animations
{
	$path models/human/animation

	//========================
	// Reload Grenade
	//========================
	grenade_reload		viewmodel/grenade/grenade_pullout.skc
	{
		server
		{
			1	reloadweapon						// tell the weapon that we're reloading
			2	weaponcommand mainhand clip_fill	// put the clip ammo into the gun
		}
		client
		{
			2 sound snd_grenade_pullout
		}
	}

	//========================
	// Walking/Cautious
	//========================
	grenade_stand_walk_fwd		weapon_pistol/curious/pistol_walk_curious_forward.skc	//autosteps_walk
	grenade_stand_walk_back		weapon_pistol/curious/pistol_walk_curious_backward.skc	//autosteps_walk
	grenade_stand_walk_left		walks_runs/curiousw_left90.skc				//autosteps_walk
	grenade_stand_walk_right	walks_runs/curiousw_right90.skc				//autosteps_walk

	//========================
	// Jogging/Relaxed
	//========================
	grenade_stand_run_fwd		weapon_pistol/walks_runs/jog_pistol.skc		deltadriven crossblend 0.2 autosteps_run
	grenade_stand_run_back		weapon_pistol/walks_runs/jog_back_pistol.skc	deltadriven crossblend 0.2 autosteps_run
	grenade_stand_run_left		weapon_pistol/walks_runs/pistol_run_left.skc	deltadriven crossblend 0.2 autosteps_run
	grenade_stand_run_right		weapon_pistol/walks_runs/pistol_run_right.skc	deltadriven crossblend 0.2 autosteps_run

	//========================
	// Standing
	//========================
//	grenade_stand_idle	 	viewmodel/grenade/idle_grenade.skc		crossblend 0.3
	grenade_stand_idle1	 	weapon_pistol/curious/pistol_stand_curious(basic_loop).skc	weight 1
	grenade_stand_idle2	 	weapon_pistol/curious/pistol_stand_curious(twitch).skc	weight 1 dontrepeate

	//========================
	// Crouching
	//========================

	grenade_crouch_idle		multiplayer/mp_grenade_crouch_idle.skc		crossblend 0.2		
	
	grenade_crouch_walk_fwd		weapon_grenade/walks_runs/walk_crouch_grenade.skc	//autosteps_walk
	grenade_crouch_walk_back	weapon_grenade/walks_runs/walk_crouch_grenade.skc	//autosteps_walk
	grenade_crouch_walk_left	weapon_grenade/walks_runs/walk_crouch_grenade.skc	//autosteps_walk
	grenade_crouch_walk_right	weapon_grenade/walks_runs/walk_crouch_grenade.skc	//autosteps_walk
	
	grenade_crouch_run_fwd		weapon_pistol/walks_runs/pistol_crouch_run.skc		crossblend 0.2 autosteps_run
	grenade_crouch_run_back		weapon_pistol/walks_runs/pistol_crouch_run.skc		crossblend 0.2 autosteps_run
	grenade_crouch_run_left		weapon_pistol/walks_runs/pistol_crouch_run_left.skc	crossblend 0.2 autosteps_run
	grenade_crouch_run_right	weapon_pistol/walks_runs/pistol_crouch_run_right.skc	crossblend 0.2 autosteps_run

	//========================
	// Grenade Firing 
	//========================
	grenade_stand_charge		multiplayer/mp_grenade_charge.skc		crossblend 0.15
	{
		server
		{
			first charge
		}
	}
	grenade_crouch_charge		multiplayer/mp_grenade_charge.skc		crossblend 0.15
	{
		server
		{
			first charge
		}
	}

	grenade_stand_fire		multiplayer/mp_grenade_throw.skc		crossblend 0.05
	{
		server
		{
			// the releasefire can't be delayed too long, or the weapon is unresponsive
//			12 releasefire
			2 releasefire
		}
	}
	grenade_crouch_fire		multiplayer/mp_grenade_throw.skc		crossblend 0.05
	{
		server
		{
			// the releasefire can't be delayed too long, or the weapon is unresponsive
//			12 releasefire
			2 releasefire
		}
	}

	//========================
	// Grenade Secondary Firing 
	//========================
	grenade_stand_charge_secondary	multiplayer/mp_grenade_littlecharge.skc		crossblend 0.15
	{
		server
		{
			first charge mainhand secondary
		}
	}
	grenade_crouch_charge_secondary	multiplayer/mp_grenade_littlecharge.skc		crossblend 0.15
	{
		server
		{
			first charge mainhand secondary
		}
	}

	grenade_stand_fire_secondary		multiplayer/mp_grenade_littlethrow.skc		crossblend 0.05
	{
		server
		{
			// the releasefire can't be delayed too long, or the weapon is unresponsive
//			12 releasefire mainhand secondary
			2 releasefire mainhand secondary
		}
	}
	grenade_crouch_fire_secondary		multiplayer/mp_grenade_littlethrow.skc		crossblend 0.05
	{
		server
		{
			// the releasefire can't be delayed too long, or the weapon is unresponsive
//			12 releasefire mainhand secondary
			2 releasefire mainhand secondary
		}
	}

	//========================
	// Raise
	//========================
	grenade_stand_raise		viewmodel/grenade/grenade_pullout.skc	
	{
		server
		{
			first activatenewweapon lefthand
		}
		client
		{
			enter sound snd_grenade_pullout
		}
	}
	grenade_crouch_raise	viewmodel/grenade/grenade_pullout.skc		
	{
		server
		{
			first activatenewweapon lefthand
		}
		client
		{
			enter sound snd_grenade_pullout
		}
	}

	//========================
	// Lower
	//========================
	grenade_stand_lower		viewmodel/grenade/grenade_putaway.skc
	{
		server
		{
			last deactivateweapon righthand
		}
		client
		{
			enter sound snd_grenade_putaway
		}
	}
	grenade_crouch_lower	viewmodel/grenade/grenade_putaway.skc
	{
		server
		{
			last deactivateweapon righthand
		}
		client
		{
			enter sound snd_grenade_putaway
		}
	}

	//========================
	// Jumping & Falling
	//========================

	$path models/human/protoanimations

	grenade_jump_takeoff		jump_takeoff.skc		crossblend 0.05
	{
		server
		{
			first ai_event	footstep
		}
		client
		{
			first footstep	"Bip01 R Foot" run
		}
	}
	grenade_jump_run_takeoff	jump_takeoff.skc		crossblend 0.05
	{
		server
		{
			first ai_event	footstep
		}
		client
		{
			first footstep	"Bip01 R Foot" run
		}
	}
	grenade_fall				jump_stretch_loop.skc	crossblend 0.1
	grenade_land				jump_land.skc			crossblend 0.05
	{
		client
		{
			first landing
		}
	}
	grenade_land_hard			jump_land.skc			crossblend 0.05
	{
		client
		{
			first landing
		}
	}
	
	//========================
	// Pain
	//========================
	grenade_pain				jump_land.skc				crossblend 0.1
	grenade_pain_ducked			jump_tuck_loop.skc			crossblend 0.1
	
	//========================
	// Misc
	//========================
	grenade_run_into_wall		jump_land.skc				crossblend 0.05
}
