mirror of
https://github.com/1dot13/source.git
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Full set of LOBOT animations (by Asdow).
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2633 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -3,6 +3,7 @@
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<!ENTITY AnimSurfaces_LobotRGM SYSTEM "LogicalBodyTypes\LBT_RGM\AnimationSurfaces_LBT_RGM.xml">
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<!ENTITY AnimSurfaces_LobotRGM_UZI SYSTEM "LogicalBodyTypes\LBT_RGM\AnimationSurfaces_LBT_RGM_UZI.xml">
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<!ENTITY AnimSurfaces_LobotBGM SYSTEM "LogicalBodyTypes\LBT_BGM\AnimationSurfaces_LBT_BGM.xml">
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<!ENTITY AnimSurfaces_LobotBGM_UZI SYSTEM "LogicalBodyTypes\LBT_BGM\AnimationSurfaces_LBT_BGM_UZI.xml">
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<!ENTITY AnimSurfaces_LobotRGF SYSTEM "LogicalBodyTypes\LBT_RGF\AnimationSurfaces_LBT_RGF.xml">
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<!ENTITY AnimSurfaces_LobotRGF_UZI SYSTEM "LogicalBodyTypes\LBT_RGF\AnimationSurfaces_LBT_RGF_UZI.xml">
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]>
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@@ -10,6 +11,7 @@
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&AnimSurfaces_LobotRGM;
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&AnimSurfaces_LobotRGM_UZI;
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&AnimSurfaces_LobotBGM;
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&AnimSurfaces_LobotBGM_UZI;
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&AnimSurfaces_LobotRGF;
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&AnimSurfaces_LobotRGF_UZI;
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</AnimSurfaces>
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@@ -31,6 +31,12 @@
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<LEFT_WEAPON_TYPE not="">GUN_M_PISTOL</LEFT_WEAPON_TYPE>
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</AND>
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</Filter>
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<Filter name="HasPistolOrMPistolInRightHand2">
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<OR>
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<FILTER>HasPistolInHand</FILTER>
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<FILTER>HasMPistolInHand</FILTER>
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</OR>
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</Filter>
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<Filter name="HasPistolInLeftHand">
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<LEFT_WEAPON_TYPE>GUN_PISTOL</LEFT_WEAPON_TYPE>
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</Filter>
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@@ -55,6 +61,12 @@
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<FILTER>HasPistolOrMPistolInLeftHand</FILTER>
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</AND>
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</Filter>
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<Filter name="DualHandguns">
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<AND>
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<FILTER>HasPistolOrMPistolInRightHand2</FILTER>
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<FILTER>HasPistolOrMPistolInLeftHand</FILTER>
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</AND>
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</Filter>
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<Filter name="HasRifleTypeWeaponInHand">
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<!-- <AND>
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<WEAPON_IN_HAND>1</WEAPON_IN_HAND>
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@@ -107,11 +119,8 @@
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<Filter name="IsWearingHelmetAndHasPistol">
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<AND>
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<FILTER>IsWearingHelmet</FILTER>
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<FILTER>HasPistolOrMPistolInRightHand</FILTER>
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</AND>
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<OR>
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<FILTER>HasPistolInHand</FILTER>
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<FILTER>HasMPistolInHand</FILTER>
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</OR>
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</Filter>
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<Filter name="IsWearingHelmetAndHasRifle">
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<AND>
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@@ -127,11 +136,8 @@
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<Filter name="IsWearingCamoHelmetAndHasPistol">
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<AND>
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<FILTER>IsWearingCamoHelmet</FILTER>
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<FILTER>HasPistolOrMPistolInRightHand</FILTER>
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</AND>
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<OR>
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<FILTER>HasPistolInHand</FILTER>
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<FILTER>HasMPistolInHand</FILTER>
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</OR>
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</Filter>
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<Filter name="IsWearingCamoHelmetAndHasRifle">
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<AND>
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@@ -147,11 +153,8 @@
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<Filter name="HasKneepadsAndHasPistol">
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<AND>
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<FILTER>HasKneepads</FILTER>
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<FILTER>HasPistolOrMPistolInRightHand</FILTER>
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</AND>
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<OR>
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<FILTER>HasPistolInHand</FILTER>
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<FILTER>HasMPistolInHand</FILTER>
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</OR>
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</Filter>
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<Filter name="HasKneepadsAndHasRifle">
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<AND>
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@@ -313,6 +316,11 @@
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<HANDPOS op="in">40, 50, 903, 906, 907, 908, 920, 922</HANDPOS>
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</AND>
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</Filter>
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<Filter name="HasRocketRifleInHand">
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<AND>
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<HANDPOS op="in">55, 65</HANDPOS>
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</AND>
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</Filter>
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<Filter name="HasDesertEagleInHand">
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<AND>
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<HANDPOS op="in">7, 56, 637, 638, 758, 766, 767, 768, 1192</HANDPOS>
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@@ -364,11 +372,8 @@
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<Filter name="IsWearingBackpackAndHasPistol">
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<AND>
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<FILTER>IsWearingBackpack</FILTER>
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<FILTER>HasPistolOrMPistolInRightHand</FILTER>
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</AND>
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<OR>
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<FILTER>HasPistolInHand</FILTER>
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<FILTER>HasMPistolInHand</FILTER>
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</OR>
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</Filter>
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<Filter name="IsWearingBackpackAndHasRifle">
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<AND>
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@@ -384,11 +389,8 @@
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<Filter name="IsWearingBeretAndHasPistol">
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<AND>
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<FILTER>IsWearingBeret</FILTER>
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<FILTER>HasPistolOrMPistolInRightHand</FILTER>
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</AND>
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<OR>
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<FILTER>HasPistolInHand</FILTER>
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<FILTER>HasMPistolInHand</FILTER>
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</OR>
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</Filter>
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<Filter name="IsWearingBeretAndHasRifle">
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<AND>
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@@ -404,11 +406,8 @@
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<Filter name="IsWearingHatAndHasPistol">
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<AND>
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<FILTER>IsWearingHat</FILTER>
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<FILTER>HasPistolOrMPistolInRightHand</FILTER>
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</AND>
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<OR>
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<FILTER>HasPistolInHand</FILTER>
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<FILTER>HasMPistolInHand</FILTER>
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</OR>
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</Filter>
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<Filter name="IsWearingHatAndHasRifle">
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<AND>
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@@ -416,6 +415,23 @@
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<FILTER>HasRifleTypeWeaponInHand</FILTER>
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</AND>
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</Filter>
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<Filter name="IsWearingBallcap">
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<AND>
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<HELMETPOS op="in">287, 289, 290, 292</HELMETPOS>
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</AND>
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</Filter>
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<Filter name="IsWearingBallcapAndHasPistol">
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<AND>
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<FILTER>IsWearingBallcap</FILTER>
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<FILTER>HasPistolOrMPistolInRightHand</FILTER>
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</AND>
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</Filter>
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<Filter name="IsWearingBallcapAndHasRifle">
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<AND>
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<FILTER>IsWearingBallcap</FILTER>
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<FILTER>HasRifleTypeWeaponInHand</FILTER>
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</AND>
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</Filter>
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<Filter name="FlakJacket">
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<OR>
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<VESTPOS op="in">161, 162, 163, 164, 165, 166, 167, 168, 169, 196, 197, 198, 283, 295, 803, 806, 812, 815, 818, 821, 824, 827, 830, 833, 836, 840, 842, 843, 844, 847, 848, 849, 850, 851, 856, 857, 858, 859, 860, 865, 866, 867, 868, 869</VESTPOS>
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@@ -424,11 +440,8 @@
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<Filter name="IsWearingFlakJacketAndHasPistol">
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<AND>
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<FILTER>FlakJacket</FILTER>
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<FILTER>HasPistolOrMPistolInRightHand</FILTER>
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</AND>
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<OR>
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<FILTER>HasPistolInHand</FILTER>
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<FILTER>HasMPistolInHand</FILTER>
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</OR>
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</Filter>
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<Filter name="IsWearingFlakJacketAndHasRifle">
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<AND>
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@@ -445,11 +458,8 @@
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<Filter name="IsWearingGasmaskAndHasPistol">
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<AND>
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<FILTER>IsWearingGasmask</FILTER>
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<FILTER>HasPistolOrMPistolInRightHand</FILTER>
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</AND>
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<OR>
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<FILTER>HasPistolInHand</FILTER>
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<FILTER>HasMPistolInHand</FILTER>
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</OR>
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</Filter>
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<Filter name="IsWearingGasmaskAndHasRifle">
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<AND>
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@@ -466,11 +476,8 @@
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<Filter name="IsWearingNVGandHasPistol">
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<AND>
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<FILTER>IsWearingGasmask</FILTER>
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<FILTER>HasPistolOrMPistolInRightHand</FILTER>
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</AND>
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<OR>
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<FILTER>HasPistolInHand</FILTER>
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<FILTER>HasMPistolInHand</FILTER>
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</OR>
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</Filter>
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<Filter name="IsWearingNVGandHasRifle">
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<AND>
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@@ -498,6 +505,7 @@
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<Filter name="IsRegularMaleAverage">
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<OR>
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<BODYTYPE>REGMALE</BODYTYPE>
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<BODYTYPE>STOCKYMALE</BODYTYPE>
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</OR>
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</Filter>
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<Filter name="IsBigMale">
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+3254
-2614
File diff suppressed because it is too large
Load Diff
+102
@@ -0,0 +1,102 @@
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<AnimSurface name="BGMRIFLE_WALK_CROUCH_UZI" file="Anims\LOBOT\BGM\M_R_RDY_SWAT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="BGMRIFLE_WALK_UZI" file="Anims\LOBOT\BGM\M_R_RDY_WALK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRIFLE_WALK_HURT_UZI" file="Anims\LOBOT\BGM\M_R_WALK_HURT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRIFLE_IDLE_UZI" file="Anims\LOBOT\BGM\M_R_STD_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
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<AnimSurface name="BGMBASICWALK_UZI" file="Anims\LOBOT\BGM\M_R_WALK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRIFLE_CROUCH_UZI" file="Anims\LOBOT\BGM\M_R_C_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
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<AnimSurface name="BGMRIFLE_SWAT_UZI" file="Anims\LOBOT\BGM\M_R_SWAT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
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<AnimSurface name="BGMRIFLE_SIDESTEP_UZI" file="Anims\LOBOT\BGM\M_R_SDSP_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_UZI" file="Anims\LOBOT\BGM\M_R_SDSP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRUNNING_UZI" file="Anims\LOBOT\BGM\M_R_RUN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRIFLE_RAISE_UZI" file="Anims\LOBOT\BGM\M_RAISE_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
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<AnimSurface name="BGMRIFLE_AIM_UZI" file="Anims\LOBOT\BGM\M_SR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
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<AnimSurface name="BGMRIFLE_LOW_UZI" file="Anims\LOBOT\BGM\M_R_LOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
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<AnimSurface name="BGMRIFLE_HIP_UZI" file="Anims\LOBOT\BGM\M_SR_HIP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
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<AnimSurface name="BGMRIFLE_HIP_LOW_UZI" file="Anims\LOBOT\BGM\M_R_HIP_LOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
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<AnimSurface name="BGMRIFLE_CR_AIM_UZI" file="Anims\LOBOT\BGM\M_CR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
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<AnimSurface name="BGMRIFLE_PRONE_UZI" file="Anims\LOBOT\BGM\M_R_PRN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
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<AnimSurface name="BGM_RIFLE_OPEN_UZI" file="Anims\LOBOT\BGM\M_RIFLE_OPEN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
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<AnimSurface name="BGMRIFLE_KICKDOOR_UZI" file="Anims\LOBOT\BGM\M_R_DR_KICK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
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<AnimSurface name="BGMRIFLE_SQUISH_UZI" file="Anims\LOBOT\BGM\M_R_SQUISH_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
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<AnimSurface name="BGMRIFLE_LOOK_UZI" file="Anims\LOBOT\BGM\M_R_LOOK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
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<AnimSurface name="BGMRIFLE_SPIT_UZI" file="Anims\LOBOT\BGM\M_R_SPIT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
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<AnimSurface name="BGMRIFLE_DRUNK_UZI" file="Anims\LOBOT\BGM\M_R_DRUNK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
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<AnimSurface name="BGMRIFLE_BAYONET_UZI" file="Anims\LOBOT\BGM\M_R_BAYONET_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
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||||
<AnimSurface name="BGMRIFLE_BAYONET_L_UZI" file="Anims\LOBOT\BGM\M_R_BAYONET_L_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIT_UZI" file="Anims\LOBOT\BGM\M_HIT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
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<AnimSurface name="BGMRIFLE_PAIN_UZI" file="Anims\LOBOT\BGM\M_R_PAIN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
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<AnimSurface name="BGMRIFLE_COWER_UZI" file="Anims\LOBOT\BGM\M_R_COWER_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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||||
<AnimSurface name="BGMRIFLE_PRN_COWER_UZI" file="Anims\LOBOT\BGM\M_R_PRNCOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_ROLL_SIDE_UZI" file="Anims\LOBOT\BGM\M_R_ROLL_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_RIFLE_IDLE_UZI" file="Anims\LOBOT\BGM\MW_R_STD_uzi.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_RIFLE_WALK_UZI" file="Anims\LOBOT\BGM\MW_R_WALK_uzi.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_RIFLE_AIM_UZI" file="Anims\LOBOT\BGM\MW_SR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_RIFLE_HIP_UZI" file="Anims\LOBOT\BGM\MW_SR_HIP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_RDY_HERO_UZI" file="Anims\LOBOT\BGM\M_RDY_WALK_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_IDLE_HERO_UZI" file="Anims\LOBOT\BGM\M_R_STD_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_HERO_UZI" file="Anims\LOBOT\BGM\M_R_WALK_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRUNNING_HERO_UZI" file="Anims\LOBOT\BGM\M_R_RUN_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_AIM_HERO_UZI" file="Anims\LOBOT\BGM\M_SR_AIM_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIT_HERO_UZI" file="Anims\LOBOT\BGM\M_HIT_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_RAISE_HERO_UZI" file="Anims\LOBOT\BGM\M_RAISE_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SIDESTEP_HERO_UZI" file="Anims\LOBOT\BGM\M_R_SDSP_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_HERO_UZI" file="Anims\LOBOT\BGM\M_SDSP_AIM_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_DUST_SHOE_UZI" file="Anims\LOBOT\BGM\M_SHOEDUST_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WIPE_UZI" file="Anims\LOBOT\BGM\M_WIPE_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_NECK_UZI" file="Anims\LOBOT\BGM\M_NECK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_NECK_HERO_UZI" file="Anims\LOBOT\BGM\M_NECK_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_CROUCH_HERO_UZI" file="Anims\LOBOT\BGM\M_R_C_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_CROUCH_BIGM_UZI" file="Anims\LOBOT\BGM\M_R_C_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_CR_AIM_HERO_UZI" file="Anims\LOBOT\BGM\M_CR_AIM_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_PRONE_HERO_UZI" file="Anims\LOBOT\BGM\M_R_PRN_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<!-- 1 Handed Uzi -->
|
||||
<AnimSurface name="BGM_CROUCHWALK_UZI_1H" file="Anims\LOBOT\BGM\cr_walk_pistol_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="BGM_CROUCHWALK_DUAL_UZI_1H" file="Anims\LOBOT\BGM\cr_walk_dual_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="BGM_CROUCHWALK_DUAL_UZI_1H_LEFT" file="Anims\LOBOT\BGM\cr_walk_dual_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_IDLE_UZI_1H" file="Anims\LOBOT\BGM\M_N_STD_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_IDLE_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_N_STD_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_CROUCH_UZI_1H" file="Anims\LOBOT\BGM\M_N_CRCH_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_CROUCH_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_N_CRCH_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_SWAT_UZI_1H" file="Anims\LOBOT\BGM\M_N_SWAT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_SWAT_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_N_SWAT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_RUN_UZI_1H" file="Anims\LOBOT\BGM\M_N_RUN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_RUN_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_N_RUN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_WALK_UZI_1H" file="Anims\LOBOT\BGM\M_N_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_N_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_WALK_HURT_UZI_1H" file="Anims\LOBOT\BGM\M_N_WALK_HURT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_WALK_HURT_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_N_WALK_HURT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_PRONE_UZI_1H" file="Anims\LOBOT\BGM\M_N_PRNE_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_PRONE_UZI_1H" file="Anims\LOBOT\BGM\M_DB_PRN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_PRONE_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_DB_PRN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_IDLE_UZI_1H" file="Anims\LOBOT\BGM\M_P_BRTH_HERO_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_WALK_UZI_1H" file="Anims\LOBOT\BGM\M_P_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_RDY_WALK_UZI_1H" file="Anims\LOBOT\BGM\M_P_RDY_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_RDY_WALK_UZI_1H" file="Anims\LOBOT\BGM\M_DBL_RDY_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_RDY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_DBL_RDY_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_AIM_UZI_1H" file="Anims\LOBOT\BGM\M_P_SHOT_HERO_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_AIM_1H_UZI_1H" file="Anims\LOBOT\BGM\M_N_SHOT2_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_LOW_UZI_1H" file="Anims\LOBOT\BGM\M_P_LOW_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_CR_AIM_UZI_1H" file="Anims\LOBOT\BGM\M_CR_AIM_P_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_CR_AIM_UZI_1H" file="Anims\LOBOT\BGM\M_CR_AIM_D_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_CR_AIM_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_CR_AIM_D_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_SDSTP_UZI_1H" file="Anims\LOBOT\BGM\M_P_SDSP_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMPISTOL_SDSTP_AIM_UZI_1H" file="Anims\LOBOT\BGM\M_P_SDSP_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_SDSTP_UZI_1H" file="Anims\LOBOT\BGM\M_DBL_SDSP_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_SDSTP_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_DBL_SDSP_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_SDSTP_AIM_UZI_1H" file="Anims\LOBOT\BGM\M_DBL_SDSP_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_SDSTP_AIM_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_DBL_SDSP_AIM_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_AIM_UZI_1H" file="Anims\LOBOT\BGM\M_DBLSHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="BGMDUAL_AIM_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_DBLSHOT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_PAIN_UZI_1H" file="Anims\LOBOT\BGM\M_N_PAIN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_PAIN_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_N_PAIN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_DRUNK_UZI_1H" file="Anims\LOBOT\BGM\M_N_DRUNK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMEMPTY_DRUNK_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_N_DRUNK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_PISTOL_IDLE_UZI_1H" file="Anims\LOBOT\BGM\MW_P_BRTH_HERO_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_PISTOL_WALK_UZI_1H" file="Anims\LOBOT\BGM\MW_P_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_PISTOL_AIM_UZI_1H" file="Anims\LOBOT\BGM\MW_P_SHOT_HERO_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_IDLE_UZI_1H" file="Anims\LOBOT\BGM\MW_N_STD_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_IDLE_UZI_1H_LEFT" file="Anims\LOBOT\BGM\MW_N_STD_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_WALK_UZI_1H" file="Anims\LOBOT\BGM\MW_N_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_EMPTY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\BGM\MW_N_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_DUAL_AIM_UZI_1H" file="Anims\LOBOT\BGM\MW_DBLSHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_DUAL_AIM_UZI_1H_LEFT" file="Anims\LOBOT\BGM\MW_DBLSHOT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
+189
@@ -0,0 +1,189 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<LogicalAnimationSurfaces>
|
||||
<Layer name="gun">
|
||||
<LayerProp filter="HasBlackAKInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="BGM_RIFLE_OPEN_AK47" animsurface="BGMOPEN" />
|
||||
<Surface name="BGMRIFLE_WALK_CROUCH_AK47" animsurface="BGMCROUCH_R_RDY" />
|
||||
<Surface name="BGMRIFLE_WALK_RDY_HERO_AK47" animsurface="BGMWALK_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_WALK_AK47" animsurface="BGMWALK_R_RDY" />
|
||||
<Surface name="BGMRIFLE_IDLE_HERO_AK47" animsurface="BGMSTANDING" />
|
||||
<Surface name="BGMRIFLE_IDLE_AK47" animsurface="BGMTHREATENSTAND" />
|
||||
<Surface name="BGMRIFLE_WALK_HERO_AK47" animsurface="BGMWALKING" />
|
||||
<Surface name="BGMBASICWALK_AK47" animsurface="BGMWALK2" />
|
||||
<Surface name="BGMRUNNING_HERO_AK47" animsurface="BGMRUNNING" />
|
||||
<Surface name="BGMRUNNING_AK47" animsurface="BGMRUN2" />
|
||||
<Surface name="BGMRIFLE_CROUCH_HERO_AK47" animsurface="BGMCROUCHING" />
|
||||
<Surface name="BGMRIFLE_CROUCH_BIGM_AK47" animsurface="BGMCROUCHTRANS" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AK47" animsurface="BGMSIDESTEP" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_AK47" animsurface="BGMSIDESTEP_R_RDY" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_AK47" animsurface="BGMSIDESTEP_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_SWAT_AK47" animsurface="BGMSNEAKING" />
|
||||
<Surface name="BGMRIFLE_RAISE_HERO_AK47" animsurface="BGMRAISE" />
|
||||
<Surface name="BGMRIFLE_RAISE_AK47" animsurface="BGMRAISE2" />
|
||||
<Surface name="BGMRIFLE_AIM_HERO_AK47" animsurface="BGMSTANDAIM" />
|
||||
<Surface name="BGMRIFLE_AIM_AK47" animsurface="BGMSTANDAIM2" />
|
||||
<Surface name="BGMRIFLE_AIM_AK47" animsurface="BGMSRAIMALT" />
|
||||
<Surface name="BGMRIFLE_HIP_AK47" animsurface="BGM_HIP_AIM" />
|
||||
<Surface name="BGMRIFLE_CR_AIM_HERO_AK47" animsurface="BGMCROUCHAIM" />
|
||||
<Surface name="BGMRIFLE_PRONE_HERO_AK47" animsurface="BGMPRONE" />
|
||||
<Surface name="BGMRIFLE_HIT_HERO_AK47" animsurface="BGMRHIT" />
|
||||
<Surface name="BGMRIFLE_PAIN_AK47" animsurface="BGMHURTSTANDINGR" />
|
||||
<Surface name="BGMRIFLE_COWER_AK47" animsurface="BGMCOWER" />
|
||||
<Surface name="BGMRIFLE_PRN_COWER_AK47" animsurface="BGM_COWER_PRONE" />
|
||||
<Surface name="BGMRIFLE_WALK_HURT_AK47" animsurface="BGMHURTWALKINGR" />
|
||||
<Surface name="BGMRIFLE_KICKDOOR_AK47" animsurface="BGMKICKDOOR" />
|
||||
<Surface name="BGMRIFLE_DUST_SHOE_AK47" animsurface="BGMSHOEDUST" />
|
||||
<Surface name="BGMRIFLE_WIPE_AK47" animsurface="BGMHEADTURN" />
|
||||
<Surface name="BGMRIFLE_NECK_AK47" animsurface="BGMIDLENECK" />
|
||||
<Surface name="BGMRIFLE_NECK_HERO_AK47" animsurface="BGMIDLENECK2" />
|
||||
<Surface name="BGMRIFLE_DRUNK_AK47" animsurface="BGMDRUNK" />
|
||||
<Surface name="BGMRIFLE_BAYONET_AK47" animsurface="BGMBAYONET_S_S" />
|
||||
<Surface name="BGMRIFLE_BAYONET_L_AK47" animsurface="BGMBAYONET_S_P" />
|
||||
<Surface name="BGMRIFLE_LOW_AK47" animsurface="BGMSHOOT_LOW" />
|
||||
<Surface name="BGMRIFLE_HIP_LOW_AK47" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="BGMRIFLE_ROLL_SIDE_AK47" animsurface="BGMROLL_PR" />
|
||||
<Surface name="BGM_WATER_RIFLE_IDLE_AK47" animsurface="BGMWATER_R_STD" />
|
||||
<Surface name="BGM_WATER_RIFLE_WALK_AK47" animsurface="BGMWATER_R_WALK" />
|
||||
<Surface name="BGM_WATER_RIFLE_AIM_AK47" animsurface="BGMWATER_R_AIM" />
|
||||
<Surface name="BGM_WATER_RIFLE_HIP_AK47" animsurface="BGM_WATER_HIP_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasBlackPatriotInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="BGM_RIFLE_OPEN_PATRIOT" animsurface="BGMOPEN" />
|
||||
<Surface name="BGMRIFLE_WALK_CROUCH_PATRIOT" animsurface="BGMCROUCH_R_RDY" />
|
||||
<Surface name="BGMRIFLE_WALK_RDY_HERO_PATRIOT" animsurface="BGMWALK_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_WALK_PATRIOT" animsurface="BGMWALK_R_RDY" />
|
||||
<Surface name="BGMRIFLE_IDLE_HERO_PATRIOT" animsurface="BGMSTANDING" />
|
||||
<Surface name="BGMRIFLE_IDLE_PATRIOT" animsurface="BGMTHREATENSTAND" />
|
||||
<Surface name="BGMRIFLE_WALK_HERO_PATRIOT" animsurface="BGMWALKING" />
|
||||
<Surface name="BGMBASICWALK_PATRIOT" animsurface="BGMWALK2" />
|
||||
<Surface name="BGMRUNNING_HERO_PATRIOT" animsurface="BGMRUNNING" />
|
||||
<Surface name="BGMRUNNING_PATRIOT" animsurface="BGMRUN2" />
|
||||
<Surface name="BGMRIFLE_CROUCH_HERO_PATRIOT" animsurface="BGMCROUCHING" />
|
||||
<Surface name="BGMRIFLE_CROUCH_BIGM_PATRIOT" animsurface="BGMCROUCHTRANS" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_PATRIOT" animsurface="BGMSIDESTEP" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_PATRIOT" animsurface="BGMSIDESTEP_R_RDY" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_PATRIOT" animsurface="BGMSIDESTEP_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_SWAT_PATRIOT" animsurface="BGMSNEAKING" />
|
||||
<Surface name="BGMRIFLE_RAISE_HERO_PATRIOT" animsurface="BGMRAISE" />
|
||||
<Surface name="BGMRIFLE_RAISE_PATRIOT" animsurface="BGMRAISE2" />
|
||||
<Surface name="BGMRIFLE_AIM_HERO_PATRIOT" animsurface="BGMSTANDAIM" />
|
||||
<Surface name="BGMRIFLE_AIM_PATRIOT" animsurface="BGMSTANDAIM2" />
|
||||
<Surface name="BGMRIFLE_AIM_PATRIOT" animsurface="BGMSRAIMALT" />
|
||||
<Surface name="BGMRIFLE_HIP_PATRIOT" animsurface="BGM_HIP_AIM" />
|
||||
<Surface name="BGMRIFLE_CR_AIM_HERO_PATRIOT" animsurface="BGMCROUCHAIM" />
|
||||
<Surface name="BGMRIFLE_PRONE_HERO_PATRIOT" animsurface="BGMPRONE" />
|
||||
<Surface name="BGMRIFLE_HIT_HERO_PATRIOT" animsurface="BGMRHIT" />
|
||||
<Surface name="BGMRIFLE_PAIN_PATRIOT" animsurface="BGMHURTSTANDINGR" />
|
||||
<Surface name="BGMRIFLE_COWER_PATRIOT" animsurface="BGMCOWER" />
|
||||
<Surface name="BGMRIFLE_PRN_COWER_PATRIOT" animsurface="BGM_COWER_PRONE" />
|
||||
<Surface name="BGMRIFLE_WALK_HURT_PATRIOT" animsurface="BGMHURTWALKINGR" />
|
||||
<Surface name="BGMRIFLE_KICKDOOR_PATRIOT" animsurface="BGMKICKDOOR" />
|
||||
<Surface name="BGMRIFLE_DUST_SHOE_PATRIOT" animsurface="BGMSHOEDUST" />
|
||||
<Surface name="BGMRIFLE_WIPE_PATRIOT" animsurface="BGMHEADTURN" />
|
||||
<Surface name="BGMRIFLE_NECK_PATRIOT" animsurface="BGMIDLENECK" />
|
||||
<Surface name="BGMRIFLE_NECK_HERO_PATRIOT" animsurface="BGMIDLENECK2" />
|
||||
<Surface name="BGMRIFLE_DRUNK_PATRIOT" animsurface="BGMDRUNK" />
|
||||
<Surface name="BGMRIFLE_BAYONET_PATRIOT" animsurface="BGMBAYONET_S_S" />
|
||||
<Surface name="BGMRIFLE_BAYONET_L_PATRIOT" animsurface="BGMBAYONET_S_P" />
|
||||
<Surface name="BGMRIFLE_LOW_PATRIOT" animsurface="BGMSHOOT_LOW" />
|
||||
<Surface name="BGMRIFLE_HIP_LOW_PATRIOT" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="BGMRIFLE_ROLL_SIDE_PATRIOT" animsurface="BGMROLL_PR" />
|
||||
<Surface name="BGM_WATER_RIFLE_IDLE_PATRIOT" animsurface="BGMWATER_R_STD" />
|
||||
<Surface name="BGM_WATER_RIFLE_WALK_PATRIOT" animsurface="BGMWATER_R_WALK" />
|
||||
<Surface name="BGM_WATER_RIFLE_AIM_PATRIOT" animsurface="BGMWATER_R_AIM" />
|
||||
<Surface name="BGM_WATER_RIFLE_HIP_PATRIOT" animsurface="BGM_WATER_HIP_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasBlackSniperInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="BGM_RIFLE_OPEN_TRG42" animsurface="BGMOPEN" />
|
||||
<Surface name="BGMRIFLE_WALK_CROUCH_TRG42" animsurface="BGMCROUCH_R_RDY" />
|
||||
<Surface name="BGMRIFLE_WALK_RDY_HERO_TRG42" animsurface="BGMWALK_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_WALK_TRG42" animsurface="BGMWALK_R_RDY" />
|
||||
<Surface name="BGMRIFLE_IDLE_HERO_TRG42" animsurface="BGMSTANDING" />
|
||||
<Surface name="BGMRIFLE_IDLE_TRG42" animsurface="BGMTHREATENSTAND" />
|
||||
<Surface name="BGMRIFLE_WALK_HERO_TRG42" animsurface="BGMWALKING" />
|
||||
<Surface name="BGMBASICWALK_TRG42" animsurface="BGMWALK2" />
|
||||
<Surface name="BGMRUNNING_HERO_TRG42" animsurface="BGMRUNNING" />
|
||||
<Surface name="BGMRUNNING_TRG42" animsurface="BGMRUN2" />
|
||||
<Surface name="BGMRIFLE_CROUCH_HERO_TRG42" animsurface="BGMCROUCHING" />
|
||||
<Surface name="BGMRIFLE_CROUCH_BIGM_TRG42" animsurface="BGMCROUCHTRANS" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_TRG42" animsurface="BGMSIDESTEP" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_TRG42" animsurface="BGMSIDESTEP_R_RDY" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_TRG42" animsurface="BGMSIDESTEP_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_SWAT_TRG42" animsurface="BGMSNEAKING" />
|
||||
<Surface name="BGMRIFLE_RAISE_HERO_TRG42" animsurface="BGMRAISE" />
|
||||
<Surface name="BGMRIFLE_RAISE_TRG42" animsurface="BGMRAISE2" />
|
||||
<Surface name="BGMRIFLE_AIM_HERO_TRG42" animsurface="BGMSTANDAIM" />
|
||||
<Surface name="BGMRIFLE_AIM_TRG42" animsurface="BGMSTANDAIM2" />
|
||||
<Surface name="BGMRIFLE_AIM_TRG42" animsurface="BGMSRAIMALT" />
|
||||
<Surface name="BGMRIFLE_HIP_TRG42" animsurface="BGM_HIP_AIM" />
|
||||
<Surface name="BGMRIFLE_CR_AIM_HERO_TRG42" animsurface="BGMCROUCHAIM" />
|
||||
<Surface name="BGMRIFLE_PRONE_HERO_TRG42" animsurface="BGMPRONE" />
|
||||
<Surface name="BGMRIFLE_HIT_HERO_TRG42" animsurface="BGMRHIT" />
|
||||
<Surface name="BGMRIFLE_PAIN_TRG42" animsurface="BGMHURTSTANDINGR" />
|
||||
<Surface name="BGMRIFLE_COWER_TRG42" animsurface="BGMCOWER" />
|
||||
<Surface name="BGMRIFLE_PRN_COWER_TRG42" animsurface="BGM_COWER_PRONE" />
|
||||
<Surface name="BGMRIFLE_WALK_HURT_TRG42" animsurface="BGMHURTWALKINGR" />
|
||||
<Surface name="BGMRIFLE_KICKDOOR_TRG42" animsurface="BGMKICKDOOR" />
|
||||
<Surface name="BGMRIFLE_DUST_SHOE_TRG42" animsurface="BGMSHOEDUST" />
|
||||
<Surface name="BGMRIFLE_WIPE_TRG42" animsurface="BGMHEADTURN" />
|
||||
<Surface name="BGMRIFLE_NECK_TRG42" animsurface="BGMIDLENECK" />
|
||||
<Surface name="BGMRIFLE_NECK_HERO_TRG42" animsurface="BGMIDLENECK2" />
|
||||
<Surface name="BGMRIFLE_DRUNK_TRG42" animsurface="BGMDRUNK" />
|
||||
<Surface name="BGMRIFLE_BAYONET_TRG42" animsurface="BGMBAYONET_S_S" />
|
||||
<Surface name="BGMRIFLE_BAYONET_L_TRG42" animsurface="BGMBAYONET_S_P" />
|
||||
<Surface name="BGMRIFLE_LOW_TRG42" animsurface="BGMSHOOT_LOW" />
|
||||
<Surface name="BGMRIFLE_HIP_LOW_TRG42" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="BGMRIFLE_ROLL_SIDE_TRG42" animsurface="BGMROLL_PR" />
|
||||
<Surface name="BGM_WATER_RIFLE_IDLE_TRG42" animsurface="BGMWATER_R_STD" />
|
||||
<Surface name="BGM_WATER_RIFLE_WALK_TRG42" animsurface="BGMWATER_R_WALK" />
|
||||
<Surface name="BGM_WATER_RIFLE_AIM_TRG42" animsurface="BGMWATER_R_AIM" />
|
||||
<Surface name="BGM_WATER_RIFLE_HIP_TRG42" animsurface="BGM_WATER_HIP_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasBlackSemiAutoRifleInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="BGM_RIFLE_OPEN_M14" animsurface="BGMOPEN" />
|
||||
<Surface name="BGMRIFLE_WALK_CROUCH_M14" animsurface="BGMCROUCH_R_RDY" />
|
||||
<Surface name="BGMRIFLE_WALK_RDY_HERO_M14" animsurface="BGMWALK_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_WALK_M14" animsurface="BGMWALK_R_RDY" />
|
||||
<Surface name="BGMRIFLE_IDLE_HERO_M14" animsurface="BGMSTANDING" />
|
||||
<Surface name="BGMRIFLE_IDLE_M14" animsurface="BGMTHREATENSTAND" />
|
||||
<Surface name="BGMRIFLE_WALK_HERO_M14" animsurface="BGMWALKING" />
|
||||
<Surface name="BGMBASICWALK_M14" animsurface="BGMWALK2" />
|
||||
<Surface name="BGMRUNNING_HERO_M14" animsurface="BGMRUNNING" />
|
||||
<Surface name="BGMRUNNING_M14" animsurface="BGMRUN2" />
|
||||
<Surface name="BGMRIFLE_CROUCH_HERO_M14" animsurface="BGMCROUCHING" />
|
||||
<Surface name="BGMRIFLE_CROUCH_BIGM_M14" animsurface="BGMCROUCHTRANS" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_M14" animsurface="BGMSIDESTEP" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_M14" animsurface="BGMSIDESTEP_R_RDY" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_M14" animsurface="BGMSIDESTEP_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_SWAT_M14" animsurface="BGMSNEAKING" />
|
||||
<Surface name="BGMRIFLE_RAISE_HERO_M14" animsurface="BGMRAISE" />
|
||||
<Surface name="BGMRIFLE_RAISE_M14" animsurface="BGMRAISE2" />
|
||||
<Surface name="BGMRIFLE_AIM_HERO_M14" animsurface="BGMSTANDAIM" />
|
||||
<Surface name="BGMRIFLE_AIM_M14" animsurface="BGMSTANDAIM2" />
|
||||
<Surface name="BGMRIFLE_AIM_M14" animsurface="BGMSRAIMALT" />
|
||||
<Surface name="BGMRIFLE_HIP_M14" animsurface="BGM_HIP_AIM" />
|
||||
<Surface name="BGMRIFLE_CR_AIM_HERO_M14" animsurface="BGMCROUCHAIM" />
|
||||
<Surface name="BGMRIFLE_PRONE_HERO_M14" animsurface="BGMPRONE" />
|
||||
<Surface name="BGMRIFLE_HIT_HERO_M14" animsurface="BGMRHIT" />
|
||||
<Surface name="BGMRIFLE_PAIN_M14" animsurface="BGMHURTSTANDINGR" />
|
||||
<Surface name="BGMRIFLE_COWER_M14" animsurface="BGMCOWER" />
|
||||
<Surface name="BGMRIFLE_PRN_COWER_M14" animsurface="BGM_COWER_PRONE" />
|
||||
<Surface name="BGMRIFLE_WALK_HURT_M14" animsurface="BGMHURTWALKINGR" />
|
||||
<Surface name="BGMRIFLE_KICKDOOR_M14" animsurface="BGMKICKDOOR" />
|
||||
<Surface name="BGMRIFLE_DUST_SHOE_M14" animsurface="BGMSHOEDUST" />
|
||||
<Surface name="BGMRIFLE_WIPE_M14" animsurface="BGMHEADTURN" />
|
||||
<Surface name="BGMRIFLE_NECK_M14" animsurface="BGMIDLENECK" />
|
||||
<Surface name="BGMRIFLE_NECK_HERO_M14" animsurface="BGMIDLENECK2" />
|
||||
<Surface name="BGMRIFLE_DRUNK_M14" animsurface="BGMDRUNK" />
|
||||
<Surface name="BGMRIFLE_BAYONET_M14" animsurface="BGMBAYONET_S_S" />
|
||||
<Surface name="BGMRIFLE_BAYONET_L_M14" animsurface="BGMBAYONET_S_P" />
|
||||
<Surface name="BGMRIFLE_LOW_M14" animsurface="BGMSHOOT_LOW" />
|
||||
<Surface name="BGMRIFLE_HIP_LOW_M14" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="BGMRIFLE_ROLL_SIDE_M14" animsurface="BGMROLL_PR" />
|
||||
<Surface name="BGM_WATER_RIFLE_IDLE_M14" animsurface="BGMWATER_R_STD" />
|
||||
<Surface name="BGM_WATER_RIFLE_WALK_M14" animsurface="BGMWATER_R_WALK" />
|
||||
<Surface name="BGM_WATER_RIFLE_AIM_M14" animsurface="BGMWATER_R_AIM" />
|
||||
<Surface name="BGM_WATER_RIFLE_HIP_M14" animsurface="BGM_WATER_HIP_AIM" />
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
</LogicalAnimationSurfaces>
|
||||
File diff suppressed because it is too large
Load Diff
+2903
-2384
File diff suppressed because it is too large
Load Diff
+81
-70
@@ -1,71 +1,82 @@
|
||||
<AnimSurface name="LBT_RGFRIFLE_WALK_CROUCH_UZI" file="Anims\LOBOT\RGF\F_R_SWAT_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_WALK_UZI" file="Anims\LOBOT\RGF\F_R_RDY_WALK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_WALK_HURT_UZI" file="Anims\LOBOT\RGF\F_R_WALK_HURT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_IDLE_UZI" file="Anims\LOBOT\RGF\F_R_STD_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFBASICWALK_UZI" file="Anims\LOBOT\RGF\RGF_BASICWALK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_CROUCH_UZI" file="Anims\LOBOT\RGF\F_R_C_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_SWAT_UZI" file="Anims\LOBOT\RGF\F_R_SWAT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_SIDESTEP_UZI" file="Anims\LOBOT\RGF\S_R_SDSP_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_SIDESTEP_AIM_UZI" file="Anims\LOBOT\RGF\S_R_SDSP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRUNNING_UZI" file="Anims\LOBOT\RGF\F_R_RUN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_RAISE_UZI" file="Anims\LOBOT\RGF\F_RAISE_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_AIM_UZI" file="Anims\LOBOT\RGF\F_SR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_LOW_UZI" file="Anims\LOBOT\RGF\F_R_LOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_HIP_UZI" file="Anims\LOBOT\RGF\F_SR_HIP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_HIP_LOW_UZI" file="Anims\LOBOT\RGF\F_R_HIP_LOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_CR_AIM_UZI" file="Anims\LOBOT\RGF\F_CR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_PRONE_UZI" file="Anims\LOBOT\RGF\F_R_PRN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="LBT_RGF_RIFLE_OPEN_UZI" file="Anims\LOBOT\RGF\F_RIFLE_OPEN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_KICKDOOR_UZI" file="Anims\LOBOT\RGF\S_R_DR_KICK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_DRUNK_UZI" file="Anims\LOBOT\RGF\F_R_DRUNK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_BAYONET_UZI" file="Anims\LOBOT\RGF\S_R_BAYONET_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_BAYONET_L_UZI" file="Anims\LOBOT\RGF\S_R_BAYONET_L_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_HIT_UZI" file="Anims\LOBOT\RGF\F_HIT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_PAIN_UZI" file="Anims\LOBOT\RGF\F_R_PAIN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_COWER_UZI" file="Anims\LOBOT\RGF\F_R_COWER_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_PRN_COWER_UZI" file="Anims\LOBOT\RGF\S_R_PRNCOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_ROLL_SIDE_UZI" file="Anims\LOBOT\RGF\S_R_ROLL_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_LOOK_UZI" file="Anims\LOBOT\RGF\F_R_LOOK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_CLEAN_UZI" file="Anims\LOBOT\RGF\F_R_CLEAN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_WALK_CROUCH_UZI" file="Anims\LOBOT\RGF\F_R_SWAT_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_WALK_UZI" file="Anims\LOBOT\RGF\F_R_RDY_WALK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_WALK_HURT_UZI" file="Anims\LOBOT\RGF\F_R_WALK_HURT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_IDLE_UZI" file="Anims\LOBOT\RGF\F_R_STD_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_BASICWALK_UZI" file="Anims\LOBOT\RGF\F_R_WALK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_CROUCH_UZI" file="Anims\LOBOT\RGF\F_R_C_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_SWAT_UZI" file="Anims\LOBOT\RGF\F_R_SWAT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_SIDESTEP_UZI" file="Anims\LOBOT\RGF\F_R_SDSP_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_SIDESTEP_AIM_UZI" file="Anims\LOBOT\RGF\F_R_SDSP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RUNNING_UZI" file="Anims\LOBOT\RGF\F_R_RUN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_RAISE_UZI" file="Anims\LOBOT\RGF\F_RAISE_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_AIM_UZI" file="Anims\LOBOT\RGF\F_SR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_LOW_UZI" file="Anims\LOBOT\RGF\F_R_LOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_HIP_UZI" file="Anims\LOBOT\RGF\F_SR_HIP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_HIP_LOW_UZI" file="Anims\LOBOT\RGF\F_R_HIP_LOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_CR_AIM_UZI" file="Anims\LOBOT\RGF\F_CR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_PRONE_UZI" file="Anims\LOBOT\RGF\F_R_PRN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_OPEN_UZI" file="Anims\LOBOT\RGF\F_RIFLE_OPEN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_KICKDOOR_UZI" file="Anims\LOBOT\RGF\F_R_DR_KICK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_DRUNK_UZI" file="Anims\LOBOT\RGF\F_R_DRUNK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_BAYONET_UZI" file="Anims\LOBOT\RGF\F_R_BAYONET_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_BAYONET_L_UZI" file="Anims\LOBOT\RGF\F_R_BAYONET_L_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_HIT_UZI" file="Anims\LOBOT\RGF\F_HIT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_PAIN_UZI" file="Anims\LOBOT\RGF\F_R_PAIN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_COWER_UZI" file="Anims\LOBOT\RGF\F_R_COWER_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_PRN_COWER_UZI" file="Anims\LOBOT\RGF\F_R_PRNCOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_ROLL_SIDE_UZI" file="Anims\LOBOT\RGF\F_R_ROLL_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_LOOK_UZI" file="Anims\LOBOT\RGF\F_R_LOOK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_CLEAN_UZI" file="Anims\LOBOT\RGF\F_R_CLEAN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_IDLE_UZI" file="Anims\LOBOT\RGF\FW_R_STD_uzi.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_WALK_UZI" file="Anims\LOBOT\RGF\FW_R_WALK_uzi.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_AIM_UZI" file="Anims\LOBOT\RGF\FW_SR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_HIP_UZI" file="Anims\LOBOT\RGF\FW_SR_HIP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<!-- 1 Handed Uzi -->
|
||||
<AnimSurface name="LBT_RGF_CROUCHWALK_UZI_1H" file="Anims\LOBOT\RGF\F_P_SWAT_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="LBT_RGF_CROUCHWALK_DUAL_UZI_1H" file="Anims\LOBOT\RGF\F_D_SWAT_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="LBT_RGF_CROUCHWALK_DUAL_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_D_SWAT_AIM_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_IDLE_UZI_1H" file="Anims\LOBOT\RGF\F_P_BRTH_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_IDLE_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_P_BRTH_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_CROUCH_UZI_1H" file="Anims\LOBOT\RGF\F_N_CRCH_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_CROUCH_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_CRCH_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_SWAT_UZI_1H" file="Anims\LOBOT\RGF\F_N_SWAT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_SWAT_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_SWAT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_RUN_UZI_1H" file="Anims\LOBOT\RGF\F_N_RUN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_RUN_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_RUN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_WALK_UZI_1H" file="Anims\LOBOT\RGF\F_N_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_WALK_HURT_UZI_1H" file="Anims\LOBOT\RGF\F_R_WALK_HURT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_WALK_HURT_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_R_WALK_HURT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_PRONE_UZI_1H" file="Anims\LOBOT\RGF\S_N_PRNE_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFDUAL_PRONE_UZI_1H" file="Anims\LOBOT\RGF\S_DB_PRN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFDUAL_PRONE_UZI_1H_LEFT" file="Anims\LOBOT\RGF\S_DB_PRN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFPISTOL_IDLE_UZI_1H" file="Anims\LOBOT\RGF\F_P_BRTH_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFPISTOL_WALK_UZI_1H" file="Anims\LOBOT\RGF\F_N_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFPISTOL_RDY_WALK_UZI_1H" file="Anims\LOBOT\RGF\F_P_RDY_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFDUAL_RDY_WALK_UZI_1H" file="Anims\LOBOT\RGF\F_DBL_RDY_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFDUAL_RDY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_DBL_RDY_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFPISTOL_AIM_UZI_1H" file="Anims\LOBOT\RGF\F_P_SHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFPISTOL_AIM_1H_UZI_1H" file="Anims\LOBOT\RGF\F_P_SHOT2_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFPISTOL_LOW_UZI_1H" file="Anims\LOBOT\RGF\F_P_LOW_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFPISTOL_CR_AIM_UZI_1H" file="Anims\LOBOT\RGF\F_CR_AIM_P_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFDUAL_CR_AIM_UZI_1H" file="Anims\LOBOT\RGF\F_CR_AIM_D_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFDUAL_CR_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_CR_AIM_D_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFPISTOL_SDSTP_UZI_1H" file="Anims\LOBOT\RGF\S_P_SDSP_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFPISTOL_SDSTP_AIM_UZI_1H" file="Anims\LOBOT\RGF\S_P_SDSP_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFDUAL_SDSTP_UZI_1H" file="Anims\LOBOT\RGF\S_DBL_SDSP_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFDUAL_SDSTP_UZI_1H_LEFT" file="Anims\LOBOT\RGF\S_DBL_SDSP_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFDUAL_SDSTP_AIM_UZI_1H" file="Anims\LOBOT\RGF\S_DBL_SDSP_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFDUAL_SDSTP_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGF\S_DBL_SDSP_AIM_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFDUAL_AIM_UZI_1H" file="Anims\LOBOT\RGF\F_DBLSHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFDUAL_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_DBLSHOT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_PAIN_UZI_1H" file="Anims\LOBOT\RGF\F_N_PAIN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_PAIN_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_PAIN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_DRUNK_UZI_1H" file="Anims\LOBOT\RGF\F_N_DRUNK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_DRUNK_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_DRUNK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_CROUCHWALK_UZI_1H" file="Anims\LOBOT\RGF\F_P_SWAT_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_CROUCHWALK_DUAL_UZI_1H" file="Anims\LOBOT\RGF\F_D_SWAT_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_CROUCHWALK_DUAL_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_D_SWAT_AIM_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_IDLE_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_P_BRTH_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_CROUCH_UZI_1H" file="Anims\LOBOT\RGF\F_N_CRCH_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_CROUCH_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_CRCH_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_SWAT_UZI_1H" file="Anims\LOBOT\RGF\F_N_SWAT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_SWAT_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_SWAT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_RUN_UZI_1H" file="Anims\LOBOT\RGF\F_N_RUN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_RUN_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_RUN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_WALK_UZI_1H" file="Anims\LOBOT\RGF\F_N_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_WALK_HURT_UZI_1H" file="Anims\LOBOT\RGF\F_R_WALK_HURT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_WALK_HURT_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_R_WALK_HURT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_PRONE_UZI_1H" file="Anims\LOBOT\RGF\F_N_PRNE_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_PRONE_UZI_1H" file="Anims\LOBOT\RGF\F_DB_PRN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_PRONE_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_DB_PRN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_IDLE_UZI_1H" file="Anims\LOBOT\RGF\F_P_BRTH_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_WALK_UZI_1H" file="Anims\LOBOT\RGF\F_N_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_RDY_WALK_UZI_1H" file="Anims\LOBOT\RGF\F_P_RDY_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_RDY_WALK_UZI_1H" file="Anims\LOBOT\RGF\F_DBL_RDY_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_RDY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_DBL_RDY_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_AIM_UZI_1H" file="Anims\LOBOT\RGF\F_P_SHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_AIM_1H_UZI_1H" file="Anims\LOBOT\RGF\F_P_SHOT2_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_LOW_UZI_1H" file="Anims\LOBOT\RGF\F_P_LOW_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_CR_AIM_UZI_1H" file="Anims\LOBOT\RGF\F_CR_AIM_P_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_CR_AIM_UZI_1H" file="Anims\LOBOT\RGF\F_CR_AIM_D_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_CR_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_CR_AIM_D_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_SDSTP_UZI_1H" file="Anims\LOBOT\RGF\F_P_SDSP_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_PISTOL_SDSTP_AIM_UZI_1H" file="Anims\LOBOT\RGF\F_P_SDSP_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_SDSTP_UZI_1H" file="Anims\LOBOT\RGF\F_DBL_SDSP_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_SDSTP_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_DBL_SDSP_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_SDSTP_AIM_UZI_1H" file="Anims\LOBOT\RGF\F_DBL_SDSP_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_SDSTP_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_DBL_SDSP_AIM_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_AIM_UZI_1H" file="Anims\LOBOT\RGF\F_DBLSHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="RGF_DUAL_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_DBLSHOT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_PAIN_UZI_1H" file="Anims\LOBOT\RGF\F_N_PAIN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_PAIN_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_PAIN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_DRUNK_UZI_1H" file="Anims\LOBOT\RGF\F_N_DRUNK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_EMPTY_DRUNK_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_DRUNK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_PISTOL_IDLE_UZI_1H" file="Anims\LOBOT\RGF\FW_P_BRTH_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_PISTOL_AIM_UZI_1H" file="Anims\LOBOT\RGF\FW_P_SHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_IDLE_UZI_1H" file="Anims\LOBOT\RGF\FW_N_STD_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_IDLE_UZI_1H_LEFT" file="Anims\LOBOT\RGF\FW_N_STD_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_WALK_UZI_1H" file="Anims\LOBOT\RGF\FW_N_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_EMPTY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\RGF\FW_N_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_DUAL_AIM_UZI_1H" file="Anims\LOBOT\RGF\FW_DBLSHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_DUAL_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGF\FW_DBLSHOT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
|
||||
+3302
-2730
File diff suppressed because it is too large
Load Diff
+140
-124
@@ -2,136 +2,152 @@
|
||||
<LogicalAnimationSurfaces>
|
||||
<Layer name="gun">
|
||||
<LayerProp filter="HasBlackAKInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="LBT_RGF_RIFLE_OPEN_AK47" animsurface="RGFOPEN" />
|
||||
<Surface name="LBT_RGFRIFLE_WALK_CROUCH_AK47" animsurface="RGFCROUCH_R_RDY" />
|
||||
<Surface name="LBT_RGFRIFLE_WALK_AK47" animsurface="RGFWALK_R_RDY" />
|
||||
<Surface name="LBT_RGFRIFLE_IDLE_AK47" animsurface="RGFSTANDING" />
|
||||
<Surface name="LBT_RGFBASICWALK_AK47" animsurface="RGFWALKING" />
|
||||
<Surface name="LBT_RGFRUNNING_AK47" animsurface="RGFRUNNING" />
|
||||
<Surface name="LBT_RGFRIFLE_CROUCH_AK47" animsurface="RGFCROUCHING" />
|
||||
<Surface name="LBT_RGFRIFLE_SIDESTEP_AK47" animsurface="RGFSIDESTEP" />
|
||||
<Surface name="LBT_RGFRIFLE_SIDESTEP_AIM_AK47" animsurface="RGFSIDESTEP_R_RDY" />
|
||||
<Surface name="LBT_RGFRIFLE_SWAT_AK47" animsurface="RGFSNEAKING" />
|
||||
<Surface name="LBT_RGFRIFLE_RAISE_AK47" animsurface="RGFRAISE" />
|
||||
<Surface name="LBT_RGFRIFLE_AIM_AK47" animsurface="RGFSTANDAIM" />
|
||||
<Surface name="LBT_RGFRIFLE_HIP_AK47" animsurface="RGF_HIP_AIM" />
|
||||
<Surface name="LBT_RGFRIFLE_CR_AIM_AK47" animsurface="RGFCROUCHAIM" />
|
||||
<Surface name="LBT_RGFRIFLE_PRONE_AK47" animsurface="RGFPRONE" />
|
||||
<Surface name="LBT_RGFRIFLE_HIT_AK47" animsurface="RGFRHIT" />
|
||||
<Surface name="LBT_RGFRIFLE_PAIN_AK47" animsurface="RGFHURTSTANDINGR" />
|
||||
<Surface name="LBT_RGFRIFLE_COWER_AK47" animsurface="RGFCOWER" />
|
||||
<Surface name="LBT_RGFRIFLE_PRN_COWER_AK47" animsurface="RGF_COWER_PRONE" />
|
||||
<Surface name="LBT_RGFRIFLE_WALK_HURT_AK47" animsurface="RGFHURTWALKINGR" />
|
||||
<Surface name="LBT_RGFRIFLE_KICKDOOR_AK47" animsurface="RGFKICKDOOR" />
|
||||
<!--<Surface name="LBT_RGFRIFLE_SQUISH_AK47" animsurface="RGF_SQUISH" />
|
||||
<Surface name="LBT_RGFRIFLE_LOOK_AK47" animsurface="RGF_LOOK" />
|
||||
<Surface name="LBT_RGFRIFLE_SPIT_AK47" animsurface="RGF_SPIT" />-->
|
||||
<Surface name="LBT_RGFRIFLE_DRUNK_AK47" animsurface="RGFDRUNK" />
|
||||
<Surface name="LBT_RGFRIFLE_BAYONET_AK47" animsurface="RGFBAYONET_S_S" />
|
||||
<Surface name="LBT_RGFRIFLE_BAYONET_L_AK47" animsurface="RGFBAYONET_S_P" />
|
||||
<Surface name="LBT_RGFRIFLE_LOW_AK47" animsurface="RGFSHOOT_LOW" />
|
||||
<Surface name="LBT_RGFRIFLE_ROLL_SIDE_AK47" animsurface="RGFROLL_PR" />
|
||||
<Surface name="LBT_RGFRIFLE_LOOK_AK47" animsurface="RGFALOOK" />
|
||||
<Surface name="LBT_RGFRIFLE_CLEAN_AK47" animsurface="RGFCLEAN" />
|
||||
<Surface name="RGF_RIFLE_OPEN_AK47" animsurface="RGFOPEN"/>
|
||||
<Surface name="RGF_RIFLE_WALK_CROUCH_AK47" animsurface="RGFCROUCH_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_WALK_AK47" animsurface="RGFWALK_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_IDLE_AK47" animsurface="RGFSTANDING"/>
|
||||
<Surface name="RGF_BASICWALK_AK47" animsurface="RGFWALKING"/>
|
||||
<Surface name="RGF_RUNNING_AK47" animsurface="RGFRUNNING"/>
|
||||
<Surface name="RGF_RIFLE_CROUCH_AK47" animsurface="RGFCROUCHING"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_AK47" animsurface="RGFSIDESTEP"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_AIM_AK47" animsurface="RGFSIDESTEP_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_SWAT_AK47" animsurface="RGFSNEAKING"/>
|
||||
<Surface name="RGF_RIFLE_RAISE_AK47" animsurface="RGFRAISE"/>
|
||||
<Surface name="RGF_RIFLE_AIM_AK47" animsurface="RGFSTANDAIM"/>
|
||||
<Surface name="RGF_RIFLE_HIP_AK47" animsurface="RGF_HIP_AIM"/>
|
||||
<Surface name="RGF_RIFLE_CR_AIM_AK47" animsurface="RGFCROUCHAIM"/>
|
||||
<Surface name="RGF_RIFLE_PRONE_AK47" animsurface="RGFPRONE"/>
|
||||
<Surface name="RGF_RIFLE_HIT_AK47" animsurface="RGFRHIT"/>
|
||||
<Surface name="RGF_RIFLE_PAIN_AK47" animsurface="RGFHURTSTANDINGR"/>
|
||||
<Surface name="RGF_RIFLE_COWER_AK47" animsurface="RGFCOWER"/>
|
||||
<Surface name="RGF_RIFLE_PRN_COWER_AK47" animsurface="RGF_COWER_PRONE"/>
|
||||
<Surface name="RGF_RIFLE_WALK_HURT_AK47" animsurface="RGFHURTWALKINGR"/>
|
||||
<Surface name="RGF_RIFLE_KICKDOOR_AK47" animsurface="RGFKICKDOOR"/>
|
||||
<!--<Surface name="RGF_RIFLE_SQUISH_AK47" animsurface="RGF_SQUISH" />
|
||||
<Surface name="RGF_RIFLE_LOOK_AK47" animsurface="RGF_LOOK" />
|
||||
<Surface name="RGF_RIFLE_SPIT_AK47" animsurface="RGF_SPIT" />-->
|
||||
<Surface name="RGF_RIFLE_DRUNK_AK47" animsurface="RGFDRUNK"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_AK47" animsurface="RGFBAYONET_S_S"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_L_AK47" animsurface="RGFBAYONET_S_P"/>
|
||||
<Surface name="RGF_RIFLE_LOW_AK47" animsurface="RGFSHOOT_LOW"/>
|
||||
<Surface name="RGF_RIFLE_ROLL_SIDE_AK47" animsurface="RGFROLL_PR"/>
|
||||
<Surface name="RGF_RIFLE_LOOK_AK47" animsurface="RGFALOOK"/>
|
||||
<Surface name="RGF_RIFLE_CLEAN_AK47" animsurface="RGFCLEAN"/>
|
||||
<Surface name="RGF_WATER_RIFLE_IDLE_AK47" animsurface="RGFWATER_R_STD" />
|
||||
<Surface name="RGF_WATER_RIFLE_WALK_AK47" animsurface="RGFWATER_R_WALK" />
|
||||
<Surface name="RGF_WATER_RIFLE_AIM_AK47" animsurface="RGFWATER_R_AIM" />
|
||||
<Surface name="RGF_WATER_RIFLE_HIP_AK47" animsurface="RGF_WATER_HIP_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasBlackPatriotInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="LBT_RGF_RIFLE_OPEN_PATRIOT" animsurface="RGFOPEN" />
|
||||
<Surface name="LBT_RGFRIFLE_WALK_CROUCH_PATRIOT" animsurface="RGFCROUCH_R_RDY" />
|
||||
<Surface name="LBT_RGFRIFLE_WALK_PATRIOT" animsurface="RGFWALK_R_RDY" />
|
||||
<Surface name="LBT_RGFRIFLE_IDLE_PATRIOT" animsurface="RGFSTANDING" />
|
||||
<Surface name="LBT_RGFBASICWALK_PATRIOT" animsurface="RGFWALKING" />
|
||||
<Surface name="LBT_RGFRUNNING_PATRIOT" animsurface="RGFRUNNING" />
|
||||
<Surface name="LBT_RGFRIFLE_CROUCH_PATRIOT" animsurface="RGFCROUCHING" />
|
||||
<Surface name="LBT_RGFRIFLE_SIDESTEP_PATRIOT" animsurface="RGFSIDESTEP" />
|
||||
<Surface name="LBT_RGFRIFLE_SIDESTEP_AIM_PATRIOT" animsurface="RGFSIDESTEP_R_RDY" />
|
||||
<Surface name="LBT_RGFRIFLE_SWAT_PATRIOT" animsurface="RGFSNEAKING" />
|
||||
<Surface name="LBT_RGFRIFLE_RAISE_PATRIOT" animsurface="RGFRAISE" />
|
||||
<Surface name="LBT_RGFRIFLE_AIM_PATRIOT" animsurface="RGFSTANDAIM" />
|
||||
<Surface name="LBT_RGFRIFLE_HIP_PATRIOT" animsurface="RGF_HIP_AIM" />
|
||||
<Surface name="LBT_RGFRIFLE_CR_AIM_PATRIOT" animsurface="RGFCROUCHAIM" />
|
||||
<Surface name="LBT_RGFRIFLE_PRONE_PATRIOT" animsurface="RGFPRONE" />
|
||||
<Surface name="LBT_RGFRIFLE_HIT_PATRIOT" animsurface="RGFRHIT" />
|
||||
<Surface name="LBT_RGFRIFLE_PAIN_PATRIOT" animsurface="RGFHURTSTANDINGR" />
|
||||
<Surface name="LBT_RGFRIFLE_COWER_PATRIOT" animsurface="RGFCOWER" />
|
||||
<Surface name="LBT_RGFRIFLE_PRN_COWER_PATRIOT" animsurface="RGF_COWER_PRONE" />
|
||||
<Surface name="LBT_RGFRIFLE_WALK_HURT_PATRIOT" animsurface="RGFHURTWALKINGR" />
|
||||
<Surface name="LBT_RGFRIFLE_KICKDOOR_PATRIOT" animsurface="RGFKICKDOOR" />
|
||||
<!--<Surface name="LBT_RGFRIFLE_SQUISH_PATRIOT" animsurface="RGF_SQUISH" />
|
||||
<Surface name="LBT_RGFRIFLE_LOOK_PATRIOT" animsurface="RGF_LOOK" />
|
||||
<Surface name="LBT_RGFRIFLE_SPIT_PATRIOT" animsurface="RGF_SPIT" />-->
|
||||
<Surface name="LBT_RGFRIFLE_DRUNK_PATRIOT" animsurface="RGFDRUNK" />
|
||||
<Surface name="LBT_RGFRIFLE_BAYONET_PATRIOT" animsurface="RGFBAYONET_S_S" />
|
||||
<Surface name="LBT_RGFRIFLE_BAYONET_L_PATRIOT" animsurface="RGFBAYONET_S_P" />
|
||||
<Surface name="LBT_RGFRIFLE_LOW_PATRIOT" animsurface="RGFSHOOT_LOW" />
|
||||
<Surface name="LBT_RGFRIFLE_ROLL_SIDE_PATRIOT" animsurface="RGFROLL_PR" />
|
||||
<Surface name="LBT_RGFRIFLE_LOOK_PATRIOT" animsurface="RGFALOOK" />
|
||||
<Surface name="LBT_RGFRIFLE_CLEAN_PATRIOT" animsurface="RGFCLEAN" />
|
||||
<Surface name="RGF_RIFLE_OPEN_PATRIOT" animsurface="RGFOPEN"/>
|
||||
<Surface name="RGF_RIFLE_WALK_CROUCH_PATRIOT" animsurface="RGFCROUCH_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_WALK_PATRIOT" animsurface="RGFWALK_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_IDLE_PATRIOT" animsurface="RGFSTANDING"/>
|
||||
<Surface name="RGF_BASICWALK_PATRIOT" animsurface="RGFWALKING"/>
|
||||
<Surface name="RGF_RUNNING_PATRIOT" animsurface="RGFRUNNING"/>
|
||||
<Surface name="RGF_RIFLE_CROUCH_PATRIOT" animsurface="RGFCROUCHING"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_PATRIOT" animsurface="RGFSIDESTEP"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_AIM_PATRIOT" animsurface="RGFSIDESTEP_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_SWAT_PATRIOT" animsurface="RGFSNEAKING"/>
|
||||
<Surface name="RGF_RIFLE_RAISE_PATRIOT" animsurface="RGFRAISE"/>
|
||||
<Surface name="RGF_RIFLE_AIM_PATRIOT" animsurface="RGFSTANDAIM"/>
|
||||
<Surface name="RGF_RIFLE_HIP_PATRIOT" animsurface="RGF_HIP_AIM"/>
|
||||
<Surface name="RGF_RIFLE_CR_AIM_PATRIOT" animsurface="RGFCROUCHAIM"/>
|
||||
<Surface name="RGF_RIFLE_PRONE_PATRIOT" animsurface="RGFPRONE"/>
|
||||
<Surface name="RGF_RIFLE_HIT_PATRIOT" animsurface="RGFRHIT"/>
|
||||
<Surface name="RGF_RIFLE_PAIN_PATRIOT" animsurface="RGFHURTSTANDINGR"/>
|
||||
<Surface name="RGF_RIFLE_COWER_PATRIOT" animsurface="RGFCOWER"/>
|
||||
<Surface name="RGF_RIFLE_PRN_COWER_PATRIOT" animsurface="RGF_COWER_PRONE"/>
|
||||
<Surface name="RGF_RIFLE_WALK_HURT_PATRIOT" animsurface="RGFHURTWALKINGR"/>
|
||||
<Surface name="RGF_RIFLE_KICKDOOR_PATRIOT" animsurface="RGFKICKDOOR"/>
|
||||
<!--<Surface name="RGF_RIFLE_SQUISH_PATRIOT" animsurface="RGF_SQUISH" />
|
||||
<Surface name="RGF_RIFLE_LOOK_PATRIOT" animsurface="RGF_LOOK" />
|
||||
<Surface name="RGF_RIFLE_SPIT_PATRIOT" animsurface="RGF_SPIT" />-->
|
||||
<Surface name="RGF_RIFLE_DRUNK_PATRIOT" animsurface="RGFDRUNK"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_PATRIOT" animsurface="RGFBAYONET_S_S"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_L_PATRIOT" animsurface="RGFBAYONET_S_P"/>
|
||||
<Surface name="RGF_RIFLE_LOW_PATRIOT" animsurface="RGFSHOOT_LOW"/>
|
||||
<Surface name="RGF_RIFLE_ROLL_SIDE_PATRIOT" animsurface="RGFROLL_PR"/>
|
||||
<Surface name="RGF_RIFLE_LOOK_PATRIOT" animsurface="RGFALOOK"/>
|
||||
<Surface name="RGF_RIFLE_CLEAN_PATRIOT" animsurface="RGFCLEAN"/>
|
||||
<Surface name="RGF_WATER_RIFLE_IDLE_PATRIOT" animsurface="RGFWATER_R_STD" />
|
||||
<Surface name="RGF_WATER_RIFLE_WALK_PATRIOT" animsurface="RGFWATER_R_WALK" />
|
||||
<Surface name="RGF_WATER_RIFLE_AIM_PATRIOT" animsurface="RGFWATER_R_AIM" />
|
||||
<Surface name="RGF_WATER_RIFLE_HIP_PATRIOT" animsurface="RGF_WATER_HIP_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasBlackSniperInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="LBT_RGF_RIFLE_OPEN_TRG42" animsurface="RGFOPEN" />
|
||||
<Surface name="LBT_RGFRIFLE_WALK_CROUCH_TRG42" animsurface="RGFCROUCH_R_RDY" />
|
||||
<Surface name="LBT_RGFRIFLE_WALK_TRG42" animsurface="RGFWALK_R_RDY" />
|
||||
<Surface name="LBT_RGFRIFLE_IDLE_TRG42" animsurface="RGFSTANDING" />
|
||||
<Surface name="LBT_RGFBASICWALK_TRG42" animsurface="RGFWALKING" />
|
||||
<Surface name="LBT_RGFRUNNING_TRG42" animsurface="RGFRUNNING" />
|
||||
<Surface name="LBT_RGFRIFLE_CROUCH_TRG42" animsurface="RGFCROUCHING" />
|
||||
<Surface name="LBT_RGFRIFLE_SIDESTEP_TRG42" animsurface="RGFSIDESTEP" />
|
||||
<Surface name="LBT_RGFRIFLE_SIDESTEP_AIM_TRG42" animsurface="RGFSIDESTEP_R_RDY" />
|
||||
<Surface name="LBT_RGFRIFLE_SWAT_TRG42" animsurface="RGFSNEAKING" />
|
||||
<Surface name="LBT_RGFRIFLE_RAISE_TRG42" animsurface="RGFRAISE" />
|
||||
<Surface name="LBT_RGFRIFLE_AIM_TRG42" animsurface="RGFSTANDAIM" />
|
||||
<Surface name="LBT_RGFRIFLE_HIP_TRG42" animsurface="RGF_HIP_AIM" />
|
||||
<Surface name="LBT_RGFRIFLE_CR_AIM_TRG42" animsurface="RGFCROUCHAIM" />
|
||||
<Surface name="LBT_RGFRIFLE_PRONE_TRG42" animsurface="RGFPRONE" />
|
||||
<Surface name="LBT_RGFRIFLE_HIT_TRG42" animsurface="RGFRHIT" />
|
||||
<Surface name="LBT_RGFRIFLE_PAIN_TRG42" animsurface="RGFHURTSTANDINGR" />
|
||||
<Surface name="LBT_RGFRIFLE_COWER_TRG42" animsurface="RGFCOWER" />
|
||||
<Surface name="LBT_RGFRIFLE_PRN_COWER_TRG42" animsurface="RGF_COWER_PRONE" />
|
||||
<Surface name="LBT_RGFRIFLE_WALK_HURT_TRG42" animsurface="RGFHURTWALKINGR" />
|
||||
<Surface name="LBT_RGFRIFLE_KICKDOOR_TRG42" animsurface="RGFKICKDOOR" />
|
||||
<!--<Surface name="LBT_RGFRIFLE_SQUISH_TRG42" animsurface="RGF_SQUISH" />
|
||||
<Surface name="LBT_RGFRIFLE_LOOK_TRG42" animsurface="RGF_LOOK" />
|
||||
<Surface name="LBT_RGFRIFLE_SPIT_TRG42" animsurface="RGF_SPIT" />-->
|
||||
<Surface name="LBT_RGFRIFLE_DRUNK_TRG42" animsurface="RGFDRUNK" />
|
||||
<Surface name="LBT_RGFRIFLE_BAYONET_TRG42" animsurface="RGFBAYONET_S_S" />
|
||||
<Surface name="LBT_RGFRIFLE_BAYONET_L_TRG42" animsurface="RGFBAYONET_S_P" />
|
||||
<Surface name="LBT_RGFRIFLE_LOW_TRG42" animsurface="RGFSHOOT_LOW" />
|
||||
<Surface name="LBT_RGFRIFLE_ROLL_SIDE_TRG42" animsurface="RGFROLL_PR" />
|
||||
<Surface name="LBT_RGFRIFLE_LOOK_TRG42" animsurface="RGFALOOK" />
|
||||
<Surface name="LBT_RGFRIFLE_CLEAN_TRG42" animsurface="RGFCLEAN" />
|
||||
<Surface name="RGF_RIFLE_OPEN_TRG42" animsurface="RGFOPEN"/>
|
||||
<Surface name="RGF_RIFLE_WALK_CROUCH_TRG42" animsurface="RGFCROUCH_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_WALK_TRG42" animsurface="RGFWALK_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_IDLE_TRG42" animsurface="RGFSTANDING"/>
|
||||
<Surface name="RGF_BASICWALK_TRG42" animsurface="RGFWALKING"/>
|
||||
<Surface name="RGF_RUNNING_TRG42" animsurface="RGFRUNNING"/>
|
||||
<Surface name="RGF_RIFLE_CROUCH_TRG42" animsurface="RGFCROUCHING"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_TRG42" animsurface="RGFSIDESTEP"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_AIM_TRG42" animsurface="RGFSIDESTEP_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_SWAT_TRG42" animsurface="RGFSNEAKING"/>
|
||||
<Surface name="RGF_RIFLE_RAISE_TRG42" animsurface="RGFRAISE"/>
|
||||
<Surface name="RGF_RIFLE_AIM_TRG42" animsurface="RGFSTANDAIM"/>
|
||||
<Surface name="RGF_RIFLE_HIP_TRG42" animsurface="RGF_HIP_AIM"/>
|
||||
<Surface name="RGF_RIFLE_CR_AIM_TRG42" animsurface="RGFCROUCHAIM"/>
|
||||
<Surface name="RGF_RIFLE_PRONE_TRG42" animsurface="RGFPRONE"/>
|
||||
<Surface name="RGF_RIFLE_HIT_TRG42" animsurface="RGFRHIT"/>
|
||||
<Surface name="RGF_RIFLE_PAIN_TRG42" animsurface="RGFHURTSTANDINGR"/>
|
||||
<Surface name="RGF_RIFLE_COWER_TRG42" animsurface="RGFCOWER"/>
|
||||
<Surface name="RGF_RIFLE_PRN_COWER_TRG42" animsurface="RGF_COWER_PRONE"/>
|
||||
<Surface name="RGF_RIFLE_WALK_HURT_TRG42" animsurface="RGFHURTWALKINGR"/>
|
||||
<Surface name="RGF_RIFLE_KICKDOOR_TRG42" animsurface="RGFKICKDOOR"/>
|
||||
<!--<Surface name="RGF_RIFLE_SQUISH_TRG42" animsurface="RGF_SQUISH" />
|
||||
<Surface name="RGF_RIFLE_LOOK_TRG42" animsurface="RGF_LOOK" />
|
||||
<Surface name="RGF_RIFLE_SPIT_TRG42" animsurface="RGF_SPIT" />-->
|
||||
<Surface name="RGF_RIFLE_DRUNK_TRG42" animsurface="RGFDRUNK"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_TRG42" animsurface="RGFBAYONET_S_S"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_L_TRG42" animsurface="RGFBAYONET_S_P"/>
|
||||
<Surface name="RGF_RIFLE_LOW_TRG42" animsurface="RGFSHOOT_LOW"/>
|
||||
<Surface name="RGF_RIFLE_ROLL_SIDE_TRG42" animsurface="RGFROLL_PR"/>
|
||||
<Surface name="RGF_RIFLE_LOOK_TRG42" animsurface="RGFALOOK"/>
|
||||
<Surface name="RGF_RIFLE_CLEAN_TRG42" animsurface="RGFCLEAN"/>
|
||||
<Surface name="RGF_WATER_RIFLE_IDLE_TRG42" animsurface="RGFWATER_R_STD" />
|
||||
<Surface name="RGF_WATER_RIFLE_WALK_TRG42" animsurface="RGFWATER_R_WALK" />
|
||||
<Surface name="RGF_WATER_RIFLE_AIM_TRG42" animsurface="RGFWATER_R_AIM" />
|
||||
<Surface name="RGF_WATER_RIFLE_HIP_TRG42" animsurface="RGF_WATER_HIP_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasBlackSemiAutoRifleInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="LBT_RGF_RIFLE_OPEN_M14" animsurface="RGFOPEN" />
|
||||
<Surface name="LBT_RGFRIFLE_WALK_CROUCH_M14" animsurface="RGFCROUCH_R_RDY" />
|
||||
<Surface name="LBT_RGFRIFLE_WALK_M14" animsurface="RGFWALK_R_RDY" />
|
||||
<Surface name="LBT_RGFRIFLE_IDLE_M14" animsurface="RGFSTANDING" />
|
||||
<Surface name="LBT_RGFBASICWALK_M14" animsurface="RGFWALKING" />
|
||||
<Surface name="LBT_RGFRUNNING_M14" animsurface="RGFRUNNING" />
|
||||
<Surface name="LBT_RGFRIFLE_CROUCH_M14" animsurface="RGFCROUCHING" />
|
||||
<Surface name="LBT_RGFRIFLE_SIDESTEP_M14" animsurface="RGFSIDESTEP" />
|
||||
<Surface name="LBT_RGFRIFLE_SIDESTEP_AIM_M14" animsurface="RGFSIDESTEP_R_RDY" />
|
||||
<Surface name="LBT_RGFRIFLE_SWAT_M14" animsurface="RGFSNEAKING" />
|
||||
<Surface name="LBT_RGFRIFLE_RAISE_M14" animsurface="RGFRAISE" />
|
||||
<Surface name="LBT_RGFRIFLE_AIM_M14" animsurface="RGFSTANDAIM" />
|
||||
<Surface name="LBT_RGFRIFLE_HIP_M14" animsurface="RGF_HIP_AIM" />
|
||||
<Surface name="LBT_RGFRIFLE_CR_AIM_M14" animsurface="RGFCROUCHAIM" />
|
||||
<Surface name="LBT_RGFRIFLE_PRONE_M14" animsurface="RGFPRONE" />
|
||||
<Surface name="LBT_RGFRIFLE_HIT_M14" animsurface="RGFRHIT" />
|
||||
<Surface name="LBT_RGFRIFLE_PAIN_M14" animsurface="RGFHURTSTANDINGR" />
|
||||
<Surface name="LBT_RGFRIFLE_COWER_M14" animsurface="RGFCOWER" />
|
||||
<Surface name="LBT_RGFRIFLE_PRN_COWER_M14" animsurface="RGF_COWER_PRONE" />
|
||||
<Surface name="LBT_RGFRIFLE_WALK_HURT_M14" animsurface="RGFHURTWALKINGR" />
|
||||
<Surface name="LBT_RGFRIFLE_KICKDOOR_M14" animsurface="RGFKICKDOOR" />
|
||||
<!--<Surface name="LBT_RGFRIFLE_SQUISH_M14" animsurface="RGF_SQUISH" />
|
||||
<Surface name="LBT_RGFRIFLE_LOOK_M14" animsurface="RGF_LOOK" />
|
||||
<Surface name="LBT_RGFRIFLE_SPIT_M14" animsurface="RGF_SPIT" />-->
|
||||
<Surface name="LBT_RGFRIFLE_DRUNK_M14" animsurface="RGFDRUNK" />
|
||||
<Surface name="LBT_RGFRIFLE_BAYONET_M14" animsurface="RGFBAYONET_S_S" />
|
||||
<Surface name="LBT_RGFRIFLE_BAYONET_L_M14" animsurface="RGFBAYONET_S_P" />
|
||||
<Surface name="LBT_RGFRIFLE_LOW_M14" animsurface="RGFSHOOT_LOW" />
|
||||
<Surface name="LBT_RGFRIFLE_ROLL_SIDE_M14" animsurface="RGFROLL_PR" />
|
||||
<Surface name="LBT_RGFRIFLE_LOOK_M14" animsurface="RGFALOOK" />
|
||||
<Surface name="LBT_RGFRIFLE_CLEAN_M14" animsurface="RGFCLEAN" />
|
||||
<Surface name="RGF_RIFLE_OPEN_M14" animsurface="RGFOPEN"/>
|
||||
<Surface name="RGF_RIFLE_WALK_CROUCH_M14" animsurface="RGFCROUCH_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_WALK_M14" animsurface="RGFWALK_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_IDLE_M14" animsurface="RGFSTANDING"/>
|
||||
<Surface name="RGF_BASICWALK_M14" animsurface="RGFWALKING"/>
|
||||
<Surface name="RGF_RUNNING_M14" animsurface="RGFRUNNING"/>
|
||||
<Surface name="RGF_RIFLE_CROUCH_M14" animsurface="RGFCROUCHING"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_M14" animsurface="RGFSIDESTEP"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_AIM_M14" animsurface="RGFSIDESTEP_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_SWAT_M14" animsurface="RGFSNEAKING"/>
|
||||
<Surface name="RGF_RIFLE_RAISE_M14" animsurface="RGFRAISE"/>
|
||||
<Surface name="RGF_RIFLE_AIM_M14" animsurface="RGFSTANDAIM"/>
|
||||
<Surface name="RGF_RIFLE_HIP_M14" animsurface="RGF_HIP_AIM"/>
|
||||
<Surface name="RGF_RIFLE_CR_AIM_M14" animsurface="RGFCROUCHAIM"/>
|
||||
<Surface name="RGF_RIFLE_PRONE_M14" animsurface="RGFPRONE"/>
|
||||
<Surface name="RGF_RIFLE_HIT_M14" animsurface="RGFRHIT"/>
|
||||
<Surface name="RGF_RIFLE_PAIN_M14" animsurface="RGFHURTSTANDINGR"/>
|
||||
<Surface name="RGF_RIFLE_COWER_M14" animsurface="RGFCOWER"/>
|
||||
<Surface name="RGF_RIFLE_PRN_COWER_M14" animsurface="RGF_COWER_PRONE"/>
|
||||
<Surface name="RGF_RIFLE_WALK_HURT_M14" animsurface="RGFHURTWALKINGR"/>
|
||||
<Surface name="RGF_RIFLE_KICKDOOR_M14" animsurface="RGFKICKDOOR"/>
|
||||
<!--<Surface name="RGF_RIFLE_SQUISH_M14" animsurface="RGF_SQUISH" />
|
||||
<Surface name="RGF_RIFLE_LOOK_M14" animsurface="RGF_LOOK" />
|
||||
<Surface name="RGF_RIFLE_SPIT_M14" animsurface="RGF_SPIT" />-->
|
||||
<Surface name="RGF_RIFLE_DRUNK_M14" animsurface="RGFDRUNK"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_M14" animsurface="RGFBAYONET_S_S"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_L_M14" animsurface="RGFBAYONET_S_P"/>
|
||||
<Surface name="RGF_RIFLE_LOW_M14" animsurface="RGFSHOOT_LOW"/>
|
||||
<Surface name="RGF_RIFLE_ROLL_SIDE_M14" animsurface="RGFROLL_PR"/>
|
||||
<Surface name="RGF_RIFLE_LOOK_M14" animsurface="RGFALOOK"/>
|
||||
<Surface name="RGF_RIFLE_CLEAN_M14" animsurface="RGFCLEAN"/>
|
||||
<Surface name="RGF_WATER_RIFLE_IDLE_M14" animsurface="RGFWATER_R_STD" />
|
||||
<Surface name="RGF_WATER_RIFLE_WALK_M14" animsurface="RGFWATER_R_WALK" />
|
||||
<Surface name="RGF_WATER_RIFLE_AIM_M14" animsurface="RGFWATER_R_AIM" />
|
||||
<Surface name="RGF_WATER_RIFLE_HIP_M14" animsurface="RGF_WATER_HIP_AIM" />
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
</LogicalAnimationSurfaces>
|
||||
+558
-2
@@ -2496,10 +2496,566 @@
|
||||
<AnimSurface name="LBT_RGMLAW_CR_PADS" file="Anims\LOBOT\RGM\S_LAW_CR_PADS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMLAW_CR_CAMOHELMET" file="Anims\LOBOT\RGM\S_LAW_CR_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMLAW_CR_LSLEEVE" file="Anims\LOBOT\RGM\S_LAW_CR_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<!-- Rocket rifle -->
|
||||
<AnimSurface name="LBT_RGMRIFLE_WALK_CROUCH_RR" file="Anims\LOBOT\RGM\cr_walk_rifle_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_WALK_RR" file="Anims\LOBOT\RGM\S_R_RDY_WALK_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_WALK_HURT_RR" file="Anims\LOBOT\RGM\S_R_WALK_HURT_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_IDLE_RR" file="Anims\LOBOT\RGM\S_R_STD_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMBASICWALK_RR" file="Anims\LOBOT\RGM\RGM_BASICWALK_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_CROUCH_RR" file="Anims\LOBOT\RGM\S_R_C_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_SWAT_RR" file="Anims\LOBOT\RGM\S_R_SWAT_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_SIDESTEP_RR" file="Anims\LOBOT\RGM\S_R_SDSP_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_SIDESTEP_AIM_RR" file="Anims\LOBOT\RGM\S_R_SDSP_AIM_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRUNNING_RR" file="Anims\LOBOT\RGM\S_R_RUN_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_RAISE_RR" file="Anims\LOBOT\RGM\S_RAISE_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_AIM_RR" file="Anims\LOBOT\RGM\S_SR_AIM_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_LOW_RR" file="Anims\LOBOT\RGM\S_R_LOW_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_HIP_RR" file="Anims\LOBOT\RGM\S_SR_HIP_AIM_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_HIP_LOW_RR" file="Anims\LOBOT\RGM\S_R_HIP_LOW_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_CR_AIM_RR" file="Anims\LOBOT\RGM\S_CR_AIM_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_PRONE_RR" file="Anims\LOBOT\RGM\S_R_PRN_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_RIFLE_OPEN_RR" file="Anims\LOBOT\RGM\S_RIFLE_OPEN_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_KICKDOOR_RR" file="Anims\LOBOT\RGM\S_R_DR_KICK_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_SQUISH_RR" file="Anims\LOBOT\RGM\S_R_SQUISH_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_LOOK_RR" file="Anims\LOBOT\RGM\S_R_LOOK_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_SPIT_RR" file="Anims\LOBOT\RGM\S_R_SPIT_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_DRUNK_RR" file="Anims\LOBOT\RGM\S_R_DRUNK_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_BAYONET_RR" file="Anims\LOBOT\RGM\S_R_BAYONET_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_BAYONET_L_RR" file="Anims\LOBOT\RGM\S_R_BAYONET_L_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_HIT_RR" file="Anims\LOBOT\RGM\S_HIT_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_PAIN_RR" file="Anims\LOBOT\RGM\S_R_PAIN_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_COWER_RR" file="Anims\LOBOT\RGM\S_R_COWER_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_PRN_COWER_RR" file="Anims\LOBOT\RGM\S_R_PRNCOW_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_ROLL_SIDE_RR" file="Anims\LOBOT\RGM\S_R_ROLL_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_RR" file="Anims\LOBOT\RGM\SW_R_STD_rr.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_RR" file="Anims\LOBOT\RGM\SW_R_WALK_rr.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_RR" file="Anims\LOBOT\RGM\SW_SR_AIM_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_RR" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_RR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<!-- Ballcap -->
|
||||
<AnimSurface name="LBT_RGMRIFLE_WALK_CROUCH_BCAP" file="Anims\LOBOT\RGM\cr_walk_rifle_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_CROUCHWALK_BCAP" file="Anims\LOBOT\RGM\cr_walk_pistol_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_CROUCHWALK_DUAL_BCAP" file="Anims\LOBOT\RGM\cr_walk_dual_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_WALK_BCAP" file="Anims\LOBOT\RGM\S_R_RDY_WALK_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_WALK_HURT_BCAP" file="Anims\LOBOT\RGM\S_R_WALK_HURT_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_IDLE_BCAP" file="Anims\LOBOT\RGM\S_R_STD_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMBASICWALK_BCAP" file="Anims\LOBOT\RGM\RGM_BASICWALK_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_CROUCH_BCAP" file="Anims\LOBOT\RGM\S_R_C_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_SWAT_BCAP" file="Anims\LOBOT\RGM\S_R_SWAT_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_SIDESTEP_BCAP" file="Anims\LOBOT\RGM\S_R_SDSP_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_SIDESTEP_AIM_BCAP" file="Anims\LOBOT\RGM\S_R_SDSP_AIM_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRUNNING_BCAP" file="Anims\LOBOT\RGM\S_R_RUN_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_RAISE_BCAP" file="Anims\LOBOT\RGM\S_RAISE_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_AIM_BCAP" file="Anims\LOBOT\RGM\S_SR_AIM_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_LOW_BCAP" file="Anims\LOBOT\RGM\S_R_LOW_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_HIP_BCAP" file="Anims\LOBOT\RGM\S_SR_HIP_AIM_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_HIP_LOW_BCAP" file="Anims\LOBOT\RGM\S_R_HIP_LOW_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_CR_AIM_BCAP" file="Anims\LOBOT\RGM\S_CR_AIM_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_PRONE_BCAP" file="Anims\LOBOT\RGM\S_R_PRN_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_HOP_BCAP" file="Anims\LOBOT\RGM\S_HOP_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_CLIMB_BCAP" file="Anims\LOBOT\RGM\S_CLIMB_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="44" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_PUNCH_BCAP" file="Anims\LOBOT\RGM\S_PUNCH_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_IDLE_BCAP" file="Anims\LOBOT\RGM\S_N_STD_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_OPEN_BCAP" file="Anims\LOBOT\RGM\S_OPEN_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_RIFLE_OPEN_BCAP" file="Anims\LOBOT\RGM\S_RIFLE_OPEN_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_KICKDOOR_BCAP" file="Anims\LOBOT\RGM\S_R_DR_KICK_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_SQUISH_BCAP" file="Anims\LOBOT\RGM\S_R_SQUISH_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_LOOK_BCAP" file="Anims\LOBOT\RGM\S_R_LOOK_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_SPIT_BCAP" file="Anims\LOBOT\RGM\S_R_SPIT_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_DRUNK_BCAP" file="Anims\LOBOT\RGM\S_R_DRUNK_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_BAYONET_BCAP" file="Anims\LOBOT\RGM\S_R_BAYONET_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_BAYONET_L_BCAP" file="Anims\LOBOT\RGM\S_R_BAYONET_L_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_PICKUP_BCAP" file="Anims\LOBOT\RGM\S_PICKUP_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMMEDIC_CROUCH_BCAP" file="Anims\LOBOT\RGM\S_MEDIC_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMMEDIC_PRONE_BCAP" file="Anims\LOBOT\RGM\S_PRN_MED_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="7" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMCOWER_PRONE_BCAP" file="Anims\LOBOT\RGM\S_PRNCOW_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMDIE_PRONE_BCAP" file="Anims\LOBOT\RGM\S_P_DIE_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_HIT_BCAP" file="Anims\LOBOT\RGM\S_HIT_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_CROUCH_BCAP" file="Anims\LOBOT\RGM\S_N_CRCH_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_SWAT_BCAP" file="Anims\LOBOT\RGM\S_N_SWAT_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_RUN_BCAP" file="Anims\LOBOT\RGM\S_N_RUN_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_WALK_BCAP" file="Anims\LOBOT\RGM\S_N_WALK_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_WALK_HURT_BCAP" file="Anims\LOBOT\RGM\S_N_WALK_HURT_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_PRONE_BCAP" file="Anims\LOBOT\RGM\S_N_PRNE_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMDUAL_PRONE_BCAP" file="Anims\LOBOT\RGM\S_DB_PRN_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMPISTOL_IDLE_BCAP" file="Anims\LOBOT\RGM\S_P_BRTH_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMPISTOL_WALK_BCAP" file="Anims\LOBOT\RGM\S_P_WALK_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMPISTOL_RDY_WALK_BCAP" file="Anims\LOBOT\RGM\S_P_RDY_WALK_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMDUAL_RDY_WALK_BCAP" file="Anims\LOBOT\RGM\S_DBL_RDY_WALK_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMPISTOL_AIM_BCAP" file="Anims\LOBOT\RGM\S_N_SHOT_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMPISTOL_AIM_1H_BCAP" file="Anims\LOBOT\RGM\S_N_SHOT2_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMPISTOL_LOW_BCAP" file="Anims\LOBOT\RGM\S_P_LOW_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMPISTOL_CR_AIM_BCAP" file="Anims\LOBOT\RGM\S_CR_AIM_P_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMDUAL_CR_AIM_BCAP" file="Anims\LOBOT\RGM\S_CR_AIM_D_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMPISTOL_SDSTP_BCAP" file="Anims\LOBOT\RGM\S_P_SDSP_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMPISTOL_SDSTP_AIM_BCAP" file="Anims\LOBOT\RGM\S_P_SDSP_AIM_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMDUAL_SDSTP_BCAP" file="Anims\LOBOT\RGM\S_DBL_SDSP_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMDUAL_SDSTP_AIM_BCAP" file="Anims\LOBOT\RGM\S_DBL_SDSP_AIM_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMDUAL_AIM_BCAP" file="Anims\LOBOT\RGM\S_DBLSHOT_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_PAIN_BCAP" file="Anims\LOBOT\RGM\S_N_PAIN_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_DRUNK_BCAP" file="Anims\LOBOT\RGM\S_N_DRUNK_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_PAIN_BCAP" file="Anims\LOBOT\RGM\S_R_PAIN_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_DODGE_BCAP" file="Anims\LOBOT\RGM\S_DODGE_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_THROW_BCAP" file="Anims\LOBOT\RGM\S_THROW_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_THROW_G_BCAP" file="Anims\LOBOT\RGM\S_THROW_G_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_LOB_BCAP" file="Anims\LOBOT\RGM\S_LOB_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_LOB_G_BCAP" file="Anims\LOBOT\RGM\S_LOB_G_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_KICKDOOR_BCAP" file="Anims\LOBOT\RGM\S_DR_KICK_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_SQUISH_BCAP" file="Anims\LOBOT\RGM\S_SQUISH_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_PULL_BCAP" file="Anims\LOBOT\RGM\S_PULL_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_RADIO_BCAP" file="Anims\LOBOT\RGM\S_RADIO_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_REMOTE_BCAP" file="Anims\LOBOT\RGM\S_REMOTE_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="6" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMKNIFE_STAB_BCAP" file="Anims\LOBOT\RGM\S_STAB_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMKNIFE_SLICE_BCAP" file="Anims\LOBOT\RGM\S_SLICE_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMKNIFE_THROW_BCAP" file="Anims\LOBOT\RGM\S_K_THROW_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMKNIFE_BREATH_BCAP" file="Anims\LOBOT\RGM\S_K_BREATH_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMCROWBAR_HIT_BCAP" file="Anims\LOBOT\RGM\S_CROWBAR_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="19" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_DIE_BCAP" file="Anims\LOBOT\RGM\S_D_FWD_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_JFK_BCAP" file="Anims\LOBOT\RGM\S_D_FWD_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "8" framesperdir="35" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_DIEFB_BCAP" file="Anims\LOBOT\RGM\S_DIEBAC_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_DIEFBH_BCAP" file="Anims\LOBOT\RGM\S_DIEHARD_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_DIEFBHB_BCAP" file="Anims\LOBOT\RGM\S_DIEHARDB_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALLBACK.JSD" directions = "8" framesperdir="7" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_FALL_BCAP" file="Anims\LOBOT\RGM\S_N_FALL_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "4" framesperdir="52" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_FALLFWD_BCAP" file="Anims\LOBOT\RGM\S_N_FALL_FWD_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_FALL.JSD" directions = "4" framesperdir="41" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_KARATEP_BCAP" file="Anims\LOBOT\RGM\S_K_PUNCH_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_KARATELK_BCAP" file="Anims\LOBOT\RGM\S_K_LOWKICK_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="44" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_KARATESPINK_BCAP" file="Anims\LOBOT\RGM\S_K_SPINKICK_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_CDIE_BCAP" file="Anims\LOBOT\RGM\S_C_DIE_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="9" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_CPUNCH_BCAP" file="Anims\LOBOT\RGM\S_C_PUNCH_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_CTHROW_BCAP" file="Anims\LOBOT\RGM\S_C_THROW_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_CRADIO_BCAP" file="Anims\LOBOT\RGM\S_C_RADIO_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMKNIFE_CSTAB_BCAP" file="Anims\LOBOT\RGM\S_C_STAB_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_COWER_BCAP" file="Anims\LOBOT\RGM\S_COWER_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_COWER_BCAP" file="Anims\LOBOT\RGM\S_R_COWER_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_PRN_COWER_BCAP" file="Anims\LOBOT\RGM\S_R_PRNCOW_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_ROLL_SIDE_BCAP" file="Anims\LOBOT\RGM\S_R_ROLL_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_ROLL_BCAP" file="Anims\LOBOT\RGM\S_ROLL_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_ROLL_SIDE_BCAP" file="Anims\LOBOT\RGM\S_N_ROLL_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_SLEEP_BCAP" file="Anims\LOBOT\RGM\S_SLEEP_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMLAW_BCAP" file="Anims\LOBOT\RGM\S_LAW_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMLAW_CR_BCAP" file="Anims\LOBOT\RGM\S_LAW_CR_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<!-- Heli drop -->
|
||||
<AnimSurface name="LBT_RGM_HELIDROP_HEAD" file="Anims\LOBOT\RGM\s_heli_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_HELIDROP_HANDS" file="Anims\LOBOT\RGM\s_heli_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_HELIDROP_TORSO" file="Anims\LOBOT\RGM\s_heli_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_HELIDROP_LEGS" file="Anims\LOBOT\RGM\s_heli_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_HELIDROP_SHADOW" file="Anims\LOBOT\RGM\s_heli_shadow.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_HELIDROP_ROPE" file="Anims\LOBOT\RGM\s_heli_rope.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_HELIDROP_BP" file="Anims\LOBOT\RGM\s_heli_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_HELIDROP_BERET" file="Anims\LOBOT\RGM\s_heli_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_HELIDROP_VEST" file="Anims\LOBOT\RGM\s_heli_vest.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_HELIDROP_HELMET" file="Anims\LOBOT\RGM\s_heli_helmet.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_HELIDROP_GMASK" file="Anims\LOBOT\RGM\s_heli_gasmask.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_HELIDROP_NVG" file="Anims\LOBOT\RGM\s_heli_NVG.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_HELIDROP_BOONEY" file="Anims\LOBOT\RGM\s_heli_BOONEY.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_HELIDROP_PADS" file="Anims\LOBOT\RGM\s_heli_PADS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_HELIDROP_CAMOHELMET" file="Anims\LOBOT\RGM\s_heli_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_HELIDROP_LSLEEVE" file="Anims\LOBOT\RGM\s_heli_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_HELIDROP_BCAP" file="Anims\LOBOT\RGM\s_heli_bcap.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<!-- Crouched, fire mortar -->
|
||||
<AnimSurface name="CROUCH_MORTAR_HEAD" file="Anims\LOBOT\RGM\S_MORTAR_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
|
||||
<AnimSurface name="CROUCH_MORTAR_HANDS" file="Anims\LOBOT\RGM\S_MORTAR_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
|
||||
<AnimSurface name="CROUCH_MORTAR_TORSO" file="Anims\LOBOT\RGM\S_MORTAR_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
|
||||
<AnimSurface name="CROUCH_MORTAR_LEGS" file="Anims\LOBOT\RGM\S_MORTAR_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
|
||||
<AnimSurface name="CROUCH_MORTAR_SHADOW" file="Anims\LOBOT\RGM\S_MORTAR_shadow.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
|
||||
<AnimSurface name="CROUCH_MORTAR_BP" file="Anims\LOBOT\RGM\S_MORTAR_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
|
||||
<AnimSurface name="CROUCH_MORTAR_BERET" file="Anims\LOBOT\RGM\S_MORTAR_BERET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
|
||||
<AnimSurface name="CROUCH_MORTAR_VEST" file="Anims\LOBOT\RGM\S_MORTAR_vest.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
|
||||
<AnimSurface name="CROUCH_MORTAR_HELMET" file="Anims\LOBOT\RGM\S_MORTAR_helmet.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
|
||||
<AnimSurface name="CROUCH_MORTAR_GMASK" file="Anims\LOBOT\RGM\S_MORTAR_gasmask.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
|
||||
<AnimSurface name="CROUCH_MORTAR_NVG" file="Anims\LOBOT\RGM\S_MORTAR_NVG.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
|
||||
<AnimSurface name="CROUCH_MORTAR_BOONEY" file="Anims\LOBOT\RGM\S_MORTAR_BOONEY.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
|
||||
<AnimSurface name="CROUCH_MORTAR_PADS" file="Anims\LOBOT\RGM\S_MORTAR_PADS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
|
||||
<AnimSurface name="CROUCH_MORTAR_CAMOHELMET" file="Anims\LOBOT\RGM\S_MORTAR_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
|
||||
<AnimSurface name="CROUCH_MORTAR_LSLEEVE" file="Anims\LOBOT\RGM\S_MORTAR_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
|
||||
<AnimSurface name="CROUCH_MORTAR_BCAP" file="Anims\LOBOT\RGM\S_MORTAR_bcap.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
|
||||
<AnimSurface name="CROUCH_MORTAR_MORTAR" file="Anims\LOBOT\RGM\S_MORTAR_mortar.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="51" profile="-1" />
|
||||
<!-- WATER ANIMS -->
|
||||
<!-- Standing, rifle idle -->
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_HEAD" file="Anims\LOBOT\RGM\SW_R_STD_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_HANDS" file="Anims\LOBOT\RGM\SW_R_STD_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_TORSO" file="Anims\LOBOT\RGM\SW_R_STD_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_LEGS" file="Anims\LOBOT\RGM\SW_R_STD_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_FAL" file="Anims\LOBOT\RGM\SW_R_STD_FAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_AR" file="Anims\LOBOT\RGM\SW_R_STD_AR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_AK47" file="Anims\LOBOT\RGM\SW_R_STD_AK47.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_FAMAS" file="Anims\LOBOT\RGM\SW_R_STD_famas.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_SCARH" file="Anims\LOBOT\RGM\SW_R_STD_scarh.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_SHTGN" file="Anims\LOBOT\RGM\SW_R_STD_shotgun.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_SAIGA" file="Anims\LOBOT\RGM\SW_R_STD_saiga.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_SPAS12" file="Anims\LOBOT\RGM\SW_R_STD_SPAS12.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_MOSIN" file="Anims\LOBOT\RGM\SW_R_STD_mosin.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_MP5" file="Anims\LOBOT\RGM\SW_R_STD_MP5.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_P90" file="Anims\LOBOT\RGM\SW_R_STD_P90.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_M1A1" file="Anims\LOBOT\RGM\SW_R_STD_M1A1.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_PPSH41" file="Anims\LOBOT\RGM\SW_R_STD_PPSH41.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_M82" file="Anims\LOBOT\RGM\SW_R_STD_M82.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_DRAGUNOV" file="Anims\LOBOT\RGM\SW_R_STD_DRAGUNOV.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_PSG1" file="Anims\LOBOT\RGM\SW_R_STD_PSG1.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_TRG42" file="Anims\LOBOT\RGM\SW_R_STD_TRG42.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_PATRIOT" file="Anims\LOBOT\RGM\SW_R_STD_PATRIOT.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_PKM" file="Anims\LOBOT\RGM\SW_R_STD_PKM.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_SAW" file="Anims\LOBOT\RGM\SW_R_STD_SAW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_RPK" file="Anims\LOBOT\RGM\SW_R_STD_RPK.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_M14" file="Anims\LOBOT\RGM\SW_R_STD_M14.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_MKL" file="Anims\LOBOT\RGM\SW_R_STD_MKL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_BP" file="Anims\LOBOT\RGM\SW_R_STD_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_BERET" file="Anims\LOBOT\RGM\SW_R_STD_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_VEST" file="Anims\LOBOT\RGM\SW_R_STD_vest.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_HELMET" file="Anims\LOBOT\RGM\SW_R_STD_helmet.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_GMASK" file="Anims\LOBOT\RGM\SW_R_STD_gasmask.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_NVG" file="Anims\LOBOT\RGM\SW_R_STD_NVG.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_BOONEY" file="Anims\LOBOT\RGM\SW_R_STD_BOONEY.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_PADS" file="Anims\LOBOT\RGM\SW_R_STD_PADS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_CAMOHELMET" file="Anims\LOBOT\RGM\SW_R_STD_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_LSLEEVE" file="Anims\LOBOT\RGM\SW_R_STD_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_BCAP" file="Anims\LOBOT\RGM\SW_R_STD_bcap.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<!-- Walk, rifle idle -->
|
||||
<AnimSurface name="WATER_RIFLE_WALK_HEAD" file="Anims\LOBOT\RGM\SW_R_WALK_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_HANDS" file="Anims\LOBOT\RGM\SW_R_WALK_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_TORSO" file="Anims\LOBOT\RGM\SW_R_WALK_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_LEGS" file="Anims\LOBOT\RGM\SW_R_WALK_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_AR" file="Anims\LOBOT\RGM\SW_R_WALK_AR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_AK47" file="Anims\LOBOT\RGM\SW_R_WALK_AK47.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_FAL" file="Anims\LOBOT\RGM\SW_R_WALK_FAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_FAMAS" file="Anims\LOBOT\RGM\SW_R_WALK_FAMAS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_SCARH" file="Anims\LOBOT\RGM\SW_R_WALK_SCARH.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_SHTGN" file="Anims\LOBOT\RGM\SW_R_WALK_shotgun.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_SAIGA" file="Anims\LOBOT\RGM\SW_R_WALK_saiga.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_SPAS12" file="Anims\LOBOT\RGM\SW_R_WALK_SPAS12.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_MOSIN" file="Anims\LOBOT\RGM\SW_R_WALK_mosin.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_MP5" file="Anims\LOBOT\RGM\SW_R_WALK_MP5.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_P90" file="Anims\LOBOT\RGM\SW_R_WALK_P90.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_M1A1" file="Anims\LOBOT\RGM\SW_R_WALK_M1A1.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_PPSH41" file="Anims\LOBOT\RGM\SW_R_WALK_PPSH41.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_M82" file="Anims\LOBOT\RGM\SW_R_WALK_M82.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_DRAGUNOV" file="Anims\LOBOT\RGM\SW_R_WALK_DRAGUNOV.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_PSG1" file="Anims\LOBOT\RGM\SW_R_WALK_PSG1.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_TRG42" file="Anims\LOBOT\RGM\SW_R_WALK_TRG42.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_PATRIOT" file="Anims\LOBOT\RGM\SW_R_WALK_PATRIOT.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_PKM" file="Anims\LOBOT\RGM\SW_R_WALK_PKM.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_SAW" file="Anims\LOBOT\RGM\SW_R_WALK_SAW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_RPK" file="Anims\LOBOT\RGM\SW_R_WALK_RPK.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_M14" file="Anims\LOBOT\RGM\SW_R_WALK_M14.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_MKL" file="Anims\LOBOT\RGM\SW_R_WALK_MKL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_BP" file="Anims\LOBOT\RGM\SW_R_WALK_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_BERET" file="Anims\LOBOT\RGM\SW_R_WALK_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_VEST" file="Anims\LOBOT\RGM\SW_R_WALK_vest.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_HELMET" file="Anims\LOBOT\RGM\SW_R_WALK_helmet.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_GMASK" file="Anims\LOBOT\RGM\SW_R_WALK_gasmask.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_NVG" file="Anims\LOBOT\RGM\SW_R_WALK_NVG.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_BOONEY" file="Anims\LOBOT\RGM\SW_R_WALK_BOONEY.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_PADS" file="Anims\LOBOT\RGM\SW_R_WALK_PADS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_CAMOHELMET" file="Anims\LOBOT\RGM\SW_R_WALK_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_LSLEEVE" file="Anims\LOBOT\RGM\SW_R_WALK_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_BCAP" file="Anims\LOBOT\RGM\SW_R_WALK_bcap.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<!-- Standing, rifle aim & shoot -->
|
||||
<AnimSurface name="WATER_RIFLE_AIM_HEAD" file="Anims\LOBOT\RGM\SW_SR_AIM_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_HANDS" file="Anims\LOBOT\RGM\SW_SR_AIM_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_TORSO" file="Anims\LOBOT\RGM\SW_SR_AIM_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_LEGS" file="Anims\LOBOT\RGM\SW_SR_AIM_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_AR" file="Anims\LOBOT\RGM\SW_SR_AIM_AR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_AK47" file="Anims\LOBOT\RGM\SW_SR_AIM_AK47.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_FAL" file="Anims\LOBOT\RGM\SW_SR_AIM_FAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_FAMAS" file="Anims\LOBOT\RGM\SW_SR_AIM_FAMAS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_SCARH" file="Anims\LOBOT\RGM\SW_SR_AIM_SCARH.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_SHTGN" file="Anims\LOBOT\RGM\SW_SR_AIM_shotgun.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_SAIGA" file="Anims\LOBOT\RGM\SW_SR_AIM_saiga.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_SPAS12" file="Anims\LOBOT\RGM\SW_SR_AIM_SPAS12.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_MOSIN" file="Anims\LOBOT\RGM\SW_SR_AIM_mosin.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_MP5" file="Anims\LOBOT\RGM\SW_SR_AIM_MP5.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_P90" file="Anims\LOBOT\RGM\SW_SR_AIM_P90.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_M1A1" file="Anims\LOBOT\RGM\SW_SR_AIM_M1A1.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_PPSH41" file="Anims\LOBOT\RGM\SW_SR_AIM_PPSH41.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_M82" file="Anims\LOBOT\RGM\SW_SR_AIM_M82.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_DRAGUNOV" file="Anims\LOBOT\RGM\SW_SR_AIM_DRAGUNOV.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_PSG1" file="Anims\LOBOT\RGM\SW_SR_AIM_PSG1.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_TRG42" file="Anims\LOBOT\RGM\SW_SR_AIM_TRG42.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_PATRIOT" file="Anims\LOBOT\RGM\SW_SR_AIM_PATRIOT.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_PKM" file="Anims\LOBOT\RGM\SW_SR_AIM_PKM.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_SAW" file="Anims\LOBOT\RGM\SW_SR_AIM_SAW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_RPK" file="Anims\LOBOT\RGM\SW_SR_AIM_RPK.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_M14" file="Anims\LOBOT\RGM\SW_SR_AIM_M14.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_MKL" file="Anims\LOBOT\RGM\SW_SR_AIM_MKL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_BP" file="Anims\LOBOT\RGM\SW_SR_AIM_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_BERET" file="Anims\LOBOT\RGM\SW_SR_AIM_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_VEST" file="Anims\LOBOT\RGM\SW_SR_AIM_vest.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_HELMET" file="Anims\LOBOT\RGM\SW_SR_AIM_helmet.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_GMASK" file="Anims\LOBOT\RGM\SW_SR_AIM_gasmask.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_NVG" file="Anims\LOBOT\RGM\SW_SR_AIM_NVG.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_BOONEY" file="Anims\LOBOT\RGM\SW_SR_AIM_BOONEY.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_PADS" file="Anims\LOBOT\RGM\SW_SR_AIM_PADS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_CAMOHELMET" file="Anims\LOBOT\RGM\SW_SR_AIM_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_LSLEEVE" file="Anims\LOBOT\RGM\SW_SR_AIM_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_BCAP" file="Anims\LOBOT\RGM\SW_SR_AIM_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<!-- Standing, rifle hip aim & shoot -->
|
||||
<AnimSurface name="WATER_RIFLE_HIP_HEAD" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_HANDS" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_TORSO" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_LEGS" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_AR" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_AR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_AK47" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_AK47.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_FAL" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_FAL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_FAMAS" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_FAMAS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_SCARH" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_SCARH.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_SHTGN" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_shotgun.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_SAIGA" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_saiga.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_SPAS12" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_SPAS12.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_MOSIN" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_mosin.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_MP5" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_MP5.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_P90" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_P90.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_M1A1" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_M1A1.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_PPSH41" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_PPSH41.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_M82" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_M82.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_DRAGUNOV" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_DRAGUNOV.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_PSG1" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_PSG1.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_TRG42" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_TRG42.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_PATRIOT" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_PATRIOT.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_PKM" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_PKM.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_SAW" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_SAW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_RPK" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_RPK.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_M14" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_M14.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_MKL" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_MKL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_BP" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_BERET" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_VEST" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_vest.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_HELMET" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_helmet.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_GMASK" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_gasmask.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_NVG" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_NVG.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_BOONEY" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_BOONEY.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_PADS" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_PADS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_CAMOHELMET" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_LSLEEVE" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_BCAP" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<!-- Standing, idle, empty hands & dual pistols-->
|
||||
<AnimSurface name="WATER_EMPTY_IDLE_HEAD" file="Anims\LOBOT\RGM\SW_N_STD_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_IDLE_HANDS" file="Anims\LOBOT\RGM\SW_N_STD_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_IDLE_TORSO" file="Anims\LOBOT\RGM\SW_N_STD_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_IDLE_LEGS" file="Anims\LOBOT\RGM\SW_N_STD_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_IDLE_BP" file="Anims\LOBOT\RGM\SW_N_STD_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_IDLE_BERET" file="Anims\LOBOT\RGM\SW_N_STD_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_IDLE_VEST" file="Anims\LOBOT\RGM\SW_N_STD_vest.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_IDLE_HELMET" file="Anims\LOBOT\RGM\SW_N_STD_helmet.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_IDLE_GMASK" file="Anims\LOBOT\RGM\SW_N_STD_gasmask.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_IDLE_NVG" file="Anims\LOBOT\RGM\SW_N_STD_NVG.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_IDLE_BOONEY" file="Anims\LOBOT\RGM\SW_N_STD_BOONEY.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_IDLE_PADS" file="Anims\LOBOT\RGM\SW_N_STD_PADS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_IDLE_CAMOHELMET" file="Anims\LOBOT\RGM\SW_N_STD_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_IDLE_LSLEEVE" file="Anims\LOBOT\RGM\SW_N_STD_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_IDLE_BCAP" file="Anims\LOBOT\RGM\SW_N_STD_bcap.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_IDLE_PISTOL" file="Anims\LOBOT\RGM\SW_N_STD_pistol.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_IDLE_PISTOL_LEFT" file="Anims\LOBOT\RGM\SW_N_STD_lpistol.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_IDLE_MPISTOL" file="Anims\LOBOT\RGM\SW_N_STD_mpistol.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_IDLE_MPISTOL_LEFT" file="Anims\LOBOT\RGM\SW_N_STD_lmpistol.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_IDLE_DEAGLE" file="Anims\LOBOT\RGM\SW_N_STD_deagle.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_IDLE_DEAGLE_LEFT" file="Anims\LOBOT\RGM\SW_N_STD_ldeagle.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_IDLE_SW500" file="Anims\LOBOT\RGM\SW_N_STD_sw500.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_IDLE_SW500_LEFT" file="Anims\LOBOT\RGM\SW_N_STD_lsw500.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<!-- Standing, walk, empty hands & dual pistols -->
|
||||
<AnimSurface name="WATER_EMPTY_WALK_HEAD" file="Anims\LOBOT\RGM\SW_N_WALK_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_WALK_HANDS" file="Anims\LOBOT\RGM\SW_N_WALK_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_WALK_TORSO" file="Anims\LOBOT\RGM\SW_N_WALK_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_WALK_LEGS" file="Anims\LOBOT\RGM\SW_N_WALK_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_WALK_BP" file="Anims\LOBOT\RGM\SW_N_WALK_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_WALK_BERET" file="Anims\LOBOT\RGM\SW_N_WALK_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_WALK_VEST" file="Anims\LOBOT\RGM\SW_N_WALK_vest.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_WALK_HELMET" file="Anims\LOBOT\RGM\SW_N_WALK_helmet.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_WALK_GMASK" file="Anims\LOBOT\RGM\SW_N_WALK_gasmask.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_WALK_NVG" file="Anims\LOBOT\RGM\SW_N_WALK_NVG.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_WALK_BOONEY" file="Anims\LOBOT\RGM\SW_N_WALK_BOONEY.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_WALK_PADS" file="Anims\LOBOT\RGM\SW_N_WALK_PADS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_WALK_CAMOHELMET" file="Anims\LOBOT\RGM\SW_N_WALK_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_WALK_LSLEEVE" file="Anims\LOBOT\RGM\SW_N_WALK_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_WALK_BCAP" file="Anims\LOBOT\RGM\SW_N_WALK_bcap.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_WALK_PISTOL" file="Anims\LOBOT\RGM\SW_N_WALK_pistol.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_WALK_PISTOL_LEFT" file="Anims\LOBOT\RGM\SW_N_WALK_lpistol.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_WALK_MPISTOL" file="Anims\LOBOT\RGM\SW_N_WALK_mpistol.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_WALK_MPISTOL_LEFT" file="Anims\LOBOT\RGM\SW_N_WALK_lmpistol.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_WALK_DEAGLE" file="Anims\LOBOT\RGM\SW_N_WALK_DEAGLE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_WALK_DEAGLE_LEFT" file="Anims\LOBOT\RGM\SW_N_WALK_lDEAGLE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_WALK_SW500" file="Anims\LOBOT\RGM\SW_N_WALK_SW500.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_WALK_SW500_LEFT" file="Anims\LOBOT\RGM\SW_N_WALK_lSW500.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<!-- Standing, empty hands, throw-->
|
||||
<AnimSurface name="WATER_EMPTY_THROW_HEAD" file="Anims\LOBOT\RGM\SW_THROW_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_THROW_HANDS" file="Anims\LOBOT\RGM\SW_THROW_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_THROW_TORSO" file="Anims\LOBOT\RGM\SW_THROW_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_THROW_LEGS" file="Anims\LOBOT\RGM\SW_THROW_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_THROW_BP" file="Anims\LOBOT\RGM\SW_THROW_bp.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_THROW_BERET" file="Anims\LOBOT\RGM\SW_THROW_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_THROW_VEST" file="Anims\LOBOT\RGM\SW_THROW_vest.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_THROW_HELMET" file="Anims\LOBOT\RGM\SW_THROW_helmet.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_THROW_GMASK" file="Anims\LOBOT\RGM\SW_THROW_gasmask.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_THROW_NVG" file="Anims\LOBOT\RGM\SW_THROW_NVG.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_THROW_BOONEY" file="Anims\LOBOT\RGM\SW_THROW_BOONEY.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_THROW_PADS" file="Anims\LOBOT\RGM\SW_THROW_PADS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_THROW_CAMOHELMET" file="Anims\LOBOT\RGM\SW_THROW_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_THROW_LSLEEVE" file="Anims\LOBOT\RGM\SW_THROW_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_THROW_BCAP" file="Anims\LOBOT\RGM\SW_THROW_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<!-- Standing, empty hands, fall into deep water -->
|
||||
<AnimSurface name="WATER_EMPTY_FALL_HEAD" file="Anims\LOBOT\RGM\SW_FALL_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_FALL_HANDS" file="Anims\LOBOT\RGM\SW_FALL_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_FALL_TORSO" file="Anims\LOBOT\RGM\SW_FALL_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_FALL_LEGS" file="Anims\LOBOT\RGM\SW_FALL_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_FALL_BP" file="Anims\LOBOT\RGM\SW_FALL_bp.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_FALL_BERET" file="Anims\LOBOT\RGM\SW_FALL_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_FALL_VEST" file="Anims\LOBOT\RGM\SW_FALL_vest.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_FALL_HELMET" file="Anims\LOBOT\RGM\SW_FALL_helmet.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_FALL_GMASK" file="Anims\LOBOT\RGM\SW_FALL_gasmask.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_FALL_NVG" file="Anims\LOBOT\RGM\SW_FALL_NVG.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_FALL_BOONEY" file="Anims\LOBOT\RGM\SW_FALL_BOONEY.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_FALL_PADS" file="Anims\LOBOT\RGM\SW_FALL_PADS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_FALL_CAMOHELMET" file="Anims\LOBOT\RGM\SW_FALL_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_FALL_LSLEEVE" file="Anims\LOBOT\RGM\SW_FALL_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_FALL_BCAP" file="Anims\LOBOT\RGM\SW_FALL_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<!-- Standing, empty hands, slow swim -->
|
||||
<AnimSurface name="WATER_EMPTY_TREAD_HEAD" file="Anims\LOBOT\RGM\SW_TREAD_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_TREAD_HANDS" file="Anims\LOBOT\RGM\SW_TREAD_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_TREAD_TORSO" file="Anims\LOBOT\RGM\SW_TREAD_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_TREAD_LEGS" file="Anims\LOBOT\RGM\SW_TREAD_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_TREAD_BP" file="Anims\LOBOT\RGM\SW_TREAD_bp.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_TREAD_BERET" file="Anims\LOBOT\RGM\SW_TREAD_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_TREAD_VEST" file="Anims\LOBOT\RGM\SW_TREAD_vest.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_TREAD_HELMET" file="Anims\LOBOT\RGM\SW_TREAD_helmet.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_TREAD_GMASK" file="Anims\LOBOT\RGM\SW_TREAD_gasmask.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_TREAD_NVG" file="Anims\LOBOT\RGM\SW_TREAD_NVG.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_TREAD_BOONEY" file="Anims\LOBOT\RGM\SW_TREAD_BOONEY.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_TREAD_CAMOHELMET" file="Anims\LOBOT\RGM\SW_TREAD_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_TREAD_LSLEEVE" file="Anims\LOBOT\RGM\SW_TREAD_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_TREAD_BCAP" file="Anims\LOBOT\RGM\SW_TREAD_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<!-- Standing, empty hands, swim -->
|
||||
<AnimSurface name="WATER_EMPTY_SWIM_HEAD" file="Anims\LOBOT\RGM\SW_SWIM_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_SWIM_HANDS" file="Anims\LOBOT\RGM\SW_SWIM_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_SWIM_TORSO" file="Anims\LOBOT\RGM\SW_SWIM_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_SWIM_LEGS" file="Anims\LOBOT\RGM\SW_SWIM_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_SWIM_BP" file="Anims\LOBOT\RGM\SW_SWIM_bp.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_SWIM_BERET" file="Anims\LOBOT\RGM\SW_SWIM_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_SWIM_VEST" file="Anims\LOBOT\RGM\SW_SWIM_vest.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_SWIM_HELMET" file="Anims\LOBOT\RGM\SW_SWIM_helmet.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_SWIM_GMASK" file="Anims\LOBOT\RGM\SW_SWIM_gasmask.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_SWIM_NVG" file="Anims\LOBOT\RGM\SW_SWIM_NVG.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_SWIM_BOONEY" file="Anims\LOBOT\RGM\SW_SWIM_BOONEY.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_SWIM_CAMOHELMET" file="Anims\LOBOT\RGM\SW_SWIM_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_SWIM_LSLEEVE" file="Anims\LOBOT\RGM\SW_SWIM_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_SWIM_BCAP" file="Anims\LOBOT\RGM\SW_SWIM_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<!-- Standing, empty hands, die in water -->
|
||||
<AnimSurface name="WATER_EMPTY_DIE_HEAD" file="Anims\LOBOT\RGM\SW_DIE_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DIE_HANDS" file="Anims\LOBOT\RGM\SW_DIE_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DIE_TORSO" file="Anims\LOBOT\RGM\SW_DIE_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DIE_LEGS" file="Anims\LOBOT\RGM\SW_DIE_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DIE_BP" file="Anims\LOBOT\RGM\SW_DIE_bp.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DIE_BERET" file="Anims\LOBOT\RGM\SW_DIE_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DIE_VEST" file="Anims\LOBOT\RGM\SW_DIE_vest.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DIE_HELMET" file="Anims\LOBOT\RGM\SW_DIE_helmet.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DIE_GMASK" file="Anims\LOBOT\RGM\SW_DIE_gasmask.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DIE_NVG" file="Anims\LOBOT\RGM\SW_DIE_NVG.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DIE_BOONEY" file="Anims\LOBOT\RGM\SW_DIE_BOONEY.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DIE_PADS" file="Anims\LOBOT\RGM\SW_DIE_PADS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DIE_CAMOHELMET" file="Anims\LOBOT\RGM\SW_DIE_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DIE_LSLEEVE" file="Anims\LOBOT\RGM\SW_DIE_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DIE_BCAP" file="Anims\LOBOT\RGM\SW_DIE_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="28" profile="-1" />
|
||||
<!-- Standing, empty hands, drown -->
|
||||
<AnimSurface name="WATER_EMPTY_DROWN_HEAD" file="Anims\LOBOT\RGM\SW_DROWN_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DROWN_HANDS" file="Anims\LOBOT\RGM\SW_DROWN_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DROWN_TORSO" file="Anims\LOBOT\RGM\SW_DROWN_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DROWN_LEGS" file="Anims\LOBOT\RGM\SW_DROWN_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DROWN_BP" file="Anims\LOBOT\RGM\SW_DROWN_bp.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DROWN_BERET" file="Anims\LOBOT\RGM\SW_DROWN_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DROWN_VEST" file="Anims\LOBOT\RGM\SW_DROWN_vest.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DROWN_HELMET" file="Anims\LOBOT\RGM\SW_DROWN_helmet.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DROWN_GMASK" file="Anims\LOBOT\RGM\SW_DROWN_gasmask.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DROWN_NVG" file="Anims\LOBOT\RGM\SW_DROWN_NVG.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DROWN_BOONEY" file="Anims\LOBOT\RGM\SW_DROWN_BOONEY.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DROWN_CAMOHELMET" file="Anims\LOBOT\RGM\SW_DROWN_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DROWN_LSLEEVE" file="Anims\LOBOT\RGM\SW_DROWN_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_DROWN_BCAP" file="Anims\LOBOT\RGM\SW_DROWN_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<!-- Standing, idle, pistol -->
|
||||
<AnimSurface name="WATER_PISTOL_IDLE_HEAD" file="Anims\LOBOT\RGM\SW_P_BRTH_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_IDLE_HANDS" file="Anims\LOBOT\RGM\SW_P_BRTH_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_IDLE_TORSO" file="Anims\LOBOT\RGM\SW_P_BRTH_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_IDLE_LEGS" file="Anims\LOBOT\RGM\SW_P_BRTH_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_IDLE_PISTOL" file="Anims\LOBOT\RGM\SW_P_BRTH_pistol.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_IDLE_MPISTOL" file="Anims\LOBOT\RGM\SW_P_BRTH_mpistol.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_IDLE_DEAGLE" file="Anims\LOBOT\RGM\SW_P_BRTH_DEAGLE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_IDLE_SW500" file="Anims\LOBOT\RGM\SW_P_BRTH_SW500.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_IDLE_BP" file="Anims\LOBOT\RGM\SW_P_BRTH_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_IDLE_BERET" file="Anims\LOBOT\RGM\SW_P_BRTH_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_IDLE_VEST" file="Anims\LOBOT\RGM\SW_P_BRTH_vest.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_IDLE_HELMET" file="Anims\LOBOT\RGM\SW_P_BRTH_helmet.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_IDLE_GMASK" file="Anims\LOBOT\RGM\SW_P_BRTH_gasmask.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_IDLE_NVG" file="Anims\LOBOT\RGM\SW_P_BRTH_NVG.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_IDLE_BOONEY" file="Anims\LOBOT\RGM\SW_P_BRTH_BOONEY.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_IDLE_PADS" file="Anims\LOBOT\RGM\SW_P_BRTH_PADS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_IDLE_CAMOHELMET" file="Anims\LOBOT\RGM\SW_P_BRTH_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_IDLE_LSLEEVE" file="Anims\LOBOT\RGM\SW_P_BRTH_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_IDLE_BCAP" file="Anims\LOBOT\RGM\SW_P_BRTH_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<!-- Standing, walk, pistol -->
|
||||
<AnimSurface name="WATER_PISTOL_WALK_HEAD" file="Anims\LOBOT\RGM\SW_P_WALK_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_WALK_HANDS" file="Anims\LOBOT\RGM\SW_P_WALK_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_WALK_TORSO" file="Anims\LOBOT\RGM\SW_P_WALK_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_WALK_LEGS" file="Anims\LOBOT\RGM\SW_P_WALK_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_WALK_PISTOL" file="Anims\LOBOT\RGM\SW_P_WALK_pistol.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_WALK_MPISTOL" file="Anims\LOBOT\RGM\SW_P_WALK_mpistol.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_WALK_DEAGLE" file="Anims\LOBOT\RGM\SW_P_WALK_DEAGLE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_WALK_SW500" file="Anims\LOBOT\RGM\SW_P_WALK_SW500.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_WALK_BP" file="Anims\LOBOT\RGM\SW_P_WALK_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_WALK_BERET" file="Anims\LOBOT\RGM\SW_P_WALK_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_WALK_VEST" file="Anims\LOBOT\RGM\SW_P_WALK_vest.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_WALK_HELMET" file="Anims\LOBOT\RGM\SW_P_WALK_helmet.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_WALK_GMASK" file="Anims\LOBOT\RGM\SW_P_WALK_gasmask.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_WALK_NVG" file="Anims\LOBOT\RGM\SW_P_WALK_NVG.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_WALK_BOONEY" file="Anims\LOBOT\RGM\SW_P_WALK_BOONEY.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_WALK_PADS" file="Anims\LOBOT\RGM\SW_P_WALK_PADS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_WALK_CAMOHELMET" file="Anims\LOBOT\RGM\SW_P_WALK_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_WALK_LSLEEVE" file="Anims\LOBOT\RGM\SW_P_WALK_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_WALK_BCAP" file="Anims\LOBOT\RGM\SW_P_WALK_BCAP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<!-- Standing, aim & shoot, pistol -->
|
||||
<AnimSurface name="WATER_PISTOL_AIM_HEAD" file="Anims\LOBOT\RGM\SW_N_SHOT_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_AIM_HANDS" file="Anims\LOBOT\RGM\SW_N_SHOT_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_AIM_TORSO" file="Anims\LOBOT\RGM\SW_N_SHOT_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_AIM_LEGS" file="Anims\LOBOT\RGM\SW_N_SHOT_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_AIM_PISTOL" file="Anims\LOBOT\RGM\SW_N_SHOT_pistol.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_AIM_MPISTOL" file="Anims\LOBOT\RGM\SW_N_SHOT_mpistol.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_AIM_DEAGLE" file="Anims\LOBOT\RGM\SW_N_SHOT_DEAGLE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_AIM_SW500" file="Anims\LOBOT\RGM\SW_N_SHOT_SW500.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_AIM_BP" file="Anims\LOBOT\RGM\SW_N_SHOT_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_AIM_BERET" file="Anims\LOBOT\RGM\SW_N_SHOT_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_AIM_VEST" file="Anims\LOBOT\RGM\SW_N_SHOT_vest.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_AIM_HELMET" file="Anims\LOBOT\RGM\SW_N_SHOT_helmet.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_AIM_GMASK" file="Anims\LOBOT\RGM\SW_N_SHOT_gasmask.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_AIM_NVG" file="Anims\LOBOT\RGM\SW_N_SHOT_NVG.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_AIM_BOONEY" file="Anims\LOBOT\RGM\SW_N_SHOT_BOONEY.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_AIM_PADS" file="Anims\LOBOT\RGM\SW_N_SHOT_PADS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_AIM_CAMOHELMET" file="Anims\LOBOT\RGM\SW_N_SHOT_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_AIM_LSLEEVE" file="Anims\LOBOT\RGM\SW_N_SHOT_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_AIM_BCAP" file="Anims\LOBOT\RGM\SW_N_SHOT_bcap.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<!-- Standing, aim & shoot, dual pistols -->
|
||||
<AnimSurface name="WATER_DUAL_AIM_HEAD" file="Anims\LOBOT\RGM\SW_DBLSHOT_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="WATER_DUAL_AIM_HANDS" file="Anims\LOBOT\RGM\SW_DBLSHOT_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="WATER_DUAL_AIM_TORSO" file="Anims\LOBOT\RGM\SW_DBLSHOT_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="WATER_DUAL_AIM_LEGS" file="Anims\LOBOT\RGM\SW_DBLSHOT_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="WATER_DUAL_AIM_PISTOL" file="Anims\LOBOT\RGM\SW_DBLSHOT_pistol.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="WATER_DUAL_AIM_PISTOL_LEFT" file="Anims\LOBOT\RGM\SW_DBLSHOT_lpistol.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="WATER_DUAL_AIM_MPISTOL" file="Anims\LOBOT\RGM\SW_DBLSHOT_mpistol.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="WATER_DUAL_AIM_MPISTOL_LEFT" file="Anims\LOBOT\RGM\SW_DBLSHOT_lmpistol.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="WATER_DUAL_AIM_DEAGLE" file="Anims\LOBOT\RGM\SW_DBLSHOT_DEAGLE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="WATER_DUAL_AIM_DEAGLE_LEFT" file="Anims\LOBOT\RGM\SW_DBLSHOT_lDEAGLE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="WATER_DUAL_AIM_SW500" file="Anims\LOBOT\RGM\SW_DBLSHOT_SW500.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="WATER_DUAL_AIM_SW500_LEFT" file="Anims\LOBOT\RGM\SW_DBLSHOT_lSW500.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="WATER_DUAL_AIM_BP" file="Anims\LOBOT\RGM\SW_DBLSHOT_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="WATER_DUAL_AIM_BERET" file="Anims\LOBOT\RGM\SW_DBLSHOT_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="WATER_DUAL_AIM_VEST" file="Anims\LOBOT\RGM\SW_DBLSHOT_vest.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="WATER_DUAL_AIM_HELMET" file="Anims\LOBOT\RGM\SW_DBLSHOT_helmet.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="WATER_DUAL_AIM_GMASK" file="Anims\LOBOT\RGM\SW_DBLSHOT_gasmask.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="WATER_DUAL_AIM_NVG" file="Anims\LOBOT\RGM\SW_DBLSHOT_NVG.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="WATER_DUAL_AIM_BOONEY" file="Anims\LOBOT\RGM\SW_DBLSHOT_BOONEY.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="WATER_DUAL_AIM_PADS" file="Anims\LOBOT\RGM\SW_DBLSHOT_PADS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="WATER_DUAL_AIM_CAMOHELMET" file="Anims\LOBOT\RGM\SW_DBLSHOT_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="WATER_DUAL_AIM_LSLEEVE" file="Anims\LOBOT\RGM\SW_DBLSHOT_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<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" />
|
||||
|
||||
|
||||
<!-- BURN, BABY, BURN! -->
|
||||
<AnimSurface name="LBT_RGMBURN" file="Anims\LOBOT\RGM\S_FIRE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="43" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMBLOWUP" file="Anims\LOBOT\RGM\BOD_BLOW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="27" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMBURN" file="Anims\LOBOT\RGM\default\S_FIRE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="43" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMBLOWUP" file="Anims\LOBOT\RGM\default\BOD_BLOW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="27" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMCRYODEATH" 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="LBT_RGMCRYODEATH_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 -->
|
||||
|
||||
+13
@@ -28,6 +28,10 @@
|
||||
<AnimSurface name="LBT_RGMRIFLE_COWER_UZI" file="Anims\LOBOT\RGM\S_R_COWER_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_PRN_COWER_UZI" file="Anims\LOBOT\RGM\S_R_PRNCOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_ROLL_SIDE_UZI" file="Anims\LOBOT\RGM\S_R_ROLL_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_UZI" file="Anims\LOBOT\RGM\SW_R_STD_uzi.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_UZI" file="Anims\LOBOT\RGM\SW_R_WALK_uzi.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_UZI" file="Anims\LOBOT\RGM\SW_SR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_UZI" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<!-- 1 Handed Uzi -->
|
||||
<AnimSurface name="LBT_RGM_CROUCHWALK_UZI_1H" file="Anims\LOBOT\RGM\cr_walk_pistol_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_CROUCHWALK_DUAL_UZI_1H" file="Anims\LOBOT\RGM\cr_walk_dual_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
@@ -70,3 +74,12 @@
|
||||
<AnimSurface name="LBT_RGMEMPTY_PAIN_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_N_PAIN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_DRUNK_UZI_1H" file="Anims\LOBOT\RGM\S_N_DRUNK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_DRUNK_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_N_DRUNK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_IDLE_UZI_1H" file="Anims\LOBOT\RGM\SW_P_BRTH_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_WALK_UZI_1H" file="Anims\LOBOT\RGM\SW_P_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_PISTOL_AIM_UZI_1H" file="Anims\LOBOT\RGM\SW_N_SHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_IDLE_UZI_1H" file="Anims\LOBOT\RGM\SW_N_STD_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_IDLE_UZI_1H_LEFT" file="Anims\LOBOT\RGM\SW_N_STD_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_WALK_UZI_1H" file="Anims\LOBOT\RGM\SW_N_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_EMPTY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\RGM\SW_N_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_DUAL_AIM_UZI_1H" file="Anims\LOBOT\RGM\SW_DBLSHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="WATER_DUAL_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGM\SW_DBLSHOT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
|
||||
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Load Diff
+16
@@ -32,6 +32,10 @@
|
||||
<Surface name="LBT_RGMRIFLE_LOW_AK47" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="LBT_RGMRIFLE_HIP_LOW_AK47" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="LBT_RGMRIFLE_ROLL_SIDE_AK47" animsurface="RGMROLL_PR" />
|
||||
<Surface name="WATER_RIFLE_IDLE_AK47" animsurface="RGMWATER_R_STD" />
|
||||
<Surface name="WATER_RIFLE_WALK_AK47" animsurface="RGMWATER_R_WALK" />
|
||||
<Surface name="WATER_RIFLE_AIM_AK47" animsurface="RGMWATER_R_AIM" />
|
||||
<Surface name="WATER_RIFLE_HIP_AK47" animsurface="RGM_WATER_HIP_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasBlackPatriotInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="LBT_RGM_RIFLE_OPEN_PATRIOT" animsurface="RGMOPEN" />
|
||||
@@ -64,6 +68,10 @@
|
||||
<Surface name="LBT_RGMRIFLE_LOW_PATRIOT" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="LBT_RGMRIFLE_HIP_LOW_PATRIOT" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="LBT_RGMRIFLE_ROLL_SIDE_PATRIOT" animsurface="RGMROLL_PR" />
|
||||
<Surface name="WATER_RIFLE_IDLE_PATRIOT" animsurface="RGMWATER_R_STD" />
|
||||
<Surface name="WATER_RIFLE_WALK_PATRIOT" animsurface="RGMWATER_R_WALK" />
|
||||
<Surface name="WATER_RIFLE_AIM_PATRIOT" animsurface="RGMWATER_R_AIM" />
|
||||
<Surface name="WATER_RIFLE_HIP_PATRIOT" animsurface="RGM_WATER_HIP_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasBlackSniperInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="LBT_RGM_RIFLE_OPEN_TRG42" animsurface="RGMOPEN" />
|
||||
@@ -96,6 +104,10 @@
|
||||
<Surface name="LBT_RGMRIFLE_LOW_TRG42" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="LBT_RGMRIFLE_HIP_LOW_TRG42" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="LBT_RGMRIFLE_ROLL_SIDE_TRG42" animsurface="RGMROLL_PR" />
|
||||
<Surface name="WATER_RIFLE_IDLE_TRG42" animsurface="RGMWATER_R_STD" />
|
||||
<Surface name="WATER_RIFLE_WALK_TRG42" animsurface="RGMWATER_R_WALK" />
|
||||
<Surface name="WATER_RIFLE_AIM_TRG42" animsurface="RGMWATER_R_AIM" />
|
||||
<Surface name="WATER_RIFLE_HIP_TRG42" animsurface="RGM_WATER_HIP_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasBlackSemiAutoRifleInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="LBT_RGM_RIFLE_OPEN_M14" animsurface="RGMOPEN" />
|
||||
@@ -128,6 +140,10 @@
|
||||
<Surface name="LBT_RGMRIFLE_LOW_M14" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="LBT_RGMRIFLE_HIP_LOW_M14" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="LBT_RGMRIFLE_ROLL_SIDE_M14" animsurface="RGMROLL_PR" />
|
||||
<Surface name="WATER_RIFLE_IDLE_M14" animsurface="RGMWATER_R_STD" />
|
||||
<Surface name="WATER_RIFLE_WALK_M14" animsurface="RGMWATER_R_WALK" />
|
||||
<Surface name="WATER_RIFLE_AIM_M14" animsurface="RGMWATER_R_AIM" />
|
||||
<Surface name="WATER_RIFLE_HIP_M14" animsurface="RGM_WATER_HIP_AIM" />
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
</LogicalAnimationSurfaces>
|
||||
@@ -5,7 +5,6 @@
|
||||
<Layer name="body" render="1" shadow="0">2</Layer>
|
||||
<Layer name="head" render="1" shadow="0">4</Layer>
|
||||
<Layer name="hands" render="1" shadow="0">3</Layer>
|
||||
<Layer name="shirt" render="1" shadow="0">8</Layer>
|
||||
<Layer name="vest" render="1" shadow="0">8</Layer>
|
||||
<Layer name="legrig" render="1" shadow="0">10</Layer>
|
||||
<Layer name="knees" render="1" shadow="0">11</Layer>
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
<!ENTITY LobotRGM SYSTEM "LogicalBodyTypes\LBT_RGM\LogicalBodyType_LBT_RGM.xml">
|
||||
<!ENTITY LobotRGMguns SYSTEM "LogicalBodyTypes\LBT_RGM\LogicalBodyType_RGM_gun_paletteswaps.xml">
|
||||
<!ENTITY LobotBGM SYSTEM "LogicalBodyTypes\LBT_BGM\LogicalBodyType_LBT_BGM.xml">
|
||||
<!ENTITY LobotBGMguns SYSTEM "LogicalBodyTypes\LBT_BGM\LogicalBodyType_BGM_gun_paletteswaps.xml">
|
||||
<!ENTITY LobotRGF SYSTEM "LogicalBodyTypes\LBT_RGF\LogicalBodyType_LBT_RGF.xml">
|
||||
<!ENTITY LobotRGFguns SYSTEM "LogicalBodyTypes\LBT_RGF\LogicalBodyType_RGF_gun_paletteswaps.xml">
|
||||
]>
|
||||
@@ -11,6 +12,6 @@
|
||||
<!-- ExcludedObjects filter in the beginning is used to exclude LOBOT system for certain types. In this case filter ExcludedObjects is set up to limit LOBOT only for soldiers with a profile. -->
|
||||
<LogicalBodyType filter="ExcludedObjects" />
|
||||
<LogicalBodyType filter="IsRegularMaleAverage" cachesize="256">&LobotRGMguns;&LobotRGM;</LogicalBodyType>
|
||||
<LogicalBodyType filter="IsBigMale" cachesize="256">&LobotBGM;</LogicalBodyType>
|
||||
<LogicalBodyType filter="IsBigMale" cachesize="256">&LobotBGMguns;&LobotBGM;</LogicalBodyType>
|
||||
<LogicalBodyType filter="IsFemale" cachesize="256">&LobotRGFguns;&LobotRGF;</LogicalBodyType>
|
||||
</LogicalBodyTypes>
|
||||
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user