Added Kevlar vest graphics

This commit is contained in:
Asdow
2022-11-18 19:47:20 +02:00
parent f1c4897408
commit ae2dd0f6fe
684 changed files with 13843 additions and 13003 deletions
@@ -3,9 +3,11 @@
<!ENTITY AnimSurfaces_LobotRGM SYSTEM "LogicalBodyTypes\LBT_RGM\AnimationSurfaces_LBT_RGM.xml">
<!ENTITY AnimSurfaces_LobotRGM_UZI SYSTEM "LogicalBodyTypes\LBT_RGM\AnimationSurfaces_LBT_RGM_UZI.xml">
<!ENTITY AnimSurfaces_LobotRGM_SAWNOFF SYSTEM "LogicalBodyTypes\LBT_RGM\AnimationSurfaces_LBT_RGM_sawnoff.xml">
<!ENTITY AnimSurfaces_LobotBGM SYSTEM "LogicalBodyTypes\LBT_BGM\AnimationSurfaces_LBT_BGM.xml">
<!ENTITY AnimSurfaces_LobotBGM_UZI SYSTEM "LogicalBodyTypes\LBT_BGM\AnimationSurfaces_LBT_BGM_UZI.xml">
<!ENTITY AnimSurfaces_LobotBGM_SAWNOFF SYSTEM "LogicalBodyTypes\LBT_BGM\AnimationSurfaces_LBT_BGM_sawnoff.xml">
<!ENTITY AnimSurfaces_LobotBGM SYSTEM "LogicalBodyTypes\LBT_BGM\AnimationSurfaces_BGM.xml">
<!ENTITY AnimSurfaces_LobotBGM_UZI SYSTEM "LogicalBodyTypes\LBT_BGM\AnimationSurfaces_BGM_UZI.xml">
<!ENTITY AnimSurfaces_LobotBGM_SAWNOFF SYSTEM "LogicalBodyTypes\LBT_BGM\AnimationSurfaces_BGM_sawnoff.xml">
<!ENTITY AnimSurfaces_LobotRGF SYSTEM "LogicalBodyTypes\LBT_RGF\AnimationSurfaces_LBT_RGF.xml">
<!ENTITY AnimSurfaces_LobotRGF_UZI SYSTEM "LogicalBodyTypes\LBT_RGF\AnimationSurfaces_LBT_RGF_UZI.xml">
<!ENTITY AnimSurfaces_LobotRGF_SAWNOFF SYSTEM "LogicalBodyTypes\LBT_RGF\AnimationSurfaces_LBT_RGF_SAWNOFF.xml">
@@ -469,6 +469,23 @@
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="KevlarVest">
<OR>
<VESTPOS op="in">164, 165, 166, 167, 168, 169, 196, 197, 198, 283, 295, 803, 806, 812, 815, 818, 821, 824, 827, 830, 833, 836, 840, 842, 843, 844, 847, 848, 849, 850, 851, 856, 857, 858, 859, 860, 865, 866, 867, 868, 869</VESTPOS>
</OR>
</Filter>
<Filter name="IsWearingKevlarAndHasPistol">
<AND>
<FILTER>KevlarVest</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="IsWearingKevlarAndHasRifle">
<AND>
<FILTER>KevlarVest</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="IsWearingGasmask">
<OR>
<HEAD1POS op="in">213</HEAD1POS>
@@ -573,4 +590,10 @@
<FILTER>IsWearingNVG</FILTER>
</AND>
</Filter>
<Filter name="IsElite">
<OR>
<SOLDIER_CLASS>SOLDIER_CLASS_ELITE</SOLDIER_CLASS>
<FACEINDEX>10</FACEINDEX> <!-- Shadow -->
</OR>
</Filter>
</Filters>
@@ -3869,3 +3869,145 @@
<AnimSurface name="BGMDEEPWATER_SWIM" file="Anims\LOBOT\BGM\default\MW_SWIM.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
<AnimSurface name="BGMDEEPWATER_DIE" file="Anims\LOBOT\BGM\default\MW_DIE2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
<AnimSurface name="BGMHELIDROP" file="Anims\LOBOT\BGM\default\M_HELIDRP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
<!-- DEFAULT ANIMS AS PLACEHOLDERS -->
<AnimSurface name="BGM_HELIDROP_kevlar" file="Anims\LOBOT\BGM\M_heli_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_CROUCH_kevlar" file="Anims\LOBOT\BGM\M_R_SWAT_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="BGM_CROUCHWALK_kevlar" file="Anims\LOBOT\BGM\cr_walk_pistol_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="BGM_CROUCHWALK_DUAL_kevlar" file="Anims\LOBOT\BGM\cr_walk_dual_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_kevlar" file="Anims\LOBOT\BGM\M_R_RDY_WALK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_HURT_kevlar" file="Anims\LOBOT\BGM\M_R_WALK_HURT_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_IDLE_kevlar" file="Anims\LOBOT\BGM\M_R_STD_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMBASICWALK_kevlar" file="Anims\LOBOT\BGM\M_R_WALK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_kevlar" file="Anims\LOBOT\BGM\M_R_C_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMRIFLE_SWAT_kevlar" file="Anims\LOBOT\BGM\M_R_SWAT_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_kevlar" file="Anims\LOBOT\BGM\M_R_SDSP_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_kevlar" file="Anims\LOBOT\BGM\M_R_SDSP_AIM_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_HERO_kevlar" file="Anims\LOBOT\BGM\M_SDSP_AIM_HERO_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRUNNING_kevlar" file="Anims\LOBOT\BGM\M_R_RUN_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_RAISE_kevlar" file="Anims\LOBOT\BGM\M_RAISE_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_AIM_kevlar" file="Anims\LOBOT\BGM\M_SR_AIM_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_LOW_kevlar" file="Anims\LOBOT\BGM\M_R_LOW_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_kevlar" file="Anims\LOBOT\BGM\M_SR_HIP_AIM_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_LOW_kevlar" file="Anims\LOBOT\BGM\M_R_HIP_LOW_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_CR_AIM_kevlar" file="Anims\LOBOT\BGM\M_CR_AIM_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_PRONE_kevlar" file="Anims\LOBOT\BGM\M_R_PRN_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGM_HOP_kevlar" file="Anims\LOBOT\BGM\M_HOP_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="18" profile="-1" />
<AnimSurface name="BGM_CLIMB_kevlar" file="Anims\LOBOT\BGM\M_CLIMB_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="44" profile="-1" />
<AnimSurface name="BGM_PUNCH_kevlar" file="Anims\LOBOT\BGM\M_PUNCH_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="BGM_IDLE_kevlar" file="Anims\LOBOT\BGM\M_N_STD_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGM_OPEN_kevlar" file="Anims\LOBOT\BGM\M_OPEN_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="BGM_RIFLE_OPEN_kevlar" file="Anims\LOBOT\BGM\M_RIFLE_OPEN_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="BGMRIFLE_KICKDOOR_kevlar" file="Anims\LOBOT\BGM\M_R_DR_KICK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_SQUISH_kevlar" file="Anims\LOBOT\BGM\M_R_SQUISH_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_LOOK_kevlar" file="Anims\LOBOT\BGM\M_R_LOOK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_SPIT_kevlar" file="Anims\LOBOT\BGM\M_R_SPIT_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_DRUNK_kevlar" file="Anims\LOBOT\BGM\M_R_DRUNK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_BAYONET_kevlar" file="Anims\LOBOT\BGM\M_R_BAYONET_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_BAYONET_L_kevlar" file="Anims\LOBOT\BGM\M_R_BAYONET_L_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="BGM_PICKUP_kevlar" file="Anims\LOBOT\BGM\M_PICKUP_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMMEDIC_CROUCH_kevlar" file="Anims\LOBOT\BGM\M_MEDIC_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMMEDIC_PRONE_kevlar" file="Anims\LOBOT\BGM\M_PRN_MED_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="7" profile="-1" />
<AnimSurface name="BGMCOWER_PRONE_kevlar" file="Anims\LOBOT\BGM\M_PRNCOW_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="BGMDIE_PRONE_kevlar" file="Anims\LOBOT\BGM\M_P_DIE_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMRIFLE_HIT_kevlar" file="Anims\LOBOT\BGM\M_HIT_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMEMPTY_CROUCH_kevlar" file="Anims\LOBOT\BGM\M_N_CRCH_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMEMPTY_SWAT_kevlar" file="Anims\LOBOT\BGM\M_N_SWAT_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMEMPTY_RUN_kevlar" file="Anims\LOBOT\BGM\M_N_RUN_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_kevlar" file="Anims\LOBOT\BGM\M_N_WALK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_HURT_kevlar" file="Anims\LOBOT\BGM\M_N_WALK_HURT_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_PRONE_kevlar" file="Anims\LOBOT\BGM\M_N_PRNE_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGMDUAL_PRONE_kevlar" file="Anims\LOBOT\BGM\M_DB_PRN_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMPISTOL_IDLE_kevlar" file="Anims\LOBOT\BGM\M_P_BRTH_HERO_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMPISTOL_WALK_kevlar" file="Anims\LOBOT\BGM\M_P_WALK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMPISTOL_RDY_WALK_kevlar" file="Anims\LOBOT\BGM\M_P_RDY_WALK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_RDY_WALK_kevlar" file="Anims\LOBOT\BGM\M_DBL_RDY_WALK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMPISTOL_AIM_kevlar" file="Anims\LOBOT\BGM\M_P_SHOT_HERO_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMPISTOL_AIM_1H_kevlar" file="Anims\LOBOT\BGM\M_N_SHOT2_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMPISTOL_LOW_kevlar" file="Anims\LOBOT\BGM\M_P_LOW_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMPISTOL_CR_AIM_kevlar" file="Anims\LOBOT\BGM\M_CR_AIM_P_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMDUAL_CR_AIM_kevlar" file="Anims\LOBOT\BGM\M_CR_AIM_D_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="BGMPISTOL_SDSTP_kevlar" file="Anims\LOBOT\BGM\M_P_SDSP_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMPISTOL_SDSTP_AIM_kevlar" file="Anims\LOBOT\BGM\M_P_SDSP_AIM_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_SDSTP_kevlar" file="Anims\LOBOT\BGM\M_DBL_SDSP_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_SDSTP_AIM_kevlar" file="Anims\LOBOT\BGM\M_DBL_SDSP_AIM_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_AIM_kevlar" file="Anims\LOBOT\BGM\M_DBLSHOT_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="BGMEMPTY_PAIN_kevlar" file="Anims\LOBOT\BGM\M_N_PAIN_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMEMPTY_DRUNK_kevlar" file="Anims\LOBOT\BGM\M_N_DRUNK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_PAIN_kevlar" file="Anims\LOBOT\BGM\M_R_PAIN_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMEMPTY_DODGE_kevlar" file="Anims\LOBOT\BGM\M_DODGE_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
<AnimSurface name="BGMEMPTY_THROW_kevlar" file="Anims\LOBOT\BGM\M_THROW_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMEMPTY_THROW_G_kevlar" file="Anims\LOBOT\BGM\M_THROW_G_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
<AnimSurface name="BGMEMPTY_LOB_kevlar" file="Anims\LOBOT\BGM\M_LOB_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMEMPTY_LOB_G_kevlar" file="Anims\LOBOT\BGM\M_LOB_G_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
<AnimSurface name="BGMEMPTY_KICKDOOR_kevlar" file="Anims\LOBOT\BGM\M_DR_KICK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
<AnimSurface name="BGMEMPTY_SQUISH_kevlar" file="Anims\LOBOT\BGM\M_SQUISH_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMEMPTY_PULL_kevlar" file="Anims\LOBOT\BGM\M_PULL_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
<AnimSurface name="BGMEMPTY_RADIO_kevlar" file="Anims\LOBOT\BGM\M_RADIO_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
<AnimSurface name="BGMEMPTY_REMOTE_kevlar" file="Anims\LOBOT\BGM\M_REMOTE_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
<AnimSurface name="BGMKNIFE_STAB_kevlar" file="Anims\LOBOT\BGM\M_STAB_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMKNIFE_SLICE_kevlar" file="Anims\LOBOT\BGM\M_SLICE_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMKNIFE_THROW_kevlar" file="Anims\LOBOT\BGM\M_K_THROW_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMKNIFE_BREATH_kevlar" file="Anims\LOBOT\BGM\M_K_BREATH_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMCROWBAR_HIT_kevlar" file="Anims\LOBOT\BGM\M_CROWBAR_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
<AnimSurface name="BGMEMPTY_DIE_kevlar" file="Anims\LOBOT\BGM\M_D_FWD_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
<AnimSurface name="BGMEMPTY_JFK_kevlar" file="Anims\LOBOT\BGM\M_D_FWD_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
<AnimSurface name="BGMEMPTY_DIEFB_kevlar" file="Anims\LOBOT\BGM\M_DIEBAC_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="BGMEMPTY_DIEFBH_kevlar" file="Anims\LOBOT\BGM\M_DIEHARD_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="BGMEMPTY_DIEFBHB_kevlar" file="Anims\LOBOT\BGM\M_DIEHARDB_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="7" profile="-1" />
<AnimSurface name="BGMEMPTY_FALL_kevlar" file="Anims\LOBOT\BGM\M_N_FALL_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "4" framesperdir="52" profile="-1" />
<AnimSurface name="BGMEMPTY_FALLFWD_kevlar" file="Anims\LOBOT\BGM\M_N_FALL_FWD_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "4" framesperdir="41" profile="-1" />
<AnimSurface name="BGMEMPTY_KARATEP_kevlar" file="Anims\LOBOT\BGM\M_K_PUNCH_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="BGMEMPTY_KARATELK_kevlar" file="Anims\LOBOT\BGM\M_K_LOWKICK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="44" profile="-1" />
<AnimSurface name="BGMEMPTY_KARATESPINK_kevlar" file="Anims\LOBOT\BGM\M_K_SPINKICK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="70" profile="-1" />
<AnimSurface name="BGMEMPTY_CDIE_kevlar" file="Anims\LOBOT\BGM\M_C_DIE_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="9" profile="-1" />
<AnimSurface name="BGMEMPTY_CPUNCH_kevlar" file="Anims\LOBOT\BGM\M_C_PUNCH_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMEMPTY_CTHROW_kevlar" file="Anims\LOBOT\BGM\M_C_THROW_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMEMPTY_CRADIO_kevlar" file="Anims\LOBOT\BGM\M_C_RADIO_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="16" profile="-1" />
<AnimSurface name="BGMKNIFE_CSTAB_kevlar" file="Anims\LOBOT\BGM\M_C_STAB_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMEMPTY_COWER_kevlar" file="Anims\LOBOT\BGM\M_COWER_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_COWER_kevlar" file="Anims\LOBOT\BGM\M_R_COWER_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_PRN_COWER_kevlar" file="Anims\LOBOT\BGM\M_R_PRNCOW_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="BGMRIFLE_ROLL_SIDE_kevlar" file="Anims\LOBOT\BGM\M_R_ROLL_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMEMPTY_ROLL_kevlar" file="Anims\LOBOT\BGM\M_ROLL_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMEMPTY_ROLL_SIDE_kevlar" file="Anims\LOBOT\BGM\M_N_ROLL_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMEMPTY_SLEEP_kevlar" file="Anims\LOBOT\BGM\M_SLEEP_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="13" profile="-1" />
<AnimSurface name="BGMRIFLE_DUST_SHOE_kevlar" file="Anims\LOBOT\BGM\M_SHOEDUST_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_WIPE_kevlar" file="Anims\LOBOT\BGM\M_WIPE_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_NECK_kevlar" file="Anims\LOBOT\BGM\M_NECK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_NECK_HERO_kevlar" file="Anims\LOBOT\BGM\M_NECK_HERO_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_RDY_HERO_kevlar" file="Anims\LOBOT\BGM\M_RDY_WALK_HERO_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_IDLE_HERO_kevlar" file="Anims\LOBOT\BGM\M_R_STD_HERO_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_HERO_kevlar" file="Anims\LOBOT\BGM\M_R_WALK_HERO_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_HERO_kevlar" file="Anims\LOBOT\BGM\M_R_C_HERO_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_BIGM_kevlar" file="Anims\LOBOT\BGM\M_R_C_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_RAISE_HERO_kevlar" file="Anims\LOBOT\BGM\M_RAISE_HERO_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_AIM_HERO_kevlar" file="Anims\LOBOT\BGM\M_SR_AIM_HERO_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_HERO_kevlar" file="Anims\LOBOT\BGM\M_R_HIP_AIM_HERO_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_CR_AIM_HERO_kevlar" file="Anims\LOBOT\BGM\M_CR_AIM_HERO_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_PRONE_HERO_kevlar" file="Anims\LOBOT\BGM\M_R_PRN_HERO_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGMRIFLE_HIT_HERO_kevlar" file="Anims\LOBOT\BGM\M_HIT_HERO_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGM_STRETCH_kevlar" file="Anims\LOBOT\BGM\M_STRETCH_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGM_FLEX_kevlar" file="Anims\LOBOT\BGM\M_FLEX_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGM_ROCK_kevlar" file="Anims\LOBOT\BGM\M_STEIN_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRUNNING_HERO_kevlar" file="Anims\LOBOT\BGM\M_R_RUN_HERO_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMLAW_kevlar" file="Anims\LOBOT\BGM\M_LAW_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMLAW_CR_kevlar" file="Anims\LOBOT\BGM\M_LAW_CR_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGM_CROUCH_MORTAR_kevlar" file="Anims\LOBOT\BGM\M_MORTAR_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_IDLE_kevlar" file="Anims\LOBOT\BGM\MW_R_STD_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_WALK_kevlar" file="Anims\LOBOT\BGM\MW_R_WALK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_AIM_kevlar" file="Anims\LOBOT\BGM\MW_SR_AIM_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_HIP_kevlar" file="Anims\LOBOT\BGM\MW_SR_HIP_AIM_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGM_WATER_EMPTY_IDLE_kevlar" file="Anims\LOBOT\BGM\MW_N_STD_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGM_WATER_EMPTY_WALK_kevlar" file="Anims\LOBOT\BGM\MW_N_WALK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGM_WATER_EMPTY_THROW_kevlar" file="Anims\LOBOT\BGM\MW_THROW_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGM_WATER_EMPTY_FALL_kevlar" file="Anims\LOBOT\BGM\MW_FALL_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="BGM_WATER_EMPTY_TREAD_kevlar" file="Anims\LOBOT\BGM\MW_TREAD_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGM_WATER_EMPTY_SWIM_kevlar" file="Anims\LOBOT\BGM\MW_SWIM_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
<AnimSurface name="BGM_WATER_EMPTY_DIE_kevlar" file="Anims\LOBOT\BGM\MW_DIE_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
<AnimSurface name="BGM_WATER_EMPTY_DROWN_kevlar" file="Anims\LOBOT\BGM\MW_DROWN_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
<AnimSurface name="BGM_WATER_PISTOL_IDLE_kevlar" file="Anims\LOBOT\BGM\MW_P_BRTH_HERO_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGM_WATER_PISTOL_WALK_kevlar" file="Anims\LOBOT\BGM\MW_P_WALK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGM_WATER_PISTOL_AIM_kevlar" file="Anims\LOBOT\BGM\MW_P_SHOT_HERO_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGM_WATER_DUAL_AIM_kevlar" file="Anims\LOBOT\BGM\MW_DBLSHOT_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
@@ -0,0 +1,754 @@
<?xml version="1.0" encoding="utf-8"?>
<LogicalAnimationSurfaces>
<Layer name="shadow">
<LayerProp filter="HasPistolOrMPistolInLeftHand" >
<Surface name="BGMEMPTY_RUN_SHADOW" animsurface="BGMPISTOL_RUN" />
<Surface name="BGMDUAL_SDSTP_SHADOW" animsurface="BGMSIDESTEP" />
</LayerProp>
<LayerProp filter="HasPistolOrMPistolInRightHand" >
<Surface name="BGMPISTOL_WALK_SHADOW" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMEMPTY_RUN_SHADOW" animsurface="BGMPISTOL_RUN" />
<Surface name="BGMEMPTY_RUN_SHADOW" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMPISTOL_SDSTP_SHADOW" animsurface="BGMSIDESTEP" />
<Surface name="BGMEMPTY_DRUNK_SHADOW" animsurface="BGMPISTOLDRUNK" />
</LayerProp>
<LayerProp filter="HasRifleTypeWeaponInHand" >
<Surface name="BGM_RIFLE_OPEN_SHADOW" animsurface="BGMOPEN" />
<Surface name="BGMRIFLE_COWER_SHADOW" animsurface="BGMCOWER" />
<Surface name="BGMRIFLE_PRN_COWER_SHADOW" animsurface="BGM_COWER_PRONE" />
<Surface name="BGMRIFLE_KICKDOOR_SHADOW" animsurface="BGMKICKDOOR" />
<Surface name="BGMRIFLE_DUST_SHOE_SHADOW" animsurface="BGMSHOEDUST" />
<Surface name="BGMRIFLE_WIPE_SHADOW" animsurface="BGMHEADTURN" />
<Surface name="BGMRIFLE_NECK_SHADOW" animsurface="BGMIDLENECK" />
<Surface name="BGMRIFLE_NECK_HERO_SHADOW" animsurface="BGMIDLENECK2" />
<Surface name="BGMRIFLE_DRUNK_SHADOW" animsurface="BGMDRUNK" />
<Surface name="BGMRIFLE_LOW_SHADOW" animsurface="BGMSHOOT_LOW" />
<Surface name="BGMRIFLE_HIP_LOW_SHADOW" animsurface="RGM_HIP_LOW" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_SHADOW" animsurface="BGMSIDESTEP_R_RDY" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_SHADOW" animsurface="BGMSIDESTEP_R_RDY2" />
<Surface name="BGMRIFLE_ROLL_SIDE_SHADOW" animsurface="BGMROLL_PR" />
</LayerProp>
<LayerProp filter="" >
<Surface name="BGMRIFLE_SWAT_SHADOW" animsurface="BGMSNEAKING" />
<Surface name="BGMRIFLE_WALK_CROUCH_SHADOW" animsurface="BGMCROUCH_R_RDY" />
<Surface name="BGM_CROUCHWALK_PISTOL_SHADOW" animsurface="BGMCROUCH_P_RDY" />
<Surface name="BGM_CROUCHWALK_DUAL_SHADOW" animsurface="BGMCROUCH_D_RDY" />
<Surface name="BGMRIFLE_WALK_RDY_HERO_SHADOW" animsurface="BGMWALK_R_RDY2" />
<Surface name="BGMRIFLE_WALK_SHADOW" animsurface="BGMWALK_R_RDY" />
<Surface name="BGMRIFLE_IDLE_HERO_SHADOW" animsurface="BGMSTANDING" />
<Surface name="BGMRIFLE_IDLE_SHADOW" animsurface="BGMTHREATENSTAND" />
<Surface name="BGMRIFLE_WALK_HERO_SHADOW" animsurface="BGMWALKING" />
<Surface name="BGMBASICWALK_SHADOW" animsurface="BGMWALK2" />
<Surface name="BGMRUNNING_HERO_SHADOW" animsurface="BGMRUNNING" />
<Surface name="BGMRUNNING_SHADOW" animsurface="BGMRUN2" />
<Surface name="BGMRIFLE_CROUCH_HERO_SHADOW" animsurface="BGMCROUCHING" />
<Surface name="BGMRIFLE_CROUCH_BIGM_SHADOW" animsurface="BGMCROUCHTRANS" />
<Surface name="BGMRIFLE_SIDESTEP_SHADOW" animsurface="BGMSIDESTEP" />
<Surface name="BGMRIFLE_RAISE_HERO_SHADOW" animsurface="BGMRAISE" />
<Surface name="BGMRIFLE_RAISE_SHADOW" animsurface="BGMRAISE2" />
<Surface name="BGMRIFLE_AIM_HERO_SHADOW" animsurface="BGMSTANDAIM" />
<Surface name="BGMRIFLE_AIM_SHADOW" animsurface="BGMSTANDAIM2" />
<Surface name="BGMRIFLE_AIM_SHADOW" animsurface="BGMSRAIMALT" />
<Surface name="BGMRIFLE_HIP_SHADOW" animsurface="BGM_HIP_AIM" />
<Surface name="BGMRIFLE_HIP_HERO_SHADOW" animsurface="BGMHIPAIMALT" />
<Surface name="BGMRIFLE_CR_AIM_HERO_SHADOW" animsurface="BGMCROUCHAIM" />
<Surface name="BGMRIFLE_PRONE_HERO_SHADOW" animsurface="BGMPRONE" />
<Surface name="BGM_HOP_SHADOW" animsurface="BGMHOPFENCE" />
<Surface name="BGM_HOP_SHADOW" animsurface="BGMJUMPWINDOWS" />
<Surface name="BGM_PUNCH_SHADOW" animsurface="BGMPUNCH" />
<Surface name="BGM_IDLE_SHADOW" animsurface="BGMNOTHING_STD" />
<Surface name="BGM_IDLE_SHADOW" animsurface="BGMDBLBREATH" />
<Surface name="BGM_OPEN_SHADOW" animsurface="BGMOPEN" />
<Surface name="BGM_PICKUP_SHADOW" animsurface="BGMPICKUP" />
<Surface name="BGMMEDIC_CROUCH_SHADOW" animsurface="BGMMEDIC" />
<Surface name="BGMRIFLE_HIT_HERO_SHADOW" animsurface="BGMRHIT" />
<Surface name="BGMEMPTY_CROUCH_SHADOW" animsurface="BGMNOTHING_CROUCH" />
<Surface name="BGMEMPTY_SWAT_SHADOW" animsurface="BGMNOTHING_SWAT" />
<Surface name="BGMEMPTY_SWAT_SHADOW" animsurface="BGMSWKNIFE" />
<Surface name="BGMEMPTY_RUN_SHADOW" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMEMPTY_WALK_SHADOW" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMEMPTY_PRONE_SHADOW" animsurface="BGMHANDGUN_PRONE" />
<Surface name="BGMPISTOL_IDLE_SHADOW" animsurface="BGMPISTOLBREATH" />
<Surface name="BGMPISTOL_AIM_SHADOW" animsurface="BGMHANDGUN_S_SHOT" />
<Surface name="BGMPISTOL_AIM_1H_SHADOW" animsurface="BGM_PFSHOT_AIM" />
<Surface name="BGMPISTOL_RDY_WALK_SHADOW" animsurface="BGMWALK_P_RDY" />
<Surface name="BGMDUAL_RDY_WALK_SHADOW" animsurface="BGMWALK_D_RDY" />
<Surface name="BGMPISTOL_CR_AIM_SHADOW" animsurface="BGMHANDGUN_C_SHOT" />
<Surface name="BGMPISTOL_SDSTP_AIM_SHADOW" animsurface="BGMSIDESTEP_P_RDY" />
<Surface name="BGMDUAL_SDSTP_AIM_SHADOW" animsurface="BGMSIDESTEP_D_RDY" />
<Surface name="BGMPISTOL_LOW_SHADOW" animsurface="BGMPISTOLSHOOTLOW" />
<Surface name="BGMPISTOL_LOW_SHADOW" animsurface="BGMSHOOT_LOW" />
<Surface name="BGMDUAL_AIM_SHADOW" animsurface="BGMSTANDDWALAIM" />
<Surface name="BGMDUAL_CR_AIM_SHADOW" animsurface="BGMCDBLSHOT" />
<Surface name="BGMMEDIC_PRONE_SHADOW" animsurface="BGMMEDICPRN" />
<Surface name="BGMCOWER_PRONE_SHADOW" animsurface="BGM_COWER_PRONE" />
<Surface name="BGMDIE_PRONE_SHADOW" animsurface="BGMHITPRONE" />
<Surface name="BGMDUAL_PRONE_SHADOW" animsurface="BGMDWPRONE" />
<Surface name="BGMEMPTY_PAIN_SHADOW" animsurface="BGMHURTSTANDINGN" />
<Surface name="BGMRIFLE_PAIN_SHADOW" animsurface="BGMHURTSTANDINGR" />
<Surface name="BGMEMPTY_DIE_SHADOW" animsurface="BGMHITSTAND" />
<Surface name="BGMEMPTY_JFK_SHADOW" animsurface="BGMDIE_JFK" />
<Surface name="BGMEMPTY_CDIE_SHADOW" animsurface="BGMHITCROUCH" />
<Surface name="BGMEMPTY_COWER_SHADOW" animsurface="BGMCOWER" />
<Surface name="BGM_CLIMB_SHADOW" animsurface="BGMCLIMBROOF" />
<Surface name="BGM_CLIMB_SHADOW" animsurface="BGMWALLJUMP" />
<Surface name="BGMEMPTY_ROLL_SHADOW" animsurface="BGMROLLOVER" />
<Surface name="BGMEMPTY_ROLL_SIDE_SHADOW" animsurface="BGMROLL_PR" />
<Surface name="BGMEMPTY_DIEFB_SHADOW" animsurface="BGMHITFALLBACK" />
<Surface name="BGMEMPTY_DIEFBH_SHADOW" animsurface="BGMHITHARD" />
<Surface name="BGMEMPTY_DIEFBHB_SHADOW" animsurface="BGMHITHARDBLOOD" />
<Surface name="BGMRIFLE_WALK_HURT_SHADOW" animsurface="BGMHURTWALKINGR" />
<Surface name="BGMRIFLE_BAYONET_SHADOW" animsurface="BGMBAYONET_S_S" />
<Surface name="BGMRIFLE_BAYONET_L_SHADOW" animsurface="BGMBAYONET_S_P" />
<Surface name="BGMEMPTY_DODGE_SHADOW" animsurface="BGMDODGE" />
<Surface name="BGMEMPTY_THROW_SHADOW" animsurface="BGMTHROW" />
<Surface name="BGMEMPTY_THROW_G_SHADOW" animsurface="BGMSTHRG" />
<Surface name="BGMEMPTY_LOB_SHADOW" animsurface="BGMLOB" />
<Surface name="BGMEMPTY_LOB_G_SHADOW" animsurface="BGMSLOBG" />
<Surface name="BGMEMPTY_KICKDOOR_SHADOW" animsurface="BGMKICKDOOR" />
<Surface name="BGM_STRETCH_SHADOW" animsurface="BGMSTRECH" />
<Surface name="BGMEMPTY_RADIO_SHADOW" animsurface="BGMRADIO" />
<Surface name="BGM_FLEX_SHADOW" animsurface="BGMFLEX" />
<Surface name="BGMEMPTY_REMOTE_SHADOW" animsurface="BGMUSEREMOTE" />
<Surface name="BGMKNIFE_STAB_SHADOW" animsurface="BGMSTAB" />
<Surface name="BGMKNIFE_SLICE_SHADOW" animsurface="BGMSLICE" />
<Surface name="BGMKNIFE_THROW_SHADOW" animsurface="BGMTHROWKNIFE" />
<Surface name="BGMKNIFE_BREATH_SHADOW" animsurface="BGMBREATHKNIFE" />
<Surface name="BGMCROWBAR_HIT_SHADOW" animsurface="BGMCROWBAR" />
<Surface name="BGMEMPTY_CPUNCH_SHADOW" animsurface="BGMPUNCHLOW" />
<Surface name="BGMEMPTY_CTHROW_SHADOW" animsurface="BGMCRTHROW" />
<Surface name="BGMKNIFE_CSTAB_SHADOW" animsurface="BGMCSTAB" />
<Surface name="BGMEMPTY_CRADIO_SHADOW" animsurface="BGMCRRADIO" />
<Surface name="BGMEMPTY_SLEEP_SHADOW" animsurface="BGMSLEEP" />
<Surface name="BGMEMPTY_DRUNK_SHADOW" animsurface="BGMPISTOLDRUNK" />
<Surface name="BGMEMPTY_WALK_HURT_SHADOW" animsurface="BGMHURTWALKINGN" />
<Surface name="BGMEMPTY_FALL_SHADOW" animsurface="BGMFALL" />
<Surface name="BGMEMPTY_FALLFWD_SHADOW" animsurface="BGMFALLF" />
<Surface name="BGMEMPTY_KARATELK_SHADOW" animsurface="RGMLOWKICK" />
<Surface name="BGMEMPTY_KARATESPINK_SHADOW" animsurface="RGMSPINKICK" />
<Surface name="BGMLAW_SHADOW" animsurface="BGMROCKET" />
<Surface name="BGMLAW_CR_SHADOW" animsurface="BGMCRROCKET" />
<Surface name="BGM_ROCK_SHADOW" animsurface="BGMWITHSTONE" />
<Surface name="BGM_HELIDROP_SHADOW" animsurface="BGMHELIDROP" />
<Surface name="BGM_CROUCH_MORTAR_SHADOW" animsurface="BGMMORTAR" />
<!-- DEFAULT ANIMS AS PLACEHOLDERS -->
<!--<Surface name="BGMWATER_R_WALK" animsurface="BGMWATER_R_WALK" />
<Surface name="BGMWATER_R_STD" animsurface="BGMWATER_R_STD" />
<Surface name="BGMWATER_N_WALK" animsurface="BGMWATER_N_WALK" />
<Surface name="BGMWATER_N_STD" animsurface="BGMWATER_N_STD" />
<Surface name="BGMWATER_DIE" animsurface="BGMWATER_DIE" />
<Surface name="BGMWATER_N_AIM" animsurface="BGMWATER_N_AIM" />
<Surface name="BGMWATER_R_AIM" animsurface="BGMWATER_R_AIM" />
<Surface name="BGMWATER_HIP_AIM" animsurface="BGM_WATER_HIP_AIM" />
<Surface name="BGMWATER_DBLSHT" animsurface="BGMWATER_DBLSHT" />
<Surface name="BGMWATERTHROW" animsurface="BGMWATERTHROW" />
<Surface name="BGMWATER_TRANS" animsurface="BGMWATER_TRANS" />
<Surface name="BGMDEEPWATER_TRED" animsurface="BGMDEEPWATER_TRED" />
<Surface name="BGMDEEPWATER_SWIM" animsurface="BGMDEEPWATER_SWIM" />
<Surface name="BGMDEEPWATER_DIE" animsurface="BGMDEEPWATER_DIE" />
<Surface name="BGMHELIDROP" animsurface="BGMHELIDROP" /> -->
<Surface name="BGMBURN" animsurface="RGMBURN" />
<Surface name="BGMBLOWUP" animsurface="BODYEXPLODE" />
<Surface name="BGMCRYODEATH" animsurface="CRYO_EXPLODE" />
<Surface name="BGMCRYODEATH_CROUCH" animsurface="CRYO_EXPLODE_CROUCHED" />
<!-- DEFAULT ANIMS AS PLACEHOLDERS -->
</LayerProp>
</Layer>
<Layer name="legs">
<LayerProp filter="HasPistolOrMPistolInLeftHand" >
<Surface name="BGMEMPTY_RUN_LEGS" animsurface="BGMPISTOL_RUN" />
<Surface name="BGMDUAL_SDSTP_LEGS" animsurface="BGMSIDESTEP" />
</LayerProp>
<LayerProp filter="HasPistolOrMPistolInRightHand" >
<Surface name="BGMPISTOL_WALK_LEGS" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMEMPTY_RUN_LEGS" animsurface="BGMPISTOL_RUN" />
<Surface name="BGMEMPTY_RUN_LEGS" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMPISTOL_SDSTP_LEGS" animsurface="BGMSIDESTEP" />
<Surface name="BGMEMPTY_DRUNK_LEGS" animsurface="BGMPISTOLDRUNK" />
<Surface name="BGM_WATER_PISTOL_IDLE_LEGS" animsurface="BGMWATER_N_STD" />
<Surface name="BGM_WATER_PISTOL_WALK_LEGS" animsurface="BGMWATER_N_WALK" />
<Surface name="BGM_WATER_PISTOL_AIM_LEGS" animsurface="BGMWATER_N_AIM" />
</LayerProp>
<LayerProp filter="HasRifleTypeWeaponInHand" >
<Surface name="BGM_RIFLE_OPEN_LEGS" animsurface="BGMOPEN" />
<Surface name="BGMRIFLE_COWER_LEGS" animsurface="BGMCOWER" />
<Surface name="BGMRIFLE_PRN_COWER_LEGS" animsurface="BGM_COWER_PRONE" />
<Surface name="BGMRIFLE_KICKDOOR_LEGS" animsurface="BGMKICKDOOR" />
<Surface name="BGMRIFLE_DUST_SHOE_LEGS" animsurface="BGMSHOEDUST" />
<Surface name="BGMRIFLE_WIPE_LEGS" animsurface="BGMHEADTURN" />
<Surface name="BGMRIFLE_NECK_LEGS" animsurface="BGMIDLENECK" />
<Surface name="BGMRIFLE_NECK_HERO_LEGS" animsurface="BGMIDLENECK2" />
<Surface name="BGMRIFLE_DRUNK_LEGS" animsurface="BGMDRUNK" />
<Surface name="BGMRIFLE_LOW_LEGS" animsurface="BGMSHOOT_LOW" />
<Surface name="BGMRIFLE_HIP_LOW_LEGS" animsurface="RGM_HIP_LOW" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_LEGS" animsurface="BGMSIDESTEP_R_RDY" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_LEGS" animsurface="BGMSIDESTEP_R_RDY2" />
<Surface name="BGMRIFLE_ROLL_SIDE_LEGS" animsurface="BGMROLL_PR" />
</LayerProp>
<LayerProp filter="" >
<Surface name="BGMRIFLE_SWAT_LEGS" animsurface="BGMSNEAKING" />
<Surface name="BGMRIFLE_WALK_CROUCH_LEGS" animsurface="BGMCROUCH_R_RDY" />
<Surface name="BGM_CROUCHWALK_PISTOL_LEGS" animsurface="BGMCROUCH_P_RDY" />
<Surface name="BGM_CROUCHWALK_DUAL_LEGS" animsurface="BGMCROUCH_D_RDY" />
<Surface name="BGMRIFLE_WALK_RDY_HERO_LEGS" animsurface="BGMWALK_R_RDY2" />
<Surface name="BGMRIFLE_WALK_LEGS" animsurface="BGMWALK_R_RDY" />
<Surface name="BGMRUNNING_HERO_LEGS" animsurface="BGMRUNNING" />
<Surface name="BGMRUNNING_LEGS" animsurface="BGMRUN2" />
<Surface name="BGMRIFLE_IDLE_HERO_LEGS" animsurface="BGMSTANDING" />
<Surface name="BGMRIFLE_IDLE_LEGS" animsurface="BGMTHREATENSTAND" />
<Surface name="BGMRIFLE_WALK_HERO_LEGS" animsurface="BGMWALKING" />
<Surface name="BGMBASICWALK_LEGS" animsurface="BGMWALK2" />
<Surface name="BGMRIFLE_CROUCH_HERO_LEGS" animsurface="BGMCROUCHING" />
<Surface name="BGMRIFLE_CROUCH_BIGM_LEGS" animsurface="BGMCROUCHTRANS" />
<Surface name="BGMRIFLE_SIDESTEP_LEGS" animsurface="BGMSIDESTEP" />
<Surface name="BGMRIFLE_RAISE_HERO_LEGS" animsurface="BGMRAISE" />
<Surface name="BGMRIFLE_RAISE_LEGS" animsurface="BGMRAISE2" />
<Surface name="BGMRIFLE_AIM_HERO_LEGS" animsurface="BGMSTANDAIM" />
<Surface name="BGMRIFLE_AIM_LEGS" animsurface="BGMSTANDAIM2" />
<Surface name="BGMRIFLE_AIM_LEGS" animsurface="BGMSRAIMALT" />
<Surface name="BGMRIFLE_HIP_LEGS" animsurface="BGM_HIP_AIM" />
<Surface name="BGMRIFLE_HIP_HERO_LEGS" animsurface="BGMHIPAIMALT" />
<Surface name="BGMRIFLE_CR_AIM_HERO_LEGS" animsurface="BGMCROUCHAIM" />
<Surface name="BGMRIFLE_PRONE_HERO_LEGS" animsurface="BGMPRONE" />
<Surface name="BGM_HOP_LEGS" animsurface="BGMHOPFENCE" />
<Surface name="BGM_HOP_LEGS" animsurface="BGMJUMPWINDOWS" />
<Surface name="BGM_PUNCH_LEGS" animsurface="BGMPUNCH" />
<Surface name="BGM_IDLE_LEGS" animsurface="BGMNOTHING_STD" />
<Surface name="BGM_IDLE_LEGS" animsurface="BGMDBLBREATH" />
<Surface name="BGM_OPEN_LEGS" animsurface="BGMOPEN" />
<Surface name="BGM_PICKUP_LEGS" animsurface="BGMPICKUP" />
<Surface name="BGMMEDIC_CROUCH_LEGS" animsurface="BGMMEDIC" />
<Surface name="BGMRIFLE_HIT_HERO_LEGS" animsurface="BGMRHIT" />
<Surface name="BGMEMPTY_CROUCH_LEGS" animsurface="BGMNOTHING_CROUCH" />
<Surface name="BGMEMPTY_SWAT_LEGS" animsurface="BGMNOTHING_SWAT" />
<Surface name="BGMEMPTY_SWAT_LEGS" animsurface="BGMSWKNIFE" />
<Surface name="BGMEMPTY_RUN_LEGS" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMEMPTY_WALK_LEGS" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMEMPTY_PRONE_LEGS" animsurface="BGMHANDGUN_PRONE" />
<Surface name="BGMPISTOL_IDLE_LEGS" animsurface="BGMPISTOLBREATH" />
<Surface name="BGMPISTOL_AIM_LEGS" animsurface="BGMHANDGUN_S_SHOT" />
<Surface name="BGMPISTOL_AIM_1H_LEGS" animsurface="BGM_PFSHOT_AIM" />
<Surface name="BGMPISTOL_RDY_WALK_LEGS" animsurface="BGMWALK_P_RDY" />
<Surface name="BGMDUAL_RDY_WALK_LEGS" animsurface="BGMWALK_D_RDY" />
<Surface name="BGMPISTOL_CR_AIM_LEGS" animsurface="BGMHANDGUN_C_SHOT" />
<Surface name="BGMPISTOL_SDSTP_AIM_LEGS" animsurface="BGMSIDESTEP_P_RDY" />
<Surface name="BGMDUAL_SDSTP_AIM_LEGS" animsurface="BGMSIDESTEP_D_RDY" />
<Surface name="BGMPISTOL_LOW_LEGS" animsurface="BGMPISTOLSHOOTLOW" />
<Surface name="BGMPISTOL_LOW_LEGS" animsurface="BGMSHOOT_LOW" />
<Surface name="BGMDUAL_AIM_LEGS" animsurface="BGMSTANDDWALAIM" />
<Surface name="BGMDUAL_CR_AIM_LEGS" animsurface="BGMCDBLSHOT" />
<Surface name="BGMMEDIC_PRONE_LEGS" animsurface="BGMMEDICPRN" />
<Surface name="BGMCOWER_PRONE_LEGS" animsurface="BGM_COWER_PRONE" />
<Surface name="BGMDIE_PRONE_LEGS" animsurface="BGMHITPRONE" />
<Surface name="BGMDUAL_PRONE_LEGS" animsurface="BGMDWPRONE" />
<Surface name="BGMEMPTY_PAIN_LEGS" animsurface="BGMHURTSTANDINGN" />
<Surface name="BGMRIFLE_PAIN_LEGS" animsurface="BGMHURTSTANDINGR" />
<Surface name="BGMEMPTY_DIE_LEGS" animsurface="BGMHITSTAND" />
<Surface name="BGMEMPTY_JFK_LEGS" animsurface="BGMDIE_JFK" />
<Surface name="BGMEMPTY_CDIE_LEGS" animsurface="BGMHITCROUCH" />
<Surface name="BGMEMPTY_COWER_LEGS" animsurface="BGMCOWER" />
<Surface name="BGM_CLIMB_LEGS" animsurface="BGMCLIMBROOF" />
<Surface name="BGM_CLIMB_LEGS" animsurface="BGMWALLJUMP" />
<Surface name="BGMEMPTY_ROLL_LEGS" animsurface="BGMROLLOVER" />
<Surface name="BGMEMPTY_ROLL_SIDE_LEGS" animsurface="BGMROLL_PR" />
<Surface name="BGMEMPTY_DIEFB_LEGS" animsurface="BGMHITFALLBACK" />
<Surface name="BGMEMPTY_DIEFBH_LEGS" animsurface="BGMHITHARD" />
<Surface name="BGMEMPTY_DIEFBHB_LEGS" animsurface="BGMHITHARDBLOOD" />
<Surface name="BGMRIFLE_WALK_HURT_LEGS" animsurface="BGMHURTWALKINGR" />
<Surface name="BGMRIFLE_BAYONET_LEGS" animsurface="BGMBAYONET_S_S" />
<Surface name="BGMRIFLE_BAYONET_L_LEGS" animsurface="BGMBAYONET_S_P" />
<Surface name="BGMEMPTY_DODGE_LEGS" animsurface="BGMDODGE" />
<Surface name="BGMEMPTY_THROW_LEGS" animsurface="BGMTHROW" />
<Surface name="BGMEMPTY_THROW_G_LEGS" animsurface="BGMSTHRG" />
<Surface name="BGMEMPTY_LOB_LEGS" animsurface="BGMLOB" />
<Surface name="BGMEMPTY_LOB_G_LEGS" animsurface="BGMSLOBG" />
<Surface name="BGMEMPTY_KICKDOOR_LEGS" animsurface="BGMKICKDOOR" />
<Surface name="BGM_STRETCH_LEGS" animsurface="BGMSTRECH" />
<Surface name="BGMEMPTY_RADIO_LEGS" animsurface="BGMRADIO" />
<Surface name="BGM_FLEX_LEGS" animsurface="BGMFLEX" />
<Surface name="BGMEMPTY_REMOTE_LEGS" animsurface="BGMUSEREMOTE" />
<Surface name="BGMKNIFE_STAB_LEGS" animsurface="BGMSTAB" />
<Surface name="BGMKNIFE_SLICE_LEGS" animsurface="BGMSLICE" />
<Surface name="BGMKNIFE_THROW_LEGS" animsurface="BGMTHROWKNIFE" />
<Surface name="BGMKNIFE_BREATH_LEGS" animsurface="BGMBREATHKNIFE" />
<Surface name="BGMCROWBAR_HIT_LEGS" animsurface="BGMCROWBAR" />
<Surface name="BGMEMPTY_CPUNCH_LEGS" animsurface="BGMPUNCHLOW" />
<Surface name="BGMEMPTY_CTHROW_LEGS" animsurface="BGMCRTHROW" />
<Surface name="BGMKNIFE_CSTAB_LEGS" animsurface="BGMCSTAB" />
<Surface name="BGMEMPTY_CRADIO_LEGS" animsurface="BGMCRRADIO" />
<Surface name="BGMEMPTY_SLEEP_LEGS" animsurface="BGMSLEEP" />
<Surface name="BGMEMPTY_DRUNK_LEGS" animsurface="BGMPISTOLDRUNK" />
<Surface name="BGMEMPTY_WALK_HURT_LEGS" animsurface="BGMHURTWALKINGN" />
<Surface name="BGMEMPTY_FALL_LEGS" animsurface="BGMFALL" />
<Surface name="BGMEMPTY_FALLFWD_LEGS" animsurface="BGMFALLF" />
<Surface name="BGMEMPTY_KARATELK_LEGS" animsurface="RGMLOWKICK" />
<Surface name="BGMEMPTY_KARATESPINK_LEGS" animsurface="RGMSPINKICK" />
<Surface name="BGMLAW_LEGS" animsurface="BGMROCKET" />
<Surface name="BGMLAW_CR_LEGS" animsurface="BGMCRROCKET" />
<Surface name="BGM_ROCK_LEGS" animsurface="BGMWITHSTONE" />
<Surface name="BGM_HELIDROP_LEGS" animsurface="BGMHELIDROP" />
<Surface name="BGM_WATER_RIFLE_IDLE_LEGS" animsurface="BGMWATER_R_STD" />
<Surface name="BGM_WATER_RIFLE_WALK_LEGS" animsurface="BGMWATER_R_WALK" />
<Surface name="BGM_WATER_RIFLE_AIM_LEGS" animsurface="BGMWATER_R_AIM" />
<Surface name="BGM_WATER_RIFLE_HIP_LEGS" animsurface="BGM_WATER_HIP_AIM" />
<Surface name="BGM_WATER_EMPTY_IDLE_LEGS" animsurface="BGMWATER_N_STD" />
<Surface name="BGM_WATER_EMPTY_WALK_LEGS" animsurface="BGMWATER_N_WALK" />
<Surface name="BGM_WATER_EMPTY_THROW_LEGS" animsurface="BGMWATERTHROW" />
<Surface name="BGM_WATER_EMPTY_FALL_LEGS" animsurface="BGMWATER_TRANS" />
<Surface name="BGM_WATER_EMPTY_DIE_LEGS" animsurface="BGMWATER_DIE" />
<Surface name="BGM_WATER_EMPTY_TREAD_LEGS" animsurface="BGMDEEPWATER_TRED" />
<Surface name="BGM_WATER_EMPTY_SWIM_LEGS" animsurface="BGMDEEPWATER_SWIM" />
<Surface name="BGM_WATER_EMPTY_DROWN_LEGS" animsurface="BGMDEEPWATER_DIE" />
<Surface name="BGM_WATER_DUAL_AIM_LEGS" animsurface="BGMWATER_DBLSHT" />
<Surface name="BGM_CROUCH_MORTAR_LEGS" animsurface="BGMMORTAR" />
</LayerProp>
</Layer>
<Layer name="body">
<LayerProp filter="HasPistolOrMPistolInLeftHand" >
<Surface name="BGMEMPTY_RUN_TORSO" animsurface="BGMPISTOL_RUN" />
<Surface name="BGMDUAL_SDSTP_TORSO" animsurface="BGMSIDESTEP" />
</LayerProp>
<LayerProp filter="HasPistolOrMPistolInRightHand" >
<Surface name="BGMPISTOL_WALK_TORSO" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMEMPTY_RUN_TORSO" animsurface="BGMPISTOL_RUN" />
<Surface name="BGMEMPTY_RUN_TORSO" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMPISTOL_SDSTP_TORSO" animsurface="BGMSIDESTEP" />
<Surface name="BGMEMPTY_DRUNK_TORSO" animsurface="BGMPISTOLDRUNK" />
<Surface name="BGM_WATER_PISTOL_IDLE_TORSO" animsurface="BGMWATER_N_STD" />
<Surface name="BGM_WATER_PISTOL_WALK_TORSO" animsurface="BGMWATER_N_WALK" />
<Surface name="BGM_WATER_PISTOL_AIM_TORSO" animsurface="BGMWATER_N_AIM" />
</LayerProp>
<LayerProp filter="HasRifleTypeWeaponInHand" >
<Surface name="BGM_RIFLE_OPEN_TORSO" animsurface="BGMOPEN" />
<Surface name="BGMRIFLE_COWER_TORSO" animsurface="BGMCOWER" />
<Surface name="BGMRIFLE_PRN_COWER_TORSO" animsurface="BGM_COWER_PRONE" />
<Surface name="BGMRIFLE_KICKDOOR_TORSO" animsurface="BGMKICKDOOR" />
<Surface name="BGMRIFLE_DUST_SHOE_TORSO" animsurface="BGMSHOEDUST" />
<Surface name="BGMRIFLE_WIPE_TORSO" animsurface="BGMHEADTURN" />
<Surface name="BGMRIFLE_NECK_TORSO" animsurface="BGMIDLENECK" />
<Surface name="BGMRIFLE_NECK_HERO_TORSO" animsurface="BGMIDLENECK2" />
<Surface name="BGMRIFLE_DRUNK_TORSO" animsurface="BGMDRUNK" />
<Surface name="BGMRIFLE_LOW_TORSO" animsurface="BGMSHOOT_LOW" />
<Surface name="BGMRIFLE_HIP_LOW_TORSO" animsurface="RGM_HIP_LOW" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_TORSO" animsurface="BGMSIDESTEP_R_RDY" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_TORSO" animsurface="BGMSIDESTEP_R_RDY2" />
<Surface name="BGMRIFLE_ROLL_SIDE_TORSO" animsurface="BGMROLL_PR" />
</LayerProp>
<LayerProp filter="" >
<Surface name="BGMRIFLE_SWAT_TORSO" animsurface="BGMSNEAKING" />
<Surface name="BGMRIFLE_WALK_CROUCH_TORSO" animsurface="BGMCROUCH_R_RDY" />
<Surface name="BGM_CROUCHWALK_PISTOL_TORSO" animsurface="BGMCROUCH_P_RDY" />
<Surface name="BGM_CROUCHWALK_DUAL_TORSO" animsurface="BGMCROUCH_D_RDY" />
<Surface name="BGMRIFLE_WALK_RDY_HERO_TORSO" animsurface="BGMWALK_R_RDY2" />
<Surface name="BGMRIFLE_WALK_TORSO" animsurface="BGMWALK_R_RDY" />
<Surface name="BGMRUNNING_HERO_TORSO" animsurface="BGMRUNNING" />
<Surface name="BGMRUNNING_TORSO" animsurface="BGMRUN2" />
<Surface name="BGMRIFLE_IDLE_HERO_TORSO" animsurface="BGMSTANDING" />
<Surface name="BGMRIFLE_IDLE_TORSO" animsurface="BGMTHREATENSTAND" />
<Surface name="BGMRIFLE_WALK_HERO_TORSO" animsurface="BGMWALKING" />
<Surface name="BGMBASICWALK_TORSO" animsurface="BGMWALK2" />
<Surface name="BGMRIFLE_CROUCH_HERO_TORSO" animsurface="BGMCROUCHING" />
<Surface name="BGMRIFLE_CROUCH_BIGM_TORSO" animsurface="BGMCROUCHTRANS" />
<Surface name="BGMRIFLE_SIDESTEP_TORSO" animsurface="BGMSIDESTEP" />
<Surface name="BGMRIFLE_RAISE_HERO_TORSO" animsurface="BGMRAISE" />
<Surface name="BGMRIFLE_RAISE_TORSO" animsurface="BGMRAISE2" />
<Surface name="BGMRIFLE_AIM_HERO_TORSO" animsurface="BGMSTANDAIM" />
<Surface name="BGMRIFLE_AIM_TORSO" animsurface="BGMSTANDAIM2" />
<Surface name="BGMRIFLE_AIM_TORSO" animsurface="BGMSRAIMALT" />
<Surface name="BGMRIFLE_HIP_TORSO" animsurface="BGM_HIP_AIM" />
<Surface name="BGMRIFLE_HIP_HERO_TORSO" animsurface="BGMHIPAIMALT" />
<Surface name="BGMRIFLE_CR_AIM_HERO_TORSO" animsurface="BGMCROUCHAIM" />
<Surface name="BGMRIFLE_PRONE_HERO_TORSO" animsurface="BGMPRONE" />
<Surface name="BGM_HOP_TORSO" animsurface="BGMHOPFENCE" />
<Surface name="BGM_HOP_TORSO" animsurface="BGMJUMPWINDOWS" />
<Surface name="BGM_PUNCH_TORSO" animsurface="BGMPUNCH" />
<Surface name="BGM_IDLE_TORSO" animsurface="BGMNOTHING_STD" />
<Surface name="BGM_IDLE_TORSO" animsurface="BGMDBLBREATH" />
<Surface name="BGM_OPEN_TORSO" animsurface="BGMOPEN" />
<Surface name="BGM_PICKUP_TORSO" animsurface="BGMPICKUP" />
<Surface name="BGMMEDIC_CROUCH_TORSO" animsurface="BGMMEDIC" />
<Surface name="BGMRIFLE_HIT_HERO_TORSO" animsurface="BGMRHIT" />
<Surface name="BGMEMPTY_CROUCH_TORSO" animsurface="BGMNOTHING_CROUCH" />
<Surface name="BGMEMPTY_SWAT_TORSO" animsurface="BGMNOTHING_SWAT" />
<Surface name="BGMEMPTY_SWAT_TORSO" animsurface="BGMSWKNIFE" />
<Surface name="BGMEMPTY_RUN_TORSO" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMEMPTY_WALK_TORSO" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMEMPTY_PRONE_TORSO" animsurface="BGMHANDGUN_PRONE" />
<Surface name="BGMPISTOL_IDLE_TORSO" animsurface="BGMPISTOLBREATH" />
<Surface name="BGMPISTOL_AIM_TORSO" animsurface="BGMHANDGUN_S_SHOT" />
<Surface name="BGMPISTOL_AIM_1H_TORSO" animsurface="BGM_PFSHOT_AIM" />
<Surface name="BGMPISTOL_RDY_WALK_TORSO" animsurface="BGMWALK_P_RDY" />
<Surface name="BGMDUAL_RDY_WALK_TORSO" animsurface="BGMWALK_D_RDY" />
<Surface name="BGMPISTOL_CR_AIM_TORSO" animsurface="BGMHANDGUN_C_SHOT" />
<Surface name="BGMPISTOL_SDSTP_AIM_TORSO" animsurface="BGMSIDESTEP_P_RDY" />
<Surface name="BGMDUAL_SDSTP_AIM_TORSO" animsurface="BGMSIDESTEP_D_RDY" />
<Surface name="BGMPISTOL_LOW_TORSO" animsurface="BGMPISTOLSHOOTLOW" />
<Surface name="BGMPISTOL_LOW_TORSO" animsurface="BGMSHOOT_LOW" />
<Surface name="BGMDUAL_AIM_TORSO" animsurface="BGMSTANDDWALAIM" />
<Surface name="BGMDUAL_CR_AIM_TORSO" animsurface="BGMCDBLSHOT" />
<Surface name="BGMMEDIC_PRONE_TORSO" animsurface="BGMMEDICPRN" />
<Surface name="BGMCOWER_PRONE_TORSO" animsurface="BGM_COWER_PRONE" />
<Surface name="BGMDIE_PRONE_TORSO" animsurface="BGMHITPRONE" />
<Surface name="BGMDUAL_PRONE_TORSO" animsurface="BGMDWPRONE" />
<Surface name="BGMEMPTY_PAIN_TORSO" animsurface="BGMHURTSTANDINGN" />
<Surface name="BGMRIFLE_PAIN_TORSO" animsurface="BGMHURTSTANDINGR" />
<Surface name="BGMEMPTY_DIE_TORSO" animsurface="BGMHITSTAND" />
<Surface name="BGMEMPTY_JFK_TORSO" animsurface="BGMDIE_JFK" />
<Surface name="BGMEMPTY_CDIE_TORSO" animsurface="BGMHITCROUCH" />
<Surface name="BGMEMPTY_COWER_TORSO" animsurface="BGMCOWER" />
<Surface name="BGM_CLIMB_TORSO" animsurface="BGMCLIMBROOF" />
<Surface name="BGM_CLIMB_TORSO" animsurface="BGMWALLJUMP" />
<Surface name="BGMEMPTY_ROLL_TORSO" animsurface="BGMROLLOVER" />
<Surface name="BGMEMPTY_ROLL_SIDE_TORSO" animsurface="BGMROLL_PR" />
<Surface name="BGMEMPTY_DIEFB_TORSO" animsurface="BGMHITFALLBACK" />
<Surface name="BGMEMPTY_DIEFBH_TORSO" animsurface="BGMHITHARD" />
<Surface name="BGMEMPTY_DIEFBHB_TORSO" animsurface="BGMHITHARDBLOOD" />
<Surface name="BGMRIFLE_WALK_HURT_TORSO" animsurface="BGMHURTWALKINGR" />
<Surface name="BGMRIFLE_BAYONET_TORSO" animsurface="BGMBAYONET_S_S" />
<Surface name="BGMRIFLE_BAYONET_L_TORSO" animsurface="BGMBAYONET_S_P" />
<Surface name="BGMEMPTY_DODGE_TORSO" animsurface="BGMDODGE" />
<Surface name="BGMEMPTY_THROW_TORSO" animsurface="BGMTHROW" />
<Surface name="BGMEMPTY_THROW_G_TORSO" animsurface="BGMSTHRG" />
<Surface name="BGMEMPTY_LOB_TORSO" animsurface="BGMLOB" />
<Surface name="BGMEMPTY_LOB_G_TORSO" animsurface="BGMSLOBG" />
<Surface name="BGMEMPTY_KICKDOOR_TORSO" animsurface="BGMKICKDOOR" />
<Surface name="BGM_STRETCH_TORSO" animsurface="BGMSTRECH" />
<Surface name="BGMEMPTY_RADIO_TORSO" animsurface="BGMRADIO" />
<Surface name="BGM_FLEX_TORSO" animsurface="BGMFLEX" />
<Surface name="BGMEMPTY_REMOTE_TORSO" animsurface="BGMUSEREMOTE" />
<Surface name="BGMKNIFE_STAB_TORSO" animsurface="BGMSTAB" />
<Surface name="BGMKNIFE_SLICE_TORSO" animsurface="BGMSLICE" />
<Surface name="BGMKNIFE_THROW_TORSO" animsurface="BGMTHROWKNIFE" />
<Surface name="BGMKNIFE_BREATH_TORSO" animsurface="BGMBREATHKNIFE" />
<Surface name="BGMCROWBAR_HIT_TORSO" animsurface="BGMCROWBAR" />
<Surface name="BGMEMPTY_CPUNCH_TORSO" animsurface="BGMPUNCHLOW" />
<Surface name="BGMEMPTY_CTHROW_TORSO" animsurface="BGMCRTHROW" />
<Surface name="BGMKNIFE_CSTAB_TORSO" animsurface="BGMCSTAB" />
<Surface name="BGMEMPTY_CRADIO_TORSO" animsurface="BGMCRRADIO" />
<Surface name="BGMEMPTY_SLEEP_TORSO" animsurface="BGMSLEEP" />
<Surface name="BGMEMPTY_DRUNK_TORSO" animsurface="BGMPISTOLDRUNK" />
<Surface name="BGMEMPTY_WALK_HURT_TORSO" animsurface="BGMHURTWALKINGN" />
<Surface name="BGMEMPTY_FALL_TORSO" animsurface="BGMFALL" />
<Surface name="BGMEMPTY_FALLFWD_TORSO" animsurface="BGMFALLF" />
<Surface name="BGMEMPTY_KARATELK_TORSO" animsurface="RGMLOWKICK" />
<Surface name="BGMEMPTY_KARATESPINK_TORSO" animsurface="RGMSPINKICK" />
<Surface name="BGMLAW_TORSO" animsurface="BGMROCKET" />
<Surface name="BGMLAW_CR_TORSO" animsurface="BGMCRROCKET" />
<Surface name="BGM_ROCK_TORSO" animsurface="BGMWITHSTONE" />
<Surface name="BGM_WATER_RIFLE_IDLE_TORSO" animsurface="BGMWATER_R_STD" />
<Surface name="BGM_WATER_RIFLE_WALK_TORSO" animsurface="BGMWATER_R_WALK" />
<Surface name="BGM_WATER_RIFLE_AIM_TORSO" animsurface="BGMWATER_R_AIM" />
<Surface name="BGM_WATER_RIFLE_HIP_TORSO" animsurface="BGM_WATER_HIP_AIM" />
<Surface name="BGM_WATER_EMPTY_IDLE_TORSO" animsurface="BGMWATER_N_STD" />
<Surface name="BGM_WATER_EMPTY_WALK_TORSO" animsurface="BGMWATER_N_WALK" />
<Surface name="BGM_WATER_EMPTY_THROW_TORSO" animsurface="BGMWATERTHROW" />
<Surface name="BGM_WATER_EMPTY_FALL_TORSO" animsurface="BGMWATER_TRANS" />
<Surface name="BGM_WATER_EMPTY_TREAD_TORSO" animsurface="BGMDEEPWATER_TRED" />
<Surface name="BGM_WATER_EMPTY_SWIM_TORSO" animsurface="BGMDEEPWATER_SWIM" />
<Surface name="BGM_WATER_EMPTY_DIE_TORSO" animsurface="BGMWATER_DIE" />
<Surface name="BGM_WATER_EMPTY_DROWN_TORSO" animsurface="BGMDEEPWATER_DIE" />
<Surface name="BGM_WATER_DUAL_AIM_TORSO" animsurface="BGMWATER_DBLSHT" />
<Surface name="BGM_CROUCH_MORTAR_TORSO" animsurface="BGMMORTAR" />
</LayerProp>
</Layer>
<Layer name="hands">
<LayerProp filter="HasPistolOrMPistolInLeftHand" >
<Surface name="BGMEMPTY_RUN_HANDS" animsurface="BGMPISTOL_RUN" />
<Surface name="BGMDUAL_SDSTP_HANDS" animsurface="BGMSIDESTEP" />
</LayerProp>
<LayerProp filter="HasPistolOrMPistolInRightHand" >
<Surface name="BGMPISTOL_WALK_HANDS" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMEMPTY_RUN_HANDS" animsurface="BGMPISTOL_RUN" />
<Surface name="BGMEMPTY_RUN_HANDS" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMPISTOL_SDSTP_HANDS" animsurface="BGMSIDESTEP" />
<Surface name="BGMEMPTY_DRUNK_HANDS" animsurface="BGMPISTOLDRUNK" />
<Surface name="BGM_WATER_PISTOL_IDLE_HANDS" animsurface="BGMWATER_N_STD" />
<Surface name="BGM_WATER_PISTOL_WALK_HANDS" animsurface="BGMWATER_N_WALK" />
<Surface name="BGM_WATER_PISTOL_AIM_HANDS" animsurface="BGMWATER_N_AIM" />
</LayerProp>
<LayerProp filter="HasRifleTypeWeaponInHand" >
<Surface name="BGM_RIFLE_OPEN_HANDS" animsurface="BGMOPEN" />
<Surface name="BGMRIFLE_COWER_HANDS" animsurface="BGMCOWER" />
<Surface name="BGMRIFLE_PRN_COWER_HANDS" animsurface="BGM_COWER_PRONE" />
<Surface name="BGMRIFLE_KICKDOOR_HANDS" animsurface="BGMKICKDOOR" />
<Surface name="BGMRIFLE_DUST_SHOE_HANDS" animsurface="BGMSHOEDUST" />
<Surface name="BGMRIFLE_WIPE_HANDS" animsurface="BGMHEADTURN" />
<Surface name="BGMRIFLE_NECK_HANDS" animsurface="BGMIDLENECK" />
<Surface name="BGMRIFLE_NECK_HERO_HANDS" animsurface="BGMIDLENECK2" />
<Surface name="BGMRIFLE_DRUNK_HANDS" animsurface="BGMDRUNK" />
<Surface name="BGMRIFLE_LOW_HANDS" animsurface="BGMSHOOT_LOW" />
<Surface name="BGMRIFLE_HIP_LOW_HANDS" animsurface="RGM_HIP_LOW" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_HANDS" animsurface="BGMSIDESTEP_R_RDY" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_HANDS" animsurface="BGMSIDESTEP_R_RDY2" />
<Surface name="BGMRIFLE_ROLL_SIDE_HANDS" animsurface="BGMROLL_PR" />
</LayerProp>
<LayerProp filter="" >
<Surface name="BGMRIFLE_SWAT_HANDS" animsurface="BGMSNEAKING" />
<Surface name="BGMRIFLE_WALK_CROUCH_HANDS" animsurface="BGMCROUCH_R_RDY" />
<Surface name="BGM_CROUCHWALK_PISTOL_HANDS" animsurface="BGMCROUCH_P_RDY" />
<Surface name="BGM_CROUCHWALK_DUAL_HANDS" animsurface="BGMCROUCH_D_RDY" />
<Surface name="BGMRIFLE_WALK_RDY_HERO_HANDS" animsurface="BGMWALK_R_RDY2" />
<Surface name="BGMRIFLE_WALK_HANDS" animsurface="BGMWALK_R_RDY" />
<Surface name="BGMRUNNING_HERO_HANDS" animsurface="BGMRUNNING" />
<Surface name="BGMRUNNING_HANDS" animsurface="BGMRUN2" />
<Surface name="BGMRIFLE_IDLE_HERO_HANDS" animsurface="BGMSTANDING" />
<Surface name="BGMRIFLE_IDLE_HANDS" animsurface="BGMTHREATENSTAND" />
<Surface name="BGMRIFLE_WALK_HERO_HANDS" animsurface="BGMWALKING" />
<Surface name="BGMBASICWALK_HANDS" animsurface="BGMWALK2" />
<Surface name="BGMRIFLE_CROUCH_HERO_HANDS" animsurface="BGMCROUCHING" />
<Surface name="BGMRIFLE_CROUCH_BIGM_HANDS" animsurface="BGMCROUCHTRANS" />
<Surface name="BGMRIFLE_SIDESTEP_HANDS" animsurface="BGMSIDESTEP" />
<Surface name="BGMRIFLE_RAISE_HERO_HANDS" animsurface="BGMRAISE" />
<Surface name="BGMRIFLE_RAISE_HANDS" animsurface="BGMRAISE2" />
<Surface name="BGMRIFLE_AIM_HERO_HANDS" animsurface="BGMSTANDAIM" />
<Surface name="BGMRIFLE_AIM_HANDS" animsurface="BGMSTANDAIM2" />
<Surface name="BGMRIFLE_AIM_HANDS" animsurface="BGMSRAIMALT" />
<Surface name="BGMRIFLE_HIP_HANDS" animsurface="BGM_HIP_AIM" />
<Surface name="BGMRIFLE_HIP_HERO_HANDS" animsurface="BGMHIPAIMALT" />
<Surface name="BGMRIFLE_CR_AIM_HERO_HANDS" animsurface="BGMCROUCHAIM" />
<Surface name="BGMRIFLE_PRONE_HERO_HANDS" animsurface="BGMPRONE" />
<Surface name="BGM_HOP_HANDS" animsurface="BGMHOPFENCE" />
<Surface name="BGM_HOP_HANDS" animsurface="BGMJUMPWINDOWS" />
<Surface name="BGM_PUNCH_HANDS" animsurface="BGMPUNCH" />
<Surface name="BGM_IDLE_HANDS" animsurface="BGMNOTHING_STD" />
<Surface name="BGM_IDLE_HANDS" animsurface="BGMDBLBREATH" />
<Surface name="BGM_OPEN_HANDS" animsurface="BGMOPEN" />
<Surface name="BGM_PICKUP_HANDS" animsurface="BGMPICKUP" />
<Surface name="BGMMEDIC_CROUCH_HANDS" animsurface="BGMMEDIC" />
<Surface name="BGMRIFLE_HIT_HERO_HANDS" animsurface="BGMRHIT" />
<Surface name="BGMEMPTY_CROUCH_HANDS" animsurface="BGMNOTHING_CROUCH" />
<Surface name="BGMEMPTY_SWAT_HANDS" animsurface="BGMNOTHING_SWAT" />
<Surface name="BGMEMPTY_SWAT_HANDS" animsurface="BGMSWKNIFE" />
<Surface name="BGMEMPTY_RUN_HANDS" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMEMPTY_WALK_HANDS" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMEMPTY_PRONE_HANDS" animsurface="BGMHANDGUN_PRONE" />
<Surface name="BGMPISTOL_IDLE_HANDS" animsurface="BGMPISTOLBREATH" />
<Surface name="BGMPISTOL_AIM_HANDS" animsurface="BGMHANDGUN_S_SHOT" />
<Surface name="BGMPISTOL_AIM_1H_HANDS" animsurface="BGM_PFSHOT_AIM" />
<Surface name="BGMPISTOL_RDY_WALK_HANDS" animsurface="BGMWALK_P_RDY" />
<Surface name="BGMDUAL_RDY_WALK_HANDS" animsurface="BGMWALK_D_RDY" />
<Surface name="BGMPISTOL_CR_AIM_HANDS" animsurface="BGMHANDGUN_C_SHOT" />
<Surface name="BGMPISTOL_SDSTP_AIM_HANDS" animsurface="BGMSIDESTEP_P_RDY" />
<Surface name="BGMDUAL_SDSTP_AIM_HANDS" animsurface="BGMSIDESTEP_D_RDY" />
<Surface name="BGMPISTOL_LOW_HANDS" animsurface="BGMPISTOLSHOOTLOW" />
<Surface name="BGMPISTOL_LOW_HANDS" animsurface="BGMSHOOT_LOW" />
<Surface name="BGMDUAL_AIM_HANDS" animsurface="BGMSTANDDWALAIM" />
<Surface name="BGMDUAL_CR_AIM_HANDS" animsurface="BGMCDBLSHOT" />
<Surface name="BGMMEDIC_PRONE_HANDS" animsurface="BGMMEDICPRN" />
<Surface name="BGMCOWER_PRONE_HANDS" animsurface="BGM_COWER_PRONE" />
<Surface name="BGMDIE_PRONE_HANDS" animsurface="BGMHITPRONE" />
<Surface name="BGMDUAL_PRONE_HANDS" animsurface="BGMDWPRONE" />
<Surface name="BGMEMPTY_PAIN_HANDS" animsurface="BGMHURTSTANDINGN" />
<Surface name="BGMRIFLE_PAIN_HANDS" animsurface="BGMHURTSTANDINGR" />
<Surface name="BGMEMPTY_DIE_HANDS" animsurface="BGMHITSTAND" />
<Surface name="BGMEMPTY_JFK_HANDS" animsurface="BGMDIE_JFK" />
<Surface name="BGMEMPTY_CDIE_HANDS" animsurface="BGMHITCROUCH" />
<Surface name="BGMEMPTY_COWER_HANDS" animsurface="BGMCOWER" />
<Surface name="BGM_CLIMB_HANDS" animsurface="BGMCLIMBROOF" />
<Surface name="BGM_CLIMB_HANDS" animsurface="BGMWALLJUMP" />
<Surface name="BGMEMPTY_ROLL_HANDS" animsurface="BGMROLLOVER" />
<Surface name="BGMEMPTY_ROLL_SIDE_HANDS" animsurface="BGMROLL_PR" />
<Surface name="BGMEMPTY_DIEFB_HANDS" animsurface="BGMHITFALLBACK" />
<Surface name="BGMEMPTY_DIEFBH_HANDS" animsurface="BGMHITHARD" />
<Surface name="BGMEMPTY_DIEFBHB_HANDS" animsurface="BGMHITHARDBLOOD" />
<Surface name="BGMRIFLE_WALK_HURT_HANDS" animsurface="BGMHURTWALKINGR" />
<Surface name="BGMRIFLE_BAYONET_HANDS" animsurface="BGMBAYONET_S_S" />
<Surface name="BGMRIFLE_BAYONET_L_HANDS" animsurface="BGMBAYONET_S_P" />
<Surface name="BGMEMPTY_DODGE_HANDS" animsurface="BGMDODGE" />
<Surface name="BGMEMPTY_THROW_HANDS" animsurface="BGMTHROW" />
<Surface name="BGMEMPTY_THROW_G_HANDS" animsurface="BGMSTHRG" />
<Surface name="BGMEMPTY_LOB_HANDS" animsurface="BGMLOB" />
<Surface name="BGMEMPTY_LOB_G_HANDS" animsurface="BGMSLOBG" />
<Surface name="BGMEMPTY_KICKDOOR_HANDS" animsurface="BGMKICKDOOR" />
<Surface name="BGM_STRETCH_HANDS" animsurface="BGMSTRECH" />
<Surface name="BGMEMPTY_RADIO_HANDS" animsurface="BGMRADIO" />
<Surface name="BGM_FLEX_HANDS" animsurface="BGMFLEX" />
<Surface name="BGMEMPTY_REMOTE_HANDS" animsurface="BGMUSEREMOTE" />
<Surface name="BGMKNIFE_STAB_HANDS" animsurface="BGMSTAB" />
<Surface name="BGMKNIFE_SLICE_HANDS" animsurface="BGMSLICE" />
<Surface name="BGMKNIFE_THROW_HANDS" animsurface="BGMTHROWKNIFE" />
<Surface name="BGMKNIFE_BREATH_HANDS" animsurface="BGMBREATHKNIFE" />
<Surface name="BGMCROWBAR_HIT_HANDS" animsurface="BGMCROWBAR" />
<Surface name="BGMEMPTY_CPUNCH_HANDS" animsurface="BGMPUNCHLOW" />
<Surface name="BGMEMPTY_CTHROW_HANDS" animsurface="BGMCRTHROW" />
<Surface name="BGMKNIFE_CSTAB_HANDS" animsurface="BGMCSTAB" />
<Surface name="BGMEMPTY_CRADIO_HANDS" animsurface="BGMCRRADIO" />
<Surface name="BGMEMPTY_SLEEP_HANDS" animsurface="BGMSLEEP" />
<Surface name="BGMEMPTY_DRUNK_HANDS" animsurface="BGMPISTOLDRUNK" />
<Surface name="BGMEMPTY_WALK_HURT_HANDS" animsurface="BGMHURTWALKINGN" />
<Surface name="BGMEMPTY_FALL_HANDS" animsurface="BGMFALL" />
<Surface name="BGMEMPTY_FALLFWD_HANDS" animsurface="BGMFALLF" />
<Surface name="BGMEMPTY_KARATELK_HANDS" animsurface="RGMLOWKICK" />
<Surface name="BGMEMPTY_KARATESPINK_HANDS" animsurface="RGMSPINKICK" />
<Surface name="BGMLAW_HANDS" animsurface="BGMROCKET" />
<Surface name="BGMLAW_CR_HANDS" animsurface="BGMCRROCKET" />
<Surface name="BGM_ROCK_HANDS" animsurface="BGMWITHSTONE" />
<Surface name="BGM_HELIDROP_HANDS" animsurface="BGMHELIDROP" />
<Surface name="BGM_WATER_RIFLE_IDLE_HANDS" animsurface="BGMWATER_R_STD" />
<Surface name="BGM_WATER_RIFLE_WALK_HANDS" animsurface="BGMWATER_R_WALK" />
<Surface name="BGM_WATER_RIFLE_AIM_HANDS" animsurface="BGMWATER_R_AIM" />
<Surface name="BGM_WATER_RIFLE_HIP_HANDS" animsurface="BGM_WATER_HIP_AIM" />
<Surface name="BGM_WATER_EMPTY_IDLE_HANDS" animsurface="BGMWATER_N_STD" />
<Surface name="BGM_WATER_EMPTY_WALK_HANDS" animsurface="BGMWATER_N_WALK" />
<Surface name="BGM_WATER_EMPTY_THROW_HANDS" animsurface="BGMWATERTHROW" />
<Surface name="BGM_WATER_EMPTY_FALL_HANDS" animsurface="BGMWATER_TRANS" />
<Surface name="BGM_WATER_EMPTY_FALL_HANDS" animsurface="BGMWATER_TRANS" />
<Surface name="BGM_WATER_EMPTY_TREAD_HANDS" animsurface="BGMDEEPWATER_TRED" />
<Surface name="BGM_WATER_EMPTY_SWIM_HANDS" animsurface="BGMDEEPWATER_SWIM" />
<Surface name="BGM_WATER_EMPTY_DIE_HANDS" animsurface="BGMWATER_DIE" />
<Surface name="BGM_WATER_EMPTY_DROWN_HANDS" animsurface="BGMDEEPWATER_DIE" />
<Surface name="BGM_WATER_DUAL_AIM_HANDS" animsurface="BGMWATER_DBLSHT" />
<Surface name="BGM_CROUCH_MORTAR_HANDS" animsurface="BGMMORTAR" />
</LayerProp>
</Layer>
<Layer name="head">
<LayerProp filter="HasPistolOrMPistolInLeftHand" >
<Surface name="BGMEMPTY_RUN_HEAD" animsurface="BGMPISTOL_RUN" />
<Surface name="BGMDUAL_SDSTP_HEAD" animsurface="BGMSIDESTEP" />
</LayerProp>
<LayerProp filter="HasPistolOrMPistolInRightHand" >
<Surface name="BGMPISTOL_WALK_HEAD" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMEMPTY_RUN_HEAD" animsurface="BGMPISTOL_RUN" />
<Surface name="BGMEMPTY_RUN_HEAD" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMPISTOL_SDSTP_HEAD" animsurface="BGMSIDESTEP" />
<Surface name="BGMEMPTY_DRUNK_HEAD" animsurface="BGMPISTOLDRUNK" />
<Surface name="BGM_WATER_PISTOL_IDLE_HEAD" animsurface="BGMWATER_N_STD" />
<Surface name="BGM_WATER_PISTOL_WALK_HEAD" animsurface="BGMWATER_N_WALK" />
<Surface name="BGM_WATER_PISTOL_AIM_HEAD" animsurface="BGMWATER_N_AIM" />
</LayerProp>
<LayerProp filter="HasRifleTypeWeaponInHand" >
<Surface name="BGM_RIFLE_OPEN_HEAD" animsurface="BGMOPEN" />
<Surface name="BGMRIFLE_COWER_HEAD" animsurface="BGMCOWER" />
<Surface name="BGMRIFLE_PRN_COWER_HEAD" animsurface="BGM_COWER_PRONE" />
<Surface name="BGMRIFLE_KICKDOOR_HEAD" animsurface="BGMKICKDOOR" />
<Surface name="BGMRIFLE_DUST_SHOE_HEAD" animsurface="BGMSHOEDUST" />
<Surface name="BGMRIFLE_WIPE_HEAD" animsurface="BGMHEADTURN" />
<Surface name="BGMRIFLE_NECK_HEAD" animsurface="BGMIDLENECK" />
<Surface name="BGMRIFLE_NECK_HERO_HEAD" animsurface="BGMIDLENECK2" />
<Surface name="BGMRIFLE_DRUNK_HEAD" animsurface="BGMDRUNK" />
<Surface name="BGMRIFLE_LOW_HEAD" animsurface="BGMSHOOT_LOW" />
<Surface name="BGMRIFLE_HIP_LOW_HEAD" animsurface="RGM_HIP_LOW" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_HEAD" animsurface="BGMSIDESTEP_R_RDY" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_HEAD" animsurface="BGMSIDESTEP_R_RDY2" />
<Surface name="BGMRIFLE_ROLL_SIDE_HEAD" animsurface="BGMROLL_PR" />
</LayerProp>
<LayerProp filter="" >
<Surface name="BGMRIFLE_SWAT_HEAD" animsurface="BGMSNEAKING" />
<Surface name="BGMRIFLE_WALK_CROUCH_HEAD" animsurface="BGMCROUCH_R_RDY" />
<Surface name="BGM_CROUCHWALK_PISTOL_HEAD" animsurface="BGMCROUCH_P_RDY" />
<Surface name="BGM_CROUCHWALK_DUAL_HEAD" animsurface="BGMCROUCH_D_RDY" />
<Surface name="BGMRIFLE_WALK_RDY_HERO_HEAD" animsurface="BGMWALK_R_RDY2" />
<Surface name="BGMRIFLE_WALK_HEAD" animsurface="BGMWALK_R_RDY" />
<Surface name="BGMRUNNING_HERO_HEAD" animsurface="BGMRUNNING" />
<Surface name="BGMRUNNING_HEAD" animsurface="BGMRUN2" />
<Surface name="BGMRIFLE_IDLE_HERO_HEAD" animsurface="BGMSTANDING" />
<Surface name="BGMRIFLE_IDLE_HEAD" animsurface="BGMTHREATENSTAND" />
<Surface name="BGMRIFLE_WALK_HERO_HEAD" animsurface="BGMWALKING" />
<Surface name="BGMBASICWALK_HEAD" animsurface="BGMWALK2" />
<Surface name="BGMRIFLE_CROUCH_HERO_HEAD" animsurface="BGMCROUCHING" />
<Surface name="BGMRIFLE_CROUCH_BIGM_HEAD" animsurface="BGMCROUCHTRANS" />
<Surface name="BGMRIFLE_SIDESTEP_HEAD" animsurface="BGMSIDESTEP" />
<Surface name="BGMRIFLE_RAISE_HERO_HEAD" animsurface="BGMRAISE" />
<Surface name="BGMRIFLE_RAISE_HEAD" animsurface="BGMRAISE2" />
<Surface name="BGMRIFLE_AIM_HERO_HEAD" animsurface="BGMSTANDAIM" />
<Surface name="BGMRIFLE_AIM_HEAD" animsurface="BGMSTANDAIM2" />
<Surface name="BGMRIFLE_AIM_HEAD" animsurface="BGMSRAIMALT" />
<Surface name="BGMRIFLE_HIP_HEAD" animsurface="BGM_HIP_AIM" />
<Surface name="BGMRIFLE_HIP_HERO_HEAD" animsurface="BGMHIPAIMALT" />
<Surface name="BGMRIFLE_CR_AIM_HERO_HEAD" animsurface="BGMCROUCHAIM" />
<Surface name="BGMRIFLE_PRONE_HERO_HEAD" animsurface="BGMPRONE" />
<Surface name="BGM_HOP_HEAD" animsurface="BGMHOPFENCE" />
<Surface name="BGM_HOP_HEAD" animsurface="BGMJUMPWINDOWS" />
<Surface name="BGM_PUNCH_HEAD" animsurface="BGMPUNCH" />
<Surface name="BGM_IDLE_HEAD" animsurface="BGMNOTHING_STD" />
<Surface name="BGM_IDLE_HEAD" animsurface="BGMDBLBREATH" />
<Surface name="BGM_OPEN_HEAD" animsurface="BGMOPEN" />
<Surface name="BGM_PICKUP_HEAD" animsurface="BGMPICKUP" />
<Surface name="BGMMEDIC_CROUCH_HEAD" animsurface="BGMMEDIC" />
<Surface name="BGMRIFLE_HIT_HERO_HEAD" animsurface="BGMRHIT" />
<Surface name="BGMEMPTY_CROUCH_HEAD" animsurface="BGMNOTHING_CROUCH" />
<Surface name="BGMEMPTY_SWAT_HEAD" animsurface="BGMNOTHING_SWAT" />
<Surface name="BGMEMPTY_SWAT_HEAD" animsurface="BGMSWKNIFE" />
<Surface name="BGMEMPTY_RUN_HEAD" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMEMPTY_WALK_HEAD" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMEMPTY_PRONE_HEAD" animsurface="BGMHANDGUN_PRONE" />
<Surface name="BGMPISTOL_IDLE_HEAD" animsurface="BGMPISTOLBREATH" />
<Surface name="BGMPISTOL_AIM_HEAD" animsurface="BGMHANDGUN_S_SHOT" />
<Surface name="BGMPISTOL_AIM_1H_HEAD" animsurface="BGM_PFSHOT_AIM" />
<Surface name="BGMPISTOL_RDY_WALK_HEAD" animsurface="BGMWALK_P_RDY" />
<Surface name="BGMDUAL_RDY_WALK_HEAD" animsurface="BGMWALK_D_RDY" />
<Surface name="BGMPISTOL_CR_AIM_HEAD" animsurface="BGMHANDGUN_C_SHOT" />
<Surface name="BGMPISTOL_SDSTP_AIM_HEAD" animsurface="BGMSIDESTEP_P_RDY" />
<Surface name="BGMDUAL_SDSTP_AIM_HEAD" animsurface="BGMSIDESTEP_D_RDY" />
<Surface name="BGMPISTOL_LOW_HEAD" animsurface="BGMPISTOLSHOOTLOW" />
<Surface name="BGMPISTOL_LOW_HEAD" animsurface="BGMSHOOT_LOW" />
<Surface name="BGMDUAL_AIM_HEAD" animsurface="BGMSTANDDWALAIM" />
<Surface name="BGMDUAL_CR_AIM_HEAD" animsurface="BGMCDBLSHOT" />
<Surface name="BGMMEDIC_PRONE_HEAD" animsurface="BGMMEDICPRN" />
<Surface name="BGMCOWER_PRONE_HEAD" animsurface="BGM_COWER_PRONE" />
<Surface name="BGMDIE_PRONE_HEAD" animsurface="BGMHITPRONE" />
<Surface name="BGMDUAL_PRONE_HEAD" animsurface="BGMDWPRONE" />
<Surface name="BGMEMPTY_PAIN_HEAD" animsurface="BGMHURTSTANDINGN" />
<Surface name="BGMRIFLE_PAIN_HEAD" animsurface="BGMHURTSTANDINGR" />
<Surface name="BGMEMPTY_DIE_HEAD" animsurface="BGMHITSTAND" />
<Surface name="BGMEMPTY_JFK_HEAD" animsurface="BGMDIE_JFK" />
<Surface name="BGMEMPTY_CDIE_HEAD" animsurface="BGMHITCROUCH" />
<Surface name="BGMEMPTY_COWER_HEAD" animsurface="BGMCOWER" />
<Surface name="BGM_CLIMB_HEAD" animsurface="BGMCLIMBROOF" />
<Surface name="BGM_CLIMB_HEAD" animsurface="BGMWALLJUMP" />
<Surface name="BGMEMPTY_ROLL_HEAD" animsurface="BGMROLLOVER" />
<Surface name="BGMEMPTY_ROLL_SIDE_HEAD" animsurface="BGMROLL_PR" />
<Surface name="BGMEMPTY_DIEFB_HEAD" animsurface="BGMHITFALLBACK" />
<Surface name="BGMEMPTY_DIEFBH_HEAD" animsurface="BGMHITHARD" />
<Surface name="BGMEMPTY_DIEFBHB_HEAD" animsurface="BGMHITHARDBLOOD" />
<Surface name="BGMRIFLE_WALK_HURT_HEAD" animsurface="BGMHURTWALKINGR" />
<Surface name="BGMRIFLE_BAYONET_HEAD" animsurface="BGMBAYONET_S_S" />
<Surface name="BGMRIFLE_BAYONET_L_HEAD" animsurface="BGMBAYONET_S_P" />
<Surface name="BGMEMPTY_DODGE_HEAD" animsurface="BGMDODGE" />
<Surface name="BGMEMPTY_THROW_HEAD" animsurface="BGMTHROW" />
<Surface name="BGMEMPTY_THROW_G_HEAD" animsurface="BGMSTHRG" />
<Surface name="BGMEMPTY_LOB_HEAD" animsurface="BGMLOB" />
<Surface name="BGMEMPTY_LOB_G_HEAD" animsurface="BGMSLOBG" />
<Surface name="BGMEMPTY_KICKDOOR_HEAD" animsurface="BGMKICKDOOR" />
<Surface name="BGM_STRETCH_HEAD" animsurface="BGMSTRECH" />
<Surface name="BGMEMPTY_RADIO_HEAD" animsurface="BGMRADIO" />
<Surface name="BGM_FLEX_HEAD" animsurface="BGMFLEX" />
<Surface name="BGMEMPTY_REMOTE_HEAD" animsurface="BGMUSEREMOTE" />
<Surface name="BGMKNIFE_STAB_HEAD" animsurface="BGMSTAB" />
<Surface name="BGMKNIFE_SLICE_HEAD" animsurface="BGMSLICE" />
<Surface name="BGMKNIFE_THROW_HEAD" animsurface="BGMTHROWKNIFE" />
<Surface name="BGMKNIFE_BREATH_HEAD" animsurface="BGMBREATHKNIFE" />
<Surface name="BGMCROWBAR_HIT_HEAD" animsurface="BGMCROWBAR" />
<Surface name="BGMEMPTY_CPUNCH_HEAD" animsurface="BGMPUNCHLOW" />
<Surface name="BGMEMPTY_CTHROW_HEAD" animsurface="BGMCRTHROW" />
<Surface name="BGMKNIFE_CSTAB_HEAD" animsurface="BGMCSTAB" />
<Surface name="BGMEMPTY_CRADIO_HEAD" animsurface="BGMCRRADIO" />
<Surface name="BGMEMPTY_SLEEP_HEAD" animsurface="BGMSLEEP" />
<Surface name="BGMEMPTY_DRUNK_HEAD" animsurface="BGMPISTOLDRUNK" />
<Surface name="BGMEMPTY_WALK_HURT_HEAD" animsurface="BGMHURTWALKINGN" />
<Surface name="BGMEMPTY_FALL_HEAD" animsurface="BGMFALL" />
<Surface name="BGMEMPTY_FALLFWD_HEAD" animsurface="BGMFALLF" />
<Surface name="BGMEMPTY_KARATELK_HEAD" animsurface="RGMLOWKICK" />
<Surface name="BGMEMPTY_KARATESPINK_HEAD" animsurface="RGMSPINKICK" />
<Surface name="BGMLAW_HEAD" animsurface="BGMROCKET" />
<Surface name="BGMLAW_CR_HEAD" animsurface="BGMCRROCKET" />
<Surface name="BGM_ROCK_HEAD" animsurface="BGMWITHSTONE" />
<Surface name="BGM_HELIDROP_HEAD" animsurface="BGMHELIDROP" />
<Surface name="BGM_WATER_RIFLE_IDLE_HEAD" animsurface="BGMWATER_R_STD" />
<Surface name="BGM_WATER_RIFLE_WALK_HEAD" animsurface="BGMWATER_R_WALK" />
<Surface name="BGM_WATER_RIFLE_AIM_HEAD" animsurface="BGMWATER_R_AIM" />
<Surface name="BGM_WATER_RIFLE_HIP_HEAD" animsurface="BGM_WATER_HIP_AIM" />
<Surface name="BGM_WATER_EMPTY_IDLE_HEAD" animsurface="BGMWATER_N_STD" />
<Surface name="BGM_WATER_EMPTY_WALK_HEAD" animsurface="BGMWATER_N_WALK" />
<Surface name="BGM_WATER_EMPTY_THROW_HEAD" animsurface="BGMWATERTHROW" />
<Surface name="BGM_WATER_EMPTY_FALL_HEAD" animsurface="BGMWATER_TRANS" />
<Surface name="BGM_WATER_EMPTY_FALL_HEAD" animsurface="BGMWATER_TRANS" />
<Surface name="BGM_WATER_EMPTY_TREAD_HEAD" animsurface="BGMDEEPWATER_TRED" />
<Surface name="BGM_WATER_EMPTY_SWIM_HEAD" animsurface="BGMDEEPWATER_SWIM" />
<Surface name="BGM_WATER_EMPTY_DIE_HEAD" animsurface="BGMWATER_DIE" />
<Surface name="BGM_WATER_EMPTY_DROWN_HEAD" animsurface="BGMDEEPWATER_DIE" />
<Surface name="BGM_WATER_DUAL_AIM_HEAD" animsurface="BGMWATER_DBLSHT" />
<Surface name="BGM_CROUCH_MORTAR_HEAD" animsurface="BGMMORTAR" />
</LayerProp>
</Layer>
</LogicalAnimationSurfaces>
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -1,72 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<LogicalAnimationSurfaces>
<Layer name="gun">
<LayerProp filter="HasDualRightSawnOff" palette="guns_v2">
<Surface name="BGMEMPTY_IDLE_sawnoff" animsurface="BGMDBLBREATH" />
<Surface name="BGMEMPTY_WALK_sawnoff" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMDUAL_AIM_sawnoff" animsurface="BGMSTANDDWALAIM" />
<Surface name="BGM_CROUCHWALK_DUAL_sawnoff" animsurface="BGMCROUCH_D_RDY" />
<Surface name="BGMDUAL_CR_AIM_sawnoff" animsurface="BGMCDBLSHOT" />
<Surface name="BGMEMPTY_RUN_sawnoff" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMDUAL_PRONE_sawnoff" animsurface="BGMDWPRONE" />
<Surface name="BGMEMPTY_PAIN_sawnoff" animsurface="BGMHURTSTANDINGN" />
<Surface name="BGMEMPTY_RUN_sawnoff" animsurface="BGMPISTOL_RUN" />
<Surface name="BGMDUAL_SDSTP_AIM_sawnoff" animsurface="BGMSIDESTEP_D_RDY" />
<Surface name="BGMDUAL_RDY_WALK_sawnoff" animsurface="BGMWALK_D_RDY" />
<Surface name="BGMDUAL_SDSTP_sawnoff" animsurface="BGMSIDESTEP" />
<Surface name="BGMEMPTY_DRUNK_sawnoff" animsurface="BGMPISTOLDRUNK" />
<Surface name="BGMEMPTY_WALK_HURT_sawnoff" animsurface="BGMHURTWALKINGN" />
<Surface name="BGM_WATER_EMPTY_IDLE_sawnoff" animsurface="BGMWATER_N_STD" />
<Surface name="BGM_WATER_EMPTY_WALK_sawnoff" animsurface="BGMWATER_N_WALK" />
<Surface name="BGM_WATER_DUAL_AIM_sawnoff" animsurface="BGMWATER_DBLSHT" />
</LayerProp>
<LayerProp filter="HasSawnOffInHand" palette="guns_v2">
<Surface name="BGM_CROUCHWALK_sawnoff" animsurface="BGMCROUCH_P_RDY" />
<Surface name="BGMEMPTY_PRONE_sawnoff" animsurface="BGMHANDGUN_PRONE" />
<Surface name="BGMPISTOL_IDLE_sawnoff" animsurface="BGMPISTOLBREATH" />
<Surface name="BGMPISTOL_WALK_sawnoff" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMPISTOL_AIM_sawnoff" animsurface="BGMHANDGUN_S_SHOT" />
<Surface name="BGMPISTOL_AIM_1H_sawnoff" animsurface="BGM_PFSHOT_AIM" />
<Surface name="BGMPISTOL_RDY_WALK_sawnoff" animsurface="BGMWALK_P_RDY" />
<Surface name="BGMEMPTY_SWAT_sawnoff" animsurface="BGMNOTHING_SWAT" />
<Surface name="BGMEMPTY_CROUCH_sawnoff" animsurface="BGMNOTHING_CROUCH" />
<Surface name="BGMPISTOL_CR_AIM_sawnoff" animsurface="BGMHANDGUN_C_SHOT" />
<Surface name="BGMPISTOL_SDSTP_AIM_sawnoff" animsurface="BGMSIDESTEP_P_RDY" />
<Surface name="BGMPISTOL_LOW_sawnoff" animsurface="BGMPISTOLSHOOTLOW" />
<Surface name="BGMPISTOL_LOW_sawnoff" animsurface="BGMSHOOT_LOW" />
<Surface name="BGMEMPTY_RUN_sawnoff" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMEMPTY_PAIN_sawnoff" animsurface="BGMHURTSTANDINGN" />
<Surface name="BGMEMPTY_RUN_sawnoff" animsurface="BGMPISTOL_RUN" />
<Surface name="BGMPISTOL_SDSTP_sawnoff" animsurface="BGMSIDESTEP" />
<Surface name="BGMEMPTY_DRUNK_sawnoff" animsurface="BGMPISTOLDRUNK" />
<Surface name="BGMEMPTY_WALK_HURT_sawnoff" animsurface="BGMHURTWALKINGN" />
<Surface name="BGM_WATER_PISTOL_IDLE_sawnoff" animsurface="BGMWATER_N_STD" />
<Surface name="BGM_WATER_PISTOL_WALK_sawnoff" animsurface="BGMWATER_N_WALK" />
<Surface name="BGM_WATER_PISTOL_AIM_sawnoff" animsurface="BGMWATER_N_AIM" />
</LayerProp>
</Layer>
<Layer name="gunleft">
<LayerProp filter="HasSawnOffInLeftHand" palette="guns_v2">
<Surface name="BGMEMPTY_IDLE_sawnoff_LEFT" animsurface="BGMNOTHING_STD" />
<Surface name="BGMEMPTY_IDLE_sawnoff_LEFT" animsurface="BGMDBLBREATH" />
<Surface name="BGMEMPTY_WALK_sawnoff_LEFT" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMDUAL_AIM_sawnoff_LEFT" animsurface="BGMSTANDDWALAIM" />
<Surface name="BGMEMPTY_CROUCH_sawnoff_LEFT" animsurface="BGMNOTHING_CROUCH" />
<Surface name="BGMEMPTY_SWAT_sawnoff_LEFT" animsurface="BGMNOTHING_SWAT" />
<Surface name="BGM_CROUCHWALK_DUAL_sawnoff_LEFT" animsurface="BGMCROUCH_D_RDY" />
<Surface name="BGMDUAL_CR_AIM_sawnoff_LEFT" animsurface="BGMCDBLSHOT" />
<Surface name="BGMEMPTY_RUN_sawnoff_LEFT" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMDUAL_PRONE_sawnoff_LEFT" animsurface="BGMDWPRONE" />
<Surface name="BGMEMPTY_PAIN_sawnoff_LEFT" animsurface="BGMHURTSTANDINGN" />
<Surface name="BGMEMPTY_RUN_sawnoff_LEFT" animsurface="BGMPISTOL_RUN" />
<Surface name="BGMDUAL_SDSTP_AIM_sawnoff_LEFT" animsurface="BGMSIDESTEP_D_RDY" />
<Surface name="BGMDUAL_RDY_WALK_sawnoff_LEFT" animsurface="BGMWALK_D_RDY" />
<Surface name="BGMDUAL_SDSTP_sawnoff_LEFT" animsurface="BGMSIDESTEP" />
<Surface name="BGMEMPTY_DRUNK_sawnoff_LEFT" animsurface="BGMPISTOLDRUNK" />
<Surface name="BGMEMPTY_WALK_HURT_sawnoff_LEFT" animsurface="BGMHURTWALKINGN" />
<Surface name="BGM_WATER_EMPTY_IDLE_sawnoff_LEFT" animsurface="BGMWATER_N_STD" />
<Surface name="BGM_WATER_EMPTY_WALK_sawnoff_LEFT" animsurface="BGMWATER_N_WALK" />
<Surface name="BGM_WATER_DUAL_AIM_sawnoff_LEFT" animsurface="BGMWATER_DBLSHT" />
</LayerProp>
</Layer>
</LogicalAnimationSurfaces>
File diff suppressed because it is too large Load Diff
@@ -3017,6 +3017,125 @@
<AnimSurface name="RGF_WATER_DUAL_AIM_CAMOHELMET" file="Anims\LOBOT\RGF\FW_DBLSHOT_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGF_WATER_DUAL_AIM_LSLEEVE" file="Anims\LOBOT\RGF\FW_DBLSHOT_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGF_WATER_DUAL_AIM_BCAP" file="Anims\LOBOT\RGF\FW_DBLSHOT_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<!-- Kevlar Vest -->
<AnimSurface name="RGF_PICKUP_FOX_kevlar" file="Anims\LOBOT\RGF\F_PICKUP_FOX_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_CROUCH_kevlar" file="Anims\LOBOT\RGF\F_R_SWAT_AIM_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_CROUCHWALK_kevlar" file="Anims\LOBOT\RGF\F_P_SWAT_AIM_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_CROUCHWALK_DUAL_kevlar" file="Anims\LOBOT\RGF\F_D_SWAT_AIM_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_kevlar" file="Anims\LOBOT\RGF\F_R_RDY_WALK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_HURT_kevlar" file="Anims\LOBOT\RGF\F_R_WALK_HURT_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_IDLE_kevlar" file="Anims\LOBOT\RGF\F_R_STD_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_BASICWALK_kevlar" file="Anims\LOBOT\RGF\F_R_WALK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_CROUCH_kevlar" file="Anims\LOBOT\RGF\F_R_C_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGF_RIFLE_SWAT_kevlar" file="Anims\LOBOT\RGF\F_R_SWAT_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_RIFLE_SIDESTEP_kevlar" file="Anims\LOBOT\RGF\F_R_SDSP_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_SIDESTEP_AIM_kevlar" file="Anims\LOBOT\RGF\F_R_SDSP_AIM_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RUNNING_kevlar" file="Anims\LOBOT\RGF\F_R_RUN_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_RAISE_kevlar" file="Anims\LOBOT\RGF\F_RAISE_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="RGF_RIFLE_AIM_kevlar" file="Anims\LOBOT\RGF\F_SR_AIM_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_RIFLE_LOW_kevlar" file="Anims\LOBOT\RGF\F_R_LOW_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIP_kevlar" file="Anims\LOBOT\RGF\F_SR_HIP_AIM_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIP_LOW_kevlar" file="Anims\LOBOT\RGF\F_R_HIP_LOW_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_RIFLE_CR_AIM_kevlar" file="Anims\LOBOT\RGF\F_CR_AIM_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_RIFLE_PRONE_kevlar" file="Anims\LOBOT\RGF\F_R_PRN_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGF_HOP_kevlar" file="Anims\LOBOT\RGF\F_HOP_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_CLIMB_kevlar" file="Anims\LOBOT\RGF\F_CLIMB_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="44" profile="-1" />
<AnimSurface name="RGF_PUNCH_kevlar" file="Anims\LOBOT\RGF\F_PUNCH_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_IDLE_kevlar" file="Anims\LOBOT\RGF\F_N_STD_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_OPEN_kevlar" file="Anims\LOBOT\RGF\F_OPEN_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="RGF_RIFLE_OPEN_kevlar" file="Anims\LOBOT\RGF\F_RIFLE_OPEN_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="RGF_RIFLE_KICKDOOR_kevlar" file="Anims\LOBOT\RGF\F_R_DR_KICK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_RIFLE_DRUNK_kevlar" file="Anims\LOBOT\RGF\F_R_DRUNK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_RIFLE_BAYONET_kevlar" file="Anims\LOBOT\RGF\F_R_BAYONET_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_RIFLE_BAYONET_L_kevlar" file="Anims\LOBOT\RGF\F_R_BAYONET_L_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="RGF_PICKUP_kevlar" file="Anims\LOBOT\RGF\F_PICKUP_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="RGF_MEDIC_CROUCH_kevlar" file="Anims\LOBOT\RGF\F_MEDIC_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_MEDIC_PRONE_kevlar" file="Anims\LOBOT\RGF\F_PRN_MED_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="7" profile="-1" />
<AnimSurface name="RGF_COWER_PRONE_kevlar" file="Anims\LOBOT\RGF\F_PRNCOW_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
<AnimSurface name="RGF_DIE_PRONE_kevlar" file="Anims\LOBOT\RGF\F_P_DIE_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIT_kevlar" file="Anims\LOBOT\RGF\F_HIT_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="RGF_EMPTY_CROUCH_kevlar" file="Anims\LOBOT\RGF\F_N_CRCH_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGF_EMPTY_SWAT_kevlar" file="Anims\LOBOT\RGF\F_N_SWAT_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_EMPTY_RUN_kevlar" file="Anims\LOBOT\RGF\F_N_RUN_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_WALK_kevlar" file="Anims\LOBOT\RGF\F_N_WALK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_PRONE_kevlar" file="Anims\LOBOT\RGF\F_N_PRNE_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGF_DUAL_PRONE_kevlar" file="Anims\LOBOT\RGF\F_DB_PRN_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_PISTOL_IDLE_kevlar" file="Anims\LOBOT\RGF\F_P_BRTH_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_PISTOL_RDY_WALK_kevlar" file="Anims\LOBOT\RGF\F_P_RDY_WALK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_RDY_WALK_kevlar" file="Anims\LOBOT\RGF\F_DBL_RDY_WALK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_PISTOL_AIM_kevlar" file="Anims\LOBOT\RGF\F_P_SHOT_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_PISTOL_AIM_1H_kevlar" file="Anims\LOBOT\RGF\F_P_SHOT2_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_PISTOL_LOW_kevlar" file="Anims\LOBOT\RGF\F_P_LOW_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_PISTOL_CR_AIM_kevlar" file="Anims\LOBOT\RGF\F_CR_AIM_P_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_DUAL_CR_AIM_kevlar" file="Anims\LOBOT\RGF\F_CR_AIM_D_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGF_PISTOL_SDSTP_kevlar" file="Anims\LOBOT\RGF\F_P_SDSP_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_PISTOL_SDSTP_AIM_kevlar" file="Anims\LOBOT\RGF\F_P_SDSP_AIM_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_SDSTP_kevlar" file="Anims\LOBOT\RGF\F_DBL_SDSP_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_SDSTP_AIM_kevlar" file="Anims\LOBOT\RGF\F_DBL_SDSP_AIM_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_AIM_kevlar" file="Anims\LOBOT\RGF\F_DBLSHOT_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGF_EMPTY_PAIN_kevlar" file="Anims\LOBOT\RGF\F_N_PAIN_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_EMPTY_DRUNK_kevlar" file="Anims\LOBOT\RGF\F_N_DRUNK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_RIFLE_PAIN_kevlar" file="Anims\LOBOT\RGF\F_R_PAIN_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_EMPTY_DODGE_kevlar" file="Anims\LOBOT\RGF\F_DODGE_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
<AnimSurface name="RGF_EMPTY_THROW_kevlar" file="Anims\LOBOT\RGF\F_THROW_G_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_EMPTY_THROW_G_kevlar" file="Anims\LOBOT\RGF\F_THROW_G_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_EMPTY_LOB_kevlar" file="Anims\LOBOT\RGF\F_LOB_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_EMPTY_LOB_G_kevlar" file="Anims\LOBOT\RGF\F_LOB_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_EMPTY_KICKDOOR_kevlar" file="Anims\LOBOT\RGF\F_DR_KICK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_EMPTY_RADIO_kevlar" file="Anims\LOBOT\RGF\F_RADIO_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
<AnimSurface name="RGF_EMPTY_REMOTE_kevlar" file="Anims\LOBOT\RGF\F_REMOTE_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
<AnimSurface name="RGF_KNIFE_STAB_kevlar" file="Anims\LOBOT\RGF\F_STAB_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_KNIFE_SLICE_kevlar" file="Anims\LOBOT\RGF\F_SLICE_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_KNIFE_THROW_kevlar" file="Anims\LOBOT\RGF\F_K_THROW_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_KNIFE_BREATH_kevlar" file="Anims\LOBOT\RGF\F_K_BREATH_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_CROWBAR_HIT_kevlar" file="Anims\LOBOT\RGF\F_CROWBAR_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
<AnimSurface name="RGF_CROWBAR_CR_HIT_kevlar" file="Anims\LOBOT\RGF\F_C_CROWBAR_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_EMPTY_DIE_kevlar" file="Anims\LOBOT\RGF\F_D_FWD_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
<AnimSurface name="RGF_EMPTY_JFK_kevlar" file="Anims\LOBOT\RGF\F_D_FWD_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
<AnimSurface name="RGF_EMPTY_DIEFB_kevlar" file="Anims\LOBOT\RGF\F_DIEBAC_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="RGF_EMPTY_DIEFBH_kevlar" file="Anims\LOBOT\RGF\F_DIEHARD_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_EMPTY_DIEFBHB_kevlar" file="Anims\LOBOT\RGF\F_DIEHARDB_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_EMPTY_FALL_kevlar" file="Anims\LOBOT\RGF\F_N_FALL_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "4" framesperdir="52" profile="-1" />
<AnimSurface name="RGF_EMPTY_FALLFWD_kevlar" file="Anims\LOBOT\RGF\F_N_FALL_FWD_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "4" framesperdir="41" profile="-1" />
<AnimSurface name="RGF_EMPTY_KARATEP_kevlar" file="Anims\LOBOT\RGF\F_K_PUNCH_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_EMPTY_KARATELK_kevlar" file="Anims\LOBOT\RGF\F_K_LOWKICK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="44" profile="-1" />
<AnimSurface name="RGF_EMPTY_KARATESPINK_kevlar" file="Anims\LOBOT\RGF\F_K_SPINKICK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="70" profile="-1" />
<AnimSurface name="RGF_EMPTY_CDIE_kevlar" file="Anims\LOBOT\RGF\F_C_DIE_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="9" profile="-1" />
<AnimSurface name="RGF_EMPTY_CPUNCH_kevlar" file="Anims\LOBOT\RGF\F_C_PUNCH_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_EMPTY_CTHROW_kevlar" file="Anims\LOBOT\RGF\F_C_THROW_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_EMPTY_CRADIO_kevlar" file="Anims\LOBOT\RGF\F_C_RADIO_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="16" profile="-1" />
<AnimSurface name="RGF_KNIFE_CSTAB_kevlar" file="Anims\LOBOT\RGF\F_C_STAB_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_EMPTY_COWER_kevlar" file="Anims\LOBOT\RGF\F_COWER_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_COWER_kevlar" file="Anims\LOBOT\RGF\F_R_COWER_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_PRN_COWER_kevlar" file="Anims\LOBOT\RGF\F_R_PRNCOW_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="RGF_RIFLE_ROLL_SIDE_kevlar" file="Anims\LOBOT\RGF\F_R_ROLL_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_EMPTY_ROLL_kevlar" file="Anims\LOBOT\RGF\F_ROLL_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_EMPTY_ROLL_SIDE_kevlar" file="Anims\LOBOT\RGF\F_N_ROLL_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_EMPTY_SLEEP_kevlar" file="Anims\LOBOT\RGF\F_SLEEP_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="13" profile="-1" />
<AnimSurface name="RGF_LAW_kevlar" file="Anims\LOBOT\RGF\F_LAW_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_LAW_CR_kevlar" file="Anims\LOBOT\RGF\F_LAW_CR_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_EMPTY_KICKSAND_kevlar" file="Anims\LOBOT\RGF\F_SAND_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGF_EMPTY_WIPEFACE_kevlar" file="Anims\LOBOT\RGF\F_WIPE_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_RIFLE_LOOK_kevlar" file="Anims\LOBOT\RGF\F_R_LOOK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_RIFLE_CLEAN_kevlar" file="Anims\LOBOT\RGF\F_R_CLEAN_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_HELIDROP_kevlar" file="Anims\LOBOT\RGF\f_heli_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
<AnimSurface name="RGF_CROUCH_MORTAR_kevlar" file="Anims\LOBOT\RGF\F_MORTAR_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
<AnimSurface name="RGF_SLAP_kevlar" file="Anims\LOBOT\RGF\F_N_SLAP_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="37" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_IDLE_kevlar" file="Anims\LOBOT\RGF\FW_R_STD_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_WALK_kevlar" file="Anims\LOBOT\RGF\FW_R_WALK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_AIM_kevlar" file="Anims\LOBOT\RGF\FW_SR_AIM_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_HIP_kevlar" file="Anims\LOBOT\RGF\FW_SR_HIP_AIM_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_WATER_EMPTY_IDLE_kevlar" file="Anims\LOBOT\RGF\FW_N_STD_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_WATER_EMPTY_WALK_kevlar" file="Anims\LOBOT\RGF\FW_N_WALK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_WATER_EMPTY_THROW_kevlar" file="Anims\LOBOT\RGF\FW_THROW_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_WATER_EMPTY_FALL_kevlar" file="Anims\LOBOT\RGF\FW_FALL_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="RGF_WATER_EMPTY_TREAD_kevlar" file="Anims\LOBOT\RGF\FW_TREAD_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_WATER_EMPTY_SWIM_kevlar" file="Anims\LOBOT\RGF\FW_SWIM_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
<AnimSurface name="RGF_WATER_EMPTY_DIE_kevlar" file="Anims\LOBOT\RGF\FW_DIE_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
<AnimSurface name="RGF_WATER_EMPTY_DROWN_kevlar" file="Anims\LOBOT\RGF\FW_DROWN_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
<AnimSurface name="RGF_WATER_PISTOL_IDLE_kevlar" file="Anims\LOBOT\RGF\FW_P_BRTH_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_WATER_PISTOL_AIM_kevlar" file="Anims\LOBOT\RGF\FW_N_SHOT_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_WATER_DUAL_AIM_kevlar" file="Anims\LOBOT\RGF\FW_DBLSHOT_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<!-- DEFAULT ANIMS AS PLACEHOLDERS -->
@@ -3024,4 +3143,4 @@
<AnimSurface name="RGF_BURN" file="Anims\LOBOT\RGM\default\S_FIRE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="43" profile="-1" />
<AnimSurface name="RGF_BLOWUP" file="Anims\LOBOT\RGM\default\BOD_BLOW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="27" profile="-1" />
<AnimSurface name="RGF_CRYODEATH" file="Anims\S_MERC\S_CRYO_DEATH_S.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_CRYODEATH_CROUCH" file="Anims\S_MERC\S_CRYO_DEATH_C.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_CRYODEATH_CROUCH" file="Anims\S_MERC\S_CRYO_DEATH_C.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="12" profile="-1" />
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -1,72 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<LogicalAnimationSurfaces>
<Layer name="gun">
<LayerProp filter="HasDualRightSawnOff" palette="guns_v2">
<Surface name="RGF_PISTOL_IDLE_sawnoff" animsurface="RGFDBLBREATH"/>
<Surface name="RGF_EMPTY_WALK_sawnoff" animsurface="RGFNOTHING_WALK"/>
<Surface name="RGF_DUAL_AIM_sawnoff" animsurface="RGFSTANDDWALAIM"/>
<Surface name="RGF_CROUCHWALK_DUAL_sawnoff" animsurface="RGFCROUCH_D_RDY"/>
<Surface name="RGF_DUAL_CR_AIM_sawnoff" animsurface="RGFCDBLSHOT"/>
<Surface name="RGF_EMPTY_RUN_sawnoff" animsurface="RGFNOTHING_RUN"/>
<Surface name="RGF_DUAL_PRONE_sawnoff" animsurface="RGFDWPRONE"/>
<Surface name="RGF_EMPTY_PAIN_sawnoff" animsurface="RGFHURTSTANDINGN"/>
<Surface name="RGF_EMPTY_RUN_sawnoff" animsurface="RGFPISTOL_RUN"/>
<Surface name="RGF_DUAL_SDSTP_AIM_sawnoff" animsurface="RGFSIDESTEP_D_RDY"/>
<Surface name="RGF_DUAL_RDY_WALK_sawnoff" animsurface="RGFWALK_D_RDY"/>
<Surface name="RGF_DUAL_SDSTP_sawnoff" animsurface="RGFSIDESTEP"/>
<Surface name="RGF_EMPTY_DRUNK_sawnoff" animsurface="RGFPISTOLDRUNK"/>
<Surface name="RGF_RIFLE_WALK_HURT_sawnoff" animsurface="RGFHURTWALKINGN"/>
<Surface name="RGF_WATER_EMPTY_IDLE_sawnoff" animsurface="RGFWATER_N_STD" />
<Surface name="RGF_WATER_EMPTY_WALK_sawnoff" animsurface="RGFWATER_N_WALK" />
<Surface name="RGF_WATER_DUAL_AIM_sawnoff" animsurface="RGFWATER_DBLSHT" />
</LayerProp>
<LayerProp filter="HasSawnOffInHand" palette="guns_v2">
<Surface name="RGF_CROUCHWALK_sawnoff" animsurface="RGFCROUCH_P_RDY"/>
<Surface name="RGF_EMPTY_PRONE_sawnoff" animsurface="RGFHANDGUN_PRONE"/>
<Surface name="RGF_PISTOL_IDLE_sawnoff" animsurface="RGFPISTOLBREATH"/>
<Surface name="RGF_PISTOL_WALK_sawnoff" animsurface="RGFNOTHING_WALK"/>
<Surface name="RGF_PISTOL_AIM_sawnoff" animsurface="RGFHANDGUN_S_SHOT"/>
<Surface name="RGF_PISTOL_AIM_1H_sawnoff" animsurface="RGF_PFSHOT_AIM"/>
<Surface name="RGF_PISTOL_RDY_WALK_sawnoff" animsurface="RGFWALK_P_RDY"/>
<Surface name="RGF_EMPTY_SWAT_sawnoff" animsurface="RGFNOTHING_SWAT"/>
<Surface name="RGF_EMPTY_CROUCH_sawnoff" animsurface="RGFNOTHING_CROUCH"/>
<Surface name="RGF_PISTOL_CR_AIM_sawnoff" animsurface="RGFHANDGUN_C_SHOT"/>
<Surface name="RGF_PISTOL_SDSTP_AIM_sawnoff" animsurface="RGFSIDESTEP_P_RDY"/>
<Surface name="RGF_PISTOL_LOW_sawnoff" animsurface="RGFPISTOLSHOOTLOW"/>
<Surface name="RGF_PISTOL_LOW_sawnoff" animsurface="RGFSHOOT_LOW"/>
<Surface name="RGF_EMPTY_RUN_sawnoff" animsurface="RGFNOTHING_RUN"/>
<Surface name="RGF_EMPTY_PAIN_sawnoff" animsurface="RGFHURTSTANDINGN"/>
<Surface name="RGF_EMPTY_RUN_sawnoff" animsurface="RGFPISTOL_RUN"/>
<Surface name="RGF_PISTOL_SDSTP_sawnoff" animsurface="RGFSIDESTEP"/>
<Surface name="RGF_EMPTY_DRUNK_sawnoff" animsurface="RGFPISTOLDRUNK"/>
<Surface name="RGF_RIFLE_WALK_HURT_sawnoff" animsurface="RGFHURTWALKINGN"/>
<Surface name="RGF_WATER_PISTOL_IDLE_sawnoff" animsurface="RGFWATER_N_STD" />
<Surface name="RGF_WATER_EMPTY_WALK_sawnoff" animsurface="RGFWATER_N_WALK" />
<Surface name="RGF_WATER_PISTOL_AIM_sawnoff" animsurface="RGFWATER_N_AIM" />
</LayerProp>
</Layer>
<Layer name="gunleft">
<LayerProp filter="HasSawnOffInLeftHand" palette="guns_v2">
<Surface name="RGF_EMPTY_IDLE_sawnoff_LEFT" animsurface="RGFNOTHING_STD"/>
<Surface name="RGF_EMPTY_IDLE_sawnoff_LEFT" animsurface="RGFDBLBREATH"/>
<Surface name="RGF_EMPTY_WALK_sawnoff_LEFT" animsurface="RGFNOTHING_WALK"/>
<Surface name="RGF_DUAL_AIM_sawnoff_LEFT" animsurface="RGFSTANDDWALAIM"/>
<Surface name="RGF_EMPTY_CROUCH_sawnoff_LEFT" animsurface="RGFNOTHING_CROUCH"/>
<Surface name="RGF_EMPTY_SWAT_sawnoff_LEFT" animsurface="RGFNOTHING_SWAT"/>
<Surface name="RGF_CROUCHWALK_DUAL_sawnoff_LEFT" animsurface="RGFCROUCH_D_RDY"/>
<Surface name="RGF_DUAL_CR_AIM_sawnoff_LEFT" animsurface="RGFCDBLSHOT"/>
<Surface name="RGF_EMPTY_RUN_sawnoff_LEFT" animsurface="RGFNOTHING_RUN"/>
<Surface name="RGF_DUAL_PRONE_sawnoff_LEFT" animsurface="RGFDWPRONE"/>
<Surface name="RGF_EMPTY_PAIN_sawnoff_LEFT" animsurface="RGFHURTSTANDINGN"/>
<Surface name="RGF_EMPTY_RUN_sawnoff_LEFT" animsurface="RGFPISTOL_RUN"/>
<Surface name="RGF_DUAL_SDSTP_AIM_sawnoff_LEFT" animsurface="RGFSIDESTEP_D_RDY"/>
<Surface name="RGF_DUAL_RDY_WALK_sawnoff_LEFT" animsurface="RGFWALK_D_RDY"/>
<Surface name="RGF_DUAL_SDSTP_sawnoff_LEFT" animsurface="RGFSIDESTEP"/>
<Surface name="RGF_EMPTY_DRUNK_sawnoff_LEFT" animsurface="RGFPISTOLDRUNK"/>
<Surface name="RGF_RIFLE_WALK_HURT_sawnoff_LEFT" animsurface="RGFHURTWALKINGN"/>
<Surface name="RGF_WATER_EMPTY_IDLE_sawnoff_LEFT" animsurface="RGFWATER_N_STD" />
<Surface name="RGF_WATER_EMPTY_WALK_sawnoff_LEFT" animsurface="RGFWATER_N_WALK" />
<Surface name="RGF_WATER_DUAL_AIM_sawnoff_LEFT" animsurface="RGFWATER_DBLSHT" />
</LayerProp>
</Layer>
</LogicalAnimationSurfaces>
File diff suppressed because it is too large Load Diff
@@ -1,79 +1,79 @@
<AnimSurface name="LBT_RGMRIFLE_WALK_CROUCH_UZI" file="Anims\LOBOT\RGM\cr_walk_rifle_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_WALK_UZI" file="Anims\LOBOT\RGM\S_R_RDY_WALK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_WALK_HURT_UZI" file="Anims\LOBOT\RGM\S_R_WALK_HURT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_IDLE_UZI" file="Anims\LOBOT\RGM\S_R_STD_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="LBT_RGMBASICWALK_UZI" file="Anims\LOBOT\RGM\RGM_BASICWALK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_CROUCH_UZI" file="Anims\LOBOT\RGM\S_R_C_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_SWAT_UZI" file="Anims\LOBOT\RGM\S_R_SWAT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_SIDESTEP_UZI" file="Anims\LOBOT\RGM\S_R_SDSP_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_SIDESTEP_AIM_UZI" file="Anims\LOBOT\RGM\S_R_SDSP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMRUNNING_UZI" file="Anims\LOBOT\RGM\S_R_RUN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_RAISE_UZI" file="Anims\LOBOT\RGM\S_RAISE_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_AIM_UZI" file="Anims\LOBOT\RGM\S_SR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_LOW_UZI" file="Anims\LOBOT\RGM\S_R_LOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_HIP_UZI" file="Anims\LOBOT\RGM\S_SR_HIP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_HIP_LOW_UZI" file="Anims\LOBOT\RGM\S_R_HIP_LOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_CR_AIM_UZI" file="Anims\LOBOT\RGM\S_CR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_PRONE_UZI" file="Anims\LOBOT\RGM\S_R_PRN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="LBT_RGM_RIFLE_OPEN_UZI" file="Anims\LOBOT\RGM\S_RIFLE_OPEN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_KICKDOOR_UZI" file="Anims\LOBOT\RGM\S_R_DR_KICK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_SQUISH_UZI" file="Anims\LOBOT\RGM\S_R_SQUISH_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_LOOK_UZI" file="Anims\LOBOT\RGM\S_R_LOOK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_SPIT_UZI" file="Anims\LOBOT\RGM\S_R_SPIT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_DRUNK_UZI" file="Anims\LOBOT\RGM\S_R_DRUNK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_BAYONET_UZI" file="Anims\LOBOT\RGM\S_R_BAYONET_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_BAYONET_L_UZI" file="Anims\LOBOT\RGM\S_R_BAYONET_L_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_HIT_UZI" file="Anims\LOBOT\RGM\S_HIT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_PAIN_UZI" file="Anims\LOBOT\RGM\S_R_PAIN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_COWER_UZI" file="Anims\LOBOT\RGM\S_R_COWER_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_PRN_COWER_UZI" file="Anims\LOBOT\RGM\S_R_PRNCOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_ROLL_SIDE_UZI" file="Anims\LOBOT\RGM\S_R_ROLL_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_UZI" file="Anims\LOBOT\RGM\cr_walk_rifle_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_UZI" file="Anims\LOBOT\RGM\S_R_RDY_WALK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_HURT_UZI" file="Anims\LOBOT\RGM\S_R_WALK_HURT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMRIFLE_IDLE_UZI" file="Anims\LOBOT\RGM\S_R_STD_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGMBASICWALK_UZI" file="Anims\LOBOT\RGM\RGM_BASICWALK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMRIFLE_CROUCH_UZI" file="Anims\LOBOT\RGM\S_R_C_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGMRIFLE_SWAT_UZI" file="Anims\LOBOT\RGM\S_R_SWAT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGMRIFLE_SIDESTEP_UZI" file="Anims\LOBOT\RGM\S_R_SDSP_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMRIFLE_SIDESTEP_AIM_UZI" file="Anims\LOBOT\RGM\S_R_SDSP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMRUNNING_UZI" file="Anims\LOBOT\RGM\S_R_RUN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMRIFLE_RAISE_UZI" file="Anims\LOBOT\RGM\S_RAISE_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="RGMRIFLE_AIM_UZI" file="Anims\LOBOT\RGM\S_SR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGMRIFLE_LOW_UZI" file="Anims\LOBOT\RGM\S_R_LOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGMRIFLE_HIP_UZI" file="Anims\LOBOT\RGM\S_SR_HIP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGMRIFLE_HIP_LOW_UZI" file="Anims\LOBOT\RGM\S_R_HIP_LOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGMRIFLE_CR_AIM_UZI" file="Anims\LOBOT\RGM\S_CR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGMRIFLE_PRONE_UZI" file="Anims\LOBOT\RGM\S_R_PRN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGM_RIFLE_OPEN_UZI" file="Anims\LOBOT\RGM\S_RIFLE_OPEN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="RGMRIFLE_KICKDOOR_UZI" file="Anims\LOBOT\RGM\S_R_DR_KICK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
<AnimSurface name="RGMRIFLE_SQUISH_UZI" file="Anims\LOBOT\RGM\S_R_SQUISH_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGMRIFLE_LOOK_UZI" file="Anims\LOBOT\RGM\S_R_LOOK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMRIFLE_SPIT_UZI" file="Anims\LOBOT\RGM\S_R_SPIT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGMRIFLE_DRUNK_UZI" file="Anims\LOBOT\RGM\S_R_DRUNK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGMRIFLE_BAYONET_UZI" file="Anims\LOBOT\RGM\S_R_BAYONET_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGMRIFLE_BAYONET_L_UZI" file="Anims\LOBOT\RGM\S_R_BAYONET_L_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="RGMRIFLE_HIT_UZI" file="Anims\LOBOT\RGM\S_HIT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="RGMRIFLE_PAIN_UZI" file="Anims\LOBOT\RGM\S_R_PAIN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMRIFLE_COWER_UZI" file="Anims\LOBOT\RGM\S_R_COWER_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMRIFLE_PRN_COWER_UZI" file="Anims\LOBOT\RGM\S_R_PRNCOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="RGMRIFLE_ROLL_SIDE_UZI" file="Anims\LOBOT\RGM\S_R_ROLL_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="WATER_RIFLE_IDLE_UZI" file="Anims\LOBOT\RGM\SW_R_STD_uzi.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="WATER_RIFLE_WALK_UZI" file="Anims\LOBOT\RGM\SW_R_WALK_uzi.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="WATER_RIFLE_AIM_UZI" file="Anims\LOBOT\RGM\SW_SR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="WATER_RIFLE_HIP_UZI" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<!-- 1 Handed Uzi -->
<AnimSurface name="LBT_RGM_CROUCHWALK_UZI_1H" file="Anims\LOBOT\RGM\cr_walk_pistol_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="LBT_RGM_CROUCHWALK_DUAL_UZI_1H" file="Anims\LOBOT\RGM\cr_walk_dual_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="LBT_RGM_CROUCHWALK_DUAL_UZI_1H_LEFT" file="Anims\LOBOT\RGM\cr_walk_dual_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_IDLE_UZI_1H" file="Anims\LOBOT\RGM\S_N_STD_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_IDLE_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_N_STD_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_CROUCH_UZI_1H" file="Anims\LOBOT\RGM\S_N_CRCH_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_CROUCH_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_N_CRCH_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_SWAT_UZI_1H" file="Anims\LOBOT\RGM\S_N_SWAT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_SWAT_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_N_SWAT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_RUN_UZI_1H" file="Anims\LOBOT\RGM\S_N_RUN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_RUN_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_N_RUN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_WALK_UZI_1H" file="Anims\LOBOT\RGM\S_N_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_N_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_WALK_HURT_UZI_1H" file="Anims\LOBOT\RGM\S_N_WALK_HURT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_WALK_HURT_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_N_WALK_HURT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_PRONE_UZI_1H" file="Anims\LOBOT\RGM\S_N_PRNE_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_PRONE_UZI_1H" file="Anims\LOBOT\RGM\S_DB_PRN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_PRONE_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_DB_PRN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMPISTOL_IDLE_UZI_1H" file="Anims\LOBOT\RGM\S_P_BRTH_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="LBT_RGMPISTOL_WALK_UZI_1H" file="Anims\LOBOT\RGM\S_P_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMPISTOL_RDY_WALK_UZI_1H" file="Anims\LOBOT\RGM\S_P_RDY_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_RDY_WALK_UZI_1H" file="Anims\LOBOT\RGM\S_DBL_RDY_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_RDY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_DBL_RDY_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMPISTOL_AIM_UZI_1H" file="Anims\LOBOT\RGM\S_N_SHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="LBT_RGMPISTOL_AIM_1H_UZI_1H" file="Anims\LOBOT\RGM\S_N_SHOT2_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="LBT_RGMPISTOL_LOW_UZI_1H" file="Anims\LOBOT\RGM\S_P_LOW_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="LBT_RGMPISTOL_CR_AIM_UZI_1H" file="Anims\LOBOT\RGM\S_CR_AIM_P_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_CR_AIM_UZI_1H" file="Anims\LOBOT\RGM\S_CR_AIM_D_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_CR_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_CR_AIM_D_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="LBT_RGMPISTOL_SDSTP_UZI_1H" file="Anims\LOBOT\RGM\S_P_SDSP_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMPISTOL_SDSTP_AIM_UZI_1H" file="Anims\LOBOT\RGM\S_P_SDSP_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_SDSTP_UZI_1H" file="Anims\LOBOT\RGM\S_DBL_SDSP_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_SDSTP_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_DBL_SDSP_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_SDSTP_AIM_UZI_1H" file="Anims\LOBOT\RGM\S_DBL_SDSP_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_SDSTP_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_DBL_SDSP_AIM_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_AIM_UZI_1H" file="Anims\LOBOT\RGM\S_DBLSHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_DBLSHOT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_PAIN_UZI_1H" file="Anims\LOBOT\RGM\S_N_PAIN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_PAIN_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_N_PAIN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_DRUNK_UZI_1H" file="Anims\LOBOT\RGM\S_N_DRUNK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_DRUNK_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_N_DRUNK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGM_CROUCHWALK_UZI_1H" file="Anims\LOBOT\RGM\cr_walk_pistol_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGM_CROUCHWALK_DUAL_UZI_1H" file="Anims\LOBOT\RGM\cr_walk_dual_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGM_CROUCHWALK_DUAL_UZI_1H_LEFT" file="Anims\LOBOT\RGM\cr_walk_dual_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMEMPTY_IDLE_UZI_1H" file="Anims\LOBOT\RGM\S_N_STD_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGMEMPTY_IDLE_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_N_STD_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGMEMPTY_CROUCH_UZI_1H" file="Anims\LOBOT\RGM\S_N_CRCH_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGMEMPTY_CROUCH_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_N_CRCH_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGMEMPTY_SWAT_UZI_1H" file="Anims\LOBOT\RGM\S_N_SWAT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGMEMPTY_SWAT_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_N_SWAT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGMEMPTY_RUN_UZI_1H" file="Anims\LOBOT\RGM\S_N_RUN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_RUN_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_N_RUN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_WALK_UZI_1H" file="Anims\LOBOT\RGM\S_N_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_N_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_WALK_HURT_UZI_1H" file="Anims\LOBOT\RGM\S_N_WALK_HURT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_WALK_HURT_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_N_WALK_HURT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_PRONE_UZI_1H" file="Anims\LOBOT\RGM\S_N_PRNE_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGMDUAL_PRONE_UZI_1H" file="Anims\LOBOT\RGM\S_DB_PRN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMDUAL_PRONE_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_DB_PRN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMPISTOL_IDLE_UZI_1H" file="Anims\LOBOT\RGM\S_P_BRTH_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGMPISTOL_WALK_UZI_1H" file="Anims\LOBOT\RGM\S_P_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMPISTOL_RDY_WALK_UZI_1H" file="Anims\LOBOT\RGM\S_P_RDY_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMDUAL_RDY_WALK_UZI_1H" file="Anims\LOBOT\RGM\S_DBL_RDY_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMDUAL_RDY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_DBL_RDY_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMPISTOL_AIM_UZI_1H" file="Anims\LOBOT\RGM\S_N_SHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGMPISTOL_AIM_1H_UZI_1H" file="Anims\LOBOT\RGM\S_N_SHOT2_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGMPISTOL_LOW_UZI_1H" file="Anims\LOBOT\RGM\S_P_LOW_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGMPISTOL_CR_AIM_UZI_1H" file="Anims\LOBOT\RGM\S_CR_AIM_P_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGMDUAL_CR_AIM_UZI_1H" file="Anims\LOBOT\RGM\S_CR_AIM_D_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGMDUAL_CR_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_CR_AIM_D_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGMPISTOL_SDSTP_UZI_1H" file="Anims\LOBOT\RGM\S_P_SDSP_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMPISTOL_SDSTP_AIM_UZI_1H" file="Anims\LOBOT\RGM\S_P_SDSP_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMDUAL_SDSTP_UZI_1H" file="Anims\LOBOT\RGM\S_DBL_SDSP_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMDUAL_SDSTP_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_DBL_SDSP_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMDUAL_SDSTP_AIM_UZI_1H" file="Anims\LOBOT\RGM\S_DBL_SDSP_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMDUAL_SDSTP_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_DBL_SDSP_AIM_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMDUAL_AIM_UZI_1H" file="Anims\LOBOT\RGM\S_DBLSHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGMDUAL_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_DBLSHOT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGMEMPTY_PAIN_UZI_1H" file="Anims\LOBOT\RGM\S_N_PAIN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMEMPTY_PAIN_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_N_PAIN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMEMPTY_DRUNK_UZI_1H" file="Anims\LOBOT\RGM\S_N_DRUNK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGMEMPTY_DRUNK_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_N_DRUNK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="WATER_PISTOL_IDLE_UZI_1H" file="Anims\LOBOT\RGM\SW_P_BRTH_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="WATER_PISTOL_WALK_UZI_1H" file="Anims\LOBOT\RGM\SW_P_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="WATER_PISTOL_AIM_UZI_1H" file="Anims\LOBOT\RGM\SW_N_SHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
@@ -1,46 +1,46 @@
<!-- note that this is an external entity, so it is not a valid xml file by itself -->
<!-- NOTE! Filenames have a 27 character limit. If they're longer, JA will crash when trying to load said file-->
<AnimSurface name="LBT_RGM_CROUCHWALK_sawnoff" file="Anims\LOBOT\RGM\cr_walk_pistol_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="LBT_RGM_CROUCHWALK_DUAL_sawnoff" file="Anims\LOBOT\RGM\cr_walk_dual_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="LBT_RGM_CROUCHWALK_DUAL_sawnoff_LEFT" file="Anims\LOBOT\RGM\cr_walk_dual_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_IDLE_sawnoff" file="Anims\LOBOT\RGM\S_N_STD_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_IDLE_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_N_STD_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_CROUCH_sawnoff" file="Anims\LOBOT\RGM\S_N_CRCH_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_CROUCH_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_N_CRCH_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_SWAT_sawnoff" file="Anims\LOBOT\RGM\S_N_SWAT_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_SWAT_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_N_SWAT_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_RUN_sawnoff" file="Anims\LOBOT\RGM\S_N_RUN_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_RUN_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_N_RUN_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_WALK_sawnoff" file="Anims\LOBOT\RGM\S_N_WALK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_WALK_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_N_WALK_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_WALK_HURT_sawnoff" file="Anims\LOBOT\RGM\S_N_WALK_HURT_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_WALK_HURT_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_N_WALK_HURT_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_PRONE_sawnoff" file="Anims\LOBOT\RGM\S_N_PRNE_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_PRONE_sawnoff" file="Anims\LOBOT\RGM\S_DB_PRN_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_PRONE_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_DB_PRN_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMPISTOL_IDLE_sawnoff" file="Anims\LOBOT\RGM\S_P_BRTH_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="LBT_RGMPISTOL_WALK_sawnoff" file="Anims\LOBOT\RGM\S_P_WALK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMPISTOL_RDY_WALK_sawnoff" file="Anims\LOBOT\RGM\S_P_RDY_WALK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_RDY_WALK_sawnoff" file="Anims\LOBOT\RGM\S_DBL_RDY_WALK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_RDY_WALK_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_DBL_RDY_WALK_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMPISTOL_AIM_sawnoff" file="Anims\LOBOT\RGM\S_N_SHOT_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="LBT_RGMPISTOL_AIM_1H_sawnoff" file="Anims\LOBOT\RGM\S_N_SHOT2_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="LBT_RGMPISTOL_LOW_sawnoff" file="Anims\LOBOT\RGM\S_P_LOW_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="LBT_RGMPISTOL_CR_AIM_sawnoff" file="Anims\LOBOT\RGM\S_CR_AIM_P_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_CR_AIM_sawnoff" file="Anims\LOBOT\RGM\S_CR_AIM_D_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_CR_AIM_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_CR_AIM_D_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="LBT_RGMPISTOL_SDSTP_sawnoff" file="Anims\LOBOT\RGM\S_P_SDSP_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMPISTOL_SDSTP_AIM_sawnoff" file="Anims\LOBOT\RGM\S_P_SDSP_AIM_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_SDSTP_sawnoff" file="Anims\LOBOT\RGM\S_DBL_SDSP_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_SDSTP_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_DBL_SDSP_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_SDSTP_AIM_sawnoff" file="Anims\LOBOT\RGM\S_DBL_SDSP_AIM_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_SDSTP_AIM_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_DBL_SDSP_AIM_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_AIM_sawnoff" file="Anims\LOBOT\RGM\S_DBLSHOT_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_AIM_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_DBLSHOT_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_PAIN_sawnoff" file="Anims\LOBOT\RGM\S_N_PAIN_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_PAIN_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_N_PAIN_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_DRUNK_sawnoff" file="Anims\LOBOT\RGM\S_N_DRUNK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_DRUNK_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_N_DRUNK_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGM_CROUCHWALK_sawnoff" file="Anims\LOBOT\RGM\cr_walk_pistol_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGM_CROUCHWALK_DUAL_sawnoff" file="Anims\LOBOT\RGM\cr_walk_dual_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGM_CROUCHWALK_DUAL_sawnoff_LEFT" file="Anims\LOBOT\RGM\cr_walk_dual_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMEMPTY_IDLE_sawnoff" file="Anims\LOBOT\RGM\S_N_STD_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGMEMPTY_IDLE_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_N_STD_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGMEMPTY_CROUCH_sawnoff" file="Anims\LOBOT\RGM\S_N_CRCH_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGMEMPTY_CROUCH_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_N_CRCH_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGMEMPTY_SWAT_sawnoff" file="Anims\LOBOT\RGM\S_N_SWAT_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGMEMPTY_SWAT_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_N_SWAT_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGMEMPTY_RUN_sawnoff" file="Anims\LOBOT\RGM\S_N_RUN_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_RUN_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_N_RUN_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_WALK_sawnoff" file="Anims\LOBOT\RGM\S_N_WALK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_WALK_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_N_WALK_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_WALK_HURT_sawnoff" file="Anims\LOBOT\RGM\S_N_WALK_HURT_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_WALK_HURT_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_N_WALK_HURT_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_PRONE_sawnoff" file="Anims\LOBOT\RGM\S_N_PRNE_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGMDUAL_PRONE_sawnoff" file="Anims\LOBOT\RGM\S_DB_PRN_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMDUAL_PRONE_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_DB_PRN_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMPISTOL_IDLE_sawnoff" file="Anims\LOBOT\RGM\S_P_BRTH_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGMPISTOL_WALK_sawnoff" file="Anims\LOBOT\RGM\S_P_WALK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMPISTOL_RDY_WALK_sawnoff" file="Anims\LOBOT\RGM\S_P_RDY_WALK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMDUAL_RDY_WALK_sawnoff" file="Anims\LOBOT\RGM\S_DBL_RDY_WALK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMDUAL_RDY_WALK_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_DBL_RDY_WALK_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMPISTOL_AIM_sawnoff" file="Anims\LOBOT\RGM\S_N_SHOT_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGMPISTOL_AIM_1H_sawnoff" file="Anims\LOBOT\RGM\S_N_SHOT2_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGMPISTOL_LOW_sawnoff" file="Anims\LOBOT\RGM\S_P_LOW_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGMPISTOL_CR_AIM_sawnoff" file="Anims\LOBOT\RGM\S_CR_AIM_P_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGMDUAL_CR_AIM_sawnoff" file="Anims\LOBOT\RGM\S_CR_AIM_D_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGMDUAL_CR_AIM_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_CR_AIM_D_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGMPISTOL_SDSTP_sawnoff" file="Anims\LOBOT\RGM\S_P_SDSP_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMPISTOL_SDSTP_AIM_sawnoff" file="Anims\LOBOT\RGM\S_P_SDSP_AIM_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMDUAL_SDSTP_sawnoff" file="Anims\LOBOT\RGM\S_DBL_SDSP_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMDUAL_SDSTP_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_DBL_SDSP_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMDUAL_SDSTP_AIM_sawnoff" file="Anims\LOBOT\RGM\S_DBL_SDSP_AIM_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMDUAL_SDSTP_AIM_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_DBL_SDSP_AIM_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMDUAL_AIM_sawnoff" file="Anims\LOBOT\RGM\S_DBLSHOT_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGMDUAL_AIM_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_DBLSHOT_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGMEMPTY_PAIN_sawnoff" file="Anims\LOBOT\RGM\S_N_PAIN_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMEMPTY_PAIN_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_N_PAIN_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMEMPTY_DRUNK_sawnoff" file="Anims\LOBOT\RGM\S_N_DRUNK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGMEMPTY_DRUNK_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_N_DRUNK_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="WATER_PISTOL_IDLE_sawnoff" file="Anims\LOBOT\RGM\SW_P_BRTH_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="WATER_PISTOL_WALK_sawnoff" file="Anims\LOBOT\RGM\SW_P_WALK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="WATER_PISTOL_AIM_sawnoff" file="Anims\LOBOT\RGM\SW_N_SHOT_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -2,144 +2,144 @@
<LogicalAnimationSurfaces>
<Layer name="gun">
<LayerProp filter="HasBlackAKInHand" palette="guns_v2_pal_swap">
<Surface name="LBT_RGM_RIFLE_OPEN_AK47" animsurface="RGMOPEN" />
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_AK47" animsurface="RGMCROUCH_R_RDY" />
<Surface name="LBT_RGMRIFLE_WALK_AK47" animsurface="RGMWALK_R_RDY" />
<Surface name="LBT_RGMRIFLE_IDLE_AK47" animsurface="RGMSTANDING" />
<Surface name="LBT_RGMBASICWALK_AK47" animsurface="RGMBASICWALKING" />
<Surface name="LBT_RGMRUNNING_AK47" animsurface="RGMRUNNING" />
<Surface name="LBT_RGMRIFLE_CROUCH_AK47" animsurface="RGMCROUCHING" />
<Surface name="LBT_RGMRIFLE_SIDESTEP_AK47" animsurface="RGMSIDESTEP" />
<Surface name="LBT_RGMRIFLE_SIDESTEP_AIM_AK47" animsurface="RGMSIDESTEP_R_RDY" />
<Surface name="LBT_RGMRIFLE_SWAT_AK47" animsurface="RGMSNEAKING" />
<Surface name="LBT_RGMRIFLE_RAISE_AK47" animsurface="RGMRAISE" />
<Surface name="LBT_RGMRIFLE_AIM_AK47" animsurface="RGMSTANDAIM" />
<Surface name="LBT_RGMRIFLE_HIP_AK47" animsurface="RGM_HIP_AIM" />
<Surface name="LBT_RGMRIFLE_CR_AIM_AK47" animsurface="RGMCROUCHAIM" />
<Surface name="LBT_RGMRIFLE_PRONE_AK47" animsurface="RGMPRONE" />
<Surface name="LBT_RGMRIFLE_HIT_AK47" animsurface="RGMRHIT" />
<Surface name="LBT_RGMRIFLE_PAIN_AK47" animsurface="RGMHURTSTANDINGR" />
<Surface name="LBT_RGMRIFLE_COWER_AK47" animsurface="RGMCOWER" />
<Surface name="LBT_RGMRIFLE_PRN_COWER_AK47" animsurface="RGM_COWER_PRONE" />
<Surface name="LBT_RGMRIFLE_WALK_HURT_AK47" animsurface="RGMHURTWALKINGR" />
<Surface name="LBT_RGMRIFLE_KICKDOOR_AK47" animsurface="RGMKICKDOOR" />
<Surface name="LBT_RGMRIFLE_SQUISH_AK47" animsurface="RGM_SQUISH" />
<Surface name="LBT_RGMRIFLE_LOOK_AK47" animsurface="RGM_LOOK" />
<Surface name="LBT_RGMRIFLE_SPIT_AK47" animsurface="RGM_SPIT" />
<Surface name="LBT_RGMRIFLE_DRUNK_AK47" animsurface="RGMDRUNK" />
<Surface name="LBT_RGMRIFLE_BAYONET_AK47" animsurface="RGMBAYONET_S_S" />
<Surface name="LBT_RGMRIFLE_BAYONET_L_AK47" animsurface="RGMBAYONET_S_P" />
<Surface name="LBT_RGMRIFLE_LOW_AK47" animsurface="RGMSHOOT_LOW" />
<Surface name="LBT_RGMRIFLE_HIP_LOW_AK47" animsurface="RGM_HIP_LOW" />
<Surface name="LBT_RGMRIFLE_ROLL_SIDE_AK47" animsurface="RGMROLL_PR" />
<Surface name="RGM_RIFLE_OPEN_AK47" animsurface="RGMOPEN" />
<Surface name="RGMRIFLE_WALK_CROUCH_AK47" animsurface="RGMCROUCH_R_RDY" />
<Surface name="RGMRIFLE_WALK_AK47" animsurface="RGMWALK_R_RDY" />
<Surface name="RGMRIFLE_IDLE_AK47" animsurface="RGMSTANDING" />
<Surface name="RGMBASICWALK_AK47" animsurface="RGMBASICWALKING" />
<Surface name="RGMRUNNING_AK47" animsurface="RGMRUNNING" />
<Surface name="RGMRIFLE_CROUCH_AK47" animsurface="RGMCROUCHING" />
<Surface name="RGMRIFLE_SIDESTEP_AK47" animsurface="RGMSIDESTEP" />
<Surface name="RGMRIFLE_SIDESTEP_AIM_AK47" animsurface="RGMSIDESTEP_R_RDY" />
<Surface name="RGMRIFLE_SWAT_AK47" animsurface="RGMSNEAKING" />
<Surface name="RGMRIFLE_RAISE_AK47" animsurface="RGMRAISE" />
<Surface name="RGMRIFLE_AIM_AK47" animsurface="RGMSTANDAIM" />
<Surface name="RGMRIFLE_HIP_AK47" animsurface="RGM_HIP_AIM" />
<Surface name="RGMRIFLE_CR_AIM_AK47" animsurface="RGMCROUCHAIM" />
<Surface name="RGMRIFLE_PRONE_AK47" animsurface="RGMPRONE" />
<Surface name="RGMRIFLE_HIT_AK47" animsurface="RGMRHIT" />
<Surface name="RGMRIFLE_PAIN_AK47" animsurface="RGMHURTSTANDINGR" />
<Surface name="RGMRIFLE_COWER_AK47" animsurface="RGMCOWER" />
<Surface name="RGMRIFLE_PRN_COWER_AK47" animsurface="RGM_COWER_PRONE" />
<Surface name="RGMRIFLE_WALK_HURT_AK47" animsurface="RGMHURTWALKINGR" />
<Surface name="RGMRIFLE_KICKDOOR_AK47" animsurface="RGMKICKDOOR" />
<Surface name="RGMRIFLE_SQUISH_AK47" animsurface="RGM_SQUISH" />
<Surface name="RGMRIFLE_LOOK_AK47" animsurface="RGM_LOOK" />
<Surface name="RGMRIFLE_SPIT_AK47" animsurface="RGM_SPIT" />
<Surface name="RGMRIFLE_DRUNK_AK47" animsurface="RGMDRUNK" />
<Surface name="RGMRIFLE_BAYONET_AK47" animsurface="RGMBAYONET_S_S" />
<Surface name="RGMRIFLE_BAYONET_L_AK47" animsurface="RGMBAYONET_S_P" />
<Surface name="RGMRIFLE_LOW_AK47" animsurface="RGMSHOOT_LOW" />
<Surface name="RGMRIFLE_HIP_LOW_AK47" animsurface="RGM_HIP_LOW" />
<Surface name="RGMRIFLE_ROLL_SIDE_AK47" animsurface="RGMROLL_PR" />
<Surface name="WATER_RIFLE_IDLE_AK47" animsurface="RGMWATER_R_STD" />
<Surface name="WATER_RIFLE_WALK_AK47" animsurface="RGMWATER_R_WALK" />
<Surface name="WATER_RIFLE_AIM_AK47" animsurface="RGMWATER_R_AIM" />
<Surface name="WATER_RIFLE_HIP_AK47" animsurface="RGM_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasBlackPatriotInHand" palette="guns_v2_pal_swap">
<Surface name="LBT_RGM_RIFLE_OPEN_PATRIOT" animsurface="RGMOPEN" />
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_PATRIOT" animsurface="RGMCROUCH_R_RDY" />
<Surface name="LBT_RGMRIFLE_WALK_PATRIOT" animsurface="RGMWALK_R_RDY" />
<Surface name="LBT_RGMRIFLE_IDLE_PATRIOT" animsurface="RGMSTANDING" />
<Surface name="LBT_RGMBASICWALK_PATRIOT" animsurface="RGMBASICWALKING" />
<Surface name="LBT_RGMRUNNING_PATRIOT" animsurface="RGMRUNNING" />
<Surface name="LBT_RGMRIFLE_CROUCH_PATRIOT" animsurface="RGMCROUCHING" />
<Surface name="LBT_RGMRIFLE_SIDESTEP_PATRIOT" animsurface="RGMSIDESTEP" />
<Surface name="LBT_RGMRIFLE_SIDESTEP_AIM_PATRIOT" animsurface="RGMSIDESTEP_R_RDY" />
<Surface name="LBT_RGMRIFLE_SWAT_PATRIOT" animsurface="RGMSNEAKING" />
<Surface name="LBT_RGMRIFLE_RAISE_PATRIOT" animsurface="RGMRAISE" />
<Surface name="LBT_RGMRIFLE_AIM_PATRIOT" animsurface="RGMSTANDAIM" />
<Surface name="LBT_RGMRIFLE_HIP_PATRIOT" animsurface="RGM_HIP_AIM" />
<Surface name="LBT_RGMRIFLE_CR_AIM_PATRIOT" animsurface="RGMCROUCHAIM" />
<Surface name="LBT_RGMRIFLE_PRONE_PATRIOT" animsurface="RGMPRONE" />
<Surface name="LBT_RGMRIFLE_HIT_PATRIOT" animsurface="RGMRHIT" />
<Surface name="LBT_RGMRIFLE_PAIN_PATRIOT" animsurface="RGMHURTSTANDINGR" />
<Surface name="LBT_RGMRIFLE_COWER_PATRIOT" animsurface="RGMCOWER" />
<Surface name="LBT_RGMRIFLE_PRN_COWER_PATRIOT" animsurface="RGM_COWER_PRONE" />
<Surface name="LBT_RGMRIFLE_WALK_HURT_PATRIOT" animsurface="RGMHURTWALKINGR" />
<Surface name="LBT_RGMRIFLE_KICKDOOR_PATRIOT" animsurface="RGMKICKDOOR" />
<Surface name="LBT_RGMRIFLE_SQUISH_PATRIOT" animsurface="RGM_SQUISH" />
<Surface name="LBT_RGMRIFLE_LOOK_PATRIOT" animsurface="RGM_LOOK" />
<Surface name="LBT_RGMRIFLE_SPIT_PATRIOT" animsurface="RGM_SPIT" />
<Surface name="LBT_RGMRIFLE_DRUNK_PATRIOT" animsurface="RGMDRUNK" />
<Surface name="LBT_RGMRIFLE_BAYONET_PATRIOT" animsurface="RGMBAYONET_S_S" />
<Surface name="LBT_RGMRIFLE_BAYONET_L_PATRIOT" animsurface="RGMBAYONET_S_P" />
<Surface name="LBT_RGMRIFLE_LOW_PATRIOT" animsurface="RGMSHOOT_LOW" />
<Surface name="LBT_RGMRIFLE_HIP_LOW_PATRIOT" animsurface="RGM_HIP_LOW" />
<Surface name="LBT_RGMRIFLE_ROLL_SIDE_PATRIOT" animsurface="RGMROLL_PR" />
<Surface name="RGM_RIFLE_OPEN_PATRIOT" animsurface="RGMOPEN" />
<Surface name="RGMRIFLE_WALK_CROUCH_PATRIOT" animsurface="RGMCROUCH_R_RDY" />
<Surface name="RGMRIFLE_WALK_PATRIOT" animsurface="RGMWALK_R_RDY" />
<Surface name="RGMRIFLE_IDLE_PATRIOT" animsurface="RGMSTANDING" />
<Surface name="RGMBASICWALK_PATRIOT" animsurface="RGMBASICWALKING" />
<Surface name="RGMRUNNING_PATRIOT" animsurface="RGMRUNNING" />
<Surface name="RGMRIFLE_CROUCH_PATRIOT" animsurface="RGMCROUCHING" />
<Surface name="RGMRIFLE_SIDESTEP_PATRIOT" animsurface="RGMSIDESTEP" />
<Surface name="RGMRIFLE_SIDESTEP_AIM_PATRIOT" animsurface="RGMSIDESTEP_R_RDY" />
<Surface name="RGMRIFLE_SWAT_PATRIOT" animsurface="RGMSNEAKING" />
<Surface name="RGMRIFLE_RAISE_PATRIOT" animsurface="RGMRAISE" />
<Surface name="RGMRIFLE_AIM_PATRIOT" animsurface="RGMSTANDAIM" />
<Surface name="RGMRIFLE_HIP_PATRIOT" animsurface="RGM_HIP_AIM" />
<Surface name="RGMRIFLE_CR_AIM_PATRIOT" animsurface="RGMCROUCHAIM" />
<Surface name="RGMRIFLE_PRONE_PATRIOT" animsurface="RGMPRONE" />
<Surface name="RGMRIFLE_HIT_PATRIOT" animsurface="RGMRHIT" />
<Surface name="RGMRIFLE_PAIN_PATRIOT" animsurface="RGMHURTSTANDINGR" />
<Surface name="RGMRIFLE_COWER_PATRIOT" animsurface="RGMCOWER" />
<Surface name="RGMRIFLE_PRN_COWER_PATRIOT" animsurface="RGM_COWER_PRONE" />
<Surface name="RGMRIFLE_WALK_HURT_PATRIOT" animsurface="RGMHURTWALKINGR" />
<Surface name="RGMRIFLE_KICKDOOR_PATRIOT" animsurface="RGMKICKDOOR" />
<Surface name="RGMRIFLE_SQUISH_PATRIOT" animsurface="RGM_SQUISH" />
<Surface name="RGMRIFLE_LOOK_PATRIOT" animsurface="RGM_LOOK" />
<Surface name="RGMRIFLE_SPIT_PATRIOT" animsurface="RGM_SPIT" />
<Surface name="RGMRIFLE_DRUNK_PATRIOT" animsurface="RGMDRUNK" />
<Surface name="RGMRIFLE_BAYONET_PATRIOT" animsurface="RGMBAYONET_S_S" />
<Surface name="RGMRIFLE_BAYONET_L_PATRIOT" animsurface="RGMBAYONET_S_P" />
<Surface name="RGMRIFLE_LOW_PATRIOT" animsurface="RGMSHOOT_LOW" />
<Surface name="RGMRIFLE_HIP_LOW_PATRIOT" animsurface="RGM_HIP_LOW" />
<Surface name="RGMRIFLE_ROLL_SIDE_PATRIOT" animsurface="RGMROLL_PR" />
<Surface name="WATER_RIFLE_IDLE_PATRIOT" animsurface="RGMWATER_R_STD" />
<Surface name="WATER_RIFLE_WALK_PATRIOT" animsurface="RGMWATER_R_WALK" />
<Surface name="WATER_RIFLE_AIM_PATRIOT" animsurface="RGMWATER_R_AIM" />
<Surface name="WATER_RIFLE_HIP_PATRIOT" animsurface="RGM_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasBlackSniperInHand" palette="guns_v2_pal_swap">
<Surface name="LBT_RGM_RIFLE_OPEN_TRG42" animsurface="RGMOPEN" />
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_TRG42" animsurface="RGMCROUCH_R_RDY" />
<Surface name="LBT_RGMRIFLE_WALK_TRG42" animsurface="RGMWALK_R_RDY" />
<Surface name="LBT_RGMRIFLE_IDLE_TRG42" animsurface="RGMSTANDING" />
<Surface name="LBT_RGMBASICWALK_TRG42" animsurface="RGMBASICWALKING" />
<Surface name="LBT_RGMRUNNING_TRG42" animsurface="RGMRUNNING" />
<Surface name="LBT_RGMRIFLE_CROUCH_TRG42" animsurface="RGMCROUCHING" />
<Surface name="LBT_RGMRIFLE_SIDESTEP_TRG42" animsurface="RGMSIDESTEP" />
<Surface name="LBT_RGMRIFLE_SIDESTEP_AIM_TRG42" animsurface="RGMSIDESTEP_R_RDY" />
<Surface name="LBT_RGMRIFLE_SWAT_TRG42" animsurface="RGMSNEAKING" />
<Surface name="LBT_RGMRIFLE_RAISE_TRG42" animsurface="RGMRAISE" />
<Surface name="LBT_RGMRIFLE_AIM_TRG42" animsurface="RGMSTANDAIM" />
<Surface name="LBT_RGMRIFLE_HIP_TRG42" animsurface="RGM_HIP_AIM" />
<Surface name="LBT_RGMRIFLE_CR_AIM_TRG42" animsurface="RGMCROUCHAIM" />
<Surface name="LBT_RGMRIFLE_PRONE_TRG42" animsurface="RGMPRONE" />
<Surface name="LBT_RGMRIFLE_HIT_TRG42" animsurface="RGMRHIT" />
<Surface name="LBT_RGMRIFLE_PAIN_TRG42" animsurface="RGMHURTSTANDINGR" />
<Surface name="LBT_RGMRIFLE_COWER_TRG42" animsurface="RGMCOWER" />
<Surface name="LBT_RGMRIFLE_PRN_COWER_TRG42" animsurface="RGM_COWER_PRONE" />
<Surface name="LBT_RGMRIFLE_WALK_HURT_TRG42" animsurface="RGMHURTWALKINGR" />
<Surface name="LBT_RGMRIFLE_KICKDOOR_TRG42" animsurface="RGMKICKDOOR" />
<Surface name="LBT_RGMRIFLE_SQUISH_TRG42" animsurface="RGM_SQUISH" />
<Surface name="LBT_RGMRIFLE_LOOK_TRG42" animsurface="RGM_LOOK" />
<Surface name="LBT_RGMRIFLE_SPIT_TRG42" animsurface="RGM_SPIT" />
<Surface name="LBT_RGMRIFLE_DRUNK_TRG42" animsurface="RGMDRUNK" />
<Surface name="LBT_RGMRIFLE_BAYONET_TRG42" animsurface="RGMBAYONET_S_S" />
<Surface name="LBT_RGMRIFLE_BAYONET_L_TRG42" animsurface="RGMBAYONET_S_P" />
<Surface name="LBT_RGMRIFLE_LOW_TRG42" animsurface="RGMSHOOT_LOW" />
<Surface name="LBT_RGMRIFLE_HIP_LOW_TRG42" animsurface="RGM_HIP_LOW" />
<Surface name="LBT_RGMRIFLE_ROLL_SIDE_TRG42" animsurface="RGMROLL_PR" />
<Surface name="RGM_RIFLE_OPEN_TRG42" animsurface="RGMOPEN" />
<Surface name="RGMRIFLE_WALK_CROUCH_TRG42" animsurface="RGMCROUCH_R_RDY" />
<Surface name="RGMRIFLE_WALK_TRG42" animsurface="RGMWALK_R_RDY" />
<Surface name="RGMRIFLE_IDLE_TRG42" animsurface="RGMSTANDING" />
<Surface name="RGMBASICWALK_TRG42" animsurface="RGMBASICWALKING" />
<Surface name="RGMRUNNING_TRG42" animsurface="RGMRUNNING" />
<Surface name="RGMRIFLE_CROUCH_TRG42" animsurface="RGMCROUCHING" />
<Surface name="RGMRIFLE_SIDESTEP_TRG42" animsurface="RGMSIDESTEP" />
<Surface name="RGMRIFLE_SIDESTEP_AIM_TRG42" animsurface="RGMSIDESTEP_R_RDY" />
<Surface name="RGMRIFLE_SWAT_TRG42" animsurface="RGMSNEAKING" />
<Surface name="RGMRIFLE_RAISE_TRG42" animsurface="RGMRAISE" />
<Surface name="RGMRIFLE_AIM_TRG42" animsurface="RGMSTANDAIM" />
<Surface name="RGMRIFLE_HIP_TRG42" animsurface="RGM_HIP_AIM" />
<Surface name="RGMRIFLE_CR_AIM_TRG42" animsurface="RGMCROUCHAIM" />
<Surface name="RGMRIFLE_PRONE_TRG42" animsurface="RGMPRONE" />
<Surface name="RGMRIFLE_HIT_TRG42" animsurface="RGMRHIT" />
<Surface name="RGMRIFLE_PAIN_TRG42" animsurface="RGMHURTSTANDINGR" />
<Surface name="RGMRIFLE_COWER_TRG42" animsurface="RGMCOWER" />
<Surface name="RGMRIFLE_PRN_COWER_TRG42" animsurface="RGM_COWER_PRONE" />
<Surface name="RGMRIFLE_WALK_HURT_TRG42" animsurface="RGMHURTWALKINGR" />
<Surface name="RGMRIFLE_KICKDOOR_TRG42" animsurface="RGMKICKDOOR" />
<Surface name="RGMRIFLE_SQUISH_TRG42" animsurface="RGM_SQUISH" />
<Surface name="RGMRIFLE_LOOK_TRG42" animsurface="RGM_LOOK" />
<Surface name="RGMRIFLE_SPIT_TRG42" animsurface="RGM_SPIT" />
<Surface name="RGMRIFLE_DRUNK_TRG42" animsurface="RGMDRUNK" />
<Surface name="RGMRIFLE_BAYONET_TRG42" animsurface="RGMBAYONET_S_S" />
<Surface name="RGMRIFLE_BAYONET_L_TRG42" animsurface="RGMBAYONET_S_P" />
<Surface name="RGMRIFLE_LOW_TRG42" animsurface="RGMSHOOT_LOW" />
<Surface name="RGMRIFLE_HIP_LOW_TRG42" animsurface="RGM_HIP_LOW" />
<Surface name="RGMRIFLE_ROLL_SIDE_TRG42" animsurface="RGMROLL_PR" />
<Surface name="WATER_RIFLE_IDLE_TRG42" animsurface="RGMWATER_R_STD" />
<Surface name="WATER_RIFLE_WALK_TRG42" animsurface="RGMWATER_R_WALK" />
<Surface name="WATER_RIFLE_AIM_TRG42" animsurface="RGMWATER_R_AIM" />
<Surface name="WATER_RIFLE_HIP_TRG42" animsurface="RGM_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasBlackSemiAutoRifleInHand" palette="guns_v2_pal_swap">
<Surface name="LBT_RGM_RIFLE_OPEN_M14" animsurface="RGMOPEN" />
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_M14" animsurface="RGMCROUCH_R_RDY" />
<Surface name="LBT_RGMRIFLE_WALK_M14" animsurface="RGMWALK_R_RDY" />
<Surface name="LBT_RGMRIFLE_IDLE_M14" animsurface="RGMSTANDING" />
<Surface name="LBT_RGMBASICWALK_M14" animsurface="RGMBASICWALKING" />
<Surface name="LBT_RGMRUNNING_M14" animsurface="RGMRUNNING" />
<Surface name="LBT_RGMRIFLE_CROUCH_M14" animsurface="RGMCROUCHING" />
<Surface name="LBT_RGMRIFLE_SIDESTEP_M14" animsurface="RGMSIDESTEP" />
<Surface name="LBT_RGMRIFLE_SIDESTEP_AIM_M14" animsurface="RGMSIDESTEP_R_RDY" />
<Surface name="LBT_RGMRIFLE_SWAT_M14" animsurface="RGMSNEAKING" />
<Surface name="LBT_RGMRIFLE_RAISE_M14" animsurface="RGMRAISE" />
<Surface name="LBT_RGMRIFLE_AIM_M14" animsurface="RGMSTANDAIM" />
<Surface name="LBT_RGMRIFLE_HIP_M14" animsurface="RGM_HIP_AIM" />
<Surface name="LBT_RGMRIFLE_CR_AIM_M14" animsurface="RGMCROUCHAIM" />
<Surface name="LBT_RGMRIFLE_PRONE_M14" animsurface="RGMPRONE" />
<Surface name="LBT_RGMRIFLE_HIT_M14" animsurface="RGMRHIT" />
<Surface name="LBT_RGMRIFLE_PAIN_M14" animsurface="RGMHURTSTANDINGR" />
<Surface name="LBT_RGMRIFLE_COWER_M14" animsurface="RGMCOWER" />
<Surface name="LBT_RGMRIFLE_PRN_COWER_M14" animsurface="RGM_COWER_PRONE" />
<Surface name="LBT_RGMRIFLE_WALK_HURT_M14" animsurface="RGMHURTWALKINGR" />
<Surface name="LBT_RGMRIFLE_KICKDOOR_M14" animsurface="RGMKICKDOOR" />
<Surface name="LBT_RGMRIFLE_SQUISH_M14" animsurface="RGM_SQUISH" />
<Surface name="LBT_RGMRIFLE_LOOK_M14" animsurface="RGM_LOOK" />
<Surface name="LBT_RGMRIFLE_SPIT_M14" animsurface="RGM_SPIT" />
<Surface name="LBT_RGMRIFLE_DRUNK_M14" animsurface="RGMDRUNK" />
<Surface name="LBT_RGMRIFLE_BAYONET_M14" animsurface="RGMBAYONET_S_S" />
<Surface name="LBT_RGMRIFLE_BAYONET_L_M14" animsurface="RGMBAYONET_S_P" />
<Surface name="LBT_RGMRIFLE_LOW_M14" animsurface="RGMSHOOT_LOW" />
<Surface name="LBT_RGMRIFLE_HIP_LOW_M14" animsurface="RGM_HIP_LOW" />
<Surface name="LBT_RGMRIFLE_ROLL_SIDE_M14" animsurface="RGMROLL_PR" />
<Surface name="RGM_RIFLE_OPEN_M14" animsurface="RGMOPEN" />
<Surface name="RGMRIFLE_WALK_CROUCH_M14" animsurface="RGMCROUCH_R_RDY" />
<Surface name="RGMRIFLE_WALK_M14" animsurface="RGMWALK_R_RDY" />
<Surface name="RGMRIFLE_IDLE_M14" animsurface="RGMSTANDING" />
<Surface name="RGMBASICWALK_M14" animsurface="RGMBASICWALKING" />
<Surface name="RGMRUNNING_M14" animsurface="RGMRUNNING" />
<Surface name="RGMRIFLE_CROUCH_M14" animsurface="RGMCROUCHING" />
<Surface name="RGMRIFLE_SIDESTEP_M14" animsurface="RGMSIDESTEP" />
<Surface name="RGMRIFLE_SIDESTEP_AIM_M14" animsurface="RGMSIDESTEP_R_RDY" />
<Surface name="RGMRIFLE_SWAT_M14" animsurface="RGMSNEAKING" />
<Surface name="RGMRIFLE_RAISE_M14" animsurface="RGMRAISE" />
<Surface name="RGMRIFLE_AIM_M14" animsurface="RGMSTANDAIM" />
<Surface name="RGMRIFLE_HIP_M14" animsurface="RGM_HIP_AIM" />
<Surface name="RGMRIFLE_CR_AIM_M14" animsurface="RGMCROUCHAIM" />
<Surface name="RGMRIFLE_PRONE_M14" animsurface="RGMPRONE" />
<Surface name="RGMRIFLE_HIT_M14" animsurface="RGMRHIT" />
<Surface name="RGMRIFLE_PAIN_M14" animsurface="RGMHURTSTANDINGR" />
<Surface name="RGMRIFLE_COWER_M14" animsurface="RGMCOWER" />
<Surface name="RGMRIFLE_PRN_COWER_M14" animsurface="RGM_COWER_PRONE" />
<Surface name="RGMRIFLE_WALK_HURT_M14" animsurface="RGMHURTWALKINGR" />
<Surface name="RGMRIFLE_KICKDOOR_M14" animsurface="RGMKICKDOOR" />
<Surface name="RGMRIFLE_SQUISH_M14" animsurface="RGM_SQUISH" />
<Surface name="RGMRIFLE_LOOK_M14" animsurface="RGM_LOOK" />
<Surface name="RGMRIFLE_SPIT_M14" animsurface="RGM_SPIT" />
<Surface name="RGMRIFLE_DRUNK_M14" animsurface="RGMDRUNK" />
<Surface name="RGMRIFLE_BAYONET_M14" animsurface="RGMBAYONET_S_S" />
<Surface name="RGMRIFLE_BAYONET_L_M14" animsurface="RGMBAYONET_S_P" />
<Surface name="RGMRIFLE_LOW_M14" animsurface="RGMSHOOT_LOW" />
<Surface name="RGMRIFLE_HIP_LOW_M14" animsurface="RGM_HIP_LOW" />
<Surface name="RGMRIFLE_ROLL_SIDE_M14" animsurface="RGMROLL_PR" />
<Surface name="WATER_RIFLE_IDLE_M14" animsurface="RGMWATER_R_STD" />
<Surface name="WATER_RIFLE_WALK_M14" animsurface="RGMWATER_R_WALK" />
<Surface name="WATER_RIFLE_AIM_M14" animsurface="RGMWATER_R_AIM" />
File diff suppressed because it is too large Load Diff
@@ -1,19 +1,28 @@
<?xml version="1.0" encoding="utf-8" ?>
<!DOCTYPE LogicalBodyTypes [
<!ENTITY LobotRGM SYSTEM "LogicalBodyTypes\LBT_RGM\LogicalBodyType_LBT_RGM.xml">
<!ENTITY LobotRGMguns SYSTEM "LogicalBodyTypes\LBT_RGM\LogicalBodyType_RGM_gun_paletteswaps.xml">
<!ENTITY LobotBGM SYSTEM "LogicalBodyTypes\LBT_BGM\LogicalBodyType_LBT_BGM.xml">
<!ENTITY LobotBGMguns SYSTEM "LogicalBodyTypes\LBT_BGM\LogicalBodyType_BGM_gun_paletteswaps.xml">
<!ENTITY LobotBGMsawnoff SYSTEM "LogicalBodyTypes\LBT_BGM\LogicalBodyType_BGM_sawnoff.xml">
<!ENTITY LobotRGF SYSTEM "LogicalBodyTypes\LBT_RGF\LogicalBodyType_LBT_RGF.xml">
<!ENTITY LobotRGFguns SYSTEM "LogicalBodyTypes\LBT_RGF\LogicalBodyType_RGF_gun_paletteswaps.xml">
<!ENTITY LobotRGFsawnoff SYSTEM "LogicalBodyTypes\LBT_RGF\LogicalBodyType_RGF_sawnoff.xml">
<!ENTITY RGM SYSTEM "LogicalBodyTypes\LBT_RGM\LogicalBodyType_LBT_RGM.xml">
<!ENTITY RGM_gear SYSTEM "LogicalBodyTypes\LBT_RGM\LogicalBodyType_RGM_gear.xml">
<!ENTITY RGM_guns SYSTEM "LogicalBodyTypes\LBT_RGM\LogicalBodyType_RGM_guns.xml">
<!ENTITY RGM_guns_paletteswap SYSTEM "LogicalBodyTypes\LBT_RGM\LogicalBodyType_RGM_gun_paletteswaps.xml">
<!ENTITY BGM SYSTEM "LogicalBodyTypes\LBT_BGM\LogicalBodyType_BGM.xml">
<!ENTITY BGM_gear SYSTEM "LogicalBodyTypes\LBT_BGM\LogicalBodyType_BGM_gear.xml">
<!ENTITY BGM_guns SYSTEM "LogicalBodyTypes\LBT_BGM\LogicalBodyType_BGM_guns.xml">
<!ENTITY BGM_guns_paletteswap SYSTEM "LogicalBodyTypes\LBT_BGM\LogicalBodyType_BGM_gun_paletteswaps.xml">
<!ENTITY RGF SYSTEM "LogicalBodyTypes\LBT_RGF\LogicalBodyType_LBT_RGF.xml">
<!ENTITY RGF_gear SYSTEM "LogicalBodyTypes\LBT_RGF\LogicalBodyType_RGF_gear.xml">
<!ENTITY RGF_guns SYSTEM "LogicalBodyTypes\LBT_RGF\LogicalBodyType_RGF_guns.xml">
<!ENTITY RGF_guns_paletteswap SYSTEM "LogicalBodyTypes\LBT_RGF\LogicalBodyType_RGF_gun_paletteswaps.xml">
<!--<!ENTITY RGM_Elite SYSTEM "LogicalBodyTypes\LBT_RGM\LogicalBodyType_LBT_Elite.xml">-->
]>
<LogicalBodyTypes>
<!-- Bodytypes should be ordered from most specific -> most general -->
<!-- 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. -->
<!--<LogicalBodyType filter="ExcludedObjects" />--> <!-- Commented out because unfortunately, an IMP mercenary can have an ubFaceIndex 200 EVEN THOUGH normally merc profile 200 means no profile -->
<LogicalBodyType filter="IsRegularMaleAverage" cachesize="8192">&LobotRGMguns;&LobotRGM;</LogicalBodyType>
<LogicalBodyType filter="IsBigMale" cachesize="8192">&LobotBGMsawnoff;&LobotBGMguns;&LobotBGM;</LogicalBodyType>
<LogicalBodyType filter="IsFemale" cachesize="8192">&LobotRGFsawnoff;&LobotRGFguns;&LobotRGF;</LogicalBodyType>
<!--<LogicalBodyType filter="IsElite" cachesize="8192">&RGM_guns_paletteswap;&RGM_guns;&RGM_Elite;</LogicalBodyType>-->
<LogicalBodyType filter="IsRegularMaleAverage" cachesize="8192">&RGM_guns_paletteswap;&RGM_guns;&RGM_gear;&RGM;</LogicalBodyType>
<LogicalBodyType filter="IsBigMale" cachesize="8192">&BGM_guns_paletteswap;&BGM_guns;&BGM_gear;&BGM;</LogicalBodyType>
<LogicalBodyType filter="IsFemale" cachesize="8192">&RGF_guns_paletteswap;&RGF_guns;&RGF_gear;&RGF;</LogicalBodyType>
</LogicalBodyTypes>