# MEX_infantry
entity = {
	name = "MEX_infantry_entity"
	pdxmesh = "MEX_infantry_rifle_mesh"

	default_state = "idle"
	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 = "MEX_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "MEX_infantry_weapon_rifle_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "MEX_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "MEX_infantry_weapon_rifle_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
}

entity = {
	name = "MEX_infantry_weapon_rifle_right_entity"
	pdxmesh = "MEX_infantry_weapon_rifle_mesh"
	scale = 1
}

entity = {
	name = "MEX_infantry_weapon_rifle_left_entity"
	pdxmesh = "MEX_infantry_weapon_rifle_mesh"
	scale = 1

	get_state_from_parent = yes
	default_state = "idle"
	state = { name = "idle" }
	state = { name = "move"	}

	state = {
	name = "attack"
	event = { time = 1.15 node="muzzle" particle = "rifle_muzzle_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = infantry_rifle_attack } }
	event = { time = 1.15 node="cartridge" particle = "rifle_cartridge_particle"  keep_particle = yes sound = { soundeffect = infantry_rifle_cartridge } }
	}

	state = {
	name = "defend"
	event = { time = 0 node="muzzle" particle = "rifle_muzzle_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = infantry_rifle_attack } }
	event = { time = 0 node="cartridge" particle = "rifle_cartridge_particle"  keep_particle = yes sound = { soundeffect = infantry_rifle_cartridge } }
	event = { time = 1.015 node="muzzle" particle = "rifle_muzzle_particle"  keep_particle = yes light = "muzzle_flash" }
	event = { time = 1.015 node="cartridge" particle = "rifle_cartridge_particle"  keep_particle = yes }
	}

	state = {
	name = "support_attack"	animation = "support_attack"
	event = { time = 0 node="muzzle" particle = "rifle_muzzle_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = infantry_rifle_attack } }
	event = { time = 0 node="cartridge" particle = "rifle_cartridge_particle"  keep_particle = yes sound = { soundeffect = infantry_rifle_cartridge } }
	event = { time = 1.015 node="muzzle" particle = "rifle_muzzle_particle"  keep_particle = yes light = "muzzle_flash" }
	event = { time = 1.015 node="cartridge" particle = "rifle_cartridge_particle"  keep_particle = yes }
	}
}


entity = {
	name = "MEX_infantry_weapon_rifle_long_idle_entity"
	pdxmesh = "MEX_infantry_weapon_rifle_mesh"
	scale = 1

	get_state_from_parent = yes
	default_state = "idle"
	state = { name = "idle" }
	state = { name = "move"	}


	state = {
		name = "attack"
		event = { time = 1.15 node="muzzle" particle = "rifle_muzzle_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = infantry_rifle_attack } }
		event = { time = 1.15 node="cartridge" particle = "rifle_cartridge_particle"  keep_particle = yes sound = { soundeffect = infantry_rifle_cartridge } }
	}

	state = {
		name = "defend"
		event = { time = 0 node="muzzle" particle = "rifle_muzzle_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = infantry_rifle_attack } }
		event = { time = 0 node="cartridge" particle = "rifle_cartridge_particle"  keep_particle = yes sound = { soundeffect = infantry_rifle_cartridge } }
		event = { time = 1.015 node="muzzle" particle = "rifle_muzzle_particle"  keep_particle = yes light = "muzzle_flash" }
		event = { time = 1.015 node="cartridge" particle = "rifle_cartridge_particle"  keep_particle = yes }
	}

	state = {
		name = "support_attack"	animation = "support_attack"
		event = { time = 0 node="muzzle" particle = "rifle_muzzle_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = infantry_rifle_attack } }
		event = { time = 0 node="cartridge" particle = "rifle_cartridge_particle"  keep_particle = yes sound = { soundeffect = infantry_rifle_cartridge } }
		event = { time = 1.015 node="muzzle" particle = "rifle_muzzle_particle"  keep_particle = yes light = "muzzle_flash" }
		event = { time = 1.015 node="cartridge" particle = "rifle_cartridge_particle"  keep_particle = yes }
	}
}

entity = {
	name = "MEX_infantry_weapon_mg_left_entity"
	pdxmesh = "MEX_infantry_weapon_mg_mesh"
	scale = 0.9
}

entity = {
	name = "MEX_infantry_weapon_mg_long_idle_entity"
	pdxmesh = "MEX_infantry_weapon_mg_mesh"
	scale = 0.9
}

entity = {
	name = "MEX_infantry_weapon_mg_right_entity"
	pdxmesh = "MEX_infantry_weapon_mg_mesh"
	scale = 0.8

	get_state_from_parent = yes
	default_state = "idle"
	state = { name = "idle" }
	state = { name = "move"	}

	state = { name = "attack"	animation = "attack"
		event = { time = 0.5 node="muzzle" particle = "mg_muzzle_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
		event = { time = 0.5 node="muzzle" particle = "mg_muzzle_smoke_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
		event = { time = 0.5 node="cartridge" particle = "mg_cartridge_particle"  keep_particle = yes }
	}

	state = { name = "defend"
		event = { time = 0 node="muzzle" particle = "mg_muzzle_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
		event = { time = 0 node="muzzle" particle = "mg_muzzle_smoke_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
		event = { time = 0 node="cartridge" particle = "mg_cartridge_particle"  keep_particle = yes }
	}

	state = {
	name = "support_attack"	animation = "support_attack"
	event = { time = 0 node="muzzle" particle = "mg_muzzle_particle"  keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
	event = { time = 0 node="muzzle" particle = "mg_muzzle_smoke_particle"  keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
	event = { time = 0 node="cartridge" particle = "mg_cartridge_particle"  keep_particle = yes }
	}
}

entity = {
	name = "MEX_infantry_2_entity"
	pdxmesh = "MEX_infantry_mg_mesh"


	default_state = "idle"
	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 = "MEX_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "MEX_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "MEX_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "MEX_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
}

entity = {
	clone = "MEX_infantry_2_entity"
	name = "MEX_infantry_3_entity"
}

# MEX_cavalry
entity = {
	name = "MEX_infantry_rider_entity"
	pdxmesh = "MEX_infantry_rifle_mesh"

	default_state = "idle"
	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
		event = { sound = { soundeffect = "horse_walking" } }
	}
	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 = "MEX_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "MEX_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "MEX_infantry_weapon_rifle_right_entity" }

	scale = 0.8
}

entity = {
	name = "MEX_infantry_mg_rider_entity"
	pdxmesh = "MEX_infantry_mg_mesh"

	default_state = "idle"
	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
		event = { sound = { soundeffect = "horse_walking" } }
	}
	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 = "MEX_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "MEX_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "MEX_infantry_weapon_rifle_right_entity" }

	scale = 0.8
}

entity = {
	name = "MEX_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 = "MEX_infantry_rider_entity" }
	attach = { 	name = "cavalry"			cavalry = "MEX_cavalry_rifle_combined_entity" }
	attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }

	scale = 1.0
}

entity = {
	name = "MEX_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 = "MEX_infantry_rider_entity" }

	scale = 0.65
}

entity = {
	name = "MEX_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 = "MEX_infantry_mg_rider_entity" }
	attach = { 	name = "cavalry"			cavalry = "MEX_cavalry_mg_combined_entity" }
	attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }

	scale = 1.0
}

entity = {
	name = "MEX_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 = "MEX_infantry_mg_rider_entity" }

	scale = 0.65
}

# MEX mechanised
entity = {
	name = "MEX_mechanized_entity"
	pdxmesh = "US_mechanized_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_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 = "motorized_unit_move_animation" } }
	}
	state = { name = "death"			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 = "move"			animation = "move" 			animation_blend_time = 0.3 animation_speed = 1.0
		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 = "motorized_unit_move_animation" } }
	}
	state = { name = "support_attack"	animation = "attack" 	animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes }
		event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.0
		event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes }
		event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.0
		event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes }
		event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	scale = 0.6
}

# MEX motorised
entity = {
	name = "MEX_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 = "MEX_motorized_vehicle_entity" }
	attach = { 	name = "infantry"			infantry = "MEX_vehicle_infantry_rifle_entity" }
}

entity = {
	name = "MEX_motorized_vehicle_entity"
	pdxmesh = "generic_motorized_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 = "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 = "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 = "defend"			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 = "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 = 0.6
}

entity = {
	name = "MEX_vehicle_infantry_rifle_entity"
	pdxmesh = "MEX_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 = "MEX_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "MEX_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "MEX_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "MEX_infantry_weapon_rifle_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
}