This is a sub-page of Command & Conquer: Generals/Unused Content in the Original.
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Common to all infantry animations, are unused cheer, surrender and parachuting animations.
The surrender animations, some of which are only found in Zero Hour, were tied the cut POW logic, these would've been used when the player captures infantry units. The cheer animations, which consist of exaggerated, almost cartoonish animations, were tied to a cut cheer function with a unique condition state called SPECIAL_CHEERING. These were nothing more than humorous, harmless ways for the player to celebrate their exploits. The parachute animations are the most mysterious of the three, because most infantry units who have these animations are either never normally available to be airdropped or downright not available for the player to control (e.g. American and Chinese officers, Biohazard Technician etc.). The parachute animations were likely created in bulk for all infantry units in case the developers want to airdrop units in certain missions (e.g. Black Lotus, Red Guard and Hackers in the 4th Chinese Mission, Broken Alliances) but many of them are never used in any official capacity. Nevertheless, parachuting animations are defined for all infantry W3DModelDraw modules, and theoretically, should play properly if said infantry units are airdropped.
Some of the cheer animations for GLA infantry units were used in Zero Hour, in the intro for the first Chinese Mission, The Dragon Unleashed. But these units are actually special, unplayable cinematic-only units, and not the ones you normally train.
USA#
Ranger#
Missile Defender#
Pathfinder#
The Pathfinder has several unused prone animations. Including prone and standing transition animations, a crawling animation, two idle prone animations, a death animation in prone stance and an animation for firing while prone. The latter's filename suggest it was the original, default attack animation.
All of these suggest the Pathfinder was planned to have a possible alternative movement mode, the partially scrapped ProneUpdate Module in the game was probably meant to activate it.
The Pathfinder also has what seems to be an unused standing pre-firing animation.
Prone:
Cheering:
Surrendering:
Parachuting:
Burton#
Burton has four animations for climbing but only two of them are used. The unused animations consist of him climbing sideways, and climbing over a ledge. The last animation was, according to a note, supposed to be a transition animation but was commented out because it doesn't work with the current game code.
Climbing:
Cheering:
Surrendering:
Pilot#
Officer#
The American Officer seems to be the only infantry unit to have walking surrender animations.
Cheering:
Parachuting:
Surrendering:
Biohazard Technician#
Cheering:
Parachuting:
China#
Ambassador#
Red Guard#
The Red Guard has unused animations for using his cut bayonet weapon.
Bayonet:
Cheering
Tank hunter#
Hacker#
Black Lotus#
Black Lotus has an unused animation of getting hit while hacking. This is supposed to be a transition animation to the REALLYDAMAGED state, but it's not defined in her code block.
Also, there was supposed to be dying animations for her while hacking. The commented out code calls for animations NIHero_IDTA and NIHero_IDTB but they are nowhere in the game files and are only found in Zero Hour.
Cheering:
Officer#
GLA#
Worker#
Cheering:
Rebel#
RPG trooper#
Terrorist#
The Terrorist has an unused pre attack animation, which consists of him pulling his explosive belt ripcord. This animation is actually defined in the Terrorist's W3DModelDraw module but because of the way the unit is coded to attack (The Terrorist's actual weapon kills the unit, and the explosion is set to trigger when the terrorist specifically dies by that dummy weapon), it's never seen in-game.
Pre-attack:
Cheering:
Parachuting: