LOBOT: added new gear graphics, fixed graphical bugs, assorted other fixes

- Added unique LOBOT graphical assets for most clothing and armor that previously lacked them
- Added assets for most bladed melee weapons
- Added assets for combat pack
- Recolored several LOBOT weapons to match the relevant inventory images (including all SCAR, XM8 and FN FAL models)
- Fixed (re-rendered) a large number of bugged two-handed weapon LOBOT .sti files: many had bugged ground shadows in several camera angles and faulty palette in most water animation camera angles
- Fixed a few miscolored pixels in two regular male EOD Vest prone stance .sti files
- Changed the Hand Mortar into a two-handed weapon
- Changed the Jatimatic's weapon type to machine pistol
- Unified regular male LOBOT .sti file names of rifle crouched walk and rifle ready crouched walk animations
- Removed unused Uzi LOBOT files
This commit is contained in:
Hazapuza
2025-02-28 03:00:11 +02:00
parent 7a6987ca99
commit dd27eab64f
21822 changed files with 27027 additions and 2701 deletions
@@ -1,31 +1,37 @@
<?xml version="1.0" encoding="utf-8" ?>
<!DOCTYPE AnimSurfaces [
<!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_LobotRGM_MOREGUNS SYSTEM "LogicalBodyTypes\LBT_RGM\AnimationSurfaces_LBT_RGM_moreguns.xml">
<!ENTITY AnimSurfaces_LobotRGM_MOREGEAR SYSTEM "LogicalBodyTypes\LBT_RGM\AnimationSurfaces_LBT_RGM_moregear.xml">
<!ENTITY AnimSurfaces_LobotRGM_MOREMELEE SYSTEM "LogicalBodyTypes\LBT_RGM\AnimationSurfaces_LBT_RGM_moremelee.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_LobotBGM_MOREGUNS SYSTEM "LogicalBodyTypes\LBT_BGM\AnimationSurfaces_BGM_moreguns.xml">
<!ENTITY AnimSurfaces_LobotBGM_MOREGEAR SYSTEM "LogicalBodyTypes\LBT_BGM\AnimationSurfaces_BGM_moregear.xml">
<!ENTITY AnimSurfaces_LobotBGM_MOREMELEE SYSTEM "LogicalBodyTypes\LBT_BGM\AnimationSurfaces_BGM_moremelee.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">
<!ENTITY AnimSurfaces_LobotRGF_MOREGUNS SYSTEM "LogicalBodyTypes\LBT_RGF\AnimationSurfaces_LBT_RGF_moreguns.xml">
<!ENTITY AnimSurfaces_LobotRGF_MOREGEAR SYSTEM "LogicalBodyTypes\LBT_RGF\AnimationSurfaces_LBT_RGF_moregear.xml">
<!ENTITY AnimSurfaces_LobotRGF_MOREMELEE SYSTEM "LogicalBodyTypes\LBT_RGF\AnimationSurfaces_LBT_RGF_moremelee.xml">
]>
<AnimSurfaces>
&AnimSurfaces_LobotRGM;
&AnimSurfaces_LobotRGM_UZI;
&AnimSurfaces_LobotRGM_SAWNOFF;
&AnimSurfaces_LobotRGM_MOREGUNS;
&AnimSurfaces_LobotRGM_MOREGEAR;
&AnimSurfaces_LobotRGM_MOREMELEE;
&AnimSurfaces_LobotBGM;
&AnimSurfaces_LobotBGM_UZI;
&AnimSurfaces_LobotBGM_SAWNOFF;
&AnimSurfaces_LobotBGM_MOREGUNS;
&AnimSurfaces_LobotBGM_MOREGEAR;
&AnimSurfaces_LobotBGM_MOREMELEE;
&AnimSurfaces_LobotRGF;
&AnimSurfaces_LobotRGF_UZI;
&AnimSurfaces_LobotRGF_SAWNOFF;
&AnimSurfaces_LobotRGF_MOREGUNS;
&AnimSurfaces_LobotRGF_MOREGEAR;
&AnimSurfaces_LobotRGF_MOREMELEE;
</AnimSurfaces>
+594 -61
View File
@@ -10,7 +10,7 @@
<!-- <AND> -->
<OR>
<WEAPON_TYPE>GUN_PISTOL</WEAPON_TYPE>
<HANDPOS op="in">711, 732, 1352</HANDPOS><!-- Sawn-off shotgun, Super-Shorty & Hand Mortar -->
<HANDPOS op="in">711, 732</HANDPOS><!-- Sawn-off shotgun and Super-Shorty -->
</OR>
<!--<LEFT_WEAPON_TYPE>NOT_GUN</LEFT_WEAPON_TYPE>-->
<!-- </AND> -->
@@ -32,13 +32,13 @@
<AND>
<LEFT_WEAPON_TYPE not="">GUN_PISTOL</LEFT_WEAPON_TYPE>
<LEFT_WEAPON_TYPE not="">GUN_M_PISTOL</LEFT_WEAPON_TYPE>
<SECONDHANDPOS not="" op="in">711, 732, 1352</SECONDHANDPOS>
<SECONDHANDPOS not="" op="in">711, 732</SECONDHANDPOS>
</AND>
</Filter>
<Filter name="HasPistolInLeftHand">
<OR>
<LEFT_WEAPON_TYPE>GUN_PISTOL</LEFT_WEAPON_TYPE>
<SECONDHANDPOS op="in">711, 732, 1352</SECONDHANDPOS>
<SECONDHANDPOS op="in">711, 732</SECONDHANDPOS>
</OR>
</Filter>
<Filter name="HasMPistolInLeftHand">
@@ -81,13 +81,13 @@
</Filter>
<Filter name="CamoPants">
<OR>
<LEGPOS op="in">282, 845, 846, 852, 853, 854, 855</LEGPOS>
<LEGPOS op="in">845, 846, 852, 853, 854, 855</LEGPOS>
<VESTPOS op="in">284</VESTPOS>
</OR>
</Filter>
<Filter name="CamoLongsleeves">
<AND>
<VESTPOS op="in">283, 284, 842, 843, 844, 847, 848, 849, 850, 851</VESTPOS>
<VESTPOS op="in">284, 842, 843, 844, 847, 848, 849, 850, 851</VESTPOS>
</AND>
</Filter>
<Filter name="GhilliePants">
@@ -191,7 +191,7 @@
</Filter>
<Filter name="Longsleeves">
<AND>
<VESTPOS op="in">295, 821, 833, 840, 856, 857, 858, 859, 860, 865, 866, 867, 868, 869</VESTPOS>
<VESTPOS op="in">840, 856, 857, 858, 859, 860, 865, 866, 867, 868, 869</VESTPOS>
</AND>
</Filter>
<Filter name="LongsleevesANDHasPistolOrMPistolInLeftHand">
@@ -212,9 +212,145 @@
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="DressUniformVest">
<AND>
<VESTPOS op="in">286</VESTPOS>
</AND>
</Filter>
<Filter name="DressUniformVestAndPistol">
<AND>
<FILTER>DressUniformVest</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="DressUniformVestAndRifle">
<AND>
<FILTER>DressUniformVest</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="DressUniformPants">
<AND>
<VESTPOS op="in">286</VESTPOS>
</AND>
</Filter>
<Filter name="DressUniformPantsAndPistol">
<AND>
<FILTER>DressUniformPants</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="DressUniformPantsAndRifle">
<AND>
<FILTER>DressUniformPants</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="KevlarLeggings">
<AND>
<LEGPOS op="in">170, 171, 172</LEGPOS>
</AND>
</Filter>
<Filter name="KevlarLeggingsAndPistol">
<AND>
<FILTER>KevlarLeggings</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="KevlarLeggingsAndRifle">
<AND>
<FILTER>KevlarLeggings</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="SpectraLeggings">
<AND>
<LEGPOS op="in">173, 174, 175</LEGPOS>
</AND>
</Filter>
<Filter name="SpectraLeggingsAndPistol">
<AND>
<FILTER>SpectraLeggings</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="SpectraLeggingsAndRifle">
<AND>
<FILTER>SpectraLeggings</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="TwaronLeggings">
<AND>
<LEGPOS op="in">811, 823, 835</LEGPOS>
</AND>
</Filter>
<Filter name="TwaronLeggingsAndPistol">
<AND>
<FILTER>TwaronLeggings</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="TwaronLeggingsAndRifle">
<AND>
<FILTER>TwaronLeggings</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="DyneemaLeggings">
<AND>
<LEGPOS op="in">802, 814, 826</LEGPOS>
</AND>
</Filter>
<Filter name="DyneemaLeggingsAndPistol">
<AND>
<FILTER>DyneemaLeggings</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="DyneemaLeggingsAndRifle">
<AND>
<FILTER>DyneemaLeggings</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="SWATLeggings">
<AND>
<LEGPOS op="in">294</LEGPOS>
</AND>
</Filter>
<Filter name="SWATLeggingsAndPistol">
<AND>
<FILTER>SWATLeggings</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="SWATLeggingsAndRifle">
<AND>
<FILTER>SWATLeggings</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="ZylonPants">
<AND>
<LEGPOS op="in">282</LEGPOS>
</AND>
</Filter>
<Filter name="ZylonPantsAndPistol">
<AND>
<FILTER>ZylonPants</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="ZylonPantsAndRifle">
<AND>
<FILTER>ZylonPants</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="IsWearingHelmet">
<OR>
<HELMETPOS op="in">176, 177, 178, 179, 180, 181, 182, 293, 302, 801, 810, 813, 816, 819, 822, 825, 828, 831, 834, 839, 1100, 1135</HELMETPOS>
<HELMETPOS op="in">302, 839, 1100, 1135</HELMETPOS>
</OR>
</Filter>
<Filter name="IsWearingHelmetAndHasPistol">
@@ -231,7 +367,7 @@
</Filter>
<Filter name="IsWearingCamoHelmet">
<AND>
<HELMETPOS op="in">302, 801, 810, 813, 816, 822, 825, 828, 834, 839, 1100, 1135</HELMETPOS>
<HELMETPOS op="in">302, 839, 1100, 1135</HELMETPOS>
</AND>
</Filter>
<Filter name="IsWearingCamoHelmetAndHasPistol">
@@ -246,6 +382,108 @@
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="SteelHelmet">
<AND>
<HELMETPOS op="in">176</HELMETPOS>
</AND>
</Filter>
<Filter name="SteelHelmetAndPistol">
<AND>
<FILTER>SteelHelmet</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="SteelHelmetAndRifle">
<AND>
<FILTER>SteelHelmet</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="KevlarHelmet">
<AND>
<HELMETPOS op="in">177, 178, 179</HELMETPOS>
</AND>
</Filter>
<Filter name="KevlarHelmetAndPistol">
<AND>
<FILTER>KevlarHelmet</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="KevlarHelmetAndRifle">
<AND>
<FILTER>KevlarHelmet</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="SWATHelmet">
<AND>
<HELMETPOS op="in">293, 819, 831</HELMETPOS>
</AND>
</Filter>
<Filter name="SWATHelmetAndPistol">
<AND>
<FILTER>SWATHelmet</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="SWATHelmetAndRifle">
<AND>
<FILTER>SWATHelmet</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="SpectraHelmet">
<AND>
<HELMETPOS op="in">180, 181, 182</HELMETPOS>
</AND>
</Filter>
<Filter name="SpectraHelmetAndPistol">
<AND>
<FILTER>SpectraHelmet</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="SpectraHelmetAndRifle">
<AND>
<FILTER>SpectraHelmet</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="TwaronHelmet">
<AND>
<HELMETPOS op="in">810, 822, 834</HELMETPOS>
</AND>
</Filter>
<Filter name="TwaronHelmetAndPistol">
<AND>
<FILTER>TwaronHelmet</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="TwaronHelmetAndRifle">
<AND>
<FILTER>TwaronHelmet</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="DyneemaHelmet">
<AND>
<HELMETPOS op="in">801, 813, 825</HELMETPOS>
</AND>
</Filter>
<Filter name="DyneemaHelmetAndPistol">
<AND>
<FILTER>DyneemaHelmet</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="DyneemaHelmetAndRifle">
<AND>
<FILTER>DyneemaHelmet</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="HasKneepads">
<OR>
<LEGPOS op="in">838</LEGPOS>
@@ -301,14 +539,27 @@
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="IsWearingBackpack">
<!--
<Filter name="IsWearingBigRadioSet">
<OR>
<WEARING_BACKPACK>1</WEARING_BACKPACK> <!-- Checks simply whether there is anything in the merc's backpack slot -->
<CPACKPOCKPOS op="in"></CPACKPOCKPOS>
</OR>
</Filter>
<Filter name="IsWearingRadioSet">
-->
<Filter name="IsWearingMedRadioSet">
<AND>
<CPACKPOCKPOS op="in">1697</CPACKPOCKPOS>
</AND>
</Filter>
<Filter name="IsWearingCombatPack">
<AND>
<CPACKPOCKPOS op="in">1097, 1098, 1099, 1706, 1708</CPACKPOCKPOS>
<WEARING_BACKPACK>0</WEARING_BACKPACK>
</AND>
</Filter>
<Filter name="IsWearingBackpack">
<OR>
<BPACKPOCKPOS op="in">1697</BPACKPOCKPOS>
<WEARING_BACKPACK>1</WEARING_BACKPACK>
</OR>
</Filter>
<Filter name="HasOverunderInHand">
@@ -521,11 +772,6 @@
<HANDPOS op="in">691</HANDPOS>
</AND>
</Filter>
<Filter name="HasFNFALInHand">
<AND>
<HANDPOS op="in">28</HANDPOS>
</AND>
</Filter>
<Filter name="HasFALCarbineInHand">
<AND>
<HANDPOS op="in">647</HANDPOS>
@@ -906,16 +1152,11 @@
<HANDPOS op="in">1067</HANDPOS>
</AND>
</Filter>
<Filter name="HasIMIUziInHand">
<Filter name="HasUziInHand">
<AND>
<HANDPOS op="in">345</HANDPOS>
</AND>
</Filter>
<Filter name="HasJatimaticInHand">
<AND>
<HANDPOS op="in">681</HANDPOS>
</AND>
</Filter>
<Filter name="HasMPLInHand">
<AND>
<HANDPOS op="in">761</HANDPOS>
@@ -981,13 +1222,6 @@
<HANDPOS op="in">15</HANDPOS>
</AND>
</Filter>
<!--
<Filter name="HasUziSMGInHand">
<AND>
<HANDPOS op="in">345</HANDPOS>
</AND>
</Filter>
-->
<Filter name="HasTommyGunInHand">
<AND>
<HANDPOS op="in">11</HANDPOS>
@@ -1078,7 +1312,7 @@
<HANDPOS op="in">27</HANDPOS>
</AND>
</Filter>
<!--
<!-- Unused
<Filter name="HasBlackSemiAutoRifleInHand">
<AND>
<HANDPOS op="in"></HANDPOS>
@@ -1345,7 +1579,7 @@
<HANDPOS op="in">774</HANDPOS>
</AND>
</Filter>
<!--
<!-- Unused
<Filter name="HasBigSniperInHand">
<AND>
<HANDPOS op="in"></HANDPOS>
@@ -2063,24 +2297,6 @@
<FILTER>HasPistolOrMPistolInLeftHand</FILTER>
</AND>
</Filter>
<!--
<Filter name="HasUziInHand">
<AND>
<HANDPOS op="in"></HANDPOS>
</AND>
</Filter>
<Filter name="HasUziInLeftHand">
<AND>
<SECONDHANDPOS op="in"></SECONDHANDPOS>
</AND>
</Filter>
<Filter name="HasDualRightUzi">
<AND>
<FILTER>HasUziInHand</FILTER>
<FILTER>HasPistolOrMPistolInLeftHand</FILTER>
</AND>
</Filter>
-->
<Filter name="Has93RInHand">
<AND>
<HANDPOS op="in">4</HANDPOS>
@@ -2289,6 +2505,22 @@
<FILTER>HasPistolOrMPistolInLeftHand</FILTER>
</AND>
</Filter>
<Filter name="HasJatimaticMPInHand">
<AND>
<HANDPOS op="in">681</HANDPOS>
</AND>
</Filter>
<Filter name="HasJatimaticMPInLeftHand">
<AND>
<SECONDHANDPOS op="in">681</SECONDHANDPOS>
</AND>
</Filter>
<Filter name="HasDualRightJatimaticMP">
<AND>
<FILTER>HasJatimaticMPInHand</FILTER>
<FILTER>HasPistolOrMPistolInLeftHand</FILTER>
</AND>
</Filter>
<Filter name="HasMiniSAFMPInHand">
<AND>
<HANDPOS op="in">641</HANDPOS>
@@ -2307,12 +2539,12 @@
</Filter>
<Filter name="HasSawnOffInHand">
<AND>
<HANDPOS op="in">711, 1352</HANDPOS>
<HANDPOS op="in">711</HANDPOS>
</AND>
</Filter>
<Filter name="HasSawnOffInLeftHand">
<AND>
<SECONDHANDPOS op="in">711, 1352</SECONDHANDPOS>
<SECONDHANDPOS op="in">711</SECONDHANDPOS>
</AND>
</Filter>
<Filter name="HasDualRightSawnOff">
@@ -2321,6 +2553,44 @@
<FILTER>HasPistolOrMPistolInLeftHand</FILTER>
</AND>
</Filter>
<!--
<Filter name="IsWearingBigRadioSetAndHasPistol">
<AND>
<FILTER>IsWearingBigRadioSet</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="IsWearingBigRadioSetAndHasRifle">
<AND>
<FILTER>IsWearingBigRadioSet</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
-->
<Filter name="IsWearingMedRadioSetAndHasPistol">
<AND>
<FILTER>IsWearingMedRadioSet</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="IsWearingMedRadioSetAndHasRifle">
<AND>
<FILTER>IsWearingMedRadioSet</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="IsWearingCombatPackAndHasPistol">
<AND>
<FILTER>IsWearingCombatPack</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="IsWearingCombatPackAndHasRifle">
<AND>
<FILTER>IsWearingCombatPack</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="IsWearingBackpackAndHasPistol">
<AND>
<FILTER>IsWearingBackpack</FILTER>
@@ -2369,7 +2639,7 @@
</Filter>
<Filter name="IsWearingBallcap">
<AND>
<HELMETPOS op="in">287, 289, 290, 292</HELMETPOS>
<HELMETPOS op="in">292</HELMETPOS>
</AND>
</Filter>
<Filter name="IsWearingBallcapAndHasPistol">
@@ -2386,11 +2656,11 @@
</Filter>
<Filter name="Balaclava">
<OR>
<HELMETPOS op="in">281</HELMETPOS>
<HELMETPOSATTACHMENT0 op="in">281</HELMETPOSATTACHMENT0>
<HELMETPOSATTACHMENT1 op="in">281</HELMETPOSATTACHMENT1>
<HELMETPOSATTACHMENT2 op="in">281</HELMETPOSATTACHMENT2>
<HELMETPOSATTACHMENT3 op="in">281</HELMETPOSATTACHMENT3>
<HELMETPOS op="in">1765</HELMETPOS>
<HELMETPOSATTACHMENT0 op="in">1765</HELMETPOSATTACHMENT0>
<HELMETPOSATTACHMENT1 op="in">1765</HELMETPOSATTACHMENT1>
<HELMETPOSATTACHMENT2 op="in">1765</HELMETPOSATTACHMENT2>
<HELMETPOSATTACHMENT3 op="in">1765</HELMETPOSATTACHMENT3>
</OR>
</Filter>
<Filter name="IsWearingBalaclavaAndHasPistol">
@@ -2405,9 +2675,94 @@
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="FurHat">
<AND>
<HELMETPOS op="in">290</HELMETPOS>
</AND>
</Filter>
<Filter name="FurHatAndPistol">
<AND>
<FILTER>FurHat</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="FurHatAndRifle">
<AND>
<FILTER>FurHat</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="USOfficerHat">
<AND>
<HELMETPOS op="in">287</HELMETPOS>
</AND>
</Filter>
<Filter name="USOfficerHatAndPistol">
<AND>
<FILTER>USOfficerHat</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="USOfficerHatAndRifle">
<AND>
<FILTER>USOfficerHat</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="USSROfficerHat">
<AND>
<HELMETPOS op="in">292</HELMETPOS>
</AND>
</Filter>
<Filter name="USSROfficerHatAndPistol">
<AND>
<FILTER>USSROfficerHat</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="USSROfficerHatAndRifle">
<AND>
<FILTER>USSROfficerHat</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="RussianCap">
<AND>
<HELMETPOS op="in">289</HELMETPOS>
</AND>
</Filter>
<Filter name="RussianCapAndPistol">
<AND>
<FILTER>RussianCap</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="RussianCapAndRifle">
<AND>
<FILTER>RussianCap</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="BlackCap">
<AND>
<HELMETPOS op="in">281</HELMETPOS>
</AND>
</Filter>
<Filter name="BlackCapAndPistol">
<AND>
<FILTER>BlackCap</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="BlackCapAndRifle">
<AND>
<FILTER>BlackCap</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="FlakJacket">
<OR>
<VESTPOS op="in">161, 162, 163, 283</VESTPOS>
<VESTPOS op="in">840</VESTPOS>
</OR>
</Filter>
<Filter name="IsWearingFlakJacketAndHasPistol">
@@ -2424,7 +2779,7 @@
</Filter>
<Filter name="KevlarVest">
<OR>
<VESTPOS op="in">164, 165, 166, 196, 197, 198, 812, 824, 836, 840, 842, 843, 844, 847, 848, 849, 856, 857, 858, 865, 866, 867, 1103, 1104, 1105, 1108, 1109, 1110, 1117, 1118, 1119, 1126, 1127, 1128, 1138, 1139, 1140, 1143, 1144, 1145, 1152, 1153, 1154, 1161, 1162, 1163</VESTPOS>
<VESTPOS op="in">164, 165, 166, 842, 843, 844, 847, 848, 849, 856, 857, 858, 865, 866, 867, 1103, 1104, 1105, 1108, 1109, 1110, 1117, 1118, 1119, 1126, 1127, 1128, 1138, 1139, 1140, 1143, 1144, 1145, 1152, 1153, 1154, 1161, 1162, 1163</VESTPOS>
</OR>
</Filter>
<Filter name="IsWearingKevlarAndHasPistol">
@@ -2441,7 +2796,7 @@
</Filter>
<Filter name="SpectraVest">
<OR>
<VESTPOS op="in">167, 168, 169, 295, 803, 815, 818, 821, 827, 830, 833, 850, 851, 859, 860, 868, 869, 1111, 1112, 1120, 1121, 1129, 1130, 1146, 1147, 1155, 1156, 1164, 1165</VESTPOS>
<VESTPOS op="in">167, 168, 169, 818, 830, 850, 851, 859, 860, 868, 869, 1111, 1112, 1120, 1121, 1129, 1130, 1146, 1147, 1155, 1156, 1164, 1165</VESTPOS>
</OR>
</Filter>
<Filter name="IsWearingSpectraAndHasPistol">
@@ -2455,6 +2810,108 @@
<FILTER>SpectraVest</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="FlakVest">
<OR>
<VESTPOS op="in">161, 162, 163</VESTPOS>
</OR>
</Filter>
<Filter name="FlakVestAndPistol">
<AND>
<FILTER>FlakVest</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="FlakVestAndRifle">
<AND>
<FILTER>FlakVest</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="GuardianVest">
<OR>
<VESTPOS op="in">196, 197, 198</VESTPOS>
</OR>
</Filter>
<Filter name="GuardianVestAndPistol">
<AND>
<FILTER>GuardianVest</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="GuardianVestAndRifle">
<AND>
<FILTER>GuardianVest</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="SWATVest">
<OR>
<VESTPOS op="in">295, 821, 833</VESTPOS>
</OR>
</Filter>
<Filter name="SWATVestAndPistol">
<AND>
<FILTER>SWATVest</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="SWATVestAndRifle">
<AND>
<FILTER>SWATVest</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="ZylonVest">
<OR>
<VESTPOS op="in">283</VESTPOS>
</OR>
</Filter>
<Filter name="ZylonVestAndPistol">
<AND>
<FILTER>ZylonVest</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="ZylonVestAndRifle">
<AND>
<FILTER>ZylonVest</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="TwaronVest">
<OR>
<VESTPOS op="in">812, 824, 836</VESTPOS>
</OR>
</Filter>
<Filter name="TwaronVestAndPistol">
<AND>
<FILTER>TwaronVest</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="TwaronVestAndRifle">
<AND>
<FILTER>TwaronVest</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="DyneemaVest">
<OR>
<VESTPOS op="in">803, 815, 827</VESTPOS>
</OR>
</Filter>
<Filter name="DyneemaVestAndPistol">
<AND>
<FILTER>DyneemaVest</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="DyneemaVestAndRifle">
<AND>
<FILTER>DyneemaVest</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="EODvest">
<OR>
@@ -2562,11 +3019,87 @@
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="Goggles">
<OR>
<HEAD1POS op="in">212</HEAD1POS>
<HEAD2POS op="in">212</HEAD2POS>
</OR>
</Filter>
<Filter name="GogglesAndPistol">
<AND>
<FILTER>Goggles</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="GogglesAndRifle">
<AND>
<FILTER>Goggles</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="HeadSet">
<OR>
<HEAD1POS op="in">210</HEAD1POS>
<HEAD2POS op="in">210</HEAD2POS>
</OR>
</Filter>
<Filter name="HeadSetAndPistol">
<AND>
<FILTER>HeadSet</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="HeadSetAndRifle">
<AND>
<FILTER>HeadSet</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="HasKnifeInHand">
<AND>
<WEAPON_CLASS>KNIFECLASS</WEAPON_CLASS>
</AND>
</Filter>
<Filter name="HasCombatKnifeInHand">
<AND>
<HANDPOS op="in">37, 1353</HANDPOS>
</AND>
</Filter>
<Filter name="HasMacheteInHand">
<AND>
<HANDPOS op="in">54</HANDPOS>
</AND>
</Filter>
<Filter name="HasKatanaInHand">
<AND>
<HANDPOS op="in">1055</HANDPOS>
</AND>
</Filter>
<Filter name="HasCavalrySabreInHand">
<AND>
<HANDPOS op="in">599</HANDPOS>
</AND>
</Filter>
<Filter name="HasRamboKnifeInHand">
<AND>
<HANDPOS op="in">600</HANDPOS>
</AND>
</Filter>
<Filter name="HasKaBarCutlassInHand">
<AND>
<HANDPOS op="in">593</HANDPOS>
</AND>
</Filter>
<Filter name="HasKCBKnifeInHand">
<AND>
<HANDPOS op="in">594</HANDPOS>
</AND>
</Filter>
<Filter name="HasExactoKnifeInHand">
<AND>
<HANDPOS op="in">299, 301</HANDPOS>
</AND>
</Filter>
<Filter name="HasCrowbarInHand">
<AND>
<HANDPOS op="in">64</HANDPOS>
@@ -1,103 +0,0 @@
<AnimSurface name="BGMRIFLE_WALK_CROUCH_UZI" file="Anims\LOBOT\BGM\M_R_RDY_SWAT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_UZI" file="Anims\LOBOT\BGM\M_R_RDY_WALK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_HURT_UZI" file="Anims\LOBOT\BGM\M_R_WALK_HURT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_IDLE_UZI" file="Anims\LOBOT\BGM\M_R_STD_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMBASICWALK_UZI" file="Anims\LOBOT\BGM\M_R_WALK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_UZI" file="Anims\LOBOT\BGM\M_R_C_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMRIFLE_SWAT_UZI" file="Anims\LOBOT\BGM\M_R_SWAT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_UZI" file="Anims\LOBOT\BGM\M_R_SDSP_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_UZI" file="Anims\LOBOT\BGM\M_R_SDSP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRUNNING_UZI" file="Anims\LOBOT\BGM\M_R_RUN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_RAISE_UZI" file="Anims\LOBOT\BGM\M_RAISE_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_AIM_UZI" file="Anims\LOBOT\BGM\M_SR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_LOW_UZI" file="Anims\LOBOT\BGM\M_R_LOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_UZI" file="Anims\LOBOT\BGM\M_SR_HIP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_LOW_UZI" file="Anims\LOBOT\BGM\M_R_HIP_LOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_CR_AIM_UZI" file="Anims\LOBOT\BGM\M_CR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_PRONE_UZI" file="Anims\LOBOT\BGM\M_R_PRN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGM_RIFLE_OPEN_UZI" file="Anims\LOBOT\BGM\M_RIFLE_OPEN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="BGMRIFLE_KICKDOOR_UZI" file="Anims\LOBOT\BGM\M_R_DR_KICK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_SQUISH_UZI" file="Anims\LOBOT\BGM\M_R_SQUISH_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_LOOK_UZI" file="Anims\LOBOT\BGM\M_R_LOOK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_SPIT_UZI" file="Anims\LOBOT\BGM\M_R_SPIT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_DRUNK_UZI" file="Anims\LOBOT\BGM\M_R_DRUNK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_BAYONET_UZI" file="Anims\LOBOT\BGM\M_R_BAYONET_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_BAYONET_L_UZI" file="Anims\LOBOT\BGM\M_R_BAYONET_L_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="BGMRIFLE_HIT_UZI" file="Anims\LOBOT\BGM\M_HIT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_PAIN_UZI" file="Anims\LOBOT\BGM\M_R_PAIN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_COWER_UZI" file="Anims\LOBOT\BGM\M_R_COWER_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_PRN_COWER_UZI" file="Anims\LOBOT\BGM\M_R_PRNCOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="BGMRIFLE_ROLL_SIDE_UZI" file="Anims\LOBOT\BGM\M_R_ROLL_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_IDLE_UZI" file="Anims\LOBOT\BGM\MW_R_STD_uzi.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_WALK_UZI" file="Anims\LOBOT\BGM\MW_R_WALK_uzi.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_AIM_UZI" file="Anims\LOBOT\BGM\MW_SR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_HIP_UZI" file="Anims\LOBOT\BGM\MW_SR_HIP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_RDY_HERO_UZI" file="Anims\LOBOT\BGM\M_RDY_WALK_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_IDLE_HERO_UZI" file="Anims\LOBOT\BGM\M_R_STD_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_HERO_UZI" file="Anims\LOBOT\BGM\M_R_WALK_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRUNNING_HERO_UZI" file="Anims\LOBOT\BGM\M_R_RUN_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_AIM_HERO_UZI" file="Anims\LOBOT\BGM\M_SR_AIM_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_HIT_HERO_UZI" file="Anims\LOBOT\BGM\M_HIT_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_RAISE_HERO_UZI" file="Anims\LOBOT\BGM\M_RAISE_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_HERO_UZI" file="Anims\LOBOT\BGM\M_R_SDSP_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_HERO_UZI" file="Anims\LOBOT\BGM\M_SDSP_AIM_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_DUST_SHOE_UZI" file="Anims\LOBOT\BGM\M_SHOEDUST_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_WIPE_UZI" file="Anims\LOBOT\BGM\M_WIPE_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_NECK_UZI" file="Anims\LOBOT\BGM\M_NECK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_NECK_HERO_UZI" file="Anims\LOBOT\BGM\M_NECK_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_HERO_UZI" file="Anims\LOBOT\BGM\M_R_C_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_BIGM_UZI" file="Anims\LOBOT\BGM\M_R_C_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_CR_AIM_HERO_UZI" file="Anims\LOBOT\BGM\M_CR_AIM_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_PRONE_HERO_UZI" file="Anims\LOBOT\BGM\M_R_PRN_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_HERO_UZI" file="Anims\LOBOT\BGM\M_R_HIP_AIM_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<!-- 1 Handed Uzi -->
<AnimSurface name="BGM_CROUCHWALK_UZI_1H" file="Anims\LOBOT\BGM\cr_walk_pistol_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="BGM_CROUCHWALK_DUAL_UZI_1H" file="Anims\LOBOT\BGM\cr_walk_dual_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="BGM_CROUCHWALK_DUAL_UZI_1H_LEFT" file="Anims\LOBOT\BGM\cr_walk_dual_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="BGMEMPTY_IDLE_UZI_1H" file="Anims\LOBOT\BGM\M_N_STD_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMEMPTY_IDLE_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_N_STD_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMEMPTY_CROUCH_UZI_1H" file="Anims\LOBOT\BGM\M_N_CRCH_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMEMPTY_CROUCH_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_N_CRCH_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMEMPTY_SWAT_UZI_1H" file="Anims\LOBOT\BGM\M_N_SWAT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMEMPTY_SWAT_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_N_SWAT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMEMPTY_RUN_UZI_1H" file="Anims\LOBOT\BGM\M_N_RUN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_RUN_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_N_RUN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_UZI_1H" file="Anims\LOBOT\BGM\M_N_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_N_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_HURT_UZI_1H" file="Anims\LOBOT\BGM\M_N_WALK_HURT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_HURT_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_N_WALK_HURT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_PRONE_UZI_1H" file="Anims\LOBOT\BGM\M_N_PRNE_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGMDUAL_PRONE_UZI_1H" file="Anims\LOBOT\BGM\M_DB_PRN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_PRONE_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_DB_PRN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMPISTOL_IDLE_UZI_1H" file="Anims\LOBOT\BGM\M_P_BRTH_HERO_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMPISTOL_WALK_UZI_1H" file="Anims\LOBOT\BGM\M_P_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMPISTOL_RDY_WALK_UZI_1H" file="Anims\LOBOT\BGM\M_P_RDY_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_RDY_WALK_UZI_1H" file="Anims\LOBOT\BGM\M_DBL_RDY_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_RDY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_DBL_RDY_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMPISTOL_AIM_UZI_1H" file="Anims\LOBOT\BGM\M_P_SHOT_HERO_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMPISTOL_AIM_1H_UZI_1H" file="Anims\LOBOT\BGM\M_N_SHOT2_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMPISTOL_LOW_UZI_1H" file="Anims\LOBOT\BGM\M_P_LOW_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMPISTOL_CR_AIM_UZI_1H" file="Anims\LOBOT\BGM\M_CR_AIM_P_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMDUAL_CR_AIM_UZI_1H" file="Anims\LOBOT\BGM\M_CR_AIM_D_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="BGMDUAL_CR_AIM_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_CR_AIM_D_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="BGMPISTOL_SDSTP_UZI_1H" file="Anims\LOBOT\BGM\M_P_SDSP_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMPISTOL_SDSTP_AIM_UZI_1H" file="Anims\LOBOT\BGM\M_P_SDSP_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_SDSTP_UZI_1H" file="Anims\LOBOT\BGM\M_DBL_SDSP_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_SDSTP_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_DBL_SDSP_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_SDSTP_AIM_UZI_1H" file="Anims\LOBOT\BGM\M_DBL_SDSP_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_SDSTP_AIM_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_DBL_SDSP_AIM_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_AIM_UZI_1H" file="Anims\LOBOT\BGM\M_DBLSHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="BGMDUAL_AIM_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_DBLSHOT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="BGMEMPTY_PAIN_UZI_1H" file="Anims\LOBOT\BGM\M_N_PAIN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMEMPTY_PAIN_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_N_PAIN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMEMPTY_DRUNK_UZI_1H" file="Anims\LOBOT\BGM\M_N_DRUNK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMEMPTY_DRUNK_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_N_DRUNK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGM_WATER_PISTOL_IDLE_UZI_1H" file="Anims\LOBOT\BGM\MW_P_BRTH_HERO_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGM_WATER_PISTOL_WALK_UZI_1H" file="Anims\LOBOT\BGM\MW_P_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGM_WATER_PISTOL_AIM_UZI_1H" file="Anims\LOBOT\BGM\MW_P_SHOT_HERO_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGM_WATER_EMPTY_IDLE_UZI_1H" file="Anims\LOBOT\BGM\MW_N_STD_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGM_WATER_EMPTY_IDLE_UZI_1H_LEFT" file="Anims\LOBOT\BGM\MW_N_STD_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGM_WATER_EMPTY_WALK_UZI_1H" file="Anims\LOBOT\BGM\MW_N_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGM_WATER_EMPTY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\BGM\MW_N_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGM_WATER_DUAL_AIM_UZI_1H" file="Anims\LOBOT\BGM\MW_DBLSHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="BGM_WATER_DUAL_AIM_UZI_1H_LEFT" file="Anims\LOBOT\BGM\MW_DBLSHOT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
File diff suppressed because it is too large Load Diff
@@ -1297,167 +1297,113 @@
<AnimSurface name="BGM_WATER_RIFLE_AIM_GALILMAR" file="Anims\LOBOT\BGM\MW_SR_AIM_GALILMAR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_HIP_GALILMAR" file="Anims\LOBOT\BGM\MW_SR_HIP_AIM_GALILMAR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<!-- FN FAL -->
<AnimSurface name="BGMRIFLE_WALK_CROUCH_FNFAL" file="Anims\LOBOT\BGM\M_R_RDY_SWAT_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_FNFAL" file="Anims\LOBOT\BGM\M_R_RDY_WALK_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_HURT_FNFAL" file="Anims\LOBOT\BGM\M_R_WALK_HURT_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_IDLE_FNFAL" file="Anims\LOBOT\BGM\M_R_STD_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMBASICWALK_FNFAL" file="Anims\LOBOT\BGM\M_R_WALK_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_FNFAL" file="Anims\LOBOT\BGM\M_R_C_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMRIFLE_SWAT_FNFAL" file="Anims\LOBOT\BGM\M_R_SWAT_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_FNFAL" file="Anims\LOBOT\BGM\M_R_SDSP_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_FNFAL" file="Anims\LOBOT\BGM\M_R_SDSP_AIM_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRUNNING_FNFAL" file="Anims\LOBOT\BGM\M_R_RUN_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_RAISE_FNFAL" file="Anims\LOBOT\BGM\M_RAISE_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_AIM_FNFAL" file="Anims\LOBOT\BGM\M_SR_AIM_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_LOW_FNFAL" file="Anims\LOBOT\BGM\M_R_LOW_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_FNFAL" file="Anims\LOBOT\BGM\M_SR_HIP_AIM_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_LOW_FNFAL" file="Anims\LOBOT\BGM\M_R_HIP_LOW_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_CR_AIM_FNFAL" file="Anims\LOBOT\BGM\M_CR_AIM_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_PRONE_FNFAL" file="Anims\LOBOT\BGM\M_R_PRN_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGM_RIFLE_OPEN_FNFAL" file="Anims\LOBOT\BGM\M_RIFLE_OPEN_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="BGMRIFLE_KICKDOOR_FNFAL" file="Anims\LOBOT\BGM\M_R_DR_KICK_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_SQUISH_FNFAL" file="Anims\LOBOT\BGM\M_R_SQUISH_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_LOOK_FNFAL" file="Anims\LOBOT\BGM\M_R_LOOK_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_SPIT_FNFAL" file="Anims\LOBOT\BGM\M_R_SPIT_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_DRUNK_FNFAL" file="Anims\LOBOT\BGM\M_R_DRUNK_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_BAYONET_FNFAL" file="Anims\LOBOT\BGM\M_R_BAYONET_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_BAYONET_L_FNFAL" file="Anims\LOBOT\BGM\M_R_BAYONET_L_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="BGMRIFLE_HIT_FNFAL" file="Anims\LOBOT\BGM\M_HIT_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_PAIN_FNFAL" file="Anims\LOBOT\BGM\M_R_PAIN_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_COWER_FNFAL" file="Anims\LOBOT\BGM\M_R_COWER_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_PRN_COWER_FNFAL" file="Anims\LOBOT\BGM\M_R_PRNCOW_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
<AnimSurface name="BGMRIFLE_ROLL_SIDE_FNFAL" file="Anims\LOBOT\BGM\M_R_ROLL_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_IDLE_HERO_FNFAL" file="Anims\LOBOT\BGM\M_R_STD_HERO_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_HERO_FNFAL" file="Anims\LOBOT\BGM\M_R_WALK_HERO_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRUNNING_HERO_FNFAL" file="Anims\LOBOT\BGM\M_R_RUN_HERO_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_AIM_HERO_FNFAL" file="Anims\LOBOT\BGM\M_SR_AIM_HERO_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_HIT_HERO_FNFAL" file="Anims\LOBOT\BGM\M_HIT_HERO_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_RAISE_HERO_FNFAL" file="Anims\LOBOT\BGM\M_RAISE_HERO_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_HERO_FNFAL" file="Anims\LOBOT\BGM\M_R_SDSP_HERO_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_HERO_FNFAL" file="Anims\LOBOT\BGM\M_SDSP_AIM_HERO_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_RDY_HERO_FNFAL" file="Anims\LOBOT\BGM\M_RDY_WALK_HERO_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_DUST_SHOE_FNFAL" file="Anims\LOBOT\BGM\M_SHOEDUST_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_WIPE_FNFAL" file="Anims\LOBOT\BGM\M_WIPE_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_NECK_FNFAL" file="Anims\LOBOT\BGM\M_NECK_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_NECK_HERO_FNFAL" file="Anims\LOBOT\BGM\M_NECK_HERO_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_HERO_FNFAL" file="Anims\LOBOT\BGM\M_R_C_HERO_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_BIGM_FNFAL" file="Anims\LOBOT\BGM\M_R_C_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_CR_AIM_HERO_FNFAL" file="Anims\LOBOT\BGM\M_CR_AIM_HERO_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_PRONE_HERO_FNFAL" file="Anims\LOBOT\BGM\M_R_PRN_HERO_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_HERO_FNFAL" file="Anims\LOBOT\BGM\M_R_HIP_AIM_HERO_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_IDLE_FNFAL" file="Anims\LOBOT\BGM\MW_R_STD_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_WALK_FNFAL" file="Anims\LOBOT\BGM\MW_R_WALK_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_AIM_FNFAL" file="Anims\LOBOT\BGM\MW_SR_AIM_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_HIP_FNFAL" file="Anims\LOBOT\BGM\MW_SR_HIP_AIM_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<!-- FN FAL Carbine -->
<AnimSurface name="BGMRIFLE_WALK_CROUCH_FNPARA" file="Anims\LOBOT\BGM\M_R_RDY_SWAT_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_FNPARA" file="Anims\LOBOT\BGM\M_R_RDY_WALK_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_HURT_FNPARA" file="Anims\LOBOT\BGM\M_R_WALK_HURT_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_IDLE_FNPARA" file="Anims\LOBOT\BGM\M_R_STD_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMBASICWALK_FNPARA" file="Anims\LOBOT\BGM\M_R_WALK_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_FNPARA" file="Anims\LOBOT\BGM\M_R_C_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMRIFLE_SWAT_FNPARA" file="Anims\LOBOT\BGM\M_R_SWAT_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_FNPARA" file="Anims\LOBOT\BGM\M_R_SDSP_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_FNPARA" file="Anims\LOBOT\BGM\M_R_SDSP_AIM_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRUNNING_FNPARA" file="Anims\LOBOT\BGM\M_R_RUN_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_RAISE_FNPARA" file="Anims\LOBOT\BGM\M_RAISE_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_AIM_FNPARA" file="Anims\LOBOT\BGM\M_SR_AIM_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_LOW_FNPARA" file="Anims\LOBOT\BGM\M_R_LOW_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_FNPARA" file="Anims\LOBOT\BGM\M_SR_HIP_AIM_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_LOW_FNPARA" file="Anims\LOBOT\BGM\M_R_HIP_LOW_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_CR_AIM_FNPARA" file="Anims\LOBOT\BGM\M_CR_AIM_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_PRONE_FNPARA" file="Anims\LOBOT\BGM\M_R_PRN_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGM_RIFLE_OPEN_FNPARA" file="Anims\LOBOT\BGM\M_RIFLE_OPEN_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="BGMRIFLE_KICKDOOR_FNPARA" file="Anims\LOBOT\BGM\M_R_DR_KICK_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_SQUISH_FNPARA" file="Anims\LOBOT\BGM\M_R_SQUISH_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_LOOK_FNPARA" file="Anims\LOBOT\BGM\M_R_LOOK_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_SPIT_FNPARA" file="Anims\LOBOT\BGM\M_R_SPIT_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_DRUNK_FNPARA" file="Anims\LOBOT\BGM\M_R_DRUNK_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_BAYONET_FNPARA" file="Anims\LOBOT\BGM\M_R_BAYONET_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_BAYONET_L_FNPARA" file="Anims\LOBOT\BGM\M_R_BAYONET_L_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="BGMRIFLE_HIT_FNPARA" file="Anims\LOBOT\BGM\M_HIT_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_PAIN_FNPARA" file="Anims\LOBOT\BGM\M_R_PAIN_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_COWER_FNPARA" file="Anims\LOBOT\BGM\M_R_COWER_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_PRN_COWER_FNPARA" file="Anims\LOBOT\BGM\M_R_PRNCOW_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
<AnimSurface name="BGMRIFLE_ROLL_SIDE_FNPARA" file="Anims\LOBOT\BGM\M_R_ROLL_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_IDLE_HERO_FNPARA" file="Anims\LOBOT\BGM\M_R_STD_HERO_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_HERO_FNPARA" file="Anims\LOBOT\BGM\M_R_WALK_HERO_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRUNNING_HERO_FNPARA" file="Anims\LOBOT\BGM\M_R_RUN_HERO_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_AIM_HERO_FNPARA" file="Anims\LOBOT\BGM\M_SR_AIM_HERO_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_HIT_HERO_FNPARA" file="Anims\LOBOT\BGM\M_HIT_HERO_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_RAISE_HERO_FNPARA" file="Anims\LOBOT\BGM\M_RAISE_HERO_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_HERO_FNPARA" file="Anims\LOBOT\BGM\M_R_SDSP_HERO_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_HERO_FNPARA" file="Anims\LOBOT\BGM\M_SDSP_AIM_HERO_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_RDY_HERO_FNPARA" file="Anims\LOBOT\BGM\M_RDY_WALK_HERO_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_DUST_SHOE_FNPARA" file="Anims\LOBOT\BGM\M_SHOEDUST_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_WIPE_FNPARA" file="Anims\LOBOT\BGM\M_WIPE_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_NECK_FNPARA" file="Anims\LOBOT\BGM\M_NECK_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_NECK_HERO_FNPARA" file="Anims\LOBOT\BGM\M_NECK_HERO_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_HERO_FNPARA" file="Anims\LOBOT\BGM\M_R_C_HERO_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_BIGM_FNPARA" file="Anims\LOBOT\BGM\M_R_C_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_CR_AIM_HERO_FNPARA" file="Anims\LOBOT\BGM\M_CR_AIM_HERO_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_PRONE_HERO_FNPARA" file="Anims\LOBOT\BGM\M_R_PRN_HERO_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_HERO_FNPARA" file="Anims\LOBOT\BGM\M_R_HIP_AIM_HERO_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_IDLE_FNPARA" file="Anims\LOBOT\BGM\MW_R_STD_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_WALK_FNPARA" file="Anims\LOBOT\BGM\MW_R_WALK_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_AIM_FNPARA" file="Anims\LOBOT\BGM\MW_SR_AIM_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_HIP_FNPARA" file="Anims\LOBOT\BGM\MW_SR_HIP_AIM_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_CROUCH_FALPARA" file="Anims\LOBOT\BGM\M_R_RDY_SWAT_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_FALPARA" file="Anims\LOBOT\BGM\M_R_RDY_WALK_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_HURT_FALPARA" file="Anims\LOBOT\BGM\M_R_WALK_HURT_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_IDLE_FALPARA" file="Anims\LOBOT\BGM\M_R_STD_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMBASICWALK_FALPARA" file="Anims\LOBOT\BGM\M_R_WALK_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_FALPARA" file="Anims\LOBOT\BGM\M_R_C_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMRIFLE_SWAT_FALPARA" file="Anims\LOBOT\BGM\M_R_SWAT_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_FALPARA" file="Anims\LOBOT\BGM\M_R_SDSP_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_FALPARA" file="Anims\LOBOT\BGM\M_R_SDSP_AIM_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRUNNING_FALPARA" file="Anims\LOBOT\BGM\M_R_RUN_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_RAISE_FALPARA" file="Anims\LOBOT\BGM\M_RAISE_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_AIM_FALPARA" file="Anims\LOBOT\BGM\M_SR_AIM_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_LOW_FALPARA" file="Anims\LOBOT\BGM\M_R_LOW_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_FALPARA" file="Anims\LOBOT\BGM\M_SR_HIP_AIM_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_LOW_FALPARA" file="Anims\LOBOT\BGM\M_R_HIP_LOW_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_CR_AIM_FALPARA" file="Anims\LOBOT\BGM\M_CR_AIM_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_PRONE_FALPARA" file="Anims\LOBOT\BGM\M_R_PRN_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGM_RIFLE_OPEN_FALPARA" file="Anims\LOBOT\BGM\M_RIFLE_OPEN_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="BGMRIFLE_KICKDOOR_FALPARA" file="Anims\LOBOT\BGM\M_R_DR_KICK_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_SQUISH_FALPARA" file="Anims\LOBOT\BGM\M_R_SQUISH_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_LOOK_FALPARA" file="Anims\LOBOT\BGM\M_R_LOOK_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_SPIT_FALPARA" file="Anims\LOBOT\BGM\M_R_SPIT_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_DRUNK_FALPARA" file="Anims\LOBOT\BGM\M_R_DRUNK_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_BAYONET_FALPARA" file="Anims\LOBOT\BGM\M_R_BAYONET_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_BAYONET_L_FALPARA" file="Anims\LOBOT\BGM\M_R_BAYONET_L_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="BGMRIFLE_HIT_FALPARA" file="Anims\LOBOT\BGM\M_HIT_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_PAIN_FALPARA" file="Anims\LOBOT\BGM\M_R_PAIN_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_COWER_FALPARA" file="Anims\LOBOT\BGM\M_R_COWER_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_PRN_COWER_FALPARA" file="Anims\LOBOT\BGM\M_R_PRNCOW_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
<AnimSurface name="BGMRIFLE_ROLL_SIDE_FALPARA" file="Anims\LOBOT\BGM\M_R_ROLL_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_IDLE_HERO_FALPARA" file="Anims\LOBOT\BGM\M_R_STD_HERO_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_HERO_FALPARA" file="Anims\LOBOT\BGM\M_R_WALK_HERO_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRUNNING_HERO_FALPARA" file="Anims\LOBOT\BGM\M_R_RUN_HERO_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_AIM_HERO_FALPARA" file="Anims\LOBOT\BGM\M_SR_AIM_HERO_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_HIT_HERO_FALPARA" file="Anims\LOBOT\BGM\M_HIT_HERO_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_RAISE_HERO_FALPARA" file="Anims\LOBOT\BGM\M_RAISE_HERO_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_HERO_FALPARA" file="Anims\LOBOT\BGM\M_R_SDSP_HERO_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_HERO_FALPARA" file="Anims\LOBOT\BGM\M_SDSP_AIM_HERO_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_RDY_HERO_FALPARA" file="Anims\LOBOT\BGM\M_RDY_WALK_HERO_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_DUST_SHOE_FALPARA" file="Anims\LOBOT\BGM\M_SHOEDUST_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_WIPE_FALPARA" file="Anims\LOBOT\BGM\M_WIPE_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_NECK_FALPARA" file="Anims\LOBOT\BGM\M_NECK_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_NECK_HERO_FALPARA" file="Anims\LOBOT\BGM\M_NECK_HERO_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_HERO_FALPARA" file="Anims\LOBOT\BGM\M_R_C_HERO_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_BIGM_FALPARA" file="Anims\LOBOT\BGM\M_R_C_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_CR_AIM_HERO_FALPARA" file="Anims\LOBOT\BGM\M_CR_AIM_HERO_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_PRONE_HERO_FALPARA" file="Anims\LOBOT\BGM\M_R_PRN_HERO_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_HERO_FALPARA" file="Anims\LOBOT\BGM\M_R_HIP_AIM_HERO_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_IDLE_FALPARA" file="Anims\LOBOT\BGM\MW_R_STD_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_WALK_FALPARA" file="Anims\LOBOT\BGM\MW_R_WALK_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_AIM_FALPARA" file="Anims\LOBOT\BGM\MW_SR_AIM_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_HIP_FALPARA" file="Anims\LOBOT\BGM\MW_SR_HIP_AIM_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<!-- FN FAL OSW -->
<AnimSurface name="BGMRIFLE_WALK_CROUCH_DSA58" file="Anims\LOBOT\BGM\M_R_RDY_SWAT_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_DSA58" file="Anims\LOBOT\BGM\M_R_RDY_WALK_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_HURT_DSA58" file="Anims\LOBOT\BGM\M_R_WALK_HURT_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_IDLE_DSA58" file="Anims\LOBOT\BGM\M_R_STD_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMBASICWALK_DSA58" file="Anims\LOBOT\BGM\M_R_WALK_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_DSA58" file="Anims\LOBOT\BGM\M_R_C_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMRIFLE_SWAT_DSA58" file="Anims\LOBOT\BGM\M_R_SWAT_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_DSA58" file="Anims\LOBOT\BGM\M_R_SDSP_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_DSA58" file="Anims\LOBOT\BGM\M_R_SDSP_AIM_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRUNNING_DSA58" file="Anims\LOBOT\BGM\M_R_RUN_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_RAISE_DSA58" file="Anims\LOBOT\BGM\M_RAISE_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_AIM_DSA58" file="Anims\LOBOT\BGM\M_SR_AIM_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_LOW_DSA58" file="Anims\LOBOT\BGM\M_R_LOW_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_DSA58" file="Anims\LOBOT\BGM\M_SR_HIP_AIM_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_LOW_DSA58" file="Anims\LOBOT\BGM\M_R_HIP_LOW_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_CR_AIM_DSA58" file="Anims\LOBOT\BGM\M_CR_AIM_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_PRONE_DSA58" file="Anims\LOBOT\BGM\M_R_PRN_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGM_RIFLE_OPEN_DSA58" file="Anims\LOBOT\BGM\M_RIFLE_OPEN_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="BGMRIFLE_KICKDOOR_DSA58" file="Anims\LOBOT\BGM\M_R_DR_KICK_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_SQUISH_DSA58" file="Anims\LOBOT\BGM\M_R_SQUISH_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_LOOK_DSA58" file="Anims\LOBOT\BGM\M_R_LOOK_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_SPIT_DSA58" file="Anims\LOBOT\BGM\M_R_SPIT_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_DRUNK_DSA58" file="Anims\LOBOT\BGM\M_R_DRUNK_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_BAYONET_DSA58" file="Anims\LOBOT\BGM\M_R_BAYONET_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_BAYONET_L_DSA58" file="Anims\LOBOT\BGM\M_R_BAYONET_L_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="BGMRIFLE_HIT_DSA58" file="Anims\LOBOT\BGM\M_HIT_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_PAIN_DSA58" file="Anims\LOBOT\BGM\M_R_PAIN_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_COWER_DSA58" file="Anims\LOBOT\BGM\M_R_COWER_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_PRN_COWER_DSA58" file="Anims\LOBOT\BGM\M_R_PRNCOW_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
<AnimSurface name="BGMRIFLE_ROLL_SIDE_DSA58" file="Anims\LOBOT\BGM\M_R_ROLL_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_IDLE_HERO_DSA58" file="Anims\LOBOT\BGM\M_R_STD_HERO_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_HERO_DSA58" file="Anims\LOBOT\BGM\M_R_WALK_HERO_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRUNNING_HERO_DSA58" file="Anims\LOBOT\BGM\M_R_RUN_HERO_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_AIM_HERO_DSA58" file="Anims\LOBOT\BGM\M_SR_AIM_HERO_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_HIT_HERO_DSA58" file="Anims\LOBOT\BGM\M_HIT_HERO_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_RAISE_HERO_DSA58" file="Anims\LOBOT\BGM\M_RAISE_HERO_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_HERO_DSA58" file="Anims\LOBOT\BGM\M_R_SDSP_HERO_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_HERO_DSA58" file="Anims\LOBOT\BGM\M_SDSP_AIM_HERO_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_RDY_HERO_DSA58" file="Anims\LOBOT\BGM\M_RDY_WALK_HERO_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_DUST_SHOE_DSA58" file="Anims\LOBOT\BGM\M_SHOEDUST_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_WIPE_DSA58" file="Anims\LOBOT\BGM\M_WIPE_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_NECK_DSA58" file="Anims\LOBOT\BGM\M_NECK_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_NECK_HERO_DSA58" file="Anims\LOBOT\BGM\M_NECK_HERO_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_HERO_DSA58" file="Anims\LOBOT\BGM\M_R_C_HERO_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_BIGM_DSA58" file="Anims\LOBOT\BGM\M_R_C_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_CR_AIM_HERO_DSA58" file="Anims\LOBOT\BGM\M_CR_AIM_HERO_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_PRONE_HERO_DSA58" file="Anims\LOBOT\BGM\M_R_PRN_HERO_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_HERO_DSA58" file="Anims\LOBOT\BGM\M_R_HIP_AIM_HERO_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_IDLE_DSA58" file="Anims\LOBOT\BGM\MW_R_STD_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_WALK_DSA58" file="Anims\LOBOT\BGM\MW_R_WALK_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_AIM_DSA58" file="Anims\LOBOT\BGM\MW_SR_AIM_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_HIP_DSA58" file="Anims\LOBOT\BGM\MW_SR_HIP_AIM_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_CROUCH_FALOSW" file="Anims\LOBOT\BGM\M_R_RDY_SWAT_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_FALOSW" file="Anims\LOBOT\BGM\M_R_RDY_WALK_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_HURT_FALOSW" file="Anims\LOBOT\BGM\M_R_WALK_HURT_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_IDLE_FALOSW" file="Anims\LOBOT\BGM\M_R_STD_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMBASICWALK_FALOSW" file="Anims\LOBOT\BGM\M_R_WALK_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_FALOSW" file="Anims\LOBOT\BGM\M_R_C_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMRIFLE_SWAT_FALOSW" file="Anims\LOBOT\BGM\M_R_SWAT_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_FALOSW" file="Anims\LOBOT\BGM\M_R_SDSP_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_FALOSW" file="Anims\LOBOT\BGM\M_R_SDSP_AIM_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRUNNING_FALOSW" file="Anims\LOBOT\BGM\M_R_RUN_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_RAISE_FALOSW" file="Anims\LOBOT\BGM\M_RAISE_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_AIM_FALOSW" file="Anims\LOBOT\BGM\M_SR_AIM_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_LOW_FALOSW" file="Anims\LOBOT\BGM\M_R_LOW_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_FALOSW" file="Anims\LOBOT\BGM\M_SR_HIP_AIM_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_LOW_FALOSW" file="Anims\LOBOT\BGM\M_R_HIP_LOW_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_CR_AIM_FALOSW" file="Anims\LOBOT\BGM\M_CR_AIM_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_PRONE_FALOSW" file="Anims\LOBOT\BGM\M_R_PRN_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGM_RIFLE_OPEN_FALOSW" file="Anims\LOBOT\BGM\M_RIFLE_OPEN_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="BGMRIFLE_KICKDOOR_FALOSW" file="Anims\LOBOT\BGM\M_R_DR_KICK_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_SQUISH_FALOSW" file="Anims\LOBOT\BGM\M_R_SQUISH_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_LOOK_FALOSW" file="Anims\LOBOT\BGM\M_R_LOOK_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_SPIT_FALOSW" file="Anims\LOBOT\BGM\M_R_SPIT_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_DRUNK_FALOSW" file="Anims\LOBOT\BGM\M_R_DRUNK_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_BAYONET_FALOSW" file="Anims\LOBOT\BGM\M_R_BAYONET_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_BAYONET_L_FALOSW" file="Anims\LOBOT\BGM\M_R_BAYONET_L_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="BGMRIFLE_HIT_FALOSW" file="Anims\LOBOT\BGM\M_HIT_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_PAIN_FALOSW" file="Anims\LOBOT\BGM\M_R_PAIN_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_COWER_FALOSW" file="Anims\LOBOT\BGM\M_R_COWER_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_PRN_COWER_FALOSW" file="Anims\LOBOT\BGM\M_R_PRNCOW_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
<AnimSurface name="BGMRIFLE_ROLL_SIDE_FALOSW" file="Anims\LOBOT\BGM\M_R_ROLL_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_IDLE_HERO_FALOSW" file="Anims\LOBOT\BGM\M_R_STD_HERO_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_HERO_FALOSW" file="Anims\LOBOT\BGM\M_R_WALK_HERO_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRUNNING_HERO_FALOSW" file="Anims\LOBOT\BGM\M_R_RUN_HERO_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_AIM_HERO_FALOSW" file="Anims\LOBOT\BGM\M_SR_AIM_HERO_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_HIT_HERO_FALOSW" file="Anims\LOBOT\BGM\M_HIT_HERO_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_RAISE_HERO_FALOSW" file="Anims\LOBOT\BGM\M_RAISE_HERO_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_HERO_FALOSW" file="Anims\LOBOT\BGM\M_R_SDSP_HERO_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_HERO_FALOSW" file="Anims\LOBOT\BGM\M_SDSP_AIM_HERO_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_RDY_HERO_FALOSW" file="Anims\LOBOT\BGM\M_RDY_WALK_HERO_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_DUST_SHOE_FALOSW" file="Anims\LOBOT\BGM\M_SHOEDUST_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_WIPE_FALOSW" file="Anims\LOBOT\BGM\M_WIPE_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_NECK_FALOSW" file="Anims\LOBOT\BGM\M_NECK_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_NECK_HERO_FALOSW" file="Anims\LOBOT\BGM\M_NECK_HERO_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_HERO_FALOSW" file="Anims\LOBOT\BGM\M_R_C_HERO_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_BIGM_FALOSW" file="Anims\LOBOT\BGM\M_R_C_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_CR_AIM_HERO_FALOSW" file="Anims\LOBOT\BGM\M_CR_AIM_HERO_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_PRONE_HERO_FALOSW" file="Anims\LOBOT\BGM\M_R_PRN_HERO_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_HERO_FALOSW" file="Anims\LOBOT\BGM\M_R_HIP_AIM_HERO_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_IDLE_FALOSW" file="Anims\LOBOT\BGM\MW_R_STD_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_WALK_FALOSW" file="Anims\LOBOT\BGM\MW_R_WALK_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_AIM_FALOSW" file="Anims\LOBOT\BGM\MW_SR_AIM_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_HIP_FALOSW" file="Anims\LOBOT\BGM\MW_SR_HIP_AIM_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<!-- FN FNC -->
<AnimSurface name="BGMRIFLE_WALK_CROUCH_FNC" file="Anims\LOBOT\BGM\M_R_RDY_SWAT_FNC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
@@ -8496,112 +8442,58 @@
<AnimSurface name="BGM_WATER_RIFLE_HIP_PM12" file="Anims\LOBOT\BGM\MW_SR_HIP_AIM_PM12.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<!-- Uzi -->
<AnimSurface name="BGMRIFLE_WALK_CROUCH_IMIUZI" file="Anims\LOBOT\BGM\M_R_RDY_SWAT_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_IMIUZI" file="Anims\LOBOT\BGM\M_R_RDY_WALK_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_HURT_IMIUZI" file="Anims\LOBOT\BGM\M_R_WALK_HURT_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_IDLE_IMIUZI" file="Anims\LOBOT\BGM\M_R_STD_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMBASICWALK_IMIUZI" file="Anims\LOBOT\BGM\M_R_WALK_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_IMIUZI" file="Anims\LOBOT\BGM\M_R_C_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMRIFLE_SWAT_IMIUZI" file="Anims\LOBOT\BGM\M_R_SWAT_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_IMIUZI" file="Anims\LOBOT\BGM\M_R_SDSP_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_IMIUZI" file="Anims\LOBOT\BGM\M_R_SDSP_AIM_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRUNNING_IMIUZI" file="Anims\LOBOT\BGM\M_R_RUN_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_RAISE_IMIUZI" file="Anims\LOBOT\BGM\M_RAISE_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_AIM_IMIUZI" file="Anims\LOBOT\BGM\M_SR_AIM_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_LOW_IMIUZI" file="Anims\LOBOT\BGM\M_R_LOW_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_IMIUZI" file="Anims\LOBOT\BGM\M_SR_HIP_AIM_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_LOW_IMIUZI" file="Anims\LOBOT\BGM\M_R_HIP_LOW_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_CR_AIM_IMIUZI" file="Anims\LOBOT\BGM\M_CR_AIM_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_PRONE_IMIUZI" file="Anims\LOBOT\BGM\M_R_PRN_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGM_RIFLE_OPEN_IMIUZI" file="Anims\LOBOT\BGM\M_RIFLE_OPEN_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="BGMRIFLE_KICKDOOR_IMIUZI" file="Anims\LOBOT\BGM\M_R_DR_KICK_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_SQUISH_IMIUZI" file="Anims\LOBOT\BGM\M_R_SQUISH_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_LOOK_IMIUZI" file="Anims\LOBOT\BGM\M_R_LOOK_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_SPIT_IMIUZI" file="Anims\LOBOT\BGM\M_R_SPIT_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_DRUNK_IMIUZI" file="Anims\LOBOT\BGM\M_R_DRUNK_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_BAYONET_IMIUZI" file="Anims\LOBOT\BGM\M_R_BAYONET_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_BAYONET_L_IMIUZI" file="Anims\LOBOT\BGM\M_R_BAYONET_L_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="BGMRIFLE_HIT_IMIUZI" file="Anims\LOBOT\BGM\M_HIT_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_PAIN_IMIUZI" file="Anims\LOBOT\BGM\M_R_PAIN_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_COWER_IMIUZI" file="Anims\LOBOT\BGM\M_R_COWER_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_PRN_COWER_IMIUZI" file="Anims\LOBOT\BGM\M_R_PRNCOW_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
<AnimSurface name="BGMRIFLE_ROLL_SIDE_IMIUZI" file="Anims\LOBOT\BGM\M_R_ROLL_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_IDLE_HERO_IMIUZI" file="Anims\LOBOT\BGM\M_R_STD_HERO_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_HERO_IMIUZI" file="Anims\LOBOT\BGM\M_R_WALK_HERO_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRUNNING_HERO_IMIUZI" file="Anims\LOBOT\BGM\M_R_RUN_HERO_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_AIM_HERO_IMIUZI" file="Anims\LOBOT\BGM\M_SR_AIM_HERO_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_HIT_HERO_IMIUZI" file="Anims\LOBOT\BGM\M_HIT_HERO_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_RAISE_HERO_IMIUZI" file="Anims\LOBOT\BGM\M_RAISE_HERO_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_HERO_IMIUZI" file="Anims\LOBOT\BGM\M_R_SDSP_HERO_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_HERO_IMIUZI" file="Anims\LOBOT\BGM\M_SDSP_AIM_HERO_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_RDY_HERO_IMIUZI" file="Anims\LOBOT\BGM\M_RDY_WALK_HERO_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_DUST_SHOE_IMIUZI" file="Anims\LOBOT\BGM\M_SHOEDUST_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_WIPE_IMIUZI" file="Anims\LOBOT\BGM\M_WIPE_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_NECK_IMIUZI" file="Anims\LOBOT\BGM\M_NECK_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_NECK_HERO_IMIUZI" file="Anims\LOBOT\BGM\M_NECK_HERO_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_HERO_IMIUZI" file="Anims\LOBOT\BGM\M_R_C_HERO_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_BIGM_IMIUZI" file="Anims\LOBOT\BGM\M_R_C_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_CR_AIM_HERO_IMIUZI" file="Anims\LOBOT\BGM\M_CR_AIM_HERO_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_PRONE_HERO_IMIUZI" file="Anims\LOBOT\BGM\M_R_PRN_HERO_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_HERO_IMIUZI" file="Anims\LOBOT\BGM\M_R_HIP_AIM_HERO_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_IDLE_IMIUZI" file="Anims\LOBOT\BGM\MW_R_STD_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_WALK_IMIUZI" file="Anims\LOBOT\BGM\MW_R_WALK_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_AIM_IMIUZI" file="Anims\LOBOT\BGM\MW_SR_AIM_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_HIP_IMIUZI" file="Anims\LOBOT\BGM\MW_SR_HIP_AIM_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<!-- Jati-Matic GG-95 PDW -->
<AnimSurface name="BGMRIFLE_WALK_CROUCH_JATIMATIC" file="Anims\LOBOT\BGM\M_R_RDY_SWAT_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_JATIMATIC" file="Anims\LOBOT\BGM\M_R_RDY_WALK_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_HURT_JATIMATIC" file="Anims\LOBOT\BGM\M_R_WALK_HURT_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_IDLE_JATIMATIC" file="Anims\LOBOT\BGM\M_R_STD_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMBASICWALK_JATIMATIC" file="Anims\LOBOT\BGM\M_R_WALK_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_JATIMATIC" file="Anims\LOBOT\BGM\M_R_C_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMRIFLE_SWAT_JATIMATIC" file="Anims\LOBOT\BGM\M_R_SWAT_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_JATIMATIC" file="Anims\LOBOT\BGM\M_R_SDSP_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_JATIMATIC" file="Anims\LOBOT\BGM\M_R_SDSP_AIM_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRUNNING_JATIMATIC" file="Anims\LOBOT\BGM\M_R_RUN_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_RAISE_JATIMATIC" file="Anims\LOBOT\BGM\M_RAISE_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_AIM_JATIMATIC" file="Anims\LOBOT\BGM\M_SR_AIM_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_LOW_JATIMATIC" file="Anims\LOBOT\BGM\M_R_LOW_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_JATIMATIC" file="Anims\LOBOT\BGM\M_SR_HIP_AIM_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_LOW_JATIMATIC" file="Anims\LOBOT\BGM\M_R_HIP_LOW_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_CR_AIM_JATIMATIC" file="Anims\LOBOT\BGM\M_CR_AIM_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_PRONE_JATIMATIC" file="Anims\LOBOT\BGM\M_R_PRN_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGM_RIFLE_OPEN_JATIMATIC" file="Anims\LOBOT\BGM\M_RIFLE_OPEN_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="BGMRIFLE_KICKDOOR_JATIMATIC" file="Anims\LOBOT\BGM\M_R_DR_KICK_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_SQUISH_JATIMATIC" file="Anims\LOBOT\BGM\M_R_SQUISH_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_LOOK_JATIMATIC" file="Anims\LOBOT\BGM\M_R_LOOK_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_SPIT_JATIMATIC" file="Anims\LOBOT\BGM\M_R_SPIT_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_DRUNK_JATIMATIC" file="Anims\LOBOT\BGM\M_R_DRUNK_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_BAYONET_JATIMATIC" file="Anims\LOBOT\BGM\M_R_BAYONET_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_BAYONET_L_JATIMATIC" file="Anims\LOBOT\BGM\M_R_BAYONET_L_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="BGMRIFLE_HIT_JATIMATIC" file="Anims\LOBOT\BGM\M_HIT_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_PAIN_JATIMATIC" file="Anims\LOBOT\BGM\M_R_PAIN_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_COWER_JATIMATIC" file="Anims\LOBOT\BGM\M_R_COWER_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_PRN_COWER_JATIMATIC" file="Anims\LOBOT\BGM\M_R_PRNCOW_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
<AnimSurface name="BGMRIFLE_ROLL_SIDE_JATIMATIC" file="Anims\LOBOT\BGM\M_R_ROLL_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_IDLE_HERO_JATIMATIC" file="Anims\LOBOT\BGM\M_R_STD_HERO_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_HERO_JATIMATIC" file="Anims\LOBOT\BGM\M_R_WALK_HERO_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRUNNING_HERO_JATIMATIC" file="Anims\LOBOT\BGM\M_R_RUN_HERO_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_AIM_HERO_JATIMATIC" file="Anims\LOBOT\BGM\M_SR_AIM_HERO_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_HIT_HERO_JATIMATIC" file="Anims\LOBOT\BGM\M_HIT_HERO_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_RAISE_HERO_JATIMATIC" file="Anims\LOBOT\BGM\M_RAISE_HERO_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_HERO_JATIMATIC" file="Anims\LOBOT\BGM\M_R_SDSP_HERO_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_HERO_JATIMATIC" file="Anims\LOBOT\BGM\M_SDSP_AIM_HERO_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_RDY_HERO_JATIMATIC" file="Anims\LOBOT\BGM\M_RDY_WALK_HERO_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_DUST_SHOE_JATIMATIC" file="Anims\LOBOT\BGM\M_SHOEDUST_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_WIPE_JATIMATIC" file="Anims\LOBOT\BGM\M_WIPE_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_NECK_JATIMATIC" file="Anims\LOBOT\BGM\M_NECK_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_NECK_HERO_JATIMATIC" file="Anims\LOBOT\BGM\M_NECK_HERO_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_HERO_JATIMATIC" file="Anims\LOBOT\BGM\M_R_C_HERO_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_BIGM_JATIMATIC" file="Anims\LOBOT\BGM\M_R_C_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_CR_AIM_HERO_JATIMATIC" file="Anims\LOBOT\BGM\M_CR_AIM_HERO_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_PRONE_HERO_JATIMATIC" file="Anims\LOBOT\BGM\M_R_PRN_HERO_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_HERO_JATIMATIC" file="Anims\LOBOT\BGM\M_R_HIP_AIM_HERO_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_IDLE_JATIMATIC" file="Anims\LOBOT\BGM\MW_R_STD_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_WALK_JATIMATIC" file="Anims\LOBOT\BGM\MW_R_WALK_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_AIM_JATIMATIC" file="Anims\LOBOT\BGM\MW_SR_AIM_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_HIP_JATIMATIC" file="Anims\LOBOT\BGM\MW_SR_HIP_AIM_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_CROUCH_UZI" file="Anims\LOBOT\BGM\M_R_RDY_SWAT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_UZI" file="Anims\LOBOT\BGM\M_R_RDY_WALK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_HURT_UZI" file="Anims\LOBOT\BGM\M_R_WALK_HURT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_IDLE_UZI" file="Anims\LOBOT\BGM\M_R_STD_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMBASICWALK_UZI" file="Anims\LOBOT\BGM\M_R_WALK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_UZI" file="Anims\LOBOT\BGM\M_R_C_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMRIFLE_SWAT_UZI" file="Anims\LOBOT\BGM\M_R_SWAT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_UZI" file="Anims\LOBOT\BGM\M_R_SDSP_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_UZI" file="Anims\LOBOT\BGM\M_R_SDSP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRUNNING_UZI" file="Anims\LOBOT\BGM\M_R_RUN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_RAISE_UZI" file="Anims\LOBOT\BGM\M_RAISE_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_AIM_UZI" file="Anims\LOBOT\BGM\M_SR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_LOW_UZI" file="Anims\LOBOT\BGM\M_R_LOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_UZI" file="Anims\LOBOT\BGM\M_SR_HIP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_LOW_UZI" file="Anims\LOBOT\BGM\M_R_HIP_LOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_CR_AIM_UZI" file="Anims\LOBOT\BGM\M_CR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_PRONE_UZI" file="Anims\LOBOT\BGM\M_R_PRN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGM_RIFLE_OPEN_UZI" file="Anims\LOBOT\BGM\M_RIFLE_OPEN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="BGMRIFLE_KICKDOOR_UZI" file="Anims\LOBOT\BGM\M_R_DR_KICK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_SQUISH_UZI" file="Anims\LOBOT\BGM\M_R_SQUISH_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_LOOK_UZI" file="Anims\LOBOT\BGM\M_R_LOOK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_SPIT_UZI" file="Anims\LOBOT\BGM\M_R_SPIT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_DRUNK_UZI" file="Anims\LOBOT\BGM\M_R_DRUNK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_BAYONET_UZI" file="Anims\LOBOT\BGM\M_R_BAYONET_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_BAYONET_L_UZI" file="Anims\LOBOT\BGM\M_R_BAYONET_L_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="BGMRIFLE_HIT_UZI" file="Anims\LOBOT\BGM\M_HIT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_PAIN_UZI" file="Anims\LOBOT\BGM\M_R_PAIN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_COWER_UZI" file="Anims\LOBOT\BGM\M_R_COWER_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_PRN_COWER_UZI" file="Anims\LOBOT\BGM\M_R_PRNCOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
<AnimSurface name="BGMRIFLE_ROLL_SIDE_UZI" file="Anims\LOBOT\BGM\M_R_ROLL_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_IDLE_HERO_UZI" file="Anims\LOBOT\BGM\M_R_STD_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_HERO_UZI" file="Anims\LOBOT\BGM\M_R_WALK_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRUNNING_HERO_UZI" file="Anims\LOBOT\BGM\M_R_RUN_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_AIM_HERO_UZI" file="Anims\LOBOT\BGM\M_SR_AIM_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_HIT_HERO_UZI" file="Anims\LOBOT\BGM\M_HIT_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_RAISE_HERO_UZI" file="Anims\LOBOT\BGM\M_RAISE_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_HERO_UZI" file="Anims\LOBOT\BGM\M_R_SDSP_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_HERO_UZI" file="Anims\LOBOT\BGM\M_SDSP_AIM_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_RDY_HERO_UZI" file="Anims\LOBOT\BGM\M_RDY_WALK_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_DUST_SHOE_UZI" file="Anims\LOBOT\BGM\M_SHOEDUST_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_WIPE_UZI" file="Anims\LOBOT\BGM\M_WIPE_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_NECK_UZI" file="Anims\LOBOT\BGM\M_NECK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_NECK_HERO_UZI" file="Anims\LOBOT\BGM\M_NECK_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_HERO_UZI" file="Anims\LOBOT\BGM\M_R_C_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_BIGM_UZI" file="Anims\LOBOT\BGM\M_R_C_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_CR_AIM_HERO_UZI" file="Anims\LOBOT\BGM\M_CR_AIM_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_PRONE_HERO_UZI" file="Anims\LOBOT\BGM\M_R_PRN_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_HERO_UZI" file="Anims\LOBOT\BGM\M_R_HIP_AIM_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_IDLE_UZI" file="Anims\LOBOT\BGM\MW_R_STD_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_WALK_UZI" file="Anims\LOBOT\BGM\MW_R_WALK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_AIM_UZI" file="Anims\LOBOT\BGM\MW_SR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_HIP_UZI" file="Anims\LOBOT\BGM\MW_SR_HIP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<!-- Walther MPL -->
<AnimSurface name="BGMRIFLE_WALK_CROUCH_MPL" file="Anims\LOBOT\BGM\M_R_RDY_SWAT_MPL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
@@ -13101,4 +12993,56 @@
<AnimSurface name="BGM_WATER_PISTOL_WALK_MINISAFMP" file="Anims\LOBOT\BGM\MW_P_WALK_MINISAFMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGM_WATER_PISTOL_AIM_MINISAFMP" file="Anims\LOBOT\BGM\MW_P_SHOT_HERO_MINISAFMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGM_WATER_DUAL_AIM_MINISAFMP" file="Anims\LOBOT\BGM\MW_DBLSHOT_MINISAFMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="BGM_WATER_DUAL_AIM_MINISAFMP_LEFT" file="Anims\LOBOT\BGM\MW_DBLSHOT_lMINISAFMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="BGM_WATER_DUAL_AIM_MINISAFMP_LEFT" file="Anims\LOBOT\BGM\MW_DBLSHOT_lMINISAFMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<!-- Jati-Matic GG-95 PDW -->
<AnimSurface name="BGM_CROUCHWALK_JMATICMP" file="Anims\LOBOT\BGM\cr_walk_pistol_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="BGM_CROUCHWALK_DUAL_JMATICMP" file="Anims\LOBOT\BGM\cr_walk_dual_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="BGM_CROUCHWALK_DUAL_JMATICMP_LEFT" file="Anims\LOBOT\BGM\cr_walk_dual_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="BGMEMPTY_IDLE_JMATICMP" file="Anims\LOBOT\BGM\M_N_STD_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMEMPTY_IDLE_JMATICMP_LEFT" file="Anims\LOBOT\BGM\M_N_STD_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMEMPTY_CROUCH_JMATICMP" file="Anims\LOBOT\BGM\M_N_CRCH_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMEMPTY_CROUCH_JMATICMP_LEFT" file="Anims\LOBOT\BGM\M_N_CRCH_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMEMPTY_SWAT_JMATICMP" file="Anims\LOBOT\BGM\M_N_SWAT_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMEMPTY_SWAT_JMATICMP_LEFT" file="Anims\LOBOT\BGM\M_N_SWAT_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMEMPTY_RUN_JMATICMP" file="Anims\LOBOT\BGM\M_N_RUN_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_RUN_JMATICMP_LEFT" file="Anims\LOBOT\BGM\M_N_RUN_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_JMATICMP" file="Anims\LOBOT\BGM\M_N_WALK_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_JMATICMP_LEFT" file="Anims\LOBOT\BGM\M_N_WALK_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_HURT_JMATICMP" file="Anims\LOBOT\BGM\M_N_WALK_HURT_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_HURT_JMATICMP_LEFT" file="Anims\LOBOT\BGM\M_N_WALK_HURT_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_PRONE_JMATICMP" file="Anims\LOBOT\BGM\M_N_PRNE_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGMDUAL_PRONE_JMATICMP" file="Anims\LOBOT\BGM\M_DB_PRN_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_PRONE_JMATICMP_LEFT" file="Anims\LOBOT\BGM\M_DB_PRN_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMPISTOL_IDLE_JMATICMP" file="Anims\LOBOT\BGM\M_P_BRTH_HERO_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMPISTOL_WALK_JMATICMP" file="Anims\LOBOT\BGM\M_P_WALK_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMPISTOL_RDY_WALK_JMATICMP" file="Anims\LOBOT\BGM\M_P_RDY_WALK_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_RDY_WALK_JMATICMP" file="Anims\LOBOT\BGM\M_DBL_RDY_WALK_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_RDY_WALK_JMATICMP_LEFT" file="Anims\LOBOT\BGM\M_DBL_RDY_WALK_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMPISTOL_AIM_JMATICMP" file="Anims\LOBOT\BGM\M_P_SHOT_HERO_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMPISTOL_AIM_1H_JMATICMP" file="Anims\LOBOT\BGM\M_N_SHOT2_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMPISTOL_LOW_JMATICMP" file="Anims\LOBOT\BGM\M_P_LOW_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMPISTOL_CR_AIM_JMATICMP" file="Anims\LOBOT\BGM\M_CR_AIM_P_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMDUAL_CR_AIM_JMATICMP" file="Anims\LOBOT\BGM\M_CR_AIM_D_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="BGMDUAL_CR_AIM_JMATICMP_LEFT" file="Anims\LOBOT\BGM\M_CR_AIM_D_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="BGMPISTOL_SDSTP_JMATICMP" file="Anims\LOBOT\BGM\M_P_SDSP_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMPISTOL_SDSTP_AIM_JMATICMP" file="Anims\LOBOT\BGM\M_P_SDSP_AIM_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_SDSTP_JMATICMP" file="Anims\LOBOT\BGM\M_DBL_SDSP_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_SDSTP_JMATICMP_LEFT" file="Anims\LOBOT\BGM\M_DBL_SDSP_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_SDSTP_AIM_JMATICMP" file="Anims\LOBOT\BGM\M_DBL_SDSP_AIM_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_SDSTP_AIM_JMATICMP_LEFT" file="Anims\LOBOT\BGM\M_DBL_SDSP_AIM_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_AIM_JMATICMP" file="Anims\LOBOT\BGM\M_DBLSHOT_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="BGMDUAL_AIM_JMATICMP_LEFT" file="Anims\LOBOT\BGM\M_DBLSHOT_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="BGMEMPTY_PAIN_JMATICMP" file="Anims\LOBOT\BGM\M_N_PAIN_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMEMPTY_PAIN_JMATICMP_LEFT" file="Anims\LOBOT\BGM\M_N_PAIN_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMEMPTY_DRUNK_JMATICMP" file="Anims\LOBOT\BGM\M_N_DRUNK_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMEMPTY_DRUNK_JMATICMP_LEFT" file="Anims\LOBOT\BGM\M_N_DRUNK_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGM_WATER_EMPTY_IDLE_JMATICMP" file="Anims\LOBOT\BGM\MW_N_STD_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGM_WATER_EMPTY_IDLE_JMATICMP_LEFT" file="Anims\LOBOT\BGM\MW_N_STD_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGM_WATER_EMPTY_WALK_JMATICMP" file="Anims\LOBOT\BGM\MW_N_WALK_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGM_WATER_EMPTY_WALK_JMATICMP_LEFT" file="Anims\LOBOT\BGM\MW_N_WALK_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGM_WATER_PISTOL_IDLE_JMATICMP" file="Anims\LOBOT\BGM\MW_P_BRTH_HERO_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGM_WATER_PISTOL_WALK_JMATICMP" file="Anims\LOBOT\BGM\MW_P_WALK_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGM_WATER_PISTOL_AIM_JMATICMP" file="Anims\LOBOT\BGM\MW_P_SHOT_HERO_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGM_WATER_DUAL_AIM_JMATICMP" file="Anims\LOBOT\BGM\MW_DBLSHOT_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="BGM_WATER_DUAL_AIM_JMATICMP_LEFT" file="Anims\LOBOT\BGM\MW_DBLSHOT_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
@@ -0,0 +1,138 @@
<!-- 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-->
<!-- Combat Knife -->
<AnimSurface name="BGMEMPTY_IDLE_knife2" file="Anims\LOBOT\BGM\M_N_STD_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMEMPTY_CROUCH_knife2" file="Anims\LOBOT\BGM\M_N_CRCH_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMEMPTY_SWAT_knife2" file="Anims\LOBOT\BGM\M_N_SWAT_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMEMPTY_RUN_knife2" file="Anims\LOBOT\BGM\M_N_RUN_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_knife2" file="Anims\LOBOT\BGM\M_N_WALK_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_HURT_knife2" file="Anims\LOBOT\BGM\M_N_WALK_HURT_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_PRONE_knife2" file="Anims\LOBOT\BGM\M_N_PRNE_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGMEMPTY_PAIN_knife2" file="Anims\LOBOT\BGM\M_N_PAIN_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMEMPTY_DRUNK_knife2" file="Anims\LOBOT\BGM\M_N_DRUNK_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMEMPTY_DODGE_knife2" file="Anims\LOBOT\BGM\M_DODGE_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
<AnimSurface name="BGMKNIFE_STAB_knife2" file="Anims\LOBOT\BGM\M_STAB_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMKNIFE_SLICE_knife2" file="Anims\LOBOT\BGM\M_SLICE_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMKNIFE_THROW_knife2" file="Anims\LOBOT\BGM\M_K_THROW_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMKNIFE_BREATH_knife2" file="Anims\LOBOT\BGM\M_K_BREATH_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMKNIFE_CSTAB_knife2" file="Anims\LOBOT\BGM\M_C_STAB_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
<!-- Machete -->
<AnimSurface name="BGMEMPTY_IDLE_machete" file="Anims\LOBOT\BGM\M_N_STD_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMEMPTY_CROUCH_machete" file="Anims\LOBOT\BGM\M_N_CRCH_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMEMPTY_SWAT_machete" file="Anims\LOBOT\BGM\M_N_SWAT_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMEMPTY_RUN_machete" file="Anims\LOBOT\BGM\M_N_RUN_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_machete" file="Anims\LOBOT\BGM\M_N_WALK_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_HURT_machete" file="Anims\LOBOT\BGM\M_N_WALK_HURT_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_PRONE_machete" file="Anims\LOBOT\BGM\M_N_PRNE_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGMEMPTY_PAIN_machete" file="Anims\LOBOT\BGM\M_N_PAIN_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMEMPTY_DRUNK_machete" file="Anims\LOBOT\BGM\M_N_DRUNK_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMEMPTY_DODGE_machete" file="Anims\LOBOT\BGM\M_DODGE_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
<AnimSurface name="BGMKNIFE_STAB_machete" file="Anims\LOBOT\BGM\M_STAB_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMKNIFE_SLICE_machete" file="Anims\LOBOT\BGM\M_SLICE_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMKNIFE_THROW_machete" file="Anims\LOBOT\BGM\M_K_THROW_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMKNIFE_BREATH_machete" file="Anims\LOBOT\BGM\M_K_BREATH_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMKNIFE_CSTAB_machete" file="Anims\LOBOT\BGM\M_C_STAB_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
<!-- Katana -->
<AnimSurface name="BGMEMPTY_IDLE_katana" file="Anims\LOBOT\BGM\M_N_STD_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMEMPTY_CROUCH_katana" file="Anims\LOBOT\BGM\M_N_CRCH_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMEMPTY_SWAT_katana" file="Anims\LOBOT\BGM\M_N_SWAT_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMEMPTY_RUN_katana" file="Anims\LOBOT\BGM\M_N_RUN_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_katana" file="Anims\LOBOT\BGM\M_N_WALK_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_HURT_katana" file="Anims\LOBOT\BGM\M_N_WALK_HURT_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_PRONE_katana" file="Anims\LOBOT\BGM\M_N_PRNE_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGMEMPTY_PAIN_katana" file="Anims\LOBOT\BGM\M_N_PAIN_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMEMPTY_DRUNK_katana" file="Anims\LOBOT\BGM\M_N_DRUNK_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMEMPTY_DODGE_katana" file="Anims\LOBOT\BGM\M_DODGE_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
<AnimSurface name="BGMKNIFE_STAB_katana" file="Anims\LOBOT\BGM\M_STAB_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMKNIFE_SLICE_katana" file="Anims\LOBOT\BGM\M_SLICE_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMKNIFE_THROW_katana" file="Anims\LOBOT\BGM\M_K_THROW_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMKNIFE_BREATH_katana" file="Anims\LOBOT\BGM\M_K_BREATH_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMKNIFE_CSTAB_katana" file="Anims\LOBOT\BGM\M_C_STAB_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
<!-- Cavalry Sabre -->
<AnimSurface name="BGMEMPTY_IDLE_sabre" file="Anims\LOBOT\BGM\M_N_STD_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMEMPTY_CROUCH_sabre" file="Anims\LOBOT\BGM\M_N_CRCH_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMEMPTY_SWAT_sabre" file="Anims\LOBOT\BGM\M_N_SWAT_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMEMPTY_RUN_sabre" file="Anims\LOBOT\BGM\M_N_RUN_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_sabre" file="Anims\LOBOT\BGM\M_N_WALK_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_HURT_sabre" file="Anims\LOBOT\BGM\M_N_WALK_HURT_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_PRONE_sabre" file="Anims\LOBOT\BGM\M_N_PRNE_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGMEMPTY_PAIN_sabre" file="Anims\LOBOT\BGM\M_N_PAIN_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMEMPTY_DRUNK_sabre" file="Anims\LOBOT\BGM\M_N_DRUNK_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMEMPTY_DODGE_sabre" file="Anims\LOBOT\BGM\M_DODGE_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
<AnimSurface name="BGMKNIFE_STAB_sabre" file="Anims\LOBOT\BGM\M_STAB_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMKNIFE_SLICE_sabre" file="Anims\LOBOT\BGM\M_SLICE_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMKNIFE_THROW_sabre" file="Anims\LOBOT\BGM\M_K_THROW_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMKNIFE_BREATH_sabre" file="Anims\LOBOT\BGM\M_K_BREATH_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMKNIFE_CSTAB_sabre" file="Anims\LOBOT\BGM\M_C_STAB_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
<!-- Rambo Knife -->
<AnimSurface name="BGMEMPTY_IDLE_bigknife" file="Anims\LOBOT\BGM\M_N_STD_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMEMPTY_CROUCH_bigknife" file="Anims\LOBOT\BGM\M_N_CRCH_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMEMPTY_SWAT_bigknife" file="Anims\LOBOT\BGM\M_N_SWAT_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMEMPTY_RUN_bigknife" file="Anims\LOBOT\BGM\M_N_RUN_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_bigknife" file="Anims\LOBOT\BGM\M_N_WALK_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_HURT_bigknife" file="Anims\LOBOT\BGM\M_N_WALK_HURT_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_PRONE_bigknife" file="Anims\LOBOT\BGM\M_N_PRNE_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGMEMPTY_PAIN_bigknife" file="Anims\LOBOT\BGM\M_N_PAIN_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMEMPTY_DRUNK_bigknife" file="Anims\LOBOT\BGM\M_N_DRUNK_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMEMPTY_DODGE_bigknife" file="Anims\LOBOT\BGM\M_DODGE_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
<AnimSurface name="BGMKNIFE_STAB_bigknife" file="Anims\LOBOT\BGM\M_STAB_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMKNIFE_SLICE_bigknife" file="Anims\LOBOT\BGM\M_SLICE_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMKNIFE_THROW_bigknife" file="Anims\LOBOT\BGM\M_K_THROW_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMKNIFE_BREATH_bigknife" file="Anims\LOBOT\BGM\M_K_BREATH_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMKNIFE_CSTAB_bigknife" file="Anims\LOBOT\BGM\M_C_STAB_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
<!-- Ka-Bar Cutlass -->
<AnimSurface name="BGMEMPTY_IDLE_cutlass" file="Anims\LOBOT\BGM\M_N_STD_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMEMPTY_CROUCH_cutlass" file="Anims\LOBOT\BGM\M_N_CRCH_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMEMPTY_SWAT_cutlass" file="Anims\LOBOT\BGM\M_N_SWAT_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMEMPTY_RUN_cutlass" file="Anims\LOBOT\BGM\M_N_RUN_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_cutlass" file="Anims\LOBOT\BGM\M_N_WALK_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_HURT_cutlass" file="Anims\LOBOT\BGM\M_N_WALK_HURT_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_PRONE_cutlass" file="Anims\LOBOT\BGM\M_N_PRNE_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGMEMPTY_PAIN_cutlass" file="Anims\LOBOT\BGM\M_N_PAIN_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMEMPTY_DRUNK_cutlass" file="Anims\LOBOT\BGM\M_N_DRUNK_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMEMPTY_DODGE_cutlass" file="Anims\LOBOT\BGM\M_DODGE_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
<AnimSurface name="BGMKNIFE_STAB_cutlass" file="Anims\LOBOT\BGM\M_STAB_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMKNIFE_SLICE_cutlass" file="Anims\LOBOT\BGM\M_SLICE_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMKNIFE_THROW_cutlass" file="Anims\LOBOT\BGM\M_K_THROW_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMKNIFE_BREATH_cutlass" file="Anims\LOBOT\BGM\M_K_BREATH_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMKNIFE_CSTAB_cutlass" file="Anims\LOBOT\BGM\M_C_STAB_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
<!-- KCB Knife -->
<AnimSurface name="BGMEMPTY_IDLE_kcbknife" file="Anims\LOBOT\BGM\M_N_STD_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMEMPTY_CROUCH_kcbknife" file="Anims\LOBOT\BGM\M_N_CRCH_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMEMPTY_SWAT_kcbknife" file="Anims\LOBOT\BGM\M_N_SWAT_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMEMPTY_RUN_kcbknife" file="Anims\LOBOT\BGM\M_N_RUN_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_kcbknife" file="Anims\LOBOT\BGM\M_N_WALK_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_HURT_kcbknife" file="Anims\LOBOT\BGM\M_N_WALK_HURT_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_PRONE_kcbknife" file="Anims\LOBOT\BGM\M_N_PRNE_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGMEMPTY_PAIN_kcbknife" file="Anims\LOBOT\BGM\M_N_PAIN_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMEMPTY_DRUNK_kcbknife" file="Anims\LOBOT\BGM\M_N_DRUNK_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMEMPTY_DODGE_kcbknife" file="Anims\LOBOT\BGM\M_DODGE_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
<AnimSurface name="BGMKNIFE_STAB_kcbknife" file="Anims\LOBOT\BGM\M_STAB_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMKNIFE_SLICE_kcbknife" file="Anims\LOBOT\BGM\M_SLICE_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMKNIFE_THROW_kcbknife" file="Anims\LOBOT\BGM\M_K_THROW_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMKNIFE_BREATH_kcbknife" file="Anims\LOBOT\BGM\M_K_BREATH_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMKNIFE_CSTAB_kcbknife" file="Anims\LOBOT\BGM\M_C_STAB_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
<!-- Exacto Knife -->
<AnimSurface name="BGMEMPTY_IDLE_boxknife" file="Anims\LOBOT\BGM\M_N_STD_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMEMPTY_CROUCH_boxknife" file="Anims\LOBOT\BGM\M_N_CRCH_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMEMPTY_SWAT_boxknife" file="Anims\LOBOT\BGM\M_N_SWAT_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMEMPTY_RUN_boxknife" file="Anims\LOBOT\BGM\M_N_RUN_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_boxknife" file="Anims\LOBOT\BGM\M_N_WALK_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_HURT_boxknife" file="Anims\LOBOT\BGM\M_N_WALK_HURT_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_PRONE_boxknife" file="Anims\LOBOT\BGM\M_N_PRNE_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGMEMPTY_PAIN_boxknife" file="Anims\LOBOT\BGM\M_N_PAIN_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMEMPTY_DRUNK_boxknife" file="Anims\LOBOT\BGM\M_N_DRUNK_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMEMPTY_DODGE_boxknife" file="Anims\LOBOT\BGM\M_DODGE_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
<AnimSurface name="BGMKNIFE_STAB_boxknife" file="Anims\LOBOT\BGM\M_STAB_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMKNIFE_SLICE_boxknife" file="Anims\LOBOT\BGM\M_SLICE_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMKNIFE_THROW_boxknife" file="Anims\LOBOT\BGM\M_K_THROW_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMKNIFE_BREATH_boxknife" file="Anims\LOBOT\BGM\M_K_BREATH_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMKNIFE_CSTAB_boxknife" file="Anims\LOBOT\BGM\M_C_STAB_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
File diff suppressed because it is too large Load Diff
@@ -2237,6 +2237,49 @@
<Surface name="BGM_WATER_PISTOL_WALK_MP7MP" animsurface="BGMWATER_N_WALK" />
<Surface name="BGM_WATER_PISTOL_AIM_MP7MP" animsurface="BGMWATER_N_AIM" />
</LayerProp>
<LayerProp filter="HasDualRightJatimaticMP" palette="guns_v2">
<Surface name="BGMEMPTY_IDLE_JMATICMP" animsurface="BGMDBLBREATH" />
<Surface name="BGMEMPTY_WALK_JMATICMP" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMDUAL_AIM_JMATICMP" animsurface="BGMSTANDDWALAIM" />
<Surface name="BGM_CROUCHWALK_DUAL_JMATICMP" animsurface="BGMCROUCH_D_RDY" />
<Surface name="BGMDUAL_CR_AIM_JMATICMP" animsurface="BGMCDBLSHOT" />
<Surface name="BGMEMPTY_RUN_JMATICMP" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMDUAL_PRONE_JMATICMP" animsurface="BGMDWPRONE" />
<Surface name="BGMEMPTY_PAIN_JMATICMP" animsurface="BGMHURTSTANDINGN" />
<Surface name="BGMEMPTY_RUN_JMATICMP" animsurface="BGMPISTOL_RUN" />
<Surface name="BGMDUAL_SDSTP_AIM_JMATICMP" animsurface="BGMSIDESTEP_D_RDY" />
<Surface name="BGMDUAL_RDY_WALK_JMATICMP" animsurface="BGMWALK_D_RDY" />
<Surface name="BGMDUAL_SDSTP_JMATICMP" animsurface="BGMSIDESTEP" />
<Surface name="BGMEMPTY_DRUNK_JMATICMP" animsurface="BGMPISTOLDRUNK" />
<Surface name="BGMEMPTY_WALK_HURT_JMATICMP" animsurface="BGMHURTWALKINGN" />
<Surface name="BGM_WATER_EMPTY_IDLE_JMATICMP" animsurface="BGMWATER_N_STD" />
<Surface name="BGM_WATER_EMPTY_WALK_JMATICMP" animsurface="BGMWATER_N_WALK" />
<Surface name="BGM_WATER_DUAL_AIM_JMATICMP" animsurface="BGMWATER_DBLSHT" />
</LayerProp>
<LayerProp filter="HasJatimaticMPInHand" palette="guns_v2">
<Surface name="BGM_CROUCHWALK_JMATICMP" animsurface="BGMCROUCH_P_RDY" />
<Surface name="BGMEMPTY_PRONE_JMATICMP" animsurface="BGMHANDGUN_PRONE" />
<Surface name="BGMPISTOL_IDLE_JMATICMP" animsurface="BGMPISTOLBREATH" />
<Surface name="BGMPISTOL_WALK_JMATICMP" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMPISTOL_AIM_JMATICMP" animsurface="BGMHANDGUN_S_SHOT" />
<Surface name="BGMPISTOL_AIM_1H_JMATICMP" animsurface="BGM_PFSHOT_AIM" />
<Surface name="BGMPISTOL_RDY_WALK_JMATICMP" animsurface="BGMWALK_P_RDY" />
<Surface name="BGMEMPTY_SWAT_JMATICMP" animsurface="BGMNOTHING_SWAT" />
<Surface name="BGMEMPTY_CROUCH_JMATICMP" animsurface="BGMNOTHING_CROUCH" />
<Surface name="BGMPISTOL_CR_AIM_JMATICMP" animsurface="BGMHANDGUN_C_SHOT" />
<Surface name="BGMPISTOL_SDSTP_AIM_JMATICMP" animsurface="BGMSIDESTEP_P_RDY" />
<Surface name="BGMPISTOL_LOW_JMATICMP" animsurface="BGMPISTOLSHOOTLOW" />
<Surface name="BGMPISTOL_LOW_JMATICMP" animsurface="BGMSHOOT_LOW" />
<Surface name="BGMEMPTY_RUN_JMATICMP" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMEMPTY_PAIN_JMATICMP" animsurface="BGMHURTSTANDINGN" />
<Surface name="BGMEMPTY_RUN_JMATICMP" animsurface="BGMPISTOL_RUN" />
<Surface name="BGMPISTOL_SDSTP_JMATICMP" animsurface="BGMSIDESTEP" />
<Surface name="BGMEMPTY_DRUNK_JMATICMP" animsurface="BGMPISTOLDRUNK" />
<Surface name="BGMEMPTY_WALK_HURT_JMATICMP" animsurface="BGMHURTWALKINGN" />
<Surface name="BGM_WATER_PISTOL_IDLE_JMATICMP" animsurface="BGMWATER_N_STD" />
<Surface name="BGM_WATER_PISTOL_WALK_JMATICMP" animsurface="BGMWATER_N_WALK" />
<Surface name="BGM_WATER_PISTOL_AIM_JMATICMP" animsurface="BGMWATER_N_AIM" />
</LayerProp>
<LayerProp filter="HasDualRightMiniSAFMP" palette="guns_v2">
<Surface name="BGMEMPTY_IDLE_MINISAFMP" animsurface="BGMDBLBREATH" />
<Surface name="BGMEMPTY_WALK_MINISAFMP" animsurface="BGMNOTHING_WALK" />
@@ -3408,146 +3451,99 @@
<Surface name="BGM_WATER_RIFLE_AIM_GALILMAR" animsurface="BGMWATER_R_AIM" />
<Surface name="BGM_WATER_RIFLE_HIP_GALILMAR" animsurface="BGM_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasFNFALInHand" palette="guns_v2">
<Surface name="BGM_RIFLE_OPEN_FNFAL" animsurface="BGMOPEN" />
<Surface name="BGMRIFLE_WALK_CROUCH_FNFAL" animsurface="BGMCROUCH_R_RDY" />
<Surface name="BGMRIFLE_WALK_RDY_HERO_FNFAL" animsurface="BGMWALK_R_RDY2" />
<Surface name="BGMRIFLE_WALK_FNFAL" animsurface="BGMWALK_R_RDY" />
<Surface name="BGMRIFLE_IDLE_HERO_FNFAL" animsurface="BGMSTANDING" />
<Surface name="BGMRIFLE_IDLE_FNFAL" animsurface="BGMTHREATENSTAND" />
<Surface name="BGMRIFLE_WALK_HERO_FNFAL" animsurface="BGMWALKING" />
<Surface name="BGMBASICWALK_FNFAL" animsurface="BGMWALK2" />
<Surface name="BGMRUNNING_HERO_FNFAL" animsurface="BGMRUNNING" />
<Surface name="BGMRUNNING_FNFAL" animsurface="BGMRUN2" />
<Surface name="BGMRIFLE_CROUCH_HERO_FNFAL" animsurface="BGMCROUCHING" />
<Surface name="BGMRIFLE_CROUCH_BIGM_FNFAL" animsurface="BGMCROUCHTRANS" />
<Surface name="BGMRIFLE_SIDESTEP_FNFAL" animsurface="BGMSIDESTEP" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_FNFAL" animsurface="BGMSIDESTEP_R_RDY" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_FNFAL" animsurface="BGMSIDESTEP_R_RDY2" />
<Surface name="BGMRIFLE_SWAT_FNFAL" animsurface="BGMSNEAKING" />
<Surface name="BGMRIFLE_RAISE_HERO_FNFAL" animsurface="BGMRAISE" />
<Surface name="BGMRIFLE_RAISE_FNFAL" animsurface="BGMRAISE2" />
<Surface name="BGMRIFLE_AIM_HERO_FNFAL" animsurface="BGMSTANDAIM" />
<Surface name="BGMRIFLE_AIM_FNFAL" animsurface="BGMSTANDAIM2" />
<Surface name="BGMRIFLE_AIM_FNFAL" animsurface="BGMSRAIMALT" />
<Surface name="BGMRIFLE_HIP_FNFAL" animsurface="BGM_HIP_AIM" />
<Surface name="BGMRIFLE_HIP_HERO_FNFAL" animsurface="BGMHIPAIMALT" />
<Surface name="BGMRIFLE_CR_AIM_HERO_FNFAL" animsurface="BGMCROUCHAIM" />
<Surface name="BGMRIFLE_PRONE_HERO_FNFAL" animsurface="BGMPRONE" />
<Surface name="BGMRIFLE_HIT_HERO_FNFAL" animsurface="BGMRHIT" />
<Surface name="BGMRIFLE_PAIN_FNFAL" animsurface="BGMHURTSTANDINGR" />
<Surface name="BGMRIFLE_COWER_FNFAL" animsurface="BGMCOWER" />
<Surface name="BGMRIFLE_PRN_COWER_FNFAL" animsurface="BGM_COWER_PRONE" />
<Surface name="BGMRIFLE_WALK_HURT_FNFAL" animsurface="BGMHURTWALKINGR" />
<Surface name="BGMRIFLE_KICKDOOR_FNFAL" animsurface="BGMKICKDOOR" />
<Surface name="BGMRIFLE_DUST_SHOE_FNFAL" animsurface="BGMSHOEDUST" />
<Surface name="BGMRIFLE_WIPE_FNFAL" animsurface="BGMHEADTURN" />
<Surface name="BGMRIFLE_NECK_FNFAL" animsurface="BGMIDLENECK" />
<Surface name="BGMRIFLE_NECK_HERO_FNFAL" animsurface="BGMIDLENECK2" />
<Surface name="BGMRIFLE_DRUNK_FNFAL" animsurface="BGMDRUNK" />
<Surface name="BGMRIFLE_BAYONET_FNFAL" animsurface="BGMBAYONET_S_S" />
<Surface name="BGMRIFLE_BAYONET_L_FNFAL" animsurface="BGMBAYONET_S_P" />
<Surface name="BGMRIFLE_LOW_FNFAL" animsurface="BGMSHOOT_LOW" />
<Surface name="BGMRIFLE_HIP_LOW_FNFAL" animsurface="RGM_HIP_LOW" />
<Surface name="BGMRIFLE_ROLL_SIDE_FNFAL" animsurface="BGMROLL_PR" />
<Surface name="BGM_WATER_RIFLE_IDLE_FNFAL" animsurface="BGMWATER_R_STD" />
<Surface name="BGM_WATER_RIFLE_WALK_FNFAL" animsurface="BGMWATER_R_WALK" />
<Surface name="BGM_WATER_RIFLE_AIM_FNFAL" animsurface="BGMWATER_R_AIM" />
<Surface name="BGM_WATER_RIFLE_HIP_FNFAL" animsurface="BGM_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasFALCarbineInHand" palette="guns_v2">
<Surface name="BGM_RIFLE_OPEN_FNPARA" animsurface="BGMOPEN" />
<Surface name="BGMRIFLE_WALK_CROUCH_FNPARA" animsurface="BGMCROUCH_R_RDY" />
<Surface name="BGMRIFLE_WALK_RDY_HERO_FNPARA" animsurface="BGMWALK_R_RDY2" />
<Surface name="BGMRIFLE_WALK_FNPARA" animsurface="BGMWALK_R_RDY" />
<Surface name="BGMRIFLE_IDLE_HERO_FNPARA" animsurface="BGMSTANDING" />
<Surface name="BGMRIFLE_IDLE_FNPARA" animsurface="BGMTHREATENSTAND" />
<Surface name="BGMRIFLE_WALK_HERO_FNPARA" animsurface="BGMWALKING" />
<Surface name="BGMBASICWALK_FNPARA" animsurface="BGMWALK2" />
<Surface name="BGMRUNNING_HERO_FNPARA" animsurface="BGMRUNNING" />
<Surface name="BGMRUNNING_FNPARA" animsurface="BGMRUN2" />
<Surface name="BGMRIFLE_CROUCH_HERO_FNPARA" animsurface="BGMCROUCHING" />
<Surface name="BGMRIFLE_CROUCH_BIGM_FNPARA" animsurface="BGMCROUCHTRANS" />
<Surface name="BGMRIFLE_SIDESTEP_FNPARA" animsurface="BGMSIDESTEP" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_FNPARA" animsurface="BGMSIDESTEP_R_RDY" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_FNPARA" animsurface="BGMSIDESTEP_R_RDY2" />
<Surface name="BGMRIFLE_SWAT_FNPARA" animsurface="BGMSNEAKING" />
<Surface name="BGMRIFLE_RAISE_HERO_FNPARA" animsurface="BGMRAISE" />
<Surface name="BGMRIFLE_RAISE_FNPARA" animsurface="BGMRAISE2" />
<Surface name="BGMRIFLE_AIM_HERO_FNPARA" animsurface="BGMSTANDAIM" />
<Surface name="BGMRIFLE_AIM_FNPARA" animsurface="BGMSTANDAIM2" />
<Surface name="BGMRIFLE_AIM_FNPARA" animsurface="BGMSRAIMALT" />
<Surface name="BGMRIFLE_HIP_FNPARA" animsurface="BGM_HIP_AIM" />
<Surface name="BGMRIFLE_HIP_HERO_FNPARA" animsurface="BGMHIPAIMALT" />
<Surface name="BGMRIFLE_CR_AIM_HERO_FNPARA" animsurface="BGMCROUCHAIM" />
<Surface name="BGMRIFLE_PRONE_HERO_FNPARA" animsurface="BGMPRONE" />
<Surface name="BGMRIFLE_HIT_HERO_FNPARA" animsurface="BGMRHIT" />
<Surface name="BGMRIFLE_PAIN_FNPARA" animsurface="BGMHURTSTANDINGR" />
<Surface name="BGMRIFLE_COWER_FNPARA" animsurface="BGMCOWER" />
<Surface name="BGMRIFLE_PRN_COWER_FNPARA" animsurface="BGM_COWER_PRONE" />
<Surface name="BGMRIFLE_WALK_HURT_FNPARA" animsurface="BGMHURTWALKINGR" />
<Surface name="BGMRIFLE_KICKDOOR_FNPARA" animsurface="BGMKICKDOOR" />
<Surface name="BGMRIFLE_DUST_SHOE_FNPARA" animsurface="BGMSHOEDUST" />
<Surface name="BGMRIFLE_WIPE_FNPARA" animsurface="BGMHEADTURN" />
<Surface name="BGMRIFLE_NECK_FNPARA" animsurface="BGMIDLENECK" />
<Surface name="BGMRIFLE_NECK_HERO_FNPARA" animsurface="BGMIDLENECK2" />
<Surface name="BGMRIFLE_DRUNK_FNPARA" animsurface="BGMDRUNK" />
<Surface name="BGMRIFLE_BAYONET_FNPARA" animsurface="BGMBAYONET_S_S" />
<Surface name="BGMRIFLE_BAYONET_L_FNPARA" animsurface="BGMBAYONET_S_P" />
<Surface name="BGMRIFLE_LOW_FNPARA" animsurface="BGMSHOOT_LOW" />
<Surface name="BGMRIFLE_HIP_LOW_FNPARA" animsurface="RGM_HIP_LOW" />
<Surface name="BGMRIFLE_ROLL_SIDE_FNPARA" animsurface="BGMROLL_PR" />
<Surface name="BGM_WATER_RIFLE_IDLE_FNPARA" animsurface="BGMWATER_R_STD" />
<Surface name="BGM_WATER_RIFLE_WALK_FNPARA" animsurface="BGMWATER_R_WALK" />
<Surface name="BGM_WATER_RIFLE_AIM_FNPARA" animsurface="BGMWATER_R_AIM" />
<Surface name="BGM_WATER_RIFLE_HIP_FNPARA" animsurface="BGM_WATER_HIP_AIM" />
<Surface name="BGM_RIFLE_OPEN_FALPARA" animsurface="BGMOPEN" />
<Surface name="BGMRIFLE_WALK_CROUCH_FALPARA" animsurface="BGMCROUCH_R_RDY" />
<Surface name="BGMRIFLE_WALK_RDY_HERO_FALPARA" animsurface="BGMWALK_R_RDY2" />
<Surface name="BGMRIFLE_WALK_FALPARA" animsurface="BGMWALK_R_RDY" />
<Surface name="BGMRIFLE_IDLE_HERO_FALPARA" animsurface="BGMSTANDING" />
<Surface name="BGMRIFLE_IDLE_FALPARA" animsurface="BGMTHREATENSTAND" />
<Surface name="BGMRIFLE_WALK_HERO_FALPARA" animsurface="BGMWALKING" />
<Surface name="BGMBASICWALK_FALPARA" animsurface="BGMWALK2" />
<Surface name="BGMRUNNING_HERO_FALPARA" animsurface="BGMRUNNING" />
<Surface name="BGMRUNNING_FALPARA" animsurface="BGMRUN2" />
<Surface name="BGMRIFLE_CROUCH_HERO_FALPARA" animsurface="BGMCROUCHING" />
<Surface name="BGMRIFLE_CROUCH_BIGM_FALPARA" animsurface="BGMCROUCHTRANS" />
<Surface name="BGMRIFLE_SIDESTEP_FALPARA" animsurface="BGMSIDESTEP" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_FALPARA" animsurface="BGMSIDESTEP_R_RDY" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_FALPARA" animsurface="BGMSIDESTEP_R_RDY2" />
<Surface name="BGMRIFLE_SWAT_FALPARA" animsurface="BGMSNEAKING" />
<Surface name="BGMRIFLE_RAISE_HERO_FALPARA" animsurface="BGMRAISE" />
<Surface name="BGMRIFLE_RAISE_FALPARA" animsurface="BGMRAISE2" />
<Surface name="BGMRIFLE_AIM_HERO_FALPARA" animsurface="BGMSTANDAIM" />
<Surface name="BGMRIFLE_AIM_FALPARA" animsurface="BGMSTANDAIM2" />
<Surface name="BGMRIFLE_AIM_FALPARA" animsurface="BGMSRAIMALT" />
<Surface name="BGMRIFLE_HIP_FALPARA" animsurface="BGM_HIP_AIM" />
<Surface name="BGMRIFLE_HIP_HERO_FALPARA" animsurface="BGMHIPAIMALT" />
<Surface name="BGMRIFLE_CR_AIM_HERO_FALPARA" animsurface="BGMCROUCHAIM" />
<Surface name="BGMRIFLE_PRONE_HERO_FALPARA" animsurface="BGMPRONE" />
<Surface name="BGMRIFLE_HIT_HERO_FALPARA" animsurface="BGMRHIT" />
<Surface name="BGMRIFLE_PAIN_FALPARA" animsurface="BGMHURTSTANDINGR" />
<Surface name="BGMRIFLE_COWER_FALPARA" animsurface="BGMCOWER" />
<Surface name="BGMRIFLE_PRN_COWER_FALPARA" animsurface="BGM_COWER_PRONE" />
<Surface name="BGMRIFLE_WALK_HURT_FALPARA" animsurface="BGMHURTWALKINGR" />
<Surface name="BGMRIFLE_KICKDOOR_FALPARA" animsurface="BGMKICKDOOR" />
<Surface name="BGMRIFLE_DUST_SHOE_FALPARA" animsurface="BGMSHOEDUST" />
<Surface name="BGMRIFLE_WIPE_FALPARA" animsurface="BGMHEADTURN" />
<Surface name="BGMRIFLE_NECK_FALPARA" animsurface="BGMIDLENECK" />
<Surface name="BGMRIFLE_NECK_HERO_FALPARA" animsurface="BGMIDLENECK2" />
<Surface name="BGMRIFLE_DRUNK_FALPARA" animsurface="BGMDRUNK" />
<Surface name="BGMRIFLE_BAYONET_FALPARA" animsurface="BGMBAYONET_S_S" />
<Surface name="BGMRIFLE_BAYONET_L_FALPARA" animsurface="BGMBAYONET_S_P" />
<Surface name="BGMRIFLE_LOW_FALPARA" animsurface="BGMSHOOT_LOW" />
<Surface name="BGMRIFLE_HIP_LOW_FALPARA" animsurface="RGM_HIP_LOW" />
<Surface name="BGMRIFLE_ROLL_SIDE_FALPARA" animsurface="BGMROLL_PR" />
<Surface name="BGM_WATER_RIFLE_IDLE_FALPARA" animsurface="BGMWATER_R_STD" />
<Surface name="BGM_WATER_RIFLE_WALK_FALPARA" animsurface="BGMWATER_R_WALK" />
<Surface name="BGM_WATER_RIFLE_AIM_FALPARA" animsurface="BGMWATER_R_AIM" />
<Surface name="BGM_WATER_RIFLE_HIP_FALPARA" animsurface="BGM_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasFALOSWInHand" palette="guns_v2">
<Surface name="BGM_RIFLE_OPEN_DSA58" animsurface="BGMOPEN" />
<Surface name="BGMRIFLE_WALK_CROUCH_DSA58" animsurface="BGMCROUCH_R_RDY" />
<Surface name="BGMRIFLE_WALK_RDY_HERO_DSA58" animsurface="BGMWALK_R_RDY2" />
<Surface name="BGMRIFLE_WALK_DSA58" animsurface="BGMWALK_R_RDY" />
<Surface name="BGMRIFLE_IDLE_HERO_DSA58" animsurface="BGMSTANDING" />
<Surface name="BGMRIFLE_IDLE_DSA58" animsurface="BGMTHREATENSTAND" />
<Surface name="BGMRIFLE_WALK_HERO_DSA58" animsurface="BGMWALKING" />
<Surface name="BGMBASICWALK_DSA58" animsurface="BGMWALK2" />
<Surface name="BGMRUNNING_HERO_DSA58" animsurface="BGMRUNNING" />
<Surface name="BGMRUNNING_DSA58" animsurface="BGMRUN2" />
<Surface name="BGMRIFLE_CROUCH_HERO_DSA58" animsurface="BGMCROUCHING" />
<Surface name="BGMRIFLE_CROUCH_BIGM_DSA58" animsurface="BGMCROUCHTRANS" />
<Surface name="BGMRIFLE_SIDESTEP_DSA58" animsurface="BGMSIDESTEP" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_DSA58" animsurface="BGMSIDESTEP_R_RDY" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_DSA58" animsurface="BGMSIDESTEP_R_RDY2" />
<Surface name="BGMRIFLE_SWAT_DSA58" animsurface="BGMSNEAKING" />
<Surface name="BGMRIFLE_RAISE_HERO_DSA58" animsurface="BGMRAISE" />
<Surface name="BGMRIFLE_RAISE_DSA58" animsurface="BGMRAISE2" />
<Surface name="BGMRIFLE_AIM_HERO_DSA58" animsurface="BGMSTANDAIM" />
<Surface name="BGMRIFLE_AIM_DSA58" animsurface="BGMSTANDAIM2" />
<Surface name="BGMRIFLE_AIM_DSA58" animsurface="BGMSRAIMALT" />
<Surface name="BGMRIFLE_HIP_DSA58" animsurface="BGM_HIP_AIM" />
<Surface name="BGMRIFLE_HIP_HERO_DSA58" animsurface="BGMHIPAIMALT" />
<Surface name="BGMRIFLE_CR_AIM_HERO_DSA58" animsurface="BGMCROUCHAIM" />
<Surface name="BGMRIFLE_PRONE_HERO_DSA58" animsurface="BGMPRONE" />
<Surface name="BGMRIFLE_HIT_HERO_DSA58" animsurface="BGMRHIT" />
<Surface name="BGMRIFLE_PAIN_DSA58" animsurface="BGMHURTSTANDINGR" />
<Surface name="BGMRIFLE_COWER_DSA58" animsurface="BGMCOWER" />
<Surface name="BGMRIFLE_PRN_COWER_DSA58" animsurface="BGM_COWER_PRONE" />
<Surface name="BGMRIFLE_WALK_HURT_DSA58" animsurface="BGMHURTWALKINGR" />
<Surface name="BGMRIFLE_KICKDOOR_DSA58" animsurface="BGMKICKDOOR" />
<Surface name="BGMRIFLE_DUST_SHOE_DSA58" animsurface="BGMSHOEDUST" />
<Surface name="BGMRIFLE_WIPE_DSA58" animsurface="BGMHEADTURN" />
<Surface name="BGMRIFLE_NECK_DSA58" animsurface="BGMIDLENECK" />
<Surface name="BGMRIFLE_NECK_HERO_DSA58" animsurface="BGMIDLENECK2" />
<Surface name="BGMRIFLE_DRUNK_DSA58" animsurface="BGMDRUNK" />
<Surface name="BGMRIFLE_BAYONET_DSA58" animsurface="BGMBAYONET_S_S" />
<Surface name="BGMRIFLE_BAYONET_L_DSA58" animsurface="BGMBAYONET_S_P" />
<Surface name="BGMRIFLE_LOW_DSA58" animsurface="BGMSHOOT_LOW" />
<Surface name="BGMRIFLE_HIP_LOW_DSA58" animsurface="RGM_HIP_LOW" />
<Surface name="BGMRIFLE_ROLL_SIDE_DSA58" animsurface="BGMROLL_PR" />
<Surface name="BGM_WATER_RIFLE_IDLE_DSA58" animsurface="BGMWATER_R_STD" />
<Surface name="BGM_WATER_RIFLE_WALK_DSA58" animsurface="BGMWATER_R_WALK" />
<Surface name="BGM_WATER_RIFLE_AIM_DSA58" animsurface="BGMWATER_R_AIM" />
<Surface name="BGM_WATER_RIFLE_HIP_DSA58" animsurface="BGM_WATER_HIP_AIM" />
<Surface name="BGM_RIFLE_OPEN_FALOSW" animsurface="BGMOPEN" />
<Surface name="BGMRIFLE_WALK_CROUCH_FALOSW" animsurface="BGMCROUCH_R_RDY" />
<Surface name="BGMRIFLE_WALK_RDY_HERO_FALOSW" animsurface="BGMWALK_R_RDY2" />
<Surface name="BGMRIFLE_WALK_FALOSW" animsurface="BGMWALK_R_RDY" />
<Surface name="BGMRIFLE_IDLE_HERO_FALOSW" animsurface="BGMSTANDING" />
<Surface name="BGMRIFLE_IDLE_FALOSW" animsurface="BGMTHREATENSTAND" />
<Surface name="BGMRIFLE_WALK_HERO_FALOSW" animsurface="BGMWALKING" />
<Surface name="BGMBASICWALK_FALOSW" animsurface="BGMWALK2" />
<Surface name="BGMRUNNING_HERO_FALOSW" animsurface="BGMRUNNING" />
<Surface name="BGMRUNNING_FALOSW" animsurface="BGMRUN2" />
<Surface name="BGMRIFLE_CROUCH_HERO_FALOSW" animsurface="BGMCROUCHING" />
<Surface name="BGMRIFLE_CROUCH_BIGM_FALOSW" animsurface="BGMCROUCHTRANS" />
<Surface name="BGMRIFLE_SIDESTEP_FALOSW" animsurface="BGMSIDESTEP" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_FALOSW" animsurface="BGMSIDESTEP_R_RDY" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_FALOSW" animsurface="BGMSIDESTEP_R_RDY2" />
<Surface name="BGMRIFLE_SWAT_FALOSW" animsurface="BGMSNEAKING" />
<Surface name="BGMRIFLE_RAISE_HERO_FALOSW" animsurface="BGMRAISE" />
<Surface name="BGMRIFLE_RAISE_FALOSW" animsurface="BGMRAISE2" />
<Surface name="BGMRIFLE_AIM_HERO_FALOSW" animsurface="BGMSTANDAIM" />
<Surface name="BGMRIFLE_AIM_FALOSW" animsurface="BGMSTANDAIM2" />
<Surface name="BGMRIFLE_AIM_FALOSW" animsurface="BGMSRAIMALT" />
<Surface name="BGMRIFLE_HIP_FALOSW" animsurface="BGM_HIP_AIM" />
<Surface name="BGMRIFLE_HIP_HERO_FALOSW" animsurface="BGMHIPAIMALT" />
<Surface name="BGMRIFLE_CR_AIM_HERO_FALOSW" animsurface="BGMCROUCHAIM" />
<Surface name="BGMRIFLE_PRONE_HERO_FALOSW" animsurface="BGMPRONE" />
<Surface name="BGMRIFLE_HIT_HERO_FALOSW" animsurface="BGMRHIT" />
<Surface name="BGMRIFLE_PAIN_FALOSW" animsurface="BGMHURTSTANDINGR" />
<Surface name="BGMRIFLE_COWER_FALOSW" animsurface="BGMCOWER" />
<Surface name="BGMRIFLE_PRN_COWER_FALOSW" animsurface="BGM_COWER_PRONE" />
<Surface name="BGMRIFLE_WALK_HURT_FALOSW" animsurface="BGMHURTWALKINGR" />
<Surface name="BGMRIFLE_KICKDOOR_FALOSW" animsurface="BGMKICKDOOR" />
<Surface name="BGMRIFLE_DUST_SHOE_FALOSW" animsurface="BGMSHOEDUST" />
<Surface name="BGMRIFLE_WIPE_FALOSW" animsurface="BGMHEADTURN" />
<Surface name="BGMRIFLE_NECK_FALOSW" animsurface="BGMIDLENECK" />
<Surface name="BGMRIFLE_NECK_HERO_FALOSW" animsurface="BGMIDLENECK2" />
<Surface name="BGMRIFLE_DRUNK_FALOSW" animsurface="BGMDRUNK" />
<Surface name="BGMRIFLE_BAYONET_FALOSW" animsurface="BGMBAYONET_S_S" />
<Surface name="BGMRIFLE_BAYONET_L_FALOSW" animsurface="BGMBAYONET_S_P" />
<Surface name="BGMRIFLE_LOW_FALOSW" animsurface="BGMSHOOT_LOW" />
<Surface name="BGMRIFLE_HIP_LOW_FALOSW" animsurface="RGM_HIP_LOW" />
<Surface name="BGMRIFLE_ROLL_SIDE_FALOSW" animsurface="BGMROLL_PR" />
<Surface name="BGM_WATER_RIFLE_IDLE_FALOSW" animsurface="BGMWATER_R_STD" />
<Surface name="BGM_WATER_RIFLE_WALK_FALOSW" animsurface="BGMWATER_R_WALK" />
<Surface name="BGM_WATER_RIFLE_AIM_FALOSW" animsurface="BGMWATER_R_AIM" />
<Surface name="BGM_WATER_RIFLE_HIP_FALOSW" animsurface="BGM_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasFNCInHand" palette="guns_v2">
<Surface name="BGM_RIFLE_OPEN_FNC" animsurface="BGMOPEN" />
@@ -9659,99 +9655,52 @@
<Surface name="BGM_WATER_RIFLE_AIM_PM12" animsurface="BGMWATER_R_AIM" />
<Surface name="BGM_WATER_RIFLE_HIP_PM12" animsurface="BGM_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasIMIUziInHand" palette="guns_v2">
<Surface name="BGM_RIFLE_OPEN_IMIUZI" animsurface="BGMOPEN" />
<Surface name="BGMRIFLE_WALK_CROUCH_IMIUZI" animsurface="BGMCROUCH_R_RDY" />
<Surface name="BGMRIFLE_WALK_RDY_HERO_IMIUZI" animsurface="BGMWALK_R_RDY2" />
<Surface name="BGMRIFLE_WALK_IMIUZI" animsurface="BGMWALK_R_RDY" />
<Surface name="BGMRIFLE_IDLE_HERO_IMIUZI" animsurface="BGMSTANDING" />
<Surface name="BGMRIFLE_IDLE_IMIUZI" animsurface="BGMTHREATENSTAND" />
<Surface name="BGMRIFLE_WALK_HERO_IMIUZI" animsurface="BGMWALKING" />
<Surface name="BGMBASICWALK_IMIUZI" animsurface="BGMWALK2" />
<Surface name="BGMRUNNING_HERO_IMIUZI" animsurface="BGMRUNNING" />
<Surface name="BGMRUNNING_IMIUZI" animsurface="BGMRUN2" />
<Surface name="BGMRIFLE_CROUCH_HERO_IMIUZI" animsurface="BGMCROUCHING" />
<Surface name="BGMRIFLE_CROUCH_BIGM_IMIUZI" animsurface="BGMCROUCHTRANS" />
<Surface name="BGMRIFLE_SIDESTEP_IMIUZI" animsurface="BGMSIDESTEP" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_IMIUZI" animsurface="BGMSIDESTEP_R_RDY" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_IMIUZI" animsurface="BGMSIDESTEP_R_RDY2" />
<Surface name="BGMRIFLE_SWAT_IMIUZI" animsurface="BGMSNEAKING" />
<Surface name="BGMRIFLE_RAISE_HERO_IMIUZI" animsurface="BGMRAISE" />
<Surface name="BGMRIFLE_RAISE_IMIUZI" animsurface="BGMRAISE2" />
<Surface name="BGMRIFLE_AIM_HERO_IMIUZI" animsurface="BGMSTANDAIM" />
<Surface name="BGMRIFLE_AIM_IMIUZI" animsurface="BGMSTANDAIM2" />
<Surface name="BGMRIFLE_AIM_IMIUZI" animsurface="BGMSRAIMALT" />
<Surface name="BGMRIFLE_HIP_IMIUZI" animsurface="BGM_HIP_AIM" />
<Surface name="BGMRIFLE_HIP_HERO_IMIUZI" animsurface="BGMHIPAIMALT" />
<Surface name="BGMRIFLE_CR_AIM_HERO_IMIUZI" animsurface="BGMCROUCHAIM" />
<Surface name="BGMRIFLE_PRONE_HERO_IMIUZI" animsurface="BGMPRONE" />
<Surface name="BGMRIFLE_HIT_HERO_IMIUZI" animsurface="BGMRHIT" />
<Surface name="BGMRIFLE_PAIN_IMIUZI" animsurface="BGMHURTSTANDINGR" />
<Surface name="BGMRIFLE_COWER_IMIUZI" animsurface="BGMCOWER" />
<Surface name="BGMRIFLE_PRN_COWER_IMIUZI" animsurface="BGM_COWER_PRONE" />
<Surface name="BGMRIFLE_WALK_HURT_IMIUZI" animsurface="BGMHURTWALKINGR" />
<Surface name="BGMRIFLE_KICKDOOR_IMIUZI" animsurface="BGMKICKDOOR" />
<Surface name="BGMRIFLE_DUST_SHOE_IMIUZI" animsurface="BGMSHOEDUST" />
<Surface name="BGMRIFLE_WIPE_IMIUZI" animsurface="BGMHEADTURN" />
<Surface name="BGMRIFLE_NECK_IMIUZI" animsurface="BGMIDLENECK" />
<Surface name="BGMRIFLE_NECK_HERO_IMIUZI" animsurface="BGMIDLENECK2" />
<Surface name="BGMRIFLE_DRUNK_IMIUZI" animsurface="BGMDRUNK" />
<Surface name="BGMRIFLE_BAYONET_IMIUZI" animsurface="BGMBAYONET_S_S" />
<Surface name="BGMRIFLE_BAYONET_L_IMIUZI" animsurface="BGMBAYONET_S_P" />
<Surface name="BGMRIFLE_LOW_IMIUZI" animsurface="BGMSHOOT_LOW" />
<Surface name="BGMRIFLE_HIP_LOW_IMIUZI" animsurface="RGM_HIP_LOW" />
<Surface name="BGMRIFLE_ROLL_SIDE_IMIUZI" animsurface="BGMROLL_PR" />
<Surface name="BGM_WATER_RIFLE_IDLE_IMIUZI" animsurface="BGMWATER_R_STD" />
<Surface name="BGM_WATER_RIFLE_WALK_IMIUZI" animsurface="BGMWATER_R_WALK" />
<Surface name="BGM_WATER_RIFLE_AIM_IMIUZI" animsurface="BGMWATER_R_AIM" />
<Surface name="BGM_WATER_RIFLE_HIP_IMIUZI" animsurface="BGM_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasJatimaticInHand" palette="guns_v2">
<Surface name="BGM_RIFLE_OPEN_JATIMATIC" animsurface="BGMOPEN" />
<Surface name="BGMRIFLE_WALK_CROUCH_JATIMATIC" animsurface="BGMCROUCH_R_RDY" />
<Surface name="BGMRIFLE_WALK_RDY_HERO_JATIMATIC" animsurface="BGMWALK_R_RDY2" />
<Surface name="BGMRIFLE_WALK_JATIMATIC" animsurface="BGMWALK_R_RDY" />
<Surface name="BGMRIFLE_IDLE_HERO_JATIMATIC" animsurface="BGMSTANDING" />
<Surface name="BGMRIFLE_IDLE_JATIMATIC" animsurface="BGMTHREATENSTAND" />
<Surface name="BGMRIFLE_WALK_HERO_JATIMATIC" animsurface="BGMWALKING" />
<Surface name="BGMBASICWALK_JATIMATIC" animsurface="BGMWALK2" />
<Surface name="BGMRUNNING_HERO_JATIMATIC" animsurface="BGMRUNNING" />
<Surface name="BGMRUNNING_JATIMATIC" animsurface="BGMRUN2" />
<Surface name="BGMRIFLE_CROUCH_HERO_JATIMATIC" animsurface="BGMCROUCHING" />
<Surface name="BGMRIFLE_CROUCH_BIGM_JATIMATIC" animsurface="BGMCROUCHTRANS" />
<Surface name="BGMRIFLE_SIDESTEP_JATIMATIC" animsurface="BGMSIDESTEP" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_JATIMATIC" animsurface="BGMSIDESTEP_R_RDY" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_JATIMATIC" animsurface="BGMSIDESTEP_R_RDY2" />
<Surface name="BGMRIFLE_SWAT_JATIMATIC" animsurface="BGMSNEAKING" />
<Surface name="BGMRIFLE_RAISE_HERO_JATIMATIC" animsurface="BGMRAISE" />
<Surface name="BGMRIFLE_RAISE_JATIMATIC" animsurface="BGMRAISE2" />
<Surface name="BGMRIFLE_AIM_HERO_JATIMATIC" animsurface="BGMSTANDAIM" />
<Surface name="BGMRIFLE_AIM_JATIMATIC" animsurface="BGMSTANDAIM2" />
<Surface name="BGMRIFLE_AIM_JATIMATIC" animsurface="BGMSRAIMALT" />
<Surface name="BGMRIFLE_HIP_JATIMATIC" animsurface="BGM_HIP_AIM" />
<Surface name="BGMRIFLE_HIP_HERO_JATIMATIC" animsurface="BGMHIPAIMALT" />
<Surface name="BGMRIFLE_CR_AIM_HERO_JATIMATIC" animsurface="BGMCROUCHAIM" />
<Surface name="BGMRIFLE_PRONE_HERO_JATIMATIC" animsurface="BGMPRONE" />
<Surface name="BGMRIFLE_HIT_HERO_JATIMATIC" animsurface="BGMRHIT" />
<Surface name="BGMRIFLE_PAIN_JATIMATIC" animsurface="BGMHURTSTANDINGR" />
<Surface name="BGMRIFLE_COWER_JATIMATIC" animsurface="BGMCOWER" />
<Surface name="BGMRIFLE_PRN_COWER_JATIMATIC" animsurface="BGM_COWER_PRONE" />
<Surface name="BGMRIFLE_WALK_HURT_JATIMATIC" animsurface="BGMHURTWALKINGR" />
<Surface name="BGMRIFLE_KICKDOOR_JATIMATIC" animsurface="BGMKICKDOOR" />
<Surface name="BGMRIFLE_DUST_SHOE_JATIMATIC" animsurface="BGMSHOEDUST" />
<Surface name="BGMRIFLE_WIPE_JATIMATIC" animsurface="BGMHEADTURN" />
<Surface name="BGMRIFLE_NECK_JATIMATIC" animsurface="BGMIDLENECK" />
<Surface name="BGMRIFLE_NECK_HERO_JATIMATIC" animsurface="BGMIDLENECK2" />
<Surface name="BGMRIFLE_DRUNK_JATIMATIC" animsurface="BGMDRUNK" />
<Surface name="BGMRIFLE_BAYONET_JATIMATIC" animsurface="BGMBAYONET_S_S" />
<Surface name="BGMRIFLE_BAYONET_L_JATIMATIC" animsurface="BGMBAYONET_S_P" />
<Surface name="BGMRIFLE_LOW_JATIMATIC" animsurface="BGMSHOOT_LOW" />
<Surface name="BGMRIFLE_HIP_LOW_JATIMATIC" animsurface="RGM_HIP_LOW" />
<Surface name="BGMRIFLE_ROLL_SIDE_JATIMATIC" animsurface="BGMROLL_PR" />
<Surface name="BGM_WATER_RIFLE_IDLE_JATIMATIC" animsurface="BGMWATER_R_STD" />
<Surface name="BGM_WATER_RIFLE_WALK_JATIMATIC" animsurface="BGMWATER_R_WALK" />
<Surface name="BGM_WATER_RIFLE_AIM_JATIMATIC" animsurface="BGMWATER_R_AIM" />
<Surface name="BGM_WATER_RIFLE_HIP_JATIMATIC" animsurface="BGM_WATER_HIP_AIM" />
<LayerProp filter="HasUziInHand" palette="guns_v2">
<Surface name="BGM_RIFLE_OPEN_UZI" animsurface="BGMOPEN" />
<Surface name="BGMRIFLE_WALK_CROUCH_UZI" animsurface="BGMCROUCH_R_RDY" />
<Surface name="BGMRIFLE_WALK_RDY_HERO_UZI" animsurface="BGMWALK_R_RDY2" />
<Surface name="BGMRIFLE_WALK_UZI" animsurface="BGMWALK_R_RDY" />
<Surface name="BGMRIFLE_IDLE_HERO_UZI" animsurface="BGMSTANDING" />
<Surface name="BGMRIFLE_IDLE_UZI" animsurface="BGMTHREATENSTAND" />
<Surface name="BGMRIFLE_WALK_HERO_UZI" animsurface="BGMWALKING" />
<Surface name="BGMBASICWALK_UZI" animsurface="BGMWALK2" />
<Surface name="BGMRUNNING_HERO_UZI" animsurface="BGMRUNNING" />
<Surface name="BGMRUNNING_UZI" animsurface="BGMRUN2" />
<Surface name="BGMRIFLE_CROUCH_HERO_UZI" animsurface="BGMCROUCHING" />
<Surface name="BGMRIFLE_CROUCH_BIGM_UZI" animsurface="BGMCROUCHTRANS" />
<Surface name="BGMRIFLE_SIDESTEP_UZI" animsurface="BGMSIDESTEP" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_UZI" animsurface="BGMSIDESTEP_R_RDY" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_UZI" animsurface="BGMSIDESTEP_R_RDY2" />
<Surface name="BGMRIFLE_SWAT_UZI" animsurface="BGMSNEAKING" />
<Surface name="BGMRIFLE_RAISE_HERO_UZI" animsurface="BGMRAISE" />
<Surface name="BGMRIFLE_RAISE_UZI" animsurface="BGMRAISE2" />
<Surface name="BGMRIFLE_AIM_HERO_UZI" animsurface="BGMSTANDAIM" />
<Surface name="BGMRIFLE_AIM_UZI" animsurface="BGMSTANDAIM2" />
<Surface name="BGMRIFLE_AIM_UZI" animsurface="BGMSRAIMALT" />
<Surface name="BGMRIFLE_HIP_UZI" animsurface="BGM_HIP_AIM" />
<Surface name="BGMRIFLE_HIP_HERO_UZI" animsurface="BGMHIPAIMALT" />
<Surface name="BGMRIFLE_CR_AIM_HERO_UZI" animsurface="BGMCROUCHAIM" />
<Surface name="BGMRIFLE_PRONE_HERO_UZI" animsurface="BGMPRONE" />
<Surface name="BGMRIFLE_HIT_HERO_UZI" animsurface="BGMRHIT" />
<Surface name="BGMRIFLE_PAIN_UZI" animsurface="BGMHURTSTANDINGR" />
<Surface name="BGMRIFLE_COWER_UZI" animsurface="BGMCOWER" />
<Surface name="BGMRIFLE_PRN_COWER_UZI" animsurface="BGM_COWER_PRONE" />
<Surface name="BGMRIFLE_WALK_HURT_UZI" animsurface="BGMHURTWALKINGR" />
<Surface name="BGMRIFLE_KICKDOOR_UZI" animsurface="BGMKICKDOOR" />
<Surface name="BGMRIFLE_DUST_SHOE_UZI" animsurface="BGMSHOEDUST" />
<Surface name="BGMRIFLE_WIPE_UZI" animsurface="BGMHEADTURN" />
<Surface name="BGMRIFLE_NECK_UZI" animsurface="BGMIDLENECK" />
<Surface name="BGMRIFLE_NECK_HERO_UZI" animsurface="BGMIDLENECK2" />
<Surface name="BGMRIFLE_DRUNK_UZI" animsurface="BGMDRUNK" />
<Surface name="BGMRIFLE_BAYONET_UZI" animsurface="BGMBAYONET_S_S" />
<Surface name="BGMRIFLE_BAYONET_L_UZI" animsurface="BGMBAYONET_S_P" />
<Surface name="BGMRIFLE_LOW_UZI" animsurface="BGMSHOOT_LOW" />
<Surface name="BGMRIFLE_HIP_LOW_UZI" animsurface="RGM_HIP_LOW" />
<Surface name="BGMRIFLE_ROLL_SIDE_UZI" animsurface="BGMROLL_PR" />
<Surface name="BGM_WATER_RIFLE_IDLE_UZI" animsurface="BGMWATER_R_STD" />
<Surface name="BGM_WATER_RIFLE_WALK_UZI" animsurface="BGMWATER_R_WALK" />
<Surface name="BGM_WATER_RIFLE_AIM_UZI" animsurface="BGMWATER_R_AIM" />
<Surface name="BGM_WATER_RIFLE_HIP_UZI" animsurface="BGM_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasMPLInHand" palette="guns_v2">
<Surface name="BGM_RIFLE_OPEN_MPL" animsurface="BGMOPEN" />
@@ -11300,25 +11249,6 @@
<Surface name="BGM_WATER_PISTOL_WALK_sawnoff" animsurface="BGMWATER_N_WALK" />
<Surface name="BGM_WATER_PISTOL_AIM_sawnoff" animsurface="BGMWATER_N_AIM" />
</LayerProp>
<!--<LayerProp filter="HasDualRightUzi" palette="guns_v2">
<Surface name="BGMEMPTY_IDLE_UZI_1H" animsurface="BGMDBLBREATH" />
<Surface name="BGMEMPTY_WALK_UZI_1H" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMDUAL_AIM_UZI_1H" animsurface="BGMSTANDDWALAIM" />
<Surface name="BGM_CROUCHWALK_DUAL_UZI_1H" animsurface="BGMCROUCH_D_RDY" />
<Surface name="BGMDUAL_CR_AIM_UZI_1H" animsurface="BGMCDBLSHOT" />
<Surface name="BGMEMPTY_RUN_UZI_1H" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMDUAL_PRONE_UZI_1H" animsurface="BGMDWPRONE" />
<Surface name="BGMEMPTY_PAIN_UZI_1H" animsurface="BGMHURTSTANDINGN" />
<Surface name="BGMEMPTY_RUN_UZI_1H" animsurface="BGMPISTOL_RUN" />
<Surface name="BGMDUAL_SDSTP_AIM_UZI_1H" animsurface="BGMSIDESTEP_D_RDY" />
<Surface name="BGMDUAL_RDY_WALK_UZI_1H" animsurface="BGMWALK_D_RDY" />
<Surface name="BGMDUAL_SDSTP_UZI_1H" animsurface="BGMSIDESTEP" />
<Surface name="BGMEMPTY_DRUNK_UZI_1H" animsurface="BGMPISTOLDRUNK" />
<Surface name="BGMEMPTY_WALK_HURT_UZI_1H" animsurface="BGMHURTWALKINGN" />
<Surface name="BGM_WATER_EMPTY_IDLE_UZI_1H" animsurface="BGMWATER_N_STD" />
<Surface name="BGM_WATER_EMPTY_WALK_UZI_1H" animsurface="BGMWATER_N_WALK" />
<Surface name="BGM_WATER_DUAL_AIM_UZI_1H" animsurface="BGMWATER_DBLSHT" />
</LayerProp>-->
<LayerProp filter="HasDualRightDesertEagle50" palette="guns_v2">
<Surface name="BGMEMPTY_IDLE_DEAGLE" animsurface="BGMDBLBREATH" />
<Surface name="BGMEMPTY_WALK_DEAGLE" animsurface="BGMNOTHING_WALK" />
@@ -11395,30 +11325,6 @@
<Surface name="BGM_WATER_EMPTY_WALK_MPISTOL" animsurface="BGMWATER_N_WALK" />
<Surface name="BGM_WATER_DUAL_AIM_MPISTOL" animsurface="BGMWATER_DBLSHT" />
</LayerProp>
<!--<LayerProp filter="HasUziInHand" palette="guns_v2">
<Surface name="BGM_CROUCHWALK_UZI_1H" animsurface="BGMCROUCH_P_RDY" />
<Surface name="BGMEMPTY_PRONE_UZI_1H" animsurface="BGMHANDGUN_PRONE" />
<Surface name="BGMPISTOL_IDLE_UZI_1H" animsurface="BGMPISTOLBREATH" />
<Surface name="BGMPISTOL_WALK_UZI_1H" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMPISTOL_AIM_UZI_1H" animsurface="BGMHANDGUN_S_SHOT" />
<Surface name="BGMPISTOL_AIM_1H_UZI_1H" animsurface="BGM_PFSHOT_AIM" />
<Surface name="BGMPISTOL_RDY_WALK_UZI_1H" animsurface="BGMWALK_P_RDY" />
<Surface name="BGMEMPTY_SWAT_UZI_1H" animsurface="BGMNOTHING_SWAT" />
<Surface name="BGMEMPTY_CROUCH_UZI_1H" animsurface="BGMNOTHING_CROUCH" />
<Surface name="BGMPISTOL_CR_AIM_UZI_1H" animsurface="BGMHANDGUN_C_SHOT" />
<Surface name="BGMPISTOL_SDSTP_AIM_UZI_1H" animsurface="BGMSIDESTEP_P_RDY" />
<Surface name="BGMPISTOL_LOW_UZI_1H" animsurface="BGMPISTOLSHOOTLOW" />
<Surface name="BGMPISTOL_LOW_UZI_1H" animsurface="BGMSHOOT_LOW" />
<Surface name="BGMEMPTY_RUN_UZI_1H" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMEMPTY_PAIN_UZI_1H" animsurface="BGMHURTSTANDINGN" />
<Surface name="BGMEMPTY_RUN_UZI_1H" animsurface="BGMPISTOL_RUN" />
<Surface name="BGMPISTOL_SDSTP_UZI_1H" animsurface="BGMSIDESTEP" />
<Surface name="BGMEMPTY_DRUNK_UZI_1H" animsurface="BGMPISTOLDRUNK" />
<Surface name="BGMEMPTY_WALK_HURT_UZI_1H" animsurface="BGMHURTWALKINGN" />
<Surface name="BGM_WATER_PISTOL_IDLE_UZI_1H" animsurface="BGMWATER_N_STD" />
<Surface name="BGM_WATER_PISTOL_WALK_UZI_1H" animsurface="BGMWATER_N_WALK" />
<Surface name="BGM_WATER_PISTOL_AIM_UZI_1H" animsurface="BGMWATER_N_AIM" />
</LayerProp>-->
<LayerProp filter="HasDesertEagle50InHand" palette="guns_v2">
<Surface name="BGM_CROUCHWALK_DEAGLE" animsurface="BGMCROUCH_P_RDY" />
<Surface name="BGMEMPTY_PRONE_DEAGLE" animsurface="BGMHANDGUN_PRONE" />
@@ -11703,53 +11609,6 @@
<Surface name="BGM_WATER_RIFLE_AIM_PPSH41" animsurface="BGMWATER_R_AIM" />
<Surface name="BGM_WATER_RIFLE_HIP_PPSH41" animsurface="BGM_WATER_HIP_AIM" />
</LayerProp>
<!--<LayerProp filter="HasUziSMGInHand" palette="guns_v2">
<Surface name="BGM_RIFLE_OPEN_UZI" animsurface="BGMOPEN" />
<Surface name="BGMRIFLE_WALK_CROUCH_UZI" animsurface="BGMCROUCH_R_RDY" />
<Surface name="BGMRIFLE_WALK_RDY_HERO_UZI" animsurface="BGMWALK_R_RDY2" />
<Surface name="BGMRIFLE_WALK_UZI" animsurface="BGMWALK_R_RDY" />
<Surface name="BGMRIFLE_IDLE_HERO_UZI" animsurface="BGMSTANDING" />
<Surface name="BGMRIFLE_IDLE_UZI" animsurface="BGMTHREATENSTAND" />
<Surface name="BGMRIFLE_WALK_HERO_UZI" animsurface="BGMWALKING" />
<Surface name="BGMBASICWALK_UZI" animsurface="BGMWALK2" />
<Surface name="BGMRUNNING_HERO_UZI" animsurface="BGMRUNNING" />
<Surface name="BGMRUNNING_UZI" animsurface="BGMRUN2" />
<Surface name="BGMRIFLE_CROUCH_HERO_UZI" animsurface="BGMCROUCHING" />
<Surface name="BGMRIFLE_CROUCH_BIGM_UZI" animsurface="BGMCROUCHTRANS" />
<Surface name="BGMRIFLE_SIDESTEP_UZI" animsurface="BGMSIDESTEP" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_UZI" animsurface="BGMSIDESTEP_R_RDY" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_UZI" animsurface="BGMSIDESTEP_R_RDY2" />
<Surface name="BGMRIFLE_SWAT_UZI" animsurface="BGMSNEAKING" />
<Surface name="BGMRIFLE_RAISE_HERO_UZI" animsurface="BGMRAISE" />
<Surface name="BGMRIFLE_RAISE_UZI" animsurface="BGMRAISE2" />
<Surface name="BGMRIFLE_AIM_HERO_UZI" animsurface="BGMSTANDAIM" />
<Surface name="BGMRIFLE_AIM_UZI" animsurface="BGMSTANDAIM2" />
<Surface name="BGMRIFLE_AIM_UZI" animsurface="BGMSRAIMALT" />
<Surface name="BGMRIFLE_HIP_UZI" animsurface="BGM_HIP_AIM" />
<Surface name="BGMRIFLE_HIP_HERO_UZI" animsurface="BGMHIPAIMALT" />
<Surface name="BGMRIFLE_CR_AIM_HERO_UZI" animsurface="BGMCROUCHAIM" />
<Surface name="BGMRIFLE_PRONE_HERO_UZI" animsurface="BGMPRONE" />
<Surface name="BGMRIFLE_HIT_HERO_UZI" animsurface="BGMRHIT" />
<Surface name="BGMRIFLE_PAIN_UZI" animsurface="BGMHURTSTANDINGR" />
<Surface name="BGMRIFLE_COWER_UZI" animsurface="BGMCOWER" />
<Surface name="BGMRIFLE_PRN_COWER_UZI" animsurface="BGM_COWER_PRONE" />
<Surface name="BGMRIFLE_WALK_HURT_UZI" animsurface="BGMHURTWALKINGR" />
<Surface name="BGMRIFLE_KICKDOOR_UZI" animsurface="BGMKICKDOOR" />
<Surface name="BGMRIFLE_DUST_SHOE_UZI" animsurface="BGMSHOEDUST" />
<Surface name="BGMRIFLE_WIPE_UZI" animsurface="BGMHEADTURN" />
<Surface name="BGMRIFLE_NECK_UZI" animsurface="BGMIDLENECK" />
<Surface name="BGMRIFLE_NECK_HERO_UZI" animsurface="BGMIDLENECK2" />
<Surface name="BGMRIFLE_DRUNK_UZI" animsurface="BGMDRUNK" />
<Surface name="BGMRIFLE_BAYONET_UZI" animsurface="BGMBAYONET_S_S" />
<Surface name="BGMRIFLE_BAYONET_L_UZI" animsurface="BGMBAYONET_S_P" />
<Surface name="BGMRIFLE_LOW_UZI" animsurface="BGMSHOOT_LOW" />
<Surface name="BGMRIFLE_HIP_LOW_UZI" animsurface="RGM_HIP_LOW" />
<Surface name="BGMRIFLE_ROLL_SIDE_UZI" animsurface="BGMROLL_PR" />
<Surface name="BGM_WATER_RIFLE_IDLE_UZI" animsurface="BGMWATER_R_STD" />
<Surface name="BGM_WATER_RIFLE_WALK_UZI" animsurface="BGMWATER_R_WALK" />
<Surface name="BGM_WATER_RIFLE_AIM_UZI" animsurface="BGMWATER_R_AIM" />
<Surface name="BGM_WATER_RIFLE_HIP_UZI" animsurface="BGM_WATER_HIP_AIM" />
</LayerProp>-->
<LayerProp filter="HasSMGInHand" palette="guns_v2">
<Surface name="BGM_RIFLE_OPEN_MP5" animsurface="BGMOPEN" />
<Surface name="BGMRIFLE_WALK_CROUCH_MP5" animsurface="BGMCROUCH_R_RDY" />
@@ -12703,6 +12562,150 @@
<Surface name="BGMEMPTY_DODGE_CROWBAR" animsurface="BGMDODGE" />
<Surface name="BGMCROWBAR_HIT_CROWBAR" animsurface="BGMCROWBAR" />
</LayerProp>
<LayerProp filter="HasCombatKnifeInHand" palette="guns_v2">
<Surface name="BGMEMPTY_IDLE_knife2" animsurface="BGMNOTHING_STD" />
<Surface name="BGMEMPTY_WALK_knife2" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMEMPTY_CROUCH_knife2" animsurface="BGMNOTHING_CROUCH" />
<Surface name="BGMEMPTY_SWAT_knife2" animsurface="BGMNOTHING_SWAT" />
<Surface name="BGMEMPTY_SWAT_knife2" animsurface="BGMSWKNIFE" />
<Surface name="BGMEMPTY_RUN_knife2" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMEMPTY_PAIN_knife2" animsurface="BGMHURTSTANDINGN" />
<Surface name="BGMEMPTY_PRONE_knife2" animsurface="BGMHANDGUN_PRONE" />
<Surface name="BGMEMPTY_WALK_HURT_knife2" animsurface="BGMHURTWALKINGN" />
<Surface name="BGMEMPTY_DRUNK_knife2" animsurface="BGMPISTOLDRUNK" />
<Surface name="BGMEMPTY_DODGE_knife2" animsurface="BGMDODGE" />
<Surface name="BGMKNIFE_STAB_knife2" animsurface="BGMSTAB" />
<Surface name="BGMKNIFE_SLICE_knife2" animsurface="BGMSLICE" />
<Surface name="BGMKNIFE_THROW_knife2" animsurface="BGMTHROWKNIFE" />
<Surface name="BGMKNIFE_BREATH_knife2" animsurface="BGMBREATHKNIFE" />
<Surface name="BGMKNIFE_CSTAB_knife2" animsurface="BGMCSTAB" />
</LayerProp>
<LayerProp filter="HasMacheteInHand" palette="guns_v2">
<Surface name="BGMEMPTY_IDLE_machete" animsurface="BGMNOTHING_STD" />
<Surface name="BGMEMPTY_WALK_machete" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMEMPTY_CROUCH_machete" animsurface="BGMNOTHING_CROUCH" />
<Surface name="BGMEMPTY_SWAT_machete" animsurface="BGMNOTHING_SWAT" />
<Surface name="BGMEMPTY_SWAT_machete" animsurface="BGMSWKNIFE" />
<Surface name="BGMEMPTY_RUN_machete" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMEMPTY_PAIN_machete" animsurface="BGMHURTSTANDINGN" />
<Surface name="BGMEMPTY_PRONE_machete" animsurface="BGMHANDGUN_PRONE" />
<Surface name="BGMEMPTY_WALK_HURT_machete" animsurface="BGMHURTWALKINGN" />
<Surface name="BGMEMPTY_DRUNK_machete" animsurface="BGMPISTOLDRUNK" />
<Surface name="BGMEMPTY_DODGE_machete" animsurface="BGMDODGE" />
<Surface name="BGMKNIFE_STAB_machete" animsurface="BGMSTAB" />
<Surface name="BGMKNIFE_SLICE_machete" animsurface="BGMSLICE" />
<Surface name="BGMKNIFE_THROW_machete" animsurface="BGMTHROWKNIFE" />
<Surface name="BGMKNIFE_BREATH_machete" animsurface="BGMBREATHKNIFE" />
<Surface name="BGMKNIFE_CSTAB_machete" animsurface="BGMCSTAB" />
</LayerProp>
<LayerProp filter="HasKatanaInHand" palette="guns_v2">
<Surface name="BGMEMPTY_IDLE_katana" animsurface="BGMNOTHING_STD" />
<Surface name="BGMEMPTY_WALK_katana" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMEMPTY_CROUCH_katana" animsurface="BGMNOTHING_CROUCH" />
<Surface name="BGMEMPTY_SWAT_katana" animsurface="BGMNOTHING_SWAT" />
<Surface name="BGMEMPTY_SWAT_katana" animsurface="BGMSWKNIFE" />
<Surface name="BGMEMPTY_RUN_katana" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMEMPTY_PAIN_katana" animsurface="BGMHURTSTANDINGN" />
<Surface name="BGMEMPTY_PRONE_katana" animsurface="BGMHANDGUN_PRONE" />
<Surface name="BGMEMPTY_WALK_HURT_katana" animsurface="BGMHURTWALKINGN" />
<Surface name="BGMEMPTY_DRUNK_katana" animsurface="BGMPISTOLDRUNK" />
<Surface name="BGMEMPTY_DODGE_katana" animsurface="BGMDODGE" />
<Surface name="BGMKNIFE_STAB_katana" animsurface="BGMSTAB" />
<Surface name="BGMKNIFE_SLICE_katana" animsurface="BGMSLICE" />
<Surface name="BGMKNIFE_THROW_katana" animsurface="BGMTHROWKNIFE" />
<Surface name="BGMKNIFE_BREATH_katana" animsurface="BGMBREATHKNIFE" />
<Surface name="BGMKNIFE_CSTAB_katana" animsurface="BGMCSTAB" />
</LayerProp>
<LayerProp filter="HasCavalrySabreInHand" palette="guns_v2">
<Surface name="BGMEMPTY_IDLE_sabre" animsurface="BGMNOTHING_STD" />
<Surface name="BGMEMPTY_WALK_sabre" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMEMPTY_CROUCH_sabre" animsurface="BGMNOTHING_CROUCH" />
<Surface name="BGMEMPTY_SWAT_sabre" animsurface="BGMNOTHING_SWAT" />
<Surface name="BGMEMPTY_SWAT_sabre" animsurface="BGMSWKNIFE" />
<Surface name="BGMEMPTY_RUN_sabre" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMEMPTY_PAIN_sabre" animsurface="BGMHURTSTANDINGN" />
<Surface name="BGMEMPTY_PRONE_sabre" animsurface="BGMHANDGUN_PRONE" />
<Surface name="BGMEMPTY_WALK_HURT_sabre" animsurface="BGMHURTWALKINGN" />
<Surface name="BGMEMPTY_DRUNK_sabre" animsurface="BGMPISTOLDRUNK" />
<Surface name="BGMEMPTY_DODGE_sabre" animsurface="BGMDODGE" />
<Surface name="BGMKNIFE_STAB_sabre" animsurface="BGMSTAB" />
<Surface name="BGMKNIFE_SLICE_sabre" animsurface="BGMSLICE" />
<Surface name="BGMKNIFE_THROW_sabre" animsurface="BGMTHROWKNIFE" />
<Surface name="BGMKNIFE_BREATH_sabre" animsurface="BGMBREATHKNIFE" />
<Surface name="BGMKNIFE_CSTAB_sabre" animsurface="BGMCSTAB" />
</LayerProp>
<LayerProp filter="HasRamboKnifeInHand" palette="guns_v2">
<Surface name="BGMEMPTY_IDLE_bigknife" animsurface="BGMNOTHING_STD" />
<Surface name="BGMEMPTY_WALK_bigknife" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMEMPTY_CROUCH_bigknife" animsurface="BGMNOTHING_CROUCH" />
<Surface name="BGMEMPTY_SWAT_bigknife" animsurface="BGMNOTHING_SWAT" />
<Surface name="BGMEMPTY_SWAT_bigknife" animsurface="BGMSWKNIFE" />
<Surface name="BGMEMPTY_RUN_bigknife" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMEMPTY_PAIN_bigknife" animsurface="BGMHURTSTANDINGN" />
<Surface name="BGMEMPTY_PRONE_bigknife" animsurface="BGMHANDGUN_PRONE" />
<Surface name="BGMEMPTY_WALK_HURT_bigknife" animsurface="BGMHURTWALKINGN" />
<Surface name="BGMEMPTY_DRUNK_bigknife" animsurface="BGMPISTOLDRUNK" />
<Surface name="BGMEMPTY_DODGE_bigknife" animsurface="BGMDODGE" />
<Surface name="BGMKNIFE_STAB_bigknife" animsurface="BGMSTAB" />
<Surface name="BGMKNIFE_SLICE_bigknife" animsurface="BGMSLICE" />
<Surface name="BGMKNIFE_THROW_bigknife" animsurface="BGMTHROWKNIFE" />
<Surface name="BGMKNIFE_BREATH_bigknife" animsurface="BGMBREATHKNIFE" />
<Surface name="BGMKNIFE_CSTAB_bigknife" animsurface="BGMCSTAB" />
</LayerProp>
<LayerProp filter="HasKaBarCutlassInHand" palette="guns_v2">
<Surface name="BGMEMPTY_IDLE_cutlass" animsurface="BGMNOTHING_STD" />
<Surface name="BGMEMPTY_WALK_cutlass" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMEMPTY_CROUCH_cutlass" animsurface="BGMNOTHING_CROUCH" />
<Surface name="BGMEMPTY_SWAT_cutlass" animsurface="BGMNOTHING_SWAT" />
<Surface name="BGMEMPTY_SWAT_cutlass" animsurface="BGMSWKNIFE" />
<Surface name="BGMEMPTY_RUN_cutlass" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMEMPTY_PAIN_cutlass" animsurface="BGMHURTSTANDINGN" />
<Surface name="BGMEMPTY_PRONE_cutlass" animsurface="BGMHANDGUN_PRONE" />
<Surface name="BGMEMPTY_WALK_HURT_cutlass" animsurface="BGMHURTWALKINGN" />
<Surface name="BGMEMPTY_DRUNK_cutlass" animsurface="BGMPISTOLDRUNK" />
<Surface name="BGMEMPTY_DODGE_cutlass" animsurface="BGMDODGE" />
<Surface name="BGMKNIFE_STAB_cutlass" animsurface="BGMSTAB" />
<Surface name="BGMKNIFE_SLICE_cutlass" animsurface="BGMSLICE" />
<Surface name="BGMKNIFE_THROW_cutlass" animsurface="BGMTHROWKNIFE" />
<Surface name="BGMKNIFE_BREATH_cutlass" animsurface="BGMBREATHKNIFE" />
<Surface name="BGMKNIFE_CSTAB_cutlass" animsurface="BGMCSTAB" />
</LayerProp>
<LayerProp filter="HasKCBKnifeInHand" palette="guns_v2">
<Surface name="BGMEMPTY_IDLE_kcbknife" animsurface="BGMNOTHING_STD" />
<Surface name="BGMEMPTY_WALK_kcbknife" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMEMPTY_CROUCH_kcbknife" animsurface="BGMNOTHING_CROUCH" />
<Surface name="BGMEMPTY_SWAT_kcbknife" animsurface="BGMNOTHING_SWAT" />
<Surface name="BGMEMPTY_SWAT_kcbknife" animsurface="BGMSWKNIFE" />
<Surface name="BGMEMPTY_RUN_kcbknife" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMEMPTY_PAIN_kcbknife" animsurface="BGMHURTSTANDINGN" />
<Surface name="BGMEMPTY_PRONE_kcbknife" animsurface="BGMHANDGUN_PRONE" />
<Surface name="BGMEMPTY_WALK_HURT_kcbknife" animsurface="BGMHURTWALKINGN" />
<Surface name="BGMEMPTY_DRUNK_kcbknife" animsurface="BGMPISTOLDRUNK" />
<Surface name="BGMEMPTY_DODGE_kcbknife" animsurface="BGMDODGE" />
<Surface name="BGMKNIFE_STAB_kcbknife" animsurface="BGMSTAB" />
<Surface name="BGMKNIFE_SLICE_kcbknife" animsurface="BGMSLICE" />
<Surface name="BGMKNIFE_THROW_kcbknife" animsurface="BGMTHROWKNIFE" />
<Surface name="BGMKNIFE_BREATH_kcbknife" animsurface="BGMBREATHKNIFE" />
<Surface name="BGMKNIFE_CSTAB_kcbknife" animsurface="BGMCSTAB" />
</LayerProp>
<LayerProp filter="HasExactoKnifeInHand" palette="guns_v2">
<Surface name="BGMEMPTY_IDLE_boxknife" animsurface="BGMNOTHING_STD" />
<Surface name="BGMEMPTY_WALK_boxknife" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMEMPTY_CROUCH_boxknife" animsurface="BGMNOTHING_CROUCH" />
<Surface name="BGMEMPTY_SWAT_boxknife" animsurface="BGMNOTHING_SWAT" />
<Surface name="BGMEMPTY_SWAT_boxknife" animsurface="BGMSWKNIFE" />
<Surface name="BGMEMPTY_RUN_boxknife" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMEMPTY_PAIN_boxknife" animsurface="BGMHURTSTANDINGN" />
<Surface name="BGMEMPTY_PRONE_boxknife" animsurface="BGMHANDGUN_PRONE" />
<Surface name="BGMEMPTY_WALK_HURT_boxknife" animsurface="BGMHURTWALKINGN" />
<Surface name="BGMEMPTY_DRUNK_boxknife" animsurface="BGMPISTOLDRUNK" />
<Surface name="BGMEMPTY_DODGE_boxknife" animsurface="BGMDODGE" />
<Surface name="BGMKNIFE_STAB_boxknife" animsurface="BGMSTAB" />
<Surface name="BGMKNIFE_SLICE_boxknife" animsurface="BGMSLICE" />
<Surface name="BGMKNIFE_THROW_boxknife" animsurface="BGMTHROWKNIFE" />
<Surface name="BGMKNIFE_BREATH_boxknife" animsurface="BGMBREATHKNIFE" />
<Surface name="BGMKNIFE_CSTAB_boxknife" animsurface="BGMCSTAB" />
</LayerProp>
<LayerProp filter="HasKnifeInHand" palette="guns_v2">
<Surface name="BGMEMPTY_IDLE_KNIFE" animsurface="BGMNOTHING_STD" />
<Surface name="BGMEMPTY_WALK_KNIFE" animsurface="BGMNOTHING_WALK" />
@@ -13859,6 +13862,28 @@
<Surface name="BGM_WATER_EMPTY_WALK_MP7MP_LEFT" animsurface="BGMWATER_N_WALK" />
<Surface name="BGM_WATER_DUAL_AIM_MP7MP_LEFT" animsurface="BGMWATER_DBLSHT" />
</LayerProp>
<LayerProp filter="HasJatimaticMPInLeftHand" palette="guns_v2">
<Surface name="BGMEMPTY_IDLE_JMATICMP_LEFT" animsurface="BGMNOTHING_STD" />
<Surface name="BGMEMPTY_IDLE_JMATICMP_LEFT" animsurface="BGMDBLBREATH" />
<Surface name="BGMEMPTY_WALK_JMATICMP_LEFT" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMDUAL_AIM_JMATICMP_LEFT" animsurface="BGMSTANDDWALAIM" />
<Surface name="BGMEMPTY_CROUCH_JMATICMP_LEFT" animsurface="BGMNOTHING_CROUCH" />
<Surface name="BGMEMPTY_SWAT_JMATICMP_LEFT" animsurface="BGMNOTHING_SWAT" />
<Surface name="BGM_CROUCHWALK_DUAL_JMATICMP_LEFT" animsurface="BGMCROUCH_D_RDY" />
<Surface name="BGMDUAL_CR_AIM_JMATICMP_LEFT" animsurface="BGMCDBLSHOT" />
<Surface name="BGMEMPTY_RUN_JMATICMP_LEFT" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMDUAL_PRONE_JMATICMP_LEFT" animsurface="BGMDWPRONE" />
<Surface name="BGMEMPTY_PAIN_JMATICMP_LEFT" animsurface="BGMHURTSTANDINGN" />
<Surface name="BGMEMPTY_RUN_JMATICMP_LEFT" animsurface="BGMPISTOL_RUN" />
<Surface name="BGMDUAL_SDSTP_AIM_JMATICMP_LEFT" animsurface="BGMSIDESTEP_D_RDY" />
<Surface name="BGMDUAL_RDY_WALK_JMATICMP_LEFT" animsurface="BGMWALK_D_RDY" />
<Surface name="BGMDUAL_SDSTP_JMATICMP_LEFT" animsurface="BGMSIDESTEP" />
<Surface name="BGMEMPTY_DRUNK_JMATICMP_LEFT" animsurface="BGMPISTOLDRUNK" />
<Surface name="BGMEMPTY_WALK_HURT_JMATICMP_LEFT" animsurface="BGMHURTWALKINGN" />
<Surface name="BGM_WATER_EMPTY_IDLE_JMATICMP_LEFT" animsurface="BGMWATER_N_STD" />
<Surface name="BGM_WATER_EMPTY_WALK_JMATICMP_LEFT" animsurface="BGMWATER_N_WALK" />
<Surface name="BGM_WATER_DUAL_AIM_JMATICMP_LEFT" animsurface="BGMWATER_DBLSHT" />
</LayerProp>
<LayerProp filter="HasMiniSAFMPInLeftHand" palette="guns_v2">
<Surface name="BGMEMPTY_IDLE_MINISAFMP_LEFT" animsurface="BGMNOTHING_STD" />
<Surface name="BGMEMPTY_IDLE_MINISAFMP_LEFT" animsurface="BGMDBLBREATH" />
@@ -13903,28 +13928,6 @@
<Surface name="BGM_WATER_EMPTY_WALK_sawnoff_LEFT" animsurface="BGMWATER_N_WALK" />
<Surface name="BGM_WATER_DUAL_AIM_sawnoff_LEFT" animsurface="BGMWATER_DBLSHT" />
</LayerProp>
<!--<LayerProp filter="HasUziInLeftHand" palette="guns_v2">
<Surface name="BGMEMPTY_IDLE_UZI_1H_LEFT" animsurface="BGMNOTHING_STD" />
<Surface name="BGMEMPTY_IDLE_UZI_1H_LEFT" animsurface="BGMDBLBREATH" />
<Surface name="BGMEMPTY_WALK_UZI_1H_LEFT" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMDUAL_AIM_UZI_1H_LEFT" animsurface="BGMSTANDDWALAIM" />
<Surface name="BGMEMPTY_CROUCH_UZI_1H_LEFT" animsurface="BGMNOTHING_CROUCH" />
<Surface name="BGMEMPTY_SWAT_UZI_1H_LEFT" animsurface="BGMNOTHING_SWAT" />
<Surface name="BGM_CROUCHWALK_DUAL_UZI_1H_LEFT" animsurface="BGMCROUCH_D_RDY" />
<Surface name="BGMDUAL_CR_AIM_UZI_1H_LEFT" animsurface="BGMCDBLSHOT" />
<Surface name="BGMEMPTY_RUN_UZI_1H_LEFT" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMDUAL_PRONE_UZI_1H_LEFT" animsurface="BGMDWPRONE" />
<Surface name="BGMEMPTY_PAIN_UZI_1H_LEFT" animsurface="BGMHURTSTANDINGN" />
<Surface name="BGMEMPTY_RUN_UZI_1H_LEFT" animsurface="BGMPISTOL_RUN" />
<Surface name="BGMDUAL_SDSTP_AIM_UZI_1H_LEFT" animsurface="BGMSIDESTEP_D_RDY" />
<Surface name="BGMDUAL_RDY_WALK_UZI_1H_LEFT" animsurface="BGMWALK_D_RDY" />
<Surface name="BGMDUAL_SDSTP_UZI_1H_LEFT" animsurface="BGMSIDESTEP" />
<Surface name="BGMEMPTY_DRUNK_UZI_1H_LEFT" animsurface="BGMPISTOLDRUNK" />
<Surface name="BGMEMPTY_WALK_HURT_UZI_1H_LEFT" animsurface="BGMHURTWALKINGN" />
<Surface name="BGM_WATER_EMPTY_IDLE_UZI_1H_LEFT" animsurface="BGMWATER_N_STD" />
<Surface name="BGM_WATER_EMPTY_WALK_UZI_1H_LEFT" animsurface="BGMWATER_N_WALK" />
<Surface name="BGM_WATER_DUAL_AIM_UZI_1H_LEFT" animsurface="BGMWATER_DBLSHT" />
</LayerProp>-->
<LayerProp filter="HasDesertEagle50InLeftHand" palette="guns_v2">
<Surface name="BGMEMPTY_IDLE_DEAGLE_LEFT" animsurface="BGMNOTHING_STD" />
<Surface name="BGMEMPTY_IDLE_DEAGLE_LEFT" animsurface="BGMDBLBREATH" />
@@ -1,82 +0,0 @@
<AnimSurface name="RGF_RIFLE_WALK_CROUCH_UZI" file="Anims\LOBOT\RGF\F_R_SWAT_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_UZI" file="Anims\LOBOT\RGF\F_R_RDY_WALK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_HURT_UZI" file="Anims\LOBOT\RGF\F_R_WALK_HURT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_IDLE_UZI" file="Anims\LOBOT\RGF\F_R_STD_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_BASICWALK_UZI" file="Anims\LOBOT\RGF\F_R_WALK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_CROUCH_UZI" file="Anims\LOBOT\RGF\F_R_C_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGF_RIFLE_SWAT_UZI" file="Anims\LOBOT\RGF\F_R_SWAT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_RIFLE_SIDESTEP_UZI" file="Anims\LOBOT\RGF\F_R_SDSP_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_SIDESTEP_AIM_UZI" file="Anims\LOBOT\RGF\F_R_SDSP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RUNNING_UZI" file="Anims\LOBOT\RGF\F_R_RUN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_RAISE_UZI" file="Anims\LOBOT\RGF\F_RAISE_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="RGF_RIFLE_AIM_UZI" file="Anims\LOBOT\RGF\F_SR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_RIFLE_LOW_UZI" file="Anims\LOBOT\RGF\F_R_LOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIP_UZI" file="Anims\LOBOT\RGF\F_SR_HIP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIP_LOW_UZI" file="Anims\LOBOT\RGF\F_R_HIP_LOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_RIFLE_CR_AIM_UZI" file="Anims\LOBOT\RGF\F_CR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_RIFLE_PRONE_UZI" file="Anims\LOBOT\RGF\F_R_PRN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGF_RIFLE_OPEN_UZI" file="Anims\LOBOT\RGF\F_RIFLE_OPEN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="RGF_RIFLE_KICKDOOR_UZI" file="Anims\LOBOT\RGF\F_R_DR_KICK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_RIFLE_DRUNK_UZI" file="Anims\LOBOT\RGF\F_R_DRUNK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_RIFLE_BAYONET_UZI" file="Anims\LOBOT\RGF\F_R_BAYONET_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_RIFLE_BAYONET_L_UZI" file="Anims\LOBOT\RGF\F_R_BAYONET_L_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIT_UZI" file="Anims\LOBOT\RGF\F_HIT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="RGF_RIFLE_PAIN_UZI" file="Anims\LOBOT\RGF\F_R_PAIN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_RIFLE_COWER_UZI" file="Anims\LOBOT\RGF\F_R_COWER_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_PRN_COWER_UZI" file="Anims\LOBOT\RGF\F_R_PRNCOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
<AnimSurface name="RGF_RIFLE_ROLL_SIDE_UZI" file="Anims\LOBOT\RGF\F_R_ROLL_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="RGF_RIFLE_LOOK_UZI" file="Anims\LOBOT\RGF\F_R_LOOK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_RIFLE_CLEAN_UZI" file="Anims\LOBOT\RGF\F_R_CLEAN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_IDLE_UZI" file="Anims\LOBOT\RGF\FW_R_STD_uzi.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_WALK_UZI" file="Anims\LOBOT\RGF\FW_R_WALK_uzi.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_AIM_UZI" file="Anims\LOBOT\RGF\FW_SR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_HIP_UZI" file="Anims\LOBOT\RGF\FW_SR_HIP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<!-- 1 Handed Uzi -->
<AnimSurface name="RGF_CROUCHWALK_UZI_1H" file="Anims\LOBOT\RGF\F_P_SWAT_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_CROUCHWALK_DUAL_UZI_1H" file="Anims\LOBOT\RGF\F_D_SWAT_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_CROUCHWALK_DUAL_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_D_SWAT_AIM_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_EMPTY_IDLE_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_P_BRTH_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_EMPTY_CROUCH_UZI_1H" file="Anims\LOBOT\RGF\F_N_CRCH_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGF_EMPTY_CROUCH_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_CRCH_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGF_EMPTY_SWAT_UZI_1H" file="Anims\LOBOT\RGF\F_N_SWAT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_EMPTY_SWAT_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_SWAT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_EMPTY_RUN_UZI_1H" file="Anims\LOBOT\RGF\F_N_RUN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_RUN_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_RUN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_WALK_UZI_1H" file="Anims\LOBOT\RGF\F_N_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_HURT_UZI_1H" file="Anims\LOBOT\RGF\F_R_WALK_HURT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_HURT_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_R_WALK_HURT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_PRONE_UZI_1H" file="Anims\LOBOT\RGF\F_N_PRNE_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGF_DUAL_PRONE_UZI_1H" file="Anims\LOBOT\RGF\F_DB_PRN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_PRONE_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_DB_PRN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_PISTOL_IDLE_UZI_1H" file="Anims\LOBOT\RGF\F_P_BRTH_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_PISTOL_WALK_UZI_1H" file="Anims\LOBOT\RGF\F_N_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_PISTOL_RDY_WALK_UZI_1H" file="Anims\LOBOT\RGF\F_P_RDY_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_RDY_WALK_UZI_1H" file="Anims\LOBOT\RGF\F_DBL_RDY_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_RDY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_DBL_RDY_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_PISTOL_AIM_UZI_1H" file="Anims\LOBOT\RGF\F_P_SHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_PISTOL_AIM_1H_UZI_1H" file="Anims\LOBOT\RGF\F_P_SHOT2_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_PISTOL_LOW_UZI_1H" file="Anims\LOBOT\RGF\F_P_LOW_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_PISTOL_CR_AIM_UZI_1H" file="Anims\LOBOT\RGF\F_CR_AIM_P_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_DUAL_CR_AIM_UZI_1H" file="Anims\LOBOT\RGF\F_CR_AIM_D_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGF_DUAL_CR_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_CR_AIM_D_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGF_PISTOL_SDSTP_UZI_1H" file="Anims\LOBOT\RGF\F_P_SDSP_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_PISTOL_SDSTP_AIM_UZI_1H" file="Anims\LOBOT\RGF\F_P_SDSP_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_SDSTP_UZI_1H" file="Anims\LOBOT\RGF\F_DBL_SDSP_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_SDSTP_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_DBL_SDSP_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_SDSTP_AIM_UZI_1H" file="Anims\LOBOT\RGF\F_DBL_SDSP_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_SDSTP_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_DBL_SDSP_AIM_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_AIM_UZI_1H" file="Anims\LOBOT\RGF\F_DBLSHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGF_DUAL_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_DBLSHOT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGF_EMPTY_PAIN_UZI_1H" file="Anims\LOBOT\RGF\F_N_PAIN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_EMPTY_PAIN_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_PAIN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_EMPTY_DRUNK_UZI_1H" file="Anims\LOBOT\RGF\F_N_DRUNK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_EMPTY_DRUNK_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_DRUNK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_WATER_PISTOL_IDLE_UZI_1H" file="Anims\LOBOT\RGF\FW_P_BRTH_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_WATER_PISTOL_AIM_UZI_1H" file="Anims\LOBOT\RGF\FW_P_SHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_WATER_EMPTY_IDLE_UZI_1H" file="Anims\LOBOT\RGF\FW_N_STD_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_WATER_EMPTY_IDLE_UZI_1H_LEFT" file="Anims\LOBOT\RGF\FW_N_STD_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_WATER_EMPTY_WALK_UZI_1H" file="Anims\LOBOT\RGF\FW_N_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_WATER_EMPTY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\RGF\FW_N_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_WATER_DUAL_AIM_UZI_1H" file="Anims\LOBOT\RGF\FW_DBLSHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGF_WATER_DUAL_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGF\FW_DBLSHOT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
File diff suppressed because it is too large Load Diff
@@ -841,110 +841,75 @@
<AnimSurface name="RGF_WATER_RIFLE_AIM_GALILMAR" file="Anims\LOBOT\RGF\FW_SR_AIM_GALILMAR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_HIP_GALILMAR" file="Anims\LOBOT\RGF\FW_SR_HIP_AIM_GALILMAR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<!-- FN FAL -->
<AnimSurface name="RGF_RIFLE_WALK_CROUCH_FNFAL" file="Anims\LOBOT\RGF\F_R_SWAT_AIM_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_FNFAL" file="Anims\LOBOT\RGF\F_R_RDY_WALK_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_HURT_FNFAL" file="Anims\LOBOT\RGF\F_R_WALK_HURT_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_IDLE_FNFAL" file="Anims\LOBOT\RGF\F_R_STD_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_BASICWALK_FNFAL" file="Anims\LOBOT\RGF\F_R_WALK_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_CROUCH_FNFAL" file="Anims\LOBOT\RGF\F_R_C_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGF_RIFLE_SWAT_FNFAL" file="Anims\LOBOT\RGF\F_R_SWAT_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_RIFLE_SIDESTEP_FNFAL" file="Anims\LOBOT\RGF\F_R_SDSP_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_SIDESTEP_AIM_FNFAL" file="Anims\LOBOT\RGF\F_R_SDSP_AIM_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RUNNING_FNFAL" file="Anims\LOBOT\RGF\F_R_RUN_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_RAISE_FNFAL" file="Anims\LOBOT\RGF\F_RAISE_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="RGF_RIFLE_AIM_FNFAL" file="Anims\LOBOT\RGF\F_SR_AIM_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_RIFLE_LOW_FNFAL" file="Anims\LOBOT\RGF\F_R_LOW_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIP_FNFAL" file="Anims\LOBOT\RGF\F_SR_HIP_AIM_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIP_LOW_FNFAL" file="Anims\LOBOT\RGF\F_R_HIP_LOW_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_RIFLE_CR_AIM_FNFAL" file="Anims\LOBOT\RGF\F_CR_AIM_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_RIFLE_PRONE_FNFAL" file="Anims\LOBOT\RGF\F_R_PRN_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGF_RIFLE_OPEN_FNFAL" file="Anims\LOBOT\RGF\F_RIFLE_OPEN_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="RGF_RIFLE_KICKDOOR_FNFAL" file="Anims\LOBOT\RGF\F_R_DR_KICK_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_RIFLE_DRUNK_FNFAL" file="Anims\LOBOT\RGF\F_R_DRUNK_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_RIFLE_BAYONET_FNFAL" file="Anims\LOBOT\RGF\F_R_BAYONET_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_RIFLE_BAYONET_L_FNFAL" file="Anims\LOBOT\RGF\F_R_BAYONET_L_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIT_FNFAL" file="Anims\LOBOT\RGF\F_HIT_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="RGF_RIFLE_PAIN_FNFAL" file="Anims\LOBOT\RGF\F_R_PAIN_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_RIFLE_COWER_FNFAL" file="Anims\LOBOT\RGF\F_R_COWER_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_PRN_COWER_FNFAL" file="Anims\LOBOT\RGF\F_R_PRNCOW_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
<AnimSurface name="RGF_RIFLE_ROLL_SIDE_FNFAL" file="Anims\LOBOT\RGF\F_R_ROLL_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="RGF_RIFLE_LOOK_FNFAL" file="Anims\LOBOT\RGF\F_R_LOOK_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_RIFLE_CLEAN_FNFAL" file="Anims\LOBOT\RGF\F_R_CLEAN_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_IDLE_FNFAL" file="Anims\LOBOT\RGF\FW_R_STD_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_WALK_FNFAL" file="Anims\LOBOT\RGF\FW_R_WALK_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_AIM_FNFAL" file="Anims\LOBOT\RGF\FW_SR_AIM_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_HIP_FNFAL" file="Anims\LOBOT\RGF\FW_SR_HIP_AIM_FNFAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<!-- FN FAL Carbine -->
<AnimSurface name="RGF_RIFLE_WALK_CROUCH_FNPARA" file="Anims\LOBOT\RGF\F_R_SWAT_AIM_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_FNPARA" file="Anims\LOBOT\RGF\F_R_RDY_WALK_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_HURT_FNPARA" file="Anims\LOBOT\RGF\F_R_WALK_HURT_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_IDLE_FNPARA" file="Anims\LOBOT\RGF\F_R_STD_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_BASICWALK_FNPARA" file="Anims\LOBOT\RGF\F_R_WALK_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_CROUCH_FNPARA" file="Anims\LOBOT\RGF\F_R_C_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGF_RIFLE_SWAT_FNPARA" file="Anims\LOBOT\RGF\F_R_SWAT_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_RIFLE_SIDESTEP_FNPARA" file="Anims\LOBOT\RGF\F_R_SDSP_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_SIDESTEP_AIM_FNPARA" file="Anims\LOBOT\RGF\F_R_SDSP_AIM_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RUNNING_FNPARA" file="Anims\LOBOT\RGF\F_R_RUN_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_RAISE_FNPARA" file="Anims\LOBOT\RGF\F_RAISE_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="RGF_RIFLE_AIM_FNPARA" file="Anims\LOBOT\RGF\F_SR_AIM_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_RIFLE_LOW_FNPARA" file="Anims\LOBOT\RGF\F_R_LOW_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIP_FNPARA" file="Anims\LOBOT\RGF\F_SR_HIP_AIM_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIP_LOW_FNPARA" file="Anims\LOBOT\RGF\F_R_HIP_LOW_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_RIFLE_CR_AIM_FNPARA" file="Anims\LOBOT\RGF\F_CR_AIM_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_RIFLE_PRONE_FNPARA" file="Anims\LOBOT\RGF\F_R_PRN_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGF_RIFLE_OPEN_FNPARA" file="Anims\LOBOT\RGF\F_RIFLE_OPEN_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="RGF_RIFLE_KICKDOOR_FNPARA" file="Anims\LOBOT\RGF\F_R_DR_KICK_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_RIFLE_DRUNK_FNPARA" file="Anims\LOBOT\RGF\F_R_DRUNK_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_RIFLE_BAYONET_FNPARA" file="Anims\LOBOT\RGF\F_R_BAYONET_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_RIFLE_BAYONET_L_FNPARA" file="Anims\LOBOT\RGF\F_R_BAYONET_L_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIT_FNPARA" file="Anims\LOBOT\RGF\F_HIT_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="RGF_RIFLE_PAIN_FNPARA" file="Anims\LOBOT\RGF\F_R_PAIN_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_RIFLE_COWER_FNPARA" file="Anims\LOBOT\RGF\F_R_COWER_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_PRN_COWER_FNPARA" file="Anims\LOBOT\RGF\F_R_PRNCOW_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
<AnimSurface name="RGF_RIFLE_ROLL_SIDE_FNPARA" file="Anims\LOBOT\RGF\F_R_ROLL_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="RGF_RIFLE_LOOK_FNPARA" file="Anims\LOBOT\RGF\F_R_LOOK_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_RIFLE_CLEAN_FNPARA" file="Anims\LOBOT\RGF\F_R_CLEAN_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_IDLE_FNPARA" file="Anims\LOBOT\RGF\FW_R_STD_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_WALK_FNPARA" file="Anims\LOBOT\RGF\FW_R_WALK_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_AIM_FNPARA" file="Anims\LOBOT\RGF\FW_SR_AIM_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_HIP_FNPARA" file="Anims\LOBOT\RGF\FW_SR_HIP_AIM_FNPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_CROUCH_FALPARA" file="Anims\LOBOT\RGF\F_R_SWAT_AIM_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_FALPARA" file="Anims\LOBOT\RGF\F_R_RDY_WALK_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_HURT_FALPARA" file="Anims\LOBOT\RGF\F_R_WALK_HURT_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_IDLE_FALPARA" file="Anims\LOBOT\RGF\F_R_STD_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_BASICWALK_FALPARA" file="Anims\LOBOT\RGF\F_R_WALK_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_CROUCH_FALPARA" file="Anims\LOBOT\RGF\F_R_C_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGF_RIFLE_SWAT_FALPARA" file="Anims\LOBOT\RGF\F_R_SWAT_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_RIFLE_SIDESTEP_FALPARA" file="Anims\LOBOT\RGF\F_R_SDSP_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_SIDESTEP_AIM_FALPARA" file="Anims\LOBOT\RGF\F_R_SDSP_AIM_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RUNNING_FALPARA" file="Anims\LOBOT\RGF\F_R_RUN_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_RAISE_FALPARA" file="Anims\LOBOT\RGF\F_RAISE_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="RGF_RIFLE_AIM_FALPARA" file="Anims\LOBOT\RGF\F_SR_AIM_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_RIFLE_LOW_FALPARA" file="Anims\LOBOT\RGF\F_R_LOW_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIP_FALPARA" file="Anims\LOBOT\RGF\F_SR_HIP_AIM_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIP_LOW_FALPARA" file="Anims\LOBOT\RGF\F_R_HIP_LOW_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_RIFLE_CR_AIM_FALPARA" file="Anims\LOBOT\RGF\F_CR_AIM_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_RIFLE_PRONE_FALPARA" file="Anims\LOBOT\RGF\F_R_PRN_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGF_RIFLE_OPEN_FALPARA" file="Anims\LOBOT\RGF\F_RIFLE_OPEN_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="RGF_RIFLE_KICKDOOR_FALPARA" file="Anims\LOBOT\RGF\F_R_DR_KICK_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_RIFLE_DRUNK_FALPARA" file="Anims\LOBOT\RGF\F_R_DRUNK_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_RIFLE_BAYONET_FALPARA" file="Anims\LOBOT\RGF\F_R_BAYONET_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_RIFLE_BAYONET_L_FALPARA" file="Anims\LOBOT\RGF\F_R_BAYONET_L_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIT_FALPARA" file="Anims\LOBOT\RGF\F_HIT_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="RGF_RIFLE_PAIN_FALPARA" file="Anims\LOBOT\RGF\F_R_PAIN_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_RIFLE_COWER_FALPARA" file="Anims\LOBOT\RGF\F_R_COWER_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_PRN_COWER_FALPARA" file="Anims\LOBOT\RGF\F_R_PRNCOW_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
<AnimSurface name="RGF_RIFLE_ROLL_SIDE_FALPARA" file="Anims\LOBOT\RGF\F_R_ROLL_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="RGF_RIFLE_LOOK_FALPARA" file="Anims\LOBOT\RGF\F_R_LOOK_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_RIFLE_CLEAN_FALPARA" file="Anims\LOBOT\RGF\F_R_CLEAN_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_IDLE_FALPARA" file="Anims\LOBOT\RGF\FW_R_STD_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_WALK_FALPARA" file="Anims\LOBOT\RGF\FW_R_WALK_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_AIM_FALPARA" file="Anims\LOBOT\RGF\FW_SR_AIM_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_HIP_FALPARA" file="Anims\LOBOT\RGF\FW_SR_HIP_AIM_FALPARA.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<!-- FN FAL OSW -->
<AnimSurface name="RGF_RIFLE_WALK_CROUCH_DSA58" file="Anims\LOBOT\RGF\F_R_SWAT_AIM_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_DSA58" file="Anims\LOBOT\RGF\F_R_RDY_WALK_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_HURT_DSA58" file="Anims\LOBOT\RGF\F_R_WALK_HURT_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_IDLE_DSA58" file="Anims\LOBOT\RGF\F_R_STD_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_BASICWALK_DSA58" file="Anims\LOBOT\RGF\F_R_WALK_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_CROUCH_DSA58" file="Anims\LOBOT\RGF\F_R_C_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGF_RIFLE_SWAT_DSA58" file="Anims\LOBOT\RGF\F_R_SWAT_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_RIFLE_SIDESTEP_DSA58" file="Anims\LOBOT\RGF\F_R_SDSP_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_SIDESTEP_AIM_DSA58" file="Anims\LOBOT\RGF\F_R_SDSP_AIM_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RUNNING_DSA58" file="Anims\LOBOT\RGF\F_R_RUN_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_RAISE_DSA58" file="Anims\LOBOT\RGF\F_RAISE_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="RGF_RIFLE_AIM_DSA58" file="Anims\LOBOT\RGF\F_SR_AIM_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_RIFLE_LOW_DSA58" file="Anims\LOBOT\RGF\F_R_LOW_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIP_DSA58" file="Anims\LOBOT\RGF\F_SR_HIP_AIM_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIP_LOW_DSA58" file="Anims\LOBOT\RGF\F_R_HIP_LOW_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_RIFLE_CR_AIM_DSA58" file="Anims\LOBOT\RGF\F_CR_AIM_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_RIFLE_PRONE_DSA58" file="Anims\LOBOT\RGF\F_R_PRN_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGF_RIFLE_OPEN_DSA58" file="Anims\LOBOT\RGF\F_RIFLE_OPEN_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="RGF_RIFLE_KICKDOOR_DSA58" file="Anims\LOBOT\RGF\F_R_DR_KICK_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_RIFLE_DRUNK_DSA58" file="Anims\LOBOT\RGF\F_R_DRUNK_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_RIFLE_BAYONET_DSA58" file="Anims\LOBOT\RGF\F_R_BAYONET_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_RIFLE_BAYONET_L_DSA58" file="Anims\LOBOT\RGF\F_R_BAYONET_L_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIT_DSA58" file="Anims\LOBOT\RGF\F_HIT_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="RGF_RIFLE_PAIN_DSA58" file="Anims\LOBOT\RGF\F_R_PAIN_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_RIFLE_COWER_DSA58" file="Anims\LOBOT\RGF\F_R_COWER_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_PRN_COWER_DSA58" file="Anims\LOBOT\RGF\F_R_PRNCOW_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
<AnimSurface name="RGF_RIFLE_ROLL_SIDE_DSA58" file="Anims\LOBOT\RGF\F_R_ROLL_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="RGF_RIFLE_LOOK_DSA58" file="Anims\LOBOT\RGF\F_R_LOOK_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_RIFLE_CLEAN_DSA58" file="Anims\LOBOT\RGF\F_R_CLEAN_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_IDLE_DSA58" file="Anims\LOBOT\RGF\FW_R_STD_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_WALK_DSA58" file="Anims\LOBOT\RGF\FW_R_WALK_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_AIM_DSA58" file="Anims\LOBOT\RGF\FW_SR_AIM_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_HIP_DSA58" file="Anims\LOBOT\RGF\FW_SR_HIP_AIM_DSA58.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_CROUCH_FALOSW" file="Anims\LOBOT\RGF\F_R_SWAT_AIM_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_FALOSW" file="Anims\LOBOT\RGF\F_R_RDY_WALK_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_HURT_FALOSW" file="Anims\LOBOT\RGF\F_R_WALK_HURT_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_IDLE_FALOSW" file="Anims\LOBOT\RGF\F_R_STD_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_BASICWALK_FALOSW" file="Anims\LOBOT\RGF\F_R_WALK_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_CROUCH_FALOSW" file="Anims\LOBOT\RGF\F_R_C_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGF_RIFLE_SWAT_FALOSW" file="Anims\LOBOT\RGF\F_R_SWAT_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_RIFLE_SIDESTEP_FALOSW" file="Anims\LOBOT\RGF\F_R_SDSP_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_SIDESTEP_AIM_FALOSW" file="Anims\LOBOT\RGF\F_R_SDSP_AIM_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RUNNING_FALOSW" file="Anims\LOBOT\RGF\F_R_RUN_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_RAISE_FALOSW" file="Anims\LOBOT\RGF\F_RAISE_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="RGF_RIFLE_AIM_FALOSW" file="Anims\LOBOT\RGF\F_SR_AIM_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_RIFLE_LOW_FALOSW" file="Anims\LOBOT\RGF\F_R_LOW_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIP_FALOSW" file="Anims\LOBOT\RGF\F_SR_HIP_AIM_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIP_LOW_FALOSW" file="Anims\LOBOT\RGF\F_R_HIP_LOW_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_RIFLE_CR_AIM_FALOSW" file="Anims\LOBOT\RGF\F_CR_AIM_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_RIFLE_PRONE_FALOSW" file="Anims\LOBOT\RGF\F_R_PRN_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGF_RIFLE_OPEN_FALOSW" file="Anims\LOBOT\RGF\F_RIFLE_OPEN_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="RGF_RIFLE_KICKDOOR_FALOSW" file="Anims\LOBOT\RGF\F_R_DR_KICK_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_RIFLE_DRUNK_FALOSW" file="Anims\LOBOT\RGF\F_R_DRUNK_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_RIFLE_BAYONET_FALOSW" file="Anims\LOBOT\RGF\F_R_BAYONET_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_RIFLE_BAYONET_L_FALOSW" file="Anims\LOBOT\RGF\F_R_BAYONET_L_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIT_FALOSW" file="Anims\LOBOT\RGF\F_HIT_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="RGF_RIFLE_PAIN_FALOSW" file="Anims\LOBOT\RGF\F_R_PAIN_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_RIFLE_COWER_FALOSW" file="Anims\LOBOT\RGF\F_R_COWER_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_PRN_COWER_FALOSW" file="Anims\LOBOT\RGF\F_R_PRNCOW_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
<AnimSurface name="RGF_RIFLE_ROLL_SIDE_FALOSW" file="Anims\LOBOT\RGF\F_R_ROLL_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="RGF_RIFLE_LOOK_FALOSW" file="Anims\LOBOT\RGF\F_R_LOOK_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_RIFLE_CLEAN_FALOSW" file="Anims\LOBOT\RGF\F_R_CLEAN_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_IDLE_FALOSW" file="Anims\LOBOT\RGF\FW_R_STD_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_WALK_FALOSW" file="Anims\LOBOT\RGF\FW_R_WALK_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_AIM_FALOSW" file="Anims\LOBOT\RGF\FW_SR_AIM_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_HIP_FALOSW" file="Anims\LOBOT\RGF\FW_SR_HIP_AIM_FALOSW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<!-- FN FNC -->
<AnimSurface name="RGF_RIFLE_WALK_CROUCH_FNC" file="Anims\LOBOT\RGF\F_R_SWAT_AIM_FNC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
@@ -5513,74 +5478,39 @@
<AnimSurface name="RGF_WATER_RIFLE_HIP_PM12" file="Anims\LOBOT\RGF\FW_SR_HIP_AIM_PM12.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<!-- Uzi -->
<AnimSurface name="RGF_RIFLE_WALK_CROUCH_IMIUZI" file="Anims\LOBOT\RGF\F_R_SWAT_AIM_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_IMIUZI" file="Anims\LOBOT\RGF\F_R_RDY_WALK_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_HURT_IMIUZI" file="Anims\LOBOT\RGF\F_R_WALK_HURT_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_IDLE_IMIUZI" file="Anims\LOBOT\RGF\F_R_STD_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_BASICWALK_IMIUZI" file="Anims\LOBOT\RGF\F_R_WALK_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_CROUCH_IMIUZI" file="Anims\LOBOT\RGF\F_R_C_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGF_RIFLE_SWAT_IMIUZI" file="Anims\LOBOT\RGF\F_R_SWAT_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_RIFLE_SIDESTEP_IMIUZI" file="Anims\LOBOT\RGF\F_R_SDSP_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_SIDESTEP_AIM_IMIUZI" file="Anims\LOBOT\RGF\F_R_SDSP_AIM_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RUNNING_IMIUZI" file="Anims\LOBOT\RGF\F_R_RUN_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_RAISE_IMIUZI" file="Anims\LOBOT\RGF\F_RAISE_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="RGF_RIFLE_AIM_IMIUZI" file="Anims\LOBOT\RGF\F_SR_AIM_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_RIFLE_LOW_IMIUZI" file="Anims\LOBOT\RGF\F_R_LOW_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIP_IMIUZI" file="Anims\LOBOT\RGF\F_SR_HIP_AIM_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIP_LOW_IMIUZI" file="Anims\LOBOT\RGF\F_R_HIP_LOW_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_RIFLE_CR_AIM_IMIUZI" file="Anims\LOBOT\RGF\F_CR_AIM_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_RIFLE_PRONE_IMIUZI" file="Anims\LOBOT\RGF\F_R_PRN_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGF_RIFLE_OPEN_IMIUZI" file="Anims\LOBOT\RGF\F_RIFLE_OPEN_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="RGF_RIFLE_KICKDOOR_IMIUZI" file="Anims\LOBOT\RGF\F_R_DR_KICK_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_RIFLE_DRUNK_IMIUZI" file="Anims\LOBOT\RGF\F_R_DRUNK_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_RIFLE_BAYONET_IMIUZI" file="Anims\LOBOT\RGF\F_R_BAYONET_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_RIFLE_BAYONET_L_IMIUZI" file="Anims\LOBOT\RGF\F_R_BAYONET_L_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIT_IMIUZI" file="Anims\LOBOT\RGF\F_HIT_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="RGF_RIFLE_PAIN_IMIUZI" file="Anims\LOBOT\RGF\F_R_PAIN_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_RIFLE_COWER_IMIUZI" file="Anims\LOBOT\RGF\F_R_COWER_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_PRN_COWER_IMIUZI" file="Anims\LOBOT\RGF\F_R_PRNCOW_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
<AnimSurface name="RGF_RIFLE_ROLL_SIDE_IMIUZI" file="Anims\LOBOT\RGF\F_R_ROLL_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="RGF_RIFLE_LOOK_IMIUZI" file="Anims\LOBOT\RGF\F_R_LOOK_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_RIFLE_CLEAN_IMIUZI" file="Anims\LOBOT\RGF\F_R_CLEAN_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_IDLE_IMIUZI" file="Anims\LOBOT\RGF\FW_R_STD_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_WALK_IMIUZI" file="Anims\LOBOT\RGF\FW_R_WALK_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_AIM_IMIUZI" file="Anims\LOBOT\RGF\FW_SR_AIM_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_HIP_IMIUZI" file="Anims\LOBOT\RGF\FW_SR_HIP_AIM_IMIUZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<!-- Jati-Matic GG-95 PDW -->
<AnimSurface name="RGF_RIFLE_WALK_CROUCH_JATIMATIC" file="Anims\LOBOT\RGF\F_R_SWAT_AIM_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_JATIMATIC" file="Anims\LOBOT\RGF\F_R_RDY_WALK_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_HURT_JATIMATIC" file="Anims\LOBOT\RGF\F_R_WALK_HURT_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_IDLE_JATIMATIC" file="Anims\LOBOT\RGF\F_R_STD_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_BASICWALK_JATIMATIC" file="Anims\LOBOT\RGF\F_R_WALK_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_CROUCH_JATIMATIC" file="Anims\LOBOT\RGF\F_R_C_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGF_RIFLE_SWAT_JATIMATIC" file="Anims\LOBOT\RGF\F_R_SWAT_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_RIFLE_SIDESTEP_JATIMATIC" file="Anims\LOBOT\RGF\F_R_SDSP_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_SIDESTEP_AIM_JATIMATIC" file="Anims\LOBOT\RGF\F_R_SDSP_AIM_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RUNNING_JATIMATIC" file="Anims\LOBOT\RGF\F_R_RUN_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_RAISE_JATIMATIC" file="Anims\LOBOT\RGF\F_RAISE_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="RGF_RIFLE_AIM_JATIMATIC" file="Anims\LOBOT\RGF\F_SR_AIM_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_RIFLE_LOW_JATIMATIC" file="Anims\LOBOT\RGF\F_R_LOW_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIP_JATIMATIC" file="Anims\LOBOT\RGF\F_SR_HIP_AIM_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIP_LOW_JATIMATIC" file="Anims\LOBOT\RGF\F_R_HIP_LOW_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_RIFLE_CR_AIM_JATIMATIC" file="Anims\LOBOT\RGF\F_CR_AIM_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_RIFLE_PRONE_JATIMATIC" file="Anims\LOBOT\RGF\F_R_PRN_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGF_RIFLE_OPEN_JATIMATIC" file="Anims\LOBOT\RGF\F_RIFLE_OPEN_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="RGF_RIFLE_KICKDOOR_JATIMATIC" file="Anims\LOBOT\RGF\F_R_DR_KICK_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_RIFLE_DRUNK_JATIMATIC" file="Anims\LOBOT\RGF\F_R_DRUNK_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_RIFLE_BAYONET_JATIMATIC" file="Anims\LOBOT\RGF\F_R_BAYONET_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_RIFLE_BAYONET_L_JATIMATIC" file="Anims\LOBOT\RGF\F_R_BAYONET_L_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIT_JATIMATIC" file="Anims\LOBOT\RGF\F_HIT_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="RGF_RIFLE_PAIN_JATIMATIC" file="Anims\LOBOT\RGF\F_R_PAIN_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_RIFLE_COWER_JATIMATIC" file="Anims\LOBOT\RGF\F_R_COWER_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_PRN_COWER_JATIMATIC" file="Anims\LOBOT\RGF\F_R_PRNCOW_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
<AnimSurface name="RGF_RIFLE_ROLL_SIDE_JATIMATIC" file="Anims\LOBOT\RGF\F_R_ROLL_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="RGF_RIFLE_LOOK_JATIMATIC" file="Anims\LOBOT\RGF\F_R_LOOK_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_RIFLE_CLEAN_JATIMATIC" file="Anims\LOBOT\RGF\F_R_CLEAN_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_IDLE_JATIMATIC" file="Anims\LOBOT\RGF\FW_R_STD_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_WALK_JATIMATIC" file="Anims\LOBOT\RGF\FW_R_WALK_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_AIM_JATIMATIC" file="Anims\LOBOT\RGF\FW_SR_AIM_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_HIP_JATIMATIC" file="Anims\LOBOT\RGF\FW_SR_HIP_AIM_JATIMATIC.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_CROUCH_UZI" file="Anims\LOBOT\RGF\F_R_SWAT_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_UZI" file="Anims\LOBOT\RGF\F_R_RDY_WALK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_HURT_UZI" file="Anims\LOBOT\RGF\F_R_WALK_HURT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_IDLE_UZI" file="Anims\LOBOT\RGF\F_R_STD_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_BASICWALK_UZI" file="Anims\LOBOT\RGF\F_R_WALK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_CROUCH_UZI" file="Anims\LOBOT\RGF\F_R_C_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGF_RIFLE_SWAT_UZI" file="Anims\LOBOT\RGF\F_R_SWAT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_RIFLE_SIDESTEP_UZI" file="Anims\LOBOT\RGF\F_R_SDSP_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_SIDESTEP_AIM_UZI" file="Anims\LOBOT\RGF\F_R_SDSP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RUNNING_UZI" file="Anims\LOBOT\RGF\F_R_RUN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_RAISE_UZI" file="Anims\LOBOT\RGF\F_RAISE_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="RGF_RIFLE_AIM_UZI" file="Anims\LOBOT\RGF\F_SR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_RIFLE_LOW_UZI" file="Anims\LOBOT\RGF\F_R_LOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIP_UZI" file="Anims\LOBOT\RGF\F_SR_HIP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIP_LOW_UZI" file="Anims\LOBOT\RGF\F_R_HIP_LOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_RIFLE_CR_AIM_UZI" file="Anims\LOBOT\RGF\F_CR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_RIFLE_PRONE_UZI" file="Anims\LOBOT\RGF\F_R_PRN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGF_RIFLE_OPEN_UZI" file="Anims\LOBOT\RGF\F_RIFLE_OPEN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="RGF_RIFLE_KICKDOOR_UZI" file="Anims\LOBOT\RGF\F_R_DR_KICK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_RIFLE_DRUNK_UZI" file="Anims\LOBOT\RGF\F_R_DRUNK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_RIFLE_BAYONET_UZI" file="Anims\LOBOT\RGF\F_R_BAYONET_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_RIFLE_BAYONET_L_UZI" file="Anims\LOBOT\RGF\F_R_BAYONET_L_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIT_UZI" file="Anims\LOBOT\RGF\F_HIT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="RGF_RIFLE_PAIN_UZI" file="Anims\LOBOT\RGF\F_R_PAIN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_RIFLE_COWER_UZI" file="Anims\LOBOT\RGF\F_R_COWER_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_PRN_COWER_UZI" file="Anims\LOBOT\RGF\F_R_PRNCOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
<AnimSurface name="RGF_RIFLE_ROLL_SIDE_UZI" file="Anims\LOBOT\RGF\F_R_ROLL_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="RGF_RIFLE_LOOK_UZI" file="Anims\LOBOT\RGF\F_R_LOOK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_RIFLE_CLEAN_UZI" file="Anims\LOBOT\RGF\F_R_CLEAN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_IDLE_UZI" file="Anims\LOBOT\RGF\FW_R_STD_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_WALK_UZI" file="Anims\LOBOT\RGF\FW_R_WALK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_AIM_UZI" file="Anims\LOBOT\RGF\FW_SR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_HIP_UZI" file="Anims\LOBOT\RGF\FW_SR_HIP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<!-- Walther MPL -->
<AnimSurface name="RGF_RIFLE_WALK_CROUCH_MPL" file="Anims\LOBOT\RGF\F_R_SWAT_AIM_MPL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
@@ -9313,4 +9243,53 @@
<AnimSurface name="RGF_WATER_PISTOL_IDLE_MINISAFMP" file="Anims\LOBOT\RGF\FW_P_BRTH_MINISAFMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_WATER_PISTOL_AIM_MINISAFMP" file="Anims\LOBOT\RGF\FW_P_SHOT_MINISAFMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_WATER_DUAL_AIM_MINISAFMP" file="Anims\LOBOT\RGF\FW_DBLSHOT_MINISAFMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGF_WATER_DUAL_AIM_MINISAFMP_LEFT" file="Anims\LOBOT\RGF\FW_DBLSHOT_lMINISAFMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGF_WATER_DUAL_AIM_MINISAFMP_LEFT" file="Anims\LOBOT\RGF\FW_DBLSHOT_lMINISAFMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<!-- Jati-Matic GG-95 PDW -->
<AnimSurface name="RGF_CROUCHWALK_JMATICMP" file="Anims\LOBOT\RGF\F_P_SWAT_AIM_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_CROUCHWALK_DUAL_JMATICMP" file="Anims\LOBOT\RGF\F_D_SWAT_AIM_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_CROUCHWALK_DUAL_JMATICMP_LEFT" file="Anims\LOBOT\RGF\F_D_SWAT_AIM_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_HURT_JMATICMP" file="Anims\LOBOT\RGF\F_R_WALK_HURT_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_HURT_JMATICMP_LEFT" file="Anims\LOBOT\RGF\F_R_WALK_HURT_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_EMPTY_CROUCH_JMATICMP" file="Anims\LOBOT\RGF\F_N_CRCH_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGF_EMPTY_CROUCH_JMATICMP_LEFT" file="Anims\LOBOT\RGF\F_N_CRCH_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGF_EMPTY_SWAT_JMATICMP" file="Anims\LOBOT\RGF\F_N_SWAT_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_EMPTY_SWAT_JMATICMP_LEFT" file="Anims\LOBOT\RGF\F_N_SWAT_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_EMPTY_RUN_JMATICMP" file="Anims\LOBOT\RGF\F_N_RUN_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_RUN_JMATICMP_LEFT" file="Anims\LOBOT\RGF\F_N_RUN_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_WALK_JMATICMP" file="Anims\LOBOT\RGF\F_N_WALK_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_WALK_JMATICMP_LEFT" file="Anims\LOBOT\RGF\F_N_WALK_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_PRONE_JMATICMP" file="Anims\LOBOT\RGF\F_N_PRNE_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGF_DUAL_PRONE_JMATICMP" file="Anims\LOBOT\RGF\F_DB_PRN_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_PRONE_JMATICMP_LEFT" file="Anims\LOBOT\RGF\F_DB_PRN_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_PISTOL_IDLE_JMATICMP" file="Anims\LOBOT\RGF\F_P_BRTH_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_PISTOL_IDLE_JMATICMP_LEFT" file="Anims\LOBOT\RGF\F_P_BRTH_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_PISTOL_RDY_WALK_JMATICMP" file="Anims\LOBOT\RGF\F_P_RDY_WALK_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_RDY_WALK_JMATICMP" file="Anims\LOBOT\RGF\F_DBL_RDY_WALK_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_RDY_WALK_JMATICMP_LEFT" file="Anims\LOBOT\RGF\F_DBL_RDY_WALK_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_PISTOL_AIM_JMATICMP" file="Anims\LOBOT\RGF\F_P_SHOT_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_PISTOL_AIM_1H_JMATICMP" file="Anims\LOBOT\RGF\F_P_SHOT2_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_PISTOL_LOW_JMATICMP" file="Anims\LOBOT\RGF\F_P_LOW_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_PISTOL_CR_AIM_JMATICMP" file="Anims\LOBOT\RGF\F_CR_AIM_P_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_DUAL_CR_AIM_JMATICMP" file="Anims\LOBOT\RGF\F_CR_AIM_D_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGF_DUAL_CR_AIM_JMATICMP_LEFT" file="Anims\LOBOT\RGF\F_CR_AIM_D_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGF_PISTOL_SDSTP_JMATICMP" file="Anims\LOBOT\RGF\F_P_SDSP_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_PISTOL_SDSTP_AIM_JMATICMP" file="Anims\LOBOT\RGF\F_P_SDSP_AIM_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_SDSTP_JMATICMP" file="Anims\LOBOT\RGF\F_DBL_SDSP_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_SDSTP_JMATICMP_LEFT" file="Anims\LOBOT\RGF\F_DBL_SDSP_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_SDSTP_AIM_JMATICMP" file="Anims\LOBOT\RGF\F_DBL_SDSP_AIM_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_SDSTP_AIM_JMATICMP_LEFT" file="Anims\LOBOT\RGF\F_DBL_SDSP_AIM_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_AIM_JMATICMP" file="Anims\LOBOT\RGF\F_DBLSHOT_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGF_DUAL_AIM_JMATICMP_LEFT" file="Anims\LOBOT\RGF\F_DBLSHOT_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGF_EMPTY_PAIN_JMATICMP" file="Anims\LOBOT\RGF\F_N_PAIN_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_EMPTY_PAIN_JMATICMP_LEFT" file="Anims\LOBOT\RGF\F_N_PAIN_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_EMPTY_DRUNK_JMATICMP" file="Anims\LOBOT\RGF\F_N_DRUNK_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_EMPTY_DRUNK_JMATICMP_LEFT" file="Anims\LOBOT\RGF\F_N_DRUNK_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_WATER_EMPTY_IDLE_JMATICMP" file="Anims\LOBOT\RGF\FW_N_STD_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_WATER_EMPTY_IDLE_JMATICMP_LEFT" file="Anims\LOBOT\RGF\FW_N_STD_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_WATER_EMPTY_WALK_JMATICMP" file="Anims\LOBOT\RGF\FW_N_WALK_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_WATER_EMPTY_WALK_JMATICMP_LEFT" file="Anims\LOBOT\RGF\FW_N_WALK_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_WATER_PISTOL_IDLE_JMATICMP" file="Anims\LOBOT\RGF\FW_P_BRTH_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_WATER_PISTOL_AIM_JMATICMP" file="Anims\LOBOT\RGF\FW_P_SHOT_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_WATER_DUAL_AIM_JMATICMP" file="Anims\LOBOT\RGF\FW_DBLSHOT_JMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGF_WATER_DUAL_AIM_JMATICMP_LEFT" file="Anims\LOBOT\RGF\FW_DBLSHOT_lJMATICMP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
@@ -0,0 +1,138 @@
<!-- 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-->
<!-- Combat Knife -->
<AnimSurface name="RGF_RIFLE_WALK_HURT_knife2" file="Anims\LOBOT\RGF\F_R_WALK_HURT_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_EMPTY_IDLE_knife2" file="Anims\LOBOT\RGF\F_N_STD_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_EMPTY_CROUCH_knife2" file="Anims\LOBOT\RGF\F_N_CRCH_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGF_EMPTY_SWAT_knife2" file="Anims\LOBOT\RGF\F_N_SWAT_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_EMPTY_RUN_knife2" file="Anims\LOBOT\RGF\F_N_RUN_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_WALK_knife2" file="Anims\LOBOT\RGF\F_N_WALK_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_PRONE_knife2" file="Anims\LOBOT\RGF\F_N_PRNE_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGF_EMPTY_PAIN_knife2" file="Anims\LOBOT\RGF\F_N_PAIN_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_EMPTY_DRUNK_knife2" file="Anims\LOBOT\RGF\F_N_DRUNK_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_EMPTY_DODGE_knife2" file="Anims\LOBOT\RGF\F_DODGE_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
<AnimSurface name="RGF_knife2_STAB_knife2" file="Anims\LOBOT\RGF\F_STAB_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_knife2_SLICE_knife2" file="Anims\LOBOT\RGF\F_SLICE_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_knife2_THROW_knife2" file="Anims\LOBOT\RGF\F_K_THROW_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_knife2_BREATH_knife2" file="Anims\LOBOT\RGF\F_K_BREATH_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_knife2_CSTAB_knife2" file="Anims\LOBOT\RGF\F_C_STAB_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
<!-- Machete -->
<AnimSurface name="RGF_RIFLE_WALK_HURT_machete" file="Anims\LOBOT\RGF\F_R_WALK_HURT_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_EMPTY_IDLE_machete" file="Anims\LOBOT\RGF\F_N_STD_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_EMPTY_CROUCH_machete" file="Anims\LOBOT\RGF\F_N_CRCH_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGF_EMPTY_SWAT_machete" file="Anims\LOBOT\RGF\F_N_SWAT_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_EMPTY_RUN_machete" file="Anims\LOBOT\RGF\F_N_RUN_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_WALK_machete" file="Anims\LOBOT\RGF\F_N_WALK_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_PRONE_machete" file="Anims\LOBOT\RGF\F_N_PRNE_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGF_EMPTY_PAIN_machete" file="Anims\LOBOT\RGF\F_N_PAIN_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_EMPTY_DRUNK_machete" file="Anims\LOBOT\RGF\F_N_DRUNK_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_EMPTY_DODGE_machete" file="Anims\LOBOT\RGF\F_DODGE_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
<AnimSurface name="RGF_machete_STAB_machete" file="Anims\LOBOT\RGF\F_STAB_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_machete_SLICE_machete" file="Anims\LOBOT\RGF\F_SLICE_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_machete_THROW_machete" file="Anims\LOBOT\RGF\F_K_THROW_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_machete_BREATH_machete" file="Anims\LOBOT\RGF\F_K_BREATH_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_machete_CSTAB_machete" file="Anims\LOBOT\RGF\F_C_STAB_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
<!-- Katana -->
<AnimSurface name="RGF_RIFLE_WALK_HURT_katana" file="Anims\LOBOT\RGF\F_R_WALK_HURT_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_EMPTY_IDLE_katana" file="Anims\LOBOT\RGF\F_N_STD_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_EMPTY_CROUCH_katana" file="Anims\LOBOT\RGF\F_N_CRCH_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGF_EMPTY_SWAT_katana" file="Anims\LOBOT\RGF\F_N_SWAT_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_EMPTY_RUN_katana" file="Anims\LOBOT\RGF\F_N_RUN_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_WALK_katana" file="Anims\LOBOT\RGF\F_N_WALK_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_PRONE_katana" file="Anims\LOBOT\RGF\F_N_PRNE_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGF_EMPTY_PAIN_katana" file="Anims\LOBOT\RGF\F_N_PAIN_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_EMPTY_DRUNK_katana" file="Anims\LOBOT\RGF\F_N_DRUNK_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_EMPTY_DODGE_katana" file="Anims\LOBOT\RGF\F_DODGE_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
<AnimSurface name="RGF_katana_STAB_katana" file="Anims\LOBOT\RGF\F_STAB_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_katana_SLICE_katana" file="Anims\LOBOT\RGF\F_SLICE_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_katana_THROW_katana" file="Anims\LOBOT\RGF\F_K_THROW_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_katana_BREATH_katana" file="Anims\LOBOT\RGF\F_K_BREATH_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_katana_CSTAB_katana" file="Anims\LOBOT\RGF\F_C_STAB_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
<!-- Cavalry Sabre -->
<AnimSurface name="RGF_RIFLE_WALK_HURT_sabre" file="Anims\LOBOT\RGF\F_R_WALK_HURT_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_EMPTY_IDLE_sabre" file="Anims\LOBOT\RGF\F_N_STD_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_EMPTY_CROUCH_sabre" file="Anims\LOBOT\RGF\F_N_CRCH_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGF_EMPTY_SWAT_sabre" file="Anims\LOBOT\RGF\F_N_SWAT_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_EMPTY_RUN_sabre" file="Anims\LOBOT\RGF\F_N_RUN_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_WALK_sabre" file="Anims\LOBOT\RGF\F_N_WALK_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_PRONE_sabre" file="Anims\LOBOT\RGF\F_N_PRNE_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGF_EMPTY_PAIN_sabre" file="Anims\LOBOT\RGF\F_N_PAIN_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_EMPTY_DRUNK_sabre" file="Anims\LOBOT\RGF\F_N_DRUNK_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_EMPTY_DODGE_sabre" file="Anims\LOBOT\RGF\F_DODGE_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
<AnimSurface name="RGF_sabre_STAB_sabre" file="Anims\LOBOT\RGF\F_STAB_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_sabre_SLICE_sabre" file="Anims\LOBOT\RGF\F_SLICE_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_sabre_THROW_sabre" file="Anims\LOBOT\RGF\F_K_THROW_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_sabre_BREATH_sabre" file="Anims\LOBOT\RGF\F_K_BREATH_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_sabre_CSTAB_sabre" file="Anims\LOBOT\RGF\F_C_STAB_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
<!-- Rambo Knife -->
<AnimSurface name="RGF_RIFLE_WALK_HURT_bigknife" file="Anims\LOBOT\RGF\F_R_WALK_HURT_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_EMPTY_IDLE_bigknife" file="Anims\LOBOT\RGF\F_N_STD_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_EMPTY_CROUCH_bigknife" file="Anims\LOBOT\RGF\F_N_CRCH_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGF_EMPTY_SWAT_bigknife" file="Anims\LOBOT\RGF\F_N_SWAT_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_EMPTY_RUN_bigknife" file="Anims\LOBOT\RGF\F_N_RUN_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_WALK_bigknife" file="Anims\LOBOT\RGF\F_N_WALK_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_PRONE_bigknife" file="Anims\LOBOT\RGF\F_N_PRNE_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGF_EMPTY_PAIN_bigknife" file="Anims\LOBOT\RGF\F_N_PAIN_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_EMPTY_DRUNK_bigknife" file="Anims\LOBOT\RGF\F_N_DRUNK_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_EMPTY_DODGE_bigknife" file="Anims\LOBOT\RGF\F_DODGE_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
<AnimSurface name="RGF_bigknife_STAB_bigknife" file="Anims\LOBOT\RGF\F_STAB_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_bigknife_SLICE_bigknife" file="Anims\LOBOT\RGF\F_SLICE_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_bigknife_THROW_bigknife" file="Anims\LOBOT\RGF\F_K_THROW_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_bigknife_BREATH_bigknife" file="Anims\LOBOT\RGF\F_K_BREATH_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_bigknife_CSTAB_bigknife" file="Anims\LOBOT\RGF\F_C_STAB_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
<!-- Ka-Bar Cutlass -->
<AnimSurface name="RGF_RIFLE_WALK_HURT_cutlass" file="Anims\LOBOT\RGF\F_R_WALK_HURT_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_EMPTY_IDLE_cutlass" file="Anims\LOBOT\RGF\F_N_STD_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_EMPTY_CROUCH_cutlass" file="Anims\LOBOT\RGF\F_N_CRCH_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGF_EMPTY_SWAT_cutlass" file="Anims\LOBOT\RGF\F_N_SWAT_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_EMPTY_RUN_cutlass" file="Anims\LOBOT\RGF\F_N_RUN_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_WALK_cutlass" file="Anims\LOBOT\RGF\F_N_WALK_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_PRONE_cutlass" file="Anims\LOBOT\RGF\F_N_PRNE_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGF_EMPTY_PAIN_cutlass" file="Anims\LOBOT\RGF\F_N_PAIN_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_EMPTY_DRUNK_cutlass" file="Anims\LOBOT\RGF\F_N_DRUNK_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_EMPTY_DODGE_cutlass" file="Anims\LOBOT\RGF\F_DODGE_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
<AnimSurface name="RGF_cutlass_STAB_cutlass" file="Anims\LOBOT\RGF\F_STAB_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_cutlass_SLICE_cutlass" file="Anims\LOBOT\RGF\F_SLICE_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_cutlass_THROW_cutlass" file="Anims\LOBOT\RGF\F_K_THROW_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_cutlass_BREATH_cutlass" file="Anims\LOBOT\RGF\F_K_BREATH_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_cutlass_CSTAB_cutlass" file="Anims\LOBOT\RGF\F_C_STAB_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
<!-- KCB Knife -->
<AnimSurface name="RGF_RIFLE_WALK_HURT_kcbknife" file="Anims\LOBOT\RGF\F_R_WALK_HURT_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_EMPTY_IDLE_kcbknife" file="Anims\LOBOT\RGF\F_N_STD_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_EMPTY_CROUCH_kcbknife" file="Anims\LOBOT\RGF\F_N_CRCH_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGF_EMPTY_SWAT_kcbknife" file="Anims\LOBOT\RGF\F_N_SWAT_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_EMPTY_RUN_kcbknife" file="Anims\LOBOT\RGF\F_N_RUN_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_WALK_kcbknife" file="Anims\LOBOT\RGF\F_N_WALK_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_PRONE_kcbknife" file="Anims\LOBOT\RGF\F_N_PRNE_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGF_EMPTY_PAIN_kcbknife" file="Anims\LOBOT\RGF\F_N_PAIN_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_EMPTY_DRUNK_kcbknife" file="Anims\LOBOT\RGF\F_N_DRUNK_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_EMPTY_DODGE_kcbknife" file="Anims\LOBOT\RGF\F_DODGE_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
<AnimSurface name="RGF_kcbknife_STAB_kcbknife" file="Anims\LOBOT\RGF\F_STAB_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_kcbknife_SLICE_kcbknife" file="Anims\LOBOT\RGF\F_SLICE_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_kcbknife_THROW_kcbknife" file="Anims\LOBOT\RGF\F_K_THROW_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_kcbknife_BREATH_kcbknife" file="Anims\LOBOT\RGF\F_K_BREATH_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_kcbknife_CSTAB_kcbknife" file="Anims\LOBOT\RGF\F_C_STAB_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
<!-- Exacto Knife -->
<AnimSurface name="RGF_RIFLE_WALK_HURT_boxknife" file="Anims\LOBOT\RGF\F_R_WALK_HURT_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_EMPTY_IDLE_boxknife" file="Anims\LOBOT\RGF\F_N_STD_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_EMPTY_CROUCH_boxknife" file="Anims\LOBOT\RGF\F_N_CRCH_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGF_EMPTY_SWAT_boxknife" file="Anims\LOBOT\RGF\F_N_SWAT_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_EMPTY_RUN_boxknife" file="Anims\LOBOT\RGF\F_N_RUN_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_WALK_boxknife" file="Anims\LOBOT\RGF\F_N_WALK_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_PRONE_boxknife" file="Anims\LOBOT\RGF\F_N_PRNE_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGF_EMPTY_PAIN_boxknife" file="Anims\LOBOT\RGF\F_N_PAIN_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_EMPTY_DRUNK_boxknife" file="Anims\LOBOT\RGF\F_N_DRUNK_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_EMPTY_DODGE_boxknife" file="Anims\LOBOT\RGF\F_DODGE_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
<AnimSurface name="RGF_boxknife_STAB_boxknife" file="Anims\LOBOT\RGF\F_STAB_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_boxknife_SLICE_boxknife" file="Anims\LOBOT\RGF\F_SLICE_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_boxknife_THROW_boxknife" file="Anims\LOBOT\RGF\F_K_THROW_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_boxknife_BREATH_boxknife" file="Anims\LOBOT\RGF\F_K_BREATH_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_boxknife_CSTAB_boxknife" file="Anims\LOBOT\RGF\F_C_STAB_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
File diff suppressed because it is too large Load Diff
@@ -2237,6 +2237,49 @@
<Surface name="RGF_WATER_EMPTY_WALK_MP7MP" animsurface="RGFWATER_N_WALK" />
<Surface name="RGF_WATER_PISTOL_AIM_MP7MP" animsurface="RGFWATER_N_AIM" />
</LayerProp>
<LayerProp filter="HasDualRightJatimaticMP" palette="guns_v2">
<Surface name="RGF_PISTOL_IDLE_JMATICMP" animsurface="RGFDBLBREATH"/>
<Surface name="RGF_EMPTY_WALK_JMATICMP" animsurface="RGFNOTHING_WALK"/>
<Surface name="RGF_DUAL_AIM_JMATICMP" animsurface="RGFSTANDDWALAIM"/>
<Surface name="RGF_CROUCHWALK_DUAL_JMATICMP" animsurface="RGFCROUCH_D_RDY"/>
<Surface name="RGF_DUAL_CR_AIM_JMATICMP" animsurface="RGFCDBLSHOT"/>
<Surface name="RGF_EMPTY_RUN_JMATICMP" animsurface="RGFNOTHING_RUN"/>
<Surface name="RGF_DUAL_PRONE_JMATICMP" animsurface="RGFDWPRONE"/>
<Surface name="RGF_EMPTY_PAIN_JMATICMP" animsurface="RGFHURTSTANDINGN"/>
<Surface name="RGF_EMPTY_RUN_JMATICMP" animsurface="RGFPISTOL_RUN"/>
<Surface name="RGF_DUAL_SDSTP_AIM_JMATICMP" animsurface="RGFSIDESTEP_D_RDY"/>
<Surface name="RGF_DUAL_RDY_WALK_JMATICMP" animsurface="RGFWALK_D_RDY"/>
<Surface name="RGF_DUAL_SDSTP_JMATICMP" animsurface="RGFSIDESTEP"/>
<Surface name="RGF_EMPTY_DRUNK_JMATICMP" animsurface="RGFPISTOLDRUNK"/>
<Surface name="RGF_RIFLE_WALK_HURT_JMATICMP" animsurface="RGFHURTWALKINGN"/>
<Surface name="RGF_WATER_EMPTY_IDLE_JMATICMP" animsurface="RGFWATER_N_STD" />
<Surface name="RGF_WATER_EMPTY_WALK_JMATICMP" animsurface="RGFWATER_N_WALK" />
<Surface name="RGF_WATER_DUAL_AIM_JMATICMP" animsurface="RGFWATER_DBLSHT" />
</LayerProp>
<LayerProp filter="HasJatimaticMPInHand" palette="guns_v2">
<Surface name="RGF_CROUCHWALK_JMATICMP" animsurface="RGFCROUCH_P_RDY"/>
<Surface name="RGF_EMPTY_PRONE_JMATICMP" animsurface="RGFHANDGUN_PRONE"/>
<Surface name="RGF_PISTOL_IDLE_JMATICMP" animsurface="RGFPISTOLBREATH"/>
<Surface name="RGF_EMPTY_WALK_JMATICMP" animsurface="RGFNOTHING_WALK"/>
<Surface name="RGF_PISTOL_AIM_JMATICMP" animsurface="RGFHANDGUN_S_SHOT"/>
<Surface name="RGF_PISTOL_AIM_1H_JMATICMP" animsurface="RGF_PFSHOT_AIM"/>
<Surface name="RGF_PISTOL_RDY_WALK_JMATICMP" animsurface="RGFWALK_P_RDY"/>
<Surface name="RGF_EMPTY_SWAT_JMATICMP" animsurface="RGFNOTHING_SWAT"/>
<Surface name="RGF_EMPTY_CROUCH_JMATICMP" animsurface="RGFNOTHING_CROUCH"/>
<Surface name="RGF_PISTOL_CR_AIM_JMATICMP" animsurface="RGFHANDGUN_C_SHOT"/>
<Surface name="RGF_PISTOL_SDSTP_AIM_JMATICMP" animsurface="RGFSIDESTEP_P_RDY"/>
<Surface name="RGF_PISTOL_LOW_JMATICMP" animsurface="RGFPISTOLSHOOTLOW"/>
<Surface name="RGF_PISTOL_LOW_JMATICMP" animsurface="RGFSHOOT_LOW"/>
<Surface name="RGF_EMPTY_RUN_JMATICMP" animsurface="RGFNOTHING_RUN"/>
<Surface name="RGF_EMPTY_PAIN_JMATICMP" animsurface="RGFHURTSTANDINGN"/>
<Surface name="RGF_EMPTY_RUN_JMATICMP" animsurface="RGFPISTOL_RUN"/>
<Surface name="RGF_PISTOL_SDSTP_JMATICMP" animsurface="RGFSIDESTEP"/>
<Surface name="RGF_EMPTY_DRUNK_JMATICMP" animsurface="RGFPISTOLDRUNK"/>
<Surface name="RGF_RIFLE_WALK_HURT_JMATICMP" animsurface="RGFHURTWALKINGN"/>
<Surface name="RGF_WATER_PISTOL_IDLE_JMATICMP" animsurface="RGFWATER_N_STD" />
<Surface name="RGF_WATER_EMPTY_WALK_JMATICMP" animsurface="RGFWATER_N_WALK" />
<Surface name="RGF_WATER_PISTOL_AIM_JMATICMP" animsurface="RGFWATER_N_AIM" />
</LayerProp>
<LayerProp filter="HasDualRightMiniSAFMP" palette="guns_v2">
<Surface name="RGF_PISTOL_IDLE_MINISAFMP" animsurface="RGFDBLBREATH"/>
<Surface name="RGF_EMPTY_WALK_MINISAFMP" animsurface="RGFNOTHING_WALK"/>
@@ -3168,116 +3211,79 @@
<Surface name="RGF_WATER_RIFLE_AIM_GALILMAR" animsurface="RGFWATER_R_AIM" />
<Surface name="RGF_WATER_RIFLE_HIP_GALILMAR" animsurface="RGF_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasFNFALInHand" palette="guns_v2">
<Surface name="RGF_RIFLE_OPEN_FNFAL" animsurface="RGFOPEN"/>
<Surface name="RGF_RIFLE_WALK_CROUCH_FNFAL" animsurface="RGFCROUCH_R_RDY"/>
<Surface name="RGF_RIFLE_WALK_FNFAL" animsurface="RGFWALK_R_RDY"/>
<Surface name="RGF_RIFLE_IDLE_FNFAL" animsurface="RGFSTANDING"/>
<Surface name="RGF_BASICWALK_FNFAL" animsurface="RGFWALKING"/>
<Surface name="RGF_RUNNING_FNFAL" animsurface="RGFRUNNING"/>
<Surface name="RGF_RIFLE_CROUCH_FNFAL" animsurface="RGFCROUCHING"/>
<Surface name="RGF_RIFLE_SIDESTEP_FNFAL" animsurface="RGFSIDESTEP"/>
<Surface name="RGF_RIFLE_SIDESTEP_AIM_FNFAL" animsurface="RGFSIDESTEP_R_RDY"/>
<Surface name="RGF_RIFLE_SWAT_FNFAL" animsurface="RGFSNEAKING"/>
<Surface name="RGF_RIFLE_RAISE_FNFAL" animsurface="RGFRAISE"/>
<Surface name="RGF_RIFLE_AIM_FNFAL" animsurface="RGFSTANDAIM"/>
<Surface name="RGF_RIFLE_HIP_FNFAL" animsurface="RGF_HIP_AIM"/>
<Surface name="RGF_RIFLE_CR_AIM_FNFAL" animsurface="RGFCROUCHAIM"/>
<Surface name="RGF_RIFLE_PRONE_FNFAL" animsurface="RGFPRONE"/>
<Surface name="RGF_RIFLE_HIT_FNFAL" animsurface="RGFRHIT"/>
<Surface name="RGF_RIFLE_PAIN_FNFAL" animsurface="RGFHURTSTANDINGR"/>
<Surface name="RGF_RIFLE_COWER_FNFAL" animsurface="RGFCOWER"/>
<Surface name="RGF_RIFLE_PRN_COWER_FNFAL" animsurface="RGF_COWER_PRONE"/>
<Surface name="RGF_RIFLE_WALK_HURT_FNFAL" animsurface="RGFHURTWALKINGR"/>
<Surface name="RGF_RIFLE_KICKDOOR_FNFAL" animsurface="RGFKICKDOOR"/>
<!--<Surface name="RGF_RIFLE_SQUISH_FNFAL" animsurface="RGF_SQUISH" />
<Surface name="RGF_RIFLE_LOOK_FNFAL" animsurface="RGF_LOOK" />
<Surface name="RGF_RIFLE_SPIT_FNFAL" animsurface="RGF_SPIT" />-->
<Surface name="RGF_RIFLE_DRUNK_FNFAL" animsurface="RGFDRUNK"/>
<Surface name="RGF_RIFLE_BAYONET_FNFAL" animsurface="RGFBAYONET_S_S"/>
<Surface name="RGF_RIFLE_BAYONET_L_FNFAL" animsurface="RGFBAYONET_S_P"/>
<Surface name="RGF_RIFLE_LOW_FNFAL" animsurface="RGFSHOOT_LOW"/>
<Surface name="RGF_RIFLE_ROLL_SIDE_FNFAL" animsurface="RGFROLL_PR"/>
<Surface name="RGF_RIFLE_LOOK_FNFAL" animsurface="RGFALOOK"/>
<Surface name="RGF_RIFLE_CLEAN_FNFAL" animsurface="RGFCLEAN"/>
<Surface name="RGF_WATER_RIFLE_IDLE_FNFAL" animsurface="RGFWATER_R_STD" />
<Surface name="RGF_WATER_RIFLE_WALK_FNFAL" animsurface="RGFWATER_R_WALK" />
<Surface name="RGF_WATER_RIFLE_AIM_FNFAL" animsurface="RGFWATER_R_AIM" />
<Surface name="RGF_WATER_RIFLE_HIP_FNFAL" animsurface="RGF_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasFALCarbineInHand" palette="guns_v2">
<Surface name="RGF_RIFLE_OPEN_FNPARA" animsurface="RGFOPEN"/>
<Surface name="RGF_RIFLE_WALK_CROUCH_FNPARA" animsurface="RGFCROUCH_R_RDY"/>
<Surface name="RGF_RIFLE_WALK_FNPARA" animsurface="RGFWALK_R_RDY"/>
<Surface name="RGF_RIFLE_IDLE_FNPARA" animsurface="RGFSTANDING"/>
<Surface name="RGF_BASICWALK_FNPARA" animsurface="RGFWALKING"/>
<Surface name="RGF_RUNNING_FNPARA" animsurface="RGFRUNNING"/>
<Surface name="RGF_RIFLE_CROUCH_FNPARA" animsurface="RGFCROUCHING"/>
<Surface name="RGF_RIFLE_SIDESTEP_FNPARA" animsurface="RGFSIDESTEP"/>
<Surface name="RGF_RIFLE_SIDESTEP_AIM_FNPARA" animsurface="RGFSIDESTEP_R_RDY"/>
<Surface name="RGF_RIFLE_SWAT_FNPARA" animsurface="RGFSNEAKING"/>
<Surface name="RGF_RIFLE_RAISE_FNPARA" animsurface="RGFRAISE"/>
<Surface name="RGF_RIFLE_AIM_FNPARA" animsurface="RGFSTANDAIM"/>
<Surface name="RGF_RIFLE_HIP_FNPARA" animsurface="RGF_HIP_AIM"/>
<Surface name="RGF_RIFLE_CR_AIM_FNPARA" animsurface="RGFCROUCHAIM"/>
<Surface name="RGF_RIFLE_PRONE_FNPARA" animsurface="RGFPRONE"/>
<Surface name="RGF_RIFLE_HIT_FNPARA" animsurface="RGFRHIT"/>
<Surface name="RGF_RIFLE_PAIN_FNPARA" animsurface="RGFHURTSTANDINGR"/>
<Surface name="RGF_RIFLE_COWER_FNPARA" animsurface="RGFCOWER"/>
<Surface name="RGF_RIFLE_PRN_COWER_FNPARA" animsurface="RGF_COWER_PRONE"/>
<Surface name="RGF_RIFLE_WALK_HURT_FNPARA" animsurface="RGFHURTWALKINGR"/>
<Surface name="RGF_RIFLE_KICKDOOR_FNPARA" animsurface="RGFKICKDOOR"/>
<!--<Surface name="RGF_RIFLE_SQUISH_FNPARA" animsurface="RGF_SQUISH" />
<Surface name="RGF_RIFLE_LOOK_FNPARA" animsurface="RGF_LOOK" />
<Surface name="RGF_RIFLE_SPIT_FNPARA" animsurface="RGF_SPIT" />-->
<Surface name="RGF_RIFLE_DRUNK_FNPARA" animsurface="RGFDRUNK"/>
<Surface name="RGF_RIFLE_BAYONET_FNPARA" animsurface="RGFBAYONET_S_S"/>
<Surface name="RGF_RIFLE_BAYONET_L_FNPARA" animsurface="RGFBAYONET_S_P"/>
<Surface name="RGF_RIFLE_LOW_FNPARA" animsurface="RGFSHOOT_LOW"/>
<Surface name="RGF_RIFLE_ROLL_SIDE_FNPARA" animsurface="RGFROLL_PR"/>
<Surface name="RGF_RIFLE_LOOK_FNPARA" animsurface="RGFALOOK"/>
<Surface name="RGF_RIFLE_CLEAN_FNPARA" animsurface="RGFCLEAN"/>
<Surface name="RGF_WATER_RIFLE_IDLE_FNPARA" animsurface="RGFWATER_R_STD" />
<Surface name="RGF_WATER_RIFLE_WALK_FNPARA" animsurface="RGFWATER_R_WALK" />
<Surface name="RGF_WATER_RIFLE_AIM_FNPARA" animsurface="RGFWATER_R_AIM" />
<Surface name="RGF_WATER_RIFLE_HIP_FNPARA" animsurface="RGF_WATER_HIP_AIM" />
<Surface name="RGF_RIFLE_OPEN_FALPARA" animsurface="RGFOPEN"/>
<Surface name="RGF_RIFLE_WALK_CROUCH_FALPARA" animsurface="RGFCROUCH_R_RDY"/>
<Surface name="RGF_RIFLE_WALK_FALPARA" animsurface="RGFWALK_R_RDY"/>
<Surface name="RGF_RIFLE_IDLE_FALPARA" animsurface="RGFSTANDING"/>
<Surface name="RGF_BASICWALK_FALPARA" animsurface="RGFWALKING"/>
<Surface name="RGF_RUNNING_FALPARA" animsurface="RGFRUNNING"/>
<Surface name="RGF_RIFLE_CROUCH_FALPARA" animsurface="RGFCROUCHING"/>
<Surface name="RGF_RIFLE_SIDESTEP_FALPARA" animsurface="RGFSIDESTEP"/>
<Surface name="RGF_RIFLE_SIDESTEP_AIM_FALPARA" animsurface="RGFSIDESTEP_R_RDY"/>
<Surface name="RGF_RIFLE_SWAT_FALPARA" animsurface="RGFSNEAKING"/>
<Surface name="RGF_RIFLE_RAISE_FALPARA" animsurface="RGFRAISE"/>
<Surface name="RGF_RIFLE_AIM_FALPARA" animsurface="RGFSTANDAIM"/>
<Surface name="RGF_RIFLE_HIP_FALPARA" animsurface="RGF_HIP_AIM"/>
<Surface name="RGF_RIFLE_CR_AIM_FALPARA" animsurface="RGFCROUCHAIM"/>
<Surface name="RGF_RIFLE_PRONE_FALPARA" animsurface="RGFPRONE"/>
<Surface name="RGF_RIFLE_HIT_FALPARA" animsurface="RGFRHIT"/>
<Surface name="RGF_RIFLE_PAIN_FALPARA" animsurface="RGFHURTSTANDINGR"/>
<Surface name="RGF_RIFLE_COWER_FALPARA" animsurface="RGFCOWER"/>
<Surface name="RGF_RIFLE_PRN_COWER_FALPARA" animsurface="RGF_COWER_PRONE"/>
<Surface name="RGF_RIFLE_WALK_HURT_FALPARA" animsurface="RGFHURTWALKINGR"/>
<Surface name="RGF_RIFLE_KICKDOOR_FALPARA" animsurface="RGFKICKDOOR"/>
<!--<Surface name="RGF_RIFLE_SQUISH_FALPARA" animsurface="RGF_SQUISH" />
<Surface name="RGF_RIFLE_LOOK_FALPARA" animsurface="RGF_LOOK" />
<Surface name="RGF_RIFLE_SPIT_FALPARA" animsurface="RGF_SPIT" />-->
<Surface name="RGF_RIFLE_DRUNK_FALPARA" animsurface="RGFDRUNK"/>
<Surface name="RGF_RIFLE_BAYONET_FALPARA" animsurface="RGFBAYONET_S_S"/>
<Surface name="RGF_RIFLE_BAYONET_L_FALPARA" animsurface="RGFBAYONET_S_P"/>
<Surface name="RGF_RIFLE_LOW_FALPARA" animsurface="RGFSHOOT_LOW"/>
<Surface name="RGF_RIFLE_ROLL_SIDE_FALPARA" animsurface="RGFROLL_PR"/>
<Surface name="RGF_RIFLE_LOOK_FALPARA" animsurface="RGFALOOK"/>
<Surface name="RGF_RIFLE_CLEAN_FALPARA" animsurface="RGFCLEAN"/>
<Surface name="RGF_WATER_RIFLE_IDLE_FALPARA" animsurface="RGFWATER_R_STD" />
<Surface name="RGF_WATER_RIFLE_WALK_FALPARA" animsurface="RGFWATER_R_WALK" />
<Surface name="RGF_WATER_RIFLE_AIM_FALPARA" animsurface="RGFWATER_R_AIM" />
<Surface name="RGF_WATER_RIFLE_HIP_FALPARA" animsurface="RGF_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasFALOSWInHand" palette="guns_v2">
<Surface name="RGF_RIFLE_OPEN_DSA58" animsurface="RGFOPEN"/>
<Surface name="RGF_RIFLE_WALK_CROUCH_DSA58" animsurface="RGFCROUCH_R_RDY"/>
<Surface name="RGF_RIFLE_WALK_DSA58" animsurface="RGFWALK_R_RDY"/>
<Surface name="RGF_RIFLE_IDLE_DSA58" animsurface="RGFSTANDING"/>
<Surface name="RGF_BASICWALK_DSA58" animsurface="RGFWALKING"/>
<Surface name="RGF_RUNNING_DSA58" animsurface="RGFRUNNING"/>
<Surface name="RGF_RIFLE_CROUCH_DSA58" animsurface="RGFCROUCHING"/>
<Surface name="RGF_RIFLE_SIDESTEP_DSA58" animsurface="RGFSIDESTEP"/>
<Surface name="RGF_RIFLE_SIDESTEP_AIM_DSA58" animsurface="RGFSIDESTEP_R_RDY"/>
<Surface name="RGF_RIFLE_SWAT_DSA58" animsurface="RGFSNEAKING"/>
<Surface name="RGF_RIFLE_RAISE_DSA58" animsurface="RGFRAISE"/>
<Surface name="RGF_RIFLE_AIM_DSA58" animsurface="RGFSTANDAIM"/>
<Surface name="RGF_RIFLE_HIP_DSA58" animsurface="RGF_HIP_AIM"/>
<Surface name="RGF_RIFLE_CR_AIM_DSA58" animsurface="RGFCROUCHAIM"/>
<Surface name="RGF_RIFLE_PRONE_DSA58" animsurface="RGFPRONE"/>
<Surface name="RGF_RIFLE_HIT_DSA58" animsurface="RGFRHIT"/>
<Surface name="RGF_RIFLE_PAIN_DSA58" animsurface="RGFHURTSTANDINGR"/>
<Surface name="RGF_RIFLE_COWER_DSA58" animsurface="RGFCOWER"/>
<Surface name="RGF_RIFLE_PRN_COWER_DSA58" animsurface="RGF_COWER_PRONE"/>
<Surface name="RGF_RIFLE_WALK_HURT_DSA58" animsurface="RGFHURTWALKINGR"/>
<Surface name="RGF_RIFLE_KICKDOOR_DSA58" animsurface="RGFKICKDOOR"/>
<!--<Surface name="RGF_RIFLE_SQUISH_DSA58" animsurface="RGF_SQUISH" />
<Surface name="RGF_RIFLE_LOOK_DSA58" animsurface="RGF_LOOK" />
<Surface name="RGF_RIFLE_SPIT_DSA58" animsurface="RGF_SPIT" />-->
<Surface name="RGF_RIFLE_DRUNK_DSA58" animsurface="RGFDRUNK"/>
<Surface name="RGF_RIFLE_BAYONET_DSA58" animsurface="RGFBAYONET_S_S"/>
<Surface name="RGF_RIFLE_BAYONET_L_DSA58" animsurface="RGFBAYONET_S_P"/>
<Surface name="RGF_RIFLE_LOW_DSA58" animsurface="RGFSHOOT_LOW"/>
<Surface name="RGF_RIFLE_ROLL_SIDE_DSA58" animsurface="RGFROLL_PR"/>
<Surface name="RGF_RIFLE_LOOK_DSA58" animsurface="RGFALOOK"/>
<Surface name="RGF_RIFLE_CLEAN_DSA58" animsurface="RGFCLEAN"/>
<Surface name="RGF_WATER_RIFLE_IDLE_DSA58" animsurface="RGFWATER_R_STD" />
<Surface name="RGF_WATER_RIFLE_WALK_DSA58" animsurface="RGFWATER_R_WALK" />
<Surface name="RGF_WATER_RIFLE_AIM_DSA58" animsurface="RGFWATER_R_AIM" />
<Surface name="RGF_WATER_RIFLE_HIP_DSA58" animsurface="RGF_WATER_HIP_AIM" />
<Surface name="RGF_RIFLE_OPEN_FALOSW" animsurface="RGFOPEN"/>
<Surface name="RGF_RIFLE_WALK_CROUCH_FALOSW" animsurface="RGFCROUCH_R_RDY"/>
<Surface name="RGF_RIFLE_WALK_FALOSW" animsurface="RGFWALK_R_RDY"/>
<Surface name="RGF_RIFLE_IDLE_FALOSW" animsurface="RGFSTANDING"/>
<Surface name="RGF_BASICWALK_FALOSW" animsurface="RGFWALKING"/>
<Surface name="RGF_RUNNING_FALOSW" animsurface="RGFRUNNING"/>
<Surface name="RGF_RIFLE_CROUCH_FALOSW" animsurface="RGFCROUCHING"/>
<Surface name="RGF_RIFLE_SIDESTEP_FALOSW" animsurface="RGFSIDESTEP"/>
<Surface name="RGF_RIFLE_SIDESTEP_AIM_FALOSW" animsurface="RGFSIDESTEP_R_RDY"/>
<Surface name="RGF_RIFLE_SWAT_FALOSW" animsurface="RGFSNEAKING"/>
<Surface name="RGF_RIFLE_RAISE_FALOSW" animsurface="RGFRAISE"/>
<Surface name="RGF_RIFLE_AIM_FALOSW" animsurface="RGFSTANDAIM"/>
<Surface name="RGF_RIFLE_HIP_FALOSW" animsurface="RGF_HIP_AIM"/>
<Surface name="RGF_RIFLE_CR_AIM_FALOSW" animsurface="RGFCROUCHAIM"/>
<Surface name="RGF_RIFLE_PRONE_FALOSW" animsurface="RGFPRONE"/>
<Surface name="RGF_RIFLE_HIT_FALOSW" animsurface="RGFRHIT"/>
<Surface name="RGF_RIFLE_PAIN_FALOSW" animsurface="RGFHURTSTANDINGR"/>
<Surface name="RGF_RIFLE_COWER_FALOSW" animsurface="RGFCOWER"/>
<Surface name="RGF_RIFLE_PRN_COWER_FALOSW" animsurface="RGF_COWER_PRONE"/>
<Surface name="RGF_RIFLE_WALK_HURT_FALOSW" animsurface="RGFHURTWALKINGR"/>
<Surface name="RGF_RIFLE_KICKDOOR_FALOSW" animsurface="RGFKICKDOOR"/>
<!--<Surface name="RGF_RIFLE_SQUISH_FALOSW" animsurface="RGF_SQUISH" />
<Surface name="RGF_RIFLE_LOOK_FALOSW" animsurface="RGF_LOOK" />
<Surface name="RGF_RIFLE_SPIT_FALOSW" animsurface="RGF_SPIT" />-->
<Surface name="RGF_RIFLE_DRUNK_FALOSW" animsurface="RGFDRUNK"/>
<Surface name="RGF_RIFLE_BAYONET_FALOSW" animsurface="RGFBAYONET_S_S"/>
<Surface name="RGF_RIFLE_BAYONET_L_FALOSW" animsurface="RGFBAYONET_S_P"/>
<Surface name="RGF_RIFLE_LOW_FALOSW" animsurface="RGFSHOOT_LOW"/>
<Surface name="RGF_RIFLE_ROLL_SIDE_FALOSW" animsurface="RGFROLL_PR"/>
<Surface name="RGF_RIFLE_LOOK_FALOSW" animsurface="RGFALOOK"/>
<Surface name="RGF_RIFLE_CLEAN_FALOSW" animsurface="RGFCLEAN"/>
<Surface name="RGF_WATER_RIFLE_IDLE_FALOSW" animsurface="RGFWATER_R_STD" />
<Surface name="RGF_WATER_RIFLE_WALK_FALOSW" animsurface="RGFWATER_R_WALK" />
<Surface name="RGF_WATER_RIFLE_AIM_FALOSW" animsurface="RGFWATER_R_AIM" />
<Surface name="RGF_WATER_RIFLE_HIP_FALOSW" animsurface="RGF_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasFNCInHand" palette="guns_v2">
<Surface name="RGF_RIFLE_OPEN_FNC" animsurface="RGFOPEN"/>
@@ -8089,79 +8095,42 @@
<Surface name="RGF_WATER_RIFLE_AIM_PM12" animsurface="RGFWATER_R_AIM" />
<Surface name="RGF_WATER_RIFLE_HIP_PM12" animsurface="RGF_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasIMIUziInHand" palette="guns_v2">
<Surface name="RGF_RIFLE_OPEN_IMIUZI" animsurface="RGFOPEN"/>
<Surface name="RGF_RIFLE_WALK_CROUCH_IMIUZI" animsurface="RGFCROUCH_R_RDY"/>
<Surface name="RGF_RIFLE_WALK_IMIUZI" animsurface="RGFWALK_R_RDY"/>
<Surface name="RGF_RIFLE_IDLE_IMIUZI" animsurface="RGFSTANDING"/>
<Surface name="RGF_BASICWALK_IMIUZI" animsurface="RGFWALKING"/>
<Surface name="RGF_RUNNING_IMIUZI" animsurface="RGFRUNNING"/>
<Surface name="RGF_RIFLE_CROUCH_IMIUZI" animsurface="RGFCROUCHING"/>
<Surface name="RGF_RIFLE_SIDESTEP_IMIUZI" animsurface="RGFSIDESTEP"/>
<Surface name="RGF_RIFLE_SIDESTEP_AIM_IMIUZI" animsurface="RGFSIDESTEP_R_RDY"/>
<Surface name="RGF_RIFLE_SWAT_IMIUZI" animsurface="RGFSNEAKING"/>
<Surface name="RGF_RIFLE_RAISE_IMIUZI" animsurface="RGFRAISE"/>
<Surface name="RGF_RIFLE_AIM_IMIUZI" animsurface="RGFSTANDAIM"/>
<Surface name="RGF_RIFLE_HIP_IMIUZI" animsurface="RGF_HIP_AIM"/>
<Surface name="RGF_RIFLE_CR_AIM_IMIUZI" animsurface="RGFCROUCHAIM"/>
<Surface name="RGF_RIFLE_PRONE_IMIUZI" animsurface="RGFPRONE"/>
<Surface name="RGF_RIFLE_HIT_IMIUZI" animsurface="RGFRHIT"/>
<Surface name="RGF_RIFLE_PAIN_IMIUZI" animsurface="RGFHURTSTANDINGR"/>
<Surface name="RGF_RIFLE_COWER_IMIUZI" animsurface="RGFCOWER"/>
<Surface name="RGF_RIFLE_PRN_COWER_IMIUZI" animsurface="RGF_COWER_PRONE"/>
<Surface name="RGF_RIFLE_WALK_HURT_IMIUZI" animsurface="RGFHURTWALKINGR"/>
<Surface name="RGF_RIFLE_KICKDOOR_IMIUZI" animsurface="RGFKICKDOOR"/>
<!--<Surface name="RGF_RIFLE_SQUISH_IMIUZI" animsurface="RGF_SQUISH" />
<Surface name="RGF_RIFLE_LOOK_IMIUZI" animsurface="RGF_LOOK" />
<Surface name="RGF_RIFLE_SPIT_IMIUZI" animsurface="RGF_SPIT" />-->
<Surface name="RGF_RIFLE_DRUNK_IMIUZI" animsurface="RGFDRUNK"/>
<Surface name="RGF_RIFLE_BAYONET_IMIUZI" animsurface="RGFBAYONET_S_S"/>
<Surface name="RGF_RIFLE_BAYONET_L_IMIUZI" animsurface="RGFBAYONET_S_P"/>
<Surface name="RGF_RIFLE_LOW_IMIUZI" animsurface="RGFSHOOT_LOW"/>
<Surface name="RGF_RIFLE_ROLL_SIDE_IMIUZI" animsurface="RGFROLL_PR"/>
<Surface name="RGF_RIFLE_LOOK_IMIUZI" animsurface="RGFALOOK"/>
<Surface name="RGF_RIFLE_CLEAN_IMIUZI" animsurface="RGFCLEAN"/>
<Surface name="RGF_WATER_RIFLE_IDLE_IMIUZI" animsurface="RGFWATER_R_STD" />
<Surface name="RGF_WATER_RIFLE_WALK_IMIUZI" animsurface="RGFWATER_R_WALK" />
<Surface name="RGF_WATER_RIFLE_AIM_IMIUZI" animsurface="RGFWATER_R_AIM" />
<Surface name="RGF_WATER_RIFLE_HIP_IMIUZI" animsurface="RGF_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasJatimaticInHand" palette="guns_v2">
<Surface name="RGF_RIFLE_OPEN_JATIMATIC" animsurface="RGFOPEN"/>
<Surface name="RGF_RIFLE_WALK_CROUCH_JATIMATIC" animsurface="RGFCROUCH_R_RDY"/>
<Surface name="RGF_RIFLE_WALK_JATIMATIC" animsurface="RGFWALK_R_RDY"/>
<Surface name="RGF_RIFLE_IDLE_JATIMATIC" animsurface="RGFSTANDING"/>
<Surface name="RGF_BASICWALK_JATIMATIC" animsurface="RGFWALKING"/>
<Surface name="RGF_RUNNING_JATIMATIC" animsurface="RGFRUNNING"/>
<Surface name="RGF_RIFLE_CROUCH_JATIMATIC" animsurface="RGFCROUCHING"/>
<Surface name="RGF_RIFLE_SIDESTEP_JATIMATIC" animsurface="RGFSIDESTEP"/>
<Surface name="RGF_RIFLE_SIDESTEP_AIM_JATIMATIC" animsurface="RGFSIDESTEP_R_RDY"/>
<Surface name="RGF_RIFLE_SWAT_JATIMATIC" animsurface="RGFSNEAKING"/>
<Surface name="RGF_RIFLE_RAISE_JATIMATIC" animsurface="RGFRAISE"/>
<Surface name="RGF_RIFLE_AIM_JATIMATIC" animsurface="RGFSTANDAIM"/>
<Surface name="RGF_RIFLE_HIP_JATIMATIC" animsurface="RGF_HIP_AIM"/>
<Surface name="RGF_RIFLE_CR_AIM_JATIMATIC" animsurface="RGFCROUCHAIM"/>
<Surface name="RGF_RIFLE_PRONE_JATIMATIC" animsurface="RGFPRONE"/>
<Surface name="RGF_RIFLE_HIT_JATIMATIC" animsurface="RGFRHIT"/>
<Surface name="RGF_RIFLE_PAIN_JATIMATIC" animsurface="RGFHURTSTANDINGR"/>
<Surface name="RGF_RIFLE_COWER_JATIMATIC" animsurface="RGFCOWER"/>
<Surface name="RGF_RIFLE_PRN_COWER_JATIMATIC" animsurface="RGF_COWER_PRONE"/>
<Surface name="RGF_RIFLE_WALK_HURT_JATIMATIC" animsurface="RGFHURTWALKINGR"/>
<Surface name="RGF_RIFLE_KICKDOOR_JATIMATIC" animsurface="RGFKICKDOOR"/>
<!--<Surface name="RGF_RIFLE_SQUISH_JATIMATIC" animsurface="RGF_SQUISH" />
<Surface name="RGF_RIFLE_LOOK_JATIMATIC" animsurface="RGF_LOOK" />
<Surface name="RGF_RIFLE_SPIT_JATIMATIC" animsurface="RGF_SPIT" />-->
<Surface name="RGF_RIFLE_DRUNK_JATIMATIC" animsurface="RGFDRUNK"/>
<Surface name="RGF_RIFLE_BAYONET_JATIMATIC" animsurface="RGFBAYONET_S_S"/>
<Surface name="RGF_RIFLE_BAYONET_L_JATIMATIC" animsurface="RGFBAYONET_S_P"/>
<Surface name="RGF_RIFLE_LOW_JATIMATIC" animsurface="RGFSHOOT_LOW"/>
<Surface name="RGF_RIFLE_ROLL_SIDE_JATIMATIC" animsurface="RGFROLL_PR"/>
<Surface name="RGF_RIFLE_LOOK_JATIMATIC" animsurface="RGFALOOK"/>
<Surface name="RGF_RIFLE_CLEAN_JATIMATIC" animsurface="RGFCLEAN"/>
<Surface name="RGF_WATER_RIFLE_IDLE_JATIMATIC" animsurface="RGFWATER_R_STD" />
<Surface name="RGF_WATER_RIFLE_WALK_JATIMATIC" animsurface="RGFWATER_R_WALK" />
<Surface name="RGF_WATER_RIFLE_AIM_JATIMATIC" animsurface="RGFWATER_R_AIM" />
<Surface name="RGF_WATER_RIFLE_HIP_JATIMATIC" animsurface="RGF_WATER_HIP_AIM" />
<LayerProp filter="HasUziInHand" palette="guns_v2">
<Surface name="RGF_RIFLE_OPEN_UZI" animsurface="RGFOPEN"/>
<Surface name="RGF_RIFLE_WALK_CROUCH_UZI" animsurface="RGFCROUCH_R_RDY"/>
<Surface name="RGF_RIFLE_WALK_UZI" animsurface="RGFWALK_R_RDY"/>
<Surface name="RGF_RIFLE_IDLE_UZI" animsurface="RGFSTANDING"/>
<Surface name="RGF_BASICWALK_UZI" animsurface="RGFWALKING"/>
<Surface name="RGF_RUNNING_UZI" animsurface="RGFRUNNING"/>
<Surface name="RGF_RIFLE_CROUCH_UZI" animsurface="RGFCROUCHING"/>
<Surface name="RGF_RIFLE_SIDESTEP_UZI" animsurface="RGFSIDESTEP"/>
<Surface name="RGF_RIFLE_SIDESTEP_AIM_UZI" animsurface="RGFSIDESTEP_R_RDY"/>
<Surface name="RGF_RIFLE_SWAT_UZI" animsurface="RGFSNEAKING"/>
<Surface name="RGF_RIFLE_RAISE_UZI" animsurface="RGFRAISE"/>
<Surface name="RGF_RIFLE_AIM_UZI" animsurface="RGFSTANDAIM"/>
<Surface name="RGF_RIFLE_HIP_UZI" animsurface="RGF_HIP_AIM"/>
<Surface name="RGF_RIFLE_CR_AIM_UZI" animsurface="RGFCROUCHAIM"/>
<Surface name="RGF_RIFLE_PRONE_UZI" animsurface="RGFPRONE"/>
<Surface name="RGF_RIFLE_HIT_UZI" animsurface="RGFRHIT"/>
<Surface name="RGF_RIFLE_PAIN_UZI" animsurface="RGFHURTSTANDINGR"/>
<Surface name="RGF_RIFLE_COWER_UZI" animsurface="RGFCOWER"/>
<Surface name="RGF_RIFLE_PRN_COWER_UZI" animsurface="RGF_COWER_PRONE"/>
<Surface name="RGF_RIFLE_WALK_HURT_UZI" animsurface="RGFHURTWALKINGR"/>
<Surface name="RGF_RIFLE_KICKDOOR_UZI" animsurface="RGFKICKDOOR"/>
<!--<Surface name="RGF_RIFLE_SQUISH_UZI" animsurface="RGF_SQUISH" />
<Surface name="RGF_RIFLE_LOOK_UZI" animsurface="RGF_LOOK" />
<Surface name="RGF_RIFLE_SPIT_UZI" animsurface="RGF_SPIT" />-->
<Surface name="RGF_RIFLE_DRUNK_UZI" animsurface="RGFDRUNK"/>
<Surface name="RGF_RIFLE_BAYONET_UZI" animsurface="RGFBAYONET_S_S"/>
<Surface name="RGF_RIFLE_BAYONET_L_UZI" animsurface="RGFBAYONET_S_P"/>
<Surface name="RGF_RIFLE_LOW_UZI" animsurface="RGFSHOOT_LOW"/>
<Surface name="RGF_RIFLE_ROLL_SIDE_UZI" animsurface="RGFROLL_PR"/>
<Surface name="RGF_RIFLE_LOOK_UZI" animsurface="RGFALOOK"/>
<Surface name="RGF_RIFLE_CLEAN_UZI" animsurface="RGFCLEAN"/>
<Surface name="RGF_WATER_RIFLE_IDLE_UZI" animsurface="RGFWATER_R_STD" />
<Surface name="RGF_WATER_RIFLE_WALK_UZI" animsurface="RGFWATER_R_WALK" />
<Surface name="RGF_WATER_RIFLE_AIM_UZI" animsurface="RGFWATER_R_AIM" />
<Surface name="RGF_WATER_RIFLE_HIP_UZI" animsurface="RGF_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasMPLInHand" palette="guns_v2">
<Surface name="RGF_RIFLE_OPEN_MPL" animsurface="RGFOPEN"/>
@@ -9390,49 +9359,6 @@
<Surface name="RGF_WATER_EMPTY_WALK_sawnoff" animsurface="RGFWATER_N_WALK" />
<Surface name="RGF_WATER_PISTOL_AIM_sawnoff" animsurface="RGFWATER_N_AIM" />
</LayerProp>
<!--<LayerProp filter="HasDualRightUzi" palette="guns_v2">
<Surface name="RGF_PISTOL_IDLE_UZI_1H" animsurface="RGFDBLBREATH"/>
<Surface name="RGF_EMPTY_WALK_UZI_1H" animsurface="RGFNOTHING_WALK"/>
<Surface name="RGF_DUAL_AIM_UZI_1H" animsurface="RGFSTANDDWALAIM"/>
<Surface name="RGF_CROUCHWALK_DUAL_UZI_1H" animsurface="RGFCROUCH_D_RDY"/>
<Surface name="RGF_DUAL_CR_AIM_UZI_1H" animsurface="RGFCDBLSHOT"/>
<Surface name="RGF_EMPTY_RUN_UZI_1H" animsurface="RGFNOTHING_RUN"/>
<Surface name="RGF_DUAL_PRONE_UZI_1H" animsurface="RGFDWPRONE"/>
<Surface name="RGF_EMPTY_PAIN_UZI_1H" animsurface="RGFHURTSTANDINGN"/>
<Surface name="RGF_EMPTY_RUN_UZI_1H" animsurface="RGFPISTOL_RUN"/>
<Surface name="RGF_DUAL_SDSTP_AIM_UZI_1H" animsurface="RGFSIDESTEP_D_RDY"/>
<Surface name="RGF_DUAL_RDY_WALK_UZI_1H" animsurface="RGFWALK_D_RDY"/>
<Surface name="RGF_DUAL_SDSTP_UZI_1H" animsurface="RGFSIDESTEP"/>
<Surface name="RGF_EMPTY_DRUNK_UZI_1H" animsurface="RGFPISTOLDRUNK"/>
<Surface name="RGF_RIFLE_WALK_HURT_UZI_1H" animsurface="RGFHURTWALKINGN"/>
<Surface name="RGF_WATER_EMPTY_IDLE_UZI_1H" animsurface="RGFWATER_N_STD" />
<Surface name="RGF_WATER_EMPTY_WALK_UZI_1H" animsurface="RGFWATER_N_WALK" />
<Surface name="RGF_WATER_DUAL_AIM_UZI_1H" animsurface="RGFWATER_DBLSHT" />
</LayerProp>-->
<!--<LayerProp filter="HasUziInHand" palette="guns_v2">
<Surface name="RGF_CROUCHWALK_UZI_1H" animsurface="RGFCROUCH_P_RDY"/>
<Surface name="RGF_EMPTY_PRONE_UZI_1H" animsurface="RGFHANDGUN_PRONE"/>
<Surface name="RGF_PISTOL_IDLE_UZI_1H" animsurface="RGFPISTOLBREATH"/>
<Surface name="RGF_PISTOL_WALK_UZI_1H" animsurface="RGFNOTHING_WALK"/>
<Surface name="RGF_PISTOL_AIM_UZI_1H" animsurface="RGFHANDGUN_S_SHOT"/>
<Surface name="RGF_PISTOL_AIM_1H_UZI_1H" animsurface="RGF_PFSHOT_AIM"/>
<Surface name="RGF_PISTOL_RDY_WALK_UZI_1H" animsurface="RGFWALK_P_RDY"/>
<Surface name="RGF_EMPTY_SWAT_UZI_1H" animsurface="RGFNOTHING_SWAT"/>
<Surface name="RGF_EMPTY_CROUCH_UZI_1H" animsurface="RGFNOTHING_CROUCH"/>
<Surface name="RGF_PISTOL_CR_AIM_UZI_1H" animsurface="RGFHANDGUN_C_SHOT"/>
<Surface name="RGF_PISTOL_SDSTP_AIM_UZI_1H" animsurface="RGFSIDESTEP_P_RDY"/>
<Surface name="RGF_PISTOL_LOW_UZI_1H" animsurface="RGFPISTOLSHOOTLOW"/>
<Surface name="RGF_PISTOL_LOW_UZI_1H" animsurface="RGFSHOOT_LOW"/>
<Surface name="RGF_EMPTY_RUN_UZI_1H" animsurface="RGFNOTHING_RUN"/>
<Surface name="RGF_EMPTY_PAIN_UZI_1H" animsurface="RGFHURTSTANDINGN"/>
<Surface name="RGF_EMPTY_RUN_UZI_1H" animsurface="RGFPISTOL_RUN"/>
<Surface name="RGF_PISTOL_SDSTP_UZI_1H" animsurface="RGFSIDESTEP"/>
<Surface name="RGF_EMPTY_DRUNK_UZI_1H" animsurface="RGFPISTOLDRUNK"/>
<Surface name="RGF_RIFLE_WALK_HURT_UZI_1H" animsurface="RGFHURTWALKINGN"/>
<Surface name="RGF_WATER_PISTOL_IDLE_UZI_1H" animsurface="RGFWATER_N_STD" />
<Surface name="RGF_WATER_EMPTY_WALK_UZI_1H" animsurface="RGFWATER_N_WALK" />
<Surface name="RGF_WATER_PISTOL_AIM_UZI_1H" animsurface="RGFWATER_N_AIM" />
</LayerProp>-->
<LayerProp filter="HasDualRightDesertEagle50" palette="guns_v2">
<Surface name="RGF_PISTOL_IDLE_DEAGLE" animsurface="RGFDBLBREATH"/>
<Surface name="RGF_EMPTY_WALK_DEAGLE" animsurface="RGFNOTHING_WALK"/>
@@ -9753,43 +9679,6 @@
<Surface name="RGF_WATER_RIFLE_AIM_PPSH41" animsurface="RGFWATER_R_AIM" />
<Surface name="RGF_WATER_RIFLE_HIP_PPSH41" animsurface="RGF_WATER_HIP_AIM" />
</LayerProp>
<!--<LayerProp filter="HasUziSMGInHand" palette="guns_v2">
<Surface name="RGF_RIFLE_OPEN_UZI" animsurface="RGFOPEN"/>
<Surface name="RGF_RIFLE_WALK_CROUCH_UZI" animsurface="RGFCROUCH_R_RDY"/>
<Surface name="RGF_RIFLE_WALK_UZI" animsurface="RGFWALK_R_RDY"/>
<Surface name="RGF_RIFLE_IDLE_UZI" animsurface="RGFSTANDING"/>
<Surface name="RGF_BASICWALK_UZI" animsurface="RGFWALKING"/>
<Surface name="RGF_RUNNING_UZI" animsurface="RGFRUNNING"/>
<Surface name="RGF_RIFLE_CROUCH_UZI" animsurface="RGFCROUCHING"/>
<Surface name="RGF_RIFLE_SIDESTEP_UZI" animsurface="RGFSIDESTEP"/>
<Surface name="RGF_RIFLE_SIDESTEP_AIM_UZI" animsurface="RGFSIDESTEP_R_RDY"/>
<Surface name="RGF_RIFLE_SWAT_UZI" animsurface="RGFSNEAKING"/>
<Surface name="RGF_RIFLE_RAISE_UZI" animsurface="RGFRAISE"/>
<Surface name="RGF_RIFLE_AIM_UZI" animsurface="RGFSTANDAIM"/>
<Surface name="RGF_RIFLE_HIP_UZI" animsurface="RGF_HIP_AIM"/>
<Surface name="RGF_RIFLE_CR_AIM_UZI" animsurface="RGFCROUCHAIM"/>
<Surface name="RGF_RIFLE_PRONE_UZI" animsurface="RGFPRONE"/>
<Surface name="RGF_RIFLE_HIT_UZI" animsurface="RGFRHIT"/>
<Surface name="RGF_RIFLE_PAIN_UZI" animsurface="RGFHURTSTANDINGR"/>
<Surface name="RGF_RIFLE_COWER_UZI" animsurface="RGFCOWER"/>
<Surface name="RGF_RIFLE_PRN_COWER_UZI" animsurface="RGF_COWER_PRONE"/>
<Surface name="RGF_RIFLE_WALK_HURT_UZI" animsurface="RGFHURTWALKINGR"/>
<Surface name="RGF_RIFLE_KICKDOOR_UZI" animsurface="RGFKICKDOOR"/>
-<Surface name="RGF_RIFLE_SQUISH_UZI" animsurface="RGF_SQUISH" />
<Surface name="RGF_RIFLE_LOOK_UZI" animsurface="RGF_LOOK" />
<Surface name="RGF_RIFLE_SPIT_UZI" animsurface="RGF_SPIT" />-
<Surface name="RGF_RIFLE_DRUNK_UZI" animsurface="RGFDRUNK"/>
<Surface name="RGF_RIFLE_BAYONET_UZI" animsurface="RGFBAYONET_S_S"/>
<Surface name="RGF_RIFLE_BAYONET_L_UZI" animsurface="RGFBAYONET_S_P"/>
<Surface name="RGF_RIFLE_LOW_UZI" animsurface="RGFSHOOT_LOW"/>
<Surface name="RGF_RIFLE_ROLL_SIDE_UZI" animsurface="RGFROLL_PR"/>
<Surface name="RGF_RIFLE_LOOK_UZI" animsurface="RGFALOOK"/>
<Surface name="RGF_RIFLE_CLEAN_UZI" animsurface="RGFCLEAN"/>
<Surface name="RGF_WATER_RIFLE_IDLE_UZI" animsurface="RGFWATER_R_STD" />
<Surface name="RGF_WATER_RIFLE_WALK_UZI" animsurface="RGFWATER_R_WALK" />
<Surface name="RGF_WATER_RIFLE_AIM_UZI" animsurface="RGFWATER_R_AIM" />
<Surface name="RGF_WATER_RIFLE_HIP_UZI" animsurface="RGF_WATER_HIP_AIM" />
</LayerProp>-->
<LayerProp filter="HasSMGInHand" palette="guns_v2">
<Surface name="RGF_RIFLE_OPEN_MP5" animsurface="RGFOPEN"/>
<Surface name="RGF_RIFLE_WALK_CROUCH_MP5" animsurface="RGFCROUCH_R_RDY"/>
@@ -10544,6 +10433,150 @@
<Surface name="RGF_CROWBAR_HIT_CROWBAR" animsurface="RGFCROWBAR"/>
<Surface name="RGF_CROWBAR_CR_HIT_CROWBAR" animsurface="RGFPUNCHLOW"/>
</LayerProp>
<LayerProp filter="HasCombatKnifeInHand" palette="guns_v2">
<Surface name="RGF_EMPTY_IDLE_knife2" animsurface="RGFNOTHING_STD"/>
<Surface name="RGF_EMPTY_WALK_knife2" animsurface="RGFNOTHING_WALK"/>
<Surface name="RGF_EMPTY_CROUCH_knife2" animsurface="RGFNOTHING_CROUCH"/>
<Surface name="RGF_EMPTY_SWAT_knife2" animsurface="RGFNOTHING_SWAT"/>
<Surface name="RGF_EMPTY_SWAT_knife2" animsurface="RGFSWKNIFE"/>
<Surface name="RGF_EMPTY_RUN_knife2" animsurface="RGFNOTHING_RUN"/>
<Surface name="RGF_EMPTY_PAIN_knife2" animsurface="RGFHURTSTANDINGN"/>
<Surface name="RGF_EMPTY_PRONE_knife2" animsurface="RGFHANDGUN_PRONE"/>
<Surface name="RGF_RIFLE_WALK_HURT_knife2" animsurface="RGFHURTWALKINGN"/>
<Surface name="RGF_EMPTY_DRUNK_knife2" animsurface="RGFPISTOLDRUNK"/>
<Surface name="RGF_EMPTY_DODGE_knife2" animsurface="RGFDODGE"/>
<Surface name="RGF_knife2_STAB_knife2" animsurface="RGFSTAB"/>
<Surface name="RGF_knife2_SLICE_knife2" animsurface="RGFSLICE"/>
<Surface name="RGF_knife2_THROW_knife2" animsurface="RGFTHROWKNIFE"/>
<Surface name="RGF_knife2_BREATH_knife2" animsurface="RGFBREATHKNIFE"/>
<Surface name="RGF_knife2_CSTAB_knife2" animsurface="RGFCSTAB"/>
</LayerProp>
<LayerProp filter="HasMacheteInHand" palette="guns_v2">
<Surface name="RGF_EMPTY_IDLE_machete" animsurface="RGFNOTHING_STD"/>
<Surface name="RGF_EMPTY_WALK_machete" animsurface="RGFNOTHING_WALK"/>
<Surface name="RGF_EMPTY_CROUCH_machete" animsurface="RGFNOTHING_CROUCH"/>
<Surface name="RGF_EMPTY_SWAT_machete" animsurface="RGFNOTHING_SWAT"/>
<Surface name="RGF_EMPTY_SWAT_machete" animsurface="RGFSWKNIFE"/>
<Surface name="RGF_EMPTY_RUN_machete" animsurface="RGFNOTHING_RUN"/>
<Surface name="RGF_EMPTY_PAIN_machete" animsurface="RGFHURTSTANDINGN"/>
<Surface name="RGF_EMPTY_PRONE_machete" animsurface="RGFHANDGUN_PRONE"/>
<Surface name="RGF_RIFLE_WALK_HURT_machete" animsurface="RGFHURTWALKINGN"/>
<Surface name="RGF_EMPTY_DRUNK_machete" animsurface="RGFPISTOLDRUNK"/>
<Surface name="RGF_EMPTY_DODGE_machete" animsurface="RGFDODGE"/>
<Surface name="RGF_machete_STAB_machete" animsurface="RGFSTAB"/>
<Surface name="RGF_machete_SLICE_machete" animsurface="RGFSLICE"/>
<Surface name="RGF_machete_THROW_machete" animsurface="RGFTHROWKNIFE"/>
<Surface name="RGF_machete_BREATH_machete" animsurface="RGFBREATHKNIFE"/>
<Surface name="RGF_machete_CSTAB_machete" animsurface="RGFCSTAB"/>
</LayerProp>
<LayerProp filter="HasKatanaInHand" palette="guns_v2">
<Surface name="RGF_EMPTY_IDLE_katana" animsurface="RGFNOTHING_STD"/>
<Surface name="RGF_EMPTY_WALK_katana" animsurface="RGFNOTHING_WALK"/>
<Surface name="RGF_EMPTY_CROUCH_katana" animsurface="RGFNOTHING_CROUCH"/>
<Surface name="RGF_EMPTY_SWAT_katana" animsurface="RGFNOTHING_SWAT"/>
<Surface name="RGF_EMPTY_SWAT_katana" animsurface="RGFSWKNIFE"/>
<Surface name="RGF_EMPTY_RUN_katana" animsurface="RGFNOTHING_RUN"/>
<Surface name="RGF_EMPTY_PAIN_katana" animsurface="RGFHURTSTANDINGN"/>
<Surface name="RGF_EMPTY_PRONE_katana" animsurface="RGFHANDGUN_PRONE"/>
<Surface name="RGF_RIFLE_WALK_HURT_katana" animsurface="RGFHURTWALKINGN"/>
<Surface name="RGF_EMPTY_DRUNK_katana" animsurface="RGFPISTOLDRUNK"/>
<Surface name="RGF_EMPTY_DODGE_katana" animsurface="RGFDODGE"/>
<Surface name="RGF_katana_STAB_katana" animsurface="RGFSTAB"/>
<Surface name="RGF_katana_SLICE_katana" animsurface="RGFSLICE"/>
<Surface name="RGF_katana_THROW_katana" animsurface="RGFTHROWKNIFE"/>
<Surface name="RGF_katana_BREATH_katana" animsurface="RGFBREATHKNIFE"/>
<Surface name="RGF_katana_CSTAB_katana" animsurface="RGFCSTAB"/>
</LayerProp>
<LayerProp filter="HasCavalrySabreInHand" palette="guns_v2">
<Surface name="RGF_EMPTY_IDLE_sabre" animsurface="RGFNOTHING_STD"/>
<Surface name="RGF_EMPTY_WALK_sabre" animsurface="RGFNOTHING_WALK"/>
<Surface name="RGF_EMPTY_CROUCH_sabre" animsurface="RGFNOTHING_CROUCH"/>
<Surface name="RGF_EMPTY_SWAT_sabre" animsurface="RGFNOTHING_SWAT"/>
<Surface name="RGF_EMPTY_SWAT_sabre" animsurface="RGFSWKNIFE"/>
<Surface name="RGF_EMPTY_RUN_sabre" animsurface="RGFNOTHING_RUN"/>
<Surface name="RGF_EMPTY_PAIN_sabre" animsurface="RGFHURTSTANDINGN"/>
<Surface name="RGF_EMPTY_PRONE_sabre" animsurface="RGFHANDGUN_PRONE"/>
<Surface name="RGF_RIFLE_WALK_HURT_sabre" animsurface="RGFHURTWALKINGN"/>
<Surface name="RGF_EMPTY_DRUNK_sabre" animsurface="RGFPISTOLDRUNK"/>
<Surface name="RGF_EMPTY_DODGE_sabre" animsurface="RGFDODGE"/>
<Surface name="RGF_sabre_STAB_sabre" animsurface="RGFSTAB"/>
<Surface name="RGF_sabre_SLICE_sabre" animsurface="RGFSLICE"/>
<Surface name="RGF_sabre_THROW_sabre" animsurface="RGFTHROWKNIFE"/>
<Surface name="RGF_sabre_BREATH_sabre" animsurface="RGFBREATHKNIFE"/>
<Surface name="RGF_sabre_CSTAB_sabre" animsurface="RGFCSTAB"/>
</LayerProp>
<LayerProp filter="HasRamboKnifeInHand" palette="guns_v2">
<Surface name="RGF_EMPTY_IDLE_bigknife" animsurface="RGFNOTHING_STD"/>
<Surface name="RGF_EMPTY_WALK_bigknife" animsurface="RGFNOTHING_WALK"/>
<Surface name="RGF_EMPTY_CROUCH_bigknife" animsurface="RGFNOTHING_CROUCH"/>
<Surface name="RGF_EMPTY_SWAT_bigknife" animsurface="RGFNOTHING_SWAT"/>
<Surface name="RGF_EMPTY_SWAT_bigknife" animsurface="RGFSWKNIFE"/>
<Surface name="RGF_EMPTY_RUN_bigknife" animsurface="RGFNOTHING_RUN"/>
<Surface name="RGF_EMPTY_PAIN_bigknife" animsurface="RGFHURTSTANDINGN"/>
<Surface name="RGF_EMPTY_PRONE_bigknife" animsurface="RGFHANDGUN_PRONE"/>
<Surface name="RGF_RIFLE_WALK_HURT_bigknife" animsurface="RGFHURTWALKINGN"/>
<Surface name="RGF_EMPTY_DRUNK_bigknife" animsurface="RGFPISTOLDRUNK"/>
<Surface name="RGF_EMPTY_DODGE_bigknife" animsurface="RGFDODGE"/>
<Surface name="RGF_bigknife_STAB_bigknife" animsurface="RGFSTAB"/>
<Surface name="RGF_bigknife_SLICE_bigknife" animsurface="RGFSLICE"/>
<Surface name="RGF_bigknife_THROW_bigknife" animsurface="RGFTHROWKNIFE"/>
<Surface name="RGF_bigknife_BREATH_bigknife" animsurface="RGFBREATHKNIFE"/>
<Surface name="RGF_bigknife_CSTAB_bigknife" animsurface="RGFCSTAB"/>
</LayerProp>
<LayerProp filter="HasKaBarCutlassInHand" palette="guns_v2">
<Surface name="RGF_EMPTY_IDLE_cutlass" animsurface="RGFNOTHING_STD"/>
<Surface name="RGF_EMPTY_WALK_cutlass" animsurface="RGFNOTHING_WALK"/>
<Surface name="RGF_EMPTY_CROUCH_cutlass" animsurface="RGFNOTHING_CROUCH"/>
<Surface name="RGF_EMPTY_SWAT_cutlass" animsurface="RGFNOTHING_SWAT"/>
<Surface name="RGF_EMPTY_SWAT_cutlass" animsurface="RGFSWKNIFE"/>
<Surface name="RGF_EMPTY_RUN_cutlass" animsurface="RGFNOTHING_RUN"/>
<Surface name="RGF_EMPTY_PAIN_cutlass" animsurface="RGFHURTSTANDINGN"/>
<Surface name="RGF_EMPTY_PRONE_cutlass" animsurface="RGFHANDGUN_PRONE"/>
<Surface name="RGF_RIFLE_WALK_HURT_cutlass" animsurface="RGFHURTWALKINGN"/>
<Surface name="RGF_EMPTY_DRUNK_cutlass" animsurface="RGFPISTOLDRUNK"/>
<Surface name="RGF_EMPTY_DODGE_cutlass" animsurface="RGFDODGE"/>
<Surface name="RGF_cutlass_STAB_cutlass" animsurface="RGFSTAB"/>
<Surface name="RGF_cutlass_SLICE_cutlass" animsurface="RGFSLICE"/>
<Surface name="RGF_cutlass_THROW_cutlass" animsurface="RGFTHROWKNIFE"/>
<Surface name="RGF_cutlass_BREATH_cutlass" animsurface="RGFBREATHKNIFE"/>
<Surface name="RGF_cutlass_CSTAB_cutlass" animsurface="RGFCSTAB"/>
</LayerProp>
<LayerProp filter="HasKCBKnifeInHand" palette="guns_v2">
<Surface name="RGF_EMPTY_IDLE_kcbknife" animsurface="RGFNOTHING_STD"/>
<Surface name="RGF_EMPTY_WALK_kcbknife" animsurface="RGFNOTHING_WALK"/>
<Surface name="RGF_EMPTY_CROUCH_kcbknife" animsurface="RGFNOTHING_CROUCH"/>
<Surface name="RGF_EMPTY_SWAT_kcbknife" animsurface="RGFNOTHING_SWAT"/>
<Surface name="RGF_EMPTY_SWAT_kcbknife" animsurface="RGFSWKNIFE"/>
<Surface name="RGF_EMPTY_RUN_kcbknife" animsurface="RGFNOTHING_RUN"/>
<Surface name="RGF_EMPTY_PAIN_kcbknife" animsurface="RGFHURTSTANDINGN"/>
<Surface name="RGF_EMPTY_PRONE_kcbknife" animsurface="RGFHANDGUN_PRONE"/>
<Surface name="RGF_RIFLE_WALK_HURT_kcbknife" animsurface="RGFHURTWALKINGN"/>
<Surface name="RGF_EMPTY_DRUNK_kcbknife" animsurface="RGFPISTOLDRUNK"/>
<Surface name="RGF_EMPTY_DODGE_kcbknife" animsurface="RGFDODGE"/>
<Surface name="RGF_kcbknife_STAB_kcbknife" animsurface="RGFSTAB"/>
<Surface name="RGF_kcbknife_SLICE_kcbknife" animsurface="RGFSLICE"/>
<Surface name="RGF_kcbknife_THROW_kcbknife" animsurface="RGFTHROWKNIFE"/>
<Surface name="RGF_kcbknife_BREATH_kcbknife" animsurface="RGFBREATHKNIFE"/>
<Surface name="RGF_kcbknife_CSTAB_kcbknife" animsurface="RGFCSTAB"/>
</LayerProp>
<LayerProp filter="HasExactoKnifeInHand" palette="guns_v2">
<Surface name="RGF_EMPTY_IDLE_boxknife" animsurface="RGFNOTHING_STD"/>
<Surface name="RGF_EMPTY_WALK_boxknife" animsurface="RGFNOTHING_WALK"/>
<Surface name="RGF_EMPTY_CROUCH_boxknife" animsurface="RGFNOTHING_CROUCH"/>
<Surface name="RGF_EMPTY_SWAT_boxknife" animsurface="RGFNOTHING_SWAT"/>
<Surface name="RGF_EMPTY_SWAT_boxknife" animsurface="RGFSWKNIFE"/>
<Surface name="RGF_EMPTY_RUN_boxknife" animsurface="RGFNOTHING_RUN"/>
<Surface name="RGF_EMPTY_PAIN_boxknife" animsurface="RGFHURTSTANDINGN"/>
<Surface name="RGF_EMPTY_PRONE_boxknife" animsurface="RGFHANDGUN_PRONE"/>
<Surface name="RGF_RIFLE_WALK_HURT_boxknife" animsurface="RGFHURTWALKINGN"/>
<Surface name="RGF_EMPTY_DRUNK_boxknife" animsurface="RGFPISTOLDRUNK"/>
<Surface name="RGF_EMPTY_DODGE_boxknife" animsurface="RGFDODGE"/>
<Surface name="RGF_boxknife_STAB_boxknife" animsurface="RGFSTAB"/>
<Surface name="RGF_boxknife_SLICE_boxknife" animsurface="RGFSLICE"/>
<Surface name="RGF_boxknife_THROW_boxknife" animsurface="RGFTHROWKNIFE"/>
<Surface name="RGF_boxknife_BREATH_boxknife" animsurface="RGFBREATHKNIFE"/>
<Surface name="RGF_boxknife_CSTAB_boxknife" animsurface="RGFCSTAB"/>
</LayerProp>
<LayerProp filter="HasKnifeInHand" palette="guns_v2">
<Surface name="RGF_EMPTY_IDLE_KNIFE" animsurface="RGFNOTHING_STD"/>
<Surface name="RGF_EMPTY_WALK_KNIFE" animsurface="RGFNOTHING_WALK"/>
@@ -11697,6 +11730,28 @@
<Surface name="RGF_WATER_EMPTY_WALK_MP7MP_LEFT" animsurface="RGFWATER_N_WALK" />
<Surface name="RGF_WATER_DUAL_AIM_MP7MP_LEFT" animsurface="RGFWATER_DBLSHT" />
</LayerProp>
<LayerProp filter="HasJatimaticMPInLeftHand" palette="guns_v2">
<Surface name="RGF_PISTOL_IDLE_JMATICMP_LEFT" animsurface="RGFNOTHING_STD"/>
<Surface name="RGF_PISTOL_IDLE_JMATICMP_LEFT" animsurface="RGFDBLBREATH"/>
<Surface name="RGF_EMPTY_WALK_JMATICMP_LEFT" animsurface="RGFNOTHING_WALK"/>
<Surface name="RGF_DUAL_AIM_JMATICMP_LEFT" animsurface="RGFSTANDDWALAIM"/>
<Surface name="RGF_EMPTY_CROUCH_JMATICMP_LEFT" animsurface="RGFNOTHING_CROUCH"/>
<Surface name="RGF_EMPTY_SWAT_JMATICMP_LEFT" animsurface="RGFNOTHING_SWAT"/>
<Surface name="RGF_CROUCHWALK_DUAL_JMATICMP_LEFT" animsurface="RGFCROUCH_D_RDY"/>
<Surface name="RGF_DUAL_CR_AIM_JMATICMP_LEFT" animsurface="RGFCDBLSHOT"/>
<Surface name="RGF_EMPTY_RUN_JMATICMP_LEFT" animsurface="RGFNOTHING_RUN"/>
<Surface name="RGF_DUAL_PRONE_JMATICMP_LEFT" animsurface="RGFDWPRONE"/>
<Surface name="RGF_EMPTY_PAIN_JMATICMP_LEFT" animsurface="RGFHURTSTANDINGN"/>
<Surface name="RGF_EMPTY_RUN_JMATICMP_LEFT" animsurface="RGFPISTOL_RUN"/>
<Surface name="RGF_DUAL_SDSTP_AIM_JMATICMP_LEFT" animsurface="RGFSIDESTEP_D_RDY"/>
<Surface name="RGF_DUAL_RDY_WALK_JMATICMP_LEFT" animsurface="RGFWALK_D_RDY"/>
<Surface name="RGF_DUAL_SDSTP_JMATICMP_LEFT" animsurface="RGFSIDESTEP"/>
<Surface name="RGF_EMPTY_DRUNK_JMATICMP_LEFT" animsurface="RGFPISTOLDRUNK"/>
<Surface name="RGF_RIFLE_WALK_HURT_JMATICMP_LEFT" animsurface="RGFHURTWALKINGN"/>
<Surface name="RGF_WATER_EMPTY_IDLE_JMATICMP_LEFT" animsurface="RGFWATER_N_STD" />
<Surface name="RGF_WATER_EMPTY_WALK_JMATICMP_LEFT" animsurface="RGFWATER_N_WALK" />
<Surface name="RGF_WATER_DUAL_AIM_JMATICMP_LEFT" animsurface="RGFWATER_DBLSHT" />
</LayerProp>
<LayerProp filter="HasMiniSAFMPInLeftHand" palette="guns_v2">
<Surface name="RGF_PISTOL_IDLE_MINISAFMP_LEFT" animsurface="RGFNOTHING_STD"/>
<Surface name="RGF_PISTOL_IDLE_MINISAFMP_LEFT" animsurface="RGFDBLBREATH"/>
@@ -11741,28 +11796,6 @@
<Surface name="RGF_WATER_EMPTY_WALK_sawnoff_LEFT" animsurface="RGFWATER_N_WALK" />
<Surface name="RGF_WATER_DUAL_AIM_sawnoff_LEFT" animsurface="RGFWATER_DBLSHT" />
</LayerProp>
<!--<LayerProp filter="HasUziInLeftHand" palette="guns_v2">
<Surface name="RGF_EMPTY_IDLE_UZI_1H_LEFT" animsurface="RGFNOTHING_STD"/>
<Surface name="RGF_EMPTY_IDLE_UZI_1H_LEFT" animsurface="RGFDBLBREATH"/>
<Surface name="RGF_EMPTY_WALK_UZI_1H_LEFT" animsurface="RGFNOTHING_WALK"/>
<Surface name="RGF_DUAL_AIM_UZI_1H_LEFT" animsurface="RGFSTANDDWALAIM"/>
<Surface name="RGF_EMPTY_CROUCH_UZI_1H_LEFT" animsurface="RGFNOTHING_CROUCH"/>
<Surface name="RGF_EMPTY_SWAT_UZI_1H_LEFT" animsurface="RGFNOTHING_SWAT"/>
<Surface name="RGF_CROUCHWALK_DUAL_UZI_1H_LEFT" animsurface="RGFCROUCH_D_RDY"/>
<Surface name="RGF_DUAL_CR_AIM_UZI_1H_LEFT" animsurface="RGFCDBLSHOT"/>
<Surface name="RGF_EMPTY_RUN_UZI_1H_LEFT" animsurface="RGFNOTHING_RUN"/>
<Surface name="RGF_DUAL_PRONE_UZI_1H_LEFT" animsurface="RGFDWPRONE"/>
<Surface name="RGF_EMPTY_PAIN_UZI_1H_LEFT" animsurface="RGFHURTSTANDINGN"/>
<Surface name="RGF_EMPTY_RUN_UZI_1H_LEFT" animsurface="RGFPISTOL_RUN"/>
<Surface name="RGF_DUAL_SDSTP_AIM_UZI_1H_LEFT" animsurface="RGFSIDESTEP_D_RDY"/>
<Surface name="RGF_DUAL_RDY_WALK_UZI_1H_LEFT" animsurface="RGFWALK_D_RDY"/>
<Surface name="RGF_DUAL_SDSTP_UZI_1H_LEFT" animsurface="RGFSIDESTEP"/>
<Surface name="RGF_EMPTY_DRUNK_UZI_1H_LEFT" animsurface="RGFPISTOLDRUNK"/>
<Surface name="RGF_RIFLE_WALK_HURT_UZI_1H_LEFT" animsurface="RGFHURTWALKINGN"/>
<Surface name="RGF_WATER_EMPTY_IDLE_UZI_1H_LEFT" animsurface="RGFWATER_N_STD" />
<Surface name="RGF_WATER_EMPTY_WALK_UZI_1H_LEFT" animsurface="RGFWATER_N_WALK" />
<Surface name="RGF_WATER_DUAL_AIM_UZI_1H_LEFT" animsurface="RGFWATER_DBLSHT" />
</LayerProp>-->
<LayerProp filter="HasDesertEagle50InLeftHand" palette="guns_v2">
<Surface name="RGF_PISTOL_IDLE_DEAGLE_LEFT" animsurface="RGFNOTHING_STD"/>
<Surface name="RGF_PISTOL_IDLE_DEAGLE_LEFT" animsurface="RGFDBLBREATH"/>
@@ -1,44 +1,44 @@
<!-- 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-->
<!-- Crouched walk, rifle at the ready -->
<AnimSurface name="RGMRIFLE_WALK_CROUCH_HEAD" file="Anims\LOBOT\RGM\cr_walk_rifle_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_HANDS" file="Anims\LOBOT\RGM\cr_walk_rifle_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_TORSO" file="Anims\LOBOT\RGM\cr_walk_rifle_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_LEGS" file="Anims\LOBOT\RGM\cr_walk_rifle_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_SHADOW" file="Anims\LOBOT\RGM\cr_walk_rifle_shadow.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_AR" file="Anims\LOBOT\RGM\cr_walk_rifle_AR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_AK47" file="Anims\LOBOT\RGM\cr_walk_rifle_AK47.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_FAL" file="Anims\LOBOT\RGM\cr_walk_rifle_FAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_FAMAS" file="Anims\LOBOT\RGM\cr_walk_rifle_FAMAS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_SCARH" file="Anims\LOBOT\RGM\cr_walk_rifle_SCARH.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_SHTGN" file="Anims\LOBOT\RGM\cr_walk_rifle_shotgun.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_SAIGA" file="Anims\LOBOT\RGM\cr_walk_rifle_saiga.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_SPAS12" file="Anims\LOBOT\RGM\cr_walk_rifle_SPAS12.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_MOSIN" file="Anims\LOBOT\RGM\cr_walk_rifle_mosin.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_MP5" file="Anims\LOBOT\RGM\cr_walk_rifle_MP5.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_P90" file="Anims\LOBOT\RGM\cr_walk_rifle_P90.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_M1A1" file="Anims\LOBOT\RGM\cr_walk_rifle_M1A1.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_PPSH41" file="Anims\LOBOT\RGM\cr_walk_rifle_PPSH41.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_M82" file="Anims\LOBOT\RGM\cr_walk_rifle_M82.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_DRAGUNOV" file="Anims\LOBOT\RGM\cr_walk_rifle_DRAGUNOV.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_PSG1" file="Anims\LOBOT\RGM\cr_walk_rifle_PSG1.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_TRG42" file="Anims\LOBOT\RGM\cr_walk_rifle_TRG42.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_PATRIOT" file="Anims\LOBOT\RGM\cr_walk_rifle_PATRIOT.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_PKM" file="Anims\LOBOT\RGM\cr_walk_rifle_PKM.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_SAW" file="Anims\LOBOT\RGM\cr_walk_rifle_SAW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_RPK" file="Anims\LOBOT\RGM\cr_walk_rifle_RPK.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_M14" file="Anims\LOBOT\RGM\cr_walk_rifle_M14.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_MKL" file="Anims\LOBOT\RGM\cr_walk_rifle_MKL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_BP" file="Anims\LOBOT\RGM\cr_walk_rifle_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_BERET" file="Anims\LOBOT\RGM\cr_walk_rifle_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_VEST" file="Anims\LOBOT\RGM\cr_walk_rifle_vest.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_HELMET" file="Anims\LOBOT\RGM\cr_walk_rifle_helmet.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_GMASK" file="Anims\LOBOT\RGM\cr_walk_rifle_gasmask.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_NVG" file="Anims\LOBOT\RGM\cr_walk_rifle_NVG.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_HEAD" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_HANDS" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_TORSO" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_LEGS" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_SHADOW" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_shadow.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_AR" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_AR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_AK47" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_AK47.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_FAL" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_FAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_FAMAS" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_FAMAS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_SCARH" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_SCARH.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_SHTGN" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_shotgun.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_SAIGA" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_saiga.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_SPAS12" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_SPAS12.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_MOSIN" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_mosin.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_MP5" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_MP5.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_P90" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_P90.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_M1A1" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_M1A1.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_PPSH41" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_PPSH41.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_M82" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_M82.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_DRAGUNOV" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_DRAGUNOV.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_PSG1" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_PSG1.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_TRG42" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_TRG42.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_PATRIOT" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_PATRIOT.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_PKM" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_PKM.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_SAW" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_SAW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_RPK" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_RPK.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_M14" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_M14.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_MKL" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_MKL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_BP" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_BERET" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_VEST" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_vest.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_HELMET" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_helmet.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_GMASK" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_gasmask.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_NVG" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_NVG.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_BOONEY" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_BOONEY.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_PADS" file="Anims\LOBOT\RGM\cr_walk_rifle_PADS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_PADS" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_PADS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_CAMOHELMET" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_LSLEEVE" file="Anims\LOBOT\RGM\cr_walk_rifle_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_LSLEEVE" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<!-- Crouched walk, pistol at the ready -->
<AnimSurface name="RGM_CROUCHWALK_PISTOL_HEAD" file="Anims\LOBOT\RGM\cr_walk_pistol_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGM_CROUCHWALK_PISTOL_HANDS" file="Anims\LOBOT\RGM\cr_walk_pistol_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
@@ -201,44 +201,44 @@
<AnimSurface name="RGMRIFLE_IDLE_CAMOHELMET" file="Anims\LOBOT\RGM\S_R_STD_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGMRIFLE_IDLE_LSLEEVE" file="Anims\LOBOT\RGM\S_R_STD_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<!-- Walk, rifle idle -->
<AnimSurface name="RGMBASICWALK_HEAD" file="Anims\LOBOT\RGM\RGM_BASICWALK_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_HANDS" file="Anims\LOBOT\RGM\RGM_BASICWALK_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_TORSO" file="Anims\LOBOT\RGM\RGM_BASICWALK_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_LEGS" file="Anims\LOBOT\RGM\RGM_BASICWALK_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_SHADOW" file="Anims\LOBOT\RGM\RGM_BASICWALK_shadow.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_AR" file="Anims\LOBOT\RGM\RGM_BASICWALK_AR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_AK47" file="Anims\LOBOT\RGM\RGM_BASICWALK_AK47.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_FAL" file="Anims\LOBOT\RGM\RGM_BASICWALK_FAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_FAMAS" file="Anims\LOBOT\RGM\RGM_BASICWALK_FAMAS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_SCARH" file="Anims\LOBOT\RGM\RGM_BASICWALK_SCARH.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_SHTGN" file="Anims\LOBOT\RGM\RGM_BASICWALK_shotgun.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_SAIGA" file="Anims\LOBOT\RGM\RGM_BASICWALK_saiga.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_SPAS12" file="Anims\LOBOT\RGM\RGM_BASICWALK_SPAS12.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_MOSIN" file="Anims\LOBOT\RGM\RGM_BASICWALK_mosin.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_MP5" file="Anims\LOBOT\RGM\RGM_BASICWALK_MP5.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_P90" file="Anims\LOBOT\RGM\RGM_BASICWALK_P90.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_M1A1" file="Anims\LOBOT\RGM\RGM_BASICWALK_M1A1.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_PPSH41" file="Anims\LOBOT\RGM\RGM_BASICWALK_PPSH41.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_M82" file="Anims\LOBOT\RGM\RGM_BASICWALK_M82.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_DRAGUNOV" file="Anims\LOBOT\RGM\RGM_BASICWALK_DRAGUNOV.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_PSG1" file="Anims\LOBOT\RGM\RGM_BASICWALK_PSG1.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_TRG42" file="Anims\LOBOT\RGM\RGM_BASICWALK_TRG42.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_PATRIOT" file="Anims\LOBOT\RGM\RGM_BASICWALK_PATRIOT.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_PKM" file="Anims\LOBOT\RGM\RGM_BASICWALK_PKM.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_SAW" file="Anims\LOBOT\RGM\RGM_BASICWALK_SAW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_RPK" file="Anims\LOBOT\RGM\RGM_BASICWALK_RPK.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_M14" file="Anims\LOBOT\RGM\RGM_BASICWALK_M14.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_MKL" file="Anims\LOBOT\RGM\RGM_BASICWALK_MKL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_BP" file="Anims\LOBOT\RGM\RGM_BASICWALK_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_BERET" file="Anims\LOBOT\RGM\RGM_BASICWALK_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_VEST" file="Anims\LOBOT\RGM\RGM_BASICWALK_vest.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_HELMET" file="Anims\LOBOT\RGM\RGM_BASICWALK_helmet.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_GMASK" file="Anims\LOBOT\RGM\RGM_BASICWALK_gasmask.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_NVG" file="Anims\LOBOT\RGM\RGM_BASICWALK_NVG.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_HEAD" file="Anims\LOBOT\RGM\S_R_WALK_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_HANDS" file="Anims\LOBOT\RGM\S_R_WALK_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_TORSO" file="Anims\LOBOT\RGM\S_R_WALK_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_LEGS" file="Anims\LOBOT\RGM\S_R_WALK_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_SHADOW" file="Anims\LOBOT\RGM\S_R_WALK_shadow.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_AR" file="Anims\LOBOT\RGM\S_R_WALK_AR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_AK47" file="Anims\LOBOT\RGM\S_R_WALK_AK47.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_FAL" file="Anims\LOBOT\RGM\S_R_WALK_FAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_FAMAS" file="Anims\LOBOT\RGM\S_R_WALK_FAMAS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_SCARH" file="Anims\LOBOT\RGM\S_R_WALK_SCARH.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_SHTGN" file="Anims\LOBOT\RGM\S_R_WALK_shotgun.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_SAIGA" file="Anims\LOBOT\RGM\S_R_WALK_saiga.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_SPAS12" file="Anims\LOBOT\RGM\S_R_WALK_SPAS12.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_MOSIN" file="Anims\LOBOT\RGM\S_R_WALK_mosin.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_MP5" file="Anims\LOBOT\RGM\S_R_WALK_MP5.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_P90" file="Anims\LOBOT\RGM\S_R_WALK_P90.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_M1A1" file="Anims\LOBOT\RGM\S_R_WALK_M1A1.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_PPSH41" file="Anims\LOBOT\RGM\S_R_WALK_PPSH41.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_M82" file="Anims\LOBOT\RGM\S_R_WALK_M82.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_DRAGUNOV" file="Anims\LOBOT\RGM\S_R_WALK_DRAGUNOV.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_PSG1" file="Anims\LOBOT\RGM\S_R_WALK_PSG1.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_TRG42" file="Anims\LOBOT\RGM\S_R_WALK_TRG42.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_PATRIOT" file="Anims\LOBOT\RGM\S_R_WALK_PATRIOT.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_PKM" file="Anims\LOBOT\RGM\S_R_WALK_PKM.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_SAW" file="Anims\LOBOT\RGM\S_R_WALK_SAW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_RPK" file="Anims\LOBOT\RGM\S_R_WALK_RPK.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_M14" file="Anims\LOBOT\RGM\S_R_WALK_M14.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_MKL" file="Anims\LOBOT\RGM\S_R_WALK_MKL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_BP" file="Anims\LOBOT\RGM\S_R_WALK_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_BERET" file="Anims\LOBOT\RGM\S_R_WALK_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_VEST" file="Anims\LOBOT\RGM\S_R_WALK_vest.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_HELMET" file="Anims\LOBOT\RGM\S_R_WALK_helmet.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_GMASK" file="Anims\LOBOT\RGM\S_R_WALK_gasmask.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_NVG" file="Anims\LOBOT\RGM\S_R_WALK_NVG.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_BOONEY" file="Anims\LOBOT\RGM\S_R_WALK_BOONEY.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_PADS" file="Anims\LOBOT\RGM\RGM_BASICWALK_PADS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_PADS" file="Anims\LOBOT\RGM\S_R_WALK_PADS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_CAMOHELMET" file="Anims\LOBOT\RGM\S_R_WALK_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_LSLEEVE" file="Anims\LOBOT\RGM\RGM_BASICWALK_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_LSLEEVE" file="Anims\LOBOT\RGM\S_R_WALK_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<!-- Standing to crouch, rifle -->
<AnimSurface name="RGMRIFLE_CROUCH_HEAD" file="Anims\LOBOT\RGM\S_R_C_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGMRIFLE_CROUCH_HANDS" file="Anims\LOBOT\RGM\S_R_C_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
@@ -2500,11 +2500,11 @@
<AnimSurface name="RGMLAW_CR_CAMOHELMET" file="Anims\LOBOT\RGM\S_LAW_CR_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGMLAW_CR_LSLEEVE" file="Anims\LOBOT\RGM\S_LAW_CR_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="20" profile="-1" />
<!-- Rocket rifle -->
<AnimSurface name="RGMRIFLE_WALK_CROUCH_RR" file="Anims\LOBOT\RGM\cr_walk_rifle_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_RR" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_RR" file="Anims\LOBOT\RGM\S_R_RDY_WALK_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_HURT_RR" file="Anims\LOBOT\RGM\S_R_WALK_HURT_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMRIFLE_IDLE_RR" file="Anims\LOBOT\RGM\S_R_STD_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGMBASICWALK_RR" file="Anims\LOBOT\RGM\RGM_BASICWALK_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_RR" file="Anims\LOBOT\RGM\S_R_WALK_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMRIFLE_CROUCH_RR" file="Anims\LOBOT\RGM\S_R_C_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGMRIFLE_SWAT_RR" file="Anims\LOBOT\RGM\S_R_SWAT_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGMRIFLE_SIDESTEP_RR" file="Anims\LOBOT\RGM\S_R_SDSP_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
@@ -2535,13 +2535,13 @@
<AnimSurface name="WATER_RIFLE_AIM_RR" file="Anims\LOBOT\RGM\SW_SR_AIM_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="WATER_RIFLE_HIP_RR" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<!-- Ballcap -->
<AnimSurface name="RGMRIFLE_WALK_CROUCH_BCAP" file="Anims\LOBOT\RGM\cr_walk_rifle_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_CROUCH_BCAP" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGM_CROUCHWALK_BCAP" file="Anims\LOBOT\RGM\cr_walk_pistol_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGM_CROUCHWALK_DUAL_BCAP" file="Anims\LOBOT\RGM\cr_walk_dual_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_BCAP" file="Anims\LOBOT\RGM\S_R_RDY_WALK_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMRIFLE_WALK_HURT_BCAP" file="Anims\LOBOT\RGM\S_R_WALK_HURT_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMRIFLE_IDLE_BCAP" file="Anims\LOBOT\RGM\S_R_STD_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGMBASICWALK_BCAP" file="Anims\LOBOT\RGM\RGM_BASICWALK_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMBASICWALK_BCAP" file="Anims\LOBOT\RGM\S_R_WALK_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMRIFLE_CROUCH_BCAP" file="Anims\LOBOT\RGM\S_R_C_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGMRIFLE_SWAT_BCAP" file="Anims\LOBOT\RGM\S_R_SWAT_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGMRIFLE_SIDESTEP_BCAP" file="Anims\LOBOT\RGM\S_R_SDSP_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
@@ -1,85 +0,0 @@
<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="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" />
<AnimSurface name="WATER_EMPTY_IDLE_UZI_1H" file="Anims\LOBOT\RGM\SW_N_STD_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="WATER_EMPTY_IDLE_UZI_1H_LEFT" file="Anims\LOBOT\RGM\SW_N_STD_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="WATER_EMPTY_WALK_UZI_1H" file="Anims\LOBOT\RGM\SW_N_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="WATER_EMPTY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\RGM\SW_N_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="WATER_DUAL_AIM_UZI_1H" file="Anims\LOBOT\RGM\SW_DBLSHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="WATER_DUAL_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGM\SW_DBLSHOT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
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<!-- 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-->
<!-- Combat Knife -->
<AnimSurface name="RGMEMPTY_IDLE_knife2" file="Anims\LOBOT\RGM\S_N_STD_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGMEMPTY_CROUCH_knife2" file="Anims\LOBOT\RGM\S_N_CRCH_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGMEMPTY_SWAT_knife2" file="Anims\LOBOT\RGM\S_N_SWAT_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGMEMPTY_RUN_knife2" file="Anims\LOBOT\RGM\S_N_RUN_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_WALK_knife2" file="Anims\LOBOT\RGM\S_N_WALK_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_WALK_HURT_knife2" file="Anims\LOBOT\RGM\S_N_WALK_HURT_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_PRONE_knife2" file="Anims\LOBOT\RGM\S_N_PRNE_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGMEMPTY_PAIN_knife2" file="Anims\LOBOT\RGM\S_N_PAIN_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMEMPTY_DRUNK_knife2" file="Anims\LOBOT\RGM\S_N_DRUNK_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGMEMPTY_DODGE_knife2" file="Anims\LOBOT\RGM\S_DODGE_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
<AnimSurface name="RGMKNIFE_STAB_knife2" file="Anims\LOBOT\RGM\S_STAB_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMKNIFE_SLICE_knife2" file="Anims\LOBOT\RGM\S_SLICE_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMKNIFE_THROW_knife2" file="Anims\LOBOT\RGM\S_K_THROW_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMKNIFE_BREATH_knife2" file="Anims\LOBOT\RGM\S_K_BREATH_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMKNIFE_CSTAB_knife2" file="Anims\LOBOT\RGM\S_C_STAB_knife2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
<!-- Machete -->
<AnimSurface name="RGMEMPTY_IDLE_machete" file="Anims\LOBOT\RGM\S_N_STD_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGMEMPTY_CROUCH_machete" file="Anims\LOBOT\RGM\S_N_CRCH_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGMEMPTY_SWAT_machete" file="Anims\LOBOT\RGM\S_N_SWAT_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGMEMPTY_RUN_machete" file="Anims\LOBOT\RGM\S_N_RUN_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_WALK_machete" file="Anims\LOBOT\RGM\S_N_WALK_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_WALK_HURT_machete" file="Anims\LOBOT\RGM\S_N_WALK_HURT_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_PRONE_machete" file="Anims\LOBOT\RGM\S_N_PRNE_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGMEMPTY_PAIN_machete" file="Anims\LOBOT\RGM\S_N_PAIN_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMEMPTY_DRUNK_machete" file="Anims\LOBOT\RGM\S_N_DRUNK_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGMEMPTY_DODGE_machete" file="Anims\LOBOT\RGM\S_DODGE_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
<AnimSurface name="RGMKNIFE_STAB_machete" file="Anims\LOBOT\RGM\S_STAB_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMKNIFE_SLICE_machete" file="Anims\LOBOT\RGM\S_SLICE_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMKNIFE_THROW_machete" file="Anims\LOBOT\RGM\S_K_THROW_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMKNIFE_BREATH_machete" file="Anims\LOBOT\RGM\S_K_BREATH_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMKNIFE_CSTAB_machete" file="Anims\LOBOT\RGM\S_C_STAB_machete.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
<!-- Katana -->
<AnimSurface name="RGMEMPTY_IDLE_katana" file="Anims\LOBOT\RGM\S_N_STD_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGMEMPTY_CROUCH_katana" file="Anims\LOBOT\RGM\S_N_CRCH_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGMEMPTY_SWAT_katana" file="Anims\LOBOT\RGM\S_N_SWAT_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGMEMPTY_RUN_katana" file="Anims\LOBOT\RGM\S_N_RUN_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_WALK_katana" file="Anims\LOBOT\RGM\S_N_WALK_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_WALK_HURT_katana" file="Anims\LOBOT\RGM\S_N_WALK_HURT_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_PRONE_katana" file="Anims\LOBOT\RGM\S_N_PRNE_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGMEMPTY_PAIN_katana" file="Anims\LOBOT\RGM\S_N_PAIN_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMEMPTY_DRUNK_katana" file="Anims\LOBOT\RGM\S_N_DRUNK_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGMEMPTY_DODGE_katana" file="Anims\LOBOT\RGM\S_DODGE_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
<AnimSurface name="RGMKNIFE_STAB_katana" file="Anims\LOBOT\RGM\S_STAB_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMKNIFE_SLICE_katana" file="Anims\LOBOT\RGM\S_SLICE_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMKNIFE_THROW_katana" file="Anims\LOBOT\RGM\S_K_THROW_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMKNIFE_BREATH_katana" file="Anims\LOBOT\RGM\S_K_BREATH_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMKNIFE_CSTAB_katana" file="Anims\LOBOT\RGM\S_C_STAB_katana.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
<!-- Cavalry Sabre -->
<AnimSurface name="RGMEMPTY_IDLE_sabre" file="Anims\LOBOT\RGM\S_N_STD_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGMEMPTY_CROUCH_sabre" file="Anims\LOBOT\RGM\S_N_CRCH_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGMEMPTY_SWAT_sabre" file="Anims\LOBOT\RGM\S_N_SWAT_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGMEMPTY_RUN_sabre" file="Anims\LOBOT\RGM\S_N_RUN_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_WALK_sabre" file="Anims\LOBOT\RGM\S_N_WALK_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_WALK_HURT_sabre" file="Anims\LOBOT\RGM\S_N_WALK_HURT_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_PRONE_sabre" file="Anims\LOBOT\RGM\S_N_PRNE_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGMEMPTY_PAIN_sabre" file="Anims\LOBOT\RGM\S_N_PAIN_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMEMPTY_DRUNK_sabre" file="Anims\LOBOT\RGM\S_N_DRUNK_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGMEMPTY_DODGE_sabre" file="Anims\LOBOT\RGM\S_DODGE_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
<AnimSurface name="RGMKNIFE_STAB_sabre" file="Anims\LOBOT\RGM\S_STAB_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMKNIFE_SLICE_sabre" file="Anims\LOBOT\RGM\S_SLICE_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMKNIFE_THROW_sabre" file="Anims\LOBOT\RGM\S_K_THROW_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMKNIFE_BREATH_sabre" file="Anims\LOBOT\RGM\S_K_BREATH_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMKNIFE_CSTAB_sabre" file="Anims\LOBOT\RGM\S_C_STAB_sabre.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
<!-- Rambo Knife -->
<AnimSurface name="RGMEMPTY_IDLE_bigknife" file="Anims\LOBOT\RGM\S_N_STD_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGMEMPTY_CROUCH_bigknife" file="Anims\LOBOT\RGM\S_N_CRCH_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGMEMPTY_SWAT_bigknife" file="Anims\LOBOT\RGM\S_N_SWAT_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGMEMPTY_RUN_bigknife" file="Anims\LOBOT\RGM\S_N_RUN_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_WALK_bigknife" file="Anims\LOBOT\RGM\S_N_WALK_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_WALK_HURT_bigknife" file="Anims\LOBOT\RGM\S_N_WALK_HURT_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_PRONE_bigknife" file="Anims\LOBOT\RGM\S_N_PRNE_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGMEMPTY_PAIN_bigknife" file="Anims\LOBOT\RGM\S_N_PAIN_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMEMPTY_DRUNK_bigknife" file="Anims\LOBOT\RGM\S_N_DRUNK_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGMEMPTY_DODGE_bigknife" file="Anims\LOBOT\RGM\S_DODGE_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
<AnimSurface name="RGMKNIFE_STAB_bigknife" file="Anims\LOBOT\RGM\S_STAB_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMKNIFE_SLICE_bigknife" file="Anims\LOBOT\RGM\S_SLICE_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMKNIFE_THROW_bigknife" file="Anims\LOBOT\RGM\S_K_THROW_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMKNIFE_BREATH_bigknife" file="Anims\LOBOT\RGM\S_K_BREATH_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMKNIFE_CSTAB_bigknife" file="Anims\LOBOT\RGM\S_C_STAB_bigknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
<!-- Ka-Bar Cutlass -->
<AnimSurface name="RGMEMPTY_IDLE_cutlass" file="Anims\LOBOT\RGM\S_N_STD_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGMEMPTY_CROUCH_cutlass" file="Anims\LOBOT\RGM\S_N_CRCH_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGMEMPTY_SWAT_cutlass" file="Anims\LOBOT\RGM\S_N_SWAT_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGMEMPTY_RUN_cutlass" file="Anims\LOBOT\RGM\S_N_RUN_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_WALK_cutlass" file="Anims\LOBOT\RGM\S_N_WALK_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_WALK_HURT_cutlass" file="Anims\LOBOT\RGM\S_N_WALK_HURT_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_PRONE_cutlass" file="Anims\LOBOT\RGM\S_N_PRNE_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGMEMPTY_PAIN_cutlass" file="Anims\LOBOT\RGM\S_N_PAIN_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMEMPTY_DRUNK_cutlass" file="Anims\LOBOT\RGM\S_N_DRUNK_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGMEMPTY_DODGE_cutlass" file="Anims\LOBOT\RGM\S_DODGE_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
<AnimSurface name="RGMKNIFE_STAB_cutlass" file="Anims\LOBOT\RGM\S_STAB_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMKNIFE_SLICE_cutlass" file="Anims\LOBOT\RGM\S_SLICE_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMKNIFE_THROW_cutlass" file="Anims\LOBOT\RGM\S_K_THROW_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMKNIFE_BREATH_cutlass" file="Anims\LOBOT\RGM\S_K_BREATH_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMKNIFE_CSTAB_cutlass" file="Anims\LOBOT\RGM\S_C_STAB_cutlass.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
<!-- KCB Knife -->
<AnimSurface name="RGMEMPTY_IDLE_kcbknife" file="Anims\LOBOT\RGM\S_N_STD_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGMEMPTY_CROUCH_kcbknife" file="Anims\LOBOT\RGM\S_N_CRCH_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGMEMPTY_SWAT_kcbknife" file="Anims\LOBOT\RGM\S_N_SWAT_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGMEMPTY_RUN_kcbknife" file="Anims\LOBOT\RGM\S_N_RUN_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_WALK_kcbknife" file="Anims\LOBOT\RGM\S_N_WALK_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_WALK_HURT_kcbknife" file="Anims\LOBOT\RGM\S_N_WALK_HURT_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_PRONE_kcbknife" file="Anims\LOBOT\RGM\S_N_PRNE_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGMEMPTY_PAIN_kcbknife" file="Anims\LOBOT\RGM\S_N_PAIN_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMEMPTY_DRUNK_kcbknife" file="Anims\LOBOT\RGM\S_N_DRUNK_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGMEMPTY_DODGE_kcbknife" file="Anims\LOBOT\RGM\S_DODGE_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
<AnimSurface name="RGMKNIFE_STAB_kcbknife" file="Anims\LOBOT\RGM\S_STAB_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMKNIFE_SLICE_kcbknife" file="Anims\LOBOT\RGM\S_SLICE_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMKNIFE_THROW_kcbknife" file="Anims\LOBOT\RGM\S_K_THROW_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMKNIFE_BREATH_kcbknife" file="Anims\LOBOT\RGM\S_K_BREATH_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMKNIFE_CSTAB_kcbknife" file="Anims\LOBOT\RGM\S_C_STAB_kcbknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
<!-- Exacto Knife -->
<AnimSurface name="RGMEMPTY_IDLE_boxknife" file="Anims\LOBOT\RGM\S_N_STD_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGMEMPTY_CROUCH_boxknife" file="Anims\LOBOT\RGM\S_N_CRCH_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGMEMPTY_SWAT_boxknife" file="Anims\LOBOT\RGM\S_N_SWAT_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGMEMPTY_RUN_boxknife" file="Anims\LOBOT\RGM\S_N_RUN_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_WALK_boxknife" file="Anims\LOBOT\RGM\S_N_WALK_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_WALK_HURT_boxknife" file="Anims\LOBOT\RGM\S_N_WALK_HURT_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMEMPTY_PRONE_boxknife" file="Anims\LOBOT\RGM\S_N_PRNE_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGMEMPTY_PAIN_boxknife" file="Anims\LOBOT\RGM\S_N_PAIN_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMEMPTY_DRUNK_boxknife" file="Anims\LOBOT\RGM\S_N_DRUNK_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGMEMPTY_DODGE_boxknife" file="Anims\LOBOT\RGM\S_DODGE_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
<AnimSurface name="RGMKNIFE_STAB_boxknife" file="Anims\LOBOT\RGM\S_STAB_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMKNIFE_SLICE_boxknife" file="Anims\LOBOT\RGM\S_SLICE_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMKNIFE_THROW_boxknife" file="Anims\LOBOT\RGM\S_K_THROW_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGMKNIFE_BREATH_boxknife" file="Anims\LOBOT\RGM\S_K_BREATH_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGMKNIFE_CSTAB_boxknife" file="Anims\LOBOT\RGM\S_C_STAB_boxknife.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
File diff suppressed because it is too large Load Diff
@@ -2237,6 +2237,49 @@
<Surface name="WATER_PISTOL_WALK_MP7MP" animsurface="RGMWATER_N_WALK" />
<Surface name="WATER_PISTOL_AIM_MP7MP" animsurface="RGMWATER_N_AIM" />
</LayerProp>
<LayerProp filter="HasDualRightJatimaticMP" palette="guns_v2">
<Surface name="RGMEMPTY_IDLE_JMATICMP" animsurface="RGMDBLBREATH" />
<Surface name="RGMEMPTY_WALK_JMATICMP" animsurface="RGMNOTHING_WALK" />
<Surface name="RGMDUAL_AIM_JMATICMP" animsurface="RGMSTANDDWALAIM" />
<Surface name="RGM_CROUCHWALK_DUAL_JMATICMP" animsurface="RGMCROUCH_D_RDY" />
<Surface name="RGMDUAL_CR_AIM_JMATICMP" animsurface="RGMCDBLSHOT" />
<Surface name="RGMEMPTY_RUN_JMATICMP" animsurface="RGMNOTHING_RUN" />
<Surface name="RGMDUAL_PRONE_JMATICMP" animsurface="RGMDWPRONE" />
<Surface name="RGMEMPTY_PAIN_JMATICMP" animsurface="RGMHURTSTANDINGN" />
<Surface name="RGMEMPTY_RUN_JMATICMP" animsurface="RGMPISTOL_RUN" />
<Surface name="RGMDUAL_SDSTP_AIM_JMATICMP" animsurface="RGMSIDESTEP_D_RDY" />
<Surface name="RGMDUAL_RDY_WALK_JMATICMP" animsurface="RGMWALK_D_RDY" />
<Surface name="RGMDUAL_SDSTP_JMATICMP" animsurface="RGMSIDESTEP" />
<Surface name="RGMEMPTY_DRUNK_JMATICMP" animsurface="RGMPISTOLDRUNK" />
<Surface name="RGMEMPTY_WALK_HURT_JMATICMP" animsurface="RGMHURTWALKINGN" />
<Surface name="WATER_EMPTY_IDLE_JMATICMP" animsurface="RGMWATER_N_STD" />
<Surface name="WATER_EMPTY_WALK_JMATICMP" animsurface="RGMWATER_N_WALK" />
<Surface name="WATER_DUAL_AIM_JMATICMP" animsurface="RGMWATER_DBLSHT" />
</LayerProp>
<LayerProp filter="HasJatimaticMPInHand" palette="guns_v2">
<Surface name="RGM_CROUCHWALK_JMATICMP" animsurface="RGMCROUCH_P_RDY" />
<Surface name="RGMEMPTY_PRONE_JMATICMP" animsurface="RGMHANDGUN_PRONE" />
<Surface name="RGMPISTOL_IDLE_JMATICMP" animsurface="RGMPISTOLBREATH" />
<Surface name="RGMPISTOL_WALK_JMATICMP" animsurface="RGMNOTHING_WALK" />
<Surface name="RGMPISTOL_AIM_JMATICMP" animsurface="RGMHANDGUN_S_SHOT" />
<Surface name="RGMPISTOL_AIM_1H_JMATICMP" animsurface="RGM_PFSHOT_AIM" />
<Surface name="RGMPISTOL_RDY_WALK_JMATICMP" animsurface="RGMWALK_P_RDY" />
<Surface name="RGMEMPTY_SWAT_JMATICMP" animsurface="RGMNOTHING_SWAT" />
<Surface name="RGMEMPTY_CROUCH_JMATICMP" animsurface="RGMNOTHING_CROUCH" />
<Surface name="RGMPISTOL_CR_AIM_JMATICMP" animsurface="RGMHANDGUN_C_SHOT" />
<Surface name="RGMPISTOL_SDSTP_AIM_JMATICMP" animsurface="RGMSIDESTEP_P_RDY" />
<Surface name="RGMPISTOL_LOW_JMATICMP" animsurface="RGMPISTOLSHOOTLOW" />
<Surface name="RGMPISTOL_LOW_JMATICMP" animsurface="RGMSHOOT_LOW" />
<Surface name="RGMEMPTY_RUN_JMATICMP" animsurface="RGMNOTHING_RUN" />
<Surface name="RGMEMPTY_PAIN_JMATICMP" animsurface="RGMHURTSTANDINGN" />
<Surface name="RGMEMPTY_RUN_JMATICMP" animsurface="RGMPISTOL_RUN" />
<Surface name="RGMPISTOL_SDSTP_JMATICMP" animsurface="RGMSIDESTEP" />
<Surface name="RGMEMPTY_DRUNK_JMATICMP" animsurface="RGMPISTOLDRUNK" />
<Surface name="RGMEMPTY_WALK_HURT_JMATICMP" animsurface="RGMHURTWALKINGN" />
<Surface name="WATER_PISTOL_IDLE_JMATICMP" animsurface="RGMWATER_N_STD" />
<Surface name="WATER_PISTOL_WALK_JMATICMP" animsurface="RGMWATER_N_WALK" />
<Surface name="WATER_PISTOL_AIM_JMATICMP" animsurface="RGMWATER_N_AIM" />
</LayerProp>
<LayerProp filter="HasDualRightMiniSAFMP" palette="guns_v2">
<Surface name="RGMEMPTY_IDLE_MINISAFMP" animsurface="RGMDBLBREATH" />
<Surface name="RGMEMPTY_WALK_MINISAFMP" animsurface="RGMNOTHING_WALK" />
@@ -3144,113 +3187,77 @@
<Surface name="WATER_RIFLE_AIM_GALILMAR" animsurface="RGMWATER_R_AIM" />
<Surface name="WATER_RIFLE_HIP_GALILMAR" animsurface="RGM_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasFNFALInHand" palette="guns_v2">
<Surface name="RGM_RIFLE_OPEN_FNFAL" animsurface="RGMOPEN" />
<Surface name="RGMRIFLE_WALK_CROUCH_FNFAL" animsurface="RGMCROUCH_R_RDY" />
<Surface name="RGMRIFLE_WALK_FNFAL" animsurface="RGMWALK_R_RDY" />
<Surface name="RGMRIFLE_IDLE_FNFAL" animsurface="RGMSTANDING" />
<Surface name="RGMBASICWALK_FNFAL" animsurface="RGMBASICWALKING" />
<Surface name="RGMRUNNING_FNFAL" animsurface="RGMRUNNING" />
<Surface name="RGMRIFLE_CROUCH_FNFAL" animsurface="RGMCROUCHING" />
<Surface name="RGMRIFLE_SIDESTEP_FNFAL" animsurface="RGMSIDESTEP" />
<Surface name="RGMRIFLE_SIDESTEP_AIM_FNFAL" animsurface="RGMSIDESTEP_R_RDY" />
<Surface name="RGMRIFLE_SWAT_FNFAL" animsurface="RGMSNEAKING" />
<Surface name="RGMRIFLE_RAISE_FNFAL" animsurface="RGMRAISE" />
<Surface name="RGMRIFLE_AIM_FNFAL" animsurface="RGMSTANDAIM" />
<Surface name="RGMRIFLE_HIP_FNFAL" animsurface="RGM_HIP_AIM" />
<Surface name="RGMRIFLE_CR_AIM_FNFAL" animsurface="RGMCROUCHAIM" />
<Surface name="RGMRIFLE_PRONE_FNFAL" animsurface="RGMPRONE" />
<Surface name="RGMRIFLE_HIT_FNFAL" animsurface="RGMRHIT" />
<Surface name="RGMRIFLE_PAIN_FNFAL" animsurface="RGMHURTSTANDINGR" />
<Surface name="RGMRIFLE_COWER_FNFAL" animsurface="RGMCOWER" />
<Surface name="RGMRIFLE_PRN_COWER_FNFAL" animsurface="RGM_COWER_PRONE" />
<Surface name="RGMRIFLE_WALK_HURT_FNFAL" animsurface="RGMHURTWALKINGR" />
<Surface name="RGMRIFLE_KICKDOOR_FNFAL" animsurface="RGMKICKDOOR" />
<Surface name="RGMRIFLE_SQUISH_FNFAL" animsurface="RGM_SQUISH" />
<Surface name="RGMRIFLE_LOOK_FNFAL" animsurface="RGM_LOOK" />
<Surface name="RGMRIFLE_SPIT_FNFAL" animsurface="RGM_SPIT" />
<Surface name="RGMRIFLE_DRUNK_FNFAL" animsurface="RGMDRUNK" />
<Surface name="RGMRIFLE_BAYONET_FNFAL" animsurface="RGMBAYONET_S_S" />
<Surface name="RGMRIFLE_BAYONET_L_FNFAL" animsurface="RGMBAYONET_S_P" />
<Surface name="RGMRIFLE_LOW_FNFAL" animsurface="RGMSHOOT_LOW" />
<Surface name="RGMRIFLE_HIP_LOW_FNFAL" animsurface="RGM_HIP_LOW" />
<Surface name="RGMRIFLE_ROLL_SIDE_FNFAL" animsurface="RGMROLL_PR" />
<Surface name="WATER_RIFLE_IDLE_FNFAL" animsurface="RGMWATER_R_STD" />
<Surface name="WATER_RIFLE_WALK_FNFAL" animsurface="RGMWATER_R_WALK" />
<Surface name="WATER_RIFLE_AIM_FNFAL" animsurface="RGMWATER_R_AIM" />
<Surface name="WATER_RIFLE_HIP_FNFAL" animsurface="RGM_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasFALCarbineInHand" palette="guns_v2">
<Surface name="RGM_RIFLE_OPEN_FNPARA" animsurface="RGMOPEN" />
<Surface name="RGMRIFLE_WALK_CROUCH_FNPARA" animsurface="RGMCROUCH_R_RDY" />
<Surface name="RGMRIFLE_WALK_FNPARA" animsurface="RGMWALK_R_RDY" />
<Surface name="RGMRIFLE_IDLE_FNPARA" animsurface="RGMSTANDING" />
<Surface name="RGMBASICWALK_FNPARA" animsurface="RGMBASICWALKING" />
<Surface name="RGMRUNNING_FNPARA" animsurface="RGMRUNNING" />
<Surface name="RGMRIFLE_CROUCH_FNPARA" animsurface="RGMCROUCHING" />
<Surface name="RGMRIFLE_SIDESTEP_FNPARA" animsurface="RGMSIDESTEP" />
<Surface name="RGMRIFLE_SIDESTEP_AIM_FNPARA" animsurface="RGMSIDESTEP_R_RDY" />
<Surface name="RGMRIFLE_SWAT_FNPARA" animsurface="RGMSNEAKING" />
<Surface name="RGMRIFLE_RAISE_FNPARA" animsurface="RGMRAISE" />
<Surface name="RGMRIFLE_AIM_FNPARA" animsurface="RGMSTANDAIM" />
<Surface name="RGMRIFLE_HIP_FNPARA" animsurface="RGM_HIP_AIM" />
<Surface name="RGMRIFLE_CR_AIM_FNPARA" animsurface="RGMCROUCHAIM" />
<Surface name="RGMRIFLE_PRONE_FNPARA" animsurface="RGMPRONE" />
<Surface name="RGMRIFLE_HIT_FNPARA" animsurface="RGMRHIT" />
<Surface name="RGMRIFLE_PAIN_FNPARA" animsurface="RGMHURTSTANDINGR" />
<Surface name="RGMRIFLE_COWER_FNPARA" animsurface="RGMCOWER" />
<Surface name="RGMRIFLE_PRN_COWER_FNPARA" animsurface="RGM_COWER_PRONE" />
<Surface name="RGMRIFLE_WALK_HURT_FNPARA" animsurface="RGMHURTWALKINGR" />
<Surface name="RGMRIFLE_KICKDOOR_FNPARA" animsurface="RGMKICKDOOR" />
<Surface name="RGMRIFLE_SQUISH_FNPARA" animsurface="RGM_SQUISH" />
<Surface name="RGMRIFLE_LOOK_FNPARA" animsurface="RGM_LOOK" />
<Surface name="RGMRIFLE_SPIT_FNPARA" animsurface="RGM_SPIT" />
<Surface name="RGMRIFLE_DRUNK_FNPARA" animsurface="RGMDRUNK" />
<Surface name="RGMRIFLE_BAYONET_FNPARA" animsurface="RGMBAYONET_S_S" />
<Surface name="RGMRIFLE_BAYONET_L_FNPARA" animsurface="RGMBAYONET_S_P" />
<Surface name="RGMRIFLE_LOW_FNPARA" animsurface="RGMSHOOT_LOW" />
<Surface name="RGMRIFLE_HIP_LOW_FNPARA" animsurface="RGM_HIP_LOW" />
<Surface name="RGMRIFLE_ROLL_SIDE_FNPARA" animsurface="RGMROLL_PR" />
<Surface name="WATER_RIFLE_IDLE_FNPARA" animsurface="RGMWATER_R_STD" />
<Surface name="WATER_RIFLE_WALK_FNPARA" animsurface="RGMWATER_R_WALK" />
<Surface name="WATER_RIFLE_AIM_FNPARA" animsurface="RGMWATER_R_AIM" />
<Surface name="WATER_RIFLE_HIP_FNPARA" animsurface="RGM_WATER_HIP_AIM" />
<Surface name="RGM_RIFLE_OPEN_FALPARA" animsurface="RGMOPEN" />
<Surface name="RGMRIFLE_WALK_CROUCH_FALPARA" animsurface="RGMCROUCH_R_RDY" />
<Surface name="RGMRIFLE_WALK_FALPARA" animsurface="RGMWALK_R_RDY" />
<Surface name="RGMRIFLE_IDLE_FALPARA" animsurface="RGMSTANDING" />
<Surface name="RGMBASICWALK_FALPARA" animsurface="RGMBASICWALKING" />
<Surface name="RGMRUNNING_FALPARA" animsurface="RGMRUNNING" />
<Surface name="RGMRIFLE_CROUCH_FALPARA" animsurface="RGMCROUCHING" />
<Surface name="RGMRIFLE_SIDESTEP_FALPARA" animsurface="RGMSIDESTEP" />
<Surface name="RGMRIFLE_SIDESTEP_AIM_FALPARA" animsurface="RGMSIDESTEP_R_RDY" />
<Surface name="RGMRIFLE_SWAT_FALPARA" animsurface="RGMSNEAKING" />
<Surface name="RGMRIFLE_RAISE_FALPARA" animsurface="RGMRAISE" />
<Surface name="RGMRIFLE_AIM_FALPARA" animsurface="RGMSTANDAIM" />
<Surface name="RGMRIFLE_HIP_FALPARA" animsurface="RGM_HIP_AIM" />
<Surface name="RGMRIFLE_CR_AIM_FALPARA" animsurface="RGMCROUCHAIM" />
<Surface name="RGMRIFLE_PRONE_FALPARA" animsurface="RGMPRONE" />
<Surface name="RGMRIFLE_HIT_FALPARA" animsurface="RGMRHIT" />
<Surface name="RGMRIFLE_PAIN_FALPARA" animsurface="RGMHURTSTANDINGR" />
<Surface name="RGMRIFLE_COWER_FALPARA" animsurface="RGMCOWER" />
<Surface name="RGMRIFLE_PRN_COWER_FALPARA" animsurface="RGM_COWER_PRONE" />
<Surface name="RGMRIFLE_WALK_HURT_FALPARA" animsurface="RGMHURTWALKINGR" />
<Surface name="RGMRIFLE_KICKDOOR_FALPARA" animsurface="RGMKICKDOOR" />
<Surface name="RGMRIFLE_SQUISH_FALPARA" animsurface="RGM_SQUISH" />
<Surface name="RGMRIFLE_LOOK_FALPARA" animsurface="RGM_LOOK" />
<Surface name="RGMRIFLE_SPIT_FALPARA" animsurface="RGM_SPIT" />
<Surface name="RGMRIFLE_DRUNK_FALPARA" animsurface="RGMDRUNK" />
<Surface name="RGMRIFLE_BAYONET_FALPARA" animsurface="RGMBAYONET_S_S" />
<Surface name="RGMRIFLE_BAYONET_L_FALPARA" animsurface="RGMBAYONET_S_P" />
<Surface name="RGMRIFLE_LOW_FALPARA" animsurface="RGMSHOOT_LOW" />
<Surface name="RGMRIFLE_HIP_LOW_FALPARA" animsurface="RGM_HIP_LOW" />
<Surface name="RGMRIFLE_ROLL_SIDE_FALPARA" animsurface="RGMROLL_PR" />
<Surface name="WATER_RIFLE_IDLE_FALPARA" animsurface="RGMWATER_R_STD" />
<Surface name="WATER_RIFLE_WALK_FALPARA" animsurface="RGMWATER_R_WALK" />
<Surface name="WATER_RIFLE_AIM_FALPARA" animsurface="RGMWATER_R_AIM" />
<Surface name="WATER_RIFLE_HIP_FALPARA" animsurface="RGM_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasFALOSWInHand" palette="guns_v2">
<Surface name="RGM_RIFLE_OPEN_DSA58" animsurface="RGMOPEN" />
<Surface name="RGMRIFLE_WALK_CROUCH_DSA58" animsurface="RGMCROUCH_R_RDY" />
<Surface name="RGMRIFLE_WALK_DSA58" animsurface="RGMWALK_R_RDY" />
<Surface name="RGMRIFLE_IDLE_DSA58" animsurface="RGMSTANDING" />
<Surface name="RGMBASICWALK_DSA58" animsurface="RGMBASICWALKING" />
<Surface name="RGMRUNNING_DSA58" animsurface="RGMRUNNING" />
<Surface name="RGMRIFLE_CROUCH_DSA58" animsurface="RGMCROUCHING" />
<Surface name="RGMRIFLE_SIDESTEP_DSA58" animsurface="RGMSIDESTEP" />
<Surface name="RGMRIFLE_SIDESTEP_AIM_DSA58" animsurface="RGMSIDESTEP_R_RDY" />
<Surface name="RGMRIFLE_SWAT_DSA58" animsurface="RGMSNEAKING" />
<Surface name="RGMRIFLE_RAISE_DSA58" animsurface="RGMRAISE" />
<Surface name="RGMRIFLE_AIM_DSA58" animsurface="RGMSTANDAIM" />
<Surface name="RGMRIFLE_HIP_DSA58" animsurface="RGM_HIP_AIM" />
<Surface name="RGMRIFLE_CR_AIM_DSA58" animsurface="RGMCROUCHAIM" />
<Surface name="RGMRIFLE_PRONE_DSA58" animsurface="RGMPRONE" />
<Surface name="RGMRIFLE_HIT_DSA58" animsurface="RGMRHIT" />
<Surface name="RGMRIFLE_PAIN_DSA58" animsurface="RGMHURTSTANDINGR" />
<Surface name="RGMRIFLE_COWER_DSA58" animsurface="RGMCOWER" />
<Surface name="RGMRIFLE_PRN_COWER_DSA58" animsurface="RGM_COWER_PRONE" />
<Surface name="RGMRIFLE_WALK_HURT_DSA58" animsurface="RGMHURTWALKINGR" />
<Surface name="RGMRIFLE_KICKDOOR_DSA58" animsurface="RGMKICKDOOR" />
<Surface name="RGMRIFLE_SQUISH_DSA58" animsurface="RGM_SQUISH" />
<Surface name="RGMRIFLE_LOOK_DSA58" animsurface="RGM_LOOK" />
<Surface name="RGMRIFLE_SPIT_DSA58" animsurface="RGM_SPIT" />
<Surface name="RGMRIFLE_DRUNK_DSA58" animsurface="RGMDRUNK" />
<Surface name="RGMRIFLE_BAYONET_DSA58" animsurface="RGMBAYONET_S_S" />
<Surface name="RGMRIFLE_BAYONET_L_DSA58" animsurface="RGMBAYONET_S_P" />
<Surface name="RGMRIFLE_LOW_DSA58" animsurface="RGMSHOOT_LOW" />
<Surface name="RGMRIFLE_HIP_LOW_DSA58" animsurface="RGM_HIP_LOW" />
<Surface name="RGMRIFLE_ROLL_SIDE_DSA58" animsurface="RGMROLL_PR" />
<Surface name="WATER_RIFLE_IDLE_DSA58" animsurface="RGMWATER_R_STD" />
<Surface name="WATER_RIFLE_WALK_DSA58" animsurface="RGMWATER_R_WALK" />
<Surface name="WATER_RIFLE_AIM_DSA58" animsurface="RGMWATER_R_AIM" />
<Surface name="WATER_RIFLE_HIP_DSA58" animsurface="RGM_WATER_HIP_AIM" />
<Surface name="RGM_RIFLE_OPEN_FALOSW" animsurface="RGMOPEN" />
<Surface name="RGMRIFLE_WALK_CROUCH_FALOSW" animsurface="RGMCROUCH_R_RDY" />
<Surface name="RGMRIFLE_WALK_FALOSW" animsurface="RGMWALK_R_RDY" />
<Surface name="RGMRIFLE_IDLE_FALOSW" animsurface="RGMSTANDING" />
<Surface name="RGMBASICWALK_FALOSW" animsurface="RGMBASICWALKING" />
<Surface name="RGMRUNNING_FALOSW" animsurface="RGMRUNNING" />
<Surface name="RGMRIFLE_CROUCH_FALOSW" animsurface="RGMCROUCHING" />
<Surface name="RGMRIFLE_SIDESTEP_FALOSW" animsurface="RGMSIDESTEP" />
<Surface name="RGMRIFLE_SIDESTEP_AIM_FALOSW" animsurface="RGMSIDESTEP_R_RDY" />
<Surface name="RGMRIFLE_SWAT_FALOSW" animsurface="RGMSNEAKING" />
<Surface name="RGMRIFLE_RAISE_FALOSW" animsurface="RGMRAISE" />
<Surface name="RGMRIFLE_AIM_FALOSW" animsurface="RGMSTANDAIM" />
<Surface name="RGMRIFLE_HIP_FALOSW" animsurface="RGM_HIP_AIM" />
<Surface name="RGMRIFLE_CR_AIM_FALOSW" animsurface="RGMCROUCHAIM" />
<Surface name="RGMRIFLE_PRONE_FALOSW" animsurface="RGMPRONE" />
<Surface name="RGMRIFLE_HIT_FALOSW" animsurface="RGMRHIT" />
<Surface name="RGMRIFLE_PAIN_FALOSW" animsurface="RGMHURTSTANDINGR" />
<Surface name="RGMRIFLE_COWER_FALOSW" animsurface="RGMCOWER" />
<Surface name="RGMRIFLE_PRN_COWER_FALOSW" animsurface="RGM_COWER_PRONE" />
<Surface name="RGMRIFLE_WALK_HURT_FALOSW" animsurface="RGMHURTWALKINGR" />
<Surface name="RGMRIFLE_KICKDOOR_FALOSW" animsurface="RGMKICKDOOR" />
<Surface name="RGMRIFLE_SQUISH_FALOSW" animsurface="RGM_SQUISH" />
<Surface name="RGMRIFLE_LOOK_FALOSW" animsurface="RGM_LOOK" />
<Surface name="RGMRIFLE_SPIT_FALOSW" animsurface="RGM_SPIT" />
<Surface name="RGMRIFLE_DRUNK_FALOSW" animsurface="RGMDRUNK" />
<Surface name="RGMRIFLE_BAYONET_FALOSW" animsurface="RGMBAYONET_S_S" />
<Surface name="RGMRIFLE_BAYONET_L_FALOSW" animsurface="RGMBAYONET_S_P" />
<Surface name="RGMRIFLE_LOW_FALOSW" animsurface="RGMSHOOT_LOW" />
<Surface name="RGMRIFLE_HIP_LOW_FALOSW" animsurface="RGM_HIP_LOW" />
<Surface name="RGMRIFLE_ROLL_SIDE_FALOSW" animsurface="RGMROLL_PR" />
<Surface name="WATER_RIFLE_IDLE_FALOSW" animsurface="RGMWATER_R_STD" />
<Surface name="WATER_RIFLE_WALK_FALOSW" animsurface="RGMWATER_R_WALK" />
<Surface name="WATER_RIFLE_AIM_FALOSW" animsurface="RGMWATER_R_AIM" />
<Surface name="WATER_RIFLE_HIP_FALOSW" animsurface="RGM_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasFNCInHand" palette="guns_v2">
<Surface name="RGM_RIFLE_OPEN_FNC" animsurface="RGMOPEN" />
@@ -7932,77 +7939,41 @@
<Surface name="WATER_RIFLE_AIM_PM12" animsurface="RGMWATER_R_AIM" />
<Surface name="WATER_RIFLE_HIP_PM12" animsurface="RGM_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasIMIUziInHand" palette="guns_v2">
<Surface name="RGM_RIFLE_OPEN_IMIUZI" animsurface="RGMOPEN" />
<Surface name="RGMRIFLE_WALK_CROUCH_IMIUZI" animsurface="RGMCROUCH_R_RDY" />
<Surface name="RGMRIFLE_WALK_IMIUZI" animsurface="RGMWALK_R_RDY" />
<Surface name="RGMRIFLE_IDLE_IMIUZI" animsurface="RGMSTANDING" />
<Surface name="RGMBASICWALK_IMIUZI" animsurface="RGMBASICWALKING" />
<Surface name="RGMRUNNING_IMIUZI" animsurface="RGMRUNNING" />
<Surface name="RGMRIFLE_CROUCH_IMIUZI" animsurface="RGMCROUCHING" />
<Surface name="RGMRIFLE_SIDESTEP_IMIUZI" animsurface="RGMSIDESTEP" />
<Surface name="RGMRIFLE_SIDESTEP_AIM_IMIUZI" animsurface="RGMSIDESTEP_R_RDY" />
<Surface name="RGMRIFLE_SWAT_IMIUZI" animsurface="RGMSNEAKING" />
<Surface name="RGMRIFLE_RAISE_IMIUZI" animsurface="RGMRAISE" />
<Surface name="RGMRIFLE_AIM_IMIUZI" animsurface="RGMSTANDAIM" />
<Surface name="RGMRIFLE_HIP_IMIUZI" animsurface="RGM_HIP_AIM" />
<Surface name="RGMRIFLE_CR_AIM_IMIUZI" animsurface="RGMCROUCHAIM" />
<Surface name="RGMRIFLE_PRONE_IMIUZI" animsurface="RGMPRONE" />
<Surface name="RGMRIFLE_HIT_IMIUZI" animsurface="RGMRHIT" />
<Surface name="RGMRIFLE_PAIN_IMIUZI" animsurface="RGMHURTSTANDINGR" />
<Surface name="RGMRIFLE_COWER_IMIUZI" animsurface="RGMCOWER" />
<Surface name="RGMRIFLE_PRN_COWER_IMIUZI" animsurface="RGM_COWER_PRONE" />
<Surface name="RGMRIFLE_WALK_HURT_IMIUZI" animsurface="RGMHURTWALKINGR" />
<Surface name="RGMRIFLE_KICKDOOR_IMIUZI" animsurface="RGMKICKDOOR" />
<Surface name="RGMRIFLE_SQUISH_IMIUZI" animsurface="RGM_SQUISH" />
<Surface name="RGMRIFLE_LOOK_IMIUZI" animsurface="RGM_LOOK" />
<Surface name="RGMRIFLE_SPIT_IMIUZI" animsurface="RGM_SPIT" />
<Surface name="RGMRIFLE_DRUNK_IMIUZI" animsurface="RGMDRUNK" />
<Surface name="RGMRIFLE_BAYONET_IMIUZI" animsurface="RGMBAYONET_S_S" />
<Surface name="RGMRIFLE_BAYONET_L_IMIUZI" animsurface="RGMBAYONET_S_P" />
<Surface name="RGMRIFLE_LOW_IMIUZI" animsurface="RGMSHOOT_LOW" />
<Surface name="RGMRIFLE_HIP_LOW_IMIUZI" animsurface="RGM_HIP_LOW" />
<Surface name="RGMRIFLE_ROLL_SIDE_IMIUZI" animsurface="RGMROLL_PR" />
<Surface name="WATER_RIFLE_IDLE_IMIUZI" animsurface="RGMWATER_R_STD" />
<Surface name="WATER_RIFLE_WALK_IMIUZI" animsurface="RGMWATER_R_WALK" />
<Surface name="WATER_RIFLE_AIM_IMIUZI" animsurface="RGMWATER_R_AIM" />
<Surface name="WATER_RIFLE_HIP_IMIUZI" animsurface="RGM_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasJatimaticInHand" palette="guns_v2">
<Surface name="RGM_RIFLE_OPEN_JATIMATIC" animsurface="RGMOPEN" />
<Surface name="RGMRIFLE_WALK_CROUCH_JATIMATIC" animsurface="RGMCROUCH_R_RDY" />
<Surface name="RGMRIFLE_WALK_JATIMATIC" animsurface="RGMWALK_R_RDY" />
<Surface name="RGMRIFLE_IDLE_JATIMATIC" animsurface="RGMSTANDING" />
<Surface name="RGMBASICWALK_JATIMATIC" animsurface="RGMBASICWALKING" />
<Surface name="RGMRUNNING_JATIMATIC" animsurface="RGMRUNNING" />
<Surface name="RGMRIFLE_CROUCH_JATIMATIC" animsurface="RGMCROUCHING" />
<Surface name="RGMRIFLE_SIDESTEP_JATIMATIC" animsurface="RGMSIDESTEP" />
<Surface name="RGMRIFLE_SIDESTEP_AIM_JATIMATIC" animsurface="RGMSIDESTEP_R_RDY" />
<Surface name="RGMRIFLE_SWAT_JATIMATIC" animsurface="RGMSNEAKING" />
<Surface name="RGMRIFLE_RAISE_JATIMATIC" animsurface="RGMRAISE" />
<Surface name="RGMRIFLE_AIM_JATIMATIC" animsurface="RGMSTANDAIM" />
<Surface name="RGMRIFLE_HIP_JATIMATIC" animsurface="RGM_HIP_AIM" />
<Surface name="RGMRIFLE_CR_AIM_JATIMATIC" animsurface="RGMCROUCHAIM" />
<Surface name="RGMRIFLE_PRONE_JATIMATIC" animsurface="RGMPRONE" />
<Surface name="RGMRIFLE_HIT_JATIMATIC" animsurface="RGMRHIT" />
<Surface name="RGMRIFLE_PAIN_JATIMATIC" animsurface="RGMHURTSTANDINGR" />
<Surface name="RGMRIFLE_COWER_JATIMATIC" animsurface="RGMCOWER" />
<Surface name="RGMRIFLE_PRN_COWER_JATIMATIC" animsurface="RGM_COWER_PRONE" />
<Surface name="RGMRIFLE_WALK_HURT_JATIMATIC" animsurface="RGMHURTWALKINGR" />
<Surface name="RGMRIFLE_KICKDOOR_JATIMATIC" animsurface="RGMKICKDOOR" />
<Surface name="RGMRIFLE_SQUISH_JATIMATIC" animsurface="RGM_SQUISH" />
<Surface name="RGMRIFLE_LOOK_JATIMATIC" animsurface="RGM_LOOK" />
<Surface name="RGMRIFLE_SPIT_JATIMATIC" animsurface="RGM_SPIT" />
<Surface name="RGMRIFLE_DRUNK_JATIMATIC" animsurface="RGMDRUNK" />
<Surface name="RGMRIFLE_BAYONET_JATIMATIC" animsurface="RGMBAYONET_S_S" />
<Surface name="RGMRIFLE_BAYONET_L_JATIMATIC" animsurface="RGMBAYONET_S_P" />
<Surface name="RGMRIFLE_LOW_JATIMATIC" animsurface="RGMSHOOT_LOW" />
<Surface name="RGMRIFLE_HIP_LOW_JATIMATIC" animsurface="RGM_HIP_LOW" />
<Surface name="RGMRIFLE_ROLL_SIDE_JATIMATIC" animsurface="RGMROLL_PR" />
<Surface name="WATER_RIFLE_IDLE_JATIMATIC" animsurface="RGMWATER_R_STD" />
<Surface name="WATER_RIFLE_WALK_JATIMATIC" animsurface="RGMWATER_R_WALK" />
<Surface name="WATER_RIFLE_AIM_JATIMATIC" animsurface="RGMWATER_R_AIM" />
<Surface name="WATER_RIFLE_HIP_JATIMATIC" animsurface="RGM_WATER_HIP_AIM" />
<LayerProp filter="HasUziInHand" palette="guns_v2">
<Surface name="RGM_RIFLE_OPEN_UZI" animsurface="RGMOPEN" />
<Surface name="RGMRIFLE_WALK_CROUCH_UZI" animsurface="RGMCROUCH_R_RDY" />
<Surface name="RGMRIFLE_WALK_UZI" animsurface="RGMWALK_R_RDY" />
<Surface name="RGMRIFLE_IDLE_UZI" animsurface="RGMSTANDING" />
<Surface name="RGMBASICWALK_UZI" animsurface="RGMBASICWALKING" />
<Surface name="RGMRUNNING_UZI" animsurface="RGMRUNNING" />
<Surface name="RGMRIFLE_CROUCH_UZI" animsurface="RGMCROUCHING" />
<Surface name="RGMRIFLE_SIDESTEP_UZI" animsurface="RGMSIDESTEP" />
<Surface name="RGMRIFLE_SIDESTEP_AIM_UZI" animsurface="RGMSIDESTEP_R_RDY" />
<Surface name="RGMRIFLE_SWAT_UZI" animsurface="RGMSNEAKING" />
<Surface name="RGMRIFLE_RAISE_UZI" animsurface="RGMRAISE" />
<Surface name="RGMRIFLE_AIM_UZI" animsurface="RGMSTANDAIM" />
<Surface name="RGMRIFLE_HIP_UZI" animsurface="RGM_HIP_AIM" />
<Surface name="RGMRIFLE_CR_AIM_UZI" animsurface="RGMCROUCHAIM" />
<Surface name="RGMRIFLE_PRONE_UZI" animsurface="RGMPRONE" />
<Surface name="RGMRIFLE_HIT_UZI" animsurface="RGMRHIT" />
<Surface name="RGMRIFLE_PAIN_UZI" animsurface="RGMHURTSTANDINGR" />
<Surface name="RGMRIFLE_COWER_UZI" animsurface="RGMCOWER" />
<Surface name="RGMRIFLE_PRN_COWER_UZI" animsurface="RGM_COWER_PRONE" />
<Surface name="RGMRIFLE_WALK_HURT_UZI" animsurface="RGMHURTWALKINGR" />
<Surface name="RGMRIFLE_KICKDOOR_UZI" animsurface="RGMKICKDOOR" />
<Surface name="RGMRIFLE_SQUISH_UZI" animsurface="RGM_SQUISH" />
<Surface name="RGMRIFLE_LOOK_UZI" animsurface="RGM_LOOK" />
<Surface name="RGMRIFLE_SPIT_UZI" animsurface="RGM_SPIT" />
<Surface name="RGMRIFLE_DRUNK_UZI" animsurface="RGMDRUNK" />
<Surface name="RGMRIFLE_BAYONET_UZI" animsurface="RGMBAYONET_S_S" />
<Surface name="RGMRIFLE_BAYONET_L_UZI" animsurface="RGMBAYONET_S_P" />
<Surface name="RGMRIFLE_LOW_UZI" animsurface="RGMSHOOT_LOW" />
<Surface name="RGMRIFLE_HIP_LOW_UZI" animsurface="RGM_HIP_LOW" />
<Surface name="RGMRIFLE_ROLL_SIDE_UZI" animsurface="RGMROLL_PR" />
<Surface name="WATER_RIFLE_IDLE_UZI" animsurface="RGMWATER_R_STD" />
<Surface name="WATER_RIFLE_WALK_UZI" animsurface="RGMWATER_R_WALK" />
<Surface name="WATER_RIFLE_AIM_UZI" animsurface="RGMWATER_R_AIM" />
<Surface name="WATER_RIFLE_HIP_UZI" animsurface="RGM_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasMPLInHand" palette="guns_v2">
<Surface name="RGM_RIFLE_OPEN_MPL" animsurface="RGMOPEN" />
@@ -9199,49 +9170,6 @@
<Surface name="WATER_PISTOL_WALK_sawnoff" animsurface="RGMWATER_N_WALK" />
<Surface name="WATER_PISTOL_AIM_sawnoff" animsurface="RGMWATER_N_AIM" />
</LayerProp>
<!--<LayerProp filter="HasDualRightUzi" palette="guns_v2">
<Surface name="RGMEMPTY_IDLE_UZI_1H" animsurface="RGMDBLBREATH" />
<Surface name="RGMEMPTY_WALK_UZI_1H" animsurface="RGMNOTHING_WALK" />
<Surface name="RGMDUAL_AIM_UZI_1H" animsurface="RGMSTANDDWALAIM" />
<Surface name="RGM_CROUCHWALK_DUAL_UZI_1H" animsurface="RGMCROUCH_D_RDY" />
<Surface name="RGMDUAL_CR_AIM_UZI_1H" animsurface="RGMCDBLSHOT" />
<Surface name="RGMEMPTY_RUN_UZI_1H" animsurface="RGMNOTHING_RUN" />
<Surface name="RGMDUAL_PRONE_UZI_1H" animsurface="RGMDWPRONE" />
<Surface name="RGMEMPTY_PAIN_UZI_1H" animsurface="RGMHURTSTANDINGN" />
<Surface name="RGMEMPTY_RUN_UZI_1H" animsurface="RGMPISTOL_RUN" />
<Surface name="RGMDUAL_SDSTP_AIM_UZI_1H" animsurface="RGMSIDESTEP_D_RDY" />
<Surface name="RGMDUAL_RDY_WALK_UZI_1H" animsurface="RGMWALK_D_RDY" />
<Surface name="RGMDUAL_SDSTP_UZI_1H" animsurface="RGMSIDESTEP" />
<Surface name="RGMEMPTY_DRUNK_UZI_1H" animsurface="RGMPISTOLDRUNK" />
<Surface name="RGMEMPTY_WALK_HURT_UZI_1H" animsurface="RGMHURTWALKINGN" />
<Surface name="WATER_EMPTY_IDLE_UZI_1H" animsurface="RGMWATER_N_STD" />
<Surface name="WATER_EMPTY_WALK_UZI_1H" animsurface="RGMWATER_N_WALK" />
<Surface name="WATER_DUAL_AIM_UZI_1H" animsurface="RGMWATER_DBLSHT" />
</LayerProp>-->
<!--<LayerProp filter="HasUziInHand" palette="guns_v2">
<Surface name="RGM_CROUCHWALK_UZI_1H" animsurface="RGMCROUCH_P_RDY" />
<Surface name="RGMEMPTY_PRONE_UZI_1H" animsurface="RGMHANDGUN_PRONE" />
<Surface name="RGMPISTOL_IDLE_UZI_1H" animsurface="RGMPISTOLBREATH" />
<Surface name="RGMPISTOL_WALK_UZI_1H" animsurface="RGMNOTHING_WALK" />
<Surface name="RGMPISTOL_AIM_UZI_1H" animsurface="RGMHANDGUN_S_SHOT" />
<Surface name="RGMPISTOL_AIM_1H_UZI_1H" animsurface="RGM_PFSHOT_AIM" />
<Surface name="RGMPISTOL_RDY_WALK_UZI_1H" animsurface="RGMWALK_P_RDY" />
<Surface name="RGMEMPTY_SWAT_UZI_1H" animsurface="RGMNOTHING_SWAT" />
<Surface name="RGMEMPTY_CROUCH_UZI_1H" animsurface="RGMNOTHING_CROUCH" />
<Surface name="RGMPISTOL_CR_AIM_UZI_1H" animsurface="RGMHANDGUN_C_SHOT" />
<Surface name="RGMPISTOL_SDSTP_AIM_UZI_1H" animsurface="RGMSIDESTEP_P_RDY" />
<Surface name="RGMPISTOL_LOW_UZI_1H" animsurface="RGMPISTOLSHOOTLOW" />
<Surface name="RGMPISTOL_LOW_UZI_1H" animsurface="RGMSHOOT_LOW" />
<Surface name="RGMEMPTY_RUN_UZI_1H" animsurface="RGMNOTHING_RUN" />
<Surface name="RGMEMPTY_PAIN_UZI_1H" animsurface="RGMHURTSTANDINGN" />
<Surface name="RGMEMPTY_RUN_UZI_1H" animsurface="RGMPISTOL_RUN" />
<Surface name="RGMPISTOL_SDSTP_UZI_1H" animsurface="RGMSIDESTEP" />
<Surface name="RGMEMPTY_DRUNK_UZI_1H" animsurface="RGMPISTOLDRUNK" />
<Surface name="RGMEMPTY_WALK_HURT_UZI_1H" animsurface="RGMHURTWALKINGN" />
<Surface name="WATER_PISTOL_IDLE_UZI_1H" animsurface="RGMWATER_N_STD" />
<Surface name="WATER_PISTOL_WALK_UZI_1H" animsurface="RGMWATER_N_WALK" />
<Surface name="WATER_PISTOL_AIM_UZI_1H" animsurface="RGMWATER_N_AIM" />
</LayerProp>-->
<LayerProp filter="HasDualRightDesertEagle50" palette="guns_v2">
<Surface name="RGMEMPTY_IDLE_DEAGLE" animsurface="RGMDBLBREATH" />
<Surface name="RGMEMPTY_WALK_DEAGLE" animsurface="RGMNOTHING_WALK" />
@@ -9558,42 +9486,6 @@
<Surface name="WATER_RIFLE_AIM_PPSH41" animsurface="RGMWATER_R_AIM" />
<Surface name="WATER_RIFLE_HIP_PPSH41" animsurface="RGM_WATER_HIP_AIM" />
</LayerProp>
<!--<LayerProp filter="HasUziSMGInHand" palette="guns_v2">
<Surface name="RGM_RIFLE_OPEN_UZI" animsurface="RGMOPEN" />
<Surface name="RGMRIFLE_WALK_CROUCH_UZI" animsurface="RGMCROUCH_R_RDY" />
<Surface name="RGMRIFLE_WALK_UZI" animsurface="RGMWALK_R_RDY" />
<Surface name="RGMRIFLE_IDLE_UZI" animsurface="RGMSTANDING" />
<Surface name="RGMBASICWALK_UZI" animsurface="RGMBASICWALKING" />
<Surface name="RGMRUNNING_UZI" animsurface="RGMRUNNING" />
<Surface name="RGMRIFLE_CROUCH_UZI" animsurface="RGMCROUCHING" />
<Surface name="RGMRIFLE_SIDESTEP_UZI" animsurface="RGMSIDESTEP" />
<Surface name="RGMRIFLE_SIDESTEP_AIM_UZI" animsurface="RGMSIDESTEP_R_RDY" />
<Surface name="RGMRIFLE_SWAT_UZI" animsurface="RGMSNEAKING" />
<Surface name="RGMRIFLE_RAISE_UZI" animsurface="RGMRAISE" />
<Surface name="RGMRIFLE_AIM_UZI" animsurface="RGMSTANDAIM" />
<Surface name="RGMRIFLE_HIP_UZI" animsurface="RGM_HIP_AIM" />
<Surface name="RGMRIFLE_CR_AIM_UZI" animsurface="RGMCROUCHAIM" />
<Surface name="RGMRIFLE_PRONE_UZI" animsurface="RGMPRONE" />
<Surface name="RGMRIFLE_HIT_UZI" animsurface="RGMRHIT" />
<Surface name="RGMRIFLE_PAIN_UZI" animsurface="RGMHURTSTANDINGR" />
<Surface name="RGMRIFLE_COWER_UZI" animsurface="RGMCOWER" />
<Surface name="RGMRIFLE_PRN_COWER_UZI" animsurface="RGM_COWER_PRONE" />
<Surface name="RGMRIFLE_WALK_HURT_UZI" animsurface="RGMHURTWALKINGR" />
<Surface name="RGMRIFLE_KICKDOOR_UZI" animsurface="RGMKICKDOOR" />
<Surface name="RGMRIFLE_SQUISH_UZI" animsurface="RGM_SQUISH" />
<Surface name="RGMRIFLE_LOOK_UZI" animsurface="RGM_LOOK" />
<Surface name="RGMRIFLE_SPIT_UZI" animsurface="RGM_SPIT" />
<Surface name="RGMRIFLE_DRUNK_UZI" animsurface="RGMDRUNK" />
<Surface name="RGMRIFLE_BAYONET_UZI" animsurface="RGMBAYONET_S_S" />
<Surface name="RGMRIFLE_BAYONET_L_UZI" animsurface="RGMBAYONET_S_P" />
<Surface name="RGMRIFLE_LOW_UZI" animsurface="RGMSHOOT_LOW" />
<Surface name="RGMRIFLE_HIP_LOW_UZI" animsurface="RGM_HIP_LOW" />
<Surface name="RGMRIFLE_ROLL_SIDE_UZI" animsurface="RGMROLL_PR" />
<Surface name="WATER_RIFLE_IDLE_UZI" animsurface="RGMWATER_R_STD" />
<Surface name="WATER_RIFLE_WALK_UZI" animsurface="RGMWATER_R_WALK" />
<Surface name="WATER_RIFLE_AIM_UZI" animsurface="RGMWATER_R_AIM" />
<Surface name="WATER_RIFLE_HIP_UZI" animsurface="RGM_WATER_HIP_AIM" />
</LayerProp>-->
<LayerProp filter="HasSMGInHand" palette="guns_v2">
<Surface name="RGM_RIFLE_OPEN_MP5" animsurface="RGMOPEN" />
<Surface name="RGMRIFLE_WALK_CROUCH_MP5" animsurface="RGMCROUCH_R_RDY" />
@@ -10327,6 +10219,150 @@
<Surface name="RGMEMPTY_DODGE_CROWBAR" animsurface="RGMDODGE" />
<Surface name="RGMCROWBAR_HIT_CROWBAR" animsurface="RGMCROWBAR" />
</LayerProp>
<LayerProp filter="HasCombatKnifeInHand" palette="guns_v2">
<Surface name="RGMEMPTY_IDLE_knife2" animsurface="RGMNOTHING_STD" />
<Surface name="RGMEMPTY_WALK_knife2" animsurface="RGMNOTHING_WALK" />
<Surface name="RGMEMPTY_CROUCH_knife2" animsurface="RGMNOTHING_CROUCH" />
<Surface name="RGMEMPTY_SWAT_knife2" animsurface="RGMNOTHING_SWAT" />
<Surface name="RGMEMPTY_SWAT_knife2" animsurface="RGMSWKNIFE" />
<Surface name="RGMEMPTY_RUN_knife2" animsurface="RGMNOTHING_RUN" />
<Surface name="RGMEMPTY_PAIN_knife2" animsurface="RGMHURTSTANDINGN" />
<Surface name="RGMEMPTY_PRONE_knife2" animsurface="RGMHANDGUN_PRONE" />
<Surface name="RGMEMPTY_WALK_HURT_knife2" animsurface="RGMHURTWALKINGN" />
<Surface name="RGMEMPTY_DRUNK_knife2" animsurface="RGMPISTOLDRUNK" />
<Surface name="RGMEMPTY_DODGE_knife2" animsurface="RGMDODGE" />
<Surface name="RGMKNIFE_STAB_knife2" animsurface="RGMSTAB" />
<Surface name="RGMKNIFE_SLICE_knife2" animsurface="RGMSLICE" />
<Surface name="RGMKNIFE_THROW_knife2" animsurface="RGMTHROWKNIFE" />
<Surface name="RGMKNIFE_BREATH_knife2" animsurface="RGMBREATHKNIFE" />
<Surface name="RGMKNIFE_CSTAB_knife2" animsurface="RGMCSTAB" />
</LayerProp>
<LayerProp filter="HasMacheteInHand" palette="guns_v2">
<Surface name="RGMEMPTY_IDLE_machete" animsurface="RGMNOTHING_STD" />
<Surface name="RGMEMPTY_WALK_machete" animsurface="RGMNOTHING_WALK" />
<Surface name="RGMEMPTY_CROUCH_machete" animsurface="RGMNOTHING_CROUCH" />
<Surface name="RGMEMPTY_SWAT_machete" animsurface="RGMNOTHING_SWAT" />
<Surface name="RGMEMPTY_SWAT_machete" animsurface="RGMSWKNIFE" />
<Surface name="RGMEMPTY_RUN_machete" animsurface="RGMNOTHING_RUN" />
<Surface name="RGMEMPTY_PAIN_machete" animsurface="RGMHURTSTANDINGN" />
<Surface name="RGMEMPTY_PRONE_machete" animsurface="RGMHANDGUN_PRONE" />
<Surface name="RGMEMPTY_WALK_HURT_machete" animsurface="RGMHURTWALKINGN" />
<Surface name="RGMEMPTY_DRUNK_machete" animsurface="RGMPISTOLDRUNK" />
<Surface name="RGMEMPTY_DODGE_machete" animsurface="RGMDODGE" />
<Surface name="RGMKNIFE_STAB_machete" animsurface="RGMSTAB" />
<Surface name="RGMKNIFE_SLICE_machete" animsurface="RGMSLICE" />
<Surface name="RGMKNIFE_THROW_machete" animsurface="RGMTHROWKNIFE" />
<Surface name="RGMKNIFE_BREATH_machete" animsurface="RGMBREATHKNIFE" />
<Surface name="RGMKNIFE_CSTAB_machete" animsurface="RGMCSTAB" />
</LayerProp>
<LayerProp filter="HasKatanaInHand" palette="guns_v2">
<Surface name="RGMEMPTY_IDLE_katana" animsurface="RGMNOTHING_STD" />
<Surface name="RGMEMPTY_WALK_katana" animsurface="RGMNOTHING_WALK" />
<Surface name="RGMEMPTY_CROUCH_katana" animsurface="RGMNOTHING_CROUCH" />
<Surface name="RGMEMPTY_SWAT_katana" animsurface="RGMNOTHING_SWAT" />
<Surface name="RGMEMPTY_SWAT_katana" animsurface="RGMSWKNIFE" />
<Surface name="RGMEMPTY_RUN_katana" animsurface="RGMNOTHING_RUN" />
<Surface name="RGMEMPTY_PAIN_katana" animsurface="RGMHURTSTANDINGN" />
<Surface name="RGMEMPTY_PRONE_katana" animsurface="RGMHANDGUN_PRONE" />
<Surface name="RGMEMPTY_WALK_HURT_katana" animsurface="RGMHURTWALKINGN" />
<Surface name="RGMEMPTY_DRUNK_katana" animsurface="RGMPISTOLDRUNK" />
<Surface name="RGMEMPTY_DODGE_katana" animsurface="RGMDODGE" />
<Surface name="RGMKNIFE_STAB_katana" animsurface="RGMSTAB" />
<Surface name="RGMKNIFE_SLICE_katana" animsurface="RGMSLICE" />
<Surface name="RGMKNIFE_THROW_katana" animsurface="RGMTHROWKNIFE" />
<Surface name="RGMKNIFE_BREATH_katana" animsurface="RGMBREATHKNIFE" />
<Surface name="RGMKNIFE_CSTAB_katana" animsurface="RGMCSTAB" />
</LayerProp>
<LayerProp filter="HasCavalrySabreInHand" palette="guns_v2">
<Surface name="RGMEMPTY_IDLE_sabre" animsurface="RGMNOTHING_STD" />
<Surface name="RGMEMPTY_WALK_sabre" animsurface="RGMNOTHING_WALK" />
<Surface name="RGMEMPTY_CROUCH_sabre" animsurface="RGMNOTHING_CROUCH" />
<Surface name="RGMEMPTY_SWAT_sabre" animsurface="RGMNOTHING_SWAT" />
<Surface name="RGMEMPTY_SWAT_sabre" animsurface="RGMSWKNIFE" />
<Surface name="RGMEMPTY_RUN_sabre" animsurface="RGMNOTHING_RUN" />
<Surface name="RGMEMPTY_PAIN_sabre" animsurface="RGMHURTSTANDINGN" />
<Surface name="RGMEMPTY_PRONE_sabre" animsurface="RGMHANDGUN_PRONE" />
<Surface name="RGMEMPTY_WALK_HURT_sabre" animsurface="RGMHURTWALKINGN" />
<Surface name="RGMEMPTY_DRUNK_sabre" animsurface="RGMPISTOLDRUNK" />
<Surface name="RGMEMPTY_DODGE_sabre" animsurface="RGMDODGE" />
<Surface name="RGMKNIFE_STAB_sabre" animsurface="RGMSTAB" />
<Surface name="RGMKNIFE_SLICE_sabre" animsurface="RGMSLICE" />
<Surface name="RGMKNIFE_THROW_sabre" animsurface="RGMTHROWKNIFE" />
<Surface name="RGMKNIFE_BREATH_sabre" animsurface="RGMBREATHKNIFE" />
<Surface name="RGMKNIFE_CSTAB_sabre" animsurface="RGMCSTAB" />
</LayerProp>
<LayerProp filter="HasRamboKnifeInHand" palette="guns_v2">
<Surface name="RGMEMPTY_IDLE_bigknife" animsurface="RGMNOTHING_STD" />
<Surface name="RGMEMPTY_WALK_bigknife" animsurface="RGMNOTHING_WALK" />
<Surface name="RGMEMPTY_CROUCH_bigknife" animsurface="RGMNOTHING_CROUCH" />
<Surface name="RGMEMPTY_SWAT_bigknife" animsurface="RGMNOTHING_SWAT" />
<Surface name="RGMEMPTY_SWAT_bigknife" animsurface="RGMSWKNIFE" />
<Surface name="RGMEMPTY_RUN_bigknife" animsurface="RGMNOTHING_RUN" />
<Surface name="RGMEMPTY_PAIN_bigknife" animsurface="RGMHURTSTANDINGN" />
<Surface name="RGMEMPTY_PRONE_bigknife" animsurface="RGMHANDGUN_PRONE" />
<Surface name="RGMEMPTY_WALK_HURT_bigknife" animsurface="RGMHURTWALKINGN" />
<Surface name="RGMEMPTY_DRUNK_bigknife" animsurface="RGMPISTOLDRUNK" />
<Surface name="RGMEMPTY_DODGE_bigknife" animsurface="RGMDODGE" />
<Surface name="RGMKNIFE_STAB_bigknife" animsurface="RGMSTAB" />
<Surface name="RGMKNIFE_SLICE_bigknife" animsurface="RGMSLICE" />
<Surface name="RGMKNIFE_THROW_bigknife" animsurface="RGMTHROWKNIFE" />
<Surface name="RGMKNIFE_BREATH_bigknife" animsurface="RGMBREATHKNIFE" />
<Surface name="RGMKNIFE_CSTAB_bigknife" animsurface="RGMCSTAB" />
</LayerProp>
<LayerProp filter="HasKaBarCutlassInHand" palette="guns_v2">
<Surface name="RGMEMPTY_IDLE_cutlass" animsurface="RGMNOTHING_STD" />
<Surface name="RGMEMPTY_WALK_cutlass" animsurface="RGMNOTHING_WALK" />
<Surface name="RGMEMPTY_CROUCH_cutlass" animsurface="RGMNOTHING_CROUCH" />
<Surface name="RGMEMPTY_SWAT_cutlass" animsurface="RGMNOTHING_SWAT" />
<Surface name="RGMEMPTY_SWAT_cutlass" animsurface="RGMSWKNIFE" />
<Surface name="RGMEMPTY_RUN_cutlass" animsurface="RGMNOTHING_RUN" />
<Surface name="RGMEMPTY_PAIN_cutlass" animsurface="RGMHURTSTANDINGN" />
<Surface name="RGMEMPTY_PRONE_cutlass" animsurface="RGMHANDGUN_PRONE" />
<Surface name="RGMEMPTY_WALK_HURT_cutlass" animsurface="RGMHURTWALKINGN" />
<Surface name="RGMEMPTY_DRUNK_cutlass" animsurface="RGMPISTOLDRUNK" />
<Surface name="RGMEMPTY_DODGE_cutlass" animsurface="RGMDODGE" />
<Surface name="RGMKNIFE_STAB_cutlass" animsurface="RGMSTAB" />
<Surface name="RGMKNIFE_SLICE_cutlass" animsurface="RGMSLICE" />
<Surface name="RGMKNIFE_THROW_cutlass" animsurface="RGMTHROWKNIFE" />
<Surface name="RGMKNIFE_BREATH_cutlass" animsurface="RGMBREATHKNIFE" />
<Surface name="RGMKNIFE_CSTAB_cutlass" animsurface="RGMCSTAB" />
</LayerProp>
<LayerProp filter="HasKCBKnifeInHand" palette="guns_v2">
<Surface name="RGMEMPTY_IDLE_kcbknife" animsurface="RGMNOTHING_STD" />
<Surface name="RGMEMPTY_WALK_kcbknife" animsurface="RGMNOTHING_WALK" />
<Surface name="RGMEMPTY_CROUCH_kcbknife" animsurface="RGMNOTHING_CROUCH" />
<Surface name="RGMEMPTY_SWAT_kcbknife" animsurface="RGMNOTHING_SWAT" />
<Surface name="RGMEMPTY_SWAT_kcbknife" animsurface="RGMSWKNIFE" />
<Surface name="RGMEMPTY_RUN_kcbknife" animsurface="RGMNOTHING_RUN" />
<Surface name="RGMEMPTY_PAIN_kcbknife" animsurface="RGMHURTSTANDINGN" />
<Surface name="RGMEMPTY_PRONE_kcbknife" animsurface="RGMHANDGUN_PRONE" />
<Surface name="RGMEMPTY_WALK_HURT_kcbknife" animsurface="RGMHURTWALKINGN" />
<Surface name="RGMEMPTY_DRUNK_kcbknife" animsurface="RGMPISTOLDRUNK" />
<Surface name="RGMEMPTY_DODGE_kcbknife" animsurface="RGMDODGE" />
<Surface name="RGMKNIFE_STAB_kcbknife" animsurface="RGMSTAB" />
<Surface name="RGMKNIFE_SLICE_kcbknife" animsurface="RGMSLICE" />
<Surface name="RGMKNIFE_THROW_kcbknife" animsurface="RGMTHROWKNIFE" />
<Surface name="RGMKNIFE_BREATH_kcbknife" animsurface="RGMBREATHKNIFE" />
<Surface name="RGMKNIFE_CSTAB_kcbknife" animsurface="RGMCSTAB" />
</LayerProp>
<LayerProp filter="HasExactoKnifeInHand" palette="guns_v2">
<Surface name="RGMEMPTY_IDLE_boxknife" animsurface="RGMNOTHING_STD" />
<Surface name="RGMEMPTY_WALK_boxknife" animsurface="RGMNOTHING_WALK" />
<Surface name="RGMEMPTY_CROUCH_boxknife" animsurface="RGMNOTHING_CROUCH" />
<Surface name="RGMEMPTY_SWAT_boxknife" animsurface="RGMNOTHING_SWAT" />
<Surface name="RGMEMPTY_SWAT_boxknife" animsurface="RGMSWKNIFE" />
<Surface name="RGMEMPTY_RUN_boxknife" animsurface="RGMNOTHING_RUN" />
<Surface name="RGMEMPTY_PAIN_boxknife" animsurface="RGMHURTSTANDINGN" />
<Surface name="RGMEMPTY_PRONE_boxknife" animsurface="RGMHANDGUN_PRONE" />
<Surface name="RGMEMPTY_WALK_HURT_boxknife" animsurface="RGMHURTWALKINGN" />
<Surface name="RGMEMPTY_DRUNK_boxknife" animsurface="RGMPISTOLDRUNK" />
<Surface name="RGMEMPTY_DODGE_boxknife" animsurface="RGMDODGE" />
<Surface name="RGMKNIFE_STAB_boxknife" animsurface="RGMSTAB" />
<Surface name="RGMKNIFE_SLICE_boxknife" animsurface="RGMSLICE" />
<Surface name="RGMKNIFE_THROW_boxknife" animsurface="RGMTHROWKNIFE" />
<Surface name="RGMKNIFE_BREATH_boxknife" animsurface="RGMBREATHKNIFE" />
<Surface name="RGMKNIFE_CSTAB_boxknife" animsurface="RGMCSTAB" />
</LayerProp>
<LayerProp filter="HasKnifeInHand" palette="guns_v2">
<Surface name="RGMEMPTY_IDLE_KNIFE" animsurface="RGMNOTHING_STD" />
<Surface name="RGMEMPTY_WALK_KNIFE" animsurface="RGMNOTHING_WALK" />
@@ -11480,6 +11516,28 @@
<Surface name="WATER_EMPTY_WALK_MP7MP_LEFT" animsurface="RGMWATER_N_WALK" />
<Surface name="WATER_DUAL_AIM_MP7MP_LEFT" animsurface="RGMWATER_DBLSHT" />
</LayerProp>
<LayerProp filter="HasJatimaticMPInLeftHand" palette="guns_v2">
<Surface name="RGMEMPTY_IDLE_JMATICMP_LEFT" animsurface="RGMNOTHING_STD" />
<Surface name="RGMEMPTY_IDLE_JMATICMP_LEFT" animsurface="RGMDBLBREATH" />
<Surface name="RGMEMPTY_WALK_JMATICMP_LEFT" animsurface="RGMNOTHING_WALK" />
<Surface name="RGMDUAL_AIM_JMATICMP_LEFT" animsurface="RGMSTANDDWALAIM" />
<Surface name="RGMEMPTY_CROUCH_JMATICMP_LEFT" animsurface="RGMNOTHING_CROUCH" />
<Surface name="RGMEMPTY_SWAT_JMATICMP_LEFT" animsurface="RGMNOTHING_SWAT" />
<Surface name="RGM_CROUCHWALK_DUAL_JMATICMP_LEFT" animsurface="RGMCROUCH_D_RDY" />
<Surface name="RGMDUAL_CR_AIM_JMATICMP_LEFT" animsurface="RGMCDBLSHOT" />
<Surface name="RGMEMPTY_RUN_JMATICMP_LEFT" animsurface="RGMNOTHING_RUN" />
<Surface name="RGMDUAL_PRONE_JMATICMP_LEFT" animsurface="RGMDWPRONE" />
<Surface name="RGMEMPTY_PAIN_JMATICMP_LEFT" animsurface="RGMHURTSTANDINGN" />
<Surface name="RGMEMPTY_RUN_JMATICMP_LEFT" animsurface="RGMPISTOL_RUN" />
<Surface name="RGMDUAL_SDSTP_AIM_JMATICMP_LEFT" animsurface="RGMSIDESTEP_D_RDY" />
<Surface name="RGMDUAL_RDY_WALK_JMATICMP_LEFT" animsurface="RGMWALK_D_RDY" />
<Surface name="RGMDUAL_SDSTP_JMATICMP_LEFT" animsurface="RGMSIDESTEP" />
<Surface name="RGMEMPTY_DRUNK_JMATICMP_LEFT" animsurface="RGMPISTOLDRUNK" />
<Surface name="RGMEMPTY_WALK_HURT_JMATICMP_LEFT" animsurface="RGMHURTWALKINGN" />
<Surface name="WATER_EMPTY_IDLE_JMATICMP_LEFT" animsurface="RGMWATER_N_STD" />
<Surface name="WATER_EMPTY_WALK_JMATICMP_LEFT" animsurface="RGMWATER_N_WALK" />
<Surface name="WATER_DUAL_AIM_JMATICMP_LEFT" animsurface="RGMWATER_DBLSHT" />
</LayerProp>
<LayerProp filter="HasMiniSAFMPInLeftHand" palette="guns_v2">
<Surface name="RGMEMPTY_IDLE_MINISAFMP_LEFT" animsurface="RGMNOTHING_STD" />
<Surface name="RGMEMPTY_IDLE_MINISAFMP_LEFT" animsurface="RGMDBLBREATH" />
@@ -11524,28 +11582,6 @@
<Surface name="WATER_EMPTY_WALK_sawnoff_LEFT" animsurface="RGMWATER_N_WALK" />
<Surface name="WATER_DUAL_AIM_sawnoff_LEFT" animsurface="RGMWATER_DBLSHT" />
</LayerProp>
<!--<LayerProp filter="HasUziInLeftHand" palette="guns_v2">
<Surface name="RGMEMPTY_IDLE_UZI_1H_LEFT" animsurface="RGMNOTHING_STD" />
<Surface name="RGMEMPTY_IDLE_UZI_1H_LEFT" animsurface="RGMDBLBREATH" />
<Surface name="RGMEMPTY_WALK_UZI_1H_LEFT" animsurface="RGMNOTHING_WALK" />
<Surface name="RGMDUAL_AIM_UZI_1H_LEFT" animsurface="RGMSTANDDWALAIM" />
<Surface name="RGMEMPTY_CROUCH_UZI_1H_LEFT" animsurface="RGMNOTHING_CROUCH" />
<Surface name="RGMEMPTY_SWAT_UZI_1H_LEFT" animsurface="RGMNOTHING_SWAT" />
<Surface name="RGM_CROUCHWALK_DUAL_UZI_1H_LEFT" animsurface="RGMCROUCH_D_RDY" />
<Surface name="RGMDUAL_CR_AIM_UZI_1H_LEFT" animsurface="RGMCDBLSHOT" />
<Surface name="RGMEMPTY_RUN_UZI_1H_LEFT" animsurface="RGMNOTHING_RUN" />
<Surface name="RGMDUAL_PRONE_UZI_1H_LEFT" animsurface="RGMDWPRONE" />
<Surface name="RGMEMPTY_PAIN_UZI_1H_LEFT" animsurface="RGMHURTSTANDINGN" />
<Surface name="RGMEMPTY_RUN_UZI_1H_LEFT" animsurface="RGMPISTOL_RUN" />
<Surface name="RGMDUAL_SDSTP_AIM_UZI_1H_LEFT" animsurface="RGMSIDESTEP_D_RDY" />
<Surface name="RGMDUAL_RDY_WALK_UZI_1H_LEFT" animsurface="RGMWALK_D_RDY" />
<Surface name="RGMDUAL_SDSTP_UZI_1H_LEFT" animsurface="RGMSIDESTEP" />
<Surface name="RGMEMPTY_DRUNK_UZI_1H_LEFT" animsurface="RGMPISTOLDRUNK" />
<Surface name="RGMEMPTY_WALK_HURT_UZI_1H_LEFT" animsurface="RGMHURTWALKINGN" />
<Surface name="WATER_EMPTY_IDLE_UZI_1H_LEFT" animsurface="RGMWATER_N_STD" />
<Surface name="WATER_EMPTY_WALK_UZI_1H_LEFT" animsurface="RGMWATER_N_WALK" />
<Surface name="WATER_DUAL_AIM_UZI_1H_LEFT" animsurface="RGMWATER_DBLSHT" />
</LayerProp>-->
<LayerProp filter="HasDesertEagle50InLeftHand" palette="guns_v2">
<Surface name="RGMEMPTY_IDLE_DEAGLE_LEFT" animsurface="RGMNOTHING_STD" />
<Surface name="RGMEMPTY_IDLE_DEAGLE_LEFT" animsurface="RGMDBLBREATH" />
@@ -3,6 +3,7 @@
<Layer name="blood" render="1" shadow="0">1</Layer>
<Layer name="shadow" render="1" shadow="1">0</Layer>
<Layer name="legs" render="1" shadow="0">1</Layer>
<Layer name="legarmor" render="1" shadow="0">2</Layer>
<Layer name="body" render="1" shadow="0">2</Layer>
<Layer name="head" render="1" shadow="0">4</Layer>
<Layer name="hands" render="1" shadow="0">3</Layer>
@@ -15,5 +16,7 @@
<Layer name="gun" render="1" shadow="1">5</Layer>
<Layer name="gunleft" render="1" shadow="1">5</Layer>
<Layer name="facegear" render="1" shadow="0">6</Layer>
<Layer name="gasmask" render="1" shadow="0">6</Layer>
<Layer name="ears" render="1" shadow="0">6</Layer>
<Layer name="helmet" render="1" shadow="0">7</Layer>
</Layers>
@@ -9,4 +9,6 @@
<Palette name = "guns_v2_pal_swap" filename = "Palettes\guns_v2_paletteswap.act" />
<Palette name = "grayscale" filename = "Palettes\grayscale.act" />
<Palette name = "WoodlandCamo" filename = "Palettes\WoodlandCamo.act" />
<Palette name = "swat_blue" filename = "Palettes\swat_blue.act" />
<Palette name = "guns_desert_tan" filename = "Palettes\guns_desert_tan.act" />
</Palettes>