<root><Table><Skeleton_Set>
<Name>PLYM</Name>
<Parent_Skeleton>Life_Default</Parent_Skeleton>
<Groups>
<Group><group>Default</group><States>
<State><ID>run</ID><Animation><Filename>player_base_move</Filename></Animation></State>
<State><ID>sprint</ID><Animation><Filename>plym_bs_sprint.animx</Filename></Animation></State>
<State><ID>stand</ID><Animation><Filename>plym_bs_sd.animx</Filename></Animation></State>
<State><ID>walk</ID><Animation><Filename>player_base_move</Filename></Animation></State>
<State><ID>pcvr crouch</ID><Animation><Filename>plym_ps_cvch_fwd.animx</Filename></Animation></State>
<State><ID>pcvr crouch walk left</ID><Animation><Filename>plym_ps_cvch_wlk_lft.animx</Filename></Animation></State>
<State><ID>pcvr crouch walk right</ID><Animation><Filename>plym_ps_cvch_wlk_rgt.animx</Filename></Animation></State>
<State><ID>pcvr stand left</ID><Animation><Filename>plym_ps_cvsd_lft.animx</Filename></Animation></State>
<State><ID>pcvr stand right</ID><Animation><Filename>plym_ps_cvsd_rgt.animx</Filename></Animation></State>
<State><ID>pcvr stand walk left</ID><Animation><Filename>plym_ps_cvsd_wlk_lft.animx</Filename></Animation></State>
<State><ID>pcvr stand walk right</ID><Animation><Filename>plym_ps_cvsd_wlk_rgt.animx</Filename></Animation></State>
<State><ID>pcvrc stand left</ID><Animation><Filename>plym_ps_cvcsd_lft.animx</Filename></Animation></State>
<State><ID>pcvrc stand right</ID><Animation><Filename>plym_ps_cvcsd_rgt.animx</Filename></Animation></State>
<State><ID>pcvrc crouch left</ID><Animation><Filename>plym_ps_cvcch_lft.animx</Filename></Animation></State>
<State><ID>pcvrc crouch right</ID><Animation><Filename>plym_ps_cvcch_rgt.animx</Filename></Animation></State>
<State><ID>wallstop</ID><Animation><Filename>fr_wallstopped.animx</Filename></Animation></State>
<State><ID>pant</ID><Animation><Filename>plym_bs_pant.animx</Filename></Animation></State>
<State><ID>calm fall run state</ID><Animation><Filename>gml1_bs_fl.animx</Filename></Animation></State>
<State><ID>killbane struggle</ID><Animation><Filename>plym_struggle.animx</Filename></Animation></State>
<State><ID>brute tired back hold b</ID><Animation><Filename>brute_mc_tired_bck_hold_b.animx</Filename></Animation></State>
<State><ID>brute tired front hold b</ID><Animation><Filename>brute_mc_tired_frn_hold_b.animx</Filename></Animation></State>
<State><ID>killbane corner</ID><Animation><Filename>plym_corner.animx</Filename></Animation></State>
<State><ID>mad skyqte1 struggle a</ID><Animation><Filename>mad_skyqte1_strg_a.animx</Filename></Animation></State>
<State><ID>mad heliqte1 hang a</ID><Animation><Filename>mad_heliqte1_hang_a.animx</Filename></Animation></State>
<State><ID>mad heliqte1 struggle a</ID><Animation><Filename>mad_heliqte1_strg_a.animx</Filename></Animation></State>
<State><ID>mad heliqte1 winded a</ID><Animation><Filename>mad_heliqte1_winded_a.animx</Filename></Animation></State>
<State><ID>jog</ID><Animation><Filename>plym_bs_jog.animx</Filename></Animation></State>
<State><ID>dance a</ID><Animation><Filename>plym_bs_dnce_a.animx</Filename></Animation></State>
<State><ID>dance b</ID><Animation><Filename>plym_bs_dnce_b.animx</Filename></Animation></State>
<State><ID>dance c</ID><Animation><Filename>plym_bs_dnce_c.animx</Filename></Animation></State>
<State><ID>dance d</ID><Animation><Filename>plym_bs_dnce_d.animx</Filename></Animation></State>
<State><ID>stomp stunned</ID><Animation><Filename>plym_sd_stund.animx</Filename></Animation></State>
<State><ID>jump network</ID><Animation><Filename>jump sm</Filename></Animation></State>
<State><ID>avatar qte1 seq1 b</ID><Animation><Filename>avatar_qte1_st1_b.animx</Filename></Animation></State>
<State><ID>avatar qte1 seq2 b</ID><Animation><Filename>avatar_qte1_st2_b.animx</Filename></Animation></State>
<State><ID>avatar qte3 seq1 b</ID><Animation><Filename>avatar_qte3_st1_b.animx</Filename></Animation></State>
<State><ID>brute shootqte hold b</ID><Animation><Filename>brute_mc_qte_shoot_hold_b.animx</Filename></Animation></State>
<State><ID>m05 qte1 seq1</ID><Animation><Filename>m05_qte1_seq1.animx</Filename></Animation></State>
<State><ID>m05 qte2 seq1 b</ID><Animation><Filename>m05_qte2_seq1_b.animx</Filename></Animation></State>
<State><ID>m05 qte2 seq10 b</ID><Animation><Filename>m05_qte2_seq10_b.animx</Filename></Animation></State>
<State><ID>m05 qte2 seq2 b</ID><Animation><Filename>m05_qte2_seq2_b.animx</Filename></Animation></State>
<State><ID>m05 qte2 seq4 b</ID><Animation><Filename>m05_qte2_seq4_b.animx</Filename></Animation></State>
<State><ID>m05 qte2 seq5 b</ID><Animation><Filename>m05_qte2_seq5_b.animx</Filename></Animation></State>
<State><ID>m05 qte2 seq7 b</ID><Animation><Filename>m05_qte2_seq7_b.animx</Filename></Animation></State>
<State><ID>m05 qte2 seq9 b</ID><Animation><Filename>m05_qte2_seq9_b.animx</Filename></Animation></State>
<State><ID>m02 shnrscu hold a</ID><Animation><Filename>m02_shnrscu_hold_a.animx</Filename></Animation></State>
<State><ID>m02 shootqte hold a</ID><Animation><Filename>m02_qte2_shoot_hold_a.animx</Filename></Animation></State>
<State><ID>m02 skyqte3 struggle a</ID><Animation><Filename>m02_skyqte3_strg_a.animx</Filename></Animation></State>
<State><ID>ball rider network</ID><Animation><Filename>ball rider sm.animx</Filename></Animation></State>
<State><ID>hanging a</ID><Animation><Filename>mad06_plym_plat21.animx</Filename></Animation></State>
<State><ID>hide</ID><Animation><Filename>mad06_plym_hide.animx</Filename></Animation></State>
<State><ID>player start a</ID><Animation><Filename>mad06_plym_strt01.animx</Filename></Animation></State>
<State><ID>player start b</ID><Animation><Filename>mad06_plym_strt02.animx</Filename></Animation></State>
<State><ID>player start c</ID><Animation><Filename>mad06_plym_strt03.animx</Filename></Animation></State>
<State><ID>prone a</ID><Animation><Filename>mad06_plym_plat01.animx</Filename></Animation></State>
<State><ID>prone b</ID><Animation><Filename>mad06_coop_plat01.animx</Filename></Animation></State>
<State><ID>prone d</ID><Animation><Filename>mad06_plym_plat11.animx</Filename></Animation></State>
<State><ID>prone e</ID><Animation><Filename>mad06_coop_plat11.animx</Filename></Animation></State>
<State><ID>heli stand</ID><Animation><Filename>heli stand bt</Filename></Animation></State>
<State><ID>heli stand02</ID><Animation><Filename>heli stand 02 bt</Filename></Animation></State>
<State><ID>heli stand03</ID><Animation><Filename>heli stand 03 bt</Filename></Animation></State>
<State><ID>heli stand04</ID><Animation><Filename>heli stand 04 bt</Filename></Animation></State>
<State><ID>heli stand13</ID><Animation><Filename>heli stand 13 bt</Filename></Animation></State>
<State><ID>passenger fight tiger a</ID><Animation><Filename>escort_psgr_fttiger_a.animx</Filename></Animation></State>
<State><ID>run on fire</ID><Animation><Filename>plym_bs_onfire.animx</Filename></Animation></State>
<State><ID>crouch</ID><Animation><Filename>plym_crch_idle.animx</Filename></Animation></State>
<State><ID>crouch walk</ID><Animation><Filename>plym_bs_crch_wlk.animx</Filename></Animation></State>
<State><ID>player network</ID><Animation><Filename>player.animx</Filename></Animation></State>
<State><ID>weapon sprint</ID><Animation><Filename>plym_bs_sprint.animx</Filename></Animation></State>
<State><ID>coop start a</ID><Animation><Filename>mad06_coop_strt01.animx</Filename></Animation></State>
<State><ID>coop start b</ID><Animation><Filename>mad06_coop_strt02.animx</Filename></Animation></State>
<State><ID>coop start c</ID><Animation><Filename>mad06_coop_strt03.animx</Filename></Animation></State>
<State><ID>hanging b</ID><Animation><Filename>mad06_coop_plat21.animx</Filename></Animation></State>
<State><ID>coop brute fall</ID><Animation><Filename>mad06_coop_brutefall.animx</Filename></Animation></State>
<State><ID>player brute fall</ID><Animation><Filename>mad06_plym_brutefall.animx</Filename></Animation></State>
<State><ID>avatar shootqte hold b</ID><Animation><Filename>avatar_shootqte_hold_b.animx</Filename></Animation></State>
<State><ID>avatar stunqte hold b</ID><Animation><Filename>avatar_stunqte_hold_b.animx</Filename></Animation></State>
<State><ID>face aim</ID><Animation><Filename>plym_face_aim.animx</Filename></Animation></State>
<State><ID>freefalling_hs_upsidedown_aim_a</ID><Animation><Filename>freefalling_hs_upsdwn_aim_a</Filename></Animation></State>
<State><ID>freefalling_hs_upsidedown_aim_b</ID><Animation><Filename>freefalling_hs_upsdwn_aim_b</Filename></Animation></State>
<State><ID>corner grapple 1 a</ID><Animation><Filename>corner_1_a.animx</Filename></Animation></State>
<State><ID>corner grapple 2 a</ID><Animation><Filename>corner_2_a.animx</Filename></Animation></State>
<State><ID>corner grapple 2 kickprep a</ID><Animation><Filename>corner_2_kickprep_a.animx</Filename></Animation></State>
<State><ID>corner grapple 3 topprep a</ID><Animation><Filename>corner_3_topprep_a.animx</Filename></Animation></State>
<State><ID>corner grapple 3 a</ID><Animation><Filename>corner_3_a.animx</Filename></Animation></State>
<State><ID>heli stand 02 a</ID><Animation><Filename>plym_mad01_heli_sd02a.animx</Filename></Animation></State>
<State><ID>heli stand 02 b</ID><Animation><Filename>plym_mad01_heli_sd02b.animx</Filename></Animation></State>
<State><ID>heli stand 02 c</ID><Animation><Filename>plym_mad01_heli_sd02c.animx</Filename></Animation></State>
<State><ID>heli stand 02 d</ID><Animation><Filename>plym_mad01_heli_sd02d.animx</Filename></Animation></State>
<State><ID>heli stand 03 a</ID><Animation><Filename>plym_mad01_heli_sd03a.animx</Filename></Animation></State>
<State><ID>heli stand 03 b</ID><Animation><Filename>plym_mad01_heli_sd03b.animx</Filename></Animation></State>
<State><ID>heli stand 03 c</ID><Animation><Filename>plym_mad01_heli_sd03c.animx</Filename></Animation></State>
<State><ID>heli stand 03 d</ID><Animation><Filename>plym_mad01_heli_sd03d.animx</Filename></Animation></State>
<State><ID>heli stand 04 a</ID><Animation><Filename>plym_mad01_heli_sd04a.animx</Filename></Animation></State>
<State><ID>heli stand 04 b</ID><Animation><Filename>plym_mad01_heli_sd04b.animx</Filename></Animation></State>
<State><ID>heli stand 04 c</ID><Animation><Filename>plym_mad01_heli_sd04c.animx</Filename></Animation></State>
<State><ID>heli stand 04 d</ID><Animation><Filename>plym_mad01_heli_sd04d.animx</Filename></Animation></State>
<State><ID>heli stand 13 a</ID><Animation><Filename>plym_mad01_heli_sd13a.animx</Filename></Animation></State>
<State><ID>heli stand 13 b</ID><Animation><Filename>plym_mad01_heli_sd13b.animx</Filename></Animation></State>
<State><ID>heli stand 13 c</ID><Animation><Filename>plym_mad01_heli_sd13c.animx</Filename></Animation></State>
<State><ID>heli stand 13 d</ID><Animation><Filename>plym_mad01_heli_sd13d.animx</Filename></Animation></State>
<State><ID>heli stand a</ID><Animation><Filename>plym_mad01_heli_sd01a.animx</Filename></Animation></State>
<State><ID>heli stand b</ID><Animation><Filename>plym_mad01_heli_sd01b.animx</Filename></Animation></State>
<State><ID>heli stand c</ID><Animation><Filename>plym_mad01_heli_sd01c.animx</Filename></Animation></State>
<State><ID>heli stand d</ID><Animation><Filename>plym_mad01_heli_sd01d.animx</Filename></Animation></State>
<State><ID>aim backpedal right network</ID><Animation><Filename>move backpedal right merge</Filename></Animation></State>
<State><ID>aim forward right network</ID><Animation><Filename>move forward right merge</Filename></Animation></State>
<State><ID>aim backpedal left network</ID><Animation><Filename>move backpedal left merge</Filename></Animation></State>
<State><ID>aim forward left network</ID><Animation><Filename>move forward left merge</Filename></Animation></State>
<State><ID>plym drunk stand</ID><Animation><Filename>plym_dk_sd.animx</Filename></Animation></State>
<State><ID>plym drunk walk</ID><Animation><Filename>plym_dk_wlk.animx</Filename></Animation></State>
<State><ID>hs stand</ID><Animation><Filename>hs_sd_a.animx</Filename></Animation></State>
<State><ID>m19 qte grapple struggle a</ID><Animation><Filename>plyr_zmb_grpple_a.animx</Filename></Animation></State>
<State><ID>m19 qte2 grapple struggle a</ID><Animation><Filename>plyr_zmb_grpple_b.animx</Filename></Animation></State>
<State><ID>m01 z01 stand</ID><Animation><Filename>mad01_z01.animx</Filename></Animation></State>
<State><ID>aim stand network</ID><Animation><Filename>move stand merge</Filename></Animation></State>
<State><ID>m14 transmitter idle</ID><Animation><Filename>plym_trnsmttr.animx</Filename></Animation></State>
<State><ID>escort driver calm</ID><Animation><Filename>escort_drvr_calm.animx</Filename></Animation></State>
<State><ID>escort passenger calm</ID><Animation><Filename>escort_psgr_calm_a.animx</Filename></Animation></State>
<State><ID>escort passenger calm tiger</ID><Animation><Filename>escort_psgr_calmtgr_a.animx</Filename></Animation></State>
<State><ID>escort driver raging</ID><Animation><Filename>escort_drvr_fttiger_a.animx</Filename></Animation></State>
<State><ID>m16 wqte pb hold b</ID><Animation><Filename>m16_wqte_pb_hold_b.animx</Filename></Animation></State>
<State><ID>aim backpedal crouch network</ID><Animation><Filename>move backpedal crouch merge</Filename></Animation></State>
<State><ID>aim crouch network</ID><Animation><Filename>move crouch merge</Filename></Animation></State>
<State><ID>aim forward crouch network</ID><Animation><Filename>move forward crouch merge</Filename></Animation></State>
<State><ID>vehicle surf handstand</ID><Animation><Filename>plym_bs_vs_hs.animx</Filename></Animation></State>
<State><ID>vehicle surf handstand lean left</ID><Animation><Filename>plym_bs_vs_hs_lean_lt.animx</Filename></Animation></State>
<State><ID>vehicle surf handstand lean right</ID><Animation><Filename>plym_bs_vs_hs_lean_rt.animx</Filename></Animation></State>
<State><ID>vehicle surf lean left</ID><Animation><Filename>plym_bs_vs_lean_lt.animx</Filename></Animation></State>
<State><ID>vehicle surf lean right</ID><Animation><Filename>plym_bs_vs_lean_rt.animx</Filename></Animation></State>
<State><ID>vehicle surf stand</ID><Animation><Filename>plym_bs_vs_sd.animx</Filename></Animation></State>
<State><ID>vehicle surf handstand network</ID><Animation><Filename>vehicle surf handstand bt</Filename></Animation></State>
<State><ID>vehicle surf stand network</ID><Animation><Filename>vehicle surf bt</Filename></Animation></State>
<State><ID>m12_josh_overshoulder_exittocar_c</ID><Animation><Filename>josh_overshoulder_exittocar_c.animx</Filename></Animation></State>
<State><ID>m12_josh_overshoulder_reload</ID><Animation><Filename>josh_overshoulder_reload.animx</Filename></Animation></State>
<State><ID>m12_josh_overshoulder_run_back</ID><Animation><Filename>josh_overshoulder_run_back.animx</Filename></Animation></State>
<State><ID>m12_josh_overshoulder_run_forward</ID><Animation><Filename>josh_overshould_run_forward.animx</Filename></Animation></State>
<State><ID>m12_josh_overshoulder_run_left</ID><Animation><Filename>josh_overshoulder_run_left.animx</Filename></Animation></State>
<State><ID>m12_josh_overshoulder_run_right</ID><Animation><Filename>josh_overshoulder_run_right.animx</Filename></Animation></State>
<State><ID>m12_josh_overshoulder_stand</ID><Animation><Filename>josh_overshoulder_stand.animx</Filename></Animation></State>
<State><ID>m12_josh_overshoulder_walk_back</ID><Animation><Filename>josh_overshoulder_walk_back.animx</Filename></Animation></State>
<State><ID>m12_josh_overshoulder_walk_forward</ID><Animation><Filename>josh_overshoulder_walk_forward.animx</Filename></Animation></State>
<State><ID>m12_josh_overshoulder_walk_left</ID><Animation><Filename>josh_overshoulder_walk_left.animx</Filename></Animation></State>
<State><ID>m12_josh_overshoulder_walk_right</ID><Animation><Filename>josh_overshoulder_walk_right.animx</Filename></Animation></State>
<State><ID>m12_plym_overshoulder_exittocar_c</ID><Animation><Filename>plym_overshoulder_exittocar_c.animx</Filename></Animation></State>
<State><ID>m12_plym_overshoulder_reload</ID><Animation><Filename>plym_overshoulder_reload.animx</Filename></Animation></State>
<State><ID>m12_plym_overshoulder_run_back</ID><Animation><Filename>plym_overshoulder_run_back.animx</Filename></Animation></State>
<State><ID>m12_plym_overshoulder_run_forward</ID><Animation><Filename>plym_overshoulder_run_forward.animx</Filename></Animation></State>
<State><ID>m12_plym_overshoulder_run_left</ID><Animation><Filename>plym_overshoulder_run_left.animx</Filename></Animation></State>
<State><ID>m12_plym_overshoulder_run_right</ID><Animation><Filename>plym_overshoulder_run_right.animx</Filename></Animation></State>
<State><ID>m12_plym_overshoulder_stand</ID><Animation><Filename>plym_overshoulder_stand.animx</Filename></Animation></State>
<State><ID>m12_plym_overshoulder_walk_back</ID><Animation><Filename>plym_overshoulder_walk_back.animx</Filename></Animation></State>
<State><ID>m12_plym_overshoulder_walk_forward</ID><Animation><Filename>plym_overshoulder_walk_forward.animx</Filename></Animation></State>
<State><ID>m12_plym_overshoulder_walk_left</ID><Animation><Filename>plym_overshoulder_walk_left.animx</Filename></Animation></State>
<State><ID>m12_plym_overshoulder_walk_right</ID><Animation><Filename>plym_overshoulder_walk_right.animx</Filename></Animation></State>
<State><ID>run car entry</ID><Animation><Filename>plym_bs_run_crch.animx</Filename></Animation></State>
<State><ID>reload network</ID><Animation><Filename>player reload base</Filename></Animation></State>
<State><ID>m21_plym_tageteam_rope_idle</ID><Animation><Filename>mad21_tagteam_rope_idle.animx</Filename></Animation></State>
<State><ID>is_pose_a</ID><Animation><Filename>plym_is_pose_a.animx</Filename></Animation></State>
<State><ID>is_pose_b</ID><Animation><Filename>plym_is_pose_b.animx</Filename></Animation></State>
<State><ID>is_pose_c</ID><Animation><Filename>plym_is_pose_c.animx</Filename></Animation></State>
<State><ID>is_pose_d</ID><Animation><Filename>plym_is_pose_d.animx</Filename></Animation></State>
<State><ID>is_pose_e</ID><Animation><Filename>plym_is_pose_e.animx</Filename></Animation></State>
<State><ID>is_pose_f</ID><Animation><Filename>plym_is_pose_f.animx</Filename></Animation></State>
<State><ID>escort passenger petting</ID><Animation><Filename>escort_psgr_pettgr_a.animx</Filename></Animation></State>
<State><ID>freefalling_dive_aim</ID><Animation><Filename>mad02 dive aim pitch bt</Filename></Animation></State>
</States><Actions>
<Action><ID>cv crouch slide in</ID><Animation><Filename>plym_ps_cvch_entr_far.animx</Filename></Animation></Action>
<Action><ID>dive roll</ID><Animation><Filename>plym_bs_run_dive_roll.animx</Filename></Animation></Action>
<Action><ID>dive to hs a</ID><Animation><Filename>plym_bs_dive_to_hs_a.animx</Filename></Animation></Action>
<Action><ID>sprint attack a a</ID><Animation><Filename>plym_sprint_attk_a_a.animx</Filename></Animation></Action>
<Action><ID>bench enter front lf</ID><Animation><Filename>bnch_enterf_lf.animx</Filename></Animation></Action>
<Action><ID>bench enter front rf</ID><Animation><Filename>bnch_enterf_rf.animx</Filename></Animation></Action>
<Action><ID>bench enter side lf</ID><Animation><Filename>bnch_entersd_lf.animx</Filename></Animation></Action>
<Action><ID>bench enter side rf</ID><Animation><Filename>bnch_entersd_rf.animx</Filename></Animation></Action>
<Action><ID>bench exit side lf</ID><Animation><Filename>bnch_exitsd_lf.animx</Filename></Animation></Action>
<Action><ID>bench exit side rf</ID><Animation><Filename>bnch_exitsd_rf.animx</Filename></Animation></Action>
<Action><ID>car enter hood lf</ID><Animation><Filename>fr_car_enterf_lf.animx</Filename></Animation></Action>
<Action><ID>car enter hood rf</ID><Animation><Filename>fr_car_enterf_rf.animx</Filename></Animation></Action>
<Action><ID>car enter trunk lf</ID><Animation><Filename>fr_car_enterb_lf.animx</Filename></Animation></Action>
<Action><ID>car enter trunk rf</ID><Animation><Filename>fr_car_enterb_rf.animx</Filename></Animation></Action>
<Action><ID>car exit roof lf</ID><Animation><Filename>fr_car_exitrf_lf.animx</Filename></Animation></Action>
<Action><ID>car exit roof rf</ID><Animation><Filename>fr_car_exitrf_rf.animx</Filename></Animation></Action>
<Action><ID>car hood to roof lf</ID><Animation><Filename>fr_car_hd2rf_lf.animx</Filename></Animation></Action>
<Action><ID>car hood to roof rf</ID><Animation><Filename>fr_car_hd2rf_rf.animx</Filename></Animation></Action>
<Action><ID>car roof to car lf</ID><Animation><Filename>fr_car_rf2car_lf.animx</Filename></Animation></Action>
<Action><ID>car roof to car rf</ID><Animation><Filename>fr_car_rf2car_rf.animx</Filename></Animation></Action>
<Action><ID>car trunk to roof lf</ID><Animation><Filename>fr_car_tk2rf_lf.animx</Filename></Animation></Action>
<Action><ID>car trunk to roof rf</ID><Animation><Filename>fr_car_tk2rf_rf.animx</Filename></Animation></Action>
<Action><ID>exit low lf</ID><Animation><Filename>fr_exit_low_lf.animx</Filename></Animation></Action>
<Action><ID>exit low rf</ID><Animation><Filename>fr_exit_low_rf.animx</Filename></Animation></Action>
<Action><ID>hood slide lf</ID><Animation><Filename>fr_car_hoodsld_lf.animx</Filename></Animation></Action>
<Action><ID>hood slide rf</ID><Animation><Filename>fr_car_hoodsld_rf.animx</Filename></Animation></Action>
<Action><ID>leap across lf</ID><Animation><Filename>fr_leapacrss_lf.animx</Filename></Animation></Action>
<Action><ID>leap across rf</ID><Animation><Filename>fr_leapacrss_rf.animx</Filename></Animation></Action>
<Action><ID>roof slide lf</ID><Animation><Filename>fr_car_roofsld_lf.animx</Filename></Animation></Action>
<Action><ID>roof slide rf</ID><Animation><Filename>fr_car_roofsld_rf.animx</Filename></Animation></Action>
<Action><ID>stand turn left 90</ID><Animation><Filename>plym_rfl_sd_trn90_l.animx</Filename></Animation></Action>
<Action><ID>stand turn right 90</ID><Animation><Filename>plym_rfl_sd_trn90_r.animx</Filename></Animation></Action>
<Action><ID>stand turn left 180</ID><Animation><Filename>plym_rfl_sd_trn180_l.animx</Filename></Animation></Action>
<Action><ID>stand turn right 180</ID><Animation><Filename>plym_rfl_sd_trn180_r.animx</Filename></Animation></Action>
<Action><ID>land soft</ID><Animation><Filename>plym_bs_lnd_sft.animx</Filename></Animation></Action>
<Action><ID>land medium</ID><Animation><Filename>plym_bs_lnd_med.animx</Filename></Animation></Action>
<Action><ID>land hard</ID><Animation><Filename>plym_bs_lnd_hrd.animx</Filename></Animation></Action>
<Action><ID>stand to run back</ID><Animation><Filename>plym_bs_strtrn_bck.animx</Filename></Animation></Action>
<Action><ID>stand to run forward</ID><Animation><Filename>plym_bs_strtrn_fwd.animx</Filename></Animation></Action>
<Action><ID>stand to run left</ID><Animation><Filename>plym_bs_strtrn_lft.animx</Filename></Animation></Action>
<Action><ID>stand to run right</ID><Animation><Filename>plym_bs_strtrn_rgt.animx</Filename></Animation></Action>
<Action><ID>brute tired back atk b</ID><Animation><Filename>brute_mc_tired_bck_attk_b.animx</Filename></Animation></Action>
<Action><ID>brute tired back enter b</ID><Animation><Filename>brute_mc_tired_bck_entr_b.animx</Filename></Animation></Action>
<Action><ID>brute tired front atk b</ID><Animation><Filename>brute_mc_tired_frn_attk_b.animx</Filename></Animation></Action>
<Action><ID>brute tired front enter b</ID><Animation><Filename>brute_mc_tired_frn_entr_b.animx</Filename></Animation></Action>
<Action><ID>sprint shove left</ID><Animation><Filename>plym_bs_sprint_shv_lft.animx</Filename></Animation></Action>
<Action><ID>sprint shove right</ID><Animation><Filename>plym_bs_sprint_shv_rgt.animx</Filename></Animation></Action>
<Action><ID>dbno death</ID><Animation><Filename>dbno_shot.animx</Filename></Animation></Action>
<Action><ID>medium vault</ID><Animation><Filename>fr_medium_vault.animx</Filename></Animation></Action>
<Action><ID>sidestep left</ID><Animation><Filename>fr_sdstep_lft.animx</Filename></Animation></Action>
<Action><ID>sidestep right</ID><Animation><Filename>fr_sdstep_rgt.animx</Filename></Animation></Action>
<Action><ID>enter short low lf</ID><Animation><Filename>fr_entrshrt_low_lf.animx</Filename></Animation></Action>
<Action><ID>enter short medium lf</ID><Animation><Filename>fr_entrshrt_med_lf.animx</Filename></Animation></Action>
<Action><ID>enter short high lf</ID><Animation><Filename>fr_entrshrt_hi_lf.animx</Filename></Animation></Action>
<Action><ID>sprint to wallstop</ID><Animation><Filename>fr_sprint_towallstop.animx</Filename></Animation></Action>
<Action><ID>wall redirect left</ID><Animation><Filename>fr_wall_rdirct_lft.animx</Filename></Animation></Action>
<Action><ID>wall redirect right</ID><Animation><Filename>fr_wall_rdirct_rgt.animx</Filename></Animation></Action>
<Action><ID>wallstop to sprint back</ID><Animation><Filename>fr_wallstop_to_strtrn_bck.animx</Filename></Animation></Action>
<Action><ID>wallstop to sprint left</ID><Animation><Filename>fr_wallstop_to_strtrn_lft.animx</Filename></Animation></Action>
<Action><ID>wallstop to sprint right</ID><Animation><Filename>fr_wallstop_to_strtrn_rgt.animx</Filename></Animation></Action>
<Action><ID>death fall</ID><Animation><Filename>plym_bs_lnd_dth.animx</Filename></Animation></Action>
<Action><ID>enter 3m lf</ID><Animation><Filename>fr_entr_3m_lf.animx</Filename></Animation></Action>
<Action><ID>enter 3m rf</ID><Animation><Filename>fr_entr_3m_rf.animx</Filename></Animation></Action>
<Action><ID>enter 05m lf</ID><Animation><Filename>fr_entr_05m_lf.animx</Filename></Animation></Action>
<Action><ID>enter 05m rf</ID><Animation><Filename>fr_entr_05m_rf.animx</Filename></Animation></Action>
<Action><ID>enter 1m lf</ID><Animation><Filename>fr_entr_1m_lf.animx</Filename></Animation></Action>
<Action><ID>enter 1m rf</ID><Animation><Filename>fr_entr_1m_rf.animx</Filename></Animation></Action>
<Action><ID>enter 2m lf</ID><Animation><Filename>fr_entr_2m_lf.animx</Filename></Animation></Action>
<Action><ID>enter 2m rf</ID><Animation><Filename>fr_entr_2m_rf.animx</Filename></Animation></Action>
<Action><ID>enter 4m lf</ID><Animation><Filename>fr_entr_4m_lf.animx</Filename></Animation></Action>
<Action><ID>enter 4m rf</ID><Animation><Filename>fr_entr_4m_rf.animx</Filename></Animation></Action>
<Action><ID>enter 1_5m lf</ID><Animation><Filename>fr_entr_1_5m_lf.animx</Filename></Animation></Action>
<Action><ID>enter 1_5m rf</ID><Animation><Filename>fr_entr_1_5m_rf.animx</Filename></Animation></Action>
<Action><ID>exit 4m lf</ID><Animation><Filename>fr_exit_4m_lf.animx</Filename></Animation></Action>
<Action><ID>exit 4m rf</ID><Animation><Filename>fr_exit_4m_rf.animx</Filename></Animation></Action>
<Action><ID>exit 3m lf</ID><Animation><Filename>fr_exit_3m_lf.animx</Filename></Animation></Action>
<Action><ID>exit 3m rf</ID><Animation><Filename>fr_exit_3m_rf.animx</Filename></Animation></Action>
<Action><ID>exit 2m lf</ID><Animation><Filename>fr_exit_2m_lf.animx</Filename></Animation></Action>
<Action><ID>exit 2m rf</ID><Animation><Filename>fr_exit_2m_rf.animx</Filename></Animation></Action>
<Action><ID>exit 1m lf</ID><Animation><Filename>fr_exit_1m_lf.animx</Filename></Animation></Action>
<Action><ID>exit 1m rf</ID><Animation><Filename>fr_exit_1m_rf.animx</Filename></Animation></Action>
<Action><ID>fence enter 05m lf</ID><Animation><Filename>fr_fnc_entr_05m_lf.animx</Filename></Animation></Action>
<Action><ID>fence enter 05m rf</ID><Animation><Filename>fr_fnc_entr_05m_rf.animx</Filename></Animation></Action>
<Action><ID>fence enter 1_5m lf</ID><Animation><Filename>fr_fnc_entr_1_5m_lf.animx</Filename></Animation></Action>
<Action><ID>fence enter 1_5m rf</ID><Animation><Filename>fr_fnc_entr_1_5m_rf.animx</Filename></Animation></Action>
<Action><ID>fence enter 1m lf</ID><Animation><Filename>fr_fnc_entr_1m_lf.animx</Filename></Animation></Action>
<Action><ID>fence enter 1m rf</ID><Animation><Filename>fr_fnc_entr_1m_rf.animx</Filename></Animation></Action>
<Action><ID>fence enter 2m lf</ID><Animation><Filename>fr_fnc_entr_2m_lf.animx</Filename></Animation></Action>
<Action><ID>fence enter 2m rf</ID><Animation><Filename>fr_fnc_entr_2m_rf.animx</Filename></Animation></Action>
<Action><ID>fence enter 3m lf</ID><Animation><Filename>fr_fnc_entr_3m_lf.animx</Filename></Animation></Action>
<Action><ID>fence enter 3m rf</ID><Animation><Filename>fr_fnc_entr_3m_rf.animx</Filename></Animation></Action>
<Action><ID>fence enter 4m lf</ID><Animation><Filename>fr_fnc_entr_4m_lf.animx</Filename></Animation></Action>
<Action><ID>fence enter 4m rf</ID><Animation><Filename>fr_fnc_entr_4m_rf.animx</Filename></Animation></Action>
<Action><ID>killbane corner exit</ID><Animation><Filename>plym_corner_exit.animx</Filename></Animation></Action>
<Action><ID>killbane corner punch</ID><Animation><Filename>killbane_corner_punch.animx</Filename></Animation></Action>
<Action><ID>killbane killswitch hit vic</ID><Animation><Filename>plym_killswitch_hit.animx</Filename></Animation></Action>
<Action><ID>killbane killswitch miss vic</ID><Animation><Filename>plym_killswitch_duck.animx</Filename></Animation></Action>
<Action><ID>killbane killswitch vic</ID><Animation><Filename>plym_killswitch.animx</Filename></Animation></Action>
<Action><ID>killbane punch react</ID><Animation><Filename>plym_pnch_ract.animx</Filename></Animation></Action>
<Action><ID>killbane reversal vic</ID><Animation><Filename>plym_reveral_a_ract.animx</Filename></Animation></Action>
<Action><ID>killbane struggle enter</ID><Animation><Filename>plym_struggle_enter.animx</Filename></Animation></Action>
<Action><ID>killbane struggle exit</ID><Animation><Filename>plym_struggle_exit.animx</Filename></Animation></Action>
<Action><ID>mad heliqte1 kickoff a</ID><Animation><Filename>mad_heliqte1_kickoff_a.animx</Filename></Animation></Action>
<Action><ID>mad heliqte1 pullup a</ID><Animation><Filename>mad_heliqte1_pullup_a.animx</Filename></Animation></Action>
<Action><ID>mad heliqte1 punch a</ID><Animation><Filename>mad_heliqte1_pnch_a.animx</Filename></Animation></Action>
<Action><ID>mad heliqte1 tossout a</ID><Animation><Filename>mad_heliqte1_tossout_a.animx</Filename></Animation></Action>
<Action><ID>skate attack a vic</ID><Animation><Filename>sk8r_atka_vic.animx</Filename></Animation></Action>
<Action><ID>idle</ID><Animation><Filename>plym_bs_sd_idle_a.animx</Filename></Animation></Action>
<Action><ID>idle variant 1</ID><Animation><Filename>plym_bs_sd_idle_a.animx</Filename></Animation></Action>
<Action><ID>idle variant 2</ID><Animation><Filename>plym_bs_sd_idle_b.animx</Filename></Animation></Action>
<Action><ID>idle variant 3</ID><Animation><Filename>plym_bs_sd_idle_c.animx</Filename></Animation></Action>
<Action><ID>back pedal dive left</ID><Animation><Filename>plym_rfl_bped_dive_l.animx</Filename></Animation></Action>
<Action><ID>back pedal dive right</ID><Animation><Filename>plym_rfl_bped_dive_r.animx</Filename></Animation></Action>
<Action><ID>brute tired back exit b</ID><Animation><Filename>brute_mc_tired_bck_ext_b.animx</Filename></Animation></Action>
<Action><ID>brute tired front exit b</ID><Animation><Filename>brute_mc_tired_frn_ext_b.animx</Filename></Animation></Action>
<Action><ID>camera test</ID><Animation><Filename>plym_camset_test.animx</Filename></Animation></Action>
<Action><ID>mad skyqte1 attk a</ID><Animation><Filename>mad_skyqte1_attk_a.animx</Filename></Animation></Action>
<Action><ID>mad skyqte1 enter a</ID><Animation><Filename>mad_skyqte1_entr_a.animx</Filename></Animation></Action>
<Action><ID>mad skyqte1 exit a</ID><Animation><Filename>mad_skyqte1_ext_a.animx</Filename></Animation></Action>
<Action><ID>mad heliqte1 knockout a</ID><Animation><Filename>mad_heliqte1_ko_a.animx</Filename></Animation></Action>
<Action><ID>jump</ID><Animation><Filename>plym_bs_jump.animx</Filename></Animation></Action>
<Action><ID>jump land</ID><Animation><Filename>plym_bs_jump_land.animx</Filename></Animation></Action>
<Action><ID>run jump</ID><Animation><Filename>plym_bs_spnt_jmp.animx</Filename></Animation></Action>
<Action><ID>run jump land</ID><Animation><Filename>plym_bs_spnt_jmplnd.animx</Filename></Animation></Action>
<Action><ID>jump test</ID><Animation><Filename>plym_bs_jumptest.animx</Filename></Animation></Action>
<Action><ID>avatar grab throw b</ID><Animation><Filename>avatar_grab_thrw_b.animx</Filename></Animation></Action>
<Action><ID>avatar qte1 enter b</ID><Animation><Filename>avatar_qte1_entr_b.animx</Filename></Animation></Action>
<Action><ID>avatar qte1 exit b</ID><Animation><Filename>avatar_qte1_ext_b.animx</Filename></Animation></Action>
<Action><ID>avatar qte1 seq1 atk b</ID><Animation><Filename>avatar_qte1_st1_attk_b.animx</Filename></Animation></Action>
<Action><ID>avatar qte1 seq1 grab end b</ID><Animation><Filename>avatar_qte1_st1_grab_end_b.animx</Filename></Animation></Action>
<Action><ID>avatar qte1 seq1 grab esc b</ID><Animation><Filename>avatar_qte1_st1_grab_esc_b.animx</Filename></Animation></Action>
<Action><ID>avatar qte1 seq1 grab start b</ID><Animation><Filename>avatar_qte1_st1_grab_strt_b.animx</Filename></Animation></Action>
<Action><ID>avatar qte1 seq2 atk b</ID><Animation><Filename>avatar_qte1_st2_attk_b.animx</Filename></Animation></Action>
<Action><ID>avatar qte1 seq2 grab end b</ID><Animation><Filename>avatar_qte1_st2_grab_end_b.animx</Filename></Animation></Action>
<Action><ID>avatar qte1 seq2 grab esc b</ID><Animation><Filename>avatar_qte1_st2_grab_esc_b.animx</Filename></Animation></Action>
<Action><ID>avatar qte1 seq2 grab start b</ID><Animation><Filename>avatar_qte1_st2_grab_strt_b.animx</Filename></Animation></Action>
<Action><ID>avatar qte3 enter b</ID><Animation><Filename>avatar_qte3_entr_b.animx</Filename></Animation></Action>
<Action><ID>avatar qte3 exit b</ID><Animation><Filename>avatar_qte3_ext_b.animx</Filename></Animation></Action>
<Action><ID>avatar qte3 seq1 atk b</ID><Animation><Filename>avatar_qte3_st1_attk_b.animx</Filename></Animation></Action>
<Action><ID>avatar qte3 seq1 end b</ID><Animation><Filename>avatar_qte3_st1_end_b.animx</Filename></Animation></Action>
<Action><ID>avatar qte3 seq1 esc b</ID><Animation><Filename>avatar_qte3_st1_esc_b.animx</Filename></Animation></Action>
<Action><ID>avatar qte3 seq2 end b</ID><Animation><Filename>avatar_qte3_st2_end_b.animx</Filename></Animation></Action>
<Action><ID>avatar qte3 seq2 esc b</ID><Animation><Filename>avatar_qte3_st2_esc_b.animx</Filename></Animation></Action>
<Action><ID>avatar qte3 seq2 start b</ID><Animation><Filename>avatar_qte3_st2_strt_b.animx</Filename></Animation></Action>
<Action><ID>avatar qte3 seq3 end b</ID><Animation><Filename>avatar_qte3_st3_end_b.animx</Filename></Animation></Action>
<Action><ID>avatar qte3 seq3 start b</ID><Animation><Filename>avatar_qte3_st3_strt_b.animx</Filename></Animation></Action>
<Action><ID>brute shootqte attk</ID><Animation><Filename>brute_mc_qte_shoot_attk.animx</Filename></Animation></Action>
<Action><ID>brute shootqte end b</ID><Animation><Filename>brute_mc_qte_shoot_end_b.animx</Filename></Animation></Action>
<Action><ID>brute shootqte enter b</ID><Animation><Filename>brute_mc_qte_shoot_entr_b.animx</Filename></Animation></Action>
<Action><ID>brute shootqte exit b</ID><Animation><Filename>brute_mc_qte_shoot_ext_b.animx</Filename></Animation></Action>
<Action><ID>m05 qte1 end</ID><Animation><Filename>m05_qte1_end.animx</Filename></Animation></Action>
<Action><ID>m05 qte1 enter</ID><Animation><Filename>m05_qte1_entr.animx</Filename></Animation></Action>
<Action><ID>m05 qte1 exit</ID><Animation><Filename>m05_qte1_ext.animx</Filename></Animation></Action>
<Action><ID>m05 qte2 enter b</ID><Animation><Filename>m05_qte2_entr_b.animx</Filename></Animation></Action>
<Action><ID>m05 qte2 exit b</ID><Animation><Filename>m05_qte2_ext_b.animx</Filename></Animation></Action>
<Action><ID>m05 qte2 seq1 atk b</ID><Animation><Filename>m05_qte2_seq1_attk_b.animx</Filename></Animation></Action>
<Action><ID>m05 qte2 seq1 end b</ID><Animation><Filename>m05_qte2_seq1_end_b.animx</Filename></Animation></Action>
<Action><ID>m05 qte2 seq1 esc b</ID><Animation><Filename>m05_qte2_seq1_esc_b.animx</Filename></Animation></Action>
<Action><ID>m05 qte2 seq10 start b</ID><Animation><Filename>m05_qte2_seq10_strt_b.animx</Filename></Animation></Action>
<Action><ID>m05 qte2 seq2 end b</ID><Animation><Filename>m05_qte2_seq2_end_b.animx</Filename></Animation></Action>
<Action><ID>m05 qte2 seq3 end b</ID><Animation><Filename>m05_qte2_seq3_end_b.animx</Filename></Animation></Action>
<Action><ID>m05 qte2 seq3 start b</ID><Animation><Filename>m05_qte2_seq3_strt_b.animx</Filename></Animation></Action>
<Action><ID>m05 qte2 seq4 end b</ID><Animation><Filename>m05_qte2_seq4_end_b.animx</Filename></Animation></Action>
<Action><ID>m05 qte2 seq4 start b</ID><Animation><Filename>m05_qte2_seq4_strt_b.animx</Filename></Animation></Action>
<Action><ID>m05 qte2 seq5 end b</ID><Animation><Filename>m05_qte2_seq5_end_b.animx</Filename></Animation></Action>
<Action><ID>m05 qte2 seq5 start b</ID><Animation><Filename>m05_qte2_seq5_strt_b.animx</Filename></Animation></Action>
<Action><ID>m05 qte2 seq6 b</ID><Animation><Filename>m05_qte2_seq6_b.animx</Filename></Animation></Action>
<Action><ID>m05 qte2 seq6 end b</ID><Animation><Filename>m05_qte2_seq6_end_b.animx</Filename></Animation></Action>
<Action><ID>m05 qte2 seq6 start b</ID><Animation><Filename>m05_qte2_seq6_strt_b.animx</Filename></Animation></Action>
<Action><ID>m05 qte2 seq7 end b</ID><Animation><Filename>m05_qte2_seq7_end_b.animx</Filename></Animation></Action>
<Action><ID>m05 qte2 seq7 start b</ID><Animation><Filename>m05_qte2_seq7_strt_b.animx</Filename></Animation></Action>
<Action><ID>m05 qte2 seq8 b</ID><Animation><Filename>m05_qte2_seq8_b.animx</Filename></Animation></Action>
<Action><ID>m05 qte2 seq8 end b</ID><Animation><Filename>m05_qte2_seq8_end_b.animx</Filename></Animation></Action>
<Action><ID>m05 qte2 seq8 start b</ID><Animation><Filename>m05_qte2_seq8_strt_b.animx</Filename></Animation></Action>
<Action><ID>m05 qte2 seq9 atk b</ID><Animation><Filename>m05_qte2_seq9_attk_b.animx</Filename></Animation></Action>
<Action><ID>m05 qte2 seq9 start b</ID><Animation><Filename>m05_qte2_seq9_strt_b.animx</Filename></Animation></Action>
<Action><ID>jump land high</ID><Animation><Filename>plym_bs_jump_lndhgh.animx</Filename></Animation></Action>
<Action><ID>run jump land high</ID><Animation><Filename>plym_bs_run_jmplndhgh.animx</Filename></Animation></Action>
<Action><ID>platform enter 15m</ID><Animation><Filename>plym_plat_15m_entr.animx</Filename></Animation></Action>
<Action><ID>platform enter 2m</ID><Animation><Filename>plym_plat_2m_entr.animx</Filename></Animation></Action>
<Action><ID>platform enter 3m</ID><Animation><Filename>plym_plat_3m_entr.animx</Filename></Animation></Action>
<Action><ID>m02 skyqte3 attk a</ID><Animation><Filename>m02_skyqte3_attk_a.animx</Filename></Animation></Action>
<Action><ID>m02 skyqte3 enter a</ID><Animation><Filename>m02_skyqte3_entr_a.animx</Filename></Animation></Action>
<Action><ID>m02 skyqte3 exit a</ID><Animation><Filename>m02_skyqte3_ext_a.animx</Filename></Animation></Action>
<Action><ID>m02 shootqte attk</ID><Animation><Filename>m02_qte2_shoot_attk_a.animx</Filename></Animation></Action>
<Action><ID>player fall a</ID><Animation><Filename>mad06_plym_fall01.animx</Filename></Animation></Action>
<Action><ID>player fall b</ID><Animation><Filename>mad06_plym_fall02.animx</Filename></Animation></Action>
<Action><ID>player fall c</ID><Animation><Filename>mad06_plym_fall03.animx</Filename></Animation></Action>
<Action><ID>player fall d</ID><Animation><Filename>mad06_plym_fall04.animx</Filename></Animation></Action>
<Action><ID>player fall e</ID><Animation><Filename>mad06_plym_fall05.animx</Filename></Animation></Action>
<Action><ID>player fall f</ID><Animation><Filename>mad06_plym_fall06.animx</Filename></Animation></Action>
<Action><ID>player start transition a</ID><Animation><Filename>mad06_plym_strt_trns01.animx</Filename></Animation></Action>
<Action><ID>player start transition b</ID><Animation><Filename>mad06_plym_strt_trns02.animx</Filename></Animation></Action>
<Action><ID>heli jump</ID><Animation><Filename>plym_mad01_heli_jump.animx</Filename></Animation></Action>
<Action><ID>heli stand fire</ID><Animation><Filename>plym_mad01_heli_sd_fire.animx</Filename></Animation></Action>
<Action><ID>heli stand fire03</ID><Animation><Filename>plym_mad01_heli_sd03_fire.animx</Filename></Animation></Action>
<Action><ID>heli stand fire04</ID><Animation><Filename>plym_mad01_heli_sd04_fire.animx</Filename></Animation></Action>
<Action><ID>heli stand fire05</ID><Animation><Filename>plym_mad01_heli_sd05_fire.animx</Filename></Animation></Action>
<Action><ID>heli stand reload</ID><Animation><Filename>plym_mad01_sd01_rload.animx</Filename></Animation></Action>
<Action><ID>heli trans11</ID><Animation><Filename>plym_mad01_trans01.animx</Filename></Animation></Action>
<Action><ID>heli trans12</ID><Animation><Filename>plym_mad01_trans02.animx</Filename></Animation></Action>
<Action><ID>heli trans13</ID><Animation><Filename>plym_mad01_trans03.animx</Filename></Animation></Action>
<Action><ID>heli trans14</ID><Animation><Filename>plym_mad01_trans04.animx</Filename></Animation></Action>
<Action><ID>heli trans21</ID><Animation><Filename>coop_mad01_trans01.animx</Filename></Animation></Action>
<Action><ID>heli trans22</ID><Animation><Filename>coop_mad01_trans02.animx</Filename></Animation></Action>
<Action><ID>heli trans23</ID><Animation><Filename>coop_mad01_trans03.animx</Filename></Animation></Action>
<Action><ID>heli trans24</ID><Animation><Filename>coop_mad01_trans04.animx</Filename></Animation></Action>
<Action><ID>ball cutscene player</ID><Animation><Filename>mad06_plym_ctscne.animx</Filename></Animation></Action>
<Action><ID>ball washer</ID><Animation><Filename>mad06_win_ctscne.animx</Filename></Animation></Action>
<Action><ID>m02 shnrscu enter a</ID><Animation><Filename>m02_shnrscu_entr_a.animx</Filename></Animation></Action>
<Action><ID>m02 shootqte end a</ID><Animation><Filename>m02_qte2_shoot_end_a.animx</Filename></Animation></Action>
<Action><ID>m02 shootqte enter a</ID><Animation><Filename>m02_qte2_shoot_entr_a.animx</Filename></Animation></Action>
<Action><ID>m02 shootqte exit a</ID><Animation><Filename>m02_qte2_shoot_ext_a.animx</Filename></Animation></Action>
<Action><ID>brute qte punch l1 end b</ID><Animation><Filename>brute_mc_qte_pnch_l1_end_b.animx</Filename></Animation></Action>
<Action><ID>brute qte punch l1 esc b</ID><Animation><Filename>brute_mc_qte_pnch_l1_esc_b.animx</Filename></Animation></Action>
<Action><ID>brute qte punch l1 start b</ID><Animation><Filename>brute_mc_qte_pnch_l1_strt_b.animx</Filename></Animation></Action>
<Action><ID>brute qte punch l2 end b</ID><Animation><Filename>brute_mc_qte_pnch_l2_end_b.animx</Filename></Animation></Action>
<Action><ID>brute qte punch l2 esc b</ID><Animation><Filename>brute_mc_qte_pnch_l2_esc_b.animx</Filename></Animation></Action>
<Action><ID>brute qte punch l2 start b</ID><Animation><Filename>brute_mc_qte_pnch_l2_strt_b.animx</Filename></Animation></Action>
<Action><ID>brute qte punch r1 end b</ID><Animation><Filename>brute_mc_qte_pnch_r1_end_b.animx</Filename></Animation></Action>
<Action><ID>brute qte punch r1 esc b</ID><Animation><Filename>brute_mc_qte_pnch_r1_esc_b.animx</Filename></Animation></Action>
<Action><ID>brute qte punch r1 start b</ID><Animation><Filename>brute_mc_qte_pnch_r1_strt_b.animx</Filename></Animation></Action>
<Action><ID>brute qte punch r2 end b</ID><Animation><Filename>brute_mc_qte_pnch_r2_end_b.animx</Filename></Animation></Action>
<Action><ID>brute qte punch r2 esc b</ID><Animation><Filename>brute_mc_qte_pnch_r2_esc_b.animx</Filename></Animation></Action>
<Action><ID>brute qte punch r2 start b</ID><Animation><Filename>brute_mc_qte_pnch_r2_strt_b.animx</Filename></Animation></Action>
<Action><ID>brute excu back enter feet</ID><Animation><Filename>brute_excu_bck_entr_feet.animx</Filename></Animation></Action>
<Action><ID>brute excu back enter head</ID><Animation><Filename>brute_excu_bck_entr_head.animx</Filename></Animation></Action>
<Action><ID>brute excu back enter left</ID><Animation><Filename>brute_excu_bck_entr_lft.animx</Filename></Animation></Action>
<Action><ID>brute excu back enter right</ID><Animation><Filename>brute_excu_bck_entr_rgt.animx</Filename></Animation></Action>
<Action><ID>brute excu back kill b</ID><Animation><Filename>brute_excu_bck_shoot_b.animx</Filename></Animation></Action>
<Action><ID>brute excu front enter feet</ID><Animation><Filename>brute_excu_bck_entr_feet.animx</Filename></Animation></Action>
<Action><ID>brute excu front enter head</ID><Animation><Filename>brute_excu_bck_entr_head.animx</Filename></Animation></Action>
<Action><ID>brute excu front enter left</ID><Animation><Filename>brute_excu_bck_entr_lft.animx</Filename></Animation></Action>
<Action><ID>brute excu front enter right</ID><Animation><Filename>brute_excu_bck_entr_rgt.animx</Filename></Animation></Action>
<Action><ID>brute excu front kill b</ID><Animation><Filename>brute_excu_frn_shoot_b.animx</Filename></Animation></Action>
<Action><ID>run to stop</ID><Animation><Filename>plym_bs_run_tostop.animx</Filename></Animation></Action>
<Action><ID>turn 180 left</ID><Animation><Filename>plym_bs_run_180trn_lft.animx</Filename></Animation></Action>
<Action><ID>turn 180 right</ID><Animation><Filename>plym_bs_run_180trn_rgt.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 left</ID><Animation><Filename>plym_bs_spt_180trn_lft.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 right</ID><Animation><Filename>plym_bs_spt_180trn_rgt.animx</Filename></Animation></Action>
<Action><ID>avatar qte3 enter end b</ID><Animation><Filename>avatar_qte3_entr_end_b.animx</Filename></Animation></Action>
<Action><ID>avatar qte3 seq1 start b</ID><Animation><Filename>avatar_qte3_st1_strt_b.animx</Filename></Animation></Action>
<Action><ID>sprint to stop</ID><Animation><Filename>plym_bs_spnt_tostop.animx</Filename></Animation></Action>
<Action><ID>sprint to stop weapon</ID><Animation><Filename>plym_bs_spnt_tostop.animx</Filename></Animation></Action>
<Action><ID>false start</ID><Animation><Filename>plym_bs_flse_strt.animx</Filename></Animation></Action>
<Action><ID>run to stop right</ID><Animation><Filename>plym_bs_run_tostop_rgt.animx</Filename></Animation></Action>
<Action><ID>coop fall a</ID><Animation><Filename>mad06_coop_fall01.animx</Filename></Animation></Action>
<Action><ID>coop fall b</ID><Animation><Filename>mad06_coop_fall02.animx</Filename></Animation></Action>
<Action><ID>coop fall c</ID><Animation><Filename>mad06_coop_fall03.animx</Filename></Animation></Action>
<Action><ID>coop start transition a</ID><Animation><Filename>mad06_coop_strt_trns01.animx</Filename></Animation></Action>
<Action><ID>coop start transition b</ID><Animation><Filename>mad06_coop_strt_trns02.animx</Filename></Animation></Action>
<Action><ID>coop fall d</ID><Animation><Filename>mad06_coop_fall04.animx</Filename></Animation></Action>
<Action><ID>coop fall e</ID><Animation><Filename>mad06_coop_fall05.animx</Filename></Animation></Action>
<Action><ID>coop fall f</ID><Animation><Filename>mad06_coop_fall06.animx</Filename></Animation></Action>
<Action><ID>run grenade toss</ID><Animation><Filename>plym_ps_run_grndtss.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land backward</ID><Animation><Filename>plym_ps_run_gt_lnd_bck.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land forward</ID><Animation><Filename>plym_ps_run_gt_lnd_for.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land left</ID><Animation><Filename>plym_ps_run_gt_lnd_lft.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land right</ID><Animation><Filename>plym_ps_run_gt_lnd_rgt.animx</Filename></Animation></Action>
<Action><ID>stand grenade toss</ID><Animation><Filename>plym_ps_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land still</ID><Animation><Filename>plym_rfl_run_gt_lnd.animx</Filename></Animation></Action>
<Action><ID>avatar shootqte attk</ID><Animation><Filename>avatar_shootqte_attk.animx</Filename></Animation></Action>
<Action><ID>avatar shootqte end b</ID><Animation><Filename>avatar_shootqte_end_b.animx</Filename></Animation></Action>
<Action><ID>avatar shootqte enter b</ID><Animation><Filename>avatar_shootqte_entr_b.animx</Filename></Animation></Action>
<Action><ID>avatar shootqte exit b</ID><Animation><Filename>avatar_shootqte_ext_b.animx</Filename></Animation></Action>
<Action><ID>avatar stunqte attk b</ID><Animation><Filename>avatar_stunqte_attk_b.animx</Filename></Animation></Action>
<Action><ID>avatar stunqte enter b</ID><Animation><Filename>avatar_stunqte_entr_b.animx</Filename></Animation></Action>
<Action><ID>avatar stunqte exit b</ID><Animation><Filename>avatar_stunqte_ext_b.animx</Filename></Animation></Action>
<Action><ID>heli stand 02 reload</ID><Animation><Filename>plym_mad01_sd02_rload.animx</Filename></Animation></Action>
<Action><ID>heli stand 03 reload</ID><Animation><Filename>plym_mad01_sd03_rload.animx</Filename></Animation></Action>
<Action><ID>heli stand 04 reload</ID><Animation><Filename>plym_mad01_sd04_rload.animx</Filename></Animation></Action>
<Action><ID>fence enter half</ID><Animation><Filename>plym_fnce_half_entr.animx</Filename></Animation></Action>
<Action><ID>platform enter half</ID><Animation><Filename>plym_plat_half_entr.animx</Filename></Animation></Action>
<Action><ID>heli stand fire02</ID><Animation><Filename>plym_mad01_heli_sd02_fire.animx</Filename></Animation></Action>
<Action><ID>heli stand 13 reload</ID><Animation><Filename>plym_mad01_sd13_rload.animx</Filename></Animation></Action>
<Action><ID>face fire</ID><Animation><Filename>plym_face_fire.animx</Filename></Animation></Action>
<Action><ID>plane cabin stumble</ID><Animation><Filename>mad02_plym_bs_stumble.animx</Filename></Animation></Action>
<Action><ID>explosion</ID><Animation><Filename>plym_bs_flashbngd.animx</Filename></Animation></Action>
<Action><ID>land death</ID><Animation><Filename>plym_bs_lnd_death.animx</Filename></Animation></Action>
<Action><ID>m02 shnrscu convo a</ID><Animation><Filename>m02_shnrscu_cnv_a.animx</Filename></Animation></Action>
<Action><ID>mad06 reload 01</ID><Animation><Filename>mad06_plym_rload01.animx</Filename></Animation></Action>
<Action><ID>mad06 reload 02</ID><Animation><Filename>mad06_plym_rload02.animx</Filename></Animation></Action>
<Action><ID>mad06 reload 03</ID><Animation><Filename>mad06_coop_rload06.animx</Filename></Animation></Action>
<Action><ID>mad06 reload 04</ID><Animation><Filename>mad06_coop_rload05.animx</Filename></Animation></Action>
<Action><ID>mad06 reload 05</ID><Animation><Filename>mad06_plym_rload05.animx</Filename></Animation></Action>
<Action><ID>kick door</ID><Animation><Filename>plym_bs_opndoor.animx</Filename></Animation></Action>
<Action><ID>mad06 reload 06</ID><Animation><Filename>mad06_plym_rload06.animx</Filename></Animation></Action>
<Action><ID>avatar stunqte end b</ID><Animation><Filename>avatar_stunqte_end_b.animx</Filename></Animation></Action>
<Action><ID>corner grapple 1 attack a</ID><Animation><Filename>corner_1_attk_a.animx</Filename></Animation></Action>
<Action><ID>corner grapple 1 exit a</ID><Animation><Filename>corner_1_exit_a.animx</Filename></Animation></Action>
<Action><ID>shoulders exit 1 a</ID><Animation><Filename>shoulders_exit1_a.animx</Filename></Animation></Action>
<Action><ID>corner grapple 1 fail a</ID><Animation><Filename>corner_1_fail_a.animx</Filename></Animation></Action>
<Action><ID>shoulders exit 2 a</ID><Animation><Filename>shoulders_exit2_a.animx</Filename></Animation></Action>
<Action><ID>corner grapple 2 exit a</ID><Animation><Filename>corner_2_exit_a.animx</Filename></Animation></Action>
<Action><ID>corner grapple 2 to kick a</ID><Animation><Filename>corner_2_tokick_a.animx</Filename></Animation></Action>
<Action><ID>corner grapple 2 fail a</ID><Animation><Filename>corner_2_fail_a.animx</Filename></Animation></Action>
<Action><ID>corner grapple 2 shake a</ID><Animation><Filename>corner_2_shake_a.animx</Filename></Animation></Action>
<Action><ID>shoulders exit 3 a</ID><Animation><Filename>shoulders_exit3_a.animx</Filename></Animation></Action>
<Action><ID>corner grapple 3 exit a</ID><Animation><Filename>corner_3_exit_a.animx</Filename></Animation></Action>
<Action><ID>corner grapple 3 totop a</ID><Animation><Filename>corner_3_totop_a.animx</Filename></Animation></Action>
<Action><ID>corner grapple 3 attack a</ID><Animation><Filename>corner_3_attk_a.animx</Filename></Animation></Action>
<Action><ID>corner grapple 3 fail a</ID><Animation><Filename>corner_3_fail_a.animx</Filename></Animation></Action>
<Action><ID>killbane punch react a a</ID><Animation><Filename>killbane_punch_react_a_a.animx</Filename></Animation></Action>
<Action><ID>killbane punch react b a</ID><Animation><Filename>killbane_punch_react_b_a.animx</Filename></Animation></Action>
<Action><ID>killbane punch react c a</ID><Animation><Filename>killbane_punch_react_c_a.animx</Filename></Animation></Action>
<Action><ID>run jump land to stop</ID><Animation><Filename>plym_bs_run_jmplnd_stp.animx</Filename></Animation></Action>
<Action><ID>bomb plant</ID><Animation><Filename>mad01_bomb_plant.animx</Filename></Animation></Action>
<Action><ID>heli stand 01 fall</ID><Animation><Filename>plym_mad01_heli_sd01_fall.animx</Filename></Animation></Action>
<Action><ID>plym drunk stumble</ID><Animation><Filename>plym_dk_trip.animx</Filename></Animation></Action>
<Action><ID>m24 qte beatdown one a</ID><Animation><Filename>plyr_beatdown_1.animx</Filename></Animation></Action>
<Action><ID>m24 qte beatdown three a</ID><Animation><Filename>plyr_beatdown_3.animx</Filename></Animation></Action>
<Action><ID>m24 qte beatdown two a</ID><Animation><Filename>plyr_beatdown_2.animx</Filename></Animation></Action>
<Action><ID>nut shot back player</ID><Animation><Filename>plym_bs_nutshot_back_a.animx</Filename></Animation></Action>
<Action><ID>nut shot back victim</ID><Animation><Filename>plym_bs_nutshot_back_b.animx</Filename></Animation></Action>
<Action><ID>nut shot front player</ID><Animation><Filename>plym_bs_nutshot_front_a.animx</Filename></Animation></Action>
<Action><ID>nut shot front victim</ID><Animation><Filename>plym_bs_nutshot_front_b.animx</Filename></Animation></Action>
<Action><ID>m19 qte grapple enter a</ID><Animation><Filename>plyr_zmb_grpple_a_entr.animx</Filename></Animation></Action>
<Action><ID>m19 qte grapple exit a</ID><Animation><Filename>plyr_zmb_grpple_a_end.animx</Filename></Animation></Action>
<Action><ID>m19 qte2 grapple enter a</ID><Animation><Filename>plyr_zmb_grpple_b_entr.animx</Filename></Animation></Action>
<Action><ID>m19 qte2 grapple exit a</ID><Animation><Filename>plyr_zmb_grpple_b_end.animx</Filename></Animation></Action>
<Action><ID>m24 computer hack</ID><Animation><Filename>plym_cmptr_hack.animx</Filename></Animation></Action>
<Action><ID>m24 dramatic no</ID><Animation><Filename>plym_dramtc_no.animx</Filename></Animation></Action>
<Action><ID>m01 z01 transition</ID><Animation><Filename>mad01_z01_trans.animx</Filename></Animation></Action>
<Action><ID>st03 push button low</ID><Animation><Filename>plym_sh3_psh_bttn_low.animx</Filename></Animation></Action>
<Action><ID>vehiclesurf base stand to vehicalsurf stand</ID><Animation><Filename>plym_bs_sd_to_vs.animx</Filename></Animation></Action>
<Action><ID>vehiclesurf stand to base stand</ID><Animation><Filename>plym_vs_to_bs_sd.animx</Filename></Animation></Action>
<Action><ID>m07 club owner interrogation player</ID><Animation><Filename>club_owner_inter_a.animx</Filename></Animation></Action>
<Action><ID>m07 club owner interrogation victim</ID><Animation><Filename>club_owner_inter_b.animx</Filename></Animation></Action>
<Action><ID>m14 transmitter in</ID><Animation><Filename>plym_trnsmttr_enter.animx</Filename></Animation></Action>
<Action><ID>m14 transmitter out</ID><Animation><Filename>plym_trnsmttr_exit.animx</Filename></Animation></Action>
<Action><ID>sh03 vomit hack</ID><Animation><Filename>plym_vomit_hack.animx</Filename></Animation></Action>
<Action><ID>escort punch tiger to calm</ID><Animation><Filename>escrt_psgr_pnch_to_calm_a.animx</Filename></Animation></Action>
<Action><ID>escort punch tiger to maul</ID><Animation><Filename>escrt_psgr_pnch_to_maul_a.animx</Filename></Animation></Action>
<Action><ID>escort passenger timed hit</ID><Animation><Filename>escort_tigr_swipe_a.animx</Filename></Animation></Action>
<Action><ID>m09 open container</ID><Animation><Filename>plym_open_cntnr.animx</Filename></Animation></Action>
<Action><ID>photo op</ID><Animation><Filename>plym_photo_op.animx</Filename></Animation></Action>
<Action><ID>m16 wqte pa end b</ID><Animation><Filename>m16_wqte_pa_end_b.animx</Filename></Animation></Action>
<Action><ID>m16 wqte pa exit b</ID><Animation><Filename>m16_wqte_pa_ext_b.animx</Filename></Animation></Action>
<Action><ID>m16 wqte pa start b</ID><Animation><Filename>m16_wqte_pa_strt_b.animx</Filename></Animation></Action>
<Action><ID>m16 wqte pb atk b</ID><Animation><Filename>m16_wqte_pb_atk_b.animx</Filename></Animation></Action>
<Action><ID>m16 wqte pb end b</ID><Animation><Filename>m16_wqte_pb_end_b.animx</Filename></Animation></Action>
<Action><ID>m16 wqte pb exit b</ID><Animation><Filename>m16_wqte_pb_ext_b.animx</Filename></Animation></Action>
<Action><ID>m16 wqte pb start b</ID><Animation><Filename>m16_wqte_pb_strt_b.animx</Filename></Animation></Action>
<Action><ID>cell phone answer</ID><Animation><Filename>plym_bs_ans_call.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 left weapon</ID><Animation><Filename>plym_bs_spt_180trn_lft.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 right weapon</ID><Animation><Filename>plym_bs_spt_180trn_rgt.animx</Filename></Animation></Action>
<Action><ID>vehicle surf handstand to stand</ID><Animation><Filename>plym_bs_vs_hs_to_sd.animx</Filename></Animation></Action>
<Action><ID>vehicle surf stand to handstand</ID><Animation><Filename>plym_bs_vs_sd_to_hs.animx</Filename></Animation></Action>
<Action><ID>m12_josh_overshoulder_exittocar_a</ID><Animation><Filename>josh_overshoulder_exittocar_a.animx</Filename></Animation></Action>
<Action><ID>m12_josh_overshoulder_exittocar_b</ID><Animation><Filename>josh_overshoulder_exittocar_b.animx</Filename></Animation></Action>
<Action><ID>m12_plym_overshoulder_exittocar_a</ID><Animation><Filename>plym_overshoulder_exittocar_a.animx</Filename></Animation></Action>
<Action><ID>m12_plym_overshoulder_exittocar_b</ID><Animation><Filename>plym_overshoulder_exittocar_b.animx</Filename></Animation></Action>
<Action><ID>vi run to stop</ID><Animation><Filename>plym_bs_run_tostop.animx</Filename></Animation></Action>
<Action><ID>brute finish head shot b</ID><Animation><Filename>brute_excu_strt_shoot_b.animx</Filename></Animation></Action>
<Action><ID>m21_plym_tagteam_cheer</ID><Animation><Filename>mad21_tagteam_cheer.animx</Filename></Animation></Action>
<Action><ID>m21_plym_tagteam_swapa</ID><Animation><Filename>mad21_tagteam_swapa.animx</Filename></Animation></Action>
<Action><ID>m21_plym_tagteam_swapb</ID><Animation><Filename>mad21_tagteam_swapb.animx</Filename></Animation></Action>
<Action><ID>m21_plym_tagteam_wave</ID><Animation><Filename>mad21_tagteam_rope_wave.animx</Filename></Animation></Action>
<Action><ID>escort punch tiger</ID><Animation><Filename>escrt_psgr_pnch_a.animx</Filename></Animation></Action>
<Action><ID>escort driver nervous</ID><Animation><Filename>escort_drvr_nerv.animx</Filename></Animation></Action>
<Action><ID>plane stumble back</ID><Animation><Filename>mad02_plym_bs_stmbl_b.animx</Filename></Animation></Action>
<Action><ID>plane stumble forward</ID><Animation><Filename>mad02_plym_bs_stmbl_f.animx</Filename></Animation></Action>
<Action><ID>plane stumble left</ID><Animation><Filename>mad02_plym_bs_stmbl_l.animx</Filename></Animation></Action>
<Action><ID>plane stumble right</ID><Animation><Filename>mad02_plym_bs_stmbl_r.animx</Filename></Animation></Action>
<Action><ID>weapon sprint shove left</ID><Animation><Filename>plym_bs_sprint_shv_lft.animx</Filename></Animation></Action>
<Action><ID>weapon sprint shove right</ID><Animation><Filename>plym_bs_sprint_shv_rgt.animx</Filename></Animation></Action>
<Action><ID>flinch chest back</ID><Animation><Filename>bs_flnch_chst_bck.animx</Filename></Animation></Action>
<Action><ID>flinch chest front</ID><Animation><Filename>bs_flnch_chst_frnt.animx</Filename></Animation></Action>
<Action><ID>flinch chest left</ID><Animation><Filename>bs_flnch_chst_lft.animx</Filename></Animation></Action>
<Action><ID>flinch chest right</ID><Animation><Filename>bs_flnch_chst_rgt.animx</Filename></Animation></Action>
<Action><ID>flinch head back</ID><Animation><Filename>bs_flnch_chst_bck.animx</Filename></Animation></Action>
<Action><ID>flinch head front</ID><Animation><Filename>bs_flnch_chst_frnt.animx</Filename></Animation></Action>
<Action><ID>flinch head left</ID><Animation><Filename>bs_flnch_chst_lft.animx</Filename></Animation></Action>
<Action><ID>flinch head right</ID><Animation><Filename>bs_flnch_chst_rgt.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis back</ID><Animation><Filename>bs_flnch_chst_bck.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis front</ID><Animation><Filename>bs_flnch_chst_frnt.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis left</ID><Animation><Filename>bs_flnch_chst_lft.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis right</ID><Animation><Filename>bs_flnch_chst_rgt.animx</Filename></Animation></Action>
</Actions></Group>
<Group><group>Pistol</group><States>
<State><ID>fine aim stand</ID><Animation><Filename>plym_ps_sd_aim.animx</Filename></Animation></State>
<State><ID>fine aim walk</ID><Animation><Filename>plym_ps_wlk_aim.animx</Filename></Animation></State>
<State><ID>back pedal left</ID><Animation><Filename>plym_ps_bped_l.animx</Filename></Animation></State>
<State><ID>back pedal right</ID><Animation><Filename>plym_ps_bped_r.animx</Filename></Animation></State>
<State><ID>crouch</ID><Animation><Filename>plym_ps_ch_rdy.animx</Filename></Animation></State>
<State><ID>crouch aim</ID><Animation><Filename>plym_ps_ch_aim.animx</Filename></Animation></State>
<State><ID>crouch ready</ID><Animation><Filename>plym_ps_ch_rdy.animx</Filename></Animation></State>
<State><ID>crouch walk</ID><Animation><Filename>plym_ps_chwlk_rdy.animx</Filename></Animation></State>
<State><ID>crouch walk aim</ID><Animation><Filename>plym_ps_chwlk_aim.animx</Filename></Animation></State>
<State><ID>crouch walk aim back</ID><Animation><Filename>plym_ps_chwlk_aim_bck.animx</Filename></Animation></State>
<State><ID>crouch walk aim left</ID><Animation><Filename>plym_ps_chwlk_aim_lft.animx</Filename></Animation></State>
<State><ID>crouch walk aim right</ID><Animation><Filename>plym_ps_chwlk_aim_rgt.animx</Filename></Animation></State>
<State><ID>crouch walk back</ID><Animation><Filename>plym_ps_chwlk_rdy_bck.animx</Filename></Animation></State>
<State><ID>crouch walk left</ID><Animation><Filename>plym_ps_chwlk_rdy_lft.animx</Filename></Animation></State>
<State><ID>crouch walk right</ID><Animation><Filename>plym_ps_chwlk_rdy_rgt.animx</Filename></Animation></State>
<State><ID>crouch wlk rdy back</ID><Animation><Filename>plym_ps_chwlk_rdy_bck.animx</Filename></Animation></State>
<State><ID>crouch wlk rdy fwd</ID><Animation><Filename>plym_ps_chwlk_rdy.animx</Filename></Animation></State>
<State><ID>crouch wlk rdy left</ID><Animation><Filename>plym_ps_chwlk_rdy_lft.animx</Filename></Animation></State>
<State><ID>crouch wlk rdy right</ID><Animation><Filename>plym_ps_chwlk_rdy_rgt.animx</Filename></Animation></State>
<State><ID>run</ID><Animation><Filename>player_pistol_move</Filename></Animation></State>
<State><ID>run aim</ID><Animation><Filename>plym_ps_run_aim.animx</Filename></Animation></State>
<State><ID>run aim back</ID><Animation><Filename>plym_ps_run_aim_bck.animx</Filename></Animation></State>
<State><ID>run aim left</ID><Animation><Filename>plym_ps_run_aim_lft.animx</Filename></Animation></State>
<State><ID>run aim right</ID><Animation><Filename>plym_ps_run_aim_rgt.animx</Filename></Animation></State>
<State><ID>run aim back lh</ID><Animation><Filename>plym_ps_run_aim_bckl.animx</Filename></Animation></State>
<State><ID>run aim lh</ID><Animation><Filename>plym_ps_run_aim_l.animx</Filename></Animation></State>
<State><ID>run ready</ID><Animation><Filename>plym_ps_run_rdy.animx</Filename></Animation></State>
<State><ID>run ready back</ID><Animation><Filename>plym_ps_run_rdy_bck.animx</Filename></Animation></State>
<State><ID>run ready left</ID><Animation><Filename>plym_ps_run_rdy_lft.animx</Filename></Animation></State>
<State><ID>run ready right</ID><Animation><Filename>plym_ps_run_rdy_rgt.animx</Filename></Animation></State>
<State><ID>stand</ID><Animation><Filename>plym_ps_sd.animx</Filename></Animation></State>
<State><ID>stand aim</ID><Animation><Filename>plym_ps_sd_aim.animx</Filename></Animation></State>
<State><ID>stand b</ID><Animation><Filename>plym_ps_sd.animx</Filename></Animation></State>
<State><ID>stand c</ID><Animation><Filename>plym_ps_sd.animx</Filename></Animation></State>
<State><ID>stand d</ID><Animation><Filename>plym_ps_sd.animx</Filename></Animation></State>
<State><ID>stand ready</ID><Animation><Filename>plym_ps_sd_rdy.animx</Filename></Animation></State>
<State><ID>stand ready b</ID><Animation><Filename>plym_ps_sd_rdy.animx</Filename></Animation></State>
<State><ID>stand ready c</ID><Animation><Filename>plym_ps_sd_rdy.animx</Filename></Animation></State>
<State><ID>walk</ID><Animation><Filename>player_pistol_move</Filename></Animation></State>
<State><ID>walk aim</ID><Animation><Filename>plym_ps_wlk_aim.animx</Filename></Animation></State>
<State><ID>walk aim back</ID><Animation><Filename>plym_ps_wlk_aim_bck.animx</Filename></Animation></State>
<State><ID>walk aim left</ID><Animation><Filename>plym_ps_wlk_aim_lft.animx</Filename></Animation></State>
<State><ID>walk aim right</ID><Animation><Filename>plym_ps_wlk_aim_rgt.animx</Filename></Animation></State>
<State><ID>walk aim back lh</ID><Animation><Filename>plym_ps_wlk_aim_bckl.animx</Filename></Animation></State>
<State><ID>walk aim left lh</ID><Animation><Filename>plym_ps_wlk_aim_lftl.animx</Filename></Animation></State>
<State><ID>walk aim lh</ID><Animation><Filename>plym_ps_wlk_aiml.animx</Filename></Animation></State>
<State><ID>walk aim right lh</ID><Animation><Filename>plym_ps_wlk_aim_rgtl.animx</Filename></Animation></State>
<State><ID>walk ready</ID><Animation><Filename>plym_ps_wlk_rdy.animx</Filename></Animation></State>
<State><ID>walk ready back</ID><Animation><Filename>plym_ps_wlk_rdy_bck.animx</Filename></Animation></State>
<State><ID>walk ready left</ID><Animation><Filename>plym_ps_wlk_rdy_lft.animx</Filename></Animation></State>
<State><ID>walk ready right</ID><Animation><Filename>plym_ps_wlk_rdy_rgt.animx</Filename></Animation></State>
<State><ID>dbno crawl</ID><Animation><Filename>dbno_crwl.animx</Filename></Animation></State>
<State><ID>dbno down</ID><Animation><Filename>dbno.animx</Filename></Animation></State>
<State><ID>dbno crawl back</ID><Animation><Filename>dbno_crwl_bck.animx</Filename></Animation></State>
<State><ID>pant</ID><Animation><Filename>plym_bs_pant.animx</Filename></Animation></State>
<State><ID>hide</ID><Animation><Filename>mad06_plym_hide.animx</Filename></Animation></State>
<State><ID>jog</ID><Animation><Filename>plym_ps_jog.animx</Filename></Animation></State>
<State><ID>run anim</ID><Animation><Filename>plym_ps_run.animx</Filename></Animation></State>
<State><ID>walk anim</ID><Animation><Filename>plym_ps_wlk.animx</Filename></Animation></State>
<State><ID>weapon sprint</ID><Animation><Filename>plym_bs_sprint.animx</Filename></Animation></State>
<State><ID>aim network</ID><Animation><Filename>ready state</Filename></Animation></State>
<State><ID>nose dive</ID><Animation><Filename>mad02_ps_dive.animx</Filename></Animation></State>
<State><ID>face aim</ID><Animation><Filename>plym_face_aim.animx</Filename></Animation></State>
<State><ID>m06 coop aim a</ID><Animation><Filename>mad06_coop_aim01.animx</Filename></Animation></State>
<State><ID>m06 player aim a</ID><Animation><Filename>mad06_plym_aim01.animx</Filename></Animation></State>
<State><ID>hs stand</ID><Animation><Filename>hs_sd_a.animx</Filename></Animation></State>
<State><ID>m13 hs stand</ID><Animation><Filename>mad13_hs_sd.animx</Filename></Animation></State>
</States><Actions>
<Action><ID>dive roll</ID><Animation><Filename>plym_bs_run_dive_roll.animx</Filename></Animation></Action>
<Action><ID>equip</ID><Animation><Filename>plym_ps_eqip.animx</Filename></Animation></Action>
<Action><ID>fine aim fire</ID><Animation><Filename>plym_ps_sd_fire.animx</Filename></Animation></Action>
<Action><ID>back pedal fire left</ID><Animation><Filename>plym_ps_bped_fire_l.animx</Filename></Animation></Action>
<Action><ID>back pedal fire right</ID><Animation><Filename>plym_ps_bped_fire_r.animx</Filename></Animation></Action>
<Action><ID>run fire</ID><Animation><Filename>plym_ps_run_fire.animx</Filename></Animation></Action>
<Action><ID>run fire back</ID><Animation><Filename>plym_ps_run_fire_bck.animx</Filename></Animation></Action>
<Action><ID>run fire back l</ID><Animation><Filename>plym_ps_run_fire_bckl.animx</Filename></Animation></Action>
<Action><ID>run fire l</ID><Animation><Filename>plym_ps_run_firel.animx</Filename></Animation></Action>
<Action><ID>run fire left</ID><Animation><Filename>plym_ps_run_fire_lft.animx</Filename></Animation></Action>
<Action><ID>run fire right</ID><Animation><Filename>plym_ps_run_fire_rgt.animx</Filename></Animation></Action>
<Action><ID>stand fire</ID><Animation><Filename>plym_ps_sd_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire</ID><Animation><Filename>plym_ps_wlk_fire.animx</Filename></Animation></Action>
<Action><ID>stand turn left 90</ID><Animation><Filename>plym_rfl_sd_trn90_l.animx</Filename></Animation></Action>
<Action><ID>stand turn right 90</ID><Animation><Filename>plym_rfl_sd_trn90_r.animx</Filename></Animation></Action>
<Action><ID>stand turn left 180</ID><Animation><Filename>plym_rfl_sd_trn180_l.animx</Filename></Animation></Action>
<Action><ID>stand turn right 180</ID><Animation><Filename>plym_rfl_sd_trn180_r.animx</Filename></Animation></Action>
<Action><ID>sprint shove left</ID><Animation><Filename>plym_bs_sprint_shv_lft.animx</Filename></Animation></Action>
<Action><ID>sprint shove right</ID><Animation><Filename>plym_bs_sprint_shv_rgt.animx</Filename></Animation></Action>
<Action><ID>dbno fire</ID><Animation><Filename>dbno_fire.animx</Filename></Animation></Action>
<Action><ID>dbno getup</ID><Animation><Filename>dbno_gtup.animx</Filename></Animation></Action>
<Action><ID>dbno turn left</ID><Animation><Filename>dbno_turn_lft.animx</Filename></Animation></Action>
<Action><ID>dbno turn right</ID><Animation><Filename>dbno_turn_rgt.animx</Filename></Animation></Action>
<Action><ID>walk fire back</ID><Animation><Filename>plym_ps_wlk_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire left</ID><Animation><Filename>plym_ps_wlk_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire right</ID><Animation><Filename>plym_ps_wlk_fire.animx</Filename></Animation></Action>
<Action><ID>crouch reload</ID><Animation><Filename>plym_ps_sd_rload_mvng.animx</Filename></Animation></Action>
<Action><ID>reload</ID><Animation><Filename>plym_ps_sd_rload_mvng.animx</Filename></Animation></Action>
<Action><ID>run reload</ID><Animation><Filename>plym_ps_run_rload.animx</Filename></Animation></Action>
<Action><ID>walk reload</ID><Animation><Filename>plym_ps_wlk_rload.animx</Filename></Animation></Action>
<Action><ID>melee</ID><Animation><Filename>plym_ps_ml_kck.animx</Filename></Animation></Action>
<Action><ID>melee moving</ID><Animation><Filename>plym_ps_ml_kck.animx</Filename></Animation></Action>
<Action><ID>bash</ID><Animation><Filename>plym_ps_ml_kck.animx</Filename></Animation></Action>
<Action><ID>melee moving behind</ID><Animation><Filename>plym_ps_run_melee_bhind.animx</Filename></Animation></Action>
<Action><ID>melee moving behind vic</ID><Animation><Filename>plym_ps_run_melee_bhind_vic.animx</Filename></Animation></Action>
<Action><ID>melee moving2</ID><Animation><Filename>plym_dps_run_melee.animx</Filename></Animation></Action>
<Action><ID>melee moving2 vic</ID><Animation><Filename>plym_dps_run_melee_vic.animx</Filename></Animation></Action>
<Action><ID>crouch turn left 90</ID><Animation><Filename>plym_rfl_ch_trn90_lft.animx</Filename></Animation></Action>
<Action><ID>crouch turn right 90</ID><Animation><Filename>plym_rfl_ch_trn90_rgt.animx</Filename></Animation></Action>
<Action><ID>offhand walk left</ID><Animation><Filename>plym_rfl_grndtss_wlk_lft.animx</Filename></Animation></Action>
<Action><ID>offhand walk right</ID><Animation><Filename>plym_rfl_grndtss_wlk_rgt.animx</Filename></Animation></Action>
<Action><ID>melee2</ID><Animation><Filename>plym_ps_sd_melee.animx</Filename></Animation></Action>
<Action><ID>melee3</ID><Animation><Filename>plym_ps_sd_melee_a.animx</Filename></Animation></Action>
<Action><ID>melee3 vic</ID><Animation><Filename>plym_ps_sd_melee_a_vic.animx</Filename></Animation></Action>
<Action><ID>jump</ID><Animation><Filename>plym_ps_jump.animx</Filename></Animation></Action>
<Action><ID>jump land</ID><Animation><Filename>plym_ps_jump_land.animx</Filename></Animation></Action>
<Action><ID>jump land high</ID><Animation><Filename>plym_bs_jump_lndhgh.animx</Filename></Animation></Action>
<Action><ID>run jump</ID><Animation><Filename>plym_ps_run_jmp.animx</Filename></Animation></Action>
<Action><ID>run jump land</ID><Animation><Filename>plym_ps_run_jmplnd.animx</Filename></Animation></Action>
<Action><ID>run jump land high</ID><Animation><Filename>plym_bs_run_jmplndhgh.animx</Filename></Animation></Action>
<Action><ID>crouch turn left 180</ID><Animation><Filename>plym_rfl_ch_trn180_lft.animx</Filename></Animation></Action>
<Action><ID>crouch turn right 180</ID><Animation><Filename>plym_rfl_ch_trn180_rgt.animx</Filename></Animation></Action>
<Action><ID>idle</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 1</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 2</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 3</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>ready to stand</ID><Animation><Filename>plym_ps_aim_tostnd.animx</Filename></Animation></Action>
<Action><ID>stand to run back</ID><Animation><Filename>plym_ps_strtrn_bck.animx</Filename></Animation></Action>
<Action><ID>stand to run forward</ID><Animation><Filename>plym_ps_strtrn_fwd.animx</Filename></Animation></Action>
<Action><ID>stand to run left</ID><Animation><Filename>plym_ps_strtrn_lft.animx</Filename></Animation></Action>
<Action><ID>stand to run right</ID><Animation><Filename>plym_ps_strtrn_rgt.animx</Filename></Animation></Action>
<Action><ID>false start</ID><Animation><Filename>plym_ps_flse_strt.animx</Filename></Animation></Action>
<Action><ID>run to stop</ID><Animation><Filename>plym_ps_run_tostop.animx</Filename></Animation></Action>
<Action><ID>run reload back</ID><Animation><Filename>plym_ps_run_rload_bck.animx</Filename></Animation></Action>
<Action><ID>run reload back left</ID><Animation><Filename>plym_ps_run_rload_bckl.animx</Filename></Animation></Action>
<Action><ID>run reload left</ID><Animation><Filename>plym_ps_sd_rload_mvng.animx</Filename></Animation></Action>
<Action><ID>run reload right</ID><Animation><Filename>plym_ps_run_rload_rgt.animx</Filename></Animation></Action>
<Action><ID>run to stop right</ID><Animation><Filename>plym_ps_run_tostop_rgt.animx</Filename></Animation></Action>
<Action><ID>run grenade toss</ID><Animation><Filename>plym_ps_run_grndtss.animx</Filename></Animation></Action>
<Action><ID>face fire</ID><Animation><Filename>plym_face_fire.animx</Filename></Animation></Action>
<Action><ID>plane stumble back</ID><Animation><Filename>mad02_plym_ps_stmbl_b.animx</Filename></Animation></Action>
<Action><ID>plane stumble forward</ID><Animation><Filename>mad02_plym_ps_stmbl_f.animx</Filename></Animation></Action>
<Action><ID>plane stumble left</ID><Animation><Filename>mad02_plym_ps_stmbl_l.animx</Filename></Animation></Action>
<Action><ID>plane stumble right</ID><Animation><Filename>mad02_plym_ps_stmbl_r.animx</Filename></Animation></Action>
<Action><ID>explosion</ID><Animation><Filename>plym_ps_flashbngd.animx</Filename></Animation></Action>
<Action><ID>back pedal left reload</ID><Animation><Filename>plym_ps_bped_lft_rload.animx</Filename></Animation></Action>
<Action><ID>crouch fire</ID><Animation><Filename>plym_ps_ch_fire.animx</Filename></Animation></Action>
<Action><ID>crouch walk fire</ID><Animation><Filename>plym_ps_chwlk_fire.animx</Filename></Animation></Action>
<Action><ID>crouch walk reload</ID><Animation><Filename>plym_ps_ch_rload_mvng.animx</Filename></Animation></Action>
<Action><ID>crouch walk reload left</ID><Animation><Filename>plym_ps_ch_rload_mvng_lr.animx</Filename></Animation></Action>
<Action><ID>equip human shield</ID><Animation><Filename>hs_rfl_equip.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land backward</ID><Animation><Filename>plym_ps_run_gt_lnd_bck.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land forward</ID><Animation><Filename>plym_ps_run_gt_lnd_for.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land left</ID><Animation><Filename>plym_ps_run_gt_lnd_lft.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land right</ID><Animation><Filename>plym_ps_run_gt_lnd_rgt.animx</Filename></Animation></Action>
<Action><ID>turn 180 left</ID><Animation><Filename>plym_ps_run_180trn_lft.animx</Filename></Animation></Action>
<Action><ID>turn 180 right</ID><Animation><Filename>plym_ps_run_180trn_rgt.animx</Filename></Animation></Action>
<Action><ID>stand grenade toss</ID><Animation><Filename>plym_ps_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>crouch walk reload right</ID><Animation><Filename>plym_ps_ch_rload_mvng_lr.animx</Filename></Animation></Action>
<Action><ID>walk reload left</ID><Animation><Filename>plym_ps_wlk_rload_lft.animx</Filename></Animation></Action>
<Action><ID>walk reload right</ID><Animation><Filename>plym_ps_wlk_rload_lft.animx</Filename></Animation></Action>
<Action><ID>nut shot back player</ID><Animation><Filename>plym_ps_ntsht_bck_a.animx</Filename></Animation></Action>
<Action><ID>nut shot back victim</ID><Animation><Filename>plym_ps_ntsht_bck_b.animx</Filename></Animation></Action>
<Action><ID>nut shot front victim</ID><Animation><Filename>plym_ps_sd_melee_vic.animx</Filename></Animation></Action>
<Action><ID>weapon sprint shove left</ID><Animation><Filename>plym_bs_sprint_shv_lft.animx</Filename></Animation></Action>
<Action><ID>weapon sprint shove right</ID><Animation><Filename>plym_bs_sprint_shv_rgt.animx</Filename></Animation></Action>
<Action><ID>door locked</ID><Animation><Filename>plym_doorlock_pistol.animx</Filename></Animation></Action>
<Action><ID>human shield release1a</ID><Animation><Filename>mad13_hs_release1_a.animx</Filename></Animation></Action>
<Action><ID>human shield release1b</ID><Animation><Filename>mad13_hs_release1_b.animx</Filename></Animation></Action>
<Action><ID>human shield release2a</ID><Animation><Filename>mad13_hs_release2_a.animx</Filename></Animation></Action>
<Action><ID>human shield release2b</ID><Animation><Filename>mad13_hs_release2_b.animx</Filename></Animation></Action>
<Action><ID>back pedal right reload</ID><Animation><Filename>plym_ps_bped_rgt_rload.animx</Filename></Animation></Action>
<Action><ID>run reload l</ID><Animation><Filename>plym_ps_runlft_rload.animx</Filename></Animation></Action>
<Action><ID>flinch chest back</ID><Animation><Filename>cop_ps_flnch_chst_bck.animx</Filename></Animation></Action>
<Action><ID>flinch chest front</ID><Animation><Filename>cop_ps_flnch_chst_frn.animx</Filename></Animation></Action>
<Action><ID>flinch chest left</ID><Animation><Filename>cop_ps_flnch_chst_lft.animx</Filename></Animation></Action>
<Action><ID>flinch chest right</ID><Animation><Filename>cop_ps_flnch_chst_rgt_a.animx</Filename></Animation></Action>
<Action><ID>flinch head back</ID><Animation><Filename>cop_ps_flnch_chst_bck.animx</Filename></Animation></Action>
<Action><ID>flinch head front</ID><Animation><Filename>cop_ps_flnch_chst_frn.animx</Filename></Animation></Action>
<Action><ID>flinch head left</ID><Animation><Filename>cop_ps_flnch_chst_lft.animx</Filename></Animation></Action>
<Action><ID>flinch head right</ID><Animation><Filename>cop_ps_flnch_chst_rgt_a.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis back</ID><Animation><Filename>cop_ps_flnch_chst_bck.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis front</ID><Animation><Filename>cop_ps_flnch_chst_frn.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis left</ID><Animation><Filename>cop_ps_flnch_chst_lft.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis right</ID><Animation><Filename>cop_ps_flnch_chst_rgt_a.animx</Filename></Animation></Action>
<Action><ID>crouch walk fire back</ID><Animation><Filename>plym_ps_chwlk_fire.animx</Filename></Animation></Action>
<Action><ID>crouch walk fire left</ID><Animation><Filename>plym_ps_chwlk_fire.animx</Filename></Animation></Action>
<Action><ID>crouch walk fire right</ID><Animation><Filename>plym_ps_chwlk_fire.animx</Filename></Animation></Action>
</Actions></Group>
<Group><group>Rifle</group><States>
<State><ID>walk</ID><Animation><Filename>player_rifle_move</Filename></Animation></State>
<State><ID>run</ID><Animation><Filename>player_rifle_move</Filename></Animation></State>
<State><ID>back pedal back left</ID><Animation><Filename>plym_rfl_bped_bck_l.animx</Filename></Animation></State>
<State><ID>back pedal back right</ID><Animation><Filename>plym_rfl_bped_bck_r.animx</Filename></Animation></State>
<State><ID>back pedal left</ID><Animation><Filename>plym_rfl_bped_l.animx</Filename></Animation></State>
<State><ID>back pedal right</ID><Animation><Filename>plym_rfl_bped_r.animx</Filename></Animation></State>
<State><ID>jog</ID><Animation><Filename>plym_rfl_jog.animx</Filename></Animation></State>
<State><ID>run aim</ID><Animation><Filename>plym_rfl_run_aim.animx</Filename></Animation></State>
<State><ID>run aim back</ID><Animation><Filename>plym_rfl_run_aim_bck.animx</Filename></Animation></State>
<State><ID>run aim back lh</ID><Animation><Filename>plym_rfl_run_aim_bckl.animx</Filename></Animation></State>
<State><ID>run aim lh</ID><Animation><Filename>plym_rfl_run_aim_l.animx</Filename></Animation></State>
<State><ID>run aim left</ID><Animation><Filename>plym_rfl_run_aim_lft.animx</Filename></Animation></State>
<State><ID>run aim right</ID><Animation><Filename>plym_rfl_run_aim_rgt.animx</Filename></Animation></State>
<State><ID>run ready</ID><Animation><Filename>plym_rfl_run_rdy.animx</Filename></Animation></State>
<State><ID>run ready back right</ID><Animation><Filename>plym_rfl_run_rdy_bck.animx</Filename></Animation></State>
<State><ID>run ready back left</ID><Animation><Filename>plym_rfl_run_rdy_bck.animx</Filename></Animation></State>
<State><ID>run ready back</ID><Animation><Filename>plym_rfl_run_rdy_bck.animx</Filename></Animation></State>
<State><ID>run ready left</ID><Animation><Filename>plym_rfl_run_rdy_lft.animx</Filename></Animation></State>
<State><ID>run ready right</ID><Animation><Filename>plym_rfl_run_rdy_rgt.animx</Filename></Animation></State>
<State><ID>stand d</ID><Animation><Filename>plym_rfl_sd.animx</Filename></Animation></State>
<State><ID>stand</ID><Animation><Filename>plym_rfl_sd.animx</Filename></Animation></State>
<State><ID>stand b</ID><Animation><Filename>plym_rfl_sd.animx</Filename></Animation></State>
<State><ID>stand c</ID><Animation><Filename>plym_rfl_sd.animx</Filename></Animation></State>
<State><ID>stand aim</ID><Animation><Filename>plym_rfl_sd_aim.animx</Filename></Animation></State>
<State><ID>fine aim stand</ID><Animation><Filename>plym_rfl_sd_aim.animx</Filename></Animation></State>
<State><ID>stand ready</ID><Animation><Filename>plym_rfl_sd_rdy.animx</Filename></Animation></State>
<State><ID>fine aim walk</ID><Animation><Filename>plym_rfl_wlk_aim.animx</Filename></Animation></State>
<State><ID>walk aim</ID><Animation><Filename>plym_rfl_wlk_aim.animx</Filename></Animation></State>
<State><ID>walk aim back</ID><Animation><Filename>plym_rfl_wlk_aim_bck.animx</Filename></Animation></State>
<State><ID>walk aim back lh</ID><Animation><Filename>plym_rfl_wlk_aim_bckl.animx</Filename></Animation></State>
<State><ID>walk aim left</ID><Animation><Filename>plym_rfl_wlk_aim_lft.animx</Filename></Animation></State>
<State><ID>walk aim left lh</ID><Animation><Filename>plym_rfl_wlk_aim_lftl.animx</Filename></Animation></State>
<State><ID>walk aim right</ID><Animation><Filename>plym_rfl_wlk_aim_rgt.animx</Filename></Animation></State>
<State><ID>walk aim right lh</ID><Animation><Filename>plym_rfl_wlk_aim_rgtl.animx</Filename></Animation></State>
<State><ID>walk aim lh</ID><Animation><Filename>plym_rfl_wlk_aiml.animx</Filename></Animation></State>
<State><ID>walk ready</ID><Animation><Filename>plym_rfl_wlk_rdy.animx</Filename></Animation></State>
<State><ID>walk ready back left</ID><Animation><Filename>plym_rfl_wlk_rdy_bck.animx</Filename></Animation></State>
<State><ID>walk ready back</ID><Animation><Filename>plym_rfl_wlk_rdy_bck.animx</Filename></Animation></State>
<State><ID>walk ready back right</ID><Animation><Filename>plym_rfl_wlk_rdy_bck.animx</Filename></Animation></State>
<State><ID>walk left</ID><Animation><Filename>plym_rfl_wlk_rdy_lft.animx</Filename></Animation></State>
<State><ID>walk ready left</ID><Animation><Filename>plym_rfl_wlk_rdy_lft.animx</Filename></Animation></State>
<State><ID>walk ready right</ID><Animation><Filename>plym_rfl_wlk_rdy_rgt.animx</Filename></Animation></State>
<State><ID>pant</ID><Animation><Filename>plym_rfl_pant.animx</Filename></Animation></State>
<State><ID>crouch</ID><Animation><Filename>plym_rfl_ch_rdy.animx</Filename></Animation></State>
<State><ID>crouch aim</ID><Animation><Filename>plym_rfl_ch_aim.animx</Filename></Animation></State>
<State><ID>crouch ready</ID><Animation><Filename>plym_rfl_ch_rdy.animx</Filename></Animation></State>
<State><ID>crouch walk</ID><Animation><Filename>plym_rfl_chwlk_rdy.animx</Filename></Animation></State>
<State><ID>crouch walk aim</ID><Animation><Filename>plym_rfl_chwlk_aim.animx</Filename></Animation></State>
<State><ID>crouch walk aim back</ID><Animation><Filename>plym_rfl_chwlk_aim_bck.animx</Filename></Animation></State>
<State><ID>crouch walk aim left</ID><Animation><Filename>plym_rfl_chwlk_aim_lft.animx</Filename></Animation></State>
<State><ID>crouch walk aim right</ID><Animation><Filename>plym_rfl_chwlk_aim_rgt.animx</Filename></Animation></State>
<State><ID>crouch walk back</ID><Animation><Filename>plym_rfl_chwlk_rdy_bck.animx</Filename></Animation></State>
<State><ID>crouch walk left</ID><Animation><Filename>plym_rfl_chwlk_rdy_lft.animx</Filename></Animation></State>
<State><ID>crouch walk right</ID><Animation><Filename>plym_rfl_chwlk_rdy_rgt.animx</Filename></Animation></State>
<State><ID>crouch wlk rdy back</ID><Animation><Filename>plym_rfl_chwlk_rdy_bck.animx</Filename></Animation></State>
<State><ID>crouch wlk rdy fwd</ID><Animation><Filename>plym_rfl_chwlk_rdy.animx</Filename></Animation></State>
<State><ID>crouch wlk rdy left</ID><Animation><Filename>plym_rfl_chwlk_rdy_lft.animx</Filename></Animation></State>
<State><ID>crouch wlk rdy right</ID><Animation><Filename>plym_rfl_chwlk_rdy_rgt.animx</Filename></Animation></State>
<State><ID>run anim</ID><Animation><Filename>plym_rfl_run.animx</Filename></Animation></State>
<State><ID>walk anim</ID><Animation><Filename>plym_rfl_wlk.animx</Filename></Animation></State>
<State><ID>weapon sprint</ID><Animation><Filename>plym_rfl_sprint.animx</Filename></Animation></State>
<State><ID>aim network</ID><Animation><Filename>ready state</Filename></Animation></State>
<State><ID>face aim</ID><Animation><Filename>plym_face_aim.animx</Filename></Animation></State>
<State><ID>nose dive</ID><Animation><Filename>mad02_ps_dive.animx</Filename></Animation></State>
<State><ID>rc crouch use</ID><Animation><Filename>plym_rc_ch_use.animx</Filename></Animation></State>
<State><ID>rc stand use</ID><Animation><Filename>plym_rc_sd_use.animx</Filename></Animation></State>
<State><ID>mission 1 start state</ID><Animation><Filename>mad01_start_state.animx</Filename></Animation></State>
<State><ID>m06 coop aim a</ID><Animation><Filename>hanging b bt</Filename></Animation></State>
<State><ID>m06 player aim a</ID><Animation><Filename>hanging a bt</Filename></Animation></State>
<State><ID>m06 coop aim 01</ID><Animation><Filename>mad06_coop_aim01.animx</Filename></Animation></State>
<State><ID>m06 coop aim 02</ID><Animation><Filename>mad06_coop_aim02.animx</Filename></Animation></State>
<State><ID>m06 coop aim 03</ID><Animation><Filename>mad06_coop_aim03.animx</Filename></Animation></State>
<State><ID>m06 coop aim 04</ID><Animation><Filename>mad06_coop_aim04.animx</Filename></Animation></State>
<State><ID>m06 player aim 02</ID><Animation><Filename>mad06_plym_aim02.animx</Filename></Animation></State>
<State><ID>m06 player aim 03</ID><Animation><Filename>mad06_plym_aim03.animx</Filename></Animation></State>
<State><ID>m06 player aim 04</ID><Animation><Filename>mad06_plym_aim04.animx</Filename></Animation></State>
<State><ID>m06 plyaer aim 01</ID><Animation><Filename>mad06_plym_aim01.animx</Filename></Animation></State>
<State><ID>hs stand</ID><Animation><Filename>hs_sd_a.animx</Filename></Animation></State>
</States><Actions>
<Action><ID>dive roll</ID><Animation><Filename>plym_rfl_run_dive_roll.animx</Filename></Animation></Action>
<Action><ID>offhand ready backward</ID><Animation><Filename>plym_rfl_grndtss_run_bck.animx</Filename></Animation></Action>
<Action><ID>offhand ready forward</ID><Animation><Filename>plym_rfl_grndtss_run.animx</Filename></Animation></Action>
<Action><ID>offhand ready left</ID><Animation><Filename>plym_rfl_grndtss_run_lft.animx</Filename></Animation></Action>
<Action><ID>offhand ready right</ID><Animation><Filename>plym_rfl_grndtss_run_rgt.animx</Filename></Animation></Action>
<Action><ID>equip</ID><Animation><Filename>plym_rfl_sd_equip.animx</Filename></Animation></Action>
<Action><ID>back pedal fire left</ID><Animation><Filename>plym_rfl_bped_fire_l.animx</Filename></Animation></Action>
<Action><ID>back pedal fire right</ID><Animation><Filename>plym_rfl_bped_fire_r.animx</Filename></Animation></Action>
<Action><ID>run fire</ID><Animation><Filename>plym_rfl_run_fire.animx</Filename></Animation></Action>
<Action><ID>run fire back</ID><Animation><Filename>plym_rfl_run_fire_bck.animx</Filename></Animation></Action>
<Action><ID>run fire back l</ID><Animation><Filename>plym_rfl_run_fire_bckl.animx</Filename></Animation></Action>
<Action><ID>run fire l</ID><Animation><Filename>plym_rfl_run_fire_l.animx</Filename></Animation></Action>
<Action><ID>run fire left</ID><Animation><Filename>plym_rfl_run_fire_lft.animx</Filename></Animation></Action>
<Action><ID>run fire right</ID><Animation><Filename>plym_rfl_run_fire_rgt.animx</Filename></Animation></Action>
<Action><ID>stand fire</ID><Animation><Filename>plym_rfl_sd_fire.animx</Filename></Animation></Action>
<Action><ID>fine aim fire</ID><Animation><Filename>plym_rfl_sd_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire</ID><Animation><Filename>plym_rfl_wlk_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire l</ID><Animation><Filename>plym_rfl_wlk_fire_lh.animx</Filename></Animation></Action>
<Action><ID>stand turn left 90</ID><Animation><Filename>plym_rfl_sd_trn90_l.animx</Filename></Animation></Action>
<Action><ID>stand turn right 90</ID><Animation><Filename>plym_rfl_sd_trn90_r.animx</Filename></Animation></Action>
<Action><ID>stand turn left 180</ID><Animation><Filename>plym_rfl_sd_trn180_l.animx</Filename></Animation></Action>
<Action><ID>stand turn right 180</ID><Animation><Filename>plym_rfl_sd_trn180_r.animx</Filename></Animation></Action>
<Action><ID>cv crouch slide in</ID><Animation><Filename>plym_rfl_cvch_entr_far.animx</Filename></Animation></Action>
<Action><ID>sprint shove left</ID><Animation><Filename>plym_bs_sprint_shv_lft.animx</Filename></Animation></Action>
<Action><ID>sprint shove right</ID><Animation><Filename>plym_bs_sprint_shv_rgt.animx</Filename></Animation></Action>
<Action><ID>run equip</ID><Animation><Filename>plym_rfl_run_equp.animx</Filename></Animation></Action>
<Action><ID>walk fire back</ID><Animation><Filename>plym_rfl_wlk_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire left</ID><Animation><Filename>plym_rfl_wlk_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire right</ID><Animation><Filename>plym_rfl_wlk_fire.animx</Filename></Animation></Action>
<Action><ID>reload</ID><Animation><Filename>plym_rfl_sd_reld.animx</Filename></Animation></Action>
<Action><ID>run reload</ID><Animation><Filename>plym_rfl_run_reld.animx</Filename></Animation></Action>
<Action><ID>bash</ID><Animation><Filename>plym_rfl_ml_kck.animx</Filename></Animation></Action>
<Action><ID>melee</ID><Animation><Filename>plym_rfl_ml_kck.animx</Filename></Animation></Action>
<Action><ID>melee moving</ID><Animation><Filename>plym_rfl_ml_kck.animx</Filename></Animation></Action>
<Action><ID>back pedal dive left</ID><Animation><Filename>plym_rfl_bped_dive_l.animx</Filename></Animation></Action>
<Action><ID>back pedal dive right</ID><Animation><Filename>plym_rfl_bped_dive_r.animx</Filename></Animation></Action>
<Action><ID>affect item high</ID><Animation><Filename>plym_rfl_run_melee_vic.animx</Filename></Animation></Action>
<Action><ID>crouch turn left 90</ID><Animation><Filename>plym_rfl_ch_trn90_lft.animx</Filename></Animation></Action>
<Action><ID>crouch turn right 90</ID><Animation><Filename>plym_rfl_ch_trn90_rgt.animx</Filename></Animation></Action>
<Action><ID>walk reload</ID><Animation><Filename>plym_rfl_wlk_reld.animx</Filename></Animation></Action>
<Action><ID>offhand ready backped right</ID><Animation><Filename>plym_rfl_grndtss_bped_r.animx</Filename></Animation></Action>
<Action><ID>offhand ready backped left</ID><Animation><Filename>plym_rfl_gndtss_bped_l.animx</Filename></Animation></Action>
<Action><ID>offhand ready backward left</ID><Animation><Filename>plym_rfl_grndtss_run_bckl.animx</Filename></Animation></Action>
<Action><ID>offhand ready forward left</ID><Animation><Filename>plym_rfl_grndtss_runl.animx</Filename></Animation></Action>
<Action><ID>offhand ready stand</ID><Animation><Filename>plym_rfl_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>offhand walk back</ID><Animation><Filename>plym_rfl_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>offhand walk forward</ID><Animation><Filename>plym_rfl_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>offhand walk left</ID><Animation><Filename>plym_rfl_grndtss_wlk_lft.animx</Filename></Animation></Action>
<Action><ID>offhand walk right</ID><Animation><Filename>plym_rfl_grndtss_wlk_rgt.animx</Filename></Animation></Action>
<Action><ID>sprint trans</ID><Animation><Filename>plym_rfl_sprnt_trans.animx</Filename></Animation></Action>
<Action><ID>stand to sprint trans</ID><Animation><Filename>plym_rfl_strtspnt_trns.animx</Filename></Animation></Action>
<Action><ID>crouch reload</ID><Animation><Filename>plym_rfl_sd_reld.animx</Filename></Animation></Action>
<Action><ID>crouch walk reload</ID><Animation><Filename>plym_rfl_chwlk_rload.animx</Filename></Animation></Action>
<Action><ID>sprint to run trans</ID><Animation><Filename>plym_rfl_spnt_torun.animx</Filename></Animation></Action>
<Action><ID>guardian angel end</ID><Animation><Filename>mad_grdang_exit.animx</Filename></Animation></Action>
<Action><ID>guardian angel start</ID><Animation><Filename>mad_grdang_entry.animx</Filename></Animation></Action>
<Action><ID>melee2</ID><Animation><Filename>plym_rfl_run_melee.animx</Filename></Animation></Action>
<Action><ID>stand to run back</ID><Animation><Filename>plym_rfl_strtrn_bck.animx</Filename></Animation></Action>
<Action><ID>stand to run forward</ID><Animation><Filename>plym_rfl_strtrn_fwd.animx</Filename></Animation></Action>
<Action><ID>stand to run left</ID><Animation><Filename>plym_rfl_strtrn_lft.animx</Filename></Animation></Action>
<Action><ID>stand to run right</ID><Animation><Filename>plym_rfl_strtrn_rght.animx</Filename></Animation></Action>
<Action><ID>sprint to stop</ID><Animation><Filename>plym_rfl_sprint-std.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 left</ID><Animation><Filename>plym_bs_spt_180trn_lft.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 right</ID><Animation><Filename>plym_bs_spt_180trn_rgt.animx</Filename></Animation></Action>
<Action><ID>turn 180 left</ID><Animation><Filename>plym_rfl_run_180trn_lft.animx</Filename></Animation></Action>
<Action><ID>turn 180 right</ID><Animation><Filename>plym_rfl_run_180trn_rgt.animx</Filename></Animation></Action>
<Action><ID>run to stop</ID><Animation><Filename>plym_rfl_run-std.animx</Filename></Animation></Action>
<Action><ID>run reload left</ID><Animation><Filename>plym_rfl_run_rld_lft.animx</Filename></Animation></Action>
<Action><ID>run jump</ID><Animation><Filename>plym_rfl_run_jmp.animx</Filename></Animation></Action>
<Action><ID>run jump land</ID><Animation><Filename>plym_rfl_run_jmplnd.animx</Filename></Animation></Action>
<Action><ID>jump</ID><Animation><Filename>plym_rfl_jump.animx</Filename></Animation></Action>
<Action><ID>jump land</ID><Animation><Filename>plym_rfl_jump_land.animx</Filename></Animation></Action>
<Action><ID>jump land high</ID><Animation><Filename>plym_bs_jump_lndhgh.animx</Filename></Animation></Action>
<Action><ID>crouch turn left 180</ID><Animation><Filename>plym_rfl_ch_trn180_lft.animx</Filename></Animation></Action>
<Action><ID>crouch turn right 180</ID><Animation><Filename>plym_rfl_ch_trn180_rgt.animx</Filename></Animation></Action>
<Action><ID>run reload back</ID><Animation><Filename>plym_rfl_run_bck_rload.animx</Filename></Animation></Action>
<Action><ID>run reload back left</ID><Animation><Filename>plym_rfl_runbck_lft_rld.animx</Filename></Animation></Action>
<Action><ID>idle</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 1</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 2</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 3</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>run reload right</ID><Animation><Filename>plym_rfl_run_rload_rgt.animx</Filename></Animation></Action>
<Action><ID>ready to stand</ID><Animation><Filename>plym_rfl_aim_tostnd.animx</Filename></Animation></Action>
<Action><ID>false start</ID><Animation><Filename>plym_rfl_flse_strt.animx</Filename></Animation></Action>
<Action><ID>run grenade toss</ID><Animation><Filename>plym_rfl_run_grndtss.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land forward</ID><Animation><Filename>plym_rfl_run_gt_lnd_for.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land backward</ID><Animation><Filename>plym_rfl_run_gt_lnd_bck.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land left</ID><Animation><Filename>plym_rfl_run_gt_lnd_lft.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land right</ID><Animation><Filename>plym_rfl_run_gt_lnd_rgt.animx</Filename></Animation></Action>
<Action><ID>run to stop right</ID><Animation><Filename>plym_rfl_run_tostop_rgt.animx</Filename></Animation></Action>
<Action><ID>sprint to stop weapon</ID><Animation><Filename>plym_rfl_sprint-std_wpn.animx</Filename></Animation></Action>
<Action><ID>stand grenade toss</ID><Animation><Filename>plym_rfl_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land still</ID><Animation><Filename>plym_rfl_run_gt_lnd.animx</Filename></Animation></Action>
<Action><ID>fence enter 1m</ID><Animation><Filename>plym_rfl_fnce_1m_entr.animx</Filename></Animation></Action>
<Action><ID>fence enter 2m</ID><Animation><Filename>plym_rfl_fnce_2m_entr.animx</Filename></Animation></Action>
<Action><ID>fence enter 15m</ID><Animation><Filename>plym_rfl_fnce_15m_entr.animx</Filename></Animation></Action>
<Action><ID>fence land 1m</ID><Animation><Filename>plym_rfl_fnce_1m_lnd.animx</Filename></Animation></Action>
<Action><ID>fence land 2m</ID><Animation><Filename>plym_rfl_fnce_2m_lnd.animx</Filename></Animation></Action>
<Action><ID>fence enter 3m</ID><Animation><Filename>plym_rfl_fnce_3m_entr.animx</Filename></Animation></Action>
<Action><ID>fence land 3m</ID><Animation><Filename>plym_rfl_fnce_3m_lnd.animx</Filename></Animation></Action>
<Action><ID>face fire</ID><Animation><Filename>plym_face_fire.animx</Filename></Animation></Action>
<Action><ID>back pedal left reload</ID><Animation><Filename>plym_rfl_bped_left_rload.animx</Filename></Animation></Action>
<Action><ID>crouch grenade fire</ID><Animation><Filename>plym_rfl_sd_fire.animx</Filename></Animation></Action>
<Action><ID>grenade crouch walk fire</ID><Animation><Filename>plym_rfl_sd_fire.animx</Filename></Animation></Action>
<Action><ID>grenade crouch walk fire back</ID><Animation><Filename>plym_rfl_sd_fire.animx</Filename></Animation></Action>
<Action><ID>grenade crouch walk fire left</ID><Animation><Filename>plym_rfl_sd_fire.animx</Filename></Animation></Action>
<Action><ID>grenade crouch walk fire right</ID><Animation><Filename>plym_rfl_sd_fire.animx</Filename></Animation></Action>
<Action><ID>grenade fire</ID><Animation><Filename>plym_rfl_sd_fire.animx</Filename></Animation></Action>
<Action><ID>grenade reload</ID><Animation><Filename>plym_rfl_sd_fire.animx</Filename></Animation></Action>
<Action><ID>grenade reload move</ID><Animation><Filename>plym_rfl_sd_fire.animx</Filename></Animation></Action>
<Action><ID>grenade run fire</ID><Animation><Filename>plym_rfl_sd_fire.animx</Filename></Animation></Action>
<Action><ID>grenade run fire back</ID><Animation><Filename>plym_rfl_sd_fire.animx</Filename></Animation></Action>
<Action><ID>grenade run fire left</ID><Animation><Filename>plym_rfl_sd_fire.animx</Filename></Animation></Action>
<Action><ID>grenade run fire right</ID><Animation><Filename>plym_rfl_sd_fire.animx</Filename></Animation></Action>
<Action><ID>grenade walk fire</ID><Animation><Filename>plym_rfl_sd_fire.animx</Filename></Animation></Action>
<Action><ID>grenade walk fire back</ID><Animation><Filename>plym_rfl_sd_fire.animx</Filename></Animation></Action>
<Action><ID>grenade walk fire left</ID><Animation><Filename>plym_rfl_sd_fire.animx</Filename></Animation></Action>
<Action><ID>grenade walk fire right</ID><Animation><Filename>plym_rfl_sd_fire.animx</Filename></Animation></Action>
<Action><ID>equip human shield</ID><Animation><Filename>hs_rfl_equip.animx</Filename></Animation></Action>
<Action><ID>mission 1 start</ID><Animation><Filename>mad01_start.animx</Filename></Animation></Action>
<Action><ID>fence land 15m</ID><Animation><Filename>plym_rfl_fnce_15m_land.animx</Filename></Animation></Action>
<Action><ID>walk reload left</ID><Animation><Filename>plym_rfl_wlk_lft_rload.animx</Filename></Animation></Action>
<Action><ID>walk reload right</ID><Animation><Filename>plym_rfl_wlk_rgt_rload.animx</Filename></Animation></Action>
<Action><ID>crouch walk reload left</ID><Animation><Filename>plym_rfl_chwlk_lft_rload.animx</Filename></Animation></Action>
<Action><ID>crouch walk reload right</ID><Animation><Filename>plym_rfl_chwlk_lft_rload.animx</Filename></Animation></Action>
<Action><ID>run jump land to stop</ID><Animation><Filename>plym_rfl_run_jmplnd_stp.animx</Filename></Animation></Action>
<Action><ID>freefall upsidedown reload</ID><Animation><Filename>mad02_dps_upside_rload.animx</Filename></Animation></Action>
<Action><ID>guardian angel snipe</ID><Animation><Filename>plym_ga_snipe_start.animx</Filename></Animation></Action>
<Action><ID>nut shot back player</ID><Animation><Filename>plym_rfl_ntsht_bck_a.animx</Filename></Animation></Action>
<Action><ID>nut shot back victim</ID><Animation><Filename>plym_rfl_ntsht_bck_b.animx</Filename></Animation></Action>
<Action><ID>explosion</ID><Animation><Filename>plym_rfl_flashbngd.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 left weapon</ID><Animation><Filename>plym_rfl_spt_180trn_lft.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 right weapon</ID><Animation><Filename>plym_rfl_spt_180trn_rgt.animx</Filename></Animation></Action>
<Action><ID>nut shot front victim</ID><Animation><Filename>plym_rfl_sd_melee_vic.animx</Filename></Animation></Action>
<Action><ID>plane stumble back</ID><Animation><Filename>mad02_plym_rfl_stmbl_b.animx</Filename></Animation></Action>
<Action><ID>plane stumble forward</ID><Animation><Filename>mad02_plym_rfl_stmbl_f.animx</Filename></Animation></Action>
<Action><ID>plane stumble left</ID><Animation><Filename>mad02_plym_rfl_stmbl_l.animx</Filename></Animation></Action>
<Action><ID>plane stumble right</ID><Animation><Filename>mad02_plym_rfl_stmbl_r.animx</Filename></Animation></Action>
<Action><ID>weapon sprint shove left</ID><Animation><Filename>plym_rfl_spnt_shv_lft.animx</Filename></Animation></Action>
<Action><ID>weapon sprint shove right</ID><Animation><Filename>plym_rfl_spnt_shv_rgt.animx</Filename></Animation></Action>
<Action><ID>sprint dive roll</ID><Animation><Filename>plym_rfl_dive_toroll.animx</Filename></Animation></Action>
<Action><ID>crouch fire</ID><Animation><Filename>plym_rfl_sd_fire.animx</Filename></Animation></Action>
<Action><ID>platform enter 15m</ID><Animation><Filename>plym_rfl_plat_15m.animx</Filename></Animation></Action>
<Action><ID>platform enter 2m</ID><Animation><Filename>plym_rfl_plat_2m.animx</Filename></Animation></Action>
<Action><ID>platform enter 3m</ID><Animation><Filename>plym_rfl_plat_3m.animx</Filename></Animation></Action>
<Action><ID>door locked</ID><Animation><Filename>plym_doorlock_riffle.animx</Filename></Animation></Action>
<Action><ID>run reload l</ID><Animation><Filename>plym_rfl_runl_reld.animx</Filename></Animation></Action>
<Action><ID>back pedal right reload</ID><Animation><Filename>plym_rfl_bped_rgt_rload.animx</Filename></Animation></Action>
<Action><ID>flinch chest back</ID><Animation><Filename>cop_rfl_flnch_chst_bck_a.animx</Filename></Animation></Action>
<Action><ID>flinch chest right</ID><Animation><Filename>cop_rfl_flnch_chst_rgt_a.animx</Filename></Animation></Action>
<Action><ID>flinch chest front</ID><Animation><Filename>cop_rfl_flnch_chst_frn_d.animx</Filename></Animation></Action>
<Action><ID>flinch chest left</ID><Animation><Filename>cop_rfl_flnch_chst_lft_b.animx</Filename></Animation></Action>
<Action><ID>flinch head back</ID><Animation><Filename>cop_rfl_flnch_chst_bck_a.animx</Filename></Animation></Action>
<Action><ID>flinch head front</ID><Animation><Filename>cop_rfl_flnch_chst_frn_d.animx</Filename></Animation></Action>
<Action><ID>flinch head left</ID><Animation><Filename>cop_rfl_flnch_chst_lft_b.animx</Filename></Animation></Action>
<Action><ID>flinch head right</ID><Animation><Filename>cop_rfl_flnch_chst_rgt_a.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis back</ID><Animation><Filename>cop_rfl_flnch_chst_bck_a.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis front</ID><Animation><Filename>cop_rfl_flnch_chst_frn_d.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis left</ID><Animation><Filename>cop_rfl_flnch_chst_lft_b.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis right</ID><Animation><Filename>cop_rfl_flnch_chst_rgt_a.animx</Filename></Animation></Action>
<Action><ID>crouch walk fire</ID><Animation><Filename>plym_rfl_chwlk_fire.animx</Filename></Animation></Action>
<Action><ID>crouch walk fire back</ID><Animation><Filename>plym_rfl_chwlk_fire.animx</Filename></Animation></Action>
<Action><ID>crouch walk fire left</ID><Animation><Filename>plym_rfl_chwlk_rgt_fire.animx</Filename></Animation></Action>
<Action><ID>crouch walk fire right</ID><Animation><Filename>plym_rfl_chwlk_rgt_fire.animx</Filename></Animation></Action>
</Actions></Group>
<Group><group>Drunk</group><States>
<State><ID>jog</ID><Animation><Filename>plym_dk_jog.animx</Filename></Animation></State>
<State><ID>run</ID><Animation><Filename>plym_dk_jog.animx</Filename></Animation></State>
<State><ID>sprint</ID><Animation><Filename>plym_dkps_sprnt.animx</Filename></Animation></State>
<State><ID>plym drunk stand</ID><Animation><Filename>plym_dk_sd.animx</Filename></Animation></State>
<State><ID>plym drunk walk</ID><Animation><Filename>plym_dk_wlk.animx</Filename></Animation></State>
</States><Actions>
<Action><ID>plym drunk stumble</ID><Animation><Filename>plym_dk_trip.animx</Filename></Animation></Action>
</Actions></Group>
<Group><group>Riot</group><States>
<State><ID>jog</ID><Animation><Filename>riot_wlk_fwd.animx</Filename></Animation></State>
<State><ID>run</ID><Animation><Filename>riot_run.animx</Filename></Animation></State>
<State><ID>run ready</ID><Animation><Filename>riot_run.animx</Filename></Animation></State>
<State><ID>run ready back</ID><Animation><Filename>riot_run.animx</Filename></Animation></State>
<State><ID>run ready left</ID><Animation><Filename>riot_run.animx</Filename></Animation></State>
<State><ID>run ready right</ID><Animation><Filename>riot_run.animx</Filename></Animation></State>
<State><ID>sprint</ID><Animation><Filename>riot_run.animx</Filename></Animation></State>
<State><ID>stand</ID><Animation><Filename>plym_riot_sd_aim.animx</Filename></Animation></State>
<State><ID>stand ready</ID><Animation><Filename>plym_riot_sd_aim.animx</Filename></Animation></State>
<State><ID>walk</ID><Animation><Filename>riot_wlk_fwd.animx</Filename></Animation></State>
<State><ID>walk ready</ID><Animation><Filename>riot_wlk_fwd.animx</Filename></Animation></State>
<State><ID>walk ready back</ID><Animation><Filename>riot_wlk_bck.animx</Filename></Animation></State>
<State><ID>walk ready left</ID><Animation><Filename>riot_wlk_lft.animx</Filename></Animation></State>
<State><ID>walk ready right</ID><Animation><Filename>riot_wlk_rgt.animx</Filename></Animation></State>
<State><ID>aim network</ID><Animation><Filename>riot aim walk bt</Filename></Animation></State>
<State><ID>walk aim</ID><Animation><Filename>plym_riot_wlk_aim_fwd.animx</Filename></Animation></State>
<State><ID>walk aim back</ID><Animation><Filename>plym_riot_wlk_aim_bck.animx</Filename></Animation></State>
<State><ID>walk aim left</ID><Animation><Filename>plym_riot_wlk_aim_lft.animx</Filename></Animation></State>
<State><ID>walk aim right</ID><Animation><Filename>plym_riot_wlk_aim_rgt.animx</Filename></Animation></State>
<State><ID>weapon sprint</ID><Animation><Filename>riot_run.animx</Filename></Animation></State>
<State><ID>face aim</ID><Animation><Filename>plym_face_aim.animx</Filename></Animation></State>
<State><ID>fine aim stand</ID><Animation><Filename>plym_riot_sd_aim.animx</Filename></Animation></State>
<State><ID>stand aim</ID><Animation><Filename>plym_riot_sd_aim.animx</Filename></Animation></State>
</States><Actions>
<Action><ID>stand fire</ID><Animation><Filename>riot_sd_fire.animx</Filename></Animation></Action>
<Action><ID>stand turn left 90</ID><Animation><Filename>riot_sd_trn90_lft.animx</Filename></Animation></Action>
<Action><ID>stand turn right 90</ID><Animation><Filename>riot_sd_trn90_rgt.animx</Filename></Animation></Action>
<Action><ID>reload</ID><Animation><Filename>riot_reload.animx</Filename></Animation></Action>
<Action><ID>stand turn left 180</ID><Animation><Filename>riot_sd_trn180_lft.animx</Filename></Animation></Action>
<Action><ID>stand turn right 180</ID><Animation><Filename>riot_sd_trn180_rgt.animx</Filename></Animation></Action>
<Action><ID>melee</ID><Animation><Filename>riot_attk_a.animx</Filename></Animation></Action>
<Action><ID>walk reload</ID><Animation><Filename>riot_reload.animx</Filename></Animation></Action>
<Action><ID>face fire</ID><Animation><Filename>plym_face_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire right</ID><Animation><Filename>plym_riot_wlk_fire_rgt.animx</Filename></Animation></Action>
<Action><ID>walk fire</ID><Animation><Filename>plym_riot_wlk_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire back</ID><Animation><Filename>plym_riot_wlk_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire left</ID><Animation><Filename>plym_riot_wlk_fire_lft.animx</Filename></Animation></Action>
<Action><ID>equip</ID><Animation><Filename>plym_riot_equip.animx</Filename></Animation></Action>
<Action><ID>walk reload left</ID><Animation><Filename>plym_riot_wlk_lft_reload.animx</Filename></Animation></Action>
<Action><ID>walk reload right</ID><Animation><Filename>plym_riot_wlk_rgt_reload.animx</Filename></Animation></Action>
<Action><ID>melee moving</ID><Animation><Filename>riot_run_attk_a.animx</Filename></Animation></Action>
<Action><ID>sprint shove left</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>sprint shove right</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>weapon sprint shove left</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>weapon sprint shove right</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>explosion</ID><Animation><Filename>plym_riot_flashbngd.animx</Filename></Animation></Action>
</Actions></Group>
<Group><group>RPG</group><States>
<State><ID>back pedal left</ID><Animation><Filename>plym_rpg_bped_l.animx</Filename></Animation></State>
<State><ID>back pedal right</ID><Animation><Filename>plym_rpg_bped_r.animx</Filename></Animation></State>
<State><ID>jog</ID><Animation><Filename>plym_rpg_jog.animx</Filename></Animation></State>
<State><ID>run</ID><Animation><Filename>player_rpg_move</Filename></Animation></State>
<State><ID>run aim</ID><Animation><Filename>plym_rpg_run_aim.animx</Filename></Animation></State>
<State><ID>run aim back</ID><Animation><Filename>plym_rpg_run_aim_bck.animx</Filename></Animation></State>
<State><ID>run aim back lh</ID><Animation><Filename>plym_rpg_run_aim_bckl.animx</Filename></Animation></State>
<State><ID>run aim left</ID><Animation><Filename>plym_rpg_run_aim_lft.animx</Filename></Animation></State>
<State><ID>run aim lh</ID><Animation><Filename>plym_rpg_run_aim_l.animx</Filename></Animation></State>
<State><ID>run aim right</ID><Animation><Filename>plym_rpg_run_aim_rgt.animx</Filename></Animation></State>
<State><ID>run ready</ID><Animation><Filename>plym_rpg_run_rdy.animx</Filename></Animation></State>
<State><ID>run ready back</ID><Animation><Filename>plym_rpg_run_rdy_bck.animx</Filename></Animation></State>
<State><ID>run ready left</ID><Animation><Filename>plym_rpg_bped_rdy_l.animx</Filename></Animation></State>
<State><ID>run ready right</ID><Animation><Filename>plym_rpg_run_rdy_rgt.animx</Filename></Animation></State>
<State><ID>stand</ID><Animation><Filename>plym_rpg_sd.animx</Filename></Animation></State>
<State><ID>stand aim</ID><Animation><Filename>plym_rpg_sd_aim.animx</Filename></Animation></State>
<State><ID>stand ready</ID><Animation><Filename>plym_rpg_sd_rdy.animx</Filename></Animation></State>
<State><ID>walk</ID><Animation><Filename>player_rpg_move</Filename></Animation></State>
<State><ID>walk aim</ID><Animation><Filename>plym_rpg_wlk_aim.animx</Filename></Animation></State>
<State><ID>walk aim back</ID><Animation><Filename>plym_rpg_wlk_aim_bck.animx</Filename></Animation></State>
<State><ID>walk aim back lh</ID><Animation><Filename>plym_rpg_wlk_aim_bckl.animx</Filename></Animation></State>
<State><ID>walk aim left</ID><Animation><Filename>plym_rpg_wlk_aim_lft.animx</Filename></Animation></State>
<State><ID>walk aim left lh</ID><Animation><Filename>plym_rpg_wlk_aim_lftl.animx</Filename></Animation></State>
<State><ID>walk aim lh</ID><Animation><Filename>plym_rpg_wlk_aiml.animx</Filename></Animation></State>
<State><ID>walk aim right</ID><Animation><Filename>plym_rpg_wlk_aim_rgt.animx</Filename></Animation></State>
<State><ID>walk aim right lh</ID><Animation><Filename>plym_rpg_wlk_aim_rgtl.animx</Filename></Animation></State>
<State><ID>walk ready</ID><Animation><Filename>plym_rpg_wlk_rdy.animx</Filename></Animation></State>
<State><ID>walk ready back</ID><Animation><Filename>plym_rpg_wlk_rdy_bck.animx</Filename></Animation></State>
<State><ID>walk ready left</ID><Animation><Filename>plym_rpg_wlk_rdy_lft.animx</Filename></Animation></State>
<State><ID>walk ready right</ID><Animation><Filename>plym_rpg_wlk_rdy_rgt.animx</Filename></Animation></State>
<State><ID>fine aim stand</ID><Animation><Filename>plym_rpg_sd_aim.animx</Filename></Animation></State>
<State><ID>fine aim walk</ID><Animation><Filename>plym_rpg_wlk_aim.animx</Filename></Animation></State>
<State><ID>pcvr crouch</ID><Animation><Filename>plym_rfl_cvch_fwd.animx</Filename></Animation></State>
<State><ID>pcvr crouch aim back</ID><Animation><Filename>plym_rfl_cvch_aim_bck.animx</Filename></Animation></State>
<State><ID>pcvr crouch aim forward</ID><Animation><Filename>plym_rfl_cvch_aim_fwd.animx</Filename></Animation></State>
<State><ID>pcvr crouch aim left</ID><Animation><Filename>plym_rfl_cvch_aim_lft.animx</Filename></Animation></State>
<State><ID>pcvr crouch aim right</ID><Animation><Filename>plym_rfl_cvch_aim_rgt.animx</Filename></Animation></State>
<State><ID>pcvr crouch blind walk left</ID><Animation><Filename>plym_rfl_cvch_bldo_wlk_lft.animx</Filename></Animation></State>
<State><ID>pcvr crouch blind walk right</ID><Animation><Filename>plym_rfl_cvch_bldo_wlk_rgt.animx</Filename></Animation></State>
<State><ID>pcvr crouch blindover</ID><Animation><Filename>plym_rfl_cvch_bld_fwd.animx</Filename></Animation></State>
<State><ID>pcvr crouch walk left</ID><Animation><Filename>plym_rfl_cvch_wlk_lft.animx</Filename></Animation></State>
<State><ID>pcvr crouch walk right</ID><Animation><Filename>plym_rfl_cvch_wlk_rgt.animx</Filename></Animation></State>
<State><ID>pcvr stand aim left</ID><Animation><Filename>plym_rfl_cvsd_aim_lft.animx</Filename></Animation></State>
<State><ID>pcvr stand aim right</ID><Animation><Filename>plym_rfl_cvsd_aim_rgt.animx</Filename></Animation></State>
<State><ID>pcvr stand aim walk left</ID><Animation><Filename>plym_rfl_cvsd_aim_run_lft.animx</Filename></Animation></State>
<State><ID>pcvr stand aim walk right</ID><Animation><Filename>plym_rfl_cvsd_aim_run_rgt.animx</Filename></Animation></State>
<State><ID>pcvr stand aim walkback left</ID><Animation><Filename>plym_rfl_cvsd_aim_runb_lft.animx</Filename></Animation></State>
<State><ID>pcvr stand aim walkback right</ID><Animation><Filename>plym_rfl_cvsd_aim_runb_rgt.animx</Filename></Animation></State>
<State><ID>pcvr stand left</ID><Animation><Filename>plym_rfl_cvsd_lft.animx</Filename></Animation></State>
<State><ID>pcvr stand right</ID><Animation><Filename>plym_rfl_cvsd_rgt.animx</Filename></Animation></State>
<State><ID>pcvr stand walk left</ID><Animation><Filename>plym_rfl_cvsd_wlk_lft.animx</Filename></Animation></State>
<State><ID>pcvr stand walk right</ID><Animation><Filename>plym_rfl_cvsd_wlk_rgt.animx</Filename></Animation></State>
<State><ID>pcvrc crouch aim left</ID><Animation><Filename>plym_ps_cvcch_aim_lft.animx</Filename></Animation></State>
<State><ID>pcvrc crouch aim right</ID><Animation><Filename>plym_ps_cvcch_aim_rgt.animx</Filename></Animation></State>
<State><ID>pcvrc crouch left</ID><Animation><Filename>plym_ps_cvcch_lft.animx</Filename></Animation></State>
<State><ID>pcvrc crouch right</ID><Animation><Filename>plym_ps_cvcch_rgt.animx</Filename></Animation></State>
<State><ID>pcvrc stand aim left</ID><Animation><Filename>plym_rfl_cvcsd_aim_lft.animx</Filename></Animation></State>
<State><ID>pcvrc stand aim left1</ID><Animation><Filename>plym_rfl_cvcsd_aim_lft1.animx</Filename></Animation></State>
<State><ID>pcvrc stand aim left2</ID><Animation><Filename>plym_rfl_cvcsd_aim_lft2.animx</Filename></Animation></State>
<State><ID>pcvrc stand aim left3</ID><Animation><Filename>plym_rfl_cvcsd_aim_lft3.animx</Filename></Animation></State>
<State><ID>pcvrc stand aim left4</ID><Animation><Filename>plym_rfl_cvcsd_aim_lft4.animx</Filename></Animation></State>
<State><ID>pcvrc stand aim left5</ID><Animation><Filename>plym_rfl_cvcsd_aim_lft5.animx</Filename></Animation></State>
<State><ID>pcvrc stand aim left6</ID><Animation><Filename>plym_rfl_cvcsd_aim_lft6.animx</Filename></Animation></State>
<State><ID>pcvrc stand aim left7</ID><Animation><Filename>plym_rfl_cvcsd_aim_lft7.animx</Filename></Animation></State>
<State><ID>pcvrc stand aim left8</ID><Animation><Filename>plym_rfl_cvcsd_aim_lft8.animx</Filename></Animation></State>
<State><ID>pcvrc stand aim left9</ID><Animation><Filename>plym_rfl_cvcsd_aim_lft9.animx</Filename></Animation></State>
<State><ID>pcvrc stand aim right</ID><Animation><Filename>plym_rfl_cvcsd_aim_rgt.animx</Filename></Animation></State>
<State><ID>pcvrc stand aim right1</ID><Animation><Filename>plym_rfl_cvcsd_aim_rgt1.animx</Filename></Animation></State>
<State><ID>pcvrc stand aim right2</ID><Animation><Filename>plym_rfl_cvcsd_aim_rgt2.animx</Filename></Animation></State>
<State><ID>pcvrc stand aim right3</ID><Animation><Filename>plym_rfl_cvcsd_aim_rgt3.animx</Filename></Animation></State>
<State><ID>pcvrc stand aim right4</ID><Animation><Filename>plym_rfl_cvcsd_aim_rgt4.animx</Filename></Animation></State>
<State><ID>pcvrc stand aim right5</ID><Animation><Filename>plym_rfl_cvcsd_aim_rgt5.animx</Filename></Animation></State>
<State><ID>pcvrc stand aim right6</ID><Animation><Filename>plym_rfl_cvcsd_aim_rgt6.animx</Filename></Animation></State>
<State><ID>pcvrc stand aim right7</ID><Animation><Filename>plym_rfl_cvcsd_aim_rgt7.animx</Filename></Animation></State>
<State><ID>pcvrc stand aim right8</ID><Animation><Filename>plym_rfl_cvcsd_aim_rgt8.animx</Filename></Animation></State>
<State><ID>pcvrc stand aim right9</ID><Animation><Filename>plym_rfl_cvcsd_aim_rgt9.animx</Filename></Animation></State>
<State><ID>pcvrc stand blind left</ID><Animation><Filename>plym_rfl_cvcsd_bld_lft.animx</Filename></Animation></State>
<State><ID>pcvrc stand blind right</ID><Animation><Filename>plym_rfl_cvcsd_bld_rgt.animx</Filename></Animation></State>
<State><ID>pcvrc stand left</ID><Animation><Filename>plym_rfl_cvcsd_lft.animx</Filename></Animation></State>
<State><ID>pcvrc stand right</ID><Animation><Filename>plym_rfl_cvcsd_rgt.animx</Filename></Animation></State>
<State><ID>cvr crouch aimbehind walkback left</ID><Animation><Filename>plym_rfl_cvch_aimb_wlkb_lft.animx</Filename></Animation></State>
<State><ID>cvr crouch aimbehind walkback right</ID><Animation><Filename>plym_rfl_cvch_aimb_wlkb_rgt.animx</Filename></Animation></State>
<State><ID>cvr crouch aimbehind walkforward left</ID><Animation><Filename>plym_rfl_cvch_aimb_wlkf_lft.animx</Filename></Animation></State>
<State><ID>cvr crouch aimbehind walkforward right</ID><Animation><Filename>plym_rfl_cvch_aimb_wlk_rgt.animx</Filename></Animation></State>
<State><ID>cvr crouch aimforward walkback left</ID><Animation><Filename>plym_rfl_cvch_aim_wlkbk_lft.animx</Filename></Animation></State>
<State><ID>cvr crouch aimforward walkback right</ID><Animation><Filename>plym_rfl_cvch_aim_wlkbck_rgt.animx</Filename></Animation></State>
<State><ID>cvr crouch aimforward walkforward left</ID><Animation><Filename>plym_rfl_cvch_aim_wlk_lft.animx</Filename></Animation></State>
<State><ID>cvr crouch aimforward walkforward right</ID><Animation><Filename>plym_rfl_cvch_aim_wlk_rgt.animx</Filename></Animation></State>
<State><ID>crouch</ID><Animation><Filename>plym_rpg_ch_rdy.animx</Filename></Animation></State>
<State><ID>crouch aim</ID><Animation><Filename>plym_rpg_ch_aim.animx</Filename></Animation></State>
<State><ID>crouch ready</ID><Animation><Filename>plym_rpg_ch_rdy.animx</Filename></Animation></State>
<State><ID>crouch walk</ID><Animation><Filename>plym_rpg_chwlk_rdy.animx</Filename></Animation></State>
<State><ID>crouch walk aim</ID><Animation><Filename>plym_rpg_chwlk_aim.animx</Filename></Animation></State>
<State><ID>crouch walk aim back</ID><Animation><Filename>plym_rpg_chwlk_aim_bck.animx</Filename></Animation></State>
<State><ID>crouch walk aim left</ID><Animation><Filename>plym_rpg_chwlk_aim_lft.animx</Filename></Animation></State>
<State><ID>crouch walk aim right</ID><Animation><Filename>plym_rpg_chwlk_aim_rgt.animx</Filename></Animation></State>
<State><ID>crouch walk back</ID><Animation><Filename>plym_rpg_chwlk_rdy_bck.animx</Filename></Animation></State>
<State><ID>crouch walk left</ID><Animation><Filename>plym_rpg_chwlk_rdy_lft.animx</Filename></Animation></State>
<State><ID>crouch walk right</ID><Animation><Filename>plym_rpg_chwlk_rdy_rgt.animx</Filename></Animation></State>
<State><ID>crouch wlk rdy back</ID><Animation><Filename>plym_rpg_chwlk_rdy_bck.animx</Filename></Animation></State>
<State><ID>crouch wlk rdy fwd</ID><Animation><Filename>plym_rpg_chwlk_rdy.animx</Filename></Animation></State>
<State><ID>crouch wlk rdy left</ID><Animation><Filename>plym_rpg_chwlk_rdy_lft.animx</Filename></Animation></State>
<State><ID>crouch wlk rdy right</ID><Animation><Filename>plym_rpg_chwlk_rdy_rgt.animx</Filename></Animation></State>
<State><ID>run anim</ID><Animation><Filename>plym_rpg_run_rdy.animx</Filename></Animation></State>
<State><ID>walk anim</ID><Animation><Filename>plym_rpg_wlk.animx</Filename></Animation></State>
<State><ID>weapon sprint</ID><Animation><Filename>plym_rpg_sprint.animx</Filename></Animation></State>
<State><ID>aim network</ID><Animation><Filename>ready state</Filename></Animation></State>
<State><ID>face aim</ID><Animation><Filename>plym_face_aim.animx</Filename></Animation></State>
<State><ID>hs stand</ID><Animation><Filename>hs_sd_a.animx</Filename></Animation></State>
<State><ID>pant</ID><Animation><Filename>plym_rpg_pant.animx</Filename></Animation></State>
<State><ID>aim forward left network</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></State>
</States><Actions>
<Action><ID>cv crouch slide in</ID><Animation><Filename>plym_rfl_cvch_entr_far.animx</Filename></Animation></Action>
<Action><ID>dive roll</ID><Animation><Filename>plym_rfl_run_dive_roll.animx</Filename></Animation></Action>
<Action><ID>equip</ID><Animation><Filename>plym_rfl_sd_equip.animx</Filename></Animation></Action>
<Action><ID>fine aim fire</ID><Animation><Filename>plym_rpg_sd_fire.animx</Filename></Animation></Action>
<Action><ID>offhand ready backward</ID><Animation><Filename>plym_rfl_grndtss_run_bck.animx</Filename></Animation></Action>
<Action><ID>offhand ready forward</ID><Animation><Filename>plym_rfl_grndtss_run.animx</Filename></Animation></Action>
<Action><ID>offhand ready left</ID><Animation><Filename>plym_rfl_grndtss_run_lft.animx</Filename></Animation></Action>
<Action><ID>offhand ready right</ID><Animation><Filename>plym_rfl_grndtss_run_rgt.animx</Filename></Animation></Action>
<Action><ID>back pedal fire left</ID><Animation><Filename>plym_rpg_run_lft_fire.animx</Filename></Animation></Action>
<Action><ID>run equip</ID><Animation><Filename>plym_rfl_run_equp.animx</Filename></Animation></Action>
<Action><ID>run fire</ID><Animation><Filename>plym_rpg_run_fire.animx</Filename></Animation></Action>
<Action><ID>run fire back</ID><Animation><Filename>plym_rpg_run_bck_fire.animx</Filename></Animation></Action>
<Action><ID>run fire right</ID><Animation><Filename>plym_rpg_run_rgt_fire.animx</Filename></Animation></Action>
<Action><ID>stand fire</ID><Animation><Filename>plym_rpg_sd_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire</ID><Animation><Filename>plym_rpg_sd_fire.animx</Filename></Animation></Action>
<Action><ID>bash</ID><Animation><Filename>plym_rl_ml_kck.animx</Filename></Animation></Action>
<Action><ID>melee</ID><Animation><Filename>plym_rl_ml_kck.animx</Filename></Animation></Action>
<Action><ID>melee moving</ID><Animation><Filename>plym_rl_ml_kck.animx</Filename></Animation></Action>
<Action><ID>crouch turn left 90</ID><Animation><Filename>plym_rfl_ch_trn90_lft.animx</Filename></Animation></Action>
<Action><ID>crouch turn right 90</ID><Animation><Filename>plym_rfl_ch_trn90_rgt.animx</Filename></Animation></Action>
<Action><ID>melee2</ID><Animation><Filename>plym_rpg_sd_melee.animx</Filename></Animation></Action>
<Action><ID>melee2 vic</ID><Animation><Filename>plym_rpg_sd_melee_vic.animx</Filename></Animation></Action>
<Action><ID>crouch reload</ID><Animation><Filename>plym_rpg_sd_rload.animx</Filename></Animation></Action>
<Action><ID>crouch walk reload</ID><Animation><Filename>plym_rpg_crchwlk_rload.animx</Filename></Animation></Action>
<Action><ID>offhand ready backped right</ID><Animation><Filename>plym_rfl_grndtss_bped_r.animx</Filename></Animation></Action>
<Action><ID>offhand ready backped left</ID><Animation><Filename>plym_rfl_gndtss_bped_l.animx</Filename></Animation></Action>
<Action><ID>offhand ready backward left</ID><Animation><Filename>plym_rfl_grndtss_run_bckl.animx</Filename></Animation></Action>
<Action><ID>offhand ready forward left</ID><Animation><Filename>plym_rfl_grndtss_runl.animx</Filename></Animation></Action>
<Action><ID>offhand ready stand</ID><Animation><Filename>plym_rpg_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>offhand walk back</ID><Animation><Filename>plym_rpg_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>offhand walk forward</ID><Animation><Filename>plym_rpg_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>offhand walk left</ID><Animation><Filename>plym_rfl_grndtss_wlk_lft.animx</Filename></Animation></Action>
<Action><ID>offhand walk right</ID><Animation><Filename>plym_rfl_grndtss_wlk_rgt.animx</Filename></Animation></Action>
<Action><ID>crouch turn left 180</ID><Animation><Filename>plym_rfl_ch_trn180_lft.animx</Filename></Animation></Action>
<Action><ID>crouch turn right 180</ID><Animation><Filename>plym_rfl_ch_trn180_rgt.animx</Filename></Animation></Action>
<Action><ID>idle</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 1</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 2</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 3</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>jump</ID><Animation><Filename>plym_rpg_jump.animx</Filename></Animation></Action>
<Action><ID>jump land</ID><Animation><Filename>plym_rpg_jump_land.animx</Filename></Animation></Action>
<Action><ID>jump land high</ID><Animation><Filename>plym_bs_jump_lndhgh.animx</Filename></Animation></Action>
<Action><ID>run grenade toss</ID><Animation><Filename>plym_rpg_run_grndtss.animx</Filename></Animation></Action>
<Action><ID>false start</ID><Animation><Filename>plym_rpg_flse_strt.animx</Filename></Animation></Action>
<Action><ID>run to stop</ID><Animation><Filename>plym_rpg_run-std.animx</Filename></Animation></Action>
<Action><ID>run to stop right</ID><Animation><Filename>plym_rpg_run_tostop_rgt.animx</Filename></Animation></Action>
<Action><ID>sprint to stop</ID><Animation><Filename>plym_rpg_sprint-std.animx</Filename></Animation></Action>
<Action><ID>sprint to stop weapon</ID><Animation><Filename>plym_rpg_sprint-std_wpn.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 left</ID><Animation><Filename>plym_bs_spt_180trn_lft.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 right</ID><Animation><Filename>plym_bs_spt_180trn_rgt.animx</Filename></Animation></Action>
<Action><ID>stand to run back</ID><Animation><Filename>plym_rpg_strtrn_bck.animx</Filename></Animation></Action>
<Action><ID>stand to run forward</ID><Animation><Filename>plym_rpg_strtrn_fwd.animx</Filename></Animation></Action>
<Action><ID>stand to run left</ID><Animation><Filename>plym_rpg_strtrn_lft.animx</Filename></Animation></Action>
<Action><ID>stand to run right</ID><Animation><Filename>plym_rpg_strtrn_rght.animx</Filename></Animation></Action>
<Action><ID>turn 180 left</ID><Animation><Filename>plym_rpg_run_180trn_lft.animx</Filename></Animation></Action>
<Action><ID>turn 180 right</ID><Animation><Filename>plym_rpg_run_180trn_rgt.animx</Filename></Animation></Action>
<Action><ID>sprint trans</ID><Animation><Filename>plym_rpg_run_tospnt.animx</Filename></Animation></Action>
<Action><ID>sprint to run trans</ID><Animation><Filename>plym_rpg_spnt_torun.animx</Filename></Animation></Action>
<Action><ID>face fire</ID><Animation><Filename>plym_face_fire.animx</Filename></Animation></Action>
<Action><ID>run jump</ID><Animation><Filename>plym_rpg_run_jmp.animx</Filename></Animation></Action>
<Action><ID>run jump land</ID><Animation><Filename>plym_rpg_run_jmplnd.animx</Filename></Animation></Action>
<Action><ID>reload</ID><Animation><Filename>plym_rpg_sd_rload.animx</Filename></Animation></Action>
<Action><ID>back pedal left reload</ID><Animation><Filename>plym_rpg_run_rload_lft.animx</Filename></Animation></Action>
<Action><ID>run reload</ID><Animation><Filename>plym_rpg_run_rload.animx</Filename></Animation></Action>
<Action><ID>run reload back</ID><Animation><Filename>plym_rpg_run_rload_bck.animx</Filename></Animation></Action>
<Action><ID>run reload right</ID><Animation><Filename>plym_rpg_run_rload_rgt.animx</Filename></Animation></Action>
<Action><ID>walk fire back</ID><Animation><Filename>plym_rpg_sd_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire left</ID><Animation><Filename>plym_rpg_sd_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire right</ID><Animation><Filename>plym_rpg_sd_fire.animx</Filename></Animation></Action>
<Action><ID>walk reload</ID><Animation><Filename>plym_rpg_sd_rload.animx</Filename></Animation></Action>
<Action><ID>walk reload left</ID><Animation><Filename>plym_rpg_wlk_rload_l.animx</Filename></Animation></Action>
<Action><ID>equip human shield</ID><Animation><Filename>hs_rfl_equip.animx</Filename></Animation></Action>
<Action><ID>crouch walk reload left</ID><Animation><Filename>plym_rpg_crchwlk_rgt_rload.animx</Filename></Animation></Action>
<Action><ID>fence enter 15m</ID><Animation><Filename>plym_rpg_fnce_15m_entr.animx</Filename></Animation></Action>
<Action><ID>fence enter 1m</ID><Animation><Filename>plym_rpg_fnce_1m_entr.animx</Filename></Animation></Action>
<Action><ID>fence enter 2m</ID><Animation><Filename>plym_rpg_fnce_2m_entr.animx</Filename></Animation></Action>
<Action><ID>fence enter 3m</ID><Animation><Filename>plym_rpg_fnce_3m_entr.animx</Filename></Animation></Action>
<Action><ID>fence land 15m</ID><Animation><Filename>plym_rpg_fnce_15m_land.animx</Filename></Animation></Action>
<Action><ID>fence land 1m</ID><Animation><Filename>plym_rpg_fnce_1m_lnd.animx</Filename></Animation></Action>
<Action><ID>fence land 2m</ID><Animation><Filename>plym_rpg_fnce_2m_lnd.animx</Filename></Animation></Action>
<Action><ID>fence land 3m</ID><Animation><Filename>plym_rpg_fnce_3m_lnd.animx</Filename></Animation></Action>
<Action><ID>crouch walk reload right</ID><Animation><Filename>plym_rpg_crchwlk_rgt_rload.animx</Filename></Animation></Action>
<Action><ID>walk reload right</ID><Animation><Filename>plym_rpg_wlk_rload_l.animx</Filename></Animation></Action>
<Action><ID>run jump land to stop</ID><Animation><Filename>plym_rpg_run_jmplnd_stp.animx</Filename></Animation></Action>
<Action><ID>stand grenade toss</ID><Animation><Filename>plym_rpg_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land backward</ID><Animation><Filename>plym_rpg_run_gt_lnd_bck.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land forward</ID><Animation><Filename>plym_rpg_run_gt_lnd_for.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land left</ID><Animation><Filename>plym_rpg_run_gt_lnd_lft.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land right</ID><Animation><Filename>plym_rpg_run_gt_lnd_rgt.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land still</ID><Animation><Filename>plym_rpg_run_gt_lnd.animx</Filename></Animation></Action>
<Action><ID>guardian angel end</ID><Animation><Filename>mad_grdang_exit.animx</Filename></Animation></Action>
<Action><ID>guardian angel start</ID><Animation><Filename>mad_grdang_entry.animx</Filename></Animation></Action>
<Action><ID>explosion</ID><Animation><Filename>plym_rpg_flashbngd.animx</Filename></Animation></Action>
<Action><ID>nut shot back player</ID><Animation><Filename>plym_rpg_ns_bck_a.animx</Filename></Animation></Action>
<Action><ID>nut shot back victim</ID><Animation><Filename>plym_rpg_ns_bck_b.animx</Filename></Animation></Action>
<Action><ID>plane stumble back</ID><Animation><Filename>mad02_plym_rpg_stmbl_b.animx</Filename></Animation></Action>
<Action><ID>plane stumble forward</ID><Animation><Filename>mad02_plym_rpg_stmbl_f.animx</Filename></Animation></Action>
<Action><ID>plane stumble left</ID><Animation><Filename>mad02_plym_rpg_stmbl_l.animx</Filename></Animation></Action>
<Action><ID>plane stumble right</ID><Animation><Filename>mad02_plym_rpg_stmbl_r.animx</Filename></Animation></Action>
<Action><ID>sprint shove left</ID><Animation><Filename>plym_bs_sprint_shv_lft.animx</Filename></Animation></Action>
<Action><ID>sprint shove right</ID><Animation><Filename>plym_bs_sprint_shv_rgt.animx</Filename></Animation></Action>
<Action><ID>weapon sprint shove left</ID><Animation><Filename>plym_rpg_spnt_shv_lft.animx</Filename></Animation></Action>
<Action><ID>weapon sprint shove right</ID><Animation><Filename>plym_rpg_spnt_shv_rgt.animx</Filename></Animation></Action>
<Action><ID>crouch fire</ID><Animation><Filename>plym_rpg_sd_fire.animx</Filename></Animation></Action>
<Action><ID>platform enter 15m</ID><Animation><Filename>plym_rpg_plat_15m.animx</Filename></Animation></Action>
<Action><ID>platform enter 2m</ID><Animation><Filename>plym_rpg_plat_2m.animx</Filename></Animation></Action>
<Action><ID>platform enter 3m</ID><Animation><Filename>plym_rpg_plat_3m.animx</Filename></Animation></Action>
<Action><ID>door locked</ID><Animation><Filename>plym_doorlocked_rpg.animx</Filename></Animation></Action>
<Action><ID>reload genki</ID><Animation><Filename>plym_genki_sd_rload.animx</Filename></Animation></Action>
<Action><ID>reload run back genki</ID><Animation><Filename>plym_genki_runbck_rload.animx</Filename></Animation></Action>
<Action><ID>reload run forward genki</ID><Animation><Filename>plym_genki_runfwd_rload.animx</Filename></Animation></Action>
<Action><ID>reload run left genki</ID><Animation><Filename>plym_genki_run_lft_rload.animx</Filename></Animation></Action>
<Action><ID>reload run right genki</ID><Animation><Filename>plym_genki_run_rgt_rload.animx</Filename></Animation></Action>
<Action><ID>reload walk back genki</ID><Animation><Filename>plym_genki_wlk_bck_rload.animx</Filename></Animation></Action>
<Action><ID>reload walk forward genki</ID><Animation><Filename>plym_genki_walk_fwd_rload.animx</Filename></Animation></Action>
<Action><ID>reload walk left genki</ID><Animation><Filename>plym_genki_wlk_lft_rload.animx</Filename></Animation></Action>
<Action><ID>reload walk right genki</ID><Animation><Filename>plym_genki_wlk_rgt_rload.animx</Filename></Animation></Action>
<Action><ID>hs fire</ID><Animation><Filename>hs_rfl_fire.animx</Filename></Animation></Action>
<Action><ID>hs reload</ID><Animation><Filename>hs_sd_rload.animx</Filename></Animation></Action>
<Action><ID>hs walkfire left</ID><Animation><Filename>hs_rfl_fire.animx</Filename></Animation></Action>
<Action><ID>hs walkfire right</ID><Animation><Filename>hs_rfl_fire.animx</Filename></Animation></Action>
<Action><ID>sprint dive</ID><Animation><Filename>plym_rpg_dive_fall.animx</Filename></Animation></Action>
<Action><ID>sprint dive roll</ID><Animation><Filename>plym_rpg_dive_toroll.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 left weapon</ID><Animation><Filename>plym_rpg_spt_180trn_lft.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 right weapon</ID><Animation><Filename>plym_rpg_spt_180trn_rgt.animx</Filename></Animation></Action>
<Action><ID>crouch walk fire</ID><Animation><Filename>plym_rpg_sd_fire.animx</Filename></Animation></Action>
<Action><ID>crouch walk fire back</ID><Animation><Filename>plym_rpg_sd_fire.animx</Filename></Animation></Action>
<Action><ID>crouch walk fire left</ID><Animation><Filename>plym_rpg_sd_fire.animx</Filename></Animation></Action>
<Action><ID>crouch walk fire right</ID><Animation><Filename>plym_rpg_sd_fire.animx</Filename></Animation></Action>
<Action><ID>flinch chest back</ID><Animation><Filename>plym_rpg_flnch_chst_bck.animx</Filename></Animation></Action>
<Action><ID>flinch chest front</ID><Animation><Filename>plym_rpg_flinch_chest_front.animx</Filename></Animation></Action>
<Action><ID>flinch chest left</ID><Animation><Filename>plym_rpg_flnch_chst_lft.animx</Filename></Animation></Action>
<Action><ID>flinch chest right</ID><Animation><Filename>plym_rpg_flnch_chst_rgt.animx</Filename></Animation></Action>
<Action><ID>flinch head back</ID><Animation><Filename>plym_rpg_flnch_chst_bck.animx</Filename></Animation></Action>
<Action><ID>flinch head front</ID><Animation><Filename>plym_rpg_flinch_chest_front.animx</Filename></Animation></Action>
<Action><ID>flinch head left</ID><Animation><Filename>plym_rpg_flnch_chst_lft.animx</Filename></Animation></Action>
<Action><ID>flinch head right</ID><Animation><Filename>plym_rpg_flnch_chst_rgt.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis back</ID><Animation><Filename>plym_rpg_flnch_chst_bck.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis front</ID><Animation><Filename>plym_rpg_flinch_chest_front.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis left</ID><Animation><Filename>plym_rpg_flnch_chst_lft.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis right</ID><Animation><Filename>plym_rpg_flnch_chst_rgt.animx</Filename></Animation></Action>
</Actions></Group>
<Group><group>Bow</group><States>
<State><ID>run</ID><Animation><Filename>plym_bow_run_rdy.animx</Filename></Animation></State>
<State><ID>run aim</ID><Animation><Filename>plym_bow_run_rdy.animx</Filename></Animation></State>
<State><ID>run aim back</ID><Animation><Filename>plym_bow_run_rdy_bck.animx</Filename></Animation></State>
<State><ID>run aim left</ID><Animation><Filename>plym_bow_run_rdy_lft.animx</Filename></Animation></State>
<State><ID>run aim right</ID><Animation><Filename>plym_bow_run_rdy_rgt.animx</Filename></Animation></State>
<State><ID>run ready</ID><Animation><Filename>plym_bow_run_rdy.animx</Filename></Animation></State>
<State><ID>run ready back</ID><Animation><Filename>plym_bow_run_rdy_bck.animx</Filename></Animation></State>
<State><ID>run ready left</ID><Animation><Filename>plym_bow_run_rdy_lft.animx</Filename></Animation></State>
<State><ID>run ready right</ID><Animation><Filename>plym_bow_run_rdy_rgt.animx</Filename></Animation></State>
<State><ID>stand</ID><Animation><Filename>plym_bow_sd.animx</Filename></Animation></State>
<State><ID>stand aim</ID><Animation><Filename>plym_bow_sd_aim.animx</Filename></Animation></State>
<State><ID>stand ready</ID><Animation><Filename>plym_bow_sd_rdy.animx</Filename></Animation></State>
<State><ID>walk</ID><Animation><Filename>plym_bow_wlk_rdy.animx</Filename></Animation></State>
<State><ID>walk aim</ID><Animation><Filename>plym_bow_wlk_aim.animx</Filename></Animation></State>
<State><ID>walk aim back</ID><Animation><Filename>plym_bow_wlk_aim_bck.animx</Filename></Animation></State>
<State><ID>walk aim left</ID><Animation><Filename>plym_bow_wlk_aim_lft.animx</Filename></Animation></State>
<State><ID>walk aim right</ID><Animation><Filename>plym_bow_wlk_aim_rgt.animx</Filename></Animation></State>
<State><ID>walk ready</ID><Animation><Filename>plym_bow_wlk_rdy.animx</Filename></Animation></State>
<State><ID>walk ready back</ID><Animation><Filename>plym_bow_wlk_rdy_bck.animx</Filename></Animation></State>
<State><ID>walk ready left</ID><Animation><Filename>plym_bow_wlk_rdy_lft.animx</Filename></Animation></State>
<State><ID>walk ready right</ID><Animation><Filename>plym_bow_wlk_rdy_rgt.animx</Filename></Animation></State>
</States><Actions>
<Action><ID>run fire</ID><Animation><Filename>plym_bow_run_fire.animx</Filename></Animation></Action>
<Action><ID>run fire back</ID><Animation><Filename>plym_bow_run_fire_bck.animx</Filename></Animation></Action>
<Action><ID>run fire left</ID><Animation><Filename>plym_bow_run_fire_lft.animx</Filename></Animation></Action>
<Action><ID>run fire right</ID><Animation><Filename>plym_bow_run_fire_rgt.animx</Filename></Animation></Action>
<Action><ID>stand fire</ID><Animation><Filename>plym_bow_sd_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire</ID><Animation><Filename>plym_bow_wlk_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire back</ID><Animation><Filename>plym_bow_wlk_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire left</ID><Animation><Filename>plym_bow_wlk_fire_rgt.animx</Filename></Animation></Action>
<Action><ID>walk fire right</ID><Animation><Filename>plym_bow_wlk_fire_rgt.animx</Filename></Animation></Action>
</Actions></Group>
<Group><group>DualPistol</group><States>
<State><ID>back pedal left</ID><Animation><Filename>plym_dps_bped_l.animx</Filename></Animation></State>
<State><ID>back pedal right</ID><Animation><Filename>plym_dps_bped_r.animx</Filename></Animation></State>
<State><ID>crouch aim</ID><Animation><Filename>plym_dps_ch_aim.animx</Filename></Animation></State>
<State><ID>crouch ready</ID><Animation><Filename>plym_dps_ch_rdy.animx</Filename></Animation></State>
<State><ID>crouch walk aim</ID><Animation><Filename>plym_dps_chwlk_aim.animx</Filename></Animation></State>
<State><ID>crouch walk aim back</ID><Animation><Filename>plym_dps_chwlk_aim_bck.animx</Filename></Animation></State>
<State><ID>crouch walk aim left</ID><Animation><Filename>plym_dps_chwlk_aim_lft.animx</Filename></Animation></State>
<State><ID>crouch walk aim right</ID><Animation><Filename>plym_dps_chwlk_aim_rgt.animx</Filename></Animation></State>
<State><ID>crouch wlk rdy back</ID><Animation><Filename>plym_dps_chwlk_rdy_bck.animx</Filename></Animation></State>
<State><ID>crouch wlk rdy fwd</ID><Animation><Filename>plym_dps_chwlk_rdy.animx</Filename></Animation></State>
<State><ID>crouch wlk rdy left</ID><Animation><Filename>plym_dps_chwlk_rdy_lft.animx</Filename></Animation></State>
<State><ID>crouch wlk rdy right</ID><Animation><Filename>plym_dps_chwlk_rdy_rgt.animx</Filename></Animation></State>
<State><ID>run aim</ID><Animation><Filename>plym_dps_run_aim.animx</Filename></Animation></State>
<State><ID>run aim back</ID><Animation><Filename>plym_dps_run_aim_bck.animx</Filename></Animation></State>
<State><ID>run aim back lh</ID><Animation><Filename>plym_dps_run_aim_bckl.animx</Filename></Animation></State>
<State><ID>run aim left</ID><Animation><Filename>plym_dps_run_aim_lft.animx</Filename></Animation></State>
<State><ID>run aim right</ID><Animation><Filename>plym_dps_run_aim_rgt.animx</Filename></Animation></State>
<State><ID>stand</ID><Animation><Filename>plym_dps_sd.animx</Filename></Animation></State>
<State><ID>stand aim</ID><Animation><Filename>plym_dps_sd_aim.animx</Filename></Animation></State>
<State><ID>stand ready</ID><Animation><Filename>plym_dps_sd_rdy.animx</Filename></Animation></State>
<State><ID>walk</ID><Animation><Filename>player_dualpistol_move</Filename></Animation></State>
<State><ID>walk aim</ID><Animation><Filename>plym_dps_wlk_aim.animx</Filename></Animation></State>
<State><ID>walk aim back</ID><Animation><Filename>plym_dps_wlk_aim_bck.animx</Filename></Animation></State>
<State><ID>walk aim left</ID><Animation><Filename>plym_dps_wlk_aim_lft.animx</Filename></Animation></State>
<State><ID>walk aim left lh</ID><Animation><Filename>plym_dps_wlk_aim_lftl.animx</Filename></Animation></State>
<State><ID>walk aim right</ID><Animation><Filename>plym_dps_wlk_aim_rgt.animx</Filename></Animation></State>
<State><ID>walk aim right lh</ID><Animation><Filename>plym_dps_wlk_aim_rgtl.animx</Filename></Animation></State>
<State><ID>walk ready</ID><Animation><Filename>plym_dps_wlk_rdy.animx</Filename></Animation></State>
<State><ID>walk ready back</ID><Animation><Filename>plym_dps_wlk_rdy_bck.animx</Filename></Animation></State>
<State><ID>walk ready left</ID><Animation><Filename>plym_dps_wlk_rdy_lft.animx</Filename></Animation></State>
<State><ID>walk ready right</ID><Animation><Filename>plym_dps_wlk_rdy_rgt.animx</Filename></Animation></State>
<State><ID>run</ID><Animation><Filename>player_dualpistol_move</Filename></Animation></State>
<State><ID>run ready</ID><Animation><Filename>plym_dps_run_rdy.animx</Filename></Animation></State>
<State><ID>run ready back</ID><Animation><Filename>plym_dps_run_rdy_bck.animx</Filename></Animation></State>
<State><ID>run ready back left</ID><Animation><Filename>plym_dps_run_rdy_bckl.animx</Filename></Animation></State>
<State><ID>run ready left</ID><Animation><Filename>plym_dps_run_rdy_lft.animx</Filename></Animation></State>
<State><ID>run ready right</ID><Animation><Filename>plym_dps_run_rdy_rgt.animx</Filename></Animation></State>
<State><ID>fine aim stand</ID><Animation><Filename>plym_dps_sd_aim.animx</Filename></Animation></State>
<State><ID>crouch</ID><Animation><Filename>plym_dps_ch_rdy.animx</Filename></Animation></State>
<State><ID>crouch walk</ID><Animation><Filename>plym_dps_chwlk_rdy.animx</Filename></Animation></State>
<State><ID>crouch walk back</ID><Animation><Filename>plym_dps_chwlk_rdy_bck.animx</Filename></Animation></State>
<State><ID>crouch walk left</ID><Animation><Filename>plym_dps_chwlk_rdy_lft.animx</Filename></Animation></State>
<State><ID>crouch walk right</ID><Animation><Filename>plym_dps_chwlk_rdy_rgt.animx</Filename></Animation></State>
<State><ID>freefalling_aim</ID><Animation><Filename>mad02 freefall aim pitch bt</Filename></Animation></State>
<State><ID>freefalling_dive_aim</ID><Animation><Filename>mad02 dive aim pitch bt</Filename></Animation></State>
<State><ID>freefalling_hs_aim</ID><Animation><Filename>freefalling_hs_aim</Filename></Animation></State>
<State><ID>freefalling_hs_dive_aim</ID><Animation><Filename>freefalling_hs_dive_aim</Filename></Animation></State>
<State><ID>freefall aim</ID><Animation><Filename>mad02_dps_freefall_aim.animx</Filename></Animation></State>
<State><ID>freefall aim left</ID><Animation><Filename>mad02_dps_freefall_aiml.animx</Filename></Animation></State>
<State><ID>freefall aim right</ID><Animation><Filename>mad02_dps_freefall_aimr.animx</Filename></Animation></State>
<State><ID>freefall dive aim</ID><Animation><Filename>mad02_dps_dive_aim.animx</Filename></Animation></State>
<State><ID>freefall dive aim left</ID><Animation><Filename>mad02_dps_dive_aiml.animx</Filename></Animation></State>
<State><ID>freefall dive aim right</ID><Animation><Filename>mad02_dps_dive_aimr.animx</Filename></Animation></State>
<State><ID>freefall hs aim</ID><Animation><Filename>plym_frfall_hs_aim_a.animx</Filename></Animation></State>
<State><ID>freefall hs aim b</ID><Animation><Filename>plym_frfall_hs_aim_b.animx</Filename></Animation></State>
<State><ID>freefall hs aim left</ID><Animation><Filename>plym_frfall_hs_aim_lft_a.animx</Filename></Animation></State>
<State><ID>freefall hs aim left b</ID><Animation><Filename>plym_frfall_hs_aim_lft_b.animx</Filename></Animation></State>
<State><ID>freefall hs aim right</ID><Animation><Filename>plym_frfall_hs_aim_rgt_a.animx</Filename></Animation></State>
<State><ID>freefall hs aim right b</ID><Animation><Filename>plym_frfall_hs_aim_rgt_b.animx</Filename></Animation></State>
<State><ID>freefall hs dive aim</ID><Animation><Filename>frfall_hs_div_aim_a.animx</Filename></Animation></State>
<State><ID>freefall hs dive aim b</ID><Animation><Filename>frfall_hs_div_aim_b.animx</Filename></Animation></State>
<State><ID>freefall hs dive aim left</ID><Animation><Filename>frfall_hs_div_aim_lft_a.animx</Filename></Animation></State>
<State><ID>freefall hs dive aim left b</ID><Animation><Filename>frfall_hs_div_aim_lft_b.animx</Filename></Animation></State>
<State><ID>freefall hs dive aim right</ID><Animation><Filename>frfall_hs_div_aim_rgt_a.animx</Filename></Animation></State>
<State><ID>freefall hs dive aim right b</ID><Animation><Filename>frfall_hs_div_aim_rgt_b.animx</Filename></Animation></State>
<State><ID>freefall upside aim</ID><Animation><Filename>mad02_upsdwn_aim.animx</Filename></Animation></State>
<State><ID>freefall upside aim left</ID><Animation><Filename>mad02_upsdwn_aiml.animx</Filename></Animation></State>
<State><ID>freefall upside aim right</ID><Animation><Filename>mad02_upsdwn_aimr.animx</Filename></Animation></State>
<State><ID>freefalling_upsidedown_aim</ID><Animation><Filename>mad02 upsidedown aim pitch bt</Filename></Animation></State>
<State><ID>freefall hs upside aim</ID><Animation><Filename>mad02_hsups_aim_a.animx</Filename></Animation></State>
<State><ID>freefall hs upside aim left</ID><Animation><Filename>mad02_hsups_aiml_a.animx</Filename></Animation></State>
<State><ID>freefall hs upside aim right</ID><Animation><Filename>mad02_hsups_aimr_a.animx</Filename></Animation></State>
<State><ID>freefalling_hs_upsidedown_aim</ID><Animation><Filename>freefalling_hs_upsdwn_aim.animx</Filename></Animation></State>
<State><ID>freefalling_hs_upsidedown_aim_b</ID><Animation><Filename>freefalling_hs_upsdwn_aim_b</Filename></Animation></State>
<State><ID>freefalling_hs_upsidedown_aim_a</ID><Animation><Filename>freefalling_hs_upsdwn_aim_a</Filename></Animation></State>
<State><ID>run aim lh</ID><Animation><Filename>plym_dps_run_aim.animx</Filename></Animation></State>
<State><ID>run anim</ID><Animation><Filename>plym_dps_run_rdy.animx</Filename></Animation></State>
<State><ID>walk anim</ID><Animation><Filename>plym_dps_wlk.animx</Filename></Animation></State>
<State><ID>jog</ID><Animation><Filename>plym_dps_jog.animx</Filename></Animation></State>
<State><ID>weapon sprint</ID><Animation><Filename>plym_dps_sprint.animx</Filename></Animation></State>
<State><ID>aim network</ID><Animation><Filename>ready state</Filename></Animation></State>
<State><ID>freefall upside aim down</ID><Animation><Filename>mad02_upsdwn_aimd.animx</Filename></Animation></State>
<State><ID>freefall upside aim down left</ID><Animation><Filename>mad02_upsdwn_aimd_l.animx</Filename></Animation></State>
<State><ID>freefall upside aim down right</ID><Animation><Filename>mad02_upsdwn_aimd_r.animx</Filename></Animation></State>
<State><ID>freefall aim down</ID><Animation><Filename>mad02_dps_freefall_aimd.animx</Filename></Animation></State>
<State><ID>freefall aim down left</ID><Animation><Filename>mad02_dps_freefall_aimd_l.animx</Filename></Animation></State>
<State><ID>freefall aim down right</ID><Animation><Filename>mad02_dps_freefall_aimd_r.animx</Filename></Animation></State>
<State><ID>face aim</ID><Animation><Filename>plym_face_aim.animx</Filename></Animation></State>
<State><ID>nose dive</ID><Animation><Filename>mad02_ps_dive.animx</Filename></Animation></State>
<State><ID>freefall dive aim down</ID><Animation><Filename>mad02_dps_dive_aimd.animx</Filename></Animation></State>
<State><ID>freefall dive aim down left</ID><Animation><Filename>mad02_dps_dive_aimd_l.animx</Filename></Animation></State>
<State><ID>freefall dive aim down right</ID><Animation><Filename>mad02_dps_dive_aimd_r.animx</Filename></Animation></State>
<State><ID>freefalling_hs_upsdwn_aim_a</ID><Animation><Filename>mad02_hsups_rlease_a.animx</Filename></Animation></State>
<State><ID>sprint</ID><Animation><Filename>plym_dps_sprint.animx</Filename></Animation></State>
<State><ID>walk aim lh</ID><Animation><Filename>plym_dps_wlk_aim.animx</Filename></Animation></State>
<State><ID>walk aim back lh</ID><Animation><Filename>plym_dps_wlk_aim_bck.animx</Filename></Animation></State>
</States><Actions>
<Action><ID>reload</ID><Animation><Filename>plym_dps_sd_rload.animx</Filename></Animation></Action>
<Action><ID>run fire</ID><Animation><Filename>plym_dps_run_fire_rh.animx</Filename></Animation></Action>
<Action><ID>run fire l</ID><Animation><Filename>plym_dps_run_fire_lh.animx</Filename></Animation></Action>
<Action><ID>run fire back</ID><Animation><Filename>plym_dps_run_fire_rh.animx</Filename></Animation></Action>
<Action><ID>run fire back l</ID><Animation><Filename>plym_dps_run_fire_lh.animx</Filename></Animation></Action>
<Action><ID>run fire left</ID><Animation><Filename>plym_dps_run_fire_rh.animx</Filename></Animation></Action>
<Action><ID>run fire left l</ID><Animation><Filename>plym_dps_run_fire_lh.animx</Filename></Animation></Action>
<Action><ID>run fire right</ID><Animation><Filename>plym_dps_run_fire_rh.animx</Filename></Animation></Action>
<Action><ID>run fire right l</ID><Animation><Filename>plym_dps_run_fire_lh.animx</Filename></Animation></Action>
<Action><ID>run reload</ID><Animation><Filename>plym_dps_run_rload.animx</Filename></Animation></Action>
<Action><ID>walk fire</ID><Animation><Filename>plym_dps_run_fire_rh.animx</Filename></Animation></Action>
<Action><ID>walk fire l</ID><Animation><Filename>plym_dps_run_fire_lh.animx</Filename></Animation></Action>
<Action><ID>walk fire back</ID><Animation><Filename>plym_dps_run_fire_rh.animx</Filename></Animation></Action>
<Action><ID>walk fire back l</ID><Animation><Filename>plym_dps_run_fire_lh.animx</Filename></Animation></Action>
<Action><ID>walk fire left</ID><Animation><Filename>plym_dps_run_fire_rh.animx</Filename></Animation></Action>
<Action><ID>walk fire left l</ID><Animation><Filename>plym_dps_run_fire_lh.animx</Filename></Animation></Action>
<Action><ID>walk fire right</ID><Animation><Filename>plym_dps_run_fire_rh.animx</Filename></Animation></Action>
<Action><ID>walk fire right l</ID><Animation><Filename>plym_dps_run_fire_lh.animx</Filename></Animation></Action>
<Action><ID>walk reload</ID><Animation><Filename>plym_dps_wlk_rload.animx</Filename></Animation></Action>
<Action><ID>stand fire</ID><Animation><Filename>plym_dps_run_fire_rh.animx</Filename></Animation></Action>
<Action><ID>stand fire left</ID><Animation><Filename>plym_dps_run_fire_lh.animx</Filename></Animation></Action>
<Action><ID>melee</ID><Animation><Filename>plym_dps_sd_melee.animx</Filename></Animation></Action>
<Action><ID>melee moving</ID><Animation><Filename>plym_ps_ml_kck.animx</Filename></Animation></Action>
<Action><ID>freefall to upsidedown</ID><Animation><Filename>plym_frfall_to_upsdwn.animx</Filename></Animation></Action>
<Action><ID>upsidedown to freefall</ID><Animation><Filename>plym_frfall_upsdwn_to_frfall.animx</Filename></Animation></Action>
<Action><ID>bash</ID><Animation><Filename>plym_ps_ml_kck.animx</Filename></Animation></Action>
<Action><ID>melee moving2</ID><Animation><Filename>plym_dps_run_melee.animx</Filename></Animation></Action>
<Action><ID>melee moving2 vic</ID><Animation><Filename>plym_dps_run_melee_vic.animx</Filename></Animation></Action>
<Action><ID>crouch turn left 90</ID><Animation><Filename>plym_rfl_ch_trn90_lft.animx</Filename></Animation></Action>
<Action><ID>crouch turn right 90</ID><Animation><Filename>plym_rfl_ch_trn90_rgt.animx</Filename></Animation></Action>
<Action><ID>equip</ID><Animation><Filename>plym_ps_eqip.animx</Filename></Animation></Action>
<Action><ID>offhand ready backward</ID><Animation><Filename>plym_rfl_grndtss_run_bck.animx</Filename></Animation></Action>
<Action><ID>offhand ready forward</ID><Animation><Filename>plym_rfl_grndtss_run.animx</Filename></Animation></Action>
<Action><ID>offhand ready left</ID><Animation><Filename>plym_rfl_grndtss_run_lft.animx</Filename></Animation></Action>
<Action><ID>offhand ready right</ID><Animation><Filename>plym_rfl_grndtss_run_rgt.animx</Filename></Animation></Action>
<Action><ID>crouch reload</ID><Animation><Filename>plym_dps_sd_rload.animx</Filename></Animation></Action>
<Action><ID>crouch walk reload</ID><Animation><Filename>plym_dps_chwlk_rload.animx</Filename></Animation></Action>
<Action><ID>offhand ready backped right</ID><Animation><Filename>plym_rfl_grndtss_bped_r.animx</Filename></Animation></Action>
<Action><ID>offhand ready backped left</ID><Animation><Filename>plym_rfl_gndtss_bped_l.animx</Filename></Animation></Action>
<Action><ID>offhand ready backward left</ID><Animation><Filename>plym_rfl_grndtss_run_bckl.animx</Filename></Animation></Action>
<Action><ID>offhand ready forward left</ID><Animation><Filename>plym_rfl_grndtss_runl.animx</Filename></Animation></Action>
<Action><ID>offhand ready stand</ID><Animation><Filename>plym_rfl_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>offhand walk back</ID><Animation><Filename>plym_rfl_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>offhand walk forward</ID><Animation><Filename>plym_rfl_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>offhand walk left</ID><Animation><Filename>plym_rfl_grndtss_wlk_lft.animx</Filename></Animation></Action>
<Action><ID>offhand walk right</ID><Animation><Filename>plym_rfl_grndtss_wlk_rgt.animx</Filename></Animation></Action>
<Action><ID>melee2</ID><Animation><Filename>plym_dps_sd_melee_a.animx</Filename></Animation></Action>
<Action><ID>melee2 vic</ID><Animation><Filename>plym_dps_sd_melee_a_vic.animx</Filename></Animation></Action>
<Action><ID>jump</ID><Animation><Filename>plym_dps_jump.animx</Filename></Animation></Action>
<Action><ID>jump land</ID><Animation><Filename>plym_dps_jump_land.animx</Filename></Animation></Action>
<Action><ID>jump land high</ID><Animation><Filename>plym_bs_jump_lndhgh.animx</Filename></Animation></Action>
<Action><ID>run jump</ID><Animation><Filename>plym_dps_run_jmp.animx</Filename></Animation></Action>
<Action><ID>run jump land</ID><Animation><Filename>plym_dps_run_jmplnd.animx</Filename></Animation></Action>
<Action><ID>run jump land high</ID><Animation><Filename>plym_bs_run_jmplndhgh.animx</Filename></Animation></Action>
<Action><ID>crouch turn left 180</ID><Animation><Filename>plym_rfl_ch_trn180_lft.animx</Filename></Animation></Action>
<Action><ID>crouch turn right 180</ID><Animation><Filename>plym_rfl_ch_trn180_rgt.animx</Filename></Animation></Action>
<Action><ID>idle</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 1</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 2</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 3</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>ready to stand</ID><Animation><Filename>plym_dps_aim_tostnd.animx</Filename></Animation></Action>
<Action><ID>stand to run back</ID><Animation><Filename>plym_dps_strtrn_bck.animx</Filename></Animation></Action>
<Action><ID>stand to run forward</ID><Animation><Filename>plym_dps_strtrn_fwd.animx</Filename></Animation></Action>
<Action><ID>stand to run left</ID><Animation><Filename>plym_dps_strtrn_lft.animx</Filename></Animation></Action>
<Action><ID>stand to run right</ID><Animation><Filename>plym_dps_strtrn_rgt.animx</Filename></Animation></Action>
<Action><ID>face fire</ID><Animation><Filename>plym_face_fire.animx</Filename></Animation></Action>
<Action><ID>back pedal left reload</ID><Animation><Filename>plym_dps_bped_lft_rload.animx</Filename></Animation></Action>
<Action><ID>freefall reload</ID><Animation><Filename>mad02_dps_freefall_rload.animx</Filename></Animation></Action>
<Action><ID>freefall upsidedown reload</ID><Animation><Filename>mad02_dps_upside_rload.animx</Filename></Animation></Action>
<Action><ID>freefall aim fire</ID><Animation><Filename>mad02_dps_aim_fire.animx</Filename></Animation></Action>
<Action><ID>freefall dive reload</ID><Animation><Filename>mad02_dps_dive_rload.animx</Filename></Animation></Action>
<Action><ID>equip human shield</ID><Animation><Filename>plym_ps_eqip.animx</Filename></Animation></Action>
<Action><ID>run reload back</ID><Animation><Filename>plym_dps_runbck_rload.animx</Filename></Animation></Action>
<Action><ID>run reload left</ID><Animation><Filename>plym_dps_run_lft_rload.animx</Filename></Animation></Action>
<Action><ID>run reload right</ID><Animation><Filename>plym_dps_run_rgt_rload.animx</Filename></Animation></Action>
<Action><ID>explosion</ID><Animation><Filename>plym_dps_flashbngd.animx</Filename></Animation></Action>
<Action><ID>nut shot front victim</ID><Animation><Filename>plym_dps_sd_melee_vic.animx</Filename></Animation></Action>
<Action><ID>run to stop</ID><Animation><Filename>plym_dps_run_tostop.animx</Filename></Animation></Action>
<Action><ID>run to stop right</ID><Animation><Filename>plym_dps_run_tostop_rgt.animx</Filename></Animation></Action>
<Action><ID>turn 180 left</ID><Animation><Filename>plym_dps_run_180trn_lft.animx</Filename></Animation></Action>
<Action><ID>turn 180 right</ID><Animation><Filename>plym_dps_run_180trn_rgt.animx</Filename></Animation></Action>
<Action><ID>sprint shove left</ID><Animation><Filename>plym_bs_sprint_shv_lft.animx</Filename></Animation></Action>
<Action><ID>sprint shove right</ID><Animation><Filename>plym_bs_sprint_shv_rgt.animx</Filename></Animation></Action>
<Action><ID>weapon sprint shove left</ID><Animation><Filename>plym_bs_sprint_shv_lft.animx</Filename></Animation></Action>
<Action><ID>weapon sprint shove right</ID><Animation><Filename>plym_bs_sprint_shv_rgt.animx</Filename></Animation></Action>
<Action><ID>door locked</ID><Animation><Filename>plym_doorlock_dpistols.animx</Filename></Animation></Action>
<Action><ID>freefall collision</ID><Animation><Filename>mad02_dps_dive_collision.animx</Filename></Animation></Action>
<Action><ID>plane stumble back</ID><Animation><Filename>mad02_plym_dps_stmbl_b.animx</Filename></Animation></Action>
<Action><ID>plane stumble forward</ID><Animation><Filename>mad02_plym_dps_stmbl_f.animx</Filename></Animation></Action>
<Action><ID>plane stumble left</ID><Animation><Filename>mad02_plym_dps_stmbl_l.animx</Filename></Animation></Action>
<Action><ID>plane stumble right</ID><Animation><Filename>mad02_plym_dps_stmbl_r.animx</Filename></Animation></Action>
<Action><ID>back pedal right reload</ID><Animation><Filename>plym_dps_bped_rgt_rload.animx</Filename></Animation></Action>
<Action><ID>crouch walk reload left</ID><Animation><Filename>plym_dps_chwlk_rgt_rload.animx</Filename></Animation></Action>
<Action><ID>crouch walk reload right</ID><Animation><Filename>plym_dps_chwlk_rgt_rload.animx</Filename></Animation></Action>
<Action><ID>run reload back left</ID><Animation><Filename>plym_dps_runbck_l_rload.animx</Filename></Animation></Action>
<Action><ID>run reload l</ID><Animation><Filename>plym_dps_run_rload.animx</Filename></Animation></Action>
<Action><ID>walk reload left</ID><Animation><Filename>plym_dps_wlk_rgt_rload.animx</Filename></Animation></Action>
<Action><ID>walk reload right</ID><Animation><Filename>plym_dps_wlk_rgt_rload.animx</Filename></Animation></Action>
<Action><ID>crouch walk fire</ID><Animation><Filename>plym_dps_run_fire_rh.animx</Filename></Animation></Action>
<Action><ID>crouch walk fire back</ID><Animation><Filename>plym_dps_run_fire_rh.animx</Filename></Animation></Action>
<Action><ID>crouch walk fire back l</ID><Animation><Filename>plym_dps_run_fire_lh.animx</Filename></Animation></Action>
<Action><ID>crouch walk fire l</ID><Animation><Filename>plym_dps_run_fire_lh.animx</Filename></Animation></Action>
<Action><ID>crouch walk fire left</ID><Animation><Filename>plym_dps_run_fire_rh.animx</Filename></Animation></Action>
<Action><ID>crouch walk fire left l</ID><Animation><Filename>plym_dps_run_fire_lh.animx</Filename></Animation></Action>
<Action><ID>crouch walk fire right</ID><Animation><Filename>plym_dps_run_fire_rh.animx</Filename></Animation></Action>
<Action><ID>crouch walk fire right l</ID><Animation><Filename>plym_dps_run_fire_lh.animx</Filename></Animation></Action>
<Action><ID>flinch chest back</ID><Animation><Filename>plym_dps_flnch_chst_bck.animx</Filename></Animation></Action>
<Action><ID>flinch chest front</ID><Animation><Filename>plym_dps_flnch_chst_frn.animx</Filename></Animation></Action>
<Action><ID>flinch chest left</ID><Animation><Filename>plym_dps_flnch_chst_lft.animx</Filename></Animation></Action>
<Action><ID>flinch chest right</ID><Animation><Filename>plym_dps_flnch_chst_rgt.animx</Filename></Animation></Action>
<Action><ID>flinch head back</ID><Animation><Filename>plym_dps_flnch_chst_bck.animx</Filename></Animation></Action>
<Action><ID>flinch head front</ID><Animation><Filename>plym_dps_flnch_chst_frn.animx</Filename></Animation></Action>
<Action><ID>flinch head left</ID><Animation><Filename>plym_dps_flnch_chst_lft.animx</Filename></Animation></Action>
<Action><ID>flinch head right</ID><Animation><Filename>plym_dps_flnch_chst_rgt.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis back</ID><Animation><Filename>plym_dps_flnch_chst_bck.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis front</ID><Animation><Filename>plym_dps_flnch_chst_frn.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis left</ID><Animation><Filename>plym_dps_flnch_chst_lft.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis right</ID><Animation><Filename>plym_dps_flnch_chst_rgt.animx</Filename></Animation></Action>
<Action><ID>crouch fire</ID><Animation><Filename>plym_dps_run_fire_rh.animx</Filename></Animation></Action>
<Action><ID>crouch fire left</ID><Animation><Filename>plym_dps_run_fire_lh.animx</Filename></Animation></Action>
</Actions></Group>
<Group><group>Flamethrower</group><States>
<State><ID>fine aim stand</ID><Animation><Filename>plym_brt_sd_aim.animx</Filename></Animation></State>
<State><ID>stand aim</ID><Animation><Filename>plym_brt_sd_aim.animx</Filename></Animation></State>
<State><ID>stand ready</ID><Animation><Filename>plym_brt_sd_aim.animx</Filename></Animation></State>
</States><Actions>
<Action><ID>stand turn left 180</ID><Animation><Filename>plym_rfl_sd_trn180_l.animx</Filename></Animation></Action>
<Action><ID>stand turn left 90</ID><Animation><Filename>plym_brt_trn90_lft.animx</Filename></Animation></Action>
<Action><ID>stand turn right 180</ID><Animation><Filename>plym_rfl_sd_trn180_r.animx</Filename></Animation></Action>
<Action><ID>stand turn right 90</ID><Animation><Filename>plym_brt_trn90_rgt.animx</Filename></Animation></Action>
</Actions></Group>
<Group><group>Minigun</group><States>
<State><ID>fine aim stand</ID><Animation><Filename>plym_brt_sd_aim.animx</Filename></Animation></State>
<State><ID>stand aim</ID><Animation><Filename>plym_brt_sd_aim.animx</Filename></Animation></State>
<State><ID>stand ready</ID><Animation><Filename>plym_brt_sd_aim.animx</Filename></Animation></State>
<State><ID>run</ID><Animation><Filename>plym_brt_wlk_fwd.animx</Filename></Animation></State>
<State><ID>run aim</ID><Animation><Filename>plym_brt_wlk_fwd.animx</Filename></Animation></State>
<State><ID>run aim back</ID><Animation><Filename>plym_brt_wlk_bck.animx</Filename></Animation></State>
<State><ID>run aim left</ID><Animation><Filename>plym_brt_wlk_lft.animx</Filename></Animation></State>
<State><ID>run aim right</ID><Animation><Filename>plym_brt_wlk_rgt.animx</Filename></Animation></State>
<State><ID>run anim</ID><Animation><Filename>plym_brt_wlk_fwd.animx</Filename></Animation></State>
<State><ID>run ready</ID><Animation><Filename>plym_brt_wlk_fwd.animx</Filename></Animation></State>
<State><ID>run ready back</ID><Animation><Filename>plym_brt_wlk_bck.animx</Filename></Animation></State>
<State><ID>run ready left</ID><Animation><Filename>plym_brt_wlk_lft.animx</Filename></Animation></State>
<State><ID>run ready right</ID><Animation><Filename>plym_brt_wlk_rgt.animx</Filename></Animation></State>
<State><ID>sprint</ID><Animation><Filename>plym_brt_sprnt.animx</Filename></Animation></State>
<State><ID>walk</ID><Animation><Filename>plym_brt_wlk_fwd.animx</Filename></Animation></State>
<State><ID>walk aim</ID><Animation><Filename>plym_brt_wlk_fwd.animx</Filename></Animation></State>
<State><ID>walk aim back</ID><Animation><Filename>plym_brt_wlk_bck.animx</Filename></Animation></State>
<State><ID>walk aim left</ID><Animation><Filename>plym_brt_wlk_lft.animx</Filename></Animation></State>
<State><ID>walk aim right</ID><Animation><Filename>plym_brt_wlk_rgt.animx</Filename></Animation></State>
<State><ID>walk ready</ID><Animation><Filename>plym_brt_wlk_fwd.animx</Filename></Animation></State>
<State><ID>walk ready back</ID><Animation><Filename>plym_brt_wlk_bck.animx</Filename></Animation></State>
<State><ID>walk ready left</ID><Animation><Filename>plym_brt_wlk_lft.animx</Filename></Animation></State>
<State><ID>walk ready right</ID><Animation><Filename>plym_brt_wlk_rgt.animx</Filename></Animation></State>
<State><ID>stand</ID><Animation><Filename>plym_brt_sd_aim.animx</Filename></Animation></State>
<State><ID>aim network</ID><Animation><Filename>ready state</Filename></Animation></State>
<State><ID>weapon sprint</ID><Animation><Filename>plym_brt_sprnt.animx</Filename></Animation></State>
<State><ID>fine aim walk</ID><Animation><Filename>plym_brt_wlk_fwd.animx</Filename></Animation></State>
</States><Actions>
<Action><ID>stand turn left 180</ID><Animation><Filename>plym_rfl_sd_trn180_l.animx</Filename></Animation></Action>
<Action><ID>stand turn left 90</ID><Animation><Filename>plym_brt_trn90_lft.animx</Filename></Animation></Action>
<Action><ID>stand turn right 180</ID><Animation><Filename>plym_rfl_sd_trn180_r.animx</Filename></Animation></Action>
<Action><ID>stand turn right 90</ID><Animation><Filename>plym_brt_trn90_rgt.animx</Filename></Animation></Action>
<Action><ID>idle</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 1</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 2</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 3</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>run to stop</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>sprint to stop</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>sprint to stop weapon</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 left</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 right</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>stand to run back</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>stand to run forward</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>stand to run left</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>stand to run right</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>turn 180 left</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>turn 180 right</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>equip</ID><Animation><Filename>plym_brt_equip.animx</Filename></Animation></Action>
<Action><ID>sprint shove left</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>sprint shove right</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>weapon sprint shove left</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>weapon sprint shove right</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>plane stumble back</ID><Animation><Filename>mad02_gang_brt_stmbl_b.animx</Filename></Animation></Action>
<Action><ID>plane stumble forward</ID><Animation><Filename>mad02_gang_brt_stmbl_f.animx</Filename></Animation></Action>
<Action><ID>plane stumble left</ID><Animation><Filename>mad02_gang_brt_stmbl_l.animx</Filename></Animation></Action>
<Action><ID>plane stumble right</ID><Animation><Filename>mad02_gang_brt_stmbl_r.animx</Filename></Animation></Action>
<Action><ID>flinch chest back</ID><Animation><Filename>plym_brt_flnch_chst_bck.animx</Filename></Animation></Action>
<Action><ID>flinch chest front</ID><Animation><Filename>plym_brt_flinch_chest_front.animx</Filename></Animation></Action>
<Action><ID>flinch chest left</ID><Animation><Filename>plym_brt_flnch_chst_lft.animx</Filename></Animation></Action>
<Action><ID>flinch chest right</ID><Animation><Filename>plym_brt_flnch_chst_rgt.animx</Filename></Animation></Action>
<Action><ID>flinch head back</ID><Animation><Filename>plym_brt_flnch_chst_bck.animx</Filename></Animation></Action>
<Action><ID>flinch head front</ID><Animation><Filename>plym_brt_flinch_chest_front.animx</Filename></Animation></Action>
<Action><ID>flinch head left</ID><Animation><Filename>plym_brt_flnch_chst_lft.animx</Filename></Animation></Action>
<Action><ID>flinch head right</ID><Animation><Filename>plym_brt_flnch_chst_rgt.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis back</ID><Animation><Filename>plym_brt_flnch_chst_bck.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis front</ID><Animation><Filename>plym_brt_flinch_chest_front.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis left</ID><Animation><Filename>plym_brt_flnch_chst_lft.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis right</ID><Animation><Filename>plym_brt_flnch_chst_rgt.animx</Filename></Animation></Action>
<Action><ID>explosion</ID><Animation><Filename>plym_brt_flashbngd.animx</Filename></Animation></Action>
</Actions></Group>
<Group><group>Melee 2h</group><States>
<State><ID>stand</ID><Animation><Filename>plym_bat_sd.animx</Filename></Animation></State>
<State><ID>stand ready</ID><Animation><Filename>plym_bat_sd_rdy.animx</Filename></Animation></State>
<State><ID>jog</ID><Animation><Filename>plym_bat_jog.animx</Filename></Animation></State>
<State><ID>run</ID><Animation><Filename>player_bat_move</Filename></Animation></State>
<State><ID>walk</ID><Animation><Filename>player_bat_move</Filename></Animation></State>
<State><ID>weapon sprint</ID><Animation><Filename>plym_bat_sprint.animx</Filename></Animation></State>
<State><ID>stand aim</ID><Animation><Filename>plym_bat_sd_rdy.animx</Filename></Animation></State>
<State><ID>run aim</ID><Animation><Filename>plym_bat_run.animx</Filename></Animation></State>
<State><ID>crouch</ID><Animation><Filename>plym_bat_crch_idle.animx</Filename></Animation></State>
<State><ID>crouch aim</ID><Animation><Filename>plym_bat_ch_rdy.animx</Filename></Animation></State>
<State><ID>crouch walk</ID><Animation><Filename>plym_bat_crch_wlk.animx</Filename></Animation></State>
<State><ID>crouch walk aim</ID><Animation><Filename>plym_bat_crch_wlk.animx</Filename></Animation></State>
<State><ID>crouch ready</ID><Animation><Filename>plym_bat_crch_idle.animx</Filename></Animation></State>
<State><ID>run anim</ID><Animation><Filename>plym_bat_run.animx</Filename></Animation></State>
<State><ID>walk anim</ID><Animation><Filename>plym_bat_wlk.animx</Filename></Animation></State>
<State><ID>sprint</ID><Animation><Filename>plym_bat_sprint.animx</Filename></Animation></State>
<State><ID>walk ready</ID><Animation><Filename>player_bat_move</Filename></Animation></State>
<State><ID>pant</ID><Animation><Filename>plym_bat_pant.animx</Filename></Animation></State>
<State><ID>run ready</ID><Animation><Filename>player_bat_move</Filename></Animation></State>
</States><Actions>
<Action><ID>attack a</ID><Animation><Filename>plym_bat_attck_b.animx</Filename></Animation></Action>
<Action><ID>attack b</ID><Animation><Filename>plym_bat_attck_b2.animx</Filename></Animation></Action>
<Action><ID>run to stop</ID><Animation><Filename>plym_bat_run_tostop.animx</Filename></Animation></Action>
<Action><ID>stand to run back</ID><Animation><Filename>plym_bat_strtrn_bck.animx</Filename></Animation></Action>
<Action><ID>stand to run forward</ID><Animation><Filename>plym_bat_strtrn_fwd.animx</Filename></Animation></Action>
<Action><ID>stand to run left</ID><Animation><Filename>plym_bat_strtrn_lft.animx</Filename></Animation></Action>
<Action><ID>stand to run right</ID><Animation><Filename>plym_bat_strtrn_rgt.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 left</ID><Animation><Filename>plym_bat_spt_180trn_lft.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 right</ID><Animation><Filename>plym_bat_spt_180trn_rgt.animx</Filename></Animation></Action>
<Action><ID>turn 180 left</ID><Animation><Filename>plym_bat_run_180trn_lft.animx</Filename></Animation></Action>
<Action><ID>turn 180 right</ID><Animation><Filename>plym_bat_run_180trn_rgt.animx</Filename></Animation></Action>
<Action><ID>prone attack</ID><Animation><Filename>plym_bat_attck_prone.animx</Filename></Animation></Action>
<Action><ID>idle</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 1</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 2</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 3</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 4</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 5</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 6</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 7</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>move attack a</ID><Animation><Filename>plym_bat_attk_move.animx</Filename></Animation></Action>
<Action><ID>jump</ID><Animation><Filename>plym_bat_jump.animx</Filename></Animation></Action>
<Action><ID>jump land</ID><Animation><Filename>plym_bat_jump_land.animx</Filename></Animation></Action>
<Action><ID>jump land high</ID><Animation><Filename>plym_bs_jump_lndhgh.animx</Filename></Animation></Action>
<Action><ID>run jump</ID><Animation><Filename>plym_bat_spnt_jmp.animx</Filename></Animation></Action>
<Action><ID>run jump land</ID><Animation><Filename>plym_bat_run_jmplnd.animx</Filename></Animation></Action>
<Action><ID>run jump land high</ID><Animation><Filename>plym_bs_run_jmplndhgh.animx</Filename></Animation></Action>
<Action><ID>crouch turn left 180</ID><Animation><Filename>plym_rfl_ch_trn180_lft.animx</Filename></Animation></Action>
<Action><ID>crouch turn right 180</ID><Animation><Filename>plym_rfl_ch_trn180_rgt.animx</Filename></Animation></Action>
<Action><ID>ready to stand</ID><Animation><Filename>plym_bat_rdy_tostnd.animx</Filename></Animation></Action>
<Action><ID>equip</ID><Animation><Filename>plym_bat_sd_equp.animx</Filename></Animation></Action>
<Action><ID>false start</ID><Animation><Filename>plym_bat_flse_strt.animx</Filename></Animation></Action>
<Action><ID>run to stop right</ID><Animation><Filename>plym_bat_run_tostop_rgt.animx</Filename></Animation></Action>
<Action><ID>run grenade toss</ID><Animation><Filename>plym_bat_run_grndtss.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land backward</ID><Animation><Filename>plym_bat_run_gt_lnd_bck.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land forward</ID><Animation><Filename>plym_bat_run_gt_lnd_for.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land left</ID><Animation><Filename>plym_bat_run_gt_lnd_lft.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land right</ID><Animation><Filename>plym_bat_run_gt_lnd_rgt.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land still</ID><Animation><Filename>plym_bat_run_gt_lnd.animx</Filename></Animation></Action>
<Action><ID>stand grenade toss</ID><Animation><Filename>plym_bat_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>equip human shield</ID><Animation><Filename>plym_bat_sd_equp.animx</Filename></Animation></Action>
<Action><ID>run jump land to stop</ID><Animation><Filename>plym_bat_run_jmplnd_stp.animx</Filename></Animation></Action>
<Action><ID>nut shot front player</ID><Animation><Filename>plym_bat_ntsht_frnt_a.animx</Filename></Animation></Action>
<Action><ID>nut shot front victim</ID><Animation><Filename>plym_bat_ntsht_frnt_b.animx</Filename></Animation></Action>
<Action><ID>nut shot back player</ID><Animation><Filename>plym_bat_ntsht_bck_a.animx</Filename></Animation></Action>
<Action><ID>nut shot back victim</ID><Animation><Filename>plym_bat_ntsht_bck_b.animx</Filename></Animation></Action>
<Action><ID>sprint shove left</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>sprint shove right</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>weapon sprint shove left</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>weapon sprint shove right</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>sprint to stop</ID><Animation><Filename>plym_bat_spnt_tostop.animx</Filename></Animation></Action>
<Action><ID>sprint to stop weapon</ID><Animation><Filename>plym_bat_spnt_tostop.animx</Filename></Animation></Action>
<Action><ID>plane stumble back</ID><Animation><Filename>mad02_plym_bat_stmbl_b.animx</Filename></Animation></Action>
<Action><ID>plane stumble forward</ID><Animation><Filename>mad02_plym_bat_stmbl_f.animx</Filename></Animation></Action>
<Action><ID>plane stumble left</ID><Animation><Filename>mad02_plym_bat_stmbl_l.animx</Filename></Animation></Action>
<Action><ID>plane stumble right</ID><Animation><Filename>mad02_plym_bat_stmbl_r.animx</Filename></Animation></Action>
<Action><ID>flinch chest back</ID><Animation><Filename>plym_bat_flnch_chst_bck.animx</Filename></Animation></Action>
<Action><ID>flinch chest front</ID><Animation><Filename>plym_bat_flnch_chst_frn.animx</Filename></Animation></Action>
<Action><ID>flinch chest left</ID><Animation><Filename>plym_bat_flnch_chst_lft.animx</Filename></Animation></Action>
<Action><ID>flinch chest right</ID><Animation><Filename>plym_bat_flnch_chst_rgt.animx</Filename></Animation></Action>
<Action><ID>flinch head back</ID><Animation><Filename>plym_bat_flnch_chst_bck.animx</Filename></Animation></Action>
<Action><ID>flinch head front</ID><Animation><Filename>plym_bat_flnch_chst_frn.animx</Filename></Animation></Action>
<Action><ID>flinch head left</ID><Animation><Filename>plym_bat_flnch_chst_lft.animx</Filename></Animation></Action>
<Action><ID>flinch head right</ID><Animation><Filename>plym_bat_flnch_chst_rgt.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis back</ID><Animation><Filename>plym_bat_flnch_chst_bck.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis front</ID><Animation><Filename>plym_bat_flnch_chst_frn.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis left</ID><Animation><Filename>plym_bat_flnch_chst_lft.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis right</ID><Animation><Filename>plym_bat_flnch_chst_rgt.animx</Filename></Animation></Action>
<Action><ID>cell phone answer</ID><Animation><Filename>plym_bat_ans_call.animx</Filename></Animation></Action>
</Actions></Group>
<Group><group>GrenadeLauncher</group><States>
</States><Actions>
<Action><ID>fine aim fire</ID><Animation><Filename>plym_rfl_sd_fire.animx</Filename></Animation></Action>
<Action><ID>run fire</ID><Animation><Filename>plym_rfl_run_fire.animx</Filename></Animation></Action>
<Action><ID>run fire back</ID><Animation><Filename>plym_rfl_run_fire_bck.animx</Filename></Animation></Action>
<Action><ID>run fire right</ID><Animation><Filename>plym_rfl_run_fire_rgt.animx</Filename></Animation></Action>
<Action><ID>stand fire</ID><Animation><Filename>plym_rfl_sd_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire</ID><Animation><Filename>plym_rfl_wlk_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire back</ID><Animation><Filename>plym_rfl_wlk_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire left</ID><Animation><Filename>plym_rfl_wlk_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire right</ID><Animation><Filename>plym_rfl_wlk_fire.animx</Filename></Animation></Action>
</Actions></Group>
<Group><group>SawedOff</group><States>
<State><ID>fine aim stand</ID><Animation><Filename>plym_sht_sd_aim.animx</Filename></Animation></State>
<State><ID>fine aim walk</ID><Animation><Filename>plym_sht_wlk_aim.animx</Filename></Animation></State>
<State><ID>back pedal left</ID><Animation><Filename>plym_sht_bped_l.animx</Filename></Animation></State>
<State><ID>back pedal right</ID><Animation><Filename>plym_sht_bped_r.animx</Filename></Animation></State>
<State><ID>crouch</ID><Animation><Filename>plym_sht_ch.animx</Filename></Animation></State>
<State><ID>crouch aim</ID><Animation><Filename>plym_sht_ch_aim.animx</Filename></Animation></State>
<State><ID>crouch ready</ID><Animation><Filename>plym_rfl_ch_rdy.animx</Filename></Animation></State>
<State><ID>crouch walk</ID><Animation><Filename>plym_sht_chwlk_rdy.animx</Filename></Animation></State>
<State><ID>crouch walk aim</ID><Animation><Filename>plym_sht_chwlk_aim.animx</Filename></Animation></State>
<State><ID>crouch walk aim back</ID><Animation><Filename>plym_sht_chwlk_aim_bck.animx</Filename></Animation></State>
<State><ID>crouch walk aim left</ID><Animation><Filename>plym_sht_chwlk_aim_lft.animx</Filename></Animation></State>
<State><ID>crouch walk aim right</ID><Animation><Filename>plym_sht_chwlk_aim_rgt.animx</Filename></Animation></State>
<State><ID>jog</ID><Animation><Filename>plym_sht_jog.animx</Filename></Animation></State>
<State><ID>pant</ID><Animation><Filename>plym_sht_pant.animx</Filename></Animation></State>
<State><ID>run</ID><Animation><Filename>player_shotgun_move</Filename></Animation></State>
<State><ID>run aim</ID><Animation><Filename>plym_sht_run_aim.animx</Filename></Animation></State>
<State><ID>run aim back</ID><Animation><Filename>plym_sht_run_aim_bck.animx</Filename></Animation></State>
<State><ID>run aim left</ID><Animation><Filename>plym_sht_run_aim_lft.animx</Filename></Animation></State>
<State><ID>run aim right</ID><Animation><Filename>plym_sht_run_aim_rgt.animx</Filename></Animation></State>
<State><ID>run aim back lh</ID><Animation><Filename>plym_sht_run_aim_bckl.animx</Filename></Animation></State>
<State><ID>run aim lh</ID><Animation><Filename>plym_sht_run_aim_l.animx</Filename></Animation></State>
<State><ID>run anim</ID><Animation><Filename>plym_sht_run.animx</Filename></Animation></State>
<State><ID>run ready</ID><Animation><Filename>plym_sht_run_rdy.animx</Filename></Animation></State>
<State><ID>run ready back</ID><Animation><Filename>plym_sht_run_rdy_bck.animx</Filename></Animation></State>
<State><ID>run ready back left</ID><Animation><Filename>plym_sht_run_rdy_bck.animx</Filename></Animation></State>
<State><ID>run ready back right</ID><Animation><Filename>plym_sht_run_rdy_bck.animx</Filename></Animation></State>
<State><ID>run ready left</ID><Animation><Filename>plym_sht_run_rdy_lft.animx</Filename></Animation></State>
<State><ID>run ready right</ID><Animation><Filename>plym_sht_run_rdy_rgt.animx</Filename></Animation></State>
<State><ID>stand</ID><Animation><Filename>plym_sht_sd.animx</Filename></Animation></State>
<State><ID>stand aim</ID><Animation><Filename>plym_sht_sd_aim.animx</Filename></Animation></State>
<State><ID>stand b</ID><Animation><Filename>plym_sht_sd.animx</Filename></Animation></State>
<State><ID>stand c</ID><Animation><Filename>plym_sht_sd.animx</Filename></Animation></State>
<State><ID>stand d</ID><Animation><Filename>plym_sht_sd.animx</Filename></Animation></State>
<State><ID>stand ready</ID><Animation><Filename>plym_sht_sd_rdy.animx</Filename></Animation></State>
<State><ID>walk</ID><Animation><Filename>player_shotgun_move</Filename></Animation></State>
<State><ID>walk aim</ID><Animation><Filename>plym_sht_wlk_aim.animx</Filename></Animation></State>
<State><ID>walk aim back</ID><Animation><Filename>plym_sht_wlk_aim_bck.animx</Filename></Animation></State>
<State><ID>walk aim left</ID><Animation><Filename>plym_sht_wlk_aim_lft.animx</Filename></Animation></State>
<State><ID>walk aim right</ID><Animation><Filename>plym_sht_wlk_aim_rgt.animx</Filename></Animation></State>
<State><ID>walk aim back lh</ID><Animation><Filename>plym_sht_wlk_aim_bckl.animx</Filename></Animation></State>
<State><ID>walk aim left lh</ID><Animation><Filename>plym_sht_wlk_aim_lftl.animx</Filename></Animation></State>
<State><ID>walk aim lh</ID><Animation><Filename>plym_sht_wlk_aiml.animx</Filename></Animation></State>
<State><ID>walk aim right lh</ID><Animation><Filename>plym_sht_wlk_aim_rgtl.animx</Filename></Animation></State>
<State><ID>walk anim</ID><Animation><Filename>plym_sht_wlk.animx</Filename></Animation></State>
<State><ID>walk left</ID><Animation><Filename>plym_sht_wlk_rdy_lft.animx</Filename></Animation></State>
<State><ID>walk ready</ID><Animation><Filename>plym_sht_wlk_rdy.animx</Filename></Animation></State>
<State><ID>walk ready back</ID><Animation><Filename>plym_sht_wlk_rdy_bck.animx</Filename></Animation></State>
<State><ID>walk ready back left</ID><Animation><Filename>plym_sht_wlk_rdy_bck.animx</Filename></Animation></State>
<State><ID>walk ready back right</ID><Animation><Filename>plym_sht_wlk_rdy_bck.animx</Filename></Animation></State>
<State><ID>walk ready left</ID><Animation><Filename>plym_sht_wlk_rdy_lft.animx</Filename></Animation></State>
<State><ID>walk ready right</ID><Animation><Filename>plym_sht_wlk_rdy_rgt.animx</Filename></Animation></State>
<State><ID>crouch wlk rdy fwd</ID><Animation><Filename>plym_sht_chwlk_rdy.animx</Filename></Animation></State>
<State><ID>weapon sprint</ID><Animation><Filename>plym_sht_sprint.animx</Filename></Animation></State>
</States><Actions>
<Action><ID>run fire</ID><Animation><Filename>plym_sht_run_fire.animx</Filename></Animation></Action>
<Action><ID>run fire back</ID><Animation><Filename>plym_sht_run_fire_bck.animx</Filename></Animation></Action>
<Action><ID>run fire back l</ID><Animation><Filename>plym_sht_run_fire_bckl.animx</Filename></Animation></Action>
<Action><ID>run fire l</ID><Animation><Filename>plym_sht_run_fire_l.animx</Filename></Animation></Action>
<Action><ID>run fire left</ID><Animation><Filename>plym_sht_run_fire_lft.animx</Filename></Animation></Action>
<Action><ID>run fire right</ID><Animation><Filename>plym_sht_run_fire_rgt.animx</Filename></Animation></Action>
<Action><ID>stand fire</ID><Animation><Filename>plym_sht_sd_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire</ID><Animation><Filename>plym_sht_wlk_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire back</ID><Animation><Filename>plym_sht_wlk_fire_bck.animx</Filename></Animation></Action>
<Action><ID>walk fire l</ID><Animation><Filename>plym_sht_wlk_fire_lh.animx</Filename></Animation></Action>
<Action><ID>walk fire left</ID><Animation><Filename>plym_sht_wlk_fire_lft.animx</Filename></Animation></Action>
<Action><ID>walk fire right</ID><Animation><Filename>plym_sht_wlk_fire_rgt.animx</Filename></Animation></Action>
<Action><ID>walk fire right l</ID><Animation><Filename>plym_sht_wlk_fire_rgtl.animx</Filename></Animation></Action>
<Action><ID>run to stop</ID><Animation><Filename>plym_sht_run-std.animx</Filename></Animation></Action>
<Action><ID>stand to run back</ID><Animation><Filename>plym_sht_strtrn_bck.animx</Filename></Animation></Action>
<Action><ID>stand to run forward</ID><Animation><Filename>plym_sht_strtrn_fwd.animx</Filename></Animation></Action>
<Action><ID>stand to run left</ID><Animation><Filename>plym_sht_strtrn_lft.animx</Filename></Animation></Action>
<Action><ID>stand to run right</ID><Animation><Filename>plym_sht_strtrn_rght.animx</Filename></Animation></Action>
<Action><ID>run to stop right</ID><Animation><Filename>plym_sht_run_tostop_rgt.animx</Filename></Animation></Action>
<Action><ID>turn 180 left</ID><Animation><Filename>plym_sht_run_180trn_lft.animx</Filename></Animation></Action>
<Action><ID>turn 180 right</ID><Animation><Filename>plym_sht_run_180trn_rgt.animx</Filename></Animation></Action>
<Action><ID>back pedal fire left</ID><Animation><Filename>plym_sht_wlk_fire_lft.animx</Filename></Animation></Action>
<Action><ID>back pedal fire right</ID><Animation><Filename>plym_sht_wlk_fire_rgtl.animx</Filename></Animation></Action>
<Action><ID>back pedal left reload</ID><Animation><Filename>plym_sht_bped_l_rload.animx</Filename></Animation></Action>
<Action><ID>crouch reload</ID><Animation><Filename>plym_sht_sd_rload.animx</Filename></Animation></Action>
<Action><ID>reload</ID><Animation><Filename>plym_sht_sd_rload.animx</Filename></Animation></Action>
<Action><ID>walk reload</ID><Animation><Filename>plym_sht_wlk_rload.animx</Filename></Animation></Action>
<Action><ID>crouch walk fire</ID><Animation><Filename>plym_sht_chwlk_fire.animx</Filename></Animation></Action>
<Action><ID>run reload</ID><Animation><Filename>plym_sht_run_rload.animx</Filename></Animation></Action>
<Action><ID>run reload back</ID><Animation><Filename>plym_sht_run_bk_rload.animx</Filename></Animation></Action>
<Action><ID>run reload back left</ID><Animation><Filename>plym_sht_run_bk_rload_l.animx</Filename></Animation></Action>
<Action><ID>run reload left</ID><Animation><Filename>plym_sht_run_lft_rload.animx</Filename></Animation></Action>
<Action><ID>run reload right</ID><Animation><Filename>plym_sht_run_rgt_rload.animx</Filename></Animation></Action>
<Action><ID>bash</ID><Animation><Filename>plym_rfl_ml_kck.animx</Filename></Animation></Action>
<Action><ID>walk reload left</ID><Animation><Filename>plym_sht_wlk_rload.animx</Filename></Animation></Action>
<Action><ID>walk reload right</ID><Animation><Filename>plym_sht_wlk_rload.animx</Filename></Animation></Action>
<Action><ID>crouch fire</ID><Animation><Filename>plym_sht_ch_fire.animx</Filename></Animation></Action>
<Action><ID>crouch walk fire back</ID><Animation><Filename>plym_sht_chwlk_fire.animx</Filename></Animation></Action>
<Action><ID>crouch walk fire left</ID><Animation><Filename>plym_sht_chwlk_fire_rgt.animx</Filename></Animation></Action>
<Action><ID>crouch walk fire right</ID><Animation><Filename>plym_sht_chwlk_fire_rgt.animx</Filename></Animation></Action>
<Action><ID>crouch walk reload</ID><Animation><Filename>plym_sht_chwlk_rload.animx</Filename></Animation></Action>
<Action><ID>crouch walk reload left</ID><Animation><Filename>plym_sht_chwlk_rgt_rload.animx</Filename></Animation></Action>
<Action><ID>crouch walk reload right</ID><Animation><Filename>plym_sht_chwlk_rgt_rload.animx</Filename></Animation></Action>
<Action><ID>nut shot front player</ID><Animation><Filename>plym_sht_ntsht_fnt_a.animx</Filename></Animation></Action>
<Action><ID>nut shot front victim</ID><Animation><Filename>plym_sht_ntsht_fnt_b.animx</Filename></Animation></Action>
<Action><ID>nut shot back player</ID><Animation><Filename>plym_sht_ntsht_bck_a.animx</Filename></Animation></Action>
<Action><ID>nut shot back victim</ID><Animation><Filename>plym_sht_ntsht_bck_b.animx</Filename></Animation></Action>
<Action><ID>explosion</ID><Animation><Filename>plym_sht_flashbngd.animx</Filename></Animation></Action>
<Action><ID>false start</ID><Animation><Filename>plym_sht_flse_strt.animx</Filename></Animation></Action>
<Action><ID>jump</ID><Animation><Filename>plym_sht_jump.animx</Filename></Animation></Action>
<Action><ID>jump land</ID><Animation><Filename>plym_sht_jump_land.animx</Filename></Animation></Action>
<Action><ID>run jump</ID><Animation><Filename>plym_sht_run_jmp.animx</Filename></Animation></Action>
<Action><ID>run jump land</ID><Animation><Filename>plym_sht_run_jmplnd.animx</Filename></Animation></Action>
<Action><ID>run jump land to stop</ID><Animation><Filename>plym_sht_run_jmplnd_stp.animx</Filename></Animation></Action>
<Action><ID>ready to stand</ID><Animation><Filename>plym_sht_aim_tostnd.animx</Filename></Animation></Action>
<Action><ID>sprint to stop</ID><Animation><Filename>plym_sht_sprint-std.animx</Filename></Animation></Action>
<Action><ID>sprint to stop weapon</ID><Animation><Filename>plym_sht_sprint-std_wpn.animx</Filename></Animation></Action>
<Action><ID>back pedal right reload</ID><Animation><Filename>plym_sht_bped_r_rload.animx</Filename></Animation></Action>
<Action><ID>run reload l</ID><Animation><Filename>plym_sht_run_l_rload.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 left weapon</ID><Animation><Filename>plym_sht_spt_180trn_lft.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 right weapon</ID><Animation><Filename>plym_sht_spt_180trn_rgt.animx</Filename></Animation></Action>
<Action><ID>stand turn left 180</ID><Animation><Filename>plym_sht_sd_trn180_lft.animx</Filename></Animation></Action>
<Action><ID>stand turn left 90</ID><Animation><Filename>plym_sht_sd_trn90_lft.animx</Filename></Animation></Action>
<Action><ID>stand turn right 180</ID><Animation><Filename>plym_sht_sd_trn180_rgt.animx</Filename></Animation></Action>
<Action><ID>stand turn right 90</ID><Animation><Filename>plym_sht_sd_trn90_rgt.animx</Filename></Animation></Action>
<Action><ID>flinch chest back</ID><Animation><Filename>plym_sht_flnch_chst_bck.animx</Filename></Animation></Action>
<Action><ID>flinch chest front</ID><Animation><Filename>plym_sht_flnch_chst_frn.animx</Filename></Animation></Action>
<Action><ID>flinch chest left</ID><Animation><Filename>plym_sht_flnch_chst_lft.animx</Filename></Animation></Action>
<Action><ID>flinch chest right</ID><Animation><Filename>plym_sht_flnch_chst_rgt_a.animx</Filename></Animation></Action>
<Action><ID>flinch head back</ID><Animation><Filename>plym_sht_flnch_chst_bck.animx</Filename></Animation></Action>
<Action><ID>flinch head front</ID><Animation><Filename>plym_sht_flnch_chst_frn.animx</Filename></Animation></Action>
<Action><ID>flinch head left</ID><Animation><Filename>plym_sht_flnch_chst_lft.animx</Filename></Animation></Action>
<Action><ID>flinch head right</ID><Animation><Filename>plym_sht_flnch_chst_rgt_a.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis back</ID><Animation><Filename>plym_sht_flnch_chst_bck.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis front</ID><Animation><Filename>plym_sht_flnch_chst_frn.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis left</ID><Animation><Filename>plym_sht_flnch_chst_lft.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis right</ID><Animation><Filename>plym_sht_flnch_chst_rgt_a.animx</Filename></Animation></Action>
</Actions></Group>
<Group><group>Chainsaw</group><States>
<State><ID>jog</ID><Animation><Filename>plym_saw_jog.animx</Filename></Animation></State>
<State><ID>run</ID><Animation><Filename>player_chainsaw_move</Filename></Animation></State>
<State><ID>run anim</ID><Animation><Filename>plym_saw_run.animx</Filename></Animation></State>
<State><ID>sprint</ID><Animation><Filename>plym_saw_sprint.animx</Filename></Animation></State>
<State><ID>stand</ID><Animation><Filename>plym_saw_sd_rdy.animx</Filename></Animation></State>
<State><ID>walk</ID><Animation><Filename>player_chainsaw_move</Filename></Animation></State>
<State><ID>walk anim</ID><Animation><Filename>plym_saw_wlk.animx</Filename></Animation></State>
<State><ID>run ready</ID><Animation><Filename>player_chainsaw_move</Filename></Animation></State>
<State><ID>walk ready</ID><Animation><Filename>player_chainsaw_move</Filename></Animation></State>
<State><ID>weapon sprint</ID><Animation><Filename>plym_saw_sprint.animx</Filename></Animation></State>
<State><ID>pant</ID><Animation><Filename>plym_rfl_pant.animx</Filename></Animation></State>
<State><ID>stand ready</ID><Animation><Filename>plym_saw_sd_rdy.animx</Filename></Animation></State>
</States><Actions>
<Action><ID>sprint trans</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>sprint to run trans</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 1</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 2</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 3</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>melee</ID><Animation><Filename>plym_saw_attack_a.animx</Filename></Animation></Action>
<Action><ID>melee vic</ID><Animation><Filename>plym_saw_attack_a_vic.animx</Filename></Animation></Action>
<Action><ID>melee2</ID><Animation><Filename>plym_saw_attack_b.animx</Filename></Animation></Action>
<Action><ID>melee2 vic</ID><Animation><Filename>plym_saw_attack_b_vic.animx</Filename></Animation></Action>
<Action><ID>melee3</ID><Animation><Filename>plym_saw_attack_c.animx</Filename></Animation></Action>
<Action><ID>melee3 vic</ID><Animation><Filename>plym_saw_attack_c_vic.animx</Filename></Animation></Action>
<Action><ID>attack a</ID><Animation><Filename>plym_saw_sd_attk01.animx</Filename></Animation></Action>
<Action><ID>attack b</ID><Animation><Filename>plym_saw_sd_attk02.animx</Filename></Animation></Action>
<Action><ID>attack c</ID><Animation><Filename>plym_saw_sd_attk03.animx</Filename></Animation></Action>
<Action><ID>attack d</ID><Animation><Filename>plym_saw_sd_attk04.animx</Filename></Animation></Action>
<Action><ID>stand to run back</ID><Animation><Filename>plym_saw_strtrn_bck.animx</Filename></Animation></Action>
<Action><ID>stand to run forward</ID><Animation><Filename>plym_saw_strtrn_fwd.animx</Filename></Animation></Action>
<Action><ID>stand to run left</ID><Animation><Filename>plym_saw_strtrn_lft.animx</Filename></Animation></Action>
<Action><ID>stand to run right</ID><Animation><Filename>plym_saw_strtrn_rgt.animx</Filename></Animation></Action>
<Action><ID>run to stop</ID><Animation><Filename>plym_saw_run_tostop.animx</Filename></Animation></Action>
<Action><ID>run to stop right</ID><Animation><Filename>plym_saw_run_tostop_rgt.animx</Filename></Animation></Action>
<Action><ID>turn 180 left</ID><Animation><Filename>plym_saw_run_180trn_lft.animx</Filename></Animation></Action>
<Action><ID>turn 180 right</ID><Animation><Filename>plym_saw_run_180trn_rgt.animx</Filename></Animation></Action>
<Action><ID>move attack a</ID><Animation><Filename>plym_saw_run_attk01.animx</Filename></Animation></Action>
<Action><ID>false start</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>jump</ID><Animation><Filename>plym_saw_jump.animx</Filename></Animation></Action>
<Action><ID>jump land</ID><Animation><Filename>plym_saw_jump_land.animx</Filename></Animation></Action>
<Action><ID>run jump</ID><Animation><Filename>plym_saw_run_jmp.animx</Filename></Animation></Action>
<Action><ID>run jump land</ID><Animation><Filename>plym_saw_run_jmplnd.animx</Filename></Animation></Action>
<Action><ID>run grenade toss</ID><Animation><Filename>plym_rfl_run_grndtss.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land backward</ID><Animation><Filename>plym_rfl_run_gt_lnd_bck.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land forward</ID><Animation><Filename>plym_rfl_run_gt_lnd_for.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land left</ID><Animation><Filename>plym_rfl_run_gt_lnd_lft.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land right</ID><Animation><Filename>plym_rfl_run_gt_lnd_rgt.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land still</ID><Animation><Filename>plym_rfl_run_gt_lnd.animx</Filename></Animation></Action>
<Action><ID>stand grenade toss</ID><Animation><Filename>plym_rfl_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>equip</ID><Animation><Filename>plym_saw_equip.animx</Filename></Animation></Action>
<Action><ID>prone attack</ID><Animation><Filename>plym_saw_prn_attk.animx</Filename></Animation></Action>
<Action><ID>equip human shield</ID><Animation><Filename>plym_saw_equip.animx</Filename></Animation></Action>
<Action><ID>run jump land to stop</ID><Animation><Filename>plym_saw_run_jmplnd_stp.animx</Filename></Animation></Action>
<Action><ID>sprint dive</ID><Animation><Filename>plym_saw_dive_fall.animx</Filename></Animation></Action>
<Action><ID>sprint dive roll</ID><Animation><Filename>plym_saw_dive_toroll.animx</Filename></Animation></Action>
<Action><ID>sprint to stop</ID><Animation><Filename>plym_saw_sprint-std_wpn.animx</Filename></Animation></Action>
<Action><ID>sprint to stop weapon</ID><Animation><Filename>plym_saw_sprint-std_wpn.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 left</ID><Animation><Filename>plym_saw_spt_180trn_lft.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 right</ID><Animation><Filename>plym_saw_spt_180trn_rgt.animx</Filename></Animation></Action>
<Action><ID>sprint shove left</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>sprint shove right</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>weapon sprint shove left</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>weapon sprint shove right</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
</Actions></Group>
<Group><group>Shot Gun</group><States>
</States><Actions>
<Action><ID>stand fire</ID><Animation><Filename>plym_pump_sd_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire</ID><Animation><Filename>plym_pump_sd_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire back</ID><Animation><Filename>plym_pump_sd_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire left</ID><Animation><Filename>plym_pump_wlk_lft_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire right</ID><Animation><Filename>plym_pump_wlk_rgt_fire.animx</Filename></Animation></Action>
<Action><ID>run fire</ID><Animation><Filename>plym_pump_run_fire.animx</Filename></Animation></Action>
<Action><ID>run fire back</ID><Animation><Filename>plym_pump_run_bck_fire.animx</Filename></Animation></Action>
<Action><ID>fine aim fire</ID><Animation><Filename>plym_pump_sd_fire.animx</Filename></Animation></Action>
<Action><ID>back pedal fire left</ID><Animation><Filename>plym_pump_bped_lft_fire.animx</Filename></Animation></Action>
<Action><ID>back pedal fire right</ID><Animation><Filename>plym_pump_bped_r_fire.animx</Filename></Animation></Action>
<Action><ID>run fire back l</ID><Animation><Filename>plym_pump_run_bck_l_fire.animx</Filename></Animation></Action>
<Action><ID>run fire l</ID><Animation><Filename>plym_pump_run_fire_l.animx</Filename></Animation></Action>
<Action><ID>run fire left</ID><Animation><Filename>plym_pump_run_fire_left.animx</Filename></Animation></Action>
<Action><ID>run fire right</ID><Animation><Filename>plym_pump_run_rgt_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire l</ID><Animation><Filename>plym_pump_wlk_fire_l.animx</Filename></Animation></Action>
<Action><ID>bash</ID><Animation><Filename>plym_sht_ml_kck.animx</Filename></Animation></Action>
<Action><ID>reload</ID><Animation><Filename>plym_pump_sd_rload.animx</Filename></Animation></Action>
<Action><ID>run reload</ID><Animation><Filename>plym_pump_run_rload.animx</Filename></Animation></Action>
<Action><ID>walk reload</ID><Animation><Filename>plym_pump_wlk_rload.animx</Filename></Animation></Action>
<Action><ID>run reload back</ID><Animation><Filename>plym_pump_runbck_rload.animx</Filename></Animation></Action>
<Action><ID>run reload right</ID><Animation><Filename>plym_pump_runrgt_rload.animx</Filename></Animation></Action>
<Action><ID>back pedal left reload</ID><Animation><Filename>plym_pump_wlk_lft_rload.animx</Filename></Animation></Action>
<Action><ID>crouch reload</ID><Animation><Filename>plym_pump_wlk_rload.animx</Filename></Animation></Action>
<Action><ID>crouch walk reload</ID><Animation><Filename>plym_pump_crch_wlk_rload.animx</Filename></Animation></Action>
<Action><ID>run reload back left</ID><Animation><Filename>plym_pump_runbck_l_rload.animx</Filename></Animation></Action>
<Action><ID>run reload left</ID><Animation><Filename>plym_pump_runlft_rload.animx</Filename></Animation></Action>
<Action><ID>crouch walk reload left</ID><Animation><Filename>plym_pump_crch_wlk_r_rload.animx</Filename></Animation></Action>
<Action><ID>walk reload left</ID><Animation><Filename>plym_pump_wlk_lft_rload.animx</Filename></Animation></Action>
<Action><ID>walk reload right</ID><Animation><Filename>plym_pump_wlk_lft_rload.animx</Filename></Animation></Action>
<Action><ID>crouch fire</ID><Animation><Filename>plym_pump_sd_fire.animx</Filename></Animation></Action>
<Action><ID>crouch walk fire</ID><Animation><Filename>plym_pump_chwlk_fire.animx</Filename></Animation></Action>
<Action><ID>crouch walk fire left</ID><Animation><Filename>plym_pump_chwlk_rgt_fire.animx</Filename></Animation></Action>
<Action><ID>crouch walk fire right</ID><Animation><Filename>plym_pump_chwlk_rgt_fire.animx</Filename></Animation></Action>
<Action><ID>crouch walk fire back</ID><Animation><Filename>plym_pump_chwlk_fire.animx</Filename></Animation></Action>
<Action><ID>run fire left l</ID><Animation><Filename>plym_pump_run_fire_left.animx</Filename></Animation></Action>
<Action><ID>run fire right l</ID><Animation><Filename>plym_pump_run_rgt_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire right l</ID><Animation><Filename>plym_pump_run_fire_left.animx</Filename></Animation></Action>
<Action><ID>jump</ID><Animation><Filename>plym_rfl_jump.animx</Filename></Animation></Action>
<Action><ID>jump land</ID><Animation><Filename>plym_rfl_jump_land.animx</Filename></Animation></Action>
<Action><ID>run reload l</ID><Animation><Filename>plym_pump_run_l_rload.animx</Filename></Animation></Action>
<Action><ID>back pedal right reload</ID><Animation><Filename>plym_pump_bped_r_rload.animx</Filename></Animation></Action>
<Action><ID>crouch walk reload right</ID><Animation><Filename>plym_pump_crch_wlk_r_rload.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 left weapon</ID><Animation><Filename>plym_sht_spt_180trn_lft.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 right weapon</ID><Animation><Filename>plym_sht_spt_180trn_rgt.animx</Filename></Animation></Action>
</Actions></Group>
<Group><group>Luchador</group><States>
<State><ID>sprint</ID><Animation><Filename>plym_sht_sprint.animx</Filename></Animation></State>
<State><ID>weapon sprint</ID><Animation><Filename>plym_sht_sprint.animx</Filename></Animation></State>
</States><Actions>
<Action><ID>run fire</ID><Animation><Filename>plym_luch_run_fire.animx</Filename></Animation></Action>
<Action><ID>run fire back</ID><Animation><Filename>plym_luch_run_fire_bck.animx</Filename></Animation></Action>
<Action><ID>run fire right</ID><Animation><Filename>plym_luch_run_fire_rgt.animx</Filename></Animation></Action>
<Action><ID>stand fire</ID><Animation><Filename>plym_luch_sd_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire</ID><Animation><Filename>plym_luch_wlk_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire back</ID><Animation><Filename>plym_luch_wlk_fire.animx</Filename></Animation></Action>
<Action><ID>walk fire left</ID><Animation><Filename>plym_luch_wlk_fire_rgt.animx</Filename></Animation></Action>
<Action><ID>walk fire right</ID><Animation><Filename>plym_luch_wlk_fire_rgt.animx</Filename></Animation></Action>
<Action><ID>back pedal fire left</ID><Animation><Filename>plym_luch_wlk_fire_rgt.animx</Filename></Animation></Action>
<Action><ID>sprint trans</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>sprint to run trans</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
</Actions></Group>
<Group><group>Sledge</group><States>
<State><ID>jog</ID><Animation><Filename>plym_ham_jog.animx</Filename></Animation></State>
<State><ID>run</ID><Animation><Filename>player_hammer_move</Filename></Animation></State>
<State><ID>run ready</ID><Animation><Filename>plym_ham_run.animx</Filename></Animation></State>
<State><ID>stand</ID><Animation><Filename>plym_ham_sd.animx</Filename></Animation></State>
<State><ID>stand ready</ID><Animation><Filename>plym_ham_sd.animx</Filename></Animation></State>
<State><ID>walk</ID><Animation><Filename>player_hammer_move</Filename></Animation></State>
<State><ID>walk ready</ID><Animation><Filename>plym_ham_wlk.animx</Filename></Animation></State>
<State><ID>sprint</ID><Animation><Filename>plym_ham_sprint.animx</Filename></Animation></State>
</States><Actions>
<Action><ID>melee</ID><Animation><Filename>plym_ham_attk_fin_a.animx</Filename></Animation></Action>
<Action><ID>melee vic</ID><Animation><Filename>plym_ham_attk_fin_a_vic.animx</Filename></Animation></Action>
<Action><ID>attack a</ID><Animation><Filename>plym_ham_attk_mov_cut1.animx</Filename></Animation></Action>
<Action><ID>attack b</ID><Animation><Filename>plym_ham_attk_mov_cut2.animx</Filename></Animation></Action>
<Action><ID>attack l 1</ID><Animation><Filename>plym_ham_attk_sd_vert.animx</Filename></Animation></Action>
<Action><ID>melee2</ID><Animation><Filename>plym_ham_attk_fin_b.animx</Filename></Animation></Action>
<Action><ID>melee2 vic</ID><Animation><Filename>plym_ham_attk_fin_b_vic.animx</Filename></Animation></Action>
<Action><ID>move attack a</ID><Animation><Filename>plym_ham_run_attk01.animx</Filename></Animation></Action>
<Action><ID>attack l 2</ID><Animation><Filename>plym_ham_attk_sd_hor.animx</Filename></Animation></Action>
<Action><ID>false start</ID><Animation><Filename>plym_ham_flse_strt.animx</Filename></Animation></Action>
<Action><ID>run to stop</ID><Animation><Filename>plym_ham_run_tostop.animx</Filename></Animation></Action>
<Action><ID>run to stop right</ID><Animation><Filename>plym_ham_run_tostop_rgt.animx</Filename></Animation></Action>
<Action><ID>sprint to stop</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>sprint to stop weapon</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 left</ID><Animation><Filename>plym_ham_spt_180trn_lft.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 right</ID><Animation><Filename>plym_ham_spt_180trn_rgt.animx</Filename></Animation></Action>
<Action><ID>stand to run back</ID><Animation><Filename>plym_ham_strtrn_bck.animx</Filename></Animation></Action>
<Action><ID>stand to run forward</ID><Animation><Filename>plym_ham_strtrn_fwd.animx</Filename></Animation></Action>
<Action><ID>stand to run left</ID><Animation><Filename>plym_ham_strtrn_lft.animx</Filename></Animation></Action>
<Action><ID>stand to run right</ID><Animation><Filename>plym_ham_strtrn_rgt.animx</Filename></Animation></Action>
<Action><ID>turn 180 left</ID><Animation><Filename>plym_ham_run_180trn_lft.animx</Filename></Animation></Action>
<Action><ID>turn 180 right</ID><Animation><Filename>plym_ham_run_180trn_rgt.animx</Filename></Animation></Action>
<Action><ID>move attack b</ID><Animation><Filename>plym_ham_attk_run_vert.animx</Filename></Animation></Action>
</Actions></Group>
<Group><group>Predator Drone</group><States>
<State><ID>jog</ID><Animation><Filename>plym_pred_jog.animx</Filename></Animation></State>
<State><ID>run</ID><Animation><Filename>player_predator_move</Filename></Animation></State>
<State><ID>run anim</ID><Animation><Filename>plym_pred_run.animx</Filename></Animation></State>
<State><ID>sprint</ID><Animation><Filename>plym_pred_sprint.animx</Filename></Animation></State>
<State><ID>stand</ID><Animation><Filename>plym_pred_sd.animx</Filename></Animation></State>
<State><ID>walk</ID><Animation><Filename>player_predator_move</Filename></Animation></State>
<State><ID>walk anim</ID><Animation><Filename>plym_pred_wlk.animx</Filename></Animation></State>
<State><ID>crouch</ID><Animation><Filename>plym_pred_crch.animx</Filename></Animation></State>
<State><ID>crouch ready</ID><Animation><Filename>plym_pred_crch_idle.animx</Filename></Animation></State>
<State><ID>crouch walk</ID><Animation><Filename>plym_pred_crch_wlk.animx</Filename></Animation></State>
<State><ID>stand ready</ID><Animation><Filename>plym_pred_sd_idle.animx</Filename></Animation></State>
<State><ID>weapon sprint</ID><Animation><Filename>plym_pred_sprint.animx</Filename></Animation></State>
<State><ID>pant</ID><Animation><Filename>plym_pred_pant.animx</Filename></Animation></State>
</States><Actions>
<Action><ID>crouch close</ID><Animation><Filename>plym_pred_crch_close.animx</Filename></Animation></Action>
<Action><ID>crouch open</ID><Animation><Filename>plym_pred_crch_open.animx</Filename></Animation></Action>
<Action><ID>run open</ID><Animation><Filename>plym_pred_run_open.animx</Filename></Animation></Action>
<Action><ID>stand close</ID><Animation><Filename>plym_pred_sd_close.animx</Filename></Animation></Action>
<Action><ID>stand open</ID><Animation><Filename>plym_pred_sd_open.animx</Filename></Animation></Action>
<Action><ID>idle</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 1</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 2</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 3</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>stand to run back</ID><Animation><Filename>plym_pred_strtrn_bck.animx</Filename></Animation></Action>
<Action><ID>stand to run forward</ID><Animation><Filename>plym_pred_strtrn_fwd.animx</Filename></Animation></Action>
<Action><ID>stand to run left</ID><Animation><Filename>plym_pred_strtrn_lft.animx</Filename></Animation></Action>
<Action><ID>stand to run right</ID><Animation><Filename>plym_pred_strtrn_rght.animx</Filename></Animation></Action>
<Action><ID>run to stop</ID><Animation><Filename>plym_pred_run-std.animx</Filename></Animation></Action>
<Action><ID>run to stop right</ID><Animation><Filename>plym_pred_run_tostop_rgt.animx</Filename></Animation></Action>
<Action><ID>turn 180 left</ID><Animation><Filename>plym_pred_run_180trn_lft.animx</Filename></Animation></Action>
<Action><ID>turn 180 right</ID><Animation><Filename>plym_pred_run_180trn_rgt.animx</Filename></Animation></Action>
<Action><ID>false start</ID><Animation><Filename>plym_pred_flse_strt.animx</Filename></Animation></Action>
<Action><ID>sprint to stop</ID><Animation><Filename>plym_pred_spnt_tostop.animx</Filename></Animation></Action>
<Action><ID>sprint to stop weapon</ID><Animation><Filename>plym_pred_spnt_tostop.animx</Filename></Animation></Action>
<Action><ID>jump</ID><Animation><Filename>plym_pred_jump.animx</Filename></Animation></Action>
<Action><ID>jump land</ID><Animation><Filename>plym_pred_jump_land.animx</Filename></Animation></Action>
<Action><ID>jump land high</ID><Animation><Filename>plym_pred_jump_land.animx</Filename></Animation></Action>
<Action><ID>run jump</ID><Animation><Filename>plym_pred_run_jmp.animx</Filename></Animation></Action>
<Action><ID>run jump land</ID><Animation><Filename>plym_pred_run_jmplnd.animx</Filename></Animation></Action>
<Action><ID>run jump land high</ID><Animation><Filename>plym_bs_run_jmplndhgh.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 left</ID><Animation><Filename>plym_pred_spt_180trn_lft.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 right</ID><Animation><Filename>plym_pred_spt_180trn_rgt.animx</Filename></Animation></Action>
<Action><ID>run jump land to stop</ID><Animation><Filename>plym_pred_run_jmplnd_stp.animx</Filename></Animation></Action>
<Action><ID>equip</ID><Animation><Filename>plym_pred_equip.animx</Filename></Animation></Action>
<Action><ID>nutshot back player</ID><Animation><Filename>plym_drone_nutshot_back_a.animx</Filename></Animation></Action>
<Action><ID>nutshot back victim</ID><Animation><Filename>plym_drone_nutshot_back_b.animx</Filename></Animation></Action>
<Action><ID>nutshot front player</ID><Animation><Filename>plym_drone_nutshot_front_a.animx</Filename></Animation></Action>
<Action><ID>nutshot front victim</ID><Animation><Filename>plym_drone_nutshot_front_b.animx</Filename></Animation></Action>
<Action><ID>sprint dive</ID><Animation><Filename>plym_pred_dive_fall.animx</Filename></Animation></Action>
<Action><ID>sprint dive roll</ID><Animation><Filename>plym_drone_dive_toroll.animx</Filename></Animation></Action>
<Action><ID>stand grenade toss</ID><Animation><Filename>plym_pred_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>run grenade toss</ID><Animation><Filename>plym_pred_run_grndtss.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land backward</ID><Animation><Filename>plym_pred_run_gt_lnd_bck.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land forward</ID><Animation><Filename>plym_pred_run_gt_lnd_for.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land left</ID><Animation><Filename>plym_pred_run_gt_lnd_lft.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land right</ID><Animation><Filename>plym_pred_run_gt_lnd_rgt.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land still</ID><Animation><Filename>plym_pred_run_gt_lnd.animx</Filename></Animation></Action>
<Action><ID>flinch chest back</ID><Animation><Filename>plym_pred_flnch_chst_bck.animx</Filename></Animation></Action>
<Action><ID>flinch chest front</ID><Animation><Filename>plym_pred_flnch_chst_frnt.animx</Filename></Animation></Action>
<Action><ID>flinch chest left</ID><Animation><Filename>plym_ped_flnch_chst_lft.animx</Filename></Animation></Action>
<Action><ID>flinch chest right</ID><Animation><Filename>plym_pred_flnch_chst_rgt.animx</Filename></Animation></Action>
<Action><ID>flinch head back</ID><Animation><Filename>plym_pred_flnch_chst_bck.animx</Filename></Animation></Action>
<Action><ID>flinch head front</ID><Animation><Filename>plym_pred_flnch_chst_frnt.animx</Filename></Animation></Action>
<Action><ID>flinch head left</ID><Animation><Filename>plym_ped_flnch_chst_lft.animx</Filename></Animation></Action>
<Action><ID>flinch head right</ID><Animation><Filename>plym_pred_flnch_chst_rgt.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis back</ID><Animation><Filename>plym_pred_flnch_chst_bck.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis front</ID><Animation><Filename>plym_pred_flnch_chst_frnt.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis left</ID><Animation><Filename>plym_ped_flnch_chst_lft.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis right</ID><Animation><Filename>plym_pred_flnch_chst_rgt.animx</Filename></Animation></Action>
<Action><ID>bash</ID><Animation><Filename>plym_pred_bash.animx</Filename></Animation></Action>
<Action><ID>melee moving</ID><Animation><Filename>plym_pred_bash.animx</Filename></Animation></Action>
<Action><ID>weapon sprint shove left</ID><Animation><Filename>plym_pred_spnt_shv_lft.animx</Filename></Animation></Action>
<Action><ID>weapon sprint shove right</ID><Animation><Filename>plym_pred_spnt_shv_rgt.animx</Filename></Animation></Action>
<Action><ID>sprint shove left</ID><Animation><Filename>plym_pred_spnt_shv_lft.animx</Filename></Animation></Action>
<Action><ID>sprint shove right</ID><Animation><Filename>plym_pred_spnt_shv_rgt.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 left weapon</ID><Animation><Filename>plym_pred_spt_180trn_lft.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 right weapon</ID><Animation><Filename>plym_pred_spt_180trn_rgt.animx</Filename></Animation></Action>
</Actions></Group>
<Group><group>SatchelCharge</group><States>
<State><ID>jog</ID><Animation><Filename>plym_sat_jog.animx</Filename></Animation></State>
<State><ID>run</ID><Animation><Filename>player_satchel_move</Filename></Animation></State>
<State><ID>run anim</ID><Animation><Filename>plym_sat_run.animx</Filename></Animation></State>
<State><ID>sprint</ID><Animation><Filename>plym_sat_sprint.animx</Filename></Animation></State>
<State><ID>stand</ID><Animation><Filename>plym_sat_sd.animx</Filename></Animation></State>
<State><ID>walk</ID><Animation><Filename>player_satchel_move</Filename></Animation></State>
<State><ID>walk anim</ID><Animation><Filename>plym_sat_wlk.animx</Filename></Animation></State>
<State><ID>crouch walk</ID><Animation><Filename>plym_sat_crch_wlk.animx</Filename></Animation></State>
<State><ID>weapon sprint</ID><Animation><Filename>plym_sat_sprint.animx</Filename></Animation></State>
<State><ID>hsg stand</ID><Animation><Filename>hs_sat_sd_a.animx</Filename></Animation></State>
<State><ID>hsg walk back</ID><Animation><Filename>hs_sat_wlk_bck_a.animx</Filename></Animation></State>
<State><ID>hsg walk forward</ID><Animation><Filename>hs_sat_wlk_a.animx</Filename></Animation></State>
<State><ID>hsg walk left</ID><Animation><Filename>hs_sat_wlk_lft_a.animx</Filename></Animation></State>
<State><ID>hsg walk right</ID><Animation><Filename>hs_sat_wlk_rgt_a.animx</Filename></Animation></State>
<State><ID>hs stand</ID><Animation><Filename>hs_sat_sd_a.animx</Filename></Animation></State>
<State><ID>hs walk back</ID><Animation><Filename>hs_sat_wlk_bck_a.animx</Filename></Animation></State>
<State><ID>hs walk forward</ID><Animation><Filename>hs_sat_wlk_a.animx</Filename></Animation></State>
<State><ID>hs walk left</ID><Animation><Filename>hs_sat_wlk_lft_a.animx</Filename></Animation></State>
<State><ID>hs walk right</ID><Animation><Filename>hs_sat_wlk_rgt_a.animx</Filename></Animation></State>
<State><ID>pant</ID><Animation><Filename>plym_sat_pant.animx</Filename></Animation></State>
<State><ID>crouch</ID><Animation><Filename>plym_sat_crch_idle.animx</Filename></Animation></State>
</States><Actions>
<Action><ID>equip</ID><Animation><Filename>plym_ps_eqip.animx</Filename></Animation></Action>
<Action><ID>false start</ID><Animation><Filename>plym_sat_flse_strt.animx</Filename></Animation></Action>
<Action><ID>idle</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 1</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 2</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>idle variant 3</ID><Animation><Filename>cop_bs_null.animx</Filename></Animation></Action>
<Action><ID>jump</ID><Animation><Filename>plym_sat_jump.animx</Filename></Animation></Action>
<Action><ID>jump land</ID><Animation><Filename>plym_sat_jump_land.animx</Filename></Animation></Action>
<Action><ID>jump land high</ID><Animation><Filename>plym_sat_jump_land.animx</Filename></Animation></Action>
<Action><ID>run grenade toss</ID><Animation><Filename>plym_sat_run_grndtss.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land backward</ID><Animation><Filename>plym_sat_run_gt_lnd_bck.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land forward</ID><Animation><Filename>plym_sat_run_gt_lnd_for.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land left</ID><Animation><Filename>plym_sat_run_gt_lnd_lft.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land right</ID><Animation><Filename>plym_sat_run_gt_lnd_rgt.animx</Filename></Animation></Action>
<Action><ID>run jump</ID><Animation><Filename>plym_sat_run_jmp.animx</Filename></Animation></Action>
<Action><ID>run jump land</ID><Animation><Filename>plym_sat_run_jmplnd.animx</Filename></Animation></Action>
<Action><ID>run jump land high</ID><Animation><Filename>plym_bs_run_jmplndhgh.animx</Filename></Animation></Action>
<Action><ID>run to stop</ID><Animation><Filename>plym_sat_run_tostop.animx</Filename></Animation></Action>
<Action><ID>run to stop right</ID><Animation><Filename>plym_sat_run_tostop_rgt.animx</Filename></Animation></Action>
<Action><ID>stand to run back</ID><Animation><Filename>plym_sat_strtrn_bck.animx</Filename></Animation></Action>
<Action><ID>stand to run forward</ID><Animation><Filename>plym_sat_strtrn_fwd.animx</Filename></Animation></Action>
<Action><ID>stand to run left</ID><Animation><Filename>plym_sat_strtrn_lft.animx</Filename></Animation></Action>
<Action><ID>stand to run right</ID><Animation><Filename>plym_sat_strtrn_rgt.animx</Filename></Animation></Action>
<Action><ID>turn 180 left</ID><Animation><Filename>plym_sat_run_180trn_lft.animx</Filename></Animation></Action>
<Action><ID>turn 180 right</ID><Animation><Filename>plym_sat_run_180trn_rgt.animx</Filename></Animation></Action>
<Action><ID>sprint to stop</ID><Animation><Filename>plym_sat_spnt_tostop.animx</Filename></Animation></Action>
<Action><ID>sprint to stop weapon</ID><Animation><Filename>plym_sat_spnt_tostop.animx</Filename></Animation></Action>
<Action><ID>stand grenade toss</ID><Animation><Filename>plym_satchel_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>run grenade toss land still</ID><Animation><Filename>plym_sat_run_gt_lnd.animx</Filename></Animation></Action>
<Action><ID>run jump land to stop</ID><Animation><Filename>plym_sat_run_jmplnd_stp.animx</Filename></Animation></Action>
<Action><ID>hsg throw a</ID><Animation><Filename>hs_sat_gnadetoss_a.animx</Filename></Animation></Action>
<Action><ID>hsg throw b</ID><Animation><Filename>hs_gnadetoss_b.animx</Filename></Animation></Action>
<Action><ID>nut shot front player</ID><Animation><Filename>plym_sat_ntsht_frnt_a.animx</Filename></Animation></Action>
<Action><ID>nut shot front victim</ID><Animation><Filename>plym_sat_ntsht_frnt_b.animx</Filename></Animation></Action>
<Action><ID>nut shot back player</ID><Animation><Filename>plym_sat_ntsht_bck_a.animx</Filename></Animation></Action>
<Action><ID>nut shot back victim</ID><Animation><Filename>plym_sat_ntsht_bck_b.animx</Filename></Animation></Action>
<Action><ID>bash</ID><Animation><Filename>plym_sat_bash.animx</Filename></Animation></Action>
<Action><ID>sprint shove left</ID><Animation><Filename>plym_sat_sprint_shv_lft.animx</Filename></Animation></Action>
<Action><ID>sprint shove right</ID><Animation><Filename>plym_sat_sprint_shv_rgt.animx</Filename></Animation></Action>
<Action><ID>weapon sprint shove left</ID><Animation><Filename>plym_sat_sprint_shv_lft.animx</Filename></Animation></Action>
<Action><ID>weapon sprint shove right</ID><Animation><Filename>plym_sat_sprint_shv_rgt.animx</Filename></Animation></Action>
<Action><ID>sprint dive</ID><Animation><Filename>plym_sat_dive_fall.animx</Filename></Animation></Action>
<Action><ID>sprint dive roll</ID><Animation><Filename>plym_sat_dive_toroll.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 left weapon</ID><Animation><Filename>plym_sat_spt_180trn_lft.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 right weapon</ID><Animation><Filename>plym_sat_spt_180trn_rgt.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 left</ID><Animation><Filename>plym_sat_spt_180trn_lft.animx</Filename></Animation></Action>
<Action><ID>sprint turn 180 right</ID><Animation><Filename>plym_sat_spt_180trn_rgt.animx</Filename></Animation></Action>
<Action><ID>flinch chest back</ID><Animation><Filename>plym_sat_flnch_chst_bck.animx</Filename></Animation></Action>
<Action><ID>flinch chest front</ID><Animation><Filename>plym_sat_flnch_chst_frnt.animx</Filename></Animation></Action>
<Action><ID>flinch chest left</ID><Animation><Filename>plym_sat_flnch_chst_lft.animx</Filename></Animation></Action>
<Action><ID>flinch chest right</ID><Animation><Filename>plym_sat_flnch_chst_rgt.animx</Filename></Animation></Action>
<Action><ID>flinch head back</ID><Animation><Filename>plym_sat_flnch_chst_bck.animx</Filename></Animation></Action>
<Action><ID>flinch head front</ID><Animation><Filename>plym_sat_flnch_chst_frnt.animx</Filename></Animation></Action>
<Action><ID>flinch head left</ID><Animation><Filename>plym_sat_flnch_chst_lft.animx</Filename></Animation></Action>
<Action><ID>flinch head right</ID><Animation><Filename>plym_sat_flnch_chst_rgt.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis back</ID><Animation><Filename>plym_sat_flnch_chst_bck.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis front</ID><Animation><Filename>plym_sat_flnch_chst_frnt.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis left</ID><Animation><Filename>plym_sat_flnch_chst_lft.animx</Filename></Animation></Action>
<Action><ID>flinch pelvis right</ID><Animation><Filename>plym_sat_flnch_chst_rgt.animx</Filename></Animation></Action>
<Action><ID>melee moving</ID><Animation><Filename>plym_sat_bash.animx</Filename></Animation></Action>
<Action><ID>land medium</ID><Animation><Filename>plym_sat_lnd_med.animx</Filename></Animation></Action>
<Action><ID>land soft</ID><Animation><Filename>plym_sat_lnd_sft.animx</Filename></Animation></Action>
</Actions></Group>
<Group><group>SMG</group><States>
</States><Actions>
<Action><ID>crouch reload</ID><Animation><Filename>plym_ps_sd_rload_mvng.animx</Filename></Animation></Action>
<Action><ID>crouch walk reload</ID><Animation><Filename>plym_ps_ch_rload_mvng.animx</Filename></Animation></Action>
<Action><ID>crouch walk reload left</ID><Animation><Filename>plym_ps_ch_rload_mvng_lr.animx</Filename></Animation></Action>
<Action><ID>crouch walk reload right</ID><Animation><Filename>plym_ps_ch_rload_mvng_lr.animx</Filename></Animation></Action>
<Action><ID>reload</ID><Animation><Filename>plym_ps_sd_rload_mvng.animx</Filename></Animation></Action>
<Action><ID>run reload</ID><Animation><Filename>plym_ps_run_rload.animx</Filename></Animation></Action>
<Action><ID>run reload back</ID><Animation><Filename>plym_ps_run_rload_bck.animx</Filename></Animation></Action>
<Action><ID>run reload back left</ID><Animation><Filename>plym_ps_sd_rload_mvng.animx</Filename></Animation></Action>
<Action><ID>run reload left</ID><Animation><Filename>plym_ps_sd_rload_mvng.animx</Filename></Animation></Action>
<Action><ID>run reload right</ID><Animation><Filename>plym_ps_run_rload_rgt.animx</Filename></Animation></Action>
<Action><ID>walk reload</ID><Animation><Filename>plym_ps_sd_rload_mvng.animx</Filename></Animation></Action>
<Action><ID>walk reload left</ID><Animation><Filename>plym_ps_sd_rload_mvng.animx</Filename></Animation></Action>
<Action><ID>walk reload right</ID><Animation><Filename>plym_ps_sd_rload_mvng.animx</Filename></Animation></Action>
</Actions></Group>
<Group><group>Sniper</group><States>
<State><ID>stand ga</ID><Animation><Filename>guard angel bt</Filename></Animation></State>
<State><ID>heli stand a</ID><Animation><Filename>plym_ga_aim_01a.animx</Filename></Animation></State>
<State><ID>heli stand b</ID><Animation><Filename>plym_ga_aim_01b.animx</Filename></Animation></State>
<State><ID>heli stand c</ID><Animation><Filename>plym_ga_aim_01c.animx</Filename></Animation></State>
<State><ID>heli stand d</ID><Animation><Filename>plym_ga_aim_01d.animx</Filename></Animation></State>
<State><ID>stand</ID><Animation><Filename>plym_snpr_sd.animx</Filename></Animation></State>
<State><ID>stand b</ID><Animation><Filename>plym_snpr_sd.animx</Filename></Animation></State>
<State><ID>stand c</ID><Animation><Filename>plym_snpr_sd.animx</Filename></Animation></State>
<State><ID>stand d</ID><Animation><Filename>plym_snpr_sd.animx</Filename></Animation></State>
</States><Actions>
<Action><ID>run to stop</ID><Animation><Filename>plym_snpr_run-std.animx</Filename></Animation></Action>
<Action><ID>run to stop right</ID><Animation><Filename>plym_snpr_run_tostop_rgt.animx</Filename></Animation></Action>
<Action><ID>stand to run back</ID><Animation><Filename>plym_snpr_strtrn_bck.animx</Filename></Animation></Action>
<Action><ID>stand to run forward</ID><Animation><Filename>plym_snpr_strtrn_fwd.animx</Filename></Animation></Action>
<Action><ID>stand to run left</ID><Animation><Filename>plym_snpr_strtrn_lft.animx</Filename></Animation></Action>
<Action><ID>stand to run right</ID><Animation><Filename>plym_snpr_strtrn_rght.animx</Filename></Animation></Action>
<Action><ID>false start</ID><Animation><Filename>plym_snpr_flse_strt.animx</Filename></Animation></Action>
<Action><ID>sprint to stop</ID><Animation><Filename>plym_snpr_sprint-std.animx</Filename></Animation></Action>
<Action><ID>sprint to stop weapon</ID><Animation><Filename>plym_snpr_sprint-std_wpn.animx</Filename></Animation></Action>
<Action><ID>jump</ID><Animation><Filename>plym_snpr_jump.animx</Filename></Animation></Action>
<Action><ID>jump land</ID><Animation><Filename>plym_snpr_jump_land.animx</Filename></Animation></Action>
<Action><ID>ga reload</ID><Animation><Filename>plym_ga_snipe_rload.animx</Filename></Animation></Action>
<Action><ID>reload</ID><Animation><Filename>plym_snip_stnd_rload.animx</Filename></Animation></Action>
<Action><ID>run reload</ID><Animation><Filename>plym_snip_run_rload.animx</Filename></Animation></Action>
<Action><ID>ready to stand</ID><Animation><Filename>plym_snpr_aim_tostnd.animx</Filename></Animation></Action>
<Action><ID>back pedal left reload</ID><Animation><Filename>plym_snip_bped_l_rload.animx</Filename></Animation></Action>
<Action><ID>back pedal right reload</ID><Animation><Filename>plym_snip_bped_r_rload.animx</Filename></Animation></Action>
<Action><ID>crouch reload</ID><Animation><Filename>plym_snip_stnd_rload.animx</Filename></Animation></Action>
<Action><ID>crouch walk reload</ID><Animation><Filename>plym_snip_chwlk_rload.animx</Filename></Animation></Action>
<Action><ID>crouch walk reload left</ID><Animation><Filename>plym_snip_chwlk_r_rload.animx</Filename></Animation></Action>
<Action><ID>crouch walk reload right</ID><Animation><Filename>plym_snip_chwlk_r_rload.animx</Filename></Animation></Action>
<Action><ID>run reload back</ID><Animation><Filename>plym_snip_runbck_rload.animx</Filename></Animation></Action>
<Action><ID>run reload back left</ID><Animation><Filename>plym_snip_runbck_l_rload.animx</Filename></Animation></Action>
<Action><ID>run reload l</ID><Animation><Filename>plym_snip_run_l_rload.animx</Filename></Animation></Action>
<Action><ID>run reload left</ID><Animation><Filename>plym_snip_run_lft_rload.animx</Filename></Animation></Action>
<Action><ID>run reload right</ID><Animation><Filename>plym_snip_run_r_rload.animx</Filename></Animation></Action>
<Action><ID>walk reload</ID><Animation><Filename>plym_snip_wlk_rload.animx</Filename></Animation></Action>
<Action><ID>walk reload left</ID><Animation><Filename>plym_snip_wlk_rgt_rload.animx</Filename></Animation></Action>
<Action><ID>walk reload right</ID><Animation><Filename>plym_snip_wlk_rgt_rload.animx</Filename></Animation></Action>
</Actions></Group>
<Group><group>Genki</group><States>
</States><Actions>
<Action><ID>reload</ID><Animation><Filename>plym_genki_sd_rload.animx</Filename></Animation></Action>
<Action><ID>run reload</ID><Animation><Filename>plym_genki_runfwd_rload.animx</Filename></Animation></Action>
<Action><ID>run reload back</ID><Animation><Filename>plym_genki_runbck_rload.animx</Filename></Animation></Action>
<Action><ID>run reload left</ID><Animation><Filename>plym_genki_run_lft_rload.animx</Filename></Animation></Action>
<Action><ID>run reload right</ID><Animation><Filename>plym_genki_run_rgt_rload.animx</Filename></Animation></Action>
<Action><ID>walk reload</ID><Animation><Filename>plym_genki_walk_fwd_rload.animx</Filename></Animation></Action>
<Action><ID>walk reload back</ID><Animation><Filename>plym_genki_wlk_bck_rload.animx</Filename></Animation></Action>
<Action><ID>walk reload left</ID><Animation><Filename>plym_genki_wlk_lft_rload.animx</Filename></Animation></Action>
<Action><ID>walk reload right</ID><Animation><Filename>plym_genki_wlk_rgt_rload.animx</Filename></Animation></Action>
</Actions></Group>
<Group><group>StagRifle</group><States>
</States><Actions>
<Action><ID>reload</ID><Animation><Filename>plym_rfl_sd_oh.animx</Filename></Animation></Action>
<Action><ID>run reload</ID><Animation><Filename>plym_rfl_run_oh.animx</Filename></Animation></Action>
<Action><ID>back pedal left reload</ID><Animation><Filename>plym_rfl_bp_l_oh.animx</Filename></Animation></Action>
<Action><ID>back pedal right reload</ID><Animation><Filename>plym_rfl_bp_r_oh.animx</Filename></Animation></Action>
<Action><ID>run reload back</ID><Animation><Filename>plym_rfl_runb_oh.animx</Filename></Animation></Action>
<Action><ID>run reload back left</ID><Animation><Filename>plym_rfl_bp_l_oh.animx</Filename></Animation></Action>
<Action><ID>run reload l</ID><Animation><Filename>plym_rfl_bp_bl_oh.animx</Filename></Animation></Action>
<Action><ID>run reload left</ID><Animation><Filename>plym_rfl_runl_oh.animx</Filename></Animation></Action>
<Action><ID>run reload right</ID><Animation><Filename>plym_rfl_runr_oh.animx</Filename></Animation></Action>
<Action><ID>walk reload</ID><Animation><Filename>plym_rfl_walk_oh.animx</Filename></Animation></Action>
<Action><ID>walk reload back</ID><Animation><Filename>plym_rfl_walkb_oh.animx</Filename></Animation></Action>
<Action><ID>walk reload left</ID><Animation><Filename>plym_rfl_walkl_oh.animx</Filename></Animation></Action>
<Action><ID>walk reload right</ID><Animation><Filename>plym_rfl_walkr_oh.animx</Filename></Animation></Action>
<Action><ID>crouch reload</ID><Animation><Filename>plym_rfl_sd_oh.animx</Filename></Animation></Action>
</Actions></Group>
</Groups></Skeleton_Set></Table></root>