Move LOBOT tabledata to Data from Data-1.13

This commit is contained in:
Asdow
2022-11-10 19:29:28 +02:00
parent acdd783344
commit b6955889a0
22 changed files with 22252 additions and 22252 deletions
@@ -0,0 +1,23 @@
<?xml version="1.0" encoding="utf-8" ?>
<!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>
@@ -0,0 +1,576 @@
<?xml version="1.0" encoding="utf-8" ?>
<Filters>
<Filter name="ExcludedObjects">
<OR>
<!-- Exclude all soldiers without profile -->
<FACEINDEX>200</FACEINDEX>
</OR>
</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>
<Filter name="HasOnlyPistolInHand">
<AND>
<WEAPON_TYPE>GUN_PISTOL</WEAPON_TYPE>
<SECONDHANDPOS op="in">0</SECONDHANDPOS><!--This is intentional-->
</AND>
</Filter>
<Filter name="HasMPistolInHand">
<WEAPON_TYPE>GUN_M_PISTOL</WEAPON_TYPE>
</Filter>
<Filter name="HasPistolOrMPistolInRightHand">
<OR>
<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="HasPistolInLeftHand">
<LEFT_WEAPON_TYPE>GUN_PISTOL</LEFT_WEAPON_TYPE>
</Filter>
<Filter name="HasMPistolInLeftHand">
<LEFT_WEAPON_TYPE>GUN_M_PISTOL</LEFT_WEAPON_TYPE>
</Filter>
<Filter name="HasPistolOrMPistolInLeftHand">
<OR>
<FILTER>HasPistolInLeftHand</FILTER>
<FILTER>HasMPistolInLeftHand</FILTER>
</OR>
</Filter>
<Filter name="HasDualRightPistol">
<AND>
<FILTER>HasPistolInHand</FILTER>
<FILTER>HasPistolOrMPistolInLeftHand</FILTER>
</AND>
</Filter>
<Filter name="HasDualRightMPistol">
<AND>
<FILTER>HasMPistolInHand</FILTER>
<FILTER>HasPistolOrMPistolInLeftHand</FILTER>
</AND>
</Filter>
<Filter name="DualHandguns">
<AND>
<FILTER>HasPistolOrMPistolInRightHand2</FILTER>
<FILTER>HasPistolOrMPistolInLeftHand</FILTER>
</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="CamoPants">
<AND>
<LEGPOS op="in">282, 845, 846, 852, 853, 854, 855</LEGPOS>
</AND>
</Filter>
<Filter name="CamoLongsleeves">
<AND>
<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>
<FILTER>HasPistolOrMPistolInLeftHand</FILTER>
</AND>
</Filter>
<Filter name="LongsleevesANDHasPistolOrMPistolInRightHand">
<AND>
<FILTER>Longsleeves</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="LongsleevesANDHasRifleTypeWeaponInHand">
<AND>
<FILTER>Longsleeves</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="IsWearingHelmet">
<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>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="IsWearingHelmetAndHasRifle">
<AND>
<FILTER>IsWearingHelmet</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="IsWearingCamoHelmet">
<AND>
<HELMETPOS op="in">302, 801, 804, 810, 813, 816, 822, 825, 828, 834, 839, 1100, 1135</HELMETPOS>
</AND>
</Filter>
<Filter name="IsWearingCamoHelmetAndHasPistol">
<AND>
<FILTER>IsWearingCamoHelmet</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="IsWearingCamoHelmetAndHasRifle">
<AND>
<FILTER>IsWearingCamoHelmet</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="HasKneepads">
<AND>
<LEGPOS op="in">838, 294</LEGPOS>
</AND>
</Filter>
<Filter name="HasKneepadsAndHasPistol">
<AND>
<FILTER>HasKneepads</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="HasKneepadsAndHasRifle">
<AND>
<FILTER>HasKneepads</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="IsWearingBackpack">
<OR>
<WEARING_BACKPACK>1</WEARING_BACKPACK> <!-- Checks simply whether there is anything in the merc's backpack slot -->
</OR>
</Filter>
<Filter name="IsWearingRadioSet">
<OR>
<BPACKPOCKPOS op="in">1697</BPACKPOCKPOS>
</OR>
</Filter>
<Filter name="HasShotgunInHand">
<AND>
<WEAPON_TYPE>GUN_SHOTGUN</WEAPON_TYPE>
</AND>
</Filter>
<Filter name="HasSaiga12kInHand">
<AND>
<HANDPOS op="in">32, 33, 340, 680, 731, 741</HANDPOS>
</AND>
</Filter>
<Filter name="HasSPAS12InHand">
<AND>
<HANDPOS op="in">341, 621, 696, 775, 898, 899</HANDPOS>
</AND>
</Filter>
<Filter name="HasFALInHand">
<AND>
<HANDPOS op="in">28, 29, 629, 647, 648, 712, 713, 714, 715, 1195</HANDPOS>
</AND>
</Filter>
<Filter name="HasFAMASInHand">
<AND>
<HANDPOS op="in">24, 646, 659, 660, 663, 704, 781, 789</HANDPOS>
</AND>
</Filter>
<Filter name="HasSCARInHand">
<AND>
<HANDPOS op="in">651, 652, 787, 788, 790, 791, 792, 793</HANDPOS>
</AND>
</Filter>
<Filter name="HasAKInHand">
<OR>
<HANDPOS op="in">14, 25, 26, 347, 612, 613, 614, 615, 708, 757, 785</HANDPOS>
</OR>
</Filter>
<Filter name="HasBlackAKInHand">
<AND>
<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_CLASS>RIFLECLASS</WEAPON_CLASS>
</AND>
</Filter>
<Filter name="HasSMGInHand">
<OR>
<WEAPON_TYPE>GUN_SMG</WEAPON_TYPE>
<WEAPON_TYPE>GUN_M_PISTOL</WEAPON_TYPE>
</OR>
</Filter>
<Filter name="HasP90InHand">
<AND>
<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, 1179</HANDPOS>
</AND>
</Filter>
<Filter name="HasPPSH41InHand">
<AND>
<HANDPOS op="in">702, 773</HANDPOS>
</AND>
</Filter>
<Filter name="HasRifleInHand">
<AND>
<WEAPON_TYPE>GUN_RIFLE</WEAPON_TYPE>
</AND>
</Filter>
<Filter name="HasSemiAutoRifleInHand">
<OR>
<WEAPON_TYPE>GUN_RIFLE</WEAPON_TYPE>
<WEAPON_TYPE>GUN_AS_RIFLE</WEAPON_TYPE>
</OR>
<AND>
<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">
<AND>
<WEAPON_TYPE>GUN_LMG</WEAPON_TYPE>
</AND>
</Filter>
<Filter name="HasRPKInHand">
<AND>
<HANDPOS op="in">35, 74, 705, 706</HANDPOS>
</AND>
</Filter>
<Filter name="HasPKMInHand">
<AND>
<HANDPOS op="in">649, 661, 687, 699, 700</HANDPOS>
</AND>
</Filter>
<Filter name="HasBigSniperInHand">
<AND>
<HANDPOS op="in">116, 335, 620, 639, 657, 682, 697, 774</HANDPOS>
</AND>
</Filter>
<Filter name="HasSniperInHand">
<AND>
<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>
</AND>
</Filter>
<Filter name="HasPSG1InHand">
<AND>
<HANDPOS op="in">334, 654, 674, 676, 779, 1069, 1201</HANDPOS>
</AND>
</Filter>
<Filter name="HasPatriotInHand">
<AND>
<HANDPOS op="in">19, 625, 684, 698</HANDPOS>
</AND>
</Filter>
<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="HasRocketRifleInHand">
<AND>
<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>
</AND>
</Filter>
<Filter name="HasDesertEagleInLeftHand">
<AND>
<SECONDHANDPOS op="in">7, 56, 637, 638, 758, 766, 767, 768, 1192</SECONDHANDPOS>
</AND>
</Filter>
<Filter name="HasDualRightDesertEagle">
<AND>
<FILTER>HasDesertEagleInHand</FILTER>
<FILTER>HasPistolOrMPistolInLeftHand</FILTER>
</AND>
</Filter>
<Filter name="HasSW500InHand">
<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">
<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>
<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>
</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>
<FILTER>IsWearingBackpack</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="IsWearingBackpackAndHasRifle">
<AND>
<FILTER>IsWearingBackpack</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="IsWearingBeret">
<AND>
<HELMETPOS op="in">288</HELMETPOS>
</AND>
</Filter>
<Filter name="IsWearingBeretAndHasPistol">
<AND>
<FILTER>IsWearingBeret</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<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>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="IsWearingHatAndHasRifle">
<AND>
<FILTER>IsWearingHat</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="IsWearingBallcap">
<AND>
<HELMETPOS op="in">287, 289, 290, 292</HELMETPOS>
</AND>
</Filter>
<Filter name="IsWearingBallcapAndHasPistol">
<AND>
<FILTER>IsWearingBallcap</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="IsWearingBallcapAndHasRifle">
<AND>
<FILTER>IsWearingBallcap</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="FlakJacket">
<OR>
<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="IsWearingFlakJacketAndHasPistol">
<AND>
<FILTER>FlakJacket</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="IsWearingFlakJacketAndHasRifle">
<AND>
<FILTER>FlakJacket</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="IsWearingGasmask">
<OR>
<HEAD1POS op="in">213</HEAD1POS>
<HEAD2POS op="in">213</HEAD2POS>
</OR>
</Filter>
<Filter name="IsWearingGasmaskAndHasPistol">
<AND>
<FILTER>IsWearingGasmask</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="IsWearingGasmaskAndHasRifle">
<AND>
<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">
<AND>
<FILTER>IsWearingGasmask</FILTER>
<FILTER>HasPistolOrMPistolInRightHand</FILTER>
</AND>
</Filter>
<Filter name="IsWearingNVGandHasRifle">
<AND>
<FILTER>IsWearingGasmask</FILTER>
<FILTER>HasRifleTypeWeaponInHand</FILTER>
</AND>
</Filter>
<Filter name="HasKnifeInHand">
<AND>
<WEAPON_CLASS>KNIFECLASS</WEAPON_CLASS>
</AND>
</Filter>
<Filter name="HasCrowbarInHand">
<AND>
<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>
<BODYTYPE>REGMALE</BODYTYPE>
<BODYTYPE>STOCKYMALE</BODYTYPE>
</OR>
</Filter>
<Filter name="IsBigMale">
<OR>
<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>
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,103 @@
<AnimSurface name="BGMRIFLE_WALK_CROUCH_UZI" file="Anims\LOBOT\BGM\M_R_RDY_SWAT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_UZI" file="Anims\LOBOT\BGM\M_R_RDY_WALK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_HURT_UZI" file="Anims\LOBOT\BGM\M_R_WALK_HURT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_IDLE_UZI" file="Anims\LOBOT\BGM\M_R_STD_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMBASICWALK_UZI" file="Anims\LOBOT\BGM\M_R_WALK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_UZI" file="Anims\LOBOT\BGM\M_R_C_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMRIFLE_SWAT_UZI" file="Anims\LOBOT\BGM\M_R_SWAT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_UZI" file="Anims\LOBOT\BGM\M_R_SDSP_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_UZI" file="Anims\LOBOT\BGM\M_R_SDSP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRUNNING_UZI" file="Anims\LOBOT\BGM\M_R_RUN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_RAISE_UZI" file="Anims\LOBOT\BGM\M_RAISE_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_AIM_UZI" file="Anims\LOBOT\BGM\M_SR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_LOW_UZI" file="Anims\LOBOT\BGM\M_R_LOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_UZI" file="Anims\LOBOT\BGM\M_SR_HIP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_LOW_UZI" file="Anims\LOBOT\BGM\M_R_HIP_LOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_CR_AIM_UZI" file="Anims\LOBOT\BGM\M_CR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_PRONE_UZI" file="Anims\LOBOT\BGM\M_R_PRN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGM_RIFLE_OPEN_UZI" file="Anims\LOBOT\BGM\M_RIFLE_OPEN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="BGMRIFLE_KICKDOOR_UZI" file="Anims\LOBOT\BGM\M_R_DR_KICK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_SQUISH_UZI" file="Anims\LOBOT\BGM\M_R_SQUISH_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_LOOK_UZI" file="Anims\LOBOT\BGM\M_R_LOOK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_SPIT_UZI" file="Anims\LOBOT\BGM\M_R_SPIT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_DRUNK_UZI" file="Anims\LOBOT\BGM\M_R_DRUNK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMRIFLE_BAYONET_UZI" file="Anims\LOBOT\BGM\M_R_BAYONET_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_BAYONET_L_UZI" file="Anims\LOBOT\BGM\M_R_BAYONET_L_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="BGMRIFLE_HIT_UZI" file="Anims\LOBOT\BGM\M_HIT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_PAIN_UZI" file="Anims\LOBOT\BGM\M_R_PAIN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_COWER_UZI" file="Anims\LOBOT\BGM\M_R_COWER_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_PRN_COWER_UZI" file="Anims\LOBOT\BGM\M_R_PRNCOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="BGMRIFLE_ROLL_SIDE_UZI" file="Anims\LOBOT\BGM\M_R_ROLL_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_IDLE_UZI" file="Anims\LOBOT\BGM\MW_R_STD_uzi.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_WALK_UZI" file="Anims\LOBOT\BGM\MW_R_WALK_uzi.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_AIM_UZI" file="Anims\LOBOT\BGM\MW_SR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGM_WATER_RIFLE_HIP_UZI" file="Anims\LOBOT\BGM\MW_SR_HIP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_RDY_HERO_UZI" file="Anims\LOBOT\BGM\M_RDY_WALK_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_IDLE_HERO_UZI" file="Anims\LOBOT\BGM\M_R_STD_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMRIFLE_WALK_HERO_UZI" file="Anims\LOBOT\BGM\M_R_WALK_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRUNNING_HERO_UZI" file="Anims\LOBOT\BGM\M_R_RUN_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_AIM_HERO_UZI" file="Anims\LOBOT\BGM\M_SR_AIM_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMRIFLE_HIT_HERO_UZI" file="Anims\LOBOT\BGM\M_HIT_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_RAISE_HERO_UZI" file="Anims\LOBOT\BGM\M_RAISE_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_HERO_UZI" file="Anims\LOBOT\BGM\M_R_SDSP_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_HERO_UZI" file="Anims\LOBOT\BGM\M_SDSP_AIM_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMRIFLE_DUST_SHOE_UZI" file="Anims\LOBOT\BGM\M_SHOEDUST_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_WIPE_UZI" file="Anims\LOBOT\BGM\M_WIPE_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_NECK_UZI" file="Anims\LOBOT\BGM\M_NECK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_NECK_HERO_UZI" file="Anims\LOBOT\BGM\M_NECK_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_HERO_UZI" file="Anims\LOBOT\BGM\M_R_C_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMRIFLE_CROUCH_BIGM_UZI" file="Anims\LOBOT\BGM\M_R_C_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="BGMRIFLE_CR_AIM_HERO_UZI" file="Anims\LOBOT\BGM\M_CR_AIM_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMRIFLE_PRONE_HERO_UZI" file="Anims\LOBOT\BGM\M_R_PRN_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGMRIFLE_HIP_HERO_UZI" file="Anims\LOBOT\BGM\M_R_HIP_AIM_HERO_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<!-- 1 Handed Uzi -->
<AnimSurface name="BGM_CROUCHWALK_UZI_1H" file="Anims\LOBOT\BGM\cr_walk_pistol_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="BGM_CROUCHWALK_DUAL_UZI_1H" file="Anims\LOBOT\BGM\cr_walk_dual_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="BGM_CROUCHWALK_DUAL_UZI_1H_LEFT" file="Anims\LOBOT\BGM\cr_walk_dual_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="BGMEMPTY_IDLE_UZI_1H" file="Anims\LOBOT\BGM\M_N_STD_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMEMPTY_IDLE_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_N_STD_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMEMPTY_CROUCH_UZI_1H" file="Anims\LOBOT\BGM\M_N_CRCH_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMEMPTY_CROUCH_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_N_CRCH_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="BGMEMPTY_SWAT_UZI_1H" file="Anims\LOBOT\BGM\M_N_SWAT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMEMPTY_SWAT_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_N_SWAT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="BGMEMPTY_RUN_UZI_1H" file="Anims\LOBOT\BGM\M_N_RUN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_RUN_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_N_RUN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_UZI_1H" file="Anims\LOBOT\BGM\M_N_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_N_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_HURT_UZI_1H" file="Anims\LOBOT\BGM\M_N_WALK_HURT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_WALK_HURT_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_N_WALK_HURT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMEMPTY_PRONE_UZI_1H" file="Anims\LOBOT\BGM\M_N_PRNE_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="BGMDUAL_PRONE_UZI_1H" file="Anims\LOBOT\BGM\M_DB_PRN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_PRONE_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_DB_PRN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMPISTOL_IDLE_UZI_1H" file="Anims\LOBOT\BGM\M_P_BRTH_HERO_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMPISTOL_WALK_UZI_1H" file="Anims\LOBOT\BGM\M_P_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMPISTOL_RDY_WALK_UZI_1H" file="Anims\LOBOT\BGM\M_P_RDY_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_RDY_WALK_UZI_1H" file="Anims\LOBOT\BGM\M_DBL_RDY_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_RDY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_DBL_RDY_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMPISTOL_AIM_UZI_1H" file="Anims\LOBOT\BGM\M_P_SHOT_HERO_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMPISTOL_AIM_1H_UZI_1H" file="Anims\LOBOT\BGM\M_N_SHOT2_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGMPISTOL_LOW_UZI_1H" file="Anims\LOBOT\BGM\M_P_LOW_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGMPISTOL_CR_AIM_UZI_1H" file="Anims\LOBOT\BGM\M_CR_AIM_P_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="BGMDUAL_CR_AIM_UZI_1H" file="Anims\LOBOT\BGM\M_CR_AIM_D_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="BGMDUAL_CR_AIM_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_CR_AIM_D_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="BGMPISTOL_SDSTP_UZI_1H" file="Anims\LOBOT\BGM\M_P_SDSP_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMPISTOL_SDSTP_AIM_UZI_1H" file="Anims\LOBOT\BGM\M_P_SDSP_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_SDSTP_UZI_1H" file="Anims\LOBOT\BGM\M_DBL_SDSP_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_SDSTP_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_DBL_SDSP_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_SDSTP_AIM_UZI_1H" file="Anims\LOBOT\BGM\M_DBL_SDSP_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_SDSTP_AIM_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_DBL_SDSP_AIM_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGMDUAL_AIM_UZI_1H" file="Anims\LOBOT\BGM\M_DBLSHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="BGMDUAL_AIM_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_DBLSHOT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="BGMEMPTY_PAIN_UZI_1H" file="Anims\LOBOT\BGM\M_N_PAIN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMEMPTY_PAIN_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_N_PAIN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="BGMEMPTY_DRUNK_UZI_1H" file="Anims\LOBOT\BGM\M_N_DRUNK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGMEMPTY_DRUNK_UZI_1H_LEFT" file="Anims\LOBOT\BGM\M_N_DRUNK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="BGM_WATER_PISTOL_IDLE_UZI_1H" file="Anims\LOBOT\BGM\MW_P_BRTH_HERO_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGM_WATER_PISTOL_WALK_UZI_1H" file="Anims\LOBOT\BGM\MW_P_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGM_WATER_PISTOL_AIM_UZI_1H" file="Anims\LOBOT\BGM\MW_P_SHOT_HERO_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="BGM_WATER_EMPTY_IDLE_UZI_1H" file="Anims\LOBOT\BGM\MW_N_STD_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGM_WATER_EMPTY_IDLE_UZI_1H_LEFT" file="Anims\LOBOT\BGM\MW_N_STD_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="BGM_WATER_EMPTY_WALK_UZI_1H" file="Anims\LOBOT\BGM\MW_N_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGM_WATER_EMPTY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\BGM\MW_N_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="BGM_WATER_DUAL_AIM_UZI_1H" file="Anims\LOBOT\BGM\MW_DBLSHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="BGM_WATER_DUAL_AIM_UZI_1H_LEFT" file="Anims\LOBOT\BGM\MW_DBLSHOT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
@@ -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 +1,193 @@
<?xml version="1.0" encoding="utf-8"?>
<LogicalAnimationSurfaces>
<Layer name="gun">
<LayerProp filter="HasBlackAKInHand" palette="guns_v2_pal_swap">
<Surface name="BGM_RIFLE_OPEN_AK47" animsurface="BGMOPEN" />
<Surface name="BGMRIFLE_WALK_CROUCH_AK47" animsurface="BGMCROUCH_R_RDY" />
<Surface name="BGMRIFLE_WALK_RDY_HERO_AK47" animsurface="BGMWALK_R_RDY2" />
<Surface name="BGMRIFLE_WALK_AK47" animsurface="BGMWALK_R_RDY" />
<Surface name="BGMRIFLE_IDLE_HERO_AK47" animsurface="BGMSTANDING" />
<Surface name="BGMRIFLE_IDLE_AK47" animsurface="BGMTHREATENSTAND" />
<Surface name="BGMRIFLE_WALK_HERO_AK47" animsurface="BGMWALKING" />
<Surface name="BGMBASICWALK_AK47" animsurface="BGMWALK2" />
<Surface name="BGMRUNNING_HERO_AK47" animsurface="BGMRUNNING" />
<Surface name="BGMRUNNING_AK47" animsurface="BGMRUN2" />
<Surface name="BGMRIFLE_CROUCH_HERO_AK47" animsurface="BGMCROUCHING" />
<Surface name="BGMRIFLE_CROUCH_BIGM_AK47" animsurface="BGMCROUCHTRANS" />
<Surface name="BGMRIFLE_SIDESTEP_AK47" animsurface="BGMSIDESTEP" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_AK47" animsurface="BGMSIDESTEP_R_RDY" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_AK47" animsurface="BGMSIDESTEP_R_RDY2" />
<Surface name="BGMRIFLE_SWAT_AK47" animsurface="BGMSNEAKING" />
<Surface name="BGMRIFLE_RAISE_HERO_AK47" animsurface="BGMRAISE" />
<Surface name="BGMRIFLE_RAISE_AK47" animsurface="BGMRAISE2" />
<Surface name="BGMRIFLE_AIM_HERO_AK47" animsurface="BGMSTANDAIM" />
<Surface name="BGMRIFLE_AIM_AK47" animsurface="BGMSTANDAIM2" />
<Surface name="BGMRIFLE_AIM_AK47" animsurface="BGMSRAIMALT" />
<Surface name="BGMRIFLE_HIP_AK47" animsurface="BGM_HIP_AIM" />
<Surface name="BGMRIFLE_HIP_HERO_AK47" animsurface="BGMHIPAIMALT" />
<Surface name="BGMRIFLE_CR_AIM_HERO_AK47" animsurface="BGMCROUCHAIM" />
<Surface name="BGMRIFLE_PRONE_HERO_AK47" animsurface="BGMPRONE" />
<Surface name="BGMRIFLE_HIT_HERO_AK47" animsurface="BGMRHIT" />
<Surface name="BGMRIFLE_PAIN_AK47" animsurface="BGMHURTSTANDINGR" />
<Surface name="BGMRIFLE_COWER_AK47" animsurface="BGMCOWER" />
<Surface name="BGMRIFLE_PRN_COWER_AK47" animsurface="BGM_COWER_PRONE" />
<Surface name="BGMRIFLE_WALK_HURT_AK47" animsurface="BGMHURTWALKINGR" />
<Surface name="BGMRIFLE_KICKDOOR_AK47" animsurface="BGMKICKDOOR" />
<Surface name="BGMRIFLE_DUST_SHOE_AK47" animsurface="BGMSHOEDUST" />
<Surface name="BGMRIFLE_WIPE_AK47" animsurface="BGMHEADTURN" />
<Surface name="BGMRIFLE_NECK_AK47" animsurface="BGMIDLENECK" />
<Surface name="BGMRIFLE_NECK_HERO_AK47" animsurface="BGMIDLENECK2" />
<Surface name="BGMRIFLE_DRUNK_AK47" animsurface="BGMDRUNK" />
<Surface name="BGMRIFLE_BAYONET_AK47" animsurface="BGMBAYONET_S_S" />
<Surface name="BGMRIFLE_BAYONET_L_AK47" animsurface="BGMBAYONET_S_P" />
<Surface name="BGMRIFLE_LOW_AK47" animsurface="BGMSHOOT_LOW" />
<Surface name="BGMRIFLE_HIP_LOW_AK47" animsurface="RGM_HIP_LOW" />
<Surface name="BGMRIFLE_ROLL_SIDE_AK47" animsurface="BGMROLL_PR" />
<Surface name="BGM_WATER_RIFLE_IDLE_AK47" animsurface="BGMWATER_R_STD" />
<Surface name="BGM_WATER_RIFLE_WALK_AK47" animsurface="BGMWATER_R_WALK" />
<Surface name="BGM_WATER_RIFLE_AIM_AK47" animsurface="BGMWATER_R_AIM" />
<Surface name="BGM_WATER_RIFLE_HIP_AK47" animsurface="BGM_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasBlackPatriotInHand" palette="guns_v2_pal_swap">
<Surface name="BGM_RIFLE_OPEN_PATRIOT" animsurface="BGMOPEN" />
<Surface name="BGMRIFLE_WALK_CROUCH_PATRIOT" animsurface="BGMCROUCH_R_RDY" />
<Surface name="BGMRIFLE_WALK_RDY_HERO_PATRIOT" animsurface="BGMWALK_R_RDY2" />
<Surface name="BGMRIFLE_WALK_PATRIOT" animsurface="BGMWALK_R_RDY" />
<Surface name="BGMRIFLE_IDLE_HERO_PATRIOT" animsurface="BGMSTANDING" />
<Surface name="BGMRIFLE_IDLE_PATRIOT" animsurface="BGMTHREATENSTAND" />
<Surface name="BGMRIFLE_WALK_HERO_PATRIOT" animsurface="BGMWALKING" />
<Surface name="BGMBASICWALK_PATRIOT" animsurface="BGMWALK2" />
<Surface name="BGMRUNNING_HERO_PATRIOT" animsurface="BGMRUNNING" />
<Surface name="BGMRUNNING_PATRIOT" animsurface="BGMRUN2" />
<Surface name="BGMRIFLE_CROUCH_HERO_PATRIOT" animsurface="BGMCROUCHING" />
<Surface name="BGMRIFLE_CROUCH_BIGM_PATRIOT" animsurface="BGMCROUCHTRANS" />
<Surface name="BGMRIFLE_SIDESTEP_PATRIOT" animsurface="BGMSIDESTEP" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_PATRIOT" animsurface="BGMSIDESTEP_R_RDY" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_PATRIOT" animsurface="BGMSIDESTEP_R_RDY2" />
<Surface name="BGMRIFLE_SWAT_PATRIOT" animsurface="BGMSNEAKING" />
<Surface name="BGMRIFLE_RAISE_HERO_PATRIOT" animsurface="BGMRAISE" />
<Surface name="BGMRIFLE_RAISE_PATRIOT" animsurface="BGMRAISE2" />
<Surface name="BGMRIFLE_AIM_HERO_PATRIOT" animsurface="BGMSTANDAIM" />
<Surface name="BGMRIFLE_AIM_PATRIOT" animsurface="BGMSTANDAIM2" />
<Surface name="BGMRIFLE_AIM_PATRIOT" animsurface="BGMSRAIMALT" />
<Surface name="BGMRIFLE_HIP_PATRIOT" animsurface="BGM_HIP_AIM" />
<Surface name="BGMRIFLE_HIP_HERO_PATRIOT" animsurface="BGMHIPAIMALT" />
<Surface name="BGMRIFLE_CR_AIM_HERO_PATRIOT" animsurface="BGMCROUCHAIM" />
<Surface name="BGMRIFLE_PRONE_HERO_PATRIOT" animsurface="BGMPRONE" />
<Surface name="BGMRIFLE_HIT_HERO_PATRIOT" animsurface="BGMRHIT" />
<Surface name="BGMRIFLE_PAIN_PATRIOT" animsurface="BGMHURTSTANDINGR" />
<Surface name="BGMRIFLE_COWER_PATRIOT" animsurface="BGMCOWER" />
<Surface name="BGMRIFLE_PRN_COWER_PATRIOT" animsurface="BGM_COWER_PRONE" />
<Surface name="BGMRIFLE_WALK_HURT_PATRIOT" animsurface="BGMHURTWALKINGR" />
<Surface name="BGMRIFLE_KICKDOOR_PATRIOT" animsurface="BGMKICKDOOR" />
<Surface name="BGMRIFLE_DUST_SHOE_PATRIOT" animsurface="BGMSHOEDUST" />
<Surface name="BGMRIFLE_WIPE_PATRIOT" animsurface="BGMHEADTURN" />
<Surface name="BGMRIFLE_NECK_PATRIOT" animsurface="BGMIDLENECK" />
<Surface name="BGMRIFLE_NECK_HERO_PATRIOT" animsurface="BGMIDLENECK2" />
<Surface name="BGMRIFLE_DRUNK_PATRIOT" animsurface="BGMDRUNK" />
<Surface name="BGMRIFLE_BAYONET_PATRIOT" animsurface="BGMBAYONET_S_S" />
<Surface name="BGMRIFLE_BAYONET_L_PATRIOT" animsurface="BGMBAYONET_S_P" />
<Surface name="BGMRIFLE_LOW_PATRIOT" animsurface="BGMSHOOT_LOW" />
<Surface name="BGMRIFLE_HIP_LOW_PATRIOT" animsurface="RGM_HIP_LOW" />
<Surface name="BGMRIFLE_ROLL_SIDE_PATRIOT" animsurface="BGMROLL_PR" />
<Surface name="BGM_WATER_RIFLE_IDLE_PATRIOT" animsurface="BGMWATER_R_STD" />
<Surface name="BGM_WATER_RIFLE_WALK_PATRIOT" animsurface="BGMWATER_R_WALK" />
<Surface name="BGM_WATER_RIFLE_AIM_PATRIOT" animsurface="BGMWATER_R_AIM" />
<Surface name="BGM_WATER_RIFLE_HIP_PATRIOT" animsurface="BGM_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasBlackSniperInHand" palette="guns_v2_pal_swap">
<Surface name="BGM_RIFLE_OPEN_TRG42" animsurface="BGMOPEN" />
<Surface name="BGMRIFLE_WALK_CROUCH_TRG42" animsurface="BGMCROUCH_R_RDY" />
<Surface name="BGMRIFLE_WALK_RDY_HERO_TRG42" animsurface="BGMWALK_R_RDY2" />
<Surface name="BGMRIFLE_WALK_TRG42" animsurface="BGMWALK_R_RDY" />
<Surface name="BGMRIFLE_IDLE_HERO_TRG42" animsurface="BGMSTANDING" />
<Surface name="BGMRIFLE_IDLE_TRG42" animsurface="BGMTHREATENSTAND" />
<Surface name="BGMRIFLE_WALK_HERO_TRG42" animsurface="BGMWALKING" />
<Surface name="BGMBASICWALK_TRG42" animsurface="BGMWALK2" />
<Surface name="BGMRUNNING_HERO_TRG42" animsurface="BGMRUNNING" />
<Surface name="BGMRUNNING_TRG42" animsurface="BGMRUN2" />
<Surface name="BGMRIFLE_CROUCH_HERO_TRG42" animsurface="BGMCROUCHING" />
<Surface name="BGMRIFLE_CROUCH_BIGM_TRG42" animsurface="BGMCROUCHTRANS" />
<Surface name="BGMRIFLE_SIDESTEP_TRG42" animsurface="BGMSIDESTEP" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_TRG42" animsurface="BGMSIDESTEP_R_RDY" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_TRG42" animsurface="BGMSIDESTEP_R_RDY2" />
<Surface name="BGMRIFLE_SWAT_TRG42" animsurface="BGMSNEAKING" />
<Surface name="BGMRIFLE_RAISE_HERO_TRG42" animsurface="BGMRAISE" />
<Surface name="BGMRIFLE_RAISE_TRG42" animsurface="BGMRAISE2" />
<Surface name="BGMRIFLE_AIM_HERO_TRG42" animsurface="BGMSTANDAIM" />
<Surface name="BGMRIFLE_AIM_TRG42" animsurface="BGMSTANDAIM2" />
<Surface name="BGMRIFLE_AIM_TRG42" animsurface="BGMSRAIMALT" />
<Surface name="BGMRIFLE_HIP_TRG42" animsurface="BGM_HIP_AIM" />
<Surface name="BGMRIFLE_HIP_HERO_TRG42" animsurface="BGMHIPAIMALT" />
<Surface name="BGMRIFLE_CR_AIM_HERO_TRG42" animsurface="BGMCROUCHAIM" />
<Surface name="BGMRIFLE_PRONE_HERO_TRG42" animsurface="BGMPRONE" />
<Surface name="BGMRIFLE_HIT_HERO_TRG42" animsurface="BGMRHIT" />
<Surface name="BGMRIFLE_PAIN_TRG42" animsurface="BGMHURTSTANDINGR" />
<Surface name="BGMRIFLE_COWER_TRG42" animsurface="BGMCOWER" />
<Surface name="BGMRIFLE_PRN_COWER_TRG42" animsurface="BGM_COWER_PRONE" />
<Surface name="BGMRIFLE_WALK_HURT_TRG42" animsurface="BGMHURTWALKINGR" />
<Surface name="BGMRIFLE_KICKDOOR_TRG42" animsurface="BGMKICKDOOR" />
<Surface name="BGMRIFLE_DUST_SHOE_TRG42" animsurface="BGMSHOEDUST" />
<Surface name="BGMRIFLE_WIPE_TRG42" animsurface="BGMHEADTURN" />
<Surface name="BGMRIFLE_NECK_TRG42" animsurface="BGMIDLENECK" />
<Surface name="BGMRIFLE_NECK_HERO_TRG42" animsurface="BGMIDLENECK2" />
<Surface name="BGMRIFLE_DRUNK_TRG42" animsurface="BGMDRUNK" />
<Surface name="BGMRIFLE_BAYONET_TRG42" animsurface="BGMBAYONET_S_S" />
<Surface name="BGMRIFLE_BAYONET_L_TRG42" animsurface="BGMBAYONET_S_P" />
<Surface name="BGMRIFLE_LOW_TRG42" animsurface="BGMSHOOT_LOW" />
<Surface name="BGMRIFLE_HIP_LOW_TRG42" animsurface="RGM_HIP_LOW" />
<Surface name="BGMRIFLE_ROLL_SIDE_TRG42" animsurface="BGMROLL_PR" />
<Surface name="BGM_WATER_RIFLE_IDLE_TRG42" animsurface="BGMWATER_R_STD" />
<Surface name="BGM_WATER_RIFLE_WALK_TRG42" animsurface="BGMWATER_R_WALK" />
<Surface name="BGM_WATER_RIFLE_AIM_TRG42" animsurface="BGMWATER_R_AIM" />
<Surface name="BGM_WATER_RIFLE_HIP_TRG42" animsurface="BGM_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasBlackSemiAutoRifleInHand" palette="guns_v2_pal_swap">
<Surface name="BGM_RIFLE_OPEN_M14" animsurface="BGMOPEN" />
<Surface name="BGMRIFLE_WALK_CROUCH_M14" animsurface="BGMCROUCH_R_RDY" />
<Surface name="BGMRIFLE_WALK_RDY_HERO_M14" animsurface="BGMWALK_R_RDY2" />
<Surface name="BGMRIFLE_WALK_M14" animsurface="BGMWALK_R_RDY" />
<Surface name="BGMRIFLE_IDLE_HERO_M14" animsurface="BGMSTANDING" />
<Surface name="BGMRIFLE_IDLE_M14" animsurface="BGMTHREATENSTAND" />
<Surface name="BGMRIFLE_WALK_HERO_M14" animsurface="BGMWALKING" />
<Surface name="BGMBASICWALK_M14" animsurface="BGMWALK2" />
<Surface name="BGMRUNNING_HERO_M14" animsurface="BGMRUNNING" />
<Surface name="BGMRUNNING_M14" animsurface="BGMRUN2" />
<Surface name="BGMRIFLE_CROUCH_HERO_M14" animsurface="BGMCROUCHING" />
<Surface name="BGMRIFLE_CROUCH_BIGM_M14" animsurface="BGMCROUCHTRANS" />
<Surface name="BGMRIFLE_SIDESTEP_M14" animsurface="BGMSIDESTEP" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_M14" animsurface="BGMSIDESTEP_R_RDY" />
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_M14" animsurface="BGMSIDESTEP_R_RDY2" />
<Surface name="BGMRIFLE_SWAT_M14" animsurface="BGMSNEAKING" />
<Surface name="BGMRIFLE_RAISE_HERO_M14" animsurface="BGMRAISE" />
<Surface name="BGMRIFLE_RAISE_M14" animsurface="BGMRAISE2" />
<Surface name="BGMRIFLE_AIM_HERO_M14" animsurface="BGMSTANDAIM" />
<Surface name="BGMRIFLE_AIM_M14" animsurface="BGMSTANDAIM2" />
<Surface name="BGMRIFLE_AIM_M14" animsurface="BGMSRAIMALT" />
<Surface name="BGMRIFLE_HIP_M14" animsurface="BGM_HIP_AIM" />
<Surface name="BGMRIFLE_HIP_HERO_M14" animsurface="BGMHIPAIMALT" />
<Surface name="BGMRIFLE_CR_AIM_HERO_M14" animsurface="BGMCROUCHAIM" />
<Surface name="BGMRIFLE_PRONE_HERO_M14" animsurface="BGMPRONE" />
<Surface name="BGMRIFLE_HIT_HERO_M14" animsurface="BGMRHIT" />
<Surface name="BGMRIFLE_PAIN_M14" animsurface="BGMHURTSTANDINGR" />
<Surface name="BGMRIFLE_COWER_M14" animsurface="BGMCOWER" />
<Surface name="BGMRIFLE_PRN_COWER_M14" animsurface="BGM_COWER_PRONE" />
<Surface name="BGMRIFLE_WALK_HURT_M14" animsurface="BGMHURTWALKINGR" />
<Surface name="BGMRIFLE_KICKDOOR_M14" animsurface="BGMKICKDOOR" />
<Surface name="BGMRIFLE_DUST_SHOE_M14" animsurface="BGMSHOEDUST" />
<Surface name="BGMRIFLE_WIPE_M14" animsurface="BGMHEADTURN" />
<Surface name="BGMRIFLE_NECK_M14" animsurface="BGMIDLENECK" />
<Surface name="BGMRIFLE_NECK_HERO_M14" animsurface="BGMIDLENECK2" />
<Surface name="BGMRIFLE_DRUNK_M14" animsurface="BGMDRUNK" />
<Surface name="BGMRIFLE_BAYONET_M14" animsurface="BGMBAYONET_S_S" />
<Surface name="BGMRIFLE_BAYONET_L_M14" animsurface="BGMBAYONET_S_P" />
<Surface name="BGMRIFLE_LOW_M14" animsurface="BGMSHOOT_LOW" />
<Surface name="BGMRIFLE_HIP_LOW_M14" animsurface="RGM_HIP_LOW" />
<Surface name="BGMRIFLE_ROLL_SIDE_M14" animsurface="BGMROLL_PR" />
<Surface name="BGM_WATER_RIFLE_IDLE_M14" animsurface="BGMWATER_R_STD" />
<Surface name="BGM_WATER_RIFLE_WALK_M14" animsurface="BGMWATER_R_WALK" />
<Surface name="BGM_WATER_RIFLE_AIM_M14" animsurface="BGMWATER_R_AIM" />
<Surface name="BGM_WATER_RIFLE_HIP_M14" animsurface="BGM_WATER_HIP_AIM" />
</LayerProp>
</Layer>
</LogicalAnimationSurfaces>
@@ -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>
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -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 +1,82 @@
<AnimSurface name="RGF_RIFLE_WALK_CROUCH_UZI" file="Anims\LOBOT\RGF\F_R_SWAT_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_UZI" file="Anims\LOBOT\RGF\F_R_RDY_WALK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_HURT_UZI" file="Anims\LOBOT\RGF\F_R_WALK_HURT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_IDLE_UZI" file="Anims\LOBOT\RGF\F_R_STD_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_BASICWALK_UZI" file="Anims\LOBOT\RGF\F_R_WALK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_CROUCH_UZI" file="Anims\LOBOT\RGF\F_R_C_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGF_RIFLE_SWAT_UZI" file="Anims\LOBOT\RGF\F_R_SWAT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_RIFLE_SIDESTEP_UZI" file="Anims\LOBOT\RGF\F_R_SDSP_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_SIDESTEP_AIM_UZI" file="Anims\LOBOT\RGF\F_R_SDSP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RUNNING_UZI" file="Anims\LOBOT\RGF\F_R_RUN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_RAISE_UZI" file="Anims\LOBOT\RGF\F_RAISE_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="RGF_RIFLE_AIM_UZI" file="Anims\LOBOT\RGF\F_SR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_RIFLE_LOW_UZI" file="Anims\LOBOT\RGF\F_R_LOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIP_UZI" file="Anims\LOBOT\RGF\F_SR_HIP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIP_LOW_UZI" file="Anims\LOBOT\RGF\F_R_HIP_LOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_RIFLE_CR_AIM_UZI" file="Anims\LOBOT\RGF\F_CR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_RIFLE_PRONE_UZI" file="Anims\LOBOT\RGF\F_R_PRN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGF_RIFLE_OPEN_UZI" file="Anims\LOBOT\RGF\F_RIFLE_OPEN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="RGF_RIFLE_KICKDOOR_UZI" file="Anims\LOBOT\RGF\F_R_DR_KICK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_RIFLE_DRUNK_UZI" file="Anims\LOBOT\RGF\F_R_DRUNK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_RIFLE_BAYONET_UZI" file="Anims\LOBOT\RGF\F_R_BAYONET_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_RIFLE_BAYONET_L_UZI" file="Anims\LOBOT\RGF\F_R_BAYONET_L_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
<AnimSurface name="RGF_RIFLE_HIT_UZI" file="Anims\LOBOT\RGF\F_HIT_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
<AnimSurface name="RGF_RIFLE_PAIN_UZI" file="Anims\LOBOT\RGF\F_R_PAIN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_RIFLE_COWER_UZI" file="Anims\LOBOT\RGF\F_R_COWER_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_PRN_COWER_UZI" file="Anims\LOBOT\RGF\F_R_PRNCOW_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
<AnimSurface name="RGF_RIFLE_ROLL_SIDE_UZI" file="Anims\LOBOT\RGF\F_R_ROLL_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
<AnimSurface name="RGF_RIFLE_LOOK_UZI" file="Anims\LOBOT\RGF\F_R_LOOK_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_RIFLE_CLEAN_UZI" file="Anims\LOBOT\RGF\F_R_CLEAN_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_IDLE_UZI" file="Anims\LOBOT\RGF\FW_R_STD_uzi.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_WALK_UZI" file="Anims\LOBOT\RGF\FW_R_WALK_uzi.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_AIM_UZI" file="Anims\LOBOT\RGF\FW_SR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_WATER_RIFLE_HIP_UZI" file="Anims\LOBOT\RGF\FW_SR_HIP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<!-- 1 Handed Uzi -->
<AnimSurface name="RGF_CROUCHWALK_UZI_1H" file="Anims\LOBOT\RGF\F_P_SWAT_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_CROUCHWALK_DUAL_UZI_1H" file="Anims\LOBOT\RGF\F_D_SWAT_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_CROUCHWALK_DUAL_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_D_SWAT_AIM_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="RGF_EMPTY_IDLE_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_P_BRTH_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_EMPTY_CROUCH_UZI_1H" file="Anims\LOBOT\RGF\F_N_CRCH_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGF_EMPTY_CROUCH_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_CRCH_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
<AnimSurface name="RGF_EMPTY_SWAT_UZI_1H" file="Anims\LOBOT\RGF\F_N_SWAT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_EMPTY_SWAT_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_SWAT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
<AnimSurface name="RGF_EMPTY_RUN_UZI_1H" file="Anims\LOBOT\RGF\F_N_RUN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_RUN_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_RUN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_WALK_UZI_1H" file="Anims\LOBOT\RGF\F_N_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_HURT_UZI_1H" file="Anims\LOBOT\RGF\F_R_WALK_HURT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_RIFLE_WALK_HURT_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_R_WALK_HURT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_EMPTY_PRONE_UZI_1H" file="Anims\LOBOT\RGF\F_N_PRNE_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
<AnimSurface name="RGF_DUAL_PRONE_UZI_1H" file="Anims\LOBOT\RGF\F_DB_PRN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_PRONE_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_DB_PRN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_PISTOL_IDLE_UZI_1H" file="Anims\LOBOT\RGF\F_P_BRTH_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_PISTOL_WALK_UZI_1H" file="Anims\LOBOT\RGF\F_N_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_PISTOL_RDY_WALK_UZI_1H" file="Anims\LOBOT\RGF\F_P_RDY_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_RDY_WALK_UZI_1H" file="Anims\LOBOT\RGF\F_DBL_RDY_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_RDY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_DBL_RDY_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_PISTOL_AIM_UZI_1H" file="Anims\LOBOT\RGF\F_P_SHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_PISTOL_AIM_1H_UZI_1H" file="Anims\LOBOT\RGF\F_P_SHOT2_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_PISTOL_LOW_UZI_1H" file="Anims\LOBOT\RGF\F_P_LOW_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_PISTOL_CR_AIM_UZI_1H" file="Anims\LOBOT\RGF\F_CR_AIM_P_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
<AnimSurface name="RGF_DUAL_CR_AIM_UZI_1H" file="Anims\LOBOT\RGF\F_CR_AIM_D_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGF_DUAL_CR_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_CR_AIM_D_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGF_PISTOL_SDSTP_UZI_1H" file="Anims\LOBOT\RGF\F_P_SDSP_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_PISTOL_SDSTP_AIM_UZI_1H" file="Anims\LOBOT\RGF\F_P_SDSP_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_SDSTP_UZI_1H" file="Anims\LOBOT\RGF\F_DBL_SDSP_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_SDSTP_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_DBL_SDSP_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_SDSTP_AIM_UZI_1H" file="Anims\LOBOT\RGF\F_DBL_SDSP_AIM_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_SDSTP_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_DBL_SDSP_AIM_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_DUAL_AIM_UZI_1H" file="Anims\LOBOT\RGF\F_DBLSHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGF_DUAL_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_DBLSHOT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGF_EMPTY_PAIN_UZI_1H" file="Anims\LOBOT\RGF\F_N_PAIN_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_EMPTY_PAIN_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_PAIN_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
<AnimSurface name="RGF_EMPTY_DRUNK_UZI_1H" file="Anims\LOBOT\RGF\F_N_DRUNK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_EMPTY_DRUNK_UZI_1H_LEFT" file="Anims\LOBOT\RGF\F_N_DRUNK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
<AnimSurface name="RGF_WATER_PISTOL_IDLE_UZI_1H" file="Anims\LOBOT\RGF\FW_P_BRTH_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_WATER_PISTOL_AIM_UZI_1H" file="Anims\LOBOT\RGF\FW_P_SHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="RGF_WATER_EMPTY_IDLE_UZI_1H" file="Anims\LOBOT\RGF\FW_N_STD_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_WATER_EMPTY_IDLE_UZI_1H_LEFT" file="Anims\LOBOT\RGF\FW_N_STD_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="RGF_WATER_EMPTY_WALK_UZI_1H" file="Anims\LOBOT\RGF\FW_N_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_WATER_EMPTY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\RGF\FW_N_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="RGF_WATER_DUAL_AIM_UZI_1H" file="Anims\LOBOT\RGF\FW_DBLSHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="RGF_WATER_DUAL_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGF\FW_DBLSHOT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,153 @@
<?xml version="1.0" encoding="utf-8"?>
<LogicalAnimationSurfaces>
<Layer name="gun">
<LayerProp filter="HasBlackAKInHand" palette="guns_v2_pal_swap">
<Surface name="RGF_RIFLE_OPEN_AK47" animsurface="RGFOPEN"/>
<Surface name="RGF_RIFLE_WALK_CROUCH_AK47" animsurface="RGFCROUCH_R_RDY"/>
<Surface name="RGF_RIFLE_WALK_AK47" animsurface="RGFWALK_R_RDY"/>
<Surface name="RGF_RIFLE_IDLE_AK47" animsurface="RGFSTANDING"/>
<Surface name="RGF_BASICWALK_AK47" animsurface="RGFWALKING"/>
<Surface name="RGF_RUNNING_AK47" animsurface="RGFRUNNING"/>
<Surface name="RGF_RIFLE_CROUCH_AK47" animsurface="RGFCROUCHING"/>
<Surface name="RGF_RIFLE_SIDESTEP_AK47" animsurface="RGFSIDESTEP"/>
<Surface name="RGF_RIFLE_SIDESTEP_AIM_AK47" animsurface="RGFSIDESTEP_R_RDY"/>
<Surface name="RGF_RIFLE_SWAT_AK47" animsurface="RGFSNEAKING"/>
<Surface name="RGF_RIFLE_RAISE_AK47" animsurface="RGFRAISE"/>
<Surface name="RGF_RIFLE_AIM_AK47" animsurface="RGFSTANDAIM"/>
<Surface name="RGF_RIFLE_HIP_AK47" animsurface="RGF_HIP_AIM"/>
<Surface name="RGF_RIFLE_CR_AIM_AK47" animsurface="RGFCROUCHAIM"/>
<Surface name="RGF_RIFLE_PRONE_AK47" animsurface="RGFPRONE"/>
<Surface name="RGF_RIFLE_HIT_AK47" animsurface="RGFRHIT"/>
<Surface name="RGF_RIFLE_PAIN_AK47" animsurface="RGFHURTSTANDINGR"/>
<Surface name="RGF_RIFLE_COWER_AK47" animsurface="RGFCOWER"/>
<Surface name="RGF_RIFLE_PRN_COWER_AK47" animsurface="RGF_COWER_PRONE"/>
<Surface name="RGF_RIFLE_WALK_HURT_AK47" animsurface="RGFHURTWALKINGR"/>
<Surface name="RGF_RIFLE_KICKDOOR_AK47" animsurface="RGFKICKDOOR"/>
<!--<Surface name="RGF_RIFLE_SQUISH_AK47" animsurface="RGF_SQUISH" />
<Surface name="RGF_RIFLE_LOOK_AK47" animsurface="RGF_LOOK" />
<Surface name="RGF_RIFLE_SPIT_AK47" animsurface="RGF_SPIT" />-->
<Surface name="RGF_RIFLE_DRUNK_AK47" animsurface="RGFDRUNK"/>
<Surface name="RGF_RIFLE_BAYONET_AK47" animsurface="RGFBAYONET_S_S"/>
<Surface name="RGF_RIFLE_BAYONET_L_AK47" animsurface="RGFBAYONET_S_P"/>
<Surface name="RGF_RIFLE_LOW_AK47" animsurface="RGFSHOOT_LOW"/>
<Surface name="RGF_RIFLE_ROLL_SIDE_AK47" animsurface="RGFROLL_PR"/>
<Surface name="RGF_RIFLE_LOOK_AK47" animsurface="RGFALOOK"/>
<Surface name="RGF_RIFLE_CLEAN_AK47" animsurface="RGFCLEAN"/>
<Surface name="RGF_WATER_RIFLE_IDLE_AK47" animsurface="RGFWATER_R_STD" />
<Surface name="RGF_WATER_RIFLE_WALK_AK47" animsurface="RGFWATER_R_WALK" />
<Surface name="RGF_WATER_RIFLE_AIM_AK47" animsurface="RGFWATER_R_AIM" />
<Surface name="RGF_WATER_RIFLE_HIP_AK47" animsurface="RGF_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasBlackPatriotInHand" palette="guns_v2_pal_swap">
<Surface name="RGF_RIFLE_OPEN_PATRIOT" animsurface="RGFOPEN"/>
<Surface name="RGF_RIFLE_WALK_CROUCH_PATRIOT" animsurface="RGFCROUCH_R_RDY"/>
<Surface name="RGF_RIFLE_WALK_PATRIOT" animsurface="RGFWALK_R_RDY"/>
<Surface name="RGF_RIFLE_IDLE_PATRIOT" animsurface="RGFSTANDING"/>
<Surface name="RGF_BASICWALK_PATRIOT" animsurface="RGFWALKING"/>
<Surface name="RGF_RUNNING_PATRIOT" animsurface="RGFRUNNING"/>
<Surface name="RGF_RIFLE_CROUCH_PATRIOT" animsurface="RGFCROUCHING"/>
<Surface name="RGF_RIFLE_SIDESTEP_PATRIOT" animsurface="RGFSIDESTEP"/>
<Surface name="RGF_RIFLE_SIDESTEP_AIM_PATRIOT" animsurface="RGFSIDESTEP_R_RDY"/>
<Surface name="RGF_RIFLE_SWAT_PATRIOT" animsurface="RGFSNEAKING"/>
<Surface name="RGF_RIFLE_RAISE_PATRIOT" animsurface="RGFRAISE"/>
<Surface name="RGF_RIFLE_AIM_PATRIOT" animsurface="RGFSTANDAIM"/>
<Surface name="RGF_RIFLE_HIP_PATRIOT" animsurface="RGF_HIP_AIM"/>
<Surface name="RGF_RIFLE_CR_AIM_PATRIOT" animsurface="RGFCROUCHAIM"/>
<Surface name="RGF_RIFLE_PRONE_PATRIOT" animsurface="RGFPRONE"/>
<Surface name="RGF_RIFLE_HIT_PATRIOT" animsurface="RGFRHIT"/>
<Surface name="RGF_RIFLE_PAIN_PATRIOT" animsurface="RGFHURTSTANDINGR"/>
<Surface name="RGF_RIFLE_COWER_PATRIOT" animsurface="RGFCOWER"/>
<Surface name="RGF_RIFLE_PRN_COWER_PATRIOT" animsurface="RGF_COWER_PRONE"/>
<Surface name="RGF_RIFLE_WALK_HURT_PATRIOT" animsurface="RGFHURTWALKINGR"/>
<Surface name="RGF_RIFLE_KICKDOOR_PATRIOT" animsurface="RGFKICKDOOR"/>
<!--<Surface name="RGF_RIFLE_SQUISH_PATRIOT" animsurface="RGF_SQUISH" />
<Surface name="RGF_RIFLE_LOOK_PATRIOT" animsurface="RGF_LOOK" />
<Surface name="RGF_RIFLE_SPIT_PATRIOT" animsurface="RGF_SPIT" />-->
<Surface name="RGF_RIFLE_DRUNK_PATRIOT" animsurface="RGFDRUNK"/>
<Surface name="RGF_RIFLE_BAYONET_PATRIOT" animsurface="RGFBAYONET_S_S"/>
<Surface name="RGF_RIFLE_BAYONET_L_PATRIOT" animsurface="RGFBAYONET_S_P"/>
<Surface name="RGF_RIFLE_LOW_PATRIOT" animsurface="RGFSHOOT_LOW"/>
<Surface name="RGF_RIFLE_ROLL_SIDE_PATRIOT" animsurface="RGFROLL_PR"/>
<Surface name="RGF_RIFLE_LOOK_PATRIOT" animsurface="RGFALOOK"/>
<Surface name="RGF_RIFLE_CLEAN_PATRIOT" animsurface="RGFCLEAN"/>
<Surface name="RGF_WATER_RIFLE_IDLE_PATRIOT" animsurface="RGFWATER_R_STD" />
<Surface name="RGF_WATER_RIFLE_WALK_PATRIOT" animsurface="RGFWATER_R_WALK" />
<Surface name="RGF_WATER_RIFLE_AIM_PATRIOT" animsurface="RGFWATER_R_AIM" />
<Surface name="RGF_WATER_RIFLE_HIP_PATRIOT" animsurface="RGF_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasBlackSniperInHand" palette="guns_v2_pal_swap">
<Surface name="RGF_RIFLE_OPEN_TRG42" animsurface="RGFOPEN"/>
<Surface name="RGF_RIFLE_WALK_CROUCH_TRG42" animsurface="RGFCROUCH_R_RDY"/>
<Surface name="RGF_RIFLE_WALK_TRG42" animsurface="RGFWALK_R_RDY"/>
<Surface name="RGF_RIFLE_IDLE_TRG42" animsurface="RGFSTANDING"/>
<Surface name="RGF_BASICWALK_TRG42" animsurface="RGFWALKING"/>
<Surface name="RGF_RUNNING_TRG42" animsurface="RGFRUNNING"/>
<Surface name="RGF_RIFLE_CROUCH_TRG42" animsurface="RGFCROUCHING"/>
<Surface name="RGF_RIFLE_SIDESTEP_TRG42" animsurface="RGFSIDESTEP"/>
<Surface name="RGF_RIFLE_SIDESTEP_AIM_TRG42" animsurface="RGFSIDESTEP_R_RDY"/>
<Surface name="RGF_RIFLE_SWAT_TRG42" animsurface="RGFSNEAKING"/>
<Surface name="RGF_RIFLE_RAISE_TRG42" animsurface="RGFRAISE"/>
<Surface name="RGF_RIFLE_AIM_TRG42" animsurface="RGFSTANDAIM"/>
<Surface name="RGF_RIFLE_HIP_TRG42" animsurface="RGF_HIP_AIM"/>
<Surface name="RGF_RIFLE_CR_AIM_TRG42" animsurface="RGFCROUCHAIM"/>
<Surface name="RGF_RIFLE_PRONE_TRG42" animsurface="RGFPRONE"/>
<Surface name="RGF_RIFLE_HIT_TRG42" animsurface="RGFRHIT"/>
<Surface name="RGF_RIFLE_PAIN_TRG42" animsurface="RGFHURTSTANDINGR"/>
<Surface name="RGF_RIFLE_COWER_TRG42" animsurface="RGFCOWER"/>
<Surface name="RGF_RIFLE_PRN_COWER_TRG42" animsurface="RGF_COWER_PRONE"/>
<Surface name="RGF_RIFLE_WALK_HURT_TRG42" animsurface="RGFHURTWALKINGR"/>
<Surface name="RGF_RIFLE_KICKDOOR_TRG42" animsurface="RGFKICKDOOR"/>
<!--<Surface name="RGF_RIFLE_SQUISH_TRG42" animsurface="RGF_SQUISH" />
<Surface name="RGF_RIFLE_LOOK_TRG42" animsurface="RGF_LOOK" />
<Surface name="RGF_RIFLE_SPIT_TRG42" animsurface="RGF_SPIT" />-->
<Surface name="RGF_RIFLE_DRUNK_TRG42" animsurface="RGFDRUNK"/>
<Surface name="RGF_RIFLE_BAYONET_TRG42" animsurface="RGFBAYONET_S_S"/>
<Surface name="RGF_RIFLE_BAYONET_L_TRG42" animsurface="RGFBAYONET_S_P"/>
<Surface name="RGF_RIFLE_LOW_TRG42" animsurface="RGFSHOOT_LOW"/>
<Surface name="RGF_RIFLE_ROLL_SIDE_TRG42" animsurface="RGFROLL_PR"/>
<Surface name="RGF_RIFLE_LOOK_TRG42" animsurface="RGFALOOK"/>
<Surface name="RGF_RIFLE_CLEAN_TRG42" animsurface="RGFCLEAN"/>
<Surface name="RGF_WATER_RIFLE_IDLE_TRG42" animsurface="RGFWATER_R_STD" />
<Surface name="RGF_WATER_RIFLE_WALK_TRG42" animsurface="RGFWATER_R_WALK" />
<Surface name="RGF_WATER_RIFLE_AIM_TRG42" animsurface="RGFWATER_R_AIM" />
<Surface name="RGF_WATER_RIFLE_HIP_TRG42" animsurface="RGF_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasBlackSemiAutoRifleInHand" palette="guns_v2_pal_swap">
<Surface name="RGF_RIFLE_OPEN_M14" animsurface="RGFOPEN"/>
<Surface name="RGF_RIFLE_WALK_CROUCH_M14" animsurface="RGFCROUCH_R_RDY"/>
<Surface name="RGF_RIFLE_WALK_M14" animsurface="RGFWALK_R_RDY"/>
<Surface name="RGF_RIFLE_IDLE_M14" animsurface="RGFSTANDING"/>
<Surface name="RGF_BASICWALK_M14" animsurface="RGFWALKING"/>
<Surface name="RGF_RUNNING_M14" animsurface="RGFRUNNING"/>
<Surface name="RGF_RIFLE_CROUCH_M14" animsurface="RGFCROUCHING"/>
<Surface name="RGF_RIFLE_SIDESTEP_M14" animsurface="RGFSIDESTEP"/>
<Surface name="RGF_RIFLE_SIDESTEP_AIM_M14" animsurface="RGFSIDESTEP_R_RDY"/>
<Surface name="RGF_RIFLE_SWAT_M14" animsurface="RGFSNEAKING"/>
<Surface name="RGF_RIFLE_RAISE_M14" animsurface="RGFRAISE"/>
<Surface name="RGF_RIFLE_AIM_M14" animsurface="RGFSTANDAIM"/>
<Surface name="RGF_RIFLE_HIP_M14" animsurface="RGF_HIP_AIM"/>
<Surface name="RGF_RIFLE_CR_AIM_M14" animsurface="RGFCROUCHAIM"/>
<Surface name="RGF_RIFLE_PRONE_M14" animsurface="RGFPRONE"/>
<Surface name="RGF_RIFLE_HIT_M14" animsurface="RGFRHIT"/>
<Surface name="RGF_RIFLE_PAIN_M14" animsurface="RGFHURTSTANDINGR"/>
<Surface name="RGF_RIFLE_COWER_M14" animsurface="RGFCOWER"/>
<Surface name="RGF_RIFLE_PRN_COWER_M14" animsurface="RGF_COWER_PRONE"/>
<Surface name="RGF_RIFLE_WALK_HURT_M14" animsurface="RGFHURTWALKINGR"/>
<Surface name="RGF_RIFLE_KICKDOOR_M14" animsurface="RGFKICKDOOR"/>
<!--<Surface name="RGF_RIFLE_SQUISH_M14" animsurface="RGF_SQUISH" />
<Surface name="RGF_RIFLE_LOOK_M14" animsurface="RGF_LOOK" />
<Surface name="RGF_RIFLE_SPIT_M14" animsurface="RGF_SPIT" />-->
<Surface name="RGF_RIFLE_DRUNK_M14" animsurface="RGFDRUNK"/>
<Surface name="RGF_RIFLE_BAYONET_M14" animsurface="RGFBAYONET_S_S"/>
<Surface name="RGF_RIFLE_BAYONET_L_M14" animsurface="RGFBAYONET_S_P"/>
<Surface name="RGF_RIFLE_LOW_M14" animsurface="RGFSHOOT_LOW"/>
<Surface name="RGF_RIFLE_ROLL_SIDE_M14" animsurface="RGFROLL_PR"/>
<Surface name="RGF_RIFLE_LOOK_M14" animsurface="RGFALOOK"/>
<Surface name="RGF_RIFLE_CLEAN_M14" animsurface="RGFCLEAN"/>
<Surface name="RGF_WATER_RIFLE_IDLE_M14" animsurface="RGFWATER_R_STD" />
<Surface name="RGF_WATER_RIFLE_WALK_M14" animsurface="RGFWATER_R_WALK" />
<Surface name="RGF_WATER_RIFLE_AIM_M14" animsurface="RGFWATER_R_AIM" />
<Surface name="RGF_WATER_RIFLE_HIP_M14" animsurface="RGF_WATER_HIP_AIM" />
</LayerProp>
</Layer>
</LogicalAnimationSurfaces>
@@ -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>
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,85 @@
<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" />
<AnimSurface name="WATER_RIFLE_IDLE_UZI" file="Anims\LOBOT\RGM\SW_R_STD_uzi.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="WATER_RIFLE_WALK_UZI" file="Anims\LOBOT\RGM\SW_R_WALK_uzi.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="WATER_RIFLE_AIM_UZI" file="Anims\LOBOT\RGM\SW_SR_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="WATER_RIFLE_HIP_UZI" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_UZI.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<!-- 1 Handed Uzi -->
<AnimSurface name="LBT_RGM_CROUCHWALK_UZI_1H" file="Anims\LOBOT\RGM\cr_walk_pistol_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<AnimSurface name="LBT_RGM_CROUCHWALK_DUAL_UZI_1H" file="Anims\LOBOT\RGM\cr_walk_dual_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
<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" />
<AnimSurface name="WATER_PISTOL_IDLE_UZI_1H" file="Anims\LOBOT\RGM\SW_P_BRTH_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="WATER_PISTOL_WALK_UZI_1H" file="Anims\LOBOT\RGM\SW_P_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="WATER_PISTOL_AIM_UZI_1H" file="Anims\LOBOT\RGM\SW_N_SHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
<AnimSurface name="WATER_EMPTY_IDLE_UZI_1H" file="Anims\LOBOT\RGM\SW_N_STD_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="WATER_EMPTY_IDLE_UZI_1H_LEFT" file="Anims\LOBOT\RGM\SW_N_STD_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
<AnimSurface name="WATER_EMPTY_WALK_UZI_1H" file="Anims\LOBOT\RGM\SW_N_WALK_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="WATER_EMPTY_WALK_UZI_1H_LEFT" file="Anims\LOBOT\RGM\SW_N_WALK_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
<AnimSurface name="WATER_DUAL_AIM_UZI_1H" file="Anims\LOBOT\RGM\SW_DBLSHOT_UZI_1H.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
<AnimSurface name="WATER_DUAL_AIM_UZI_1H_LEFT" file="Anims\LOBOT\RGM\SW_DBLSHOT_UZI_1H_L.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="25" profile="-1" />
@@ -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" />
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,149 @@
<?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" />
<Surface name="WATER_RIFLE_IDLE_AK47" animsurface="RGMWATER_R_STD" />
<Surface name="WATER_RIFLE_WALK_AK47" animsurface="RGMWATER_R_WALK" />
<Surface name="WATER_RIFLE_AIM_AK47" animsurface="RGMWATER_R_AIM" />
<Surface name="WATER_RIFLE_HIP_AK47" animsurface="RGM_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasBlackPatriotInHand" palette="guns_v2_pal_swap">
<Surface name="LBT_RGM_RIFLE_OPEN_PATRIOT" animsurface="RGMOPEN" />
<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" />
<Surface name="WATER_RIFLE_IDLE_PATRIOT" animsurface="RGMWATER_R_STD" />
<Surface name="WATER_RIFLE_WALK_PATRIOT" animsurface="RGMWATER_R_WALK" />
<Surface name="WATER_RIFLE_AIM_PATRIOT" animsurface="RGMWATER_R_AIM" />
<Surface name="WATER_RIFLE_HIP_PATRIOT" animsurface="RGM_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasBlackSniperInHand" palette="guns_v2_pal_swap">
<Surface name="LBT_RGM_RIFLE_OPEN_TRG42" animsurface="RGMOPEN" />
<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" />
<Surface name="WATER_RIFLE_IDLE_TRG42" animsurface="RGMWATER_R_STD" />
<Surface name="WATER_RIFLE_WALK_TRG42" animsurface="RGMWATER_R_WALK" />
<Surface name="WATER_RIFLE_AIM_TRG42" animsurface="RGMWATER_R_AIM" />
<Surface name="WATER_RIFLE_HIP_TRG42" animsurface="RGM_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasBlackSemiAutoRifleInHand" palette="guns_v2_pal_swap">
<Surface name="LBT_RGM_RIFLE_OPEN_M14" animsurface="RGMOPEN" />
<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" />
<Surface name="WATER_RIFLE_IDLE_M14" animsurface="RGMWATER_R_STD" />
<Surface name="WATER_RIFLE_WALK_M14" animsurface="RGMWATER_R_WALK" />
<Surface name="WATER_RIFLE_AIM_M14" animsurface="RGMWATER_R_AIM" />
<Surface name="WATER_RIFLE_HIP_M14" animsurface="RGM_WATER_HIP_AIM" />
</LayerProp>
</Layer>
</LogicalAnimationSurfaces>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8" ?>
<Layers>
<Layer name="shadow" render="1" shadow="1">0</Layer>
<Layer name="legs" render="1" shadow="0">1</Layer>
<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="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>
<Layer name="backpack" render="1" shadow="1">9</Layer>
<Layer name="gun" render="1" shadow="1">5</Layer>
<Layer name="gunleft" render="1" shadow="1">5</Layer>
<Layer name="facegear" render="1" shadow="0">6</Layer>
<Layer name="helmet" render="1" shadow="0">7</Layer>
</Layers>
@@ -0,0 +1,19 @@
<?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 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="8192">&LobotRGMguns;&LobotRGM;</LogicalBodyType>
<LogicalBodyType filter="IsBigMale" cachesize="8192">&LobotBGMsawnoff;&LobotBGMguns;&LobotBGM;</LogicalBodyType>
<LogicalBodyType filter="IsFemale" cachesize="8192">&LobotRGFsawnoff;&LobotRGFguns;&LobotRGF;</LogicalBodyType>
</LogicalBodyTypes>
@@ -0,0 +1,12 @@
<?xml version="1.0" encoding="utf-8" ?>
<Palettes>
<!--<Palette name = "default" filename = "Palettes\default.act" /> -->
<Palette name = "hats" filename = "Palettes\Hats.stp" />
<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.act" />
<Palette name = "grayscale" filename = "Palettes\grayscale.act" />
<Palette name = "universal_camo" filename = "Palettes\stiPalette_camo.act" />
</Palettes>