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

<animfile>
	<definebone>Bip 01 master</definebone>
	<definebone>Bip01 Prop1</definebone>
	<definebone>bone_hat</definebone>
	<attachment>
		torch
		<include>effects\projectiles\torch_cavalry.xml</include>
	</attachment>
	<attachment>
		hat
		<component>
			hat
			<assetreference type="GrannyModel">
				<file>3d_models\Hats\Fur_hat</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>hat</component>
		</anim>
	</attachment>
	<attachment>
		lance
		<component>
			lance
			<assetreference type="GrannyModel">
				<file>3d_models\Weapons\lance3</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>lance</component>
		</anim>
	</attachment>
	<component>
		ModelComp
		<assetreference type="GrannyModel">
			<file>War of the Triple Alliance\Units\Alkar Lancer\alkar_lancer_rider</file>
		</assetreference>
		<attach a="hat" frombone="bone_hat" tobone="HEAD" syncanims="0"/>
		<attach a="lance" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
	</component>
	<component>
		ModelCompNoWeapon
		<assetreference type="GrannyModel">
			<file>War of the Triple Alliance\Units\Alkar Lancer\alkar_lancer_rider</file>
		</assetreference>
		<attach a="hat" frombone="bone_hat" tobone="HEAD" syncanims="0"/>
	</component>
	<anim>
		Walk
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\lance_canter</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Jog
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\lance_jog</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Run
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\lance_gallop</file>
		</assetreference>
		<component>ModelCompNoWeapon</component>
		<attach a="lance" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/>
	</anim>
	<anim>
		Highstep
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\sword_highstep</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Idle
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\lance_idle_A</file>
			<weight>40</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\lance_idle_B</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\lance_idle_C</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\lance_idle_D</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\lance_idle_F</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\lance_idle_G</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\lance_idle_H</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\lance_idle_I</file>
			<weight>40</weight>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Bored
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\lance_bored_A</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\lance_idle_E</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\lance_idle_A</file>
			<weight>50</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\lance_idle_I</file>
			<weight>50</weight>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Attack_melee
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\lance_attack_A</file>
			<weight>40</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\lance_attack_B</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\lance_attack_C</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\lance_attack_D</file>
			<weight>10</weight>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Attack_trample
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\lance_trample_attack</file>
			<weight>40</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\lance_trample_attack</file>
			<weight>40</weight>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Death_by_melee
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\sword_deathA</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\sword_deathB</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\sword_deathC</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Death_by_range
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\sword_deathA</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\sword_deathB</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\sword_deathC</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Death_by_havoc
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\rider_death_havoc_a</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\rider_death_havoc_b</file>
		</assetreference>
		<component>ModelCompNoWeapon</component>
	</anim>
	<anim>
		Cheer
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\sword_cheer_F</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\sword_cheer_H</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\sword_bored_A</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\sword_cheer_E</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Raze_idle
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\raze_idle_A</file>
			<weight>40</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\raze_idle_B</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\raze_idle_C</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\raze_idle_D</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\raze_idle_F</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\raze_idle_G</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\raze_idle_H</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\raze_idle_I</file>
			<weight>40</weight>
		</assetreference>
		<component>ModelCompNoWeapon</component>
		<attach a="torch" frombone="ATTACHPOINT" tobone="R HAND" syncanims="0"/>
	</anim>
	<anim>
		Raze_attack
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\raze_attack_A</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\raze_attack_A</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\raze_attack_A</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\raze_attack_A</file>
		</assetreference>
		<component>ModelCompNoWeapon</component>
		<attach a="torch" frombone="ATTACHPOINT" tobone="R HAND" syncanims="0"/>
	</anim>
</animfile>