//==============================================================================
define sekhmetheal
{
    set hotspot
    {
        version
        {
            Visualparticle SFX Sekhmets Chosen Sunlight
        }
    }
}

//==============================================================================
define sekhmethealgroundglow
{
    set hotspot
    {
        version
        {
            Visualparticle SFX Sekhmets Chosen Ground Glow
        }
    }
}

//==============================================================================
define FireArrow
{
   set hotspot
  {
      version
      {
         Visualparticle scenario a signal arrow fire toxotes
      }
   }
}

//==============================================================================
define FireSmoke
{
   set hotspot
  {
      version
      {
         Visualparticle sfx a arrow smoke
      }
   }
}

//==============================================================================
define FireSmoke2
{
   set hotspot
  {
      version
      {
         Visualparticle sfx a arrow smoke
      }
   }
}

//==============================================================================
define arrow
{
   set hotspot
   {
      version
      {
         Visual Attachments A HandArrow
      }
   }
}

//==============================================================================
anim Idle
{
   SetSelector
   { 
		set hotspot
		{
			version
			{
				Visual Archer G Crossbowman_IdleA
			}
		}
	}
}

//==============================================================================
anim Walk
{
   SetSelector
   { 
		set hotspot
		{
			version
			{
				Visual Archer G Crossbowman_WalkA
               tag FootstepLeft 0.10 true   
               tag FootstepRight 0.60 true
			   tag SpecificSoundSet 0.10 false SoldierMarching01 checkVisible
			   tag SpecificSoundSet 0.60 false SoldierMarching02 checkVisible
			}
		}
	}
}

//==============================================================================
anim RangedAttack
{
   SetSelector
   { 
	   set hotspot
	   {
		   version
		   {
				Visual Archer G Crossbowman_AttackA
                tag Attack 0.16 true   
                tag GenericSound 0.40 true   
                tag SpecificSoundSet 0.16 false CrossbowBolt checkVisible 
		   }
		   version
		   {
				Visual Archer G Crossbowman_AttackB
                tag Attack 0.16 true   
                tag GenericSound 0.40 true   
                tag SpecificSoundSet 0.15 false CrossbowBolt checkVisible 
			}
		}
	}
}

//==============================================================================
anim Charging
{
   SetSelector
   { 
	   set hotspot
	   {
		   version
		   {
				Visual Archer G Crossbowman_AttackA
                tag Attack 0.16 true
                tag GenericSound 0.40 true
                tag SpecificSoundSet 0.16 false CrossbowBolt checkVisible
				
				//Sekhmet Chosen Relic Heal VFXs
				Connect hotspot sekhmetheal hotspot
				Connect hotspot sekhmethealgroundglow hotspot
		   }
		   version
		   {
				Visual Archer G Crossbowman_AttackB
                tag Attack 0.16 true
                tag GenericSound 0.40 true
                tag SpecificSoundSet 0.15 false CrossbowBolt checkVisible

                //Sekhmet Chosen Relic Heal VFXs
				Connect hotspot sekhmetheal hotspot
				Connect hotspot sekhmethealgroundglow hotspot				
			}
		}
	}
}

//==============================================================================
anim Bored
{
   SetSelector
   { 
		set hotspot
		{
			version
			{
				Visual Archer G Crossbowman_BoredA
			}
			version
			{
				Visual Archer G Crossbowman_BoredB
			}
		}
	}
}

//==============================================================================
anim Death
{
   SetSelector
   { 
		set hotspot
		{
			version
			{
				Visual Archer G Crossbowman_deathA
			}
		}
	}
}

//==============================================================================
anim Flail
{
   SetSelector
   { 
		set hotspot
		{
			version
			{
				tag SpecificSoundSet 0.25 false MaleFlail checkVisible				
				Visual Archer G Crossbowman_FlailA
			}
		}
	}
}


