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Bully (PlayStation 2)/Unused Actions and Animations

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This is a sub-page of Bully (PlayStation 2).

Hmmm...
To do:
There are way more.
  • The Debug Build contains the source for all the .cat files. It makes it easier to find nodes. Otherwise, they're all listed here.
  • Add content from this video.
Hmmm...
This page is loooong...
Consider grouping related content into additional subpages to ease readability.

Notes:

  • Unless specified, either by the article or the action's/animation's name, the peds in the videos are only for reference.
  • "/Global/" isn't part of the nodes themselves, but is added for convenience as it's required to play them.
  • The animations' actual names use backward slashes, but they're listed with forward slashes for convenience as that's what they use in the source.

Contents

Sub-pages

AnimationsIcon.png
Animations

Unused Actions

Missions

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.

/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_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.

/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.

/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_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.

Minigames

C4.cat

/Global/C4/GogglesInit when applied to Jimmy.

/Global/C4/GogglesInit

This attaches the unused GOG_Player model to a ped's head.

/Global/C4/GogglesDestroy

This will remove them.

DodgeballGame.cat

/Global/DodgeballGame/Anims/Bank/IDLE_MELVIN

This plays the unused F_NERDS/IDLE_MELV animation. An early idle animation for striker class nerds.

/Global/DodgeballGame/Anims/Bank/DB_BURTON_AMBIENT_3

This plays the unused DODGEBALL/DB_BURTON_AMBIENT_3 animation.

GraffitiCleanup.cat

A file meant for the scrapped minigame. It only has a single node.

/Global/GraffitiCleanup/TossBrush/Toss

This plays the unused animation MINIGRAF/THROW_BRUSH.

MBP_2_R03.cat

/Global/MBP_2_R03/Execute/IdleByPedType/MaleAdult

This plays the idle animation TE_MALE/ENGTEACH_IDLE, originally meant for male teachers.

More unused action nodes in different .cat files that play this animation:

HMB_2_R03.cat: /Global/HMB_2_R03/Execute/IdleByPedType/MaleAdult

MG_BBALL_3PT.cat

A file meant for what seems to be a scrapped basketball minigame. It contains plenty of cartoony animations.

/Global/MG_BBALL_3PT/BBallIdleLoadAnims/BBallIdle/BBallReady in a loop and, if equipped, PROPS/BBALL_BASE to the Basketball, while attaching it to the ped's right hand.

This plays the unused animation BBALL_21/READYTOSHOOT

/Global/MG_BBALL_3PT/AnimationNodes/RandomTauntAnims/LookinTough

This plays the unused animation DODGEBALL/DB_PEA_AMBIENT_1. Its name suggests it may have been part of the Dodgeball minigame.

/Global/MG_BBALL_3PT/AnimationNodes/SuckThisBall

This plays the unused animation DODGEBALL/DB_TAUNT_W_BALL2. Its name suggests it may have been part of the Dodgeball minigame.

PriOff.cat

/Global/PriOff/TargetAnimations/TargetYell

This plays the animation NPC_GENERIC/PRINC_YELL, depicting Dr. Crabblesnitch yelling at Jimmy.

Peds

Player

Player.cat

/Global/Player/Social_Actions/NegativeReaction/Taunts/FuckYOU/FuckYOU_Unarmed

This plays the unused animation C_PLAYER/EXP_FINGER and makes Jimmy play his PLAYER_TAUNT quotes.

/Global/Player/Social_Actions/NegativeReaction/Burn/FuckYOU/FuckYOU_Unarmed

Another version which makes Jimmy play his PLAYER_TAUNT_BURN quotes.

/Global/Player/Attacks/GroundAttacks/BallGroundAttacks/HeavyAttacks/LightGroundKick_OLD

This plays the unused animation C_Player/Light_KICK, targets a nearby soccer ball if present to make it react to the kick, and plays appropriate SFX.
It has conditions to check for False, which is a condition to deliberately disable nodes, and for the X button to be pressed.

BoxingPlayer.cat

/Global/BoxingPlayer/Default_KEY/ExecuteNodes/IdleOpps/IdleAnimation/RegularIdleAnimation/AmbientActions

This bank contains several idle animations which, while also present in GlobalLoco.cat, actually have a weighted random that isn't 0.
Thanks to this, when standing around, which can't be done during the boxing minigame, may make Jimmy perform several animations that were zeroed out in his default style.

It's clear this whole style was built on top of an earlier version of the default style.

/Global/BoxingPlayer/Default_KEY/ExecuteNodes/IdleOpps/IdleAnimation/RegularIdleAnimation/AmbientActions/AmbientActions_GroupLoad1/AmbientActions/Ambient_1

This plays the unused animation C_PLAYER/AMBIENT_1 and plays the NoseWipe SFX after about 2.66 seconds.
This is the only node in the collection which plays a sound effect.

/Global/BoxingPlayer/Default_KEY/ExecuteNodes/IdleOpps/IdleAnimation/RegularIdleAnimation/AmbientActions/AmbientActions_GroupLoad1/AmbientActions/Ambient_2

This plays the unused animation C_PLAYER/AMBIENT_2.

/Global/BoxingPlayer/Default_KEY/ExecuteNodes/IdleOpps/IdleAnimation/RegularIdleAnimation/AmbientActions/AmbientActions_GroupLoad1/AmbientActions/Ambient_3

This plays the unused animation C_PLAYER/AMBIENT_3.

/Global/BoxingPlayer/Default_KEY/ExecuteNodes/IdleOpps/IdleAnimation/RegularIdleAnimation/AmbientActions/AmbientActions_GroupLoad1/AmbientActions/Ambient_4

This plays the unused animation C_PLAYER/AMBIENT_4.

/Global/BoxingPlayer/Default_KEY/ExecuteNodes/IdleOpps/IdleAnimation/RegularIdleAnimation/AmbientActions/AmbientActions_GroupLoad1/AmbientActions/Ambient_5

This plays the unused animation C_PLAYER/AMBIENT_5.

/Global/BoxingPlayer/Default_KEY/ExecuteNodes/IdleOpps/IdleAnimation/RegularIdleAnimation/AmbientActions/AmbientActions_GroupLoad1/AmbientActions/Ambient_6

This plays the unused animation C_PLAYER/AMBIENT_6.

/Global/BoxingPlayer/Default_KEY/ExecuteNodes/IdleOpps/IdleAnimation/RegularIdleAnimation/AmbientActions/AmbientActions_GroupLoad1/AmbientActions/Ambient_7

This plays the unused animation C_PLAYER/AMBIENT_7.

/Global/BoxingPlayer/Default_KEY/ExecuteNodes/IdleOpps/IdleAnimation/RegularIdleAnimation/AmbientActions/AmbientActions_GroupLoad1/AmbientActions/Ambient_8

This plays the unused animation C_PLAYER/AMBIENT_8.

/Global/BoxingPlayer/Default_KEY/ExecuteNodes/IdleOpps/IdleAnimation/RegularIdleAnimation/AmbientActions/AmbientActions_GroupLoad1/AmbientActions/Ambient_9

This plays the unused animation C_PLAYER/AMBIENT_9.

/Global/BoxingPlayer/Default_KEY/ExecuteNodes/IdleOpps/IdleAnimation/RegularIdleAnimation/AmbientActions/AmbientActions_GroupLoad1/AmbientActions/Ambient_10

This plays the unused animation C_PLAYER/AMBIENT_10.

/Global/BoxingPlayer/Default_KEY/ExecuteNodes/IdleOpps/IdleAnimation/RegularIdleAnimation/AmbientActions/AmbientActions_GroupLoad1/AmbientActions/Ambient_11

This plays the unused animation C_PLAYER/AMBIENT_11.

/Global/BoxingPlayer/Default_KEY/ExecuteNodes/IdleOpps/IdleAnimation/RegularIdleAnimation/AmbientActions/AmbientActions_GroupLoad1/AmbientActions/Ambient_12

This plays the unused animation C_PLAYER/AMBIENT_12.

/Global/BoxingPlayer/Default_KEY/ExecuteNodes/IdleOpps/IdleAnimation/RegularIdleAnimation/AmbientActions/AmbientActions_GroupLoad3/AmbientActions/ARMSFOLD

This plays the unused animation PLAYERIDLES/ARMSFOLD_01.

Bullies

Russell_102.cat

This unused fighting style was supposed to be used by Russell in Welcome to Bullworth after defeating Wade.

It consists of the 3 hit combo used by bullies, although with different hit effects, and the chest bump featured in his boss fighting style.

BOSS_Russell.cat

Uninterruptible mode

At certain points of his boss fight, Russell would have entered an uninterruptible mode that changed his behavior.

During this mode he would use an alternate fighting strafe, his attack pattern changed a bit, and some moves became uninterruptible. He would go back to the calm mode after performing certain moves.

In the final game they made all moves uninterruptible by default.

Unknown attack

After pounding his chest, Russell will run towards his victim and perform either a boston crab or a powerbomb. There's a third, disabled attack where both him and his victim will A-Pose as the animations were deleted. If Russell happens to be touching a wall during its duration, it will transition into his wall-crash headbutt.

Preppies

P_Grappler_A.cat

/Global/P_Grappler_A/Default_KEY/Idle/IdleCricket

A node responsible for playing the animation C_PLAYER/BBALL_IDLE2 meant for grappler class preppies, when holding a cricket bat.
Every ped switches to a different style the moment they pick a weapon, leaving this unused.
It can be seen via modding by changing a ped's style after picking a weapon.

Strafe_Preppie_B.cat

Preppie fight idle

Partially unused Preppie fighting pose.

It can be seen when grappler class preppies strafe around, but in this case it's only animated from the waist up since they are walking. When standing still, no Preppie uses it.

BOSS_Darby.cat

Bottle throw

Derby has an unused action to throw bottles that he would have used at certain points of his boss fight.

Greasers

G_Ranged_A.cat

This unused fighting style was supposed to be used by Lucky and Ricky and recycles moves from other greaser fighting styles.

It consists of a right hook and knee strike combo and a standalone knee strike.

3_05_Norton.cat

This fighting style was supposed to be used by Norton while holding his sledgehammer for his boss fight.

It became unused as when Norton holds his sledgehammer, the game automatically sets him SledgeHammer.cat instead. It has a few differences like different walking animation, a stomp attack, a taunt, different uninterruptible properties, and a different attack pattern.

G_Johnny.cat
Animation Action

/Global/G_Johnny/Default_KEY/RisingAttacks/HeavyAttacks/RisingAttacks

This plays G_JOHNNY/RISING_ATTCK. An unused guard-breaking spinning kick that launches away.
It was meant to be used when rising from the floor.

Two unblockable versions exist as well but would have worked only under specific conditions during his boss fight:

/Global/G_Johnny/Offense/Short/Strikes/JohnnyKick
/Global/G_Johnny/Offense/Medium/Strikes/JohnnyKick

/Global/G_Johnny/CombatTaunt/CombatTaunt

This makes Johnny play the unused animation G_JOHNNY/TAUNT where he fixes his hair and say one of his Johnny_3-B_022 quotes.
It never plays due to what seems to be an error the developers made.

Nerds

N_Striker_B.cat

Vomit attack

Algernon has an unused vomit attack that can break defense. At a medium distance from an enemy, his AI will pick between a 2 hit combo, an arm flail attack, or the vomit attack. Since the random factor is missing from medium distance attacks, he will never pick the vomit attack. The vomit action was recycled into missions such as The Big Game and random free roam events.

Jocks

J_Melee_A.cat

/Global/J_Melee_A/Offense/Medium/Strikes/Unblockable/ShoulderButt_Charge

Melee class jocks have an unused shoulder ram attack that deals massive damage, is unblockable, and knocks down. At a medium distance from an enemy, their AI will pick between a 2 hit combo, a charged punch or the shoulder ram. Since the random factor is missing for medium distance attacks, they will always pick the charged punch, leaving the shoulder ram unused.

/Global/J_Melee_A/Default_KEY/Idle/WeaponIdle

Like P_Grappler_A, this node would make melee class jocks play that same animation, but when holding a bat.

J_Ted.cat

This is a variation of J_Striker_A.cat, the fighting style used by striker class jocks.

The football tackle is glitched as Ted and his victim don't sync correctly until the end of it, has a unique football throw animation (similar to Jock Boss Fight), can evade almost every projectile in the game, and has a unique blocking style that protects him from Jimmy's unblockable attacks. Said block can glitch in some instances, leaving Ted frozen in blocking position until he's hit again. Both his evade and football throw feature an effect called BodyMotionBlur that is almost never used in the game. It was most likely intended to be used in his boss fight.

Townies

Strafe_Dout.cat

This unused fighting strafe was supposed to be used by striker class townies and reflects their savage side when it comes to fighting. Grappler class townies had a similar variation called Straf_Savage that, in the final game, ended up being used by asylum inmates.

DO_Grappler_A.cat

Bite

Grappler class townies have an unused bite attack that also reflected their savage side, however, asylum inmates use it in the final game. Most attacks in the game fall under the "short range" or "medium range" category and the AI will use the best suitable one depending on the situation. The bite attack in DO_Grappler_A.cat doesn't fall into any of those categories so the AI will never perform it.

DO_Melee_A.cat

Unused fighting style made for melee class townies. All moves are gone so it's unknown how it was supposed to work.

DO_Edgar.cat

/Global/DO_Edgar/Defense/Evade/DropAndCounter/Unblockable2/DuckCharge

Edgar will drop to the floor and get up performing a long-range, unblockable knee strike counterattack. If the knee strike hits someone Edgar will bounce away a bit, although this action is glitched and he will most likely face the wrong direction. The evade and counterattack can only be seen by making him drop his pipe during his boss fight, which the game never encourages you to, making it partially unused. He also has a completely unused variation of the evade where he gets up normally without a knee strike.

General

Ambient.cat

/Global/Ambient/MissionSpec/WakeUpInf/PlayerAnim

This plays the C_PLAYER/BED_WAKEUP animation at the usual frame of 7.833333, fades in the camera in 500ms, and sets the camera to the unused Wake_Up_Cam_2 type.
It has a condition to check if the Px_Bed animation group is loaded beforehand.

/Global/Ambient/MissionSpec/PeterShouting/PeterShouting

This plays the unused C_PLAYER/PETER_COACH animation in a loop.
It has a condition to check if the 4_B2_JockBossBattle animation group is loaded beforehand, so it must have been for Jock Boss Fight.

BasketBall.cat

/Global/BasketBall/BasketBall/Actions/BBall_Hoop/Far

This plays the unused BBALL_21/JUMPSHOT animation.

It was meant for when throwing the basketball from a further distance.

Funhouse.cat

/Global/Funhouse/JockGetReady/DoubleThreatIn

This plays the unused animation F_JOCKS/DOUBLETHREAT_IN. It then moves to the node below.
It has a condition to check if the Area_Funhouse animation group is loaded beforehand.

/Global/Funhouse/JockGetReady/DoubleThreatIn/DoubleThreatLoop

This plays the unused animation F_JOCKS/DOUBLETHREAT_LOOP in a loop.

/Global/Funhouse/JockGetReady/DoubleThreatIn/DoubleThreatLoop/DoubleThreatOut

This plays the unused animation F_JOCKS/DOUBLETHREAT_OUT.

GlobalActions.cat

There are two banks of "Random" nodes for the reversal QTEs.

/Global/Actions/Reversals/Single/Random

This is the final's reversal always requiring the Triangle button to pass the QTE.

/Global/Actions/Reversals/Single/Random_OLD

This is unused and determines a random face button to press to pass it and prints its icon at the center-bottom of the screen.

Grapples.cat

/Global/Actions/Grapples/GrappleReversals/StandingReversals/KneeReversalTakedown

An unknown reversal.

/Global/Actions/Grapples/GrappleReversals/StandingReversals/KneeReversalTakedown/GIVE

Plays the unused animation C_PLAYER/REVERS_KICK_GV on the giver and the node below on the targeted ped, with appropriate SFX and joint drivers, then transitions the peds to a mount stance.

/Global/Actions/Grapples/GrappleReversals/StandingReversals/KneeReversalTakedown/RCV

Plays the unused animation C_PLAYER/REVERS_KICK_RCV with appropriate SFX.

/Global/Actions/Grapples/GrappleReversals/StandingReversals/GreaserKneeReversal

A reversal for the melee class greasers' grapple combo.

/Global/Actions/Grapples/GrappleReversals/StandingReversals/GreaserKneeReversal/GV

Plays the unused animation G_STRIKER/KNEE_GRAB_REV_GV on the giver and the node below on the targeted ped, with appropriate SFX and joint drivers, then transitions the peds to a mount stance.

/Global/Actions/Grapples/GrappleReversals/StandingReversals/GreaserKneeReversal/RCV

Plays the unused animation G_STRIKER/KNEE_GRAB_REV_RCV.

Sometimes both characters will glitch during this move.

HitTree.cat

/Global/HitTree/SwimmingHits/Swimming/Dead/Sink

This plays the unused animation C_PLAYER/SWIM_SINK and then transitions to the next node below.
It goes unused as the game is scripted to never let Jimmy's health fall to 0 when in water.

/Global/HitTree/SwimmingHits/Swimming/Dead/Sink/Drown

This plays the unused animation C_PLAYER/SWIM_DROWN and knocks Jimmy out.

NLockA.cat

/Global/NLockA/Unlocked/Scripted/PerfumeMe

This sets the gym locker's action to the following node.

/Global/NLockA/PedPropsActions/Interact/PerfumeLocker/SprayPerfume

This changes the interact subtitle to the unused USE_LOCKERSPRAY, makes the interacting ped play the unused animation C_PLAYER/PERFUME_SPRAY,
attaches the unused SprayPerfume VFX to their right hand, and attempts to play the removed PerfumeSpray SFX, before playing the node below on the prop.
It has a condition to check that the mission 4_06 is running and the non-existing F_GetPerfume() in its script is returning true. It was meant for Beatrice's scrapped task in The Big Game and for an errand.

/Global/NLockA/Unlocked/Scripted/Perfumed

This plays the unused SmellNice VFX on the prop.

NPC_Ambient.cat

/Global/NPC_Ambient/Cafeteria/Eating_1

This plays the unused animation NPC_GENERIC/CAFE_SIT_1, seen in a pre-release screenshot.

/Global/NPC_Ambient/Cafeteria/Eating_2

This plays the unused animation NPC_GENERIC/CAFE_SIT_2.

Strafe_Default.cat

Grappler class Greaser fight idle

It portrays grapplers as more aggressive fighters unlike the final game, where they use a wrestling fighting pose.

Weapons.cat

/Global/Weapons/PickUpActions/PickupCandy/LookDown

This plays the unused animation C_PLAYER/LOOKDOWN, then moves to the node below.

/Global/Weapons/PickUpActions/PickupCandy/LookDown/PickupCandyAct

This plays the animation C_Player/LID_PICKUP, then moves to the node below.

/Global/Weapons/PickUpActions/PickupCandy/LookDown/PickupCandyAct/PickupCandyEat

This plays the unused animation C_PLAYER/GUM_IN_MOUTH.

Props

BoldRoll.cat

/Global/BoldRoll/Use/Roll

This plays the unused BOLDROLL/IDLE animation, making dirt appear underneath the boulder, and making it inflict damage to peds close to it.

FunGDoor.cat

/Global/FunGDoor/Open

This plays the unused GHOSTDRS/OPEN animation.

/Global/FunGDoor/Close

This plays the unused GHOSTDRS/CLOSE animation.

pxApple.cat

/Global/Apple/PedPropsActions/Use/Player

This checks if the ped this node is applied to is the player, then moves to the node below.

/Global/Apple/PedPropsActions/Use/Player/TrayInHand

This checks if the ped is near the pxApple prop and if it has the Wtray weapon equpped, and plays the unused WEAPON/TRAY_GRAB animation, then moves to the node below.

/Global/Apple/PedPropsActions/Use/Player/TrayInHand/AttachApples

This attaches three apples to the tray.

SodaMach.cat

/Global/SodaMach/PedPropsActions/HasSoda/Actions/PickUpSodaAndDrink/PickUpSoda/Splurt

This plays the unused SODA/SODA_CHOKE animation.

Miscellaneous

C3_1.cat

Burton Wrestling Gesture

The animation for one of Burton's gestures during Wrestling class is scripted to start on frame 3.166667, meaning about 3 seconds of it are never seen.

Player.cat

Roundhouse Kick Animation

The animation for the Roundhouse Kick, learned in A Little Help V, is scripted to start on frame 0.933333, meaning an almost full second of it is never seen.

Waking Up Animation

The animation for waking up is scripted to start on frame 7.833333, meaning almost 8 full seconds of it are never seen.

Evidence in the unused DDuvet.act file (A node whose one of the words says "PlayerAnim1stTime") suggests the full version was meant to be seen when waking up for the first time.

1_03.cat

Slingshot Pickup Animation

The animation of Jimmy picking the slingshot in The Setup is scripted to be interrupted midway-through by a generic winning animation.

Preventing that will reveal the full animation, where Jimmy puts the slingshot in his pocket.