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

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

			pt_stand_shoot_RPG
			pt_stand_shoot
			pt_stand_shoot_auto
			pt_stand_shoot_ads
			pt_stand_shoot_auto_ads
			pt_stand_shoot_akimbo
			pt_stand_shoot_mg
			pt_stand_shoot_ads_mg 
			pt_crouch_shoot
			pt_crouch_shoot_auto
			pt_crouch_shoot_ads
			pt_crouch_shoot_auto_ads
			pt_crouch_shoot_akimbo
		
			pt_stand_shoot_pistol
			pt_stand_shoot_ads_pistol
			pt_crouch_shoot_pistol
			pt_crouch_shoot_ads_pistol

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

			pt_stand_grenade_throw
			pt_stand_grenade_pullpin
			pt_crouch_grenade_throw
			pt_stand_stickgrenade_throw
			pt_stand_throw_knife
			pt_prone_throw_knife

//			crouch_grenade_throw
			pt_prone_grenade_throw
			pt_prone_grenade_pullpin
			pt_rifle_fire_prone
			pt_rifle_fire_ads
			pt_rifle_fire
			pt_crouch_rifle_fire_ads
			pt_crouch_rifle_fire
			pt_prone_shoot_RPG
			pt_stand_shoot_shotgun
			pt_hold_throw
			pt_hold_prone_throw
			pt_shield_knife_throw
			pt_shield_grenade_throw

			//
			// Reload anims
			//

			pt_reload_stand_RPG
			pt_reload_crouch_pistol
			pt_reload_stand_pistol
			pt_reload_prone_pistol
			
			pt_reload_crouch_rifle
			pt_reload_stand_rifle
			pt_reload_stand_mg
			pt_reload_prone_rifle
			pt_reload_stand_auto
			pt_reload_stand_auto_mp40
			pt_reload_stand_auto_fg42
			pt_reload_stand_auto_sten
			pt_reload_prone_auto
			pt_reload_prone_RPG
			pt_reload_prone_akimbo
			pt_reload_crouchwalk
			pt_reload_crouchwalk_pistol
			pt_reload_stand_akimbo
			pt_reload_crouch_akimbo

			
			//
			// Prone anims
			//
		
			pt_prone_shoot
			pt_prone_shoot_pistol
			pt_prone_shoot_auto
			pt_prone_shoot_akimbo

			//
			// held object anims
			//
		
			pt_hold_setup

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

			pt_melee_crouch_left2left
			pt_melee_crouch_left2right
			pt_melee_crouch_right2left

			pt_melee_pistol_1
			pt_melee_pistol_2
			pt_melee_pistol_3
			pt_melee_pistol_4

			pt_melee_prone
			pt_melee_prone_pistol
			pt_melee_shield


			//
			// swap anims
			//

			pt_stand_putaway_shield
			pt_stand_pullout_shield
			pt_stand_pullout_remotecontroller
			pt_stand_core_pullout

			//
			// pullout poses
			//
		
			pt_crouch_pullout_pose
			pt_stand_pullout_pose
			pt_prone_pullout_pose

			// shellshock anims
			pb_stand_shellshock
			pb_crouch_shellshock
			pt_shield_shellshock
			pt_akimbo_shellshock

			//
			// Flinch
			//

			pt_flinch_forward			// PI - RIFLE
			pt_flinch_back
			pt_flinch_left
			pt_flinch_right
			pt_flinch_pistol_left		// PI - PISTOL
			pt_flinch_pistol_forward
			pt_flinch_pistol_back
			pt_flinch_pistol_right
			pt_flinch_grenade_right
			pt_flinch_grenade_left
			pt_flinch_grenade_forward
			pt_flinch_grenade_back
			
			pt_laststand_pullout_pose
			pt_laststand_reload_RPG
			pt_laststand_fire
			pt_laststand_fire_akimbo
			pt_laststand_fire_RPG
			pt_laststand_reload
			pt_laststand_reload_akimbo
		}
		
		//
		// Legs Animations (also full body anims)
		//
		legs
		{
			//
			// Idle anims
			//

			pb_stand_alert_RPG
			pb_stand_alert_mg
			pb_stand_alert
			pb_stand_ads
			pb_stand_ads_mg
			pb_stand_grenade_idle
			pb_stand_grenade_pullpin
			pb_stand_stickgrenade_idle
			pb_stand_alert_pistol
			pb_stand_ads_pistol
			pb_stand_alert_unarmed
			pb_stand__shoot_ads_pistol
			pb_rifle_idleA_ads
			pb_rifle_idleB_ads
			pb_crouch_grenade_idle
			pb_crouch_stickgrenade_idle
			pb_crouch_grenade_pullpin
			pb_prone_pullout_knife

			pb_crouch_alert
			pb_crouch_ads
			pb_crouch_alert_pistol
			pb_crouch_ads_pistol
			pb_crouch_alert_unarmed
			pb_prone_hold
			pb_stand_alert_akimbo
			pb_crouch_alert_akimbo
			pb_stand_alert_shield
			pb_crouch_alert_shield
		

			pb_chicken_dance		 // Animation which indicates another animation is not completed yet
			pb_chicken_dance_crouch // ditto for this one
		
			pb_prone_bombplant
			pb_stand_bombplant
			pb_crouch_bombplant
			pb_crouch_remotecontroller
			pb_prone_remotecontroller
			pb_stand_remotecontroller
			pb_hold_idle
			pb_crouch_hold_idle
			pb_crouch_alert_RPG
			pb_crouch_ads_RPG
			pb_stand_ads_RPG
			pb_prone_aim_RPG
			pb_prone_aim_sniper
			pb_stand_pullout_knife
			pb_shield_grenade_pullpin
			pb_shield_knife_pullout
		
		
			//
			// Movement anims
			//

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

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

			pb_combatrun_forward_RPG
			pb_combatrun_back_RPG
			pb_combatrun_left_RPG
			pb_combatrun_right_RPG
			pb_walk_forward_RPG_ads
			pb_walk_back_RPG_ads
			pb_walk_left_RPG_ads
			pb_walk_right_RPG_ads
		
			pb_walk_forward_akimbo
			pb_walk_back_akimbo
			pb_walk_left_akimbo
			pb_walk_right_akimbo

			pb_walk_forward_mg
			pb_sprint_mg
			pb_combatrun_forward_mg
			pb_combatrun_right_mg
			pb_combatrun_left_mg
			pb_combatrun_back_mg

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

			pb_crouch_shoot_run_forward
			pb_crouch_shoot_run_back
			pb_crouch_shoot_run_left
			pb_crouch_shoot_run_right
			pb_crouch_walk_forward_unarmed

			pb_crouch_grenade_throw
			pb_stand_grenade_throw
			pb_stand_stickgrenade_throw

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

			pb_pull_stand_intro
			pb_pull_stand_loop
			pb_pull_stand_end
			pb_hold_run
			pb_hold_run_back
			pb_hold_run_right
			pb_hold_run_left
			pb_crouch_hold_run
			pb_crouch_hold_run_back
			pb_crouch_hold_run_left
			pb_crouch_hold_run_right

			pb_crouch_walk_forward_shield
			pb_crouch_walk_back_shield
			pb_crouch_walk_left_shield
			pb_crouch_walk_right_shield

			pb_crouch_run_back_RPG
			pb_crouch_run_forward_RPG
			pb_crouch_run_left_RPG
			pb_crouch_run_right_RPG

			pb_crouch_walk_right_RPG
			pb_crouch_walk_left_RPG
			pb_crouch_walk_forward_RPG
			pb_crouch_walk_back_RPG

			pb_prone_crawl_hold
			pb_prone_crawl_back_hold
			pb_prone_crawl_left_hold
			pb_prone_crawl_right_hold

			pb_prone_crawl_akimbo
			pb_prone_crawl_back_akimbo
			pb_prone_crawl_left_akimbo
			pb_prone_crawl_right_akimbo

			pb_combatrun_forward_akimbo
			pb_combatrun_right_akimbo
			pb_combatrun_left_akimbo
			pb_combatrun_back_akimbo

			pb_crouch_walk_right_akimbo
			pb_crouch_walk_left_akimbo
			pb_crouch_walk_forward_akimbo
			pb_crouch_walk_back_akimbo

			pb_walk_forward_shield
			pb_walk_left_shield
			pb_walk_right_shield
			pb_walk_back_shield
			pb_combatrun_forward_shield
			pb_combatrun_left_shield
			pb_combatrun_right_shield
			pb_combatrun_back_shield
			pb_sprint_shield


//			pb_wounded_walk_loop // the temp ladder climbing anim

			//
			// Ladder Climbing anims
			//
			
			pb_climbdown
			pb_climbup
		
			//
			// Prone anims
			//
		
			pb_prone_crawl
			pb_prone_grenade_crawl
			pb_prone_crawl_left
			pb_prone_crawl_right
			pb_prone_crawl_back
			pb_prone_aim
			pb_prone_aim_akimbo
			pb_prone_aim_pistol
			pb_prone_aim_grenade
			pb_prone_grenade_crawl_left
			pb_prone_grenade_crawl_right
			pb_prone_crawl_pistol
			pb_prone_crawl_pistol_back
			pb_prone_pistol_crawl_left
			pb_prone_pistol_crawl_right
			pb_prone_grenade_crawl_back
			pb_crouch2prone
			pb_prone2crouch
			pb_prone2crouchrun
			pb_prone2crouch_shield
			
			//
			// Last stand anims
			//
			
			pb_laststand_death		
			pb_laststand_idle
			pb_laststand_crawl
			pb_laststand_crawl_back
			pb_laststand_crawl_right
			pb_laststand_crawl_left
			pt_laststand_melee
			pb_laststand_idle_RPG
			pb_laststand_crawl_RPG
			pb_laststand_crawl_right_RPG
			pb_laststand_crawl_left_RPG
			pb_laststand_crawl_back_RPG
			pb_laststand_idle_akimbo
			pb_laststand_crawl_akimbo
			pb_laststand_crawl_right_akimbo
			pb_laststand_crawl_left_akimbo
			pb_laststand_crawl_back_akimbo
			pb_laststand_crawl_back_shield
			pb_laststand_crawl_shield
			pb_laststand_idle_shield
			pb_laststand_crawl_right_shield
			pb_laststand_crawl_left_shield
			pb_deadhands_idle
			pb_deadhands_crawl_back
			pb_deadhands_crawl_forward
			pb_deadhands_crawl_left
			pb_deadhands_crawl_right




			// 
			// Mantle anims
			//
			
			mp_mantle_up_57
			mp_mantle_up_51
			mp_mantle_up_45
			mp_mantle_up_39
			mp_mantle_up_33
			mp_mantle_up_27
			mp_mantle_up_21
			mp_mantle_over_high
			mp_mantle_over_mid
			mp_mantle_over_low
			
			mp_mantle_up_57_fr
			mp_mantle_up_51_fr
			mp_mantle_up_45_fr
			mp_mantle_up_39_fr
			mp_mantle_up_33_fr
			mp_mantle_up_27_fr
			mp_mantle_up_21_fr
			mp_mantle_over_high_fr
			mp_mantle_over_mid_fr
			mp_mantle_over_low_fr

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

				standSAWgunner_aim_level
				{
					pb_saw_gunner_aim_level_right45
					pb_saw_gunner_aim_level_right30
					pb_saw_gunner_aim_level_right15
					pb_saw_gunner_aim_level_center
					pb_saw_gunner_aim_level_left15
					pb_saw_gunner_aim_level_left30
					pb_saw_gunner_aim_level_left45
				}

				standSAWgunner_aim_15up
				{
					pb_saw_gunner_aim_up_right45
					pb_saw_gunner_aim_up_right30
					pb_saw_gunner_aim_up_right15
					pb_saw_gunner_aim_up_center
					pb_saw_gunner_aim_up_left15
					pb_saw_gunner_aim_up_left30
					pb_saw_gunner_aim_up_left45
				}
			}

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

				proneSAWgunner_aim_level
				{
					pb_saw_gunner_prone_aim_level_left40
					pb_saw_gunner_prone_aim_level_left20
					pb_saw_gunner_prone_aim_level_center
					pb_saw_gunner_prone_aim_level_right20
					pb_saw_gunner_prone_aim_level_right40
				}

				proneSAWgunner_aim_15up
				{
					pb_saw_gunner_prone_aim_up_left40
					pb_saw_gunner_prone_aim_up_left20
					pb_saw_gunner_prone_aim_up_center
					pb_saw_gunner_prone_aim_up_right20
					pb_saw_gunner_prone_aim_up_right40
				}
			}

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

				crouchSAWgunner_aim_level
				{
					pb_saw_gunner_lowwall_aim_level_left45
					pb_saw_gunner_lowwall_aim_level_left30
					pb_saw_gunner_lowwall_aim_level_left15
					pb_saw_gunner_lowwall_aim_level_center
					pb_saw_gunner_lowwall_aim_level_right15
					pb_saw_gunner_lowwall_aim_level_right30
					pb_saw_gunner_lowwall_aim_level_right45
				}

				crouchSAWgunner_aim_15up
				{
					pb_saw_gunner_lowwall_aim_up_left45
					pb_saw_gunner_lowwall_aim_up_left30
					pb_saw_gunner_lowwall_aim_up_left15
					pb_saw_gunner_lowwall_aim_up_center
					pb_saw_gunner_lowwall_aim_up_right15
					pb_saw_gunner_lowwall_aim_up_right30
					pb_saw_gunner_lowwall_aim_up_right45
				}
			}

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

				proneMG42_fire_level
				{
					pb_proneMG42gunner_fire_40left_level
					pb_proneMG42gunner_fire_20left_level
					pb_proneMG42gunner_fire_forward_level
					pb_proneMG42gunner_fire_20right_level
					pb_proneMG42gunner_fire_40right_level
				}

				proneMG42_fire_15up
				{
					pb_proneMG42gunner_fire_40left_15up
					pb_proneMG42gunner_fire_20left_15up
					pb_proneMG42gunner_fire_forward_15up
					pb_proneMG42gunner_fire_20right_15up
					pb_proneMG42gunner_fire_40right_15up
				}
			}

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

				proneMG42_aim_level
				{
					pb_proneMG42gunner_aim_40left_level
					pb_proneMG42gunner_aim_20left_level
					pb_proneMG42gunner_aim_forward_level
					pb_proneMG42gunner_aim_20right_level
					pb_proneMG42gunner_aim_40right_level
				}

				proneMG42_aim_15up
				{
					pb_proneMG42gunner_aim_40left_15up
					pb_proneMG42gunner_aim_20left_15up
					pb_proneMG42gunner_aim_forward_15up
					pb_proneMG42gunner_aim_20right_15up
					pb_proneMG42gunner_aim_40right_15up
				}
			}


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

				standMG42_fire_level
				{
					pb_standMG42gunner_fire_45left_level
					pb_standMG42gunner_fire_30left_level
					pb_standMG42gunner_fire_15left_level
					pb_standMG42gunner_fire_forward_level
					pb_standMG42gunner_fire_15right_level
					pb_standMG42gunner_fire_30right_level
					pb_standMG42gunner_fire_45right_level
				}

				standMG42_fire_15up
				{
					pb_standMG42gunner_fire_45left_15up
					pb_standMG42gunner_fire_30left_15up
					pb_standMG42gunner_fire_15left_15up
					pb_standMG42gunner_fire_forward_15up
					pb_standMG42gunner_fire_15right_15up
					pb_standMG42gunner_fire_30right_15up
					pb_standMG42gunner_fire_45right_15up
				}
			}

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

				standMG42_aim_level
				{
					pb_standMG42gunner_aim_45left_level
					pb_standMG42gunner_aim_30left_level
					pb_standMG42gunner_aim_15left_level
					pb_standMG42gunner_aim_forward_level
					pb_standMG42gunner_aim_15right_level
					pb_standMG42gunner_aim_30right_level
					pb_standMG42gunner_aim_45right_level
				}

				standMG42_aim_15up
				{
					pb_standMG42gunner_aim_45left_15up
					pb_standMG42gunner_aim_30left_15up
					pb_standMG42gunner_aim_15left_15up
					pb_standMG42gunner_aim_forward_15up
					pb_standMG42gunner_aim_15right_15up
					pb_standMG42gunner_aim_30right_15up
					pb_standMG42gunner_aim_45right_15up
				}
			}


			//
			// Death
			//
			
			pb_explosion_death_B1
			pb_explosion_death_B2
			pb_explosion_death_B3
			pb_explosion_death_F1
			pb_explosion_death_L1
			pb_explosion_death_L2
			pb_explosion_death_R1
			
			pb_explosion_rundeath_B1
			pb_explosion_rundeath_B2
			pb_explosion_rundeath_F1
			pb_explosion_rundeath_F2
			pb_explosion_rundeath_F3
			pb_explosion_rundeath_L1
			pb_explosion_rundeath_R1
			
			pb_shotgun_death_back1
			pb_shotgun_death_back2
			pb_shotgun_death_legs
			pb_shotgun_death_spinL
			pb_shotgun_death_spinR
			pb_shotgun_death_front

			pb_explosive_round_death_leg
			pb_explosive_round_death_jaw
			pb_explosive_round_death_chestB
			pb_explosive_round_death_chestA

		
			// prone
			pb_prone_death_quickdeath
					
			// Crouch
			pb_crouch_death_headshot_front
			pb_crouch_death_clutchchest
			pb_crouch_death_flip
			pb_crouch_death_fetal
			pb_crouch_death_falltohands
			// Crouch run
			pb_crouchrun_death_drop
			pb_crouchrun_death_crumple
			// stand
			pb_stand_death_spin
			pb_stand_death_legs
			pb_stand_death_lowerback
			pb_stand_death_lowertorso
			pb_stand_death_head_collapse
			pb_stand_death_neckdeath_thrash
			pb_stand_death_neckdeath				
			pb_stand_death_nervedeath			
			pb_stand_death_frontspin			// Hit from front in head, upper chest or right shoulder.
			pb_stand_death_headchest_topple	// Hit in head or chest from any direction.  Falls back, one leg goes up.
			pb_stand_death_chest_blowback
			pb_stand_death_chest_spin
			pb_stand_death_shoulder_stumble
			pb_stand_death_head_straight_back
			pb_stand_death_tumbleback
			pb_stand_death_kickup
			pb_stand_death_stumbleforward
			pb_stand_death_leg
			pb_stand_death_leg_kickup
			pb_stand_death_headshot_slowfall
			pb_stand_death_shoulderback	
			// run
			pb_death_run_forward_crumple
			pb_death_run_onfront
			pb_death_run_stumble
			pb_death_run_back
			pb_death_run_left
			pb_death_run_right
			MP_shotgun_death_back
			MP_shotgun_death_front
			MP_shotgun_death_left
			MP_shotgun_death_right

		
			//
			// Stumble
			//

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

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

			pb_stumble_grenade_right
			pb_stumble_grenade_left
			pb_stumble_grenade_forward
			pb_stumble_grenade_back

		
			//
			// dive
			//

			pb_dive_right
			pb_dive_right_impact
			pb_dive_left
			pb_dive_left_impact
			pb_dive_back
			pb_dive_back_impact
			pb_dive_front
			pb_dive_front_impact

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

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

	}
}

breaching
{
	breach_player_v1
	breach_player_v2
	breach_player_v3
	breach_player_viewmodel_v2
	breach_player_viewmodel_v3
	breach_coop_player_1
	breach_coop_player_1_3rdPerson
	breach_coop_player_2
	breach_coop_player_2_3rdPerson
}


///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

minigun_spin_loop

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

vehicle_80s_sedan1_flattire_LB
vehicle_80s_sedan1_flattire_LF
vehicle_80s_sedan1_flattire_RB
vehicle_80s_sedan1_flattire_RF
vehicle_80s_sedan1_destroy

vehicle_mig29_destroy
vehicle_motorcycle_destroy_01
vehicle_motorcycle_destroy_02

vehicle_snowmobile_destroy_01

light_fluorescent_swing
light_fluorescent_null
light_fluorescent_swing_02

light_fluorescent_single_null
light_fluorescent_single_swing
light_fluorescent_single_swing_02
light_fluorescent_single_swing_03

gaspump01_hose

locker_broken_both_doors_1
locker_broken_both_doors_2
locker_broken_both_doors_3
locker_broken_both_doors_4
locker_broken_door1_fast
locker_broken_door1_slow
locker_broken_door2_fast
locker_broken_door2_slow

ex_airconditioner_fan

me_fanceil1_spin
me_fanceil1_spin_stop

wall_fan_rotate
wall_fan_wobble
wall_fan_stop

chicken_cage_loop_01
chicken_cage_loop_02
chicken_cage_death
chicken_cage_death_02

generator_vibration
generator_explode
generator_explode_02
generator_explode_03

security_camera_idle
security_camera_null
security_camera_destroy

vehicle_80s_sedan1_flattire_LB
vehicle_80s_sedan1_flattire_LF
vehicle_80s_sedan1_flattire_RB
vehicle_80s_sedan1_flattire_RF
vehicle_80s_sedan1_destroy

fortune_machine_anim
fortune_machine_des


///////////////////////////////////////////////////////////////////////////////////////////////////////////////


humvee_passenger_2_turret_minigun
humvee_turret_2_passenger_minigun

humvee_mount_frontR_door
humvee_mount_frontL_door
humvee_mount_backL_door
humvee_mount_backR_door

humvee_dismount_backL_door
humvee_dismount_backR_door
humvee_dismount_frontL_door
humvee_dismount_frontR_door

suburban_dismount_backL_door
suburban_dismount_backR_door
suburban_dismount_frontL_door
suburban_dismount_frontR_door

DCemp_heli_crash_1
DCemp_heli_crash_2
DCemp_heli_crash_3
DCemp_emp_heli_crash
DCemp_car_hit

boneyard_jeep_evac
boneyard_UAZ_door
boneyard_UAZ_steer_straight
boneyard_UAZ_steer_left
boneyard_UAZ_steer_right

	      
M60A1_tank_lower
M60A1_tank_raise
M60A1_bridge_lower
M60A1_bridge_raise
M60A1_tank_cross
roadkill_M60A1_bridge_lower
roadkill_M60A1_tank_lower
roadkill_M60A1_tank_driveup
roadkill_M60A1_bridge_driveup
roadkill_M60A1_tank_cross
roadkill_M60A1_arm_lower

roadkill_hummer_door_soldier
roadkill_hummer_gun_getin

afchase_chopper_landing
AFchase_waterfall_zodiac_R
AFchase_waterfall_zodiac_L
AFchase_waterfall_zodiac_rocking
AFchase_waterfall_zodiac_fall
AFchase_waterfall_pavelow
AFchase_waterfall_pavelow_idle
AFchase_waterfall_player_zodiac



roadkill_hummer_mount_frontR_door

roadkill_pickup_technical_pushed

stryker_movement
stryker_movement_backwards
stryker_cannon_fire
stryker_shell_hatch


bh_minigun_spin_loop


dcburning_BHrescue_BH_animatic
dcburning_BHrescue_BH


mi17_heli_idle
gulag_end_pavelow

cliffhanger_icepick_fight_snowmobile
cliffhanger_truck_bm21	
cliffhanger_mig_landing_1
cliffhanger_mig_landing_2
mig_landing_gear_up
		

technical_driving_idle_forward
technical_driving_idle_backward


sniper_escape_crash_mi28_entrance
sniper_escape_crash_mi28_idle
sniper_escape_crash_mi28_crash
sniper_escape_crash_mi28_rotor_1
sniper_escape_crash_mi28_rotor_2
sniper_escape_crash_mi28_rotor_3
sniper_escape_crash_mi28_rotor_4
sniper_escape_crash_mi28_rotor_5

cliffhanger_crash_mi28_rotor_1
cliffhanger_crash_mi28_rotor_2
cliffhanger_crash_mi28_rotor_3
cliffhanger_crash_mi28_rotor_4
cliffhanger_crash_mi28_rotor_5
cliffhanger_crash_mi28_crash

mi17_heli_rotors

blackhawk
{
	bh_cargo_path
	bh_idle
	bh_rotors
}


door_pickup_driver_climb_in
door_pickup_passenger_climb_in
door_pickup_driver_climb_out
door_pickup_passenger_climb_out
door_pickup_passenger_RL_climb_out
door_pickup_passenger_RR_climb_out
cobra_crash
cobra_crash_relative
abrams_movement
abrams_movement_backwards

pickup_tankcrush_front
tank_tankcrush_front
sedan_tankcrush_side
tank_tankcrush_side

cobra : additive
{
}

bmp
{
	bmp_doors_open
	bmp_doors_close
	bmp_movement
	bmp_movement_backwards
}


BTR80
{
	BTR80_doorsR_open
	BTR80_doorsL_open
	BTR80_exit_1
	BTR80_exit_2
	BTR80_exit_3
	BTR80_exit_4
	BTR80_movement
	BTR80_movement_backwards
}


bog_b_tank_explosion
bog_b_tank_explosion2

cobra_copilot_idle
cobra_copilot_idle_l
cobra_copilot_idle_r

coup_opening_car
coup_opening_car_driving
coup_ending_drag_cardoor

vehicle_steeringwheel
{
	coup_driver_bigleft2center_car
	coup_driver_bigleft_idle_car
	coup_driver_bigleft_loop_car
	coup_driver_bigleftloop2center_car
	coup_driver_center2smallleft_car
	coup_driver_center2smallright_car
	coup_driver_idle_car
	coup_driver_smallleft2center_car
	coup_driver_smallleft2bigleft_car
	coup_driver_smallleft_idle_car
	coup_driver_smallright2center_car
	coup_driver_smallright_idle_car
	coup_driver_bigleftloop_idle_car
}

vehicle_additives : additive
{
	coup_opening_car_driving_idle_bumpy
	coup_opening_car_driving_idle_normal
	coup_opening_car_driving_idle_smooth
	coup_opening_car_driving_idle_static

}

ac130_carjack
{
	ac130_carjack_door_1a
	ac130_carjack_door_1b
	ac130_carjack_door_others
}

ch46_anims
{
	sniper_escape_ch46_take_off
	sniper_escape_ch46_land
	sniper_escape_ch46_idle
}

blackhawk_anims
{
	blackout_bh_evac_heli_idle
	blackout_bh_evac_heli_land
	blackout_bh_evac_heli_takeoff
}

ch46_rotors
{
	sniper_escape_ch46_rotors
}

ch46_turret
{
	ch46_turret_fire
	ch46_turret_idle
}

ch46_doors
{
	ch46_doors_open
	ch46_doors_close
}

cargoship_ch46_rescue_in
cargoship_ch46_rescue_idle
cargoship_ch46_rescue_out
cargoship_ch46_rescue_drift
cargoship_ch46_rescue_drift_idle

armada_blackhawk_sniper_idle_loop_fastrope80
armada_blackhawk_sniper_drop_fastrope80
armada_blackhawk_sniper_idle_fastrope80

bm21
{
	bm21_driving_idle_forward
	bm21_driving_idle_backward	
	bm21_passenger_climbout_door
	bm21_driver_climbout_door
	bm21_guy_climbout_truckdoor	
}

zpu_gun_fire_a
zpu_gun_fire_b
zpu_gun_stop

bus_driving_idle_forward
bus_driving_idle_backward
tanker_truck_driving_idle_forward
tanker_truck_driving_idle_backward
jeepride_crash_tunnel_pickup
jeepride_flip_pickup
jeepride_crash_pillar


uaz_drive
{
	uaz_driving_idle_forward
	uaz_driving_idle_backward
}

uaz
{
	ambush_VIP_escape_UAZ
	uaz_driver_enter_from_huntedrun_door
	uaz_driver_exit_into_run_door
	uaz_passenger_enter_from_huntedrun_door
	uaz_passenger_exit_into_run_door
	uaz_rear_driver_exit_into_run_door
	uaz_passenger2_exit_into_run_door
	uaz_rear_driver_enter_from_huntedrun_door
	uaz_passenger2_enter_from_huntedrun_door
	uaz_driver_exit_into_stand_door
	uaz_passenger_exit_into_stand_door
	uaz_passenger2_exit_into_stand_door
	uaz_rear_driver_exit_into_stand_door	
}

uaz_driver
{
	UAZ_steeringwheel_death
	UAZ_steeringwheel_duck
	UAZ_steeringwheel_idle
	UAZ_steeringwheel_turnleft
	UAZ_steeringwheel_turnright
	UAZ_steeringwheel_weave
}



mi28_path
{
	jeepride_mi28_flyby
}
mi28
{
	mi28_rotors
}

mi28_add : additive
{
	mi28_rotors_add
}

president_crash
{
	pres_crash_suv_pres
	pres_crash_suv_1
}

snowmobile
{
    snowmobile_vehicle_driving_idle
    sm_turn
    {
        snowmobile_vehicle_lean_L_delta
        snowmobile_vehicle_lean_R_delta
    }
}

motorcycle
{
	motorcycle_pose_lean_l_50
	motorcycle_pose_lean_r_50
	motorcycle_pose_straight
	motorcycle_pose_turn_l
	motorcycle_pose_turn_r
	motorcycle_rider_pose_f
	motorcycle_rider_pose_l
	motorcycle_rider_pose_r
}

snowmobile_player
{
	player_snowmobile_left_arm
	{
		player_snowmobile_drive_left_arm
		{
			player_snowmobile_drive_turn_left2right_L
			player_snowmobile_drive_turn_right2left_L
		}
		
		player_snowmobile_shoot_left_arm
		{
			player_snowmobile_gun_fire
			player_snowmobile_gun_idle
			
			player_snowmobile_gun_pullout_root
			{
				player_snowmobile_gun_pullout_L
				player_snowmobile_gun_pullout
				player_snowmobile_gun_pullout_R
			}
			
			player_snowmobile_gun_putaway_root
			{
				player_snowmobile_gun_putaway_L
				player_snowmobile_gun_putaway
				player_snowmobile_gun_putaway_R
			}
			
			player_snowmobile_gun_reload
		}
	}
	
	player_snowmobile_right_arm
	{
		player_snowmobile_drive_turn_left2right_R
		player_snowmobile_drive_turn_right2left_R
	}
	
	snowmobile_glock
	{
		snowmobile_glock_fire
		snowmobile_glock_last_fire
		snowmobile_glock_reload
	}

	player_snowmobile_drive_rpm_min
	player_snowmobile_drive_rpm_max
	
	player_snowmobile_drive_speedometer_0
	player_snowmobile_drive_speedometer_90
	player_snowmobile_drive_speedometer_180

	player_snowmobile_drive_throttle_add : additive
	{
		player_snowmobile_drive_throttle
	}
	
	player_snowmobile_drive_throttle_add_left : additive
	{
		player_snowmobile_drive_throttle_left
	}
	
	player_snowmobile_drive_throttle_add_right : additive
	{
		player_snowmobile_drive_throttle_right
	}

	zodiac_waterfall_add_left : additive
	{
		AFchase_waterfall_player_zodiac_add_L
	}
	zodiac_waterfall_add_right : additive
	{
		AFchase_waterfall_player_zodiac_add_R
	}


	player_sleeve_pose
	player_sleeve_flapping
}


rotate_X_R
rotate_X_L
rotate_Y_R
rotate_Y_L
rotate_Z_R
rotate_Z_L

rotation
{
	rotate_body_X_R
	rotate_body_X_L
	rotate_body_Y_R
	rotate_body_Y_L
	rotate_body_Z_R
	rotate_body_Z_L
}

humvee_antennas_idle_movement
humvee_antennas_jerk_left
humvee_antennas_jerk_right

humvee
{
	humvee_50cal_driving_idle_forward
	humvee_50cal_driving_idle_backward
}

humvee_antenna_additive : additive
{
	humvee_antenna_L_rotate_360
	humvee_antenna_R_rotate_360
}


suburban
{
	player_suburban_minigun_fire2idle_L
	player_suburban_minigun_fire2idle_R
	player_suburban_minigun_idle_L
	player_suburban_minigun_idle_R
	player_suburban_minigun_idle2fire_L
	player_suburban_minigun_idle2fire_R	
}

predator
{
	predator_flyby
}


cliffhanger
{
	cliff_jeep_crash
}

antonov
{
	paratrooper_jet_opendoors
}

oilrig
{
	oilrig_sub_1
	oilrig_sub_2
	oilrig_SDV_1
	oilrig_SDV_2
	oilrig_civ_escape_zodiac_A
	oilrig_civ_escape_zodiac_B
}

suburban_playermove_window_l_in
suburban_playermove_window_l_out
suburban_playermove_window_r_in
suburban_playermove_window_r_out

roadkill_orders_hummer

gulag_F15_intro_1
gulag_F15_intro_2
gulag_missile_intro_1
gulag_missile_intro_2
gulag_eject_seat_intro
gulag_missile_F15_1_A
gulag_missile_F15_1_B
gulag_missile_F15_2_A
gulag_missile_F15_2_B

vehicle_80s_sedan1_flattire_LF
vehicle_80s_sedan1_flattire_LB
vehicle_80s_sedan1_flattire_RF
vehicle_80s_sedan1_flattire_RB
vehicle_80s_sedan1_destroy

paradrop_cargo_vehicle

favela_van_shootout_van
favela_opening_cardoor_open
favela_run_and_wave_cardoor

invasion_opening_hummer2
invasion_opening_hummer1
invasion_opening_BTR
invasion_btr_crash_btr
invasion_btr_crash_squashedcar

favela_ending_car

favela_escape_ending_chopper_open_back_door
favela_escape_ending_chopper_in
favela_escape_ending_chopper_loop
favela_escape_ending_chopper_flying_away

contingency_btr_slide

zodiac_price_left_aim_4
zodiac_price_left_aim_5
zodiac_price_left_aim_6
zodiac_price_right_aim_4
zodiac_price_right_aim_5
zodiac_price_right_aim_6

sa15_radar_spinup
sa15_radar_spinloop
sa15_radar_spindown
sa15_turret_scanloop

training_humvee_door

estate_chopper_sequence_pavelow

airport_ending_open_doors
airport_ending_close_doors

russian_swat_van_driver_getout_door




////////////////////////////////////////////////////////////////////////////////////

ac130_move_in
ac130_move_out


//////////////////////////////////////////////////////////////////////////////////////////////

tree_desertpalm01_strongwind
tree_desertpalm01_still
tree_desertpalm02_strongwind
tree_desertpalm02_still
tree_desertpalm03_strongwind
tree_desertpalm03_still
palmtree_tall1_sway

palmtree_tall1_still
palmtree_tall2_sway
palmtree_tall2_still
palmtree_tall3_sway
palmtree_tall3_still
palmtree_med1_sway
palmtree_med1_still
palmtree_med2_sway
palmtree_med2_still
palmtree_bushy1_sway
palmtree_bushy1_still
palmtree_bushy2_sway
palmtree_bushy2_still
palmtree_bushy3_sway
palmtree_bushy3_still
palmtree_mp_tall1_sway
palmtree_mp_tall2_sway
palmtree_mp_tall3_sway
palmtree_mp_med1_sway
palmtree_mp_med2_sway
palmtree_mp_bushy1_sway
palmtree_mp_bushy2_sway
palmtree_mp_bushy3_sway
ICBM_turbofan50_spin
ICBM_turbofan64_spin
ICBM_turbofan176_spin
launchfacility_b_emergencylight
me_statue_destroy_base_01
oilrig_derrick_collapse
invasion_square_flag_medium_wind01
invasion_square_flag_medium_wind02
hanging_clothes_apron_wind_medium
hanging_clothes_long_sleeve_wind_medium
hanging_clothes_sheet_wind_medium
hanging_clothes_short_sleeve_wind_medium
foliage_pacific_fern01_sway
foliage_pacific_fern02_sway
foliage_pacific_palms08_sway
foliage_pacific_tropic_shrub01_sway
jeepride_shrubgroup_02_sway

foliage_tree_oak_1_sway
foliage_dead_pine_med_sway
foliage_dead_pine_lg_sway
foliage_red_pine_sm_sway
foliage_red_pine_lg_sway
foliage_red_pine_xl_sway
foliage_red_pine_xxl_sway
foliage_cod5_tree_jungle_01_sway
foliage_cod5_tree_jungle_02_sway
foliage_cod5_tree_jungle_03_sway

wallfan_streamers
windsock_wind_medium
highrise_fencetarp_01_wind
highrise_fencetarp_02_wind
highrise_fencetarp_03_wind
highrise_fencetarp_04_wind
highrise_fencetarp_05_wind
highrise_fencetarp_06_wind
highrise_fencetarp_07_wind
highrise_fencetarp_08_wind
highrise_fencetarp_09_wind
highrise_fencetarp_10_wind
afghan_camo_tarp_wind

foliage_pacific_bushtree01_sway
foliage_tree_river_birch_med_a_sway
foliage_cod5_tree_pine05_large_sway
foliage_tree_river_birch_xl_a_sway
foliage_tree_birch_yellow_1_sway
foliage_desertbrush_1_sway
foliage_red_pine_med_sway

roofvent_rotate
training_basketball_ball
gulag_rescueB_pistol_reshoot
airport_ending_climbin_makarov_weapon
laptop_chair_idle
laptop_chair_runin
