mirror of
https://github.com/1dot13/source.git
synced 2026-09-09 14:46:05 +02:00
Yet more LOBOT fixes, new BDU jacket and pants items, new berets, minor item/text changes and fixes
LOBOT: - Fixed SPAS 12 and basic shotgun ground shadows and water animation palettes - Added palettes and filters for desert and urban camouflage jackets and pants, originally made by shadics - Added palettes and filters for green and blue berets, originally made by shadics Items: - Changed Field Uniform into Woodland BDU jacket, can be worn in the vest slot and also attached to most body armors, +15% woodland camo, +5% desert camo, reduced armor values, can't take ceramic/titanium plates anymore - Added Desert (+15 desert camo, +5 woodland camo) and Urban (+15 urban camo) BDU jackets, otherwise identical to above - Added Woodland (+10 woodland camo, +3 desert camo), Desert (+10 desert camo, +3 woodland camo) and Urban (+10 urban camo) BDU pants, can be worn in the legs slot and also attached to most leg armors - Added Green and Blue Berets, originally made by shadics - Gave the Underarmor Camo Shirt +5% stealth bonus - Folding Stock (folded) and Retractable Stock (retracted) now have their own distinct inventory images - Touched up Fire Extinguisher inventory images
This commit is contained in:
@@ -97,6 +97,42 @@
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<VESTPOSATTACHMENT3 op="in">1184</VESTPOSATTACHMENT3>
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</OR>
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</Filter>
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<Filter name="DesertCamoPants">
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<OR>
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<LEGPOS op="in">1767</LEGPOS>
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||||
<LEGPOSATTACHMENT0 op="in">1767</LEGPOSATTACHMENT0>
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||||
<LEGPOSATTACHMENT1 op="in">1767</LEGPOSATTACHMENT1>
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||||
<LEGPOSATTACHMENT2 op="in">1767</LEGPOSATTACHMENT2>
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||||
<LEGPOSATTACHMENT3 op="in">1767</LEGPOSATTACHMENT3>
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</OR>
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</Filter>
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<Filter name="DesertCamoLongsleeves">
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<OR>
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<VESTPOS op="in">1769</VESTPOS>
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||||
<VESTPOSATTACHMENT0 op="in">1769</VESTPOSATTACHMENT0>
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||||
<VESTPOSATTACHMENT1 op="in">1769</VESTPOSATTACHMENT1>
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||||
<VESTPOSATTACHMENT2 op="in">1769</VESTPOSATTACHMENT2>
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||||
<VESTPOSATTACHMENT3 op="in">1769</VESTPOSATTACHMENT3>
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</OR>
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</Filter>
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<Filter name="UrbanCamoPants">
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<OR>
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<LEGPOS op="in">1768</LEGPOS>
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||||
<LEGPOSATTACHMENT0 op="in">1768</LEGPOSATTACHMENT0>
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||||
<LEGPOSATTACHMENT1 op="in">1768</LEGPOSATTACHMENT1>
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||||
<LEGPOSATTACHMENT2 op="in">1768</LEGPOSATTACHMENT2>
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||||
<LEGPOSATTACHMENT3 op="in">1768</LEGPOSATTACHMENT3>
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</OR>
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||||
</Filter>
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||||
<Filter name="UrbanCamoLongsleeves">
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||||
<OR>
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||||
<VESTPOS op="in">1770</VESTPOS>
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||||
<VESTPOSATTACHMENT0 op="in">1770</VESTPOSATTACHMENT0>
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||||
<VESTPOSATTACHMENT1 op="in">1770</VESTPOSATTACHMENT1>
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||||
<VESTPOSATTACHMENT2 op="in">1770</VESTPOSATTACHMENT2>
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||||
<VESTPOSATTACHMENT3 op="in">1770</VESTPOSATTACHMENT3>
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</OR>
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</Filter>
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<Filter name="GhilliePants">
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||||
<OR>
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<LEGPOS op="in">808</LEGPOS>
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@@ -177,7 +213,43 @@
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<FILTER>CamoLongsleeves</FILTER>
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<FILTER>HasRifleTypeWeaponInHand</FILTER>
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</AND>
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</Filter>
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</Filter>
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<Filter name="DesertCamoLongsleevesAndPistolLeft">
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<AND>
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<FILTER>DesertCamoLongsleeves</FILTER>
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<FILTER>HasPistolOrMPistolInLeftHand</FILTER>
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</AND>
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</Filter>
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<Filter name="DesertCamoLongsleevesAndPistol">
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<AND>
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<FILTER>DesertCamoLongsleeves</FILTER>
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<FILTER>HasPistolOrMPistolInRightHand</FILTER>
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||||
</AND>
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||||
</Filter>
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||||
<Filter name="DesertCamoLongsleevesAndRifle">
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<AND>
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<FILTER>DesertCamoLongsleeves</FILTER>
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<FILTER>HasRifleTypeWeaponInHand</FILTER>
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</AND>
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</Filter>
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<Filter name="UrbanCamoLongsleevesAndPistolLeft">
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<AND>
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<FILTER>UrbanCamoLongsleeves</FILTER>
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<FILTER>HasPistolOrMPistolInLeftHand</FILTER>
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</AND>
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</Filter>
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<Filter name="UrbanCamoLongsleevesAndPistol">
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<AND>
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<FILTER>UrbanCamoLongsleeves</FILTER>
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<FILTER>HasPistolOrMPistolInRightHand</FILTER>
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</AND>
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||||
</Filter>
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||||
<Filter name="UrbanCamoLongsleevesAndRifle">
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||||
<AND>
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<FILTER>UrbanCamoLongsleeves</FILTER>
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<FILTER>HasRifleTypeWeaponInHand</FILTER>
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</AND>
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</Filter>
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<Filter name="CamoPantsAndPistolLeft">
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<AND>
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<FILTER>CamoPants</FILTER>
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@@ -195,7 +267,43 @@
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<FILTER>CamoPants</FILTER>
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<FILTER>HasRifleTypeWeaponInHand</FILTER>
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</AND>
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||||
</Filter>
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||||
</Filter>
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||||
<Filter name="DesertCamoPantsAndPistolLeft">
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<AND>
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<FILTER>DesertCamoPants</FILTER>
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<FILTER>HasPistolOrMPistolInLeftHand</FILTER>
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</AND>
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||||
</Filter>
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||||
<Filter name="DesertCamoPantsAndPistol">
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||||
<AND>
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||||
<FILTER>DesertCamoPants</FILTER>
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<FILTER>HasPistolOrMPistolInRightHand</FILTER>
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</AND>
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||||
</Filter>
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||||
<Filter name="DesertCamoPantsAndRifle">
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<AND>
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||||
<FILTER>DesertCamoPants</FILTER>
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<FILTER>HasRifleTypeWeaponInHand</FILTER>
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</AND>
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</Filter>
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<Filter name="UrbanCamoPantsAndPistolLeft">
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<AND>
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<FILTER>UrbanCamoPants</FILTER>
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<FILTER>HasPistolOrMPistolInLeftHand</FILTER>
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</AND>
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||||
</Filter>
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||||
<Filter name="UrbanCamoPantsAndPistol">
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<AND>
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<FILTER>UrbanCamoPants</FILTER>
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<FILTER>HasPistolOrMPistolInRightHand</FILTER>
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</AND>
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||||
</Filter>
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<Filter name="UrbanCamoPantsAndRifle">
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<AND>
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<FILTER>UrbanCamoPants</FILTER>
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<FILTER>HasRifleTypeWeaponInHand</FILTER>
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</AND>
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</Filter>
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||||
<Filter name="Longsleeves">
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<AND>
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<VESTPOS op="in">840, 856, 857, 858, 859, 860, 865, 866, 867, 868, 869</VESTPOS>
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@@ -2634,20 +2742,54 @@
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<FILTER>HasRifleTypeWeaponInHand</FILTER>
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</AND>
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</Filter>
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<Filter name="IsWearingBeret">
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<Filter name="IsWearingRedBeret">
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<AND>
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<HELMETPOS op="in">288</HELMETPOS>
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</AND>
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</Filter>
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<Filter name="IsWearingBeretAndHasPistol">
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<Filter name="IsWearingRedBeretAndHasPistol">
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<AND>
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<FILTER>IsWearingBeret</FILTER>
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<FILTER>IsWearingRedBeret</FILTER>
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<FILTER>HasPistolOrMPistolInRightHand</FILTER>
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</AND>
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||||
</Filter>
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||||
<Filter name="IsWearingBeretAndHasRifle">
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<Filter name="IsWearingRedBeretAndHasRifle">
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<AND>
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<FILTER>IsWearingBeret</FILTER>
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||||
<FILTER>IsWearingRedBeret</FILTER>
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<FILTER>HasRifleTypeWeaponInHand</FILTER>
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</AND>
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||||
</Filter>
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||||
<Filter name="IsWearingGreenBeret">
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<AND>
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<HELMETPOS op="in">1771</HELMETPOS>
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</AND>
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</Filter>
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<Filter name="IsWearingGreenBeretAndHasPistol">
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<AND>
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<FILTER>IsWearingGreenBeret</FILTER>
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<FILTER>HasPistolOrMPistolInRightHand</FILTER>
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</AND>
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||||
</Filter>
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||||
<Filter name="IsWearingGreenBeretAndHasRifle">
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<AND>
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<FILTER>IsWearingGreenBeret</FILTER>
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<FILTER>HasRifleTypeWeaponInHand</FILTER>
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</AND>
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</Filter>
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<Filter name="IsWearingBlueBeret">
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<AND>
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<HELMETPOS op="in">1772</HELMETPOS>
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</AND>
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||||
</Filter>
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<Filter name="IsWearingBlueBeretAndHasPistol">
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<AND>
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<FILTER>IsWearingBlueBeret</FILTER>
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<FILTER>HasPistolOrMPistolInRightHand</FILTER>
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||||
</AND>
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</Filter>
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||||
<Filter name="IsWearingBlueBeretAndHasRifle">
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||||
<AND>
|
||||
<FILTER>IsWearingBlueBeret</FILTER>
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<FILTER>HasRifleTypeWeaponInHand</FILTER>
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||||
</AND>
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||||
</Filter>
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||||
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@@ -299,6 +299,304 @@
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<Surface name="BGM_WATER_DUAL_AIM_LEGS_C" animsurface="BGMWATER_DBLSHT" />
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<Surface name="BGM_CROUCH_MORTAR_LEGS_C" animsurface="BGMMORTAR" />
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</LayerProp>
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||||
<LayerProp filter="DesertCamoPantsAndPistolLeft" palette="DesertlandCamo">
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<Surface name="BGMEMPTY_RUN_LEGS_C" animsurface="BGMPISTOL_RUN" />
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||||
<Surface name="BGMDUAL_SDSTP_LEGS_C" animsurface="BGMSIDESTEP" />
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||||
</LayerProp>
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||||
<LayerProp filter="DesertCamoPantsAndPistol" palette="DesertlandCamo">
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||||
<Surface name="BGMPISTOL_WALK_LEGS_C" animsurface="BGMNOTHING_WALK" />
|
||||
<Surface name="BGMEMPTY_RUN_LEGS_C" animsurface="BGMPISTOL_RUN" />
|
||||
<Surface name="BGMEMPTY_RUN_LEGS_C" animsurface="BGMNOTHING_RUN" />
|
||||
<Surface name="BGMPISTOL_SDSTP_LEGS_C" animsurface="BGMSIDESTEP" />
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||||
<Surface name="BGM_WATER_PISTOL_IDLE_LEGS_C" animsurface="BGMWATER_N_STD" />
|
||||
<Surface name="BGM_WATER_PISTOL_WALK_LEGS_C" animsurface="BGMWATER_N_WALK" />
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||||
<Surface name="BGM_WATER_PISTOL_AIM_LEGS_C" animsurface="BGMWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="DesertCamoPantsAndRifle" palette="DesertlandCamo">
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||||
<Surface name="BGM_RIFLE_OPEN_LEGS_C" animsurface="BGMOPEN" />
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||||
<Surface name="BGMRIFLE_COWER_LEGS_C" animsurface="BGMCOWER" />
|
||||
<Surface name="BGMRIFLE_PRN_COWER_LEGS_C" animsurface="BGM_COWER_PRONE" />
|
||||
<Surface name="BGMRIFLE_KICKDOOR_LEGS_C" animsurface="BGMKICKDOOR" />
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||||
<Surface name="BGMRIFLE_DUST_SHOE_LEGS_C" animsurface="BGMSHOEDUST" />
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||||
<Surface name="BGMRIFLE_WIPE_LEGS_C" animsurface="BGMHEADTURN" />
|
||||
<Surface name="BGMRIFLE_NECK_LEGS_C" animsurface="BGMIDLENECK" />
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||||
<Surface name="BGMRIFLE_NECK_HERO_LEGS_C" animsurface="BGMIDLENECK2" />
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||||
<Surface name="BGMRIFLE_DRUNK_LEGS_C" animsurface="BGMDRUNK" />
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||||
<Surface name="BGMRIFLE_LOW_LEGS_C" animsurface="BGMSHOOT_LOW" />
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||||
<Surface name="BGMRIFLE_HIP_LOW_LEGS_C" animsurface="RGM_HIP_LOW" />
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||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_LEGS_C" animsurface="BGMSIDESTEP_R_RDY" />
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||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_LEGS_C" animsurface="BGMSIDESTEP_R_RDY2" />
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||||
<Surface name="BGMRIFLE_ROLL_SIDE_LEGS_C" animsurface="BGMROLL_PR" />
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||||
</LayerProp>
|
||||
<LayerProp filter="DesertCamoPants" palette="DesertlandCamo">
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||||
<Surface name="BGMRIFLE_WALK_CROUCH_LEGS_C" animsurface="BGMCROUCH_R_RDY" />
|
||||
<Surface name="BGMRIFLE_WALK_RDY_HERO_LEGS_C" animsurface="BGMWALK_R_RDY2" />
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||||
<Surface name="BGMRIFLE_WALK_LEGS_C" animsurface="BGMWALK_R_RDY" />
|
||||
<Surface name="BGMRIFLE_IDLE_HERO_LEGS_C" animsurface="BGMSTANDING" />
|
||||
<Surface name="BGMRIFLE_IDLE_LEGS_C" animsurface="BGMTHREATENSTAND" />
|
||||
<Surface name="BGMRIFLE_WALK_HERO_LEGS_C" animsurface="BGMWALKING" />
|
||||
<Surface name="BGMBASICWALK_LEGS_C" animsurface="BGMWALK2" />
|
||||
<Surface name="BGMRUNNING_HERO_LEGS_C" animsurface="BGMRUNNING" />
|
||||
<Surface name="BGMRUNNING_LEGS_C" animsurface="BGMRUN2" />
|
||||
<Surface name="BGMRIFLE_CROUCH_HERO_LEGS_C" animsurface="BGMCROUCHING" />
|
||||
<Surface name="BGMRIFLE_CROUCH_BIGM_LEGS_C" animsurface="BGMCROUCHTRANS" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_LEGS_C" animsurface="BGMSIDESTEP" />
|
||||
<Surface name="BGMRIFLE_SWAT_LEGS_C" animsurface="BGMSNEAKING" />
|
||||
<Surface name="BGMRIFLE_RAISE_HERO_LEGS_C" animsurface="BGMRAISE" />
|
||||
<Surface name="BGMRIFLE_RAISE_LEGS_C" animsurface="BGMRAISE2" />
|
||||
<Surface name="BGMRIFLE_AIM_HERO_LEGS_C" animsurface="BGMSTANDAIM" />
|
||||
<Surface name="BGMRIFLE_AIM_LEGS_C" animsurface="BGMSTANDAIM2" />
|
||||
<Surface name="BGMRIFLE_AIM_LEGS_C" animsurface="BGMSRAIMALT" />
|
||||
<Surface name="BGMRIFLE_HIP_LEGS_C" animsurface="BGM_HIP_AIM" />
|
||||
<Surface name="BGMRIFLE_HIP_HERO_LEGS_C" animsurface="BGMHIPAIMALT" />
|
||||
<Surface name="BGMRIFLE_CR_AIM_HERO_LEGS_C" animsurface="BGMCROUCHAIM" />
|
||||
<Surface name="BGMRIFLE_PRONE_HERO_LEGS_C" animsurface="BGMPRONE" />
|
||||
<Surface name="BGMRIFLE_HIT_HERO_LEGS_C" animsurface="BGMRHIT" />
|
||||
<Surface name="BGM_CROUCHWALK_LEGS_C" animsurface="BGMCROUCH_P_RDY" />
|
||||
<Surface name="BGM_CROUCHWALK_DUAL_LEGS_C" animsurface="BGMCROUCH_D_RDY" />
|
||||
<Surface name="BGM_HOP_LEGS_C" animsurface="BGMHOPFENCE" />
|
||||
<Surface name="BGM_HOP_LEGS_C" animsurface="BGMJUMPWINDOWS" />
|
||||
<Surface name="BGM_PUNCH_LEGS_C" animsurface="BGMPUNCH" />
|
||||
<Surface name="BGM_IDLE_LEGS_C" animsurface="BGMNOTHING_STD" />
|
||||
<Surface name="BGM_IDLE_LEGS_C" animsurface="BGMDBLBREATH" />
|
||||
<Surface name="BGM_OPEN_LEGS_C" animsurface="BGMOPEN" />
|
||||
<Surface name="BGM_PICKUP_LEGS_C" animsurface="BGMPICKUP" />
|
||||
<Surface name="BGMMEDIC_CROUCH_LEGS_C" animsurface="BGMMEDIC" />
|
||||
<Surface name="BGMMEDIC_PRONE_LEGS_C" animsurface="BGMMEDICPRN" />
|
||||
<Surface name="BGMCOWER_PRONE_LEGS_C" animsurface="BGM_COWER_PRONE" />
|
||||
<Surface name="BGMDIE_PRONE_LEGS_C" animsurface="BGMHITPRONE" />
|
||||
<Surface name="BGMEMPTY_CROUCH_LEGS_C" animsurface="BGMNOTHING_CROUCH" />
|
||||
<Surface name="BGMEMPTY_SWAT_LEGS_C" animsurface="BGMNOTHING_SWAT" />
|
||||
<Surface name="BGMEMPTY_SWAT_LEGS_C" animsurface="BGMSWKNIFE" />
|
||||
<Surface name="BGMEMPTY_RUN_LEGS_C" animsurface="BGMPISTOL_RUN" />
|
||||
<Surface name="BGMEMPTY_RUN_LEGS_C" animsurface="BGMNOTHING_RUN" />
|
||||
<Surface name="BGMEMPTY_WALK_LEGS_C" animsurface="BGMNOTHING_WALK" />
|
||||
<Surface name="BGMEMPTY_PRONE_LEGS_C" animsurface="BGMHANDGUN_PRONE" />
|
||||
<Surface name="BGMDUAL_PRONE_LEGS_C" animsurface="BGMDWPRONE" />
|
||||
<Surface name="BGMPISTOL_IDLE_LEGS_C" animsurface="BGMPISTOLBREATH" />
|
||||
<Surface name="BGMPISTOL_RDY_WALK_LEGS_C" animsurface="BGMWALK_P_RDY" />
|
||||
<Surface name="BGMDUAL_RDY_WALK_LEGS_C" animsurface="BGMWALK_D_RDY" />
|
||||
<Surface name="BGMPISTOL_AIM_LEGS_C" animsurface="BGMHANDGUN_S_SHOT" />
|
||||
<Surface name="BGMPISTOL_AIM_1H_LEGS_C" animsurface="BGM_PFSHOT_AIM" />
|
||||
<Surface name="BGMPISTOL_LOW_LEGS_C" animsurface="BGMPISTOLSHOOTLOW" />
|
||||
<Surface name="BGMPISTOL_LOW_LEGS_C" animsurface="BGMSHOOT_LOW" />
|
||||
<Surface name="BGMPISTOL_CR_AIM_LEGS_C" animsurface="BGMHANDGUN_C_SHOT" />
|
||||
<Surface name="BGMDUAL_CR_AIM_LEGS_C" animsurface="BGMCDBLSHOT" />
|
||||
<Surface name="BGMPISTOL_SDSTP_AIM_LEGS_C" animsurface="BGMSIDESTEP_P_RDY" />
|
||||
<Surface name="BGMDUAL_SDSTP_AIM_LEGS_C" animsurface="BGMSIDESTEP_D_RDY" />
|
||||
<Surface name="BGMDUAL_AIM_LEGS_C" animsurface="BGMSTANDDWALAIM" />
|
||||
<Surface name="BGMEMPTY_PAIN_LEGS_C" animsurface="BGMHURTSTANDINGN" />
|
||||
<Surface name="BGMRIFLE_PAIN_LEGS_C" animsurface="BGMHURTSTANDINGR" />
|
||||
<Surface name="BGMEMPTY_DIE_LEGS_C" animsurface="BGMHITSTAND" />
|
||||
<Surface name="BGMEMPTY_JFK_LEGS_C" animsurface="BGMDIE_JFK" />
|
||||
<Surface name="BGMEMPTY_CDIE_LEGS_C" animsurface="BGMHITCROUCH" />
|
||||
<Surface name="BGMEMPTY_COWER_LEGS_C" animsurface="BGMCOWER" />
|
||||
<Surface name="BGM_CLIMB_LEGS_C" animsurface="BGMCLIMBROOF" />
|
||||
<Surface name="BGM_CLIMB_LEGS_C" animsurface="BGMWALLJUMP" />
|
||||
<Surface name="BGMEMPTY_ROLL_LEGS_C" animsurface="BGMROLLOVER" />
|
||||
<Surface name="BGMEMPTY_ROLL_SIDE_LEGS_C" animsurface="BGMROLL_PR" />
|
||||
<Surface name="BGMEMPTY_DIEFB_LEGS_C" animsurface="BGMHITFALLBACK" />
|
||||
<Surface name="BGMEMPTY_DIEFBH_LEGS_C" animsurface="BGMHITHARD" />
|
||||
<Surface name="BGMEMPTY_DIEFBHB_LEGS_C" animsurface="BGMHITHARDBLOOD" />
|
||||
<Surface name="BGMRIFLE_WALK_HURT_LEGS_C" animsurface="BGMHURTWALKINGR" />
|
||||
<Surface name="BGMRIFLE_BAYONET_LEGS_C" animsurface="BGMBAYONET_S_S" />
|
||||
<Surface name="BGMRIFLE_BAYONET_L_LEGS_C" animsurface="BGMBAYONET_S_P" />
|
||||
<Surface name="BGMEMPTY_DODGE_LEGS_C" animsurface="BGMDODGE" />
|
||||
<Surface name="BGMEMPTY_THROW_LEGS_C" animsurface="BGMTHROW" />
|
||||
<Surface name="BGMEMPTY_THROW_G_LEGS_C" animsurface="BGMSTHRG" />
|
||||
<Surface name="BGMEMPTY_LOB_LEGS_C" animsurface="BGMLOB" />
|
||||
<Surface name="BGMEMPTY_LOB_G_LEGS_C" animsurface="BGMSLOBG" />
|
||||
<Surface name="BGMEMPTY_KICKDOOR_LEGS_C" animsurface="BGMKICKDOOR" />
|
||||
<Surface name="BGM_STRETCH_LEGS_C" animsurface="BGMSTRECH" />
|
||||
<Surface name="BGMEMPTY_RADIO_LEGS_C" animsurface="BGMRADIO" />
|
||||
<Surface name="BGM_FLEX_LEGS_C" animsurface="BGMFLEX" />
|
||||
<Surface name="BGMEMPTY_REMOTE_LEGS_C" animsurface="BGMUSEREMOTE" />
|
||||
<Surface name="BGMKNIFE_STAB_LEGS_C" animsurface="BGMSTAB" />
|
||||
<Surface name="BGMKNIFE_SLICE_LEGS_C" animsurface="BGMSLICE" />
|
||||
<Surface name="BGMKNIFE_THROW_LEGS_C" animsurface="BGMTHROWKNIFE" />
|
||||
<Surface name="BGMKNIFE_BREATH_LEGS_C" animsurface="BGMBREATHKNIFE" />
|
||||
<Surface name="BGMCROWBAR_HIT_LEGS_C" animsurface="BGMCROWBAR" />
|
||||
<Surface name="BGMCROWBAR_CR_HIT_LEGS_C" animsurface="BGMPUNCHLOW"/>
|
||||
<Surface name="BGMEMPTY_CPUNCH_LEGS_C" animsurface="BGMPUNCHLOW" />
|
||||
<Surface name="BGMEMPTY_CTHROW_LEGS_C" animsurface="BGMCRTHROW" />
|
||||
<Surface name="BGMKNIFE_CSTAB_LEGS_C" animsurface="BGMCSTAB" />
|
||||
<Surface name="BGMEMPTY_CRADIO_LEGS_C" animsurface="BGMCRRADIO" />
|
||||
<Surface name="BGMEMPTY_SLEEP_LEGS_C" animsurface="BGMSLEEP" />
|
||||
<Surface name="BGMEMPTY_DRUNK_LEGS_C" animsurface="BGMPISTOLDRUNK" />
|
||||
<Surface name="BGMEMPTY_WALK_HURT_LEGS_C" animsurface="BGMHURTWALKINGN" />
|
||||
<Surface name="BGMEMPTY_FALL_LEGS_C" animsurface="BGMFALL" />
|
||||
<Surface name="BGMEMPTY_FALLFWD_LEGS_C" animsurface="BGMFALLF" />
|
||||
<Surface name="BGMEMPTY_KARATELK_LEGS_C" animsurface="RGMLOWKICK" />
|
||||
<Surface name="BGMEMPTY_KARATESPINK_LEGS_C" animsurface="RGMSPINKICK" />
|
||||
<Surface name="BGMLAW_LEGS_C" animsurface="BGMROCKET" />
|
||||
<Surface name="BGMLAW_CR_LEGS_C" animsurface="BGMCRROCKET" />
|
||||
<Surface name="BGM_ROCK_LEGS_C" animsurface="BGMWITHSTONE" />
|
||||
<Surface name="BGM_HELIDROP_LEGS_C" animsurface="BGMHELIDROP" />
|
||||
<Surface name="BGM_WATER_RIFLE_IDLE_LEGS_C" animsurface="BGMWATER_R_STD" />
|
||||
<Surface name="BGM_WATER_RIFLE_WALK_LEGS_C" animsurface="BGMWATER_R_WALK" />
|
||||
<Surface name="BGM_WATER_RIFLE_AIM_LEGS_C" animsurface="BGMWATER_R_AIM" />
|
||||
<Surface name="BGM_WATER_RIFLE_HIP_LEGS_C" animsurface="BGM_WATER_HIP_AIM" />
|
||||
<Surface name="BGM_WATER_EMPTY_IDLE_LEGS_C" animsurface="BGMWATER_N_STD" />
|
||||
<Surface name="BGM_WATER_EMPTY_WALK_LEGS_C" animsurface="BGMWATER_N_WALK" />
|
||||
<Surface name="BGM_WATER_EMPTY_THROW_LEGS_C" animsurface="BGMWATERTHROW" />
|
||||
<Surface name="BGM_WATER_EMPTY_FALL_LEGS_C" animsurface="BGMWATER_TRANS" />
|
||||
<Surface name="BGM_WATER_EMPTY_FALL_LEGS_C" animsurface="BGMWATER_TRANS" />
|
||||
<Surface name="BGM_WATER_EMPTY_TREAD_LEGS_C" animsurface="BGMDEEPWATER_TRED" />
|
||||
<Surface name="BGM_WATER_EMPTY_SWIM_LEGS_C" animsurface="BGMDEEPWATER_SWIM" />
|
||||
<Surface name="BGM_WATER_EMPTY_DIE_LEGS_C" animsurface="BGMWATER_DIE" />
|
||||
<Surface name="BGM_WATER_EMPTY_DROWN_LEGS_C" animsurface="BGMDEEPWATER_DIE" />
|
||||
<Surface name="BGM_WATER_DUAL_AIM_LEGS_C" animsurface="BGMWATER_DBLSHT" />
|
||||
<Surface name="BGM_CROUCH_MORTAR_LEGS_C" animsurface="BGMMORTAR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="UrbanCamoPantsAndPistolLeft" palette="UrbanlandCamo">
|
||||
<Surface name="BGMEMPTY_RUN_LEGS_C" animsurface="BGMPISTOL_RUN" />
|
||||
<Surface name="BGMDUAL_SDSTP_LEGS_C" animsurface="BGMSIDESTEP" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="UrbanCamoPantsAndPistol" palette="UrbanlandCamo">
|
||||
<Surface name="BGMPISTOL_WALK_LEGS_C" animsurface="BGMNOTHING_WALK" />
|
||||
<Surface name="BGMEMPTY_RUN_LEGS_C" animsurface="BGMPISTOL_RUN" />
|
||||
<Surface name="BGMEMPTY_RUN_LEGS_C" animsurface="BGMNOTHING_RUN" />
|
||||
<Surface name="BGMPISTOL_SDSTP_LEGS_C" animsurface="BGMSIDESTEP" />
|
||||
<Surface name="BGM_WATER_PISTOL_IDLE_LEGS_C" animsurface="BGMWATER_N_STD" />
|
||||
<Surface name="BGM_WATER_PISTOL_WALK_LEGS_C" animsurface="BGMWATER_N_WALK" />
|
||||
<Surface name="BGM_WATER_PISTOL_AIM_LEGS_C" animsurface="BGMWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="UrbanCamoPantsAndRifle" palette="UrbanlandCamo">
|
||||
<Surface name="BGM_RIFLE_OPEN_LEGS_C" animsurface="BGMOPEN" />
|
||||
<Surface name="BGMRIFLE_COWER_LEGS_C" animsurface="BGMCOWER" />
|
||||
<Surface name="BGMRIFLE_PRN_COWER_LEGS_C" animsurface="BGM_COWER_PRONE" />
|
||||
<Surface name="BGMRIFLE_KICKDOOR_LEGS_C" animsurface="BGMKICKDOOR" />
|
||||
<Surface name="BGMRIFLE_DUST_SHOE_LEGS_C" animsurface="BGMSHOEDUST" />
|
||||
<Surface name="BGMRIFLE_WIPE_LEGS_C" animsurface="BGMHEADTURN" />
|
||||
<Surface name="BGMRIFLE_NECK_LEGS_C" animsurface="BGMIDLENECK" />
|
||||
<Surface name="BGMRIFLE_NECK_HERO_LEGS_C" animsurface="BGMIDLENECK2" />
|
||||
<Surface name="BGMRIFLE_DRUNK_LEGS_C" animsurface="BGMDRUNK" />
|
||||
<Surface name="BGMRIFLE_LOW_LEGS_C" animsurface="BGMSHOOT_LOW" />
|
||||
<Surface name="BGMRIFLE_HIP_LOW_LEGS_C" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_LEGS_C" animsurface="BGMSIDESTEP_R_RDY" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_LEGS_C" animsurface="BGMSIDESTEP_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_ROLL_SIDE_LEGS_C" animsurface="BGMROLL_PR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="UrbanCamoPants" palette="UrbanlandCamo">
|
||||
<Surface name="BGMRIFLE_WALK_CROUCH_LEGS_C" animsurface="BGMCROUCH_R_RDY" />
|
||||
<Surface name="BGMRIFLE_WALK_RDY_HERO_LEGS_C" animsurface="BGMWALK_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_WALK_LEGS_C" animsurface="BGMWALK_R_RDY" />
|
||||
<Surface name="BGMRIFLE_IDLE_HERO_LEGS_C" animsurface="BGMSTANDING" />
|
||||
<Surface name="BGMRIFLE_IDLE_LEGS_C" animsurface="BGMTHREATENSTAND" />
|
||||
<Surface name="BGMRIFLE_WALK_HERO_LEGS_C" animsurface="BGMWALKING" />
|
||||
<Surface name="BGMBASICWALK_LEGS_C" animsurface="BGMWALK2" />
|
||||
<Surface name="BGMRUNNING_HERO_LEGS_C" animsurface="BGMRUNNING" />
|
||||
<Surface name="BGMRUNNING_LEGS_C" animsurface="BGMRUN2" />
|
||||
<Surface name="BGMRIFLE_CROUCH_HERO_LEGS_C" animsurface="BGMCROUCHING" />
|
||||
<Surface name="BGMRIFLE_CROUCH_BIGM_LEGS_C" animsurface="BGMCROUCHTRANS" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_LEGS_C" animsurface="BGMSIDESTEP" />
|
||||
<Surface name="BGMRIFLE_SWAT_LEGS_C" animsurface="BGMSNEAKING" />
|
||||
<Surface name="BGMRIFLE_RAISE_HERO_LEGS_C" animsurface="BGMRAISE" />
|
||||
<Surface name="BGMRIFLE_RAISE_LEGS_C" animsurface="BGMRAISE2" />
|
||||
<Surface name="BGMRIFLE_AIM_HERO_LEGS_C" animsurface="BGMSTANDAIM" />
|
||||
<Surface name="BGMRIFLE_AIM_LEGS_C" animsurface="BGMSTANDAIM2" />
|
||||
<Surface name="BGMRIFLE_AIM_LEGS_C" animsurface="BGMSRAIMALT" />
|
||||
<Surface name="BGMRIFLE_HIP_LEGS_C" animsurface="BGM_HIP_AIM" />
|
||||
<Surface name="BGMRIFLE_HIP_HERO_LEGS_C" animsurface="BGMHIPAIMALT" />
|
||||
<Surface name="BGMRIFLE_CR_AIM_HERO_LEGS_C" animsurface="BGMCROUCHAIM" />
|
||||
<Surface name="BGMRIFLE_PRONE_HERO_LEGS_C" animsurface="BGMPRONE" />
|
||||
<Surface name="BGMRIFLE_HIT_HERO_LEGS_C" animsurface="BGMRHIT" />
|
||||
<Surface name="BGM_CROUCHWALK_LEGS_C" animsurface="BGMCROUCH_P_RDY" />
|
||||
<Surface name="BGM_CROUCHWALK_DUAL_LEGS_C" animsurface="BGMCROUCH_D_RDY" />
|
||||
<Surface name="BGM_HOP_LEGS_C" animsurface="BGMHOPFENCE" />
|
||||
<Surface name="BGM_HOP_LEGS_C" animsurface="BGMJUMPWINDOWS" />
|
||||
<Surface name="BGM_PUNCH_LEGS_C" animsurface="BGMPUNCH" />
|
||||
<Surface name="BGM_IDLE_LEGS_C" animsurface="BGMNOTHING_STD" />
|
||||
<Surface name="BGM_IDLE_LEGS_C" animsurface="BGMDBLBREATH" />
|
||||
<Surface name="BGM_OPEN_LEGS_C" animsurface="BGMOPEN" />
|
||||
<Surface name="BGM_PICKUP_LEGS_C" animsurface="BGMPICKUP" />
|
||||
<Surface name="BGMMEDIC_CROUCH_LEGS_C" animsurface="BGMMEDIC" />
|
||||
<Surface name="BGMMEDIC_PRONE_LEGS_C" animsurface="BGMMEDICPRN" />
|
||||
<Surface name="BGMCOWER_PRONE_LEGS_C" animsurface="BGM_COWER_PRONE" />
|
||||
<Surface name="BGMDIE_PRONE_LEGS_C" animsurface="BGMHITPRONE" />
|
||||
<Surface name="BGMEMPTY_CROUCH_LEGS_C" animsurface="BGMNOTHING_CROUCH" />
|
||||
<Surface name="BGMEMPTY_SWAT_LEGS_C" animsurface="BGMNOTHING_SWAT" />
|
||||
<Surface name="BGMEMPTY_SWAT_LEGS_C" animsurface="BGMSWKNIFE" />
|
||||
<Surface name="BGMEMPTY_RUN_LEGS_C" animsurface="BGMPISTOL_RUN" />
|
||||
<Surface name="BGMEMPTY_RUN_LEGS_C" animsurface="BGMNOTHING_RUN" />
|
||||
<Surface name="BGMEMPTY_WALK_LEGS_C" animsurface="BGMNOTHING_WALK" />
|
||||
<Surface name="BGMEMPTY_PRONE_LEGS_C" animsurface="BGMHANDGUN_PRONE" />
|
||||
<Surface name="BGMDUAL_PRONE_LEGS_C" animsurface="BGMDWPRONE" />
|
||||
<Surface name="BGMPISTOL_IDLE_LEGS_C" animsurface="BGMPISTOLBREATH" />
|
||||
<Surface name="BGMPISTOL_RDY_WALK_LEGS_C" animsurface="BGMWALK_P_RDY" />
|
||||
<Surface name="BGMDUAL_RDY_WALK_LEGS_C" animsurface="BGMWALK_D_RDY" />
|
||||
<Surface name="BGMPISTOL_AIM_LEGS_C" animsurface="BGMHANDGUN_S_SHOT" />
|
||||
<Surface name="BGMPISTOL_AIM_1H_LEGS_C" animsurface="BGM_PFSHOT_AIM" />
|
||||
<Surface name="BGMPISTOL_LOW_LEGS_C" animsurface="BGMPISTOLSHOOTLOW" />
|
||||
<Surface name="BGMPISTOL_LOW_LEGS_C" animsurface="BGMSHOOT_LOW" />
|
||||
<Surface name="BGMPISTOL_CR_AIM_LEGS_C" animsurface="BGMHANDGUN_C_SHOT" />
|
||||
<Surface name="BGMDUAL_CR_AIM_LEGS_C" animsurface="BGMCDBLSHOT" />
|
||||
<Surface name="BGMPISTOL_SDSTP_AIM_LEGS_C" animsurface="BGMSIDESTEP_P_RDY" />
|
||||
<Surface name="BGMDUAL_SDSTP_AIM_LEGS_C" animsurface="BGMSIDESTEP_D_RDY" />
|
||||
<Surface name="BGMDUAL_AIM_LEGS_C" animsurface="BGMSTANDDWALAIM" />
|
||||
<Surface name="BGMEMPTY_PAIN_LEGS_C" animsurface="BGMHURTSTANDINGN" />
|
||||
<Surface name="BGMRIFLE_PAIN_LEGS_C" animsurface="BGMHURTSTANDINGR" />
|
||||
<Surface name="BGMEMPTY_DIE_LEGS_C" animsurface="BGMHITSTAND" />
|
||||
<Surface name="BGMEMPTY_JFK_LEGS_C" animsurface="BGMDIE_JFK" />
|
||||
<Surface name="BGMEMPTY_CDIE_LEGS_C" animsurface="BGMHITCROUCH" />
|
||||
<Surface name="BGMEMPTY_COWER_LEGS_C" animsurface="BGMCOWER" />
|
||||
<Surface name="BGM_CLIMB_LEGS_C" animsurface="BGMCLIMBROOF" />
|
||||
<Surface name="BGM_CLIMB_LEGS_C" animsurface="BGMWALLJUMP" />
|
||||
<Surface name="BGMEMPTY_ROLL_LEGS_C" animsurface="BGMROLLOVER" />
|
||||
<Surface name="BGMEMPTY_ROLL_SIDE_LEGS_C" animsurface="BGMROLL_PR" />
|
||||
<Surface name="BGMEMPTY_DIEFB_LEGS_C" animsurface="BGMHITFALLBACK" />
|
||||
<Surface name="BGMEMPTY_DIEFBH_LEGS_C" animsurface="BGMHITHARD" />
|
||||
<Surface name="BGMEMPTY_DIEFBHB_LEGS_C" animsurface="BGMHITHARDBLOOD" />
|
||||
<Surface name="BGMRIFLE_WALK_HURT_LEGS_C" animsurface="BGMHURTWALKINGR" />
|
||||
<Surface name="BGMRIFLE_BAYONET_LEGS_C" animsurface="BGMBAYONET_S_S" />
|
||||
<Surface name="BGMRIFLE_BAYONET_L_LEGS_C" animsurface="BGMBAYONET_S_P" />
|
||||
<Surface name="BGMEMPTY_DODGE_LEGS_C" animsurface="BGMDODGE" />
|
||||
<Surface name="BGMEMPTY_THROW_LEGS_C" animsurface="BGMTHROW" />
|
||||
<Surface name="BGMEMPTY_THROW_G_LEGS_C" animsurface="BGMSTHRG" />
|
||||
<Surface name="BGMEMPTY_LOB_LEGS_C" animsurface="BGMLOB" />
|
||||
<Surface name="BGMEMPTY_LOB_G_LEGS_C" animsurface="BGMSLOBG" />
|
||||
<Surface name="BGMEMPTY_KICKDOOR_LEGS_C" animsurface="BGMKICKDOOR" />
|
||||
<Surface name="BGM_STRETCH_LEGS_C" animsurface="BGMSTRECH" />
|
||||
<Surface name="BGMEMPTY_RADIO_LEGS_C" animsurface="BGMRADIO" />
|
||||
<Surface name="BGM_FLEX_LEGS_C" animsurface="BGMFLEX" />
|
||||
<Surface name="BGMEMPTY_REMOTE_LEGS_C" animsurface="BGMUSEREMOTE" />
|
||||
<Surface name="BGMKNIFE_STAB_LEGS_C" animsurface="BGMSTAB" />
|
||||
<Surface name="BGMKNIFE_SLICE_LEGS_C" animsurface="BGMSLICE" />
|
||||
<Surface name="BGMKNIFE_THROW_LEGS_C" animsurface="BGMTHROWKNIFE" />
|
||||
<Surface name="BGMKNIFE_BREATH_LEGS_C" animsurface="BGMBREATHKNIFE" />
|
||||
<Surface name="BGMCROWBAR_HIT_LEGS_C" animsurface="BGMCROWBAR" />
|
||||
<Surface name="BGMCROWBAR_CR_HIT_LEGS_C" animsurface="BGMPUNCHLOW"/>
|
||||
<Surface name="BGMEMPTY_CPUNCH_LEGS_C" animsurface="BGMPUNCHLOW" />
|
||||
<Surface name="BGMEMPTY_CTHROW_LEGS_C" animsurface="BGMCRTHROW" />
|
||||
<Surface name="BGMKNIFE_CSTAB_LEGS_C" animsurface="BGMCSTAB" />
|
||||
<Surface name="BGMEMPTY_CRADIO_LEGS_C" animsurface="BGMCRRADIO" />
|
||||
<Surface name="BGMEMPTY_SLEEP_LEGS_C" animsurface="BGMSLEEP" />
|
||||
<Surface name="BGMEMPTY_DRUNK_LEGS_C" animsurface="BGMPISTOLDRUNK" />
|
||||
<Surface name="BGMEMPTY_WALK_HURT_LEGS_C" animsurface="BGMHURTWALKINGN" />
|
||||
<Surface name="BGMEMPTY_FALL_LEGS_C" animsurface="BGMFALL" />
|
||||
<Surface name="BGMEMPTY_FALLFWD_LEGS_C" animsurface="BGMFALLF" />
|
||||
<Surface name="BGMEMPTY_KARATELK_LEGS_C" animsurface="RGMLOWKICK" />
|
||||
<Surface name="BGMEMPTY_KARATESPINK_LEGS_C" animsurface="RGMSPINKICK" />
|
||||
<Surface name="BGMLAW_LEGS_C" animsurface="BGMROCKET" />
|
||||
<Surface name="BGMLAW_CR_LEGS_C" animsurface="BGMCRROCKET" />
|
||||
<Surface name="BGM_ROCK_LEGS_C" animsurface="BGMWITHSTONE" />
|
||||
<Surface name="BGM_HELIDROP_LEGS_C" animsurface="BGMHELIDROP" />
|
||||
<Surface name="BGM_WATER_RIFLE_IDLE_LEGS_C" animsurface="BGMWATER_R_STD" />
|
||||
<Surface name="BGM_WATER_RIFLE_WALK_LEGS_C" animsurface="BGMWATER_R_WALK" />
|
||||
<Surface name="BGM_WATER_RIFLE_AIM_LEGS_C" animsurface="BGMWATER_R_AIM" />
|
||||
<Surface name="BGM_WATER_RIFLE_HIP_LEGS_C" animsurface="BGM_WATER_HIP_AIM" />
|
||||
<Surface name="BGM_WATER_EMPTY_IDLE_LEGS_C" animsurface="BGMWATER_N_STD" />
|
||||
<Surface name="BGM_WATER_EMPTY_WALK_LEGS_C" animsurface="BGMWATER_N_WALK" />
|
||||
<Surface name="BGM_WATER_EMPTY_THROW_LEGS_C" animsurface="BGMWATERTHROW" />
|
||||
<Surface name="BGM_WATER_EMPTY_FALL_LEGS_C" animsurface="BGMWATER_TRANS" />
|
||||
<Surface name="BGM_WATER_EMPTY_FALL_LEGS_C" animsurface="BGMWATER_TRANS" />
|
||||
<Surface name="BGM_WATER_EMPTY_TREAD_LEGS_C" animsurface="BGMDEEPWATER_TRED" />
|
||||
<Surface name="BGM_WATER_EMPTY_SWIM_LEGS_C" animsurface="BGMDEEPWATER_SWIM" />
|
||||
<Surface name="BGM_WATER_EMPTY_DIE_LEGS_C" animsurface="BGMWATER_DIE" />
|
||||
<Surface name="BGM_WATER_EMPTY_DROWN_LEGS_C" animsurface="BGMDEEPWATER_DIE" />
|
||||
<Surface name="BGM_WATER_DUAL_AIM_LEGS_C" animsurface="BGMWATER_DBLSHT" />
|
||||
<Surface name="BGM_CROUCH_MORTAR_LEGS_C" animsurface="BGMMORTAR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="SWATLeggingsAndPistol" palette="swat_blue">
|
||||
<Surface name="BGMPISTOL_WALK_SWATlegs" animsurface="BGMNOTHING_WALK" />
|
||||
<Surface name="BGMEMPTY_RUN_SWATlegs" animsurface="BGMPISTOL_RUN" />
|
||||
@@ -1737,6 +2035,304 @@
|
||||
<Surface name="BGM_WATER_DUAL_AIM_TORSO_C" animsurface="BGMWATER_DBLSHT" />
|
||||
<Surface name="BGM_CROUCH_MORTAR_TORSO_C" animsurface="BGMMORTAR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="DesertCamoLongsleevesAndPistolLeft" palette="DesertlandCamo">
|
||||
<Surface name="BGMEMPTY_RUN_TORSO_C" animsurface="BGMPISTOL_RUN" />
|
||||
<Surface name="BGMDUAL_SDSTP_TORSO_C" animsurface="BGMSIDESTEP" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="DesertCamoLongsleevesAndPistol" palette="DesertlandCamo">
|
||||
<Surface name="BGMPISTOL_WALK_TORSO_C" animsurface="BGMNOTHING_WALK" />
|
||||
<Surface name="BGMEMPTY_RUN_TORSO_C" animsurface="BGMPISTOL_RUN" />
|
||||
<Surface name="BGMEMPTY_RUN_TORSO_C" animsurface="BGMNOTHING_RUN" />
|
||||
<Surface name="BGMPISTOL_SDSTP_TORSO_C" animsurface="BGMSIDESTEP" />
|
||||
<Surface name="BGM_WATER_PISTOL_IDLE_TORSO_C" animsurface="BGMWATER_N_STD" />
|
||||
<Surface name="BGM_WATER_PISTOL_WALK_TORSO_C" animsurface="BGMWATER_N_WALK" />
|
||||
<Surface name="BGM_WATER_PISTOL_AIM_TORSO_C" animsurface="BGMWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="DesertCamoLongsleevesAndRifle" palette="DesertlandCamo">
|
||||
<Surface name="BGM_RIFLE_OPEN_TORSO_C" animsurface="BGMOPEN" />
|
||||
<Surface name="BGMRIFLE_COWER_TORSO_C" animsurface="BGMCOWER" />
|
||||
<Surface name="BGMRIFLE_PRN_COWER_TORSO_C" animsurface="BGM_COWER_PRONE" />
|
||||
<Surface name="BGMRIFLE_KICKDOOR_TORSO_C" animsurface="BGMKICKDOOR" />
|
||||
<Surface name="BGMRIFLE_DUST_SHOE_TORSO_C" animsurface="BGMSHOEDUST" />
|
||||
<Surface name="BGMRIFLE_WIPE_TORSO_C" animsurface="BGMHEADTURN" />
|
||||
<Surface name="BGMRIFLE_NECK_TORSO_C" animsurface="BGMIDLENECK" />
|
||||
<Surface name="BGMRIFLE_NECK_HERO_TORSO_C" animsurface="BGMIDLENECK2" />
|
||||
<Surface name="BGMRIFLE_DRUNK_TORSO_C" animsurface="BGMDRUNK" />
|
||||
<Surface name="BGMRIFLE_LOW_TORSO_C" animsurface="BGMSHOOT_LOW" />
|
||||
<Surface name="BGMRIFLE_HIP_LOW_TORSO_C" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_TORSO_C" animsurface="BGMSIDESTEP_R_RDY" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_TORSO_C" animsurface="BGMSIDESTEP_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_ROLL_SIDE_TORSO_C" animsurface="BGMROLL_PR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="DesertCamoLongsleeves" palette="DesertlandCamo">
|
||||
<Surface name="BGMRIFLE_WALK_CROUCH_TORSO_C" animsurface="BGMCROUCH_R_RDY" />
|
||||
<Surface name="BGMRIFLE_WALK_RDY_HERO_TORSO_C" animsurface="BGMWALK_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_WALK_TORSO_C" animsurface="BGMWALK_R_RDY" />
|
||||
<Surface name="BGMRIFLE_IDLE_HERO_TORSO_C" animsurface="BGMSTANDING" />
|
||||
<Surface name="BGMRIFLE_IDLE_TORSO_C" animsurface="BGMTHREATENSTAND" />
|
||||
<Surface name="BGMRIFLE_WALK_HERO_TORSO_C" animsurface="BGMWALKING" />
|
||||
<Surface name="BGMBASICWALK_TORSO_C" animsurface="BGMWALK2" />
|
||||
<Surface name="BGMRUNNING_HERO_TORSO_C" animsurface="BGMRUNNING" />
|
||||
<Surface name="BGMRUNNING_TORSO_C" animsurface="BGMRUN2" />
|
||||
<Surface name="BGMRIFLE_CROUCH_HERO_TORSO_C" animsurface="BGMCROUCHING" />
|
||||
<Surface name="BGMRIFLE_CROUCH_BIGM_TORSO_C" animsurface="BGMCROUCHTRANS" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_TORSO_C" animsurface="BGMSIDESTEP" />
|
||||
<Surface name="BGMRIFLE_SWAT_TORSO_C" animsurface="BGMSNEAKING" />
|
||||
<Surface name="BGMRIFLE_RAISE_HERO_TORSO_C" animsurface="BGMRAISE" />
|
||||
<Surface name="BGMRIFLE_RAISE_TORSO_C" animsurface="BGMRAISE2" />
|
||||
<Surface name="BGMRIFLE_AIM_HERO_TORSO_C" animsurface="BGMSTANDAIM" />
|
||||
<Surface name="BGMRIFLE_AIM_TORSO_C" animsurface="BGMSTANDAIM2" />
|
||||
<Surface name="BGMRIFLE_AIM_TORSO_C" animsurface="BGMSRAIMALT" />
|
||||
<Surface name="BGMRIFLE_HIP_TORSO_C" animsurface="BGM_HIP_AIM" />
|
||||
<Surface name="BGMRIFLE_HIP_HERO_TORSO_C" animsurface="BGMHIPAIMALT" />
|
||||
<Surface name="BGMRIFLE_CR_AIM_HERO_TORSO_C" animsurface="BGMCROUCHAIM" />
|
||||
<Surface name="BGMRIFLE_PRONE_HERO_TORSO_C" animsurface="BGMPRONE" />
|
||||
<Surface name="BGMRIFLE_HIT_HERO_TORSO_C" animsurface="BGMRHIT" />
|
||||
<Surface name="BGM_CROUCHWALK_TORSO_C" animsurface="BGMCROUCH_P_RDY" />
|
||||
<Surface name="BGM_CROUCHWALK_DUAL_TORSO_C" animsurface="BGMCROUCH_D_RDY" />
|
||||
<Surface name="BGM_HOP_TORSO_C" animsurface="BGMHOPFENCE" />
|
||||
<Surface name="BGM_HOP_TORSO_C" animsurface="BGMJUMPWINDOWS" />
|
||||
<Surface name="BGM_PUNCH_TORSO_C" animsurface="BGMPUNCH" />
|
||||
<Surface name="BGM_IDLE_TORSO_C" animsurface="BGMNOTHING_STD" />
|
||||
<Surface name="BGM_IDLE_TORSO_C" animsurface="BGMDBLBREATH" />
|
||||
<Surface name="BGM_OPEN_TORSO_C" animsurface="BGMOPEN" />
|
||||
<Surface name="BGM_PICKUP_TORSO_C" animsurface="BGMPICKUP" />
|
||||
<Surface name="BGMMEDIC_CROUCH_TORSO_C" animsurface="BGMMEDIC" />
|
||||
<Surface name="BGMMEDIC_PRONE_TORSO_C" animsurface="BGMMEDICPRN" />
|
||||
<Surface name="BGMCOWER_PRONE_TORSO_C" animsurface="BGM_COWER_PRONE" />
|
||||
<Surface name="BGMDIE_PRONE_TORSO_C" animsurface="BGMHITPRONE" />
|
||||
<Surface name="BGMEMPTY_CROUCH_TORSO_C" animsurface="BGMNOTHING_CROUCH" />
|
||||
<Surface name="BGMEMPTY_SWAT_TORSO_C" animsurface="BGMNOTHING_SWAT" />
|
||||
<Surface name="BGMEMPTY_SWAT_TORSO_C" animsurface="BGMSWKNIFE" />
|
||||
<Surface name="BGMEMPTY_RUN_TORSO_C" animsurface="BGMPISTOL_RUN" />
|
||||
<Surface name="BGMEMPTY_RUN_TORSO_C" animsurface="BGMNOTHING_RUN" />
|
||||
<Surface name="BGMEMPTY_WALK_TORSO_C" animsurface="BGMNOTHING_WALK" />
|
||||
<Surface name="BGMEMPTY_PRONE_TORSO_C" animsurface="BGMHANDGUN_PRONE" />
|
||||
<Surface name="BGMDUAL_PRONE_TORSO_C" animsurface="BGMDWPRONE" />
|
||||
<Surface name="BGMPISTOL_IDLE_TORSO_C" animsurface="BGMPISTOLBREATH" />
|
||||
<Surface name="BGMPISTOL_RDY_WALK_TORSO_C" animsurface="BGMWALK_P_RDY" />
|
||||
<Surface name="BGMDUAL_RDY_WALK_TORSO_C" animsurface="BGMWALK_D_RDY" />
|
||||
<Surface name="BGMPISTOL_AIM_TORSO_C" animsurface="BGMHANDGUN_S_SHOT" />
|
||||
<Surface name="BGMPISTOL_AIM_1H_TORSO_C" animsurface="BGM_PFSHOT_AIM" />
|
||||
<Surface name="BGMPISTOL_LOW_TORSO_C" animsurface="BGMPISTOLSHOOTLOW" />
|
||||
<Surface name="BGMPISTOL_LOW_TORSO_C" animsurface="BGMSHOOT_LOW" />
|
||||
<Surface name="BGMPISTOL_CR_AIM_TORSO_C" animsurface="BGMHANDGUN_C_SHOT" />
|
||||
<Surface name="BGMDUAL_CR_AIM_TORSO_C" animsurface="BGMCDBLSHOT" />
|
||||
<Surface name="BGMPISTOL_SDSTP_AIM_TORSO_C" animsurface="BGMSIDESTEP_P_RDY" />
|
||||
<Surface name="BGMDUAL_SDSTP_AIM_TORSO_C" animsurface="BGMSIDESTEP_D_RDY" />
|
||||
<Surface name="BGMDUAL_AIM_TORSO_C" animsurface="BGMSTANDDWALAIM" />
|
||||
<Surface name="BGMEMPTY_PAIN_TORSO_C" animsurface="BGMHURTSTANDINGN" />
|
||||
<Surface name="BGMRIFLE_PAIN_TORSO_C" animsurface="BGMHURTSTANDINGR" />
|
||||
<Surface name="BGMEMPTY_DIE_TORSO_C" animsurface="BGMHITSTAND" />
|
||||
<Surface name="BGMEMPTY_JFK_TORSO_C" animsurface="BGMDIE_JFK" />
|
||||
<Surface name="BGMEMPTY_CDIE_TORSO_C" animsurface="BGMHITCROUCH" />
|
||||
<Surface name="BGMEMPTY_COWER_TORSO_C" animsurface="BGMCOWER" />
|
||||
<Surface name="BGM_CLIMB_TORSO_C" animsurface="BGMCLIMBROOF" />
|
||||
<Surface name="BGM_CLIMB_TORSO_C" animsurface="BGMWALLJUMP" />
|
||||
<Surface name="BGMEMPTY_ROLL_TORSO_C" animsurface="BGMROLLOVER" />
|
||||
<Surface name="BGMEMPTY_ROLL_SIDE_TORSO_C" animsurface="BGMROLL_PR" />
|
||||
<Surface name="BGMEMPTY_DIEFB_TORSO_C" animsurface="BGMHITFALLBACK" />
|
||||
<Surface name="BGMEMPTY_DIEFBH_TORSO_C" animsurface="BGMHITHARD" />
|
||||
<Surface name="BGMEMPTY_DIEFBHB_TORSO_C" animsurface="BGMHITHARDBLOOD" />
|
||||
<Surface name="BGMRIFLE_WALK_HURT_TORSO_C" animsurface="BGMHURTWALKINGR" />
|
||||
<Surface name="BGMRIFLE_BAYONET_TORSO_C" animsurface="BGMBAYONET_S_S" />
|
||||
<Surface name="BGMRIFLE_BAYONET_L_TORSO_C" animsurface="BGMBAYONET_S_P" />
|
||||
<Surface name="BGMEMPTY_DODGE_TORSO_C" animsurface="BGMDODGE" />
|
||||
<Surface name="BGMEMPTY_THROW_TORSO_C" animsurface="BGMTHROW" />
|
||||
<Surface name="BGMEMPTY_THROW_G_TORSO_C" animsurface="BGMSTHRG" />
|
||||
<Surface name="BGMEMPTY_LOB_TORSO_C" animsurface="BGMLOB" />
|
||||
<Surface name="BGMEMPTY_LOB_G_TORSO_C" animsurface="BGMSLOBG" />
|
||||
<Surface name="BGMEMPTY_KICKDOOR_TORSO_C" animsurface="BGMKICKDOOR" />
|
||||
<Surface name="BGM_STRETCH_TORSO_C" animsurface="BGMSTRECH" />
|
||||
<Surface name="BGMEMPTY_RADIO_TORSO_C" animsurface="BGMRADIO" />
|
||||
<Surface name="BGM_FLEX_TORSO_C" animsurface="BGMFLEX" />
|
||||
<Surface name="BGMEMPTY_REMOTE_TORSO_C" animsurface="BGMUSEREMOTE" />
|
||||
<Surface name="BGMKNIFE_STAB_TORSO_C" animsurface="BGMSTAB" />
|
||||
<Surface name="BGMKNIFE_SLICE_TORSO_C" animsurface="BGMSLICE" />
|
||||
<Surface name="BGMKNIFE_THROW_TORSO_C" animsurface="BGMTHROWKNIFE" />
|
||||
<Surface name="BGMKNIFE_BREATH_TORSO_C" animsurface="BGMBREATHKNIFE" />
|
||||
<Surface name="BGMCROWBAR_HIT_TORSO_C" animsurface="BGMCROWBAR" />
|
||||
<Surface name="BGMCROWBAR_CR_HIT_TORSO_C" animsurface="BGMPUNCHLOW"/>
|
||||
<Surface name="BGMEMPTY_CPUNCH_TORSO_C" animsurface="BGMPUNCHLOW" />
|
||||
<Surface name="BGMEMPTY_CTHROW_TORSO_C" animsurface="BGMCRTHROW" />
|
||||
<Surface name="BGMKNIFE_CSTAB_TORSO_C" animsurface="BGMCSTAB" />
|
||||
<Surface name="BGMEMPTY_CRADIO_TORSO_C" animsurface="BGMCRRADIO" />
|
||||
<Surface name="BGMEMPTY_SLEEP_TORSO_C" animsurface="BGMSLEEP" />
|
||||
<Surface name="BGMEMPTY_DRUNK_TORSO_C" animsurface="BGMPISTOLDRUNK" />
|
||||
<Surface name="BGMEMPTY_WALK_HURT_TORSO_C" animsurface="BGMHURTWALKINGN" />
|
||||
<Surface name="BGMEMPTY_FALL_TORSO_C" animsurface="BGMFALL" />
|
||||
<Surface name="BGMEMPTY_FALLFWD_TORSO_C" animsurface="BGMFALLF" />
|
||||
<Surface name="BGMEMPTY_KARATELK_TORSO_C" animsurface="RGMLOWKICK" />
|
||||
<Surface name="BGMEMPTY_KARATESPINK_TORSO_C" animsurface="RGMSPINKICK" />
|
||||
<Surface name="BGMLAW_TORSO_C" animsurface="BGMROCKET" />
|
||||
<Surface name="BGMLAW_CR_TORSO_C" animsurface="BGMCRROCKET" />
|
||||
<Surface name="BGM_ROCK_TORSO_C" animsurface="BGMWITHSTONE" />
|
||||
<Surface name="BGM_HELIDROP_TORSO_C" animsurface="BGMHELIDROP" />
|
||||
<Surface name="BGM_WATER_RIFLE_IDLE_TORSO_C" animsurface="BGMWATER_R_STD" />
|
||||
<Surface name="BGM_WATER_RIFLE_WALK_TORSO_C" animsurface="BGMWATER_R_WALK" />
|
||||
<Surface name="BGM_WATER_RIFLE_AIM_TORSO_C" animsurface="BGMWATER_R_AIM" />
|
||||
<Surface name="BGM_WATER_RIFLE_HIP_TORSO_C" animsurface="BGM_WATER_HIP_AIM" />
|
||||
<Surface name="BGM_WATER_EMPTY_IDLE_TORSO_C" animsurface="BGMWATER_N_STD" />
|
||||
<Surface name="BGM_WATER_EMPTY_WALK_TORSO_C" animsurface="BGMWATER_N_WALK" />
|
||||
<Surface name="BGM_WATER_EMPTY_THROW_TORSO_C" animsurface="BGMWATERTHROW" />
|
||||
<Surface name="BGM_WATER_EMPTY_FALL_TORSO_C" animsurface="BGMWATER_TRANS" />
|
||||
<Surface name="BGM_WATER_EMPTY_FALL_TORSO_C" animsurface="BGMWATER_TRANS" />
|
||||
<Surface name="BGM_WATER_EMPTY_TREAD_TORSO_C" animsurface="BGMDEEPWATER_TRED" />
|
||||
<Surface name="BGM_WATER_EMPTY_SWIM_TORSO_C" animsurface="BGMDEEPWATER_SWIM" />
|
||||
<Surface name="BGM_WATER_EMPTY_DIE_TORSO_C" animsurface="BGMWATER_DIE" />
|
||||
<Surface name="BGM_WATER_EMPTY_DROWN_TORSO_C" animsurface="BGMDEEPWATER_DIE" />
|
||||
<Surface name="BGM_WATER_DUAL_AIM_TORSO_C" animsurface="BGMWATER_DBLSHT" />
|
||||
<Surface name="BGM_CROUCH_MORTAR_TORSO_C" animsurface="BGMMORTAR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="UrbanCamoLongsleevesAndPistolLeft" palette="UrbanlandCamo">
|
||||
<Surface name="BGMEMPTY_RUN_TORSO_C" animsurface="BGMPISTOL_RUN" />
|
||||
<Surface name="BGMDUAL_SDSTP_TORSO_C" animsurface="BGMSIDESTEP" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="UrbanCamoLongsleevesAndPistol" palette="UrbanlandCamo">
|
||||
<Surface name="BGMPISTOL_WALK_TORSO_C" animsurface="BGMNOTHING_WALK" />
|
||||
<Surface name="BGMEMPTY_RUN_TORSO_C" animsurface="BGMPISTOL_RUN" />
|
||||
<Surface name="BGMEMPTY_RUN_TORSO_C" animsurface="BGMNOTHING_RUN" />
|
||||
<Surface name="BGMPISTOL_SDSTP_TORSO_C" animsurface="BGMSIDESTEP" />
|
||||
<Surface name="BGM_WATER_PISTOL_IDLE_TORSO_C" animsurface="BGMWATER_N_STD" />
|
||||
<Surface name="BGM_WATER_PISTOL_WALK_TORSO_C" animsurface="BGMWATER_N_WALK" />
|
||||
<Surface name="BGM_WATER_PISTOL_AIM_TORSO_C" animsurface="BGMWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="UrbanCamoLongsleevesAndRifle" palette="UrbanlandCamo">
|
||||
<Surface name="BGM_RIFLE_OPEN_TORSO_C" animsurface="BGMOPEN" />
|
||||
<Surface name="BGMRIFLE_COWER_TORSO_C" animsurface="BGMCOWER" />
|
||||
<Surface name="BGMRIFLE_PRN_COWER_TORSO_C" animsurface="BGM_COWER_PRONE" />
|
||||
<Surface name="BGMRIFLE_KICKDOOR_TORSO_C" animsurface="BGMKICKDOOR" />
|
||||
<Surface name="BGMRIFLE_DUST_SHOE_TORSO_C" animsurface="BGMSHOEDUST" />
|
||||
<Surface name="BGMRIFLE_WIPE_TORSO_C" animsurface="BGMHEADTURN" />
|
||||
<Surface name="BGMRIFLE_NECK_TORSO_C" animsurface="BGMIDLENECK" />
|
||||
<Surface name="BGMRIFLE_NECK_HERO_TORSO_C" animsurface="BGMIDLENECK2" />
|
||||
<Surface name="BGMRIFLE_DRUNK_TORSO_C" animsurface="BGMDRUNK" />
|
||||
<Surface name="BGMRIFLE_LOW_TORSO_C" animsurface="BGMSHOOT_LOW" />
|
||||
<Surface name="BGMRIFLE_HIP_LOW_TORSO_C" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_TORSO_C" animsurface="BGMSIDESTEP_R_RDY" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_TORSO_C" animsurface="BGMSIDESTEP_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_ROLL_SIDE_TORSO_C" animsurface="BGMROLL_PR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="UrbanCamoLongsleeves" palette="UrbanlandCamo">
|
||||
<Surface name="BGMRIFLE_WALK_CROUCH_TORSO_C" animsurface="BGMCROUCH_R_RDY" />
|
||||
<Surface name="BGMRIFLE_WALK_RDY_HERO_TORSO_C" animsurface="BGMWALK_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_WALK_TORSO_C" animsurface="BGMWALK_R_RDY" />
|
||||
<Surface name="BGMRIFLE_IDLE_HERO_TORSO_C" animsurface="BGMSTANDING" />
|
||||
<Surface name="BGMRIFLE_IDLE_TORSO_C" animsurface="BGMTHREATENSTAND" />
|
||||
<Surface name="BGMRIFLE_WALK_HERO_TORSO_C" animsurface="BGMWALKING" />
|
||||
<Surface name="BGMBASICWALK_TORSO_C" animsurface="BGMWALK2" />
|
||||
<Surface name="BGMRUNNING_HERO_TORSO_C" animsurface="BGMRUNNING" />
|
||||
<Surface name="BGMRUNNING_TORSO_C" animsurface="BGMRUN2" />
|
||||
<Surface name="BGMRIFLE_CROUCH_HERO_TORSO_C" animsurface="BGMCROUCHING" />
|
||||
<Surface name="BGMRIFLE_CROUCH_BIGM_TORSO_C" animsurface="BGMCROUCHTRANS" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_TORSO_C" animsurface="BGMSIDESTEP" />
|
||||
<Surface name="BGMRIFLE_SWAT_TORSO_C" animsurface="BGMSNEAKING" />
|
||||
<Surface name="BGMRIFLE_RAISE_HERO_TORSO_C" animsurface="BGMRAISE" />
|
||||
<Surface name="BGMRIFLE_RAISE_TORSO_C" animsurface="BGMRAISE2" />
|
||||
<Surface name="BGMRIFLE_AIM_HERO_TORSO_C" animsurface="BGMSTANDAIM" />
|
||||
<Surface name="BGMRIFLE_AIM_TORSO_C" animsurface="BGMSTANDAIM2" />
|
||||
<Surface name="BGMRIFLE_AIM_TORSO_C" animsurface="BGMSRAIMALT" />
|
||||
<Surface name="BGMRIFLE_HIP_TORSO_C" animsurface="BGM_HIP_AIM" />
|
||||
<Surface name="BGMRIFLE_HIP_HERO_TORSO_C" animsurface="BGMHIPAIMALT" />
|
||||
<Surface name="BGMRIFLE_CR_AIM_HERO_TORSO_C" animsurface="BGMCROUCHAIM" />
|
||||
<Surface name="BGMRIFLE_PRONE_HERO_TORSO_C" animsurface="BGMPRONE" />
|
||||
<Surface name="BGMRIFLE_HIT_HERO_TORSO_C" animsurface="BGMRHIT" />
|
||||
<Surface name="BGM_CROUCHWALK_TORSO_C" animsurface="BGMCROUCH_P_RDY" />
|
||||
<Surface name="BGM_CROUCHWALK_DUAL_TORSO_C" animsurface="BGMCROUCH_D_RDY" />
|
||||
<Surface name="BGM_HOP_TORSO_C" animsurface="BGMHOPFENCE" />
|
||||
<Surface name="BGM_HOP_TORSO_C" animsurface="BGMJUMPWINDOWS" />
|
||||
<Surface name="BGM_PUNCH_TORSO_C" animsurface="BGMPUNCH" />
|
||||
<Surface name="BGM_IDLE_TORSO_C" animsurface="BGMNOTHING_STD" />
|
||||
<Surface name="BGM_IDLE_TORSO_C" animsurface="BGMDBLBREATH" />
|
||||
<Surface name="BGM_OPEN_TORSO_C" animsurface="BGMOPEN" />
|
||||
<Surface name="BGM_PICKUP_TORSO_C" animsurface="BGMPICKUP" />
|
||||
<Surface name="BGMMEDIC_CROUCH_TORSO_C" animsurface="BGMMEDIC" />
|
||||
<Surface name="BGMMEDIC_PRONE_TORSO_C" animsurface="BGMMEDICPRN" />
|
||||
<Surface name="BGMCOWER_PRONE_TORSO_C" animsurface="BGM_COWER_PRONE" />
|
||||
<Surface name="BGMDIE_PRONE_TORSO_C" animsurface="BGMHITPRONE" />
|
||||
<Surface name="BGMEMPTY_CROUCH_TORSO_C" animsurface="BGMNOTHING_CROUCH" />
|
||||
<Surface name="BGMEMPTY_SWAT_TORSO_C" animsurface="BGMNOTHING_SWAT" />
|
||||
<Surface name="BGMEMPTY_SWAT_TORSO_C" animsurface="BGMSWKNIFE" />
|
||||
<Surface name="BGMEMPTY_RUN_TORSO_C" animsurface="BGMPISTOL_RUN" />
|
||||
<Surface name="BGMEMPTY_RUN_TORSO_C" animsurface="BGMNOTHING_RUN" />
|
||||
<Surface name="BGMEMPTY_WALK_TORSO_C" animsurface="BGMNOTHING_WALK" />
|
||||
<Surface name="BGMEMPTY_PRONE_TORSO_C" animsurface="BGMHANDGUN_PRONE" />
|
||||
<Surface name="BGMDUAL_PRONE_TORSO_C" animsurface="BGMDWPRONE" />
|
||||
<Surface name="BGMPISTOL_IDLE_TORSO_C" animsurface="BGMPISTOLBREATH" />
|
||||
<Surface name="BGMPISTOL_RDY_WALK_TORSO_C" animsurface="BGMWALK_P_RDY" />
|
||||
<Surface name="BGMDUAL_RDY_WALK_TORSO_C" animsurface="BGMWALK_D_RDY" />
|
||||
<Surface name="BGMPISTOL_AIM_TORSO_C" animsurface="BGMHANDGUN_S_SHOT" />
|
||||
<Surface name="BGMPISTOL_AIM_1H_TORSO_C" animsurface="BGM_PFSHOT_AIM" />
|
||||
<Surface name="BGMPISTOL_LOW_TORSO_C" animsurface="BGMPISTOLSHOOTLOW" />
|
||||
<Surface name="BGMPISTOL_LOW_TORSO_C" animsurface="BGMSHOOT_LOW" />
|
||||
<Surface name="BGMPISTOL_CR_AIM_TORSO_C" animsurface="BGMHANDGUN_C_SHOT" />
|
||||
<Surface name="BGMDUAL_CR_AIM_TORSO_C" animsurface="BGMCDBLSHOT" />
|
||||
<Surface name="BGMPISTOL_SDSTP_AIM_TORSO_C" animsurface="BGMSIDESTEP_P_RDY" />
|
||||
<Surface name="BGMDUAL_SDSTP_AIM_TORSO_C" animsurface="BGMSIDESTEP_D_RDY" />
|
||||
<Surface name="BGMDUAL_AIM_TORSO_C" animsurface="BGMSTANDDWALAIM" />
|
||||
<Surface name="BGMEMPTY_PAIN_TORSO_C" animsurface="BGMHURTSTANDINGN" />
|
||||
<Surface name="BGMRIFLE_PAIN_TORSO_C" animsurface="BGMHURTSTANDINGR" />
|
||||
<Surface name="BGMEMPTY_DIE_TORSO_C" animsurface="BGMHITSTAND" />
|
||||
<Surface name="BGMEMPTY_JFK_TORSO_C" animsurface="BGMDIE_JFK" />
|
||||
<Surface name="BGMEMPTY_CDIE_TORSO_C" animsurface="BGMHITCROUCH" />
|
||||
<Surface name="BGMEMPTY_COWER_TORSO_C" animsurface="BGMCOWER" />
|
||||
<Surface name="BGM_CLIMB_TORSO_C" animsurface="BGMCLIMBROOF" />
|
||||
<Surface name="BGM_CLIMB_TORSO_C" animsurface="BGMWALLJUMP" />
|
||||
<Surface name="BGMEMPTY_ROLL_TORSO_C" animsurface="BGMROLLOVER" />
|
||||
<Surface name="BGMEMPTY_ROLL_SIDE_TORSO_C" animsurface="BGMROLL_PR" />
|
||||
<Surface name="BGMEMPTY_DIEFB_TORSO_C" animsurface="BGMHITFALLBACK" />
|
||||
<Surface name="BGMEMPTY_DIEFBH_TORSO_C" animsurface="BGMHITHARD" />
|
||||
<Surface name="BGMEMPTY_DIEFBHB_TORSO_C" animsurface="BGMHITHARDBLOOD" />
|
||||
<Surface name="BGMRIFLE_WALK_HURT_TORSO_C" animsurface="BGMHURTWALKINGR" />
|
||||
<Surface name="BGMRIFLE_BAYONET_TORSO_C" animsurface="BGMBAYONET_S_S" />
|
||||
<Surface name="BGMRIFLE_BAYONET_L_TORSO_C" animsurface="BGMBAYONET_S_P" />
|
||||
<Surface name="BGMEMPTY_DODGE_TORSO_C" animsurface="BGMDODGE" />
|
||||
<Surface name="BGMEMPTY_THROW_TORSO_C" animsurface="BGMTHROW" />
|
||||
<Surface name="BGMEMPTY_THROW_G_TORSO_C" animsurface="BGMSTHRG" />
|
||||
<Surface name="BGMEMPTY_LOB_TORSO_C" animsurface="BGMLOB" />
|
||||
<Surface name="BGMEMPTY_LOB_G_TORSO_C" animsurface="BGMSLOBG" />
|
||||
<Surface name="BGMEMPTY_KICKDOOR_TORSO_C" animsurface="BGMKICKDOOR" />
|
||||
<Surface name="BGM_STRETCH_TORSO_C" animsurface="BGMSTRECH" />
|
||||
<Surface name="BGMEMPTY_RADIO_TORSO_C" animsurface="BGMRADIO" />
|
||||
<Surface name="BGM_FLEX_TORSO_C" animsurface="BGMFLEX" />
|
||||
<Surface name="BGMEMPTY_REMOTE_TORSO_C" animsurface="BGMUSEREMOTE" />
|
||||
<Surface name="BGMKNIFE_STAB_TORSO_C" animsurface="BGMSTAB" />
|
||||
<Surface name="BGMKNIFE_SLICE_TORSO_C" animsurface="BGMSLICE" />
|
||||
<Surface name="BGMKNIFE_THROW_TORSO_C" animsurface="BGMTHROWKNIFE" />
|
||||
<Surface name="BGMKNIFE_BREATH_TORSO_C" animsurface="BGMBREATHKNIFE" />
|
||||
<Surface name="BGMCROWBAR_HIT_TORSO_C" animsurface="BGMCROWBAR" />
|
||||
<Surface name="BGMCROWBAR_CR_HIT_TORSO_C" animsurface="BGMPUNCHLOW"/>
|
||||
<Surface name="BGMEMPTY_CPUNCH_TORSO_C" animsurface="BGMPUNCHLOW" />
|
||||
<Surface name="BGMEMPTY_CTHROW_TORSO_C" animsurface="BGMCRTHROW" />
|
||||
<Surface name="BGMKNIFE_CSTAB_TORSO_C" animsurface="BGMCSTAB" />
|
||||
<Surface name="BGMEMPTY_CRADIO_TORSO_C" animsurface="BGMCRRADIO" />
|
||||
<Surface name="BGMEMPTY_SLEEP_TORSO_C" animsurface="BGMSLEEP" />
|
||||
<Surface name="BGMEMPTY_DRUNK_TORSO_C" animsurface="BGMPISTOLDRUNK" />
|
||||
<Surface name="BGMEMPTY_WALK_HURT_TORSO_C" animsurface="BGMHURTWALKINGN" />
|
||||
<Surface name="BGMEMPTY_FALL_TORSO_C" animsurface="BGMFALL" />
|
||||
<Surface name="BGMEMPTY_FALLFWD_TORSO_C" animsurface="BGMFALLF" />
|
||||
<Surface name="BGMEMPTY_KARATELK_TORSO_C" animsurface="RGMLOWKICK" />
|
||||
<Surface name="BGMEMPTY_KARATESPINK_TORSO_C" animsurface="RGMSPINKICK" />
|
||||
<Surface name="BGMLAW_TORSO_C" animsurface="BGMROCKET" />
|
||||
<Surface name="BGMLAW_CR_TORSO_C" animsurface="BGMCRROCKET" />
|
||||
<Surface name="BGM_ROCK_TORSO_C" animsurface="BGMWITHSTONE" />
|
||||
<Surface name="BGM_HELIDROP_TORSO_C" animsurface="BGMHELIDROP" />
|
||||
<Surface name="BGM_WATER_RIFLE_IDLE_TORSO_C" animsurface="BGMWATER_R_STD" />
|
||||
<Surface name="BGM_WATER_RIFLE_WALK_TORSO_C" animsurface="BGMWATER_R_WALK" />
|
||||
<Surface name="BGM_WATER_RIFLE_AIM_TORSO_C" animsurface="BGMWATER_R_AIM" />
|
||||
<Surface name="BGM_WATER_RIFLE_HIP_TORSO_C" animsurface="BGM_WATER_HIP_AIM" />
|
||||
<Surface name="BGM_WATER_EMPTY_IDLE_TORSO_C" animsurface="BGMWATER_N_STD" />
|
||||
<Surface name="BGM_WATER_EMPTY_WALK_TORSO_C" animsurface="BGMWATER_N_WALK" />
|
||||
<Surface name="BGM_WATER_EMPTY_THROW_TORSO_C" animsurface="BGMWATERTHROW" />
|
||||
<Surface name="BGM_WATER_EMPTY_FALL_TORSO_C" animsurface="BGMWATER_TRANS" />
|
||||
<Surface name="BGM_WATER_EMPTY_FALL_TORSO_C" animsurface="BGMWATER_TRANS" />
|
||||
<Surface name="BGM_WATER_EMPTY_TREAD_TORSO_C" animsurface="BGMDEEPWATER_TRED" />
|
||||
<Surface name="BGM_WATER_EMPTY_SWIM_TORSO_C" animsurface="BGMDEEPWATER_SWIM" />
|
||||
<Surface name="BGM_WATER_EMPTY_DIE_TORSO_C" animsurface="BGMWATER_DIE" />
|
||||
<Surface name="BGM_WATER_EMPTY_DROWN_TORSO_C" animsurface="BGMDEEPWATER_DIE" />
|
||||
<Surface name="BGM_WATER_DUAL_AIM_TORSO_C" animsurface="BGMWATER_DBLSHT" />
|
||||
<Surface name="BGM_CROUCH_MORTAR_TORSO_C" animsurface="BGMMORTAR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="DressUniformVestAndPistol" palette="hats">
|
||||
<Surface name="BGMPISTOL_WALK_Dressvest" animsurface="BGMNOTHING_WALK" />
|
||||
<Surface name="BGMEMPTY_RUN_Dressvest" animsurface="BGMPISTOL_RUN" />
|
||||
@@ -3637,7 +4233,7 @@
|
||||
<Surface name="BGM_WATER_DUAL_AIM_HELMET" animsurface="BGMWATER_DBLSHT" />
|
||||
<Surface name="BGM_CROUCH_MORTAR_HELMET" animsurface="BGMMORTAR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingBeretAndHasPistol" palette="hats">
|
||||
<LayerProp filter="IsWearingRedBeretAndHasPistol" palette="hats">
|
||||
<Surface name="BGMPISTOL_WALK_BERET" animsurface="BGMNOTHING_WALK" />
|
||||
<Surface name="BGMEMPTY_RUN_BERET" animsurface="BGMPISTOL_RUN" />
|
||||
<Surface name="BGMEMPTY_RUN_BERET" animsurface="BGMNOTHING_RUN" />
|
||||
@@ -3646,7 +4242,7 @@
|
||||
<Surface name="BGM_WATER_PISTOL_WALK_BERET" animsurface="BGMWATER_N_WALK" />
|
||||
<Surface name="BGM_WATER_PISTOL_AIM_BERET" animsurface="BGMWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingBeretAndHasRifle" palette="hats">
|
||||
<LayerProp filter="IsWearingRedBeretAndHasRifle" palette="hats">
|
||||
<Surface name="BGM_RIFLE_OPEN_BERET" animsurface="BGMOPEN" />
|
||||
<Surface name="BGMRIFLE_COWER_BERET" animsurface="BGMCOWER" />
|
||||
<Surface name="BGMRIFLE_PRN_COWER_BERET" animsurface="BGM_COWER_PRONE" />
|
||||
@@ -3662,7 +4258,295 @@
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_BERET" animsurface="BGMSIDESTEP_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_ROLL_SIDE_BERET" animsurface="BGMROLL_PR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingBeret" palette="hats">
|
||||
<LayerProp filter="IsWearingRedBeret" palette="hats">
|
||||
<Surface name="BGMRIFLE_IDLE_HERO_BERET" animsurface="BGMSTANDING" />
|
||||
<Surface name="BGMRIFLE_IDLE_BERET" animsurface="BGMTHREATENSTAND" />
|
||||
<Surface name="BGMRIFLE_WALK_HERO_BERET" animsurface="BGMWALKING" />
|
||||
<Surface name="BGMBASICWALK_BERET" animsurface="BGMWALK2" />
|
||||
<Surface name="BGMRUNNING_HERO_BERET" animsurface="BGMRUNNING" />
|
||||
<Surface name="BGMRUNNING_BERET" animsurface="BGMRUN2" />
|
||||
<Surface name="BGMRIFLE_CROUCH_HERO_BERET" animsurface="BGMCROUCHING" />
|
||||
<Surface name="BGMRIFLE_CROUCH_BIGM_BERET" animsurface="BGMCROUCHTRANS" />
|
||||
<Surface name="BGMRIFLE_SWAT_BERET" animsurface="BGMSNEAKING" />
|
||||
<Surface name="BGMRIFLE_WALK_RDY_HERO_BERET" animsurface="BGMWALK_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_WALK_BERET" animsurface="BGMWALK_R_RDY" />
|
||||
<Surface name="BGMRIFLE_WALK_CROUCH_BERET" animsurface="BGMCROUCH_R_RDY" />
|
||||
<Surface name="BGM_CROUCHWALK_BERET" animsurface="BGMCROUCH_P_RDY" />
|
||||
<Surface name="BGM_CROUCHWALK_DUAL_BERET" animsurface="BGMCROUCH_D_RDY" />
|
||||
<Surface name="BGMRIFLE_RAISE_HERO_BERET" animsurface="BGMRAISE" />
|
||||
<Surface name="BGMRIFLE_RAISE_BERET" animsurface="BGMRAISE2" />
|
||||
<Surface name="BGMRIFLE_AIM_HERO_BERET" animsurface="BGMSTANDAIM" />
|
||||
<Surface name="BGMRIFLE_AIM_BERET" animsurface="BGMSTANDAIM2" />
|
||||
<Surface name="BGMRIFLE_AIM_BERET" animsurface="BGMSRAIMALT" />
|
||||
<Surface name="BGMRIFLE_HIP_BERET" animsurface="BGM_HIP_AIM" />
|
||||
<Surface name="BGMRIFLE_HIP_HERO_BERET" animsurface="BGMHIPAIMALT" />
|
||||
<Surface name="BGMRIFLE_CR_AIM_HERO_BERET" animsurface="BGMCROUCHAIM" />
|
||||
<Surface name="BGMRIFLE_PRONE_HERO_BERET" animsurface="BGMPRONE" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_BERET" animsurface="BGMSIDESTEP" />
|
||||
<Surface name="BGM_HOP_BERET" animsurface="BGMHOPFENCE" />
|
||||
<Surface name="BGM_HOP_BERET" animsurface="BGMJUMPWINDOWS" />
|
||||
<Surface name="BGM_PUNCH_BERET" animsurface="BGMPUNCH" />
|
||||
<Surface name="BGM_IDLE_BERET" animsurface="BGMNOTHING_STD" />
|
||||
<Surface name="BGM_IDLE_BERET" animsurface="BGMDBLBREATH" />
|
||||
<Surface name="BGM_OPEN_BERET" animsurface="BGMOPEN" />
|
||||
<Surface name="BGM_PICKUP_BERET" animsurface="BGMPICKUP" />
|
||||
<Surface name="BGMMEDIC_CROUCH_BERET" animsurface="BGMMEDIC" />
|
||||
<Surface name="BGMRIFLE_HIT_HERO_BERET" animsurface="BGMRHIT" />
|
||||
<Surface name="BGMEMPTY_CROUCH_BERET" animsurface="BGMNOTHING_CROUCH" />
|
||||
<Surface name="BGMEMPTY_SWAT_BERET" animsurface="BGMNOTHING_SWAT" />
|
||||
<Surface name="BGMEMPTY_SWAT_BERET" animsurface="BGMSWKNIFE" />
|
||||
<Surface name="BGMEMPTY_RUN_BERET" animsurface="BGMPISTOL_RUN" />
|
||||
<Surface name="BGMEMPTY_RUN_BERET" animsurface="BGMNOTHING_RUN" />
|
||||
<Surface name="BGMEMPTY_WALK_BERET" animsurface="BGMNOTHING_WALK" />
|
||||
<Surface name="BGMEMPTY_PRONE_BERET" animsurface="BGMHANDGUN_PRONE" />
|
||||
<Surface name="BGMPISTOL_IDLE_BERET" animsurface="BGMPISTOLBREATH" />
|
||||
<Surface name="BGMPISTOL_AIM_BERET" animsurface="BGMHANDGUN_S_SHOT" />
|
||||
<Surface name="BGMPISTOL_AIM_1H_BERET" animsurface="BGM_PFSHOT_AIM" />
|
||||
<Surface name="BGMPISTOL_RDY_WALK_BERET" animsurface="BGMWALK_P_RDY" />
|
||||
<Surface name="BGMDUAL_RDY_WALK_BERET" animsurface="BGMWALK_D_RDY" />
|
||||
<Surface name="BGMPISTOL_CR_AIM_BERET" animsurface="BGMHANDGUN_C_SHOT" />
|
||||
<Surface name="BGMPISTOL_SDSTP_AIM_BERET" animsurface="BGMSIDESTEP_P_RDY" />
|
||||
<Surface name="BGMDUAL_SDSTP_AIM_BERET" animsurface="BGMSIDESTEP_D_RDY" />
|
||||
<Surface name="BGMPISTOL_LOW_BERET" animsurface="BGMPISTOLSHOOTLOW" />
|
||||
<Surface name="BGMPISTOL_LOW_BERET" animsurface="BGMSHOOT_LOW" />
|
||||
<Surface name="BGMDUAL_AIM_BERET" animsurface="BGMSTANDDWALAIM" />
|
||||
<Surface name="BGMDUAL_CR_AIM_BERET" animsurface="BGMCDBLSHOT" />
|
||||
<Surface name="BGMMEDIC_PRONE_BERET" animsurface="BGMMEDICPRN" />
|
||||
<Surface name="BGMCOWER_PRONE_BERET" animsurface="BGM_COWER_PRONE" />
|
||||
<Surface name="BGMDIE_PRONE_BERET" animsurface="BGMHITPRONE" />
|
||||
<Surface name="BGMDUAL_PRONE_BERET" animsurface="BGMDWPRONE" />
|
||||
<Surface name="BGMEMPTY_PAIN_BERET" animsurface="BGMHURTSTANDINGN" />
|
||||
<Surface name="BGMRIFLE_PAIN_BERET" animsurface="BGMHURTSTANDINGR" />
|
||||
<Surface name="BGMEMPTY_DIE_BERET" animsurface="BGMHITSTAND" />
|
||||
<Surface name="BGMEMPTY_CDIE_BERET" animsurface="BGMHITCROUCH" />
|
||||
<Surface name="BGMEMPTY_COWER_BERET" animsurface="BGMCOWER" />
|
||||
<Surface name="BGM_CLIMB_BERET" animsurface="BGMCLIMBROOF" />
|
||||
<Surface name="BGM_CLIMB_BERET" animsurface="BGMWALLJUMP" />
|
||||
<Surface name="BGMEMPTY_ROLL_BERET" animsurface="BGMROLLOVER" />
|
||||
<Surface name="BGMEMPTY_ROLL_SIDE_BERET" animsurface="BGMROLL_PR" />
|
||||
<Surface name="BGMEMPTY_DIEFB_BERET" animsurface="BGMHITFALLBACK" />
|
||||
<Surface name="BGMEMPTY_DIEFBH_BERET" animsurface="BGMHITHARD" />
|
||||
<Surface name="BGMEMPTY_DIEFBHB_BERET" animsurface="BGMHITHARDBLOOD" />
|
||||
<Surface name="BGMRIFLE_WALK_HURT_BERET" animsurface="BGMHURTWALKINGR" />
|
||||
<Surface name="BGMRIFLE_BAYONET_BERET" animsurface="BGMBAYONET_S_S" />
|
||||
<Surface name="BGMRIFLE_BAYONET_L_BERET" animsurface="BGMBAYONET_S_P" />
|
||||
<Surface name="BGMEMPTY_DODGE_BERET" animsurface="BGMDODGE" />
|
||||
<Surface name="BGMEMPTY_THROW_BERET" animsurface="BGMTHROW" />
|
||||
<Surface name="BGMEMPTY_THROW_G_BERET" animsurface="BGMSTHRG" />
|
||||
<Surface name="BGMEMPTY_LOB_BERET" animsurface="BGMLOB" />
|
||||
<Surface name="BGMEMPTY_LOB_G_BERET" animsurface="BGMSLOBG" />
|
||||
<Surface name="BGMEMPTY_KICKDOOR_BERET" animsurface="BGMKICKDOOR" />
|
||||
<Surface name="BGM_STRETCH_BERET" animsurface="BGMSTRECH" />
|
||||
<Surface name="BGMEMPTY_RADIO_BERET" animsurface="BGMRADIO" />
|
||||
<Surface name="BGM_FLEX_BERET" animsurface="BGMFLEX" />
|
||||
<Surface name="BGMEMPTY_REMOTE_BERET" animsurface="BGMUSEREMOTE" />
|
||||
<Surface name="BGMKNIFE_STAB_BERET" animsurface="BGMSTAB" />
|
||||
<Surface name="BGMKNIFE_SLICE_BERET" animsurface="BGMSLICE" />
|
||||
<Surface name="BGMKNIFE_THROW_BERET" animsurface="BGMTHROWKNIFE" />
|
||||
<Surface name="BGMKNIFE_BREATH_BERET" animsurface="BGMBREATHKNIFE" />
|
||||
<Surface name="BGMCROWBAR_HIT_BERET" animsurface="BGMCROWBAR" />
|
||||
<Surface name="BGMCROWBAR_CR_HIT_BERET" animsurface="BGMPUNCHLOW"/>
|
||||
<Surface name="BGMEMPTY_CPUNCH_BERET" animsurface="BGMPUNCHLOW" />
|
||||
<Surface name="BGMEMPTY_CTHROW_BERET" animsurface="BGMCRTHROW" />
|
||||
<Surface name="BGMKNIFE_CSTAB_BERET" animsurface="BGMCSTAB" />
|
||||
<Surface name="BGMEMPTY_CRADIO_BERET" animsurface="BGMCRRADIO" />
|
||||
<Surface name="BGMEMPTY_SLEEP_BERET" animsurface="BGMSLEEP" />
|
||||
<Surface name="BGMEMPTY_DRUNK_BERET" animsurface="BGMPISTOLDRUNK" />
|
||||
<Surface name="BGMEMPTY_WALK_HURT_BERET" animsurface="BGMHURTWALKINGN" />
|
||||
<Surface name="BGMEMPTY_FALL_BERET" animsurface="BGMFALL" />
|
||||
<Surface name="BGMEMPTY_FALLFWD_BERET" animsurface="BGMFALLF" />
|
||||
<Surface name="BGMEMPTY_KARATELK_BERET" animsurface="RGMLOWKICK" />
|
||||
<Surface name="BGMEMPTY_KARATESPINK_BERET" animsurface="RGMSPINKICK" />
|
||||
<Surface name="BGMLAW_BERET" animsurface="BGMROCKET" />
|
||||
<Surface name="BGMLAW_CR_BERET" animsurface="BGMCRROCKET" />
|
||||
<Surface name="BGM_ROCK_BERET" animsurface="BGMWITHSTONE" />
|
||||
<Surface name="BGM_HELIDROP_BERET" animsurface="BGMHELIDROP" />
|
||||
<Surface name="BGM_WATER_RIFLE_IDLE_BERET" animsurface="BGMWATER_R_STD" />
|
||||
<Surface name="BGM_WATER_RIFLE_WALK_BERET" animsurface="BGMWATER_R_WALK" />
|
||||
<Surface name="BGM_WATER_RIFLE_AIM_BERET" animsurface="BGMWATER_R_AIM" />
|
||||
<Surface name="BGM_WATER_RIFLE_HIP_BERET" animsurface="BGM_WATER_HIP_AIM" />
|
||||
<Surface name="BGM_WATER_EMPTY_IDLE_BERET" animsurface="BGMWATER_N_STD" />
|
||||
<Surface name="BGM_WATER_EMPTY_WALK_BERET" animsurface="BGMWATER_N_WALK" />
|
||||
<Surface name="BGM_WATER_EMPTY_THROW_BERET" animsurface="BGMWATERTHROW" />
|
||||
<Surface name="BGM_WATER_EMPTY_FALL_BERET" animsurface="BGMWATER_TRANS" />
|
||||
<Surface name="BGM_WATER_EMPTY_FALL_BERET" animsurface="BGMWATER_TRANS" />
|
||||
<Surface name="BGM_WATER_EMPTY_TREAD_BERET" animsurface="BGMDEEPWATER_TRED" />
|
||||
<Surface name="BGM_WATER_EMPTY_SWIM_BERET" animsurface="BGMDEEPWATER_SWIM" />
|
||||
<Surface name="BGM_WATER_EMPTY_DIE_BERET" animsurface="BGMWATER_DIE" />
|
||||
<Surface name="BGM_WATER_EMPTY_DROWN_BERET" animsurface="BGMDEEPWATER_DIE" />
|
||||
<Surface name="BGM_WATER_DUAL_AIM_BERET" animsurface="BGMWATER_DBLSHT" />
|
||||
<Surface name="BGM_CROUCH_MORTAR_BERET" animsurface="BGMMORTAR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingGreenBeretAndHasPistol" palette="Greenhats">
|
||||
<Surface name="BGMPISTOL_WALK_BERET" animsurface="BGMNOTHING_WALK" />
|
||||
<Surface name="BGMEMPTY_RUN_BERET" animsurface="BGMPISTOL_RUN" />
|
||||
<Surface name="BGMEMPTY_RUN_BERET" animsurface="BGMNOTHING_RUN" />
|
||||
<Surface name="BGMPISTOL_SDSTP_BERET" animsurface="BGMSIDESTEP" />
|
||||
<Surface name="BGM_WATER_PISTOL_IDLE_BERET" animsurface="BGMWATER_N_STD" />
|
||||
<Surface name="BGM_WATER_PISTOL_WALK_BERET" animsurface="BGMWATER_N_WALK" />
|
||||
<Surface name="BGM_WATER_PISTOL_AIM_BERET" animsurface="BGMWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingGreenBeretAndHasRifle" palette="Greenhats">
|
||||
<Surface name="BGM_RIFLE_OPEN_BERET" animsurface="BGMOPEN" />
|
||||
<Surface name="BGMRIFLE_COWER_BERET" animsurface="BGMCOWER" />
|
||||
<Surface name="BGMRIFLE_PRN_COWER_BERET" animsurface="BGM_COWER_PRONE" />
|
||||
<Surface name="BGMRIFLE_KICKDOOR_BERET" animsurface="BGMKICKDOOR" />
|
||||
<Surface name="BGMRIFLE_DUST_SHOE_BERET" animsurface="BGMSHOEDUST" />
|
||||
<Surface name="BGMRIFLE_WIPE_BERET" animsurface="BGMHEADTURN" />
|
||||
<Surface name="BGMRIFLE_NECK_BERET" animsurface="BGMIDLENECK" />
|
||||
<Surface name="BGMRIFLE_NECK_HERO_BERET" animsurface="BGMIDLENECK2" />
|
||||
<Surface name="BGMRIFLE_DRUNK_BERET" animsurface="BGMDRUNK" />
|
||||
<Surface name="BGMRIFLE_LOW_BERET" animsurface="BGMSHOOT_LOW" />
|
||||
<Surface name="BGMRIFLE_HIP_LOW_BERET" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_BERET" animsurface="BGMSIDESTEP_R_RDY" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_BERET" animsurface="BGMSIDESTEP_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_ROLL_SIDE_BERET" animsurface="BGMROLL_PR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingGreenBeret" palette="Greenhats">
|
||||
<Surface name="BGMRIFLE_IDLE_HERO_BERET" animsurface="BGMSTANDING" />
|
||||
<Surface name="BGMRIFLE_IDLE_BERET" animsurface="BGMTHREATENSTAND" />
|
||||
<Surface name="BGMRIFLE_WALK_HERO_BERET" animsurface="BGMWALKING" />
|
||||
<Surface name="BGMBASICWALK_BERET" animsurface="BGMWALK2" />
|
||||
<Surface name="BGMRUNNING_HERO_BERET" animsurface="BGMRUNNING" />
|
||||
<Surface name="BGMRUNNING_BERET" animsurface="BGMRUN2" />
|
||||
<Surface name="BGMRIFLE_CROUCH_HERO_BERET" animsurface="BGMCROUCHING" />
|
||||
<Surface name="BGMRIFLE_CROUCH_BIGM_BERET" animsurface="BGMCROUCHTRANS" />
|
||||
<Surface name="BGMRIFLE_SWAT_BERET" animsurface="BGMSNEAKING" />
|
||||
<Surface name="BGMRIFLE_WALK_RDY_HERO_BERET" animsurface="BGMWALK_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_WALK_BERET" animsurface="BGMWALK_R_RDY" />
|
||||
<Surface name="BGMRIFLE_WALK_CROUCH_BERET" animsurface="BGMCROUCH_R_RDY" />
|
||||
<Surface name="BGM_CROUCHWALK_BERET" animsurface="BGMCROUCH_P_RDY" />
|
||||
<Surface name="BGM_CROUCHWALK_DUAL_BERET" animsurface="BGMCROUCH_D_RDY" />
|
||||
<Surface name="BGMRIFLE_RAISE_HERO_BERET" animsurface="BGMRAISE" />
|
||||
<Surface name="BGMRIFLE_RAISE_BERET" animsurface="BGMRAISE2" />
|
||||
<Surface name="BGMRIFLE_AIM_HERO_BERET" animsurface="BGMSTANDAIM" />
|
||||
<Surface name="BGMRIFLE_AIM_BERET" animsurface="BGMSTANDAIM2" />
|
||||
<Surface name="BGMRIFLE_AIM_BERET" animsurface="BGMSRAIMALT" />
|
||||
<Surface name="BGMRIFLE_HIP_BERET" animsurface="BGM_HIP_AIM" />
|
||||
<Surface name="BGMRIFLE_HIP_HERO_BERET" animsurface="BGMHIPAIMALT" />
|
||||
<Surface name="BGMRIFLE_CR_AIM_HERO_BERET" animsurface="BGMCROUCHAIM" />
|
||||
<Surface name="BGMRIFLE_PRONE_HERO_BERET" animsurface="BGMPRONE" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_BERET" animsurface="BGMSIDESTEP" />
|
||||
<Surface name="BGM_HOP_BERET" animsurface="BGMHOPFENCE" />
|
||||
<Surface name="BGM_HOP_BERET" animsurface="BGMJUMPWINDOWS" />
|
||||
<Surface name="BGM_PUNCH_BERET" animsurface="BGMPUNCH" />
|
||||
<Surface name="BGM_IDLE_BERET" animsurface="BGMNOTHING_STD" />
|
||||
<Surface name="BGM_IDLE_BERET" animsurface="BGMDBLBREATH" />
|
||||
<Surface name="BGM_OPEN_BERET" animsurface="BGMOPEN" />
|
||||
<Surface name="BGM_PICKUP_BERET" animsurface="BGMPICKUP" />
|
||||
<Surface name="BGMMEDIC_CROUCH_BERET" animsurface="BGMMEDIC" />
|
||||
<Surface name="BGMRIFLE_HIT_HERO_BERET" animsurface="BGMRHIT" />
|
||||
<Surface name="BGMEMPTY_CROUCH_BERET" animsurface="BGMNOTHING_CROUCH" />
|
||||
<Surface name="BGMEMPTY_SWAT_BERET" animsurface="BGMNOTHING_SWAT" />
|
||||
<Surface name="BGMEMPTY_SWAT_BERET" animsurface="BGMSWKNIFE" />
|
||||
<Surface name="BGMEMPTY_RUN_BERET" animsurface="BGMPISTOL_RUN" />
|
||||
<Surface name="BGMEMPTY_RUN_BERET" animsurface="BGMNOTHING_RUN" />
|
||||
<Surface name="BGMEMPTY_WALK_BERET" animsurface="BGMNOTHING_WALK" />
|
||||
<Surface name="BGMEMPTY_PRONE_BERET" animsurface="BGMHANDGUN_PRONE" />
|
||||
<Surface name="BGMPISTOL_IDLE_BERET" animsurface="BGMPISTOLBREATH" />
|
||||
<Surface name="BGMPISTOL_AIM_BERET" animsurface="BGMHANDGUN_S_SHOT" />
|
||||
<Surface name="BGMPISTOL_AIM_1H_BERET" animsurface="BGM_PFSHOT_AIM" />
|
||||
<Surface name="BGMPISTOL_RDY_WALK_BERET" animsurface="BGMWALK_P_RDY" />
|
||||
<Surface name="BGMDUAL_RDY_WALK_BERET" animsurface="BGMWALK_D_RDY" />
|
||||
<Surface name="BGMPISTOL_CR_AIM_BERET" animsurface="BGMHANDGUN_C_SHOT" />
|
||||
<Surface name="BGMPISTOL_SDSTP_AIM_BERET" animsurface="BGMSIDESTEP_P_RDY" />
|
||||
<Surface name="BGMDUAL_SDSTP_AIM_BERET" animsurface="BGMSIDESTEP_D_RDY" />
|
||||
<Surface name="BGMPISTOL_LOW_BERET" animsurface="BGMPISTOLSHOOTLOW" />
|
||||
<Surface name="BGMPISTOL_LOW_BERET" animsurface="BGMSHOOT_LOW" />
|
||||
<Surface name="BGMDUAL_AIM_BERET" animsurface="BGMSTANDDWALAIM" />
|
||||
<Surface name="BGMDUAL_CR_AIM_BERET" animsurface="BGMCDBLSHOT" />
|
||||
<Surface name="BGMMEDIC_PRONE_BERET" animsurface="BGMMEDICPRN" />
|
||||
<Surface name="BGMCOWER_PRONE_BERET" animsurface="BGM_COWER_PRONE" />
|
||||
<Surface name="BGMDIE_PRONE_BERET" animsurface="BGMHITPRONE" />
|
||||
<Surface name="BGMDUAL_PRONE_BERET" animsurface="BGMDWPRONE" />
|
||||
<Surface name="BGMEMPTY_PAIN_BERET" animsurface="BGMHURTSTANDINGN" />
|
||||
<Surface name="BGMRIFLE_PAIN_BERET" animsurface="BGMHURTSTANDINGR" />
|
||||
<Surface name="BGMEMPTY_DIE_BERET" animsurface="BGMHITSTAND" />
|
||||
<Surface name="BGMEMPTY_CDIE_BERET" animsurface="BGMHITCROUCH" />
|
||||
<Surface name="BGMEMPTY_COWER_BERET" animsurface="BGMCOWER" />
|
||||
<Surface name="BGM_CLIMB_BERET" animsurface="BGMCLIMBROOF" />
|
||||
<Surface name="BGM_CLIMB_BERET" animsurface="BGMWALLJUMP" />
|
||||
<Surface name="BGMEMPTY_ROLL_BERET" animsurface="BGMROLLOVER" />
|
||||
<Surface name="BGMEMPTY_ROLL_SIDE_BERET" animsurface="BGMROLL_PR" />
|
||||
<Surface name="BGMEMPTY_DIEFB_BERET" animsurface="BGMHITFALLBACK" />
|
||||
<Surface name="BGMEMPTY_DIEFBH_BERET" animsurface="BGMHITHARD" />
|
||||
<Surface name="BGMEMPTY_DIEFBHB_BERET" animsurface="BGMHITHARDBLOOD" />
|
||||
<Surface name="BGMRIFLE_WALK_HURT_BERET" animsurface="BGMHURTWALKINGR" />
|
||||
<Surface name="BGMRIFLE_BAYONET_BERET" animsurface="BGMBAYONET_S_S" />
|
||||
<Surface name="BGMRIFLE_BAYONET_L_BERET" animsurface="BGMBAYONET_S_P" />
|
||||
<Surface name="BGMEMPTY_DODGE_BERET" animsurface="BGMDODGE" />
|
||||
<Surface name="BGMEMPTY_THROW_BERET" animsurface="BGMTHROW" />
|
||||
<Surface name="BGMEMPTY_THROW_G_BERET" animsurface="BGMSTHRG" />
|
||||
<Surface name="BGMEMPTY_LOB_BERET" animsurface="BGMLOB" />
|
||||
<Surface name="BGMEMPTY_LOB_G_BERET" animsurface="BGMSLOBG" />
|
||||
<Surface name="BGMEMPTY_KICKDOOR_BERET" animsurface="BGMKICKDOOR" />
|
||||
<Surface name="BGM_STRETCH_BERET" animsurface="BGMSTRECH" />
|
||||
<Surface name="BGMEMPTY_RADIO_BERET" animsurface="BGMRADIO" />
|
||||
<Surface name="BGM_FLEX_BERET" animsurface="BGMFLEX" />
|
||||
<Surface name="BGMEMPTY_REMOTE_BERET" animsurface="BGMUSEREMOTE" />
|
||||
<Surface name="BGMKNIFE_STAB_BERET" animsurface="BGMSTAB" />
|
||||
<Surface name="BGMKNIFE_SLICE_BERET" animsurface="BGMSLICE" />
|
||||
<Surface name="BGMKNIFE_THROW_BERET" animsurface="BGMTHROWKNIFE" />
|
||||
<Surface name="BGMKNIFE_BREATH_BERET" animsurface="BGMBREATHKNIFE" />
|
||||
<Surface name="BGMCROWBAR_HIT_BERET" animsurface="BGMCROWBAR" />
|
||||
<Surface name="BGMCROWBAR_CR_HIT_BERET" animsurface="BGMPUNCHLOW"/>
|
||||
<Surface name="BGMEMPTY_CPUNCH_BERET" animsurface="BGMPUNCHLOW" />
|
||||
<Surface name="BGMEMPTY_CTHROW_BERET" animsurface="BGMCRTHROW" />
|
||||
<Surface name="BGMKNIFE_CSTAB_BERET" animsurface="BGMCSTAB" />
|
||||
<Surface name="BGMEMPTY_CRADIO_BERET" animsurface="BGMCRRADIO" />
|
||||
<Surface name="BGMEMPTY_SLEEP_BERET" animsurface="BGMSLEEP" />
|
||||
<Surface name="BGMEMPTY_DRUNK_BERET" animsurface="BGMPISTOLDRUNK" />
|
||||
<Surface name="BGMEMPTY_WALK_HURT_BERET" animsurface="BGMHURTWALKINGN" />
|
||||
<Surface name="BGMEMPTY_FALL_BERET" animsurface="BGMFALL" />
|
||||
<Surface name="BGMEMPTY_FALLFWD_BERET" animsurface="BGMFALLF" />
|
||||
<Surface name="BGMEMPTY_KARATELK_BERET" animsurface="RGMLOWKICK" />
|
||||
<Surface name="BGMEMPTY_KARATESPINK_BERET" animsurface="RGMSPINKICK" />
|
||||
<Surface name="BGMLAW_BERET" animsurface="BGMROCKET" />
|
||||
<Surface name="BGMLAW_CR_BERET" animsurface="BGMCRROCKET" />
|
||||
<Surface name="BGM_ROCK_BERET" animsurface="BGMWITHSTONE" />
|
||||
<Surface name="BGM_HELIDROP_BERET" animsurface="BGMHELIDROP" />
|
||||
<Surface name="BGM_WATER_RIFLE_IDLE_BERET" animsurface="BGMWATER_R_STD" />
|
||||
<Surface name="BGM_WATER_RIFLE_WALK_BERET" animsurface="BGMWATER_R_WALK" />
|
||||
<Surface name="BGM_WATER_RIFLE_AIM_BERET" animsurface="BGMWATER_R_AIM" />
|
||||
<Surface name="BGM_WATER_RIFLE_HIP_BERET" animsurface="BGM_WATER_HIP_AIM" />
|
||||
<Surface name="BGM_WATER_EMPTY_IDLE_BERET" animsurface="BGMWATER_N_STD" />
|
||||
<Surface name="BGM_WATER_EMPTY_WALK_BERET" animsurface="BGMWATER_N_WALK" />
|
||||
<Surface name="BGM_WATER_EMPTY_THROW_BERET" animsurface="BGMWATERTHROW" />
|
||||
<Surface name="BGM_WATER_EMPTY_FALL_BERET" animsurface="BGMWATER_TRANS" />
|
||||
<Surface name="BGM_WATER_EMPTY_FALL_BERET" animsurface="BGMWATER_TRANS" />
|
||||
<Surface name="BGM_WATER_EMPTY_TREAD_BERET" animsurface="BGMDEEPWATER_TRED" />
|
||||
<Surface name="BGM_WATER_EMPTY_SWIM_BERET" animsurface="BGMDEEPWATER_SWIM" />
|
||||
<Surface name="BGM_WATER_EMPTY_DIE_BERET" animsurface="BGMWATER_DIE" />
|
||||
<Surface name="BGM_WATER_EMPTY_DROWN_BERET" animsurface="BGMDEEPWATER_DIE" />
|
||||
<Surface name="BGM_WATER_DUAL_AIM_BERET" animsurface="BGMWATER_DBLSHT" />
|
||||
<Surface name="BGM_CROUCH_MORTAR_BERET" animsurface="BGMMORTAR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingBlueBeretAndHasPistol" palette="Bluehats">
|
||||
<Surface name="BGMPISTOL_WALK_BERET" animsurface="BGMNOTHING_WALK" />
|
||||
<Surface name="BGMEMPTY_RUN_BERET" animsurface="BGMPISTOL_RUN" />
|
||||
<Surface name="BGMEMPTY_RUN_BERET" animsurface="BGMNOTHING_RUN" />
|
||||
<Surface name="BGMPISTOL_SDSTP_BERET" animsurface="BGMSIDESTEP" />
|
||||
<Surface name="BGM_WATER_PISTOL_IDLE_BERET" animsurface="BGMWATER_N_STD" />
|
||||
<Surface name="BGM_WATER_PISTOL_WALK_BERET" animsurface="BGMWATER_N_WALK" />
|
||||
<Surface name="BGM_WATER_PISTOL_AIM_BERET" animsurface="BGMWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingBlueBeretAndHasRifle" palette="Bluehats">
|
||||
<Surface name="BGM_RIFLE_OPEN_BERET" animsurface="BGMOPEN" />
|
||||
<Surface name="BGMRIFLE_COWER_BERET" animsurface="BGMCOWER" />
|
||||
<Surface name="BGMRIFLE_PRN_COWER_BERET" animsurface="BGM_COWER_PRONE" />
|
||||
<Surface name="BGMRIFLE_KICKDOOR_BERET" animsurface="BGMKICKDOOR" />
|
||||
<Surface name="BGMRIFLE_DUST_SHOE_BERET" animsurface="BGMSHOEDUST" />
|
||||
<Surface name="BGMRIFLE_WIPE_BERET" animsurface="BGMHEADTURN" />
|
||||
<Surface name="BGMRIFLE_NECK_BERET" animsurface="BGMIDLENECK" />
|
||||
<Surface name="BGMRIFLE_NECK_HERO_BERET" animsurface="BGMIDLENECK2" />
|
||||
<Surface name="BGMRIFLE_DRUNK_BERET" animsurface="BGMDRUNK" />
|
||||
<Surface name="BGMRIFLE_LOW_BERET" animsurface="BGMSHOOT_LOW" />
|
||||
<Surface name="BGMRIFLE_HIP_LOW_BERET" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_BERET" animsurface="BGMSIDESTEP_R_RDY" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_BERET" animsurface="BGMSIDESTEP_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_ROLL_SIDE_BERET" animsurface="BGMROLL_PR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingBlueBeret" palette="Bluehats">
|
||||
<Surface name="BGMRIFLE_IDLE_HERO_BERET" animsurface="BGMSTANDING" />
|
||||
<Surface name="BGMRIFLE_IDLE_BERET" animsurface="BGMTHREATENSTAND" />
|
||||
<Surface name="BGMRIFLE_WALK_HERO_BERET" animsurface="BGMWALKING" />
|
||||
|
||||
@@ -255,7 +255,263 @@
|
||||
<Surface name="RGF_WATER_DUAL_AIM_LEGS_C" animsurface="RGFWATER_DBLSHT" />
|
||||
<Surface name="RGF_HELIDROP_LEGS_C" animsurface="RGFHELIDROP" />
|
||||
<Surface name="RGF_CROUCH_MORTAR_LEGS_C" animsurface="RGFMORTAR" />
|
||||
<Surface name="RGF_SLAP_LEGS_C" animsurface="RGFSLAP" />
|
||||
<Surface name="RGF_SLAP_LEGS_C" animsurface="RGFSLAP" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="DesertCamoPantsAndPistol" palette="DesertlandCamo">
|
||||
<Surface name="RGF_EMPTY_RUN_LEGS_C" animsurface="RGFPISTOL_RUN"/>
|
||||
<Surface name="RGF_EMPTY_RUN_LEGS_C" animsurface="RGFNOTHING_RUN"/>
|
||||
<Surface name="RGF_PISTOL_SDSTP_LEGS_C" animsurface="RGFSIDESTEP"/>
|
||||
<Surface name="RGF_WATER_PISTOL_IDLE_LEGS_C" animsurface="RGFWATER_N_STD" />
|
||||
<Surface name="RGF_WATER_EMPTY_WALK_LEGS_C" animsurface="RGFWATER_N_WALK" />
|
||||
<Surface name="RGF_WATER_PISTOL_AIM_LEGS_C" animsurface="RGFWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="DesertCamoPantsAndRifle" palette="DesertlandCamo">
|
||||
<Surface name="RGF_RIFLE_OPEN_LEGS_C" animsurface="RGFOPEN"/>
|
||||
<Surface name="RGF_RIFLE_COWER_LEGS_C" animsurface="RGFCOWER"/>
|
||||
<Surface name="RGF_RIFLE_PRN_COWER_LEGS_C" animsurface="RGF_COWER_PRONE"/>
|
||||
<Surface name="RGF_RIFLE_KICKDOOR_LEGS_C" animsurface="RGFKICKDOOR"/>
|
||||
<Surface name="RGF_RIFLE_DRUNK_LEGS_C" animsurface="RGFDRUNK"/>
|
||||
<Surface name="RGF_RIFLE_LOW_LEGS_C" animsurface="RGFSHOOT_LOW"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_AIM_LEGS_C" animsurface="RGFSIDESTEP_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_ROLL_SIDE_LEGS_C" animsurface="RGFROLL_PR"/>
|
||||
</LayerProp>
|
||||
<LayerProp filter="DesertCamoPants" palette="DesertlandCamo">
|
||||
<Surface name="RGF_RIFLE_WALK_CROUCH_LEGS_C" animsurface="RGFCROUCH_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_WALK_LEGS_C" animsurface="RGFWALK_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_IDLE_LEGS_C" animsurface="RGFSTANDING"/>
|
||||
<Surface name="RGF_BASICWALK_LEGS_C" animsurface="RGFWALKING"/>
|
||||
<Surface name="RGF_RUNNING_LEGS_C" animsurface="RGFRUNNING"/>
|
||||
<Surface name="RGF_RIFLE_CROUCH_LEGS_C" animsurface="RGFCROUCHING"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_LEGS_C" animsurface="RGFSIDESTEP"/>
|
||||
<Surface name="RGF_RIFLE_SWAT_LEGS_C" animsurface="RGFSNEAKING"/>
|
||||
<Surface name="RGF_RIFLE_RAISE_LEGS_C" animsurface="RGFRAISE"/>
|
||||
<Surface name="RGF_RIFLE_AIM_LEGS_C" animsurface="RGFSTANDAIM"/>
|
||||
<Surface name="RGF_RIFLE_HIP_LEGS_C" animsurface="RGF_HIP_AIM"/>
|
||||
<Surface name="RGF_RIFLE_CR_AIM_LEGS_C" animsurface="RGFCROUCHAIM"/>
|
||||
<Surface name="RGF_RIFLE_PRONE_LEGS_C" animsurface="RGFPRONE"/>
|
||||
<Surface name="RGF_RIFLE_HIT_LEGS_C" animsurface="RGFRHIT"/>
|
||||
<Surface name="RGF_CROUCHWALK_LEGS_C" animsurface="RGFCROUCH_P_RDY"/>
|
||||
<Surface name="RGF_CROUCHWALK_DUAL_LEGS_C" animsurface="RGFCROUCH_D_RDY"/>
|
||||
<Surface name="RGF_HOP_LEGS_C" animsurface="RGFHOPFENCE"/>
|
||||
<Surface name="RGF_HOP_LEGS_C" animsurface="RGFJUMPWINDOWS"/>
|
||||
<Surface name="RGF_PUNCH_LEGS_C" animsurface="RGFPUNCH"/>
|
||||
<Surface name="RGF_IDLE_LEGS_C" animsurface="RGFNOTHING_STD"/>
|
||||
<Surface name="RGF_PISTOL_IDLE_LEGS_C" animsurface="RGFDBLBREATH"/>
|
||||
<Surface name="RGF_OPEN_LEGS_C" animsurface="RGFOPEN"/>
|
||||
<Surface name="RGF_PICKUP_LEGS_C" animsurface="RGFPICKUP"/>
|
||||
<Surface name="RGF_MEDIC_CROUCH_LEGS_C" animsurface="RGFMEDIC"/>
|
||||
<Surface name="RGF_MEDIC_PRONE_LEGS_C" animsurface="RGFMEDICPRN"/>
|
||||
<Surface name="RGF_COWER_PRONE_LEGS_C" animsurface="RGF_COWER_PRONE"/>
|
||||
<Surface name="RGF_DIE_PRONE_LEGS_C" animsurface="RGFHITPRONE"/>
|
||||
<Surface name="RGF_EMPTY_CROUCH_LEGS_C" animsurface="RGFNOTHING_CROUCH"/>
|
||||
<Surface name="RGF_EMPTY_SWAT_LEGS_C" animsurface="RGFNOTHING_SWAT"/>
|
||||
<Surface name="RGF_EMPTY_SWAT_LEGS_C" animsurface="RGFSWKNIFE"/>
|
||||
<Surface name="RGF_EMPTY_RUN_LEGS_C" animsurface="RGFPISTOL_RUN"/>
|
||||
<Surface name="RGF_EMPTY_RUN_LEGS_C" animsurface="RGFNOTHING_RUN"/>
|
||||
<Surface name="RGF_EMPTY_WALK_LEGS_C" animsurface="RGFNOTHING_WALK"/>
|
||||
<Surface name="RGF_EMPTY_PRONE_LEGS_C" animsurface="RGFHANDGUN_PRONE"/>
|
||||
<Surface name="RGF_DUAL_PRONE_LEGS_C" animsurface="RGFDWPRONE"/>
|
||||
<Surface name="RGF_PISTOL_IDLE_LEGS_C" animsurface="RGFPISTOLBREATH"/>
|
||||
<Surface name="RGF_PISTOL_RDY_WALK_LEGS_C" animsurface="RGFWALK_P_RDY"/>
|
||||
<Surface name="RGF_DUAL_RDY_WALK_LEGS_C" animsurface="RGFWALK_D_RDY"/>
|
||||
<Surface name="RGF_PISTOL_AIM_LEGS_C" animsurface="RGFHANDGUN_S_SHOT"/>
|
||||
<Surface name="RGF_PISTOL_AIM_1H_LEGS_C" animsurface="RGF_PFSHOT_AIM"/>
|
||||
<Surface name="RGF_PISTOL_LOW_LEGS_C" animsurface="RGFPISTOLSHOOTLOW"/>
|
||||
<Surface name="RGF_PISTOL_LOW_LEGS_C" animsurface="RGFSHOOT_LOW"/>
|
||||
<Surface name="RGF_PISTOL_CR_AIM_LEGS_C" animsurface="RGFHANDGUN_C_SHOT"/>
|
||||
<Surface name="RGF_DUAL_CR_AIM_LEGS_C" animsurface="RGFCDBLSHOT"/>
|
||||
<Surface name="RGF_PISTOL_SDSTP_AIM_LEGS_C" animsurface="RGFSIDESTEP_P_RDY"/>
|
||||
<Surface name="RGF_DUAL_SDSTP_AIM_LEGS_C" animsurface="RGFSIDESTEP_D_RDY"/>
|
||||
<Surface name="RGF_DUAL_AIM_LEGS_C" animsurface="RGFSTANDDWALAIM"/>
|
||||
<Surface name="RGF_EMPTY_PAIN_LEGS_C" animsurface="RGFHURTSTANDINGN"/>
|
||||
<Surface name="RGF_RIFLE_PAIN_LEGS_C" animsurface="RGFHURTSTANDINGR"/>
|
||||
<Surface name="RGF_EMPTY_DIE_LEGS_C" animsurface="RGFHITSTAND"/>
|
||||
<Surface name="RGF_EMPTY_CDIE_LEGS_C" animsurface="RGFHITCROUCH"/>
|
||||
<Surface name="RGF_EMPTY_COWER_LEGS_C" animsurface="RGFCOWER"/>
|
||||
<Surface name="RGF_CLIMB_LEGS_C" animsurface="RGFCLIMBROOF"/>
|
||||
<Surface name="RGF_CLIMB_LEGS_C" animsurface="RGFWALLJUMP"/>
|
||||
<Surface name="RGF_EMPTY_ROLL_LEGS_C" animsurface="RGFROLLOVER"/>
|
||||
<Surface name="RGF_EMPTY_ROLL_SIDE_LEGS_C" animsurface="RGFROLL_PR"/>
|
||||
<Surface name="RGF_EMPTY_DIEFB_LEGS_C" animsurface="RGFHITFALLBACK"/>
|
||||
<Surface name="RGF_EMPTY_DIEFBH_LEGS_C" animsurface="RGFHITHARD"/>
|
||||
<Surface name="RGF_EMPTY_DIEFBHB_LEGS_C" animsurface="RGFHITHARDBLOOD"/>
|
||||
<Surface name="RGF_RIFLE_WALK_HURT_LEGS_C" animsurface="RGFHURTWALKINGR"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_LEGS_C" animsurface="RGFBAYONET_S_S"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_L_LEGS_C" animsurface="RGFBAYONET_S_P"/>
|
||||
<Surface name="RGF_EMPTY_DODGE_LEGS_C" animsurface="RGFDODGE"/>
|
||||
<Surface name="RGF_EMPTY_THROW_LEGS_C" animsurface="RGFTHROW"/>
|
||||
<Surface name="RGF_EMPTY_THROW_G_LEGS_C" animsurface="RGFSTHRG"/>
|
||||
<Surface name="RGF_EMPTY_LOB_LEGS_C" animsurface="RGFLOB"/>
|
||||
<Surface name="RGF_EMPTY_LOB_G_LEGS_C" animsurface="RGFSLOBG"/>
|
||||
<Surface name="RGF_EMPTY_KICKDOOR_LEGS_C" animsurface="RGFKICKDOOR"/>
|
||||
<Surface name="RGF_EMPTY_RADIO_LEGS_C" animsurface="RGFRADIO"/>
|
||||
<Surface name="RGF_EMPTY_REMOTE_LEGS_C" animsurface="RGFUSEREMOTE"/>
|
||||
<Surface name="RGF_KNIFE_STAB_LEGS_C" animsurface="RGFSTAB"/>
|
||||
<Surface name="RGF_KNIFE_SLICE_LEGS_C" animsurface="RGFSLICE"/>
|
||||
<Surface name="RGF_KNIFE_THROW_LEGS_C" animsurface="RGFTHROWKNIFE"/>
|
||||
<Surface name="RGF_KNIFE_BREATH_LEGS_C" animsurface="RGFBREATHKNIFE"/>
|
||||
<Surface name="RGF_CROWBAR_HIT_LEGS_C" animsurface="RGFCROWBAR"/>
|
||||
<Surface name="RGF_CROWBAR_CR_HIT_LEGS_C" animsurface="RGFPUNCHLOW"/>
|
||||
<Surface name="RGF_EMPTY_CPUNCH_LEGS_C" animsurface="RGFPUNCHLOW"/>
|
||||
<Surface name="RGF_EMPTY_CTHROW_LEGS_C" animsurface="RGFCRTHROW"/>
|
||||
<Surface name="RGF_KNIFE_CSTAB_LEGS_C" animsurface="RGFCSTAB"/>
|
||||
<Surface name="RGF_EMPTY_CRADIO_LEGS_C" animsurface="RGFCRRADIO"/>
|
||||
<Surface name="RGF_EMPTY_SLEEP_LEGS_C" animsurface="RGFSLEEP"/>
|
||||
<Surface name="RGF_EMPTY_DRUNK_LEGS_C" animsurface="RGFPISTOLDRUNK"/>
|
||||
<Surface name="RGF_RIFLE_WALK_HURT_LEGS_C" animsurface="RGFHURTWALKINGN"/>
|
||||
<Surface name="RGF_EMPTY_FALL_LEGS_C" animsurface="RGFFALL"/>
|
||||
<Surface name="RGF_EMPTY_FALLFWD_LEGS_C" animsurface="RGFFALLF"/>
|
||||
<Surface name="RGF_LAW_LEGS_C" animsurface="RGFROCKET"/>
|
||||
<Surface name="RGF_LAW_CR_LEGS_C" animsurface="RGFCRROCKET"/>
|
||||
<Surface name="RGF_EMPTY_KICKSAND_LEGS_C" animsurface="RGFKICKSN"/>
|
||||
<Surface name="RGF_EMPTY_WIPEFACE_LEGS_C" animsurface="RGFWIPE"/>
|
||||
<Surface name="RGF_RIFLE_LOOK_LEGS_C" animsurface="RGFALOOK"/>
|
||||
<Surface name="RGF_RIFLE_CLEAN_LEGS_C" animsurface="RGFCLEAN"/>
|
||||
<Surface name="RGF_WATER_RIFLE_IDLE_LEGS_C" animsurface="RGFWATER_R_STD" />
|
||||
<Surface name="RGF_WATER_RIFLE_WALK_LEGS_C" animsurface="RGFWATER_R_WALK" />
|
||||
<Surface name="RGF_WATER_RIFLE_AIM_LEGS_C" animsurface="RGFWATER_R_AIM" />
|
||||
<Surface name="RGF_WATER_RIFLE_HIP_LEGS_C" animsurface="RGF_WATER_HIP_AIM" />
|
||||
<Surface name="RGF_WATER_EMPTY_IDLE_LEGS_C" animsurface="RGFWATER_N_STD" />
|
||||
<Surface name="RGF_WATER_EMPTY_WALK_LEGS_C" animsurface="RGFWATER_N_WALK" />
|
||||
<Surface name="RGF_WATER_EMPTY_THROW_LEGS_C" animsurface="RGFWATERTHROW" />
|
||||
<Surface name="RGF_WATER_EMPTY_FALL_LEGS_C" animsurface="RGFWATER_TRANS" />
|
||||
<Surface name="RGF_WATER_EMPTY_FALL_LEGS_C" animsurface="RGFWATER_TRANS" />
|
||||
<Surface name="RGF_WATER_EMPTY_TREAD_LEGS_C" animsurface="RGFDEEPWATER_TRED" />
|
||||
<Surface name="RGF_WATER_EMPTY_SWIM_LEGS_C" animsurface="RGFDEEPWATER_SWIM" />
|
||||
<Surface name="RGF_WATER_EMPTY_DIE_LEGS_C" animsurface="RGFWATER_DIE" />
|
||||
<Surface name="RGF_WATER_EMPTY_DROWN_LEGS_C" animsurface="RGFDEEPWATER_DIE" />
|
||||
<Surface name="RGF_WATER_DUAL_AIM_LEGS_C" animsurface="RGFWATER_DBLSHT" />
|
||||
<Surface name="RGF_HELIDROP_LEGS_C" animsurface="RGFHELIDROP" />
|
||||
<Surface name="RGF_CROUCH_MORTAR_LEGS_C" animsurface="RGFMORTAR" />
|
||||
<Surface name="RGF_SLAP_LEGS_C" animsurface="RGFSLAP" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="UrbanCamoPantsAndPistol" palette="UrbanlandCamo">
|
||||
<Surface name="RGF_EMPTY_RUN_LEGS_C" animsurface="RGFPISTOL_RUN"/>
|
||||
<Surface name="RGF_EMPTY_RUN_LEGS_C" animsurface="RGFNOTHING_RUN"/>
|
||||
<Surface name="RGF_PISTOL_SDSTP_LEGS_C" animsurface="RGFSIDESTEP"/>
|
||||
<Surface name="RGF_WATER_PISTOL_IDLE_LEGS_C" animsurface="RGFWATER_N_STD" />
|
||||
<Surface name="RGF_WATER_EMPTY_WALK_LEGS_C" animsurface="RGFWATER_N_WALK" />
|
||||
<Surface name="RGF_WATER_PISTOL_AIM_LEGS_C" animsurface="RGFWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="UrbanCamoPantsAndRifle" palette="UrbanlandCamo">
|
||||
<Surface name="RGF_RIFLE_OPEN_LEGS_C" animsurface="RGFOPEN"/>
|
||||
<Surface name="RGF_RIFLE_COWER_LEGS_C" animsurface="RGFCOWER"/>
|
||||
<Surface name="RGF_RIFLE_PRN_COWER_LEGS_C" animsurface="RGF_COWER_PRONE"/>
|
||||
<Surface name="RGF_RIFLE_KICKDOOR_LEGS_C" animsurface="RGFKICKDOOR"/>
|
||||
<Surface name="RGF_RIFLE_DRUNK_LEGS_C" animsurface="RGFDRUNK"/>
|
||||
<Surface name="RGF_RIFLE_LOW_LEGS_C" animsurface="RGFSHOOT_LOW"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_AIM_LEGS_C" animsurface="RGFSIDESTEP_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_ROLL_SIDE_LEGS_C" animsurface="RGFROLL_PR"/>
|
||||
</LayerProp>
|
||||
<LayerProp filter="UrbanCamoPants" palette="UrbanlandCamo">
|
||||
<Surface name="RGF_RIFLE_WALK_CROUCH_LEGS_C" animsurface="RGFCROUCH_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_WALK_LEGS_C" animsurface="RGFWALK_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_IDLE_LEGS_C" animsurface="RGFSTANDING"/>
|
||||
<Surface name="RGF_BASICWALK_LEGS_C" animsurface="RGFWALKING"/>
|
||||
<Surface name="RGF_RUNNING_LEGS_C" animsurface="RGFRUNNING"/>
|
||||
<Surface name="RGF_RIFLE_CROUCH_LEGS_C" animsurface="RGFCROUCHING"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_LEGS_C" animsurface="RGFSIDESTEP"/>
|
||||
<Surface name="RGF_RIFLE_SWAT_LEGS_C" animsurface="RGFSNEAKING"/>
|
||||
<Surface name="RGF_RIFLE_RAISE_LEGS_C" animsurface="RGFRAISE"/>
|
||||
<Surface name="RGF_RIFLE_AIM_LEGS_C" animsurface="RGFSTANDAIM"/>
|
||||
<Surface name="RGF_RIFLE_HIP_LEGS_C" animsurface="RGF_HIP_AIM"/>
|
||||
<Surface name="RGF_RIFLE_CR_AIM_LEGS_C" animsurface="RGFCROUCHAIM"/>
|
||||
<Surface name="RGF_RIFLE_PRONE_LEGS_C" animsurface="RGFPRONE"/>
|
||||
<Surface name="RGF_RIFLE_HIT_LEGS_C" animsurface="RGFRHIT"/>
|
||||
<Surface name="RGF_CROUCHWALK_LEGS_C" animsurface="RGFCROUCH_P_RDY"/>
|
||||
<Surface name="RGF_CROUCHWALK_DUAL_LEGS_C" animsurface="RGFCROUCH_D_RDY"/>
|
||||
<Surface name="RGF_HOP_LEGS_C" animsurface="RGFHOPFENCE"/>
|
||||
<Surface name="RGF_HOP_LEGS_C" animsurface="RGFJUMPWINDOWS"/>
|
||||
<Surface name="RGF_PUNCH_LEGS_C" animsurface="RGFPUNCH"/>
|
||||
<Surface name="RGF_IDLE_LEGS_C" animsurface="RGFNOTHING_STD"/>
|
||||
<Surface name="RGF_PISTOL_IDLE_LEGS_C" animsurface="RGFDBLBREATH"/>
|
||||
<Surface name="RGF_OPEN_LEGS_C" animsurface="RGFOPEN"/>
|
||||
<Surface name="RGF_PICKUP_LEGS_C" animsurface="RGFPICKUP"/>
|
||||
<Surface name="RGF_MEDIC_CROUCH_LEGS_C" animsurface="RGFMEDIC"/>
|
||||
<Surface name="RGF_MEDIC_PRONE_LEGS_C" animsurface="RGFMEDICPRN"/>
|
||||
<Surface name="RGF_COWER_PRONE_LEGS_C" animsurface="RGF_COWER_PRONE"/>
|
||||
<Surface name="RGF_DIE_PRONE_LEGS_C" animsurface="RGFHITPRONE"/>
|
||||
<Surface name="RGF_EMPTY_CROUCH_LEGS_C" animsurface="RGFNOTHING_CROUCH"/>
|
||||
<Surface name="RGF_EMPTY_SWAT_LEGS_C" animsurface="RGFNOTHING_SWAT"/>
|
||||
<Surface name="RGF_EMPTY_SWAT_LEGS_C" animsurface="RGFSWKNIFE"/>
|
||||
<Surface name="RGF_EMPTY_RUN_LEGS_C" animsurface="RGFPISTOL_RUN"/>
|
||||
<Surface name="RGF_EMPTY_RUN_LEGS_C" animsurface="RGFNOTHING_RUN"/>
|
||||
<Surface name="RGF_EMPTY_WALK_LEGS_C" animsurface="RGFNOTHING_WALK"/>
|
||||
<Surface name="RGF_EMPTY_PRONE_LEGS_C" animsurface="RGFHANDGUN_PRONE"/>
|
||||
<Surface name="RGF_DUAL_PRONE_LEGS_C" animsurface="RGFDWPRONE"/>
|
||||
<Surface name="RGF_PISTOL_IDLE_LEGS_C" animsurface="RGFPISTOLBREATH"/>
|
||||
<Surface name="RGF_PISTOL_RDY_WALK_LEGS_C" animsurface="RGFWALK_P_RDY"/>
|
||||
<Surface name="RGF_DUAL_RDY_WALK_LEGS_C" animsurface="RGFWALK_D_RDY"/>
|
||||
<Surface name="RGF_PISTOL_AIM_LEGS_C" animsurface="RGFHANDGUN_S_SHOT"/>
|
||||
<Surface name="RGF_PISTOL_AIM_1H_LEGS_C" animsurface="RGF_PFSHOT_AIM"/>
|
||||
<Surface name="RGF_PISTOL_LOW_LEGS_C" animsurface="RGFPISTOLSHOOTLOW"/>
|
||||
<Surface name="RGF_PISTOL_LOW_LEGS_C" animsurface="RGFSHOOT_LOW"/>
|
||||
<Surface name="RGF_PISTOL_CR_AIM_LEGS_C" animsurface="RGFHANDGUN_C_SHOT"/>
|
||||
<Surface name="RGF_DUAL_CR_AIM_LEGS_C" animsurface="RGFCDBLSHOT"/>
|
||||
<Surface name="RGF_PISTOL_SDSTP_AIM_LEGS_C" animsurface="RGFSIDESTEP_P_RDY"/>
|
||||
<Surface name="RGF_DUAL_SDSTP_AIM_LEGS_C" animsurface="RGFSIDESTEP_D_RDY"/>
|
||||
<Surface name="RGF_DUAL_AIM_LEGS_C" animsurface="RGFSTANDDWALAIM"/>
|
||||
<Surface name="RGF_EMPTY_PAIN_LEGS_C" animsurface="RGFHURTSTANDINGN"/>
|
||||
<Surface name="RGF_RIFLE_PAIN_LEGS_C" animsurface="RGFHURTSTANDINGR"/>
|
||||
<Surface name="RGF_EMPTY_DIE_LEGS_C" animsurface="RGFHITSTAND"/>
|
||||
<Surface name="RGF_EMPTY_CDIE_LEGS_C" animsurface="RGFHITCROUCH"/>
|
||||
<Surface name="RGF_EMPTY_COWER_LEGS_C" animsurface="RGFCOWER"/>
|
||||
<Surface name="RGF_CLIMB_LEGS_C" animsurface="RGFCLIMBROOF"/>
|
||||
<Surface name="RGF_CLIMB_LEGS_C" animsurface="RGFWALLJUMP"/>
|
||||
<Surface name="RGF_EMPTY_ROLL_LEGS_C" animsurface="RGFROLLOVER"/>
|
||||
<Surface name="RGF_EMPTY_ROLL_SIDE_LEGS_C" animsurface="RGFROLL_PR"/>
|
||||
<Surface name="RGF_EMPTY_DIEFB_LEGS_C" animsurface="RGFHITFALLBACK"/>
|
||||
<Surface name="RGF_EMPTY_DIEFBH_LEGS_C" animsurface="RGFHITHARD"/>
|
||||
<Surface name="RGF_EMPTY_DIEFBHB_LEGS_C" animsurface="RGFHITHARDBLOOD"/>
|
||||
<Surface name="RGF_RIFLE_WALK_HURT_LEGS_C" animsurface="RGFHURTWALKINGR"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_LEGS_C" animsurface="RGFBAYONET_S_S"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_L_LEGS_C" animsurface="RGFBAYONET_S_P"/>
|
||||
<Surface name="RGF_EMPTY_DODGE_LEGS_C" animsurface="RGFDODGE"/>
|
||||
<Surface name="RGF_EMPTY_THROW_LEGS_C" animsurface="RGFTHROW"/>
|
||||
<Surface name="RGF_EMPTY_THROW_G_LEGS_C" animsurface="RGFSTHRG"/>
|
||||
<Surface name="RGF_EMPTY_LOB_LEGS_C" animsurface="RGFLOB"/>
|
||||
<Surface name="RGF_EMPTY_LOB_G_LEGS_C" animsurface="RGFSLOBG"/>
|
||||
<Surface name="RGF_EMPTY_KICKDOOR_LEGS_C" animsurface="RGFKICKDOOR"/>
|
||||
<Surface name="RGF_EMPTY_RADIO_LEGS_C" animsurface="RGFRADIO"/>
|
||||
<Surface name="RGF_EMPTY_REMOTE_LEGS_C" animsurface="RGFUSEREMOTE"/>
|
||||
<Surface name="RGF_KNIFE_STAB_LEGS_C" animsurface="RGFSTAB"/>
|
||||
<Surface name="RGF_KNIFE_SLICE_LEGS_C" animsurface="RGFSLICE"/>
|
||||
<Surface name="RGF_KNIFE_THROW_LEGS_C" animsurface="RGFTHROWKNIFE"/>
|
||||
<Surface name="RGF_KNIFE_BREATH_LEGS_C" animsurface="RGFBREATHKNIFE"/>
|
||||
<Surface name="RGF_CROWBAR_HIT_LEGS_C" animsurface="RGFCROWBAR"/>
|
||||
<Surface name="RGF_CROWBAR_CR_HIT_LEGS_C" animsurface="RGFPUNCHLOW"/>
|
||||
<Surface name="RGF_EMPTY_CPUNCH_LEGS_C" animsurface="RGFPUNCHLOW"/>
|
||||
<Surface name="RGF_EMPTY_CTHROW_LEGS_C" animsurface="RGFCRTHROW"/>
|
||||
<Surface name="RGF_KNIFE_CSTAB_LEGS_C" animsurface="RGFCSTAB"/>
|
||||
<Surface name="RGF_EMPTY_CRADIO_LEGS_C" animsurface="RGFCRRADIO"/>
|
||||
<Surface name="RGF_EMPTY_SLEEP_LEGS_C" animsurface="RGFSLEEP"/>
|
||||
<Surface name="RGF_EMPTY_DRUNK_LEGS_C" animsurface="RGFPISTOLDRUNK"/>
|
||||
<Surface name="RGF_RIFLE_WALK_HURT_LEGS_C" animsurface="RGFHURTWALKINGN"/>
|
||||
<Surface name="RGF_EMPTY_FALL_LEGS_C" animsurface="RGFFALL"/>
|
||||
<Surface name="RGF_EMPTY_FALLFWD_LEGS_C" animsurface="RGFFALLF"/>
|
||||
<Surface name="RGF_LAW_LEGS_C" animsurface="RGFROCKET"/>
|
||||
<Surface name="RGF_LAW_CR_LEGS_C" animsurface="RGFCRROCKET"/>
|
||||
<Surface name="RGF_EMPTY_KICKSAND_LEGS_C" animsurface="RGFKICKSN"/>
|
||||
<Surface name="RGF_EMPTY_WIPEFACE_LEGS_C" animsurface="RGFWIPE"/>
|
||||
<Surface name="RGF_RIFLE_LOOK_LEGS_C" animsurface="RGFALOOK"/>
|
||||
<Surface name="RGF_RIFLE_CLEAN_LEGS_C" animsurface="RGFCLEAN"/>
|
||||
<Surface name="RGF_WATER_RIFLE_IDLE_LEGS_C" animsurface="RGFWATER_R_STD" />
|
||||
<Surface name="RGF_WATER_RIFLE_WALK_LEGS_C" animsurface="RGFWATER_R_WALK" />
|
||||
<Surface name="RGF_WATER_RIFLE_AIM_LEGS_C" animsurface="RGFWATER_R_AIM" />
|
||||
<Surface name="RGF_WATER_RIFLE_HIP_LEGS_C" animsurface="RGF_WATER_HIP_AIM" />
|
||||
<Surface name="RGF_WATER_EMPTY_IDLE_LEGS_C" animsurface="RGFWATER_N_STD" />
|
||||
<Surface name="RGF_WATER_EMPTY_WALK_LEGS_C" animsurface="RGFWATER_N_WALK" />
|
||||
<Surface name="RGF_WATER_EMPTY_THROW_LEGS_C" animsurface="RGFWATERTHROW" />
|
||||
<Surface name="RGF_WATER_EMPTY_FALL_LEGS_C" animsurface="RGFWATER_TRANS" />
|
||||
<Surface name="RGF_WATER_EMPTY_FALL_LEGS_C" animsurface="RGFWATER_TRANS" />
|
||||
<Surface name="RGF_WATER_EMPTY_TREAD_LEGS_C" animsurface="RGFDEEPWATER_TRED" />
|
||||
<Surface name="RGF_WATER_EMPTY_SWIM_LEGS_C" animsurface="RGFDEEPWATER_SWIM" />
|
||||
<Surface name="RGF_WATER_EMPTY_DIE_LEGS_C" animsurface="RGFWATER_DIE" />
|
||||
<Surface name="RGF_WATER_EMPTY_DROWN_LEGS_C" animsurface="RGFDEEPWATER_DIE" />
|
||||
<Surface name="RGF_WATER_DUAL_AIM_LEGS_C" animsurface="RGFWATER_DBLSHT" />
|
||||
<Surface name="RGF_HELIDROP_LEGS_C" animsurface="RGFHELIDROP" />
|
||||
<Surface name="RGF_CROUCH_MORTAR_LEGS_C" animsurface="RGFMORTAR" />
|
||||
<Surface name="RGF_SLAP_LEGS_C" animsurface="RGFSLAP" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="SWATLeggingsAndPistol" palette="swat_blue">
|
||||
<Surface name="RGF_EMPTY_WALK_SWATlegs" animsurface="RGFNOTHING_WALK"/>
|
||||
@@ -1593,6 +1849,272 @@
|
||||
<Surface name="RGF_CROUCH_MORTAR_TORSO_C" animsurface="RGFMORTAR" />
|
||||
<Surface name="RGF_SLAP_TORSO_C" animsurface="RGFSLAP" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="DesertCamoLongsleevesAndPistolLeft" palette="DesertlandCamo">
|
||||
<Surface name="RGF_EMPTY_RUN_TORSO_C" animsurface="RGFPISTOL_RUN"/>
|
||||
<Surface name="RGF_DUAL_SDSTP_TORSO_C" animsurface="RGFSIDESTEP"/>
|
||||
</LayerProp>
|
||||
<LayerProp filter="DesertCamoLongsleevesAndPistol" palette="DesertlandCamo">
|
||||
<Surface name="RGF_EMPTY_RUN_TORSO_C" animsurface="RGFPISTOL_RUN"/>
|
||||
<Surface name="RGF_EMPTY_RUN_TORSO_C" animsurface="RGFNOTHING_RUN"/>
|
||||
<Surface name="RGF_PISTOL_SDSTP_TORSO_C" animsurface="RGFSIDESTEP"/>
|
||||
<Surface name="RGF_EMPTY_DRUNK_TORSO_C" animsurface="RGFPISTOLDRUNK"/>
|
||||
<Surface name="RGF_WATER_PISTOL_IDLE_TORSO_C" animsurface="RGFWATER_N_STD" />
|
||||
<Surface name="RGF_WATER_EMPTY_WALK_TORSO_C" animsurface="RGFWATER_N_WALK" />
|
||||
<Surface name="RGF_WATER_PISTOL_AIM_TORSO_C" animsurface="RGFWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="DesertCamoLongsleevesAndRifle" palette="DesertlandCamo">
|
||||
<Surface name="RGF_RIFLE_OPEN_TORSO_C" animsurface="RGFOPEN"/>
|
||||
<Surface name="RGF_RIFLE_COWER_TORSO_C" animsurface="RGFCOWER"/>
|
||||
<Surface name="RGF_RIFLE_PRN_COWER_TORSO_C" animsurface="RGF_COWER_PRONE"/>
|
||||
<Surface name="RGF_RIFLE_KICKDOOR_TORSO_C" animsurface="RGFKICKDOOR"/>
|
||||
<Surface name="RGF_RIFLE_DRUNK_TORSO_C" animsurface="RGFDRUNK"/>
|
||||
<Surface name="RGF_RIFLE_LOW_TORSO_C" animsurface="RGFSHOOT_LOW"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_AIM_TORSO_C" animsurface="RGFSIDESTEP_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_ROLL_SIDE_TORSO_C" animsurface="RGFROLL_PR"/>
|
||||
</LayerProp>
|
||||
<LayerProp filter="DesertCamoLongsleeves" palette="DesertlandCamo">
|
||||
<Surface name="RGF_RIFLE_SWAT_TORSO_C" animsurface="RGFSNEAKING"/>
|
||||
<Surface name="RGF_RIFLE_WALK_CROUCH_TORSO_C" animsurface="RGFCROUCH_R_RDY"/>
|
||||
<Surface name="RGF_CROUCHWALK_TORSO_C" animsurface="RGFCROUCH_P_RDY"/>
|
||||
<Surface name="RGF_CROUCHWALK_DUAL_TORSO_C" animsurface="RGFCROUCH_D_RDY"/>
|
||||
<Surface name="RGF_RIFLE_WALK_TORSO_C" animsurface="RGFWALK_R_RDY"/>
|
||||
<Surface name="RGF_RUNNING_TORSO_C" animsurface="RGFRUNNING"/>
|
||||
<Surface name="RGF_RIFLE_IDLE_TORSO_C" animsurface="RGFSTANDING"/>
|
||||
<Surface name="RGF_BASICWALK_TORSO_C" animsurface="RGFWALKING"/>
|
||||
<Surface name="RGF_RIFLE_CROUCH_TORSO_C" animsurface="RGFCROUCHING"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_TORSO_C" animsurface="RGFSIDESTEP"/>
|
||||
<Surface name="RGF_RIFLE_RAISE_TORSO_C" animsurface="RGFRAISE"/>
|
||||
<Surface name="RGF_RIFLE_AIM_TORSO_C" animsurface="RGFSTANDAIM"/>
|
||||
<Surface name="RGF_RIFLE_HIP_TORSO_C" animsurface="RGF_HIP_AIM"/>
|
||||
<Surface name="RGF_RIFLE_CR_AIM_TORSO_C" animsurface="RGFCROUCHAIM"/>
|
||||
<Surface name="RGF_RIFLE_PRONE_TORSO_C" animsurface="RGFPRONE"/>
|
||||
<Surface name="RGF_HOP_TORSO_C" animsurface="RGFHOPFENCE"/>
|
||||
<Surface name="RGF_HOP_TORSO_C" animsurface="RGFJUMPWINDOWS"/>
|
||||
<Surface name="RGF_PUNCH_TORSO_C" animsurface="RGFPUNCH"/>
|
||||
<Surface name="RGF_IDLE_TORSO_C" animsurface="RGFNOTHING_STD"/>
|
||||
<Surface name="RGF_PISTOL_IDLE_TORSO_C" animsurface="RGFDBLBREATH"/>
|
||||
<Surface name="RGF_OPEN_TORSO_C" animsurface="RGFOPEN"/>
|
||||
<Surface name="RGF_PICKUP_TORSO_C" animsurface="RGFPICKUP"/>
|
||||
<Surface name="RGF_MEDIC_CROUCH_TORSO_C" animsurface="RGFMEDIC"/>
|
||||
<Surface name="RGF_RIFLE_HIT_TORSO_C" animsurface="RGFRHIT"/>
|
||||
<Surface name="RGF_EMPTY_CROUCH_TORSO_C" animsurface="RGFNOTHING_CROUCH"/>
|
||||
<Surface name="RGF_EMPTY_SWAT_TORSO_C" animsurface="RGFNOTHING_SWAT"/>
|
||||
<Surface name="RGF_EMPTY_SWAT_TORSO_C" animsurface="RGFSWKNIFE"/>
|
||||
<Surface name="RGF_EMPTY_RUN_TORSO_C" animsurface="RGFNOTHING_RUN"/>
|
||||
<Surface name="RGF_EMPTY_WALK_TORSO_C" animsurface="RGFNOTHING_WALK"/>
|
||||
<Surface name="RGF_EMPTY_PRONE_TORSO_C" animsurface="RGFHANDGUN_PRONE"/>
|
||||
<Surface name="RGF_PISTOL_IDLE_TORSO_C" animsurface="RGFPISTOLBREATH"/>
|
||||
<Surface name="RGF_PISTOL_AIM_TORSO_C" animsurface="RGFHANDGUN_S_SHOT"/>
|
||||
<Surface name="RGF_PISTOL_AIM_1H_TORSO_C" animsurface="RGF_PFSHOT_AIM"/>
|
||||
<Surface name="RGF_PISTOL_RDY_WALK_TORSO_C" animsurface="RGFWALK_P_RDY"/>
|
||||
<Surface name="RGF_DUAL_RDY_WALK_TORSO_C" animsurface="RGFWALK_D_RDY"/>
|
||||
<Surface name="RGF_PISTOL_CR_AIM_TORSO_C" animsurface="RGFHANDGUN_C_SHOT"/>
|
||||
<Surface name="RGF_PISTOL_SDSTP_AIM_TORSO_C" animsurface="RGFSIDESTEP_P_RDY"/>
|
||||
<Surface name="RGF_DUAL_SDSTP_AIM_TORSO_C" animsurface="RGFSIDESTEP_D_RDY"/>
|
||||
<Surface name="RGF_PISTOL_LOW_TORSO_C" animsurface="RGFPISTOLSHOOTLOW"/>
|
||||
<Surface name="RGF_PISTOL_LOW_TORSO_C" animsurface="RGFSHOOT_LOW"/>
|
||||
<Surface name="RGF_DUAL_AIM_TORSO_C" animsurface="RGFSTANDDWALAIM"/>
|
||||
<Surface name="RGF_DUAL_CR_AIM_TORSO_C" animsurface="RGFCDBLSHOT"/>
|
||||
<Surface name="RGF_MEDIC_PRONE_TORSO_C" animsurface="RGFMEDICPRN"/>
|
||||
<Surface name="RGF_COWER_PRONE_TORSO_C" animsurface="RGF_COWER_PRONE"/>
|
||||
<Surface name="RGF_DIE_PRONE_TORSO_C" animsurface="RGFHITPRONE"/>
|
||||
<Surface name="RGF_DUAL_PRONE_TORSO_C" animsurface="RGFDWPRONE"/>
|
||||
<Surface name="RGF_EMPTY_PAIN_TORSO_C" animsurface="RGFHURTSTANDINGN"/>
|
||||
<Surface name="RGF_RIFLE_PAIN_TORSO_C" animsurface="RGFHURTSTANDINGR"/>
|
||||
<Surface name="RGF_EMPTY_DIE_TORSO_C" animsurface="RGFHITSTAND"/>
|
||||
<Surface name="RGF_EMPTY_JFK_TORSO_C" animsurface="RGFDIE_JFK"/>
|
||||
<Surface name="RGF_EMPTY_CDIE_TORSO_C" animsurface="RGFHITCROUCH"/>
|
||||
<Surface name="RGF_EMPTY_COWER_TORSO_C" animsurface="RGFCOWER"/>
|
||||
<Surface name="RGF_CLIMB_TORSO_C" animsurface="RGFCLIMBROOF"/>
|
||||
<Surface name="RGF_CLIMB_TORSO_C" animsurface="RGFWALLJUMP"/>
|
||||
<Surface name="RGF_EMPTY_ROLL_TORSO_C" animsurface="RGFROLLOVER"/>
|
||||
<Surface name="RGF_EMPTY_ROLL_SIDE_TORSO_C" animsurface="RGFROLL_PR"/>
|
||||
<Surface name="RGF_EMPTY_DIEFB_TORSO_C" animsurface="RGFHITFALLBACK"/>
|
||||
<Surface name="RGF_EMPTY_DIEFBH_TORSO_C" animsurface="RGFHITHARD"/>
|
||||
<Surface name="RGF_EMPTY_DIEFBHB_TORSO_C" animsurface="RGFHITHARDBLOOD"/>
|
||||
<Surface name="RGF_RIFLE_WALK_HURT_TORSO_C" animsurface="RGFHURTWALKINGR"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_TORSO_C" animsurface="RGFBAYONET_S_S"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_L_TORSO_C" animsurface="RGFBAYONET_S_P"/>
|
||||
<Surface name="RGF_EMPTY_DODGE_TORSO_C" animsurface="RGFDODGE"/>
|
||||
<Surface name="RGF_EMPTY_THROW_TORSO_C" animsurface="RGFTHROW"/>
|
||||
<Surface name="RGF_EMPTY_THROW_G_TORSO_C" animsurface="RGFSTHRG"/>
|
||||
<Surface name="RGF_EMPTY_LOB_TORSO_C" animsurface="RGFLOB"/>
|
||||
<Surface name="RGF_EMPTY_LOB_G_TORSO_C" animsurface="RGFSLOBG"/>
|
||||
<Surface name="RGF_EMPTY_KICKDOOR_TORSO_C" animsurface="RGFKICKDOOR"/>
|
||||
<Surface name="RGF_EMPTY_RADIO_TORSO_C" animsurface="RGFRADIO"/>
|
||||
<Surface name="RGF_EMPTY_REMOTE_TORSO_C" animsurface="RGFUSEREMOTE"/>
|
||||
<Surface name="RGF_KNIFE_STAB_TORSO_C" animsurface="RGFSTAB"/>
|
||||
<Surface name="RGF_KNIFE_SLICE_TORSO_C" animsurface="RGFSLICE"/>
|
||||
<Surface name="RGF_KNIFE_THROW_TORSO_C" animsurface="RGFTHROWKNIFE"/>
|
||||
<Surface name="RGF_KNIFE_BREATH_TORSO_C" animsurface="RGFBREATHKNIFE"/>
|
||||
<Surface name="RGF_CROWBAR_HIT_TORSO_C" animsurface="RGFCROWBAR"/>
|
||||
<Surface name="RGF_CROWBAR_CR_HIT_TORSO_C" animsurface="RGFPUNCHLOW"/>
|
||||
<Surface name="RGF_EMPTY_CPUNCH_TORSO_C" animsurface="RGFPUNCHLOW"/>
|
||||
<Surface name="RGF_EMPTY_CTHROW_TORSO_C" animsurface="RGFCRTHROW"/>
|
||||
<Surface name="RGF_KNIFE_CSTAB_TORSO_C" animsurface="RGFCSTAB"/>
|
||||
<Surface name="RGF_EMPTY_CRADIO_TORSO_C" animsurface="RGFCRRADIO"/>
|
||||
<Surface name="RGF_EMPTY_SLEEP_TORSO_C" animsurface="RGFSLEEP"/>
|
||||
<Surface name="RGF_EMPTY_DRUNK_TORSO_C" animsurface="RGFPISTOLDRUNK"/>
|
||||
<Surface name="RGF_RIFLE_WALK_HURT_TORSO_C" animsurface="RGFHURTWALKINGN"/>
|
||||
<Surface name="RGF_EMPTY_FALL_TORSO_C" animsurface="RGFFALL"/>
|
||||
<Surface name="RGF_EMPTY_FALLFWD_TORSO_C" animsurface="RGFFALLF"/>
|
||||
<Surface name="RGF_LAW_TORSO_C" animsurface="RGFROCKET"/>
|
||||
<Surface name="RGF_LAW_CR_TORSO_C" animsurface="RGFCRROCKET"/>
|
||||
<Surface name="RGF_EMPTY_KICKSAND_TORSO_C" animsurface="RGFKICKSN"/>
|
||||
<Surface name="RGF_EMPTY_WIPEFACE_TORSO_C" animsurface="RGFWIPE"/>
|
||||
<Surface name="RGF_RIFLE_LOOK_TORSO_C" animsurface="RGFALOOK"/>
|
||||
<Surface name="RGF_RIFLE_CLEAN_TORSO_C" animsurface="RGFCLEAN"/>
|
||||
<Surface name="RGF_WATER_RIFLE_IDLE_TORSO_C" animsurface="RGFWATER_R_STD" />
|
||||
<Surface name="RGF_WATER_RIFLE_WALK_TORSO_C" animsurface="RGFWATER_R_WALK" />
|
||||
<Surface name="RGF_WATER_RIFLE_AIM_TORSO_C" animsurface="RGFWATER_R_AIM" />
|
||||
<Surface name="RGF_WATER_RIFLE_HIP_TORSO_C" animsurface="RGF_WATER_HIP_AIM" />
|
||||
<Surface name="RGF_WATER_EMPTY_IDLE_TORSO_C" animsurface="RGFWATER_N_STD" />
|
||||
<Surface name="RGF_WATER_EMPTY_WALK_TORSO_C" animsurface="RGFWATER_N_WALK" />
|
||||
<Surface name="RGF_WATER_EMPTY_THROW_TORSO_C" animsurface="RGFWATERTHROW" />
|
||||
<Surface name="RGF_WATER_EMPTY_FALL_TORSO_C" animsurface="RGFWATER_TRANS" />
|
||||
<Surface name="RGF_WATER_EMPTY_FALL_TORSO_C" animsurface="RGFWATER_TRANS" />
|
||||
<Surface name="RGF_WATER_EMPTY_TREAD_TORSO_C" animsurface="RGFDEEPWATER_TRED" />
|
||||
<Surface name="RGF_WATER_EMPTY_SWIM_TORSO_C" animsurface="RGFDEEPWATER_SWIM" />
|
||||
<Surface name="RGF_WATER_EMPTY_DIE_TORSO_C" animsurface="RGFWATER_DIE" />
|
||||
<Surface name="RGF_WATER_EMPTY_DROWN_TORSO_C" animsurface="RGFDEEPWATER_DIE" />
|
||||
<Surface name="RGF_WATER_DUAL_AIM_TORSO_C" animsurface="RGFWATER_DBLSHT" />
|
||||
<Surface name="RGF_HELIDROP_TORSO_C" animsurface="RGFHELIDROP" />
|
||||
<Surface name="RGF_CROUCH_MORTAR_TORSO_C" animsurface="RGFMORTAR" />
|
||||
<Surface name="RGF_SLAP_TORSO_C" animsurface="RGFSLAP" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="UrbanCamoLongsleevesAndPistolLeft" palette="UrbanlandCamo">
|
||||
<Surface name="RGF_EMPTY_RUN_TORSO_C" animsurface="RGFPISTOL_RUN"/>
|
||||
<Surface name="RGF_DUAL_SDSTP_TORSO_C" animsurface="RGFSIDESTEP"/>
|
||||
</LayerProp>
|
||||
<LayerProp filter="UrbanCamoLongsleevesAndPistol" palette="UrbanlandCamo">
|
||||
<Surface name="RGF_EMPTY_RUN_TORSO_C" animsurface="RGFPISTOL_RUN"/>
|
||||
<Surface name="RGF_EMPTY_RUN_TORSO_C" animsurface="RGFNOTHING_RUN"/>
|
||||
<Surface name="RGF_PISTOL_SDSTP_TORSO_C" animsurface="RGFSIDESTEP"/>
|
||||
<Surface name="RGF_EMPTY_DRUNK_TORSO_C" animsurface="RGFPISTOLDRUNK"/>
|
||||
<Surface name="RGF_WATER_PISTOL_IDLE_TORSO_C" animsurface="RGFWATER_N_STD" />
|
||||
<Surface name="RGF_WATER_EMPTY_WALK_TORSO_C" animsurface="RGFWATER_N_WALK" />
|
||||
<Surface name="RGF_WATER_PISTOL_AIM_TORSO_C" animsurface="RGFWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="UrbanCamoLongsleevesAndRifle" palette="UrbanlandCamo">
|
||||
<Surface name="RGF_RIFLE_OPEN_TORSO_C" animsurface="RGFOPEN"/>
|
||||
<Surface name="RGF_RIFLE_COWER_TORSO_C" animsurface="RGFCOWER"/>
|
||||
<Surface name="RGF_RIFLE_PRN_COWER_TORSO_C" animsurface="RGF_COWER_PRONE"/>
|
||||
<Surface name="RGF_RIFLE_KICKDOOR_TORSO_C" animsurface="RGFKICKDOOR"/>
|
||||
<Surface name="RGF_RIFLE_DRUNK_TORSO_C" animsurface="RGFDRUNK"/>
|
||||
<Surface name="RGF_RIFLE_LOW_TORSO_C" animsurface="RGFSHOOT_LOW"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_AIM_TORSO_C" animsurface="RGFSIDESTEP_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_ROLL_SIDE_TORSO_C" animsurface="RGFROLL_PR"/>
|
||||
</LayerProp>
|
||||
<LayerProp filter="UrbanCamoLongsleeves" palette="UrbanlandCamo">
|
||||
<Surface name="RGF_RIFLE_SWAT_TORSO_C" animsurface="RGFSNEAKING"/>
|
||||
<Surface name="RGF_RIFLE_WALK_CROUCH_TORSO_C" animsurface="RGFCROUCH_R_RDY"/>
|
||||
<Surface name="RGF_CROUCHWALK_TORSO_C" animsurface="RGFCROUCH_P_RDY"/>
|
||||
<Surface name="RGF_CROUCHWALK_DUAL_TORSO_C" animsurface="RGFCROUCH_D_RDY"/>
|
||||
<Surface name="RGF_RIFLE_WALK_TORSO_C" animsurface="RGFWALK_R_RDY"/>
|
||||
<Surface name="RGF_RUNNING_TORSO_C" animsurface="RGFRUNNING"/>
|
||||
<Surface name="RGF_RIFLE_IDLE_TORSO_C" animsurface="RGFSTANDING"/>
|
||||
<Surface name="RGF_BASICWALK_TORSO_C" animsurface="RGFWALKING"/>
|
||||
<Surface name="RGF_RIFLE_CROUCH_TORSO_C" animsurface="RGFCROUCHING"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_TORSO_C" animsurface="RGFSIDESTEP"/>
|
||||
<Surface name="RGF_RIFLE_RAISE_TORSO_C" animsurface="RGFRAISE"/>
|
||||
<Surface name="RGF_RIFLE_AIM_TORSO_C" animsurface="RGFSTANDAIM"/>
|
||||
<Surface name="RGF_RIFLE_HIP_TORSO_C" animsurface="RGF_HIP_AIM"/>
|
||||
<Surface name="RGF_RIFLE_CR_AIM_TORSO_C" animsurface="RGFCROUCHAIM"/>
|
||||
<Surface name="RGF_RIFLE_PRONE_TORSO_C" animsurface="RGFPRONE"/>
|
||||
<Surface name="RGF_HOP_TORSO_C" animsurface="RGFHOPFENCE"/>
|
||||
<Surface name="RGF_HOP_TORSO_C" animsurface="RGFJUMPWINDOWS"/>
|
||||
<Surface name="RGF_PUNCH_TORSO_C" animsurface="RGFPUNCH"/>
|
||||
<Surface name="RGF_IDLE_TORSO_C" animsurface="RGFNOTHING_STD"/>
|
||||
<Surface name="RGF_PISTOL_IDLE_TORSO_C" animsurface="RGFDBLBREATH"/>
|
||||
<Surface name="RGF_OPEN_TORSO_C" animsurface="RGFOPEN"/>
|
||||
<Surface name="RGF_PICKUP_TORSO_C" animsurface="RGFPICKUP"/>
|
||||
<Surface name="RGF_MEDIC_CROUCH_TORSO_C" animsurface="RGFMEDIC"/>
|
||||
<Surface name="RGF_RIFLE_HIT_TORSO_C" animsurface="RGFRHIT"/>
|
||||
<Surface name="RGF_EMPTY_CROUCH_TORSO_C" animsurface="RGFNOTHING_CROUCH"/>
|
||||
<Surface name="RGF_EMPTY_SWAT_TORSO_C" animsurface="RGFNOTHING_SWAT"/>
|
||||
<Surface name="RGF_EMPTY_SWAT_TORSO_C" animsurface="RGFSWKNIFE"/>
|
||||
<Surface name="RGF_EMPTY_RUN_TORSO_C" animsurface="RGFNOTHING_RUN"/>
|
||||
<Surface name="RGF_EMPTY_WALK_TORSO_C" animsurface="RGFNOTHING_WALK"/>
|
||||
<Surface name="RGF_EMPTY_PRONE_TORSO_C" animsurface="RGFHANDGUN_PRONE"/>
|
||||
<Surface name="RGF_PISTOL_IDLE_TORSO_C" animsurface="RGFPISTOLBREATH"/>
|
||||
<Surface name="RGF_PISTOL_AIM_TORSO_C" animsurface="RGFHANDGUN_S_SHOT"/>
|
||||
<Surface name="RGF_PISTOL_AIM_1H_TORSO_C" animsurface="RGF_PFSHOT_AIM"/>
|
||||
<Surface name="RGF_PISTOL_RDY_WALK_TORSO_C" animsurface="RGFWALK_P_RDY"/>
|
||||
<Surface name="RGF_DUAL_RDY_WALK_TORSO_C" animsurface="RGFWALK_D_RDY"/>
|
||||
<Surface name="RGF_PISTOL_CR_AIM_TORSO_C" animsurface="RGFHANDGUN_C_SHOT"/>
|
||||
<Surface name="RGF_PISTOL_SDSTP_AIM_TORSO_C" animsurface="RGFSIDESTEP_P_RDY"/>
|
||||
<Surface name="RGF_DUAL_SDSTP_AIM_TORSO_C" animsurface="RGFSIDESTEP_D_RDY"/>
|
||||
<Surface name="RGF_PISTOL_LOW_TORSO_C" animsurface="RGFPISTOLSHOOTLOW"/>
|
||||
<Surface name="RGF_PISTOL_LOW_TORSO_C" animsurface="RGFSHOOT_LOW"/>
|
||||
<Surface name="RGF_DUAL_AIM_TORSO_C" animsurface="RGFSTANDDWALAIM"/>
|
||||
<Surface name="RGF_DUAL_CR_AIM_TORSO_C" animsurface="RGFCDBLSHOT"/>
|
||||
<Surface name="RGF_MEDIC_PRONE_TORSO_C" animsurface="RGFMEDICPRN"/>
|
||||
<Surface name="RGF_COWER_PRONE_TORSO_C" animsurface="RGF_COWER_PRONE"/>
|
||||
<Surface name="RGF_DIE_PRONE_TORSO_C" animsurface="RGFHITPRONE"/>
|
||||
<Surface name="RGF_DUAL_PRONE_TORSO_C" animsurface="RGFDWPRONE"/>
|
||||
<Surface name="RGF_EMPTY_PAIN_TORSO_C" animsurface="RGFHURTSTANDINGN"/>
|
||||
<Surface name="RGF_RIFLE_PAIN_TORSO_C" animsurface="RGFHURTSTANDINGR"/>
|
||||
<Surface name="RGF_EMPTY_DIE_TORSO_C" animsurface="RGFHITSTAND"/>
|
||||
<Surface name="RGF_EMPTY_JFK_TORSO_C" animsurface="RGFDIE_JFK"/>
|
||||
<Surface name="RGF_EMPTY_CDIE_TORSO_C" animsurface="RGFHITCROUCH"/>
|
||||
<Surface name="RGF_EMPTY_COWER_TORSO_C" animsurface="RGFCOWER"/>
|
||||
<Surface name="RGF_CLIMB_TORSO_C" animsurface="RGFCLIMBROOF"/>
|
||||
<Surface name="RGF_CLIMB_TORSO_C" animsurface="RGFWALLJUMP"/>
|
||||
<Surface name="RGF_EMPTY_ROLL_TORSO_C" animsurface="RGFROLLOVER"/>
|
||||
<Surface name="RGF_EMPTY_ROLL_SIDE_TORSO_C" animsurface="RGFROLL_PR"/>
|
||||
<Surface name="RGF_EMPTY_DIEFB_TORSO_C" animsurface="RGFHITFALLBACK"/>
|
||||
<Surface name="RGF_EMPTY_DIEFBH_TORSO_C" animsurface="RGFHITHARD"/>
|
||||
<Surface name="RGF_EMPTY_DIEFBHB_TORSO_C" animsurface="RGFHITHARDBLOOD"/>
|
||||
<Surface name="RGF_RIFLE_WALK_HURT_TORSO_C" animsurface="RGFHURTWALKINGR"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_TORSO_C" animsurface="RGFBAYONET_S_S"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_L_TORSO_C" animsurface="RGFBAYONET_S_P"/>
|
||||
<Surface name="RGF_EMPTY_DODGE_TORSO_C" animsurface="RGFDODGE"/>
|
||||
<Surface name="RGF_EMPTY_THROW_TORSO_C" animsurface="RGFTHROW"/>
|
||||
<Surface name="RGF_EMPTY_THROW_G_TORSO_C" animsurface="RGFSTHRG"/>
|
||||
<Surface name="RGF_EMPTY_LOB_TORSO_C" animsurface="RGFLOB"/>
|
||||
<Surface name="RGF_EMPTY_LOB_G_TORSO_C" animsurface="RGFSLOBG"/>
|
||||
<Surface name="RGF_EMPTY_KICKDOOR_TORSO_C" animsurface="RGFKICKDOOR"/>
|
||||
<Surface name="RGF_EMPTY_RADIO_TORSO_C" animsurface="RGFRADIO"/>
|
||||
<Surface name="RGF_EMPTY_REMOTE_TORSO_C" animsurface="RGFUSEREMOTE"/>
|
||||
<Surface name="RGF_KNIFE_STAB_TORSO_C" animsurface="RGFSTAB"/>
|
||||
<Surface name="RGF_KNIFE_SLICE_TORSO_C" animsurface="RGFSLICE"/>
|
||||
<Surface name="RGF_KNIFE_THROW_TORSO_C" animsurface="RGFTHROWKNIFE"/>
|
||||
<Surface name="RGF_KNIFE_BREATH_TORSO_C" animsurface="RGFBREATHKNIFE"/>
|
||||
<Surface name="RGF_CROWBAR_HIT_TORSO_C" animsurface="RGFCROWBAR"/>
|
||||
<Surface name="RGF_CROWBAR_CR_HIT_TORSO_C" animsurface="RGFPUNCHLOW"/>
|
||||
<Surface name="RGF_EMPTY_CPUNCH_TORSO_C" animsurface="RGFPUNCHLOW"/>
|
||||
<Surface name="RGF_EMPTY_CTHROW_TORSO_C" animsurface="RGFCRTHROW"/>
|
||||
<Surface name="RGF_KNIFE_CSTAB_TORSO_C" animsurface="RGFCSTAB"/>
|
||||
<Surface name="RGF_EMPTY_CRADIO_TORSO_C" animsurface="RGFCRRADIO"/>
|
||||
<Surface name="RGF_EMPTY_SLEEP_TORSO_C" animsurface="RGFSLEEP"/>
|
||||
<Surface name="RGF_EMPTY_DRUNK_TORSO_C" animsurface="RGFPISTOLDRUNK"/>
|
||||
<Surface name="RGF_RIFLE_WALK_HURT_TORSO_C" animsurface="RGFHURTWALKINGN"/>
|
||||
<Surface name="RGF_EMPTY_FALL_TORSO_C" animsurface="RGFFALL"/>
|
||||
<Surface name="RGF_EMPTY_FALLFWD_TORSO_C" animsurface="RGFFALLF"/>
|
||||
<Surface name="RGF_LAW_TORSO_C" animsurface="RGFROCKET"/>
|
||||
<Surface name="RGF_LAW_CR_TORSO_C" animsurface="RGFCRROCKET"/>
|
||||
<Surface name="RGF_EMPTY_KICKSAND_TORSO_C" animsurface="RGFKICKSN"/>
|
||||
<Surface name="RGF_EMPTY_WIPEFACE_TORSO_C" animsurface="RGFWIPE"/>
|
||||
<Surface name="RGF_RIFLE_LOOK_TORSO_C" animsurface="RGFALOOK"/>
|
||||
<Surface name="RGF_RIFLE_CLEAN_TORSO_C" animsurface="RGFCLEAN"/>
|
||||
<Surface name="RGF_WATER_RIFLE_IDLE_TORSO_C" animsurface="RGFWATER_R_STD" />
|
||||
<Surface name="RGF_WATER_RIFLE_WALK_TORSO_C" animsurface="RGFWATER_R_WALK" />
|
||||
<Surface name="RGF_WATER_RIFLE_AIM_TORSO_C" animsurface="RGFWATER_R_AIM" />
|
||||
<Surface name="RGF_WATER_RIFLE_HIP_TORSO_C" animsurface="RGF_WATER_HIP_AIM" />
|
||||
<Surface name="RGF_WATER_EMPTY_IDLE_TORSO_C" animsurface="RGFWATER_N_STD" />
|
||||
<Surface name="RGF_WATER_EMPTY_WALK_TORSO_C" animsurface="RGFWATER_N_WALK" />
|
||||
<Surface name="RGF_WATER_EMPTY_THROW_TORSO_C" animsurface="RGFWATERTHROW" />
|
||||
<Surface name="RGF_WATER_EMPTY_FALL_TORSO_C" animsurface="RGFWATER_TRANS" />
|
||||
<Surface name="RGF_WATER_EMPTY_FALL_TORSO_C" animsurface="RGFWATER_TRANS" />
|
||||
<Surface name="RGF_WATER_EMPTY_TREAD_TORSO_C" animsurface="RGFDEEPWATER_TRED" />
|
||||
<Surface name="RGF_WATER_EMPTY_SWIM_TORSO_C" animsurface="RGFDEEPWATER_SWIM" />
|
||||
<Surface name="RGF_WATER_EMPTY_DIE_TORSO_C" animsurface="RGFWATER_DIE" />
|
||||
<Surface name="RGF_WATER_EMPTY_DROWN_TORSO_C" animsurface="RGFDEEPWATER_DIE" />
|
||||
<Surface name="RGF_WATER_DUAL_AIM_TORSO_C" animsurface="RGFWATER_DBLSHT" />
|
||||
<Surface name="RGF_HELIDROP_TORSO_C" animsurface="RGFHELIDROP" />
|
||||
<Surface name="RGF_CROUCH_MORTAR_TORSO_C" animsurface="RGFMORTAR" />
|
||||
<Surface name="RGF_SLAP_TORSO_C" animsurface="RGFSLAP" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="DressUniformVestAndPistol" palette="hats">
|
||||
<Surface name="RGF_PISTOL_IDLE_Dressvest" animsurface="RGFPISTOLBREATH"/>
|
||||
<Surface name="RGF_EMPTY_WALK_Dressvest" animsurface="RGFNOTHING_WALK"/>
|
||||
@@ -3369,7 +3891,7 @@
|
||||
<Surface name="RGF_CROUCH_MORTAR_HELMET" animsurface="RGFMORTAR" />
|
||||
<Surface name="RGF_SLAP_HELMET" animsurface="RGFSLAP" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingBeretAndHasPistol" palette="hats">
|
||||
<LayerProp filter="IsWearingRedBeretAndHasPistol" palette="hats">
|
||||
<Surface name="RGF_EMPTY_RUN_BERET" animsurface="RGFPISTOL_RUN"/>
|
||||
<Surface name="RGF_EMPTY_RUN_BERET" animsurface="RGFNOTHING_RUN"/>
|
||||
<Surface name="RGF_PISTOL_SDSTP_BERET" animsurface="RGFSIDESTEP"/>
|
||||
@@ -3377,7 +3899,7 @@
|
||||
<Surface name="RGF_WATER_EMPTY_WALK_BERET" animsurface="RGFWATER_N_WALK" />
|
||||
<Surface name="RGF_WATER_PISTOL_AIM_BERET" animsurface="RGFWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingBeretAndHasRifle" palette="hats">
|
||||
<LayerProp filter="IsWearingRedBeretAndHasRifle" palette="hats">
|
||||
<Surface name="RGF_RIFLE_OPEN_BERET" animsurface="RGFOPEN"/>
|
||||
<Surface name="RGF_RIFLE_COWER_BERET" animsurface="RGFCOWER"/>
|
||||
<Surface name="RGF_RIFLE_PRN_COWER_BERET" animsurface="RGF_COWER_PRONE"/>
|
||||
@@ -3390,7 +3912,7 @@
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_AIM_BERET" animsurface="RGFSIDESTEP_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_ROLL_SIDE_BERET" animsurface="RGFROLL_PR"/>
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingBeret" palette="hats">
|
||||
<LayerProp filter="IsWearingRedBeret" palette="hats">
|
||||
<Surface name="RGF_RIFLE_IDLE_BERET" animsurface="RGFSTANDING"/>
|
||||
<Surface name="RGF_BASICWALK_BERET" animsurface="RGFWALKING"/>
|
||||
<Surface name="RGF_RUNNING_BERET" animsurface="RGFRUNNING"/>
|
||||
@@ -3502,7 +4024,277 @@
|
||||
<Surface name="RGF_WATER_DUAL_AIM_BERET" animsurface="RGFWATER_DBLSHT" />
|
||||
<Surface name="RGF_HELIDROP_BERET" animsurface="RGFHELIDROP" />
|
||||
<Surface name="RGF_CROUCH_MORTAR_BERET" animsurface="RGFMORTAR" />
|
||||
<Surface name="RGF_SLAP_BERET" animsurface="RGFSLAP" />
|
||||
<Surface name="RGF_SLAP_BERET" animsurface="RGFSLAP" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingGreenBeretAndHasPistol" palette="Greenhats">
|
||||
<Surface name="RGF_EMPTY_RUN_BERET" animsurface="RGFPISTOL_RUN"/>
|
||||
<Surface name="RGF_EMPTY_RUN_BERET" animsurface="RGFNOTHING_RUN"/>
|
||||
<Surface name="RGF_PISTOL_SDSTP_BERET" animsurface="RGFSIDESTEP"/>
|
||||
<Surface name="RGF_WATER_PISTOL_IDLE_BERET" animsurface="RGFWATER_N_STD" />
|
||||
<Surface name="RGF_WATER_EMPTY_WALK_BERET" animsurface="RGFWATER_N_WALK" />
|
||||
<Surface name="RGF_WATER_PISTOL_AIM_BERET" animsurface="RGFWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingGreenBeretAndHasRifle" palette="Greenhats">
|
||||
<Surface name="RGF_RIFLE_OPEN_BERET" animsurface="RGFOPEN"/>
|
||||
<Surface name="RGF_RIFLE_COWER_BERET" animsurface="RGFCOWER"/>
|
||||
<Surface name="RGF_RIFLE_PRN_COWER_BERET" animsurface="RGF_COWER_PRONE"/>
|
||||
<Surface name="RGF_RIFLE_KICKDOOR_BERET" animsurface="RGFKICKDOOR"/>
|
||||
<!--<Surface name="RGF_RIFLE_SQUISH_BERET" animsurface="RGF_SQUISH" />
|
||||
<Surface name="RGF_RIFLE_LOOK_BERET" animsurface="RGF_LOOK" />
|
||||
<Surface name="RGF_RIFLE_SPIT_BERET" animsurface="RGF_SPIT" />-->
|
||||
<Surface name="RGF_RIFLE_DRUNK_BERET" animsurface="RGFDRUNK"/>
|
||||
<Surface name="RGF_RIFLE_LOW_BERET" animsurface="RGFSHOOT_LOW"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_AIM_BERET" animsurface="RGFSIDESTEP_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_ROLL_SIDE_BERET" animsurface="RGFROLL_PR"/>
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingGreenBeret" palette="Greenhats">
|
||||
<Surface name="RGF_RIFLE_IDLE_BERET" animsurface="RGFSTANDING"/>
|
||||
<Surface name="RGF_BASICWALK_BERET" animsurface="RGFWALKING"/>
|
||||
<Surface name="RGF_RUNNING_BERET" animsurface="RGFRUNNING"/>
|
||||
<Surface name="RGF_RIFLE_CROUCH_BERET" animsurface="RGFCROUCHING"/>
|
||||
<Surface name="RGF_RIFLE_SWAT_BERET" animsurface="RGFSNEAKING"/>
|
||||
<Surface name="RGF_RIFLE_WALK_BERET" animsurface="RGFWALK_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_WALK_CROUCH_BERET" animsurface="RGFCROUCH_R_RDY"/>
|
||||
<Surface name="RGF_CROUCHWALK_BERET" animsurface="RGFCROUCH_P_RDY"/>
|
||||
<Surface name="RGF_CROUCHWALK_DUAL_BERET" animsurface="RGFCROUCH_D_RDY"/>
|
||||
<Surface name="RGF_RIFLE_RAISE_BERET" animsurface="RGFRAISE"/>
|
||||
<Surface name="RGF_RIFLE_AIM_BERET" animsurface="RGFSTANDAIM"/>
|
||||
<Surface name="RGF_RIFLE_HIP_BERET" animsurface="RGF_HIP_AIM"/>
|
||||
<Surface name="RGF_RIFLE_CR_AIM_BERET" animsurface="RGFCROUCHAIM"/>
|
||||
<Surface name="RGF_RIFLE_PRONE_BERET" animsurface="RGFPRONE"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_BERET" animsurface="RGFSIDESTEP"/>
|
||||
<Surface name="RGF_HOP_BERET" animsurface="RGFHOPFENCE"/>
|
||||
<Surface name="RGF_HOP_BERET" animsurface="RGFJUMPWINDOWS"/>
|
||||
<Surface name="RGF_PUNCH_BERET" animsurface="RGFPUNCH"/>
|
||||
<Surface name="RGF_IDLE_BERET" animsurface="RGFNOTHING_STD"/>
|
||||
<Surface name="RGF_PISTOL_IDLE_BERET" animsurface="RGFDBLBREATH"/>
|
||||
<Surface name="RGF_OPEN_BERET" animsurface="RGFOPEN"/>
|
||||
<Surface name="RGF_PICKUP_BERET" animsurface="RGFPICKUP"/>
|
||||
<Surface name="RGF_MEDIC_CROUCH_BERET" animsurface="RGFMEDIC"/>
|
||||
<Surface name="RGF_RIFLE_HIT_BERET" animsurface="RGFRHIT"/>
|
||||
<Surface name="RGF_EMPTY_CROUCH_BERET" animsurface="RGFNOTHING_CROUCH"/>
|
||||
<Surface name="RGF_EMPTY_SWAT_BERET" animsurface="RGFNOTHING_SWAT"/>
|
||||
<Surface name="RGF_EMPTY_SWAT_BERET" animsurface="RGFSWKNIFE"/>
|
||||
<Surface name="RGF_EMPTY_RUN_BERET" animsurface="RGFPISTOL_RUN"/>
|
||||
<Surface name="RGF_EMPTY_RUN_BERET" animsurface="RGFNOTHING_RUN"/>
|
||||
<Surface name="RGF_EMPTY_WALK_BERET" animsurface="RGFNOTHING_WALK"/>
|
||||
<Surface name="RGF_EMPTY_PRONE_BERET" animsurface="RGFHANDGUN_PRONE"/>
|
||||
<Surface name="RGF_PISTOL_IDLE_BERET" animsurface="RGFPISTOLBREATH"/>
|
||||
<Surface name="RGF_PISTOL_AIM_BERET" animsurface="RGFHANDGUN_S_SHOT"/>
|
||||
<Surface name="RGF_PISTOL_AIM_1H_BERET" animsurface="RGF_PFSHOT_AIM"/>
|
||||
<Surface name="RGF_PISTOL_RDY_WALK_BERET" animsurface="RGFWALK_P_RDY"/>
|
||||
<Surface name="RGF_DUAL_RDY_WALK_BERET" animsurface="RGFWALK_D_RDY"/>
|
||||
<Surface name="RGF_PISTOL_CR_AIM_BERET" animsurface="RGFHANDGUN_C_SHOT"/>
|
||||
<Surface name="RGF_PISTOL_SDSTP_AIM_BERET" animsurface="RGFSIDESTEP_P_RDY"/>
|
||||
<Surface name="RGF_DUAL_SDSTP_AIM_BERET" animsurface="RGFSIDESTEP_D_RDY"/>
|
||||
<Surface name="RGF_PISTOL_LOW_BERET" animsurface="RGFPISTOLSHOOTLOW"/>
|
||||
<Surface name="RGF_PISTOL_LOW_BERET" animsurface="RGFSHOOT_LOW"/>
|
||||
<Surface name="RGF_DUAL_AIM_BERET" animsurface="RGFSTANDDWALAIM"/>
|
||||
<Surface name="RGF_DUAL_CR_AIM_BERET" animsurface="RGFCDBLSHOT"/>
|
||||
<Surface name="RGF_MEDIC_PRONE_BERET" animsurface="RGFMEDICPRN"/>
|
||||
<Surface name="RGF_COWER_PRONE_BERET" animsurface="RGF_COWER_PRONE"/>
|
||||
<Surface name="RGF_DIE_PRONE_BERET" animsurface="RGFHITPRONE"/>
|
||||
<Surface name="RGF_DUAL_PRONE_BERET" animsurface="RGFDWPRONE"/>
|
||||
<Surface name="RGF_EMPTY_PAIN_BERET" animsurface="RGFHURTSTANDINGN"/>
|
||||
<Surface name="RGF_RIFLE_PAIN_BERET" animsurface="RGFHURTSTANDINGR"/>
|
||||
<Surface name="RGF_EMPTY_DIE_BERET" animsurface="RGFHITSTAND"/>
|
||||
<Surface name="RGF_EMPTY_CDIE_BERET" animsurface="RGFHITCROUCH"/>
|
||||
<Surface name="RGF_EMPTY_COWER_BERET" animsurface="RGFCOWER"/>
|
||||
<Surface name="RGF_CLIMB_BERET" animsurface="RGFCLIMBROOF"/>
|
||||
<Surface name="RGF_CLIMB_BERET" animsurface="RGFWALLJUMP"/>
|
||||
<Surface name="RGF_EMPTY_ROLL_BERET" animsurface="RGFROLLOVER"/>
|
||||
<Surface name="RGF_EMPTY_ROLL_SIDE_BERET" animsurface="RGFROLL_PR"/>
|
||||
<Surface name="RGF_EMPTY_DIEFB_BERET" animsurface="RGFHITFALLBACK"/>
|
||||
<Surface name="RGF_EMPTY_DIEFBH_BERET" animsurface="RGFHITHARD"/>
|
||||
<Surface name="RGF_EMPTY_DIEFBHB_BERET" animsurface="RGFHITHARDBLOOD"/>
|
||||
<Surface name="RGF_RIFLE_WALK_HURT_BERET" animsurface="RGFHURTWALKINGR"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_BERET" animsurface="RGFBAYONET_S_S"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_L_BERET" animsurface="RGFBAYONET_S_P"/>
|
||||
<Surface name="RGF_EMPTY_DODGE_BERET" animsurface="RGFDODGE"/>
|
||||
<Surface name="RGF_EMPTY_THROW_BERET" animsurface="RGFTHROW"/>
|
||||
<Surface name="RGF_EMPTY_THROW_G_BERET" animsurface="RGFSTHRG"/>
|
||||
<Surface name="RGF_EMPTY_LOB_BERET" animsurface="RGFLOB"/>
|
||||
<Surface name="RGF_EMPTY_LOB_G_BERET" animsurface="RGFSLOBG"/>
|
||||
<Surface name="RGF_EMPTY_KICKDOOR_BERET" animsurface="RGFKICKDOOR"/>
|
||||
<!--<Surface name="RGF_EMPTY_SQUISH_BERET" animsurface="RGF_SQUISH" />-->
|
||||
<Surface name="RGF_EMPTY_RADIO_BERET" animsurface="RGFRADIO"/>
|
||||
<!--<Surface name="RGF_EMPTY_PULL_BERET" animsurface="RGF_PULL" />-->
|
||||
<Surface name="RGF_EMPTY_REMOTE_BERET" animsurface="RGFUSEREMOTE"/>
|
||||
<Surface name="RGF_KNIFE_STAB_BERET" animsurface="RGFSTAB"/>
|
||||
<Surface name="RGF_KNIFE_SLICE_BERET" animsurface="RGFSLICE"/>
|
||||
<Surface name="RGF_KNIFE_THROW_BERET" animsurface="RGFTHROWKNIFE"/>
|
||||
<Surface name="RGF_KNIFE_BREATH_BERET" animsurface="RGFBREATHKNIFE"/>
|
||||
<Surface name="RGF_CROWBAR_HIT_BERET" animsurface="RGFCROWBAR"/>
|
||||
<Surface name="RGF_CROWBAR_CR_HIT_BERET" animsurface="RGFPUNCHLOW"/>
|
||||
<Surface name="RGF_EMPTY_CPUNCH_BERET" animsurface="RGFPUNCHLOW"/>
|
||||
<Surface name="RGF_EMPTY_CTHROW_BERET" animsurface="RGFCRTHROW"/>
|
||||
<Surface name="RGF_KNIFE_CSTAB_BERET" animsurface="RGFCSTAB"/>
|
||||
<Surface name="RGF_EMPTY_CRADIO_BERET" animsurface="RGFCRRADIO"/>
|
||||
<Surface name="RGF_EMPTY_SLEEP_BERET" animsurface="RGFSLEEP"/>
|
||||
<Surface name="RGF_EMPTY_DRUNK_BERET" animsurface="RGFPISTOLDRUNK"/>
|
||||
<Surface name="RGF_RIFLE_WALK_HURT_BERET" animsurface="RGFHURTWALKINGN"/>
|
||||
<Surface name="RGF_EMPTY_FALL_BERET" animsurface="RGFFALL"/>
|
||||
<Surface name="RGF_EMPTY_FALLFWD_BERET" animsurface="RGFFALLF"/>
|
||||
<!--<Surface name="RGF_EMPTY_KARATELK_BERET" animsurface="RGFLOWKICK" />
|
||||
<Surface name="RGF_EMPTY_KARATESPINK_BERET" animsurface="RGFSPINKICK" />-->
|
||||
<Surface name="RGF_LAW_BERET" animsurface="RGFROCKET"/>
|
||||
<Surface name="RGF_LAW_CR_BERET" animsurface="RGFCRROCKET"/>
|
||||
<Surface name="RGF_EMPTY_KICKSAND_BERET" animsurface="RGFKICKSN"/>
|
||||
<Surface name="RGF_EMPTY_WIPEFACE_BERET" animsurface="RGFWIPE"/>
|
||||
<Surface name="RGF_RIFLE_LOOK_BERET" animsurface="RGFALOOK"/>
|
||||
<Surface name="RGF_RIFLE_CLEAN_BERET" animsurface="RGFCLEAN"/>
|
||||
<Surface name="RGF_WATER_RIFLE_IDLE_BERET" animsurface="RGFWATER_R_STD" />
|
||||
<Surface name="RGF_WATER_RIFLE_WALK_BERET" animsurface="RGFWATER_R_WALK" />
|
||||
<Surface name="RGF_WATER_RIFLE_AIM_BERET" animsurface="RGFWATER_R_AIM" />
|
||||
<Surface name="RGF_WATER_RIFLE_HIP_BERET" animsurface="RGF_WATER_HIP_AIM" />
|
||||
<Surface name="RGF_WATER_EMPTY_IDLE_BERET" animsurface="RGFWATER_N_STD" />
|
||||
<Surface name="RGF_WATER_EMPTY_WALK_BERET" animsurface="RGFWATER_N_WALK" />
|
||||
<Surface name="RGF_WATER_EMPTY_THROW_BERET" animsurface="RGFWATERTHROW" />
|
||||
<Surface name="RGF_WATER_EMPTY_FALL_BERET" animsurface="RGFWATER_TRANS" />
|
||||
<Surface name="RGF_WATER_EMPTY_FALL_BERET" animsurface="RGFWATER_TRANS" />
|
||||
<Surface name="RGF_WATER_EMPTY_TREAD_BERET" animsurface="RGFDEEPWATER_TRED" />
|
||||
<Surface name="RGF_WATER_EMPTY_SWIM_BERET" animsurface="RGFDEEPWATER_SWIM" />
|
||||
<Surface name="RGF_WATER_EMPTY_DIE_BERET" animsurface="RGFWATER_DIE" />
|
||||
<Surface name="RGF_WATER_EMPTY_DROWN_BERET" animsurface="RGFDEEPWATER_DIE" />
|
||||
<Surface name="RGF_WATER_DUAL_AIM_BERET" animsurface="RGFWATER_DBLSHT" />
|
||||
<Surface name="RGF_HELIDROP_BERET" animsurface="RGFHELIDROP" />
|
||||
<Surface name="RGF_CROUCH_MORTAR_BERET" animsurface="RGFMORTAR" />
|
||||
<Surface name="RGF_SLAP_BERET" animsurface="RGFSLAP" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingBlueBeretAndHasPistol" palette="Bluehats">
|
||||
<Surface name="RGF_EMPTY_RUN_BERET" animsurface="RGFPISTOL_RUN"/>
|
||||
<Surface name="RGF_EMPTY_RUN_BERET" animsurface="RGFNOTHING_RUN"/>
|
||||
<Surface name="RGF_PISTOL_SDSTP_BERET" animsurface="RGFSIDESTEP"/>
|
||||
<Surface name="RGF_WATER_PISTOL_IDLE_BERET" animsurface="RGFWATER_N_STD" />
|
||||
<Surface name="RGF_WATER_EMPTY_WALK_BERET" animsurface="RGFWATER_N_WALK" />
|
||||
<Surface name="RGF_WATER_PISTOL_AIM_BERET" animsurface="RGFWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingBlueBeretAndHasRifle" palette="Bluehats">
|
||||
<Surface name="RGF_RIFLE_OPEN_BERET" animsurface="RGFOPEN"/>
|
||||
<Surface name="RGF_RIFLE_COWER_BERET" animsurface="RGFCOWER"/>
|
||||
<Surface name="RGF_RIFLE_PRN_COWER_BERET" animsurface="RGF_COWER_PRONE"/>
|
||||
<Surface name="RGF_RIFLE_KICKDOOR_BERET" animsurface="RGFKICKDOOR"/>
|
||||
<!--<Surface name="RGF_RIFLE_SQUISH_BERET" animsurface="RGF_SQUISH" />
|
||||
<Surface name="RGF_RIFLE_LOOK_BERET" animsurface="RGF_LOOK" />
|
||||
<Surface name="RGF_RIFLE_SPIT_BERET" animsurface="RGF_SPIT" />-->
|
||||
<Surface name="RGF_RIFLE_DRUNK_BERET" animsurface="RGFDRUNK"/>
|
||||
<Surface name="RGF_RIFLE_LOW_BERET" animsurface="RGFSHOOT_LOW"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_AIM_BERET" animsurface="RGFSIDESTEP_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_ROLL_SIDE_BERET" animsurface="RGFROLL_PR"/>
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingBlueBeret" palette="Bluehats">
|
||||
<Surface name="RGF_RIFLE_IDLE_BERET" animsurface="RGFSTANDING"/>
|
||||
<Surface name="RGF_BASICWALK_BERET" animsurface="RGFWALKING"/>
|
||||
<Surface name="RGF_RUNNING_BERET" animsurface="RGFRUNNING"/>
|
||||
<Surface name="RGF_RIFLE_CROUCH_BERET" animsurface="RGFCROUCHING"/>
|
||||
<Surface name="RGF_RIFLE_SWAT_BERET" animsurface="RGFSNEAKING"/>
|
||||
<Surface name="RGF_RIFLE_WALK_BERET" animsurface="RGFWALK_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_WALK_CROUCH_BERET" animsurface="RGFCROUCH_R_RDY"/>
|
||||
<Surface name="RGF_CROUCHWALK_BERET" animsurface="RGFCROUCH_P_RDY"/>
|
||||
<Surface name="RGF_CROUCHWALK_DUAL_BERET" animsurface="RGFCROUCH_D_RDY"/>
|
||||
<Surface name="RGF_RIFLE_RAISE_BERET" animsurface="RGFRAISE"/>
|
||||
<Surface name="RGF_RIFLE_AIM_BERET" animsurface="RGFSTANDAIM"/>
|
||||
<Surface name="RGF_RIFLE_HIP_BERET" animsurface="RGF_HIP_AIM"/>
|
||||
<Surface name="RGF_RIFLE_CR_AIM_BERET" animsurface="RGFCROUCHAIM"/>
|
||||
<Surface name="RGF_RIFLE_PRONE_BERET" animsurface="RGFPRONE"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_BERET" animsurface="RGFSIDESTEP"/>
|
||||
<Surface name="RGF_HOP_BERET" animsurface="RGFHOPFENCE"/>
|
||||
<Surface name="RGF_HOP_BERET" animsurface="RGFJUMPWINDOWS"/>
|
||||
<Surface name="RGF_PUNCH_BERET" animsurface="RGFPUNCH"/>
|
||||
<Surface name="RGF_IDLE_BERET" animsurface="RGFNOTHING_STD"/>
|
||||
<Surface name="RGF_PISTOL_IDLE_BERET" animsurface="RGFDBLBREATH"/>
|
||||
<Surface name="RGF_OPEN_BERET" animsurface="RGFOPEN"/>
|
||||
<Surface name="RGF_PICKUP_BERET" animsurface="RGFPICKUP"/>
|
||||
<Surface name="RGF_MEDIC_CROUCH_BERET" animsurface="RGFMEDIC"/>
|
||||
<Surface name="RGF_RIFLE_HIT_BERET" animsurface="RGFRHIT"/>
|
||||
<Surface name="RGF_EMPTY_CROUCH_BERET" animsurface="RGFNOTHING_CROUCH"/>
|
||||
<Surface name="RGF_EMPTY_SWAT_BERET" animsurface="RGFNOTHING_SWAT"/>
|
||||
<Surface name="RGF_EMPTY_SWAT_BERET" animsurface="RGFSWKNIFE"/>
|
||||
<Surface name="RGF_EMPTY_RUN_BERET" animsurface="RGFPISTOL_RUN"/>
|
||||
<Surface name="RGF_EMPTY_RUN_BERET" animsurface="RGFNOTHING_RUN"/>
|
||||
<Surface name="RGF_EMPTY_WALK_BERET" animsurface="RGFNOTHING_WALK"/>
|
||||
<Surface name="RGF_EMPTY_PRONE_BERET" animsurface="RGFHANDGUN_PRONE"/>
|
||||
<Surface name="RGF_PISTOL_IDLE_BERET" animsurface="RGFPISTOLBREATH"/>
|
||||
<Surface name="RGF_PISTOL_AIM_BERET" animsurface="RGFHANDGUN_S_SHOT"/>
|
||||
<Surface name="RGF_PISTOL_AIM_1H_BERET" animsurface="RGF_PFSHOT_AIM"/>
|
||||
<Surface name="RGF_PISTOL_RDY_WALK_BERET" animsurface="RGFWALK_P_RDY"/>
|
||||
<Surface name="RGF_DUAL_RDY_WALK_BERET" animsurface="RGFWALK_D_RDY"/>
|
||||
<Surface name="RGF_PISTOL_CR_AIM_BERET" animsurface="RGFHANDGUN_C_SHOT"/>
|
||||
<Surface name="RGF_PISTOL_SDSTP_AIM_BERET" animsurface="RGFSIDESTEP_P_RDY"/>
|
||||
<Surface name="RGF_DUAL_SDSTP_AIM_BERET" animsurface="RGFSIDESTEP_D_RDY"/>
|
||||
<Surface name="RGF_PISTOL_LOW_BERET" animsurface="RGFPISTOLSHOOTLOW"/>
|
||||
<Surface name="RGF_PISTOL_LOW_BERET" animsurface="RGFSHOOT_LOW"/>
|
||||
<Surface name="RGF_DUAL_AIM_BERET" animsurface="RGFSTANDDWALAIM"/>
|
||||
<Surface name="RGF_DUAL_CR_AIM_BERET" animsurface="RGFCDBLSHOT"/>
|
||||
<Surface name="RGF_MEDIC_PRONE_BERET" animsurface="RGFMEDICPRN"/>
|
||||
<Surface name="RGF_COWER_PRONE_BERET" animsurface="RGF_COWER_PRONE"/>
|
||||
<Surface name="RGF_DIE_PRONE_BERET" animsurface="RGFHITPRONE"/>
|
||||
<Surface name="RGF_DUAL_PRONE_BERET" animsurface="RGFDWPRONE"/>
|
||||
<Surface name="RGF_EMPTY_PAIN_BERET" animsurface="RGFHURTSTANDINGN"/>
|
||||
<Surface name="RGF_RIFLE_PAIN_BERET" animsurface="RGFHURTSTANDINGR"/>
|
||||
<Surface name="RGF_EMPTY_DIE_BERET" animsurface="RGFHITSTAND"/>
|
||||
<Surface name="RGF_EMPTY_CDIE_BERET" animsurface="RGFHITCROUCH"/>
|
||||
<Surface name="RGF_EMPTY_COWER_BERET" animsurface="RGFCOWER"/>
|
||||
<Surface name="RGF_CLIMB_BERET" animsurface="RGFCLIMBROOF"/>
|
||||
<Surface name="RGF_CLIMB_BERET" animsurface="RGFWALLJUMP"/>
|
||||
<Surface name="RGF_EMPTY_ROLL_BERET" animsurface="RGFROLLOVER"/>
|
||||
<Surface name="RGF_EMPTY_ROLL_SIDE_BERET" animsurface="RGFROLL_PR"/>
|
||||
<Surface name="RGF_EMPTY_DIEFB_BERET" animsurface="RGFHITFALLBACK"/>
|
||||
<Surface name="RGF_EMPTY_DIEFBH_BERET" animsurface="RGFHITHARD"/>
|
||||
<Surface name="RGF_EMPTY_DIEFBHB_BERET" animsurface="RGFHITHARDBLOOD"/>
|
||||
<Surface name="RGF_RIFLE_WALK_HURT_BERET" animsurface="RGFHURTWALKINGR"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_BERET" animsurface="RGFBAYONET_S_S"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_L_BERET" animsurface="RGFBAYONET_S_P"/>
|
||||
<Surface name="RGF_EMPTY_DODGE_BERET" animsurface="RGFDODGE"/>
|
||||
<Surface name="RGF_EMPTY_THROW_BERET" animsurface="RGFTHROW"/>
|
||||
<Surface name="RGF_EMPTY_THROW_G_BERET" animsurface="RGFSTHRG"/>
|
||||
<Surface name="RGF_EMPTY_LOB_BERET" animsurface="RGFLOB"/>
|
||||
<Surface name="RGF_EMPTY_LOB_G_BERET" animsurface="RGFSLOBG"/>
|
||||
<Surface name="RGF_EMPTY_KICKDOOR_BERET" animsurface="RGFKICKDOOR"/>
|
||||
<!--<Surface name="RGF_EMPTY_SQUISH_BERET" animsurface="RGF_SQUISH" />-->
|
||||
<Surface name="RGF_EMPTY_RADIO_BERET" animsurface="RGFRADIO"/>
|
||||
<!--<Surface name="RGF_EMPTY_PULL_BERET" animsurface="RGF_PULL" />-->
|
||||
<Surface name="RGF_EMPTY_REMOTE_BERET" animsurface="RGFUSEREMOTE"/>
|
||||
<Surface name="RGF_KNIFE_STAB_BERET" animsurface="RGFSTAB"/>
|
||||
<Surface name="RGF_KNIFE_SLICE_BERET" animsurface="RGFSLICE"/>
|
||||
<Surface name="RGF_KNIFE_THROW_BERET" animsurface="RGFTHROWKNIFE"/>
|
||||
<Surface name="RGF_KNIFE_BREATH_BERET" animsurface="RGFBREATHKNIFE"/>
|
||||
<Surface name="RGF_CROWBAR_HIT_BERET" animsurface="RGFCROWBAR"/>
|
||||
<Surface name="RGF_CROWBAR_CR_HIT_BERET" animsurface="RGFPUNCHLOW"/>
|
||||
<Surface name="RGF_EMPTY_CPUNCH_BERET" animsurface="RGFPUNCHLOW"/>
|
||||
<Surface name="RGF_EMPTY_CTHROW_BERET" animsurface="RGFCRTHROW"/>
|
||||
<Surface name="RGF_KNIFE_CSTAB_BERET" animsurface="RGFCSTAB"/>
|
||||
<Surface name="RGF_EMPTY_CRADIO_BERET" animsurface="RGFCRRADIO"/>
|
||||
<Surface name="RGF_EMPTY_SLEEP_BERET" animsurface="RGFSLEEP"/>
|
||||
<Surface name="RGF_EMPTY_DRUNK_BERET" animsurface="RGFPISTOLDRUNK"/>
|
||||
<Surface name="RGF_RIFLE_WALK_HURT_BERET" animsurface="RGFHURTWALKINGN"/>
|
||||
<Surface name="RGF_EMPTY_FALL_BERET" animsurface="RGFFALL"/>
|
||||
<Surface name="RGF_EMPTY_FALLFWD_BERET" animsurface="RGFFALLF"/>
|
||||
<!--<Surface name="RGF_EMPTY_KARATELK_BERET" animsurface="RGFLOWKICK" />
|
||||
<Surface name="RGF_EMPTY_KARATESPINK_BERET" animsurface="RGFSPINKICK" />-->
|
||||
<Surface name="RGF_LAW_BERET" animsurface="RGFROCKET"/>
|
||||
<Surface name="RGF_LAW_CR_BERET" animsurface="RGFCRROCKET"/>
|
||||
<Surface name="RGF_EMPTY_KICKSAND_BERET" animsurface="RGFKICKSN"/>
|
||||
<Surface name="RGF_EMPTY_WIPEFACE_BERET" animsurface="RGFWIPE"/>
|
||||
<Surface name="RGF_RIFLE_LOOK_BERET" animsurface="RGFALOOK"/>
|
||||
<Surface name="RGF_RIFLE_CLEAN_BERET" animsurface="RGFCLEAN"/>
|
||||
<Surface name="RGF_WATER_RIFLE_IDLE_BERET" animsurface="RGFWATER_R_STD" />
|
||||
<Surface name="RGF_WATER_RIFLE_WALK_BERET" animsurface="RGFWATER_R_WALK" />
|
||||
<Surface name="RGF_WATER_RIFLE_AIM_BERET" animsurface="RGFWATER_R_AIM" />
|
||||
<Surface name="RGF_WATER_RIFLE_HIP_BERET" animsurface="RGF_WATER_HIP_AIM" />
|
||||
<Surface name="RGF_WATER_EMPTY_IDLE_BERET" animsurface="RGFWATER_N_STD" />
|
||||
<Surface name="RGF_WATER_EMPTY_WALK_BERET" animsurface="RGFWATER_N_WALK" />
|
||||
<Surface name="RGF_WATER_EMPTY_THROW_BERET" animsurface="RGFWATERTHROW" />
|
||||
<Surface name="RGF_WATER_EMPTY_FALL_BERET" animsurface="RGFWATER_TRANS" />
|
||||
<Surface name="RGF_WATER_EMPTY_FALL_BERET" animsurface="RGFWATER_TRANS" />
|
||||
<Surface name="RGF_WATER_EMPTY_TREAD_BERET" animsurface="RGFDEEPWATER_TRED" />
|
||||
<Surface name="RGF_WATER_EMPTY_SWIM_BERET" animsurface="RGFDEEPWATER_SWIM" />
|
||||
<Surface name="RGF_WATER_EMPTY_DIE_BERET" animsurface="RGFWATER_DIE" />
|
||||
<Surface name="RGF_WATER_EMPTY_DROWN_BERET" animsurface="RGFDEEPWATER_DIE" />
|
||||
<Surface name="RGF_WATER_DUAL_AIM_BERET" animsurface="RGFWATER_DBLSHT" />
|
||||
<Surface name="RGF_HELIDROP_BERET" animsurface="RGFHELIDROP" />
|
||||
<Surface name="RGF_CROUCH_MORTAR_BERET" animsurface="RGFMORTAR" />
|
||||
<Surface name="RGF_SLAP_BERET" animsurface="RGFSLAP" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingHatAndHasPistol" palette="WoodlandCamo">
|
||||
<Surface name="RGF_EMPTY_RUN_BOONEY" animsurface="RGFPISTOL_RUN"/>
|
||||
|
||||
@@ -267,6 +267,272 @@
|
||||
<Surface name="WATER_DUAL_AIM_LEGS_C" animsurface="RGMWATER_DBLSHT" />
|
||||
<Surface name="CROUCH_MORTAR_LEGS_C" animsurface="RGMMORTAR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="DesertCamoPantsAndPistolLeft" palette="DesertlandCamo">
|
||||
<Surface name="RGMEMPTY_RUN_LEGS_C" animsurface="RGMPISTOL_RUN" />
|
||||
<Surface name="RGMDUAL_SDSTP_LEGS_C" animsurface="RGMSIDESTEP" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="DesertCamoPantsAndPistol" palette="DesertlandCamo">
|
||||
<Surface name="RGMPISTOL_WALK_LEGS_C" animsurface="RGMNOTHING_WALK" />
|
||||
<Surface name="RGMEMPTY_RUN_LEGS_C" animsurface="RGMPISTOL_RUN" />
|
||||
<Surface name="RGMEMPTY_RUN_LEGS_C" animsurface="RGMNOTHING_RUN" />
|
||||
<Surface name="RGMPISTOL_SDSTP_LEGS_C" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="RGMEMPTY_DRUNK_LEGS_C" animsurface="RGMPISTOLDRUNK" />
|
||||
<Surface name="WATER_PISTOL_IDLE_LEGS_C" animsurface="RGMWATER_N_STD" />
|
||||
<Surface name="WATER_PISTOL_WALK_LEGS_C" animsurface="RGMWATER_N_WALK" />
|
||||
<Surface name="WATER_PISTOL_AIM_LEGS_C" animsurface="RGMWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="DesertCamoPantsAndRifle" palette="DesertlandCamo">
|
||||
<Surface name="RGM_RIFLE_OPEN_LEGS_C" animsurface="RGMOPEN" />
|
||||
<Surface name="RGMRIFLE_COWER_LEGS_C" animsurface="RGMCOWER" />
|
||||
<Surface name="RGMRIFLE_PRN_COWER_LEGS_C" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="RGMRIFLE_KICKDOOR_LEGS_C" animsurface="RGMKICKDOOR" />
|
||||
<Surface name="RGMRIFLE_SQUISH_LEGS_C" animsurface="RGM_SQUISH" />
|
||||
<Surface name="RGMRIFLE_LOOK_LEGS_C" animsurface="RGM_LOOK" />
|
||||
<Surface name="RGMRIFLE_SPIT_LEGS_C" animsurface="RGM_SPIT" />
|
||||
<Surface name="RGMRIFLE_DRUNK_LEGS_C" animsurface="RGMDRUNK" />
|
||||
<Surface name="RGMRIFLE_LOW_LEGS_C" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="RGMRIFLE_HIP_LOW_LEGS_C" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="RGMRIFLE_SIDESTEP_AIM_LEGS_C" animsurface="RGMSIDESTEP_R_RDY" />
|
||||
<Surface name="RGMRIFLE_ROLL_SIDE_LEGS_C" animsurface="RGMROLL_PR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="DesertCamoPants" palette="DesertlandCamo">
|
||||
<Surface name="RGMRIFLE_SWAT_LEGS_C" animsurface="RGMSNEAKING" />
|
||||
<Surface name="RGMRIFLE_WALK_CROUCH_LEGS_C" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="RGM_CROUCHWALK_LEGS_C" animsurface="RGMCROUCH_P_RDY" />
|
||||
<Surface name="RGM_CROUCHWALK_DUAL_LEGS_C" animsurface="RGMCROUCH_D_RDY" />
|
||||
<Surface name="RGMRIFLE_WALK_LEGS_C" animsurface="RGMWALK_R_RDY" />
|
||||
<Surface name="RGMRUNNING_LEGS_C" animsurface="RGMRUNNING" />
|
||||
<Surface name="RGMRIFLE_IDLE_LEGS_C" animsurface="RGMSTANDING" />
|
||||
<Surface name="RGMBASICWALK_LEGS_C" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="RGMRIFLE_CROUCH_LEGS_C" animsurface="RGMCROUCHING" />
|
||||
<Surface name="RGMRIFLE_SIDESTEP_LEGS_C" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="RGMRIFLE_RAISE_LEGS_C" animsurface="RGMRAISE" />
|
||||
<Surface name="RGMRIFLE_AIM_LEGS_C" animsurface="RGMSTANDAIM" />
|
||||
<Surface name="RGMRIFLE_HIP_LEGS_C" animsurface="RGM_HIP_AIM" />
|
||||
<Surface name="RGMRIFLE_CR_AIM_LEGS_C" animsurface="RGMCROUCHAIM" />
|
||||
<Surface name="RGMRIFLE_PRONE_LEGS_C" animsurface="RGMPRONE" />
|
||||
<Surface name="RGM_HOP_LEGS_C" animsurface="RGMHOPFENCE" />
|
||||
<Surface name="RGM_HOP_LEGS_C" animsurface="RGMJUMPWINDOWS" />
|
||||
<Surface name="RGM_PUNCH_LEGS_C" animsurface="RGMPUNCH" />
|
||||
<Surface name="RGM_IDLE_LEGS_C" animsurface="RGMNOTHING_STD" />
|
||||
<Surface name="RGM_IDLE_LEGS_C" animsurface="RGMDBLBREATH" />
|
||||
<Surface name="RGM_OPEN_LEGS_C" animsurface="RGMOPEN" />
|
||||
<Surface name="RGM_PICKUP_LEGS_C" animsurface="RGMPICKUP" />
|
||||
<Surface name="RGMMEDIC_CROUCH_LEGS_C" animsurface="RGMMEDIC" />
|
||||
<Surface name="RGMRIFLE_HIT_LEGS_C" animsurface="RGMRHIT" />
|
||||
<Surface name="RGMEMPTY_CROUCH_LEGS_C" animsurface="RGMNOTHING_CROUCH" />
|
||||
<Surface name="RGMEMPTY_SWAT_LEGS_C" animsurface="RGMNOTHING_SWAT" />
|
||||
<Surface name="RGMEMPTY_SWAT_LEGS_C" animsurface="RGMSWKNIFE" />
|
||||
<Surface name="RGMEMPTY_RUN_LEGS_C" animsurface="RGMNOTHING_RUN" />
|
||||
<Surface name="RGMEMPTY_WALK_LEGS_C" animsurface="RGMNOTHING_WALK" />
|
||||
<Surface name="RGMEMPTY_PRONE_LEGS_C" animsurface="RGMHANDGUN_PRONE" />
|
||||
<Surface name="RGMPISTOL_IDLE_LEGS_C" animsurface="RGMPISTOLBREATH" />
|
||||
<Surface name="RGMPISTOL_AIM_LEGS_C" animsurface="RGMHANDGUN_S_SHOT" />
|
||||
<Surface name="RGMPISTOL_AIM_1H_LEGS_C" animsurface="RGM_PFSHOT_AIM" />
|
||||
<Surface name="RGMPISTOL_RDY_WALK_LEGS_C" animsurface="RGMWALK_P_RDY" />
|
||||
<Surface name="RGMDUAL_RDY_WALK_LEGS_C" animsurface="RGMWALK_D_RDY" />
|
||||
<Surface name="RGMPISTOL_CR_AIM_LEGS_C" animsurface="RGMHANDGUN_C_SHOT" />
|
||||
<Surface name="RGMPISTOL_SDSTP_AIM_LEGS_C" animsurface="RGMSIDESTEP_P_RDY" />
|
||||
<Surface name="RGMDUAL_SDSTP_AIM_LEGS_C" animsurface="RGMSIDESTEP_D_RDY" />
|
||||
<Surface name="RGMPISTOL_LOW_LEGS_C" animsurface="RGMPISTOLSHOOTLOW" />
|
||||
<Surface name="RGMPISTOL_LOW_LEGS_C" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="RGMDUAL_AIM_LEGS_C" animsurface="RGMSTANDDWALAIM" />
|
||||
<Surface name="RGMDUAL_CR_AIM_LEGS_C" animsurface="RGMCDBLSHOT" />
|
||||
<Surface name="RGMMEDIC_PRONE_LEGS_C" animsurface="RGMMEDICPRN" />
|
||||
<Surface name="RGMCOWER_PRONE_LEGS_C" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="RGMDIE_PRONE_LEGS_C" animsurface="RGMHITPRONE" />
|
||||
<Surface name="RGMDUAL_PRONE_LEGS_C" animsurface="RGMDWPRONE" />
|
||||
<Surface name="RGMEMPTY_PAIN_LEGS_C" animsurface="RGMHURTSTANDINGN" />
|
||||
<Surface name="RGMRIFLE_PAIN_LEGS_C" animsurface="RGMHURTSTANDINGR" />
|
||||
<Surface name="RGMEMPTY_DIE_LEGS_C" animsurface="RGMHITSTAND" />
|
||||
<Surface name="RGMEMPTY_JFK_LEGS_C" animsurface="RGMDIE_JFK" />
|
||||
<Surface name="RGMEMPTY_CDIE_LEGS_C" animsurface="RGMHITCROUCH" />
|
||||
<Surface name="RGMEMPTY_COWER_LEGS_C" animsurface="RGMCOWER" />
|
||||
<Surface name="RGM_CLIMB_LEGS_C" animsurface="RGMCLIMBROOF" />
|
||||
<Surface name="RGM_CLIMB_LEGS_C" animsurface="RGMWALLJUMP" />
|
||||
<Surface name="RGMEMPTY_ROLL_LEGS_C" animsurface="RGMROLLOVER" />
|
||||
<Surface name="RGMEMPTY_ROLL_SIDE_LEGS_C" animsurface="RGMROLL_PR" />
|
||||
<Surface name="RGMEMPTY_DIEFB_LEGS_C" animsurface="RGMHITFALLBACK" />
|
||||
<Surface name="RGMEMPTY_DIEFBH_LEGS_C" animsurface="RGMHITHARD" />
|
||||
<Surface name="RGMEMPTY_DIEFBHB_LEGS_C" animsurface="RGMHITHARDBLOOD" />
|
||||
<Surface name="RGMRIFLE_WALK_HURT_LEGS_C" animsurface="RGMHURTWALKINGR" />
|
||||
<Surface name="RGMRIFLE_BAYONET_LEGS_C" animsurface="RGMBAYONET_S_S" />
|
||||
<Surface name="RGMRIFLE_BAYONET_L_LEGS_C" animsurface="RGMBAYONET_S_P" />
|
||||
<Surface name="RGMEMPTY_DODGE_LEGS_C" animsurface="RGMDODGE" />
|
||||
<Surface name="RGMEMPTY_THROW_LEGS_C" animsurface="RGMTHROW" />
|
||||
<Surface name="RGMEMPTY_THROW_G_LEGS_C" animsurface="RGMSTHRG" />
|
||||
<Surface name="RGMEMPTY_LOB_LEGS_C" animsurface="RGMLOB" />
|
||||
<Surface name="RGMEMPTY_LOB_G_LEGS_C" animsurface="RGMSLOBG" />
|
||||
<Surface name="RGMEMPTY_KICKDOOR_LEGS_C" animsurface="RGMKICKDOOR" />
|
||||
<Surface name="RGMEMPTY_SQUISH_LEGS_C" animsurface="RGM_SQUISH" />
|
||||
<Surface name="RGMEMPTY_RADIO_LEGS_C" animsurface="RGMRADIO" />
|
||||
<Surface name="RGMEMPTY_PULL_LEGS_C" animsurface="RGM_PULL" />
|
||||
<Surface name="RGMEMPTY_REMOTE_LEGS_C" animsurface="RGMUSEREMOTE" />
|
||||
<Surface name="RGMKNIFE_STAB_LEGS_C" animsurface="RGMSTAB" />
|
||||
<Surface name="RGMKNIFE_SLICE_LEGS_C" animsurface="RGMSLICE" />
|
||||
<Surface name="RGMKNIFE_THROW_LEGS_C" animsurface="RGMTHROWKNIFE" />
|
||||
<Surface name="RGMKNIFE_BREATH_LEGS_C" animsurface="RGMBREATHKNIFE" />
|
||||
<Surface name="RGMCROWBAR_HIT_LEGS_C" animsurface="RGMCROWBAR" />
|
||||
<Surface name="RGMCROWBAR_CR_HIT_LEGS_C" animsurface="RGMPUNCHLOW" />
|
||||
<Surface name="RGMEMPTY_CPUNCH_LEGS_C" animsurface="RGMPUNCHLOW" />
|
||||
<Surface name="RGMEMPTY_CTHROW_LEGS_C" animsurface="RGMCRTHROW" />
|
||||
<Surface name="RGMKNIFE_CSTAB_LEGS_C" animsurface="RGMCSTAB" />
|
||||
<Surface name="RGMEMPTY_CRADIO_LEGS_C" animsurface="RGMCRRADIO" />
|
||||
<Surface name="RGMEMPTY_SLEEP_LEGS_C" animsurface="RGMSLEEP" />
|
||||
<Surface name="RGMEMPTY_DRUNK_LEGS_C" animsurface="RGMPISTOLDRUNK" />
|
||||
<Surface name="RGMEMPTY_WALK_HURT_LEGS_C" animsurface="RGMHURTWALKINGN" />
|
||||
<Surface name="RGMEMPTY_FALL_LEGS_C" animsurface="RGMFALL" />
|
||||
<Surface name="RGMEMPTY_FALLFWD_LEGS_C" animsurface="RGMFALLF" />
|
||||
<Surface name="RGMEMPTY_KARATELK_LEGS_C" animsurface="RGMLOWKICK" />
|
||||
<Surface name="RGMEMPTY_KARATESPINK_LEGS_C" animsurface="RGMSPINKICK" />
|
||||
<Surface name="RGMLAW_LEGS_C" animsurface="RGMROCKET" />
|
||||
<Surface name="RGMLAW_CR_LEGS_C" animsurface="RGMCRROCKET" />
|
||||
<Surface name="RGM_HELIDROP_LEGS_C" animsurface="RGMHELIDROP" />
|
||||
<Surface name="WATER_RIFLE_IDLE_LEGS_C" animsurface="RGMWATER_R_STD" />
|
||||
<Surface name="WATER_RIFLE_WALK_LEGS_C" animsurface="RGMWATER_R_WALK" />
|
||||
<Surface name="WATER_RIFLE_AIM_LEGS_C" animsurface="RGMWATER_R_AIM" />
|
||||
<Surface name="WATER_RIFLE_HIP_LEGS_C" animsurface="RGM_WATER_HIP_AIM" />
|
||||
<Surface name="WATER_EMPTY_IDLE_LEGS_C" animsurface="RGMWATER_N_STD" />
|
||||
<Surface name="WATER_EMPTY_WALK_LEGS_C" animsurface="RGMWATER_N_WALK" />
|
||||
<Surface name="WATER_EMPTY_THROW_LEGS_C" animsurface="RGMWATERTHROW" />
|
||||
<Surface name="WATER_EMPTY_FALL_LEGS_C" animsurface="RGMWATER_TRANS" />
|
||||
<Surface name="WATER_EMPTY_DIE_LEGS_C" animsurface="RGMWATER_DIE" />
|
||||
<Surface name="WATER_DUAL_AIM_LEGS_C" animsurface="RGMWATER_DBLSHT" />
|
||||
<Surface name="CROUCH_MORTAR_LEGS_C" animsurface="RGMMORTAR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="UrbanCamoPantsAndPistolLeft" palette="UrbanlandCamo">
|
||||
<Surface name="RGMEMPTY_RUN_LEGS_C" animsurface="RGMPISTOL_RUN" />
|
||||
<Surface name="RGMDUAL_SDSTP_LEGS_C" animsurface="RGMSIDESTEP" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="UrbanCamoPantsAndPistol" palette="UrbanlandCamo">
|
||||
<Surface name="RGMPISTOL_WALK_LEGS_C" animsurface="RGMNOTHING_WALK" />
|
||||
<Surface name="RGMEMPTY_RUN_LEGS_C" animsurface="RGMPISTOL_RUN" />
|
||||
<Surface name="RGMEMPTY_RUN_LEGS_C" animsurface="RGMNOTHING_RUN" />
|
||||
<Surface name="RGMPISTOL_SDSTP_LEGS_C" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="RGMEMPTY_DRUNK_LEGS_C" animsurface="RGMPISTOLDRUNK" />
|
||||
<Surface name="WATER_PISTOL_IDLE_LEGS_C" animsurface="RGMWATER_N_STD" />
|
||||
<Surface name="WATER_PISTOL_WALK_LEGS_C" animsurface="RGMWATER_N_WALK" />
|
||||
<Surface name="WATER_PISTOL_AIM_LEGS_C" animsurface="RGMWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="UrbanCamoPantsAndRifle" palette="UrbanlandCamo">
|
||||
<Surface name="RGM_RIFLE_OPEN_LEGS_C" animsurface="RGMOPEN" />
|
||||
<Surface name="RGMRIFLE_COWER_LEGS_C" animsurface="RGMCOWER" />
|
||||
<Surface name="RGMRIFLE_PRN_COWER_LEGS_C" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="RGMRIFLE_KICKDOOR_LEGS_C" animsurface="RGMKICKDOOR" />
|
||||
<Surface name="RGMRIFLE_SQUISH_LEGS_C" animsurface="RGM_SQUISH" />
|
||||
<Surface name="RGMRIFLE_LOOK_LEGS_C" animsurface="RGM_LOOK" />
|
||||
<Surface name="RGMRIFLE_SPIT_LEGS_C" animsurface="RGM_SPIT" />
|
||||
<Surface name="RGMRIFLE_DRUNK_LEGS_C" animsurface="RGMDRUNK" />
|
||||
<Surface name="RGMRIFLE_LOW_LEGS_C" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="RGMRIFLE_HIP_LOW_LEGS_C" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="RGMRIFLE_SIDESTEP_AIM_LEGS_C" animsurface="RGMSIDESTEP_R_RDY" />
|
||||
<Surface name="RGMRIFLE_ROLL_SIDE_LEGS_C" animsurface="RGMROLL_PR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="UrbanCamoPants" palette="UrbanlandCamo">
|
||||
<Surface name="RGMRIFLE_SWAT_LEGS_C" animsurface="RGMSNEAKING" />
|
||||
<Surface name="RGMRIFLE_WALK_CROUCH_LEGS_C" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="RGM_CROUCHWALK_LEGS_C" animsurface="RGMCROUCH_P_RDY" />
|
||||
<Surface name="RGM_CROUCHWALK_DUAL_LEGS_C" animsurface="RGMCROUCH_D_RDY" />
|
||||
<Surface name="RGMRIFLE_WALK_LEGS_C" animsurface="RGMWALK_R_RDY" />
|
||||
<Surface name="RGMRUNNING_LEGS_C" animsurface="RGMRUNNING" />
|
||||
<Surface name="RGMRIFLE_IDLE_LEGS_C" animsurface="RGMSTANDING" />
|
||||
<Surface name="RGMBASICWALK_LEGS_C" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="RGMRIFLE_CROUCH_LEGS_C" animsurface="RGMCROUCHING" />
|
||||
<Surface name="RGMRIFLE_SIDESTEP_LEGS_C" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="RGMRIFLE_RAISE_LEGS_C" animsurface="RGMRAISE" />
|
||||
<Surface name="RGMRIFLE_AIM_LEGS_C" animsurface="RGMSTANDAIM" />
|
||||
<Surface name="RGMRIFLE_HIP_LEGS_C" animsurface="RGM_HIP_AIM" />
|
||||
<Surface name="RGMRIFLE_CR_AIM_LEGS_C" animsurface="RGMCROUCHAIM" />
|
||||
<Surface name="RGMRIFLE_PRONE_LEGS_C" animsurface="RGMPRONE" />
|
||||
<Surface name="RGM_HOP_LEGS_C" animsurface="RGMHOPFENCE" />
|
||||
<Surface name="RGM_HOP_LEGS_C" animsurface="RGMJUMPWINDOWS" />
|
||||
<Surface name="RGM_PUNCH_LEGS_C" animsurface="RGMPUNCH" />
|
||||
<Surface name="RGM_IDLE_LEGS_C" animsurface="RGMNOTHING_STD" />
|
||||
<Surface name="RGM_IDLE_LEGS_C" animsurface="RGMDBLBREATH" />
|
||||
<Surface name="RGM_OPEN_LEGS_C" animsurface="RGMOPEN" />
|
||||
<Surface name="RGM_PICKUP_LEGS_C" animsurface="RGMPICKUP" />
|
||||
<Surface name="RGMMEDIC_CROUCH_LEGS_C" animsurface="RGMMEDIC" />
|
||||
<Surface name="RGMRIFLE_HIT_LEGS_C" animsurface="RGMRHIT" />
|
||||
<Surface name="RGMEMPTY_CROUCH_LEGS_C" animsurface="RGMNOTHING_CROUCH" />
|
||||
<Surface name="RGMEMPTY_SWAT_LEGS_C" animsurface="RGMNOTHING_SWAT" />
|
||||
<Surface name="RGMEMPTY_SWAT_LEGS_C" animsurface="RGMSWKNIFE" />
|
||||
<Surface name="RGMEMPTY_RUN_LEGS_C" animsurface="RGMNOTHING_RUN" />
|
||||
<Surface name="RGMEMPTY_WALK_LEGS_C" animsurface="RGMNOTHING_WALK" />
|
||||
<Surface name="RGMEMPTY_PRONE_LEGS_C" animsurface="RGMHANDGUN_PRONE" />
|
||||
<Surface name="RGMPISTOL_IDLE_LEGS_C" animsurface="RGMPISTOLBREATH" />
|
||||
<Surface name="RGMPISTOL_AIM_LEGS_C" animsurface="RGMHANDGUN_S_SHOT" />
|
||||
<Surface name="RGMPISTOL_AIM_1H_LEGS_C" animsurface="RGM_PFSHOT_AIM" />
|
||||
<Surface name="RGMPISTOL_RDY_WALK_LEGS_C" animsurface="RGMWALK_P_RDY" />
|
||||
<Surface name="RGMDUAL_RDY_WALK_LEGS_C" animsurface="RGMWALK_D_RDY" />
|
||||
<Surface name="RGMPISTOL_CR_AIM_LEGS_C" animsurface="RGMHANDGUN_C_SHOT" />
|
||||
<Surface name="RGMPISTOL_SDSTP_AIM_LEGS_C" animsurface="RGMSIDESTEP_P_RDY" />
|
||||
<Surface name="RGMDUAL_SDSTP_AIM_LEGS_C" animsurface="RGMSIDESTEP_D_RDY" />
|
||||
<Surface name="RGMPISTOL_LOW_LEGS_C" animsurface="RGMPISTOLSHOOTLOW" />
|
||||
<Surface name="RGMPISTOL_LOW_LEGS_C" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="RGMDUAL_AIM_LEGS_C" animsurface="RGMSTANDDWALAIM" />
|
||||
<Surface name="RGMDUAL_CR_AIM_LEGS_C" animsurface="RGMCDBLSHOT" />
|
||||
<Surface name="RGMMEDIC_PRONE_LEGS_C" animsurface="RGMMEDICPRN" />
|
||||
<Surface name="RGMCOWER_PRONE_LEGS_C" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="RGMDIE_PRONE_LEGS_C" animsurface="RGMHITPRONE" />
|
||||
<Surface name="RGMDUAL_PRONE_LEGS_C" animsurface="RGMDWPRONE" />
|
||||
<Surface name="RGMEMPTY_PAIN_LEGS_C" animsurface="RGMHURTSTANDINGN" />
|
||||
<Surface name="RGMRIFLE_PAIN_LEGS_C" animsurface="RGMHURTSTANDINGR" />
|
||||
<Surface name="RGMEMPTY_DIE_LEGS_C" animsurface="RGMHITSTAND" />
|
||||
<Surface name="RGMEMPTY_JFK_LEGS_C" animsurface="RGMDIE_JFK" />
|
||||
<Surface name="RGMEMPTY_CDIE_LEGS_C" animsurface="RGMHITCROUCH" />
|
||||
<Surface name="RGMEMPTY_COWER_LEGS_C" animsurface="RGMCOWER" />
|
||||
<Surface name="RGM_CLIMB_LEGS_C" animsurface="RGMCLIMBROOF" />
|
||||
<Surface name="RGM_CLIMB_LEGS_C" animsurface="RGMWALLJUMP" />
|
||||
<Surface name="RGMEMPTY_ROLL_LEGS_C" animsurface="RGMROLLOVER" />
|
||||
<Surface name="RGMEMPTY_ROLL_SIDE_LEGS_C" animsurface="RGMROLL_PR" />
|
||||
<Surface name="RGMEMPTY_DIEFB_LEGS_C" animsurface="RGMHITFALLBACK" />
|
||||
<Surface name="RGMEMPTY_DIEFBH_LEGS_C" animsurface="RGMHITHARD" />
|
||||
<Surface name="RGMEMPTY_DIEFBHB_LEGS_C" animsurface="RGMHITHARDBLOOD" />
|
||||
<Surface name="RGMRIFLE_WALK_HURT_LEGS_C" animsurface="RGMHURTWALKINGR" />
|
||||
<Surface name="RGMRIFLE_BAYONET_LEGS_C" animsurface="RGMBAYONET_S_S" />
|
||||
<Surface name="RGMRIFLE_BAYONET_L_LEGS_C" animsurface="RGMBAYONET_S_P" />
|
||||
<Surface name="RGMEMPTY_DODGE_LEGS_C" animsurface="RGMDODGE" />
|
||||
<Surface name="RGMEMPTY_THROW_LEGS_C" animsurface="RGMTHROW" />
|
||||
<Surface name="RGMEMPTY_THROW_G_LEGS_C" animsurface="RGMSTHRG" />
|
||||
<Surface name="RGMEMPTY_LOB_LEGS_C" animsurface="RGMLOB" />
|
||||
<Surface name="RGMEMPTY_LOB_G_LEGS_C" animsurface="RGMSLOBG" />
|
||||
<Surface name="RGMEMPTY_KICKDOOR_LEGS_C" animsurface="RGMKICKDOOR" />
|
||||
<Surface name="RGMEMPTY_SQUISH_LEGS_C" animsurface="RGM_SQUISH" />
|
||||
<Surface name="RGMEMPTY_RADIO_LEGS_C" animsurface="RGMRADIO" />
|
||||
<Surface name="RGMEMPTY_PULL_LEGS_C" animsurface="RGM_PULL" />
|
||||
<Surface name="RGMEMPTY_REMOTE_LEGS_C" animsurface="RGMUSEREMOTE" />
|
||||
<Surface name="RGMKNIFE_STAB_LEGS_C" animsurface="RGMSTAB" />
|
||||
<Surface name="RGMKNIFE_SLICE_LEGS_C" animsurface="RGMSLICE" />
|
||||
<Surface name="RGMKNIFE_THROW_LEGS_C" animsurface="RGMTHROWKNIFE" />
|
||||
<Surface name="RGMKNIFE_BREATH_LEGS_C" animsurface="RGMBREATHKNIFE" />
|
||||
<Surface name="RGMCROWBAR_HIT_LEGS_C" animsurface="RGMCROWBAR" />
|
||||
<Surface name="RGMCROWBAR_CR_HIT_LEGS_C" animsurface="RGMPUNCHLOW" />
|
||||
<Surface name="RGMEMPTY_CPUNCH_LEGS_C" animsurface="RGMPUNCHLOW" />
|
||||
<Surface name="RGMEMPTY_CTHROW_LEGS_C" animsurface="RGMCRTHROW" />
|
||||
<Surface name="RGMKNIFE_CSTAB_LEGS_C" animsurface="RGMCSTAB" />
|
||||
<Surface name="RGMEMPTY_CRADIO_LEGS_C" animsurface="RGMCRRADIO" />
|
||||
<Surface name="RGMEMPTY_SLEEP_LEGS_C" animsurface="RGMSLEEP" />
|
||||
<Surface name="RGMEMPTY_DRUNK_LEGS_C" animsurface="RGMPISTOLDRUNK" />
|
||||
<Surface name="RGMEMPTY_WALK_HURT_LEGS_C" animsurface="RGMHURTWALKINGN" />
|
||||
<Surface name="RGMEMPTY_FALL_LEGS_C" animsurface="RGMFALL" />
|
||||
<Surface name="RGMEMPTY_FALLFWD_LEGS_C" animsurface="RGMFALLF" />
|
||||
<Surface name="RGMEMPTY_KARATELK_LEGS_C" animsurface="RGMLOWKICK" />
|
||||
<Surface name="RGMEMPTY_KARATESPINK_LEGS_C" animsurface="RGMSPINKICK" />
|
||||
<Surface name="RGMLAW_LEGS_C" animsurface="RGMROCKET" />
|
||||
<Surface name="RGMLAW_CR_LEGS_C" animsurface="RGMCRROCKET" />
|
||||
<Surface name="RGM_HELIDROP_LEGS_C" animsurface="RGMHELIDROP" />
|
||||
<Surface name="WATER_RIFLE_IDLE_LEGS_C" animsurface="RGMWATER_R_STD" />
|
||||
<Surface name="WATER_RIFLE_WALK_LEGS_C" animsurface="RGMWATER_R_WALK" />
|
||||
<Surface name="WATER_RIFLE_AIM_LEGS_C" animsurface="RGMWATER_R_AIM" />
|
||||
<Surface name="WATER_RIFLE_HIP_LEGS_C" animsurface="RGM_WATER_HIP_AIM" />
|
||||
<Surface name="WATER_EMPTY_IDLE_LEGS_C" animsurface="RGMWATER_N_STD" />
|
||||
<Surface name="WATER_EMPTY_WALK_LEGS_C" animsurface="RGMWATER_N_WALK" />
|
||||
<Surface name="WATER_EMPTY_THROW_LEGS_C" animsurface="RGMWATERTHROW" />
|
||||
<Surface name="WATER_EMPTY_FALL_LEGS_C" animsurface="RGMWATER_TRANS" />
|
||||
<Surface name="WATER_EMPTY_DIE_LEGS_C" animsurface="RGMWATER_DIE" />
|
||||
<Surface name="WATER_DUAL_AIM_LEGS_C" animsurface="RGMWATER_DBLSHT" />
|
||||
<Surface name="CROUCH_MORTAR_LEGS_C" animsurface="RGMMORTAR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="SWATLeggingsAndPistol" palette="swat_blue">
|
||||
<Surface name="RGMPISTOL_WALK_SWATlegs" animsurface="RGMNOTHING_WALK" />
|
||||
<Surface name="RGMEMPTY_RUN_SWATlegs" animsurface="RGMPISTOL_RUN" />
|
||||
@@ -1581,6 +1847,280 @@
|
||||
<Surface name="WATER_DUAL_AIM_TORSO_C" animsurface="RGMWATER_DBLSHT" />
|
||||
<Surface name="CROUCH_MORTAR_TORSO_C" animsurface="RGMMORTAR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="DesertCamoLongsleevesAndPistolLeft" palette="DesertlandCamo">
|
||||
<Surface name="RGMEMPTY_RUN_TORSO_C" animsurface="RGMPISTOL_RUN" />
|
||||
<Surface name="RGMDUAL_SDSTP_TORSO_C" animsurface="RGMSIDESTEP" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="DesertCamoLongsleevesAndPistol" palette="DesertlandCamo">
|
||||
<Surface name="RGMPISTOL_WALK_TORSO_C" animsurface="RGMNOTHING_WALK" />
|
||||
<Surface name="RGMEMPTY_RUN_TORSO_C" animsurface="RGMPISTOL_RUN" />
|
||||
<Surface name="RGMEMPTY_RUN_TORSO_C" animsurface="RGMNOTHING_RUN" />
|
||||
<Surface name="RGMPISTOL_SDSTP_TORSO_C" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="RGMEMPTY_DRUNK_TORSO_C" animsurface="RGMPISTOLDRUNK" />
|
||||
<Surface name="WATER_PISTOL_IDLE_TORSO_C" animsurface="RGMWATER_N_STD" />
|
||||
<Surface name="WATER_PISTOL_WALK_TORSO_C" animsurface="RGMWATER_N_WALK" />
|
||||
<Surface name="WATER_PISTOL_AIM_TORSO_C" animsurface="RGMWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="DesertCamoLongsleevesAndRifle" palette="DesertlandCamo">
|
||||
<Surface name="RGM_RIFLE_OPEN_TORSO_C" animsurface="RGMOPEN" />
|
||||
<Surface name="RGMRIFLE_COWER_TORSO_C" animsurface="RGMCOWER" />
|
||||
<Surface name="RGMRIFLE_PRN_COWER_TORSO_C" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="RGMRIFLE_KICKDOOR_TORSO_C" animsurface="RGMKICKDOOR" />
|
||||
<Surface name="RGMRIFLE_SQUISH_TORSO_C" animsurface="RGM_SQUISH" />
|
||||
<Surface name="RGMRIFLE_LOOK_TORSO_C" animsurface="RGM_LOOK" />
|
||||
<Surface name="RGMRIFLE_SPIT_TORSO_C" animsurface="RGM_SPIT" />
|
||||
<Surface name="RGMRIFLE_DRUNK_TORSO_C" animsurface="RGMDRUNK" />
|
||||
<Surface name="RGMRIFLE_LOW_TORSO_C" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="RGMRIFLE_HIP_LOW_TORSO_C" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="RGMRIFLE_SIDESTEP_AIM_TORSO_C" animsurface="RGMSIDESTEP_R_RDY" />
|
||||
<Surface name="RGMRIFLE_ROLL_SIDE_TORSO_C" animsurface="RGMROLL_PR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="DesertCamoLongsleeves" palette="DesertlandCamo">
|
||||
<Surface name="RGMRIFLE_SWAT_TORSO_C" animsurface="RGMSNEAKING" />
|
||||
<Surface name="RGMRIFLE_WALK_CROUCH_TORSO_C" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="RGM_CROUCHWALK_TORSO_C" animsurface="RGMCROUCH_P_RDY" />
|
||||
<Surface name="RGM_CROUCHWALK_DUAL_TORSO_C" animsurface="RGMCROUCH_D_RDY" />
|
||||
<Surface name="RGMRIFLE_WALK_TORSO_C" animsurface="RGMWALK_R_RDY" />
|
||||
<Surface name="RGMRUNNING_TORSO_C" animsurface="RGMRUNNING" />
|
||||
<Surface name="RGMRIFLE_IDLE_TORSO_C" animsurface="RGMSTANDING" />
|
||||
<Surface name="RGMBASICWALK_TORSO_C" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="RGMRIFLE_CROUCH_TORSO_C" animsurface="RGMCROUCHING" />
|
||||
<Surface name="RGMRIFLE_SIDESTEP_TORSO_C" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="RGMRIFLE_RAISE_TORSO_C" animsurface="RGMRAISE" />
|
||||
<Surface name="RGMRIFLE_AIM_TORSO_C" animsurface="RGMSTANDAIM" />
|
||||
<Surface name="RGMRIFLE_HIP_TORSO_C" animsurface="RGM_HIP_AIM" />
|
||||
<Surface name="RGMRIFLE_CR_AIM_TORSO_C" animsurface="RGMCROUCHAIM" />
|
||||
<Surface name="RGMRIFLE_PRONE_TORSO_C" animsurface="RGMPRONE" />
|
||||
<Surface name="RGM_HOP_TORSO_C" animsurface="RGMHOPFENCE" />
|
||||
<Surface name="RGM_HOP_TORSO_C" animsurface="RGMJUMPWINDOWS" />
|
||||
<Surface name="RGM_PUNCH_TORSO_C" animsurface="RGMPUNCH" />
|
||||
<Surface name="RGM_IDLE_TORSO_C" animsurface="RGMNOTHING_STD" />
|
||||
<Surface name="RGM_IDLE_TORSO_C" animsurface="RGMDBLBREATH" />
|
||||
<Surface name="RGM_OPEN_TORSO_C" animsurface="RGMOPEN" />
|
||||
<Surface name="RGM_PICKUP_TORSO_C" animsurface="RGMPICKUP" />
|
||||
<Surface name="RGMMEDIC_CROUCH_TORSO_C" animsurface="RGMMEDIC" />
|
||||
<Surface name="RGMRIFLE_HIT_TORSO_C" animsurface="RGMRHIT" />
|
||||
<Surface name="RGMEMPTY_CROUCH_TORSO_C" animsurface="RGMNOTHING_CROUCH" />
|
||||
<Surface name="RGMEMPTY_SWAT_TORSO_C" animsurface="RGMNOTHING_SWAT" />
|
||||
<Surface name="RGMEMPTY_SWAT_TORSO_C" animsurface="RGMSWKNIFE" />
|
||||
<Surface name="RGMEMPTY_RUN_TORSO_C" animsurface="RGMNOTHING_RUN" />
|
||||
<Surface name="RGMEMPTY_WALK_TORSO_C" animsurface="RGMNOTHING_WALK" />
|
||||
<Surface name="RGMEMPTY_PRONE_TORSO_C" animsurface="RGMHANDGUN_PRONE" />
|
||||
<Surface name="RGMPISTOL_IDLE_TORSO_C" animsurface="RGMPISTOLBREATH" />
|
||||
<Surface name="RGMPISTOL_AIM_TORSO_C" animsurface="RGMHANDGUN_S_SHOT" />
|
||||
<Surface name="RGMPISTOL_AIM_1H_TORSO_C" animsurface="RGM_PFSHOT_AIM" />
|
||||
<Surface name="RGMPISTOL_RDY_WALK_TORSO_C" animsurface="RGMWALK_P_RDY" />
|
||||
<Surface name="RGMDUAL_RDY_WALK_TORSO_C" animsurface="RGMWALK_D_RDY" />
|
||||
<Surface name="RGMPISTOL_CR_AIM_TORSO_C" animsurface="RGMHANDGUN_C_SHOT" />
|
||||
<Surface name="RGMPISTOL_SDSTP_AIM_TORSO_C" animsurface="RGMSIDESTEP_P_RDY" />
|
||||
<Surface name="RGMDUAL_SDSTP_AIM_TORSO_C" animsurface="RGMSIDESTEP_D_RDY" />
|
||||
<Surface name="RGMPISTOL_LOW_TORSO_C" animsurface="RGMPISTOLSHOOTLOW" />
|
||||
<Surface name="RGMPISTOL_LOW_TORSO_C" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="RGMDUAL_AIM_TORSO_C" animsurface="RGMSTANDDWALAIM" />
|
||||
<Surface name="RGMDUAL_CR_AIM_TORSO_C" animsurface="RGMCDBLSHOT" />
|
||||
<Surface name="RGMMEDIC_PRONE_TORSO_C" animsurface="RGMMEDICPRN" />
|
||||
<Surface name="RGMCOWER_PRONE_TORSO_C" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="RGMDIE_PRONE_TORSO_C" animsurface="RGMHITPRONE" />
|
||||
<Surface name="RGMDUAL_PRONE_TORSO_C" animsurface="RGMDWPRONE" />
|
||||
<Surface name="RGMEMPTY_PAIN_TORSO_C" animsurface="RGMHURTSTANDINGN" />
|
||||
<Surface name="RGMRIFLE_PAIN_TORSO_C" animsurface="RGMHURTSTANDINGR" />
|
||||
<Surface name="RGMEMPTY_DIE_TORSO_C" animsurface="RGMHITSTAND" />
|
||||
<Surface name="RGMEMPTY_JFK_TORSO_C" animsurface="RGMDIE_JFK" />
|
||||
<Surface name="RGMEMPTY_CDIE_TORSO_C" animsurface="RGMHITCROUCH" />
|
||||
<Surface name="RGMEMPTY_COWER_TORSO_C" animsurface="RGMCOWER" />
|
||||
<Surface name="RGM_CLIMB_TORSO_C" animsurface="RGMCLIMBROOF" />
|
||||
<Surface name="RGM_CLIMB_TORSO_C" animsurface="RGMWALLJUMP" />
|
||||
<Surface name="RGMEMPTY_ROLL_TORSO_C" animsurface="RGMROLLOVER" />
|
||||
<Surface name="RGMEMPTY_ROLL_SIDE_TORSO_C" animsurface="RGMROLL_PR" />
|
||||
<Surface name="RGMEMPTY_DIEFB_TORSO_C" animsurface="RGMHITFALLBACK" />
|
||||
<Surface name="RGMEMPTY_DIEFBH_TORSO_C" animsurface="RGMHITHARD" />
|
||||
<Surface name="RGMEMPTY_DIEFBHB_TORSO_C" animsurface="RGMHITHARDBLOOD" />
|
||||
<Surface name="RGMRIFLE_WALK_HURT_TORSO_C" animsurface="RGMHURTWALKINGR" />
|
||||
<Surface name="RGMRIFLE_BAYONET_TORSO_C" animsurface="RGMBAYONET_S_S" />
|
||||
<Surface name="RGMRIFLE_BAYONET_L_TORSO_C" animsurface="RGMBAYONET_S_P" />
|
||||
<Surface name="RGMEMPTY_DODGE_TORSO_C" animsurface="RGMDODGE" />
|
||||
<Surface name="RGMEMPTY_THROW_TORSO_C" animsurface="RGMTHROW" />
|
||||
<Surface name="RGMEMPTY_THROW_G_TORSO_C" animsurface="RGMSTHRG" />
|
||||
<Surface name="RGMEMPTY_LOB_TORSO_C" animsurface="RGMLOB" />
|
||||
<Surface name="RGMEMPTY_LOB_G_TORSO_C" animsurface="RGMSLOBG" />
|
||||
<Surface name="RGMEMPTY_KICKDOOR_TORSO_C" animsurface="RGMKICKDOOR" />
|
||||
<Surface name="RGMEMPTY_SQUISH_TORSO_C" animsurface="RGM_SQUISH" />
|
||||
<Surface name="RGMEMPTY_RADIO_TORSO_C" animsurface="RGMRADIO" />
|
||||
<Surface name="RGMEMPTY_PULL_TORSO_C" animsurface="RGM_PULL" />
|
||||
<Surface name="RGMEMPTY_REMOTE_TORSO_C" animsurface="RGMUSEREMOTE" />
|
||||
<Surface name="RGMKNIFE_STAB_TORSO_C" animsurface="RGMSTAB" />
|
||||
<Surface name="RGMKNIFE_SLICE_TORSO_C" animsurface="RGMSLICE" />
|
||||
<Surface name="RGMKNIFE_THROW_TORSO_C" animsurface="RGMTHROWKNIFE" />
|
||||
<Surface name="RGMKNIFE_BREATH_TORSO_C" animsurface="RGMBREATHKNIFE" />
|
||||
<Surface name="RGMCROWBAR_HIT_TORSO_C" animsurface="RGMCROWBAR" />
|
||||
<Surface name="RGMCROWBAR_CR_HIT_TORSO_C" animsurface="RGMPUNCHLOW" />
|
||||
<Surface name="RGMEMPTY_CPUNCH_TORSO_C" animsurface="RGMPUNCHLOW" />
|
||||
<Surface name="RGMEMPTY_CTHROW_TORSO_C" animsurface="RGMCRTHROW" />
|
||||
<Surface name="RGMKNIFE_CSTAB_TORSO_C" animsurface="RGMCSTAB" />
|
||||
<Surface name="RGMEMPTY_CRADIO_TORSO_C" animsurface="RGMCRRADIO" />
|
||||
<Surface name="RGMEMPTY_SLEEP_TORSO_C" animsurface="RGMSLEEP" />
|
||||
<Surface name="RGMEMPTY_DRUNK_TORSO_C" animsurface="RGMPISTOLDRUNK" />
|
||||
<Surface name="RGMEMPTY_WALK_HURT_TORSO_C" animsurface="RGMHURTWALKINGN" />
|
||||
<Surface name="RGMEMPTY_FALL_TORSO_C" animsurface="RGMFALL" />
|
||||
<Surface name="RGMEMPTY_FALLFWD_TORSO_C" animsurface="RGMFALLF" />
|
||||
<Surface name="RGMEMPTY_KARATELK_TORSO_C" animsurface="RGMLOWKICK" />
|
||||
<Surface name="RGMEMPTY_KARATESPINK_TORSO_C" animsurface="RGMSPINKICK" />
|
||||
<Surface name="RGMLAW_TORSO_C" animsurface="RGMROCKET" />
|
||||
<Surface name="RGMLAW_CR_TORSO_C" animsurface="RGMCRROCKET" />
|
||||
<Surface name="RGM_HELIDROP_TORSO_C" animsurface="RGMHELIDROP" />
|
||||
<Surface name="WATER_RIFLE_IDLE_TORSO_C" animsurface="RGMWATER_R_STD" />
|
||||
<Surface name="WATER_RIFLE_WALK_TORSO_C" animsurface="RGMWATER_R_WALK" />
|
||||
<Surface name="WATER_RIFLE_AIM_TORSO_C" animsurface="RGMWATER_R_AIM" />
|
||||
<Surface name="WATER_RIFLE_HIP_TORSO_C" animsurface="RGM_WATER_HIP_AIM" />
|
||||
<Surface name="WATER_EMPTY_IDLE_TORSO_C" animsurface="RGMWATER_N_STD" />
|
||||
<Surface name="WATER_EMPTY_WALK_TORSO_C" animsurface="RGMWATER_N_WALK" />
|
||||
<Surface name="WATER_EMPTY_THROW_TORSO_C" animsurface="RGMWATERTHROW" />
|
||||
<Surface name="WATER_EMPTY_FALL_TORSO_C" animsurface="RGMWATER_TRANS" />
|
||||
<Surface name="WATER_EMPTY_FALL_TORSO_C" animsurface="RGMWATER_TRANS" />
|
||||
<Surface name="WATER_EMPTY_TREAD_TORSO_C" animsurface="RGMDEEPWATER_TRED" />
|
||||
<Surface name="WATER_EMPTY_SWIM_TORSO_C" animsurface="RGMDEEPWATER_SWIM" />
|
||||
<Surface name="WATER_EMPTY_DIE_TORSO_C" animsurface="RGMWATER_DIE" />
|
||||
<Surface name="WATER_EMPTY_DROWN_TORSO_C" animsurface="RGMDEEPWATER_DIE" />
|
||||
<Surface name="WATER_DUAL_AIM_TORSO_C" animsurface="RGMWATER_DBLSHT" />
|
||||
<Surface name="CROUCH_MORTAR_TORSO_C" animsurface="RGMMORTAR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="UrbanCamoLongsleevesAndPistolLeft" palette="UrbanlandCamo">
|
||||
<Surface name="RGMEMPTY_RUN_TORSO_C" animsurface="RGMPISTOL_RUN" />
|
||||
<Surface name="RGMDUAL_SDSTP_TORSO_C" animsurface="RGMSIDESTEP" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="UrbanCamoLongsleevesAndPistol" palette="UrbanlandCamo">
|
||||
<Surface name="RGMPISTOL_WALK_TORSO_C" animsurface="RGMNOTHING_WALK" />
|
||||
<Surface name="RGMEMPTY_RUN_TORSO_C" animsurface="RGMPISTOL_RUN" />
|
||||
<Surface name="RGMEMPTY_RUN_TORSO_C" animsurface="RGMNOTHING_RUN" />
|
||||
<Surface name="RGMPISTOL_SDSTP_TORSO_C" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="RGMEMPTY_DRUNK_TORSO_C" animsurface="RGMPISTOLDRUNK" />
|
||||
<Surface name="WATER_PISTOL_IDLE_TORSO_C" animsurface="RGMWATER_N_STD" />
|
||||
<Surface name="WATER_PISTOL_WALK_TORSO_C" animsurface="RGMWATER_N_WALK" />
|
||||
<Surface name="WATER_PISTOL_AIM_TORSO_C" animsurface="RGMWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="UrbanCamoLongsleevesAndRifle" palette="UrbanlandCamo">
|
||||
<Surface name="RGM_RIFLE_OPEN_TORSO_C" animsurface="RGMOPEN" />
|
||||
<Surface name="RGMRIFLE_COWER_TORSO_C" animsurface="RGMCOWER" />
|
||||
<Surface name="RGMRIFLE_PRN_COWER_TORSO_C" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="RGMRIFLE_KICKDOOR_TORSO_C" animsurface="RGMKICKDOOR" />
|
||||
<Surface name="RGMRIFLE_SQUISH_TORSO_C" animsurface="RGM_SQUISH" />
|
||||
<Surface name="RGMRIFLE_LOOK_TORSO_C" animsurface="RGM_LOOK" />
|
||||
<Surface name="RGMRIFLE_SPIT_TORSO_C" animsurface="RGM_SPIT" />
|
||||
<Surface name="RGMRIFLE_DRUNK_TORSO_C" animsurface="RGMDRUNK" />
|
||||
<Surface name="RGMRIFLE_LOW_TORSO_C" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="RGMRIFLE_HIP_LOW_TORSO_C" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="RGMRIFLE_SIDESTEP_AIM_TORSO_C" animsurface="RGMSIDESTEP_R_RDY" />
|
||||
<Surface name="RGMRIFLE_ROLL_SIDE_TORSO_C" animsurface="RGMROLL_PR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="UrbanCamoLongsleeves" palette="UrbanlandCamo">
|
||||
<Surface name="RGMRIFLE_SWAT_TORSO_C" animsurface="RGMSNEAKING" />
|
||||
<Surface name="RGMRIFLE_WALK_CROUCH_TORSO_C" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="RGM_CROUCHWALK_TORSO_C" animsurface="RGMCROUCH_P_RDY" />
|
||||
<Surface name="RGM_CROUCHWALK_DUAL_TORSO_C" animsurface="RGMCROUCH_D_RDY" />
|
||||
<Surface name="RGMRIFLE_WALK_TORSO_C" animsurface="RGMWALK_R_RDY" />
|
||||
<Surface name="RGMRUNNING_TORSO_C" animsurface="RGMRUNNING" />
|
||||
<Surface name="RGMRIFLE_IDLE_TORSO_C" animsurface="RGMSTANDING" />
|
||||
<Surface name="RGMBASICWALK_TORSO_C" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="RGMRIFLE_CROUCH_TORSO_C" animsurface="RGMCROUCHING" />
|
||||
<Surface name="RGMRIFLE_SIDESTEP_TORSO_C" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="RGMRIFLE_RAISE_TORSO_C" animsurface="RGMRAISE" />
|
||||
<Surface name="RGMRIFLE_AIM_TORSO_C" animsurface="RGMSTANDAIM" />
|
||||
<Surface name="RGMRIFLE_HIP_TORSO_C" animsurface="RGM_HIP_AIM" />
|
||||
<Surface name="RGMRIFLE_CR_AIM_TORSO_C" animsurface="RGMCROUCHAIM" />
|
||||
<Surface name="RGMRIFLE_PRONE_TORSO_C" animsurface="RGMPRONE" />
|
||||
<Surface name="RGM_HOP_TORSO_C" animsurface="RGMHOPFENCE" />
|
||||
<Surface name="RGM_HOP_TORSO_C" animsurface="RGMJUMPWINDOWS" />
|
||||
<Surface name="RGM_PUNCH_TORSO_C" animsurface="RGMPUNCH" />
|
||||
<Surface name="RGM_IDLE_TORSO_C" animsurface="RGMNOTHING_STD" />
|
||||
<Surface name="RGM_IDLE_TORSO_C" animsurface="RGMDBLBREATH" />
|
||||
<Surface name="RGM_OPEN_TORSO_C" animsurface="RGMOPEN" />
|
||||
<Surface name="RGM_PICKUP_TORSO_C" animsurface="RGMPICKUP" />
|
||||
<Surface name="RGMMEDIC_CROUCH_TORSO_C" animsurface="RGMMEDIC" />
|
||||
<Surface name="RGMRIFLE_HIT_TORSO_C" animsurface="RGMRHIT" />
|
||||
<Surface name="RGMEMPTY_CROUCH_TORSO_C" animsurface="RGMNOTHING_CROUCH" />
|
||||
<Surface name="RGMEMPTY_SWAT_TORSO_C" animsurface="RGMNOTHING_SWAT" />
|
||||
<Surface name="RGMEMPTY_SWAT_TORSO_C" animsurface="RGMSWKNIFE" />
|
||||
<Surface name="RGMEMPTY_RUN_TORSO_C" animsurface="RGMNOTHING_RUN" />
|
||||
<Surface name="RGMEMPTY_WALK_TORSO_C" animsurface="RGMNOTHING_WALK" />
|
||||
<Surface name="RGMEMPTY_PRONE_TORSO_C" animsurface="RGMHANDGUN_PRONE" />
|
||||
<Surface name="RGMPISTOL_IDLE_TORSO_C" animsurface="RGMPISTOLBREATH" />
|
||||
<Surface name="RGMPISTOL_AIM_TORSO_C" animsurface="RGMHANDGUN_S_SHOT" />
|
||||
<Surface name="RGMPISTOL_AIM_1H_TORSO_C" animsurface="RGM_PFSHOT_AIM" />
|
||||
<Surface name="RGMPISTOL_RDY_WALK_TORSO_C" animsurface="RGMWALK_P_RDY" />
|
||||
<Surface name="RGMDUAL_RDY_WALK_TORSO_C" animsurface="RGMWALK_D_RDY" />
|
||||
<Surface name="RGMPISTOL_CR_AIM_TORSO_C" animsurface="RGMHANDGUN_C_SHOT" />
|
||||
<Surface name="RGMPISTOL_SDSTP_AIM_TORSO_C" animsurface="RGMSIDESTEP_P_RDY" />
|
||||
<Surface name="RGMDUAL_SDSTP_AIM_TORSO_C" animsurface="RGMSIDESTEP_D_RDY" />
|
||||
<Surface name="RGMPISTOL_LOW_TORSO_C" animsurface="RGMPISTOLSHOOTLOW" />
|
||||
<Surface name="RGMPISTOL_LOW_TORSO_C" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="RGMDUAL_AIM_TORSO_C" animsurface="RGMSTANDDWALAIM" />
|
||||
<Surface name="RGMDUAL_CR_AIM_TORSO_C" animsurface="RGMCDBLSHOT" />
|
||||
<Surface name="RGMMEDIC_PRONE_TORSO_C" animsurface="RGMMEDICPRN" />
|
||||
<Surface name="RGMCOWER_PRONE_TORSO_C" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="RGMDIE_PRONE_TORSO_C" animsurface="RGMHITPRONE" />
|
||||
<Surface name="RGMDUAL_PRONE_TORSO_C" animsurface="RGMDWPRONE" />
|
||||
<Surface name="RGMEMPTY_PAIN_TORSO_C" animsurface="RGMHURTSTANDINGN" />
|
||||
<Surface name="RGMRIFLE_PAIN_TORSO_C" animsurface="RGMHURTSTANDINGR" />
|
||||
<Surface name="RGMEMPTY_DIE_TORSO_C" animsurface="RGMHITSTAND" />
|
||||
<Surface name="RGMEMPTY_JFK_TORSO_C" animsurface="RGMDIE_JFK" />
|
||||
<Surface name="RGMEMPTY_CDIE_TORSO_C" animsurface="RGMHITCROUCH" />
|
||||
<Surface name="RGMEMPTY_COWER_TORSO_C" animsurface="RGMCOWER" />
|
||||
<Surface name="RGM_CLIMB_TORSO_C" animsurface="RGMCLIMBROOF" />
|
||||
<Surface name="RGM_CLIMB_TORSO_C" animsurface="RGMWALLJUMP" />
|
||||
<Surface name="RGMEMPTY_ROLL_TORSO_C" animsurface="RGMROLLOVER" />
|
||||
<Surface name="RGMEMPTY_ROLL_SIDE_TORSO_C" animsurface="RGMROLL_PR" />
|
||||
<Surface name="RGMEMPTY_DIEFB_TORSO_C" animsurface="RGMHITFALLBACK" />
|
||||
<Surface name="RGMEMPTY_DIEFBH_TORSO_C" animsurface="RGMHITHARD" />
|
||||
<Surface name="RGMEMPTY_DIEFBHB_TORSO_C" animsurface="RGMHITHARDBLOOD" />
|
||||
<Surface name="RGMRIFLE_WALK_HURT_TORSO_C" animsurface="RGMHURTWALKINGR" />
|
||||
<Surface name="RGMRIFLE_BAYONET_TORSO_C" animsurface="RGMBAYONET_S_S" />
|
||||
<Surface name="RGMRIFLE_BAYONET_L_TORSO_C" animsurface="RGMBAYONET_S_P" />
|
||||
<Surface name="RGMEMPTY_DODGE_TORSO_C" animsurface="RGMDODGE" />
|
||||
<Surface name="RGMEMPTY_THROW_TORSO_C" animsurface="RGMTHROW" />
|
||||
<Surface name="RGMEMPTY_THROW_G_TORSO_C" animsurface="RGMSTHRG" />
|
||||
<Surface name="RGMEMPTY_LOB_TORSO_C" animsurface="RGMLOB" />
|
||||
<Surface name="RGMEMPTY_LOB_G_TORSO_C" animsurface="RGMSLOBG" />
|
||||
<Surface name="RGMEMPTY_KICKDOOR_TORSO_C" animsurface="RGMKICKDOOR" />
|
||||
<Surface name="RGMEMPTY_SQUISH_TORSO_C" animsurface="RGM_SQUISH" />
|
||||
<Surface name="RGMEMPTY_RADIO_TORSO_C" animsurface="RGMRADIO" />
|
||||
<Surface name="RGMEMPTY_PULL_TORSO_C" animsurface="RGM_PULL" />
|
||||
<Surface name="RGMEMPTY_REMOTE_TORSO_C" animsurface="RGMUSEREMOTE" />
|
||||
<Surface name="RGMKNIFE_STAB_TORSO_C" animsurface="RGMSTAB" />
|
||||
<Surface name="RGMKNIFE_SLICE_TORSO_C" animsurface="RGMSLICE" />
|
||||
<Surface name="RGMKNIFE_THROW_TORSO_C" animsurface="RGMTHROWKNIFE" />
|
||||
<Surface name="RGMKNIFE_BREATH_TORSO_C" animsurface="RGMBREATHKNIFE" />
|
||||
<Surface name="RGMCROWBAR_HIT_TORSO_C" animsurface="RGMCROWBAR" />
|
||||
<Surface name="RGMCROWBAR_CR_HIT_TORSO_C" animsurface="RGMPUNCHLOW" />
|
||||
<Surface name="RGMEMPTY_CPUNCH_TORSO_C" animsurface="RGMPUNCHLOW" />
|
||||
<Surface name="RGMEMPTY_CTHROW_TORSO_C" animsurface="RGMCRTHROW" />
|
||||
<Surface name="RGMKNIFE_CSTAB_TORSO_C" animsurface="RGMCSTAB" />
|
||||
<Surface name="RGMEMPTY_CRADIO_TORSO_C" animsurface="RGMCRRADIO" />
|
||||
<Surface name="RGMEMPTY_SLEEP_TORSO_C" animsurface="RGMSLEEP" />
|
||||
<Surface name="RGMEMPTY_DRUNK_TORSO_C" animsurface="RGMPISTOLDRUNK" />
|
||||
<Surface name="RGMEMPTY_WALK_HURT_TORSO_C" animsurface="RGMHURTWALKINGN" />
|
||||
<Surface name="RGMEMPTY_FALL_TORSO_C" animsurface="RGMFALL" />
|
||||
<Surface name="RGMEMPTY_FALLFWD_TORSO_C" animsurface="RGMFALLF" />
|
||||
<Surface name="RGMEMPTY_KARATELK_TORSO_C" animsurface="RGMLOWKICK" />
|
||||
<Surface name="RGMEMPTY_KARATESPINK_TORSO_C" animsurface="RGMSPINKICK" />
|
||||
<Surface name="RGMLAW_TORSO_C" animsurface="RGMROCKET" />
|
||||
<Surface name="RGMLAW_CR_TORSO_C" animsurface="RGMCRROCKET" />
|
||||
<Surface name="RGM_HELIDROP_TORSO_C" animsurface="RGMHELIDROP" />
|
||||
<Surface name="WATER_RIFLE_IDLE_TORSO_C" animsurface="RGMWATER_R_STD" />
|
||||
<Surface name="WATER_RIFLE_WALK_TORSO_C" animsurface="RGMWATER_R_WALK" />
|
||||
<Surface name="WATER_RIFLE_AIM_TORSO_C" animsurface="RGMWATER_R_AIM" />
|
||||
<Surface name="WATER_RIFLE_HIP_TORSO_C" animsurface="RGM_WATER_HIP_AIM" />
|
||||
<Surface name="WATER_EMPTY_IDLE_TORSO_C" animsurface="RGMWATER_N_STD" />
|
||||
<Surface name="WATER_EMPTY_WALK_TORSO_C" animsurface="RGMWATER_N_WALK" />
|
||||
<Surface name="WATER_EMPTY_THROW_TORSO_C" animsurface="RGMWATERTHROW" />
|
||||
<Surface name="WATER_EMPTY_FALL_TORSO_C" animsurface="RGMWATER_TRANS" />
|
||||
<Surface name="WATER_EMPTY_FALL_TORSO_C" animsurface="RGMWATER_TRANS" />
|
||||
<Surface name="WATER_EMPTY_TREAD_TORSO_C" animsurface="RGMDEEPWATER_TRED" />
|
||||
<Surface name="WATER_EMPTY_SWIM_TORSO_C" animsurface="RGMDEEPWATER_SWIM" />
|
||||
<Surface name="WATER_EMPTY_DIE_TORSO_C" animsurface="RGMWATER_DIE" />
|
||||
<Surface name="WATER_EMPTY_DROWN_TORSO_C" animsurface="RGMDEEPWATER_DIE" />
|
||||
<Surface name="WATER_DUAL_AIM_TORSO_C" animsurface="RGMWATER_DBLSHT" />
|
||||
<Surface name="CROUCH_MORTAR_TORSO_C" animsurface="RGMMORTAR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="DressUniformVestAndPistol" palette="hats">
|
||||
<Surface name="RGMPISTOL_IDLE_Dressvest" animsurface="RGMPISTOLBREATH" />
|
||||
<Surface name="RGMPISTOL_WALK_Dressvest" animsurface="RGMNOTHING_WALK" />
|
||||
@@ -3324,7 +3864,7 @@
|
||||
<Surface name="WATER_DUAL_AIM_HELMET" animsurface="RGMWATER_DBLSHT" />
|
||||
<Surface name="CROUCH_MORTAR_HELMET" animsurface="RGMMORTAR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingBeretAndHasPistol" palette="hats">
|
||||
<LayerProp filter="IsWearingRedBeretAndHasPistol" palette="hats">
|
||||
<Surface name="RGMPISTOL_WALK_BERET" animsurface="RGMNOTHING_WALK" />
|
||||
<Surface name="RGMEMPTY_RUN_BERET" animsurface="RGMPISTOL_RUN" />
|
||||
<Surface name="RGMEMPTY_RUN_BERET" animsurface="RGMNOTHING_RUN" />
|
||||
@@ -3333,7 +3873,7 @@
|
||||
<Surface name="WATER_PISTOL_WALK_BERET" animsurface="RGMWATER_N_WALK" />
|
||||
<Surface name="WATER_PISTOL_AIM_BERET" animsurface="RGMWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingBeretAndHasRifle" palette="hats">
|
||||
<LayerProp filter="IsWearingRedBeretAndHasRifle" palette="hats">
|
||||
<Surface name="RGM_RIFLE_OPEN_BERET" animsurface="RGMOPEN" />
|
||||
<Surface name="RGMRIFLE_COWER_BERET" animsurface="RGMCOWER" />
|
||||
<Surface name="RGMRIFLE_PRN_COWER_BERET" animsurface="RGM_COWER_PRONE" />
|
||||
@@ -3347,7 +3887,271 @@
|
||||
<Surface name="RGMRIFLE_SIDESTEP_AIM_BERET" animsurface="RGMSIDESTEP_R_RDY" />
|
||||
<Surface name="RGMRIFLE_ROLL_SIDE_BERET" animsurface="RGMROLL_PR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingBeret" palette="hats">
|
||||
<LayerProp filter="IsWearingRedBeret" palette="hats">
|
||||
<Surface name="RGMRIFLE_IDLE_BERET" animsurface="RGMSTANDING" />
|
||||
<Surface name="RGMBASICWALK_BERET" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="RGMRUNNING_BERET" animsurface="RGMRUNNING" />
|
||||
<Surface name="RGMRIFLE_CROUCH_BERET" animsurface="RGMCROUCHING" />
|
||||
<Surface name="RGMRIFLE_SWAT_BERET" animsurface="RGMSNEAKING" />
|
||||
<Surface name="RGMRIFLE_WALK_BERET" animsurface="RGMWALK_R_RDY" />
|
||||
<Surface name="RGMRIFLE_WALK_CROUCH_BERET" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="RGM_CROUCHWALK_BERET" animsurface="RGMCROUCH_P_RDY" />
|
||||
<Surface name="RGM_CROUCHWALK_DUAL_BERET" animsurface="RGMCROUCH_D_RDY" />
|
||||
<Surface name="RGMRIFLE_RAISE_BERET" animsurface="RGMRAISE" />
|
||||
<Surface name="RGMRIFLE_AIM_BERET" animsurface="RGMSTANDAIM" />
|
||||
<Surface name="RGMRIFLE_HIP_BERET" animsurface="RGM_HIP_AIM" />
|
||||
<Surface name="RGMRIFLE_CR_AIM_BERET" animsurface="RGMCROUCHAIM" />
|
||||
<Surface name="RGMRIFLE_PRONE_BERET" animsurface="RGMPRONE" />
|
||||
<Surface name="RGMRIFLE_SIDESTEP_BERET" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="RGM_HOP_BERET" animsurface="RGMHOPFENCE" />
|
||||
<Surface name="RGM_HOP_BERET" animsurface="RGMJUMPWINDOWS" />
|
||||
<Surface name="RGM_PUNCH_BERET" animsurface="RGMPUNCH" />
|
||||
<Surface name="RGM_IDLE_BERET" animsurface="RGMNOTHING_STD" />
|
||||
<Surface name="RGM_IDLE_BERET" animsurface="RGMDBLBREATH" />
|
||||
<Surface name="RGM_OPEN_BERET" animsurface="RGMOPEN" />
|
||||
<Surface name="RGM_PICKUP_BERET" animsurface="RGMPICKUP" />
|
||||
<Surface name="RGMMEDIC_CROUCH_BERET" animsurface="RGMMEDIC" />
|
||||
<Surface name="RGMRIFLE_HIT_BERET" animsurface="RGMRHIT" />
|
||||
<Surface name="RGMEMPTY_CROUCH_BERET" animsurface="RGMNOTHING_CROUCH" />
|
||||
<Surface name="RGMEMPTY_SWAT_BERET" animsurface="RGMNOTHING_SWAT" />
|
||||
<Surface name="RGMEMPTY_SWAT_BERET" animsurface="RGMSWKNIFE" />
|
||||
<Surface name="RGMEMPTY_RUN_BERET" animsurface="RGMPISTOL_RUN" />
|
||||
<Surface name="RGMEMPTY_RUN_BERET" animsurface="RGMNOTHING_RUN" />
|
||||
<Surface name="RGMEMPTY_WALK_BERET" animsurface="RGMNOTHING_WALK" />
|
||||
<Surface name="RGMEMPTY_PRONE_BERET" animsurface="RGMHANDGUN_PRONE" />
|
||||
<Surface name="RGMPISTOL_IDLE_BERET" animsurface="RGMPISTOLBREATH" />
|
||||
<Surface name="RGMPISTOL_AIM_BERET" animsurface="RGMHANDGUN_S_SHOT" />
|
||||
<Surface name="RGMPISTOL_AIM_1H_BERET" animsurface="RGM_PFSHOT_AIM" />
|
||||
<Surface name="RGMPISTOL_RDY_WALK_BERET" animsurface="RGMWALK_P_RDY" />
|
||||
<Surface name="RGMDUAL_RDY_WALK_BERET" animsurface="RGMWALK_D_RDY" />
|
||||
<Surface name="RGMPISTOL_CR_AIM_BERET" animsurface="RGMHANDGUN_C_SHOT" />
|
||||
<Surface name="RGMPISTOL_SDSTP_AIM_BERET" animsurface="RGMSIDESTEP_P_RDY" />
|
||||
<Surface name="RGMDUAL_SDSTP_AIM_BERET" animsurface="RGMSIDESTEP_D_RDY" />
|
||||
<Surface name="RGMPISTOL_LOW_BERET" animsurface="RGMPISTOLSHOOTLOW" />
|
||||
<Surface name="RGMPISTOL_LOW_BERET" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="RGMDUAL_AIM_BERET" animsurface="RGMSTANDDWALAIM" />
|
||||
<Surface name="RGMDUAL_CR_AIM_BERET" animsurface="RGMCDBLSHOT" />
|
||||
<Surface name="RGMMEDIC_PRONE_BERET" animsurface="RGMMEDICPRN" />
|
||||
<Surface name="RGMCOWER_PRONE_BERET" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="RGMDIE_PRONE_BERET" animsurface="RGMHITPRONE" />
|
||||
<Surface name="RGMDUAL_PRONE_BERET" animsurface="RGMDWPRONE" />
|
||||
<Surface name="RGMEMPTY_PAIN_BERET" animsurface="RGMHURTSTANDINGN" />
|
||||
<Surface name="RGMRIFLE_PAIN_BERET" animsurface="RGMHURTSTANDINGR" />
|
||||
<Surface name="RGMEMPTY_DIE_BERET" animsurface="RGMHITSTAND" />
|
||||
<Surface name="RGMEMPTY_CDIE_BERET" animsurface="RGMHITCROUCH" />
|
||||
<Surface name="RGMEMPTY_COWER_BERET" animsurface="RGMCOWER" />
|
||||
<Surface name="RGM_CLIMB_BERET" animsurface="RGMCLIMBROOF" />
|
||||
<Surface name="RGM_CLIMB_BERET" animsurface="RGMWALLJUMP" />
|
||||
<Surface name="RGMEMPTY_ROLL_BERET" animsurface="RGMROLLOVER" />
|
||||
<Surface name="RGMEMPTY_ROLL_SIDE_BERET" animsurface="RGMROLL_PR" />
|
||||
<Surface name="RGMEMPTY_DIEFB_BERET" animsurface="RGMHITFALLBACK" />
|
||||
<Surface name="RGMEMPTY_DIEFBH_BERET" animsurface="RGMHITHARD" />
|
||||
<Surface name="RGMEMPTY_DIEFBHB_BERET" animsurface="RGMHITHARDBLOOD" />
|
||||
<Surface name="RGMRIFLE_WALK_HURT_BERET" animsurface="RGMHURTWALKINGR" />
|
||||
<Surface name="RGMRIFLE_BAYONET_BERET" animsurface="RGMBAYONET_S_S" />
|
||||
<Surface name="RGMRIFLE_BAYONET_L_BERET" animsurface="RGMBAYONET_S_P" />
|
||||
<Surface name="RGMEMPTY_DODGE_BERET" animsurface="RGMDODGE" />
|
||||
<Surface name="RGMEMPTY_THROW_BERET" animsurface="RGMTHROW" />
|
||||
<Surface name="RGMEMPTY_THROW_G_BERET" animsurface="RGMSTHRG" />
|
||||
<Surface name="RGMEMPTY_LOB_BERET" animsurface="RGMLOB" />
|
||||
<Surface name="RGMEMPTY_LOB_G_BERET" animsurface="RGMSLOBG" />
|
||||
<Surface name="RGMEMPTY_KICKDOOR_BERET" animsurface="RGMKICKDOOR" />
|
||||
<Surface name="RGMEMPTY_SQUISH_BERET" animsurface="RGM_SQUISH" />
|
||||
<Surface name="RGMEMPTY_RADIO_BERET" animsurface="RGMRADIO" />
|
||||
<Surface name="RGMEMPTY_PULL_BERET" animsurface="RGM_PULL" />
|
||||
<Surface name="RGMEMPTY_REMOTE_BERET" animsurface="RGMUSEREMOTE" />
|
||||
<Surface name="RGMKNIFE_STAB_BERET" animsurface="RGMSTAB" />
|
||||
<Surface name="RGMKNIFE_SLICE_BERET" animsurface="RGMSLICE" />
|
||||
<Surface name="RGMKNIFE_THROW_BERET" animsurface="RGMTHROWKNIFE" />
|
||||
<Surface name="RGMKNIFE_BREATH_BERET" animsurface="RGMBREATHKNIFE" />
|
||||
<Surface name="RGMCROWBAR_HIT_BERET" animsurface="RGMCROWBAR" />
|
||||
<Surface name="RGMCROWBAR_CR_HIT_BERET" animsurface="RGMPUNCHLOW" />
|
||||
<Surface name="RGMEMPTY_CPUNCH_BERET" animsurface="RGMPUNCHLOW" />
|
||||
<Surface name="RGMEMPTY_CTHROW_BERET" animsurface="RGMCRTHROW" />
|
||||
<Surface name="RGMKNIFE_CSTAB_BERET" animsurface="RGMCSTAB" />
|
||||
<Surface name="RGMEMPTY_CRADIO_BERET" animsurface="RGMCRRADIO" />
|
||||
<Surface name="RGMEMPTY_SLEEP_BERET" animsurface="RGMSLEEP" />
|
||||
<Surface name="RGMEMPTY_DRUNK_BERET" animsurface="RGMPISTOLDRUNK" />
|
||||
<Surface name="RGMEMPTY_WALK_HURT_BERET" animsurface="RGMHURTWALKINGN" />
|
||||
<Surface name="RGMEMPTY_FALL_BERET" animsurface="RGMFALL" />
|
||||
<Surface name="RGMEMPTY_FALLFWD_BERET" animsurface="RGMFALLF" />
|
||||
<Surface name="RGMEMPTY_KARATELK_BERET" animsurface="RGMLOWKICK" />
|
||||
<Surface name="RGMEMPTY_KARATESPINK_BERET" animsurface="RGMSPINKICK" />
|
||||
<Surface name="RGMLAW_BERET" animsurface="RGMROCKET" />
|
||||
<Surface name="RGMLAW_CR_BERET" animsurface="RGMCRROCKET" />
|
||||
<Surface name="RGM_HELIDROP_BERET" animsurface="RGMHELIDROP" />
|
||||
<Surface name="WATER_RIFLE_IDLE_BERET" animsurface="RGMWATER_R_STD" />
|
||||
<Surface name="WATER_RIFLE_WALK_BERET" animsurface="RGMWATER_R_WALK" />
|
||||
<Surface name="WATER_RIFLE_AIM_BERET" animsurface="RGMWATER_R_AIM" />
|
||||
<Surface name="WATER_RIFLE_HIP_BERET" animsurface="RGM_WATER_HIP_AIM" />
|
||||
<Surface name="WATER_EMPTY_IDLE_BERET" animsurface="RGMWATER_N_STD" />
|
||||
<Surface name="WATER_EMPTY_WALK_BERET" animsurface="RGMWATER_N_WALK" />
|
||||
<Surface name="WATER_EMPTY_THROW_BERET" animsurface="RGMWATERTHROW" />
|
||||
<Surface name="WATER_EMPTY_FALL_BERET" animsurface="RGMWATER_TRANS" />
|
||||
<Surface name="WATER_EMPTY_FALL_BERET" animsurface="RGMWATER_TRANS" />
|
||||
<Surface name="WATER_EMPTY_TREAD_BERET" animsurface="RGMDEEPWATER_TRED" />
|
||||
<Surface name="WATER_EMPTY_SWIM_BERET" animsurface="RGMDEEPWATER_SWIM" />
|
||||
<Surface name="WATER_EMPTY_DIE_BERET" animsurface="RGMWATER_DIE" />
|
||||
<Surface name="WATER_EMPTY_DROWN_BERET" animsurface="RGMDEEPWATER_DIE" />
|
||||
<Surface name="WATER_DUAL_AIM_BERET" animsurface="RGMWATER_DBLSHT" />
|
||||
<Surface name="CROUCH_MORTAR_BERET" animsurface="RGMMORTAR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingGreenBeretAndHasPistol" palette="Greenhats">
|
||||
<Surface name="RGMPISTOL_WALK_BERET" animsurface="RGMNOTHING_WALK" />
|
||||
<Surface name="RGMEMPTY_RUN_BERET" animsurface="RGMPISTOL_RUN" />
|
||||
<Surface name="RGMEMPTY_RUN_BERET" animsurface="RGMNOTHING_RUN" />
|
||||
<Surface name="RGMPISTOL_SDSTP_BERET" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="WATER_PISTOL_IDLE_BERET" animsurface="RGMWATER_N_STD" />
|
||||
<Surface name="WATER_PISTOL_WALK_BERET" animsurface="RGMWATER_N_WALK" />
|
||||
<Surface name="WATER_PISTOL_AIM_BERET" animsurface="RGMWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingGreenBeretAndHasRifle" palette="Greenhats">
|
||||
<Surface name="RGM_RIFLE_OPEN_BERET" animsurface="RGMOPEN" />
|
||||
<Surface name="RGMRIFLE_COWER_BERET" animsurface="RGMCOWER" />
|
||||
<Surface name="RGMRIFLE_PRN_COWER_BERET" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="RGMRIFLE_KICKDOOR_BERET" animsurface="RGMKICKDOOR" />
|
||||
<Surface name="RGMRIFLE_SQUISH_BERET" animsurface="RGM_SQUISH" />
|
||||
<Surface name="RGMRIFLE_LOOK_BERET" animsurface="RGM_LOOK" />
|
||||
<Surface name="RGMRIFLE_SPIT_BERET" animsurface="RGM_SPIT" />
|
||||
<Surface name="RGMRIFLE_DRUNK_BERET" animsurface="RGMDRUNK" />
|
||||
<Surface name="RGMRIFLE_LOW_BERET" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="RGMRIFLE_HIP_LOW_BERET" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="RGMRIFLE_SIDESTEP_AIM_BERET" animsurface="RGMSIDESTEP_R_RDY" />
|
||||
<Surface name="RGMRIFLE_ROLL_SIDE_BERET" animsurface="RGMROLL_PR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingGreenBeret" palette="Greenhats">
|
||||
<Surface name="RGMRIFLE_IDLE_BERET" animsurface="RGMSTANDING" />
|
||||
<Surface name="RGMBASICWALK_BERET" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="RGMRUNNING_BERET" animsurface="RGMRUNNING" />
|
||||
<Surface name="RGMRIFLE_CROUCH_BERET" animsurface="RGMCROUCHING" />
|
||||
<Surface name="RGMRIFLE_SWAT_BERET" animsurface="RGMSNEAKING" />
|
||||
<Surface name="RGMRIFLE_WALK_BERET" animsurface="RGMWALK_R_RDY" />
|
||||
<Surface name="RGMRIFLE_WALK_CROUCH_BERET" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="RGM_CROUCHWALK_BERET" animsurface="RGMCROUCH_P_RDY" />
|
||||
<Surface name="RGM_CROUCHWALK_DUAL_BERET" animsurface="RGMCROUCH_D_RDY" />
|
||||
<Surface name="RGMRIFLE_RAISE_BERET" animsurface="RGMRAISE" />
|
||||
<Surface name="RGMRIFLE_AIM_BERET" animsurface="RGMSTANDAIM" />
|
||||
<Surface name="RGMRIFLE_HIP_BERET" animsurface="RGM_HIP_AIM" />
|
||||
<Surface name="RGMRIFLE_CR_AIM_BERET" animsurface="RGMCROUCHAIM" />
|
||||
<Surface name="RGMRIFLE_PRONE_BERET" animsurface="RGMPRONE" />
|
||||
<Surface name="RGMRIFLE_SIDESTEP_BERET" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="RGM_HOP_BERET" animsurface="RGMHOPFENCE" />
|
||||
<Surface name="RGM_HOP_BERET" animsurface="RGMJUMPWINDOWS" />
|
||||
<Surface name="RGM_PUNCH_BERET" animsurface="RGMPUNCH" />
|
||||
<Surface name="RGM_IDLE_BERET" animsurface="RGMNOTHING_STD" />
|
||||
<Surface name="RGM_IDLE_BERET" animsurface="RGMDBLBREATH" />
|
||||
<Surface name="RGM_OPEN_BERET" animsurface="RGMOPEN" />
|
||||
<Surface name="RGM_PICKUP_BERET" animsurface="RGMPICKUP" />
|
||||
<Surface name="RGMMEDIC_CROUCH_BERET" animsurface="RGMMEDIC" />
|
||||
<Surface name="RGMRIFLE_HIT_BERET" animsurface="RGMRHIT" />
|
||||
<Surface name="RGMEMPTY_CROUCH_BERET" animsurface="RGMNOTHING_CROUCH" />
|
||||
<Surface name="RGMEMPTY_SWAT_BERET" animsurface="RGMNOTHING_SWAT" />
|
||||
<Surface name="RGMEMPTY_SWAT_BERET" animsurface="RGMSWKNIFE" />
|
||||
<Surface name="RGMEMPTY_RUN_BERET" animsurface="RGMPISTOL_RUN" />
|
||||
<Surface name="RGMEMPTY_RUN_BERET" animsurface="RGMNOTHING_RUN" />
|
||||
<Surface name="RGMEMPTY_WALK_BERET" animsurface="RGMNOTHING_WALK" />
|
||||
<Surface name="RGMEMPTY_PRONE_BERET" animsurface="RGMHANDGUN_PRONE" />
|
||||
<Surface name="RGMPISTOL_IDLE_BERET" animsurface="RGMPISTOLBREATH" />
|
||||
<Surface name="RGMPISTOL_AIM_BERET" animsurface="RGMHANDGUN_S_SHOT" />
|
||||
<Surface name="RGMPISTOL_AIM_1H_BERET" animsurface="RGM_PFSHOT_AIM" />
|
||||
<Surface name="RGMPISTOL_RDY_WALK_BERET" animsurface="RGMWALK_P_RDY" />
|
||||
<Surface name="RGMDUAL_RDY_WALK_BERET" animsurface="RGMWALK_D_RDY" />
|
||||
<Surface name="RGMPISTOL_CR_AIM_BERET" animsurface="RGMHANDGUN_C_SHOT" />
|
||||
<Surface name="RGMPISTOL_SDSTP_AIM_BERET" animsurface="RGMSIDESTEP_P_RDY" />
|
||||
<Surface name="RGMDUAL_SDSTP_AIM_BERET" animsurface="RGMSIDESTEP_D_RDY" />
|
||||
<Surface name="RGMPISTOL_LOW_BERET" animsurface="RGMPISTOLSHOOTLOW" />
|
||||
<Surface name="RGMPISTOL_LOW_BERET" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="RGMDUAL_AIM_BERET" animsurface="RGMSTANDDWALAIM" />
|
||||
<Surface name="RGMDUAL_CR_AIM_BERET" animsurface="RGMCDBLSHOT" />
|
||||
<Surface name="RGMMEDIC_PRONE_BERET" animsurface="RGMMEDICPRN" />
|
||||
<Surface name="RGMCOWER_PRONE_BERET" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="RGMDIE_PRONE_BERET" animsurface="RGMHITPRONE" />
|
||||
<Surface name="RGMDUAL_PRONE_BERET" animsurface="RGMDWPRONE" />
|
||||
<Surface name="RGMEMPTY_PAIN_BERET" animsurface="RGMHURTSTANDINGN" />
|
||||
<Surface name="RGMRIFLE_PAIN_BERET" animsurface="RGMHURTSTANDINGR" />
|
||||
<Surface name="RGMEMPTY_DIE_BERET" animsurface="RGMHITSTAND" />
|
||||
<Surface name="RGMEMPTY_CDIE_BERET" animsurface="RGMHITCROUCH" />
|
||||
<Surface name="RGMEMPTY_COWER_BERET" animsurface="RGMCOWER" />
|
||||
<Surface name="RGM_CLIMB_BERET" animsurface="RGMCLIMBROOF" />
|
||||
<Surface name="RGM_CLIMB_BERET" animsurface="RGMWALLJUMP" />
|
||||
<Surface name="RGMEMPTY_ROLL_BERET" animsurface="RGMROLLOVER" />
|
||||
<Surface name="RGMEMPTY_ROLL_SIDE_BERET" animsurface="RGMROLL_PR" />
|
||||
<Surface name="RGMEMPTY_DIEFB_BERET" animsurface="RGMHITFALLBACK" />
|
||||
<Surface name="RGMEMPTY_DIEFBH_BERET" animsurface="RGMHITHARD" />
|
||||
<Surface name="RGMEMPTY_DIEFBHB_BERET" animsurface="RGMHITHARDBLOOD" />
|
||||
<Surface name="RGMRIFLE_WALK_HURT_BERET" animsurface="RGMHURTWALKINGR" />
|
||||
<Surface name="RGMRIFLE_BAYONET_BERET" animsurface="RGMBAYONET_S_S" />
|
||||
<Surface name="RGMRIFLE_BAYONET_L_BERET" animsurface="RGMBAYONET_S_P" />
|
||||
<Surface name="RGMEMPTY_DODGE_BERET" animsurface="RGMDODGE" />
|
||||
<Surface name="RGMEMPTY_THROW_BERET" animsurface="RGMTHROW" />
|
||||
<Surface name="RGMEMPTY_THROW_G_BERET" animsurface="RGMSTHRG" />
|
||||
<Surface name="RGMEMPTY_LOB_BERET" animsurface="RGMLOB" />
|
||||
<Surface name="RGMEMPTY_LOB_G_BERET" animsurface="RGMSLOBG" />
|
||||
<Surface name="RGMEMPTY_KICKDOOR_BERET" animsurface="RGMKICKDOOR" />
|
||||
<Surface name="RGMEMPTY_SQUISH_BERET" animsurface="RGM_SQUISH" />
|
||||
<Surface name="RGMEMPTY_RADIO_BERET" animsurface="RGMRADIO" />
|
||||
<Surface name="RGMEMPTY_PULL_BERET" animsurface="RGM_PULL" />
|
||||
<Surface name="RGMEMPTY_REMOTE_BERET" animsurface="RGMUSEREMOTE" />
|
||||
<Surface name="RGMKNIFE_STAB_BERET" animsurface="RGMSTAB" />
|
||||
<Surface name="RGMKNIFE_SLICE_BERET" animsurface="RGMSLICE" />
|
||||
<Surface name="RGMKNIFE_THROW_BERET" animsurface="RGMTHROWKNIFE" />
|
||||
<Surface name="RGMKNIFE_BREATH_BERET" animsurface="RGMBREATHKNIFE" />
|
||||
<Surface name="RGMCROWBAR_HIT_BERET" animsurface="RGMCROWBAR" />
|
||||
<Surface name="RGMCROWBAR_CR_HIT_BERET" animsurface="RGMPUNCHLOW" />
|
||||
<Surface name="RGMEMPTY_CPUNCH_BERET" animsurface="RGMPUNCHLOW" />
|
||||
<Surface name="RGMEMPTY_CTHROW_BERET" animsurface="RGMCRTHROW" />
|
||||
<Surface name="RGMKNIFE_CSTAB_BERET" animsurface="RGMCSTAB" />
|
||||
<Surface name="RGMEMPTY_CRADIO_BERET" animsurface="RGMCRRADIO" />
|
||||
<Surface name="RGMEMPTY_SLEEP_BERET" animsurface="RGMSLEEP" />
|
||||
<Surface name="RGMEMPTY_DRUNK_BERET" animsurface="RGMPISTOLDRUNK" />
|
||||
<Surface name="RGMEMPTY_WALK_HURT_BERET" animsurface="RGMHURTWALKINGN" />
|
||||
<Surface name="RGMEMPTY_FALL_BERET" animsurface="RGMFALL" />
|
||||
<Surface name="RGMEMPTY_FALLFWD_BERET" animsurface="RGMFALLF" />
|
||||
<Surface name="RGMEMPTY_KARATELK_BERET" animsurface="RGMLOWKICK" />
|
||||
<Surface name="RGMEMPTY_KARATESPINK_BERET" animsurface="RGMSPINKICK" />
|
||||
<Surface name="RGMLAW_BERET" animsurface="RGMROCKET" />
|
||||
<Surface name="RGMLAW_CR_BERET" animsurface="RGMCRROCKET" />
|
||||
<Surface name="RGM_HELIDROP_BERET" animsurface="RGMHELIDROP" />
|
||||
<Surface name="WATER_RIFLE_IDLE_BERET" animsurface="RGMWATER_R_STD" />
|
||||
<Surface name="WATER_RIFLE_WALK_BERET" animsurface="RGMWATER_R_WALK" />
|
||||
<Surface name="WATER_RIFLE_AIM_BERET" animsurface="RGMWATER_R_AIM" />
|
||||
<Surface name="WATER_RIFLE_HIP_BERET" animsurface="RGM_WATER_HIP_AIM" />
|
||||
<Surface name="WATER_EMPTY_IDLE_BERET" animsurface="RGMWATER_N_STD" />
|
||||
<Surface name="WATER_EMPTY_WALK_BERET" animsurface="RGMWATER_N_WALK" />
|
||||
<Surface name="WATER_EMPTY_THROW_BERET" animsurface="RGMWATERTHROW" />
|
||||
<Surface name="WATER_EMPTY_FALL_BERET" animsurface="RGMWATER_TRANS" />
|
||||
<Surface name="WATER_EMPTY_FALL_BERET" animsurface="RGMWATER_TRANS" />
|
||||
<Surface name="WATER_EMPTY_TREAD_BERET" animsurface="RGMDEEPWATER_TRED" />
|
||||
<Surface name="WATER_EMPTY_SWIM_BERET" animsurface="RGMDEEPWATER_SWIM" />
|
||||
<Surface name="WATER_EMPTY_DIE_BERET" animsurface="RGMWATER_DIE" />
|
||||
<Surface name="WATER_EMPTY_DROWN_BERET" animsurface="RGMDEEPWATER_DIE" />
|
||||
<Surface name="WATER_DUAL_AIM_BERET" animsurface="RGMWATER_DBLSHT" />
|
||||
<Surface name="CROUCH_MORTAR_BERET" animsurface="RGMMORTAR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingBlueBeretAndHasPistol" palette="Bluehats">
|
||||
<Surface name="RGMPISTOL_WALK_BERET" animsurface="RGMNOTHING_WALK" />
|
||||
<Surface name="RGMEMPTY_RUN_BERET" animsurface="RGMPISTOL_RUN" />
|
||||
<Surface name="RGMEMPTY_RUN_BERET" animsurface="RGMNOTHING_RUN" />
|
||||
<Surface name="RGMPISTOL_SDSTP_BERET" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="WATER_PISTOL_IDLE_BERET" animsurface="RGMWATER_N_STD" />
|
||||
<Surface name="WATER_PISTOL_WALK_BERET" animsurface="RGMWATER_N_WALK" />
|
||||
<Surface name="WATER_PISTOL_AIM_BERET" animsurface="RGMWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingBlueBeretAndHasRifle" palette="Bluehats">
|
||||
<Surface name="RGM_RIFLE_OPEN_BERET" animsurface="RGMOPEN" />
|
||||
<Surface name="RGMRIFLE_COWER_BERET" animsurface="RGMCOWER" />
|
||||
<Surface name="RGMRIFLE_PRN_COWER_BERET" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="RGMRIFLE_KICKDOOR_BERET" animsurface="RGMKICKDOOR" />
|
||||
<Surface name="RGMRIFLE_SQUISH_BERET" animsurface="RGM_SQUISH" />
|
||||
<Surface name="RGMRIFLE_LOOK_BERET" animsurface="RGM_LOOK" />
|
||||
<Surface name="RGMRIFLE_SPIT_BERET" animsurface="RGM_SPIT" />
|
||||
<Surface name="RGMRIFLE_DRUNK_BERET" animsurface="RGMDRUNK" />
|
||||
<Surface name="RGMRIFLE_LOW_BERET" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="RGMRIFLE_HIP_LOW_BERET" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="RGMRIFLE_SIDESTEP_AIM_BERET" animsurface="RGMSIDESTEP_R_RDY" />
|
||||
<Surface name="RGMRIFLE_ROLL_SIDE_BERET" animsurface="RGMROLL_PR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingBlueBeret" palette="Bluehats">
|
||||
<Surface name="RGMRIFLE_IDLE_BERET" animsurface="RGMSTANDING" />
|
||||
<Surface name="RGMBASICWALK_BERET" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="RGMRUNNING_BERET" animsurface="RGMRUNNING" />
|
||||
|
||||
@@ -9,5 +9,9 @@
|
||||
<Palette name = "guns_v2_pal_swap" filename = "Palettes\guns_v2_paletteswap.act" />
|
||||
<Palette name = "grayscale" filename = "Palettes\grayscale.act" />
|
||||
<Palette name = "WoodlandCamo" filename = "Palettes\WoodlandCamo.act" />
|
||||
<Palette name = "UrbanlandCamo" filename = "Palettes\UrbanlandCamo.act" />
|
||||
<Palette name = "DesertlandCamo" filename = "Palettes\DesertlandCamo.act" />
|
||||
<Palette name = "Bluehats" filename = "Palettes\BlueHats.act" />
|
||||
<Palette name = "Greenhats" filename = "Palettes\GreenHats.act" />
|
||||
<Palette name = "swat_blue" filename = "Palettes\swat_blue.act" />
|
||||
</Palettes>
|
||||
Reference in New Issue
Block a user