animations
{
	$path models/human/animation

	//========================
	// Reload
	//========================
	pistol_reload		viewmodel/pistol/reload_colt.skc	crossblend 0.3
	{
		server
		{
			first reloadweapon													// tell the weapon that we're reloading
			0	attachmodel models/ammo/colt_clip.tik tag_weapon_left			// put the ammo clip in the left hand
			25	weaponcommand mainhand clip_fill								// put the clip ammo into the gun
			40	removeattachedmodel tag_weapon_left 0 models/ammo/colt_clip.tik	// remove the clip model from the left hand
		}
	}
	
	p38_reload			viewmodel/pistol/reload_p38.skc	crossblend 0.3
	{
		server
		{
			first reloadweapon													// tell the weapon that we're reloading
			0	attachmodel models/ammo/p38_clip.tik tag_weapon_left			// put the ammo clip in the left hand
			25	weaponcommand mainhand clip_fill								// put the clip ammo into the gun
			40	removeattachedmodel tag_weapon_left 0 models/ammo/p38_clip.tik	// remove the clip model from the left hand
		}
	}
	
	histandard_reload	viewmodel/pistol/reload_hp.skc	crossblend 0.3
	{
		server
		{
			first reloadweapon																// tell the weapon that we're reloading
			0	attachmodel models/ammo/silencedpistol_clip.tik tag_weapon_left				// put the ammo clip in the left hand
			25	weaponcommand mainhand clip_fill											// put the clip ammo into the gun
			40	removeattachedmodel tag_weapon_left 0 models/ammo/silencedpistol_clip.tik	// remove the clip model from the left hand
		}
	}

	//========================
	// Walking/Cautious
	//========================
	pistol_stand_walk_fwd		weapon_pistol/walks_runs/pistol_alert_walk_forward.skc			deltadriven	crossblend 0.2 //autosteps_walk
	pistol_stand_walk_back		weapon_pistol/walks_runs/pistol_alert_walk_backwards.skc		deltadriven	crossblend 0.2 //autosteps_walk
	pistol_stand_walk_left		weapon_pistol/walks_runs/pistol_alert_walk_left.skc			deltadriven	crossblend 0.2 //autosteps_walk
	pistol_stand_walk_right		weapon_pistol/walks_runs/pistol_alert_walk_right.skc			deltadriven	crossblend 0.2 //autosteps_walk

	//========================
	// Jogging/Relaxed
	//========================
	pistol_stand_run_fwd		weapon_pistol/walks_runs/jog_pistol.skc				deltadriven	crossblend 0.2 autosteps_run
	pistol_stand_run_back		weapon_pistol/walks_runs/pistol_run_back.skc			deltadriven	crossblend 0.2 autosteps_run
	pistol_stand_run_left		weapon_pistol/walks_runs/pistol_run_left.skc			deltadriven	crossblend 0.2 autosteps_run
	pistol_stand_run_right		weapon_pistol/walks_runs/pistol_run_right.skc			deltadriven	crossblend 0.2 autosteps_run

	//========================
	// Standing
	//========================

//	pistol_stand_idle	 		viewmodel/pistol/coltpose.skc			crossblend 0.3
	pistol_stand_idle1	 		weapon_pistol/curious/pistol_stand_curious(basic_loop).skc	weight 1			crossblend 0.2		weight 1.0
	pistol_stand_idle2	 		weapon_pistol/curious/pistol_stand_curious(twitch).skc	weight 1 dontrepeate

	//========================
	// Crouching
	//========================
//	pistol_crouch_idle		viewmodel/pistol/crouch_coltpose.skc	crossblend 0.2
	pistol_crouch_idle		weapon_pistol/pistol_crouch_idle.skc			crossblend 0.2
	
	pistol_crouch_walk_fwd		weapon_pistol/walks_runs/pistol_crouch_walk_forward.skc	 //autosteps_walk
	pistol_crouch_walk_back		weapon_pistol/pistol_crouch_walk_backwards.skc		 //autosteps_walk
	pistol_crouch_walk_left		weapon_pistol/walks_runs/pistol_crouch_walk_left.skc	 //autosteps_walk
	pistol_crouch_walk_right	weapon_pistol/walks_runs/pistol_crouch_walk_right.skc	 //autosteps_walk

	pistol_crouch_run_fwd		weapon_pistol/walks_runs/pistol_crouch_run.skc		crossblend 0.2 autosteps_run
	pistol_crouch_run_back		weapon_pistol/walks_runs/pistol_crouch_run_back.skc	crossblend 0.2 autosteps_run
	pistol_crouch_run_left		weapon_pistol/walks_runs/pistol_crouch_run_left.skc	crossblend 0.2 autosteps_run
	pistol_crouch_run_right		weapon_pistol/walks_runs/pistol_crouch_run_right.skc	crossblend 0.2 autosteps_run
		
	//========================
	// Pistol Firing
	//========================
	pistol_stand_fire		viewmodel/pistol/tps_fire_colt.skc		crossblend 0.05	
	{
		server
		{
			entry fire
		}
	}
	pistol_stand_run_fire		viewmodel/pistol/tps_fire_colt.skc			crossblend 0.05
	{
		server
		{
			entry fire
		}
	}
	pistol_crouch_fire		viewmodel/pistol/tps_fire_colt.skc		crossblend 0.05
	{
		server
		{
			entry fire
		}
	}
	pistol_crouch_run_fire		viewmodel/pistol/tps_fire_colt.skc		crossblend 0.05
	{
		server
		{
			entry fire
		}
	}
		
	//========================
	// Silenced Pistol Firing
	//========================
	pistol_silenced_stand_fire			viewmodel/pistol/tps_fire_hp.skc		crossblend 0.05	
	{
		server
		{
			entry fire
		}
	}
	pistol_silenced_stand_run_fire		viewmodel/pistol/tps_fire_hp.skc				crossblend 0.05
	{
		server
		{
			entry fire
		}
	}
	pistol_silenced_crouch_fire			viewmodel/pistol/tps_fire_hp.skc		crossblend 0.05
	{
		server
		{
			entry fire
		}
	}
	pistol_silenced_crouch_run_fire		viewmodel/pistol/tps_fire_hp.skc			crossblend 0.05
	{
		server
		{
			entry fire
		}
	}

	//========================
	// Pistol Whip
	//========================
	pistol_butt1				viewmodel/pistol/pistolwhip1.skc		random
	{
		server
		{
			// moved to match the animation
//			3 fire mainhand secondary
			6 fire mainhand secondary
		}
		client
		{
			entry sound pistol_whip // the swish sound. 
		}
	}

	pistol_butt2				viewmodel/pistol/pistolwhip2.skc	random
	{
		server
		{
			// moved to match the animation
//			3 fire mainhand secondary
			6 fire mainhand secondary
		}
		client
		{
			entry sound pistol_whip // the swish sound. 
		}
	}

	//========================
	// Raise
	//========================
	pistol_stand_raise		viewmodel/pistol/tps_pullout_colt.skc
	{
		server
		{
			first activatenewweapon lefthand
		}
		client
		{
			enter sound snd_pistol_pullout
		}
	}
	pistol_crouch_raise		viewmodel/pistol/tps_pullout_colt.skc
	{
		server
		{
			first activatenewweapon lefthand
		}
		client
		{
			enter sound snd_pistol_pullout
		}
	}

	//========================
	// Lower
	//========================
	pistol_stand_lower	viewmodel/pistol/tps_putaway_colt.skc
	{
		server
		{
			last deactivateweapon righthand
		}
		client
		{
			enter sound snd_pistol_putaway
		}
	}
	pistol_crouch_lower	viewmodel/pistol/tps_putaway_colt.skc
	{
		server
		{
			last deactivateweapon righthand
		}
		client
		{
			enter sound snd_pistol_putaway
		}
	}

	//========================
	// Jumping & Falling
	//========================
	pistol_jump_takeoff			viewmodel/pistol/pistol_jump_start.skc		crossblend 0.1
	{
		server
		{
			first ai_event	footstep
		}
		client
		{
			first footstep	"Bip01 R Foot" run
		}
	}
	pistol_jump_run_takeoff		viewmodel/pistol/pistol_jump_start.skc			crossblend 0.1
	{
		server
		{
			first ai_event	footstep
		}
		client
		{
			first footstep	"Bip01 R Foot" run
		}
	}
	pistol_fall			viewmodel/pistol/pistol_jump_loop.skc			crossblend 0.2
	pistol_land			viewmodel/pistol/pistol_jump_end.skc		crossblend 0.1
	{
		client
		{
			first landing
		}
	}
	pistol_land_hard		viewmodel/pistol/pistol_jump_end.skc		crossblend 0.1
	{
		client
		{
			first landing
		}
	}
	
	//========================
	// Pain
	//========================

	$path models/human/protoanimations

	pistol_pain					jump_land.skc				crossblend 0.1
	pistol_pain_ducked			jump_tuck_loop.skc			crossblend 0.1
	
	//========================
	// Misc
	//========================
	pistol_run_into_wall		jump_land.skc			crossblend 0.1
}
