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

<animfile>
	<definebone>Bip01 Prop1</definebone>
	<definebone>Bip01 Prop2</definebone>
	<definebone>bone_gun</definebone>
	<definebone>bone_hat</definebone>
	<definebone>bone_sword</definebone>
	<attachment>
		torch
		<include>effects\projectiles\torch.xml</include>
	</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_greek
		<component>
			hat_greek
			<assetreference type="GrannyModel">
				<file>3d_models\Zouave\fez</file>
					<replacetexture>
						<from>3d_models\Zouave\fez</from>
						<to>3d_models\Zouave\zouave_fez</to>
					</replacetexture>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>hat_greek</component>
		</anim>
	</attachment>
	<attachment>
		hat_serbian
		<component>
			hat_serbian
			<assetreference type="GrannyModel">
				<file>3d_models\hats\sajkaca</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>hat_serbian</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>
		pistol
		<component>
			pistol
			<assetreference type="GrannyModel">
				<file>3d_models\weapons\pistol</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>pistol</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>
	<attachment>
		sword
		<component>
			sword
			<assetreference type="GrannyModel">
				<file>3d_models\weapons\karabela</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>sword</component>
		</anim>
	</attachment>
	<component>
		ModelComp
		<logic type="Civ">
			<Bulgarians>
				<assetreference type="GrannyModel">
					<file>units\explorers\p_explorer</file>
						<replacetexture>
							<from>units\explorers\p_explorer</from>
							<to>War of the Triple Alliance\Units\Cartographer\cartographer</to>
						</replacetexture>
				</assetreference>
			</Bulgarians>
			<Greeks>
				<assetreference type="GrannyModel">
					<file>units\explorers\p_explorer</file>
						<replacetexture>
							<from>units\explorers\p_explorer</from>
							<to>War of the Triple Alliance\Units\Cartographer\greek_cartographer</to>
						</replacetexture>
				</assetreference>
				<attach a="hat_greek" frombone="bone_hat" tobone="HEAD" syncanims="0"/>
			</Greeks>
			<Serbians>
				<assetreference type="GrannyModel">
					<file>units\explorers\p_explorer</file>
						<replacetexture>
							<from>units\explorers\p_explorer</from>
							<to>War of the Triple Alliance\Units\Cartographer\serbian_cartographer</to>
						</replacetexture>
				</assetreference>
				<attach a="hat_serbian" frombone="bone_hat" tobone="HEAD" syncanims="0"/>
			</Serbians>
		</logic>
		<decal>
			<effecttype>default</effecttype>
			<texture isfakeshadow="1">shadows_selections\shadow_circle_32x32</texture>
			<selectedtexture>War of the Triple Alliance\Units\Cartographer\selection</selectedtexture>
			<noncinematictexture>War of the Triple Alliance\Units\Cartographer\shadow</noncinematictexture>
			<width>1.50</width>
			<height>1.50</height>
		</decal>
	</component>
	<anim>
		Idle
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\human_idle_generic_A</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Bored
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\human_bored_generic_A</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Walk
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\human_walk_generic_A</file>
			<tag type="FootstepLeft" footprinttype="HumanLeft">0.14</tag>
			<tag type="FootstepRight" footprinttype="HumanRight">0.61</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Jog
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\jog_generic</file>
			<tag type="FootstepLeft" footprinttype="HumanLeft">0.60</tag>
			<tag type="FootstepRight" footprinttype="HumanRight">0.10</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Run
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\run_generic</file>
			<tag type="FootstepLeft" footprinttype="HumanLeft">0.08</tag>
			<tag type="FootstepRight" footprinttype="HumanRight">0.60</tag>
		</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">0.44</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">0.41</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="torch" frombone="ATTACHPOINT" tobone="L HAND" syncanims="0"/>
	</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">0.65</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">0.37</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Build">0.67</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">0.05</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.32</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.77</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\2_leg_task\human_saw_standing_idlea</file>
			<weight>10</weight>
		</assetreference>
		<component>ModelComp</component>
		<attach a="saw" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		BuildStaking
		<assetreference type="GrannyAnim">
			<file>animation_library\2_leg_task\human_saw_a</file>
			<weight>90</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\2_leg_task\human_saw_idlea</file>
			<weight>10</weight>
		</assetreference>
		<component>ModelComp</component>
		<attach a="saw" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		Pickup
		<assetreference type="GrannyAnim">
			<file>animation_library\explorer\pickup_explorer_A</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="GatherFruit">0.35</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		CombatIdle
		<assetreference type="GrannyAnim">
			<file>animation_library\explorer\combat_idle</file>
		</assetreference>
		<component>ModelComp</component>
		<attach a="sword" frombone="bone_sword" tobone="Bip01 Prop1" syncanims="1"/>
	</anim>
	<anim>
		HandAttack
		<assetreference type="GrannyAnim">
			<file>animation_library\explorer\melee_attack</file>
			<tag type="Attack">0.27</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="sword" frombone="bone_sword" tobone="Bip01 Prop1" syncanims="1"/>
	</anim>
	<anim>
		RangedAttack
		<assetreference type="GrannyAnim">
			<file>animation_library\SPC\cooper\ranged_attack</file>
			<tag type="Attack">0.43</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="PistolShot">0.43</tag>
			<tag type="Particles" particlename="pistolshot_right">0.43</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="pistol" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
	</anim>
	<anim>
		Reload
		<assetreference type="GrannyAnim">
			<file>animation_library\SPC\cooper\reload</file>
		</assetreference>
		<component>ModelComp</component>
		<attach a="pistol" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
	</anim>
	<anim>
		Death
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\villager_male_death1</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.46</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Knockout
		<assetreference type="GrannyAnim">
			<file>animation_library\explorer\Knockout</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.62</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.31</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Recover
		<assetreference type="GrannyAnim">
			<file>animation_library\explorer\knockout_recover</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		KnockoutIdle
		<assetreference type="GrannyAnim">
			<file>animation_library\explorer\knockout_idle</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
</animfile>