# Dat file to specify all anims available to the melee system
# This can't contain any anims already used in code it must only use melee specific groups
#
# MELEE_ANIM_GROUP:
# <GroupName> <DictionaryName>(name of the image on disk) <Resident> (either "Resident"-loaded by default, "NetResidentOnly"-loaded by default in net games, but streamed otherwise or "Streamed"-anims streamed in when required) <WeaponBased> (for groups that are based on a ped holding or being struck by a weapon)
# <animName> -UpperBody	(upper body)
# <animName> -HeadNeckAndArms (chest up)
# <animName> -RotatesRoot (for anims that spin the character around)
# END_ANIM_GROUP
#
# MELEE_ANIM_GROUP: etc...
#
# e.g. a group called UNARMED_MELEE with 3 anims Melee1 Melee2 and Melee3 would look like this:
#
# MELEE_ANIM_GROUP:
# UNARMED_MELEE UNARMED_MELEE Resident
# 	Melee1
# 	Melee2 -UpperBody
# 	Melee3 
# END_ANIM_GROUP
#

MELEE_ANIM_GROUP:
cue_e1_core MELEE_POOL_CORE SoloStreamed NetResident WeaponBased
	Block				-HeadNeckAndArms
	Ground_Attack_A
	Ground_Attack_A_Recoil
	Hit_Hook_L
	Hit_Hook_R
	Hit_Low_Kick
	Hook_L     
	Hook_L_Recoil                                   
	Hook_R 
	Hook_R_Recoil 
	Idle
	Idle_Outro                                             
	Low_Kick_R
	Low_Kick_Recoil
	P_Punch       	     	      -UpperBody
	run
	run_strafe_b
	run_strafe_l
	run_strafe_r
	walk
	walk_strafe_b
	walk_strafe_l
	walk_strafe_r
END_ANIM_GROUP

MELEE_ANIM_GROUP:
cue_e1_extra MELEE_POOL_EXTRA SoloStreamed NetResident WeaponBased
    Batbutt
    Batbutt_Recoil
    Counter_Back
    Counter_left
    Counter_Right
    DAM_Block_Front     	      -UpperBody           
    DAM_Block_Left       	      -UpperBody             
    DAM_Block_Right     	      -UpperBody             
    Dodge_Back
    Dodge_L
    Dodge_R
    Headbutt
    Hit_Counter_Back
    Hit_Counter_left
    Hit_Counter_Right
    Hit_headbutt
    Hit_Knee
    Hit_Low_Kick_Long
    Hit_lowblow_L
    Hit_lowblow_R
    Hit_Uppercut_L
    Hit_Uppercut_R
    Hook_R_Long
    Knee
    Knee_Recoil
    Low_Kick_R_Long_Recoil
    Low_Kick_R_Long
    Lowblow_L                            
    Lowblow_L_Recoil   
    Lowblow_R                            
    Lowblow_R_Recoil
    Shove   
    Uppercut_L                           
    Uppercut_L_Recoil  
    UpperCut_R                          
    UpperCut_R_Recoil
END_ANIM_GROUP