Bradley, but the beta (I assume?). Also seen in early Valve's Team Fortress screenshots.
Props to @thatalmix
The archer, but more higher resolution. Thanks @krystal for helping me out with the textures.
As you might know, Valve LOVED doing small ingame sequences during HL1's development just for screenshot sake because, Valve. And so when I was looking at the sequence in the back of the screenshot, I at first assumed that it was the "assassin" anim from the "cinematics" folder, but it's not. Well, somewhat. The grunt is definitely using the "assassin" anim in this picture (and on the rest of the screenshots showing this sequence), but the sci is most likely using the beta version of the "barnac…
Boy I hope somebody got fired for that blunder.
We don't actually really know how the HL1 beta shotgun double barrel anim looked like besides one screenshot, but we do know that E3 either didn't have one, or it did, but was somehow broken. My friend was experimenting with some shotgun stuff for a while and he concluded that the screenshots we have of the E3 double barrel shotgun anim, is actually the anim "hidden" in the "pump_after_reload" max file for the shotgun in the HL SDK. The position match up in the screenshots we have for the anim.…
It got worse.
The Valve man, but beta.