//==========================================================================
//
// Character Animation Script     M U L T I P L A Y E R
//
// This defines the animations and events that might occur at different times
// for this character. State changes, and random behaviour during idle/alert
// states will look here for default behaviour, if that character doesn't have
// something specific in their scripts for that level.
//
//==========================================================================
// DEFINES
//
// These can be used to simplify the scripting, by defining replacement strings
DEFINES

// weapons
set weapons knives         = Knife AND Ka-Bar
set weapons pistols        = Luger AND Colt AND Silenced Luger AND Silenced Colt
set weapons akimbo_pistols = Akimbo Luger AND Silenced Akimbo Luger AND Akimbo Colt AND Silenced Akimbo Colt
set weapons machineguns    = MP 40 AND Thompson AND Sten gun AND MP34 AND FG 42 Paratroop Rifle
set weapons rifles         = K43 Rifle AND gpg40 AND m1 garand AND M7 AND FG 42 Paratroop Rifle AND Scoped K43 Rifle AND K43 Rifle Scope AND Scoped M1 Garand AND M1 Garand Scope AND FG 42 Paratroop Rifle Scope
set weapons rgrifles       = K43 Rifle AND m1 garand AND gpg40 AND m7
set weapons scopes         = K43 Rifle Scope AND M1 Garand Scope AND FG 42 Paratroop Rifle Scope
set weapons heavymgs       = Mobile MG 42 AND Mobile Browning AND Mobile MG 42 Bipod AND Mobile Browning Bipod
set weapons mortars        = Granatwerfer AND Mortar
set weapons packs          = Ammo Pack AND Satchel Charge AND medicheal
set weapons stens          = Sten gun AND MP34

set weapons one_handed_weapons = Luger AND Colt AND Silenced Luger AND Silenced Colt
set weapons two_handed_weapons = MP 40 AND Thompson AND Sten gun AND flamethrower AND panzerfaust AND bazooka AND K43 Rifle AND gpg40 AND M7 AND m1 garand AND FG 42 Paratroop Rifle AND Scoped M1 Garand AND Mobile MG 42 AND Scoped K43 Rifle AND K43 Rifle Scope AND M1 Garand Scope AND FG 42 Paratroop Rifle Scope AND Mobile Browning AND MP34

set weapons throwables = pineapple AND grenade AND Smoke Bomb

// weapons that the player should not hold in front of themselves as if they could aim with them
set weapons aimless = knives AND throwables AND dynamite weapon AND smokeGrenade AND Binoculars AND Landmine AND none

set weapons all = Luger AND Colt AND Silenced Luger AND Silenced Colt AND Binoculars AND special AND Ammo Pack AND knives AND dynamite weapon AND pineapple AND grenade AND smokeGrenade AND Smoke Bomb AND Landmine AND Satchel Charge AND MP 40 AND Thompson AND Sten gun AND flamethrower AND panzerfaust AND bazooka AND Ammo Pack AND Medicheal AND gpg40 AND M7 AND m1 garand AND FG 42 Paratroop Rifle AND Scoped M1 Garand AND Satchel Charge AND Landmine AND Mobile MG 42 AND Scoped K43 Rifle AND K43 Rifle Scope AND M1 Garand Scope AND FG 42 Paratroop Rifle Scope AND Mortar AND Mounted Mortar AND Satchel Charge AND Satchel Charge Detonator AND Mobile Browning AND Granatwerfer AND Mounted Granatwerfer AND MP34
set weapons all_one_handed_weapons = Luger AND Colt AND Silenced Luger AND Silenced Colt AND Binoculars AND special AND Ammo Pack AND knives AND dynamite weapon AND pineapple AND grenade AND smokeGrenade AND Smoke Bomb AND Landmine AND Satchel Charge
set weapons all_two_handed_weapons = MP 40 AND Thompson AND Sten gun AND flamethrower AND panzerfaust AND bazooka AND Ammo Pack AND Medicheal AND gpg40 AND M7 AND m1 garand AND FG 42 Paratroop Rifle AND Scoped M1 Garand AND Satchel Charge AND Landmine AND Mobile MG 42 AND Scoped K43 Rifle AND K43 Rifle Scope AND M1 Garand Scope AND FG 42 Paratroop Rifle Scope AND Mortar AND Mounted Mortar AND Satchel Charge AND Satchel Charge Detonator AND Mobile Browning AND Granatwerfer AND Mounted Granatwerfer AND MP34

// movetypes
set movetype moving = walk AND walkcr AND walkcrbk AND walkbk AND run AND runbk AND straferight AND strafeleft
set movetype crouching = idlecr AND walkcr AND walkcrbk
set movetype backstep = walkbk AND runbk AND walkcrbk
set movetype proning = idleprone AND prone AND pronebk

//==========================================================================
// ANIMATIONS
//
//	NOTE: scripts are chosen by first-come-first-serve basis. The first match
//	      found is the one used.
//
// FORMAT:
//
// state <state description>
// {
//		<movement type>
//		{
//			[default / <condition type> [<condition value>], ...]
//			{
//				<both/legs/torso> <animation> [sound <filename>]
//				<both/legs/torso> <animation> [sound <filename>]
//				...
//			}
//		}
//	}
//
//	LEGEND:
//
//	 NOTE: 'combat' is the only state used in Multiplayer, the rest are unused SP
//	       remnants and not used.
//	<state description>: relaxed, query, alert, combat
//
//	<movement type> (see 'animMoveTypesStr'):
//		dead
//		idle
//		idlecr
//		walk
//		walkbk
//		walkcr
//		walkcrbk
//		run
//		runbk
//		straferight
//		strafeleft
//		swim
//		swimbk
//		climbup
//		climbdown
//		idleprone
//		prone
//		pronebk
//		turnright
//		turnleft
//		fallen
//		radio
//		radiocr
//		radioprone
//		midair
//
//	<condition type> (see 'animConditionsStr'):
//		weapons
//		enemy_position
//		enemy_weapon
//		underwater
//		mounted
//		movetype
//		underhand
//		leaning
//		impact_point
//		crouching
//		stunned
//		firing
//		short_reaction
//		enemy_team
//		parachute
//		charging
//		secondlife
//		health_level
//		flailing_type
//		gen_bitflag
//		aistate
//		suicide
//
//	<condition value> (bool if unspecified):
//		weapons: <see weapon pickup names>
//		enemy_weapon: <see weapon pickup names>
//		underwater: <no values>
//		mounted: MG42
//		movetype: <see movement types>
//		position: behind, infront, right, left
//		underhand: <no values>
//		leaning: right, left
//		impact_point: head, chest, gut, groin, shoulder_right, shoulder_left, knee_right, knee_left
//		health_level: 1, 2, 3

ANIMATIONS

state combat
{

	dead
	{
		default
		{
			both dead_corpse
		}
	}

	midair
	{
		weapons gpg40 AND M7
		{
			torso stand_grenlauncher
		}
		weapons rifles, movetype jumpforward
		{
			torso stand_srifle
		}
		weapons binoculars, gen_bitflag zooming
		{
			torso idle_binoculars
		}
		weapons satchel charge detonator
		{
			NOOP
		}
		weapons scopes
		{
			torso stand_scoped_rifle
		}
		weapons mortars
		{
			torso e_mortar_stand
		}
		weapons one_handed_weapons
		{
			torso stand_pistolB
		}
		weapons bazooka
		{
			torso stand_rifle
		}
		weapons panzerfaust
		{
			torso stand_panzer
		}
		weapons two_handed_weapons, movetype jumpforward
		{
			torso jump_1step_midair_2h
		}
		weapons two_handed_weapons
		{
			torso stand_machinegun
		}
		weapons dynamite weapon
		{
			torso jump_1step_1h
		}
		weapons akimbo_pistols
		{
			torso stand_akimbo
		}
		weapons throwables, gen_bitflag holding
		{
			torso holding_grenadeA
			torso holding_grenadeB
		}
		default
		{
			torso jump_1step_1h
		}
	}

	idle
	{
		weapons Mortar AND Granatwerfer
		{
			legs stand_panzer torso e_mortar_stand
		}
		weapons Mounted Mortar AND Mounted Granatwerfer
		{
			both mortar_deployed
		}
		weapons Satchel Charge
		{
			both stand_medpack
		}
		weapons satchel charge detonator
		{
			legs stand_medpack torso satchel_remote_stand
		}
		mounted MG42, firing
		{
			both firing_mg42
		}
		mounted MG42
		{
			both stand_mg42
		}
		weapons Binoculars, gen_bitflag zooming
		{
			legs stand_grenade torso idle_binoculars
		}
		weapons Syringe AND Adrenaline Syringe
		{
			both stand_knife
		}
		weapons Ammo Pack AND Landmine
		{
			both stand_medpack
		}
		weapons Satchel Charge
		{
			both stand_medpack
		}
		weapons medicheal
		{
			both stand_medpack
		}
		weapons special
		{
			both stand_knife
		}
		weapons throwables, gen_bitflag holding
		{
			both holding_grenadeA
			both holding_grenadeB
		}
		weapons throwables AND dynamite weapon
		{
			both stand_grenade
		}
		weapons knives
		{
			both stand_knife
		}
		weapons pistols, firing
		{
			legs firing_pistolB_1 torso stand_pistolB
			legs firing_pistolB_2 torso stand_pistolB
		}
		weapons pistols
		{
			both stand_pistolB
		}
		weapons akimbo_pistols, firing
		{
			legs firing_pistolB_1 torso stand_akimbo
			legs firing_pistolB_2 torso stand_akimbo
		}
		weapons akimbo_pistols
		{
			legs stand_pistolB torso stand_akimbo
		}
		weapons Scoped M1 Garand
		{
			both stand_srifle
		}
		weapons FG 42 Paratroop Rifle
		{
			both stand_srifle
		}
		weapons K43 Rifle
		{
			both stand_srifle
		}
		weapons gpg40
		{
			legs stand_srifle torso stand_grenlauncher
		}
		weapons M7
		{
			legs stand_srifle torso stand_grenlauncher
		}
		weapons m1 garand
		{
			both stand_srifle
		}
		weapons Scoped K43 Rifle
		{
			both stand_srifle
		}
		weapons K43 Rifle Scope
		{
			both stand_rifle
		}
		weapons M1 Garand Scope
		{
			both stand_rifle
		}
		weapons FG 42 Paratroop Rifle Scope
		{
			both stand_rifle
		}
		weapons bazooka
		{
			legs stand_panzer torso stand_rifle
		}
		weapons panzerfaust, firing
		{
			legs firing_panzer torso stand_panzer
		}
		weapons panzerfaust
		{
			both stand_panzer
		}
		weapons Mobile MG 42 AND Mobile Browning, firing
		{
			legs firing_machinegun torso firing_mobilemg42
		}
		weapons Mobile MG 42 AND Mobile Browning
		{
			legs stand_machinegun torso stand_mobilemg42
		}
		weapons machineguns, firing
		{
			legs firing_machinegun torso stand_machinegun
		}
		weapons machineguns AND Flamethrower
		{
			both stand_machinegun
		}
		weapons aimless
		{
			both stand_grenade
		}
	}

	idlecr
	{
		weapons heavymgs
		{
			legs alert_crchidle_2h torso stand_mobilemg42
		}
		weapons Mortar AND Granatwerfer
		{
			legs alert_crchidle_2h torso e_mortar_stand
		}
		weapons Mounted Mortar AND Mounted Granatwerfer
		{
			both mortar_deployed
		}
		weapons satchel charge
		{
			legs alert_crchidle_1h torso stand_medpack
		}
		weapons satchel charge detonator
		{
			legs alert_crchidle_2h torso satchel_remote_stand
		}
		weapons Binoculars, gen_bitflag zooming
		{
			legs alert_crchidle_1h torso idle_binoculars
		}
		weapons Syringe AND Adrenaline Syringe
		{
			legs alert_crchidle_1h torso stand_knife
		}
		weapons Ammo Pack
		{
			legs alert_crchidle_1h torso stand_medpack
		}
		weapons Satchel Charge
		{
			legs alert_crchidle_1h torso stand_medpack
		}
		weapons medicheal
		{
			legs alert_crchidle_1h torso stand_medpack
		}
		weapons special
		{
			legs alert_crchidle_1h torso stand_grenade
		}
		weapons one_handed_weapons
		{
			legs alert_crchidle_1h torso stand_pistolB
		}
		weapons Scoped M1 Garand
		{
			both alert_crchidle_srifle
		}
		weapons K43 Rifle
		{
			both alert_crchidle_srifle
		}
		weapons gpg40
		{
			legs alert_crchidle_srifle torso stand_grenlauncher
		}
		weapons M7
		{
			legs alert_crchidle_srifle torso stand_grenlauncher
		}
		weapons m1 garand
		{
			both alert_crchidle_srifle
		}
		weapons Scoped K43 Rifle
		{
			both alert_crchidle_srifle
		}
		weapons K43 Rifle Scope
		{
			legs alert_crchidle_2h torso stand_rifle
		}
		weapons M1 Garand Scope
		{
			legs alert_crchidle_2h torso stand_rifle
		}
		weapons FG 42 Paratroop Rifle Scope
		{
			legs alert_crchidle_2h torso stand_rifle
		}
		weapons bazooka
		{
			legs alert_crchidle_2h torso stand_rifle
		}
		weapons panzerfaust
		{
			legs alert_crchidle_2h torso stand_panzer
		}
		weapons two_handed_weapons
		{
			legs alert_crchidle_2h torso stand_machinegun
		}
		weapons throwables, gen_bitflag holding
		{
			legs alert_crchidle_1h torso holding_grenadeA
			legs alert_crchidle_1h torso holding_grenadeB
		}
		weapons akimbo_pistols
		{
			legs alert_crchidle_1h torso stand_akimbo
		}
		weapons aimless
		{
			legs alert_crchidle_1h torso stand_grenade
		}
		default
		{
			both alert_crchidle_1h
		}
	}

	walk
	{
		weapons heavymgs
		{
			legs relaxed_walk_1h_1 torso stand_mobilemg42
		}
		weapons Mortar AND Granatwerfer
		{
			legs relaxed_walk_1h_1 torso e_mortar_run
		}
		weapons Mounted Mortar AND Mounted Granatwerfer
		{
			both mortar_deployed
		}
		weapons satchel charge
		{
			legs relaxed_walk_1h_1 torso stand_medpack
		}
		weapons satchel charge detonator
		{
			both satchel_remote_walk
		}
		weapons Binoculars, gen_bitflag zooming
		{
			legs relaxed_walk_1h_1 torso idle_binoculars
		}
		weapons Syringe AND Adrenaline Syringe
		{
			both relaxed_walk_1h_1
		}
		weapons Ammo Pack
		{
			legs relaxed_walk_1h_1 torso stand_medpack
		}
		weapons Satchel Charge
		{
			legs relaxed_walk_1h_1 torso stand_medpack
		}
		weapons medicheal
		{
			legs relaxed_walk_1h_1 torso stand_medpack
		}
		weapons throwables, gen_bitflag holding
		{
			legs relaxed_walk_1h_1 torso holding_grenadeA
			legs relaxed_walk_1h_1 torso holding_grenadeB
		}
		weapons one_handed_weapons
		{
			legs relaxed_walk_1h_1 torso stand_pistolB
		}
		weapons Scoped M1 Garand
		{
			legs relaxed_walk_1h_1 torso stand_srifle
		}
		weapons FG 42 Paratroop Rifle
		{
			legs relaxed_walk_1h_1 torso stand_srifle
		}
		weapons K43 Rifle
		{
			legs relaxed_walk_1h_1 torso stand_srifle
		}
		weapons gpg40
		{
			legs relaxed_walk_1h_1 torso stand_grenlauncher
		}
		weapons M7
		{
			legs relaxed_walk_1h_1 torso stand_grenlauncher
		}
		weapons m1 garand
		{
			legs relaxed_walk_1h_1 torso stand_srifle
		}
		weapons Scoped K43 Rifle
		{
			legs relaxed_walk_1h_1 torso stand_srifle
		}
		weapons K43 Rifle Scope
		{
			legs relaxed_walk_1h_1 torso stand_rifle
		}
		weapons M1 Garand Scope
		{
			legs relaxed_walk_1h_1 torso stand_rifle
		}
		weapons FG 42 Paratroop Rifle Scope
		{
			legs relaxed_walk_1h_1 torso stand_rifle
		}
		weapons bazooka
		{
			legs relaxed_walk_1h_1 torso stand_rifle
		}
		weapons panzerfaust
		{
			legs relaxed_walk_1h_1 torso stand_panzer
		}
		weapons two_handed_weapons
		{
			legs relaxed_walk_1h_1 torso stand_machinegun
		}
		weapons akimbo_pistols
		{
			legs relaxed_walk_1h_1 torso stand_akimbo
		}
		weapons aimless
		{
			both relaxed_walk_1h_1
		}
		default
		{
			both relaxed_walk_1h_1
		}
	}

	walkbk
	{
		weapons heavymgs
		{
			legs relaxed_walk_1h_bk_1 torso stand_mobilemg42
		}
		weapons Mortar AND Granatwerfer
		{
			legs relaxed_walk_1h_bk_1 torso e_mortar_run
		}
		weapons Mounted Mortar AND Mounted Granatwerfer
		{
			both mortar_deployed
		}
		weapons one_handed_weapons
		{
			legs relaxed_walk_1h_bk_1 torso stand_pistolb
		}
		weapons Binoculars, gen_bitflag zooming
		{
			legs relaxed_walk_1h_bk_1 torso idle_binoculars
		}
		weapons Syringe AND Adrenaline Syringe
		{
			legs relaxed_walk_1h_bk_1 torso relaxed_walk_1h_1
		}
		weapons packs
		{
			legs relaxed_walk_1h_bk_1 torso stand_medpack
		}
		weapons throwables, gen_bitflag holding
		{
			legs alert_bk_1h torso holding_grenadeA
			legs alert_bk_1h torso holding_grenadeB
		}
		weapons rifles
		{
			legs relaxed_walk_1h_bk_1 torso stand_srifle
		}
		weapons Scoped M1 Garand
		{
			both alert_bk_srifle
		}
		weapons FG 42 Paratroop Rifle
		{
			// both alert_bk_srifle
			legs relaxed_walk_1h_bk_1 torso stand_srifle
		}
		weapons K43 Rifle
		{
			both alert_bk_srifle
		}
		weapons gpg40
		{
			legs alert_bk_srifle torso stand_grenlauncher
		}
		weapons M7
		{
			legs alert_bk_srifle torso stand_grenlauncher
		}
		weapons m1 garand
		{
			both alert_bk_srifle
		}
		weapons Scoped K43 Rifle
		{
			both alert_bk_srifle
		}
		weapons K43 Rifle Scope
		{
			legs relaxed_walk_1h_bk_1 torso stand_rifle
		}
		weapons M1 Garand Scope
		{
			legs relaxed_walk_1h_bk_1 torso stand_rifle
		}
		weapons FG 42 Paratroop Rifle Scope
		{
			legs relaxed_walk_1h_bk_1 torso stand_rifle
		}
		weapons bazooka
		{
			legs relaxed_walk_1h_bk_1 torso stand_rifle
		}
		weapons panzerfaust
		{
			legs relaxed_walk_1h_bk_1 torso stand_panzer
		}
		weapons two_handed_weapons
		{
			legs relaxed_walk_1h_bk_1 torso stand_machinegun
		}
		weapons akimbo_pistols
		{
			legs alert_bk_2h torso stand_akimbo
		}
		weapons aimless
		{
			both relaxed_walk_1h_bk_1
		}
		default
		{
			both alert_bk_1h
		}
	}

	walkcr
	{
		weapons heavymgs
		{
			legs alert_crch_2h torso stand_mobilemg42
		}
		weapons Mortar AND Granatwerfer
		{
			legs alert_crch_2h torso e_mortar_run
		}
		weapons Mounted Mortar AND Mounted Granatwerfer
		{
			both mortar_deployed
		}
		weapons satchel charge
		{
			legs alert_crch_2h torso stand_medpack
		}
		weapons satchel charge detonator
		{
			legs alert_crch_2h torso satchel_remote_stand
		}
		weapons one_handed_weapons
		{
			both alert_crch_1h
		}
		weapons Binoculars, gen_bitflag zooming
		{
			legs alert_crch_1h torso idle_binoculars
		}
		weapons Syringe AND Adrenaline Syringe
		{
			both alert_crch_1h
		}
		weapons Ammo Pack
		{
			legs alert_crch_2h torso stand_medpack
		}
		weapons Satchel Charge
		{
			legs alert_crch_2h torso stand_medpack
		}
		weapons medicheal
		{
			legs alert_crch_2h torso stand_medpack
		}
		weapons special
		{
			both alert_crch_1h
		}
		weapons throwables, gen_bitflag holding
		{
			legs alert_crch_1h torso holding_grenadeA
			legs alert_crch_1h torso holding_grenadeB
		}
		weapons throwables AND dynamite weapon
		{
			both alert_crch_1h
		}
		weapons Scoped M1 Garand
		{
			both alert_crch_srifle
		}
		weapons FG 42 Paratroop Rifle
		{
			both alert_crch_srifle
		}
		weapons K43 Rifle
		{
			both alert_crch_srifle
		}
		weapons gpg40
		{
			legs alert_crch_srifle torso stand_grenlauncher
		}
		weapons M7
		{
			legs alert_crch_srifle torso stand_grenlauncher
		}
		weapons m1 garand
		{
			both alert_crch_srifle
		}
		weapons Scoped K43 Rifle
		{
			both alert_crch_srifle
		}
		weapons K43 Rifle Scope
		{
			legs alert_crch_2h torso stand_rifle
		}
		weapons M1 Garand Scope
		{
			legs alert_crch_2h torso stand_rifle
		}
		weapons FG 42 Paratroop Rifle Scope
		{
			legs alert_crch_2h torso stand_rifle
		}
		weapons bazooka
		{
			legs alert_crch_2h torso stand_rifle
		}
		weapons panzerfaust
		{
			legs alert_crch_2h torso stand_panzer
		}
		weapons two_handed_weapons
		{
			both alert_crch_2h
		}
		weapons akimbo_pistols
		{
			legs alert_crch_2h torso stand_akimbo
		}
		weapons aimless
		{
			both alert_crch_1h
		}
		default
		{
			both alert_crch_1h
		}
	}

	walkcrbk
	{
		weapons heavymgs
		{
			legs alert_crbk_2h torso stand_mobilemg42
		}
		weapons Mortar AND Granatwerfer
		{
			legs alert_crbk_2h torso e_mortar_run
		}
		weapons Mounted Mortar AND Mounted Granatwerfer
		{
			both mortar_deployed
		}
		weapons special
		{
			both alert_crchbk_1h
		}
		weapons satchel charge
		{
			legs alert_crbk_2h torso stand_medpack
		}
		weapons satchel charge detonator
		{
			legs alert_crbk_2h torso satchel_remote_stand
		}
		weapons one_handed_weapons
		{
			both alert_crbk_1h
		}
		weapons Binoculars, gen_bitflag zooming
		{
			legs alert_crbk_1h torso idle_binoculars
		}
		weapons Syringe AND Adrenaline Syringe
		{
			both alert_crbk_1h
		}
		weapons Ammo Pack
		{
			legs alert_crbk_2h torso stand_medpack
		}
		weapons Satchel Charge
		{
			legs alert_crbk_2h torso stand_medpack
		}
		weapons medicheal
		{
			legs alert_crbk_2h torso stand_medpack
		}
		weapons throwables, gen_bitflag holding
		{
			legs alert_crbk_1h torso holding_grenadeA
			legs alert_crbk_1h torso holding_grenadeB
		}
		weapons Scoped M1 Garand
		{
			both alert_crbk_srifle
		}
		weapons FG 42 Paratroop Rifle
		{
			both alert_crbk_srifle
		}
		weapons K43 Rifle
		{
			both alert_crbk_srifle
		}
		weapons gpg40
		{
			legs alert_crbk_srifle torso stand_grenlauncher
		}
		weapons M7
		{
			legs alert_crbk_srifle torso stand_grenlauncher
		}
		weapons m1 garand
		{
			both alert_crbk_srifle
		}
		weapons Scoped K43 Rifle
		{
			both alert_crbk_srifle
		}
		weapons K43 Rifle Scope
		{
			legs alert_crbk_2h torso stand_rifle
		}
		weapons M1 Garand Scope
		{
			legs alert_crbk_2h torso stand_rifle
		}
		weapons FG 42 Paratroop Rifle Scope
		{
			legs alert_crbk_2h torso stand_rifle
		}
		weapons bazooka
		{
			legs alert_crbk_2h torso stand_rifle
		}
		weapons panzerfaust
		{
			legs alert_crbk_2h torso stand_panzer
		}
		weapons two_handed_weapons
		{
			both alert_crbk_2h
			// both alert_crchbk_2h
		}
		weapons akimbo_pistols
		{
			legs alert_crbk_2h torso stand_akimbo
		}
		weapons aimless
		{
			both alert_crbk_1h
		}
		default
		{
			both alert_crbk_2h
		}
	}

	run
	{
		weapons heavymgs
		{
			legs alert_run_2h torso stand_mobilemg42
		}
		weapons Mortar AND Granatwerfer
		{
			legs alert_run_1h torso e_mortar_run
		}
		weapons Mounted Mortar AND Mounted Granatwerfer
		{
			both mortar_deployed
		}
		weapons Satchel Charge
		{
			legs alert_run_1h torso run_medpack
		}
		weapons satchel charge detonator
		{
			legs alert_run_1h torso satchel_remote_stand
		}
		weapons Binoculars, gen_bitflag zooming
		{
			legs alert_run_no torso idle_binoculars
		}
		weapons Syringe AND Adrenaline Syringe
		{
			both alert_run_1h
		}
		weapons Ammo Pack
		{
			legs alert_run_1h torso run_medpack
		}
		weapons medicheal
		{
			legs alert_run_1h torso run_medpack
		}
		weapons special
		{
			both alert_run_1h
		}
		weapons throwables, gen_bitflag holding
		{
			legs alert_run_no torso holding_grenadeA
			legs alert_run_no torso holding_grenadeB
		}
		weapons throwables AND dynamite weapon
		{
			both alert_run_no
		}
		weapons one_handed_weapons
		{
			legs alert_run_1h torso stand_pistolb
		}
		weapons gpg40 AND M7
		{
			legs alert_run_srifle torso stand_grenlauncher
		}
		weapons rifles, movetype run AND swim
		{
			legs alert_run_srifle torso alert_run_srifle
		}
		weapons Scoped M1 Garand
		{
			both alert_run_srifle
		}
		weapons FG 42 Paratroop Rifle
		{
			both alert_run_srifle
		}
		weapons K43 Rifle
		{
			legs alert_run_srifle torso stand_srifle
		}
		weapons gpg40
		{
			legs alert_run_srifle torso stand_grenlauncher
		}
		weapons M7
		{
			legs alert_run_srifle torso stand_grenlauncher
		}
		weapons m1 garand
		{
			both alert_run_srifle
		}
		weapons Scoped K43 Rifle
		{
			both alert_run_srifle
		}
		weapons K43 Rifle Scope
		{
			legs alert_run_2h torso stand_rifle
		}
		weapons M1 Garand Scope
		{
			legs alert_run_2h torso stand_rifle
		}
		weapons FG 42 Paratroop Rifle Scope
		{
			legs alert_run_2h torso stand_rifle
		}
		weapons bazooka
		{
			legs alert_run_2h torso stand_rifle
		}
		weapons panzerfaust
		{
			legs alert_run_2h torso stand_panzer
		}
		weapons two_handed_weapons
		{
			both alert_run_2h
		}
		weapons akimbo_pistols
		{
			legs alert_run_2h torso stand_akimbo
		}
		weapons aimless
		{
			both alert_run_no
		}
		default
		{
			both alert_run_1h
		}
	}

	runbk
	{
		weapons heavymgs
		{
			legs alert_bk_2h torso stand_mobilemg42
		}
		weapons gpg40 AND M7
		{
			legs alert_bk_2h torso stand_grenlauncher
		}
		weapons rifles
		{
			legs alert_bk_srifle torso stand_srifle
		}
		weapons Mortar AND Granatwerfer
		{
			legs alert_bk_2h torso e_mortar_run
		}
		weapons Mounted Mortar AND Mounted Granatwerfer
		{
			both mortar_deployed
		}
		weapons satchel charge
		{
			legs alert_bk_2h torso stand_medpack
		}
		weapons satchel charge detonator
		{
			legs alert_bk_2h torso satchel_remote_stand
		}
		weapons one_handed_weapons
		{
			legs alert_bk_1h torso stand_pistolb
		}
		weapons Binoculars, gen_bitflag zooming
		{
			legs alert_bk_1h torso idle_binoculars
		}
		weapons Syringe AND Adrenaline Syringe
		{
			both alert_bk_1h
		}
		weapons Ammo Pack
		{
			legs alert_bk_2h torso stand_medpack
		}
		weapons Satchel Charge
		{
			legs alert_bk_2h torso stand_medpack
		}
		weapons medicheal
		{
			legs alert_bk_2h torso stand_medpack
		}
		weapons special
		{
			both alert_bk_1h
		}
		weapons throwables, gen_bitflag holding
		{
			legs alert_bk_1h torso holding_grenadeA
			legs alert_bk_1h torso holding_grenadeB
		}
		weapons throwables AND dynamite weapon
		{
			both alert_bk_1h
		}
		weapons Scoped M1 Garand
		{
			both alert_bk_srifle
		}
		weapons FG 42 Paratroop Rifle
		{
			both alert_bk_srifle
		}
		weapons K43 Rifle
		{
			both alert_bk_srifle
		}
		weapons gpg40
		{
			legs alert_bk_srifle torso stand_grenlauncher
		}
		weapons M7
		{
			legs alert_bk_srifle torso stand_grenlauncher
		}
		weapons m1 garand
		{
			both alert_bk_srifle
		}
		weapons Scoped K43 Rifle
		{
			both alert_bk_srifle
		}
		weapons K43 Rifle Scope
		{
			legs alert_bk_2h torso stand_rifle
		}
		weapons M1 Garand Scope
		{
			legs alert_bk_2h torso stand_rifle
		}
		weapons FG 42 Paratroop Rifle Scope
		{
			legs alert_bk_2h torso stand_rifle
		}
		weapons bazooka
		{
			legs alert_bk_2h torso stand_rifle
		}
		weapons panzerfaust
		{
			legs alert_bk_2h torso stand_panzer
		}
		weapons two_handed_weapons
		{
			legs alert_bk_srifle torso alert_bk_2h
		}
		weapons akimbo_pistols
		{
			legs alert_bk_2h torso stand_akimbo
		}
		weapons aimless
		{
			both alert_bk_1h
		}
		default
		{
			both alert_bk_2h
		}
	}

	swim
	{
		weapons binoculars, gen_bitflag zooming
		{
			torso idle_binoculars
		}
		weapons none
		{
			both e_swim_1h
		}
		weapons all_two_handed_weapons
		{
			both e_swim_2h
		}
		weapons all_one_handed_weapons
		{
			both e_swim_1h
		}
		default
		{
			both e_swim_1h
		}
	}

	swimbk
	{
		weapons binoculars, gen_bitflag zooming
		{
			torso idle_binoculars
		}
		weapons none
		{
			both e_swim_1h
		}
		weapons all_two_handed_weapons
		{
			both e_swim_2h
		}
		weapons all_one_handed_weapons
		{
			both e_swim_1h
		}
		default
		{
			both e_swim_1h
		}
	}

	climbup
	{
		weapons scopes
		{
			legs climb_up torso stand_rifle
		}
		weapons binoculars, gen_bitflag zooming
		{
			legs climb_up torso idle_binoculars
		}
		weapons throwables, gen_bitflag holding
		{
			legs climb_up torso holding_grenadeA
			legs climb_up torso holding_grenadeB
		}
		ladder_peek
  		{
			legs climb_up
  		}
		default
		{
			both climb_up
		}
	}

	climbdown
	{
		weapons scopes
		{
			legs climb_down torso stand_rifle
		}
		weapons binoculars, gen_bitflag zooming
		{
			legs climb_down torso idle_binoculars
		}
		weapons throwables, gen_bitflag holding
		{
			legs climb_down torso holding_grenadeA
			legs climb_down torso holding_grenadeB
		}
		ladder_peek
  		{
			legs climb_down
  		}
		default
		{
			both climb_down
		}
	}

	idleprone
	{
		weapons Mounted Mortar AND Mounted Granatwerfer
		{
			legs prone_legs torso mortar_deployed
		}
		weapons Mortar AND Granatwerfer
		{
			legs prone_legs torso e_prone_mortar_stand
		}
		weapons Satchel Charge
		{
			legs prone_legs torso prone_grenade_idle
		}
		weapons satchel charge detonator
		{
			legs prone_legs torso prone_poke_idle
		}
		weapons medicheal
		{
			legs prone_legs torso prone_poke_idle
		}
		weapons Mobile MG 42 Bipod AND Mobile Browning Bipod
		{
			legs prone_legs torso prone_mg42_idle
		}
		weapons Mobile MG 42 AND Mobile Browning
		{
			legs prone_legs torso prone_mg_idle
		}
		weapons bazooka
		{
			legs prone_legs torso prone_baz_idle
		}
		weapons panzerfaust
		{
			legs prone_legs torso prone_panzer_idle
		}
		weapons machineguns
		{
			legs prone_legs torso prone_mg_idle
		}
		weapons binoculars, gen_bitflag zooming
		{
			legs prone_legs torso e_prone_binocs_lie
		}
		weapons binoculars
		{
			legs prone_legs torso e_prone_binocs_idle
		}
		weapons smokeGrenade
		{
			legs prone_legs torso prone_grenade_idle
		}
		weapons Ammo Pack
		{
			legs prone_legs torso prone_grenade_idle
		}
		weapons Landmine
		{
			legs prone_legs torso prone_grenade_idle
		}
		weapons medicheal
		{
			legs prone_legs torso prone_poke_idle
		}
		weapons special
		{
			legs prone_legs torso prone_poke_idle
		}
		weapons Syringe AND Adrenaline Syringe
		{
			legs prone_legs torso prone_poke_idle
		}
		weapons throwables, gen_bitflag holding
		{
			legs prone_legs torso holding_grenadeA
			legs prone_legs torso holding_grenadeB
		}
		weapons throwables AND dynamite weapon
		{
			legs prone_legs torso prone_grenade_idle
		}
		weapons knives
		{
			legs prone_legs torso prone_knife_idle
		}
		weapons pistols
		{
			legs prone_legs torso prone_pistol_idle
		}
		weapons akimbo_pistols
		{
			legs prone_legs torso e_prone_pistols_idle
		}
		weapons Scoped M1 Garand
		{
			legs prone_legs torso prone_rifle_idle
		}
		weapons FG 42 Paratroop Rifle
		{
			legs prone_legs torso prone_rifle_idle
		}
		weapons K43 Rifle
		{
			legs prone_legs torso prone_rifle_idle
		}
		weapons gpg40
		{
			legs prone_legs torso e_prone_rifle_altidle
		}
		weapons M7
		{
			legs prone_legs torso e_prone_rifle_altidle
		}
		weapons m1 garand
		{
			legs prone_legs torso prone_rifle_idle
		}
		weapons Scoped K43 Rifle
		{
			legs prone_legs torso prone_rifle_idle
		}
		weapons K43 Rifle Scope
		{
			legs prone_legs torso e_prone_rifle_snipeidle
		}
		weapons M1 Garand Scope
		{
			legs prone_legs torso e_prone_rifle_snipeidle
		}
		weapons FG 42 Paratroop Rifle Scope
		{
			legs prone_legs torso e_prone_rifle_snipeidle
		}
		weapons rifles
		{
			legs prone_legs torso prone_rifle_idle
		}
		default
		{
			legs prone_legs torso Prone_Pistol_idle
		}
	}

	prone
	{
		default
		{
			both prone_crawl
		}
	}

	pronebk
	{
		default
		{
			both prone_crawl_bk
		}
	}

	turnright
	{
		movetype idlecr, NOT mounted MG42
		{
			legs turn_crch_R
		}
		movetype idle, NOT mounted MG42
		{
			legs turn_machinegun_R
		}
	}

	turnleft
	{
		movetype idlecr, NOT mounted MG42
		{
			legs turn_crch_L
		}
		movetype idle, NOT mounted MG42
		{
			legs turn_machinegun_R
		}
	}

	fallen
	{
		default
		{
			both wounded_idle_1
		}
	}

	radio
	{
		default
		{
			both stand_radio
		}
	}

	radiocr
	{
		default
		{
			legs alert_crchidle_1h torso stand_radio
		}
	}

	radioprone
	{
		default
		{
			legs prone_legs torso prone_poke_idle
		}
	}

}

//==========================================================================
// EVENTS
//
// format:
//
// <event description>
// {
//		[default / <condition type> [<condition value>], ...]
//		{
//			<both/legs/torso> <animation> [sound <filename>]
//			<both/legs/torso> <animation> [sound <filename>]
//			...
//		}
// }
//
// LEGEND:
//
//	<event description>:
//		fireweapon
//		fireweapon2
//		fireweaponprone
//		fireweapon2prone
//		raiseweaponprone
//		reloadprone
//		raiseweapon
//		dropweapon
//		reload
//		jump
//		jumpbk
//		climbdismount
//		death
//		revive
//		nopower
//		pain
//		do_alt_weapon_mode
//		undo_alt_weapon_mode
//		do_alt_weapon_mode_prone
//		undo_alt_weapon_mode_prone
//
//	NOTE: for gameplay anims (weapons firing, reload, etc) that show no legs movement
//		only the torso should animation from here, leave the legs doing what their
//		locomotive anims want them to do

EVENTS

fireweapon
{
	mounted MG42
	{
		both firing_mg42
	}
	weapons Mounted Mortar AND Mounted Granatwerfer
	{
		torso mortar_fire
	}
	weapons Mobile MG 42 AND Mobile Browning
	{
		torso firing_mobilemg42
	}
	weapons Adrenaline Syringe
	{
		torso self_inject
	}
	weapons Satchel Charge
	{
		torso throw_satchel
	}
	weapons packs AND Landmine
	{
		torso throw_underhand_instant
	}
	weapons special
	{
		torso firing_pliers
	}
	weapons Syringe
	{
		torso firing_syringe
	}
	weapons bazooka
	{
		torso firing_a_drop_bazooka
	}
	weapons panzerfaust
	{
		torso firing_panzer
	}
	weapons dynamite weapon
	{
		torso throw_underhand_dyn
	}
	// support overhand throws for airstrike tags
	weapons smokeGrenade, underhand
	{
		torso throw_underhand_instant
	}
	weapons smokeGrenade
	{
		torso firing_smoke_grenade
	}
	// support overhand throws for grenades
	weapons throwables, underhand
	{
		torso throw_underhand
	}
	weapons throwables
	{
		torso throw_overhand
	}
	weapons knives
	{
		torso firing_knife
	}
// PISTOLS
	weapons pistols, movetype idlecr
	{
		torso firing_pistol
	}
	weapons pistols, movetype crouching
	{
		torso firing_crbk_1h
	}
	weapons pistols
	{
		torso firing_pistol
	}
	weapons akimbo_pistols
	{
		torso firing_akimbo
	}
// MACHINEGUNS
	// FG 42 Paratroop Rifle
	weapons FG 42 Paratroop Rifle, movetype run AND runbk AND walk AND walkbk AND midair AND jumpforward
	{
		torso firing_fg42
	}
	weapons machineguns, movetype runbk
	{
		torso firing_alert_run_bk_2h
	}
	weapons machineguns, movetype midair AND jumpforward
	{
        torso firing_machinegun
	}
	weapons machineguns, movetype run AND swim
	{
		torso firing_alert_run_2h
	}
	weapons machineguns, movetype idlecr
	{
		torso firing_machinegun duration 50
	}
	weapons machineguns, movetype walkcrbk
	{
		torso firing_crbk_2h
	}
	weapons machineguns, movetype crouching
	{
		torso firing_alert_crch_2h
	}
	weapons machineguns
	{
        torso firing_machinegun
	}
// RIFLES
	weapons gpg40 AND M7
	{
		torso firing_grenlauncher
	}
	weapons rifles, movetype crouching
	{
		torso firing_crch_2h
	}
	weapons rifles, movetype walkbk AND runbk AND walk AND idle AND midair
	{
		torso fire_srifle
	}
	weapons rifles
	{
		torso fire_run_srifle
	}
	weapons rifles, movetype run
	{
		torso fire_run_srifle
	}
// RIFLES (Scoped)
	weapons K43 Rifle Scope, movetype walk AND turnleft AND turnright AND idlecr AND idle
	{
		torso firing_rifle
	}
	weapons K43 Rifle Scope, movetype crouching
	{
		torso firing_crch_2h
	}
	weapons K43 Rifle Scope, movetype run AND swim
	{
		torso alert_run_2h
	}
	weapons K43 Rifle Scope, movetype backstep AND swimbk
	{
		torso firing_bk_2h
	}
	weapons K43 Rifle Scope
	{
		torso firing_rifle
	}
	weapons M1 Garand Scope
	{
		torso firing_rifle
	}
	weapons M1 Garand Scope, movetype crouching
	{
		torso firing_crch_2h
	}
	weapons M1 Garand Scope, movetype run AND swim
	{
		torso alert_run_2h
	}
	weapons M1 Garand Scope, movetype backstep AND swimbk
	{
		torso firing_bk_2h
	}
	weapons M1 Garand Scope
	{
		torso firing_rifle
	}
	weapons FG 42 Paratroop Rifle Scope, movetype walk AND turnleft AND turnright AND idlecr AND idle
	{
		torso firing_rifle
	}
	weapons FG 42 Paratroop Rifle Scope, movetype crouching
	{
		torso firing_crch_2h
	}
	weapons FG 42 Paratroop Rifle Scope, movetype run AND swim
	{
		torso alert_run_2h
	}
	weapons FG 42 Paratroop Rifle Scope, movetype swimbk
	{
		torso firing_bk_2h
	}
	weapons FG 42 Paratroop Rifle Scope
	{
		torso firing_rifle
	}
// RIFLES
	// K43
	weapons K43 Rifle, movetype walk AND turnleft AND turnright AND idlecr AND idle
	{
		torso firing_srifle
	}
	weapons K43 Rifle, movetype crouching
	{
		torso firing_crch_srifle
	}
	weapons K43 Rifle, movetype run AND swim
	{
		torso firing_run_srifle
	}
	weapons K43 Rifle, movetype backstep AND swimbk
	{
		NOOP
	}
	weapons K43 Rifle
	{
		NOOP
	}
	// GPG40
	weapons gpg40, movetype walk AND turnleft AND turnright AND idlecr AND idle
	{
		torso firing_grenlauncher
	}
	weapons gpg40, movetype crouching
	{
		torso firing_grenlauncher
	}
	weapons gpg40, movetype run AND swim
	{
		torso firing_grenlauncher
	}
	weapons gpg40, movetype backstep AND swimbk
	{
		torso firing_grenlauncher
	}
	weapons gpg40
	{
		torso firing_grenlauncher
	}
	// M1 Garand
	weapons m1 garand, movetype walk
	{
		torso firing_srifle
	}
	weapons m1 garand, movetype crouching
	{
		torso firing_crch_srifle
	}
	weapons m1 garand, movetype run AND swim
	{
		NOOP
	}
	weapons m1 garand, movetype backstep AND swimbk
	{
		torso firing_bk_srifle
	}
	weapons m1 garand
	{
		torso firing_srifle
	}
	// M7
	weapons M7, movetype walk AND turnleft AND turnright AND idlecr AND idle
	{
		torso firing_grenlauncher
	}
	weapons M7, movetype crouching
	{
		torso firing_grenlauncher
	}
	weapons M7, movetype run AND swim
	{
		torso firing_grenlauncher
	}
	weapons M7, movetype backstep AND swimbk
	{
		torso firing_grenlauncher
	}
	weapons M7
	{
		torso firing_grenlauncher
	}
	// Scoped K43 Rifle
	weapons Scoped K43 Rifle, movetype walk AND turnleft AND turnright AND idlecr AND idle
	{
		torso firing_srifle
	}
	weapons Scoped K43 Rifle, movetype crouching
	{
		torso firing_crch_srifle
	}
	weapons Scoped K43 Rifle, movetype run AND swim
	{
		torso firing_run_srifle
	}
	weapons Scoped K43 Rifle, movetype backstep AND swimbk
	{
		torso firing_bk_srifle
	}
	weapons Scoped K43 Rifle
	{
		torso firing_srifle
	}
	// Scoped M1 Garand
	weapons Scoped M1 Garand, movetype walk
	{
		torso firing_srifle
	}
	weapons Scoped M1 Garand, movetype crouching
	{
		torso firing_crch_srifle
	}
	weapons Scoped M1 Garand, movetype run AND swim
	{
		torso firing_run_srifle
	}
	weapons Scoped M1 Garand, movetype backstep AND swimbk
	{
		torso firing_bk_srifle
	}
	weapons Scoped M1 Garand
	{
		torso firing_srifle
	}
	weapons rifles, movetype run AND swim
	{
		torso firing_srifle
	}
}

// zoomin
// {
// 	weapons binoculars
// 	{
// 		torso raise_binoculars
// 	}
// }

fireweapon2
{
	weapons akimbo_pistols
	{
		torso firing_akimbo2
	}
}

fireweaponprone
{
	weapons Mobile MG 42 AND Mobile Browning
	{
		torso prone_mg_fire
	}
	weapons Mobile MG 42 Bipod AND Mobile Browning Bipod
	{
		torso prone_mg42_fire
	}
	weapons Adrenaline Syringe
	{
		torso self_inject
	}
	weapons Satchel Charge
	{
		torso throw_proned
	}
	weapons packs AND Landmine
	{
		torso throw_proned_fast
	}
	weapons special
	{
		torso prone_poke_fire
	}
	weapons Syringe
	{
		torso prone_syringe_attack
	}
	weapons bazooka
	{
		torso e_prone_rifle_snipefire
	}
	weapons panzerfaust
	{
		torso prone_panzer_idle
	}
	weapons throwables AND dynamite weapon
	{
		torso throw_proned
	}
	weapons smokeGrenade
	{
		torso throw_proned
	}
	weapons knives
	{
		torso prone_knife_attack
	}
	weapons flamethrower
	{
		torso prone_flamethrower_fire
	}
// PISTOLS
	weapons pistols
	{
		torso prone_pistol_fire
	}
	weapons akimbo_pistols
	{
		torso e_prone_pistols_fire
	}
// MACHINEGUNS
	weapons machineguns
	{
		torso prone_mg_fire
	}
// RIFLES (Scoped)
	weapons scopes
	{
		torso e_prone_rifle_snipefire
	}
// RIFLES
	weapons K43 Rifle
	{
		torso prone_rifle_fire
	}
	weapons gpg40
	{
		torso e_prone_rifle_fire
	}
	weapons m1 garand
	{
		torso prone_rifle_fire
	}
	weapons M7
	{
		torso e_prone_rifle_fire
	}
	weapons FG 42 Paratroop Rifle
	{
		torso prone_rifle_fire
	}
	weapons Scoped K43 Rifle
	{
		torso prone_rifle_fire
	}
	weapons Scoped M1 Garand
	{
		torso prone_rifle_fire
	}
}

fireweapon2prone
{
	weapons akimbo_pistols
	{
		torso e_prone_pistols_fire2
	}
}

raiseweaponprone
{
	weapons Mortar AND Granatwerfer
	{
		torso e_prone_mortar_raise
	}
	weapons binoculars
	{
		torso e_prone_binocs_rase
	}
	weapons satchel charge
	{
		torso grenade_raise_proned
	}
	weapons satchel charge detonator
	{
		torso prone_poke_switch
	}
	weapons smokeGrenade
	{
		torso grenade_raise_proned
	}
	weapons Ammo Pack
	{
		torso grenade_raise_proned
	}
	weapons Landmine
	{
		torso grenade_raise_proned
	}
	weapons Satchel Charge
	{
		torso grenade_raise_proned
	}
	weapons medicheal
	{
		torso prone_poke_switch
	}
	weapons special
	{
		torso prone_poke_switch
	}
	weapons Syringe AND Adrenaline Syringe
	{
		torso prone_poke_switch
	}
	weapons bazooka
	{
		torso prone_baz_raise
	}
	weapons panzerfaust
	{
		torso prone_panzer_raise
	}
	weapons throwables AND dynamite weapon
	{
		torso grenade_raise_proned
	}
	weapons knives
	{
		torso prone_knife_switch
	}
	weapons pistols
	{
		torso e_prone_pistol_switch
	}
	weapons akimbo_pistols
	{
		torso e_prone_pistols_switch
	}
	weapons Mobile MG 42 AND Mobile Browning
	{
		torso prone_mg42_switch
	}
	weapons machineguns
	{
		torso prone_mg_switch
	}
// RIFLES
	weapons Scoped M1 Garand
	{
		torso prone_rifle_switch
	}
	weapons FG 42 Paratroop Rifle
	{
		torso prone_rifle_switch
	}
	weapons K43 Rifle
	{
		torso prone_rifle_switch
	}
	weapons gpg40
	{
		torso e_prone_rifle_altfire
	}
	weapons M7
	{
		torso e_prone_rifle_altfire
	}
	weapons m1 garand
	{
		torso prone_rifle_switch
	}
	weapons Scoped K43 Rifle
	{
		torso prone_rifle_switch
	}
	weapons K43 Rifle Scope
	{
		torso e_prone_rifle_snipe
	}
	weapons M1 Garand Scope
	{
		torso e_prone_rifle_snipe
	}
	weapons FG 42 Paratroop Rifle Scope
	{
		torso e_prone_rifle_snipe
	}
}

reloadprone
{
	weapons pistols, fast_reload
	{
		torso prone_pistol_freload
	}
	weapons pistols
	{
		torso prone_pistol_reload
	}
	weapons akimbo_pistols
	{
		torso e_prone_pistols_reload
	}
	weapons heavymgs
	{
		torso prone_mg42_reload
	}
	weapons stens, fast_reload
	{
		torso prone_mg_reload_fast
	}
	weapons stens
	{
		torso prone_mg_reload
	}
	weapons machineguns, fast_reload
	{
		torso prone_mg_reload_fast
	}
	weapons machineguns
	{
		torso prone_mg_reload
	}
// RIFLES
	weapons FG 42 Paratroop Rifle, fast_reload
	{
		torso prone_rifle_reload
	}
	weapons FG 42 Paratroop Rifle
	{
		torso prone_rifle_reload
	}
	weapons K43 Rifle
	{
		torso prone_rifle_reload
	}
	weapons gpg40
	{
		NOOP
	}
	weapons M7
	{
		NOOP
	}
	weapons Scoped M1 Garand
	{
		torso prone_rifle_reload
	}
	weapons m1 garand
	{
		torso prone_rifle_reload
	}
	weapons Scoped K43 Rifle
	{
		torso prone_rifle_reload
	}
	weapons K43 Rifle Scope
	{
		torso prone_rifle_reload
	}
	weapons M1 Garand Scope
	{
		torso prone_rifle_reload
	}
}

raiseweapon
{
	weapons Mortar AND Granatwerfer
	{
		torso e_mortar_raise
	}
	weapons satchel charge
	{
		torso raise_satchel
	}
	weapons smokeGrenade AND binoculars
	{
		torso raise_grenade
	}
	weapons Syringe AND Adrenaline Syringe
	{
		torso raise_syringe
	}
	weapons Landmine
	{
		torso raise_grenade
	}
	weapons packs
	{
		torso raise_medpack
	}
	weapons special
	{
		torso raise_knife
	}
	weapons bazooka
	{
		torso raise_bazooka
	}
	weapons panzerfaust
	{
		torso raise_panzer
	}
	weapons pistols
	{
		torso raise_pistolA
	}
	weapons akimbo_pistols
	{
		torso raise_akimbo
	}
	weapons Mobile MG 42 AND Mobile Browning
	{
		torso raise_mobilemg42
	}
	weapons flamethrower
	{
		torso raise_flamethrower
	}
	weapons machineguns
	{
		torso raise_machinegun
	}
// RIFLES
	weapons Scoped M1 Garand
	{
		torso raise_machinegun
	}
	weapons FG 42 Paratroop Rifle
	{
		torso raise_machinegun
	}
	weapons K43 Rifle
	{
		torso raise_machinegun
	}
	weapons gpg40
	{
		torso raise_grenlauncher
	}
	weapons M7
	{
		torso raise_grenlauncher
	}
	weapons m1 garand
	{
		torso raise_machinegun
	}
	weapons Scoped K43 Rifle
	{
		torso raise_machinegun
	}
	weapons K43 Rifle Scope
	{
		torso raise_sniper
	}
	weapons M1 Garand Scope
	{
		torso raise_sniper
	}
	weapons dynamite weapon
	{
		torso raise_dynamite
	}
	weapons aimless
	{
		torso raise_grenade
	}
	weapons FG 42 Paratroop Rifle Scope
	{
		torso raise_sniper
	}
}

activate
{
	default
	{
		torso open_door_1
	}
}

// dropweapon
// {
// 	weapons bazooka
// 	{
// 		torso reload_bazooka
// 	}
// }

reload
{
	weapons satchel charge
	{
		torso raise_medpack
	}
	weapons smokeGrenade
	{
		torso raise_grenade
	}
	weapons Ammo Pack
	{
		torso raise_medpack
	}
	weapons Landmine
	{
		torso raise_grenade
	}
	weapons Satchel Charge
	{
		torso raise_medpack
	}
	weapons medicheal
	{
		torso raise_medpack
	}
	weapons special
	{
		torso raise_knife
	}
	weapons bazooka
	{
		NOOP
	}
	weapons panzerfaust
	{
		NOOP
	}
	weapons flamethrower
	{
		NOOP
	}
	weapons pistols, fast_reload
	{
		torso reload_pistol_fast
	}
	weapons pistols
	{
		torso reload_pistol
	}
	weapons akimbo_pistols, movetype idlecr
	{
		torso reload_akimbo
	}
	weapons akimbo_pistols
	{
		torso reload_akimbo
	}
	weapons Mobile MG 42 AND Mobile Browning
	{
		torso reload_mobilemg42
	}
	weapons Sten gun AND MP34, fast_reload
	{
		torso reload_sten_fast
	}
	weapons Sten gun AND MP34
	{
		torso reload_sten
	}
	weapons FG 42 Paratroop Rifle, fast_reload
	{
		torso reload_fg42_fast
	}
	weapons FG 42 Paratroop Rifle
	{
		torso reload_fg42
	}
	weapons machineguns, fast_reload
	{
		torso reload_machinegun_fast
	}
	weapons machineguns
	{
		torso reload_machinegun
	}
// RIFLES
	weapons gpg40
	{
		NOOP
	}
	weapons M7
	{
		NOOP
	}
	weapons rifles
	{
		torso reload_rifle
	}
}

jump
{
	weapons gpg40 AND M7
	{
		legs jump_1step_2h torso stand_grenlauncher
	}
	weapons satchel charge detonator, movetype jumpforward
	{
		legs jump_1step_1h
	}
	weapons satchel charge detonator
	{
		legs jump_nostep_1h
	}
	weapons Granatwerfer AND Mortar, movetype jumpforward
	{
		legs jump_1step_2h torso e_mortar_stand
	}
	weapons Granatwerfer AND Mortar
	{
		legs jump_nostep_1h torso e_mortar_stand
	}
	weapons one_handed_weapons, movetype jumpforward
	{
		legs jump_1step_1h torso stand_pistolB
	}
	weapons one_handed_weapons
	{
		legs jump_nostep_1h torso stand_pistolB
	}
	weapons bazooka, movetype jumpforward
	{
		legs jump_1step_2h torso stand_rifle
	}
	weapons bazooka
	{
		legs jump_nostep_1h torso stand_rifle
	}
	weapons panzerfaust, movetype jumpforward
	{
		legs jump_1step_2h torso stand_panzer
	}
	weapons panzerfaust
	{
		legs jump_nostep_1h torso stand_panzer
	}
	weapons scopes
	{
		legs jump_1step_1h
	}
	weapons two_handed_weapons, movetype jumpforward
	{
		both jump_1step_2h
	}
	weapons two_handed_weapons
	{
		legs jump_nostep_1h torso stand_machinegun
	}
	weapons dynamite weapon
	{
		both jump_1step_1h
	}
	gen_bitflag zooming
	{
		legs jump_1step_1h
	}
	firing
	{
		legs jump_1step_1h
	}
	weapons akimbo_pistols, movetype jumpforward
	{
		legs jump_1step_2h torso stand_akimbo
	}
	weapons akimbo_pistols
	{
		legs jump_nostep_1h torso stand_akimbo
	}
	default
	{
		both jump_1step_1h
	}
}

jumpbk
{
	weapons heavymgs
	{
		legs jump_nostep_1h torso stand_mobilemg42
	}
	weapons Granatwerfer AND Mortar
	{
		legs jump_nostep_1h torso e_mortar_stand
	}
	weapons satchel charge detonator
	{
		legs jump_nostep_1h
	}
	weapons one_handed_weapons, movetype run
	{
		legs jump_1step_1h torso stand_pistolB
	}
	weapons one_handed_weapons
	{
		legs jump_nostep_1h torso stand_pistolB
	}
	weapons bazooka, movetype run
	{
		legs jump_1step_2h torso stand_rifle
	}
	weapons bazooka
	{
		legs jump_nostep_1h torso stand_rifle
	}
	weapons panzerfaust, movetype run
	{
		legs jump_1step_2h torso stand_panzer
	}
	weapons panzerfaust
	{
		legs jump_nostep_1h torso stand_panzer
	}
	weapons scopes
	{
		legs jump_1step_1h
	}
	weapons gpg40 AND M7
	{
		legs jump_1step_2h torso stand_grenlauncher
	}
	weapons two_handed_weapons, movetype run
	{
		both jump_1step_2h
	}
	weapons two_handed_weapons
	{
		legs jump_nostep_1h torso stand_machinegun
	}
	weapons dynamite weapon
	{
		both jump_1step_1h
	}
	gen_bitflag zooming
	{
		legs jump_1step_1h
	}
	firing
	{
		legs jump_1step_1h
	}
	weapons machineguns
	{
		legs jump_nostep_1h torso stand_machinegun
	}
	weapons two_handed_weapons
	{
		legs jump_nostep_1h torso stand_srifle
	}
	weapons akimbo_pistols
	{
		legs jump_nostep_1h torso stand_akimbo
	}
	default
	{
		legs jump_nostep_1h torso jump_nostep_1h
	}
}

climbdismount
{
	weapons scopes
	{
		legs climb_dis torso stand_rifle
	}
	weapons binoculars, gen_bitflag zooming
	{
		legs climb_dis torso idle_binoculars
	}
	weapons throwables, gen_bitflag holding
	{
		legs climb_dis torso holding_grenadeA
		legs climb_dis torso holding_grenadeB
	}
	default
	{
		legs climb_dis
	}
}

death
{
	movetype proning
	{
		both death_prone
	}
	movetype crouching
	{
		both death_crouch
	}
	enemy_weapon Granatwerfer
	{
		both death_general_fast
	}
	enemy_weapon Mounted Granatwerfer
	{
		both death_general_fast
	}
	enemy_weapon Mortar
	{
		both death_general_fast
	}
	enemy_weapon Mounted Mortar
	{
		both death_general_fast
	}
	enemy_weapon grenade
	{
		both death_general_fast
	}
	enemy_weapon pineapple
	{
		both death_general_fast
	}
	enemy_weapon Dynamite Weapon
	{
		both death_general_fast
	}
	enemy_weapon Landmine
	{
		both death_general_fast
	}
	enemy_weapon Satchel Charge
	{
		both death_general_fast
	}
	enemy_weapon panzerfaust
	{
		both death_general_fast
	}
	enemy_weapon bazooka
	{
		both death_general_fast
	}
	enemy_weapon gpg40
	{
		both death_general_fast
	}
	enemy_weapon M7
	{
		both death_general_fast
	}
	enemy_weapon smokeGrenade
	{
		both death_general_fast
	}
	enemy_weapon smokeTrail
	{
		both death_general_fast
	}
	enemy_weapon Smoke Bomb
	{
		both death_general_fast
	}
	enemy_weapon nopickup(WP_MAPMORTAR)
	{
		both death_general_fast
	}
	enemy_weapon Artillery
	{
		both death_general_fast
	}
	enemy_weapon Airstrike
	{
		both death_general_fast
	}
	enemy_weapon Binoculars
	{
		both death_general_fast
	}
	default
	{
		both death_general
	}
}

revive
{
	default
	{
		both revive
	}
}

nopower
{
	default
	{
		torso e_no_juice
	}
}

pain
{
	impact_point legs
	{
		legs break_legs
	}
	movetype swimbk AND swim
	{
		legs e_swim_1h
	}
}

do_alt_weapon_mode
{
	weapons heavymgs
	{
		torso attach_mobilemg42
	}
	weapons rgrifles
	{
		torso attach_grenlauncher
	}
	weapons pistols
	{
		torso attach_silencer
	}
}

undo_alt_weapon_mode
{
	weapons heavymgs
	{
		torso detach_mobilemg42
	}
	weapons rgrifles
	{
		torso detach_grenlauncher
	}
	weapons pistols
	{
		torso detach_silencer
	}
}

do_alt_weapon_mode_prone
{
	weapons heavymgs
	{
		torso e_prone_heavymg_attach
	}
	weapons rgrifles
	{
		torso e_prone_rifle_attach
	}
	weapons pistols
	{
		torso e_prone_pistol_attach
	}
}

undo_alt_weapon_mode_prone
{
	weapons heavymgs
	{
		torso e_prone_heavymg_detach
	}
	weapons rgrifles
	{
		torso e_prone_rifle_detach
	}
	weapons pistols
	{
		torso e_prone_pistol_detach
	}
}

//==========================================================================
// CANNED_ANIMATIONS
//
//	These animations are played at random, momentarily cutting off the
//	above "normal" animations.
//
//	format:
//
//	(see ANIMATION section above)
//
//canned_animations

//==========================================================================
// STATECHANGES (Unused in Multiplayer)
//
// format:
//
// statechange <directionto> <state>
// {
//		[default / <condition type> [<condition value>], ...]
//		{
//			<both/legs/torso> <animation> [sound <filename>]
//			<both/legs/torso> <animation> [sound <filename>]
//			...
//		}
// }
//STATECHANGES
