//
// Player xanims refix convention:
//
// Torso only animation are prefixed with pt_
// Legs only animations are prefixed with pl_
// Full body animations (both) are prefixed with pb_
//

main
{
	//
	// Torso Animations
	//
	torso
	{
		// Temp placeholder anims
		pt_chicken_dance		 // Animation which indicates another animation is not completed yet
		pt_chicken_dance_crouch // ditto for this one
	
		//
		// Shooting anims
		//

		pt_stand_shoot_RPG
		pt_stand_shoot
		pt_stand_shoot_auto
		pt_stand_shoot_ads
		pt_stand_shoot_auto_ads
		pt_crouch_shoot
		pt_crouch_shoot_auto
		pt_crouch_shoot_ads
		pt_crouch_shoot_auto_ads
	
		pt_stand_shoot_pistol
		pt_stand_shoot_ads_pistol
		pt_crouch_shoot_pistol
		pt_crouch_shoot_ads_pistol

		// Pistol needs aim/alert torso animations for use with regular lower body animations.
		pt_stand_alert_pistol
		pt_stand_ads_pistol
		pt_crouch_alert_pistol
		pt_crouch_ads_pistol

		pt_stand_grenade_throw
		pt_stand_grenade_pullpin
		pt_crouch_grenade_throw
		pt_stand_stickgrenade_throw
//		crouch_grenade_throw
		pt_prone_grenade_throw
		pt_prone_grenade_pullpin
		pt_rifle_fire_prone
		pt_rifle_fire_ads
		pt_rifle_fire
		pt_crouch_rifle_fire_ads
		pt_crouch_rifle_fire
		pt_laststand_fire
		pt_prone_shoot_RPG
		pt_stand_shoot_shotgun
		pt_hold_throw
		pt_hold_prone_throw


		//
		// Reload anims
		//

		pt_reload_stand_RPG
		pt_reload_crouch_pistol
		pt_reload_stand_pistol
		pt_reload_prone_pistol
		
		pt_reload_crouch_rifle
		pt_reload_stand_rifle
		pt_reload_prone_rifle
		pt_reload_stand_auto
		pt_reload_stand_auto_mp40
		pt_reload_stand_auto_fg42
		pt_reload_stand_auto_sten
		pt_reload_prone_auto
		pt_laststand_reload
		pt_reload_prone_RPG
		pt_reload_crouchwalk
		pt_reload_crouchwalk_pistol

		
		//
		// Prone anims
		//
	
		pt_prone_shoot
		pt_prone_shoot_pistol
		pt_prone_shoot_auto

		//
		// held object anims
		//
	
		pt_hold_setup

		//
		// Melee anims
		//
		
		german_shepherd_attack_player
		german_shepherd_run_attack
	
		pt_melee_right2right_1
		pt_melee_right2right_2
		pt_melee_right2left
		pt_melee_left2left_1
		pt_melee_left2right

		pt_melee_crouch_left2left
		pt_melee_crouch_left2right
		pt_melee_crouch_right2left

		pt_melee_pistol_1
		pt_melee_pistol_2
		pt_melee_pistol_3
		pt_melee_pistol_4

		pt_melee_prone
		pt_melee_prone_pistol

		//
		// pullout poses
		//
	
		pt_crouch_pullout_pose
		pt_stand_pullout_pose
		pt_prone_pullout_pose

		// shellshock anims
		pb_stand_shellshock
		pb_crouch_shellshock

		//
		// Flinch
		//

		pt_flinch_forward			// PI - RIFLE
		pt_flinch_back
		pt_flinch_left
		pt_flinch_right
		pt_flinch_pistol_left		// PI - PISTOL
		pt_flinch_pistol_forward
		pt_flinch_pistol_back
		pt_flinch_pistol_right
		pt_flinch_grenade_right
		pt_flinch_grenade_left
		pt_flinch_grenade_forward
		pt_flinch_grenade_back

	}
	
	//
	// Legs Animations (also full body anims)
	//
	legs
	{
		//
		// Idle anims
		//

		german_shepherd_idle
		german_shepherd_sitting_looking_idle
		german_shepherd_sleeping
		
		pb_stand_alert_RPG
		pb_stand_alert
		pb_stand_ads
		pb_stand_grenade_idle
		pb_stand_grenade_pullpin
		pb_stand_stickgrenade_idle
		pb_stand_alert_pistol
		pb_stand_ads_pistol
		pb_stand_alert_unarmed
		pb_stand__shoot_ads_pistol
		pb_rifle_idleA_ads
		pb_rifle_idleB_ads
		pb_crouch_grenade_idle
		pb_crouch_stickgrenade_idle
		pb_crouch_grenade_pullpin

		pb_crouch_alert
		pb_crouch_ads
		pb_crouch_alert_pistol
		pb_crouch_ads_pistol
		pb_crouch_alert_unarmed
		pb_prone_hold
	

		pb_chicken_dance		 // Animation which indicates another animation is not completed yet
		pb_chicken_dance_crouch // ditto for this one
	
		pb_prone_bombplant
		pb_stand_bombplant
		pb_crouch_bombplant
		pb_laststand_idle
		pb_hold_idle
		pb_crouch_hold_idle
		pb_crouch_alert_RPG
		pb_crouch_ads_RPG
		pb_stand_ads_RPG
		pb_prone_aim_RPG
	
	
		//
		// Movement anims
		//

		german_shepherd_walk
		german_shepherd_run
		german_shepherd_run_jump_40
		
		pb_pistol_run_fast
		pb_run_fast
		pb_run_rifle
		pb_run_smg
		pb_run_heavy
		pb_run_forward_m
		pb_run_right_m
		pb_run_left_m
		pb_run_back_m
		
		pb_crouchwalk_loop
		pb_sprint
		pb_sprint_B
		pb_sprint_gundown
		pb_sprint_stickgrenade
		pb_sprint_grenade
		pb_sprint_RPG
		pb_sprint_pistol
		pb_sprint_hold

		pb_runjump_takeoff
		pb_runjump_land
		pb_standjump_takeoff
		pb_standjump_land
		pb_runjump_takeoff_pistol
		pb_runjump_land_pistol
		pb_standjump_takeoff_pistol
		pb_standjump_land_pistol
		
		pb_combatrun_forward_loop
		pb_combatrun_back_loop
		pb_combatrun_left_loop
		pb_combatrun_right_loop
		pb_combatrun_forward_loop_pistol
		pb_combatrun_back_loop_pistol
		pb_combatrun_left_loop_pistol
		pb_combatrun_right_loop_pistol
		pb_combatrun_forward_loop_unarmed
		pb_combatrun_forward_loop_heavy
		pb_combatrun_forward_loop_light
		pb_combatrun_forward_loop_rifles
		pb_combatrun_forward_loop_stickgrenade
		pb_combatrun_left_loop_grenade
		pb_combatrun_right_loop_grenade
		pb_combatrun_back_loop_grenade

		pb_combatrun_forward_RPG
		pb_combatrun_back_RPG
		pb_combatrun_left_RPG
		pb_combatrun_right_RPG
		pb_walk_forward_RPG_ads
		pb_walk_back_RPG_ads
		pb_walk_left_RPG_ads
		pb_walk_right_RPG_ads

	
		pb_crouch_run_forward
		pb_crouch_run_back
		pb_crouch_run_left
		pb_crouch_run_right
		pb_crouch_run_forward_pistol
		pb_crouch_run_forward_grenade
		pb_crouch_run_forward_stickgrenade
		pb_crouch_run_back_pistol
		pb_crouch_run_left_pistol
		pb_crouch_run_right_pistol
		pb_crouch_walk_forward_pistol
		pb_crouch_walk_back_pistol
		pb_crouch_walk_left_pistol
		pb_crouch_walk_right_pistol
		pb_crouch_run_forward_unarmed
		pb_crouch_run_back_grenade
		pb_crouch_run_left_grenade
		pb_crouch_run_right_grenade

		pb_crouch_shoot_run_forward
		pb_crouch_shoot_run_back
		pb_crouch_shoot_run_left
		pb_crouch_shoot_run_right
		pb_crouch_walk_forward_unarmed

		pb_crouch_grenade_throw
		pb_stand_grenade_throw
		pb_stand_stickgrenade_throw

		pb_stand_shoot_walk_forward
		pb_stand_shoot_walk_back
		pb_stand_shoot_walk_left
		pb_stand_shoot_walk_right
		pb_stand_shoot_walk_forward_unarmed		// Not really shooting.  Named the same as rifle anim so it'd sort alphabetically.
		pb_combatwalk_forward_loop_pistol
		pb_combatwalk_back_loop_pistol
		pb_combatwalk_left_loop_pistol
		pb_combatwalk_right_loop_pistol
		pb_walk_right					// these have the gun down like in the idle...
		pb_walk_left
		pb_walk_back
		pb_walk_forward

		pb_pull_stand_intro
		pb_pull_stand_loop
		pb_pull_stand_end
		pb_hold_run
		pb_hold_run_back
		pb_hold_run_right
		pb_hold_run_left
		pb_crouch_hold_run
		pb_crouch_hold_run_back
		pb_crouch_hold_run_left
		pb_crouch_hold_run_right

		pb_crouch_run_back_RPG
		pb_crouch_run_forward_RPG
		pb_crouch_run_left_RPG
		pb_crouch_run_right_RPG

		pb_crouch_walk_right_RPG
		pb_crouch_walk_left_RPG
		pb_crouch_walk_forward_RPG
		pb_crouch_walk_back_RPG

		pb_prone_crawl_hold
		pb_prone_crawl_back_hold
		pb_prone_crawl_left_hold
		pb_prone_crawl_right_hold


//		pb_wounded_walk_loop // the temp ladder climbing anim

		//
		// Ladder Climbing anims
		//
		
		pb_climbdown
		pb_climbup
	
		//
		// Prone anims
		//
		german_shepherd_wakeup_fast
	
		pb_prone_crawl
		pb_prone_grenade_crawl
		pb_prone_crawl_left
		pb_prone_crawl_right
		pb_prone_crawl_back
		pb_prone_aim
		pb_prone_aim_pistol
		pb_prone_aim_grenade
		pb_prone_grenade_crawl_left
		pb_prone_grenade_crawl_right
		pb_prone_crawl_pistol
		pb_prone_crawl_pistol_back
		pb_prone_pistol_crawl_left
		pb_prone_pistol_crawl_right
		pb_prone_grenade_crawl_back
		pb_crouch2prone
		pb_prone2crouch
		pb_prone2crouchrun

		// 
		// Mantle anims
		//
		
		mp_mantle_up_57
		mp_mantle_up_51
		mp_mantle_up_45
		mp_mantle_up_39
		mp_mantle_up_33
		mp_mantle_up_27
		mp_mantle_up_21
		mp_mantle_over_high
		mp_mantle_over_mid
		mp_mantle_over_low 

		
		//
		// MG42 anims
		//
		standSAWgunner_aim : complete nonloopsync
		{
			standSAWgunner_aim_15down
			{
				pb_saw_gunner_aim_down_right45
				pb_saw_gunner_aim_down_right30
				pb_saw_gunner_aim_down_right15
				pb_saw_gunner_aim_down_center
				pb_saw_gunner_aim_down_left15
				pb_saw_gunner_aim_down_left30
				pb_saw_gunner_aim_down_left45
			}

			standSAWgunner_aim_level
			{
				pb_saw_gunner_aim_level_right45
				pb_saw_gunner_aim_level_right30
				pb_saw_gunner_aim_level_right15
				pb_saw_gunner_aim_level_center
				pb_saw_gunner_aim_level_left15
				pb_saw_gunner_aim_level_left30
				pb_saw_gunner_aim_level_left45
			}

			standSAWgunner_aim_15up
			{
				pb_saw_gunner_aim_up_right45
				pb_saw_gunner_aim_up_right30
				pb_saw_gunner_aim_up_right15
				pb_saw_gunner_aim_up_center
				pb_saw_gunner_aim_up_left15
				pb_saw_gunner_aim_up_left30
				pb_saw_gunner_aim_up_left45
			}
		}

		proneSAWgunner_aim : complete nonloopsync
		{
			proneSAWgunner_aim_15down
			{
				pb_saw_gunner_prone_aim_down_left40
				pb_saw_gunner_prone_aim_down_left20
				pb_saw_gunner_prone_aim_down_center
				pb_saw_gunner_prone_aim_down_right20
				pb_saw_gunner_prone_aim_down_right40
			}

			proneSAWgunner_aim_level
			{
				pb_saw_gunner_prone_aim_level_left40
				pb_saw_gunner_prone_aim_level_left20
				pb_saw_gunner_prone_aim_level_center
				pb_saw_gunner_prone_aim_level_right20
				pb_saw_gunner_prone_aim_level_right40
			}

			proneSAWgunner_aim_15up
			{
				pb_saw_gunner_prone_aim_up_left40
				pb_saw_gunner_prone_aim_up_left20
				pb_saw_gunner_prone_aim_up_center
				pb_saw_gunner_prone_aim_up_right20
				pb_saw_gunner_prone_aim_up_right40
			}
		}

		crouchSAWgunner_aim : complete nonloopsync
		{
			crouchSAWgunner_aim_15down
			{
				pb_saw_gunner_lowwall_aim_down_left45
				pb_saw_gunner_lowwall_aim_down_left30
				pb_saw_gunner_lowwall_aim_down_left15
				pb_saw_gunner_lowwall_aim_down_center
				pb_saw_gunner_lowwall_aim_down_right15
				pb_saw_gunner_lowwall_aim_down_right30
				pb_saw_gunner_lowwall_aim_down_right45
			}

			crouchSAWgunner_aim_level
			{
				pb_saw_gunner_lowwall_aim_level_left45
				pb_saw_gunner_lowwall_aim_level_left30
				pb_saw_gunner_lowwall_aim_level_left15
				pb_saw_gunner_lowwall_aim_level_center
				pb_saw_gunner_lowwall_aim_level_right15
				pb_saw_gunner_lowwall_aim_level_right30
				pb_saw_gunner_lowwall_aim_level_right45
			}

			crouchSAWgunner_aim_15up
			{
				pb_saw_gunner_lowwall_aim_up_left45
				pb_saw_gunner_lowwall_aim_up_left30
				pb_saw_gunner_lowwall_aim_up_left15
				pb_saw_gunner_lowwall_aim_up_center
				pb_saw_gunner_lowwall_aim_up_right15
				pb_saw_gunner_lowwall_aim_up_right30
				pb_saw_gunner_lowwall_aim_up_right45
			}
		}

		proneMG42_fire : complete loopsync
		{
			proneMG42_fire_15down
			{
				pb_proneMG42gunner_fire_40left_15down
				pb_proneMG42gunner_fire_20left_15down
				pb_proneMG42gunner_fire_forward_15down
				pb_proneMG42gunner_fire_20right_15down
				pb_proneMG42gunner_fire_40right_15down
			}

			proneMG42_fire_level
			{
				pb_proneMG42gunner_fire_40left_level
				pb_proneMG42gunner_fire_20left_level
				pb_proneMG42gunner_fire_forward_level
				pb_proneMG42gunner_fire_20right_level
				pb_proneMG42gunner_fire_40right_level
			}

			proneMG42_fire_15up
			{
				pb_proneMG42gunner_fire_40left_15up
				pb_proneMG42gunner_fire_20left_15up
				pb_proneMG42gunner_fire_forward_15up
				pb_proneMG42gunner_fire_20right_15up
				pb_proneMG42gunner_fire_40right_15up
			}
		}

		proneMG42_aim : complete nonloopsync
		{
			proneMG42_aim_15down
			{
				pb_proneMG42gunner_aim_40left_15down
				pb_proneMG42gunner_aim_20left_15down
				pb_proneMG42gunner_aim_forward_15down
				pb_proneMG42gunner_aim_20right_15down
				pb_proneMG42gunner_aim_40right_15down
			}

			proneMG42_aim_level
			{
				pb_proneMG42gunner_aim_40left_level
				pb_proneMG42gunner_aim_20left_level
				pb_proneMG42gunner_aim_forward_level
				pb_proneMG42gunner_aim_20right_level
				pb_proneMG42gunner_aim_40right_level
			}

			proneMG42_aim_15up
			{
				pb_proneMG42gunner_aim_40left_15up
				pb_proneMG42gunner_aim_20left_15up
				pb_proneMG42gunner_aim_forward_15up
				pb_proneMG42gunner_aim_20right_15up
				pb_proneMG42gunner_aim_40right_15up
			}
		}


		standMG42_fire : complete loopsync
		{
			standMG42_fire_15down
			{
				pb_standMG42gunner_fire_45left_15down
				pb_standMG42gunner_fire_30left_15down
				pb_standMG42gunner_fire_15left_15down
				pb_standMG42gunner_fire_forward_15down
				pb_standMG42gunner_fire_15right_15down
				pb_standMG42gunner_fire_30right_15down
				pb_standMG42gunner_fire_45right_15down
			}

			standMG42_fire_level
			{
				pb_standMG42gunner_fire_45left_level
				pb_standMG42gunner_fire_30left_level
				pb_standMG42gunner_fire_15left_level
				pb_standMG42gunner_fire_forward_level
				pb_standMG42gunner_fire_15right_level
				pb_standMG42gunner_fire_30right_level
				pb_standMG42gunner_fire_45right_level
			}

			standMG42_fire_15up
			{
				pb_standMG42gunner_fire_45left_15up
				pb_standMG42gunner_fire_30left_15up
				pb_standMG42gunner_fire_15left_15up
				pb_standMG42gunner_fire_forward_15up
				pb_standMG42gunner_fire_15right_15up
				pb_standMG42gunner_fire_30right_15up
				pb_standMG42gunner_fire_45right_15up
			}
		}

		standMG42_aim : complete nonloopsync
		{
			standMG42_aim_15down
			{
				pb_standMG42gunner_aim_45left_15down
				pb_standMG42gunner_aim_30left_15down
				pb_standMG42gunner_aim_15left_15down
				pb_standMG42gunner_aim_forward_15down
				pb_standMG42gunner_aim_15right_15down
				pb_standMG42gunner_aim_30right_15down
				pb_standMG42gunner_aim_45right_15down
			}

			standMG42_aim_level
			{
				pb_standMG42gunner_aim_45left_level
				pb_standMG42gunner_aim_30left_level
				pb_standMG42gunner_aim_15left_level
				pb_standMG42gunner_aim_forward_level
				pb_standMG42gunner_aim_15right_level
				pb_standMG42gunner_aim_30right_level
				pb_standMG42gunner_aim_45right_level
			}

			standMG42_aim_15up
			{
				pb_standMG42gunner_aim_45left_15up
				pb_standMG42gunner_aim_30left_15up
				pb_standMG42gunner_aim_15left_15up
				pb_standMG42gunner_aim_forward_15up
				pb_standMG42gunner_aim_15right_15up
				pb_standMG42gunner_aim_30right_15up
				pb_standMG42gunner_aim_45right_15up
			}
		}


		//
		// Death
		//
		
		german_shepherd_death_front
	
		// prone
		pb_prone_death_quickdeath
		pb_laststand_death
		// Crouch
		pb_crouch_death_headshot_front
		pb_crouch_death_clutchchest
		pb_crouch_death_flip
		pb_crouch_death_fetal
		pb_crouch_death_falltohands
		// Crouch run
		pb_crouchrun_death_drop
		pb_crouchrun_death_crumple
		// stand
		pb_stand_death_spin
		pb_stand_death_legs
		pb_stand_death_lowerback
		pb_stand_death_lowertorso
		pb_stand_death_head_collapse
		pb_stand_death_neckdeath_thrash
		pb_stand_death_neckdeath				
		pb_stand_death_nervedeath			
		pb_stand_death_frontspin			// Hit from front in head, upper chest or right shoulder.
		pb_stand_death_headchest_topple	// Hit in head or chest from any direction.  Falls back, one leg goes up.		
		// run
		pb_death_run_forward_crumple
		pb_death_run_onfront
		pb_death_run_stumble
		pb_death_run_back
		pb_death_run_left
		pb_death_run_right
		MP_shotgun_death_back
		MP_shotgun_death_front
		MP_shotgun_death_left
		MP_shotgun_death_right

	
		//
		// Stumble
		//

		pb_stumble_forward			// RUNNING
		pb_stumble_back
		pb_stumble_left
		pb_stumble_right
		pb_stumble_walk_forward		// WALKING
		pb_stumble_walk_back
		pb_stumble_walk_left
		pb_stumble_walk_right

		pb_stumble_pistol_walk_right	// WALKING w/pistol
		pb_stumble_pistol_walk_left
		pb_stumble_pistol_walk_forward
		pb_stumble_pistol_walk_back
		pb_stumble_pistol_right			// RUNNING w/pistol
		pb_stumble_pistol_left
		pb_stumble_pistol_forward
		pb_stumble_pistol_back

		pb_stumble_grenade_right
		pb_stumble_grenade_left
		pb_stumble_grenade_forward
		pb_stumble_grenade_back


		//
		// Pain
		//		
		german_shepherd_run_pain
		
		// prone
		pb_prone_painA_holdchest
		pb_prone_painB_holdhead
		
		// Crouch run
//		crouchrun_painfall
	
		// Crouch
//		crouch_pain_fallToGround		// Shot from front, backs back and slightly right.
		pb_crouch_pain_holdStomach			// Shot in torso.
//		crouch_pain_crouch2crawl_ktwist	// extended pain. Ends in crawl (backwards).
//		crouch_pain_crouch2crawl_grabhead	// extended pain. Ends in crawl (backwards).
//		crouch_pain_crouch2crawl_back	// Shot from behind, falls forward to crawl.
		
		// Stand
//		stand_pain_leghit				// Shot in leg, falls to ground, writhes, up to crouch
//		stand_pain_fallToHand			// Shot in torso? falls to left hand, up to crouch
//		stand_pain_hunch				// Shot in stomach, turns left and then straight.  Ends in crouch.
//		stand_pain_stand2crawl_stumbleback	// extended pain.  Ends in crawl.
	
//		minorpain_head_front
//		minorpain_head_back
//		minorpain_head_left
//		minorpain_head_right
//			pb_minorpain_chest_front
//		minorpain_chest_back
//		minorpain_chest_left
//		minorpain_chest_right
//		minorpain_leftarm_front
//		minorpain_leftarm_back
//		minorpain_leftarm_left
//		minorpain_leftarm_right
//		minorpain_rightarm_front
//		minorpain_rightarm_back
//		minorpain_rightarm_left
//		minorpain_rightarm_right
	}
}

//
// Turning animations (played on the legs, but handled seperatly)
//
turning
{
	pl_turn_90left			
	pl_turn_90right	
	pl_crouchturn_90right
	pl_crouchturn_90left

}
