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

<animfile>
	<definebone>Bip01 Prop1</definebone>
	<definebone>bone_gun</definebone>
	<definebone>bone_hat</definebone>
	<attachment>
		torch
		<include>effects\projectiles\torch.xml</include>
	</attachment>
	<attachment>
		axe
		<component>
			axe
			<assetreference type="GrannyModel">
				<file>units\attachments\axe_villager</file>
			</assetreference>
		</component>
		<anim>
			Heal
			<component>axe</component>
		</anim>
	</attachment>
	<attachment>
		bowl
		<component>
			bowl
			<assetreference type="GrannyModel">
				<file>units\attachments\bowl_villager</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>bowl</component>
		</anim>
	</attachment>
	<attachment>
		bucket
		<component>
			bucket
			<assetreference type="GrannyModel">
				<file>units\attachments\bucket_villager</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>bucket</component>
		</anim>
	</attachment>
	<attachment>
		bucketWater
		<component>
			waterFX
			<assetreference type="ParticleSystem">
				<file>effects\water_effects\bucket_water.particle</file>
			</assetreference>
		</component>
		<anim>
			None
			<component>waterFX</component>
		</anim>
	</attachment>
	<attachment>
		hammer
		<component>
			hammer
			<assetreference type="GrannyModel">
				<file>units\attachments\hammer_villager</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>hammer</component>
		</anim>
	</attachment>
	<attachment>
		hat
		<component>
			hat
			<assetreference type="GrannyModel">
				<file>War of the Triple Alliance\Units\Delta\Italians\bersagliere\bersaglierehat2</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>hat</component>
		</anim>
	</attachment>
	<attachment>
		hoe
		<component>
			hoe
			<assetreference type="GrannyModel">
				<file>units\attachments\hoe_villager</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>hoe</component>
		</anim>
	</attachment>
	<attachment>
		knife
		<component>
			knife
			<assetreference type="GrannyModel">
				<file>units\attachments\knife_villager</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>knife</component>
		</anim>
	</attachment>
	<attachment>
		measure tape
		<component>
			measure tape
			<assetreference type="GrannyModel">
				<file>units\attachments\measuring_tape</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>measure tape</component>
		</anim>
	</attachment>
	<attachment>
		musket
		<component>
			musket
			<assetreference type="GrannyModel">
				<file>units\infantry_ranged\coureur\coureur_du_bois_gun_milice</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>musket</component>
		</anim>
	</attachment>
	<attachment>
		pickaxe
		<component>
			pickaxe
			<assetreference type="GrannyModel">
				<file>units\attachments\pickaxe_villager</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>pickaxe</component>
		</anim>
	</attachment>
	<attachment>
		saw
		<component>
			saw_villager
			<assetreference type="GrannyModel">
				<file>units\attachments\saw_villager</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>saw_villager</component>
		</anim>
	</attachment>
	<component>
		ModelComp
		<logic type="Tech">
			<none>
				<assetreference type="GrannyModel">
					<file>units\villagers\med_villager_female</file>
						<replacetexture>
							<from>units\villagers\med_villager-female</from>
							<to>War of the Triple Alliance\Units\Tross\tross</to>
						</replacetexture>
				</assetreference>
			</none>
			<WOLHCAdvancedTross>
				<assetreference type="GrannyModel">
					<file>units\villagers\med_villager_female</file>
						<replacetexture>
							<from>units\villagers\med_villager-female</from>
							<to>War of the Triple Alliance\Units\Tross\tross</to>
						</replacetexture>
				</assetreference>
				<attach a="hat" frombone="bone_hat" tobone="HEAD" syncanims="0"/>
			</WOLHCAdvancedTross>
		</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\range\death_standing_rifleman_A</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.51</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\range\death_standing_rifleman_B</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.17</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\range\death_standing_rifleman_C</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.72</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\villager_female_death1</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.46</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="musket" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="0"/>
	</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>
		Cheer
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\cheer_A</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\cheer_B</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\cheer_C</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\cheer_D</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\cheer_E</file>
		</assetreference>
		<component>ModelComp</component>
		<attach a="musket" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="0"/>
	</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>
		<attach a="musket" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="0"/>
	</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">0.45</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">0.43</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="torch" frombone="ATTACHPOINT" tobone="L HAND" syncanims="0"/>
	</anim>
	<anim>
		Volley_standing_idle
		<assetreference type="GrannyAnim">
			<file>animation_library\range\idle_rifleman_A</file>
		</assetreference>
		<component>ModelComp</component>
		<attach a="musket" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		Volley_standing_attack
		<assetreference type="GrannyAnim">
			<file>animation_library\range\volley\volley_standing_fire</file>
			<tag type="Attack">0.45</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="MusketShot">0.45</tag>
			<tag type="Particles" particlename="musketshot">0.45</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="musket" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		Volley_standing_reload
		<assetreference type="GrannyAnim">
			<file>animation_library\range\volley\volley_standing_reload</file>
		</assetreference>
		<component>ModelComp</component>
		<attach a="musket" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		Volley_standing_bored
		<assetreference type="GrannyAnim">
			<file>animation_library\range\bored_rifleman_A</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\range\bored_rifleman_B</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\range\bored_rifleman_C</file>
		</assetreference>
		<component>ModelComp</component>
		<attach a="musket" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		Volley_walk
		<assetreference type="GrannyAnim">
			<file>animation_library\range\walk_crossbow_upper</file>
			<file>animation_library\shared\walk_generic_lower</file>
			<tag type="FootstepLeft" footprinttype="HumanLeft">0.14</tag>
			<tag type="FootstepRight" footprinttype="HumanRight">0.61</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="musket" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		Volley_jog
		<assetreference type="GrannyAnim">
			<file>animation_library\range\jog_rifleman_A</file>
			<tag type="FootstepLeft" footprinttype="HumanLeft">0.04</tag>
			<tag type="FootstepRight" footprinttype="HumanRight">0.54</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="musket" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		Volley_run
		<assetreference type="GrannyAnim">
			<file>animation_library\range\run_rifleman_A</file>
			<tag type="FootstepLeft" footprinttype="HumanLeft">0.13</tag>
			<tag type="FootstepRight" footprinttype="HumanRight">0.60</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="musket" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		Charge_attack
		<assetreference type="GrannyAnim">
			<file>animation_library\range\charge\cacadore_charge_attackA</file>
			<tag type="Attack">0.52</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.40</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\range\charge\cacadore_charge_attackB</file>
			<tag type="Attack">0.52</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.40</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\range\charge\charge_attackA</file>
			<tag type="Attack">0.52</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\range\charge\charge_attackB</file>
			<tag type="Attack">0.70</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\range\charge\charge_attackC</file>
			<tag type="Attack">0.50</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.44</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\human_musket_buttattack_A</file>
			<tag type="Attack">0.52</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="musket" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		Pickup
		<assetreference type="GrannyAnim">
			<file>animation_library\explorer\pickup_explorer_A</file>
			<tag type="SpecificSoundSet" set="GatherFruit">0.35</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		kidnap_hostageA_idle
		<assetreference type="GrannyAnim">
			<file>nuggets\outlaw_kidnap\kidnap_hostageA_idleD</file>
			<weight>40</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>nuggets\outlaw_kidnap\kidnap_hostageA_idleB</file>
			<weight>20</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>nuggets\outlaw_kidnap\kidnap_hostageA_idleC</file>
			<weight>20</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>nuggets\outlaw_kidnap\kidnap_hostageA_idleA</file>
			<weight>20</weight>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		kidnap_hostageA_exit
		<assetreference type="GrannyAnim">
			<file>nuggets\outlaw_kidnap\kidnap_hostageA_exit</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Nugget_rock_idle
		<assetreference type="GrannyAnim">
			<file>nuggets\wolf_rock\rock_captive_idleA</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>nuggets\wolf_rock\rock_captive_boredA</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>nuggets\wolf_rock\rock_captive_boredB</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Nugget_rock_exit
		<assetreference type="GrannyAnim">
			<file>nuggets\wolf_rock\rock_captive_exit</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Wolf_Treebent_Captive_Idle
		<assetreference type="GrannyAnim">
			<file>nuggets\wolf_treebent\wolf_treebent_captive_idle1</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>nuggets\wolf_treebent\wolf_treebent_captive_idle2</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>nuggets\wolf_treebent\wolf_treebent_captive_idle3</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Wolf_Treebent_Captive_Exit
		<assetreference type="GrannyAnim">
			<file>nuggets\wolf_treebent\wolf_treebent_captive_exit</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Bear_Tree_Captive_Idle
		<assetreference type="GrannyAnim">
			<file>nuggets\bear_tree\bear_tree_captive_idle1</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>nuggets\bear_tree\bear_tree_captive_idle2</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Bear_Tree_Captive_Exit
		<assetreference type="GrannyAnim">
			<file>nuggets\bear_tree\bear_tree_captive_exit</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		GatherChop
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\villager_male_choptreeside</file>
			<tag type="Attack">0.45</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="GatherWood">0.67</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="axe" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		GatherFarm
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\villager_male_gatherfarmhoe</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="GatherFarm">0.16</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="GatherFarm">0.27</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="GatherFarm">0.39</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="GatherFarm">0.67</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="GatherFarm">0.78</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="GatherFarm">0.89</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="hoe" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		GatherBush
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\villager_gathefruit</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="GatherFruit">0.33</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="GatherFruit">0.57</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="bowl" frombone="" tobone="bip01 prop2" syncanims="0"/>
	</anim>
	<anim>
		GatherMine
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\villager_male_gathermine1</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="GatherCoin">0.90</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="pickaxe" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		GatherHunt
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\villager_male_gatherhunt1</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="GatherMeat">0.00</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="knife" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		GatherCrate
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\villager_male_gathercrate1</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="GatherFruit">0.56</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Build
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\villager_male_build1</file>
			<weight>90</weight>
			<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\2_leg_task\Build_b</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\2_leg_task\Build_c</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\2_leg_task\Build_d</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\2_leg_task\Build_e</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\2_leg_task\Build_f</file>
			<weight>10</weight>
		</assetreference>
		<component>ModelComp</component>
		<attach a="hammer" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
		<attach a="measure tape" frombone="MASTER" tobone="Bip01 Prop2" syncanims="0"/>
	</anim>
	<anim>
		BuildLifting
		<assetreference type="GrannyAnim">
			<file>animation_library\2_leg_task\BuildLifting</file>
			<weight>90</weight>
			<tag type="Attack">0.66</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Build">0.39</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Build">0.69</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Build">1.00</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\2_leg_task\human_build_standing_idlea</file>
			<weight>10</weight>
			<tag type="Attack">0.66</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="hammer" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		BuildSaw
		<assetreference type="GrannyAnim">
			<file>animation_library\2_leg_task\human_saw_standing</file>
			<weight>90</weight>
			<tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.07</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.34</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.73</tag>
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			<weight>10</weight>
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		<component>ModelComp</component>
		<attach a="saw" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
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	<anim>
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			<weight>90</weight>
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		<assetreference type="GrannyAnim">
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		<component>ModelComp</component>
		<attach a="saw" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
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			<assetreference type="GrannyAnim">
			<file>animation_library\IGC\villager\IGC_villager_extinguish_fire</file>
			<tag type="Attack">0.45</tag>	
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		<component>ModelComp</component>
		<attach a="bucket" frombone="MASTER" tobone="Bip01 Prop2" syncanims="0"/>
		<attach a="bucketWater" frombone="MASTER" tobone="R HAND" syncanims="0"/>
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