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

<animfile>
	<attachment>
		torch
		<include>effects\projectiles\torch.xml</include>
	</attachment>
	<component>
		ModelComp
		<logic type="LowPoly">
			<normal>
				<assetreference type="GrannyModel">
					<file>units\infantry\halberdier\halberdier_4age</file>
				</assetreference>
			</normal>
			<lowpoly>
				<assetreference type="GrannyModel">
					<file>units\infantry\halberdier\halberdier_4age</file>
				</assetreference>
			</lowpoly>
		</logic>
		<decal>
			<effecttype>default</effecttype>
			<texture isfakeshadow="1">shadows_selections\shadow_consulate_64x64</texture>
			<selectedtexture>shadows_selections\selection_consulate_64x64</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">0.83</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">0.58</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\human_death_shot_back_a</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.81</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>
		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>
	</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>ModelComp</component>
	</anim>
	<anim>
		HC_closeDoor
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\doorClose</file>
		</assetreference>
		<component>ModelComp</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">0.46</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">0.40</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="torch" frombone="ATTACHPOINT" tobone="L HAND" syncanims="0"/>
	</anim>
	<anim>
		Cover_bored
		<assetreference type="GrannyAnim">
			<file>animation_library\infantry\Cover\pikemen_cover_bored</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Cover_Idle
		<assetreference type="GrannyAnim">
			<file>animation_library\infantry\Cover\pikemen_cover_idle</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Cover_walk
		<assetreference type="GrannyAnim">
			<file>animation_library\infantry\Cover\pikemen_cover_walk</file>
			<tag type="FootstepLeft" footprinttype="HumanLeft">0.20</tag>
			<tag type="FootstepRight" footprinttype="HumanRight">0.70</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Defend_idle
		<assetreference type="GrannyAnim">
			<file>animation_library\infantry\Defend\pikemen_defend_idle</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Defend_bored
		<assetreference type="GrannyAnim">
			<file>animation_library\infantry\Defend\pikemen_defend_bored</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\infantry\Defend\pikemen_defend_boredB</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Charge_idle
		<assetreference type="GrannyAnim">
			<file>animation_library\infantry\Charge\pikemen_charge_idle</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Charge_bored
		<assetreference type="GrannyAnim">
			<file>animation_library\infantry\Charge\pikemen_charge_bored</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Charge_attack
		<assetreference type="GrannyAnim">
			<file>animation_library\infantry\Charge\pikemen_charge_attackA</file>
			<tag type="Attack">0.56</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\infantry\Charge\pikemen_charge_attackB</file>
			<tag type="Attack">0.47</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\infantry\Charge\pikemen_charge_attackC</file>
			<tag type="Attack">0.41</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.27</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\infantry\Charge\pikemen_charge_attackD</file>
			<tag type="Attack">0.54</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.43</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Charge_walk
		<assetreference type="GrannyAnim">
			<file>animation_library\infantry\Charge\pikemen_charge_walk</file>
			<tag type="FootstepLeft" footprinttype="HumanLeft">0.76</tag>
			<tag type="FootstepRight" footprinttype="HumanRight">0.30</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Charge_jog
		<assetreference type="GrannyAnim">
			<file>animation_library\infantry\Charge\pikemen_charge_jog</file>
			<tag type="FootstepLeft" footprinttype="HumanLeft">0.76</tag>
			<tag type="FootstepRight" footprinttype="HumanRight">0.23</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Charge_run
		<assetreference type="GrannyAnim">
			<file>animation_library\infantry\Charge\pikemen_charge_run</file>
			<tag type="FootstepLeft" footprinttype="HumanLeft">0.75</tag>
			<tag type="FootstepRight" footprinttype="HumanRight">0.20</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
</animfile>