This is a sub-page of Bully (PlayStation 2)/Unused Actions and Animations/Actions.
1_02.cat#
/Global/1_02/PointAtRussel
This plays the unused animation NPC_GENERIC/HALL_SIGNAL_STOP.
1_02B.cat#
/Global/1_02B/CardIdle/GeekCardInitialize
This is supposed to set the weapon GeekCard on the ped's right hand, but it doesn't exist. It then moves to the node below.
/Global/1_02B/CardIdle/GeekCardInitialize/GeekCardIdle
This plays the unused animation C_PLAYER/GEEKCARD_IDLE_02 and then plays the node below every 6 seconds.
/Global/1_02B/CardIdle/GeekCardInitialize/GeekCardIdle/GeekCardLookAround
This plays the unused animation C_PLAYER/GEEKCARD_IDLE_01.
1_03.cat#
/Global/1_03/Conv/DavisLine
This plays the unused animation NIS/DAVIS_1-03_002_V1 and makes Davis say the unused Davis_1-03_002_v1 quote.
/Global/1_03/Conv/WadeResponse
This plays the unused animation NIS/WADE_1-03_003_V1 and makes Wade say the Wade_1-03_003_v1 quote.
/Global/1_03/Conv/WadeLaugh
This plays the unused animation NIS/WADE_1-03_002_V1 and makes any ped say their LAUGH_FRIENDLY quotes.
/Global/1_03/animations/DavisBrag/caught
This plays the unused animation NPC_GENERIC/CHEW_REACT_P until frame 0.733333 at 50% speed.
/Global/1_03/animations/FallOffBarrels/Bobble/FallOff
This plays the unused animation C_PLAYER/DAVIS_FALL, then moves to the node below.
/Global/1_03/animations/FallOffBarrels/Bobble/FallOff/GetUp
This plays the animation C_PLAYER/GETUP_ONBELLY.
1_04.cat#
/Global/1_04/Exercise/BURTONCOMEON
This plays the unused animation NPC_GENERIC/JV_JOINME.
1_05.cat#
/Global/1_05/Anims/MakeOut/Girl
This plays the unused animation NPC_LOVE/KISS_MED_G.
/Global/1_05/Anims/MakeOut/Boy
This plays the unused animation NPC_LOVE/KISS_MED_B.
1_06.cat#
There are a total of 12 combo sequences meant to be performed by the Hobo for showcasing purposes.
Some of their moves have scripted hitboxes and other properties, likely because their whole node was copied from elsewhere, while others do not.
/Global/1_06/JabOverheadCombo
The early 5 hit combo that is still used in Jimmy's training style against Wade in Welcome to Bullworth.
Each attack has a scripted delay of 2.333333 seconds.
/Global/1_06/JabOverheadCombo/Jab
Plays the animation C_PLAYER/PUNCH_SLOP_1, with appropriate SFX and collision, then transitions to the node below.
1_06/JabOverheadCombo/Jab/Idle
1_06/JabOverheadCombo/Jab/Idle/RightCross
Plays the animation C_PLAYER/PUNCH_SLOP_2 with appropriate SFX and collision, then transitions to the node blow.
1_06/JabOverheadCombo/Jab/Idle/RightCross/Idle
/Global/1_06/JabOverheadCombo/Jab/Idle/RightCross/Idle/LeftHook
Plays the animation C_PLAYER/PUNCH_SLOP_3 with appropriate SFX, collision, and VFX, then transitions to the node blow.
/Global/1_06/JabOverheadCombo/Jab/Idle/RightCross/Idle/LeftHook/Idle
/Global/1_06/JabOverheadCombo/Jab/Idle/RightCross/Idle/LeftHook/Idle/OverHandR
Plays the animation C_Player/PUNCH_S_4 with appropriate SFX, collision, and VFX, then transitions to the node blow.
/Global/1_06/JabOverheadCombo/Jab/Idle/RightCross/Idle/LeftHook/Idle/OverHandR/Idle
/Global/1_06/JabOverheadCombo/Jab/Idle/RightCross/Idle/LeftHook/Idle/OverHandR/Idle/UpperCut
Plays the animation C_PLAYER/HEAVY_PUNCH_2 with appropriate SFX, collision and VFX, then transitions to the node below.
Despite the collision track, it never seems to hit.
/Global/1_06/JabOverheadCombo/Jab/Idle/RightCross/Idle/LeftHook/Idle/OverHandR/Idle/UpperCut/End
/Global/1_06/Evades
What looks like two sequences of various evades and counterattacks.
/Global/1_06/Evades/Idle
/Global/1_06/Evades/Idle/Idle
/Global/1_06/Evades/Idle/Idle/EvadeLeft
Plays, after 4.666667 seconds, the deleted animation C_PLAYER/EVADE_LEFT with appropriate SFX, then transitions to the node below.
/Global/1_06/Evades/Idle/Idle/EvadeLeft/EvadeRight
Plays the deleted animation C_PLAYER/EVADE_RIGHT with appropriate SFX, then transitions to the node below.
/Global/1_06/Evades/Idle/Idle/EvadeLeft/EvadeRight/EvadeRight
Plays the deleted animation C_PLAYER/EVADE_RIGHT with appropriate SFX, then transitions to the node below.
/Global/1_06/Evades/Idle/Idle/EvadeLeft/EvadeRight/EvadeRight/EvadeBack
Plays the animation C_PLAYER/EVADE_BACK with appropriate SFX, then transitions to the node below.
/Global/1_06/Evades/Idle/Idle/EvadeLeft/EvadeRight/EvadeRight/EvadeBack/EvadeLeft
Plays the deleted animation C_PLAYER/EVADE_LEFT with appropriate SFX, then transitions to the node below.
/Global/1_06/Evades/Idle/Idle/EvadeLeft/EvadeRight/EvadeRight/EvadeBack/EvadeLeft/Idle
/Global/1_06/Evades/Idle/Idle/EvadeLeft/EvadeRight/EvadeRight/EvadeBack/EvadeLeft/Idle/EvadeLeft
Plays, after 4.666667 seconds, the deleted animation C_PLAYER/EVADE_LEFT with appropriate SFX, then transitions to the node below.
/Global/1_06/Evades/Idle/Idle/EvadeLeft/EvadeRight/EvadeRight/EvadeBack/EvadeLeft/Idle/EvadeLeft/EvadeLeft_Punch
Plays the animation C_PLAYER/BASE, but with the intended SFX, then transitions to the node below.
/Global/1_06/Evades/Idle/Idle/EvadeLeft/EvadeRight/EvadeRight/EvadeBack/EvadeLeft/Idle/EvadeLeft/EvadeLeft_Punch/EvadeRight
Plays the deleted animation C_PLAYER/EVADE_RIGHT with appropriate SFX, then transitions to the node below.
/Global/1_06/Evades/Idle/Idle/EvadeLeft/EvadeRight/EvadeRight/EvadeBack/EvadeLeft/Idle/EvadeLeft/EvadeLeft_Punch/EvadeRight/EvadeRight
Plays the deleted animation C_PLAYER/EVADE_RIGHT with appropriate SFX, then transitions to the node below.
/Global/1_06/Evades/Idle/Idle/EvadeLeft/EvadeRight/EvadeRight/EvadeBack/EvadeLeft/Idle/EvadeLeft/EvadeLeft_Punch/EvadeRight/EvadeRight/EvadeRight_Punch
Plays the animation C_PLAYER/BASE, but with the intended SFX, then transitions to the node below.
/Global/1_06/Evades/Idle/Idle/EvadeLeft/EvadeRight/EvadeRight/EvadeBack/EvadeLeft/Idle/EvadeLeft/EvadeLeft_Punch/EvadeRight/EvadeRight/EvadeRight_Punch/EvadeLeft
Plays the deleted animation C_PLAYER/EVADE_LEFT with appropriate SFX, then transitions to the node below.
/Global/1_06/Evades/Idle/Idle/EvadeLeft/EvadeRight/EvadeRight/EvadeBack/EvadeLeft/Idle/EvadeLeft/EvadeLeft_Punch/EvadeRight/EvadeRight/EvadeRight_Punch/EvadeLeft/End
/Global/1_06/JabSweepCombo
A 4 hit combo of two punches and two kicks.
/Global/1_06/JabSweepCombo/Jab
Plays the animation C_PLAYER/PUNCH_SLOP_1, with appropriate SFX and collision, then transitions to the node below.
/Global/1_06/JabSweepCombo/Jab
/Global/1_06/JabSweepCombo/Jab/Idle/RightCross
Plays the animation C_PLAYER/PUNCH_SLOP_2 with appropriate SFX and collision, then transitions to the node blow.
/Global/1_06/JabSweepCombo/Jab/Idle/RightCross/Idle
/Global/1_06/JabSweepCombo/Jab/Idle/RightCross/Idle/LegKick
Plays the animation C_PLAYER/POW_KICK_3, only used as a harassment move from behind but originally meant for Jimmy, with appropriate SFX and collision, then transitions to the node blow.
/Global/1_06/JabSweepCombo/Jab/Idle/RightCross/Idle/LegKick/However
/Global/1_06/JabSweepCombo/Jab/Idle/RightCross/Idle/LegKick/However/LegKickStart
Plays the unseen intro frames of C_PLAYER/POW_KICK_4 with appropriate SFX, then transitions to the node below.
/Global/1_06/JabSweepCombo/Jab/Idle/RightCross/Idle/LegKick/However/LegKickStart/LegKickReleaseMax
Plays the animation C_PLAYER/POW_KICK_3_MAX with appropriate SFX, then transitions to the node below.
/Global/1_06/JabSweepCombo/Jab/Idle/RightCross/Idle/LegKick/However/LegKickStart/LegKickReleaseMax/End
/Global/1_06/TackleFaceSpit
A sequence showing the mount spit. It's unlocked in Gym Class, instead of being taught by the Hobo.
/Global/1_06/TackleFaceSpit/TakeDown
Plays the animation C_PLAYER/TAKEDOWN_ACT, then transitions to the node below.
/Global/1_06/TackleFaceSpit/TakeDown/Idle
Plays the animation C_PLAYER/GRAP_MOUNT_IDLE_GV in a loop, then transitions to the node below.
/Global/1_06/TackleFaceSpit/TakeDown/Idle/Spit
Plays the animation C_PLAYER/GRAPFLOOR_4_ACT, then transitions to the node below.
It's supposed to create a spitting VFX, but doesn't seem to work.
/Global/1_06/TackleFaceSpit/TakeDown/Idle/Spit/End
Plays the animation C_PLAYER/GRAPFLOOR_GETOFF.
/Global/1_06/JabHighKickCombo
A 5 hit combo of 3 punches and 2 kicks.
/Global/1_06/JabHighKickCombo/Jab
Plays the animation C_PLAYER/PUNCH_SLOP_1, with appropriate SFX and collision, then transitions to the node below.
/Global/1_06/JabHighKickCombo/Jab/Idle
/Global/1_06/JabHighKickCombo/Jab/Idle/RightCross
Plays the animation C_PLAYER/PUNCH_SLOP_2 with appropriate SFX and collision, then transitions to the node below.
/Global/1_06/JabHighKickCombo/Jab/Idle/RightCross/Idle
/Global/1_06/JabOverheadCombo/Jab/Idle/RightCross/Idle/LeftHook
Plays the animation C_PLAYER/PUNCH_SLOP_3 with appropriate SFX, collision, and VFX, then transitions to the node below.
/Global/1_06/JabHighKickCombo/Jab/Idle/RightCross/Idle/LeftHook/Idle
/Global/1_06/JabHighKickCombo/Jab/Idle/RightCross/Idle/LeftHook/Idle/HighKickRelease
Plays the animation C_PLAYER/BASE, which is the default A-pose, but with the intended SFX, then transitions to the node below.
/Global/1_06/JabHighKickCombo/Jab/Idle/RightCross/Idle/LeftHook/Idle/HighKickRelease/However
/Global/1_06/JabHighKickCombo/Jab/Idle/RightCross/Idle/LeftHook/Idle/HighKickRelease/However/HighKickStart
Plays the animation C_PLAYER/POW_KICK_4 up until frame 0.933333 with appropriate SFX, then transitions to the node below.
/Global/1_06/JabHighKickCombo/Jab/Idle/RightCross/Idle/LeftHook/Idle/HighKickRelease/However/HighKickStart/HighKickReleaseMax
Plays the animation C_PLAYER/POW_KICK_4 starting from frame 0.933333 with appropriate SFX, then transitions to the node below.
/Global/1_06/JabHighKickCombo/Jab/Idle/RightCross/Idle/LeftHook/Idle/HighKickRelease/However/HighKickStart/HighKickReleaseMax/End
/Global/1_06/TackleFlurry
A 4 hit mount combo of 3 punches and a headbutt.
/Global/1_06/TackleFlurry/TakeDown
Plays the animation C_PLAYER/TAKEDOWN_ACT, then transitions to the node below.
/Global/1_06/TackleFlurry/TakeDown/Idle
Plays the animation C_PLAYER/GRAP_MOUNT_IDLE_GV in a loop, then transitions to the node below.
/Global/1_06/TackleFlurry/TakeDown/Idle/Punch1
Plays the unused animation C_PLAYER/GRAP_FLOOR_PNCH1_ACT with appropriate SFX, then transitions to the node below.
/Global/1_06/TackleFlurry/TakeDown/Idle/Punch1/Idle
Plays the animation C_PLAYER/GRAP_MOUNT_IDLE_GV in a loop, then transitions to the node below.
/Global/1_06/TackleFlurry/TakeDown/Idle/Punch1/Idle/Punch2
Plays the unused animation C_PLAYER/GRAP_FLOOR_PNCH1_ACT with appropriate SFX, then transitions to the node below.
/Global/1_06/TackleFlurry/TakeDown/Idle/Punch1/Idle/Punch2/Idle
Plays the animation C_PLAYER/GRAP_MOUNT_IDLE_GV in a loop, then transitions to the node below.
/Global/1_06/TackleFlurry/TakeDown/Idle/Punch1/Idle/Punch2/Idle/HeavyPunch
Plays the animation C_PLAYER/GRAP_FLOOR_PNCH_HV_ACT at 88% speed, with appropriate SFX, then transitions to the node below.
/Global/1_06/TackleFlurry/TakeDown/Idle/Punch1/Idle/Punch2/Idle/HeavyPunch/Idle
Plays the animation C_PLAYER/GRAP_MOUNT_IDLE_GV in a loop, then transitions to the node below.
/Global/1_06/TackleFlurry/TakeDown/Idle/Punch1/Idle/Punch2/Idle/HeavyPunch/Idle/HeadButt
Plays the deleted animation C_PLAYER/GRAPFLOOR_1_ACT with appropriate SFX, then transitions to the node below.
/Global/1_06/TackleFlurry/TakeDown/Idle/Punch1/Idle/Punch2/Idle/HeavyPunch/Idle/HeadButt/End
/Global/1_06/JabGroinKickCombo
A 3 hit combo of 1 punch and 2 kicks.
/Global/1_06/JabGroinKickCombo/Jab
Plays the animation C_PLAYER/PUNCH_SLOP_1, with appropriate SFX and collision, then transitions to the node below.
/Global/1_06/JabGroinKickCombo/Jab/Idle
/Global/1_06/JabGroinKickCombo/Jab/Idle/GroinKick
Plays the animation C_PLAYER/BASE, but with the intended SFX, then transitions to the node below.
/Global/1_06/JabGroinKickCombo/Jab/Idle/GroinKick/However
/Global/1_06/JabGroinKickCombo/Jab/Idle/GroinKick/However/LegKickStart
Plays the animation C_PLAYER/BASE, but with the intended SFX, then transitions to the node below.
/Global/1_06/JabGroinKickCombo/Jab/Idle/GroinKick/However/LegKickStart/LegKickReleaseMax
Plays the animation C_PLAYER/JACKIE_SIDE_KICK with appropriate SFX, then transitions to the node below.
/Global/1_06/JabGroinKickCombo/Jab/Idle/GroinKick/However/LegKickStart/LegKickReleaseMax/End
/Global/1_06/TackleKneeToGroin
A sequence showing the knee drop. It's unlocked in Gym Class, instead of being taught by the Hobo.
/Global/1_06/TackleKneeToGroin/TakeDown
Plays the animation C_PLAYER/TAKEDOWN_ACT, then transitions to the node below.
/Global/1_06/TackleKneeToGroin/TakeDown/Idle
Plays the animation C_PLAYER/GRAP_MOUNT_IDLE_GV in a loop, then transitions to the node below.
/Global/1_06/TackleKneeToGroin/TakeDown/Idle/Knee
Plays the animation C_PLAYER/GRAP_FLOOR_KNEE_ACT with SFX that differ from the final. They also start too early.
/Global/1_06/TackleKneeToGroin/TakeDown/Idle/Knee/Idle
Plays the animation C_PLAYER/GRAP_MOUNT_IDLE_GV in a loop, then transitions to the node below.
/Global/1_06/TackleKneeToGroin/TakeDown/Idle/Knee/Idle/GoUp
Plays the animation C_PLAYER/GRAPFLOOR_GETOFF.
/Global/1_06/TackleKneeToGroin/TakeDown/Idle/Knee/Idle/GoUp/End
/Global/1_06/JabUppercutCombo
A sequence showing the basic 3 hit combo.
/Global/1_06/JabUppercutCombo/Jab
Plays the animation C_PLAYER/PUNCH_SLOP_1, with appropriate SFX and collision, then transitions to the node below.
/Global/1_06/JabUppercutCombo/Jab/Idle
/Global/1_06/JabUppercutCombo/Jab/Idle/RightCross
Plays the animation C_PLAYER/PUNCH_SLOP_2 with appropriate SFX and collision, then transitions to the node blow.
/Global/1_06/JabUppercutCombo/Jab/Idle/RightCross/Idle
/Global/1_06/JabUppercutCombo/Jab/Idle/RightCross/Idle/LeftHook
Plays the animation C_PLAYER/PUNCH_SLOP_3 with appropriate SFX, collision, and VFX, then transitions to the node blow.
/Global/1_06/JabUppercutCombo/Jab/Idle/RightCross/Idle/LeftHook/End
/Global/1_06/StandingGrappleFLurry
Two different grapple combo sequences.
The first one is a 3 hit punch combo, while the second consists of 2 punches, 2 kicks, and 1 punch.
/Global/1_06/StandingGrappleFLurry/TakeDown
Plays the Animation C_PLAYER/GRAP_INIT_GV once, then transitions to the node below.
/Global/1_06/StandingGrappleFLurry/TakeDown/Idle
Plays the animation C_PLAYER/GRAP_IDLE_GV in a loop, then transitions to the node below.
/Global/1_06/StandingGrappleFLurry/TakeDown/Idle/Punch_GIVE
Plays the unused animation C_PLAYER/GRAP_PUNCH_GV with appropriate SFX, then transitions to the node below.
/Global/1_06/StandingGrappleFLurry/TakeDown/Idle/Punch_GIVE/Repunch2_GV
Plays the unused animation C_PLAYER/GRAP_PUNCH_2_GV at 70% speed, with appropriate SFX, then transitions to the node below.
/Global/1_06/StandingGrappleFLurry/TakeDown/Idle/Punch_GIVE/Repunch2_GV/Repunch3_GV
Plays the unused animation C_PLAYER/GRAP_PUNCH_3_GV at 70% speed, with appropriate SFX, then transitions to the node below.
/Global/1_06/StandingGrappleFLurry/TakeDown/Idle/Punch_GIVE/Repunch2_GV/Repunch3_GV/Idle
Plays the animation C_PLAYER/GRAP_IDLE_GV in a loop, then transitions to the node below.
/Global/1_06/StandingGrappleFLurry/TakeDown/Idle/Punch_GIVE/Repunch2_GV/Repunch3_GV/Idle/Punch_GIVE
Plays, after 4.666667 seconds, the unused animation C_PLAYER/GRAP_PUNCH_GV with appropriate SFX, then transitions to the node below.
/Global/1_06/StandingGrappleFLurry/TakeDown/Idle/Punch_GIVE/Repunch2_GV/Repunch3_GV/Idle/Punch_GIVE/Repunch2_GV
Plays the unused animation C_PLAYER/GRAP_PUNCH_2_GV with appropriate SFX, then transitions to the node below.
/Global/1_06/StandingGrappleFLurry/TakeDown/Idle/Punch_GIVE/Repunch2_GV/Repunch3_GV/Idle/Punch_GIVE/Repunch2_GV/Knee_GIVE
Plays the unused animation C_PLAYER/GRAP_KNEE_1_GV at 110% speed, starting on frame 0.066667, with appropriate SFX, then transitions to the node below.
/Global/1_06/StandingGrappleFLurry/TakeDown/Idle/Punch_GIVE/Repunch2_GV/Repunch3_GV/Idle/Punch_GIVE/Repunch2_GV/Knee_GIVE/Knee2_GV
Plays the unused animation C_PLAYER/GRAP_KNEE_2_GV with appropriate SFX, then transitions to the node below.
/Global/1_06/StandingGrappleFLurry/TakeDown/Idle/Punch_GIVE/Repunch2_GV/Repunch3_GV/Idle/Punch_GIVE/Repunch2_GV/Knee_GIVE/Knee2_GV/Repunch3_GV
Plays the unused animation C_PLAYER/GRAP_PUNCH_3_GV with appropriate SFX, then transitions to the node below.
/Global/1_06/StandingGrappleFLurry/TakeDown/Idle/Punch_GIVE/Repunch2_GV/Repunch3_GV/Idle/Punch_GIVE/Repunch2_GV/Knee_GIVE/Knee2_GV/Repunch3_GV/Idle
Plays the animation C_PLAYER/GRAP_IDLE_GV in a loop, then transitions to the node below.
/Global/1_06/StandingGrappleFLurry/TakeDown/Idle/Punch_GIVE/Repunch2_GV/Repunch3_GV/Idle/Punch_GIVE/Repunch2_GV/Knee_GIVE/Knee2_GV/Repunch3_GV/Idle/End
/Global/1_06/TackleHeadbutt
A sequence showing a mount headbutt.
/Global/1_06/TackleHeadbutt/TakeDown
Plays the animation C_PLAYER/TAKEDOWN_ACT, then transitions to the node below.
/Global/1_06/TackleHeadbutt/TakeDown/Idle
Plays the animation C_PLAYER/GRAP_MOUNT_IDLE_GV in a loop, then transitions to the node below.
/Global/1_06/TackleHeadbutt/TakeDown/Idle/Headbutt
Plays, after 2.333333 seconds, the deleted animation C_PLAYER/GRAPFLOOR_1_ACT with appropriate SFX, then transitions to the node below.
/Global/1_06/TackleHeadbutt/TakeDown/Idle/Headbutt/Idle
Plays the animation C_PLAYER/GRAP_MOUNT_IDLE_GV in a loop, then transitions to the node below.
/Global/1_06/TackleHeadbutt/TakeDown/Idle/Headbutt/Idle/GoUp
Plays, after 2.333333 seconds, the animation C_PLAYER/GRAPFLOOR_GETOFF, then transitions to the node below.
/Global/1_06/TackleHeadbutt/TakeDown/Idle/Headbutt/Idle/GoUp/End
/Global/1_06/JabKneeCombo
A 5 hit combo sequence of 2 punches and 3 kicks.
/Global/1_06/JabKneeCombo/Jab
Plays the animation C_PLAYER/PUNCH_SLOP_1, with appropriate SFX and collision, then transitions to the node below.
/Global/1_06/JabKneeCombo/Jab/Idle
/Global/1_06/JabKneeCombo/Jab/Idle/RightCross
Plays the animation C_PLAYER/PUNCH_SLOP_2, with appropriate SFX and collision, then transitions to the node below.
/Global/1_06/JabKneeCombo/Jab/Idle/RightCross/Idle/LegKick
Plays the animation C_PLAYER/POW_KICK_3 with appropriate SFX and collision, then transitions to the node blow.
/Global/1_06/JabKneeCombo/Jab/Idle/RightCross/Idle/LegKick/Idle
/Global/1_06/JabKneeCombo/Jab/Idle/RightCross/Idle/LegKick/Idle/KneeToBodyLRelease
Plays the animation C_PLAYER/BASE, but with the intended SFX, then transitions to the node below.
/Global/1_06/JabKneeCombo/Jab/Idle/RightCross/Idle/LegKick/Idle/KneeToBodyLRelease/However
/Global/1_06/JabKneeCombo/Jab/Idle/RightCross/Idle/LegKick/Idle/KneeToBodyLRelease/However/KneeToBodyLStart
Plays the animation C_PLAYER/BASE, but with the intended SFX, then transitions to the node below.
/Global/1_06/JabKneeCombo/Jab/Idle/RightCross/Idle/LegKick/Idle/KneeToBodyLRelease/However/KneeToBodyLStart/JackieKick
Plays the animation C_PLAYER/JACKIE_SIDE_KICK with appropriate SFX, then transitions to the node below.
/Global/1_06/JabKneeCombo/Jab/Idle/RightCross/Idle/LegKick/Idle/KneeToBodyLRelease/However/KneeToBodyLStart/JackieKick/End
1_08.cat#
/Global/1_08/GuardBehaviour/StandGuard
This plays the unused animation F_JOCKS/J_STAND_IDLE_3, an early idle animation for jocks.
NPC1_09.cat#
An unused file containing a bunch of animations related to the mission as well as a partial style for the jocks.
/Global/NPC1_09/Default_KEY/ExecuteNodes/Free/FreeBasic
This is a strafe for when moving around using the unused animation F_JOCKS/J_CRAWL.
/Global/NPC1_09/Default_KEY/ExecuteNodes/Combat/sTARTIdle
This plays the unused animation F_JOCKS/J_CRAWL_CROUCH, then transitions to the node below.
/Global/NPC1_09/Default_KEY/ExecuteNodes/Combat/sTARTIdle/Idle
This plays the unused animation F_JOCKS/J_CRAWL_IDLE.
/Global/NPC1_09/Default_KEY/ExecuteNodes/Combat/sTARTIdle/Idle/IdleEnd
This plays the unused animation F_JOCKS/J_CROUCH_TO_CRAWL.
/Global/NPC1_09/Offense/Throw
This plays the unused animation F_JOCKS/J_THROW, decreases the projectile amount by 1, and targets the nearest ped to throw said projectile at.
It has a condition to only activate if X is pressed.
/Global/NPC1_09/SeatedJock/Default/Sitting/Ambient/Turn
This plays the unused animation F_JOCKS/J_SIT_IDLE_2 and then transitions back to Default to loop again.
/Global/NPC1_09/SeatedJock/AttackLoop/Standup
This plays the unused animation F_JOCKS/J_SIT_TO_STAND and then transitions to the node below.
/Global/NPC1_09/SeatedJock/AttackLoop/Actions/Standing
This plays the unused animation F_JOCKS/J_STAND_IDLE_3 and then transitions to either Boo or F_Off again.
They each have a weighted random of 20%. Standing has a 50% chance.
2_01.cat#
/Global/2_01/Anim/EndingNIS/18
This plays the unused animation CH2/EDNA_2-01_017_V1.
The animation itself is unused but is just a clone of one that is used on other occasions.
This was meant to be used by Edna when saying "Ah! There you are. About time."
/Global/2_01/Anim/EndingNIS/19
This plays the unused animation CH2/JIMMY_2-01_018_V1.
The animation itself is unused but is just a clone of one that is used on other occasions.
This was meant to be used by Jimmy when saying "Uhm... you'd better use that meat soon. The clerk said it expires at midnight."
/Global/2_01/Anim/EndingNIS/21
This plays the unused animation NIS/JIMMY_2-01_008_V1.
The animation itself is unused but is just a clone of one that is used on other occasions.
The node contradicts the animation that gets played.
It implies it belongs to the final NIS, (going by logic, it would be for Jimmy's unused "Good to know." quote) but the animation is named after Jimmy's unused "I'm here to pick up some meat for Edna." quote.
2_04.cat#
/Global/2_04_Conv/NIS_SUCCESS/Tobias02
This plays the unused animation NIS/TOBIAS_2-04_21, meant for Tobias' "Come by and see me anytime. I'll have your trophy." quote.
2_05.cat#
/Global/2_05/Animations/LegUp/LiftAttempt
Makes the player perform the node below and the ped they're targeting the node below that.
/Global/2_05/Animations/LegUp/LiftAttempt/GrappleSuccess/LiftPlayer/Lifted
This plays the unused animation C_PLAYER/BOOST_RVC with the appropriate sound effects and raises Jimmy's height.
/Global/2_05/Animations/LegUp/LiftAttempt/GrappleSuccess/LiftPlayer/Lift
This plays the unused animation C_PLAYER/BOOST_GIV with the appropriate sound effects.
The ped will float while doing the animation, for some reason.
2_06.cat#
/Global/2_06/Anims/Homeless/sitidle01
/Global/2_06/Anims/Homeless/sitidle02
/Global/2_06/Anims/Homeless/sitidle03
A series of nodes which shuffle through various idle animations for the homeless.
In particular, the third one plays the unused animation NPC_GENERIC/DRUNK_SIT_IDLE3.
2_G2.cat#
/Global/2_G2/2_G2_Anims/PinkyBooRandom/PinkyBoo01
This plays the unused animation F_GIRLS/FM_BOO_A.
/Global/2_G2/2_G2_Anims/PinkyBooRandom/PinkyBoo02
This plays the unused animation F_GIRLS/FM_BOO_B.
/Global/2_G2/2_G2_Anims/PinkyBooRandom/PinkyBoo03
This plays the unused animation F_GIRLS/FM_BOO_C.
/Global/2_G2/2_G2_Anims/PinkyBooRandom/PinkyCheer01
This plays the unused animation F_GIRLS/FM_BLOWKISS.
/Global/2_G2/2_G2_Anims/PinkyBooRandom/PinkyCheer02
This plays the unused animation F_GIRLS/FM_CLAP.
/Global/2_G2/2_G2_Anims/PinkyBooRandom/PinkyCheer03
This plays the unused animation F_GIRLS/FM_HOPREACT.
The animation itself is unused but is just a clone of one that is used on other occasions.
2_B.cat#
/Global/2_B/AdultIdle/MaleIdle
This plays the unused animation TE_MALE/TALKING_ADULT_2.
/Global/2_B/Talking/Darby03
This plays the unused animation CH2/DERBY_2-B_012_V1.
This was meant to be used by Derby when saying "Blocking the door. Not bad for an illbred moron like you."
/Global/2_B/Talking/Player01
This plays the unused animation NIS/JIMMY_2-B_003_V1.
The animation itself is unused but is just a clone of one that is used on other occasions.
This was meant to be used by Jimmy when saying "You pathetic wretch, hiding behind your friends."
2_S05.cat#
/Global/2_S05/Anims/EatCandy
This plays the unused animation C_PLAYER/GUM_IN_MOUTH.
/Global/2_S05/Anims/HoboRummage
This plays the unused animation HOBOS/HOBO_BLOWHANDS.
/Global/2_S05/Anims/DateActions/DrinkCoffee
This combines and plays the animations NPC_GENERIC/CAF_SIT_WAIT and C_PLAYER/POPMACHINE.
/Global/2_S05/Anims/DateActions/Wobble/Wobble2
This plays the unused animation NPC_GENERIC/SMK_WALL_BREAK.
Client_3_01.cat#
A file meant for the mission Jealous Johnny. Watch on YouTube
/Global/Client_3_01/JockScratch
This plays the unused animation NPC_GENERIC/J_SCRATCH.
It has a condition to check if the Hang_Jock animation group is loaded beforehand.
More unused action nodes in different .cat files that play this animation:
4_G4.cat: /Global/4_G4/Animations/Wanker (This one loops the animation)
3_03.cat#
A file meant for the scrapped mission Rendezvous.
/Global/3_03/Wave
This plays the unused animation F_GIRLS/LOLA_IDLE.
3_04.cat#
/Global/3_04/3_04_Anim/JohnnyIdle/Fight_Idle
This plays the animation G_JOHNNY/JOH_FIGHT_IDLE. Johnny's early fighting idle animation.
The mission uses a different action node for the NIS with Cornelius, with which Johnny cycles between this and shoving him.
Client_3_R05.cat#
A file meant for the scrapped mission Chemical Deliveries. Watch on YouTube
/Global/Client_3_R05/CatchChem/CatchSuccess
This plays the unused animation NPC_GENERIC/CATCH_CAREFULLY.
3_R09.cat#
/Global/3_R09/animations/Dropouts/InsultCrotch
This plays the unused animation F_DOUTS/BLOCK.
It seems to be a fighting pose for the townies. Unlike the default one, it portrays them as experienced fighters.
4_02.cat#
/Global/4_02/Algie_Block/Algie_Block_1
This plays the unused animation F_NERDS/BLOCK_MELV, an early fighting pose for striker class nerds.
4_03.cat#
/Global/4_03/4_03_Door_Attacker/4_03_Door_Attacker_Ready
This plays the animation F_JOCKS/LINEBACKER_READY.
/Global/4_03/4_03_Door_Attacker/4_03_Door_Attacker_Idle
This plays the animation F_JOCKS/LINEBACKER_IDLE.
/Global/4_03/4_03_Door_Attacker/4_03_Door_Attacker_Run
This plays the unused animation F_JOCKS/LINEBACKER_RUN.
4_06.cat#
/Global/4_06/4_06_Throw_Tacks/4_06_Throw_Tacks_Deploy
This plays the unused animation 4_06BIGGAME/SPREAD_TACK and spawns TacksThrown FX at certain frames (0.420667-0.512333, 1.131333-1.275333, 1.933333-2.046667).
It also attempts to play a deleted Tacs SFX.
4_B2.cat#
/Global/4_B2/NISTed/TedCower
This plays the animation SGIRLS/G_COWER_S_01.
5_01.cat#
/Global/5_01/5_01_PlayerCollapse
This plays the unused animation C_PLAYER/FALLCOLLAPSE, likely meant for when Jimmy used the spray gun too much.
/Global/5_01/5_01_PoisonEffect3/5_01_PoisonEffect3intro
An unused third level of poison. The mission's unused code only uses the first two levels.
5_02.cat#
/Global/5_02/animations/ZoeLoops/idles/idle
An earlier idle animation for greasers. Although it's found in this Preppies Vandalized .cat, the name DODGEBALL/DB_GR_IDLE suggests it may have been part of the Dodgeball minigame.
It's scripted to make the ped play an animation where they clean their boots after a short while. This is actually an early idle meant for the townies, just scripted to end earlier to avoid the Greaser posing as a Townie for a couple of frames.
/Global/5_02/animations/ZoeLoops/dustBoots/dustBootsOff
The aforementioned boot-cleaning animation DODGEBALL/DB_IDLE_DUSTING_BOOTS, originally meant for the townies, in its entirety.
5_04.cat#
/Global/5_04/Talking/PlayerTalk
This plays the unused animation TE_MALE/TALKING_ADULT_1.
More unused action nodes in different .cat files that play this animation:
5_07a.cat: /Global/5_07a/Talking/PlayerTalk
5_05.cat#
/Global/5_05/BurtonReactions/BurtonIntoPotty
This plays the unused animation C_PLAYER/VICTORY02.
More unused action nodes in different .cat files that play this animation:
C2.cat: /Global/C2_ArtClass/PlayerVictory/PlayerVictory02
C4.cat: /Global/C4/Animations/Success2
C7.cat: /Global/C7/PlayerVictory/PlayerVictory02
MGChem.cat: /Global/MGChem/Animations/Success2
New.cat: /Global/New/Animations/PlayAnimationCyclic
6_02gdorm.cat#
An unused file meant for Complete Mayhem whose accompanying script, 6_02gdorm.lur, was added back in Scholarship Edition.
/Global/6_02GDORM/Anims/Spray/Spray_Big_1
This plays the animation C_PLAYER/PAINT_SPRAY_BIG_1 in a loop.
/Global/6_02GDORM/Anims/Spray/Spray_A
This plays the animation C_PLAYER/PAINT_SPRAY_A, then transitions to the node below.
/Global/6_02GDORM/Anims/Spray/Spray_A/Spray_B
This plays the unused animation C_PLAYER/PAINT_SPRAY_B, then goes back to the previous node.
/Global/6_02GDORM/Anims/NortonSwing/Initialize
This tries to load the IntTable.bnk sound bank, which doesn't exist, and attaches the sledgehammer to the ped's left hand, then transitions to the node below.
/Global/6_02GDORM/Anims/NortonSwing/Initialize/Attack_Pillar_In
Plays the unused animation AREA_TENEMENTS/ATTACK_PILLAR, ending it at frame 0.800000, then transitions to the node below.
/Global/6_02GDORM/Anims/NortonSwing/Initialize/Attack_Pillar_In/Attack_Pillar_Out
Plays the previous animation, starting it at frame 0.800000, with appropriate SFX, executes the function F_NortonSmash which doesn't exist, shakes the camera, then transitions to the node below.
/Global/6_02GDORM/Anims/NortonSwing/Initialize/Attack_Pillar_In/Attack_Pillar_Out/Attack_Pillar_Wait
Plays the animation AREA_TENEMENTS/TENE_IDLE in a loop, then waits 3.133333 seconds and transitions back to the first node.