//==============================================================================
// swordsman_anim.txt
//==============================================================================

import Atlantis_Large_Shield_anim.txt

//==============================================================================
define poisonspit
{
   TechLogic none/Relic Obsidian Spear of Disease
   set hotspot
   {
      version
      {
         Visualnone jimmy
      }
   }
   set hotspot
   {
      version
      {
         Visualparticle sfx a poison spit
      }
   }
}

//==============================================================================
define Poison
{
   TechLogic none/Relic Obsidian Spear of Disease
   set hotspot
   {
      version
      {
         Visualnone jimmy
      }
   }   
   set hotspot
   {
      version
      {
         Visualparticle sfx a poison atlantean trident
      }
   }
}

//==============================================================================
define AtlantisSword
{
   SetSelector
   {
       
      TechLogic none/Copper Weapons/Bronze Weapons/Iron Weapons
      set hotspot
      {
         version
         {
            Visual Attachments X Sword Standard
			connect ATTACHPOINT Poison hotspot
         }
      }         
      set hotspot
      {
         version
         {
            Visual Attachments X Sword Copper
			connect ATTACHPOINT Poison hotspot
         }
      }
      set hotspot
      {
         version
         {
            Visual Attachments X Sword Bronze
			connect ATTACHPOINT Poison hotspot
         }
      }
      set hotspot
      {
         version
         {
            Visual Attachments X Sword Iron
			connect ATTACHPOINT Poison hotspot
         }
      }
   }     
}

//==============================================================================
anim Idle
{
   SetSelector
   {
      TechLogic none/Medium Infantry/Heavy Infantry/Champion Infantry
	   set hotspot
	   {
	      version
	      {
				Visual Infantry X Swordman_IdleA
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Standard
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
	      }
	   }
      set hotspot
	   {
	      version
	      {
				Visual Infantry X Swordman_IdleA
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Copper
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
	      }
	   }
	   set hotspot
	   {
	      version
	      {
				Visual Infantry X Swordman_IdleA
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Bronze
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
	      }
	   }
	   set hotspot
	   {
	      version
	      {
				Visual Infantry X Swordman_IdleA
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Iron
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
	      }
	   }
   }
}



//==============================================================================
anim Walk
{
   SetSelector
   {
      TechLogic none/Medium Infantry/Heavy Infantry/Champion Infantry
      set hotspot
      {
         version
         {
				Visual Infantry X Swordman_WalkA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
            tag FootstepLeft 0.25 true   
            tag FootstepRight 0.80 true
			tag SpecificSoundSet 0.25 false SoldierMarching checkVisible
			tag SpecificSoundSet 0.80 false SoldierMarching checkVisible			
//-- end auto generated section
								ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Standard
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
         }
      }
      set hotspot
      {
         version
         {
				Visual Infantry X Swordman_WalkA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
            tag FootstepLeft 0.25 true   
            tag FootstepRight 0.80 true
			tag SpecificSoundSet 0.25 false SoldierMarching checkVisible
			tag SpecificSoundSet 0.80 false SoldierMarching checkVisible			
//-- end auto generated section
								ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Copper
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
         }
      }
      set hotspot
      {
         version
         {
				Visual Infantry X Swordman_WalkA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
            tag FootstepLeft 0.00 true   
            tag FootstepRight 0.40 true
			tag SpecificSoundSet 0.00 false SoldierMarching checkVisible
			tag SpecificSoundSet 0.40 false SoldierMarching checkVisible			
//-- end auto generated section
								ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Bronze
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
         }
      }
      set hotspot
      {
         version
         {
				Visual Infantry X Swordman_WalkA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
            tag FootstepLeft 0.00 true   
            tag FootstepRight 0.40 true
			tag SpecificSoundSet 0.00 false SoldierMarching checkVisible
			tag SpecificSoundSet 0.40 false SoldierMarching checkVisible			
//-- end auto generated section
								ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Iron
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
         }
      }
   }
}

//==============================================================================
anim Attack
{
   SetSelector
   {
      TechLogic none/Medium Infantry/Heavy Infantry/Champion Infantry
      set hotspot
      {
         version
         {
				Visual Infantry X Swordman_AttackA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
            tag Attack 0.53 true   
            tag GenericSound 0.40 true   
//-- end auto generated section
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Standard
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
         }
			version
         {
				Visual Infantry X Swordman_AttackB
//-- auto generated by the bang animation tool
//-- do not hand edit these values
            tag Attack 0.47 true   
            tag GenericSound 0.40 true   
//-- end auto generated section
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Standard
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
         }
      }
      set hotspot
      {
         version
         {
				Visual Infantry X Swordman_AttackA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
            tag Attack 0.53 true   
            tag GenericSound 0.40 true   
//-- end auto generated section
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Copper
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
         }
			version
         {
				Visual Infantry X Swordman_AttackB
//-- auto generated by the bang animation tool
//-- do not hand edit these values
            tag Attack 0.47 true   
            tag GenericSound 0.40 true   
//-- end auto generated section
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Copper
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
         }
      }
      set hotspot
      {
         version
         {
				Visual Infantry X Swordman_AttackA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
            tag Attack 0.53 true   
            tag GenericSound 0.40 true   
//-- end auto generated section
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Bronze
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
         }
			version
         {
				Visual Infantry X Swordman_AttackB
//-- auto generated by the bang animation tool
//-- do not hand edit these values
            tag Attack 0.47 true   
            tag GenericSound 0.40 true   
//-- end auto generated section
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Bronze
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
         }
      }
      set hotspot
      {
         version
         {
				Visual Infantry X Swordman_AttackA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
            tag Attack 0.53 true   
            tag GenericSound 0.40 true   
//-- end auto generated section
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Iron
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
         }
			version
         {
				Visual Infantry X Swordman_AttackB
//-- auto generated by the bang animation tool
//-- do not hand edit these values
            tag Attack 0.47 true   
            tag GenericSound 0.40 true   
//-- end auto generated section
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Iron
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
         }
      }
   }
}

//==============================================================================
anim Death
{
   SetSelector
   {
      TechLogic none/Medium Infantry/Heavy Infantry/Champion Infantry
      set hotspot
      {
         version
         {
				Visual Infantry X Swordman_DeathA
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Standard
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
         }
      }
      set hotspot
      {
         version
         {
				Visual Infantry X Swordman_DeathA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
            tag SpecificSoundSet 0.00 false MaleDeath checkVisible 
//-- end auto generated section
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Copper
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
         }
      }
      set hotspot
      {
         version
         {
				Visual Infantry X Swordman_DeathA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
            tag SpecificSoundSet 0.00 false MaleDeath checkVisible 
//-- end auto generated section
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Bronze
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
         }
      }
      set hotspot
      {
         version
         {
				Visual Infantry X Swordman_DeathA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
            tag SpecificSoundSet 0.00 false MaleDeath checkVisible 
//-- end auto generated section
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Iron
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
         }
      }
   }
}


//==============================================================================
anim Bored
{
   SetSelector
   {
      TechLogic none/Medium Infantry/Heavy Infantry/Champion Infantry
	   set hotspot
	   {
	      version
	      {
				Visual Infantry X Swordman_boredA
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Standard
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
	      }
	   }
	   set hotspot
	   {
	      version
	      {
				Visual Infantry X Swordman_boredA
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Copper
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
	      }
	   }
	   set hotspot
	   {
	      version
	      {
				Visual Infantry X Swordman_boredA
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Bronze
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
	      }
	   }
	   set hotspot
	   {
	      version
	      {
				Visual Infantry X Swordman_boredA
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Iron
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
	      }
	   }
   }
}

//==============================================================================
anim Flail
{
   SetSelector
   {
      TechLogic none/Medium Infantry/Heavy Infantry/Champion Infantry
      set hotspot
      {
         version
         {
				Visual Infantry X Swordman_FlailA
				tag SpecificSoundSet 0.25 false MaleFlail checkVisible				
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Standard
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
         }
      }
      set hotspot
      {
         version
         {
				Visual Infantry X Swordman_FlailA
				tag SpecificSoundSet 0.25 false MaleFlail checkVisible				
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Copper
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
         }
      }
      set hotspot
      {
         version
         {
				Visual Infantry X Swordman_FlailA
				tag SpecificSoundSet 0.25 false MaleFlail checkVisible				
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Bronze
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
         }
      }
      set hotspot
      {
         version
         {
				Visual Infantry X Swordman_FlailA
				tag SpecificSoundSet 0.25 false MaleFlail checkVisible				
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Iron
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
         }
      }
   }
}

//==============================================================================
anim Cinematic
{
   SetSelector
   {
      set hotspot
      {
         name infantryxswordman_runA
         version
         {
            Visual infantryxswordman_runA
         }
		}
		set hotspot
      {
         name infantryxswordman_x02wherearewe
         version
         {
            Visual infantry x swordman_x02wherearewe
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
         }
		}
		set hotspot
      {
         name infantryxswordman_talk1sec
         version
         {
            Visual infantry x swordman_talk1sec
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
         }
		}
		set hotspot
      {
         name infantryxswordman_talk2sec
         version
         {
            Visual infantry x swordman_talk2sec
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
         }
		}
	}
}

//==============================================================================
anim WhirlwindAttack
{
   SetSelector
   {
      TechLogic none/Medium Infantry/Heavy Infantry/Champion Infantry
      set hotspot
      {
         version
         {
				Visual Infantry X Swordman_AttackA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
            tag Attack 0.53 true   
            tag GenericSound 0.40 true
			tag SpecificSoundSet 0.53 false PoisonSpit checkVisible
//-- end auto generated section
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Standard
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
				Connect FRONTABDOMEN poisonspit hotspot
         }
			version
         {
				Visual Infantry X Swordman_AttackB
//-- auto generated by the bang animation tool
//-- do not hand edit these values
            tag Attack 0.47 true   
            tag GenericSound 0.40 true
			
//-- end auto generated section
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Standard
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
				Connect FRONTABDOMEN poisonspit hotspot
         }
      }
      set hotspot
      {
         version
         {
				Visual Infantry X Swordman_AttackA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
            tag Attack 0.53 true   
            tag GenericSound 0.40 true
			tag SpecificSoundSet 0.53 false PoisonSpit checkVisible
//-- end auto generated section
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Copper
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
				Connect FRONTABDOMEN poisonspit hotspot
         }
			version
         {
				Visual Infantry X Swordman_AttackB
//-- auto generated by the bang animation tool
//-- do not hand edit these values
            tag Attack 0.47 true   
            tag GenericSound 0.40 true
			tag SpecificSoundSet 0.53 false PoisonSpit checkVisible
//-- end auto generated section
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Copper
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
				Connect FRONTABDOMEN poisonspit hotspot
         }
      }
      set hotspot
      {
         version
         {
				Visual Infantry X Swordman_AttackA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
            tag Attack 0.53 true   
            tag GenericSound 0.40 true
			tag SpecificSoundSet 0.53 false PoisonSpit checkVisible
//-- end auto generated section
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Bronze
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
				Connect FRONTABDOMEN poisonspit hotspot
         }
			version
         {
				Visual Infantry X Swordman_AttackB
//-- auto generated by the bang animation tool
//-- do not hand edit these values
            tag Attack 0.47 true   
            tag GenericSound 0.40 true
			tag SpecificSoundSet 0.53 false PoisonSpit checkVisible
//-- end auto generated section
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Bronze
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
				Connect FRONTABDOMEN poisonspit hotspot
         }
      }
      set hotspot
      {
         version
         {
				Visual Infantry X Swordman_AttackA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
            tag Attack 0.53 true   
            tag GenericSound 0.40 true
			tag SpecificSoundSet 0.53 false PoisonSpit checkVisible
//-- end auto generated section
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Iron
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
				Connect FRONTABDOMEN poisonspit hotspot
         }
			version
         {
				Visual Infantry X Swordman_AttackB
//-- auto generated by the bang animation tool
//-- do not hand edit these values
            tag Attack 0.47 true   
            tag GenericSound 0.40 true
			tag SpecificSoundSet 0.53 false PoisonSpit checkVisible
//-- end auto generated section
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Iron
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisShield hotspot
				Connect FRONTABDOMEN poisonspit hotspot
         }
      }
   }
}
