Fix some capes not having approaching animations.
[0ad.git] / binaries / data / mods / public / art / actors / props / units / capes / cape_med_pelt.xml
blob8a32e2c2ee964cb17f0cd944bf479e86bdbeb6a6
1 <?xml version="1.0" encoding="utf-8"?>
2 <actor version="1">
3   <castshadow/>
4   <group>
5     <variant frequency="1" name="Cape medium">
6       <mesh>props/new/capes/cape_hd_medium.dae</mesh>
7     </variant>
8     <variant frequency="1" name="Cape long ragged">
9       <mesh>props/new/capes/cape_hd_ragged.dae</mesh>
10     </variant>
11   </group>
12   <group>
13     <variant frequency="1" name="Pelt Brown">
14       <textures>
15         <texture file="props/cape_hd_pelt_brown.png" name="baseTex"/>
16       </textures>
17     </variant>
18     <variant frequency="1" name="Pelt Gray">
19       <textures>
20         <texture file="props/cape_hd_pelt_gray.png" name="baseTex"/>
21       </textures>
22     </variant>
23   </group>
24   <group>
25     <variant file="biped/base_spearman_shield_relax_ptol.xml" name="Spearman-Shield-Relax-Ptol" frequency="1"/>
26     <variant file="biped/base_spearman_shield_ready.xml" name="Spearman-Shield-Ready" frequency="1"/>
27     <variant file="biped/base_spearman_shield_relax.xml" name="Spearman-Shield-Relax" frequency="1"/>
28     <variant file="biped/base_spearman_shield_relax_fast.xml" name="Spearman-Shield-Relax-Fast" frequency="1"/>
29     <variant file="biped/base_swordsman_2hand_ready.xml" name="Swordsman-2h-Ready" frequency="1"/>
30     <variant file="biped/base_swordsman_2hand_relax.xml" name="Swordsman-2h-Relax" frequency="1"/>
31     <variant file="biped/base_swordsman_shield_ready.xml" name="Swordsman-Shield-Ready" frequency="1"/>
32     <variant file="biped/base_swordsman_shield_relax.xml" name="Swordsman-Shield-Relax" frequency="1"/>
33     <variant file="biped/base_swordsman_shieldarm_ready.xml" name="Swordsman-Shieldarm-Ready" frequency="1"/>
34     <variant file="biped/base_swordsman_shieldarm_relax.xml" name="Swordsman-Shieldarm-Relax" frequency="1"/>
35     <variant file="biped/base_swordsman_shield_fast.xml" name="Swordsman-Shield-Relax-Fast" frequency="1"/>
36     <variant file="biped/base_rhomphaia_shield_fast.xml" name="Swordsman-Rhomphaia-Fast" frequency="1"/>
37     <variant file="biped/base_rhomphaia_shield_ready.xml" name="Swordsman-Rhomphaia-Ready" frequency="1"/>
38     <variant file="biped/base_rhomphaia_shield_relax.xml" name="Swordsman-Rhomphaia-Relax" frequency="1"/>
39     <variant file="biped/base_pikeman_ready.xml" name="Pikeman-Shield-Ready" frequency="1"/>
40     <variant file="biped/base_pikeman_relax.xml" name="Pikeman-Shield-Relax" frequency="1"/>
41     <variant file="biped/base_hoplite_fast.xml" name="Hoplite-Fast" frequency="1"/>
42     <variant file="biped/base_hoplite.xml" name="Hoplite-Relax" frequency="1"/>
43     <variant file="biped/base_driver_chariot.xml" name="Chariot-Driver-Celt" frequency="1"/>
44     <variant file="biped/base_driver_chariot_celt.xml" name="Chariot-Driver" frequency="1"/>
45     <variant file="biped/base_citizen_soldier.xml" name="Citizen-Soldier" frequency="1"/>
46     <variant file="biped/base_healer.xml" name="Healer" frequency="1"/>
47     <variant file="biped/base_healer_male.xml" name="Healer-Male" frequency="1"/>
48     <variant file="biped/base_healer_female.xml" name="Healer-Female" frequency="1"/>
49     <variant file="biped/cape_carry_food.xml"/>
50     <variant file="biped/cape_carry_meat.xml"/>
51     <variant file="biped/cape_carry_wood.xml"/>
52     <variant file="biped/cape_carry_stone.xml"/>
53     <variant file="biped/cape_carry_metal.xml"/>
54     <variant file="capes/approach_tree.xml"/>
55     <variant file="capes/approach_grain.xml"/>
56     <variant file="capes/approach_fruit.xml"/>
57     <variant file="capes/approach_meat.xml"/>
58     <variant file="capes/approach_rock.xml"/>
59     <variant file="capes/approach_ore.xml"/>
60     <variant file="capes/approach_ruins.xml"/>
61     <variant file="capes/approach_praise.xml"/>
62     <variant file="biped/formations/phalanx_front.xml"/>
63     <variant file="biped/formations/phalanx_mid.xml"/>
64     <variant file="biped/formations/phalanx_back.xml"/>
65     <variant file="biped/formations/syntagma_front.xml"/>
66     <variant file="biped/formations/syntagma_01.xml"/>
67     <variant file="biped/formations/syntagma_02.xml"/>
68     <variant file="biped/formations/syntagma_03.xml"/>
69     <variant file="biped/formations/syntagma_04.xml"/>
70     <variant file="biped/formations/syntagma_back.xml"/>
71     <variant file="biped/formations/testudo_top.xml"/>
72     <variant file="biped/formations/testudo_front.xml"/>
73     <variant file="biped/formations/testudo_front_left.xml"/>
74     <variant file="biped/formations/testudo_front_right.xml"/>
75     <variant file="biped/formations/testudo_left.xml"/>
76     <variant file="biped/formations/testudo_right.xml"/>
77   </group>
78   <group>
79     <variant frequency="1" name="Idle"/>
80     <variant file="biped/attack_capture.xml"/>
81     <variant file="biped/cape_attack_slaughter.xml"/>
82     <variant file="biped/cape_gather_tree.xml"/>
83     <variant file="biped/cape_gather_grain.xml"/>
84     <variant file="biped/cape_gather_fruit.xml"/>
85     <variant file="biped/cape_gather_meat.xml"/>
86     <variant file="biped/cape_gather_rock.xml"/>
87     <variant file="biped/cape_gather_ore.xml"/>
88     <variant file="biped/cape_gather_ruins.xml"/>
89     <variant file="biped/cape_gather_praise.xml"/>
90     <variant file="biped/cape_build.xml"/>
91     <variant file="biped/cape_build_farm.xml"/>
92     <variant file="biped/death_cape.xml"/>
93   </group>
94   <material>basic_trans.xml</material>
95 </actor>