This is a sub-page of Half-Life (Windows).
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Alien Grunt#
The Alien Grunt has an unused animation of them floating weightlessly. It was used for the Grunts in suspension tanks in the September 1997 prototype, in the C2a4b map of the Alien Research Lab (an early Questionable Ethics).

Barnacle#
The almost-all-consuming Barnacle has an unused animation of flinching. It goes unused since source code doesn't call for ACT_SMALL_FLINCH upon receiving any damage.

Black Ops Assassin#
The nimble assassin has two unused animations:
- kick: The Assassin kicks with her right leg, rotates, and delivers the equivalent of an uppercut with her left leg. This animation is used by male Black Ops Assassins in Opposing Force.
- kickshort: The Assassin kicks with her right leg, while simultaneously using her arms in a blocking stance.


Bullsquid#
The Bullsquid has three unused animations.
- Bulljump: The Bullsquid shakes its head, then jumps with its mouth open, then does what looks like a bite upwards after landing.
- Scare: The Bullsquid does a quick jump and then lunges its head forward after landing.
- squidfallidle: The Bullsquid is handing on something with one claw.
- squidfall: The Bullsquid falls off of something with its stomach facing upwards.




"squidfall" and "squidfallidle" are actually used in the Net Test 1 prototype during Residue Processing.
Gargantua#
The little-seen Gargantua has two unused animations:
- Bitehead: The Gargantua stomps, then goes back while its claws and mouth are open. It clenches its mouth, closes its claws then returns to its idle position. This animation was actually supposed to involve a Human Grunt.
- Throwbody: The Gargantua steps back and makes a throwing motion with its left claw.
In addition, the Gargantua's death animation is much longer than shown. The full animation has the Gargantua looking up, then slowly hitting the ground, eventually falling face-first to the ground. In-game, the animation is cut off with it exploding after the Gargantua's body goes completely up.



Gonarch#
The Gonarch has an unused animation as well as an extended.
- defend: The Gonarch's front moves down a bit to take on shots meant for her body.
The Gonarch's full death animation has her body quickly shaking like she's having a seizure after her body rests for a bit. In-game, her body explodes before this can happen.


Headcrab#
Even the minor Headcrab has some unused animations.
- crashidle: A Headcrab rocks back and forth while its front arms are attached to something.
- crash: A Headcrab in the same position as crashidle goes flying to the side, with the top of its body hitting something. These two animations seem to be connected to a cut Scientist animation, discussed below.
- hstruggleidle: A Headcrab seemingly attached to something is rocked to the front of something, then goes to the side.
- hstruggle: A Headcrab that seems to be attached to something is thrown back, with its rear hitting something multiple times.
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Human Grunt#
The Human Grunt has a lot of unused animations.
- 180left: The Human Grunt jerks back while his left leg slides out a bit.
- 180right: The Human Grunt right leg slides to the slide while his left foot moves to face the side of his left leg.
- bustwindow: The Human Grunt hits something with the side of his gun.
- cliffdie: The Human Grunt falls off of something.
- corner1: The Human Grunt has his back on something while looking to his right.
- corner2: The Human Grunt is slightly tilted to his right, seemingly looking at something.
- defuse: The Human Grunt is touching and manipulating something like it is a computer or a set of buttons.
- diveside: The Human Grunt shoots, stops, quickly jumps to his right, then slowly gets up. This one has an idle animation that is the same as his shooting animation.
- jumptracks: The Human Grunt jumps over something in a manner very similar to the jump animation used by the player models in deathmatch.
- kneeldive: The Human Grunt is kneeling while shooting, then suddenly falls to the ground on his left and gets up. After he gets up, he is facing the opposite direction he was at the start of the animation. This one has an idle animation that is the same as his shooting while crouching animation.
- startleleft: The Human Grunt starts off in the same pose he was using in converse1, then suddenly looks to his left with surprised-looking arm gestures.
- startleright: The Human Grunt starts off in the same pose he was using in converse2, then quickly turns his entire body to his right with surprised-looking arm gestures.
- stonetoss: The Human Grunt crouches, scoops up something with his left arm, seems to drop it, looks further downwards, then gets back up.
- strafeleft: The Human Grunt quickly strafes left. A similar animation can be seen in the 1997 prototype.
- straferight: The Human Grunt quickly strafes right. A similar animation can be seen in the 1997 prototype.
- trackwave: The Human Grunt waves his arms around.
- wm_button: The Human Grunt forcefully hits something with his left hand while looking at it.
- wm_moatjump: The Human Grunt vaults over something.















Semi-Unused#
The Human Grunt also has two animations that are impossible to completely see normally.
- converse1 and converse2: The Human Grunt stands casually with his arms in front of him. This is used by the Human Grunts in C2a2g that talk about Freeman and how they want to kill him, but only their backs can be seen in normal gameplay, and only if the player doesn't cause them to activate too early by shooting near them before seeing them. If the player tries to approach their front to see the front of the animation, they will instantly wake up and begin attacking.



Ichthyosaur#
The Ichthyosaur has a single unused animation.
- Hitcage: The Ichthyosaur quickly rams into something with its head, then goes back down just as quickly. Seems to be an unused sequence for the cage scene in Apprehension. May be related to the icky_chomp_scientist animation for the cage scene in the SDK leak.
Laser Trip Mine#
The laser trip Mine weapon has an unused sequence called "arm1" where Gordon presses something on the top of the device with his right hand, then lowers the weapon.

Crossbow#
The Crossbow has an unused sequence called "fire2" which shows Gordon firing the Crossbow with one bolt left in it and then reloading it right after.

Loader#
The loader robot seen briefly in the intro has quite a few unused animations. All of these show it without it holding a box. One of them has it running towards something in a damaged state, then falling apart.



Multiplayer models#
Several animations for the game's various multiplayer models show them being a corpse, on its back, sitting, or on a table. None of these corpses are found in the game, and a dying player freezes at its last death frame, rendering these "animations" unused.
These animations are technically used in-game, but only in single player during Xen, and for a completely different HEV suit guy model that is only used in MP as a default skin if the player doesn't have a custom skin someone is using.




Nihilanth#
Everyone's favorite giant flying fetus has some unused animations too!
- block: The Nihilanth moves its hands in front of itself as if its trying to block something.
- fall: The Nihilanth spins at a 45-degree angle.
- throw: The Nihilanth throws something with its left hand.



Rat#
The rats seen throughout the Training Course contain a lot of unused animations. They have several idle animations, a jumping animation, a walking animation, and even a dying animation.
If the player uses cheats to obtain weapons in the Training Course, then begin shooting at a rat, they might play some of their unused idle animations. A powerful shot, such as a Crossbow bolt, will kill the Rats entirely, making them play their dying animations several times before reverting back to a single frame of one of their idle animations.






Scientist#
The not-so-brave Scientist lost some animations in his hurry to escape Black Mesa.
- helicack: The Scientist looks to the side, then is hit in the gut and falls down.
- scicrash: The Scientist struggles with something on his head for a bit, then throws himself to the side, headfirst. This appears to be connected to the unused "crash" animation found in the Headcrab's model file, as they both have the same movement directions.
- scicrashidle: The Scientist struggles with something on his head. The movements in this animation also match the ones seen in crashidle, found in the Headcrab's list of animations.
- scientist_gets_pulled: The Scientist looks around for a bit, then is suddenly dragged backwards. Might have a connection with an unused Zombie animation.
- windive: The Scientist is flung (or flings himself) through something, falls down for a bit, then hits the ground on his back.



Security Guard#
The Security Guard has some unused animations too!
- barneyfall: The Security Guard falls off of something, back first.
- barneyfallidle: An idle animation for barneyfall, showing the Security Guard holding onto something with one object in each hand.
- c1a3_emerge: The Security Guard crawls for a bit, then lands on the floor and dies. Interestingly, the animation matches the vent the Security Guard at the start of We've Got Hostiles! is dragged through, suggesting the player was supposed to see him drag himself out of the vent after the Zombie pulled him away.
- c1a3_emergeidle: An idle animation for the previous animation, meant to play before the sequence started in full.
- dragvent: The Security Guard is dragged into something. He tries to grip onto something mid-drag to stop whatever is dragging him, but it doesn't work. Interestingly, this is similar to an animation that plays in the c1a2a level of the 1997 prototype.
- fence: The Security Guard looks at something, then tries to climb up it, but quickly gets electrocuted then slumps down, dead. This animation is used in Opposing Force near the start of the game, where an Otis Security Guard plays the animation on an electrical fence the player must get around to reach an objective.
- pepsipush: The Security Guard tries to push something (presumably one of the vending machines seen around Black Mesa) at two different angles, but falls on his back after the second attempt and gets back up.
- pepsiswing: The Security Guard forcefully pushes something (presumably one of the vending machines seen around Black Mesa).
- stuffed_in_vent: The Security Guard is stuffed into something, looking very uncomfortable.







"barneyfall" and "barneyfallidle" are used in the Net Test 1 prototype during Residue Processing, along with the Bullsquid's "squidfall" and "squidfallidle" animations.
Snark#
The Snark has a few unused animations.
- fidget: The Snark bobs up and down excitedly.
- jump: The Snark jumps up a relatively high distance.


Snark nests#
The Snark nest that contains Snarks has an unused animation of it walking.

Zombie#
Last, but not least, the Zombie has unused animations.
- c2a3_snack_getup: A Zombie gets up from eating and walks with its hands out like a stereotypical zombie towards something. Note that there is a zombie in the middle of C2a3 that is found eating, but it does not play its animation when he notices the player.
- pull_scientist: A Zombie appears to have its head sticking above something while holding onto it, then suddenly grabs something with both of its hands and drags it back. This animation's motions match the animations for the Scientist in his unused animation "scientist_gets_pulled".

