
ANIMATION_VERSION 1.5

NUM_GO_GUN_ANIM = 16

GO_Animation Anim32 =
{
	Index = 32;
	Name = "LS6";
	Upright =
	{
		Stationary =
		{
			CarryAnim			= { AnimName = "HK69A1_st_walk_carry",	Priority = AP_VERYLOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "HK69A1_st_walk_primary",	Priority = AP_MED,		Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "HK69A1_st_walk_primary",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "HK69A1_st_reload",		Priority = AP_HIGH,	Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED,		 Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "HK69A1_st_walk_carry",	Priority = AP_VERYLOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "HK69A1_st_walk_primary",	Priority = AP_MED,		Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "HK69A1_st_walk_primary",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "HK69A1_st_reload",		Priority = AP_HIGH,	Loop = FALSE, WeightName = "reload"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "HK69A1_st_run_carry",	Priority = AP_VERYLOW,		Loop = FALSE, WeightName = "zero"	};
			Primary				= { AnimName = "HK69A1_st_run_primary",	Priority = AP_MED,		Loop = TRUE, WeightName = "zero"	};
			Secondary			= { AnimName = "empty",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "HK69A1_st_run_primary",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "HK69A1_st_reload",		Priority = AP_HIGH,	Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}
	}
	Crouch =
	{
		Stationary =
		{
			CarryAnim		= { AnimName = "HK69A1_cr_walk_carry",	Priority = AP_VERYLOW, Loop = FALSE, WeightName = "movelook"	};
			Primary			= { AnimName = "HK69A1_cr_walk_primary",	Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			Secondary		= { AnimName = "empty",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready			= { AnimName = "HK69A1_cr_walk_primary",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload			= { AnimName = "HK69A1_cr_reload",		Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup	= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim		= { AnimName = "drop",				Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim		= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim		= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp			= { AnimName = "empty",  Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown		= { AnimName = "empty",Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}
		Walk =
		{
			CarryAnim		= { AnimName = "HK69A1_cr_walk_carry",	Priority = AP_VERYLOW, Loop = FALSE, WeightName = "movelook"	};
			Primary			= { AnimName = "HK69A1_cr_walk_primary",	Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			Secondary		= { AnimName = "empty",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready			= { AnimName = "HK69A1_cr_walk_primary",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload			= { AnimName = "HK69A1_cr_reload",			Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup	= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim		= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim		= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim		= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown		= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}
		Run =
		{
			CarryAnim		= { AnimName = "HK69A1_cr_run_carry",	Priority = AP_VERYLOW, Loop = FALSE, WeightName = "movelook"	};
			Primary			= { AnimName = "HK69A1_cr_run_primary",	Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			Secondary		= { AnimName = "empty",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready			= { AnimName = "HK69A1_cr_run_primary",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload			= { AnimName = "HK69A1_cr_reload",			Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup	= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim		= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim		= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim		= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown		= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}
	}
}

GO_Animation Anim64 =
{
	Index = 64;
	Name = "FragGrenade";
	Upright =
	{
		Stationary =
		{
			CarryAnim			= { AnimName = "st_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "st_grenade_throw_2",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "st_grenade_lower_throw",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "st_grenade_throw_3",		Priority = AP_VERYHIGH,	Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "st_grenade_lower_throw_2",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "st_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",						Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "st_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "st_grenade_throw_2",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "st_grenade_lower_throw",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "st_grenade_throw_3",		Priority = AP_VERYHIGH,	Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "st_grenade_lower_throw_2",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "st_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",						Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "st_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "zero"	};
			Primary				= { AnimName = "st_grenade_throw_2",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "zero"	};
			Secondary			= { AnimName = "st_grenade_lower_throw",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "run"	};
			PrimaryRelease		= { AnimName = "st_grenade_throw_3",		Priority = AP_VERYHIGH,	Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "st_grenade_lower_throw_2",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "st_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			Reload				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			DropAnim			= { AnimName = "drop",						Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "run"	};
			Idle1Anim			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			Idle2Anim			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			LookUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "run" };
			LookDown			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "run" };
			AimUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "run" };
			AimDown				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "run" };
		}						
	}							
	Crouch =					
	{							
		Stationary =			
		{						
			CarryAnim			= { AnimName = "cr_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "cr_grenade_throw_2",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "cr_grenade_lower_throw",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "cr_grenade_throw_3",		Priority = AP_VERYHIGH,	Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "cr_grenade_lower_throw_2",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "cr_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",						Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "cr_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "cr_grenade_throw_2",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "cr_grenade_lower_throw",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "cr_grenade_throw_3",		Priority = AP_VERYHIGH,	Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "cr_grenade_lower_throw_2",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "cr_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",						Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "cr_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "cr_grenade_throw_2",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "cr_grenade_lower_throw",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "cr_grenade_throw_3",		Priority = AP_VERYHIGH,	Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "cr_grenade_lower_throw_2",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "cr_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",						Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
		}						
	}							
}								
								
GO_Animation Anim65 =			
{								
	Index = 65;					
	Name = "SmokeGrenade";		
	Upright =
	{
		Stationary =
		{
			CarryAnim			= { AnimName = "st_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "st_grenade_throw_2",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "st_grenade_lower_throw",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "st_grenade_throw_3",		Priority = AP_VERYHIGH,	Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "st_grenade_lower_throw_2",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "st_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",						Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "st_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "st_grenade_throw_2",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "st_grenade_lower_throw",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "st_grenade_throw_3",		Priority = AP_VERYHIGH,	Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "st_grenade_lower_throw_2",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "st_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",						Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "st_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "zero"	};
			Primary				= { AnimName = "st_grenade_throw_2",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "zero"	};
			Secondary			= { AnimName = "st_grenade_lower_throw",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "run"	};
			PrimaryRelease		= { AnimName = "st_grenade_throw_3",		Priority = AP_VERYHIGH,	Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "st_grenade_lower_throw_2",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "st_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			Reload				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			DropAnim			= { AnimName = "drop",						Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "run"	};
			Idle1Anim			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			Idle2Anim			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			LookUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "run" };
			LookDown			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "run" };
			AimUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "run" };
			AimDown				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "run" };
		}						
	}							
	Crouch =					
	{							
		Stationary =			
		{						
			CarryAnim			= { AnimName = "cr_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "cr_grenade_throw_2",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "cr_grenade_lower_throw",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "cr_grenade_throw_3",		Priority = AP_VERYHIGH,	Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "cr_grenade_lower_throw_2",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "cr_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",						Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "cr_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "cr_grenade_throw_2",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "cr_grenade_lower_throw",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "cr_grenade_throw_3",		Priority = AP_VERYHIGH,	Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "cr_grenade_lower_throw_2",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "cr_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",						Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "cr_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "cr_grenade_throw_2",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "cr_grenade_lower_throw",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "cr_grenade_throw_3",		Priority = AP_VERYHIGH,	Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "cr_grenade_lower_throw_2",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "cr_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",						Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
		}						
	}							
}								
								
GO_Animation Anim66 =			
{								
	Index = 66;					
	Name = "GasGrenade";		
	Upright =
	{
		Stationary =
		{
			CarryAnim			= { AnimName = "st_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "st_grenade_throw_2",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "st_grenade_lower_throw",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "st_grenade_throw_3",		Priority = AP_VERYHIGH,	Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "st_grenade_lower_throw_2",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "st_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",						Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "st_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "st_grenade_throw_2",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "st_grenade_lower_throw",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "st_grenade_throw_3",		Priority = AP_VERYHIGH,	Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "st_grenade_lower_throw_2",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "st_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",						Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "st_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "zero"	};
			Primary				= { AnimName = "st_grenade_throw_2",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "zero"	};
			Secondary			= { AnimName = "st_grenade_lower_throw",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "run"	};
			PrimaryRelease		= { AnimName = "st_grenade_throw_3",		Priority = AP_VERYHIGH,	Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "st_grenade_lower_throw_2",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "st_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			Reload				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			DropAnim			= { AnimName = "drop",						Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "run"	};
			Idle1Anim			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			Idle2Anim			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			LookUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "run" };
			LookDown			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "run" };
			AimUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "run" };
			AimDown				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "run" };
		}						
	}							
	Crouch =					
	{							
		Stationary =			
		{						
			CarryAnim			= { AnimName = "cr_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "cr_grenade_throw_2",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "cr_grenade_lower_throw",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "cr_grenade_throw_3",		Priority = AP_VERYHIGH,	Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "cr_grenade_lower_throw_2",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "cr_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",						Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "cr_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "cr_grenade_throw_2",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "cr_grenade_lower_throw",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "cr_grenade_throw_3",		Priority = AP_VERYHIGH,	Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "cr_grenade_lower_throw_2",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "cr_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",						Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "cr_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "cr_grenade_throw_2",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "cr_grenade_lower_throw",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "cr_grenade_throw_3",		Priority = AP_VERYHIGH,	Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "cr_grenade_lower_throw_2",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "cr_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",						Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
		}								
	}							
}								
								
GO_Animation Anim67 =			
{								
	Index = 67;					
	Name = "FlashGrenade";		
	Upright =
	{
		Stationary =
		{
			CarryAnim			= { AnimName = "st_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "st_grenade_throw_2",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "st_grenade_lower_throw",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "st_grenade_throw_3",		Priority = AP_VERYHIGH,	Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "st_grenade_lower_throw_2",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "st_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",						Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "st_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "st_grenade_throw_2",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "st_grenade_lower_throw",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "st_grenade_throw_3",		Priority = AP_VERYHIGH,	Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "st_grenade_lower_throw_2",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "st_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",						Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "st_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "zero"	};
			Primary				= { AnimName = "st_grenade_throw_2",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "zero"	};
			Secondary			= { AnimName = "st_grenade_lower_throw",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "run"	};
			PrimaryRelease		= { AnimName = "st_grenade_throw_3",		Priority = AP_VERYHIGH,	Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "st_grenade_lower_throw_2",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "st_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			Reload				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			DropAnim			= { AnimName = "drop",						Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "run"	};
			Idle1Anim			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			Idle2Anim			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			LookUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "run" };
			LookDown			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "run" };
			AimUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "run" };
			AimDown				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "run" };
		}						
	}							
	Crouch =					
	{							
		Stationary =			
		{						
			CarryAnim			= { AnimName = "cr_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "cr_grenade_throw_2",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "cr_grenade_lower_throw",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "cr_grenade_throw_3",		Priority = AP_VERYHIGH,	Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "cr_grenade_lower_throw_2",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "cr_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",						Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "cr_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "cr_grenade_throw_2",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "cr_grenade_lower_throw",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "cr_grenade_throw_3",		Priority = AP_VERYHIGH,	Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "cr_grenade_lower_throw_2",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "cr_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",						Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "cr_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "cr_grenade_throw_2",		Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "cr_grenade_lower_throw",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "cr_grenade_throw_3",		Priority = AP_VERYHIGH,	Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "cr_grenade_lower_throw_2",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "cr_grenade_throw_idle",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",						Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",						Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
		}						
	}							
}								
								
								
GO_Animation Anim68 =			
{								
	Index = 68;					
	Name = "Medikit";			
	Upright =					
	{							
		Stationary =			
		{						
			CarryAnim			= { AnimName = "2_medic_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "2_medic_st_walk_primary",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "3_medic_st_walk_primary",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "3_medic_st_walk_carry",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "2_medic_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH,	Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED,		 Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "2_medic_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "2_medic_st_walk_primary",	Priority = AP_MED,		Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "3_medic_st_walk_primary",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "3_medic_st_walk_carry",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "2_medic_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH,	Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "medic_st_run_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "zero"	};
			Primary				= { AnimName = "medic_st_run_primary",	Priority = AP_MED,		Loop = TRUE, WeightName = "zero"	};
			Secondary			= { AnimName = "3_medic_st_run_primary",					Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "3_medic_st_run_carry",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "2_medic_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "run"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH,	Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "run"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "run" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "run" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "run" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "run" };
		}						
	}							
	Crouch =					
	{							
		Stationary =			
		{						
			CarryAnim			= { AnimName = "2_medic_cr_walk_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "2_medic_cr_walk_primary",	Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "3_medic_cr_walk_primary",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "3_medic_cr_walk_carry",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "2_medic_cr_walk_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",				Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",  Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "2_medic_cr_walk_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "2_medic_cr_walk_primary",	Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "3_medic_cr_walk_primary",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "3_medic_cr_walk_carry",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "2_medic_cr_walk_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",			Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "medic_cr_run_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "medic_cr_run_primary",	Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "3_medic_cr_run_primary",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "3_medic_cr_run_carry",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "medic_cr_run_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",			Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
	}							
}								
								
GO_Animation Anim69 =			
{								
	Index = 69;					
	Name = "LAW";				
	Upright =					
	{							
		Stationary =			
		{						
			CarryAnim			= { AnimName = "LAW_st_walk_carry",		Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "LAW_st_walk_primary",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "LAW_st_walk_primary",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",					Priority = AP_HIGH,	Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",					Priority = AP_MED,		 Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "LAW_st_walk_carry",		Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "LAW_st_walk_primary",	Priority = AP_MED,		Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "LAW_st_walk_primary",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",					Priority = AP_HIGH,	Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "LAW_st_run_carry",		Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "LAW_st_run_primary",	Priority = AP_MED,		Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "LAW_st_run_primary",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",					Priority = AP_HIGH,	Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
	}							
	Crouch =					
	{							
		Stationary =			
		{						
			CarryAnim			= { AnimName = "LAW_cr_walk_carry",		Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "LAW_cr_walk_primary",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "LAW_cr_walk_primary",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",					Priority = AP_HIGH,	Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",					Priority = AP_MED,		 Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "LAW_cr_walk_carry",		Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "LAW_cr_walk_primary",	Priority = AP_MED,		Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "LAW_cr_walk_primary",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",					Priority = AP_HIGH,	Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "LAW_cr_run_carry",		Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "LAW_cr_run_primary",	Priority = AP_MED,		Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "LAW_cr_run_primary",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",					Priority = AP_HIGH,	Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
	}							
}								
								
GO_Animation Anim72 =			
{								
	Index = 72;					
	Name = "RemoteC4";			
	Upright =					
	{							
		Stationary =			
		{						
			CarryAnim			= { AnimName = "remoteC4_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "remoteC4_st_walk_primary",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "remoteC4_st_walk_primary",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH,	Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED,		 Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "remoteC4_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "remoteC4_st_walk_primary",	Priority = AP_MED,		Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "remoteC4_st_walk_primary",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH,	Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "remoteC4_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "zero"	};
			Primary				= { AnimName = "remoteC4_st_walk_primary",	Priority = AP_MED,		Loop = TRUE, WeightName = "zero"	};
			Secondary			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "remoteC4_st_walk_primary",	Priority = AP_LOW,		Loop = FALSE, WeightName = "run"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH,	Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "run"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "run" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "run" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "run" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "run" };
		}						
	}							
	Crouch =					
	{							
		Stationary =			
		{						
			CarryAnim			= { AnimName = "remoteC4_cr_walk_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "remoteC4_cr_walk_primary",	Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "remoteC4_cr_walk_primary",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",				Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",  Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "remoteC4_cr_walk_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "remoteC4_cr_walk_primary",	Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "remoteC4_cr_walk_primary",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",			Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "remoteC4_cr_walk_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "remoteC4_cr_walk_primary",	Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "remoteC4_cr_walk_primary",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",			Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
	}							
}								
								
GO_Animation Anim73 =			
{								
	Index = 73;					
	Name = "Detpack";			
	Upright =					
	{							
		Stationary =			
		{						
			CarryAnim			= { AnimName = "Detpack_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "Detpack_st_walk_primary",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "Detpack_st_walk_primary",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH,	Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED,		 Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "Detpack_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "Detpack_st_walk_primary",	Priority = AP_MED,		Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "Detpack_st_walk_primary",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH,	Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "Detpack_st_run_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "zero"	};
			Primary				= { AnimName = "Detpack_st_run_primary",	Priority = AP_MED,		Loop = TRUE, WeightName = "zero"	};
			Secondary			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "Detpack_st_run_primary",	Priority = AP_LOW,		Loop = FALSE, WeightName = "run"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH,	Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "run"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "run" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "run" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "run" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "run" };
		}						
	}							
	Crouch =					
	{							
		Stationary =			
		{						
			CarryAnim			= { AnimName = "Detpack_cr_walk_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "Detpack_cr_walk_primary",	Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "Detpack_cr_walk_primary",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",				Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",  Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "Detpack_cr_walk_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "Detpack_cr_walk_primary",	Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "Detpack_cr_walk_primary",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",			Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "Detpack_cr_walk_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "Detpack_cr_walk_primary",	Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "Detpack_cr_walk_primary",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",			Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
	}							
}								
								
GO_Animation Anim74 =			
{								
	Index = 74;					
	Name = "Heartbeat";			
	Upright =					
	{							
		Stationary =			
		{						
			CarryAnim			= { AnimName = "2HBsensor_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "2HBsensor_st_walk_primary",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "2HBsensor_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH,	Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED,		 Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "2HBsensor_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "2HBsensor_st_walk_primary",	Priority = AP_MED,		Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "2HBsensor_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH,	Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "2HBsensor_st_run_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "zero"	};
			Primary				= { AnimName = "2HBsensor_st_run_primary",	Priority = AP_MED,		Loop = TRUE, WeightName = "zero"	};
			Secondary			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "2HBsensor_st_run_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "run"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH,	Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "run"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "run" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "run" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "run" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "run" };
		}						
	}							
	Crouch =					
	{							
		Stationary =			
		{						
			CarryAnim			= { AnimName = "2HBsensor_cr_walk_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "2HBsensor_cr_walk_primary",	Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "2HBsensor_cr_walk_carry",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "2HBsensor_cr_walk_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",				Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",  Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "2HBsensor_cr_walk_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "2HBsensor_cr_walk_primary",	Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "2HBsensor_cr_walk_carry",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "2HBsensor_cr_walk_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",			Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "2HBsensor_cr_run_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "2HBsensor_cr_run_primary",	Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "2HBsensor_cr_run_carry",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "2HBsensor_cr_run_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",			Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
	}							
}								
								
GO_Animation Anim75 =			
{								
	Index = 75;					
	Name = "Knife";				
	Upright =					
	{							
		Stationary =			
		{						
			CarryAnim			= { AnimName = "knife_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "3knife_st_walk_2",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "2knife_st_walk_1",					Priority = AP_MED,		Loop = TRUE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "knife_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH,	Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED,		 Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "knife_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "3knife_st_walk_2",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "2knife_st_walk_1",					Priority = AP_MED,		Loop = TRUE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "knife_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH,	Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "knife_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "zero"	};
			Primary				= { AnimName = "3knife_st_walk_2",	Priority = AP_MED,		Loop = FALSE, WeightName = "zero"	};
			Secondary			= { AnimName = "2knife_st_walk_1",					Priority = AP_MED,		Loop = TRUE, WeightName = "run"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "knife_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "run"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH,	Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "run"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "run" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "run" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "run" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "run" };
		}						
	}							
	Crouch =					
	{							
		Stationary =			
		{						
			CarryAnim			= { AnimName = "knife_cr_walk_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "3knife_cr_walk_2",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "2knife_cr_walk_1",	Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "knife_cr_walk_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",				Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",  Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "knife_cr_walk_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "3knife_cr_walk_2",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "2knife_cr_walk_1",		Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "knife_cr_walk_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",			Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "knife_cr_run_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "knife_cr_run_2",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Secondary			= { AnimName = "knife_cr_run_1",	Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "knife_cr_run_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",			Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
	}							
}

  
GO_Animation Anim76 =			
{								
	Index = 77;					
	Name = "Argentina";			
	Upright =					
	{							
		Stationary =			
		{						
			CarryAnim			= { AnimName = "Arg_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "empty",	Priority = AP_MED,		Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "empty",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "empty",	Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "Arg_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "empty",	Priority = AP_MED,		Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "empty",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "empty",	Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "Arg_st_run_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "zero"	};
			Primary				= { AnimName = "empty",	Priority = AP_MED,		Loop = TRUE, WeightName = "zero"	};
			Secondary			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			PrimaryRelease		= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "empty",	Priority = AP_LOW,		Loop = FALSE, WeightName = "run"	};
			Reload				= { AnimName = "empty",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			DropAnim			= { AnimName = "empty",	Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "run"	};
			Idle1Anim			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			Idle2Anim			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			LookUp				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "run" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "run" };
			AimUp				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "run" };
			AimDown				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "run" };
		}						
	}							
	Crouch =					
	{							
		Stationary =			
		{						
			CarryAnim			= { AnimName = "Arg_cr_walk_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "empty",	Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "empty",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "empty",				Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",  Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "Arg_cr_walk_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "empty",	Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "empty",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",			Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "empty",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "Arg_cr_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "empty",	Priority = AP_MED,		Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "empty",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "empty",	Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
		}						
	}							
}								
								
GO_Animation Anim77 =			
{								
	Index = 78;					
	Name = "C4Bomb";			
	Upright =					
	{							
		Stationary =			
		{						
			CarryAnim			= { AnimName = "C4bomb_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "C4bomb_st_walk_primary",	Priority = AP_MED,		Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "C4bomb_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH,	Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED,		 Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "C4bomb_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "C4bomb_st_walk_primary",	Priority = AP_MED,		Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "C4bomb_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH,	Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "C4bomb_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "zero"	};
			Primary				= { AnimName = "C4bomb_st_walk_primary",	Priority = AP_MED,		Loop = TRUE, WeightName = "zero"	};
			Secondary			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "C4bomb_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "run"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH,	Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "run"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "run" };
				LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "run" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "run" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "run" };
		}						
	}							
	Crouch =					
	{							
		Stationary =			
		{						
			CarryAnim			= { AnimName = "C4bomb_cr_walk_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "C4bomb_cr_walk_primary",	Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "C4bomb_cr_walk_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",				Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",  Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "C4bomb_cr_walk_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "C4bomb_cr_walk_primary",	Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "C4bomb_cr_walk_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",			Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "C4bomb_cr_run_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "C4bomb_cr_run_primary",	Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "C4bomb_cr_run_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",			Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
	}							
}								

GO_Animation Anim79 =			
{								
	Index = 79;					
	Name = "C4BombDefuse";			
	Upright =					
	{							
		Stationary =			
		{						
			CarryAnim			= { AnimName = "c4bomb_st_walk_defuse_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "2_c4bomb_st_walk_defuse",	Priority = AP_MED,		Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "c4bomb_st_walk_defuse_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH,	Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED,		 Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "c4bomb_st_walk_defuse_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "2_c4bomb_st_walk_defuse",	Priority = AP_MED,		Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "c4bomb_st_walk_defuse_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH,	Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "c4bomb_st_run_defuse_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "zero"	};
			Primary				= { AnimName = "2_c4bomb_st_walk_defuse",	Priority = AP_MED,		Loop = TRUE, WeightName = "zero"	};
			Secondary			= { AnimName = "empty",					Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "c4bomb_st_run_defuse_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "run"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH,	Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "run"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "run" };
				LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "run" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "run" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "run" };
		}						
	}							
	Crouch =					
	{							
		Stationary =			
		{						
			CarryAnim			= { AnimName = "c4bomb_cr_walk_defuse_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "c4bomb_cr_walk_defuse",	Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "c4bomb_cr_walk_defuse_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",				Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",  Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "c4bomb_cr_walk_defuse_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "c4bomb_cr_walk_defuse",	Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "c4bomb_cr_walk_defuse_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",			Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "c4bomb_cr_run_defuse_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "c4bomb_cr_walk_defuse",	Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "c4bomb_cr_run_defuse_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",			Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "drop",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
	}							
}								

GO_Animation Anim80 =			
{								
	Index = 80;					
	Name = "Antarctica1";			
	Upright =					
	{							
		Stationary =			
		{						
			CarryAnim			= { AnimName = "Ant_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "empty",	Priority = AP_MED,		Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "empty",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "empty",	Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "Ant_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "empty",	Priority = AP_MED,		Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "empty",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "empty",	Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "Ant_st_run_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "zero"	};
			Primary				= { AnimName = "empty",	Priority = AP_MED,		Loop = TRUE, WeightName = "zero"	};
			Secondary			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			PrimaryRelease		= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "empty",	Priority = AP_LOW,		Loop = FALSE, WeightName = "run"	};
			Reload				= { AnimName = "empty",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			DropAnim			= { AnimName = "empty",	Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "run"	};
			Idle1Anim			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			Idle2Anim			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			LookUp				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "run" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "run" };
			AimUp				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "run" };
			AimDown				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "run" };
		}						
	}							
	Crouch =					
	{							
		Stationary =			
		{						
			CarryAnim			= { AnimName = "Ant_cr_walk_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "empty",	Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "empty",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "empty",				Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",  Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "Ant_cr_walk_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "empty",	Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "empty",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",			Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "empty",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "Ant_cr_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "empty",	Priority = AP_MED,		Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "empty",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "empty",	Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
		}						
	}							
}								


GO_Animation Anim81 =			
{								
	Index = 81;					
	Name = "Antarctica2";			
	Upright =					
	{							
		Stationary =			
		{						
			CarryAnim			= { AnimName = "Gen_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "empty",	Priority = AP_MED,		Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "empty",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "empty",	Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "Gen_st_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "empty",	Priority = AP_MED,		Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "empty",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "empty",	Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "Gen_st_run_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "zero"	};
			Primary				= { AnimName = "empty",	Priority = AP_MED,		Loop = TRUE, WeightName = "zero"	};
			Secondary			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			PrimaryRelease		= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "empty",	Priority = AP_LOW,		Loop = FALSE, WeightName = "run"	};
			Reload				= { AnimName = "empty",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			DropAnim			= { AnimName = "empty",	Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "run"	};
			Idle1Anim			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			Idle2Anim			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "run"	};
			LookUp				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "run" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "run" };
			AimUp				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "run" };
			AimDown				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "run" };
		}						
	}							
	Crouch =					
	{							
		Stationary =			
		{						
			CarryAnim			= { AnimName = "Gen_cr_walk_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "empty",	Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "empty",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",		Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "empty",				Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",  Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Walk =					
		{						
			CarryAnim			= { AnimName = "Gen_cr_walk_carry",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "empty",	Priority = AP_MED, Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",		Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "empty",	Priority = AP_LOW, Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",			Priority = AP_HIGH, Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "empty",					Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",		Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",			Priority = AP_MED, Loop = FALSE, WeightName = "movelook" };
		}						
		Run =					
		{						
			CarryAnim			= { AnimName = "Gen_cr_walk_carry",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Primary				= { AnimName = "empty",	Priority = AP_MED,		Loop = TRUE, WeightName = "movelook"	};
			Secondary			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			PrimaryRelease		= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			SecondaryRelease	= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Ready				= { AnimName = "empty",	Priority = AP_LOW,		Loop = FALSE, WeightName = "movelook"	};
			Reload				= { AnimName = "empty",	Priority = AP_HIGH,		Loop = FALSE, WeightName = "movelook"	};
			TriggerGroup		= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			DropAnim			= { AnimName = "empty",	Priority = AP_VERYHIGH, Loop = FALSE, WeightName = "movelook"	};
			Idle1Anim			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			Idle2Anim			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook"	};
			LookUp				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			LookDown			= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimUp				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
			AimDown				= { AnimName = "empty",	Priority = AP_MED,		Loop = FALSE, WeightName = "movelook" };
		}						
	}							
}								
