Male Bystander
----------------------------
MODELS
models\npcs\male\nmale.md2 - body
models\npcs\male\heada.md2 - human head
models\npcs\male\headb.md2 - human w/hat
models\npcs\male\headc.md2 - alien
models\npcs\male\blastera.md2 - blaster
models\npcs\male\a_jacket.md2 - jacket
models\npcs\male\pad.md2 - pda thing

Attachment Notes:
Of course the body should always appear, it might be tough to keep the heads on 
after the entity is dead (same for jackets). Given the body, head, and jacket 
bystanders are limited to only one extra accessory at a time (cup, pad, or gun). 
In the case of the cup, bystanders will drop this if trouble breaks out, same for 
the pad. Some bystanders will be heroic and pull a blaster, others will run for 
cover and cower in fear. Even the heroic may drop they're weapons and run under 
certain conditions (injured or facing a larger weapon). Seated bystanders will
get up and try to get away (shimmying quickly =) or remaining sleeping until
shot. The jacket is a relatively worthless accessory, I was thinking it could be
used for rebel forces so people who wear it would recognize each other as
rebels. In this way any bystander skin could also be used with the rebel jacket.

SKINS
too many to list

ANIMATIONS [most of these suck]
astand (4) - first frame is idle, 2-4 is blinking
bfidget (21) - standing perfectly still gets boring
cwalk (18) - first 6 frames are transition into walking, loop remaining
drun (6) - running with or without gun
epain (5) - generic pain (armed or unarmed, with or without pad, drops cup)
fpainb (7) - first four frames grabs his stomach, the rest is a transition to 
cowering
glightpain (3) - as in lightning attack pain, could be used for electric shock
hchokepain (5) - infamous Vader choke hold
italk (15) - looping talking animation
jlisten (12) - listening animation, hold at frames 4, 7, and 12 for a moment
kagree (7) - knodding in agreement
ldisagree (15) - knodding in disagreement
mgetpad (7) - retrieve pad from pocket
nstandpad (18) - idling with pad
oawaypad (5) - puts pad away
pgetgun (6) - unholster gun (overwise weapon is not visible)
qstandgun (16) - standing around armed
rshootgun (10) - fires off a round
sawaygun (6) - holsters gun
tgetdrink (8) - grabbing a drink near the edge of a bar, leaning into it
ulead (9) - idle, leaning against bar (5 units high)
vdrink (15) - drinking whilst at bar
wunlean (7) - disengage bar
xshimmyright (6) - sliding in between a table/booth and chair to get up/sit down
yshimmyleft (6) - ditto
zasitdown (9) - transition from standing in from of chair to sitting (if starting from a shimmy, skip the first 4 frames); chair being 12-13 units high
zbseated (7) - transition into an arms crossed pose (for talking, etc)
zcsitgetpad (7) - unholster pad whilst seated
zdsitpad (18) - idling with pad while sitting
zesitawaypad (5) - holstering pad from seated pose
zfsitfood (1-8) - chewing food, arms at the table (table ~24 units off ground)
zgsitbite (13) - biting a piece of food
zhsitdrink (10)
zisittalk (15) - same as standing and speaking, arms crossed
zjsitlisten (12) - same as listening and standing
zksitagree (7) - ditto
zlsitdisagree (15)
zmsitsleep (1) - sleeping on table
znsitpain (4) - injured whilst seated
zostandup (9) - skip last four frames if going into shimmy
zpcower (13) - first 4 frames are transition into cower, loop remaining
zqcowerfidget (9) - cowering too long
zrcowerpain (4) - injured mid-cower
zsruncower (6) - running scared, usually to SWQ safety point
ztdie (18) - dies on his back
zudieb (7) - falls on his stomach
zvdiec (6) - dieing
zwchokedie (13) - Vader style killing
zxsitdie (10) - killed whilst seated
zycowerdie (8) - mid-cower death