// additional misc animations
animations
{
	$path models/human/animation

	//========================
	// Walking/Cautious
	//========================
	unarmed_stand_walk_fwd		weapon_pistol/curious/pistol_walk_curious_forward.skc
	unarmed_stand_walk_back		weapon_pistol/curious/pistol_walk_curious_backward.skc
	unarmed_stand_walk_left		walks_runs/curiousw_left90.skc
	unarmed_stand_walk_right	walks_runs/curiousw_right90.skc

	//========================
	// Jogging/Relaxed
	//========================
	unarmed_stand_run_fwd		walks_runs/alert_run.skc  		autosteps_run
	unarmed_stand_run_back		walks_runs/alert_run.skc	 	autosteps_run
	unarmed_stand_run_left		walks_runs/alert_run.skc	 	autosteps_run
	unarmed_stand_run_right		walks_runs/alert_run.skc	 	autosteps_run

	//========================
	// Standing
	//========================
	
	unarmed_stand_idle	 		weapon_unarmed/unarmed_stand_curious.skc			
	
	//========================
	// Crouching
	//========================
//	unarmed_crouch_idle			viewmodel/pistol/crouch_coltpose.skc		crossblend 0.2
	unarmed_crouch_idle			idle/unarmed_crouch_alert.skc			crossblend 0.25

	unarmed_crouch_walk_fwd		viewmodel/pistol/walk_colt_crouch.skc		crossblend 0.2 //autosteps_walk
	unarmed_crouch_walk_back	viewmodel/pistol/walk_colt_crouch.skc	crossblend 0.2 //autosteps_walk
	unarmed_crouch_walk_left	viewmodel/pistol/walk_colt_crouch.skc		crossblend 0.2 //autosteps_walk
	unarmed_crouch_walk_right	viewmodel/pistol/walk_colt_crouch.skc		crossblend 0.2 //autosteps_walk

	unarmed_crouch_run_fwd		weapon_unarmed/unarmed_crouch_run.skc		 autosteps_run
	unarmed_crouch_run_back		weapon_unarmed/unarmed_crouch_run.skc		 autosteps_run
	unarmed_crouch_run_left		weapon_pistol/walks_runs/pistol_crouch_run_left.skc	crossblend 0.2 autosteps_run
	unarmed_crouch_run_right	weapon_pistol/walks_runs/pistol_crouch_run_right.skc	crossblend 0.2 autosteps_run
		
	//========================
	// Jumping Anims 
	//========================

	$path models/human/protoanimations

	unarmed_jump_takeoff		jump_takeoff.skc			crossblend 0.1
	{
		server
		{
			first ai_event	footstep
		}
		client
		{
			first footstep	"Bip01 R Foot"
		}
	}
	unarmed_jump_run_takeoff		jump_takeoff.skc			crossblend 0.1
	{
		server
		{
			first ai_event	footstep
		}
		client
		{
			first footstep	"Bip01 R Foot"
		}
	}

	//========================
	// Falling & Landing
	//========================
	unarmed_fall				jump_stretch_loop.skc		crossblend 0.2
	unarmed_land				jump_land.skc				crossblend 0
	{
		client
		{
			first landing
		}
	}
	unarmed_land_hard			jump_land.skc				crossblend 0.1
	{
		client
		{
			first landing
		}
	}

	unarmed_run_into_wall		jump_land.skc				crossblend 0.1

	//========================
	// Ladder
	// (never has a weapon out when on a ladder)
	//========================

	$path models/human/animation

	ladder_geton_top		misc/ladderdown_geton.skc		default_angles	crossblend 0
	{
		server
		{
//			17 viewmodelanim ladderstep 1
			30 viewmodelanim ladderstep 1
//			40 viewmodelanim ladderstep 1
			last viewmodelanim ladderstep 1
		}
		client
		{
			7 footstep		"Bip01 R Foot" walk
//			17 footstep		"" ladder
			30 footstep		"" ladder
//			40 footstep		"" ladder
			last footstep	"" ladder
		}
	}
	ladder_geton_bottom		misc/ladderup_geton.skc			default_angles	crossblend 0
	{
		server
		{
			8 viewmodelanim ladderstep 1
		}
		client
		{
			8 footstep		"Bip01 R Foot" ladder
		}
	}
	ladder_getoff_top		misc/ladderup_getoff.skc		default_angles	crossblend 0
	{
		server
		{
			8 viewmodelanim ladderstep 1
//			18 viewmodelanim ladderstep 1
			31 ensureoverladder // this makes sure that the player is at a proper height
			last ensureforwardoffladder // makes sure he got off properly
		}
		client
		{
			8 footstep		"" ladder
//			18 footstep		"" ladder
			28 footstep		"Bip01 R Foot" walk
			39 footstep		"Bip01 L Foot" walk
		}
	}
	ladder_getoff_bottom	misc/ladderdown_getoff.skc		default_angles	crossblend 0
	{
		client
		{
			14 footstep		"Bip01 L Foot" walk
			last footstep	"Bip01 R Foot" walk
		}
	}
	ladder_up_left			misc/ladderup_lefthand.skc		default_angles	crossblend 0
	{
		server
		{
//			last viewmodelanim ladderstep 1
		}
		client
		{
//			last footstep	"" ladder
		}
	}
	ladder_up_right			misc/ladderup_righthand.skc		default_angles	crossblend 0
	{
		server
		{
			last viewmodelanim ladderstep 1
		}
		client
		{
			last footstep	"" ladder
		}
	}
	ladder_down_left		misc/ladderdown_lefthand.skc	default_angles	crossblend 0
	{
		server
		{
			last viewmodelanim ladderstep 1
		}
		client
		{
			last footstep	"" ladder
		}
	}
	ladder_down_right		misc/ladderdown_righthand.skc	default_angles	crossblend 0
	{
		server
		{
//			last viewmodelanim ladderstep 1
		}
		client
		{
//			last footstep	"" ladder
		}
	}
	ladder_idle_right		misc/ladderpause_lefthigh.skc	default_angles	crossblend 0
	ladder_idle_left		misc/ladderpause_righthigh.skc	default_angles	crossblend 0
	ladder_slide			misc/ladder_slide.skc			default_angles	crossblend 0
		
	//========================
	// Vehicle
	// (never has a weapon out when in a vehicle)
	//========================

	vehicle_idle	scripted/flak88/offic_idle.skc

	//========================
	// Turrets
	// (never has a weapon out when in a turret)
	//========================

//	turret_idle	scripted/flak88/offic_idle.skc
	turret_idle1	weapon_mg42/mg42_stand_idle_a(loop).skc		weight 1.0
	turret_idle2	weapon_mg42/mg42_stand_idle_b(twitch).skc	weight 0.2	dontrepeate
		
	//========================
	// Disguise
	//========================
	show_papers			viewmodel/papers/show_papers.skc	crossblend 0.2
	{
		server
		{
			entry activatenewweapon
			0 fire
			last deactivateweapon righthand
		}
	}
}

// include misc animation sets
//$include models/human/animation/jog.txt

// need to indicate the end of the tiki file because we have a tiki command at the end
//end
