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Add tons more LOBOT weapon graphics
Added unique LOBOT graphics for the vast majority of 1.13's firearms. Also edited and re-rendered some of the existing LOBOT weapon graphics, in order to fix missing pixels (mainly thin barrels disappearing on some animation frames), and made wooden parts somewhat lighter for slightly better shading.
This commit is contained in:
@@ -3,23 +3,29 @@
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<!ENTITY AnimSurfaces_LobotRGM SYSTEM "LogicalBodyTypes\LBT_RGM\AnimationSurfaces_LBT_RGM.xml">
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<!ENTITY AnimSurfaces_LobotRGM_UZI SYSTEM "LogicalBodyTypes\LBT_RGM\AnimationSurfaces_LBT_RGM_UZI.xml">
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<!ENTITY AnimSurfaces_LobotRGM_SAWNOFF SYSTEM "LogicalBodyTypes\LBT_RGM\AnimationSurfaces_LBT_RGM_sawnoff.xml">
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<!ENTITY AnimSurfaces_LobotRGM_MOREGUNS SYSTEM "LogicalBodyTypes\LBT_RGM\AnimationSurfaces_LBT_RGM_moreguns.xml">
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<!ENTITY AnimSurfaces_LobotBGM SYSTEM "LogicalBodyTypes\LBT_BGM\AnimationSurfaces_BGM.xml">
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<!ENTITY AnimSurfaces_LobotBGM_UZI SYSTEM "LogicalBodyTypes\LBT_BGM\AnimationSurfaces_BGM_UZI.xml">
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<!ENTITY AnimSurfaces_LobotBGM_SAWNOFF SYSTEM "LogicalBodyTypes\LBT_BGM\AnimationSurfaces_BGM_sawnoff.xml">
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<!ENTITY AnimSurfaces_LobotBGM_MOREGUNS SYSTEM "LogicalBodyTypes\LBT_BGM\AnimationSurfaces_BGM_moreguns.xml">
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<!ENTITY AnimSurfaces_LobotRGF SYSTEM "LogicalBodyTypes\LBT_RGF\AnimationSurfaces_LBT_RGF.xml">
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<!ENTITY AnimSurfaces_LobotRGF_UZI SYSTEM "LogicalBodyTypes\LBT_RGF\AnimationSurfaces_LBT_RGF_UZI.xml">
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<!ENTITY AnimSurfaces_LobotRGF_SAWNOFF SYSTEM "LogicalBodyTypes\LBT_RGF\AnimationSurfaces_LBT_RGF_SAWNOFF.xml">
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<!ENTITY AnimSurfaces_LobotRGF_MOREGUNS SYSTEM "LogicalBodyTypes\LBT_RGF\AnimationSurfaces_LBT_RGF_moreguns.xml">
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]>
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<AnimSurfaces>
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&AnimSurfaces_LobotRGM;
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&AnimSurfaces_LobotRGM_UZI;
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&AnimSurfaces_LobotRGM_SAWNOFF;
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&AnimSurfaces_LobotRGM_MOREGUNS;
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&AnimSurfaces_LobotBGM;
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&AnimSurfaces_LobotBGM_UZI;
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&AnimSurfaces_LobotBGM_SAWNOFF;
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&AnimSurfaces_LobotBGM_MOREGUNS;
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&AnimSurfaces_LobotRGF;
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&AnimSurfaces_LobotRGF_UZI;
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&AnimSurfaces_LobotRGF_SAWNOFF;
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&AnimSurfaces_LobotRGF_MOREGUNS;
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</AnimSurfaces>
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File diff suppressed because it is too large
Load Diff
@@ -5695,164 +5695,4 @@
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<AnimSurface name="BGMDEEPWATER_SWIM" file="Anims\LOBOT\BGM\default\MW_SWIM.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
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<AnimSurface name="BGMDEEPWATER_DIE" file="Anims\LOBOT\BGM\default\MW_DIE2.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
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<AnimSurface name="BGMHELIDROP" file="Anims\LOBOT\BGM\default\M_HELIDRP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
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<!-- DEFAULT ANIMS AS PLACEHOLDERS -->
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<!-- G11 -->
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<AnimSurface name="BGMRIFLE_WALK_CROUCH_G11" file="Anims\LOBOT\BGM\M_R_RDY_SWAT_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="BGMRIFLE_WALK_G11" file="Anims\LOBOT\BGM\M_R_RDY_WALK_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRIFLE_WALK_HURT_G11" file="Anims\LOBOT\BGM\M_R_WALK_HURT_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRIFLE_IDLE_G11" file="Anims\LOBOT\BGM\M_R_STD_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
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<AnimSurface name="BGMBASICWALK_G11" file="Anims\LOBOT\BGM\M_R_WALK_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRIFLE_CROUCH_G11" file="Anims\LOBOT\BGM\M_R_C_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
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<AnimSurface name="BGMRIFLE_SWAT_G11" file="Anims\LOBOT\BGM\M_R_SWAT_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
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<AnimSurface name="BGMRIFLE_SIDESTEP_G11" file="Anims\LOBOT\BGM\M_R_SDSP_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_G11" file="Anims\LOBOT\BGM\M_R_SDSP_AIM_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRUNNING_G11" file="Anims\LOBOT\BGM\M_R_RUN_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRIFLE_RAISE_G11" file="Anims\LOBOT\BGM\M_RAISE_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
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<AnimSurface name="BGMRIFLE_AIM_G11" file="Anims\LOBOT\BGM\M_SR_AIM_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
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<AnimSurface name="BGMRIFLE_LOW_G11" file="Anims\LOBOT\BGM\M_R_LOW_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
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<AnimSurface name="BGMRIFLE_HIP_G11" file="Anims\LOBOT\BGM\M_SR_HIP_AIM_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
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<AnimSurface name="BGMRIFLE_HIP_LOW_G11" file="Anims\LOBOT\BGM\M_R_HIP_LOW_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
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<AnimSurface name="BGMRIFLE_CR_AIM_G11" file="Anims\LOBOT\BGM\M_CR_AIM_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
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<AnimSurface name="BGMRIFLE_PRONE_G11" file="Anims\LOBOT\BGM\M_R_PRN_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
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<AnimSurface name="BGM_RIFLE_OPEN_G11" file="Anims\LOBOT\BGM\M_RIFLE_OPEN_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
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<AnimSurface name="BGMRIFLE_KICKDOOR_G11" file="Anims\LOBOT\BGM\M_R_DR_KICK_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
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<AnimSurface name="BGMRIFLE_SQUISH_G11" file="Anims\LOBOT\BGM\M_R_SQUISH_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
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<AnimSurface name="BGMRIFLE_LOOK_G11" file="Anims\LOBOT\BGM\M_R_LOOK_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
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<AnimSurface name="BGMRIFLE_SPIT_G11" file="Anims\LOBOT\BGM\M_R_SPIT_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
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<AnimSurface name="BGMRIFLE_DRUNK_G11" file="Anims\LOBOT\BGM\M_R_DRUNK_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
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<AnimSurface name="BGMRIFLE_BAYONET_G11" file="Anims\LOBOT\BGM\M_R_BAYONET_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
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<AnimSurface name="BGMRIFLE_BAYONET_L_G11" file="Anims\LOBOT\BGM\M_R_BAYONET_L_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
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<AnimSurface name="BGMRIFLE_HIT_G11" file="Anims\LOBOT\BGM\M_HIT_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
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<AnimSurface name="BGMRIFLE_PAIN_G11" file="Anims\LOBOT\BGM\M_R_PAIN_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
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<AnimSurface name="BGMRIFLE_COWER_G11" file="Anims\LOBOT\BGM\M_R_COWER_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRIFLE_PRN_COWER_G11" file="Anims\LOBOT\BGM\M_R_PRNCOW_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
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<AnimSurface name="BGMRIFLE_ROLL_SIDE_G11" file="Anims\LOBOT\BGM\M_R_ROLL_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
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<AnimSurface name="BGMRIFLE_IDLE_HERO_G11" file="Anims\LOBOT\BGM\M_R_STD_HERO_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
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<AnimSurface name="BGMRIFLE_WALK_HERO_G11" file="Anims\LOBOT\BGM\M_R_WALK_HERO_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRUNNING_HERO_G11" file="Anims\LOBOT\BGM\M_R_RUN_HERO_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRIFLE_AIM_HERO_G11" file="Anims\LOBOT\BGM\M_SR_AIM_HERO_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
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<AnimSurface name="BGMRIFLE_HIT_HERO_G11" file="Anims\LOBOT\BGM\M_HIT_HERO_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
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<AnimSurface name="BGMRIFLE_RAISE_HERO_G11" file="Anims\LOBOT\BGM\M_RAISE_HERO_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
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<AnimSurface name="BGMRIFLE_SIDESTEP_HERO_G11" file="Anims\LOBOT\BGM\M_R_SDSP_HERO_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_HERO_G11" file="Anims\LOBOT\BGM\M_SDSP_AIM_HERO_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRIFLE_WALK_RDY_HERO_G11" file="Anims\LOBOT\BGM\M_RDY_WALK_HERO_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRIFLE_DUST_SHOE_G11" file="Anims\LOBOT\BGM\M_SHOEDUST_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
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<AnimSurface name="BGMRIFLE_WIPE_G11" file="Anims\LOBOT\BGM\M_WIPE_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
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<AnimSurface name="BGMRIFLE_NECK_G11" file="Anims\LOBOT\BGM\M_NECK_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
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<AnimSurface name="BGMRIFLE_NECK_HERO_G11" file="Anims\LOBOT\BGM\M_NECK_HERO_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
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<AnimSurface name="BGMRIFLE_CROUCH_HERO_G11" file="Anims\LOBOT\BGM\M_R_C_HERO_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
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<AnimSurface name="BGMRIFLE_CROUCH_BIGM_G11" file="Anims\LOBOT\BGM\M_R_C_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
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<AnimSurface name="BGMRIFLE_CR_AIM_HERO_G11" file="Anims\LOBOT\BGM\M_CR_AIM_HERO_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
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<AnimSurface name="BGMRIFLE_PRONE_HERO_G11" file="Anims\LOBOT\BGM\M_R_PRN_HERO_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
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<AnimSurface name="BGMRIFLE_HIP_HERO_G11" file="Anims\LOBOT\BGM\M_R_HIP_AIM_HERO_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
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<AnimSurface name="BGM_WATER_RIFLE_IDLE_G11" file="Anims\LOBOT\BGM\MW_R_STD_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
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<AnimSurface name="BGM_WATER_RIFLE_WALK_G11" file="Anims\LOBOT\BGM\MW_R_WALK_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGM_WATER_RIFLE_AIM_G11" file="Anims\LOBOT\BGM\MW_SR_AIM_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
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<AnimSurface name="BGM_WATER_RIFLE_HIP_G11" file="Anims\LOBOT\BGM\MW_SR_HIP_AIM_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
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<!-- XM25 -->
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<AnimSurface name="BGMRIFLE_WALK_CROUCH_XM25" file="Anims\LOBOT\BGM\M_R_RDY_SWAT_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="BGMRIFLE_WALK_XM25" file="Anims\LOBOT\BGM\M_R_RDY_WALK_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRIFLE_WALK_HURT_XM25" file="Anims\LOBOT\BGM\M_R_WALK_HURT_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRIFLE_IDLE_XM25" file="Anims\LOBOT\BGM\M_R_STD_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
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<AnimSurface name="BGMBASICWALK_XM25" file="Anims\LOBOT\BGM\M_R_WALK_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRIFLE_CROUCH_XM25" file="Anims\LOBOT\BGM\M_R_C_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
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<AnimSurface name="BGMRIFLE_SWAT_XM25" file="Anims\LOBOT\BGM\M_R_SWAT_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
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<AnimSurface name="BGMRIFLE_SIDESTEP_XM25" file="Anims\LOBOT\BGM\M_R_SDSP_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_XM25" file="Anims\LOBOT\BGM\M_R_SDSP_AIM_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRUNNING_XM25" file="Anims\LOBOT\BGM\M_R_RUN_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="BGMRIFLE_RAISE_XM25" file="Anims\LOBOT\BGM\M_RAISE_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
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<AnimSurface name="BGMRIFLE_AIM_XM25" file="Anims\LOBOT\BGM\M_SR_AIM_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_LOW_XM25" file="Anims\LOBOT\BGM\M_R_LOW_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIP_XM25" file="Anims\LOBOT\BGM\M_SR_HIP_AIM_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIP_LOW_XM25" file="Anims\LOBOT\BGM\M_R_HIP_LOW_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
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||||
<AnimSurface name="BGMRIFLE_CR_AIM_XM25" file="Anims\LOBOT\BGM\M_CR_AIM_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
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||||
<AnimSurface name="BGMRIFLE_PRONE_XM25" file="Anims\LOBOT\BGM\M_R_PRN_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
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<AnimSurface name="BGM_RIFLE_OPEN_XM25" file="Anims\LOBOT\BGM\M_RIFLE_OPEN_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_KICKDOOR_XM25" file="Anims\LOBOT\BGM\M_R_DR_KICK_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
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<AnimSurface name="BGMRIFLE_SQUISH_XM25" file="Anims\LOBOT\BGM\M_R_SQUISH_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_LOOK_XM25" file="Anims\LOBOT\BGM\M_R_LOOK_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SPIT_XM25" file="Anims\LOBOT\BGM\M_R_SPIT_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_DRUNK_XM25" file="Anims\LOBOT\BGM\M_R_DRUNK_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_BAYONET_XM25" file="Anims\LOBOT\BGM\M_R_BAYONET_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_BAYONET_L_XM25" file="Anims\LOBOT\BGM\M_R_BAYONET_L_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIT_XM25" file="Anims\LOBOT\BGM\M_HIT_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_PAIN_XM25" file="Anims\LOBOT\BGM\M_R_PAIN_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_COWER_XM25" file="Anims\LOBOT\BGM\M_R_COWER_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_PRN_COWER_XM25" file="Anims\LOBOT\BGM\M_R_PRNCOW_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_ROLL_SIDE_XM25" file="Anims\LOBOT\BGM\M_R_ROLL_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_IDLE_HERO_XM25" file="Anims\LOBOT\BGM\M_R_STD_HERO_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_HERO_XM25" file="Anims\LOBOT\BGM\M_R_WALK_HERO_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRUNNING_HERO_XM25" file="Anims\LOBOT\BGM\M_R_RUN_HERO_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_AIM_HERO_XM25" file="Anims\LOBOT\BGM\M_SR_AIM_HERO_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIT_HERO_XM25" file="Anims\LOBOT\BGM\M_HIT_HERO_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_RAISE_HERO_XM25" file="Anims\LOBOT\BGM\M_RAISE_HERO_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SIDESTEP_HERO_XM25" file="Anims\LOBOT\BGM\M_R_SDSP_HERO_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_HERO_XM25" file="Anims\LOBOT\BGM\M_SDSP_AIM_HERO_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_RDY_HERO_XM25" file="Anims\LOBOT\BGM\M_RDY_WALK_HERO_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_DUST_SHOE_XM25" file="Anims\LOBOT\BGM\M_SHOEDUST_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WIPE_XM25" file="Anims\LOBOT\BGM\M_WIPE_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_NECK_XM25" file="Anims\LOBOT\BGM\M_NECK_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_NECK_HERO_XM25" file="Anims\LOBOT\BGM\M_NECK_HERO_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_CROUCH_HERO_XM25" file="Anims\LOBOT\BGM\M_R_C_HERO_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_CROUCH_BIGM_XM25" file="Anims\LOBOT\BGM\M_R_C_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_CR_AIM_HERO_XM25" file="Anims\LOBOT\BGM\M_CR_AIM_HERO_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_PRONE_HERO_XM25" file="Anims\LOBOT\BGM\M_R_PRN_HERO_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIP_HERO_XM25" file="Anims\LOBOT\BGM\M_R_HIP_AIM_HERO_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_RIFLE_IDLE_XM25" file="Anims\LOBOT\BGM\MW_R_STD_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_RIFLE_WALK_XM25" file="Anims\LOBOT\BGM\MW_R_WALK_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_RIFLE_AIM_XM25" file="Anims\LOBOT\BGM\MW_SR_AIM_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_RIFLE_HIP_XM25" file="Anims\LOBOT\BGM\MW_SR_HIP_AIM_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<!-- Short AK -->
|
||||
<AnimSurface name="BGMRIFLE_WALK_CROUCH_AKSU" file="Anims\LOBOT\BGM\M_R_RDY_SWAT_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_AKSU" file="Anims\LOBOT\BGM\M_R_RDY_WALK_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_HURT_AKSU" file="Anims\LOBOT\BGM\M_R_WALK_HURT_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_IDLE_AKSU" file="Anims\LOBOT\BGM\M_R_STD_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMBASICWALK_AKSU" file="Anims\LOBOT\BGM\M_R_WALK_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_CROUCH_AKSU" file="Anims\LOBOT\BGM\M_R_C_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SWAT_AKSU" file="Anims\LOBOT\BGM\M_R_SWAT_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SIDESTEP_AKSU" file="Anims\LOBOT\BGM\M_R_SDSP_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_AKSU" file="Anims\LOBOT\BGM\M_R_SDSP_AIM_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRUNNING_AKSU" file="Anims\LOBOT\BGM\M_R_RUN_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_RAISE_AKSU" file="Anims\LOBOT\BGM\M_RAISE_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_AIM_AKSU" file="Anims\LOBOT\BGM\M_SR_AIM_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_LOW_AKSU" file="Anims\LOBOT\BGM\M_R_LOW_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIP_AKSU" file="Anims\LOBOT\BGM\M_SR_HIP_AIM_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIP_LOW_AKSU" file="Anims\LOBOT\BGM\M_R_HIP_LOW_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_CR_AIM_AKSU" file="Anims\LOBOT\BGM\M_CR_AIM_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_PRONE_AKSU" file="Anims\LOBOT\BGM\M_R_PRN_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="BGM_RIFLE_OPEN_AKSU" file="Anims\LOBOT\BGM\M_RIFLE_OPEN_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_KICKDOOR_AKSU" file="Anims\LOBOT\BGM\M_R_DR_KICK_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SQUISH_AKSU" file="Anims\LOBOT\BGM\M_R_SQUISH_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_LOOK_AKSU" file="Anims\LOBOT\BGM\M_R_LOOK_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SPIT_AKSU" file="Anims\LOBOT\BGM\M_R_SPIT_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_DRUNK_AKSU" file="Anims\LOBOT\BGM\M_R_DRUNK_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_BAYONET_AKSU" file="Anims\LOBOT\BGM\M_R_BAYONET_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_BAYONET_L_AKSU" file="Anims\LOBOT\BGM\M_R_BAYONET_L_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIT_AKSU" file="Anims\LOBOT\BGM\M_HIT_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_PAIN_AKSU" file="Anims\LOBOT\BGM\M_R_PAIN_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_COWER_AKSU" file="Anims\LOBOT\BGM\M_R_COWER_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_PRN_COWER_AKSU" file="Anims\LOBOT\BGM\M_R_PRNCOW_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_ROLL_SIDE_AKSU" file="Anims\LOBOT\BGM\M_R_ROLL_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_IDLE_HERO_AKSU" file="Anims\LOBOT\BGM\M_R_STD_HERO_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_HERO_AKSU" file="Anims\LOBOT\BGM\M_R_WALK_HERO_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRUNNING_HERO_AKSU" file="Anims\LOBOT\BGM\M_R_RUN_HERO_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_AIM_HERO_AKSU" file="Anims\LOBOT\BGM\M_SR_AIM_HERO_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIT_HERO_AKSU" file="Anims\LOBOT\BGM\M_HIT_HERO_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_RAISE_HERO_AKSU" file="Anims\LOBOT\BGM\M_RAISE_HERO_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SIDESTEP_HERO_AKSU" file="Anims\LOBOT\BGM\M_R_SDSP_HERO_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_SIDESTEP_AIM_HERO_AKSU" file="Anims\LOBOT\BGM\M_SDSP_AIM_HERO_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WALK_RDY_HERO_AKSU" file="Anims\LOBOT\BGM\M_RDY_WALK_HERO_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_DUST_SHOE_AKSU" file="Anims\LOBOT\BGM\M_SHOEDUST_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_WIPE_AKSU" file="Anims\LOBOT\BGM\M_WIPE_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_NECK_AKSU" file="Anims\LOBOT\BGM\M_NECK_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_NECK_HERO_AKSU" file="Anims\LOBOT\BGM\M_NECK_HERO_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_CROUCH_HERO_AKSU" file="Anims\LOBOT\BGM\M_R_C_HERO_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_CROUCH_BIGM_AKSU" file="Anims\LOBOT\BGM\M_R_C_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_CR_AIM_HERO_AKSU" file="Anims\LOBOT\BGM\M_CR_AIM_HERO_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_PRONE_HERO_AKSU" file="Anims\LOBOT\BGM\M_R_PRN_HERO_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="BGMRIFLE_HIP_HERO_AKSU" file="Anims\LOBOT\BGM\M_R_HIP_AIM_HERO_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_RIFLE_IDLE_AKSU" file="Anims\LOBOT\BGM\MW_R_STD_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_RIFLE_WALK_AKSU" file="Anims\LOBOT\BGM\MW_R_WALK_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_RIFLE_AIM_AKSU" file="Anims\LOBOT\BGM\MW_SR_AIM_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="BGM_WATER_RIFLE_HIP_AKSU" file="Anims\LOBOT\BGM\MW_SR_HIP_AIM_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<!-- DEFAULT ANIMS AS PLACEHOLDERS -->
|
||||
File diff suppressed because it is too large
Load Diff
+2
-304
@@ -1,285 +1,7 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<LogicalAnimationSurfaces>
|
||||
<Layer name="gun">
|
||||
<LayerProp filter="HasDualRightBlackSawnOff" palette="guns_v2_pal_swap">
|
||||
<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="HasBlackSawnOffInHand" palette="guns_v2_pal_swap">
|
||||
<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>
|
||||
<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="HasBlackAKSUInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="BGM_RIFLE_OPEN_AKSU" animsurface="BGMOPEN" />
|
||||
<Surface name="BGMRIFLE_WALK_CROUCH_AKSU" animsurface="BGMCROUCH_R_RDY" />
|
||||
<Surface name="BGMRIFLE_WALK_RDY_HERO_AKSU" animsurface="BGMWALK_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_WALK_AKSU" animsurface="BGMWALK_R_RDY" />
|
||||
<Surface name="BGMRIFLE_IDLE_HERO_AKSU" animsurface="BGMSTANDING" />
|
||||
<Surface name="BGMRIFLE_IDLE_AKSU" animsurface="BGMTHREATENSTAND" />
|
||||
<Surface name="BGMRIFLE_WALK_HERO_AKSU" animsurface="BGMWALKING" />
|
||||
<Surface name="BGMBASICWALK_AKSU" animsurface="BGMWALK2" />
|
||||
<Surface name="BGMRUNNING_HERO_AKSU" animsurface="BGMRUNNING" />
|
||||
<Surface name="BGMRUNNING_AKSU" animsurface="BGMRUN2" />
|
||||
<Surface name="BGMRIFLE_CROUCH_HERO_AKSU" animsurface="BGMCROUCHING" />
|
||||
<Surface name="BGMRIFLE_CROUCH_BIGM_AKSU" animsurface="BGMCROUCHTRANS" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AKSU" animsurface="BGMSIDESTEP" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_AKSU" animsurface="BGMSIDESTEP_R_RDY" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_AKSU" animsurface="BGMSIDESTEP_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_SWAT_AKSU" animsurface="BGMSNEAKING" />
|
||||
<Surface name="BGMRIFLE_RAISE_HERO_AKSU" animsurface="BGMRAISE" />
|
||||
<Surface name="BGMRIFLE_RAISE_AKSU" animsurface="BGMRAISE2" />
|
||||
<Surface name="BGMRIFLE_AIM_HERO_AKSU" animsurface="BGMSTANDAIM" />
|
||||
<Surface name="BGMRIFLE_AIM_AKSU" animsurface="BGMSTANDAIM2" />
|
||||
<Surface name="BGMRIFLE_AIM_AKSU" animsurface="BGMSRAIMALT" />
|
||||
<Surface name="BGMRIFLE_HIP_AKSU" animsurface="BGM_HIP_AIM" />
|
||||
<Surface name="BGMRIFLE_HIP_HERO_AKSU" animsurface="BGMHIPAIMALT" />
|
||||
<Surface name="BGMRIFLE_CR_AIM_HERO_AKSU" animsurface="BGMCROUCHAIM" />
|
||||
<Surface name="BGMRIFLE_PRONE_HERO_AKSU" animsurface="BGMPRONE" />
|
||||
<Surface name="BGMRIFLE_HIT_HERO_AKSU" animsurface="BGMRHIT" />
|
||||
<Surface name="BGMRIFLE_PAIN_AKSU" animsurface="BGMHURTSTANDINGR" />
|
||||
<Surface name="BGMRIFLE_COWER_AKSU" animsurface="BGMCOWER" />
|
||||
<Surface name="BGMRIFLE_PRN_COWER_AKSU" animsurface="BGM_COWER_PRONE" />
|
||||
<Surface name="BGMRIFLE_WALK_HURT_AKSU" animsurface="BGMHURTWALKINGR" />
|
||||
<Surface name="BGMRIFLE_KICKDOOR_AKSU" animsurface="BGMKICKDOOR" />
|
||||
<Surface name="BGMRIFLE_DUST_SHOE_AKSU" animsurface="BGMSHOEDUST" />
|
||||
<Surface name="BGMRIFLE_WIPE_AKSU" animsurface="BGMHEADTURN" />
|
||||
<Surface name="BGMRIFLE_NECK_AKSU" animsurface="BGMIDLENECK" />
|
||||
<Surface name="BGMRIFLE_NECK_HERO_AKSU" animsurface="BGMIDLENECK2" />
|
||||
<Surface name="BGMRIFLE_DRUNK_AKSU" animsurface="BGMDRUNK" />
|
||||
<Surface name="BGMRIFLE_BAYONET_AKSU" animsurface="BGMBAYONET_S_S" />
|
||||
<Surface name="BGMRIFLE_BAYONET_L_AKSU" animsurface="BGMBAYONET_S_P" />
|
||||
<Surface name="BGMRIFLE_LOW_AKSU" animsurface="BGMSHOOT_LOW" />
|
||||
<Surface name="BGMRIFLE_HIP_LOW_AKSU" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="BGMRIFLE_ROLL_SIDE_AKSU" animsurface="BGMROLL_PR" />
|
||||
<Surface name="BGM_WATER_RIFLE_IDLE_AKSU" animsurface="BGMWATER_R_STD" />
|
||||
<Surface name="BGM_WATER_RIFLE_WALK_AKSU" animsurface="BGMWATER_R_WALK" />
|
||||
<Surface name="BGM_WATER_RIFLE_AIM_AKSU" animsurface="BGMWATER_R_AIM" />
|
||||
<Surface name="BGM_WATER_RIFLE_HIP_AKSU" animsurface="BGM_WATER_HIP_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasBlackShotgunInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="BGM_RIFLE_OPEN_SHTGN" animsurface="BGMOPEN" />
|
||||
<Surface name="BGMRIFLE_WALK_CROUCH_SHTGN" animsurface="BGMCROUCH_R_RDY" />
|
||||
<Surface name="BGMRIFLE_WALK_RDY_HERO_SHTGN" animsurface="BGMWALK_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_WALK_SHTGN" animsurface="BGMWALK_R_RDY" />
|
||||
<Surface name="BGMRIFLE_IDLE_HERO_SHTGN" animsurface="BGMSTANDING" />
|
||||
<Surface name="BGMRIFLE_IDLE_SHTGN" animsurface="BGMTHREATENSTAND" />
|
||||
<Surface name="BGMRIFLE_WALK_HERO_SHTGN" animsurface="BGMWALKING" />
|
||||
<Surface name="BGMBASICWALK_SHTGN" animsurface="BGMWALK2" />
|
||||
<Surface name="BGMRUNNING_HERO_SHTGN" animsurface="BGMRUNNING" />
|
||||
<Surface name="BGMRUNNING_SHTGN" animsurface="BGMRUN2" />
|
||||
<Surface name="BGMRIFLE_CROUCH_HERO_SHTGN" animsurface="BGMCROUCHING" />
|
||||
<Surface name="BGMRIFLE_CROUCH_BIGM_SHTGN" animsurface="BGMCROUCHTRANS" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_SHTGN" animsurface="BGMSIDESTEP" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_SHTGN" animsurface="BGMSIDESTEP_R_RDY" />
|
||||
<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_SHTGN" animsurface="BGMSIDESTEP_R_RDY2" />
|
||||
<Surface name="BGMRIFLE_SWAT_SHTGN" animsurface="BGMSNEAKING" />
|
||||
<Surface name="BGMRIFLE_RAISE_HERO_SHTGN" animsurface="BGMRAISE" />
|
||||
<Surface name="BGMRIFLE_RAISE_SHTGN" animsurface="BGMRAISE2" />
|
||||
<Surface name="BGMRIFLE_AIM_HERO_SHTGN" animsurface="BGMSTANDAIM" />
|
||||
<Surface name="BGMRIFLE_AIM_SHTGN" animsurface="BGMSTANDAIM2" />
|
||||
<Surface name="BGMRIFLE_AIM_SHTGN" animsurface="BGMSRAIMALT" />
|
||||
<Surface name="BGMRIFLE_HIP_SHTGN" animsurface="BGM_HIP_AIM" />
|
||||
<Surface name="BGMRIFLE_HIP_HERO_SHTGN" animsurface="BGMHIPAIMALT" />
|
||||
<Surface name="BGMRIFLE_CR_AIM_HERO_SHTGN" animsurface="BGMCROUCHAIM" />
|
||||
<Surface name="BGMRIFLE_PRONE_HERO_SHTGN" animsurface="BGMPRONE" />
|
||||
<Surface name="BGMRIFLE_HIT_HERO_SHTGN" animsurface="BGMRHIT" />
|
||||
<Surface name="BGMRIFLE_PAIN_SHTGN" animsurface="BGMHURTSTANDINGR" />
|
||||
<Surface name="BGMRIFLE_COWER_SHTGN" animsurface="BGMCOWER" />
|
||||
<Surface name="BGMRIFLE_PRN_COWER_SHTGN" animsurface="BGM_COWER_PRONE" />
|
||||
<Surface name="BGMRIFLE_WALK_HURT_SHTGN" animsurface="BGMHURTWALKINGR" />
|
||||
<Surface name="BGMRIFLE_KICKDOOR_SHTGN" animsurface="BGMKICKDOOR" />
|
||||
<Surface name="BGMRIFLE_DUST_SHOE_SHTGN" animsurface="BGMSHOEDUST" />
|
||||
<Surface name="BGMRIFLE_WIPE_SHTGN" animsurface="BGMHEADTURN" />
|
||||
<Surface name="BGMRIFLE_NECK_SHTGN" animsurface="BGMIDLENECK" />
|
||||
<Surface name="BGMRIFLE_NECK_HERO_SHTGN" animsurface="BGMIDLENECK2" />
|
||||
<Surface name="BGMRIFLE_DRUNK_SHTGN" animsurface="BGMDRUNK" />
|
||||
<Surface name="BGMRIFLE_BAYONET_SHTGN" animsurface="BGMBAYONET_S_S" />
|
||||
<Surface name="BGMRIFLE_BAYONET_L_SHTGN" animsurface="BGMBAYONET_S_P" />
|
||||
<Surface name="BGMRIFLE_LOW_SHTGN" animsurface="BGMSHOOT_LOW" />
|
||||
<Surface name="BGMRIFLE_HIP_LOW_SHTGN" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="BGMRIFLE_ROLL_SIDE_SHTGN" animsurface="BGMROLL_PR" />
|
||||
<Surface name="BGM_WATER_RIFLE_IDLE_SHTGN" animsurface="BGMWATER_R_STD" />
|
||||
<Surface name="BGM_WATER_RIFLE_WALK_SHTGN" animsurface="BGMWATER_R_WALK" />
|
||||
<Surface name="BGM_WATER_RIFLE_AIM_SHTGN" animsurface="BGMWATER_R_AIM" />
|
||||
<Surface name="BGM_WATER_RIFLE_HIP_SHTGN" 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">
|
||||
<!--<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" />
|
||||
@@ -325,30 +47,6 @@
|
||||
<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>
|
||||
<Layer name="gunleft">
|
||||
<LayerProp filter="HasBlackSawnOffInLeftHand" palette="guns_v2_pal_swap">
|
||||
<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>
|
||||
</LayerProp>-->
|
||||
</Layer>
|
||||
</LogicalAnimationSurfaces>
|
||||
File diff suppressed because it is too large
Load Diff
@@ -4572,107 +4572,4 @@
|
||||
<AnimSurface name="RGF_BURN" file="Anims\LOBOT\RGM\default\S_FIRE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="43" profile="-1" />
|
||||
<AnimSurface name="RGF_BLOWUP" file="Anims\LOBOT\RGM\default\BOD_BLOW.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="27" profile="-1" />
|
||||
<AnimSurface name="RGF_CRYODEATH" file="Anims\S_MERC\S_CRYO_DEATH_S.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_CRYODEATH_CROUCH" file="Anims\S_MERC\S_CRYO_DEATH_C.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="12" profile="-1" />
|
||||
|
||||
<!-- G11 -->
|
||||
<AnimSurface name="RGF_RIFLE_WALK_CROUCH_G11" file="Anims\LOBOT\RGF\F_R_SWAT_AIM_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_WALK_G11" file="Anims\LOBOT\RGF\F_R_RDY_WALK_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_WALK_HURT_G11" file="Anims\LOBOT\RGF\F_R_WALK_HURT_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_IDLE_G11" file="Anims\LOBOT\RGF\F_R_STD_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_BASICWALK_G11" file="Anims\LOBOT\RGF\F_R_WALK_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_CROUCH_G11" file="Anims\LOBOT\RGF\F_R_C_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_SWAT_G11" file="Anims\LOBOT\RGF\F_R_SWAT_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_SIDESTEP_G11" file="Anims\LOBOT\RGF\F_R_SDSP_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_SIDESTEP_AIM_G11" file="Anims\LOBOT\RGF\F_R_SDSP_AIM_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RUNNING_G11" file="Anims\LOBOT\RGF\F_R_RUN_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_RAISE_G11" file="Anims\LOBOT\RGF\F_RAISE_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_AIM_G11" file="Anims\LOBOT\RGF\F_SR_AIM_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_LOW_G11" file="Anims\LOBOT\RGF\F_R_LOW_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_HIP_G11" file="Anims\LOBOT\RGF\F_SR_HIP_AIM_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_HIP_LOW_G11" file="Anims\LOBOT\RGF\F_R_HIP_LOW_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_CR_AIM_G11" file="Anims\LOBOT\RGF\F_CR_AIM_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_PRONE_G11" file="Anims\LOBOT\RGF\F_R_PRN_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_OPEN_G11" file="Anims\LOBOT\RGF\F_RIFLE_OPEN_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_KICKDOOR_G11" file="Anims\LOBOT\RGF\F_R_DR_KICK_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_DRUNK_G11" file="Anims\LOBOT\RGF\F_R_DRUNK_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_BAYONET_G11" file="Anims\LOBOT\RGF\F_R_BAYONET_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_BAYONET_L_G11" file="Anims\LOBOT\RGF\F_R_BAYONET_L_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_HIT_G11" file="Anims\LOBOT\RGF\F_HIT_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_PAIN_G11" file="Anims\LOBOT\RGF\F_R_PAIN_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_COWER_G11" file="Anims\LOBOT\RGF\F_R_COWER_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_PRN_COWER_G11" file="Anims\LOBOT\RGF\F_R_PRNCOW_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_ROLL_SIDE_G11" file="Anims\LOBOT\RGF\F_R_ROLL_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_LOOK_G11" file="Anims\LOBOT\RGF\F_R_LOOK_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_CLEAN_G11" file="Anims\LOBOT\RGF\F_R_CLEAN_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_IDLE_G11" file="Anims\LOBOT\RGF\FW_R_STD_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_WALK_G11" file="Anims\LOBOT\RGF\FW_R_WALK_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_AIM_G11" file="Anims\LOBOT\RGF\FW_SR_AIM_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_HIP_G11" file="Anims\LOBOT\RGF\FW_SR_HIP_AIM_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<!-- XM25 -->
|
||||
<AnimSurface name="RGF_RIFLE_WALK_CROUCH_XM25" file="Anims\LOBOT\RGF\F_R_SWAT_AIM_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_WALK_XM25" file="Anims\LOBOT\RGF\F_R_RDY_WALK_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_WALK_HURT_XM25" file="Anims\LOBOT\RGF\F_R_WALK_HURT_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_IDLE_XM25" file="Anims\LOBOT\RGF\F_R_STD_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_BASICWALK_XM25" file="Anims\LOBOT\RGF\F_R_WALK_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_CROUCH_XM25" file="Anims\LOBOT\RGF\F_R_C_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_SWAT_XM25" file="Anims\LOBOT\RGF\F_R_SWAT_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_SIDESTEP_XM25" file="Anims\LOBOT\RGF\F_R_SDSP_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_SIDESTEP_AIM_XM25" file="Anims\LOBOT\RGF\F_R_SDSP_AIM_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RUNNING_XM25" file="Anims\LOBOT\RGF\F_R_RUN_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_RAISE_XM25" file="Anims\LOBOT\RGF\F_RAISE_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_AIM_XM25" file="Anims\LOBOT\RGF\F_SR_AIM_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_LOW_XM25" file="Anims\LOBOT\RGF\F_R_LOW_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_HIP_XM25" file="Anims\LOBOT\RGF\F_SR_HIP_AIM_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_HIP_LOW_XM25" file="Anims\LOBOT\RGF\F_R_HIP_LOW_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_CR_AIM_XM25" file="Anims\LOBOT\RGF\F_CR_AIM_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_PRONE_XM25" file="Anims\LOBOT\RGF\F_R_PRN_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_OPEN_XM25" file="Anims\LOBOT\RGF\F_RIFLE_OPEN_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_KICKDOOR_XM25" file="Anims\LOBOT\RGF\F_R_DR_KICK_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_DRUNK_XM25" file="Anims\LOBOT\RGF\F_R_DRUNK_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_BAYONET_XM25" file="Anims\LOBOT\RGF\F_R_BAYONET_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_BAYONET_L_XM25" file="Anims\LOBOT\RGF\F_R_BAYONET_L_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_HIT_XM25" file="Anims\LOBOT\RGF\F_HIT_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_PAIN_XM25" file="Anims\LOBOT\RGF\F_R_PAIN_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_COWER_XM25" file="Anims\LOBOT\RGF\F_R_COWER_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_PRN_COWER_XM25" file="Anims\LOBOT\RGF\F_R_PRNCOW_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_ROLL_SIDE_XM25" file="Anims\LOBOT\RGF\F_R_ROLL_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_LOOK_XM25" file="Anims\LOBOT\RGF\F_R_LOOK_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_CLEAN_XM25" file="Anims\LOBOT\RGF\F_R_CLEAN_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_IDLE_XM25" file="Anims\LOBOT\RGF\FW_R_STD_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_WALK_XM25" file="Anims\LOBOT\RGF\FW_R_WALK_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_AIM_XM25" file="Anims\LOBOT\RGF\FW_SR_AIM_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_HIP_XM25" file="Anims\LOBOT\RGF\FW_SR_HIP_AIM_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<!-- Short AK -->
|
||||
<AnimSurface name="RGF_RIFLE_WALK_CROUCH_AKSU" file="Anims\LOBOT\RGF\F_R_SWAT_AIM_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_WALK_AKSU" file="Anims\LOBOT\RGF\F_R_RDY_WALK_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_WALK_HURT_AKSU" file="Anims\LOBOT\RGF\F_R_WALK_HURT_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_IDLE_AKSU" file="Anims\LOBOT\RGF\F_R_STD_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_BASICWALK_AKSU" file="Anims\LOBOT\RGF\F_R_WALK_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_CROUCH_AKSU" file="Anims\LOBOT\RGF\F_R_C_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_SWAT_AKSU" file="Anims\LOBOT\RGF\F_R_SWAT_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_SIDESTEP_AKSU" file="Anims\LOBOT\RGF\F_R_SDSP_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_SIDESTEP_AIM_AKSU" file="Anims\LOBOT\RGF\F_R_SDSP_AIM_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RUNNING_AKSU" file="Anims\LOBOT\RGF\F_R_RUN_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_RAISE_AKSU" file="Anims\LOBOT\RGF\F_RAISE_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_AIM_AKSU" file="Anims\LOBOT\RGF\F_SR_AIM_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_LOW_AKSU" file="Anims\LOBOT\RGF\F_R_LOW_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_HIP_AKSU" file="Anims\LOBOT\RGF\F_SR_HIP_AIM_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_HIP_LOW_AKSU" file="Anims\LOBOT\RGF\F_R_HIP_LOW_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_CR_AIM_AKSU" file="Anims\LOBOT\RGF\F_CR_AIM_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_PRONE_AKSU" file="Anims\LOBOT\RGF\F_R_PRN_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_OPEN_AKSU" file="Anims\LOBOT\RGF\F_RIFLE_OPEN_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_KICKDOOR_AKSU" file="Anims\LOBOT\RGF\F_R_DR_KICK_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_DRUNK_AKSU" file="Anims\LOBOT\RGF\F_R_DRUNK_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_BAYONET_AKSU" file="Anims\LOBOT\RGF\F_R_BAYONET_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_BAYONET_L_AKSU" file="Anims\LOBOT\RGF\F_R_BAYONET_L_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_HIT_AKSU" file="Anims\LOBOT\RGF\F_HIT_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_PAIN_AKSU" file="Anims\LOBOT\RGF\F_R_PAIN_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_COWER_AKSU" file="Anims\LOBOT\RGF\F_R_COWER_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_PRN_COWER_AKSU" file="Anims\LOBOT\RGF\F_R_PRNCOW_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="11" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_ROLL_SIDE_AKSU" file="Anims\LOBOT\RGF\F_R_ROLL_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_LOOK_AKSU" file="Anims\LOBOT\RGF\F_R_LOOK_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGF_RIFLE_CLEAN_AKSU" file="Anims\LOBOT\RGF\F_R_CLEAN_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_IDLE_AKSU" file="Anims\LOBOT\RGF\FW_R_STD_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_WALK_AKSU" file="Anims\LOBOT\RGF\FW_R_WALK_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_AIM_AKSU" file="Anims\LOBOT\RGF\FW_SR_AIM_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_WATER_RIFLE_HIP_AKSU" file="Anims\LOBOT\RGF\FW_SR_HIP_AIM_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGF_CRYODEATH_CROUCH" file="Anims\S_MERC\S_CRYO_DEATH_C.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="12" profile="-1" />
|
||||
+9316
File diff suppressed because it is too large
Load Diff
+4
-256
@@ -1,235 +1,7 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<LogicalAnimationSurfaces>
|
||||
<Layer name="gun">
|
||||
<LayerProp filter="HasDualRightBlackSawnOff" palette="guns_v2_pal_swap">
|
||||
<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="HasBlackSawnOffInHand" palette="guns_v2_pal_swap">
|
||||
<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>
|
||||
<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="HasBlackAKSUInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="RGF_RIFLE_OPEN_AKSU" animsurface="RGFOPEN"/>
|
||||
<Surface name="RGF_RIFLE_WALK_CROUCH_AKSU" animsurface="RGFCROUCH_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_WALK_AKSU" animsurface="RGFWALK_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_IDLE_AKSU" animsurface="RGFSTANDING"/>
|
||||
<Surface name="RGF_BASICWALK_AKSU" animsurface="RGFWALKING"/>
|
||||
<Surface name="RGF_RUNNING_AKSU" animsurface="RGFRUNNING"/>
|
||||
<Surface name="RGF_RIFLE_CROUCH_AKSU" animsurface="RGFCROUCHING"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_AKSU" animsurface="RGFSIDESTEP"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_AIM_AKSU" animsurface="RGFSIDESTEP_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_SWAT_AKSU" animsurface="RGFSNEAKING"/>
|
||||
<Surface name="RGF_RIFLE_RAISE_AKSU" animsurface="RGFRAISE"/>
|
||||
<Surface name="RGF_RIFLE_AIM_AKSU" animsurface="RGFSTANDAIM"/>
|
||||
<Surface name="RGF_RIFLE_HIP_AKSU" animsurface="RGF_HIP_AIM"/>
|
||||
<Surface name="RGF_RIFLE_CR_AIM_AKSU" animsurface="RGFCROUCHAIM"/>
|
||||
<Surface name="RGF_RIFLE_PRONE_AKSU" animsurface="RGFPRONE"/>
|
||||
<Surface name="RGF_RIFLE_HIT_AKSU" animsurface="RGFRHIT"/>
|
||||
<Surface name="RGF_RIFLE_PAIN_AKSU" animsurface="RGFHURTSTANDINGR"/>
|
||||
<Surface name="RGF_RIFLE_COWER_AKSU" animsurface="RGFCOWER"/>
|
||||
<Surface name="RGF_RIFLE_PRN_COWER_AKSU" animsurface="RGF_COWER_PRONE"/>
|
||||
<Surface name="RGF_RIFLE_WALK_HURT_AKSU" animsurface="RGFHURTWALKINGR"/>
|
||||
<Surface name="RGF_RIFLE_KICKDOOR_AKSU" animsurface="RGFKICKDOOR"/>
|
||||
<!--<Surface name="RGF_RIFLE_SQUISH_AKSU" animsurface="RGF_SQUISH" />
|
||||
<Surface name="RGF_RIFLE_LOOK_AKSU" animsurface="RGF_LOOK" />
|
||||
<Surface name="RGF_RIFLE_SPIT_AKSU" animsurface="RGF_SPIT" />-->
|
||||
<Surface name="RGF_RIFLE_DRUNK_AKSU" animsurface="RGFDRUNK"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_AKSU" animsurface="RGFBAYONET_S_S"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_L_AKSU" animsurface="RGFBAYONET_S_P"/>
|
||||
<Surface name="RGF_RIFLE_LOW_AKSU" animsurface="RGFSHOOT_LOW"/>
|
||||
<Surface name="RGF_RIFLE_ROLL_SIDE_AKSU" animsurface="RGFROLL_PR"/>
|
||||
<Surface name="RGF_RIFLE_LOOK_AKSU" animsurface="RGFALOOK"/>
|
||||
<Surface name="RGF_RIFLE_CLEAN_AKSU" animsurface="RGFCLEAN"/>
|
||||
<Surface name="RGF_WATER_RIFLE_IDLE_AKSU" animsurface="RGFWATER_R_STD" />
|
||||
<Surface name="RGF_WATER_RIFLE_WALK_AKSU" animsurface="RGFWATER_R_WALK" />
|
||||
<Surface name="RGF_WATER_RIFLE_AIM_AKSU" animsurface="RGFWATER_R_AIM" />
|
||||
<Surface name="RGF_WATER_RIFLE_HIP_AKSU" animsurface="RGF_WATER_HIP_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasBlackShotgunInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="RGF_RIFLE_OPEN_SHTGN" animsurface="RGFOPEN"/>
|
||||
<Surface name="RGF_RIFLE_WALK_CROUCH_SHTGN" animsurface="RGFCROUCH_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_WALK_SHTGN" animsurface="RGFWALK_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_IDLE_SHTGN" animsurface="RGFSTANDING"/>
|
||||
<Surface name="RGF_BASICWALK_SHTGN" animsurface="RGFWALKING"/>
|
||||
<Surface name="RGF_RUNNING_SHTGN" animsurface="RGFRUNNING"/>
|
||||
<Surface name="RGF_RIFLE_CROUCH_SHTGN" animsurface="RGFCROUCHING"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_SHTGN" animsurface="RGFSIDESTEP"/>
|
||||
<Surface name="RGF_RIFLE_SIDESTEP_AIM_SHTGN" animsurface="RGFSIDESTEP_R_RDY"/>
|
||||
<Surface name="RGF_RIFLE_SWAT_SHTGN" animsurface="RGFSNEAKING"/>
|
||||
<Surface name="RGF_RIFLE_RAISE_SHTGN" animsurface="RGFRAISE"/>
|
||||
<Surface name="RGF_RIFLE_AIM_SHTGN" animsurface="RGFSTANDAIM"/>
|
||||
<Surface name="RGF_RIFLE_HIP_SHTGN" animsurface="RGF_HIP_AIM"/>
|
||||
<Surface name="RGF_RIFLE_CR_AIM_SHTGN" animsurface="RGFCROUCHAIM"/>
|
||||
<Surface name="RGF_RIFLE_PRONE_SHTGN" animsurface="RGFPRONE"/>
|
||||
<Surface name="RGF_RIFLE_HIT_SHTGN" animsurface="RGFRHIT"/>
|
||||
<Surface name="RGF_RIFLE_PAIN_SHTGN" animsurface="RGFHURTSTANDINGR"/>
|
||||
<Surface name="RGF_RIFLE_COWER_SHTGN" animsurface="RGFCOWER"/>
|
||||
<Surface name="RGF_RIFLE_PRN_COWER_SHTGN" animsurface="RGF_COWER_PRONE"/>
|
||||
<Surface name="RGF_RIFLE_WALK_HURT_SHTGN" animsurface="RGFHURTWALKINGR"/>
|
||||
<Surface name="RGF_RIFLE_KICKDOOR_SHTGN" animsurface="RGFKICKDOOR"/>
|
||||
<!--<Surface name="RGF_RIFLE_SQUISH_SHTGN" animsurface="RGF_SQUISH" />
|
||||
<Surface name="RGF_RIFLE_LOOK_SHTGN" animsurface="RGF_LOOK" />
|
||||
<Surface name="RGF_RIFLE_SPIT_SHTGN" animsurface="RGF_SPIT" />-->
|
||||
<Surface name="RGF_RIFLE_DRUNK_SHTGN" animsurface="RGFDRUNK"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_SHTGN" animsurface="RGFBAYONET_S_S"/>
|
||||
<Surface name="RGF_RIFLE_BAYONET_L_SHTGN" animsurface="RGFBAYONET_S_P"/>
|
||||
<Surface name="RGF_RIFLE_LOW_SHTGN" animsurface="RGFSHOOT_LOW"/>
|
||||
<Surface name="RGF_RIFLE_ROLL_SIDE_SHTGN" animsurface="RGFROLL_PR"/>
|
||||
<Surface name="RGF_RIFLE_LOOK_SHTGN" animsurface="RGFALOOK"/>
|
||||
<Surface name="RGF_RIFLE_CLEAN_SHTGN" animsurface="RGFCLEAN"/>
|
||||
<Surface name="RGF_WATER_RIFLE_IDLE_SHTGN" animsurface="RGFWATER_R_STD" />
|
||||
<Surface name="RGF_WATER_RIFLE_WALK_SHTGN" animsurface="RGFWATER_R_WALK" />
|
||||
<Surface name="RGF_WATER_RIFLE_AIM_SHTGN" animsurface="RGFWATER_R_AIM" />
|
||||
<Surface name="RGF_WATER_RIFLE_HIP_SHTGN" 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">
|
||||
<!--<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"/>
|
||||
@@ -251,9 +23,9 @@
|
||||
<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_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_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"/>
|
||||
@@ -265,30 +37,6 @@
|
||||
<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>
|
||||
<Layer name="gunleft">
|
||||
<LayerProp filter="HasBlackSawnOffInLeftHand" palette="guns_v2_pal_swap">
|
||||
<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>
|
||||
</LayerProp>-->
|
||||
</Layer>
|
||||
</LogicalAnimationSurfaces>
|
||||
File diff suppressed because it is too large
Load Diff
@@ -4636,110 +4636,4 @@
|
||||
<AnimSurface name="RGMDEEPWATER_SWIM" file="Anims\LOBOT\RGM\default\S_SWIM.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="16" profile="-1" />
|
||||
<AnimSurface name="RGMDEEPWATER_DIE" file="Anims\LOBOT\RGM\default\S_D_DIE.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="13" profile="-1" />
|
||||
<AnimSurface name="RGMHELIDROP" file="Anims\LOBOT\RGM\default\S_HELIDRP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "1" framesperdir="70" profile="-1" />
|
||||
<!-- DEFAULT ANIMS AS PLACEHOLDERS -->
|
||||
|
||||
<!-- G11 -->
|
||||
<AnimSurface name="RGMRIFLE_WALK_CROUCH_G11" file="Anims\LOBOT\RGM\CR_WALK_RIFLE_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_G11" file="Anims\LOBOT\RGM\S_R_RDY_WALK_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_HURT_G11" file="Anims\LOBOT\RGM\S_R_WALK_HURT_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_IDLE_G11" file="Anims\LOBOT\RGM\S_R_STD_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMBASICWALK_G11" file="Anims\LOBOT\RGM\RGM_BASICWALK_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_CROUCH_G11" file="Anims\LOBOT\RGM\S_R_C_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SWAT_G11" file="Anims\LOBOT\RGM\S_R_SWAT_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SIDESTEP_G11" file="Anims\LOBOT\RGM\S_R_SDSP_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SIDESTEP_AIM_G11" file="Anims\LOBOT\RGM\S_R_SDSP_AIM_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRUNNING_G11" file="Anims\LOBOT\RGM\S_R_RUN_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_RAISE_G11" file="Anims\LOBOT\RGM\S_RAISE_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_AIM_G11" file="Anims\LOBOT\RGM\S_SR_AIM_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_LOW_G11" file="Anims\LOBOT\RGM\S_R_LOW_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_HIP_G11" file="Anims\LOBOT\RGM\S_SR_HIP_AIM_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_HIP_LOW_G11" file="Anims\LOBOT\RGM\S_R_HIP_LOW_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_CR_AIM_G11" file="Anims\LOBOT\RGM\S_CR_AIM_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_PRONE_G11" file="Anims\LOBOT\RGM\S_R_PRN_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="RGM_RIFLE_OPEN_G11" file="Anims\LOBOT\RGM\S_RIFLE_OPEN_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_KICKDOOR_G11" file="Anims\LOBOT\RGM\S_R_DR_KICK_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SQUISH_G11" file="Anims\LOBOT\RGM\S_R_SQUISH_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_LOOK_G11" file="Anims\LOBOT\RGM\S_R_LOOK_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SPIT_G11" file="Anims\LOBOT\RGM\S_R_SPIT_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_DRUNK_G11" file="Anims\LOBOT\RGM\S_R_DRUNK_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_BAYONET_G11" file="Anims\LOBOT\RGM\S_R_BAYONET_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_BAYONET_L_G11" file="Anims\LOBOT\RGM\S_R_BAYONET_L_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_HIT_G11" file="Anims\LOBOT\RGM\S_HIT_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_PAIN_G11" file="Anims\LOBOT\RGM\S_R_PAIN_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_COWER_G11" file="Anims\LOBOT\RGM\S_R_COWER_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_PRN_COWER_G11" file="Anims\LOBOT\RGM\S_R_PRNCOW_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_ROLL_SIDE_G11" file="Anims\LOBOT\RGM\S_R_ROLL_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_G11" file="Anims\LOBOT\RGM\SW_R_STD_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_G11" file="Anims\LOBOT\RGM\SW_R_WALK_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_G11" file="Anims\LOBOT\RGM\SW_SR_AIM_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_G11" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_G11.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<!-- XM25 -->
|
||||
<AnimSurface name="RGMRIFLE_WALK_CROUCH_XM25" file="Anims\LOBOT\RGM\CR_WALK_RIFLE_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_XM25" file="Anims\LOBOT\RGM\S_R_RDY_WALK_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_HURT_XM25" file="Anims\LOBOT\RGM\S_R_WALK_HURT_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_IDLE_XM25" file="Anims\LOBOT\RGM\S_R_STD_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMBASICWALK_XM25" file="Anims\LOBOT\RGM\RGM_BASICWALK_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_CROUCH_XM25" file="Anims\LOBOT\RGM\S_R_C_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SWAT_XM25" file="Anims\LOBOT\RGM\S_R_SWAT_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SIDESTEP_XM25" file="Anims\LOBOT\RGM\S_R_SDSP_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SIDESTEP_AIM_XM25" file="Anims\LOBOT\RGM\S_R_SDSP_AIM_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRUNNING_XM25" file="Anims\LOBOT\RGM\S_R_RUN_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_RAISE_XM25" file="Anims\LOBOT\RGM\S_RAISE_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_AIM_XM25" file="Anims\LOBOT\RGM\S_SR_AIM_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_LOW_XM25" file="Anims\LOBOT\RGM\S_R_LOW_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_HIP_XM25" file="Anims\LOBOT\RGM\S_SR_HIP_AIM_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_HIP_LOW_XM25" file="Anims\LOBOT\RGM\S_R_HIP_LOW_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_CR_AIM_XM25" file="Anims\LOBOT\RGM\S_CR_AIM_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_PRONE_XM25" file="Anims\LOBOT\RGM\S_R_PRN_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="RGM_RIFLE_OPEN_XM25" file="Anims\LOBOT\RGM\S_RIFLE_OPEN_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_KICKDOOR_XM25" file="Anims\LOBOT\RGM\S_R_DR_KICK_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SQUISH_XM25" file="Anims\LOBOT\RGM\S_R_SQUISH_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_LOOK_XM25" file="Anims\LOBOT\RGM\S_R_LOOK_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SPIT_XM25" file="Anims\LOBOT\RGM\S_R_SPIT_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_DRUNK_XM25" file="Anims\LOBOT\RGM\S_R_DRUNK_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_BAYONET_XM25" file="Anims\LOBOT\RGM\S_R_BAYONET_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_BAYONET_L_XM25" file="Anims\LOBOT\RGM\S_R_BAYONET_L_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_HIT_XM25" file="Anims\LOBOT\RGM\S_HIT_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_PAIN_XM25" file="Anims\LOBOT\RGM\S_R_PAIN_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_COWER_XM25" file="Anims\LOBOT\RGM\S_R_COWER_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_PRN_COWER_XM25" file="Anims\LOBOT\RGM\S_R_PRNCOW_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_ROLL_SIDE_XM25" file="Anims\LOBOT\RGM\S_R_ROLL_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_XM25" file="Anims\LOBOT\RGM\SW_R_STD_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_XM25" file="Anims\LOBOT\RGM\SW_R_WALK_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_XM25" file="Anims\LOBOT\RGM\SW_SR_AIM_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_XM25" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_XM25.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<!-- Short AK -->
|
||||
<AnimSurface name="RGMRIFLE_WALK_CROUCH_AKSU" file="Anims\LOBOT\RGM\CR_WALK_RIFLE_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_AKSU" file="Anims\LOBOT\RGM\S_R_RDY_WALK_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_WALK_HURT_AKSU" file="Anims\LOBOT\RGM\S_R_WALK_HURT_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_IDLE_AKSU" file="Anims\LOBOT\RGM\S_R_STD_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMBASICWALK_AKSU" file="Anims\LOBOT\RGM\RGM_BASICWALK_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_CROUCH_AKSU" file="Anims\LOBOT\RGM\S_R_C_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SWAT_AKSU" file="Anims\LOBOT\RGM\S_R_SWAT_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SIDESTEP_AKSU" file="Anims\LOBOT\RGM\S_R_SDSP_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SIDESTEP_AIM_AKSU" file="Anims\LOBOT\RGM\S_R_SDSP_AIM_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRUNNING_AKSU" file="Anims\LOBOT\RGM\S_R_RUN_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_RAISE_AKSU" file="Anims\LOBOT\RGM\S_RAISE_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_AIM_AKSU" file="Anims\LOBOT\RGM\S_SR_AIM_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_LOW_AKSU" file="Anims\LOBOT\RGM\S_R_LOW_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_HIP_AKSU" file="Anims\LOBOT\RGM\S_SR_HIP_AIM_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_HIP_LOW_AKSU" file="Anims\LOBOT\RGM\S_R_HIP_LOW_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_CR_AIM_AKSU" file="Anims\LOBOT\RGM\S_CR_AIM_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_PRONE_AKSU" file="Anims\LOBOT\RGM\S_R_PRN_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="RGM_RIFLE_OPEN_AKSU" file="Anims\LOBOT\RGM\S_RIFLE_OPEN_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_KICKDOOR_AKSU" file="Anims\LOBOT\RGM\S_R_DR_KICK_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SQUISH_AKSU" file="Anims\LOBOT\RGM\S_R_SQUISH_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_LOOK_AKSU" file="Anims\LOBOT\RGM\S_R_LOOK_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_SPIT_AKSU" file="Anims\LOBOT\RGM\S_R_SPIT_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_DRUNK_AKSU" file="Anims\LOBOT\RGM\S_R_DRUNK_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="20" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_BAYONET_AKSU" file="Anims\LOBOT\RGM\S_R_BAYONET_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_BAYONET_L_AKSU" file="Anims\LOBOT\RGM\S_R_BAYONET_L_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="23" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_HIT_AKSU" file="Anims\LOBOT\RGM\S_HIT_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_PAIN_AKSU" file="Anims\LOBOT\RGM\S_R_PAIN_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="14" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_COWER_AKSU" file="Anims\LOBOT\RGM\S_R_COWER_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_PRN_COWER_AKSU" file="Anims\LOBOT\RGM\S_R_PRNCOW_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="RGMRIFLE_ROLL_SIDE_AKSU" file="Anims\LOBOT\RGM\S_R_ROLL_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_IDLE_AKSU" file="Anims\LOBOT\RGM\SW_R_STD_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_WALK_AKSU" file="Anims\LOBOT\RGM\SW_R_WALK_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_AIM_AKSU" file="Anims\LOBOT\RGM\SW_SR_AIM_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="WATER_RIFLE_HIP_AKSU" file="Anims\LOBOT\RGM\SW_SR_HIP_AIM_AKSU.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<!-- DEFAULT ANIMS AS PLACEHOLDERS -->
|
||||
+9666
File diff suppressed because it is too large
Load Diff
+2
-249
@@ -1,230 +1,7 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<LogicalAnimationSurfaces>
|
||||
<Layer name="gun">
|
||||
<LayerProp filter="HasDualRightBlackSawnOff" palette="guns_v2_pal_swap">
|
||||
<Surface name="RGMEMPTY_IDLE_sawnoff" animsurface="RGMDBLBREATH" />
|
||||
<Surface name="RGMEMPTY_WALK_sawnoff" animsurface="RGMNOTHING_WALK" />
|
||||
<Surface name="RGMDUAL_AIM_sawnoff" animsurface="RGMSTANDDWALAIM" />
|
||||
<Surface name="RGM_CROUCHWALK_DUAL_sawnoff" animsurface="RGMCROUCH_D_RDY" />
|
||||
<Surface name="RGMDUAL_CR_AIM_sawnoff" animsurface="RGMCDBLSHOT" />
|
||||
<Surface name="RGMEMPTY_RUN_sawnoff" animsurface="RGMNOTHING_RUN" />
|
||||
<Surface name="RGMDUAL_PRONE_sawnoff" animsurface="RGMDWPRONE" />
|
||||
<Surface name="RGMEMPTY_PAIN_sawnoff" animsurface="RGMHURTSTANDINGN" />
|
||||
<Surface name="RGMEMPTY_RUN_sawnoff" animsurface="RGMPISTOL_RUN" />
|
||||
<Surface name="RGMDUAL_SDSTP_AIM_sawnoff" animsurface="RGMSIDESTEP_D_RDY" />
|
||||
<Surface name="RGMDUAL_RDY_WALK_sawnoff" animsurface="RGMWALK_D_RDY" />
|
||||
<Surface name="RGMDUAL_SDSTP_sawnoff" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="RGMEMPTY_DRUNK_sawnoff" animsurface="RGMPISTOLDRUNK" />
|
||||
<Surface name="RGMEMPTY_WALK_HURT_sawnoff" animsurface="RGMHURTWALKINGN" />
|
||||
<Surface name="WATER_EMPTY_IDLE_sawnoff" animsurface="RGMWATER_N_STD" />
|
||||
<Surface name="WATER_EMPTY_WALK_sawnoff" animsurface="RGMWATER_N_WALK" />
|
||||
<Surface name="WATER_DUAL_AIM_sawnoff" animsurface="RGMWATER_DBLSHT" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasBlackSawnOffInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="RGM_CROUCHWALK_sawnoff" animsurface="RGMCROUCH_P_RDY" />
|
||||
<Surface name="RGMEMPTY_PRONE_sawnoff" animsurface="RGMHANDGUN_PRONE" />
|
||||
<Surface name="RGMPISTOL_IDLE_sawnoff" animsurface="RGMPISTOLBREATH" />
|
||||
<Surface name="RGMPISTOL_WALK_sawnoff" animsurface="RGMNOTHING_WALK" />
|
||||
<Surface name="RGMPISTOL_AIM_sawnoff" animsurface="RGMHANDGUN_S_SHOT" />
|
||||
<Surface name="RGMPISTOL_AIM_1H_sawnoff" animsurface="RGM_PFSHOT_AIM" />
|
||||
<Surface name="RGMPISTOL_RDY_WALK_sawnoff" animsurface="RGMWALK_P_RDY" />
|
||||
<Surface name="RGMEMPTY_SWAT_sawnoff" animsurface="RGMNOTHING_SWAT" />
|
||||
<Surface name="RGMEMPTY_CROUCH_sawnoff" animsurface="RGMNOTHING_CROUCH" />
|
||||
<Surface name="RGMPISTOL_CR_AIM_sawnoff" animsurface="RGMHANDGUN_C_SHOT" />
|
||||
<Surface name="RGMPISTOL_SDSTP_AIM_sawnoff" animsurface="RGMSIDESTEP_P_RDY" />
|
||||
<Surface name="RGMPISTOL_LOW_sawnoff" animsurface="RGMPISTOLSHOOTLOW" />
|
||||
<Surface name="RGMPISTOL_LOW_sawnoff" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="RGMEMPTY_RUN_sawnoff" animsurface="RGMNOTHING_RUN" />
|
||||
<Surface name="RGMEMPTY_PAIN_sawnoff" animsurface="RGMHURTSTANDINGN" />
|
||||
<Surface name="RGMEMPTY_RUN_sawnoff" animsurface="RGMPISTOL_RUN" />
|
||||
<Surface name="RGMPISTOL_SDSTP_sawnoff" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="RGMEMPTY_DRUNK_sawnoff" animsurface="RGMPISTOLDRUNK" />
|
||||
<Surface name="RGMEMPTY_WALK_HURT_sawnoff" animsurface="RGMHURTWALKINGN" />
|
||||
<Surface name="WATER_PISTOL_IDLE_sawnoff" animsurface="RGMWATER_N_STD" />
|
||||
<Surface name="WATER_PISTOL_WALK_sawnoff" animsurface="RGMWATER_N_WALK" />
|
||||
<Surface name="WATER_PISTOL_AIM_sawnoff" animsurface="RGMWATER_N_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasBlackAKInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="RGM_RIFLE_OPEN_AK47" animsurface="RGMOPEN" />
|
||||
<Surface name="RGMRIFLE_WALK_CROUCH_AK47" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="RGMRIFLE_WALK_AK47" animsurface="RGMWALK_R_RDY" />
|
||||
<Surface name="RGMRIFLE_IDLE_AK47" animsurface="RGMSTANDING" />
|
||||
<Surface name="RGMBASICWALK_AK47" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="RGMRUNNING_AK47" animsurface="RGMRUNNING" />
|
||||
<Surface name="RGMRIFLE_CROUCH_AK47" animsurface="RGMCROUCHING" />
|
||||
<Surface name="RGMRIFLE_SIDESTEP_AK47" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="RGMRIFLE_SIDESTEP_AIM_AK47" animsurface="RGMSIDESTEP_R_RDY" />
|
||||
<Surface name="RGMRIFLE_SWAT_AK47" animsurface="RGMSNEAKING" />
|
||||
<Surface name="RGMRIFLE_RAISE_AK47" animsurface="RGMRAISE" />
|
||||
<Surface name="RGMRIFLE_AIM_AK47" animsurface="RGMSTANDAIM" />
|
||||
<Surface name="RGMRIFLE_HIP_AK47" animsurface="RGM_HIP_AIM" />
|
||||
<Surface name="RGMRIFLE_CR_AIM_AK47" animsurface="RGMCROUCHAIM" />
|
||||
<Surface name="RGMRIFLE_PRONE_AK47" animsurface="RGMPRONE" />
|
||||
<Surface name="RGMRIFLE_HIT_AK47" animsurface="RGMRHIT" />
|
||||
<Surface name="RGMRIFLE_PAIN_AK47" animsurface="RGMHURTSTANDINGR" />
|
||||
<Surface name="RGMRIFLE_COWER_AK47" animsurface="RGMCOWER" />
|
||||
<Surface name="RGMRIFLE_PRN_COWER_AK47" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="RGMRIFLE_WALK_HURT_AK47" animsurface="RGMHURTWALKINGR" />
|
||||
<Surface name="RGMRIFLE_KICKDOOR_AK47" animsurface="RGMKICKDOOR" />
|
||||
<Surface name="RGMRIFLE_SQUISH_AK47" animsurface="RGM_SQUISH" />
|
||||
<Surface name="RGMRIFLE_LOOK_AK47" animsurface="RGM_LOOK" />
|
||||
<Surface name="RGMRIFLE_SPIT_AK47" animsurface="RGM_SPIT" />
|
||||
<Surface name="RGMRIFLE_DRUNK_AK47" animsurface="RGMDRUNK" />
|
||||
<Surface name="RGMRIFLE_BAYONET_AK47" animsurface="RGMBAYONET_S_S" />
|
||||
<Surface name="RGMRIFLE_BAYONET_L_AK47" animsurface="RGMBAYONET_S_P" />
|
||||
<Surface name="RGMRIFLE_LOW_AK47" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="RGMRIFLE_HIP_LOW_AK47" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="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="HasBlackAKSUInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="RGM_RIFLE_OPEN_AKSU" animsurface="RGMOPEN" />
|
||||
<Surface name="RGMRIFLE_WALK_CROUCH_AKSU" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="RGMRIFLE_WALK_AKSU" animsurface="RGMWALK_R_RDY" />
|
||||
<Surface name="RGMRIFLE_IDLE_AKSU" animsurface="RGMSTANDING" />
|
||||
<Surface name="RGMBASICWALK_AKSU" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="RGMRUNNING_AKSU" animsurface="RGMRUNNING" />
|
||||
<Surface name="RGMRIFLE_CROUCH_AKSU" animsurface="RGMCROUCHING" />
|
||||
<Surface name="RGMRIFLE_SIDESTEP_AKSU" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="RGMRIFLE_SIDESTEP_AIM_AKSU" animsurface="RGMSIDESTEP_R_RDY" />
|
||||
<Surface name="RGMRIFLE_SWAT_AKSU" animsurface="RGMSNEAKING" />
|
||||
<Surface name="RGMRIFLE_RAISE_AKSU" animsurface="RGMRAISE" />
|
||||
<Surface name="RGMRIFLE_AIM_AKSU" animsurface="RGMSTANDAIM" />
|
||||
<Surface name="RGMRIFLE_HIP_AKSU" animsurface="RGM_HIP_AIM" />
|
||||
<Surface name="RGMRIFLE_CR_AIM_AKSU" animsurface="RGMCROUCHAIM" />
|
||||
<Surface name="RGMRIFLE_PRONE_AKSU" animsurface="RGMPRONE" />
|
||||
<Surface name="RGMRIFLE_HIT_AKSU" animsurface="RGMRHIT" />
|
||||
<Surface name="RGMRIFLE_PAIN_AKSU" animsurface="RGMHURTSTANDINGR" />
|
||||
<Surface name="RGMRIFLE_COWER_AKSU" animsurface="RGMCOWER" />
|
||||
<Surface name="RGMRIFLE_PRN_COWER_AKSU" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="RGMRIFLE_WALK_HURT_AKSU" animsurface="RGMHURTWALKINGR" />
|
||||
<Surface name="RGMRIFLE_KICKDOOR_AKSU" animsurface="RGMKICKDOOR" />
|
||||
<Surface name="RGMRIFLE_SQUISH_AKSU" animsurface="RGM_SQUISH" />
|
||||
<Surface name="RGMRIFLE_LOOK_AKSU" animsurface="RGM_LOOK" />
|
||||
<Surface name="RGMRIFLE_SPIT_AKSU" animsurface="RGM_SPIT" />
|
||||
<Surface name="RGMRIFLE_DRUNK_AKSU" animsurface="RGMDRUNK" />
|
||||
<Surface name="RGMRIFLE_BAYONET_AKSU" animsurface="RGMBAYONET_S_S" />
|
||||
<Surface name="RGMRIFLE_BAYONET_L_AKSU" animsurface="RGMBAYONET_S_P" />
|
||||
<Surface name="RGMRIFLE_LOW_AKSU" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="RGMRIFLE_HIP_LOW_AKSU" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="RGMRIFLE_ROLL_SIDE_AKSU" animsurface="RGMROLL_PR" />
|
||||
<Surface name="WATER_RIFLE_IDLE_AKSU" animsurface="RGMWATER_R_STD" />
|
||||
<Surface name="WATER_RIFLE_WALK_AKSU" animsurface="RGMWATER_R_WALK" />
|
||||
<Surface name="WATER_RIFLE_AIM_AKSU" animsurface="RGMWATER_R_AIM" />
|
||||
<Surface name="WATER_RIFLE_HIP_AKSU" animsurface="RGM_WATER_HIP_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasBlackShotgunInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="RGM_RIFLE_OPEN_SHTGN" animsurface="RGMOPEN" />
|
||||
<Surface name="RGMRIFLE_WALK_CROUCH_SHTGN" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="RGMRIFLE_WALK_SHTGN" animsurface="RGMWALK_R_RDY" />
|
||||
<Surface name="RGMRIFLE_IDLE_SHTGN" animsurface="RGMSTANDING" />
|
||||
<Surface name="RGMBASICWALK_SHTGN" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="RGMRUNNING_SHTGN" animsurface="RGMRUNNING" />
|
||||
<Surface name="RGMRIFLE_CROUCH_SHTGN" animsurface="RGMCROUCHING" />
|
||||
<Surface name="RGMRIFLE_SIDESTEP_SHTGN" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="RGMRIFLE_SIDESTEP_AIM_SHTGN" animsurface="RGMSIDESTEP_R_RDY" />
|
||||
<Surface name="RGMRIFLE_SWAT_SHTGN" animsurface="RGMSNEAKING" />
|
||||
<Surface name="RGMRIFLE_RAISE_SHTGN" animsurface="RGMRAISE" />
|
||||
<Surface name="RGMRIFLE_AIM_SHTGN" animsurface="RGMSTANDAIM" />
|
||||
<Surface name="RGMRIFLE_HIP_SHTGN" animsurface="RGM_HIP_AIM" />
|
||||
<Surface name="RGMRIFLE_CR_AIM_SHTGN" animsurface="RGMCROUCHAIM" />
|
||||
<Surface name="RGMRIFLE_PRONE_SHTGN" animsurface="RGMPRONE" />
|
||||
<Surface name="RGMRIFLE_HIT_SHTGN" animsurface="RGMRHIT" />
|
||||
<Surface name="RGMRIFLE_PAIN_SHTGN" animsurface="RGMHURTSTANDINGR" />
|
||||
<Surface name="RGMRIFLE_COWER_SHTGN" animsurface="RGMCOWER" />
|
||||
<Surface name="RGMRIFLE_PRN_COWER_SHTGN" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="RGMRIFLE_WALK_HURT_SHTGN" animsurface="RGMHURTWALKINGR" />
|
||||
<Surface name="RGMRIFLE_KICKDOOR_SHTGN" animsurface="RGMKICKDOOR" />
|
||||
<Surface name="RGMRIFLE_SQUISH_SHTGN" animsurface="RGM_SQUISH" />
|
||||
<Surface name="RGMRIFLE_LOOK_SHTGN" animsurface="RGM_LOOK" />
|
||||
<Surface name="RGMRIFLE_SPIT_SHTGN" animsurface="RGM_SPIT" />
|
||||
<Surface name="RGMRIFLE_DRUNK_SHTGN" animsurface="RGMDRUNK" />
|
||||
<Surface name="RGMRIFLE_BAYONET_SHTGN" animsurface="RGMBAYONET_S_S" />
|
||||
<Surface name="RGMRIFLE_BAYONET_L_SHTGN" animsurface="RGMBAYONET_S_P" />
|
||||
<Surface name="RGMRIFLE_LOW_SHTGN" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="RGMRIFLE_HIP_LOW_SHTGN" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="RGMRIFLE_ROLL_SIDE_SHTGN" animsurface="RGMROLL_PR" />
|
||||
<Surface name="WATER_RIFLE_IDLE_SHTGN" animsurface="RGMWATER_R_STD" />
|
||||
<Surface name="WATER_RIFLE_WALK_SHTGN" animsurface="RGMWATER_R_WALK" />
|
||||
<Surface name="WATER_RIFLE_AIM_SHTGN" animsurface="RGMWATER_R_AIM" />
|
||||
<Surface name="WATER_RIFLE_HIP_SHTGN" animsurface="RGM_WATER_HIP_AIM" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="HasBlackPatriotInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="RGM_RIFLE_OPEN_PATRIOT" animsurface="RGMOPEN" />
|
||||
<Surface name="RGMRIFLE_WALK_CROUCH_PATRIOT" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="RGMRIFLE_WALK_PATRIOT" animsurface="RGMWALK_R_RDY" />
|
||||
<Surface name="RGMRIFLE_IDLE_PATRIOT" animsurface="RGMSTANDING" />
|
||||
<Surface name="RGMBASICWALK_PATRIOT" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="RGMRUNNING_PATRIOT" animsurface="RGMRUNNING" />
|
||||
<Surface name="RGMRIFLE_CROUCH_PATRIOT" animsurface="RGMCROUCHING" />
|
||||
<Surface name="RGMRIFLE_SIDESTEP_PATRIOT" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="RGMRIFLE_SIDESTEP_AIM_PATRIOT" animsurface="RGMSIDESTEP_R_RDY" />
|
||||
<Surface name="RGMRIFLE_SWAT_PATRIOT" animsurface="RGMSNEAKING" />
|
||||
<Surface name="RGMRIFLE_RAISE_PATRIOT" animsurface="RGMRAISE" />
|
||||
<Surface name="RGMRIFLE_AIM_PATRIOT" animsurface="RGMSTANDAIM" />
|
||||
<Surface name="RGMRIFLE_HIP_PATRIOT" animsurface="RGM_HIP_AIM" />
|
||||
<Surface name="RGMRIFLE_CR_AIM_PATRIOT" animsurface="RGMCROUCHAIM" />
|
||||
<Surface name="RGMRIFLE_PRONE_PATRIOT" animsurface="RGMPRONE" />
|
||||
<Surface name="RGMRIFLE_HIT_PATRIOT" animsurface="RGMRHIT" />
|
||||
<Surface name="RGMRIFLE_PAIN_PATRIOT" animsurface="RGMHURTSTANDINGR" />
|
||||
<Surface name="RGMRIFLE_COWER_PATRIOT" animsurface="RGMCOWER" />
|
||||
<Surface name="RGMRIFLE_PRN_COWER_PATRIOT" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="RGMRIFLE_WALK_HURT_PATRIOT" animsurface="RGMHURTWALKINGR" />
|
||||
<Surface name="RGMRIFLE_KICKDOOR_PATRIOT" animsurface="RGMKICKDOOR" />
|
||||
<Surface name="RGMRIFLE_SQUISH_PATRIOT" animsurface="RGM_SQUISH" />
|
||||
<Surface name="RGMRIFLE_LOOK_PATRIOT" animsurface="RGM_LOOK" />
|
||||
<Surface name="RGMRIFLE_SPIT_PATRIOT" animsurface="RGM_SPIT" />
|
||||
<Surface name="RGMRIFLE_DRUNK_PATRIOT" animsurface="RGMDRUNK" />
|
||||
<Surface name="RGMRIFLE_BAYONET_PATRIOT" animsurface="RGMBAYONET_S_S" />
|
||||
<Surface name="RGMRIFLE_BAYONET_L_PATRIOT" animsurface="RGMBAYONET_S_P" />
|
||||
<Surface name="RGMRIFLE_LOW_PATRIOT" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="RGMRIFLE_HIP_LOW_PATRIOT" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="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="RGM_RIFLE_OPEN_TRG42" animsurface="RGMOPEN" />
|
||||
<Surface name="RGMRIFLE_WALK_CROUCH_TRG42" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="RGMRIFLE_WALK_TRG42" animsurface="RGMWALK_R_RDY" />
|
||||
<Surface name="RGMRIFLE_IDLE_TRG42" animsurface="RGMSTANDING" />
|
||||
<Surface name="RGMBASICWALK_TRG42" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="RGMRUNNING_TRG42" animsurface="RGMRUNNING" />
|
||||
<Surface name="RGMRIFLE_CROUCH_TRG42" animsurface="RGMCROUCHING" />
|
||||
<Surface name="RGMRIFLE_SIDESTEP_TRG42" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="RGMRIFLE_SIDESTEP_AIM_TRG42" animsurface="RGMSIDESTEP_R_RDY" />
|
||||
<Surface name="RGMRIFLE_SWAT_TRG42" animsurface="RGMSNEAKING" />
|
||||
<Surface name="RGMRIFLE_RAISE_TRG42" animsurface="RGMRAISE" />
|
||||
<Surface name="RGMRIFLE_AIM_TRG42" animsurface="RGMSTANDAIM" />
|
||||
<Surface name="RGMRIFLE_HIP_TRG42" animsurface="RGM_HIP_AIM" />
|
||||
<Surface name="RGMRIFLE_CR_AIM_TRG42" animsurface="RGMCROUCHAIM" />
|
||||
<Surface name="RGMRIFLE_PRONE_TRG42" animsurface="RGMPRONE" />
|
||||
<Surface name="RGMRIFLE_HIT_TRG42" animsurface="RGMRHIT" />
|
||||
<Surface name="RGMRIFLE_PAIN_TRG42" animsurface="RGMHURTSTANDINGR" />
|
||||
<Surface name="RGMRIFLE_COWER_TRG42" animsurface="RGMCOWER" />
|
||||
<Surface name="RGMRIFLE_PRN_COWER_TRG42" animsurface="RGM_COWER_PRONE" />
|
||||
<Surface name="RGMRIFLE_WALK_HURT_TRG42" animsurface="RGMHURTWALKINGR" />
|
||||
<Surface name="RGMRIFLE_KICKDOOR_TRG42" animsurface="RGMKICKDOOR" />
|
||||
<Surface name="RGMRIFLE_SQUISH_TRG42" animsurface="RGM_SQUISH" />
|
||||
<Surface name="RGMRIFLE_LOOK_TRG42" animsurface="RGM_LOOK" />
|
||||
<Surface name="RGMRIFLE_SPIT_TRG42" animsurface="RGM_SPIT" />
|
||||
<Surface name="RGMRIFLE_DRUNK_TRG42" animsurface="RGMDRUNK" />
|
||||
<Surface name="RGMRIFLE_BAYONET_TRG42" animsurface="RGMBAYONET_S_S" />
|
||||
<Surface name="RGMRIFLE_BAYONET_L_TRG42" animsurface="RGMBAYONET_S_P" />
|
||||
<Surface name="RGMRIFLE_LOW_TRG42" animsurface="RGMSHOOT_LOW" />
|
||||
<Surface name="RGMRIFLE_HIP_LOW_TRG42" animsurface="RGM_HIP_LOW" />
|
||||
<Surface name="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">
|
||||
<!--<LayerProp filter="HasBlackSemiAutoRifleInHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="RGM_RIFLE_OPEN_M14" animsurface="RGMOPEN" />
|
||||
<Surface name="RGMRIFLE_WALK_CROUCH_M14" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="RGMRIFLE_WALK_M14" animsurface="RGMWALK_R_RDY" />
|
||||
@@ -259,30 +36,6 @@
|
||||
<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>
|
||||
<Layer name="gunleft">
|
||||
<LayerProp filter="HasBlackSawnOffInLeftHand" palette="guns_v2_pal_swap">
|
||||
<Surface name="RGMEMPTY_IDLE_sawnoff_LEFT" animsurface="RGMNOTHING_STD" />
|
||||
<Surface name="RGMEMPTY_IDLE_sawnoff_LEFT" animsurface="RGMDBLBREATH" />
|
||||
<Surface name="RGMEMPTY_WALK_sawnoff_LEFT" animsurface="RGMNOTHING_WALK" />
|
||||
<Surface name="RGMDUAL_AIM_sawnoff_LEFT" animsurface="RGMSTANDDWALAIM" />
|
||||
<Surface name="RGMEMPTY_CROUCH_sawnoff_LEFT" animsurface="RGMNOTHING_CROUCH" />
|
||||
<Surface name="RGMEMPTY_SWAT_sawnoff_LEFT" animsurface="RGMNOTHING_SWAT" />
|
||||
<Surface name="RGM_CROUCHWALK_DUAL_sawnoff_LEFT" animsurface="RGMCROUCH_D_RDY" />
|
||||
<Surface name="RGMDUAL_CR_AIM_sawnoff_LEFT" animsurface="RGMCDBLSHOT" />
|
||||
<Surface name="RGMEMPTY_RUN_sawnoff_LEFT" animsurface="RGMNOTHING_RUN" />
|
||||
<Surface name="RGMDUAL_PRONE_sawnoff_LEFT" animsurface="RGMDWPRONE" />
|
||||
<Surface name="RGMEMPTY_PAIN_sawnoff_LEFT" animsurface="RGMHURTSTANDINGN" />
|
||||
<Surface name="RGMEMPTY_RUN_sawnoff_LEFT" animsurface="RGMPISTOL_RUN" />
|
||||
<Surface name="RGMDUAL_SDSTP_AIM_sawnoff_LEFT" animsurface="RGMSIDESTEP_D_RDY" />
|
||||
<Surface name="RGMDUAL_RDY_WALK_sawnoff_LEFT" animsurface="RGMWALK_D_RDY" />
|
||||
<Surface name="RGMDUAL_SDSTP_sawnoff_LEFT" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="RGMEMPTY_DRUNK_sawnoff_LEFT" animsurface="RGMPISTOLDRUNK" />
|
||||
<Surface name="RGMEMPTY_WALK_HURT_sawnoff_LEFT" animsurface="RGMHURTWALKINGN" />
|
||||
<Surface name="WATER_EMPTY_IDLE_sawnoff_LEFT" animsurface="RGMWATER_N_STD" />
|
||||
<Surface name="WATER_EMPTY_WALK_sawnoff_LEFT" animsurface="RGMWATER_N_WALK" />
|
||||
<Surface name="WATER_DUAL_AIM_sawnoff_LEFT" animsurface="RGMWATER_DBLSHT" />
|
||||
</LayerProp>
|
||||
</LayerProp>-->
|
||||
</Layer>
|
||||
</LogicalAnimationSurfaces>
|
||||
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user