i'll see if i can help you out a bit as i've worked with most of these at some point - the ones that work anyway - most of these don't have direct calls though i will add notes to tell you what animation they play)
note; if i say "not sure this is used yet" or "not used" i mean it doesnt have a direct AI command (like CharacterControlArmed(e) etc) but you can still reference these frames manually and for stock characters they do actually have the correct animations.
i did it from memory so there may be a few mistakes but hopefully that helps
csi_relaxed1 --idle animation used when character is in CharacterControlFidget(e) (and maybe limbo?)
csi_relaxed2 --idle2, not sure this is used yet
csi_relaxedmovefore --not sure this is used (use unarmedmovefore instead)
csi_cautious --it's an alerted type stance, not sure this is used yet
csi_cautiousmovefore --alerted and moving, not sure this is used yet
csi_unarmed1 --punch / melee attack when not armed (doesnt have a direct AI reference yet)
csi_unarmed2 --kick / melee attack2 when not armed (doesnt have a direct AI reference yet)
csi_unarmedconversation --talking animation, not used
csi_unarmedexplain --talking2, not used
csi_unarmedpointfore --pointing, not used
csi_unarmedpointback --pointing, not used
csi_unarmedpointleft --pointing, not used
csi_unarmedpointright --pointing, not used
csi_unarmedmovefore walking forward while not armed, use SetCharacterToWalk(e) and AIEntityGoToPosition()
csi_unarmedmoverun --running while unarmed, use SetCharacterToRun(e) and AIEntityGoToPosition()
csi_unarmedstairascend --for going up stairs, not used
csi_unarmedstairdecend --for going down stairs, not used
csi_unarmedladderascend1 --ladder climbing, not used
csi_unarmedladderascend2 --ladder climbing, not used
csi_unarmedladderascend3 --ladder climbing, not used
csi_unarmedladderdecend1 --ladder climbing, not used
csi_unarmedladderdecend2 --ladder climbing, not used
csi_unarmeddeath --not used because of ragdoll
csi_unarmedimpactfore --taking damage, not used
csi_unarmedimpactback --taking damage, not used
csi_unarmedimpactleft --taking damage, not used
csi_unarmedimpactright --taking damage, not used
csi_inchair --sat down, not used
csi_inchairsit --sat down, not used
csi_inchairgetup --sat down, not used
csi_swim --i think this 1 is the get into swim position, not used
csi_swimmovefore --swimming, not used
csi_stoodnormal --stood with weapon, not used
csi_stoodfidget1 --i believe this is the CharacterControlFidget(e) when armed
csi_stoodfidget2 --not used
csi_stoodfidget3 --not used
csi_stoodfidget4 --not used
csi_stoodstartled --not used
csi_stoodpunch -- melee attack when holding weapon (not used)
csi_stoodkick -- melee attack2 when holding weapon (not used directly)
csi_stoodmovefore --i think this the CharacterControlArmed(e) version of SetCharacterToWalk(e) and AIEntityGoToPosition()
csi_stoodmoveback --i think this the CharacterControlArmed(e) version of SetCharacterToWalk(e) and AIEntityGoToPosition()
csi_stoodmoveleft --i think this the CharacterControlArmed(e) version of SetCharacterToWalk(e) and AIEntityGoToPosition()
csi_stoodmoveright --i think this the CharacterControlArmed(e) version of SetCharacterToWalk(e) and AIEntityGoToPosition()
csi_stoodstepleft --not used
csi_stoodstepright --not used
csi_stoodstrafeleft --not used
csi_stoodstraferight --not used
csi_stoodvault --climbing over an obstacle, not used (but i think it's jump in third person?)
csi_stoodmoverun --i think this the CharacterControlArmed(e) version of SetCharacterToRun(e) and AIEntityGoToPosition()
csi_stoodmoverunleft --i think this the CharacterControlArmed(e) version of SetCharacterToRun(e) and AIEntityGoToPosition()
csi_stoodmoverunright --i think this the CharacterControlArmed(e) version of SetCharacterToRun(e) and AIEntityGoToPosition()
csi_stoodreload --reloading, not used
csi_stoodwave --not used
csi_stoodtoss --throwing a grenade etc, not used
csi_stoodincoverleft --not used
csi_stoodincoverpeekleft --not used
csi_stoodincoverright --not used
csi_stoodincoverpeekright --not used
csi_stoodandturn --not used
csi_crouchidlenormal1 --not used? maybe CharacterControlFidget(e) in Ducked mode
csi_crouchidlenormal2 --not used
csi_crouchdown --CharacterControlDucked(e)
csi_crouchrolldown --not used
csi_crouchrollup --not used
csi_crouchmovefore --these control the animation while in Ducked mode
csi_crouchmoveback --these control the animation while in Ducked mode
csi_crouchmoveleft --these control the animation while in Ducked mode
csi_crouchmoveright --these control the animation while in Ducked mode
csi_crouchmoverun --dont think this works
csi_crouchreload --these control the animation while in Ducked mode
csi_crouchwave --not used
csi_crouchimpactfore --not used
csi_crouchimpactback --not used
csi_crouchimpactleft --not used
csi_crouchimpactright --not used
csi_crouchgetup --CharacterControlStood(e) or CharacterControlStand(e) (cant remember which)
--i dont know about these but i assume these relate specifically to the shotgun or weapons that use different (i.e. 2 handed) hand placements
--you can use the above as a guide
csi_shotgun_stoodnormal
csi_shotgun_stoodfidget1
csi_shotgun_stoodfidget2
csi_shotgun_stoodfidget3
csi_shotgun_stoodfidget4
csi_shotgun_stoodstartled
csi_shotgun_stoodpunch
csi_shotgun_stoodkick
csi_shotgun_stoodmovefore
csi_shotgun_stoodmoveback
csi_shotgun_stoodmoveleft
csi_shotgun_stoodmoveright
csi_shotgun_stoodstepleft
csi_shotgun_stoodstepright
csi_shotgun_stoodstrafeleft
csi_shotgun_stoodstraferight
csi_shotgun_stoodvault
csi_shotgun_stoodmoverun
csi_shotgun_stoodmoverunleft
csi_shotgun_stoodmoverunright
csi_shotgun_stoodreload
csi_shotgun_stoodwave
csi_shotgun_stoodtoss
csi_shotgun_stoodincoverleft
csi_shotgun_stoodincoverpeekleft
csi_shotgun_stoodincoverthrowleft
csi_shotgun_stoodincoverright
csi_shotgun_stoodincoverpeekright
csi_shotgun_stoodincoverthrowright
csi_shotgun_stoodandturn
csi_shotgun_crouchidlenormal1
csi_shotgun_crouchidlenormal2
csi_shotgun_crouchdown
csi_shotgun_crouchrolldown
csi_shotgun_crouchrollup
csi_shotgun_crouchmovefore
csi_shotgun_crouchmoveback
csi_shotgun_crouchmoveleft
csi_shotgun_crouchmoveright
csi_shotgun_crouchmoverun
csi_shotgun_crouchreload
csi_shotgun_crouchwave
csi_shotgun_crouchtoss
csi_shotgun_crouchimpactfore
csi_shotgun_crouchimpactback
csi_shotgun_crouchimpactleft
csi_shotgun_crouchimpactright
csi_shotgun_crouchgetup
life\'s one big game
windows vista ultimate
i5 @3.3ghz, 4gb ram, AMD R9 200 series , directx 11