
#####################################################################
#####															#####
#####						Default entities					#####
#####															#####
#####			Every other unit clones from this				#####
#####															#####
#####################################################################

############ VARIANTS ############

#########################
### BERSAGLIERI MODEL ###
#########################

entity = {
	name = "ITA_infantry_alt_0_entity"
	pdxmesh = "bba_ITA_infantry_rifle_alt_0_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 = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_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 = "ITA_infantry_2_alt_0_entity"
	pdxmesh = "bba_ITA_infantry_mg_alt_0_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 = 0.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 				animation_blend_time = 0.0 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 = "ITA_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_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 = {
	clone = "ITA_infantry_2_alt_0_entity"
	name = "ITA_infantry_3_alt_0_entity"
}

######### BERSAGLIERI BICYCLE ##########

entity = {
	name = "ITA_bicycle_entity"
	pdxmesh = "bicycle_frame_mesh"

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

	attach = { 	name = "infantry"		infantry = "ITA_bicycle_rider_rifle_entity" }
	attach = { 	name = "combined"		combined = "ITA_bicycle_rifle_combined_entity" }
	attach = { 	name = "bicycle"		bike = "ITA_bicycle_vehicle_entity" }
}

entity = {
	name = "ITA_bicycle_rifle_combined_entity"
	pdxmesh = "bicycle_vehicle_mesh"

	default_state = "idle"
	state = { name = "idle" 	animation = "idle" chance = 5 next_state = "idle" looping = no propagate_state = { rider = "idle" } }
	state = { name = "idle" 	animation = "idle_2" chance = 1 next_state = "idle" looping = no propagate_state = { rider = "idle_2" } }
	state = { name = "move" 	animation = "move" chance = 5 next_state = "move" looping = no propagate_state = { rider = "move" } }
	state = { name = "move" 	animation = "move_2" chance = 1 next_state = "move" looping = no propagate_state = { rider = "move_2" } }
	state = { name = "retreat" 	animation = "retreat" chance = 10 next_state = "retreat" looping = no propagate_state = { rider = "retreat" } }
	state = { name = "retreat" 	animation = "retreat_2" chance = 1 next_state = "retreat" looping = no propagate_state = { rider = "retreat_2" } }

	attach = { 	name = "rider"	bike_center = "ITA_bicycle_rider_rifle_entity" }

	scale = 0.8
}

entity = {
	name = "ITA_bicycle_rider_rifle_entity"
	pdxmesh = "bba_ITA_infantry_rifle_alt_0_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 = "bicycle_move"       		animation_blend_time = 0.0 animation_speed = 1.0 }
	state = { name = "move_2"			animation = "bicycle_move_2"       		animation_blend_time = 0.0 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "bicycle_retreat" 	 			animation_blend_time = 0.0 animation_speed = 1.0 }
	state = { name = "retreat_2"			animation = "bicycle_retreat_2" 	 			animation_blend_time = 0.0 animation_speed = 1.0 }
	state = { name = "idle"				animation = "bicycle_idle"       		animation_blend_time = 0.0 animation_speed = 1.0 }
	state = { name = "idle_2"			animation = "bicycle_idle_2"       		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 = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_infantry_weapon_rifle_right_entity" }

	scale = 1
}

entity = {
	name = "ITA_bicycle_vehicle_entity"
	pdxmesh = "bicycle_vehicle_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "still" }

	scale = 0.8
}


###### BICYCLE MACHINE GUN ######

entity = {
	name = "ITA_bicycle_2_entity"
	pdxmesh = "bicycle_frame_mesh"

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

	attach = { 	name = "infantry"		infantry = "ITA_bicycle_rider_mg_entity" }
	attach = { 	name = "combined"		combined = "ITA_bicycle_mg_combined_entity" }
	attach = { 	name = "bicycle"		bike = "ITA_bicycle_vehicle_entity" }
}

entity = {
	name = "ITA_bicycle_mg_combined_entity"
	pdxmesh = "bicycle_vehicle_mesh"

	default_state = "idle"
	state = { name = "idle" 	animation = "idle" chance = 5 next_state = "idle" looping = no propagate_state = { rider = "idle" } }
	state = { name = "idle" 	animation = "idle_2" chance = 1 next_state = "idle" looping = no propagate_state = { rider = "idle_2" } }
	state = { name = "move" 	animation = "move" chance = 5 next_state = "move" looping = no propagate_state = { rider = "move" } }
	state = { name = "move" 	animation = "move_2" chance = 1 next_state = "move" looping = no propagate_state = { rider = "move_2" } }
	state = { name = "retreat" 	animation = "retreat" chance = 10 next_state = "retreat" looping = no propagate_state = { rider = "retreat" } }
	state = { name = "retreat" 	animation = "retreat_2" chance = 1 next_state = "retreat" looping = no propagate_state = { rider = "retreat_2" } }

	attach = { 	name = "rider"	bike_center = "ITA_bicycle_rider_mg_entity" }

	scale = 0.8
}

entity = {
	name = "ITA_bicycle_rider_mg_entity"
	pdxmesh = "bba_ITA_infantry_mg_alt_0_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 = "bicycle_move"       		animation_blend_time = 0.0 animation_speed = 1.0 }
	state = { name = "move_2"			animation = "bicycle_move_2"       		animation_blend_time = 0.0 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "bicycle_retreat" 	 			animation_blend_time = 0.0 animation_speed = 1.0 }
	state = { name = "retreat_2"			animation = "bicycle_retreat_2" 	 			animation_blend_time = 0.0 animation_speed = 1.0 }
	state = { name = "idle"				animation = "bicycle_idle"       		animation_blend_time = 0.0 animation_speed = 1.0 }
	state = { name = "idle_2"			animation = "bicycle_idle_2"       		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 = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_mg_left_entity" }

	scale = 1
}


#########################################
########### MOUNTAINEER MODEL ###########
#########################################

entity = {
	clone = "ITA_infantry_alt_0_entity"
	name = "ITA_mountaineers_entity"
	pdxmesh = "bba_ITA_mountaineers_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_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" }

}

entity = {
	clone = "ITA_infantry_2_alt_0_entity"
	name = "ITA_mountaineers_2_entity"
	pdxmesh = "bba_ITA_mountaineers_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_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" }
}

entity = {
	clone = "ITA_mountaineers_2_entity"
	name = "ITA_mountaineers_3_entity"
}


########################################
########### BLACKSHIRT MODEL ###########
########################################

entity = {
	clone = "ITA_infantry_alt_0_entity"
	name = "ITA_militia_entity"
	pdxmesh = "bba_ITA_militia_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_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" }

}

entity = {
	clone = "ITA_infantry_2_alt_0_entity"
	name = "ITA_militia_2_entity"
	pdxmesh = "bba_ITA_militia_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_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" }
}

entity = {
	clone = "ITA_militia_2_entity"
	name = "ITA_militia_3_entity"
}

### BLACKSHIRT SNOW  ###

## BLACKSHIRT RIFLE UNIT ##
entity = {
	name = "ITA_militia_entity_snow"
	pdxmesh = "ITA_militia_rifle_mesh_snow"

	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 = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_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
}

## BLACKSHIRT MG UNIT ##
entity = {
	name = "ITA_militia_2_entity_snow"
	pdxmesh = "ITA_militia_mg_mesh_snow"

	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 = 0.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 				animation_blend_time = 0.0 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 = "ITA_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_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
}

##  WEAPONS IV TECH ##
entity = {
	clone = "ITA_militia_2_entity_snow"
	name = "ITA_militia_3_entity_snow"
}


### BLACKSHIRT DESERT ###

## BLACKSHIRT RIFLE UNIT ##
entity = {
	name = "ITA_militia_entity_desert"
	pdxmesh = "ITA_rifle_militia_mesh_desert"

	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 = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_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
}

## MG UNIT ##
entity = {
	name = "ITA_militia_2_entity_desert"
	pdxmesh = "ITA_mg_militia_mesh_desert"

	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 = 0.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 				animation_blend_time = 0.0 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 = "ITA_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_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
}

##  WEAPONS IV TECH ##
entity = {
	clone = "ITA_militia_2_entity_desert"
	name = "ITA_militia_3_entity_desert"
}


########################################
########### REDSHIRT MODEL #############
########################################

entity = {
	clone = "ITA_infantry_alt_0_entity"
	name = "ITA_militia_alt_0_entity"
	pdxmesh = "bba_ITA_militia_rifle_alt_0_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_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" }

}

entity = {
	clone = "ITA_infantry_2_alt_0_entity"
	name = "ITA_militia_2_alt_0_entity"
	pdxmesh = "bba_ITA_militia_mg_alt_0_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_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" }
}

entity = {
	clone = "ITA_militia_2_alt_0_entity"
	name = "ITA_militia_3_alt_0_entity"
}

### RED SHIRT SNOW ###

## RED SHIRT RIFLE UNIT ##
entity = {
	clone = "ITA_militia_entity_snow"
	name = "ITA_militia_alt_0_entity_snow"
	pdxmesh = "ITA_militia_alt_0_rifle_mesh_snow"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_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" }

}

## RED SHIRT MG UNIT ##
entity = {
	clone = "ITA_militia_2_entity_snow"
	name = "ITA_militia_2_alt_0_entity_snow"
	pdxmesh = "ITA_militia_alt_0_mg_mesh_snow"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_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" }

}

##  WEAPONS IV TECH ##
entity = {
	clone = "ITA_militia_2_alt_0_entity_snow"
	name = "ITA_militia_3_alt_0_entity_snow"
}

### RED SHIRT DESERT ###

## RED SHIRT RIFLE UNIT ##
entity = {
	clone = "ITA_militia_entity_desert"
	name = "ITA_militia_alt_0_entity_desert"
	pdxmesh = "ITA_militia_alt_0_rifle_mesh_desert"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_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" }

}

## MG UNIT ##
entity = {
	clone = "ITA_militia_2_entity_desert"
	name = "ITA_militia_2_alt_0_entity_desert"
	pdxmesh = "ITA_militia_alt_0_mg_mesh_desert"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_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" }

}

##  WEAPONS IV TECH ##
entity = {
	clone = "ITA_militia_2_alt_0_entity_desert"
	name = "ITA_militia_3_alt_0_entity_desert"
}


############################################################
########## DEFAULT INFANTRY ACCLIMATIZATION MODELS #########
############################################################

############################################
##########  WINTER VERSION  #########
############################################
# DEFAULT INFANTRY - DESERT MODEL
# RIFLE UNIT ##
entity = {
	name = "ITA_infantry_entity_snow"
	pdxmesh = "ITA_infantry_rifle_mesh_snow_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 = "ENG_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ENG_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ENG_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ENG_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
}

## MG UNIT ##
entity = {
	name = "ITA_infantry_2_entity_snow"
	pdxmesh = "ITA_infantry_mg_mesh_snow_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 = 0.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 				animation_blend_time = 0.0 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 = "ENG_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ENG_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ENG_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ENG_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
}

##  WEAPONS IV TECH ##
entity = {
	clone = "ITA_infantry_2_entity_snow"
	name = "ITA_infantry_3_entity_snow"
}


############################################
##########  AFRICAN CAMPAIGN VERSION  #########
############################################
# DEFAULT INFANTRY - DESERT MODEL
# RIFLE UNIT ##
entity = {
	clone = "ITA_militia_entity_desert"
	name = "ITA_infantry_entity_desert"
	pdxmesh = "ITA_infantry_rifle_mesh_desert"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_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" }

}

## MG UNIT ##
entity = {
	clone = "ITA_militia_2_entity_desert"
	name = "ITA_infantry_2_entity_desert"
	pdxmesh = "ITA_infantry_mg_mesh_desert"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_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" }

}

##  WEAPONS IV TECH ##
entity = {
	clone = "ITA_infantry_2_entity_desert"
	name = "ITA_infantry_3_entity_desert"
}


#############################################
##########  MARINES INFANTRY ################
#############################################

# RIFLE UNIT ## MARINES
entity = {
	clone = "ITA_infantry_alt_0_entity"
	name = "ITA_marine_entity"
	pdxmesh = "bba_ITA_marines_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_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" }

}

## MG UNIT ## MARINES
entity = {
	clone = "ITA_infantry_2_alt_0_entity"
	name = "ITA_marine_2_entity"
	pdxmesh = "bba_ITA_marines_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_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" }

}

##  WEAPONS IV TECH ##
entity = {
	clone = "ITA_marine_2_entity"
	name = "ITA_marine_3_entity"
}


#############################################
##########  ASCARI DI MARINA ################
#############################################

# RIFLE UNIT ## COLONIAL MARINES ## ERITREAN
entity = {
	clone = "ITA_infantry_alt_0_entity"
	name = "ITA_marine_alt_0_entity"
	pdxmesh = "bba_ITA_marines_alt_0_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_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" }

}

## MG UNIT ## COLONIAL MARINES ## ERITREAN
entity = {
	clone = "ITA_infantry_2_alt_0_entity"
	name = "ITA_marine_2_alt_0_entity"
	pdxmesh = "bba_ITA_marines_alt_0_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_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" }

}

##  WEAPONS IV TECH ##
entity = {
	clone = "ITA_marine_2_alt_0_entity"
	name = "ITA_marine_3_alt_0_entity"
}



#####################################
########### ASCARI MODELS ###########
#####################################

#ERITREAN MODEL
entity = {
	clone = "ITA_infantry_alt_0_entity"
	name = "ITA_infantry_alt_1_entity"
	pdxmesh = "bba_ITA_colonial_infantry_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_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" }

}

entity = {
	clone = "ITA_infantry_2_alt_0_entity"
	name = "ITA_infantry_2_alt_1_entity"
	pdxmesh = "bba_ITA_colonial_infantry_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_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" }
}

entity = {
	clone = "ITA_infantry_2_alt_1_entity"
	name = "ITA_infantry_3_alt_1_entity"
}


############ VARIANTS ############

#LIBYAN MODEL
entity = {
	clone = "ITA_infantry_alt_0_entity"
	name = "ITA_infantry_alt_2_entity"
	pdxmesh = "ITA_colonial_infantry_alt_0_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_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" }

}

entity = {
	clone = "ITA_infantry_2_alt_0_entity"
	name = "ITA_infantry_2_alt_2_entity"
	pdxmesh = "ITA_colonial_infantry_alt_0_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_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" }
}

entity = {
	clone = "ITA_infantry_2_alt_2_entity"
	name = "ITA_infantry_3_alt_2_entity"
}

#SOMALI MODEL
entity = {
	clone = "ITA_infantry_alt_0_entity"
	name = "ITA_infantry_alt_3_entity"
	pdxmesh = "ITA_colonial_infantry_alt_1_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_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" }

}

entity = {
	clone = "ITA_infantry_2_alt_0_entity"
	name = "ITA_infantry_2_alt_3_entity"
	pdxmesh = "ITA_colonial_infantry_alt_1_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_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" }
}

entity = {
	clone = "ITA_infantry_2_alt_3_entity"
	name = "ITA_infantry_3_alt_3_entity"
}


########################################
########### IRREGULAR MODELS ###########
########################################

#SOMALIA MODEL
entity = {
	clone = "ITA_infantry_alt_0_entity"
	name = "ITA_irregular_infantry_entity"
	pdxmesh = "ITA_irregular_infantry_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_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" }

}

entity = {
	clone = "ITA_infantry_2_alt_0_entity"
	name = "ITA_irregular_infantry_2_entity"
	pdxmesh = "ITA_irregular_infantry_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_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" }
}

entity = {
	clone = "ITA_irregular_infantry_2_entity"
	name = "ITA_irregular_infantry_3_entity"
}


############ VARIANTS ############

#LIBYAN MODEL
entity = {
	clone = "ITA_infantry_alt_0_entity"
	name = "ITA_irregular_infantry_alt_0_entity"
	pdxmesh = "ITA_irregular_infantry_alt_0_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_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" }

}

entity = {
	clone = "ITA_infantry_2_alt_0_entity"
	name = "ITA_irregular_infantry_2_alt_0_entity"
	pdxmesh = "ITA_irregular_infantry_alt_0_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_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" }
}

entity = {
	clone = "ITA_irregular_infantry_2_alt_0_entity"
	name = "ITA_irregular_infantry_3_alt_0_entity"
}

#ERITREAN MODEL
entity = {
	clone = "ITA_infantry_alt_0_entity"
	name = "ITA_irregular_infantry_alt_1_entity"
	pdxmesh = "ITA_irregular_infantry_alt_1_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_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" }

}

entity = {
	clone = "ITA_infantry_2_alt_0_entity"
	name = "ITA_irregular_infantry_2_alt_1_entity"
	pdxmesh = "ITA_irregular_infantry_alt_1_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_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" }
}

entity = {
	clone = "ITA_irregular_infantry_2_alt_1_entity"
	name = "ITA_irregular_infantry_3_alt_1_entity"
}


########################################
########### ETHIOPIAN MODELS ###########
########################################

#ETHIOPIAN INFANTRY MODEL

entity = {
	clone = "ITA_infantry_alt_0_entity"
	name = "ETH_infantry_entity"
	pdxmesh = "bba_ETH_infantry_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_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" }

}

entity = {
	clone = "ITA_infantry_2_alt_0_entity"
	name = "ETH_infantry_2_entity"
	pdxmesh = "bba_ETH_infantry_2_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_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" }
}

#ETHIOPIAN IRREGULAR MODEL

entity = {
	clone = "ITA_infantry_alt_0_entity"
	name = "ETH_irregular_infantry_entity"
	pdxmesh = "bba_ETH_irregular_rifle_alt_0_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_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" }

}

entity = {
	clone = "ITA_infantry_alt_0_entity"
	name = "ETH_infantry_alt_0_entity"
	pdxmesh = "bba_ETH_communism_irregular_infantry_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_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" }

}

entity = {
	clone = "ITA_infantry_2_alt_0_entity"
	name = "ETH_infantry_2_alt_0_entity"
	pdxmesh = "bba_ETH_communism_irregular_infantry_2_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ITA_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ITA_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ITA_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ITA_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" }
}

########################################
########### SWITZERLAND MODELS ###########
########################################

#SWITZERLAND INFANTRY MODEL

entity = {
	clone = "ITA_infantry_alt_0_entity"
	name = "SWI_infantry_entity"
	pdxmesh = "bba_SWI_infantry_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "FRA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "FRA_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "FRA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "FRA_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" }

}

entity = {
	clone = "ITA_infantry_2_alt_0_entity"
	name = "SWI_infantry_2_entity"
	pdxmesh = "bba_SWI_infantry_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "western_european_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "western_european_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "FRA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "western_european_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" }
}

## WINTER RIFLE UNIT ##
#######################
entity = {
	name = "SWI_infantry_entity_snow"
	pdxmesh = "bba_SWI_infantry_rifle_mesh_snow" 

	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 = "FRA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "FRA_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "FRA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "FRA_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
}

## MG UNIT ##
entity = {
	name = "SWI_infantry_2_entity_snow"
	pdxmesh = "bba_SWI_infantry_mg_mesh_snow" 

	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 = 0.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 				animation_blend_time = 0.0 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 = "western_european_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "western_european_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "FRA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "western_european_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
}

#SWITZERLAND MILITIA MODEL

entity = {
	clone = "ITA_infantry_alt_0_entity"
	name = "SWI_militia_entity"
	pdxmesh = "bba_SWI_militia_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "FRA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "FRA_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "FRA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "FRA_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" }

}

entity = {
	clone = "ITA_infantry_2_alt_0_entity"
	name = "SWI_militia_2_entity"
	pdxmesh = "bba_SWI_militia_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "western_european_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "western_european_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "FRA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "western_european_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" }
}

## WINTER RIFLE UNIT ##
#######################
entity = {
	name = "SWI_militia_entity_snow"
	pdxmesh = "bba_SWI_militia_rifle_mesh_snow" 

	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 = "FRA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "FRA_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "FRA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "FRA_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
}

## MG UNIT ##
entity = {
	name = "SWI_militia_2_entity_snow"
	pdxmesh = "bba_SWI_militia_mg_mesh_snow" 

	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 = 0.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 				animation_blend_time = 0.0 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 = "western_european_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "western_european_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "FRA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "western_european_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
}

