######
# ANIMATIONS
######













########
# ENTITIES
########

# ARTILLERY

entity = {
	name = "POL_anti_tank_entity"
	pdxmesh = "frame_artillery_mesh"

	state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "idle" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 }
	state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 }
	state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }

	scale = 1

	attach = { name = artillery			artillery = "artillery_gun_entity" }
	attach = { name = infantry			infantry = "POL_infantry_entity" }
}


entity = {
	name = "POL_artillery_entity"
	pdxmesh = "frame_artillery_mesh"

	state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "idle" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 }
	state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 }
	state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }

	scale = 1

	attach = { name = artillery			artillery = "artillery_gun_entity" }
	attach = { name = infantry			infantry = "POL_infantry_entity" }
}

# CAVALRY

entity = {
		name = "POL_infantry_rider_entity"
		pdxmesh = "POL_infantry_rifle_mesh"

		state = { name = "attack"				animation = "attack" 			animation_blend_time = 0.3 animation_speed = 1.0 propagate_state = { rifle2 = "defend" } }
		state = { name = "defend"				animation = "attack" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"		animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"				animation = "cavalry_move" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "idle"					animation = "cavalry_idle"		animation_blend_time = 0.0 animation_speed = 1.0 }
		state = { name = "move"					animation = "cavalry_move"		animation_blend_time = 0.0 animation_speed = 1.0 }
		state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
		state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }

		attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_rifle_right_entity" }
		attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_rifle_left_entity" }
		attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }

		scale = 0.8
	}

	entity = {
		name = "POL_infantry_mg_rider_entity"
		pdxmesh = "POL_infantry_mg_mesh"

		state = { name = "attack"				animation = "attack" 			animation_blend_time = 0.3 animation_speed = 1.0 propagate_state = { rifle1 = "defend" } }
		state = { name = "defend"				animation = "attack" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"		animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"				animation = "cavalry_move" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "idle"					animation = "cavalry_idle"		animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"					animation = "cavalry_move"		animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
		state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		#state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }

		attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_mg_right_entity" }
		attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_mg_left_entity" }
		attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }

		scale = 0.8
	}

	entity = {
		name = "POL_cavalry_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"

		default_state = "idle"
		state = { name = "idle"						animation = "idle" 		animation_blend_time = 0.0 }
		state = { name = "move"						animation = "move" 		animation_blend_time = 0.0 }
		state = { name = "attack"					animation = "attack" 	animation_blend_time = 0.0 }
		state = { name = "defend"					animation = "attack" 	animation_blend_time = 0.0 }
		state = { name = "support_attack"			animation = "attack" 	animation_blend_time = 0.0 }
		state = { name = "retreat"					animation = "move" 		animation_blend_time = 0.0 }
		state = { name = "training"					animation = "attack" 		animation_blend_time = 0.0 }

		attach = { 	name = "infantry"			infantry = "POL_infantry_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "POL_cavalry_rifle_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }

		scale = 1.0
	}

	entity = {
		name = "POL_cavalry_rifle_combined_entity"
		pdxmesh = "infantry_cavalry_horse_mesh"

		default_state = "idle"
		state = { name = "idle"						animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "move"						animation = "cavalry_move" 		animation_blend_time = 0.0 }
		state = { name = "retreat"					animation = "cavalry_move" 		animation_blend_time = 0.0 }
		state = { name = "training"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }


		attach = { 	name = "infantry_unit"			Saddle_Node = "POL_infantry_rider_entity" }

		scale = 0.65
	}

	entity = {
		name = "POL_cavalry_2_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"

		default_state = "idle"
		state = { name = "idle"						animation = "idle" 		animation_blend_time = 0.0 }
		state = { name = "move"						animation = "move" 		animation_blend_time = 0.0 }
		state = { name = "attack"					animation = "attack" 	animation_blend_time = 0.0 propagate_state = { cavalry = "idle" } }
		state = { name = "defend"					animation = "attack" 	animation_blend_time = 0.0 propagate_state = { cavalry = "idle" } }
		state = { name = "support_attack"			animation = "attack" 	animation_blend_time = 0.0 propagate_state = { cavalry = "idle" } }
		state = { name = "retreat"					animation = "move" 		animation_blend_time = 0.0 }
		state = { name = "training"					animation = "attack" 		animation_blend_time = 0.0 }

		attach = { 	name = "infantry"			infantry = "POL_infantry_mg_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "POL_cavalry_mg_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }

		scale = 1.0
	}

	entity = {
		name = "POL_cavalry_mg_combined_entity"
		pdxmesh = "infantry_cavalry_horse_mesh"

		default_state = "idle"
		state = { name = "idle"						animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "move"						animation = "cavalry_move" 		animation_blend_time = 0.0 }
		state = { name = "retreat"					animation = "cavalry_move" 		animation_blend_time = 0.0 }
		state = { name = "training"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "attack"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "defend"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "support_attack"			animation = "cavalry_idle" 		animation_blend_time = 0.0 }

		attach = { 	name = "infantry_unit"			Saddle_Node = "POL_infantry_mg_rider_entity" }

		scale = 0.65
	}


# VEHICLE

	entity = {
		name = "POL_motorized_entity"
		pdxmesh = "motorized_frame_mesh"

		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0

		attach = { 	name = "vehicle"			vehicle = "POL_motorized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "POL_vehicle_infantry_rifle_entity" }
	}

	entity = {
		name = "POL_mechanized_entity"
		pdxmesh = "motorized_frame_mesh"

		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0

		attach = { 	name = "vehicle"			vehicle = "SOV_mechanized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "POL_vehicle_infantry_rifle_entity" }
	}

	entity = {
		name = "POL_motorized_vehicle_entity"
		pdxmesh = "pol_motorized_01_mesh"

		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0
			event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
			event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
			event = { trigger_once = yes sound = { soundeffect = "motorized_unit_move_animation" } }
		}
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0
			event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
			event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
			event = { trigger_once = yes sound = { soundeffect = "motorized_unit_move_animation" } }
		}
		scale = 0.7
	}

	entity = {
		name = "POL_vehicle_infantry_rifle_entity"
		pdxmesh = "POL_infantry_rifle_mesh"

		state = { name = "attack"			animation = "charge_rifle" 		animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
		state = { name = "attack"			animation = "charge_rifle_shoot" 	animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
		state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 		 		animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "retreat" 	 		animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "death" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "idle"				animation = "idle"       		animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
		state = { name = "idle"				animation = "long_idle02" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "idle"				animation = "long_idle03" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
			event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
		}
		state = { name = "idle"				animation = "long_idle04" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "idle"				animation = "long_idle05" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
		state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }


		attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_rifle_right_entity" }
		attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_rifle_left_entity" }
		attach = { 	name = "rifle3"	mid_back_node = "GER_infantry_weapon_rifle_long_idle_entity" }
		attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }

		attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
		attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
		attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
		attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
		attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }

		scale = 0.8
	}

# INFANTRY

entity = {
	name = "POL_infantry_entity"
	pdxmesh = "POL_infantry_rifle_mesh"

	state = { name = "attack"			animation = "charge_rifle" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
	state = { name = "attack"			animation = "charge_rifle_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "retreat"			animation = "retreat" 	 		animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "death" 			animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "idle"				animation = "idle"       		animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
	state = { name = "idle"				animation = "long_idle02" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle03" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
		event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
	}
	state = { name = "idle"				animation = "long_idle04" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle05" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
	state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }


	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_infantry_weapon_rifle_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }

	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }

	scale = 0.8
}

entity = {
	name = "POL_infantry_2_entity"
	pdxmesh = "POL_infantry_mg_mesh"

	state = { name = "attack"			animation = "charge_mg" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle1 = "idle" } }
	state = { name = "attack"			animation = "charge_mg_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "retreat"			animation = "retreat" 	 		animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "death" 			animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "idle"				animation = "idle"       		animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
	state = { name = "idle"				animation = "long_idle02" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle03" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
		event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
	}
	state = { name = "idle"				animation = "long_idle04" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle05" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
	state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	#state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }


	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_infantry_weapon_mg_long_idle_entity" }

	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }

	scale = 0.8
}

# AIRCRAFT

entity = {
	name = "POL_fighter_equipment_0_entity"
	pdxmesh = "pol_plane_light_plz_p11_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0.02 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle" looping = no
		event = { time = 0 node = "root"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.12
}

entity = {
	name = "POL_cv_fighter_equipment_0_entity"
	pdxmesh = "pol_plane_light_plz_p11_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0.02 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle" looping = no
		event = { time = 0 node = "root"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.12
}

entity = {
	name = "POL_CAS_equipment_entity"
	pdxmesh = "pol_plane_light_plz_p23_mesh"

	state = { name = "bomb" animation = "idle"
		event = { time = 0 node = "root"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 node = "root"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.12
}

entity = {
	name = "POL_heavy_fighter_equipment_entity"
	pdxmesh = "pol_plane_light_plz_38_mesh"

	state = { name = "bomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_medium_idle_01" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.17
}

entity = {
	name = "POL_light_plane_entity"
	pdxmesh = "pol_plane_light_plz_p50_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.12
}

entity = {
	name = "POL_tac_bomber_equipment_0_entity"
	pdxmesh = "pol_plane_heavy_mesh"

	state = { name = "bomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_medium_idle_01" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.18
}

entity = {
	name = "POL_medium_plane_entity"
	pdxmesh = "pol_plane_light_plz_37_mesh"

	state = { name = "bomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	scale = 0.28
}


# TANKS

entity = {
	name = "POL_light_armor_0_entity"
	pdxmesh = "POL_tank_light_tks_mesh"

	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 }
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3
		event = { time = 0 node="barrel" particle = "mg_muzzle_particle"  keep_particle = yes sound = { soundeffect = infantry_mg_attack } }
		event = { time = 0.5 node="barrel" particle = "mg_muzzle_particle"  keep_particle = yes }
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3
		event = { time = 0 node="barrel" particle = "mg_muzzle_particle"  keep_particle = yes sound = { soundeffect = infantry_mg_attack } }
		event = { time = 0.5 node="barrel" particle = "mg_muzzle_particle"  keep_particle = yes }
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3
		event = { time = 0 node="barrel" particle = "mg_muzzle_particle"  keep_particle = yes sound = { soundeffect = infantry_mg_attack } }
		event = { time = 0.5 node="barrel" particle = "mg_muzzle_particle"  keep_particle = yes }
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}

	scale = 1.0

	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "POL_light_armor_entity"
	pdxmesh = "POL_tank_light_mesh"

	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 }
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } }
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } }
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } }
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}

	scale = 1.0

	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "POL_medium_armor_entity"
	pdxmesh = "POL_tank_medium_mesh"

	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 }
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } }
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } }
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } }
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}

	scale = 1.0

	game_data = {
		texture_anim_speed = 0.5
	}
}
