mirror of
https://github.com/1dot13/source.git
synced 2026-09-09 14:46:05 +02:00
LOBOT update (by Asdow).
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2617 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -1,9 +1,15 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
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||||
<!DOCTYPE AnimSurfaces [
|
||||
<!ENTITY AnimSurfaces_LobotRGM SYSTEM "LogicalBodyTypes\LBT_RGM\AnimationSurfaces_LBT_RGM.xml">
|
||||
<!ENTITY AnimSurfaces_LobotRGM_UZI SYSTEM "LogicalBodyTypes\LBT_RGM\AnimationSurfaces_LBT_RGM_UZI.xml">
|
||||
<!ENTITY AnimSurfaces_LobotBGM SYSTEM "LogicalBodyTypes\LBT_BGM\AnimationSurfaces_LBT_BGM.xml">
|
||||
<!ENTITY AnimSurfaces_LobotRGF SYSTEM "LogicalBodyTypes\LBT_RGF\AnimationSurfaces_LBT_RGF.xml">
|
||||
<!ENTITY AnimSurfaces_LobotRGF_UZI SYSTEM "LogicalBodyTypes\LBT_RGF\AnimationSurfaces_LBT_RGF_UZI.xml">
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||||
]>
|
||||
<AnimSurfaces>
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||||
&AnimSurfaces_LobotRGM;
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&AnimSurfaces_LobotRGM_UZI;
|
||||
&AnimSurfaces_LobotBGM;
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&AnimSurfaces_LobotRGF;
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&AnimSurfaces_LobotRGF_UZI;
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</AnimSurfaces>
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||||
|
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@@ -6,24 +6,22 @@
|
||||
<FACEINDEX>200</FACEINDEX>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="Longsleeves">
|
||||
<Filter name="HasPistolInHand">
|
||||
<!-- <AND> -->
|
||||
<WEAPON_TYPE>GUN_PISTOL</WEAPON_TYPE>
|
||||
<!--<LEFT_WEAPON_TYPE>NOT_GUN</LEFT_WEAPON_TYPE>-->
|
||||
<!-- </AND> -->
|
||||
</Filter>
|
||||
<Filter name="HasOnlyPistolInHand">
|
||||
<AND>
|
||||
<VESTPOS op="in">283, 295, 806, 818, 821, 830, 833, 840, 842, 843, 844, 847, 848, 849, 850, 851, 856, 857, 858, 859, 860, 865, 866, 867, 868, 869</VESTPOS>
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||||
<WEAPON_TYPE>GUN_PISTOL</WEAPON_TYPE>
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<SECONDHANDPOS op="in">0</SECONDHANDPOS><!--This is intentional-->
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||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="LongsleevesANDHasPistolOrMPistolInLeftHand">
|
||||
<AND>
|
||||
<VESTPOS op="in">283, 295, 806, 818, 821, 830, 833, 840, 842, 843, 844, 847, 848, 849, 850, 851, 856, 857, 858, 859, 860, 865, 866, 867, 868, 869</VESTPOS>
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</AND>
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||||
<OR>
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||||
<LEFT_WEAPON_TYPE>GUN_PISTOL</LEFT_WEAPON_TYPE>
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||||
<LEFT_WEAPON_TYPE>GUN_M_PISTOL</LEFT_WEAPON_TYPE>
|
||||
</OR>
|
||||
<Filter name="HasMPistolInHand">
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||||
<WEAPON_TYPE>GUN_M_PISTOL</WEAPON_TYPE>
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||||
</Filter>
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||||
<Filter name="LongsleevesANDHasPistolOrMPistolInRightHand">
|
||||
<AND>
|
||||
<VESTPOS op="in">283, 295, 806, 818, 821, 830, 833, 840, 842, 843, 844, 847, 848, 849, 850, 851, 856, 857, 858, 859, 860, 865, 866, 867, 868, 869</VESTPOS>
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||||
</AND>
|
||||
<Filter name="HasPistolOrMPistolInRightHand">
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||||
<OR>
|
||||
<WEAPON_TYPE>GUN_PISTOL</WEAPON_TYPE>
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||||
<WEAPON_TYPE>GUN_M_PISTOL</WEAPON_TYPE>
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@@ -33,11 +31,34 @@
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<LEFT_WEAPON_TYPE not="">GUN_M_PISTOL</LEFT_WEAPON_TYPE>
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</AND>
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||||
</Filter>
|
||||
<Filter name="LongsleevesANDHasRifleTypeWeaponInHand">
|
||||
<Filter name="HasPistolInLeftHand">
|
||||
<LEFT_WEAPON_TYPE>GUN_PISTOL</LEFT_WEAPON_TYPE>
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||||
</Filter>
|
||||
<Filter name="HasMPistolInLeftHand">
|
||||
<LEFT_WEAPON_TYPE>GUN_M_PISTOL</LEFT_WEAPON_TYPE>
|
||||
</Filter>
|
||||
<Filter name="HasPistolOrMPistolInLeftHand">
|
||||
<OR>
|
||||
<FILTER>HasPistolInLeftHand</FILTER>
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||||
<FILTER>HasMPistolInLeftHand</FILTER>
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||||
</OR>
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||||
</Filter>
|
||||
<Filter name="HasDualRightPistol">
|
||||
<AND>
|
||||
<VESTPOS op="in">283, 295, 806, 818, 821, 830, 833, 840, 842, 843, 844, 847, 848, 849, 850, 851, 856, 857, 858, 859, 860, 865, 866, 867, 868, 869</VESTPOS>
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||||
<WEAPON_IN_HAND>1</WEAPON_IN_HAND>
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||||
<FILTER>HasPistolInHand</FILTER>
|
||||
<FILTER>HasPistolOrMPistolInLeftHand</FILTER>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasDualRightMPistol">
|
||||
<AND>
|
||||
<FILTER>HasMPistolInHand</FILTER>
|
||||
<FILTER>HasPistolOrMPistolInLeftHand</FILTER>
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||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasRifleTypeWeaponInHand">
|
||||
<!-- <AND>
|
||||
<WEAPON_IN_HAND>1</WEAPON_IN_HAND>
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||||
</AND> -->
|
||||
<OR>
|
||||
<WEAPON_CLASS>SMGCLASS</WEAPON_CLASS>
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||||
<WEAPON_CLASS>RIFLECLASS</WEAPON_CLASS>
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||||
@@ -45,19 +66,57 @@
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||||
<WEAPON_CLASS>SHOTGUNCLASS</WEAPON_CLASS>
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||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="FlakJacket">
|
||||
<Filter name="CamoPants">
|
||||
<AND>
|
||||
<VESTPOS op="in">161, 162, 163, 164, 165, 166, 167, 168, 169, 196, 197, 198, 283, 295, 803, 806, 812, 815, 818, 821, 824, 827, 830, 833, 836, 840, 842, 843, 844, 847, 848, 849, 850, 851, 856, 857, 858, 859, 860, 865, 866, 867, 868, 869</VESTPOS>
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||||
<LEGPOS op="in">282, 845, 846, 852, 853, 854, 855</LEGPOS>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="IsWearingHat">
|
||||
<Filter name="CamoLongsleeves">
|
||||
<AND>
|
||||
<HELMETPOS op="in">285</HELMETPOS>
|
||||
<VESTPOS op="in">283, 284, 842, 843, 844, 847, 848, 849, 850, 851</VESTPOS>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="Longsleeves">
|
||||
<AND>
|
||||
<VESTPOS op="in">283, 295, 806, 818, 821, 830, 833, 840, 856, 857, 858, 859, 860, 865, 866, 867, 868, 869</VESTPOS>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="LongsleevesANDHasPistolOrMPistolInLeftHand">
|
||||
<AND>
|
||||
<FILTER>Longsleeves</FILTER>
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||||
<FILTER>HasPistolOrMPistolInLeftHand</FILTER>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="LongsleevesANDHasPistolOrMPistolInRightHand">
|
||||
<AND>
|
||||
<FILTER>Longsleeves</FILTER>
|
||||
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
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||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="LongsleevesANDHasRifleTypeWeaponInHand">
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||||
<AND>
|
||||
<FILTER>Longsleeves</FILTER>
|
||||
<FILTER>HasRifleTypeWeaponInHand</FILTER>
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||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="IsWearingHelmet">
|
||||
<AND>
|
||||
<OR>
|
||||
<HELMETPOS op="in">176, 177, 178, 179, 180, 181, 182, 293, 302, 801, 804, 810, 813, 816, 819, 822, 825, 828, 831, 834, 839, 1100, 1135</HELMETPOS>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="IsWearingHelmetAndHasPistol">
|
||||
<AND>
|
||||
<FILTER>IsWearingHelmet</FILTER>
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||||
</AND>
|
||||
<OR>
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||||
<FILTER>HasPistolInHand</FILTER>
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||||
<FILTER>HasMPistolInHand</FILTER>
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||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="IsWearingHelmetAndHasRifle">
|
||||
<AND>
|
||||
<FILTER>IsWearingHelmet</FILTER>
|
||||
<FILTER>HasRifleTypeWeaponInHand</FILTER>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="IsWearingCamoHelmet">
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||||
@@ -67,70 +126,41 @@
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||||
</Filter>
|
||||
<Filter name="IsWearingCamoHelmetAndHasPistol">
|
||||
<AND>
|
||||
<HELMETPOS op="in">302, 801, 804, 810, 813, 816, 822, 825, 828, 834, 839, 1100, 1135</HELMETPOS>
|
||||
<FILTER>IsWearingCamoHelmet</FILTER>
|
||||
</AND>
|
||||
<OR>
|
||||
<WEAPON_TYPE>GUN_PISTOL</WEAPON_TYPE>
|
||||
<WEAPON_TYPE>GUN_M_PISTOL</WEAPON_TYPE>
|
||||
</OR>
|
||||
<FILTER>HasPistolInHand</FILTER>
|
||||
<FILTER>HasMPistolInHand</FILTER>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="IsWearingCamoHelmetAndHasRifle">
|
||||
<AND>
|
||||
<HELMETPOS op="in">302, 801, 804, 810, 813, 816, 822, 825, 828, 834, 839, 1100, 1135</HELMETPOS>
|
||||
<FILTER>IsWearingCamoHelmet</FILTER>
|
||||
<FILTER>HasRifleTypeWeaponInHand</FILTER>
|
||||
</AND>
|
||||
<OR>
|
||||
<WEAPON_CLASS>SMGCLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>RIFLECLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>MGCLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>SHOTGUNCLASS</WEAPON_CLASS>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="IsWearingBeret">
|
||||
<AND>
|
||||
<HELMETPOS op="in">288</HELMETPOS><!-- 288 -->
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="IsWearingGasmask">
|
||||
<OR>
|
||||
<HEAD1POS op="in">213</HEAD1POS>
|
||||
<HEAD2POS op="in">213</HEAD2POS>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="IsWearingNVG">
|
||||
<OR>
|
||||
<HEAD1POS op="in">211, 246, 1024, 1025</HEAD1POS>
|
||||
<HEAD2POS op="in">211, 246, 1024, 1025</HEAD2POS>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="HasKneepads">
|
||||
<AND>
|
||||
<LEGPOS op="in">838</LEGPOS>
|
||||
<LEGPOS op="in">838, 294</LEGPOS>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasKneepadsAndHasRifle">
|
||||
<AND>
|
||||
<LEGPOS op="in">838</LEGPOS>
|
||||
<WEAPON_IN_HAND>1</WEAPON_IN_HAND>
|
||||
</AND>
|
||||
<OR>
|
||||
<WEAPON_CLASS>SMGCLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>RIFLECLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>MGCLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>SHOTGUNCLASS</WEAPON_CLASS>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="HasKneepadsAndHasPistol">
|
||||
<AND>
|
||||
<LEGPOS op="in">838</LEGPOS>
|
||||
<FILTER>HasKneepads</FILTER>
|
||||
</AND>
|
||||
<OR>
|
||||
<WEAPON_TYPE>GUN_PISTOL</WEAPON_TYPE>
|
||||
<WEAPON_TYPE>GUN_M_PISTOL</WEAPON_TYPE>
|
||||
</OR>
|
||||
<FILTER>HasPistolInHand</FILTER>
|
||||
<FILTER>HasMPistolInHand</FILTER>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="HasKneepadsAndHasRifle">
|
||||
<AND>
|
||||
<FILTER>HasKneepads</FILTER>
|
||||
<FILTER>HasRifleTypeWeaponInHand</FILTER>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="IsWearingBackpack">
|
||||
<OR>
|
||||
<!--<BPACKPOCKPOS op="in">1094, 1095, 1096, 1705</BPACKPOCKPOS>--> <!-- Finds specific item via its uiIndex -->
|
||||
<WEARING_BACKPACK>1</WEARING_BACKPACK> <!-- Checks simply whether there is anything in the merc's backpack slot -->
|
||||
</OR>
|
||||
</Filter>
|
||||
@@ -141,28 +171,27 @@
|
||||
</Filter>
|
||||
<Filter name="HasShotgunInHand">
|
||||
<AND>
|
||||
<WEAPON_IN_HAND>1</WEAPON_IN_HAND>
|
||||
<WEAPON_TYPE>GUN_SHOTGUN</WEAPON_TYPE>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasSaiga12kInHand">
|
||||
<AND>
|
||||
<HANDPOS op="in">32, 33, 340</HANDPOS>
|
||||
<HANDPOS op="in">32, 33, 340, 680, 731, 741</HANDPOS>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasSPAS12InHand">
|
||||
<AND>
|
||||
<HANDPOS op="in">775</HANDPOS>
|
||||
<HANDPOS op="in">341, 621, 696, 775, 898, 899</HANDPOS>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasFALInHand">
|
||||
<AND>
|
||||
<HANDPOS op="in">28, 29, 647, 648</HANDPOS>
|
||||
<HANDPOS op="in">28, 29, 629, 647, 648, 712, 713, 714, 715, 1195</HANDPOS>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasFAMASInHand">
|
||||
<AND>
|
||||
<HANDPOS op="in">24, 30</HANDPOS>
|
||||
<HANDPOS op="in">24, 30, 646, 659, 660, 663, 704, 781, 789</HANDPOS>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasSCARInHand">
|
||||
@@ -171,28 +200,22 @@
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasAKInHand">
|
||||
<AND>
|
||||
<WEAPON_IN_HAND>1</WEAPON_IN_HAND>
|
||||
<WEAPON_TYPE>GUN_AS_RIFLE</WEAPON_TYPE>
|
||||
<HANDPOS op="in">14, 25, 26, 347, 606, 607, 608, 609, 610, 611, 612, 613, 614, 615, 616, 708, 785</HANDPOS>
|
||||
</AND>
|
||||
<OR>
|
||||
<HANDPOS op="in">14, 25, 26, 347, 612, 613, 614, 615, 708, 757, 785</HANDPOS>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="HasBlackAKInHand">
|
||||
<AND>
|
||||
<WEAPON_IN_HAND>1</WEAPON_IN_HAND>
|
||||
<WEAPON_TYPE>GUN_AS_RIFLE</WEAPON_TYPE>
|
||||
<HANDPOS op="in">606, 607, 608, 609, 610, 611, 616, 655, 656, 742</HANDPOS>
|
||||
<HANDPOS op="in">602, 603, 606, 607, 608, 609, 610, 611, 616, 617, 655, 656, 742, 782</HANDPOS>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasARInHand">
|
||||
<AND>
|
||||
<WEAPON_IN_HAND>1</WEAPON_IN_HAND>
|
||||
<WEAPON_CLASS>RIFLECLASS</WEAPON_CLASS>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasSMGInHand">
|
||||
<AND>
|
||||
<WEAPON_IN_HAND>1</WEAPON_IN_HAND>
|
||||
<WEAPON_TYPE>GUN_SMG</WEAPON_TYPE>
|
||||
</AND>
|
||||
</Filter>
|
||||
@@ -201,9 +224,14 @@
|
||||
<HANDPOS op="in">15</HANDPOS>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasUziSMGInHand">
|
||||
<AND>
|
||||
<HANDPOS op="in">345</HANDPOS>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasTommyGunInHand">
|
||||
<AND>
|
||||
<HANDPOS op="in">11, 737</HANDPOS>
|
||||
<HANDPOS op="in">11, 737, 1179</HANDPOS>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasPPSH41InHand">
|
||||
@@ -213,7 +241,6 @@
|
||||
</Filter>
|
||||
<Filter name="HasRifleInHand">
|
||||
<AND>
|
||||
<WEAPON_IN_HAND>1</WEAPON_IN_HAND>
|
||||
<WEAPON_TYPE>GUN_RIFLE</WEAPON_TYPE>
|
||||
</AND>
|
||||
</Filter>
|
||||
@@ -223,7 +250,12 @@
|
||||
<WEAPON_TYPE>GUN_AS_RIFLE</WEAPON_TYPE>
|
||||
</OR>
|
||||
<AND>
|
||||
<HANDPOS op="in">17, 22, 27, 684, 753</HANDPOS>
|
||||
<HANDPOS op="in">17, 22, 27, 683, 753, 1193</HANDPOS>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasBlackSemiAutoRifleInHand">
|
||||
<AND>
|
||||
<HANDPOS op="in">348, 896, 897, 1074</HANDPOS>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasMGInHand">
|
||||
@@ -238,12 +270,12 @@
|
||||
</Filter>
|
||||
<Filter name="HasPKMInHand">
|
||||
<AND>
|
||||
<HANDPOS op="in">699, 700</HANDPOS>
|
||||
<HANDPOS op="in">649, 661, 687, 699, 700</HANDPOS>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasBigSniperInHand">
|
||||
<AND>
|
||||
<HANDPOS op="in">116, 335, 620, 697</HANDPOS>
|
||||
<HANDPOS op="in">116, 335, 620, 639, 657, 682, 697, 774</HANDPOS>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasSniperInHand">
|
||||
@@ -251,6 +283,11 @@
|
||||
<WEAPON_TYPE>GUN_SN_RIFLE</WEAPON_TYPE>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasBlackSniperInHand">
|
||||
<AND>
|
||||
<HANDPOS op="in">709, 777, 778</HANDPOS>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasDragunovInHand">
|
||||
<AND>
|
||||
<HANDPOS op="in">18, 734, 735</HANDPOS>
|
||||
@@ -258,280 +295,187 @@
|
||||
</Filter>
|
||||
<Filter name="HasPSG1InHand">
|
||||
<AND>
|
||||
<HANDPOS op="in">334, 674</HANDPOS>
|
||||
<HANDPOS op="in">334, 654, 674, 676, 779, 1069, 1201</HANDPOS>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasPatriotInHand">
|
||||
<AND>
|
||||
<HANDPOS op="in">19, 684, 685, 698, 728, 729</HANDPOS>
|
||||
<HANDPOS op="in">19, 625, 684, 698</HANDPOS>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasMilkorInHand">
|
||||
<Filter name="HasBlackPatriotInHand">
|
||||
<AND>
|
||||
<HANDPOS op="in">19, 634, 685, 728, 729</HANDPOS>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasMilkorInHand">
|
||||
<AND>
|
||||
<HANDPOS op="in">40, 50, 903, 906, 907, 908, 920, 922</HANDPOS>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasRifleTypeWeaponInHand">
|
||||
<AND>
|
||||
<WEAPON_IN_HAND>1</WEAPON_IN_HAND>
|
||||
</AND>
|
||||
<OR>
|
||||
<WEAPON_CLASS>SMGCLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>RIFLECLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>MGCLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>SHOTGUNCLASS</WEAPON_CLASS>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="HasPistolInHand">
|
||||
<AND>
|
||||
<WEAPON_TYPE>GUN_PISTOL</WEAPON_TYPE>
|
||||
<!--<LEFT_WEAPON_TYPE>NOT_GUN</LEFT_WEAPON_TYPE>-->
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasOnlyPistolInHand">
|
||||
<AND>
|
||||
<WEAPON_TYPE>GUN_PISTOL</WEAPON_TYPE>
|
||||
<SECONDHANDPOS op="in">0</SECONDHANDPOS>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasMPistolInHand">
|
||||
<AND>
|
||||
<WEAPON_TYPE>GUN_M_PISTOL</WEAPON_TYPE>
|
||||
<!--<LEFT_WEAPON_TYPE>NOT_GUN</LEFT_WEAPON_TYPE>-->
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasPistolOrMPistolInRightHand">
|
||||
<OR>
|
||||
<WEAPON_TYPE>GUN_PISTOL</WEAPON_TYPE>
|
||||
<WEAPON_TYPE>GUN_M_PISTOL</WEAPON_TYPE>
|
||||
</OR>
|
||||
<AND>
|
||||
<LEFT_WEAPON_TYPE not="">GUN_PISTOL</LEFT_WEAPON_TYPE>
|
||||
<LEFT_WEAPON_TYPE not="">GUN_M_PISTOL</LEFT_WEAPON_TYPE>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasPistolOrMPistolInLeftHand">
|
||||
<OR>
|
||||
<LEFT_WEAPON_TYPE>GUN_PISTOL</LEFT_WEAPON_TYPE>
|
||||
<LEFT_WEAPON_TYPE>GUN_M_PISTOL</LEFT_WEAPON_TYPE>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="HasPistolInLeftHand">
|
||||
<OR>
|
||||
<LEFT_WEAPON_TYPE>GUN_PISTOL</LEFT_WEAPON_TYPE>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="HasMPistolInLeftHand">
|
||||
<OR>
|
||||
<LEFT_WEAPON_TYPE>GUN_M_PISTOL</LEFT_WEAPON_TYPE>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="HasDualRightPistol">
|
||||
<!-- <AND>
|
||||
<FILTER name="HasPistolInHand"></FILTER>
|
||||
<FILTER name="HasPistolInLeftHand"></FILTER>
|
||||
</AND>
|
||||
--> <!-- Combining filters implementation in LOBOT code is not working correctly, even though the idea for it is there. -->
|
||||
<AND>
|
||||
<WEAPON_TYPE>GUN_PISTOL</WEAPON_TYPE>
|
||||
</AND>
|
||||
<OR>
|
||||
<LEFT_WEAPON_TYPE>GUN_PISTOL</LEFT_WEAPON_TYPE>
|
||||
<LEFT_WEAPON_TYPE>GUN_M_PISTOL</LEFT_WEAPON_TYPE>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="HasDualRightMPistol">
|
||||
<AND>
|
||||
<WEAPON_TYPE>GUN_M_PISTOL</WEAPON_TYPE>
|
||||
</AND>
|
||||
<OR>
|
||||
<LEFT_WEAPON_TYPE>GUN_PISTOL</LEFT_WEAPON_TYPE>
|
||||
<LEFT_WEAPON_TYPE>GUN_M_PISTOL</LEFT_WEAPON_TYPE>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="HasDesertEagleInHand">
|
||||
<AND>
|
||||
<HANDPOS op="in">7, 637, 638, 758</HANDPOS>
|
||||
<HANDPOS op="in">7, 56, 637, 638, 758, 766, 767, 768, 1192</HANDPOS>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasDesertEagleInLeftHand">
|
||||
<AND>
|
||||
<SECONDHANDPOS op="in">7, 637, 638, 758</SECONDHANDPOS>
|
||||
<SECONDHANDPOS op="in">7, 56, 637, 638, 758, 766, 767, 768, 1192</SECONDHANDPOS>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasDualRightDesertEagle">
|
||||
<AND>
|
||||
<HANDPOS op="in">7, 637, 638, 758</HANDPOS>
|
||||
<FILTER>HasDesertEagleInHand</FILTER>
|
||||
<FILTER>HasPistolOrMPistolInLeftHand</FILTER>
|
||||
</AND>
|
||||
<OR>
|
||||
<LEFT_WEAPON_TYPE>GUN_PISTOL</LEFT_WEAPON_TYPE>
|
||||
<LEFT_WEAPON_TYPE>GUN_M_PISTOL</LEFT_WEAPON_TYPE>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="HasSW500InHand">
|
||||
<AND>
|
||||
<HANDPOS op="in">892, 893, 894</HANDPOS>
|
||||
</AND>
|
||||
<OR>
|
||||
<HANDPOS op="in">6, 66, 707, 736, 770, 771, 772, 892, 893, 894, 887, 888, 892, 893, 894, 1194</HANDPOS>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="HasSW500InLeftHand">
|
||||
<AND>
|
||||
<SECONDHANDPOS op="in">892, 893, 894</SECONDHANDPOS>
|
||||
</AND>
|
||||
<OR>
|
||||
<SECONDHANDPOS op="in">6, 66, 707, 736, 770, 771, 772, 892, 893, 894, 887, 888, 892, 893, 894, 1194</SECONDHANDPOS>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="HasDualRightSW500">
|
||||
<AND>
|
||||
<HANDPOS op="in">892, 893, 894</HANDPOS>
|
||||
<FILTER>HasSW500InHand</FILTER>
|
||||
<FILTER>HasPistolOrMPistolInLeftHand</FILTER>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasUziInHand">
|
||||
<AND>
|
||||
<HANDPOS op="in">10, 330, 601, 619, 673, 688, 692, 701, 730</HANDPOS>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasUziInLeftHand">
|
||||
<AND>
|
||||
<SECONDHANDPOS op="in">10, 330, 601, 619, 673, 688, 692, 701, 730</SECONDHANDPOS>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasDualRightUzi">
|
||||
<AND>
|
||||
<FILTER>HasUziInHand</FILTER>
|
||||
<FILTER>HasPistolOrMPistolInLeftHand</FILTER>
|
||||
</AND>
|
||||
<OR>
|
||||
<LEFT_WEAPON_TYPE>GUN_PISTOL</LEFT_WEAPON_TYPE>
|
||||
<LEFT_WEAPON_TYPE>GUN_M_PISTOL</LEFT_WEAPON_TYPE>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="IsWearingBackpackAndHasPistol">
|
||||
<AND>
|
||||
<WEARING_BACKPACK>1</WEARING_BACKPACK>
|
||||
<FILTER>IsWearingBackpack</FILTER>
|
||||
</AND>
|
||||
<OR>
|
||||
<WEAPON_TYPE>GUN_PISTOL</WEAPON_TYPE>
|
||||
<WEAPON_TYPE>GUN_M_PISTOL</WEAPON_TYPE>
|
||||
<FILTER>HasPistolInHand</FILTER>
|
||||
<FILTER>HasMPistolInHand</FILTER>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="IsWearingBackpackAndHasRifle">
|
||||
<AND>
|
||||
<WEARING_BACKPACK>1</WEARING_BACKPACK>
|
||||
<WEAPON_IN_HAND>1</WEAPON_IN_HAND>
|
||||
<FILTER>IsWearingBackpack</FILTER>
|
||||
<FILTER>HasRifleTypeWeaponInHand</FILTER>
|
||||
</AND>
|
||||
<OR>
|
||||
<WEAPON_CLASS>SMGCLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>RIFLECLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>MGCLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>SHOTGUNCLASS</WEAPON_CLASS>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="IsWearingBeretAndHasRifle">
|
||||
<Filter name="IsWearingBeret">
|
||||
<AND>
|
||||
<HELMETPOS op="in">288</HELMETPOS>
|
||||
<WEAPON_IN_HAND>1</WEAPON_IN_HAND>
|
||||
</AND>
|
||||
<OR>
|
||||
<WEAPON_CLASS>SMGCLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>RIFLECLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>MGCLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>SHOTGUNCLASS</WEAPON_CLASS>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="IsWearingBeretAndHasPistol">
|
||||
<AND>
|
||||
<HELMETPOS op="in">288</HELMETPOS>
|
||||
<FILTER>IsWearingBeret</FILTER>
|
||||
</AND>
|
||||
<OR>
|
||||
<WEAPON_TYPE>GUN_PISTOL</WEAPON_TYPE>
|
||||
<WEAPON_TYPE>GUN_M_PISTOL</WEAPON_TYPE>
|
||||
<FILTER>HasPistolInHand</FILTER>
|
||||
<FILTER>HasMPistolInHand</FILTER>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="IsWearingHatAndHasPistol">
|
||||
<Filter name="IsWearingBeretAndHasRifle">
|
||||
<AND>
|
||||
<FILTER>IsWearingBeret</FILTER>
|
||||
<FILTER>HasRifleTypeWeaponInHand</FILTER>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="IsWearingHat">
|
||||
<AND>
|
||||
<HELMETPOS op="in">285</HELMETPOS>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="IsWearingHatAndHasPistol">
|
||||
<AND>
|
||||
<FILTER>IsWearingHat</FILTER>
|
||||
</AND>
|
||||
<OR>
|
||||
<WEAPON_TYPE>GUN_PISTOL</WEAPON_TYPE>
|
||||
<WEAPON_TYPE>GUN_M_PISTOL</WEAPON_TYPE>
|
||||
<FILTER>HasPistolInHand</FILTER>
|
||||
<FILTER>HasMPistolInHand</FILTER>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="IsWearingHatAndHasRifle">
|
||||
<AND>
|
||||
<HELMETPOS op="in">285</HELMETPOS>
|
||||
<WEAPON_IN_HAND>1</WEAPON_IN_HAND>
|
||||
<FILTER>IsWearingHat</FILTER>
|
||||
<FILTER>HasRifleTypeWeaponInHand</FILTER>
|
||||
</AND>
|
||||
<OR>
|
||||
<WEAPON_CLASS>SMGCLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>RIFLECLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>MGCLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>SHOTGUNCLASS</WEAPON_CLASS>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="IsWearingHelmetAndHasPistol">
|
||||
<AND>
|
||||
<HELMETPOS op="in">176, 177, 178, 179, 180, 181, 182, 293, 302, 801, 804, 810, 813, 816, 819, 822, 825, 828, 831, 834, 839, 1100, 1135</HELMETPOS>
|
||||
</AND>
|
||||
<Filter name="FlakJacket">
|
||||
<OR>
|
||||
<WEAPON_TYPE>GUN_PISTOL</WEAPON_TYPE>
|
||||
<WEAPON_TYPE>GUN_M_PISTOL</WEAPON_TYPE>
|
||||
<VESTPOS op="in">161, 162, 163, 164, 165, 166, 167, 168, 169, 196, 197, 198, 283, 295, 803, 806, 812, 815, 818, 821, 824, 827, 830, 833, 836, 840, 842, 843, 844, 847, 848, 849, 850, 851, 856, 857, 858, 859, 860, 865, 866, 867, 868, 869</VESTPOS>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="IsWearingHelmetAndHasRifle">
|
||||
<AND>
|
||||
<HELMETPOS op="in">176, 177, 178, 179, 180, 181, 182, 293, 302, 801, 804, 810, 813, 816, 819, 822, 825, 828, 831, 834, 839, 1100, 1135</HELMETPOS>
|
||||
</AND>
|
||||
<OR>
|
||||
<WEAPON_CLASS>SMGCLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>RIFLECLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>MGCLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>SHOTGUNCLASS</WEAPON_CLASS>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="IsWearingFlakJacketAndHasPistol">
|
||||
<AND>
|
||||
<VESTPOS op="in">161, 162, 163, 164, 165, 166, 167, 168, 169, 196, 197, 198, 283, 295, 803, 806, 812, 815, 818, 821, 824, 827, 830, 833, 836, 840, 842, 843, 844, 847, 848, 849, 850, 851, 856, 857, 858, 859, 860, 865, 866, 867, 868, 869</VESTPOS>
|
||||
<FILTER>FlakJacket</FILTER>
|
||||
</AND>
|
||||
<OR>
|
||||
<WEAPON_TYPE>GUN_PISTOL</WEAPON_TYPE>
|
||||
<WEAPON_TYPE>GUN_M_PISTOL</WEAPON_TYPE>
|
||||
<FILTER>HasPistolInHand</FILTER>
|
||||
<FILTER>HasMPistolInHand</FILTER>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="IsWearingFlakJacketAndHasRifle">
|
||||
<AND>
|
||||
<VESTPOS op="in">161, 162, 163, 164, 165, 166, 167, 168, 169, 196, 197, 198, 283, 295, 803, 806, 812, 815, 818, 821, 824, 827, 830, 833, 836, 840, 842, 843, 844, 847, 848, 849, 850, 851, 856, 857, 858, 859, 860, 865, 866, 867, 868, 869</VESTPOS>
|
||||
<FILTER>FlakJacket</FILTER>
|
||||
<FILTER>HasRifleTypeWeaponInHand</FILTER>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="IsWearingGasmask">
|
||||
<OR>
|
||||
<WEAPON_CLASS>SMGCLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>RIFLECLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>MGCLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>SHOTGUNCLASS</WEAPON_CLASS>
|
||||
</OR>
|
||||
<HEAD1POS op="in">213</HEAD1POS>
|
||||
<HEAD2POS op="in">213</HEAD2POS>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="IsWearingGasmaskAndHasPistol">
|
||||
<OR>
|
||||
<HEAD1POS op="in">213</HEAD1POS>
|
||||
<HEAD2POS op="in">213</HEAD2POS>
|
||||
</OR>
|
||||
<AND>
|
||||
<WEAPON_TYPE>GUN_PISTOL</WEAPON_TYPE>
|
||||
<WEAPON_TYPE>GUN_M_PISTOL</WEAPON_TYPE>
|
||||
<FILTER>IsWearingGasmask</FILTER>
|
||||
</AND>
|
||||
<OR>
|
||||
<FILTER>HasPistolInHand</FILTER>
|
||||
<FILTER>HasMPistolInHand</FILTER>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="IsWearingGasmaskAndHasRifle">
|
||||
<OR>
|
||||
<HEAD1POS op="in">213</HEAD1POS>
|
||||
<HEAD2POS op="in">213</HEAD2POS>
|
||||
</OR>
|
||||
<AND>
|
||||
<WEAPON_CLASS>SMGCLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>RIFLECLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>MGCLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>SHOTGUNCLASS</WEAPON_CLASS>
|
||||
<FILTER>IsWearingGasmask</FILTER>
|
||||
<FILTER>HasRifleTypeWeaponInHand</FILTER>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="IsWearingNVG">
|
||||
<OR>
|
||||
<HEAD1POS op="in">211, 246, 1024, 1025</HEAD1POS>
|
||||
<HEAD2POS op="in">211, 246, 1024, 1025</HEAD2POS>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="IsWearingNVGandHasPistol">
|
||||
<OR>
|
||||
<HEAD1POS op="in">211, 246, 1024, 1025</HEAD1POS>
|
||||
<HEAD2POS op="in">211, 246, 1024, 1025</HEAD2POS>
|
||||
</OR>
|
||||
<AND>
|
||||
<WEAPON_TYPE>GUN_PISTOL</WEAPON_TYPE>
|
||||
<WEAPON_TYPE>GUN_M_PISTOL</WEAPON_TYPE>
|
||||
<FILTER>IsWearingGasmask</FILTER>
|
||||
</AND>
|
||||
<OR>
|
||||
<FILTER>HasPistolInHand</FILTER>
|
||||
<FILTER>HasMPistolInHand</FILTER>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="IsWearingNVGandHasRifle">
|
||||
<OR>
|
||||
<HEAD1POS op="in">211, 246, 1024, 1025</HEAD1POS>
|
||||
<HEAD2POS op="in">211, 246, 1024, 1025</HEAD2POS>
|
||||
</OR>
|
||||
<AND>
|
||||
<WEAPON_CLASS>SMGCLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>RIFLECLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>MGCLASS</WEAPON_CLASS>
|
||||
<WEAPON_CLASS>SHOTGUNCLASS</WEAPON_CLASS>
|
||||
<FILTER>IsWearingGasmask</FILTER>
|
||||
<FILTER>HasRifleTypeWeaponInHand</FILTER>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasKnifeInHand">
|
||||
@@ -544,6 +488,12 @@
|
||||
<HANDPOS op="in">64</HANDPOS>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HasKnifeOrCrowbar">
|
||||
<OR>
|
||||
<FILTER>HasKnifeInHand</FILTER>
|
||||
<FILTER>HasCrowbarInHand</FILTER>
|
||||
</OR>
|
||||
</Filter>
|
||||
<!-- Matches all soldier objects, that are supposed to be rendered as average height regular male -->
|
||||
<Filter name="IsRegularMaleAverage">
|
||||
<OR>
|
||||
@@ -555,4 +505,44 @@
|
||||
<BODYTYPE>BIGMALE</BODYTYPE>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="IsFemale">
|
||||
<OR>
|
||||
<BODYTYPE>REGFEMALE</BODYTYPE>
|
||||
</OR>
|
||||
</Filter>
|
||||
<Filter name="IsFox">
|
||||
<AND>
|
||||
<FACEINDEX>14</FACEINDEX>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="LongsleevedFox">
|
||||
<AND>
|
||||
<FILTER>IsFox</FILTER>
|
||||
<FILTER>Longsleeves</FILTER>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="HelmetFox">
|
||||
<AND>
|
||||
<FILTER>IsFox</FILTER>
|
||||
<FILTER>IsWearingHelmet</FILTER>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="CamoHelmetFox">
|
||||
<AND>
|
||||
<FILTER>IsFox</FILTER>
|
||||
<FILTER>IsWearingCamoHelmet</FILTER>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="GasmaskFox">
|
||||
<AND>
|
||||
<FILTER>IsFox</FILTER>
|
||||
<FILTER>IsWearingGasmask</FILTER>
|
||||
</AND>
|
||||
</Filter>
|
||||
<Filter name="NVGFox">
|
||||
<AND>
|
||||
<FILTER>IsFox</FILTER>
|
||||
<FILTER>IsWearingNVG</FILTER>
|
||||
</AND>
|
||||
</Filter>
|
||||
</Filters>
|
||||
@@ -2538,6 +2538,8 @@
|
||||
<AnimSurface name="BGMRIFLE_IDLE_HERO_PADS" file="Anims\LOBOT\BGM\S_R_STD_HERO_PADS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_IDLE_HERO_CAMOHELMET" file="Anims\LOBOT\BGM\S_R_STD_HERO_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_IDLE_HERO_LSLEEVE" file="Anims\LOBOT\BGM\S_R_STD_HERO_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_IDLE_HERO_CAMOLSLEEVE" file="Anims\LOBOT\BGM\S_R_STD_HERO_CAMOLSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_IDLE_HERO_CAMOLEGS" file="Anims\LOBOT\BGM\S_R_STD_HERO_camolegs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<!-- Walk, rifle idle -->
|
||||
<AnimSurface name="BGMRIFLE_WALK_HERO_HEAD" file="Anims\LOBOT\BGM\S_R_WALK_HERO_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_HERO_HANDS" file="Anims\LOBOT\BGM\S_R_WALK_HERO_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
@@ -2577,6 +2579,8 @@
|
||||
<AnimSurface name="BGMRIFLE_WALK_HERO_PADS" file="Anims\LOBOT\BGM\S_R_WALK_HERO_PADS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_HERO_CAMOHELMET" file="Anims\LOBOT\BGM\S_R_WALK_HERO_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_HERO_LSLEEVE" file="Anims\LOBOT\BGM\S_R_WALK_HERO_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_HERO_CAMOLSLEEVE" file="Anims\LOBOT\BGM\S_R_WALK_HERO_camoLSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_HERO_CAMOLEGS" file="Anims\LOBOT\BGM\S_R_WALK_HERO_camolegs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<!-- Run, rifle idle -->
|
||||
<AnimSurface name="BGMRUNNING_HERO_HEAD" file="Anims\LOBOT\BGM\S_R_RUN_HERO_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRUNNING_HERO_HANDS" file="Anims\LOBOT\BGM\S_R_RUN_HERO_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
@@ -2616,6 +2620,8 @@
|
||||
<AnimSurface name="BGMRUNNING_HERO_PADS" file="Anims\LOBOT\BGM\S_R_RUN_HERO_PADS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRUNNING_HERO_CAMOHELMET" file="Anims\LOBOT\BGM\S_R_RUN_HERO_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRUNNING_HERO_LSLEEVE" file="Anims\LOBOT\BGM\S_R_RUN_HERO_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRUNNING_HERO_CAMOLEGS" file="Anims\LOBOT\BGM\S_R_RUN_HERO_camolegs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRUNNING_HERO_CAMOLSLEEVE" file="Anims\LOBOT\BGM\S_R_RUN_HERO_camoLSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<!-- Standing, rifle aim & shoot -->
|
||||
<AnimSurface name="BGMRIFLE_AIM_HERO_HEAD" file="Anims\LOBOT\BGM\S_SR_AIM_HERO_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_AIM_HERO_HANDS" file="Anims\LOBOT\BGM\S_SR_AIM_HERO_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
@@ -2655,6 +2661,8 @@
|
||||
<AnimSurface name="BGMRIFLE_AIM_HERO_PADS" file="Anims\LOBOT\BGM\S_SR_AIM_HERO_PADS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_AIM_HERO_CAMOHELMET" file="Anims\LOBOT\BGM\S_SR_AIM_HERO_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_AIM_HERO_LSLEEVE" file="Anims\LOBOT\BGM\S_SR_AIM_HERO_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_AIM_HERO_CAMOLSLEEVE" file="Anims\LOBOT\BGM\S_SR_AIM_HERO_camoLSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_AIM_HERO_CAMOLEGS" file="Anims\LOBOT\BGM\S_SR_AIM_HERO_camolegs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<!-- Standing, rifle, get hit -->
|
||||
<AnimSurface name="BGMRIFLE_HIT_HERO_HEAD" file="Anims\LOBOT\BGM\S_HIT_HERO_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIT_HERO_HANDS" file="Anims\LOBOT\BGM\S_HIT_HERO_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
|
||||
@@ -150,6 +150,12 @@
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
<Layer name="legs">
|
||||
<LayerProp filter="CamoPants" palette="hats">
|
||||
<Surface name="BGMRIFLE_IDLE_HERO_CAMOLEGS" animsurface="BGMSTANDING" />
|
||||
<Surface name="BGMRIFLE_WALK_HERO_CAMOLEGS" animsurface="BGMWALKING" />
|
||||
<Surface name="BGMRUNNING_HERO_CAMOLEGS" animsurface="BGMRUNNING" />
|
||||
<Surface name="BGMRIFLE_AIM_HERO_CAMOLEGS" animsurface="BGMSTANDAIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasPistolOrMPistolInLeftHand" >
|
||||
<Surface name="BGMEMPTY_RUN_LEGS" animsurface="BGMPISTOL_RUN" />
|
||||
<Surface name="BGMDUAL_SDSTP_LEGS" animsurface="BGMSIDESTEP" />
|
||||
@@ -3127,4 +3133,12 @@
|
||||
<Surface name="BGMLAW_CR_PADS" animsurface="BGMCRROCKET" />
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
<Layer name="shirt">
|
||||
<LayerProp filter="CamoLongsleeves" palette="hats">
|
||||
<Surface name="BGMRIFLE_IDLE_HERO_CAMOLSLEEVE" animsurface="BGMSTANDING" />
|
||||
<Surface name="BGMRIFLE_WALK_HERO_CAMOLSLEEVE" animsurface="BGMWALKING" />
|
||||
<Surface name="BGMRUNNING_HERO_CAMOLSLEEVE" animsurface="BGMRUNNING" />
|
||||
<Surface name="BGMRIFLE_AIM_HERO_CAMOLSLEEVE" animsurface="BGMSTANDAIM" />
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
</LogicalAnimationSurfaces>
|
||||
File diff suppressed because it is too large
Load Diff
+71
@@ -0,0 +1,71 @@
|
||||
<AnimSurface name="LBT_RGFRIFLE_WALK_CROUCH_UZI" file="Anims\LOBOT\RGF\F_R_SWAT_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_WALK_UZI" file="Anims\LOBOT\RGF\F_R_RDY_WALK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_WALK_HURT_UZI" file="Anims\LOBOT\RGF\F_R_WALK_HURT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_IDLE_UZI" file="Anims\LOBOT\RGF\F_R_STD_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFBASICWALK_UZI" file="Anims\LOBOT\RGF\RGF_BASICWALK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_CROUCH_UZI" file="Anims\LOBOT\RGF\F_R_C_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_SWAT_UZI" file="Anims\LOBOT\RGF\F_R_SWAT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_SIDESTEP_UZI" file="Anims\LOBOT\RGF\S_R_SDSP_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_SIDESTEP_AIM_UZI" file="Anims\LOBOT\RGF\S_R_SDSP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRUNNING_UZI" file="Anims\LOBOT\RGF\F_R_RUN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_RAISE_UZI" file="Anims\LOBOT\RGF\F_RAISE_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_AIM_UZI" file="Anims\LOBOT\RGF\F_SR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_LOW_UZI" file="Anims\LOBOT\RGF\F_R_LOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_HIP_UZI" file="Anims\LOBOT\RGF\F_SR_HIP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_HIP_LOW_UZI" file="Anims\LOBOT\RGF\F_R_HIP_LOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_CR_AIM_UZI" file="Anims\LOBOT\RGF\F_CR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_PRONE_UZI" file="Anims\LOBOT\RGF\F_R_PRN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="LBT_RGF_RIFLE_OPEN_UZI" file="Anims\LOBOT\RGF\F_RIFLE_OPEN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_KICKDOOR_UZI" file="Anims\LOBOT\RGF\S_R_DR_KICK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_DRUNK_UZI" file="Anims\LOBOT\RGF\F_R_DRUNK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_BAYONET_UZI" file="Anims\LOBOT\RGF\S_R_BAYONET_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_BAYONET_L_UZI" file="Anims\LOBOT\RGF\S_R_BAYONET_L_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_HIT_UZI" file="Anims\LOBOT\RGF\F_HIT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_PAIN_UZI" file="Anims\LOBOT\RGF\F_R_PAIN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_COWER_UZI" file="Anims\LOBOT\RGF\F_R_COWER_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_PRN_COWER_UZI" file="Anims\LOBOT\RGF\S_R_PRNCOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_ROLL_SIDE_UZI" file="Anims\LOBOT\RGF\S_R_ROLL_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_LOOK_UZI" file="Anims\LOBOT\RGF\F_R_LOOK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_CLEAN_UZI" file="Anims\LOBOT\RGF\F_R_CLEAN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<!-- 1 Handed Uzi -->
|
||||
<AnimSurface name="LBT_RGF_CROUCHWALK_UZI_1H" file="Anims\LOBOT\RGF\F_P_SWAT_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="LBT_RGF_CROUCHWALK_DUAL_UZI_1H" file="Anims\LOBOT\RGF\F_D_SWAT_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="LBT_RGF_CROUCHWALK_DUAL_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_D_SWAT_AIM_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_IDLE_UZI_1H" file="Anims\LOBOT\RGF\F_P_BRTH_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_IDLE_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_P_BRTH_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_CROUCH_UZI_1H" file="Anims\LOBOT\RGF\F_N_CRCH_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_CROUCH_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_CRCH_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_SWAT_UZI_1H" file="Anims\LOBOT\RGF\F_N_SWAT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_SWAT_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_SWAT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_RUN_UZI_1H" file="Anims\LOBOT\RGF\F_N_RUN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_RUN_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_RUN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_WALK_UZI_1H" file="Anims\LOBOT\RGF\F_N_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_WALK_HURT_UZI_1H" file="Anims\LOBOT\RGF\F_R_WALK_HURT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFRIFLE_WALK_HURT_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_R_WALK_HURT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_PRONE_UZI_1H" file="Anims\LOBOT\RGF\S_N_PRNE_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFDUAL_PRONE_UZI_1H" file="Anims\LOBOT\RGF\S_DB_PRN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFDUAL_PRONE_UZI_1H_LEFT" file="Anims\LOBOT\RGF\S_DB_PRN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFPISTOL_IDLE_UZI_1H" file="Anims\LOBOT\RGF\F_P_BRTH_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFPISTOL_WALK_UZI_1H" file="Anims\LOBOT\RGF\F_N_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFPISTOL_RDY_WALK_UZI_1H" file="Anims\LOBOT\RGF\F_P_RDY_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFDUAL_RDY_WALK_UZI_1H" file="Anims\LOBOT\RGF\F_DBL_RDY_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFDUAL_RDY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_DBL_RDY_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFPISTOL_AIM_UZI_1H" file="Anims\LOBOT\RGF\F_P_SHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFPISTOL_AIM_1H_UZI_1H" file="Anims\LOBOT\RGF\F_P_SHOT2_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFPISTOL_LOW_UZI_1H" file="Anims\LOBOT\RGF\F_P_LOW_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFPISTOL_CR_AIM_UZI_1H" file="Anims\LOBOT\RGF\F_CR_AIM_P_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFDUAL_CR_AIM_UZI_1H" file="Anims\LOBOT\RGF\F_CR_AIM_D_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFDUAL_CR_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_CR_AIM_D_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFPISTOL_SDSTP_UZI_1H" file="Anims\LOBOT\RGF\S_P_SDSP_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFPISTOL_SDSTP_AIM_UZI_1H" file="Anims\LOBOT\RGF\S_P_SDSP_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFDUAL_SDSTP_UZI_1H" file="Anims\LOBOT\RGF\S_DBL_SDSP_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFDUAL_SDSTP_UZI_1H_LEFT" file="Anims\LOBOT\RGF\S_DBL_SDSP_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFDUAL_SDSTP_AIM_UZI_1H" file="Anims\LOBOT\RGF\S_DBL_SDSP_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFDUAL_SDSTP_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGF\S_DBL_SDSP_AIM_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFDUAL_AIM_UZI_1H" file="Anims\LOBOT\RGF\F_DBLSHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFDUAL_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_DBLSHOT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_PAIN_UZI_1H" file="Anims\LOBOT\RGF\F_N_PAIN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_PAIN_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_PAIN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_DRUNK_UZI_1H" file="Anims\LOBOT\RGF\F_N_DRUNK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="LBT_RGFEMPTY_DRUNK_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_DRUNK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
File diff suppressed because it is too large
Load Diff
+137
@@ -0,0 +1,137 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<LogicalAnimationSurfaces>
|
||||
<Layer name="gun">
|
||||
<LayerProp filter="HasBlackAKInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="LBT_RGF_RIFLE_OPEN_AK47" animsurface="RGFOPEN" />
|
||||
<Surface name="LBT_RGFRIFLE_WALK_CROUCH_AK47" animsurface="RGFCROUCH_R_RDY" />
|
||||
<Surface name="LBT_RGFRIFLE_WALK_AK47" animsurface="RGFWALK_R_RDY" />
|
||||
<Surface name="LBT_RGFRIFLE_IDLE_AK47" animsurface="RGFSTANDING" />
|
||||
<Surface name="LBT_RGFBASICWALK_AK47" animsurface="RGFWALKING" />
|
||||
<Surface name="LBT_RGFRUNNING_AK47" animsurface="RGFRUNNING" />
|
||||
<Surface name="LBT_RGFRIFLE_CROUCH_AK47" animsurface="RGFCROUCHING" />
|
||||
<Surface name="LBT_RGFRIFLE_SIDESTEP_AK47" animsurface="RGFSIDESTEP" />
|
||||
<Surface name="LBT_RGFRIFLE_SIDESTEP_AIM_AK47" animsurface="RGFSIDESTEP_R_RDY" />
|
||||
<Surface name="LBT_RGFRIFLE_SWAT_AK47" animsurface="RGFSNEAKING" />
|
||||
<Surface name="LBT_RGFRIFLE_RAISE_AK47" animsurface="RGFRAISE" />
|
||||
<Surface name="LBT_RGFRIFLE_AIM_AK47" animsurface="RGFSTANDAIM" />
|
||||
<Surface name="LBT_RGFRIFLE_HIP_AK47" animsurface="RGF_HIP_AIM" />
|
||||
<Surface name="LBT_RGFRIFLE_CR_AIM_AK47" animsurface="RGFCROUCHAIM" />
|
||||
<Surface name="LBT_RGFRIFLE_PRONE_AK47" animsurface="RGFPRONE" />
|
||||
<Surface name="LBT_RGFRIFLE_HIT_AK47" animsurface="RGFRHIT" />
|
||||
<Surface name="LBT_RGFRIFLE_PAIN_AK47" animsurface="RGFHURTSTANDINGR" />
|
||||
<Surface name="LBT_RGFRIFLE_COWER_AK47" animsurface="RGFCOWER" />
|
||||
<Surface name="LBT_RGFRIFLE_PRN_COWER_AK47" animsurface="RGF_COWER_PRONE" />
|
||||
<Surface name="LBT_RGFRIFLE_WALK_HURT_AK47" animsurface="RGFHURTWALKINGR" />
|
||||
<Surface name="LBT_RGFRIFLE_KICKDOOR_AK47" animsurface="RGFKICKDOOR" />
|
||||
<!--<Surface name="LBT_RGFRIFLE_SQUISH_AK47" animsurface="RGF_SQUISH" />
|
||||
<Surface name="LBT_RGFRIFLE_LOOK_AK47" animsurface="RGF_LOOK" />
|
||||
<Surface name="LBT_RGFRIFLE_SPIT_AK47" animsurface="RGF_SPIT" />-->
|
||||
<Surface name="LBT_RGFRIFLE_DRUNK_AK47" animsurface="RGFDRUNK" />
|
||||
<Surface name="LBT_RGFRIFLE_BAYONET_AK47" animsurface="RGFBAYONET_S_S" />
|
||||
<Surface name="LBT_RGFRIFLE_BAYONET_L_AK47" animsurface="RGFBAYONET_S_P" />
|
||||
<Surface name="LBT_RGFRIFLE_LOW_AK47" animsurface="RGFSHOOT_LOW" />
|
||||
<Surface name="LBT_RGFRIFLE_ROLL_SIDE_AK47" animsurface="RGFROLL_PR" />
|
||||
<Surface name="LBT_RGFRIFLE_LOOK_AK47" animsurface="RGFALOOK" />
|
||||
<Surface name="LBT_RGFRIFLE_CLEAN_AK47" animsurface="RGFCLEAN" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasBlackPatriotInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="LBT_RGF_RIFLE_OPEN_PATRIOT" animsurface="RGFOPEN" />
|
||||
<Surface name="LBT_RGFRIFLE_WALK_CROUCH_PATRIOT" animsurface="RGFCROUCH_R_RDY" />
|
||||
<Surface name="LBT_RGFRIFLE_WALK_PATRIOT" animsurface="RGFWALK_R_RDY" />
|
||||
<Surface name="LBT_RGFRIFLE_IDLE_PATRIOT" animsurface="RGFSTANDING" />
|
||||
<Surface name="LBT_RGFBASICWALK_PATRIOT" animsurface="RGFWALKING" />
|
||||
<Surface name="LBT_RGFRUNNING_PATRIOT" animsurface="RGFRUNNING" />
|
||||
<Surface name="LBT_RGFRIFLE_CROUCH_PATRIOT" animsurface="RGFCROUCHING" />
|
||||
<Surface name="LBT_RGFRIFLE_SIDESTEP_PATRIOT" animsurface="RGFSIDESTEP" />
|
||||
<Surface name="LBT_RGFRIFLE_SIDESTEP_AIM_PATRIOT" animsurface="RGFSIDESTEP_R_RDY" />
|
||||
<Surface name="LBT_RGFRIFLE_SWAT_PATRIOT" animsurface="RGFSNEAKING" />
|
||||
<Surface name="LBT_RGFRIFLE_RAISE_PATRIOT" animsurface="RGFRAISE" />
|
||||
<Surface name="LBT_RGFRIFLE_AIM_PATRIOT" animsurface="RGFSTANDAIM" />
|
||||
<Surface name="LBT_RGFRIFLE_HIP_PATRIOT" animsurface="RGF_HIP_AIM" />
|
||||
<Surface name="LBT_RGFRIFLE_CR_AIM_PATRIOT" animsurface="RGFCROUCHAIM" />
|
||||
<Surface name="LBT_RGFRIFLE_PRONE_PATRIOT" animsurface="RGFPRONE" />
|
||||
<Surface name="LBT_RGFRIFLE_HIT_PATRIOT" animsurface="RGFRHIT" />
|
||||
<Surface name="LBT_RGFRIFLE_PAIN_PATRIOT" animsurface="RGFHURTSTANDINGR" />
|
||||
<Surface name="LBT_RGFRIFLE_COWER_PATRIOT" animsurface="RGFCOWER" />
|
||||
<Surface name="LBT_RGFRIFLE_PRN_COWER_PATRIOT" animsurface="RGF_COWER_PRONE" />
|
||||
<Surface name="LBT_RGFRIFLE_WALK_HURT_PATRIOT" animsurface="RGFHURTWALKINGR" />
|
||||
<Surface name="LBT_RGFRIFLE_KICKDOOR_PATRIOT" animsurface="RGFKICKDOOR" />
|
||||
<!--<Surface name="LBT_RGFRIFLE_SQUISH_PATRIOT" animsurface="RGF_SQUISH" />
|
||||
<Surface name="LBT_RGFRIFLE_LOOK_PATRIOT" animsurface="RGF_LOOK" />
|
||||
<Surface name="LBT_RGFRIFLE_SPIT_PATRIOT" animsurface="RGF_SPIT" />-->
|
||||
<Surface name="LBT_RGFRIFLE_DRUNK_PATRIOT" animsurface="RGFDRUNK" />
|
||||
<Surface name="LBT_RGFRIFLE_BAYONET_PATRIOT" animsurface="RGFBAYONET_S_S" />
|
||||
<Surface name="LBT_RGFRIFLE_BAYONET_L_PATRIOT" animsurface="RGFBAYONET_S_P" />
|
||||
<Surface name="LBT_RGFRIFLE_LOW_PATRIOT" animsurface="RGFSHOOT_LOW" />
|
||||
<Surface name="LBT_RGFRIFLE_ROLL_SIDE_PATRIOT" animsurface="RGFROLL_PR" />
|
||||
<Surface name="LBT_RGFRIFLE_LOOK_PATRIOT" animsurface="RGFALOOK" />
|
||||
<Surface name="LBT_RGFRIFLE_CLEAN_PATRIOT" animsurface="RGFCLEAN" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasBlackSniperInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="LBT_RGF_RIFLE_OPEN_TRG42" animsurface="RGFOPEN" />
|
||||
<Surface name="LBT_RGFRIFLE_WALK_CROUCH_TRG42" animsurface="RGFCROUCH_R_RDY" />
|
||||
<Surface name="LBT_RGFRIFLE_WALK_TRG42" animsurface="RGFWALK_R_RDY" />
|
||||
<Surface name="LBT_RGFRIFLE_IDLE_TRG42" animsurface="RGFSTANDING" />
|
||||
<Surface name="LBT_RGFBASICWALK_TRG42" animsurface="RGFWALKING" />
|
||||
<Surface name="LBT_RGFRUNNING_TRG42" animsurface="RGFRUNNING" />
|
||||
<Surface name="LBT_RGFRIFLE_CROUCH_TRG42" animsurface="RGFCROUCHING" />
|
||||
<Surface name="LBT_RGFRIFLE_SIDESTEP_TRG42" animsurface="RGFSIDESTEP" />
|
||||
<Surface name="LBT_RGFRIFLE_SIDESTEP_AIM_TRG42" animsurface="RGFSIDESTEP_R_RDY" />
|
||||
<Surface name="LBT_RGFRIFLE_SWAT_TRG42" animsurface="RGFSNEAKING" />
|
||||
<Surface name="LBT_RGFRIFLE_RAISE_TRG42" animsurface="RGFRAISE" />
|
||||
<Surface name="LBT_RGFRIFLE_AIM_TRG42" animsurface="RGFSTANDAIM" />
|
||||
<Surface name="LBT_RGFRIFLE_HIP_TRG42" animsurface="RGF_HIP_AIM" />
|
||||
<Surface name="LBT_RGFRIFLE_CR_AIM_TRG42" animsurface="RGFCROUCHAIM" />
|
||||
<Surface name="LBT_RGFRIFLE_PRONE_TRG42" animsurface="RGFPRONE" />
|
||||
<Surface name="LBT_RGFRIFLE_HIT_TRG42" animsurface="RGFRHIT" />
|
||||
<Surface name="LBT_RGFRIFLE_PAIN_TRG42" animsurface="RGFHURTSTANDINGR" />
|
||||
<Surface name="LBT_RGFRIFLE_COWER_TRG42" animsurface="RGFCOWER" />
|
||||
<Surface name="LBT_RGFRIFLE_PRN_COWER_TRG42" animsurface="RGF_COWER_PRONE" />
|
||||
<Surface name="LBT_RGFRIFLE_WALK_HURT_TRG42" animsurface="RGFHURTWALKINGR" />
|
||||
<Surface name="LBT_RGFRIFLE_KICKDOOR_TRG42" animsurface="RGFKICKDOOR" />
|
||||
<!--<Surface name="LBT_RGFRIFLE_SQUISH_TRG42" animsurface="RGF_SQUISH" />
|
||||
<Surface name="LBT_RGFRIFLE_LOOK_TRG42" animsurface="RGF_LOOK" />
|
||||
<Surface name="LBT_RGFRIFLE_SPIT_TRG42" animsurface="RGF_SPIT" />-->
|
||||
<Surface name="LBT_RGFRIFLE_DRUNK_TRG42" animsurface="RGFDRUNK" />
|
||||
<Surface name="LBT_RGFRIFLE_BAYONET_TRG42" animsurface="RGFBAYONET_S_S" />
|
||||
<Surface name="LBT_RGFRIFLE_BAYONET_L_TRG42" animsurface="RGFBAYONET_S_P" />
|
||||
<Surface name="LBT_RGFRIFLE_LOW_TRG42" animsurface="RGFSHOOT_LOW" />
|
||||
<Surface name="LBT_RGFRIFLE_ROLL_SIDE_TRG42" animsurface="RGFROLL_PR" />
|
||||
<Surface name="LBT_RGFRIFLE_LOOK_TRG42" animsurface="RGFALOOK" />
|
||||
<Surface name="LBT_RGFRIFLE_CLEAN_TRG42" animsurface="RGFCLEAN" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasBlackSemiAutoRifleInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="LBT_RGF_RIFLE_OPEN_M14" animsurface="RGFOPEN" />
|
||||
<Surface name="LBT_RGFRIFLE_WALK_CROUCH_M14" animsurface="RGFCROUCH_R_RDY" />
|
||||
<Surface name="LBT_RGFRIFLE_WALK_M14" animsurface="RGFWALK_R_RDY" />
|
||||
<Surface name="LBT_RGFRIFLE_IDLE_M14" animsurface="RGFSTANDING" />
|
||||
<Surface name="LBT_RGFBASICWALK_M14" animsurface="RGFWALKING" />
|
||||
<Surface name="LBT_RGFRUNNING_M14" animsurface="RGFRUNNING" />
|
||||
<Surface name="LBT_RGFRIFLE_CROUCH_M14" animsurface="RGFCROUCHING" />
|
||||
<Surface name="LBT_RGFRIFLE_SIDESTEP_M14" animsurface="RGFSIDESTEP" />
|
||||
<Surface name="LBT_RGFRIFLE_SIDESTEP_AIM_M14" animsurface="RGFSIDESTEP_R_RDY" />
|
||||
<Surface name="LBT_RGFRIFLE_SWAT_M14" animsurface="RGFSNEAKING" />
|
||||
<Surface name="LBT_RGFRIFLE_RAISE_M14" animsurface="RGFRAISE" />
|
||||
<Surface name="LBT_RGFRIFLE_AIM_M14" animsurface="RGFSTANDAIM" />
|
||||
<Surface name="LBT_RGFRIFLE_HIP_M14" animsurface="RGF_HIP_AIM" />
|
||||
<Surface name="LBT_RGFRIFLE_CR_AIM_M14" animsurface="RGFCROUCHAIM" />
|
||||
<Surface name="LBT_RGFRIFLE_PRONE_M14" animsurface="RGFPRONE" />
|
||||
<Surface name="LBT_RGFRIFLE_HIT_M14" animsurface="RGFRHIT" />
|
||||
<Surface name="LBT_RGFRIFLE_PAIN_M14" animsurface="RGFHURTSTANDINGR" />
|
||||
<Surface name="LBT_RGFRIFLE_COWER_M14" animsurface="RGFCOWER" />
|
||||
<Surface name="LBT_RGFRIFLE_PRN_COWER_M14" animsurface="RGF_COWER_PRONE" />
|
||||
<Surface name="LBT_RGFRIFLE_WALK_HURT_M14" animsurface="RGFHURTWALKINGR" />
|
||||
<Surface name="LBT_RGFRIFLE_KICKDOOR_M14" animsurface="RGFKICKDOOR" />
|
||||
<!--<Surface name="LBT_RGFRIFLE_SQUISH_M14" animsurface="RGF_SQUISH" />
|
||||
<Surface name="LBT_RGFRIFLE_LOOK_M14" animsurface="RGF_LOOK" />
|
||||
<Surface name="LBT_RGFRIFLE_SPIT_M14" animsurface="RGF_SPIT" />-->
|
||||
<Surface name="LBT_RGFRIFLE_DRUNK_M14" animsurface="RGFDRUNK" />
|
||||
<Surface name="LBT_RGFRIFLE_BAYONET_M14" animsurface="RGFBAYONET_S_S" />
|
||||
<Surface name="LBT_RGFRIFLE_BAYONET_L_M14" animsurface="RGFBAYONET_S_P" />
|
||||
<Surface name="LBT_RGFRIFLE_LOW_M14" animsurface="RGFSHOOT_LOW" />
|
||||
<Surface name="LBT_RGFRIFLE_ROLL_SIDE_M14" animsurface="RGFROLL_PR" />
|
||||
<Surface name="LBT_RGFRIFLE_LOOK_M14" animsurface="RGFALOOK" />
|
||||
<Surface name="LBT_RGFRIFLE_CLEAN_M14" animsurface="RGFCLEAN" />
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
</LogicalAnimationSurfaces>
|
||||
+72
@@ -0,0 +1,72 @@
|
||||
<AnimSurface name="LBT_RGMRIFLE_WALK_CROUCH_UZI" file="Anims\LOBOT\RGM\cr_walk_rifle_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_WALK_UZI" file="Anims\LOBOT\RGM\S_R_RDY_WALK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_WALK_HURT_UZI" file="Anims\LOBOT\RGM\S_R_WALK_HURT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_IDLE_UZI" file="Anims\LOBOT\RGM\S_R_STD_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMBASICWALK_UZI" file="Anims\LOBOT\RGM\RGM_BASICWALK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_CROUCH_UZI" file="Anims\LOBOT\RGM\S_R_C_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_SWAT_UZI" file="Anims\LOBOT\RGM\S_R_SWAT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_SIDESTEP_UZI" file="Anims\LOBOT\RGM\S_R_SDSP_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_SIDESTEP_AIM_UZI" file="Anims\LOBOT\RGM\S_R_SDSP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRUNNING_UZI" file="Anims\LOBOT\RGM\S_R_RUN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_RAISE_UZI" file="Anims\LOBOT\RGM\S_RAISE_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_AIM_UZI" file="Anims\LOBOT\RGM\S_SR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_LOW_UZI" file="Anims\LOBOT\RGM\S_R_LOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_HIP_UZI" file="Anims\LOBOT\RGM\S_SR_HIP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_HIP_LOW_UZI" file="Anims\LOBOT\RGM\S_R_HIP_LOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_CR_AIM_UZI" file="Anims\LOBOT\RGM\S_CR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_PRONE_UZI" file="Anims\LOBOT\RGM\S_R_PRN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_RIFLE_OPEN_UZI" file="Anims\LOBOT\RGM\S_RIFLE_OPEN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_KICKDOOR_UZI" file="Anims\LOBOT\RGM\S_R_DR_KICK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_SQUISH_UZI" file="Anims\LOBOT\RGM\S_R_SQUISH_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_LOOK_UZI" file="Anims\LOBOT\RGM\S_R_LOOK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_SPIT_UZI" file="Anims\LOBOT\RGM\S_R_SPIT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_DRUNK_UZI" file="Anims\LOBOT\RGM\S_R_DRUNK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_BAYONET_UZI" file="Anims\LOBOT\RGM\S_R_BAYONET_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_BAYONET_L_UZI" file="Anims\LOBOT\RGM\S_R_BAYONET_L_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_HIT_UZI" file="Anims\LOBOT\RGM\S_HIT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_PAIN_UZI" file="Anims\LOBOT\RGM\S_R_PAIN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_COWER_UZI" file="Anims\LOBOT\RGM\S_R_COWER_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_PRN_COWER_UZI" file="Anims\LOBOT\RGM\S_R_PRNCOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_ROLL_SIDE_UZI" file="Anims\LOBOT\RGM\S_R_ROLL_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<!-- 1 Handed Uzi -->
|
||||
<AnimSurface name="LBT_RGM_CROUCHWALK_UZI_1H" file="Anims\LOBOT\RGM\cr_walk_pistol_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_CROUCHWALK_DUAL_UZI_1H" file="Anims\LOBOT\RGM\cr_walk_dual_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_CROUCHWALK_DUAL_UZI_1H_LEFT" file="Anims\LOBOT\RGM\cr_walk_dual_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_IDLE_UZI_1H" file="Anims\LOBOT\RGM\S_N_STD_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_IDLE_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_N_STD_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_CROUCH_UZI_1H" file="Anims\LOBOT\RGM\S_N_CRCH_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_CROUCH_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_N_CRCH_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_SWAT_UZI_1H" file="Anims\LOBOT\RGM\S_N_SWAT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_SWAT_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_N_SWAT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_RUN_UZI_1H" file="Anims\LOBOT\RGM\S_N_RUN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_RUN_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_N_RUN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_WALK_UZI_1H" file="Anims\LOBOT\RGM\S_N_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_N_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_WALK_HURT_UZI_1H" file="Anims\LOBOT\RGM\S_N_WALK_HURT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_WALK_HURT_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_N_WALK_HURT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_PRONE_UZI_1H" file="Anims\LOBOT\RGM\S_N_PRNE_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMDUAL_PRONE_UZI_1H" file="Anims\LOBOT\RGM\S_DB_PRN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMDUAL_PRONE_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_DB_PRN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMPISTOL_IDLE_UZI_1H" file="Anims\LOBOT\RGM\S_P_BRTH_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMPISTOL_WALK_UZI_1H" file="Anims\LOBOT\RGM\S_P_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMPISTOL_RDY_WALK_UZI_1H" file="Anims\LOBOT\RGM\S_P_RDY_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMDUAL_RDY_WALK_UZI_1H" file="Anims\LOBOT\RGM\S_DBL_RDY_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMDUAL_RDY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_DBL_RDY_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMPISTOL_AIM_UZI_1H" file="Anims\LOBOT\RGM\S_N_SHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMPISTOL_AIM_1H_UZI_1H" file="Anims\LOBOT\RGM\S_N_SHOT2_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMPISTOL_LOW_UZI_1H" file="Anims\LOBOT\RGM\S_P_LOW_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMPISTOL_CR_AIM_UZI_1H" file="Anims\LOBOT\RGM\S_CR_AIM_P_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMDUAL_CR_AIM_UZI_1H" file="Anims\LOBOT\RGM\S_CR_AIM_D_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMDUAL_CR_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_CR_AIM_D_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMPISTOL_SDSTP_UZI_1H" file="Anims\LOBOT\RGM\S_P_SDSP_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMPISTOL_SDSTP_AIM_UZI_1H" file="Anims\LOBOT\RGM\S_P_SDSP_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMDUAL_SDSTP_UZI_1H" file="Anims\LOBOT\RGM\S_DBL_SDSP_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMDUAL_SDSTP_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_DBL_SDSP_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMDUAL_SDSTP_AIM_UZI_1H" file="Anims\LOBOT\RGM\S_DBL_SDSP_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMDUAL_SDSTP_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_DBL_SDSP_AIM_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMDUAL_AIM_UZI_1H" file="Anims\LOBOT\RGM\S_DBLSHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMDUAL_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_DBLSHOT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_PAIN_UZI_1H" file="Anims\LOBOT\RGM\S_N_PAIN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_PAIN_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_N_PAIN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_DRUNK_UZI_1H" file="Anims\LOBOT\RGM\S_N_DRUNK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMEMPTY_DRUNK_UZI_1H_LEFT" file="Anims\LOBOT\RGM\S_N_DRUNK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
@@ -1180,6 +1180,43 @@
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
<Layer name="gun">
|
||||
<LayerProp filter="HasDualRightUzi" palette="guns_v2">
|
||||
<Surface name="LBT_RGMEMPTY_IDLE_UZI_1H" animsurface="RGMDBLBREATH" />
|
||||
<Surface name="LBT_RGMEMPTY_WALK_UZI_1H" animsurface="RGMNOTHING_WALK" />
|
||||
<Surface name="LBT_RGMDUAL_AIM_UZI_1H" animsurface="RGMSTANDDWALAIM" />
|
||||
<Surface name="LBT_RGM_CROUCHWALK_DUAL_UZI_1H" animsurface="RGMCROUCH_D_RDY" />
|
||||
<Surface name="LBT_RGMDUAL_CR_AIM_UZI_1H" animsurface="RGMCDBLSHOT" />
|
||||
<Surface name="LBT_RGMEMPTY_RUN_UZI_1H" animsurface="RGMNOTHING_RUN" />
|
||||
<Surface name="LBT_RGMDUAL_PRONE_UZI_1H" animsurface="RGMDWPRONE" />
|
||||
<Surface name="LBT_RGMEMPTY_PAIN_UZI_1H" animsurface="RGMHURTSTANDINGN" />
|
||||
<Surface name="LBT_RGMEMPTY_RUN_UZI_1H" animsurface="RGMPISTOL_RUN" />
|
||||
<Surface name="LBT_RGMDUAL_SDSTP_AIM_UZI_1H" animsurface="RGMSIDESTEP_D_RDY" />
|
||||
<Surface name="LBT_RGMDUAL_RDY_WALK_UZI_1H" animsurface="RGMWALK_D_RDY" />
|
||||
<Surface name="LBT_RGMDUAL_SDSTP_UZI_1H" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="LBT_RGMEMPTY_DRUNK_UZI_1H" animsurface="RGMPISTOLDRUNK" />
|
||||
<Surface name="LBT_RGMEMPTY_WALK_HURT_UZI_1H" animsurface="RGMHURTWALKINGN" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasUziInHand" palette="guns_v2">
|
||||
<Surface name="LBT_RGM_CROUCHWALK_UZI_1H" animsurface="RGMCROUCH_P_RDY" />
|
||||
<Surface name="LBT_RGMEMPTY_PRONE_UZI_1H" animsurface="RGMHANDGUN_PRONE" />
|
||||
<Surface name="LBT_RGMPISTOL_IDLE_UZI_1H" animsurface="RGMPISTOLBREATH" />
|
||||
<Surface name="LBT_RGMPISTOL_WALK_UZI_1H" animsurface="RGMNOTHING_WALK" />
|
||||
<Surface name="LBT_RGMPISTOL_AIM_UZI_1H" animsurface="RGMHANDGUN_S_SHOT" />
|
||||
<Surface name="LBT_RGMPISTOL_AIM_1H_UZI_1H" animsurface="RGM_PFSHOT_AIM" />
|
||||
<Surface name="LBT_RGMPISTOL_RDY_WALK_UZI_1H" animsurface="RGMWALK_P_RDY" />
|
||||
<Surface name="LBT_RGMEMPTY_SWAT_UZI_1H" animsurface="RGMNOTHING_SWAT" />
|
||||
<Surface name="LBT_RGMEMPTY_CROUCH_UZI_1H" animsurface="RGMNOTHING_CROUCH" />
|
||||
<Surface name="LBT_RGMPISTOL_CR_AIM_UZI_1H" animsurface="RGMHANDGUN_C_SHOT" />
|
||||
<Surface name="LBT_RGMPISTOL_SDSTP_AIM_UZI_1H" animsurface="RGMSIDESTEP_P_RDY" />
|
||||
<Surface name="LBT_RGMPISTOL_LOW_UZI_1H" animsurface="RGMPISTOLSHOOTLOW" />
|
||||
<Surface name="LBT_RGMPISTOL_LOW_UZI_1H" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="LBT_RGMEMPTY_RUN_UZI_1H" animsurface="RGMNOTHING_RUN" />
|
||||
<Surface name="LBT_RGMEMPTY_PAIN_UZI_1H" animsurface="RGMHURTSTANDINGN" />
|
||||
<Surface name="LBT_RGMEMPTY_RUN_UZI_1H" animsurface="RGMPISTOL_RUN" />
|
||||
<Surface name="LBT_RGMPISTOL_SDSTP_UZI_1H" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="LBT_RGMEMPTY_DRUNK_UZI_1H" animsurface="RGMPISTOLDRUNK" />
|
||||
<Surface name="LBT_RGMEMPTY_WALK_HURT_UZI_1H" animsurface="RGMHURTWALKINGN" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasDualRightDesertEagle" palette="guns_v2">
|
||||
<Surface name="LBT_RGMEMPTY_IDLE_DEAGLE" animsurface="RGMDBLBREATH" />
|
||||
<Surface name="LBT_RGMEMPTY_WALK_DEAGLE" animsurface="RGMNOTHING_WALK" />
|
||||
@@ -1424,6 +1461,38 @@
|
||||
<Surface name="LBT_RGMRIFLE_HIP_LOW_PPSH41" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="LBT_RGMRIFLE_ROLL_SIDE_PPSH41" animsurface="RGMROLL_PR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasUziSMGInHand" palette="guns_v2">
|
||||
<Surface name="LBT_RGM_RIFLE_OPEN_UZI" animsurface="RGMOPEN" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_UZI" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_UZI" animsurface="RGMWALK_R_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_IDLE_UZI" animsurface="RGMSTANDING" />
|
||||
<Surface name="LBT_RGMBASICWALK_UZI" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="LBT_RGMRUNNING_UZI" animsurface="RGMRUNNING" />
|
||||
<Surface name="LBT_RGMRIFLE_CROUCH_UZI" animsurface="RGMCROUCHING" />
|
||||
<Surface name="LBT_RGMRIFLE_SIDESTEP_UZI" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="LBT_RGMRIFLE_SIDESTEP_AIM_UZI" animsurface="RGMSIDESTEP_R_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_SWAT_UZI" animsurface="RGMSNEAKING" />
|
||||
<Surface name="LBT_RGMRIFLE_RAISE_UZI" animsurface="RGMRAISE" />
|
||||
<Surface name="LBT_RGMRIFLE_AIM_UZI" animsurface="RGMSTANDAIM" />
|
||||
<Surface name="LBT_RGMRIFLE_HIP_UZI" animsurface="RGM_HIP_AIM" />
|
||||
<Surface name="LBT_RGMRIFLE_CR_AIM_UZI" animsurface="RGMCROUCHAIM" />
|
||||
<Surface name="LBT_RGMRIFLE_PRONE_UZI" animsurface="RGMPRONE" />
|
||||
<Surface name="LBT_RGMRIFLE_HIT_UZI" animsurface="RGMRHIT" />
|
||||
<Surface name="LBT_RGMRIFLE_PAIN_UZI" animsurface="RGMHURTSTANDINGR" />
|
||||
<Surface name="LBT_RGMRIFLE_COWER_UZI" animsurface="RGMCOWER" />
|
||||
<Surface name="LBT_RGMRIFLE_PRN_COWER_UZI" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_HURT_UZI" animsurface="RGMHURTWALKINGR" />
|
||||
<Surface name="LBT_RGMRIFLE_KICKDOOR_UZI" animsurface="RGMKICKDOOR" />
|
||||
<Surface name="LBT_RGMRIFLE_SQUISH_UZI" animsurface="RGM_SQUISH" />
|
||||
<Surface name="LBT_RGMRIFLE_LOOK_UZI" animsurface="RGM_LOOK" />
|
||||
<Surface name="LBT_RGMRIFLE_SPIT_UZI" animsurface="RGM_SPIT" />
|
||||
<Surface name="LBT_RGMRIFLE_DRUNK_UZI" animsurface="RGMDRUNK" />
|
||||
<Surface name="LBT_RGMRIFLE_BAYONET_UZI" animsurface="RGMBAYONET_S_S" />
|
||||
<Surface name="LBT_RGMRIFLE_BAYONET_L_UZI" animsurface="RGMBAYONET_S_P" />
|
||||
<Surface name="LBT_RGMRIFLE_LOW_UZI" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="LBT_RGMRIFLE_HIP_LOW_UZI" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="LBT_RGMRIFLE_ROLL_SIDE_UZI" animsurface="RGMROLL_PR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasSMGInHand" palette="guns_v2">
|
||||
<Surface name="LBT_RGM_RIFLE_OPEN_MP5" animsurface="RGMOPEN" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_MP5" animsurface="RGMCROUCH_R_RDY" />
|
||||
@@ -1552,38 +1621,6 @@
|
||||
<Surface name="LBT_RGMRIFLE_HIP_LOW_SHTGN" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="LBT_RGMRIFLE_ROLL_SIDE_SHTGN" animsurface="RGMROLL_PR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasBlackAKInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="LBT_RGM_RIFLE_OPEN_AK47" animsurface="RGMOPEN" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_AK47" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_AK47" animsurface="RGMWALK_R_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_IDLE_AK47" animsurface="RGMSTANDING" />
|
||||
<Surface name="LBT_RGMBASICWALK_AK47" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="LBT_RGMRUNNING_AK47" animsurface="RGMRUNNING" />
|
||||
<Surface name="LBT_RGMRIFLE_CROUCH_AK47" animsurface="RGMCROUCHING" />
|
||||
<Surface name="LBT_RGMRIFLE_SIDESTEP_AK47" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="LBT_RGMRIFLE_SIDESTEP_AIM_AK47" animsurface="RGMSIDESTEP_R_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_SWAT_AK47" animsurface="RGMSNEAKING" />
|
||||
<Surface name="LBT_RGMRIFLE_RAISE_AK47" animsurface="RGMRAISE" />
|
||||
<Surface name="LBT_RGMRIFLE_AIM_AK47" animsurface="RGMSTANDAIM" />
|
||||
<Surface name="LBT_RGMRIFLE_HIP_AK47" animsurface="RGM_HIP_AIM" />
|
||||
<Surface name="LBT_RGMRIFLE_CR_AIM_AK47" animsurface="RGMCROUCHAIM" />
|
||||
<Surface name="LBT_RGMRIFLE_PRONE_AK47" animsurface="RGMPRONE" />
|
||||
<Surface name="LBT_RGMRIFLE_HIT_AK47" animsurface="RGMRHIT" />
|
||||
<Surface name="LBT_RGMRIFLE_PAIN_AK47" animsurface="RGMHURTSTANDINGR" />
|
||||
<Surface name="LBT_RGMRIFLE_COWER_AK47" animsurface="RGMCOWER" />
|
||||
<Surface name="LBT_RGMRIFLE_PRN_COWER_AK47" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_HURT_AK47" animsurface="RGMHURTWALKINGR" />
|
||||
<Surface name="LBT_RGMRIFLE_KICKDOOR_AK47" animsurface="RGMKICKDOOR" />
|
||||
<Surface name="LBT_RGMRIFLE_SQUISH_AK47" animsurface="RGM_SQUISH" />
|
||||
<Surface name="LBT_RGMRIFLE_LOOK_AK47" animsurface="RGM_LOOK" />
|
||||
<Surface name="LBT_RGMRIFLE_SPIT_AK47" animsurface="RGM_SPIT" />
|
||||
<Surface name="LBT_RGMRIFLE_DRUNK_AK47" animsurface="RGMDRUNK" />
|
||||
<Surface name="LBT_RGMRIFLE_BAYONET_AK47" animsurface="RGMBAYONET_S_S" />
|
||||
<Surface name="LBT_RGMRIFLE_BAYONET_L_AK47" animsurface="RGMBAYONET_S_P" />
|
||||
<Surface name="LBT_RGMRIFLE_LOW_AK47" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="LBT_RGMRIFLE_HIP_LOW_AK47" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="LBT_RGMRIFLE_ROLL_SIDE_AK47" animsurface="RGMROLL_PR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasAKInHand" palette="guns_v2">
|
||||
<Surface name="LBT_RGM_RIFLE_OPEN_AK47" animsurface="RGMOPEN" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_AK47" animsurface="RGMCROUCH_R_RDY" />
|
||||
@@ -2136,6 +2173,25 @@
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
<Layer name="gunleft">
|
||||
<LayerProp filter="HasUziInLeftHand" palette="guns_v2">
|
||||
<Surface name="LBT_RGMEMPTY_IDLE_UZI_1H_LEFT" animsurface="RGMNOTHING_STD" />
|
||||
<Surface name="LBT_RGMEMPTY_IDLE_UZI_1H_LEFT" animsurface="RGMDBLBREATH" />
|
||||
<Surface name="LBT_RGMEMPTY_WALK_UZI_1H_LEFT" animsurface="RGMNOTHING_WALK" />
|
||||
<Surface name="LBT_RGMDUAL_AIM_UZI_1H_LEFT" animsurface="RGMSTANDDWALAIM" />
|
||||
<Surface name="LBT_RGMEMPTY_CROUCH_UZI_1H_LEFT" animsurface="RGMNOTHING_CROUCH" />
|
||||
<Surface name="LBT_RGMEMPTY_SWAT_UZI_1H_LEFT" animsurface="RGMNOTHING_SWAT" />
|
||||
<Surface name="LBT_RGM_CROUCHWALK_DUAL_UZI_1H_LEFT" animsurface="RGMCROUCH_D_RDY" />
|
||||
<Surface name="LBT_RGMDUAL_CR_AIM_UZI_1H_LEFT" animsurface="RGMCDBLSHOT" />
|
||||
<Surface name="LBT_RGMEMPTY_RUN_UZI_1H_LEFT" animsurface="RGMNOTHING_RUN" />
|
||||
<Surface name="LBT_RGMDUAL_PRONE_UZI_1H_LEFT" animsurface="RGMDWPRONE" />
|
||||
<Surface name="LBT_RGMEMPTY_PAIN_UZI_1H_LEFT" animsurface="RGMHURTSTANDINGN" />
|
||||
<Surface name="LBT_RGMEMPTY_RUN_UZI_1H_LEFT" animsurface="RGMPISTOL_RUN" />
|
||||
<Surface name="LBT_RGMDUAL_SDSTP_AIM_UZI_1H_LEFT" animsurface="RGMSIDESTEP_D_RDY" />
|
||||
<Surface name="LBT_RGMDUAL_RDY_WALK_UZI_1H_LEFT" animsurface="RGMWALK_D_RDY" />
|
||||
<Surface name="LBT_RGMDUAL_SDSTP_UZI_1H_LEFT" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="LBT_RGMEMPTY_DRUNK_UZI_1H_LEFT" animsurface="RGMPISTOLDRUNK" />
|
||||
<Surface name="LBT_RGMEMPTY_WALK_HURT_UZI_1H_LEFT" animsurface="RGMHURTWALKINGN" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasDesertEagleInLeftHand" palette="guns_v2">
|
||||
<Surface name="LBT_RGMEMPTY_IDLE_DEAGLE_LEFT" animsurface="RGMNOTHING_STD" />
|
||||
<Surface name="LBT_RGMEMPTY_IDLE_DEAGLE_LEFT" animsurface="RGMDBLBREATH" />
|
||||
@@ -2439,7 +2495,9 @@
|
||||
</Layer>
|
||||
<Layer name="vest">
|
||||
<LayerProp filter="IsWearingFlakJacketAndHasPistol" palette="hats">
|
||||
<Surface name="LBT_RGMPISTOL_IDLE_VEST" animsurface="RGMPISTOLBREATH" />
|
||||
<Surface name="LBT_RGMPISTOL_WALK_VEST" animsurface="RGMNOTHING_WALK" />
|
||||
<Surface name="LBT_RGMPISTOL_RDY_WALK_VEST" animsurface="RGMWALK_P_RDY" />
|
||||
<Surface name="LBT_RGMEMPTY_RUN_VEST" animsurface="RGMPISTOL_RUN" />
|
||||
<Surface name="LBT_RGMEMPTY_RUN_VEST" animsurface="RGMNOTHING_RUN" />
|
||||
<Surface name="LBT_RGMPISTOL_SDSTP_VEST" animsurface="RGMSIDESTEP" />
|
||||
@@ -2493,8 +2551,8 @@
|
||||
<Surface name="LBT_RGMEMPTY_WALK_VEST" animsurface="RGMNOTHING_WALK" />
|
||||
<Surface name="LBT_RGMEMPTY_PRONE_VEST" animsurface="RGMHANDGUN_PRONE" />
|
||||
<Surface name="LBT_RGMDUAL_PRONE_VEST" animsurface="RGMDWPRONE" />
|
||||
<Surface name="LBT_RGMPISTOL_IDLE_VEST" animsurface="RGMPISTOLBREATH" />
|
||||
<Surface name="LBT_RGMPISTOL_RDY_WALK_VEST" animsurface="RGMWALK_P_RDY" />
|
||||
<!-- <Surface name="LBT_RGMPISTOL_IDLE_VEST" animsurface="RGMPISTOLBREATH" />
|
||||
<Surface name="LBT_RGMPISTOL_RDY_WALK_VEST" animsurface="RGMWALK_P_RDY" />-->
|
||||
<Surface name="LBT_RGMDUAL_RDY_WALK_VEST" animsurface="RGMWALK_D_RDY" />
|
||||
<Surface name="LBT_RGMPISTOL_AIM_VEST" animsurface="RGMHANDGUN_S_SHOT" />
|
||||
<Surface name="LBT_RGMPISTOL_AIM_1H_VEST" animsurface="RGM_PFSHOT_AIM" />
|
||||
|
||||
+133
@@ -0,0 +1,133 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<LogicalAnimationSurfaces>
|
||||
<Layer name="gun">
|
||||
<LayerProp filter="HasBlackAKInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="LBT_RGM_RIFLE_OPEN_AK47" animsurface="RGMOPEN" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_AK47" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_AK47" animsurface="RGMWALK_R_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_IDLE_AK47" animsurface="RGMSTANDING" />
|
||||
<Surface name="LBT_RGMBASICWALK_AK47" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="LBT_RGMRUNNING_AK47" animsurface="RGMRUNNING" />
|
||||
<Surface name="LBT_RGMRIFLE_CROUCH_AK47" animsurface="RGMCROUCHING" />
|
||||
<Surface name="LBT_RGMRIFLE_SIDESTEP_AK47" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="LBT_RGMRIFLE_SIDESTEP_AIM_AK47" animsurface="RGMSIDESTEP_R_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_SWAT_AK47" animsurface="RGMSNEAKING" />
|
||||
<Surface name="LBT_RGMRIFLE_RAISE_AK47" animsurface="RGMRAISE" />
|
||||
<Surface name="LBT_RGMRIFLE_AIM_AK47" animsurface="RGMSTANDAIM" />
|
||||
<Surface name="LBT_RGMRIFLE_HIP_AK47" animsurface="RGM_HIP_AIM" />
|
||||
<Surface name="LBT_RGMRIFLE_CR_AIM_AK47" animsurface="RGMCROUCHAIM" />
|
||||
<Surface name="LBT_RGMRIFLE_PRONE_AK47" animsurface="RGMPRONE" />
|
||||
<Surface name="LBT_RGMRIFLE_HIT_AK47" animsurface="RGMRHIT" />
|
||||
<Surface name="LBT_RGMRIFLE_PAIN_AK47" animsurface="RGMHURTSTANDINGR" />
|
||||
<Surface name="LBT_RGMRIFLE_COWER_AK47" animsurface="RGMCOWER" />
|
||||
<Surface name="LBT_RGMRIFLE_PRN_COWER_AK47" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_HURT_AK47" animsurface="RGMHURTWALKINGR" />
|
||||
<Surface name="LBT_RGMRIFLE_KICKDOOR_AK47" animsurface="RGMKICKDOOR" />
|
||||
<Surface name="LBT_RGMRIFLE_SQUISH_AK47" animsurface="RGM_SQUISH" />
|
||||
<Surface name="LBT_RGMRIFLE_LOOK_AK47" animsurface="RGM_LOOK" />
|
||||
<Surface name="LBT_RGMRIFLE_SPIT_AK47" animsurface="RGM_SPIT" />
|
||||
<Surface name="LBT_RGMRIFLE_DRUNK_AK47" animsurface="RGMDRUNK" />
|
||||
<Surface name="LBT_RGMRIFLE_BAYONET_AK47" animsurface="RGMBAYONET_S_S" />
|
||||
<Surface name="LBT_RGMRIFLE_BAYONET_L_AK47" animsurface="RGMBAYONET_S_P" />
|
||||
<Surface name="LBT_RGMRIFLE_LOW_AK47" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="LBT_RGMRIFLE_HIP_LOW_AK47" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="LBT_RGMRIFLE_ROLL_SIDE_AK47" animsurface="RGMROLL_PR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasBlackPatriotInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="LBT_RGM_RIFLE_OPEN_PATRIOT" animsurface="RGMOPEN" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_PATRIOT" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_PATRIOT" animsurface="RGMWALK_R_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_IDLE_PATRIOT" animsurface="RGMSTANDING" />
|
||||
<Surface name="LBT_RGMBASICWALK_PATRIOT" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="LBT_RGMRUNNING_PATRIOT" animsurface="RGMRUNNING" />
|
||||
<Surface name="LBT_RGMRIFLE_CROUCH_PATRIOT" animsurface="RGMCROUCHING" />
|
||||
<Surface name="LBT_RGMRIFLE_SIDESTEP_PATRIOT" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="LBT_RGMRIFLE_SIDESTEP_AIM_PATRIOT" animsurface="RGMSIDESTEP_R_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_SWAT_PATRIOT" animsurface="RGMSNEAKING" />
|
||||
<Surface name="LBT_RGMRIFLE_RAISE_PATRIOT" animsurface="RGMRAISE" />
|
||||
<Surface name="LBT_RGMRIFLE_AIM_PATRIOT" animsurface="RGMSTANDAIM" />
|
||||
<Surface name="LBT_RGMRIFLE_HIP_PATRIOT" animsurface="RGM_HIP_AIM" />
|
||||
<Surface name="LBT_RGMRIFLE_CR_AIM_PATRIOT" animsurface="RGMCROUCHAIM" />
|
||||
<Surface name="LBT_RGMRIFLE_PRONE_PATRIOT" animsurface="RGMPRONE" />
|
||||
<Surface name="LBT_RGMRIFLE_HIT_PATRIOT" animsurface="RGMRHIT" />
|
||||
<Surface name="LBT_RGMRIFLE_PAIN_PATRIOT" animsurface="RGMHURTSTANDINGR" />
|
||||
<Surface name="LBT_RGMRIFLE_COWER_PATRIOT" animsurface="RGMCOWER" />
|
||||
<Surface name="LBT_RGMRIFLE_PRN_COWER_PATRIOT" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_HURT_PATRIOT" animsurface="RGMHURTWALKINGR" />
|
||||
<Surface name="LBT_RGMRIFLE_KICKDOOR_PATRIOT" animsurface="RGMKICKDOOR" />
|
||||
<Surface name="LBT_RGMRIFLE_SQUISH_PATRIOT" animsurface="RGM_SQUISH" />
|
||||
<Surface name="LBT_RGMRIFLE_LOOK_PATRIOT" animsurface="RGM_LOOK" />
|
||||
<Surface name="LBT_RGMRIFLE_SPIT_PATRIOT" animsurface="RGM_SPIT" />
|
||||
<Surface name="LBT_RGMRIFLE_DRUNK_PATRIOT" animsurface="RGMDRUNK" />
|
||||
<Surface name="LBT_RGMRIFLE_BAYONET_PATRIOT" animsurface="RGMBAYONET_S_S" />
|
||||
<Surface name="LBT_RGMRIFLE_BAYONET_L_PATRIOT" animsurface="RGMBAYONET_S_P" />
|
||||
<Surface name="LBT_RGMRIFLE_LOW_PATRIOT" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="LBT_RGMRIFLE_HIP_LOW_PATRIOT" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="LBT_RGMRIFLE_ROLL_SIDE_PATRIOT" animsurface="RGMROLL_PR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasBlackSniperInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="LBT_RGM_RIFLE_OPEN_TRG42" animsurface="RGMOPEN" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_TRG42" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_TRG42" animsurface="RGMWALK_R_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_IDLE_TRG42" animsurface="RGMSTANDING" />
|
||||
<Surface name="LBT_RGMBASICWALK_TRG42" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="LBT_RGMRUNNING_TRG42" animsurface="RGMRUNNING" />
|
||||
<Surface name="LBT_RGMRIFLE_CROUCH_TRG42" animsurface="RGMCROUCHING" />
|
||||
<Surface name="LBT_RGMRIFLE_SIDESTEP_TRG42" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="LBT_RGMRIFLE_SIDESTEP_AIM_TRG42" animsurface="RGMSIDESTEP_R_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_SWAT_TRG42" animsurface="RGMSNEAKING" />
|
||||
<Surface name="LBT_RGMRIFLE_RAISE_TRG42" animsurface="RGMRAISE" />
|
||||
<Surface name="LBT_RGMRIFLE_AIM_TRG42" animsurface="RGMSTANDAIM" />
|
||||
<Surface name="LBT_RGMRIFLE_HIP_TRG42" animsurface="RGM_HIP_AIM" />
|
||||
<Surface name="LBT_RGMRIFLE_CR_AIM_TRG42" animsurface="RGMCROUCHAIM" />
|
||||
<Surface name="LBT_RGMRIFLE_PRONE_TRG42" animsurface="RGMPRONE" />
|
||||
<Surface name="LBT_RGMRIFLE_HIT_TRG42" animsurface="RGMRHIT" />
|
||||
<Surface name="LBT_RGMRIFLE_PAIN_TRG42" animsurface="RGMHURTSTANDINGR" />
|
||||
<Surface name="LBT_RGMRIFLE_COWER_TRG42" animsurface="RGMCOWER" />
|
||||
<Surface name="LBT_RGMRIFLE_PRN_COWER_TRG42" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_HURT_TRG42" animsurface="RGMHURTWALKINGR" />
|
||||
<Surface name="LBT_RGMRIFLE_KICKDOOR_TRG42" animsurface="RGMKICKDOOR" />
|
||||
<Surface name="LBT_RGMRIFLE_SQUISH_TRG42" animsurface="RGM_SQUISH" />
|
||||
<Surface name="LBT_RGMRIFLE_LOOK_TRG42" animsurface="RGM_LOOK" />
|
||||
<Surface name="LBT_RGMRIFLE_SPIT_TRG42" animsurface="RGM_SPIT" />
|
||||
<Surface name="LBT_RGMRIFLE_DRUNK_TRG42" animsurface="RGMDRUNK" />
|
||||
<Surface name="LBT_RGMRIFLE_BAYONET_TRG42" animsurface="RGMBAYONET_S_S" />
|
||||
<Surface name="LBT_RGMRIFLE_BAYONET_L_TRG42" animsurface="RGMBAYONET_S_P" />
|
||||
<Surface name="LBT_RGMRIFLE_LOW_TRG42" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="LBT_RGMRIFLE_HIP_LOW_TRG42" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="LBT_RGMRIFLE_ROLL_SIDE_TRG42" animsurface="RGMROLL_PR" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasBlackSemiAutoRifleInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="LBT_RGM_RIFLE_OPEN_M14" animsurface="RGMOPEN" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_M14" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_M14" animsurface="RGMWALK_R_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_IDLE_M14" animsurface="RGMSTANDING" />
|
||||
<Surface name="LBT_RGMBASICWALK_M14" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="LBT_RGMRUNNING_M14" animsurface="RGMRUNNING" />
|
||||
<Surface name="LBT_RGMRIFLE_CROUCH_M14" animsurface="RGMCROUCHING" />
|
||||
<Surface name="LBT_RGMRIFLE_SIDESTEP_M14" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="LBT_RGMRIFLE_SIDESTEP_AIM_M14" animsurface="RGMSIDESTEP_R_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_SWAT_M14" animsurface="RGMSNEAKING" />
|
||||
<Surface name="LBT_RGMRIFLE_RAISE_M14" animsurface="RGMRAISE" />
|
||||
<Surface name="LBT_RGMRIFLE_AIM_M14" animsurface="RGMSTANDAIM" />
|
||||
<Surface name="LBT_RGMRIFLE_HIP_M14" animsurface="RGM_HIP_AIM" />
|
||||
<Surface name="LBT_RGMRIFLE_CR_AIM_M14" animsurface="RGMCROUCHAIM" />
|
||||
<Surface name="LBT_RGMRIFLE_PRONE_M14" animsurface="RGMPRONE" />
|
||||
<Surface name="LBT_RGMRIFLE_HIT_M14" animsurface="RGMRHIT" />
|
||||
<Surface name="LBT_RGMRIFLE_PAIN_M14" animsurface="RGMHURTSTANDINGR" />
|
||||
<Surface name="LBT_RGMRIFLE_COWER_M14" animsurface="RGMCOWER" />
|
||||
<Surface name="LBT_RGMRIFLE_PRN_COWER_M14" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_HURT_M14" animsurface="RGMHURTWALKINGR" />
|
||||
<Surface name="LBT_RGMRIFLE_KICKDOOR_M14" animsurface="RGMKICKDOOR" />
|
||||
<Surface name="LBT_RGMRIFLE_SQUISH_M14" animsurface="RGM_SQUISH" />
|
||||
<Surface name="LBT_RGMRIFLE_LOOK_M14" animsurface="RGM_LOOK" />
|
||||
<Surface name="LBT_RGMRIFLE_SPIT_M14" animsurface="RGM_SPIT" />
|
||||
<Surface name="LBT_RGMRIFLE_DRUNK_M14" animsurface="RGMDRUNK" />
|
||||
<Surface name="LBT_RGMRIFLE_BAYONET_M14" animsurface="RGMBAYONET_S_S" />
|
||||
<Surface name="LBT_RGMRIFLE_BAYONET_L_M14" animsurface="RGMBAYONET_S_P" />
|
||||
<Surface name="LBT_RGMRIFLE_LOW_M14" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="LBT_RGMRIFLE_HIP_LOW_M14" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="LBT_RGMRIFLE_ROLL_SIDE_M14" animsurface="RGMROLL_PR" />
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
</LogicalAnimationSurfaces>
|
||||
@@ -5,6 +5,7 @@
|
||||
<Layer name="body" render="1" shadow="0">2</Layer>
|
||||
<Layer name="head" render="1" shadow="0">4</Layer>
|
||||
<Layer name="hands" render="1" shadow="0">3</Layer>
|
||||
<Layer name="shirt" render="1" shadow="0">8</Layer>
|
||||
<Layer name="vest" render="1" shadow="0">8</Layer>
|
||||
<Layer name="legrig" render="1" shadow="0">10</Layer>
|
||||
<Layer name="knees" render="1" shadow="0">11</Layer>
|
||||
|
||||
@@ -1,12 +1,16 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<!DOCTYPE LogicalBodyTypes [
|
||||
<!ENTITY LobotRGM SYSTEM "LogicalBodyTypes\LBT_RGM\LogicalBodyType_LBT_RGM.xml">
|
||||
<!ENTITY LobotRGMguns SYSTEM "LogicalBodyTypes\LBT_RGM\LogicalBodyType_RGM_gun_paletteswaps.xml">
|
||||
<!ENTITY LobotBGM SYSTEM "LogicalBodyTypes\LBT_BGM\LogicalBodyType_LBT_BGM.xml">
|
||||
<!ENTITY LobotRGF SYSTEM "LogicalBodyTypes\LBT_RGF\LogicalBodyType_LBT_RGF.xml">
|
||||
<!ENTITY LobotRGFguns SYSTEM "LogicalBodyTypes\LBT_RGF\LogicalBodyType_RGF_gun_paletteswaps.xml">
|
||||
]>
|
||||
<LogicalBodyTypes>
|
||||
<!-- Bodytypes should be ordered from most specific -> most general -->
|
||||
<!-- ExcludedObjects filter in the beginning is used to exclude LOBOT system for certain types. In this case filter ExcludedObjects is set up to limit LOBOT only for soldiers with a profile. -->
|
||||
<LogicalBodyType filter="ExcludedObjects" />
|
||||
<LogicalBodyType filter="IsRegularMaleAverage" cachesize="256">&LobotRGM;</LogicalBodyType>
|
||||
<LogicalBodyType filter="IsRegularMaleAverage" cachesize="256">&LobotRGMguns;&LobotRGM;</LogicalBodyType>
|
||||
<LogicalBodyType filter="IsBigMale" cachesize="256">&LobotBGM;</LogicalBodyType>
|
||||
<LogicalBodyType filter="IsFemale" cachesize="256">&LobotRGFguns;&LobotRGF;</LogicalBodyType>
|
||||
</LogicalBodyTypes>
|
||||
@@ -5,6 +5,8 @@
|
||||
<Palette name = "guns_universal" filename = "Palettes\guns_universal.stp" />
|
||||
<Palette name = "guns_AK" filename = "Palettes\guns_AK.stp" />
|
||||
<Palette name = "guns_v2" filename = "Palettes\guns_universal_v2.stp" />
|
||||
<Palette name = "guns_v2_pal_swap" filename = "Palettes\guns_v2_paletteswap.stp" />
|
||||
<!--<Palette name = "guns_v2_pal_swap" filename = "Palettes\guns_v2_paletteswap.stp" />-->
|
||||
<Palette name = "guns_v2_pal_swap" filename = "Palettes\guns_v2_paletteswap.act" />
|
||||
<Palette name = "grayscale" filename = "Palettes\grayscale.act" />
|
||||
<Palette name = "universal_camo" filename = "Palettes\stiPalette_camo.act" />
|
||||
</Palettes>
|
||||
Reference in New Issue
Block a user