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

<animfile>
	<definebone>Bip01 Prop1</definebone>
	<definebone>Bip01 Prop2</definebone>
	<definebone>bone_pistol</definebone>
	<definebone>MASTER</definebone>
	<attachment>
		sit
		<include>War of the Triple Alliance\Units\coronel\pillow.xml</include>
	</attachment>
	<attachment>
		torch
		<include>effects\projectiles\torch.xml</include>
	</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>War of the Triple Alliance\Units\coronel\poisonwater.particle</file>
			</assetreference>
		</component>
		<anim>
			None
			<component>waterFX</component>
		</anim>
	</attachment>
	<attachment>
		fusesmoke
		<component>
			fusesmoke
			<assetreference type="ParticleSystem">
				<file>effects\spc\fusesmoke.particle</file>
			</assetreference>
		</component>
		<anim>
			None
			<component>fusesmoke</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>
		hammer
		<component>
			hammer
			<assetreference type="GrannyModel">
				<file>units\attachments\hammer_villager</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>hammer</component>
		</anim>
	</attachment>
	<attachment>
		HealRays
		<component>
			HealFXEmitter
			<assetreference type="ParticleSystem">
				<file>War of the Triple Alliance\Units\coronel\venom.particle</file>
			</assetreference>
		</component>
		<anim>
			None
			<component>HealFXEmitter</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>
		pistol
		<component>
			pistol
			<assetreference type="GrannyModel">
				<file>units\spc\major_cooper\spc_pistol</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>pistol</component>
		</anim>
	</attachment>
	<attachment>
		tnt
		<component>
			tnt
			<assetreference type="GrannyModel">
				<file>buildings\props_colony\tnt_barrel</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>tnt</component>
		</anim>
	</attachment>
	<component>
		ModelComp
		<assetreference type="GrannyModel">
			<file>units\spc\sheriff_holmes\spc_sheriff_holmes</file>
				<replacetexture>
					<from>units\spc\sheriff_holmes\spc_sheriff_holmes</from>
					<to>War of the Triple Alliance\Units\coronel\coronel</to>
				</replacetexture>
		</assetreference>
		<decal>
			<effecttype>default</effecttype>
			<texture isfakeshadow="1">shadows_selections\shadow_circle_32x32</texture>
			<selectedtexture>War of the Triple Alliance\Units\coronel\selection_coronel</selectedtexture>
			<noncinematictexture>War of the Triple Alliance\Units\coronel\shadow_coronel</noncinematictexture>
			<width>1.20</width>
			<height>1.20</height>
		</decal>
	</component>
	<anim>
		Idle
		<assetreference type="GrannyAnim">
			<file>animation_library\range\idle_grenadier_A</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Bored
		<assetreference type="GrannyAnim">
			<file>animation_library\range\bored_grenadier_A</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\range\bored_grenadier_B</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\range\idle_grenadier_A</file>
			<file>animation_library\shared\look_right</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\range\idle_grenadier_A</file>
			<file>animation_library\shared\look_up</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Walk
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\walk_generic</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">0.49</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>
		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>
		Build
		<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>
		Pickup
		<assetreference type="GrannyAnim">
			<file>animation_library\explorer\pickup_explorer_A</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="GatherFruit">0.36</tag>
		</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>
		CombatIdle
		<assetreference type="GrannyAnim">
			<file>animation_library\SPC\lizzie\combat_idle</file>
		</assetreference>
		<component>ModelComp</component>
		<attach a="knife" frombone="MASTER" tobone="R HAND" syncanims="0"/>
	</anim>
	<anim>
		HandAttack
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\villager_male_handattack1</file>
			<tag type="Attack">0.65</tag>
		</assetreference>
		<component>ModelComp</component>
	</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="MASTER" 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="MASTER" tobone="Bip01 Prop1" syncanims="1"/>
	</anim>
	<anim>
		Death
		<assetreference type="GrannyAnim">
			<file>animation_library\range\death_standing_rifleman_A</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.52</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\range\death_standing_rifleman_B</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.20</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>
		<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>
		PoisonWater
		<assetreference type="GrannyAnim">
			<file>animation_library\IGC\villager\IGC_villager_extinguish_fire</file>
			<tag type="Attack">0.60</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="bucket" frombone="MASTER" tobone="Bip01 Prop2" syncanims="0"/>
		<attach a="bucketWater" frombone="MASTER" tobone="R HAND" syncanims="0"/>
		<attach a="HealRays" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
	</anim>
	<anim>
		GatherBush
		<assetreference type="GrannyAnim">
			<file>nuggets\pirates\pirate_idleA</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="HC_NativePeople">0.01</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>nuggets\pirates\pirate_idleB</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="HC_NativePeople">0.01</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>nuggets\pirates\pirate_idleC</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="HC_NativePeople">0.01</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>nuggets\pirates\pirate_idleD</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="HC_NativePeople">0.01</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>nuggets\pirates\pirate_idleE</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="HC_NativePeople">0.01</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>nuggets\pirates\pirate_idleF</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="HC_NativePeople">0.01</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="sit" frombone="ATTACHPOINT" tobone="MASTER" syncanims="0"/>
	</anim>
	<anim>
		Gather
		<assetreference type="GrannyAnim">
			<file>nuggets\pirates\pirate_idleA</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="HC_NativePeople">0.01</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>nuggets\pirates\pirate_idleB</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="HC_NativePeople">0.01</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>nuggets\pirates\pirate_idleC</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="HC_NativePeople">0.01</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>nuggets\pirates\pirate_idleD</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="HC_NativePeople">0.01</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>nuggets\pirates\pirate_idleE</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="HC_NativePeople">0.01</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>nuggets\pirates\pirate_idleF</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="HC_NativePeople">0.01</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="sit" frombone="ATTACHPOINT" tobone="MASTER" syncanims="0"/>
	</anim>
	<anim>
		Backstab
		<assetreference type="GrannyAnim">
			<file>animation_library\SPC\lizzie\hand_attackA</file>
			<tag type="Attack">0.43</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.30</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\SPC\lizzie\hand_attackB</file>
			<tag type="Attack">0.50</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.43</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\SPC\lizzie\hand_attackC</file>
			<tag type="Attack">0.49</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.43</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="knife" frombone="MASTER" tobone="R HAND" syncanims="0"/>
	</anim>
	<anim>
		Smokescreen
		<assetreference type="GrannyAnim">
			<file>units\asians\japanese\monk\monk_smokescreen</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="PowerSmokeBomb">0.96</tag>
			<tag type="Particles" particlename="effects\smoke\smokescreen.particle">0.97</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
</animfile>