//==============================================================================
// Hydra_anim.txt
//==============================================================================


//==============================================================================
define greekbirthSFX
{
   set hotspot
   {
      version
      {
         VisualParticle SFX G Myth Unit Birth Effect
      }
   }
}

//==============================================================================
anim Birth
{
   SetSelector
   {
      set hotspot
      {
         version
         {
            Visual Special G Hydra_BirthA
				connect HOTSPOT greekbirthSFX hotspot
         }
      }
   }
}

//==============================================================================
anim Idle
{
   SetSelector
   {
		ExperienceLogic 0 25 50 75 100
      set hotspot
      {
         version
         {
            Visual Special G Hydra_IdleA
         }
      }
      set hotspot
      {
         version
         {
            Visual Special G Hydra_IdleB				
         }
      }
      set hotspot
      {
         version
         {
            Visual Special G Hydra_IdleC
         }
      }
      set hotspot
      {
         version
         {
            Visual Special G Hydra_IdleD
         }
      }
      set hotspot
      {
         version
         {
            Visual Special G Hydra_IdleE
         }
      }
   }
}

//==============================================================================
anim Attack
{
	SetSelector
	{
		ExperienceLogic 0 25 50 75 100
		set hotspot
		{
			version
			{
				Visual Special G Hydra_AttackA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
                  tag Attack 0.49 true   
                  tag GenericSound 0.60 true   
//-- end auto generated section
			}
		}
		set hotspot
		{
			version
			{
				Visual Special G Hydra_AttackB
//-- auto generated by the bang animation tool
//-- do not hand edit these values
                  tag Attack 0.52 true   
                  tag GenericSound 0.60 true   
//-- end auto generated section
			}
		}
		set hotspot
		{
			version
			{
				Visual Special G Hydra_AttackC
//-- auto generated by the bang animation tool
//-- do not hand edit these values
                  tag Attack 0.52 true   
                  tag GenericSound 0.60 true   
//-- end auto generated section
			}
		}
		set hotspot
		{
			version
			{
				Visual Special G Hydra_AttackD
//-- auto generated by the bang animation tool
//-- do not hand edit these values
                  tag Attack 0.52 true   
                  tag GenericSound 0.60 true   
//-- end auto generated section
			}
		}
		set hotspot
		{
			version
			{
				Visual Special G Hydra_AttackE
//-- auto generated by the bang animation tool
//-- do not hand edit these values
                  tag Attack 0.52 true   
                  tag GenericSound 0.60 true   
//-- end auto generated section
			}
		}
	}
}

//==============================================================================
anim Walk
{
   SetSelector
   {
		ExperienceLogic 0 25 50 75 100
      set hotspot
      {
         version
         {
			Visual Special G Hydra_WalkA  
			tag SpecificSoundSet 0.50 false GiantFootsteps checkVisible 
			tag SpecificSoundSet 0.00 false GiantFootsteps checkVisible
			tag FootstepLeft 0.30 true   
			tag FootstepRight 0.40 true   
			tag FootstepLeft 0.90 true   
			tag FootstepRight 0.85 true  
         }
      }
      set hotspot
      {
         version
         {
			Visual Special G Hydra_WalkB  
			tag SpecificSoundSet 0.50 false GiantFootsteps checkVisible 
			tag SpecificSoundSet 0.00 false GiantFootsteps checkVisible 
			tag FootstepLeft 0.30 true   
			tag FootstepRight 0.40 true   
			tag FootstepLeft 0.90 true   
			tag FootstepRight 0.85 true 
         }
      }
      set hotspot
      {
         version
         {
			Visual Special G Hydra_WalkC  
			tag SpecificSoundSet 0.50 false GiantFootsteps checkVisible 
			tag SpecificSoundSet 0.00 false GiantFootsteps checkVisible 
			tag FootstepLeft 0.30 true   
			tag FootstepRight 0.40 true   
			tag FootstepLeft 0.90 true   
			tag FootstepRight 0.85 true
         }
      }
      set hotspot
      {
         version
         {
			Visual Special G Hydra_WalkD  
			tag SpecificSoundSet 0.50 false GiantFootsteps checkVisible 
			tag SpecificSoundSet 0.00 false GiantFootsteps checkVisible
			tag FootstepLeft 0.30 true   
			tag FootstepRight 0.40 true   
			tag FootstepLeft 0.90 true   
			tag FootstepRight 0.85 true
         }
      }
      set hotspot
      {
         version
         {
			Visual Special G Hydra_WalkE 
			tag SpecificSoundSet 0.00 false GiantFootsteps checkVisible 
			tag SpecificSoundSet 0.50 false GiantFootsteps checkVisible
			tag FootstepLeft 0.30 true
			tag FootstepRight 0.40 true
			tag FootstepLeft 0.90 true
			tag FootstepRight 0.85 true
         }
      }
   }
}

//==============================================================================
anim Bored
{
   SetSelector
   {
		ExperienceLogic 0 25 50 75 100
      set hotspot
      {
         version
         {
            Visual Special G Hydra_BoredA
         }
      }
      set hotspot
      {
         version
         {
            Visual Special G Hydra_BoredB				
         }
      }
      set hotspot
      {
         version
         {
            Visual Special G Hydra_BoredC
         }
      }
      set hotspot
      {
         version
         {
            Visual Special G Hydra_BoredD
         }
      }
      set hotspot
      {
         version
         {
            Visual Special G Hydra_BoredE
         }
      }
   }
}

//==============================================================================
anim Death
{
   SetSelector
   {
		ExperienceLogic 0 25 50 75 100
      set hotspot
      {
         version
         {
            Visual Special G Hydra_DeathA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
                  tag SpecificSoundSet 0.63 false HeavyFall checkVisible 
//-- end auto generated section
         }
      }
      set hotspot
      {
         version
         {
            Visual Special G Hydra_DeathB				
//-- auto generated by the bang animation tool
//-- do not hand edit these values
                  tag SpecificSoundSet 0.63 false HeavyFall checkVisible 
                  tag SpecificSoundSet 0.84 false HeavyFall checkVisible 
//-- end auto generated section
         }
      }
      set hotspot
      {
         version
         {
            Visual Special G Hydra_DeathC
//-- auto generated by the bang animation tool
//-- do not hand edit these values
                  tag SpecificSoundSet 0.63 false HeavyFall checkVisible 
                  tag SpecificSoundSet 0.84 false HeavyFall checkVisible 
                  tag SpecificSoundSet 0.71 false HeavyFall checkVisible 
//-- end auto generated section
         }
      }
      set hotspot
      {
         version
         {
            Visual Special G Hydra_DeathD
//-- auto generated by the bang animation tool
//-- do not hand edit these values
                  tag SpecificSoundSet 0.63 false HeavyFall checkVisible 
                  tag SpecificSoundSet 0.84 false HeavyFall checkVisible 
                  tag SpecificSoundSet 0.71 false HeavyFall checkVisible 
                  tag SpecificSoundSet 0.67 false HeavyFall checkVisible 
//-- end auto generated section
         }
      }
      set hotspot
      {
         version
         {
            Visual Special G Hydra_DeathE
//-- auto generated by the bang animation tool
//-- do not hand edit these values
                  tag SpecificSoundSet 0.63 false HeavyFall checkVisible 
                  tag SpecificSoundSet 0.84 false HeavyFall checkVisible 
                  tag SpecificSoundSet 0.71 false HeavyFall checkVisible 
                  tag SpecificSoundSet 0.67 false HeavyFall checkVisible 
                  tag SpecificSoundSet 0.42 false HeavyFall checkVisible 
//-- end auto generated section
         }
      }
   }
}

//==============================================================================
anim Flail
{
   SetSelector
   {
		ExperienceLogic 0 25 50 75 100
      set hotspot
      {
         version
         {
            Visual Special G Hydra_FlailA
         }
      }
      set hotspot
      {
         version
         {
            Visual Special G Hydra_FlailB			
         }
      }
      set hotspot
      {
         version
         {
            Visual Special G Hydra_FlailC
         }
      }
      set hotspot
      {
         version
         {
            Visual Special G Hydra_FlailD
         }
      }
      set hotspot
      {
         version
         {
            Visual Special G Hydra_FlailE
         }
      }
   }
}