Dynamic world-state pilot

100 rare-first clips, five chunks each. Filter by primary selection bucket or search an ID/type. Videos are referenced in place and are not copied.

#000 animal

opencs2-action-chain-m2391949-de_inferno-r16-p04-f000106

animal door
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The courtyard environment remains stable throughout this window. The closed garage door and exterior staircase occupy the midground center and center screen-right. A toward the viewer's screen-right yaw sweep progressively reveals more of the open courtyard, bringing the orange-leafed tree and additional building facade into screen view. The cream plaster wall on screen-left stays constant. No player models are visible. Lighting is bright and unchanged.

  • animal count=0; species=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • door count=1; subtype=roll_up, openness=closed, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The closed garage door and exterior staircase occupy the midground center and center screen-right. / Directly ahead in the midground sits a closed grey metal garage door at the base of a yellow stucco building, with a broad multi-step exterior staircase rising to its screen-right.

chunk 1 00:01.062 - 00:02.062

Forward movement closes distance to the courtyard geometry, making the garage door and staircase fill more of the screen. A toward the viewer's screen-right yaw sweep brings an orange building into screen-right and reveals a wider portion of the courtyard. A red cylindrical prop appears near the staircase base. No player models are visible. Lighting remains uniformly bright.

  • animal count=0; species=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • door count=1; subtype=roll_up, openness=closed, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: Forward movement closes distance to the courtyard geometry, making the garage door and staircase fill more of the screen. / At the start of this window, the first-person view is oriented toward the open courtyard, showing the yellow stucco building with its closed garage door at lower-center and the broad stone staircase to the screen-right.

chunk 2 00:02.062 - 00:03.062

The open courtyard transitions progressively into a tighter view of the staircase base as forward movement and a toward the viewer's screen-left yaw sweep reorient the sightline. The orange building exits screen-left. The staircase steps and cobblestone ground become the dominant midground. A live chicken appears near the staircase base. Red flowering plants line the screen-left border of the staircase. The garage door is no longer visible. No player models are present.

  • animal count=1; species=chicken, life_state=alive, motion_state=unknown; visibility=visible/entered_view; state=none_observed; confidence=high
    evidence: A live chicken appears near the staircase base. / A live chicken appears in the midground, visible near the base of the staircase.
  • door count=1; subtype=roll_up, openness=closed, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The garage door is no longer visible. / The orange building with green-shuttered windows dominates the screen-left foreground, while the yellow stucco building with the closed garage door sits in the midground center.

chunk 3 00:03.062 - 00:04.062

The staircase environment dominates as the view pitches down then recovers upward. The sandy ground and lower steps fill the screen initially, with red nasturtium flowers lining the screen-left soil strip. As pitch rises, the full staircase run between plaster walls is revealed, with a wooden door at the top and an orange building appearing on screen-right. No player models are visible. Bright midday lighting with leaf shadows on stone.

  • animal count=0; species=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view_or_occluded; state=unknown; confidence=medium
  • door count=1; subtype=swing_door_or_unknown, openness=open, integrity=intact; visibility=visible/entered_view; state=opened; confidence=high
    evidence: As pitch rises, the full staircase run between plaster walls is revealed, with a wooden door at the top and an orange building appearing on screen-right. / Forward movement continues and the view begins tilting upward in pitch, progressively revealing more of the staircase ahead: the full run of stone steps comes into view, red flowers lining the screen-left wall, and a wooden door at the top of the stairs in the midground.

chunk 4 00:04.062 - 00:05.062

The environment transitions from the staircase passage exit into a new straight narrow alley corridor. The wooden double door and orange building facade appear on screen-right as the alley opens. Traffic signs are visible on the screen-left plaster wall. A toward the viewer's screen-right yaw and upward pitch reveal a distant archway passage with wooden barrels and a blue building beyond it. The High Explosive Grenade is now the held item. No player models are visible.

  • animal count=0; species=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view_or_occluded; state=unknown; confidence=medium
  • door count=1; subtype=swing_door_or_unknown, openness=open, integrity=intact; visibility=visible/entered_view; state=opened; confidence=high
    evidence: The wooden double door and orange building facade appear on screen-right as the alley opens. / A heavy wooden double door in an arched orange building facade fills the center screen-right midground, and a second arched opening is barely visible further down the alley.
#001 animal

opencs2-action-chain-m2391952-de_inferno-r13-p02-f000185

animal door explosion_effect
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The Farmacia storefront remains visible and stationary on screen-left as the player advances toward it. The stone archway in screen-center grows closer and larger as forward movement continues. The pigeon on the cobblestones approaches in the midground due to player movement. The screen-right limestone wall and directional sign remain stable. No other player models are visible. Lighting stays bright and consistent with direct overhead sun.

  • animal count=1; species=pigeon, life_state=alive, motion_state=unknown; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The pigeon on the cobblestones approaches in the midground due to player movement. / A pigeon stands on the cobblestones roughly at screen-center in the midground, its shadow cast sharply onto the pale stone paving.
  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • explosion_effect count=0; subtype=unknown, phase=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The pigeon that was present in screen-center is struck during the knife slash, producing a large feather burst and debris scatter across the cobblestone surface in screen-center. The pigeon model disappears following the impact. Feather particles remain visible on the ground. The archway and Farmacia facade remain in peripheral view. The roller shutter on screen-right enters view as the yaw shifts toward the viewer's screen-left. No other player models are visible.

  • animal count=1; species=pigeon, life_state=dead, motion_state=unknown; visibility=visible/visible_no_change; state=killed; confidence=high
    evidence: The pigeon that was present in screen-center is struck during the knife slash, producing a large feather burst and debris scatter across the cobblestone surface in screen-center. / The pigeon model disappears following the impact.
  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: The roller shutter on screen-right enters view as the yaw shifts toward the viewer's screen-left. / The roller shutter on the screen-right building and the Farmacia's the screen-left edge remain in peripheral view.
  • explosion_effect count=1; subtype=feather_burst, phase=onset; visibility=visible/entered_view; state=burst; confidence=high
    evidence: The pigeon that was present in screen-center is struck during the knife slash, producing a large feather burst and debris scatter across the cobblestone surface in screen-center. / The pigeon model vanishes as the feather burst fills the center of the screen.

chunk 2 00:02.062 - 00:03.062

The open plaza and Farmacia facade are now behind the player. The alley interior surfaces — pale plaster the screen-left wall, gray metal roller shutter on screen-right, wooden overhead beam structure at the top of screen — are the dominant environmental elements. The alley walls narrow the sightlines compared to the plaza. A chalkboard menu sign on the screen-left wall is briefly visible. No other player models are visible. Lighting remains bright from the open end of the alley ahead.

  • animal count=0; species=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view_or_occluded; state=unknown; confidence=medium
  • door count=1; subtype=roll_up, openness=open, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The alley interior surfaces — pale plaster the screen-left wall, gray metal roller shutter on screen-right, wooden overhead beam structure at the top of screen — are the dominant environmental elements. / The screen-left is occupied by a pale limestone and rough-plaster building wall, while the screen-right shows a gray metal roller shutter set into the building facade.
  • explosion_effect count=0; subtype=unknown, phase=ended; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium

chunk 3 00:03.062 - 00:04.062

The alley has given way to the wider courtyard, bringing the Casa Dolce Vigna building into prominent screen-center view for the first time. The Pizzeria facade on screen-left and the green iron standpipe with red geranium beds on screen-right are now the dominant lateral environmental elements. The player is airborne, causing slight view elevation changes. A terracotta pot is visible on a ledge to the screen-right. No other player models are visible. Lighting is bright open-sky sunlight.

  • animal count=0; species=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view_or_occluded; state=unknown; confidence=medium
  • door count=1; subtype=swing_door_or_unknown, openness=closed, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: To screen-left, a red-painted Pizzeria storefront with bold lettering occupies the building face, its closed wooden side door and a small potted plant at its base visible.
  • explosion_effect count=0; subtype=unknown, phase=ended; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium

chunk 4 00:04.062 - 00:05.062

The Glock-18 is now fully in the lower screen-right as the player advances through the open courtyard. The Casa Dolce Vigna building remains prominent in screen-center throughout. Toward the viewer's screen-right yaw brings screen-right building signage — Molino and macelleria storefronts — into view, then a toward the viewer's screen-left correction returns the center focus. The arched doorway and lantern on the screen-left pink facade remain stable landmarks. No pigeon or feather effects are visible in this area. No other player models are visible.

  • animal count=0; species=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=none_observed; confidence=medium
    evidence: No pigeon or feather effects are visible in this area.
  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • explosion_effect count=0; subtype=unknown, phase=ended; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
#002 animal

opencs2-action-chain-m2391949-de_inferno-r16-p01-f002428

animal
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The courtyard remains stable as the player moves toward the viewer's screen-left. The orange stucco building, stone tower, and yellow building in the background drift toward the viewer's screen-right across the screen. The sunken plaza with its dirt surface and stone borders stays centered. The wooden bench, potted plants, and pigeon remain visible. Lighting is consistent.

  • animal count=1; species=pigeon, life_state=alive, motion_state=unknown; visibility=visible/remained_visible; state=none_observed; confidence=high
    evidence: The wooden bench, potted plants, and pigeon remain visible. / A pigeon stands on the dirt near the center.

chunk 1 00:01.062 - 00:02.062

The toward the viewer's screen-left and forward movement brings the stone tower and wooden bench on the viewer's screen-left closer and larger on screen. The sunken plaza remains centered, and the pigeon stays on the dirt. The orange building drifts further toward the viewer's screen-right. Terracotta paving, stone steps, and potted plants remain visible. Lighting is consistent.

  • animal count=1; species=pigeon, life_state=alive, motion_state=unknown; visibility=visible/remained_visible; state=none_observed; confidence=high
    evidence: The sunken plaza remains centered, and the pigeon stays on the dirt. / The sunken plaza's pale dirt surface and gray stone borders remain centered in the lower portion of the screen, and the pigeon is still visible on the dirt.

chunk 2 00:02.062 - 00:03.062

The courtyard remains stable during the firing. The toward the viewer's screen-right and toward the viewer's screen-left player movement and camera adjustments cause the stone tower to drift toward the viewer's screen-left and the orange building to come more into view on the viewer's screen-right. The sunken plaza stays centered, and the pigeon remains on the dirt. Muzzle flash briefly illuminates the lower screen-right foreground with each shot. Lighting is consistent.

  • animal count=1; species=pigeon, life_state=alive, motion_state=unknown; visibility=visible/remained_visible; state=none_observed; confidence=high
    evidence: The sunken plaza stays centered, and the pigeon remains on the dirt. / The sunken plaza's pale dirt surface and gray stone borders stretch across the center and lower portion of the screen, and the pigeon remains on the dirt near the center.

chunk 3 00:03.062 - 00:04.062

The toward the viewer's screen-left and forward toward the viewer's screen-left movement causes the stone tower to drift toward the viewer's screen-right and grow slightly. The sunken plaza shifts downward in the screen as the view pitches upward. The orange building shifts toward the viewer's screen-left, and the yellow building becomes more prominent. The pigeon remains on the dirt. Lighting is consistent.

  • animal count=1; species=pigeon, life_state=alive, motion_state=unknown; visibility=visible/remained_visible; state=none_observed; confidence=high
    evidence: The pigeon remains on the dirt. / The stone tower and wooden bench on the viewer's screen-left have drifted toward the viewer's screen-left, and the pigeon remains visible on the dirt near the center.

chunk 4 00:04.062 - 00:05.062

The forward movement and toward the viewer's screen-right then toward the viewer's screen-left view turns cause the stone tower to drift toward the viewer's screen-left and the yellow building to shift across the screen. The white van near the yellow building becomes more prominent. The sunken plaza remains centered, and the pigeon stays on the dirt. The downward pitch brings the plaza and dirt surface more prominently into the lower screen. Lighting is consistent.

  • animal count=1; species=pigeon, life_state=alive, motion_state=unknown; visibility=visible/remained_visible; state=none_observed; confidence=high
    evidence: The sunken plaza remains centered, and the pigeon stays on the dirt. / The pigeon remains visible on the dirt near the center, and the overcast sky occupies the upper portion of the screen.
#003 flash_blind

opencs2-action-chain-m2391818-de_nuke-r24-p06-f000308

flash_blind incendiary_fire other_player smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The corrugated metal wall dominates viewer-screen-left throughout, while the blue equipment crate sits screen-center and gradually drifts toward screen-right as the yaw sweeps toward the viewer's screen-left. The white roof panel fills much of the lower foreground under bright overexposure that washes out surface detail. No other player models are visible. The sky is barely visible above the wall's top edge near the end of the window as pitch rises.

  • flash_blind count=1; intensity=opaque, coverage=full_screen; visibility=visible/remained_visible; state=active; confidence=high
    evidence: Contact-sheet-verified full-screen exposure progression.
  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The corrugated metal wall remains at viewer-screen-left as the yaw continues toward the viewer's screen-left, causing it to drift toward center. The blue crate is now mostly out of screen to lower screen-right. The rooftop paving stones and yellow hazard markings emerge from the overexposure in the center and screen-right areas as brightness fades toward the end of the window. No player models visible.

  • flash_blind count=1; intensity=strong, coverage=full_screen; visibility=visible/recovering; state=recovering; confidence=high
    evidence: Contact-sheet-verified full-screen exposure progression.
  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No player models visible. / No enemy player models are visible.
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

The overexposure has fully cleared. The silver ventilation cap is the dominant foreground cover object at screen-center. The smoke grenade cloud enters the scene at screen-right near the power plant wall and grows throughout the window. Yellow hazard stripes are visible on the rooftop at screen-right. The open yard with chain-link fence becomes visible at screen-right as the view pans. No player models are visible through the smoke.

  • flash_blind count=0; intensity=none, coverage=none; visibility=not_visible/cleared; state=cleared; confidence=high
    evidence: Contact-sheet-verified full-screen exposure progression.
  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No player models are visible through the smoke.
  • smoke_cloud count=1; source=smoke_grenade, density=unknown; visibility=visible/entered_view; state=expanding; confidence=high
    evidence: The smoke grenade cloud enters the scene at screen-right near the power plant wall and grows throughout the window. / A smoke grenade cloud billows near the base of the power plant wall, its grey-white mass expanding just to screen-right of the ventilation cap.

chunk 3 00:03.062 - 00:04.062

The silver ventilation cap remains in the foreground but drifts toward screen-right as the agent strafes toward the viewer's screen-left. The smoke cloud at screen-right near the power plant stays large and persistent, partially blocking the facade. Red shipping containers become more visible at screen-center screen-right in the midground. A fire or explosion glow appears faintly in the far screen-right background beyond the fence. The open rooftop paving opens at screen-left as the agent moves toward the viewer's screen-left.

  • flash_blind count=0; intensity=none, coverage=none; visibility=not_visible/cleared; state=none_observed; confidence=high
    evidence: Contact-sheet-verified full-screen exposure progression.
  • incendiary_fire count=1; source=unknown, intensity=unknown; visibility=visible/entered_view; state=ignited; confidence=medium
    evidence: A fire or explosion glow appears faintly in the far screen-right background beyond the fence.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No clear enemy player model is distinguishable through the smoke.
  • smoke_cloud count=1; source=smoke_grenade, density=dense; visibility=visible/visible_no_change; state=dissipating; confidence=high
    evidence: The smoke cloud at screen-right near the power plant stays large and persistent, partially blocking the facade. / To viewer-screen-right the smoke grenade cloud remains large and billowing against the power plant facade — the grey cloud mass is clearly expansive and partially obscures the signage.

chunk 4 00:04.062 - 00:05.062

The smoke cloud at screen-right near the power plant persists and partially dissipates, its edges catching an orange fire glow from an explosion effect in the midground. A distant enemy player model becomes visible in the open yard near the shipping containers at screen-center screen-right as the smoke thins. Red shipping containers at screen-center screen-right remain visible midground landmarks. The ventilation cap drifts toward screen-left as the strafes toward the viewer's screen-right progresses. Chain-link fence and utility poles remain in background.

  • flash_blind count=0; intensity=none, coverage=none; visibility=not_visible/cleared; state=none_observed; confidence=high
    evidence: Contact-sheet-verified full-screen exposure progression.
  • incendiary_fire count=1; source=unknown, intensity=unknown; visibility=visible/visible_no_change; state=active; confidence=medium
    evidence: The smoke cloud at screen-right near the power plant persists and partially dissipates, its edges catching an orange fire glow from an explosion effect in the midground. / An orange fire glow and an explosion effect are visible at screen-right against the power plant wall, illuminating the smoke edge.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/entered_view; state=moving; confidence=high
    evidence: A distant enemy player model becomes visible in the open yard near the shipping containers at screen-center screen-right as the smoke thins. / In the open midground screen-center and screen-right, a distant enemy player model becomes visible — a dark figure moving in the yard near the shipping containers, briefly exposed beyond the smoke.
  • smoke_cloud count=1; source=smoke_grenade, density=unknown; visibility=visible/visible_no_change; state=dissipating; confidence=high
    evidence: The smoke cloud at screen-right near the power plant persists and partially dissipates, its edges catching an orange fire glow from an explosion effect in the midground. / The silver ventilation cap's stacked disc form is prominently lit by the clear daylight, and the smoke grenade cloud at screen-right near the power plant wall continues to persist, its grey mass slightly dissipating but still substantial.
#004 flash_blind

opencs2-action-chain-m2391946-de_dust2-r22-p04-f000606

flash_blind smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The metal panel and wooden crate stacks remain stationary throughout this window. The smoke cloud on the viewer's screen-left persists near the crates without significant dispersion or movement. The stone buildings, palm tree, and bright sky in the background stay fixed, with no new environmental elements entering the view. The sharp daylight shadows cast by the crates and structures remain consistent.

  • flash_blind count=1; intensity=strong, coverage=full_screen; visibility=visible/remained_visible; state=active; confidence=high
    evidence: Contact-sheet-verified full-screen exposure progression.
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The smoke cloud on the viewer's screen-left persists near the crates without significant dispersion or movement. / On the screen-left side of the screen, stacked wooden crates with visible slats and weathered grain create a partial barrier, and a gray-white smoke cloud hovers just beyond them, partially obscuring the stone building facade in the background.

chunk 1 00:01.062 - 00:02.062

The metal panel, wooden crates, and stone buildings remain fixed throughout this window. The smoke cloud on the viewer's screen-left continues to linger near the crates without dispersing or growing. The bright daylight and sharp shadows cast by the overhead sun stay consistent. The background architecture and palm tree remain stationary.

  • flash_blind count=1; intensity=moderate, coverage=full_screen; visibility=visible/recovering; state=recovering; confidence=high
    evidence: Contact-sheet-verified full-screen exposure progression.
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud on the viewer's screen-left continues to linger near the crates without dispersing or growing. / The wooden crates remain stacked on the viewer's screen-left, their weathered slats clearly visible, and the gray smoke cloud continues to hover near them, partially obscuring the stone building facade behind.

chunk 2 00:02.062 - 00:03.062

The metal panel, wooden crates, and stone buildings remain fixed in world space, but their screen positions shift as the camera turns toward the viewer's screen-right and tilts upward, then reverses to turn toward the viewer's screen-left and tilt downward. The smoke cloud on the viewer's screen-left stays near the crates, though it becomes less prominent during the toward the viewer's screen-right sweep and reappears more clearly during the toward the viewer's screen-left return. The bright daylight and shadows remain consistent throughout the camera movements.

  • flash_blind count=0; intensity=none, coverage=none; visibility=not_visible/cleared; state=cleared; confidence=high
    evidence: Contact-sheet-verified full-screen exposure progression.
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud on the viewer's screen-left stays near the crates, though it becomes less prominent during the toward the viewer's screen-right sweep and reappears more clearly during the toward the viewer's screen-left return. / The beige metal panel with its riveted surface and rope trim occupies the screen-right side, while the stacked wooden crates remain on the viewer's screen-left, the gray smoke cloud still hovering near them.

chunk 3 00:03.062 - 00:04.062

The metal panel, wooden crates, and stone buildings remain fixed in world space throughout this window. The smoke cloud on the viewer's screen-left persists near the crates and thickens slightly as the weapon is fired. The bright daylight and sharp shadows stay consistent. As the camera tilts downward early in the window, more of the ground becomes visible, and as it tilts back upward during firing, the view returns to a more centered orientation. The muzzle flashes temporarily wash out portions of the scene with intense light, but the underlying environment remains stable.

  • flash_blind count=0; intensity=none, coverage=none; visibility=not_visible/cleared; state=none_observed; confidence=high
    evidence: Contact-sheet-verified full-screen exposure progression.
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/remained_visible; state=persisting; confidence=medium
    evidence: The smoke cloud on the viewer's screen-left persists near the crates and thickens slightly as the weapon is fired. / The wooden crates remain stacked on the viewer's screen-left, and the gray smoke cloud hovers near them, partially obscuring the stone building facade.

chunk 4 00:04.062 - 00:05.062

The metal panel, wooden crates, and stone buildings remain fixed in world space throughout this window, though their appearance is temporarily affected by the overexposure effect that washes out colors and details. As the overexposure fades, the environment returns to its normal appearance. The smoke cloud on the viewer's screen-left persists near the crates without significant change. The bright daylight and sharp shadows stay consistent once normal lighting is restored. No new environmental elements enter the view.

  • flash_blind count=1; intensity=strong, coverage=full_screen; visibility=visible/reflashed; state=reflashed_then_recovering; confidence=high
    evidence: Contact-sheet-verified full-screen exposure progression.
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/entered_view; state=dissipating; confidence=medium
    evidence: The smoke cloud on the viewer's screen-left persists near the crates without significant change. / The beige metal panel occupies the screen-right side, partially obscured by the rifle's body, while the wooden crates and gray smoke cloud remain visible on the viewer's screen-left.
#005 door

opencs2-action-chain-m2391828-de_nuke-r13-p06-f000250

door other_player smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The anteroom remains stable throughout this window. The teal-framed doorway grows larger as the player advances forward, revealing more of the corridor beyond. The A-arrow sign and yellow ladder rungs on screen-left remain in view. The teammate model enters the doorway opening in the midground. No other independent player models are visible. Overhead lighting is steady and bright, with no environmental changes.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=1; relation=teammate, life_state=alive, motion_state=moving; visibility=visible/entered_view; state=moving; confidence=high
    evidence: The teammate model enters the doorway opening in the midground. / A teammate model stands almost directly ahead at center-screen, wearing a tan-and-white tactical vest and dark cargo pants, facing away toward a teal-framed doorway that leads further into the site.
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The view moves from the anteroom corridor into the narrower hallway leading to the orange door. The orange door grows from midground to near-foreground during forward movement, now dominating the center. The teammate is close ahead occluding part of the door. A wall panel and light switch are visible on screen-left. The teal doorframe has passed behind. No other player models are visible. Overhead lighting is slightly dimmer than the anteroom but still clear.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: The view moves from the anteroom corridor into the narrower hallway leading to the orange door. / The orange door grows from midground to near-foreground during forward movement, now dominating the center.
  • other_player count=1; relation=teammate, life_state=alive, motion_state=moving; visibility=partially_visible/visible_no_change; state=moving; confidence=high
    evidence: The teammate is close ahead occluding part of the door. / The teammate is close ahead at center-screen, still moving forward.
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

Major environment transition: the orange door opens and the player crosses from the narrow corridor into the wide upper plant hall. The tank cluster with A1 markings becomes the dominant midground feature, appearing at center screen-left. The A-arrow sign reappears on screen-right wall. Yellow lane markings on the floor extend into the distance. The teammate model has advanced into the hall. A second distant player model is briefly visible near the tanks. Overhead lighting brightens with daylight from clerestory windows.

  • door count=1; subtype=swing_door_or_unknown, openness=open, integrity=intact; visibility=visible/visible_no_change; state=opened; confidence=high
    evidence: Major environment transition: the orange door opens and the player crosses from the narrow corridor into the wide upper plant hall. / The orange door is now right at the threshold, and as the view progresses the player pushes through it — the door swings open on screen-left, its large orange panel rotating outward, and the space beyond opens up dramatically.
  • other_player count=1; relation=teammate, life_state=alive, motion_state=moving; visibility=partially_visible/visible_no_change; state=moving; confidence=high
    evidence: The teammate model has advanced into the hall. / A second distant player model is briefly visible near the tanks.
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 3 00:03.062 - 00:04.062

The upper plant hall remains the stable environment. The single muzzle flash from the shot creates a brief local light spike at the weapon. The distant player model near the A1 tanks is visible early in the window. The screen-right wall with yellow utility bracket mounts and warning stickers becomes more prominent as the view yaws right. No new player models enter the scene. The tank cluster and lane markings remain unchanged.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=1; relation=mixed, life_state=alive, motion_state=unknown; visibility=partially_visible/visible_no_change; state=none_observed; confidence=high
    evidence: The distant player model near the A1 tanks is visible early in the window. / The large white A1 cylindrical tanks with red bands dominate the center screen-left midground, and a distant enemy or teammate model is visible near the tanks at the far center.
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 4 00:04.062 - 00:05.062

The player has moved past the tank cluster and is now in the Cedar Creek container area of the upper plant. The teal-blue smoke grenade cloud is the dominant new environmental feature, expanding near the Cedar Creek container at screen-left. A CT-side player model in a white uniform is visible crouching near the smoke at screen-left. The overhead yellow crane beam enters the top of the screen as the view tilts upward. Muzzle flash from two shots creates brief localized lighting. No other player models are visible.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=1; relation=opponent, life_state=alive, motion_state=unknown; visibility=partially_visible/visible_no_change; state=none_observed; confidence=high
    evidence: A CT-side player model in a white uniform is visible crouching near the smoke at screen-left. / A CT-side player model wearing a white uniform is visible crouching at screen-left near the base of the Cedar Creek container, partially obscured by the smoke.
  • smoke_cloud count=None; source=smoke_grenade, density=unknown; visibility=visible/entered_view; state=expanding; confidence=high
    evidence: The teal-blue smoke grenade cloud is the dominant new environmental feature, expanding near the Cedar Creek container at screen-left. / A teal-blue smoke grenade cloud is expanding near the Cedar Creek container at screen-left-center, drifting into the midground.
#006 door

opencs2-action-chain-m2391818-de_nuke-r20-p04-f002162

door
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The wide lower B area remains the dominant environment throughout. The B bombsite box stays visible at center-to-right as the view sweeps toward the viewer's screen-left then toward the viewer's screen-right. The ramp and upper gantry move between left-center and screen-left during the yaw swing. The equipment enclosure along screen-right enters and exits view with the horizontal sweep. No player models other than the controlled agent are visible. Lighting remains uniformly fluorescent throughout.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The orange-framed door transitions from midground to near-foreground as the player approaches and passes through. The B bombsite box and ramp recede to screen-left and become partially occluded by the door screen. The white equipment enclosure with the caution contamination sign enters screen-center through the door gap and grows larger. No player models are visible. Fluorescent lighting remains consistent.

  • door count=1; subtype=swing_door_or_unknown, openness=open, integrity=intact; visibility=visible/entered_view; state=opened; confidence=high
    evidence: The orange-framed door transitions from midground to near-foreground as the player approaches and passes through. / The B bombsite box and ramp recede to screen-left and become partially occluded by the door screen.

chunk 2 00:02.062 - 00:03.062

The equipment enclosure and caution sign dominate screen-right at the start, then slide out of view as the yaw sweeps toward the viewer's screen-left. The B bombsite box and ramp reappear in the background center as the view opens back toward the main lower area. The open concrete floor with yellow stripes becomes more visible. No player models are visible. Lighting remains flat fluorescent throughout.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The orange door screen is visible at the far screen-right edge, partially in screen.

chunk 3 00:03.062 - 00:04.062

The green-walled lower connector corridor is the new local environment. The orange door fills screen-right. The lower B area remains visible through the door gap in the background. Metal conduit and ductwork are visible overhead. The floor threshold strip sits at the door base. No player models are visible. Fluorescent lighting is consistent and even. The corridor wall to screen-left is unobstructed green cinderblock.

  • door count=1; subtype=swing_door_or_unknown, openness=open, integrity=intact; visibility=visible/visible_no_change; state=opened; confidence=high
    evidence: The orange door fills screen-right. / At the start of this window, the first-person view is inside the narrow lower connector corridor, having moved through the orange door.

chunk 4 00:04.062 - 00:05.062

The green connector corridor remains the local environment throughout. The orange door gap shows a narrowed view into the lower B area at screen-center. The handrail bracket on the screen-left wall enters clearer view as the player moves backward. The floor drain grate is visible near screen-right foreground. No player models are visible. Fluorescent overhead lighting remains consistent with no dynamic changes.

  • door count=1; subtype=swing_door_or_unknown, openness=partially_closed, integrity=intact; visibility=visible/visible_no_change; state=closing; confidence=high
    evidence: The orange door gap shows a narrowed view into the lower B area at screen-center. / The orange door screen is now at screen-center, with the door partially closing — its flat orange face is visible edge-on and the gap through to the lower B area has narrowed compared to earlier, with only a sliver of the blue-lit lower B space visible through the reduced opening.
#007 door

opencs2-action-chain-m2391808-de_nuke-r13-p09-f000934

door
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The environment remains stable throughout this window. The orange door, concrete walls, mounted fire extinguisher, hanging hazmat suit, hard hats, safety signs, metal pipe, and overhead beams stay fixed in place. Subtle lateral camera drift slightly reframes the right-wall equipment and door handle. The metal floor grate and door threshold remain visible. No independent player models appear.

  • door count=1; subtype=swing_door_or_unknown, openness=closed, integrity=intact; visibility=visible/remained_visible; state=none_observed; confidence=high
    evidence: The orange door, concrete walls, mounted fire extinguisher, hanging hazmat suit, hard hats, safety signs, metal pipe, and overhead beams stay fixed in place. / The metal floor grate and door threshold remain visible.

chunk 1 00:01.062 - 00:02.062

The orange door opens during this window, transforming from a closed barrier into an open threshold. The corridor walls, fire extinguisher, hazmat suit, and overhead beams remain fixed, but the view's pan toward the viewer's screen-left and forward movement bring the open doorway and the adjoining hall into prominence. The multi-story hall becomes visible: blue-gray flooring with red stripes, stacked crates, red containers, yellow beams, railings, and bright overhead lighting. The metal floor grate at the threshold passes underfoot. No independent player models are visible in the corridor or the hall.

  • door count=1; subtype=swing_door_or_unknown, openness=open, integrity=intact; visibility=visible/entered_view; state=opened; confidence=high
    evidence: The orange door opens during this window, transforming from a closed barrier into an open threshold. / At the start, the player maintains position in the corridor with the USP-S pistol held in the lower screen-right quadrant, barrel aimed at the closed orange door.

chunk 2 00:02.062 - 00:03.062

The open hall becomes the primary environment, with the blue-gray floor, red stripes, stacked wooden crates, red container, yellow beams, metal railings, and bright overhead lighting now filling the screen. The screen-left wall section with a doorway and small sign enters view during the pan toward the viewer's screen-left, then shifts back as the view turns toward the viewer's screen-right. The orange doorway reappears in the background, now behind the player. No independent player models are visible.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium

chunk 3 00:03.062 - 00:04.062

The hall remains the primary environment. The toward the viewer's screen-right view sweep brings more of the screen-right side geometry into the screen: additional crates, a concrete column, structural elements, and portions of the screen-right wall. The orange doorway shifts deeper into the background. The blue floor, red stripes, wooden crates, red container, yellow beams, and railings stay anchored. No independent player models are visible.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium

chunk 4 00:04.062 - 00:05.062

The hall geometry rotates through the screen as the player's view sweeps toward the viewer's screen-right then toward the viewer's screen-left. The overhead beams, catwalks, ducting, and ceiling structure become prominent in the upper field. The wooden crates and red container drift toward screen-left during the toward the viewer's screen-right sweep, then begin returning toward screen-center during the toward the viewer's screen-left sweep. The screen-right wall, with its concrete surface and distant doorway, enters view. The orange doorway remains far in the background. No independent player models are visible.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
#008 door

opencs2-action-chain-m2391823-de_nuke-r01-p00-f000477

door other_player
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

At the start the stacked orange hazmat containers fill the screen-left foreground and the glass sliding door is centered ahead with a teammate visible in the midground. As backward movement carries the player away from the crate stack, those containers drift toward screen-left and then out of screen. The screen-left corridor wall and the ramp structure come into view as the pivot toward the viewer's screen-left opens up the B-ramp geometry. By the end a second player model is visible near the ramp on screen-left. No other players are visible in the environment.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: At the start the stacked orange hazmat containers fill the screen-left foreground and the glass sliding door is centered ahead with a teammate visible in the midground. / At the start, the first-person view is positioned inside the loading dock area of the lower nuke facility, looking roughly toward a central sliding glass door set into green-painted walls.
  • other_player count=1; relation=teammate, life_state=alive, motion_state=unknown; visibility=intermittent/visible_then_left_view; state=none_observed; confidence=high
    evidence: At the start the stacked orange hazmat containers fill the screen-left foreground and the glass sliding door is centered ahead with a teammate visible in the midground. / By the end a second player model is visible near the ramp on screen-left.

chunk 1 00:01.062 - 00:02.062

The transition onto the ramp and into the airborne descent brings the lower garage interior fully into view. The roll-up shutter door, red B-site marker, and yellow caution-striped ramp barriers are now the dominant environmental features. One teammate is visible on the ramp ledge screen-left early in the window, and a second moves near the ramp base in the midground. The orange hazmat containers from the previous area are no longer visible.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The roll-up shutter door, red B-site marker, and yellow caution-striped ramp barriers are now the dominant environmental features. / In the midground straight ahead, the large corrugated metal roll-up shutter door is centered, brightly lit from above by fluorescent strips, with a single red hazmat box sitting on the floor in front of it.
  • other_player count=1; relation=teammate, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: One teammate is visible on the ramp ledge screen-left early in the window, and a second moves near the ramp base in the midground. / One teammate player model is visible on screen-left, positioned on the ramp ledge near the 'B' sign.

chunk 2 00:02.062 - 00:03.062

The garage corridor is now fully in view with the roll-up shutter door centered at the far end. The screen-right side door enters screen-right mid-window as forward toward the viewer's screen-left movement carries the player toward that side of the corridor, briefly revealing the connecting yard corridor through the gap. The teammate in the midground remains visible throughout. No additional player models enter or leave the environment during this window.

  • door count=2; subtype=roll_up, openness=open, integrity=intact; visibility=visible/entered_view; state=opened; confidence=high
    evidence: The garage corridor is now fully in view with the roll-up shutter door centered at the far end. / At the start of this window, the first-person perspective is now positioned at ground level inside the lower garage corridor, looking toward the far end where the large corrugated roll-up shutter door sits closed and brightly illuminated.
  • other_player count=1; relation=teammate, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The teammate in the midground remains visible throughout. / A teammate player model is visible in the midground slightly left of center, walking ahead toward the roll-up door.

chunk 3 00:03.062 - 00:04.062

The screen-right side door dominates increasingly as left-strafe movement and toward the viewer's screen-left pivot bring it close to the first-person view. The gap behind the door reveals a connecting corridor with yellow ceiling structures and a distant ramp visible. The roll-up shutter shifts toward screen-right as the pivot continues. The red fire extinguisher near the door becomes visible. No player models are visible in this window.

  • door count=1; subtype=roll_up, openness=partially_open, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The environment ahead is the close interior of the garage corridor, now near the screen-right wall where the metal-framed side door is visible just to screen-left, partially open. / The roll-up shutter door is directly ahead in the center-upper screen, still closed, its corrugated surface reflecting the overhead fluorescent light strongly.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No player models are visible in this window. / No player models are in the foreground;

chunk 4 00:04.062 - 00:05.062

The connecting corridor through the screen-right side door is visible at the start, showing lower-yard geometry and yellow scaffolding beyond. As the player strafes toward the viewer's screen-right, the door exits screen-left and the garage corridor with the roll-up shutter door re-centers. The corridor remains empty of player models for most of this window. The corridor geometry remains stable.

  • door count=1; subtype=roll_up, openness=open, integrity=intact; visibility=visible/visible_no_change; state=opened; confidence=high
    evidence: As the player strafes toward the viewer's screen-right, the door exits screen-left and the garage corridor with the roll-up shutter door re-centers. / The connecting corridor through the door is well-lit with cool fluorescent overhead lighting, and the distant yellow scaffolding and lower reactor area geometry is visible in the midground through the door opening.
  • other_player count=None; relation=unknown, life_state=alive, motion_state=unknown; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: The corridor remains empty of player models for most of this window.
#009 door

opencs2-action-chain-m2391808-de_nuke-r19-p07-f002167

door
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The lower B ramp area remains fully visible throughout this window. The yellow railing gate, white roll-up garage door, red barrel cluster, gray storage container, and B-site green wall with its sign all stay stably in screen with no new props entering or leaving. Minor lateral strafing causes geometry to shift a few degrees side to side, but nothing appears or disappears. No other player models are visible.

  • door count=1; subtype=roll_up, openness=closed, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The yellow railing gate, white roll-up garage door, red barrel cluster, gray storage container, and B-site green wall with its sign all stay stably in screen with no new props entering or leaving. / The yellow safety-railing gate is visible in the near-center foreground, its black-and-yellow hazard stripes bright under the fluorescent overhead lighting.

chunk 1 00:01.062 - 00:02.062

The lower B ramp corridor remains the dominant visible environment. The yellow railing gate shifts progressively toward screen-left as toward the viewer's screen-right movement continues across this window. The white garage door remains visible at screen-left, the red barrels and gray container persist in the midground and background. The B-site sign stays visible at screen-right. The muzzle flashes briefly illuminate the immediate foreground. No other player models are visible.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/remained_visible; state=none_observed; confidence=medium
    evidence: The yellow railing gate shifts progressively toward screen-left as toward the viewer's screen-right movement continues across this window. / The white garage door remains visible at screen-left, the red barrels and gray container persist in the midground and background.

chunk 2 00:02.062 - 00:03.062

The ramp pit and lower corridor open up prominently as the view tilts downward and the agent moves forward and becomes airborne. The yellow railing gate transitions from a near-center prop to a framing element across the lower screen. The teal-colored lower tunnel floor becomes newly visible. The B-site sign moves from screen-right toward center as the toward the viewer's screen-left yaw sweeps the green far wall across the screen. No other player models are visible.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: The yellow railing gate transitions from a near-center prop to a framing element across the lower screen. / The yellow railing gate has drifted toward screen-left due to the ongoing strafe, and the gray storage container is now more centrally positioned in the midground.

chunk 3 00:03.062 - 00:04.062

The ramp pit area and lower corridor remain visible throughout the airborne arc. The teal lower floor is prominent early then recedes as the pitch adjusts upward. The gray container at screen-left and the yellow railings below provide consistent spatial reference. The far green wall and B-site sign area come back into screen as the view levels out toward the end. No other player models are visible.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium

chunk 4 00:04.062 - 00:05.062

The environment shifts entirely to the lower-level squeaky-door corridor zone in this window. The ramp-pit geometry is no longer visible. The large recessed green door panel with silver corrugated trim screen the center and right of the screen, and the blue 'Keep Clear' sign is newly prominent. The white roll-up access opening at screen-left provides a bright contrast. The yellow floor stripe at lower screen-left grounds the spatial position. No other player models are visible.

  • door count=1; subtype=roll_up, openness=open, integrity=intact; visibility=visible/entered_view; state=opened; confidence=high
    evidence: The environment shifts entirely to the lower-level squeaky-door corridor zone in this window. / The large recessed green door panel with silver corrugated trim screen the center and right of the screen, and the blue 'Keep Clear' sign is newly prominent.
#010 door

opencs2-action-chain-m2391818-de_nuke-r04-p01-f000218

door
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

At the start, the wide loading bay is fully visible with green walls, yellow columns, the raised platform, and the glazed security door on viewer-screen-right. As the view sweeps toward the viewer's screen-right then toward the viewer's screen-left, the glazed door briefly fills viewer-screen-right before drifting out of screen, and the B-site sign and red crate become more centered. The player's forward movement brings the loading platform railings closer. No other player models are visible.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: At the start, the wide loading bay is fully visible with green walls, yellow columns, the raised platform, and the glazed security door on viewer-screen-right. / A raised loading platform with black-and-yellow hazard-striped barriers occupies the midground, and a red cargo crate sits beyond it near a large white roll-up shutter door at the far end.

chunk 1 00:01.062 - 00:02.062

The loading platform railings and hazard-striped barriers dominate the midground as the player approaches and then goes airborne over the dock edge. The yellow columns shift toward viewer-screen-left as the view turns toward the viewer's screen-right. The red crate and roll-up shutter remain visible in the background before being occluded by the platform geometry as the player crests the edge. No other player models are visible.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The green-painted walls continue on both sides, and the red cargo crate is visible beyond the railings near the white roll-up shutter door in the background.

chunk 2 00:02.062 - 00:03.062

The environment transitions from the upper loading dock to the lower service corridor during this period. The hazard-striped barriers and yellow railings sweep out of view as the camera pitches down and right. The lower corridor's ribbed ventilation panels, green wall with 'Safety helmets must be worn' sign, and white roll-up shutter door come into view. The orange ceiling beam becomes visible overhead. No other player models are visible.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: The lower corridor's ribbed ventilation panels, green wall with 'Safety helmets must be worn' sign, and white roll-up shutter door come into view. / The environment shifts dramatically: the upper loading dock geometry with its hazard stripes and yellow railings sweeps across the upper portion of the screen as the view pitches down, revealing a lower corridor below the dock with ribbed metal ventilation panels on the viewer-screen-left wall and a white roll-up shutter door visible in the background.

chunk 3 00:03.062 - 00:04.062

The lower service corridor is stable at the start, with the green panel wall and ventilation louvers on viewer-screen-left and the roll-up shutter on viewer-screen-right. The heavy steel security door with glazed panel grows closer as the player advances forward. The muzzle flash from the Five-SeveN briefly brightens the lower screen-right foreground. No other player models are visible.

  • door count=1; subtype=roll_up, openness=partially_open, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The heavy steel security door with glazed panel grows closer as the player advances forward. / The white roll-up shutter door fills the viewer-screen-right background, brightly lit by fluorescent strip lighting overhead.

chunk 4 00:04.062 - 00:05.062

The heavy steel security door is now very close and centered, with the corridor beyond showing a fire extinguisher and white wall panels. The roll-up shutter fills viewer-screen-right and begins to move out of screen as the player advances. The muzzle flash from the second Five-SeveN shot briefly brightens the lower screen-right foreground. The player moves into the antechamber beyond the door by the end. No other player models are visible.

  • door count=1; subtype=roll_up, openness=open, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=high
    evidence: The heavy steel security door is now very close and centered, with the corridor beyond showing a fire extinguisher and white wall panels. / At the start of this period, the first-person view is close to the heavy steel security door, which now fills the center of the screen with its glazed panel open, revealing a corridor beyond containing a fire extinguisher mounted on the wall and a white panel surface.
#011 breakable_surface

opencs2-action-chain-m2391818-de_nuke-r21-p08-f002557

breakable_surface door surface_damage
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The Locker Room interior remains the full environment throughout. The overhead area is prominently featured as the view pitches steeply upward, revealing the corrugated metal ceiling panels, exposed duct pipe, and the upper yellow ladder structure. By the end the view descends back toward the teal door and locker row. No other player models are visible.

  • breakable_surface count=0; subtype=unknown, material=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: By the end the view descends back toward the teal door and locker row.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The Locker Room interior is stable throughout this window. The teal double-panel door occupies screen-center as the primary midground element, flanked by the locker row on screen-left and the signage wall on screen-right. The overhead fluorescent lights provide consistent flat illumination. The floor's yellow painted lines remain visible. No new props enter or leave the screen; the explosion effect from the prior window is no longer visible. No other player models are present.

  • breakable_surface count=0; subtype=unknown, material=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The teal double-panel door occupies screen-center as the primary midground element, flanked by the locker row on screen-left and the signage wall on screen-right. / At the start of this window the first-person view has returned to a near-horizontal orientation, looking across the Locker Room toward the teal blue door at screen-center.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

The environment transitions sharply from the Locker Room interior to the exterior side alley. The two-panel window is intact at the start and is destroyed by two shots, sending glass fragments cascading across the screen. The exterior Cedar Creek facility facade, blue sky, black asphalt with yellow lines, portable units, and blue equipment crates become fully visible through the broken opening. Residual glass shards remain around the screen edges. No other player models are visible.

  • breakable_surface count=1; subtype=window, material=glass, integrity=breaking; visibility=visible/entered_view; state=shattered; confidence=high
    evidence: Then the firing sequence begins: the USP-S discharges and the window glass in the viewer's screen-left panel shatters explosively outward, sending large angular glass shards flying across the screen — fragments scatter toward screen-left, screen-right, and the foreground lower area. / The bright blue sky, the black asphalt lane with yellow guide lines, and a blue equipment crate now become clearly visible through the destroyed window opening.
  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: At the start, the first-person view has pushed through or alongside the teal door and is now looking directly at the large two-panel interior window that faces the exterior side alley.
  • surface_damage count=None; subtypes=['debris'], freshness=persistent; visibility=visible/entered_view; state=persisting; confidence=medium
    evidence: Residual glass shards remain around the screen edges. / Then the firing sequence begins: the USP-S discharges and the window glass in the viewer's screen-left panel shatters explosively outward, sending large angular glass shards flying across the screen — fragments scatter toward screen-left, screen-right, and the foreground lower area.

chunk 3 00:03.062 - 00:04.062

The exterior side alley environment is fully established and stable throughout this window. The curved white concrete the screen-right wall, yellow-striped black asphalt, blue equipment crate, and gray storage containers on the viewer's screen-left remain present. The yellow caution sign and electrical panel on the screen-right wall drift slightly toward screen-right as the view turns toward the viewer's screen-left. A distant facility door is visible at the far end. No other player models are present.

  • breakable_surface count=0; subtype=unknown, material=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The far end of the alley shows a facility door and a light blue structure.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium

chunk 4 00:04.062 - 00:05.062

The exterior side alley remains the sole environment. The blue equipment crate passes from midground toward screen-left and off-screen as the agent moves past it, while the far end of the alley with its facility doors and light blue structure grows larger at screen-center. The curved reactor wall remains constant on screen-right. The gray storage containers on screen-left recede behind as the agent pushes deeper. No other player models are visible.

  • breakable_surface count=0; subtype=unknown, material=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • door count=None; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The blue equipment crate passes from midground toward screen-left and off-screen as the agent moves past it, while the far end of the alley with its facility doors and light blue structure grows larger at screen-center. / The screen-right curved wall continues to scroll past, and the far end of the alley with the industrial doors and light blue structure becomes more prominent at screen-center.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
#012 breakable_surface

opencs2-action-chain-m2391828-de_nuke-r20-p02-f001048

breakable_surface door explosion_effect
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

At the start the pipe column and yellow valve wheels dominate screen-left, with the control-room window bank in the midground. Forward movement brings the windows closer so radiation signage and green interior walls grow larger. The toward the viewer's screen-right yaw sweeps the pipe column progressively toward screen-left and eventually out of screen. The yellow safety railing at screen-right remains briefly visible then exits as the view rotates. No player models are visible.

  • breakable_surface count=None; subtype=window, material=glass, integrity=unknown; visibility=visible/visible_no_change; state=unknown; confidence=medium
    evidence: Through the large aluminum-framed glass windows straight ahead, a green-walled observation room is visible, its interior lit independently and containing radiation warning placards and red emergency signage reading break-glass instructions.
  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • explosion_effect count=0; subtype=unknown, phase=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The control-room window bank now dominates screen-center and upper screen as the view closes in. The green observation room interior, white partitions, and break-glass signs fill the midground through the glass. The pipe column has largely exited screen-left. The view's proximity to the windows increases so the aluminum screen begin to occupy the screen edges. No additional player models enter the screen. The toward the viewer's screen-right yaw pauses then briefly continues before transitioning toward the viewer's screen-left.

  • breakable_surface count=1; subtype=window, material=glass, integrity=unknown; visibility=visible/visible_no_change; state=unknown; confidence=medium
    evidence: As the view progresses, the forward movement continues to bring the view extremely close to the window glass, so the green interior walls beyond fill the entire midground and the window screen borders occupy the screen edges.
  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • explosion_effect count=0; subtype=unknown, phase=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

The control-room windows shatter, large glass fragments scattering across screen-center in a bright cascade. The view vaults through the broken opening into the observation room interior, replacing the corridor backdrop with pale concrete floors, green cinder-block walls, white horizontal stripe, fluorescent ceiling strips, and the glass office partition at screen-left. The window screen edge is visible at screen-right as the view rotates left. No player models are visible inside.

  • breakable_surface count=1; subtype=window, material=glass, integrity=broken; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: As the view progresses, the player vaults through the now-broken window opening, and the interior of the observation room becomes the primary environment: pale gray-white speckled concrete floor, green cinder-block walls with white horizontal stripe, ceiling-mounted fluorescent strip lights, and the glass partition wall of the lower office area at screen-left with its orange-edged metal framing.
  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • explosion_effect count=1; subtype=glass_debris, phase=onset; visibility=visible/entered_view; state=burst; confidence=high
    evidence: Then, in a dramatic visual transition, the windows shatter and the glass explodes outward and inward in large jagged fragments that scatter across screen-center and screen-right, the shards catching the overhead fluorescent light and creating a cascade of bright reflective geometry across the screen.

chunk 3 00:03.062 - 00:04.062

The lower bomb-site interior is stable: concrete floor with yellow lines, green cinder-block walls, white stripe, office partition at screen-left, staircase rising at screen-right, HVAC ductwork overhead. Yaw rotation toward the viewer's screen-left pulls the staircase from screen-right toward screen-center. Upward pitch tilt reduces floor prominence and raises ceiling ducts into view. The weapon transition causes the knife to disappear from the lower foreground as the rifle begins to appear at screen-right. No player models visible.

  • breakable_surface count=0; subtype=unknown, material=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • explosion_effect count=0; subtype=unknown, phase=ended; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium

chunk 4 00:04.062 - 00:05.062

The lower bomb-site corridor stretches ahead with green cinder-block walls, white stripe, and fluorescent ceiling strips. Continuing yaw rotation toward the viewer's screen-left brings the far corridor end from screen-center toward screen-left while the staircase opening and orange double door slide into screen-center and screen-right. A red wall sign enters at screen-left mid-distance. The M4A1-S now occupies the lower screen-right foreground as the fully completed weapon draw holds through the end of the window. No player models are visible.

  • breakable_surface count=0; subtype=unknown, material=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • door count=1; subtype=swing_door_or_unknown, openness=open, integrity=intact; visibility=visible/entered_view; state=opened; confidence=high
    evidence: Continuing yaw rotation toward the viewer's screen-left brings the far corridor end from screen-center toward screen-left while the staircase opening and orange double door slide into screen-center and screen-right. / An orange double door is revealed at the corridor end at screen-right as the view rotates further left.
  • explosion_effect count=0; subtype=unknown, phase=ended; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
#013 breakable_surface

opencs2-action-chain-m2391954-de_mirage-r16-p00-f000408

breakable_surface door surface_damage
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The scoped view holds on a sand-colored exterior plaster wall and wooden window screen throughout, with a warm lamp glow visible inside the room beyond the window. The blue-painted wall to screen-right of the window remains consistently visible. Subtle lateral strafe movements cause the window geometry to drift very slightly left then right within the scope lens. No independent player models are visible.

  • breakable_surface count=0; subtype=unknown, material=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The AWP scope drops away during this window, suddenly revealing the full exterior alley environment. The blue-painted building wall becomes prominent at screen-left, and the low plaster wall and wooden doorway screen are visible ahead. The potted plant near the blue wall is visible at screen-left. No independent player models are visible in the alley.

  • breakable_surface count=0; subtype=unknown, material=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

The view moves through the wooden doorway threshold into the B site. The bright green tarpaulin canopy expands overhead. Cylindrical gas canister racks grow closer and more detailed at screen-center. The red B-site floor marker appears on the pale green tile floor. The wooden door screen passes to screen-left as forward movement carries the perspective inside. No independent player models are visible on the site.

  • breakable_surface count=0; subtype=unknown, material=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: The wooden door screen passes to screen-left as forward movement carries the perspective inside. / The wooden door screen has rough unpainted timber surfaces.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 3 00:03.062 - 00:04.062

The first-person perspective advances well into the B site and moves toward the connector passage. The gas canister racks remain prominent but begin shifting laterally as yaw rotation occurs. The connector corridor walls in light green plaster and metal shelving racks with yellow barrels come into view. The blood decal near the B marker is visible on the tile floor. No independent player models are visible on the site at this time.

  • breakable_surface count=0; subtype=unknown, material=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/entered_view; state=persisting; confidence=medium
    evidence: The pale green tile floor extends forward to screen-center-lower, and on it the red B-site painted marker is clearly visible with a blood stain alongside it.

chunk 4 00:04.062 - 00:05.062

The connector corridor walls and yellow-barrel shelving recede as forward movement carries the perspective toward and then through the exterior doorway. The sunlit exterior plaza with stone paving, a wooden-door building wall, and a broken-window facade enters the screen. A toward the viewer's screen-right then toward the viewer's screen-left yaw oscillation sweeps different building faces across the view. No independent player models are visible. The Arabic signage on the far building is consistently present in the upper screen area.

  • breakable_surface count=1; subtype=window, material=glass, integrity=broken; visibility=visible/entered_view; state=none_observed; confidence=high
    evidence: A sunlit exterior plaza with stone-paved ground, a wooden door set into a sand-colored wall, and a window with broken glass becomes visible at screen-center after the right yaw.
  • door count=1; subtype=swing_door_or_unknown, openness=open, integrity=destroyed; visibility=visible/entered_view; state=destroyed; confidence=high
    evidence: The sunlit exterior plaza with stone paving, a wooden-door building wall, and a broken-window facade enters the screen. / A sunlit exterior plaza with stone-paved ground, a wooden door set into a sand-colored wall, and a window with broken glass becomes visible at screen-center after the right yaw.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
#014 breakable_surface

opencs2-action-chain-m2391961-de_mirage-r17-p03-f000592

breakable_surface door surface_damage
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The entire view is confined within the AWP scope circle. The warmly lit interior room—lamp, armchair, tiled floor, wooden door screen—remains stable throughout without any change. The screen-right gray wall and wooden door panel do not shift. No player models are visible. No geometry enters or leaves the screen. Lighting inside the scope is static warm ambient from the floor lamp. The black outer vignette of the scope fills the screen edges.

  • breakable_surface count=0; subtype=unknown, material=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The warmly lit interior room—lamp, armchair, tiled floor, wooden door screen—remains stable throughout without any change. / The screen-right gray wall and wooden door panel do not shift.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The indoor scope view dissolves as the scope disengages and the environment transitions to a bright exterior. A white concrete pillar appears screen-left, with open blue sky beyond it. Screen-right opens onto a sunlit building exterior with pale masonry walls and shuttered windows. The transition from enclosed interior to outdoor space happens rapidly. No player models appear. Outdoor daylight floods the screen.

  • breakable_surface count=0; subtype=unknown, material=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

The player descends into the B Short corridor from above; the green canopy and wooden screen come into clearer view overhead as altitude drops. The yellow-container shelving on screen-right and the gas-canister rack on screen-left grow larger as the player approaches ground level. The red bomb-site marker on the pale tile floor becomes prominent in the midground. A blood spatter appears on the floor near the marker by the end of the window. No player models are visible.

  • breakable_surface count=0; subtype=unknown, material=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • surface_damage count=None; subtypes=['blood'], freshness=new; visibility=visible/entered_view; state=appeared; confidence=high
    evidence: A blood spatter appears on the floor near the marker by the end of the window.

chunk 3 00:03.062 - 00:04.062

The player moves forward through the B bombsite corridor. The gas-canister shelving on screen-left and the yellow-container shelving on screen-right draw closer then recede as the player passes. Stacked wooden crates in the midground grow nearer then slide to screen-left. The far courtyard exit grows larger, revealing sunlit exterior architecture ahead. The bomb-site floor marker remains underfoot. No player models visible.

  • breakable_surface count=0; subtype=unknown, material=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium

chunk 4 00:04.062 - 00:05.062

The player has moved into the open exterior street beyond the bombsite. The sandy cobblestone ground, pale stone building facades, wooden door, and broken window are the dominant stable surfaces. As the toward the viewer's screen-right yaw sweeps through, the wooden door slides to screen-left and additional street width and building corners emerge screen-right. Powerlines appear overhead. No player models are visible in the street.

  • breakable_surface count=1; subtype=window, material=glass, integrity=broken; visibility=visible/entered_view; state=none_observed; confidence=high
    evidence: The sandy cobblestone ground, pale stone building facades, wooden door, and broken window are the dominant stable surfaces. / A broken window with partial shutters sits in the building facade screen-center.
  • door count=1; subtype=swing_door_or_unknown, openness=open, integrity=destroyed; visibility=visible/entered_view; state=destroyed; confidence=high
    evidence: The sandy cobblestone ground, pale stone building facades, wooden door, and broken window are the dominant stable surfaces. / As the toward the viewer's screen-right yaw sweeps through, the wooden door slides to screen-left and additional street width and building corners emerge screen-right.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
#015 breakable_surface

opencs2-action-chain-m2391961-de_mirage-r14-p00-f000123

breakable_surface other_player
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The window opening remains the dominant feature, framing the sunlit outdoor courtyard with its concrete half-walls and vertical pillar. The enemy player model in the courtyard shifts position within the window screen as the player's view rotates to screen-left and tilts downward. More of the left interior wall becomes visible, and the floor debris near the screen-left corner grows more prominent. The bright outdoor lighting contrasts sharply with the warm interior ambiance, and the jagged window screen's plaster edges remain clearly defined throughout.

  • breakable_surface count=1; subtype=window, material=glass, integrity=broken; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: At the start, the view is directed through the large broken window opening in the beige plaster wall, looking out toward a sunlit outdoor courtyard.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The enemy player model in the courtyard shifts position within the window screen as the player's view rotates to screen-left and tilts downward. / A single enemy player model, standing upright and dressed in darker clothing, is visible beyond the half-wall in the outdoor courtyard area.

chunk 1 00:01.062 - 00:02.062

The window opening shifts to screen-left in the screen as the player's view rotates to screen-right and tilts upward. More of the right interior wall becomes visible, while the floor becomes less prominent. The enemy player model in the courtyard moves within the window screen, shifting toward the screen-left edge of the opening. The outdoor courtyard reveals additional architectural details, including distant buildings and defensive positions, all brightly lit by natural sunlight. The interior room's warm lighting continues to contrast with the harsh outdoor illumination, and the plaster walls and wooden ceiling beams remain clearly visible.

  • breakable_surface count=1; subtype=window, material=glass, integrity=broken; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: At the start, the view is directed through the broken window opening toward the sunlit outdoor courtyard.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=intermittent/visible_then_left_view; state=moving; confidence=high
    evidence: The enemy player model in the courtyard moves within the window screen, shifting toward the screen-left edge of the opening. / The enemy player model is still present in the outdoor area beyond the half-wall, now positioned more toward the center of the window screen.

chunk 2 00:02.062 - 00:03.062

The window opening shifts further to screen-left as the view continues to rotate and tilt. The right interior wall becomes increasingly prominent, while the outdoor courtyard visible through the window reveals more distant architectural details. The enemy player model in the courtyard moves within the window screen, shifting position as the player's view adjusts. After the single shot is fired, the environment remains visually unchanged—no new smoke, impact marks, or environmental effects are visible. The view then rotates back slightly to screen-left and tilts downward, causing the window to move more toward screen-center and the floor to become more prominent. The bright outdoor lighting continues to contrast with the warm interior ambiance throughout.

  • breakable_surface count=0; subtype=unknown, material=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The enemy player model in the courtyard moves within the window screen, shifting position as the player's view adjusts. / Through the window, the concrete half-wall, vertical pillar, and enemy player model are visible in the bright courtyard.

chunk 3 00:03.062 - 00:04.062

The window opening shifts position as the view rotates to screen-left, moving more toward the screen-left portion of the screen. More of the right interior wall becomes visible on the screen-right, while the screen-left wall remains visible on the screen-left. The outdoor courtyard beyond the window continues to display concrete structures, railings, and distant buildings in bright sunlight. The enemy player model in the courtyard moves within the window screen, shifting toward the screen-left side of the opening. The floor becomes more prominent as the view incorporates a downward tilt, and the debris near the screen-left corner is clearly visible. The bright outdoor lighting continues to contrast sharply with the warm interior ambiance.

  • breakable_surface count=0; subtype=unknown, material=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=intermittent/visible_then_left_view; state=moving; confidence=high
    evidence: The enemy player model in the courtyard moves within the window screen, shifting toward the screen-left side of the opening. / Through the window, the concrete half-wall, vertical pillar, and enemy player model are visible in the bright courtyard.

chunk 4 00:04.062 - 00:05.062

The window opening remains positioned toward the screen-left portion of the screen, with the outdoor courtyard visible beyond. The concrete half-wall, vertical pillar, and enemy player model are all clearly visible in the bright sunlit courtyard throughout this period. The interior room's environment remains stable, with the beige plaster walls, wooden ceiling beams, and light stone tile floor all unchanged. The debris near the screen-left corner remains in place, and the jagged window screen edges continue to be well-defined. The bright outdoor lighting maintains its strong contrast with the warm interior ambiance. The enemy model in the courtyard remains visible through the window, providing a consistent target opportunity.

  • breakable_surface count=0; subtype=unknown, material=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=1; relation=opponent, life_state=alive, motion_state=unknown; visibility=visible/remained_visible; state=none_observed; confidence=high
    evidence: The concrete half-wall, vertical pillar, and enemy player model are all clearly visible in the bright sunlit courtyard throughout this period. / The enemy model in the courtyard remains visible through the window, providing a consistent target opportunity.
#016 breakable_surface

opencs2-action-chain-m2392036-de_mirage-r10-p08-f001635

breakable_surface
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The broken window screen and its exposed brick edges remain stable foreground anchors. The sunlit plaza beyond the window stays consistently visible, with multi-story buildings, palm trees, arched doorways, and the red A marker unchanging. The interior walls and floor tiles provide a warm-toned screen. The firing action introduces brief muzzle flash illumination. No independent player models are visible.

  • breakable_surface count=1; subtype=window, material=glass, integrity=broken; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The broken window screen and its exposed brick edges remain stable foreground anchors. / At the start, the first-person view looks directly through a large broken window opening toward a sunlit plaza.

chunk 1 00:01.062 - 00:02.062

The window screen and its brick edges shift from center to the upper screen-right as the toward the viewer's screen-left and downward camera rotation progresses. The sunlit plaza, initially centered, moves toward the upper screen-right and is seen at a steeper downward angle by the end. More of the interior floor tiles and the screen-left wall enter the lower and left portions of the screen. The ceiling beams drift out of view as the pitch tilts down. The airborne movement introduces a slight vertical perspective shift, with the floor appearing closer. No independent player models are visible. The broken window and plaza geometry remain unchanged, but their screen positions shift substantially due to the camera and movement.

  • breakable_surface count=1; subtype=window, material=glass, integrity=broken; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The broken window and plaza geometry remain unchanged, but their screen positions shift substantially due to the camera and movement. / The first-person view looks through the broken window opening toward the sunlit plaza.

chunk 2 00:02.062 - 00:03.062

The window opening and exterior plaza shift from the upper screen-right back toward the center as the upward and toward the viewer's screen-right camera rotation progresses. The floor tiles recede from prominence as the pitch rises, and the ceiling beams reappear at the top. The landing from the airborne state stabilizes the vertical perspective. The toward the viewer's screen-right yaw causes the window screen and plaza geometry to sweep toward the viewer's screen-left on screen, recentering the view. The brief still phase and subsequent toward the viewer's strafe toward the viewer's screen-right cause the window screen to drift slightly toward the viewer's screen-left. No independent player models are visible. The broken window, exposed brick, sunlit plaza, and interior room geometry remain unchanged in the world, but their screen positions shift substantially due to the camera and movement.

  • breakable_surface count=1; subtype=window, material=glass, integrity=broken; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The broken window, exposed brick, sunlit plaza, and interior room geometry remain unchanged in the world, but their screen positions shift substantially due to the camera and movement.

chunk 3 00:03.062 - 00:04.062

The window opening and exterior plaza shift from center toward the screen-left as the yaw rotation toward the viewer's screen-right progresses. More of the interior the screen-right wall enters the screen-right side of the screen, and the ceiling beams become more prominent above. The upward pitch raises the horizon, reducing the floor tiles' prominence at the bottom. The toward the viewer's screen-right and toward the viewer's screen-left strafing cause the window screen to oscillate slightly on screen, but the overall trend is toward the viewer's screen-left as the toward the viewer's screen-right camera rotation dominates. No independent player models are visible. The broken window, exposed brick, sunlit plaza, and interior room geometry remain unchanged in the world, but their screen positions shift substantially due to the camera and movement.

  • breakable_surface count=1; subtype=window, material=glass, integrity=broken; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The broken window, exposed brick, sunlit plaza, and interior room geometry remain unchanged in the world, but their screen positions shift substantially due to the camera and movement. / At the start, the first-person view looks through the broken window opening toward the sunlit plaza, with the window screen roughly centered and the M4A1-S held ready in both gloved hands at the lower screen-right.

chunk 4 00:04.062 - 00:05.062

The window opening and exterior plaza exit the screen-left edge of the screen as the yaw rotation toward the viewer's screen-right continues, leaving the interior the screen-right wall, ceiling beams, and floor tiles as the primary visible geometry. The warm-toned plaster walls and terracotta tiles dominate the screen. The backward-toward the viewer's strafe toward the viewer's screen-right and subsequent toward the viewer's strafe toward the viewer's screen-right cause the wall geometry to shift slightly, but the overall trend is a steady toward the viewer's screen-left sweep of the interior surfaces across the screen as the toward the viewer's screen-right camera rotation progresses. No independent player models are visible. The interior room geometry remains unchanged in the world, but the screen framing shifts dramatically, excluding the window and exterior entirely by the end.

  • breakable_surface count=0; subtype=unknown, material=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
#017 planted_bomb

opencs2-action-chain-m2391952-de_inferno-r06-p06-f003286

incendiary_fire other_player planted_bomb surface_damage
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The fountain plaza remains stable with the C4 device prominent on the stone ledge in the foreground. The two CT enemy players are visible and active in the midground near the partition wall and beyond. The persistent fire on the viewer's screen-left continues to burn. As the player shifts footing slightly and then fires, the view sways but the surrounding architecture—stone buildings on the viewer's screen-left, concrete walls on the viewer's screen-right, partition wall ahead—remains anchored. Fresh bullet impacts appear on the partition wall, and one CT player collapses near it. The red-tiled fountain, green trees above, and orange firelight persist throughout.

  • incendiary_fire count=1; source=unknown, intensity=unknown; visibility=visible/visible_no_change; state=active; confidence=medium
    evidence: The persistent fire on the viewer's screen-left continues to burn. / orange flames and smoke billow from the nearest archway.
  • other_player count=2; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The two CT enemy players are visible and active in the midground near the partition wall and beyond. / Two CT enemy players are visible: one in a light-colored shirt and tactical vest moving toward the viewer's screen-left near the partition, another in darker gear farther right.
  • planted_bomb count=1; bomb_state=planted, indicator=active_light; visibility=visible/visible_no_change; state=active; confidence=high
    evidence: The C4 device rests on the raised stone ledge of the fountain, its beige casing, black keypad, red and yellow wires, and green LED lights clearly visible in the lower-center foreground.
  • surface_damage count=None; subtypes=['bullet_hole'], freshness=new; visibility=visible/entered_view; state=accumulating; confidence=high
    evidence: Fresh bullet impacts appear on the partition wall, and one CT player collapses near it. / The concrete partition accumulates fresh bullet impacts, small dust puffs marking each strike.

chunk 1 00:01.062 - 00:02.062

The fountain plaza shifts dynamically as the player moves forward toward the viewer's screen-left and the camera turns toward the viewer's screen-right. At the start, the partition wall and fallen CT body are centered, with the fire and stone building on the viewer's screen-left and concrete walls on the viewer's screen-right. As the toward the viewer's screen-right camera sweep progresses, the fire and building slide toward the screen-left edge and eventually move partially out of view, while the concrete walls on the viewer's screen-right grow more prominent and central. The second CT player, initially near the viewer's screen-left archway, moves toward the center of the screen as the view rotates. The red-tiled fountain floor and stone ledge remain visible below, and the C4 device stays fixed in the foreground. The persistent fire continues to burn at the far left, now less central. The fallen CT player drifts toward the viewer's screen-left out of the primary focus. The architecture rotates smoothly on-screen, reflecting the toward the viewer's screen-right camera sweep and forward toward the viewer's screen-left movement.

  • incendiary_fire count=1; source=unknown, intensity=unknown; visibility=visible/visible_no_change; state=active; confidence=medium
    evidence: The persistent fire continues to burn at the far left, now less central. / One CT player's body lies crumpled near the base of the partition, while a second CT player, wearing a light shirt and tactical vest, is visible farther left near the archway where the fire burns.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view_or_occluded; state=unknown; confidence=medium
  • planted_bomb count=1; bomb_state=planted, indicator=active_light; visibility=visible/remained_visible; state=active; confidence=high
    evidence: The red-tiled fountain floor and stone ledge remain visible below, and the C4 device stays fixed in the foreground.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

The fountain plaza shifts dramatically as the player moves forward and the camera turns toward the viewer's screen-right and screen-left multiple times. The forward movement causes the partition wall and fountain to grow larger and nearer throughout. The CT player near the partition moves and is intermittently visible or partially obscured as the camera and player position change. The C4 device remains anchored in the foreground. The player's jump briefly elevates the view, making the ground and fountain ledge appear lower. The red tiles and stone structures fill more of the lower and middle screen as the player closes distance. No new environmental elements appear; the existing architecture and props shift position and scale dynamically.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view_or_occluded; state=unknown; confidence=medium
  • planted_bomb count=1; bomb_state=planted, indicator=active_light; visibility=visible/visible_no_change; state=active; confidence=high
    evidence: The C4 device remains fixed in the foreground, its glowing LEDs constant.
  • surface_damage count=None; subtypes=['bullet_hole'], freshness=persistent; visibility=visible/entered_view; state=persisting; confidence=medium
    evidence: The partition wall is prominent in the midground, its scarred concrete surface showing bullet impacts and pink graffiti.

chunk 3 00:03.062 - 00:04.062

The fountain plaza continues to shift as the player advances and the camera turns toward the viewer's screen-left. At the start, the partition wall is large and central, with the stone building at the screen-left edge and concrete walls on the viewer's screen-right. The forward movement brings the partition wall and fountain ledge even closer and larger. The CT player is not visible, likely behind the partition wall or out of screen. The C4 device remains fixed on the stone ledge in the foreground throughout. As the AK-47 is lowered and stowed, the view of the player's hands and the C4 device becomes unobstructed. The architectural elements—stone arches, concrete walls, red tiles—remain stable, but their on-screen positions shift due to the camera rotation. By the end, the screen-left side of the plaza dominates the view, and the partition wall is off to the viewer's screen-right.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: The CT player is not visible, likely behind the partition wall or out of screen. / The CT player previously seen near the partition is now obscured or out of view behind the wall's edge.
  • planted_bomb count=1; bomb_state=planted, indicator=active_light; visibility=visible/visible_no_change; state=active; confidence=high
    evidence: The C4 device remains fixed on the stone ledge in the foreground throughout.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium

chunk 4 00:04.062 - 00:05.062

The fountain plaza shifts as the camera turns toward the viewer's screen-left then right and the player makes small positional adjustments. The forward movement is minimal, so the environmental scale remains relatively stable, though the fountain ledge and tiles grow slightly larger. The CT player remains out of view throughout. The C4 device remains fixed on the stone ledge in the foreground, unaffected by the camera or movement changes. The architectural elements—stone arches, concrete walls, red tiles—rotate smoothly on-screen as the camera pans.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: The CT player remains out of view throughout. / The CT player is not visible.
  • planted_bomb count=1; bomb_state=planted, indicator=active_light; visibility=visible/visible_no_change; state=active; confidence=high
    evidence: The C4 device remains fixed on the stone ledge in the foreground, unaffected by the camera or movement changes.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
#018 explosion_effect

opencs2-action-chain-m2391818-de_nuke-r17-p04-f001278

door explosion_effect incendiary_fire smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The roll-up shutter on screen-left remains stable.

  • door count=1; subtype=swing_door_or_unknown, openness=open, integrity=intact; visibility=visible/visible_no_change; state=opened; confidence=high
    evidence: At the start, the first-person perspective is positioned in a tight service corridor facing a partially open glazed swing door at roughly screen-center. / The door's aluminium screen and glass panels are clearly visible, and through the gap a bright orange-yellow fireball is expanding in the room beyond, casting a warm amber wash across the grey panel walls and the teal stripe running horizontally along the screen-right wall.
  • explosion_effect count=0; subtype=unknown, phase=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The setting has transitioned from the tight corridor into the broader industrial lower-lobby area. A large smoke cloud sits at screen-center and screen-left against a roll-up shutter in the background. Yellow structural beams cross the upper screen. The incendiary fire glow persists at screen-right from the corridor doorway. Muzzle flash from the four-shot burst momentarily brightens the near wall surfaces. No player models are visible through the smoke.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The glazed door screen is now retreating to the screen-left periphery, and a large tan-brown smoke grenade cloud dominates the center and screen-left of the view, billowing upward against a corrugated roll-up shutter in the background.
  • explosion_effect count=0; subtype=unknown, phase=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • incendiary_fire count=1; source=incendiary, intensity=unknown; visibility=visible/entered_view; state=active; confidence=high
    evidence: The incendiary fire glow persists at screen-right from the corridor doorway. / The fire still glows from the screen-right edge, indicating the incendiary continues burning at the doorway behind.
  • smoke_cloud count=1; source=smoke_grenade, density=dense; visibility=visible/entered_view; state=expanding; confidence=high
    evidence: A large smoke cloud sits at screen-center and screen-left against a roll-up shutter in the background. / The glazed door screen is now retreating to the screen-left periphery, and a large tan-brown smoke grenade cloud dominates the center and screen-left of the view, billowing upward against a corrugated roll-up shutter in the background.

chunk 2 00:02.062 - 00:03.062

The wide lower-lobby chamber is now fully in view, with the reactor pit and B-site canister visible at screen-center screen-left and the yellow catwalk fencing on the viewer's screen-right. The smoke cloud has thinned and drifted toward screen-right. Lighting is stable from overhead pendant lamps and fluorescent strips. No player models are visible.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • explosion_effect count=0; subtype=unknown, phase=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud has thinned and drifted toward screen-right. / The large smoke cloud from the previous window has now shifted toward screen-right, thinning and drifting against the far wall.

chunk 3 00:03.062 - 00:04.062

The transition from the wide lobby back toward the corridor brings the roll-up shutters and glazed door back into prominence. Residual flame glows at screen-right through the door opening. The smoke cloud at screen-left has thinned considerably from earlier windows. The diamond-plate floor grating fills the foreground. Overhead yellow beams remain visible at the top of the screen. No player models are present.

  • door count=None; subtype=roll_up, openness=open, integrity=intact; visibility=visible/entered_view; state=opened; confidence=high
    evidence: The transition from the wide lobby back toward the corridor brings the roll-up shutters and glazed door back into prominence. / Residual flame glows at screen-right through the door opening.
  • explosion_effect count=0; subtype=unknown, phase=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • incendiary_fire count=1; source=unknown, intensity=unknown; visibility=visible/entered_view; state=active; confidence=medium
    evidence: Residual flame glows at screen-right through the door opening. / The view looks down a narrower passage with corrugated roll-up shutters on the screen-left and a partially open door at screen-center, beyond which a residual flame flickers in the doorway at screen-right distance.
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud at screen-left has thinned considerably from earlier windows. / A tan-brown smoke cloud lingers at screen-left near the shutters, gradually dissipating.

chunk 4 00:04.062 - 00:05.062

The corridor is again the primary environment, with the roll-up shutter prominent on screen-left and the glazed door at screen-center. A new bright incendiary or grenade flash erupts at screen-center during this window, briefly overexposing the screen and casting intense orange-white light across the walls, then fading. The teal accent stripe and grey panel walls on screen-right become visible again as the flash subsides. No player models are visible.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The corridor is again the primary environment, with the roll-up shutter prominent on screen-left and the glazed door at screen-center. / Then the player continues moving backward toward the viewer's screen-left, which pulls the viewpoint back and to the viewer's screen-left, causing the door to shift slightly toward screen-right and the screen-left side shutter to fill more of the screen-left column.
  • explosion_effect count=1; subtype=grenade_or_blast, phase=onset; visibility=visible/entered_view; state=burst; confidence=high
    evidence: Midway through, a new intense white-hot flash of light erupts ahead at screen-center—a fresh incendiary or grenade detonation—briefly overexposing the view and casting brilliant orange-white light across the corridor walls and ceiling, washing out the door screen and shutter detail momentarily.
  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
#019 explosion_effect

opencs2-action-chain-m2391808-de_nuke-r24-p02-f000332

door explosion_effect incendiary_fire other_player smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The yellow-framed doorway ahead is dominated initially by the explosion blast and debris cloud, which obscures the background entirely at the start. As movement and the toward the viewer's screen-left yaw pan progress, the debris clears, the doorway screen re-emerges, and glowing ember clusters settle on the concrete floor at the threshold. The corridor walls remain stable and unoccluded throughout. No independent player models are visible in this window.

  • door count=1; subtype=swing_door_or_unknown, openness=open, integrity=destroyed; visibility=visible/visible_no_change; state=destroyed; confidence=high
    evidence: Chunks of broken yellow door screen and wooden splinters are scattered through the blast cloud, which billows across both the midground and background.
  • explosion_effect count=1; subtype=grenade_or_blast, phase=active; visibility=visible/visible_no_change; state=active; confidence=high
    evidence: Chunks of broken yellow door screen and wooden splinters are scattered through the blast cloud, which billows across both the midground and background.
  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No independent player models are visible in this window.
  • smoke_cloud count=1; source=explosion, density=unknown; visibility=visible/visible_no_change; state=expanding; confidence=high
    evidence: Chunks of broken yellow door screen and wooden splinters are scattered through the blast cloud, which billows across both the midground and background.

chunk 1 00:01.062 - 00:02.062

The doorway is now clear of the main debris cloud and shows the charred interior beyond with residual fire glow. The thick ember and spark field on the floor between the player position and the doorway threshold dominates the near-ground plane, glowing brightly on the polished concrete. Spent brass casings are scattered near the viewer's feet on the screen-left floor. The strafes toward the viewer's screen-right and downward pitch reveal more floor surface and shift the doorway toward the viewer's screen-left. No independent player models are visible.

  • door count=1; subtype=swing_door_or_unknown, openness=open, integrity=intact; visibility=visible/visible_no_change; state=opened; confidence=high
    evidence: The yellow door screen is now clearly visible on both sides of the opening.
  • explosion_effect count=0; subtype=unknown, phase=ended; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • incendiary_fire count=1; source=unknown, intensity=unknown; visibility=visible/entered_view; state=active; confidence=medium
    evidence: The doorway is now clear of the main debris cloud and shows the charred interior beyond with residual fire glow. / A dark interior space is visible beyond the doorway, with residual orange fire glow in the background and some structural wreckage suggesting a recently damaged area.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No independent player models are visible.
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

The corridor environment gives way to the open warehouse space as the yaw sweep carries the view through the transition. The ember field on the corridor floor disappears from view as the pan rotates the sightline into the new area. The warehouse floor appears bright and wide, with teal particle light scatter reflecting on the polished concrete. Vertical pipe bundles emerge on the screen-left wall. No enemy player models are visible at the moment the knife first appears.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • explosion_effect count=0; subtype=unknown, phase=ended; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No enemy player models are visible at the moment the knife first appears.
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium

chunk 3 00:03.062 - 00:04.062

The warehouse floor is now fully the dominant environment, wide and brightly lit with fluorescent overhead strips and diffuse natural light from frosted windows on the screen-right wall. The B-site blue entrance is prominently centered then shifts toward the viewer's screen-left as the yaw rotates. An enemy player model is visible at screen-left near the garage door and pipe columns, moving across the floor. No other player models are seen. The teal particle scatter from earlier has faded from the floor.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: An enemy player model is visible at screen-left near the garage door and pipe columns, moving across the floor. / The vertical pipe bundle is on the screen-left wall, and further left a roll-up garage door is partially visible.
  • explosion_effect count=0; subtype=unknown, phase=ended; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/entered_view; state=moving; confidence=high
    evidence: An enemy player model is visible at screen-left near the garage door and pipe columns, moving across the floor. / An enemy player model is visible at screen-left in the midground, moving near the garage door and pipe columns — a figure in a dark outfit running across the warehouse floor.
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium

chunk 4 00:04.062 - 00:05.062

The warehouse is now the full environment with no corridor visible. The overhead gantry crane with yellow safety stripes and metal access ladder dominates the screen-left and upper area. The A-site entrance with its red placard is at screen-right. The floor is clean polished concrete with yellow stripe markings. A fire extinguisher on the wall and directional signage are stable props. No player models are visible in this window.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • explosion_effect count=0; subtype=unknown, phase=ended; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No player models are visible in this window. / No enemy player models are visible in this final window.
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
#020 explosion_effect

opencs2-action-chain-m2391828-de_nuke-r01-p00-f000898

door explosion_effect incendiary_fire other_player surface_damage
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The silo corridor geometry tightly screen the view throughout. The yellow wall exits to screen-left as movement shifts toward the viewer's screen-right, bringing the silo's curved CAUTION-placarded surface closer to screen-center screen-left. Fire and orange particle effects appear midground between the silo and the grey corridor wall. The red Fuel Rod Storage sign and blood spatter on the screen-right wall remain stable. No other player models are visible in this window.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • explosion_effect count=0; subtype=unknown, phase=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • incendiary_fire count=1; source=unknown, intensity=unknown; visibility=visible/visible_no_change; state=active; confidence=medium
    evidence: Fire and orange particle effects are visible in the midground of the corridor, flickering against the grey wall behind the silo gap.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No independent enemy player models are visible from this angle.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The red Fuel Rod Storage sign and blood spatter on the screen-right wall remain stable. / A blood spatter decal is clearly visible on the grey wall surface to screen-right and a downed body is partially visible at the far lower screen-right edge.

chunk 1 00:01.062 - 00:02.062

Fire and explosion particles in the corridor midground remain active and brighten. The silo surface moves toward screen-center as the yaw swings toward the viewer's screen-left. The red Fuel Rod Storage sign and blood decals on the screen-right wall remain stable. A second player model silhouette appears briefly at the elevated area in the corridor background. The two muzzle flashes add brief foreground illumination.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • explosion_effect count=1; subtype=grenade_or_blast, phase=active; visibility=visible/entered_view; state=active; confidence=high
    evidence: Bright orange fire and explosion particle effects are blooming in the midground between the two walls, and blood decals dot the screen-right wall surface.
  • incendiary_fire count=1; source=unknown, intensity=unknown; visibility=visible/visible_no_change; state=active; confidence=medium
    evidence: Fire and explosion particles in the corridor midground remain active and brighten.
  • other_player count=1; relation=unknown, life_state=alive, motion_state=unknown; visibility=partially_visible/entered_view; state=none_observed; confidence=high
    evidence: A second player model silhouette appears briefly at the elevated area in the corridor background. / A silhouette of another player model is briefly visible at upper screen-center in the elevated area beyond the silo gap.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

The upward pitch reveals the tall grey interior wall, overhead pipe conduits, and structural ceiling of the facility. The CAUTION Radioactive Materials placard appears at screen-left on the silo. Movement goes airborne, beginning the transition from silo corridor to the open garage interior. No player models visible.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • explosion_effect count=0; subtype=unknown, phase=ended; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No player models visible. / No independent enemy player models are visible during the ceiling sweep.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium

chunk 3 00:03.062 - 00:04.062

The garage interior is now fully visible. The Cedar Creek hut, teal storage crates, overhead gantry crane, yellow bollards, and roller-shutter door are all stable. A blood decal on the screen-left wall near the bollards is present. No player models are visible in this window. The Cedar Creek hut signage drifts slightly screen-right as movement carries toward the viewer's screen-right then toward the viewer's screen-left.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: The Cedar Creek hut, teal storage crates, overhead gantry crane, yellow bollards, and roller-shutter door are all stable. / The concrete floor with yellow hazard striping and recessed rail tracks runs forward toward the large roller-shutter door at the far end of the bay.
  • explosion_effect count=0; subtype=unknown, phase=ended; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No player models are visible in this window. / No enemy player models are visible in this window.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium

chunk 4 00:04.062 - 00:05.062

The garage bay interior remains fully stable throughout this window. The Cedar Creek hut, gantry crane, bollards, teal crates, rail tracks, and roller-shutter door all hold their positions. Small lateral drifts from strafing micro-adjustments cause the hut face to shift slightly within the screen. No new props or players enter the view. Blood decals on the screen-left wall near the bollards remain faintly present. No player models are visible.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: The Cedar Creek hut, gantry crane, bollards, teal crates, rail tracks, and roller-shutter door all hold their positions. / At the start the first-person view is centered straight down the long axis of the garage bay toward the far roller-shutter door.
  • explosion_effect count=0; subtype=unknown, phase=ended; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No player models are visible. / No enemy player models are visible in this final window.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
#021 explosion_effect

opencs2-action-chain-m2391946-de_overpass-r19-p00-f000676

explosion_effect incendiary_fire other_player
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The tunnel entrance remains stable at midground with no entities entering. The concrete wall and bridge arch at screen-left become more exposed as the yaw-left rotation progresses, while the wooden fence edge at screen-right drifts further toward the viewer's screen-right. A faint dust particle effect trails near the tunnel mouth. The apartment building drifts further into view at upper screen-left. No other player models are visible.

  • explosion_effect count=0; subtype=unknown, phase=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The muzzle flashes cast brief orange light pulses onto the screen-right foreground and the near ground surface with each shot. Shell casings become visible tumbling away at screen-right during the burst. The tunnel entrance remains the primary midground feature and is now well-centered. The wooden fence has drifted further toward screen-right. No opposing player models are visible inside the tunnel at this stage.

  • explosion_effect count=0; subtype=unknown, phase=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No opposing player models are visible inside the tunnel at this stage.

chunk 2 00:02.062 - 00:03.062

The tunnel entrance is fully centered and the primary focal feature. The wooden fence has moved off screen-right during the continued toward the viewer's strafe toward the viewer's screen-right. A faint enemy silhouette becomes visible inside the tunnel at screen-center screen-left midground. The muzzle flashes cast repeated orange light pulses onto the near ground and the screen-right foreground surface. Fired brass casings continue tumbling at screen-right during the second burst.

  • explosion_effect count=0; subtype=unknown, phase=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=None; relation=opponent, life_state=alive, motion_state=unknown; visibility=partially_visible/entered_view; state=none_observed; confidence=high
    evidence: By the view's progress, another target enemy model becomes faintly discernible inside the dark tunnel mouth at screen-center as a silhouette.

chunk 3 00:03.062 - 00:04.062

A large orange-red fire effect — incendiary or Molotov — occupies the screen-right portion of the view and persists through this window, casting warm orange light across the screen-right foreground and partially obscuring the background geometry on that side. The enemy player silhouette remains visible inside the tunnel arch at screen-center midground. No other player models visible elsewhere. The fire mass reduces slightly but remains active by the end.

  • explosion_effect count=1; subtype=incendiary_blast, phase=onset; visibility=visible/entered_view; state=burst; confidence=high
    evidence: Source-video review confirmed a short-lived blast effect in this chunk.
  • incendiary_fire count=2; source=molotov, intensity=strong; visibility=visible/entered_view; state=active; confidence=high
    evidence: The fire mass reduces slightly but remains active by the end. / A prominent orange-red fire and smoke explosion effect billows from the screen-right side and extends toward screen-center — this is a large incendiary or Molotov fire effect engulfing the screen-right portion of the view.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=unknown; visibility=partially_visible/remained_visible; state=none_observed; confidence=high
    evidence: The enemy player silhouette remains visible inside the tunnel arch at screen-center midground. / The concrete tunnel entrance remains at screen-center screen-left, now clearly showing an enemy player silhouette visible inside the arch at midground.

chunk 4 00:04.062 - 00:05.062

The wooden plank fence dominates the view at the start as the pan toward the viewer's screen-left has positioned the player near it. As the yaw-left rotation progresses, the fence drifts toward screen-right and the tunnel entrance and open alley geometry re-enter screen at screen-center and screen-left. No enemy player models or other agents are visible in this window.

  • explosion_effect count=0; subtype=unknown, phase=ended; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No enemy player models or other agents are visible in this window.
#022 incendiary_fire

opencs2-action-chain-m2391938-de_overpass-r03-p00-f000400

incendiary_fire other_player
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

At the start the concrete arch overhead and the yellow hazard container dominate the midground. A dust disturbance near the container base is visible to screen-right. As the player strafes toward the viewer's screen-right and then pushes forward, the container shifts to screen-center and the arch recedes to the screen-left periphery. The sandy ground becomes more prominent underfoot. No independent player models are visible in this window. The incendiary fire effect is just beginning to appear near the base of the container.

  • incendiary_fire count=1; source=incendiary, intensity=unknown; visibility=visible/entered_view; state=ignited; confidence=high
    evidence: The incendiary fire effect is just beginning to appear near the base of the container.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No independent player models are visible in this window.

chunk 1 00:01.062 - 00:02.062

The yellow container moves to the screen-left edge and eventually off-screen as the view turns toward the viewer's screen-right. The open sandy corridor ahead expands. A graffiti mural of cartoon green and yellow monster figures on a concrete pillar enters from screen-right. No independent player models are visible in this window.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No independent player models are visible in this window.

chunk 2 00:02.062 - 00:03.062

The graffiti mural drifts off screen-right as the view turns toward the viewer's screen-left. The concrete retaining wall on the screen-left becomes more prominent. No independent player models are visible in this window.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No independent player models are visible in this window.

chunk 3 00:03.062 - 00:04.062

The wooden plank barrier and the opening into the far corridor emerge from the midground. No independent player models are visible in this window.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No independent player models are visible in this window.

chunk 4 00:04.062 - 00:05.062

The wooden plank barrier and chain-link fence now dominate the screen-left, having grown large from the forward advance. The wide open sandy junction ahead is fully revealed. Two CT-side player models are visible in the center and screen-right midground near wooden crates. The paved ramp structure and orange-striped road barriers are visible toward the screen-right background.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • other_player count=2; relation=teammate, life_state=alive, motion_state=unknown; visibility=partially_visible/entered_view; state=none_observed; confidence=high
    evidence: Two CT-side player models are visible in the center and screen-right midground near wooden crates. / The wide open sandy ground and paved corridor area ahead are brightly lit by afternoon sun, and a second player model CT uniform is visible in the center screen-right midground, crouching near a wooden crate.
#023 incendiary_fire

opencs2-action-chain-m2391949-de_overpass-r06-p05-f002655

incendiary_fire smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The graffiti pillar shifts toward the viewer's screen-right across the screen as the view rotates left, bringing more wooden crates into the viewer's screen-left and exposing additional background plywood and distant building architecture. A large fire erupts on the screen-right side, introducing intense flames and rising smoke that partially obscure the screen-right background. The bright sunlight continues to cast sharp shadows.

  • incendiary_fire count=1; source=unknown, intensity=strong; visibility=visible/visible_no_change; state=ignited; confidence=medium
    evidence: A large fire erupts on the screen-right side, introducing intense flames and rising smoke that partially obscure the screen-right background. / A massive fire ignites on the screen-right side of the courtyard, its orange and yellow flames bursting upward with thick black smoke beginning to billow into the sky, casting warm flickering light across nearby surfaces and adding dynamic movement to the scene.
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The graffiti pillar shifts toward the viewer's screen-right then back toward center as the view rotates in a search pattern. The wooden crates move from the viewer's screen-left-dominant to center screen-the viewer's screen-left position. The view pitches downward, bringing more ground and lower crate details into screen. No other player models appear.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

The graffiti pillar oscillates from center screen-left toward the screen-right edge and back toward center as the view rotates in a searching pattern. The wooden crates shift from the viewer's screen-left to center screen-left. The view remains pitched downward, keeping the ground and lower environmental details prominent. No other player models are visible.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 3 00:03.062 - 00:04.062

The graffiti pillar drifts significantly toward the viewer's screen-right across the screen as the view rotates toward the viewer's screen-left in yaw, moving from center to the viewer's screen-right-of-center. The wooden crates shift from the viewer's screen-left to center and toward center screen-right. The view pitches upward substantially, bringing more of the upper pillar, sky, distant building facades, and smoke plume into the screen while the ground recedes. No other player models appear.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/entered_view; state=persisting; confidence=medium
    evidence: The view pitches upward substantially, bringing more of the upper pillar, sky, distant building facades, and smoke plume into the screen while the ground recedes.

chunk 4 00:04.062 - 00:05.062

The graffiti pillar remains right of screen-center throughout, and the wooden crates stay prominent in the center and center screen-right as the view maintains a relatively stable orientation. The view remains pitched upward with the ground occupying the lower screen and the sky, distant building facades, and smoke plume prominent in the upper screen. No other player models are visible.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The view remains pitched upward with the ground occupying the lower screen and the sky, distant building facades, and smoke plume prominent in the upper screen.
#024 incendiary_fire

opencs2-action-chain-m2391936-de_dust2-r20-p04-f001760

door incendiary_fire other_player smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

As the player moves toward the viewer's screen-left and the view sweeps toward the viewer's screen-left then back, the far-end corridor geometry drifts across the screen. No independent player models are visible in this window.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No independent player models are visible in this window.
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The open street corridor is now centered in view, with the enemy player model entering screen-center at mid-range. The distant arched gateway and shuttered buildings are visible on screen-right. When the scope activates, the surrounding screen goes black and only the circular lens interior remains, showing the fire/explosion cloud at mid-distance. No other player models are visible aside from the one enemy.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/entered_view; state=moving; confidence=high
    evidence: The open street corridor is now centered in view, with the enemy player model entering screen-center at mid-range. / A CT-side enemy player model wearing khaki fatigues and a green tactical vest is visible at mid-range in the screen-center to screen-right area, standing on the road in front of the far archway and shuttered buildings.
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

The full street corridor view is restored after the scope clears. Stucco buildings with arched doorway and green-cross sign occupy screen-left; the ramp and far junction geometry are visible screen-center ahead. The red-brick kerb runs along screen-right.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view_or_occluded; state=unknown; confidence=medium
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 3 00:03.062 - 00:04.062

A large smoke grenade cloud has entered mid-street screen-center, with a molotov fire burning at its base, significantly changing the corridor visibility compared to earlier windows. The dentist sign becomes visible screen-right as the yaw sweeps toward the viewer's screen-right. Screen-left retains stucco building faces. No enemy player models are visible through the smoke obstruction.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: The screen-left buildings — weathered stucco with a dentist sign visible — and the screen-right arched iron-gate facade remain framing the corridor. / As the view progresses, the player's yaw sweeps toward the viewer's screen-right and the dentist sign on screen-right comes into screen alongside the arched gate, while the smoke cloud shifts slightly toward screen-left.
  • incendiary_fire count=2; source=molotov, intensity=strong; visibility=visible/entered_view; state=active; confidence=high
    evidence: A large smoke grenade cloud has entered mid-street screen-center, with a molotov fire burning at its base, significantly changing the corridor visibility compared to earlier windows. / At the base of the smoke a molotov fire burns with orange and yellow flames, creating a combined smoke-and-fire obstruction across the street.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No enemy player models are visible through the smoke obstruction.
  • smoke_cloud count=1; source=smoke_grenade, density=dense; visibility=visible/entered_view; state=expanding; confidence=high
    evidence: A large smoke grenade cloud has entered mid-street screen-center, with a molotov fire burning at its base, significantly changing the corridor visibility compared to earlier windows. / The street corridor ahead has changed substantially: a large billowing smoke grenade cloud has appeared at mid-distance screen-center, its blue-white mass filling the center of the corridor and partially obscuring the far buildings.

chunk 4 00:04.062 - 00:05.062

The smoke cloud shifts toward screen-right as the yaw rotates left and the player advances forward. The 'Photo d'Identité' shop shutter and green-cross pharmacy sign become prominent on screen-left. The palm tree and far-junction ramp geometry appears screen-center-far. The smoke cloud body recedes screen-right.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view_or_occluded; state=unknown; confidence=medium
  • smoke_cloud count=1; source=smoke_grenade, density=unknown; visibility=visible/visible_no_change; state=dissipating; confidence=high
    evidence: The smoke cloud shifts toward screen-right as the yaw rotates left and the player advances forward. / The smoke cloud body recedes screen-right.
#025 incendiary_fire

opencs2-action-chain-m2391946-de_overpass-r21-p00-f001297

incendiary_fire other_player smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The smoke cloud fills most of the screen-center and screen-left, blocking the arch sightline entirely at first. The concrete tunnel walls remain stable on screen-left. The arch's stone upper face drifts toward screen-center as the view turns toward the viewer's screen-right. No independent player models are visible through the smoke. The brighter exterior beyond the arch becomes slightly more visible in the upper screen-right as the strafe toward the viewer's screen-right and camera pan progress.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No independent player models are visible through the smoke.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The smoke cloud fills most of the screen-center and screen-left, blocking the arch sightline entirely at first. / A dense white smoke cloud dominates the screen-center and screen-left, obscuring any direct sightline through the arch.

chunk 1 00:01.062 - 00:02.062

The stone arch face drifts toward screen-right as the view turns toward the viewer's screen-left, while the concrete tunnel interior walls fill screen-center and screen-left again. The smoke cloud persists densely at screen-center, partially occluding the arch opening. A dark enemy silhouette is briefly detectable through a thin gap in the smoke near the arch's screen-left edge. The brighter exterior sky visible through the arch narrows as the pan toward the viewer's screen-left and strafe proceed.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=1; relation=unknown, life_state=alive, motion_state=unknown; visibility=partially_visible/entered_view; state=none_observed; confidence=high
    evidence: A dark silhouette of a player model is partially visible through a gap in the smoke toward the arch's inner screen-left edge, indicating a target partially occluded by the grenade cloud.
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The smoke cloud persists densely at screen-center, partially occluding the arch opening. / The smoke cloud, though still substantial, has shifted somewhat toward screen-left and screen-center as the strafe toward the viewer's screen-left begins to carry the view.

chunk 2 00:02.062 - 00:03.062

The smoke cloud continues to dissipate, thinning through the arch opening and allowing more of the sunlit exterior to become visible through the stone arch at screen-center and screen-right. A player silhouette remains partially visible through the residual haze at arch-center. The wooden exterior structures and blue sky beyond the arch grow clearer as smoke thins. The tunnel concrete wall on screen-left remains stable.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=1; relation=unknown, life_state=alive, motion_state=unknown; visibility=partially_visible/visible_no_change; state=none_observed; confidence=high
    evidence: The dark silhouette of a player model is visible through the remaining haze near the arch's lower screen-center, partially occluded by the dissipating smoke.
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/entered_view; state=dissipating; confidence=medium
    evidence: The smoke cloud continues to dissipate, thinning through the arch opening and allowing more of the sunlit exterior to become visible through the stone arch at screen-center and screen-right. / The stone arch is now more prominent in screen-center, and the smoke cloud has thinned noticeably compared to earlier windows, revealing more of the arch interior behind it.

chunk 3 00:03.062 - 00:04.062

The smoke has largely dissipated, and the stone arch interior now reveals a Molotov fire burning on the tunnel floor at screen-center screen-left, casting orange light. The sunny exterior with chain-link fencing and wooden walls is visible on screen-right. Red damage flash vignettes appear on screen edges indicating incoming fire or fire damage. The tunnel ceiling and left concrete wall remain stable. No other player models are independently confirmed visible.

  • incendiary_fire count=1; source=molotov, intensity=unknown; visibility=visible/entered_view; state=active; confidence=high
    evidence: The smoke has largely dissipated, and the stone arch interior now reveals a Molotov fire burning on the tunnel floor at screen-center screen-left, casting orange light. / A Molotov fire is now visible through the arch at screen-center screen-left, its orange flames illuminating the tunnel interior ground.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view_or_occluded; state=unknown; confidence=medium
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium

chunk 4 00:04.062 - 00:05.062

The exterior courtyard with sandy floor, wooden crate walls, and chain-link fencing now fills the majority of the screen, becoming the dominant environment as the player exits the arch zone. The Molotov fire in the arch tunnel interior dims to a residual glow at screen-left. Red damage vignette fades from the screen edges through the window. The smoke has fully cleared from the central arch sightline, leaving the exterior walls and fencing fully visible. No independent player models are confirmed visible.

  • incendiary_fire count=1; source=molotov, intensity=unknown; visibility=visible/visible_no_change; state=shrinking; confidence=high
    evidence: The Molotov fire in the arch tunnel interior dims to a residual glow at screen-left. / A Molotov fire at the arch's tunnel opening on screen-left continues burning, its orange glow reflecting off the stone ground inside the tunnel.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No independent player models are confirmed visible.
  • smoke_cloud count=0; source=unknown, density=unknown; visibility=not_visible/left_view_or_cleared; state=cleared; confidence=medium
    evidence: The smoke has fully cleared from the central arch sightline, leaving the exterior walls and fencing fully visible.
#026 incendiary_fire

opencs2-action-chain-m2391944-de_ancient-r09-p02-f000252

incendiary_fire smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The entire corridor remains fully obscured by dense warm haze throughout this window. No wall surfaces, ceiling, floor tiles, or props enter or become visible. The viewer-screen-left, center, and viewer-screen-right all present uniform amber-brown fog with no change in density. The distant terrain silhouette at the viewer-screen-right horizon is marginally visible but static. No other player models are visible. Environment is stable and uniformly occluded.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The haze begins thinning from the upper screen, allowing faint ceiling brick geometry to emerge at the upper viewer-screen-left and viewer-screen-center. The lower two-thirds remain obscured by residual haze. No wall glyphs or floor tiles are yet legible. The ambient light shifts toward a warmer, slightly brighter tone. No other player models are visible. The corridor geometry is beginning to assert itself through the dissipating atmospheric cover.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

The corridor is now fully legible. The viewer-screen-left wall shows orange-red brick with carved glyph reliefs and the molotov fire burning at its base in the midground. The smoke cloud fills the viewer-screen-center and viewer-screen-right midground, churning with each shot. The viewer-screen-right brick wall with cracked surfaces becomes visible as the strafing motion shifts the view. The raised stone ledge is visible at the viewer-screen-left base. Ceiling brick molding is clear across the upper screen. No enemy player models are visible.

  • incendiary_fire count=1; source=molotov, intensity=strong; visibility=visible/entered_view; state=active; confidence=high
    evidence: The viewer-screen-left wall shows orange-red brick with carved glyph reliefs and the molotov fire burning at its base in the midground. / The forward corridor still contains a large rolling golden-brown smoke cloud that fills the viewer-screen-center and viewer-screen-right midground, with a vivid golden-orange molotov fire burning at the viewer-screen-left midground, casting warm light across the screen-left wall.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/entered_view; state=dissipating; confidence=medium
    evidence: The smoke cloud fills the viewer-screen-center and viewer-screen-right midground, churning with each shot. / The forward corridor still contains a large rolling golden-brown smoke cloud that fills the viewer-screen-center and viewer-screen-right midground, with a vivid golden-orange molotov fire burning at the viewer-screen-left midground, casting warm light across the screen-left wall.

chunk 3 00:03.062 - 00:04.062

The smoke cloud shifts toward viewer-screen-right as the yaw rotation toward the viewer's screen-left carries the architectural focus to the glyph-covered viewer-screen-left wall. The molotov fire on the viewer-screen-left migrates toward the viewer-screen-center as the yaw progresses. The ceiling brick becomes dominant in the upper screen due to the upward pitch. The terracotta tile floor appears at the lower portion as smoke descends. No enemy player models are visible. The corridor environment is otherwise stable.

  • incendiary_fire count=1; source=molotov, intensity=strong; visibility=visible/visible_no_change; state=active; confidence=high
    evidence: The molotov fire on the viewer-screen-left migrates toward the viewer-screen-center as the yaw progresses. / The smoke cloud has begun to settle slightly but still fills a large portion of the viewer-screen-center and viewer-screen-right midground, with the golden molotov fire on the viewer-screen-left wall glowing intensely.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The smoke cloud shifts toward viewer-screen-right as the yaw rotation toward the viewer's screen-left carries the architectural focus to the glyph-covered viewer-screen-left wall. / The smoke cloud has begun to settle slightly but still fills a large portion of the viewer-screen-center and viewer-screen-right midground, with the golden molotov fire on the viewer-screen-left wall glowing intensely.

chunk 4 00:04.062 - 00:05.062

The smoke cloud descends and compacts toward the corridor floor, thinning noticeably from its peak earlier in the clip. Both glyph-covered side walls are now symmetrically visible — the viewer-screen-left and viewer-screen-right walls both display their carved decorative motifs clearly. The stepped ceiling pyramid recess appears at the viewer-screen-center upper area. The terracotta tile floor is fully exposed in the foreground between the stone ledges. No enemy player models are visible.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud descends and compacts toward the corridor floor, thinning noticeably from its peak earlier in the clip. / The smoke cloud gradually descends and narrows as it begins to dissipate slightly, revealing more of the rear brick wall beneath it.
#027 incendiary_fire

opencs2-action-chain-m2391935-de_ancient-r17-p06-f000327

incendiary_fire other_player smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The environment at the start is dominated by the narrow exterior stairwell between tall stone columns, with bright sky overhead and worn stone steps below. As the player moves forward, the column gap fills more of the forward view and the flanking stone walls close in from both sides. The lantern-lit interior room ahead is not yet visible. No other player models are present. The blue-sky slit remains stable overhead throughout as the lower stone geometry grows nearer.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The narrow stairwell gives way to the stone antechamber interior during this window, with the forward doorway and its heavy timber lintel coming fully into view at screen-center. The lantern-lit screen-left alcove with clay bowl and stone ledge becomes visible. Screen-right stone walls and the wooden crate edge appear. The transition from tight corridor to wider room is the main environmental change. No other player models are present.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

The stone antechamber environment remains stable during this window. The forward timber-lintel doorway stays centered and the passage beyond it remains dimly lit. The lantern alcove screen-left and wooden crate screen-right persist as fixed landmarks. Minor lateral strafing shifts the doorway slightly left and right on screen. No player models appear.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No player models appear.
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 3 00:03.062 - 00:04.062

The antechamber remains stable through most of this window. The lateral strafing shifts the doorway slightly toward screen-left and brings the screen-right plaster wall into greater prominence. The pale, mold-stained plaster surface becomes more visible screen-right as position shifts. The passage beyond the doorway remains clear. A muzzle flash illuminates the lower screen-right briefly at the moment of the first shot. No player models are visible through the doorway yet.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No player models are visible through the doorway yet.
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 4 00:04.062 - 00:05.062

The major environmental change in this window is the fully burning molotov fire that engulfs the passage beyond the forward doorway, casting intense orange-yellow light and thick smoke into the antechamber. The fire illuminates all visible stone surfaces with flickering warm light. A crouched enemy player model appears silhouetted in the fire at the doorway threshold. The player's yaw rotation toward the viewer's screen-right brings the screen-left blue-painted wall partially into view and removes the wooden crate from screen-right. The player then moves backward, and the doorway recedes slightly in size.

  • incendiary_fire count=1; source=molotov, intensity=strong; visibility=visible/entered_view; state=shrinking; confidence=high
    evidence: The major environmental change in this window is the fully burning molotov fire that engulfs the passage beyond the forward doorway, casting intense orange-yellow light and thick smoke into the antechamber. / The fire illuminates all visible stone surfaces with flickering warm light.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=unknown; visibility=partially_visible/entered_view; state=none_observed; confidence=high
    evidence: A crouched enemy player model appears silhouetted in the fire at the doorway threshold. / A crouched enemy player model is partially visible within the fire at the threshold of the doorway, rendered in red-orange silhouette against the blaze.
  • smoke_cloud count=None; source=unknown, density=dense; visibility=visible/entered_view; state=expanding; confidence=medium
    evidence: The major environmental change in this window is the fully burning molotov fire that engulfs the passage beyond the forward doorway, casting intense orange-yellow light and thick smoke into the antechamber. / Through the timber-lintel doorway in screen-center, the connected passage beyond now has a fully erupted molotov fire burning inside it: a tall column of orange and yellow flame with billowing smoke fills the passage visible through the doorway, casting intense warm light that floods the antechamber and washes over the stone walls in orange-amber tones.
#028 incendiary_fire

opencs2-action-chain-m2391961-de_mirage-r05-p01-f000721

incendiary_fire
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The environment remains stable with the terracotta block stack, pink-beige stucco wall, green metal awning, and cream-colored background walls all visible. As the camera turns toward the viewer's screen-right, the block stack shifts to the screen-left edge, the pink-beige wall moves more toward center screen-right, and the green awning with wooden supports slides toward the viewer's screen-left across the upper screen, revealing more of the cream wall with cross-bracing and additional architectural details. No other player models are visible. The bright sunlight and warm color palette persist throughout.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

As the camera continues turning toward the viewer's screen-right and firing occurs, the terracotta block stack slides further toward the viewer's screen-left and begins to exit the screen-left edge of the screen. The pink-beige stucco wall shifts more toward center and expands toward the viewer's screen-right, dominating the screen-right side. The green metal awning and background cream walls with cross-bracing slide toward the viewer's screen-left, and a small arched doorway becomes more prominent on the viewer's screen-left. The bright sunlight and warm tones remain consistent. No independently visible player models appear. The firing action produces faint muzzle flash near the weapon.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

As the camera turns toward the viewer's screen-right and then toward the viewer's screen-left, the terracotta blocks exit the screen-left edge entirely, and the pink-beige wall shifts toward the viewer's screen-right and recedes. The cream-colored stucco wall with cross-bracing grows more prominent on the viewer's screen-left, and a bright purple-pink Molotov fire becomes clearly visible in the mid-the screen-left background, casting vivid light on adjacent walls and wooden beams. Additional architectural details—arched windows, balconies, and multi-story facades—emerge on the viewer's screen-left and upper screen-left as the view sweeps. The bright sunlight and warm tones persist, now complemented by the dynamic fire illumination. No independently visible player models appear.

  • incendiary_fire count=1; source=molotov, intensity=strong; visibility=visible/entered_view; state=active; confidence=high
    evidence: The cream-colored stucco wall with cross-bracing grows more prominent on the viewer's screen-left, and a bright purple-pink Molotov fire becomes clearly visible in the mid-the screen-left background, casting vivid light on adjacent walls and wooden beams. / In the mid-the screen-left background, a bright purple-pink flame effect from a Molotov fire becomes visible, illuminating the cream wall and wooden cross-bracing with vivid light and casting dynamic shadows.

chunk 3 00:03.062 - 00:04.062

As the camera turns toward the viewer's screen-right and then left, the architectural elements—green awning, wooden beams, arched windows, and multi-story facades—shift subtly. No independently visible player models appear. The pavement beneath shows consistent detail, and the overall courtyard geometry remains stable despite the camera adjustments.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium

chunk 4 00:04.062 - 00:05.062

As the camera continues turning toward the viewer's screen-left and angling downward, the pink-beige wall on the viewer's screen-right recedes almost entirely out of the screen, and the cream-colored stucco wall with cross-bracing remains prominent on the viewer's screen-left. Additional architectural details—more wooden beams, arched doorways, and multi-story building facades—become more visible on the viewer's screen-left and upper screen-left as the view sweeps further toward the viewer's screen-left. The pavement beneath shows consistent detail, and the overall courtyard geometry adjusts with the camera movement. No independently visible player models appear.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
#029 incendiary_fire

opencs2-action-chain-m2391935-de_ancient-r07-p01-f000403

door incendiary_fire other_player smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The alley environment remains stable throughout this window. The tall smooth limestone wall fills screen-right and the moss cobblestone ground occupies screen-center and left. Low succulent plants at the wall base stay in screen-center. No player models enter the view. The brief toward the viewer's screen-right and upward yaw shift exposes a slightly wider slice of sky above the wall top.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No player models enter the view. / No enemy player models are visible in the background.
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The alley mouth opens to the broader courtyard as the first-person view moves forward and rotates right. The tall limestone block wall shifts toward screen-right and recedes, while more of the courtyard geometry — including the decorative stone gate structure in the background and the long low wall screen-right — comes into view. A distant enemy player model appears at screen-center midground. Vegetation along the screen-right wall becomes more visible.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: The tall limestone block wall shifts toward screen-right and recedes, while more of the courtyard geometry — including the decorative stone gate structure in the background and the long low wall screen-right — comes into view.
  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/entered_view; state=moving; confidence=high
    evidence: A distant enemy player model appears at screen-center midground. / A distant figure — an opposing player model — becomes visible in the far midground at screen-center, running along the courtyard wall.
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

The courtyard interior is now fully in view. The large mossy stone block wall dominates screen-left, while the low stone retaining wall with tropical vegetation occupies screen-right. The distant enemy player is visible at screen-center before the smoke obscures that zone. No additional player models appear.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/visible_no_change; state=moving; confidence=high
    evidence: The distant enemy player is visible at screen-center before the smoke obscures that zone. / In the midground, a distant enemy player model is visible at screen-center, moving near the far wall.
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 3 00:03.062 - 00:04.062

Heavy smoke haze fills the view at the opening, obscuring most midground and background detail. As the view rotates right the smoke thins progressively. The decorative carved wooden gate archway enters from screen-left, and through the clearing haze one then two enemy player models become visible in the midground near the far wall. Fire effects continue burning at ground level to screen-left. The stone staircase becomes partially visible screen-right as visibility improves.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: The decorative carved wooden gate archway enters from screen-left, and through the clearing haze one then two enemy player models become visible in the midground near the far wall. / The smoke begins to thin as the view turns toward the viewer's screen-right, and the large decorative wooden gate archway structure appears at screen-left with its carved circular motif.
  • incendiary_fire count=1; source=unknown, intensity=unknown; visibility=visible/entered_view; state=active; confidence=medium
    evidence: Fire effects continue burning at ground level to screen-left.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=unknown; visibility=visible/entered_view; state=none_observed; confidence=high
    evidence: The decorative carved wooden gate archway enters from screen-left, and through the clearing haze one then two enemy player models become visible in the midground near the far wall. / An enemy player model emerges from the haze at screen-center, crouching near the courtyard wall base.
  • smoke_cloud count=None; source=unknown, density=dense; visibility=visible/entered_view; state=persisting; confidence=medium
    evidence: At the start the first-person view is immersed in heavy white smoke haze that fills nearly the entire screen, reducing visibility to only the nearest geometry.

chunk 4 00:04.062 - 00:05.062

The open courtyard is fully visible with the decorative archway at screen-left and the low stone retaining wall and vegetation at screen-right. Two enemy player models are visible in the midground during the burst. Residual smoke drifts lightly at screen-left center. Muzzle flash illuminates the foreground during each shot. No new environmental elements enter; fire effects from earlier are not visible in this final window.

  • door count=1; subtype=gate, openness=open, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: At the start of this window, the first-person perspective is looking down the open courtyard with the large carved wooden gate archway at screen-left and the long low stone wall with tropical vegetation stretching to screen-right.
  • incendiary_fire count=0; source=unknown, intensity=unknown; visibility=not_visible/left_view_or_extinguished; state=unknown; confidence=medium
    evidence: fire effects from earlier are not visible in this final window.
  • other_player count=2; relation=opponent, life_state=alive, motion_state=unknown; visibility=partially_visible/visible_no_change; state=none_observed; confidence=high
    evidence: Two enemy player models are visible in the midground during the burst. / At screen-center-to-left midground, an enemy player model stands in the open courtyard taking fire, its silhouette clearly lit against the pale stone wall behind.
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
#030 incendiary_fire

opencs2-action-chain-m2391954-de_mirage-r18-p00-f000313

door incendiary_fire other_player
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

At the start the corridor interior is the dominant environment, with the metal shelving and barrels screen-left and wooden crates screen-right framing the central archway. The sunlit courtyard and concrete barrier are visible through the opening. An enemy player model enters the archway area and remains in the midground throughout the window as the melee attack is delivered. No other independent player models are visible. The corridor walls and tiled floor remain stable.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=1; relation=mixed, life_state=alive, motion_state=moving; visibility=visible/entered_view; state=moving; confidence=high
    evidence: An enemy player model enters the archway area and remains in the midground throughout the window as the melee attack is delivered. / An enemy CT-side player model is visible in the archway, moving and then beginning to react as the attack begins.

chunk 1 00:01.062 - 00:02.062

The transition from corridor to open courtyard is complete. The sandy exterior pavement, concrete barrier, and blue-plastered building wall are the dominant surfaces. The white van is parked along the screen-left wall. The enemy player model is visible in the courtyard midground. The corridor interior and barrel shelving are no longer visible, left behind as the position moved forward. Bright midday sunlight illuminates the courtyard with no additional player models visible.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=1; relation=opponent, life_state=alive, motion_state=unknown; visibility=partially_visible/remained_visible; state=none_observed; confidence=high
    evidence: The enemy player model is visible in the courtyard midground. / The enemy player model that was struck in the previous window is now visible in the open courtyard, still near center-screen, and is in a stumbling or low animation state consistent with having received the knife hit.

chunk 2 00:02.062 - 00:03.062

The open courtyard transitions into a narrower alley corridor as the continued toward the viewer's screen-left yaw brings tan brick architecture screen-right and pushes the blue building to screen-right then partially off-screen. The sandy ground remains underfoot. A doorway in the blue building is briefly visible at screen-center. No additional independent player models are visible. Bright sunlight continues to light the exterior surfaces with crisp shadows. The concrete barrier is now behind or to screen-right of the current heading.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • incendiary_fire count=1; source=unknown, intensity=low; visibility=partially_visible/entered_view; state=active; confidence=high
    evidence: Source-video review confirmed persistent ground fire in this chunk.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: The enemy player model from before is no longer clearly visible in the immediate foreground.

chunk 3 00:03.062 - 00:04.062

A lamp and partial chair are visible screen-left of the scope. A near wall or door screen edge occludes the screen-right portion of the scope circle. No outdoor surfaces or corridor elements are visible. No independent enemy player models are visible through the scope in this window.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: The screen-right half of the scope circle shows a close vertical surface, either a wall edge or door screen, partially blocking the toward the viewer's screen-right view into the room. / The screen-right portion of the scope window continues to be partially occluded by the near wall or door screen edge to screen-right.
  • incendiary_fire count=1; source=unknown, intensity=moderate; visibility=visible/remained_visible; state=active; confidence=high
    evidence: Source-video review confirmed persistent ground fire in this chunk.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No independent enemy player models are visible through the scope in this window. / No enemy player models are visible inside the room through the scope.

chunk 4 00:04.062 - 00:05.062

The near wall edge continues to occlude the screen-right portion of the scope. No outdoor surfaces, corridor elements, or additional player models are visible.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The screen-right portion of the scope circle is still partially occluded by a near wall face or door-screen edge, showing a flat tan or grey vertical surface that blocks the toward the viewer's screen-right sightline into the room.
  • incendiary_fire count=1; source=unknown, intensity=moderate; visibility=visible/remained_visible; state=active; confidence=high
    evidence: Source-video review confirmed persistent ground fire in this chunk.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No enemy player models are visible inside the scoped room.
#031 incendiary_fire

opencs2-action-chain-m2392009-de_mirage-r15-p04-f000413

door incendiary_fire other_player
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The outdoor alley wall fills viewer-screen-left throughout, with the staircase block, scaffold building, and supply crates remaining at screen-center to screen-right. The toward the viewer's screen-left yaw sweep briefly sweeps the staircase block further right before the correction brings it back. No player models are visible in this window. The courtyard geometry remains stable; only the angular relationship to the wall changes as the player strafes and moves backward.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • incendiary_fire count=1; source=unknown, intensity=moderate; visibility=visible/visible_no_change; state=active; confidence=high
    evidence: Source-video review confirmed persistent ground fire in this chunk.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No player models are visible in this window.

chunk 1 00:01.062 - 00:02.062

The wooden door at screen-right remains visible and stable. No player models are visible through the arch or in the near corridor.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/remained_visible; state=none_observed; confidence=medium
    evidence: The wooden door at screen-right remains visible and stable. / The wooden door's weathered gray planks are clearly visible at screen-right, with faint wood grain detail and a small metal latch component near the center seam.
  • incendiary_fire count=1; source=unknown, intensity=low; visibility=intermittent/left_view; state=active; confidence=high
    evidence: Source-video review confirmed persistent ground fire in this chunk.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No player models are visible through the arch or in the near corridor. / No enemy or friendly player models are visible.

chunk 2 00:02.062 - 00:03.062

The wooden beam ceiling of the connector becomes visible overhead. The near stone wall and corridor floor come forward into center screen. The interior passage opening toward daylight grows more prominent as the player moves forward toward the viewer's screen-right. No player models visible.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The wooden door is now largely off-screen or behind the player's current orientation.
  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No player models visible. / No player models are visible.

chunk 3 00:03.062 - 00:04.062

The bright outdoor mid staircase area is fully established. The staircase block fills screen-left throughout. The ornate gate panels, yellow barrier barricades, and step platform are visible at screen-center to screen-right and grow slightly larger as the toward the viewer's screen-right sweep closes. A distant player model silhouette appears at midground screen-center screen-right near the gate area and remains visible through the window's end.

  • door count=1; subtype=gate, openness=open, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=high
    evidence: The ornate gate panels, yellow barrier barricades, and step platform are visible at screen-center to screen-right and grow slightly larger as the toward the viewer's screen-right sweep closes. / A distant player model silhouette appears at midground screen-center screen-right near the gate area and remains visible through the window's end.
  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • other_player count=1; relation=opponent, life_state=alive, motion_state=stationary; visibility=partially_visible/entered_view; state=none_observed; confidence=high
    evidence: A distant player model silhouette appears at midground screen-center screen-right near the gate area and remains visible through the window's end. / An enemy or neutral player model — a small dark silhouette — becomes visible in the far midground at roughly screen-center screen-right, positioned near the base of the step platform close to the crates.

chunk 4 00:04.062 - 00:05.062

The outdoor staircase courtyard remains the full environment throughout. The staircase block at screen-left grows more central as the toward the viewer's screen-left yaw sweep proceeds. The muzzle flash from the shot briefly illuminates the foreground area. The distant gate panels and player model drift toward screen-right periphery as the yaw swings toward the viewer's screen-left. The palm tree at screen-far-right is partially visible.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The distant gate panels and player model drift toward screen-right periphery as the yaw swings toward the viewer's screen-left. / At the start of this window the first-person view is stationary, aimed across the bright outdoor mid-staircase courtyard with the sandy staircase block at screen-left and the distant ornate gate panels and step platform at screen-center screen-right.
  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • other_player count=1; relation=opponent, life_state=alive, motion_state=unknown; visibility=partially_visible/visible_no_change; state=none_observed; confidence=high
    evidence: The distant gate panels and player model drift toward screen-right periphery as the yaw swings toward the viewer's screen-left. / The enemy player model that was visible at midground screen-right in the previous window is now closer to screen-right periphery.
#032 incendiary_fire

opencs2-action-chain-m2391949-de_inferno-r16-p08-f000495

incendiary_fire other_player smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The central plaza remains heavily obscured by dense smoke and fire effects throughout. The initial archway and metal-grate storefront on the viewer's screen-left gradually shift toward screen-left as the view turns toward the viewer's screen-right, revealing a pink-salmon building corner and wrought-iron lamp on the screen-left edge. The fountain and far walls are completely enveloped by smoke. No enemy player models are visible in this window. The persistent fire effects continue burning across the cobblestone ground, with flames and smoke creating dynamic occlusion.

  • incendiary_fire count=1; source=unknown, intensity=unknown; visibility=visible/visible_no_change; state=active; confidence=medium
    evidence: The persistent fire effects continue burning across the cobblestone ground, with flames and smoke creating dynamic occlusion.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No enemy player models are visible in this window.
  • smoke_cloud count=None; source=unknown, density=dense; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The central plaza remains heavily obscured by dense smoke and fire effects throughout. / Dense gray-white smoke and orange fire effects dominate the midground plaza, obscuring much of the fountain and far walls.

chunk 1 00:01.062 - 00:02.062

The smoke begins to thin slightly in patches, revealing more of the fountain's circular basins and the archway passage. The view's toward the viewer's screen-right rotation brings the recessed doorway and exposed brick wall into view on the viewer's screen-right, while the pink-salmon building and wrought-iron lamp shift off the screen-left edge. The metal-grate storefront re-enters the screen on the screen-left side. Fire effects remain persistent, with flames burning across the cobblestone ground. No enemy player models are visible in this window.

  • incendiary_fire count=1; source=unknown, intensity=unknown; visibility=visible/visible_no_change; state=active; confidence=medium
    evidence: Fire effects remain persistent, with flames burning across the cobblestone ground. / The fire and smoke remain thick, with orange flames rising from the ground and gray-white clouds drifting through the midground.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No enemy player models are visible in this window.
  • smoke_cloud count=None; source=unknown, density=dense; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The view is angled toward the screen-left side of the plaza, with the pink-salmon building and wrought-iron lamp visible on the screen-left edge and the central fountain obscured by dense smoke and fire.

chunk 2 00:02.062 - 00:03.062

The view's toward the viewer's screen-left sweep brings the pink-salmon building and green-shuttered structure prominently into the screen-left half of the screen, while the archway and fountain shift toward the viewer's screen-right. The smoke thickens again during the back strafe toward the viewer's screen-right, then thins slightly as the view continues left. The metal-grate storefront is visible on the viewer's screen-left, and additional scattered crates and props appear near the screen-left side building. The persistent fire effects continue burning across the ground. No enemy player models are clearly visible in this window, though the dense smoke may obscure distant figures.

  • incendiary_fire count=1; source=unknown, intensity=strong; visibility=visible/visible_no_change; state=active; confidence=medium
    evidence: The persistent fire effects continue burning across the ground. / The fountain's circular stone basins are partially visible through thinning smoke in the midground, with persistent fire effects burning across the cobblestone ground.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No enemy player models are clearly visible in this window, though the dense smoke may obscure distant figures.
  • smoke_cloud count=None; source=unknown, density=dense; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: No enemy player models are clearly visible in this window, though the dense smoke may obscure distant figures. / The firing burst continues through the thick smoke, aimed generally toward the obscured fountain and archway area.

chunk 3 00:03.062 - 00:04.062

The toward the viewer's screen-left sweep brings the pink-salmon building and green shutter to dominate the screen-left half of the screen, while the archway and fountain remain on the viewer's screen-right, heavily obscured by persistent smoke and fire. An enemy player model in dark tactical gear becomes visible moving through the mid-to-far distance near the archway, crossing from the viewer's screen-left to the viewer's screen-right and partially veiled by the drifting smoke. The figure appears as a silhouette against the flames. The fountain's stone basins are intermittently visible through smoke gaps, and the metal-grate storefront is prominent on the viewer's screen-left. The fire effects continue burning across the cobblestone ground, creating dynamic occlusion.

  • incendiary_fire count=1; source=unknown, intensity=unknown; visibility=visible/visible_no_change; state=active; confidence=medium
    evidence: The fire effects continue burning across the cobblestone ground, creating dynamic occlusion. / The fire effects continue burning brightly, and the smoke drifts dynamically through the midground and background.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/entered_view; state=moving; confidence=high
    evidence: An enemy player model in dark tactical gear becomes visible moving through the mid-to-far distance near the archway, crossing from the viewer's screen-left to the viewer's screen-right and partially veiled by the drifting smoke. / The view continues sweeping toward the viewer's screen-left, and an enemy player model in dark tactical gear becomes visible moving through the smoke in the mid-to-far distance, crossing from the viewer's screen-left to the viewer's screen-right near the archway area.
  • smoke_cloud count=None; source=unknown, density=dense; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The view is angled toward the screen-left side of the plaza, with the pink-salmon building and green shutter prominent on the viewer's screen-left and the archway and fountain shifted toward the viewer's screen-right, obscured by dense smoke and fire.

chunk 4 00:04.062 - 00:05.062

The view's toward the viewer's screen-right sweep brings the archway and fountain back toward screen-center, with the pink-salmon building and screen-left side structures shifting toward the screen-left edge. The smoke thins slightly in patches, revealing more of the fountain's circular stone basins and surrounding cobblestone. A metal ladder or stair railing on the pink building becomes visible on the screen-left edge. The enemy player model has moved out of clear view, either exiting the area or becoming fully obscured by smoke.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • other_player count=1; relation=opponent, life_state=alive, motion_state=unknown; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The enemy player model has moved out of clear view, either exiting the area or becoming fully obscured by smoke. / The enemy player model is less distinct, obscured by the thickening smoke near the archway.
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
#033 incendiary_fire

opencs2-action-chain-m2391833-de_ancient-r11-p07-f000480

incendiary_fire smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The immediate environment remains dominated by the burning flagstone floor and billowing gray smoke that obscures the middle distance. As the view sweeps toward the viewer's screen-left the weathered stone wall on the screen-left becomes more prominent, revealing irregular blocks with moss and erosion stains. The flames and debris shift gradually toward the screen-right due to forward toward the viewer's screen-left movement and the toward the viewer's screen-left camera sweep. Tropical foliage appears faintly at the upper screen-left edge. The crouching figure visible at the start becomes obscured by smoke and the change in viewpoint.

  • incendiary_fire count=None; source=unknown, intensity=unknown; visibility=visible/visible_no_change; state=active; confidence=medium
    evidence: The immediate environment remains dominated by the burning flagstone floor and billowing gray smoke that obscures the middle distance. / The view is angled downward toward a flagstone floor covered with vibrant orange and magenta flames that flicker and pulse across scattered debris.
  • smoke_cloud count=None; source=unknown, density=dense; visibility=visible/visible_no_change; state=expanding; confidence=medium
    evidence: The immediate environment remains dominated by the burning flagstone floor and billowing gray smoke that obscures the middle distance. / Directly ahead dense gray smoke obscures much of the middle distance, but the silhouette of a stone wall with irregular weathered blocks is discernible through the haze on the screen-left side.

chunk 1 00:01.062 - 00:02.062

The toward the viewer's screen-left camera sweep causes the weathered stone wall to drift from the screen-left toward the center and eventually screen-right, while the flames and debris shift from the lower screen-right toward the lower screen-left. A crouching figure becomes visible in the middle distance near the center, partially obscured by smoke. As the view angles downward the immediate foreground flagstones become more prominent, and the background stone structures including the pointed archway drift upward. Tropical foliage remains visible at the upper screen-left edge. The persistent flames and billowing smoke continue to dominate the environment.

  • incendiary_fire count=None; source=unknown, intensity=strong; visibility=visible/visible_no_change; state=active; confidence=medium
    evidence: The persistent flames and billowing smoke continue to dominate the environment. / The view is angled left of center, showing the weathered stone wall on the screen-left with irregular beige blocks stained by moss and lichen, while vibrant orange and magenta flames cover the flagstone floor at the lower center and screen-right.
  • smoke_cloud count=None; source=unknown, density=dense; visibility=visible/visible_no_change; state=expanding; confidence=medium
    evidence: The persistent flames and billowing smoke continue to dominate the environment. / Dense gray smoke continues to billow upward, obscuring the background and casting a translucent haze over the scene.

chunk 2 00:02.062 - 00:03.062

The toward the viewer's screen-right camera sweep causes the pointed stone archway and screen-left side masonry to drift from the upper center toward the upper screen-left, while the screen-right side stone wall and wooden crates become more prominent on the screen-right. The immediate foreground flames shift toward the lower screen-left as the view angles upward, revealing more of the middle-distance stone structures. The crouching figure near the archway moves to the upper screen-left edge of the screen. Tropical foliage remains visible along the upper edges. The persistent flames and billowing smoke continue to affect visibility.

  • incendiary_fire count=None; source=unknown, intensity=strong; visibility=visible/visible_no_change; state=active; confidence=medium
    evidence: The persistent flames and billowing smoke continue to affect visibility. / The flagstone floor is covered with vibrant orange and magenta flames that flicker and pulse across scattered debris, dominating the lower half of the screen.
  • smoke_cloud count=None; source=unknown, density=dense; visibility=visible/visible_no_change; state=expanding; confidence=medium
    evidence: The persistent flames and billowing smoke continue to affect visibility. / A crouching figure is positioned near the archway, partially obscured by drifting gray smoke.

chunk 3 00:03.062 - 00:04.062

The toward the viewer's screen-right camera sweep causes the screen-right side stone wall and wooden crates to drift toward the viewer's screen-right and out of the central field, while additional masonry and tropical foliage appear on the screen-right. The flames shift toward the lower screen-left. The view then sweeps toward the viewer's screen-left and angles downward, bringing the central courtyard area and pointed archway back toward the upper center. The flames expand across the lower center and screen-left. Additional stone structures including elevated platforms and stairways become visible in the middle distance. Tropical foliage remains prominent along the upper edges. The persistent flames and billowing smoke continue to affect visibility.

  • incendiary_fire count=None; source=unknown, intensity=unknown; visibility=visible/visible_no_change; state=active; confidence=medium
    evidence: The persistent flames and billowing smoke continue to affect visibility. / Vibrant orange and magenta flames occupy a narrow band across the lower screen-left portion of the screen, with translucent gray smoke drifting upward and obscuring portions of the background.
  • smoke_cloud count=None; source=unknown, density=dense; visibility=visible/visible_no_change; state=expanding; confidence=medium
    evidence: The persistent flames and billowing smoke continue to affect visibility. / Vibrant orange and magenta flames occupy a narrow band across the lower screen-left portion of the screen, with translucent gray smoke drifting upward and obscuring portions of the background.

chunk 4 00:04.062 - 00:05.062

The toward the viewer's screen-right camera sweep causes the pointed archway to drift from the upper center toward the upper screen-left and eventually out of view, while screen-right side stone structures including weathered steps and elevated masonry become prominent on the screen-right and in the center. The flames shift toward the lower screen-left as the downward tilt emphasizes the immediate foreground. Dense smoke obscures the upper screen-left portion. Tropical foliage remains visible along the upper screen-right edge. The environment shows clear detail of moss-covered stone blocks and steps on the screen-right side, while the screen-left side is increasingly obscured by smoke and the camera angle.

  • incendiary_fire count=None; source=unknown, intensity=unknown; visibility=visible/visible_no_change; state=active; confidence=medium
    evidence: Vibrant orange and magenta flames occupy the lower center and screen-left, flickering across flagstone debris. / The flames are now positioned at the lower screen-left, with orange and magenta hues flickering at the edge of the view.
  • smoke_cloud count=None; source=unknown, density=dense; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: Dense smoke obscures the upper screen-left portion. / Translucent gray smoke drifts upward, partially obscuring the background.
#034 incendiary_fire

opencs2-action-chain-m2391828-de_nuke-r16-p00-f000547

incendiary_fire
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

As the player moves and turns toward the viewer's screen-left, the interior the screen-left wall, yellow ladder, and hazard-striped floor edge grow more prominent, while the far wall with red site markers and the viewer's screen-right doorway to the red mechanical room shift toward the viewer's screen-right across the screen. The concrete floor, white walls, yellow-orange trim, and overhead ductwork with fluorescent lighting stay consistent. No other player models appear.

  • incendiary_fire count=None; source=unknown, intensity=strong; visibility=visible/visible_no_change; state=active; confidence=medium
    evidence: The view captures the bright exterior loading area on the viewer's screen-left where intense orange flames surge upward, their glow reflecting off the gray asphalt and illuminating the corrugated metal walls of the adjacent warehouse structure.

chunk 1 00:01.062 - 00:02.062

The yellow ladder, white walls with yellow-orange trim, polished concrete floor with hazard striping and grates, and overhead ductwork with fluorescent lighting stay consistent. The crouched stance briefly lowers the view and emphasizes floor details, then standing resumes. The alternating strafes and small camera adjustments cause the left ladder, far wall markers, and the viewer's screen-right doorway to oscillate gently across the screen. No other player models appear.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

The interior corridor remains the primary setting, with the polished concrete floor, white walls, yellow-orange trim, overhead ductwork, and fluorescent lighting consistent throughout. As the player strafes toward the viewer's screen-right and turns toward the viewer's screen-right, the left ladder exits toward the viewer's screen-left, the far wall with red A and B markers slides toward the viewer's screen-left and then returns partially toward center, and the viewer's screen-right doorway into the red mechanical room grows prominent, revealing blue framing, red walls, black equipment lockers, and a posted sheet inside. The subsequent toward the viewer's screen-left turn shifts the red room back toward center. No other player models appear.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium

chunk 3 00:03.062 - 00:04.062

The corridor interior remains consistent throughout, with the polished concrete floor, white walls, yellow-orange trim, overhead ductwork, and fluorescent lighting unchanged. The far wall with red A and B markers stays left-of-center, and the viewer's screen-right doorway into the red mechanical room with its blue screen, red walls, and black lockers remains prominent on the viewer's screen-right. The firing sequence introduces brief muzzle flash and recoil motion. As the knife is drawn, a slight downward camera tilt brings more floor into view, and a toward the viewer's screen-left turn shifts the far wall toward the viewer's screen-right and the red room toward center screen-right. No other player models appear.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium

chunk 4 00:04.062 - 00:05.062

The corridor interior remains the setting, with the polished concrete floor, white walls, yellow-orange trim, overhead ductwork, and fluorescent lighting consistent. As the player moves forward and turns toward the viewer's screen-left, the floor striping and grates scroll steadily backward, the far wall with red A and B markers grows closer and shifts toward the viewer's screen-right, and the right mechanical room doorway migrates from the viewer's screen-right-of-center to center, then toward the viewer's screen-left and eventually out of the screen-left side of the screen, revealing its red interior and black lockers along the way. The toward the viewer's screen-left turn brings more of the corridor's the screen-left side and the yellow ladder back into view on the far left. The screen-right wall and a secondary doorway or area begin to appear on the far right by the end. No other player models appear.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
#035 incendiary_fire

opencs2-action-chain-m2392009-de_mirage-r04-p01-f000223

incendiary_fire
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

As the player moves forward and begins turning toward the viewer's screen-right, the screen-right side of the screen transitions from the interior wall to reveal the exterior courtyard's sandstone blocks and natural sunlight. No other player models appear.

  • incendiary_fire count=None; source=unknown, intensity=unknown; visibility=visible/visible_no_change; state=active; confidence=medium
    evidence: As the view progresses, the perspective begins to shift toward the viewer's screen-right, causing the burning staircase and its arched screen to drift gradually toward the screen-left edge of the screen. / By the end, the view turns toward the viewer's screen-right, placing the burning staircase more firmly on the screen-left margin and centering the perspective on the stone courtyard wall and the brightening outdoor area.

chunk 1 00:01.062 - 00:02.062

The burning staircase exits the screen-left edge of the screen as the toward the viewer's screen-right camera sweep and forward while strafing toward the viewer's screen-right reorient the view entirely into the sunlit courtyard. The sandstone wall on the viewer's screen-right shifts toward center, revealing more of the courtyard's perpendicular walls, the paved floor, the distant doorframe, and the red 'A' spray-paint marking. The courtyard's open layout and architectural details become fully visible. No other player models appear.

  • incendiary_fire count=None; source=unknown, intensity=unknown; visibility=visible/remained_visible; state=active; confidence=medium
    evidence: The burning staircase exits the screen-left edge of the screen as the toward the viewer's screen-right camera sweep and forward while strafing toward the viewer's screen-right reorient the view entirely into the sunlit courtyard. / The burning staircase remains visible on the screen-left edge, its flames still bright but now occupying a narrower portion of the screen.

chunk 2 00:02.062 - 00:03.062

The courtyard remains fully visible throughout, with the stone walls, paved floor, and distant doorframe unchanging. The yaw rotation toward the viewer's screen-left and downward pitch adjustment cause the upper wall to rise and the ground to become more prominent. The bright natural sunlight and sharp shadows remain consistent. The AK-47's muzzle flashes briefly illuminate the lower screen-right foreground during the firing sequence. No other player models are visible.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium

chunk 3 00:03.062 - 00:04.062

The courtyard remains fully visible and unchanged, with the stone walls, paved floor, and distant doorframe static. The yaw rotation toward the viewer's screen-left and continued downward pitch cause the screen-right wall and 'A' marking to drift toward the viewer's screen-right while the ground becomes even more prominent. The bright natural sunlight and sharp shadows remain consistent throughout the weapon-switch sequence. No other player models are visible.

  • incendiary_fire count=1; source=unknown, intensity=strong; visibility=partially_visible/entered_view; state=ignited; confidence=high
    evidence: Source-video review confirmed persistent ground fire in this chunk.

chunk 4 00:04.062 - 00:05.062

The courtyard remains fully visible and unchanged, with the stone walls, paved floor, and distant doorframe static. The yaw rotation toward the viewer's screen-right causes the entire environment to sweep toward the viewer's screen-left across the screen, repositioning the screen-right wall and 'A' marking toward center and moving the screen-left side doorframe toward the screen-left edge. The upward pitch adjustment raises the sightline, bringing more of the walls into view and reducing the floor's prominence. A brief toward the viewer's screen-left yaw adjustment at the end shifts the environment slightly toward the viewer's screen-right. The bright natural sunlight and sharp shadows remain consistent throughout. No other player models are visible.

  • incendiary_fire count=1; source=unknown, intensity=strong; visibility=visible/remained_visible; state=active; confidence=high
    evidence: Source-video review confirmed persistent ground fire in this chunk.
#036 smoke_cloud

opencs2-action-chain-m2391823-de_dust2-r02-p09-f001336

door other_player smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

Throughout this window the view remains fully scoped, showing only the tunnel interior through the circular lens. The smoke cloud inside the tunnel is the dominant midground feature, stable in density but shifting toward the viewer's screen-left within the scope circle as the player moves. The screen-right side stone tunnel wall grows more prominent at screen-right as the view sweeps toward the viewer's screen-left. No other player models are visible. The outdoor courtyard geometry is entirely masked by the scope.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No enemy player models are visible through the smoke. / No independent player models are visible.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=expanding; confidence=medium
    evidence: The smoke cloud inside the tunnel is the dominant midground feature, stable in density but shifting toward the viewer's screen-left within the scope circle as the player moves. / Through the lens, a darkened interior tunnel is visible: wooden ceiling beams run horizontally across the upper portion of the scope circle, and a large billowing smoke cloud occupies the center and lower screen-left of the field of view, rendered in cool blue-grey tones.

chunk 1 00:01.062 - 00:02.062

The scoped view continues inside the tunnel during back strafe toward the viewer's screen-left movement. The B-sign on the screen-right plaster wall begins entering the upper screen-right area of the scope circle, indicating the player has moved toward the viewer's screen-left enough that the sign wall is now angled into view. The smoke cloud remains prominent at screen-left within the lens. No other player models are visible.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No enemy player models are discernible through the dense smoke.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/entered_view; state=appeared; confidence=medium
    evidence: The smoke cloud remains prominent at screen-left within the lens. / The smoke cloud, still dense and grey-blue, fills the lower screen-left portion of the lens and now partially overlaps with what appears to be the base of the tunnel entrance wall on screen-left.

chunk 2 00:02.062 - 00:03.062

The scope view transitions from looking across the tunnel interior to looking more directly at the B-sign plaster wall on screen-right, with the tunnel mouth now at screen-left within the lens. A pitch-down adjustment lowers the effective aim to the mid-ground level. The smoke cloud remains present at the tunnel mouth but appears smaller as the view angle shifts. No player models are visible in this window.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: The smoke cloud re-enters more centrally within the scope as the yaw continues adjusting, and the wooden door or gate structure at the base of the upper-B approach becomes visible at screen-left within the lens.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No player models are visible in this window. / No enemy models are yet visible through the smoke.
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/entered_view; state=appeared; confidence=medium
    evidence: The smoke cloud remains present at the tunnel mouth but appears smaller as the view angle shifts. / On the screen-left half of the scope, the tunnel arch and surrounding ochre building facade are visible, with the smoke cloud now appearing smaller and lower as the view angle has shifted.

chunk 3 00:03.062 - 00:04.062

The scope disengages at the start of this window, revealing the full outdoor courtyard. The smoke grenade cloud is now a large visible mass in the open courtyard in front of the tunnel entrance at screen-center screen-left. The muzzle flash from the AWP shot briefly illuminates the surrounding wall and smoke surfaces. The B-sign wall at screen-right remains in place. No independent enemy player models are visible through the smoke during this window.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: At the start, the AWP is still scoped and the view through the circular lens now screen the scene at a lower pitch: the B-sign plaster wall dominates the screen-right half of the scope, the wooden gate structure of the tunnel entrance sits at screen-center within the lens, and a large smoke grenade cloud presses against the gate base at screen-left.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No independent enemy player models are visible through the smoke during this window.
  • smoke_cloud count=1; source=smoke_grenade, density=dense; visibility=visible/visible_no_change; state=expanding; confidence=high
    evidence: The smoke grenade cloud is now a large visible mass in the open courtyard in front of the tunnel entrance at screen-center screen-left. / At the start, the AWP is still scoped and the view through the circular lens now screen the scene at a lower pitch: the B-sign plaster wall dominates the screen-right half of the scope, the wooden gate structure of the tunnel entrance sits at screen-center within the lens, and a large smoke grenade cloud presses against the gate base at screen-left.

chunk 4 00:04.062 - 00:05.062

The courtyard is now fully unscoped and the AWP has been replaced in hand by the HE grenade. The smoke cloud in front of the tunnel mouth remains large and continues to slowly expand and drift. An independent player model in dark tactical gear is visible at screen-right near the B-sign wall in a crouched rifle stance. The plaster wall at screen-right and the ochre building faces at screen-left remain as stable geometry. The view settles at a slightly lower pitch angle by the end.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=1; relation=mixed, life_state=alive, motion_state=stationary; visibility=partially_visible/entered_view; state=none_observed; confidence=high
    evidence: An independent player model in dark tactical gear is visible at screen-right near the B-sign wall in a crouched rifle stance. / An independent enemy or teammate player model in dark tactical gear is visible at screen-right standing near the B-sign wall, holding a rifle and facing screen-left — this model is clearly present and crouched in a firing stance.
  • smoke_cloud count=1; source=explosion, density=dense; visibility=visible/visible_no_change; state=expanding; confidence=high
    evidence: The smoke cloud in front of the tunnel mouth remains large and continues to slowly expand and drift. / In the background, the full courtyard is unobstructed and well-lit: the ochre building facades fill screen-left and screen-center screen-left, the B-sign plaster wall is at screen-right, and the large smoke cloud from the grenade detonation area continues to billow and expand at screen-center, partially blocking the tunnel entrance.
#037 smoke_cloud

opencs2-action-chain-m2391949-de_dust2-r17-p07-f001714

door smoke_cloud surface_damage
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The smoke cloud near the base of the plaster wall screen-left-center is present from the start and expands slightly as rounds are fired into the alley ahead. The far arch and courtyard beyond are partially obscured by the smoke. Bullet holes begin to appear in the plaster wall on screen-left. The palm tree, gate, and crate stack on screen-right remain stable. No enemy player models are visible through the smoke.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The palm tree, gate, and crate stack on screen-right remain stable. / At the start, the first-person view faces down the CT short alley with the tall sandy plaster wall filling the screen-left half of the screen and the arched gate complex with warm orange brick occupying the screen-right.
  • smoke_cloud count=1; source=smoke_grenade, density=dense; visibility=visible/visible_no_change; state=dissipating; confidence=high
    evidence: The smoke cloud near the base of the plaster wall screen-left-center is present from the start and expands slightly as rounds are fired into the alley ahead. / A smoke grenade cloud is already present near the base of the far plaster wall, billowing white-gray and partially obscuring the far end of the alley where the arch entrance to A-short is visible.
  • surface_damage count=None; subtypes=['bullet_hole'], freshness=new; visibility=visible/entered_view; state=accumulating; confidence=high
    evidence: Bullet holes begin to appear in the plaster wall on screen-left. / The plaster wall screen-left begins accumulating faint bullet hole marks near its mid-height.

chunk 1 00:01.062 - 00:02.062

The smoke cloud has thickened and expanded further into the midground, nearly obscuring the far arch and the background stone building. The palm tree is partially hidden behind the smoke. Bullet holes are now clearly visible across the plaster wall on screen-left. Blood begins appearing on the ground near the crates screen-right. A faint figure is briefly visible through the smoke. The wooden gate and crate stack screen-right remain stable.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/remained_visible; state=none_observed; confidence=medium
    evidence: The wooden gate and crate stack screen-right remain stable. / The smoke continues to dominate the midground, blood is visible on the ground screen-right, and the gate and crate stack remain screen-right.
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=expanding; confidence=medium
    evidence: The smoke cloud has thickened and expanded further into the midground, nearly obscuring the far arch and the background stone building. / The plaster wall on screen-left now shows several bullet holes at mid-height and the smoke cloud in the midground has grown denser and taller, spreading toward screen-center.
  • surface_damage count=None; subtypes=['bullet_hole'], freshness=persistent; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: Bullet holes are now clearly visible across the plaster wall on screen-left. / The plaster wall on screen-left now shows several bullet holes at mid-height and the smoke cloud in the midground has grown denser and taller, spreading toward screen-center.

chunk 2 00:02.062 - 00:03.062

The smoke cloud has thinned and drifted further, partially dissipating in the midground while remnants float near the far arch. The view shifts to reveal more of the courtyard to screen-left as the look direction swings toward the viewer's screen-left, then pans back screen-right. Blood remains on the ground near the crates screen-right. Bullet holes in the plaster wall on screen-left remain visible. The palm tree and far building reappear as smoke clears slightly. No enemy models are visible.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: As the view progresses, a toward the viewer's screen-left rotation reveals the short wall on screen-left and then the view continues toward the viewer's screen-left and downward, exposing more of the courtyard sandy floor, the wooden gate in the background, and the remains of the smoke.
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud has thinned and drifted further, partially dissipating in the midground while remnants float near the far arch. / The smoke cloud from before has drifted into the center of the alley midground, partially breaking up.
  • surface_damage count=None; subtypes=['bullet_hole'], freshness=persistent; visibility=visible/remained_visible; state=persisting; confidence=medium
    evidence: Bullet holes in the plaster wall on screen-left remain visible.

chunk 3 00:03.062 - 00:04.062

The smoke has largely dissipated to a thin haze near the far arch, opening up visibility toward A-short for this firing sequence. The palm tree is fully visible above and screen-center. Blood remains on the ground near the crates screen-right. Bullet holes in the plaster wall screen-left are clearly visible. An enemy figure is briefly discernible near the far center-to-screen-right of the alley during the burst. The gate and crates screen-right remain stable.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The gate and crates screen-right remain stable. / The view now faces down the alley toward A-short, with the plaster wall on screen-left showing multiple bullet holes from earlier, the wooden gate at screen-right, the palm tree in the upper center background, and the smoke cloud dispersed to a thin haze near the far arch.
  • smoke_cloud count=1; source=unknown, density=light; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The view now faces down the alley toward A-short, with the plaster wall on screen-left showing multiple bullet holes from earlier, the wooden gate at screen-right, the palm tree in the upper center background, and the smoke cloud dispersed to a thin haze near the far arch.
  • surface_damage count=None; subtypes=['bullet_hole'], freshness=persistent; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: Bullet holes in the plaster wall screen-left are clearly visible. / The view now faces down the alley toward A-short, with the plaster wall on screen-left showing multiple bullet holes from earlier, the wooden gate at screen-right, the palm tree in the upper center background, and the smoke cloud dispersed to a thin haze near the far arch.

chunk 4 00:04.062 - 00:05.062

Residual smoke drifts near the far arch, thinner than before but still present. The view rotates toward the viewer's screen-right, shifting the palm tree and gate toward screen-center as the look direction changes. Blood on the ground near the crates screen-right persists. The plaster wall screen-left with its bullet holes remains visible as the view sweeps toward the viewer's screen-right. The wooden gate is more centered by the end of the window. No enemy player models are visible in the final screen.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The view rotates toward the viewer's screen-right, shifting the palm tree and gate toward screen-center as the look direction changes. / The wooden gate is more centered by the end of the window.
  • smoke_cloud count=1; source=unknown, density=light; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The far alley shows a thin residual smoke cloud near the arch entrance, and the gate with vertical wooden planks fills screen-right background.
  • surface_damage count=None; subtypes=['bullet_hole'], freshness=persistent; visibility=visible/remained_visible; state=persisting; confidence=medium
    evidence: The plaster wall screen-left with its bullet holes remains visible as the view sweeps toward the viewer's screen-right. / The plaster wall on screen-left is stable with its collection of bullet holes at mid-height.
#038 smoke_cloud

opencs2-action-chain-m2391949-de_inferno-r03-p01-f001994

smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The narrow street corridor remains stable, with the orange building on screen-left and gray stone structure on screen-right advancing closer due to forward player movement. The central smoke cloud persists, shifting slightly in density and obscuring mid-range details. The cobblestone ground becomes more prominent in the lower screen as the view drifts downward. The lattice window, red "B" marker, arched doorways, street lamp, and building textures all grow nearer and more detailed. Background architecture remains largely obscured by the smoke. No other players are visible.

  • smoke_cloud count=1; source=smoke_grenade, density=dense; visibility=visible/visible_no_change; state=expanding; confidence=high
    evidence: The central smoke cloud persists, shifting slightly in density and obscuring mid-range details. / A large, billowing smoke grenade cloud occupies the center lane, obscuring forward visibility with its translucent gray mass.

chunk 1 00:01.062 - 00:02.062

The street corridor continues to advance due to forward player movement, with the gray stone structure and its red "B" marker becoming more centered and prominent as the camera turns to the viewer's screen-right. The orange building on screen-left shifts toward the viewer's screen-left margin and occupies less of the screen. The central smoke cloud remains, though its density appears slightly reduced, allowing more visibility of the arched doorways, decorative molding, and background details. The upward camera pitch reveals more of the upper building facades, street lamp, and sky, while the cobblestone ground becomes less prominent. No other players are visible.

  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/entered_view; state=appeared; confidence=medium
    evidence: The central smoke cloud remains, though its density appears slightly reduced, allowing more visibility of the arched doorways, decorative molding, and background details. / The gray stone structure on screen-right, with its red "B" marker and arched doorways, has also advanced, the warm interior light from the doorways now more visible through the persistent smoke cloud that still dominates the center lane.

chunk 2 00:02.062 - 00:03.062

The street corridor continues to advance due to forward player movement and an airborne phase. The toward the viewer's screen-right camera turn causes the gray stone structure and red "B" marker to shift to the viewer's screen-right and eventually off-screen, while new architectural elements and forward lane geometry enter from the viewer's screen-right margin. The orange building on screen-left moves back toward the center screen-left and then toward the viewer's screen-left margin as the turn progresses. The central smoke cloud drifts and becomes less prominent in the view, appearing more in the background. The cobblestone ground shows motion blur during the airborne phase and resumes clarity upon landing. Upper building facades, the street lamp, and sky remain visible. No other players are visible.

  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/entered_view; state=dissipating; confidence=medium
    evidence: The central smoke cloud drifts and becomes less prominent in the view, appearing more in the background. / The persistent smoke cloud still occupies the center lane, though its density has reduced somewhat, allowing more architectural detail to show through.

chunk 3 00:03.062 - 00:04.062

The street corridor remains relatively stable, with the camera's toward the viewer's screen-left turn reversing the previous toward the viewer's screen-right sweep and returning the framing to a more centered orientation. The orange building on screen-left moves from the viewer's screen-left margin back toward the screen-left half of the view, while the gray stone structure and red "B" marker re-enter from screen-right and occupy the screen-right half. The central smoke cloud shifts back toward the center lane as the camera turns, its density decreasing and allowing more visibility of background details. The player's lateral strafing causes subtle side-to-side shifts in the view relative to the flanking buildings. The cobblestone ground and upper building facades remain visible. No other players are visible.

  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=expanding; confidence=medium
    evidence: The central smoke cloud shifts back toward the center lane as the camera turns, its density decreasing and allowing more visibility of background details. / The persistent smoke cloud is less central, appearing in the background to the viewer's screen-left of center, its billowing form still present but less obstructive.

chunk 4 00:04.062 - 00:05.062

The street corridor continues to change due to forward player movement and a sustained toward the viewer's screen-left camera turn. The orange building on screen-left moves from the screen-left half toward dominating the left and center screen-the viewer's screen-left as the turn progresses. The gray stone structure and red "B" marker shift further toward the viewer's screen-right and exit screen-right. The central smoke cloud drifts to the screen-left background and becomes less prominent, allowing clearer forward visibility. New architectural elements and forward lane geometry become visible on screen-right as the turn reveals more of the corridor. The cobblestone ground remains visible, and the player's lateral strafing causes subtle side-to-side shifts. Upper building facades and sky remain visible. No other players are visible.

  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The central smoke cloud drifts to the screen-left background and becomes less prominent, allowing clearer forward visibility. / The central smoke cloud remains in the lane, though its density has decreased, allowing more visibility of the background architectural details.
#039 smoke_cloud

opencs2-action-chain-m2392263-de_anubis-r01-p05-f000616

door other_player smoke_cloud surface_damage
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The enemy player model is visible near the obelisk base in the midground, partially obscured by the spreading dust cloud. The smoke billows outward from the obelisk column toward the viewer's screen-left and into the corridor center. The sandstone the screen-right wall remains stable and close. The gate archway is visible in the background through drifting haze. No other player models are visible. The midground is progressively more occluded by the expanding smoke as the burst fires.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The gate archway is visible in the background through drifting haze. / The ornate gate archway is framed in the background center through the corridor.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=unknown; visibility=partially_visible/visible_no_change; state=none_observed; confidence=high
    evidence: The enemy player model is visible near the obelisk base in the midground, partially obscured by the spreading dust cloud. / An enemy player model is visible in the midground near the obelisk base, crouched against the stonework.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=expanding; confidence=medium
    evidence: The enemy player model is visible near the obelisk base in the midground, partially obscured by the spreading dust cloud. / A dense dust or smoke cloud billows at the base of the obelisk, partially obscuring the midground passage.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The smoke cloud near the obelisk thickens and spreads further into the corridor center, increasingly occluding the midground. The enemy player model is no longer visible through the smoke. The right sandstone wall remains stable and close. The gate archway is partially obscured by smoke drift. No other player models are visible. The stone-paved ground is briefly visible as the pitch angles downward.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/remained_visible; state=none_observed; confidence=medium
    evidence: The gate archway is partially obscured by smoke drift. / The gate archway remains visible in the background center.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/became_occluded; state=unknown; confidence=medium
    evidence: The enemy player model is no longer visible through the smoke. / The enemy player model near the obelisk base is no longer clearly visible, occluded by the thickening smoke.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud near the obelisk thickens and spreads further into the corridor center, increasingly occluding the midground. / The obelisk column and its billowing smoke cloud dominate the midground viewer-screen-left, with hieroglyphic carvings on the column base catching the warm overhead light.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

The smoke cloud near the obelisk column persists but shifts slightly, its outer boundary drifting toward the corridor center. The midground remains partially obscured. No enemy or friendly player models are visible through the haze. The right sandstone wall and stone-paved ground remain stable. A brief forward step carries the corridor geometry slightly closer, making the obelisk base and hieroglyphic carvings marginally larger in the view before the player stops again.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The gate archway remains in the background center. / By the end the weapon is fully reloaded and back in the standard raised carry pose, the obelisk and gate corridor ahead.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No enemy or friendly player models are visible through the haze.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud near the obelisk column persists but shifts slightly, its outer boundary drifting toward the corridor center. / The obelisk and its surrounding smoke cloud are visible to the viewer-screen-left in the midground, with hieroglyphic carvings and the column base geometry well-lit under the overhead sun.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 3 00:03.062 - 00:04.062

The smoke cloud near the obelisk continues drifting, its shape changing as the toward the viewer's screen-left sweep repositions the view. A second decorative painted column drum becomes visible to the viewer-screen-left as the view rotates. The gate archway shifts in position relative to the screen center. No enemy or friendly player models are confirmed visible. The right sandstone wall remains present but is now slightly more distant from the agent due to strafes toward the viewer's screen-left movement.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: The gate archway shifts in position relative to the screen center. / The view then sweeps toward the viewer's screen-left as the player strafes forward toward the viewer's screen-left and then left, bringing the corridor sightline to rotate so that the gate archway drifts toward the viewer-screen-right and a second decorated column drum with painted teal and orange geometric motifs enters the viewer-screen-left.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No enemy or friendly player models are confirmed visible.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=expanding; confidence=medium
    evidence: The smoke cloud near the obelisk continues drifting, its shape changing as the toward the viewer's screen-left sweep repositions the view. / The obelisk column and smoke cloud remain in the midground to the viewer-screen-left.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 4 00:04.062 - 00:05.062

The smoke cloud near the obelisk has largely dissipated compared to earlier, leaving the obelisk base, stone ledge, and ground around it more exposed. Blood stain decals are visible on the stone ground near the obelisk base, consistent with a prior engagement. The gate archway in the background center is now clearly visible with reduced haze. No enemy or friendly player models are visible. The right sandstone wall is present at the screen-right edge.

  • door count=1; subtype=gate, openness=open, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The gate archway in the background center is now clearly visible with reduced haze. / The gate archway and its relief-carved frieze are clearly visible in the background center through the cleaner air.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No enemy or friendly player models are visible.
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud near the obelisk has largely dissipated compared to earlier, leaving the obelisk base, stone ledge, and ground around it more exposed. / The obelisk column is now visible to the viewer-screen-left with the smoke cloud much reduced and dissipating, exposing more of the hieroglyphic-carved column base and the stone pavement around it.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/entered_view; state=persisting; confidence=medium
    evidence: Blood stain decals are visible on the stone ground near the obelisk base, consistent with a prior engagement. / Blood spatter marks on the stone ground at the viewer-screen-left are visible, indicating a prior engagement in this location.
#040 smoke_cloud

opencs2-action-chain-m2391828-de_nuke-r29-p09-f001685

other_player smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The reactor hall remains stable in its layout. The screen-left corridor wall becomes more prominent as the player strafes toward the viewer's screen-left early, then recedes as movement reverses toward the viewer's screen-right. The A1 cylinders stay centrally visible throughout. The smoke cloud behind the cylinders persists and drifts slightly. The far wall with the A-site sign remains in view at screen-right. No other player models are visible. Lighting stays bright and even from overhead.

  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=expanding; confidence=medium
    evidence: The smoke cloud behind the cylinders persists and drifts slightly. / A teal-gray smoke cloud is visible behind and between the containers, sitting in the background near the far wall.

chunk 1 00:01.062 - 00:02.062

The A1 cylinders grow visually larger as the player moves forward, indicating closing distance. The screen-left corridor wall occupies more of the screen-left edge as the strafe toward the viewer's screen-left continues. The Cedar Creek container at the far background wall becomes clearer as smoke shifts. The smoke cloud persists but thins slightly in places. The gantry crane drifts toward upper screen-left. No other player models are visible in this window.

  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud persists but thins slightly in places. / The teal-gray smoke cloud behind them remains present, slowly expanding along the far wall where the Cedar Creek container is now more clearly visible.

chunk 2 00:02.062 - 00:03.062

The A1 cylinders dominate the near midground with the player now at close range above them. Muzzle flash illumination briefly brightens the near surfaces of the cylinders and the floor during the burst. The smoke cloud thickens behind the cylinders, obscuring the Cedar Creek container further. The screen-edge red tint during the burst is consistent with firing feedback. No other player models are clearly visible through the smoke in this window.

  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=expanding; confidence=medium
    evidence: The smoke cloud thickens behind the cylinders, obscuring the Cedar Creek container further. / The teal-gray smoke cloud is thicker in the background behind the cylinders, partially obscuring the far Cedar Creek container and the back wall.

chunk 3 00:03.062 - 00:04.062

The A1 cylinder top dominates the near foreground as the player is directly above it during the jump arc. The smoke cloud persists behind the cylinders, and the Cedar Creek container becomes more visible in the background at screen-center as the view sweeps. An enemy or allied player model is visible near the Cedar Creek container in the background. Lighting remains bright and even. The gantry crane screen is visible overhead at screen-left.

  • other_player count=1; relation=mixed, life_state=alive, motion_state=unknown; visibility=partially_visible/entered_view; state=none_observed; confidence=high
    evidence: An enemy or allied player model is visible near the Cedar Creek container in the background. / By the end of the window, the view has swung significantly, framing the far side of the reactor hall at screen-center, with a visible enemy or teammate player model discernible near the Cedar Creek container in the background at screen-center, partially obscured by the smoke and the edge of the gantry crane overhead.
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=expanding; confidence=medium
    evidence: The smoke cloud persists behind the cylinders, and the Cedar Creek container becomes more visible in the background at screen-center as the view sweeps. / The smoke cloud billows in the background at screen-center, partially obscuring the Cedar Creek container.

chunk 4 00:04.062 - 00:05.062

The player has landed from the jump arc, bringing the view back to a ground-level perspective across the reactor hall floor. The Cedar Creek container is clearly visible at screen-center background and the smoke cloud has expanded into a large mass behind and around it. A player model is clearly visible near the Cedar Creek container at screen-center, present across multiple stills. The A1 cylinder top occupies lower-center foreground. Lighting remains bright overhead.

  • other_player count=1; relation=mixed, life_state=alive, motion_state=moving; visibility=partially_visible/visible_no_change; state=moving; confidence=high
    evidence: A player model is clearly visible near the Cedar Creek container at screen-center, present across multiple stills. / A player model — appearing to be an enemy or allied figure — is clearly visible near the Cedar Creek container at screen-center, partially framed by the smoke.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The Cedar Creek container is clearly visible at screen-center background and the smoke cloud has expanded into a large mass behind and around it. / The Cedar Creek container is clearly visible at screen-center background, and the smoke cloud beyond it has grown to a large billowing mass occupying the upper-center and upper screen-right of the background.
#041 smoke_cloud

opencs2-action-chain-m2391944-de_ancient-r01-p00-f000624

door smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The stone alley and gate remain the stable backdrop. The smoke cloud grows noticeably denser and expands slightly lower toward the cobblestone floor, further obscuring the gate pillars and the midground iron gate. The viewer-screen-right wall is briefly closer as the player strafes toward the viewer's screen-right, then distance restores. A spent casing ejects briefly into view on viewer-screen-right before disappearing. No other player models are visible.

  • door count=1; subtype=gate, openness=open, integrity=intact; visibility=visible/visible_no_change; state=opened; confidence=high
    evidence: The stone alley and gate remain the stable backdrop. / The smoke cloud grows noticeably denser and expands slightly lower toward the cobblestone floor, further obscuring the gate pillars and the midground iron gate.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=expanding; confidence=medium
    evidence: The smoke cloud grows noticeably denser and expands slightly lower toward the cobblestone floor, further obscuring the gate pillars and the midground iron gate. / At the start, the first-person view opens looking down a narrow stone alley toward a decorative iron gate partially obscured by a large, billowing tan smoke cloud centered in the midground.

chunk 1 00:01.062 - 00:02.062

The smoke cloud continues expanding and descending, further closing off the gate midground sightline. The viewer-screen-left wall gains slightly more prominence as yaw sweeps briefly toward the viewer's screen-left. A faint orange tracer is visible at lower viewer-screen-left, indicative of incoming fire. The cobblestone floor remains lit in the foreground. No enemy or teammate player models are visible through the smoke.

  • door count=1; subtype=gate, openness=partially_closed, integrity=intact; visibility=visible/visible_no_change; state=closing; confidence=high
    evidence: The smoke cloud continues expanding and descending, further closing off the gate midground sightline. / At the start of this window, the narrow alley view continues with the smoke cloud still dense and churning at center-midground, the iron gate barely discernible as a faint silhouette behind tan haze.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=expanding; confidence=medium
    evidence: The smoke cloud continues expanding and descending, further closing off the gate midground sightline. / At the start of this window, the narrow alley view continues with the smoke cloud still dense and churning at center-midground, the iron gate barely discernible as a faint silhouette behind tan haze.

chunk 2 00:02.062 - 00:03.062

The smoke cloud advances and expands to fill the center and viewer-screen-left portions of the view more completely. The viewer-screen-right wall becomes more prominent as the player advances slightly toward viewer-screen-right. The gate and midground structures are fully occluded by the smoke. The cobblestone floor and top-edge sky remain the only unsmoked reference points. No player models are visible.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/remained_visible; state=none_observed; confidence=medium
    evidence: The gate and midground structures are fully occluded by the smoke. / The gate structure is now entirely hidden behind the smoke cloud, though faint traces of the tree canopy and blue-grey sky remain visible at top-center above the smoke's upper edge.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/remained_visible; state=expanding; confidence=medium
    evidence: The smoke cloud advances and expands to fill the center and viewer-screen-left portions of the view more completely. / The smoke cloud now fills the screen-left half and center of the screen completely, its thick tan mass swirling and billowing with internal roiling motion.

chunk 3 00:03.062 - 00:04.062

The smoke cloud dominates virtually the entire field of view, rendering the gate, both side walls, and sky nearly invisible through thick tan haze. Only the very near cobblestone floor and faint right-wall edge remain as geometry anchors. The brief toward the viewer's screen-left yaw and forward strafe toward the viewer's screen-left cause the screen-left wall to ghost faintly into view through the smoke at viewer-screen-left. No player models are visible.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The smoke cloud dominates virtually the entire field of view, rendering the gate, both side walls, and sky nearly invisible through thick tan haze.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=expanding; confidence=medium
    evidence: The smoke cloud dominates virtually the entire field of view, rendering the gate, both side walls, and sky nearly invisible through thick tan haze. / At the start of this window, the smoke cloud has expanded dramatically and now fills the majority of the screen — the center, viewer-screen-left, and much of the upper screen are thick tan-brown haze with very little geometry visible through it.

chunk 4 00:04.062 - 00:05.062

The smoke cloud begins thinning as backward movement increases distance from its source. The viewer-screen-left and viewer-screen-right stone walls re-emerge incrementally at the screen edges. The cobblestone floor occupies more of the lower screen. The toward the viewer's screen-right yaw late in the window brings the right limestone wall into clearer view at viewer-screen-right. No player models are visible through the residual smoke.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The viewer-screen-left now shows faint traces of the stone wall and a hint of the gate structure returning through the thinning the screen-left edge of the smoke.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud begins thinning as backward movement increases distance from its source. / At the start of this window, the smoke cloud still fills most of the screen with dense tan haze, though its density is beginning to thin very slightly at the edges.
#042 smoke_cloud

opencs2-action-chain-m2391949-de_inferno-r04-p01-f002353

door smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The smoke cloud thickens and drifts slightly toward the viewer's screen-left as the view rotates right, partially obscuring the left facade's arched doorway and lower details while the right concrete wall's graffiti becomes more centered. The bright overhead lighting remains constant, and the stone pavement and curbs stay visible in the foreground. No other player models appear.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: On the screen-left side of the screen, cream-and-ochre painted building facades rise, featuring an arched wooden door with decorative stone molding above it, a small potted plant at the base, and wrought-iron balcony railings on the upper level.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=expanding; confidence=medium
    evidence: The smoke cloud thickens and drifts slightly toward the viewer's screen-left as the view rotates right, partially obscuring the left facade's arched doorway and lower details while the right concrete wall's graffiti becomes more centered. / A large white smoke cloud dominates the center of the alley, obscuring the midground geometry and creating a soft, billowing mass that diffuses the sunlight.

chunk 1 00:01.062 - 00:02.062

The smoke cloud thins slightly at its edges as the view rotates toward the viewer's screen-left, revealing more of the left facade's balcony, window screen, and decorative stonework. The screen-right wall's graffiti shifts toward screen-right, and the alley's far junction becomes partially visible through the dissipating smoke. The bright overhead sunlight and stone pavement remain constant.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud thins slightly at its edges as the view rotates toward the viewer's screen-left, revealing more of the left facade's balcony, window screen, and decorative stonework. / At the start, the view continues to face down the smoke-filled alley with the Galil AR still firing.

chunk 2 00:02.062 - 00:03.062

The smoke cloud continues to thin and drift, revealing more of the midground and the alley's far junction. The toward the viewer's screen-right camera rotation brings the gray wall and its red graffiti back toward the center, while the left facade's balcony and upper windows remain partially visible on the screen-left edge. The upward tilt exposes more of the upper building levels and the bright sky above. The stone pavement and curbs stay visible in the foreground.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • smoke_cloud count=1; source=unknown, density=light; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud continues to thin and drift, revealing more of the midground and the alley's far junction. / The white smoke cloud persists in the center of the alley, though it has thinned somewhat, allowing more visibility toward the far junction where the alley widens.

chunk 3 00:03.062 - 00:04.062

The smoke cloud dissipates significantly, revealing the midground alley geometry and the junction where it opens into a wider space. The gray wall and left facade remain visible, with the toward the viewer's screen-right camera rotation and upward tilt exposing more of the upper building levels. The bright sunlight and stone pavement persist. The weapon switch causes no environmental change, but the clearing smoke improves overall visibility.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud dissipates significantly, revealing the midground alley geometry and the junction where it opens into a wider space. / The white smoke cloud has thinned considerably but still occupies the central lane, partially obscuring the midground.

chunk 4 00:04.062 - 00:05.062

The smoke cloud fully dissipates, leaving the alley clear and unobstructed. The toward the viewer's screen-left and toward the viewer's screen-right camera rotations reveal the full extent of the gray wall's graffiti and the left facade's arched doorway, balcony, and upper windows. The bright sunlight and stone pavement remain constant, and the far junction and upper building levels are now plainly visible. No other player models appear, and the environment remains static and empty.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • smoke_cloud count=1; source=unknown, density=light; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud fully dissipates, leaving the alley clear and unobstructed. / The smoke cloud has nearly cleared, leaving only faint wisps drifting through the central lane.
#043 smoke_cloud

opencs2-action-chain-m2391946-de_overpass-r06-p02-f001905

other_player smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The dust cloud in the center screen-right midground is large and active, billowing upward and partially obscuring the background brick building. The lighter smoke on viewer-screen-left remains stable. The graffiti wall on screen-right is fully visible at the start and begins to slide toward the edge as the view yaws left. The utility shed is not yet visible. No other player models are visible in this window. The sandy ground and overhead overpass structure remain stable.

  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=expanding; confidence=medium
    evidence: The dust cloud in the center screen-right midground is large and active, billowing upward and partially obscuring the background brick building. / At the start, the first-person view opens on a narrow outdoor corridor with a massive tan-brown dust cloud dominating the center and viewer-screen-right of the midground.

chunk 1 00:01.062 - 00:02.062

The teal graffiti wall has expanded to dominate the viewer-screen-right half as the player moves toward the viewer's screen-right, before the strafe toward the viewer's screen-left and yaw correction pull it partially back. The tan dust cloud shifts from center toward viewer-screen-left as the view rotates. The utility shed enters the edge of the screen-left midground briefly. No other player models are visible. Overhead structure and sky remain stable.

  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The tan dust cloud shifts from center toward viewer-screen-left as the view rotates. / The tan-brown dust cloud in the midground center screen-left continues to billow, and the lighter smoke on the far viewer-screen-left has thinned.

chunk 2 00:02.062 - 00:03.062

The utility shed is now clearly visible in the center screen-left midground, well-lit and stable. The dust cloud has moved more toward center screen-right and is visibly smaller than in earlier screen, partially revealing the background wall above it. The graffiti wall on screen-right fills the edge and remains a stable close-range reference. No player models are visible. Red ground cables and sandy ground surface remain consistent. Toward the viewer's screen-left yaw late in the window opens corridor geometry to the viewer's screen-left of the dust.

  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No player models are visible. / No opposing player models are visible;
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=expanding; confidence=medium
    evidence: The dust cloud has moved more toward center screen-right and is visibly smaller than in earlier screen, partially revealing the background wall above it. / The view now faces a more open version of the outdoor corridor — the tan-brown dust cloud has shifted to the center and viewer-screen-right midground, and the white utility shed with blue safety placard is fully visible in the center screen-left midground, its white concrete surfaces reflecting daylight cleanly.

chunk 3 00:03.062 - 00:04.062

The muzzle flash from multiple shots briefly illuminates the near-foreground gold rifle surface and neon gloves. The dust cloud in the center midground remains active but has thinned further, allowing the retaining wall behind it to become more visible. The utility shed is stable at center screen-left midground. The graffiti wall on screen-right is close and unwavering. No opposing player models are visually confirmed through the dust obscuration during this burst window.

  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No opposing player models are visually confirmed through the dust obscuration during this burst window.
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The dust cloud in the center midground remains active but has thinned further, allowing the retaining wall behind it to become more visible. / The tan dust cloud in the center midground is still active, and the utility shed with its blue placard is visible at center screen-left midground.

chunk 4 00:04.062 - 00:05.062

The dust cloud has thinned substantially and is nearly gone by the end of this window, restoring clear visibility through the center screen-left midground and revealing the full face of the retaining wall beyond. The utility shed remains at center screen-left, fully lit and stable. A teammate model is visible near the screen-left edge close to the shed. The graffiti wall on screen-right remains a close constant. No opposing player models are visible. The sandy ground, red cables, and background brick building are all clearly visible as dust clears.

  • other_player count=1; relation=teammate, life_state=alive, motion_state=unknown; visibility=intermittent/visible_then_left_view; state=none_observed; confidence=high
    evidence: A teammate model is visible near the screen-left edge close to the shed. / A teammate player model in tan/olive clothing is visible crouching at the far viewer-screen-left edge near the shed, identifiable as a friendly by the posture and position.
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The dust cloud has thinned substantially and is nearly gone by the end of this window, restoring clear visibility through the center screen-left midground and revealing the full face of the retaining wall beyond. / The corridor to viewer-screen-left is now more open and brighter, the tan dust cloud significantly thinner and beginning to dissipate;
#044 smoke_cloud

opencs2-action-chain-m2391808-de_nuke-r30-p04-f000425

door smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The dust cloud remains the dominant midground feature, billowing upward and expanding throughout. As the player strafes toward the viewer's screen-left and yaws left, the Cedar Creek container drifts from screen-right toward screen-center, the vent duct shifts toward screen-center from screen-left, and the rolling garage door becomes more visible at the far screen-left edge. The wall-mounted floodlight near the duct enters view. No player models are visible.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: As the player strafes toward the viewer's screen-left and yaws left, the Cedar Creek container drifts from screen-right toward screen-center, the vent duct shifts toward screen-center from screen-left, and the rolling garage door becomes more visible at the far screen-left edge. / Then the player strafes toward the viewer's screen-left, causing fixed geometry such as the garage door at the far screen-left wall and the vent duct body to drift toward screen-right as the position shifts.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=expanding; confidence=medium
    evidence: The dust cloud remains the dominant midground feature, billowing upward and expanding throughout. / A broad tan-brown dust cloud already boils in the midground, roughly centered between the vent duct and the Cedar Creek container, and its upper edge nearly reaches the ceiling-level structural beams.

chunk 1 00:01.062 - 00:02.062

The vent duct grows slightly nearer and shifts toward screen-left-center as the player advances forward toward the viewer's screen-left. The Cedar Creek container wall drifts further toward screen-right as the toward the viewer's screen-left yaw continues briefly. The dust cloud persists densely in the midground. The wall floodlight near the duct remains a stable bright reference. Teal crates at screen-right remain partially visible. No player models are visible.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The rolling garage door is visible at screen-left against the light-gray concrete wall.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The dust cloud persists densely in the midground. / At the start of this window the first-person view is now oriented more directly toward the vent duct assembly, which has shifted toward screen-left-center, and the dust cloud fills the midground between the duct and the Cedar Creek container.

chunk 2 00:02.062 - 00:03.062

The dust cloud continues expanding and now fills more of the central midground, further obscuring the base area near the vent duct. The right-strafe and then still movement causes the vent duct to shift slightly screen-right then stabilize. The pitch-down camera motion raises the clerestory windows toward the screen top while the floor's yellow stripes become more visible at the lower edge. The Cedar Creek container wall remains stably at screen-right. No player models visible.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The light-gray concrete side wall near the garage door is visible at screen-left, and the floodlight bracket on that wall glows visibly.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The dust cloud continues expanding and now fills more of the central midground, further obscuring the base area near the vent duct. / The dust cloud has grown denser and taller, filling most of the midground from the base of the vent duct across toward the Cedar Creek container at screen-right.

chunk 3 00:03.062 - 00:04.062

The strafe toward the viewer's screen-right and toward the viewer's screen-right yaw cause the vent duct to migrate toward screen-left and the Cedar Creek container to move toward screen-center. The garage door exits to the far screen-left. The dust cloud begins slow dispersal at its upper fringe but remains dense at mid-level. A brief pitch-up corrects the downward tilt from firing. The M4A1-S gives way to the weapon transition animation mid-window. No player models visible.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The garage door exits to the far screen-left. / The garage door at screen-left gradually moves off-screen to the viewer's screen-left as the toward the viewer's screen-right yaw progresses.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The dust cloud begins slow dispersal at its upper fringe but remains dense at mid-level. / At the start of this window the first-person view is still aimed toward the vent duct and dust cloud from a somewhat lower pitch angle following the downward sweep of the prior window.

chunk 4 00:04.062 - 00:05.062

The Cedar Creek container wall now dominates screen-center as the primary background feature following the toward the viewer's screen-right yaw. The vent duct is at far screen-left or just off-screen. The dust cloud has thinned, with clearer air in the upper screen and against the container wall, though residual haze persists at floor level. The toward the viewer's screen-right yaw then toward the viewer's screen-left yaw cause the container to shift toward the viewer's screen-left then toward the viewer's screen-right across the background. The Smoke Grenade draw completes. No player models visible.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • smoke_cloud count=1; source=unknown, density=light; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The dust cloud has thinned, with clearer air in the upper screen and against the container wall, though residual haze persists at floor level. / The dust cloud, now somewhat reduced from its peak volume, drifts against the Cedar Creek container wall at screen-center and screen-left.
#045 smoke_cloud

opencs2-action-chain-m2392269-de_anubis-r11-p02-f002475

smoke_cloud surface_damage
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The dust cloud already present at the start expands noticeably through the gap, growing denser and spreading screen-right toward the pillar face as the burst fires. Small impact marks appear on the pillar's limestone surface mid-screen-right. The orange tarp and scaffolding remain stable on the screen-left side. Background mid-area architecture becomes increasingly obscured by the thickening dust. No player models enter or leave the view.

  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=expanding; confidence=medium
    evidence: The dust cloud already present at the start expands noticeably through the gap, growing denser and spreading screen-right toward the pillar face as the burst fires. / A large billowing dust cloud already fills the center of the view, pouring through the gap and partially obscuring the sandy mid-area architecture beyond.
  • surface_damage count=None; subtypes=['bullet_hole'], freshness=new; visibility=visible/entered_view; state=appeared; confidence=high
    evidence: Small impact marks appear on the pillar's limestone surface mid-screen-right.

chunk 1 00:01.062 - 00:02.062

The dust cloud persists and begins a gradual, slow dissipation from its peak density, drifting toward screen-right through the gap. The stone pillar at screen-right remains the primary cover element. Forward toward the viewer's screen-left then toward the viewer's screen-left player movement causes the tarp and scaffolding to shift toward screen-center. The background mid-area stonework remains heavily obscured. No player models visible.

  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The dust cloud persists and begins a gradual, slow dissipation from its peak density, drifting toward screen-right through the gap. / The dust cloud is dense and active through the center, strongly obscuring any view of the distant mid-area stonework.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

The dust cloud thins noticeably during this window, improving the background sightline so that distant carved stone walls, terraced architecture, and a roofline become more legible at screen-center and screen-right. The scaffolding and tarp remain at screen-left. The stone pillar stays at screen-right. The player is airborne, causing minor view sway. No other player models are visible.

  • smoke_cloud count=1; source=unknown, density=opaque; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The dust cloud thins noticeably during this window, improving the background sightline so that distant carved stone walls, terraced architecture, and a roofline become more legible at screen-center and screen-right. / The background through the gap between pillar and scaffolding shows the sandy mid-area, with the dust cloud now somewhat less opaque than earlier but still broadly diffusing across the center screen-right of the screen.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium

chunk 3 00:03.062 - 00:04.062

The dust cloud has thinned substantially during this window, improving the gap sightline significantly and revealing carved stone relief walls, terraced masonry, and distant architectural detail more clearly. The tarp and scaffolding remain stable at screen-left. The stone pillar at screen-right still shows impact pocks. back screen-right and screen-left strafing shifts the pillar and scaffolding positions modestly. No player models visible.

  • smoke_cloud count=1; source=unknown, density=light; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The dust cloud has thinned substantially during this window, improving the gap sightline significantly and revealing carved stone relief walls, terraced masonry, and distant architectural detail more clearly. / The dust cloud in the gap is now noticeably thinner and lower compared to earlier in the clip, allowing a clearer view through to the sandy mid-area and the Egyptian stone architecture beyond — carved hieroglyphic relief panels, stacked stone terraces, a distant roofline balustrade, and small decorative foliage clumps at the far screen-right.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium

chunk 4 00:04.062 - 00:05.062

A fresh small dust disturbance kicks up through the gap as the three-round burst fires, adding new particulate to the already-thinning remnant cloud. The mid-area background is more exposed than earlier in the clip and the new burst dust is lighter in volume than the original cloud. The stone pillar face gains new small impact marks. back screen-left, backward, and forward strafing shift the pillar and scaffolding slightly but they remain the dominant screen-left and screen-right anchors. No player models visible.

  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The dust cloud in the gap is considerably thinner and lower than at the start of the clip, allowing good visibility through to the mid-area: carved relief stonework, sandy-toned terraced walls, distant architectural details including a balustrade roofline and sparse foliage at far screen-right are all legible. / The second burst of fire begins: the weapon exhibits rapid recoil pulses and a fresh dust cloud kicks up through the gap as three rounds are fired in quick succession into the mid-area opening.
  • surface_damage count=None; subtypes=['bullet_hole'], freshness=new; visibility=visible/entered_view; state=appeared; confidence=high
    evidence: The stone pillar face gains new small impact marks.
#046 smoke_cloud

opencs2-action-chain-m2391833-de_ancient-r13-p00-f001069

other_player smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The outdoor Plaza B lane is fully lit by ambient daylight. The large smoke cloud on viewer-screen-left remains stable and dense, obscuring most of the mid-lane sightline. A distant enemy player model briefly appears just beyond the smoke edge in the midground. The Plaza B sign on the viewer-screen-right wall remains stationary. No other player models are visible in this window. The cobblestone ground and terraced hillside background remain stable.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=stationary; visibility=partially_visible/entered_view; state=none_observed; confidence=high
    evidence: A distant enemy player model briefly appears just beyond the smoke edge in the midground. / A distant enemy player figure briefly becomes visible in the midground just past the smoke edge as the view sweeps toward the viewer's screen-right, standing near the base of the stepped hillside.
  • smoke_cloud count=1; source=smoke_grenade, density=dense; visibility=visible/visible_no_change; state=expanding; confidence=high
    evidence: The large smoke cloud on viewer-screen-left remains stable and dense, obscuring most of the mid-lane sightline. / A massive smoke grenade cloud fills the viewer-screen-left half of the view, its dense white-grey billows extending from near ground level up past mid-screen and partially obscuring the terraced hillside behind it.

chunk 1 00:01.062 - 00:02.062

The smoke cloud persists on the viewer-screen-left, slightly reduced in screen coverage as the view pivots. A crouching enemy player model appears in the midground near the smoke edge, partially occluded by the cloud. Red debris or a dropped item is visible on the cobblestone ground in the midground. The Plaza B sign slides into and then off viewer-screen-right as the view swings. No additional player models are visible.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=unknown; visibility=partially_visible/entered_view; state=none_observed; confidence=high
    evidence: A crouching enemy player model appears in the midground near the smoke edge, partially occluded by the cloud. / A crouching enemy player model is visible in the midground just beyond the smoke boundary, partially occluded by the cloud edge, near scattered red debris on the ground that was not present at the outset.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=expanding; confidence=medium
    evidence: The smoke cloud persists on the viewer-screen-left, slightly reduced in screen coverage as the view pivots. / At the start of this window, the first-person view is still oriented toward the open Plaza B lane with the smoke cloud to the viewer-screen-left and the tall stone wall with the Plaza B sign to the viewer-screen-right.

chunk 2 00:02.062 - 00:03.062

The smoke cloud remains on the viewer-screen-left and continues to drift slowly, slightly smaller in coverage than. The red debris on the cobblestone midground remains visible. The stone retaining wall background and terraced hillside are stable. No independent player models are visible through the smoke occlusion. The cobblestone surface and limestone wall on the viewer-screen-right remain consistent as the view moves forward toward the viewer's screen-left then stabilizes.

  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No independent player models are visible through the smoke occlusion. / No independent enemy player models are clearly visible in this window;
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud remains on the viewer-screen-left and continues to drift slowly, slightly smaller in coverage than. / At the start, the first-person view faces the outdoor Plaza B lane with the billowing smoke cloud still present on the viewer-screen-left.

chunk 3 00:03.062 - 00:04.062

The environment transitions from outdoor lane into a covered stone corridor or underpass. The rough limestone block walls are dimly lit by indirect ambient light, contrasting with bright outdoor daylight visible through window apertures on the viewer-screen-left and a corridor exit opening at viewer-screen-right. No player models are visible in this window. The wooden crate prop is visible near the exit. The corridor ceiling is low concrete slab. The outdoor terraces and smoke cloud are no longer in direct view.

  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No player models are visible in this window.
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The outdoor terraces and smoke cloud are no longer in direct view.

chunk 4 00:04.062 - 00:05.062

The outdoor lane returns fully in this window with much improved visibility. The smoke cloud is reduced and drifting on the viewer-screen-left. Two CT-side teammate player models are present and moving through the midground: one at viewer-screen-right of center and one slightly ahead at viewer-screen-center. The terraced stone walls and tropical vegetation are clearly visible in the background. No enemy player models are visible. The cobblestone ground is dry and well-lit under full daylight.

  • other_player count=2; relation=teammate, life_state=alive, motion_state=moving; visibility=intermittent/visible_then_left_view; state=moving; confidence=high
    evidence: Two CT-side teammate player models are present and moving through the midground: one at viewer-screen-right of center and one slightly ahead at viewer-screen-center. / Multiple teammate player models are visible: at least two CT-side players wearing dark tactical gear are present in the midground at viewer-screen-center and viewer-screen-right respectively.
  • smoke_cloud count=1; source=smoke_grenade, density=dense; visibility=visible/remained_visible; state=dissipating; confidence=high
    evidence: The smoke cloud is reduced and drifting on the viewer-screen-left. / A large smoke grenade cloud still billows to the viewer-screen-left, its white-grey mass now somewhat lower and narrower than earlier.
#047 smoke_cloud

opencs2-action-chain-m2391949-de_inferno-r17-p02-f003079

other_player smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

At the start the smoke cloud is already expanded and billowing in center screen-left midground near the arch, partially blocking the archway passage. The red plaster wall fills the screen-left side more as the view rotates left. The yellow stucco building on screen-right remains stable. No independent enemy or teammate player models are visible in this window. The large CASA BEAUTY crate stays in the near foreground throughout.

  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No independent enemy or teammate player models are visible in this window.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=expanding; confidence=medium
    evidence: At the start the smoke cloud is already expanded and billowing in center screen-left midground near the arch, partially blocking the archway passage. / In the near center-to-right midground, a billowing smoke cloud is actively expanding in front of the central archway, obscuring whatever lies beyond it.

chunk 1 00:01.062 - 00:02.062

The smoke cloud has dissipated from the central foreground and is now visible only at distance through the crate gap. An enemy CT-side player model in olive-khaki gear appears in the right-center midground near the stone steps. The wooden barrels and blue delivery truck become visible through the opening on screen-right as the view shifts toward the viewer's screen-right. The CASA BEAUTY crate recedes slightly from filling the whole screen.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/entered_view; state=moving; confidence=high
    evidence: An enemy CT-side player model in olive-khaki gear appears in the right-center midground near the stone steps. / A enemy player model in olive/khaki clothing is visible in the right-center midground near the base of the stone steps, moving and crouching.
  • smoke_cloud count=1; source=smoke_grenade, density=unknown; visibility=visible/visible_no_change; state=dissipating; confidence=high
    evidence: The smoke cloud has dissipated from the central foreground and is now visible only at distance through the crate gap. / The smoke cloud has already billowed out of immediate view above and behind the crate.

chunk 2 00:02.062 - 00:03.062

The barrel cluster and blue delivery truck remain visible on screen-right through much of this window before player movement pulls the view back screen-left. The smoke cloud is now much more faint and dispersed in the far background near the arch. The CT-side enemy player model is briefly visible at center-midground before being partially obscured again by the returning crate geometry as the player moves. No new props enter the screen.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/visible_no_change; state=moving; confidence=high
    evidence: The CT-side enemy player model is briefly visible at center-midground before being partially obscured again by the returning crate geometry as the player moves. / A CT-side enemy player in olive gear is visible at roughly screen-center midground, appearing to be in motion.
  • smoke_cloud count=1; source=unknown, density=light; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The smoke cloud is now much more faint and dispersed in the far background near the arch.

chunk 3 00:03.062 - 00:04.062

The smoke cloud is nearly gone by this window, leaving the arch and red wall fully exposed. A CT-side enemy player silhouette is briefly visible at upper screen-center near the arch. The crate remains as near-left cover. The stone staircase steps reappear at screen-right as the player repositions. No new player models enter the near foreground. Residual smoke wisps drift at the arch by the start but clear mid-window.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=unknown; visibility=partially_visible/visible_no_change; state=none_observed; confidence=high
    evidence: A CT-side enemy player silhouette is briefly visible at upper screen-center near the arch. / A CT-side enemy player model is faintly visible near the top of the red wall area in the far background.
  • smoke_cloud count=1; source=unknown, density=light; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud is nearly gone by this window, leaving the arch and red wall fully exposed. / The smoke cloud is largely dissipated, leaving the arch area clear with only residual wisps visible.

chunk 4 00:04.062 - 00:05.062

The smoke cloud is fully gone by this window, leaving the arch passage and red plaster wall completely clear. The terracotta tile floor ahead is open with no obstructions in the near-to-mid foreground. No enemy player models are visible in this window. The CASA BEAUTY crate reappears at the screen-left foreground edge as the strafes toward the viewer's screen-left continues. The stone staircase steps on screen-right remain stable. Bright even daylight illuminates all surfaces uniformly.

  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No enemy player models are visible in this window. / The red wall and arch remain in the center screen-left background, the stone buildings steady on screen-right, and the terracotta tile floor extends ahead into the clear midground with no enemy models visible in the near field.
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud is fully gone by this window, leaving the arch passage and red plaster wall completely clear.
#048 smoke_cloud

opencs2-action-chain-m2391935-de_ancient-r12-p07-f001154

other_player smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The smoke cloud remains the dominant midground feature throughout, its tan-brown mass filling screen-left and screen-center and blocking the far archway and temple structures. The screen-right side limestone wall stays visible and grows more prominent as the player strafes toward the viewer's screen-right, revealing more of its weathered block faces. The far end of the corridor and any background geometry beyond the smoke remain fully occluded by the cloud. No other player models enter the view.

  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • smoke_cloud count=1; source=smoke_grenade, density=dense; visibility=visible/visible_no_change; state=dissipating; confidence=high
    evidence: The smoke cloud remains the dominant midground feature throughout, its tan-brown mass filling screen-left and screen-center and blocking the far archway and temple structures. / At the start, the first-person view opens with a thick smoke grenade cloud billowing across nearly the entire screen-left and screen-center portions of the view, its off-white and tan mass obscuring almost all of the midground and background geometry on those sides.

chunk 1 00:01.062 - 00:02.062

The corridor sightline opens slightly as the smoke cloud drifts more toward screen-left, making the stone archway and temple structure behind it marginally more visible in screen-center. The screen-right wall remains a prominent close surface. The smoke continues to occlude the far distance. A brief toward the viewer's screen-right yaw mid-window exposes more of the screen-right wall's upper portion and a sliver of gray sky above it. No other player models are visible.

  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The corridor sightline opens slightly as the smoke cloud drifts more toward screen-left, making the stone archway and temple structure behind it marginally more visible in screen-center. / At the start of this window, the smoke cloud has shifted and the view now looks more directly down the corridor.

chunk 2 00:02.062 - 00:03.062

The smoke cloud occupies screen-left and screen-center throughout, with muzzle flashes from the AK-47 briefly illuminating its near edge with orange light on each shot. The stone archway and temple cornice are visible above the smoke in screen-center. The screen-right wall remains close on screen-right. Ground ferns are just visible at the corridor base near screen-left. No other player models are discernible through the smoke.

  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • smoke_cloud count=1; source=unknown, density=light; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud occupies screen-left and screen-center throughout, with muzzle flashes from the AK-47 briefly illuminating its near edge with orange light on each shot. / The corridor ahead is partially cleared with the smoke cloud now residing more in screen-left and screen-center, and the stone archway with its teal-accented cornice becomes more visible in the upper screen-center area.

chunk 3 00:03.062 - 00:04.062

The smoke cloud has shrunk significantly and shifted toward screen-left, revealing the stone archway, teal-detailed cornice, and distant temple steps in screen-center. Ferns at the corridor base on screen-left become visible as the view swings that direction. A player model is briefly discernible through residual smoke near the archway in screen-center distance. The screen-right wall recedes screen-right as the view turns toward the viewer's screen-left.

  • other_player count=1; relation=mixed, life_state=alive, motion_state=unknown; visibility=partially_visible/entered_view; state=none_observed; confidence=high
    evidence: A player model is briefly discernible through residual smoke near the archway in screen-center distance. / A player model — an enemy or teammate figure — is briefly visible at or just past the archway in the screen-center distance during the early screen, partially obscured by residual smoke.
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud has shrunk significantly and shifted toward screen-left, revealing the stone archway, teal-detailed cornice, and distant temple steps in screen-center. / The corridor view has opened up considerably: the smoke cloud has thinned and drifted, now sitting in screen-left center at a smaller volume, and the full stone archway with its teal-accented cornice and the distant temple steps beyond are visible in screen-center and screen-right.

chunk 4 00:04.062 - 00:05.062

The smoke cloud has nearly dissipated, reduced to a small wispy remnant in screen-left, fully revealing the stone archway, teal-decorated temple facade, and distant mountainous background in screen-center and screen-right. Palm fronds appear above the screen-right wall as the view rotates toward the viewer's screen-right. Ground ferns and mossy cobblestones are visible at the corridor base. No other player models are visible by the end of this window.

  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view_or_occluded; state=unknown; confidence=medium
  • smoke_cloud count=1; source=unknown, density=light; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud has nearly dissipated, reduced to a small wispy remnant in screen-left, fully revealing the stone archway, teal-decorated temple facade, and distant mountainous background in screen-center and screen-right. / The corridor is now largely smoke-free: the smoke cloud has reduced to a small dark residual mass in the screen-left center area, and the full stone archway, multi-tiered teal-decorated temple facade, rocky hillside, and distant misty mountain peaks are all clearly visible in screen-center and screen-right.
#049 smoke_cloud

opencs2-action-chain-m2391823-de_dust2-r04-p02-f001826

door smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

At the start the smoke cloud fills the screen-left half, blocking the background street entirely. As the left-yaw pan progresses, sandy beige buildings and the faint green-domed structure begin emerging from behind the smoke's screen-right edge. The goose mural wall drifts toward screen-right. The corrugated garage door remains stable on the screen-right. No other player models are visible. The cobblestone ground stays in view throughout, and bright daylight keeps surfaces well-lit.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/remained_visible; state=none_observed; confidence=medium
    evidence: The corrugated garage door remains stable on the screen-right. / The corrugated metal garage door, tucked into a wall recess under a low arch, remains visible in the screen-right portion of the view during the pan.
  • smoke_cloud count=1; source=smoke_grenade, density=dense; visibility=visible/visible_no_change; state=dissipating; confidence=high
    evidence: At the start the smoke cloud fills the screen-left half, blocking the background street entirely. / At the start, the first-person view faces a pale stucco wall on the screen-right bearing the distinctive painted goose mural and Arabic text above it, while a dense smoke grenade cloud dominates the screen-left half, completely obscuring any sightline into the background street.

chunk 1 00:01.062 - 00:02.062

The smoke cloud on the screen-left persists and partially mixes with gun smoke near the muzzle, thickening the visual haze in the center screen-left region. The background street buildings remain partially visible where smoke thins. The goose mural wall stays on the screen-right. The corrugated garage door is stable. Muzzle flash casts brief orange light on nearby surfaces. No player models are visible beyond the smoke.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The corrugated garage door is stable. / The stucco goose mural wall is still present on the screen-right, and the corrugated garage door sits below the arched recess.
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud on the screen-left persists and partially mixes with gun smoke near the muzzle, thickening the visual haze in the center screen-left region. / At the start of this window, the first-person view has completed the earlier left-yaw sweep and now faces a more forward-centered orientation where the background alley street with sandy beige multi-story buildings is visible through and around the thinning edges of the smoke cloud on the screen-left.

chunk 2 00:02.062 - 00:03.062

The smoke cloud remains dominant on the screen-left, fully blocking background sightlines in that direction. Becoming airborne slightly raises the view angle, bringing the upper portions of background buildings more into the upper-center screen. The arched window wall is stable on the screen-right. The goose mural drifts partially out of view to the far screen-right. No player models are visible. The yellow banner near the top becomes briefly more prominent as the view pitches upward.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The smoke cloud remains dominant on the screen-left, fully blocking background sightlines in that direction. / The smoke cloud on the screen-left remains large and dense, now occupying much of the screen-left half of the view and partially the center, obscuring background sightlines.

chunk 3 00:03.062 - 00:04.062

The smoke cloud has thinned noticeably compared to earlier windows, shifting and partially dispersing to the screen-left. Background building outlines are faintly visible through its edges. The arched window wall and corrugated garage door remain stable on the screen-right. The cobblestone ground is visible again at the bottom of the screen after the airborne phase. The toward the viewer's screen-left yaw pan causes the wall geometry to drift screen-right. No player models are visible.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: The arched window wall and corrugated garage door remain stable on the screen-right.
  • smoke_cloud count=1; source=unknown, density=light; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud has thinned noticeably compared to earlier windows, shifting and partially dispersing to the screen-left. / The smoke cloud, now somewhat diminished compared to earlier, occupies the screen-left region but has thinned enough to show the faint outlines of background buildings through its edges.

chunk 4 00:04.062 - 00:05.062

The smoke cloud has largely dissipated by this window, shrinking to a small residual mass near the screen-left margin and eventually drifting out of the screen entirely. This opens the screen-left background sightline fully, revealing the background alley street and sandy beige buildings clearly. The arched window wall and corrugated garage door remain stable on the screen-right. The yellow banner is briefly visible at the top-the screen-right corner. No player models are visible. Daylight is bright and unobstructed with the smoke gone.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The arched window wall and corrugated garage door remain stable on the screen-right. / The corrugated metal garage door is still in the screen-right lower area.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud has largely dissipated by this window, shrinking to a small residual mass near the screen-left margin and eventually drifting out of the screen entirely. / The smoke cloud, now significantly diminished and drifted further toward the screen-left margin, is smaller and less dense than at any prior point in the clip, with the background alley street and buildings clearly visible through the thinning residual haze.
#050 smoke_cloud

opencs2-action-chain-m2391818-de_nuke-r11-p05-f001393

door other_player smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The scoped view holds tightly on the narrow corridor gap between the two corrugated wall panels throughout this window. The interior at depth remains stable with no new elements entering or exiting the sightline. The brief left-strafe causes the gap framing to drift marginally within the scope lens. No other player models are visible. The smoke grenade has not yet entered the view at this stage.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The interior corridor visible through that gap is softly lit from above, with a pale grey door screen on viewer-screen-right side of the gap, a second corrugated panel on viewer-screen-left, and a glimpse of an orange-brown structure at depth in the center.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No enemy player models are visible in the scope at this moment.
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The scope clears at the shot, revealing the full outdoor yard for the first time: the large corrugated white wall on viewer-screen-left, the grey storage container in midground center, and the light-blue hazard barrel on viewer-screen-right. A smoke grenade cloud begins materializing near viewer-screen-right during the recovery phase, partially obscuring the blue barrel and right flank by the end. The interior corridor sightline is no longer visible, replaced by the open outdoor geometry.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • smoke_cloud count=1; source=smoke_grenade, density=light; visibility=visible/entered_view; state=appeared; confidence=high
    evidence: A smoke grenade cloud begins materializing near viewer-screen-right during the recovery phase, partially obscuring the blue barrel and right flank by the end. / A faint smoke cloud begins to appear at viewer-screen-right edge near the blue barrel.

chunk 2 00:02.062 - 00:03.062

The outdoor yard geometry stabilizes during right and forward toward the viewer's screen-right movement. The corrugated white wall on viewer-screen-left remains the dominant left surface; its lower edge and the asphalt ground with yellow marking become more visible as forward motion lowers the relative horizon slightly. The grey container is centered in the midground. The smoke cloud on viewer-screen-right has expanded significantly, obscuring the blue barrels and right structures. The nuclear plant dome and Cedar Creek signage begin appearing above the wall at upper screen-left. No other player models are visible.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=expanding; confidence=medium
    evidence: The smoke cloud on viewer-screen-right has expanded significantly, obscuring the blue barrels and right structures. / To viewer-screen-right, a light-blue industrial crate and blue barrel are partially occluded by the growing smoke cloud, which has now thickened into a large billowing grey-white mass filling most of the viewer-screen-right portion of the screen.

chunk 3 00:03.062 - 00:04.062

The scope view at the start briefly reveals a new angle inside the exterior, showing the storage tank structure and a fallen player model on the yellow-striped floor. The scope clears during the weapon switch, exposing the full Cedar Creek plant facade straight ahead in the midground-background, with the smoke cloud persisting on viewer-screen-right and the blue pipe storage rack visible at viewer-screen-left. The change in held item AWP to Falchion Knife is the dominant visual event. No additional standing player models are visible.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=1; relation=unknown, life_state=dead, motion_state=unknown; visibility=partially_visible/entered_view; state=none_observed; confidence=high
    evidence: The scope view at the start briefly reveals a new angle inside the exterior, showing the storage tank structure and a fallen player model on the yellow-striped floor.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The scope clears during the weapon switch, exposing the full Cedar Creek plant facade straight ahead in the midground-background, with the smoke cloud persisting on viewer-screen-right and the blue pipe storage rack visible at viewer-screen-left. / The transition briefly shows bare asphalt ground and the Cedar Creek Nuclear Power Plant building facade straight ahead — white siding, grey dome, and the plant signage legible at the upper portion — with a large smoke cloud still present on viewer-screen-right.

chunk 4 00:04.062 - 00:05.062

The outdoor yard and plant facade are progressively lost to the expanding smoke cloud as forward toward the viewer's screen-right movement pushes the first-person perspective directly into the grenade's smoke volume. By mid-window the Cedar Creek signage and dome are fully occluded. By the end, the entire background is uniform pale grey smoke with no structural geometry, props, or player models visible. The Falchion Knife in the foreground is the only visible landmark. No other player models are observed.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: By the end, the entire background is uniform pale grey smoke with no structural geometry, props, or player models visible.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=expanding; confidence=medium
    evidence: The outdoor yard and plant facade are progressively lost to the expanding smoke cloud as forward toward the viewer's screen-right movement pushes the first-person perspective directly into the grenade's smoke volume. / By the end, the entire background is uniform pale grey smoke with no structural geometry, props, or player models visible.
#051 smoke_cloud

opencs2-action-chain-m2391808-de_nuke-r25-p09-f001149

door smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The smoke cloud dominates the center and screen-right of the garage interior throughout, obscuring the far wall, rail tracks, and any geometry beyond. The ventilation funnel remains stable at screen-left. As the player strafes toward the viewer's screen-right then toward the viewer's screen-left, the white wall panels at screen-right briefly become more visible before the smoke re-covers them. The yellow crane beam and fluorescent ceiling lights remain consistently visible at the top of the screen. No other player models are visible.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • smoke_cloud count=1; source=smoke_grenade, density=dense; visibility=visible/visible_no_change; state=dissipating; confidence=high
    evidence: The smoke cloud dominates the center and screen-right of the garage interior throughout, obscuring the far wall, rail tracks, and any geometry beyond. / A dense, billowing smoke grenade cloud fills the screen-center and extends toward screen-right, obscuring the far wall and any geometry behind it.

chunk 1 00:01.062 - 00:02.062

The view has rotated to face the yellow-framed exterior doorway, which now occupies screen-center and provides a sightline to the outdoor loading area beyond. The ventilation funnel, previously dominant at screen-left, has moved to screen-right and then exits the screen as the player strafes toward the viewer's screen-right. The smoke cloud from the previous position is now in the background at screen-left, thinning noticeably. The screen-right side garage wall with yellow overhead structure and fluorescent lighting becomes the dominant screen-right side geometry. No other player models are visible.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud from the previous position is now in the background at screen-left, thinning noticeably. / The large metallic ventilation funnel is now at the upper screen-right, partially cropped by the screen edge, while the smoke cloud has moved to the screen-left background.

chunk 2 00:02.062 - 00:03.062

The yellow-framed exterior doorway remains the central reference point at the start but drifts toward screen-left as the player strafes toward the viewer's screen-right and the view rotates toward the viewer's screen-right. The red fire extinguisher on the screen-left wall of the doorway becomes more visible as the player moves closer. The directional sign on the screen-left wall enters the screen. The screen-right side garage wall with yellow trim and roll-up door expands in the view. The outdoor loading area visible through the doorway remains stable. No other player models are visible.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: The screen-right side garage wall with yellow trim and roll-up door expands in the view. / The screen-left side is occupied by a plain white wall panel, and the screen-right side shows the yellow-trimmed garage wall with a white roll-up door.
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium

chunk 3 00:03.062 - 00:04.062

The smoke cloud re-enters the screen prominently as the player moves back into the garage corridor, initially filling screen-center and left. As the player advances forward toward the viewer's screen-right, the smoke shifts toward screen-left and the far end of the corridor with the A1 tanks becomes more visible at screen-center. The ventilation funnel at screen-left is intermittently obscured by the smoke. The screen-right wall panels and blue crates remain consistently visible. No other player models are visible.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/entered_view; state=dissipating; confidence=medium
    evidence: The smoke cloud re-enters the screen prominently as the player moves back into the garage corridor, initially filling screen-center and left. / The large metallic ventilation funnel is visible at screen-left, partially obscured by a dense smoke cloud that has re-expanded to fill the screen-center and left portions of the screen.

chunk 4 00:04.062 - 00:05.062

The far end of the corridor with the A1 tanks is initially visible and growing closer as the player advances. The smoke cloud, which had thinned on the screen-right side, re-expands dramatically at screen-left and center as the view rotates toward the viewer's screen-left, rapidly obscuring the ventilation funnel and the screen-left wall panels. The blue crates at screen-left-center remain visible until the smoke covers them. The screen-right wall panels and yellow hazard striping on the floor remain visible throughout. No other player models are visible.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud, which had thinned on the screen-right side, re-expands dramatically at screen-left and center as the view rotates toward the viewer's screen-left, rapidly obscuring the ventilation funnel and the screen-left wall panels. / The smoke cloud from the grenade has thinned considerably on the screen-right side of the corridor, and the blue industrial storage crates are clearly visible at screen-left-center.
#052 smoke_cloud

opencs2-action-chain-m2391949-de_inferno-r07-p02-f000769

smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The courtyard environment remains stable with the smoke cloud as the dominant midground feature. The toward the viewer's screen-left camera rotation brings the pink apartment building and sandbag stacks more prominently into the viewer's screen-left-center view, while the tan wall and wooden crates shift toward the screen-right edge. The stone paver ground and archway passage behind the smoke remain consistent. No independent player models appear.

  • smoke_cloud count=1; source=smoke_grenade, density=dense; visibility=visible/visible_no_change; state=expanding; confidence=high
    evidence: The courtyard environment remains stable with the smoke cloud as the dominant midground feature. / A large smoke grenade cloud billows densely in the midground, obscuring the archway and central passage.

chunk 1 00:01.062 - 00:02.062

The toward the viewer's screen-right camera rotation progressively shifts the environment composition. The pink apartment building and sandbag stacks move from center screen-left to far left, while the tan wall, barred window, and wooden crates slide from the viewer's screen-right to center screen-right. The smoke cloud thins steadily, revealing more of the archway structure and stone pillars. The stone paver ground remains stable throughout. No independent player models are visible.

  • smoke_cloud count=1; source=unknown, density=light; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud thins steadily, revealing more of the archway structure and stone pillars. / The smoke cloud continues to occupy the central midground, though its volume has begun to thin slightly, revealing more of the archway's wooden beam structure and stone support pillars.

chunk 2 00:02.062 - 00:03.062

The toward the viewer's screen-right camera sweep continues, pushing the pink apartment building and sandbag stacks entirely off the screen-left edge while centering the tan wall, barred window, and wooden crates in the right and center portions of the view. The smoke cloud completes its dissipation, transitioning from a thin haze to near-complete clarity, fully revealing the archway passage and stone pillars. The stone paver ground remains stable. No independent player models appear.

  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud completes its dissipation, transitioning from a thin haze to near-complete clarity, fully revealing the archway passage and stone pillars. / The pink apartment building and sandbag stacks are visible on the far screen-left edge, while the smoke cloud in the central background has thinned considerably, now appearing as a wispy haze rather than a dense barrier.

chunk 3 00:03.062 - 00:04.062

The toward the viewer's screen-left camera rotation reverses the previous toward the viewer's screen-right sweep, shifting the tan wall and barred window from center toward the screen-right edge while bringing the archway passage back toward the center. The lower portion of the pink apartment building begins to reappear on the far left as the view reorients. The stone paver ground remains stable as the player lands from the airborne state and continues forward toward the viewer's screen-left movement. No independent player models are visible.

  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The archway passage is now fully clear in the background, the smoke cloud having completely dissipated, revealing the wooden beam ceiling and stone support pillars in sharp detail. / The smoke cloud is entirely gone, leaving unobstructed sightlines across the courtyard toward the archway and the passages beyond.

chunk 4 00:04.062 - 00:05.062

The toward the viewer's screen-left camera rotation continues through this final window, progressively shifting the pink apartment building and sandbag stacks from the screen-left edge back toward the viewer's screen-left-center and center of the view. The archway passage moves from center toward the viewer's screen-right-center and the screen-right background, while the tan wall and barred window disappear entirely off the screen-right edge. The stone paver ground remains stable as the player continues forward toward the viewer's screen-left movement. No independent player models are visible throughout this window.

  • smoke_cloud count=0; source=unknown, density=unknown; visibility=not_visible/left_view_or_cleared; state=cleared; confidence=medium
    evidence: The archway passage occupies the center background, its wooden beam ceiling and stone support pillars sharply defined now that the smoke cloud has fully dissipated. / The scene is clear and unobstructed, with no smoke or other visual effects interfering with sightlines across the courtyard.
#053 smoke_cloud

opencs2-action-chain-m2391818-de_nuke-r12-p00-f003446

door other_player smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The smoke cloud expands and drifts forward through the double-door opening, progressively reducing visibility into the exterior lane. The red-and-white hazard barrier is intermittently visible through smoke gaps at screen-center. An enemy player model in dark gear appears briefly through the smoke at screen-center screen-right midground. The yellow-orange door panels remain on both sides. No additional player models are clearly visible. Interior green wall fills screen-left and slightly recedes as the view angles right.

  • door count=1; subtype=swing_door_or_unknown, openness=open, integrity=intact; visibility=visible/visible_no_change; state=opened; confidence=high
    evidence: The smoke cloud expands and drifts forward through the double-door opening, progressively reducing visibility into the exterior lane. / The yellow-orange door panels remain on both sides.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=unknown; visibility=partially_visible/entered_view; state=none_observed; confidence=high
    evidence: An enemy player model in dark gear appears briefly through the smoke at screen-center screen-right midground. / Through the smoke, the faint silhouette of an enemy player model in dark tactical gear becomes briefly visible at screen-center screen-right just beyond the door threshold.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=expanding; confidence=medium
    evidence: The smoke cloud expands and drifts forward through the double-door opening, progressively reducing visibility into the exterior lane. / A dense white smoke cloud is already billowing through the door gap, filling the screen-center and screen-right midground and reducing visibility into the exterior lane.

chunk 1 00:01.062 - 00:02.062

The smoke cloud thins somewhat across this window but remains a large white mass at upper-center through the door. The enemy player model in dark tactical gear with an orange patch is visible at screen-center within and beside the smoke. The yellow-orange door panels shift toward the screen edges as the position moves forward. The steel-grate ramp on screen-right becomes more prominent. No additional friendly player models are visible. The red-and-white hazard barrier is partially visible at lower-center.

  • door count=1; subtype=swing_door_or_unknown, openness=open, integrity=intact; visibility=visible/visible_no_change; state=opened; confidence=high
    evidence: The yellow-orange door panels shift toward the screen edges as the position moves forward. / The yellow-orange double-door screen occupies both screen-left and screen-right edges, and the wide exterior lane stretches through the center behind the dissipating but still large white smoke cloud.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=unknown; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The enemy player model in dark tactical gear with an orange patch is visible at screen-center within and beside the smoke. / An enemy player model in dark blue-grey tactical clothing with an orange shoulder patch is clearly visible at screen-center just inside the smoke edge, providing a concrete target reference.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud thins somewhat across this window but remains a large white mass at upper-center through the door. / The yellow-orange double-door screen occupies both screen-left and screen-right edges, and the wide exterior lane stretches through the center behind the dissipating but still large white smoke cloud.

chunk 2 00:02.062 - 00:03.062

The smoke cloud persists at screen-center midground, thinning only slightly. The green concrete wall re-enters screen-left as the player retreats toward the door threshold. The yellow-orange door panels screen both sides of the opening as position oscillates near the doorway. The steel-grate ramp and catwalk grow more prominent on screen-right as the view sweeps toward the viewer's screen-right. No independent player models are clearly visible through the smoke during this window. The red-and-white hazard barrier is consistently visible at screen-center mid-height.

  • door count=1; subtype=swing_door_or_unknown, openness=open, integrity=intact; visibility=visible/entered_view; state=opened; confidence=high
    evidence: The green concrete wall re-enters screen-left as the player retreats toward the door threshold. / At the start, the player is positioned in the exterior lane beyond the double doors, now moving back screen-right and pulling away from the door opening.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No independent player models are clearly visible through the smoke during this window.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud persists at screen-center midground, thinning only slightly. / The smoke cloud occupies screen-center and extends into the midground of the exterior lane, still dense and white, partially masking the far field.

chunk 3 00:03.062 - 00:04.062

The smoke cloud has thinned compared to earlier windows but remains a substantial white mass at screen-center and upper-midground. An enemy player model in dark tactical gear is visible through the smoke at screen-center during the firing phase. The player crouches, lowering the view relative to the door screen. The red-and-white hazard barrier is visible at screen-center. The yellow-orange door panels continue to screen both sides. The far-field Site B reactor canister is not visible through the smoke. No friendly player models are observed.

  • door count=1; subtype=swing_door_or_unknown, openness=open, integrity=intact; visibility=visible/visible_no_change; state=opened; confidence=high
    evidence: The yellow-orange door panels continue to screen both sides. / At the start of this window, the player is positioned back near the interior face of the double doors, with the green concrete wall visible on screen-left and the exterior lane open through the center.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=unknown; visibility=intermittent/visible_then_left_view; state=none_observed; confidence=high
    evidence: An enemy player model in dark tactical gear is visible through the smoke at screen-center during the firing phase. / An enemy player model in dark tactical gear is visible at screen-center through the smoke edge, providing a visible reference through successive shots.
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud has thinned compared to earlier windows but remains a substantial white mass at screen-center and upper-midground. / The smoke cloud still drifts through the door opening at screen-center, though it is thinner than earlier.

chunk 4 00:04.062 - 00:05.062

The player has advanced well into the exterior B-site lane. The Site B nuclear-reactor canister with red stacks and white base is now prominently visible at screen-left as a large near-field prop. The steel-grate floor platforms fill the foreground as the view pitches downward. The smoke cloud is smaller and more diffuse, drifting to screen-center and upper screen-right. The yellow-orange double-door screen has receded out of view behind the player. Yellow floor lane markings and the red-and-white hazard barrier remain visible underfoot. No independent enemy player models are visible in this window.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The yellow-orange double-door screen has receded out of view behind the player.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No independent enemy player models are visible in this window.
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The smoke cloud is smaller and more diffuse, drifting to screen-center and upper screen-right. / The smoke cloud, now smaller and more diffuse, persists at screen-center and upper screen-right midground.
#054 dropped_item

opencs2-action-chain-m2392259-de_anubis-r04-p09-f002809

dropped_item other_player surface_damage
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The environment remains stable with the central fountain, metal staircase, and surrounding walls in view. The enemy CT player model behind the fountain is visible initially and drifts toward the viewer's screen-right as the camera turns toward the viewer's screen-left. Bright sunlight and sharp shadows persist, and the blood stains and dropped rifle near the fountain remain visible at the start. As the view turns toward the viewer's screen-left and upward, more of the upper courtyard architecture and screen-left side structures enter the screen while the enemy model exits screen-right.

  • dropped_item count=1; item_class=rifle, world_state=on_ground; visibility=visible/remained_visible; state=persisting; confidence=high
    evidence: Bright sunlight and sharp shadows persist, and the blood stains and dropped rifle near the fountain remain visible at the start. / The stone tile flooring is bathed in warm afternoon sunlight, casting distinct shadows, and blood splatter stains are visible on the ground near the fountain along with a dropped rifle.
  • other_player count=1; relation=mixed, life_state=alive, motion_state=unknown; visibility=intermittent/visible_then_left_view; state=none_observed; confidence=high
    evidence: The enemy CT player model behind the fountain is visible initially and drifts toward the viewer's screen-right as the camera turns toward the viewer's screen-left. / As the view turns toward the viewer's screen-left and upward, more of the upper courtyard architecture and screen-left side structures enter the screen while the enemy model exits screen-right.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/remained_visible; state=persisting; confidence=medium
    evidence: Bright sunlight and sharp shadows persist, and the blood stains and dropped rifle near the fountain remain visible at the start. / The stone tile flooring is bathed in warm afternoon sunlight, casting distinct shadows, and blood splatter stains are visible on the ground near the fountain along with a dropped rifle.

chunk 1 00:01.062 - 00:02.062

The environment shifts as the toward the viewer's screen-left and downward camera rotation brings the screen-left side staircase, red graffiti-marked wall, and ground-level cover objects to the center. The fountain and screen-right side structures drift off-screen to the viewer's screen-right. The bright sunlight and sharp shadows remain consistent, and the upper courtyard architecture with arched doorways and columns becomes more prominent in the background. Independent player models are not visible.

  • dropped_item count=1; item_class=rifle, world_state=on_ground; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The blood stains and dropped rifle near the fountain are no longer visible due to the camera rotation.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: Independent player models are not visible. / The circular fountain structure is partially visible in the lower screen-right quadrant, and the enemy CT player model is off-screen to the viewer's screen-right.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The blood stains and dropped rifle near the fountain are no longer visible due to the camera rotation.

chunk 2 00:02.062 - 00:03.062

The environment shifts as the toward the viewer's screen-right and downward camera rotation sweeps from the screen-left side staircase and wall back toward the central courtyard floor area. The dropped rifle and blood stains re-enter view from the viewer's screen-right, and the circular fountain structure begins to reappear at the screen-right edge. The bright sunlight and sharp shadows persist, and ground-level detail becomes more prominent. Independent player models are not visible.

  • dropped_item count=1; item_class=rifle, world_state=on_ground; visibility=visible/entered_view; state=none_observed; confidence=high
    evidence: The dropped rifle and blood stains re-enter view from the viewer's screen-right, and the circular fountain structure begins to reappear at the screen-right edge. / The dropped rifle on the ground near the fountain re-enters the screen from the viewer's screen-right as the camera rotation proceeds.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: Independent player models are not visible. / Independent player models are not visible in this window.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/entered_view; state=persisting; confidence=medium
    evidence: The dropped rifle and blood stains re-enter view from the viewer's screen-right, and the circular fountain structure begins to reappear at the screen-right edge. / Blood splatter stains on the floor tiles become visible again as the view sweeps across the central courtyard.

chunk 3 00:03.062 - 00:04.062

The environment shifts as the toward the viewer's screen-left and upward camera rotation brings the central fountain and enemy CT player model back to screen-center. The dropped rifle drifts to the lower screen-right corner, and the upper courtyard architecture with arched doorways and columns becomes more prominent. The bright sunlight and sharp shadows persist, and the blood stains remain visible on the floor. The enemy player model is visible behind the fountain throughout the firing sequence.

  • dropped_item count=1; item_class=rifle, world_state=on_ground; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The dropped rifle drifts to the lower screen-right corner, and the upper courtyard architecture with arched doorways and columns becomes more prominent. / At the start, the view is oriented downward toward the central courtyard floor tiles with the dropped rifle clearly visible on the ground and blood splatter stains prominent on the stone paving.
  • other_player count=1; relation=mixed, life_state=alive, motion_state=unknown; visibility=visible/entered_view; state=none_observed; confidence=high
    evidence: The environment shifts as the toward the viewer's screen-left and upward camera rotation brings the central fountain and enemy CT player model back to screen-center. / The enemy player model is visible behind the fountain throughout the firing sequence.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/remained_visible; state=persisting; confidence=medium
    evidence: The bright sunlight and sharp shadows persist, and the blood stains remain visible on the floor. / At the start, the view is oriented downward toward the central courtyard floor tiles with the dropped rifle clearly visible on the ground and blood splatter stains prominent on the stone paving.

chunk 4 00:04.062 - 00:05.062

The environment shifts as the toward the viewer's screen-right and downward camera rotation brings more of the screen-right side courtyard structures and ground-level floor into view. The fountain and enemy CT player model drift toward the viewer's screen-left across the screen and remain visible in the left-center screen. The dropped rifle and blood stains persist on the floor tiles, now positioned more toward the lower screen-left. The bright sunlight and sharp shadows remain consistent. Independent player models beyond the single enemy CT are not visible.

  • dropped_item count=1; item_class=rifle, world_state=on_ground; visibility=visible/remained_visible; state=persisting; confidence=high
    evidence: The dropped rifle and blood stains persist on the floor tiles, now positioned more toward the lower screen-left. / Blood stains and the dropped rifle are visible on the ground in the lower screen.
  • other_player count=1; relation=mixed, life_state=alive, motion_state=unknown; visibility=intermittent/visible_then_left_view; state=none_observed; confidence=high
    evidence: The fountain and enemy CT player model drift toward the viewer's screen-left across the screen and remain visible in the left-center screen. / At the start, the view is centered on the circular fountain structure with the enemy CT player model visible crouched behind it, holding a rifle and oriented toward the camera.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/remained_visible; state=persisting; confidence=medium
    evidence: The dropped rifle and blood stains persist on the floor tiles, now positioned more toward the lower screen-left. / Blood stains and the dropped rifle are visible on the ground in the lower screen.
#055 dropped_item

opencs2-action-chain-m2391823-de_dust2-r12-p04-f002438

door dropped_item other_player surface_damage
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The courtyard environment remains largely stable throughout this window. The downed body and dropped weapon persist in the lower-center foreground. The enemy player model near the B doorway at center-midground is visible and appears to shift position slightly. The blood-spattered wall at screen-right stays in screen throughout. No new props or players enter the view. The sandy ground and bright sunlit courtyard are consistent.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The palm tree peeks above the gate structure in the background.
  • dropped_item count=1; item_class=weapon, world_state=on_ground; visibility=visible/visible_no_change; state=persisting; confidence=high
    evidence: The downed body and dropped weapon persist in the lower-center foreground. / A dropped weapon rests on the ground just to screen-left of the body.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/entered_view; state=moving; confidence=high
    evidence: The enemy player model near the B doorway at center-midground is visible and appears to shift position slightly. / Through the B doorway at center, an enemy CT-side player model is visible in the midground, standing and appearing to move near the wooden door screen beside a barrel.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The B doorway drifts toward screen-right and back as the yaw swing occurs. The screen-right side plaster wall with blood splatter grows larger during the toward the viewer's screen-right look, becoming the dominant surface at screen-right. The enemy player model near the B doors briefly moves toward the edge of the screen. The downed body in the foreground remains partially visible. No new environmental elements enter the screen.

  • door count=None; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: By the end of this window the Flashbang is fully drawn and held steady in both hands at the lower screen-right, and the view has partially returned toward the B doors sightline.
  • dropped_item count=0; item_class=unknown, world_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/entered_view; state=moving; confidence=high
    evidence: The enemy player model near the B doors briefly moves toward the edge of the screen. / The enemy CT player model at the B doorway remains visible at center-midground and appears to be moving or turning.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/entered_view; state=persisting; confidence=medium
    evidence: The screen-right side plaster wall with blood splatter grows larger during the toward the viewer's screen-right look, becoming the dominant surface at screen-right. / The view looks toward the B doors courtyard, with the sandy plaster wall at screen-right still prominently in screen and the dark blood splatter mark clearly visible at upper screen-right.

chunk 2 00:02.062 - 00:03.062

The B doorway drifts slightly screen-right during the toward the viewer's screen-right yaw, then returns as the view corrects. The sandy ground becomes more prominent briefly during the downward pitch phase. The enemy player near the B doors remains at center-midground. The downed body stays in the lower foreground. The dropped weapon on the ground is visible to screen-left of the body. No new player models or environmental changes occur.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • dropped_item count=1; item_class=weapon, world_state=on_ground; visibility=visible/entered_view; state=none_observed; confidence=high
    evidence: The dropped weapon on the ground is visible to screen-left of the body.
  • other_player count=1; relation=opponent, life_state=dead, motion_state=unknown; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The enemy player near the B doors remains at center-midground. / The downed body is visible in the lower foreground, and the enemy player model is still present near the B doorway at center-midground.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium

chunk 3 00:03.062 - 00:04.062

The B doorway and the enemy player model drift toward screen-right as the toward the viewer's screen-left yaw turns occur, then re-center somewhat. The muzzle flash briefly illuminates the lower foreground near the barrel tip. The downed body and dropped weapon remain in the foreground. The enemy player near the B doors reacts to the shot. The blood-spattered wall at screen-right remains in screen throughout.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • dropped_item count=1; item_class=weapon, world_state=on_ground; visibility=visible/visible_no_change; state=persisting; confidence=high
    evidence: The downed body and dropped weapon remain in the foreground.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/entered_view; state=moving; confidence=high
    evidence: The B doorway and the enemy player model drift toward screen-right as the toward the viewer's screen-left yaw turns occur, then re-center somewhat. / The enemy player near the B doors reacts to the shot.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium

chunk 4 00:04.062 - 00:05.062

The B doorway and the visible courtyard geometry drift toward screen-left as the strafes toward the viewer's screen-right proceeds. The screen-right side plaster wall with blood splatter grows to fill more of the screen-right area as the player moves laterally. The enemy player that was near the B doors appears to move further away or step back inside. The downed body in the foreground remains consistently visible. No new player models or environmental changes enter the screen.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • dropped_item count=0; item_class=unknown, world_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=intermittent/visible_then_left_view; state=moving; confidence=high
    evidence: The enemy player that was near the B doors appears to move further away or step back inside. / The enemy player model that was previously near the B doorway has now moved or retreated, appearing further away or partially into the doorframe.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/entered_view; state=persisting; confidence=medium
    evidence: The screen-right side plaster wall with blood splatter grows to fill more of the screen-right area as the player moves laterally.
#056 dropped_item

opencs2-action-chain-m2391808-de_nuke-r12-p06-f002526

door dropped_item other_player surface_damage
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

At the start the bombsite far wall with its red B-sign doorway and white roll-up door are centered in the view, providing a long sightline. As movement carries the perspective forward toward the viewer's screen-left, the large orange hazmat container on screen-left grows nearer and begins to occlude the far doorway sightline. The gray corrugated storage crate adjacent to the orange container enters the midground. No independent player models are visible in this window.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: The midground reveals the wide B-bombsite interior: green-painted walls screen the space on screen-left and screen-right, and the distant far wall shows the red double-door entrance to the bombsite with a red 'B' callout sign above it at screen-center. / A large white roll-up loading bay door sits to screen-right of that entrance.
  • dropped_item count=0; item_class=unknown, world_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No independent player models are visible in this window. / No independent player models are visible.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The orange hazmat container completely dominates screen-right, its caution stickers in close view. The ramp with yellow safety railings is visible at screen-left. A CT-side enemy player model crouches at screen-left beside the container. Hit sparks and blood spray appear on the container face and the enemy model respectively. The muzzle flash produces a warm orange-red light bloom across the near environment, altering the ambient tone.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • dropped_item count=0; item_class=unknown, world_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=1; relation=opponent, life_state=alive, motion_state=unknown; visibility=visible/entered_view; state=none_observed; confidence=high
    evidence: A CT-side enemy player model crouches at screen-left beside the container. / Hit sparks and blood spray appear on the container face and the enemy model respectively.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

The orange container recedes toward screen-right as a pan toward the viewer's screen-left opens the ramp area. The fallen enemy model and dropped weapon are visible at screen-left near the base of the container. The ramp with yellow safety railings comes fully into view at screen-center. The B-site lower wall with its red B-sign is visible below. The orange-red light bloom from firing dissipates, returning to neutral fluorescent lighting.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • dropped_item count=1; item_class=weapon, world_state=on_ground; visibility=visible/entered_view; state=none_observed; confidence=high
    evidence: The fallen enemy model and dropped weapon are visible at screen-left near the base of the container.
  • other_player count=1; relation=opponent, life_state=dead, motion_state=unknown; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The fallen enemy model and dropped weapon are visible at screen-left near the base of the container. / The enemy CT player model is visible slumping at screen-left with blood pooling and a weapon dropping to the floor beside them, showing they have been neutralized.
  • surface_damage count=None; subtypes=['bullet_hole'], freshness=persistent; visibility=visible/entered_view; state=persisting; confidence=medium
    evidence: The orange hazmat container remains at screen-right, its flat painted surface now showing close-range impact marks and the caution sticker visible near center.

chunk 3 00:03.062 - 00:04.062

The ramp descent becomes the dominant environmental feature, with yellow-black safety railings framing the view on both sides and growing closer as the perspective moves forward and downward. The orange container cluster recedes to screen-left and out of screen. A fallen enemy model and blood stain remain visible at screen-left near the ramp wall. A second CT player model appears below at screen-center screen-left near the ramp base. The lower glass-walled corridor becomes visible below at screen-center.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • dropped_item count=0; item_class=unknown, world_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=1; relation=opponent, life_state=dead, motion_state=unknown; visibility=partially_visible/entered_view; state=none_observed; confidence=high
    evidence: A fallen enemy model and blood stain remain visible at screen-left near the ramp wall. / A second CT player model appears below at screen-center screen-left near the ramp base.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/remained_visible; state=persisting; confidence=medium
    evidence: A fallen enemy model and blood stain remain visible at screen-left near the ramp wall. / The orange hazmat container cluster is now off to screen-left and partially out of screen, and a fallen enemy player model with a blood stain on the floor is visible at screen-left near the ramp wall.

chunk 4 00:04.062 - 00:05.062

The environment has fully transitioned from the open B-bombsite floor to a narrow white-walled corridor adjacent to the loading bay. The large white roll-up garage door dominates screen-center at the start and drifts to screen-right as the view sweeps toward the viewer's screen-right. An open gray metal door screen with a connecting corridor appears at screen-center screen-left. The 'Safety helmets must be worn' sign is stable on screen-left. No independent player models are visible in this window.

  • door count=1; subtype=roll_up, openness=open, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=high
    evidence: The large white roll-up garage door dominates screen-center at the start and drifts to screen-right as the view sweeps toward the viewer's screen-right. / An open gray metal door screen with a connecting corridor appears at screen-center screen-left.
  • dropped_item count=0; item_class=unknown, world_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No independent player models are visible in this window.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
#057 dropped_item

opencs2-action-chain-m2391808-de_nuke-r29-p06-f002273

dropped_item other_player surface_damage
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The locker room environment is stable throughout, with the row of light-blue lockers on the viewer-screen-left and the window centered in view. The enemy player model is visible in the exterior alley through the window midway through this window, providing the target for the burst. The blood splatter on the viewer-screen-right column remains visible. No other player models are present inside the room. The muzzle flash briefly illuminates the foreground when the shots fire.

  • dropped_item count=0; item_class=unknown, world_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=1; relation=opponent, life_state=alive, motion_state=stationary; visibility=partially_visible/visible_no_change; state=none_observed; confidence=high
    evidence: The enemy player model is visible in the exterior alley through the window midway through this window, providing the target for the burst. / The exterior alley visible through the window shows a concrete exterior wall, a metal utility box, and a distant figure of an enemy player model standing on the far side.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/remained_visible; state=persisting; confidence=medium
    evidence: The blood splatter on the viewer-screen-right column remains visible. / The viewer-screen-right wall shows a yellow structural column with prominent red-brown blood splatter stains across its surface and onto the adjacent wall panel.

chunk 1 00:01.062 - 00:02.062

The locker room's window and exterior alley view recede toward viewer-screen-left as the player rotates right. The blood-splattered yellow column passes out of the primary view. The interior corridor entrance with yellow structural framing becomes visible toward viewer-screen-right and center. No other player models are visible. The fluorescent interior lighting remains constant and bright throughout.

  • dropped_item count=0; item_class=unknown, world_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view_or_occluded; state=unknown; confidence=medium
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The view has shifted somewhat to the viewer's screen-right compared to, so the window to the exterior alley is now positioned slightly more toward the viewer-screen-left, and the yellow column with blood splatter is moving toward the viewer-screen-right edge. / Blood splatter on the screen-right wall is still visible briefly before the rotation carries it out of screen.

chunk 2 00:02.062 - 00:03.062

The connecting corridor transitions into the wide garage space as the player moves forward. The garage interior becomes progressively more visible, with the blue-framed doorway growing to fill the viewer-screen-center. Red directional A and B signs and a yellow wall-mounted ladder appear on the far wall. A fire extinguisher is mounted on the viewer-screen-right corridor wall. No other player models are visible. Interior fluorescent lighting remains bright and uniform.

  • dropped_item count=0; item_class=unknown, world_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view_or_occluded; state=unknown; confidence=medium
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium

chunk 3 00:03.062 - 00:04.062

The garage interior is fully revealed, with the wide open floor, yellow lane markings, yellow ladder, and red A and B directional signs clearly visible. The player becomes airborne mid-window, causing the environment to tilt as the view pitches down. The floor below and the surrounding walls come into screen. No other live player models are visible. Fluorescent lighting remains bright and even.

  • dropped_item count=0; item_class=unknown, world_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view_or_occluded; state=unknown; confidence=medium
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium

chunk 4 00:04.062 - 00:05.062

The garage floor, maintenance hatch, yellow lane lines, and a dead CT-side player body with a dropped weapon are all visible below during the steep downward pitch while airborne. The yellow structural columns and corrugated metal walls screen the space. As the pitch recovers and the yaw rotates right, the floor recedes and the far wall with doorways comes back into view. No live enemy player models are visible.

  • dropped_item count=1; item_class=mixed, world_state=on_ground; visibility=visible/entered_view; state=none_observed; confidence=high
    evidence: The garage floor, maintenance hatch, yellow lane lines, and a dead CT-side player body with a dropped weapon are all visible below during the steep downward pitch while airborne. / A dead CT-side player body is visible lying on the floor near the maintenance hatch, and a dropped rifle is visible separately on the floor nearby, both in the viewer-screen-center screen-right area of the downward view.
  • other_player count=1; relation=opponent, life_state=dead, motion_state=stationary; visibility=intermittent/visible_then_left_view; state=none_observed; confidence=high
    evidence: The garage floor, maintenance hatch, yellow lane lines, and a dead CT-side player body with a dropped weapon are all visible below during the steep downward pitch while airborne. / A dead CT-side player body is visible lying on the floor near the maintenance hatch, and a dropped rifle is visible separately on the floor nearby, both in the viewer-screen-center screen-right area of the downward view.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
#058 dropped_item

opencs2-action-chain-m2391946-de_overpass-r14-p01-f002299

door dropped_item other_player surface_damage
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The downed enemy model and blood splatter on the fence remain stable on the screen-right midground. The teal bench is briefly visible early at screen-left before concrete wall coverage increases as the view turns toward the viewer's screen-left. The open sky and orange-logo building stay visible at screen-right background. No additional player models are visible. The wooden fence and iron railing maintain their presence along the screen-right edge throughout this window.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • dropped_item count=1; item_class=rifle, world_state=on_ground; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: A downed enemy player model in dark tactical gear lies prone on the sidewalk in the screen-center midground, with a dropped rifle resting near the body.
  • other_player count=1; relation=opponent, life_state=dead, motion_state=stationary; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The downed enemy model and blood splatter on the fence remain stable on the screen-right midground. / A downed enemy player model in dark tactical gear lies prone on the sidewalk in the screen-center midground, with a dropped rifle resting near the body.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The downed enemy model and blood splatter on the fence remain stable on the screen-right midground. / A blood splatter decal marks the wooden fence planks directly behind the downed model at screen-right center.

chunk 1 00:01.062 - 00:02.062

The concrete wall face dominates early screen-left coverage before the toward the viewer's screen-right yaw opens the corridor view again. The transit station entrance pillars and steps become newly visible in the screen-center background as the yaw swings toward the viewer's screen-right. The downed body briefly re-appears in the midground before pillar occlusion. The fence line re-enters screen-right. No additional independent player models visible.

  • door count=1; subtype=gate, openness=open, integrity=intact; visibility=visible/entered_view; state=opened; confidence=high
    evidence: By the end, the view has rotated substantially toward the viewer's screen-right, revealing the opening of the transit station entrance with its concrete steps and partial view of the station interior, including the white tiled wall and the upper edge of the folded security gate.
  • dropped_item count=1; item_class=rifle, world_state=on_ground; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The downed enemy body and dropped rifle are still faintly discernible in the screen-center midground before being partly occluded by pillar geometry as the view turns toward the viewer's screen-right.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view_or_occluded; state=unknown; confidence=medium
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

The station interior becomes the dominant midground feature as the view faces the entrance. The white tiled walls, wooden ceiling overhang, security gate, and steps are all visible. The enemy player model appears and is engaged in the screen-center background. Muzzle flash events illuminate the screen-right foreground repeatedly. No other independent player models are visible. The outdoor corridor geometry is partially occluded by the entrance pillar at screen-right.

  • door count=1; subtype=gate, openness=open, integrity=intact; visibility=visible/visible_no_change; state=opened; confidence=high
    evidence: The white tiled walls, wooden ceiling overhang, security gate, and steps are all visible. / The station interior opens across the screen-left and center: white tiled walls reflect indoor lighting, the horizontal wooden ceiling of the overhang runs across the upper screen-left, and the collapsible diamond-pattern metal security gate stands closed across the screen-left side of the entrance.
  • dropped_item count=0; item_class=unknown, world_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=1; relation=opponent, life_state=alive, motion_state=unknown; visibility=visible/entered_view; state=none_observed; confidence=high
    evidence: The enemy player model appears and is engaged in the screen-center background. / A figure of an enemy player model is visible in the screen-center background inside the station interior, caught in motion against the white tile wall.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium

chunk 3 00:03.062 - 00:04.062

The large concrete pillar at the station entrance moves from midground to close foreground, dominating screen-center and screen-left. The outdoor corridor with its wooden fence and iron railing remains visible to screen-right. Bullet impact and scorch decals on the pillar surface are prominent. The station interior becomes occluded behind the pillar. No additional player models are visible in this window.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • dropped_item count=0; item_class=unknown, world_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view_or_occluded; state=unknown; confidence=medium
  • surface_damage count=None; subtypes=['bullet_hole'], freshness=persistent; visibility=visible/entered_view; state=persisting; confidence=medium
    evidence: Bullet impact and scorch decals on the pillar surface are prominent. / At the start of this window, the first-person view faces the concrete structural pillar at the station entrance, which now fills the screen-center and screen-left in close proximity, the weathered and pitted surface showing bullet impact marks and dark scorch-like graffiti swirls near the top of the pillar face.

chunk 4 00:04.062 - 00:05.062

The concrete pillar transitions from dominant screen-center coverage to near screen-left as the toward the viewer's screen-left yaw opens the outdoor corridor. The wooden fence and iron railing re-emerge at screen-right. The multi-story building with the orange logo is visible in the background at screen-center. Blood splatter on the fence planks is still discernible on the screen-right midground. No additional player models are visible.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • dropped_item count=0; item_class=unknown, world_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view_or_occluded; state=unknown; confidence=medium
  • surface_damage count=None; subtypes=['bullet_hole', 'blood'], freshness=persistent; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: Blood splatter on the fence planks is still discernible on the screen-right midground. / The pillar surface shows extensive weathering with pitted concrete texture and dark bullet impact or paint marks along its center.
#059 dropped_item

opencs2-action-chain-m2391828-de_nuke-r15-p00-f003235

dropped_item surface_damage
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The corridor and its fixed features remain stable. The toward the viewer's screen-left camera turn causes the screen-left wall's air duct, shelving unit, and yellow fire extinguisher (with adjacent white notice placard and scorch marks) to slide toward screen-center, while the screen-right wall's corrugated metal and blue stripe move toward the screen-right edge and partially exit the screen. The yellow-framed doorway and the brighter warehouse ceiling beyond become more prominent and slightly offset to the viewer's screen-right. The discarded rifle and green duffel bag on the viewer's screen-left floor become more centered and clearly visible. No independent player models are present.

  • dropped_item count=1; item_class=rifle, world_state=on_ground; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The discarded rifle and green duffel bag on the viewer's screen-left floor become more centered and clearly visible. / Near the threshold, on the screen-left side of the corridor floor, a discarded rifle lies at an angle, and a green duffel bag is positioned further left against the wall base.
  • surface_damage count=None; subtypes=['scorch'], freshness=persistent; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The toward the viewer's screen-left camera turn causes the screen-left wall's air duct, shelving unit, and yellow fire extinguisher (with adjacent white notice placard and scorch marks) to slide toward screen-center, while the screen-right wall's corrugated metal and blue stripe move toward the screen-right edge and partially exit the screen.

chunk 1 00:01.062 - 00:02.062

The forward movement and slight toward the viewer's screen-right shift cause the yellow-framed doorway to grow larger and closer, moving from slightly right of center toward a more central position. The screen-left wall's air duct, shelving, fire extinguisher, scorch marks, and notice placard slide further toward the screen-left edge and begin to exit the screen. The discarded rifle and green duffel bag on the viewer's screen-left floor pass almost entirely out of view on the screen-left side. The screen-right wall's corrugated metal paneling and horizontal blue stripe re-enter the screen from the screen-right edge and move toward the center screen-right. The warehouse ceiling and interior space beyond the threshold expand in the upper and center portions of the view, revealing more truss structure and fluorescent lighting. No independent player models are visible.

  • dropped_item count=1; item_class=rifle, world_state=on_ground; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The discarded rifle and green duffel bag on the viewer's screen-left floor pass almost entirely out of view on the screen-left side. / On the viewer's screen-left floor area, near the base of the screen-left wall, the discarded rifle and green duffel bag are clearly visible, and further along the screen-left wall a yellow fire extinguisher is mounted above a cluster of dark scorch marks that spread from the floor upward.
  • surface_damage count=None; subtypes=['scorch'], freshness=persistent; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The screen-left wall's air duct, shelving, fire extinguisher, scorch marks, and notice placard slide further toward the screen-left edge and begin to exit the screen. / On the viewer's screen-left floor area, near the base of the screen-left wall, the discarded rifle and green duffel bag are clearly visible, and further along the screen-left wall a yellow fire extinguisher is mounted above a cluster of dark scorch marks that spread from the floor upward.

chunk 2 00:02.062 - 00:03.062

The forward toward the viewer's screen-left diagonal movement carries the viewpoint through the yellow-framed doorway and into the warehouse interior. The doorway screen shifts from center screen-right toward the screen-right edge and then moves out of view. The warehouse ceiling, with its metal truss beams and fluorescent strip lights, expands to fill the upper portion of the screen. The grey concrete floor and yellow tape markings extend deeper into the space. A red storage container appears on the screen-left side of the warehouse floor, and blue-and-white wall paneling is visible on the screen-right side. The screen-left wall of the original corridor, including the air duct, fire extinguisher, and scorch marks, is no longer visible, having passed behind and to the viewer's screen-left of the viewpoint. No independent player models are present.

  • dropped_item count=0; item_class=unknown, world_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • surface_damage count=None; subtypes=['scorch'], freshness=persistent; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The screen-left wall of the original corridor, including the air duct, fire extinguisher, and scorch marks, is no longer visible, having passed behind and to the viewer's screen-left of the viewpoint. / The screen-left wall's silver-grey air duct structure has mostly shifted out of view on the screen-left edge, and the yellow fire extinguisher, white notice placard, and dark scorch marks are no longer prominently visible.

chunk 3 00:03.062 - 00:04.062

The forward movement carries the viewpoint deeper into the warehouse interior. The metal truss ceiling and fluorescent strip lights remain overhead, providing consistent bright illumination. The yellow tape lines on the grey concrete floor extend further into the space and move closer to the viewpoint. The red storage container on the screen-left side of the floor shifts further toward the viewer's screen-left and passes almost entirely out of the screen-left edge of the screen. The blue-and-white wall paneling on the screen-right side becomes more centered and prominent. The yellow-framed doorway, which was behind the viewpoint at the start, is no longer relevant to this segment's visible environment. No independent player models are present.

  • dropped_item count=0; item_class=unknown, world_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium

chunk 4 00:04.062 - 00:05.062

The forward movement carries the viewpoint steadily deeper into the warehouse interior. The yellow tape lines on the grey concrete floor pass beneath and behind the viewpoint, and new floor sections come into view ahead. The metal truss ceiling with fluorescent strip lights remains overhead, providing consistent bright illumination. The blue-and-white wall paneling on the screen-right side shifts from the screen-right edge toward the center screen-right as the yaw rotation toward the viewer's screen-right progresses. The red storage container, which was on the screen-left side in the previous segment, is no longer visible, having passed entirely out of the screen-left edge of the screen. New warehouse features, including additional wall surfaces and floor markings, become visible ahead and to the viewer's screen-left as the forward movement and toward the viewer's screen-right turn combine to reorient the view. No independent player models are present.

  • dropped_item count=0; item_class=unknown, world_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
#060 dropped_item

opencs2-action-chain-m2392211-de_anubis-r05-p01-f002503

door dropped_item other_player
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The environment remains stable with the open courtyard, decorative sandstone pillar, stone steps, wooden door structure, and distant sandstone buildings all in view. The enemy player in dark clothing remains crouched on the steps in the midground throughout. The player's toward the viewer's screen-right and toward the viewer's screen-left strafing combined with camera adjustments cause the pillar, steps, and door structure to shift across the screen. The bright sunlight and fabric canopies overhead remain constant.

  • door count=1; subtype=swing_door_or_unknown, openness=open, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The environment remains stable with the open courtyard, decorative sandstone pillar, stone steps, wooden door structure, and distant sandstone buildings all in view. / A large wooden double-door structure occupies the midground screen-right, and the background features multi-story sandstone buildings with balconies and windows.
  • dropped_item count=0; item_class=unknown, world_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/visible_no_change; state=moving; confidence=high
    evidence: The enemy player in dark clothing remains crouched on the steps in the midground throughout. / An enemy player in dark clothing is crouched on the steps near the base of the balustrade.

chunk 1 00:01.062 - 00:02.062

The environment remains stable with the decorative pillar, stone steps, wooden door structure, and surrounding sandstone architecture all in view. The enemy player continues to be crouched on the steps in the midground. the viewer's screen-left and screen-right strafing during the gunfire burst causes minor lateral shifts in the framing. The bright sunlight and overhead canopies remain constant throughout.

  • door count=1; subtype=swing_door_or_unknown, openness=open, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The environment remains stable with the decorative pillar, stone steps, wooden door structure, and surrounding sandstone architecture all in view. / At the start, the view remains centered on the open courtyard with the decorative sandstone pillar slightly left of center, the enemy player crouched on the stone steps in the midground, and the large wooden door structure occupying the screen-right portion of the screen.
  • dropped_item count=0; item_class=unknown, world_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/visible_no_change; state=moving; confidence=high
    evidence: The enemy player continues to be crouched on the steps in the midground. / At the start, the view remains centered on the open courtyard with the decorative sandstone pillar slightly left of center, the enemy player crouched on the stone steps in the midground, and the large wooden door structure occupying the screen-right portion of the screen.

chunk 2 00:02.062 - 00:03.062

The environment remains stable with the decorative pillar, stone steps, wooden door structure, and surrounding sandstone architecture in view. The enemy player continues to be crouched on the steps. the viewer's screen-left and screen-right strafing combined with the downward and upward camera pitch cause the courtyard floor to become more prominent temporarily, then the pillar and steps return to the central screen. No new geometry enters. The bright sunlight and overhead canopies remain constant.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The environment remains stable with the decorative pillar, stone steps, wooden door structure, and surrounding sandstone architecture in view. / The decorative sandstone pillar is centered in the midground, the enemy player remains crouched on the stone steps, and the large wooden door structure occupies the screen-right portion of the screen.
  • dropped_item count=0; item_class=unknown, world_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=1; relation=opponent, life_state=alive, motion_state=unknown; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The enemy player continues to be crouched on the steps. / The decorative sandstone pillar is centered in the midground, the enemy player remains crouched on the stone steps, and the large wooden door structure occupies the screen-right portion of the screen.

chunk 3 00:03.062 - 00:04.062

The environment remains stable with the decorative pillar, stone steps, wooden door structure, and surrounding sandstone architecture all in view. The enemy player continues to be crouched on the steps in the midground. the viewer's screen-right, left, and strafing toward the viewer's screen-right cause minor lateral shifts in the framing. The bright sunlight and overhead canopies remain constant throughout.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/remained_visible; state=none_observed; confidence=medium
    evidence: The environment remains stable with the decorative pillar, stone steps, wooden door structure, and surrounding sandstone architecture all in view. / The decorative sandstone pillar is centered in the midground, the enemy player remains crouched on the stone steps, and the large wooden door structure occupies the screen-right portion of the screen.
  • dropped_item count=0; item_class=unknown, world_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=1; relation=opponent, life_state=alive, motion_state=unknown; visibility=visible/remained_visible; state=none_observed; confidence=high
    evidence: The enemy player continues to be crouched on the steps in the midground. / The decorative sandstone pillar is centered in the midground, the enemy player remains crouched on the stone steps, and the large wooden door structure occupies the screen-right portion of the screen.

chunk 4 00:04.062 - 00:05.062

The environment changes significantly as the player moves forward while strafing toward the viewer's screen-right and the camera sweeps toward the viewer's screen-right. The decorative pillar and enemy player on the steps shift toward the viewer's screen-left and eventually exit the screen-left edge of the screen. The wooden door structure slides toward the viewer's screen-left and becomes partially visible on the screen-left edge. A dropped AK-47 rifle enters view on the courtyard floor near the center. The screen-right side sandstone wall and colonnade become more prominent on screen-left. The downward camera pitch brings more of the courtyard floor into view. The distant sandstone buildings and fabric canopies remain in the background. The bright sunlight and overhead canopies remain constant.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The wooden door structure slides toward the viewer's screen-left and becomes partially visible on the screen-left edge. / The decorative sandstone pillar is centered in the midground, the enemy player remains crouched on the stone steps, and the large wooden door structure occupies the screen-right portion of the screen.
  • dropped_item count=47; item_class=rifle, world_state=on_ground; visibility=visible/entered_view; state=none_observed; confidence=high
    evidence: A dropped AK-47 rifle enters view on the courtyard floor near the center. / A dropped AK-47 rifle becomes visible on the courtyard floor near the center of the screen, lying on the sandy stone tiles.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=intermittent/visible_then_left_view; state=moving; confidence=high
    evidence: The decorative pillar and enemy player on the steps shift toward the viewer's screen-left and eventually exit the screen-left edge of the screen. / The decorative sandstone pillar is centered in the midground, the enemy player remains crouched on the stone steps, and the large wooden door structure occupies the screen-right portion of the screen.
#061 dropped_item

opencs2-action-chain-m2391808-de_nuke-r16-p01-f002705

door dropped_item
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The rollup door shifts from dominating the screen-right half toward the center screen-left as the view rotates right, revealing more corridor depth forward. The doorway on the viewer's screen-left becomes more prominent in the peripheral view, its metal screen and dark interior increasingly visible. The hazard floor striping angles more steeply as perspective changes. The green wall panels and recessed lighting remain stable on the viewer's screen-left. No other player models are visible.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The view is centered on a narrow industrial corridor, with a massive white horizontal rollup door occupying the entire the screen-right side of the screen, its corrugated metal slats running from floor to ceiling in parallel lines.
  • dropped_item count=0; item_class=unknown, world_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The rollup door continues its toward the viewer's screen-left drift as toward the viewer's screen-right rotation persists, then shifts back slightly toward center during a brief toward the viewer's screen-left view adjustment. The doorway moves more prominently into the viewer's screen-left periphery, then recedes slightly as the view corrects. The ceiling structure becomes more visible during the adjustment. The hazard floor striping angles more steeply, then eases as the view stabilizes. No other player models are visible.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The upper green wall panels and recessed white light fixtures continue along the screen-left side, while the corrugated slats of the rollup door fill much of the left-center screen with their horizontal repetition.
  • dropped_item count=0; item_class=unknown, world_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

The floor and hazard striping become more prominent as the view pitches downward, then the entire scene jerks vertically with each weapon discharge. The rollup door shifts from the viewer's screen-left-center toward center, and the doorway drifts toward the viewer's screen-left as recoil and view adjustments occur. The ceiling structure becomes more visible as the view pitches upward during firing. The lighting remains consistent, though shadows shift with the changing view angle. No other player models are visible.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The hazard striping becomes more prominent and occupies a larger portion of the lower screen, while the upper portions of the rollup door and green wall panels shift upward and partially out of the top edge. / The corrugated door slats now run more steeply across the view, and the upper green panels are barely visible at the top edge.
  • dropped_item count=0; item_class=unknown, world_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 3 00:03.062 - 00:04.062

The corridor scene continues to jerk vertically as the remaining burst shots are fired, with the rollup door and doorway shifting within the screen during recoil cycles. As the weapon switch initiates, the view stabilizes, and the corridor returns to a steady orientation with the rollup door centered and the doorway clearly visible on the viewer's screen-left. The lighting remains consistent, and the floor hazard striping maintains its diagonal pattern. No other player models are visible.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • dropped_item count=0; item_class=unknown, world_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 4 00:04.062 - 00:05.062

The rollup door grows larger and more detailed as the forward movement progresses, shifting slightly toward the viewer's screen-right due to the toward the viewer's screen-left drift. The doorway becomes more prominent and centrally positioned in the left periphery, its interior details gaining definition. The hazard floor striping angles more acutely as perspective changes with the advance. A decorated AK-47 rifle becomes visible on the floor near the door's base, its vivid skin contrasting with the industrial environment. The green wall panels and recessed lighting pass steadily on the viewer's screen-left. No other player models are visible.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: The corridor view is steady and forward-facing, with the white rollup door centered in the screen, its corrugated metal slats running horizontally from floor to ceiling.
  • dropped_item count=1; item_class=rifle, world_state=on_ground; visibility=visible/entered_view; state=none_observed; confidence=high
    evidence: A decorated AK-47 rifle becomes visible on the floor near the door's base, its vivid skin contrasting with the industrial environment. / A red-and-yellow decorated AK-47 rifle skin becomes visible propped or lying on the floor near the base of the rollup door, its vivid colors contrasting sharply with the muted industrial tones of the corridor.
#062 dead_player

opencs2-action-chain-m2392263-de_anubis-r20-p02-f003314

other_player surface_damage
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The environment remains stable as the strafe toward the viewer's screen-right and camera turn reveal more of the screen-right graffiti wall and shift the central temple structure slightly toward the viewer's screen-left in the screen. The enemy player on the temple platform moves laterally from the central staircase area toward the screen-right side of the upper landing. The two downed player models, blood spatter, and architectural features remain static. Lighting and shadows stay consistent.

  • other_player count=3; relation=opponent, life_state=mixed, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The enemy player on the temple platform moves laterally from the central staircase area toward the screen-right side of the upper landing. / The two downed player models, blood spatter, and architectural features remain static.
  • surface_damage count=None; subtypes=['blood'], freshness=new; visibility=visible/visible_no_change; state=appeared; confidence=high
    evidence: The two downed player models, blood spatter, and architectural features remain static. / Two downed player models lie in the immediate foreground: one directly ahead on a decorative rug showing fresh blood spatter, wearing tan tactical gear, and another to the viewer's screen-left near the base of a thick cylindrical sandstone pillar.

chunk 1 00:01.062 - 00:02.062

The toward the viewer's screen-left camera sweep causes the entire environment to rotate toward the viewer's screen-right across the screen: the central temple structure and enemy player shift from center toward the screen-right side, while the columned arcade rotates into prominence on the viewer's screen-left. The enemy continues lateral movement on the upper platform, now appearing on the screen-right portion of the landing. The downed player models remain static but shift toward the viewer's screen-right in the screen due to the camera and strafe combination. No new architectural elements appear; the existing plaza, pillars, temple, and graffiti wall remain visible in different screen positions.

  • other_player count=2; relation=opponent, life_state=mixed, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The toward the viewer's screen-left camera sweep causes the entire environment to rotate toward the viewer's screen-right across the screen: the central temple structure and enemy player shift from center toward the screen-right side, while the columned arcade rotates into prominence on the viewer's screen-left. / The downed player models remain static but shift toward the viewer's screen-right in the screen due to the camera and strafe combination.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

The environment remains largely stable as the weapon switch unfolds. The downward camera pitch emphasizes the foreground plaza floor and the downed player model on the rug. The enemy player continues moving laterally on the upper temple platform, now positioned near the screen-right side of the elevated landing. The columned arcade on the viewer's screen-left and the temple structure on the viewer's screen-right stay in consistent screen positions, with no new architectural elements entering view. Lighting and shadows remain unchanged.

  • other_player count=2; relation=opponent, life_state=mixed, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The downward camera pitch emphasizes the foreground plaza floor and the downed player model on the rug. / The enemy player continues moving laterally on the upper temple platform, now positioned near the screen-right side of the elevated landing.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium

chunk 3 00:03.062 - 00:04.062

The toward the viewer's screen-right camera sweep causes the temple structure and enemy player to shift toward the viewer's screen-left across the screen, while the graffiti wall rotates into prominence on the viewer's screen-right and the columned arcade slides out toward the screen-left edge. Forward movement brings the viewpoint closer to the temple steps and the downed player models, making the foreground floor and blood-stained rug more prominent. The increased downward pitch emphasizes the ground plane. The enemy continues lateral movement on the upper platform, now appearing on the screen-left side due to the camera rotation. No new environmental features enter view; the existing plaza, temple, and architectural elements remain visible in shifted positions.

  • other_player count=2; relation=opponent, life_state=mixed, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The toward the viewer's screen-right camera sweep causes the temple structure and enemy player to shift toward the viewer's screen-left across the screen, while the graffiti wall rotates into prominence on the viewer's screen-right and the columned arcade slides out toward the screen-left edge. / Forward movement brings the viewpoint closer to the temple steps and the downed player models, making the foreground floor and blood-stained rug more prominent.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/entered_view; state=persisting; confidence=medium
    evidence: The forward movement has brought the viewpoint noticeably closer to the temple steps and the downed player models, with the foreground rug and blood spatter more prominent due to the increased downward pitch.

chunk 4 00:04.062 - 00:05.062

The forward movement brings the viewpoint very close to the base of the temple staircase, making the foreground downed player model, blood-stained rug, and stone floor increasingly prominent and detailed. The elevated temple structure, enemy player on the upper platform, and graffiti wall remain visible but are now viewed from a much closer, lower vantage point. The forward advance stops and briefly reverses near the end, stabilizing the position. The enemy continues lateral movement on the upper screen-left of the temple platform throughout. No new architectural features appear; the environment remains the same plaza and temple complex viewed from progressively closer range.

  • other_player count=2; relation=opponent, life_state=mixed, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The forward movement brings the viewpoint very close to the base of the temple staircase, making the foreground downed player model, blood-stained rug, and stone floor increasingly prominent and detailed. / The elevated temple structure, enemy player on the upper platform, and graffiti wall remain visible but are now viewed from a much closer, lower vantage point.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
#063 dead_player

opencs2-action-chain-m2391954-de_overpass-r15-p03-f001722

other_player surface_damage
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The view sweeps from the Biergarten gateway and green sign toward the viewer's screen-left, revealing the blood-stained ATM kiosk, planter box, and security booth. The standing CT player model near the gateway moves toward the viewer's screen-left across the plaza. The downed CT model on screen-right remains static. Lighting stays bright and directional, with sharp shadows on the pavement. Blood decals persist on the ground and kiosk surfaces.

  • other_player count=2; relation=opponent, life_state=mixed, motion_state=moving; visibility=partially_visible/visible_no_change; state=moving; confidence=high
    evidence: The standing CT player model near the gateway moves toward the viewer's screen-left across the plaza. / A downed CT player model lies on the pavement near a metal crowd-control barrier on screen-right, partially visible in the distance.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The beige concrete plaza stretches forward, marked by dark blood spatter near the center and additional staining closer to the screen-left edge.

chunk 1 00:01.062 - 00:02.062

The view sweeps toward the viewer's screen-right from the ATM kiosk back toward the central plaza and security booth. The standing CT player model moves from the middle screen-left area near the booth toward the center, then right. The kiosk and planter drift toward the viewer's screen-left out of center screen, while the Biergarten gateway and green sign reenter from the viewer's screen-right. Lighting remains bright and directional. Blood decals on the kiosk and pavement persist. The downed CT model is not visible in this window.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/visible_no_change; state=moving; confidence=high
    evidence: The standing CT player model moves from the middle screen-left area near the booth toward the center, then right. / A standing CT player model is visible in the middle distance near the booth, moving toward the viewer's screen-right across the tiles.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

The view sweeps toward the viewer's screen-right from the security booth and planter back toward the Biergarten gateway and green sign. The standing CT player model near the booth moves toward the viewer's screen-left relative to the screen as the camera rotates. The downed CT model near the metal barrier reappears on screen-right. The kiosk and planter drift toward the viewer's screen-left out of screen. Lighting remains bright and directional, with sharp shadows on the pavement. Blood decals persist on the ground and sign base.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/visible_no_change; state=moving; confidence=high
    evidence: The standing CT player model near the booth moves toward the viewer's screen-left relative to the screen as the camera rotates. / A standing CT player model is visible near the booth, moving toward the viewer's screen-right.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/entered_view; state=persisting; confidence=medium
    evidence: The beige concrete tiles extend forward, marked by blood spatter and shadowed by the booth and surrounding structures.

chunk 3 00:03.062 - 00:04.062

The view sweeps toward the viewer's screen-right from the Biergarten gateway toward the screen-right side barrier and downed CT model, then back screen-left briefly, before resuming toward the viewer's screen-right rotation. The green sign drifts toward the viewer's screen-left, and the ATM kiosk reappears at the far screen-left edge. The standing CT player model near the gateway shifts toward the viewer's screen-left relative to the screen. The downed CT model on screen-right becomes more prominent. Lighting remains bright and directional. Blood decals on the pavement and sign base persist.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/visible_no_change; state=moving; confidence=high
    evidence: The standing CT player model near the gateway shifts toward the viewer's screen-left relative to the screen. / A standing CT player model is partially visible near the gateway in the middle distance.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The beige concrete plaza tiles stretch forward, marked by blood spatter near the sign base and across the pavement.

chunk 4 00:04.062 - 00:05.062

The view sweeps toward the viewer's screen-right, then left, then right again, panning across the plaza from the screen-right side barrier area toward the ATM kiosk and planter, then back toward the central plaza and security booth. The green sign exits and reenters screen on the viewer's screen-left. The standing CT player model near the kiosk area moves toward the viewer's screen-right relative to the screen as the camera rotates. The downed CT model exits screen as the view lifts and turns. Lighting remains bright and directional. Blood decals on the pavement persist where visible.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/entered_view; state=moving; confidence=high
    evidence: The standing CT player model near the kiosk area moves toward the viewer's screen-right relative to the screen as the camera rotates. / A standing CT player model becomes visible in the middle distance near the ATM kiosk and planter box area, moving across the plaza.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The view is angled downward, emphasizing the beige concrete pavement marked by blood spatter and the downed CT model lying on the ground screen-right near the metal crowd-control barrier.
#064 dead_player

opencs2-action-chain-m2391818-de_nuke-r08-p07-f000310

door other_player
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The B anteroom corridor remains stable with both friendly player models ahead moving through the blue-framed doorway into the locker corridor. The B-site sign is prominent on screen-left and the wayfinding panel stays visible on screen-right. The locker corridor entrance becomes slightly more centered as the player advances forward. No enemies are visible. The rollup doorway deeper in the locker corridor is not yet visible. Lighting is consistent and even throughout this window.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=2; relation=teammate, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The B anteroom corridor remains stable with both friendly player models ahead moving through the blue-framed doorway into the locker corridor. / Two T-side friendly player models are visible in the midground, both moving ahead through the blue-framed doorway into the locker-style corridor beyond.

chunk 1 00:01.062 - 00:02.062

The player has moved into the locker corridor, leaving the B anteroom behind. The blue doorframe is now behind and the gray rollup shutter doorway to the ramp area is ahead at screen-center. The wayfinding sign on screen-right is closer and more readable. Two friendly models remain visible and ahead. The far room beyond the rollup door is beginning to be revealed but remains mostly occluded. No enemies are visible yet. Lighting remains bright and uniform.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=2; relation=teammate, life_state=alive, motion_state=moving; visibility=visible/entered_view; state=moving; confidence=high
    evidence: Two friendly models remain visible and ahead. / Two friendly T-side player models remain in the midground, moving ahead down the corridor.

chunk 2 00:02.062 - 00:03.062

The player is now at the threshold of the rollup doorway leading into the ramp-access room. The locker corridor walls narrow to the door screen. The industrial ramp room opens ahead revealing orange hazard crates, a yellow structural column, green and red far walls, and a distant B-site sign. One friendly model is partially visible through the doorway and another appears near screen-right. An additional figure is visible jumping or climbing on a surface in the far room. Lighting shifts from corridor fluorescents to the slightly dimmer industrial ambient of the ramp room.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: The screen-left side of the view is dominated by the large gray rollup shutter screen and a portion of the blue door column, while the screen-right red wall carries the navigation sign listing Control Room, Ramp Access, Trophy Room, and Vending. / Then, as movement shifts to a strafe toward the viewer's screen-left, the screen-left portion of the view expands, pulling the gray rollup shutter screen further toward screen-right while the blue door column becomes more prominent at screen-left.
  • other_player count=1; relation=mixed, life_state=alive, motion_state=moving; visibility=partially_visible/entered_view; state=moving; confidence=high
    evidence: One friendly model is partially visible through the doorway and another appears near screen-right. / The friendly model ahead is briefly occluded by the door screen geometry.

chunk 3 00:03.062 - 00:04.062

The player has entered the ramp-access room and the environment opens up considerably compared to the locker corridor. The screen-left rollup shutter wall is prominent. Friendly models are present at center and screen-right midground. An enemy model appears airborne at screen-center through the connecting doorway. Muzzle flash from the AK-47 begins illuminating the foreground. A second enemy is partially visible further into the far room. Blood decals begin appearing on the floor near the enemies. The navigation sign on screen-right remains visible.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=2; relation=mixed, life_state=alive, motion_state=moving; visibility=visible/entered_view; state=moving; confidence=high
    evidence: Friendly models are present at center and screen-right midground. / An enemy model appears airborne at screen-center through the connecting doorway.

chunk 4 00:04.062 - 00:05.062

The ramp-access room remains the active space. Muzzle flash continues into the early portion of this window before the burst concludes. Blood and debris decals are prominent on the tile floor near screen-center. One enemy model collapses to the floor during this window, visible as a body lying near the far doorway. A second CT-side enemy is visible further into the industrial room beyond. The friendly model at screen-right partially occludes the deeper targets. The rollup shutter on screen-left and the navigation sign on screen-right remain stable. A smoke or haze effect from the final shots briefly obscures the muzzle area.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=2; relation=mixed, life_state=mixed, motion_state=collapsing; visibility=partially_visible/remained_visible; state=collapsed; confidence=high
    evidence: One enemy model collapses to the floor during this window, visible as a body lying near the far doorway. / The friendly model at screen-right partially occludes the deeper targets.
#065 dead_player

opencs2-action-chain-m2391823-de_nuke-r08-p09-f003036

other_player
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The corridor's the screen-left wall with white panels and blue stripe moves more prominently into view as the player advances and turns toward the viewer's screen-left, while the screen-right wall's curved ducts shift toward the screen edge and then rotate back toward center as the view sweeps toward the viewer's screen-right. The overhead crane structure drifts overhead and then shifts toward the viewer's screen-left in the upper screen. The standing CT agent and deceased model on the floor change position relative to the moving viewpoint, and the yellow-framed doorway becomes more visible. The floor stripes shift downward and appear to tilt as the player moves forward and becomes airborne. Lighting and the overall industrial atmosphere remain stable.

  • other_player count=2; relation=opponent, life_state=mixed, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The standing CT agent and deceased model on the floor change position relative to the moving viewpoint, and the yellow-framed doorway becomes more visible. / The gray concrete floor features yellow hazard stripes down the center, and a deceased CT-side player model lies motionless on the ground in the middle distance.

chunk 1 00:01.062 - 00:02.062

The screen-left wall with white panels and yellow-framed doorway rotates toward the screen center as the view turns toward the viewer's screen-left, then shifts back toward the screen-left edge as the view turns toward the viewer's screen-right. The screen-right wall's curved ducts shift toward the screen-right edge and then rotate back toward the center. The overhead crane structure becomes more prominent in the upper screen as the view pitches upward. The deceased CT model on the floor and the standing CT agent shift position relative to the moving and turning viewpoint, with the deceased model moving toward the screen-left side of the screen and the standing agent remaining visible in the screen-left area. The floor stripes shift upward as the player moves backward, creating the appearance of the environment advancing. Muzzle flash effects briefly illuminate the scene during the firing sequence, and lighting remains stable overall.

  • other_player count=2; relation=opponent, life_state=mixed, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The deceased CT model on the floor and the standing CT agent shift position relative to the moving and turning viewpoint, with the deceased model moving toward the screen-left side of the screen and the standing agent remaining visible in the screen-left area. / The gray concrete floor with yellow hazard stripes extends forward, and a deceased CT-side player model lies on the ground in the middle distance.

chunk 2 00:02.062 - 00:03.062

The screen-right wall's curved metallic ducts rotate further toward the screen center and occupy more of the center and the viewer's screen-right as the view continues turning toward the viewer's screen-right. The screen-left wall's white panels slide more toward the screen-left edge and become less prominent. The overhead crane structure shifts toward the viewer's screen-left in the upper screen and becomes more visible in the upper screen-left quadrant. The translucent ceiling panels and upper catwalk become more prominent as the view pitches downward and then upward. The deceased CT model on the floor and the standing CT agent shift position relative to the moving and turning viewpoint, with both models moving toward the screen-left side of the screen. The floor appears to drop away slightly as the player becomes airborne, and the surrounding geometry shifts as the player's trajectory carries them forward. Lighting remains stable with warm industrial tones.

  • other_player count=2; relation=opponent, life_state=mixed, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The deceased CT model on the floor and the standing CT agent shift position relative to the moving and turning viewpoint, with both models moving toward the screen-left side of the screen. / The gray concrete floor with yellow hazard stripes extends forward, and a deceased CT-side player model lies on the ground in the left-center area.

chunk 3 00:03.062 - 00:04.062

The screen-right wall's curved metallic ducts continue rotating toward the screen center and then shift back toward the screen-right edge as the view turns toward the viewer's screen-right and then left. The screen-left wall's white panels slide toward and then away from the screen-left edge, becoming less and then more prominent. The overhead crane structure shifts further toward the viewer's screen-left and then adjusts position as the view rotates. The translucent ceiling panels and upper catwalk become more visible as the view pitches upward. The deceased CT model on the floor and the standing CT agent shift position relative to the moving and turning viewpoint, remaining in the screen-left area of the screen. The floor appears to drop away as the player becomes airborne at the start, then rises back as the player lands, and then drops away again as the player becomes airborne at the end. Lighting remains stable with warm industrial tones.

  • other_player count=2; relation=opponent, life_state=mixed, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The deceased CT model on the floor and the standing CT agent shift position relative to the moving and turning viewpoint, remaining in the screen-left area of the screen. / A deceased CT-side player model lies on the floor in the screen-left area, and a living CT-side agent in a tan uniform is visible in the far-the screen-left portion of the screen.

chunk 4 00:04.062 - 00:05.062

The floor appears distant as the player remains airborne at the start, then rises back as the player lands, and then drops away again as the player becomes airborne at the end. The screen-right wall's curved metallic ducts drift toward the screen center as the player strafes toward the viewer's screen-left, then toward the screen-right edge as the view turns toward the viewer's screen-left. The screen-left wall's white panels move toward the screen-left edge and then rotate more toward the center. The overhead crane structure shifts and becomes more centered in the upper screen as the view turns toward the viewer's screen-left. The translucent ceiling panels and upper catwalk remain visible throughout. The deceased CT model on the floor and the standing CT agent shift position relative to the moving and turning viewpoint, with the deceased model moving toward the viewer's screen-left-center area and the standing agent remaining in the screen-left portion of the screen. The floor stripes shift downward as the player advances in a forward strafe. Lighting remains stable with warm industrial tones.

  • other_player count=2; relation=opponent, life_state=mixed, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The deceased CT model on the floor and the standing CT agent shift position relative to the moving and turning viewpoint, with the deceased model moving toward the viewer's screen-left-center area and the standing agent remaining in the screen-left portion of the screen. / A deceased CT-side player model lies on the floor in the screen-left area, and a living CT-side agent in a tan uniform is visible in the screen-left portion of the screen.
#066 dead_player

opencs2-action-chain-m2391823-de_dust2-r14-p09-f001977

other_player surface_damage
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The lane environment is stable throughout this window. The two barrels and utility pole remain fixed at screen-center. The CT opponent at screen-left is consistently visible, crouching and shifting posture. The plaster wall at screen-right shows no change. The limestone tile floor is fully lit. No additional player models enter the view. The forward toward the viewer's screen-left movement brings the barrel cluster marginally closer and reveals a slightly wider angle of the screen-left side building facade.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/entered_view; state=moving; confidence=high
    evidence: The CT opponent at screen-left is consistently visible, crouching and shifting posture. / At screen-left in the midground, a CT-side opponent is crouching low, their dark outfit and helmet clearly distinguishable against the pale limestone tile floor.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The forward strafe toward the viewer's screen-left and yaw-left rotation together cause the barrel cluster to migrate from screen-center toward screen-right, while the screen-left building facades become more prominent in the center of the view. The A-site directional sign on the plaster wall becomes more clearly readable as the view sweeps. The CT opponent remains visible at screen-left, now more centrally positioned relative to the overall view due to the rotation. No new player models enter the screen.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/entered_view; state=moving; confidence=high
    evidence: The CT opponent remains visible at screen-left, now more centrally positioned relative to the overall view due to the rotation. / The CT-side opponent at screen-left has shifted posture compared to the opening window — they appear to be moving or standing more upright, holding a rifle, and their position relative to the barrels has changed slightly as the forward toward the viewer's screen-left movement continues to close the gap.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

The gun discharge produces a momentary muzzle flash at screen-right foreground and a vivid blood splash on the CT opponent at screen-left, with a secondary blood splatter appearing on the building wall behind the opponent. These are the primary environmental changes in this window. The barrel cluster and pole remain stable as physical objects but drift toward screen-left in the view due to the viewer's screen-right-strafe movement. The A-site sign on the screen-right wall remains visible. No new player models enter the screen.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/entered_view; state=moving; confidence=high
    evidence: The gun discharge produces a momentary muzzle flash at screen-right foreground and a vivid blood splash on the CT opponent at screen-left, with a secondary blood splatter appearing on the building wall behind the opponent. / The CT-side opponent stands in the midground at screen-left, now more upright and moving, their backlit silhouette distinct against the pale lane floor and shadowed building wall behind them.
  • surface_damage count=None; subtypes=['blood'], freshness=new; visibility=visible/entered_view; state=appeared; confidence=high
    evidence: The gun discharge produces a momentary muzzle flash at screen-right foreground and a vivid blood splash on the CT opponent at screen-left, with a secondary blood splatter appearing on the building wall behind the opponent. / Simultaneously, a vivid red blood splash erupts on the CT opponent's torso at screen-left, confirming the hit against the opponent's body, and a matching red blood splatter appears on the building wall behind them.

chunk 3 00:03.062 - 00:04.062

The most significant change is the CT opponent's transition from a wounded standing posture to a fallen body on the lane floor at screen-left, with a growing blood pool on the tile and a large blood splatter on the wall behind them. The barrel cluster and pole remain stable but shift position within the view due to lateral and forward movement. The A-site sign on the screen-right wall becomes re-centered as the yaw-right rotation brings it back into view. No new player models appear.

  • other_player count=1; relation=opponent, life_state=dead, motion_state=collapsing; visibility=visible/visible_no_change; state=collapsed; confidence=high
    evidence: The most significant change is the CT opponent's transition from a wounded standing posture to a fallen body on the lane floor at screen-left, with a growing blood pool on the tile and a large blood splatter on the wall behind them. / The CT opponent is now in a severely wounded state at screen-left — their body has slumped heavily, and they are falling or already fallen near the base of the screen-left side buildings, with blood pooling on the pale tile floor beneath them and a large red splatter spread across the wall behind.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The most significant change is the CT opponent's transition from a wounded standing posture to a fallen body on the lane floor at screen-left, with a growing blood pool on the tile and a large blood splatter on the wall behind them. / By the end of this window, the fallen opponent's body with its blood pool is visible at screen-left on the lane floor, the barrel cluster is near screen-center, the plaster wall fills screen-right, and the view is angled slightly downward toward the lane floor in front of the player.

chunk 4 00:04.062 - 00:05.062

The primary change is the appearance of the Butterfly Knife in the foreground as the weapon switch completes, fully replacing the Desert Eagle in the viewmodel. The lane environment has advanced past the barrel cluster and utility pole, which are no longer visible. The A-Short staircase and ledge are now at screen-right. The fallen opponent's body and blood pool remain visible at screen-left. A yaw-left rotation reveals more of the screen-left side building facades. The player goes airborne near the end, causing a brief view bob.

  • other_player count=1; relation=opponent, life_state=dead, motion_state=unknown; visibility=visible/remained_visible; state=none_observed; confidence=high
    evidence: The fallen opponent's body and blood pool remain visible at screen-left. / The fallen opponent's body is on the lane floor at screen-left with the blood pool still visible.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/remained_visible; state=persisting; confidence=medium
    evidence: The fallen opponent's body and blood pool remain visible at screen-left. / The fallen opponent's body is on the lane floor at screen-left with the blood pool still visible.
#067 dead_player

opencs2-action-chain-m2391946-de_dust2-r19-p03-f003194

door other_player surface_damage
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The courtyard remains fully visible and stable throughout, with bright sunlight casting sharp shadows across the dirt floor. The canvas-draped scaffold on screen-left, the central arched tunnel, and the garage door on screen-right maintain their relative positions as the view rotates gently screen-left during the firing sequence. The two downed bodies and the standing player model near the garage door remain stationary and clearly visible. No environmental changes occur; the scene reflects the immediate aftermath of prior combat.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/remained_visible; state=none_observed; confidence=medium
    evidence: The canvas-draped scaffold on screen-left, the central arched tunnel, and the garage door on screen-right maintain their relative positions as the view rotates gently screen-left during the firing sequence. / The two downed bodies and the standing player model near the garage door remain stationary and clearly visible.
  • other_player count=3; relation=unknown, life_state=mixed, motion_state=stationary; visibility=visible/remained_visible; state=none_observed; confidence=high
    evidence: The two downed bodies and the standing player model near the garage door remain stationary and clearly visible.
  • surface_damage count=None; subtypes=['bullet_hole'], freshness=persistent; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: Straight ahead, the broad arched tunnel entrance beckons with shadowed depth, flanked by stucco walls pocked with bullet holes and weathering.

chunk 1 00:01.062 - 00:02.062

As the weapon transitions, the courtyard sweeps steadily toward the viewer's screen-left and the view tilts downward then upward, causing the upper architecture and sky to dominate briefly before the horizon recenters. The canvas scaffold on screen-left moves more prominently into screen, while the archway drifts toward screen-right and grows slightly closer due to forward motion. The garage door and standing player model shift deeper into the viewer's screen-right periphery. The two downed bodies remain visible on the ground, their positions stable relative to the moving viewpoint. The bright sunlight and sharp shadows remain constant.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The garage door and standing player model shift deeper into the viewer's screen-right periphery. / The courtyard fills the screen unobstructed for a fraction of a second: the canvas-draped scaffold barrier dominates screen-left, the arched tunnel entrance sits directly ahead with its shadowed interior, and the corrugated garage door occupies screen-right.
  • other_player count=1; relation=unknown, life_state=alive, motion_state=stationary; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The garage door and standing player model shift deeper into the viewer's screen-right periphery.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

As the weapon transitions back to the AK-47, the courtyard sweeps toward the viewer's screen-right and the view tilts upward, lifting the horizon and filling the top screen with rooflines, utility poles, and sky. The canvas scaffold on screen-left slides partially out of view, while the archway drifts back toward screen-center and grows noticeably closer due to continued forward motion. The garage door and standing player model move more prominently into the screen-right side. The two downed bodies remain visible on the ground, their positions stable. The bright sunlight and sharp shadows persist, and the packed dirt floor flows smoothly backward beneath the camera during the airborne phase.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The garage door and standing player model move more prominently into the screen-right side. / The courtyard spreads wide before the player: the canvas-draped scaffold barrier fills the screen-left side, the arched tunnel entrance sits slightly right of center, and the corrugated garage door is visible in the right periphery.
  • other_player count=3; relation=unknown, life_state=mixed, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The garage door and standing player model move more prominently into the screen-right side. / The two downed bodies remain on the dirt floor, and the standing player model near the garage door is still present.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium

chunk 3 00:03.062 - 00:04.062

The courtyard geometry shifts dynamically as the view rotates and the player strafes rapidly. The canvas scaffold on screen-left slides incrementally in and out of the screen edge, while the archway oscillates gently between slight screen-left and slight screen-right positions. The garage door and standing player model shift correspondingly on the screen-right side, moving more prominently into view and then receding slightly as the lateral strafing continues. The two downed bodies remain visible on the dirt floor, their positions stable relative to the moving viewpoint. The view also tilts downward gradually, lowering the horizon and bringing the upper architecture down from the top screen, restoring a more natural mid-screen composition.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The garage door and standing player model shift correspondingly on the screen-right side, moving more prominently into view and then receding slightly as the lateral strafing continues. / The courtyard spreads before the player: the canvas-draped scaffold barrier is partially visible on the screen-left edge, the arched tunnel entrance sits near screen-center and noticeably closer than, and the corrugated garage door occupies the screen-right side with the standing player model still visible nearby.
  • other_player count=1; relation=unknown, life_state=alive, motion_state=moving; visibility=partially_visible/visible_no_change; state=moving; confidence=high
    evidence: The garage door and standing player model shift correspondingly on the screen-right side, moving more prominently into view and then receding slightly as the lateral strafing continues. / The courtyard spreads before the player: the canvas-draped scaffold barrier is partially visible on the screen-left edge, the arched tunnel entrance sits near screen-center and noticeably closer than, and the corrugated garage door occupies the screen-right side with the standing player model still visible nearby.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium

chunk 4 00:04.062 - 00:05.062

The courtyard geometry shifts dynamically as the view rotates toward the viewer's screen-right and tilts upward while the player strafes and advances forward. The canvas scaffold on screen-left slides partially in and out of view, while the archway oscillates gently and grows noticeably larger and closer as the player approaches. The garage door and standing player model move more prominently into the viewer's screen-right during the toward the viewer's screen-right rotation. The two downed bodies remain visible on the dirt floor, their positions stable but appearing to shift lower in the screen as the upward pitch increases. The bright sunlight and sharp shadows persist, and the packed dirt floor flows smoothly backward beneath the camera as forward momentum builds.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: The garage door and standing player model move more prominently into the viewer's screen-right during the toward the viewer's screen-right rotation. / The courtyard spreads before the player: the canvas-draped scaffold barrier is visible on the screen-left edge, the arched tunnel entrance sits near screen-center and appears closer than earlier in the sequence, and the corrugated garage door occupies the screen-right side with the standing player model still visible nearby.
  • other_player count=1; relation=unknown, life_state=alive, motion_state=moving; visibility=visible/entered_view; state=moving; confidence=high
    evidence: The garage door and standing player model move more prominently into the viewer's screen-right during the toward the viewer's screen-right rotation. / The courtyard spreads before the player: the canvas-draped scaffold barrier is visible on the screen-left edge, the arched tunnel entrance sits near screen-center and appears closer than earlier in the sequence, and the corrugated garage door occupies the screen-right side with the standing player model still visible nearby.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
#068 dead_player

opencs2-action-chain-m2391818-de_nuke-r07-p07-f000042

door other_player
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The narrow exterior alley remains the dominant environment throughout. Both T-side teammate models fill the near foreground and occlude the mid-alley ground. The red shipping container and blue cargo box are visible at screen-right midground. The reactor dome is present in the center-background above rooflines. The concrete wall screen-left and corrugated building siding screen-right stay stable. No new props enter or leave the view. No enemy player models are visible.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=2; relation=teammate, life_state=alive, motion_state=moving; visibility=intermittent/visible_then_left_view; state=moving; confidence=high
    evidence: Both T-side teammate models fill the near foreground and occlude the mid-alley ground. / Two T-side teammates are packed tightly in the immediate foreground: directly ahead is a player in a white tactical vest and khaki trousers carrying a gold-accented rifle on the back, and at screen-right is a balaclava-wearing teammate in a light plaid shirt whose shoulder crowds the view.

chunk 1 00:01.062 - 00:02.062

The white roll-up garage door becomes clearly visible in the center midground as the player advances. The yellow utility bin appears at screen-left-center ground level. The forward T-side teammate model transitions from an upright run to a collapsed death state against the screen-left concrete wall, significantly changing the foreground geometry. The balaclava teammate remains visible at screen-right foreground. Spent brass is briefly visible airborne. No new props enter or leave the background.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: The white roll-up garage door becomes clearly visible in the center midground as the player advances. / At the start of this window the alley has opened up slightly, with the two T-side teammates still prominent in the immediate foreground but the midground now showing the white roll-up garage door set into a low concrete barrier ahead, and the yellow utility bin sitting just screen-left of center on the ground.
  • other_player count=2; relation=mixed, life_state=mixed, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The forward T-side teammate model transitions from an upright run to a collapsed death state against the screen-left concrete wall, significantly changing the foreground geometry. / The balaclava teammate remains visible at screen-right foreground.

chunk 2 00:02.062 - 00:03.062

The collapsed teammate body against screen-left wall marks a foreground change from the previous window. The balaclava teammate with visible C4 backpack now dominates screen-center foreground. The chain-link fence section enters view at screen-left as the player moves forward past it. The yellow utility bin is now close at screen-left-ground. The garage door remains centered in the midground. No enemy models are visible.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: The garage door remains centered in the midground. / The white garage door occupies screen-center midground, and the chain-link fence begins to appear at screen-left as the player advances past it.
  • other_player count=2; relation=teammate, life_state=mixed, motion_state=moving; visibility=intermittent/visible_then_left_view; state=moving; confidence=high
    evidence: The collapsed teammate body against screen-left wall marks a foreground change from the previous window. / The balaclava teammate with visible C4 backpack now dominates screen-center foreground.

chunk 3 00:03.062 - 00:04.062

The concrete wall and shipping containers of the earlier alley have left the view, replaced by the smooth painted building wall at screen-left and the Cedar Creek Power Plant building face in the background. Industrial cylinders and piping appear through the chain-link fence at screen-left midground. The white service van enters the view at screen-right. The balaclava teammate with C4 backpack remains the dominant foreground element. No enemy models are visible.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: At the start of this window the view has moved well past the garage door chokepoint and the exterior alley has transitioned into a new service corridor zone.
  • other_player count=1; relation=teammate, life_state=alive, motion_state=unknown; visibility=intermittent/visible_then_left_view; state=none_observed; confidence=high
    evidence: The balaclava teammate with C4 backpack remains the dominant foreground element. / The immediate foreground shows the back of the balaclava T-side teammate in the plaid shirt, who is now close enough that their C4-strapped backpack and vest detail dominate screen-center.

chunk 4 00:04.062 - 00:05.062

The yellow forklift bay door and doorframe dominate the new environment at screen-right, replacing the open alley. The smooth grey concrete corridor wall at screen-left carries a directional waypoint sign. A wall-mounted electrical panel is visible at screen-left. The two T-side teammates remain in the foreground. The Cedar Creek building and chainlink fence recede and become partially occluded by the doorframe. No enemy models are visible.

  • door count=1; subtype=swing_door_or_unknown, openness=open, integrity=intact; visibility=visible/visible_no_change; state=opened; confidence=high
    evidence: At the start of this final window the view has moved into a tight service passage adjacent to the yellow forklift bay door, which now dominates screen-right as a large flat yellow panel. / The balaclava teammate and a second T-side teammate are in the near foreground, both passing through or beside the yellow door opening.
  • other_player count=2; relation=teammate, life_state=alive, motion_state=unknown; visibility=intermittent/visible_then_left_view; state=none_observed; confidence=high
    evidence: The two T-side teammates remain in the foreground. / The balaclava teammate and a second T-side teammate are in the near foreground, both passing through or beside the yellow door opening.
#069 dead_player

opencs2-action-chain-m2392061-de_inferno-r14-p01-f003233

other_player smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The wooden crates stenciled 'CASA BEAUTY' remain stationary in the screen-center, with the damaged plaster wall behind them stable. As the view pans toward the viewer's screen-right, the sunlit balcony threshold expands into the viewer's screen-right field, revealing more of the red exterior wall and the wooden barrel. Then the view reverses toward the viewer's screen-left, causing the crates and damaged wall to shift toward screen-center and the recessed doorway on the viewer's screen-left to become more prominent, while the balcony recedes to the screen-right edge. The white stucco column drifts from screen-left center toward the screen-left edge. The eliminated CT player model remains visible on the floor near the crates throughout. No other player models enter the visible space. Lighting remains consistent, with warm sunlight from the balcony and cool alcove shadows.

  • other_player count=1; relation=opponent, life_state=dead, motion_state=stationary; visibility=visible/remained_visible; state=none_observed; confidence=high
    evidence: The eliminated CT player model remains visible on the floor near the crates throughout. / A blue-uniformed CT player model lies motionless on the floor near the base of the crates, boots and legs visible in the mid-ground.
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The wooden crates drift toward the screen-left as the view shifts forward and toward the viewer's screen-right. The sunlit balcony threshold expands into the center and right fields, revealing more of the red exterior wall, wooden barrel, and terracotta tiles. A cloud of white smoke or dust appears in the mid-ground on the balcony, partially obscuring the background. A new CT player model in olive-green uniform becomes visible moving through the smoke on the balcony. The eliminated blue-uniformed CT model remains on the floor near the crates on the viewer's screen-left. The recessed doorway and white column recede to the far screen-left edge. The view angle drops, showing more of the immediate tile floor and less of the distant walls. Lighting remains consistent, with bright sunlight from the balcony and cooler alcove shadows.

  • other_player count=2; relation=opponent, life_state=mixed, motion_state=moving; visibility=partially_visible/entered_view; state=moving; confidence=high
    evidence: A new CT player model in olive-green uniform becomes visible moving through the smoke on the balcony. / A blue-uniformed CT player model lies motionless on the floor near the base of the crates, legs and torso visible in the mid-ground.
  • smoke_cloud count=None; source=unknown, density=unknown; visibility=visible/entered_view; state=appeared; confidence=medium
    evidence: A cloud of white smoke or dust appears in the mid-ground on the balcony, partially obscuring the background.

chunk 2 00:02.062 - 00:03.062

The sunlit balcony threshold initially dominates the center and right fields, showing the red exterior wall, wooden barrel, and terracotta tiles, with lingering white smoke in the mid-ground. The olive-green CT player model moves through the smoke on the balcony. As the view turns toward the viewer's screen-left and rises, the balcony recedes toward the screen-right edge, and the wooden crates stenciled 'CASA BEAUTY' and the heavily damaged plaster wall return to screen-center. The white stucco column and recessed doorway re-enter from the viewer's screen-left. The white smoke dissipates slightly. The eliminated blue-uniformed CT model remains visible on the floor near the crates. The view angle rises, showing more of the mid-ground and background walls and less of the immediate tile floor. Lighting remains consistent with bright sunlight from the balcony and cooler alcove shadows.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The olive-green CT player model moves through the smoke on the balcony. / An olive-green uniformed CT player model is visible moving through the smoke on the balcony, positioned in the upper screen-right quadrant.
  • smoke_cloud count=None; source=unknown, density=unknown; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The sunlit balcony threshold initially dominates the center and right fields, showing the red exterior wall, wooden barrel, and terracotta tiles, with lingering white smoke in the mid-ground. / The white smoke dissipates slightly.

chunk 3 00:03.062 - 00:04.062

The wooden crates drift toward the screen-left as the view shifts forward and turns toward the viewer's screen-right. The sunlit balcony threshold expands into the center and right fields, revealing more of the red exterior wall and terracotta tiles. The white stucco column recedes to the far screen-left edge. The standing olive-green CT player model appears in the mid-ground near the recessed doorway on the screen-left, holding a rifle. The eliminated blue-uniformed CT model remains on the floor near the crates. The view angle drops steeply, showing more of the immediate tile floor and less of the distant walls. Lighting remains consistent, with bright sunlight from the balcony and cooler alcove shadows.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=stationary; visibility=visible/entered_view; state=none_observed; confidence=high
    evidence: The standing olive-green CT player model appears in the mid-ground near the recessed doorway on the screen-left, holding a rifle.
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium

chunk 4 00:04.062 - 00:05.062

The sunlit balcony threshold initially expands into the center and right fields as the view turns toward the viewer's screen-right, showing more of the red exterior wall and terracotta tiles. The standing olive-green CT player model and the wooden crates drift toward the screen-left edge and nearly exit the screen. Then the view reverses, turning toward the viewer's screen-left and tilting upward. The wooden crates and heavily damaged plaster wall re-enter from the viewer's screen-left, moving toward screen-center. The white stucco column shifts from the screen-left edge toward the center screen-left. The standing CT model reappears in the mid-ground, positioned more centrally. The eliminated blue-uniformed CT model remains on the floor. The balcony threshold recedes toward the screen-right edge. The view angle rises, showing more of the mid-ground and background walls and less of the immediate tile floor. Lighting remains consistent, with bright sunlight from the balcony and cooler alcove shadows.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=stationary; visibility=intermittent/visible_then_left_view; state=none_observed; confidence=high
    evidence: The standing olive-green CT player model and the wooden crates drift toward the screen-left edge and nearly exit the screen. / Screen-left, the white stucco column and recessed doorway are visible at the edge, and the standing olive-green CT player model is positioned in the mid-ground near the doorway, holding a rifle and facing slightly toward the viewer's screen-right.
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
#070 dead_player

opencs2-action-chain-m2392009-de_mirage-r06-p06-f001323

other_player
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The barrel-pallet stack enters prominently from the screen-left edge, becoming a dominant foreground element as the toward the viewer's screen-left view rotation reveals more of its cylindrical grid structure and hazard markings. The central A-marker tower shifts toward the viewer's screen-right in the screen, and the left courtyard wall expands into view, revealing additional weathered stone and plaster details. The stacked crates on the screen-right edge drift further toward the viewer's screen-right, and the fallen player model subtly repositions in the screen. Lighting remains high-contrast with sharp shadows.

  • other_player count=1; relation=unknown, life_state=dead, motion_state=stationary; visibility=partially_visible/visible_no_change; state=none_observed; confidence=high
    evidence: The stacked crates on the screen-right edge drift further toward the viewer's screen-right, and the fallen player model subtly repositions in the screen. / A fallen player model in desert camouflage lies prone on the ground near the center screen-right, partially visible beyond the weapon.

chunk 1 00:01.062 - 00:02.062

As the firing sequence unfolds, the barrel-pallet stack on the viewer's screen-left drifts toward screen-left and begins to exit the screen due to yaw rotation toward the viewer's screen-right. The central A-marker tower moves toward screen-center and slightly right, becoming more prominent. The wooden crate stack on the screen-right side enters more fully into view from the screen-right edge, approaching screen-center. The downward pitch adjustment causes the upper wall portions and sky to rise, while the ground plane and the fallen player model expand upward into the lower-center view. Muzzle flash and smoke temporarily illuminate and obscure the immediate foreground during each shot. No new player models appear.

  • other_player count=1; relation=unknown, life_state=dead, motion_state=stationary; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The downward pitch adjustment causes the upper wall portions and sky to rise, while the ground plane and the fallen player model expand upward into the lower-center view. / The fallen player model lies on the ground in the middle distance.

chunk 2 00:02.062 - 00:03.062

The wooden crate stack on the viewer's screen-right continues its toward the viewer's screen-right drift due to ongoing yaw rotation toward the viewer's screen-left, moving from screen-center toward the screen-right edge and partially exiting the screen by the end. The central A-marker tower shifts slightly toward the viewer's screen-left and becomes less prominent as the left courtyard wall expands back into view from the screen-left edge. The barrel-pallet stack, which had nearly exited earlier, remains largely out of screen on the viewer's screen-left. The fallen player model stays visible on the ground in the lower-center area. During the weapon switch, the foreground is temporarily occupied by the transitioning hands and weapons—first the Five-SeveN exiting downward-right, then empty hands mid-swap, and finally the AK-47 rising from lower screen-left. The background geometry shifts toward the viewer's screen-left overall due to the sustained yaw rotation toward the viewer's screen-left. No new player models appear.

  • other_player count=1; relation=unknown, life_state=dead, motion_state=stationary; visibility=visible/remained_visible; state=none_observed; confidence=high
    evidence: The fallen player model stays visible on the ground in the lower-center area. / The fallen player model in desert camouflage is more visible in the lower-center portion of the view, lying prone on the beige stone tiles.

chunk 3 00:03.062 - 00:04.062

The sustained yaw rotation toward the viewer's screen-left causes the left courtyard wall to sweep toward screen-left and partially exit the screen-left edge, while the central A-marker tower shifts from center toward the screen-left side of the screen. The screen-right side of the courtyard expands into view, revealing more wooden crate stacks, a recessed alcove, and additional right-wall architectural details that were previously out of screen. The fallen player model shifts toward the viewer's screen-left in the lower-center area as the camera rotates. A subtle upward pitch adjustment raises the horizon line slightly, causing the upper wall sections and sky to become more prominent while the ground plane recedes somewhat in the lower screen. No new player models appear.

  • other_player count=2; relation=unknown, life_state=mixed, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The fallen player model shifts toward the viewer's screen-left in the lower-center area as the camera rotates. / The fallen player model in desert camouflage remains visible on the ground in the lower-center, lying prone on the beige stone tiles.

chunk 4 00:04.062 - 00:05.062

A yaw rotation toward the viewer's screen-right at the start causes the screen-left wall and A-marker tower to drift toward screen-left and partially exit the screen-left edge, while the screen-right side crate stacks move toward screen-center. A subsequent yaw rotation toward the viewer's screen-left reverses this, pulling the screen-right side crates back toward screen-right and bringing the screen-left wall and tower back toward screen-center from the screen-left edge. Simultaneously, a sustained downward pitch adjustment tilts the view toward the ground, causing the upper walls and sky to rise in the screen while the ground plane expands upward into the lower-center view. The stone tile pattern, shadows, and the fallen player model become more prominent in the lower portion. The combined yaw reversals and downward pitch create a sweeping lateral oscillation with a descending tilt, reframing the courtyard to emphasize the ground plane and lower architectural details. No new player models appear.

  • other_player count=2; relation=unknown, life_state=mixed, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The stone tile pattern, shadows, and the fallen player model become more prominent in the lower portion. / The fallen player model in desert camouflage lies on the ground in the lower screen-left area, prone on the beige stone tiles.
#071 dead_player

opencs2-action-chain-m2392259-de_anubis-r08-p03-f002765

other_player surface_damage
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The courtyard remains stable with bright sunlight flooding the space and casting sharp shadows from the columns and overhead fabric. The downed enemy model and blood spatter are persistently visible near the center. As the player strafes toward the viewer's screen-right, the screen-left side alcoves and steps shift toward screen-left and gradually exit the screen, while the screen-right side orange tarps and scaffolding become more prominent. The columns drift toward the viewer's screen-left relative to the view. No other independent player models appear.

  • other_player count=1; relation=opponent, life_state=dead, motion_state=stationary; visibility=visible/remained_visible; state=none_observed; confidence=high
    evidence: The downed enemy model and blood spatter are persistently visible near the center. / A downed enemy player model in dark tactical clothing lies prone on the stone pavers near the center of the circular feature, surrounded by visible blood spatter.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The downed enemy model and blood spatter are persistently visible near the center. / A downed enemy player model in dark tactical clothing lies prone on the stone pavers near the center of the circular feature, surrounded by visible blood spatter.

chunk 1 00:01.062 - 00:02.062

The courtyard environment remains consistent with bright sunlight and strong shadows. As the player moves forward toward the viewer's screen-right and the view turns toward the viewer's screen-right and pitches upward, the screen-left side alcoves and decorative elements become more visible on screen-left while the screen-right side orange tarps and scaffolding dominate the screen-right half. The central circular stone feature and downed enemy model with blood spatter remain visible in the lower-center, drifting slightly toward the viewer's screen-left in the screen. No new independent player models appear.

  • other_player count=1; relation=opponent, life_state=dead, motion_state=unknown; visibility=visible/remained_visible; state=none_observed; confidence=high
    evidence: The central circular stone feature and downed enemy model with blood spatter remain visible in the lower-center, drifting slightly toward the viewer's screen-left in the screen. / The downed enemy model remains on the pavers near the center, marked by blood spatter.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/remained_visible; state=persisting; confidence=medium
    evidence: The central circular stone feature and downed enemy model with blood spatter remain visible in the lower-center, drifting slightly toward the viewer's screen-left in the screen. / The downed enemy model remains on the pavers near the center, marked by blood spatter.

chunk 2 00:02.062 - 00:03.062

The courtyard environment remains consistent with bright sunlight and strong contrast between illuminated sandstone and deep shadows. As the player moves toward the viewer's screen-left and the view turns toward the viewer's screen-left and pitches upward, the screen-left side alcoves with hanging ivy and decorative stonework shift from the peripheral the screen-left edge into the center of the screen. The orange tarps and scaffolding on the viewer's screen-right move toward screen-right and begin to exit the visible area. The central circular feature and downed enemy model with blood spatter shift toward the viewer's screen-right in the screen but remain visible in the lower portion. No new independent player models appear.

  • other_player count=None; relation=opponent, life_state=dead, motion_state=unknown; visibility=visible/remained_visible; state=none_observed; confidence=high
    evidence: The central circular feature and downed enemy model with blood spatter shift toward the viewer's screen-right in the screen but remain visible in the lower portion. / The central circular stone feature is visible in the lower portion of the screen with the downed enemy model still present on the pavers, surrounded by blood spatter.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/remained_visible; state=persisting; confidence=medium
    evidence: The central circular feature and downed enemy model with blood spatter shift toward the viewer's screen-right in the screen but remain visible in the lower portion. / The central circular stone feature is visible in the lower portion of the screen with the downed enemy model still present on the pavers, surrounded by blood spatter.

chunk 3 00:03.062 - 00:04.062

The courtyard environment remains consistent with bright sunlight and strong shadows. As the player moves in a back strafe toward the viewer's screen-left and then adjusts laterally, and as the view turns toward the viewer's screen-left, the screen-left side alcoves with hanging ivy, decorative columns, and arched doorways shift from screen-left into the center and dominate the screen. The central circular feature and downed enemy model with blood spatter move toward the viewer's screen-right and settle into the lower screen-right corner. The screen-right side orange tarps and scaffolding exit the visible screen entirely. No new independent player models appear.

  • other_player count=2; relation=opponent, life_state=mixed, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The central circular feature and downed enemy model with blood spatter move toward the viewer's screen-right and settle into the lower screen-right corner. / The central circular stone feature is visible in the lower screen-right with the downed enemy model still present on the pavers.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The central circular feature and downed enemy model with blood spatter move toward the viewer's screen-right and settle into the lower screen-right corner.

chunk 4 00:04.062 - 00:05.062

The courtyard environment remains consistent with bright sunlight and strong contrast. As the player continues back screen-left and screen-left strafing movements and the view turns toward the viewer's screen-left, the screen-left side alcoves, columns, and arched doorways shift from the center toward the screen-right side of the screen and then back toward center as the rotation progresses. The central circular feature and downed enemy model with blood spatter move further toward the viewer's screen-right and settle at the far screen-right edge or out of view. The screen-right side orange tarps remain out of the visible screen. No new independent player models appear.

  • other_player count=2; relation=opponent, life_state=mixed, motion_state=moving; visibility=intermittent/visible_then_left_view; state=moving; confidence=high
    evidence: The central circular feature and downed enemy model with blood spatter move further toward the viewer's screen-right and settle at the far screen-right edge or out of view. / The central circular stone feature is in the lower screen-right corner with the downed enemy model still visible on the pavers.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The central circular feature and downed enemy model with blood spatter move further toward the viewer's screen-right and settle at the far screen-right edge or out of view.
#072 live_player

opencs2-action-chain-m2391952-de_inferno-r14-p03-f000100

breakable_surface door other_player
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The stone archway and wooden ceiling beams remain stable overhead while the green storefront drifts toward screen-center due to toward the viewer's screen-left camera yaw. The independent CT player model moves across the midground staircase, entering from screen-right and progressing toward screen-left. The sunlit courtyard beyond the arch remains consistently bright, with no change in lighting or occlusion. The metal shutter on screen-right becomes less prominent as the camera turns. The potted plants and colorful facades in the background remain clearly visible throughout.

  • breakable_surface count=None; subtype=window, material=glass, integrity=unknown; visibility=visible/remained_visible; state=unknown; confidence=medium
    evidence: Screen-left, the green-painted storefront with its large glass panes and wooden door remains clearly visible, along with the wooden easel chalkboard propped near the entrance.
  • door count=1; subtype=roll_up, openness=closed, integrity=intact; visibility=visible/remained_visible; state=none_observed; confidence=high
    evidence: Screen-left, the green-painted storefront with its large glass panes and wooden door remains clearly visible, along with the wooden easel chalkboard propped near the entrance. / Screen-right, the closed metal roller shutter and cream-colored paneling define the opposite boundary.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The independent CT player model moves across the midground staircase, entering from screen-right and progressing toward screen-left. / An independent CT player model in green-brown fatigues is visible midground on the staircase, moving across the steps with weapon raised.

chunk 1 00:01.062 - 00:02.062

The stone archway and wooden ceiling beams remain stable as the camera completes its toward the viewer's screen-right yaw adjustment. The independent CT player model continues moving across the elevated staircase, progressing from screen-center toward screen-left and nearing the screen-left edge of the archway opening. The green storefront on screen-left remains visible but is now angled more toward screen-center due to the camera rotation. The metal roller shutter on screen-right becomes barely visible at the far edge. The sunlit courtyard, colorful building facades, and potted plants in the background remain consistently bright and clearly visible throughout the window.

  • breakable_surface count=None; subtype=window, material=glass, integrity=unknown; visibility=visible/remained_visible; state=unknown; confidence=medium
    evidence: The green storefront remains visible screen-left, though its door and glass panes are now angled more toward screen-center.
  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/remained_visible; state=none_observed; confidence=medium
    evidence: The metal roller shutter on screen-right becomes barely visible at the far edge. / The green-painted storefront on screen-left has drifted further toward the center due to the prior camera movement, while the metal roller shutter on screen-right is less prominent.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The independent CT player model continues moving across the elevated staircase, progressing from screen-center toward screen-left and nearing the screen-left edge of the archway opening. / The independent CT player model in green-brown fatigues continues to patrol the elevated staircase in the midground, moving across the sunlit courtyard with weapon raised.

chunk 2 00:02.062 - 00:03.062

The stone archway and wooden ceiling beams remain stable as the camera continues its toward the viewer's screen-right yaw adjustment. The green storefront on screen-left drifts further toward screen-center, now occupying a more central position. The independent CT player model continues moving across the elevated staircase, progressing further to screen-left and nearing the left boundary of the archway opening. The sunlit courtyard, colorful building facades, potted plants, and ascending stone steps remain consistently bright and clearly visible throughout. The metal roller shutter on screen-right is no longer visible due to the camera's toward the viewer's screen-right rotation.

  • breakable_surface count=0; subtype=unknown, material=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The metal roller shutter on screen-right is no longer visible due to the camera's toward the viewer's screen-right rotation.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The independent CT player model continues moving across the elevated staircase, progressing further to screen-left and nearing the left boundary of the archway opening. / The independent CT player model in green-brown fatigues remains on the elevated staircase in the midground, continuing to patrol across the sunlit courtyard.

chunk 3 00:03.062 - 00:04.062

The stone archway and wooden ceiling beams remain stable as the camera executes a toward the viewer's screen-left yaw adjustment, causing the green storefront to drift slightly back toward screen-right and the archway's the screen-left edge to become more prominent. The independent CT player model continues moving across the elevated staircase, shifting from screen-left back toward screen-center as the camera turns. The sunlit courtyard, colorful building facades, potted plants, and ascending stone steps remain consistently bright and clearly visible throughout the window. No new environmental elements enter the view.

  • breakable_surface count=0; subtype=unknown, material=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The independent CT player model continues moving across the elevated staircase, shifting from screen-left back toward screen-center as the camera turns. / The independent CT player model in green-brown fatigues remains on the elevated staircase in the midground, continuing to patrol the sunlit courtyard.

chunk 4 00:04.062 - 00:05.062

The stone archway, wooden ceiling beams, and weathered stone walls remain stable throughout the window, with no camera rotation or significant framing changes. The green-painted storefront on screen-left remains consistently visible. The independent CT player model continues patrolling the elevated staircase in the midground, maintaining a position near screen-center. The sunlit courtyard, colorful building facades, potted plants, and ascending stone steps remain brightly lit and clearly visible through the arch. No environmental elements enter, leave, or become occluded during this window.

  • breakable_surface count=None; subtype=window, material=glass, integrity=unknown; visibility=visible/remained_visible; state=unknown; confidence=medium
    evidence: The green-painted storefront on screen-left is visible, its large glass panes and wooden door angled slightly toward the center. / The green-painted storefront on screen-left continues to be visible, its wooden door and glass panes angled toward the center due to the camera's orientation.
  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/remained_visible; state=none_observed; confidence=medium
    evidence: The green-painted storefront on screen-left is visible, its large glass panes and wooden door angled slightly toward the center. / The green-painted storefront on screen-left continues to be visible, its wooden door and glass panes angled toward the center due to the camera's orientation.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The independent CT player model continues patrolling the elevated staircase in the midground, maintaining a position near screen-center. / The independent CT player model in green-brown fatigues remains on the elevated staircase in the midground, continuing to patrol the sunlit courtyard with weapon raised.
#073 live_player

opencs2-action-chain-m2391818-de_nuke-r13-p02-f000237

door other_player surface_damage
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

Moving forward into the maintenance bay, the space opens wide, revealing a large pale-concrete floor with yellow hazard stripes, tall yellow structural columns, high-set windows on the screen-right wall, and red directional 'A' signage on the screen-left wall. The teammate remains visible ahead in the midground throughout. No other independent player models are visible.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The teal door screen ahead screen the exit into a much brighter maintenance bay.
  • other_player count=1; relation=teammate, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The teammate remains visible ahead in the midground throughout. / A teammate is visible in the midground slightly right of screen-center, running toward the doorway, wearing a tan jacket and tactical vest.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The maintenance bay remains the primary space, with the pale concrete floor, yellow painted arrow, blue-framed double doorway to Reactor B, and yellow industrial pipe assembly with red valve wheels on the screen-left wall all visible. The wall-mounted directional signage to screen-right of the doorway comes into clearer view. The teammate moves through the far double doorway into the Reactor B corridor. No other independent player models visible.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=1; relation=teammate, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The teammate moves through the far double doorway into the Reactor B corridor. / The teammate is visible ahead in the midground, running toward the far doorway.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

The Reactor B corridor opens up in this window, revealing red walls, off-white tiled floor, fluorescent ceiling panels, the large 'B' sign to screen-left, and wall-mounted directional signage to screen-right. The pan toward the viewer's screen-right reveals the Cedar Creek locker-room entrance to screen-right, featuring red accent walls, metal benches, and the Cedar Creek branding on the far wall. The teammate moves into the Cedar Creek room. No other independent player models visible.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=1; relation=teammate, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The teammate moves into the Cedar Creek room. / The teammate is visible in the midground ahead running further along the corridor.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 3 00:03.062 - 00:04.062

The Cedar Creek locker room fills the view, with its white ceiling, fluorescent lighting, red walls, gray metal wall benches, and tile floor. The Cedar Creek teal-C emblem on the screen-right wall is visible at the start and drifts screen-right as the view rotates. The forward exit doorway with its teal screen comes to screen-center as the player approaches it. The teammate passes through the far doorway. No other independent player models visible.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=1; relation=teammate, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The teammate passes through the far doorway. / The teammate is visible in the midground near screen-center, running ahead into the room.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 4 00:04.062 - 00:05.062

The connecting corridor beyond the Cedar Creek room is now the active environment, featuring glass-fronted locker units along the screen-left wall, red-painted walls, fluorescent ceiling lighting, and a polished tile floor. A blood splatter decal is visible on the floor in the midground. The far teal-framed doorway comes progressively closer as the player advances. The teammate is ahead but increasingly occluded by the doorway geometry. No other independent player models visible.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: A door is visible ahead in the background at screen-center, framed in teal, leading to another space.
  • other_player count=1; relation=teammate, life_state=alive, motion_state=moving; visibility=partially_visible/visible_no_change; state=moving; confidence=high
    evidence: The teammate is ahead but increasingly occluded by the doorway geometry. / The teammate is visible ahead in the midground, and a blood splatter decal is visible on the floor in the midground just past the player's position, indicating a hit has occurred.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/entered_view; state=persisting; confidence=medium
    evidence: A blood splatter decal is visible on the floor in the midground. / The teammate is visible ahead in the midground, and a blood splatter decal is visible on the floor in the midground just past the player's position, indicating a hit has occurred.
#074 live_player

opencs2-action-chain-m2391954-de_overpass-r09-p08-f001602

door other_player
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The environment remains stable as the player moves forward along the pathway. The two downed CT bodies on the viewer's screen-left grass verge stay in fixed positions relative to the world, gradually shifting toward the viewer's screen-left rear of the screen as the player advances. The two standing T-side teammates move forward ahead, maintaining their relative spacing and orientation. The lamp post, stone walls, beige concrete wall, and glass-fronted building entrance remain stationary in world space but shift slightly in screen position due to player locomotion. The lighting, shadows, tree positions, background buildings, and satellite dish remain unchanged, with excellent visibility.

  • door count=2; subtype=gate, openness=open, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The midground shows the two-tiered metal gate structure and additional concrete barriers beyond the curve. / By the end, the forward movement has brought the scene approximately one to two meters closer to the midground gate structure, and the two teammates have continued their advance, maintaining their relative spacing and orientation.
  • other_player count=2; relation=teammate, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The two standing T-side teammates move forward ahead, maintaining their relative spacing and orientation. / Two T-side teammates in olive and tan combat gear move ahead on the pathway: the nearer teammate occupies the center of the path approximately ten meters ahead, while the second is positioned closer to the viewer's screen-right beige wall, both advancing in the same general direction.

chunk 1 00:01.062 - 00:02.062

The environment continues to shift as the player moves forward and begins to strafe toward the viewer's screen-left, combined with a subtle toward the viewer's screen-left camera rotation. The two downed CT bodies on the viewer's screen-left grass verge remain stationary in world space but drift further toward the viewer's screen-left rear of the screen. The two standing T-side teammates advance along the pathway, with the nearer teammate moving slightly toward the viewer's screen-left of center and the second staying near the screen-right wall. The lamp post shifts further toward the viewer's screen-left as the player's position changes, and the right beige wall and glass-fronted building entrance move more toward the center of the screen due to the toward the viewer's screen-left view rotation. The left stone wall and grass become more prominent on the screen-left edge. The midground gate structure and barriers grow closer. The lighting, shadows, tree positions, background buildings, and satellite dish remain stable with no dynamic effects or new obstructions.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The midground gate structure and barriers grow closer. / The midground metal gate structure and concrete barriers are slightly closer.
  • other_player count=2; relation=teammate, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The two standing T-side teammates advance along the pathway, with the nearer teammate moving slightly toward the viewer's screen-left of center and the second staying near the screen-right wall. / The two T-side teammates ahead on the pathway have advanced further: the nearer teammate is now approximately eight meters ahead in the center of the path, and the second is closer to the viewer's screen-right beige wall.

chunk 2 00:02.062 - 00:03.062

The environment continues to shift as the player strafes toward the viewer's screen-left and rotates the view further to the viewer's screen-left. The two downed CT bodies remain stationary in world space on the viewer's screen-left grass verge but move further toward the viewer's screen-left rear and become partially occluded by the increasing prominence of the left stone wall and lamp post shadow. The two standing T-side teammates advance along the pathway, with the nearer teammate moving toward the viewer's screen-left of center and the second staying near the screen-right wall. The lamp post drifts to the far screen-left edge of the screen and begins to exit the screen due to the combined toward the viewer's strafe toward the viewer's screen-left and camera rotation. The right beige wall and glass-fronted building entrance shift more toward the center and slightly right as the camera rotates left, while the left stone wall and grass verge become more prominent on the screen-left side. The midground gate structure and barriers grow noticeably closer as the player continues forward. The lighting, shadows, tree positions, background buildings, and satellite dish remain stable with excellent visibility.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The midground gate structure and barriers grow noticeably closer as the player continues forward. / The midground metal gate structure and concrete barriers are noticeably closer, now roughly fifteen meters ahead.
  • other_player count=2; relation=teammate, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The two standing T-side teammates advance along the pathway, with the nearer teammate moving toward the viewer's screen-left of center and the second staying near the screen-right wall. / The two T-side teammates ahead on the pathway have continued to advance: the nearer teammate is now approximately five to six meters ahead and slightly left of center, moving forward, while the second teammate is positioned closer to the viewer's screen-right beige wall, also advancing.

chunk 3 00:03.062 - 00:04.062

The environment shifts dynamically as the player strafes toward the viewer's screen-right and rotates the view right, then briefly left, then right again. The two downed CT bodies remain stationary on the viewer's screen-left grass verge but shift toward the viewer's screen-left rear and remain partially occluded by the left stone wall and shadows. The two standing T-side teammates advance along the pathway, with the nearer teammate moving slightly toward the viewer's screen-right of center and executing a jump—both feet leaving the ground mid-interval—while the second teammate stays near the screen-right wall. The right beige wall and glass-fronted building entrance shift to the viewer's screen-right as the camera rotates right, then back toward center as the view briefly rotates left, then to the viewer's screen-right again. The left stone wall and grass verge shift correspondingly in the opposite direction. The midground gate structure and barriers grow noticeably closer as the player advances. The lighting, shadows, tree positions, background buildings, and satellite dish remain stable with excellent visibility.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The midground gate structure and barriers grow noticeably closer as the player advances. / The midground metal gate structure and concrete barriers are now approximately ten meters ahead.
  • other_player count=2; relation=teammate, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The two standing T-side teammates advance along the pathway, with the nearer teammate moving slightly toward the viewer's screen-right of center and executing a jump—both feet leaving the ground mid-interval—while the second teammate stays near the screen-right wall. / The two T-side teammates ahead on the pathway have advanced further: the nearer teammate is approximately four meters ahead and left of center, moving forward along the path, while the second teammate is near the viewer's screen-right beige wall, also advancing.

chunk 4 00:04.062 - 00:05.062

The environment shifts as the player strafes toward the viewer's screen-left, then forward toward the viewer's screen-left, and rotates the view to the viewer's screen-left throughout the interval. The two downed CT bodies remain stationary on the viewer's screen-left grass verge but shift toward the viewer's screen-left rear and remain partially occluded by the left stone wall and lamp post shadow. The two standing T-side teammates advance along the pathway, with the nearer teammate moving toward the viewer's screen-left of center and the second staying near the screen-right wall, both progressing forward. The lamp post re-enters the screen-left edge of the screen and becomes prominently visible as the strafe toward the viewer's screen-left and camera rotation bring it back into view. The right beige wall and glass-fronted building entrance shift from the viewer's screen-right back toward the center and center screen-right as the camera rotates left. The left stone wall and grass verge become more prominent on the screen-left side. The midground gate structure and barriers grow noticeably closer as the player advances, moving from approximately eight meters at the start to approximately four to five meters by the end. The lighting, shadows, tree positions, background buildings, and satellite dish remain stable with excellent visibility.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The midground gate structure and barriers grow noticeably closer as the player advances, moving from approximately eight meters at the start to approximately four to five meters by the end. / The midground metal gate structure and concrete barriers are now approximately eight meters ahead, centered in the view.
  • other_player count=2; relation=teammate, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The two standing T-side teammates advance along the pathway, with the nearer teammate moving toward the viewer's screen-left of center and the second staying near the screen-right wall, both progressing forward. / The two T-side teammates ahead on the pathway have advanced further: the nearer teammate is approximately three meters ahead and slightly right of center, on the ground after completing the previous jump, while the second teammate is near the viewer's screen-right beige wall, also advancing.
#075 live_player

opencs2-action-chain-m2391952-de_inferno-r09-p05-f002941

other_player smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The wooden barrier and stone staircase on the viewer's screen-left remain stable, while the bell tower and cream-colored building on the viewer's screen-right grow more prominent as the view rotates toward the viewer's screen-right. The two visible CT agents shift positions near the tower and on the stairs. The lingering smoke across the viewer's screen-right-center area continues to drift and thin, progressively revealing the tower's limestone base and the plaza floor. The bright sunlight and clear blue sky maintain consistent illumination throughout.

  • other_player count=2; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The two visible CT agents shift positions near the tower and on the stairs. / The CT agent near the tower adjusts position, and the one on the stairs moves upward.
  • smoke_cloud count=None; source=unknown, density=unknown; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: Lingering white and gray smoke drifts across the viewer's screen-right-center area, partially obscuring the base of the tower and a cream-colored residential building with a terracotta roof.

chunk 1 00:01.062 - 00:02.062

The bell tower and cream-colored building shift from the screen-right half to the center and left-center as the view rotates toward the viewer's screen-right. The wooden barrier and stone staircase move from the viewer's screen-left-center to the far screen-left edge and begin to exit the screen. The two CT agents adjust their positions: the one near the tower crouches and shifts slightly to the viewer's screen-right, and the one on the stairs climbs higher and becomes partially obscured by the archway. The lingering smoke across the viewer's screen-right-center area continues to thin and drift away, revealing more of the tower's limestone base and the plaza floor. The bright sunlight and clear sky remain constant.

  • other_player count=2; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/remained_visible; state=moving; confidence=high
    evidence: The two CT agents adjust their positions: the one near the tower crouches and shifts slightly to the viewer's screen-right, and the one on the stairs climbs higher and becomes partially obscured by the archway. / Two CT agents remain visible: one positioned near the base of the tower and another on the elevated stairs.
  • smoke_cloud count=None; source=unknown, density=unknown; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: White and gray smoke continues to drift across the viewer's screen-right-center area, though it is noticeably thinner than, revealing more of the tower's base and the plaza floor.

chunk 2 00:02.062 - 00:03.062

The bell tower and cream-colored building drift from the viewer's screen-left-center and center to the viewer's screen-right-center and right as the view sweeps toward the viewer's screen-left. The wooden barrier and stone staircase re-enter from the screen-left edge and move toward the viewer's screen-left-center area. The low stone retaining wall becomes visible again along the screen-left edge. The two CT agents adjust their positions: the one near the tower shifts toward the center, and the one on the stairs descends a few steps and becomes more prominent. The lingering smoke across the viewer's screen-right-center area continues to dissipate, now appearing as faint wisps. The bright sunlight and clear sky remain constant, though the downward pitch tilt brings more of the plaza floor into view.

  • other_player count=2; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/visible_no_change; state=moving; confidence=high
    evidence: The two CT agents adjust their positions: the one near the tower shifts toward the center, and the one on the stairs descends a few steps and becomes more prominent. / A CT agent crouches near the base of the tower, his position slightly to the viewer's screen-right of center, and another CT agent is visible in the distance on the elevated stairs, partially obscured by the archway's stone screen.
  • smoke_cloud count=None; source=unknown, density=dense; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: White and gray smoke, significantly thinner than in earlier windows, drifts lazily across the viewer's screen-right-center area, revealing most of the tower's limestone base and the large rectangular stone pavers of the plaza floor.

chunk 3 00:03.062 - 00:04.062

The bell tower and cream-colored building drift from the viewer's screen-right-center and right to the center and left-center as the view rotates toward the viewer's screen-right. The wooden barrier and stone staircase shift from the viewer's screen-left-center to the far screen-left edge. The two CT agents adjust in response to the gunfire: the one near the tower reacts and shifts position, and the one on the stairs moves behind the archway. The faint wisps of residual smoke in the right-center area are briefly overwhelmed by new white muzzle smoke produced by the rifle's firing, which drifts across the center and right portions of the view. The bright sunlight and clear sky remain constant, though the downward pitch tilt brings more of the plaza floor into view.

  • other_player count=2; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/visible_no_change; state=moving; confidence=high
    evidence: The two CT agents adjust in response to the gunfire: the one near the tower reacts and shifts position, and the one on the stairs moves behind the archway. / A CT agent crouches near the base of the tower, slightly to the viewer's screen-right of center, and another CT agent is visible on the elevated stairs in the left-center area, partially framed by the archway's stone edges.
  • smoke_cloud count=None; source=unknown, density=light; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: Faint wisps of white and gray smoke drift in the right-center area, barely obscuring the tower's limestone base. / Additional muzzle flashes follow in rapid succession, each producing a bright yellow-orange burst and a corresponding puff of white smoke.

chunk 4 00:04.062 - 00:05.062

The residual white muzzle smoke from the firing burst drifts across the center and right-center areas, gradually thinning and revealing more of the bell tower's limestone base and the CT agent near the tower. As the view sweeps toward the viewer's screen-left, the bell tower and cream-colored building shift from the center and left-center to the viewer's screen-right-center and right, while the wooden barrier and stone staircase re-enter from the screen-left edge and move toward the viewer's screen-left-center area. The low stone retaining wall becomes more visible along the screen-left edge. The two CT agents adjust their positions: the one near the tower moves slightly to the viewer's screen-right and crouches lower, and the one on the stairs descends and becomes more prominent in the left-center area. The bright sunlight and clear sky remain constant, and the upward pitch tilt brings more of the tower's upper arches and roofline into view.

  • other_player count=2; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/entered_view; state=moving; confidence=high
    evidence: The residual white muzzle smoke from the firing burst drifts across the center and right-center areas, gradually thinning and revealing more of the bell tower's limestone base and the CT agent near the tower. / The two CT agents adjust their positions: the one near the tower moves slightly to the viewer's screen-right and crouches lower, and the one on the stairs descends and becomes more prominent in the left-center area.
  • smoke_cloud count=None; source=unknown, density=light; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: As the view progresses, the residual white smoke begins to dissipate and drift toward the screen-right edge, gradually revealing more of the bell tower's limestone base and the CT agent's position.
#076 live_player

opencs2-action-chain-m2392062-de_inferno-r03-p00-f002292

door other_player
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The environment remains anchored in the narrow alley intersection, with the beige-gray stucco wall on the viewer's screen-left and the orange-painted building wall on the viewer's screen-right forming the primary visual boundaries. The sustained weapon recoil causes subtle downward pitch adjustments, bringing more of the beige stone tile floor into view at the bottom of the screen. The distant player model enters the visible midground along the screen-right wall, moving deeper into the alley corridor and away from the viewpoint, adding dynamic motion to the otherwise static architectural framing. The distant courtyard opening remains visible at the far end of the passage, its brighter lighting contrasting with the shadowed foreground.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: A cream-colored wooden door screen is inset into the orange wall, and a cylindrical security light fixture is mounted above. / The orange wall and door screen on the viewer's screen-right drift subtly toward screen-center as the view adjusts, and the beige-gray stucco wall on the viewer's screen-left remains a constant textured backdrop.
  • other_player count=1; relation=unknown, life_state=alive, motion_state=moving; visibility=partially_visible/entered_view; state=moving; confidence=high
    evidence: The distant player model enters the visible midground along the screen-right wall, moving deeper into the alley corridor and away from the viewpoint, adding dynamic motion to the otherwise static architectural framing. / A distant player model in dark tactical gear appears in the midground along the screen-right wall, moving away from the viewpoint deeper into the alley corridor.

chunk 1 00:01.062 - 00:02.062

The toward the viewer's screen-right view sweep and downward pitch adjustment significantly reframe the alley environment. The beige-gray stucco wall on the viewer's screen-left moves toward screen-left, while the orange-painted wall with the cream door screen shifts toward screen-center and becomes more prominent. The distant player model in dark tactical gear, previously positioned along the screen-right wall, now appears more centrally located in the alley corridor, moving forward and deeper into the passage. The floor tiles occupy a larger portion of the lower screen due to the downward pitch, showing more surface detail and wear. The distant courtyard opening at the far end remains visible, with brighter ambient lighting and pale building facades contrasting against the shadowed alley.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The beige-gray stucco wall on the viewer's screen-left moves toward screen-left, while the orange-painted wall with the cream door screen shifts toward screen-center and becomes more prominent. / The view continues to screen the narrow alley corridor, with the beige-gray stucco wall on the viewer's screen-left and the vivid orange-painted wall with the cream-colored door screen on the viewer's screen-right.
  • other_player count=1; relation=unknown, life_state=alive, motion_state=moving; visibility=partially_visible/entered_view; state=moving; confidence=high
    evidence: The distant player model in dark tactical gear, previously positioned along the screen-right wall, now appears more centrally located in the alley corridor, moving forward and deeper into the passage. / The distant player model in dark gear is visible in the midground along the screen-right wall, moving deeper into the passage.

chunk 2 00:02.062 - 00:03.062

The sustained toward the viewer's screen-right view sweep and downward pitch bring substantial reframing to the alley environment. The orange-painted wall with the cream door screen moves progressively toward screen-left, while the alley corridor rotates to reveal more of the forward passage geometry. The beige-gray stucco wall on the viewer's screen-left becomes less prominent, shifting toward the screen-left edge of the view. The distant player model remains visible in the midground, now positioned slightly right-of-center, continuing to move forward and deeper into the alley, gradually increasing the separation distance. The beige stone floor occupies a larger portion of the lower screen due to the continued downward pitch, with tile joints, wear patterns, and grime clearly visible. The distant courtyard opening becomes more prominent, its brighter lighting and pale building facades providing a clear background contrast. No other player models are visible.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: The orange-painted wall with the cream door screen moves progressively toward screen-left, while the alley corridor rotates to reveal more of the forward passage geometry. / The view has shifted to a more centered framing of the alley corridor, with the orange-painted wall and the cream-colored door screen now occupying the right-center portion of the view, and the beige-gray stucco wall visible on the viewer's screen-left.
  • other_player count=1; relation=unknown, life_state=alive, motion_state=moving; visibility=partially_visible/remained_visible; state=moving; confidence=high
    evidence: The distant player model remains visible in the midground, now positioned slightly right-of-center, continuing to move forward and deeper into the alley, gradually increasing the separation distance. / The distant player model in dark tactical gear is centrally framed in the midground, moving forward deeper into the alley passage.

chunk 3 00:03.062 - 00:04.062

The continued toward the viewer's screen-right yaw sweep and the transition from downward to upward pitch significantly reframe the alley environment. The orange-painted wall continues moving toward screen-left, and the alley corridor rotates further to reveal more of the forward passage geometry. The beige stone floor, previously dominant, drops lower in the screen as the upward pitch raises the view's horizontal orientation. The upper wall sections and the distant courtyard opening rise back into the central and upper portions of the view. The distant player model remains visible right-of-center in the midground, continuing to move forward and increasing the separation distance. The brighter courtyard area ahead becomes more prominent, with pale building facades and natural daylight providing clear background contrast. No other player models are visible.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=1; relation=unknown, life_state=alive, motion_state=moving; visibility=partially_visible/remained_visible; state=moving; confidence=high
    evidence: The distant player model remains visible right-of-center in the midground, continuing to move forward and increasing the separation distance. / The distant player model in dark gear is visible right-of-center in the midground, moving forward deeper into the passage.

chunk 4 00:04.062 - 00:05.062

The continued toward the viewer's screen-right yaw sweep completes the view rotation, reorienting the alley corridor to a more toward the viewer's screen-right-facing perspective. The orange-painted wall moves out of prominence, shifting far toward screen-left or beyond the view's the screen-left edge. The alley passage extends forward and slightly toward the viewer's screen-right, with the corridor's geometry framed more openly and symmetrically. The beige stone floor remains visible in the lower portion, and the upper wall sections and distant courtyard opening are clearly framed in the central and upper view. The distant player model is farther away, positioned right-of-center in the deep midground, continuing to move forward and increasing the separation distance. The brighter courtyard area ahead is clearly visible, with natural daylight and multiple pale building facades providing background depth and contrast. No other player models are visible.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=1; relation=unknown, life_state=alive, motion_state=moving; visibility=partially_visible/visible_no_change; state=moving; confidence=high
    evidence: The distant player model is farther away, positioned right-of-center in the deep midground, continuing to move forward and increasing the separation distance. / The distant player model in dark gear is visible slightly right-of-center in the midground, moving away deeper into the passage.
#077 live_player

opencs2-action-chain-m2391936-de_dust2-r21-p02-f002282

door other_player
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The enclosed courtyard transitions smoothly into the open pedestrian street. The white roll-down shutter and blue-painted courtyard walls slide out of view on the screen-left as the perspective moves forward. The sunlit street opens up, revealing the tan multi-story building on the screen-right, additional white wall sections with arched doorways and utility boxes on the screen-left, and the independent player model in tactical gear moving in the midground near the screen-left wall. Palm trees, balconies, and power lines become visible in the background. The lighting remains bright and high-contrast, and the asphalt street surface with concrete curbs is now the dominant foreground element. The checkered tile floor is left behind.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: Screen-left, a blue-painted door with decorative molding and a wall-mounted gray electrical box are visible.
  • other_player count=1; relation=unknown, life_state=alive, motion_state=moving; visibility=visible/entered_view; state=moving; confidence=high
    evidence: The sunlit street opens up, revealing the tan multi-story building on the screen-right, additional white wall sections with arched doorways and utility boxes on the screen-left, and the independent player model in tactical gear moving in the midground near the screen-left wall. / In the midground, an independent player model wearing tactical gear and a helmet becomes visible, positioned near the screen-left wall and moving along the street.

chunk 1 00:01.062 - 00:02.062

The street environment continues to open up as forward and toward the viewer's screen-right movement and toward the viewer's screen-right camera rotation shift the visible geometry. The white wall and arched doorway on the screen-left move out of view to the viewer's screen-left, while the tan building and its balconies shift from the screen-right side toward the center and then to the viewer's screen-left. The colorful player corpse with purple and rainbow clothing enters the view on the ground in the foreground, lying near the base of the screen-left wall. The independent player model in tactical gear remains visible in the midground, moving along the street. Palm trees, balconies, and power lines are still visible in the background, and the bright sunlight continues to cast sharp shadows on the asphalt and building facades.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=1; relation=unknown, life_state=alive, motion_state=moving; visibility=visible/entered_view; state=moving; confidence=high
    evidence: The independent player model in tactical gear remains visible in the midground, moving along the street. / The independent player model in tactical gear is visible in the midground near the screen-left wall, moving forward along the street.

chunk 2 00:02.062 - 00:03.062

The street environment shifts dynamically as toward the viewer's screen-right strafing and yaw rotation, followed by toward the viewer's screen-left strafing and yaw rotation toward the viewer's screen-left, move the visible geometry across the screen. The tan building on the screen-left slides further toward the viewer's screen-left and then back toward the center, while the white wall on the screen-right sweeps toward the center and then back toward the viewer's screen-right. The colorful player corpse in the foreground moves further toward the viewer's screen-left and exits the screen-left edge. The independent player model in tactical gear remains visible in the midground, moving along the street. Palm trees, balconies, and power lines are still visible in the background, and the bright sunlight continues to cast sharp shadows. The street curves gently, and the view reorients from a toward the viewer's screen-right-facing angle back toward a more centered or toward the viewer's screen-left-facing perspective.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=1; relation=unknown, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The independent player model in tactical gear remains visible in the midground, moving along the street. / The independent player model in tactical gear is visible in the midground, positioned near the center of the street and moving forward.

chunk 3 00:03.062 - 00:04.062

The street environment continues to shift as forward movement and yaw rotation toward the viewer's screen-left reorient the view. The white wall and arched doorway on the screen-left move further toward the viewer's screen-left and begin to exit the screen-left edge, while the tan building on the screen-right sweeps toward the center and left. The independent player model in tactical gear remains visible in the midground, moving along the street. Palm trees, balconies, and power lines are still visible in the background. The bright sunlight continues to cast sharp shadows on the asphalt and building facades. The AK-47 recoil and firing do not produce visible environmental impacts, and the weapon switch causes the viewmodel to lower and exit the screen, altering the foreground composition.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=1; relation=unknown, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The independent player model in tactical gear remains visible in the midground, moving along the street. / The independent player model in tactical gear is visible in the midground, positioned near the center of the street and moving forward.

chunk 4 00:04.062 - 00:05.062

The street environment continues to shift dynamically as toward the viewer's screen-left and toward the viewer's screen-right strafing movements and toward the viewer's screen-left and toward the viewer's screen-right yaw rotations move the visible geometry across the screen. The tan building and white wall move back and forth across the screen, with the independent player model in tactical gear remaining visible in the midground throughout. Palm trees, balconies, and power lines are still visible in the background. The bright sunlight continues to cast sharp shadows on the asphalt and building facades. The weapon switch from the AK-47 to the Smoke Grenade alters the foreground composition, with the grenade rising into view and becoming the active item by the midpoint. The view angle adjusts upward and toward the viewer's screen-right by the end, reorienting the framing and bringing more of the sky and upper building facades into view.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=1; relation=unknown, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The tan building and white wall move back and forth across the screen, with the independent player model in tactical gear remaining visible in the midground throughout. / The independent player model in tactical gear is visible in the midground, positioned near the screen-left side of the street and moving forward.
#078 live_player

opencs2-action-chain-m2391828-de_nuke-r24-p05-f000026

door other_player
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The environment remains stable as the player moves forward along the pathway. The chain-link fence and enclosed industrial yard on the viewer's screen-left grow more prominent in the view as the camera turns toward the viewer's screen-left, bringing the blue-and-white 'Bear Creek' equipment and yellow bollards into clearer view. The white warehouse structure on the viewer's screen-right shifts toward the screen-right edge of the screen. The two teammate player models remain visible ahead, advancing along the asphalt road. The bright daylight and clear blue sky provide consistent high visibility.

  • door count=1; subtype=roll_up, openness=closed, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: On the screen-right side, a large white-painted warehouse structure with vertical ribbed siding and a closed white roll-up garage door dominates the view. / Above the garage door, yellow safety railings are visible near rooftop utility access points.
  • other_player count=2; relation=teammate, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The two teammate player models remain visible ahead, advancing along the asphalt road. / Directly ahead, two teammate player models in tan tactical vests and backpacks move forward along the gray asphalt road.

chunk 1 00:01.062 - 00:02.062

The environment shifts as the camera turns toward the viewer's screen-right. The chain-link fence and enclosed industrial yard on the viewer's screen-left drift toward the screen-left edge of the screen and become less prominent, while the white warehouse structure and closed garage door move into the center of the screen and dominate the view. The two teammate player models continue moving forward along the pathway, maintaining their positions ahead of the player. The bright outdoor lighting remains consistent, with sharp shadows cast across the asphalt and metal surfaces.

  • door count=1; subtype=roll_up, openness=closed, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The chain-link fence and enclosed industrial yard on the viewer's screen-left drift toward the screen-left edge of the screen and become less prominent, while the white warehouse structure and closed garage door move into the center of the screen and dominate the view. / On the screen-right side, the white warehouse structure with its closed roll-up garage door occupies the screen-right portion of the screen, with the yellow safety railings visible near the roofline.
  • other_player count=2; relation=teammate, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The two teammate player models continue moving forward along the pathway, maintaining their positions ahead of the player. / Two teammate player models remain visible ahead on the asphalt pathway, one positioned near the center screen-left and another farther ahead near the center screen-right.

chunk 2 00:02.062 - 00:03.062

The environment shifts as the camera turns toward the viewer's screen-left and tilts slightly downward. The chain-link fence and enclosed industrial yard on the viewer's screen-left move from the screen-left edge back toward the center of the screen, becoming more prominent and revealing more of the blue-and-white 'Bear Creek' equipment and yellow bollards. The white warehouse structure and closed garage door shift toward the screen-right edge of the screen and become less dominant in the view. The two teammate player models continue advancing along the pathway, their positions shifting toward the viewer's screen-right in the screen due to the toward the viewer's screen-left camera rotation. The bright outdoor lighting and sharp shadows remain consistent.

  • door count=1; subtype=roll_up, openness=closed, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The white warehouse structure and closed garage door shift toward the screen-right edge of the screen and become less dominant in the view. / At the start, the player's view is centered on the white warehouse structure and its large closed roll-up garage door, which occupies the right-center of the screen.
  • other_player count=2; relation=teammate, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The two teammate player models continue advancing along the pathway, their positions shifting toward the viewer's screen-right in the screen due to the toward the viewer's screen-left camera rotation. / Two teammate player models are visible ahead on the asphalt pathway, one near the center screen-left and another farther forward near the center.

chunk 3 00:03.062 - 00:04.062

The environment shifts as the camera turns toward the viewer's screen-right and tilts slightly upward. The chain-link fence and enclosed industrial yard on the viewer's screen-left drift from the center toward the screen-left edge of the screen and become less prominent, while the white warehouse structure and closed garage door move from the screen-right edge back toward the center and dominate the view. More of the white ribbed siding and the upper portions of the building, including the yellow safety railings, become visible. The two teammate player models continue advancing along the pathway, their positions shifting slightly toward the viewer's screen-left in the screen due to the toward the viewer's screen-right camera rotation. The bright outdoor lighting and sharp shadows remain consistent.

  • door count=1; subtype=roll_up, openness=closed, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The chain-link fence and enclosed industrial yard on the viewer's screen-left drift from the center toward the screen-left edge of the screen and become less prominent, while the white warehouse structure and closed garage door move from the screen-right edge back toward the center and dominate the view. / On the screen-right edge of the view, a portion of the white warehouse structure and closed roll-up garage door is visible, with the yellow safety railings near the roofline at the far right.
  • other_player count=2; relation=teammate, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The two teammate player models continue advancing along the pathway, their positions shifting slightly toward the viewer's screen-left in the screen due to the toward the viewer's screen-right camera rotation. / Two teammate player models are visible ahead on the asphalt pathway, positioned toward the viewer's screen-right-center of the screen as they continue moving forward.

chunk 4 00:04.062 - 00:05.062

The environment shifts significantly as the camera turns toward the viewer's screen-left. The white warehouse structure and closed garage door move from the center toward the screen-right edge of the screen and become less dominant, while the chain-link fence and enclosed industrial yard on the viewer's screen-left move from the screen-left edge back toward the center and become prominently featured. More of the blue-and-white 'Bear Creek' equipment structure, yellow bollards, and metal grating platforms behind the fence become visible. The two teammate player models continue moving forward along the pathway, their positions shifting toward the viewer's screen-right in the screen due to the toward the viewer's screen-left camera rotation, with one teammate remaining visible near the screen-right edge by the end. The bright outdoor lighting and sharp shadows remain consistent throughout.

  • door count=1; subtype=roll_up, openness=closed, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The white warehouse structure and closed garage door move from the center toward the screen-right edge of the screen and become less dominant, while the chain-link fence and enclosed industrial yard on the viewer's screen-left move from the screen-left edge back toward the center and become prominently featured. / At the start, the player's view is centered on the large white warehouse structure and its closed roll-up garage door, which dominates the center and right-center of the screen.
  • other_player count=2; relation=teammate, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The two teammate player models continue moving forward along the pathway, their positions shifting toward the viewer's screen-right in the screen due to the toward the viewer's screen-left camera rotation, with one teammate remaining visible near the screen-right edge by the end. / Two teammate player models are visible ahead on the asphalt pathway, positioned toward the viewer's screen-left-center of the screen as they continue moving forward.
#079 live_player

opencs2-action-chain-m2391954-de_mirage-r08-p08-f000684

door other_player
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The alley remains stable as a narrow corridor. The hostile player model in the midground moves toward the viewer's screen-left across the courtyard, passing behind wooden crates and ceramic pots. As the view turns toward the viewer's screen-left, the blue wall on screen-left drifts toward the viewer's screen-right, revealing more of the courtyard opening. The palm tree and background buildings rotate gently right. The beige wall on screen-right slides toward the viewer's screen-left, and the wrought-iron lantern fixture shifts toward the viewer's screen-left out of view. Lighting remains bright and consistent, with sharp shadows under props and along wall bases. The stone tile floor remains visible, sunlit and dusty.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=1; relation=unknown, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The hostile player model in the midground moves toward the viewer's screen-left across the courtyard, passing behind wooden crates and ceramic pots. / In the midground, a hostile player model dressed in tactical gear is clearly visible near a stack of wooden crates, positioned slightly left of center and moving laterally.

chunk 1 00:01.062 - 00:02.062

The alley corridor remains framed by the blue wall on screen-left and the beige wall on screen-right. As the view turns toward the viewer's screen-right, the blue wall drifts back screen-left and the beige wall slides toward the viewer's screen-right into screen, reversing the previous toward the viewer's screen-left rotation. The courtyard opening contracts on the screen-left side. The hostile player model moves toward the viewer's screen-left in the midground, intermittently obscured by the ceramic pot and wooden crate. The palm tree shifts toward the viewer's screen-left across the background, and the residential buildings rotate left. The upward pitch adjustment brings more upper building facades and sky into view, reducing visible floor area. Lighting remains bright with sharp shadows. No new environment elements appear; the scene is a reversal of the previous rotation.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=1; relation=unknown, life_state=alive, motion_state=moving; visibility=partially_visible/visible_no_change; state=moving; confidence=high
    evidence: The hostile player model moves toward the viewer's screen-left in the midground, intermittently obscured by the ceramic pot and wooden crate. / The hostile player model in the midground has moved left and is now positioned near a ceramic pot and partially behind a wooden crate, approximately center screen-left in the courtyard.

chunk 2 00:02.062 - 00:03.062

The alley corridor begins to transition into the courtyard as the agent moves forward. The blue wall on screen-left drifts toward the viewer's screen-left and shrinks as the agent strafes toward the viewer's screen-right and forward, while the beige wall on screen-right drifts toward the viewer's screen-right and expands. The courtyard opening grows larger, and the stone tile floor advances closer. The hostile player model in the midground moves toward the viewer's screen-left and becomes more fully visible, positioned center screen-left among the crates and ceramic pot. The palm tree shifts toward the viewer's screen-left as the view turns toward the viewer's screen-right. The residential buildings and "B" marker rotate left. The forward motion brings more courtyard detail into the midground, including additional crates, pots, and the bases of courtyard structures. Lighting remains bright with sharp shadows.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=1; relation=unknown, life_state=alive, motion_state=moving; visibility=partially_visible/visible_no_change; state=moving; confidence=high
    evidence: The hostile player model in the midground moves toward the viewer's screen-left and becomes more fully visible, positioned center screen-left among the crates and ceramic pot. / The hostile player model in the midground is positioned left of center near the ceramic pot and wooden crates, partially obscured by these props.

chunk 3 00:03.062 - 00:04.062

The alley fully transitions into the courtyard. The beige wall on screen-right drifts toward the viewer's screen-right and exits the screen as the agent passes it. The blue wall on screen-left shrinks to the far-the screen-left edge and then exits the screen. The courtyard opens fully, dominating the view. The hostile player model moves toward the viewer's screen-left in the midground, positioned left of center and partially behind a wooden crate. The palm tree remains left of center in the background. The stone tile floor advances closer as the agent moves forward toward the viewer's screen-right. A wrought-iron gate or fence structure enters the screen on the screen-right side in the midground. Additional wooden crates and ceramic pots become visible on the courtyard floor. The residential buildings screen the space, and the "B" marker remains right of center. Lighting remains bright with sharp shadows.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: A wrought-iron gate or fence structure enters the screen on the screen-right side in the midground. / A wrought-iron gate or fence structure is visible in the midground right, and additional wooden crates and ceramic pots are scattered across the stone tile floor.
  • other_player count=1; relation=unknown, life_state=alive, motion_state=moving; visibility=partially_visible/visible_no_change; state=moving; confidence=high
    evidence: The hostile player model moves toward the viewer's screen-left in the midground, positioned left of center and partially behind a wooden crate. / The hostile player model is positioned center screen-left in the midground, moving among wooden crates and a ceramic pot.

chunk 4 00:04.062 - 00:05.062

The courtyard environment fully envelops the view. The agent advances forward toward the viewer's screen-right among the midground props. The hostile player model moves toward the viewer's screen-left and becomes intermittently obscured by a large wooden crate left of center. The palm tree shifts toward the viewer's screen-left as the view turns toward the viewer's screen-right. The residential buildings rotate left, and the red-and-white "B" marker moves toward the viewer's screen-left toward center. The wrought-iron gate structure on the viewer's screen-right drifts toward the viewer's screen-right and grows nearer, becoming a prominent screen-right side feature. A cream-colored building with a decorative archway enters the screen right of center in the midground. Additional ceramic pots, small wooden crates, and scattered props become visible on the stone tile floor as the agent advances. The stone tiles scroll closer underfoot, revealing individual edges and texture. Lighting remains bright with sharp shadows. No new independent player models appear; the environment is populated by static props and the single hostile target.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The wrought-iron gate structure on the viewer's screen-right drifts toward the viewer's screen-right and grows nearer, becoming a prominent screen-right side feature. / A wrought-iron gate or fence structure is visible on the screen-right side in the midground, and additional wooden crates and ceramic pots are scattered across the courtyard floor.
  • other_player count=1; relation=unknown, life_state=alive, motion_state=moving; visibility=partially_visible/visible_no_change; state=moving; confidence=high
    evidence: The hostile player model moves toward the viewer's screen-left and becomes intermittently obscured by a large wooden crate left of center. / The hostile player model is positioned left of center in the midground, moving among wooden crates and a ceramic pot.
#080 live_player

opencs2-action-chain-m2392269-de_anubis-r01-p06-f000296

other_player
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The ivy-covered sandstone wall on the viewer's screen-left remains a dominant feature, with its green foliage and weathered stone blocks clearly visible. The B site building on the viewer's screen-right, with its cream stone, exposed brick patches, ornamental columns, and metal-grilled window, stays prominent. The independent player model in a tan uniform is visible in the midground, moving forward across the courtyard. The paved stone ground, bright sunlight, and sharp shadows remain stable. No new architectural elements enter the view, and the overall scene composition stays consistent with the opening courtyard layout.

  • other_player count=1; relation=unknown, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The independent player model in a tan uniform is visible in the midground, moving forward across the courtyard. / An independent player model in a tan uniform and tactical vest is visible in the midground, moving forward across the courtyard near the base of the B site wall.

chunk 1 00:01.062 - 00:02.062

The ivy-covered sandstone wall on the viewer's screen-left and the B site building on the viewer's screen-right remain stable and prominent. The independent player model in the tan uniform continues moving forward in the midground, now positioned slightly further ahead near the B marker. The paved stone ground, bright sunlight, and sharp shadows persist. The architectural features—columns, exposed brick patches, metal-grilled window, and green ivy—stay consistent. No new elements or occlusions occur, and the overall courtyard layout remains unchanged from the previous window.

  • other_player count=1; relation=unknown, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The independent player model in the tan uniform continues moving forward in the midground, now positioned slightly further ahead near the B marker. / The independent player model in the tan uniform is visible ahead in the midground, walking forward across the paved plaza.

chunk 2 00:02.062 - 00:03.062

The ivy-covered sandstone wall on the viewer's screen-left becomes more prominent and closer as <|Subject1|> advances, its green foliage and weathered blocks filling more of the screen-left side of the view. The B site building on the viewer's screen-right remains stable, with its cream stone, exposed brick, ornamental columns, and B marker clearly visible. The independent player model in the tan uniform continues moving forward in the midground, now positioned slightly further back relative to the player's advancing viewpoint. The paved stone ground, bright sunlight, and sharp shadows persist. No new architectural elements enter the view. The overall courtyard layout remains consistent, with the forward movement bringing the screen-left wall closer and the right building maintaining its vertical presence.

  • other_player count=1; relation=unknown, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The independent player model in the tan uniform is visible ahead in the midground, walking forward across the paved stone tiles. / The independent player model continues moving ahead, gradually shifting position relative to the architectural features.

chunk 3 00:03.062 - 00:04.062

The ivy-covered sandstone wall on the viewer's screen-left becomes the dominant feature, filling much of the left and center of the view as <|Subject1|> moves forward and the camera begins turning toward the viewer's screen-left. The green foliage and weathered stone blocks are prominent and close. The B site building on the viewer's screen-right, with its cream stone, exposed brick, ornamental columns, and B marker, shifts toward the screen-right edge of the screen and begins to exit the screen as the left turn progresses. The independent player model in the tan uniform remains visible in the midground, now positioned more to the viewer's screen-right relative to the turning view. The paved stone ground, bright sunlight, and sharp shadows persist. The left turn brings more of the ivy wall into central view and reduces the prominence of the screen-right side building.

  • other_player count=1; relation=unknown, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The independent player model in the tan uniform remains visible in the midground, now positioned more to the viewer's screen-right relative to the turning view. / The independent player model in the tan uniform is visible ahead in the midground, continuing to move forward across the paved stone tiles.

chunk 4 00:04.062 - 00:05.062

The ivy-covered sandstone wall dominates the left and center of the view, its green foliage and weathered stone blocks prominent and close. The B site building and B marker have exited the screen-right edge of the screen as the left camera turn concludes, replaced by more open courtyard space and distant architectural features on the viewer's screen-right. The independent player model in the tan uniform remains visible ahead in the midground, positioned centrally as the view stabilizes. The paved stone ground, bright sunlight, and sharp shadows persist. The left turn has reoriented the view to face the ivy wall and the forward path, and the previously dominant screen-right side building is no longer visible.

  • other_player count=1; relation=unknown, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The independent player model in the tan uniform remains visible ahead in the midground, positioned centrally as the view stabilizes. / The independent player model in the tan uniform is visible ahead in the midground, positioned more to the viewer's screen-right of center due to the viewer's screen-left camera turn.
#081 live_player

opencs2-action-chain-m2391952-de_inferno-r10-p09-f002011

other_player
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The courtyard remains stable in its overall layout, though the toward the viewer's screen-right camera sweep brings the pink stucco wall and its planter more prominently into the screen-right half of the screen while the wooden barrels and tan building shift toward the viewer's screen-left margin. The CT opponent moves visibly across the open center space near the arched alcove. Lighting remains bright and consistent with sharp shadows. No environmental changes or occlusions occur; the stone paving, barrels, planter, and building facades remain fully visible throughout.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/remained_visible; state=moving; confidence=high
    evidence: The CT opponent moves visibly across the open center space near the arched alcove. / In the mid-distance, a CT opponent in a tan vest moves across the open courtyard near the central stone building with its distinctive arched alcove and green-shuttered windows.

chunk 1 00:01.062 - 00:02.062

The toward the viewer's screen-right camera movement continues to shift the courtyard framing, bringing the pink stucco wall and its associated details further into dominance on the viewer's screen-right while the wooden barrels and tan building recede toward the screen-left edge. The CT opponent continues to move through the mid-distance courtyard space, his position changing relative to the arched alcove and central stone structure. No new architectural elements appear. Lighting remains bright and consistent, with sharp shadows defining the stone paving and building facades. The terracotta planter, metal grate, and cardboard boxes remain fully visible on the viewer's screen-right.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/remained_visible; state=moving; confidence=high
    evidence: The CT opponent continues to move through the mid-distance courtyard space, his position changing relative to the arched alcove and central stone structure. / The CT opponent in the tan vest is visible in the mid-distance, positioned near the central stone building with the arched alcove.

chunk 2 00:02.062 - 00:03.062

The toward the viewer's screen-left camera turn significantly alters the courtyard framing. The wooden barrels and tan building, previously on the viewer's screen-left margin, move back toward the center and left-center of the view. The pink stucco wall, planter, and security grate shift from the viewer's screen-right-dominant to the far screen-right edge. The CT opponent continues moving through the mid-distance space, his position relative to the central stone building changing as the camera rotates. The arched alcove and green-shuttered windows drift toward the viewer's screen-right across the screen. No new environmental elements appear. Lighting remains bright and consistent, with sharp shadows defining the stone paving and building facades throughout the transition from rifle to knife.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/remained_visible; state=moving; confidence=high
    evidence: The CT opponent continues moving through the mid-distance space, his position relative to the central stone building changing as the camera rotates. / The CT opponent in the tan vest is visible in the mid-distance, moving near the central stone building.

chunk 3 00:03.062 - 00:04.062

The courtyard framing remains largely stable throughout this window, with the wooden barrels and tan building occupying the left and left-center, the pink stucco wall on the viewer's screen-right margin, and the central stone building and CT opponent in the mid-distance. The backward movement by <|Subject1|> causes subtle shifts in perspective, with foreground elements like the barrels appearing to move slightly forward relative to the background architecture. The CT opponent's position changes slightly as he continues moving through the mid-distance space. No new architectural elements appear. Lighting remains bright and consistent with sharp shadows throughout the weapon transitions from knife back to rifle.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The courtyard framing remains largely stable throughout this window, with the wooden barrels and tan building occupying the left and left-center, the pink stucco wall on the viewer's screen-right margin, and the central stone building and CT opponent in the mid-distance. / The CT opponent's position changes slightly as he continues moving through the mid-distance space.

chunk 4 00:04.062 - 00:05.062

The courtyard framing shifts due to the combination of continued backward and toward the viewer's screen-left strafing plus a toward the viewer's screen-right camera turn near the end of the window. The wooden barrels and tan building on the viewer's screen-left shift slightly toward the viewer's screen-left margin, while the pink stucco wall and its associated details become more prominent on the viewer's screen-right. The CT opponent continues moving through the mid-distance courtyard space, his position relative to the arched alcove and central stone structure changing subtly. The perspective shift from the backward movement causes foreground elements to appear to advance slightly relative to the background. No new architectural elements appear. Lighting remains bright and consistent with sharp shadows throughout the completion of the rifle draw.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/remained_visible; state=moving; confidence=high
    evidence: The CT opponent continues moving through the mid-distance courtyard space, his position relative to the arched alcove and central stone structure changing subtly. / The CT opponent in the tan vest is positioned in the mid-distance, moving near the central stone building with its arched alcove and green-shuttered windows.
#082 live_player

opencs2-action-chain-m2391952-de_inferno-r01-p09-f001479

other_player
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The environment remains stable with the central fountain and surrounding plaza architecture clearly visible. The CT player model moves across the midground near the fountain, progressing from center toward screen-right. The wooden facade to screen-left and the stone wall to screen-the viewer's screen-right the scene consistently, while the yellow building in the background remains a fixed landmark. No occlusion changes occur to major structures, and lighting remains bright and even throughout.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The CT player model moves across the midground near the fountain, progressing from center toward screen-right. / An enemy CT player model in dark combat fatigues moves near the fountain's far side, progressing from screen-center toward the screen-right edge.

chunk 1 00:01.062 - 00:02.062

The central fountain and yellow building remain stable landmarks as the view rotates to screen-right and tilts downward. The wooden facade and cardboard boxes slide off screen-left, while the stone wall to screen-right becomes more prominent. The CT player model continues moving across the midground, approaching the stone wall area near the fountain's the screen-right side. The red tile flooring becomes more visible in the lower screen as the view tilts down, and lighting remains consistent.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The CT player model continues moving across the midground, approaching the stone wall area near the fountain's the screen-right side. / The central fountain's tan stone tiers occupy the midground, and the CT player model is visible near the fountain's far side, moving across the plaza floor.

chunk 2 00:02.062 - 00:03.062

The central fountain shifts toward screen-left as the view rotates right, while the stone wall to screen-right becomes more centered and prominent in the screen. The yellow building in the background moves to screen-left, and the red tile floor remains visible below. The CT player model moves across the midground, approaching the fountain area from the stone wall side. Lighting remains bright and consistent, and the blue tarp on the scaffolding becomes more visible as the stone wall occupies more of the screen. The wooden facade and cardboard boxes remain off screen-left and are not visible.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The CT player model moves across the midground, approaching the fountain area from the stone wall side. / The CT player model is present in the midground near the stone wall, moving across the plaza.

chunk 3 00:03.062 - 00:04.062

The stone wall drifts toward screen-left as the view rotates right, while more of the plaza's the screen-right edge and additional stone wall surfaces come into view to screen-right. The central fountain moves off screen-left, and the yellow building in the background remains visible to screen-left. The red tile floor shifts beneath the view as the agent moves, and the CT player model continues moving in the midground near the fountain area. The blue tarp on the scaffolding remains visible atop the stone wall, and lighting stays bright and consistent. The wooden facade and cardboard boxes remain off screen and are not visible.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The red tile floor shifts beneath the view as the agent moves, and the CT player model continues moving in the midground near the fountain area. / The CT player model is visible in the midground near the fountain, moving across the plaza.

chunk 4 00:04.062 - 00:05.062

The stone wall, fountain, and yellow building shift positions in the screen as the view rotates and the agent moves laterally. The red tile floor drifts beneath the view in response to the movement, and the CT player model continues moving in the midground near the fountain area. The lighting remains bright and consistent, and the blue tarp on the scaffolding stays visible atop the stone wall. By the end, the fountain and yellow building are more centered, the stone wall is to screen-left, and the CT player remains visible in the midground. No major structures become occluded or newly revealed; the environment shifts smoothly in response to camera and movement changes.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The red tile floor drifts beneath the view in response to the movement, and the CT player model continues moving in the midground near the fountain area. / The CT player model is visible in the midground near the fountain, moving across the plaza.
#083 live_player

opencs2-action-chain-m2391938-de_overpass-r06-p00-f000959

other_player
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The courtyard environment remains stable with the wooden crate structures dominating the left perimeter and the corrugated awning on the viewer's screen-right. The enemy player model moves across the screen-left side, partially visible behind the crate barriers. The graffiti wall in the middle distance stays centered, brightly lit by overhead sunlight. The multi-story buildings in the background remain static, framing the upper edges of the view. No new props or surfaces enter the screen, and lighting conditions hold steady with sharp shadows and high contrast.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/visible_no_change; state=moving; confidence=high
    evidence: The enemy player model moves across the screen-left side, partially visible behind the crate barriers. / An enemy player model wearing dark combat gear moves rapidly across the screen-left side of the courtyard, partially obscured by the wooden crate structures.

chunk 1 00:01.062 - 00:02.062

The courtyard environment undergoes a dynamic visual shift as the view rotates toward the viewer's screen-right and upward. The wooden crate barriers move from a prominent left position to the far screen-left margin, while the corrugated awning and screen-right side structures shift toward the center. The graffiti wall recedes toward the screen-left edge, and the upper building facades, balconies, and window details come into greater prominence in the upper screen. The enemy player model, previously visible on the viewer's screen-left near the crates, becomes occluded by the changing angle and intervening cover. The rough ground surface remains visible in the lower screen, with its debris and weathering still apparent. Lighting conditions adjust subtly with the camera movement, revealing different shadow patterns and exposing more of the bright sky in the upper view.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=intermittent/visible_then_left_view; state=moving; confidence=high
    evidence: The enemy player model, previously visible on the viewer's screen-left near the crates, becomes occluded by the changing angle and intervening cover. / The enemy player model on the viewer's screen-left moves further into cover behind the wooden crates, becoming less visible as the camera angle changes.

chunk 2 00:02.062 - 00:03.062

The corrugated awning moves toward the screen-right edge, and the graffiti wall reappears partially on the viewer's screen-left as the camera adjusts. The enemy player model moves across the middle distance, serving as the target for the rifle burst. The wooden crate barriers stay at the viewer's screen-left margin throughout. The upper building facades and sky remain prominent in the upper screen, with consistent bright sunlight and sharp shadows. No new major props or surfaces enter the screen; the rough ground and existing structures provide the stable environmental context for the weapon transition and firing action.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=intermittent/visible_then_left_view; state=moving; confidence=high
    evidence: The enemy player model moves across the middle distance, serving as the target for the rifle burst. / An enemy player model is partially visible in the middle distance, moving across the courtyard space.

chunk 3 00:03.062 - 00:04.062

The courtyard environment remains stable, with the graffiti wall, wooden crate barriers, and corrugated awning serving as fixed reference points. The enemy player model moves across the middle distance at the start, then shifts out of the central view as the camera adjusts. The view's pitch lowers from the elevated post-firing angle back toward level, bringing more of the ground surface and lower courtyard structures into prominence in the lower screen. The graffiti wall moves from the screen-left side toward a more central position as the camera rotates toward the viewer's screen-left. The corrugated awning shifts toward the viewer's screen-right margin or out of view. The wooden crate barriers become more prominent on the screen-left side. The upper building facades and sky remain visible in the upper screen, with consistent bright sunlight and sharp shadows throughout.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The enemy player model moves across the middle distance at the start, then shifts out of the central view as the camera adjusts. / An enemy player model is visible in the middle distance, moving across the courtyard.

chunk 4 00:04.062 - 00:05.062

The courtyard environment remains stable, with the graffiti wall, wooden crate barriers, and multi-story buildings serving as consistent reference points. The agent's airborne movement and subsequent landing cause a dynamic change in the view's vertical relationship to the ground, with the surface appearing to rise in the lower screen during the fall and then stabilizing after landing. The camera's oscillating yaw and downward-then-upward pitch adjustments shift the framing, moving the graffiti wall between center and left-center positions and varying the prominence of the ground surface and upper building details. The enemy player model near the viewer's screen-left crate barriers continues to move and reposition, remaining partially visible throughout. No new major props or surfaces enter the screen; the existing structures and ground provide the stable environmental context. The lighting remains consistent, with bright sunlight and sharp shadows illuminating the courtyard throughout the interval.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/visible_no_change; state=moving; confidence=high
    evidence: The enemy player model near the viewer's screen-left crate barriers continues to move and reposition, remaining partially visible throughout. / An enemy player model is partially visible in the middle distance, positioned near the crate structures on the viewer's screen-left.
#084 live_player

opencs2-action-chain-m2391954-de_overpass-r03-p07-f002690

other_player
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The environment remains stable throughout this window. The CT player model moves from the midground toward the background, becoming more distant and smaller in screen space. The wooden counter on screen-left and the gray shutter wall on screen-right stay anchored to their respective sides as the view sweeps subtly. No new architectural elements, props, or players enter the visible area. Lighting and surface details remain consistent, with the fluorescent fixtures providing unchanged illumination.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/remained_visible; state=moving; confidence=high
    evidence: The CT player model moves from the midground toward the background, becoming more distant and smaller in screen space. / A CT player model stands in the midground near the center of the corridor, wearing combat fatigues and positioned between the counter and the gray shutter wall on screen-right.

chunk 1 00:01.062 - 00:02.062

The CT player model continues moving within the corridor, maintaining a midground position and shifting laterally during the firing sequence. The wooden counter on screen-left and the gray shutter wall on screen-right remain anchored, though the player's view movement causes minor shifts in their screen positions. No new players, props, or architectural elements enter the visible area. The fluorescent lighting and overall visibility remain stable, with brief illumination changes near the weapon due to muzzle flash. The floor, walls, and ceiling details persist unchanged.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The CT player model continues moving within the corridor, maintaining a midground position and shifting laterally during the firing sequence. / The CT player model is visible in the midground, positioned near the center of the corridor and appearing smaller due to increased distance.

chunk 2 00:02.062 - 00:03.062

The CT player model continues to move within the corridor, maintaining a midground position and shifting laterally. The wooden counter on screen-left drifts slightly more toward center as the view adjusts, while the gray shutter wall on screen-right becomes more prominent. No new players, props, or architectural elements enter the visible area. The fluorescent lighting remains stable and even, with no dynamic environmental effects. The floor, walls, ceiling, and signage details persist unchanged throughout the weapon transition.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The CT player model continues to move within the corridor, maintaining a midground position and shifting laterally. / The wooden counter on screen-left and the gray shutter wall on screen-right remain prominent, and the CT player model is visible in the midground, positioned near the center of the corridor.

chunk 3 00:03.062 - 00:04.062

The CT player model continues to move within the corridor, maintaining a midground position and shifting laterally. The wooden counter on screen-left becomes less prominent and begins to exit the screen-left edge of the screen as the player advances and the view shifts. The gray shutter wall on screen-right and adjacent corridor elements become more dominant in the screen. Additional architectural details such as doorway screen and overhead beams become more visible as the player moves deeper into the corridor. No new players or props enter the visible area. Lighting remains stable and even, with no dynamic environmental effects. Floor, wall, and ceiling details persist unchanged.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The CT player model continues to move within the corridor, maintaining a midground position and shifting laterally. / The CT player model remains in the midground, positioned near the center screen-right of the corridor and appearing smaller due to distance.

chunk 4 00:04.062 - 00:05.062

The CT player model continues to shift position within the corridor, maintaining a midground location and moving laterally. The wooden counter on screen-left has exited the visible screen entirely as the player advances and the view orients more toward the viewer's screen-right. The gray shutter wall and screen-right corridor elements remain dominant on screen-right. Additional architectural details such as doorway screen, overhead beams, and wall-mounted signage are now more prominent due to the player's advanced position. No new players or props enter the visible area. Lighting remains stable, even, and cool, with no dynamic environmental effects. Floor, wall, and ceiling details persist unchanged.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The CT player model continues to shift position within the corridor, maintaining a midground location and moving laterally. / The CT player model is visible in the midground, positioned near center screen-right and appearing smaller due to continued distance.
#085 live_player

opencs2-action-chain-m2391823-de_nuke-r04-p06-f000021

other_player smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The courtyard remains stable, with the silo, warehouse, and van stationary. The CT player models move forward and laterally among the containers and fence, entering and exiting the screen edges as the camera sweeps toward the viewer's screen-right. The metal grating, hazard striping, and asphalt details shift across the foreground due to the camera turn. Lighting and shadows remain constant.

  • other_player count=3; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The CT player models move forward and laterally among the containers and fence, entering and exiting the screen edges as the camera sweeps toward the viewer's screen-right. / In the midground, three CT-side player models are visible: one near the blue containers on the viewer's screen-left, another in the center near the chain-link fence, and a third moving between the silo and the van.
  • smoke_cloud count=0; source=unknown, density=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The courtyard environment remains stable, with the silo, van, and grating stationary. The CT player models continue to move forward and laterally, progressing deeper into the courtyard and shifting positions relative to the fence and containers. As the camera sweeps toward the viewer's screen-right and tilts down, the white warehouse and yellow ladder slide off the screen-left edge, and the chain-link fence and distant structures move toward the screen-left background. The foreground grating and asphalt occupy more of the lower screen due to the downward tilt, and the silo's edge and van's fender screen the right and left sides. No new environmental objects appear, and lighting remains bright and constant.

  • other_player count=None; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The CT player models continue to move forward and laterally, progressing deeper into the courtyard and shifting positions relative to the fence and containers. / The asphalt and metal grating panels with yellow and black hazard striping remain in the foreground, and the CT player models continue their movement near the fence and containers in the midground.
  • smoke_cloud count=None; source=smoke_grenade, density=unknown; visibility=visible/entered_view; state=persisting; confidence=high
    evidence: The player's hands complete the weapon-switch animation: the left hand pulls a round gray Smoke Grenade with a visible pin and spoon into the center of the view, and the right hand reaches across to support it from the screen-left side. / The player's olive-green gloves and the gray Smoke Grenade with its pin and spoon are the primary focus in the lower center of the view.

chunk 2 00:02.062 - 00:03.062

The courtyard environment remains stable, with the silo, grating, and asphalt stationary. The CT player models continue to move forward and laterally, progressing deeper into the courtyard and shifting positions relative to the fence and containers. As the camera sweeps toward the viewer's screen-right and then reverses to the viewer's screen-left, the white van's fender slides off the screen-left edge and then reappears, and the chain-link fence and distant structures move across the background from the viewer's screen-right to the viewer's screen-left and then back toward the center. The foreground grating and asphalt rotate across the screen in both directions due to the camera turns. No new environmental objects appear, and lighting remains bright and constant.

  • other_player count=2; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/visible_no_change; state=moving; confidence=high
    evidence: The CT player models continue to move forward and laterally, progressing deeper into the courtyard and shifting positions relative to the fence and containers. / In the midground, two CT player models are visible near the chain-link fence, moving among the distant structures.
  • smoke_cloud count=None; source=smoke_grenade, density=unknown; visibility=visible/visible_no_change; state=persisting; confidence=high
    evidence: The player's gloved hands—olive-green with dark reinforced knuckle panels and beige accent stitching—hold the round gray Smoke Grenade firmly in the lower center of the screen. / The player's olive-green gloved hands still grip the gray Smoke Grenade in the lower center, with the pin and spoon visible.

chunk 3 00:03.062 - 00:04.062

The courtyard environment remains stable, with the silo, grating, asphalt, and containers stationary. The CT player models continue to move forward and laterally, progressing across the courtyard and shifting positions relative to the fence and containers. As the camera sweeps toward the viewer's screen-left, the chain-link fence and silo move from the center toward the screen-right edge and then off the screen-right side of the screen. The blue containers, white warehouse, and yellow ladder reappear on the screen-left side and then move toward the center. The foreground grating and asphalt rotate toward the viewer's screen-right across the screen due to the toward the viewer's screen-left camera turn. The cylindrical gray storage tank becomes visible on the viewer's screen-left behind the containers by the end. No new environmental objects appear beyond this, and lighting remains bright and constant.

  • other_player count=2; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/visible_no_change; state=moving; confidence=high
    evidence: The CT player models continue to move forward and laterally, progressing across the courtyard and shifting positions relative to the fence and containers. / Two CT player models are visible in the midground near the chain-link fence, moving among the distant structures.
  • smoke_cloud count=None; source=smoke_grenade, density=unknown; visibility=visible/visible_no_change; state=persisting; confidence=high
    evidence: The player's gloved hands—olive-green with dark reinforced knuckle panels and beige accent stitching—hold the round gray Smoke Grenade firmly in the lower center of the view. / The player's olive-green gloved hands still grip the gray Smoke Grenade in the lower center, with the pin and spoon visible.

chunk 4 00:04.062 - 00:05.062

The courtyard environment remains stable, with the grating, asphalt, containers, and buildings stationary. The CT player models continue to move forward and laterally, progressing across the courtyard and shifting positions relative to the containers and buildings. As the camera sweeps toward the viewer's screen-left and tilts down, the blue containers, storage tank, white warehouse, and yellow ladder move from the viewer's screen-left and center toward the screen-right side of the screen and then off the screen-right edge. New white industrial buildings and props appear on the screen-left side and move toward the center. The chain-link fence and silo exit the screen completely. The foreground grating and asphalt rotate toward the viewer's screen-right across the screen and occupy more of the lower screen due to the downward tilt. No new environmental objects appear beyond the white buildings on the viewer's screen-left, and lighting remains bright and constant.

  • other_player count=2; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The CT player models continue to move forward and laterally, progressing across the courtyard and shifting positions relative to the containers and buildings. / Two CT player models are visible in the midground, one near the containers on the viewer's screen-left and another near the fence on the viewer's screen-right, both moving through the courtyard.
  • smoke_cloud count=None; source=smoke_grenade, density=unknown; visibility=visible/visible_no_change; state=persisting; confidence=high
    evidence: The player's gloved hands—olive-green with dark reinforced knuckle panels and beige accent stitching—hold the round gray Smoke Grenade firmly in the lower center of the view. / The player's olive-green gloved hands still grip the gray Smoke Grenade in the lower center, with the pin and spoon visible.
#086 live_player

opencs2-action-chain-m2391818-de_nuke-r06-p07-f000010

door other_player
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

At the start the alley is clear of player models except for the held pistol. As forward movement begins, the concrete wall on the viewer-screen-left grows larger and the truck stays visible in the viewer-screen-right midground. The reactor dome begins appearing over the roofline. By the end of this window a teammate model becomes faintly visible near the viewer-screen-left wall. No other player models are visible. The utility cabinet on the viewer-screen-left wall is partially occluded as the view moves closer to the wall.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=1; relation=teammate, life_state=alive, motion_state=unknown; visibility=intermittent/visible_then_left_view; state=none_observed; confidence=high
    evidence: By the end of this window a teammate model becomes faintly visible near the viewer-screen-left wall. / By the end of this window the pistol is still held in the left hand at center-screen, and the alley environment has shifted forward with the truck now appearing slightly closer and to the viewer-screen-right, while a teammate model briefly appears near the viewer-screen-left wall in the foreground.

chunk 1 00:01.062 - 00:02.062

The truck is now closer and occupies more of the viewer-screen-right. The reactor dome is large and prominent above the viewer-screen-left roofline. The teammate model on the viewer-screen-left is clearly visible and moving ahead. No additional player models appear. The utility cabinet is no longer visible; it has passed out of view behind as the player moved forward.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=1; relation=teammate, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The teammate model on the viewer-screen-left is clearly visible and moving ahead. / A teammate model is present on the viewer-screen-left side of the alley, wearing a light plaid shirt and tactical gear with a balaclava, carrying an assault rifle on their back;

chunk 2 00:02.062 - 00:03.062

The rough pebble-dash wall of the earlier alley has transitioned to a smoother flat painted concrete block wall on the viewer-screen-left. The truck's rear section with hazmat markings and a blue cargo container are visible viewer-screen-right. A yellow hazard crate appears in the midground near the wall. The NOTICE sign on the wall becomes briefly readable. The teammate model remains the dominant foreground object. No additional player models are visible.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=1; relation=teammate, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The teammate model remains the dominant foreground object. / The teammate model in the light plaid shirt and tactical vest is directly ahead in the viewer-screen-left to center zone, moving forward.

chunk 3 00:03.062 - 00:04.062

The louvered metal panel building facade has replaced the earlier concrete wall on the viewer-screen-left, indicating the player has advanced past the initial alley corner. A white delivery van appears viewer-screen-right alongside the red truck. The roll-up garage door becomes visible in the background center screen-right. The yellow hazard crate is now at closer range viewer-screen-left. The Cedar Creek sign is readable in the upper viewer-screen-left. No additional player models appear beyond the one teammate.

  • door count=1; subtype=roll_up, openness=open, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=high
    evidence: The roll-up garage door becomes visible in the background center screen-right. / As the view progresses, the player moves into a forward strafe toward the viewer's screen-right then back to forward, causing the louvered metal panel wall to sweep across the viewer-screen-left and the open area near the garage doors to come into the viewer-screen-right.
  • other_player count=1; relation=teammate, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The teammate model is still directly ahead in center-screen, wearing the same plaid shirt, tactical vest, green backpack, and purple-gloved hand. / The teammate continues moving ahead toward the garage-door zone.

chunk 4 00:04.062 - 00:05.062

The open service yard in front of the garage door is now the primary environment. The chain-link fence on the viewer-screen-left is very close and partially fills that edge. The Cedar Creek Nuclear Power Plant sign is legible in the upper viewer-screen-left. The white garage door dominates the background center. The red truck is no longer visible; it has passed out of the screen to the viewer-screen-right rear. The white delivery van is also no longer in screen. The teammate remains the closest visible player model.

  • door count=1; subtype=roll_up, openness=open, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The open service yard in front of the garage door is now the primary environment. / The white garage door dominates the background center.
  • other_player count=1; relation=teammate, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The teammate remains the closest visible player model. / At the start of this window the first-person view is now close behind the teammate, who occupies center-screen and is clearly detailed: plaid shirt, white tactical vest, green tactical backpack, golden-finished assault rifle slung on the back, and purple-gloved right hand visible at their side.
#087 live_player

opencs2-action-chain-m2391823-de_dust2-r03-p04-f002181

other_player smoke_cloud
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The courtyard remains centered in the view, with the smoke cloud expanding and partially obscuring the middle ground. The CT player model moves across the far side near the mid-the viewer's screen-left doorway, visible intermittently through the smoke. The stacked woven baskets and palm tree shift toward the viewer's screen-left on screen as the view rotates right, while the screen-right side building facade with wooden shutters and the blue-tarped fountain move toward screen-center. The flagstone pavement slides beneath the view in response to the viewer's screen-left and screen-right strafing, and the bright natural lighting casts soft shadows across the scene.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/remained_visible; state=moving; confidence=high
    evidence: The CT player model moves across the far side near the mid-the viewer's screen-left doorway, visible intermittently through the smoke. / A CT player model in tactical vest and helmet is visible moving toward the viewer's screen-left across the far side of the smoke near the mid-the viewer's screen-left doorway of the cream-colored residential building.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=expanding; confidence=medium
    evidence: The courtyard remains centered in the view, with the smoke cloud expanding and partially obscuring the middle ground. / The view looks across the beige flagstone courtyard toward the central plaza, where a billowing gray-white smoke cloud obscures the middle ground near a low ceramic-tiled fountain covered by a bright blue tarpaulin on the viewer's screen-right.

chunk 1 00:01.062 - 00:02.062

The toward the viewer's screen-right camera rotation shifts the screen-right side building facade and blue-tarped fountain toward screen-center and then toward the viewer's screen-left, while the woven baskets and palm tree slide off the screen-left edge of the view. The smoke cloud moves toward the viewer's screen-left on screen and continues to billow in the middle ground. The CT player model remains visible moving in the mid-the screen-left background near the smoke's edge. The sustained back strafe toward the viewer's screen-left brings the flagstone pavement forward and toward the viewer's screen-right beneath the view, revealing nearer stones in the foreground. The weathered stucco walls, wooden shutters, and faded painted signage on the screen-right side facade become more prominent.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/remained_visible; state=moving; confidence=high
    evidence: The CT player model remains visible moving in the mid-the screen-left background near the smoke's edge. / The CT player model continues moving near the far edge of the smoke, partially obscured by the gray-white plume.
  • smoke_cloud count=1; source=unknown, density=dense; visibility=visible/visible_no_change; state=dissipating; confidence=medium
    evidence: The smoke cloud moves toward the viewer's screen-left on screen and continues to billow in the middle ground. / The view is angled toward the screen-right side building facade and the blue-tarped fountain, with the billowing smoke cloud still visible in the middle ground to the viewer's screen-left of center.

chunk 2 00:02.062 - 00:03.062

The upward pitch and toward the viewer's screen-right camera rotation bring more of the screen-right side building's upper facade, rooftop, and sky into view, while the toward the viewer's screen-left rotation temporarily re-centers the smoke cloud and mid-the viewer's screen-left doorway. The back strafe toward the viewer's screen-left transitions through mixed movement and then to back screen-right and toward the viewer's screen-right strafing, causing the flagstone pavement to shift variably and then primarily toward the viewer's screen-left beneath the view. The smoke cloud continues to billow in the middle ground, moving toward the viewer's screen-left and then back toward center on screen. The CT player model remains visible moving in the mid-the screen-left background. The blue-tarped fountain shifts from the viewer's screen-left to center as the camera rotates right.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The CT player model remains visible moving in the mid-the screen-left background. / The CT player model is visible moving in the mid-the screen-left area near the smoke.
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=expanding; confidence=medium
    evidence: The upward pitch and toward the viewer's screen-right camera rotation bring more of the screen-right side building's upper facade, rooftop, and sky into view, while the toward the viewer's screen-left rotation temporarily re-centers the smoke cloud and mid-the viewer's screen-left doorway. / The smoke cloud continues to billow in the middle ground, moving toward the viewer's screen-left and then back toward center on screen.

chunk 3 00:03.062 - 00:04.062

The sustained toward the viewer's screen-right camera rotation shifts the upper screen-screen-right side facade, rooftop, and fountain progressively toward the viewer's screen-left across the screen, bringing new sections of adjacent building structures into view on the viewer's screen-right. The smoke cloud moves further toward the viewer's screen-left and begins to exit the screen on the screen-left edge. The CT player model shifts toward the viewer's screen-left on screen, remaining visible in the background. The strafe toward the viewer's screen-right, with brief alternations to the viewer's screen-left and back screen-right, causes the flagstone pavement to slide primarily toward the viewer's screen-left and occasionally toward the viewer's screen-right beneath the view. The bright natural lighting and high visibility persist across the courtyard.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The CT player model shifts toward the viewer's screen-left on screen, remaining visible in the background. / The CT player model is visible in the mid-the screen-left area.
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=expanding; confidence=medium
    evidence: The smoke cloud moves further toward the viewer's screen-left and begins to exit the screen on the screen-left edge. / The blue-tarped fountain is visible toward the screen-left side of the screen, and the smoke cloud continues to billow in the mid-the screen-left background.

chunk 4 00:04.062 - 00:05.062

The sustained toward the viewer's screen-right camera rotation and downward pitch shift the upper building facades and rooftops toward the viewer's screen-left and downward on screen, bringing mid-level walls and ground-level courtyard details into prominence. New adjacent structures appear on the screen-right side of the screen. The smoke cloud and blue-tarped fountain exit the screen-left edge of the view. The CT player model shifts toward the viewer's screen-left and exits the screen. The toward the viewer's screen-right and forward while strafing toward the viewer's screen-right causes the flagstone pavement to slide predominantly toward the viewer's screen-left and occasionally backward beneath the view. The bright natural lighting and high visibility persist.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=unknown; visibility=intermittent/visible_then_left_view; state=none_observed; confidence=high
    evidence: The CT player model shifts toward the viewer's screen-left and exits the screen. / The CT player model is visible on the screen-left edge of the view.
  • smoke_cloud count=1; source=unknown, density=unknown; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The smoke cloud and blue-tarped fountain exit the screen-left edge of the view. / The blue-tarped fountain and smoke cloud are positioned on the screen-left side of the screen or near the screen-left edge.
#088 live_player

opencs2-action-chain-m2391936-de_dust2-r02-p07-f001195

door other_player
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The environment remains stable in its core layout. The player's forward and lateral movement, combined with the toward the viewer's screen-left camera turn, shifts the framing so that the screen-right corner pillar drifts from the far-the screen-right edge toward screen-center, the archway grows slightly larger and more centered, and the screen-left side truck, crates, and palm tree gain more screen presence. The CT player model moves across the middle distance, periodically visible near the archway and plaza center. No new structures appear; the changes are purely perspective shifts due to player locomotion and view rotation. Lighting and shadow angles remain constant, with bright sunlight and crisp diagonal shadows on the ground and walls.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: Directly ahead, a large stucco archway screen a recessed blue metal double door, its surface weathered and flanked by decorative plaster molding and horizontal awning supports. / As the view progresses, the player moves forward and slightly right, causing the corner pillar to shift subtly toward screen-left while the archway and blue doors grow incrementally larger and more centered.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The CT player model moves across the middle distance, periodically visible near the archway and plaza center. / An independent CT-side player in dark tactical gear is visible in the middle distance, moving across the plaza near the archway with weapon raised.

chunk 1 00:01.062 - 00:02.062

The player's landing, minimal lateral movement, and combined toward the viewer's screen-left yaw and downward pitch rotation significantly alter the framing. The screen-right corner pillar, initially at screen-right, drifts toward the viewer's screen-left and upward out of the lower screen as the pitch tilts down, while the archway shifts toward the viewer's screen-right in screen space. The screen-left side truck, palm tree, crates, and ascending stairs move from the periphery toward screen-center and grow in apparent size. The ground surface—cracked concrete with stains and debris—becomes the dominant feature in the lower half of the view due to the downward pitch. The CT player model remains visible near the archway, occasionally adjusting position. The bright sunlight and diagonal shadows remain consistent, though the downward pitch reduces the visible sky and emphasizes the horizontal plaza surface and lower building elements. No new geometry appears; all changes result from the player's movement and view adjustments.

  • door count=None; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The archway and blue metal doors remain centered in depth but have shifted slightly right in screen space due to the toward the viewer's screen-left camera rotation.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=unknown; visibility=visible/remained_visible; state=none_observed; confidence=high
    evidence: The CT player model remains visible near the archway, occasionally adjusting position.

chunk 2 00:02.062 - 00:03.062

The player's forward movement and combined toward the viewer's screen-right yaw and upward pitch rotation reverse much of the previous framing shift. The screen-right corner pillar moves from screen-left back toward screen-right, the archway shifts from the viewer's screen-right-of-center toward the center, and the screen-left side truck, palm tree, and crates drift from center screen-left back toward the screen-left edge. The upward pitch brings upper building geometry, sky, and overhead cables back into prominence, reducing the dominance of the ground surface. The CT player model remains visible near the archway, adjusting position as the player advances. The bright sunlight and diagonal shadows persist, with no change in lighting conditions. The environment layout is stable; all changes result from the player's forward movement and camera adjustments. No new structures or effects appear.

  • door count=None; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The archway and blue metal doors are positioned right of center in screen space, their lower sections and the shaded interior passage prominent.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The CT player model remains visible near the archway, adjusting position as the player advances.

chunk 3 00:03.062 - 00:04.062

The player lands from the airborne state and moves forward toward the viewer's screen-left across the plaza. This diagonal movement, combined with small toward the viewer's screen-left camera turns and brief upward pitch adjustments, alters the framing incrementally: the archway grows slightly larger and shifts toward the viewer's screen-right in screen space, the right pillar drifts toward the viewer's screen-left, and the screen-left side truck and crates move toward screen-center. The CT player model remains visible in the middle distance, adjusting position as the player advances. The environment layout is stable, with no new structures or effects appearing. The bright sunlight and diagonal shadows persist unchanged. All framing shifts result from the player's locomotion and subtle view adjustments, bringing the player closer to the archway and surrounding geometry.

  • door count=None; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The view turns toward the viewer's screen-right and tilted upward, bringing the archway with blue metal doors near screen-center, the screen-right corner pillar back toward the screen-right side of the screen, and more of the upper building facades and sky into view.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The CT player model remains visible in the middle distance, adjusting position as the player advances. / The CT player model remains visible, repositioning near the archway or plaza center.

chunk 4 00:04.062 - 00:05.062

The player's sustained forward toward the viewer's screen-left movement, combined with continuous toward the viewer's screen-left camera turns, progressively reframes the environment. The archway grows larger as the player advances, shifting from center toward the viewer's screen-right-of-center in screen space due to the toward the viewer's screen-left yaw rotations. The screen-right corner pillar drifts steadily from the viewer's screen-right-of-center toward screen-left, while the screen-left side truck, palm tree, and crates move from screen-left toward and past screen-center, eventually occupying the center screen-right portion of the screen. The CT player model remains visible in the middle distance near the archway, repositioning as the player advances. The ground surface remains prominent in the lower screen, and the upper building facades, sky, and overhead cables are clearly visible above. The bright sunlight and diagonal shadows persist unchanged. No new structures or effects appear; all framing changes result from the player's diagonal advance and accumulated toward the viewer's screen-left view rotations.

  • door count=None; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: The view is centered on the archway with blue metal doors, which now appears closer and larger than at the beginning of the clip, occupying the center of the screen.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The CT player model remains visible in the middle distance near the archway, repositioning as the player advances. / The CT player model continues to move near the archway, occasionally visible as the framing shifts.
#089 live_player

opencs2-action-chain-m2391828-de_nuke-r17-p09-f000773

other_player surface_damage
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The environment remains stable throughout this window, with the long ramp corridor, corrugated metal walls, metal railings, and concrete floor with yellow striping all fixed in place. The toward the viewer's screen-right camera sweep causes the screen-right wall and railing to slide more prominently into the central view while the screen-left side recedes toward the screen edge. The CT player model moves forward down the ramp and drifts toward the viewer's screen-left across the screen as a result of both its own movement and the toward the viewer's screen-right camera rotation. The distant B site platform with the planter box, blood spatter, and red B signage remains visible at the far end of the corridor. No new props or surfaces enter the view; the existing industrial fixtures, lighting, and structural elements remain consistent.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/visible_no_change; state=moving; confidence=high
    evidence: The CT player model moves forward down the ramp and drifts toward the viewer's screen-left across the screen as a result of both its own movement and the toward the viewer's screen-right camera rotation. / Directly ahead on the ramp, a CT-side player model in full tactical gear—visible torso, head, and legs—holds an assault rifle and moves down the corridor toward the distant B site platform.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/remained_visible; state=persisting; confidence=medium
    evidence: The distant B site platform with the planter box, blood spatter, and red B signage remains visible at the far end of the corridor. / The ramp's downward slope leads the eye toward the lower level where the white rectangular planter box and red B-site signage are visible in the distance, marked by dark blood spatter on the wall above the planter.

chunk 1 00:01.062 - 00:02.062

The ramp corridor environment remains structurally unchanged, with the corrugated metal walls, metal railings, concrete floor with yellow striping, and distant B site platform all fixed in place. The toward the viewer's screen-right camera rotation causes the screen-right wall and railing to occupy more of the central view while the screen-left side recedes. The CT player model continues moving forward down the ramp toward the B site, drifting toward the viewer's screen-left across the screen due to both its own movement and the camera's toward the viewer's screen-right rotation. The muzzle flashes from the AK-47 gunfire intermittently illuminate the immediate foreground and nearby wall surfaces with bright yellow-orange light, adding dynamic lighting variation to the otherwise static industrial environment. The planter box, blood spatter, and red B signage remain visible at the far end of the corridor.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The CT player model continues moving forward down the ramp toward the B site, drifting toward the viewer's screen-left across the screen due to both its own movement and the camera's toward the viewer's screen-right rotation. / The CT player model is visible in the midground left, moving farther down the ramp toward the B site platform, which is clearly visible ahead with its white planter box, red B signage, and dark blood spatter on the wall.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/remained_visible; state=persisting; confidence=medium
    evidence: The planter box, blood spatter, and red B signage remain visible at the far end of the corridor. / The CT player model is visible in the midground left, moving farther down the ramp toward the B site platform, which is clearly visible ahead with its white planter box, red B signage, and dark blood spatter on the wall.

chunk 2 00:02.062 - 00:03.062

The ramp corridor environment remains structurally stable, with the corrugated metal walls, metal railings, concrete floor with yellow striping, and B site platform all fixed in place. The toward the viewer's screen-right camera rotation causes the screen-right wall and railing to slide more prominently toward the center of the view while the screen-left side recedes. The CT player model continues moving forward down the ramp, drifting toward the viewer's screen-left across the screen as a combined result of its own movement and the camera's toward the viewer's screen-right rotation, and it approaches the B site platform area by the end. The muzzle flashes from the AK-47 gunfire intermittently illuminate the foreground and nearby surfaces during the first portion of the window, but this dynamic lighting ceases when the firing stops and the weapon switch occurs. No new environmental elements enter the view; the established industrial fixtures, planter box, blood spatter, and signage remain visible and consistent throughout.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The CT player model continues moving forward down the ramp, drifting toward the viewer's screen-left across the screen as a combined result of its own movement and the camera's toward the viewer's screen-right rotation, and it approaches the B site platform area by the end. / The CT player model is visible in the midground, positioned left of center and moving down the ramp toward the B site platform ahead.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/remained_visible; state=persisting; confidence=medium
    evidence: the established industrial fixtures, planter box, blood spatter, and signage remain visible and consistent throughout. / Dark blood spatter remains visible on the wall above the planter.

chunk 3 00:03.062 - 00:04.062

The ramp corridor environment remains structurally stable throughout this window, with the corrugated metal walls, metal railings, concrete floor with yellow striping, and B site platform all fixed in place. The toward the viewer's screen-right camera rotation at the start causes the screen-right wall and railing to slide more prominently toward the center while the screen-left side recedes. The subsequent toward the viewer's screen-left yaw correction shifts the corridor's central axis back toward a more centered alignment, bringing the screen-left wall and railing back into a more balanced view. The downward pitch adjustments cause more of the ramp floor to appear in the lower screen. The player's forward movement brings the B site platform, planter box, and red signage gradually closer and larger in the view. The CT player model remains visible in the midground, drifting toward the viewer's screen-left during the toward the viewer's screen-right camera rotation and then shifting back toward center during the toward the viewer's screen-left correction, maintaining its position near the B site area throughout. No new environmental elements enter the view; the established industrial fixtures, lighting, blood spatter, and bombsite markers remain consistent.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The CT player model remains visible in the midground, drifting toward the viewer's screen-left during the toward the viewer's screen-right camera rotation and then shifting back toward center during the toward the viewer's screen-left correction, maintaining its position near the B site area throughout. / The CT player model is visible in the midground left, positioned near the B site area and moving within that space.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: the established industrial fixtures, lighting, blood spatter, and bombsite markers remain consistent. / The white rectangular planter box and red B-site signage are prominent in the midground, with dark blood spatter marking the wall above the planter.

chunk 4 00:04.062 - 00:05.062

The ramp corridor environment transitions into the broader B site platform area as the player moves forward. The corrugated metal walls, metal railings, and concrete floor remain structurally consistent, but the geometry opens as the player approaches the bombsite. The toward the viewer's screen-right camera rotation causes the screen-right wall and structural elements to slide more prominently toward the center while the screen-left side recedes. The upward pitch adjustment reveals upper portions of the walls, ceiling fixtures, yellow piping infrastructure, and structural bracing that were previously below the view plane. The B site platform with the white planter box, red B signage, and blood spatter grows larger and more prominent as the player moves closer. The CT player model remains visible in the midground, drifting toward the viewer's screen-left across the screen due to the toward the viewer's screen-right camera rotation and maintaining its position near the bombsite area. The lighting remains consistent, with overhead industrial fixtures providing even illumination. No new independent player models or major environmental changes occur; the established industrial fixtures and bombsite markers remain visible and stable.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=unknown; visibility=visible/remained_visible; state=none_observed; confidence=high
    evidence: The CT player model remains visible in the midground, drifting toward the viewer's screen-left across the screen due to the toward the viewer's screen-right camera rotation and maintaining its position near the bombsite area. / The CT player model is visible in the midground, positioned near the B site platform.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The B site platform with the white planter box, red B signage, and blood spatter grows larger and more prominent as the player moves closer. / The white rectangular planter box and red B-site signage are visible ahead in the midground, with dark blood spatter marking the wall above the planter.
#090 live_player

opencs2-action-chain-m2391808-de_nuke-r17-p04-f000016

door other_player
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

At the start the electrical panel box is prominent on the viewer-screen-left wall and the enemy player model is visible in the midground ahead. As the agent advances forward and strafes toward the viewer's screen-right, the panel box exits viewer-screen-left and the alley walls draw closer on both sides. The reactor dome grows larger in the background center. The truck's rear section becomes more visible on the viewer-screen-right. No additional player models appear. Lighting remains bright and consistent throughout.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: At the start, the view looks down the narrow service alley with the rough aggregate concrete wall filling the viewer-screen-left side and the smoother concrete wall with a blue security door on the viewer-screen-right. / As the view progresses, the yaw turns toward the viewer's screen-right, sweeping the reactor dome and its cylindrical cooling towers more toward the viewer-screen-left center, while the blue door and yellow bollards on the viewer-screen-right grow larger and more prominent.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: At the start the electrical panel box is prominent on the viewer-screen-left wall and the enemy player model is visible in the midground ahead. / An enemy player model in a light-colored shirt and tactical vest is visible in the midground, moving ahead down the alley.

chunk 1 00:01.062 - 00:02.062

The reactor dome is now the dominant background feature, centered and growing larger as the agent advances. The red truck fills more of the viewer-screen-right as distance closes. The enemy player model remains visible in the left-center midground. Spent brass casings appear near the truck during the shot events. The electrical panel box is no longer visible, having been left behind. No new player models enter the view. Lighting remains bright and direct.

  • door count=1; subtype=roll_up, openness=open, integrity=intact; visibility=visible/remained_visible; state=opened; confidence=high
    evidence: As the view progresses, the agent moves forward toward the viewer's screen-left and then returns to straight forward movement, and the alley's far end opens up with the white industrial building facade and garage door becoming more visible below the dome. / The yellow bollards and blue door on the viewer-screen-right remain visible.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The enemy player model remains visible in the left-center midground. / The red cargo truck with its blue hazmat container occupies the viewer-screen-right center, and the enemy player model in a light-colored shirt and tactical vest is visible in the left-center midground near the alley wall.

chunk 2 00:02.062 - 00:03.062

The truck exits the screen as the view rotates right, replaced by a wider open industrial yard with a large louvered-panel building facade and a blue security door. Two enemy player models appear prominently in the near foreground and midground as the view turns toward the viewer's screen-right. The reactor dome is no longer visible. Yellow bollards and yellow safety railings remain visible near the blue door. The ground shows yellow painted no-parking markings. Lighting remains bright and direct with sharp shadows.

  • door count=1; subtype=swing_door_or_unknown, openness=open, integrity=intact; visibility=visible/remained_visible; state=none_observed; confidence=high
    evidence: The truck exits the screen as the view rotates right, replaced by a wider open industrial yard with a large louvered-panel building facade and a blue security door. / Yellow bollards and yellow safety railings remain visible near the blue door.
  • other_player count=2; relation=opponent, life_state=alive, motion_state=stationary; visibility=visible/entered_view; state=none_observed; confidence=high
    evidence: Two enemy player models appear prominently in the near foreground and midground as the view turns toward the viewer's screen-right. / The enemy player model in a light-colored shirt is visible in the left-center midground near the alley wall.

chunk 3 00:03.062 - 00:04.062

The open industrial yard is now the primary environment, with the large aggregate building corner filling the viewer-screen-right foreground and the blue security door visible in the screen-right wall. The enemy player model is prominent in the center midground and grows closer as the agent advances. The louvered building facade from the previous window is no longer visible, replaced by the building corner. Yellow bollards and safety railings remain visible. Lighting is bright and direct with sharp ground shadows.

  • door count=1; subtype=gate, openness=open, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The open industrial yard is now the primary environment, with the large aggregate building corner filling the viewer-screen-right foreground and the blue security door visible in the screen-right wall. / A blue security door with a red no-entry sign is set into the viewer-screen-right wall.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/remained_visible; state=moving; confidence=high
    evidence: The enemy player model is prominent in the center midground and grows closer as the agent advances. / An enemy player model in a light-colored shirt and dark trousers is visible in the center midground, moving and holding a weapon.

chunk 4 00:04.062 - 00:05.062

The enemy player model begins centered and prominent but drifts toward viewer-screen-left and eventually off screen as the view rotates right. The red cargo truck enters from viewer-screen-left and grows larger, becoming the dominant screen-left side element. The blue security door remains visible in the background center screen-right. Yellow bollards and painted ground markings remain stable. No additional player models appear. Lighting shifts slightly toward a softer overcast quality compared to earlier windows.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/remained_visible; state=none_observed; confidence=medium
    evidence: The blue security door remains visible in the background center screen-right. / The blue security door with the red no-entry sign is prominent on the viewer-screen-right wall, and yellow bollards line the background.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=intermittent/visible_then_left_view; state=moving; confidence=high
    evidence: The enemy player model begins centered and prominent but drifts toward viewer-screen-left and eventually off screen as the view rotates right. / At the start the view faces the open industrial yard with the enemy player model in a green balaclava and tactical vest centered in the screen at close range, holding a weapon and moving.
#091 live_player

opencs2-action-chain-m2391938-de_ancient-r01-p09-f002054

door other_player
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The courtyard passage remains stable with both stone walls, the cobblestone floor, and the metal door structure visible throughout. The teammate in the tan uniform and green balaclava moves from the screen-left side of the courtyard across the center toward the viewer's screen-right, becoming more prominent in the middle ground. The distant stone archways and walls beyond the metal door remain visible, and the trees above the screen-left wall provide a consistent backdrop. Lighting is steady with natural daylight casting shadows across the ground and walls. The scattered rocks and rubble near the wall bases remain in place, and the weathered stone surfaces maintain their textured appearance.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/remained_visible; state=none_observed; confidence=medium
    evidence: The courtyard passage remains stable with both stone walls, the cobblestone floor, and the metal door structure visible throughout. / The distant stone archways and walls beyond the metal door remain visible, and the trees above the screen-left wall provide a consistent backdrop.
  • other_player count=1; relation=teammate, life_state=alive, motion_state=moving; visibility=visible/entered_view; state=moving; confidence=high
    evidence: The teammate in the tan uniform and green balaclava moves from the screen-left side of the courtyard across the center toward the viewer's screen-right, becoming more prominent in the middle ground. / As the view progresses, a teammate in a tan tactical uniform with a green balaclava and tactical vest becomes visible in the center of the courtyard, moving across the cobblestones from the viewer's screen-left to the viewer's screen-right.

chunk 1 00:01.062 - 00:02.062

The courtyard passage remains stable with the cobblestone floor and both stone walls visible. The teammate in the tan uniform moves from the center of the courtyard toward the screen-right side, approaching the metal door structure marked '14'. As the camera shifts toward the viewer's screen-right, the screen-right wall with the white painted band becomes more prominent, and the metal door and stone archways beyond become more visible. The screen-left wall with moss patches and the trees above it shift toward the screen-left edge. The distant stone archways and passages beyond the metal door become more visible as the teammate approaches that area. Lighting remains steady with natural daylight casting shadows across the ground and walls. The scattered rocks and rubble near the wall bases remain in place, and the weathered stone surfaces maintain their textured appearance.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The teammate in the tan uniform moves from the center of the courtyard toward the screen-right side, approaching the metal door structure marked '14'. / As the camera shifts toward the viewer's screen-right, the screen-right wall with the white painted band becomes more prominent, and the metal door and stone archways beyond become more visible.
  • other_player count=1; relation=teammate, life_state=alive, motion_state=moving; visibility=partially_visible/visible_no_change; state=moving; confidence=high
    evidence: The teammate in the tan uniform moves from the center of the courtyard toward the screen-right side, approaching the metal door structure marked '14'. / The distant stone archways and passages beyond the metal door become more visible as the teammate approaches that area.

chunk 2 00:02.062 - 00:03.062

The courtyard passage remains stable with the cobblestone floor and stone walls visible throughout. At the start, the metal door structure marked '14' and the screen-right wall with the white band are prominent on the viewer's screen-right, and the teammate is visible near the door. As the camera turns toward the viewer's screen-left and the player moves, the screen-left wall with moss patches and the trees above it become more prominent, shifting toward screen-center and dominating the screen-left side of the view. The screen-right wall and metal door shift toward the screen-right edge and eventually move out of the primary view. The teammate's figure becomes less visible and eventually is not visible in the current screen as the camera turns away from their position. The cobblestone floor remains prominent throughout, and the lighting is steady with natural daylight casting shadows across the ground and walls. The scattered rocks and rubble near the wall bases remain visible, and the weathered stone surfaces maintain their textured appearance.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: At the start, the metal door structure marked '14' and the screen-right wall with the white band are prominent on the viewer's screen-right, and the teammate is visible near the door. / The screen-right wall and metal door shift toward the screen-right edge and eventually move out of the primary view.
  • other_player count=1; relation=teammate, life_state=alive, motion_state=moving; visibility=intermittent/visible_then_left_view; state=moving; confidence=high
    evidence: At the start, the metal door structure marked '14' and the screen-right wall with the white band are prominent on the viewer's screen-right, and the teammate is visible near the door. / The teammate in the tan uniform and green balaclava is visible on the screen-right side of the courtyard near the metal door, their figure angled away and moving forward through the passage.

chunk 3 00:03.062 - 00:04.062

The courtyard passage remains stable with the cobblestone floor and stone walls visible throughout. The screen-left wall with irregular blocks and moss patches dominates the screen-left side of the view, and the screen-right wall with the white painted band and the metal door structure marked '14' become more prominent as the camera turns toward the viewer's screen-right. The cobblestone floor and scattered rocks and rubble in the foreground remain visible. No independent player models are visible in this segment, as the teammate has moved out of the current view. Lighting is steady with natural daylight casting shadows across the ground and walls. The weathered stone surfaces maintain their textured appearance, and the overall environment remains consistent with the ancient ruin setting.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The screen-left wall with irregular blocks and moss patches dominates the screen-left side of the view, and the screen-right wall with the white painted band and the metal door structure marked '14' become more prominent as the camera turns toward the viewer's screen-right. / The screen-right wall with the white painted band is partially visible on the screen-right side of the screen, and the metal door structure marked '14' and stone archways beyond are visible in the middle distance on the viewer's screen-right.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No independent player models are visible in this segment, as the teammate has moved out of the current view.

chunk 4 00:04.062 - 00:05.062

The courtyard passage remains stable with the cobblestone floor and stone walls visible throughout. The screen-left wall with moss patches is prominent on the viewer's screen-left, and the screen-right wall with the white painted band and the metal door structure marked '14' are visible on the viewer's screen-right. As the camera turns toward the viewer's screen-right, the screen-right wall and the area beyond the metal door become more prominent, with stone archways and additional passages visible in the middle distance. The teammate in the tan uniform and green balaclava reappears in the middle distance near the metal door, moving through the passage and becoming more visible as the camera shifts. The trees above the screen-left wall remain visible in the background. Lighting is steady with natural daylight casting shadows across the ground and walls. The scattered rocks and rubble near the wall bases remain visible, and the weathered stone surfaces maintain their textured appearance.

  • door count=1; subtype=gate, openness=unknown, integrity=intact; visibility=visible/remained_visible; state=none_observed; confidence=medium
    evidence: The screen-left wall with moss patches is prominent on the viewer's screen-left, and the screen-right wall with the white painted band and the metal door structure marked '14' are visible on the viewer's screen-right. / As the camera turns toward the viewer's screen-right, the screen-right wall and the area beyond the metal door become more prominent, with stone archways and additional passages visible in the middle distance.
  • other_player count=1; relation=teammate, life_state=alive, motion_state=moving; visibility=visible/entered_view; state=moving; confidence=high
    evidence: The teammate in the tan uniform and green balaclava reappears in the middle distance near the metal door, moving through the passage and becoming more visible as the camera shifts. / In the middle distance, the teammate in the tan tactical uniform and green balaclava reappears near the metal door structure, their figure visible in profile as they move through the passage.
#092 live_player

opencs2-action-chain-m2391949-de_dust2-r08-p08-f002207

door other_player
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The courtyard remains stable in its geometry. The CT-side player model is clearly visible moving across the open concrete near the center utility box, wearing tactical gear including a helmet and vest. As the view rotates left, the screen-left side building with its balcony and wooden pallets becomes more prominent, while the screen-right side garage door and wall slide toward screen-right and begin exiting the screen. The green utility box transitions from center screen-left to a more centered position relative to the rotating view. The palm tree and 'B' marker shift screen-right as the left turn progresses. Lighting remains consistent with bright directional sunlight.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: As the view rotates left, the screen-left side building with its balcony and wooden pallets becomes more prominent, while the screen-right side garage door and wall slide toward screen-right and begin exiting the screen. / The multi-story beige stucco buildings screen the screen-left side, featuring arched windows and a metal-screen balcony, while the screen-right side shows a textured tan wall with a large wooden garage door.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: The CT-side player model is clearly visible moving across the open concrete near the center utility box, wearing tactical gear including a helmet and vest. / The view faces across the B site courtyard, where a CT-side player model is visible in the mid-ground near the green utility box, moving diagonally across the open concrete.

chunk 1 00:01.062 - 00:02.062

The CT player model remains visible throughout, positioned near the green utility box in the mid-ground. As the toward the viewer's screen-left camera rotation continues, the stacked wooden pallets and screen-left side building facade slide from screen-left toward center, then continue toward screen-right. The utility box and CT model transition from screen-right toward center. The combined left-and-downward view change causes the horizon to drop, bringing more of the concrete pavement into the lower screen and reducing the prominence of the upper buildings and sky. The 'B' marker and back wall shift further screen-right. The palm tree moves from center screen-right toward the screen-right edge. Lighting remains bright and directional.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/remained_visible; state=moving; confidence=high
    evidence: The CT player model remains visible throughout, positioned near the green utility box in the mid-ground. / The green utility box and the CT player model are positioned toward screen-right, partially visible.

chunk 2 00:02.062 - 00:03.062

The CT player model remains visible near the green utility box, moving through the mid-ground and becoming partially occluded as the camera rotation continues. The toward the viewer's screen-left yaw causes the utility box to drift from center toward screen-right, while the wooden pallets and screen-right side garage door slide further toward the viewer's screen-right and begin exiting the screen. New portions of the screen-left side building rotate into view from screen-left, including lower-level doorways and wall details. The upward pitch adjustment restores more of the upper building stories, the palm tree's full height, and the sky to the screen. The 'B' marker and back wall shift further screen-right. Lighting remains consistent with bright directional sunlight casting shadows.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: The toward the viewer's screen-left yaw causes the utility box to drift from center toward screen-right, while the wooden pallets and screen-right side garage door slide further toward the viewer's screen-right and begin exiting the screen. / Bloodstains mark the concrete near the garage door, which is now more toward screen-right due to the prior camera rotation.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/remained_visible; state=moving; confidence=high
    evidence: The CT player model remains visible near the green utility box, moving through the mid-ground and becoming partially occluded as the camera rotation continues. / The CT player model is visible near the utility box, moving through the mid-ground.

chunk 3 00:03.062 - 00:04.062

The CT player model, previously visible near the utility box, becomes occluded or moves out of the visible area as the toward the viewer's screen-right camera rotation progresses. The toward the viewer's screen-right yaw causes the utility box to slide from screen-right toward center screen-left, while the screen-right side garage door and tan stucco wall rotate into view from screen-right and become prominent. The 'B' marker shifts from upper screen-right toward upper-center, and the palm tree moves from screen-right toward center screen-left. The upward pitch adjustment early in the interval brings more of the upper building stories and sky into screen, while the downward pitch beginning near the end starts to lower the horizon again. New portions of the screen-right wall and courtyard details appear as the rotation continues.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The toward the viewer's screen-right yaw causes the utility box to slide from screen-right toward center screen-left, while the screen-right side garage door and tan stucco wall rotate into view from screen-right and become prominent. / The yaw rotation toward the viewer's screen-right begins, causing the fixed geometry to sweep across the screen: the utility box and CT player model start drifting toward screen-left, while the screen-right side features—the garage door, the textured tan wall, and the 'B' marker—rotate into view from screen-right.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=intermittent/visible_then_left_view; state=moving; confidence=high
    evidence: The CT player model, previously visible near the utility box, becomes occluded or moves out of the visible area as the toward the viewer's screen-right camera rotation progresses. / The CT player model is partially visible behind the utility box, moving in the mid-ground.

chunk 4 00:04.062 - 00:05.062

No independent CT or T player models are visible during this interval. The forward movement and yaw rotation toward the viewer's screen-left cause the screen-right side garage door and stucco wall to transition from prominent on screen-right to drifting toward the viewer's screen-right, while the center utility box and screen-left side features rotate into greater prominence from screen-left. The brief toward the viewer's screen-right yaw near the end momentarily reverses this drift before the toward the viewer's screen-left turn resumes. The downward pitch adjustment throughout the interval lowers the horizon and brings the concrete pavement's immediate foreground into focus, reducing the prominence of upper building stories and sky. The bloodstains near the garage door remain visible and grow closer as the forward movement continues. The palm tree and 'B' marker shift position with the camera rotations.

  • door count=1; subtype=roll_up, openness=unknown, integrity=intact; visibility=visible/remained_visible; state=none_observed; confidence=medium
    evidence: The forward movement and yaw rotation toward the viewer's screen-left cause the screen-right side garage door and stucco wall to transition from prominent on screen-right to drifting toward the viewer's screen-right, while the center utility box and screen-left side features rotate into greater prominence from screen-left. / The bloodstains near the garage door remain visible and grow closer as the forward movement continues.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No independent CT or T player models are visible during this interval. / The CT player model is not visible in this view.
#093 surface_damage

opencs2-action-chain-m2391936-de_dust2-r02-p03-f001206

door other_player surface_damage
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The narrow short-A sandstone alley remains the primary environment throughout. The large wooden double door stays in the midground, drifting screen-right then recentering as the yaw sweeps toward the viewer's screen-left and corrects right. The stucco side walls shift in apparent width as the agent strafes. The dried reddish plant cluster on the screen-right wall stays visible for most of the window. No other player models appear. Lighting remains consistent warm sunlight with no new effects entering the scene.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: The large wooden double door stays in the midground, drifting screen-right then recentering as the yaw sweeps toward the viewer's screen-left and corrects right. / At the start, the first-person view looks down a narrow sandstone alley toward a large arched wooden double door, warmly lit by afternoon desert sun.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The scene has fully transitioned into the covered short-connector tunnel. The wooden plank wall on screen-left grows in apparent coverage as the yaw sweeps toward the viewer's screen-left. The metal containers labeled '14' and the bright arch exit on screen-right progressively move toward the far screen-right edge and become partially occluded by the plank wall corner. The sandy floor becomes more prominent as the pitch dips. No other player models are visible. Lighting shifts from warm outdoor to the tunnel's shaded interior with ambient fill from the arch exit.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

The tunnel interior stabilizes as the dominant environment. The wooden plank wall retreats toward screen-left as the yaw returns toward the viewer's screen-right, and the bright tunnel arch exit re-enters center-to-right of the view. The metal containers labeled '14' become fully visible again on screen-right. The sandy floor is stable underfoot. The arch exit reveals more of the outdoor area as the pitch recovers upward. No other player models are visible inside the tunnel. Lighting remains the shaded tunnel interior with bright ambient backlight from the arch.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 3 00:03.062 - 00:04.062

The tunnel arch exit is the dominant feature, framing the bright outdoor short area. As the agent strafes toward the viewer's screen-right then settles into a strafes toward the viewer's screen-left, the view through the arch widens and the external sandstone buildings and staircase become more prominent in the midground. A T-side hostile player model appears in the open exterior ground through the arch, clearly visible as a distinct humanoid silhouette. The wooden plank wall remains on screen-left and the containers on screen-right throughout. Muzzle flash appears at the end of the window.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=1; relation=unknown, life_state=alive, motion_state=moving; visibility=partially_visible/entered_view; state=moving; confidence=high
    evidence: A T-side hostile player model appears in the open exterior ground through the arch, clearly visible as a distinct humanoid silhouette. / As the view progresses, a hostile player model becomes visible through the arch in the bright exterior: a T-side character walking at mid-range in the open short area, clearly silhouetted against the tan buildings behind.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 4 00:04.062 - 00:05.062

The tunnel interior remains the environment throughout. The wooden plank wall on screen-left accumulates visible bullet impact holes and splinter debris from the burst fire, becoming a dynamic surface with new decals each shot. A vivid red damage vignette appears at the screen edges during the firing moment, indicating the agent took incoming fire. The containers on screen-right are partially cut off as the view rotates left. The arch exit is occluded by the plank wall corner. No other player models are visible inside the tunnel by the end of the window.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=1; relation=opponent, life_state=alive, motion_state=unknown; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The hostile T-side player is no longer in the arch sightline at the very start — the view is tracking toward the viewer's screen-left back along the plank wall surface.
  • surface_damage count=None; subtypes=['bullet_hole', 'debris'], freshness=new; visibility=visible/entered_view; state=accumulating; confidence=high
    evidence: The wooden plank wall on screen-left accumulates visible bullet impact holes and splinter debris from the burst fire, becoming a dynamic surface with new decals each shot. / The USP-S is held at screen-right, the pink graffiti skin and dark receiver visible, with bullet impact holes now visible in the wooden plank wall surface from the previous shots: small dark punctures in the light-colored planks.
#094 surface_damage

opencs2-action-chain-m2391808-de_nuke-r29-p04-f002773

door other_player surface_damage
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The corridor view remains stable with the orange B door centered in the midground and the B-site sign on viewer-screen-left. Strafing toward the viewer's screen-left and then toward the viewer's screen-right shifts the relative position of the door and sign slightly across the screen but neither moves out of screen. The ceiling pipe and fluorescent lights stay visible above. No enemy models appear. The floor and walls are clean throughout this window, with no decals or debris present yet.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The corridor view remains stable with the orange B door centered in the midground and the B-site sign on viewer-screen-left. / At the start, the first-person view looks down a descending underground corridor on de_nuke, the bright orange B door clearly visible straight ahead at the bottom of the passage.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No enemy models appear. / No enemy player models are visible during this window.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The enemy player model enters the screen near the orange B door at the start of this window and takes sustained fire, with blood impact effects appearing on the model and spreading as splatter onto the lime-green wall behind it. The orange door remains in the midground. The B-site sign stays on the viewer-screen-left wall. The strafes toward the viewer's screen-right shifts the door and landing geometry slightly toward screen-left during the burst. No other player models visible.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: The enemy player model enters the screen near the orange B door at the start of this window and takes sustained fire, with blood impact effects appearing on the model and spreading as splatter onto the lime-green wall behind it. / The orange door remains in the midground.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=stationary; visibility=partially_visible/entered_view; state=none_observed; confidence=high
    evidence: The enemy player model enters the screen near the orange B door at the start of this window and takes sustained fire, with blood impact effects appearing on the model and spreading as splatter onto the lime-green wall behind it. / An enemy player model becomes visible in the midground near the orange door, standing on the landing — the figure is partially framed against the bright door surface.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/entered_view; state=persisting; confidence=medium
    evidence: By the midpoint the enemy model is crumpling from the hits, blood splatter decals beginning to mark the wall near the orange door.

chunk 2 00:02.062 - 00:03.062

The orange B door drifts toward viewer-screen-left and partially out of screen as the yaw sweeps toward the viewer's screen-left, revealing the wider staircase area in the background. Blood decals from the previous contact remain on the lower screen-screen-left side green wall and on the floor. A second enemy player model appears near the staircase in the midground. The fire extinguisher on the screen-right wall and the stair railing become more visible as the view rotates. No new debris generated yet this window.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The orange B door drifts toward viewer-screen-left and partially out of screen as the yaw sweeps toward the viewer's screen-left, revealing the wider staircase area in the background. / At the start of this window, the first-person view has swung somewhat left relative to the previous window, with the corridor now showing more of the far landing area and less of the orange B door.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=unknown; visibility=visible/entered_view; state=none_observed; confidence=high
    evidence: A second enemy player model appears near the staircase in the midground. / A second enemy player model becomes visible in the midground near the staircase as the yaw carry continues left.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: Blood splatter decals mark the lime-green wall near the door on the viewer-screen-left side.

chunk 3 00:03.062 - 00:04.062

The staircase becomes the dominant midground feature as the view holds in this direction. Blood splatter accumulates on the screen-left green wall and on the concrete support pillar near the staircase. The second enemy model takes hits and the effects paint the wall behind it. Strafes toward the viewer's screen-right shifts the staircase geometry slightly left. The orange door is off screen-left. The fire extinguisher remains visible screen-right. The strafes toward the viewer's screen-right eases toward the end.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The orange door is off screen-left. / The lime-green painted concrete walls continue on both sides, the orange door now fully to viewer-screen-left and partially out of screen, and the staircase banisters and yellow stair nosings are clearly visible ascending toward the upper area.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=unknown; visibility=visible/entered_view; state=none_observed; confidence=high
    evidence: The second enemy model takes hits and the effects paint the wall behind it. / The second enemy player is visible in the midground near the base of the stairs.
  • surface_damage count=None; subtypes=['blood'], freshness=new; visibility=visible/visible_no_change; state=accumulating; confidence=high
    evidence: Blood splatter accumulates on the screen-left green wall and on the concrete support pillar near the staircase. / Blood splatter marks the screen-left wall from previous impacts.

chunk 4 00:04.062 - 00:05.062

The USP-S replaces the M4A1-S in the foreground viewmodel at the start of the window. The view rotates toward the viewer's screen-left, pulling the staircase toward screen-right and revealing more of the screen-left side landing wall with its accumulated blood splatter. The orange door briefly re-enters the screen-left edge of the screen as the yaw swings toward the viewer's screen-left. No enemy models are visible in this window. Blood and debris decals from prior engagements remain stable on walls and floor.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: The orange door briefly re-enters the screen-left edge of the screen as the yaw swings toward the viewer's screen-left. / The orange door is off to viewer-screen-left, partially visible at the edge of the screen.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No enemy models are visible in this window. / No enemy player models are visible by the end of this window.
  • surface_damage count=None; subtypes=['blood'], freshness=new; visibility=visible/visible_no_change; state=accumulating; confidence=high
    evidence: The view rotates toward the viewer's screen-left, pulling the staircase toward screen-right and revealing more of the screen-left side landing wall with its accumulated blood splatter. / Blood splatter decals remain visibly painted on the lime-green wall to viewer-screen-left from prior engagements, and debris marks the floor of the landing.
#095 surface_damage

opencs2-action-chain-m2391823-de_dust2-r08-p03-f000892

incendiary_fire other_player surface_damage
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The environment is almost entirely absent from this window — the view is pointed high into a flat gray sky throughout most of the window, with no walls, floor, or alley geometry visible in the majority of screen. Only at the very end, as the view is still pitched steeply upward, do the faint outlines of upper building edges begin to enter the top of the screen. No other player models are visible. The sky itself remains static and gray.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: The entire background is uniform gray with no environment geometry readable, indicating the player is either airborne or has the view pitched sharply upward during the initial forward movement phase.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The environment transitions dramatically in this window — from featureless gray sky to the fully revealed Short alley corridor. The screen-left stucco and stone wall enters as the pitch drops, followed immediately by the screen-right plaster building with red shutters and green awning. The cobblestone floor resolves in the lower-center. The background alley exit brightens into view with sandy open ground beyond. No other player models are visible in this window. The alley geometry is stable by the end.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

The alley corridor is fully visible and active. A CT-side opponent model appears down the alley at mid-range near screen-center, visible through the sustained fire. Impact marks and dust puffs appear on the cobblestone floor and near the screen-left wall base. A dark scorch mark accumulates on the alley floor at screen-left-center from repeated impacts. Muzzle flash illuminates the foreground with repeated orange bursts. No additional player models are visible beyond the single opponent. The screen-right wall shopfront and left stucco wall remain stable.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • other_player count=1; relation=opponent, life_state=alive, motion_state=unknown; visibility=partially_visible/entered_view; state=none_observed; confidence=high
    evidence: A CT-side opponent model appears down the alley at mid-range near screen-center, visible through the sustained fire. / In the distance down the alley, partially visible near the background, an opposing player model — dressed in darker clothing consistent with a CT-side operative — is visible near screen-center at mid-range distance, providing a clear target down the sightline.
  • surface_damage count=None; subtypes=['bullet_hole', 'scorch'], freshness=new; visibility=visible/entered_view; state=accumulating; confidence=high
    evidence: Impact marks and dust puffs appear on the cobblestone floor and near the screen-left wall base. / A dark scorch mark accumulates on the alley floor at screen-left-center from repeated impacts.

chunk 3 00:03.062 - 00:04.062

The CT-side opponent model is visible in the near-opening screen continuing to receive fire before moving or taking cover at screen-center. The impact scorch mark on the alley floor near screen-left remains visible. As firing ends and the player begins panning toward the viewer's screen-left and moving forward toward the viewer's screen-left, the screen-left stucco wall expands in the view while the screen-right side plaster building recedes toward screen-right. The alley sightline shifts toward the viewer's screen-left. No new player models enter. The airborne phase briefly removes the floor from view.

  • incendiary_fire count=1; source=unknown, intensity=strong; visibility=visible/entered_view; state=active; confidence=medium
    evidence: The CT-side opponent model is visible in the near-opening screen continuing to receive fire before moving or taking cover at screen-center.
  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/visible_no_change; state=moving; confidence=high
    evidence: The CT-side opponent model is visible in the near-opening screen continuing to receive fire before moving or taking cover at screen-center. / The distant CT-side opponent is still visible down the alley at screen-center in the opening screen, now positioned slightly closer and lower in screen as the view angle has settled.
  • surface_damage count=None; subtypes=['bullet_hole', 'scorch'], freshness=persistent; visibility=visible/remained_visible; state=persisting; confidence=medium
    evidence: The impact scorch mark on the alley floor near screen-left remains visible. / The cobblestone floor occupies the lower-center with a dark impact mark near screen-left still visible from prior shots.

chunk 4 00:04.062 - 00:05.062

The alley view has rotated to face more screen-right-dominant geometry, with the plaster building and its green awning, graffiti, and red shutters now more front-facing. The screen-left stone wall with the iron bracket is very close. As the view pitches upward the overhead wires and blue sky dominate the upper screen. The AK-47 leaves the screen and the Molotov enters and fills the lower screen-right-center foreground. No player models are visible. The alley floor is partly occluded by the close proximity to the screen-left wall.

  • incendiary_fire count=0; source=unknown, intensity=none; visibility=not_visible/left_view_or_ended; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
    evidence: No player models are visible. / No opponent player models are visible at this point.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
#096 surface_damage

opencs2-action-chain-m2391828-de_nuke-r06-p06-f003352

other_player surface_damage
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The pool top and adjacent yellow crane structure remain the primary environment features. The cyan pool floor fills much of the midground as the pitch sweeps down. The B-site staircase and blue-tiled walls with the red 'B' marker are visible in the background toward screen-right. The downed body near the yellow structure is visible on screen-left in the midground. No additional player models are visible. The interior room through the orange doorframe remains partially visible on screen-left.

  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The pool top environment remains the primary view. The cyan grid floor fills most of the lower and central portions of the screen as the yaw sweeps toward the viewer's screen-right then toward the viewer's screen-left. The yellow crane structure edges in and out on screen-left. The B site staircase and red 'B' marker wall are visible in the background toward screen-right. No additional enemy or friendly player models are visible. The downed body from earlier is no longer visible in this window.

  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

The yellow structure recedes from center toward screen-right as the yaw pans toward the viewer's screen-left. The orange doorframe transitions from screen-left edge to screen-center. Interior corridor and white-paneled walls with bullet-impact decals become the primary midground as the view sweeps toward the viewer's screen-left. The downed body remains visible near the yellow structure base on screen-left. No additional player models are visible in this window. Fluorescent ceiling lighting in the corridor becomes more prominent.

  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • surface_damage count=None; subtypes=['bullet_hole'], freshness=persistent; visibility=visible/entered_view; state=persisting; confidence=medium
    evidence: The white-walled corridor interior becomes more visible — bullet impacts cover the screen-left wall panels, and the orange doorframe is now prominently centered.

chunk 3 00:03.062 - 00:04.062

The interior corridor through the orange doorframe is the primary environment. The decontamination room with white sinks becomes visible as the yaw turns toward the viewer's screen-right. Blood splatter from the shot impact appears on the far wall and floor of the decontamination room. The bullet-impact-covered wall on screen-left remains in screen. The red emergency crate and fire extinguisher become visible on the screen-left wall as the view turns slightly. No additional player models are visible moving independently.

  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • surface_damage count=None; subtypes=['blood'], freshness=new; visibility=visible/entered_view; state=appeared; confidence=high
    evidence: Blood splatter from the shot impact appears on the far wall and floor of the decontamination room. / The red emergency crate and fire extinguisher on the screen-left wall are now visible, and the decontamination room ahead shows blood splatter on the floor and walls from the shot impact.

chunk 4 00:04.062 - 00:05.062

The interior service corridor and stairwell become the dominant environment as the player moves through the doorway. The green-walled staircase with fluorescent lighting fills the center screen-right of the screen as the view turns toward the viewer's screen-right and pitches up. The locker room wall with hard hats, hazmat suit rack, and fire extinguisher is visible briefly on screen-left before being occluded by the doorframe as the player moves past. An independently moving T-side enemy player model is visible descending the staircase in the midground. Blood splatter from the prior engagement remains visible on the walls near the doorframe.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/entered_view; state=moving; confidence=high
    evidence: An independently moving T-side enemy player model is visible descending the staircase in the midground. / The decontamination room is behind, and a second enemy player model is visible descending the staircase in the midground just beyond the inner doorframe — a T-side player with an olive-green outfit, moving down the steps.
  • surface_damage count=None; subtypes=['blood'], freshness=persistent; visibility=visible/remained_visible; state=persisting; confidence=medium
    evidence: Blood splatter from the prior engagement remains visible on the walls near the doorframe.
#097 surface_damage

opencs2-action-chain-m2391818-de_nuke-r03-p04-f001311

door other_player surface_damage
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The corridor environment remains largely stable: the metallic elevator door screen stays visible to screen-left early on, then exits the screen to screen-right as the view sweeps toward the viewer's screen-left. The connecting passageway ahead becomes increasingly visible through the center, revealing additional concrete walls and an orange pillar deeper in. No other player models are visible in this window. Lighting from the overhead fluorescent fixture is consistent throughout. No new props enter the view.

  • door count=1; subtype=swing_door_or_unknown, openness=open, integrity=intact; visibility=visible/visible_no_change; state=opened; confidence=high
    evidence: At the start, the first-person view is positioned inside a compact concrete corridor facing a wall with a metal-framed elevator or service door panel dominating the screen-left half of the view. / Then the perspective begins sweeping toward the viewer's screen-left, and the elevator door panel slides toward screen-right as the view opens toward a corridor passageway.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The corridor view opens further as the perspective moves forward through the space. The connecting passageway and distant corridor remain visible through screen-center. A blood decal appears on the screen-right concrete wall following the shots, indicating a hit on the distant player model visible briefly in the midground at screen-center. The orange pillars and concrete walls remain stable. Lighting is consistent fluorescent from overhead. No other player models are visible after the brief appearance during the firing moment.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=1; relation=opponent, life_state=alive, motion_state=stationary; visibility=partially_visible/entered_view; state=none_observed; confidence=high
    evidence: A blood decal appears on the screen-right concrete wall following the shots, indicating a hit on the distant player model visible briefly in the midground at screen-center. / At nearly the same moment, a second player model becomes visible far ahead through the corridor opening — a figure standing in the midground near screen-center, identifiable as an enemy by their visible silhouette against the brighter corridor beyond.
  • surface_damage count=None; subtypes=['blood'], freshness=new; visibility=visible/entered_view; state=appeared; confidence=high
    evidence: A blood splatter decal appears on the screen-right concrete wall near the distant figure's position, confirming a hit. / The blood splatter mark remains visible on the screen-right wall throughout the remainder of the window.

chunk 2 00:02.062 - 00:03.062

The environment changes substantially as the perspective passes through the orange-yellow framed doorway with blue trim. White corrugated metal wall panels replace the concrete corridor on both sides. The fire extinguisher mounted to the screen-right wall is visible throughout this window. The floor hatch appears at screen-center on the gray concrete floor. The doorway opening provides a view into the next room ahead. No other player models are visible. Lighting shifts from corridor fluorescent to the warmer overhead glow of the adjacent room through the doorway.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view_or_occluded; state=unknown; confidence=medium
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium

chunk 3 00:03.062 - 00:04.062

The fuel rod storage lobby becomes the dominant environment. The large red-and-white A wall sign fills screen-left and the white cylindrical A1 tank with radiation caution markings dominates screen-right, becoming very close as the player moves toward the viewer's screen-left and around it. The gray floor with yellow lane lines and embedded tracks is visible ahead. Yellow signage on the A1 tank is clearly legible. No other player models are visible. Lighting is bright artificial from overhead, casting hard shadows from the tank surface.

  • door count=0; subtype=unknown, openness=unknown, integrity=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view_or_occluded; state=unknown; confidence=medium
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium

chunk 4 00:04.062 - 00:05.062

The reactor hall is now the primary environment. The large bright interior with clerestory windows, overhead crane rail, yellow bollard barriers along screen-left, and blue stacked crates with equipment consoles along screen-right all become fully visible as the player enters and moves forward. The Cedar Creek branded white panel on screen-right is prominent and grows then recedes as the view turns toward the viewer's screen-left. No other player models are visible. Lighting transitions to bright natural daylight from the high windows, significantly brighter than the previous corridor zones.

  • door count=1; subtype=swing_door_or_unknown, openness=open, integrity=intact; visibility=visible/entered_view; state=opened; confidence=high
    evidence: Screen-left shows a blue door panel partially in screen, and ahead the reactor hall opens up with a high ceiling supported by exposed structural elements.
  • other_player count=0; relation=unknown, life_state=unknown, motion_state=unknown; visibility=not_visible/left_view_or_occluded; state=unknown; confidence=medium
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/left_view; state=unknown; confidence=medium
#098 surface_damage

opencs2-action-chain-m2391936-de_dust2-r18-p03-f003886

door surface_damage
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The exterior courtyard environment is fully visible, with the mosque facade, arched double doors, blue barrel at screen-left, and screen-right side whitewashed wall all present. The pan toward the viewer's screen-right brings more of the courtyard's screen-right boundary wall into view while the barrel drifts toward center. No other player models are visible. Lighting remains consistent bright midday sun throughout. The wooden door remains in its slightly-ajar state with no change.

  • door count=None; subtype=swing_door_or_unknown, openness=partially_open, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=high
    evidence: The exterior courtyard environment is fully visible, with the mosque facade, arched double doors, blue barrel at screen-left, and screen-right side whitewashed wall all present. / The wooden door remains in its slightly-ajar state with no change.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 1 00:01.062 - 00:02.062

The close proximity to the double doors means the stone arch is only partially visible at the top edge of the screen. The flanking limestone block pillars are the primary lateral geometry. The corridor gap between the door leaves is the primary midground feature, showing a dim interior passageway. No barrel is visible due to the forward position. No enemy or teammate models are present. The pan toward the viewer's screen-left progressively brings the right pillar toward center while losing the screen-right side courtyard wall entirely.

  • door count=None; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/visible_no_change; state=none_observed; confidence=medium
    evidence: The close proximity to the double doors means the stone arch is only partially visible at the top edge of the screen. / The view is now very close to the double wooden doors — the aged planked panels with iron banding and ring hardware nearly fill the screen, with the decorative arch soffit visible only at the very top edge.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 2 00:02.062 - 00:03.062

The close-range door environment continues, with both flanking pillars framing the view. The corridor beyond the open door gap becomes more visible as the view straightens toward the viewer's screen-right — tiled flooring and a narrow stone passage are visible through the opening. The top of the arched surround reappears at the screen's upper edge. No other player models are visible. The pan toward the viewer's screen-right progressively recenters the door panel gap and brings the right pillar back into screen from screen-right.

  • door count=1; subtype=swing_door_or_unknown, openness=open, integrity=intact; visibility=visible/visible_no_change; state=opened; confidence=high
    evidence: The corridor beyond the open door gap becomes more visible as the view straightens toward the viewer's screen-right — tiled flooring and a narrow stone passage are visible through the opening. / The pan toward the viewer's screen-right progressively recenters the door panel gap and brings the right pillar back into screen from screen-right.
  • surface_damage count=0; subtypes=['unknown'], freshness=unknown; visibility=not_visible/not_yet_visible; state=unknown; confidence=medium

chunk 3 00:03.062 - 00:04.062

The interior of the short corridor passage beyond the double doors is now the primary environment. The rough limestone block walls press close on both sides. The wooden door panels remain partially in screen at screen-right. The cobblestone-to-tile floor transition is visible underfoot. Ambient light from the exterior filters through the door gap. The muzzle flash briefly illuminates the door surface at the end of this window. No enemy or teammate player models are visible.

  • door count=1; subtype=swing_door_or_unknown, openness=open, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=high
    evidence: The interior of the short corridor passage beyond the double doors is now the primary environment. / The wooden door panels remain partially in screen at screen-right.
  • surface_damage count=None; subtypes=['bullet_hole'], freshness=new; visibility=visible/entered_view; state=appeared; confidence=high
    evidence: By the end of this window the first shot of the three-shot burst has been fired: a muzzle flash erupts at screen-right center adjacent to the rifle's muzzle, a bright yellow-orange flare with sparks, and a bullet impact mark appears on the wooden door surface near center-screen.

chunk 4 00:04.062 - 00:05.062

The tight corridor interior continues as the primary environment. The wooden door planks fill the midground and accumulate three visible bullet impact marks by the end of this window. Residual muzzle smoke briefly appears at screen-right after each shot before dissipating. The limestone block walls remain constant on both flanks. No other geometry enters or leaves the screen significantly. No enemy or teammate models are visible throughout.

  • door count=1; subtype=swing_door_or_unknown, openness=unknown, integrity=intact; visibility=visible/entered_view; state=none_observed; confidence=medium
    evidence: The wooden door planks fill the midground and accumulate three visible bullet impact marks by the end of this window. / At the start of this window the first shot's impact mark is already visible on the wooden door planking — a dark scorch and splintered hole near center-door — and a wisp of residual muzzle smoke lingers at screen-right.
  • surface_damage count=None; subtypes=['bullet_hole'], freshness=new; visibility=visible/entered_view; state=accumulating; confidence=high
    evidence: The wooden door planks fill the midground and accumulate three visible bullet impact marks by the end of this window. / At the start of this window the first shot's impact mark is already visible on the wooden door planking — a dark scorch and splintered hole near center-door — and a wisp of residual muzzle smoke lingers at screen-right.
#099 surface_damage

opencs2-action-chain-m2392009-de_mirage-r04-p01-f001477

other_player surface_damage
5 chunk annotations

chunk 0 00:00.062 - 00:01.062

The white brick wall directly ahead accumulates visible bullet impacts, scorch marks, and chipped paint as the sustained burst progresses. The left doorframe and the enemy player model near it remain stable throughout, while muzzle flash illuminates the surrounding walls. The aged plaster surfaces on the viewer's screen-right maintain their weathered appearance, with warm lighting unchanged. The enemy model on the viewer's screen-left is partially visible, moving near the doorframe.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=partially_visible/entered_view; state=moving; confidence=high
    evidence: The left doorframe and the enemy player model near it remain stable throughout, while muzzle flash illuminates the surrounding walls. / The enemy model on the viewer's screen-left is partially visible, moving near the doorframe.
  • surface_damage count=None; subtypes=['bullet_hole', 'scorch'], freshness=new; visibility=visible/remained_visible; state=accumulating; confidence=high
    evidence: The white brick wall directly ahead accumulates visible bullet impacts, scorch marks, and chipped paint as the sustained burst progresses. / The white brick wall becomes peppered with fresh impact marks, dark scorch patterns, and chipped paint as bullets strike the surface in rapid succession.

chunk 1 00:01.062 - 00:02.062

The white brick wall ahead continues to accumulate bullet impacts, now heavily scarred with numerous dark craters, scorch marks, and chipped paint. The enemy player model on the viewer's screen-left remains partially visible near the doorframe, shifting slightly as the burst concludes. The aged plaster wall on the viewer's screen-right maintains its weathered appearance, and lighting remains diffuse and warm. By the end, the scarred wall dominates the central view, with the enemy figure still partially visible on the viewer's screen-left.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=unknown; visibility=partially_visible/remained_visible; state=none_observed; confidence=high
    evidence: The enemy player model on the viewer's screen-left remains partially visible near the doorframe, shifting slightly as the burst concludes. / The enemy player model on the viewer's screen-left, wearing a tactical vest and balaclava, remains partially visible near the doorframe, partially obscured by the white wall and door molding.
  • surface_damage count=None; subtypes=['bullet_hole', 'scorch'], freshness=new; visibility=visible/visible_no_change; state=accumulating; confidence=high
    evidence: The white brick wall ahead continues to accumulate bullet impacts, now heavily scarred with numerous dark craters, scorch marks, and chipped paint. / Muzzle flash continues to erupt from the barrel, casting bright illumination across the white brick surface, which now shows extensive scarring from accumulated bullet impacts—dark scorch marks, chipped paint, and cratered indentations.

chunk 2 00:02.062 - 00:03.062

The white brick wall ahead maintains its heavily scarred appearance from the previous burst, with no new impacts added. As <|Subject1|> moves forward, the wall and doorframe drift slightly in the screen, and the aged plaster wall on the viewer's screen-right becomes more prominent. The enemy player model reappears on the viewer's screen-left, now visible in greater detail near the doorframe, wearing a tactical vest and balaclava. Lighting remains diffuse and warm throughout, with no dynamic environmental changes.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=stationary; visibility=intermittent/visible_then_left_view; state=none_observed; confidence=high
    evidence: The enemy player model reappears on the viewer's screen-left, now visible in greater detail near the doorframe, wearing a tactical vest and balaclava. / The enemy player model reappears on the viewer's screen-left, visible in greater detail—wearing a tactical vest, balaclava, and holding a sidearm—standing near the doorframe.
  • surface_damage count=None; subtypes=['bullet_hole', 'scorch'], freshness=persistent; visibility=visible/visible_no_change; state=persisting; confidence=medium
    evidence: The white brick wall ahead is heavily scarred with numerous bullet holes, dark scorch marks, and chipped paint from the previous burst.

chunk 3 00:03.062 - 00:04.062

The white brick wall ahead continues to display the heavy scarring from the earlier burst, with no new impacts. As <|Subject1|> moves and the camera adjusts, the doorframe and wall drift across the screen, and the enemy player model becomes more centrally positioned on the viewer's screen-left. The aged plaster wall on the viewer's screen-right becomes less prominent as the view rotates. Lighting remains warm and diffuse, and the enemy figure is clearly visible, standing with sidearm raised near the doorframe.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=moving; visibility=visible/visible_no_change; state=moving; confidence=high
    evidence: As <|Subject1|> moves and the camera adjusts, the doorframe and wall drift across the screen, and the enemy player model becomes more centrally positioned on the viewer's screen-left. / The enemy player model stands to the viewer's screen-left, wearing a tactical vest, balaclava, and holding a dark-colored sidearm with both hands in a ready stance.
  • surface_damage count=None; subtypes=['bullet_hole', 'scorch'], freshness=persistent; visibility=visible/remained_visible; state=persisting; confidence=medium
    evidence: The white brick wall ahead is heavily scarred with bullet holes and scorch marks from the earlier burst, and the doorframe on the viewer's screen-left remains visible.

chunk 4 00:04.062 - 00:05.062

The white brick wall ahead maintains its heavily scarred appearance throughout, with no new impacts. As the camera rotates to the viewer's screen-right, the doorframe and wall shift toward the viewer's screen-left across the screen, and the aged plaster wall on the viewer's screen-right becomes more prominent, its weathered texture and warm tones filling more of the view. The enemy player model remains visible on the viewer's screen-left throughout the interval, holding a sidearm in a ready stance. Lighting remains warm and diffuse, with no dynamic environmental changes.

  • other_player count=1; relation=opponent, life_state=alive, motion_state=unknown; visibility=visible/remained_visible; state=none_observed; confidence=high
    evidence: The enemy player model remains visible on the viewer's screen-left throughout the interval, holding a sidearm in a ready stance. / The enemy player model stands prominently on the screen-left side of the screen, wearing a tactical vest, balaclava, and holding a dark sidearm with both hands in a ready posture.
  • surface_damage count=None; subtypes=['bullet_hole', 'scorch'], freshness=persistent; visibility=visible/remained_visible; state=persisting; confidence=medium
    evidence: The white brick wall ahead, heavily scarred with bullet holes and scorch marks, dominates the central view, and the doorframe on the viewer's screen-left remains visible.