Added LOBOT graphics for a short AK-style compact carbine

The AKS-74U and AKMSU now use a wooden furniture version, and several short-barreled black/dark-colored rifles use an all-black version.
This commit is contained in:
Hazapuza
2024-03-15 15:16:12 +02:00
parent 61746d382d
commit c838380f93
10 changed files with 378 additions and 6 deletions
@@ -329,7 +329,7 @@
</Filter>
<Filter name="HasFALInHand">
<AND>
<HANDPOS op="in">28, 29, 629, 647, 648, 712, 713, 714, 715, 1195</HANDPOS>
<HANDPOS op="in">28, 29, 629, 647, 648, 712, 713, 714, 715</HANDPOS>
</AND>
</Filter>
<Filter name="HasFAMASInHand">
@@ -344,12 +344,22 @@
</Filter>
<Filter name="HasAKInHand">
<OR>
<HANDPOS op="in">14, 25, 26, 347, 612, 613, 614, 615, 708, 757, 785</HANDPOS>
<HANDPOS op="in">25, 26, 347, 612, 613, 614, 615, 708, 757</HANDPOS>
</OR>
</Filter>
<Filter name="HasBlackAKInHand">
<AND>
<HANDPOS op="in">602, 603, 606, 607, 608, 609, 610, 611, 616, 617, 655, 656, 742, 782</HANDPOS>
<HANDPOS op="in">602, 603, 606, 607, 608, 609, 610, 611, 616, 617, 655, 742, 782</HANDPOS>
</AND>
</Filter>
<Filter name="HasAKSUInHand">
<OR>
<HANDPOS op="in">14, 785</HANDPOS>
</OR>
</Filter>
<Filter name="HasBlackAKSUInHand">
<AND>
<HANDPOS op="in">13, 349, 656, 691, 1195</HANDPOS>
</AND>
</Filter>
<Filter name="HasARInHand">
@@ -5802,4 +5802,57 @@
<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" />
<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" />
@@ -48,6 +48,53 @@
<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="HasBlackPatriotInHand" palette="guns_v2_pal_swap">
<Surface name="BGM_RIFLE_OPEN_PATRIOT" animsurface="BGMOPEN" />
<Surface name="BGMRIFLE_WALK_CROUCH_PATRIOT" animsurface="BGMCROUCH_R_RDY" />
@@ -1481,6 +1481,53 @@
<Surface name="BGM_WATER_RIFLE_AIM_G11" animsurface="BGMWATER_R_AIM" />
<Surface name="BGM_WATER_RIFLE_HIP_G11" animsurface="BGM_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasAKSUInHand" palette="guns_v2">
<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="HasARInHand" palette="guns_v2">
<Surface name="BGM_RIFLE_OPEN_AR" animsurface="BGMOPEN" />
<Surface name="BGMRIFLE_WALK_CROUCH_AR" animsurface="BGMCROUCH_R_RDY" />
@@ -4641,4 +4641,38 @@
<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" />
<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" />
@@ -38,6 +38,43 @@
<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="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"/>
@@ -1221,6 +1221,43 @@
<Surface name="RGF_WATER_RIFLE_AIM_G11" animsurface="RGFWATER_R_AIM" />
<Surface name="RGF_WATER_RIFLE_HIP_G11" animsurface="RGF_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasAKSUInHand" palette="guns_v2">
<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="HasARInHand" palette="guns_v2">
<Surface name="RGF_RIFLE_OPEN_AR" animsurface="RGFOPEN"/>
<Surface name="RGF_RIFLE_WALK_CROUCH_AR" animsurface="RGFCROUCH_R_RDY"/>
@@ -4707,4 +4707,39 @@
<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" />
<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" />
@@ -37,6 +37,42 @@
<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="HasBlackPatriotInHand" palette="guns_v2_pal_swap">
<Surface name="RGM_RIFLE_OPEN_PATRIOT" animsurface="RGMOPEN" />
<Surface name="RGMRIFLE_WALK_CROUCH_PATRIOT" animsurface="RGMCROUCH_R_RDY" />
@@ -1195,6 +1195,42 @@
<Surface name="WATER_RIFLE_AIM_G11" animsurface="RGMWATER_R_AIM" />
<Surface name="WATER_RIFLE_HIP_G11" animsurface="RGM_WATER_HIP_AIM" />
</LayerProp>
<LayerProp filter="HasAKSUInHand" palette="guns_v2">
<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="HasARInHand" palette="guns_v2">
<Surface name="RGM_RIFLE_OPEN_AR" animsurface="RGMOPEN" />
<Surface name="RGMRIFLE_WALK_CROUCH_AR" animsurface="RGMCROUCH_R_RDY" />