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LOBOT files.
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2519 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
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<?xml version="1.0" encoding="utf-8" ?>
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<!DOCTYPE AnimSurfaces [
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<!ENTITY AnimSurfaces_LobotRGM SYSTEM "LogicalBodyTypes\LBT_RGM\AnimationSurfaces_LBT_RGM.xml">
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]>
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<AnimSurfaces>
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&AnimSurfaces_LobotRGM;
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</AnimSurfaces>
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<?xml version="1.0" encoding="utf-8" ?>
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<Filters>
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<Filter name="ExcludedObjects">
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<OR>
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<!-- Exclude all soldiers without profile -->
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<FACEINDEX>200</FACEINDEX>
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</OR>
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</Filter>
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<Filter name="FlakJacket">
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<AND>
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<BODYTYPE>REGMALE</BODYTYPE>
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<VESTPOS op="in">161</VESTPOS>
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</AND>
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</Filter>
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<Filter name="IsWearingHat">
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<AND>
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<BODYTYPE>REGMALE</BODYTYPE>
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<HELMETPOS op="in">285</HELMETPOS>
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</AND>
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</Filter>
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<Filter name="IsWearingHelmet">
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<AND>
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<BODYTYPE>REGMALE</BODYTYPE>
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<HELMETPOS op="in">176</HELMETPOS>
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</AND>
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</Filter>
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<Filter name="Knees">
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<AND>
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<BODYTYPE>REGMALE</BODYTYPE>
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<LEGPOS op="in">838</LEGPOS>
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</AND>
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</Filter>
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<Filter name="IsWearingBackpack">
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<AND>
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<BODYTYPE>REGMALE</BODYTYPE>
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<BPACKPOCKPOS op="in">1094</BPACKPOCKPOS>
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</AND>
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</Filter>
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<Filter name="IsShotgun">
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<AND>
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<BODYTYPE>REGMALE</BODYTYPE>
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<WEAPON_IN_HAND>1</WEAPON_IN_HAND>
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<WEAPON_TYPE>GUN_SHOTGUN</WEAPON_TYPE>
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</AND>
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</Filter>
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<!-- Matches all soldier objects, that are supposed to be rendered as average height regular male -->
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<Filter name="IsRegularMaleAverage">
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<OR>
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<BODYTYPE>REGMALE</BODYTYPE>
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</OR>
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</Filter>
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</Filters>
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<!-- note that this is an external entity, so it is not a valid xml file by itself -->
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<AnimSurface name="LBT_RGMRIFLE_WALK_CROUCH_HEAD" file="Anims\LOBOT\RGM\crouched_walk_rifle_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_WALK_CROUCH_HANDS" file="Anims\LOBOT\RGM\crouched_walk_rifle_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_WALK_CROUCH_TORSO" file="Anims\LOBOT\RGM\crouched_walk_rifle_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_WALK_CROUCH_LEGS" file="Anims\LOBOT\RGM\crouched_walk_rifle_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_WALK_CROUCH_SHADOW" file="Anims\LOBOT\RGM\crouched_walk_rifle_shadow.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_WALK_CROUCH_AR" file="Anims\LOBOT\RGM\crouched_walk_rifle_AR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_WALK_CROUCH_SHOTGUN" file="Anims\LOBOT\RGM\crouched_walk_shotgun.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_WALK_CROUCH_BP" file="Anims\LOBOT\RGM\crouched_walk_rifle_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_WALK_CROUCH_HAT" file="Anims\LOBOT\RGM\crouched_walk_rifle_hat.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_WALK_CROUCH_HELMET" file="Anims\LOBOT\RGM\crouched_walk_rifle_helmet.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<?xml version="1.0" encoding="utf-8"?>
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<LogicalAnimationSurfaces>
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<Layer name="shadow">
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<LayerProp filter="" >
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<Surface name="LBT_RGMRIFLE_WALK_CROUCH_SHADOW" animsurface="RGMCROUCH_R_RDY" />
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</LayerProp>
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</Layer>
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<Layer name="legs">
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<LayerProp filter="" >
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<Surface name="LBT_RGMRIFLE_WALK_CROUCH_LEGS" animsurface="RGMCROUCH_R_RDY" />
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</LayerProp>
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</Layer>
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<Layer name="body">
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<LayerProp filter="" >
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<Surface name="LBT_RGMRIFLE_WALK_CROUCH_TORSO" animsurface="RGMCROUCH_R_RDY" />
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</LayerProp>
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</Layer>
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<Layer name="hands">
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<LayerProp filter="" >
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<Surface name="LBT_RGMRIFLE_WALK_CROUCH_HANDS" animsurface="RGMCROUCH_R_RDY" />
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</LayerProp>
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</Layer>
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<Layer name="head">
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<LayerProp filter="" >
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<Surface name="LBT_RGMRIFLE_WALK_CROUCH_HEAD" animsurface="RGMCROUCH_R_RDY" />
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</LayerProp>
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</Layer>
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<Layer name="helmet">
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<LayerProp filter="IsWearingHat" palette="hats">
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<Surface name="LBT_RGMRIFLE_WALK_CROUCH_HAT" animsurface="RGMCROUCH_R_RDY" />
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</LayerProp>
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<LayerProp filter="IsWearingHelmet">
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<Surface name="LBT_RGMRIFLE_WALK_CROUCH_HELMET" animsurface="RGMCROUCH_R_RDY" />
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</LayerProp>
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</Layer>
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<Layer name="gun">
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<LayerProp filter="IsShotgun" palette="guns_universal">
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<Surface name="LBT_RGMRIFLE_WALK_CROUCH_SHOTGUN" animsurface="RGMCROUCH_R_RDY" />
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</LayerProp>
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<LayerProp filter="" >
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<Surface name="LBT_RGMRIFLE_WALK_CROUCH_AR" animsurface="RGMCROUCH_R_RDY" />
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</LayerProp>
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</Layer>
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<Layer name="backpack">
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<LayerProp filter="IsWearingBackpack" >
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<Surface name="LBT_RGMRIFLE_WALK_CROUCH_BP" animsurface="RGMCROUCH_R_RDY" />
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</LayerProp>
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</Layer>
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</LogicalAnimationSurfaces>
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<?xml version="1.0" encoding="utf-8" ?>
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<Layers>
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<Layer name="shadow" render="1" shadow="1">0</Layer>
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<Layer name="legs" render="1" shadow="0">1</Layer>
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<Layer name="body" render="1" shadow="0">2</Layer>
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<Layer name="hands" render="1" shadow="0">3</Layer>
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<Layer name="head" render="1" shadow="0">4</Layer>
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<Layer name="gun" render="1" shadow="1">5</Layer>
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<Layer name="helmet" render="1" shadow="0">6</Layer>
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<Layer name="facegear" render="1" shadow="0">7</Layer>
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<Layer name="vest" render="1" shadow="0">8</Layer>
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<Layer name="backpack" render="1" shadow="1">9</Layer>
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<Layer name="legrig" render="1" shadow="0">10</Layer>
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<Layer name="knees" render="1" shadow="0">11</Layer>
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</Layers>
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<?xml version="1.0" encoding="utf-8" ?>
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<!DOCTYPE LogicalBodyTypes [
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<!ENTITY LobotRGM SYSTEM "LogicalBodyTypes\LBT_RGM\LogicalBodyType_LBT_RGM.xml">
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]>
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<LogicalBodyTypes>
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<!-- Bodytypes should be ordered from most specific -> most general -->
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<!-- ExcludedObjects filter in the beginning is used to exclude LOBOT system for certain types. In this case filter ExcludedObjects is set up to limit LOBOT only for soldiers with a profile. -->
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<LogicalBodyType filter="ExcludedObjects" />
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<LogicalBodyType filter="IsRegularMaleAverage" cachesize="2">&LobotRGM;</LogicalBodyType>
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</LogicalBodyTypes>
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<?xml version="1.0" encoding="utf-8" ?>
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<Palettes>
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<!--<Palette name = "default" filename = "Palettes\default.act" /> -->
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<Palette name = "hats" filename = "Palettes\Hats.stp" />
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<Palette name = "guns_universal" filename = "Palettes\guns_universal.stp" />
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</Palettes>
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