mirror of
https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
Added palette-swapped black versions of the basic shotgun and sawn-off shotgun
- Super-Shorty no longer invisible, uses black version of the sawn-off shotgun graphics - Moved Fabarm FP6, SDASS and Benelli M3 from SPAS-12 to black shotgun graphics
This commit is contained in:
@@ -10,7 +10,7 @@
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<!-- <AND> -->
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<OR>
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<WEAPON_TYPE>GUN_PISTOL</WEAPON_TYPE>
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<HANDPOS op="in">711</HANDPOS><!-- Sawn-off shotgun -->
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<HANDPOS op="in">711, 732</HANDPOS><!-- Sawn-off shotgun and Super-Shorty -->
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</OR>
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<!--<LEFT_WEAPON_TYPE>NOT_GUN</LEFT_WEAPON_TYPE>-->
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<!-- </AND> -->
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@@ -32,13 +32,13 @@
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<AND>
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<LEFT_WEAPON_TYPE not="">GUN_PISTOL</LEFT_WEAPON_TYPE>
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<LEFT_WEAPON_TYPE not="">GUN_M_PISTOL</LEFT_WEAPON_TYPE>
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<SECONDHANDPOS not="" op="in">711</SECONDHANDPOS>
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<SECONDHANDPOS not="" op="in">711, 732</SECONDHANDPOS>
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</AND>
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</Filter>
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<Filter name="HasPistolInLeftHand">
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<OR>
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<LEFT_WEAPON_TYPE>GUN_PISTOL</LEFT_WEAPON_TYPE>
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<SECONDHANDPOS op="in">711</SECONDHANDPOS>
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<SECONDHANDPOS op="in">711, 732</SECONDHANDPOS>
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</OR>
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</Filter>
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<Filter name="HasMPistolInLeftHand">
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@@ -317,6 +317,11 @@
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<HANDPOS not="" op="in">33</HANDPOS>
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</AND>
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</Filter>
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<Filter name="HasBlackShotgunInHand">
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<AND>
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<HANDPOS op="in">341, 898, 899</HANDPOS>
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</AND>
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</Filter>
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<Filter name="HasSaiga12kInHand">
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<AND>
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<HANDPOS op="in">32, 340, 680, 731, 741</HANDPOS>
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@@ -324,7 +329,7 @@
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</Filter>
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<Filter name="HasSPAS12InHand">
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<AND>
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<HANDPOS op="in">341, 621, 696, 775, 898, 899</HANDPOS>
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<HANDPOS op="in">621, 696, 775</HANDPOS>
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</AND>
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</Filter>
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<Filter name="HasFALInHand">
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@@ -353,9 +358,9 @@
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</AND>
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</Filter>
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<Filter name="HasAKSUInHand">
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<OR>
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<AND>
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<HANDPOS op="in">14, 785</HANDPOS>
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</OR>
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</AND>
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</Filter>
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<Filter name="HasBlackAKSUInHand">
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<AND>
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@@ -531,7 +536,7 @@
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<FILTER>HasPistolOrMPistolInLeftHand</FILTER>
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</AND>
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</Filter>
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<Filter name="HasSawnOffInHand">
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<Filter name="HasSawnOffInHand">
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<AND>
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<HANDPOS op="in">711</HANDPOS>
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</AND>
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@@ -547,6 +552,22 @@
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<FILTER>HasPistolOrMPistolInLeftHand</FILTER>
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</AND>
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</Filter>
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<Filter name="HasBlackSawnOffInHand">
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<AND>
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<HANDPOS op="in">732</HANDPOS>
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</AND>
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</Filter>
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<Filter name="HasBlackSawnOffInLeftHand">
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<AND>
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<SECONDHANDPOS op="in">732</SECONDHANDPOS>
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</AND>
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</Filter>
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<Filter name="HasDualRightBlackSawnOff">
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<AND>
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<FILTER>HasBlackSawnOffInHand</FILTER>
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<FILTER>HasPistolOrMPistolInLeftHand</FILTER>
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</AND>
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</Filter>
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<Filter name="IsWearingBackpackAndHasPistol">
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<AND>
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<FILTER>IsWearingBackpack</FILTER>
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+114
@@ -1,6 +1,49 @@
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<?xml version="1.0" encoding="utf-8"?>
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<LogicalAnimationSurfaces>
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<Layer name="gun">
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<LayerProp filter="HasDualRightBlackSawnOff" palette="guns_v2_pal_swap">
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<Surface name="BGMEMPTY_IDLE_sawnoff" animsurface="BGMDBLBREATH" />
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<Surface name="BGMEMPTY_WALK_sawnoff" animsurface="BGMNOTHING_WALK" />
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<Surface name="BGMDUAL_AIM_sawnoff" animsurface="BGMSTANDDWALAIM" />
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<Surface name="BGM_CROUCHWALK_DUAL_sawnoff" animsurface="BGMCROUCH_D_RDY" />
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<Surface name="BGMDUAL_CR_AIM_sawnoff" animsurface="BGMCDBLSHOT" />
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<Surface name="BGMEMPTY_RUN_sawnoff" animsurface="BGMNOTHING_RUN" />
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<Surface name="BGMDUAL_PRONE_sawnoff" animsurface="BGMDWPRONE" />
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<Surface name="BGMEMPTY_PAIN_sawnoff" animsurface="BGMHURTSTANDINGN" />
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<Surface name="BGMEMPTY_RUN_sawnoff" animsurface="BGMPISTOL_RUN" />
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<Surface name="BGMDUAL_SDSTP_AIM_sawnoff" animsurface="BGMSIDESTEP_D_RDY" />
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<Surface name="BGMDUAL_RDY_WALK_sawnoff" animsurface="BGMWALK_D_RDY" />
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<Surface name="BGMDUAL_SDSTP_sawnoff" animsurface="BGMSIDESTEP" />
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<Surface name="BGMEMPTY_DRUNK_sawnoff" animsurface="BGMPISTOLDRUNK" />
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<Surface name="BGMEMPTY_WALK_HURT_sawnoff" animsurface="BGMHURTWALKINGN" />
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<Surface name="BGM_WATER_EMPTY_IDLE_sawnoff" animsurface="BGMWATER_N_STD" />
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<Surface name="BGM_WATER_EMPTY_WALK_sawnoff" animsurface="BGMWATER_N_WALK" />
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<Surface name="BGM_WATER_DUAL_AIM_sawnoff" animsurface="BGMWATER_DBLSHT" />
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</LayerProp>
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<LayerProp filter="HasBlackSawnOffInHand" palette="guns_v2_pal_swap">
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<Surface name="BGM_CROUCHWALK_sawnoff" animsurface="BGMCROUCH_P_RDY" />
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<Surface name="BGMEMPTY_PRONE_sawnoff" animsurface="BGMHANDGUN_PRONE" />
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<Surface name="BGMPISTOL_IDLE_sawnoff" animsurface="BGMPISTOLBREATH" />
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<Surface name="BGMPISTOL_WALK_sawnoff" animsurface="BGMNOTHING_WALK" />
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<Surface name="BGMPISTOL_AIM_sawnoff" animsurface="BGMHANDGUN_S_SHOT" />
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<Surface name="BGMPISTOL_AIM_1H_sawnoff" animsurface="BGM_PFSHOT_AIM" />
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<Surface name="BGMPISTOL_RDY_WALK_sawnoff" animsurface="BGMWALK_P_RDY" />
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<Surface name="BGMEMPTY_SWAT_sawnoff" animsurface="BGMNOTHING_SWAT" />
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<Surface name="BGMEMPTY_CROUCH_sawnoff" animsurface="BGMNOTHING_CROUCH" />
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<Surface name="BGMPISTOL_CR_AIM_sawnoff" animsurface="BGMHANDGUN_C_SHOT" />
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<Surface name="BGMPISTOL_SDSTP_AIM_sawnoff" animsurface="BGMSIDESTEP_P_RDY" />
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<Surface name="BGMPISTOL_LOW_sawnoff" animsurface="BGMPISTOLSHOOTLOW" />
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<Surface name="BGMPISTOL_LOW_sawnoff" animsurface="BGMSHOOT_LOW" />
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<Surface name="BGMEMPTY_RUN_sawnoff" animsurface="BGMNOTHING_RUN" />
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<Surface name="BGMEMPTY_PAIN_sawnoff" animsurface="BGMHURTSTANDINGN" />
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<Surface name="BGMEMPTY_RUN_sawnoff" animsurface="BGMPISTOL_RUN" />
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<Surface name="BGMPISTOL_SDSTP_sawnoff" animsurface="BGMSIDESTEP" />
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<Surface name="BGMEMPTY_DRUNK_sawnoff" animsurface="BGMPISTOLDRUNK" />
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<Surface name="BGMEMPTY_WALK_HURT_sawnoff" animsurface="BGMHURTWALKINGN" />
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<Surface name="BGM_WATER_PISTOL_IDLE_sawnoff" animsurface="BGMWATER_N_STD" />
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<Surface name="BGM_WATER_PISTOL_WALK_sawnoff" animsurface="BGMWATER_N_WALK" />
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<Surface name="BGM_WATER_PISTOL_AIM_sawnoff" animsurface="BGMWATER_N_AIM" />
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</LayerProp>
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<LayerProp filter="HasBlackAKInHand" palette="guns_v2_pal_swap">
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<Surface name="BGM_RIFLE_OPEN_AK47" animsurface="BGMOPEN" />
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<Surface name="BGMRIFLE_WALK_CROUCH_AK47" animsurface="BGMCROUCH_R_RDY" />
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@@ -95,6 +138,53 @@
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<Surface name="BGM_WATER_RIFLE_AIM_AKSU" animsurface="BGMWATER_R_AIM" />
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<Surface name="BGM_WATER_RIFLE_HIP_AKSU" animsurface="BGM_WATER_HIP_AIM" />
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</LayerProp>
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<LayerProp filter="HasBlackShotgunInHand" palette="guns_v2_pal_swap">
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<Surface name="BGM_RIFLE_OPEN_SHTGN" animsurface="BGMOPEN" />
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<Surface name="BGMRIFLE_WALK_CROUCH_SHTGN" animsurface="BGMCROUCH_R_RDY" />
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<Surface name="BGMRIFLE_WALK_RDY_HERO_SHTGN" animsurface="BGMWALK_R_RDY2" />
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<Surface name="BGMRIFLE_WALK_SHTGN" animsurface="BGMWALK_R_RDY" />
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<Surface name="BGMRIFLE_IDLE_HERO_SHTGN" animsurface="BGMSTANDING" />
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<Surface name="BGMRIFLE_IDLE_SHTGN" animsurface="BGMTHREATENSTAND" />
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<Surface name="BGMRIFLE_WALK_HERO_SHTGN" animsurface="BGMWALKING" />
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<Surface name="BGMBASICWALK_SHTGN" animsurface="BGMWALK2" />
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<Surface name="BGMRUNNING_HERO_SHTGN" animsurface="BGMRUNNING" />
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<Surface name="BGMRUNNING_SHTGN" animsurface="BGMRUN2" />
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<Surface name="BGMRIFLE_CROUCH_HERO_SHTGN" animsurface="BGMCROUCHING" />
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<Surface name="BGMRIFLE_CROUCH_BIGM_SHTGN" animsurface="BGMCROUCHTRANS" />
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<Surface name="BGMRIFLE_SIDESTEP_SHTGN" animsurface="BGMSIDESTEP" />
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<Surface name="BGMRIFLE_SIDESTEP_AIM_SHTGN" animsurface="BGMSIDESTEP_R_RDY" />
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<Surface name="BGMRIFLE_SIDESTEP_AIM_HERO_SHTGN" animsurface="BGMSIDESTEP_R_RDY2" />
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<Surface name="BGMRIFLE_SWAT_SHTGN" animsurface="BGMSNEAKING" />
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<Surface name="BGMRIFLE_RAISE_HERO_SHTGN" animsurface="BGMRAISE" />
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<Surface name="BGMRIFLE_RAISE_SHTGN" animsurface="BGMRAISE2" />
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<Surface name="BGMRIFLE_AIM_HERO_SHTGN" animsurface="BGMSTANDAIM" />
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<Surface name="BGMRIFLE_AIM_SHTGN" animsurface="BGMSTANDAIM2" />
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<Surface name="BGMRIFLE_AIM_SHTGN" animsurface="BGMSRAIMALT" />
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<Surface name="BGMRIFLE_HIP_SHTGN" animsurface="BGM_HIP_AIM" />
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<Surface name="BGMRIFLE_HIP_HERO_SHTGN" animsurface="BGMHIPAIMALT" />
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<Surface name="BGMRIFLE_CR_AIM_HERO_SHTGN" animsurface="BGMCROUCHAIM" />
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<Surface name="BGMRIFLE_PRONE_HERO_SHTGN" animsurface="BGMPRONE" />
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<Surface name="BGMRIFLE_HIT_HERO_SHTGN" animsurface="BGMRHIT" />
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<Surface name="BGMRIFLE_PAIN_SHTGN" animsurface="BGMHURTSTANDINGR" />
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<Surface name="BGMRIFLE_COWER_SHTGN" animsurface="BGMCOWER" />
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<Surface name="BGMRIFLE_PRN_COWER_SHTGN" animsurface="BGM_COWER_PRONE" />
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<Surface name="BGMRIFLE_WALK_HURT_SHTGN" animsurface="BGMHURTWALKINGR" />
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<Surface name="BGMRIFLE_KICKDOOR_SHTGN" animsurface="BGMKICKDOOR" />
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||||
<Surface name="BGMRIFLE_DUST_SHOE_SHTGN" animsurface="BGMSHOEDUST" />
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<Surface name="BGMRIFLE_WIPE_SHTGN" animsurface="BGMHEADTURN" />
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||||
<Surface name="BGMRIFLE_NECK_SHTGN" animsurface="BGMIDLENECK" />
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<Surface name="BGMRIFLE_NECK_HERO_SHTGN" animsurface="BGMIDLENECK2" />
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<Surface name="BGMRIFLE_DRUNK_SHTGN" animsurface="BGMDRUNK" />
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<Surface name="BGMRIFLE_BAYONET_SHTGN" animsurface="BGMBAYONET_S_S" />
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||||
<Surface name="BGMRIFLE_BAYONET_L_SHTGN" animsurface="BGMBAYONET_S_P" />
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||||
<Surface name="BGMRIFLE_LOW_SHTGN" animsurface="BGMSHOOT_LOW" />
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<Surface name="BGMRIFLE_HIP_LOW_SHTGN" animsurface="RGM_HIP_LOW" />
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<Surface name="BGMRIFLE_ROLL_SIDE_SHTGN" animsurface="BGMROLL_PR" />
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||||
<Surface name="BGM_WATER_RIFLE_IDLE_SHTGN" animsurface="BGMWATER_R_STD" />
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<Surface name="BGM_WATER_RIFLE_WALK_SHTGN" animsurface="BGMWATER_R_WALK" />
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||||
<Surface name="BGM_WATER_RIFLE_AIM_SHTGN" animsurface="BGMWATER_R_AIM" />
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||||
<Surface name="BGM_WATER_RIFLE_HIP_SHTGN" animsurface="BGM_WATER_HIP_AIM" />
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||||
</LayerProp>
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||||
<LayerProp filter="HasBlackPatriotInHand" palette="guns_v2_pal_swap">
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||||
<Surface name="BGM_RIFLE_OPEN_PATRIOT" animsurface="BGMOPEN" />
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||||
<Surface name="BGMRIFLE_WALK_CROUCH_PATRIOT" animsurface="BGMCROUCH_R_RDY" />
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||||
@@ -237,4 +327,28 @@
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<Surface name="BGM_WATER_RIFLE_HIP_M14" animsurface="BGM_WATER_HIP_AIM" />
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||||
</LayerProp>
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||||
</Layer>
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||||
<Layer name="gunleft">
|
||||
<LayerProp filter="HasBlackSawnOffInLeftHand" palette="guns_v2_pal_swap">
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||||
<Surface name="BGMEMPTY_IDLE_sawnoff_LEFT" animsurface="BGMNOTHING_STD" />
|
||||
<Surface name="BGMEMPTY_IDLE_sawnoff_LEFT" animsurface="BGMDBLBREATH" />
|
||||
<Surface name="BGMEMPTY_WALK_sawnoff_LEFT" animsurface="BGMNOTHING_WALK" />
|
||||
<Surface name="BGMDUAL_AIM_sawnoff_LEFT" animsurface="BGMSTANDDWALAIM" />
|
||||
<Surface name="BGMEMPTY_CROUCH_sawnoff_LEFT" animsurface="BGMNOTHING_CROUCH" />
|
||||
<Surface name="BGMEMPTY_SWAT_sawnoff_LEFT" animsurface="BGMNOTHING_SWAT" />
|
||||
<Surface name="BGM_CROUCHWALK_DUAL_sawnoff_LEFT" animsurface="BGMCROUCH_D_RDY" />
|
||||
<Surface name="BGMDUAL_CR_AIM_sawnoff_LEFT" animsurface="BGMCDBLSHOT" />
|
||||
<Surface name="BGMEMPTY_RUN_sawnoff_LEFT" animsurface="BGMNOTHING_RUN" />
|
||||
<Surface name="BGMDUAL_PRONE_sawnoff_LEFT" animsurface="BGMDWPRONE" />
|
||||
<Surface name="BGMEMPTY_PAIN_sawnoff_LEFT" animsurface="BGMHURTSTANDINGN" />
|
||||
<Surface name="BGMEMPTY_RUN_sawnoff_LEFT" animsurface="BGMPISTOL_RUN" />
|
||||
<Surface name="BGMDUAL_SDSTP_AIM_sawnoff_LEFT" animsurface="BGMSIDESTEP_D_RDY" />
|
||||
<Surface name="BGMDUAL_RDY_WALK_sawnoff_LEFT" animsurface="BGMWALK_D_RDY" />
|
||||
<Surface name="BGMDUAL_SDSTP_sawnoff_LEFT" animsurface="BGMSIDESTEP" />
|
||||
<Surface name="BGMEMPTY_DRUNK_sawnoff_LEFT" animsurface="BGMPISTOLDRUNK" />
|
||||
<Surface name="BGMEMPTY_WALK_HURT_sawnoff_LEFT" animsurface="BGMHURTWALKINGN" />
|
||||
<Surface name="BGM_WATER_EMPTY_IDLE_sawnoff_LEFT" animsurface="BGMWATER_N_STD" />
|
||||
<Surface name="BGM_WATER_EMPTY_WALK_sawnoff_LEFT" animsurface="BGMWATER_N_WALK" />
|
||||
<Surface name="BGM_WATER_DUAL_AIM_sawnoff_LEFT" animsurface="BGMWATER_DBLSHT" />
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
</LogicalAnimationSurfaces>
|
||||
@@ -1,7 +1,7 @@
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||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<LogicalAnimationSurfaces>
|
||||
<Layer name="gun">
|
||||
<LayerProp filter="HasDualRightSawnOff" palette="guns_v2">
|
||||
<LayerProp filter="HasDualRightSawnOff" palette="guns_v2">
|
||||
<Surface name="BGMEMPTY_IDLE_sawnoff" animsurface="BGMDBLBREATH" />
|
||||
<Surface name="BGMEMPTY_WALK_sawnoff" animsurface="BGMNOTHING_WALK" />
|
||||
<Surface name="BGMDUAL_AIM_sawnoff" animsurface="BGMSTANDDWALAIM" />
|
||||
|
||||
+104
@@ -1,6 +1,49 @@
|
||||
<?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"/>
|
||||
@@ -75,6 +118,43 @@
|
||||
<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"/>
|
||||
@@ -187,4 +267,28 @@
|
||||
<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>
|
||||
</Layer>
|
||||
</LogicalAnimationSurfaces>
|
||||
+103
@@ -1,6 +1,49 @@
|
||||
<?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" />
|
||||
@@ -73,6 +116,42 @@
|
||||
<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" />
|
||||
@@ -182,4 +261,28 @@
|
||||
<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>
|
||||
</Layer>
|
||||
</LogicalAnimationSurfaces>
|
||||
Reference in New Issue
Block a user