animations
{
	$path models/human/animation

	//=========================
	// Reload Garand
	//========================
	rifle_reload		viewmodel/rifle/tps_garand_reload.skc		crossblend 0.05
	{
		server
		{
			first reloadweapon																// tell the weapon that we're reloading
			1	weaponcommand mainhand attachtohand offhand									// attach the weapon to the left hand
			4	attachmodel models/ammo/garand_clip_reload.tik tag_weapon_right				// put the ammo clip in the right hand
			34	weaponcommand mainhand clip_fill											// put the clip ammo into the gun
			42	removeattachedmodel tag_weapon_right 0 models/ammo/garand_clip_reload.tik	// remove the clip model from the right hand
			57	weaponcommand mainhand attachtohand mainhand								// reattach the weapon to the right hand
		}
	}

	//========================
	// Reload Springfield (one shell at a time)
	//========================
	springfield_reload_start		viewmodel/rifle/tps_springfield_reload_start.skc		crossblend 0.05
	{
		server
		{
			first reloadweapon											// tell the weapon that we're reloading
			1	weaponcommand mainhand attachtohand offhand				// attach the weapon to the left hand
		}
	}
	springfield_reload_loop			viewmodel/rifle/tps_springfield_reload_fill.skc		crossblend 0
	{
		server
		{
			first weaponcommand mainhand anim reload_single
			0 attachmodel models/ammo/springfield_clip_reload.tik tag_weapon_right
			8 weaponcommand mainhand clip_add 1													// put a single shell into the gun
			8 removeattachedmodel tag_weapon_right 0 models/ammo/springfield_clip_reload.tik	// remove the clip model from the right hand
		}
	}
	springfield_reload_end			viewmodel/rifle/tps_springfield_reload_end.skc		crossblend 0.0
	{
		server
		{
			first	weaponcommand mainhand anim reload_end
			31	weaponcommand mainhand attachtohand mainhand		// reattach the weapon to the right hand
		}
	}


	//========================
	// Reload KAR98
	//========================
	kar98_reload		viewmodel/rifle/tps_kar98_reload.skc		crossblend 0.05
	{
		server
		{
			first reloadweapon
			0	attachmodel models/ammo/kar98_clip_reload.tik tag_weapon_right				// tell the weapon that we're reloading
			1	weaponcommand mainhand attachtohand offhand									// attach the weapon to the left hand
			50	weaponcommand mainhand clip_fill											// put the clip ammo into the gun
			50	removeattachedmodel tag_weapon_right 0 models/ammo/kar98_clip_reload.tik	// remove the clip model from the right hand
			99	weaponcommand mainhand attachtohand mainhand								// reattach the weapon to the right hand
		}
	}

	//========================
	// Walking/Cautious
	//========================
	rifle_stand_walk_fwd		multiplayer/mp_rifle_curious_walk_forward.skc		//autosteps_walk
	rifle_stand_walk_back		multiplayer/mp_rifle_curious_walk_backwards.skc		//autosteps_walk
	rifle_stand_walk_left		multiplayer/mp_rifle_curious_walk_left.skc			//autosteps_walk
	rifle_stand_walk_right		multiplayer/mp_rifle_curious_walk_right.skc			//autosteps_walk

	//========================
	// Jogging/Relaxed
	//========================
	rifle_stand_run_fwd		weapon_rifle/walks_runs/rifle_jog.skc				autosteps_run
	rifle_stand_run_back		multiplayer/mp_rifle_jog_back.skc					autosteps_run
	rifle_stand_run_left		multiplayer/mp_rifle_run_left.skc				autosteps_run
	rifle_stand_run_right		multiplayer/mp_rifle_run_right.skc				autosteps_run

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

	rifle_stand_idle	 		multiplayer/mp_rifle_stand_curious.skc			crossblend 0.2		
	
	//========================
	// Crouching
	//========================
	rifle_crouch_idle		weapon_rifle/crouch/rifle_crouch.skc			crossblend 0.2
	rifle_crouch_walk_fwd		multiplayer/mp_rifle_crouch_walk_forwards.skc		crossblend 0.1 //autosteps_walk
	rifle_crouch_walk_back		multiplayer/mp_rifle_crouch_walk_back.skc		crossblend 0.1 //autosteps_walk
	rifle_crouch_walk_left		multiplayer/mp_rifle_crouch_walk_left.skc		crossblend 0.1 //autosteps_walk
	rifle_crouch_walk_right		multiplayer/mp_rifle_crouch_walk_right.skc		crossblend 0.1 //autosteps_walk

	rifle_crouch_run_fwd		multiplayer/mp_rifle_crouchrun.skc			crossblend 0.1 autosteps_run
	rifle_crouch_run_back		multiplayer/mp_rifle_crouch_run_backwards.skc		crossblend 0.1 autosteps_run
	rifle_crouch_run_left		weapon_rifle/walks_runs/rifle_crouchrun_left.skc	crossblend 0.1 autosteps_run
	rifle_crouch_run_right		weapon_rifle/walks_runs/rifle_crouchrun_right.skc	crossblend 0.1 autosteps_run
		
	//========================
	// Rifle Firing
	//========================
	rifle_stand_fire		viewmodel/rifle/fire_rifle_stand.skc		crossblend 0.05
	{
		server
		{
			entry fire
		}
	}

	$path models/human/protoanimations
	rifle_stand_run_fire	fire_rifle_trot.skc			crossblend 0.05
	{
		server
		{
			entry fire
		}
	}
	$path models/human/animation

	rifle_stand_walk_fire		viewmodel/rifle/walk_player_rifle.skc			crossblend 0.05
	{
		server
		{
			entry fire
		}
	}
	rifle_crouch_fire		viewmodel/rifle/fire_rifle_stand.skc	crossblend 0.05
	{
		server
		{
			entry fire
		}
	}
	rifle_crouch_run_fire		viewmodel/rifle/rifle_fire_crouch.skc		crossblend 0.05
	{
		server
		{
			entry fire
		}
	}

	//========================
	// Springfield Rechambering
	//========================
	springfield_stand_rechamber		viewmodel/rifle/tps_springfield_rechamber.skc	crossblend 0.1
	{
		server
		{
			entry weaponcommand mainhand anim "rechamber"	// tell the weapon what animation we want it to play
			1 weaponcommand mainhand attachtohand offhand	// attach the weapon to the left
			47 weaponcommand mainhand attachtohand mainhand	// attach teh weapon back to the right hand
			last weaponcommand mainhand idle				// tell the weapon to return to the idle state
		}
	}
	springfield_crouch_rechamber	viewmodel/rifle/tps_springfield_rechamber.skc	crossblend 0.1
	{
		server
		{
			entry weaponcommand mainhand anim "rechamber"	// tell the weapon what animation we want it to play
			1 weaponcommand mainhand attachtohand offhand	// attach the weapon to the left
			47 weaponcommand mainhand attachtohand mainhand	// attach teh weapon back to the right hand
			last weaponcommand mainhand idle				// tell the weapon to return to the idle state
		}
	}

	//========================
	// KAR98 Rechambering
	//========================
	kar98_stand_rechamber		viewmodel/rifle/tps_kar98_rechamber.skc	crossblend 0.1
	{
		server
		{
			entry weaponcommand mainhand anim "rechamber"	// tell the weapon what animation we want it to play
			1 weaponcommand mainhand attachtohand offhand	// attach the weapon to the left
			44 weaponcommand mainhand attachtohand mainhand	// attach teh weapon back to the right hand
			last weaponcommand mainhand idle				// tell the weapon to return to the idle state
		}
	}
	kar98_crouch_rechamber		viewmodel/rifle/tps_kar98_rechamber.skc	crossblend 0.1
	{
		server
		{
			entry weaponcommand mainhand anim "rechamber"	// tell the weapon what animation we want it to play
			1 weaponcommand mainhand attachtohand offhand	// attach the weapon to the left
			44 weaponcommand mainhand attachtohand mainhand	// attach teh weapon back to the right hand
			last weaponcommand mainhand idle				// tell the weapon to return to the idle state
		}
	}

	//========================
	// Raise Animations
	//========================
	// THESE ARE ALL PLACEHOLDER ANIMATIONS!!!!!
	rifle_stand_raise		viewmodel/rifle/raise_rifle_standplayer.skc
	{
		server
		{
			0 activatenewweapon garandhand
		}
		client
		{
			enter sound snd_rifle_pullout
		}
	}
	rifle_crouch_raise		viewmodel/rifle/raise_rifle_standplayer.skc
	{
		server
		{
			0 activatenewweapon garandhand
		}
		client
		{
			enter sound snd_rifle_pullout
		}
	}

	//========================
	// Lower
	//========================
	// THESE ARE ALL PLACEHOLDER ANIMATIONS!!!!!
	rifle_stand_lower		viewmodel/rifle/lower_rifle_stand.skc
	{
		server
		{
			18 deactivateweapon righthand
		}
		client
		{
			enter sound snd_rifle_putaway
		}
	}
	rifle_crouch_lower	viewmodel/rifle/lower_rifle_stand.skc
	{
		server
		{
			10 deactivateweapon righthand
		}
		client
		{
			enter sound snd_rifle_putaway
		}
	}
	
	//========================
	// Jumping & Falling
	//========================
	rifle_jump_takeoff		viewmodel/rifle/jump_rifle_start.skc			crossblend 0.1
	{
		server
		{
			first ai_event	footstep
		}
		client
		{
			first footstep	"Bip01 R Foot" run
		}
	}
	rifle_jump_run_takeoff		viewmodel/rifle/jump_rifle_start.skc			crossblend 0.1
	{
		server
		{
			first ai_event	footstep
		}
		client
		{
			first footstep	"Bip01 R Foot" run
		}
	}
	rifle_fall			viewmodel/rifle/jump_rifle_loop.skc		crossblend 0.2
	rifle_land			viewmodel/rifle/jump_rifle_end.skc		crossblend 0.1
	{
		client
		{
			first landing
		}
	}
	rifle_land_hard			viewmodel/rifle/jump_rifle_end.skc			crossblend 0.1
	{
		client
		{
			first landing
		}
	}
	
	//========================
	// Pain
	//========================
	
	rifle_pain				viewmodel/rifle/jump_rifle_end.skc		crossblend 0.1
	$path models/human/protoanimations
	rifle_pain_ducked			jump_tuck_loop.skc			crossblend 0.1		

	
	//========================
	// Misc
	//========================

	rifle_run_into_wall			jump_land.skc				crossblend 0.1
}
