// These are player animations shared between the
// 3rd persons models, and first person models.
animations
{
	$path models/human/animation

	//========================
	// Player model selection screen idle animations
	//========================
	americanselectionidle1			misc/salute_idle.skc					weight	0.55
	americanselectionidle2			misc/salute_idle2.skc					weight	0.2
	americanselectionidle3			misc/salute.skc							weight	0.25 dontrepeate
	
	germanselectionidle1			misc/salute_idle.skc					weight	0.55
	germanselectionidle2			misc/salute_idle2.skc					weight	0.2
	germanselectionidle3			misc/german_salute_idle.skc				weight	0.2
//	germanselectionidle4			misc/german_salute.skc					weight	0.25 dontrepeate



	//========================
	// Idle animation for model bounds
	//========================
//	idle 				viewmodel/pistol/coltpose.skc		crossblend 0.2
	idle				scripted/flak88/offic_idle.skc

	//========================
	// Death
	//========================
	death1			deaths/death_fall_back.skc		default_angles crossblend 0.1 weight 1.0
	{
		server
		{
			last dead
		}
		client
		{
			12 bodyfall 0.8
			14 landing 0.5
		}
	}
	death2			deaths/death_fall_to_knees.skc	default_angles crossblend 0.1 weight 1.0
	{
		server
		{
			last dead
		}
		client
		{
			5 bodyfall 0.7
			13 bodyfall 0.5
		}
	}
	death3			deaths/death_headpistol.skc		default_angles crossblend 0.1 weight 1.0
	{
		server
		{
			last dead
		}
	}
	death_crouch					deaths/death_frontcrouch.skc	default_angles crossblend 0.1
	{
		server
		{
			last dead
		}
	}
	death_explosion_small 			deaths/death_upgrenade.skc		default_angles crossblend 0.1
	{
		server
		{
			last dead
		}
	}
	death_explosion_large 			deaths/death_grenade.skc	default_angles crossblend 0.1
	{
		server
		{
			last dead
		}
	}
	death_explosion_left 			deaths/death_left.skc			default_angles crossblend 0.1
	{
		server
		{
			last dead
		}
	}
	death_explosion_right 			deaths/death_right.skc			default_angles crossblend 0.1
	{
		server
		{
			last dead
		}
	}
	death_explosion_back 			deaths/death_backgrenade.skc	default_angles crossblend 0.1
	{
		server
		{
			last dead
		}
	}
	death_explosion_front 			deaths/death_chest.skc			default_angles crossblend 0.1
	{
		server
		{
			last dead
		}
	}



	//////////////////////////////////
	// 
	// Deaths copied from single-player game (new_generic_human.tik)
	// 
	//////////////////////////////////

	// Fall to knees and then forward.
	death_fall_to_knees		deaths/death_fall_to_knees.skc
	{
		client
		{
			6  bodyfall   //knees
			24 bodyfall   //face
		}
		server
		{
			last dead
		}
	}
	// Weak-looking slow falling back animation.  Doesn't look very dead...
	death_fall_back			deaths/death_fall_back.skc
	{	
		client
		{
			13 bodyfall	.7 //butt
			14 bodyfall	   //back
			last bodyfall	.1 //feet
		}
		server
		{
			last dead
		}
	}
	// Shot in chest, reaches up with right hand, falls to hands and knees and dies.
	death_chest				deaths/death_chest.skc
	{	
		client
		{
			9 bodyfall  .8 //knees
			last bodyfall  .1
		}
		server
		{
			last dead
		}
	}
	// Falls back (1-2 meters) clutching neck.
	death_choke				deaths/death_choke.skc		
	{
		client
		{
			4 bodyfall //back
		}
		server
		{
			last dead
		}
	}
	// Shot in crotch/stomach, fall kind of sideways.
	death_crotch			deaths/stomach_death.skc
	{	
		client
		{
			25 bodyfall
		}
		server
		{
			last dead
		}
	}
	// Fall/fly forward from a crouching position.  Could also work for running death.  Very simple.	
	death_frontcrouch		deaths/death_frontcrouch.skc
	{
		client
		{
			2  bodyfall //face
		}
		server
		{
			last dead
		}
	}
	// Fall to knees and then flat, execution-style.  Good for headshots.
	death_headpistol		deaths/death_headpistol.skc
	{
		client
		{
			9 bodyfall 	.6 //knees
			19 bodyfall    //face
		}
		server
		{
			last dead
		}
	}
	// Actually a running death.  Looks good for shot in the back of the head.
	death_head_flyforward			deaths/death_run03.skc
	{
		client
		{
			3 bodyfall      //face
			6 bodyfall .05  //Left Leg
			7 bodyfall .05  //Right Leg
		}
		server
		{
			last dead
		}
	}
	// Die while moving forward fast.
	death_run01				deaths/death_run01.skc				random
	{
		client
		{
			3  bodyfall	.5//knees
			7  bodyfall //face
		}
		server
		{
			last dead
		}
	}
	// Die while moving forward fast.
	death_run02				deaths/death_run02.skc				random
	{
		client
		{
			7  bodyfall	//knees
			
		}	
		server
		{
			last dead
		}
	}
	// Die while moving forward fast.
	death_run03				deaths/death_run03.skc				random
	{
		client
		{
			3 bodyfall      //face
			6 bodyfall .05  //Left Leg
			7 bodyfall .05  //Right Leg
		}
		server
		{
			last dead
		}
	}
	// Flies back a meter or two, lands, legs go in the air
	death_back1				deaths/back_death01.skc				random
	{
		client
		{
			8  bodyfall //back
			24  bodyfall .2 //Right Leg
			30  bodyfall .2 //Left Leg
		}
		server
		{
			last dead
		}
	}
	// Flies back a meter or so, lands, legs go in the air a little
	death_back2				deaths/back_death02.skc				random
	{
		client
		{
			8 bodyfall     //back
			13 bodyfall .3 //Right Leg
			17 bodyfall .2 //Left leg
		}
		server
		{
			last dead
		}
	}
	// Flies back a meter or so, lands.  Very fast.
	death_back3				deaths/death_back3.skc				random
	{
		client
		{
			7 bodyfall //back
			9 bodyfall .2
			11 bodyfall .2
		}
		server
		{
			last dead
		}
	}
	// Fall/fly left and slightly back, 1-2 meters.  Looks like it's a bit slow.
	death_left				deaths/death_left.skc
	{
		client
		{
			11 bodyfall //back
		}
		server
		{
			last dead
		}
	}
	// Fall/fly right and slightly back, 1-2 meters.  Looks like it's a bit slow.
	death_right				deaths/death_right.skc
	{
		client
		{
			12 bodyfall //back
		}
		server
		{
			last dead
		}
	}

	// Hit hard in face or lower back.  Good for shotgun to upper chest or face.
	death_knockedup				deaths/death_knockedup.skc
	{
		client
		{
			8 bodyfall
		}
		server
		{
			last dead
		}
	}
	// Choking, fall forward.  Very painfull...
	death_frontchoke		deaths/death_gassing02.skc
	{
		client
		{
			10 bodyfall //face
			22 bodyfall //face
		}
		server
		{
			last dead
		}
	}
	// Slowly fall forward while spinning to the left (counter-clockwise)
	death_twist				deaths/death_twist.skc
	{
		client
		{
			14 bodyfall //face
			18 bodyfall //face
		}
		server
		{
			last dead
		}
	}
	// Fall to knees and then sideways.  Instant death sort of thing.
	death_collapse			deaths/death_collapse.skc
	{
		client
		{
			7 bodyfall //face
			18 bodyfall //face
		}
		server
		{
			last dead
		}
	}
	// Collapse and fall back & right.  Good for headshots most likely.
	death_shoot				deaths/death_shoot.skc
	{
		client
		{
			13 bodyfall //face
			18 bodyfall //face
		}
		server
		{
			last dead
		}
	}
	death_prone				deaths/death_prone1.skc
	{
		client
		{
			7 bodyfall //face
		}
		server
		{
			last dead
		}
	}

	rifle_pain_kneestodeath			weapon_mp44/major_pain/mp44_pain_kneestodeath.skc
	{
		server
		{
			last dead
		}
	}


}