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

code
{
	main
	{
		//
		// Torso Animations
		//
		torso
		{
			// Temp placeholder anims
			pt_chicken_dance		 // Animation which indicates another animation is not completed yet
			pt_chicken_dance_crouch // ditto for this one
		
			//
			// Shooting anims
			//
			pt_moon_stand_shoot
			pt_stand_shoot_ares
			pt_stand_shoot_RPG
			pt_stand_shoot
			pt_stand_shoot_auto
			pt_stand_shoot_ads
			pt_stand_shoot_auto_ads
			pt_stand_shoot_akimbo
			pt_stand_shoot_mg
			pt_stand_shoot_ads_mg 
			pt_crouch_shoot
			pt_crouch_shoot_auto
			pt_crouch_shoot_ads
			pt_crouch_shoot_auto_ads
			pt_crouch_shoot_akimbo
                        		
			pt_stand_shoot_pistol
			pt_stand_shoot_ads_pistol
			pt_crouch_shoot_pistol
			pt_crouch_shoot_ads_pistol

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

			pt_stand_grenade_throw
			pt_stand_grenade_pullpin
			pt_crouch_grenade_throw
			pt_stand_stickgrenade_throw
			pt_stand_throw_knife
			pt_prone_throw_knife

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

			//
			// Reload anims
			//

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

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

			//
			// held object anims
			//
		
			pt_hold_setup

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

			pt_melee_crouch_left2left
			pt_melee_crouch_left2right
			pt_melee_crouch_right2left

			pt_melee_pistol_1
			pt_melee_pistol_2
			pt_melee_pistol_3
			pt_melee_pistol_4

			pt_melee_prone
			pt_melee_prone_pistol
			pt_melee_shield


			//
			// swap anims
			//

			pt_stand_putaway_shield
			pt_stand_pullout_shield
			pt_stand_pullout_remotecontroller
			pt_stand_core_pullout

			//
			// pullout poses
			//
		
			pt_crouch_pullout_pose
			pt_stand_pullout_pose
			pt_prone_pullout_pose

			// shellshock anims
			pb_stand_shellshock
			pb_crouch_shellshock
			pt_shield_shellshock
			pt_akimbo_shellshock

			//
			// Flinch
			//

			pt_flinch_forward			// PI - RIFLE
			pt_flinch_back
			pt_flinch_left
			pt_flinch_right
			pt_flinch_pistol_left		// PI - PISTOL
			pt_flinch_pistol_forward
			pt_flinch_pistol_back
			pt_flinch_pistol_right
			pt_flinch_grenade_right
			pt_flinch_grenade_left
			pt_flinch_grenade_forward
			pt_flinch_grenade_back
			
			pt_laststand_pullout_pose
			pt_laststand_reload_RPG
			pt_laststand_fire
			pt_laststand_fire_akimbo
			pt_laststand_fire_RPG
			pt_laststand_reload
			pt_laststand_reload_akimbo

			//pain test
			minorpain_chest_front
			minorpain_chest_right
			minorpain_chest_left
		}
		
		//
		// Legs Animations (also full body anims)
		//
		legs
		{
			//
			// Idle anims
			//

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

			pb_crouch_alert
			pb_crouch_ads
			pb_crouch_alert_pistol
			pb_crouch_ads_pistol
			pb_crouch_alert_unarmed
			pb_prone_hold
			pb_stand_alert_akimbo
			pb_crouch_alert_akimbo
			pb_stand_alert_shield
			pb_crouch_alert_shield
		

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

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

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

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

			pb_walk_forward_ares
			pb_walk_back_ares
			pb_walk_left_ares
			pb_walk_right_ares

			pb_walk_forward_mg
			pb_sprint_mg
			pb_combatrun_forward_mg
			pb_combatrun_right_mg
			pb_combatrun_left_mg
			pb_combatrun_back_mg

			pb_combatrun_forward_ares
			pb_combatrun_back_ares
			pb_combatrun_left_ares
			pb_combatrun_right_ares

			pb_moon_run_forward
			pb_moon_run_back
			pb_moon_run_left
			pb_moon_run_right
			pb_moon_run_jump_takeoff
			pb_moon_run_jump_land
			pb_moon_stand_jump_land
			pb_moon_stand_alert
			pb_moon_sprint_forward
			
			pb_crouch_run_forward
			pb_crouch_run_back
			pb_crouch_run_left
			pb_crouch_run_right
			pb_crouch_run_forward_pistol
			pb_crouch_run_forward_grenade
			pb_crouch_run_forward_stickgrenade
			pb_crouch_run_back_pistol
			pb_crouch_run_left_pistol
			pb_crouch_run_right_pistol
			pb_crouch_walk_forward_pistol
			pb_crouch_walk_back_pistol
			pb_crouch_walk_left_pistol
			pb_crouch_walk_right_pistol
			pb_crouch_run_forward_unarmed
			pb_crouch_run_back_grenade
			pb_crouch_run_left_grenade
			pb_crouch_run_right_grenade

			pb_crouch_shoot_run_forward
			pb_crouch_shoot_run_back
			pb_crouch_shoot_run_left
			pb_crouch_shoot_run_right
			pb_crouch_walk_forward_unarmed

			pb_crouch_grenade_throw
			pb_stand_grenade_throw
			pb_stand_stickgrenade_throw

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

			pb_pull_stand_intro
			pb_pull_stand_loop
			pb_pull_stand_end
			pb_hold_run
			pb_hold_run_back
			pb_hold_run_right
			pb_hold_run_left
			pb_crouch_hold_run
			pb_crouch_hold_run_back
			pb_crouch_hold_run_left
			pb_crouch_hold_run_right

			pb_crouch_walk_forward_shield
			pb_crouch_walk_back_shield
			pb_crouch_walk_left_shield
			pb_crouch_walk_right_shield

			pb_crouch_run_back_RPG
			pb_crouch_run_forward_RPG
			pb_crouch_run_left_RPG
			pb_crouch_run_right_RPG

			pb_crouch_walk_right_RPG
			pb_crouch_walk_left_RPG
			pb_crouch_walk_forward_RPG
			pb_crouch_walk_back_RPG

			pb_prone_crawl_hold
			pb_prone_crawl_back_hold
			pb_prone_crawl_left_hold
			pb_prone_crawl_right_hold

			pb_prone_crawl_akimbo
			pb_prone_crawl_back_akimbo
			pb_prone_crawl_left_akimbo
			pb_prone_crawl_right_akimbo

			pb_combatrun_forward_akimbo
			pb_combatrun_right_akimbo
			pb_combatrun_left_akimbo
			pb_combatrun_back_akimbo

			pb_crouch_walk_right_akimbo
			pb_crouch_walk_left_akimbo
			pb_crouch_walk_forward_akimbo
			pb_crouch_walk_back_akimbo

			pb_walk_forward_shield
			pb_walk_left_shield
			pb_walk_right_shield
			pb_walk_back_shield
			pb_combatrun_forward_shield
			pb_combatrun_left_shield
			pb_combatrun_right_shield
			pb_combatrun_back_shield
			pb_sprint_shield


//			pb_wounded_walk_loop // the temp ladder climbing anim

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




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

			//
			// DTP_MOVE ANIMS 
			//
			pb_dive_prone
			pb_dive_prone_pistol
			pb_dw_dive_prone
			pb_hold_dive_prone
			pb_rpg_dive_prone

			//
			// DTP_LAND ANIMS
			//
			pb_dive_prone_land
			pb_pistol_dive_prone_land
			pb_dw_dive_prone_land
			pb_hold_dive_prone_land
			pb_rpg_dive_prone_land
        
			//
			// MG42 anims
			//
			standSAWgunner_aim : complete nonloopsync
			{
				standSAWgunner_aim_15down
				{
					pb_saw_gunner_aim_down_right45
					pb_saw_gunner_aim_down_right30
					pb_saw_gunner_aim_down_right15
					pb_saw_gunner_aim_down_center
					pb_saw_gunner_aim_down_left15
					pb_saw_gunner_aim_down_left30
					pb_saw_gunner_aim_down_left45
				}

				standSAWgunner_aim_level
				{
					pb_saw_gunner_aim_level_right45
					pb_saw_gunner_aim_level_right30
					pb_saw_gunner_aim_level_right15
					pb_saw_gunner_aim_level_center
					pb_saw_gunner_aim_level_left15
					pb_saw_gunner_aim_level_left30
					pb_saw_gunner_aim_level_left45
				}

				standSAWgunner_aim_15up
				{
					pb_saw_gunner_aim_up_right45
					pb_saw_gunner_aim_up_right30
					pb_saw_gunner_aim_up_right15
					pb_saw_gunner_aim_up_center
					pb_saw_gunner_aim_up_left15
					pb_saw_gunner_aim_up_left30
					pb_saw_gunner_aim_up_left45
				}
			}

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

				proneSAWgunner_aim_level
				{
					pb_saw_gunner_prone_aim_level_left40
					pb_saw_gunner_prone_aim_level_left20
					pb_saw_gunner_prone_aim_level_center
					pb_saw_gunner_prone_aim_level_right20
					pb_saw_gunner_prone_aim_level_right40
				}

				proneSAWgunner_aim_15up
				{
					pb_saw_gunner_prone_aim_up_left40
					pb_saw_gunner_prone_aim_up_left20
					pb_saw_gunner_prone_aim_up_center
					pb_saw_gunner_prone_aim_up_right20
					pb_saw_gunner_prone_aim_up_right40
				}
			}

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

				crouchSAWgunner_aim_level
				{
					pb_saw_gunner_lowwall_aim_level_left45
					pb_saw_gunner_lowwall_aim_level_left30
					pb_saw_gunner_lowwall_aim_level_left15
					pb_saw_gunner_lowwall_aim_level_center
					pb_saw_gunner_lowwall_aim_level_right15
					pb_saw_gunner_lowwall_aim_level_right30
					pb_saw_gunner_lowwall_aim_level_right45
				}

				crouchSAWgunner_aim_15up
				{
					pb_saw_gunner_lowwall_aim_up_left45
					pb_saw_gunner_lowwall_aim_up_left30
					pb_saw_gunner_lowwall_aim_up_left15
					pb_saw_gunner_lowwall_aim_up_center
					pb_saw_gunner_lowwall_aim_up_right15
					pb_saw_gunner_lowwall_aim_up_right30
					pb_saw_gunner_lowwall_aim_up_right45
				}
			}

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

				proneMG42_fire_level
				{
					pb_proneMG42gunner_fire_40left_level
					pb_proneMG42gunner_fire_20left_level
					pb_proneMG42gunner_fire_forward_level
					pb_proneMG42gunner_fire_20right_level
					pb_proneMG42gunner_fire_40right_level
				}

				proneMG42_fire_15up
				{
					pb_proneMG42gunner_fire_40left_15up
					pb_proneMG42gunner_fire_20left_15up
					pb_proneMG42gunner_fire_forward_15up
					pb_proneMG42gunner_fire_20right_15up
					pb_proneMG42gunner_fire_40right_15up
				}
			}

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

				proneMG42_aim_level
				{
					pb_proneMG42gunner_aim_40left_level
					pb_proneMG42gunner_aim_20left_level
					pb_proneMG42gunner_aim_forward_level
					pb_proneMG42gunner_aim_20right_level
					pb_proneMG42gunner_aim_40right_level
				}

				proneMG42_aim_15up
				{
					pb_proneMG42gunner_aim_40left_15up
					pb_proneMG42gunner_aim_20left_15up
					pb_proneMG42gunner_aim_forward_15up
					pb_proneMG42gunner_aim_20right_15up
					pb_proneMG42gunner_aim_40right_15up
				}
			}


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

				standMG42_fire_level
				{
					pb_standMG42gunner_fire_45left_level
					pb_standMG42gunner_fire_30left_level
					pb_standMG42gunner_fire_15left_level
					pb_standMG42gunner_fire_forward_level
					pb_standMG42gunner_fire_15right_level
					pb_standMG42gunner_fire_30right_level
					pb_standMG42gunner_fire_45right_level
				}

				standMG42_fire_15up
				{
					pb_standMG42gunner_fire_45left_15up
					pb_standMG42gunner_fire_30left_15up
					pb_standMG42gunner_fire_15left_15up
					pb_standMG42gunner_fire_forward_15up
					pb_standMG42gunner_fire_15right_15up
					pb_standMG42gunner_fire_30right_15up
					pb_standMG42gunner_fire_45right_15up
				}
			}

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

				standMG42_aim_level
				{
					pb_standMG42gunner_aim_45left_level
					pb_standMG42gunner_aim_30left_level
					pb_standMG42gunner_aim_15left_level
					pb_standMG42gunner_aim_forward_level
					pb_standMG42gunner_aim_15right_level
					pb_standMG42gunner_aim_30right_level
					pb_standMG42gunner_aim_45right_level
				}

				standMG42_aim_15up
				{
					pb_standMG42gunner_aim_45left_15up
					pb_standMG42gunner_aim_30left_15up
					pb_standMG42gunner_aim_15left_15up
					pb_standMG42gunner_aim_forward_15up
					pb_standMG42gunner_aim_15right_15up
					pb_standMG42gunner_aim_30right_15up
					pb_standMG42gunner_aim_45right_15up
				}
			}


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

			pb_explosive_round_death_leg
			pb_explosive_round_death_jaw
			pb_explosive_round_death_chestB
			pb_explosive_round_death_chestA

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

		
			//
			// Stumble
			//

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

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

			pb_stumble_grenade_right
			pb_stumble_grenade_left
			pb_stumble_grenade_forward
			pb_stumble_grenade_back

		
			//
			// dive
			//

			pb_dive_right
			pb_dive_right_impact
			pb_dive_left
			pb_dive_left_impact
			pb_dive_back
			pb_dive_back_impact
			pb_dive_front
			pb_dive_front_impact

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

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

	}
}

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