first, please don't post a PILE of text like that. wrap it in code tags like this:
;animationinfo
animmax = 100
anim0 = Spawn ------------------------------------------ anim0 = 190,209
anim1 = Idle ------------------------------------------ anim1 = 210,234
anim2 = Move Slow (Walk) ------------------------------- anim2 = 235,259
anim3 = Strafe Left ------------------------------------ anim3 = 260,279
anim4 = Strafe Right ----------------------------------- anim4 = 280,299
anim5 = Move Fast (Run)--------------------------------- anim5 = 300,318
anim6 = Reload Weapon (or Toss) ------------------------ anim6 = 319,355
anim7 = NEW Climb -------------------------------------- anim7 = 160,189
anim11 = Impact Front ----------------------------------- anim11 = 0,19
anim12 = Bounce Front ----------------------------------- anim12 = 20,39
anim13 = Get Up Front ----------------------------------- anim13 = 493,522
anim14 = Impact Back ------------------------------------ anim14 = 40,59
anim15 = Bounce Back ------------------------------------ anim15 = 60,79
anim16 = Get Up Back ------------------------------------ anim16 = 523,552
anim17 = Impact Left ------------------------------------ anim17 = 120,139
anim18 = Bounce Left ------------------------------------ anim18 = 140,159
anim20 = Impact Right ----------------------------------- anim20 = 80,99
anim21 = Bounce Right ----------------------------------- anim21 = 100,119
anim31 = Crouched Idle ---------------------------------- anim31 = 356,380
anim32 = Crouched Move Slow (same) ---------------------- anim32 = 381,405
anim33 = Crouched Strafe Left (same) -------------------- anim33 = 381,405
anim34 = Crouched Strafe Right (same) ------------------- anim34 = 381,405
anim35 = Crouched Move Fast (same) ---------------------- anim35 = 381,405
anim36 = Crouched Reload Weapon (or toss) --------------- anim36 = 406,442
anim40 = Freeform Idle ---------------------------------- anim40 = 443,462
anim41 = Freeform Move ---------------------------------- anim41 = 463,492
anim50 = Weapon Spawn ----------------------------------- anim50 = 553,572
anim51 = Weapon Idle ------------------------------------ anim51 = 573,597
anim52 = Weapon Move Slow ------------------------------- anim52 = 598,622
anim53 = Weapon Strafe Left ----------------------------- anim53 = 623,642
anim54 = Weapon Strafe Right ---------------------------- anim54 = 643,662
anim55 = Weapon Move Fast ------------------------------- anim55 = 663,681
anim56 = Weapon Reload Weapon (or Toss) ----------------- anim56 = 682,731
anim57 = Weapon NEW Climb ------------------------------- anim57 = 160,189
anim61 = Weapon Impact Front ---------------------------- anim61 = 0,19
anim62 = Weapon Bounce Front ---------------------------- anim62 = 20,39
anim63 = Weapon Get Up Front ---------------------------- anim63 = 822,911
anim64 = Weapon Impact Back ----------------------------- anim64 = 40,59
anim65 = Weapon Bounce Back ----------------------------- anim65 = 60,79
anim66 = Weapon Get Up Back ----------------------------- anim66 = 912,941
anim67 = Weapon Impact Left ----------------------------- anim67 = 120,139
anim68 = Weapon Bounce Left ----------------------------- anim68 = 140,159
anim70 = Weapon Impact Right ---------------------------- anim70 = 80,99
anim71 = Weapon Bounce Right ---------------------------- anim71 = 100,119
anim81 = Weapon Crouched Idle --------------------------- anim81 = 732,756
anim82 = Weapon Crouched Move Slow (same) --------------- anim82 = 757,781
anim83 = Weapon Crouched Strafe Left (same) ------------- anim83 = 757,781
anim84 = Weapon Crouched Strafe Right (same) ------------ anim84 = 757,781
anim85 = Weapon Crouched Move Fast (same) --------------- anim85 = 757,781
anim86 = Weapon Crouched Reload Weapon (or toss) -------- anim86 = 782,831
anim90 = Weapon Freeform Idle --------------------------- anim90 = 832,851
anim91 = Weapon Freeform Move --------------------------- anim91 = 852,881
which was found
HERE and represent, as best i can tell, the STANDARD animations for FPSC with their frames.
then i grabbed the FPSC models and had a look.
With (at least some of) the FPSC models,
GetObjectNumAnimations() will simply return "1". they don't appear to be broken down by animation numbers/names within the x file. you'll have to cross-reference with the above and look at their accompanying .FPE files to confirm.
example, from the SAS model in pack 1:
;animationinfo
animmax = 100
anim0 = 190,209
anim1 = 210,234
anim2 = 235,259
anim3 = 260,279
anim4 = 280,299
anim5 = 300,318
anim6 = 319,355
anim7 = 160,189
anim11 = 0,19
anim12 = 20,39
anim13 = 493,522
anim14 = 40,59
anim15 = 60,79
anim16 = 523,552
anim17 = 120,139
anim18 = 140,159
anim20 = 80,99
anim21 = 100,119
anim31 = 356,380
anim32 = 381,405
anim33 = 381,405
anim34 = 381,405
anim35 = 381,405
anim36 = 406,442
anim40 = 443,462
anim41 = 463,492
anim50 = 553,572
anim51 = 573,597
anim52 = 598,622
anim53 = 623,642
anim54 = 643,662
anim55 = 663,681
anim56 = 682,731
anim57 = 160,189
anim61 = 0,19
anim62 = 20,39
anim63 = 882,911
anim64 = 40,59
anim65 = 60,79
anim66 = 912,941
anim67 = 120,139
anim68 = 140,159
anim70 = 80,99
anim71 = 100,119
anim81 = 732,756
anim82 = 757,781
anim83 = 757,781
anim84 = 757,781
anim85 = 757,781
anim86 = 782,831
anim90 = 832,851
anim91 = 852,881
which, at a glance, matches the standard FPSC animation frames.
both of the frames are different from what you posted (which has about triple the # of frames?). so, again, read the FPE file and then cross-reference it with the stock animation #s.
I think that will give you what you need.
BTW, which pack is your specialist model in?