Add Sawnoff shotgun animations to LOBOT

This commit is contained in:
Asdow
2022-11-06 11:52:11 +02:00
parent 417a057147
commit acdd783344
200 changed files with 411 additions and 14 deletions
@@ -2,16 +2,22 @@
<!DOCTYPE AnimSurfaces [
<!ENTITY AnimSurfaces_LobotRGM SYSTEM "LogicalBodyTypes\LBT_RGM\AnimationSurfaces_LBT_RGM.xml">
<!ENTITY AnimSurfaces_LobotRGM_UZI SYSTEM "LogicalBodyTypes\LBT_RGM\AnimationSurfaces_LBT_RGM_UZI.xml">
<!ENTITY AnimSurfaces_LobotRGM_SAWNOFF SYSTEM "LogicalBodyTypes\LBT_RGM\AnimationSurfaces_LBT_RGM_sawnoff.xml">
<!ENTITY AnimSurfaces_LobotBGM SYSTEM "LogicalBodyTypes\LBT_BGM\AnimationSurfaces_LBT_BGM.xml">
<!ENTITY AnimSurfaces_LobotBGM_UZI SYSTEM "LogicalBodyTypes\LBT_BGM\AnimationSurfaces_LBT_BGM_UZI.xml">
<!ENTITY AnimSurfaces_LobotBGM_SAWNOFF SYSTEM "LogicalBodyTypes\LBT_BGM\AnimationSurfaces_LBT_BGM_sawnoff.xml">
<!ENTITY AnimSurfaces_LobotRGF SYSTEM "LogicalBodyTypes\LBT_RGF\AnimationSurfaces_LBT_RGF.xml">
<!ENTITY AnimSurfaces_LobotRGF_UZI SYSTEM "LogicalBodyTypes\LBT_RGF\AnimationSurfaces_LBT_RGF_UZI.xml">
<!ENTITY AnimSurfaces_LobotRGF_SAWNOFF SYSTEM "LogicalBodyTypes\LBT_RGF\AnimationSurfaces_LBT_RGF_SAWNOFF.xml">
]>
<AnimSurfaces>
&AnimSurfaces_LobotRGM;
&AnimSurfaces_LobotRGM_UZI;
&AnimSurfaces_LobotRGM_SAWNOFF;
&AnimSurfaces_LobotBGM;
&AnimSurfaces_LobotBGM_UZI;
&AnimSurfaces_LobotBGM_SAWNOFF;
&AnimSurfaces_LobotRGF;
&AnimSurfaces_LobotRGF_UZI;
&AnimSurfaces_LobotRGF_SAWNOFF;
</AnimSurfaces>
@@ -8,7 +8,10 @@
</Filter>
<Filter name="HasPistolInHand">
<!-- <AND> -->
<OR>
<WEAPON_TYPE>GUN_PISTOL</WEAPON_TYPE>
<HANDPOS op="in">711</HANDPOS><!-- Sawn-off shotgun -->
</OR>
<!--<LEFT_WEAPON_TYPE>NOT_GUN</LEFT_WEAPON_TYPE>-->
<!-- </AND> -->
</Filter>
@@ -23,20 +26,15 @@
</Filter>
<Filter name="HasPistolOrMPistolInRightHand">
<OR>
<WEAPON_TYPE>GUN_PISTOL</WEAPON_TYPE>
<WEAPON_TYPE>GUN_M_PISTOL</WEAPON_TYPE>
<FILTER>HasPistolInHand</FILTER>
<FILTER>HasMPistolInHand</FILTER>
</OR>
<AND>
<LEFT_WEAPON_TYPE not="">GUN_PISTOL</LEFT_WEAPON_TYPE>
<LEFT_WEAPON_TYPE not="">GUN_M_PISTOL</LEFT_WEAPON_TYPE>
<SECONDHANDPOS not="" op="in">711</SECONDHANDPOS>
</AND>
</Filter>
<Filter name="HasPistolOrMPistolInRightHand2">
<OR>
<FILTER>HasPistolInHand</FILTER>
<FILTER>HasMPistolInHand</FILTER>
</OR>
</Filter>
<Filter name="HasPistolInLeftHand">
<LEFT_WEAPON_TYPE>GUN_PISTOL</LEFT_WEAPON_TYPE>
</Filter>
@@ -194,7 +192,7 @@
</Filter>
<Filter name="HasFAMASInHand">
<AND>
<HANDPOS op="in">24, 30, 646, 659, 660, 663, 704, 781, 789</HANDPOS>
<HANDPOS op="in">24, 646, 659, 660, 663, 704, 781, 789</HANDPOS>
</AND>
</Filter>
<Filter name="HasSCARInHand">
@@ -218,9 +216,10 @@
</AND>
</Filter>
<Filter name="HasSMGInHand">
<AND>
<OR>
<WEAPON_TYPE>GUN_SMG</WEAPON_TYPE>
</AND>
<WEAPON_TYPE>GUN_M_PISTOL</WEAPON_TYPE>
</OR>
</Filter>
<Filter name="HasP90InHand">
<AND>
@@ -321,6 +320,11 @@
<HANDPOS op="in">55, 65</HANDPOS>
</AND>
</Filter>
<Filter name="HasG11InHand">
<AND>
<HANDPOS op="in">30</HANDPOS>
</AND>
</Filter>
<Filter name="HasDesertEagleInHand">
<AND>
<HANDPOS op="in">7, 56, 637, 638, 758, 766, 767, 768, 1192</HANDPOS>
@@ -368,6 +372,22 @@
<FILTER>HasUziInHand</FILTER>
<FILTER>HasPistolOrMPistolInLeftHand</FILTER>
</AND>
</Filter>
<Filter name="HasSawnOffInHand">
<AND>
<HANDPOS op="in">711</HANDPOS>
</AND>
</Filter>
<Filter name="HasSawnOffInLeftHand">
<AND>
<SECONDHANDPOS op="in">711</SECONDHANDPOS>
</AND>
</Filter>
<Filter name="HasDualRightSawnOff">
<AND>
<FILTER>HasSawnOffInHand</FILTER>
<FILTER>HasPistolOrMPistolInLeftHand</FILTER>
</AND>
</Filter>
<Filter name="IsWearingBackpackAndHasPistol">
<AND>
@@ -200,6 +200,7 @@
<AnimSurface name="BGMRIFLE_IDLE_PADS" file="Anims\LOBOT\BGM\M_R_STD_PADS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_IDLE_CAMOHELMET" file="Anims\LOBOT\BGM\M_R_STD_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_IDLE_LSLEEVE" file="Anims\LOBOT\BGM\M_R_STD_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_IDLE_G11" file="Anims\LOBOT\BGM\M_R_STD_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<!-- Walk, rifle idle -->
<AnimSurface name="BGMBASICWALK_HEAD" file="Anims\LOBOT\BGM\M_R_WALK_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMBASICWALK_HANDS" file="Anims\LOBOT\BGM\M_R_WALK_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
@@ -0,0 +1,50 @@
<AnimSurface name="BGM_CROUCHWALK_sawnoff" file="Anims\LOBOT\BGM\cr_walk_pistol_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="BGM_CROUCHWALK_DUAL_sawnoff" file="Anims\LOBOT\BGM\cr_walk_dual_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="BGM_CROUCHWALK_DUAL_sawnoff_LEFT" file="Anims\LOBOT\BGM\cr_walk_dual_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="BGMEMPTY_IDLE_sawnoff" file="Anims\LOBOT\BGM\M_N_STD_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMEMPTY_IDLE_sawnoff_LEFT" file="Anims\LOBOT\BGM\M_N_STD_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMEMPTY_CROUCH_sawnoff" file="Anims\LOBOT\BGM\M_N_CRCH_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMEMPTY_CROUCH_sawnoff_LEFT" file="Anims\LOBOT\BGM\M_N_CRCH_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMEMPTY_SWAT_sawnoff" file="Anims\LOBOT\BGM\M_N_SWAT_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMEMPTY_SWAT_sawnoff_LEFT" file="Anims\LOBOT\BGM\M_N_SWAT_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMEMPTY_RUN_sawnoff" file="Anims\LOBOT\BGM\M_N_RUN_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_RUN_sawnoff_LEFT" file="Anims\LOBOT\BGM\M_N_RUN_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_sawnoff" file="Anims\LOBOT\BGM\M_N_WALK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_sawnoff_LEFT" file="Anims\LOBOT\BGM\M_N_WALK_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_HURT_sawnoff" file="Anims\LOBOT\BGM\M_N_WALK_HURT_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_HURT_sawnoff_LEFT" file="Anims\LOBOT\BGM\M_N_WALK_HURT_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_PRONE_sawnoff" file="Anims\LOBOT\BGM\M_N_PRNE_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGMDUAL_PRONE_sawnoff" file="Anims\LOBOT\BGM\M_DB_PRN_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_PRONE_sawnoff_LEFT" file="Anims\LOBOT\BGM\M_DB_PRN_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMPISTOL_IDLE_sawnoff" file="Anims\LOBOT\BGM\M_P_BRTH_HERO_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMPISTOL_WALK_sawnoff" file="Anims\LOBOT\BGM\M_P_WALK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMPISTOL_RDY_WALK_sawnoff" file="Anims\LOBOT\BGM\M_P_RDY_WALK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_RDY_WALK_sawnoff" file="Anims\LOBOT\BGM\M_DBL_RDY_WALK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_RDY_WALK_sawnoff_LEFT" file="Anims\LOBOT\BGM\M_DBL_RDY_WALK_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMPISTOL_AIM_sawnoff" file="Anims\LOBOT\BGM\M_P_SHOT_HERO_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMPISTOL_AIM_1H_sawnoff" file="Anims\LOBOT\BGM\M_N_SHOT2_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMPISTOL_LOW_sawnoff" file="Anims\LOBOT\BGM\M_P_LOW_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMPISTOL_CR_AIM_sawnoff" file="Anims\LOBOT\BGM\M_CR_AIM_P_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMDUAL_CR_AIM_sawnoff" file="Anims\LOBOT\BGM\M_CR_AIM_D_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="BGMDUAL_CR_AIM_sawnoff_LEFT" file="Anims\LOBOT\BGM\M_CR_AIM_D_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="BGMPISTOL_SDSTP_sawnoff" file="Anims\LOBOT\BGM\M_P_SDSP_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMPISTOL_SDSTP_AIM_sawnoff" file="Anims\LOBOT\BGM\M_P_SDSP_AIM_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_SDSTP_sawnoff" file="Anims\LOBOT\BGM\M_DBL_SDSP_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_SDSTP_sawnoff_LEFT" file="Anims\LOBOT\BGM\M_DBL_SDSP_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_SDSTP_AIM_sawnoff" file="Anims\LOBOT\BGM\M_DBL_SDSP_AIM_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_SDSTP_AIM_sawnoff_LEFT" file="Anims\LOBOT\BGM\M_DBL_SDSP_AIM_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_AIM_sawnoff" file="Anims\LOBOT\BGM\M_DBLSHOT_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="BGMDUAL_AIM_sawnoff_LEFT" file="Anims\LOBOT\BGM\M_DBLSHOT_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="BGMEMPTY_PAIN_sawnoff" file="Anims\LOBOT\BGM\M_N_PAIN_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMEMPTY_PAIN_sawnoff_LEFT" file="Anims\LOBOT\BGM\M_N_PAIN_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMEMPTY_DRUNK_sawnoff" file="Anims\LOBOT\BGM\M_N_DRUNK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMEMPTY_DRUNK_sawnoff_LEFT" file="Anims\LOBOT\BGM\M_N_DRUNK_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGM_WATER_PISTOL_IDLE_sawnoff" file="Anims\LOBOT\BGM\MW_P_BRTH_HERO_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGM_WATER_PISTOL_WALK_sawnoff" file="Anims\LOBOT\BGM\MW_P_WALK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGM_WATER_PISTOL_AIM_sawnoff" file="Anims\LOBOT\BGM\MW_P_SHOT_HERO_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGM_WATER_EMPTY_IDLE_sawnoff" file="Anims\LOBOT\BGM\MW_N_STD_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGM_WATER_EMPTY_IDLE_sawnoff_LEFT" file="Anims\LOBOT\BGM\MW_N_STD_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGM_WATER_EMPTY_WALK_sawnoff" file="Anims\LOBOT\BGM\MW_N_WALK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGM_WATER_EMPTY_WALK_sawnoff_LEFT" file="Anims\LOBOT\BGM\MW_N_WALK_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGM_WATER_DUAL_AIM_sawnoff" file="Anims\LOBOT\BGM\MW_DBLSHOT_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="BGM_WATER_DUAL_AIM_sawnoff_LEFT" file="Anims\LOBOT\BGM\MW_DBLSHOT_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
@@ -0,0 +1,72 @@
<?xml version="1.0" encoding="utf-8"?>
<LogicalAnimationSurfaces>
<Layer name="gun">
<LayerProp filter="HasDualRightSawnOff" palette="guns_v2">
<Surface name="BGMEMPTY_IDLE_sawnoff" animsurface="BGMDBLBREATH" />
<Surface name="BGMEMPTY_WALK_sawnoff" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMDUAL_AIM_sawnoff" animsurface="BGMSTANDDWALAIM" />
<Surface name="BGM_CROUCHWALK_DUAL_sawnoff" animsurface="BGMCROUCH_D_RDY" />
<Surface name="BGMDUAL_CR_AIM_sawnoff" animsurface="BGMCDBLSHOT" />
<Surface name="BGMEMPTY_RUN_sawnoff" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMDUAL_PRONE_sawnoff" animsurface="BGMDWPRONE" />
<Surface name="BGMEMPTY_PAIN_sawnoff" animsurface="BGMHURTSTANDINGN" />
<Surface name="BGMEMPTY_RUN_sawnoff" animsurface="BGMPISTOL_RUN" />
<Surface name="BGMDUAL_SDSTP_AIM_sawnoff" animsurface="BGMSIDESTEP_D_RDY" />
<Surface name="BGMDUAL_RDY_WALK_sawnoff" animsurface="BGMWALK_D_RDY" />
<Surface name="BGMDUAL_SDSTP_sawnoff" animsurface="BGMSIDESTEP" />
<Surface name="BGMEMPTY_DRUNK_sawnoff" animsurface="BGMPISTOLDRUNK" />
<Surface name="BGMEMPTY_WALK_HURT_sawnoff" animsurface="BGMHURTWALKINGN" />
<Surface name="BGM_WATER_EMPTY_IDLE_sawnoff" animsurface="BGMWATER_N_STD" />
<Surface name="BGM_WATER_EMPTY_WALK_sawnoff" animsurface="BGMWATER_N_WALK" />
<Surface name="BGM_WATER_DUAL_AIM_sawnoff" animsurface="BGMWATER_DBLSHT" />
</LayerProp>
<LayerProp filter="HasSawnOffInHand" palette="guns_v2">
<Surface name="BGM_CROUCHWALK_sawnoff" animsurface="BGMCROUCH_P_RDY" />
<Surface name="BGMEMPTY_PRONE_sawnoff" animsurface="BGMHANDGUN_PRONE" />
<Surface name="BGMPISTOL_IDLE_sawnoff" animsurface="BGMPISTOLBREATH" />
<Surface name="BGMPISTOL_WALK_sawnoff" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMPISTOL_AIM_sawnoff" animsurface="BGMHANDGUN_S_SHOT" />
<Surface name="BGMPISTOL_AIM_1H_sawnoff" animsurface="BGM_PFSHOT_AIM" />
<Surface name="BGMPISTOL_RDY_WALK_sawnoff" animsurface="BGMWALK_P_RDY" />
<Surface name="BGMEMPTY_SWAT_sawnoff" animsurface="BGMNOTHING_SWAT" />
<Surface name="BGMEMPTY_CROUCH_sawnoff" animsurface="BGMNOTHING_CROUCH" />
<Surface name="BGMPISTOL_CR_AIM_sawnoff" animsurface="BGMHANDGUN_C_SHOT" />
<Surface name="BGMPISTOL_SDSTP_AIM_sawnoff" animsurface="BGMSIDESTEP_P_RDY" />
<Surface name="BGMPISTOL_LOW_sawnoff" animsurface="BGMPISTOLSHOOTLOW" />
<Surface name="BGMPISTOL_LOW_sawnoff" animsurface="BGMSHOOT_LOW" />
<Surface name="BGMEMPTY_RUN_sawnoff" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMEMPTY_PAIN_sawnoff" animsurface="BGMHURTSTANDINGN" />
<Surface name="BGMEMPTY_RUN_sawnoff" animsurface="BGMPISTOL_RUN" />
<Surface name="BGMPISTOL_SDSTP_sawnoff" animsurface="BGMSIDESTEP" />
<Surface name="BGMEMPTY_DRUNK_sawnoff" animsurface="BGMPISTOLDRUNK" />
<Surface name="BGMEMPTY_WALK_HURT_sawnoff" animsurface="BGMHURTWALKINGN" />
<Surface name="BGM_WATER_PISTOL_IDLE_sawnoff" animsurface="BGMWATER_N_STD" />
<Surface name="BGM_WATER_PISTOL_WALK_sawnoff" animsurface="BGMWATER_N_WALK" />
<Surface name="BGM_WATER_PISTOL_AIM_sawnoff" animsurface="BGMWATER_N_AIM" />
</LayerProp>
</Layer>
<Layer name="gunleft">
<LayerProp filter="HasSawnOffInLeftHand" palette="guns_v2">
<Surface name="BGMEMPTY_IDLE_sawnoff_LEFT" animsurface="BGMNOTHING_STD" />
<Surface name="BGMEMPTY_IDLE_sawnoff_LEFT" animsurface="BGMDBLBREATH" />
<Surface name="BGMEMPTY_WALK_sawnoff_LEFT" animsurface="BGMNOTHING_WALK" />
<Surface name="BGMDUAL_AIM_sawnoff_LEFT" animsurface="BGMSTANDDWALAIM" />
<Surface name="BGMEMPTY_CROUCH_sawnoff_LEFT" animsurface="BGMNOTHING_CROUCH" />
<Surface name="BGMEMPTY_SWAT_sawnoff_LEFT" animsurface="BGMNOTHING_SWAT" />
<Surface name="BGM_CROUCHWALK_DUAL_sawnoff_LEFT" animsurface="BGMCROUCH_D_RDY" />
<Surface name="BGMDUAL_CR_AIM_sawnoff_LEFT" animsurface="BGMCDBLSHOT" />
<Surface name="BGMEMPTY_RUN_sawnoff_LEFT" animsurface="BGMNOTHING_RUN" />
<Surface name="BGMDUAL_PRONE_sawnoff_LEFT" animsurface="BGMDWPRONE" />
<Surface name="BGMEMPTY_PAIN_sawnoff_LEFT" animsurface="BGMHURTSTANDINGN" />
<Surface name="BGMEMPTY_RUN_sawnoff_LEFT" animsurface="BGMPISTOL_RUN" />
<Surface name="BGMDUAL_SDSTP_AIM_sawnoff_LEFT" animsurface="BGMSIDESTEP_D_RDY" />
<Surface name="BGMDUAL_RDY_WALK_sawnoff_LEFT" animsurface="BGMWALK_D_RDY" />
<Surface name="BGMDUAL_SDSTP_sawnoff_LEFT" animsurface="BGMSIDESTEP" />
<Surface name="BGMEMPTY_DRUNK_sawnoff_LEFT" animsurface="BGMPISTOLDRUNK" />
<Surface name="BGMEMPTY_WALK_HURT_sawnoff_LEFT" animsurface="BGMHURTWALKINGN" />
<Surface name="BGM_WATER_EMPTY_IDLE_sawnoff_LEFT" animsurface="BGMWATER_N_STD" />
<Surface name="BGM_WATER_EMPTY_WALK_sawnoff_LEFT" animsurface="BGMWATER_N_WALK" />
<Surface name="BGM_WATER_DUAL_AIM_sawnoff_LEFT" animsurface="BGMWATER_DBLSHT" />
</LayerProp>
</Layer>
</LogicalAnimationSurfaces>
@@ -2960,6 +2960,9 @@
<Surface name="BGM_WATER_RIFLE_AIM_MKL" animsurface="BGMWATER_R_AIM" />
<Surface name="BGM_WATER_RIFLE_HIP_MKL" animsurface="BGM_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasG11InHand" palette="guns_v2">
<Surface name="BGMRIFLE_IDLE_G11" animsurface="BGMTHREATENSTAND" />
</LayerProp>
<LayerProp filter="HasARInHand" palette="guns_v2">
<Surface name="BGM_RIFLE_OPEN_AR" animsurface="BGMOPEN" />
<Surface name="BGMRIFLE_WALK_CROUCH_AR" animsurface="BGMCROUCH_R_RDY" />
@@ -0,0 +1,48 @@
<AnimSurface name="RGF_CROUCHWALK_sawnoff" file="Anims\LOBOT\RGF\F_P_SWAT_AIM_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_CROUCHWALK_DUAL_sawnoff" file="Anims\LOBOT\RGF\F_D_SWAT_AIM_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_CROUCHWALK_DUAL_sawnoff_LEFT" file="Anims\LOBOT\RGF\F_D_SWAT_AIM_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_EMPTY_IDLE_sawnoff_LEFT" file="Anims\LOBOT\RGF\F_P_BRTH_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_EMPTY_CROUCH_sawnoff" file="Anims\LOBOT\RGF\F_N_CRCH_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGF_EMPTY_CROUCH_sawnoff_LEFT" file="Anims\LOBOT\RGF\F_N_CRCH_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGF_EMPTY_SWAT_sawnoff" file="Anims\LOBOT\RGF\F_N_SWAT_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_EMPTY_SWAT_sawnoff_LEFT" file="Anims\LOBOT\RGF\F_N_SWAT_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_EMPTY_RUN_sawnoff" file="Anims\LOBOT\RGF\F_N_RUN_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_RUN_sawnoff_LEFT" file="Anims\LOBOT\RGF\F_N_RUN_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_WALK_sawnoff" file="Anims\LOBOT\RGF\F_N_WALK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_WALK_sawnoff_LEFT" file="Anims\LOBOT\RGF\F_N_WALK_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_HURT_sawnoff" file="Anims\LOBOT\RGF\F_R_WALK_HURT_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_HURT_sawnoff_LEFT" file="Anims\LOBOT\RGF\F_R_WALK_HURT_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_PRONE_sawnoff" file="Anims\LOBOT\RGF\F_N_PRNE_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGF_DUAL_PRONE_sawnoff" file="Anims\LOBOT\RGF\F_DB_PRN_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_PRONE_sawnoff_LEFT" file="Anims\LOBOT\RGF\F_DB_PRN_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_PISTOL_IDLE_sawnoff" file="Anims\LOBOT\RGF\F_P_BRTH_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_PISTOL_WALK_sawnoff" file="Anims\LOBOT\RGF\F_N_WALK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_PISTOL_RDY_WALK_sawnoff" file="Anims\LOBOT\RGF\F_P_RDY_WALK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_RDY_WALK_sawnoff" file="Anims\LOBOT\RGF\F_DBL_RDY_WALK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_RDY_WALK_sawnoff_LEFT" file="Anims\LOBOT\RGF\F_DBL_RDY_WALK_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_PISTOL_AIM_sawnoff" file="Anims\LOBOT\RGF\F_P_SHOT_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_PISTOL_AIM_1H_sawnoff" file="Anims\LOBOT\RGF\F_P_SHOT2_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_PISTOL_LOW_sawnoff" file="Anims\LOBOT\RGF\F_P_LOW_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_PISTOL_CR_AIM_sawnoff" file="Anims\LOBOT\RGF\F_CR_AIM_P_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_DUAL_CR_AIM_sawnoff" file="Anims\LOBOT\RGF\F_CR_AIM_D_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGF_DUAL_CR_AIM_sawnoff_LEFT" file="Anims\LOBOT\RGF\F_CR_AIM_D_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGF_PISTOL_SDSTP_sawnoff" file="Anims\LOBOT\RGF\F_P_SDSP_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_PISTOL_SDSTP_AIM_sawnoff" file="Anims\LOBOT\RGF\F_P_SDSP_AIM_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_SDSTP_sawnoff" file="Anims\LOBOT\RGF\F_DBL_SDSP_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_SDSTP_sawnoff_LEFT" file="Anims\LOBOT\RGF\F_DBL_SDSP_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_SDSTP_AIM_sawnoff" file="Anims\LOBOT\RGF\F_DBL_SDSP_AIM_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_SDSTP_AIM_sawnoff_LEFT" file="Anims\LOBOT\RGF\F_DBL_SDSP_AIM_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_AIM_sawnoff" file="Anims\LOBOT\RGF\F_DBLSHOT_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGF_DUAL_AIM_sawnoff_LEFT" file="Anims\LOBOT\RGF\F_DBLSHOT_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGF_EMPTY_PAIN_sawnoff" file="Anims\LOBOT\RGF\F_N_PAIN_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_EMPTY_PAIN_sawnoff_LEFT" file="Anims\LOBOT\RGF\F_N_PAIN_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_EMPTY_DRUNK_sawnoff" file="Anims\LOBOT\RGF\F_N_DRUNK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_EMPTY_DRUNK_sawnoff_LEFT" file="Anims\LOBOT\RGF\F_N_DRUNK_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_WATER_PISTOL_IDLE_sawnoff" file="Anims\LOBOT\RGF\FW_P_BRTH_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_WATER_PISTOL_AIM_sawnoff" file="Anims\LOBOT\RGF\FW_N_SHOT_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_WATER_EMPTY_IDLE_sawnoff" file="Anims\LOBOT\RGF\FW_N_STD_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_WATER_EMPTY_IDLE_sawnoff_LEFT" file="Anims\LOBOT\RGF\FW_N_STD_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_WATER_EMPTY_WALK_sawnoff" file="Anims\LOBOT\RGF\FW_N_WALK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_WATER_EMPTY_WALK_sawnoff_LEFT" file="Anims\LOBOT\RGF\FW_N_WALK_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_WATER_DUAL_AIM_sawnoff" file="Anims\LOBOT\RGF\FW_DBLSHOT_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGF_WATER_DUAL_AIM_sawnoff_LEFT" file="Anims\LOBOT\RGF\FW_DBLSHOT_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
@@ -0,0 +1,72 @@
<?xml version="1.0" encoding="utf-8"?>
<LogicalAnimationSurfaces>
<Layer name="gun">
<LayerProp filter="HasDualRightSawnOff" palette="guns_v2">
<Surface name="RGF_PISTOL_IDLE_sawnoff" animsurface="RGFDBLBREATH"/>
<Surface name="RGF_EMPTY_WALK_sawnoff" animsurface="RGFNOTHING_WALK"/>
<Surface name="RGF_DUAL_AIM_sawnoff" animsurface="RGFSTANDDWALAIM"/>
<Surface name="RGF_CROUCHWALK_DUAL_sawnoff" animsurface="RGFCROUCH_D_RDY"/>
<Surface name="RGF_DUAL_CR_AIM_sawnoff" animsurface="RGFCDBLSHOT"/>
<Surface name="RGF_EMPTY_RUN_sawnoff" animsurface="RGFNOTHING_RUN"/>
<Surface name="RGF_DUAL_PRONE_sawnoff" animsurface="RGFDWPRONE"/>
<Surface name="RGF_EMPTY_PAIN_sawnoff" animsurface="RGFHURTSTANDINGN"/>
<Surface name="RGF_EMPTY_RUN_sawnoff" animsurface="RGFPISTOL_RUN"/>
<Surface name="RGF_DUAL_SDSTP_AIM_sawnoff" animsurface="RGFSIDESTEP_D_RDY"/>
<Surface name="RGF_DUAL_RDY_WALK_sawnoff" animsurface="RGFWALK_D_RDY"/>
<Surface name="RGF_DUAL_SDSTP_sawnoff" animsurface="RGFSIDESTEP"/>
<Surface name="RGF_EMPTY_DRUNK_sawnoff" animsurface="RGFPISTOLDRUNK"/>
<Surface name="RGF_RIFLE_WALK_HURT_sawnoff" animsurface="RGFHURTWALKINGN"/>
<Surface name="RGF_WATER_EMPTY_IDLE_sawnoff" animsurface="RGFWATER_N_STD" />
<Surface name="RGF_WATER_EMPTY_WALK_sawnoff" animsurface="RGFWATER_N_WALK" />
<Surface name="RGF_WATER_DUAL_AIM_sawnoff" animsurface="RGFWATER_DBLSHT" />
</LayerProp>
<LayerProp filter="HasSawnOffInHand" palette="guns_v2">
<Surface name="RGF_CROUCHWALK_sawnoff" animsurface="RGFCROUCH_P_RDY"/>
<Surface name="RGF_EMPTY_PRONE_sawnoff" animsurface="RGFHANDGUN_PRONE"/>
<Surface name="RGF_PISTOL_IDLE_sawnoff" animsurface="RGFPISTOLBREATH"/>
<Surface name="RGF_PISTOL_WALK_sawnoff" animsurface="RGFNOTHING_WALK"/>
<Surface name="RGF_PISTOL_AIM_sawnoff" animsurface="RGFHANDGUN_S_SHOT"/>
<Surface name="RGF_PISTOL_AIM_1H_sawnoff" animsurface="RGF_PFSHOT_AIM"/>
<Surface name="RGF_PISTOL_RDY_WALK_sawnoff" animsurface="RGFWALK_P_RDY"/>
<Surface name="RGF_EMPTY_SWAT_sawnoff" animsurface="RGFNOTHING_SWAT"/>
<Surface name="RGF_EMPTY_CROUCH_sawnoff" animsurface="RGFNOTHING_CROUCH"/>
<Surface name="RGF_PISTOL_CR_AIM_sawnoff" animsurface="RGFHANDGUN_C_SHOT"/>
<Surface name="RGF_PISTOL_SDSTP_AIM_sawnoff" animsurface="RGFSIDESTEP_P_RDY"/>
<Surface name="RGF_PISTOL_LOW_sawnoff" animsurface="RGFPISTOLSHOOTLOW"/>
<Surface name="RGF_PISTOL_LOW_sawnoff" animsurface="RGFSHOOT_LOW"/>
<Surface name="RGF_EMPTY_RUN_sawnoff" animsurface="RGFNOTHING_RUN"/>
<Surface name="RGF_EMPTY_PAIN_sawnoff" animsurface="RGFHURTSTANDINGN"/>
<Surface name="RGF_EMPTY_RUN_sawnoff" animsurface="RGFPISTOL_RUN"/>
<Surface name="RGF_PISTOL_SDSTP_sawnoff" animsurface="RGFSIDESTEP"/>
<Surface name="RGF_EMPTY_DRUNK_sawnoff" animsurface="RGFPISTOLDRUNK"/>
<Surface name="RGF_RIFLE_WALK_HURT_sawnoff" animsurface="RGFHURTWALKINGN"/>
<Surface name="RGF_WATER_PISTOL_IDLE_sawnoff" animsurface="RGFWATER_N_STD" />
<Surface name="RGF_WATER_EMPTY_WALK_sawnoff" animsurface="RGFWATER_N_WALK" />
<Surface name="RGF_WATER_PISTOL_AIM_sawnoff" animsurface="RGFWATER_N_AIM" />
</LayerProp>
</Layer>
<Layer name="gunleft">
<LayerProp filter="HasSawnOffInLeftHand" palette="guns_v2">
<Surface name="RGF_EMPTY_IDLE_sawnoff_LEFT" animsurface="RGFNOTHING_STD"/>
<Surface name="RGF_EMPTY_IDLE_sawnoff_LEFT" animsurface="RGFDBLBREATH"/>
<Surface name="RGF_EMPTY_WALK_sawnoff_LEFT" animsurface="RGFNOTHING_WALK"/>
<Surface name="RGF_DUAL_AIM_sawnoff_LEFT" animsurface="RGFSTANDDWALAIM"/>
<Surface name="RGF_EMPTY_CROUCH_sawnoff_LEFT" animsurface="RGFNOTHING_CROUCH"/>
<Surface name="RGF_EMPTY_SWAT_sawnoff_LEFT" animsurface="RGFNOTHING_SWAT"/>
<Surface name="RGF_CROUCHWALK_DUAL_sawnoff_LEFT" animsurface="RGFCROUCH_D_RDY"/>
<Surface name="RGF_DUAL_CR_AIM_sawnoff_LEFT" animsurface="RGFCDBLSHOT"/>
<Surface name="RGF_EMPTY_RUN_sawnoff_LEFT" animsurface="RGFNOTHING_RUN"/>
<Surface name="RGF_DUAL_PRONE_sawnoff_LEFT" animsurface="RGFDWPRONE"/>
<Surface name="RGF_EMPTY_PAIN_sawnoff_LEFT" animsurface="RGFHURTSTANDINGN"/>
<Surface name="RGF_EMPTY_RUN_sawnoff_LEFT" animsurface="RGFPISTOL_RUN"/>
<Surface name="RGF_DUAL_SDSTP_AIM_sawnoff_LEFT" animsurface="RGFSIDESTEP_D_RDY"/>
<Surface name="RGF_DUAL_RDY_WALK_sawnoff_LEFT" animsurface="RGFWALK_D_RDY"/>
<Surface name="RGF_DUAL_SDSTP_sawnoff_LEFT" animsurface="RGFSIDESTEP"/>
<Surface name="RGF_EMPTY_DRUNK_sawnoff_LEFT" animsurface="RGFPISTOLDRUNK"/>
<Surface name="RGF_RIFLE_WALK_HURT_sawnoff_LEFT" animsurface="RGFHURTWALKINGN"/>
<Surface name="RGF_WATER_EMPTY_IDLE_sawnoff_LEFT" animsurface="RGFWATER_N_STD" />
<Surface name="RGF_WATER_EMPTY_WALK_sawnoff_LEFT" animsurface="RGFWATER_N_WALK" />
<Surface name="RGF_WATER_DUAL_AIM_sawnoff_LEFT" animsurface="RGFWATER_DBLSHT" />
</LayerProp>
</Layer>
</LogicalAnimationSurfaces>
@@ -200,6 +200,7 @@
<AnimSurface name="LBT_RGMRIFLE_IDLE_PADS" file="Anims\LOBOT\RGM\S_R_STD_PADS.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_IDLE_CAMOHELMET" file="Anims\LOBOT\RGM\S_R_STD_CAMOHELMET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_IDLE_LSLEEVE" file="Anims\LOBOT\RGM\S_R_STD_LSLEEVE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_IDLE_G11" file="Anims\LOBOT\RGM\S_R_STD_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<!-- Walk, rifle idle -->
<AnimSurface name="LBT_RGMBASICWALK_HEAD" file="Anims\LOBOT\RGM\RGM_BASICWALK_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMBASICWALK_HANDS" file="Anims\LOBOT\RGM\RGM_BASICWALK_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
@@ -502,6 +503,7 @@
<AnimSurface name="LBT_RGMRIFLE_AIM_RPK" file="Anims\LOBOT\RGM\S_SR_AIM_RPK.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_AIM_M14" file="Anims\LOBOT\RGM\S_SR_AIM_M14.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_AIM_MKL" file="Anims\LOBOT\RGM\S_SR_AIM_MKL.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_AIM_G11" file="Anims\LOBOT\RGM\S_SR_AIM_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_AIM_BP" file="Anims\LOBOT\RGM\S_SR_AIM_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_AIM_BERET" file="Anims\LOBOT\RGM\S_SR_AIM_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="LBT_RGMRIFLE_AIM_VEST" file="Anims\LOBOT\RGM\S_SR_AIM_vest.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
@@ -0,0 +1,52 @@
<!-- note that this is an external entity, so it is not a valid xml file by itself -->
<!-- NOTE! Filenames have a 27 character limit. If they're longer, JA will crash when trying to load said file-->
<AnimSurface name="LBT_RGM_CROUCHWALK_sawnoff" file="Anims\LOBOT\RGM\cr_walk_pistol_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="LBT_RGM_CROUCHWALK_DUAL_sawnoff" file="Anims\LOBOT\RGM\cr_walk_dual_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="LBT_RGM_CROUCHWALK_DUAL_sawnoff_LEFT" file="Anims\LOBOT\RGM\cr_walk_dual_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_IDLE_sawnoff" file="Anims\LOBOT\RGM\S_N_STD_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_IDLE_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_N_STD_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_CROUCH_sawnoff" file="Anims\LOBOT\RGM\S_N_CRCH_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_CROUCH_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_N_CRCH_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_SWAT_sawnoff" file="Anims\LOBOT\RGM\S_N_SWAT_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_SWAT_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_N_SWAT_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_RUN_sawnoff" file="Anims\LOBOT\RGM\S_N_RUN_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_RUN_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_N_RUN_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_WALK_sawnoff" file="Anims\LOBOT\RGM\S_N_WALK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_WALK_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_N_WALK_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_WALK_HURT_sawnoff" file="Anims\LOBOT\RGM\S_N_WALK_HURT_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_WALK_HURT_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_N_WALK_HURT_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_PRONE_sawnoff" file="Anims\LOBOT\RGM\S_N_PRNE_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_PRONE_sawnoff" file="Anims\LOBOT\RGM\S_DB_PRN_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_PRONE_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_DB_PRN_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMPISTOL_IDLE_sawnoff" file="Anims\LOBOT\RGM\S_P_BRTH_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="LBT_RGMPISTOL_WALK_sawnoff" file="Anims\LOBOT\RGM\S_P_WALK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMPISTOL_RDY_WALK_sawnoff" file="Anims\LOBOT\RGM\S_P_RDY_WALK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_RDY_WALK_sawnoff" file="Anims\LOBOT\RGM\S_DBL_RDY_WALK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_RDY_WALK_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_DBL_RDY_WALK_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMPISTOL_AIM_sawnoff" file="Anims\LOBOT\RGM\S_N_SHOT_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="LBT_RGMPISTOL_AIM_1H_sawnoff" file="Anims\LOBOT\RGM\S_N_SHOT2_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="LBT_RGMPISTOL_LOW_sawnoff" file="Anims\LOBOT\RGM\S_P_LOW_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="LBT_RGMPISTOL_CR_AIM_sawnoff" file="Anims\LOBOT\RGM\S_CR_AIM_P_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_CR_AIM_sawnoff" file="Anims\LOBOT\RGM\S_CR_AIM_D_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_CR_AIM_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_CR_AIM_D_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="LBT_RGMPISTOL_SDSTP_sawnoff" file="Anims\LOBOT\RGM\S_P_SDSP_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMPISTOL_SDSTP_AIM_sawnoff" file="Anims\LOBOT\RGM\S_P_SDSP_AIM_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_SDSTP_sawnoff" file="Anims\LOBOT\RGM\S_DBL_SDSP_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_SDSTP_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_DBL_SDSP_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_SDSTP_AIM_sawnoff" file="Anims\LOBOT\RGM\S_DBL_SDSP_AIM_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_SDSTP_AIM_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_DBL_SDSP_AIM_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_AIM_sawnoff" file="Anims\LOBOT\RGM\S_DBLSHOT_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="LBT_RGMDUAL_AIM_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_DBLSHOT_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_PAIN_sawnoff" file="Anims\LOBOT\RGM\S_N_PAIN_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_PAIN_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_N_PAIN_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_DRUNK_sawnoff" file="Anims\LOBOT\RGM\S_N_DRUNK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="LBT_RGMEMPTY_DRUNK_sawnoff_LEFT" file="Anims\LOBOT\RGM\S_N_DRUNK_sawnoff_l.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="WATER_PISTOL_IDLE_sawnoff" file="Anims\LOBOT\RGM\SW_P_BRTH_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="WATER_PISTOL_WALK_sawnoff" file="Anims\LOBOT\RGM\SW_P_WALK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="WATER_PISTOL_AIM_sawnoff" file="Anims\LOBOT\RGM\SW_N_SHOT_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="WATER_EMPTY_IDLE_sawnoff" file="Anims\LOBOT\RGM\SW_N_STD_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="WATER_EMPTY_IDLE_sawnoff_LEFT" file="Anims\LOBOT\RGM\SW_N_STD_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="WATER_EMPTY_WALK_sawnoff" file="Anims\LOBOT\RGM\SW_N_WALK_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="WATER_EMPTY_WALK_sawnoff_LEFT" file="Anims\LOBOT\RGM\SW_N_WALK_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="WATER_DUAL_AIM_sawnoff" file="Anims\LOBOT\RGM\SW_DBLSHOT_sawnoff.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="WATER_DUAL_AIM_sawnoff_LEFT" file="Anims\LOBOT\RGM\SW_DBLSHOT_sawnoff_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
@@ -1486,6 +1486,49 @@
</LayerProp>
</Layer>
<Layer name="gun">
<LayerProp filter="HasDualRightSawnOff" palette="guns_v2">
<Surface name="LBT_RGMEMPTY_IDLE_sawnoff" animsurface="RGMDBLBREATH" />
<Surface name="LBT_RGMEMPTY_WALK_sawnoff" animsurface="RGMNOTHING_WALK" />
<Surface name="LBT_RGMDUAL_AIM_sawnoff" animsurface="RGMSTANDDWALAIM" />
<Surface name="LBT_RGM_CROUCHWALK_DUAL_sawnoff" animsurface="RGMCROUCH_D_RDY" />
<Surface name="LBT_RGMDUAL_CR_AIM_sawnoff" animsurface="RGMCDBLSHOT" />
<Surface name="LBT_RGMEMPTY_RUN_sawnoff" animsurface="RGMNOTHING_RUN" />
<Surface name="LBT_RGMDUAL_PRONE_sawnoff" animsurface="RGMDWPRONE" />
<Surface name="LBT_RGMEMPTY_PAIN_sawnoff" animsurface="RGMHURTSTANDINGN" />
<Surface name="LBT_RGMEMPTY_RUN_sawnoff" animsurface="RGMPISTOL_RUN" />
<Surface name="LBT_RGMDUAL_SDSTP_AIM_sawnoff" animsurface="RGMSIDESTEP_D_RDY" />
<Surface name="LBT_RGMDUAL_RDY_WALK_sawnoff" animsurface="RGMWALK_D_RDY" />
<Surface name="LBT_RGMDUAL_SDSTP_sawnoff" animsurface="RGMSIDESTEP" />
<Surface name="LBT_RGMEMPTY_DRUNK_sawnoff" animsurface="RGMPISTOLDRUNK" />
<Surface name="LBT_RGMEMPTY_WALK_HURT_sawnoff" animsurface="RGMHURTWALKINGN" />
<Surface name="WATER_EMPTY_IDLE_sawnoff" animsurface="RGMWATER_N_STD" />
<Surface name="WATER_EMPTY_WALK_sawnoff" animsurface="RGMWATER_N_WALK" />
<Surface name="WATER_DUAL_AIM_sawnoff" animsurface="RGMWATER_DBLSHT" />
</LayerProp>
<LayerProp filter="HasSawnOffInHand" palette="guns_v2">
<Surface name="LBT_RGM_CROUCHWALK_sawnoff" animsurface="RGMCROUCH_P_RDY" />
<Surface name="LBT_RGMEMPTY_PRONE_sawnoff" animsurface="RGMHANDGUN_PRONE" />
<Surface name="LBT_RGMPISTOL_IDLE_sawnoff" animsurface="RGMPISTOLBREATH" />
<Surface name="LBT_RGMPISTOL_WALK_sawnoff" animsurface="RGMNOTHING_WALK" />
<Surface name="LBT_RGMPISTOL_AIM_sawnoff" animsurface="RGMHANDGUN_S_SHOT" />
<Surface name="LBT_RGMPISTOL_AIM_1H_sawnoff" animsurface="RGM_PFSHOT_AIM" />
<Surface name="LBT_RGMPISTOL_RDY_WALK_sawnoff" animsurface="RGMWALK_P_RDY" />
<Surface name="LBT_RGMEMPTY_SWAT_sawnoff" animsurface="RGMNOTHING_SWAT" />
<Surface name="LBT_RGMEMPTY_CROUCH_sawnoff" animsurface="RGMNOTHING_CROUCH" />
<Surface name="LBT_RGMPISTOL_CR_AIM_sawnoff" animsurface="RGMHANDGUN_C_SHOT" />
<Surface name="LBT_RGMPISTOL_SDSTP_AIM_sawnoff" animsurface="RGMSIDESTEP_P_RDY" />
<Surface name="LBT_RGMPISTOL_LOW_sawnoff" animsurface="RGMPISTOLSHOOTLOW" />
<Surface name="LBT_RGMPISTOL_LOW_sawnoff" animsurface="RGMSHOOT_LOW" />
<Surface name="LBT_RGMEMPTY_RUN_sawnoff" animsurface="RGMNOTHING_RUN" />
<Surface name="LBT_RGMEMPTY_PAIN_sawnoff" animsurface="RGMHURTSTANDINGN" />
<Surface name="LBT_RGMEMPTY_RUN_sawnoff" animsurface="RGMPISTOL_RUN" />
<Surface name="LBT_RGMPISTOL_SDSTP_sawnoff" animsurface="RGMSIDESTEP" />
<Surface name="LBT_RGMEMPTY_DRUNK_sawnoff" animsurface="RGMPISTOLDRUNK" />
<Surface name="LBT_RGMEMPTY_WALK_HURT_sawnoff" animsurface="RGMHURTWALKINGN" />
<Surface name="WATER_PISTOL_IDLE_sawnoff" animsurface="RGMWATER_N_STD" />
<Surface name="WATER_PISTOL_WALK_sawnoff" animsurface="RGMWATER_N_WALK" />
<Surface name="WATER_PISTOL_AIM_sawnoff" animsurface="RGMWATER_N_AIM" />
</LayerProp>
<LayerProp filter="HasDualRightUzi" palette="guns_v2">
<Surface name="LBT_RGMEMPTY_IDLE_UZI_1H" animsurface="RGMDBLBREATH" />
<Surface name="LBT_RGMEMPTY_WALK_UZI_1H" animsurface="RGMNOTHING_WALK" />
@@ -2565,6 +2608,10 @@
<Surface name="WATER_RIFLE_AIM_MKL" animsurface="RGMWATER_R_AIM" />
<Surface name="WATER_RIFLE_HIP_MKL" animsurface="RGM_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasG11InHand" palette="guns_v2">
<Surface name="LBT_RGMRIFLE_IDLE_G11" animsurface="RGMSTANDING" />
<Surface name="LBT_RGMRIFLE_AIM_G11" animsurface="RGMSTANDAIM" />
</LayerProp>
<LayerProp filter="HasARInHand" palette="guns_v2">
<Surface name="LBT_RGM_RIFLE_OPEN_AR" animsurface="RGMOPEN" />
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_AR" animsurface="RGMCROUCH_R_RDY" />
@@ -2645,6 +2692,28 @@
</LayerProp>
</Layer>
<Layer name="gunleft">
<LayerProp filter="HasSawnOffInLeftHand" palette="guns_v2">
<Surface name="LBT_RGMEMPTY_IDLE_sawnoff_LEFT" animsurface="RGMNOTHING_STD" />
<Surface name="LBT_RGMEMPTY_IDLE_sawnoff_LEFT" animsurface="RGMDBLBREATH" />
<Surface name="LBT_RGMEMPTY_WALK_sawnoff_LEFT" animsurface="RGMNOTHING_WALK" />
<Surface name="LBT_RGMDUAL_AIM_sawnoff_LEFT" animsurface="RGMSTANDDWALAIM" />
<Surface name="LBT_RGMEMPTY_CROUCH_sawnoff_LEFT" animsurface="RGMNOTHING_CROUCH" />
<Surface name="LBT_RGMEMPTY_SWAT_sawnoff_LEFT" animsurface="RGMNOTHING_SWAT" />
<Surface name="LBT_RGM_CROUCHWALK_DUAL_sawnoff_LEFT" animsurface="RGMCROUCH_D_RDY" />
<Surface name="LBT_RGMDUAL_CR_AIM_sawnoff_LEFT" animsurface="RGMCDBLSHOT" />
<Surface name="LBT_RGMEMPTY_RUN_sawnoff_LEFT" animsurface="RGMNOTHING_RUN" />
<Surface name="LBT_RGMDUAL_PRONE_sawnoff_LEFT" animsurface="RGMDWPRONE" />
<Surface name="LBT_RGMEMPTY_PAIN_sawnoff_LEFT" animsurface="RGMHURTSTANDINGN" />
<Surface name="LBT_RGMEMPTY_RUN_sawnoff_LEFT" animsurface="RGMPISTOL_RUN" />
<Surface name="LBT_RGMDUAL_SDSTP_AIM_sawnoff_LEFT" animsurface="RGMSIDESTEP_D_RDY" />
<Surface name="LBT_RGMDUAL_RDY_WALK_sawnoff_LEFT" animsurface="RGMWALK_D_RDY" />
<Surface name="LBT_RGMDUAL_SDSTP_sawnoff_LEFT" animsurface="RGMSIDESTEP" />
<Surface name="LBT_RGMEMPTY_DRUNK_sawnoff_LEFT" animsurface="RGMPISTOLDRUNK" />
<Surface name="LBT_RGMEMPTY_WALK_HURT_sawnoff_LEFT" animsurface="RGMHURTWALKINGN" />
<Surface name="WATER_EMPTY_IDLE_sawnoff_LEFT" animsurface="RGMWATER_N_STD" />
<Surface name="WATER_EMPTY_WALK_sawnoff_LEFT" animsurface="RGMWATER_N_WALK" />
<Surface name="WATER_DUAL_AIM_sawnoff_LEFT" animsurface="RGMWATER_DBLSHT" />
</LayerProp>
<LayerProp filter="HasUziInLeftHand" palette="guns_v2">
<Surface name="LBT_RGMEMPTY_IDLE_UZI_1H_LEFT" animsurface="RGMNOTHING_STD" />
<Surface name="LBT_RGMEMPTY_IDLE_UZI_1H_LEFT" animsurface="RGMDBLBREATH" />
@@ -4,14 +4,16 @@
<!ENTITY LobotRGMguns SYSTEM "LogicalBodyTypes\LBT_RGM\LogicalBodyType_RGM_gun_paletteswaps.xml">
<!ENTITY LobotBGM SYSTEM "LogicalBodyTypes\LBT_BGM\LogicalBodyType_LBT_BGM.xml">
<!ENTITY LobotBGMguns SYSTEM "LogicalBodyTypes\LBT_BGM\LogicalBodyType_BGM_gun_paletteswaps.xml">
<!ENTITY LobotBGMsawnoff SYSTEM "LogicalBodyTypes\LBT_BGM\LogicalBodyType_BGM_sawnoff.xml">
<!ENTITY LobotRGF SYSTEM "LogicalBodyTypes\LBT_RGF\LogicalBodyType_LBT_RGF.xml">
<!ENTITY LobotRGFguns SYSTEM "LogicalBodyTypes\LBT_RGF\LogicalBodyType_RGF_gun_paletteswaps.xml">
<!ENTITY LobotRGFsawnoff SYSTEM "LogicalBodyTypes\LBT_RGF\LogicalBodyType_RGF_sawnoff.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" />--> <!-- Commented out because unfortunately, an IMP mercenary can have an ubFaceIndex 200 EVEN THOUGH normally merc profile 200 means no profile -->
<LogicalBodyType filter="IsRegularMaleAverage" cachesize="256">&LobotRGMguns;&LobotRGM;</LogicalBodyType>
<LogicalBodyType filter="IsBigMale" cachesize="256">&LobotBGMguns;&LobotBGM;</LogicalBodyType>
<LogicalBodyType filter="IsFemale" cachesize="256">&LobotRGFguns;&LobotRGF;</LogicalBodyType>
<LogicalBodyType filter="IsRegularMaleAverage" cachesize="8192">&LobotRGMguns;&LobotRGM;</LogicalBodyType>
<LogicalBodyType filter="IsBigMale" cachesize="8192">&LobotBGMsawnoff;&LobotBGMguns;&LobotBGM;</LogicalBodyType>
<LogicalBodyType filter="IsFemale" cachesize="8192">&LobotRGFsawnoff;&LobotRGFguns;&LobotRGF;</LogicalBodyType>
</LogicalBodyTypes>