It would seem that some of you are rather kind. I did not expect that. Thank you.

I submitted this in another thread in an attempt to meet a user request. The user may or may not have wanted it and it is by no means a complete version and/or without faults. I consider it to be somewhat inappropriate combination. I'd thought I'd try to be consistent by dumping and lumping some submissions together anyway. Maybe there is a slight chance someone can use this.

testDummyGM0-(gun-melee zero minus test dummy; never tested in engine)
license: free
sword in right hand, gun in left
face count: 430 (including sword and pistol)
skin size: 256x256
frame count: 338
animations:
standA(1 frame), standB(stand idle), walkA, strafeA, runA, crouchA, crouchWalkA, cowerA(please don't hit me again), jumpA, shimmyA, pullupA, hackA, stabA(stab forward), parryA, stabB(stab backward), slashR(slash right), slashL(slash left-misses), stabR(stab right), stabL(stab left), stabC(standing to crouch stab), chopA(standing to crouch chop), crouchStabA(crouch stab forward), crouchSlashL(crouch slash left), throwA(looks like gun wallop), swimI(swim idle), swimA(swim shallow), swimB(swim deep), painA, painB, painC, painD, dieA, dieB, dieC(1 frame, floating in water), dieD(1 frame, floating in water), ("G" denotes aim with gun frames) standG, walkG, strafeG, runG, crouchG, crouchWalkG, punchA(punch with sword hand), shootA

relevant comparision (template++, "G" denotes aim with gun frames):
stand = standA or standG
walk = walkA or walkG
run = runA or runG
duck = crouchA or crouchG
crawl = crouchWalkA or crouchWalkG
jump = jumpA
swim = swimB
attack = shootA
death = dieA or dieB

All the submissions made me, labeled as "license:free" can be used in any manner desired without credit or payment. You may alter/modify and/or even attempt to sell (not that anyone would pay for them) such submissions and will receive no opposition from me. Credit is not required, but if given, it will be taken as a sign of appreciation and will likewise be appreciated. (It is no small task to make a test dummy look like a zombie. If you can do this, I'd definitely like to see a screenshot, but there is no requirement that you provide one.)

Note: slashL (slash left) in testDummyM1 and testDummyGM0 (but not in testDummyM0) may be too high to consistently make contact with another test dummy at the main extended contact point of the sword swing. In other words, through the swing the sword may make contact, but at the peak of the swing, the sword may not make contact because the dummy aims too high. The slashL and slashR animations were modified from testDummyM0 to testDummyM1 to ultimately provide for more interesting combat by allowing counter moves. Supposedly, the crouch attacks were intended as counters to the high slash attacks. There is no jump attack, but ideally a jump (not a jump attack) would not expend endurance and would allow a dummy to avoid some crouch attacks, which cost endurance. Likewise with strafe as defense against chop, hack and stab attacks.