/*

Animation.txt

Contains all the animation information for the models

#define	MAX_ANIMATION_NAME	32	//the maximum number of characters a gun name can have

enum AnimPriority { AP_VERYLOW, AP_LOW, AP_MED, AP_HIGH, AP_VERYHIGH };


// the file contains animation info in this format
struct AnimInfo {
	uint32 Id;								// animation id, used for quick table reference
	char AnimName[MAX_ANIMATION_NAME];		// name for this animation
	int Priority;							// priority for this animation, 5 levels of priority
	bool Loop;								// a looping animation
	char WeightName[MAX_ANIMATION_NAME];	// weight name for this animation
};

// AnimInfo is read into the following structure
struct Animation {
	HMODELANIM hAnim;			// handle to the animation
	AnimPriority nPriority;			// priority of this animation
	LTBOOL bLoop;				// is this animation looping
	HMODELWEIGHTSET hWeight;	// handle to the weight for this animation
#ifdef _DEBUG_MIKE_ANIM			// these are stored for debug purposes
	char AnimName[32];			// animation name used for debugging
	char WeightName[32];		// weight name used for debugging
#endif
};

enum BaseStance  { STANCE_UPRIGHT = 0, STANCE_CROUCH, STANCE_PRONE };

// the equip_used for both firing and equipment that is to be used

// BaseAnim is the main animation tracker, which will control the stance of the player.  The EquipAnim will be a different
// animation track that will be layered on top of the main animation traker.

enum EquipAnim { EQUIP_CARRY = 0, EQUIP_PRIMARY, EQUIP_SECONDARY, EQUIP_READY, EQUIP_RELOAD, EQUIP_STOWPRIMARY, 
				 EQUIP_DEPLOYPRIMARY, EQUIP_STOWSECONDARY, EQUIP_DEPLOYSECONDARY, EQUIP_TRIGGERGROUP, EQUIP_DROP, 
				 EQUIP_IDLE1, EQUIP_IDLE2, NUM_EQUIP_ANIMS };

enum BaseAnim { 


BM_IDLE = 0, 
BM_WALK, 
BM_WALK_STRAFE_L, 
BM_WALK_STRAFE_R, 
BM_RUN, 
BM_RUN_STRAFE_L, 
BM_RUN_STRAFE_R,

BM_WALK_B, 
BM_WALK_B_STRAFE_L, 
BM_WALK_B_STRAFE_R, 
BM_RUN_B, 
BM_RUN_B_STRAFE_L, 
BM_RUN_B_STRAFE_R,

BM_STRAFE_L, 
BM_STRAFE_R, 

BM_STRAFE_L_RUN,
BM_STRAFE_R_RUN,


BM_CROUCH, 
BM_CROUCH_WALK, 
BM_CROUCH_WALK_STRAFE_L, 
BM_CROUCH_WALK_STRAFE_R,
BM_CROUCH_RUN, 
BM_CROUCH_RUN_STRAFE_L, 
BM_CROUCH_RUN_STRAFE_R, 

BM_CROUCH_WALK_B, 
BM_CROUCH_WALK_B_STRAFE_L, 
BM_CROUCH_WALK_B_STRAFE_R,
BM_CROUCH_RUN_B, 
BM_CROUCH_RUN_B_STRAFE_L, 
BM_CROUCH_RUN_B_STRAFE_R, 

BM_CROUCH_STRAFE_L, 
BM_CROUCH_STRAFE_R,

BM_LEAN_L, 
BM_LEAN_R, 
BM_CROUCH_LEAN_L, 
BM_CROUCH_LEAN_R , 

BM_JUMP,
BM_LAND,
BM_CROUCH_JUMP,

NUM_BASE_ANIM
};


// maximum number of gun animations = number of guns
#define NUM_EQUIPMENT 11

*/

ANIMATION_VERSION 1.5

NUM_GO_BASE_ANIM = 43

BaseAnim = { Id = BM_IDLE,						AnimName = "stand_idle",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};	
BaseAnim = { Id = BM_WALK,						AnimName = "stand_walk_forward",	Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_WALK_STRAFE_L				AnimName = "stand_walk_fl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_WALK_STRAFE_R,				AnimName = "stand_walk_fr",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_RUN,						AnimName = "2_stand_run_forward",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_RUN_STRAFE_L,				AnimName = "stand_run_fl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_RUN_STRAFE_R,				AnimName = "stand_run_fr",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_WALK_B,					AnimName = "stand_walk_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_WALK_B_STRAFE_L,			AnimName = "stand_walk_bl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_WALK_B_STRAFE_R,			AnimName = "stand_walk_br",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_RUN_B,						AnimName = "stand_run_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_RUN_B_STRAFE_L,			AnimName = "stand_run_bl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_RUN_B_STRAFE_R,			AnimName = "stand_run_br",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_STRAFE_L,					AnimName = "stand_walk_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_STRAFE_R,					AnimName = "stand_walk_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_STRAFE_L_RUN,				AnimName = "stand_run_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_STRAFE_R_RUN,				AnimName = "stand_run_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_CROUCH,					AnimName = "crouch_idle",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_CROUCH_WALK,				AnimName = "crouch_walk_forward",	Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_CROUCH_WALK_STRAFE_L,		AnimName = "crouch_walk_fl",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_CROUCH_WALK_STRAFE_R,		AnimName = "crouch_walk_fr",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_CROUCH_RUN,				AnimName = "crouch_run_forward",	Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_CROUCH_RUN_STRAFE_L,		AnimName = "crouch_run_fl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_CROUCH_RUN_STRAFE_R,		AnimName = "crouch_run_fr",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_CROUCH_WALK_B,				AnimName = "crouch_walk_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_CROUCH_WALK_B_STRAFE_L,	AnimName = "crouch_walk_bl",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_CROUCH_WALK_B_STRAFE_R,	AnimName = "crouch_walk_br",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_CROUCH_RUN_B,				AnimName = "crouch_run_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_CROUCH_RUN_B_STRAFE_L,		AnimName = "crouch_run_bl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_CROUCH_RUN_B_STRAFE_R,		AnimName = "crouch_run_br",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_CROUCH_STRAFE_L,			AnimName = "crouch_walk_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_CROUCH_STRAFE_R,			AnimName = "crouch_walk_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};

BaseAnim = { Id = BM_CROUCH_STRAFE_L_RUN,		AnimName = "crouch_run_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
BaseAnim = { Id = BM_CROUCH_STRAFE_R_RUN,		AnimName = "crouch_run_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};

BaseAnim = { Id = BM_LEAN_L,					AnimName = "stand_leanleft",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};
BaseAnim = { Id = BM_LEAN_R,					AnimName = "stand_leanright",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};
BaseAnim = { Id = BM_CROUCH_LEAN_L,				AnimName = "crouch_leanleft",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};
BaseAnim = { Id = BM_CROUCH_LEAN_R,				AnimName = "crouch_leanright",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};

BaseAnim = { Id = BM_JUMP,						AnimName = "3_st_jump_up",			Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};
BaseAnim = { Id = BM_LAND,						AnimName = "3_st_jump_down",		Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};
BaseAnim = { Id = BM_LAND_MOVE,					AnimName = "3_st_jump_long",		Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};
BaseAnim = { Id = BM_JUMP_IN_AIR,				AnimName = "jump_in_air",			Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};


BaseAnim = { Id = BM_CROUCH_JUMP,				AnimName = "cr_jump",				Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};


NUM_GO_HOSTAGE_ANIM = 34

HostageAnim = { Id = BM_IDLE,						AnimName = "hostage_st_idle",					Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};	
HostageAnim = { Id = BM_WALK,						AnimName = "2_hostage_stand_walk_forward",	Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_WALK_STRAFE_L				AnimName = "2_hostage_stand_walk_forward",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_WALK_STRAFE_R,				AnimName = "2_hostage_stand_walk_forward",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_RUN,						AnimName = "2_hostage_stand_run_forward",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_RUN_STRAFE_L,				AnimName = "2_hostage_stand_run_forward",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_RUN_STRAFE_R,				AnimName = "2_hostage_stand_run_forward",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_WALK_B,						AnimName = "hostage_stand_walk_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_WALK_B_STRAFE_L,			AnimName = "hostage_stand_walk_back",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_WALK_B_STRAFE_R,			AnimName = "hostage_stand_walk_back",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_RUN_B,						AnimName = "hostage_stand_run_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_RUN_B_STRAFE_L,				AnimName = "hostage_stand_run_back",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_RUN_B_STRAFE_R,				AnimName = "hostage_stand_run_back",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_STRAFE_L,					AnimName = "stand_walk_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_STRAFE_R,					AnimName = "stand_walk_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_STRAFE_L_RUN,				AnimName = "stand_run_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_STRAFE_R_RUN,				AnimName = "stand_run_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_CROUCH,						AnimName = "hostage_cr_walk_idle",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_CROUCH_WALK,				AnimName = "hostage_crouch_walk_forward",	Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_CROUCH_WALK_STRAFE_L,		AnimName = "hostage_crouch_walk_forward",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_CROUCH_WALK_STRAFE_R,		AnimName = "hostage_crouch_walk_forward",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_CROUCH_RUN,					AnimName = "hostage_crouch_run_forward",	Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_CROUCH_RUN_STRAFE_L,		AnimName = "hostage_crouch_run_forward",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_CROUCH_RUN_STRAFE_R,		AnimName = "hostage_crouch_run_forward",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_CROUCH_WALK_B,				AnimName = "hostage_crouch_walk_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_CROUCH_WALK_B_STRAFE_L,		AnimName = "hostage_crouch_walk_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_CROUCH_WALK_B_STRAFE_R,		AnimName = "hostage_crouch_walk_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_CROUCH_RUN_B,				AnimName = "hostage_crouch_run_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_CROUCH_RUN_B_STRAFE_L,		AnimName = "hostage_crouch_run_back",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_CROUCH_RUN_B_STRAFE_R,		AnimName = "hostage_crouch_run_back",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_CROUCH_STRAFE_L,			AnimName = "crouch_walk_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_CROUCH_STRAFE_R,			AnimName = "crouch_walk_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};

HostageAnim = { Id = BM_CROUCH_STRAFE_L_RUN,		AnimName = "crouch_run_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HostageAnim = { Id = BM_CROUCH_STRAFE_R_RUN,		AnimName = "crouch_run_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};

HostageAnim = { Id = BM_LEAN_L,						AnimName = "stand_leanleft",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};
HostageAnim = { Id = BM_LEAN_R,						AnimName = "stand_leanright",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};
HostageAnim = { Id = BM_CROUCH_LEAN_L,				AnimName = "crouch_leanleft",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};
HostageAnim = { Id = BM_CROUCH_LEAN_R,				AnimName = "crouch_leanright",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};


NUM_GO_DEATH_STAND_ANIM = 22

DeathAnimStanding = { Id = DZ_FACE,				DeathName = "2_st_death_head_1",					IncapName = "st_head_help"					StandName = "2_st_head_getup" };
DeathAnimStanding = { Id = DZ_CHEST,			DeathName = "st_death_chest_3",						IncapName = "st_chest_help"					StandName = "2_st_chest_getup" };
DeathAnimStanding = { Id = DZ_STOMACH,			DeathName = "st_death_stomach_4",					IncapName = "st_stomach_help"				StandName = "2_st_stomach_getup" };
DeathAnimStanding = { Id = DZ_GROIN,			DeathName = "st_death_groin_5",						IncapName = "st_groin_help"					StandName = "2_st_groin_getup" };
DeathAnimStanding = { Id = DZ_ASS,				DeathName = "fix_st_death_ass_18",					IncapName = "st_ass_help"					StandName = "2_st_ass_getup" };
DeathAnimStanding = { Id = DZ_BACK,				DeathName = "fix_st_death_back_19",					IncapName = "st_back_help"					StandName = "2_st_back_getup" };
DeathAnimStanding = { Id = DZ_BACK_HEAD,		DeathName = "fix_st_death_backhead_20",				IncapName = "st_backhead_help"				StandName = "2_st_headback_getup" };
DeathAnimStanding = { Id = DZ_NECK,				DeathName = "fix_st_neck_death",					IncapName = "st_neck_help"					StandName = "2_st_neck_getup" };
DeathAnimStanding = { Id = DZ_RIGHT_SHOULDER,	DeathName = "fix_st_death_rightarm_6-8",			IncapName = "st_rightarm_help"				StandName = "2_st_rightarm_getup" };
DeathAnimStanding = { Id = DZ_RIGHT_UPPER_ARM,	DeathName = "fix_st_death_rightarm_6-8",			IncapName = "st_rightarm_help"				StandName = "2_st_rightarm_getup" };
DeathAnimStanding = { Id = DZ_RIGHT_LOWER_ARM,	DeathName = "fix_st_death_rightarm_6-8",			IncapName = "st_rightarm_help"				StandName = "2_st_rightarm_getup" };
DeathAnimStanding = { Id = DZ_RIGHT_HAND,		DeathName = "fix_st_death_rightarm_6-8",			IncapName = "st_rightarm_help"				StandName = "2_st_rightarm_getup" };
DeathAnimStanding = { Id = DZ_RIGHT_UPPER_LEG,	DeathName = "fix_st_death_upperightleg_12",			IncapName = "st_upperrightleg_help"			StandName = "2_st_upperrightleg_getup" };
DeathAnimStanding = { Id = DZ_RIGHT_LOWER_LEG,	DeathName = "fix_st_death_lowerrightleg_13-14",		IncapName = "st_lowerrightleg_help"			StandName = "2_st_lowerrightleg_getup" };
DeathAnimStanding = { Id = DZ_RIGHT_FOOT,		DeathName = "fix_st_death_lowerrightleg_13-14",		IncapName = "st_lowerrightleg_help"			StandName = "2_st_lowerrightleg_getup" };
DeathAnimStanding = { Id = DZ_LEFT_SHOULDER,	DeathName = "fix_st_death_leftarm_9-11",			IncapName = "st_leftarm_help"				StandName = "2_st_leftarm_getup" };
DeathAnimStanding = { Id = DZ_LEFT_UPPER_ARM,	DeathName = "fix_st_death_leftarm_9-11",			IncapName = "st_leftarm_help"				StandName = "2_st_leftarm_getup" };
DeathAnimStanding = { Id = DZ_LEFT_LOWER_ARM,	DeathName = "fix_st_death_leftarm_9-11",			IncapName = "st_leftarm_help"				StandName = "2_st_leftarm_getup" };
DeathAnimStanding = { Id = DZ_LEFT_HAND,		DeathName = "fix_st_death_leftarm_9-11",			IncapName = "st_leftarm_help"				StandName = "2_st_leftarm_getup" };
DeathAnimStanding = { Id = DZ_LEFT_UPPER_LEG,	DeathName = "fix_st_death_upperleftleg_15",			IncapName = "st_upperleftleg_help"			StandName = "2_st_upperleftleg_getup" };
DeathAnimStanding = { Id = DZ_LEFT_LOWER_LEG,	DeathName = "fix_st_death_lowerleftleg_16-17",		IncapName = "st_lowerleftleg_help"			StandName = "2_st_lowerleftleg_getup" };
DeathAnimStanding = { Id = DZ_LEFT_FOOT,		DeathName = "fix_st_death_lowerleftleg_16-17",		IncapName = "st_lowerleftleg_help"			StandName = "2_st_lowerleftleg_getup" };

NUM_GO_DEATH_CROUCH_ANIM = 22

DeathAnimCrouch	{ Id = DZ_FACE,				DeathName = "cr_death_head_1",						IncapName = "cr_head_help"			StandName = "2_cr_head_getup" };
DeathAnimCrouch	{ Id = DZ_CHEST,			DeathName = "fix_cr_death_chest_3",					IncapName = "cr_chest_help"			StandName = "2_cr_chest_getup" };
DeathAnimCrouch	{ Id = DZ_STOMACH,			DeathName = "cr_death_groin_4-5",					IncapName = "cr_groin_help"			StandName = "2_cr_groin_getup" };
DeathAnimCrouch	{ Id = DZ_GROIN,			DeathName = "cr_death_groin_4-5",					IncapName = "cr_groin_help"			StandName = "2_cr_groin_getup" };
DeathAnimCrouch	{ Id = DZ_ASS,				DeathName = "cr_death_ass_18",						IncapName = "cr_ass_help"			StandName = "2_cr_ass_getup" };
DeathAnimCrouch	{ Id = DZ_BACK,				DeathName = "cr_death_back_19",						IncapName = "cr_back_help"			StandName = "2_cr_backhead_getup" };
DeathAnimCrouch	{ Id = DZ_BACK_HEAD,		DeathName = "cr_death_backhead_20",					IncapName = "cr_backhead_help"		StandName = "2_cr_back_getup" };
DeathAnimCrouch { Id = DZ_NECK,				DeathName = "cr_death_head_1",						IncapName = "cr_head_help"			StandName = "2_cr_head_getup" };
DeathAnimCrouch	{ Id = DZ_RIGHT_SHOULDER,	DeathName = "fix_cr_death_rightarm_6-8",			IncapName = "cr_rightarm_help"		StandName = "2_cr_rightarm_getup" };
DeathAnimCrouch	{ Id = DZ_RIGHT_UPPER_ARM,	DeathName = "fix_cr_death_rightarm_6-8",			IncapName = "cr_rightarm_help"		StandName = "2_cr_rightarm_getup" };
DeathAnimCrouch	{ Id = DZ_RIGHT_LOWER_ARM,	DeathName = "fix_cr_death_rightarm_6-8",			IncapName = "cr_rightarm_help"		StandName = "2_cr_rightarm_getup" };
DeathAnimCrouch	{ Id = DZ_RIGHT_HAND,		DeathName = "fix_cr_death_rightarm_6-8",			IncapName = "cr_rightarm_help"		StandName = "2_cr_rightarm_getup" };
DeathAnimCrouch	{ Id = DZ_RIGHT_UPPER_LEG,	DeathName = "fix_cr_death_rightleg_15_17",			IncapName = "cr_rightleg_help"		StandName = "2_cr_rightleg_getup" };
DeathAnimCrouch	{ Id = DZ_RIGHT_LOWER_LEG,	DeathName = "fix_cr_death_rightleg_15_17",			IncapName = "cr_rightleg_help"		StandName = "2_cr_rightleg_getup" };
DeathAnimCrouch	{ Id = DZ_RIGHT_FOOT,		DeathName = "fix_cr_death_rightleg_15_17",			IncapName = "cr_rightleg_help"		StandName = "2_cr_rightleg_getup" };
DeathAnimCrouch	{ Id = DZ_LEFT_SHOULDER,	DeathName = "fix_cr_death_leftarm_9-11",			IncapName = "cr_leftarm_help"		StandName = "2_cr_leftarm_getup" };
DeathAnimCrouch	{ Id = DZ_LEFT_UPPER_ARM,	DeathName = "fix_cr_death_leftarm_9-11",			IncapName = "cr_leftarm_help"		StandName = "2_cr_leftarm_getup" };
DeathAnimCrouch	{ Id = DZ_LEFT_LOWER_ARM,	DeathName = "fix_cr_death_leftarm_9-11",			IncapName = "cr_leftarm_help"		StandName = "2_cr_leftarm_getup" };
DeathAnimCrouch	{ Id = DZ_LEFT_HAND,		DeathName = "fix_cr_death_leftarm_9-11",			IncapName = "cr_leftarm_help"		StandName = "2_cr_leftarm_getup" };
DeathAnimCrouch	{ Id = DZ_LEFT_UPPER_LEG,	DeathName = "cr_death_leftleg_12-14",				IncapName = "cr_leftleg_help"		StandName = "2_cr_leftleg_getup" };
DeathAnimCrouch	{ Id = DZ_LEFT_LOWER_LEG,	DeathName = "cr_death_leftleg_12-14",				IncapName = "cr_leftleg_help"		StandName = "2_cr_leftleg_getup" };
DeathAnimCrouch	{ Id = DZ_LEFT_FOOT,		DeathName = "cr_death_leftleg_12-14",				IncapName = "cr_leftleg_help"		StandName = "2_cr_leftleg_getup" };

NUM_GO_DEPLOY = 11

Deploy { Id = INV_PRIMARY_WEAPON,	AnimName = "2_stand_deploy_smg" };
Deploy { Id = INV_SECONDARY_WEAPON,	AnimName = "2_stand_deploy_smg" };
Deploy { Id = INV_SIDEARM,			AnimName = "2_stand_deploy_pistol" };
Deploy { Id = INV_GRENADE1,			AnimName = "2_stand_deploy_smg" };
Deploy { Id = INV_GRENADE2,			AnimName = "2_stand_deploy_smg" };
Deploy { Id = INV_GRENADE3,			AnimName = "2_stand_deploy_smg" };
Deploy { Id = INV_EQUIPMENT1,		AnimName = "2_stand_deploy_smg" };
Deploy { Id = INV_EQUIPMENT2,		AnimName = "2_stand_deploy_smg" };
Deploy { Id = INV_EQUIPMENT3,		AnimName = "2_stand_deploy_smg" };
Deploy { Id = INV_KNIFE,			AnimName = "2_stand_deploy_smg" };
Deploy { Id = INV_OBJECTIVE_ITEM,	AnimName = "2_stand_deploy_smg" };
Deploy { Id = INV_PRIMARY_WEAPON,	AnimName = "2_stand_deploy_smg" };
Deploy { Id = INV_PRIMARY_WEAPON,	AnimName = "2_stand_deploy_smg" };
Deploy { Id = INV_PRIMARY_WEAPON,	AnimName = "2_stand_deploy_smg" };
Deploy { Id = INV_PRIMARY_WEAPON,	AnimName = "2_stand_deploy_smg" };

NUM_GO_DEPLOY_CROUCH = 11

DeployCrouch { Id = INV_PRIMARY_WEAPON,		AnimName = "2_crouch_deploy_smg" };
DeployCrouch { Id = INV_SECONDARY_WEAPON,	AnimName = "2_crouch_deploy_smg" };
DeployCrouch { Id = INV_SIDEARM,			AnimName = "2_crouch_deploy_pistol" };
DeployCrouch { Id = INV_GRENADE1,			AnimName = "2_crouch_deploy_smg" };
DeployCrouch { Id = INV_GRENADE2,			AnimName = "2_crouch_deploy_smg" };
DeployCrouch { Id = INV_GRENADE3,			AnimName = "2_crouch_deploy_smg" };
DeployCrouch { Id = INV_EQUIPMENT1,			AnimName = "2_crouch_deploy_smg" };
DeployCrouch { Id = INV_EQUIPMENT2,			AnimName = "2_crouch_deploy_smg" };
DeployCrouch { Id = INV_EQUIPMENT3,			AnimName = "2_crouch_deploy_smg" };
DeployCrouch { Id = INV_KNIFE,				AnimName = "2_crouch_deploy_smg" };
DeployCrouch { Id = INV_OBJECTIVE_ITEM,		AnimName = "2_crouch_deploy_smg" };
DeployCrouch { Id = INV_PRIMARY_WEAPON,		AnimName = "2_crouch_deploy_smg" };
DeployCrouch { Id = INV_PRIMARY_WEAPON,		AnimName = "2_crouch_deploy_smg" };
DeployCrouch { Id = INV_PRIMARY_WEAPON,		AnimName = "2_crouch_deploy_smg" };
DeployCrouch { Id = INV_PRIMARY_WEAPON,		AnimName = "2_crouch_deploy_smg" };

NUM_GO_STOW = 11

Stow { Id = INV_PRIMARY_WEAPON,		AnimName = "2_stand_stow_smg" };
Stow { Id = INV_SECONDARY_WEAPON,	AnimName = "2_stand_stow_smg" };
Stow { Id = INV_SIDEARM,			AnimName = "2_stand_stow_pistol" };
Stow { Id = INV_GRENADE1,			AnimName = "2_stand_stow_smg" };
Stow { Id = INV_GRENADE2,			AnimName = "2_stand_stow_smg" };
Stow { Id = INV_GRENADE3,			AnimName = "2_stand_stow_smg" };
Stow { Id = INV_EQUIPMENT1,			AnimName = "2_stand_stow_smg" };
Stow { Id = INV_EQUIPMENT2,			AnimName = "2_stand_stow_smg" };
Stow { Id = INV_EQUIPMENT3,			AnimName = "2_stand_stow_smg" };
Stow { Id = INV_KNIFE,				AnimName = "2_stand_stow_smg" };
Stow { Id = INV_OBJECTIVE_ITEM,		AnimName = "2_stand_stow_smg" };
Stow { Id = INV_PRIMARY_WEAPON,		AnimName = "2_stand_stow_smg" };
Stow { Id = INV_PRIMARY_WEAPON,		AnimName = "2_stand_stow_smg" };
Stow { Id = INV_PRIMARY_WEAPON,		AnimName = "2_stand_stow_smg" };
Stow { Id = INV_PRIMARY_WEAPON,		AnimName = "2_stand_stow_smg" };

NUM_GO_STOW_CROUCH = 11

StowCrouch { Id = INV_PRIMARY_WEAPON,		AnimName = "2_crouch_stow_smg" };
StowCrouch { Id = INV_SECONDARY_WEAPON,		AnimName = "2_crouch_stow_smg" };
StowCrouch { Id = INV_SIDEARM,				AnimName = "2_crouch_stow_pistol" };
StowCrouch { Id = INV_GRENADE1,				AnimName = "2_crouch_stow_smg" };
StowCrouch { Id = INV_GRENADE2,				AnimName = "2_crouch_stow_smg" };
StowCrouch { Id = INV_GRENADE3,				AnimName = "2_crouch_stow_smg" };
StowCrouch { Id = INV_EQUIPMENT1,			AnimName = "2_crouch_stow_smg" };
StowCrouch { Id = INV_EQUIPMENT2,			AnimName = "2_crouch_stow_smg" };
StowCrouch { Id = INV_EQUIPMENT3,			AnimName = "2_crouch_stow_smg" };
StowCrouch { Id = INV_KNIFE,				AnimName = "2_crouch_stow_smg" };
StowCrouch { Id = INV_OBJECTIVE_ITEM,		AnimName = "2_crouch_stow_smg" };
StowCrouch { Id = INV_PRIMARY_WEAPON,		AnimName = "2_crouch_stow_smg" };
StowCrouch { Id = INV_PRIMARY_WEAPON,		AnimName = "2_crouch_stow_smg" };
StowCrouch { Id = INV_PRIMARY_WEAPON,		AnimName = "2_crouch_stow_smg" };
StowCrouch { Id = INV_PRIMARY_WEAPON,		AnimName = "2_crouch_stow_smg" };



NUM_GO_ITEM_ANIM = 82


