scale=0.01

skeleton=New_skeleton.CSF
anim_skeleton=Skeleton.CSF

mesh=mesh_new.CMF

# 0
animation=Idle.CAF
animation_ret=pistol_idle.CAF
animation=Idle_Minigun.CAF

# 3 - Rifle movement: default
animation=Run_AK47.CAF:STEPS
animation=RunBack_AK47.CAF:STEPS
animation_ret=StrafeRight_AK47.CAF:STEPS
animation_ret=StrafeLeft_AK47.CAF:STEPS

# 7 - Pistol movement
animation_ret=pistol_run_forward.CAF:STEPS
animation_ret=pistol_run_back.CAF:STEPS
animation_ret=pistol_run_strafe_right.CAF:STEPS
animation_ret=pistol_run_strafe_left.CAF:STEPS

# 11 - Minigun movement
animation_ret=Run_Minigun.CAF:STEPS
animation_ret=RunBack_Minigun.CAF:STEPS
animation_ret=StrafeRight_Minigun.CAF:STEPS
animation_ret=StrafeLeft_Minigun.CAF:STEPS

# 15 - Shoot
animation_ret=ShootParcial.CAF:SHOOT
animation_ret=pistol_shoot.CAF:PISTOL_SHOOT
animation=Shoot_Minigun.CAF:PISTOL_SHOOT
animation=DeathA.CAF:DEATH

# 19 - Misc actions: get hit, interact, melee animations and throw grenade
animation=hit_A_AK47.CAF:GET_HIT_A
animation=hit_B_AK47.CAF:GET_HIT_B
animation_ret=evade_AK47.CAF:ROLL
animation=melee_1.CAF:MELEE
animation_ret=Throw_grenade.CAF:THROW

# 24
animation_ret=change_weapon.CAF
animation_ret=interact.CAF
animation_ret=reload.CAF:RELOAD
animation=Push_chango.CAF:KNOCKED
animation=Push_Chango_end.CAF

# 29
animation=Attack_power_A_Cam.CAF:ULTRA
animation=cant_shoot.CAF

# 31 Mission emotes
animation=mission_complete.CAF
animation=mission_failed.CAF

# 33 - Carry animations
animation=Carry_Idle.CAF
animation=Carry_run_front.CAF
animation=Carry_run_back.CAF
animation=Carry_Strafe_Right.CAF
animation=Carry_Strafe_Left.CAF

# ---------------------------------------------------------------------
# Animation events
onEnd=SHOOT:GetOwner().AnimEvent(0)
onEnd=PISTOL_SHOOT:GetOwner().AnimEvent(0)
onTime=THROW:0.01:GetOwner().AnimEvent(1)
onTime=THROW:0.25:GetOwner().AnimEvent(2)

onTime=MELEE:0.4:GetOwner().Play3D('kick')
onTime=ROLL:0.1:GetOwner().Play3D('roll')
onTime=DEATH:0.1:GetOwner().Play3D('death')

onTime=STEPS:0.01:GetOwner().Play3D('step')
onTime=STEPS:0.4:GetOwner().Play3D('step')

onTime=GET_HIT_A:0.01:GetOwner().Play3D('pain')
onTime=GET_HIT_B:0.01:GetOwner().Play3D('pain')

onTime=ULTRA:0.01:GetOwner().Play3D('ultraattack')
onTime=KNOCKED:0.01:GetOwner().Play3D('pain')

# onTime=RELOAD:0.01:GetOwner().Play3D('reload')
