DEFINES

set weaponclass autofire = mg AND smg
set movetype moving = walk AND walkcr AND walkcrbk AND walkbk AND run AND runbk AND runcr AND runcrbk AND walkprone AND walkpronebk
set movetype crouching = idlecr AND runcr AND runcrbk AND walkcr AND walkcrbk
set movetype prone = idleprone AND walkprone AND walkpronebk
set movetype backstep = walkbk AND runbk AND walkcrbk AND walkpronebk

ANIMATIONS

STATE COMBAT
{
	idle
	{
		mounted mg42, firing
		{
			both standSAWgunner_aim turretanim
		}
		mounted mg42
		{
			both standSAWgunner_aim turretanim
		}
		perk laststand
		{
			both pb_laststand_idle
		}
		playerAnimType none
		{
			both pb_stand_alert
		}
		playerAnimType briefcase
		{
			both pb_stand_bombplant
		}
		playerAnimType hold
		{
			both pb_hold_idle
		}
		weaponclass pistol, weapon_position ads
		{
			both pb_stand_ads_pistol
		}
		weaponclass pistol
		{
			both pb_stand_alert_pistol
		}
		weaponclass rocketlauncher, weapon_position ads
		{
			both pb_stand_ads_RPG
		}
		weaponclass rocketlauncher
		{
			both pb_stand_alert_RPG
		}
		weapon_position ads
		{
			both pb_stand_ads
		}
		weaponclass grenade, playerAnimType all NOT m203
		{
			both pb_stand_grenade_pullpin
		}
		default
		{
			both pb_stand_alert
		}
	}
	idlecr
	{
		mounted mg42, firing
		{
			both crouchSAWgunner_aim turretanim
		}
		mounted mg42
		{
			both crouchSAWgunner_aim turretanim
		}
		perk laststand
		{
			both pb_laststand_idle
		}
		playerAnimType none
		{
			both pb_crouch_bombplant
		}
		playerAnimType briefcase
		{
			both pb_crouch_bombplant
		}
		playerAnimType hold
		{
			both pb_crouch_hold_idle
		}
		weaponclass pistol, weapon_position ads
		{
			both pb_crouch_ads_pistol
		}
		weaponclass pistol
		{
			both pb_crouch_alert_pistol
		}
		weaponclass rocketlauncher, weapon_position ads
		{
			both pb_crouch_ads_RPG
		}
		weaponclass rocketlauncher
		{
			both pb_crouch_alert_RPG
		}
		weaponclass grenade, playerAnimType all NOT m203
		{
			both pb_crouch_grenade_pullpin
		}
		weapon_position ads
		{
			both pb_crouch_ads
		}
		default
		{
			both pb_crouch_alert
		}
	}
	idleprone
	{
		mounted mg42, firing
		{
			both proneSAWgunner_aim turretanim
		}
		mounted mg42
		{
			both proneSAWgunner_aim turretanim
		}
		perk laststand
		{
			both pb_laststand_idle
		}
		playerAnimType briefcase
		{
			both pb_prone_bombplant
		}
		playerAnimType hold
		{
			both pb_prone_hold
		}
		playerAnimType none
		{
			both pb_prone_bombplant
		}
		weaponclass pistol
		{
			both pb_prone_aim_pistol
		}
		weaponclass rocketlauncher
		{
			both pb_prone_aim_RPG
		}
		weaponclass grenade, playerAnimType all NOT m203
		{
			both pb_prone_aim_grenade
		}
		default
		{
			both pb_prone_aim
		}
	}
	flinch_forward
	{
		weaponclass pistol
		{
		}
		weaponclass grenade, playerAnimType all NOT m203
		{
		}
		default
		{
		}
	}
	flinch_backward
	{
		weaponclass pistol
		{
		}
		weaponclass grenade, playerAnimType all NOT m203
		{
		}
		default
		{
		}
	}
	flinch_left
	{
		weaponclass pistol
		{
		}
		weaponclass grenade, playerAnimType all NOT m203
		{
		}
		default
		{
		}
	}
	flinch_right
	{
		weaponclass pistol
		{
		}
		weaponclass grenade, playerAnimType all NOT m203
		{
		}
		default
		{
		}
	}
	stumble_forward
	{
		weaponclass pistol, strafing left
		{
			both pb_stumble_pistol_left
		}
		weaponclass pistol, strafing right
		{
			both pb_stumble_pistol_right
		}
		weaponclass grenade, strafing left, playerAnimType all NOT m203
		{
			both pb_stumble_grenade_left
		}
		weaponclass grenade, strafing right, playerAnimType all NOT m203
		{
			both pb_stumble_grenade_right
		}
		weaponclass pistol
		{
			both pb_stumble_pistol_forward
		}
		weaponclass grenade, playerAnimType all NOT m203
		{
			both pb_stumble_grenade_forward
		}
		strafing left
		{
			both pb_stumble_left
		}
		strafing right
		{
			both pb_stumble_right
		}
		default
		{
			both pb_stumble_forward
		}
	}
	stumble_backward
	{
		weaponclass pistol, strafing left
		{
			both pb_stumble_pistol_left
		}
		weaponclass pistol, strafing right
		{
			both pb_stumble_pistol_right
		}
		weaponclass grenade, strafing left, playerAnimType all NOT m203
		{
			both pb_stumble_grenade_left
		}
		weaponclass grenade, strafing right, playerAnimType all NOT m203
		{
			both pb_stumble_grenade_right
		}
		weaponclass pistol
		{
			both pb_stumble_pistol_back
		}
		weaponclass grenade, playerAnimType all NOT m203
		{
			both pb_stumble_grenade_back
		}
		strafing left
		{
			both pb_stumble_left
		}
		strafing right
		{
			both pb_stumble_right
		}
		default
		{
			both pb_stumble_back
		}
	}
	stumble_walk_forward
	{
		weaponclass pistol AND grenade, strafing left, playerAnimType all NOT m203
		{
			both pb_stumble_pistol_walk_left
		}
		weaponclass pistol AND grenade, strafing right, playerAnimType all NOT m203
		{
			both pb_stumble_pistol_walk_right
		}
		weaponclass pistol AND grenade, playerAnimType all NOT m203
		{
			both pb_stumble_pistol_walk_forward
		}
		strafing left
		{
			both pb_stumble_walk_left
		}
		strafing right
		{
			both pb_stumble_walk_right
		}
		default
		{
			both pb_stumble_walk_forward
		}
	}
	stumble_walk_backward
	{
		weaponclass pistol AND grenade, strafing left, playerAnimType all NOT m203
		{
			both pb_stumble_pistol_walk_left
		}
		weaponclass pistol AND grenade, strafing right, playerAnimType all NOT m203
		{
			both pb_stumble_pistol_walk_right
		}
		weaponclass pistol AND grenade, playerAnimType all NOT m203
		{
			both pb_stumble_pistol_walk_back
		}
		strafing left
		{
			both pb_stumble_walk_left
		}
		strafing right
		{
			both pb_stumble_walk_right
		}
		default
		{
			both pb_stumble_walk_back
		}
	}
	stumble_crouch_forward
	{
		weaponclass pistol AND grenade, strafing left, playerAnimType all NOT m203
		{
			both pb_stumble_pistol_left
		}
		weaponclass pistol AND grenade, strafing right, playerAnimType all NOT m203
		{
			both pb_stumble_pistol_right
		}
		weaponclass pistol AND grenade, playerAnimType all NOT m203
		{
			both pb_stumble_pistol_forward
		}
		strafing left
		{
			both pb_stumble_left
		}
		strafing right
		{
			both pb_stumble_right
		}
		default
		{
			both pb_stumble_forward
		}
	}
	stumble_crouch_backward
	{
		weaponclass pistol AND grenade, strafing left, playerAnimType all NOT m203
		{
			both pb_stumble_pistol_left
		}
		weaponclass pistol AND grenade, strafing right, playerAnimType all NOT m203
		{
			both pb_stumble_pistol_right
		}
		weaponclass pistol AND grenade, playerAnimType all NOT m203
		{
			both pb_stumble_pistol_back
		}
		strafing left
		{
			both pb_stumble_left
		}
		strafing right
		{
			both pb_stumble_right
		}
		default
		{
			both pb_stumble_back
		}
	}
	walk
	{
		playerAnimType none
		{
			both pb_stand_shoot_walk_forward_unarmed
		}
		playerAnimType hold
		{
			both pb_hold_run
		}
		weaponclass rocketlauncher, strafing left
		{
			both pb_walk_left_RPG_ads
		}
		weaponclass rocketlauncher, strafing right
		{
			both pb_walk_right_RPG_ads
		}
		weaponclass rocketlauncher
		{
			both pb_walk_forward_RPG_ads
		}
		weaponclass pistol , strafing left
		{
			both pb_combatwalk_left_loop_pistol
		}
		weaponclass pistol, strafing right
		{
			both pb_combatwalk_right_loop_pistol
		}
		weaponclass pistol
		{
			both pb_combatwalk_forward_loop_pistol
		}
		weaponclass grenade, strafing left, playerAnimType all NOT m203
		{
			both pb_combatrun_left_loop_grenade
		}
		weaponclass grenade, strafing right, playerAnimType all NOT m203
		{
			both pb_combatrun_right_loop_grenade
		}
		weaponclass grenade, playerAnimType all NOT m203
		{
			both pb_combatrun_forward_loop_stickgrenade
		}
		strafing left
		{
			both pb_stand_shoot_walk_left
		}
		strafing right
		{
			both pb_stand_shoot_walk_right
		}
		default
		{
			both pb_stand_shoot_walk_forward
		}
	}
	walkbk
	{
		playerAnimType none
		{
			both pb_stand_shoot_walk_forward_unarmed
		}
		playerAnimType hold
		{
			both pb_hold_run_back
		}
		weaponclass rocketlauncher
		{
			both pb_walk_back_RPG_ads
		}
		weaponclass pistol, strafing left
		{
			both pb_combatwalk_left_loop_pistol
		}
		weaponclass pistol, strafing right
		{
			both pb_combatwalk_right_loop_pistol
		}
		weaponclass pistol
		{
			both pb_combatwalk_back_loop_pistol
		}
		weaponclass grenade, playerAnimType all NOT m203
		{
			both pb_combatrun_back_loop_grenade
		}
		strafing left
		{
			both pb_stand_shoot_walk_left
		}
		strafing right
		{
			both pb_stand_shoot_walk_right
		}
		default
		{
			both pb_stand_shoot_walk_back
		}
	}
	walkcr
	{
		playerAnimType none
		{
			both pb_crouch_walk_forward_unarmed
		}
		playerAnimType hold, strafing left
		{
			both pb_crouch_hold_run_left
		}
		playerAnimType hold, strafing right
		{
			both pb_crouch_hold_run_right
		}
		playerAnimType hold
		{
			both pb_crouch_hold_run
		}
		weaponclass rocketlauncher, strafing left
		{
			both pb_crouch_walk_left_RPG
		}
		weaponclass rocketlauncher, strafing right
		{
			both pb_crouch_walk_right_RPG
		}
		weaponclass rocketlauncher
		{
			both pb_crouch_walk_forward_RPG
		}
		weaponclass pistol AND grenade, strafing left, playerAnimType all NOT m203
		{
			both pb_crouch_walk_left_pistol
		}
		weaponclass pistol AND grenade, strafing right, playerAnimType all NOT m203
		{
			both pb_crouch_walk_right_pistol
		}
		weaponclass pistol AND grenade, playerAnimType all NOT m203
		{
			both pb_crouch_walk_forward_pistol
		}
		strafing left
		{
			both pb_crouch_shoot_run_left
		}
		strafing right
		{
			both pb_crouch_shoot_run_right
		}
		default
		{
			both pb_crouch_shoot_run_forward
		}
	}
	walkcrbk
	{
		playerAnimType none
		{
			both pb_crouch_walk_forward_unarmed
		}
		playerAnimType hold
		{
			both pb_crouch_hold_run_back
		}
		weaponclass rocketlauncher
		{
			both pb_crouch_walk_back_RPG
		}
		weaponclass pistol AND grenade, strafing left, playerAnimType all NOT m203
		{
			both pb_crouch_walk_left_pistol
		}
		weaponclass pistol AND grenade, strafing right, playerAnimType all NOT m203
		{
			both pb_crouch_walk_right_pistol
		}
		weaponclass pistol AND grenade, playerAnimType all NOT m203
		{
			both pb_crouch_walk_back_pistol
		}
		strafing left
		{
			both pb_crouch_shoot_run_left
		}
		strafing right
		{
			both pb_crouch_shoot_run_right
		}
		default
		{
			both pb_crouch_shoot_run_back
		}
	}
	walkprone
	{
		weaponclass pistol, strafing left
		{
			both pb_prone_crawl_left
		}
		weaponclass pistol, strafing right
		{
			both pb_prone_crawl_right
		}
		weaponclass grenade, strafing left, playerAnimType all NOT m203
		{
			both pb_prone_grenade_crawl_left
		}
		playerAnimType hold, strafing left
		{
			both pb_prone_crawl_left_hold
		}
		playerAnimType hold, strafing right
		{
			both pb_prone_crawl_right_hold
		}
		playerAnimType hold
		{
			both pb_prone_crawl_hold
		}
		weaponclass grenade, strafing right, playerAnimType all NOT m203
		{
			both pb_prone_grenade_crawl_right
		}
		weaponclass pistol
		{
			both pb_prone_crawl
		}
		weaponclass grenade, playerAnimType all NOT m203
		{
			both pb_prone_grenade_crawl
		}
		strafing left
		{
			both pb_prone_crawl_left
		}
		strafing right
		{
			both pb_prone_crawl_right
		}
		default
		{
			both pb_prone_crawl
		}
	}
	walkpronebk
	{
		weaponclass grenade, strafing left, playerAnimType all NOT m203
		{
			both pb_prone_grenade_crawl_left
		}
		weaponclass grenade, strafing right, playerAnimType all NOT m203
		{
			both pb_prone_grenade_crawl_right
		}
		playerAnimType hold
		{
			both pb_prone_crawl_back_hold
		}
		weaponclass pistol
		{
			both pb_prone_crawl_back
		}
		weaponclass grenade, playerAnimType all NOT m203
		{
			both pb_prone_grenade_crawl_back
		}
		default
		{
			both pb_prone_crawl_back
		}
	}
	run
	{
		playerAnimType none
		{
			both pb_pistol_run_fast
		}
		playerAnimType hold, strafing left
		{
			both pb_hold_run_left
		}
		playerAnimType hold, strafing right
		{
			both pb_hold_run_right
		}
		playerAnimType hold
		{
			both pb_hold_run
		}
		weaponclass rocketlauncher, strafing left
		{
			both pb_combatrun_left_RPG
		}
		weaponclass rocketlauncher, strafing right
		{
			both pb_combatrun_right_RPG
		}
		weaponclass rocketlauncher
		{
			both pb_combatrun_forward_RPG
		}
		weaponclass pistol, strafing left
		{
			both pb_combatrun_left_loop_pistol
		}
		weaponclass pistol, strafing right
		{
			both pb_combatrun_right_loop_pistol
		}
		weaponclass grenade, strafing left, playerAnimType all NOT m203
		{
			both pb_combatrun_left_loop_grenade
		}
		weaponclass grenade, strafing right, playerAnimType all NOT m203
		{
			both pb_combatrun_right_loop_grenade
		}
		strafing left
		{
			both pb_combatrun_left_loop
		}
		strafing right
		{
			both pb_combatrun_right_loop
		}
		weaponclass grenade, playerAnimType all NOT m203
		{
			both pb_combatrun_forward_loop_stickgrenade
		}
		weaponclass pistol
		{
			both pb_pistol_run_fast
		}
		default
		{
			both pb_combatrun_forward_loop
		}
	}
	stumble_sprint_forward
	{
		default
		{
			both pb_stumble_forward
		}
	}
	sprint
	{
		playerAnimType none
		{
			both pb_sprint
		}
		playerAnimType hold
		{
			both pb_sprint_hold
		}
		weaponclass grenade, playerAnimType all NOT m203
		{
			both pb_sprint
		}
		weaponclass pistol
		{
			both pb_sprint_pistol
		}
		weaponclass rocketlauncher
		{
			both pb_sprint_RPG
		}
		default
		{
			both pb_sprint
		}
	}
	runbk
	{
		playerAnimType none
		{
			both pb_combatrun_back_loop_grenade
		}
		playerAnimType hold
		{
			both pb_hold_run_back
		}
		weaponclass pistol, strafing left
		{
			both pb_combatrun_left_loop_pistol
		}
		weaponclass pistol, strafing right
		{
			both pb_combatrun_right_loop_pistol
		}
		weaponclass grenade, strafing left, playerAnimType all NOT m203
		{
			both pb_combatrun_left_loop_grenade
		}
		weaponclass grenade, strafing right, playerAnimType all NOT m203
		{
			both pb_combatrun_right_loop_grenade
		}
		weaponclass pistol
		{
			both pb_combatrun_back_loop_pistol
		}
		weaponclass grenade, playerAnimType all NOT m203
		{
			both pb_combatrun_back_loop_grenade
		}
		weaponclass rocketlauncher
		{
			both pb_combatrun_back_RPG
		}
		strafing left
		{
			both pb_combatrun_left_loop
		}
		strafing right
		{
			both pb_combatrun_right_loop
		}
		default
		{
			both pb_combatrun_back_loop
		}
	}
	runcr
	{
		playerAnimType none
		{
			both pb_crouch_run_forward_grenade
		}
		weaponclass rocketlauncher, strafing left
		{
			both pb_crouch_run_left_RPG
		}
		weaponclass rocketlauncher, strafing right
		{
			both pb_crouch_run_right_RPG
		}
		weaponclass rocketlauncher
		{
			both pb_crouch_run_forward_RPG
		}
		weaponclass pistol, strafing left
		{
			both pb_crouch_run_left_pistol
		}
		weaponclass pistol, strafing right
		{
			both pb_crouch_run_right_pistol
		}
		playerAnimType hold, strafing left
		{
			both pb_crouch_hold_run_left
		}
		playerAnimType hold, strafing right
		{
			both pb_crouch_hold_run_right
		}
		playerAnimType hold
		{
			both pb_crouch_hold_run
		}
		weaponclass grenade, strafing left, playerAnimType all NOT m203
		{
			both pb_crouch_run_left_grenade
		}
			weaponclass grenade, strafing right, playerAnimType all NOT m203
		{
			both pb_crouch_run_right_grenade
		}
		weaponclass pistol
		{
			both pb_crouch_run_forward_pistol
		}
		weaponclass grenade, playerAnimType all NOT m203
		{
			both pb_crouch_run_forward_grenade
		}
		strafing left
		{
			both pb_crouch_run_left
		}
		strafing right
		{
			both pb_crouch_run_right
		}
		default
		{
			both pb_crouch_run_forward
		}
	}
	runcrbk
	{
		playerAnimType none
		{
			both pb_crouch_run_back_grenade
		}
		weaponclass rocketlauncher
		{
			both pb_crouch_run_back_RPG
		}
		weaponclass pistol, strafing left
		{
			both pb_crouch_run_left_pistol
		}
		weaponclass pistol, strafing right
		{
			both pb_crouch_run_right_pistol
		}
		playerAnimType hold
		{
			both pb_crouch_hold_run_back
		}
		weaponclass grenade, strafing left, playerAnimType all NOT m203
		{
			both pb_crouch_run_left_grenade
		}
		weaponclass grenade, strafing right, playerAnimType all NOT m203
		{
			both pb_crouch_run_right_grenade
		}
		weaponclass pistol
		{
			both pb_crouch_run_back_pistol
		}
		weaponclass grenade, playerAnimType all NOT m203
		{
			both pb_crouch_run_back_grenade
		}
		strafing left
		{
			both pb_crouch_run_left
		}
		strafing right
		{
			both pb_crouch_run_right
		}
		default
		{
			both pb_crouch_run_back
		}
	}
	climbup
	{
		default
		{
			both pb_climbup
		}
	}
	climbdown
	{
		default
		{
			both pb_climbdown
		}
	}
	turnrightcr
	{
		movetype idlecr AND turnrightcr
		{
			legs pl_crouchturn_90right
		}
	}
	turnleftcr
	{
		movetype idlecr AND turnleftcr
		{
			legs pl_crouchturn_90left
		}
	}
	mantle_up_57
	{
		default
		{
			both mp_mantle_up_57
		}
	}
	mantle_up_51
	{
		default
		{
			both mp_mantle_up_51
		}
	}
	mantle_up_45
	{
		default
		{
			both mp_mantle_up_45
		}
	}
	mantle_up_39
	{
		default
		{
			both mp_mantle_up_39
		}
	}
	mantle_up_33
	{
		default
		{
			both mp_mantle_up_33
		}
	}
	mantle_up_27
	{
		default
		{
			legs mp_mantle_up_27
		}
	}
	mantle_up_21
	{
		default
		{
			legs mp_mantle_up_21
		}
	}
	mantle_over_high
	{
		default
		{
			both mp_mantle_over_high
		}
	}
	mantle_over_mid
	{
		default
		{
			both mp_mantle_over_mid
		}
	}
	mantle_over_low
	{
		default
		{
			legs mp_mantle_over_low
		}
	}
}

EVENTS

fireweapon
{
	mounted mg42
	{
	}
	perk laststand
	{
		torso pt_laststand_fire
	}
	weaponclass pistol, movetype prone
	{
		torso pt_prone_shoot_pistol
	}
	weaponclass pistol, movetype moving
	{
	}
	weaponclass pistol, movetype crouching, weapon_position ads
	{
		torso pt_crouch_shoot_ads_pistol
	}
	weaponclass pistol, movetype crouching
	{
		torso pt_crouch_shoot_pistol
	}
	weaponclass pistol, weapon_position ads
	{
		torso pb_stand__shoot_ads_pistol
	}
	weaponclass pistol
	{
		torso pt_stand_shoot_pistol
	}
	weaponclass autofire, movetype prone
	{
		torso pt_prone_shoot_auto duration 150
	}
	weaponclass autofire, movetype moving
	{
	}
	weaponclass autofire, movetype crouching, weapon_position ads
	{
		torso pt_crouch_shoot_auto_ads duration 150
	}
	weaponclass autofire, movetype crouching
	{
		torso pt_crouch_shoot_auto duration 150
	}
	weaponclass autofire, weapon_position ads
	{
		torso pt_stand_shoot_auto_ads duration 150
	}
	weaponclass autofire
	{
		torso pt_stand_shoot_auto duration 150
	}
	weaponclass rocketlauncher, movetype moving
	{
	}
	weaponclass rocketlauncher, movetype crouching
	{
		torso pt_crouch_shoot_ads
	}
	weaponclass rocketlauncher, movetype prone
	{
		torso pt_prone_shoot_RPG
	}
	weaponclass rocketlauncher
	{
		torso pt_stand_shoot_RPG
	}
	weaponclass grenade, movetype prone, playerAnimType hold
	{
		torso pt_hold_prone_throw
	}
	weaponclass grenade, movetype idlecr, playerAnimType hold
	{
		torso pt_hold_throw
	}
	weaponclass grenade, playerAnimType hold
	{
		torso pt_hold_throw
	}
	weaponclass grenade, movetype prone, playerAnimType all NOT m203
	{
		torso pt_prone_grenade_throw
	}
	weaponclass grenade, movetype idlecr, playerAnimType all NOT m203
	{
		both pb_crouch_grenade_throw
	}
	weaponclass grenade, movetype crouching, playerAnimType all NOT m203
	{
		torso pt_crouch_grenade_throw
	}
	weaponclass grenade, movetype idle, playerAnimType all NOT m203
	{
		both pb_stand_grenade_throw blendtime 10
	}
	weaponclass grenade, playerAnimType all NOT m203
	{
		torso pt_stand_grenade_throw blendtime 10
	}
	playerAnimType sniper, movetype prone
	{
		torso pt_prone_shoot_auto
	}
	playerAnimType sniper, movetype moving
	{
	}
	playerAnimType sniper, movetype crouching, weapon_position ads
	{
		torso pt_crouch_shoot_ads
	}
	playerAnimType sniper, movetype crouching
	{
		torso pt_crouch_shoot
	}
	playerAnimType sniper, weapon_position ads
	{
		torso pt_rifle_fire_ads
	}
	playerAnimType sniper
	{
		torso pt_rifle_fire
	}
	playerAnimType other, movetype prone
	{
		torso pt_prone_shoot_auto
	}
	playerAnimType other
	{
		torso pt_stand_shoot_shotgun
	}
	movetype prone
	{
		torso pt_prone_shoot_auto
	}
	movetype moving
	{
	}
	movetype crouching, weapon_position ads
	{
		torso pt_crouch_shoot_ads
	}
	movetype crouching
	{
		torso pt_crouch_shoot
	}
	weapon_position ads
	{
		torso pt_stand_shoot_ads
	}
	default
	{
		torso pt_stand_shoot
	}
}

prone_to_crouch
{
	movetype moving
	{
		both pb_prone2crouchrun
	}
	default
	{
		both pb_prone2crouch
	}
}

crouch_to_prone
{
	default
	{
		both pb_crouch2prone
	}
}

meleeattack
{
	weaponclass pistol AND grenade, movetype prone, playerAnimType all NOT m203
	{
		torso pt_melee_prone_pistol
	}
	weaponclass pistol AND grenade, playerAnimType all NOT m203
	{
		torso pt_melee_prone_pistol
	}
	movetype prone
	{
		torso pt_melee_prone
	}
	movetype crouching
	{
		torso pt_melee_crouch_left2left
		torso pt_melee_crouch_left2right
		torso pt_melee_crouch_right2left
	}
	default
	{
		torso pt_melee_right2right_1 duration 400
		torso pt_melee_right2right_2 duration 400
		torso pt_melee_right2left duration 300
		torso pt_melee_left2left_1 duration 400
		torso pt_melee_left2right duration 300
	}
}

knife_melee
{
	movetype prone
	{
		torso pt_melee_prone_pistol
	}
	default
	{
		torso pt_melee_pistol_1
	}
}

knife_melee_charge
{
	movetype prone
	{
		torso pt_melee_prone_pistol
	}
	default
	{
		torso pt_melee_pistol_2
	}
}

dropweapon
{
	movetype prone
	{
		torso pt_prone_pullout_pose
	}
	movetype crouching
	{
		torso pt_crouch_pullout_pose
	}
	default
	{
		torso pt_stand_pullout_pose
	}
}

raiseweapon
{
}

reload
{
	perk laststand
	{
		torso pt_laststand_reload
	}
	weaponclass pistol, movetype idlecr
	{
		torso pt_reload_crouch_pistol
	}
	weaponclass pistol, movetype crouching
	{
		torso pt_reload_crouchwalk_pistol
	}
	weaponclass pistol, movetype prone
	{
		torso pt_reload_prone_pistol
	}
	weaponclass rocketlauncher, movetype prone
	{
		torso pt_reload_prone_RPG
	}
	weaponclass rocketlauncher
	{
		torso pt_reload_stand_RPG
	}
	weaponclass pistol
	{
		torso pt_reload_stand_pistol
	}
	playerAnimType smg, movetype prone
	{
		torso pt_reload_prone_auto
	}
	playerAnimType smg, movetype idlecr
	{
		torso pt_reload_stand_auto_mp40
	}
	playerAnimType smg, movetype crouching
	{
		torso pt_reload_crouchwalk
	}
	playerAnimType smg
	{
		torso pt_reload_stand_auto_mp40
	}
	playerAnimType autorifle, movetype prone
	{
		torso pt_reload_prone_auto
	}
	playerAnimType autorifle, movetype idlecr
	{
		torso pt_reload_crouch_rifle
	}
	playerAnimType autorifle, movetype crouching
	{
		torso pt_reload_crouchwalk
	}
	playerAnimType autorifle
	{
		torso pt_reload_stand_auto
	}
	movetype idlecr
	{
		torso pt_reload_crouch_rifle
	}
	movetype crouching
	{
		torso pt_reload_crouch_rifle
	}
	movetype prone
	{
		torso pt_reload_prone_auto
	}
	default
	{
		torso pt_reload_stand_rifle
	}
}

jump
{
	playerAnimType none, movetype run
	{
		both pb_runjump_takeoff duration 5 blendtime 100
	}
	playerAnimType none
	{
		both pb_standjump_takeoff duration 5 blendtime 100
	}
	weaponclass rocketlauncher, movetype run
	{
		both pb_runjump_takeoff duration 5 blendtime 100
	}
	weaponclass rocketlauncher
	{
		both pb_standjump_takeoff duration 5 blendtime 100
	}
	movetype run
	{
		both pb_runjump_takeoff duration 5 blendtime 100
	}
	default
	{
		both pb_standjump_takeoff duration 5 blendtime 100
	}
}

jumpbk
{
	movetype crouching AND prone
	{
		both pb_chicken_dance_crouch duration 5 blendtime 100
	}
	playerAnimType none, movetype run
	{
		both pb_standjump_takeoff duration 5 blendtime 100
	}
	playerAnimType none
	{
		both pb_standjump_takeoff duration 5 blendtime 100
	}
	weaponclass rocketlauncher, movetype run
	{
		both pb_standjump_takeoff duration 5 blendtime 100
	}
	weaponclass rocketlauncher
	{
		both pb_standjump_takeoff duration 5 blendtime 100
	}
	weaponclass grenade, movetype run, playerAnimType all NOT m203
	{
		both pb_standjump_takeoff duration 5 blendtime 100
	}
	weaponclass grenade, playerAnimType all NOT m203
	{
		both pb_standjump_takeoff duration 5 blendtime 100
	}
	movetype run
	{
		both pb_standjump_takeoff duration 5 blendtime 100
	}
	default
	{
		both pb_standjump_takeoff duration 5 blendtime 100
	}
}

land
{
	movetype run
	{
		both pb_runjump_land duration 100 blendtime 50
	}
	weaponclass pistol AND grenade, playerAnimType all NOT m203
	{
		both pb_standjump_land_pistol duration 5
	}
	default
	{
		both pb_standjump_land duration 100 blendtime 50
	}
}

shellshock
{
	movetype prone
	{
	}
	movetype moving
	{
		torso pb_stand_shellshock duration 5000 blendtime 50
	}
	movetype idle
	{
		torso pb_stand_shellshock duration 5000 blendtime 50
	}
	movetype crouching
	{
		torso pb_stand_shellshock duration 5000 blendtime 50
	}
}

DEATH
{
	movetype crouching, perk laststand
	{
		both pb_laststand_death
	}
	movetype prone, perk laststand
	{
		both pb_laststand_death
	}
	perk laststand
	{
		both pb_laststand_death
	}
	movetype prone
	{
		both pb_prone_death_quickdeath
	}
	movetype idlecr
	{
		both pb_crouch_death_headshot_front
		both pb_crouch_death_clutchchest
		both pb_crouch_death_flip
		both pb_crouch_death_fetal
		both pb_crouch_death_falltohands
	}
	movetype runbk
	{
		both pb_death_run_back
	}
	movetype run AND runcr, strafing left
	{
		both pb_death_run_left
	}
	movetype run AND runcr, strafing right
	{
		both pb_death_run_right
	}
	movetype runcr
	{
		both pb_crouchrun_death_drop
		both pb_crouchrun_death_crumple
	}
	movetype run
	{
		both pb_death_run_forward_crumple
		both pb_death_run_onfront
		both pb_death_run_stumble
	}
	default
	{
		both pb_stand_death_neckdeath
		both pb_stand_death_headchest_topple
		both pb_stand_death_frontspin
		both pb_stand_death_nervedeath
		both pb_stand_death_legs
		both pb_stand_death_lowerback
		both pb_stand_death_head_collapse
		both pb_stand_death_neckdeath_thrash
	}
}

pain
{
	movetype prone
	{
		both pb_prone_painA_holdchest
		both pb_prone_painB_holdhead
	}
	movetype crouching
	{
		both pb_crouch_pain_holdStomach
	}
	default
	{
		both pb_crouch_pain_holdStomach
	}
}