objectTypes = {

	pdxmesh = {
		name = "infantry_cavalry_elephant_mesh"
		file = "gfx/models/units/elephantry/cavalry_elephant.mesh"

		animation = { id = "cavalry_idle"			type = "cavalry_elephant_idle_animation" }
		animation = { id = "cavalry_idle_2"			type = "cavalry_elephant_idle_2_animation" }
		animation = { id = "cavalry_move"			type = "cavalry_elephant_moving_animation" }
		animation = { id = "cavalry_move_2"			type = "cavalry_elephant_moving_2_animation" }
		animation = { id = "cavalry_attack"			type = "cavalry_elephant_charge_animation" }
		animation = { id = "cavalry_attack_2"		type = "cavalry_elephant_charge_2_animation" }
		animation = { id = "cavalry_special"		type = "cavalry_elephant_special_animation" }
		
		scale = 0.45
	}

####################################################### AFGANISTAN ############################################################

#################################################
###            AFGANISTAN INFANTRY            ###
#################################################

	pdxmesh = {
		name = "AFG_infantry_rifle_mesh"
		file = "gfx/models/units/infantry/AFG_infantry.mesh"
		
		animation = { id = "idle"				type = "GER_infantry_rifle_idle_animation" }
		animation = { id = "attack"				type = "GER_infantry_rifle_attack_animation" }
		animation = { id = "support_attack"		type = "GER_infantry_rifle_support_attack_animation" }
		animation = { id = "charge_rifle"		type = "GER_infantry_rifle_charge_animation" }
		animation = { id = "charge_rifle_shoot"	type = "GER_infantry_rifle_charge_shoot_animation" }
		animation = { id = "move"				type = "GER_infantry_rifle_moving_animation" }
		animation = { id = "march_move"			type = "GER_infantry_rifle_march_animation" }
		animation = { id = "retreat"			type = "GER_infantry_rifle_retreat_animation" }
		animation = { id = "death"				type = "GER_infantry_rifle_death_animation" }
		animation = { id = "long_idle01"		type = "GER_infantry_rifle_long_idle_01_animation" }
		animation = { id = "long_idle02"		type = "GER_infantry_rifle_long_idle_02_animation" }
		animation = { id = "long_idle03"		type = "GER_infantry_rifle_long_idle_03_animation" }
		animation = { id = "long_idle04"		type = "GER_infantry_rifle_long_idle_04_animation" }
		animation = { id = "long_idle05"		type = "GER_infantry_rifle_long_idle_05_animation" }
		animation = { id = "cavalry_idle"		type = "GER_infantry_cavalry_rider_rifle_idle_animation" }
		animation = { id = "cavalry_move"		type = "GER_infantry_cavalry_rider_rifle_moving_animation" }
		animation = { id = "training"			type = "GER_infantry_idle_training_animation" }
		animation = { id = "jumping_jacks"		type = "GER_infantry_jumping_jacks_animation" }
		animation = { id = "pushup"				type = "GER_infantry_pushup_animation" }
		animation = { id = "guard_rifle"		type = "GER_infantry_guard_rifle_animation" }
		animation = { id = "aim_exercise"		type = "GER_infantry_aim_exercise_animation" }
		animation = { id = "bicycle_idle"		type = "infantry_bicycle_idle_animation" }
		animation = { id = "bicycle_idle_2"		type = "infantry_bicycle_idle_2_animation" }
		animation = { id = "bicycle_move"		type = "infantry_bicycle_move_animation" }
		animation = { id = "bicycle_move_2"		type = "infantry_bicycle_move_2_animation" }
		animation = { id = "bicycle_retreat"	type = "infantry_bicycle_retreat_animation" }
		animation = { id = "bicycle_retreat_2"	type = "infantry_bicycle_retreat_2_animation" }

		meshsettings = {
			name = "AFG_infantryShape"
			index = 0
			texture_diffuse = "AFG_infantry_diffuse.dds"
			texture_normal = "AFG_infantry_normal.dds"
			texture_specular = "AFG_infantry_specular.dds"
			shader = "PdxMeshAdvanced"
		}
	}

	pdxmesh = {
		name = "AFG_infantry_mg_mesh"
		file = "gfx/models/units/infantry/AFG_infantry.mesh"
		
		animation = { id = "idle"				type = "GER_infantry_mg_idle_animation" }
		animation = { id = "attack"				type = "GER_infantry_mg_attack_animation" }
		animation = { id = "support_attack"		type = "GER_infantry_mg_support_attack_animation" }
		animation = { id = "charge_mg"			type = "GER_infantry_mg_charge_animation" }
		animation = { id = "charge_mg_shoot"	type = "GER_infantry_mg_charge_shoot_animation" }
		animation = { id = "move"				type = "GER_infantry_mg_moving_animation" }
		animation = { id = "march_move"			type = "GER_infantry_mg_march_animation" }
		animation = { id = "retreat"			type = "GER_infantry_mg_retreat_animation" }
		animation = { id = "death"				type = "GER_infantry_mg_death_animation" }
		animation = { id = "long_idle01"		type = "GER_infantry_mg_long_idle_01_animation" }
		animation = { id = "long_idle02"		type = "GER_infantry_mg_long_idle_02_animation" }
		animation = { id = "long_idle03"		type = "GER_infantry_mg_long_idle_03_animation" }
		animation = { id = "long_idle04"		type = "GER_infantry_mg_long_idle_04_animation" }
		animation = { id = "long_idle05"		type = "GER_infantry_mg_long_idle_05_animation" }
		animation = { id = "cavalry_idle"		type = "GER_infantry_cavalry_rider_mg_idle_animation" }
		animation = { id = "cavalry_move"		type = "GER_infantry_cavalry_rider_mg_moving_animation" }
		animation = { id = "training"			type = "GER_infantry_idle_training_animation" }
		animation = { id = "jumping_jacks"		type = "GER_infantry_jumping_jacks_animation" }
		animation = { id = "pushup"				type = "GER_infantry_pushup_animation" }
		animation = { id = "guard_rifle"		type = "GER_infantry_guard_rifle_animation" }
		animation = { id = "aim_exercise"		type = "GER_infantry_aim_exercise_mg_animation" }
		animation = { id = "bicycle_idle"		type = "infantry_bicycle_idle_animation" }
		animation = { id = "bicycle_idle_2"		type = "infantry_bicycle_idle_2_animation" }
		animation = { id = "bicycle_move"		type = "infantry_bicycle_move_animation" }
		animation = { id = "bicycle_move_2"		type = "infantry_bicycle_move_2_animation" }
		animation = { id = "bicycle_retreat"	type = "infantry_bicycle_retreat_animation" }
		animation = { id = "bicycle_retreat_2"	type = "infantry_bicycle_retreat_2_animation" }

		meshsettings = {
			name = "AFG_infantryShape"
			index = 0
			texture_diffuse = "AFG_infantry_diffuse.dds"
			texture_normal = "AFG_infantry_normal.dds"
			texture_specular = "AFG_infantry_specular.dds"
			shader = "PdxMeshAdvanced"
		}
	}

##################################################
####       AFGANISTAN INFANTRY - DESERT        ###
##################################################
#
#	pdxmesh = {
#		name = "AFG_infantry_desert_rifle_mesh"
#		file = "gfx/models/units/infantry/AFG_infantry_desert.mesh"
#		
#		animation = { id = "idle"				type = "GER_infantry_rifle_idle_animation" }
#		animation = { id = "attack"				type = "GER_infantry_rifle_attack_animation" }
#		animation = { id = "support_attack"		type = "GER_infantry_rifle_support_attack_animation" }
#		animation = { id = "charge_rifle"		type = "GER_infantry_rifle_charge_animation" }
#		animation = { id = "charge_rifle_shoot"	type = "GER_infantry_rifle_charge_shoot_animation" }
#		animation = { id = "move"				type = "GER_infantry_rifle_moving_animation" }
#		animation = { id = "march_move"			type = "GER_infantry_rifle_march_animation" }
#		animation = { id = "retreat"			type = "GER_infantry_rifle_retreat_animation" }
#		animation = { id = "death"				type = "GER_infantry_rifle_death_animation" }
#		animation = { id = "long_idle01"		type = "GER_infantry_rifle_long_idle_01_animation" }
#		animation = { id = "long_idle02"		type = "GER_infantry_rifle_long_idle_02_animation" }
#		animation = { id = "long_idle03"		type = "GER_infantry_rifle_long_idle_03_animation" }
#		animation = { id = "long_idle04"		type = "GER_infantry_rifle_long_idle_04_animation" }
#		animation = { id = "long_idle05"		type = "GER_infantry_rifle_long_idle_05_animation" }
#		animation = { id = "cavalry_idle"		type = "GER_infantry_cavalry_rider_rifle_idle_animation" }
#		animation = { id = "cavalry_move"		type = "GER_infantry_cavalry_rider_rifle_moving_animation" }
#		animation = { id = "training"			type = "GER_infantry_idle_training_animation" }
#		animation = { id = "jumping_jacks"		type = "GER_infantry_jumping_jacks_animation" }
#		animation = { id = "pushup"				type = "GER_infantry_pushup_animation" }
#		animation = { id = "guard_rifle"		type = "GER_infantry_guard_rifle_animation" }
#		animation = { id = "aim_exercise"		type = "GER_infantry_aim_exercise_animation" }
#		animation = { id = "bicycle_idle"		type = "infantry_bicycle_idle_animation" }
#		animation = { id = "bicycle_idle_2"		type = "infantry_bicycle_idle_2_animation" }
#		animation = { id = "bicycle_move"		type = "infantry_bicycle_move_animation" }
#		animation = { id = "bicycle_move_2"		type = "infantry_bicycle_move_2_animation" }
#		animation = { id = "bicycle_retreat"	type = "infantry_bicycle_retreat_animation" }
#		animation = { id = "bicycle_retreat_2"	type = "infantry_bicycle_retreat_2_animation" }
#
#		meshsettings = {
#			name = "AFG_infantry_desertShape"
#			index = 0
#			texture_diffuse = "AFG_infantry_desert_diffuse.dds"
#			texture_normal = "AFG_infantry_desert_normal.dds"
#			texture_specular = "AFG_infantry_desert_specular.dds"
#			shader = "PdxMeshAdvanced"
#		}
#	}
#
#	pdxmesh = {
#		name = "AFG_infantry_desert_mg_mesh"
#		file = "gfx/models/units/infantry/AFG_infantry_desert.mesh"
#		
#		animation = { id = "idle"				type = "GER_infantry_mg_idle_animation" }
#		animation = { id = "attack"				type = "GER_infantry_mg_attack_animation" }
#		animation = { id = "support_attack"		type = "GER_infantry_mg_support_attack_animation" }
#		animation = { id = "charge_mg"			type = "GER_infantry_mg_charge_animation" }
#		animation = { id = "charge_mg_shoot"	type = "GER_infantry_mg_charge_shoot_animation" }
#		animation = { id = "move"				type = "GER_infantry_mg_moving_animation" }
#		animation = { id = "march_move"			type = "GER_infantry_mg_march_animation" }
#		animation = { id = "retreat"			type = "GER_infantry_mg_retreat_animation" }
#		animation = { id = "death"				type = "GER_infantry_mg_death_animation" }
#		animation = { id = "long_idle01"		type = "GER_infantry_mg_long_idle_01_animation" }
#		animation = { id = "long_idle02"		type = "GER_infantry_mg_long_idle_02_animation" }
#		animation = { id = "long_idle03"		type = "GER_infantry_mg_long_idle_03_animation" }
#		animation = { id = "long_idle04"		type = "GER_infantry_mg_long_idle_04_animation" }
#		animation = { id = "long_idle05"		type = "GER_infantry_mg_long_idle_05_animation" }
#		animation = { id = "cavalry_idle"		type = "GER_infantry_cavalry_rider_mg_idle_animation" }
#		animation = { id = "cavalry_move"		type = "GER_infantry_cavalry_rider_mg_moving_animation" }
#		animation = { id = "training"			type = "GER_infantry_idle_training_animation" }
#		animation = { id = "jumping_jacks"		type = "GER_infantry_jumping_jacks_animation" }
#		animation = { id = "pushup"				type = "GER_infantry_pushup_animation" }
#		animation = { id = "guard_rifle"		type = "GER_infantry_guard_rifle_animation" }
#		animation = { id = "aim_exercise"		type = "GER_infantry_aim_exercise_mg_animation" }
#		animation = { id = "bicycle_idle"		type = "infantry_bicycle_idle_animation" }
#		animation = { id = "bicycle_idle_2"		type = "infantry_bicycle_idle_2_animation" }
#		animation = { id = "bicycle_move"		type = "infantry_bicycle_move_animation" }
#		animation = { id = "bicycle_move_2"		type = "infantry_bicycle_move_2_animation" }
#		animation = { id = "bicycle_retreat"	type = "infantry_bicycle_retreat_animation" }
#		animation = { id = "bicycle_retreat_2"	type = "infantry_bicycle_retreat_2_animation" }
#
#		meshsettings = {
#			name = "AFG_infantry_desertShape"
#			index = 0
#			texture_diffuse = "AFG_infantry_desert_diffuse.dds"
#			texture_normal = "AFG_infantry_desert_normal.dds"
#			texture_specular = "AFG_infantry_desert_specular.dds"
#			shader = "PdxMeshAdvanced"
#		}
#	}
#
#################################################
###        AFGANISTAN INFANTRY - SNOW         ###
#################################################
	pdxmesh = {
		name = "AFG_infantry_snow_rifle_mesh"
		file = "gfx/models/units/infantry/AFG_infantry_snow.mesh"
		
		animation = { id = "idle"				type = "GER_infantry_rifle_idle_animation" }
		animation = { id = "attack"				type = "GER_infantry_rifle_attack_animation" }
		animation = { id = "support_attack"		type = "GER_infantry_rifle_support_attack_animation" }
		animation = { id = "charge_rifle"		type = "GER_infantry_rifle_charge_animation" }
		animation = { id = "charge_rifle_shoot"	type = "GER_infantry_rifle_charge_shoot_animation" }
		animation = { id = "move"				type = "GER_infantry_rifle_moving_animation" }
		animation = { id = "march_move"			type = "GER_infantry_rifle_march_animation" }
		animation = { id = "retreat"			type = "GER_infantry_rifle_retreat_animation" }
		animation = { id = "death"				type = "GER_infantry_rifle_death_animation" }
		animation = { id = "long_idle01"		type = "GER_infantry_rifle_long_idle_01_animation" }
		animation = { id = "long_idle02"		type = "GER_infantry_rifle_long_idle_02_animation" }
		animation = { id = "long_idle03"		type = "GER_infantry_rifle_long_idle_03_animation" }
		animation = { id = "long_idle04"		type = "GER_infantry_rifle_long_idle_04_animation" }
		animation = { id = "long_idle05"		type = "GER_infantry_rifle_long_idle_05_animation" }
		animation = { id = "cavalry_idle"		type = "GER_infantry_cavalry_rider_rifle_idle_animation" }
		animation = { id = "cavalry_move"		type = "GER_infantry_cavalry_rider_rifle_moving_animation" }
		animation = { id = "training"			type = "GER_infantry_idle_training_animation" }
		animation = { id = "jumping_jacks"		type = "GER_infantry_jumping_jacks_animation" }
		animation = { id = "pushup"				type = "GER_infantry_pushup_animation" }
		animation = { id = "guard_rifle"		type = "GER_infantry_guard_rifle_animation" }
		animation = { id = "aim_exercise"		type = "GER_infantry_aim_exercise_animation" }
		animation = { id = "bicycle_idle"		type = "infantry_bicycle_idle_animation" }
		animation = { id = "bicycle_idle_2"		type = "infantry_bicycle_idle_2_animation" }
		animation = { id = "bicycle_move"		type = "infantry_bicycle_move_animation" }
		animation = { id = "bicycle_move_2"		type = "infantry_bicycle_move_2_animation" }
		animation = { id = "bicycle_retreat"	type = "infantry_bicycle_retreat_animation" }
		animation = { id = "bicycle_retreat_2"	type = "infantry_bicycle_retreat_2_animation" }
		meshsettings = {
			name = "AFG_infantry_snowShape"
			index = 0
			texture_diffuse = "AFG_infantry_snow_diffuse.dds"
			texture_normal = "AFG_infantry_snow_normal.dds"
			texture_specular = "AFG_infantry_snow_specular.dds"
			shader = "PdxMeshAdvanced"
		}
	}
	pdxmesh = {
		name = "AFG_infantry_snow_mg_mesh"
		file = "gfx/models/units/infantry/AFG_infantry_snow.mesh"
		
		animation = { id = "idle"				type = "GER_infantry_mg_idle_animation" }
		animation = { id = "attack"				type = "GER_infantry_mg_attack_animation" }
		animation = { id = "support_attack"		type = "GER_infantry_mg_support_attack_animation" }
		animation = { id = "charge_mg"			type = "GER_infantry_mg_charge_animation" }
		animation = { id = "charge_mg_shoot"	type = "GER_infantry_mg_charge_shoot_animation" }
		animation = { id = "move"				type = "GER_infantry_mg_moving_animation" }
		animation = { id = "march_move"			type = "GER_infantry_mg_march_animation" }
		animation = { id = "retreat"			type = "GER_infantry_mg_retreat_animation" }
		animation = { id = "death"				type = "GER_infantry_mg_death_animation" }
		animation = { id = "long_idle01"		type = "GER_infantry_mg_long_idle_01_animation" }
		animation = { id = "long_idle02"		type = "GER_infantry_mg_long_idle_02_animation" }
		animation = { id = "long_idle03"		type = "GER_infantry_mg_long_idle_03_animation" }
		animation = { id = "long_idle04"		type = "GER_infantry_mg_long_idle_04_animation" }
		animation = { id = "long_idle05"		type = "GER_infantry_mg_long_idle_05_animation" }
		animation = { id = "cavalry_idle"		type = "GER_infantry_cavalry_rider_mg_idle_animation" }
		animation = { id = "cavalry_move"		type = "GER_infantry_cavalry_rider_mg_moving_animation" }
		animation = { id = "training"			type = "GER_infantry_idle_training_animation" }
		animation = { id = "jumping_jacks"		type = "GER_infantry_jumping_jacks_animation" }
		animation = { id = "pushup"				type = "GER_infantry_pushup_animation" }
		animation = { id = "guard_rifle"		type = "GER_infantry_guard_rifle_animation" }
		animation = { id = "aim_exercise"		type = "GER_infantry_aim_exercise_mg_animation" }
		animation = { id = "bicycle_idle"		type = "infantry_bicycle_idle_animation" }
		animation = { id = "bicycle_idle_2"		type = "infantry_bicycle_idle_2_animation" }
		animation = { id = "bicycle_move"		type = "infantry_bicycle_move_animation" }
		animation = { id = "bicycle_move_2"		type = "infantry_bicycle_move_2_animation" }
		animation = { id = "bicycle_retreat"	type = "infantry_bicycle_retreat_animation" }
		animation = { id = "bicycle_retreat_2"	type = "infantry_bicycle_retreat_2_animation" }
		meshsettings = {
			name = "AFG_infantry_snowShape"
			index = 0
			texture_diffuse = "AFG_infantry_snow_diffuse.dds"
			texture_normal = "AFG_infantry_snow_normal.dds"
			texture_specular = "AFG_infantry_snow_specular.dds"
			shader = "PdxMeshAdvanced"
		}
	}

#################################################
###        AFGANISTAN INFANTRY  - ALT 0       ###
#################################################

	pdxmesh = {
		name = "AFG_infantry_alt_0_rifle_mesh"
		file = "gfx/models/units/infantry/AFG_infantry_alt_0.mesh"
		
		animation = { id = "idle"				type = "GER_infantry_rifle_idle_animation" }
		animation = { id = "attack"				type = "GER_infantry_rifle_attack_animation" }
		animation = { id = "support_attack"		type = "GER_infantry_rifle_support_attack_animation" }
		animation = { id = "charge_rifle"		type = "GER_infantry_rifle_charge_animation" }
		animation = { id = "charge_rifle_shoot"	type = "GER_infantry_rifle_charge_shoot_animation" }
		animation = { id = "move"				type = "GER_infantry_rifle_moving_animation" }
		animation = { id = "march_move"			type = "GER_infantry_rifle_march_animation" }
		animation = { id = "retreat"			type = "GER_infantry_rifle_retreat_animation" }
		animation = { id = "death"				type = "GER_infantry_rifle_death_animation" }
		animation = { id = "long_idle01"		type = "GER_infantry_rifle_long_idle_01_animation" }
		animation = { id = "long_idle02"		type = "GER_infantry_rifle_long_idle_02_animation" }
		animation = { id = "long_idle03"		type = "GER_infantry_rifle_long_idle_03_animation" }
		animation = { id = "long_idle04"		type = "GER_infantry_rifle_long_idle_04_animation" }
		animation = { id = "long_idle05"		type = "GER_infantry_rifle_long_idle_05_animation" }
		animation = { id = "cavalry_idle"		type = "GER_infantry_cavalry_rider_rifle_idle_animation" }
		animation = { id = "cavalry_move"		type = "GER_infantry_cavalry_rider_rifle_moving_animation" }
		animation = { id = "training"			type = "GER_infantry_idle_training_animation" }
		animation = { id = "jumping_jacks"		type = "GER_infantry_jumping_jacks_animation" }
		animation = { id = "pushup"				type = "GER_infantry_pushup_animation" }
		animation = { id = "guard_rifle"		type = "GER_infantry_guard_rifle_animation" }
		animation = { id = "aim_exercise"		type = "GER_infantry_aim_exercise_animation" }
		animation = { id = "bicycle_idle"		type = "infantry_bicycle_idle_animation" }
		animation = { id = "bicycle_idle_2"		type = "infantry_bicycle_idle_2_animation" }
		animation = { id = "bicycle_move"		type = "infantry_bicycle_move_animation" }
		animation = { id = "bicycle_move_2"		type = "infantry_bicycle_move_2_animation" }
		animation = { id = "bicycle_retreat"	type = "infantry_bicycle_retreat_animation" }
		animation = { id = "bicycle_retreat_2"	type = "infantry_bicycle_retreat_2_animation" }

		meshsettings = {
			name = "AFG_infantry_alt_0Shape"
			index = 0
			texture_diffuse = "AFG_infantry_alt_0_diffuse.dds"
			texture_normal = "AFG_infantry_alt_0_normal.dds"
			texture_specular = "AFG_infantry_alt_0_specular.dds"
			shader = "PdxMeshAdvanced"
		}
	}

	pdxmesh = {
		name = "AFG_infantry_alt_0_mg_mesh"
		file = "gfx/models/units/infantry/AFG_infantry_alt_0.mesh"
		
		animation = { id = "idle"				type = "GER_infantry_mg_idle_animation" }
		animation = { id = "attack"				type = "GER_infantry_mg_attack_animation" }
		animation = { id = "support_attack"		type = "GER_infantry_mg_support_attack_animation" }
		animation = { id = "charge_mg"			type = "GER_infantry_mg_charge_animation" }
		animation = { id = "charge_mg_shoot"	type = "GER_infantry_mg_charge_shoot_animation" }
		animation = { id = "move"				type = "GER_infantry_mg_moving_animation" }
		animation = { id = "march_move"			type = "GER_infantry_mg_march_animation" }
		animation = { id = "retreat"			type = "GER_infantry_mg_retreat_animation" }
		animation = { id = "death"				type = "GER_infantry_mg_death_animation" }
		animation = { id = "long_idle01"		type = "GER_infantry_mg_long_idle_01_animation" }
		animation = { id = "long_idle02"		type = "GER_infantry_mg_long_idle_02_animation" }
		animation = { id = "long_idle03"		type = "GER_infantry_mg_long_idle_03_animation" }
		animation = { id = "long_idle04"		type = "GER_infantry_mg_long_idle_04_animation" }
		animation = { id = "long_idle05"		type = "GER_infantry_mg_long_idle_05_animation" }
		animation = { id = "cavalry_idle"		type = "GER_infantry_cavalry_rider_mg_idle_animation" }
		animation = { id = "cavalry_move"		type = "GER_infantry_cavalry_rider_mg_moving_animation" }
		animation = { id = "training"			type = "GER_infantry_idle_training_animation" }
		animation = { id = "jumping_jacks"		type = "GER_infantry_jumping_jacks_animation" }
		animation = { id = "pushup"				type = "GER_infantry_pushup_animation" }
		animation = { id = "guard_rifle"		type = "GER_infantry_guard_rifle_animation" }
		animation = { id = "aim_exercise"		type = "GER_infantry_aim_exercise_mg_animation" }
		animation = { id = "bicycle_idle"		type = "infantry_bicycle_idle_animation" }
		animation = { id = "bicycle_idle_2"		type = "infantry_bicycle_idle_2_animation" }
		animation = { id = "bicycle_move"		type = "infantry_bicycle_move_animation" }
		animation = { id = "bicycle_move_2"		type = "infantry_bicycle_move_2_animation" }
		animation = { id = "bicycle_retreat"	type = "infantry_bicycle_retreat_animation" }
		animation = { id = "bicycle_retreat_2"	type = "infantry_bicycle_retreat_2_animation" }

		meshsettings = {
			name = "AFG_infantry_alt_0Shape"
			index = 0
			texture_diffuse = "AFG_infantry_alt_0_diffuse.dds"
			texture_normal = "AFG_infantry_alt_0_normal.dds"
			texture_specular = "AFG_infantry_alt_0_specular.dds"
			shader = "PdxMeshAdvanced"
		}
	}


#################################################
###            AFGANISTAN MILITIA             ###
#################################################

	pdxmesh = {
		name = "AFG_militia_rifle_mesh"
		file = "gfx/models/units/infantry/AFG_militia.mesh"
		
		animation = { id = "idle"				type = "GER_infantry_rifle_idle_animation" }
		animation = { id = "attack"				type = "GER_infantry_rifle_attack_animation" }
		animation = { id = "support_attack"		type = "GER_infantry_rifle_support_attack_animation" }
		animation = { id = "charge_rifle"		type = "GER_infantry_rifle_charge_animation" }
		animation = { id = "charge_rifle_shoot"	type = "GER_infantry_rifle_charge_shoot_animation" }
		animation = { id = "move"				type = "GER_infantry_rifle_moving_animation" }
		animation = { id = "march_move"			type = "GER_infantry_rifle_march_animation" }
		animation = { id = "retreat"			type = "GER_infantry_rifle_retreat_animation" }
		animation = { id = "death"				type = "GER_infantry_rifle_death_animation" }
		animation = { id = "long_idle01"		type = "GER_infantry_rifle_long_idle_01_animation" }
		animation = { id = "long_idle02"		type = "GER_infantry_rifle_long_idle_02_animation" }
		animation = { id = "long_idle03"		type = "GER_infantry_rifle_long_idle_03_animation" }
		animation = { id = "long_idle04"		type = "GER_infantry_rifle_long_idle_04_animation" }
		animation = { id = "long_idle05"		type = "GER_infantry_rifle_long_idle_05_animation" }
		animation = { id = "cavalry_idle"		type = "GER_infantry_cavalry_rider_rifle_idle_animation" }
		animation = { id = "cavalry_move"		type = "GER_infantry_cavalry_rider_rifle_moving_animation" }
		animation = { id = "training"			type = "GER_infantry_idle_training_animation" }
		animation = { id = "jumping_jacks"		type = "GER_infantry_jumping_jacks_animation" }
		animation = { id = "pushup"				type = "GER_infantry_pushup_animation" }
		animation = { id = "guard_rifle"		type = "GER_infantry_guard_rifle_animation" }
		animation = { id = "aim_exercise"		type = "GER_infantry_aim_exercise_animation" }
		animation = { id = "bicycle_idle"		type = "infantry_bicycle_idle_animation" }
		animation = { id = "bicycle_idle_2"		type = "infantry_bicycle_idle_2_animation" }
		animation = { id = "bicycle_move"		type = "infantry_bicycle_move_animation" }
		animation = { id = "bicycle_move_2"		type = "infantry_bicycle_move_2_animation" }
		animation = { id = "bicycle_retreat"	type = "infantry_bicycle_retreat_animation" }
		animation = { id = "bicycle_retreat_2"	type = "infantry_bicycle_retreat_2_animation" }

		meshsettings = {
			name = "AFG_militiaShape"
			index = 0
			texture_diffuse = "AFG_militia_diffuse.dds"
			texture_normal = "AFG_militia_normal.dds"
			texture_specular = "AFG_militia_specular.dds"
			shader = "PdxMeshAdvanced"
		}
	}

	pdxmesh = {
		name = "AFG_militia_mg_mesh"
		file = "gfx/models/units/infantry/AFG_militia.mesh"
		
		animation = { id = "idle"				type = "GER_infantry_mg_idle_animation" }
		animation = { id = "attack"				type = "GER_infantry_mg_attack_animation" }
		animation = { id = "support_attack"		type = "GER_infantry_mg_support_attack_animation" }
		animation = { id = "charge_mg"			type = "GER_infantry_mg_charge_animation" }
		animation = { id = "charge_mg_shoot"	type = "GER_infantry_mg_charge_shoot_animation" }
		animation = { id = "move"				type = "GER_infantry_mg_moving_animation" }
		animation = { id = "march_move"			type = "GER_infantry_mg_march_animation" }
		animation = { id = "retreat"			type = "GER_infantry_mg_retreat_animation" }
		animation = { id = "death"				type = "GER_infantry_mg_death_animation" }
		animation = { id = "long_idle01"		type = "GER_infantry_mg_long_idle_01_animation" }
		animation = { id = "long_idle02"		type = "GER_infantry_mg_long_idle_02_animation" }
		animation = { id = "long_idle03"		type = "GER_infantry_mg_long_idle_03_animation" }
		animation = { id = "long_idle04"		type = "GER_infantry_mg_long_idle_04_animation" }
		animation = { id = "long_idle05"		type = "GER_infantry_mg_long_idle_05_animation" }
		animation = { id = "cavalry_idle"		type = "GER_infantry_cavalry_rider_mg_idle_animation" }
		animation = { id = "cavalry_move"		type = "GER_infantry_cavalry_rider_mg_moving_animation" }
		animation = { id = "training"			type = "GER_infantry_idle_training_animation" }
		animation = { id = "jumping_jacks"		type = "GER_infantry_jumping_jacks_animation" }
		animation = { id = "pushup"				type = "GER_infantry_pushup_animation" }
		animation = { id = "guard_rifle"		type = "GER_infantry_guard_rifle_animation" }
		animation = { id = "aim_exercise"		type = "GER_infantry_aim_exercise_mg_animation" }
		animation = { id = "bicycle_idle"		type = "infantry_bicycle_idle_animation" }
		animation = { id = "bicycle_idle_2"		type = "infantry_bicycle_idle_2_animation" }
		animation = { id = "bicycle_move"		type = "infantry_bicycle_move_animation" }
		animation = { id = "bicycle_move_2"		type = "infantry_bicycle_move_2_animation" }
		animation = { id = "bicycle_retreat"	type = "infantry_bicycle_retreat_animation" }
		animation = { id = "bicycle_retreat_2"	type = "infantry_bicycle_retreat_2_animation" }

		meshsettings = {
			name = "AFG_militiaShape"
			index = 0
			texture_diffuse = "AFG_militia_diffuse.dds"
			texture_normal = "AFG_militia_normal.dds"
			texture_specular = "AFG_militia_specular.dds"
			shader = "PdxMeshAdvanced"
		}
	}

##################################################### Persia / Iran ###########################################################

##############################################
####  		PERSIAN DEFAULT INFANTRY 	  ####
##############################################

	pdxmesh = {
		name = "PER_infantry_rifle_mesh"
		file = "gfx/models/units/infantry/PER_infantry.mesh"
		
		animation = { id = "idle"				type = "GER_infantry_rifle_idle_animation" }
		animation = { id = "attack"				type = "GER_infantry_rifle_attack_animation" }
		animation = { id = "support_attack"		type = "GER_infantry_rifle_support_attack_animation" }
		animation = { id = "charge_rifle"		type = "GER_infantry_rifle_charge_animation" }
		animation = { id = "charge_rifle_shoot"	type = "GER_infantry_rifle_charge_shoot_animation" }
		animation = { id = "move"				type = "GER_infantry_rifle_moving_animation" }
		animation = { id = "march_move"			type = "GER_infantry_rifle_march_animation" }
		animation = { id = "retreat"			type = "GER_infantry_rifle_retreat_animation" }
		animation = { id = "death"				type = "GER_infantry_rifle_death_animation" }
		animation = { id = "long_idle01"		type = "GER_infantry_rifle_long_idle_01_animation" }
		animation = { id = "long_idle02"		type = "GER_infantry_rifle_long_idle_02_animation" }
		animation = { id = "long_idle03"		type = "GER_infantry_rifle_long_idle_03_animation" }
		animation = { id = "long_idle04"		type = "GER_infantry_rifle_long_idle_04_animation" }
		animation = { id = "long_idle05"		type = "GER_infantry_rifle_long_idle_05_animation" }
		animation = { id = "cavalry_idle"		type = "GER_infantry_cavalry_rider_rifle_idle_animation" }
		animation = { id = "cavalry_move"		type = "GER_infantry_cavalry_rider_rifle_moving_animation" }
		animation = { id = "training"			type = "GER_infantry_idle_training_animation" }
		animation = { id = "jumping_jacks"		type = "GER_infantry_jumping_jacks_animation" }
		animation = { id = "pushup"				type = "GER_infantry_pushup_animation" }
		animation = { id = "guard_rifle"		type = "GER_infantry_guard_rifle_animation" }
		animation = { id = "aim_exercise"		type = "GER_infantry_aim_exercise_animation" }
		animation = { id = "bicycle_idle"		type = "infantry_bicycle_idle_animation" }
		animation = { id = "bicycle_idle_2"		type = "infantry_bicycle_idle_2_animation" }
		animation = { id = "bicycle_move"		type = "infantry_bicycle_move_animation" }
		animation = { id = "bicycle_move_2"		type = "infantry_bicycle_move_2_animation" }
		animation = { id = "bicycle_retreat"	type = "infantry_bicycle_retreat_animation" }
		animation = { id = "bicycle_retreat_2"	type = "infantry_bicycle_retreat_2_animation" }

		meshsettings = {
			name = "PER_infantryShape"
			index = 0
			texture_diffuse = "PER_infantry_diffuse.dds"
			texture_normal = "PER_infantry_normal.dds"
			texture_specular = "PER_infantry_specular.dds"
			shader = "PdxMeshAdvanced"
		}
	}

	pdxmesh = {
		name = "PER_infantry_mg_mesh"
		file = "gfx/models/units/infantry/PER_infantry.mesh"
		
		animation = { id = "idle"				type = "GER_infantry_mg_idle_animation" }
		animation = { id = "attack"				type = "GER_infantry_mg_attack_animation" }
		animation = { id = "support_attack"		type = "GER_infantry_mg_support_attack_animation" }
		animation = { id = "charge_mg"			type = "GER_infantry_mg_charge_animation" }
		animation = { id = "charge_mg_shoot"	type = "GER_infantry_mg_charge_shoot_animation" }
		animation = { id = "move"				type = "GER_infantry_mg_moving_animation" }
		animation = { id = "march_move"			type = "GER_infantry_mg_march_animation" }
		animation = { id = "retreat"			type = "GER_infantry_mg_retreat_animation" }
		animation = { id = "death"				type = "GER_infantry_mg_death_animation" }
		animation = { id = "long_idle01"		type = "GER_infantry_mg_long_idle_01_animation" }
		animation = { id = "long_idle02"		type = "GER_infantry_mg_long_idle_02_animation" }
		animation = { id = "long_idle03"		type = "GER_infantry_mg_long_idle_03_animation" }
		animation = { id = "long_idle04"		type = "GER_infantry_mg_long_idle_04_animation" }
		animation = { id = "long_idle05"		type = "GER_infantry_mg_long_idle_05_animation" }
		animation = { id = "cavalry_idle"		type = "GER_infantry_cavalry_rider_mg_idle_animation" }
		animation = { id = "cavalry_move"		type = "GER_infantry_cavalry_rider_mg_moving_animation" }
		animation = { id = "training"			type = "GER_infantry_idle_training_animation" }
		animation = { id = "jumping_jacks"		type = "GER_infantry_jumping_jacks_animation" }
		animation = { id = "pushup"				type = "GER_infantry_pushup_animation" }
		animation = { id = "guard_rifle"		type = "GER_infantry_guard_rifle_animation" }
		animation = { id = "aim_exercise"		type = "GER_infantry_aim_exercise_mg_animation" }
		animation = { id = "bicycle_idle"		type = "infantry_bicycle_idle_animation" }
		animation = { id = "bicycle_idle_2"		type = "infantry_bicycle_idle_2_animation" }
		animation = { id = "bicycle_move"		type = "infantry_bicycle_move_animation" }
		animation = { id = "bicycle_move_2"		type = "infantry_bicycle_move_2_animation" }
		animation = { id = "bicycle_retreat"	type = "infantry_bicycle_retreat_animation" }
		animation = { id = "bicycle_retreat_2"	type = "infantry_bicycle_retreat_2_animation" }

		meshsettings = {
			name = "PER_infantryShape"
			index = 0
			texture_diffuse = "PER_infantry_diffuse.dds"
			texture_normal = "PER_infantry_normal.dds"
			texture_specular = "PER_infantry_specular.dds"
			shader = "PdxMeshAdvanced"
		}
	}

	pdxmesh = {
		name = "PER_infantry_weapon_rifle_mesh"
		file = "gfx/models/units/infantry/PER_infantry_weapon_rifle.mesh"

		meshsettings = {
			name = "PER_infantry_weapon_rifleShape"
			index = 0
			texture_diffuse = "PER_infantry_diffuse.dds"
			texture_normal = "PER_infantry_normal.dds"
			texture_specular = "PER_infantry_specular.dds"
			shader = "PdxMeshAdvanced"
		}
	}

###############################################
####        PERSIAN INFANTRY  - ALT 0      ####
###############################################

	pdxmesh = {
		name = "PER_infantry_alt_0_rifle_mesh"
		file = "gfx/models/units/infantry/PER_infantry_alt_0.mesh"
		
		animation = { id = "idle"				type = "GER_infantry_rifle_idle_animation" }
		animation = { id = "attack"				type = "GER_infantry_rifle_attack_animation" }
		animation = { id = "support_attack"		type = "GER_infantry_rifle_support_attack_animation" }
		animation = { id = "charge_rifle"		type = "GER_infantry_rifle_charge_animation" }
		animation = { id = "charge_rifle_shoot"	type = "GER_infantry_rifle_charge_shoot_animation" }
		animation = { id = "move"				type = "GER_infantry_rifle_moving_animation" }
		animation = { id = "march_move"			type = "GER_infantry_rifle_march_animation" }
		animation = { id = "retreat"			type = "GER_infantry_rifle_retreat_animation" }
		animation = { id = "death"				type = "GER_infantry_rifle_death_animation" }
		animation = { id = "long_idle01"		type = "GER_infantry_rifle_long_idle_01_animation" }
		animation = { id = "long_idle02"		type = "GER_infantry_rifle_long_idle_02_animation" }
		animation = { id = "long_idle03"		type = "GER_infantry_rifle_long_idle_03_animation" }
		animation = { id = "long_idle04"		type = "GER_infantry_rifle_long_idle_04_animation" }
		animation = { id = "long_idle05"		type = "GER_infantry_rifle_long_idle_05_animation" }
		animation = { id = "cavalry_idle"		type = "GER_infantry_cavalry_rider_rifle_idle_animation" }
		animation = { id = "cavalry_move"		type = "GER_infantry_cavalry_rider_rifle_moving_animation" }
		animation = { id = "training"			type = "GER_infantry_idle_training_animation" }
		animation = { id = "jumping_jacks"		type = "GER_infantry_jumping_jacks_animation" }
		animation = { id = "pushup"				type = "GER_infantry_pushup_animation" }
		animation = { id = "guard_rifle"		type = "GER_infantry_guard_rifle_animation" }
		animation = { id = "aim_exercise"		type = "GER_infantry_aim_exercise_animation" }
		animation = { id = "bicycle_idle"		type = "infantry_bicycle_idle_animation" }
		animation = { id = "bicycle_idle_2"		type = "infantry_bicycle_idle_2_animation" }
		animation = { id = "bicycle_move"		type = "infantry_bicycle_move_animation" }
		animation = { id = "bicycle_move_2"		type = "infantry_bicycle_move_2_animation" }
		animation = { id = "bicycle_retreat"	type = "infantry_bicycle_retreat_animation" }
		animation = { id = "bicycle_retreat_2"	type = "infantry_bicycle_retreat_2_animation" }

		meshsettings = {
			name = "PER_infantry_alt_0Shape"
			index = 0
			texture_diffuse = "PER_infantry_alt_0_diffuse.dds"
			texture_normal = "PER_infantry_alt_0_normal.dds"
			texture_specular = "PER_infantry_alt_0_specular.dds"
			shader = "PdxMeshAdvanced"
		}
	}

	pdxmesh = {
		name = "PER_infantry_alt_0_mg_mesh"
		file = "gfx/models/units/infantry/PER_infantry_alt_0.mesh"
		
		animation = { id = "idle"				type = "GER_infantry_mg_idle_animation" }
		animation = { id = "attack"				type = "GER_infantry_mg_attack_animation" }
		animation = { id = "support_attack"		type = "GER_infantry_mg_support_attack_animation" }
		animation = { id = "charge_mg"			type = "GER_infantry_mg_charge_animation" }
		animation = { id = "charge_mg_shoot"	type = "GER_infantry_mg_charge_shoot_animation" }
		animation = { id = "move"				type = "GER_infantry_mg_moving_animation" }
		animation = { id = "march_move"			type = "GER_infantry_mg_march_animation" }
		animation = { id = "retreat"			type = "GER_infantry_mg_retreat_animation" }
		animation = { id = "death"				type = "GER_infantry_mg_death_animation" }
		animation = { id = "long_idle01"		type = "GER_infantry_mg_long_idle_01_animation" }
		animation = { id = "long_idle02"		type = "GER_infantry_mg_long_idle_02_animation" }
		animation = { id = "long_idle03"		type = "GER_infantry_mg_long_idle_03_animation" }
		animation = { id = "long_idle04"		type = "GER_infantry_mg_long_idle_04_animation" }
		animation = { id = "long_idle05"		type = "GER_infantry_mg_long_idle_05_animation" }
		animation = { id = "cavalry_idle"		type = "GER_infantry_cavalry_rider_mg_idle_animation" }
		animation = { id = "cavalry_move"		type = "GER_infantry_cavalry_rider_mg_moving_animation" }
		animation = { id = "training"			type = "GER_infantry_idle_training_animation" }
		animation = { id = "jumping_jacks"		type = "GER_infantry_jumping_jacks_animation" }
		animation = { id = "pushup"				type = "GER_infantry_pushup_animation" }
		animation = { id = "guard_rifle"		type = "GER_infantry_guard_rifle_animation" }
		animation = { id = "aim_exercise"		type = "GER_infantry_aim_exercise_mg_animation" }
		animation = { id = "bicycle_idle"		type = "infantry_bicycle_idle_animation" }
		animation = { id = "bicycle_idle_2"		type = "infantry_bicycle_idle_2_animation" }
		animation = { id = "bicycle_move"		type = "infantry_bicycle_move_animation" }
		animation = { id = "bicycle_move_2"		type = "infantry_bicycle_move_2_animation" }
		animation = { id = "bicycle_retreat"	type = "infantry_bicycle_retreat_animation" }
		animation = { id = "bicycle_retreat_2"	type = "infantry_bicycle_retreat_2_animation" }

		meshsettings = {
			name = "PER_infantry_alt_0Shape"
			index = 0
			texture_diffuse = "PER_infantry_alt_0_diffuse.dds"
			texture_normal = "PER_infantry_alt_0_normal.dds"
			texture_specular = "PER_infantry_alt_0_specular.dds"
			shader = "PdxMeshAdvanced"
		}
	}


##################################################### IRAQ ###########################################################

##############################################
####  		IRAQ DEFAULT INFANTRY  		  ####
##############################################

	pdxmesh = {
		name = "IRQ_infantry_rifle_mesh"
		file = "gfx/models/units/infantry/IRQ_infantry.mesh"
		
		animation = { id = "idle"				type = "GER_infantry_rifle_idle_animation" }
		animation = { id = "attack"				type = "GER_infantry_rifle_attack_animation" }
		animation = { id = "support_attack"		type = "GER_infantry_rifle_support_attack_animation" }
		animation = { id = "charge_rifle"		type = "GER_infantry_rifle_charge_animation" }
		animation = { id = "charge_rifle_shoot"	type = "GER_infantry_rifle_charge_shoot_animation" }
		animation = { id = "move"				type = "GER_infantry_rifle_moving_animation" }
		animation = { id = "march_move"			type = "GER_infantry_rifle_march_animation" }
		animation = { id = "retreat"			type = "GER_infantry_rifle_retreat_animation" }
		animation = { id = "death"				type = "GER_infantry_rifle_death_animation" }
		animation = { id = "long_idle01"		type = "GER_infantry_rifle_long_idle_01_animation" }
		animation = { id = "long_idle02"		type = "GER_infantry_rifle_long_idle_02_animation" }
		animation = { id = "long_idle03"		type = "GER_infantry_rifle_long_idle_03_animation" }
		animation = { id = "long_idle04"		type = "GER_infantry_rifle_long_idle_04_animation" }
		animation = { id = "long_idle05"		type = "GER_infantry_rifle_long_idle_05_animation" }
		animation = { id = "cavalry_idle"		type = "GER_infantry_cavalry_rider_rifle_idle_animation" }
		animation = { id = "cavalry_move"		type = "GER_infantry_cavalry_rider_rifle_moving_animation" }
		animation = { id = "training"			type = "GER_infantry_idle_training_animation" }
		animation = { id = "jumping_jacks"		type = "GER_infantry_jumping_jacks_animation" }
		animation = { id = "pushup"				type = "GER_infantry_pushup_animation" }
		animation = { id = "guard_rifle"		type = "GER_infantry_guard_rifle_animation" }
		animation = { id = "aim_exercise"		type = "GER_infantry_aim_exercise_animation" }
		animation = { id = "bicycle_idle"		type = "infantry_bicycle_idle_animation" }
		animation = { id = "bicycle_idle_2"		type = "infantry_bicycle_idle_2_animation" }
		animation = { id = "bicycle_move"		type = "infantry_bicycle_move_animation" }
		animation = { id = "bicycle_move_2"		type = "infantry_bicycle_move_2_animation" }
		animation = { id = "bicycle_retreat"	type = "infantry_bicycle_retreat_animation" }
		animation = { id = "bicycle_retreat_2"	type = "infantry_bicycle_retreat_2_animation" }

		meshsettings = {
			name = "IRQ_infantryShape"
			index = 0
			texture_diffuse = "IRQ_infantry_diffuse.dds"
			texture_normal = "IRQ_infantry_normal.dds"
			texture_specular = "IRQ_infantry_specular.dds"
			shader = "PdxMeshAdvanced"
		}
	}

	pdxmesh = {
		name = "IRQ_infantry_mg_mesh"
		file = "gfx/models/units/infantry/IRQ_infantry.mesh"
		
		animation = { id = "idle"				type = "GER_infantry_mg_idle_animation" }
		animation = { id = "attack"				type = "GER_infantry_mg_attack_animation" }
		animation = { id = "support_attack"		type = "GER_infantry_mg_support_attack_animation" }
		animation = { id = "charge_mg"			type = "GER_infantry_mg_charge_animation" }
		animation = { id = "charge_mg_shoot"	type = "GER_infantry_mg_charge_shoot_animation" }
		animation = { id = "move"				type = "GER_infantry_mg_moving_animation" }
		animation = { id = "march_move"			type = "GER_infantry_mg_march_animation" }
		animation = { id = "retreat"			type = "GER_infantry_mg_retreat_animation" }
		animation = { id = "death"				type = "GER_infantry_mg_death_animation" }
		animation = { id = "long_idle01"		type = "GER_infantry_mg_long_idle_01_animation" }
		animation = { id = "long_idle02"		type = "GER_infantry_mg_long_idle_02_animation" }
		animation = { id = "long_idle03"		type = "GER_infantry_mg_long_idle_03_animation" }
		animation = { id = "long_idle04"		type = "GER_infantry_mg_long_idle_04_animation" }
		animation = { id = "long_idle05"		type = "GER_infantry_mg_long_idle_05_animation" }
		animation = { id = "cavalry_idle"		type = "GER_infantry_cavalry_rider_mg_idle_animation" }
		animation = { id = "cavalry_move"		type = "GER_infantry_cavalry_rider_mg_moving_animation" }
		animation = { id = "training"			type = "GER_infantry_idle_training_animation" }
		animation = { id = "jumping_jacks"		type = "GER_infantry_jumping_jacks_animation" }
		animation = { id = "pushup"				type = "GER_infantry_pushup_animation" }
		animation = { id = "guard_rifle"		type = "GER_infantry_guard_rifle_animation" }
		animation = { id = "aim_exercise"		type = "GER_infantry_aim_exercise_mg_animation" }
		animation = { id = "bicycle_idle"		type = "infantry_bicycle_idle_animation" }
		animation = { id = "bicycle_idle_2"		type = "infantry_bicycle_idle_2_animation" }
		animation = { id = "bicycle_move"		type = "infantry_bicycle_move_animation" }
		animation = { id = "bicycle_move_2"		type = "infantry_bicycle_move_2_animation" }
		animation = { id = "bicycle_retreat"	type = "infantry_bicycle_retreat_animation" }
		animation = { id = "bicycle_retreat_2"	type = "infantry_bicycle_retreat_2_animation" }

		meshsettings = {
			name = "IRQ_infantryShape"
			index = 0
			texture_diffuse = "IRQ_infantry_diffuse.dds"
			texture_normal = "IRQ_infantry_normal.dds"
			texture_specular = "IRQ_infantry_specular.dds"
			shader = "PdxMeshAdvanced"
		}
	}


###############################################
####        IRAQ INFANTRY  - ALT 0         ####
###############################################

	pdxmesh = {
		name = "IRQ_infantry_alt_0_rifle_mesh"
		file = "gfx/models/units/infantry/IRQ_infantry_alt_0.mesh"
		
		animation = { id = "idle"				type = "GER_infantry_rifle_idle_animation" }
		animation = { id = "attack"				type = "GER_infantry_rifle_attack_animation" }
		animation = { id = "support_attack"		type = "GER_infantry_rifle_support_attack_animation" }
		animation = { id = "charge_rifle"		type = "GER_infantry_rifle_charge_animation" }
		animation = { id = "charge_rifle_shoot"	type = "GER_infantry_rifle_charge_shoot_animation" }
		animation = { id = "move"				type = "GER_infantry_rifle_moving_animation" }
		animation = { id = "march_move"			type = "GER_infantry_rifle_march_animation" }
		animation = { id = "retreat"			type = "GER_infantry_rifle_retreat_animation" }
		animation = { id = "death"				type = "GER_infantry_rifle_death_animation" }
		animation = { id = "long_idle01"		type = "GER_infantry_rifle_long_idle_01_animation" }
		animation = { id = "long_idle02"		type = "GER_infantry_rifle_long_idle_02_animation" }
		animation = { id = "long_idle03"		type = "GER_infantry_rifle_long_idle_03_animation" }
		animation = { id = "long_idle04"		type = "GER_infantry_rifle_long_idle_04_animation" }
		animation = { id = "long_idle05"		type = "GER_infantry_rifle_long_idle_05_animation" }
		animation = { id = "cavalry_idle"		type = "GER_infantry_cavalry_rider_rifle_idle_animation" }
		animation = { id = "cavalry_move"		type = "GER_infantry_cavalry_rider_rifle_moving_animation" }
		animation = { id = "training"			type = "GER_infantry_idle_training_animation" }
		animation = { id = "jumping_jacks"		type = "GER_infantry_jumping_jacks_animation" }
		animation = { id = "pushup"				type = "GER_infantry_pushup_animation" }
		animation = { id = "guard_rifle"		type = "GER_infantry_guard_rifle_animation" }
		animation = { id = "aim_exercise"		type = "GER_infantry_aim_exercise_animation" }
		animation = { id = "bicycle_idle"		type = "infantry_bicycle_idle_animation" }
		animation = { id = "bicycle_idle_2"		type = "infantry_bicycle_idle_2_animation" }
		animation = { id = "bicycle_move"		type = "infantry_bicycle_move_animation" }
		animation = { id = "bicycle_move_2"		type = "infantry_bicycle_move_2_animation" }
		animation = { id = "bicycle_retreat"	type = "infantry_bicycle_retreat_animation" }
		animation = { id = "bicycle_retreat_2"	type = "infantry_bicycle_retreat_2_animation" }

		meshsettings = {
			name = "IRQ_infantry_alt_0Shape"
			index = 0
			texture_diffuse = "IRQ_infantry_alt_0_diffuse.dds"
			texture_normal = "IRQ_infantry_alt_0_normal.dds"
			texture_specular = "IRQ_infantry_alt_0_specular.dds"
			shader = "PdxMeshAdvanced"
		}
	}

	pdxmesh = {
		name = "IRQ_infantry_alt_0_mg_mesh"
		file = "gfx/models/units/infantry/IRQ_infantry_alt_0.mesh"
		
		animation = { id = "idle"				type = "GER_infantry_mg_idle_animation" }
		animation = { id = "attack"				type = "GER_infantry_mg_attack_animation" }
		animation = { id = "support_attack"		type = "GER_infantry_mg_support_attack_animation" }
		animation = { id = "charge_mg"			type = "GER_infantry_mg_charge_animation" }
		animation = { id = "charge_mg_shoot"	type = "GER_infantry_mg_charge_shoot_animation" }
		animation = { id = "move"				type = "GER_infantry_mg_moving_animation" }
		animation = { id = "march_move"			type = "GER_infantry_mg_march_animation" }
		animation = { id = "retreat"			type = "GER_infantry_mg_retreat_animation" }
		animation = { id = "death"				type = "GER_infantry_mg_death_animation" }
		animation = { id = "long_idle01"		type = "GER_infantry_mg_long_idle_01_animation" }
		animation = { id = "long_idle02"		type = "GER_infantry_mg_long_idle_02_animation" }
		animation = { id = "long_idle03"		type = "GER_infantry_mg_long_idle_03_animation" }
		animation = { id = "long_idle04"		type = "GER_infantry_mg_long_idle_04_animation" }
		animation = { id = "long_idle05"		type = "GER_infantry_mg_long_idle_05_animation" }
		animation = { id = "cavalry_idle"		type = "GER_infantry_cavalry_rider_mg_idle_animation" }
		animation = { id = "cavalry_move"		type = "GER_infantry_cavalry_rider_mg_moving_animation" }
		animation = { id = "training"			type = "GER_infantry_idle_training_animation" }
		animation = { id = "jumping_jacks"		type = "GER_infantry_jumping_jacks_animation" }
		animation = { id = "pushup"				type = "GER_infantry_pushup_animation" }
		animation = { id = "guard_rifle"		type = "GER_infantry_guard_rifle_animation" }
		animation = { id = "aim_exercise"		type = "GER_infantry_aim_exercise_mg_animation" }
		animation = { id = "bicycle_idle"		type = "infantry_bicycle_idle_animation" }
		animation = { id = "bicycle_idle_2"		type = "infantry_bicycle_idle_2_animation" }
		animation = { id = "bicycle_move"		type = "infantry_bicycle_move_animation" }
		animation = { id = "bicycle_move_2"		type = "infantry_bicycle_move_2_animation" }
		animation = { id = "bicycle_retreat"	type = "infantry_bicycle_retreat_animation" }
		animation = { id = "bicycle_retreat_2"	type = "infantry_bicycle_retreat_2_animation" }

		meshsettings = {
			name = "IRQ_infantry_alt_0Shape"
			index = 0
			texture_diffuse = "IRQ_infantry_alt_0_diffuse.dds"
			texture_normal = "IRQ_infantry_alt_0_normal.dds"
			texture_specular = "IRQ_infantry_alt_0_specular.dds"
			shader = "PdxMeshAdvanced"
		}
	}

###############################################
####        IRAQ INFANTRY  - ALT 1         ####
###############################################

	pdxmesh = {
		name = "IRQ_infantry_alt_1_rifle_mesh"
		file = "gfx/models/units/infantry/IRQ_infantry_alt_1.mesh"
		
		animation = { id = "idle"				type = "GER_infantry_rifle_idle_animation" }
		animation = { id = "attack"				type = "GER_infantry_rifle_attack_animation" }
		animation = { id = "support_attack"		type = "GER_infantry_rifle_support_attack_animation" }
		animation = { id = "charge_rifle"		type = "GER_infantry_rifle_charge_animation" }
		animation = { id = "charge_rifle_shoot"	type = "GER_infantry_rifle_charge_shoot_animation" }
		animation = { id = "move"				type = "GER_infantry_rifle_moving_animation" }
		animation = { id = "march_move"			type = "GER_infantry_rifle_march_animation" }
		animation = { id = "retreat"			type = "GER_infantry_rifle_retreat_animation" }
		animation = { id = "death"				type = "GER_infantry_rifle_death_animation" }
		animation = { id = "long_idle01"		type = "GER_infantry_rifle_long_idle_01_animation" }
		animation = { id = "long_idle02"		type = "GER_infantry_rifle_long_idle_02_animation" }
		animation = { id = "long_idle03"		type = "GER_infantry_rifle_long_idle_03_animation" }
		animation = { id = "long_idle04"		type = "GER_infantry_rifle_long_idle_04_animation" }
		animation = { id = "long_idle05"		type = "GER_infantry_rifle_long_idle_05_animation" }
		animation = { id = "cavalry_idle"		type = "GER_infantry_cavalry_rider_rifle_idle_animation" }
		animation = { id = "cavalry_move"		type = "GER_infantry_cavalry_rider_rifle_moving_animation" }
		animation = { id = "training"			type = "GER_infantry_idle_training_animation" }
		animation = { id = "jumping_jacks"		type = "GER_infantry_jumping_jacks_animation" }
		animation = { id = "pushup"				type = "GER_infantry_pushup_animation" }
		animation = { id = "guard_rifle"		type = "GER_infantry_guard_rifle_animation" }
		animation = { id = "aim_exercise"		type = "GER_infantry_aim_exercise_animation" }
		animation = { id = "bicycle_idle"		type = "infantry_bicycle_idle_animation" }
		animation = { id = "bicycle_idle_2"		type = "infantry_bicycle_idle_2_animation" }
		animation = { id = "bicycle_move"		type = "infantry_bicycle_move_animation" }
		animation = { id = "bicycle_move_2"		type = "infantry_bicycle_move_2_animation" }
		animation = { id = "bicycle_retreat"	type = "infantry_bicycle_retreat_animation" }
		animation = { id = "bicycle_retreat_2"	type = "infantry_bicycle_retreat_2_animation" }

		meshsettings = {
			name = "IRQ_infantry_alt_1Shape"
			index = 0
			texture_diffuse = "IRQ_infantry_alt_1_diffuse.dds"
			texture_normal = "IRQ_infantry_alt_1_normal.dds"
			texture_specular = "IRQ_infantry_alt_1_specular.dds"
			shader = "PdxMeshAdvanced"
		}
	}

	pdxmesh = {
		name = "IRQ_infantry_alt_1_mg_mesh"
		file = "gfx/models/units/infantry/IRQ_infantry_alt_1.mesh"
		
		animation = { id = "idle"				type = "GER_infantry_mg_idle_animation" }
		animation = { id = "attack"				type = "GER_infantry_mg_attack_animation" }
		animation = { id = "support_attack"		type = "GER_infantry_mg_support_attack_animation" }
		animation = { id = "charge_mg"			type = "GER_infantry_mg_charge_animation" }
		animation = { id = "charge_mg_shoot"	type = "GER_infantry_mg_charge_shoot_animation" }
		animation = { id = "move"				type = "GER_infantry_mg_moving_animation" }
		animation = { id = "march_move"			type = "GER_infantry_mg_march_animation" }
		animation = { id = "retreat"			type = "GER_infantry_mg_retreat_animation" }
		animation = { id = "death"				type = "GER_infantry_mg_death_animation" }
		animation = { id = "long_idle01"		type = "GER_infantry_mg_long_idle_01_animation" }
		animation = { id = "long_idle02"		type = "GER_infantry_mg_long_idle_02_animation" }
		animation = { id = "long_idle03"		type = "GER_infantry_mg_long_idle_03_animation" }
		animation = { id = "long_idle04"		type = "GER_infantry_mg_long_idle_04_animation" }
		animation = { id = "long_idle05"		type = "GER_infantry_mg_long_idle_05_animation" }
		animation = { id = "cavalry_idle"		type = "GER_infantry_cavalry_rider_mg_idle_animation" }
		animation = { id = "cavalry_move"		type = "GER_infantry_cavalry_rider_mg_moving_animation" }
		animation = { id = "training"			type = "GER_infantry_idle_training_animation" }
		animation = { id = "jumping_jacks"		type = "GER_infantry_jumping_jacks_animation" }
		animation = { id = "pushup"				type = "GER_infantry_pushup_animation" }
		animation = { id = "guard_rifle"		type = "GER_infantry_guard_rifle_animation" }
		animation = { id = "aim_exercise"		type = "GER_infantry_aim_exercise_mg_animation" }
		animation = { id = "bicycle_idle"		type = "infantry_bicycle_idle_animation" }
		animation = { id = "bicycle_idle_2"		type = "infantry_bicycle_idle_2_animation" }
		animation = { id = "bicycle_move"		type = "infantry_bicycle_move_animation" }
		animation = { id = "bicycle_move_2"		type = "infantry_bicycle_move_2_animation" }
		animation = { id = "bicycle_retreat"	type = "infantry_bicycle_retreat_animation" }
		animation = { id = "bicycle_retreat_2"	type = "infantry_bicycle_retreat_2_animation" }

		meshsettings = {
			name = "IRQ_infantry_alt_1Shape"
			index = 0
			texture_diffuse = "IRQ_infantry_alt_1_diffuse.dds"
			texture_normal = "IRQ_infantry_alt_1_normal.dds"
			texture_specular = "IRQ_infantry_alt_1_specular.dds"
			shader = "PdxMeshAdvanced"
		}
	}

##############################################
####  			IRAQ MILITIA 	 	      ####
##############################################

	pdxmesh = {
		name = "IRQ_militia_rifle_mesh"
		file = "gfx/models/units/infantry/IRQ_militia.mesh"
		
		animation = { id = "idle"				type = "GER_infantry_rifle_idle_animation" }
		animation = { id = "attack"				type = "GER_infantry_rifle_attack_animation" }
		animation = { id = "support_attack"		type = "GER_infantry_rifle_support_attack_animation" }
		animation = { id = "charge_rifle"		type = "GER_infantry_rifle_charge_animation" }
		animation = { id = "charge_rifle_shoot"	type = "GER_infantry_rifle_charge_shoot_animation" }
		animation = { id = "move"				type = "GER_infantry_rifle_moving_animation" }
		animation = { id = "march_move"			type = "GER_infantry_rifle_march_animation" }
		animation = { id = "retreat"			type = "GER_infantry_rifle_retreat_animation" }
		animation = { id = "death"				type = "GER_infantry_rifle_death_animation" }
		animation = { id = "long_idle01"		type = "GER_infantry_rifle_long_idle_01_animation" }
		animation = { id = "long_idle02"		type = "GER_infantry_rifle_long_idle_02_animation" }
		animation = { id = "long_idle03"		type = "GER_infantry_rifle_long_idle_03_animation" }
		animation = { id = "long_idle04"		type = "GER_infantry_rifle_long_idle_04_animation" }
		animation = { id = "long_idle05"		type = "GER_infantry_rifle_long_idle_05_animation" }
		animation = { id = "cavalry_idle"		type = "GER_infantry_cavalry_rider_rifle_idle_animation" }
		animation = { id = "cavalry_move"		type = "GER_infantry_cavalry_rider_rifle_moving_animation" }
		animation = { id = "training"			type = "GER_infantry_idle_training_animation" }
		animation = { id = "jumping_jacks"		type = "GER_infantry_jumping_jacks_animation" }
		animation = { id = "pushup"				type = "GER_infantry_pushup_animation" }
		animation = { id = "guard_rifle"		type = "GER_infantry_guard_rifle_animation" }
		animation = { id = "aim_exercise"		type = "GER_infantry_aim_exercise_animation" }
		animation = { id = "bicycle_idle"		type = "infantry_bicycle_idle_animation" }
		animation = { id = "bicycle_idle_2"		type = "infantry_bicycle_idle_2_animation" }
		animation = { id = "bicycle_move"		type = "infantry_bicycle_move_animation" }
		animation = { id = "bicycle_move_2"		type = "infantry_bicycle_move_2_animation" }
		animation = { id = "bicycle_retreat"	type = "infantry_bicycle_retreat_animation" }
		animation = { id = "bicycle_retreat_2"	type = "infantry_bicycle_retreat_2_animation" }

		meshsettings = {
			name = "IRQ_militiaShape"
			index = 0
			texture_diffuse = "IRQ_militia_diffuse.dds"
			texture_normal = "IRQ_militia_normal.dds"
			texture_specular = "IRQ_militia_specular.dds"
			shader = "PdxMeshAdvanced"
		}
	}

	pdxmesh = {
		name = "IRQ_militia_mg_mesh"
		file = "gfx/models/units/infantry/IRQ_militia.mesh"
		
		animation = { id = "idle"				type = "GER_infantry_mg_idle_animation" }
		animation = { id = "attack"				type = "GER_infantry_mg_attack_animation" }
		animation = { id = "support_attack"		type = "GER_infantry_mg_support_attack_animation" }
		animation = { id = "charge_mg"			type = "GER_infantry_mg_charge_animation" }
		animation = { id = "charge_mg_shoot"	type = "GER_infantry_mg_charge_shoot_animation" }
		animation = { id = "move"				type = "GER_infantry_mg_moving_animation" }
		animation = { id = "march_move"			type = "GER_infantry_mg_march_animation" }
		animation = { id = "retreat"			type = "GER_infantry_mg_retreat_animation" }
		animation = { id = "death"				type = "GER_infantry_mg_death_animation" }
		animation = { id = "long_idle01"		type = "GER_infantry_mg_long_idle_01_animation" }
		animation = { id = "long_idle02"		type = "GER_infantry_mg_long_idle_02_animation" }
		animation = { id = "long_idle03"		type = "GER_infantry_mg_long_idle_03_animation" }
		animation = { id = "long_idle04"		type = "GER_infantry_mg_long_idle_04_animation" }
		animation = { id = "long_idle05"		type = "GER_infantry_mg_long_idle_05_animation" }
		animation = { id = "cavalry_idle"		type = "GER_infantry_cavalry_rider_mg_idle_animation" }
		animation = { id = "cavalry_move"		type = "GER_infantry_cavalry_rider_mg_moving_animation" }
		animation = { id = "training"			type = "GER_infantry_idle_training_animation" }
		animation = { id = "jumping_jacks"		type = "GER_infantry_jumping_jacks_animation" }
		animation = { id = "pushup"				type = "GER_infantry_pushup_animation" }
		animation = { id = "guard_rifle"		type = "GER_infantry_guard_rifle_animation" }
		animation = { id = "aim_exercise"		type = "GER_infantry_aim_exercise_mg_animation" }
		animation = { id = "bicycle_idle"		type = "infantry_bicycle_idle_animation" }
		animation = { id = "bicycle_idle_2"		type = "infantry_bicycle_idle_2_animation" }
		animation = { id = "bicycle_move"		type = "infantry_bicycle_move_animation" }
		animation = { id = "bicycle_move_2"		type = "infantry_bicycle_move_2_animation" }
		animation = { id = "bicycle_retreat"	type = "infantry_bicycle_retreat_animation" }
		animation = { id = "bicycle_retreat_2"	type = "infantry_bicycle_retreat_2_animation" }

		meshsettings = {
			name = "IRQ_militiaShape"
			index = 0
			texture_diffuse = "IRQ_militia_diffuse.dds"
			texture_normal = "IRQ_militia_normal.dds"
			texture_specular = "IRQ_militia_specular.dds"
			shader = "PdxMeshAdvanced"
		}
	}

##################################################### RAJ ###########################################################

#################################################
###      	  RAJ INFANTRY  - ALT 0 	      ###
#################################################

	pdxmesh = {
		name = "RAJ_infantry_alt_0_rifle_mesh"
		file = "gfx/models/units/infantry/RAJ_infantry_alt_0.mesh"
		
		animation = { id = "idle"			type = "GER_infantry_rifle_idle_animation" }
		animation = { id = "attack"			type = "GER_infantry_rifle_attack_animation" }
		animation = { id = "support_attack"	type = "GER_infantry_rifle_support_attack_animation" }
		animation = { id = "charge_rifle"	type = "GER_infantry_rifle_charge_animation" }
		animation = { id = "charge_rifle_shoot"	type = "GER_infantry_rifle_charge_shoot_animation" }
		animation = { id = "move"			type = "GER_infantry_rifle_moving_animation" }
		animation = { id = "march_move"		type = "NZL_infantry_rifle_march_animation" }
		animation = { id = "retreat"		type = "GER_infantry_rifle_retreat_animation" }
		animation = { id = "death"			type = "GER_infantry_rifle_death_animation" }
		animation = { id = "long_idle01"	type = "GER_infantry_rifle_long_idle_01_animation" }
		animation = { id = "long_idle02"	type = "GER_infantry_rifle_long_idle_02_animation" }
		animation = { id = "long_idle03"	type = "GER_infantry_rifle_long_idle_03_animation" }
		animation = { id = "long_idle04"	type = "GER_infantry_rifle_long_idle_04_animation" }
		animation = { id = "long_idle05"	type = "GER_infantry_rifle_long_idle_05_animation" }
		animation = { id = "cavalry_idle"	type = "GER_infantry_cavalry_rider_rifle_idle_animation" }
		animation = { id = "cavalry_move"	type = "GER_infantry_cavalry_rider_rifle_moving_animation" }
		animation = { id = "training"		type = "GER_infantry_idle_training_animation" }
		animation = { id = "jumping_jacks"	type = "GER_infantry_jumping_jacks_animation" }
		animation = { id = "pushup"			type = "GER_infantry_pushup_animation" }
		animation = { id = "guard_rifle"	type = "GER_infantry_guard_rifle_animation" }
		animation = { id = "aim_exercise"	type = "GER_infantry_aim_exercise_animation" }
		animation = { id = "elephantry_idle"	type = "infantry_elephantry_idle_animation" }
		animation = { id = "elephantry_move"	type = "infantry_elephantry_move_animation" }

		meshsettings = {
			name = "RAJ_infantry_alt_0Shape"
			index = 0
			texture_diffuse = "RAJ_infantry_alt_0_diffuse.dds"
			texture_normal = "RAJ_infantry_alt_0_normal.dds"
			texture_specular = "RAJ_infantry_alt_0_specular.dds"
			shader = "PdxMeshAdvanced"
		}
	}

	pdxmesh = {
		name = "RAJ_infantry_alt_0_mg_mesh"
		file = "gfx/models/units/infantry/RAJ_infantry_alt_0.mesh"
		
		animation = { id = "idle"			type = "GER_infantry_mg_idle_animation" }
		animation = { id = "attack"			type = "GER_infantry_mg_attack_animation" }
		animation = { id = "support_attack"	type = "GER_infantry_mg_support_attack_animation" }
		animation = { id = "charge_mg"		type = "GER_infantry_mg_charge_animation" }
		animation = { id = "charge_mg_shoot"	type = "GER_infantry_mg_charge_shoot_animation" }
		animation = { id = "move"			type = "GER_infantry_mg_moving_animation" }
		animation = { id = "march_move"		type = "NZL_infantry_mg_march_animation" }
		animation = { id = "retreat"		type = "GER_infantry_mg_retreat_animation" }
		animation = { id = "death"			type = "GER_infantry_mg_death_animation" }
		animation = { id = "long_idle01"	type = "GER_infantry_mg_long_idle_01_animation" }
		animation = { id = "long_idle02"	type = "GER_infantry_mg_long_idle_02_animation" }
		animation = { id = "long_idle03"	type = "GER_infantry_mg_long_idle_03_animation" }
		animation = { id = "long_idle04"	type = "GER_infantry_mg_long_idle_04_animation" }
		animation = { id = "long_idle05"	type = "GER_infantry_mg_long_idle_05_animation" }
		animation = { id = "cavalry_idle"	type = "GER_infantry_cavalry_rider_mg_idle_animation" }
		animation = { id = "cavalry_move"	type = "GER_infantry_cavalry_rider_mg_moving_animation" }
		animation = { id = "training"		type = "GER_infantry_idle_training_animation" }
		animation = { id = "jumping_jacks"	type = "GER_infantry_jumping_jacks_animation" }
		animation = { id = "pushup"			type = "GER_infantry_pushup_animation" }
		animation = { id = "guard_rifle"	type = "GER_infantry_guard_rifle_animation" }
		animation = { id = "aim_exercise"	type = "GER_infantry_aim_exercise_mg_animation" }
		animation = { id = "elephantry_idle"	type = "infantry_elephantry_idle_animation" }
		animation = { id = "elephantry_move"	type = "infantry_elephantry_move_animation" }

		meshsettings = {
			name = "RAJ_infantry_alt_0Shape"
			index = 0
			texture_diffuse = "RAJ_infantry_alt_0_diffuse.dds"
			texture_normal = "RAJ_infantry_alt_0_normal.dds"
			texture_specular = "RAJ_infantry_alt_0_specular.dds"
			shader = "PdxMeshAdvanced"
		}
	}

#################################################
###       RAJ INFANTRY  - ALT 0 - DESERT	  ###
#################################################

	pdxmesh = {
		name = "RAJ_infantry_alt_0_desert_rifle_mesh"
		file = "gfx/models/units/infantry/RAJ_infantry_alt_0_desert.mesh"
		
		animation = { id = "idle"			type = "GER_infantry_rifle_idle_animation" }
		animation = { id = "attack"			type = "GER_infantry_rifle_attack_animation" }
		animation = { id = "support_attack"	type = "GER_infantry_rifle_support_attack_animation" }
		animation = { id = "charge_rifle"	type = "GER_infantry_rifle_charge_animation" }
		animation = { id = "charge_rifle_shoot"	type = "GER_infantry_rifle_charge_shoot_animation" }
		animation = { id = "move"			type = "GER_infantry_rifle_moving_animation" }
		animation = { id = "march_move"		type = "NZL_infantry_rifle_march_animation" }
		animation = { id = "retreat"		type = "GER_infantry_rifle_retreat_animation" }
		animation = { id = "death"			type = "GER_infantry_rifle_death_animation" }
		animation = { id = "long_idle01"	type = "GER_infantry_rifle_long_idle_01_animation" }
		animation = { id = "long_idle02"	type = "GER_infantry_rifle_long_idle_02_animation" }
		animation = { id = "long_idle03"	type = "GER_infantry_rifle_long_idle_03_animation" }
		animation = { id = "long_idle04"	type = "GER_infantry_rifle_long_idle_04_animation" }
		animation = { id = "long_idle05"	type = "GER_infantry_rifle_long_idle_05_animation" }
		animation = { id = "cavalry_idle"	type = "GER_infantry_cavalry_rider_rifle_idle_animation" }
		animation = { id = "cavalry_move"	type = "GER_infantry_cavalry_rider_rifle_moving_animation" }
		animation = { id = "training"		type = "GER_infantry_idle_training_animation" }
		animation = { id = "jumping_jacks"	type = "GER_infantry_jumping_jacks_animation" }
		animation = { id = "pushup"			type = "GER_infantry_pushup_animation" }
		animation = { id = "guard_rifle"	type = "GER_infantry_guard_rifle_animation" }
		animation = { id = "aim_exercise"	type = "GER_infantry_aim_exercise_animation" }
		animation = { id = "elephantry_idle"	type = "infantry_elephantry_idle_animation" }
		animation = { id = "elephantry_move"	type = "infantry_elephantry_move_animation" }

		meshsettings = {
			name = "RAJ_infantry_alt_0_desertShape"
			index = 0
			texture_diffuse = "RAJ_infantry_alt_0_desert_diffuse.dds"
			texture_normal = "RAJ_infantry_alt_0_desert_normal.dds"
			texture_specular = "RAJ_infantry_alt_0_desert_specular.dds"
			shader = "PdxMeshAdvanced"
		}
	}

	pdxmesh = {
		name = "RAJ_infantry_alt_0_desert_mg_mesh"
		file = "gfx/models/units/infantry/RAJ_infantry_alt_0_desert.mesh"
		
		animation = { id = "idle"			type = "GER_infantry_mg_idle_animation" }
		animation = { id = "attack"			type = "GER_infantry_mg_attack_animation" }
		animation = { id = "support_attack"	type = "GER_infantry_mg_support_attack_animation" }
		animation = { id = "charge_mg"		type = "GER_infantry_mg_charge_animation" }
		animation = { id = "charge_mg_shoot"	type = "GER_infantry_mg_charge_shoot_animation" }
		animation = { id = "move"			type = "GER_infantry_mg_moving_animation" }
		animation = { id = "march_move"		type = "NZL_infantry_mg_march_animation" }
		animation = { id = "retreat"		type = "GER_infantry_mg_retreat_animation" }
		animation = { id = "death"			type = "GER_infantry_mg_death_animation" }
		animation = { id = "long_idle01"	type = "GER_infantry_mg_long_idle_01_animation" }
		animation = { id = "long_idle02"	type = "GER_infantry_mg_long_idle_02_animation" }
		animation = { id = "long_idle03"	type = "GER_infantry_mg_long_idle_03_animation" }
		animation = { id = "long_idle04"	type = "GER_infantry_mg_long_idle_04_animation" }
		animation = { id = "long_idle05"	type = "GER_infantry_mg_long_idle_05_animation" }
		animation = { id = "cavalry_idle"	type = "GER_infantry_cavalry_rider_mg_idle_animation" }
		animation = { id = "cavalry_move"	type = "GER_infantry_cavalry_rider_mg_moving_animation" }
		animation = { id = "training"		type = "GER_infantry_idle_training_animation" }
		animation = { id = "jumping_jacks"	type = "GER_infantry_jumping_jacks_animation" }
		animation = { id = "pushup"			type = "GER_infantry_pushup_animation" }
		animation = { id = "guard_rifle"	type = "GER_infantry_guard_rifle_animation" }
		animation = { id = "aim_exercise"	type = "GER_infantry_aim_exercise_mg_animation" }
		animation = { id = "elephantry_idle"	type = "infantry_elephantry_idle_animation" }
		animation = { id = "elephantry_move"	type = "infantry_elephantry_move_animation" }

		meshsettings = {
			name = "RAJ_infantry_alt_0_desertShape"
			index = 0
			texture_diffuse = "RAJ_infantry_alt_0_desert_diffuse.dds"
			texture_normal = "RAJ_infantry_alt_0_desert_normal.dds"
			texture_specular = "RAJ_infantry_alt_0_desert_specular.dds"
			shader = "PdxMeshAdvanced"
		}
	}

}