###################################################### AFGANISTAN ###########################################################

##############################################
######### AFGANISTAN DEFAULT INFANTRY ########
##############################################
############# CLONE FROM THIS! ###############
##############################################

##############################################
#####     AFGANISTAN DEFAULT INFANTRY     ####
##############################################

entity = {
	name = "AFG_infantry_entity"
	pdxmesh = "AFG_infantry_rifle_mesh"

	default_state = "idle"
	state = { name = "attack"			animation = "charge_rifle" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
	state = { name = "attack"			animation = "charge_rifle_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "retreat"			animation = "retreat" 	 		animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "death" 			animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "idle"				animation = "idle"       		animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
	state = { name = "idle"				animation = "long_idle02" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle03" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
		event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
	}
	state = { name = "idle"				animation = "long_idle04" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle05" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
	state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }

	attach = { 	name = "rifle1"	Right_Hand_node = "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 = "rifle4"	Root_node_2 = "ENG_infantry_weapon_rifle_right_entity" }

	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }

	scale = 0.8

}

entity = {
	name = "AFG_infantry_2_entity"
	pdxmesh = "AFG_infantry_mg_mesh"

	default_state = "idle"
	state = { name = "attack"			animation = "charge_mg" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle1 = "idle" } }
	state = { name = "attack"			animation = "charge_mg_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 				animation_blend_time = 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 = "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 = "rifle4"	Root_node_2 	= "ENG_infantry_weapon_rifle_right_entity" } #THIS NEEDS TO BE SET TO RIFLE. IF NOT, SMOKE WILL APPEAR WHEN ATTACK ANIMATION PLAYS!

	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 = "AFG_infantry_2_entity"
	name = "AFG_infantry_3_entity"
}

####################################
####################################
#### AFGANISTAN DEFAULT BICYCLE ####
####################################
####################################

######### DEFAULT BICYCLE RIFLE #########

entity = {
	name = "AFG_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 = "AFG_bicycle_rider_rifle_entity" }
	attach = { 	name = "combined"		combined = "AFG_bicycle_rifle_combined_entity" }
	attach = { 	name = "bicycle"		bike = "AFG_bicycle_vehicle_entity" }
}

entity = {
	name = "AFG_bicycle_vehicle_entity"
	pdxmesh = "bicycle_vehicle_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "still" }

	scale = 0.8
}

entity = {
	name = "AFG_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 = "AFG_bicycle_rider_rifle_entity" }

	scale = 0.8
}

entity = {
	name = "AFG_bicycle_rider_rifle_entity"
	pdxmesh = "AFG_infantry_rifle_mesh"

	state = { name = "attack"			animation = "charge_rifle" 		animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
	state = { name = "attack"			animation = "charge_rifle_shoot" 	animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "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 = "ENG_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ENG_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ENG_infantry_weapon_rifle_right_entity" }

	scale = 1
}


######### DEFAULT BICYCLE MG #########

entity = {
	name = "AFG_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 = "AFG_bicycle_rider_mg_entity" }
	attach = { 	name = "combined"		combined = "AFG_bicycle_mg_combined_entity" }
	attach = { 	name = "bicycle"		bike = "AFG_bicycle_vehicle_entity" }
}

entity = {
	name = "AFG_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 = "AFG_bicycle_rider_mg_entity" }

	scale = 0.8
}

entity = {
	name = "AFG_bicycle_rider_mg_entity"
	pdxmesh = "AFG_infantry_mg_mesh"

	state = { name = "attack"			animation = "charge_mg" 		animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle1 = "idle" } }
	state = { name = "attack"			animation = "charge_mg_shoot" 	animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "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 = "ENG_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ENG_infantry_weapon_mg_left_entity" }

	scale = 1
}

##############################################
#### AFGANISTAN DEFAULT INFANTRY - DESERT ####
##############################################
#
#entity = {
#	clone = "AFG_infantry_entity"
#	name = "AFG_infantry_entity_desert"
#	pdxmesh = "AFG_infantry_desert_rifle_mesh"
#
#	attach = { 	name = "rifle1"	Right_Hand_node = "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 = "rifle4"	Root_node_2 = "ENG_infantry_weapon_rifle_right_entity" }			
#
#}
#
#entity = {
#	clone = "AFG_infantry_2_entity"
#	name = "AFG_infantry_2_entity_desert"
#	pdxmesh = "AFG_infantry_desert_mg_mesh"
#
#	attach = { 	name = "rifle1"	Right_Hand_node = "ENG_infantry_weapon_mg_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 = "rifle4"	Root_node_2 	= "ENG_infantry_weapon_rifle_right_entity" }			
#
#}
#
#entity = {
#	clone = "AFG_infantry_2_entity_desert"
#	name = "AFG_infantry_3_entity_desert"
#}
#
##############################################
####  AFGANISTAN DEFAULT INFANTRY - SNOW  ####
##############################################

entity = {
	clone = "AFG_infantry_entity"
	name = "AFG_infantry_entity_snow"
	pdxmesh = "AFG_infantry_snow_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "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 = "rifle4"	Root_node_2 = "ENG_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "AFG_infantry_2_entity"
	name = "AFG_infantry_2_entity_snow"
	pdxmesh = "AFG_infantry_snow_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ENG_infantry_weapon_mg_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 = "rifle4"	Root_node_2 	= "ENG_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "AFG_infantry_2_entity_snow"
	name = "AFG_infantry_3_entity_snow"
}

##############################################
####  	AFGANISTAN INFANTRY - ALT 0 	  ####
##############################################

entity = {
	name = "AFG_infantry_alt_0_entity"
	pdxmesh = "AFG_infantry_alt_0_rifle_mesh"

	default_state = "idle"
	state = { name = "attack"			animation = "charge_rifle" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
	state = { name = "attack"			animation = "charge_rifle_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "retreat"			animation = "retreat" 	 		animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "death" 			animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "idle"				animation = "idle"       		animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
	state = { name = "idle"				animation = "long_idle02" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle03" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
		event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
	}
	state = { name = "idle"				animation = "long_idle04" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle05" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
	state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }

	attach = { 	name = "rifle1"	Right_Hand_node = "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 = "rifle4"	Root_node_2 = "ENG_infantry_weapon_rifle_right_entity" }

	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }

	scale = 0.8

}

entity = {
	name = "AFG_infantry_2_alt_0_entity"
	pdxmesh = "AFG_infantry_alt_0_mg_mesh"

	default_state = "idle"
	state = { name = "attack"			animation = "charge_mg" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle1 = "idle" } }
	state = { name = "attack"			animation = "charge_mg_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 				animation_blend_time = 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 = "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 = "rifle4"	Root_node_2 	= "ENG_infantry_weapon_rifle_right_entity" } #THIS NEEDS TO BE SET TO RIFLE. IF NOT, SMOKE WILL APPEAR WHEN ATTACK ANIMATION PLAYS!

	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 = "AFG_infantry_2_alt_0_entity"
	name = "AFG_infantry_3_alt_0_entity"
}

##############################################
####  AFGANISTAN DEFAULT INFANTRY - SNOW  ####
##############################################

entity = {
	clone = "AFG_infantry_entity"
	name = "AFG_militia_entity"
	pdxmesh = "AFG_militia_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "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 = "rifle4"	Root_node_2 = "ENG_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "AFG_infantry_2_entity"
	name = "AFG_militia_2_entity"
	pdxmesh = "AFG_militia_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ENG_infantry_weapon_mg_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 = "rifle4"	Root_node_2 	= "ENG_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "AFG_militia_2_entity"
	name = "AFG_militia_3_entity"
}




##################################################### PERSIA / IRAN ###########################################################

##############################################
####  		PERSIAN DEFAULT INFANTRY 	  ####
##############################################

entity = {
	clone = "AFG_infantry_entity"
	name = "PER_infantry_entity"
	pdxmesh = "PER_infantry_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "PER_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "PER_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "PER_infantry_weapon_rifle_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "PER_infantry_weapon_rifle_right_entity" }		

}

entity = {
	clone = "AFG_infantry_2_entity"
	name = "PER_infantry_2_entity"
	pdxmesh = "PER_infantry_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ENG_infantry_weapon_mg_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 = "rifle4"	Root_node_2 	= "PER_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "PER_infantry_2_entity"
	name = "PER_infantry_3_entity"
}

##############################################
####  		PERSIAN INFANTRY - ALT 0 	  ####
##############################################

entity = {
	clone = "AFG_infantry_entity"
	name = "PER_infantry_alt_0_entity"
	pdxmesh = "PER_infantry_alt_0_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "PER_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "PER_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "PER_infantry_weapon_rifle_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "PER_infantry_weapon_rifle_right_entity" }		

}

entity = {
	clone = "AFG_infantry_2_entity"
	name = "PER_infantry_2_alt_0_entity"
	pdxmesh = "PER_infantry_alt_0_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ENG_infantry_weapon_mg_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 = "rifle4"	Root_node_2 	= "PER_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "PER_infantry_2_alt_0_entity"
	name = "PER_infantry_3_alt_0_entity"
}


##################################################### IRAQ ###########################################################

##############################################
####  		IRAQ DEFAULT INFANTRY  		  ####
##############################################

entity = {
	clone = "AFG_infantry_entity"
	name = "IRQ_infantry_entity"
	pdxmesh = "IRQ_infantry_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "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 = "rifle4"	Root_node_2 = "ENG_infantry_weapon_rifle_right_entity" }		

}

entity = {
	clone = "AFG_infantry_2_entity"
	name = "IRQ_infantry_2_entity"
	pdxmesh = "IRQ_infantry_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ENG_infantry_weapon_mg_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 = "rifle4"	Root_node_2 	= "ENG_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "IRQ_infantry_2_entity"
	name = "IRQ_infantry_3_entity"
}

##############################################
####  		IRAQ INFANTRY - ALT 0 		  ####
##############################################

entity = {
	clone = "AFG_infantry_entity"
	name = "IRQ_infantry_alt_0_entity"
	pdxmesh = "IRQ_infantry_alt_0_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "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 = "rifle4"	Root_node_2 = "ENG_infantry_weapon_rifle_right_entity" }		

}

entity = {
	clone = "AFG_infantry_2_entity"
	name = "IRQ_infantry_2_alt_0_entity"
	pdxmesh = "IRQ_infantry_alt_0_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ENG_infantry_weapon_mg_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 = "rifle4"	Root_node_2 	= "ENG_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "IRQ_infantry_2_alt_0_entity"
	name = "IRQ_infantry_3_alt_0_entity"
}

##############################################
####  		IRAQ INFANTRY - ALT 1 		  ####
##############################################

entity = {
	clone = "AFG_infantry_entity"
	name = "IRQ_infantry_alt_1_entity"
	pdxmesh = "IRQ_infantry_alt_1_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "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 = "rifle4"	Root_node_2 = "ENG_infantry_weapon_rifle_right_entity" }		

}

entity = {
	clone = "AFG_infantry_2_entity"
	name = "IRQ_infantry_2_alt_1_entity"
	pdxmesh = "IRQ_infantry_alt_1_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ENG_infantry_weapon_mg_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 = "rifle4"	Root_node_2 	= "ENG_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "IRQ_infantry_2_alt_1_entity"
	name = "IRQ_infantry_3_alt_1_entity"
}


##############################################
####  	 		IRAQ MILITIA 		      ####
##############################################

entity = {
	clone = "AFG_infantry_entity"
	name = "IRQ_militia_entity"
	pdxmesh = "IRQ_militia_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "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 = "rifle4"	Root_node_2 = "ENG_infantry_weapon_rifle_right_entity" }		

}

entity = {
	clone = "AFG_infantry_2_entity"
	name = "IRQ_militia_2_entity"
	pdxmesh = "IRQ_militia_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ENG_infantry_weapon_mg_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 = "rifle4"	Root_node_2 	= "ENG_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "IRQ_militia_2_entity"
	name = "IRQ_militia_3_entity"
}


##################################################### RAJ ###########################################################

##############################################
####  		RAJ INFANTRY - ALT 0 		  ####
##############################################

entity = {
	name = "RAJ_infantry_alt_0_entity"
	pdxmesh = "RAJ_infantry_alt_0_rifle_mesh"

	default_state = "idle"
	state = { name = "attack"			animation = "charge_rifle" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
	state = { name = "attack"			animation = "charge_rifle_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "retreat"			animation = "retreat" 	 		animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "death" 			animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "idle"				animation = "idle"       		animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
	state = { name = "idle"				animation = "long_idle02" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle03" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
		event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
	}
	state = { name = "idle"				animation = "long_idle04" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle05" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
	state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }

	attach = { 	name = "rifle1"	Right_Hand_node = "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 = "rifle4"	Root_node_2 = "ENG_infantry_weapon_rifle_right_entity" }

	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }

	scale = 0.8

}

entity = {
	name = "RAJ_infantry_2_alt_0_entity"
	pdxmesh = "RAJ_infantry_alt_0_mg_mesh"

	default_state = "idle"
	state = { name = "attack"			animation = "charge_mg" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle1 = "idle" } }
	state = { name = "attack"			animation = "charge_mg_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 				animation_blend_time = 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 = "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 = "rifle4"	Root_node_2 	= "ENG_infantry_weapon_rifle_right_entity" } #THIS NEEDS TO BE SET TO RIFLE. IF NOT, SMOKE WILL APPEAR WHEN ATTACK ANIMATION PLAYS!

	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 = "RAJ_infantry_2_alt_0_entity"
	name = "RAJ_infantry_3_alt_0_entity"
}

##############################################
####  	RAJ INFANTRY - ALT 0 - DESERT	  ####
##############################################

entity = {
	name = "RAJ_infantry_alt_0_entity_desert"
	pdxmesh = "RAJ_infantry_alt_0_desert_rifle_mesh"

	default_state = "idle"
	state = { name = "attack"			animation = "charge_rifle" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
	state = { name = "attack"			animation = "charge_rifle_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "retreat"			animation = "retreat" 	 		animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "death" 			animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "idle"				animation = "idle"       		animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
	state = { name = "idle"				animation = "long_idle02" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle03" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
		event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
	}
	state = { name = "idle"				animation = "long_idle04" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle05" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
	state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }

	attach = { 	name = "rifle1"	Right_Hand_node = "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 = "rifle4"	Root_node_2 = "ENG_infantry_weapon_rifle_right_entity" }

	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }

	scale = 0.8

}

entity = {
	name = "RAJ_infantry_2_alt_0_entity_desert"
	pdxmesh = "RAJ_infantry_alt_0_desert_mg_mesh"

	default_state = "idle"
	state = { name = "attack"			animation = "charge_mg" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle1 = "idle" } }
	state = { name = "attack"			animation = "charge_mg_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 				animation_blend_time = 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 = "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 = "rifle4"	Root_node_2 	= "ENG_infantry_weapon_rifle_right_entity" } #THIS NEEDS TO BE SET TO RIFLE. IF NOT, SMOKE WILL APPEAR WHEN ATTACK ANIMATION PLAYS!

	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 = "RAJ_infantry_2_alt_0_entity_desert"
	name = "RAJ_infantry_3_alt_0_entity_desert"
}


##############################################
####  			WEAPONS LOCKER 	 		  ####
##############################################

######### Iranian Berno (Brno) Rifle ########

entity = {
	name = "PER_infantry_weapon_rifle_left_entity"
	pdxmesh = "PER_infantry_weapon_rifle_mesh"
	scale = 1

	get_state_from_parent = yes
	default_state = "idle"
	state = { name = "idle" }
	state = { name = "move"	}

	state = {
	name = "attack"	animation = "attack"
	event = { time = 1.15 node="muzzle" particle = "rifle_muzzle_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = infantry_rifle_attack } }
	event = { time = 2.2 node="cartridge" particle = "rifle_cartridge_particle"  keep_particle = yes sound = { soundeffect = infantry_rifle_cartridge } }
	}

	state = {
	name = "defend"
	event = { time = 0 node="muzzle" particle = "rifle_muzzle_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = infantry_rifle_attack } }
	event = { time = 1.2 node="cartridge" particle = "rifle_cartridge_particle"  keep_particle = yes sound = { soundeffect = infantry_rifle_cartridge } }
	}

	state = {
	name = "support_attack"	animation = "support_attack"
	event = { time = 0 node="muzzle"  particle = "rifle_muzzle_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = infantry_rifle_attack } }
	event = { time = 1.2 node="cartridge" particle = "rifle_cartridge_particle"  keep_particle = yes sound = { soundeffect = infantry_rifle_cartridge } }
	}
}

entity = {
	name = "PER_infantry_weapon_rifle_right_entity"
	pdxmesh = "PER_infantry_weapon_rifle_mesh"
	scale = 1
}

entity = {
	name = "PER_infantry_weapon_rifle_long_idle_entity"
	pdxmesh = "PER_infantry_weapon_rifle_mesh"
	scale = 1
}