animgroup
{
	// NOTE : unused animations are commented out, but retained for
	//        reference purposes

	// Priorities by convention:
	//     99 - death
	//     20 - weapon firing/reload
	//     13 - weapon holding (grenades)
	//     10 - weapon raising
	//      8 - movement climbing
	//      5 - movement ground
	//      3 - movement air/jumping
	//      0 - idling / swimming / default

	//	<animation name>
	//	|						<first frame>
	//	|   					|   	<length>
	//	|   					|   	|   <looping>
	//	|   					|   	|   |   <fps>
	//	|   					|   	|   |   |   	<move speed>
	//	|   					|   	|   |   |   	|   <transition>
	//	|   					|   	|   |   |   	|   |   <reversed>
	//	|   					|   	|   |   |   	|   |   |   <priority>
	//	|   					|   	|   |   |   	|   |   |   |

	animfile "animations/human/base/body.mdx"
	{
		// FIXED_ORDER {{{
		// XXX : NOTE : IMPORTANT
		// the first frames of the the first animation defined in this file is
		// treated special and used for at least 3 distinct cases:
		//
		//     1. the first initial frames when a player spawns, after which the
		//        player lerps to whatever is defined in 'human_base.script'.
		//
		//     2. in some cases when a player dies and taps out immediately, the
		//        very last frame of this animation is used for the corpse they
		//        leave behind.
		//
		//     3. it can occur on the first few frames of a revive animation and
		//        blends together with it.
		//
		default_animation		0		32	0	20		0	0	0	0  // previously 'death_machinegun_1'
		// FIXED_ORDER }}}

		dead_corpse		 		31		1	1	20		0	0	0	99

		death_general			9		23	0	21.5	0	0	0	99
		death_general_fast		14		18	0	22		0	0	0	99  // from 'death_general'
		death_crouch			11		21	0	13		0	0	0	99  // from 'death_general'
		death_prone				13		19	0	11		0	0	0	99  // from 'death_general'

		wounded_idle_1			173		144	144	20		0	0	0	0

		revive					320		47	0	22		0	0	0	11
		idle_binoculars			370		57	57	15		0	0	0	20
		stand_radio				430		110	110	15		0	0	0	10

		relaxed_walk_1h_1		1438	19	19	22		-1	0	0	5
		relaxed_walk_1h_bk_1	1438	19	19	22		-1	0	1	5

		alert_run_2h			1880	13	13	22		-1	0	0	5
		alert_run_1h			1894	12	12	22		-1	0	0	5
		alert_run_no			1907	10	10	15		-1	0	0	5
		alert_crch_2h			1918	13	13	22		-1	0	0	5
		alert_crch_1h			1932	14	14	22		-1	0	0	5
		alert_crchbk_1h			1932	14	14	22		-1	0	1	5
		alert_crchidle_2h		1947	50	50	7		0	0	0	0
		alert_crchidle_1h		1998	15	15	5		0	0	0	0
		alert_bk_2h				1880	13	13	22		-5	0	1	5
		// OG below - the above 'alert_bk_2h' has instead been replaced with a
		//			  reversed 'alert_run_2h'
		// alert_bk_2h			2014	10	10	22		-1	0	0	5
		alert_bk_1h				2025	12	12	22		-1	0	0	5
		alert_crbk_1h			2038	13	13	22		-1	0	0	5
		alert_crbk_2h			2052	15	15	22		-1	0	0	5

		// these are copies of 'alert_' animations above, reversed to just cause
		// some frame jiggling
		firing_alert_run_2h		1881	3	-1	25		0	100	1	20
		firing_alert_run_bk_2h	1881	3	-1	25		0	100	0	20
		firing_alert_crch_2h	1919	3	-1	25		0	100	1	20

		firing_crch_2h			2088	2	0	40		0	0	0	20
		firing_crch_1h_idle		2592	5	0	35		0	0	1	20
		firing_bk_2h			2144	10	10	22		-1	0	0	20
		firing_crbk_1h			2168	13	0	30		0	0	0	20
		firing_crbk_2h			2182	3	-1	25		0	100	0	20

		raise_machinegun		2248	3	0	100		0	0	0	20
		raise_flamethrower		2245	6	0	40		0	0	0	20
		prone_flamethrower_fire	4595	1	1	20		0	0	0	20
		stand_machinegun		2253	35	35	20		0	0	0	0
		firing_machinegun		2288	3	-1	25		0	100	0	20
		reload_machinegun		2306	43	0	20		0	0	0	20
		reload_machinegun_cr	2350	42	0	20		0	0	0	20
		reload_machinegun_fast	2309	40	0	27.5	0	0	0	20

		// reframed copies of 'reload_machinegun'
		// TODO : these can probably be improved to better match sound in the future
		reload_fg42				2309	40	0	21.5	0	0	0	20
		reload_fg42_fast		2309	40	0	36.5	0	0	0	20
		reload_sten				2310	39	0	13.4 	0	0	0	20
		reload_sten_fast		2309	40	0	21.5 	0	0	0	20


		raise_pistolA			2403	1	0	10		0	0	0	20
		reload_pistol			2486	27	0	23.5	0	0	0	20
		reload_pistol_fast		2486	27	0	42		0	0	0	20
		stand_pistolB			2577	22	22	7		0	0	0	0
		firing_pistol			2563	10	0	35		0	100	0	20
		firing_pistolB_1		2554	9	0	14		0	50	0	20
		firing_pistolB_2		2563	10	0	35		0	100	0	20

		stand_rifle				2623	12	12	5		0	0	0	0
		stand_scoped_rifle		2623	12	12	5		0	0	0	9
		firing_rifle			2637	1	0	30		0	0	0	20
		reload_rifle			2659	22	0	20		0	0	0	20

		raise_grenade			2716	10	0	30		0	0	0	20
		stand_grenade			2734	24	24	10		0	0	0	0
		holding_grenadeB		2759	12	0	20		0	0	0	13
		firing_grenadeB			2772	37	0	40		0	0	0	20
		holding_grenadeA		2811	10	0	20		0	0	0	13

		throw_underhand			2779	30	0	40		0	0	0	20
		throw_overhand			2828	34	0	40		0	0	0	20
		throw_underhand_dyn		2788    21	0	20		0	0	0	20
		throw_underhand_instant	2788	21	0	25		0	0	0	20

		firing_smoke_grenade	2837	25	0	40		0	0	0	20

		raise_dynamite			2707	20	0	32		0	0	0	20

		stand_mg42				2863	1	1	15		0	0	0	0
		firing_mg42				2865	6	0	15		0	0	0	20

		raise_knife				2911	20	0	20		0	0	0	20
		stand_knife				2932	16	16	10		0	0	0	0
		firing_knife			2960	7	0	40		0	50	0	20

		climb_up				2981	21	21	9.5		-1	0	0	8
		climb_dis				3004	7	0	40		0	0	0	0
		climb_down				3082	28	28	12		-1	0	0	8

		jump_1step_2h			3111	11	0	20		0	0	0	3
		jump_1step_midair_2h	3121	1	0	5		0	0	0	2
		midair_1step_rifles_2h	3112	1	0	5		0	0	0	2
		jump_1step_fire_2h		3112	2	-1	15		0	100	0	20
		jump_1step_1h			3131	11	0	20		0	0	0	3
		jump_1step_bk_1h		3131	11	0	20		0	0	1	3
		jump_nostep_1h			3155	6	0	12		0	0	0	3

		swim_2h					3169	30	30	20		0	0	0	0
		swim_1h					3200	33	33	20		0	0	0	0

		turn_machinegun_R		3259	19	19	40		0	0	0	0
		turn_crch_R				3279	13	13	15		0	0	0	0
		turn_crch_L				3293	13	13	15		0	0	0	0

		raise_panzer			3425	8	0	20		0	0	0	20
		stand_panzer			3434	31	31	20		0	0	0	0
		firing_panzer			3470	16	0	22		0	0	0	20

		raise_bazooka			2243	10	0	20		0	0	0	20
		reload_bazooka			2600	22	0	20		0	0	0	20
		firing_bazooka			2640	18	0	14		0	0	0	20
		firing_a_drop_bazooka	2600	21	0	9		0	0	1	20

		firing_pliers			3540	19	-1	20		0	50	0	20
		raise_syringe			2933	1	0	10		0	0	0	20
		reload_syringe			2911	20	0	15		0	0	0	20
		firing_syringe			3574	35	0	30		0	0	0	20
		raise_medpack			3590	10	0	20		0	0	0	20
		stand_medpack			3605	30	30	20		0	0	0	0

		run_medpack				3640	12	12	20		0	0	0	0
		raise_sniper			3660	5	0	20		0	0	0	20

		fire_run_srifle			3668	1	-1	50		0	50	0	20
		alert_run_srifle		3670	13	13	22		-1	0	0	5
		alert_crch_srifle		3690	13	13	22		-1	0	0	5
		alert_crchidle_srifle	3710	50	50	7		0	0	0	0
		alert_bk_srifle			3765	10	10	22		-1	0	0	5
		alert_crbk_srifle		3780	15	15	22		-1	0	0	5
		firing_crch_srifle		3800	1	1	3		-1	0	0	8
		firing_run_srifle		3820	3	0	22		1000	0	0	20
		firing_bk_srifle		3840	10	10	22		-1	0	0	20
		firing_srifle			3855	1	0	37		0	50	0	20
		firing_fg42				3855	2	-1	37		0	100	0	20
		stand_srifle			3885	35	35	20		0	0	0	0
		fire_srifle				3972	1	-1	20		0	0	0	20

		// SILENCER
		attach_silencer			4280	20	0	28		0	0	0	20
		detach_silencer			4280	20	0	20		0	0	1	20

		// GRENADE LAUNCER
		stand_grenlauncher		4323	20	20	12		0	0	0	0
		firing_grenlauncher		4344	3	0	20		0	0	0	20
		raise_grenlauncher		4356	1	0	100		0	0	0	20
		attach_grenlauncher		4303	20	0	8.5		0	0	0	20
		detach_grenlauncher		4302	20	0	21		0	0	1	20

		// MOBILE MG 42
		stand_mobilemg42		4361	19	19	10		0	0	0	0
		firing_mobilemg42		4382	6	-1	20		0	0	0	20
		// ↓ one above firing priority, otherwise for some reason breaks the animations - probably an error in the code
		reload_mobilemg42		4390	30	0	10.1	0	0	0	21
		raise_mobilemg42		4426	4	0	15		0	0	0	20
		attach_mobilemg42		4303	20	0	8.5		0	0	0	22
		detach_mobilemg42		4302	20	0	12.8	0	0	1	22

		// MORTAR
		mortar_deployed			4795	5	5	2		0	0	0	0
		mortar_fire				4799	10	0	11		0	0	0	20

		// SATCHEL
		raise_satchel			3592	8	0	30		0	0	0	20
		throw_satchel			2793    15	0	50		0	0	0	20
		// SATCHEL CHARGE REMOTE
		satchel_remote_raise	4828	4	0	15		0	0	0	20
		satchel_remote_stand	4831	1	1	20		0	0	0	0
		satchel_remote_fire		2791	15	0	23		0	0	1	20

		// SELF INJECT 4870
		self_inject				4848	16	0	15		0	0	0	20

		// PRONE {{{
		// Prone Movement
		prone_crawl				4431	19	19	15		0	0	0	5
		prone_crawl_bk			4431	19	19	15		0	0	1	5

		// Prone Pistol
		prone_pistol_switch		4450	6	0	15		0	0	0	20
		prone_pistol_fire 		4464	1	0	20		0	0	0	20
		prone_pistol_reload		4476	40	0	35		0	0	0	20
		prone_pistol_freload	4476	40	0	63		0	0	0	20
		Prone_Pistol_idle		4459	1	0	20		0	0	0	0

		// Prone Rifle
		prone_rifle_switch		4527	2	0	15		0	0	0	20
		prone_rifle_fire		4529	2	0	30		0	0	0	20
		prone_rifle_reload		4532	12	0	12		0	0	0	20 // @TODO improve
		prone_rifle_idle		4528	1	0	20		0	0	0	0

		// Prone Machine Gun
		prone_mg_switch			4590	3	0	200		0	0	0	20
		prone_mg_fire			4594	3	-1	20		0	0	0	20
		prone_mg_reload			4599	31	0	14.5	0	0	0	20
		prone_mg_reload_fast	4599	31	0	23		0	0	0	20
		prone_mg_idle			4594	1	0	20		0	0	0	0

		// Prone Mg42
		prone_mg42_switch		4720	18	0	18		0	0	0	20
		prone_mg42_fire			4740	4	-1	25		0	0	0	20
		prone_mg42_reload		4745	39	0	13		0	0	0	21
		prone_mg42_idle			4783	1	0	20		0	0	0	0

		// Prone Panzerfaust
		prone_panzer_raise		4657	5	0	12		0	0	1	10
		prone_panzer_idle		4657	1	0	20		0	0	0	0
		prone_baz_idle			4658	1	0	20		0	0	0	0
		prone_baz_raise			4658	4	0	12		0	0	1	10

		// Prone grenade
		grenade_raise_proned	4647	2	0	18		0	0	0	10
		throw_proned			4648	13	0	19		0	0	0	20
		throw_proned_fast		4648	13	0	24		0	0	0	20
		prone_grenade_idle		4649	1	0	20		0	0	0	0

		// Prone Pokey
		prone_poke_switch		4662	10	0	18		0	0	0	20
		prone_poke_fire			4672	17	-1	20		0	0	0	20
		prone_poke_idle			4672	1	0	20		0	0	0	0

		// Prone Knife
		prone_knife_switch		4662	10	0	18		0	0	0	20
		prone_knife_attack		4689	10	0	25		0	0	0	20
		prone_knife_idle		4672	1	0	20		0	0	0	0

		prone_syringe_attack	4691	8	0	35		0	0	0	20

		// Prone Legs
		prone_legs				4594	1	0	20		0	0	0	0

		open_door_1				3392	2	0	10		0	0	0	10
		open_door_2				4416	17	0	10		0	0	0	10

		break_legs				2787	13	0	50		0	0	0	9

		satchel_remote_walk		1555	76	76	20		-1	0	0	5
	}
	animfile "animations/human/base/mortar.mdx"
	{
		e_mortar_stand			0		10	10	6		0	0	0	0
		e_mortar_raise			11		7	0	6		0	0	0	10
		e_mortar_run			19		10	10	15		0	0	0	0
	}
	animfile "animations/human/base/akimbo.mdx"
	{
		firing_akimbo			1		3	0	15		0	0	0	20
		firing_akimbo2			5		3	0	15		0	0	0	20
		raise_akimbo			56		1	0	60		0	0	0	10
		stand_akimbo			57		3	0	15		0	0	0	0
		reload_akimbo			8		39	0	15.1	0	0	0	20
	}
	animfile "animations/human/base/prone_pistol.mdx"
	{
		e_prone_pistol_switch	10		1	0	24		0	0	0	10
		e_prone_pistol_attach	69		20	0	34		0	0	0	20
		e_prone_pistol_detach	69		20	0	27		0	0	1	20
	}
	animfile "animations/human/base/prone_rifle.mdx"
	{
		e_prone_rifle_altidle	57		1	1	24		0	0	0	0
		e_prone_rifle_fire		12		4	0	15		0	0	0	20
		e_prone_rifle_altfire	107		3	0	24		0	0	0	20
		e_prone_rifle_attach	65		39	0	18.3	0	0	0	20
		e_prone_rifle_detach	65		20	0	21		0	0	1	20
		e_prone_rifle_snipe		54		7	0	18		0	0	0	10  // actually raiseweaponprone
		e_prone_rifle_snipefire	58		3	0	18		0	0	0	20
		e_prone_rifle_snipeidle	57		1	0	18		0	0	0	0
		e_prone_heavymg_attach	84		20	0	20		0	0	0	22
		e_prone_heavymg_detach	79		19	0	12		0	0	1	22
	}
	animfile "animations/human/base/prone_dual_pistols.mdx"
	{
		e_prone_pistols_switch	0		6	0	24		0	0	0	10
		e_prone_pistols_idle	6		1	1	24		0	0	0	0
		e_prone_pistols_fire	11		2	0	15		0	0	0	20
		e_prone_pistols_fire2	7		2	0	15		0	0	0	20
		e_prone_pistols_reload	15		50	0	20.5	0	0	0	20
	}
	animfile "animations/human/base/prone_mortar.mdx"
	{
		e_prone_mortar_stand	5		1	1	24		0	0	0	0
		e_prone_mortar_raise	0		5	0	24		0	0	0	0
	}
	animfile "animations/human/base/binocs.mdx"
	{
		e_prone_binocs_rase		0		10	0	24		0	0	0	10
		e_prone_binocs_idle		11		7	0	6		0	0	0	0
		e_prone_binocs_lie		15		5	0	15		0	0	0	0
	}
	animfile "animations/human/base/no_juice.mdx"
	{
		e_no_juice				0		30	0	15		0	0	0	9
	}
	animfile "animations/human/base/swim.mdx"
	{
		e_swim_2h				0		30	30	20		0	0	0	0
		e_swim_1h				31		33	33	20		0	0	0	0
	}
}
