Concerning the animation names, take a look at this enum I contructed from one of the exe's:
public enum Effects
{
FBALL1,
VEH_HIT2,
FRAG1,
FRAG3,
VEH_HIT1,
VEH_HIT2_,
VEH_HIT3,
ART_EXP1,
NAPALM1,
NAPALM2,
NAPALM3,
SMOKEY,
PIFF,
PIFFPIFF,
FLAME_N,
FLAME_NE,
FLAME_E,
FLAME_SE,
FLAME_S,
FLAME_SW,
FLAME_W,
FLAME_NW,
CHEM_N,
CHEM_NE,
CHEM_E,
CHEM_SE,
CHEM_S,
CHEM_SW,
CHEM_W,
CHEM_NW,
FIRE3,
FIRE2,
FIRE1,
FIRE4,
GUNSITE,
SMOKE_M,
BURN_S,
BURN_M,
BURN_L,
BURN_S1,
BURN_M1,
BURN_L1,
SAMFIRE,
SAMFIRE7,
SAMFIRE6,
SAMFIRE5,
SAMFIRE4,
SAMFIRE3,
SAMFIRE2,
SAMFIRE1,
MINIGUN,
MINIGUN7,
MINIGUN6,
MINIGUN5,
MINIGUN4,
MINIGUN3,
MINIGUN2,
MINIGUN1,
SMOKLAND,
IONSFX,
ATOMSFX,
DEVIATOR,
DOLLAR,
EARTH,
EMPULSE,
INVUN,
MINE,
RAPID,
STEALTH2,
MISSLE2,
ARMORD,
HEALTHD,
LITENNGD,
MORTARD,
RADARD,
TIMEQK2,
UNCLOAKD,
RELOAD,
ATOMDOOR,
MOVEFLSH,
FLMSPT,
TRIC,
TREX,
STEG,
RAPT,
CHEMBALL,
TELEFX
};
Look fimiliar? Your naming system is pretty accurate I must say.