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Update LOBOT xml files
This commit is contained in:
@@ -145,7 +145,8 @@
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</Filter>
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<Filter name="HasKneepads">
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<AND>
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<LEGPOS op="in">838, 294</LEGPOS>
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<LEGPOS not="" op="in">0, 805</LEGPOS>
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<!--<LEGPOS op="in">838, 294</LEGPOS>-->
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</AND>
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</Filter>
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<Filter name="HasKneepadsAndHasPistol">
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@@ -554,6 +555,69 @@
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<FILTER>HasRifleTypeWeaponInHand</FILTER>
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</AND>
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</Filter>
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<Filter name="EODvest">
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<OR>
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<VESTPOS op="in">806</VESTPOS>
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</OR>
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</Filter>
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<Filter name="EODpants">
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<AND>
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<LEGPOS op="in">805</LEGPOS>
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</AND>
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</Filter>
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<Filter name="EODhelmet">
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<OR>
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<HELMETPOS op="in">804</HELMETPOS>
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</OR>
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</Filter>
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<Filter name="EODvestAndPistol">
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<AND>
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<FILTER>EODvest</FILTER>
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<FILTER>HasPistolOrMPistolInRightHand</FILTER>
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</AND>
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</Filter>
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<Filter name="EODvestAndRifle">
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<AND>
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<FILTER>EODvest</FILTER>
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<FILTER>HasRifleTypeWeaponInHand</FILTER>
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</AND>
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</Filter>
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<Filter name="EODpantsAndPistol">
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<AND>
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<FILTER>EODpants</FILTER>
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<FILTER>HasPistolOrMPistolInRightHand</FILTER>
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</AND>
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</Filter>
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<Filter name="EODpantsAndPistolLeft">
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<AND>
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<FILTER>EODpants</FILTER>
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<FILTER>HasPistolOrMPistolInLeftHand</FILTER>
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</AND>
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</Filter>
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<Filter name="EODpantsAndRifle">
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<AND>
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<FILTER>EODpants</FILTER>
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<FILTER>HasRifleTypeWeaponInHand</FILTER>
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</AND>
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</Filter>
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<Filter name="EODhelmetAndPistol">
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<AND>
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<FILTER>EODhelmet</FILTER>
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<FILTER>HasPistolOrMPistolInRightHand</FILTER>
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</AND>
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</Filter>
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<Filter name="EODhelmetAndRifle">
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<AND>
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<FILTER>EODhelmet</FILTER>
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<FILTER>HasRifleTypeWeaponInHand</FILTER>
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</AND>
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</Filter>
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<Filter name="EODhelmetAndVest">
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<AND>
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<FILTER>EODhelmet</FILTER>
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<FILTER>EODvest</FILTER>
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</AND>
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</Filter>
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<Filter name="IsWearingGasmask">
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<OR>
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<HEAD1POS op="in">213</HEAD1POS>
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@@ -3846,34 +3846,9 @@
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<AnimSurface name="BGM_WATER_DUAL_AIM_CAMOHELMET" file="Anims\LOBOT\BGM\MW_DBLSHOT_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
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<AnimSurface name="BGM_WATER_DUAL_AIM_LSLEEVE" file="Anims\LOBOT\BGM\MW_DBLSHOT_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
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<AnimSurface name="BGM_WATER_DUAL_AIM_BCAP" file="Anims\LOBOT\BGM\MW_DBLSHOT_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
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<!-- BURN, BABY, BURN! -->
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<AnimSurface name="BGMBURN" file="Anims\LOBOT\RGM\default\S_FIRE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="43" profile="-1" />
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<AnimSurface name="BGMBLOWUP" file="Anims\LOBOT\RGM\default\BOD_BLOW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="27" profile="-1" />
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<AnimSurface name="BGMCRYODEATH" file="Anims\S_MERC\S_CRYO_DEATH_S.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMCRYODEATH_CROUCH" file="Anims\S_MERC\S_CRYO_DEATH_C.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="12" profile="-1" />
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<!-- DEFAULT ANIMS AS PLACEHOLDERS -->
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<AnimSurface name="BGMWATER_R_WALK" file="Anims\LOBOT\BGM\default\MW_R_WALK.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMWATER_R_STD" file="Anims\LOBOT\BGM\default\MW_R_STD.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
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<AnimSurface name="BGMWATER_N_WALK" file="Anims\LOBOT\BGM\default\MW_N_WALK.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMWATER_N_STD" file="Anims\LOBOT\BGM\default\MW_N_STD.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
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<AnimSurface name="BGMWATER_DIE" file="Anims\LOBOT\BGM\default\MW_DIE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
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<AnimSurface name="BGMWATER_N_AIM" file="Anims\LOBOT\BGM\default\MW_N_SHT.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
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<AnimSurface name="BGMWATER_R_AIM" file="Anims\LOBOT\BGM\default\MW_SR_AI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
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<AnimSurface name="BGMWATER_HIP_AIM" file="Anims\LOBOT\BGM\default\MW_SR_AM.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
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<AnimSurface name="BGMWATER_DBLSHT" file="Anims\LOBOT\BGM\default\MW_DBL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
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<AnimSurface name="BGMWATERTHROW" file="Anims\LOBOT\BGM\default\MW_THROW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
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<AnimSurface name="BGMWATER_TRANS" file="Anims\LOBOT\BGM\default\MW_FALL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
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<AnimSurface name="BGMDEEPWATER_TRED" file="Anims\LOBOT\BGM\default\MW_TRED.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMDEEPWATER_SWIM" file="Anims\LOBOT\BGM\default\MW_SWIM.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
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<AnimSurface name="BGMDEEPWATER_DIE" file="Anims\LOBOT\BGM\default\MW_DIE2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
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<AnimSurface name="BGMHELIDROP" file="Anims\LOBOT\BGM\default\M_HELIDRP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
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<!-- DEFAULT ANIMS AS PLACEHOLDERS -->
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<!-- Kevlar Vest -->
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<AnimSurface name="BGM_HELIDROP_kevlar" file="Anims\LOBOT\BGM\M_heli_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
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<AnimSurface name="BGMRIFLE_WALK_CROUCH_kevlar" file="Anims\LOBOT\BGM\M_R_SWAT_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="BGMRIFLE_WALK_CROUCH_kevlar" file="Anims\LOBOT\BGM\M_R_RDY_SWAT_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="BGM_CROUCHWALK_kevlar" file="Anims\LOBOT\BGM\cr_walk_pistol_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="BGM_CROUCHWALK_DUAL_kevlar" file="Anims\LOBOT\BGM\cr_walk_dual_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="BGMRIFLE_WALK_kevlar" file="Anims\LOBOT\BGM\M_R_RDY_WALK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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@@ -4011,3 +3986,580 @@
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<AnimSurface name="BGM_WATER_PISTOL_WALK_kevlar" file="Anims\LOBOT\BGM\MW_P_WALK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGM_WATER_PISTOL_AIM_kevlar" file="Anims\LOBOT\BGM\MW_P_SHOT_HERO_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
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<AnimSurface name="BGM_WATER_DUAL_AIM_kevlar" file="Anims\LOBOT\BGM\MW_DBLSHOT_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
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<!-- Spectra Vest -->
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<AnimSurface name="BGM_HELIDROP_spectra" file="Anims\LOBOT\BGM\M_heli_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
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<AnimSurface name="BGMRIFLE_WALK_CROUCH_spectra" file="Anims\LOBOT\BGM\M_R_RDY_SWAT_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="BGM_CROUCHWALK_spectra" file="Anims\LOBOT\BGM\cr_walk_pistol_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="BGM_CROUCHWALK_DUAL_spectra" file="Anims\LOBOT\BGM\cr_walk_dual_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="BGMRIFLE_WALK_spectra" file="Anims\LOBOT\BGM\M_R_RDY_WALK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRIFLE_WALK_HURT_spectra" file="Anims\LOBOT\BGM\M_R_WALK_HURT_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRIFLE_IDLE_spectra" file="Anims\LOBOT\BGM\M_R_STD_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
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<AnimSurface name="BGMBASICWALK_spectra" file="Anims\LOBOT\BGM\M_R_WALK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRIFLE_CROUCH_spectra" file="Anims\LOBOT\BGM\M_R_C_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
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<AnimSurface name="BGMRIFLE_SWAT_spectra" file="Anims\LOBOT\BGM\M_R_SWAT_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
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<AnimSurface name="BGMRIFLE_SIDESTEP_spectra" file="Anims\LOBOT\BGM\M_R_SDSP_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_spectra" file="Anims\LOBOT\BGM\M_R_SDSP_AIM_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_HERO_spectra" file="Anims\LOBOT\BGM\M_SDSP_AIM_HERO_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRUNNING_spectra" file="Anims\LOBOT\BGM\M_R_RUN_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRIFLE_RAISE_spectra" file="Anims\LOBOT\BGM\M_RAISE_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
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<AnimSurface name="BGMRIFLE_AIM_spectra" file="Anims\LOBOT\BGM\M_SR_AIM_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
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<AnimSurface name="BGMRIFLE_LOW_spectra" file="Anims\LOBOT\BGM\M_R_LOW_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
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<AnimSurface name="BGMRIFLE_HIP_spectra" file="Anims\LOBOT\BGM\M_SR_HIP_AIM_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
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<AnimSurface name="BGMRIFLE_HIP_LOW_spectra" file="Anims\LOBOT\BGM\M_R_HIP_LOW_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
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<AnimSurface name="BGMRIFLE_CR_AIM_spectra" file="Anims\LOBOT\BGM\M_CR_AIM_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
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<AnimSurface name="BGMRIFLE_PRONE_spectra" file="Anims\LOBOT\BGM\M_R_PRN_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
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<AnimSurface name="BGM_HOP_spectra" file="Anims\LOBOT\BGM\M_HOP_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="18" profile="-1" />
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<AnimSurface name="BGM_CLIMB_spectra" file="Anims\LOBOT\BGM\M_CLIMB_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="44" profile="-1" />
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<AnimSurface name="BGM_PUNCH_spectra" file="Anims\LOBOT\BGM\M_PUNCH_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="BGM_IDLE_spectra" file="Anims\LOBOT\BGM\M_N_STD_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
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<AnimSurface name="BGM_OPEN_spectra" file="Anims\LOBOT\BGM\M_OPEN_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
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<AnimSurface name="BGM_RIFLE_OPEN_spectra" file="Anims\LOBOT\BGM\M_RIFLE_OPEN_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
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<AnimSurface name="BGMRIFLE_KICKDOOR_spectra" file="Anims\LOBOT\BGM\M_R_DR_KICK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
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<AnimSurface name="BGMRIFLE_SQUISH_spectra" file="Anims\LOBOT\BGM\M_R_SQUISH_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
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<AnimSurface name="BGMRIFLE_LOOK_spectra" file="Anims\LOBOT\BGM\M_R_LOOK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
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<AnimSurface name="BGMRIFLE_SPIT_spectra" file="Anims\LOBOT\BGM\M_R_SPIT_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
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<AnimSurface name="BGMRIFLE_DRUNK_spectra" file="Anims\LOBOT\BGM\M_R_DRUNK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
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<AnimSurface name="BGMRIFLE_BAYONET_spectra" file="Anims\LOBOT\BGM\M_R_BAYONET_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
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<AnimSurface name="BGMRIFLE_BAYONET_L_spectra" file="Anims\LOBOT\BGM\M_R_BAYONET_L_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="BGM_PICKUP_spectra" file="Anims\LOBOT\BGM\M_PICKUP_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
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<AnimSurface name="BGMMEDIC_CROUCH_spectra" file="Anims\LOBOT\BGM\M_MEDIC_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="8" profile="-1" />
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<AnimSurface name="BGMMEDIC_PRONE_spectra" file="Anims\LOBOT\BGM\M_PRN_MED_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="7" profile="-1" />
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<AnimSurface name="BGMCOWER_PRONE_spectra" file="Anims\LOBOT\BGM\M_PRNCOW_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
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<AnimSurface name="BGMDIE_PRONE_spectra" file="Anims\LOBOT\BGM\M_P_DIE_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="22" profile="-1" />
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<AnimSurface name="BGMRIFLE_HIT_spectra" file="Anims\LOBOT\BGM\M_HIT_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
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<AnimSurface name="BGMEMPTY_CROUCH_spectra" file="Anims\LOBOT\BGM\M_N_CRCH_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
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<AnimSurface name="BGMEMPTY_SWAT_spectra" file="Anims\LOBOT\BGM\M_N_SWAT_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_RUN_spectra" file="Anims\LOBOT\BGM\M_N_RUN_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_WALK_spectra" file="Anims\LOBOT\BGM\M_N_WALK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_WALK_HURT_spectra" file="Anims\LOBOT\BGM\M_N_WALK_HURT_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_PRONE_spectra" file="Anims\LOBOT\BGM\M_N_PRNE_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_PRONE_spectra" file="Anims\LOBOT\BGM\M_DB_PRN_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_IDLE_spectra" file="Anims\LOBOT\BGM\M_P_BRTH_HERO_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_WALK_spectra" file="Anims\LOBOT\BGM\M_P_WALK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_RDY_WALK_spectra" file="Anims\LOBOT\BGM\M_P_RDY_WALK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_RDY_WALK_spectra" file="Anims\LOBOT\BGM\M_DBL_RDY_WALK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_AIM_spectra" file="Anims\LOBOT\BGM\M_P_SHOT_HERO_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_AIM_1H_spectra" file="Anims\LOBOT\BGM\M_N_SHOT2_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_LOW_spectra" file="Anims\LOBOT\BGM\M_P_LOW_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_CR_AIM_spectra" file="Anims\LOBOT\BGM\M_CR_AIM_P_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_CR_AIM_spectra" file="Anims\LOBOT\BGM\M_CR_AIM_D_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_SDSTP_spectra" file="Anims\LOBOT\BGM\M_P_SDSP_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_SDSTP_AIM_spectra" file="Anims\LOBOT\BGM\M_P_SDSP_AIM_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_SDSTP_spectra" file="Anims\LOBOT\BGM\M_DBL_SDSP_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_SDSTP_AIM_spectra" file="Anims\LOBOT\BGM\M_DBL_SDSP_AIM_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_AIM_spectra" file="Anims\LOBOT\BGM\M_DBLSHOT_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_PAIN_spectra" file="Anims\LOBOT\BGM\M_N_PAIN_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_DRUNK_spectra" file="Anims\LOBOT\BGM\M_N_DRUNK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_PAIN_spectra" file="Anims\LOBOT\BGM\M_R_PAIN_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_DODGE_spectra" file="Anims\LOBOT\BGM\M_DODGE_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_THROW_spectra" file="Anims\LOBOT\BGM\M_THROW_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_THROW_G_spectra" file="Anims\LOBOT\BGM\M_THROW_G_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_LOB_spectra" file="Anims\LOBOT\BGM\M_LOB_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_LOB_G_spectra" file="Anims\LOBOT\BGM\M_LOB_G_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_KICKDOOR_spectra" file="Anims\LOBOT\BGM\M_DR_KICK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_SQUISH_spectra" file="Anims\LOBOT\BGM\M_SQUISH_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_PULL_spectra" file="Anims\LOBOT\BGM\M_PULL_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_RADIO_spectra" file="Anims\LOBOT\BGM\M_RADIO_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_REMOTE_spectra" file="Anims\LOBOT\BGM\M_REMOTE_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
|
||||
<AnimSurface name="BGMKNIFE_STAB_spectra" file="Anims\LOBOT\BGM\M_STAB_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMKNIFE_SLICE_spectra" file="Anims\LOBOT\BGM\M_SLICE_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMKNIFE_THROW_spectra" file="Anims\LOBOT\BGM\M_K_THROW_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMKNIFE_BREATH_spectra" file="Anims\LOBOT\BGM\M_K_BREATH_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMCROWBAR_HIT_spectra" file="Anims\LOBOT\BGM\M_CROWBAR_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_DIE_spectra" file="Anims\LOBOT\BGM\M_D_FWD_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_JFK_spectra" file="Anims\LOBOT\BGM\M_D_FWD_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_DIEFB_spectra" file="Anims\LOBOT\BGM\M_DIEBAC_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_DIEFBH_spectra" file="Anims\LOBOT\BGM\M_DIEHARD_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_DIEFBHB_spectra" file="Anims\LOBOT\BGM\M_DIEHARDB_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="7" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_FALL_spectra" file="Anims\LOBOT\BGM\M_N_FALL_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "4" framesperdir="52" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_FALLFWD_spectra" file="Anims\LOBOT\BGM\M_N_FALL_FWD_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "4" framesperdir="41" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_KARATEP_spectra" file="Anims\LOBOT\BGM\M_K_PUNCH_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_KARATELK_spectra" file="Anims\LOBOT\BGM\M_K_LOWKICK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="44" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_KARATESPINK_spectra" file="Anims\LOBOT\BGM\M_K_SPINKICK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_CDIE_spectra" file="Anims\LOBOT\BGM\M_C_DIE_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="9" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_CPUNCH_spectra" file="Anims\LOBOT\BGM\M_C_PUNCH_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_CTHROW_spectra" file="Anims\LOBOT\BGM\M_C_THROW_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_CRADIO_spectra" file="Anims\LOBOT\BGM\M_C_RADIO_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="BGMKNIFE_CSTAB_spectra" file="Anims\LOBOT\BGM\M_C_STAB_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_COWER_spectra" file="Anims\LOBOT\BGM\M_COWER_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_COWER_spectra" file="Anims\LOBOT\BGM\M_R_COWER_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_PRN_COWER_spectra" file="Anims\LOBOT\BGM\M_R_PRNCOW_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_ROLL_SIDE_spectra" file="Anims\LOBOT\BGM\M_R_ROLL_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_ROLL_spectra" file="Anims\LOBOT\BGM\M_ROLL_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_ROLL_SIDE_spectra" file="Anims\LOBOT\BGM\M_N_ROLL_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_SLEEP_spectra" file="Anims\LOBOT\BGM\M_SLEEP_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_DUST_SHOE_spectra" file="Anims\LOBOT\BGM\M_SHOEDUST_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WIPE_spectra" file="Anims\LOBOT\BGM\M_WIPE_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_NECK_spectra" file="Anims\LOBOT\BGM\M_NECK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_NECK_HERO_spectra" file="Anims\LOBOT\BGM\M_NECK_HERO_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_RDY_HERO_spectra" file="Anims\LOBOT\BGM\M_RDY_WALK_HERO_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_IDLE_HERO_spectra" file="Anims\LOBOT\BGM\M_R_STD_HERO_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_HERO_spectra" file="Anims\LOBOT\BGM\M_R_WALK_HERO_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_CROUCH_HERO_spectra" file="Anims\LOBOT\BGM\M_R_C_HERO_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_CROUCH_BIGM_spectra" file="Anims\LOBOT\BGM\M_R_C_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_RAISE_HERO_spectra" file="Anims\LOBOT\BGM\M_RAISE_HERO_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_AIM_HERO_spectra" file="Anims\LOBOT\BGM\M_SR_AIM_HERO_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIP_HERO_spectra" file="Anims\LOBOT\BGM\M_R_HIP_AIM_HERO_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_CR_AIM_HERO_spectra" file="Anims\LOBOT\BGM\M_CR_AIM_HERO_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_PRONE_HERO_spectra" file="Anims\LOBOT\BGM\M_R_PRN_HERO_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIT_HERO_spectra" file="Anims\LOBOT\BGM\M_HIT_HERO_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGM_STRETCH_spectra" file="Anims\LOBOT\BGM\M_STRETCH_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGM_FLEX_spectra" file="Anims\LOBOT\BGM\M_FLEX_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGM_ROCK_spectra" file="Anims\LOBOT\BGM\M_STEIN_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMRUNNING_HERO_spectra" file="Anims\LOBOT\BGM\M_R_RUN_HERO_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMLAW_spectra" file="Anims\LOBOT\BGM\M_LAW_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMLAW_CR_spectra" file="Anims\LOBOT\BGM\M_LAW_CR_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGM_CROUCH_MORTAR_spectra" file="Anims\LOBOT\BGM\M_MORTAR_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_RIFLE_IDLE_spectra" file="Anims\LOBOT\BGM\MW_R_STD_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_RIFLE_WALK_spectra" file="Anims\LOBOT\BGM\MW_R_WALK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_RIFLE_AIM_spectra" file="Anims\LOBOT\BGM\MW_SR_AIM_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_RIFLE_HIP_spectra" file="Anims\LOBOT\BGM\MW_SR_HIP_AIM_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_IDLE_spectra" file="Anims\LOBOT\BGM\MW_N_STD_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_WALK_spectra" file="Anims\LOBOT\BGM\MW_N_WALK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_THROW_spectra" file="Anims\LOBOT\BGM\MW_THROW_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_FALL_spectra" file="Anims\LOBOT\BGM\MW_FALL_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_TREAD_spectra" file="Anims\LOBOT\BGM\MW_TREAD_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_SWIM_spectra" file="Anims\LOBOT\BGM\MW_SWIM_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_DIE_spectra" file="Anims\LOBOT\BGM\MW_DIE_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_DROWN_spectra" file="Anims\LOBOT\BGM\MW_DROWN_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_PISTOL_IDLE_spectra" file="Anims\LOBOT\BGM\MW_P_BRTH_HERO_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_PISTOL_WALK_spectra" file="Anims\LOBOT\BGM\MW_P_WALK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_PISTOL_AIM_spectra" file="Anims\LOBOT\BGM\MW_P_SHOT_HERO_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_DUAL_AIM_spectra" file="Anims\LOBOT\BGM\MW_DBLSHOT_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<!-- Balaclava -->
|
||||
<AnimSurface name="BGM_HELIDROP_balaclava" file="Anims\LOBOT\BGM\M_heli_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_CROUCH_balaclava" file="Anims\LOBOT\BGM\M_R_RDY_SWAT_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="BGM_CROUCHWALK_balaclava" file="Anims\LOBOT\BGM\cr_walk_pistol_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="BGM_CROUCHWALK_DUAL_balaclava" file="Anims\LOBOT\BGM\cr_walk_dual_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_balaclava" file="Anims\LOBOT\BGM\M_R_RDY_WALK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_HURT_balaclava" file="Anims\LOBOT\BGM\M_R_WALK_HURT_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_IDLE_balaclava" file="Anims\LOBOT\BGM\M_R_STD_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMBASICWALK_balaclava" file="Anims\LOBOT\BGM\M_R_WALK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_CROUCH_balaclava" file="Anims\LOBOT\BGM\M_R_C_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SWAT_balaclava" file="Anims\LOBOT\BGM\M_R_SWAT_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SIDESTEP_balaclava" file="Anims\LOBOT\BGM\M_R_SDSP_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_balaclava" file="Anims\LOBOT\BGM\M_R_SDSP_AIM_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_HERO_balaclava" file="Anims\LOBOT\BGM\M_SDSP_AIM_HERO_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRUNNING_balaclava" file="Anims\LOBOT\BGM\M_R_RUN_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_RAISE_balaclava" file="Anims\LOBOT\BGM\M_RAISE_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_AIM_balaclava" file="Anims\LOBOT\BGM\M_SR_AIM_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_LOW_balaclava" file="Anims\LOBOT\BGM\M_R_LOW_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIP_balaclava" file="Anims\LOBOT\BGM\M_SR_HIP_AIM_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIP_LOW_balaclava" file="Anims\LOBOT\BGM\M_R_HIP_LOW_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_CR_AIM_balaclava" file="Anims\LOBOT\BGM\M_CR_AIM_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_PRONE_balaclava" file="Anims\LOBOT\BGM\M_R_PRN_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="BGM_HOP_balaclava" file="Anims\LOBOT\BGM\M_HOP_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="BGM_CLIMB_balaclava" file="Anims\LOBOT\BGM\M_CLIMB_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="44" profile="-1" />
|
||||
<AnimSurface name="BGM_PUNCH_balaclava" file="Anims\LOBOT\BGM\M_PUNCH_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="BGM_IDLE_balaclava" file="Anims\LOBOT\BGM\M_N_STD_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGM_OPEN_balaclava" file="Anims\LOBOT\BGM\M_OPEN_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="BGM_RIFLE_OPEN_balaclava" file="Anims\LOBOT\BGM\M_RIFLE_OPEN_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_KICKDOOR_balaclava" file="Anims\LOBOT\BGM\M_R_DR_KICK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SQUISH_balaclava" file="Anims\LOBOT\BGM\M_R_SQUISH_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_LOOK_balaclava" file="Anims\LOBOT\BGM\M_R_LOOK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SPIT_balaclava" file="Anims\LOBOT\BGM\M_R_SPIT_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_DRUNK_balaclava" file="Anims\LOBOT\BGM\M_R_DRUNK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_BAYONET_balaclava" file="Anims\LOBOT\BGM\M_R_BAYONET_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_BAYONET_L_balaclava" file="Anims\LOBOT\BGM\M_R_BAYONET_L_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="BGM_PICKUP_balaclava" file="Anims\LOBOT\BGM\M_PICKUP_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMMEDIC_CROUCH_balaclava" file="Anims\LOBOT\BGM\M_MEDIC_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMMEDIC_PRONE_balaclava" file="Anims\LOBOT\BGM\M_PRN_MED_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="7" profile="-1" />
|
||||
<AnimSurface name="BGMCOWER_PRONE_balaclava" file="Anims\LOBOT\BGM\M_PRNCOW_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="BGMDIE_PRONE_balaclava" file="Anims\LOBOT\BGM\M_P_DIE_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIT_balaclava" file="Anims\LOBOT\BGM\M_HIT_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_CROUCH_balaclava" file="Anims\LOBOT\BGM\M_N_CRCH_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_SWAT_balaclava" file="Anims\LOBOT\BGM\M_N_SWAT_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_RUN_balaclava" file="Anims\LOBOT\BGM\M_N_RUN_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_WALK_balaclava" file="Anims\LOBOT\BGM\M_N_WALK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_WALK_HURT_balaclava" file="Anims\LOBOT\BGM\M_N_WALK_HURT_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_PRONE_balaclava" file="Anims\LOBOT\BGM\M_N_PRNE_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_PRONE_balaclava" file="Anims\LOBOT\BGM\M_DB_PRN_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_IDLE_balaclava" file="Anims\LOBOT\BGM\M_P_BRTH_HERO_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_WALK_balaclava" file="Anims\LOBOT\BGM\M_P_WALK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_RDY_WALK_balaclava" file="Anims\LOBOT\BGM\M_P_RDY_WALK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_RDY_WALK_balaclava" file="Anims\LOBOT\BGM\M_DBL_RDY_WALK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_AIM_balaclava" file="Anims\LOBOT\BGM\M_P_SHOT_HERO_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_AIM_1H_balaclava" file="Anims\LOBOT\BGM\M_N_SHOT2_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_LOW_balaclava" file="Anims\LOBOT\BGM\M_P_LOW_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_CR_AIM_balaclava" file="Anims\LOBOT\BGM\M_CR_AIM_P_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_CR_AIM_balaclava" file="Anims\LOBOT\BGM\M_CR_AIM_D_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_SDSTP_balaclava" file="Anims\LOBOT\BGM\M_P_SDSP_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_SDSTP_AIM_balaclava" file="Anims\LOBOT\BGM\M_P_SDSP_AIM_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_SDSTP_balaclava" file="Anims\LOBOT\BGM\M_DBL_SDSP_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_SDSTP_AIM_balaclava" file="Anims\LOBOT\BGM\M_DBL_SDSP_AIM_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_AIM_balaclava" file="Anims\LOBOT\BGM\M_DBLSHOT_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_PAIN_balaclava" file="Anims\LOBOT\BGM\M_N_PAIN_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_DRUNK_balaclava" file="Anims\LOBOT\BGM\M_N_DRUNK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_PAIN_balaclava" file="Anims\LOBOT\BGM\M_R_PAIN_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_DODGE_balaclava" file="Anims\LOBOT\BGM\M_DODGE_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_THROW_balaclava" file="Anims\LOBOT\BGM\M_THROW_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_THROW_G_balaclava" file="Anims\LOBOT\BGM\M_THROW_G_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_LOB_balaclava" file="Anims\LOBOT\BGM\M_LOB_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_LOB_G_balaclava" file="Anims\LOBOT\BGM\M_LOB_G_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_KICKDOOR_balaclava" file="Anims\LOBOT\BGM\M_DR_KICK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_SQUISH_balaclava" file="Anims\LOBOT\BGM\M_SQUISH_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_PULL_balaclava" file="Anims\LOBOT\BGM\M_PULL_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_RADIO_balaclava" file="Anims\LOBOT\BGM\M_RADIO_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_REMOTE_balaclava" file="Anims\LOBOT\BGM\M_REMOTE_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
|
||||
<AnimSurface name="BGMKNIFE_STAB_balaclava" file="Anims\LOBOT\BGM\M_STAB_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMKNIFE_SLICE_balaclava" file="Anims\LOBOT\BGM\M_SLICE_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMKNIFE_THROW_balaclava" file="Anims\LOBOT\BGM\M_K_THROW_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMKNIFE_BREATH_balaclava" file="Anims\LOBOT\BGM\M_K_BREATH_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMCROWBAR_HIT_balaclava" file="Anims\LOBOT\BGM\M_CROWBAR_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_DIE_balaclava" file="Anims\LOBOT\BGM\M_D_FWD_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_JFK_balaclava" file="Anims\LOBOT\BGM\M_D_FWD_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_DIEFB_balaclava" file="Anims\LOBOT\BGM\M_DIEBAC_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_DIEFBH_balaclava" file="Anims\LOBOT\BGM\M_DIEHARD_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_DIEFBHB_balaclava" file="Anims\LOBOT\BGM\M_DIEHARDB_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="7" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_FALL_balaclava" file="Anims\LOBOT\BGM\M_N_FALL_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "4" framesperdir="52" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_FALLFWD_balaclava" file="Anims\LOBOT\BGM\M_N_FALL_FWD_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "4" framesperdir="41" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_KARATEP_balaclava" file="Anims\LOBOT\BGM\M_K_PUNCH_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_KARATELK_balaclava" file="Anims\LOBOT\BGM\M_K_LOWKICK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="44" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_KARATESPINK_balaclava" file="Anims\LOBOT\BGM\M_K_SPINKICK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_CDIE_balaclava" file="Anims\LOBOT\BGM\M_C_DIE_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="9" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_CPUNCH_balaclava" file="Anims\LOBOT\BGM\M_C_PUNCH_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_CTHROW_balaclava" file="Anims\LOBOT\BGM\M_C_THROW_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_CRADIO_balaclava" file="Anims\LOBOT\BGM\M_C_RADIO_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="BGMKNIFE_CSTAB_balaclava" file="Anims\LOBOT\BGM\M_C_STAB_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_COWER_balaclava" file="Anims\LOBOT\BGM\M_COWER_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_COWER_balaclava" file="Anims\LOBOT\BGM\M_R_COWER_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_PRN_COWER_balaclava" file="Anims\LOBOT\BGM\M_R_PRNCOW_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_ROLL_SIDE_balaclava" file="Anims\LOBOT\BGM\M_R_ROLL_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_ROLL_balaclava" file="Anims\LOBOT\BGM\M_ROLL_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_ROLL_SIDE_balaclava" file="Anims\LOBOT\BGM\M_N_ROLL_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_SLEEP_balaclava" file="Anims\LOBOT\BGM\M_SLEEP_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_DUST_SHOE_balaclava" file="Anims\LOBOT\BGM\M_SHOEDUST_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WIPE_balaclava" file="Anims\LOBOT\BGM\M_WIPE_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_NECK_balaclava" file="Anims\LOBOT\BGM\M_NECK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_NECK_HERO_balaclava" file="Anims\LOBOT\BGM\M_NECK_HERO_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_RDY_HERO_balaclava" file="Anims\LOBOT\BGM\M_RDY_WALK_HERO_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_IDLE_HERO_balaclava" file="Anims\LOBOT\BGM\M_R_STD_HERO_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_HERO_balaclava" file="Anims\LOBOT\BGM\M_R_WALK_HERO_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_CROUCH_HERO_balaclava" file="Anims\LOBOT\BGM\M_R_C_HERO_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_CROUCH_BIGM_balaclava" file="Anims\LOBOT\BGM\M_R_C_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_RAISE_HERO_balaclava" file="Anims\LOBOT\BGM\M_RAISE_HERO_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_AIM_HERO_balaclava" file="Anims\LOBOT\BGM\M_SR_AIM_HERO_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIP_HERO_balaclava" file="Anims\LOBOT\BGM\M_R_HIP_AIM_HERO_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_CR_AIM_HERO_balaclava" file="Anims\LOBOT\BGM\M_CR_AIM_HERO_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_PRONE_HERO_balaclava" file="Anims\LOBOT\BGM\M_R_PRN_HERO_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIT_HERO_balaclava" file="Anims\LOBOT\BGM\M_HIT_HERO_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGM_STRETCH_balaclava" file="Anims\LOBOT\BGM\M_STRETCH_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGM_FLEX_balaclava" file="Anims\LOBOT\BGM\M_FLEX_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGM_ROCK_balaclava" file="Anims\LOBOT\BGM\M_STEIN_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMRUNNING_HERO_balaclava" file="Anims\LOBOT\BGM\M_R_RUN_HERO_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMLAW_balaclava" file="Anims\LOBOT\BGM\M_LAW_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMLAW_CR_balaclava" file="Anims\LOBOT\BGM\M_LAW_CR_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGM_CROUCH_MORTAR_balaclava" file="Anims\LOBOT\BGM\M_MORTAR_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_RIFLE_IDLE_balaclava" file="Anims\LOBOT\BGM\MW_R_STD_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_RIFLE_WALK_balaclava" file="Anims\LOBOT\BGM\MW_R_WALK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_RIFLE_AIM_balaclava" file="Anims\LOBOT\BGM\MW_SR_AIM_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_RIFLE_HIP_balaclava" file="Anims\LOBOT\BGM\MW_SR_HIP_AIM_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_IDLE_balaclava" file="Anims\LOBOT\BGM\MW_N_STD_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_WALK_balaclava" file="Anims\LOBOT\BGM\MW_N_WALK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_THROW_balaclava" file="Anims\LOBOT\BGM\MW_THROW_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_FALL_balaclava" file="Anims\LOBOT\BGM\MW_FALL_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_TREAD_balaclava" file="Anims\LOBOT\BGM\MW_TREAD_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_SWIM_balaclava" file="Anims\LOBOT\BGM\MW_SWIM_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_DIE_balaclava" file="Anims\LOBOT\BGM\MW_DIE_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_DROWN_balaclava" file="Anims\LOBOT\BGM\MW_DROWN_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_PISTOL_IDLE_balaclava" file="Anims\LOBOT\BGM\MW_P_BRTH_HERO_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_PISTOL_WALK_balaclava" file="Anims\LOBOT\BGM\MW_P_WALK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_PISTOL_AIM_balaclava" file="Anims\LOBOT\BGM\MW_P_SHOT_HERO_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_DUAL_AIM_balaclava" file="Anims\LOBOT\BGM\MW_DBLSHOT_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<!-- Holster -->
|
||||
<AnimSurface name="BGM_HELIDROP_holster" file="Anims\LOBOT\BGM\M_heli_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_CROUCH_holster" file="Anims\LOBOT\BGM\M_R_RDY_SWAT_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="BGM_CROUCHWALK_holster" file="Anims\LOBOT\BGM\cr_walk_pistol_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="BGM_CROUCHWALK_DUAL_holster" file="Anims\LOBOT\BGM\cr_walk_dual_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_holster" file="Anims\LOBOT\BGM\M_R_RDY_WALK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_HURT_holster" file="Anims\LOBOT\BGM\M_R_WALK_HURT_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_IDLE_holster" file="Anims\LOBOT\BGM\M_R_STD_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMBASICWALK_holster" file="Anims\LOBOT\BGM\M_R_WALK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_CROUCH_holster" file="Anims\LOBOT\BGM\M_R_C_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SWAT_holster" file="Anims\LOBOT\BGM\M_R_SWAT_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SIDESTEP_holster" file="Anims\LOBOT\BGM\M_R_SDSP_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_holster" file="Anims\LOBOT\BGM\M_R_SDSP_AIM_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_HERO_holster" file="Anims\LOBOT\BGM\M_SDSP_AIM_HERO_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRUNNING_holster" file="Anims\LOBOT\BGM\M_R_RUN_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_RAISE_holster" file="Anims\LOBOT\BGM\M_RAISE_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_AIM_holster" file="Anims\LOBOT\BGM\M_SR_AIM_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_LOW_holster" file="Anims\LOBOT\BGM\M_R_LOW_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIP_holster" file="Anims\LOBOT\BGM\M_SR_HIP_AIM_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIP_LOW_holster" file="Anims\LOBOT\BGM\M_R_HIP_LOW_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_CR_AIM_holster" file="Anims\LOBOT\BGM\M_CR_AIM_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_PRONE_holster" file="Anims\LOBOT\BGM\M_R_PRN_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="BGM_HOP_holster" file="Anims\LOBOT\BGM\M_HOP_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="BGM_CLIMB_holster" file="Anims\LOBOT\BGM\M_CLIMB_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="44" profile="-1" />
|
||||
<AnimSurface name="BGM_PUNCH_holster" file="Anims\LOBOT\BGM\M_PUNCH_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="BGM_IDLE_holster" file="Anims\LOBOT\BGM\M_N_STD_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGM_OPEN_holster" file="Anims\LOBOT\BGM\M_OPEN_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="BGM_RIFLE_OPEN_holster" file="Anims\LOBOT\BGM\M_RIFLE_OPEN_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_KICKDOOR_holster" file="Anims\LOBOT\BGM\M_R_DR_KICK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SQUISH_holster" file="Anims\LOBOT\BGM\M_R_SQUISH_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_LOOK_holster" file="Anims\LOBOT\BGM\M_R_LOOK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SPIT_holster" file="Anims\LOBOT\BGM\M_R_SPIT_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_DRUNK_holster" file="Anims\LOBOT\BGM\M_R_DRUNK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_BAYONET_holster" file="Anims\LOBOT\BGM\M_R_BAYONET_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_BAYONET_L_holster" file="Anims\LOBOT\BGM\M_R_BAYONET_L_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="BGM_PICKUP_holster" file="Anims\LOBOT\BGM\M_PICKUP_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMMEDIC_CROUCH_holster" file="Anims\LOBOT\BGM\M_MEDIC_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMMEDIC_PRONE_holster" file="Anims\LOBOT\BGM\M_PRN_MED_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="7" profile="-1" />
|
||||
<AnimSurface name="BGMCOWER_PRONE_holster" file="Anims\LOBOT\BGM\M_PRNCOW_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="BGMDIE_PRONE_holster" file="Anims\LOBOT\BGM\M_P_DIE_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIT_holster" file="Anims\LOBOT\BGM\M_HIT_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_CROUCH_holster" file="Anims\LOBOT\BGM\M_N_CRCH_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_SWAT_holster" file="Anims\LOBOT\BGM\M_N_SWAT_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_RUN_holster" file="Anims\LOBOT\BGM\M_N_RUN_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_WALK_holster" file="Anims\LOBOT\BGM\M_N_WALK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_WALK_HURT_holster" file="Anims\LOBOT\BGM\M_N_WALK_HURT_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_PRONE_holster" file="Anims\LOBOT\BGM\M_N_PRNE_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_PRONE_holster" file="Anims\LOBOT\BGM\M_DB_PRN_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_IDLE_holster" file="Anims\LOBOT\BGM\M_P_BRTH_HERO_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_WALK_holster" file="Anims\LOBOT\BGM\M_P_WALK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_RDY_WALK_holster" file="Anims\LOBOT\BGM\M_P_RDY_WALK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_RDY_WALK_holster" file="Anims\LOBOT\BGM\M_DBL_RDY_WALK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_AIM_holster" file="Anims\LOBOT\BGM\M_P_SHOT_HERO_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_AIM_1H_holster" file="Anims\LOBOT\BGM\M_N_SHOT2_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_LOW_holster" file="Anims\LOBOT\BGM\M_P_LOW_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_CR_AIM_holster" file="Anims\LOBOT\BGM\M_CR_AIM_P_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_CR_AIM_holster" file="Anims\LOBOT\BGM\M_CR_AIM_D_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_SDSTP_holster" file="Anims\LOBOT\BGM\M_P_SDSP_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_SDSTP_AIM_holster" file="Anims\LOBOT\BGM\M_P_SDSP_AIM_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_SDSTP_holster" file="Anims\LOBOT\BGM\M_DBL_SDSP_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_SDSTP_AIM_holster" file="Anims\LOBOT\BGM\M_DBL_SDSP_AIM_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_AIM_holster" file="Anims\LOBOT\BGM\M_DBLSHOT_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_PAIN_holster" file="Anims\LOBOT\BGM\M_N_PAIN_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_DRUNK_holster" file="Anims\LOBOT\BGM\M_N_DRUNK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_PAIN_holster" file="Anims\LOBOT\BGM\M_R_PAIN_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_DODGE_holster" file="Anims\LOBOT\BGM\M_DODGE_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_THROW_holster" file="Anims\LOBOT\BGM\M_THROW_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_THROW_G_holster" file="Anims\LOBOT\BGM\M_THROW_G_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_LOB_holster" file="Anims\LOBOT\BGM\M_LOB_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_LOB_G_holster" file="Anims\LOBOT\BGM\M_LOB_G_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_KICKDOOR_holster" file="Anims\LOBOT\BGM\M_DR_KICK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_SQUISH_holster" file="Anims\LOBOT\BGM\M_SQUISH_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_PULL_holster" file="Anims\LOBOT\BGM\M_PULL_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_RADIO_holster" file="Anims\LOBOT\BGM\M_RADIO_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_REMOTE_holster" file="Anims\LOBOT\BGM\M_REMOTE_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
|
||||
<AnimSurface name="BGMKNIFE_STAB_holster" file="Anims\LOBOT\BGM\M_STAB_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMKNIFE_SLICE_holster" file="Anims\LOBOT\BGM\M_SLICE_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMKNIFE_THROW_holster" file="Anims\LOBOT\BGM\M_K_THROW_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMKNIFE_BREATH_holster" file="Anims\LOBOT\BGM\M_K_BREATH_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMCROWBAR_HIT_holster" file="Anims\LOBOT\BGM\M_CROWBAR_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_DIE_holster" file="Anims\LOBOT\BGM\M_D_FWD_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_JFK_holster" file="Anims\LOBOT\BGM\M_D_FWD_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_DIEFB_holster" file="Anims\LOBOT\BGM\M_DIEBAC_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_DIEFBH_holster" file="Anims\LOBOT\BGM\M_DIEHARD_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_DIEFBHB_holster" file="Anims\LOBOT\BGM\M_DIEHARDB_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="7" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_FALL_holster" file="Anims\LOBOT\BGM\M_N_FALL_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "4" framesperdir="52" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_FALLFWD_holster" file="Anims\LOBOT\BGM\M_N_FALL_FWD_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "4" framesperdir="41" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_KARATEP_holster" file="Anims\LOBOT\BGM\M_K_PUNCH_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_KARATELK_holster" file="Anims\LOBOT\BGM\M_K_LOWKICK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="44" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_KARATESPINK_holster" file="Anims\LOBOT\BGM\M_K_SPINKICK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_CDIE_holster" file="Anims\LOBOT\BGM\M_C_DIE_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="9" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_CPUNCH_holster" file="Anims\LOBOT\BGM\M_C_PUNCH_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_CTHROW_holster" file="Anims\LOBOT\BGM\M_C_THROW_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_CRADIO_holster" file="Anims\LOBOT\BGM\M_C_RADIO_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="BGMKNIFE_CSTAB_holster" file="Anims\LOBOT\BGM\M_C_STAB_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_COWER_holster" file="Anims\LOBOT\BGM\M_COWER_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_COWER_holster" file="Anims\LOBOT\BGM\M_R_COWER_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_PRN_COWER_holster" file="Anims\LOBOT\BGM\M_R_PRNCOW_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_ROLL_SIDE_holster" file="Anims\LOBOT\BGM\M_R_ROLL_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_ROLL_holster" file="Anims\LOBOT\BGM\M_ROLL_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_ROLL_SIDE_holster" file="Anims\LOBOT\BGM\M_N_ROLL_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_SLEEP_holster" file="Anims\LOBOT\BGM\M_SLEEP_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_DUST_SHOE_holster" file="Anims\LOBOT\BGM\M_SHOEDUST_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WIPE_holster" file="Anims\LOBOT\BGM\M_WIPE_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_NECK_holster" file="Anims\LOBOT\BGM\M_NECK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_NECK_HERO_holster" file="Anims\LOBOT\BGM\M_NECK_HERO_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_RDY_HERO_holster" file="Anims\LOBOT\BGM\M_RDY_WALK_HERO_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_IDLE_HERO_holster" file="Anims\LOBOT\BGM\M_R_STD_HERO_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_HERO_holster" file="Anims\LOBOT\BGM\M_R_WALK_HERO_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_CROUCH_HERO_holster" file="Anims\LOBOT\BGM\M_R_C_HERO_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_CROUCH_BIGM_holster" file="Anims\LOBOT\BGM\M_R_C_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_RAISE_HERO_holster" file="Anims\LOBOT\BGM\M_RAISE_HERO_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_AIM_HERO_holster" file="Anims\LOBOT\BGM\M_SR_AIM_HERO_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIP_HERO_holster" file="Anims\LOBOT\BGM\M_R_HIP_AIM_HERO_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_CR_AIM_HERO_holster" file="Anims\LOBOT\BGM\M_CR_AIM_HERO_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_PRONE_HERO_holster" file="Anims\LOBOT\BGM\M_R_PRN_HERO_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIT_HERO_holster" file="Anims\LOBOT\BGM\M_HIT_HERO_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGM_STRETCH_holster" file="Anims\LOBOT\BGM\M_STRETCH_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGM_FLEX_holster" file="Anims\LOBOT\BGM\M_FLEX_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGM_ROCK_holster" file="Anims\LOBOT\BGM\M_STEIN_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMRUNNING_HERO_holster" file="Anims\LOBOT\BGM\M_R_RUN_HERO_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMLAW_holster" file="Anims\LOBOT\BGM\M_LAW_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMLAW_CR_holster" file="Anims\LOBOT\BGM\M_LAW_CR_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGM_CROUCH_MORTAR_holster" file="Anims\LOBOT\BGM\M_MORTAR_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_RIFLE_IDLE_holster" file="Anims\LOBOT\BGM\MW_R_STD_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_RIFLE_WALK_holster" file="Anims\LOBOT\BGM\MW_R_WALK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_RIFLE_AIM_holster" file="Anims\LOBOT\BGM\MW_SR_AIM_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_RIFLE_HIP_holster" file="Anims\LOBOT\BGM\MW_SR_HIP_AIM_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_IDLE_holster" file="Anims\LOBOT\BGM\MW_N_STD_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_WALK_holster" file="Anims\LOBOT\BGM\MW_N_WALK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_THROW_holster" file="Anims\LOBOT\BGM\MW_THROW_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_FALL_holster" file="Anims\LOBOT\BGM\MW_FALL_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_DIE_holster" file="Anims\LOBOT\BGM\MW_DIE_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_PISTOL_IDLE_holster" file="Anims\LOBOT\BGM\MW_P_BRTH_HERO_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_PISTOL_WALK_holster" file="Anims\LOBOT\BGM\MW_P_WALK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_PISTOL_AIM_holster" file="Anims\LOBOT\BGM\MW_P_SHOT_HERO_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_DUAL_AIM_holster" file="Anims\LOBOT\BGM\MW_DBLSHOT_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<!-- Holster Left -->
|
||||
<AnimSurface name="BGM_HELIDROP_holster_l" file="Anims\LOBOT\BGM\M_heli_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_CROUCH_holster_l" file="Anims\LOBOT\BGM\M_R_RDY_SWAT_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="BGM_CROUCHWALK_holster_l" file="Anims\LOBOT\BGM\cr_walk_pistol_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="BGM_CROUCHWALK_DUAL_holster_l" file="Anims\LOBOT\BGM\cr_walk_dual_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_holster_l" file="Anims\LOBOT\BGM\M_R_RDY_WALK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_HURT_holster_l" file="Anims\LOBOT\BGM\M_R_WALK_HURT_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_IDLE_holster_l" file="Anims\LOBOT\BGM\M_R_STD_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMBASICWALK_holster_l" file="Anims\LOBOT\BGM\M_R_WALK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_CROUCH_holster_l" file="Anims\LOBOT\BGM\M_R_C_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SWAT_holster_l" file="Anims\LOBOT\BGM\M_R_SWAT_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SIDESTEP_holster_l" file="Anims\LOBOT\BGM\M_R_SDSP_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_holster_l" file="Anims\LOBOT\BGM\M_R_SDSP_AIM_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_HERO_holster_l" file="Anims\LOBOT\BGM\M_SDSP_AIM_HERO_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRUNNING_holster_l" file="Anims\LOBOT\BGM\M_R_RUN_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_RAISE_holster_l" file="Anims\LOBOT\BGM\M_RAISE_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_AIM_holster_l" file="Anims\LOBOT\BGM\M_SR_AIM_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_LOW_holster_l" file="Anims\LOBOT\BGM\M_R_LOW_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIP_holster_l" file="Anims\LOBOT\BGM\M_SR_HIP_AIM_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIP_LOW_holster_l" file="Anims\LOBOT\BGM\M_R_HIP_LOW_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_CR_AIM_holster_l" file="Anims\LOBOT\BGM\M_CR_AIM_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_PRONE_holster_l" file="Anims\LOBOT\BGM\M_R_PRN_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="BGM_HOP_holster_l" file="Anims\LOBOT\BGM\M_HOP_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="BGM_CLIMB_holster_l" file="Anims\LOBOT\BGM\M_CLIMB_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="44" profile="-1" />
|
||||
<AnimSurface name="BGM_PUNCH_holster_l" file="Anims\LOBOT\BGM\M_PUNCH_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="BGM_IDLE_holster_l" file="Anims\LOBOT\BGM\M_N_STD_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGM_OPEN_holster_l" file="Anims\LOBOT\BGM\M_OPEN_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="BGM_RIFLE_OPEN_holster_l" file="Anims\LOBOT\BGM\M_RIFLE_OPEN_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_KICKDOOR_holster_l" file="Anims\LOBOT\BGM\M_R_DR_KICK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SQUISH_holster_l" file="Anims\LOBOT\BGM\M_R_SQUISH_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_LOOK_holster_l" file="Anims\LOBOT\BGM\M_R_LOOK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SPIT_holster_l" file="Anims\LOBOT\BGM\M_R_SPIT_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_DRUNK_holster_l" file="Anims\LOBOT\BGM\M_R_DRUNK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_BAYONET_holster_l" file="Anims\LOBOT\BGM\M_R_BAYONET_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_BAYONET_L_holster_l" file="Anims\LOBOT\BGM\M_R_BAYONET_L_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="BGM_PICKUP_holster_l" file="Anims\LOBOT\BGM\M_PICKUP_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMMEDIC_CROUCH_holster_l" file="Anims\LOBOT\BGM\M_MEDIC_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMMEDIC_PRONE_holster_l" file="Anims\LOBOT\BGM\M_PRN_MED_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="7" profile="-1" />
|
||||
<AnimSurface name="BGMCOWER_PRONE_holster_l" file="Anims\LOBOT\BGM\M_PRNCOW_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="BGMDIE_PRONE_holster_l" file="Anims\LOBOT\BGM\M_P_DIE_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIT_holster_l" file="Anims\LOBOT\BGM\M_HIT_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_CROUCH_holster_l" file="Anims\LOBOT\BGM\M_N_CRCH_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_SWAT_holster_l" file="Anims\LOBOT\BGM\M_N_SWAT_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_RUN_holster_l" file="Anims\LOBOT\BGM\M_N_RUN_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_WALK_holster_l" file="Anims\LOBOT\BGM\M_N_WALK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_WALK_HURT_holster_l" file="Anims\LOBOT\BGM\M_N_WALK_HURT_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_PRONE_holster_l" file="Anims\LOBOT\BGM\M_N_PRNE_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_PRONE_holster_l" file="Anims\LOBOT\BGM\M_DB_PRN_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_IDLE_holster_l" file="Anims\LOBOT\BGM\M_P_BRTH_HERO_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_WALK_holster_l" file="Anims\LOBOT\BGM\M_P_WALK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_RDY_WALK_holster_l" file="Anims\LOBOT\BGM\M_P_RDY_WALK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_RDY_WALK_holster_l" file="Anims\LOBOT\BGM\M_DBL_RDY_WALK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_AIM_holster_l" file="Anims\LOBOT\BGM\M_P_SHOT_HERO_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_AIM_1H_holster_l" file="Anims\LOBOT\BGM\M_N_SHOT2_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_LOW_holster_l" file="Anims\LOBOT\BGM\M_P_LOW_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_CR_AIM_holster_l" file="Anims\LOBOT\BGM\M_CR_AIM_P_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_CR_AIM_holster_l" file="Anims\LOBOT\BGM\M_CR_AIM_D_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_SDSTP_holster_l" file="Anims\LOBOT\BGM\M_P_SDSP_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_SDSTP_AIM_holster_l" file="Anims\LOBOT\BGM\M_P_SDSP_AIM_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_SDSTP_holster_l" file="Anims\LOBOT\BGM\M_DBL_SDSP_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_SDSTP_AIM_holster_l" file="Anims\LOBOT\BGM\M_DBL_SDSP_AIM_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_AIM_holster_l" file="Anims\LOBOT\BGM\M_DBLSHOT_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_PAIN_holster_l" file="Anims\LOBOT\BGM\M_N_PAIN_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_DRUNK_holster_l" file="Anims\LOBOT\BGM\M_N_DRUNK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_PAIN_holster_l" file="Anims\LOBOT\BGM\M_R_PAIN_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_DODGE_holster_l" file="Anims\LOBOT\BGM\M_DODGE_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_THROW_holster_l" file="Anims\LOBOT\BGM\M_THROW_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_THROW_G_holster_l" file="Anims\LOBOT\BGM\M_THROW_G_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_LOB_holster_l" file="Anims\LOBOT\BGM\M_LOB_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_LOB_G_holster_l" file="Anims\LOBOT\BGM\M_LOB_G_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_KICKDOOR_holster_l" file="Anims\LOBOT\BGM\M_DR_KICK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_SQUISH_holster_l" file="Anims\LOBOT\BGM\M_SQUISH_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_PULL_holster_l" file="Anims\LOBOT\BGM\M_PULL_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_RADIO_holster_l" file="Anims\LOBOT\BGM\M_RADIO_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_REMOTE_holster_l" file="Anims\LOBOT\BGM\M_REMOTE_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
|
||||
<AnimSurface name="BGMKNIFE_STAB_holster_l" file="Anims\LOBOT\BGM\M_STAB_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMKNIFE_SLICE_holster_l" file="Anims\LOBOT\BGM\M_SLICE_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMKNIFE_THROW_holster_l" file="Anims\LOBOT\BGM\M_K_THROW_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMKNIFE_BREATH_holster_l" file="Anims\LOBOT\BGM\M_K_BREATH_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMCROWBAR_HIT_holster_l" file="Anims\LOBOT\BGM\M_CROWBAR_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_DIE_holster_l" file="Anims\LOBOT\BGM\M_D_FWD_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_JFK_holster_l" file="Anims\LOBOT\BGM\M_D_FWD_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_DIEFB_holster_l" file="Anims\LOBOT\BGM\M_DIEBAC_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_DIEFBH_holster_l" file="Anims\LOBOT\BGM\M_DIEHARD_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_DIEFBHB_holster_l" file="Anims\LOBOT\BGM\M_DIEHARDB_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="7" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_FALL_holster_l" file="Anims\LOBOT\BGM\M_N_FALL_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "4" framesperdir="52" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_FALLFWD_holster_l" file="Anims\LOBOT\BGM\M_N_FALL_FWD_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "4" framesperdir="41" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_KARATEP_holster_l" file="Anims\LOBOT\BGM\M_K_PUNCH_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_KARATELK_holster_l" file="Anims\LOBOT\BGM\M_K_LOWKICK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="44" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_KARATESPINK_holster_l" file="Anims\LOBOT\BGM\M_K_SPINKICK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_CDIE_holster_l" file="Anims\LOBOT\BGM\M_C_DIE_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="9" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_CPUNCH_holster_l" file="Anims\LOBOT\BGM\M_C_PUNCH_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_CTHROW_holster_l" file="Anims\LOBOT\BGM\M_C_THROW_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_CRADIO_holster_l" file="Anims\LOBOT\BGM\M_C_RADIO_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="BGMKNIFE_CSTAB_holster_l" file="Anims\LOBOT\BGM\M_C_STAB_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_COWER_holster_l" file="Anims\LOBOT\BGM\M_COWER_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_COWER_holster_l" file="Anims\LOBOT\BGM\M_R_COWER_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_PRN_COWER_holster_l" file="Anims\LOBOT\BGM\M_R_PRNCOW_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_ROLL_SIDE_holster_l" file="Anims\LOBOT\BGM\M_R_ROLL_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_ROLL_holster_l" file="Anims\LOBOT\BGM\M_ROLL_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_ROLL_SIDE_holster_l" file="Anims\LOBOT\BGM\M_N_ROLL_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_SLEEP_holster_l" file="Anims\LOBOT\BGM\M_SLEEP_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_DUST_SHOE_holster_l" file="Anims\LOBOT\BGM\M_SHOEDUST_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WIPE_holster_l" file="Anims\LOBOT\BGM\M_WIPE_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_NECK_holster_l" file="Anims\LOBOT\BGM\M_NECK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_NECK_HERO_holster_l" file="Anims\LOBOT\BGM\M_NECK_HERO_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_RDY_HERO_holster_l" file="Anims\LOBOT\BGM\M_RDY_WALK_HERO_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_IDLE_HERO_holster_l" file="Anims\LOBOT\BGM\M_R_STD_HERO_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_HERO_holster_l" file="Anims\LOBOT\BGM\M_R_WALK_HERO_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_CROUCH_HERO_holster_l" file="Anims\LOBOT\BGM\M_R_C_HERO_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_CROUCH_BIGM_holster_l" file="Anims\LOBOT\BGM\M_R_C_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_RAISE_HERO_holster_l" file="Anims\LOBOT\BGM\M_RAISE_HERO_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_AIM_HERO_holster_l" file="Anims\LOBOT\BGM\M_SR_AIM_HERO_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIP_HERO_holster_l" file="Anims\LOBOT\BGM\M_R_HIP_AIM_HERO_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_CR_AIM_HERO_holster_l" file="Anims\LOBOT\BGM\M_CR_AIM_HERO_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_PRONE_HERO_holster_l" file="Anims\LOBOT\BGM\M_R_PRN_HERO_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIT_HERO_holster_l" file="Anims\LOBOT\BGM\M_HIT_HERO_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGM_STRETCH_holster_l" file="Anims\LOBOT\BGM\M_STRETCH_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGM_FLEX_holster_l" file="Anims\LOBOT\BGM\M_FLEX_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGM_ROCK_holster_l" file="Anims\LOBOT\BGM\M_STEIN_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMRUNNING_HERO_holster_l" file="Anims\LOBOT\BGM\M_R_RUN_HERO_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMLAW_holster_l" file="Anims\LOBOT\BGM\M_LAW_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMLAW_CR_holster_l" file="Anims\LOBOT\BGM\M_LAW_CR_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGM_CROUCH_MORTAR_holster_l" file="Anims\LOBOT\BGM\M_MORTAR_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_RIFLE_IDLE_holster_l" file="Anims\LOBOT\BGM\MW_R_STD_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_RIFLE_WALK_holster_l" file="Anims\LOBOT\BGM\MW_R_WALK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_RIFLE_AIM_holster_l" file="Anims\LOBOT\BGM\MW_SR_AIM_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_RIFLE_HIP_holster_l" file="Anims\LOBOT\BGM\MW_SR_HIP_AIM_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_IDLE_holster_l" file="Anims\LOBOT\BGM\MW_N_STD_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_WALK_holster_l" file="Anims\LOBOT\BGM\MW_N_WALK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_THROW_holster_l" file="Anims\LOBOT\BGM\MW_THROW_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_FALL_holster_l" file="Anims\LOBOT\BGM\MW_FALL_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_DIE_holster_l" file="Anims\LOBOT\BGM\MW_DIE_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_PISTOL_IDLE_holster_l" file="Anims\LOBOT\BGM\MW_P_BRTH_HERO_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_PISTOL_WALK_holster_l" file="Anims\LOBOT\BGM\MW_P_WALK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_PISTOL_AIM_holster_l" file="Anims\LOBOT\BGM\MW_P_SHOT_HERO_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_DUAL_AIM_holster_l" file="Anims\LOBOT\BGM\MW_DBLSHOT_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
|
||||
<!-- BURN, BABY, BURN! -->
|
||||
<AnimSurface name="BGMBURN" file="Anims\LOBOT\RGM\default\S_FIRE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="43" profile="-1" />
|
||||
<AnimSurface name="BGMBLOWUP" file="Anims\LOBOT\RGM\default\BOD_BLOW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="27" profile="-1" />
|
||||
<AnimSurface name="BGMCRYODEATH" file="Anims\S_MERC\S_CRYO_DEATH_S.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMCRYODEATH_CROUCH" file="Anims\S_MERC\S_CRYO_DEATH_C.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="12" profile="-1" />
|
||||
<!-- DEFAULT ANIMS AS PLACEHOLDERS -->
|
||||
<AnimSurface name="BGMWATER_R_WALK" file="Anims\LOBOT\BGM\default\MW_R_WALK.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMWATER_R_STD" file="Anims\LOBOT\BGM\default\MW_R_STD.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMWATER_N_WALK" file="Anims\LOBOT\BGM\default\MW_N_WALK.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMWATER_N_STD" file="Anims\LOBOT\BGM\default\MW_N_STD.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMWATER_DIE" file="Anims\LOBOT\BGM\default\MW_DIE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
|
||||
<AnimSurface name="BGMWATER_N_AIM" file="Anims\LOBOT\BGM\default\MW_N_SHT.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMWATER_R_AIM" file="Anims\LOBOT\BGM\default\MW_SR_AI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMWATER_HIP_AIM" file="Anims\LOBOT\BGM\default\MW_SR_AM.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMWATER_DBLSHT" file="Anims\LOBOT\BGM\default\MW_DBL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="BGMWATERTHROW" file="Anims\LOBOT\BGM\default\MW_THROW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMWATER_TRANS" file="Anims\LOBOT\BGM\default\MW_FALL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="BGMDEEPWATER_TRED" file="Anims\LOBOT\BGM\default\MW_TRED.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMDEEPWATER_SWIM" file="Anims\LOBOT\BGM\default\MW_SWIM.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="BGMDEEPWATER_DIE" file="Anims\LOBOT\BGM\default\MW_DIE2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="BGMHELIDROP" file="Anims\LOBOT\BGM\default\M_HELIDRP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<!-- DEFAULT ANIMS AS PLACEHOLDERS -->
|
||||
|
||||
@@ -150,6 +150,151 @@
|
||||
<Surface name="BGM_CROUCH_MORTAR_LSLEEVE" animsurface="BGMMORTAR" />
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
<Layer name="head">
|
||||
<LayerProp filter="IsWearingBalaclavaAndHasPistol">
|
||||
<Surface name="BGMPISTOL_WALK_balaclava" animsurface="BGMNOTHING_WALK" />
|
||||
<Surface name="BGMEMPTY_RUN_balaclava" animsurface="BGMPISTOL_RUN" />
|
||||
<Surface name="BGMEMPTY_RUN_balaclava" animsurface="BGMNOTHING_RUN" />
|
||||
<Surface name="BGMPISTOL_SDSTP_balaclava" animsurface="BGMSIDESTEP" />
|
||||
<Surface name="BGM_WATER_PISTOL_IDLE_balaclava" animsurface="BGMWATER_N_STD" />
|
||||
<Surface name="BGM_WATER_PISTOL_WALK_balaclava" animsurface="BGMWATER_N_WALK" />
|
||||
<Surface name="BGM_WATER_PISTOL_AIM_balaclava" animsurface="BGMWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingBalaclavaAndHasRifle">
|
||||
<Surface name="BGM_RIFLE_OPEN_balaclava" animsurface="BGMOPEN" />
|
||||
<Surface name="BGMRIFLE_COWER_balaclava" animsurface="BGMCOWER" />
|
||||
<Surface name="BGMRIFLE_PRN_COWER_balaclava" animsurface="BGM_COWER_PRONE" />
|
||||
<Surface name="BGMRIFLE_KICKDOOR_balaclava" animsurface="BGMKICKDOOR" />
|
||||
<Surface name="BGMRIFLE_DUST_SHOE_balaclava" animsurface="BGMSHOEDUST" />
|
||||
<Surface name="BGMRIFLE_WIPE_balaclava" animsurface="BGMHEADTURN" />
|
||||
<Surface name="BGMRIFLE_NECK_balaclava" animsurface="BGMIDLENECK" />
|
||||
<Surface name="BGMRIFLE_NECK_HERO_balaclava" animsurface="BGMIDLENECK2" />
|
||||
<Surface name="BGMRIFLE_DRUNK_balaclava" animsurface="BGMDRUNK" />
|
||||
<Surface name="BGMRIFLE_LOW_balaclava" animsurface="BGMSHOOT_LOW" />
|
||||
<Surface name="BGMRIFLE_HIP_LOW_balaclava" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_balaclava" animsurface="BGMSIDESTEP_R_RDY" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_balaclava" animsurface="BGMSIDESTEP_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_ROLL_SIDE_balaclava" animsurface="BGMROLL_PR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="Balaclava">
|
||||
<Surface name="BGMRIFLE_WALK_CROUCH_balaclava" animsurface="BGMCROUCH_R_RDY" />
|
||||
<Surface name="BGMRIFLE_WALK_RDY_HERO_balaclava" animsurface="BGMWALK_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_WALK_balaclava" animsurface="BGMWALK_R_RDY" />
|
||||
<Surface name="BGMRIFLE_IDLE_HERO_balaclava" animsurface="BGMSTANDING" />
|
||||
<Surface name="BGMRIFLE_IDLE_balaclava" animsurface="BGMTHREATENSTAND" />
|
||||
<Surface name="BGMRIFLE_WALK_HERO_balaclava" animsurface="BGMWALKING" />
|
||||
<Surface name="BGMBASICWALK_balaclava" animsurface="BGMWALK2" />
|
||||
<Surface name="BGMRUNNING_HERO_balaclava" animsurface="BGMRUNNING" />
|
||||
<Surface name="BGMRUNNING_balaclava" animsurface="BGMRUN2" />
|
||||
<Surface name="BGMRIFLE_CROUCH_HERO_balaclava" animsurface="BGMCROUCHING" />
|
||||
<Surface name="BGMRIFLE_CROUCH_BIGM_balaclava" animsurface="BGMCROUCHTRANS" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_balaclava" animsurface="BGMSIDESTEP" />
|
||||
<Surface name="BGMRIFLE_SWAT_balaclava" animsurface="BGMSNEAKING" />
|
||||
<Surface name="BGMRIFLE_RAISE_HERO_balaclava" animsurface="BGMRAISE" />
|
||||
<Surface name="BGMRIFLE_RAISE_balaclava" animsurface="BGMRAISE2" />
|
||||
<Surface name="BGMRIFLE_AIM_HERO_balaclava" animsurface="BGMSTANDAIM" />
|
||||
<Surface name="BGMRIFLE_AIM_balaclava" animsurface="BGMSTANDAIM2" />
|
||||
<Surface name="BGMRIFLE_AIM_balaclava" animsurface="BGMSRAIMALT" />
|
||||
<Surface name="BGMRIFLE_HIP_balaclava" animsurface="BGM_HIP_AIM" />
|
||||
<Surface name="BGMRIFLE_HIP_HERO_balaclava" animsurface="BGMHIPAIMALT" />
|
||||
<Surface name="BGMRIFLE_CR_AIM_HERO_balaclava" animsurface="BGMCROUCHAIM" />
|
||||
<Surface name="BGMRIFLE_PRONE_HERO_balaclava" animsurface="BGMPRONE" />
|
||||
<Surface name="BGMRIFLE_HIT_HERO_balaclava" animsurface="BGMRHIT" />
|
||||
<Surface name="BGM_CROUCHWALK_balaclava" animsurface="BGMCROUCH_P_RDY" />
|
||||
<Surface name="BGM_CROUCHWALK_DUAL_balaclava" animsurface="BGMCROUCH_D_RDY" />
|
||||
<Surface name="BGM_HOP_balaclava" animsurface="BGMHOPFENCE" />
|
||||
<Surface name="BGM_HOP_balaclava" animsurface="BGMJUMPWINDOWS" />
|
||||
<Surface name="BGM_PUNCH_balaclava" animsurface="BGMPUNCH" />
|
||||
<Surface name="BGM_IDLE_balaclava" animsurface="BGMNOTHING_STD" />
|
||||
<Surface name="BGM_IDLE_balaclava" animsurface="BGMDBLBREATH" />
|
||||
<Surface name="BGM_OPEN_balaclava" animsurface="BGMOPEN" />
|
||||
<Surface name="BGM_PICKUP_balaclava" animsurface="BGMPICKUP" />
|
||||
<Surface name="BGMMEDIC_CROUCH_balaclava" animsurface="BGMMEDIC" />
|
||||
<Surface name="BGMMEDIC_PRONE_balaclava" animsurface="BGMMEDICPRN" />
|
||||
<Surface name="BGMCOWER_PRONE_balaclava" animsurface="BGM_COWER_PRONE" />
|
||||
<Surface name="BGMDIE_PRONE_balaclava" animsurface="BGMHITPRONE" />
|
||||
<Surface name="BGMEMPTY_CROUCH_balaclava" animsurface="BGMNOTHING_CROUCH" />
|
||||
<Surface name="BGMEMPTY_SWAT_balaclava" animsurface="BGMNOTHING_SWAT" />
|
||||
<Surface name="BGMEMPTY_SWAT_balaclava" animsurface="BGMSWKNIFE" />
|
||||
<Surface name="BGMEMPTY_RUN_balaclava" animsurface="BGMPISTOL_RUN" />
|
||||
<Surface name="BGMEMPTY_RUN_balaclava" animsurface="BGMNOTHING_RUN" />
|
||||
<Surface name="BGMEMPTY_WALK_balaclava" animsurface="BGMNOTHING_WALK" />
|
||||
<Surface name="BGMEMPTY_PRONE_balaclava" animsurface="BGMHANDGUN_PRONE" />
|
||||
<Surface name="BGMDUAL_PRONE_balaclava" animsurface="BGMDWPRONE" />
|
||||
<Surface name="BGMPISTOL_IDLE_balaclava" animsurface="BGMPISTOLBREATH" />
|
||||
<Surface name="BGMPISTOL_RDY_WALK_balaclava" animsurface="BGMWALK_P_RDY" />
|
||||
<Surface name="BGMDUAL_RDY_WALK_balaclava" animsurface="BGMWALK_D_RDY" />
|
||||
<Surface name="BGMPISTOL_AIM_balaclava" animsurface="BGMHANDGUN_S_SHOT" />
|
||||
<Surface name="BGMPISTOL_AIM_1H_balaclava" animsurface="BGM_PFSHOT_AIM" />
|
||||
<Surface name="BGMPISTOL_LOW_balaclava" animsurface="BGMPISTOLSHOOTLOW" />
|
||||
<Surface name="BGMPISTOL_LOW_balaclava" animsurface="BGMSHOOT_LOW" />
|
||||
<Surface name="BGMPISTOL_CR_AIM_balaclava" animsurface="BGMHANDGUN_C_SHOT" />
|
||||
<Surface name="BGMDUAL_CR_AIM_balaclava" animsurface="BGMCDBLSHOT" />
|
||||
<Surface name="BGMPISTOL_SDSTP_AIM_balaclava" animsurface="BGMSIDESTEP_P_RDY" />
|
||||
<Surface name="BGMDUAL_SDSTP_AIM_balaclava" animsurface="BGMSIDESTEP_D_RDY" />
|
||||
<Surface name="BGMDUAL_AIM_balaclava" animsurface="BGMSTANDDWALAIM" />
|
||||
<Surface name="BGMEMPTY_PAIN_balaclava" animsurface="BGMHURTSTANDINGN" />
|
||||
<Surface name="BGMRIFLE_PAIN_balaclava" animsurface="BGMHURTSTANDINGR" />
|
||||
<Surface name="BGMEMPTY_DIE_balaclava" animsurface="BGMHITSTAND" />
|
||||
<Surface name="BGMEMPTY_CDIE_balaclava" animsurface="BGMHITCROUCH" />
|
||||
<Surface name="BGMEMPTY_COWER_balaclava" animsurface="BGMCOWER" />
|
||||
<Surface name="BGM_CLIMB_balaclava" animsurface="BGMCLIMBROOF" />
|
||||
<Surface name="BGM_CLIMB_balaclava" animsurface="BGMWALLJUMP" />
|
||||
<Surface name="BGMEMPTY_ROLL_balaclava" animsurface="BGMROLLOVER" />
|
||||
<Surface name="BGMEMPTY_ROLL_SIDE_balaclava" animsurface="BGMROLL_PR" />
|
||||
<Surface name="BGMEMPTY_DIEFB_balaclava" animsurface="BGMHITFALLBACK" />
|
||||
<Surface name="BGMEMPTY_DIEFBH_balaclava" animsurface="BGMHITHARD" />
|
||||
<Surface name="BGMEMPTY_DIEFBHB_balaclava" animsurface="BGMHITHARDBLOOD" />
|
||||
<Surface name="BGMRIFLE_WALK_HURT_balaclava" animsurface="BGMHURTWALKINGR" />
|
||||
<Surface name="BGMRIFLE_BAYONET_balaclava" animsurface="BGMBAYONET_S_S" />
|
||||
<Surface name="BGMRIFLE_BAYONET_L_balaclava" animsurface="BGMBAYONET_S_P" />
|
||||
<Surface name="BGMEMPTY_DODGE_balaclava" animsurface="BGMDODGE" />
|
||||
<Surface name="BGMEMPTY_THROW_balaclava" animsurface="BGMTHROW" />
|
||||
<Surface name="BGMEMPTY_THROW_G_balaclava" animsurface="BGMSTHRG" />
|
||||
<Surface name="BGMEMPTY_LOB_balaclava" animsurface="BGMLOB" />
|
||||
<Surface name="BGMEMPTY_LOB_G_balaclava" animsurface="BGMSLOBG" />
|
||||
<Surface name="BGMEMPTY_KICKDOOR_balaclava" animsurface="BGMKICKDOOR" />
|
||||
<Surface name="BGM_STRETCH_balaclava" animsurface="BGMSTRECH" />
|
||||
<Surface name="BGMEMPTY_RADIO_balaclava" animsurface="BGMRADIO" />
|
||||
<Surface name="BGM_FLEX_balaclava" animsurface="BGMFLEX" />
|
||||
<Surface name="BGMEMPTY_REMOTE_balaclava" animsurface="BGMUSEREMOTE" />
|
||||
<Surface name="BGMKNIFE_STAB_balaclava" animsurface="BGMSTAB" />
|
||||
<Surface name="BGMKNIFE_SLICE_balaclava" animsurface="BGMSLICE" />
|
||||
<Surface name="BGMKNIFE_THROW_balaclava" animsurface="BGMTHROWKNIFE" />
|
||||
<Surface name="BGMKNIFE_BREATH_balaclava" animsurface="BGMBREATHKNIFE" />
|
||||
<Surface name="BGMCROWBAR_HIT_balaclava" animsurface="BGMCROWBAR" />
|
||||
<Surface name="BGMEMPTY_CPUNCH_balaclava" animsurface="BGMPUNCHLOW" />
|
||||
<Surface name="BGMEMPTY_CTHROW_balaclava" animsurface="BGMCRTHROW" />
|
||||
<Surface name="BGMKNIFE_CSTAB_balaclava" animsurface="BGMCSTAB" />
|
||||
<Surface name="BGMEMPTY_CRADIO_balaclava" animsurface="BGMCRRADIO" />
|
||||
<Surface name="BGMEMPTY_SLEEP_balaclava" animsurface="BGMSLEEP" />
|
||||
<Surface name="BGMEMPTY_DRUNK_balaclava" animsurface="BGMPISTOLDRUNK" />
|
||||
<Surface name="BGMEMPTY_WALK_HURT_balaclava" animsurface="BGMHURTWALKINGN" />
|
||||
<Surface name="BGMEMPTY_FALL_balaclava" animsurface="BGMFALL" />
|
||||
<Surface name="BGMEMPTY_FALLFWD_balaclava" animsurface="BGMFALLF" />
|
||||
<Surface name="BGMEMPTY_KARATELK_balaclava" animsurface="RGMLOWKICK" />
|
||||
<Surface name="BGMEMPTY_KARATESPINK_balaclava" animsurface="RGMSPINKICK" />
|
||||
<Surface name="BGMLAW_balaclava" animsurface="BGMROCKET" />
|
||||
<Surface name="BGMLAW_CR_balaclava" animsurface="BGMCRROCKET" />
|
||||
<Surface name="BGM_ROCK_balaclava" animsurface="BGMWITHSTONE" />
|
||||
<Surface name="BGM_HELIDROP_balaclava" animsurface="BGMHELIDROP" />
|
||||
<Surface name="BGM_WATER_RIFLE_IDLE_balaclava" animsurface="BGMWATER_R_STD" />
|
||||
<Surface name="BGM_WATER_RIFLE_WALK_balaclava" animsurface="BGMWATER_R_WALK" />
|
||||
<Surface name="BGM_WATER_RIFLE_AIM_balaclava" animsurface="BGMWATER_R_AIM" />
|
||||
<Surface name="BGM_WATER_RIFLE_HIP_balaclava" animsurface="BGM_WATER_HIP_AIM" />
|
||||
<Surface name="BGM_WATER_EMPTY_IDLE_balaclava" animsurface="BGMWATER_N_STD" />
|
||||
<Surface name="BGM_WATER_EMPTY_WALK_balaclava" animsurface="BGMWATER_N_WALK" />
|
||||
<Surface name="BGM_WATER_EMPTY_THROW_balaclava" animsurface="BGMWATERTHROW" />
|
||||
<Surface name="BGM_WATER_EMPTY_FALL_balaclava" animsurface="BGMWATER_TRANS" />
|
||||
<Surface name="BGM_WATER_EMPTY_FALL_balaclava" animsurface="BGMWATER_TRANS" />
|
||||
<Surface name="BGM_WATER_EMPTY_TREAD_balaclava" animsurface="BGMDEEPWATER_TRED" />
|
||||
<Surface name="BGM_WATER_EMPTY_SWIM_balaclava" animsurface="BGMDEEPWATER_SWIM" />
|
||||
<Surface name="BGM_WATER_EMPTY_DIE_balaclava" animsurface="BGMWATER_DIE" />
|
||||
<Surface name="BGM_WATER_EMPTY_DROWN_balaclava" animsurface="BGMDEEPWATER_DIE" />
|
||||
<Surface name="BGM_WATER_DUAL_AIM_balaclava" animsurface="BGMWATER_DBLSHT" />
|
||||
<Surface name="BGM_CROUCH_MORTAR_balaclava" animsurface="BGMMORTAR" />
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
<Layer name="helmet">
|
||||
<LayerProp filter="IsWearingCamoHelmetAndHasPistol" palette="hats">
|
||||
<Surface name="BGMPISTOL_WALK_CAMOHELMET" animsurface="BGMNOTHING_WALK" />
|
||||
@@ -1156,6 +1301,150 @@
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
<Layer name="vest">
|
||||
<LayerProp filter="IsWearingSpectraAndHasPistol" palette="hats">
|
||||
<Surface name="BGMPISTOL_WALK_spectra" animsurface="BGMNOTHING_WALK" />
|
||||
<Surface name="BGMEMPTY_RUN_spectra" animsurface="BGMPISTOL_RUN" />
|
||||
<Surface name="BGMEMPTY_RUN_spectra" animsurface="BGMNOTHING_RUN" />
|
||||
<Surface name="BGMPISTOL_SDSTP_spectra" animsurface="BGMSIDESTEP" />
|
||||
<Surface name="BGM_WATER_PISTOL_IDLE_spectra" animsurface="BGMWATER_N_STD" />
|
||||
<Surface name="BGM_WATER_PISTOL_WALK_spectra" animsurface="BGMWATER_N_WALK" />
|
||||
<Surface name="BGM_WATER_PISTOL_AIM_spectra" animsurface="BGMWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingSpectraAndHasRifle" palette="hats">
|
||||
<Surface name="BGM_RIFLE_OPEN_spectra" animsurface="BGMOPEN" />
|
||||
<Surface name="BGMRIFLE_COWER_spectra" animsurface="BGMCOWER" />
|
||||
<Surface name="BGMRIFLE_PRN_COWER_spectra" animsurface="BGM_COWER_PRONE" />
|
||||
<Surface name="BGMRIFLE_KICKDOOR_spectra" animsurface="BGMKICKDOOR" />
|
||||
<Surface name="BGMRIFLE_DUST_SHOE_spectra" animsurface="BGMSHOEDUST" />
|
||||
<Surface name="BGMRIFLE_WIPE_spectra" animsurface="BGMHEADTURN" />
|
||||
<Surface name="BGMRIFLE_NECK_spectra" animsurface="BGMIDLENECK" />
|
||||
<Surface name="BGMRIFLE_NECK_HERO_spectra" animsurface="BGMIDLENECK2" />
|
||||
<Surface name="BGMRIFLE_DRUNK_spectra" animsurface="BGMDRUNK" />
|
||||
<Surface name="BGMRIFLE_LOW_spectra" animsurface="BGMSHOOT_LOW" />
|
||||
<Surface name="BGMRIFLE_HIP_LOW_spectra" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_spectra" animsurface="BGMSIDESTEP_R_RDY" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_spectra" animsurface="BGMSIDESTEP_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_ROLL_SIDE_spectra" animsurface="BGMROLL_PR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="SpectraVest" palette="hats">
|
||||
<Surface name="BGMRIFLE_WALK_CROUCH_spectra" animsurface="BGMCROUCH_R_RDY" />
|
||||
<Surface name="BGMRIFLE_WALK_RDY_HERO_spectra" animsurface="BGMWALK_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_WALK_spectra" animsurface="BGMWALK_R_RDY" />
|
||||
<Surface name="BGMRIFLE_IDLE_HERO_spectra" animsurface="BGMSTANDING" />
|
||||
<Surface name="BGMRIFLE_IDLE_spectra" animsurface="BGMTHREATENSTAND" />
|
||||
<Surface name="BGMRIFLE_WALK_HERO_spectra" animsurface="BGMWALKING" />
|
||||
<Surface name="BGMBASICWALK_spectra" animsurface="BGMWALK2" />
|
||||
<Surface name="BGMRUNNING_HERO_spectra" animsurface="BGMRUNNING" />
|
||||
<Surface name="BGMRUNNING_spectra" animsurface="BGMRUN2" />
|
||||
<Surface name="BGMRIFLE_CROUCH_HERO_spectra" animsurface="BGMCROUCHING" />
|
||||
<Surface name="BGMRIFLE_CROUCH_BIGM_spectra" animsurface="BGMCROUCHTRANS" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_spectra" animsurface="BGMSIDESTEP" />
|
||||
<Surface name="BGMRIFLE_SWAT_spectra" animsurface="BGMSNEAKING" />
|
||||
<Surface name="BGMRIFLE_RAISE_HERO_spectra" animsurface="BGMRAISE" />
|
||||
<Surface name="BGMRIFLE_RAISE_spectra" animsurface="BGMRAISE2" />
|
||||
<Surface name="BGMRIFLE_AIM_HERO_spectra" animsurface="BGMSTANDAIM" />
|
||||
<Surface name="BGMRIFLE_AIM_spectra" animsurface="BGMSTANDAIM2" />
|
||||
<Surface name="BGMRIFLE_AIM_spectra" animsurface="BGMSRAIMALT" />
|
||||
<Surface name="BGMRIFLE_HIP_spectra" animsurface="BGM_HIP_AIM" />
|
||||
<Surface name="BGMRIFLE_HIP_HERO_spectra" animsurface="BGMHIPAIMALT" />
|
||||
<Surface name="BGMRIFLE_CR_AIM_HERO_spectra" animsurface="BGMCROUCHAIM" />
|
||||
<Surface name="BGMRIFLE_PRONE_HERO_spectra" animsurface="BGMPRONE" />
|
||||
<Surface name="BGMRIFLE_HIT_HERO_spectra" animsurface="BGMRHIT" />
|
||||
<Surface name="BGM_CROUCHWALK_spectra" animsurface="BGMCROUCH_P_RDY" />
|
||||
<Surface name="BGM_CROUCHWALK_DUAL_spectra" animsurface="BGMCROUCH_D_RDY" />
|
||||
<Surface name="BGM_HOP_spectra" animsurface="BGMHOPFENCE" />
|
||||
<Surface name="BGM_HOP_spectra" animsurface="BGMJUMPWINDOWS" />
|
||||
<Surface name="BGM_PUNCH_spectra" animsurface="BGMPUNCH" />
|
||||
<Surface name="BGM_IDLE_spectra" animsurface="BGMNOTHING_STD" />
|
||||
<Surface name="BGM_IDLE_spectra" animsurface="BGMDBLBREATH" />
|
||||
<Surface name="BGM_OPEN_spectra" animsurface="BGMOPEN" />
|
||||
<Surface name="BGM_PICKUP_spectra" animsurface="BGMPICKUP" />
|
||||
<Surface name="BGMMEDIC_CROUCH_spectra" animsurface="BGMMEDIC" />
|
||||
<Surface name="BGMMEDIC_PRONE_spectra" animsurface="BGMMEDICPRN" />
|
||||
<Surface name="BGMCOWER_PRONE_spectra" animsurface="BGM_COWER_PRONE" />
|
||||
<Surface name="BGMDIE_PRONE_spectra" animsurface="BGMHITPRONE" />
|
||||
<Surface name="BGMEMPTY_CROUCH_spectra" animsurface="BGMNOTHING_CROUCH" />
|
||||
<Surface name="BGMEMPTY_SWAT_spectra" animsurface="BGMNOTHING_SWAT" />
|
||||
<Surface name="BGMEMPTY_SWAT_spectra" animsurface="BGMSWKNIFE" />
|
||||
<Surface name="BGMEMPTY_RUN_spectra" animsurface="BGMPISTOL_RUN" />
|
||||
<Surface name="BGMEMPTY_RUN_spectra" animsurface="BGMNOTHING_RUN" />
|
||||
<Surface name="BGMEMPTY_WALK_spectra" animsurface="BGMNOTHING_WALK" />
|
||||
<Surface name="BGMEMPTY_PRONE_spectra" animsurface="BGMHANDGUN_PRONE" />
|
||||
<Surface name="BGMDUAL_PRONE_spectra" animsurface="BGMDWPRONE" />
|
||||
<Surface name="BGMPISTOL_IDLE_spectra" animsurface="BGMPISTOLBREATH" />
|
||||
<Surface name="BGMPISTOL_RDY_WALK_spectra" animsurface="BGMWALK_P_RDY" />
|
||||
<Surface name="BGMDUAL_RDY_WALK_spectra" animsurface="BGMWALK_D_RDY" />
|
||||
<Surface name="BGMPISTOL_AIM_spectra" animsurface="BGMHANDGUN_S_SHOT" />
|
||||
<Surface name="BGMPISTOL_AIM_1H_spectra" animsurface="BGM_PFSHOT_AIM" />
|
||||
<Surface name="BGMPISTOL_LOW_spectra" animsurface="BGMPISTOLSHOOTLOW" />
|
||||
<Surface name="BGMPISTOL_LOW_spectra" animsurface="BGMSHOOT_LOW" />
|
||||
<Surface name="BGMPISTOL_CR_AIM_spectra" animsurface="BGMHANDGUN_C_SHOT" />
|
||||
<Surface name="BGMDUAL_CR_AIM_spectra" animsurface="BGMCDBLSHOT" />
|
||||
<Surface name="BGMPISTOL_SDSTP_AIM_spectra" animsurface="BGMSIDESTEP_P_RDY" />
|
||||
<Surface name="BGMDUAL_SDSTP_AIM_spectra" animsurface="BGMSIDESTEP_D_RDY" />
|
||||
<Surface name="BGMDUAL_AIM_spectra" animsurface="BGMSTANDDWALAIM" />
|
||||
<Surface name="BGMEMPTY_PAIN_spectra" animsurface="BGMHURTSTANDINGN" />
|
||||
<Surface name="BGMRIFLE_PAIN_spectra" animsurface="BGMHURTSTANDINGR" />
|
||||
<Surface name="BGMEMPTY_DIE_spectra" animsurface="BGMHITSTAND" />
|
||||
<Surface name="BGMEMPTY_JFK_spectra" animsurface="BGMDIE_JFK" />
|
||||
<Surface name="BGMEMPTY_CDIE_spectra" animsurface="BGMHITCROUCH" />
|
||||
<Surface name="BGMEMPTY_COWER_spectra" animsurface="BGMCOWER" />
|
||||
<Surface name="BGM_CLIMB_spectra" animsurface="BGMCLIMBROOF" />
|
||||
<Surface name="BGM_CLIMB_spectra" animsurface="BGMWALLJUMP" />
|
||||
<Surface name="BGMEMPTY_ROLL_spectra" animsurface="BGMROLLOVER" />
|
||||
<Surface name="BGMEMPTY_ROLL_SIDE_spectra" animsurface="BGMROLL_PR" />
|
||||
<Surface name="BGMEMPTY_DIEFB_spectra" animsurface="BGMHITFALLBACK" />
|
||||
<Surface name="BGMEMPTY_DIEFBH_spectra" animsurface="BGMHITHARD" />
|
||||
<Surface name="BGMEMPTY_DIEFBHB_spectra" animsurface="BGMHITHARDBLOOD" />
|
||||
<Surface name="BGMRIFLE_WALK_HURT_spectra" animsurface="BGMHURTWALKINGR" />
|
||||
<Surface name="BGMRIFLE_BAYONET_spectra" animsurface="BGMBAYONET_S_S" />
|
||||
<Surface name="BGMRIFLE_BAYONET_L_spectra" animsurface="BGMBAYONET_S_P" />
|
||||
<Surface name="BGMEMPTY_DODGE_spectra" animsurface="BGMDODGE" />
|
||||
<Surface name="BGMEMPTY_THROW_spectra" animsurface="BGMTHROW" />
|
||||
<Surface name="BGMEMPTY_THROW_G_spectra" animsurface="BGMSTHRG" />
|
||||
<Surface name="BGMEMPTY_LOB_spectra" animsurface="BGMLOB" />
|
||||
<Surface name="BGMEMPTY_LOB_G_spectra" animsurface="BGMSLOBG" />
|
||||
<Surface name="BGMEMPTY_KICKDOOR_spectra" animsurface="BGMKICKDOOR" />
|
||||
<Surface name="BGM_STRETCH_spectra" animsurface="BGMSTRECH" />
|
||||
<Surface name="BGMEMPTY_RADIO_spectra" animsurface="BGMRADIO" />
|
||||
<Surface name="BGM_FLEX_spectra" animsurface="BGMFLEX" />
|
||||
<Surface name="BGMEMPTY_REMOTE_spectra" animsurface="BGMUSEREMOTE" />
|
||||
<Surface name="BGMKNIFE_STAB_spectra" animsurface="BGMSTAB" />
|
||||
<Surface name="BGMKNIFE_SLICE_spectra" animsurface="BGMSLICE" />
|
||||
<Surface name="BGMKNIFE_THROW_spectra" animsurface="BGMTHROWKNIFE" />
|
||||
<Surface name="BGMKNIFE_BREATH_spectra" animsurface="BGMBREATHKNIFE" />
|
||||
<Surface name="BGMCROWBAR_HIT_spectra" animsurface="BGMCROWBAR" />
|
||||
<Surface name="BGMEMPTY_CPUNCH_spectra" animsurface="BGMPUNCHLOW" />
|
||||
<Surface name="BGMEMPTY_CTHROW_spectra" animsurface="BGMCRTHROW" />
|
||||
<Surface name="BGMKNIFE_CSTAB_spectra" animsurface="BGMCSTAB" />
|
||||
<Surface name="BGMEMPTY_CRADIO_spectra" animsurface="BGMCRRADIO" />
|
||||
<Surface name="BGMEMPTY_SLEEP_spectra" animsurface="BGMSLEEP" />
|
||||
<Surface name="BGMEMPTY_DRUNK_spectra" animsurface="BGMPISTOLDRUNK" />
|
||||
<Surface name="BGMEMPTY_WALK_HURT_spectra" animsurface="BGMHURTWALKINGN" />
|
||||
<Surface name="BGMEMPTY_FALL_spectra" animsurface="BGMFALL" />
|
||||
<Surface name="BGMEMPTY_FALLFWD_spectra" animsurface="BGMFALLF" />
|
||||
<Surface name="BGMEMPTY_KARATELK_spectra" animsurface="RGMLOWKICK" />
|
||||
<Surface name="BGMEMPTY_KARATESPINK_spectra" animsurface="RGMSPINKICK" />
|
||||
<Surface name="BGMLAW_spectra" animsurface="BGMROCKET" />
|
||||
<Surface name="BGMLAW_CR_spectra" animsurface="BGMCRROCKET" />
|
||||
<Surface name="BGM_ROCK_spectra" animsurface="BGMWITHSTONE" />
|
||||
<Surface name="BGM_HELIDROP_spectra" animsurface="BGMHELIDROP" />
|
||||
<Surface name="BGM_WATER_RIFLE_IDLE_spectra" animsurface="BGMWATER_R_STD" />
|
||||
<Surface name="BGM_WATER_RIFLE_WALK_spectra" animsurface="BGMWATER_R_WALK" />
|
||||
<Surface name="BGM_WATER_RIFLE_AIM_spectra" animsurface="BGMWATER_R_AIM" />
|
||||
<Surface name="BGM_WATER_RIFLE_HIP_spectra" animsurface="BGM_WATER_HIP_AIM" />
|
||||
<Surface name="BGM_WATER_EMPTY_IDLE_spectra" animsurface="BGMWATER_N_STD" />
|
||||
<Surface name="BGM_WATER_EMPTY_WALK_spectra" animsurface="BGMWATER_N_WALK" />
|
||||
<Surface name="BGM_WATER_EMPTY_THROW_spectra" animsurface="BGMWATERTHROW" />
|
||||
<Surface name="BGM_WATER_EMPTY_FALL_spectra" animsurface="BGMWATER_TRANS" />
|
||||
<Surface name="BGM_WATER_EMPTY_FALL_spectra" animsurface="BGMWATER_TRANS" />
|
||||
<Surface name="BGM_WATER_EMPTY_TREAD_spectra" animsurface="BGMDEEPWATER_TRED" />
|
||||
<Surface name="BGM_WATER_EMPTY_SWIM_spectra" animsurface="BGMDEEPWATER_SWIM" />
|
||||
<Surface name="BGM_WATER_EMPTY_DIE_spectra" animsurface="BGMWATER_DIE" />
|
||||
<Surface name="BGM_WATER_EMPTY_DROWN_spectra" animsurface="BGMDEEPWATER_DIE" />
|
||||
<Surface name="BGM_WATER_DUAL_AIM_spectra" animsurface="BGMWATER_DBLSHT" />
|
||||
<Surface name="BGM_CROUCH_MORTAR_spectra" animsurface="BGMMORTAR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingKevlarAndHasPistol" palette="hats">
|
||||
<Surface name="BGMPISTOL_WALK_kevlar" animsurface="BGMNOTHING_WALK" />
|
||||
<Surface name="BGMEMPTY_RUN_kevlar" animsurface="BGMPISTOL_RUN" />
|
||||
@@ -1588,6 +1877,290 @@
|
||||
<Surface name="BGM_CROUCH_MORTAR_BP" animsurface="BGMMORTAR" />
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
<Layer name="legrig">
|
||||
<LayerProp filter="HasHolsterAndPistol" palette="hats">
|
||||
<Surface name="BGMPISTOL_WALK_holster" animsurface="BGMNOTHING_WALK" />
|
||||
<Surface name="BGMEMPTY_RUN_holster" animsurface="BGMPISTOL_RUN" />
|
||||
<Surface name="BGMEMPTY_RUN_holster" animsurface="BGMNOTHING_RUN" />
|
||||
<Surface name="BGMPISTOL_SDSTP_holster" animsurface="BGMSIDESTEP" />
|
||||
<Surface name="BGM_WATER_PISTOL_IDLE_holster" animsurface="BGMWATER_N_STD" />
|
||||
<Surface name="BGM_WATER_PISTOL_WALK_holster" animsurface="BGMWATER_N_WALK" />
|
||||
<Surface name="BGM_WATER_PISTOL_AIM_holster" animsurface="BGMWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasHolsterAndRifle" palette="hats">
|
||||
<Surface name="BGM_RIFLE_OPEN_holster" animsurface="BGMOPEN" />
|
||||
<Surface name="BGMRIFLE_COWER_holster" animsurface="BGMCOWER" />
|
||||
<Surface name="BGMRIFLE_PRN_COWER_holster" animsurface="BGM_COWER_PRONE" />
|
||||
<Surface name="BGMRIFLE_KICKDOOR_holster" animsurface="BGMKICKDOOR" />
|
||||
<Surface name="BGMRIFLE_DUST_SHOE_holster" animsurface="BGMSHOEDUST" />
|
||||
<Surface name="BGMRIFLE_WIPE_holster" animsurface="BGMHEADTURN" />
|
||||
<Surface name="BGMRIFLE_NECK_holster" animsurface="BGMIDLENECK" />
|
||||
<Surface name="BGMRIFLE_NECK_HERO_holster" animsurface="BGMIDLENECK2" />
|
||||
<Surface name="BGMRIFLE_DRUNK_holster" animsurface="BGMDRUNK" />
|
||||
<Surface name="BGMRIFLE_LOW_holster" animsurface="BGMSHOOT_LOW" />
|
||||
<Surface name="BGMRIFLE_HIP_LOW_holster" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_holster" animsurface="BGMSIDESTEP_R_RDY" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_holster" animsurface="BGMSIDESTEP_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_ROLL_SIDE_holster" animsurface="BGMROLL_PR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="Holster" palette="hats">
|
||||
<Surface name="BGMRIFLE_WALK_CROUCH_holster" animsurface="BGMCROUCH_R_RDY" />
|
||||
<Surface name="BGM_CROUCHWALK_holster" animsurface="BGMCROUCH_P_RDY" />
|
||||
<Surface name="BGM_CROUCHWALK_DUAL_holster" animsurface="BGMCROUCH_D_RDY" />
|
||||
<Surface name="BGMRIFLE_IDLE_HERO_holster" animsurface="BGMSTANDING" />
|
||||
<Surface name="BGMRIFLE_IDLE_holster" animsurface="BGMTHREATENSTAND" />
|
||||
<Surface name="BGMRIFLE_WALK_HERO_holster" animsurface="BGMWALKING" />
|
||||
<Surface name="BGMBASICWALK_holster" animsurface="BGMWALK2" />
|
||||
<Surface name="BGMRUNNING_HERO_holster" animsurface="BGMRUNNING" />
|
||||
<Surface name="BGMRUNNING_holster" animsurface="BGMRUN2" />
|
||||
<Surface name="BGMRIFLE_CROUCH_HERO_holster" animsurface="BGMCROUCHING" />
|
||||
<Surface name="BGMRIFLE_CROUCH_BIGM_holster" animsurface="BGMCROUCHTRANS" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_holster" animsurface="BGMSIDESTEP" />
|
||||
<Surface name="BGMRIFLE_SWAT_holster" animsurface="BGMSNEAKING" />
|
||||
<Surface name="BGMRIFLE_WALK_RDY_HERO_holster" animsurface="BGMWALK_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_WALK_holster" animsurface="BGMWALK_R_RDY" />
|
||||
<Surface name="BGMRIFLE_RAISE_HERO_holster" animsurface="BGMRAISE" />
|
||||
<Surface name="BGMRIFLE_RAISE_holster" animsurface="BGMRAISE2" />
|
||||
<Surface name="BGMRIFLE_AIM_HERO_holster" animsurface="BGMSTANDAIM" />
|
||||
<Surface name="BGMRIFLE_AIM_holster" animsurface="BGMSTANDAIM2" />
|
||||
<Surface name="BGMRIFLE_AIM_holster" animsurface="BGMSRAIMALT" />
|
||||
<Surface name="BGMRIFLE_HIP_holster" animsurface="BGM_HIP_AIM" />
|
||||
<Surface name="BGMRIFLE_HIP_HERO_holster" animsurface="BGMHIPAIMALT" />
|
||||
<Surface name="BGMRIFLE_CR_AIM_HERO_holster" animsurface="BGMCROUCHAIM" />
|
||||
<Surface name="BGMRIFLE_PRONE_HERO_holster" animsurface="BGMPRONE" />
|
||||
<Surface name="BGM_HOP_holster" animsurface="BGMHOPFENCE" />
|
||||
<Surface name="BGM_HOP_holster" animsurface="BGMJUMPWINDOWS" />
|
||||
<Surface name="BGM_PUNCH_holster" animsurface="BGMPUNCH" />
|
||||
<Surface name="BGM_IDLE_holster" animsurface="BGMNOTHING_STD" />
|
||||
<Surface name="BGM_IDLE_holster" animsurface="BGMDBLBREATH" />
|
||||
<Surface name="BGM_OPEN_holster" animsurface="BGMOPEN" />
|
||||
<Surface name="BGM_PICKUP_holster" animsurface="BGMPICKUP" />
|
||||
<Surface name="BGMMEDIC_CROUCH_holster" animsurface="BGMMEDIC" />
|
||||
<Surface name="BGMRIFLE_HIT_HERO_holster" animsurface="BGMRHIT" />
|
||||
<Surface name="BGMEMPTY_CROUCH_holster" animsurface="BGMNOTHING_CROUCH" />
|
||||
<Surface name="BGMEMPTY_SWAT_holster" animsurface="BGMNOTHING_SWAT" />
|
||||
<Surface name="BGMEMPTY_SWAT_holster" animsurface="BGMSWKNIFE" />
|
||||
<Surface name="BGMEMPTY_RUN_holster" animsurface="BGMPISTOL_RUN" />
|
||||
<Surface name="BGMEMPTY_RUN_holster" animsurface="BGMNOTHING_RUN" />
|
||||
<Surface name="BGMEMPTY_WALK_holster" animsurface="BGMNOTHING_WALK" />
|
||||
<Surface name="BGMEMPTY_PRONE_holster" animsurface="BGMHANDGUN_PRONE" />
|
||||
<Surface name="BGMPISTOL_IDLE_holster" animsurface="BGMPISTOLBREATH" />
|
||||
<Surface name="BGMPISTOL_AIM_holster" animsurface="BGMHANDGUN_S_SHOT" />
|
||||
<Surface name="BGMPISTOL_AIM_1H_holster" animsurface="BGM_PFSHOT_AIM" />
|
||||
<Surface name="BGMPISTOL_RDY_WALK_holster" animsurface="BGMWALK_P_RDY" />
|
||||
<Surface name="BGMDUAL_RDY_WALK_holster" animsurface="BGMWALK_D_RDY" />
|
||||
<Surface name="BGMPISTOL_CR_AIM_holster" animsurface="BGMHANDGUN_C_SHOT" />
|
||||
<Surface name="BGMPISTOL_SDSTP_AIM_holster" animsurface="BGMSIDESTEP_P_RDY" />
|
||||
<Surface name="BGMDUAL_SDSTP_AIM_holster" animsurface="BGMSIDESTEP_D_RDY" />
|
||||
<Surface name="BGMPISTOL_LOW_holster" animsurface="BGMPISTOLSHOOTLOW" />
|
||||
<Surface name="BGMPISTOL_LOW_holster" animsurface="BGMSHOOT_LOW" />
|
||||
<Surface name="BGMDUAL_AIM_holster" animsurface="BGMSTANDDWALAIM" />
|
||||
<Surface name="BGMDUAL_CR_AIM_holster" animsurface="BGMCDBLSHOT" />
|
||||
<Surface name="BGMMEDIC_PRONE_holster" animsurface="BGMMEDICPRN" />
|
||||
<Surface name="BGMCOWER_PRONE_holster" animsurface="BGM_COWER_PRONE" />
|
||||
<Surface name="BGMDIE_PRONE_holster" animsurface="BGMHITPRONE" />
|
||||
<Surface name="BGMDUAL_PRONE_holster" animsurface="BGMDWPRONE" />
|
||||
<Surface name="BGMEMPTY_PAIN_holster" animsurface="BGMHURTSTANDINGN" />
|
||||
<Surface name="BGMRIFLE_PAIN_holster" animsurface="BGMHURTSTANDINGR" />
|
||||
<Surface name="BGMEMPTY_DIE_holster" animsurface="BGMHITSTAND" />
|
||||
<Surface name="BGMEMPTY_JFK_holster" animsurface="BGMDIE_JFK" />
|
||||
<Surface name="BGMEMPTY_CDIE_holster" animsurface="BGMHITCROUCH" />
|
||||
<Surface name="BGMEMPTY_COWER_holster" animsurface="BGMCOWER" />
|
||||
<Surface name="BGMEMPTY_ROLL_holster" animsurface="BGMROLLOVER" />
|
||||
<Surface name="BGMEMPTY_ROLL_SIDE_holster" animsurface="BGMROLL_PR" />
|
||||
<Surface name="BGMEMPTY_DIEFB_holster" animsurface="BGMHITFALLBACK" />
|
||||
<Surface name="BGMEMPTY_DIEFBH_holster" animsurface="BGMHITHARD" />
|
||||
<Surface name="BGMEMPTY_DIEFBHB_holster" animsurface="BGMHITHARDBLOOD" />
|
||||
<Surface name="BGMRIFLE_WALK_HURT_holster" animsurface="BGMHURTWALKINGR" />
|
||||
<Surface name="BGMRIFLE_BAYONET_holster" animsurface="BGMBAYONET_S_S" />
|
||||
<Surface name="BGMRIFLE_BAYONET_L_holster" animsurface="BGMBAYONET_S_P" />
|
||||
<Surface name="BGMEMPTY_DODGE_holster" animsurface="BGMDODGE" />
|
||||
<Surface name="BGMEMPTY_THROW_holster" animsurface="BGMTHROW" />
|
||||
<Surface name="BGMEMPTY_THROW_G_holster" animsurface="BGMSTHRG" />
|
||||
<Surface name="BGMEMPTY_LOB_holster" animsurface="BGMLOB" />
|
||||
<Surface name="BGMEMPTY_LOB_G_holster" animsurface="BGMSLOBG" />
|
||||
<Surface name="BGMEMPTY_KICKDOOR_holster" animsurface="BGMKICKDOOR" />
|
||||
<Surface name="BGM_STRETCH_holster" animsurface="BGMSTRECH" />
|
||||
<Surface name="BGMEMPTY_RADIO_holster" animsurface="BGMRADIO" />
|
||||
<Surface name="BGM_FLEX_holster" animsurface="BGMFLEX" />
|
||||
<Surface name="BGMEMPTY_REMOTE_holster" animsurface="BGMUSEREMOTE" />
|
||||
<Surface name="BGMKNIFE_STAB_holster" animsurface="BGMSTAB" />
|
||||
<Surface name="BGMKNIFE_SLICE_holster" animsurface="BGMSLICE" />
|
||||
<Surface name="BGMKNIFE_THROW_holster" animsurface="BGMTHROWKNIFE" />
|
||||
<Surface name="BGMKNIFE_BREATH_holster" animsurface="BGMBREATHKNIFE" />
|
||||
<Surface name="BGMCROWBAR_HIT_holster" animsurface="BGMCROWBAR" />
|
||||
<Surface name="BGMEMPTY_CPUNCH_holster" animsurface="BGMPUNCHLOW" />
|
||||
<Surface name="BGMEMPTY_CTHROW_holster" animsurface="BGMCRTHROW" />
|
||||
<Surface name="BGMKNIFE_CSTAB_holster" animsurface="BGMCSTAB" />
|
||||
<Surface name="BGMEMPTY_CRADIO_holster" animsurface="BGMCRRADIO" />
|
||||
<Surface name="BGMEMPTY_SLEEP_holster" animsurface="BGMSLEEP" />
|
||||
<Surface name="BGMEMPTY_DRUNK_holster" animsurface="BGMPISTOLDRUNK" />
|
||||
<Surface name="BGMEMPTY_WALK_HURT_holster" animsurface="BGMHURTWALKINGN" />
|
||||
<Surface name="BGMEMPTY_FALL_holster" animsurface="BGMFALL" />
|
||||
<Surface name="BGMEMPTY_FALLFWD_holster" animsurface="BGMFALLF" />
|
||||
<Surface name="BGM_CLIMB_holster" animsurface="BGMCLIMBROOF" />
|
||||
<Surface name="BGM_CLIMB_holster" animsurface="BGMWALLJUMP" />
|
||||
<Surface name="BGMEMPTY_KARATELK_holster" animsurface="RGMLOWKICK" />
|
||||
<Surface name="BGMEMPTY_KARATESPINK_holster" animsurface="RGMSPINKICK" />
|
||||
<Surface name="BGMLAW_holster" animsurface="BGMROCKET" />
|
||||
<Surface name="BGMLAW_CR_holster" animsurface="BGMCRROCKET" />
|
||||
<Surface name="BGM_ROCK_holster" animsurface="BGMWITHSTONE" />
|
||||
<Surface name="BGM_HELIDROP_holster" animsurface="BGMHELIDROP" />
|
||||
<Surface name="BGM_WATER_RIFLE_IDLE_holster" animsurface="BGMWATER_R_STD" />
|
||||
<Surface name="BGM_WATER_RIFLE_WALK_holster" animsurface="BGMWATER_R_WALK" />
|
||||
<Surface name="BGM_WATER_RIFLE_AIM_holster" animsurface="BGMWATER_R_AIM" />
|
||||
<Surface name="BGM_WATER_RIFLE_HIP_holster" animsurface="BGM_WATER_HIP_AIM" />
|
||||
<Surface name="BGM_WATER_EMPTY_IDLE_holster" animsurface="BGMWATER_N_STD" />
|
||||
<Surface name="BGM_WATER_EMPTY_WALK_holster" animsurface="BGMWATER_N_WALK" />
|
||||
<Surface name="BGM_WATER_EMPTY_THROW_holster" animsurface="BGMWATERTHROW" />
|
||||
<Surface name="BGM_WATER_EMPTY_FALL_holster" animsurface="BGMWATER_TRANS" />
|
||||
<Surface name="BGM_WATER_EMPTY_DIE_holster" animsurface="BGMWATER_DIE" />
|
||||
<Surface name="BGM_WATER_DUAL_AIM_holster" animsurface="BGMWATER_DBLSHT" />
|
||||
<Surface name="BGM_CROUCH_MORTAR_holster" animsurface="BGMMORTAR" />
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
<Layer name="legrig_left">
|
||||
<LayerProp filter="HasLeftHolsterAndPistol" palette="hats">
|
||||
<Surface name="BGMPISTOL_WALK_holster_l" animsurface="BGMNOTHING_WALK" />
|
||||
<Surface name="BGMEMPTY_RUN_holster_l" animsurface="BGMPISTOL_RUN" />
|
||||
<Surface name="BGMEMPTY_RUN_holster_l" animsurface="BGMNOTHING_RUN" />
|
||||
<Surface name="BGMPISTOL_SDSTP_holster_l" animsurface="BGMSIDESTEP" />
|
||||
<Surface name="BGM_WATER_PISTOL_IDLE_holster_l" animsurface="BGMWATER_N_STD" />
|
||||
<Surface name="BGM_WATER_PISTOL_WALK_holster_l" animsurface="BGMWATER_N_WALK" />
|
||||
<Surface name="BGM_WATER_PISTOL_AIM_holster_l" animsurface="BGMWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasLeftHolsterAndRifle" palette="hats">
|
||||
<Surface name="BGM_RIFLE_OPEN_holster_l" animsurface="BGMOPEN" />
|
||||
<Surface name="BGMRIFLE_COWER_holster_l" animsurface="BGMCOWER" />
|
||||
<Surface name="BGMRIFLE_PRN_COWER_holster_l" animsurface="BGM_COWER_PRONE" />
|
||||
<Surface name="BGMRIFLE_KICKDOOR_holster_l" animsurface="BGMKICKDOOR" />
|
||||
<Surface name="BGMRIFLE_DUST_SHOE_holster_l" animsurface="BGMSHOEDUST" />
|
||||
<Surface name="BGMRIFLE_WIPE_holster_l" animsurface="BGMHEADTURN" />
|
||||
<Surface name="BGMRIFLE_NECK_holster_l" animsurface="BGMIDLENECK" />
|
||||
<Surface name="BGMRIFLE_NECK_HERO_holster_l" animsurface="BGMIDLENECK2" />
|
||||
<Surface name="BGMRIFLE_DRUNK_holster_l" animsurface="BGMDRUNK" />
|
||||
<Surface name="BGMRIFLE_LOW_holster_l" animsurface="BGMSHOOT_LOW" />
|
||||
<Surface name="BGMRIFLE_HIP_LOW_holster_l" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_holster_l" animsurface="BGMSIDESTEP_R_RDY" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_holster_l" animsurface="BGMSIDESTEP_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_ROLL_SIDE_holster_l" animsurface="BGMROLL_PR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HolsterLeft" palette="hats">
|
||||
<Surface name="BGMRIFLE_WALK_CROUCH_holster_l" animsurface="BGMCROUCH_R_RDY" />
|
||||
<Surface name="BGM_CROUCHWALK_holster_l" animsurface="BGMCROUCH_P_RDY" />
|
||||
<Surface name="BGM_CROUCHWALK_DUAL_holster_l" animsurface="BGMCROUCH_D_RDY" />
|
||||
<Surface name="BGMRIFLE_IDLE_HERO_holster_l" animsurface="BGMSTANDING" />
|
||||
<Surface name="BGMRIFLE_IDLE_holster_l" animsurface="BGMTHREATENSTAND" />
|
||||
<Surface name="BGMRIFLE_WALK_HERO_holster_l" animsurface="BGMWALKING" />
|
||||
<Surface name="BGMBASICWALK_holster_l" animsurface="BGMWALK2" />
|
||||
<Surface name="BGMRUNNING_HERO_holster_l" animsurface="BGMRUNNING" />
|
||||
<Surface name="BGMRUNNING_holster_l" animsurface="BGMRUN2" />
|
||||
<Surface name="BGMRIFLE_CROUCH_HERO_holster_l" animsurface="BGMCROUCHING" />
|
||||
<Surface name="BGMRIFLE_CROUCH_BIGM_holster_l" animsurface="BGMCROUCHTRANS" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_holster_l" animsurface="BGMSIDESTEP" />
|
||||
<Surface name="BGMRIFLE_SWAT_holster_l" animsurface="BGMSNEAKING" />
|
||||
<Surface name="BGMRIFLE_WALK_RDY_HERO_holster_l" animsurface="BGMWALK_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_WALK_holster_l" animsurface="BGMWALK_R_RDY" />
|
||||
<Surface name="BGMRIFLE_RAISE_HERO_holster_l" animsurface="BGMRAISE" />
|
||||
<Surface name="BGMRIFLE_RAISE_holster_l" animsurface="BGMRAISE2" />
|
||||
<Surface name="BGMRIFLE_AIM_HERO_holster_l" animsurface="BGMSTANDAIM" />
|
||||
<Surface name="BGMRIFLE_AIM_holster_l" animsurface="BGMSTANDAIM2" />
|
||||
<Surface name="BGMRIFLE_AIM_holster_l" animsurface="BGMSRAIMALT" />
|
||||
<Surface name="BGMRIFLE_HIP_holster_l" animsurface="BGM_HIP_AIM" />
|
||||
<Surface name="BGMRIFLE_HIP_HERO_holster_l" animsurface="BGMHIPAIMALT" />
|
||||
<Surface name="BGMRIFLE_CR_AIM_HERO_holster_l" animsurface="BGMCROUCHAIM" />
|
||||
<Surface name="BGMRIFLE_PRONE_HERO_holster_l" animsurface="BGMPRONE" />
|
||||
<Surface name="BGM_HOP_holster_l" animsurface="BGMHOPFENCE" />
|
||||
<Surface name="BGM_HOP_holster_l" animsurface="BGMJUMPWINDOWS" />
|
||||
<Surface name="BGM_PUNCH_holster_l" animsurface="BGMPUNCH" />
|
||||
<Surface name="BGM_IDLE_holster_l" animsurface="BGMNOTHING_STD" />
|
||||
<Surface name="BGM_IDLE_holster_l" animsurface="BGMDBLBREATH" />
|
||||
<Surface name="BGM_OPEN_holster_l" animsurface="BGMOPEN" />
|
||||
<Surface name="BGM_PICKUP_holster_l" animsurface="BGMPICKUP" />
|
||||
<Surface name="BGMMEDIC_CROUCH_holster_l" animsurface="BGMMEDIC" />
|
||||
<Surface name="BGMRIFLE_HIT_HERO_holster_l" animsurface="BGMRHIT" />
|
||||
<Surface name="BGMEMPTY_CROUCH_holster_l" animsurface="BGMNOTHING_CROUCH" />
|
||||
<Surface name="BGMEMPTY_SWAT_holster_l" animsurface="BGMNOTHING_SWAT" />
|
||||
<Surface name="BGMEMPTY_SWAT_holster_l" animsurface="BGMSWKNIFE" />
|
||||
<Surface name="BGMEMPTY_RUN_holster_l" animsurface="BGMPISTOL_RUN" />
|
||||
<Surface name="BGMEMPTY_RUN_holster_l" animsurface="BGMNOTHING_RUN" />
|
||||
<Surface name="BGMEMPTY_WALK_holster_l" animsurface="BGMNOTHING_WALK" />
|
||||
<Surface name="BGMEMPTY_PRONE_holster_l" animsurface="BGMHANDGUN_PRONE" />
|
||||
<Surface name="BGMPISTOL_IDLE_holster_l" animsurface="BGMPISTOLBREATH" />
|
||||
<Surface name="BGMPISTOL_AIM_holster_l" animsurface="BGMHANDGUN_S_SHOT" />
|
||||
<Surface name="BGMPISTOL_AIM_1H_holster_l" animsurface="BGM_PFSHOT_AIM" />
|
||||
<Surface name="BGMPISTOL_RDY_WALK_holster_l" animsurface="BGMWALK_P_RDY" />
|
||||
<Surface name="BGMDUAL_RDY_WALK_holster_l" animsurface="BGMWALK_D_RDY" />
|
||||
<Surface name="BGMPISTOL_CR_AIM_holster_l" animsurface="BGMHANDGUN_C_SHOT" />
|
||||
<Surface name="BGMPISTOL_SDSTP_AIM_holster_l" animsurface="BGMSIDESTEP_P_RDY" />
|
||||
<Surface name="BGMDUAL_SDSTP_AIM_holster_l" animsurface="BGMSIDESTEP_D_RDY" />
|
||||
<Surface name="BGMPISTOL_LOW_holster_l" animsurface="BGMPISTOLSHOOTLOW" />
|
||||
<Surface name="BGMPISTOL_LOW_holster_l" animsurface="BGMSHOOT_LOW" />
|
||||
<Surface name="BGMDUAL_AIM_holster_l" animsurface="BGMSTANDDWALAIM" />
|
||||
<Surface name="BGMDUAL_CR_AIM_holster_l" animsurface="BGMCDBLSHOT" />
|
||||
<Surface name="BGMMEDIC_PRONE_holster_l" animsurface="BGMMEDICPRN" />
|
||||
<Surface name="BGMCOWER_PRONE_holster_l" animsurface="BGM_COWER_PRONE" />
|
||||
<Surface name="BGMDIE_PRONE_holster_l" animsurface="BGMHITPRONE" />
|
||||
<Surface name="BGMDUAL_PRONE_holster_l" animsurface="BGMDWPRONE" />
|
||||
<Surface name="BGMEMPTY_PAIN_holster_l" animsurface="BGMHURTSTANDINGN" />
|
||||
<Surface name="BGMRIFLE_PAIN_holster_l" animsurface="BGMHURTSTANDINGR" />
|
||||
<Surface name="BGMEMPTY_DIE_holster_l" animsurface="BGMHITSTAND" />
|
||||
<Surface name="BGMEMPTY_JFK_holster_l" animsurface="BGMDIE_JFK" />
|
||||
<Surface name="BGMEMPTY_CDIE_holster_l" animsurface="BGMHITCROUCH" />
|
||||
<Surface name="BGMEMPTY_COWER_holster_l" animsurface="BGMCOWER" />
|
||||
<Surface name="BGMEMPTY_ROLL_holster_l" animsurface="BGMROLLOVER" />
|
||||
<Surface name="BGMEMPTY_ROLL_SIDE_holster_l" animsurface="BGMROLL_PR" />
|
||||
<Surface name="BGMEMPTY_DIEFB_holster_l" animsurface="BGMHITFALLBACK" />
|
||||
<Surface name="BGMEMPTY_DIEFBH_holster_l" animsurface="BGMHITHARD" />
|
||||
<Surface name="BGMEMPTY_DIEFBHB_holster_l" animsurface="BGMHITHARDBLOOD" />
|
||||
<Surface name="BGMRIFLE_WALK_HURT_holster_l" animsurface="BGMHURTWALKINGR" />
|
||||
<Surface name="BGMRIFLE_BAYONET_holster_l" animsurface="BGMBAYONET_S_S" />
|
||||
<Surface name="BGMRIFLE_BAYONET_L_holster_l" animsurface="BGMBAYONET_S_P" />
|
||||
<Surface name="BGMEMPTY_DODGE_holster_l" animsurface="BGMDODGE" />
|
||||
<Surface name="BGMEMPTY_THROW_holster_l" animsurface="BGMTHROW" />
|
||||
<Surface name="BGMEMPTY_THROW_G_holster_l" animsurface="BGMSTHRG" />
|
||||
<Surface name="BGMEMPTY_LOB_holster_l" animsurface="BGMLOB" />
|
||||
<Surface name="BGMEMPTY_LOB_G_holster_l" animsurface="BGMSLOBG" />
|
||||
<Surface name="BGMEMPTY_KICKDOOR_holster_l" animsurface="BGMKICKDOOR" />
|
||||
<Surface name="BGM_STRETCH_holster_l" animsurface="BGMSTRECH" />
|
||||
<Surface name="BGMEMPTY_RADIO_holster_l" animsurface="BGMRADIO" />
|
||||
<Surface name="BGM_FLEX_holster_l" animsurface="BGMFLEX" />
|
||||
<Surface name="BGMEMPTY_REMOTE_holster_l" animsurface="BGMUSEREMOTE" />
|
||||
<Surface name="BGMKNIFE_STAB_holster_l" animsurface="BGMSTAB" />
|
||||
<Surface name="BGMKNIFE_SLICE_holster_l" animsurface="BGMSLICE" />
|
||||
<Surface name="BGMKNIFE_THROW_holster_l" animsurface="BGMTHROWKNIFE" />
|
||||
<Surface name="BGMKNIFE_BREATH_holster_l" animsurface="BGMBREATHKNIFE" />
|
||||
<Surface name="BGMCROWBAR_HIT_holster_l" animsurface="BGMCROWBAR" />
|
||||
<Surface name="BGMEMPTY_CPUNCH_holster_l" animsurface="BGMPUNCHLOW" />
|
||||
<Surface name="BGMEMPTY_CTHROW_holster_l" animsurface="BGMCRTHROW" />
|
||||
<Surface name="BGMKNIFE_CSTAB_holster_l" animsurface="BGMCSTAB" />
|
||||
<Surface name="BGMEMPTY_CRADIO_holster_l" animsurface="BGMCRRADIO" />
|
||||
<Surface name="BGMEMPTY_SLEEP_holster_l" animsurface="BGMSLEEP" />
|
||||
<Surface name="BGMEMPTY_DRUNK_holster_l" animsurface="BGMPISTOLDRUNK" />
|
||||
<Surface name="BGMEMPTY_WALK_HURT_holster_l" animsurface="BGMHURTWALKINGN" />
|
||||
<Surface name="BGMEMPTY_FALL_holster_l" animsurface="BGMFALL" />
|
||||
<Surface name="BGMEMPTY_FALLFWD_holster_l" animsurface="BGMFALLF" />
|
||||
<Surface name="BGM_CLIMB_holster_l" animsurface="BGMCLIMBROOF" />
|
||||
<Surface name="BGM_CLIMB_holster_l" animsurface="BGMWALLJUMP" />
|
||||
<Surface name="BGMEMPTY_KARATELK_holster_l" animsurface="RGMLOWKICK" />
|
||||
<Surface name="BGMEMPTY_KARATESPINK_holster_l" animsurface="RGMSPINKICK" />
|
||||
<Surface name="BGMLAW_holster_l" animsurface="BGMROCKET" />
|
||||
<Surface name="BGMLAW_CR_holster_l" animsurface="BGMCRROCKET" />
|
||||
<Surface name="BGM_ROCK_holster_l" animsurface="BGMWITHSTONE" />
|
||||
<Surface name="BGM_HELIDROP_holster_l" animsurface="BGMHELIDROP" />
|
||||
<Surface name="BGM_WATER_RIFLE_IDLE_holster_l" animsurface="BGMWATER_R_STD" />
|
||||
<Surface name="BGM_WATER_RIFLE_WALK_holster_l" animsurface="BGMWATER_R_WALK" />
|
||||
<Surface name="BGM_WATER_RIFLE_AIM_holster_l" animsurface="BGMWATER_R_AIM" />
|
||||
<Surface name="BGM_WATER_RIFLE_HIP_holster_l" animsurface="BGM_WATER_HIP_AIM" />
|
||||
<Surface name="BGM_WATER_EMPTY_IDLE_holster_l" animsurface="BGMWATER_N_STD" />
|
||||
<Surface name="BGM_WATER_EMPTY_WALK_holster_l" animsurface="BGMWATER_N_WALK" />
|
||||
<Surface name="BGM_WATER_EMPTY_THROW_holster_l" animsurface="BGMWATERTHROW" />
|
||||
<Surface name="BGM_WATER_EMPTY_FALL_holster_l" animsurface="BGMWATER_TRANS" />
|
||||
<Surface name="BGM_WATER_EMPTY_DIE_holster_l" animsurface="BGMWATER_DIE" />
|
||||
<Surface name="BGM_WATER_DUAL_AIM_holster_l" animsurface="BGMWATER_DBLSHT" />
|
||||
<Surface name="BGM_CROUCH_MORTAR_holster_l" animsurface="BGMMORTAR" />
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
<Layer name="knees">
|
||||
<LayerProp filter="HasKneepadsAndHasPistol" palette="hats">
|
||||
<Surface name="BGMPISTOL_WALK_PADS" animsurface="BGMNOTHING_WALK" />
|
||||
|
||||
@@ -3136,6 +3136,476 @@
|
||||
<AnimSurface name="RGF_WATER_PISTOL_IDLE_kevlar" file="Anims\LOBOT\RGF\FW_P_BRTH_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_PISTOL_AIM_kevlar" file="Anims\LOBOT\RGF\FW_N_SHOT_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_DUAL_AIM_kevlar" file="Anims\LOBOT\RGF\FW_DBLSHOT_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<!-- Spectra Vest -->
|
||||
<AnimSurface name="RGF_PICKUP_FOX_spectra" file="Anims\LOBOT\RGF\F_PICKUP_FOX_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_WALK_CROUCH_spectra" file="Anims\LOBOT\RGF\F_R_SWAT_AIM_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_CROUCHWALK_spectra" file="Anims\LOBOT\RGF\F_P_SWAT_AIM_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_CROUCHWALK_DUAL_spectra" file="Anims\LOBOT\RGF\F_D_SWAT_AIM_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_WALK_spectra" file="Anims\LOBOT\RGF\F_R_RDY_WALK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_WALK_HURT_spectra" file="Anims\LOBOT\RGF\F_R_WALK_HURT_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_IDLE_spectra" file="Anims\LOBOT\RGF\F_R_STD_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_BASICWALK_spectra" file="Anims\LOBOT\RGF\F_R_WALK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_CROUCH_spectra" file="Anims\LOBOT\RGF\F_R_C_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_SWAT_spectra" file="Anims\LOBOT\RGF\F_R_SWAT_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_SIDESTEP_spectra" file="Anims\LOBOT\RGF\F_R_SDSP_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_SIDESTEP_AIM_spectra" file="Anims\LOBOT\RGF\F_R_SDSP_AIM_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RUNNING_spectra" file="Anims\LOBOT\RGF\F_R_RUN_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_RAISE_spectra" file="Anims\LOBOT\RGF\F_RAISE_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_AIM_spectra" file="Anims\LOBOT\RGF\F_SR_AIM_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_LOW_spectra" file="Anims\LOBOT\RGF\F_R_LOW_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_HIP_spectra" file="Anims\LOBOT\RGF\F_SR_HIP_AIM_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_HIP_LOW_spectra" file="Anims\LOBOT\RGF\F_R_HIP_LOW_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_CR_AIM_spectra" file="Anims\LOBOT\RGF\F_CR_AIM_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_PRONE_spectra" file="Anims\LOBOT\RGF\F_R_PRN_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="RGF_HOP_spectra" file="Anims\LOBOT\RGF\F_HOP_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_CLIMB_spectra" file="Anims\LOBOT\RGF\F_CLIMB_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="44" profile="-1" />
|
||||
<AnimSurface name="RGF_PUNCH_spectra" file="Anims\LOBOT\RGF\F_PUNCH_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_IDLE_spectra" file="Anims\LOBOT\RGF\F_N_STD_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_OPEN_spectra" file="Anims\LOBOT\RGF\F_OPEN_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_OPEN_spectra" file="Anims\LOBOT\RGF\F_RIFLE_OPEN_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_KICKDOOR_spectra" file="Anims\LOBOT\RGF\F_R_DR_KICK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_DRUNK_spectra" file="Anims\LOBOT\RGF\F_R_DRUNK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_BAYONET_spectra" file="Anims\LOBOT\RGF\F_R_BAYONET_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_BAYONET_L_spectra" file="Anims\LOBOT\RGF\F_R_BAYONET_L_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="RGF_PICKUP_spectra" file="Anims\LOBOT\RGF\F_PICKUP_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGF_MEDIC_CROUCH_spectra" file="Anims\LOBOT\RGF\F_MEDIC_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_MEDIC_PRONE_spectra" file="Anims\LOBOT\RGF\F_PRN_MED_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="7" profile="-1" />
|
||||
<AnimSurface name="RGF_COWER_PRONE_spectra" file="Anims\LOBOT\RGF\F_PRNCOW_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
|
||||
<AnimSurface name="RGF_DIE_PRONE_spectra" file="Anims\LOBOT\RGF\F_P_DIE_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_HIT_spectra" file="Anims\LOBOT\RGF\F_HIT_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_CROUCH_spectra" file="Anims\LOBOT\RGF\F_N_CRCH_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_SWAT_spectra" file="Anims\LOBOT\RGF\F_N_SWAT_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_RUN_spectra" file="Anims\LOBOT\RGF\F_N_RUN_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_WALK_spectra" file="Anims\LOBOT\RGF\F_N_WALK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_PRONE_spectra" file="Anims\LOBOT\RGF\F_N_PRNE_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_PRONE_spectra" file="Anims\LOBOT\RGF\F_DB_PRN_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_IDLE_spectra" file="Anims\LOBOT\RGF\F_P_BRTH_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_RDY_WALK_spectra" file="Anims\LOBOT\RGF\F_P_RDY_WALK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_RDY_WALK_spectra" file="Anims\LOBOT\RGF\F_DBL_RDY_WALK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_AIM_spectra" file="Anims\LOBOT\RGF\F_P_SHOT_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_AIM_1H_spectra" file="Anims\LOBOT\RGF\F_P_SHOT2_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_LOW_spectra" file="Anims\LOBOT\RGF\F_P_LOW_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_CR_AIM_spectra" file="Anims\LOBOT\RGF\F_CR_AIM_P_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_CR_AIM_spectra" file="Anims\LOBOT\RGF\F_CR_AIM_D_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_SDSTP_spectra" file="Anims\LOBOT\RGF\F_P_SDSP_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_SDSTP_AIM_spectra" file="Anims\LOBOT\RGF\F_P_SDSP_AIM_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_SDSTP_spectra" file="Anims\LOBOT\RGF\F_DBL_SDSP_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_SDSTP_AIM_spectra" file="Anims\LOBOT\RGF\F_DBL_SDSP_AIM_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_AIM_spectra" file="Anims\LOBOT\RGF\F_DBLSHOT_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_PAIN_spectra" file="Anims\LOBOT\RGF\F_N_PAIN_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_DRUNK_spectra" file="Anims\LOBOT\RGF\F_N_DRUNK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_PAIN_spectra" file="Anims\LOBOT\RGF\F_R_PAIN_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_DODGE_spectra" file="Anims\LOBOT\RGF\F_DODGE_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_THROW_spectra" file="Anims\LOBOT\RGF\F_THROW_G_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_THROW_G_spectra" file="Anims\LOBOT\RGF\F_THROW_G_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_LOB_spectra" file="Anims\LOBOT\RGF\F_LOB_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_LOB_G_spectra" file="Anims\LOBOT\RGF\F_LOB_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_KICKDOOR_spectra" file="Anims\LOBOT\RGF\F_DR_KICK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_RADIO_spectra" file="Anims\LOBOT\RGF\F_RADIO_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_REMOTE_spectra" file="Anims\LOBOT\RGF\F_REMOTE_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
|
||||
<AnimSurface name="RGF_KNIFE_STAB_spectra" file="Anims\LOBOT\RGF\F_STAB_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_KNIFE_SLICE_spectra" file="Anims\LOBOT\RGF\F_SLICE_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_KNIFE_THROW_spectra" file="Anims\LOBOT\RGF\F_K_THROW_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_KNIFE_BREATH_spectra" file="Anims\LOBOT\RGF\F_K_BREATH_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_CROWBAR_HIT_spectra" file="Anims\LOBOT\RGF\F_CROWBAR_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
|
||||
<AnimSurface name="RGF_CROWBAR_CR_HIT_spectra" file="Anims\LOBOT\RGF\F_C_CROWBAR_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_DIE_spectra" file="Anims\LOBOT\RGF\F_D_FWD_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_JFK_spectra" file="Anims\LOBOT\RGF\F_D_FWD_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_DIEFB_spectra" file="Anims\LOBOT\RGF\F_DIEBAC_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_DIEFBH_spectra" file="Anims\LOBOT\RGF\F_DIEHARD_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_DIEFBHB_spectra" file="Anims\LOBOT\RGF\F_DIEHARDB_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_FALL_spectra" file="Anims\LOBOT\RGF\F_N_FALL_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "4" framesperdir="52" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_FALLFWD_spectra" file="Anims\LOBOT\RGF\F_N_FALL_FWD_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "4" framesperdir="41" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_KARATEP_spectra" file="Anims\LOBOT\RGF\F_K_PUNCH_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_KARATELK_spectra" file="Anims\LOBOT\RGF\F_K_LOWKICK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="44" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_KARATESPINK_spectra" file="Anims\LOBOT\RGF\F_K_SPINKICK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_CDIE_spectra" file="Anims\LOBOT\RGF\F_C_DIE_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="9" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_CPUNCH_spectra" file="Anims\LOBOT\RGF\F_C_PUNCH_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_CTHROW_spectra" file="Anims\LOBOT\RGF\F_C_THROW_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_CRADIO_spectra" file="Anims\LOBOT\RGF\F_C_RADIO_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="RGF_KNIFE_CSTAB_spectra" file="Anims\LOBOT\RGF\F_C_STAB_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_COWER_spectra" file="Anims\LOBOT\RGF\F_COWER_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_COWER_spectra" file="Anims\LOBOT\RGF\F_R_COWER_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_PRN_COWER_spectra" file="Anims\LOBOT\RGF\F_R_PRNCOW_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_ROLL_SIDE_spectra" file="Anims\LOBOT\RGF\F_R_ROLL_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_ROLL_spectra" file="Anims\LOBOT\RGF\F_ROLL_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_ROLL_SIDE_spectra" file="Anims\LOBOT\RGF\F_N_ROLL_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_SLEEP_spectra" file="Anims\LOBOT\RGF\F_SLEEP_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="RGF_LAW_spectra" file="Anims\LOBOT\RGF\F_LAW_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_LAW_CR_spectra" file="Anims\LOBOT\RGF\F_LAW_CR_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_KICKSAND_spectra" file="Anims\LOBOT\RGF\F_SAND_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_WIPEFACE_spectra" file="Anims\LOBOT\RGF\F_WIPE_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_LOOK_spectra" file="Anims\LOBOT\RGF\F_R_LOOK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_CLEAN_spectra" file="Anims\LOBOT\RGF\F_R_CLEAN_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_HELIDROP_spectra" file="Anims\LOBOT\RGF\f_heli_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="RGF_CROUCH_MORTAR_spectra" file="Anims\LOBOT\RGF\F_MORTAR_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
|
||||
<AnimSurface name="RGF_SLAP_spectra" file="Anims\LOBOT\RGF\F_N_SLAP_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="37" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_IDLE_spectra" file="Anims\LOBOT\RGF\FW_R_STD_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_WALK_spectra" file="Anims\LOBOT\RGF\FW_R_WALK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_AIM_spectra" file="Anims\LOBOT\RGF\FW_SR_AIM_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_HIP_spectra" file="Anims\LOBOT\RGF\FW_SR_HIP_AIM_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_IDLE_spectra" file="Anims\LOBOT\RGF\FW_N_STD_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_WALK_spectra" file="Anims\LOBOT\RGF\FW_N_WALK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_THROW_spectra" file="Anims\LOBOT\RGF\FW_THROW_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_FALL_spectra" file="Anims\LOBOT\RGF\FW_FALL_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_TREAD_spectra" file="Anims\LOBOT\RGF\FW_TREAD_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_SWIM_spectra" file="Anims\LOBOT\RGF\FW_SWIM_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_DIE_spectra" file="Anims\LOBOT\RGF\FW_DIE_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_DROWN_spectra" file="Anims\LOBOT\RGF\FW_DROWN_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_PISTOL_IDLE_spectra" file="Anims\LOBOT\RGF\FW_P_BRTH_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_PISTOL_AIM_spectra" file="Anims\LOBOT\RGF\FW_N_SHOT_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_DUAL_AIM_spectra" file="Anims\LOBOT\RGF\FW_DBLSHOT_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<!-- Balaclava -->
|
||||
<AnimSurface name="RGF_PICKUP_FOX_balaclava" file="Anims\LOBOT\RGF\F_PICKUP_FOX_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_WALK_CROUCH_balaclava" file="Anims\LOBOT\RGF\F_R_SWAT_AIM_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_CROUCHWALK_balaclava" file="Anims\LOBOT\RGF\F_P_SWAT_AIM_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_CROUCHWALK_DUAL_balaclava" file="Anims\LOBOT\RGF\F_D_SWAT_AIM_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_WALK_balaclava" file="Anims\LOBOT\RGF\F_R_RDY_WALK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_WALK_HURT_balaclava" file="Anims\LOBOT\RGF\F_R_WALK_HURT_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_IDLE_balaclava" file="Anims\LOBOT\RGF\F_R_STD_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_BASICWALK_balaclava" file="Anims\LOBOT\RGF\F_R_WALK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_CROUCH_balaclava" file="Anims\LOBOT\RGF\F_R_C_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_SWAT_balaclava" file="Anims\LOBOT\RGF\F_R_SWAT_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_SIDESTEP_balaclava" file="Anims\LOBOT\RGF\F_R_SDSP_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_SIDESTEP_AIM_balaclava" file="Anims\LOBOT\RGF\F_R_SDSP_AIM_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RUNNING_balaclava" file="Anims\LOBOT\RGF\F_R_RUN_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_RAISE_balaclava" file="Anims\LOBOT\RGF\F_RAISE_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_AIM_balaclava" file="Anims\LOBOT\RGF\F_SR_AIM_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_LOW_balaclava" file="Anims\LOBOT\RGF\F_R_LOW_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_HIP_balaclava" file="Anims\LOBOT\RGF\F_SR_HIP_AIM_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_HIP_LOW_balaclava" file="Anims\LOBOT\RGF\F_R_HIP_LOW_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_CR_AIM_balaclava" file="Anims\LOBOT\RGF\F_CR_AIM_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_PRONE_balaclava" file="Anims\LOBOT\RGF\F_R_PRN_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="RGF_HOP_balaclava" file="Anims\LOBOT\RGF\F_HOP_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_CLIMB_balaclava" file="Anims\LOBOT\RGF\F_CLIMB_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="44" profile="-1" />
|
||||
<AnimSurface name="RGF_PUNCH_balaclava" file="Anims\LOBOT\RGF\F_PUNCH_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_IDLE_balaclava" file="Anims\LOBOT\RGF\F_N_STD_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_OPEN_balaclava" file="Anims\LOBOT\RGF\F_OPEN_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_OPEN_balaclava" file="Anims\LOBOT\RGF\F_RIFLE_OPEN_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_KICKDOOR_balaclava" file="Anims\LOBOT\RGF\F_R_DR_KICK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_DRUNK_balaclava" file="Anims\LOBOT\RGF\F_R_DRUNK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_BAYONET_balaclava" file="Anims\LOBOT\RGF\F_R_BAYONET_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_BAYONET_L_balaclava" file="Anims\LOBOT\RGF\F_R_BAYONET_L_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="RGF_PICKUP_balaclava" file="Anims\LOBOT\RGF\F_PICKUP_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGF_MEDIC_CROUCH_balaclava" file="Anims\LOBOT\RGF\F_MEDIC_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_MEDIC_PRONE_balaclava" file="Anims\LOBOT\RGF\F_PRN_MED_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="7" profile="-1" />
|
||||
<AnimSurface name="RGF_COWER_PRONE_balaclava" file="Anims\LOBOT\RGF\F_PRNCOW_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
|
||||
<AnimSurface name="RGF_DIE_PRONE_balaclava" file="Anims\LOBOT\RGF\F_P_DIE_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_HIT_balaclava" file="Anims\LOBOT\RGF\F_HIT_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_CROUCH_balaclava" file="Anims\LOBOT\RGF\F_N_CRCH_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_SWAT_balaclava" file="Anims\LOBOT\RGF\F_N_SWAT_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_RUN_balaclava" file="Anims\LOBOT\RGF\F_N_RUN_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_WALK_balaclava" file="Anims\LOBOT\RGF\F_N_WALK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_PRONE_balaclava" file="Anims\LOBOT\RGF\F_N_PRNE_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_PRONE_balaclava" file="Anims\LOBOT\RGF\F_DB_PRN_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_IDLE_balaclava" file="Anims\LOBOT\RGF\F_P_BRTH_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_RDY_WALK_balaclava" file="Anims\LOBOT\RGF\F_P_RDY_WALK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_RDY_WALK_balaclava" file="Anims\LOBOT\RGF\F_DBL_RDY_WALK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_AIM_balaclava" file="Anims\LOBOT\RGF\F_P_SHOT_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_AIM_1H_balaclava" file="Anims\LOBOT\RGF\F_P_SHOT2_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_LOW_balaclava" file="Anims\LOBOT\RGF\F_P_LOW_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_CR_AIM_balaclava" file="Anims\LOBOT\RGF\F_CR_AIM_P_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_CR_AIM_balaclava" file="Anims\LOBOT\RGF\F_CR_AIM_D_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_SDSTP_balaclava" file="Anims\LOBOT\RGF\F_P_SDSP_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_SDSTP_AIM_balaclava" file="Anims\LOBOT\RGF\F_P_SDSP_AIM_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_SDSTP_balaclava" file="Anims\LOBOT\RGF\F_DBL_SDSP_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_SDSTP_AIM_balaclava" file="Anims\LOBOT\RGF\F_DBL_SDSP_AIM_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_AIM_balaclava" file="Anims\LOBOT\RGF\F_DBLSHOT_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_PAIN_balaclava" file="Anims\LOBOT\RGF\F_N_PAIN_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_DRUNK_balaclava" file="Anims\LOBOT\RGF\F_N_DRUNK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_PAIN_balaclava" file="Anims\LOBOT\RGF\F_R_PAIN_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_DODGE_balaclava" file="Anims\LOBOT\RGF\F_DODGE_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_THROW_balaclava" file="Anims\LOBOT\RGF\F_THROW_G_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_THROW_G_balaclava" file="Anims\LOBOT\RGF\F_THROW_G_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_LOB_balaclava" file="Anims\LOBOT\RGF\F_LOB_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_LOB_G_balaclava" file="Anims\LOBOT\RGF\F_LOB_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_KICKDOOR_balaclava" file="Anims\LOBOT\RGF\F_DR_KICK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_RADIO_balaclava" file="Anims\LOBOT\RGF\F_RADIO_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_REMOTE_balaclava" file="Anims\LOBOT\RGF\F_REMOTE_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
|
||||
<AnimSurface name="RGF_KNIFE_STAB_balaclava" file="Anims\LOBOT\RGF\F_STAB_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_KNIFE_SLICE_balaclava" file="Anims\LOBOT\RGF\F_SLICE_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_KNIFE_THROW_balaclava" file="Anims\LOBOT\RGF\F_K_THROW_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_KNIFE_BREATH_balaclava" file="Anims\LOBOT\RGF\F_K_BREATH_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_CROWBAR_HIT_balaclava" file="Anims\LOBOT\RGF\F_CROWBAR_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
|
||||
<AnimSurface name="RGF_CROWBAR_CR_HIT_balaclava" file="Anims\LOBOT\RGF\F_C_CROWBAR_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_DIE_balaclava" file="Anims\LOBOT\RGF\F_D_FWD_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_JFK_balaclava" file="Anims\LOBOT\RGF\F_D_FWD_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_DIEFB_balaclava" file="Anims\LOBOT\RGF\F_DIEBAC_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_DIEFBH_balaclava" file="Anims\LOBOT\RGF\F_DIEHARD_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_DIEFBHB_balaclava" file="Anims\LOBOT\RGF\F_DIEHARDB_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_FALL_balaclava" file="Anims\LOBOT\RGF\F_N_FALL_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "4" framesperdir="52" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_FALLFWD_balaclava" file="Anims\LOBOT\RGF\F_N_FALL_FWD_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "4" framesperdir="41" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_KARATEP_balaclava" file="Anims\LOBOT\RGF\F_K_PUNCH_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_KARATELK_balaclava" file="Anims\LOBOT\RGF\F_K_LOWKICK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="44" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_KARATESPINK_balaclava" file="Anims\LOBOT\RGF\F_K_SPINKICK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_CDIE_balaclava" file="Anims\LOBOT\RGF\F_C_DIE_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="9" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_CPUNCH_balaclava" file="Anims\LOBOT\RGF\F_C_PUNCH_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_CTHROW_balaclava" file="Anims\LOBOT\RGF\F_C_THROW_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_CRADIO_balaclava" file="Anims\LOBOT\RGF\F_C_RADIO_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="RGF_KNIFE_CSTAB_balaclava" file="Anims\LOBOT\RGF\F_C_STAB_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_COWER_balaclava" file="Anims\LOBOT\RGF\F_COWER_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_COWER_balaclava" file="Anims\LOBOT\RGF\F_R_COWER_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_PRN_COWER_balaclava" file="Anims\LOBOT\RGF\F_R_PRNCOW_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_ROLL_SIDE_balaclava" file="Anims\LOBOT\RGF\F_R_ROLL_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_ROLL_balaclava" file="Anims\LOBOT\RGF\F_ROLL_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_ROLL_SIDE_balaclava" file="Anims\LOBOT\RGF\F_N_ROLL_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_SLEEP_balaclava" file="Anims\LOBOT\RGF\F_SLEEP_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="RGF_LAW_balaclava" file="Anims\LOBOT\RGF\F_LAW_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_LAW_CR_balaclava" file="Anims\LOBOT\RGF\F_LAW_CR_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_KICKSAND_balaclava" file="Anims\LOBOT\RGF\F_SAND_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_WIPEFACE_balaclava" file="Anims\LOBOT\RGF\F_WIPE_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_LOOK_balaclava" file="Anims\LOBOT\RGF\F_R_LOOK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_CLEAN_balaclava" file="Anims\LOBOT\RGF\F_R_CLEAN_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_HELIDROP_balaclava" file="Anims\LOBOT\RGF\f_heli_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="RGF_CROUCH_MORTAR_balaclava" file="Anims\LOBOT\RGF\F_MORTAR_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
|
||||
<AnimSurface name="RGF_SLAP_balaclava" file="Anims\LOBOT\RGF\F_N_SLAP_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="37" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_IDLE_balaclava" file="Anims\LOBOT\RGF\FW_R_STD_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_WALK_balaclava" file="Anims\LOBOT\RGF\FW_R_WALK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_AIM_balaclava" file="Anims\LOBOT\RGF\FW_SR_AIM_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_HIP_balaclava" file="Anims\LOBOT\RGF\FW_SR_HIP_AIM_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_IDLE_balaclava" file="Anims\LOBOT\RGF\FW_N_STD_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_WALK_balaclava" file="Anims\LOBOT\RGF\FW_N_WALK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_THROW_balaclava" file="Anims\LOBOT\RGF\FW_THROW_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_FALL_balaclava" file="Anims\LOBOT\RGF\FW_FALL_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_TREAD_balaclava" file="Anims\LOBOT\RGF\FW_TREAD_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_SWIM_balaclava" file="Anims\LOBOT\RGF\FW_SWIM_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_DIE_balaclava" file="Anims\LOBOT\RGF\FW_DIE_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_DROWN_balaclava" file="Anims\LOBOT\RGF\FW_DROWN_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_PISTOL_IDLE_balaclava" file="Anims\LOBOT\RGF\FW_P_BRTH_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_PISTOL_AIM_balaclava" file="Anims\LOBOT\RGF\FW_N_SHOT_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_DUAL_AIM_balaclava" file="Anims\LOBOT\RGF\FW_DBLSHOT_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<!-- Holster -->
|
||||
<AnimSurface name="RGF_PICKUP_FOX_holster" file="Anims\LOBOT\RGF\F_PICKUP_FOX_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_WALK_CROUCH_holster" file="Anims\LOBOT\RGF\F_R_SWAT_AIM_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_CROUCHWALK_holster" file="Anims\LOBOT\RGF\F_P_SWAT_AIM_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_CROUCHWALK_DUAL_holster" file="Anims\LOBOT\RGF\F_D_SWAT_AIM_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_WALK_holster" file="Anims\LOBOT\RGF\F_R_RDY_WALK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_WALK_HURT_holster" file="Anims\LOBOT\RGF\F_R_WALK_HURT_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_IDLE_holster" file="Anims\LOBOT\RGF\F_R_STD_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_BASICWALK_holster" file="Anims\LOBOT\RGF\F_R_WALK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_CROUCH_holster" file="Anims\LOBOT\RGF\F_R_C_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_SWAT_holster" file="Anims\LOBOT\RGF\F_R_SWAT_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_SIDESTEP_holster" file="Anims\LOBOT\RGF\F_R_SDSP_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_SIDESTEP_AIM_holster" file="Anims\LOBOT\RGF\F_R_SDSP_AIM_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RUNNING_holster" file="Anims\LOBOT\RGF\F_R_RUN_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_RAISE_holster" file="Anims\LOBOT\RGF\F_RAISE_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_AIM_holster" file="Anims\LOBOT\RGF\F_SR_AIM_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_LOW_holster" file="Anims\LOBOT\RGF\F_R_LOW_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_HIP_holster" file="Anims\LOBOT\RGF\F_SR_HIP_AIM_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_HIP_LOW_holster" file="Anims\LOBOT\RGF\F_R_HIP_LOW_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_CR_AIM_holster" file="Anims\LOBOT\RGF\F_CR_AIM_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_PRONE_holster" file="Anims\LOBOT\RGF\F_R_PRN_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="RGF_HOP_holster" file="Anims\LOBOT\RGF\F_HOP_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_CLIMB_holster" file="Anims\LOBOT\RGF\F_CLIMB_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="44" profile="-1" />
|
||||
<AnimSurface name="RGF_PUNCH_holster" file="Anims\LOBOT\RGF\F_PUNCH_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_IDLE_holster" file="Anims\LOBOT\RGF\F_N_STD_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_OPEN_holster" file="Anims\LOBOT\RGF\F_OPEN_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_OPEN_holster" file="Anims\LOBOT\RGF\F_RIFLE_OPEN_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_KICKDOOR_holster" file="Anims\LOBOT\RGF\F_R_DR_KICK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_DRUNK_holster" file="Anims\LOBOT\RGF\F_R_DRUNK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_BAYONET_holster" file="Anims\LOBOT\RGF\F_R_BAYONET_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_BAYONET_L_holster" file="Anims\LOBOT\RGF\F_R_BAYONET_L_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="RGF_PICKUP_holster" file="Anims\LOBOT\RGF\F_PICKUP_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGF_MEDIC_CROUCH_holster" file="Anims\LOBOT\RGF\F_MEDIC_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_MEDIC_PRONE_holster" file="Anims\LOBOT\RGF\F_PRN_MED_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="7" profile="-1" />
|
||||
<AnimSurface name="RGF_COWER_PRONE_holster" file="Anims\LOBOT\RGF\F_PRNCOW_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
|
||||
<AnimSurface name="RGF_DIE_PRONE_holster" file="Anims\LOBOT\RGF\F_P_DIE_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_HIT_holster" file="Anims\LOBOT\RGF\F_HIT_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_CROUCH_holster" file="Anims\LOBOT\RGF\F_N_CRCH_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_SWAT_holster" file="Anims\LOBOT\RGF\F_N_SWAT_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_RUN_holster" file="Anims\LOBOT\RGF\F_N_RUN_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_WALK_holster" file="Anims\LOBOT\RGF\F_N_WALK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_PRONE_holster" file="Anims\LOBOT\RGF\F_N_PRNE_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_PRONE_holster" file="Anims\LOBOT\RGF\F_DB_PRN_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_IDLE_holster" file="Anims\LOBOT\RGF\F_P_BRTH_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_RDY_WALK_holster" file="Anims\LOBOT\RGF\F_P_RDY_WALK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_RDY_WALK_holster" file="Anims\LOBOT\RGF\F_DBL_RDY_WALK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_AIM_holster" file="Anims\LOBOT\RGF\F_P_SHOT_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_AIM_1H_holster" file="Anims\LOBOT\RGF\F_P_SHOT2_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_LOW_holster" file="Anims\LOBOT\RGF\F_P_LOW_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_CR_AIM_holster" file="Anims\LOBOT\RGF\F_CR_AIM_P_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_CR_AIM_holster" file="Anims\LOBOT\RGF\F_CR_AIM_D_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_SDSTP_holster" file="Anims\LOBOT\RGF\F_P_SDSP_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_SDSTP_AIM_holster" file="Anims\LOBOT\RGF\F_P_SDSP_AIM_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_SDSTP_holster" file="Anims\LOBOT\RGF\F_DBL_SDSP_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_SDSTP_AIM_holster" file="Anims\LOBOT\RGF\F_DBL_SDSP_AIM_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_AIM_holster" file="Anims\LOBOT\RGF\F_DBLSHOT_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_PAIN_holster" file="Anims\LOBOT\RGF\F_N_PAIN_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_DRUNK_holster" file="Anims\LOBOT\RGF\F_N_DRUNK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_PAIN_holster" file="Anims\LOBOT\RGF\F_R_PAIN_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_DODGE_holster" file="Anims\LOBOT\RGF\F_DODGE_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_THROW_holster" file="Anims\LOBOT\RGF\F_THROW_G_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_THROW_G_holster" file="Anims\LOBOT\RGF\F_THROW_G_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_LOB_holster" file="Anims\LOBOT\RGF\F_LOB_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_LOB_G_holster" file="Anims\LOBOT\RGF\F_LOB_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_KICKDOOR_holster" file="Anims\LOBOT\RGF\F_DR_KICK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_RADIO_holster" file="Anims\LOBOT\RGF\F_RADIO_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_REMOTE_holster" file="Anims\LOBOT\RGF\F_REMOTE_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
|
||||
<AnimSurface name="RGF_KNIFE_STAB_holster" file="Anims\LOBOT\RGF\F_STAB_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_KNIFE_SLICE_holster" file="Anims\LOBOT\RGF\F_SLICE_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_KNIFE_THROW_holster" file="Anims\LOBOT\RGF\F_K_THROW_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_KNIFE_BREATH_holster" file="Anims\LOBOT\RGF\F_K_BREATH_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_CROWBAR_HIT_holster" file="Anims\LOBOT\RGF\F_CROWBAR_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
|
||||
<AnimSurface name="RGF_CROWBAR_CR_HIT_holster" file="Anims\LOBOT\RGF\F_C_CROWBAR_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_DIE_holster" file="Anims\LOBOT\RGF\F_D_FWD_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_JFK_holster" file="Anims\LOBOT\RGF\F_D_FWD_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_DIEFB_holster" file="Anims\LOBOT\RGF\F_DIEBAC_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_DIEFBH_holster" file="Anims\LOBOT\RGF\F_DIEHARD_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_DIEFBHB_holster" file="Anims\LOBOT\RGF\F_DIEHARDB_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_FALL_holster" file="Anims\LOBOT\RGF\F_N_FALL_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "4" framesperdir="52" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_FALLFWD_holster" file="Anims\LOBOT\RGF\F_N_FALL_FWD_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "4" framesperdir="41" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_KARATEP_holster" file="Anims\LOBOT\RGF\F_K_PUNCH_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_KARATELK_holster" file="Anims\LOBOT\RGF\F_K_LOWKICK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="44" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_KARATESPINK_holster" file="Anims\LOBOT\RGF\F_K_SPINKICK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_CDIE_holster" file="Anims\LOBOT\RGF\F_C_DIE_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="9" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_CPUNCH_holster" file="Anims\LOBOT\RGF\F_C_PUNCH_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_CTHROW_holster" file="Anims\LOBOT\RGF\F_C_THROW_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_CRADIO_holster" file="Anims\LOBOT\RGF\F_C_RADIO_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="RGF_KNIFE_CSTAB_holster" file="Anims\LOBOT\RGF\F_C_STAB_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_COWER_holster" file="Anims\LOBOT\RGF\F_COWER_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_COWER_holster" file="Anims\LOBOT\RGF\F_R_COWER_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_PRN_COWER_holster" file="Anims\LOBOT\RGF\F_R_PRNCOW_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_ROLL_SIDE_holster" file="Anims\LOBOT\RGF\F_R_ROLL_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_ROLL_holster" file="Anims\LOBOT\RGF\F_ROLL_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_ROLL_SIDE_holster" file="Anims\LOBOT\RGF\F_N_ROLL_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_SLEEP_holster" file="Anims\LOBOT\RGF\F_SLEEP_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="RGF_LAW_holster" file="Anims\LOBOT\RGF\F_LAW_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_LAW_CR_holster" file="Anims\LOBOT\RGF\F_LAW_CR_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_KICKSAND_holster" file="Anims\LOBOT\RGF\F_SAND_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_WIPEFACE_holster" file="Anims\LOBOT\RGF\F_WIPE_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_LOOK_holster" file="Anims\LOBOT\RGF\F_R_LOOK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_CLEAN_holster" file="Anims\LOBOT\RGF\F_R_CLEAN_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_HELIDROP_holster" file="Anims\LOBOT\RGF\f_heli_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="RGF_CROUCH_MORTAR_holster" file="Anims\LOBOT\RGF\F_MORTAR_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
|
||||
<AnimSurface name="RGF_SLAP_holster" file="Anims\LOBOT\RGF\F_N_SLAP_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="37" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_IDLE_holster" file="Anims\LOBOT\RGF\FW_R_STD_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_WALK_holster" file="Anims\LOBOT\RGF\FW_R_WALK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_AIM_holster" file="Anims\LOBOT\RGF\FW_SR_AIM_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_HIP_holster" file="Anims\LOBOT\RGF\FW_SR_HIP_AIM_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_IDLE_holster" file="Anims\LOBOT\RGF\FW_N_STD_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_WALK_holster" file="Anims\LOBOT\RGF\FW_N_WALK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_THROW_holster" file="Anims\LOBOT\RGF\FW_THROW_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_FALL_holster" file="Anims\LOBOT\RGF\FW_FALL_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_DIE_holster" file="Anims\LOBOT\RGF\FW_DIE_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_PISTOL_IDLE_holster" file="Anims\LOBOT\RGF\FW_P_BRTH_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_PISTOL_AIM_holster" file="Anims\LOBOT\RGF\FW_N_SHOT_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_DUAL_AIM_holster" file="Anims\LOBOT\RGF\FW_DBLSHOT_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<!-- Holster Left -->
|
||||
<AnimSurface name="RGF_PICKUP_FOX_holster_l" file="Anims\LOBOT\RGF\F_PICKUP_FOX_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_WALK_CROUCH_holster_l" file="Anims\LOBOT\RGF\F_R_SWAT_AIM_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_CROUCHWALK_holster_l" file="Anims\LOBOT\RGF\F_P_SWAT_AIM_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_CROUCHWALK_DUAL_holster_l" file="Anims\LOBOT\RGF\F_D_SWAT_AIM_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_WALK_holster_l" file="Anims\LOBOT\RGF\F_R_RDY_WALK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_WALK_HURT_holster_l" file="Anims\LOBOT\RGF\F_R_WALK_HURT_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_IDLE_holster_l" file="Anims\LOBOT\RGF\F_R_STD_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_BASICWALK_holster_l" file="Anims\LOBOT\RGF\F_R_WALK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_CROUCH_holster_l" file="Anims\LOBOT\RGF\F_R_C_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_SWAT_holster_l" file="Anims\LOBOT\RGF\F_R_SWAT_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_SIDESTEP_holster_l" file="Anims\LOBOT\RGF\F_R_SDSP_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_SIDESTEP_AIM_holster_l" file="Anims\LOBOT\RGF\F_R_SDSP_AIM_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RUNNING_holster_l" file="Anims\LOBOT\RGF\F_R_RUN_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_RAISE_holster_l" file="Anims\LOBOT\RGF\F_RAISE_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_AIM_holster_l" file="Anims\LOBOT\RGF\F_SR_AIM_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_LOW_holster_l" file="Anims\LOBOT\RGF\F_R_LOW_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_HIP_holster_l" file="Anims\LOBOT\RGF\F_SR_HIP_AIM_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_HIP_LOW_holster_l" file="Anims\LOBOT\RGF\F_R_HIP_LOW_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_CR_AIM_holster_l" file="Anims\LOBOT\RGF\F_CR_AIM_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_PRONE_holster_l" file="Anims\LOBOT\RGF\F_R_PRN_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="RGF_HOP_holster_l" file="Anims\LOBOT\RGF\F_HOP_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_CLIMB_holster_l" file="Anims\LOBOT\RGF\F_CLIMB_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="44" profile="-1" />
|
||||
<AnimSurface name="RGF_PUNCH_holster_l" file="Anims\LOBOT\RGF\F_PUNCH_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_IDLE_holster_l" file="Anims\LOBOT\RGF\F_N_STD_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_OPEN_holster_l" file="Anims\LOBOT\RGF\F_OPEN_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_OPEN_holster_l" file="Anims\LOBOT\RGF\F_RIFLE_OPEN_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_KICKDOOR_holster_l" file="Anims\LOBOT\RGF\F_R_DR_KICK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_DRUNK_holster_l" file="Anims\LOBOT\RGF\F_R_DRUNK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_BAYONET_holster_l" file="Anims\LOBOT\RGF\F_R_BAYONET_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_BAYONET_L_holster_l" file="Anims\LOBOT\RGF\F_R_BAYONET_L_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="RGF_PICKUP_holster_l" file="Anims\LOBOT\RGF\F_PICKUP_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGF_MEDIC_CROUCH_holster_l" file="Anims\LOBOT\RGF\F_MEDIC_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_MEDIC_PRONE_holster_l" file="Anims\LOBOT\RGF\F_PRN_MED_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="7" profile="-1" />
|
||||
<AnimSurface name="RGF_COWER_PRONE_holster_l" file="Anims\LOBOT\RGF\F_PRNCOW_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
|
||||
<AnimSurface name="RGF_DIE_PRONE_holster_l" file="Anims\LOBOT\RGF\F_P_DIE_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_HIT_holster_l" file="Anims\LOBOT\RGF\F_HIT_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_CROUCH_holster_l" file="Anims\LOBOT\RGF\F_N_CRCH_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_SWAT_holster_l" file="Anims\LOBOT\RGF\F_N_SWAT_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_RUN_holster_l" file="Anims\LOBOT\RGF\F_N_RUN_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_WALK_holster_l" file="Anims\LOBOT\RGF\F_N_WALK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_PRONE_holster_l" file="Anims\LOBOT\RGF\F_N_PRNE_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_PRONE_holster_l" file="Anims\LOBOT\RGF\F_DB_PRN_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_IDLE_holster_l" file="Anims\LOBOT\RGF\F_P_BRTH_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_RDY_WALK_holster_l" file="Anims\LOBOT\RGF\F_P_RDY_WALK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_RDY_WALK_holster_l" file="Anims\LOBOT\RGF\F_DBL_RDY_WALK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_AIM_holster_l" file="Anims\LOBOT\RGF\F_P_SHOT_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_AIM_1H_holster_l" file="Anims\LOBOT\RGF\F_P_SHOT2_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_LOW_holster_l" file="Anims\LOBOT\RGF\F_P_LOW_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_CR_AIM_holster_l" file="Anims\LOBOT\RGF\F_CR_AIM_P_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_CR_AIM_holster_l" file="Anims\LOBOT\RGF\F_CR_AIM_D_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_SDSTP_holster_l" file="Anims\LOBOT\RGF\F_P_SDSP_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_SDSTP_AIM_holster_l" file="Anims\LOBOT\RGF\F_P_SDSP_AIM_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_SDSTP_holster_l" file="Anims\LOBOT\RGF\F_DBL_SDSP_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_SDSTP_AIM_holster_l" file="Anims\LOBOT\RGF\F_DBL_SDSP_AIM_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_AIM_holster_l" file="Anims\LOBOT\RGF\F_DBLSHOT_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_PAIN_holster_l" file="Anims\LOBOT\RGF\F_N_PAIN_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_DRUNK_holster_l" file="Anims\LOBOT\RGF\F_N_DRUNK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_PAIN_holster_l" file="Anims\LOBOT\RGF\F_R_PAIN_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_DODGE_holster_l" file="Anims\LOBOT\RGF\F_DODGE_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_THROW_holster_l" file="Anims\LOBOT\RGF\F_THROW_G_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_THROW_G_holster_l" file="Anims\LOBOT\RGF\F_THROW_G_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_LOB_holster_l" file="Anims\LOBOT\RGF\F_LOB_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_LOB_G_holster_l" file="Anims\LOBOT\RGF\F_LOB_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_KICKDOOR_holster_l" file="Anims\LOBOT\RGF\F_DR_KICK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_RADIO_holster_l" file="Anims\LOBOT\RGF\F_RADIO_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_REMOTE_holster_l" file="Anims\LOBOT\RGF\F_REMOTE_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
|
||||
<AnimSurface name="RGF_KNIFE_STAB_holster_l" file="Anims\LOBOT\RGF\F_STAB_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_KNIFE_SLICE_holster_l" file="Anims\LOBOT\RGF\F_SLICE_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_KNIFE_THROW_holster_l" file="Anims\LOBOT\RGF\F_K_THROW_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_KNIFE_BREATH_holster_l" file="Anims\LOBOT\RGF\F_K_BREATH_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_CROWBAR_HIT_holster_l" file="Anims\LOBOT\RGF\F_CROWBAR_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
|
||||
<AnimSurface name="RGF_CROWBAR_CR_HIT_holster_l" file="Anims\LOBOT\RGF\F_C_CROWBAR_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_DIE_holster_l" file="Anims\LOBOT\RGF\F_D_FWD_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_JFK_holster_l" file="Anims\LOBOT\RGF\F_D_FWD_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_DIEFB_holster_l" file="Anims\LOBOT\RGF\F_DIEBAC_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_DIEFBH_holster_l" file="Anims\LOBOT\RGF\F_DIEHARD_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_DIEFBHB_holster_l" file="Anims\LOBOT\RGF\F_DIEHARDB_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_FALL_holster_l" file="Anims\LOBOT\RGF\F_N_FALL_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "4" framesperdir="52" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_FALLFWD_holster_l" file="Anims\LOBOT\RGF\F_N_FALL_FWD_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "4" framesperdir="41" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_KARATEP_holster_l" file="Anims\LOBOT\RGF\F_K_PUNCH_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_KARATELK_holster_l" file="Anims\LOBOT\RGF\F_K_LOWKICK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="44" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_KARATESPINK_holster_l" file="Anims\LOBOT\RGF\F_K_SPINKICK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_CDIE_holster_l" file="Anims\LOBOT\RGF\F_C_DIE_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="9" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_CPUNCH_holster_l" file="Anims\LOBOT\RGF\F_C_PUNCH_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_CTHROW_holster_l" file="Anims\LOBOT\RGF\F_C_THROW_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_CRADIO_holster_l" file="Anims\LOBOT\RGF\F_C_RADIO_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="RGF_KNIFE_CSTAB_holster_l" file="Anims\LOBOT\RGF\F_C_STAB_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_COWER_holster_l" file="Anims\LOBOT\RGF\F_COWER_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_COWER_holster_l" file="Anims\LOBOT\RGF\F_R_COWER_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_PRN_COWER_holster_l" file="Anims\LOBOT\RGF\F_R_PRNCOW_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_ROLL_SIDE_holster_l" file="Anims\LOBOT\RGF\F_R_ROLL_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_ROLL_holster_l" file="Anims\LOBOT\RGF\F_ROLL_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_ROLL_SIDE_holster_l" file="Anims\LOBOT\RGF\F_N_ROLL_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_SLEEP_holster_l" file="Anims\LOBOT\RGF\F_SLEEP_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="RGF_LAW_holster_l" file="Anims\LOBOT\RGF\F_LAW_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_LAW_CR_holster_l" file="Anims\LOBOT\RGF\F_LAW_CR_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_KICKSAND_holster_l" file="Anims\LOBOT\RGF\F_SAND_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_WIPEFACE_holster_l" file="Anims\LOBOT\RGF\F_WIPE_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_LOOK_holster_l" file="Anims\LOBOT\RGF\F_R_LOOK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_CLEAN_holster_l" file="Anims\LOBOT\RGF\F_R_CLEAN_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_HELIDROP_holster_l" file="Anims\LOBOT\RGF\f_heli_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="RGF_CROUCH_MORTAR_holster_l" file="Anims\LOBOT\RGF\F_MORTAR_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
|
||||
<AnimSurface name="RGF_SLAP_holster_l" file="Anims\LOBOT\RGF\F_N_SLAP_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="37" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_IDLE_holster_l" file="Anims\LOBOT\RGF\FW_R_STD_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_WALK_holster_l" file="Anims\LOBOT\RGF\FW_R_WALK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_AIM_holster_l" file="Anims\LOBOT\RGF\FW_SR_AIM_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_HIP_holster_l" file="Anims\LOBOT\RGF\FW_SR_HIP_AIM_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_IDLE_holster_l" file="Anims\LOBOT\RGF\FW_N_STD_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_WALK_holster_l" file="Anims\LOBOT\RGF\FW_N_WALK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_THROW_holster_l" file="Anims\LOBOT\RGF\FW_THROW_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_FALL_holster_l" file="Anims\LOBOT\RGF\FW_FALL_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_DIE_holster_l" file="Anims\LOBOT\RGF\FW_DIE_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_PISTOL_IDLE_holster_l" file="Anims\LOBOT\RGF\FW_P_BRTH_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_PISTOL_AIM_holster_l" file="Anims\LOBOT\RGF\FW_N_SHOT_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_DUAL_AIM_holster_l" file="Anims\LOBOT\RGF\FW_DBLSHOT_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
|
||||
|
||||
<!-- DEFAULT ANIMS AS PLACEHOLDERS -->
|
||||
|
||||
@@ -142,6 +142,143 @@
|
||||
<Surface name="RGF_SLAP_LSLEEVE" animsurface="RGFSLAP" />
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
<Layer name="head">
|
||||
<LayerProp filter="IsWearingBalaclavaAndHasPistol">
|
||||
<Surface name="RGF_EMPTY_RUN_balaclava" animsurface="RGFPISTOL_RUN"/>
|
||||
<Surface name="RGF_EMPTY_RUN_balaclava" animsurface="RGFNOTHING_RUN"/>
|
||||
<Surface name="RGF_PISTOL_SDSTP_balaclava" animsurface="RGFSIDESTEP"/>
|
||||
<Surface name="RGF_WATER_PISTOL_IDLE_balaclava" animsurface="RGFWATER_N_STD" />
|
||||
<Surface name="RGF_WATER_EMPTY_WALK_balaclava" animsurface="RGFWATER_N_WALK" />
|
||||
<Surface name="RGF_WATER_PISTOL_AIM_balaclava" animsurface="RGFWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingBalaclavaAndHasRifle">
|
||||
<Surface name="RGF_RIFLE_OPEN_balaclava" animsurface="RGFOPEN"/>
|
||||
<Surface name="RGF_RIFLE_COWER_balaclava" animsurface="RGFCOWER"/>
|
||||
<Surface name="RGF_RIFLE_PRN_COWER_balaclava" animsurface="RGF_COWER_PRONE"/>
|
||||
<Surface name="RGF_RIFLE_KICKDOOR_balaclava" animsurface="RGFKICKDOOR"/>
|
||||
<!--<Surface name="RGF_RIFLE_SQUISH_balaclava" animsurface="RGF_SQUISH" />
|
||||
<Surface name="RGF_RIFLE_LOOK_balaclava" animsurface="RGF_LOOK" />
|
||||
<Surface name="RGF_RIFLE_SPIT_balaclava" animsurface="RGF_SPIT" />-->
|
||||
<Surface name="RGF_RIFLE_DRUNK_balaclava" animsurface="RGFDRUNK"/>
|
||||
<Surface name="RGF_RIFLE_LOW_balaclava" animsurface="RGFSHOOT_LOW"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_AIM_balaclava" animsurface="RGFSIDESTEP_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_ROLL_SIDE_balaclava" animsurface="RGFROLL_PR"/>
|
||||
</LayerProp>
|
||||
<LayerProp filter="Balaclava">
|
||||
<Surface name="RGF_RIFLE_WALK_CROUCH_balaclava" animsurface="RGFCROUCH_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_WALK_balaclava" animsurface="RGFWALK_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_IDLE_balaclava" animsurface="RGFSTANDING"/>
|
||||
<Surface name="RGF_BASICWALK_balaclava" animsurface="RGFWALKING"/>
|
||||
<Surface name="RGF_RUNNING_balaclava" animsurface="RGFRUNNING"/>
|
||||
<Surface name="RGF_RIFLE_CROUCH_balaclava" animsurface="RGFCROUCHING"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_balaclava" animsurface="RGFSIDESTEP"/>
|
||||
<Surface name="RGF_RIFLE_SWAT_balaclava" animsurface="RGFSNEAKING"/>
|
||||
<Surface name="RGF_RIFLE_RAISE_balaclava" animsurface="RGFRAISE"/>
|
||||
<Surface name="RGF_RIFLE_AIM_balaclava" animsurface="RGFSTANDAIM"/>
|
||||
<Surface name="RGF_RIFLE_HIP_balaclava" animsurface="RGF_HIP_AIM"/>
|
||||
<Surface name="RGF_RIFLE_CR_AIM_balaclava" animsurface="RGFCROUCHAIM"/>
|
||||
<Surface name="RGF_RIFLE_PRONE_balaclava" animsurface="RGFPRONE"/>
|
||||
<Surface name="RGF_RIFLE_HIT_balaclava" animsurface="RGFRHIT"/>
|
||||
<Surface name="RGF_CROUCHWALK_balaclava" animsurface="RGFCROUCH_P_RDY"/>
|
||||
<Surface name="RGF_CROUCHWALK_DUAL_balaclava" animsurface="RGFCROUCH_D_RDY"/>
|
||||
<Surface name="RGF_HOP_balaclava" animsurface="RGFHOPFENCE"/>
|
||||
<Surface name="RGF_HOP_balaclava" animsurface="RGFJUMPWINDOWS"/>
|
||||
<Surface name="RGF_PUNCH_balaclava" animsurface="RGFPUNCH"/>
|
||||
<Surface name="RGF_IDLE_balaclava" animsurface="RGFNOTHING_STD"/>
|
||||
<Surface name="RGF_PISTOL_IDLE_balaclava" animsurface="RGFDBLBREATH"/>
|
||||
<Surface name="RGF_OPEN_balaclava" animsurface="RGFOPEN"/>
|
||||
<Surface name="RGF_PICKUP_balaclava" animsurface="RGFPICKUP"/>
|
||||
<Surface name="RGF_MEDIC_CROUCH_balaclava" animsurface="RGFMEDIC"/>
|
||||
<Surface name="RGF_MEDIC_PRONE_balaclava" animsurface="RGFMEDICPRN"/>
|
||||
<Surface name="RGF_COWER_PRONE_balaclava" animsurface="RGF_COWER_PRONE"/>
|
||||
<Surface name="RGF_DIE_PRONE_balaclava" animsurface="RGFHITPRONE"/>
|
||||
<Surface name="RGF_EMPTY_CROUCH_balaclava" animsurface="RGFNOTHING_CROUCH"/>
|
||||
<Surface name="RGF_EMPTY_SWAT_balaclava" animsurface="RGFNOTHING_SWAT"/>
|
||||
<Surface name="RGF_EMPTY_SWAT_balaclava" animsurface="RGFSWKNIFE"/>
|
||||
<Surface name="RGF_EMPTY_RUN_balaclava" animsurface="RGFPISTOL_RUN"/>
|
||||
<Surface name="RGF_EMPTY_RUN_balaclava" animsurface="RGFNOTHING_RUN"/>
|
||||
<Surface name="RGF_EMPTY_WALK_balaclava" animsurface="RGFNOTHING_WALK"/>
|
||||
<Surface name="RGF_EMPTY_PRONE_balaclava" animsurface="RGFHANDGUN_PRONE"/>
|
||||
<Surface name="RGF_DUAL_PRONE_balaclava" animsurface="RGFDWPRONE"/>
|
||||
<Surface name="RGF_PISTOL_IDLE_balaclava" animsurface="RGFPISTOLBREATH"/>
|
||||
<Surface name="RGF_PISTOL_RDY_WALK_balaclava" animsurface="RGFWALK_P_RDY"/>
|
||||
<Surface name="RGF_DUAL_RDY_WALK_balaclava" animsurface="RGFWALK_D_RDY"/>
|
||||
<Surface name="RGF_PISTOL_AIM_balaclava" animsurface="RGFHANDGUN_S_SHOT"/>
|
||||
<Surface name="RGF_PISTOL_AIM_1H_balaclava" animsurface="RGF_PFSHOT_AIM"/>
|
||||
<Surface name="RGF_PISTOL_LOW_balaclava" animsurface="RGFPISTOLSHOOTLOW"/>
|
||||
<Surface name="RGF_PISTOL_LOW_balaclava" animsurface="RGFSHOOT_LOW"/>
|
||||
<Surface name="RGF_PISTOL_CR_AIM_balaclava" animsurface="RGFHANDGUN_C_SHOT"/>
|
||||
<Surface name="RGF_DUAL_CR_AIM_balaclava" animsurface="RGFCDBLSHOT"/>
|
||||
<Surface name="RGF_PISTOL_SDSTP_AIM_balaclava" animsurface="RGFSIDESTEP_P_RDY"/>
|
||||
<Surface name="RGF_DUAL_SDSTP_AIM_balaclava" animsurface="RGFSIDESTEP_D_RDY"/>
|
||||
<Surface name="RGF_DUAL_AIM_balaclava" animsurface="RGFSTANDDWALAIM"/>
|
||||
<Surface name="RGF_EMPTY_PAIN_balaclava" animsurface="RGFHURTSTANDINGN"/>
|
||||
<Surface name="RGF_RIFLE_PAIN_balaclava" animsurface="RGFHURTSTANDINGR"/>
|
||||
<Surface name="RGF_EMPTY_DIE_balaclava" animsurface="RGFHITSTAND"/>
|
||||
<Surface name="RGF_EMPTY_CDIE_balaclava" animsurface="RGFHITCROUCH"/>
|
||||
<Surface name="RGF_EMPTY_COWER_balaclava" animsurface="RGFCOWER"/>
|
||||
<Surface name="RGF_CLIMB_balaclava" animsurface="RGFCLIMBROOF"/>
|
||||
<Surface name="RGF_CLIMB_balaclava" animsurface="RGFWALLJUMP"/>
|
||||
<Surface name="RGF_EMPTY_ROLL_balaclava" animsurface="RGFROLLOVER"/>
|
||||
<Surface name="RGF_EMPTY_ROLL_SIDE_balaclava" animsurface="RGFROLL_PR"/>
|
||||
<Surface name="RGF_EMPTY_DIEFB_balaclava" animsurface="RGFHITFALLBACK"/>
|
||||
<Surface name="RGF_EMPTY_DIEFBH_balaclava" animsurface="RGFHITHARD"/>
|
||||
<Surface name="RGF_EMPTY_DIEFBHB_balaclava" animsurface="RGFHITHARDBLOOD"/>
|
||||
<Surface name="RGF_RIFLE_WALK_HURT_balaclava" animsurface="RGFHURTWALKINGR"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_balaclava" animsurface="RGFBAYONET_S_S"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_L_balaclava" animsurface="RGFBAYONET_S_P"/>
|
||||
<Surface name="RGF_EMPTY_DODGE_balaclava" animsurface="RGFDODGE"/>
|
||||
<Surface name="RGF_EMPTY_THROW_balaclava" animsurface="RGFTHROW"/>
|
||||
<Surface name="RGF_EMPTY_THROW_G_balaclava" animsurface="RGFSTHRG"/>
|
||||
<Surface name="RGF_EMPTY_LOB_balaclava" animsurface="RGFLOB"/>
|
||||
<Surface name="RGF_EMPTY_LOB_G_balaclava" animsurface="RGFSLOBG"/>
|
||||
<Surface name="RGF_EMPTY_KICKDOOR_balaclava" animsurface="RGFKICKDOOR"/>
|
||||
<!--<Surface name="RGF_EMPTY_SQUISH_balaclava" animsurface="RGF_SQUISH" />-->
|
||||
<Surface name="RGF_EMPTY_RADIO_balaclava" animsurface="RGFRADIO"/>
|
||||
<!--<Surface name="RGF_EMPTY_PULL_balaclava" animsurface="RGF_PULL" />-->
|
||||
<Surface name="RGF_EMPTY_REMOTE_balaclava" animsurface="RGFUSEREMOTE"/>
|
||||
<Surface name="RGF_KNIFE_STAB_balaclava" animsurface="RGFSTAB"/>
|
||||
<Surface name="RGF_KNIFE_SLICE_balaclava" animsurface="RGFSLICE"/>
|
||||
<Surface name="RGF_KNIFE_THROW_balaclava" animsurface="RGFTHROWKNIFE"/>
|
||||
<Surface name="RGF_KNIFE_BREATH_balaclava" animsurface="RGFBREATHKNIFE"/>
|
||||
<Surface name="RGF_CROWBAR_HIT_balaclava" animsurface="RGFCROWBAR"/>
|
||||
<Surface name="RGF_CROWBAR_CR_HIT_balaclava" animsurface="RGFPUNCHLOW"/>
|
||||
<Surface name="RGF_EMPTY_CPUNCH_balaclava" animsurface="RGFPUNCHLOW"/>
|
||||
<Surface name="RGF_EMPTY_CTHROW_balaclava" animsurface="RGFCRTHROW"/>
|
||||
<Surface name="RGF_KNIFE_CSTAB_balaclava" animsurface="RGFCSTAB"/>
|
||||
<Surface name="RGF_EMPTY_CRADIO_balaclava" animsurface="RGFCRRADIO"/>
|
||||
<Surface name="RGF_EMPTY_SLEEP_balaclava" animsurface="RGFSLEEP"/>
|
||||
<Surface name="RGF_EMPTY_DRUNK_balaclava" animsurface="RGFPISTOLDRUNK"/>
|
||||
<Surface name="RGF_RIFLE_WALK_HURT_balaclava" animsurface="RGFHURTWALKINGN"/>
|
||||
<Surface name="RGF_EMPTY_FALL_balaclava" animsurface="RGFFALL"/>
|
||||
<Surface name="RGF_EMPTY_FALLFWD_balaclava" animsurface="RGFFALLF"/>
|
||||
<!--<Surface name="RGF_EMPTY_KARATELK_balaclava" animsurface="RGFLOWKICK" />
|
||||
<Surface name="RGF_EMPTY_KARATESPINK_balaclava" animsurface="RGFSPINKICK" />-->
|
||||
<Surface name="RGF_LAW_balaclava" animsurface="RGFROCKET"/>
|
||||
<Surface name="RGF_LAW_CR_balaclava" animsurface="RGFCRROCKET"/>
|
||||
<Surface name="RGF_EMPTY_KICKSAND_balaclava" animsurface="RGFKICKSN"/>
|
||||
<Surface name="RGF_EMPTY_WIPEFACE_balaclava" animsurface="RGFWIPE"/>
|
||||
<Surface name="RGF_RIFLE_LOOK_balaclava" animsurface="RGFALOOK"/>
|
||||
<Surface name="RGF_RIFLE_CLEAN_balaclava" animsurface="RGFCLEAN"/>
|
||||
<Surface name="RGF_WATER_RIFLE_IDLE_balaclava" animsurface="RGFWATER_R_STD" />
|
||||
<Surface name="RGF_WATER_RIFLE_WALK_balaclava" animsurface="RGFWATER_R_WALK" />
|
||||
<Surface name="RGF_WATER_RIFLE_AIM_balaclava" animsurface="RGFWATER_R_AIM" />
|
||||
<Surface name="RGF_WATER_RIFLE_HIP_balaclava" animsurface="RGF_WATER_HIP_AIM" />
|
||||
<Surface name="RGF_WATER_EMPTY_IDLE_balaclava" animsurface="RGFWATER_N_STD" />
|
||||
<Surface name="RGF_WATER_EMPTY_WALK_balaclava" animsurface="RGFWATER_N_WALK" />
|
||||
<Surface name="RGF_WATER_EMPTY_THROW_balaclava" animsurface="RGFWATERTHROW" />
|
||||
<Surface name="RGF_WATER_EMPTY_FALL_balaclava" animsurface="RGFWATER_TRANS" />
|
||||
<Surface name="RGF_WATER_EMPTY_FALL_balaclava" animsurface="RGFWATER_TRANS" />
|
||||
<Surface name="RGF_WATER_EMPTY_TREAD_balaclava" animsurface="RGFDEEPWATER_TRED" />
|
||||
<Surface name="RGF_WATER_EMPTY_SWIM_balaclava" animsurface="RGFDEEPWATER_SWIM" />
|
||||
<Surface name="RGF_WATER_EMPTY_DIE_balaclava" animsurface="RGFWATER_DIE" />
|
||||
<Surface name="RGF_WATER_EMPTY_DROWN_balaclava" animsurface="RGFDEEPWATER_DIE" />
|
||||
<Surface name="RGF_WATER_DUAL_AIM_balaclava" animsurface="RGFWATER_DBLSHT" />
|
||||
<Surface name="RGF_HELIDROP_balaclava" animsurface="RGFHELIDROP" />
|
||||
<Surface name="RGF_CROUCH_MORTAR_balaclava" animsurface="RGFMORTAR" />
|
||||
<Surface name="RGF_SLAP_balaclava" animsurface="RGFSLAP" />
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
<Layer name="helmet">
|
||||
<LayerProp filter="IsWearingCamoHelmetAndHasPistol" palette="hats">
|
||||
<Surface name="RGF_EMPTY_RUN_CAMOHELMET" animsurface="RGFPISTOL_RUN"/>
|
||||
@@ -1094,6 +1231,143 @@
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
<Layer name="vest">
|
||||
<LayerProp filter="IsWearingSpectraAndHasPistol" palette="hats">
|
||||
<Surface name="RGF_PISTOL_IDLE_spectra" animsurface="RGFPISTOLBREATH"/>
|
||||
<Surface name="RGF_EMPTY_WALK_spectra" animsurface="RGFNOTHING_WALK"/>
|
||||
<Surface name="RGF_PISTOL_RDY_WALK_spectra" animsurface="RGFWALK_P_RDY"/>
|
||||
<Surface name="RGF_EMPTY_RUN_spectra" animsurface="RGFPISTOL_RUN"/>
|
||||
<Surface name="RGF_EMPTY_RUN_spectra" animsurface="RGFNOTHING_RUN"/>
|
||||
<Surface name="RGF_PISTOL_SDSTP_spectra" animsurface="RGFSIDESTEP"/>
|
||||
<Surface name="RGF_WATER_PISTOL_IDLE_spectra" animsurface="RGFWATER_N_STD" />
|
||||
<Surface name="RGF_WATER_EMPTY_WALK_spectra" animsurface="RGFWATER_N_WALK" />
|
||||
<Surface name="RGF_WATER_PISTOL_AIM_spectra" animsurface="RGFWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingSpectraAndHasRifle" palette="hats">
|
||||
<Surface name="RGF_RIFLE_OPEN_spectra" animsurface="RGFOPEN"/>
|
||||
<Surface name="RGF_RIFLE_COWER_spectra" animsurface="RGFCOWER"/>
|
||||
<Surface name="RGF_RIFLE_PRN_COWER_spectra" animsurface="RGF_COWER_PRONE"/>
|
||||
<Surface name="RGF_RIFLE_KICKDOOR_spectra" animsurface="RGFKICKDOOR"/>
|
||||
<!--<Surface name="RGF_RIFLE_SQUISH_spectra" animsurface="RGF_SQUISH" />
|
||||
<Surface name="RGF_RIFLE_LOOK_spectra" animsurface="RGF_LOOK" />
|
||||
<Surface name="RGF_RIFLE_SPIT_spectra" animsurface="RGF_SPIT" />-->
|
||||
<Surface name="RGF_RIFLE_DRUNK_spectra" animsurface="RGFDRUNK"/>
|
||||
<Surface name="RGF_RIFLE_LOW_spectra" animsurface="RGFSHOOT_LOW"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_AIM_spectra" animsurface="RGFSIDESTEP_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_ROLL_SIDE_spectra" animsurface="RGFROLL_PR"/>
|
||||
</LayerProp>
|
||||
<LayerProp filter="SpectraVest" palette="hats">
|
||||
<Surface name="RGF_RIFLE_WALK_CROUCH_spectra" animsurface="RGFCROUCH_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_WALK_spectra" animsurface="RGFWALK_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_IDLE_spectra" animsurface="RGFSTANDING"/>
|
||||
<Surface name="RGF_BASICWALK_spectra" animsurface="RGFWALKING"/>
|
||||
<Surface name="RGF_RUNNING_spectra" animsurface="RGFRUNNING"/>
|
||||
<Surface name="RGF_RIFLE_CROUCH_spectra" animsurface="RGFCROUCHING"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_spectra" animsurface="RGFSIDESTEP"/>
|
||||
<Surface name="RGF_RIFLE_SWAT_spectra" animsurface="RGFSNEAKING"/>
|
||||
<Surface name="RGF_RIFLE_RAISE_spectra" animsurface="RGFRAISE"/>
|
||||
<Surface name="RGF_RIFLE_AIM_spectra" animsurface="RGFSTANDAIM"/>
|
||||
<Surface name="RGF_RIFLE_HIP_spectra" animsurface="RGF_HIP_AIM"/>
|
||||
<Surface name="RGF_RIFLE_CR_AIM_spectra" animsurface="RGFCROUCHAIM"/>
|
||||
<Surface name="RGF_RIFLE_PRONE_spectra" animsurface="RGFPRONE"/>
|
||||
<Surface name="RGF_RIFLE_HIT_spectra" animsurface="RGFRHIT"/>
|
||||
<Surface name="RGF_CROUCHWALK_spectra" animsurface="RGFCROUCH_P_RDY"/>
|
||||
<Surface name="RGF_CROUCHWALK_DUAL_spectra" animsurface="RGFCROUCH_D_RDY"/>
|
||||
<Surface name="RGF_HOP_spectra" animsurface="RGFHOPFENCE"/>
|
||||
<Surface name="RGF_HOP_spectra" animsurface="RGFJUMPWINDOWS"/>
|
||||
<Surface name="RGF_PUNCH_spectra" animsurface="RGFPUNCH"/>
|
||||
<Surface name="RGF_IDLE_spectra" animsurface="RGFNOTHING_STD"/>
|
||||
<Surface name="RGF_PISTOL_IDLE_spectra" animsurface="RGFDBLBREATH"/>
|
||||
<Surface name="RGF_OPEN_spectra" animsurface="RGFOPEN"/>
|
||||
<Surface name="RGF_PICKUP_spectra" animsurface="RGFPICKUP"/>
|
||||
<Surface name="RGF_MEDIC_CROUCH_spectra" animsurface="RGFMEDIC"/>
|
||||
<Surface name="RGF_MEDIC_PRONE_spectra" animsurface="RGFMEDICPRN"/>
|
||||
<Surface name="RGF_COWER_PRONE_spectra" animsurface="RGF_COWER_PRONE"/>
|
||||
<Surface name="RGF_DIE_PRONE_spectra" animsurface="RGFHITPRONE"/>
|
||||
<Surface name="RGF_EMPTY_CROUCH_spectra" animsurface="RGFNOTHING_CROUCH"/>
|
||||
<Surface name="RGF_EMPTY_SWAT_spectra" animsurface="RGFNOTHING_SWAT"/>
|
||||
<Surface name="RGF_EMPTY_SWAT_spectra" animsurface="RGFSWKNIFE"/>
|
||||
<Surface name="RGF_EMPTY_RUN_spectra" animsurface="RGFPISTOL_RUN"/>
|
||||
<Surface name="RGF_EMPTY_RUN_spectra" animsurface="RGFNOTHING_RUN"/>
|
||||
<Surface name="RGF_EMPTY_WALK_spectra" animsurface="RGFNOTHING_WALK"/>
|
||||
<Surface name="RGF_EMPTY_PRONE_spectra" animsurface="RGFHANDGUN_PRONE"/>
|
||||
<Surface name="RGF_DUAL_PRONE_spectra" animsurface="RGFDWPRONE"/>
|
||||
<Surface name="RGF_DUAL_RDY_WALK_spectra" animsurface="RGFWALK_D_RDY"/>
|
||||
<Surface name="RGF_PISTOL_AIM_spectra" animsurface="RGFHANDGUN_S_SHOT"/>
|
||||
<Surface name="RGF_PISTOL_AIM_1H_spectra" animsurface="RGF_PFSHOT_AIM"/>
|
||||
<Surface name="RGF_PISTOL_LOW_spectra" animsurface="RGFPISTOLSHOOTLOW"/>
|
||||
<Surface name="RGF_PISTOL_LOW_spectra" animsurface="RGFSHOOT_LOW"/>
|
||||
<Surface name="RGF_PISTOL_CR_AIM_spectra" animsurface="RGFHANDGUN_C_SHOT"/>
|
||||
<Surface name="RGF_DUAL_CR_AIM_spectra" animsurface="RGFCDBLSHOT"/>
|
||||
<Surface name="RGF_PISTOL_SDSTP_AIM_spectra" animsurface="RGFSIDESTEP_P_RDY"/>
|
||||
<Surface name="RGF_DUAL_SDSTP_AIM_spectra" animsurface="RGFSIDESTEP_D_RDY"/>
|
||||
<Surface name="RGF_DUAL_AIM_spectra" animsurface="RGFSTANDDWALAIM"/>
|
||||
<Surface name="RGF_EMPTY_PAIN_spectra" animsurface="RGFHURTSTANDINGN"/>
|
||||
<Surface name="RGF_RIFLE_PAIN_spectra" animsurface="RGFHURTSTANDINGR"/>
|
||||
<Surface name="RGF_EMPTY_DIE_spectra" animsurface="RGFHITSTAND"/>
|
||||
<Surface name="RGF_EMPTY_JFK_spectra" animsurface="RGFDIE_JFK"/>
|
||||
<Surface name="RGF_EMPTY_CDIE_spectra" animsurface="RGFHITCROUCH"/>
|
||||
<Surface name="RGF_EMPTY_COWER_spectra" animsurface="RGFCOWER"/>
|
||||
<Surface name="RGF_CLIMB_spectra" animsurface="RGFCLIMBROOF"/>
|
||||
<Surface name="RGF_CLIMB_spectra" animsurface="RGFWALLJUMP"/>
|
||||
<Surface name="RGF_EMPTY_ROLL_spectra" animsurface="RGFROLLOVER"/>
|
||||
<Surface name="RGF_EMPTY_ROLL_SIDE_spectra" animsurface="RGFROLL_PR"/>
|
||||
<Surface name="RGF_EMPTY_DIEFB_spectra" animsurface="RGFHITFALLBACK"/>
|
||||
<Surface name="RGF_EMPTY_DIEFBH_spectra" animsurface="RGFHITHARD"/>
|
||||
<Surface name="RGF_EMPTY_DIEFBHB_spectra" animsurface="RGFHITHARDBLOOD"/>
|
||||
<Surface name="RGF_RIFLE_WALK_HURT_spectra" animsurface="RGFHURTWALKINGR"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_spectra" animsurface="RGFBAYONET_S_S"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_L_spectra" animsurface="RGFBAYONET_S_P"/>
|
||||
<Surface name="RGF_EMPTY_DODGE_spectra" animsurface="RGFDODGE"/>
|
||||
<Surface name="RGF_EMPTY_THROW_spectra" animsurface="RGFTHROW"/>
|
||||
<Surface name="RGF_EMPTY_THROW_G_spectra" animsurface="RGFSTHRG"/>
|
||||
<Surface name="RGF_EMPTY_LOB_spectra" animsurface="RGFLOB"/>
|
||||
<Surface name="RGF_EMPTY_LOB_G_spectra" animsurface="RGFSLOBG"/>
|
||||
<Surface name="RGF_EMPTY_KICKDOOR_spectra" animsurface="RGFKICKDOOR"/>
|
||||
<!--<Surface name="RGF_EMPTY_SQUISH_spectra" animsurface="RGF_SQUISH" />-->
|
||||
<Surface name="RGF_EMPTY_RADIO_spectra" animsurface="RGFRADIO"/>
|
||||
<!--<Surface name="RGF_EMPTY_PULL_spectra" animsurface="RGF_PULL" />-->
|
||||
<Surface name="RGF_EMPTY_REMOTE_spectra" animsurface="RGFUSEREMOTE"/>
|
||||
<Surface name="RGF_KNIFE_STAB_spectra" animsurface="RGFSTAB"/>
|
||||
<Surface name="RGF_KNIFE_SLICE_spectra" animsurface="RGFSLICE"/>
|
||||
<Surface name="RGF_KNIFE_THROW_spectra" animsurface="RGFTHROWKNIFE"/>
|
||||
<Surface name="RGF_KNIFE_BREATH_spectra" animsurface="RGFBREATHKNIFE"/>
|
||||
<Surface name="RGF_CROWBAR_HIT_spectra" animsurface="RGFCROWBAR"/>
|
||||
<Surface name="RGF_CROWBAR_CR_HIT_spectra" animsurface="RGFPUNCHLOW"/>
|
||||
<Surface name="RGF_EMPTY_CPUNCH_spectra" animsurface="RGFPUNCHLOW"/>
|
||||
<Surface name="RGF_EMPTY_CTHROW_spectra" animsurface="RGFCRTHROW"/>
|
||||
<Surface name="RGF_KNIFE_CSTAB_spectra" animsurface="RGFCSTAB"/>
|
||||
<Surface name="RGF_EMPTY_CRADIO_spectra" animsurface="RGFCRRADIO"/>
|
||||
<Surface name="RGF_EMPTY_SLEEP_spectra" animsurface="RGFSLEEP"/>
|
||||
<Surface name="RGF_EMPTY_DRUNK_spectra" animsurface="RGFPISTOLDRUNK"/>
|
||||
<Surface name="RGF_RIFLE_WALK_HURT_spectra" animsurface="RGFHURTWALKINGN"/>
|
||||
<Surface name="RGF_EMPTY_FALL_spectra" animsurface="RGFFALL"/>
|
||||
<Surface name="RGF_EMPTY_FALLFWD_spectra" animsurface="RGFFALLF"/>
|
||||
<!--<Surface name="RGF_EMPTY_KARATELK_spectra" animsurface="RGFLOWKICK" />
|
||||
<Surface name="RGF_EMPTY_KARATESPINK_spectra" animsurface="RGFSPINKICK" />-->
|
||||
<Surface name="RGF_LAW_spectra" animsurface="RGFROCKET"/>
|
||||
<Surface name="RGF_LAW_CR_spectra" animsurface="RGFCRROCKET"/>
|
||||
<Surface name="RGF_EMPTY_KICKSAND_spectra" animsurface="RGFKICKSN"/>
|
||||
<Surface name="RGF_EMPTY_WIPEFACE_spectra" animsurface="RGFWIPE"/>
|
||||
<Surface name="RGF_RIFLE_LOOK_spectra" animsurface="RGFALOOK"/>
|
||||
<Surface name="RGF_RIFLE_CLEAN_spectra" animsurface="RGFCLEAN"/>
|
||||
<Surface name="RGF_WATER_RIFLE_IDLE_spectra" animsurface="RGFWATER_R_STD" />
|
||||
<Surface name="RGF_WATER_RIFLE_WALK_spectra" animsurface="RGFWATER_R_WALK" />
|
||||
<Surface name="RGF_WATER_RIFLE_AIM_spectra" animsurface="RGFWATER_R_AIM" />
|
||||
<Surface name="RGF_WATER_RIFLE_HIP_spectra" animsurface="RGF_WATER_HIP_AIM" />
|
||||
<Surface name="RGF_WATER_EMPTY_IDLE_spectra" animsurface="RGFWATER_N_STD" />
|
||||
<Surface name="RGF_WATER_EMPTY_WALK_spectra" animsurface="RGFWATER_N_WALK" />
|
||||
<Surface name="RGF_WATER_EMPTY_THROW_spectra" animsurface="RGFWATERTHROW" />
|
||||
<Surface name="RGF_WATER_EMPTY_FALL_spectra" animsurface="RGFWATER_TRANS" />
|
||||
<Surface name="RGF_WATER_EMPTY_FALL_spectra" animsurface="RGFWATER_TRANS" />
|
||||
<Surface name="RGF_WATER_EMPTY_TREAD_spectra" animsurface="RGFDEEPWATER_TRED" />
|
||||
<Surface name="RGF_WATER_EMPTY_SWIM_spectra" animsurface="RGFDEEPWATER_SWIM" />
|
||||
<Surface name="RGF_WATER_EMPTY_DIE_spectra" animsurface="RGFWATER_DIE" />
|
||||
<Surface name="RGF_WATER_EMPTY_DROWN_spectra" animsurface="RGFDEEPWATER_DIE" />
|
||||
<Surface name="RGF_WATER_DUAL_AIM_spectra" animsurface="RGFWATER_DBLSHT" />
|
||||
<Surface name="RGF_HELIDROP_spectra" animsurface="RGFHELIDROP" />
|
||||
<Surface name="RGF_CROUCH_MORTAR_spectra" animsurface="RGFMORTAR" />
|
||||
<Surface name="RGF_SLAP_spectra" animsurface="RGFSLAP" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingKevlarAndHasPistol" palette="hats">
|
||||
<Surface name="RGF_PISTOL_IDLE_kevlar" animsurface="RGFPISTOLBREATH"/>
|
||||
<Surface name="RGF_EMPTY_WALK_kevlar" animsurface="RGFNOTHING_WALK"/>
|
||||
@@ -1505,6 +1779,276 @@
|
||||
<Surface name="RGF_SLAP_BP" animsurface="RGFSLAP" />
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
<Layer name="legrig">
|
||||
<LayerProp filter="HasHolsterAndPistol" palette="hats">
|
||||
<Surface name="RGF_EMPTY_WALK_holster" animsurface="RGFNOTHING_WALK"/>
|
||||
<Surface name="RGF_EMPTY_RUN_holster" animsurface="RGFPISTOL_RUN"/>
|
||||
<Surface name="RGF_EMPTY_RUN_holster" animsurface="RGFNOTHING_RUN"/>
|
||||
<Surface name="RGF_PISTOL_SDSTP_holster" animsurface="RGFSIDESTEP"/>
|
||||
<Surface name="RGF_WATER_PISTOL_IDLE_holster" animsurface="RGFWATER_N_STD" />
|
||||
<Surface name="RGF_WATER_EMPTY_WALK_holster" animsurface="RGFWATER_N_WALK" />
|
||||
<Surface name="RGF_WATER_PISTOL_AIM_holster" animsurface="RGFWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasHolsterAndRifle" palette="hats">
|
||||
<Surface name="RGF_RIFLE_OPEN_holster" animsurface="RGFOPEN"/>
|
||||
<Surface name="RGF_RIFLE_COWER_holster" animsurface="RGFCOWER"/>
|
||||
<Surface name="RGF_RIFLE_PRN_COWER_holster" animsurface="RGF_COWER_PRONE"/>
|
||||
<Surface name="RGF_RIFLE_KICKDOOR_holster" animsurface="RGFKICKDOOR"/>
|
||||
<!--<Surface name="RGF_RIFLE_SQUISH_holster" animsurface="RGF_SQUISH" />
|
||||
<Surface name="RGF_RIFLE_LOOK_holster" animsurface="RGF_LOOK" />
|
||||
<Surface name="RGF_RIFLE_SPIT_holster" animsurface="RGF_SPIT" />-->
|
||||
<Surface name="RGF_RIFLE_DRUNK_holster" animsurface="RGFDRUNK"/>
|
||||
<Surface name="RGF_RIFLE_LOW_holster" animsurface="RGFSHOOT_LOW"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_AIM_holster" animsurface="RGFSIDESTEP_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_ROLL_SIDE_holster" animsurface="RGFROLL_PR"/>
|
||||
</LayerProp>
|
||||
<LayerProp filter="Holster" palette="hats">
|
||||
<Surface name="RGF_RIFLE_WALK_CROUCH_holster" animsurface="RGFCROUCH_R_RDY"/>
|
||||
<Surface name="RGF_CROUCHWALK_holster" animsurface="RGFCROUCH_P_RDY"/>
|
||||
<Surface name="RGF_CROUCHWALK_DUAL_holster" animsurface="RGFCROUCH_D_RDY"/>
|
||||
<Surface name="RGF_RIFLE_IDLE_holster" animsurface="RGFSTANDING"/>
|
||||
<Surface name="RGF_BASICWALK_holster" animsurface="RGFWALKING"/>
|
||||
<Surface name="RGF_RUNNING_holster" animsurface="RGFRUNNING"/>
|
||||
<Surface name="RGF_RIFLE_CROUCH_holster" animsurface="RGFCROUCHING"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_holster" animsurface="RGFSIDESTEP"/>
|
||||
<Surface name="RGF_RIFLE_SWAT_holster" animsurface="RGFSNEAKING"/>
|
||||
<Surface name="RGF_RIFLE_WALK_holster" animsurface="RGFWALK_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_RAISE_holster" animsurface="RGFRAISE"/>
|
||||
<Surface name="RGF_RIFLE_AIM_holster" animsurface="RGFSTANDAIM"/>
|
||||
<Surface name="RGF_RIFLE_HIP_holster" animsurface="RGF_HIP_AIM"/>
|
||||
<Surface name="RGF_RIFLE_CR_AIM_holster" animsurface="RGFCROUCHAIM"/>
|
||||
<Surface name="RGF_RIFLE_PRONE_holster" animsurface="RGFPRONE"/>
|
||||
<Surface name="RGF_HOP_holster" animsurface="RGFHOPFENCE"/>
|
||||
<Surface name="RGF_HOP_holster" animsurface="RGFJUMPWINDOWS"/>
|
||||
<Surface name="RGF_PUNCH_holster" animsurface="RGFPUNCH"/>
|
||||
<Surface name="RGF_IDLE_holster" animsurface="RGFNOTHING_STD"/>
|
||||
<Surface name="RGF_PISTOL_IDLE_holster" animsurface="RGFDBLBREATH"/>
|
||||
<Surface name="RGF_OPEN_holster" animsurface="RGFOPEN"/>
|
||||
<Surface name="RGF_PICKUP_holster" animsurface="RGFPICKUP"/>
|
||||
<Surface name="RGF_MEDIC_CROUCH_holster" animsurface="RGFMEDIC"/>
|
||||
<Surface name="RGF_RIFLE_HIT_holster" animsurface="RGFRHIT"/>
|
||||
<Surface name="RGF_EMPTY_CROUCH_holster" animsurface="RGFNOTHING_CROUCH"/>
|
||||
<Surface name="RGF_EMPTY_SWAT_holster" animsurface="RGFNOTHING_SWAT"/>
|
||||
<Surface name="RGF_EMPTY_SWAT_holster" animsurface="RGFSWKNIFE"/>
|
||||
<Surface name="RGF_EMPTY_RUN_holster" animsurface="RGFPISTOL_RUN"/>
|
||||
<Surface name="RGF_EMPTY_RUN_holster" animsurface="RGFNOTHING_RUN"/>
|
||||
<Surface name="RGF_EMPTY_WALK_holster" animsurface="RGFNOTHING_WALK"/>
|
||||
<Surface name="RGF_EMPTY_PRONE_holster" animsurface="RGFHANDGUN_PRONE"/>
|
||||
<Surface name="RGF_PISTOL_IDLE_holster" animsurface="RGFPISTOLBREATH"/>
|
||||
<Surface name="RGF_PISTOL_AIM_holster" animsurface="RGFHANDGUN_S_SHOT"/>
|
||||
<Surface name="RGF_PISTOL_AIM_1H_holster" animsurface="RGF_PFSHOT_AIM"/>
|
||||
<Surface name="RGF_PISTOL_RDY_WALK_holster" animsurface="RGFWALK_P_RDY"/>
|
||||
<Surface name="RGF_DUAL_RDY_WALK_holster" animsurface="RGFWALK_D_RDY"/>
|
||||
<Surface name="RGF_PISTOL_CR_AIM_holster" animsurface="RGFHANDGUN_C_SHOT"/>
|
||||
<Surface name="RGF_PISTOL_SDSTP_AIM_holster" animsurface="RGFSIDESTEP_P_RDY"/>
|
||||
<Surface name="RGF_DUAL_SDSTP_AIM_holster" animsurface="RGFSIDESTEP_D_RDY"/>
|
||||
<Surface name="RGF_PISTOL_LOW_holster" animsurface="RGFPISTOLSHOOTLOW"/>
|
||||
<Surface name="RGF_PISTOL_LOW_holster" animsurface="RGFSHOOT_LOW"/>
|
||||
<Surface name="RGF_DUAL_AIM_holster" animsurface="RGFSTANDDWALAIM"/>
|
||||
<Surface name="RGF_DUAL_CR_AIM_holster" animsurface="RGFCDBLSHOT"/>
|
||||
<Surface name="RGF_MEDIC_PRONE_holster" animsurface="RGFMEDICPRN"/>
|
||||
<Surface name="RGF_COWER_PRONE_holster" animsurface="RGF_COWER_PRONE"/>
|
||||
<Surface name="RGF_DIE_PRONE_holster" animsurface="RGFHITPRONE"/>
|
||||
<Surface name="RGF_DUAL_PRONE_holster" animsurface="RGFDWPRONE"/>
|
||||
<Surface name="RGF_EMPTY_PAIN_holster" animsurface="RGFHURTSTANDINGN"/>
|
||||
<Surface name="RGF_RIFLE_PAIN_holster" animsurface="RGFHURTSTANDINGR"/>
|
||||
<Surface name="RGF_EMPTY_DIE_holster" animsurface="RGFHITSTAND"/>
|
||||
<Surface name="RGF_EMPTY_JFK_holster" animsurface="RGFDIE_JFK"/>
|
||||
<Surface name="RGF_EMPTY_CDIE_holster" animsurface="RGFHITCROUCH"/>
|
||||
<Surface name="RGF_EMPTY_COWER_holster" animsurface="RGFCOWER"/>
|
||||
<Surface name="RGF_EMPTY_ROLL_holster" animsurface="RGFROLLOVER"/>
|
||||
<Surface name="RGF_EMPTY_ROLL_SIDE_holster" animsurface="RGFROLL_PR"/>
|
||||
<Surface name="RGF_EMPTY_DIEFB_holster" animsurface="RGFHITFALLBACK"/>
|
||||
<Surface name="RGF_EMPTY_DIEFBH_holster" animsurface="RGFHITHARD"/>
|
||||
<Surface name="RGF_EMPTY_DIEFBHB_holster" animsurface="RGFHITHARDBLOOD"/>
|
||||
<Surface name="RGF_RIFLE_WALK_HURT_holster" animsurface="RGFHURTWALKINGR"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_holster" animsurface="RGFBAYONET_S_S"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_L_holster" animsurface="RGFBAYONET_S_P"/>
|
||||
<Surface name="RGF_EMPTY_DODGE_holster" animsurface="RGFDODGE"/>
|
||||
<Surface name="RGF_EMPTY_THROW_holster" animsurface="RGFTHROW"/>
|
||||
<Surface name="RGF_EMPTY_THROW_G_holster" animsurface="RGFSTHRG"/>
|
||||
<Surface name="RGF_EMPTY_LOB_holster" animsurface="RGFLOB"/>
|
||||
<Surface name="RGF_EMPTY_LOB_G_holster" animsurface="RGFSLOBG"/>
|
||||
<Surface name="RGF_EMPTY_KICKDOOR_holster" animsurface="RGFKICKDOOR"/>
|
||||
<!--<Surface name="RGF_EMPTY_SQUISH_holster" animsurface="RGF_SQUISH" />-->
|
||||
<Surface name="RGF_EMPTY_RADIO_holster" animsurface="RGFRADIO"/>
|
||||
<!--<Surface name="RGF_EMPTY_PULL_holster" animsurface="RGF_PULL" />-->
|
||||
<Surface name="RGF_EMPTY_REMOTE_holster" animsurface="RGFUSEREMOTE"/>
|
||||
<Surface name="RGF_KNIFE_STAB_holster" animsurface="RGFSTAB"/>
|
||||
<Surface name="RGF_KNIFE_SLICE_holster" animsurface="RGFSLICE"/>
|
||||
<Surface name="RGF_KNIFE_THROW_holster" animsurface="RGFTHROWKNIFE"/>
|
||||
<Surface name="RGF_KNIFE_BREATH_holster" animsurface="RGFBREATHKNIFE"/>
|
||||
<Surface name="RGF_CROWBAR_HIT_holster" animsurface="RGFCROWBAR"/>
|
||||
<Surface name="RGF_CROWBAR_CR_HIT_holster" animsurface="RGFPUNCHLOW"/>
|
||||
<Surface name="RGF_EMPTY_CPUNCH_holster" animsurface="RGFPUNCHLOW"/>
|
||||
<Surface name="RGF_EMPTY_CTHROW_holster" animsurface="RGFCRTHROW"/>
|
||||
<Surface name="RGF_KNIFE_CSTAB_holster" animsurface="RGFCSTAB"/>
|
||||
<Surface name="RGF_EMPTY_CRADIO_holster" animsurface="RGFCRRADIO"/>
|
||||
<Surface name="RGF_EMPTY_SLEEP_holster" animsurface="RGFSLEEP"/>
|
||||
<Surface name="RGF_EMPTY_DRUNK_holster" animsurface="RGFPISTOLDRUNK"/>
|
||||
<Surface name="RGF_RIFLE_WALK_HURT_holster" animsurface="RGFHURTWALKINGN"/>
|
||||
<Surface name="RGF_EMPTY_FALL_holster" animsurface="RGFFALL"/>
|
||||
<Surface name="RGF_EMPTY_FALLFWD_holster" animsurface="RGFFALLF"/>
|
||||
<Surface name="RGF_CLIMB_holster" animsurface="RGFCLIMBROOF"/>
|
||||
<Surface name="RGF_CLIMB_holster" animsurface="RGFWALLJUMP"/>
|
||||
<!--<Surface name="RGF_EMPTY_KARATELK_holster" animsurface="RGFLOWKICK" />
|
||||
<Surface name="RGF_EMPTY_KARATESPINK_holster" animsurface="RGFSPINKICK" />-->
|
||||
<Surface name="RGF_LAW_holster" animsurface="RGFROCKET"/>
|
||||
<Surface name="RGF_LAW_CR_holster" animsurface="RGFCRROCKET"/>
|
||||
<Surface name="RGF_EMPTY_KICKSAND_holster" animsurface="RGFKICKSN"/>
|
||||
<Surface name="RGF_EMPTY_WIPEFACE_holster" animsurface="RGFWIPE"/>
|
||||
<Surface name="RGF_RIFLE_LOOK_holster" animsurface="RGFALOOK"/>
|
||||
<Surface name="RGF_RIFLE_CLEAN_holster" animsurface="RGFCLEAN"/>
|
||||
<Surface name="RGF_WATER_RIFLE_IDLE_holster" animsurface="RGFWATER_R_STD" />
|
||||
<Surface name="RGF_WATER_RIFLE_WALK_holster" animsurface="RGFWATER_R_WALK" />
|
||||
<Surface name="RGF_WATER_RIFLE_AIM_holster" animsurface="RGFWATER_R_AIM" />
|
||||
<Surface name="RGF_WATER_RIFLE_HIP_holster" animsurface="RGF_WATER_HIP_AIM" />
|
||||
<Surface name="RGF_WATER_EMPTY_IDLE_holster" animsurface="RGFWATER_N_STD" />
|
||||
<Surface name="RGF_WATER_EMPTY_WALK_holster" animsurface="RGFWATER_N_WALK" />
|
||||
<Surface name="RGF_WATER_EMPTY_THROW_holster" animsurface="RGFWATERTHROW" />
|
||||
<Surface name="RGF_WATER_EMPTY_FALL_holster" animsurface="RGFWATER_TRANS" />
|
||||
<Surface name="RGF_WATER_EMPTY_DIE_holster" animsurface="RGFWATER_DIE" />
|
||||
<Surface name="RGF_WATER_DUAL_AIM_holster" animsurface="RGFWATER_DBLSHT" />
|
||||
<Surface name="RGF_HELIDROP_holster" animsurface="RGFHELIDROP" />
|
||||
<Surface name="RGF_CROUCH_MORTAR_holster" animsurface="RGFMORTAR" />
|
||||
<Surface name="RGF_SLAP_holster" animsurface="RGFSLAP" />
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
<Layer name="legrig_left">
|
||||
<LayerProp filter="HasLeftHolsterAndPistol" palette="hats">
|
||||
<Surface name="RGF_EMPTY_WALK_holster_l" animsurface="RGFNOTHING_WALK"/>
|
||||
<Surface name="RGF_EMPTY_RUN_holster_l" animsurface="RGFPISTOL_RUN"/>
|
||||
<Surface name="RGF_EMPTY_RUN_holster_l" animsurface="RGFNOTHING_RUN"/>
|
||||
<Surface name="RGF_PISTOL_SDSTP_holster_l" animsurface="RGFSIDESTEP"/>
|
||||
<Surface name="RGF_WATER_PISTOL_IDLE_holster_l" animsurface="RGFWATER_N_STD" />
|
||||
<Surface name="RGF_WATER_EMPTY_WALK_holster_l" animsurface="RGFWATER_N_WALK" />
|
||||
<Surface name="RGF_WATER_PISTOL_AIM_holster_l" animsurface="RGFWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasLeftHolsterAndRifle" palette="hats">
|
||||
<Surface name="RGF_RIFLE_OPEN_holster_l" animsurface="RGFOPEN"/>
|
||||
<Surface name="RGF_RIFLE_COWER_holster_l" animsurface="RGFCOWER"/>
|
||||
<Surface name="RGF_RIFLE_PRN_COWER_holster_l" animsurface="RGF_COWER_PRONE"/>
|
||||
<Surface name="RGF_RIFLE_KICKDOOR_holster_l" animsurface="RGFKICKDOOR"/>
|
||||
<!--<Surface name="RGF_RIFLE_SQUISH_holster_l" animsurface="RGF_SQUISH" />
|
||||
<Surface name="RGF_RIFLE_LOOK_holster_l" animsurface="RGF_LOOK" />
|
||||
<Surface name="RGF_RIFLE_SPIT_holster_l" animsurface="RGF_SPIT" />-->
|
||||
<Surface name="RGF_RIFLE_DRUNK_holster_l" animsurface="RGFDRUNK"/>
|
||||
<Surface name="RGF_RIFLE_LOW_holster_l" animsurface="RGFSHOOT_LOW"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_AIM_holster_l" animsurface="RGFSIDESTEP_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_ROLL_SIDE_holster_l" animsurface="RGFROLL_PR"/>
|
||||
</LayerProp>
|
||||
<LayerProp filter="HolsterLeft" palette="hats">
|
||||
<Surface name="RGF_RIFLE_WALK_CROUCH_holster_l" animsurface="RGFCROUCH_R_RDY"/>
|
||||
<Surface name="RGF_CROUCHWALK_holster_l" animsurface="RGFCROUCH_P_RDY"/>
|
||||
<Surface name="RGF_CROUCHWALK_DUAL_holster_l" animsurface="RGFCROUCH_D_RDY"/>
|
||||
<Surface name="RGF_RIFLE_IDLE_holster_l" animsurface="RGFSTANDING"/>
|
||||
<Surface name="RGF_BASICWALK_holster_l" animsurface="RGFWALKING"/>
|
||||
<Surface name="RGF_RUNNING_holster_l" animsurface="RGFRUNNING"/>
|
||||
<Surface name="RGF_RIFLE_CROUCH_holster_l" animsurface="RGFCROUCHING"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_holster_l" animsurface="RGFSIDESTEP"/>
|
||||
<Surface name="RGF_RIFLE_SWAT_holster_l" animsurface="RGFSNEAKING"/>
|
||||
<Surface name="RGF_RIFLE_WALK_holster_l" animsurface="RGFWALK_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_RAISE_holster_l" animsurface="RGFRAISE"/>
|
||||
<Surface name="RGF_RIFLE_AIM_holster_l" animsurface="RGFSTANDAIM"/>
|
||||
<Surface name="RGF_RIFLE_HIP_holster_l" animsurface="RGF_HIP_AIM"/>
|
||||
<Surface name="RGF_RIFLE_CR_AIM_holster_l" animsurface="RGFCROUCHAIM"/>
|
||||
<Surface name="RGF_RIFLE_PRONE_holster_l" animsurface="RGFPRONE"/>
|
||||
<Surface name="RGF_HOP_holster_l" animsurface="RGFHOPFENCE"/>
|
||||
<Surface name="RGF_HOP_holster_l" animsurface="RGFJUMPWINDOWS"/>
|
||||
<Surface name="RGF_PUNCH_holster_l" animsurface="RGFPUNCH"/>
|
||||
<Surface name="RGF_IDLE_holster_l" animsurface="RGFNOTHING_STD"/>
|
||||
<Surface name="RGF_PISTOL_IDLE_holster_l" animsurface="RGFDBLBREATH"/>
|
||||
<Surface name="RGF_OPEN_holster_l" animsurface="RGFOPEN"/>
|
||||
<Surface name="RGF_PICKUP_holster_l" animsurface="RGFPICKUP"/>
|
||||
<Surface name="RGF_MEDIC_CROUCH_holster_l" animsurface="RGFMEDIC"/>
|
||||
<Surface name="RGF_RIFLE_HIT_holster_l" animsurface="RGFRHIT"/>
|
||||
<Surface name="RGF_EMPTY_CROUCH_holster_l" animsurface="RGFNOTHING_CROUCH"/>
|
||||
<Surface name="RGF_EMPTY_SWAT_holster_l" animsurface="RGFNOTHING_SWAT"/>
|
||||
<Surface name="RGF_EMPTY_SWAT_holster_l" animsurface="RGFSWKNIFE"/>
|
||||
<Surface name="RGF_EMPTY_RUN_holster_l" animsurface="RGFPISTOL_RUN"/>
|
||||
<Surface name="RGF_EMPTY_RUN_holster_l" animsurface="RGFNOTHING_RUN"/>
|
||||
<Surface name="RGF_EMPTY_WALK_holster_l" animsurface="RGFNOTHING_WALK"/>
|
||||
<Surface name="RGF_EMPTY_PRONE_holster_l" animsurface="RGFHANDGUN_PRONE"/>
|
||||
<Surface name="RGF_PISTOL_IDLE_holster_l" animsurface="RGFPISTOLBREATH"/>
|
||||
<Surface name="RGF_PISTOL_AIM_holster_l" animsurface="RGFHANDGUN_S_SHOT"/>
|
||||
<Surface name="RGF_PISTOL_AIM_1H_holster_l" animsurface="RGF_PFSHOT_AIM"/>
|
||||
<Surface name="RGF_PISTOL_RDY_WALK_holster_l" animsurface="RGFWALK_P_RDY"/>
|
||||
<Surface name="RGF_DUAL_RDY_WALK_holster_l" animsurface="RGFWALK_D_RDY"/>
|
||||
<Surface name="RGF_PISTOL_CR_AIM_holster_l" animsurface="RGFHANDGUN_C_SHOT"/>
|
||||
<Surface name="RGF_PISTOL_SDSTP_AIM_holster_l" animsurface="RGFSIDESTEP_P_RDY"/>
|
||||
<Surface name="RGF_DUAL_SDSTP_AIM_holster_l" animsurface="RGFSIDESTEP_D_RDY"/>
|
||||
<Surface name="RGF_PISTOL_LOW_holster_l" animsurface="RGFPISTOLSHOOTLOW"/>
|
||||
<Surface name="RGF_PISTOL_LOW_holster_l" animsurface="RGFSHOOT_LOW"/>
|
||||
<Surface name="RGF_DUAL_AIM_holster_l" animsurface="RGFSTANDDWALAIM"/>
|
||||
<Surface name="RGF_DUAL_CR_AIM_holster_l" animsurface="RGFCDBLSHOT"/>
|
||||
<Surface name="RGF_MEDIC_PRONE_holster_l" animsurface="RGFMEDICPRN"/>
|
||||
<Surface name="RGF_COWER_PRONE_holster_l" animsurface="RGF_COWER_PRONE"/>
|
||||
<Surface name="RGF_DIE_PRONE_holster_l" animsurface="RGFHITPRONE"/>
|
||||
<Surface name="RGF_DUAL_PRONE_holster_l" animsurface="RGFDWPRONE"/>
|
||||
<Surface name="RGF_EMPTY_PAIN_holster_l" animsurface="RGFHURTSTANDINGN"/>
|
||||
<Surface name="RGF_RIFLE_PAIN_holster_l" animsurface="RGFHURTSTANDINGR"/>
|
||||
<Surface name="RGF_EMPTY_DIE_holster_l" animsurface="RGFHITSTAND"/>
|
||||
<Surface name="RGF_EMPTY_JFK_holster_l" animsurface="RGFDIE_JFK"/>
|
||||
<Surface name="RGF_EMPTY_CDIE_holster_l" animsurface="RGFHITCROUCH"/>
|
||||
<Surface name="RGF_EMPTY_COWER_holster_l" animsurface="RGFCOWER"/>
|
||||
<Surface name="RGF_EMPTY_ROLL_holster_l" animsurface="RGFROLLOVER"/>
|
||||
<Surface name="RGF_EMPTY_ROLL_SIDE_holster_l" animsurface="RGFROLL_PR"/>
|
||||
<Surface name="RGF_EMPTY_DIEFB_holster_l" animsurface="RGFHITFALLBACK"/>
|
||||
<Surface name="RGF_EMPTY_DIEFBH_holster_l" animsurface="RGFHITHARD"/>
|
||||
<Surface name="RGF_EMPTY_DIEFBHB_holster_l" animsurface="RGFHITHARDBLOOD"/>
|
||||
<Surface name="RGF_RIFLE_WALK_HURT_holster_l" animsurface="RGFHURTWALKINGR"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_holster_l" animsurface="RGFBAYONET_S_S"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_L_holster_l" animsurface="RGFBAYONET_S_P"/>
|
||||
<Surface name="RGF_EMPTY_DODGE_holster_l" animsurface="RGFDODGE"/>
|
||||
<Surface name="RGF_EMPTY_THROW_holster_l" animsurface="RGFTHROW"/>
|
||||
<Surface name="RGF_EMPTY_THROW_G_holster_l" animsurface="RGFSTHRG"/>
|
||||
<Surface name="RGF_EMPTY_LOB_holster_l" animsurface="RGFLOB"/>
|
||||
<Surface name="RGF_EMPTY_LOB_G_holster_l" animsurface="RGFSLOBG"/>
|
||||
<Surface name="RGF_EMPTY_KICKDOOR_holster_l" animsurface="RGFKICKDOOR"/>
|
||||
<!--<Surface name="RGF_EMPTY_SQUISH_holster_l" animsurface="RGF_SQUISH" />-->
|
||||
<Surface name="RGF_EMPTY_RADIO_holster_l" animsurface="RGFRADIO"/>
|
||||
<!--<Surface name="RGF_EMPTY_PULL_holster_l" animsurface="RGF_PULL" />-->
|
||||
<Surface name="RGF_EMPTY_REMOTE_holster_l" animsurface="RGFUSEREMOTE"/>
|
||||
<Surface name="RGF_KNIFE_STAB_holster_l" animsurface="RGFSTAB"/>
|
||||
<Surface name="RGF_KNIFE_SLICE_holster_l" animsurface="RGFSLICE"/>
|
||||
<Surface name="RGF_KNIFE_THROW_holster_l" animsurface="RGFTHROWKNIFE"/>
|
||||
<Surface name="RGF_KNIFE_BREATH_holster_l" animsurface="RGFBREATHKNIFE"/>
|
||||
<Surface name="RGF_CROWBAR_HIT_holster_l" animsurface="RGFCROWBAR"/>
|
||||
<Surface name="RGF_CROWBAR_CR_HIT_holster_l" animsurface="RGFPUNCHLOW"/>
|
||||
<Surface name="RGF_EMPTY_CPUNCH_holster_l" animsurface="RGFPUNCHLOW"/>
|
||||
<Surface name="RGF_EMPTY_CTHROW_holster_l" animsurface="RGFCRTHROW"/>
|
||||
<Surface name="RGF_KNIFE_CSTAB_holster_l" animsurface="RGFCSTAB"/>
|
||||
<Surface name="RGF_EMPTY_CRADIO_holster_l" animsurface="RGFCRRADIO"/>
|
||||
<Surface name="RGF_EMPTY_SLEEP_holster_l" animsurface="RGFSLEEP"/>
|
||||
<Surface name="RGF_EMPTY_DRUNK_holster_l" animsurface="RGFPISTOLDRUNK"/>
|
||||
<Surface name="RGF_RIFLE_WALK_HURT_holster_l" animsurface="RGFHURTWALKINGN"/>
|
||||
<Surface name="RGF_EMPTY_FALL_holster_l" animsurface="RGFFALL"/>
|
||||
<Surface name="RGF_EMPTY_FALLFWD_holster_l" animsurface="RGFFALLF"/>
|
||||
<Surface name="RGF_CLIMB_holster_l" animsurface="RGFCLIMBROOF"/>
|
||||
<Surface name="RGF_CLIMB_holster_l" animsurface="RGFWALLJUMP"/>
|
||||
<!--<Surface name="RGF_EMPTY_KARATELK_holster_l" animsurface="RGFLOWKICK" />
|
||||
<Surface name="RGF_EMPTY_KARATESPINK_holster_l" animsurface="RGFSPINKICK" />-->
|
||||
<Surface name="RGF_LAW_holster_l" animsurface="RGFROCKET"/>
|
||||
<Surface name="RGF_LAW_CR_holster_l" animsurface="RGFCRROCKET"/>
|
||||
<Surface name="RGF_EMPTY_KICKSAND_holster_l" animsurface="RGFKICKSN"/>
|
||||
<Surface name="RGF_EMPTY_WIPEFACE_holster_l" animsurface="RGFWIPE"/>
|
||||
<Surface name="RGF_RIFLE_LOOK_holster_l" animsurface="RGFALOOK"/>
|
||||
<Surface name="RGF_RIFLE_CLEAN_holster_l" animsurface="RGFCLEAN"/>
|
||||
<Surface name="RGF_WATER_RIFLE_IDLE_holster_l" animsurface="RGFWATER_R_STD" />
|
||||
<Surface name="RGF_WATER_RIFLE_WALK_holster_l" animsurface="RGFWATER_R_WALK" />
|
||||
<Surface name="RGF_WATER_RIFLE_AIM_holster_l" animsurface="RGFWATER_R_AIM" />
|
||||
<Surface name="RGF_WATER_RIFLE_HIP_holster_l" animsurface="RGF_WATER_HIP_AIM" />
|
||||
<Surface name="RGF_WATER_EMPTY_IDLE_holster_l" animsurface="RGFWATER_N_STD" />
|
||||
<Surface name="RGF_WATER_EMPTY_WALK_holster_l" animsurface="RGFWATER_N_WALK" />
|
||||
<Surface name="RGF_WATER_EMPTY_THROW_holster_l" animsurface="RGFWATERTHROW" />
|
||||
<Surface name="RGF_WATER_EMPTY_FALL_holster_l" animsurface="RGFWATER_TRANS" />
|
||||
<Surface name="RGF_WATER_EMPTY_DIE_holster_l" animsurface="RGFWATER_DIE" />
|
||||
<Surface name="RGF_WATER_DUAL_AIM_holster_l" animsurface="RGFWATER_DBLSHT" />
|
||||
<Surface name="RGF_HELIDROP_holster_l" animsurface="RGFHELIDROP" />
|
||||
<Surface name="RGF_CROUCH_MORTAR_holster_l" animsurface="RGFMORTAR" />
|
||||
<Surface name="RGF_SLAP_holster_l" animsurface="RGFSLAP" />
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
<Layer name="knees">
|
||||
<LayerProp filter="HasKneepadsAndHasPistol" palette="hats">
|
||||
<Surface name="RGF_EMPTY_WALK_PADS" animsurface="RGFNOTHING_WALK"/>
|
||||
@@ -1639,4 +2183,5 @@
|
||||
<Surface name="RGF_CROUCH_MORTAR_PADS" animsurface="RGFMORTAR" />
|
||||
<Surface name="RGF_SLAP_PADS" animsurface="RGFSLAP" />
|
||||
</LayerProp>
|
||||
</Layer></LogicalAnimationSurfaces>
|
||||
</Layer>
|
||||
</LogicalAnimationSurfaces>
|
||||
@@ -3055,7 +3055,7 @@
|
||||
<AnimSurface name="WATER_DUAL_AIM_BCAP" file="Anims\LOBOT\RGM\SW_DBLSHOT_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<!-- Kevlar vest -->
|
||||
<AnimSurface name="RGM_HELIDROP_kevlar" file="Anims\LOBOT\RGM\s_heli_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_CROUCH_kevlar" file="Anims\LOBOT\RGM\S_R_SWAT_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_CROUCH_kevlar" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGM_CROUCHWALK_kevlar" file="Anims\LOBOT\RGM\cr_walk_pistol_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGM_CROUCHWALK_DUAL_kevlar" file="Anims\LOBOT\RGM\cr_walk_dual_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_kevlar" file="Anims\LOBOT\RGM\S_R_RDY_WALK_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
@@ -3175,7 +3175,7 @@
|
||||
<AnimSurface name="WATER_DUAL_AIM_kevlar" file="Anims\LOBOT\RGM\SW_DBLSHOT_kevlar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<!-- Spectra vest -->
|
||||
<AnimSurface name="RGM_HELIDROP_spectra" file="Anims\LOBOT\RGM\s_heli_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_CROUCH_spectra" file="Anims\LOBOT\RGM\S_R_SWAT_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_CROUCH_spectra" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGM_CROUCHWALK_spectra" file="Anims\LOBOT\RGM\cr_walk_pistol_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGM_CROUCHWALK_DUAL_spectra" file="Anims\LOBOT\RGM\cr_walk_dual_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_spectra" file="Anims\LOBOT\RGM\S_R_RDY_WALK_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
@@ -3295,7 +3295,7 @@
|
||||
<AnimSurface name="WATER_DUAL_AIM_spectra" file="Anims\LOBOT\RGM\SW_DBLSHOT_spectra.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<!-- balaclava -->
|
||||
<AnimSurface name="RGM_HELIDROP_balaclava" file="Anims\LOBOT\RGM\s_heli_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_CROUCH_balaclava" file="Anims\LOBOT\RGM\S_R_SWAT_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_CROUCH_balaclava" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGM_CROUCHWALK_balaclava" file="Anims\LOBOT\RGM\cr_walk_pistol_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGM_CROUCHWALK_DUAL_balaclava" file="Anims\LOBOT\RGM\cr_walk_dual_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_balaclava" file="Anims\LOBOT\RGM\S_R_RDY_WALK_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
@@ -3415,7 +3415,7 @@
|
||||
<AnimSurface name="WATER_DUAL_AIM_balaclava" file="Anims\LOBOT\RGM\SW_DBLSHOT_balaclava.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<!-- Holster -->
|
||||
<AnimSurface name="RGM_HELIDROP_holster" file="Anims\LOBOT\RGM\s_heli_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_CROUCH_holster" file="Anims\LOBOT\RGM\S_R_SWAT_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_CROUCH_holster" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGM_CROUCHWALK_holster" file="Anims\LOBOT\RGM\cr_walk_pistol_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGM_CROUCHWALK_DUAL_holster" file="Anims\LOBOT\RGM\cr_walk_dual_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_holster" file="Anims\LOBOT\RGM\S_R_RDY_WALK_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
@@ -3532,7 +3532,7 @@
|
||||
<AnimSurface name="WATER_DUAL_AIM_holster" file="Anims\LOBOT\RGM\SW_DBLSHOT_holster.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<!-- Left Holster -->
|
||||
<AnimSurface name="RGM_HELIDROP_holster_l" file="Anims\LOBOT\RGM\s_heli_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_CROUCH_holster_l" file="Anims\LOBOT\RGM\S_R_SWAT_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_CROUCH_holster_l" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGM_CROUCHWALK_holster_l" file="Anims\LOBOT\RGM\cr_walk_pistol_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGM_CROUCHWALK_DUAL_holster_l" file="Anims\LOBOT\RGM\cr_walk_dual_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_holster_l" file="Anims\LOBOT\RGM\S_R_RDY_WALK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
@@ -3647,6 +3647,372 @@
|
||||
<AnimSurface name="WATER_PISTOL_WALK_holster_l" file="Anims\LOBOT\RGM\SW_P_WALK_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_AIM_holster_l" file="Anims\LOBOT\RGM\SW_N_SHOT_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_DUAL_AIM_holster_l" file="Anims\LOBOT\RGM\SW_DBLSHOT_holster_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<!-- EOD Armor -->
|
||||
<AnimSurface name="RGM_HELIDROP_eod_h" file="Anims\LOBOT\RGM\s_heli_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_CROUCH_eod_h" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGM_CROUCHWALK_eod_h" file="Anims\LOBOT\RGM\cr_walk_pistol_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGM_CROUCHWALK_DUAL_eod_h" file="Anims\LOBOT\RGM\cr_walk_dual_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_eod_h" file="Anims\LOBOT\RGM\S_R_RDY_WALK_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_HURT_eod_h" file="Anims\LOBOT\RGM\S_R_WALK_HURT_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_IDLE_eod_h" file="Anims\LOBOT\RGM\S_R_STD_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMBASICWALK_eod_h" file="Anims\LOBOT\RGM\S_R_WALK_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_CROUCH_eod_h" file="Anims\LOBOT\RGM\S_R_C_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SWAT_eod_h" file="Anims\LOBOT\RGM\S_R_SWAT_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SIDESTEP_eod_h" file="Anims\LOBOT\RGM\S_R_SDSP_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SIDESTEP_AIM_eod_h" file="Anims\LOBOT\RGM\S_R_SDSP_AIM_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRUNNING_eod_h" file="Anims\LOBOT\RGM\S_R_RUN_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_RAISE_eod_h" file="Anims\LOBOT\RGM\S_RAISE_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_AIM_eod_h" file="Anims\LOBOT\RGM\S_SR_AIM_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_LOW_eod_h" file="Anims\LOBOT\RGM\S_R_LOW_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_HIP_eod_h" file="Anims\LOBOT\RGM\S_SR_HIP_AIM_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_HIP_LOW_eod_h" file="Anims\LOBOT\RGM\S_R_HIP_LOW_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_CR_AIM_eod_h" file="Anims\LOBOT\RGM\S_CR_AIM_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_PRONE_eod_h" file="Anims\LOBOT\RGM\S_R_PRN_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_PRONE_eod_h2" file="Anims\LOBOT\RGM\S_R_PRN_eod_h2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" /> <!-- Partially covered by EOD vest -->
|
||||
<AnimSurface name="RGM_HOP_eod_h" file="Anims\LOBOT\RGM\S_HOP_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGM_CLIMB_eod_h" file="Anims\LOBOT\RGM\S_CLIMB_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="44" profile="-1" />
|
||||
<AnimSurface name="RGM_PUNCH_eod_h" file="Anims\LOBOT\RGM\S_PUNCH_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGM_IDLE_eod_h" file="Anims\LOBOT\RGM\S_N_STD_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGM_OPEN_eod_h" file="Anims\LOBOT\RGM\S_OPEN_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGM_RIFLE_OPEN_eod_h" file="Anims\LOBOT\RGM\S_RIFLE_OPEN_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_KICKDOOR_eod_h" file="Anims\LOBOT\RGM\S_R_DR_KICK_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SQUISH_eod_h" file="Anims\LOBOT\RGM\S_R_SQUISH_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_LOOK_eod_h" file="Anims\LOBOT\RGM\S_R_LOOK_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SPIT_eod_h" file="Anims\LOBOT\RGM\S_R_SPIT_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_DRUNK_eod_h" file="Anims\LOBOT\RGM\S_R_DRUNK_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_BAYONET_eod_h" file="Anims\LOBOT\RGM\S_R_BAYONET_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_BAYONET_L_eod_h" file="Anims\LOBOT\RGM\S_R_BAYONET_L_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="RGM_PICKUP_eod_h" file="Anims\LOBOT\RGM\S_PICKUP_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGMMEDIC_CROUCH_eod_h" file="Anims\LOBOT\RGM\S_MEDIC_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMMEDIC_PRONE_eod_h" file="Anims\LOBOT\RGM\S_PRN_MED_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="7" profile="-1" />
|
||||
<AnimSurface name="RGMCOWER_PRONE_eod_h" file="Anims\LOBOT\RGM\S_PRNCOW_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGMDIE_PRONE_eod_h" file="Anims\LOBOT\RGM\S_P_DIE_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGMMEDIC_PRONE_eod_h2" file="Anims\LOBOT\RGM\S_PRN_MED_eod_h2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="7" profile="-1" />
|
||||
<AnimSurface name="RGMCOWER_PRONE_eod_h2" file="Anims\LOBOT\RGM\S_PRNCOW_eod_h2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGMDIE_PRONE_eod_h2" file="Anims\LOBOT\RGM\S_P_DIE_eod_h2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_HIT_eod_h" file="Anims\LOBOT\RGM\S_HIT_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_CROUCH_eod_h" file="Anims\LOBOT\RGM\S_N_CRCH_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_SWAT_eod_h" file="Anims\LOBOT\RGM\S_N_SWAT_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_RUN_eod_h" file="Anims\LOBOT\RGM\S_N_RUN_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_WALK_eod_h" file="Anims\LOBOT\RGM\S_N_WALK_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_WALK_HURT_eod_h" file="Anims\LOBOT\RGM\S_N_WALK_HURT_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_PRONE_eod_h" file="Anims\LOBOT\RGM\S_N_PRNE_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="RGMDUAL_PRONE_eod_h" file="Anims\LOBOT\RGM\S_DB_PRN_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_PRONE_eod_h2" file="Anims\LOBOT\RGM\S_N_PRNE_eod_h2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="RGMDUAL_PRONE_eod_h2" file="Anims\LOBOT\RGM\S_DB_PRN_eod_h2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMPISTOL_IDLE_eod_h" file="Anims\LOBOT\RGM\S_P_BRTH_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMPISTOL_WALK_eod_h" file="Anims\LOBOT\RGM\S_P_WALK_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMPISTOL_RDY_WALK_eod_h" file="Anims\LOBOT\RGM\S_P_RDY_WALK_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMDUAL_RDY_WALK_eod_h" file="Anims\LOBOT\RGM\S_DBL_RDY_WALK_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMPISTOL_AIM_eod_h" file="Anims\LOBOT\RGM\S_N_SHOT_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGMPISTOL_AIM_1H_eod_h" file="Anims\LOBOT\RGM\S_N_SHOT2_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGMPISTOL_LOW_eod_h" file="Anims\LOBOT\RGM\S_P_LOW_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMPISTOL_CR_AIM_eod_h" file="Anims\LOBOT\RGM\S_CR_AIM_P_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGMDUAL_CR_AIM_eod_h" file="Anims\LOBOT\RGM\S_CR_AIM_D_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="RGMPISTOL_SDSTP_eod_h" file="Anims\LOBOT\RGM\S_P_SDSP_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMPISTOL_SDSTP_AIM_eod_h" file="Anims\LOBOT\RGM\S_P_SDSP_AIM_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMDUAL_SDSTP_eod_h" file="Anims\LOBOT\RGM\S_DBL_SDSP_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMDUAL_SDSTP_AIM_eod_h" file="Anims\LOBOT\RGM\S_DBL_SDSP_AIM_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMDUAL_AIM_eod_h" file="Anims\LOBOT\RGM\S_DBLSHOT_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_PAIN_eod_h" file="Anims\LOBOT\RGM\S_N_PAIN_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_DRUNK_eod_h" file="Anims\LOBOT\RGM\S_N_DRUNK_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_PAIN_eod_h" file="Anims\LOBOT\RGM\S_R_PAIN_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_DODGE_eod_h" file="Anims\LOBOT\RGM\S_DODGE_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_THROW_eod_h" file="Anims\LOBOT\RGM\S_THROW_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_THROW_G_eod_h" file="Anims\LOBOT\RGM\S_THROW_G_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_LOB_eod_h" file="Anims\LOBOT\RGM\S_LOB_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_LOB_G_eod_h" file="Anims\LOBOT\RGM\S_LOB_G_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_KICKDOOR_eod_h" file="Anims\LOBOT\RGM\S_DR_KICK_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_SQUISH_eod_h" file="Anims\LOBOT\RGM\S_SQUISH_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_PULL_eod_h" file="Anims\LOBOT\RGM\S_PULL_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_RADIO_eod_h" file="Anims\LOBOT\RGM\S_RADIO_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_REMOTE_eod_h" file="Anims\LOBOT\RGM\S_REMOTE_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
|
||||
<AnimSurface name="RGMKNIFE_STAB_eod_h" file="Anims\LOBOT\RGM\S_STAB_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMKNIFE_SLICE_eod_h" file="Anims\LOBOT\RGM\S_SLICE_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMKNIFE_THROW_eod_h" file="Anims\LOBOT\RGM\S_K_THROW_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMKNIFE_BREATH_eod_h" file="Anims\LOBOT\RGM\S_K_BREATH_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMCROWBAR_HIT_eod_h" file="Anims\LOBOT\RGM\S_CROWBAR_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_DIE_eod_h" file="Anims\LOBOT\RGM\S_D_FWD_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_JFK_eod_h" file="Anims\LOBOT\RGM\S_D_FWD_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_DIEFB_eod_h" file="Anims\LOBOT\RGM\S_DIEBAC_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_DIEFBH_eod_h" file="Anims\LOBOT\RGM\S_DIEHARD_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_DIEFBHB_eod_h" file="Anims\LOBOT\RGM\S_DIEHARDB_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="7" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_FALL_eod_h" file="Anims\LOBOT\RGM\S_N_FALL_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "4" framesperdir="52" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_FALLFWD_eod_h" file="Anims\LOBOT\RGM\S_N_FALL_FWD_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "4" framesperdir="41" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_KARATEP_eod_h" file="Anims\LOBOT\RGM\S_K_PUNCH_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_KARATELK_eod_h" file="Anims\LOBOT\RGM\S_K_LOWKICK_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="44" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_KARATESPINK_eod_h" file="Anims\LOBOT\RGM\S_K_SPINKICK_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_CDIE_eod_h" file="Anims\LOBOT\RGM\S_C_DIE_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="9" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_CPUNCH_eod_h" file="Anims\LOBOT\RGM\S_C_PUNCH_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_CTHROW_eod_h" file="Anims\LOBOT\RGM\S_C_THROW_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_CRADIO_eod_h" file="Anims\LOBOT\RGM\S_C_RADIO_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="RGMKNIFE_CSTAB_eod_h" file="Anims\LOBOT\RGM\S_C_STAB_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_COWER_eod_h" file="Anims\LOBOT\RGM\S_COWER_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_COWER_eod_h" file="Anims\LOBOT\RGM\S_R_COWER_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_PRN_COWER_eod_h" file="Anims\LOBOT\RGM\S_R_PRNCOW_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_ROLL_SIDE_eod_h" file="Anims\LOBOT\RGM\S_R_ROLL_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_ROLL_eod_h" file="Anims\LOBOT\RGM\S_ROLL_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_ROLL_SIDE_eod_h" file="Anims\LOBOT\RGM\S_N_ROLL_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_SLEEP_eod_h" file="Anims\LOBOT\RGM\S_SLEEP_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_PRN_COWER_eod_h2" file="Anims\LOBOT\RGM\S_R_PRNCOW_eod_h2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_ROLL_SIDE_eod_h2" file="Anims\LOBOT\RGM\S_R_ROLL_eod_h2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_ROLL_eod_h2" file="Anims\LOBOT\RGM\S_ROLL_eod_h2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_ROLL_SIDE_eod_h2" file="Anims\LOBOT\RGM\S_N_ROLL_eod_h2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_SLEEP_eod_h2" file="Anims\LOBOT\RGM\S_SLEEP_eod_h2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="RGMLAW_eod_h" file="Anims\LOBOT\RGM\S_LAW_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMLAW_CR_eod_h" file="Anims\LOBOT\RGM\S_LAW_CR_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="CROUCH_MORTAR_eod_h" file="Anims\LOBOT\RGM\S_MORTAR_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_eod_h" file="Anims\LOBOT\RGM\SW_R_STD_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_eod_h" file="Anims\LOBOT\RGM\SW_R_WALK_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_eod_h" file="Anims\LOBOT\RGM\SW_SR_AIM_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_eod_h" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_IDLE_eod_h" file="Anims\LOBOT\RGM\SW_N_STD_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_WALK_eod_h" file="Anims\LOBOT\RGM\SW_N_WALK_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_THROW_eod_h" file="Anims\LOBOT\RGM\SW_THROW_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_FALL_eod_h" file="Anims\LOBOT\RGM\SW_FALL_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_TREAD_eod_h" file="Anims\LOBOT\RGM\SW_TREAD_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_SWIM_eod_h" file="Anims\LOBOT\RGM\SW_SWIM_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DIE_eod_h" file="Anims\LOBOT\RGM\SW_DIE_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DROWN_eod_h" file="Anims\LOBOT\RGM\SW_DROWN_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_IDLE_eod_h" file="Anims\LOBOT\RGM\SW_P_BRTH_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_WALK_eod_h" file="Anims\LOBOT\RGM\SW_P_WALK_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_AIM_eod_h" file="Anims\LOBOT\RGM\SW_N_SHOT_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_DUAL_AIM_eod_h" file="Anims\LOBOT\RGM\SW_DBLSHOT_eod_h.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="RGM_HELIDROP_eod_v" file="Anims\LOBOT\RGM\s_heli_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_CROUCH_eod_v" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGM_CROUCHWALK_eod_v" file="Anims\LOBOT\RGM\cr_walk_pistol_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGM_CROUCHWALK_DUAL_eod_v" file="Anims\LOBOT\RGM\cr_walk_dual_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_eod_v" file="Anims\LOBOT\RGM\S_R_RDY_WALK_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_HURT_eod_v" file="Anims\LOBOT\RGM\S_R_WALK_HURT_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_IDLE_eod_v" file="Anims\LOBOT\RGM\S_R_STD_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMBASICWALK_eod_v" file="Anims\LOBOT\RGM\S_R_WALK_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_CROUCH_eod_v" file="Anims\LOBOT\RGM\S_R_C_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SWAT_eod_v" file="Anims\LOBOT\RGM\S_R_SWAT_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SIDESTEP_eod_v" file="Anims\LOBOT\RGM\S_R_SDSP_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SIDESTEP_AIM_eod_v" file="Anims\LOBOT\RGM\S_R_SDSP_AIM_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRUNNING_eod_v" file="Anims\LOBOT\RGM\S_R_RUN_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_RAISE_eod_v" file="Anims\LOBOT\RGM\S_RAISE_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_AIM_eod_v" file="Anims\LOBOT\RGM\S_SR_AIM_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_LOW_eod_v" file="Anims\LOBOT\RGM\S_R_LOW_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_HIP_eod_v" file="Anims\LOBOT\RGM\S_SR_HIP_AIM_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_HIP_LOW_eod_v" file="Anims\LOBOT\RGM\S_R_HIP_LOW_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_CR_AIM_eod_v" file="Anims\LOBOT\RGM\S_CR_AIM_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_PRONE_eod_v" file="Anims\LOBOT\RGM\S_R_PRN_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="RGM_HOP_eod_v" file="Anims\LOBOT\RGM\S_HOP_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGM_CLIMB_eod_v" file="Anims\LOBOT\RGM\S_CLIMB_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="44" profile="-1" />
|
||||
<AnimSurface name="RGM_PUNCH_eod_v" file="Anims\LOBOT\RGM\S_PUNCH_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGM_IDLE_eod_v" file="Anims\LOBOT\RGM\S_N_STD_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGM_OPEN_eod_v" file="Anims\LOBOT\RGM\S_OPEN_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGM_RIFLE_OPEN_eod_v" file="Anims\LOBOT\RGM\S_RIFLE_OPEN_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_KICKDOOR_eod_v" file="Anims\LOBOT\RGM\S_R_DR_KICK_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SQUISH_eod_v" file="Anims\LOBOT\RGM\S_R_SQUISH_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_LOOK_eod_v" file="Anims\LOBOT\RGM\S_R_LOOK_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SPIT_eod_v" file="Anims\LOBOT\RGM\S_R_SPIT_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_DRUNK_eod_v" file="Anims\LOBOT\RGM\S_R_DRUNK_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_BAYONET_eod_v" file="Anims\LOBOT\RGM\S_R_BAYONET_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_BAYONET_L_eod_v" file="Anims\LOBOT\RGM\S_R_BAYONET_L_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="RGM_PICKUP_eod_v" file="Anims\LOBOT\RGM\S_PICKUP_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGMMEDIC_CROUCH_eod_v" file="Anims\LOBOT\RGM\S_MEDIC_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMMEDIC_PRONE_eod_v" file="Anims\LOBOT\RGM\S_PRN_MED_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="7" profile="-1" />
|
||||
<AnimSurface name="RGMCOWER_PRONE_eod_v" file="Anims\LOBOT\RGM\S_PRNCOW_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGMDIE_PRONE_eod_v" file="Anims\LOBOT\RGM\S_P_DIE_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_HIT_eod_v" file="Anims\LOBOT\RGM\S_HIT_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_CROUCH_eod_v" file="Anims\LOBOT\RGM\S_N_CRCH_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_SWAT_eod_v" file="Anims\LOBOT\RGM\S_N_SWAT_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_RUN_eod_v" file="Anims\LOBOT\RGM\S_N_RUN_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_WALK_eod_v" file="Anims\LOBOT\RGM\S_N_WALK_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_WALK_HURT_eod_v" file="Anims\LOBOT\RGM\S_N_WALK_HURT_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_PRONE_eod_v" file="Anims\LOBOT\RGM\S_N_PRNE_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="RGMDUAL_PRONE_eod_v" file="Anims\LOBOT\RGM\S_DB_PRN_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMPISTOL_IDLE_eod_v" file="Anims\LOBOT\RGM\S_P_BRTH_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMPISTOL_WALK_eod_v" file="Anims\LOBOT\RGM\S_P_WALK_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMPISTOL_RDY_WALK_eod_v" file="Anims\LOBOT\RGM\S_P_RDY_WALK_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMDUAL_RDY_WALK_eod_v" file="Anims\LOBOT\RGM\S_DBL_RDY_WALK_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMPISTOL_AIM_eod_v" file="Anims\LOBOT\RGM\S_N_SHOT_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGMPISTOL_AIM_1H_eod_v" file="Anims\LOBOT\RGM\S_N_SHOT2_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGMPISTOL_LOW_eod_v" file="Anims\LOBOT\RGM\S_P_LOW_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMPISTOL_CR_AIM_eod_v" file="Anims\LOBOT\RGM\S_CR_AIM_P_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGMDUAL_CR_AIM_eod_v" file="Anims\LOBOT\RGM\S_CR_AIM_D_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="RGMPISTOL_SDSTP_eod_v" file="Anims\LOBOT\RGM\S_P_SDSP_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMPISTOL_SDSTP_AIM_eod_v" file="Anims\LOBOT\RGM\S_P_SDSP_AIM_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMDUAL_SDSTP_eod_v" file="Anims\LOBOT\RGM\S_DBL_SDSP_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMDUAL_SDSTP_AIM_eod_v" file="Anims\LOBOT\RGM\S_DBL_SDSP_AIM_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMDUAL_AIM_eod_v" file="Anims\LOBOT\RGM\S_DBLSHOT_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_PAIN_eod_v" file="Anims\LOBOT\RGM\S_N_PAIN_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_DRUNK_eod_v" file="Anims\LOBOT\RGM\S_N_DRUNK_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_PAIN_eod_v" file="Anims\LOBOT\RGM\S_R_PAIN_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_DODGE_eod_v" file="Anims\LOBOT\RGM\S_DODGE_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_THROW_eod_v" file="Anims\LOBOT\RGM\S_THROW_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_THROW_G_eod_v" file="Anims\LOBOT\RGM\S_THROW_G_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_LOB_eod_v" file="Anims\LOBOT\RGM\S_LOB_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_LOB_G_eod_v" file="Anims\LOBOT\RGM\S_LOB_G_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_KICKDOOR_eod_v" file="Anims\LOBOT\RGM\S_DR_KICK_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_SQUISH_eod_v" file="Anims\LOBOT\RGM\S_SQUISH_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_PULL_eod_v" file="Anims\LOBOT\RGM\S_PULL_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_RADIO_eod_v" file="Anims\LOBOT\RGM\S_RADIO_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_REMOTE_eod_v" file="Anims\LOBOT\RGM\S_REMOTE_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
|
||||
<AnimSurface name="RGMKNIFE_STAB_eod_v" file="Anims\LOBOT\RGM\S_STAB_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMKNIFE_SLICE_eod_v" file="Anims\LOBOT\RGM\S_SLICE_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMKNIFE_THROW_eod_v" file="Anims\LOBOT\RGM\S_K_THROW_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMKNIFE_BREATH_eod_v" file="Anims\LOBOT\RGM\S_K_BREATH_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMCROWBAR_HIT_eod_v" file="Anims\LOBOT\RGM\S_CROWBAR_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_DIE_eod_v" file="Anims\LOBOT\RGM\S_D_FWD_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_JFK_eod_v" file="Anims\LOBOT\RGM\S_D_FWD_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_DIEFB_eod_v" file="Anims\LOBOT\RGM\S_DIEBAC_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_DIEFBH_eod_v" file="Anims\LOBOT\RGM\S_DIEHARD_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_DIEFBHB_eod_v" file="Anims\LOBOT\RGM\S_DIEHARDB_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="7" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_FALL_eod_v" file="Anims\LOBOT\RGM\S_N_FALL_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "4" framesperdir="52" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_FALLFWD_eod_v" file="Anims\LOBOT\RGM\S_N_FALL_FWD_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "4" framesperdir="41" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_KARATEP_eod_v" file="Anims\LOBOT\RGM\S_K_PUNCH_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_KARATELK_eod_v" file="Anims\LOBOT\RGM\S_K_LOWKICK_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="44" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_KARATESPINK_eod_v" file="Anims\LOBOT\RGM\S_K_SPINKICK_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_CDIE_eod_v" file="Anims\LOBOT\RGM\S_C_DIE_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="9" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_CPUNCH_eod_v" file="Anims\LOBOT\RGM\S_C_PUNCH_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_CTHROW_eod_v" file="Anims\LOBOT\RGM\S_C_THROW_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_CRADIO_eod_v" file="Anims\LOBOT\RGM\S_C_RADIO_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="RGMKNIFE_CSTAB_eod_v" file="Anims\LOBOT\RGM\S_C_STAB_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_COWER_eod_v" file="Anims\LOBOT\RGM\S_COWER_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_COWER_eod_v" file="Anims\LOBOT\RGM\S_R_COWER_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_PRN_COWER_eod_v" file="Anims\LOBOT\RGM\S_R_PRNCOW_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_ROLL_SIDE_eod_v" file="Anims\LOBOT\RGM\S_R_ROLL_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_ROLL_eod_v" file="Anims\LOBOT\RGM\S_ROLL_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_ROLL_SIDE_eod_v" file="Anims\LOBOT\RGM\S_N_ROLL_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_SLEEP_eod_v" file="Anims\LOBOT\RGM\S_SLEEP_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="RGMLAW_eod_v" file="Anims\LOBOT\RGM\S_LAW_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMLAW_CR_eod_v" file="Anims\LOBOT\RGM\S_LAW_CR_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="CROUCH_MORTAR_eod_v" file="Anims\LOBOT\RGM\S_MORTAR_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_eod_v" file="Anims\LOBOT\RGM\SW_R_STD_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_eod_v" file="Anims\LOBOT\RGM\SW_R_WALK_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_eod_v" file="Anims\LOBOT\RGM\SW_SR_AIM_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_eod_v" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_IDLE_eod_v" file="Anims\LOBOT\RGM\SW_N_STD_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_WALK_eod_v" file="Anims\LOBOT\RGM\SW_N_WALK_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_THROW_eod_v" file="Anims\LOBOT\RGM\SW_THROW_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_FALL_eod_v" file="Anims\LOBOT\RGM\SW_FALL_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_TREAD_eod_v" file="Anims\LOBOT\RGM\SW_TREAD_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_SWIM_eod_v" file="Anims\LOBOT\RGM\SW_SWIM_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DIE_eod_v" file="Anims\LOBOT\RGM\SW_DIE_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DROWN_eod_v" file="Anims\LOBOT\RGM\SW_DROWN_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_IDLE_eod_v" file="Anims\LOBOT\RGM\SW_P_BRTH_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_WALK_eod_v" file="Anims\LOBOT\RGM\SW_P_WALK_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_AIM_eod_v" file="Anims\LOBOT\RGM\SW_N_SHOT_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_DUAL_AIM_eod_v" file="Anims\LOBOT\RGM\SW_DBLSHOT_eod_v.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="RGM_HELIDROP_eod_l" file="Anims\LOBOT\RGM\s_heli_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_CROUCH_eod_l" file="Anims\LOBOT\RGM\S_R_RDY_SWAT_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGM_CROUCHWALK_eod_l" file="Anims\LOBOT\RGM\cr_walk_pistol_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGM_CROUCHWALK_DUAL_eod_l" file="Anims\LOBOT\RGM\cr_walk_dual_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_eod_l" file="Anims\LOBOT\RGM\S_R_RDY_WALK_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_HURT_eod_l" file="Anims\LOBOT\RGM\S_R_WALK_HURT_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_IDLE_eod_l" file="Anims\LOBOT\RGM\S_R_STD_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMBASICWALK_eod_l" file="Anims\LOBOT\RGM\S_R_WALK_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_CROUCH_eod_l" file="Anims\LOBOT\RGM\S_R_C_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SWAT_eod_l" file="Anims\LOBOT\RGM\S_R_SWAT_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SIDESTEP_eod_l" file="Anims\LOBOT\RGM\S_R_SDSP_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SIDESTEP_AIM_eod_l" file="Anims\LOBOT\RGM\S_R_SDSP_AIM_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRUNNING_eod_l" file="Anims\LOBOT\RGM\S_R_RUN_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_RAISE_eod_l" file="Anims\LOBOT\RGM\S_RAISE_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_AIM_eod_l" file="Anims\LOBOT\RGM\S_SR_AIM_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_LOW_eod_l" file="Anims\LOBOT\RGM\S_R_LOW_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_HIP_eod_l" file="Anims\LOBOT\RGM\S_SR_HIP_AIM_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_HIP_LOW_eod_l" file="Anims\LOBOT\RGM\S_R_HIP_LOW_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_CR_AIM_eod_l" file="Anims\LOBOT\RGM\S_CR_AIM_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_PRONE_eod_l" file="Anims\LOBOT\RGM\S_R_PRN_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="RGM_HOP_eod_l" file="Anims\LOBOT\RGM\S_HOP_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGM_CLIMB_eod_l" file="Anims\LOBOT\RGM\S_CLIMB_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="44" profile="-1" />
|
||||
<AnimSurface name="RGM_PUNCH_eod_l" file="Anims\LOBOT\RGM\S_PUNCH_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGM_IDLE_eod_l" file="Anims\LOBOT\RGM\S_N_STD_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGM_OPEN_eod_l" file="Anims\LOBOT\RGM\S_OPEN_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGM_RIFLE_OPEN_eod_l" file="Anims\LOBOT\RGM\S_RIFLE_OPEN_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_KICKDOOR_eod_l" file="Anims\LOBOT\RGM\S_R_DR_KICK_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SQUISH_eod_l" file="Anims\LOBOT\RGM\S_R_SQUISH_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_LOOK_eod_l" file="Anims\LOBOT\RGM\S_R_LOOK_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SPIT_eod_l" file="Anims\LOBOT\RGM\S_R_SPIT_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_DRUNK_eod_l" file="Anims\LOBOT\RGM\S_R_DRUNK_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_BAYONET_eod_l" file="Anims\LOBOT\RGM\S_R_BAYONET_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_BAYONET_L_eod_l" file="Anims\LOBOT\RGM\S_R_BAYONET_L_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="RGM_PICKUP_eod_l" file="Anims\LOBOT\RGM\S_PICKUP_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGMMEDIC_CROUCH_eod_l" file="Anims\LOBOT\RGM\S_MEDIC_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMMEDIC_PRONE_eod_l" file="Anims\LOBOT\RGM\S_PRN_MED_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="7" profile="-1" />
|
||||
<AnimSurface name="RGMCOWER_PRONE_eod_l" file="Anims\LOBOT\RGM\S_PRNCOW_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGMDIE_PRONE_eod_l" file="Anims\LOBOT\RGM\S_P_DIE_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_HIT_eod_l" file="Anims\LOBOT\RGM\S_HIT_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_CROUCH_eod_l" file="Anims\LOBOT\RGM\S_N_CRCH_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_SWAT_eod_l" file="Anims\LOBOT\RGM\S_N_SWAT_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_RUN_eod_l" file="Anims\LOBOT\RGM\S_N_RUN_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_WALK_eod_l" file="Anims\LOBOT\RGM\S_N_WALK_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_WALK_HURT_eod_l" file="Anims\LOBOT\RGM\S_N_WALK_HURT_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_PRONE_eod_l" file="Anims\LOBOT\RGM\S_N_PRNE_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="RGMDUAL_PRONE_eod_l" file="Anims\LOBOT\RGM\S_DB_PRN_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMPISTOL_IDLE_eod_l" file="Anims\LOBOT\RGM\S_P_BRTH_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMPISTOL_WALK_eod_l" file="Anims\LOBOT\RGM\S_P_WALK_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMPISTOL_RDY_WALK_eod_l" file="Anims\LOBOT\RGM\S_P_RDY_WALK_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMDUAL_RDY_WALK_eod_l" file="Anims\LOBOT\RGM\S_DBL_RDY_WALK_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMPISTOL_AIM_eod_l" file="Anims\LOBOT\RGM\S_N_SHOT_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGMPISTOL_AIM_1H_eod_l" file="Anims\LOBOT\RGM\S_N_SHOT2_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGMPISTOL_LOW_eod_l" file="Anims\LOBOT\RGM\S_P_LOW_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMPISTOL_CR_AIM_eod_l" file="Anims\LOBOT\RGM\S_CR_AIM_P_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGMDUAL_CR_AIM_eod_l" file="Anims\LOBOT\RGM\S_CR_AIM_D_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="RGMPISTOL_SDSTP_eod_l" file="Anims\LOBOT\RGM\S_P_SDSP_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMPISTOL_SDSTP_AIM_eod_l" file="Anims\LOBOT\RGM\S_P_SDSP_AIM_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMDUAL_SDSTP_eod_l" file="Anims\LOBOT\RGM\S_DBL_SDSP_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMDUAL_SDSTP_AIM_eod_l" file="Anims\LOBOT\RGM\S_DBL_SDSP_AIM_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMDUAL_AIM_eod_l" file="Anims\LOBOT\RGM\S_DBLSHOT_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_PAIN_eod_l" file="Anims\LOBOT\RGM\S_N_PAIN_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_DRUNK_eod_l" file="Anims\LOBOT\RGM\S_N_DRUNK_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_PAIN_eod_l" file="Anims\LOBOT\RGM\S_R_PAIN_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_DODGE_eod_l" file="Anims\LOBOT\RGM\S_DODGE_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_THROW_eod_l" file="Anims\LOBOT\RGM\S_THROW_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_THROW_G_eod_l" file="Anims\LOBOT\RGM\S_THROW_G_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_LOB_eod_l" file="Anims\LOBOT\RGM\S_LOB_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_LOB_G_eod_l" file="Anims\LOBOT\RGM\S_LOB_G_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_KICKDOOR_eod_l" file="Anims\LOBOT\RGM\S_DR_KICK_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_SQUISH_eod_l" file="Anims\LOBOT\RGM\S_SQUISH_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_PULL_eod_l" file="Anims\LOBOT\RGM\S_PULL_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_RADIO_eod_l" file="Anims\LOBOT\RGM\S_RADIO_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_REMOTE_eod_l" file="Anims\LOBOT\RGM\S_REMOTE_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
|
||||
<AnimSurface name="RGMKNIFE_STAB_eod_l" file="Anims\LOBOT\RGM\S_STAB_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMKNIFE_SLICE_eod_l" file="Anims\LOBOT\RGM\S_SLICE_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMKNIFE_THROW_eod_l" file="Anims\LOBOT\RGM\S_K_THROW_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMKNIFE_BREATH_eod_l" file="Anims\LOBOT\RGM\S_K_BREATH_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMCROWBAR_HIT_eod_l" file="Anims\LOBOT\RGM\S_CROWBAR_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_DIE_eod_l" file="Anims\LOBOT\RGM\S_D_FWD_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_JFK_eod_l" file="Anims\LOBOT\RGM\S_D_FWD_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_DIEFB_eod_l" file="Anims\LOBOT\RGM\S_DIEBAC_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_DIEFBH_eod_l" file="Anims\LOBOT\RGM\S_DIEHARD_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_DIEFBHB_eod_l" file="Anims\LOBOT\RGM\S_DIEHARDB_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="7" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_FALL_eod_l" file="Anims\LOBOT\RGM\S_N_FALL_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "4" framesperdir="52" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_FALLFWD_eod_l" file="Anims\LOBOT\RGM\S_N_FALL_FWD_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "4" framesperdir="41" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_KARATEP_eod_l" file="Anims\LOBOT\RGM\S_K_PUNCH_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_KARATELK_eod_l" file="Anims\LOBOT\RGM\S_K_LOWKICK_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="44" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_KARATESPINK_eod_l" file="Anims\LOBOT\RGM\S_K_SPINKICK_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_CDIE_eod_l" file="Anims\LOBOT\RGM\S_C_DIE_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="9" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_CPUNCH_eod_l" file="Anims\LOBOT\RGM\S_C_PUNCH_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_CTHROW_eod_l" file="Anims\LOBOT\RGM\S_C_THROW_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_CRADIO_eod_l" file="Anims\LOBOT\RGM\S_C_RADIO_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="RGMKNIFE_CSTAB_eod_l" file="Anims\LOBOT\RGM\S_C_STAB_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_COWER_eod_l" file="Anims\LOBOT\RGM\S_COWER_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_COWER_eod_l" file="Anims\LOBOT\RGM\S_R_COWER_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_PRN_COWER_eod_l" file="Anims\LOBOT\RGM\S_R_PRNCOW_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_ROLL_SIDE_eod_l" file="Anims\LOBOT\RGM\S_R_ROLL_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_ROLL_eod_l" file="Anims\LOBOT\RGM\S_ROLL_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_ROLL_SIDE_eod_l" file="Anims\LOBOT\RGM\S_N_ROLL_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMEMPTY_SLEEP_eod_l" file="Anims\LOBOT\RGM\S_SLEEP_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="RGMLAW_eod_l" file="Anims\LOBOT\RGM\S_LAW_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMLAW_CR_eod_l" file="Anims\LOBOT\RGM\S_LAW_CR_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="CROUCH_MORTAR_eod_l" file="Anims\LOBOT\RGM\S_MORTAR_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_eod_l" file="Anims\LOBOT\RGM\SW_R_STD_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_eod_l" file="Anims\LOBOT\RGM\SW_R_WALK_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_eod_l" file="Anims\LOBOT\RGM\SW_SR_AIM_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_eod_l" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_IDLE_eod_l" file="Anims\LOBOT\RGM\SW_N_STD_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_WALK_eod_l" file="Anims\LOBOT\RGM\SW_N_WALK_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_THROW_eod_l" file="Anims\LOBOT\RGM\SW_THROW_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_FALL_eod_l" file="Anims\LOBOT\RGM\SW_FALL_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DIE_eod_l" file="Anims\LOBOT\RGM\SW_DIE_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_IDLE_eod_l" file="Anims\LOBOT\RGM\SW_P_BRTH_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_WALK_eod_l" file="Anims\LOBOT\RGM\SW_P_WALK_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_AIM_eod_l" file="Anims\LOBOT\RGM\SW_N_SHOT_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_DUAL_AIM_eod_l" file="Anims\LOBOT\RGM\SW_DBLSHOT_eod_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
|
||||
<!-- BURN, BABY, BURN! -->
|
||||
<AnimSurface name="RGMBURN" file="Anims\LOBOT\RGM\default\S_FIRE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="43" profile="-1" />
|
||||
@@ -3670,4 +4036,3 @@
|
||||
<AnimSurface name="RGMDEEPWATER_DIE" file="Anims\LOBOT\RGM\default\S_D_DIE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="RGMHELIDROP" file="Anims\LOBOT\RGM\default\S_HELIDRP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<!-- DEFAULT ANIMS AS PLACEHOLDERS -->
|
||||
|
||||
|
||||
@@ -1,6 +1,142 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<LogicalAnimationSurfaces>
|
||||
<Layer name="legs">
|
||||
<LayerProp filter="EODpantsAndPistolLeft" palette="hats">
|
||||
<Surface name="RGMEMPTY_RUN_eod_l" animsurface="RGMPISTOL_RUN" />
|
||||
<Surface name="RGMDUAL_SDSTP_eod_l" animsurface="RGMSIDESTEP" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="EODpantsAndPistol" palette="hats">
|
||||
<Surface name="RGMPISTOL_WALK_eod_l" animsurface="RGMNOTHING_WALK" />
|
||||
<Surface name="RGMEMPTY_RUN_eod_l" animsurface="RGMPISTOL_RUN" />
|
||||
<Surface name="RGMEMPTY_RUN_eod_l" animsurface="RGMNOTHING_RUN" />
|
||||
<Surface name="RGMPISTOL_SDSTP_eod_l" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="RGMEMPTY_DRUNK_eod_l" animsurface="RGMPISTOLDRUNK" />
|
||||
<Surface name="WATER_PISTOL_IDLE_eod_l" animsurface="RGMWATER_N_STD" />
|
||||
<Surface name="WATER_PISTOL_WALK_eod_l" animsurface="RGMWATER_N_WALK" />
|
||||
<Surface name="WATER_PISTOL_AIM_eod_l" animsurface="RGMWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="EODpantsAndRifle" palette="hats">
|
||||
<Surface name="RGM_RIFLE_OPEN_eod_l" animsurface="RGMOPEN" />
|
||||
<Surface name="RGMRIFLE_COWER_eod_l" animsurface="RGMCOWER" />
|
||||
<Surface name="RGMRIFLE_PRN_COWER_eod_l" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="RGMRIFLE_KICKDOOR_eod_l" animsurface="RGMKICKDOOR" />
|
||||
<Surface name="RGMRIFLE_SQUISH_eod_l" animsurface="RGM_SQUISH" />
|
||||
<Surface name="RGMRIFLE_LOOK_eod_l" animsurface="RGM_LOOK" />
|
||||
<Surface name="RGMRIFLE_SPIT_eod_l" animsurface="RGM_SPIT" />
|
||||
<Surface name="RGMRIFLE_DRUNK_eod_l" animsurface="RGMDRUNK" />
|
||||
<Surface name="RGMRIFLE_LOW_eod_l" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="RGMRIFLE_HIP_LOW_eod_l" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="RGMRIFLE_SIDESTEP_AIM_eod_l" animsurface="RGMSIDESTEP_R_RDY" />
|
||||
<Surface name="RGMRIFLE_ROLL_SIDE_eod_l" animsurface="RGMROLL_PR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="EODpants" palette="hats">
|
||||
<Surface name="RGMRIFLE_SWAT_eod_l" animsurface="RGMSNEAKING" />
|
||||
<Surface name="RGMRIFLE_WALK_CROUCH_eod_l" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="RGM_CROUCHWALK_eod_l" animsurface="RGMCROUCH_P_RDY" />
|
||||
<Surface name="RGM_CROUCHWALK_DUAL_eod_l" animsurface="RGMCROUCH_D_RDY" />
|
||||
<Surface name="RGMRIFLE_WALK_eod_l" animsurface="RGMWALK_R_RDY" />
|
||||
<Surface name="RGMRUNNING_eod_l" animsurface="RGMRUNNING" />
|
||||
<Surface name="RGMRIFLE_IDLE_eod_l" animsurface="RGMSTANDING" />
|
||||
<Surface name="RGMBASICWALK_eod_l" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="RGMRIFLE_CROUCH_eod_l" animsurface="RGMCROUCHING" />
|
||||
<Surface name="RGMRIFLE_SIDESTEP_eod_l" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="RGMRIFLE_RAISE_eod_l" animsurface="RGMRAISE" />
|
||||
<Surface name="RGMRIFLE_AIM_eod_l" animsurface="RGMSTANDAIM" />
|
||||
<Surface name="RGMRIFLE_HIP_eod_l" animsurface="RGM_HIP_AIM" />
|
||||
<Surface name="RGMRIFLE_CR_AIM_eod_l" animsurface="RGMCROUCHAIM" />
|
||||
<Surface name="RGMRIFLE_PRONE_eod_l" animsurface="RGMPRONE" />
|
||||
<Surface name="RGM_HOP_eod_l" animsurface="RGMHOPFENCE" />
|
||||
<Surface name="RGM_HOP_eod_l" animsurface="RGMJUMPWINDOWS" />
|
||||
<Surface name="RGM_PUNCH_eod_l" animsurface="RGMPUNCH" />
|
||||
<Surface name="RGM_IDLE_eod_l" animsurface="RGMNOTHING_STD" />
|
||||
<Surface name="RGM_IDLE_eod_l" animsurface="RGMDBLBREATH" />
|
||||
<Surface name="RGM_OPEN_eod_l" animsurface="RGMOPEN" />
|
||||
<Surface name="RGM_PICKUP_eod_l" animsurface="RGMPICKUP" />
|
||||
<Surface name="RGMMEDIC_CROUCH_eod_l" animsurface="RGMMEDIC" />
|
||||
<Surface name="RGMRIFLE_HIT_eod_l" animsurface="RGMRHIT" />
|
||||
<Surface name="RGMEMPTY_CROUCH_eod_l" animsurface="RGMNOTHING_CROUCH" />
|
||||
<Surface name="RGMEMPTY_SWAT_eod_l" animsurface="RGMNOTHING_SWAT" />
|
||||
<Surface name="RGMEMPTY_SWAT_eod_l" animsurface="RGMSWKNIFE" />
|
||||
<Surface name="RGMEMPTY_RUN_eod_l" animsurface="RGMNOTHING_RUN" />
|
||||
<Surface name="RGMEMPTY_WALK_eod_l" animsurface="RGMNOTHING_WALK" />
|
||||
<Surface name="RGMEMPTY_PRONE_eod_l" animsurface="RGMHANDGUN_PRONE" />
|
||||
<Surface name="RGMPISTOL_IDLE_eod_l" animsurface="RGMPISTOLBREATH" />
|
||||
<Surface name="RGMPISTOL_AIM_eod_l" animsurface="RGMHANDGUN_S_SHOT" />
|
||||
<Surface name="RGMPISTOL_AIM_1H_eod_l" animsurface="RGM_PFSHOT_AIM" />
|
||||
<Surface name="RGMPISTOL_RDY_WALK_eod_l" animsurface="RGMWALK_P_RDY" />
|
||||
<Surface name="RGMDUAL_RDY_WALK_eod_l" animsurface="RGMWALK_D_RDY" />
|
||||
<Surface name="RGMPISTOL_CR_AIM_eod_l" animsurface="RGMHANDGUN_C_SHOT" />
|
||||
<Surface name="RGMPISTOL_SDSTP_AIM_eod_l" animsurface="RGMSIDESTEP_P_RDY" />
|
||||
<Surface name="RGMDUAL_SDSTP_AIM_eod_l" animsurface="RGMSIDESTEP_D_RDY" />
|
||||
<Surface name="RGMPISTOL_LOW_eod_l" animsurface="RGMPISTOLSHOOTLOW" />
|
||||
<Surface name="RGMPISTOL_LOW_eod_l" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="RGMDUAL_AIM_eod_l" animsurface="RGMSTANDDWALAIM" />
|
||||
<Surface name="RGMDUAL_CR_AIM_eod_l" animsurface="RGMCDBLSHOT" />
|
||||
<Surface name="RGMMEDIC_PRONE_eod_l" animsurface="RGMMEDICPRN" />
|
||||
<Surface name="RGMCOWER_PRONE_eod_l" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="RGMDIE_PRONE_eod_l" animsurface="RGMHITPRONE" />
|
||||
<Surface name="RGMDUAL_PRONE_eod_l" animsurface="RGMDWPRONE" />
|
||||
<Surface name="RGMEMPTY_PAIN_eod_l" animsurface="RGMHURTSTANDINGN" />
|
||||
<Surface name="RGMRIFLE_PAIN_eod_l" animsurface="RGMHURTSTANDINGR" />
|
||||
<Surface name="RGMEMPTY_DIE_eod_l" animsurface="RGMHITSTAND" />
|
||||
<Surface name="RGMEMPTY_JFK_eod_l" animsurface="RGMDIE_JFK" />
|
||||
<Surface name="RGMEMPTY_CDIE_eod_l" animsurface="RGMHITCROUCH" />
|
||||
<Surface name="RGMEMPTY_COWER_eod_l" animsurface="RGMCOWER" />
|
||||
<Surface name="RGM_CLIMB_eod_l" animsurface="RGMCLIMBROOF" />
|
||||
<Surface name="RGM_CLIMB_eod_l" animsurface="RGMWALLJUMP" />
|
||||
<Surface name="RGMEMPTY_ROLL_eod_l" animsurface="RGMROLLOVER" />
|
||||
<Surface name="RGMEMPTY_ROLL_SIDE_eod_l" animsurface="RGMROLL_PR" />
|
||||
<Surface name="RGMEMPTY_DIEFB_eod_l" animsurface="RGMHITFALLBACK" />
|
||||
<Surface name="RGMEMPTY_DIEFBH_eod_l" animsurface="RGMHITHARD" />
|
||||
<Surface name="RGMEMPTY_DIEFBHB_eod_l" animsurface="RGMHITHARDBLOOD" />
|
||||
<Surface name="RGMRIFLE_WALK_HURT_eod_l" animsurface="RGMHURTWALKINGR" />
|
||||
<Surface name="RGMRIFLE_BAYONET_eod_l" animsurface="RGMBAYONET_S_S" />
|
||||
<Surface name="RGMRIFLE_BAYONET_L_eod_l" animsurface="RGMBAYONET_S_P" />
|
||||
<Surface name="RGMEMPTY_DODGE_eod_l" animsurface="RGMDODGE" />
|
||||
<Surface name="RGMEMPTY_THROW_eod_l" animsurface="RGMTHROW" />
|
||||
<Surface name="RGMEMPTY_THROW_G_eod_l" animsurface="RGMSTHRG" />
|
||||
<Surface name="RGMEMPTY_LOB_eod_l" animsurface="RGMLOB" />
|
||||
<Surface name="RGMEMPTY_LOB_G_eod_l" animsurface="RGMSLOBG" />
|
||||
<Surface name="RGMEMPTY_KICKDOOR_eod_l" animsurface="RGMKICKDOOR" />
|
||||
<Surface name="RGMEMPTY_SQUISH_eod_l" animsurface="RGM_SQUISH" />
|
||||
<Surface name="RGMEMPTY_RADIO_eod_l" animsurface="RGMRADIO" />
|
||||
<Surface name="RGMEMPTY_PULL_eod_l" animsurface="RGM_PULL" />
|
||||
<Surface name="RGMEMPTY_REMOTE_eod_l" animsurface="RGMUSEREMOTE" />
|
||||
<Surface name="RGMKNIFE_STAB_eod_l" animsurface="RGMSTAB" />
|
||||
<Surface name="RGMKNIFE_SLICE_eod_l" animsurface="RGMSLICE" />
|
||||
<Surface name="RGMKNIFE_THROW_eod_l" animsurface="RGMTHROWKNIFE" />
|
||||
<Surface name="RGMKNIFE_BREATH_eod_l" animsurface="RGMBREATHKNIFE" />
|
||||
<Surface name="RGMCROWBAR_HIT_eod_l" animsurface="RGMCROWBAR" />
|
||||
<Surface name="RGMEMPTY_CPUNCH_eod_l" animsurface="RGMPUNCHLOW" />
|
||||
<Surface name="RGMEMPTY_CTHROW_eod_l" animsurface="RGMCRTHROW" />
|
||||
<Surface name="RGMKNIFE_CSTAB_eod_l" animsurface="RGMCSTAB" />
|
||||
<Surface name="RGMEMPTY_CRADIO_eod_l" animsurface="RGMCRRADIO" />
|
||||
<Surface name="RGMEMPTY_SLEEP_eod_l" animsurface="RGMSLEEP" />
|
||||
<Surface name="RGMEMPTY_DRUNK_eod_l" animsurface="RGMPISTOLDRUNK" />
|
||||
<Surface name="RGMEMPTY_WALK_HURT_eod_l" animsurface="RGMHURTWALKINGN" />
|
||||
<Surface name="RGMEMPTY_FALL_eod_l" animsurface="RGMFALL" />
|
||||
<Surface name="RGMEMPTY_FALLFWD_eod_l" animsurface="RGMFALLF" />
|
||||
<Surface name="RGMEMPTY_KARATELK_eod_l" animsurface="RGMLOWKICK" />
|
||||
<Surface name="RGMEMPTY_KARATESPINK_eod_l" animsurface="RGMSPINKICK" />
|
||||
<Surface name="RGMLAW_eod_l" animsurface="RGMROCKET" />
|
||||
<Surface name="RGMLAW_CR_eod_l" animsurface="RGMCRROCKET" />
|
||||
<Surface name="RGM_HELIDROP_eod_l" animsurface="RGMHELIDROP" />
|
||||
<Surface name="WATER_RIFLE_IDLE_eod_l" animsurface="RGMWATER_R_STD" />
|
||||
<Surface name="WATER_RIFLE_WALK_eod_l" animsurface="RGMWATER_R_WALK" />
|
||||
<Surface name="WATER_RIFLE_AIM_eod_l" animsurface="RGMWATER_R_AIM" />
|
||||
<Surface name="WATER_RIFLE_HIP_eod_l" animsurface="RGM_WATER_HIP_AIM" />
|
||||
<Surface name="WATER_EMPTY_IDLE_eod_l" animsurface="RGMWATER_N_STD" />
|
||||
<Surface name="WATER_EMPTY_WALK_eod_l" animsurface="RGMWATER_N_WALK" />
|
||||
<Surface name="WATER_EMPTY_THROW_eod_l" animsurface="RGMWATERTHROW" />
|
||||
<Surface name="WATER_EMPTY_FALL_eod_l" animsurface="RGMWATER_TRANS" />
|
||||
<Surface name="WATER_EMPTY_DIE_eod_l" animsurface="RGMWATER_DIE" />
|
||||
<Surface name="WATER_DUAL_AIM_eod_l" animsurface="RGMWATER_DBLSHT" />
|
||||
<Surface name="CROUCH_MORTAR_eod_l" animsurface="RGMMORTAR" />
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
<Layer name="hands">
|
||||
<LayerProp filter="EODvest" > <!-- Hide hands when wearing EOD vest -->
|
||||
</LayerProp>
|
||||
<LayerProp filter="LongsleevesANDHasPistolOrMPistolInLeftHand" >
|
||||
<Surface name="RGMEMPTY_RUN_LSLEEVE" animsurface="RGMPISTOL_RUN" />
|
||||
<Surface name="RGMDUAL_SDSTP_LSLEEVE" animsurface="RGMSIDESTEP" />
|
||||
@@ -272,6 +408,150 @@
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
<Layer name="helmet">
|
||||
<LayerProp filter="EODhelmetAndVest" palette="hats">
|
||||
<Surface name="RGMRIFLE_PRONE_eod_h2" animsurface="RGMPRONE" />
|
||||
<Surface name="RGMMEDIC_PRONE_eod_h2" animsurface="RGMMEDICPRN" />
|
||||
<Surface name="RGMCOWER_PRONE_eod_h2" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="RGMDIE_PRONE_eod_h2" animsurface="RGMHITPRONE" />
|
||||
<Surface name="RGMEMPTY_PRONE_eod_h2" animsurface="RGMHANDGUN_PRONE" />
|
||||
<Surface name="RGMDUAL_PRONE_eod_h2" animsurface="RGMDWPRONE" />
|
||||
<Surface name="RGMEMPTY_SLEEP_eod_h2" animsurface="RGMSLEEP" />
|
||||
<Surface name="RGMEMPTY_ROLL_eod_h2" animsurface="RGMROLLOVER" />
|
||||
<Surface name="RGMEMPTY_ROLL_SIDE_eod_h2" animsurface="RGMROLL_PR" />
|
||||
<Surface name="RGMRIFLE_ROLL_SIDE_eod_h2" animsurface="RGMROLL_PR" />
|
||||
<Surface name="RGMRIFLE_PRN_COWER_eod_h2" animsurface="RGM_COWER_PRONE" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="EODhelmetAndPistol" palette="hats">
|
||||
<Surface name="RGMPISTOL_WALK_eod_h" animsurface="RGMNOTHING_WALK" />
|
||||
<Surface name="RGMEMPTY_RUN_eod_h" animsurface="RGMPISTOL_RUN" />
|
||||
<Surface name="RGMEMPTY_RUN_eod_h" animsurface="RGMNOTHING_RUN" />
|
||||
<Surface name="RGMPISTOL_SDSTP_eod_h" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="WATER_PISTOL_IDLE_eod_h" animsurface="RGMWATER_N_STD" />
|
||||
<Surface name="WATER_PISTOL_WALK_eod_h" animsurface="RGMWATER_N_WALK" />
|
||||
<Surface name="WATER_PISTOL_AIM_eod_h" animsurface="RGMWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="EODhelmetAndRifle" palette="hats">
|
||||
<Surface name="RGM_RIFLE_OPEN_eod_h" animsurface="RGMOPEN" />
|
||||
<Surface name="RGMRIFLE_COWER_eod_h" animsurface="RGMCOWER" />
|
||||
<Surface name="RGMRIFLE_PRN_COWER_eod_h" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="RGMRIFLE_KICKDOOR_eod_h" animsurface="RGMKICKDOOR" />
|
||||
<Surface name="RGMRIFLE_SQUISH_eod_h" animsurface="RGM_SQUISH" />
|
||||
<Surface name="RGMRIFLE_LOOK_eod_h" animsurface="RGM_LOOK" />
|
||||
<Surface name="RGMRIFLE_SPIT_eod_h" animsurface="RGM_SPIT" />
|
||||
<Surface name="RGMRIFLE_DRUNK_eod_h" animsurface="RGMDRUNK" />
|
||||
<Surface name="RGMRIFLE_LOW_eod_h" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="RGMRIFLE_HIP_LOW_eod_h" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="RGMRIFLE_SIDESTEP_AIM_eod_h" animsurface="RGMSIDESTEP_R_RDY" />
|
||||
<Surface name="RGMRIFLE_ROLL_SIDE_eod_h" animsurface="RGMROLL_PR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="EODhelmet" palette="hats">
|
||||
<Surface name="RGMRIFLE_WALK_CROUCH_eod_h" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="RGMRIFLE_WALK_eod_h" animsurface="RGMWALK_R_RDY" />
|
||||
<Surface name="RGMRIFLE_IDLE_eod_h" animsurface="RGMSTANDING" />
|
||||
<Surface name="RGMBASICWALK_eod_h" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="RGMRUNNING_eod_h" animsurface="RGMRUNNING" />
|
||||
<Surface name="RGMRIFLE_CROUCH_eod_h" animsurface="RGMCROUCHING" />
|
||||
<Surface name="RGMRIFLE_SIDESTEP_eod_h" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="RGMRIFLE_SWAT_eod_h" animsurface="RGMSNEAKING" />
|
||||
<Surface name="RGMRIFLE_RAISE_eod_h" animsurface="RGMRAISE" />
|
||||
<Surface name="RGMRIFLE_AIM_eod_h" animsurface="RGMSTANDAIM" />
|
||||
<Surface name="RGMRIFLE_HIP_eod_h" animsurface="RGM_HIP_AIM" />
|
||||
<Surface name="RGMRIFLE_CR_AIM_eod_h" animsurface="RGMCROUCHAIM" />
|
||||
<Surface name="RGMRIFLE_PRONE_eod_h" animsurface="RGMPRONE" />
|
||||
<Surface name="RGMRIFLE_HIT_eod_h" animsurface="RGMRHIT" />
|
||||
<Surface name="RGM_CROUCHWALK_eod_h" animsurface="RGMCROUCH_P_RDY" />
|
||||
<Surface name="RGM_CROUCHWALK_DUAL_eod_h" animsurface="RGMCROUCH_D_RDY" />
|
||||
<Surface name="RGM_HOP_eod_h" animsurface="RGMHOPFENCE" />
|
||||
<Surface name="RGM_HOP_eod_h" animsurface="RGMJUMPWINDOWS" />
|
||||
<Surface name="RGM_PUNCH_eod_h" animsurface="RGMPUNCH" />
|
||||
<Surface name="RGM_IDLE_eod_h" animsurface="RGMNOTHING_STD" />
|
||||
<Surface name="RGM_IDLE_eod_h" animsurface="RGMDBLBREATH" />
|
||||
<Surface name="RGM_OPEN_eod_h" animsurface="RGMOPEN" />
|
||||
<Surface name="RGM_PICKUP_eod_h" animsurface="RGMPICKUP" />
|
||||
<Surface name="RGMMEDIC_CROUCH_eod_h" animsurface="RGMMEDIC" />
|
||||
<Surface name="RGMMEDIC_PRONE_eod_h" animsurface="RGMMEDICPRN" />
|
||||
<Surface name="RGMCOWER_PRONE_eod_h" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="RGMDIE_PRONE_eod_h" animsurface="RGMHITPRONE" />
|
||||
<Surface name="RGMEMPTY_CROUCH_eod_h" animsurface="RGMNOTHING_CROUCH" />
|
||||
<Surface name="RGMEMPTY_SWAT_eod_h" animsurface="RGMNOTHING_SWAT" />
|
||||
<Surface name="RGMEMPTY_SWAT_eod_h" animsurface="RGMSWKNIFE" />
|
||||
<Surface name="RGMEMPTY_RUN_eod_h" animsurface="RGMPISTOL_RUN" />
|
||||
<Surface name="RGMEMPTY_RUN_eod_h" animsurface="RGMNOTHING_RUN" />
|
||||
<Surface name="RGMEMPTY_WALK_eod_h" animsurface="RGMNOTHING_WALK" />
|
||||
<Surface name="RGMEMPTY_PRONE_eod_h" animsurface="RGMHANDGUN_PRONE" />
|
||||
<Surface name="RGMDUAL_PRONE_eod_h" animsurface="RGMDWPRONE" />
|
||||
<Surface name="RGMPISTOL_IDLE_eod_h" animsurface="RGMPISTOLBREATH" />
|
||||
<Surface name="RGMPISTOL_RDY_WALK_eod_h" animsurface="RGMWALK_P_RDY" />
|
||||
<Surface name="RGMDUAL_RDY_WALK_eod_h" animsurface="RGMWALK_D_RDY" />
|
||||
<Surface name="RGMPISTOL_AIM_eod_h" animsurface="RGMHANDGUN_S_SHOT" />
|
||||
<Surface name="RGMPISTOL_AIM_1H_eod_h" animsurface="RGM_PFSHOT_AIM" />
|
||||
<Surface name="RGMPISTOL_LOW_eod_h" animsurface="RGMPISTOLSHOOTLOW" />
|
||||
<Surface name="RGMPISTOL_LOW_eod_h" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="RGMPISTOL_CR_AIM_eod_h" animsurface="RGMHANDGUN_C_SHOT" />
|
||||
<Surface name="RGMDUAL_CR_AIM_eod_h" animsurface="RGMCDBLSHOT" />
|
||||
<Surface name="RGMPISTOL_SDSTP_AIM_eod_h" animsurface="RGMSIDESTEP_P_RDY" />
|
||||
<Surface name="RGMDUAL_SDSTP_AIM_eod_h" animsurface="RGMSIDESTEP_D_RDY" />
|
||||
<Surface name="RGMDUAL_AIM_eod_h" animsurface="RGMSTANDDWALAIM" />
|
||||
<Surface name="RGMEMPTY_PAIN_eod_h" animsurface="RGMHURTSTANDINGN" />
|
||||
<Surface name="RGMRIFLE_PAIN_eod_h" animsurface="RGMHURTSTANDINGR" />
|
||||
<Surface name="RGMEMPTY_DIE_eod_h" animsurface="RGMHITSTAND" />
|
||||
<Surface name="RGMEMPTY_CDIE_eod_h" animsurface="RGMHITCROUCH" />
|
||||
<Surface name="RGMEMPTY_COWER_eod_h" animsurface="RGMCOWER" />
|
||||
<Surface name="RGM_CLIMB_eod_h" animsurface="RGMCLIMBROOF" />
|
||||
<Surface name="RGM_CLIMB_eod_h" animsurface="RGMWALLJUMP" />
|
||||
<Surface name="RGMEMPTY_ROLL_eod_h" animsurface="RGMROLLOVER" />
|
||||
<Surface name="RGMEMPTY_ROLL_SIDE_eod_h" animsurface="RGMROLL_PR" />
|
||||
<Surface name="RGMEMPTY_DIEFB_eod_h" animsurface="RGMHITFALLBACK" />
|
||||
<Surface name="RGMEMPTY_DIEFBH_eod_h" animsurface="RGMHITHARD" />
|
||||
<Surface name="RGMEMPTY_DIEFBHB_eod_h" animsurface="RGMHITHARDBLOOD" />
|
||||
<Surface name="RGMRIFLE_WALK_HURT_eod_h" animsurface="RGMHURTWALKINGR" />
|
||||
<Surface name="RGMRIFLE_BAYONET_eod_h" animsurface="RGMBAYONET_S_S" />
|
||||
<Surface name="RGMRIFLE_BAYONET_L_eod_h" animsurface="RGMBAYONET_S_P" />
|
||||
<Surface name="RGMEMPTY_DODGE_eod_h" animsurface="RGMDODGE" />
|
||||
<Surface name="RGMEMPTY_THROW_eod_h" animsurface="RGMTHROW" />
|
||||
<Surface name="RGMEMPTY_THROW_G_eod_h" animsurface="RGMSTHRG" />
|
||||
<Surface name="RGMEMPTY_LOB_eod_h" animsurface="RGMLOB" />
|
||||
<Surface name="RGMEMPTY_LOB_G_eod_h" animsurface="RGMSLOBG" />
|
||||
<Surface name="RGMEMPTY_KICKDOOR_eod_h" animsurface="RGMKICKDOOR" />
|
||||
<Surface name="RGMEMPTY_SQUISH_eod_h" animsurface="RGM_SQUISH" />
|
||||
<Surface name="RGMEMPTY_RADIO_eod_h" animsurface="RGMRADIO" />
|
||||
<Surface name="RGMEMPTY_PULL_eod_h" animsurface="RGM_PULL" />
|
||||
<Surface name="RGMEMPTY_REMOTE_eod_h" animsurface="RGMUSEREMOTE" />
|
||||
<Surface name="RGMKNIFE_STAB_eod_h" animsurface="RGMSTAB" />
|
||||
<Surface name="RGMKNIFE_SLICE_eod_h" animsurface="RGMSLICE" />
|
||||
<Surface name="RGMKNIFE_THROW_eod_h" animsurface="RGMTHROWKNIFE" />
|
||||
<Surface name="RGMKNIFE_BREATH_eod_h" animsurface="RGMBREATHKNIFE" />
|
||||
<Surface name="RGMCROWBAR_HIT_eod_h" animsurface="RGMCROWBAR" />
|
||||
<Surface name="RGMEMPTY_CPUNCH_eod_h" animsurface="RGMPUNCHLOW" />
|
||||
<Surface name="RGMEMPTY_CTHROW_eod_h" animsurface="RGMCRTHROW" />
|
||||
<Surface name="RGMKNIFE_CSTAB_eod_h" animsurface="RGMCSTAB" />
|
||||
<Surface name="RGMEMPTY_CRADIO_eod_h" animsurface="RGMCRRADIO" />
|
||||
<Surface name="RGMEMPTY_SLEEP_eod_h" animsurface="RGMSLEEP" />
|
||||
<Surface name="RGMEMPTY_DRUNK_eod_h" animsurface="RGMPISTOLDRUNK" />
|
||||
<Surface name="RGMEMPTY_WALK_HURT_eod_h" animsurface="RGMHURTWALKINGN" />
|
||||
<Surface name="RGMEMPTY_FALL_eod_h" animsurface="RGMFALL" />
|
||||
<Surface name="RGMEMPTY_FALLFWD_eod_h" animsurface="RGMFALLF" />
|
||||
<Surface name="RGMEMPTY_KARATELK_eod_h" animsurface="RGMLOWKICK" />
|
||||
<Surface name="RGMEMPTY_KARATESPINK_eod_h" animsurface="RGMSPINKICK" />
|
||||
<Surface name="RGMLAW_eod_h" animsurface="RGMROCKET" />
|
||||
<Surface name="RGMLAW_CR_eod_h" animsurface="RGMCRROCKET" />
|
||||
<Surface name="RGM_HELIDROP_eod_h" animsurface="RGMHELIDROP" />
|
||||
<Surface name="WATER_RIFLE_IDLE_eod_h" animsurface="RGMWATER_R_STD" />
|
||||
<Surface name="WATER_RIFLE_WALK_eod_h" animsurface="RGMWATER_R_WALK" />
|
||||
<Surface name="WATER_RIFLE_AIM_eod_h" animsurface="RGMWATER_R_AIM" />
|
||||
<Surface name="WATER_RIFLE_HIP_eod_h" animsurface="RGM_WATER_HIP_AIM" />
|
||||
<Surface name="WATER_EMPTY_IDLE_eod_h" animsurface="RGMWATER_N_STD" />
|
||||
<Surface name="WATER_EMPTY_WALK_eod_h" animsurface="RGMWATER_N_WALK" />
|
||||
<Surface name="WATER_EMPTY_THROW_eod_h" animsurface="RGMWATERTHROW" />
|
||||
<Surface name="WATER_EMPTY_FALL_eod_h" animsurface="RGMWATER_TRANS" />
|
||||
<Surface name="WATER_EMPTY_FALL_eod_h" animsurface="RGMWATER_TRANS" />
|
||||
<Surface name="WATER_EMPTY_TREAD_eod_h" animsurface="RGMDEEPWATER_TRED" />
|
||||
<Surface name="WATER_EMPTY_SWIM_eod_h" animsurface="RGMDEEPWATER_SWIM" />
|
||||
<Surface name="WATER_EMPTY_DIE_eod_h" animsurface="RGMWATER_DIE" />
|
||||
<Surface name="WATER_EMPTY_DROWN_eod_h" animsurface="RGMDEEPWATER_DIE" />
|
||||
<Surface name="WATER_DUAL_AIM_eod_h" animsurface="RGMWATER_DBLSHT" />
|
||||
<Surface name="CROUCH_MORTAR_eod_h" animsurface="RGMMORTAR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingCamoHelmetAndHasPistol" palette="hats">
|
||||
<Surface name="RGMPISTOL_WALK_CAMOHELMET" animsurface="RGMNOTHING_WALK" />
|
||||
<Surface name="RGMEMPTY_RUN_CAMOHELMET" animsurface="RGMPISTOL_RUN" />
|
||||
@@ -1193,6 +1473,138 @@
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
<Layer name="vest">
|
||||
<LayerProp filter="EODvestAndPistol" palette="hats">
|
||||
<Surface name="RGMPISTOL_IDLE_eod_v" animsurface="RGMPISTOLBREATH" />
|
||||
<Surface name="RGMPISTOL_WALK_eod_v" animsurface="RGMNOTHING_WALK" />
|
||||
<Surface name="RGMPISTOL_RDY_WALK_eod_v" animsurface="RGMWALK_P_RDY" />
|
||||
<Surface name="RGMEMPTY_RUN_eod_v" animsurface="RGMPISTOL_RUN" />
|
||||
<Surface name="RGMEMPTY_RUN_eod_v" animsurface="RGMNOTHING_RUN" />
|
||||
<Surface name="RGMPISTOL_SDSTP_eod_v" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="WATER_PISTOL_IDLE_eod_v" animsurface="RGMWATER_N_STD" />
|
||||
<Surface name="WATER_PISTOL_WALK_eod_v" animsurface="RGMWATER_N_WALK" />
|
||||
<Surface name="WATER_PISTOL_AIM_eod_v" animsurface="RGMWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="EODvestAndRifle" palette="hats">
|
||||
<Surface name="RGM_RIFLE_OPEN_eod_v" animsurface="RGMOPEN" />
|
||||
<Surface name="RGMRIFLE_COWER_eod_v" animsurface="RGMCOWER" />
|
||||
<Surface name="RGMRIFLE_PRN_COWER_eod_v" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="RGMRIFLE_KICKDOOR_eod_v" animsurface="RGMKICKDOOR" />
|
||||
<Surface name="RGMRIFLE_SQUISH_eod_v" animsurface="RGM_SQUISH" />
|
||||
<Surface name="RGMRIFLE_LOOK_eod_v" animsurface="RGM_LOOK" />
|
||||
<Surface name="RGMRIFLE_SPIT_eod_v" animsurface="RGM_SPIT" />
|
||||
<Surface name="RGMRIFLE_DRUNK_eod_v" animsurface="RGMDRUNK" />
|
||||
<Surface name="RGMRIFLE_LOW_eod_v" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="RGMRIFLE_HIP_LOW_eod_v" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="RGMRIFLE_SIDESTEP_AIM_eod_v" animsurface="RGMSIDESTEP_R_RDY" />
|
||||
<Surface name="RGMRIFLE_ROLL_SIDE_eod_v" animsurface="RGMROLL_PR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="EODvest" palette="hats">
|
||||
<Surface name="RGMRIFLE_WALK_CROUCH_eod_v" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="RGMRIFLE_WALK_eod_v" animsurface="RGMWALK_R_RDY" />
|
||||
<Surface name="RGMRIFLE_IDLE_eod_v" animsurface="RGMSTANDING" />
|
||||
<Surface name="RGMBASICWALK_eod_v" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="RGMRUNNING_eod_v" animsurface="RGMRUNNING" />
|
||||
<Surface name="RGMRIFLE_CROUCH_eod_v" animsurface="RGMCROUCHING" />
|
||||
<Surface name="RGMRIFLE_SIDESTEP_eod_v" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="RGMRIFLE_SWAT_eod_v" animsurface="RGMSNEAKING" />
|
||||
<Surface name="RGMRIFLE_RAISE_eod_v" animsurface="RGMRAISE" />
|
||||
<Surface name="RGMRIFLE_AIM_eod_v" animsurface="RGMSTANDAIM" />
|
||||
<Surface name="RGMRIFLE_HIP_eod_v" animsurface="RGM_HIP_AIM" />
|
||||
<Surface name="RGMRIFLE_CR_AIM_eod_v" animsurface="RGMCROUCHAIM" />
|
||||
<Surface name="RGMRIFLE_PRONE_eod_v" animsurface="RGMPRONE" />
|
||||
<Surface name="RGMRIFLE_HIT_eod_v" animsurface="RGMRHIT" />
|
||||
<Surface name="RGM_CROUCHWALK_eod_v" animsurface="RGMCROUCH_P_RDY" />
|
||||
<Surface name="RGM_CROUCHWALK_DUAL_eod_v" animsurface="RGMCROUCH_D_RDY" />
|
||||
<Surface name="RGM_HOP_eod_v" animsurface="RGMHOPFENCE" />
|
||||
<Surface name="RGM_HOP_eod_v" animsurface="RGMJUMPWINDOWS" />
|
||||
<Surface name="RGM_PUNCH_eod_v" animsurface="RGMPUNCH" />
|
||||
<Surface name="RGM_IDLE_eod_v" animsurface="RGMNOTHING_STD" />
|
||||
<Surface name="RGM_IDLE_eod_v" animsurface="RGMDBLBREATH" />
|
||||
<Surface name="RGM_OPEN_eod_v" animsurface="RGMOPEN" />
|
||||
<Surface name="RGM_PICKUP_eod_v" animsurface="RGMPICKUP" />
|
||||
<Surface name="RGMMEDIC_CROUCH_eod_v" animsurface="RGMMEDIC" />
|
||||
<Surface name="RGMMEDIC_PRONE_eod_v" animsurface="RGMMEDICPRN" />
|
||||
<Surface name="RGMCOWER_PRONE_eod_v" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="RGMDIE_PRONE_eod_v" animsurface="RGMHITPRONE" />
|
||||
<Surface name="RGMEMPTY_CROUCH_eod_v" animsurface="RGMNOTHING_CROUCH" />
|
||||
<Surface name="RGMEMPTY_SWAT_eod_v" animsurface="RGMNOTHING_SWAT" />
|
||||
<Surface name="RGMEMPTY_SWAT_eod_v" animsurface="RGMSWKNIFE" />
|
||||
<Surface name="RGMEMPTY_RUN_eod_v" animsurface="RGMPISTOL_RUN" />
|
||||
<Surface name="RGMEMPTY_RUN_eod_v" animsurface="RGMNOTHING_RUN" />
|
||||
<Surface name="RGMEMPTY_WALK_eod_v" animsurface="RGMNOTHING_WALK" />
|
||||
<Surface name="RGMEMPTY_PRONE_eod_v" animsurface="RGMHANDGUN_PRONE" />
|
||||
<Surface name="RGMDUAL_PRONE_eod_v" animsurface="RGMDWPRONE" />
|
||||
<Surface name="RGMDUAL_RDY_WALK_eod_v" animsurface="RGMWALK_D_RDY" />
|
||||
<Surface name="RGMPISTOL_AIM_eod_v" animsurface="RGMHANDGUN_S_SHOT" />
|
||||
<Surface name="RGMPISTOL_AIM_1H_eod_v" animsurface="RGM_PFSHOT_AIM" />
|
||||
<Surface name="RGMPISTOL_LOW_eod_v" animsurface="RGMPISTOLSHOOTLOW" />
|
||||
<Surface name="RGMPISTOL_LOW_eod_v" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="RGMPISTOL_CR_AIM_eod_v" animsurface="RGMHANDGUN_C_SHOT" />
|
||||
<Surface name="RGMDUAL_CR_AIM_eod_v" animsurface="RGMCDBLSHOT" />
|
||||
<Surface name="RGMPISTOL_SDSTP_AIM_eod_v" animsurface="RGMSIDESTEP_P_RDY" />
|
||||
<Surface name="RGMDUAL_SDSTP_AIM_eod_v" animsurface="RGMSIDESTEP_D_RDY" />
|
||||
<Surface name="RGMDUAL_AIM_eod_v" animsurface="RGMSTANDDWALAIM" />
|
||||
<Surface name="RGMEMPTY_PAIN_eod_v" animsurface="RGMHURTSTANDINGN" />
|
||||
<Surface name="RGMRIFLE_PAIN_eod_v" animsurface="RGMHURTSTANDINGR" />
|
||||
<Surface name="RGMEMPTY_DIE_eod_v" animsurface="RGMHITSTAND" />
|
||||
<Surface name="RGMEMPTY_JFK_eod_v" animsurface="RGMDIE_JFK" />
|
||||
<Surface name="RGMEMPTY_CDIE_eod_v" animsurface="RGMHITCROUCH" />
|
||||
<Surface name="RGMEMPTY_COWER_eod_v" animsurface="RGMCOWER" />
|
||||
<Surface name="RGM_CLIMB_eod_v" animsurface="RGMCLIMBROOF" />
|
||||
<Surface name="RGM_CLIMB_eod_v" animsurface="RGMWALLJUMP" />
|
||||
<Surface name="RGMEMPTY_ROLL_eod_v" animsurface="RGMROLLOVER" />
|
||||
<Surface name="RGMEMPTY_ROLL_SIDE_eod_v" animsurface="RGMROLL_PR" />
|
||||
<Surface name="RGMEMPTY_DIEFB_eod_v" animsurface="RGMHITFALLBACK" />
|
||||
<Surface name="RGMEMPTY_DIEFBH_eod_v" animsurface="RGMHITHARD" />
|
||||
<Surface name="RGMEMPTY_DIEFBHB_eod_v" animsurface="RGMHITHARDBLOOD" />
|
||||
<Surface name="RGMRIFLE_WALK_HURT_eod_v" animsurface="RGMHURTWALKINGR" />
|
||||
<Surface name="RGMRIFLE_BAYONET_eod_v" animsurface="RGMBAYONET_S_S" />
|
||||
<Surface name="RGMRIFLE_BAYONET_L_eod_v" animsurface="RGMBAYONET_S_P" />
|
||||
<Surface name="RGMEMPTY_DODGE_eod_v" animsurface="RGMDODGE" />
|
||||
<Surface name="RGMEMPTY_THROW_eod_v" animsurface="RGMTHROW" />
|
||||
<Surface name="RGMEMPTY_THROW_G_eod_v" animsurface="RGMSTHRG" />
|
||||
<Surface name="RGMEMPTY_LOB_eod_v" animsurface="RGMLOB" />
|
||||
<Surface name="RGMEMPTY_LOB_G_eod_v" animsurface="RGMSLOBG" />
|
||||
<Surface name="RGMEMPTY_KICKDOOR_eod_v" animsurface="RGMKICKDOOR" />
|
||||
<Surface name="RGMEMPTY_SQUISH_eod_v" animsurface="RGM_SQUISH" />
|
||||
<Surface name="RGMEMPTY_RADIO_eod_v" animsurface="RGMRADIO" />
|
||||
<Surface name="RGMEMPTY_PULL_eod_v" animsurface="RGM_PULL" />
|
||||
<Surface name="RGMEMPTY_REMOTE_eod_v" animsurface="RGMUSEREMOTE" />
|
||||
<Surface name="RGMKNIFE_STAB_eod_v" animsurface="RGMSTAB" />
|
||||
<Surface name="RGMKNIFE_SLICE_eod_v" animsurface="RGMSLICE" />
|
||||
<Surface name="RGMKNIFE_THROW_eod_v" animsurface="RGMTHROWKNIFE" />
|
||||
<Surface name="RGMKNIFE_BREATH_eod_v" animsurface="RGMBREATHKNIFE" />
|
||||
<Surface name="RGMCROWBAR_HIT_eod_v" animsurface="RGMCROWBAR" />
|
||||
<Surface name="RGMEMPTY_CPUNCH_eod_v" animsurface="RGMPUNCHLOW" />
|
||||
<Surface name="RGMEMPTY_CTHROW_eod_v" animsurface="RGMCRTHROW" />
|
||||
<Surface name="RGMKNIFE_CSTAB_eod_v" animsurface="RGMCSTAB" />
|
||||
<Surface name="RGMEMPTY_CRADIO_eod_v" animsurface="RGMCRRADIO" />
|
||||
<Surface name="RGMEMPTY_SLEEP_eod_v" animsurface="RGMSLEEP" />
|
||||
<Surface name="RGMEMPTY_DRUNK_eod_v" animsurface="RGMPISTOLDRUNK" />
|
||||
<Surface name="RGMEMPTY_WALK_HURT_eod_v" animsurface="RGMHURTWALKINGN" />
|
||||
<Surface name="RGMEMPTY_FALL_eod_v" animsurface="RGMFALL" />
|
||||
<Surface name="RGMEMPTY_FALLFWD_eod_v" animsurface="RGMFALLF" />
|
||||
<Surface name="RGMEMPTY_KARATELK_eod_v" animsurface="RGMLOWKICK" />
|
||||
<Surface name="RGMEMPTY_KARATESPINK_eod_v" animsurface="RGMSPINKICK" />
|
||||
<Surface name="RGMLAW_eod_v" animsurface="RGMROCKET" />
|
||||
<Surface name="RGMLAW_CR_eod_v" animsurface="RGMCRROCKET" />
|
||||
<Surface name="RGM_HELIDROP_eod_v" animsurface="RGMHELIDROP" />
|
||||
<Surface name="WATER_RIFLE_IDLE_eod_v" animsurface="RGMWATER_R_STD" />
|
||||
<Surface name="WATER_RIFLE_WALK_eod_v" animsurface="RGMWATER_R_WALK" />
|
||||
<Surface name="WATER_RIFLE_AIM_eod_v" animsurface="RGMWATER_R_AIM" />
|
||||
<Surface name="WATER_RIFLE_HIP_eod_v" animsurface="RGM_WATER_HIP_AIM" />
|
||||
<Surface name="WATER_EMPTY_IDLE_eod_v" animsurface="RGMWATER_N_STD" />
|
||||
<Surface name="WATER_EMPTY_WALK_eod_v" animsurface="RGMWATER_N_WALK" />
|
||||
<Surface name="WATER_EMPTY_THROW_eod_v" animsurface="RGMWATERTHROW" />
|
||||
<Surface name="WATER_EMPTY_FALL_eod_v" animsurface="RGMWATER_TRANS" />
|
||||
<Surface name="WATER_EMPTY_FALL_eod_v" animsurface="RGMWATER_TRANS" />
|
||||
<Surface name="WATER_EMPTY_TREAD_eod_v" animsurface="RGMDEEPWATER_TRED" />
|
||||
<Surface name="WATER_EMPTY_SWIM_eod_v" animsurface="RGMDEEPWATER_SWIM" />
|
||||
<Surface name="WATER_EMPTY_DIE_eod_v" animsurface="RGMWATER_DIE" />
|
||||
<Surface name="WATER_EMPTY_DROWN_eod_v" animsurface="RGMDEEPWATER_DIE" />
|
||||
<Surface name="WATER_DUAL_AIM_eod_v" animsurface="RGMWATER_DBLSHT" />
|
||||
<Surface name="CROUCH_MORTAR_eod_v" animsurface="RGMMORTAR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingSpectraAndHasPistol" palette="hats">
|
||||
<Surface name="RGMPISTOL_IDLE_spectra" animsurface="RGMPISTOLBREATH" />
|
||||
<Surface name="RGMPISTOL_WALK_spectra" animsurface="RGMNOTHING_WALK" />
|
||||
|
||||
Reference in New Issue
Block a user