body
{
	//---------------------------------
	// Scripted sequences
	//---------------------------------
	scripted
	{  

        // nx_kinfe
        nx_tp_knife_melee_stab_01
        nx_tp_knife_melee_stab_02
        nx_tp_knife_interactive_melee_B
        nx_tp_knife_interactive_melee_F
        nx_tp_knife_interactive_melee_R
        nx_tp_knife_interactive_melee_L 
        nx_tp_knife_interactive_melee_02_B
        nx_tp_knife_interactive_melee_02_F
        nx_tp_knife_interactive_melee_02_R
        nx_tp_knife_interactive_melee_02_L 

		// nx_hospital
		nx_tp_hospital_intro_ally_01
		nx_tp_hospital_intro_ally_02
		nx_tp_hospital_intro_opfor 
		nx_tp_hospital_outro_ally_01
		nx_tp_hospital_outro_ally_02
		nx_tp_hospital_outro_doctor
		nx_tp_hospital_outro_opfor
		nx_tp_hospital_stealth_kill_sleeping_opfor_01
		nx_tp_hospital_stealth_kill_sleeping_opfor_01_loop 
		nx_tp_hospital_stealth_kill_sleeping_opfor_02
		nx_tp_hospital_stealth_kill_reloading_opfor
		nx_tp_hospital_stealth_kill_reloading_opfor_loop    
		nx_tp_hospital_radio_run_opfor
		nx_tp_hospital_corner_kill_opfor
		nx_tp_hospital_corner_kill_baker
		nx_tp_hospital_corner_kill_baker_loop
		nx_tp_hospital_corner_kill_baker_intro
		tp_hospital_jump_table_stand
		tp_hospital_flip_over_front
		tp_hospital_slide_examtable_L 
		tp_hospital_slide_examtable_R
		tp_hospital_soda_fall_R
		tp_hospital_soda_fall_L
		tp_hospital_soda_fall_side_R
		tp_hospital_soda_fall_side_L
		nx_tp_hospital_intro_cloth_ally01
		
		// nx_lava
		nx_tp_lava_bridge_to_train_jump_keane
		nx_tp_lava_bridge_to_train_jump_tilman
		nx_tp_lava_air_resupply_keane
		nx_tp_lava_air_resupply_tilman
		nx_tp_lava_air_resupply_franklin
        nx_tp_lava_refill_air_keene_collapse_keene
        nx_tp_lava_opening_walk_keen
        nx_tp_lava_opening_walk_ally1
        nx_tp_lava_opening_walk_ally2
        nx_fp_lava_opening_walk_player_legs 
        nx_tp_lava_hold_motion_keen
        nx_tp_lava_hold_hillslide_keene
        nx_tp_lava_hold_hillslide_tillman
        nx_tp_lava_hold_hillslide_franklin
        nx_tp_lava_scaffold_jump_keene
        nx_tp_lava_scaffold_jump_tillman
        nx_tp_lava_scaffold_jump_franklin
        nx_tp_lava_maproom_point_keene
        nx_tp_lava_train2_keenereveal_keene
        nx_tp_lava_train2_keenereveal_opfor
        nx_tp_lava_train2_tillmanreveal_tillman
        nx_tp_lava_train2_tillmanreveal_opfor
        nx_tp_lava_train2_tillmanreveal_opfor2
        nx_tp_lava_train2_tillmanreveal_opfor3 
        nx_tp_lava_rover_maintance1
        nx_tp_lava_rover_maintance2
        nx_tp_lava_rover_maintance3
        nx_tp_lava_roverarrive_opfor1
        nx_tp_lava_roverarrive_opfor2
        nx_tp_lava_roverarrive_opfor3
        nx_tp_lava_flankareajump_ally1
        nx_tp_lava_trainjump_ally
        nx_tp_lava_trainjump_opfor
		nx_tp_lava_control_breach_keene
		nx_tp_lava_control_breach_red_shirt
		nx_tp_lava_control_breach_tillman
		nx_tp_lava_control_breach_opfor_01
		nx_tp_lava_control_breach_opfor_02
		nx_tp_lava_train_derailment_tillman
		nx_fp_lava_train_derailment_player_legs
        nx_tp_lava_angelsquad_opfor1
        nx_tp_lava_angelsquad_opfor2
        nx_tp_lava_angelsquad_angelsquad1
        nx_tp_lava_angelsquad_angelsquad2
        nx_tp_lava_angelsquad_angelsquad3
        nx_tp_lava_angelsquad_shotguy
        nx_tp_lava_angelsquad_deadguy
        nx_tp_lava_push_button 
        nx_tp_lava_ledgejump_keene
        nx_tp_lava_ledgejump_tillman
        nx_tp_lava_ledgejump_franklin
        nx_tp_lava_trainseperate_keene
        nx_tp_lava_camrensacrifice_camrenidle
        nx_tp_lava_camrensacrifice_bakeridle
        nx_tp_lava_camrensacrifice_baker
        nx_tp_lava_trainseperate_fall_keene
        nx_tp_lava_trainseperate_fall_keene_idle
		nx_tp_lava_trainseperate_player_jump_baker
        tp_moon_coverL_crouch_2_coverR_stand_144
		tp_moon_coverR_crouch_2_coverL_stand_144
		tp_moon_coverR_stand_2_coverL_stand_144
		tp_moon_coverL_stand_2_coverR_stand_144
		tp_moon_trav_cover_crouch_L_R_200
		tp_moon_trav_cover_crouch_R_L_200
		tp_moon_coverR_crouch_2_coverL_stand_u44_f164
		tp_moon_coverL_stand_2_coverR_crouch_d44_f164
		tp_moon_exposed_stand_2_coverR_crouch_d56_f76_L64
		tp_moon_run_2_coverR_stand_f320_u56_f64_R50
		tp_moon_exposed_stand_2_coverL_crouch_f50_u56_f116
		tp_moon_lava_death_shotgun_traintop_f104
		tp_moon_lava_jump_traintop_f104
		tp_moon_lava_jump_into_train_f352
		tp_moon_lava_jump_into_train_f24
		tp_moon_lava_death_into_train_death_f24
		tp_moon_lava_jump_into_train_f104
		tp_moon_lava_death_handrail_stay
		tp_moon_lava_death_handrail_fallover
		tp_moon_lava_exposed_stand_2_exposed_crouch_f152
		tp_moon_lava_exposed_crouch_2_stand_R152_u80_R104
		tp_moon_lava_exposed_stand_2_stand_R352_u52_R40
        
        //Exfil
        nx_tp_exfil_police_cars1_opfor_01
        nx_tp_exfil_police_cars1_opfor_02
        nx_tp_exfil_police_cars1_opfor_03
        nx_tp_exfil_intro_ally_01
        nx_tp_exfil_intro_enemy_01
        nx_tp_exfil_intro_enemy_02
        nx_tp_exfil_intro_enemy_01_idle
        nx_tp_exfil_intro_enemy_02_idle
        nx_tp_exfil_laundry_enemies_01
        nx_tp_exfil_laundry_enemies_02
        nx_tp_exfil_laundry_enemies_03
        nx_tp_exfil_laundry_enemies_04
        nx_tp_exfil_laundry_enemies_05
        nx_tp_exfil_laundry_enemies_06
        nx_tp_exfil_soda_machine_opfor_01
        nx_tp_exfil_outro_p1_ally_01
        nx_tp_exfil_outro_p2_opfor_idle_01
        nx_tp_exfil_outro_p2_opfor_idle_02
        nx_tp_exfil_outro_p2_opfor_idle_03
        nx_tp_exfil_outro_p2_opfor_idle_04
        nx_tp_exfil_outro_p2_opfor_idle_05
        nx_tp_exfil_outro_p2_opfor_idle_06
        nx_tp_exfil_outro_p2_opfor_death_01
        nx_tp_exfil_outro_p2_opfor_death_02
        nx_tp_exfil_outro_p2_opfor_death_03
        nx_tp_exfil_outro_p2_opfor_death_04
        nx_tp_exfil_outro_p2_opfor_death_05
        nx_tp_exfil_outro_p2_opfor_death_06
        nx_tp_exfil_laundry_door_ally_01
		nx_tp_exfil_baker_intro_radio
        nx_tp_exfil_door_kick_ally_01
        nx_tp_exfil_outro_p3_ally_01
        nx_tp_exfil_fastrope_opfor_01
        nx_tp_exfil_fastrope_opfor_02
        nx_tp_exfil_fastrope_opfor_03
        nx_tp_exfil_melee_rail_01_opfor_01
        nx_tp_exfil_melee_rail_01_baker_01
        nx_tp_exfil_melee_rail_02_opfor_01
        nx_tp_exfil_melee_rail_02_baker_01
		nx_tp_exfil_civ_run_away_a
		nx_tp_exfil_civ_run_away_b
		nx_tp_exfil_civ_run_away_c
		nx_tp_exfil_civ_run_away_d
		nx_tp_exfil_civ_run_away_e
		nx_tp_exfil_civ_run_away_f
		nx_tp_exfil_civ_run_away_g
		nx_tp_exfil_civ_run_away_h
		nx_tp_exfil_civ_run_away_j
		nx_tp_exfil_civ_run_away_k




		// Prototype Chase 
		prototype_chase_tp_intro_opfor
		prototype_chase_tp_intro_civ01
		prototype_chase_tp_intro_civ02
		prototype_chase_tp_intro_civ03
		prototype_chase_tp_crowd01_opfor
		prototype_chase_tp_crowd01_civ01
		prototype_chase_tp_crowd01_civ02
		prototype_chase_tp_crowd01_civ03
		prototype_chase_tp_crowd02_opfor
		prototype_chase_tp_crowd02_civ01
		prototype_chase_tp_crowd02_civ02
		prototype_chase_tp_crowd02_civ03
		prototype_chase_tp_table_knockdown_01_opfor
		prototype_chase_tp_table_knockdown_02_opfor
		prototype_chase_tp_jeep_jump_opfor
		prototype_chase_tp_capture_opfor
        prototype_chase_tp_ambush_opfor01
        prototype_chase_tp_ambush_opfor02
        prototype_chase_tp_ambush_opfor03
        prototype_chase_tp_knockdown05_civ01
        prototype_chase_tp_knockdown02_civ01
        prototype_chase_tp_knockdown03_civ01

		// PROTOTYPE rocketman
		nx_tp_rocketman_opfor
		nx_tp_rocketman_ally
		nx_tp_rocketman_test


		//Prototype Start Menu
		tp_moon_exposed_stand_fire_proto_start

		// NX_Lunar 
		nx_tp_lunar_scientistrun_ally1
		nx_tp_lunar_scientistrun_ally2
		nx_tp_lunar_lostcause_scientist
		tp_moon_civ_stair_up
		tp_moon_civ_stair_turn_up
		nx_tp_lunar_lostcause_ally
		nx_tp_lunar_execution_opfor
		nx_tp_lunar_execution_scientist
		nx_tp_lunar_vehiclebay_wakeup_ally_01
		nx_tp_lunar_vehiclebay_wakeup_ally_02
		nx_tp_lunar_vehiclebay_breach_opfor_01
		nx_tp_lunar_vehiclebay_breach_opfor_02
		nx_tp_lunar_vehiclebay_breach_civ_01
		nx_tp_lunar_vehiclebay_breach_civ_02
		nx_tp_lunar_vehiclebay_breach_loop_civ_01
		nx_tp_lunar_vehiclebay_breach_loop_civ_02
		nx_tp_lunar_opfor_door_breach_opfor_01
		nx_tp_lunar_opfor_door_breach_opfor_02
		nx_tp_lunar_opfor_door_breach_opfor_01_breach
		nx_tp_lunar_opfor_door_breach_opfor_01_loop
		nx_tp_lunar_opfor_door_breach_opfor_01_detonate
		nx_tp_lunar_opfor_door_breach_opfor_02_breach
		nx_tp_lunar_opfor_door_breach_opfor_02_loop
		nx_tp_lunar_opfor_door_breach_opfor_02_detonate
		nx_tp_lunar_taser_ally
		nx_tp_lunar_taser_ally_loop
		nx_tp_lunar_taser_ally_taser_hand_off 
		nx_tp_lunar_taser_opfor
		nx_tp_lunar_trapscientist_ally1
		nx_tp_lunar_trapscientist_ally2
		nx_tp_lunar_trapscientist_ally3
		nx_tp_lunar_rover_intro_drive_charlie
		nx_tp_lunar_rover_intro_idle_charlie
		nx_tp_lunar_rover_intro_jump_charlie 
		nx_tp_lunar_ally_breach_ally_01
		nx_tp_lunar_ally_breach_ally_02
		nx_tp_lunar_charlie_death
		nx_tp_lunar_taserkill_intro_ally_01
		nx_tp_lunar_taserkill_ally_01
		nx_tp_lunar_taserkill_opfor_01
		nx_tp_lunar_armory_entrance_eagle
		nx_tp_lunar_armory_entrance_falcon
		nx_tp_lunar_armory_entrance_spider
		nx_tp_lunar_armory_breach_spider_loop
		nx_tp_lunar_armory_breach_eagle_loop
		nx_tp_lunar_armory_breach_falcon_loop
		nx_tp_lunar_armory_breach_eagle
		nx_tp_lunar_armory_breach_spider
		nx_tp_lunar_armory_breach_falcon
		nx_tp_lunar_airlockdeath_ally_01
		nx_tp_lunar_hall_explode_opfor
		nx_tp_lunar_chin_hack_01
		nx_tp_lunar_chin_hack_02 
		nx_tp_lunar_chin_hack_03
		nx_tp_lunar_hack_door_01
		nx_tp_lunar_typing
		nx_tp_lunar_depressurization_1
		nx_tp_lunar_depressurization_2
		nx_tp_lunar_depressurization_3
		nx_tp_lunar_depressurization_4           
		nx_tp_lunar_armoryentrance_ally_02
		nx_tp_lunar_hawkentrance_hawk_01
		nx_tp_lunar_hawkentrance_opfor_01
		nx_tp_lunar_armoryentrance_ally_01
		nx_tp_lunar_armoryhelmet_ally_01
		nx_tp_lunar_armoryidle_ally_01
		nx_tp_lunar_armoryending_ally_01
		nx_tp_lunar_armorymoveinside_ally_01
		nx_tp_lunar_falcon_death_eagle
		nx_tp_lunar_falcon_death_falcon
		nx_tp_lunar_falcon_death_opfor
		nx_tp_lunar_topfloorbreach_ally1
		nx_tp_lunar_topfloorbreach_ally2
		nx_tp_lunar_topfloorbreach_ally3
		nx_tp_lunar_topfloorbreach_ally4
		nx_tp_lunar_topfloorbreach_ally5
		nx_tp_lunar_topfloorbreach_ally6
		nx_tp_lunar_endgreet_hawk
		nx_tp_lunar_endgreet_ally1
		nx_tp_lunar_endgreet_body
		nx_tp_lunar_endbreach_hawk
		nx_tp_lunar_endbreach_ally1
		nx_tp_lunar_endbreach_body_pre
		nx_tp_lunar_endbreach_body
		nx_tp_lunar_endbreach_scientist_sit_idle
		nx_tp_lunar_endbreach_scientist_stand_idle
		nx_tp_lunar_endbreach_scientist_1
		nx_tp_lunar_endbreach_guard1
		nx_tp_lunar_endbreach_guard2
		nx_tp_lunar_endbreach_guard3
		nx_tp_lunar_endbreach_guard4
		nx_tp_lunar_endcontrols_crow_enter
		nx_tp_lunar_endcontrols_crow_exit
		nx_tp_lunar_endcontrols_crow_loop
		nx_tp_lunar_endcontrols_enemy_dead_remove
		nx_tp_lunar_endcontrols_enemy_die
		nx_tp_lunar_endcontrols_hawk_enter
		nx_tp_lunar_endcontrols_hawk_exit
		nx_tp_lunar_endcontrols_hawk_loop
		
		nx_tp_lunar_taser_handoff
		nx_tp_lunar_topfloorbreach_playerlegs
		nx_tp_lunar_dead_desk_scientist_01
		nx_tp_lunar_dead_desk_scientist_02
		nx_tp_lunar_dead_desk_scientist_03
		nx_tp_lunar_dead_scientist_edge_1
		nx_tp_lunar_dead_scientist_bed1
		nx_tp_lunar_dead_scientist_chairdown1
		nx_tp_lunar_dead_scientist_chair1
		nx_tp_lunar_dead_scientist_chair2
		nx_tp_lunar_dead_scientist_chair3
		
		
		//NX_Launch
		nx_tp_launch_sniperbreachL_lookout_end
		nx_tp_launch_sniperbreachL_lookout_loop
		nx_tp_launch_sniperbreachL_sniper_end
		nx_tp_launch_sniperbreachL_sniper_loop
		nx_tp_launch_sniperbreachL_spotter_end
		nx_tp_launch_sniperbreachL_spotter_loop
		nx_tp_launch_sniperbreachR_lookout_end
		nx_tp_launch_sniperbreachR_lookout_loop
		nx_tp_launch_sniperbreachR_sniper_end
		nx_tp_launch_sniperbreachR_sniper_loop
		nx_tp_launch_sniperbreachR_spotter_end
		nx_tp_launch_sniperbreachR_spotter_loop
		
		//NX_Cyber
		nx_tp_cyber_manhole_ally_upladder
		nx_tp_cyber_manhole_ally_idle
		nx_tp_cyber_manhole_ally_warning
		nx_cyber_metal_door_cut1
		nx_tp_cyber_elevator_idle1
		nx_tp_cyber_elevator_idle2
		nx_tp_cyber_poker_guard1_begin
		nx_tp_cyber_poker_guard2_begin
		nx_tp_cyber_poker_guard3_begin
		nx_tp_cyber_poker_guard1_loop
		nx_tp_cyber_poker_guard2_loop
		nx_tp_cyber_poker_guard3_loop
		nx_tp_cyber_poker_guard1_die
		nx_tp_cyber_poker_guard2_die
		nx_tp_cyber_poker_guard3_die
		nx_tp_cyber_poker_ally1
		nx_tp_cyber_poker_ally2
		nx_tp_cyber_xray_look
		nx_tp_cyber_elevator_kill_ally1
		nx_tp_cyber_elevator_kill_ally2
		nx_tp_cyber_elevator_kill_badguy1
		nx_tp_cyber_elevator_kill_badguy2
		cyber_exit_van_1
		cyber_exit_van_2
		cyber_exit_van_sgt
		cyber_manhole_approach_1
		cyber_manhole_approach_2
		cyber_manhole_approach_sgt
		cyber_attack_silent_kill_badguy
		cyber_attack_silent_kill_us
		tp_ally_bequiet
		nx_metal_screen_char
		
		// Nx_Repel
		
		nx_fp_rtc_aresreveal_ally
		nx_fp_rtc_aresreveal_ares
		nx_tp_door_breach_explode_a
		nx_tp_door_breach_explode_b
		nx_tp_door_breach_explode_c
		nx_tp_door_breach_explode_d
		
		nx_tp_uav_reveal_soldier
		
		nx_fp_rtc_osprey_intro_soldier1
		nx_fp_rtc_osprey_intro_soldier2
		nx_fp_rtc_osprey_intro_soldier3
		nx_fp_rtc_osprey_intro_soldier4
		nx_fp_rtc_osprey_intro_soldier5
		
		// Pedram - Test for Moving Platform
		tp_test_platform_AI_Motion_origin_in_place 
		tp_test_platform_AI_Motion_origin_moving
		
		// Rob M - Test Scripted Anims
		
		nx_tp_melee_kill_guard
		nx_tp_melee_kill_ally
		
		nx_tp_door_breach_shoulder_a
		nx_tp_door_breach_shoulder_b
		nx_tp_door_breach_shoulder_c
		nx_tp_door_breach_shoulder_d
		
		//subpen_apc_deploy
		nx_tp_sub_apc_deploy_001
		nx_tp_sub_apc_deploy_002
		nx_tp_sub_apc_deploy_003
		nx_tp_sub_apc_deploy_004
		nx_tp_sub_apc_deploy_005
		
		nx_tp_subpen_shoot_die_r
		nx_tp_sub_run_to_cover_001
		nx_tp_sub_run_to_cover_002
		
		//nx_tp_rtc_door_kick
		nx_tp_rtc_door_kick_001
		nx_tp_rtc_door_kick_002
		
		//nx_tp_rtc_wounded
		nx_tp_wounded_cot_001
		nx_tp_wounded_cot_thrashing
		nx_tp_wounded_cot_holding
		nx_tp_wounded_help_to_cot_A
		nx_tp_wounded_help_to_cot_B
		
		//nx_tp_rtc_reaction
		nx_tp_reaction_guard_poll
		nx_tp_reaction_guard_001
		nx_tp_reaction_guard_002
		nx_tp_reaction_guard_003
		nx_tp_reaction_guard_004
		nx_tp_reaction_guard_005
		nx_tp_reaction_guard_007
		nx_tp_reaction_guard_008
		
		// JR TestMap Scripted Anims
		//nx_facialtest
		nx_tp_eyetracktest_conversation_sgt
		nx_tp_eyetracktest_conversation_pvt
		nx_tp_eyetracktest_explosion_tpchar
		nx_tp_eyetracktest_explosion_fpchar_body
		
		nx_tp_jr_testmap_bomb_plant
		nx_tp_jr_testmap_bomb_plant_loop
		
		nx_tp_jr_testmap_suicide_bomber_ally_kill
		nx_tp_jr_testmap_suicide_bomber_ally_loop
		nx_tp_jr_testmap_suicide_bomber_enemy_run_loop
		nx_tp_jr_testmap_suicide_bomber_enemy_kill
		
		// nx_estate Scripted Anims
		
		nx_tp_estate_trap_door_ally1
		nx_tp_estate_trap_door_ally2
		
		// nx_test_pete Scripted Anims
		
		nx_tp_moontest_main
		nx_tp_moontest_foe1
		nx_tp_moontest_foe2
		nx_tp_moontest_foe3
		nx_tp_moontest_foe4
		nx_tp_moontest_foe5
		nx_tp_moontest_foe6
		nx_tp_moontest_foe7
		
		// nx_test_pete2 Scripted Anims
		
		nx_tp_spacetest_foe1
		nx_tp_spacetest_foe2
		nx_tp_spacetest_foe3
		nx_tp_spacetest_foe4
		nx_tp_spacetest_foe5
		nx_tp_spacetest_foe6
		
		// nx_test_pete3 Scripted Anims
		
		nx_tp_pete3_ally_01
		nx_tp_pete3_ally_02
		nx_tp_pete3_ally_03
		nx_tp_pete3_ally_04
		nx_tp_pete3_opfor_01
		nx_tp_pete3_opfor_02
		nx_tp_pete3_opfor_03
		
		
		// nx_test_station Scripted Anims
		
		nx_tp_test_station_move_legs
		nx_tp_test_station_ally01
		nx_tp_test_station_ally02
		nx_tp_test_station_body01
		nx_tp_test_station_body02
		nx_tp_test_station_melee
		nx_tp_test_station_attack
		nx_tp_test_station_opfor01
		nx_tp_test_station_opfor02
		nx_tp_test_station_opfor03
		nx_tp_test_station_opfor04
		
		//Proto NX_Harbor                
		
		proto_nx_harbor_ally_bottom_cross1
		proto_nx_harbor_ally_bottom_cross2
		proto_nx_harbor_ally_bottom_left
		proto_nx_harbor_ally_bottom_right
		proto_nx_harbor_ally_top_cross1
		proto_nx_harbor_ally_top_cross2
		proto_nx_harbor_ally_top_left
		proto_nx_harbor_ally_top_right
		proto_nx_harbor_ally_top_toconsole
		proto_nx_harbor_ally_top_fromconsole
		proto_nx_harbor_ally_top_atconsole
		proto_nx_harbor_tp_ending_ally01
		
		
		// NX_HitHard 
		
		nx_tp_Stair_Hit_a
		nx_tp_Stair_Hit_b
		nx_p_land_01
		nx_p_land_02
		nx_p_jump_01
		nx_p_jump_02
		nx_p_jump_03
		nx_tp_hithard_vp_rest_SS
		nx_tp_hithard_vp_rest_SS_idle
		nx_tp_hithard_vp_rest_SS_end
		nx_tp_hithard_vp_rest_VP
		nx_tp_hithard_vp_rest_VP_idle
		nx_tp_hithard_vp_rest_VP_end
		nx_tp_hithard_intro_ally01
		nx_tp_hithard_intro_ally02
		nx_tp_hithard_intro_ally03
		nx_tp_hithard_intro_ally04
		nx_tp_hithard_intro_ally05
		nx_tp_hithard_intro_player_body
		nx_tp_hithard_intro_filler01
		nx_tp_hithard_intro_filler02
		nx_tp_hithard_intro_filler03
		nx_tp_hithard_intro_filler04
		nx_tp_hithard_intro_filler05
		nx_tp_hithard_intro_filler06
		nx_tp_hithard_intro_filler07
		nx_tp_hithard_intro_filler08
		nx_tp_hithard_intro_filler09
		nx_tp_hithard_intro_filler10
		nx_tp_hithard_intro_filler11
		nx_tp_hithard_intro_filler12
		nx_tp_hithard_intro_filler_loop1
		nx_tp_hithard_intro_filler_loop2
		nx_tp_hithard_intro_pilot01
		nx_tp_hithard_intro_pilot02
		nx_tp_hithard_intro_part1_ally01
		nx_tp_hithard_intro_part1_ally02
		nx_tp_hithard_intro_part1_ally03
		nx_tp_hithard_intro_part1_ally04
		nx_tp_hithard_intro_part1_ally05
		nx_tp_hithard_intro_part1_pilot01
		nx_tp_hithard_intro_part1_pilot02
		nx_tp_hithard_parachute_intro_idle_01
		nx_tp_hithard_parachute_intro_idle_02
		nx_tp_hithard_parachute_intro_idle_03
		nx_tp_hithard_hanging_civ_01
		nx_tp_hithard_hanging_civ_short_fall_01
		nx_tp_hithard_hanging_civ_loop_01
		nx_tp_hithard_hanging_civ_loop_02
		nx_tp_hhh_parachute_idle
		nx_tp_hhh_parachute_deploy
		nx_tp_hhh_parachute_landed
		nx_tp_hhh_parachute_landed_guy2
		nx_tp_hithard_elevator_guy1
		nx_tp_hithard_elevator_guy2
		nx_tp_hithard_building02_civ1
		nx_tp_hithard_building02_civ2
		nx_tp_hithard_motorcade_ambush3_ally_01
		nx_tp_hithard_skybridge_civ_01
		nx_tp_hithard_skybridge_civ_02
		nx_tp_hithard_civilian_window_01
		nx_tp_hithard_civilian_window_02
		nx_tp_hithard_civilian_window_03
		nx_tp_hithard_motorcade_ambush3_wake_ally
		nx_tp_hithard_motorcade_suv_mount_ally
		nx_tp_hithard_cityhall_swat_door_ally01_start
		nx_tp_hithard_cityhall_swat_door_ally01_end
		nx_tp_hithard_cityhall_swat_door_ally01_idle
		nx_tp_hithard_cityhall_swat_door_ally02_start
		nx_tp_hithard_cityhall_swat_door_ally02_end
		nx_tp_hithard_cityhall_swat_door_ally02_idle
		nx_tp_hithard_doorsmash_ally_01
		nx_tp_hithard_vp_meetandgreet_vp
		nx_tp_hithard_vp_meetandgreet_vp2
		nx_tp_hithard_vpdrag_baker
		nx_tp_hithard_vpdrag_vp
		nx_tp_hithard_bravomeetgreet_bravoc_01
		nx_tp_hithard_bravomeetgreet_duke_01
		nx_tp_hithard_vp_meetandgreet_ally_01
		nx_tp_hithard_vp_meetandgreet_ally_02
		nx_tp_hithard_vp_meetandgreet_ally_03
		nx_tp_hithard_vp_meetandgreet_ally_04
		nx_tp_hithard_vp_dodge_in
		nx_tp_hithard_vp_dodge_idle
		nx_tp_hithard_vp_dodge_out
		nx_tp_hithard_ss_dodge_in
		nx_tp_hithard_ss_dodge_idle
		nx_tp_hithard_vp_meetandgreet_ss1_loop
		nx_tp_hithard_vp_meetandgreet_vp2_loop
		nx_tp_hithard_floatingbody_civ_01
		nx_tp_hithard_ss_dodge_out
		nx_tp_hithard_sniper_climbing_a
		nx_tp_hithard_sniper_climbing_b
		nx_tp_hhh_tanklapes_unlatch_ally01
		nx_tp_hhh_tanklapes_unlatch_ally02
		nx_tp_hithard_rappel_baker_intro
		nx_tp_hithard_rappel_baker_idle
		nx_tp_hithard_rappel_baker_outro
		nx_tp_hithard_rappel_duke_intro
		nx_tp_hithard_rappel_duke_idle
		nx_tp_hithard_rappel_duke_outro
		
		//vp hit
		nx_tp_hithard_vphit_hurryup_loop_ss1
		nx_tp_hithard_vphit_rpghit_ss1
		nx_tp_hithard_vphit_comehere_loop_baker
		nx_tp_hithard_vphit_comehere_loop_vp
		nx_tp_hithard_vphit_baker
		nx_tp_hithard_vphit_ss1
		nx_tp_hithard_vphit_vp
		nx_tp_hithard_vphit_vphurt_loop_baker
		nx_tp_hithard_vphit_vphurt_loop_vp
		nx_tp_hithard_vphit_rpgshoot_opfor
		nx_tp_hithard_vphit_run
		nx_tp_hithard_vphit_wavetoend_ss1
		nx_tp_hithard_vphit_run_ss1
		nx_tp_hithard_vpdrag_ivegotit_baker
		nx_tp_hithard_vphit_vphurt_loop_vp_end
		
		//SKYSCRAPER
		nx_tp_ss_elevatorshaftjump_baker_01
		nx_tp_skyscraper_rappeljump_ally_01
		nx_tp_skyscraper_rappelswingslide_ally_01
		nx_tp_skyscraper_rappel_BakerSign_ally_01
		nx_tp_skyscraper_rappel_BakerWindow_ally_01
		nx_tp_skyscraper_rappel_baker_section_01
		nx_tp_skyscraper_rappel_baker_section_02
		nx_tp_skyscraper_rappel_baker_section_03
		nx_tp_skyscraper_get_up_ally_01
		nx_tp_skyscraper_halon_mask_ally_01
		nx_tp_skyscraper_exit_stairs_ally_01
		nx_tp_skyscraper_exit_stairs_corner_ally_01
		nx_tp_skyscraper_vault_entrance_ally_01
		nx_tp_skyscraper_vault_entrance_civ_01
		nx_tp_skyscraper_vault_entrance_civ_02
		nx_tp_skyscraper_vault_entrance_civ_03
		nx_tp_skyscraper_retrieve_intel_ally_01
		nx_tp_skyscraperlanding_pad_vtol_disembark_civ_01
		nx_tp_skyscraperlanding_pad_vtol_disembark_civ_02
		nx_tp_skyscraperlanding_pad_vtol_disembark_civ_03
		nx_tp_skyscraper_landing_pad_vtol_ally_01
		nx_tp_skyscraper_elevator_part1_ally_01
		nx_tp_skyscraper_landing_pad_window_ally01
		nx_tp_skyscraper_landing_pad_climbjump_ally01
		nx_tp_skyscraper_landing_pad_climbjump_player_ally01
		nx_tp_skyscraper_landing_pad_window_playerbody
		nx_tp_skyscraper_landing_pad_edgeclimb_ally_01
		nx_tp_skyscraper_red_disembark_ally_01
		nx_tp_skyscraper_red_disembark_opfor_01
		nx_tp_skyscraper_uav_crash_ally_01
		nx_tp_skyscraper_uav_crash_ally_01_idle
		nx_tp_skyscraper_uav_crash_ally_01_p2
		nx_tp_skyscraper_uav_crash_ally_01_p2_idle
		nx_tp_skyscraper_uav_crash_ally_01_p3
		nx_tp_skyscraper_atrium_crash_baker_01
		nx_tp_skyscraper_intro_ride_ally_01
		nx_tp_skyscraper_intro_ride_civ_01
		nx_tp_skyscraper_airlock_ally_01
		nx_tp_skyscraper_lobby_walk_ally_01
		nx_tp_skyscraper_security_guard_01
		nx_tp_skyscraper_security_guard_02
		nx_tp_skyscraper_security_baker_01
		nx_tp_skyscraper_security_guard_loop01
		nx_tp_skyscraper_securitypoint_civ_01
		nx_tp_skyscraper_securitypoint_guard_01 
		nx_tp_skyscraper_elevator_wait_baker
		nx_tp_skyscraper_elevator_push_civ
		nx_tp_skyscraper_elevator_push_baker
		nx_tp_skyscraper_elevator_out_baker_01
		nx_tp_skyscraper_elevator_out_baker_idle
		nx_tp_skyscraper_elevator_out_baker_lift
		nx_tp_skyscraper_elevator_out_player_lift
		nx_tp_skyscraper_elevator_ontop_baker_idle
		nx_tp_skyscraper_elevator_shaft1_ally
		nx_tp_skyscraper_elevator_shaft1_ally_idle
		nx_tp_skyscraper_elevator_shaft1_playerbody
		nx_tp_skyscraper_elevator_shaftjump_ally
		nx_tp_skyscraper_elevator_shaftjump_ally_idle
		nx_tp_skyscraper_elevator_shaftclimb_ally
		nx_tp_skyscraper_elevator_shaftclimb_ally_idle
		nx_tp_skyscraper_elevator_shafthookup_ally
		nx_tp_skyscraper_elevator_shafthookup_init_playerbody
		nx_tp_skyscraper_vault_servers_ally_01_p1
		nx_tp_skyscraper_vault_servers_ally_01_p2
        nx_tp_skyscraper_xraykill_intro
        nx_tp_skyscraper_xraykill_idle
        nx_tp_skyscraper_xraykill_outro
		nx_tp_ss_lab_stealth_kill_opfor_02_loop
		nx_tp_ss_lab_stealth_kill_baker_loop
		nx_tp_ss_lab_stealth_kill_baker
		nx_tp_ss_lab_stealth_kill_opfor_01
		nx_tp_ss_lab_stealth_kill_opfor_02 

		nx_tp_ss_rappel_baker_down
		nx_tp_ss_rappel_atrium_player_body
		 
		//ROCKET
        nx_tp_rocket_intro_pilot_01 
        nx_tp_rocket_intro_pilot_02
        nx_tp_rocket_intro_ally_01
        nx_tp_rocket_intro_ally_02
        nx_tp_rocket_intro_ally_03
		nx_tp_rocket_helicopter_bridge_ally
		nx_tp_rocket_helicopter_bridge_ally_02
		nx_tp_rocket_helicopter_bridge_pilot
		nx_tp_rocket_helicopter_bridge_copilot
		nx_tp_rocket_helicopter_bridge_ally_gunner
		nx_tp_rocket_aa_control_melee_opfor_01
		nx_tp_rocket_aa_control_melee_opfor_02
		nx_tp_rocket_aa_control_melee_player_legs
		nx_tp_rocket_aa_control_melee_williams
		nx_tp_rocket_aa_control_melee_jenkins
		nx_tp_rocket_aa_control_exit_williams
		nx_tp_rocket_aa_control_exitdoors_williams
		nx_tp_rocket_crash_site_wakeup_allyshot_jenkins
		nx_tp_rocket_crash_site_wakeup_allyshot_opfor_01
		nx_tp_rocket_crash_site_wakeup_allyshot_opfor_02
		nx_tp_rocket_crash_site_wakeup_allyshot_opfor_03
		nx_tp_rocket_crash_site_wakeup_allydive_jenkins
		nx_tp_rocket_crash_site_wakeup_allydive_opfor_01
		nx_tp_rocket_crash_site_wakeup_allyshotb_jenkins
		nx_tp_rocket_crash_site_wakeup_allyshotb_opfor_03
		nx_tp_rocket_crash_site_wakeup_player_legs
		nx_tp_rocket_crash_site_wakeup_ally1
		nx_tp_rocket_crash_site_wakeup_cutdown_ally1
		nx_tp_rocket_crash_site_wakeup_cutdown_player_legs
		nx_tp_rocket_helicoptercrash_ally_01
		nx_tp_rocket_helicoptercrash_ally_02
		nx_tp_rocket_helicoptercrash_ally_03
		nx_tp_rocket_helicoptercrash_baker
		nx_tp_rocket_helicoptercrash_jenkings
		nx_tp_rocket_helicoptercrash_williams
		nx_tp_rocket_aa_control_doors_exit_williams
		nx_tp_rocket_jump_onto_gantry_opfor_01
		nx_tp_rocket_jump_onto_gantry_baker_01
		nx_tp_rocket_climb_onto_littlebird_baker_01
		nx_tp_rocket_climb_onto_littlebird_opfor_01
		nx_tp_rocket_climb_onto_littlebird_opfor_02
		nx_tp_rocket_aa_corridor_cavein_opfor_01
		nx_tp_rocket_aa_corridor_cavein_opfor_02
		nx_tp_rocket_aa_corridor_player_01_legs
		nx_tp_rocket_aa_corridor_player_02_legs
		nx_tp_rocket_aa_corridor_williams_01
		nx_tp_rocket_aa_corridor_williams_02
		nx_tp_rocket_woods_mantel_williams_01
		nx_tp_rocket_woods_mantel_jenkins_01
		nx_tp_rocket_woods_ledge_williams_01
		nx_tp_rocket_woods_ledge_player_01_legs
		nx_tp_rocket_woods_chopperflyover_williams_01
        nx_tp_rocket_woods_trav_williams_01
        nx_tp_rocket_woods_trav_williams_02
        nx_tp_rocket_pipe_traversals_williams_01
        nx_tp_rocket_pipe_traversals_williams_02
        nx_tp_rocket_nuke_crash_ally1
        nx_tp_rocket_nuke_crash_ally2
        nx_tp_rocket_nuke_crash_ally3
        nx_tp_rocket_nuke_crash_ally_pilot
        nx_fp_rocket_nuke_crash_playerlegs
		nx_tp_rocket_crash_site_wakeup_allyshot_jenkins_loop
		nx_tp_rocket_crash_site_wakeup_allyshot_opfor_01_loop
		nx_tp_rocket_crash_site_wakeup_allyshot_opfor_02_loop
		nx_tp_rocket_crash_site_wakeup_allyshot_opfor_03_loop
		nx_tp_rocket_crash_site_wakeup_allyshotc_jenkins
		nx_tp_rocket_crash_site_wakeup_allyshotc_opfor_03

		// nx_border
		nx_tp_border_intro_driver
		nx_tp_border_intro_passengerfront
		nx_tp_border_intro_passengerrear
		nx_tp_border_barhop_opfor
		tp_border_vault_jump_56d
		nx_tp_border_wire_pullout
		nx_tp_border_wire_pullback
		nx_tp_border_intro_playerlegs

		// Cliffhanger
		CQB_stand_react_A
		CQB_stand_react_B
		CQB_stand_react_C
		CQB_stand_react_D
		CQB_stand_react_E
		CQB_stand_shout_A
		CQB_stand_shout_B
		CQB_runin_R1
		CQB_runin_R2
		CQB_runin_L1
		CQB_runin_L2

               
		 
		cliff_hero1_pose_A
		cliff_hero1_pose_B
		cliff_hero1_pose_C
		cliff_hero1_pose_D
		cliff_hero2_pose_A
		cliff_hero2_pose_B
		cliff_hero2_pose_C
		cliff_hero2_pose_D
		cliff_hero1_pose_jump1
		cliff_hero1_pose_jump2
		cliff_hero1_pose_jump3
		cliff_hero1_pose_jump4
		cliff_hero1_pose_jump5
		cliff_hero1_pose_jump6
		price_strip_club_pose
		bog_radio_dialogue
		wounded_pickup_carriedguy
		wounded_pickup_carrierguy
		wounded_putdown_carriedguy
		wounded_putdown_carrierguy
		wounded_carry_putdown_closet_carrier
		wounded_carry_putdown_closet_wounded
		wounded_carry_closet_idle_wounded
		wounded_carry_pickup_closet_carrier
		wounded_carry_pickup_closet_wounded
		wounded_carry_pickup_closet_carrier_straight
		wounded_carry_pickup_closet_wounded_straight
		
		wounded_carry_jog_carried
		wounded_carry_sprint_wounded
		wounded_carry_fastwalk_wounded
		wounded_carry_fastwalk_wounded_relative
		
		
		cliffhanger_truck_Price_jump
		guard_sit_sleeper_idle
		guard_sit_sleeper_sleep_idle
		guard_sit_sleeper_wakeup
		guard_sit_drinker_idle
		oilrig_balcony_death
		oilrig_balcony_smoke_idle
		prisoner_pickup2walk_soldier
		prisoner_pickup2walk_prisoner
		prisoner_pickup2run_soldier
		prisoner_pickup2run_prisoner
		oilrig_rappel_2_crouch
		oilrig_rappel_over_rail_R
		airport_civ_in_line_6_A
		airport_civ_in_line_6_A_reaction
		airport_civ_in_line_6_B
		airport_civ_in_line_6_B_reaction
		airport_civ_in_line_6_C
		airport_civ_in_line_6_C_reaction
		airport_civ_in_line_9_A
		airport_civ_in_line_9_A_reaction
		airport_civ_in_line_9_B
		airport_civ_in_line_9_B_reaction
		airport_civ_in_line_9_C
		airport_civ_in_line_9_C_reaction
		airport_civ_in_line_10_A
		airport_civ_in_line_10_A_reaction
		airport_civ_in_line_10_B
		airport_civ_in_line_10_B_reaction
		airport_civ_in_line_10_C
		airport_civ_in_line_10_C_reaction
		airport_civ_in_line_12_A
		airport_civ_in_line_12_A_reaction
		airport_civ_in_line_12_B
		airport_civ_in_line_12_B_reaction
		airport_civ_in_line_12_C
		airport_civ_in_line_12_C_reaction
		airport_civ_in_line_15_A
		airport_civ_in_line_15_A_reaction
		airport_civ_in_line_15_B
		airport_civ_in_line_15_B_reaction
		airport_civ_in_line_15_C
		airport_civ_in_line_15_C_reaction
		airport_civ_in_line_13_A
		airport_civ_in_line_13_A_reaction
		airport_civ_in_line_13_C
		airport_civ_in_line_13_C_reaction
		airport_elevator_sequence_guy1
		airport_elevator_sequence_guy2
		airport_elevator_sequence_guy3
		airport_elevator_sequence_guy4
		DC_Burning_bunker_react
		DC_Burning_bunker_sit_idle
		DC_Burning_bunker_stumble
		airport_civ_cower_piller_idle
		airport_civ_fear_drop_1
		airport_civ_fear_drop_2
		airport_security_guard_1
		airport_security_guard_1_reaction
		airport_security_guard_2
		airport_security_guard_2_reaction
		airport_security_guard_3
		airport_security_guard_3_reaction
		airport_security_guard_4
		airport_security_guard_4_reaction
		airport_civ_fear_drop_5
		airport_civ_fear_drop_6
		oilrig_civ_escape_1_seal_A
		oilrig_civ_escape_2_seal_A
		oilrig_civ_escape_3_A
		oilrig_civ_escape_4_A
		oilrig_civ_escape_5_A
		oilrig_civ_escape_6_A
		oilrig_civ_escape_1_seal_B
		oilrig_civ_escape_2_seal_B
		oilrig_civ_escape_3_B
		oilrig_civ_escape_4_B
		oilrig_civ_escape_5_B
		oilrig_civ_escape_6_B
		prisoner_run_prisoner
		prisoner_run_soldier
		prisoner_walk_prisoner
		prisoner_walk_soldier
		takedown_room2B_hostageA
		takedown_room2B_hostageB
		takedown_room2B_soldier
		takedown_room1Alt_hostage
		takedown_room1Alt_soldier
		takedown_room2B_hostageA_idle
		takedown_room2B_hostageB_idle
		takedown_room2B_soldier_idle
		takedown_room1Alt_hostage_idle
		takedown_room1Alt_soldier_idle
		
		// Airport
		corner_standL_explosion			
		corner_standL_explosion_B
		corner_standR_explosion_divedown
		corner_standR_explosion_idle
		corner_standR_explosion_standup
		
		airport_civ_pillar_exit
		airport_civ_pillar_exit_death
		airport_civ_cellphone_hide
		airport_civ_cellphone_death
		airport_civ_dying_groupA_kneel
		airport_civ_dying_groupA_kneel_death
		airport_civ_dying_groupA_lean
		airport_civ_dying_groupB_pull
		airport_civ_dying_groupB_pull_death
		airport_civ_dying_groupB_wounded
		airport_civ_dying_groupB_wounded_death
		takedown_room2A_soldier
		takedown_room2A_hostageA
		takedown_room2A_hostageB
		takedown_room2A_hostageA_flee
		takedown_room2A_hostageA_hide_idle
		takedown_room2A_hostageB_start_idle
		takedown_room2A_hostageA_end_idle
		takedown_room2A_hostageB_end_idle
		takedown_room2A_soldier_end_idle
		airport_security_guard_pillar_react_L
		airport_security_guard_pillar_death_L
		airport_security_guard_pillar_react_R
		airport_security_guard_pillar_death_R
		airport_security_civ_rush_guard
		airport_security_civ_rush_civA
		airport_security_civ_rush_civB
		airport_security_civ_rush_civC
		
		run_react_stumble_non_loop
		run_react_duck_non_loop
		run_react_flinch_non_loop
		
		takedown_room1B_hostage
		takedown_room1B_soldier
		takedown_room1B_soldier_idle
		takedown_room1B_hostage_idle
		takedown_room1A_soldier
		takedown_room1A_hostageA
		takedown_room1A_hostageB
		takedown_room1A_soldier_idle
		takedown_room1A_hostageA_idle
		takedown_room1A_hostageB_idle
		F15_pilot_idle
		civilian_leaning_death
		civilian_leaning_death_shot
		oilrig_player_swimming_arms_f
		civilian_hackey_guy2
		civilian_hackey_guy1
		favela_civ_warning
		favela_run_and_wave
		favela_torture_sequence_prisoner
		favela_torture_sequence_soldier1
		favela_torture_sequence_soldier2
		favela_ending_runner
		favela_ending_soldier
		
		
		
		security_guard_pillar_aim_4_add
		security_guard_pillar_aim_6_add
		security_guard_pillar_aim_5
		security_guard_pillar_death_v1
		security_guard_pillar_death_v2
		security_guard_pillar_fire_add
		security_guard_pillar_react_L
		security_guard_pillar_react_R
		
		favela_bicycle_rider
		
		
		airport_ending_mid_makarov
		airport_ending_mid_soldierB
		airport_ending_end_makarov
		airport_ending_climbin_soldierA
		airport_ending_climbin_soldierB
		airport_ending_climbin_makarov
		airport_ending_start_soldierB
		airport_ending_wave_makarov
		airport_ending_idle_soldierA
		airport_ending_idle_soldierB
	
		airport_ending_makarov
		{
			airport_ending_shoot_makarov
		
			airport_ending_aim_left : additive
			{
				airport_ending_aim4_makarov
			}
			
			airport_ending_aim_right : additive
			{
				airport_ending_aim6_makarov
			}
		}
		
		airport_civilian_run_turnR_90
		
		
		civilian_run_2_crawldeath
		favela_chaotic_cornerR_exit_2
		
		dcburning_BHrescue_soldier_1_animatic
		dcburning_BHrescue_soldier_2_animatic
		
		casual_killer_walk_wave
		casual_killer_walk_point
		casual_killer_flinch
		casual_killer_walk_F_weapon_swap
		
		freerunnerB_mid
		freerunnerA_left
		freerunnerA_right
		freerunnerB_sideslope
		freerunnerA_sideslope
		freerunnerA_upslope
		freerunnerB_upslope
		freerunnerB_laundry
		freerunnerA_laundry
		freerunnerB_jumpacross
		freerunnerA_jumpacross
		freerunnerB_breakleft
		freerunnerA_breakleft
		favela_chaotic_above_back
		favela_chaotic_above_through
		favela_chaotic_above_through_uzi
		javelin_idle_A
		javelin_fire_A
		javelin_fire_short_A
		javelin_react_A
		javelin_idle_B
		javelin_fire_B
		javelin_react_B
		javelin_death_1
		javelin_death_2
		javelin_death_3
		javelin_death_4
		javelin_death_5
		favela_civ_warning_landing
		favela_civ_warning_jump
		
		favela_escape_rooftop_traverse_L
		favela_escape_rooftop_traverse_M
		favela_escape_rooftop_traverse_M_idle
		favela_escape_rooftop_traverse_M_idle_2_run
		favela_escape_rooftop_traverse_R
		favela_escape_crucified_idle
		favela_escape_crucified_death
		
		favela_escape_bigjump_faust
		favela_escape_bigjump_faust_loop
		favela_escape_bigjump_soap
		favela_escape_bigjump_soap_loop
		favela_escape_bigjump_soap_reach
		favela_escape_bigjump_ghost
		favela_escape_bigjump_ghost_loop
		favela_escape_rooftop_mob1
		favela_escape_rooftop_mob2
		favela_escape_rooftop_mob3
		favela_escape_rooftop_mob4
		
		favela_escape_ending_mctavish_in
		favela_escape_ending_mctavish_flying_loop
		favela_escape_ending_mctavish_flying_away
		
		mob_arc_A
		mob_arc_B
		mob_arc_C
		mob_arc_D
		mob_left_A
		mob_left_B
		mob_left_C
		mob_left_D
		doorburst_search
		doorburst_wave
		doorburst_fall
		stinger_react_stand
		stinger_fire_alt
		stinger_fire
		stinger_idle
		stinger_react_crouch
		
		shotgun_stand_pullout
		
		launchfacility_a_c4_plant_short
		afgan_caves_price_rappel_animatic
		afgan_caves_guard_1_animatic
		afgan_caves_guard_2_animatic
		afgan_caves_Price_rappel_setup
		afgan_caves_Price_rappel_idle
		afgan_caves_Price_rappel_jump
		afgan_caves_guard_1_death
		afgan_caves_sleeping_guard_idle
		afgan_caves_sleeping_guard_scramble
		afgan_caves_Price_hanging_idle
		afgan_caves_player_shadow_stop
		afgan_caves_player_shadow_jump
		
		afchase_ending_price_gun_drop
		afchase_ending_price_gun_kick
		afchase_ending_price_knife_moment
		afchase_ending_shepherd_gun_drop
		afchase_ending_shepherd_gun_kick
		afchase_ending_shepherd_gun_monologue
		afchase_ending_shepherd_gun_monologue_long
		afchase_ending_shepherd_knife_moment
		afchase_ending_shepherd_turnbuckle
		afchase_ending_shepherd_turnbuckle_alt
		afchase_ending_shepherd_turnbuckle_idle
		afchase_ending_shepherd_turnbuckle_idleB
		afchase_ending_player_body
		afchase_Shepherd_dies
		afchase_price_Shepherd_dies
		afchase_price_walkoff
		afchase_nikolai_walkoff
		afchase_impaled_guy_idle
		afchase_impaled_guy_react
		afchase_impaled_guy_react_end
		afchase_impaled_guy_react_idle
		afchase_impaled_guy_reactB
		afchase_impaled_guy_knife_death
		afchase_shepherd_flee
		afchase_pri_drivingtheboat_L
		afchase_pri_drivingtheboat_R
		afchase_pri_gunsspinup_L
		afchase_pri_gunsspinup_R

			
		window_smash_stop_inside
		window_smash_run
		window_smash_stop_outside
		//oilrig_stair_CQBrun_turn
		//oilrig_stair_CQBwalk_turn
		
		afgan_caves_price_slide
		
		zodiac_rapids_sniper
		zodiac_rapids_sniper_aimidle
		zodiac_rapids_sniper_fire
		zodiac_rapids_sniper_rapididle
		zodiac_rapids_sniper_waterfall
		zodiac_rapids_sniper_aim_4
		zodiac_rapids_sniper_aim_6
		
		dcburning_BHrescue_soldier_wakeup
		dcburning_BHrescue_soldier1_fighting
		dcburning_BHrescue_soldier2_fighting
		dcburning_BHrescue_soldier1_giveammo
		dcburning_BHrescue_soldier2_giveammo
		dcburning_BHrescue_soldier1_wounded
		dcburning_BHrescue_soldier2_wounded
		dcburning_BHrescue_soldier1_loop
		dcburning_BHrescue_soldier2_loop
		
		flee_alley_civilain_idle
		flee_alley_civilain
		civilain_crouch_hide_idle
		mob2_arc_A
		mob2_arc_B
		mob3_arc_C
		mob2_arc_D
		mob2_arc_E
		mob2_arc_F
		mob2_arc_G
		mob2_arc_H
		contengency_rocket_moment
		contengency_price_slide
		contengency_price_intro
		afgan_caves_intro_stop
		
		boneyard_driver_death
		boneyard_crouch_exposed_death_twist
		
		
		
		contingency_teargas_1
		contingency_teargas_2
		contingency_teargas_3
		
		dcburning_elevator_corpse_trans_A_2_B
		dcburning_elevator_corpse_idle_A
		dcburning_elevator_corpse_idle_B
		dcburning_elevator_corpse_bump_A
		dcburning_elevator_corpse_bump_B
		
		blackout_bh_evac_2_idle
		cliff_guardA_flick
		cliff_guardA_idle
		cliff_guardA_react
		cliff_guardB_idle
		cliff_guardB_react
		
		estate_chopper_sequence_soldier
		estate_chopper_sequence_body
		estate_chopper_sequence_leader
		estate_chopper_sequence_enemy1
		estate_chopper_sequence_enemy2
		estate_body_toss_guy1
		estate_2ND_body_toss_guy1
		estate_body_toss_body
		estate_2ND_body_toss_body
		estate_body_toss_guy2
		estate_2ND_body_toss_guy2
		estate_ending_gasoline_guy
		estate_ending_gasoline_leader
		estate_ghost_radio
		
		zodiac_rightside_rapids_trans_in
		zodiac_rightside_rapids_loopB
		zodiac_rightside_react
		zodiac_rightside_wave
		zodiac_rightside_wave_short
		zodiac_leftside_wave
		zodiac_jumpin
		
		arcadia_fridge_idle
		arcadia_fridge_react
		arcadia_briefcase_guard1
		arcadia_briefcase_guard2
		arcadia_briefcase_friendly1
		
		afgan_caves_Price_rappel_kill
		afgan_caves_guard_2_death
		
		dcemp_BHrescue_soldier
		dcemp_guard_wave
		flare_moment_stand
		flare_moment_crouch
		flare_moment_kneel_rock
		afgan_chase_ending_charge_back
		afgan_chase_ending_search_spin
		afgan_chase_ending_search
		afgan_chase_ending_charge_front
		
		
		laptop_sit_runin
		laptop_sit_idle_active
		laptop_sit_idle_calm
		laptop_sit_idle_flinch
		laptop_officer_idle
		laptop_officer_talk
		laptop_stand_idle
		laptop_stand_idle_flinch
        laptop_stand_lookaway
        laptop_stand_idle_focused
		
		
		bridge_rappel_L
		bridge_rappel_R
		DCemp_react_guyB_react
		DCemp_react_guyA_react
		dcemp_wh_radio_1
		dcemp_wh_radio_2
		dcemp_wh_radio_1_idle
		dcemp_wh_radio_1_exit
		//		moved to under combarrun --> specific mission
		//		dcemp_flare_run
		//		dcemp_flare_wave_run
		dcemp_flare_ai_start
		dcemp_flare_ai_wait
		dcemp_flare_ai_end
		arcadia_ending_sceneA_dead_civilian
		arcadia_ending_sceneA_enemy1
		arcadia_ending_sceneA_enemy1_deathA
		arcadia_ending_sceneA_enemy1_deathB
		arcadia_ending_sceneA_enemy2
		arcadia_ending_sceneA_enemy2_deathA
		arcadia_ending_sceneA_enemy2_deathB
		arcadia_ending_sceneA_enemy2_deathC
		arcadia_ending_sceneA_enemy2_death_pose
		arcadia_ending_sceneB_guy1
		arcadia_ending_sceneB_guy2
		training_humvee_soldier
		hostage_pickup_runout_guy2
		hostage_pickup_runout_guy1
		training_humvee_wounded
		training_humvee_soldier_idle
		training_humvee_wounded_idle
		estate_house_photoshoot
		training_pushups_guy1
		training_pushups_guy2
		training_sleeping_in_chair
		training_jog_guy1
		training_jog_guy2
		training_intro_translator_gesturing1
		training_intro_translator_gesturing2
		DCemp_BTR_moment_guy1
		DCemp_BTR_moment_guy2
		DCemp_BTR_moment_guy3
		DCemp_BTR_moment_climb_guy1
		DCemp_BTR_moment_climb_guy2
		DCemp_BTR_moment_climb_guy3
		DCemp_BTR_moment_idle_guy1
		DCemp_BTR_moment_idle_guy2
		DCemp_BTR_moment_idle_guy3
		DCemp_run_sequence_guy1
		DCemp_run_sequence_runner
		DCemp_door_sequence_dunn
		DCemp_door_sequence_foley_approch
		DCemp_door_sequence_foley_idle
		DCemp_door_sequence_foley_wave
		DCemp_whitehouse_briefing_marshall
		DCemp_whitehouse_briefing_marshall_idle
		DCemp_whitehouse_briefing_foley
		dcemp_flare_reshoot_start_idle
		dcemp_flare_reshoot_start
		dcemp_flare_reshoot_start_short
		dcemp_flare_reshoot_end
		whitehouse_ending_runstart
		whitehouse_ending_runuphill
		
		training_intro_foley_begining
		training_intro_translator_begining
		training_intro_trainee_1_begining
		training_intro_foley_idle_1
		training_intro_foley_turnaround_1
		training_intro_foley_turnaround_2
		training_intro_foley_turnaround_3
		training_intro_foley_idle_talk_1
		training_intro_foley_idle_talk_2
		training_intro_translator_idle
		training_intro_trainee_1_idle
		training_intro_foley_end
		training_intro_translator_end
		training_intro_trainee_1_end
		training_intro_trainee_1_end_idle
		training_intro_foley_end_idle
		training_intro_translator_end_idle
        training_intro_trainee_1_transition_idle

		
		training_pit_stand_idle
		training_pit_open_case
		training_pit_sitting_welcome
		training_pit_sitting_idle
		training_humvee_repair
		training_basketball_guy1
		training_basketball_guy2
		estate_drag_friendly
		training_locals_groupA_guy1
		training_locals_groupA_guy2
		training_locals_groupB_guy1
		training_locals_groupB_guy2
		training_locals_sit
		training_locals_kneel	
		training_basketball_rest	
		DC_Burning_wounded_carry_idle_carrier
		DC_Burning_wounded_carry_idle_wounded
		DC_Burning_wounded_carry_putdown_carrier
		DC_Burning_wounded_carry_putdown_wounded
		
		training_woundedwalk_soldier_1
		training_woundedwalk_soldier_2
		gulag_pipe_traverse
		DCemp_wounded_check_end
		
		breach_react_knife_charge_sync
		
		russian_swat_van_driver_getout
		russian_swat_van_guyL_runoff
		russian_swat_van_guyL1_getout
		russian_swat_van_guyL2_getout
		russian_swat_van_guyL3_getout
		russian_swat_van_guyL4_getout
		russian_swat_van_guyR_runoff
		russian_swat_van_guyR1_getout
		russian_swat_van_guyR2_getout
		russian_swat_van_guyR3_getout
		russian_swat_van_guyR4_getout
		russian_swat_van_driver_idle
		russian_swat_van_guyL1_idle
		russian_swat_van_guyL2_idle
		russian_swat_van_guyL3_idle
		russian_swat_van_guyL4_idle
		russian_swat_van_guyR1_idle
		russian_swat_van_guyR2_idle
		russian_swat_van_guyR3_idle
		russian_swat_van_guyR4_idle
		
		bleedout_crawlB
		
		parabolic_leaning_guy_idle_training
		
		afchase_fightC_Shepherd
		afchase_fightC_Price
		afchase_fightB_Shepherd
		afchase_fightB_Price

		afchase_fightC_Shepherd_short
		afchase_fightC_Price_short
		afchase_fightB_Shepherd_short
		afchase_fightB_Price_short

		afchase_fightD2_Shepherd
		afchase_fightD2_Price
		afchase_fightD3_Shepherd
		afchase_fightD3_Price
		afchase_Price_wakeup
		afchase_Shepherd_wakeup
		afchase_fightE_Price
		afchase_fightE_Price_punchloop
		afchase_fightE_Shepherd
		afchase_fightE_Shepherd_punchloop
	
		exposed_fast_grenade_B1
		exposed_fast_grenade_B2
		exposed_fast_grenade_F1
		exposed_fast_grenade_F2
		exposed_crouch_fast_grenade_1
		exposed_crouch_fast_grenade_2
		CQB_stand_fast_grenade_B1
		CQB_stand_fast_grenade_F1
		CQB_stand_fast_grenade_F2
		
		CQB_stand_glowstick_L
		CQB_stand_glowstick_R
		
		RPG_conceal_pain_arm
		RPG_conceal_pain_leg
		RPG_conceal_stop
		RPG_conceal_pain_groin
		exposed_crouch_idle_twitch
		exposed_crouch_idle_twitch_V4
		exposed_idle_alert_v4
		exposed_idle_alert_v5
		pistol_stand_pullout_B
		pistol_stand_pullout_L
		pistol_stand_pullout_R
		react_stand_2_run_R
		react_stand_2_run_R45
		react_stand_2_run_180

		run_reaction_L_quick
		run_reaction_R_quick
		run_reaction_180
		
		flee_run_shoot_behind
		flee_stand_2_run_med
		flee_stand_2_run_short

		CQB_stand_signal_twitch_check
		CQB_stand_signal_twitch_look
		CQB_stand_signal_twitch_quicklook
		CQB_stand_signal_twitch_shift

		shotgun_run_01 
		shotgun_run_reload 

		casual_crouch_V2_idle
		casual_crouch_V2_idle_in
		casual_crouch_V2_idle_out
		casual_crouch_V2_talk
		casual_crouch_V2_twitch

		CornerCrL_twitchB
		CornerCrL_twitchC
		CornerCrL_ammo

		CornerCrR_grenade_1
		CornerCrR_grenade_2
		CornerCrR_reload

		pistol_walk
		pistol_walk_back
		pistol_walk_right
		pistol_walk_left
		pistol_sprint

		riotshield_run_pain2crouch 
		riotshield_run_pain2crouchB
		riotshield_crouch2run 
		riotshield_crouch2stand

		humvee_mount_backL
		humvee_mount_backR
		humvee_mount_frontL
		humvee_mount_frontR
		humvee_idle_backL
		humvee_idle_backR
		humvee_idle_frontL
		humvee_idle_frontR
		humvee_mount_backL_nodoor
		humvee_mount_backR_nodoor
		humvee_mount_frontL_nodoor
		humvee_mount_frontR_nodoor
		
		humvee_dismount_backL
		humvee_dismount_backR
		humvee_dismount_frontL
		humvee_dismount_frontR
		
		suburban_dismount_backL
		suburban_dismount_backR
		suburban_dismount_frontL
		suburban_dismount_frontR
		suburban_idle_backL
		suburban_idle_backR
		suburban_idle_frontL
		suburban_idle_frontR

		nx_tp_future_tank_desant_idle_1
		nx_tp_future_tank_desant_idle_2
		nx_tp_future_tank_desant_idle_3
		nx_tp_future_tank_desant_idle_4
		nx_tp_future_tank_desant_idle_5

		nx_tp_future_tank_desant_dismount_1
		nx_tp_future_tank_desant_dismount_2
		nx_tp_future_tank_desant_dismount_3
		nx_tp_future_tank_desant_dismount_4
		nx_tp_future_tank_desant_dismount_5

		nx_tp_future_tank_desant_mount_1
		nx_tp_future_tank_desant_mount_2
		nx_tp_future_tank_desant_mount_3
		nx_tp_future_tank_desant_mount_4
		nx_tp_future_tank_desant_mount_5

        nx_tp_chinese_lgv_driver_idle
        nx_tp_chinese_lgv_guy1_idle
        nx_tp_chinese_lgv_guy2_idle
        nx_tp_chinese_lgv_guy3_idle
        nx_tp_chinese_lgv_guy4_idle
        nx_tp_chinese_lgv_guy5_idle
        nx_tp_chinese_lgv_guy6_idle
        nx_tp_chinese_lgv_guy7_idle
        nx_tp_chinese_lgv_gunner_mount
        
        nx_tp_chinese_lgv_driver_getout
        nx_tp_chinese_lgv_gunner_getout
        nx_tp_chinese_lgv_guy1_getout
        nx_tp_chinese_lgv_guy2_getout
        nx_tp_chinese_lgv_guy3_getout
        nx_tp_chinese_lgv_guy4_getout
        nx_tp_chinese_lgv_guy5_getout
        nx_tp_chinese_lgv_guy6_getout
        nx_tp_chinese_lgv_guy7_getout

        nx_tp_chinese_lgv_driver_death
        nx_tp_chinese_lgv_guy1_death
        nx_tp_chinese_lgv_guy2_death
        nx_tp_chinese_lgv_guy3_death
        nx_tp_chinese_lgv_guy4_death
        nx_tp_chinese_lgv_guy5_death
        nx_tp_chinese_lgv_guy6_death
        nx_tp_chinese_lgv_guy7_death
        
        nx_tp_chinese_vtol_driver_idle
        nx_tp_chinese_vtol_passenger_idle
        nx_tp_chinese_vtol_guy1_idle
        nx_tp_chinese_vtol_guy2_idle
        nx_tp_chinese_vtol_guy3_idle
        nx_tp_chinese_vtol_guy4_idle
        nx_tp_chinese_vtol_guy5_idle
        nx_tp_chinese_vtol_guy6_idle
        nx_pr_chinese_vtol_rope_idle
        nx_pr_chinese_vtol_rope_idle_low
                
        nx_tp_chinese_vtol_guy2_getout
        nx_tp_chinese_vtol_guy3_getout
        nx_tp_chinese_vtol_guy4_getout
        nx_tp_chinese_vtol_guy6_getout
        nx_pr_chinese_vtol_rope_getout

        nx_tp_chinese_vtol_guy2_getout_low
        nx_tp_chinese_vtol_guy3_getout_low
        nx_tp_chinese_vtol_guy4_getout_low
        nx_tp_chinese_vtol_guy6_getout_low
        nx_pr_chinese_vtol_rope_getout_low

		nx_tp_littlebird_pilot1_death

		nx_tp_blackhawk_us_copilot_idle
		nx_tp_blackhawk_us_guy0_idle
		nx_tp_blackhawk_us_guy1_idle
		nx_tp_blackhawk_us_guy2_idle
		nx_tp_blackhawk_us_guy3_idle
		nx_tp_blackhawk_us_guy4_idle
		nx_tp_blackhawk_us_guy5_idle
		nx_tp_blackhawk_us_pilot_idle

		nx_tp_blackhawk_armed_getout_low_guy01
		nx_tp_blackhawk_armed_getout_low_guy02

        nx_tp_lapd_driver_idle
        nx_tp_lapd_passenger_idle
        nx_tp_lapd_driver_getout
        nx_tp_lapd_passenger_getout
		
		nx_tp_exfil_policecar_driver_idle
		nx_tp_exfil_policecar_driver_dismount

        //moom civilian
        tp_moon_civ_idle_combat_A

		//HH vice president idle
		nx_tp_hithard_VP_idle

	
	//	room_clearing	
		door_kicking
		{
			door_kick_in
			
			doorkick_2_cqbrun
			doorkick_2_cqbwalk
			doorkick_2_stand
		}
		
		doorpeek
		{
			doorpeek_close
			doorpeek_deathA
			doorpeek_deathB
			doorpeek_fireA
			doorpeek_fireB
			doorpeek_fireC
			doorpeek_grenade
			
			doorpeek_idle
			doorpeek_jump
			doorpeek_kick
			doorpeek_open
		}
		
		special_turns
		{		
			run_CQB_F_turn_L	//the character makes a 90 left turn
			run_CQB_F_turn_R	//the character makes a 90 right turn 
			walk_CQB_F_turn_L	//the character makes a 90 left turn 
			walk_CQB_F_turn_R	//the character makes a 90 right turn 
		}
		
		hand_signals
		{
			CQB_stand_wave_on_me //(hand signal - form on me and move out) 
			CQB_stand_signal_move_out
			CQB_stand_signal_move_up
			CQB_stand_signal_stop
			
			CornerStndR_alert_signal_enemy_spotted
			CornerStndR_alert_signal_move_out
			CornerStndR_alert_signal_on_me
			CornerStndR_alert_signal_stopStay_down
			
			stand_exposed_wave_down
			stand_exposed_wave_go
			stand_exposed_wave_halt
			stand_exposed_wave_halt_v2
			stand_exposed_wave_move_out
			stand_exposed_wave_move_up
			stand_exposed_wave_on_me
			stand_exposed_wave_on_me_v2
			stand_exposed_wave_target_spotted
		}

		shotgun_breach_mocap
		{
			shotgunbreach_v1_shotgun
			shotgunbreach_v1_shotgun_idle
			shotgunbreach_v1_shotgun_ready_idle
			shotgunbreach_v1_shotgun_runin
			shotgunbreach_v1_stackA
			shotgunbreach_v1_stackA_idle
			shotgunbreach_v1_stackA_ready_idle
			shotgunbreach_v1_stackA_runin
			shotgunbreach_v1_shoot_hinge
			shotgunbreach_v1_shoot_hinge_idle
			shotgunbreach_v1_shoot_hinge_ready_idle
			shotgunbreach_v1_shoot_hinge_runin
			shotgunbreach_v1_stackB
			shotgunbreach_v1_stackB_idle
			shotgunbreach_v1_stackB_ready_idle
			shotgunbreach_v1_stackB_runin
		}

		shotgun_breach_hinges_mocap
		{
			breach_sh_breacherL1_idle
			breach_sh_breacherL1_enter
			breach_sh_stackR1_idle
			breach_sh_stackR1_enter
			breach_sh_stackR1_enter_A
			breach_sh_breacherL1_enter_A

		}

		ram_breach_mocap
		{
			rambreach_v1_ram
			rambreach_v1_ram_checkhandle
			rambreach_v1_ram_idle
			rambreach_v1_stackA
			rambreach_v1_StackA_idle
		}

		explosive_breach_mocap
		{
			breach_explosive_approach
			breach_stackL_approach
			explosivebreach_v1_detcord
			explosivebreach_v1_detcord_idle
			explosivebreach_v1_stackL
			explosivebreach_v1_stackL_idle
		}
		
		test_breach_right
		{
			test_breach_R_enter
			test_breach_R_flashbang
			test_breach_R_idle
			//test_breach_R2_enter
			//test_breach_R2_idle	
		}

		flash_breach_mocap
		{
			breach_flash_R1_idle
			breach_flash_R1_throw
			breach_flash_R1_enter
			breach_flash_R2_idle
			breach_flash_R2_throw
			breach_flash_R2_enter
		}		

		breach_reactions
		{
			breach_react_blowback_v1
			breach_react_blowback_v2
			breach_react_blowback_v3
			breach_chair_hide_reaction_v1
			breach_chair_hide_reaction_v2
			breach_chair_hide_reaction_death_v1
			breach_chair_hide_reaction_death_v2
			breach_react_desk_v1
			breach_react_desk_v2
			breach_react_desk_v3
			breach_react_desk_v4
			breach_react_desk_v5
			breach_react_desk_v6
			breach_react_desk_v7
			breach_react_guntoss_v1_guy1
			breach_react_guntoss_v1_guy2
			breach_react_guntoss_v2_guy1
			breach_react_guntoss_v2_guy2
			breach_react_knife_idle
			breach_react_knife_charge
			breach_react_push_guy1
			breach_react_push_guy2
			breach_chair_reaction_v1
			breach_chair_idle_v2
			breach_chair_reaction_v2
			execution_fightback_guy1_01
			execution_fightback_guy2_01
			execution_fightback_guy1_02
			execution_fightback_guy2_02
			execution_fightback_guy1_03
			execution_fightback_guy2_03
			execution_fightback_guy2_03_death
			execution_fightback_guy2_03_survives
			execution_onknees_hostage
			execution_onknees_hostage_survives
			execution_onknees_hostage_death
			execution_onknees_soldier
			execution_onknees2_soldier
			execution_onknees2_hostage
			execution_onknees2_hostage_death
			execution_onknees2_hostage_survives
			execution_slamwall_soldier
			execution_slamwall_hostage
			execution_slamwall_hostage_death
			execution_shield_soldier
			execution_shield_hostage
			execution_shield_hostage_survives
			execution_shield_hostage_death
			execution_knife_soldier
			execution_knife_hostage
			execution_knife_hostage_death
			execution_knife2_soldier
			execution_knife2_hostage
			execution_knife2_hostage_death
		}

		/*stretcher
		{
			stretcher_F_drop
			stretcher_F_pickup
			stretcher_F_wait_idle
			stretcher_R_drop
			stretcher_R_pickup
			stretcher_R_wait_idle
		}*/

		village
		{
			village_interrogationA_Price
			village_interrogationA_Zak
			village_interrogationB_Price
			village_interrogationB_Zak
			village_interrogationB_Gaz
			village_intro_price
			village_intro_contact
			village_player_getin
		}
		
		coup
		{
			coup_opening_guyL
			coup_opening_guyR
			coup_ending_alasad
			coup_ending_zakhaev
			coup_ending_guyl
			coup_ending_guyr
			coup_ending_zakhaev_intro
			luxurysedan_driver_idle
			luxurysedan_passenger_idle
			luxurysedan_rear_passenger_idle
			ziptie_soldier
			ziptie_suspect
			ziptie_suspect_idle
			coup_ending_drag_guyL
			coup_ending_drag_guyR
			coup_spraypainting_sequence
			coup_talking_patrol_guy1
			coup_talking_patrol_guy2

			coup_driver_idle
			coup_driver_bigleft2center
			coup_driver_bigleft_idle
			coup_driver_bigleft_loop
			coup_driver_center2smallleft
			coup_driver_center2smallright
			coup_driver_lookright
			coup_driver_smallleft2bigleft
			coup_driver_smallleft2center
			coup_driver_smallleft_idle
			coup_driver_smallright2center
			coup_driver_smallright_idle
			coup_driver_wave1
			coup_driver_wave2

			coup_passenger_idle
			coup_passenger_phone
			coup_passenger_point
			coup_passenger_pointturn
			coup_passenger_lookback
			coup_passenger_lookright
			coup_passenger_shiftweight

			coup_guard1_idle
			coup_guard1_jeer
			coup_guard2_idle
			coup_guard2_jeerA
			coup_guard2_jeerB
			coup_guard2_jeerC
			
			coup_dumpster_man
			
			coup_civilians_interrogated_civilian_v1
			coup_civilians_interrogated_civilian_v2
			coup_civilians_interrogated_civilian_v3
			coup_civilians_interrogated_civilian_v4
			coup_civilians_interrogated_guard_v1
			coup_civilians_interrogated_guard_v2
			coup_civilians_interrogated_guard_wave
		}
		
		jeepride
		{
			jeepride_player_pickup_guy1
			jeepride_player_pickup_guy2
			jeepride_drag_grigsby   
			jeepride_ending_price 
			jeepride_dying_approach
			jeepride_Lguy_approach
			jeepride_Rguy_approach
			jeepride_zak_approach
			jeepride_Lguy_end
			jeepride_Rguy_end
			jeepride_zak_end
			jeepride_CPR_medic
			jeepride_CPR_price
			jeepride_dying_back_idle
		}

		bog
		{
			bog_melee_R_backdeath1
			bog_melee_R_backdeath2
			bog_melee_R_standdeath			
			bog_a_saw_fire
			bog_a_saw_setup
			bog_a_start_briefing
			combatwalk_F_spin
			bog_price_wait_idle_approach
			bog_price_wait_idle
			bog_price_wait_wave_A
			bog_price_wait_wave_B
			
			bog_a_javelin_jog_2_idle
			bog_a_javelin_idle
			bog_a_javelin_death
			bog_javelin_dialogue_briefing
			bog_javelin_dialogue_briefingidle
			bog_a_tank_dialogue
			bog_a_tank_dialogue_idle
			bog_a_tank_dialogue_guyL
			bog_a_tank_dialogue_guyR
			bog_a_tank_dialogue_guyL_idle
			bog_a_tank_dialogue_guyR_idle
		}
		
		bog_b
		{
			breach_kick_stackL1_idle
			breach_kick_stackL1_enter
			breach_kick_kickerR1_enter
			bog_b_guard_stop
			bog_b_spotter_spot_idle
			bog_b_spotter_spot_twitch
			bog_b_spotter_casual_2_spot
			bog_b_spotter_spot_2_casual
			bog_b_spotter_react
			bog_b_guard_react
			bog_b_casualcrouch_react
			bog_b_rpg_fall_death
			bog_b_dumpster_guy1_idle
			bog_b_dumpster_guy1_peek
			bog_b_dumpster_guy1_push_idle
			bog_b_dumpster_guy1_push
			bog_b_dumpster_guy2_push
		}
		
		cliffhanger
		{
			cliffhanger_truckgrab_idle
			cliffhanger_c4_setup
			cliffhanger_side_climb
			cliffhanger_price_fence_cut
			cliffhanger_icepick_fight_Price
			cliffhanger_icepick_fight_driver
			cliffhanger_icepick_fight_passenger
			cliffhanger_lockerroom_fight_Price
			cliffhanger_lockerroom_fight_guard
            NX_cliffhanger_lockerroom_fight_Price
			NX_cliffhanger_lockerroom_fight_guard
			cliff_jeep_crash_price
			cliffhanger_truck_Price_jumpB
			cliffhanger_truck_Price_idle
			cliffhanger_truck_Price_jumpA
			cliffhanger_truck_Price_dismount
			cliffhanger_price_hill_slide
			cliffhanger_capture_Price
			cliffhanger_capture_guard
			cliffhanger_capture_guard2
			cliffhanger_capture_guard3
			cliffhanger_capture_guard4
			cliffhanger_capture_guard5
			cliffhanger_capture_guard6
			cliffhanger_hanger_enter
			cliffhanger_hanger_waveA
			cliffhanger_hanger_waveB
			cliffhanger_hanger_cycle
			cliffhanger_climb_up_mid
			cliffhanger_climb_up_start
			cliffhanger_jump_Price
			cliffhanger_jump_Price_idle
			cliffhanger_jump_Price_reach
			cliffhanger_Price_intro
			cliffhanger_Price_intro_idle
			cliffhanger_gaz_bigjump
			cliffhanger_crash_rescue_Price
			cliffhanger_welder_wing
			cliffhanger_welder_engine
			cliffhanger_welder_engine_twitch_1
			cliffhanger_welder_engine_twitch_2
			cliffhanger_capture_Price_idle
			cliffhanger_capture_Price_pullout
			cliffhanger_ledge_mantle_Price
			sitting_guard_loadAK_idle
			sitting_guard_loadAK_react1
			sitting_guard_loadAK_react2
			guardB_standing_cold_react
			guardB_standing_cold_idle
			guardA_standing_cold_react
			guardA_standing_cold_idle
			guardA_sit_sleeper_sleep_idle
			guardA_sit_sleeper_idle
			guardA_sit_sleeper_wakeup
			guardB_sit_drinker_idle
			cliffhanger_icepick_fight_driver_deathB
			cliffhanger_icepick_fight_driver_deathA
			
			patrolwalk_cold_gunup_transition
			patrolwalk_cold_huddle_stand_idle
			patrolwalk_cold_huddle_walk2stand
			patrolwalk_cold_huddle_stand2walk
			patrolwalk_cold_crossed_stand_idle
			patrolwalk_cold_crossed_walk2stand
			patrolwalk_cold_crossed_stand2walk			
		}
		
		hunted
		{
			hunted_opening_price
			hunted_woundedhostage_check_soldier
			hunted_woundedhostage_check_hostage
			hunted_woundedhostage_idle_start
			hunted_woundedhostage_idle_end
			hunted_woundedhostage_check_soldier_end

			hunted_spotter_idle
			hunted_spotter_twitch
			hunted_spotter_wave_chat
			hunted_wave_chat

			hunted_tunnel_guy1_idle
			hunted_tunnel_guy1_runin
			hunted_tunnel_guy1_runout
			hunted_tunnel_guy1_lookup
			hunted_tunnel_guy2_idle
			hunted_tunnel_guy2_runin
			hunted_tunnel_guy2_runout

  			hunted_open_barndoor
 			hunted_open_barndoor_idle
 			hunted_open_barndoor_stop
			hunted_open_barndoor_flathand

 			hunted_farmsequence_leader
 			hunted_farmsequence_farmer
			hunted_farmsequence_farmer_altending
			hunted_farmsequence_farmer_deathpose
 			hunted_farmsequence_brute1
 			hunted_farmsequence_brute2

			hunted_dive_2_pronehide_v1
 			hunted_pronehide_idle_relative
 			hunted_pronehide_idle_v1
 			hunted_pronehide_2_stand_v1
 			hunted_dive_2_pronehide_v2
 			hunted_pronehide_idle_v2
 			hunted_pronehide_2_stand_v2
 			hunted_dive_2_pronehide_v3
 			hunted_pronehide_idle_v3
 			hunted_pronehide_2_stand_v3
 			hunted_pronehide_2_stand_v4

			hunted_open_basement_door_kick

			hunted_basement_door_block

			hunted_roadblock_guy1_sequence
			hunted_roadblock_guy1_startidle
			hunted_roadblock_guy2_sequence
			hunted_roadblock_guy2_startidle

			active_patrolwalk_pause
			active_patrolwalk_turn_180

			hunted_celebrate
			hunted_celebrate_v2
			hunted_celebrate_v3

			hunted_bh6_crash
			hunted_bh8_crash
			hunted_bh2_crash

			hunted_dying_deadguy
			hunted_dying_deadguy_endidle
			hunted_dying_soldier
		}
		
		roadkill
		{
			roadkill_shepherd_shout_sequence
			
			roadkill_cover_active_soldier1
			roadkill_cover_active_soldier2
			roadkill_cover_active_soldier3
			roadkill_cover_radio_soldier1
            roadkill_cover_radio_soldier1_idle
			roadkill_cover_radio_soldier2
			roadkill_cover_radio_soldier3

			roadkill_humvee_map_sequence_shout
			roadkill_humvee_map_sequence_idle
            roadkill_humvee_map_sequence_quiet_idle

			roadkill_orders_soldier
			roadkill_orders_officer
			roadkill_cover_spotter
			roadkill_cover_soldier
			roadkill_cover_spotter_idle
			roadkill_cover_soldier_idle

			roadkill_videotaper_1_explosion
			roadkill_videotaper_2_explosion
			roadkill_videotaper_3_explosion
			roadkill_videotaper_2_explosionend
			roadkill_videotaper_3_explosionend
			roadkill_videotaper_4_explosion
	
			roadkill_hummer_soldier_getin
			roadkill_hummer_mount_frontR
			roadkill_opening_shepherd_idle
			roadkill_opening_foley_idle
			roadkill_opening_shepherd
			roadkill_opening_foley
			roadkill_ending
			roadkill_opening_shepherd_walk

			roadkill_shepherd_stair_approach
			roadkill_shepherd_stair_idle
			roadkill_shepherd_stair_wave
			roadkill_cover_active_leader_idle
			roadkill_cover_active_leader
			roadkill_videotaper_1B_explosion_start
			roadkill_videotaper_1B_explosion_idle
			roadkill_videotaper_1B_explosion
			roadkill_videotaper_2B_explosion_start
			roadkill_videotaper_2B_explosion_idle
			roadkill_videotaper_2B_explosion
			roadkill_videotaper_2B_explosionend
			roadkill_videotaper_3B_explosion_start
			roadkill_videotaper_3B_explosion_idle
			roadkill_videotaper_3B_explosion
			roadkill_videotaper_3B_explosionend
			roadkill_videotaper_4B_explosion_start
			roadkill_videotaper_4B_explosion_idle
			roadkill_videotaper_4B_explosion
			roadkill_intro_pickup_shepherd
            NX_roadkill_intro_pickup_shepherd
		}

		roadkill_ending_additive : additive
		{
			roadkill_ending_point_right45
			roadkill_ending_point_left45
		}

		
		ambush
		{
			ambush_VIP_escape_son
			death_sitting_pose_v1
			death_sitting_pose_v2
			ambush_Price_jump
			ambush_VIP_son_idle
			ambush_VIP_son_jump
			ambush_VIP_son_quickdeath
			ambush_tower_briefing_guy1
			ambush_tower_briefing_guy2
			ambush_Price_idle
			ambush_Price_shout
		}
		icbm
		{
			grigsby_rescue_idle
			grigsby_rescue
			icbm_fence_cutting_guy1
			icbm_fence_cutting_guy2
			ICBM_patrol_knifekill_winner
			ICBM_patrol_knifekill_looser

			icbm_end_sniper
			icbm_end_price
		}
		scoutsniper
		{
			scout_sniper_bodydump_deadguy_throw1
			scout_sniper_bodydump_deadguy_throw2
			scout_sniper_bodydump_guy1
			scout_sniper_bodydump_guy2
						
			scout_sniper_price_prone_opening
			scout_sniper_price_wave
			scout_sniper_price_wave_idle
			scout_sniper_ladder_slide
			scout_sniper_balcony_death
			
			melee_B_attack
			melee_B_defend
			melee_L_attack
			melee_L_defend
		}

		blackout
		{
			blackout_binoc_idle
			
			blackout_bh_evac_1
			blackout_bh_evac_2 
			blackout_bh_evac_price
			blackout_bh_evac_price_idle
			blackout_bh_evac_price_flyaway
	
			blackout_vip_cower_idle
			blackout_rescue_vip			
			blackout_rescue_price
			blackout_flashlightguy_death_only
			blackout_flashlightguy_moment2death
			
			blackout_blind_fire_pistol
			blackout_blind_fire_pistol_death
			blackout_blind_hide_fire
			blackout_blind_hide_fire_death
			blackout_blind_lightswitch
			blackout_blind_lightswitch_death
			blackout_blind_wall_feel
			blackout_blind_wall_feel_death
			blackout_flashlightguy_death_local

			blackout_gaz_cliff
			blackout_kam_cliff
			blackout_price_cliff
			blackout_kam_cliff_endidle
			blackout_kam_start
			blackout_gaz_cliff_start

			blackout_meeting_price
			blackout_meeting_kamarov

			blackout_rappel_start

		}
		
		sniper_escape
		{
			sniper_escape_rappel_start
			sniper_escape_rappel_idle
			sniper_escape_rappel_finish
			sniper_escape_player_rappel
			sniper_escape_crash_pickup_macmillan
			sniper_escape_price_hit
			sniper_escape_price_hit_fire
			sniper_escape_price_hit_idle
			sniper_escape_price_crawl
			sniper_escape_price_crawl_start
			sniper_escape_price_crawl_end
			sniper_escape_price_killed
			sniper_escape_price_turn_L
			sniper_escape_price_turn_R
			sniper_escape_price_walk
			sniper_escape_price_getup
			sniper_escape_price_putdown
			sniper_escape_price_wounded_idle

			sniper_escape_meeting_zakhaev
			sniper_escape_meeting_zakhaev_hit_front
			sniper_escape_meeting_zakhaev_hit_back
			sniper_escape_meeting_guard
			sniper_escape_meeting_guard_idle
			sniper_escape_meeting_dealer
			sniper_escape_meeting_dealer_idle
			sniper_escape_meeting_briefcase

			sniper_escape_playerview_walk
			patrol_jog_look_up_once
			patrol_jog_360_once
			patrol_jog_once
			patrol_jog_orders_once
			
			civilian_directions_1_A_once
			civilian_directions_2_A_once
			civilian_directions_1_B_once
			civilian_directions_2_B_once
			
			sniper_escape_spotter_exit
			sniper_escape_spotter_idle
			sniper_escape_spotter_wave

			sniper_escape_crash_macmillan_aim
			sniper_escape_crash_macmillan_fire
			sniper_escape_crash_macmillan_runaway
			sniper_escape_crash_macmillan_wounded_idle
			sniper_escape_crash_mi28_pilot
			sniper_escape_crash_mi28_copilot


		}

		seaknight_defend
		{
			ch46_unload_1
			ch46_load_1
			ch46_unload_2
			ch46_load_2
			ch46_unload_3
			ch46_load_3
			ch46_unload_4
			ch46_load_4
			ch46_sitdown_L
			ch46_sitdown_R
			ch46_unload_1_idle
			ch46_unload_2_idle
			ch46_unload_3_idle
			ch46_unload_4_idle
			SeaKnight_Pilot_idle
			seaknight_copilot_idle
			seaknight_copilot_switches
			seaknight_copilot_twitch  
			seaknight_pilot_switches
			seaknight_pilot_twitch  

			neckbreak_enemy
			neckbreak_enemy_deathidle
			neckbreak_sarge
			saw_side_drop
			saw_side_idleA
			saw_side_idleB
			saw_side_pickup
			saw_side_trans_A_2_B
			saw_side_pull_off
			saw_side_twitchB
			saw_side_pull_idle
			saw_side_trans_B_2_pull

			stretcher_F_rescue_sequence
			stretcher_R_rescue_sequence
			stretcher_F_rescue_sequence_idle
			stretcher_R_rescue_sequence_idle
		}

		descent
		{
			backdraft
		}

		oilrig
		{
			oilrig_sub_A_idle_1
			oilrig_sub_A_idle_2
			oilrig_sub_A_idle_4
			oilrig_sub_B_idle_1
			oilrig_sub_B_idle_2
			oilrig_sub_B_idle_3
			oilrig_sub_B_idle_4
			oilrig_sub_A_disembark_1
			oilrig_sub_A_disembark_2
			oilrig_sub_A_disembark_4
			oilrig_sub_B_disembark_1
			oilrig_sub_B_disembark_2
			oilrig_sub_B_disembark_3
			oilrig_sub_B_disembark_4
			oilrig_underwater_kill_1
			oilrig_underwater_guard_1_idle
			oilrig_underwater_guard_2_idle
			oilrig_underwater_guard_1_death
			oilrig_underwater_guard_2_death
			oilrig_helpout_1
			oilrig_helpout_2
			oilrig_seal_surface_fins_off
			oilrig_seal_surface_mask_off
			oilrig_seal_surface_rebreather_off_guy1
			oilrig_seal_surface_rebreather_off_guy2
		}
		
		invasion
		{
			invasion_paratrooper_roof_landing
			invasion_paratrooper_roof_landing_rolldeath
			invasion_paratrooper_roof_landing_crawldeath
			invasion_paratrooper_roof_landing_doa
			paratrooper_jump_RightA_guy
			paratrooper_jump_LeftA_guy
			paratrooper_jump_RightB_guy
			paratrooper_jump_LeftB_guy
			invasion_vehicle_cover_dialogue_guy1
			invasion_vehicle_cover_dialogue_guy1_idle
			invasion_vehicle_cover_dialogue_guy2
			invasion_parachute_ground_detach_idle
			invasion_parachute_ground_detach_reaction
			invasion_parachute_ground_detach_death
			invasion_humvee_exit_v1_guy1_idle
			invasion_humvee_exit_v1_guy1_react
			invasion_humvee_exit_v1_passenger_idle
			invasion_humvee_exit_v1_passenger_react
			invasion_humvee_exit_v2_driver_idle
			invasion_humvee_exit_v2_driver_react
			invasion_humvee_exit_v2_guy0_idle
			invasion_humvee_exit_v2_guy0_react
			invasion_humvee_exit_v2_guy1_idle
			invasion_humvee_exit_v2_guy1_react
			invasion_humvee_exit_v2_passenger_idle
			invasion_humvee_exit_v2_passenger_react
			invasion_opening_hummer1_soldier2
			invasion_opening_hummer1_soldier1
			invasion_opening_hummer2_soldier1


		}
		
		favela
		{
			favela_van_shootout_guy1
			favela_van_shootout_guy1_aimidle
			favela_van_shootout_guy1_runaway
			favela_van_shootout_guy2
			favela_van_shootout_guy3
			favela_van_shootout_guy4
			favela_opening_driver_death
			
			favela_curtain_pull
		}
		
		gulag
		{
			gulag_rappel_soldier

			gulag_slamraam_tarp_pull_guy1_v1
			gulag_slamraam_tarp_pull_guy2_v1
			gulag_slamraam_tarp_idle_guy2_v1
			gulag_end_animatic_soldier
			gulag_end_animatic_price
			gulag_end_animatic_soap
			
			gulag_end_animatic_soldier_2
			gulag_end_animatic_price_2
			gulag_end_animatic_soap_2
			gulag_end_run2gate_price
			gulag_end_run2gate_soldier
			gulag_cafeteria_price
			gulag_cafeteria_soap
			gulag_cafeteria_soldier
			gulag_end_evac_soldier
			gulag_end_evac_price
			gulag_end_evac_soap
			gulag_end_beginning_soap
			gulag_end_beginning_price
			gulag_end_beginning_soldier
			gulag_end_dustcover_price
			gulag_end_dustcover_soldier
			gulag_end_runback_price
			gulag_end_runback_soap
			gulag_end_runback_soldier
	
			gulag_rescueA_Price
			gulag_rescueA_enemy
			gulag_rescueB_Price
			gulag_rescueB_Price_idle
			gulag_rescueB_Price_intro

			gulag_rescueB_soldier1
			gulag_rescueB_soldier2
			
			gulag_sewer_slide
			gulag_end_soap_idle

			gulag_rescueB_Price_reshoot
			gulag_rescueB_soldier2_reshoot
			gulag_rescueB_player_reshoot
			gulag_rescueB_soldier1_reshoot
			gulag_rescueB_soldier1_reshootB
			gulag_rescueB_soldier2_reshootB
			gulag_rescueB_Price_reshootB
			
		}


		dcburning
		{
			bunker_toss_guy2
			bunker_toss_idle_guy1
			bunker_toss_guy1
			DC_Burning_stop_bleeding_medic
			DC_Burning_stop_bleeding_medic_endidle
			DC_Burning_stop_bleeding_wounded
			DC_Burning_stop_bleeding_wounded_endidle
			DC_Burning_stop_bleeding_wounded_idle
			DC_Burning_artillery_reaction_v1_idle
			DC_Burning_artillery_reaction_v1_react_a
			DC_Burning_artillery_reaction_v1_react_b
			DC_Burning_artillery_reaction_v2_idle
			DC_Burning_artillery_reaction_v2_react_a
			DC_Burning_artillery_reaction_v2_react_b
            DC_Burning_artillery_reaction_v3_idle
			DC_Burning_artillery_reaction_v3_react_a
			DC_Burning_artillery_reaction_v3_react_b
            DC_Burning_artillery_reaction_v4_idle
			DC_Burning_artillery_reaction_v4_react_a
			DC_Burning_artillery_reaction_v4_react_b
			DC_Burning_CPR_medic
			DC_Burning_CPR_medic_endidle
			DC_Burning_CPR_wounded
			DC_Burning_CPR_wounded_endidle
		}

		killhouse
		{
			killhouse_sas_price
			killhouse_sas_price_idle
			killhouse_sas_1
			killhouse_sas_1_idle
			killhouse_sas_2
			killhouse_sas_2_idle
			killhouse_sas_3
			killhouse_sas_3_idle
			killhouse_laptop_idle
			killhouse_laptop_lookup
			killhouse_laptop_twitch
			killhouse_gaz_intro

			killhouse_gaz_idleA
			killhouse_gaz_idleB
			killhouse_gaz_point_side
			killhouse_gaz_talk_side

		}

		cargoship
		{
			cargoship_drunk_sequence
			cargoship_drunk_sequence_death
			cargoship_stunned_coffee_react_idle
			cargoship_stunned_coffee_react
			cargoship_stunned_coffee_death
			cargoship_stunned_tv_react_idle
			cargoship_stunned_tv_react
			cargoship_stunned_tv_death
			cargoship_stunned_clipboard_react_idle
			cargoship_stunned_clipboard_react
			cargoship_stunned_clipboard_death
			cargoship_stunned_react_v2_idle
			cargoship_stunned_react_v2
			cargoship_stunned_react_v2_death
			cargoship_sleeping_guy_idle_1
			cargoship_sleeping_guy_idle_2
			cargoship_sleeping_guy_idle_4
			cargoship_sleeping_guy_idle_5
			cargoship_sleeping_guy_death_1
			cargoship_sleeping_guy_death_2
			cargoship_dead_guy
			
			shotgunbreach_cs_stackB
			shotgunbreach_cs_stackB_runin
			shotgunbreach_cs_shoot_hinge
			shotgunbreach_cs_shoot_hinge_runin

			cargoship_ch46_rescue_load_1
			cargoship_ch46_rescue_load_1_idle
			cargoship_ch46_rescue_load_2
			cargoship_ch46_rescue_load_2_idle
			cargoship_ch46_rescue_load_3
			cargoship_ch46_rescue_load_3_alt
			cargoship_ch46_rescue_price_help
			cargoship_ch46_rescue_price_idle
			
			cargoship_ch46_rescue_load_4_idle
			cargoship_ch46_rescue_load_5_idle

			cargoship_explosion_price
			
			cargoship_price_run2door
			cargoship_price_run2door_idle
			cargoship_price_runin
			cargoship_price_runin_door
			cargoship_grigsby_run2door
			cargoship_grigsby_run2door_idle
			cargoship_grigsby_shotgun_pullout
			cargoship_grigsby_runin
			
			cargoship_open_cargo_guyL
			cargoship_open_cargo_doorL
			cargoship_open_cargo_doorR
		}
		parabolic
		{
			human_shield_death_1_H
			human_shield_death_1_T
			human_shield_idle_1_H
			human_shield_idle_1_T
			human_shield_wounded_1_H
			human_shield_wounded_1_T
			human_shield_flashbang_1_H
			human_shield_flashbang_1_T
			parabolic_knifekill_mark
			parabolic_knifekill_phoneguy
			parabolic_knifekill_altending_mark
			parabolic_phoneguy_idle
			parabolic_phoneguy_reaction
			
			parabolic_chessgame_surprise_a 
			parabolic_chessgame_surprise_b 
			parabolic_chessgame_idle_a 
			parabolic_chessgame_idle_b 
			parabolic_chessgame_death_a 
			parabolic_chessgame_death_b 
						
			parabolic_guard_sleeper_idle 
			parabolic_guard_sleeper_react 
						
			parabolic_leaning_guy_idle
			parabolic_leaning_guy_twitch 
			parabolic_leaning_guy_trans2smoke 
			parabolic_leaning_guy_smoking_idle 
			parabolic_leaning_guy_smoking_twitch 
			parabolic_leaning_guy_trans2idle 
			parabolic_leaning_guy_react
		}
		launchfacility_a
		{
			launchfacility_a_at4_fire		
			launchfacility_a_at4_short		
			launchfacility_a_c4_plant
			RPG_conceal_idle
			launchfacility_a_rappel_1
			launchfacility_a_rappel_idle_1
			launchfacility_a_rappel_idle_2
			launchfacility_a_rappel_idle_3
			launchfacility_a_setup_2_rappel_1
			launchfacility_a_setup_2_rappel_2
			launchfacility_a_setup_idle_1
			launchfacility_a_player_rappel
			launchfacility_a_saw_1
			launchfacility_a_saw_2
		}
		launchfacility_b
		{
			launchfacility_b_blast_door_seq_approch		
			launchfacility_b_blast_door_seq_waveidle
			launchfacility_b_blast_door_seq_close
			launchfacility_b_vent_drop_L
			launchfacility_b_vent_drop_R

			launchfacility_b_ventwalk_stop_idle
			launchfacility_b_ventwalk_v1_start
			launchfacility_b_ventwalk_v1_stop
			launchfacility_b_ventwalk_v2_start
			launchfacility_b_ventwalk_v2_stop
			launchfacility_b_ventwalk_v2_stopidle

			launchfacility_b_wargame_door_price
			launchfacility_b_wargame_door_grigs
		}
		level_armada
		{
			armada_wire_setup_guy
			armada_wire_setup_guy_startidle
			armada_wire_setup_wire
			armada_wire_setup_wire_startidle
			armada_wire_setup_wire_endidle
			armada_blackhawk_sniper_idle
			armada_blackhawk_sniper_drop
			armada_blackhawk_sniper_idle_loop
			armada_grigs_enter
			armada_grigs_music_idle
			armada_Left_Guy_react
			armada_Right_Guy_react
			armada_sarge_end
			armada_sarge_enter
			armada_asad_speach_loop
		}

		level_ac130
		{
			ac130_carjack_driver_1a
			ac130_carjack_driver_1b
			ac130_carjack_1a
			ac130_carjack_1b
			ac130_carjack_2
			ac130_carjack_3
			ac130_carjack_4
		}

		level_airlift
		{
			airlift_pilot_shooting
			airlift_pilot_getout
			airlift_pilot_putdown
			airlift_pilot_seeyou
			airlift_pilot_idle
			airlift_copilot_dead
			airlift_crewchief_idle
			airlift_crewchief_getin
			airlift_crewchief_getin_lookback
			airlift_crewchief_getin_quick
			airlift_crewchief_getout
			airlift_crewchief_gun_shoot
			airlift_crewchief_gun_idle
			airlift_crewchief_gun_getin
			airlift_crewchief_sucked_out
			airlift_crewchief_stepout
			airlift_crewchief_stepout_idle
			airlift_crewchief_stepout_fire
			airlift_crewchief_stepout_fire_2_idle
		}

		airplane
		{
			death_pose_on_desk
			death_pose_on_window
			airplane_end_soldier
			airplane_end_VIP
			airplane_end_VIP_idle
		}

		president_crash
		{
			pres_crash_passenger_1
			pres_crash_passenger_2

		}

		level_embassy
		{
			//hostage anims
			hostage_human_shield_ter_pain
			hostage_human_shield_host_death
			hostage_chair_dive
			hostage_chair_ground_idle
			hostage_chair_idle
			hostage_chair_twitch
			hostage_chair_twitch2
			hostage_facedown_idle
			hostage_facedown_roll
			hostage_facedown_twitch
			hostage_fetal_idle
			hostage_fetal_roll
			hostage_fetal2_idle
			hostage_knees_fall
			hostage_knees_idle
			hostage_stand_fall
			hostage_stand_idle
			hostage_stand_idle_2
			hostage_stand_react_behind
			hostage_stand_react_front
			hostage_stand_twitch
			hostage_knees_twitch
			//custom blackhawk anims
			//signal over shoulder
			signal_over_shoulder
			// tarzan rappel through window
			rappel
			// rappel from roof to balcony
			rappel_straightdown
			// rappel down skylight
			rappel_skylight_mount
			rappel_skylight_idle
			rappel_skylight_drop
			//elevator opening sequence
			//Death poses
			//planting explosives
			explosive_plant_knee
			//sniper blown through door
			blow_back_dead
		}
		
		motorcycle_rider
		{
			motorcycle_rider_pose_f
			motorcycle_rider_pose_l
			motorcycle_rider_pose_r
		}

		mortars
		{
			mortar_loadguy_readyidle
			mortar_loadguy_waitidle
			mortar_loadguy_waittwitch
			mortar_loadguy_fire
			mortar_loadguy_pickup
			mortar_loadguy_run
			mortar_loadguy_setup
			mortar_aimguy_pickup
			mortar_aimguy_pickup_alone
			mortar_aimguy_readyidle
			mortar_aimguy_readyidle_alone
			mortar_aimguy_fire
			mortar_aimguy_fire_alone
			mortar_aimguy_waittwitch
			mortar_aimguy_waitidle
			mortar_loadguy_setup_right
			mortar_loadguy_setup_left
		}


		level_gully_assault
		{
			gully_trenchjump
		}


		level_burnville
		{
			fenceclimb
		}

		insurgent
		{
			insurgent_rambo_tagRifle_tagHands1
			insurgent_rambo_tagRifle_tagHands2
			insurgent_rambo_tagRifle_tagHands1
			insurgent_rambo_tagRifle_tagHands2
		}

		turret_ai
		{
			standSAWgunner_aim : complete nonloopsync
			{
				standSAWgunner_aim_15down
				{
					saw_gunner_aim_down_right45
					saw_gunner_aim_down_right30
					saw_gunner_aim_down_right15
					saw_gunner_aim_down_center
					saw_gunner_aim_down_left15
					saw_gunner_aim_down_left30
					saw_gunner_aim_down_left45
				}

				standSAWgunner_aim_level
				{
					saw_gunner_aim_level_right45
					saw_gunner_aim_level_right30
					saw_gunner_aim_level_right15
					saw_gunner_aim_level_center
					saw_gunner_aim_level_left15
					saw_gunner_aim_level_left30
					saw_gunner_aim_level_left45
				}

				standSAWgunner_aim_15up
				{
					saw_gunner_aim_up_right45
					saw_gunner_aim_up_right30
					saw_gunner_aim_up_right15
					saw_gunner_aim_up_center
					saw_gunner_aim_up_left15
					saw_gunner_aim_up_left30
					saw_gunner_aim_up_left45
				}
			}

			proneSAWgunner_aim : complete nonloopsync
			{
				proneSAWgunner_aim_15down
				{
					saw_gunner_prone_aim_down_left40
					saw_gunner_prone_aim_down_left20
					saw_gunner_prone_aim_down_center
					saw_gunner_prone_aim_down_right20
					saw_gunner_prone_aim_down_right40
				}

				proneSAWgunner_aim_level
				{
					saw_gunner_prone_aim_level_left40
					saw_gunner_prone_aim_level_left20
					saw_gunner_prone_aim_level_center
					saw_gunner_prone_aim_level_right20
					saw_gunner_prone_aim_level_right40
				}

				proneSAWgunner_aim_15up
				{
					saw_gunner_prone_aim_up_left40
					saw_gunner_prone_aim_up_left20
					saw_gunner_prone_aim_up_center
					saw_gunner_prone_aim_up_right20
					saw_gunner_prone_aim_up_right40
				}
			}

			technical_turret_pain
			technical_turret_death

			technicalGunner_aim : complete nonloopsync
			{
				technicalGunner_aim_15down
				{
					technical_turret_aim_down_center
				}

				technicalGunner_aim_level
				{
					technical_turret_aim_level_center
				}

				technicalGunner_aim_15up
				{
					technical_turret_aim_up_center
				}
			}
			
			humveeGunner_aim : complete nonloopsync
			{			
				humveeGunner_aim_20down
				{
					humvee_turret_aim_2
				}

				humveeGunner_aim_level
				{
					humvee_turret_aim_5
				}

				humveeGunner_aim_25up
				{
					humvee_turret_aim_8
				}
			}
			
			additive_humveeGunner_aim_leftright : additive
			{
				humvee_turret_aim_4_add
				humvee_turret_aim_6_add
			}
			
			additive_humveeGunner_usegun : additive
			{
				humvee_turret_idle
				humvee_turret_driveidle
				humvee_turret_fire
			}
			
			humveeGunner : complete nonloopsync
			{
				humvee_passenger_2_turret
				humvee_turret_2_passenger
				humvee_turret_rechamber
				humvee_turret_bounce
				humvee_turret_idle_lookback
				humvee_turret_idle_lookbackB
				humvee_turret_idle_signal_forward
				humvee_turret_idle_signal_side
				humvee_turret_radio
				humvee_turret_flinchA
				humvee_turret_flinchB
				humvee_turret_painA
				humvee_turret_painB
			}
			
			humveeGunner_death : complete nonloopsync
			{
				humvee_turret_death
			}
                        
			LGVGunner_aim : complete nonloopsync
			{			
				LGVGunner_aim_15down
				{
					nx_tp_chinese_lgv_gunner_aim_1
				}

				LGVGunner_aim_level
				{
					nx_tp_chinese_lgv_gunner_aim_3
				}

				LGVGunner_aim_15up
				{
					nx_tp_chinese_lgv_gunner_aim_5
				}
			}
			
			additive_LGVGunner_aim_leftright : additive
			{
				nx_tp_chinese_lgv_gunner_aim_2_add
				nx_tp_chinese_lgv_gunner_aim_4_add
			}
			
			additive_LGVGunner_usegun : additive
			{
				nx_tp_chinese_lgv_gunner_idle
				nx_tp_chinese_lgv_gunner_driveidle
				nx_tp_chinese_lgv_gunner_fire
			}
			
			LGVGunner : complete nonloopsync
			{
				nx_tp_chinese_lgv_gunner_rechamber
                nx_tp_chinese_lgv_gunner_pain
			}
			
			LGVGunner_death : complete nonloopsync
			{
				nx_tp_chinese_lgv_gunner_death
			}                        

			crouchSAWgunner_aim : complete nonloopsync
			{
				crouchSAWgunner_aim_15down
				{
					saw_gunner_lowwall_aim_down_left45
					saw_gunner_lowwall_aim_down_left30
					saw_gunner_lowwall_aim_down_left15
					saw_gunner_lowwall_aim_down_center
					saw_gunner_lowwall_aim_down_right15
					saw_gunner_lowwall_aim_down_right30
					saw_gunner_lowwall_aim_down_right45
				}

				crouchSAWgunner_aim_level
				{
					saw_gunner_lowwall_aim_level_left45
					saw_gunner_lowwall_aim_level_left30
					saw_gunner_lowwall_aim_level_left15
					saw_gunner_lowwall_aim_level_center
					saw_gunner_lowwall_aim_level_right15
					saw_gunner_lowwall_aim_level_right30
					saw_gunner_lowwall_aim_level_right45
				}

				crouchSAWgunner_aim_15up
				{
					saw_gunner_lowwall_aim_up_left45
					saw_gunner_lowwall_aim_up_left30
					saw_gunner_lowwall_aim_up_left15
					saw_gunner_lowwall_aim_up_center
					saw_gunner_lowwall_aim_up_right15
					saw_gunner_lowwall_aim_up_right30
					saw_gunner_lowwall_aim_up_right45
				}
			}
			
			additive_saw_idle : additive
			{
				saw_gunner_idle
				saw_gunner_lowwall_idle
				saw_gunner_prone_idle
				
				technical_turret_driveidle
			}
			
			additive_saw_fire : additive
			{
				saw_gunner_firing_add
				saw_gunner_lowwall_firing
				saw_gunner_prone_firing
				
				technical_turret_firing
			}
			

		}

		mi17
		{
			mi17_1_drop
			mi17_1_idle
			mi17_2_idle
			mi17_2_drop
			mi17_3_idle
			mi17_3_drop
			mi17_4_idle
			mi17_4_drop
			mi17_5_idle
			mi17_5_drop
			mi17_6_idle
			mi17_6_drop
			mi17_7_idle
			mi17_7_drop
			mi17_8_idle
			mi17_8_drop
			mi17_pilot_idle
			mi17_copilot_idle
			mi17_heli_idle
		}

		blackhawk
		{
			bh_side01_fastrope_whole_test
			bh_side01_idle01_test
			bh_side02_fastrope_whole_test
			bh_side02_idle01_test
			bh_fastrope_land
			bh_fastrope_loop
			bh_Pilot_idle
			bh_coPilot_idle
			bh_1_idle
			bh_1_drop
			bh_1_begining
			bh_2_idle
			bh_2_drop
			bh_2_begining
			bh_3_idle
			bh_3_drop
			bh_3_begining
			bh_4_idle
			bh_4_drop
			bh_4_begining
			bh_5_idle
			bh_5_drop
			bh_5_begining
			bh_6_idle
			bh_6_drop
			bh_6_begining
			bh_7_idle
			bh_7_drop
			bh_7_begining
			bh_8_idle
			bh_8_drop
			bh_8_begining
			bh_player_idle
			bh_player_rope_end
			bh_player_rope_start
			bh_player_rope_middle

			nx_tp_blackhawk_armed_idle_low_guy01
			nx_tp_blackhawk_armed_idle_low_guy02
			
			cs_bh_1_drop
			cs_bh_2_drop
			cs_bh_4_drop
			cs_bh_5_drop
			cs_bh_6_drop
			cs_bh_1_idle_start
			cs_bh_2_idle_start
			
			cargoship_opening_position1
			cargoship_opening_price
			bh_idle_start_guy1
			bh_idle_start_guy2
			bh_crew_idle_guy1
			bh_crew_idle_guy2
			fastrope_fall

		}
		bmp
		{
			bmp_exit_1
			bmp_exit_2
			bmp_exit_3
			bmp_exit_4
			bmp_idle_1
			bmp_idle_2
			bmp_idle_3
			bmp_idle_4
			
		}
		uaz
		{
			UAZ_driver_death
			UAZ_rear_driver_death
			UAZ_passenger_death
			UAZ_passenger2_death
			UAZ_driver_duck
			UAZ_driver_idle
			UAZ_driver_turnleft
			UAZ_driver_turnright
			UAZ_driver_weave
			UAZ_Lguy_fire_back
			UAZ_Lguy_fire_hide_back_v1
			UAZ_Lguy_fire_hide_back_v2
			UAZ_Lguy_fire_side_v1
			UAZ_Lguy_fire_side_v2
			UAZ_Lguy_idle_hide
			UAZ_Lguy_standfire_side_v3
			UAZ_Lguy_standfire_side_v4
			UAZ_Lguy_trans_back2hide
			UAZ_Lguy_trans_hide2back
			UAZ_Lguy_idle_react
			UAZ_Lguy_fire_hide_forward
			UAZ_Rguy_fire_back_RPG
			UAZ_Rguy_fire_back_v1
			UAZ_Rguy_fire_back_v2
			UAZ_Rguy_idle
			UAZ_Rguy_scan_side_v1
			uaz_driver_enter_from_huntedrun
			uaz_driver_exit_into_run
			uaz_driver_idle_drive
			uaz_passenger_enter_from_huntedrun
			uaz_passenger_exit_into_run
			uaz_passenger_idle_drive
			uaz_passenger2_idle
			uaz_rear_driver_idle
			uaz_passenger2_exit_into_run
			uaz_rear_driver_exit_into_run
			uaz_rear_driver_enter_from_huntedrun
			uaz_driver_exit_into_stand
			uaz_rear_driver_exit_into_stand
			uaz_passenger_exit_into_stand
			uaz_passenger2_exit_into_stand
			uaz_passenger2_enter_from_huntedrun
	
		}
		ch46e
		{
			ch_side01_idle01_test
			ch_side01_fastrope_whole_test
			ch_side01_idle02_test
			
			ch_side02_idle01_test
			ch_side02_fastrope_whole_test
			ch_side02_idle02_test
		}
		humvee
		{
			humvee_driver_climb_idle
			humvee_driver_climb_in
			humvee_driver_climb_out
			humvee_driver_twitch_1
			humvee_passenger_twitch_1_R
			humvee_passenger_idle_L
			humvee_passenger_idle_R
			humvee_passenger_in_L
			humvee_passenger_in_R
			humvee_passenger_out_L
			humvee_passenger_out_R
			
		}

		technical
		{
			pickup_driver_climb_in
			pickup_passenger_climb_in
			technical_driver_duck
			technical_driver_idle
			technical_driver_climb_out
			pickup_driver_climb_out
			technical_passenger_duck
			technical_passenger_idle
			technical_passenger_climb_out
			pickup_passenger_climb_out
			pickup_passenger_RL_idle
			pickup_passenger_RL_climb_out
			pickup_passenger_RR_idle
			pickup_passenger_RR_climb_out
			technical_driver_fallout
			technical_passenger_fallout
		}

		zpu
		{
			zpu_gunner_deathslouch
			zpu_gunner_deathslouchidle
			zpu_gunner_dismount
			zpu_gunner_fire_a
			zpu_gunner_fire_b
		}

		btr80
		{
			BTR80_crew_idle

			BTR80_exit_1
			BTR80_exit_2
			BTR80_exit_3
			BTR80_exit_4
		}

		BM21
		{
			bm21_guy1_idle
			bm21_guy2_idle
			bm21_guy3_idle
			bm21_guy4_idle
			bm21_guy5_idle
			bm21_guy6_idle
			bm21_guy7_idle
			bm21_guy8_idle
			bm21_guy1_climbout
			bm21_guy2_climbout
			bm21_guy3_climbout
			bm21_guy5_climbout
			bm21_guy6_climbout
			bm21_guy7_climbout
			bm21_guy_climbout_landing
			bm21_guy8_climbout
			bm21_guy4_climbout
			bm21_driver_climbout
			bm21_driver_idle
			bm21_passenger_climbout
			bm21_passenger_idle
		}
	}
            
	//---------------------------------
	// Real animations
	//---------------------------------

	rope_test
	
	bh_rope_idle_le
	bh_rope_drop_le

	nx_bh_rope_drop_le

	bh_rope_idle_ri
	bh_rope_drop_ri
	mi17_rope_idle_le
	mi17_rope_drop_le
	mi17_rope_idle_ri
	mi17_rope_drop_ri

	bh_rope_idle_cargoship_begin_ri
	bh_rope_drop_cargoship_begin_ri
	
	cargoship_opening_fastrope_80ft
	
	helicopter_pilot1_idle
	helicopter_pilot1_twitch_clickpannel
	helicopter_pilot1_twitch_lookback
	helicopter_pilot1_twitch_lookoutside
	helicopter_pilot2_idle
	helicopter_pilot2_twitch_clickpannel
	helicopter_pilot2_twitch_lookoutside
	helicopter_pilot2_twitch_radio
	
	little_bird_dismount_guy1
	little_bird_dismount_guy2
	little_bird_dismount_guy3
	little_bird_mount_guy1
	little_bird_mount_guy2
	little_bird_mount_guy3
	little_bird_alert_idle_guy1
	little_bird_alert_idle_guy2
	little_bird_alert_idle_guy3
	little_bird_alert_2_aim_guy1
	little_bird_alert_2_aim_guy2
	little_bird_alert_2_aim_guy3
	little_bird_casual_idle_guy1
	little_bird_casual_idle_guy2
	little_bird_casual_idle_guy3
	little_bird_aim_idle_guy1
	little_bird_aim_idle_guy2
	little_bird_aim_idle_guy3
	little_bird_aim_2_prelanding_guy1
	little_bird_aim_2_prelanding_guy2
	little_bird_aim_2_prelanding_guy3
	little_bird_prelanding_idle_guy1
	little_bird_prelanding_idle_guy2
	little_bird_prelanding_idle_guy3
	little_bird_premount_guy3
	little_bird_causual_idle_guy1
	little_bird_causual_idle_guy3
	little_bird_causual_idle_guy2
	little_bird_death_guy1
	little_bird_death_guy2
	little_bird_death_guy2B
	little_bird_death_guy3

	chicken_dance	

	stand_and_crouch	// Standing and crouching, not crawling
	{
		crouch2stand

		unarmed_crouch_idle1
		unarmed_crouch_twitch1
		unarmed_walk_slow

		cqb_stand_idle
		cqb_stand_twitch
		
		casual_stand_idle
		casual_stand_idle_trans_in
		casual_stand_idle_trans_out
		casual_stand_idle_twitch
		casual_stand_idle_twitchB
		
		casual_stand_v2_idle
		casual_stand_v2_twitch_radio
		casual_stand_v2_twitch_shift
		casual_stand_v2_twitch_talk
		
		casual_crouch_idle
		casual_crouch_idle_in
		casual_crouch_idle_out
		casual_crouch_twitch
		casual_crouch_point
		cliffhanger_casual_crouch_exit
		
		drone_stand_idle
		drone_stand_run
		drone_stand_death
		run_lowready_F_relative
		
		patrolstand_twitch
		patrolstand_look
		patrolstand_idle
			
		patrol_bored_walk_2_bored
		patrol_bored_2_combat_alarm
		patrol_bored_2_combat_alarm_short
		patrol_bored_idle
		patrol_bored_idle_smoke
		patrol_bored_idle_cellphone
		patrol_bored_twitch_bug
		patrol_bored_twitch_checkphone
		patrol_bored_twitch_salute
		patrol_bored_twitch_stretch
		patrol_bored_2_walk
		patrol_bored_2_walk_180turn
		patrol_bored_react_wave		
		patrol_bored_react_look_v1
		patrol_bored_react_look_v2
		patrol_bored_react_walkstop
		patrol_bored_react_walkstop_short
		patrol_bored_react_look_advance
		patrol_bored_react_look_retreat
		patrol_boredwalk_find
		patrol_boredjog_find
		patrol_boredrun_find

		
		// reactions
		exposed_crouch_idle_twitch_v2
		exposed_crouch_idle_twitch_v3
		exposed_backpedal
		exposed_backpedal_v2		
		
		CornerStndR_react_A
		//CornerStndR_react_B
		CornerStndL_react_A
		//CornerStndL_react_B
		crouch_cover_reaction_A
		crouch_cover_reaction_B
		stand_cover_reaction_A
		stand_cover_reaction_B
		//stand_cover_reaction_C

		RPG_stand_throw
		RPG_crouch_throw
		
		// modern stuff

		stand_grenade_throw
		stand_grenade_return_throw
		stand_grenade_return_kick
		crouch_grenade_throw
		crouch_grenade_return_throw
		crouch_grenade_return_fumble
		
		CQB_stand_grenade_throw
		
		grenade_return_running_kick_forward_1
		grenade_return_running_kick_forward_2
		grenade_return_running_throw_forward
		grenade_return_standing_throw_forward_1
		grenade_return_standing_throw_forward_2
		grenade_return_standing_throw_overhand_forward

		//moon reactions
		tp_moon_react_cover_stand_01
		tp_moon_react_cover_crouch_01
		tp_moon_react_cover_left_01 
		tp_moon_react_cover_right_01

		tp_moon_react_wizby_twitch_01

		tp_moon_react_stand_01
		tp_moon_react_crouch_01
		tp_moon_react_stealth_backpedal 
		tp_moon_react_stealth_backpedal2

		cover_shuffle
		{
			coverstand_hide_2_shuffleR
			coverstand_shuffleR
			coverstand_shuffleR_2_hide
			coverstand_hide_2_shuffleL
			coverstand_shuffleL
			coverstand_shuffleL_2_hide
			
			covercrouch_hide_2_shuffleR
			covercrouch_shuffleR
			covercrouch_shuffleR_2_hide
			covercrouch_hide_2_shuffleL
			covercrouch_shuffleL
			covercrouch_shuffleL_2_hide
			
			CornerCrL_alert_2_shuffle
			CornerCrL_shuffle_2_alert
			CornerCrR_alert_2_shuffle
			CornerCrR_shuffle_2_alert
			
			corner_standR_Door_R2L
			corner_standL_Door_L2R
			
			favela_chaotic_doorR2L_over
			favela_chaotic_doorR2L_hipA
			favela_chaotic_doorR2L_hipB

			favela_chaotic_doorL2R_stumble
			favela_chaotic_doorL2R_over
			favela_chaotic_doorL2R_hipA
			favela_chaotic_doorL2R_hipB
		}
			
		
		walk_and_run_loops : loopsync
		{
			crouchrun
			{
				crouch_fastwalk_F
				crouch_fastwalk_B
				crouch_fastwalk_L
				crouch_fastwalk_R

				//moon versions
				tp_moon_crouchwalk_straight
				tp_moon_crouchwalk_left
				tp_moon_crouchwalk_right
				tp_moon_crouchwalk_back

				riotshield_crouchwalk_F
				riotshield_crouchwalk_B
				riotshield_crouchwalk_L
				riotshield_crouchwalk_R

				launchfacility_b_ventwalk_v1_cycle
				launchfacility_b_ventwalk_v1_twitch
				launchfacility_b_ventwalk_v2_cycleA
				launchfacility_b_ventwalk_v2_twitchA
				launchfacility_b_ventwalk_v2_twitchB
			}
			combatrun
			{
				combatrun_forward
				{
					run_lowready_F // primary run animation
					run_lowready_reload
					combatwalk_F
					walk_forward
					nx_proto_retro_melee_run

					run_CQB_F_search_v1
					run_CQB_F_search_v2
					walk_CQB_F

					shotgun_CQBrun_pullout
					shotgun_CQBrun_putaway

					sprint1_loop
					sprint_loop_distant
					
					wounded_carry_jog_carrier
					wounded_carry_fastwalk_carrier
					wounded_carry_sprint_carrier
					
					combat_jog
					combat_jog_lookback
					combat_jog_lookside

					run_react_duck
					run_react_flinch
					run_react_stumble


					// moon anim
					tp_moon_sprint_straight 
					tp_moon_run_straight
					tp_moon_cqb_straight
					tp_moon_move_f                                                           
					tp_moon_civ_react_stumble
					tp_moon_melee_run

					run_n_gun
					{
						run_n_gun_F
						run_n_gun_L
						run_n_gun_R
						run_n_gun_L_120						
						run_n_gun_R_120 

						casual_killer_walk_shoot_F
						casual_killer_walk_shoot_R
						casual_killer_walk_shoot_L
						
						casual_killer_walk_shoot_F_aimdown
						casual_killer_walk_shoot_L_aimdown
						casual_killer_walk_shoot_R_aimdown
					}
					
					////////////////////
					// stairs					
					traverse_stair_run
					traverse_stair_run_01
					traverse_stair_run_down
					traverse_stair_run_down_01

					// vp and ss stairs for hithard
					nx_tp_hithard_VP_stairs_up
					nx_tp_hithard_VP_stairs_down
					nx_tp_hithard_SS_stairs_up
					nx_tp_hithard_SS_stairs_down

					// moon stairs

					tp_moon_stairs_up
					tp_moon_stairs_down

					////////////////////
					// patrol
					active_patrolwalk_v1
					active_patrolwalk_v2
					active_patrolwalk_v3
					active_patrolwalk_v4
					active_patrolwalk_v5

					patrolwalk_tired
					patrolwalk_swagger
					patrolwalk_bounce
					
					patrol_bored_patrolwalk
					patrol_bored_patrolwalk_twitch		
					
					patrol_boredwalk_lookcycle_A
					patrol_boredwalk_lookcycle_B			
					
					patrolwalk_cold_huddle_idle
					patrolwalk_cold_huddle_twitch
					patrolwalk_cold_crossed_idle
					patrolwalk_cold_crossed_twitch
					patrolwalk_cold_gunup_idle
					patrolwalk_cold_gunup_twitchA
					patrolwalk_cold_gunup_twitchB
					
					roadkill_shepherd_walk
					afchase_shepherd_flee_loop
							
					patrol_jog
					patrol_jog_look_up
					patrol_jog_360
					patrol_jog_orders
					
					Juggernaut_runF
					Juggernaut_walkF
					Juggernaut_sprint
                    tp_ares_runF
                    tp_ares_walkF
                    tp_ares_sprint
					
					riotshield_run_F
					riotshield_sprint

					heat_run_loop
					
					casual_killer_jog_B
					casual_killer_jog_A
					casual_killer_walk_F
					casual_killer_walk_L
					casual_killer_walk_R
                                        

					////////////////////
					// mission specific
					bog_a_javelin_jog
					cargoship_run_leanR
					cargoship_run_leanL
					
					cargoship_jog_leanL
					cargoship_jog_leanR

					huntedrun_1_idle
					huntedrun_1_look_left
					huntedrun_1_look_right
					huntedrun_2

					hunted_dazed_walk_A_zombie
					hunted_dazed_walk_B_blind
					hunted_dazed_walk_C_limp
					
					freerunnerA_loop
					freerunnerB_loop
			
					estate_downhill_1
					estate_downhill_2
					estate_downhill_3
					sprint_and_wave
									
					dcemp_flare_run
					dcemp_flare_wave_run

					////////////////////
					// civilian walk/runs

					unarmed_panickedrun_loop_V2
					unarmed_panickedrun_stumble
					unarmed_panickedrun_loop_bag
					unarmed_scared_jog
					unarmed_scared_run
					unarmed_scared_jog_look
					unarmed_scared_run_delta
				
					civilian_run_upright

					civilian_run_hunched_A
					civilian_run_hunched_C
					civilian_run_hunched_flinch
					//civilian_run_hunched_B
					//civilian_run_hunched_dodge

					civilian_crazywalker_loop
					civilian_crazywalker_twitchA
					civilian_crazywalker_twitchB
					civilian_crazywalker_twitchC

					civilian_cellphonewalk
					civilian_cellphonewalk_twitch

					civilian_sodawalk
					civilian_sodawalk_twitch

					civilian_walk_hurried_1
					civilian_walk_hurried_2
					civilian_walk_nervous
					civilian_walk_cool
					civilian_walk_paper
					civilian_walk_coffee
					civilian_walk_backpack
					civilian_walk_backpack_twitch
					civilian_walk_pda

					civilian_directions_1_A
					civilian_directions_2_A
					civilian_directions_2_A_idle
					civilian_directions_1_B
					civilian_directions_2_B

					civilian_briefcase_walk

					//skyscraper intro
					nx_tp_ss_baker_walk

					//moon civilian
					tp_moon_civ_run_combat
					tp_moon_civ_run_noncombat
					tp_moon_civ_run_hunched_combat_A
					tp_moon_civ_run_hunched_combat_B
					tp_moon_civ_run_hunched_combat_C

				}

				combatrun_backward
				{				
					combatwalk_B 
					walk_backward
					Juggernaut_WalkB
                    tp_ares_WalkB
					tp_moon_move_b
					riotshield_run_B
				}
				
				combatrun_left
				{				
					combatwalk_L
					walk_left
					Juggernaut_WalkL
					tp_ares_WalkL
					tp_moon_move_l
					riotshield_run_L
				}

				combatrun_right
				{				
					combatwalk_R
					walk_right
					Juggernaut_WalkR
					tp_ares_WalkR

					tp_moon_move_r
					riotshield_run_R
				}
				
				run_n_gun_B
				unarmed_run_russian
			}
			
			saw_gunner_run_fast
			//saw_gunner_run_slow
		}
		
		// aim/wave additives
		w_aim_2 : additive
		{
			walk_aim_2
            tp_ares_walk_aim_2
		}
		w_aim_4 : additive
		{
			walk_aim_4
            tp_ares_walk_aim_4
		}
		w_aim_6 : additive
		{
			walk_aim_6
            tp_ares_walk_aim_6
		}
		w_aim_8 : additive
		{
			walk_aim_8
            tp_ares_walk_aim_8
		}
		
		// transition slides - run to prone
		crouchrun2prone_straight
		crouchrun2prone_left
		crouchrun2prone_right
		
		reloads
		{
			reload_stand_rifle
		}
		
		exposed_dive_grenade_F
		exposed_dive_grenade_B
		exposed_squat_down_grenade_F
		exposed_squat_idle_grenade_F
		exposed_squat_up_grenade_F

		tp_moon_react_wizby_dive_01


	}
	
	exposed_modern
	{
		exposed_aiming
		{
			exposed_aim_5
			exposed_crouch_aim_5
			covercrouch_aim5
			coverstandaim_aim5
			covercrouch_lean_aim5
			pistol_stand_aim_5
			RPG_stand_aim_5
			RPG_crouch_aim_5
			CornerStndL_lean_aim_5
			CornerStndR_lean_aim_5
			CornerCrL_lean_aim_5
			CornerCrR_lean_aim_5
			CQB_stand_aim5
			prone_aim_5
			shotgun_aim_5
			riotshield_crouch_aim_5
			Juggernaut_aim5
            tp_ares_aim5
			heat_stand_aim_5
			casual_killer_stand_aim5
			
			walk_left_cargoship

			tp_moon_crouchexp_aim_straight
			tp_moon_exposed_stand_aim_straight
			tp_moon_coverR_stand_lean_aim_straight
			tp_moon_coverL_stand_lean_aim_straight
			tp_moon_coverL_crouch_lean_aim_straight
			tp_moon_coverR_crouch_lean_aim_straight
			tp_moon_coverF_crouch_crouch_aim_straight 
			tp_moon_coverF_crouch_lean_aim_straight
			tp_moon_coverF_stand_over_aim_straight
			
			aim_4 : additive
			{
				exposed_aim_4	
				exposed_turn_aim_4
				exposed_crouch_aim_4
				exposed_crouch_turn_aim_4
				covercrouch_aim4_add
				coverstandaim_aim4_add
				pistol_stand_aim_4_add
				pistol_stand_aim_4_alt
				RPG_stand_aim_4
				RPG_crouch_aim_4
				CornerStndL_lean_aim_4
				CornerStndR_lean_aim_4
				CornerCrL_lean_aim_4
				CornerCrR_lean_aim_4
				CQB_stand_aim4
				prone_aim_4_add
				shotgun_aim_4
				riotshield_crouch_aim_4
				//Juggernaut_aim4
                tp_ares_aim4
				heat_stand_aim_4
				casual_killer_stand_aim4

				tp_moon_crouchexp_add_aim_left
				tp_moon_crouchexp_add_turn_aim_left
				tp_moon_exposed_stand_add_aim_left
				tp_moon_exposed_stand_add_turn_aim_left
				tp_moon_coverR_stand_lean_aim_left
				tp_moon_coverL_stand_lean_aim_left
				tp_moon_coverL_crouch_lean_aim_left
				tp_moon_coverR_crouch_lean_aim_left

			}
			aim_6 : additive
			{
				exposed_aim_6
				exposed_turn_aim_6
				exposed_crouch_aim_6
				exposed_crouch_turn_aim_6
				covercrouch_aim6_add
				coverstandaim_aim6_add
				pistol_stand_aim_6_add
				pistol_stand_aim_6_alt
				RPG_stand_aim_6
				RPG_crouch_aim_6
				CornerStndL_lean_aim_6
				CornerStndR_lean_aim_6
				CornerCrL_lean_aim_6
				CornerCrR_lean_aim_6
				CQB_stand_aim6
				prone_aim_6_add
				shotgun_aim_6
				riotshield_crouch_aim_6				
				//Juggernaut_aim6
                tp_ares_aim6
				heat_stand_aim_6
				casual_killer_stand_aim6

				tp_moon_crouchexp_add_aim_right
				tp_moon_crouchexp_add_turn_aim_right
				tp_moon_exposed_stand_add_aim_right
				tp_moon_exposed_stand_add_turn_aim_right
				tp_moon_coverR_stand_lean_aim_right
				tp_moon_coverL_stand_lean_aim_right
				tp_moon_coverL_crouch_lean_aim_right
				tp_moon_coverR_crouch_lean_aim_right    

			}
			aim_2 : additive
			{
				exposed_aim_2	
				exposed_turn_aim_2
				exposed_crouch_aim_2
				exposed_crouch_turn_aim_2
				covercrouch_aim2_add
				coverstandaim_aim2_add
				pistol_stand_aim_2_add
				pistol_stand_aim_2_alt
				RPG_stand_aim_2
				RPG_crouch_aim_2
				CornerStndL_lean_aim_2
				CornerStndR_lean_aim_2
				CornerCrL_lean_aim_2
				CornerCrR_lean_aim_2
				CQB_stand_aim2
				prone_aim_2_add
				shotgun_aim_2
				heat_stand_aim_2
				casual_killer_stand_aim2
				riotshield_crouch_aim_2
				//Juggernaut_aim2
                tp_ares_aim2

				tp_moon_crouchexp_add_aim_down
				tp_moon_crouchexp_add_turn_aim_down
				tp_moon_exposed_stand_add_aim_down
				tp_moon_exposed_stand_add_turn_aim_down
				tp_moon_coverR_stand_lean_aim_down
				tp_moon_coverL_stand_lean_aim_down
				tp_moon_coverL_crouch_lean_aim_down
				tp_moon_coverR_crouch_lean_aim_down     

			}
			aim_8 : additive
			{
				exposed_aim_8	
				exposed_turn_aim_8
				exposed_crouch_aim_8
				exposed_crouch_turn_aim_8
				covercrouch_aim8_add
				coverstandaim_aim8_add
				pistol_stand_aim_8_add
				pistol_stand_aim_8_alt
				RPG_stand_aim_8
				RPG_crouch_aim_8
				CornerStndL_lean_aim_8
				CornerStndR_lean_aim_8
				CornerCrL_lean_aim_8
				CornerCrR_lean_aim_8
				CQB_stand_aim8
				prone_aim_8_add
				shotgun_aim_8
				heat_stand_aim_8
				casual_killer_stand_aim8
				riotshield_crouch_aim_8 
				//Juggernaut_aim8
                tp_ares_aim8

				tp_moon_crouchexp_add_aim_up
				tp_moon_crouchexp_add_turn_aim_up
				tp_moon_exposed_stand_add_aim_up
				tp_moon_exposed_stand_add_turn_aim_up
				tp_moon_coverR_stand_lean_aim_up
				tp_moon_coverL_stand_lean_aim_up
				tp_moon_coverL_crouch_lean_aim_up
				tp_moon_coverR_crouch_lean_aim_up       
			}			

			turn
			{
				exposed_crouch_turn_90_left
				exposed_crouch_turn_90_right
				exposed_crouch_turn_180_left
				exposed_crouch_turn_180_right
				
				exposed_tracking_turn45L
				exposed_tracking_turn90L
				exposed_tracking_turn135L
				exposed_tracking_turn180L
				exposed_tracking_turn45R
				exposed_tracking_turn90R
				exposed_tracking_turn135R
				exposed_tracking_turn180R

				tp_moon_crouchexp_turn_left_45  
				tp_moon_crouchexp_turn_left_90  
				tp_moon_crouchexp_turn_left_135 
				tp_moon_crouchexp_turn_left_180 
				tp_moon_crouchexp_turn_right_45 
				tp_moon_crouchexp_turn_right_90 
				tp_moon_crouchexp_turn_right_135
				tp_moon_crouchexp_turn_right_180

				tp_moon_exposed_stand_turn_left_45  
				tp_moon_exposed_stand_turn_left_90  
				tp_moon_exposed_stand_turn_left_135 
				tp_moon_exposed_stand_turn_left_180 
				tp_moon_exposed_stand_turn_right_45 
				tp_moon_exposed_stand_turn_right_90 
				tp_moon_exposed_stand_turn_right_135
				tp_moon_exposed_stand_turn_right_180

				tp_moon_react_wizby_turn_01
		
				pistol_stand_turn45R
				pistol_stand_turn45L
				pistol_stand_turn90R
				pistol_stand_turn90L
				pistol_stand_turn180L
				
				riotshield_crouch_Lturn
				riotshield_crouch_Rturn
				
				heat_stand_turn_180
				heat_stand_turn_L
				heat_stand_turn_R
        
                tp_ares_turn45l
                tp_ares_turn45r
                tp_ares_turn90l
                tp_ares_turn90r
                tp_ares_turn135l
                tp_ares_turn135r


			}
			
			add_idle : additive
			{
				exposed_idle_alert_v1
				exposed_idle_alert_v2
				exposed_idle_alert_v3
				
				exposed_crouch_idle_alert_v1
				exposed_crouch_idle_alert_v2
				exposed_crouch_idle_alert_v3
				
				CornerStndR_lean_idle
				CornerStndL_lean_idle
				CornerCrR_lean_idle
				CornerCrL_lean_idle
				
				RPG_stand_idle
				RPG_crouch_idle
				
				prone_idle
				
				Juggernaut_stand_idle
                tp_ares_stand_idle
				
				riotshield_crouch_idle_add
				riotshield_crouch_twitch
				
				heat_stand_idle				

				heat_stand_twitchA
				heat_stand_twitchB
				heat_stand_twitchC
				heat_stand_scanA
				heat_stand_scanB
				
				casual_killer_stand_idle

				tp_moon_crouchexp_idle
				tp_moon_exposed_stand_idle
				tp_moon_coverR_stand_lean_idle_01
				tp_moon_coverL_stand_lean_idle_01
				tp_moon_coverL_crouch_lean_idle_01
				tp_moon_coverR_crouch_lean_idle_01      

			}
			
			corner
			{
				corner_standL_trans_A_2_B_v2
				corner_standL_trans_alert_2_A
				corner_standL_trans_alert_2_B_v2
				corner_standL_trans_B_2_A_v2
				
				corner_standR_trans_A_2_B
				corner_standR_trans_A_2_B_v2
				corner_standR_trans_alert_2_A
				corner_standR_trans_alert_2_A_v2
				corner_standR_trans_alert_2_B
				corner_standR_trans_alert_2_B_v2
				corner_standR_trans_alert_2_B_v3
				corner_standR_trans_B_2_A
				corner_standR_trans_B_2_A_v2
				
				CornerCrL_trans_A_2_B
				CornerCrL_trans_B_2_A
				CornerCrL_trans_alert_2_A
				CornerCrL_trans_alert_2_B
				
				CornerCrR_trans_A_2_B
				CornerCrR_trans_B_2_A
				CornerCrR_trans_alert_2_A
				CornerCrR_trans_alert_2_B

				corner_standL_trans_A_2_alert_v2
				corner_standL_trans_B_2_alert_v2
				corner_standR_trans_A_2_alert
				corner_standR_trans_A_2_alert_v2
				corner_standR_trans_B_2_alert
				corner_standR_trans_B_2_alert_v2
				corner_standR_trans_B_2_alert_v3
				CornerCrL_trans_B_2_alert
				CornerCrL_trans_A_2_alert
				CornerCrR_trans_B_2_alert
				CornerCrR_trans_A_2_alert
				
				RPG_conceal_2_standR
				RPG_standR_2_conceal
				
				CornerStndL_lean_2_alert
				CornerStndL_alert_2_lean
				CornerStndR_lean_2_alert
				CornerStndR_alert_2_lean

				tp_moon_coverR_stand_alert_2_A_01
				tp_moon_coverR_stand_alert_2_B_01
				tp_moon_coverR_stand_A_2_alert_01
				tp_moon_coverR_stand_B_2_alert_01
				tp_moon_coverR_stand_A_2_B_01
				tp_moon_coverR_stand_B_2_A_01
				tp_moon_coverR_crouch_lean_2_alert_01   
				tp_moon_coverR_crouch_alert_2_lean_01  

				tp_moon_coverL_stand_alert_2_A_01
				tp_moon_coverL_stand_alert_2_B_01
				tp_moon_coverL_stand_A_2_alert_01
				tp_moon_coverL_stand_B_2_alert_01
				tp_moon_coverL_stand_A_2_B_01
				tp_moon_coverL_stand_B_2_A_01
				tp_moon_coverL_crouch_lean_2_alert_01 
				tp_moon_coverL_crouch_alert_2_lean_01

				tp_moon_coverR_crouch_alert_2_A_01      
				tp_moon_coverR_crouch_alert_2_B_01      
				tp_moon_coverR_crouch_A_2_alert_01
				tp_moon_coverR_crouch_B_2_alert_01          
				tp_moon_coverR_crouch_A_2_B_01
				tp_moon_coverR_crouch_B_2_A_01

				tp_moon_coverL_crouch_alert_2_A_01 
				tp_moon_coverL_crouch_alert_2_B_01 
				tp_moon_coverL_crouch_A_2_alert_01
				tp_moon_coverL_crouch_B_2_alert_01 
				tp_moon_coverL_crouch_A_2_B_01 
				tp_moon_coverL_crouch_B_2_A_01 
				
			}
		}
		
		reload
		{
			exposed_reload
			exposed_reloadb
			exposed_reloadc
			exposed_crouch_reload
			pistol_stand_reload_A
			RPG_stand_reload
			RPG_crouch_reload
			shotgun_stand_reload_A
			shotgun_stand_reload_B
			shotgun_stand_reload_C
			shotgun_crouch_reload
			CornerStndR_lean_reload
			CornerStndL_lean_reload
			CQB_stand_reload_steady
			CQB_stand_reload_knee
			coverstandaim_reload
			
			Juggernaut_stand_reload
            tp_ares_stand_reload

			riotshield_crouch_reload
			heat_exposed_reload
			heat_cover_reload_L
			heat_cover_reload_R
			
			tp_moon_crouchexp_reload
			tp_moon_crouchexp_reload_crouchhide			
			tp_moon_exposed_stand_reload
			tp_moon_exposed_stand_reload_crouchhide			
		}

		pistol_stand_pullout // static / switches from main weapon to pistol
		pistol_stand_switch // static / switches from pistol to main weapon

		exposed_grenadeThrowB
		exposed_grenadeThrowC

		tp_moon_exposed_stand_grenade
		
		riotshield_crouch_grenade_toss
		riotshield_idle

		exposed_crouch_2_stand
		exposed_stand_2_crouch

		tp_moon_exposed_stand_crouch_2_stand
		tp_moon_exposed_stand_stand_2_crouch
		
		pistol_crouchaimstraight2stand
		
		// path change		
		run_turn_L90
		run_turn_R90
		run_turn_L45
		run_turn_R45
		run_turn_L135
		run_turn_R135
		run_turn_180

		CQB_walk_turn_1
		CQB_walk_turn_2
		CQB_walk_turn_3
		CQB_walk_turn_4
		CQB_walk_turn_6
		CQB_walk_turn_7
		CQB_walk_turn_9
		
		civilian_cellphonewalk_turn_L
		civilian_cellphonewalk_turn_R
		
		civilian_briefcase_walk_turn_L
		civilian_briefcase_walk_turn_R
		
		civilian_run_upright_turnR45
		civilian_run_upright_turnL45
		civilian_run_upright_turnR90
		civilian_run_upright_turnL90
		civilian_run_upright_turnR135
		civilian_run_upright_turnL135
		civilian_run_upright_turn180
		
		
		civilian_run_hunched_turnR90
		civilian_run_hunched_turnR90_slide
		civilian_run_hunched_turnR90_stumble
		civilian_run_hunched_turnL90
		civilian_run_hunched_turnL90_slide
		civilian_run_hunched_turnL90_stumble
		civilian_run_hunched_turnR45
		civilian_run_hunched_turnL45
		
		// moon civilian
		tp_moon_civ_run_combat_hunched_turnL45
		tp_moon_civ_run_combat_hunched_turnL90
		tp_moon_civ_run_combat_hunched_turnR45
		tp_moon_civ_run_combat_hunched_turnR90
		
		tp_moon_civ_run_combat_turn_R45
		tp_moon_civ_run_combat_turn_L45
		tp_moon_civ_run_combat_turn_R90
		tp_moon_civ_run_combat_turn_L90
		tp_moon_civ_run_combat_turn_R135
		tp_moon_civ_run_combat_turn_L135
		tp_moon_civ_run_combat_turn_180

        tp_moon_civ_run_noncombat_turn_L90
		tp_moon_civ_run_noncombat_turn_R90
		tp_moon_civ_run_away_door_a
		tp_moon_civ_run_away_door_b
		tp_moon_civ_run_away_door_c
		tp_moon_civ_run_away_door_d
		tp_moon_civ_run_away_door_e
		tp_moon_civ_run_away_door_f
		tp_moon_civ_run_away_door_g
		tp_moon_civ_run_control_center_a
		tp_moon_civ_run_control_center_b
		tp_moon_civ_run_control_center_c
		tp_moon_civ_run_control_center_d
		tp_moon_civ_run_control_center_e
		tp_moon_civ_run_control_center_f

	

		// approaches/exits
		run_2_stand_F_6
		run_2_stand_90L
		run_2_stand_90R
		run_2_stand_180L
		stand_2_run_L
		stand_2_run_R
		stand_2_run_F_2
		stand_2_run_180L

		// moon versions
		tp_moon_exposed_stand_2_sprint_B
		tp_moon_exposed_stand_2_sprint_BR
		tp_moon_exposed_stand_2_sprint_BL
		tp_moon_exposed_stand_2_sprint_L
		tp_moon_exposed_stand_2_sprint_R
		tp_moon_exposed_stand_2_sprint_F
		tp_moon_exposed_stand_2_sprint_FR
		tp_moon_exposed_stand_2_sprint_FL
		tp_moon_exposed_sprint_2_stand_F
		tp_moon_exposed_sprint_2_stand_FL
		tp_moon_exposed_sprint_2_stand_FR
		tp_moon_exposed_sprint_2_stand_R
		tp_moon_exposed_sprint_2_stand_L
		tp_moon_exposed_sprint_2_stand_B
		tp_moon_exposed_sprint_2_stand_BL
		tp_moon_exposed_sprint_2_stand_BR

		tp_moon_exposed_stand_2_run_B       
		tp_moon_exposed_stand_2_run_BR      
		tp_moon_exposed_stand_2_run_BL      
		tp_moon_exposed_stand_2_run_L       
		tp_moon_exposed_stand_2_run_R       
		tp_moon_exposed_stand_2_run_F       
		tp_moon_exposed_stand_2_run_FR      
		tp_moon_exposed_stand_2_run_FL      
		tp_moon_exposed_run_2_stand_F       
		tp_moon_exposed_run_2_stand_FL      
		tp_moon_exposed_run_2_stand_FR      
		tp_moon_exposed_run_2_stand_R       
		tp_moon_exposed_run_2_stand_L       
		tp_moon_exposed_run_2_stand_B       
		tp_moon_exposed_run_2_stand_BL      
		tp_moon_exposed_run_2_stand_BR  
		
            
		
		tp_moon_cqb_exposed_stand_2_run_B       
		tp_moon_cqb_exposed_stand_2_run_BR      
		tp_moon_cqb_exposed_stand_2_run_BL      
		tp_moon_cqb_exposed_stand_2_run_L       
		tp_moon_cqb_exposed_stand_2_run_R       
		tp_moon_cqb_exposed_stand_2_run_F       
		tp_moon_cqb_exposed_stand_2_run_FR      
		tp_moon_cqb_exposed_stand_2_run_FL      
		tp_moon_cqb_exposed_run_2_stand_F       
		tp_moon_cqb_exposed_run_2_stand_FL      
		tp_moon_cqb_exposed_run_2_stand_FR      
		tp_moon_cqb_exposed_run_2_stand_R       
		tp_moon_cqb_exposed_run_2_stand_L       
		tp_moon_cqb_exposed_run_2_stand_B       
		tp_moon_cqb_exposed_run_2_stand_BL      
		tp_moon_cqb_exposed_run_2_stand_BR       
	   
		   							  
		tp_moon_exposed_crouch_2_run_B     
		tp_moon_exposed_crouch_2_run_BR    
		tp_moon_exposed_crouch_2_run_BL    
		tp_moon_exposed_crouch_2_run_L     
		tp_moon_exposed_crouch_2_run_R     
		tp_moon_exposed_crouch_2_run_F     
		tp_moon_exposed_crouch_2_run_FR    
		tp_moon_exposed_crouch_2_run_FL    
		tp_moon_exposed_run_2_crouch_F     
		tp_moon_exposed_run_2_crouch_FL    
		tp_moon_exposed_run_2_crouch_FR    
		tp_moon_exposed_run_2_crouch_R     
		tp_moon_exposed_run_2_crouch_L     
		tp_moon_exposed_run_2_crouch_B     
		tp_moon_exposed_run_2_crouch_BL    
		tp_moon_exposed_run_2_crouch_BR 

		tp_moon_run_turn_L90
		tp_moon_run_turn_R90
		tp_moon_run_turn_L45
		tp_moon_run_turn_R45
		tp_moon_run_turn_L135
		tp_moon_run_turn_R135
		tp_moon_run_turn_180

		tp_moon_cqb_turn_L90
		tp_moon_cqb_turn_R90
		tp_moon_cqb_turn_L45
		tp_moon_cqb_turn_R45
		tp_moon_cqb_turn_L135
		tp_moon_cqb_turn_R135
		tp_moon_cqb_turn_180
		
		tp_moon_sprint_turn_L90
		tp_moon_sprint_turn_R90
		tp_moon_sprint_turn_L45
		tp_moon_sprint_turn_R45
		tp_moon_sprint_turn_L135
		tp_moon_sprint_turn_R135
		tp_moon_sprint_turn_180

		tp_moon_react_wizby_stand
		tp_moon_react_surprise

		run_2_crouch_F
		run_2_crouch_90L
		run_2_crouch_90R
		run_2_crouch_180L
		crouch_2run_L
		crouch_2run_R
		crouch_2run_F
		crouch_2run_180
		
		surprise_start_v1 
		surprise_stop_v1 
		
		riotshield_walk2crouch_8
		riotshield_crouch2walk

		riotshield_walk_approach_2
		riotshield_walk_approach_3
		riotshield_walk_approach_1
		riotshield_walk_approach_6
		riotshield_walk_approach_4
		riotshield_run_approach_2
		riotshield_run_approach_3
		riotshield_run_approach_1
		riotshield_run_approach_6
		riotshield_run_approach_4		
		
		CQB_stop_1
		CQB_stop_2
		CQB_stop_2_signal
		CQB_stop_3
		CQB_stop_4
		CQB_stop_6
		CQB_stop_7
		CQB_stop_8
		CQB_stop_9
		
		CQB_start_1
		CQB_start_2
		CQB_start_3
		CQB_start_4
		CQB_start_6
		CQB_start_7
		CQB_start_8
		CQB_start_9
		
		CQB_crouch_start_1
		CQB_crouch_start_2
		CQB_crouch_start_3
		CQB_crouch_start_4
		CQB_crouch_start_6
		CQB_crouch_start_7
		CQB_crouch_start_8
		CQB_crouch_start_9
		
		CQB_crouch_stop_1
		CQB_crouch_stop_2
		CQB_crouch_stop_3
		CQB_crouch_stop_4
		CQB_crouch_stop_6
		CQB_crouch_stop_7
		CQB_crouch_stop_8
		CQB_crouch_stop_9
		
		heat_approach_1
		heat_approach_2
		heat_approach_3
		heat_approach_4
		heat_approach_4a
		heat_approach_6
		heat_approach_8

		heat_exit_1
		heat_exit_2
		heat_exit_3
		heat_exit_4
		heat_exit_6
		heat_exit_6a
		heat_exit_7
		heat_exit_8
		heat_exit_8a
		heat_exit_8R
		heat_exit_8L
		heat_exit_9
		
		casual_killer_walk_stop
		casual_killer_jog_stop
		
		casual_killer_walk_start
		casual_killer_jog_start

		stand_2_prone
		stand_2_prone_nodelta
		stand_2_prone_firing
		crouch_2_prone
		crouch_2_prone_firing
		prone_2_stand
		prone_2_stand_nodelta
		prone_2_stand_firing
		prone_2_crouch
		prone_2_crouch_firing
		
		prone_legsstraight	// legacy, may be unnecessary
		{
			prone_crawl_2_prone
			prone_crawl
			prone_2_prone_crawl
			prone_aim_idle
		}

		prone_modern
		{
			//TODO: place these properly
			prone_grenade_a
			prone_fire_1
			prone_fire_2
			prone_fire_burst
			prone_melee
			prone_reaction_A
			prone_reaction_B
			prone_reload
			prone_twitch_ammocheck
			prone_twitch_look
			prone_twitch_lookfast
			prone_twitch_lookup
			prone_twitch_scan
			//prone_twitch_ammocheck2
			//prone_twitch_scan2
			//END TODO: place these properly
		}
	}
	flashed
	{
		exposed_flashbang_v1
		exposed_flashbang_v2
		exposed_flashbang_v3
		exposed_flashbang_v4
		exposed_flashbang_v5		
	}
	
	add_fire : additive
	{
		exposed_shoot_semi1
		exposed_shoot_semi2
		exposed_shoot_semi3
		exposed_shoot_semi4
		exposed_shoot_semi5
						
		exposed_shoot_auto_v2
		exposed_shoot_auto_v3

		exposed_shoot_burst3
		exposed_shoot_burst4
		exposed_shoot_burst5
		exposed_shoot_burst6

		nx_tp_stand_exposed_stream_01

		exposed_crouch_shoot_auto_v2

		exposed_crouch_shoot_burst3
		exposed_crouch_shoot_burst4
		exposed_crouch_shoot_burst5
		exposed_crouch_shoot_burst6

		exposed_crouch_shoot_semi1
		exposed_crouch_shoot_semi2
		exposed_crouch_shoot_semi3
		exposed_crouch_shoot_semi4
		exposed_crouch_shoot_semi5
		
		pistol_stand_fire_A
		
		RPG_stand_fire
		RPG_crouch_fire
		
		shotgun_stand_fire_1A
		shotgun_stand_fire_1B
		//shotgun_stand_fire_2
		shotgun_crouch_fire
		
		CornerStndR_lean_auto
		CornerStndR_lean_fire
		CornerStndL_lean_auto
		CornerStndL_lean_fire
		CornerCrR_lean_fire
		CornerCrR_lean_auto
		CornerCrL_lean_fire
		CornerCrL_lean_auto
		
		coverstandaim_fire
		coverstandaim_autofire

		Juggernaut_stand_fire_burst
        tp_ares_stand_fire_burst
		
		riotshield_crouch_fire_burst
		riotshield_crouch_fire_auto
		riotshield_crouch_fire_single
		
		heat_stand_fire_single
		heat_stand_fire_burst
		heat_stand_fire_auto
		
		casual_killer_stand_auto
		
		zodiac_leftside_fire_burst
		zodiac_leftside_fire_single
		zodiac_rightside_fire_burst
		zodiac_rightside_fire_single

		tp_moon_crouchexp_fire
		tp_moon_crouchexp_single_01
		tp_moon_crouchexp_burst2
		tp_moon_crouchexp_burst3
		tp_moon_crouchexp_burst4
		tp_moon_crouchexp_burst5
		tp_moon_crouchexp_burst6
		tp_moon_crouchexp_semi2 
		tp_moon_crouchexp_semi3 
		tp_moon_crouchexp_semi4
		tp_moon_crouchexp_semi5
		
		tp_moon_exposed_stand_fire
		tp_moon_exposed_stand_single_01
		tp_moon_exposed_stand_burst2
		tp_moon_exposed_stand_burst3
		tp_moon_exposed_stand_burst4
		tp_moon_exposed_stand_burst5
		tp_moon_exposed_stand_burst6
		tp_moon_exposed_stand_semi2 
		tp_moon_exposed_stand_semi3 
		tp_moon_exposed_stand_semi4
		tp_moon_exposed_stand_semi5
		
		tp_moon_coverR_stand_lean_fire_single
		tp_moon_coverR_stand_lean_fire_auto

		tp_moon_coverR_crouch_lean_fire_single  
		tp_moon_coverR_crouch_lean_fire_auto

		tp_moon_coverL_crouch_lean_fire_single
		tp_moon_coverL_crouch_lean_fire_auto

		tp_moon_coverL_stand_lean_fire_single
		tp_moon_coverL_stand_lean_fire_auto

		tp_moon_coverF_stand_over_fire           
		tp_moon_coverF_stand_over_semi2 
	}
	
	prone_legs_up
	{
		prone_aim_feet_45up
	}

	prone_legs_down
	{
		prone_aim_feet_45down
	}
	
	//climb/jump over walls
	jump_over_low_wall
	jump_over_high_wall
	step_up_low_wall
	step_down_low_wall
	jump_down_96
	jump_down_56
	jump_across_72
	jump_across_100_spring
	jump_across_100_lunge
	jump_across_100_stumble
	ladder_climbdown
	ladder_climbon
	ladder_climboff
	ladder_climbup
	traverse_wallhop
	traverse_wallhop_3
	trench_jump_out
	windowclimb_fall
	windowclimb_land
	windowclimb
	
	traverse40
	traverse40_2_cover
	traverse40_death_start
	traverse40_death_start_2
	traverse40_death_end
	traverse40_death_end_2
	slide_across_car
	slide_across_car_2_cover
	slide_across_car_death
	traverse90
	traverse90_IN_M
	traverse90_IN_ML
	traverse90_IN_MR
	traverse90_start_death
	traverse90_end_death
	
	traverse_window_M_2_run
	traverse_window_M_2_stop
	traverse_window_M_2_dive
	traverse_window_death_start
	traverse_window_death_end
	traverse_window_quick
	
	traverse_stepup_52
	traverse_jumpdown_40
	traverse_jumpdown_56
	traverse_jumpdown_96
	traverse_jumpdown_130
	
	riotshield_crouch2walk_2flee
	riotshield_crouch2stand_shield_drop

    tp_moon_trav_jump_d128_f50
    tp_moon_trav_jump_d112_f244
    tp_moon_trav_jump_d160_f244
    tp_moon_trav_jump_d64_f160
    tp_moon_trav_jump_d160_f160
    tp_moon_trav_jump_u48_f72
    tp_moon_trav_jump_d60_f420
    tp_moon_trav_jump_u64_f324_rail28
    tp_moon_trav_jump_rail26_d72_f64
    tp_moon_trav_jump_u32_f32_d32_f112
    tp_moon_trav_jump_u48
    tp_moon_trav_jump_u36_f_d188
    tp_moon_trav_jump_u36_f_d248
    tp_moon_trav_jump_u36_f_d284
    tp_moon_trav_cover_crouch_R_L_128
    tp_moon_trav_cover_crouch_L_R_128
    tp_moon_trav_storage_jump
    tp_moon_trav_jump_u40_f_d40_a
    tp_moon_trav_jump_u40_f_d40_b
	tp_moon_trav_jump_d200_f600
	tp_moon_trav_jump_d240_f328
	tp_moon_trav_jump_d220_f640



	melee
	{
		run_2_melee_charge
		stand_2_melee_1
		melee_1
		melee_sync_attack
		melee_sync_defend
		nx_proto_retro_melee_charge
		nx_proto_retro_melee_attack_A
		nx_proto_retro_melee_attack_B
		nx_proto_retro_stand_melee
		nx_proto_retro_jump_down_run
		nx_proto_retro_melee_idle_A
		nx_proto_retro_melee_idle_B
		
		bog_melee_R_attack
		bog_melee_R_defend

		//flip
		melee_F_awin_attack
		melee_F_awin_defend
		melee_F_awin_defend_survive
		melee_F_dwin_attack
		melee_F_dwin_defend

		cornerSdL_melee_winA_attacker
		cornerSdL_melee_winA_defender
		cornerSdL_melee_winA_defender_survive
		cornerSdL_melee_winD_attacker
		cornerSdL_melee_winD_attacker_survive
		cornerSdL_melee_winD_defender
		cornerSdR_melee_winA_attacker
		cornerSdR_melee_winA_defender
		cornerSdR_melee_winA_defender_bleedout
		cornerSdR_melee_winD_attacker
		cornerSdR_melee_winD_defender		
		
		riotshield_bashA_attack
		riotshield_bashA_defend
		riotshield_bashA_defend_survive
		
		riotshield_bashB_attack
		riotshield_bashB_defend
		riotshield_bash_vs_player
		
		window_melee

		//moon
		tp_moon_melee_attack
		tp_moon_melee_charge
		tp_moon_melee_stand_2_melee_1

	}
	
	melee_dog
	{
		AI_attacked_german_shepherd_01_start_a
		AI_attacked_german_shepherd_02_idle_a
		AI_attacked_german_shepherd_02_getup_a
		AI_attacked_german_shepherd_03_push_a
		AI_attacked_german_shepherd_03_shoot_a
		AI_attacked_german_shepherd_04_middle_a
		AI_attacked_german_shepherd_04_getup_a
		AI_attacked_german_shepherd_05_death_a
	}

	//melee_player_lockerroom
	//{
	//	guard_lockerroom_fight_attack
	//	guard_lockerroom_fight_miss
	//	guard_lockerroom_fight_start
	//}

	cover
	{
		modern_corner
		{
			corner_standL_reload_B_2_alert
			corner_standR_reload_B_2_alert

			corner_standL_alert_2_look
			corner_standL_look_2_alert
			corner_standl_look_2_alert_fast_v1
			corner_standL_look_idle

			corner_standL_alert_idle
			corner_standL_alert_twitch01
			corner_standL_alert_twitch02
			corner_standL_alert_twitch03
			corner_standL_alert_twitch04
			corner_standL_alert_twitch05
			corner_standL_alert_twitch06
			corner_standL_alert_twitch07
			
			corner_standL_blindfire_v1
			corner_standL_blindfire_v2
			
			corner_standL_rambo_jam
			corner_standL_rambo_set

			corner_standL_deathA
			corner_standL_deathB
			corner_standL_flinch
			corner_standL_grenade_A
			corner_standL_grenade_B
			corner_standL_look
			corner_standL_reload_v1
			corner_standL_reload_v2

			corner_standL_pain
			corner_standL_painB
			corner_standL_painC
			corner_standL_painD
			corner_standL_painE

			CornerCrR_alert_painA
			//CornerCrR_alert_painB
			CornerCrR_alert_painC
			CornerCrR_alert_death_slideout
			CornerCrR_alert_death_neck
			//CornerCrR_alert_death_fallout
			//CornerCrR_alert_death_stumble
			CornerCrR_alert_death_back
		
			CornerCrL_painB
			CornerCrL_death_side
			CornerCrL_death_back

			CornerCrL_alert_2_over
			CornerCrL_over_2_alert

			CornerCrL_alert_idle
			CornerCrL_look_fast
			CornerCrL_reloadA
			CornerCrL_reloadB
			CornerCrL_grenadeA
			CornerCrL_grenadeB
			CornerCrL_alert_2_stand
			CornerCrL_stand_2_alert
			CornerCrL_lean_2_alert
			CornerCrL_alert_2_lean
			
			CornerCrL_trans_IN_F
			CornerCrL_trans_IN_L
			CornerCrL_trans_IN_M
			CornerCrL_trans_IN_MF
			CornerCrL_trans_IN_ML
			CornerCrL_trans_IN_MR
			CornerCrL_trans_IN_R
			CornerCrL_trans_OUT_F
			CornerCrL_trans_OUT_L
			CornerCrL_trans_OUT_M
			CornerCrL_trans_OUT_MF
			CornerCrL_trans_OUT_ML
			CornerCrL_trans_OUT_MR
			CornerCrL_trans_OUT_R
			
			corner_standL_trans_CQB_IN_1
			corner_standL_trans_CQB_IN_2
			corner_standL_trans_CQB_IN_3
			corner_standL_trans_CQB_IN_4
			corner_standL_trans_CQB_IN_6
			corner_standL_trans_CQB_IN_7
			corner_standL_trans_CQB_IN_8
	
			corner_standL_trans_CQB_OUT_1
			corner_standL_trans_CQB_OUT_2
			corner_standL_trans_CQB_OUT_3
			corner_standL_trans_CQB_OUT_4
			corner_standL_trans_CQB_OUT_6
			corner_standL_trans_CQB_OUT_7
			corner_standL_trans_CQB_OUT_8
			
			CornerCrL_CQB_trans_IN_1
			CornerCrL_CQB_trans_IN_2
			CornerCrL_CQB_trans_IN_3
			CornerCrL_CQB_trans_IN_4
			CornerCrL_CQB_trans_IN_6
			CornerCrL_CQB_trans_IN_7
			CornerCrL_CQB_trans_IN_8

			CornerCrL_CQB_trans_OUT_1
			CornerCrL_CQB_trans_OUT_2
			CornerCrL_CQB_trans_OUT_3
			CornerCrL_CQB_trans_OUT_4
			CornerCrL_CQB_trans_OUT_6
			CornerCrL_CQB_trans_OUT_7
			CornerCrL_CQB_trans_OUT_8
			
			corner_standR_alert_2_look
			corner_standR_look_2_alert
			corner_standR_look_2_alert_fast
			corner_standR_look_idle			


			corner_standR_alert_idle
			corner_standR_alert_twitch01
			corner_standR_alert_twitch02
			corner_standR_alert_twitch03
			corner_standR_alert_twitch04
			corner_standR_alert_twitch05
			corner_standR_alert_twitch06
			corner_standR_alert_twitch07
			
			corner_standR_blindfire_v1
			corner_standR_blindfire_v2

			corner_standR_rambo_dive_v1
			corner_standR_rambo_dive_v2
			corner_standR_rambo_short
			corner_standR_rambo_jam
			corner_standR_rambo_med

			corner_standR_deathA
			corner_standR_deathB
			corner_standR_flinch
			corner_standR_flinchB
			corner_standR_grenade_A
			corner_standR_grenade_B
			corner_standR_look
			corner_standR_reload_v1
			corner_standR_reload_v2
			
			corner_standR_death_grenade_explode
			corner_standR_death_grenade_hit
			corner_standR_death_grenade_idle
			corner_standR_death_grenade_slump

			corner_standR_pain
			corner_standR_painB
			corner_standR_painC

			corner_standR_trans_IN_4
			corner_standR_trans_IN_2
			corner_standR_trans_IN_1
			corner_standR_trans_IN_3
			corner_standR_trans_IN_6
			corner_standR_trans_IN_8
			corner_standR_trans_IN_9
			corner_standR_trans_OUT_1
			corner_standR_trans_OUT_2
			corner_standR_trans_OUT_3
			corner_standR_trans_OUT_4
			corner_standR_trans_OUT_6
			corner_standR_trans_OUT_8
			corner_standR_trans_OUT_9
			
			corner_standR_trans_CQB_IN_1 
			corner_standR_trans_CQB_IN_2 
			corner_standR_trans_CQB_IN_3 
			corner_standR_trans_CQB_IN_4 
			corner_standR_trans_CQB_IN_6
			corner_standR_trans_CQB_IN_8
			corner_standR_trans_CQB_IN_9 

			corner_standR_trans_CQB_OUT_3
			corner_standR_trans_CQB_OUT_2
			corner_standR_trans_CQB_OUT_1
			corner_standR_trans_CQB_OUT_4
			corner_standR_trans_CQB_OUT_9
			corner_standR_trans_CQB_OUT_8
			corner_standR_trans_CQB_OUT_6

			CornerCrR_CQB_trans_IN_1
			CornerCrR_CQB_trans_IN_2
			CornerCrR_CQB_trans_IN_3
			CornerCrR_CQB_trans_IN_4
			CornerCrR_CQB_trans_IN_6
			CornerCrR_CQB_trans_IN_8
			CornerCrR_CQB_trans_IN_9
			
			CornerCrR_CQB_trans_OUT_1
			CornerCrR_CQB_trans_OUT_2
			CornerCrR_CQB_trans_OUT_3
			CornerCrR_CQB_trans_OUT_4
			CornerCrR_CQB_trans_OUT_6
			CornerCrR_CQB_trans_OUT_8
			CornerCrR_CQB_trans_OUT_9
		
			corner_standL_trans_IN_4
			corner_standL_trans_IN_1
			corner_standL_trans_IN_2
			corner_standL_trans_IN_3
			corner_standL_trans_IN_6
			corner_standL_trans_IN_7
			corner_standL_trans_IN_8
			corner_standL_trans_OUT_1
			corner_standL_trans_OUT_2
			corner_standL_trans_OUT_3
			corner_standL_trans_OUT_4
			corner_standL_trans_OUT_6
			corner_standL_trans_OUT_7
			corner_standL_trans_OUT_8
			
			CornerCrR_alert_idle
			CornerCrR_look_idle
			CornerCrR_reloadA
			CornerCrR_reloadB
			CornerCrR_grenadeA
			CornerCrR_alert_twitch_v1
			CornerCrR_alert_twitch_v2
			CornerCrR_alert_twitch_v3
			CornerCrR_alert_2_look
			CornerCrR_look_2_alert
			CornerCrR_look_2_alert_fast
			CornerCrR_alert_2_stand
			CornerCrR_stand_2_alert
			CornerCrR_reload_B_2_alert
			
			CornerCrR_alert_2_lean
			CornerCrR_lean_2_alert
			CornerCrR_alert_2_over
			CornerCrR_over_2_alert

			CornerCrR_trans_IN_F
			CornerCrR_trans_IN_L
			CornerCrR_trans_IN_M
			CornerCrR_trans_IN_MF
			CornerCrR_trans_IN_ML
			CornerCrR_trans_IN_MR
			CornerCrR_trans_IN_R
			CornerCrR_trans_OUT_F
			CornerCrR_trans_OUT_L
			CornerCrR_trans_OUT_M
			CornerCrR_trans_OUT_MF
			CornerCrR_trans_OUT_ML
			CornerCrR_trans_OUT_MR
			CornerCrR_trans_OUT_R   
											  
			tp_moon_coverR_crouch_2_run_B       
			tp_moon_coverR_crouch_2_run_BR      
			tp_moon_coverR_crouch_2_run_BL      
			tp_moon_coverR_crouch_2_run_L       
			tp_moon_coverR_crouch_2_run_R       
			tp_moon_coverR_crouch_2_run_F       
			tp_moon_coverR_crouch_2_run_FR      
			tp_moon_coverR_run_2_crouch_R       
			tp_moon_coverR_run_2_crouch_L       
			tp_moon_coverR_run_2_crouch_B       
			tp_moon_coverR_run_2_crouch_BL      
			tp_moon_coverR_run_2_crouch_BR      
			tp_moon_coverR_run_2_crouch_F       
			tp_moon_coverR_run_2_crouch_FR 
			

			tp_moon_cqb_coverR_crouch_2_run_B
			tp_moon_cqb_coverR_crouch_2_run_BR
			tp_moon_cqb_coverR_crouch_2_run_BL
			tp_moon_cqb_coverR_crouch_2_run_L
			tp_moon_cqb_coverR_crouch_2_run_R
			tp_moon_cqb_coverR_crouch_2_run_F
			tp_moon_cqb_coverR_crouch_2_run_FR
			tp_moon_cqb_coverR_run_2_crouch_R       
			tp_moon_cqb_coverR_run_2_crouch_L       
			tp_moon_cqb_coverR_run_2_crouch_B       
			tp_moon_cqb_coverR_run_2_crouch_BL      
			tp_moon_cqb_coverR_run_2_crouch_BR      
			tp_moon_cqb_coverR_run_2_crouch_F       
			tp_moon_cqb_coverR_run_2_crouch_FR
			     
											  
			tp_moon_coverR_stand_2_run_B         
			tp_moon_coverR_stand_2_run_BR        
			tp_moon_coverR_stand_2_run_BL        
			tp_moon_coverR_stand_2_run_L         
			tp_moon_coverR_stand_2_run_R         
			tp_moon_coverR_stand_2_run_F         
			tp_moon_coverR_stand_2_run_FR        
			tp_moon_coverR_run_2_stand_R         
			tp_moon_coverR_run_2_stand_L         
			tp_moon_coverR_run_2_stand_B         
			tp_moon_coverR_run_2_stand_BL        
			tp_moon_coverR_run_2_stand_BR        
			tp_moon_coverR_run_2_stand_F         
			tp_moon_coverR_run_2_stand_FR        
											  
			tp_moon_coverL_crouch_2_run_B       
			tp_moon_coverL_crouch_2_run_BR      
			tp_moon_coverL_crouch_2_run_BL      
			tp_moon_coverL_crouch_2_run_L       
			tp_moon_coverL_crouch_2_run_R       
			tp_moon_coverL_crouch_2_run_F       
			tp_moon_coverL_crouch_2_run_FL      
			tp_moon_coverL_run_2_crouch_R       
			tp_moon_coverL_run_2_crouch_L       
			tp_moon_coverL_run_2_crouch_B       
			tp_moon_coverL_run_2_crouch_BL      
			tp_moon_coverL_run_2_crouch_BR      
			tp_moon_coverL_run_2_crouch_F       
			tp_moon_coverL_run_2_crouch_FL  
			
			tp_moon_cqb_coverL_crouch_2_run_B       
			tp_moon_cqb_coverL_crouch_2_run_BR      
			tp_moon_cqb_coverL_crouch_2_run_BL      
			tp_moon_cqb_coverL_crouch_2_run_L       
			tp_moon_cqb_coverL_crouch_2_run_R       
			tp_moon_cqb_coverL_crouch_2_run_F       
			tp_moon_cqb_coverL_crouch_2_run_FL      
			tp_moon_cqb_coverL_run_2_crouch_R       
			tp_moon_cqb_coverL_run_2_crouch_L       
			tp_moon_cqb_coverL_run_2_crouch_B       
			tp_moon_cqb_coverL_run_2_crouch_BL      
			tp_moon_cqb_coverL_run_2_crouch_BR      
			tp_moon_cqb_coverL_run_2_crouch_F       
			tp_moon_cqb_coverL_run_2_crouch_FL      
											  
			tp_moon_coverL_stand_2_run_B          
			tp_moon_coverL_stand_2_run_BR         
			tp_moon_coverL_stand_2_run_BL         
			tp_moon_coverL_stand_2_run_L          
			tp_moon_coverL_stand_2_run_R          
			tp_moon_coverL_stand_2_run_F          
			tp_moon_coverL_stand_2_run_FL         
			tp_moon_coverL_run_2_stand_R          
			tp_moon_coverL_run_2_stand_L          
			tp_moon_coverL_run_2_stand_B          
			tp_moon_coverL_run_2_stand_BL         
			tp_moon_coverL_run_2_stand_BR         
			tp_moon_coverL_run_2_stand_F          
			tp_moon_coverL_run_2_stand_FL         

			tp_moon_coverR_stand_alert_idle
			tp_moon_coverR_stand_alert_twitch_01
			tp_moon_coverR_stand_alert_flinch_01
			tp_moon_coverR_stand_B_2_alert_reload
			tp_moon_coverR_stand_lean_2_alert_01
			tp_moon_coverR_stand_alert_2_lean_01
			tp_moon_coverR_stand_look
			tp_moon_coverR_stand_reload_01
			tp_moon_coverR_stand_grenade_exposed
			tp_moon_coverR_stand_grenade_safe
			tp_moon_coverR_stand_blindfire_01
			tp_moon_coverR_stand_alert_2_look
			tp_moon_coverR_stand_look_2_alert
			tp_moon_coverR_stand_look_2_alert_fast
			tp_moon_coverR_stand_look_idle
			tp_moon_coverR_stand_stand_2_alert
			tp_moon_coverR_stand_lean_reload
	
			tp_moon_coverL_stand_alert_idle
			tp_moon_coverL_stand_alert_twitch_01
			tp_moon_coverL_stand_alert_flinch_01
			tp_moon_coverL_stand_B_2_alert_reload
			tp_moon_coverL_stand_lean_2_alert_01
			tp_moon_coverL_stand_alert_2_lean_01
			tp_moon_coverL_stand_look
			tp_moon_coverL_stand_reload_01
			tp_moon_coverL_stand_grenade_exposed
			tp_moon_coverL_stand_grenade_safe
			tp_moon_coverL_stand_blindfire_01
			tp_moon_coverL_stand_alert_2_look
			tp_moon_coverL_stand_look_2_alert
			tp_moon_coverL_stand_look_2_alert_fast
			tp_moon_coverL_stand_look_idle
			tp_moon_coverL_stand_stand_2_alert
			tp_moon_coverL_stand_lean_reload

			tp_moon_coverL_crouch_alert_idle
			tp_moon_coverL_crouch_look
			tp_moon_coverL_crouch_reload_01 
			tp_moon_coverL_crouch_grenade_safe
			tp_moon_coverL_crouch_grenade_exposed
			tp_moon_coverL_crouch_alert_2_over 
			tp_moon_coverL_crouch_over_2_alert 
			tp_moon_coverL_crouch_alert_2_stand

	
			tp_moon_coverR_crouch_alert_idle                   
			tp_moon_coverR_crouch_reload_01         
			tp_moon_coverR_crouch_grenade_exposed   
			tp_moon_coverR_crouch_grenade_safe      
			tp_moon_coverR_crouch_look_2_alert      
			tp_moon_coverR_crouch_alert_2_stand              
			tp_moon_coverR_crouch_alert_2_over      
			tp_moon_coverR_crouch_over_2_alert      
			tp_moon_coverR_crouch_idle_twitch_01    
			tp_moon_coverR_crouch_idle_flinch_01    
			tp_moon_coverR_crouch_alert_2_look      
			tp_moon_coverR_crouch_look_2_alert_fast 
			tp_moon_coverR_crouch_look_idle

			tp_moon_death_cover_right_stand_01            
			tp_moon_death_cover_right_crouch_head_neck_01 
			tp_moon_death_cover_right_crouch_01           
			tp_moon_death_cover_left_stand_01             
			tp_moon_death_cover_left_crouch_01
			
            tp_moon_pain_cover_left_stand_01
			tp_moon_pain_cover_left_crouch_01  
			tp_moon_pain_cover_right_stand_01  
			tp_moon_pain_cover_right_crouch_01 

			
			//corner_crouchR_grenade_alert

			saw_gunner_prone_runin_M
			saw_gunner_prone_runin_ML
			saw_gunner_prone_runin_MR
			saw_gunner_prone_runout_F
			saw_gunner_prone_runout_M
			saw_gunner_prone_runout_L
			saw_gunner_prone_runout_R
			
			favela_chaotic_cornerL_hop90
			favela_chaotic_cornerL_high45
			favela_chaotic_cornerL_high90
			favela_chaotic_cornerL_mid45
			favela_chaotic_cornerL_mid90
			favela_chaotic_cornerL_grenade
			favela_chaotic_cornerR_med45
			favela_chaotic_cornerR_med90
			favela_chaotic_cornerR_low90
			favela_chaotic_cornerR_low45
			favela_chaotic_cornerR_high45
			favela_chaotic_cornerR_high90
			favela_chaotic_cornerR_grenade
			
			favela_chaotic_cornerCrR_fire_high
			favela_chaotic_cornerCrR_fire_mid
			favela_chaotic_cornerCrR_fire_low
			favela_chaotic_cornerCrL_fire_high
			favela_chaotic_cornerCrL_fire_mid
		}
		
		coverstand_modern
		{
			coverstand_hide_idle
			coverstand_hide_idle_twitch01
			coverstand_hide_idle_twitch02
			coverstand_hide_idle_twitch03
			coverstand_hide_idle_twitch04
			coverstand_hide_idle_twitch05
			coverstand_hide_idle_wave01
			coverstand_hide_idle_wave02
			coverstand_look_moveup
			coverstand_look_idle
			coverstand_look_movedown
			coverstand_look_movedown_fast
			coverstand_look_quick
			coverstand_look_quick_v2
			coverstand_hide_2_aim
			coverstand_aim_2_hide
			coverstand_grenadeA
			coverstand_grenadeB
			coverstand_reloadA
			coverstand_blindfire_1
			coverstand_blindfire_2
			coverstand_trans_OUT_L
			coverstand_trans_OUT_M
			coverstand_trans_OUT_R
			coverstand_trans_OUT_ML
			coverstand_trans_OUT_MR
			coverstand_trans_IN_L
			coverstand_trans_IN_M
			coverstand_trans_IN_R
			coverstand_trans_IN_ML
			coverstand_trans_IN_MR
			coverstand_death_left
			coverstand_death_right
			coverstand_pain_groin
			coverstand_pain_leg
			coverstand_react01
			coverstand_react02
			coverstand_react03
			coverstand_react04
			
			coverstand_2_coverstandaim
			coverstandaim_2_coverstand
			
			saw_gunner_runin_L
			saw_gunner_runin_R
			saw_gunner_runin_M
			saw_gunner_runin_ML
			saw_gunner_runin_MR
			saw_gunner_runout_L
			saw_gunner_runout_R
			saw_gunner_runout_M
			saw_gunner_runout_ML
			saw_gunner_runout_MR
			
			saw_gunner_lowwall_runin_L
			saw_gunner_lowwall_runin_R
			saw_gunner_lowwall_runin_M
			saw_gunner_lowwall_runin_ML
			saw_gunner_lowwall_runin_MR
			saw_gunner_lowwall_runout_L
			saw_gunner_lowwall_runout_R
			saw_gunner_lowwall_runout_M
			saw_gunner_lowwall_runout_ML
			saw_gunner_lowwall_runout_MR

			saw_gunner_reload
			saw_gunner_prone_reload
			saw_gunner_lowwall_reload
			
			favela_chaotic_standcover_fireA
			favela_chaotic_standcover_fireB
			favela_chaotic_standcover_fireC
			favela_chaotic_standcover_grenadefireA
			favela_chaotic_standcover_gunjamA
			favela_chaotic_standcover_gunjamB

			tp_moon_coverF_stand_hide_idle           
			tp_moon_coverF_stand_hide_idle_twitch_01 
			tp_moon_coverF_stand_hide_idle_flinch_01 
			tp_moon_coverF_stand_hide_2_stand        
			tp_moon_coverF_stand_stand_2_hide        
			tp_moon_coverF_stand_hide_2_over         
			tp_moon_coverF_stand_over_2_hide                  
			tp_moon_coverF_stand_blind_fire_01       
			tp_moon_coverF_stand_reload              
			tp_moon_coverF_stand_look_01             
			tp_moon_coverF_stand_grenade_safe_01     
			tp_moon_coverF_stand_grenade_exposed_01  
			tp_moon_coverF_stand_exposed_idle_01     
			tp_moon_coverF_stand_hide_to_look        
			tp_moon_coverF_stand_look_idle           
			tp_moon_coverF_stand_look_to_hide        
			tp_moon_coverF_stand_look_to_hide_fast
			
			tp_moon_coverF_stand_2_run_B 
			tp_moon_coverF_run_2_stand_R 
			tp_moon_coverF_run_2_stand_L 
			tp_moon_coverF_run_2_stand_BL
			tp_moon_coverF_run_2_stand_B 
			tp_moon_coverF_run_2_stand_BR
			tp_moon_coverF_stand_2_run_BR
			tp_moon_coverF_stand_2_run_BL
			tp_moon_coverF_stand_2_run_L 
			tp_moon_coverF_stand_2_run_R 


			tp_moon_death_cover_stand_01
			tp_moon_pain_cover_stand_01
  
		}
		
		covercrouch_modern
		{
			covercrouch_hide_idle
			covercrouch_twitch_1
			covercrouch_twitch_2
			covercrouch_twitch_3
			covercrouch_twitch_4
			
			covercrouch_hide_2_stand
			covercrouch_aim_2_hide
			covercrouch_lean_2_hide
			covercrouch_stand_2_hide
			covercrouch_hide_2_lean
			covercrouch_hide_2_aim

			covercrouch_hide_2_right
			covercrouch_right_2_hide
			covercrouch_left_2_hide
			covercrouch_hide_2_left

			covercrouch_run_in_L
			covercrouch_run_in_ML
			covercrouch_run_in_M
			covercrouch_run_in_MR
			covercrouch_run_in_R

			covercrouch_run_out_L
			covercrouch_run_out_ML
			covercrouch_run_out_M
			covercrouch_run_out_MR
			covercrouch_run_out_R

			covercrouch_reload_hide
			covercrouch_grenadeA
			covercrouch_grenadeB

			covercrouch_hide_look

			covercrouch_blindfire_1
			covercrouch_blindfire_2
			covercrouch_blindfire_3
			covercrouch_blindfire_4

			covercrouch_pain_right
			covercrouch_pain_front
			covercrouch_pain_left_3
		
			covercrouch_death_1
			covercrouch_death_2
			covercrouch_death_3

			tp_moon_coverF_crouch_hide_idle          
			tp_moon_coverF_crouch_hide_idle_twitch_01
			tp_moon_coverF_crouch_hide_2_crouch      
			tp_moon_coverF_crouch_hide_2_stand       
			tp_moon_coverF_crouch_hide_2_lean        
			tp_moon_coverF_crouch_hide_2_right       
			tp_moon_coverF_crouch_hide_2_left        
			tp_moon_coverF_crouch_crouch_2_hide      
			tp_moon_coverF_crouch_stand_2_hide       
			tp_moon_coverF_crouch_lean_2_hide        
			tp_moon_coverF_crouch_right_2_hide       
			tp_moon_coverF_crouch_left_2_hide        
			tp_moon_coverF_crouch_crouch_aim5        
			tp_moon_coverF_crouch_lean_aim5
			
			tp_moon_coverF_crouch_2_run_B  			
			tp_moon_coverF_crouch_2_run_BR           
			tp_moon_coverF_crouch_2_run_BL           
			tp_moon_coverF_crouch_2_run_L            
			tp_moon_coverF_crouch_2_run_R            
			tp_moon_coverF_run_2_crouch_R            
			tp_moon_coverF_run_2_crouch_L            
			tp_moon_coverF_run_2_crouch_B            
			tp_moon_coverF_run_2_crouch_BL           
			tp_moon_coverF_run_2_crouch_BR           
			
			tp_moon_death_cover_crouch_head_01            
			tp_moon_death_cover_crouch_back_01            
			tp_moon_death_cover_crouch_01
			tp_moon_pain_cover_crouch_01        

	//		covercrouch_aim_2_lean
	//		covercrouch_stand_2_hide
	//		covercrouch_stand_2_aim
	//		covercrouch_stand_2_lean
			
			favela_chaotic_crouchcover_fireA
			favela_chaotic_crouchcover_fireB
			favela_chaotic_crouchcover_fireC
			favela_chaotic_crouchcover_grenadefireA
			favela_chaotic_crouchcover_gunjamA
			favela_chaotic_crouchcover_gunjamB
		}
		
		generic_aim_left : additive
		{
			generic_aim_45L
		}
		generic_aim_right : additive
		{
			generic_aim_45R
		}
		
		casualcornerA_idle_left				// use idle most of the time
	}

	death
	{
		// prone
		prone_death_quickdeath
		//back (only happens when a pain animation is interrupted by death).
		// Crouch
		helicopter_death_fall
		// Crouch run
		// stand

		// Run
		death_run_onfront
		death_run_onleft
		death_run_forward_crumple
		// Left corner
		// Right corner

		// shotgun		
		death_shotgun_spinR
		death_shotgun_spinL
		death_shotgun_legs
		death_shotgun_back_v1

		// sniper		
		death_stand_sniper_spin1
		death_stand_sniper_spin2
		death_stand_sniper_leg
		death_stand_sniper_chest1
		death_stand_sniper_chest2

		// moto
		death_explosion_forward_superfar
	
		// Explosions
		death_explosion_up10			// Flies up 10 feet in the air.
		death_explosion_back13			// Flies back 13 feet.
		death_explosion_forward13		// etc.
		death_explosion_left11
		death_explosion_right13

		death_explosion_stand_B_v1
		death_explosion_stand_B_v2
		death_explosion_stand_B_v3
		death_explosion_stand_B_v4
		death_explosion_stand_F_v1
		death_explosion_stand_F_v2
		death_explosion_stand_F_v3
		death_explosion_stand_F_v4
		death_explosion_stand_L_v1
		death_explosion_stand_L_v2
		death_explosion_stand_L_v3
		death_explosion_stand_R_v1
		death_explosion_stand_R_v2
		death_explosion_run_F_v1
		death_explosion_run_F_v2
		death_explosion_run_F_v3
		death_explosion_run_F_v4
		death_explosion_run_B_v1
		death_explosion_run_B_v2
		death_explosion_run_R_v1
		death_explosion_run_R_v2
		death_explosion_run_L_v1
		death_explosion_run_L_v2

		// moon
		tp_moon_death_strong_leg_front_01           
		tp_moon_death_strong_lower_torso_front_01   
		tp_moon_death_strong_torso_front_01         
		tp_moon_death_strong_left_01                
		tp_moon_death_strong_right_01               
		tp_moon_death_running_forward_01            
		tp_moon_death_stand_legs_01                 
		tp_moon_death_stand_legs_extended_01        
		tp_moon_death_stand_head_01                 
		tp_moon_death_stand_neck_01                 
		tp_moon_death_stand_upper_torso_01          
		tp_moon_death_stand_upper_torso_extended_01 
		tp_moon_death_stand_upper_left_01           
		tp_moon_death_stand_front_head_01           
		tp_moon_death_stand_front_head_extended_01  
		tp_moon_death_stand_front_torso_01          
		tp_moon_death_stand_front_torso_extended_01 
		tp_moon_death_stand_back_01                 
		tp_moon_death_stand_firing_01               
		tp_moon_death_stand_generic_01
		tp_moon_death_stand_exposed_01              
		tp_moon_death_crouch_head                   
		tp_moon_death_crouch_torso                  
		tp_moon_death_crouch_twist                  
		tp_moon_death_crouch_generic                
		tp_moon_death_back_01                       
		tp_moon_death_explode_stand_front_01        
		tp_moon_death_explode_stand_right_01        
		tp_moon_death_explode_stand_left_01         
		tp_moon_death_explode_stand_back_01         
		tp_moon_death_explode_run_front_01          
		tp_moon_death_explode_run_right_01          
		tp_moon_death_explode_run_left_01           
		tp_moon_death_explode_run_back_01           

		// crawl
		crawl_death_front

		// Scripted deaths

		RPG_stand_death
		RPG_stand_death_stagger
		
		death_rooftop_A
		death_rooftop_B
		death_rooftop_C
		death_rooftop_D
		death_rooftop_E
		
		exposed_crouch_death_fetal
		exposed_crouch_death_flip
		exposed_crouch_death_twist
		
		exposed_death
		exposed_death_02
		exposed_death_falltoknees
		exposed_death_falltoknees_02
		exposed_death_firing
		exposed_death_firing_02
		exposed_death_groin
		exposed_death_headshot
		exposed_death_headtwist
		exposed_death_nerve
		exposed_death_twist
		exposed_death_neckgrab
		exposed_death_blowback
		exposed_death_flop
		exposed_death_leg

		stand_death_chest_blowback	// not used
		stand_death_chest_spin		// not used
		stand_death_head_straight_back
		stand_death_chest_stunned
		stand_death_shoulder_spin
		stand_death_shoulder_stumble
		stand_death_crotch
		stand_death_guts
		stand_death_face
		
		stand_death_tumbleback         
		stand_death_fallside           
		stand_death_tumbleforward      
		stand_death_stumbleforward     
		stand_death_leg                
		stand_death_headshot_slowfall  
		stand_death_shoulderback

		pistol_death_1
		pistol_death_2
		pistol_death_3
		pistol_death_4

		run_death_facedown
		run_death_fallonback
		run_death_flop
		run_death_roll
		
		saw_gunner_death
		saw_gunner_prone_death
		saw_gunner_lowwall_death
		
		riotshield_crouch_death
		riotshield_crouch_death_fallback
	}

	pain
	{
		// prone pain is in the prone section.
		saw_gunner_pain
		saw_gunner_prone_pain
		saw_gunner_prone_pain2
		saw_gunner_lowwall_pain_01
		saw_gunner_lowwall_pain_02
		
		//back (only happens when another animation is interrupted by pain)
		back_pain
		
		exposed_crouch_pain_chest
		exposed_crouch_pain_flinch
		exposed_crouch_pain_headsnap
		exposed_crouch_pain_left_arm
		exposed_crouch_pain_right_arm
		
		exposed_pain_2_crouch
		//exposed_pain_back
		exposed_pain_dropgun
		exposed_pain_groin
		//exposed_pain_left_arm
		//exposed_pain_leg
		exposed_pain_face
		exposed_pain_right_arm
		
		pistol_stand_pain_chest
		pistol_stand_pain_groin
		pistol_stand_pain_head
		pistol_stand_pain_leftshoulder
		pistol_stand_pain_rightshoulder
		
		run_pain_fallonknee
		run_pain_fallonknee_02
		run_pain_fallonknee_03
		run_pain_stomach
		run_pain_stumble
		run_pain_stomach_fast
		run_pain_leg
		run_pain_leg_fast
		run_pain_shoulder
		run_pain_fall
		run_pain_stomach_stumble
		run_pain_head
		
		//stand_extendedpainA
		stand_extendedpainB
		stand_extendedpainC
		
		stand_exposed_extendedpain_neck
		stand_exposed_extendedpain_shoulderswing
		stand_exposed_extendedpain_thigh
		stand_exposed_extendedpain_stomach
		stand_exposed_extendedpain_gut
		stand_exposed_extendedpain_hip
		//stand_exposed_extendedpain_side	// 11 sec
		stand_exposed_extendedpain_chest
		//stand_exposed_extendedpain_crotch	// similar to others
		
		stand_exposed_extendedpain_feet_2_crouch
		stand_exposed_extendedpain_head_2_crouch
		stand_exposed_extendedpain_hip_2_crouch
		stand_exposed_extendedpain_shoulder_2_crouch
		
		exposed_crouch_extendedpainA
		//exposed_crouch_extendedpainB

		// pain back to cover
		corner_standL_pain_A_2_alert
		corner_standL_pain_B_2_alert
		corner_standR_pain_B_2_alert
		covercrouch_pain_aim_2_hide_01
		coverstand_pain_aim_2_hide_01
		coverstand_pain_aim_2_hide_02		

		riotshield_crouch_pain		
		riotshield_crouch_grenade_blowback
		riotshield_crouch_grenade_blowbackL
		riotshield_crouch_grenade_blowbackR

		riotshield_crouch_grenade_flash1
		riotshield_crouch_grenade_flash2
		riotshield_crouch_grenade_flash3
		riotshield_crouch_grenade_flash4

		tp_moon_pain_shield_01
		tp_moon_pain_cover_right_stand_B_01
		tp_moon_pain_cover_left_stand_A_01
		tp_moon_pain_cover_left_stand_B_01

		tp_moon_pain_cover_stand_aim_01
		tp_moon_pain_cover_crouch_aim_01

		tp_moon_pain_long_run_01
		tp_moon_pain_med_run_01
		tp_moon_pain_short_run_01

		tp_moon_pain_stand_torso_extended_01
		tp_moon_pain_stand_head_01
		tp_moon_pain_stand_stand_head_extended_01 
		tp_moon_pain_stand_right_arm_01           
		tp_moon_pain_stand_left_arm_01            
		tp_moon_pain_stand_left_arm_extended_01   
		tp_moon_pain_stand_legs_01                
		tp_moon_pain_stand_legs_extended_01       
		tp_moon_pain_stand_feet_01                
		tp_moon_pain_stand_feet_extended_01       
		tp_moon_pain_stand_generic_long_death_01  
		tp_moon_pain_stand_generic_01             
		tp_moon_pain_stand_generic_extended_01    

		tp_moon_pain_crouch_generic_01   
		tp_moon_pain_crouch_exposed_01   
		tp_moon_pain_crouch_left_arm_01  
		tp_moon_pain_crouch_right_arm_01 

	}
	reaction
	{
		exposed_idle_reactB
		exposed_idle_reactA
		exposed_idle_twitch
		exposed_idle_twitch_v4
		exposed_idle_twitch_v2

		//moon reactions
		tp_moon_react_wizby_prone_01
		tp_moon_react_stealth

	}
	
	add_pain : additive
	{
		pain_add_standing_belly
		pain_add_standing_left_arm
		pain_add_standing_left_leg
		pain_add_standing_right_arm
		pain_add_standing_right_leg

		tp_moon_pain_add_generic_01  
		tp_moon_pain_add_left_arm_01 
		tp_moon_pain_add_right_arm_01
		tp_moon_pain_add_left_leg_01 
		tp_moon_pain_add_right_leg_01
	}

	riotshield_react : additive
	{
		riotshield_reactA
		riotshield_reactB
	}			
	
	dying
	{
		dying_base
		{
			dying_stand_2_crawl_v1
			dying_stand_2_crawl_v2
			dying_stand_2_crawl_v3
			
			civilian_crawl_1
			civilian_crawl_2

			dying_crouch_2_crawl
			
			dying_crawl

			dying_crawl_death_v1
			dying_crawl_death_v2
			dying_crawl_death_v3

			dying_crawl_2_back


			dying_stand_2_back_v1
			dying_stand_2_back_v2
			dying_stand_2_back_v3

			dying_crouch_2_back

			dying_back_idle

			dying_crawl_back

			dying_back_death_v1
			dying_back_death_v2
			dying_back_death_v3
			dying_back_death_v4
			
			dying_back_twitch_A
			dying_back_twitch_B
			
			dying_back_fire

			tp_moon_death_crawl_crouch_01
			tp_moon_death_back_01

			tp_moon_pain_stand_2_crawl_01     
			tp_moon_pain_crouch_2_crawl_01    
			tp_moon_pain_crawl                
			tp_moon_pain_death_01             
			tp_moon_pain_back_idle            
			tp_moon_pain_back_idle_twitch_01  
			tp_moon_pain_back_crawl           
			tp_moon_pain_back_fire            
			tp_moon_pain_back_death_01        
			tp_moon_pain_crawl_trans_stand_01 
			tp_moon_pain_crawl_trans_crouch_01
			tp_moon_pain_crawl_trans_prone_01 

		}
	
		dying_back_aim_4_wrapper : additive
		{
			dying_back_aim_4
		}
		dying_back_aim_6_wrapper : additive
		{
			dying_back_aim_6
		}
	}
	

    snowmobile
    {   
        snowmobile_driver_driving_jump_01
        snowmobile_driver_driving_bump_01
        snowmobile_driver_driving_bump_02
        snowmobile_driver_driving_swayL_01
        snowmobile_driver_driving_swayR_01
        snowmobile_driver_aiming_jump_01
        snowmobile_driver_aiming_bump_01
        snowmobile_driver_aiming_bump_02
        snowmobile_driver_aiming_swayL_01
        snowmobile_driver_aiming_swayR_01
        snowmobile_driver_death_F_01
        snowmobile_driver_death_F_02
        snowmobile_driver_death_B_01
        snowmobile_driver_death_B_02
        snowmobile_driver_death_B_03
        snowmobile_driver_death_L_01
        snowmobile_driver_death_L_02
        snowmobile_driver_death_L_03
        snowmobile_driver_death_R_01
        snowmobile_driver_death_R_02
        snowmobile_driver_death_R_03

		snowmobile_driver_mount_dir3
		snowmobile_driver_mount_dir3_short
		snowmobile_driver_mount_dir1
		snowmobile_driver_mount_dir1_short
		snowmobile_driver_dismount


        snowmobile_passenger_aim2hide
        snowmobile_passenger_hide2aim
        snowmobile_passenger_aiming_jump_01
        snowmobile_passenger_aiming_bump_01
        snowmobile_passenger_aiming_bump_02
        snowmobile_passenger_aiming_swayL_01
        snowmobile_passenger_aiming_swayR_01
        snowmobile_passenger_driving_jump_01
        snowmobile_passenger_driving_bump_01
        snowmobile_passenger_driving_bump_02
        snowmobile_passenger_driving_swayL_01
        snowmobile_passenger_driving_swayR_01
        snowmobile_passenger_driving_look_01
        
		snowmobile_passenger_mount_dir3
		snowmobile_passenger_mount_dir3_short
		snowmobile_passenger_mount_dir1
		snowmobile_passenger_mount_dir1_short
		snowmobile_passenger_dismount
        
        
        sm_turn
        {   
            snowmobile_passenger_hide

            sm_drive
            {
                snowmobile_driver_lean_L2R
                snowmobile_driver_lean_R2L
            }
            
            sm_lean : additive
            {   
                snowmobile_passenger_lean_L
                snowmobile_passenger_lean_R
            }
            
            sm_idle : additive
            {   
                snowmobile_driver_driving_idle
                snowmobile_passenger_driving_idle
            }
        }
 
 		sm_aiming
		{
			snowmobile_driver_aim5L
			snowmobile_driver_aim5C
			snowmobile_driver_aim5R
			
			sm_aim_4 : additive
			{
                snowmobile_driver_aim4L_add
                snowmobile_driver_aim4C_add
                snowmobile_driver_aim4R_add
			}
			sm_aim_6 : additive
			{
                snowmobile_driver_aim6L_add
                snowmobile_driver_aim6C_add
                snowmobile_driver_aim6R_add
			}
            sm_aim_5_delta
            {
    			snowmobile_passenger_aim5L
    			snowmobile_passenger_aim5C
    			snowmobile_passenger_aim5R
            }
            sm_aim_4_delta
            {
                snowmobile_passenger_aim4L
                snowmobile_passenger_aim4C
                snowmobile_passenger_aim4R
                
                sm_aim_1 : additive
                {
                    snowmobile_passenger_aim1L_add
                    snowmobile_passenger_aim1C_add
                    snowmobile_passenger_aim1R_add
                }
            }
            sm_aim_6_delta
            {
                snowmobile_passenger_aim6L
                snowmobile_passenger_aim6C
                snowmobile_passenger_aim6R
                
                sm_aim_3 : additive
                {
                    snowmobile_passenger_aim3L_add
                    snowmobile_passenger_aim3C_add
                    snowmobile_passenger_aim3R_add
                }
            }

			sm_add_idle : additive
			{
				snowmobile_driver_aiming_idle
				snowmobile_passenger_aiming_idle
			}
			
		}
		
		sm_reload
		{
			snowmobile_passenger_reload
		}

    	sm_add_fire : additive
    	{
            snowmobile_driver_fire
            snowmobile_driver_autofire
            snowmobile_passenger_fire
            snowmobile_passenger_autofire
    	}
    }
	
	zodiac
	{
		zodiac_actions // non-additive zodiac anims
		{
			zodiac_aim_left // on the right looking left
			{
				/*
				zodiac_price_left_aim_4
				zodiac_price_left_aim_5
				zodiac_price_left_aim_6
				*/
				zodiac_rightside_aim4
				zodiac_rightside_aim5
				zodiac_rightside_aim6
			}
			zodiac_aim_right // on the left looking right
			{
				zodiac_leftside_aim4
				zodiac_leftside_aim5
				zodiac_leftside_aim6
				/*
				zodiac_price_right_aim_4
				zodiac_price_right_aim_5
				zodiac_price_right_aim_6
				*/
			}
			
			zodiac_price_trans_R_2_L
			zodiac_price_trans_L_2_R
			zodiac_trans_L2R
			zodiac_trans_R2L
			
			zodiac_rightside_reload
			zodiac_leftside_reload
			zodiac_leftside_reloadB
			
			zodiac_rightside_shift
			zodiac_leftside_duck
		}
		
		zodiac_idle : additive
		{
			zodiac_rightside_idle
			zodiac_leftside_idle
		}
	}
	
	civilian
	{
		civilian_crawl_1_death_A
		civilian_crawl_1_death_B
		civilian_crawl_2_death_A
		civilian_crawl_2_death_B
	
		// human shield hostage prototype anims
		terrorist_human_shield_ter_pain
		terrorist_human_shield_ter_death
		terrorist_human_shield_host_death
		unarmed_cowerstand_idle
		unarmed_cowerstand_idle2point
		unarmed_cowerstand_point2idle
		unarmed_cowerstand_react
		unarmed_cowerstand_react_2_crouch
		unarmed_cowerstand_pointidle
		unarmed_cowercrouch_idle
		unarmed_cowercrouch_idle_duck
		unarmed_cowercrouch_react_A
		unarmed_cowercrouch_react_B
		unarmed_cowercrouch_crouch_2_stand
		
		unarmed_stumble_trashcan

		// garage guy
		//unarmed_waving_startidle
		//unarmed_waving_stepout
		
		unarmed_waving
		unarmed_waving_twitch 
		unarmed_close_garage
		unarmed_close_garage_v2 
		unarmed_shout_window
		unarmed_shout_window_v2
		
		//unarmed_waving_endidle
		unarmed_runinto_garage_right
		unarmed_runinto_garage_left
		unarmed_runinto_garage
		
		unarmed_climb_wall
		unarmed_climb_wall_v2
		//unarmed_climb_wall_v3
		//unarmed_pullup_window_guyA_idle
		//unarmed_pullup_window_guyA
		//unarmed_pullup_window_guyB
		
		civilian_stand_idle

		civilian_smoking_A
		civilian_smoking_B

		civilian_atm

		civilian_texting_standing
		civilian_texting_sitting

		civilian_sitting_talking_A_1
		civilian_sitting_talking_A_2
		civilian_sitting_talking_B_1
		civilian_sitting_talking_B_2

		civilian_sitting_business_lunch_A_1
		civilian_sitting_business_lunch_B_1

		civilian_crowd_behavior_A
		civilian_crowd_behavior_B
		
		civilian_reader_1
		civilian_reader_2
		
		civilian_briefcase_walk_shoelace

		escalator_up_briefcase_guy_enter
		escalator_up_briefcase_guy_idle
		escalator_up_briefcase_guy_exit
		escalator_down_briefcase_guy_enter
		escalator_down_briefcase_guy_idle
		escalator_down_briefcase_guy_exit
		escalator_up_generic_guy_enter
		escalator_up_generic_guy_idle
		escalator_up_generic_guy_exit
                
		//moon civilian
		tp_moon_civ_idle_combat_B
		tp_moon_civ_idle_noncombat
		
	}
	
	civilian_dodge
	{
		civilian_cellphonewalk_dodge_R
		civilian_cellphonewalk_dodge_L

		civilian_briefcase_walk_dodge_R
		civilian_briefcase_walk_dodge_L
		//civilian_briefcase_walk_dodge_R_alt
		//civilian_briefcase_walk_dodge_L_alt

		//moon civilian
		tp_moon_civ_dodge_L
		tp_moon_civ_dodge_R
	}
}

mortar
{
	mortar_closed_setup
	mortar_open_setup
}

scripted_talking
{
	generic_talker_axis
	generic_talker_allies

	// standalone neck/head only facial animations that have no associated full body animation
	facial_test_Z_02

	//Training
	train_fly_grenadedownrange
	train_fly_pickupfrag
	train_fly_woodpanel
	train_fly_theprivatehere
	train_fly_lightcover
	train_fly_showemprivate
	train_fly_popinandout
	train_fly_howtherangers
	train_fly_turnaround
	train_fly_fireattargets
	train_fly_fragstendtoroll

	train_cpd_grabapistol
	train_cpd_switchtorifle
	train_cpd_switchtosidearm
	train_cpd_alwaysfaster
	train_cpd_timerstarts
	train_cpd_putusin
	train_cpd_headupstairs
	train_cpd_anothergo
	train_cpd_runagain
	train_cpd_sloppy
	train_cpd_roughedges
	train_cpd_stillgotit
	train_cpd_veryimpressive
	train_cpd_verynice
	train_cpd_prettygood
	train_cpd_alrgihtiguess
	train_cpd_goodenough
	train_cpd_amazingwork
	train_cpd_donthaveallday
	train_cpd_realaction
	train_cpd_socombrass
	train_cpd_wasnthorrible
	train_cpd_lookok

	// cliffhanger
	cliff_pri_checksensor
	cliff_pri_seeme
	cliff_pri_bluedot
	cliff_pri_whitedots
	cliff_pri_scenicroute
	cliff_pri_letsgo
	cliff_pri_downloadfiles
	cliff_pri_runformigeast

	// airport
	airport_mkv_holdfire
	airport_mkv_haventweall
	airport_mkv_checkammo
	airport_mkv_ontime
	
	// roadkill
	roadkill_fly_bridgecomplete
	
	// dcemp
	dcemp_fly_fortourists
	dcemp_ar2_gotavisual
	dcemp_cpd_huah2
	dcemp_fly_heardtheman
	dcemp_cpd_talkingabout
	dcemp_ar1_moscow
	dcwhite_cpd_burnitdown
	dcwhite_ar1_huah
	dcemp_fly_timeisright
	dcemp_ar3_hustleup
	dcemp_fly_stayhere
	dcemp_fly_getagrip
	dcemp_fly_seekshelter
	dcemp_fly_regroup

        
	// favela_escape
    favela_escape_soap_pickusup
    favela_escape_soap_makeitgogo
    favela_escape_soap_cmt_jump

	// gulag
	gulag_cmt_riotshield
	gulag_cmt_roachfollow
	gulag_cmt_anotherway
	gulag_rpt_30sec
	gulag_cmt_seehostiles
	gulag_rpt_cutchatter
	gulag_wrm_thisway
	
	// arcadia
	arcadia_fly_nosign
	arcadia_fly_getthatbriefcase
	arcadia_fly_photosforg2
	arcadia_fly_notgoingtolike
	arcadia_fly_overlordhvi
	
	// boneyard
	byard_pri_droptheramp

	
	//AFchase
	afchase_pri_gunsspinup
	afchase_pri_cantlet
	afchase_pri_drivingtheboat
	afchase_pri_gogogo
	
	//Oilrig
	oilrig_nsl_copythat
	oilrig_nsl_strongholdsec
	oilrig_nsl_goingloud
	
}
	

wave : additive
{
	CQB_stand_wave_go_v1 //(hand signal - advance) 
}

wounded_aim : additive
{
	sniper_escape_price_aim_L
	sniper_escape_price_aim_R
} 

afchase_impaled_additive : additive
{		
	afchase_impaled_guy_aim6
	afchase_impaled_guy_aim4
}
