
ANIMATION_VERSION 1.5

NUM_GO_BASE_ANIM = 43

CommandoBaseAnim = { Id = BM_IDLE,						AnimName = "stand_idle",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};	
CommandoBaseAnim = { Id = BM_WALK,						AnimName = "stand_walk_forward",	Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_WALK_STRAFE_L				AnimName = "stand_walk_fl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_WALK_STRAFE_R,				AnimName = "stand_walk_fr",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_RUN,						AnimName = "stand_run_forward",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_RUN_STRAFE_L,				AnimName = "stand_run_fl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_RUN_STRAFE_R,				AnimName = "stand_run_fr",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_WALK_B,					AnimName = "stand_walk_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_WALK_B_STRAFE_L,			AnimName = "stand_walk_bl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_WALK_B_STRAFE_R,			AnimName = "stand_walk_br",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_RUN_B,						AnimName = "stand_run_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_RUN_B_STRAFE_L,			AnimName = "stand_run_bl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_RUN_B_STRAFE_R,			AnimName = "stand_run_br",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_STRAFE_L,					AnimName = "stand_walk_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_STRAFE_R,					AnimName = "stand_walk_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_STRAFE_L_RUN,				AnimName = "stand_run_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_STRAFE_R_RUN,				AnimName = "stand_run_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_CROUCH,					AnimName = "crouch_idle",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_CROUCH_WALK,				AnimName = "crouch_walk_forward",	Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_CROUCH_WALK_STRAFE_L,		AnimName = "crouch_walk_fl",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_CROUCH_WALK_STRAFE_R,		AnimName = "crouch_walk_fr",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_CROUCH_RUN,				AnimName = "crouch_run_forward",	Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_CROUCH_RUN_STRAFE_L,		AnimName = "crouch_run_fl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_CROUCH_RUN_STRAFE_R,		AnimName = "crouch_run_fr",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_CROUCH_WALK_B,				AnimName = "crouch_walk_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_CROUCH_WALK_B_STRAFE_L,	AnimName = "crouch_walk_bl",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_CROUCH_WALK_B_STRAFE_R,	AnimName = "crouch_walk_br",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_CROUCH_RUN_B,				AnimName = "crouch_run_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_CROUCH_RUN_B_STRAFE_L,		AnimName = "crouch_run_bl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_CROUCH_RUN_B_STRAFE_R,		AnimName = "crouch_run_br",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_CROUCH_STRAFE_L,			AnimName = "crouch_walk_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_CROUCH_STRAFE_R,			AnimName = "crouch_walk_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_CROUCH_STRAFE_L_RUN,		AnimName = "crouch_run_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_CROUCH_STRAFE_R_RUN,		AnimName = "crouch_run_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_LEAN_L,					AnimName = "stand_leanleft",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_LEAN_R,					AnimName = "stand_leanright",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_CROUCH_LEAN_L,				AnimName = "crouch_leanleft",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_CROUCH_LEAN_R,				AnimName = "crouch_leanright",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_JUMP,						AnimName = "3_st_jump_up",			Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_LAND,						AnimName = "3_st_jump_down",		Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_LAND_MOVE,					AnimName = "3_st_jump_long",		Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_JUMP_IN_AIR,				AnimName = "jump_in_air",			Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};
CommandoBaseAnim = { Id = BM_CROUCH_JUMP,				AnimName = "cr_jump",				Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};

DemoManBaseAnim = { Id = BM_IDLE,						AnimName = "stand_idle",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};	
DemoManBaseAnim = { Id = BM_WALK,						AnimName = "stand_walk_forward",	Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_WALK_STRAFE_L				AnimName = "stand_walk_fl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_WALK_STRAFE_R,				AnimName = "stand_walk_fr",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_RUN,						AnimName = "stand_run_forward",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_RUN_STRAFE_L,				AnimName = "stand_run_fl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_RUN_STRAFE_R,				AnimName = "stand_run_fr",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_WALK_B,						AnimName = "stand_walk_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_WALK_B_STRAFE_L,			AnimName = "stand_walk_bl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_WALK_B_STRAFE_R,			AnimName = "stand_walk_br",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_RUN_B,						AnimName = "stand_run_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_RUN_B_STRAFE_L,				AnimName = "stand_run_bl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_RUN_B_STRAFE_R,				AnimName = "stand_run_br",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_STRAFE_L,					AnimName = "stand_walk_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_STRAFE_R,					AnimName = "stand_walk_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_STRAFE_L_RUN,				AnimName = "stand_run_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_STRAFE_R_RUN,				AnimName = "stand_run_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_CROUCH,						AnimName = "crouch_idle",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_CROUCH_WALK,				AnimName = "crouch_walk_forward",	Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_CROUCH_WALK_STRAFE_L,		AnimName = "crouch_walk_fl",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_CROUCH_WALK_STRAFE_R,		AnimName = "crouch_walk_fr",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_CROUCH_RUN,					AnimName = "crouch_run_forward",	Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_CROUCH_RUN_STRAFE_L,		AnimName = "crouch_run_fl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_CROUCH_RUN_STRAFE_R,		AnimName = "crouch_run_fr",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_CROUCH_WALK_B,				AnimName = "crouch_walk_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_CROUCH_WALK_B_STRAFE_L,		AnimName = "crouch_walk_bl",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_CROUCH_WALK_B_STRAFE_R,		AnimName = "crouch_walk_br",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_CROUCH_RUN_B,				AnimName = "crouch_run_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_CROUCH_RUN_B_STRAFE_L,		AnimName = "crouch_run_bl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_CROUCH_RUN_B_STRAFE_R,		AnimName = "crouch_run_br",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_CROUCH_STRAFE_L,			AnimName = "crouch_walk_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_CROUCH_STRAFE_R,			AnimName = "crouch_walk_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};

DemoManBaseAnim = { Id = BM_CROUCH_STRAFE_L_RUN,		AnimName = "crouch_run_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_CROUCH_STRAFE_R_RUN,		AnimName = "crouch_run_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};

DemoManBaseAnim = { Id = BM_LEAN_L,						AnimName = "stand_leanleft",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_LEAN_R,						AnimName = "stand_leanright",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_CROUCH_LEAN_L,				AnimName = "crouch_leanleft",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_CROUCH_LEAN_R,				AnimName = "crouch_leanright",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};

DemoManBaseAnim = { Id = BM_JUMP,						AnimName = "3_st_jump_up",			Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_LAND,						AnimName = "3_st_jump_down",		Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_LAND_MOVE,					AnimName = "3_st_jump_long",		Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};
DemoManBaseAnim = { Id = BM_JUMP_IN_AIR,				AnimName = "jump_in_air",			Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};


DemoManBaseAnim = { Id = BM_CROUCH_JUMP,				AnimName = "cr_jump",				Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};

MedicBaseAnim = { Id = BM_IDLE,							AnimName = "stand_idle",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};	
MedicBaseAnim = { Id = BM_WALK,							AnimName = "stand_walk_forward",	Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_WALK_STRAFE_L					AnimName = "stand_walk_fl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_WALK_STRAFE_R,				AnimName = "stand_walk_fr",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_RUN,							AnimName = "stand_run_forward",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_RUN_STRAFE_L,					AnimName = "stand_run_fl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_RUN_STRAFE_R,					AnimName = "stand_run_fr",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_WALK_B,						AnimName = "stand_walk_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_WALK_B_STRAFE_L,				AnimName = "stand_walk_bl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_WALK_B_STRAFE_R,				AnimName = "stand_walk_br",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_RUN_B,						AnimName = "stand_run_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_RUN_B_STRAFE_L,				AnimName = "stand_run_bl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_RUN_B_STRAFE_R,				AnimName = "stand_run_br",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_STRAFE_L,						AnimName = "stand_walk_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_STRAFE_R,						AnimName = "stand_walk_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_STRAFE_L_RUN,					AnimName = "stand_run_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_STRAFE_R_RUN,					AnimName = "stand_run_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_CROUCH,						AnimName = "crouch_idle",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_CROUCH_WALK,					AnimName = "crouch_walk_forward",	Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_CROUCH_WALK_STRAFE_L,			AnimName = "crouch_walk_fl",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_CROUCH_WALK_STRAFE_R,			AnimName = "crouch_walk_fr",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_CROUCH_RUN,					AnimName = "crouch_run_forward",	Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_CROUCH_RUN_STRAFE_L,			AnimName = "crouch_run_fl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_CROUCH_RUN_STRAFE_R,			AnimName = "crouch_run_fr",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_CROUCH_WALK_B,				AnimName = "crouch_walk_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_CROUCH_WALK_B_STRAFE_L,		AnimName = "crouch_walk_bl",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_CROUCH_WALK_B_STRAFE_R,		AnimName = "crouch_walk_br",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_CROUCH_RUN_B,					AnimName = "crouch_run_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_CROUCH_RUN_B_STRAFE_L,		AnimName = "crouch_run_bl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_CROUCH_RUN_B_STRAFE_R,		AnimName = "crouch_run_br",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_CROUCH_STRAFE_L,				AnimName = "crouch_walk_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_CROUCH_STRAFE_R,				AnimName = "crouch_walk_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};

MedicBaseAnim = { Id = BM_CROUCH_STRAFE_L_RUN,			AnimName = "crouch_run_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_CROUCH_STRAFE_R_RUN,			AnimName = "crouch_run_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};

MedicBaseAnim = { Id = BM_LEAN_L,						AnimName = "stand_leanleft",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_LEAN_R,						AnimName = "stand_leanright",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_CROUCH_LEAN_L,				AnimName = "crouch_leanleft",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_CROUCH_LEAN_R,				AnimName = "crouch_leanright",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};

MedicBaseAnim = { Id = BM_JUMP,							AnimName = "3_st_jump_up",			Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_LAND,							AnimName = "3_st_jump_down",		Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_LAND_MOVE,					AnimName = "3_st_jump_long",		Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};
MedicBaseAnim = { Id = BM_JUMP_IN_AIR,					AnimName = "jump_in_air",			Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};

	
MedicBaseAnim = { Id = BM_CROUCH_JUMP,					AnimName = "cr_jump",				Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};


SniperBaseAnim = { Id = BM_IDLE,						AnimName = "stand_idle",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};	
SniperBaseAnim = { Id = BM_WALK,						AnimName = "stand_walk_forward",	Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_WALK_STRAFE_L				AnimName = "stand_walk_fl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_WALK_STRAFE_R,				AnimName = "stand_walk_fr",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_RUN,							AnimName = "stand_run_forward",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_RUN_STRAFE_L,				AnimName = "stand_run_fl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_RUN_STRAFE_R,				AnimName = "stand_run_fr",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_WALK_B,						AnimName = "stand_walk_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_WALK_B_STRAFE_L,				AnimName = "stand_walk_bl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_WALK_B_STRAFE_R,				AnimName = "stand_walk_br",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_RUN_B,						AnimName = "stand_run_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_RUN_B_STRAFE_L,				AnimName = "stand_run_bl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_RUN_B_STRAFE_R,				AnimName = "stand_run_br",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_STRAFE_L,					AnimName = "stand_walk_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_STRAFE_R,					AnimName = "stand_walk_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_STRAFE_L_RUN,				AnimName = "stand_run_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_STRAFE_R_RUN,				AnimName = "stand_run_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_CROUCH,						AnimName = "crouch_idle",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_CROUCH_WALK,					AnimName = "crouch_walk_forward",	Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_CROUCH_WALK_STRAFE_L,		AnimName = "crouch_walk_fl",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_CROUCH_WALK_STRAFE_R,		AnimName = "crouch_walk_fr",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_CROUCH_RUN,					AnimName = "crouch_run_forward",	Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_CROUCH_RUN_STRAFE_L,			AnimName = "crouch_run_fl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_CROUCH_RUN_STRAFE_R,			AnimName = "crouch_run_fr",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_CROUCH_WALK_B,				AnimName = "crouch_walk_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_CROUCH_WALK_B_STRAFE_L,		AnimName = "crouch_walk_bl",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_CROUCH_WALK_B_STRAFE_R,		AnimName = "crouch_walk_br",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_CROUCH_RUN_B,				AnimName = "crouch_run_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_CROUCH_RUN_B_STRAFE_L,		AnimName = "crouch_run_bl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_CROUCH_RUN_B_STRAFE_R,		AnimName = "crouch_run_br",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_CROUCH_STRAFE_L,				AnimName = "crouch_walk_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_CROUCH_STRAFE_R,				AnimName = "crouch_walk_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};

SniperBaseAnim = { Id = BM_CROUCH_STRAFE_L_RUN,			AnimName = "crouch_run_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_CROUCH_STRAFE_R_RUN,			AnimName = "crouch_run_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};

SniperBaseAnim = { Id = BM_LEAN_L,						AnimName = "stand_leanleft",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_LEAN_R,						AnimName = "stand_leanright",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_CROUCH_LEAN_L,				AnimName = "crouch_leanleft",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_CROUCH_LEAN_R,				AnimName = "crouch_leanright",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};

SniperBaseAnim = { Id = BM_JUMP,						AnimName = "3_st_jump_up",			Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_LAND,						AnimName = "3_st_jump_down",		Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_LAND_MOVE,					AnimName = "3_st_jump_long",		Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};
SniperBaseAnim = { Id = BM_JUMP_IN_AIR,					AnimName = "jump_in_air",			Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};


SniperBaseAnim = { Id = BM_CROUCH_JUMP,					AnimName = "cr_jump",				Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};


ReconBaseAnim = { Id = BM_IDLE,							AnimName = "stand_idle",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};	
ReconBaseAnim = { Id = BM_WALK,							AnimName = "stand_walk_forward",	Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_WALK_STRAFE_L					AnimName = "stand_walk_fl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_WALK_STRAFE_R,				AnimName = "stand_walk_fr",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_RUN,							AnimName = "stand_run_forward",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_RUN_STRAFE_L,					AnimName = "stand_run_fl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_RUN_STRAFE_R,					AnimName = "stand_run_fr",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_WALK_B,						AnimName = "stand_walk_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_WALK_B_STRAFE_L,				AnimName = "stand_walk_bl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_WALK_B_STRAFE_R,				AnimName = "stand_walk_br",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_RUN_B,						AnimName = "stand_run_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_RUN_B_STRAFE_L,				AnimName = "stand_run_bl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_RUN_B_STRAFE_R,				AnimName = "stand_run_br",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_STRAFE_L,						AnimName = "stand_walk_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_STRAFE_R,						AnimName = "stand_walk_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_STRAFE_L_RUN,					AnimName = "stand_run_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_STRAFE_R_RUN,					AnimName = "stand_run_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_CROUCH,						AnimName = "crouch_idle",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_CROUCH_WALK,					AnimName = "crouch_walk_forward",	Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_CROUCH_WALK_STRAFE_L,			AnimName = "crouch_walk_fl",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_CROUCH_WALK_STRAFE_R,			AnimName = "crouch_walk_fr",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_CROUCH_RUN,					AnimName = "crouch_run_forward",	Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_CROUCH_RUN_STRAFE_L,			AnimName = "crouch_run_fl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_CROUCH_RUN_STRAFE_R,			AnimName = "crouch_run_fr",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_CROUCH_WALK_B,				AnimName = "crouch_walk_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_CROUCH_WALK_B_STRAFE_L,		AnimName = "crouch_walk_bl",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_CROUCH_WALK_B_STRAFE_R,		AnimName = "crouch_walk_br",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_CROUCH_RUN_B,					AnimName = "crouch_run_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_CROUCH_RUN_B_STRAFE_L,		AnimName = "crouch_run_bl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_CROUCH_RUN_B_STRAFE_R,		AnimName = "crouch_run_br",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_CROUCH_STRAFE_L,				AnimName = "crouch_walk_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_CROUCH_STRAFE_R,				AnimName = "crouch_walk_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};

ReconBaseAnim = { Id = BM_CROUCH_STRAFE_L_RUN,			AnimName = "crouch_run_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_CROUCH_STRAFE_R_RUN,			AnimName = "crouch_run_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};

ReconBaseAnim = { Id = BM_LEAN_L,						AnimName = "stand_leanleft",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_LEAN_R,						AnimName = "stand_leanright",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_CROUCH_LEAN_L,				AnimName = "crouch_leanleft",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_CROUCH_LEAN_R,				AnimName = "crouch_leanright",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};

ReconBaseAnim = { Id = BM_JUMP,							AnimName = "3_st_jump_up",			Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_LAND,							AnimName = "3_st_jump_down",		Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_LAND_MOVE,					AnimName = "3_st_jump_long",		Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};
ReconBaseAnim = { Id = BM_JUMP_IN_AIR,					AnimName = "jump_in_air",			Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};


ReconBaseAnim = { Id = BM_CROUCH_JUMP,					AnimName = "cr_jump",				Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};

HeavyGunnerBaseAnim = { Id = BM_IDLE,						AnimName = "stand_idle",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};	
HeavyGunnerBaseAnim = { Id = BM_WALK,						AnimName = "stand_walk_forward",	Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_WALK_STRAFE_L				AnimName = "stand_walk_fl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_WALK_STRAFE_R,				AnimName = "stand_walk_fr",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_RUN,						AnimName = "stand_run_forward",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_RUN_STRAFE_L,				AnimName = "stand_run_fl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_RUN_STRAFE_R,				AnimName = "stand_run_fr",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_WALK_B,						AnimName = "stand_walk_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_WALK_B_STRAFE_L,			AnimName = "stand_walk_bl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_WALK_B_STRAFE_R,			AnimName = "stand_walk_br",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_RUN_B,						AnimName = "stand_run_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_RUN_B_STRAFE_L,				AnimName = "stand_run_bl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_RUN_B_STRAFE_R,				AnimName = "stand_run_br",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_STRAFE_L,					AnimName = "stand_walk_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_STRAFE_R,					AnimName = "stand_walk_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_STRAFE_L_RUN,				AnimName = "stand_run_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_STRAFE_R_RUN,				AnimName = "stand_run_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_CROUCH,						AnimName = "crouch_idle",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_CROUCH_WALK,				AnimName = "crouch_walk_forward",	Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_CROUCH_WALK_STRAFE_L,		AnimName = "crouch_walk_fl",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_CROUCH_WALK_STRAFE_R,		AnimName = "crouch_walk_fr",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_CROUCH_RUN,					AnimName = "crouch_run_forward",	Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_CROUCH_RUN_STRAFE_L,		AnimName = "crouch_run_fl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_CROUCH_RUN_STRAFE_R,		AnimName = "crouch_run_fr",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_CROUCH_WALK_B,				AnimName = "crouch_walk_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_CROUCH_WALK_B_STRAFE_L,		AnimName = "crouch_walk_bl",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_CROUCH_WALK_B_STRAFE_R,		AnimName = "crouch_walk_br",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_CROUCH_RUN_B,				AnimName = "crouch_run_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_CROUCH_RUN_B_STRAFE_L,		AnimName = "crouch_run_bl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_CROUCH_RUN_B_STRAFE_R,		AnimName = "crouch_run_br",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_CROUCH_STRAFE_L,			AnimName = "crouch_walk_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_CROUCH_STRAFE_R,			AnimName = "crouch_walk_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};

HeavyGunnerBaseAnim = { Id = BM_CROUCH_STRAFE_L_RUN,		AnimName = "crouch_run_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_CROUCH_STRAFE_R_RUN,		AnimName = "crouch_run_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};

HeavyGunnerBaseAnim = { Id = BM_LEAN_L,						AnimName = "stand_leanleft",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_LEAN_R,						AnimName = "stand_leanright",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_CROUCH_LEAN_L,				AnimName = "crouch_leanleft",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_CROUCH_LEAN_R,				AnimName = "crouch_leanright",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};

HeavyGunnerBaseAnim = { Id = BM_JUMP,						AnimName = "3_st_jump_up",			Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_LAND,						AnimName = "3_st_jump_down",		Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_LAND_MOVE,					AnimName = "3_st_jump_long",		Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};
HeavyGunnerBaseAnim = { Id = BM_JUMP_IN_AIR,				AnimName = "jump_in_air",			Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};


HeavyGunnerBaseAnim = { Id = BM_CROUCH_JUMP,				AnimName = "cr_jump",				Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};



VIPBaseAnim = { Id = BM_IDLE,						AnimName = "stand_idle",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};	
VIPBaseAnim = { Id = BM_WALK,						AnimName = "stand_walk_forward",	Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_WALK_STRAFE_L				AnimName = "stand_walk_fl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_WALK_STRAFE_R,				AnimName = "stand_walk_fr",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_RUN,						AnimName = "stand_run_forward",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_RUN_STRAFE_L,				AnimName = "stand_run_fl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_RUN_STRAFE_R,				AnimName = "stand_run_fr",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_WALK_B,						AnimName = "stand_walk_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_WALK_B_STRAFE_L,			AnimName = "stand_walk_bl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_WALK_B_STRAFE_R,			AnimName = "stand_walk_br",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_RUN_B,						AnimName = "stand_run_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_RUN_B_STRAFE_L,				AnimName = "stand_run_bl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_RUN_B_STRAFE_R,				AnimName = "stand_run_br",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_STRAFE_L,					AnimName = "stand_walk_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_STRAFE_R,					AnimName = "stand_walk_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_STRAFE_L_RUN,				AnimName = "stand_run_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_STRAFE_R_RUN,				AnimName = "stand_run_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_CROUCH,						AnimName = "crouch_idle",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_CROUCH_WALK,				AnimName = "crouch_walk_forward",	Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_CROUCH_WALK_STRAFE_L,		AnimName = "crouch_walk_fl",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_CROUCH_WALK_STRAFE_R,		AnimName = "crouch_walk_fr",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_CROUCH_RUN,					AnimName = "crouch_run_forward",	Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_CROUCH_RUN_STRAFE_L,		AnimName = "crouch_run_fl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_CROUCH_RUN_STRAFE_R,		AnimName = "crouch_run_fr",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_CROUCH_WALK_B,				AnimName = "crouch_walk_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_CROUCH_WALK_B_STRAFE_L,		AnimName = "crouch_walk_bl",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_CROUCH_WALK_B_STRAFE_R,		AnimName = "crouch_walk_br",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_CROUCH_RUN_B,				AnimName = "crouch_run_back",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_CROUCH_RUN_B_STRAFE_L,		AnimName = "crouch_run_bl",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_CROUCH_RUN_B_STRAFE_R,		AnimName = "crouch_run_br",			Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_CROUCH_STRAFE_L,			AnimName = "crouch_walk_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_CROUCH_STRAFE_R,			AnimName = "crouch_walk_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};

VIPBaseAnim = { Id = BM_CROUCH_STRAFE_L_RUN,		AnimName = "crouch_run_left",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_CROUCH_STRAFE_R_RUN,		AnimName = "crouch_run_right",		Priority = AP_MED,	Loop = TRUE,	WeightName = "0"	};

VIPBaseAnim = { Id = BM_LEAN_L,						AnimName = "stand_leanleft",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_LEAN_R,						AnimName = "stand_leanright",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_CROUCH_LEAN_L,				AnimName = "crouch_leanleft",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_CROUCH_LEAN_R,				AnimName = "crouch_leanright",		Priority = AP_HIGH,	Loop = FALSE,	WeightName = "0"	};

VIPBaseAnim = { Id = BM_JUMP,						AnimName = "3_st_jump_up",			Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_LAND,						AnimName = "3_st_jump_down",		Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_LAND_MOVE,					AnimName = "3_st_jump_long",		Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};
VIPBaseAnim = { Id = BM_JUMP_IN_AIR,				AnimName = "jump_in_air",			Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};


VIPBaseAnim = { Id = BM_CROUCH_JUMP,				AnimName = "cr_jump",				Priority = AP_VERYHIGH,	Loop = FALSE,	WeightName = "0"	};