Lobot: Added blood pools to 3 death animations (#37)

* LOBOT: Add blood pools to most common death anims

* Move HasRifleInHand layerprop down in priority

Allows more specific graphics to take over precedence, eg. when a rifle instead of AR class weapon uses FAL graphics
This commit is contained in:
Asdow
2023-07-22 14:14:29 +03:00
committed by GitHub
parent 9a08e588bd
commit 98f17aad86
11 changed files with 69 additions and 38 deletions
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@@ -1174,6 +1174,7 @@
<AnimSurface name="BGMCOWER_PRONE_CAMOHELMET" file="Anims\LOBOT\BGM\M_PRNCOW_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
<AnimSurface name="BGMCOWER_PRONE_LSLEEVE" file="Anims\LOBOT\BGM\M_PRNCOW_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
<!-- Prone, get hit and die, empty hands -->
<AnimSurface name="BGMDIE_PRONE_BLOOD" file="Anims\LOBOT\RGM\S_P_DIE_blood.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMDIE_PRONE_HEAD" file="Anims\LOBOT\BGM\M_P_DIE_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMDIE_PRONE_HANDS" file="Anims\LOBOT\BGM\M_P_DIE_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMDIE_PRONE_TORSO" file="Anims\LOBOT\BGM\M_P_DIE_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="22" profile="-1" />
@@ -2045,6 +2046,7 @@
<AnimSurface name="BGMCROWBAR_HIT_CAMOHELMET" file="Anims\LOBOT\BGM\M_CROWBAR_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
<AnimSurface name="BGMCROWBAR_HIT_LSLEEVE" file="Anims\LOBOT\BGM\M_CROWBAR_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
<!-- Standing, empty hands, get hit and die -->
<AnimSurface name="BGMEMPTY_DIE_BLOOD" file="Anims\LOBOT\RGM\S_D_FWD_blood.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
<AnimSurface name="BGMEMPTY_DIE_HEAD" file="Anims\LOBOT\BGM\M_D_FWD_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
<AnimSurface name="BGMEMPTY_DIE_HANDS" file="Anims\LOBOT\BGM\M_D_FWD_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
<AnimSurface name="BGMEMPTY_DIE_TORSO" file="Anims\LOBOT\BGM\M_D_FWD_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
@@ -2073,6 +2075,7 @@
<AnimSurface name="BGMEMPTY_JFK_PADS" file="Anims\LOBOT\BGM\M_D_FWD_PADS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
<AnimSurface name="BGMEMPTY_JFK_LSLEEVE" file="Anims\LOBOT\BGM\M_D_FWD_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
<!-- Standing, empty hands, fly back and die -->
<AnimSurface name="BGMEMPTY_DIEFB_BLOOD" file="Anims\LOBOT\RGM\S_DIEBAC_blood.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="BGMEMPTY_DIEFB_HEAD" file="Anims\LOBOT\BGM\M_DIEBAC_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="BGMEMPTY_DIEFB_HANDS" file="Anims\LOBOT\BGM\M_DIEBAC_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="BGMEMPTY_DIEFB_TORSO" file="Anims\LOBOT\BGM\M_DIEBAC_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="23" profile="-1" />
@@ -1,5 +1,12 @@
<?xml version="1.0" encoding="utf-8"?>
<LogicalAnimationSurfaces>
<Layer name="blood">
<LayerProp filter="" >
<Surface name="BGMEMPTY_DIE_BLOOD" animsurface="BGMHITSTAND" />
<Surface name="BGMDIE_PRONE_BLOOD" animsurface="BGMHITPRONE" />
<Surface name="BGMEMPTY_DIEFB_BLOOD" animsurface="BGMHITFALLBACK" />
</LayerProp>
</Layer>
<Layer name="shadow">
<LayerProp filter="HasPistolOrMPistolInLeftHand" >
<Surface name="BGMEMPTY_RUN_SHADOW" animsurface="BGMPISTOL_RUN" />
@@ -1089,6 +1089,7 @@
<AnimSurface name="RGF_COWER_PRONE_CAMOHELMET" file="Anims\LOBOT\RGF\F_PRNCOW_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
<AnimSurface name="RGF_COWER_PRONE_LSLEEVE" file="Anims\LOBOT\RGF\F_PRNCOW_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
<!-- Prone, get hit and die, empty hands -->
<AnimSurface name="RGF_DIE_PRONE_BLOOD" file="Anims\LOBOT\RGM\S_P_DIE_blood.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_DIE_PRONE_HEAD" file="Anims\LOBOT\RGF\F_P_DIE_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_DIE_PRONE_HANDS" file="Anims\LOBOT\RGF\F_P_DIE_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_DIE_PRONE_TORSO" file="Anims\LOBOT\RGF\F_P_DIE_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="22" profile="-1" />
@@ -1904,6 +1905,7 @@
<AnimSurface name="RGF_CROWBAR_CR_HIT_CAMOHELMET" file="Anims\LOBOT\RGF\F_C_CROWBAR_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_CROWBAR_CR_HIT_LSLEEVE" file="Anims\LOBOT\RGF\F_C_CROWBAR_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<!-- Standing, empty hands, get hit and die -->
<AnimSurface name="RGF_EMPTY_DIE_BLOOD" file="Anims\LOBOT\RGM\S_D_FWD_blood.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
<AnimSurface name="RGF_EMPTY_DIE_HEAD" file="Anims\LOBOT\RGF\F_D_FWD_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
<AnimSurface name="RGF_EMPTY_DIE_HANDS" file="Anims\LOBOT\RGF\F_D_FWD_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
<AnimSurface name="RGF_EMPTY_DIE_TORSO" file="Anims\LOBOT\RGF\F_D_FWD_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
@@ -1932,6 +1934,7 @@
<AnimSurface name="RGF_EMPTY_JFK_PADS" file="Anims\LOBOT\RGF\F_D_FWD_PADS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
<AnimSurface name="RGF_EMPTY_JFK_LSLEEVE" file="Anims\LOBOT\RGF\F_D_FWD_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
<!-- Standing, empty hands, fly back and die -->
<AnimSurface name="RGF_EMPTY_DIEFB_BLOOD" file="Anims\LOBOT\RGM\S_DIEBAC_blood.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="RGF_EMPTY_DIEFB_HEAD" file="Anims\LOBOT\RGF\F_DIEBAC_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="RGF_EMPTY_DIEFB_HANDS" file="Anims\LOBOT\RGF\F_DIEBAC_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="RGF_EMPTY_DIEFB_TORSO" file="Anims\LOBOT\RGF\F_DIEBAC_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="23" profile="-1" />
@@ -1,5 +1,12 @@
<?xml version="1.0" encoding="utf-8"?>
<LogicalAnimationSurfaces>
<Layer name="blood">
<LayerProp filter="" >
<Surface name="RGF_EMPTY_DIE_BLOOD" animsurface="RGFHITSTAND" />
<Surface name="RGF_DIE_PRONE_BLOOD" animsurface="RGFHITPRONE" />
<Surface name="RGF_EMPTY_DIEFB_BLOOD" animsurface="RGFHITFALLBACK" />
</LayerProp>
</Layer>
<Layer name="shadow">
<LayerProp filter="HasPistolOrMPistolInLeftHand">
<Surface name="RGF_EMPTY_RUN_SHADOW" animsurface="RGFPISTOL_RUN"/>
@@ -962,43 +962,6 @@
<Surface name="RGF_WATER_RIFLE_AIM_M14" animsurface="RGFWATER_R_AIM" />
<Surface name="RGF_WATER_RIFLE_HIP_M14" animsurface="RGF_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasRifleInHand" palette="guns_v2">
<Surface name="RGF_RIFLE_OPEN_MOSIN" animsurface="RGFOPEN"/>
<Surface name="RGF_RIFLE_WALK_CROUCH_MOSIN" animsurface="RGFCROUCH_R_RDY"/>
<Surface name="RGF_RIFLE_WALK_MOSIN" animsurface="RGFWALK_R_RDY"/>
<Surface name="RGF_RIFLE_IDLE_MOSIN" animsurface="RGFSTANDING"/>
<Surface name="RGF_BASICWALK_MOSIN" animsurface="RGFWALKING"/>
<Surface name="RGF_RUNNING_MOSIN" animsurface="RGFRUNNING"/>
<Surface name="RGF_RIFLE_CROUCH_MOSIN" animsurface="RGFCROUCHING"/>
<Surface name="RGF_RIFLE_SIDESTEP_MOSIN" animsurface="RGFSIDESTEP"/>
<Surface name="RGF_RIFLE_SIDESTEP_AIM_MOSIN" animsurface="RGFSIDESTEP_R_RDY"/>
<Surface name="RGF_RIFLE_SWAT_MOSIN" animsurface="RGFSNEAKING"/>
<Surface name="RGF_RIFLE_RAISE_MOSIN" animsurface="RGFRAISE"/>
<Surface name="RGF_RIFLE_AIM_MOSIN" animsurface="RGFSTANDAIM"/>
<Surface name="RGF_RIFLE_HIP_MOSIN" animsurface="RGF_HIP_AIM"/>
<Surface name="RGF_RIFLE_CR_AIM_MOSIN" animsurface="RGFCROUCHAIM"/>
<Surface name="RGF_RIFLE_PRONE_MOSIN" animsurface="RGFPRONE"/>
<Surface name="RGF_RIFLE_HIT_MOSIN" animsurface="RGFRHIT"/>
<Surface name="RGF_RIFLE_PAIN_MOSIN" animsurface="RGFHURTSTANDINGR"/>
<Surface name="RGF_RIFLE_COWER_MOSIN" animsurface="RGFCOWER"/>
<Surface name="RGF_RIFLE_PRN_COWER_MOSIN" animsurface="RGF_COWER_PRONE"/>
<Surface name="RGF_RIFLE_WALK_HURT_MOSIN" animsurface="RGFHURTWALKINGR"/>
<Surface name="RGF_RIFLE_KICKDOOR_MOSIN" animsurface="RGFKICKDOOR"/>
<!--<Surface name="RGF_RIFLE_SQUISH_MOSIN" animsurface="RGF_SQUISH" />
<Surface name="RGF_RIFLE_LOOK_MOSIN" animsurface="RGF_LOOK" />
<Surface name="RGF_RIFLE_SPIT_MOSIN" animsurface="RGF_SPIT" />-->
<Surface name="RGF_RIFLE_DRUNK_MOSIN" animsurface="RGFDRUNK"/>
<Surface name="RGF_RIFLE_BAYONET_MOSIN" animsurface="RGFBAYONET_S_S"/>
<Surface name="RGF_RIFLE_BAYONET_L_MOSIN" animsurface="RGFBAYONET_S_P"/>
<Surface name="RGF_RIFLE_LOW_MOSIN" animsurface="RGFSHOOT_LOW"/>
<Surface name="RGF_RIFLE_ROLL_SIDE_MOSIN" animsurface="RGFROLL_PR"/>
<Surface name="RGF_RIFLE_LOOK_MOSIN" animsurface="RGFALOOK"/>
<Surface name="RGF_RIFLE_CLEAN_MOSIN" animsurface="RGFCLEAN"/>
<Surface name="RGF_WATER_RIFLE_IDLE_MOSIN" animsurface="RGFWATER_R_STD" />
<Surface name="RGF_WATER_RIFLE_WALK_MOSIN" animsurface="RGFWATER_R_WALK" />
<Surface name="RGF_WATER_RIFLE_AIM_MOSIN" animsurface="RGFWATER_R_AIM" />
<Surface name="RGF_WATER_RIFLE_HIP_MOSIN" animsurface="RGF_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasFALInHand" palette="guns_v2">
<Surface name="RGF_RIFLE_OPEN_FAL" animsurface="RGFOPEN"/>
<Surface name="RGF_RIFLE_WALK_CROUCH_FAL" animsurface="RGFCROUCH_R_RDY"/>
@@ -1147,6 +1110,43 @@
<Surface name="RGF_WATER_RIFLE_AIM_MKL" animsurface="RGFWATER_R_AIM" />
<Surface name="RGF_WATER_RIFLE_HIP_MKL" animsurface="RGF_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasRifleInHand" palette="guns_v2">
<Surface name="RGF_RIFLE_OPEN_MOSIN" animsurface="RGFOPEN"/>
<Surface name="RGF_RIFLE_WALK_CROUCH_MOSIN" animsurface="RGFCROUCH_R_RDY"/>
<Surface name="RGF_RIFLE_WALK_MOSIN" animsurface="RGFWALK_R_RDY"/>
<Surface name="RGF_RIFLE_IDLE_MOSIN" animsurface="RGFSTANDING"/>
<Surface name="RGF_BASICWALK_MOSIN" animsurface="RGFWALKING"/>
<Surface name="RGF_RUNNING_MOSIN" animsurface="RGFRUNNING"/>
<Surface name="RGF_RIFLE_CROUCH_MOSIN" animsurface="RGFCROUCHING"/>
<Surface name="RGF_RIFLE_SIDESTEP_MOSIN" animsurface="RGFSIDESTEP"/>
<Surface name="RGF_RIFLE_SIDESTEP_AIM_MOSIN" animsurface="RGFSIDESTEP_R_RDY"/>
<Surface name="RGF_RIFLE_SWAT_MOSIN" animsurface="RGFSNEAKING"/>
<Surface name="RGF_RIFLE_RAISE_MOSIN" animsurface="RGFRAISE"/>
<Surface name="RGF_RIFLE_AIM_MOSIN" animsurface="RGFSTANDAIM"/>
<Surface name="RGF_RIFLE_HIP_MOSIN" animsurface="RGF_HIP_AIM"/>
<Surface name="RGF_RIFLE_CR_AIM_MOSIN" animsurface="RGFCROUCHAIM"/>
<Surface name="RGF_RIFLE_PRONE_MOSIN" animsurface="RGFPRONE"/>
<Surface name="RGF_RIFLE_HIT_MOSIN" animsurface="RGFRHIT"/>
<Surface name="RGF_RIFLE_PAIN_MOSIN" animsurface="RGFHURTSTANDINGR"/>
<Surface name="RGF_RIFLE_COWER_MOSIN" animsurface="RGFCOWER"/>
<Surface name="RGF_RIFLE_PRN_COWER_MOSIN" animsurface="RGF_COWER_PRONE"/>
<Surface name="RGF_RIFLE_WALK_HURT_MOSIN" animsurface="RGFHURTWALKINGR"/>
<Surface name="RGF_RIFLE_KICKDOOR_MOSIN" animsurface="RGFKICKDOOR"/>
<!--<Surface name="RGF_RIFLE_SQUISH_MOSIN" animsurface="RGF_SQUISH" />
<Surface name="RGF_RIFLE_LOOK_MOSIN" animsurface="RGF_LOOK" />
<Surface name="RGF_RIFLE_SPIT_MOSIN" animsurface="RGF_SPIT" />-->
<Surface name="RGF_RIFLE_DRUNK_MOSIN" animsurface="RGFDRUNK"/>
<Surface name="RGF_RIFLE_BAYONET_MOSIN" animsurface="RGFBAYONET_S_S"/>
<Surface name="RGF_RIFLE_BAYONET_L_MOSIN" animsurface="RGFBAYONET_S_P"/>
<Surface name="RGF_RIFLE_LOW_MOSIN" animsurface="RGFSHOOT_LOW"/>
<Surface name="RGF_RIFLE_ROLL_SIDE_MOSIN" animsurface="RGFROLL_PR"/>
<Surface name="RGF_RIFLE_LOOK_MOSIN" animsurface="RGFALOOK"/>
<Surface name="RGF_RIFLE_CLEAN_MOSIN" animsurface="RGFCLEAN"/>
<Surface name="RGF_WATER_RIFLE_IDLE_MOSIN" animsurface="RGFWATER_R_STD" />
<Surface name="RGF_WATER_RIFLE_WALK_MOSIN" animsurface="RGFWATER_R_WALK" />
<Surface name="RGF_WATER_RIFLE_AIM_MOSIN" animsurface="RGFWATER_R_AIM" />
<Surface name="RGF_WATER_RIFLE_HIP_MOSIN" animsurface="RGF_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasARInHand" palette="guns_v2">
<Surface name="RGF_RIFLE_OPEN_AR" animsurface="RGFOPEN"/>
<Surface name="RGF_RIFLE_WALK_CROUCH_AR" animsurface="RGFCROUCH_R_RDY"/>
@@ -1175,6 +1175,7 @@
<AnimSurface name="RGMCOWER_PRONE_CAMOHELMET" file="Anims\LOBOT\RGM\S_PRNCOW_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="RGMCOWER_PRONE_LSLEEVE" file="Anims\LOBOT\RGM\S_PRNCOW_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
<!-- Prone, get hit and die, empty hands -->
<AnimSurface name="RGMDIE_PRONE_BLOOD" file="Anims\LOBOT\RGM\S_P_DIE_blood.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGMDIE_PRONE_HEAD" file="Anims\LOBOT\RGM\S_P_DIE_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGMDIE_PRONE_HANDS" file="Anims\LOBOT\RGM\S_P_DIE_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGMDIE_PRONE_TORSO" file="Anims\LOBOT\RGM\S_P_DIE_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="22" profile="-1" />
@@ -2046,6 +2047,7 @@
<AnimSurface name="RGMCROWBAR_HIT_CAMOHELMET" file="Anims\LOBOT\RGM\S_CROWBAR_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
<AnimSurface name="RGMCROWBAR_HIT_LSLEEVE" file="Anims\LOBOT\RGM\S_CROWBAR_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
<!-- Standing, empty hands, get hit and die -->
<AnimSurface name="RGMEMPTY_DIE_BLOOD" file="Anims\LOBOT\RGM\S_D_FWD_blood.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
<AnimSurface name="RGMEMPTY_DIE_HEAD" file="Anims\LOBOT\RGM\S_D_FWD_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
<AnimSurface name="RGMEMPTY_DIE_HANDS" file="Anims\LOBOT\RGM\S_D_FWD_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
<AnimSurface name="RGMEMPTY_DIE_TORSO" file="Anims\LOBOT\RGM\S_D_FWD_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
@@ -2074,6 +2076,7 @@
<AnimSurface name="RGMEMPTY_JFK_PADS" file="Anims\LOBOT\RGM\S_D_FWD_PADS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
<AnimSurface name="RGMEMPTY_JFK_LSLEEVE" file="Anims\LOBOT\RGM\S_D_FWD_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
<!-- Standing, empty hands, fly back and die -->
<AnimSurface name="RGMEMPTY_DIEFB_BLOOD" file="Anims\LOBOT\RGM\S_DIEBAC_blood.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="RGMEMPTY_DIEFB_HEAD" file="Anims\LOBOT\RGM\S_DIEBAC_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="RGMEMPTY_DIEFB_HANDS" file="Anims\LOBOT\RGM\S_DIEBAC_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="RGMEMPTY_DIEFB_TORSO" file="Anims\LOBOT\RGM\S_DIEBAC_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="23" profile="-1" />
@@ -1,5 +1,12 @@
<?xml version="1.0" encoding="utf-8"?>
<LogicalAnimationSurfaces>
<Layer name="blood">
<LayerProp filter="" >
<Surface name="RGMEMPTY_DIE_BLOOD" animsurface="RGMHITSTAND" />
<Surface name="RGMDIE_PRONE_BLOOD" animsurface="RGMHITPRONE" />
<Surface name="RGMEMPTY_DIEFB_BLOOD" animsurface="RGMHITFALLBACK" />
</LayerProp>
</Layer>
<Layer name="shadow">
<LayerProp filter="HasPistolOrMPistolInLeftHand" >
<Surface name="RGMEMPTY_RUN_SHADOW" animsurface="RGMPISTOL_RUN" />
@@ -1,5 +1,6 @@
<?xml version="1.0" encoding="utf-8" ?>
<Layers>
<Layer name="blood" render="1" shadow="0">1</Layer>
<Layer name="shadow" render="1" shadow="1">0</Layer>
<Layer name="legs" render="1" shadow="0">1</Layer>
<Layer name="body" render="1" shadow="0">2</Layer>