bayonet_jumpin_guy2
			
			ch_okinawa2_outro_co
			ch_okinawa2_outro_guy1
			ch_okinawa2_outro_guy2
			ch_okinawa2_outro_polonski
			ch_okinawa2_outro_roebuck
		}

		level_oki3
		{	
			//polonsky finds tunnel
			ch_oki3_tunnel_discover

			//regroup at the gate
			Ch_oki3_regroup_sarge_talk
			Ch_oki3_regroup_sarge_order
			Ch_oki3_regroup_marine_talk

			//guys in the tunnel
			Ch_oki3_telescope
			ch_oki3_tableguys_guy1
			ch_oki3_tableguys_guy2
			ch_oki3_tableguys_guy3
			ch_oki3_tableguys_guy4
			Ch_oki3_telescope_loop
			ch_oki3_tableguys_guy1_loop
			ch_oki3_tableguys_guy2_loop
			ch_oki3_tableguys_guy3_loop
			ch_oki3_tableguys_guy4_loop
				
			//supply drops
			ch_supplydrop_guy1_pickup
			//ch_oki3_sachel_down_hole
			ch_oki3_snipershot_guy1_in
 			ch_oki3_snipershot_guy1_loop
 			ch_oki3_snipershot_guy1_out
			ch_oki3_snipershot_guy2_in
 			ch_oki3_snipershot_guy2_loop
 			ch_oki3_snipershot_guy2_out
			ch_oki3_snipershot_guy3_in
 			ch_oki3_snipershot_guy3_loop
 			ch_oki3_snipershot_guy3_out

			ch_oki3_first_spider_guy1
			ch_oki3_first_spider_guy1_loop
			ch_oki3_first_spider_guy2
			ch_oki3_waving
			ch_oki3_waving_death
				
			ch_oki3_satchel_waiting
			ch_oki3_satchel_throw
			
			//roebuck dies
			ch_oki3_outro_japanese1
			ch_oki3_outro_japanese1_loop
			ch_oki3_outro_japanese1_dead
			ch_oki3_outro_japanese2
			ch_oki3_outro_japanese2_loop
			ch_oki3_outro_japanese2_dead
			ch_oki3_outro_japanese3
			ch_oki3_outro_japanese3_loop
			ch_oki3_outro_japanese3_dead
			ch_oki3_outro_polanski
			ch_oki3_outro_roeabuck
			ch_oki3_outro_roeabuck_dead
			ch_oki3_outro_polanski_dead
			ch_oki3_outro_polanski_saved
			ch_oki3_outro_roeabuck_saved
			
			//outro
			ch_oki3_outro2_polanski
			ch_oki3_outro2_roeabuck
			ch_oki3_outro2_redshirt1
			ch_oki3_outro2_redshirt2
			
			//polonsky opens tunnel door
			ch_oki3_polonski_trap_in
			ch_oki3_polonski_trap_loop
			ch_oki3_polonski_trap_out

			//corpse by the collectible
			ch_oki3_collectible
			
			ch_oki3_guardian_angel

		}

		spiderhole
		{
			ai_spiderhole_jump_out
			ai_spiderhole_stumble_out
			ai_spiderhole_grenade_toss
			ai_spiderhole_gun_spray
			ai_spiderhole_idle
			ai_spiderhole_jump_attack
		}
		
		level_pel2
		{

			ch_pel2_collectible
			ch_pelelui2_dazed_table

			ch_peleliu2_flamedeath_a
			ch_peleliu2_flamedeath_a_loop

			ch_peleliu2_berm_guy1
			ch_peleliu2_berm_guy1_idle
			ch_peleliu2_berm_guy2
			ch_peleliu2_berm_guy2_idle
			
			ch_peleliu2_branches_guy1
			ch_peleliu2_branches_guy2
			ch_peleliu2_branches_guy3

			ch_peleliu2_grenadethrow_guy1_in
			ch_peleliu2_grenadethrow_guy1_wait
			ch_peleliu2_grenadethrow_guy1_out
			ch_peleliu2_grenadethrow_guy2_in
			ch_peleliu2_grenadethrow_guy2_wait
			ch_peleliu2_grenadethrow_guy2_out
			ch_peleliu2_grenadethrow_guy3_in
			ch_peleliu2_grenadethrow_guy3_wait
			ch_peleliu2_grenadethrow_guy3_out
 
			ch_peleliu2_outro_guy1_reaction
			ch_peleliu2_outro_guy2_reaction
			ch_peleliu2_outro_polonski_reaction
			ch_peleliu2_outro_roebuck_reaction
			ch_peleliu2_outro_radio_reaction			

			ch_peleliu2_outro_guy1
			ch_peleliu2_outro_guy2
			ch_peleliu2_outro_polonski
			ch_peleliu2_outro_roebuck
			ch_peleliu2_outro_radio

			ch_peleliu2_mangrove_ambush_pilot
			ch_peleliu2_mangrove_ambush_pilot_dead
			ch_peleliu2_mangrove_ambush_redshirt
			ch_peleliu2_mangrove_ambush_redshirt_idle
			ch_peleliu2_mangrove_ambush_redshirt_1
			ch_peleliu2_mangrove_ambush_redshirt_1_idle
			ch_peleliu2_mangrove_ambush_reaction_guy1
			ch_peleliu2_mangrove_ambush_reaction_guy2

			ch_peleliu2_truck_crash_guy_1
			ch_peleliu2_truck_crash_guy_2
			ch_peleliu2_truck_crash_guy_3
			ch_peleliu2_truck_crash_guy_4

			ch_peleliu2_truck_guy1_death_fire
			ch_peleliu2_truck_guy5_death_fire
			ch_peleliu2_truck_guy8_death_fire

			ch_peleliu2_grenadethrow_guy1
			ch_peleliu2_grenadethrow_guy2
			ch_peleliu2_grenadethrow_guy3

			ch_peleliu2_helmet_shot
			ch_peleliu2_helmet_loop

			ch_peleliu2_flamebunker_a
			ch_peleliu2_flamebunker_b
			ch_peleliu2_flamebunker_cover

			ch_carrybox_tandem1_guy1
			ch_carrybox_tandem1_guy1death
			ch_carrybox_tandem1_guy2
			ch_carrybox_tandem1_guy2death
			
		}

		level_see1
		{
			ch_seelow1_intro_zeitzev
			ch_seelow1_intro_chernov
			ch_seelow1_intro_deadguy
			ch_seelow1_intro_german1
			ch_seelow1_intro_german2
			ch_seelow1_intro_german3
			ch_seelow1_intro_german2_loop
			ch_seelow1_intro_german3_loop
			ch_seelow1_intro_german1_dead
			ch_seelow1_intro_german2_dead
			ch_seelow1_intro_german3_dead
			ch_seelow1_intro_deadguy_dead
			ch_seelow1_intro_deadguy2_dead

			ch_seelow1_lightingup_a
			ch_seelow1_lightingup_b
			ch_seelow1_lightingup_toss_torch

			exposed_crouch_turn_180_left
			exposed_crouch_turn_180_right
			exposed_turn180
			pistol_stand_turn180r
			stand_2_run_180_short

			run_2_crouch_180R
			run_2_stand_180R

			ch_seelow1_flinch_run
			ch_seelow1_knockdown_run_b

			ch_training_trips_guy_1

			crew_tank1_commander_death_fire

			ch_seelow1_melee4_doorkick_guy1
			ch_seelow1_melee4_doorkick_guy2

			ch_seelow1_outro_left_russian_guy1
			ch_seelow1_outro_left_russian_guy2
			ch_seelow1_outro_left_russian_guy3
			ch_seelow1_outro_left_russian_guy4
			ch_seelow1_outro_left_russian_guy5
			ch_seelow1_outro_left_russian_guy6

			ch_seelow1_outro_middle_russian_guy1
			ch_seelow1_outro_middle_russian_guy2
			ch_seelow1_outro_middle_russian_guy3
			ch_seelow1_outro_middle_russian_guy4
			ch_seelow1_outro_middle_russian_guy5
			ch_seelow1_outro_middle_russian_guy6

			ch_seelow1_outro_right_russian_guy1
			ch_seelow1_outro_right_russian_guy2

			ch_seelow1_injured_waving
			ch_seelow1_molotov_guy1
			ch_seelow1_molotov_guy2
			ch_seelow1_zeitsev_charge
			ch_seelow1_zeitsev_hurry

       		ch_seelow1_river_corpse1
       		ch_seelow1_river_corpse1_loop
       		ch_seelow1_river_corpse2
        	ch_seelow1_river_corpse2_loop
	
			ch_seelow1_pickup_molotov_a

			ch_seelow1_reznov_runandcaugh

			ch_berlin1_surrendering_walk_a
			ch_berlin1_surrendering_walk_b

			ch_rejoicing_a
			ch_rejoicing_b
			ch_rejoicing_c
			ch_rejoicing_d
			ch_rejoicing_e
			ch_rejoicing_f

			ai_flame_deathwalk_a
			ai_flame_death_run

			ch_seelow1_tank_cheer
			ch_seelow1_tank_cheer_idle

			ch_see1_collectible
		}

		level_see2
		{
			
			ch_motioning_a
			ch_motioning_b
			
			ch_rolling_barel_a
			ch_rolling_barel_b
			
			ch_carry_box_a
			ch_carry_box_b
			ch_carry_box_c
		
			ch_climb_flatbed_a
			ch_runclimb_flatbed_a 
			ch_climb_flatbedsandbag_a
			
			ch_climb_boxcar_a
			ch_runclimb_boxcar_a
			
			crew_tank1_commander_dismountsink_a
			crew_tank1_commander_dismountsink_b
			
			ch_seelow2_flamedeath_b_front
			ch_seelow2_flamedeath_c_front
			ch_seelow2_flamedeath_b_side
			ch_seelow2_flamedeath_c_side
			ch_seelow2_flamedeath_b_rear
			ch_seelow2_flamedeath_c_rear
		
		}

		level_hol3
		{
			
			ch_jeep_stuck_driver
			ch_jeep_stuck_pusher1
			ch_jeep_stuck_pusher2
			
			ch_holland3_unloading_guy1
			ch_holland3_unloading_guy2
		
			ch_holland3_traffic
			
			ch_holland3_sandbag_german
			ch_holland3_sandbag_british
			
			ch_holland3_nest_guy1
			ch_holland3_nest_guy2
			ch_holland3_nest_guy3
			
			ch_holland3_dresser
			
			ch_holland3_door_bash
			
			ch_holland3_slipping_a
			ch_holland3_slipping_b
			
			ch_holland3_unblocking_guy1
			ch_holland3_unblocking_guy2
			ch_holland3_unblocking_guy3
			
			ai_run_caugh_a
			ai_run_caugh_b
			ai_molotov_throw_window
			
			ai_flame_deathbalcony_a
			ai_flame_deathbalcony_b
			ai_flame_deathbalcony_c
			ai_flame_deathbalcony_d
			ai_flame_deathbalcony_e
			
			ai_retreating_a
			ai_retreating_b
			ai_retreating_c
			
		}

		level_rhi1
		{
			
			ch_rhineland1_engineer1_part1
			ch_rhineland1_engineer1_part2
			ch_rhineland1_engineer1_part3
			ch_rhineland1_engineer1_part4
			ch_rhineland1_engineer2_part1
			ch_rhineland1_engineer2_part2
			ch_rhineland1_engineer2_part3
			ch_rhineland1_engineer2_part4
			o_rhineland_bridge1
			o_rhineland_bridge2
					
		}

		level_hol1
		{
			
			ch_aroundfire_guy_a
			ch_aroundfire_guy_b
			ch_aroundfire_guy_c
			ch_aroundfire_guy_d
			

			crew_jeep1_driver_closedoor
			crew_jeep1_driver_stop_idle

			crew_jeep1_passenger1_closedoor
			crew_jeep1_passenger1_stop_idle

			crew_jeep1_passenger2_closedoor
			crew_jeep1_passenger2_stop_idle

			crew_jeep1_passenger3_closedoor
			crew_jeep1_passenger3_stop_idle
				
			ch_captor_formation
			ch_captor_formation1
			ch_captor_formation2
			ch_captor_formation_idle
			ch_captor_formation_idle1
			ch_captor_formation_idle2
			ch_captor_walk_idle
			ch_captor_walk_idle1
			ch_captor_walk_idle2
			ch_captor_in
			ch_captor_in1
			ch_captor_in2
			ch_captor_loop
			ch_captor_loop1
			ch_captor_loop2
			ch_captor_out
			ch_captor_out1
			ch_captor_out2

			ch_holland1_shoveling_alert
			ch_holland1_shoveling_loop
			ch_seated_weaponcheck_alert
			ch_seated_weaponcheck_guy1
			ch_seated_weaponcheck_guy2
			ch_seated_weaponcheck_guy3
			ch_seated_weaponcheck_guy4

			ch_holland1_cargo_guy1
			ch_holland1_cargo_guy2
			ch_holland1_jump2cover_guy1
			ch_holland1_jump2cover_guy2
				
			ch_crouch_gesture_stop
			ch_crouch_gesture_closer
				
		}
		
		level_hol2
		{
			ch_aroundfire_node_guy_a
			ch_aroundfire_node_guy_b
			ch_aroundfire_node_guy_c
			ch_aroundfire_node_guy_d
			ch_aroundfire_node_guy_d_alert
			
			
			ch_holland2_bridge_engineer_guy1_unload
			ch_holland2_bridge_engineer_guy2_unload
			ch_holland2_dynamite_disarming
			ch_holland2_shutters_guy1
			ch_holland2_shutters_guy2
			ch_holland2_slit_sarge
			ch_holland2_slit_german
			
			ch_holland2_slit_german_arming
			ch_holland2_slit_german_death
			ch_holland2_slit_sarge_death
			ch_holland2_slit_sarge_sneaking

			
			ch_holland2_truck_sequence_refueling
			ch_holland2_truck_sequence_trans
			ch_holland2_truck_sequence_talk_1
			
			ch_holland2_truck_sequence_door
			ch_holland2_truck_sequence_talk_2
			
			ch_holland2_smoking_guy1
			ch_holland2_smoking_guy2
			
			ch_holland2_bridge_commander_trans
			ch_holland2_bridge_commander_loop
			ch_holland2_bridge_commander_alarm
			ch_holland2_stealth_door
			
			ch_holland2_wire_a_traverse
			ch_holland2_wire_b1_traverse
			ch_holland2_wire_b2_traverse
		
			ai_sneaking_a_stop_right
			ai_sneaking_a_stop_left
			ai_sneaking_a_stop_center
			ai_sneaking_a_start_right
			ai_sneaking_a_start_left
			ai_sneaking_a_start_center
			ai_sneaking_a_idle_center
			ai_sneaking_a_idle_left
			ai_sneaking_a_idle_right
		
			ai_panicking_a
			ai_panicking_b
			ch_pickingup_ammo_a
			ch_pickingup_ammo_b
		}
		
		level_sniper
		{

			ch_sniper_amsel_run_away
			ch_sniper_amsel_run_quickly
		
			ch_sniper_resnov_hop 
			crew_jeep1_driver_death_shot_loop
			
			ch_sniper_resnov_cheer_dive
			ch_sniper_resnov_cheer
			ch_sniper_resnov_last_fall
			ch_sniper_resnov_last_jump
			ch_sniper_resnov_last_jump_loop
			ch_sniper_resnov_runandshoot
		
			ch_sniper_amsel_getout
			ch_sniper_amsel_horch_die_loop
			ch_sniper_amsel_horch_die
			ch_sniper_amsel_horch_lookback
			ch_sniper_amsel_horch_loop
			ch_sniper_amsel_horch_wave1
			ch_sniper_amsel_horch_wave2


			ch_sniper_resnov_mannequin_in
			ch_sniper_amsel_getin
			ch_sniper_amsel_getin_driver
			ch_sniper_resnov_explain
			ch_sniper_resnov_explain_loop
			ch_sniper_amsel_cover_idle
			ch_sniper_amsel_cover_run
			ch_sniper_amsel_death
			ch_sniper_amsel_exit
			ch_sniper_amsel_run_cautious
			ch_sniper_amsel_run_cover
			ch_sniper_amsel_run_hurry
			ch_sniper_bodyguard_exit
			ch_sniper_crouch_loop_l
			ch_sniper_crouch_loop_r
			ch_sniper_crouch_shoot_l
			ch_sniper_crouch_shoot_r
			ch_sniper_entourage_motioning
			ch_sniper_entourage_point
			ch_sniper_entourage_scan
			ch_sniper_entourage_waving
		
		
			ch_sniper_ladder_redshirt1
			ch_sniper_ladder_redshirt2
			ch_sniper_ladder_redshirt3
			ch_sniper_ladder_resnov
		
			ch_sniper_Resnov_fountain_peekloop
			ch_sniper_Resnov_fountain_aimright
			ch_sniper_Resnov_fountain_byburningcar
			ch_sniper_Resnov_fountain_bystairs
			ch_sniper_Resnov_fountain_ready
			ch_sniper_Resnov_fountain_shootnow
			ch_sniper_Resnov_fountain_again
			ch_sniper_Resnov_fountain_ha
			ch_sniper_Resnov_fountain_hurry
			ch_sniper_Resnov_fountain_moreleft
			ch_sniper_Resnov_fountain_moreright
			ch_sniper_Resnov_fountain_straightahead
			ch_sniper_Resnov_fountain_dog
			ch_sniper_Resnov_fountain_aimexcellent
			ch_sniper_Resnov_fountain_aimgood
			ch_sniper_Resnov_fountain_aimpoor
			
			
			ch_sniper_Resnov_fountain_talk
			ch_sniper_fountain_resnov_info2
			
			ch_sniper_Resnov_mannequin_loop1_dialog1
			ch_sniper_Resnov_mannequin_loop1_dialog2
			ch_sniper_Resnov_mannequin_loop1_dialog3
			ch_sniper_Resnov_mannequin_loop1_dialog4
			ch_sniper_Resnov_mannequin_loop3_dialog1
			ch_sniper_Resnov_mannequin_loop3_dialog2
			ch_sniper_Resnov_mannequin_loop3_dialog3



			ch_sniper_Resnov_bar_a
			ch_sniper_Resnov_bar_b
			ch_sniper_Resnov_bar_c
			
			ch_sniper_Resnov_clock_keeplow
			ch_sniper_Resnov_clock_dive
			ch_sniper_Resnov_clock_loop
		
			ch_sniper_Resnov_wait
			ch_sniper_Resnov_wait_loop1


			ch_resnov_runandcough1
			ch_resnov_runandcough2
			ch_sniper_resnov_stumble1
			ch_sniper_resnov_stumble2
			ch_sniper_resnov_stumble3
			ch_sniper_resnov_stumble4



			ch_sniper_Resnov_kicked
			ch_sniper_Resnov_kicked_loop
			ch_sniper_Resnov_kicked_flamer
			ch_sniper_Resnov_kicked_kicker
			ch_sniper_Resnov_kicked_leader

			//ch_reznov_run_d

			ch_berlin2_crawl1
      ch_berlin2_crawl2
      ch_berlin2_crawl3
      ch_berlin2_crawl1_loop
      ch_berlin2_crawl2_loop
      ch_berlin2_crawl3_loop

		
			ch_sniper_Resnov_car_in
			ch_sniper_Resnov_beam
			
			ch_sniper_Resnov_stairs_in
			ch_sniper_Resnov_stairs_loop
			ch_sniper_Resnov_stairs_out

		
			ch_sniper_Resnov_crawl_getup
			ch_sniper_Resnov_table
			ch_sniper_Resnov_table_loop
			ch_sniper_Resnov_mannequin_back
			ch_sniper_Resnov_mannequin_wait
			ch_sniper_street_react
		
			ch_sniper_Resnov_mannequin_loop1
			ch_sniper_Resnov_mannequin_loop2
			ch_sniper_Resnov_mannequin_loop3
			ch_sniper_Resnov_mannequin_push

		
			ch_sniper_Resnov_car_idle1
			ch_sniper_Resnov_car_idle2
			ch_sniper_Resnov_car_idle3
			ch_sniper_Resnov_car_truck
			ch_sniper_Resnov_truck_idle
			ch_sniper_Resnov_truck_window
			ch_sniper_Resnov_window_loop
			ch_sniper_Resnov_window_roll		
		
			ai_staircase_run_up_v1
			ai_staircase_run_down_v1
		
			ch_sniper_store_stair_wait
			ch_sniper_store_stair_wait_loop
      ch_sniper_store_stair_in
      ch_sniper_store_stair_out

			ch_sniper_mannequin_entrance
			ch_sniper_mannequin_entrance_dialog
      ch_sniper_mannequin_wait
      ch_sniper_mannequin_wait_dialog
      ch_sniper_mannequin_in
      ch_sniper_mannequin_out

			
			ch_sniper_Resnov_bar
			ch_sniper_Resnov_bar_wait
			ch_sniper_Resnov_bar_wave
			ch_sniper_Resnov_door_wait

			ch_sniper_book_guy
			ch_sniper_horch_guy1_dead
			
			ch_sniper_horch_guy1_intro
			ch_sniper_horch_guy1_loop
			ch_sniper_horch_guy1_react
			ch_sniper_horch_guy1_shot
			ch_sniper_horch_guy2_intro
			ch_sniper_horch_guy2_loop
			ch_sniper_horch_guy2_react
			ch_sniper_horch_guy2_shot
			
			ch_sniper_ambient1_guy1_intro
			ch_sniper_ambient1_guy1_loop
			ch_sniper_ambient1_guy1_react
			ch_sniper_ambient1_guy1_shot
			ch_sniper_ambient1_guy2_intro
			ch_sniper_ambient1_guy2_loop
			ch_sniper_ambient1_guy2_react
			ch_sniper_ambient1_guy2_shot
			
			ch_sniper_ambient2_guy1_idle
			ch_sniper_ambient2_guy1_intro
			ch_sniper_ambient2_guy1_loop
			ch_sniper_ambient2_guy1_react
			ch_sniper_ambient2_guy1_shot
			ch_sniper_ambient2_guy2_intro
			ch_sniper_ambient2_guy2_loop
			ch_sniper_ambient2_guy2_react
			ch_sniper_ambient2_guy2_shot
			
			ch_sniper_general_horch
			
			ch_sniper_Resnov_horch_hide
			ch_sniper_Resnov_run
			ch_sniper_Resnov_followme
			ch_sniper_Resnov_window
			
			ch_sniper_fountain_resnov_gun_loop
			ch_sniper_fountain_resnov_clip
			ch_sniper_fountain_resnov_crawl
			ch_sniper_fountain_resnov_gun
			ch_sniper_fountain_resnov_info
			ch_sniper_fountain_resnov_intro_loop
			ch_sniper_fountain_resnov_jump
			ch_sniper_fountain_resnov_wait_loop
			
			ch_sniper_dog_handler
			
			ch_sniper_Resnov_explosion
			ch_sniper_Resnov_land_loop
			ch_sniper_Resnov_landing
			ch_sniper_Resnov_land_getup 
			
			ch_sniper_panzer4_passenger10_lookaround
			ch_sniper_panzer4_passenger8_lookaround
			ch_sniper_panzer4_passenger4_lookaround
			ch_sniper_panzer4_passenger10_idle
			ch_sniper_panzer4_passenger8_idle
			ch_sniper_panzer4_passenger4_idle
			
			ch_sniper_german_motioning1
			ch_sniper_german_motioning2
			ch_sniper_german_motioning3
						
			ch_sniper_Resnov_clearing
			ch_sniper_Resnov_clearing_door
			
			// anims for sniper battle
			ch_sniper_window_pass1_L		// spin and look pass
			ch_sniper_window_pass1_R		// spin and look pass
			ch_sniper_window_pass2_L		// passing with gun pointed
			ch_sniper_window_pass2_R		// passing with gun pointed
			ch_sniper_window_pass3_L		// running across pass
			ch_sniper_window_pass3_R		// running across pass
			ch_sniper_scanL_hi				// a bit long.. good for using as the battle lasts too long
			ch_sniper_scanL_lo				// good
			ch_sniper_scanL_mid				// wayyyy too long, like 10 seconds, needs to be 2 seconds - only use on easy setting
			ch_sniper_scanL_to_R			// actually is him moving from R to L
			ch_sniper_scanR_hi				// really exposed on right side
			ch_sniper_scanR_lo				// really exposed on right side
			ch_sniper_scanR_mid				// wayyyy too long, like 10 seconds, needs to be 2 seconds - only use on easy setting
			ch_sniper_scanR_to_L			// actually is him moving from L to R
			ch_sniper_shootL_hi				//good
			ch_sniper_shootL_lo				//good
			ch_sniper_shootR_hi				//exposed too long
			ch_sniper_shootR_lo				//good.. on the long side - use as fight goes on
			ch_sniper_window_idle_L
			ch_sniper_window_idle_R
			
			ch_sniper_smoking_react3_smoke
			ch_sniper_smoking_react3_react
			ch_sniper_smoking_react3_aim

			
			ch_sniper_fountain_german
			ch_sniper_fountain_rus1
			ch_sniper_fountain_rus1_loop
			ch_sniper_fountain_rus2
			ch_sniper_fountain_rus2_loop
			ch_sniper_fountain_rus3
			ch_sniper_fountain_rus1_dead
			ch_sniper_fountain_rus2_dead
			ch_sniper_fountain_rus3_dead
			
			
			ch_sniper_intro_bragging
			ch_sniper_intro_bragging_loop
			ch_sniper_intro_laughing
			ch_sniper_intro_laughing_loop
			ch_sniper_intro_driver
			ch_sniper_intro_passenger
			
			Ch_berlin1_smoking_react1_smoke
			Ch_berlin1_smoking_react1_react
			Ch_berlin1_smoking_react1_aim 		
			
			Ch_berlin1_smoking_react2_smoke 		
			Ch_berlin1_smoking_react2_react 	
			Ch_berlin1_smoking_react2_aim	
			
			ch_sniper_poking_dead_guy1 		// look down, shoot
			ch_sniper_poking_dead_guy2		// looking down alot, casual
			ch_sniper_poking_dead_guy3		//just walking and looking around
			ch_sniper_poking_dead_guy4		//jerky walk and shoot dead guy
			ch_sniper_smoking_react1_aim
			ch_sniper_smoking_react1_react
			ch_sniper_smoking_react1_smoke
			ch_sniper_smoking_react2_aim
			ch_sniper_smoking_react2_react
			ch_sniper_smoking_react2_smoke
			ch_sniper_walk_react_shot
			
			
			ch_sniper_poking_dead_guy5
			ch_sniper_poking_dead_guy6
			ch_sniper_poking_dead_guy7
			ch_sniper_poking_dead_guy8
		}
		
		level_ber1
		{
		
			ch_ber1_collectible
		
			ch_berlin1_execution_prisoner1
			ch_berlin1_execution_prisoner2
			ch_berlin1_execution_prisoner3
			ch_berlin1_execution_prisoner4
			ch_berlin1_execution_captor1
			ch_berlin1_execution_captor2
		
			ch_pel1_crawling_loco_guy1
			ch_pel1_crawling_natural_death_guy1
			ch_pel1_crawling_violent_death_guy1
		
			ch_berlin1_intro_guy05_idle
			ch_berlin1_intro_guy07_idle
			ch_berlin1_intro_guy09_idle
		
			ch_berlin1_intro_guy01
			ch_berlin1_intro_guy02
			ch_berlin1_intro_guy03
			ch_berlin1_intro_guy04
			ch_berlin1_intro_guy05
			ch_berlin1_intro_guy06
			ch_berlin1_intro_guy07
			ch_berlin1_intro_guy08
			ch_berlin1_intro_guy09
			ch_berlin1_intro_guy10
			ch_berlin1_intro_hero01
			ch_berlin1_intro_hero02
			ch_berlin1_intro_hero03
			ch_berlin1_intro_hero04
			ch_berlin1_intro_sarge
			ch_berlin1_intro_commissar
			
			ch_berlin1_intro_guy02_run
			ch_berlin1_intro_guy03_run
			ch_berlin1_intro_guy04_run
			ch_berlin1_intro_guy05_run
			ch_berlin1_intro_guy06_run
			ch_berlin1_intro_guy07_run
			ch_berlin1_intro_guy08_run
			ch_berlin1_intro_guy09_run
			ch_berlin1_intro_guy10_run
			ch_berlin1_intro_hero01_run
			ch_berlin1_intro_hero03_run
			ch_berlin1_intro_hero04_run
			ch_berlin1_intro_sarge_run
						
			
			ch_berlin1_tankCommander_event2
			
			ch_plantingCharge_kneeling
			ch_plantingCharge_standing
			
			ai_run_behindtank_a
			ai_run_behindtank_b
			ai_run_behindtank_c
			ai_run_behindtank_d
	
			ch_berlin1_commissar_waving
			ch_berlin1_commissar_whistling
			ch_berlin1_commissar_shouting
			
			ch_berlin1_E3vignette1_german
			ch_berlin1_E3vignette1_russian1
			ch_berlin1_E3vignette1_russian2
			ch_berlin1_E3vignette2_german
			ch_berlin1_E3vignette2_russian
			ch_berlin1_E3vignette3_german
			ch_berlin1_E3vignette3_russian
			ch_berlin1_E3vignette4_german
			ch_berlin1_E3vignette4_russian
			ch_berlin1_E3vignette5_german
			ch_berlin1_E3vignette5_russian

			ch_berlin1_E3vignette3_german_death
			ch_berlin1_E3vignette4_german_death
			ch_berlin1_E3vignette5_russian_death
			
			Ch_berlin1_captor1
			Ch_berlin1_captor2
			Ch_berlin1_captor3
			Ch_berlin1_prisoner1
			Ch_berlin1_prisoner2
			Ch_berlin1_prisoner3
			Ch_berlin1_prisoner4
			
			ch_berlin1_captor1_loop
			ch_berlin1_captor2_loop
			ch_berlin1_prisoner1_loop
			ch_berlin1_prisoner2_loop
			ch_berlin1_prisoner3_loop
			ch_berlin1_prisoner4_loop

			Ch_berlin1_bashing1_pickup
			Ch_berlin1_bashing2_pickup
			Ch_berlin1_bashing1_loop
			Ch_berlin1_bashing2_loop
			Ch_berlin1_bashing1_drop
			Ch_berlin1_bashing2_drop
			
			ch_berlin1_asylumdoor_guy1
			ch_berlin1_asylumdoor_guy2
			
			ch_berlin1_sniper_fall
			
			ch_berlin1_explosion_back
			ch_berlin1_explosion_front
			ch_berlin1_explosion_left
			ch_berlin1_explosion_right
			
			ch_berlin1_sarge_bashdoor

			ch_berlin2_crawl1_die
			ch_berlin2_crawl1_shot
			ch_berlin2_crawl2_die
			ch_berlin2_crawl2_shot			
			ch_berlin2_crawl3_die
			ch_berlin2_crawl3_shot
			ch_berlin2_crawl4
			ch_berlin2_crawl4_die
			ch_berlin2_crawl4_shot
			ch_berlin2_crawl5
			ch_berlin2_crawl5_die
			ch_berlin2_crawl5_shot
			ch_berlin2_crawl6
			ch_berlin2_crawl6_die
			ch_berlin2_crawl6_shot			
			
			ai_wounded_2legs_a
			ai_wounded_2legs_b
			ai_wounded_2legs_c
			ai_wounded_belly_a
			ai_wounded_belly_b
			ai_wounded_lefthand_a
			ai_wounded_lefthand_b
			ai_wounded_lefthand_c
			ai_wounded_righthand_a
			ai_wounded_righthand_b
			ai_wounded_righthand_c
			ai_wounded_leftleg_a
			ai_wounded_leftleg_b
			ai_wounded_leftleg_c
			ai_wounded_rightleg_a
			ai_wounded_rightleg_b
			ai_wounded_rightleg_c
			
			ch_berlin1_execution_part1_russian_soldier1
			ch_berlin1_execution_part1_russian_soldier2
			ch_berlin1_execution_part1_russian_sarge
			ch_berlin1_execution_part1_german1
			ch_berlin1_execution_part1_german2
			ch_berlin1_execution_part1_german3
			ch_berlin1_execution_part2_russian_soldier1
			ch_berlin1_execution_part2_russian_soldier2
			ch_berlin1_execution_part2_russian_sarge
			ch_berlin1_execution_part2_russian_commisar
			ch_berlin1_execution_part2_german1
			ch_berlin1_execution_part2_german2
			ch_berlin1_execution_part2_german3_loop
			ch_berlin1_execution_part3_russian_soldier1      
			ch_berlin1_execution_part3_russian_soldier2
			ch_berlin1_execution_part3_german2               
			ch_berlin1_execution_part3_german3   
 			ch_berlin1_execution_part3_russian_sarge_loop

			ch_berlin1_surrendering_walk_a
	        ch_berlin1_surrendering_transition_to_idle_a 
	        ch_berlin1_surrendering_idle_a
	        ch_berlin1_surrendering_transition_to_scared_a  
	        ch_berlin1_surrendering_scared_a


	        ch_berlin1_surrendering_transition_to_idle_b
	        ch_berlin1_surrendering_idle_b
	        ch_berlin1_surrendering_transition_to_scared_b
	        ch_berlin1_surrendering_scared_b


		}
		
		level_pel1b
		{
			ch_peleliu1b_carrying200_guy1_a
			ch_peleliu1b_carrying200_guy1_b
			ch_peleliu1b_carrying200_guy1_c
			
			ch_peleliu1b_intro_guy1
			
			ch_peleliu1b_looting_guy1
			ch_peleliu1b_looting_guy2
			
			ch_peleliu1b_outro_guy1
			
			ch_peleliu1b_suicidegrenade_guy1
			ch_peleliu1b_suicidegrenade_guy1_death
			ch_peleliu1b_suicidegrenade_guy2
			ch_peleliu1b_suicidegrenade_guy2_death

			ch_peleliu1b_outro_polonski
			ch_peleliu1b_outro_polonski_in
			ch_peleliu1b_outro_polonski_loop
			ch_peleliu1b_outro_radio
			ch_peleliu1b_outro_radio_in
			ch_peleliu1b_outro_radio_loop
			ch_peleliu1b_outro_roebuck
			ch_peleliu1b_outro_roebuck_in
			ch_peleliu1b_outro_roebuck_loop

			ch_peleliu1b_handler_loop
			ch_peleliu1b_handler_out
		}
		
		level_pby
		{
			ch_pby_floating_soldier
			ch_pby_Lsaved_soldier
			ch_pby_Lsaved_soldier2
			ch_pby_Lsaved_soldier4
			
			ch_pby_Lsaved_soldier5_fall
			ch_pby_Lsaved_soldier5_in
			ch_pby_Lsaved_soldier5_loop
			ch_pby_Lsaved_soldier5_over
			
			ch_pby_Rsaved_soldier
			ch_pby_Rsaved_soldier2
			ch_pby_Rsaved_soldier4
			
			ch_pby_Rsaved_soldier5_fall
			ch_pby_Rsaved_soldier5_in
			ch_pby_Rsaved_soldier5_loop
			ch_pby_Rsaved_soldier5_over
			
			ch_pby_swimming_soldier
			
			ch_pby_swim_breaststroke
			ch_pby_swim_doggie_paddle1
			ch_pby_swim_doggie_paddle2
			ch_pby_swim_freestyle_flail
			ch_pby_swim_freestyle_hi
			ch_pby_swim_freestyle_lo
			ch_pby_swim_freestyle_mid
			ch_pby_swim_side1
			ch_pby_swim_side2
			
			ch_pby_shark
			ch_pby_shark_swim
			ch_pby_duck
			
			ch_pby_float_dead
			ch_pby_float1
			ch_pby_float2
			ch_pby_float3
			ch_pby_float4
			
			ch_pby_copilot
			ch_pby_engineer
			ch_pby_pilot
			ch_pby_radio_op
			
			ch_pby_nav_idle
			ch_pby_nav_playerF
			ch_pby_nav_playerR
			ch_pby_nav_to_radio
			
			ch_pby_radio_idle
			ch_pby_radio_playerF
			ch_pby_radio_to_nav
			ch_pby_radio_scripted
			ch_pby_radio_lo_idle3
			
			ch_pby_engineer_cook
			ch_pby_engineer_legs1
			ch_pby_engineer_legs2
			ch_pby_engineer_legs3
			ch_pby_engineer_playerF
			ch_pby_engineer_PlayerR
			
			ch_pby_rescue1
			ch_pby_rescue2
			ch_pby_rescue3
			ch_pby_rescue4
			
			ch_pby_rescueL_1
			ch_pby_rescueL_2
			ch_pby_rescueL_3
			ch_pby_rescueL_4
			ch_pby_rescueL_5
			ch_pby_rescueL_6
			
			ch_pby_rescueR_1
			ch_pby_rescueR_2
			ch_pby_rescueR_3
			ch_pby_rescueR_4
			ch_pby_rescueR_5
			ch_pby_rescueR_6
			
			ch_pby_crash_man
			
			ch_pby_explosion_back
			ch_pby_explosion_front
			ch_pby_explosion_right
			ch_pby_explosion_left
			
			ch_pby_ptboat_gunner
			ch_pby_ai_blisterL
			ch_pby_ai_blisterR
			
			ch_pby_intro_copilot
			ch_pby_intro_radio
			ch_pby_intro_engineer_loop
			ch_pby_intro_engineer_up
			
			ch_pby_FtoL_copilot
			ch_pby_FtoL_eng
			ch_pby_FtoL_pilot
			ch_pby_FtoL_radio
			
			ch_pby_FtoV_copilot
			ch_pby_FtoV_eng
			ch_pby_FtoV_pilot
			ch_pby_FtoV_radio
			
			ch_pby_RtoF_copilot
			ch_pby_RtoF_eng
			ch_pby_RtoF_pilot
			ch_pby_RtoF_radio
			
			ch_pby_distress_copilot
			ch_pby_distress_eng
			ch_pby_distress_pilot
			ch_pby_distress_radio
			ch_pby_distress_radio2
			
			ch_raft_paddling_guy1
			ch_raft_paddling_guy2
			ch_raft_paddling_guy3
			ch_raft_paddling_guy4
			
			ch_pby_wave
			ch_pby_wave2
			ch_pby_wave3
			ch_pby_wave4
			
			ch_pby_gunner_firel
			ch_pby_gunner_firev
			ch_pby_gunner_ftol
			ch_pby_gunner_ftor
			ch_pby_gunner_look
			ch_pby_gunner_ltof
			ch_pby_gunner_ltor
			ch_pby_gunner_ltov
			ch_pby_gunner_nod
			ch_pby_gunner_pass
			ch_pby_gunner_pass2
			ch_pby_gunner_vtof
		}
		
	level_training
		{	
			ch_training_sarge_lean_disappointed
			ch_training_sarge_lean_gogogo
			ch_training_sarge_lean_idle
			ch_training_sarge_lean_in
			ch_training_sarge_lean_out
			ch_training_sarge_run_to_stand
			ch_training_sarge_stand_disappointed
			ch_training_sarge_stand_get_moving
			ch_training_sarge_stand_idle
			ch_training_sarge_stand_to_run
			ch_training_sarge_stand_to_walk
			ch_training_sarge_walk_to_stand
			
			ch_training_throw_grenade_guy2_b
			ch_training_throw_grenade_guy1_b
			ch_training_mantle_wall_guy1_b
			ch_training_mantle_wall_guy2_b
			ch_training_fall_off_obstacle_guy2_b
			ch_training_fall_off_obstacle_guy1_b			
		}

		test_jitter_anim
		{
			killhouse_gaz_talk_side
		}

		level_al_train
		{
			ch_seelow1_outro_left_russian_guy7
			ch_seelow1_outro_left_russian_guy8
			ch_seelow1_outro_left_russian_guy9
			ch_seelow1_outro_left_russian_guy10
			ch_seelow1_outro_left_russian_guy11
			ch_seelow1_outro_left_russian_guy12

			ch_seelow1_outro_right_russian_guy3
			ch_seelow1_outro_right_russian_guy4
			ch_seelow1_outro_right_russian_guy5
			ch_seelow1_outro_right_russian_guy6
			ch_seelow1_outro_right_russian_guy7
			ch_seelow1_outro_right_russian_guy8
			ch_seelow1_outro_right_russian_guy9
			ch_seelow1_outro_right_russian_guy10
			ch_seelow1_outro_right_russian_guy11
			ch_seelow1_outro_right_russian_guy12
		}
	}
}

mortar
{
	mortar_closed_setup
	mortar_open_setup
}

scripted_look_straight : additive
{
	// standalone neck/head only facial animations that have no associated full body animation
	//bergstein

	generic_lookupright
	generic_lookupleft
	blackout_price_facial_moveout
}

scripted_talking
{
	generic_talker_axis
	generic_talker_allies
}

head_horizontal : additive
{
	combatrun_head_4
	combatrun_head_6
}
		
head_vertical : additive
{
	combatrun_head_2
	combatrun_head_8							
}
	
wave : additive
{
	CQB_stand_wave_go_v1 //(hand signal - advance) 
}

wounded_aim : additive
{
	sniper_escape_price_aim_L
	sniper_escape_price_aim_R
}

drones
{
	drone_run_forward_1
}

facial : additive
{
	ch_pby_distress_radio_face1
	ch_pby_distress_radio_face2
}

