scale=0.01

skeleton=Skeleton.CSF
anim_skeleton=Base_skel.CSF

mesh=mesh.CMF

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

# 3
animation=Run_AK47.CAF:STEPS_E
animation=RunBack_AK47.CAF:STEPS_F
animation=StrafeRight_AK47.CAF:STEPS_H
animation=StrafeLeft_AK47.CAF:STEPS_G

# 7
animation=pistol_run_forward.CAF:STEPS
animation=pistol_run_back.CAF:STEPS
animation=pistol_run_strafe_right.CAF:STEPS
animation=pistol_run_strafe_left.CAF:STEPS

# 11
animation=Run_AK47.CAF:STEPS
animation=RunBack_AK47.CAF:STEPS
animation=StrafeRight_AK47.CAF:STEPS
animation=StrafeLeft_AK47.CAF:STEPS

# 15
animation=ShootParcial.CAF:SHOOT
animation=pistol_shoot.CAF:PISTOL_SHOOT
animation=ShootParcial.CAF:SHOOT
animation=DeathA.CAF:DEATH

# 19
animation_ret=hit_A_AK47.CAF:GET_HIT_A
animation_ret=hit_B_AK47.CAF:GET_HIT_B
animation=evade_AK47.CAF:ROLL
animation=melee_1.CAF:MELEE
animation=throw_grenade.CAF:THROW

# 24
animation=change_weapon.CAF
animation=interact.CAF
animation=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')