animations
{
	$path models/human/animation

	//========================
	// Reload 
	//========================
	mg_reload		viewmodel/mg/tps_reload_bar.skc	crossblend 0.3
	{
		server
		{
			first reloadweapon													// tell the weapon that we're reloading
//			1 	weaponcommand mainhand clip_empty								// make sure the weapon's clip is empty
			15	attachmodel models/ammo/bar_clip.tik tag_weapon_left			// put the ammo clip in the left hand
			48	weaponcommand mainhand clip_fill								// put the clip ammo into the gun
			50	removeattachedmodel tag_weapon_left 0 models/ammo/bar_clip.tik	// remove the clip model from the left hand
		}
	}

	//========================
	// Walking/Cautious
	//========================
	mg_stand_walk_fwd	multiplayer/mp_bar_walk_forward.skc		deltadriven crossblend 0.2  //autosteps_walk
	mg_stand_walk_back	multiplayer/mp_bar_walk_backwards.skc		deltadriven crossblend 0.2  //autosteps_walk
	mg_stand_walk_left	multiplayer/mp_bar_walk_left.skc	deltadriven crossblend 0.2  //autosteps_walk
	mg_stand_walk_right	multiplayer/mp_bar_walk_right.skc	deltadriven crossblend 0.2  //autosteps_walk

	//========================
	// Jogging/Relaxed
	//========================

	mg_stand_run_fwd		multiplayer/mp_bar_run_forward.skc		deltadriven crossblend 0.2 autosteps_run
	mg_stand_run_back		multiplayer/mp_bar_run_backwards.skc			deltadriven crossblend 0.2 autosteps_run
	mg_stand_run_left		multiplayer/mp_bar_run_left.skc			deltadriven crossblend 0.2 autosteps_run
	mg_stand_run_right		multiplayer/mp_bar_run_right.skc		deltadriven crossblend 0.2 autosteps_run
	
	//========================
	// Standing
	//========================

	mg_stand_idle	 		multiplayer/mp_bar_stand_alert.skc			crossblend 0.2	

	//========================
	// Crouching
	//========================
	mg_crouch_idle			multiplayer/mp_bar_crouch_idle.skc				crossblend 0.2
	mg_crouch_walk_fwd		multiplayer/mp_rifle_crouch_walk_forwards.skc			crossblend 0.2 //autosteps_walk
	mg_crouch_walk_back		multiplayer/mp_bar_crouch_walk_backwards.skc	        	 crossblend 0.2 //autosteps_walk
	mg_crouch_walk_left		multiplayer/mp_rifle_crouch_walk_left.skc			crossblend 0.2 //autosteps_walk
	mg_crouch_walk_right		multiplayer/mp_rifle_crouch_walk_right.skc			crossblend 0.2 //autosteps_walk

	mg_crouch_run_fwd	multiplayer/mp_bar_crouch_run_forward.skc		crossblend 0.1 autosteps_run
	mg_crouch_run_back	multiplayer/mp_bar_crouch_run_backwards.skc		crossblend 0.1 autosteps_run
	mg_crouch_run_left	multiplayer/mp_bar_crouch_run_left.skc		crossblend 0.1 autosteps_run
	mg_crouch_run_right	multiplayer/mp_bar_crouch_run_right.skc		crossblend 0.1 autosteps_run

	//========================
	// mg Firing
	//========================

	mg_stand_fire		viewmodel/mg/tps_barfire_idle.skc	crossblend 0.05
	{
		server
		{
			entry fire
		}
	}

	$path models/human/protoanimations

	mg_stand_run_fire	fire_rifle_trot.skc	crossblend 0.05
	{
		server
		{
			entry fire
		}
	}

	$path models/human/animation

	mg_stand_walk_fire	viewmodel/mg/tps_barfire.skc	crossblend 0.05
	{
		server
		{
			entry fire
		}
	}
	mg_crouch_fire		viewmodel/mg/tps_barfire.skc	crossblend 0.05
	{
		server
		{
			entry fire
		}
	}
	mg_crouch_run_fire	viewmodel/mg/crouch_runfire.skc	crossblend 0.05
	{
		server
		{
			entry fire
		}
	}

	//========================
	// Raise Animations for thompson
	//========================
	mg_stand_raise		viewmodel/mg/takeout_bar.skc
	{
		server
		{
			first activatenewweapon
		}
		client
		{
			enter sound bar_snd_pullout
		}
	}
	// THESE ARE ALL PLACEHOLDER ANIMATIONS!!!!!
	mg_crouch_raise		viewmodel/mg/takeout_bar.skc
	{
		server
		{
			first activatenewweapon
		}
		client
		{
			enter sound bar_snd_pullout
		}
	}

	//========================
	// Lower
	//========================
	// THESE ARE ALL PLACEHOLDER ANIMATIONS!!!!!
	mg_stand_lower			viewmodel/mg/putaway_bar.skc
	{
		server
		{
			last deactivateweapon righthand
		}
		client
		{
			enter sound bar_snd_putaway
		}
	}
	mg_crouch_lower			viewmodel/mg/putaway_bar.skc
	{
		server
		{
			last deactivateweapon righthand
		}
		client
		{
			enter sound bar_snd_putaway
		}
	}
	
	//========================
	// Jumping & Falling
	//========================

	$path models/human/protoanimations

	mg_jump_takeoff			jump_takeoff.skc			crossblend 0.1
	{
		server
		{
			first ai_event	footstep
		}
		client
		{
			first footstep	"Bip01 R Foot" run
		}
	}
	mg_jump_run_takeoff		jump_takeoff.skc			crossblend 0.1
	{
		server
		{
			first ai_event	footstep
		}
		client
		{
			first footstep	"Bip01 R Foot" run
		}
	}
	mg_fall				jump_stretch_loop.skc			crossblend 0.2
	mg_land				jump_land.skc					crossblend 0.1
	{
		client
		{
			first landing
		}
	}
	mg_land_hard			jump_land.skc			crossblend 0.1
	{
		client
		{
			first landing
		}
	}
	
	//========================
	// Pain
	//========================
	mg_pain						jump_land.skc				crossblend 0.1
	mg_pain_ducked				jump_tuck_loop.skc			crossblend 0.1
	
	//========================
	// Misc
	//========================
	mg_run_into_wall			jump_land.skc			crossblend 0.1
}
