// 82 sequences
$sequence walk1 "walk1" LX loop fps 30 ACT_WALK 1
$sequence run "run" LX loop fps 30 ACT_RUN 1
$sequence victorydance "victorydance" fps 21 ACT_VICTORY_DANCE 1
$sequence cower "cower" fps 28 ACT_COWER 1
$sequence smflinch "smflinch" fps 20 ACT_SMALL_FLINCH 5
$sequence leftlegsmflinch "leftlegsmflinch" fps 22 ACT_FLINCH_LEFTLEG 1
$sequence rightlegsmflinch "rightlegsmflinch" fps 22 ACT_FLINCH_RIGHTLEG 1
$sequence rightarmflinch "rightarmflinch" fps 22 ACT_FLINCH_RIGHTARM 1
$sequence leftarmflinch "leftarmflinch" fps 22 ACT_FLINCH_LEFTARM 1
$sequence launchgrenade "launchgrenade" fps 30 ACT_RANGE_ATTACK2 1 { event 8 16 }
$sequence throwgrenade "throwgrenade" fps 30 ACT_RANGE_ATTACK2 1 { event 7 36 }
$sequence idle1 "idle1" loop fps 30 ACT_IDLE 1
$sequence idle2 "idle2" loop fps 10 ACT_IDLE 1
$sequence combatidle "combatidle" loop fps 30 ACT_IDLE_ANGRY 1
$sequence frontkick "frontkick" fps 35 ACT_MELEE_ATTACK1 1 { event 3 14 } { event 2010 14 }
$sequence crouching_wait "crouching_wait" fps 30 ACT_CROUCH 0
$sequence crouching_mp5 "crouching_mp5_blend1" "crouching_mp5_blend2" loop fps 20 ACT_RANGE_ATTACK1 1 blend XR -45 45 { event 4 0 } { event 5 2 } { event 6 4 } { event 5001 0 "50" } { event 5001 2 "50" } { event 5001 4 "50" }
$sequence reload_mp5 "reload_mp5" fps 40 ACT_RELOAD 1 { event 2 47 }
$sequence crouching_shotgun "crouching_shotgun_blend1" "crouching_shotgun_blend2" fps 20 ACT_RANGE_ATTACK1 1 blend XR -45 45 { event 4 0 } { event 5001 0 "51" }
$sequence advance_signal "advance_signal" fps 30 ACT_SIGNAL1 1 { event 10 1 }
$sequence flank_signal "flank_signal" fps 40 ACT_SIGNAL2 1
$sequence retreat_signal "retreat_signal" fps 30 ACT_SIGNAL3 1
$sequence drop_grenade "drop_grenade" fps 40 ACT_SPECIAL_ATTACK1 1 { event 9 22 }
$sequence limpingwalk "limpingwalk" LX loop fps 30 ACT_WALK_HURT 1
$sequence limpingrun "limpingrun" LX loop fps 30 ACT_RUN_HURT 1
$sequence 180L "180L" fps 12 ACT_TURN_LEFT 1
$sequence 180R "180R" fps 12 ACT_TURN_RIGHT 1
$sequence strafeleft "strafeleft" LX LY loop fps 30 ACT_STRAFE_LEFT 1
$sequence straferight "straferight" LX LY loop fps 30 ACT_STRAFE_RIGHT 1
$sequence dieback1 "dieback1" X fps 25 ACT_DIEBACKWARD 1 { event 11 5 } { event 2001 17 }
$sequence dieforward "dieforward" X fps 26 ACT_DIEFORWARD 1 { event 11 3 } { event 2001 10 }
$sequence diesimple "diesimple" X fps 15 ACT_DIESIMPLE 1 { event 11 3 } { event 2001 10 }
$sequence diebackwards "diebackwards" X fps 30 ACT_DIEBACKWARD 1 { event 11 6 } { event 2001 12 }
$sequence dieheadshot "dieheadshot" X fps 30 ACT_DIE_HEADSHOT 1 { event 11 1 } { event 2001 20 }
$sequence diegutshot "diegutshot" X fps 30 ACT_DIE_GUTSHOT 1 { event 11 0 } { event 2001 29 }
$sequence barnacled1 "barnacled1" fps 18 ACT_BARNACLE_HIT 1
$sequence barnacled2 "barnacled2" loop fps 30 ACT_BARNACLE_PULL 1
$sequence barnacled3 "barnacled3" fps 18 ACT_BARNACLE_CHOMP 1
$sequence barnacled4 "barnacled4" loop fps 15 ACT_BARNACLE_CHEW 1
$sequence repel_jump "repel_jump" fps 22 ACT_HOVER 1
$sequence repel_repel "repel_repel" loop fps 18 ACT_GLIDE 1
$sequence repel_shoot "repel_shoot_blend1" "repel_shoot_blend2" loop fps 18 ACT_FLY 1 blend XR -90 45 { event 4 1 } { event 5 3 } { event 6 5 } { event 5001 1 } { event 5001 3 } { event 5001 5 }
$sequence repel_land "repel_land" fps 20 ACT_LAND 1
$sequencegroup seqgroup1
$sequence crouching_idle "crouching_idle" loop fps 30
$sequence standing_mp5 "standing_mp5_blend1" "standing_mp5_blend2" loop fps 20 blend XR -45 45 { event 4 0 } { event 5 2 } { event 6 4 } { event 5001 0 "50" } { event 5001 2 "50" } { event 5001 4 "50" }
$sequence standing_shotgun "standing_shotgun_blend1" "standing_shotgun_blend2" fps 20 blend XR -45 45 { event 4 0 } { event 5001 0 "51" }
$sequence reload_shotgun "reload_shotgun" fps 40 { event 2 47 }
$sequence dead_on_stomach "dead_on_stomach" fps 10
$sequence deadstomach "deadstomach" fps 10
$sequence deadside "deadside" fps 10
$sequence deadsitting "deadsitting" fps 10
$sequence repel_die "repel_die" fps 12
$sequence dragholeidle "dragholeidle" loop fps 10
$sequence draghole "draghole" fps 10 { event 1000 1 } { event 1004 21 "debris/bustflesh1.wav" }
$sequence bustwall "bustwall" fps 20 { event 1000 1 }
$sequence hoprail "hoprail" fps 22
$sequence converse1 "converse1" loop fps 14
$sequence converse2 "converse2" loop fps 14
$sequence startleleft "startleleft" fps 12
$sequence startleright "startleright" fps 12
$sequence divecover "divecover" fps 22
$sequence defuse "defuse" loop fps 14
$sequence corner1 "corner1" loop fps 14
$sequence corner2 "corner2" loop fps 10
$sequence stone_toss "stone_toss" fps 15
$sequencegroup seqgroup2
$sequence cliffdie "cliffdie" AX AY AZR fps 36 { event 1001 0 } { event 1000 0 }
$sequence diveaside_idle "diveaside_idle" loop fps 30
$sequence diveaside "diveaside" AX AY AZR fps 30 { event 4 0 } { event 5 2 } { event 6 4 } { event 4 14 } { event 5 16 } { event 6 18 }
$sequence kneeldive_idle "kneeldive_idle" loop fps 30
$sequence kneeldive "kneeldive" AX AY AZR fps 30 { event 4 0 } { event 5 2 } { event 6 4 } { event 4 14 } { event 5 16 } { event 6 18 }
$sequence WM_button "WM_button" AX AY AZR fps 30
$sequence WM_moatjump "WM_moatjump" AX AY AZR fps 30
$sequencegroup seqgroup3
$sequence bustwindow "bustwindow" fps 24 { event 1003 5 "break" }
$sequence dragleft "dragleft" LX loop fps 28
$sequence dragright "dragright" LX loop fps 28
$sequence trackwave "trackwave" loop fps 24
$sequence trackdive "trackdive" fps 28 { event 1003 38 "switch" }
$sequence flyback "flyback" fps 25 { event 1003 29 "zap" } { event 1008 24 "weapons/electro4.wav" }
$sequence impaled "impaled" fps 10 { event 1000 1 }
$sequence jumptracks "jumptracks" fps 30
$sequence pipetoss "pipetoss" fps 30
$sequence plunger "plunger" fps 22