<?xml version="1.0" encoding="utf-8"?>

<animfile>
	<definebone>Bip01 Prop1</definebone>
	<definebone>Bip01 Prop2</definebone>
	<definebone>bone_fuse</definebone>
		<attachment>
			torch
			<include>effects\projectiles\torch.xml</include>
		</attachment>
		<attachment>
			bow
			<component>
				bow
				<assetreference type="GrannyModel">
					<file>units\asians\mercenaries\iron_troop\Iron_Troop_Bow</file>
				</assetreference>
			</component>
			<anim>
				Idle
				<component>bow</component>
			</anim>
		</attachment>
		<attachment>
			sword
			<component>
				sword
				<assetreference type="GrannyModel">
					<file>units\asians\mercenaries\wayward_ronin\wRonin_katana</file>
				</assetreference>
			</component>
			<anim>
				Idle
				<component>sword</component>
			</anim>
		</attachment>
		<attachment>
			fusesparks
			<component>
				fusesparks
				<assetreference type="ParticleSystem">
					<file>effects\spc\fusesparks.particle</file>
				</assetreference>
			</component>
			<anim>
				None
				<component>fusesparks</component>
			</anim>
		</attachment>
		<attachment>
			fireStart
			<component>
				emitter1
				<assetreference type="ParticleSystem">
					<file>units\spc\hoop_thrower\hoop_fire_ignition.particle</file>
				</assetreference>
			</component>
			<anim>
				None
				<component>emitter1</component>
			</anim>
		</attachment>
		<attachment>
			arrow_attachment
			<anim>
				Idle
				<component/>
			</anim>
			<include>units\asians\consulate\shinobi\arrow.xml</include>
		</attachment>
		<attachment>
			flaming_arrow
			<component>
				emitter
				<assetreference type="ParticleSystem">
					<file>effects\fire\arrowFire_Longbow.particle</file>
				</assetreference>
			</component>
			<anim>
				Idle
				<component>emitter</component>
			</anim>
		</attachment>
		<component>
			ModelComp
			<logic type="Tech">
				<RELIGIONShinto>
					<assetreference type="GrannyModel">
						<file>units\asians\shared\villager\jpn_villager_female</file>
					</assetreference>
				</RELIGIONShinto>
				<RELIGIONShinto06Buddhism>
					<assetreference type="GrannyModel">
						<file>WoL\units\infantry\onna_bugeisha\onna_bugeisha</file>
					</assetreference>
				</RELIGIONShinto06Buddhism>
				<RELIGIONShinto06Taoism>
					<assetreference type="GrannyModel">
						<file>homecity\homecity_units\japanese_geisha\Geisha</file>
					</assetreference>
				</RELIGIONShinto06Taoism>
			</logic>
			<decal>
				<effecttype>default</effecttype>
				<texture isfakeshadow="1">shadows_selections\shadow_circle_32x32</texture>
				<selectedtexture>shadows_selections\selection_circle_32x32</selectedtexture>
				<width>1.0</width>
				<height>1.0</height>
			</decal>
		</component>
	<anim>
		Death_by_melee
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\human_sword_death_a</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.87</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Death_by_range
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\human_death_shot_front_a</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.59</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\human_death_shot_back_a</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.82</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Death_by_havoc
		<assetreference type="GrannyAnim">
			<file>animation_library\range\havoc_death</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\range\havoc_deathB</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\range\havoc_deathC</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\range\havoc_deathD</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Death_havoc_flail
		<assetreference type="GrannyAnim">
			<file>animation_library\range\havoc_flail</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Death_havoc_spin
		<assetreference type="GrannyAnim">
			<file>animation_library\range\havoc_spin</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Recoil
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\recoil_A</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\recoil_C</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\recoil_E</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\recoil_G</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		HC_openDoor
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\doorOpen</file>
		</assetreference>
		<component>ModelCompNoSword</component>
	</anim>
	<anim>
		HC_closeDoor
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\doorClose</file>
		</assetreference>
		<component>ModelCompNoSword</component>
	</anim>
	<anim>
		Raze_Idle
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\torch_throw_idle</file>
		</assetreference>
		<component>ModelComp</component>
		<attach a="torch" frombone="ATTACHPOINT" tobone="L HAND" syncanims="0"/>
	</anim>
	<anim>
		Raze_Attack
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\torch_throwA</file>
			<tag type="Attack">0.61</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="TorchSwing">0.48</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\torch_throwB</file>
			<tag type="Attack">0.56</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="TorchSwing">0.45</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="torch" frombone="ATTACHPOINT" tobone="L HAND" syncanims="0"/>
	</anim>
	<anim>
		Raze_Attack_Shikioji
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\hoop_thrower_rangedattack</file>
			<tag type="Attack">0.32</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="GrenadeLight">0.27</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="TorchSwing">0.29</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="fireStart" frombone="ATTACHPOINT" tobone="Bip01 Prop1" syncanims="0"/>
		<attach a="fusesparks" frombone="ATTACHPOINT" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		Cover_In
		<assetreference type="GrannyAnim">
			<file>animation_library\mercs\spy\cover_in</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Cover_bored
		<assetreference type="GrannyAnim">
			<file>animation_library\mercs\spy\cover_bored</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\mercs\spy\cover_bored2</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Cover_Idle
		<assetreference type="GrannyAnim">
			<file>animation_library\mercs\spy\cover_idle</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Cover_walk
		<assetreference type="GrannyAnim">
			<file>animation_library\mercs\spy\cover_jog</file>
			<tag type="FootstepLeft" footprinttype="HumanLeft">0.08</tag>
			<tag type="FootstepRight" footprinttype="HumanRight">0.56</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Cover_jog
		<assetreference type="GrannyAnim">
			<file>animation_library\mercs\spy\cover_jog</file>
			<tag type="FootstepLeft" footprinttype="HumanLeft">0.06</tag>
			<tag type="FootstepRight" footprinttype="HumanRight">0.53</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Cover_run
		<assetreference type="GrannyAnim">
			<file>animation_library\mercs\spy\cover_run</file>
			<tag type="FootstepLeft" footprinttype="HumanLeft">0.17</tag>
			<tag type="FootstepRight" footprinttype="HumanRight">0.64</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Cover_Out
		<assetreference type="GrannyAnim">
			<file>animation_library\mercs\spy\cover_out</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Build2
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\villager_male_build1</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="Build">0.36</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Build">0.66</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Build">1.00</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\villager_male_build2</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="Build">0.46</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Build">0.76</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Build">1.00</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="hammer" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		Build
		<assetreference type="GrannyAnim">
			<file>nuggets\pirates\pirate_diga</file>
			<weight>90</weight>
		</assetreference>
		<component>ModelComp</component>
		<attach a="shovel" frombone="Bip01 Prop2" tobone="bip01 Prop2" syncanims="0"/>
	</anim>
	<anim>
		Buildlifting
		<assetreference type="GrannyAnim">
			<file>nuggets\pirates\pirate_diga</file>
			<weight>90</weight>
		</assetreference>
		<component>ModelComp</component>
		<attach a="shovel" frombone="Bip01 Prop2" tobone="bip01 Prop2" syncanims="0"/>
	</anim>
	<anim>
		Buildsaw
		<assetreference type="GrannyAnim">
			<file>nuggets\pirates\pirate_diga</file>
			<weight>90</weight>
		</assetreference>
		<component>ModelComp</component>
		<attach a="shovel" frombone="Bip01 Prop2" tobone="bip01 Prop2" syncanims="0"/>
	</anim>
	<anim>
		Buildstaking
		<assetreference type="GrannyAnim">
			<file>nuggets\pirates\pirate_diga</file>
			<weight>90</weight>
		</assetreference>
		<component>ModelComp</component>
		<attach a="shovel" frombone="Bip01 Prop2" tobone="bip01 Prop2" syncanims="0"/>
	</anim>
	<anim>
		Pickup
		<assetreference type="GrannyAnim">
			<file>animation_library\explorer\pickup_explorer_A</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="GatherFruit">0.31</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		RangedAttack
		<assetreference type="GrannyAnim">
			<file>units\asians\japanese\yumi\yumi_attackRanged00</file>
			<tag type="Attack">0.14</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Arrows">0.14</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/>
		<attach a="arrow_attachment" frombone="bone_quiver" tobone="Bip01 Prop2" syncanims="0"/>
	</anim>
	<anim>
		CombatIdle
		<assetreference type="GrannyAnim">
			<file>animation_library\explorer\combat_idle</file>
		</assetreference>
		<component>ModelComp</component>
		<attach a="pistol" frombone="MASTER" tobone="BIP01 PROP1" syncanims="1"/>
	</anim>

	<anim>
		Charge_attack
		<assetreference type="GrannyAnim">
			<file>animation_library\mercs\samurai\samurai_attackC</file>
			<tag type="Attack">0.57</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.24</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\mercs\samurai\samurai_attackA</file>
			<tag type="Attack">0.34</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.27</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\mercs\samurai\samurai_attackB</file>
			<tag type="Attack">0.63</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.41</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\mercs\samurai\samurai_attackD</file>
			<tag type="Attack">0.59</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.48</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\mercs\samurai\samurai_attackE</file>
			<tag type="Attack">0.53</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.40</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\mercs\samurai\samurai_attackF</file>
			<tag type="Attack">0.49</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.37</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="sword" frombone="bone_sword" tobone="Bip01 Prop1" syncanims="1"/>
	</anim>	
	<anim>
		Idle
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\villager_male_idle</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Bored
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\villager_male_bored1</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\villager_male_bored2</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\villager_male_bored3</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\villager_male_bored4</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Walk
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\villager_male_walk1</file>
			<tag type="FootstepLeft" footprinttype="HumanLeft">0.33</tag>
			<tag type="FootstepRight" footprinttype="HumanRight">0.73</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		jog
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\villager_male_jog</file>
			<tag type="FootstepLeft" footprinttype="HumanLeft">0.65</tag>
			<tag type="FootstepRight" footprinttype="HumanRight">0.15</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		run
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\villager_male_run</file>
			<tag type="FootstepLeft" footprinttype="HumanLeft">0.18</tag>
		<tag type="FootstepRight" footprinttype="HumanRight">0.68</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Sabotage
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\human_petard_set</file>
			<tag type="Attack">0.99</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="tnt" frombone="MASTER" tobone="Bip01 Prop1" syncanims="1"/>
	</anim>
	<anim>
		Counterintelligence
		<assetreference type="GrannyAnim">
			<file>animation_library\natives\tomahawk\volley_ranged_attack</file>
			<tag type="Attack">0.50</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.50</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="knife" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		CombatIdle
		<assetreference type="GrannyAnim">
			<file>units\asians\chinese\monk\shaolinMaster_combatAttack00</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		MartialArts
		<assetreference type="GrannyAnim">
			<file>units\asians\chinese\shaolin_disciple\shaolin_disciple_attackHand00</file>
			<tag type="Attack">0.27</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.25</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>units\asians\chinese\shaolin_disciple\shaolin_disciple_attackHand01</file>
			<tag type="Attack">0.33</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.28</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>units\asians\chinese\shaolin_disciple\shaolin_disciple_attackHand02</file>
			<tag type="Attack">0.17</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.15</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.27</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.45</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
</animfile>