// SET YOUR TABS TO EQUAL FOUR SPACES OR YOU WON'T EDIT IN THE CORRECT FORMAT


//////////////////////////
// STROGG PLAYER MODELS //
//////////////////////////


model models/players/strogg {
	mesh										models/characters/animations/strogg/oppressor.md5mesh

	offset										( -4 0 0 )

	channel torso								( *Spine )
	channel legs								( *origin -*Spine)



//////////////////////////////
// STROGG PLAYER ANIMATIONS //**********************************************************************************************************************************
//////////////////////////////

///////////*********///////////*********///////////*********///////////	********///////////*********///////////*********///////////*********///////////*********
// BASE  //*********// BASE  //*********// BASE  //*********// BASE  //	********// BASE  //*********// BASE  //*********// BASE  //*********// BASE  //*********
///////////*********///////////*********///////////*********///////////	********///////////*********///////////*********///////////*********///////////*********

	anim strogg_boxart_pose_feb					models/characters/animations/strogg/boxartfeb003.md5anim {
	}

	anim strogg_boxart_pose_febold				models/characters/animations/strogg/boxartfeb001.md5anim {
	}

	anim boxart_gdf_attacked_strogg				models/characters/animations/strogg/gdf_attacked_boxart_pose_strogg.md5anim {
	}

	anim af_pose								models/characters/animations/strogg/base.md5anim {
	}

	anim ik_pose								models/characters/animations/strogg/base.md5anim {
	}

	anim initial								models/characters/animations/strogg/base.md5anim {
	}

	anim teleport								models/characters/animations/strogg/base.md5anim {
	}

	anim exit									models/characters/animations/strogg/base.md5anim {
	}

	anim idle 									models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
	}

	anim raise									models/characters/animations/strogg/strogg_hand_takeout_putaway_right_back_003.md5anim {
		frame begin  								weaponState hide
		frame 5		 								weaponState show
		frame end	 								weaponState show
	}

	anim lower									models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
				frame begin  								weaponState hide

	}

	anim sprint_forward							models/characters/animations/strogg/strogg_hand_sprint_003.md5anim {

		frame begin									sound_channel snd_player_move snd_movement_stroggshuffle
		frame 6										footstep _right
		frame 11									footstep
		frame end									fade_channel snd_player_move "-60" 1
	}

	anim down									models/characters/animations/strogg/strogg_hand_crouch_idle_001_into.md5anim {
	}

	anim torso_turn_right						models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
	}

	anim legs_turn_right						models/characters/animations/strogg/strogg_spikes_walk_turnleft45_001.md5anim {
	}

	anim torso_turn_left						models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
	}

	anim legs_turn_left							models/characters/animations/strogg/strogg_spikes_walk_turnright45_002.md5anim {
	}

	anim fire 									models/characters/animations/strogg/strogg_spikes_stand_shoot001.md5anim {
	}

	anim jump									models/characters/animations/strogg/strogg_blaster_jump_up6_loop.md5anim {
		frame begin									sound_channel snd_player_jump snd_jump_strogg
	}

	anim fall									models/characters/animations/strogg/strogg_blaster_jump_up6_loop.md5anim {
	}

	anim soft_land								models/characters/animations/strogg/strogg_blaster_jump_up6_landing.md5anim {
		frame begin									sound_channel snd_player_move snd_movement_stroggshuffle
		frame begin									footstep _right
		frame 3										footstep
		frame end									fade_channel snd_player_move "-60" 1
	}

	anim hard_land								models/characters/animations/strogg/strogg_blaster_jump_up6_landing.md5anim {
		frame begin									sound_channel snd_player_move snd_movement_stroggshuffle
		frame begin									footstep _right
		frame 3										footstep
		frame end									fade_channel snd_player_move "-60" 1
	}

	anim strogg_boxart_pose						models/characters/animations/strogg/strogg_boxart_pose.md5anim {
	}

	anim strogg_boxart_pose2					models/characters/animations/strogg/strogg_boxart_pose_vers5.md5anim {
	}

	anim strogg_boxart_pose3					models/characters/animations/strogg/strogg_boxart_pose_vers3.md5anim {
	}

	anim strogg_boxart_pose4					models/characters/animations/strogg/strogg_boxart_pose_vers4.md5anim {
	}

	anim strogg_boxart_pose5					models/characters/animations/strogg/strogg_boxart_pose_vers5.md5anim {
	}

	anim strogg_boxart_pose6					models/characters/animations/strogg/strogg_boxart_pose_vers6.md5anim {
	}

	anim lean_left								models/characters/animations/initial_edf/edf_antipersonnel_control.md5anim {
	}


animGroup "walk" "walk_hold" {

	anim forward								models/characters/animations/strogg/strogg_hand_walk_forward_006.md5anim {
	}

	anim backwards								models/characters/animations/strogg/strogg_hand_walk_forward_006_BACK.md5anim {
	}

	anim strafe_left							models/characters/animations/strogg/strogg_spikes_walk_strafe003_left.md5anim {
		ai_fixed_forward
	}

	anim strafe_right							models/characters/animations/strogg/strogg_hand_walk_left_001_right.md5anim  {
		ai_fixed_forward
	}
}


animGroup "run" "run_hold" {
	anim forward								models/characters/animations/strogg/strogg_spikes_jog_forward003_forward.md5anim {
		frame begin									sound_channel snd_player_move snd_movement_stroggshuffle
		frame 5										footstep _right
		frame 13									footstep
		frame end									fade_channel snd_player_move "-60" 1

	}

	anim backwards								models/characters/animations/strogg/strogg_spikes_jog_back002.md5anim {
		frame begin									sound_channel snd_player_move snd_movement_stroggshuffle
		frame 7										footstep _right
		frame 14									footstep
		frame end									fade_channel snd_player_move "-60" 1
	}

	anim strafe_left							models/characters/animations/strogg/strogg_spikes_jog_strafe001_left.md5anim {
		frame begin									sound_channel snd_player_move snd_movement_stroggshuffle
		ai_fixed_forward
		frame 2										footstep _right
		frame 10									footstep
		frame end									fade_channel snd_player_move "-60" 1
	}

	anim strafe_right							models/characters/animations/strogg/strogg_spikes_jog_strafe001_right.md5anim {
			frame begin									sound_channel snd_player_move snd_movement_stroggshuffle
			ai_fixed_forward
			frame 6										footstep _right
			frame 15									footstep
			frame end									fade_channel snd_player_move "-60" 1
	}

	anim jump									models/characters/animations/strogg/strogg_blaster_jump_up6_loop.md5anim {
		frame begin									sound_channel snd_player_jump snd_jump_strogg
	}
}


animGroup "crouch" "crouch_hold" {
	anim idle									models/characters/animations/strogg/strogg_hand_crouch_idle_001_idle.md5anim {
	}

	anim up										models/characters/animations/strogg/strogg_hand_crouch_idle_001_out.md5anim {
	}

	anim lean_left_up										models/characters/animations/strogg/strogg_hand_crouch_idle_001_out.md5anim {
	}

	anim lean_right_up										models/characters/animations/strogg/strogg_hand_crouch_idle_001_out.md5anim {
	}

	anim from_prone								models/characters/animations/strogg/strogg_allweapons_crouch_prone002_prone2crouch.md5anim {
	}

	anim forward								models/characters/animations/strogg/strogg_spikes_crouchwalk_forward004.md5anim {
	}

	anim backwards								models/characters/animations/strogg/strogg_spikes_crouchwalk_back001.md5anim {
	}

	anim strafe_left							models/characters/animations/strogg/strogg_spikes_crouchwalk_strafe001_left.md5anim {
		ai_fixed_forward
	}

	anim strafe_right							models/characters/animations/strogg/strogg_spikes_crouchwalk_strafe001_right.md5anim {
		ai_fixed_forward
	}

	anim fire									models/characters/animations/strogg/strogg_blaster_stand_crouch001_shoot.md5anim {
	}

	anim legs_turn_right						models/characters/animations/strogg/strogg_hands_crouch_turn_right.md5anim {
	}

	anim legs_turn_left							models/characters/animations/strogg/strogg_hands_crouch_turn_left.md5anim {
	}
}


animGroup "prone" "prone_hold" {
	anim from_crouch							models/characters/animations/strogg/strogg_allweapons_crouch_prone002_crouch2prone.md5anim {
	}

	anim idle									models/characters/animations/strogg/strogg_upperbackweapons_prone_takeout001_weaponpronecyc.md5anim {
	}

	anim fire									models/characters/animations/strogg/strogg_allweapons_crouch_prone002_proneshoot.md5anim {
	}

	anim reload									models/characters/animations/strogg/strogg_blaster_prone_overheat_001.md5anim {
	}

	anim forward								models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
	}

	anim backwards								models/characters/animations/strogg/strogg_prone_backward.md5anim {
	}

	anim strafe_left							models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
		ai_fixed_forward
	}

	anim strafe_right							models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
		ai_fixed_forward
	}

	anim down									models/characters/animations/initial_edf/edf_dive_to_prone.md5anim {
	}

	anim raise									models/characters/animations/strogg/strogg_upperbackweapons_prone_takeout001_proneputaway.md5anim {
		frame										start weaponState hide
		frame 20									weaponState show
		frame end									weaponState show
	}

	anim lower									models/characters/animations/strogg/strogg_upperbackweapons_prone_takeout001_weaponpronecyc.md5anim {
		frame begin									weaponState hide
	}

	anim turn_left								models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
	}

	anim turn_right								models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
	}

	anim up										models/characters/animations/strogg/strogg_spikes_stand_prone002_prone2stand.md5anim {
	}
}


//nonweapon specific anims
	anim death_backwards						models/characters/animations/initial_edf/gdf_die_front_strogg.md5anim {
	}

	anim dead_idle								models/characters/animations/initial_edf/gdf_dead_idle_strogg.md5anim {
	}

	anim unconscious							models/characters/animations/initial_edf/gdf_reviveme_cyc_strogg.md5anim {
	}

	anim revival								models/characters/animations/initial_edf/gdf_revive_strogg.md5anim {
	}

	anim prone_death_backwards					models/characters/animations/initial_edf/prone_death_strogg.md5anim {
	}

	anim icarus									models/characters/animations/strogg/icarus.md5anim {
	}

	anim icarus_fire							models/characters/animations/strogg/icarus_fire.md5anim {
	}

	anim icarus_boost							models/characters/animations/strogg/icarus_boost.md5anim {
	}

	anim icarus_boost_idle						models/characters/animations/strogg/icarus_boost_idle.md5anim {
	}

	anim icarus_boost_end						models/characters/animations/strogg/icarus_boost_end.md5anim {
	}

	anim cockpit 								models/characters/animations/initial_edf/badger.md5anim {
	}

	anim hornet_pilot							models/characters/animations/strogg/strogg_hornet_pilot.md5anim {
	}

	anim mounted_weapon							models/characters/animations/initial_edf/badger.md5anim {
	}

	anim strogg_antivehicle_gunner				models/characters/animations/strogg/strogg_antivehicle_gunner.md5anim {
	}

	anim strogg_antipersonnel_gunner			models/characters/animations/strogg/strogg_antipersonnel_gunner.md5anim {
	}

	anim legs_ladder_up							models/characters/animations/initial_edf/gdf_ladder_climb_up.md5anim {
			frame begin								weaponState hide
			frame end								weaponState show
			frame 3									sound_channel snd_player_footstep snd_footstep_ladder
			frame 11								sound_channel snd_player_footstep snd_footstep_ladder
	}

	anim legs_ladder_down 						models/characters/animations/initial_edf/gdf_ladder_climb_down.md5anim {
			frame begin								weaponState hide
			frame end								weaponState show
			frame 3									sound_channel snd_player_footstep snd_footstep_ladder
			frame 11								sound_channel snd_player_footstep snd_footstep_ladder
	}

	anim torso_ladder_up						models/characters/animations/initial_edf/gdf_ladder_climb_up.md5anim {
			frame begin								weaponState hide
			frame end								weaponState show
	}

	anim torso_ladder_down 						models/characters/animations/initial_edf/gdf_ladder_climb_down.md5anim {
			frame begin								weaponState hide
			frame end								weaponState show
	}

	anim ladder_idle							models/characters/animations/initial_edf/gdf_ladder_climb_idle_left.md5anim {
			frame begin								weaponState hide
			frame end								weaponState show
	}

	anim ladder_slide							models/characters/animations/initial_edf/gdf_ladder_slide_down.md5anim {
			frame begin								weaponState hide
			frame end								weaponState show

	}

	anim swim									models/characters/animations/initial_edf/edf_hands_treadwater_static.md5anim {
		frame begin weaponState hide
		frame begin									sound_channel snd_player_move snd_movement_water_idle
	}

	anim swim_forward							models/characters/animations/initial_edf/edf_hands_treadwater_forward.md5anim {
		frame begin weaponState hide
		frame begin									sound_channel snd_player_move snd_movement_water_swim
	}

	anim swim_backward							models/characters/animations/initial_edf/edf_hands_treadwater_back.md5anim {
		frame begin weaponState hide
		frame begin									sound_channel snd_player_move snd_movement_water_swim
	}

	anim swim_left								models/characters/animations/initial_edf/edf_hands_treadwater_strafe_left.md5anim {
		frame begin weaponState hide
		frame begin									sound_channel snd_player_move snd_movement_water_swim
	}

	anim swim_right								models/characters/animations/initial_edf/edf_hands_treadwater_strafe_right.md5anim {
		frame begin weaponState hide
		frame begin									sound_channel snd_player_move snd_movement_water_swim
	}


///////////*********///////////*********///////////*********///////////*********///////////*********///////////*********///////////*********///////////*********
// HANDS //*********// HANDS //*********// HANDS//*********// HANDS //*********// HANDS //*********// HANDS //*********// HANDS //*********// HANDS //*********
///////////*********///////////*********///////////*********///////////*********///////////*********///////////*********///////////*********///////////*********

animGroup "hands" {
	anim idle 									models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
	}

	anim raise									models/characters/animations/strogg/strogg_hand_takeout_putaway_right_back_003.md5anim {
		frame begin  								weaponState hide
		frame 12	 								weaponState show
		frame end	 								weaponState show
	}

	anim lower									models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
		frame begin									weaponState hide
	}

	anim jump									models/characters/animations/strogg/strogg_blaster_jump_up6_loop.md5anim {
		frame begin									sound_channel snd_player_jump snd_jump_strogg
	}

	anim fall									models/characters/animations/strogg/strogg_blaster_jump_up6_loop.md5anim {
	}

	anim soft_land								models/characters/animations/strogg/strogg_blaster_jump_up6_landing.md5anim {
		frame begin									sound_channel snd_player_move snd_movement_stroggshuffle
		frame 1										footstep _right
		frame 3										footstep
		frame end									fade_channel snd_player_move "-60" 1
	}

	anim hard_land								models/characters/animations/strogg/strogg_blaster_jump_up6_landing.md5anim {
		frame begin									sound_channel snd_player_move snd_movement_stroggshuffle
		frame 1										footstep _right
		frame 3										footstep
		frame end									fade_channel snd_player_move "-60" 1
	}

	anim down									models/characters/animations/strogg/strogg_hand_crouch_idle_001_into.md5anim {
	}

	anim up										models/characters/animations/strogg/strogg_hand_crouch_idle_001_out.md5anim {
	}

	anim lean_left_up										models/characters/animations/strogg/strogg_hand_crouch_idle_001_out.md5anim {
	}

	anim lean_right_up										models/characters/animations/strogg/strogg_hand_crouch_idle_001_out.md5anim {
	}

	anim legs_strafe_left						models/characters/animations/strogg/strogg_spikes_walk_strafe003_left.md5anim {
	}

	anim torso_strafe_left						models/characters/animations/strogg/strogg_spikes_walk_strafe003_left.md5anim {
	}

	anim legs_strafe_right						models/characters/animations/strogg/strogg_spikes_walk_strafe003_right.md5anim {
	}

	anim torso_strafe_right						models/characters/animations/strogg/strogg_spikes_walk_strafe003_right.md5anim {
	}

	anim torso_turn_left						models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
	}

	anim legs_turn_left							models/characters/animations/strogg/strogg_spikes_walk_turnright45_002.md5anim {
	}

	anim torso_turn_right						models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
	}

	anim legs_turn_right						models/characters/animations/strogg/strogg_spikes_walk_turnleft45_001.md5anim {
	}

	anim lean_left_idle							models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
	}

	anim lean_right_idle						models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
	}

		anim lean_left_startfire							models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
		}

		anim lean_right_startfire						models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
	}

	anim lean_left_fire							models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
	}

	anim lean_right_fire						models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
	}


	anim lean_left_raise						models/characters/animations/strogg/strogg_hands_lean_left_takeout_left.md5anim {
	}

	anim lean_right_raise						models/characters/animations/strogg/strogg_hands_lean_right_takeout_left.md5anim {
	}

	anim lean_left_lower						models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
				frame begin									weaponState hide
	}

	anim lean_right_lower						models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
				frame begin									weaponState hide
	}

	anim shock_self								models/characters/animations/strogg/strogg_hands_shock_self.md5anim {
	}


	anim lean_right_run_hold_idle				models/characters/animations/strogg/strogg_hand_binoculars_lean_right_usecyc.md5anim {
	}

	anim lean_right_walk_hold_idle				models/characters/animations/strogg/strogg_hand_binoculars_lean_right_usecyc.md5anim {
	}



animGroup "walk" "walk_hold" {
	anim forward	  							models/characters/animations/strogg/strogg_hand_walk_forward_006.md5anim {
	}

	anim backwards	  							models/characters/animations/strogg/strogg_hand_walk_forward_006_BACK.md5anim {
	}

	anim strafe_left							models/characters/animations/strogg/strogg_spikes_walk_strafe003_left.md5anim {
	}

	anim strafe_right							models/characters/animations/strogg/strogg_hand_walk_left_001_right.md5anim {
	}
}


animGroup "run" "run_hold" {
	anim forward								models/characters/animations/strogg/strogg_hand_run_forward_003.md5anim {
		frame begin									sound_channel snd_player_move snd_movement_stroggshuffle
		frame 5										footstep _right
		frame 13									footstep
		frame end									fade_channel snd_player_move "-60" 1
	}

	anim backwards								models/characters/animations/strogg/strogg_hand_run_forward_003_BACK.md5anim {
		frame begin									sound_channel snd_player_move snd_movement_stroggshuffle
		frame 4										footstep _right
		frame 11									footstep
		frame end									fade_channel snd_player_move "-60" 1
	}

	anim strafe_left							models/characters/animations/strogg/strogg_spikes_run_left.md5anim {
		frame begin									sound_channel snd_player_move snd_movement_stroggshuffle
		frame 6										footstep _right
		frame 13									footstep
		frame end									fade_channel snd_player_move "-60" 1
	}

	anim strafe_right							models/characters/animations/strogg/strogg_spikes_run_right.md5anim {
		frame begin									sound_channel snd_player_move snd_movement_stroggshuffle
		frame 5										footstep _right
		frame 13									footstep
		frame end									fade_channel snd_player_move "-60" 1
	}
}


animGroup "crouch" "crouch_hold" {
	anim idle									models/characters/animations/strogg/strogg_hand_crouch_idle_001_idle.md5anim {
	}

	anim forward								models/characters/animations/strogg/strogg_spikes_crouchwalk_forward004.md5anim {
	}

	anim backwards								models/characters/animations/strogg/strogg_spikes_crouchwalk_back001.md5anim {
	}

	anim strafe_left							models/characters/animations/strogg/strogg_spikes_crouchwalk_strafe001_left.md5anim {
		ai_fixed_forward
	}

	anim strafe_right							models/characters/animations/strogg/strogg_spikes_crouchwalk_strafe001_right.md5anim {
		ai_fixed_forward
	}

	anim lean_left_idle							models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
	}

	anim lean_right_idle						models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
	}

			anim lean_left_startfire							models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
			}

			anim lean_right_startfire						models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
		}


		anim lean_left_fire							models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
		}

		anim lean_right_fire						models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
	}

	anim lean_left_raise						models/characters/animations/strogg/strogg_hands_crouch_lean_left_takeout_left.md5anim {
	}

	anim lean_right_raise						models/characters/animations/strogg/strogg_hands_crouch_lean_right_takeout_left.md5anim {
	}

	anim lean_left_lower						models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
				frame begin							weaponState hide
	}

	anim lean_right_lower						models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
				frame begin							weaponState hide
	}

	anim torso_shock_self								models/characters/animations/strogg/strogg_hands_shock_self.md5anim {
	}

	anim legs_shock_self								models/characters/animations/strogg/strogg_hand_crouch_idle_001_idle.md5anim {
	}

	anim turn_right								models/characters/animations/strogg/strogg_hands_crouch_turn_left.md5anim {
	}

	anim turn_left								models/characters/animations/strogg/strogg_hands_crouch_turn_right.md5anim {
	}

	anim from_prone								models/characters/animations/strogg/strogg_hands_crouch_to_prone_001_UP.md5anim {
	}

	anim lean_left_from_prone								models/characters/animations/strogg/strogg_hands_crouch_to_prone_001_UP.md5anim {
	}

	anim lean_right_from_prone								models/characters/animations/strogg/strogg_hands_crouch_to_prone_001_UP.md5anim {
	}
}


animGroup "prone" "prone_hold" {
	anim up										models/characters/animations/strogg/strogg_hands_stand_to_prone_001_UP.md5anim {
	}

	anim down									models/characters/animations/strogg/strogg_hands_stand_to_prone_001_DOWN.md5anim {
	}

	anim from_crouch							models/characters/animations/strogg/strogg_hands_crouch_to_prone.md5anim {
	}

	anim idle									models/characters/animations/strogg/strogg_hands_stand_to_prone_001_CYC.md5anim {
	}

	anim strafe_left							models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
	}

	anim strafe_right							models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
	}

	anim forward								models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
	}

	anim backwards									models/characters/animations/strogg/strogg_prone_backward.md5anim {
	}

	anim raise 									models/characters/animations/strogg/strogg_tool_prone_take_out_right_back_004.md5anim {
		frame begin  								weaponstate hide
		frame 9 								weaponstate show
		frame end	 								weaponstate show
	}

	anim lower									models/characters/animations/strogg/strogg_hands_stand_to_prone_001_CYC.md5anim {
	frame begin										weaponState hide
	}

	anim turn_left								models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
	}

	anim turn_right								models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
	}

	anim shock_self								models/characters/animations/strogg/strogg_hands_shock_self_prone.md5anim {
	}
}


animGroup "sprint" "sprint_hold" {
	anim forward								models/characters/animations/strogg/strogg_hand_sprint_003.md5anim {
		frame begin									sound_channel snd_player_move snd_movement_stroggshuffle
		frame 4										footstep _right
		frame 11									footstep
		frame end									fade_channel snd_player_move "-60" 1
	}
}


animGroup "construction_tool" {
    anim raise									models/characters/animations/strogg/strogg_hand_takeout_left_back_001.md5anim {
	}

	anim lower									models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
		frame begin									weaponState hide
	}

	anim lean_left_raise						models/characters/animations/strogg/strogg_hands_lean_left_takeout_left.md5anim {
	}

	anim lean_right_raise						models/characters/animations/strogg/strogg_hands_lean_right_takeout_left.md5anim {
	}

	anim lean_left_lower						models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
	}

	anim lean_right_lower						models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
	}

	anim crouch_lean_left_raise					models/characters/animations/strogg/strogg_hands_crouch_lean_left_takeout_left.md5anim {
	}

	anim crouch_lean_right_raise				models/characters/animations/strogg/strogg_hands_crouch_lean_right_takeout_left.md5anim {
	}

	anim crouch_lean_left_lower					models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
	}

	anim crouch_lean_right_lower				models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
	}

	anim raise_held								models/characters/animations/strogg/strogg_hand_contruction_tool_use_003_into.md5anim  {
	}

	anim lower_held								models/characters/animations/strogg/strogg_hand_contruction_tool_use_003_out.md5anim {
	}
	anim crouch_torso_raise_held				models/characters/animations/strogg/strogg_hand_contruction_tool_use_003_into.md5anim  {
	}

	anim crouch_torso_lower_held				models/characters/animations/strogg/strogg_hand_contruction_tool_use_003_out.md5anim {
	}


	anim prone_torso_raise_held					models/characters/animations/strogg/strogg_medic_prone_revive_003.md5anim {
	}

	anim prone_torso_lower_held					models/characters/animations/strogg/strogg_medic_prone_revive_003.md5anim {
	}



animGroup "walk_hold" "run_hold" "sprint_hold" {
	anim idle 									models/characters/animations/strogg/strogg_hand_contruction_tool_use_003_idle.md5anim {
	}

	anim lean_left_idle							models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
	}

	anim lean_right_idle						models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
	}
}


animGroup "crouch_hold" {
	anim idle 									models/characters/animations/strogg/strogg_hand_crouch_construction_tool_use_001_IDLE.md5anim {
	}
}


			animGroup "prone" {
				anim raise						models/characters/animations/strogg/strogg_prone_left_hand_take_out_001.md5anim {
				}
				anim lower						models/characters/animations/strogg/strogg_hands_stand_to_prone_001_CYC.md5anim {
					frame begin								weaponState hide
				}

			}

			animGroup "prone_hold" {


				anim idle 						models/characters/animations/strogg/strogg_medic_prone_revive_003.md5anim {
				}
					anim raise						models/characters/animations/strogg/strogg_prone_left_hand_take_out_001.md5anim {
								}
								anim lower						models/characters/animations/strogg/strogg_prone_left_hand_take_out_001.md5anim {
									frame begin								weaponState hide
				}

			}



		}

		animGroup "drone" {
			anim idle 							models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
			}

			anim lean_left_raise					models/characters/animations/strogg/strogg_hands_lean_left_takeout_right.md5anim {
			}

			anim lean_right_raise					models/characters/animations/strogg/strogg_hands_lean_right_takeout_right.md5anim {
			}

				anim lean_left_idle							models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
				}

				anim lean_right_idle						models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
				}


					anim lean_left_lower					models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
					}

					anim lean_right_lower					models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
					}


			anim raise_held 				models/characters/animations/strogg/strogg_hand_drone_repair_003_into.md5anim {
				}

			animGroup "torso" "torso_hold" {
				anim idle 						models/characters/animations/strogg/strogg_hand_drone_repair_003_idle.md5anim {
				}



				anim raise_held 				models/characters/animations/strogg/strogg_hand_drone_repair_003_into.md5anim {
				}

				anim lower_held					models/characters/animations/strogg/strogg_hand_drone_repair_003_out.md5anim {
				}
			}

			animGroup "run_hold" "walk_hold" {
				animGroup "torso" {
					anim idle 					models/characters/animations/strogg/strogg_hand_drone_repair_003_idle.md5anim {
					}
				}
			}

			animGroup "crouch" {
			anim idle						models/characters/animations/strogg/strogg_hand_crouch_idle_001_idle.md5anim {
			}

			anim hold_legs_idle					models/characters/animations/strogg/strogg_hand_crouch_drone_repair_002_idle.md5anim {
			}

			anim lean_left_raise					models/characters/animations/strogg/strogg_hands_crouch_lean_left_takeout_right.md5anim {
			}

			anim lean_right_raise				models/characters/animations/strogg/strogg_hands_crouch_lean_right_takeout_right.md5anim {
			}

			anim lean_left_idle							models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
			}

			anim lean_right_idle						models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
			}

			anim lean_left_lower					models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
			}

			anim lean_right_lower				models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
			}


				anim fire						models/characters/animations/strogg/strogg_hand_crouch_construction_tool_use_001_idle.md5anim {
				}

				anim alt_fire					models/characters/animations/strogg/strogg_hand_crouch_construction_tool_use_001_idle.md5anim {
				}

				animGroup "torso" {
					anim raise_held				models/characters/animations/strogg/strogg_hand_crouch_drone_repair_002_into.md5anim {
					}

					anim lower_held 			models/characters/animations/strogg/strogg_hand_crouch_drone_repair_002_out.md5anim {
					}
				}
			}

			animgroup "crouch_hold" {
				animGroup "torso" {
					anim idle					models/characters/animations/strogg/strogg_hand_crouch_drone_repair_002_idle.md5anim {
					}
					anim strafe_left					models/characters/animations/strogg/strogg_hand_crouch_drone_repair_002_idle.md5anim {
					}
					anim strafe_right					models/characters/animations/strogg/strogg_hand_crouch_drone_repair_002_idle.md5anim {
					}
					anim forward					models/characters/animations/strogg/strogg_hand_crouch_drone_repair_002_idle.md5anim {
					}
					anim backwards					models/characters/animations/strogg/strogg_hand_crouch_drone_repair_002_idle.md5anim {
					}




				}
			}

			animGroup "prone" {
				animGroup "torso" {
					anim raise_held				models/characters/animations/strogg/strogg_drone_prone_repair_001_into.md5anim {
					}

					anim lower_held				models/characters/animations/strogg/strogg_drone_prone_repair_001_out.md5anim {
					}
				}

				anim idle						models/characters/animations/strogg/strogg_hands_stand_to_prone_001_CYC.md5anim {
				}

				anim alt_fire					models/characters/animations/strogg/strogg_drone_prone_use_002.md5anim {
				}
			}

			animgroup "prone_hold" {
				anim torso_idle				models/characters/animations/strogg/strogg_drone_prone_repair_001_cyc.md5anim {
				}
				anim legs_idle				models/characters/animations/strogg/strogg_hands_stand_to_prone_001_CYC.md5anim {
				}
			}
		}

		animGroup "grenades" {

			anim startfire							models/characters/animations/strogg/strogg_hands_stand_grenade_prime_long.md5anim {
			}

			anim fire 								models/characters/animations/strogg/strogg_hands_stand_grenade_throw_long.md5anim {
				frame begin  							weaponState show
				frame 5									weaponstate hide

			}

			anim quick_throw						models/characters/animations/strogg/strogg_hands_stand_grenade_throw_long.md5anim {
			}

			anim alt_startfire						models/characters/animations/strogg/strogg_hands_stand_grenade_prime_long.md5anim {
			}

			anim alt_fire 							models/characters/animations/strogg/strogg_hands_stand_grenade_throw_short.md5anim {
				frame begin  							weaponState show
				frame 5									weaponstate hide
			}

			anim alt_quick_throw					models/characters/animations/strogg/strogg_hands_stand_grenade_throw_short.md5anim {
			}

			anim lower								models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
			frame begin								weaponState hide
			}

			anim raise								models/characters/animations/strogg/strogg_hand_takeout_left_back_001.md5anim {
				frame begin  						weaponstate hide
				frame 7	 						weaponstate show
				frame end	 						weaponstate show
			}

			anim lean_left_startfire				models/characters/animations/strogg/strogg_hands_stand_lean_left_grenade_prime_long.md5anim {
			}


			anim reload								models/characters/animations/strogg/strogg_stroyentcell_nomore.md5anim {
			}

			anim prone_reload						models/characters/animations/strogg/strogg_stroyentcell_prone_nomore.md5anim {
			}


			anim lean_right_startfire				models/characters/animations/strogg/strogg_hands_stand_lean_right_grenade_prime_long.md5anim {
			}

			anim lean_left_fire 					models/characters/animations/strogg/strogg_hands_stand_lean_left_grenade_throw_long.md5anim {
				frame begin  						weaponState show
				frame 5								weaponstate hide
				frame 14	 						weaponState show
				frame end	 						weaponState show
			}

			anim lean_right_fire 					models/characters/animations/strogg/strogg_hands_stand_lean_right_grenade_throw_long.md5anim {
				frame begin  						weaponState show
				frame 5								weaponstate hide
				frame 14	 						weaponState show
				frame end	 						weaponState show
			}

			anim lean_left_quick_throw				models/characters/animations/strogg/strogg_hands_stand_lean_left_grenade_throw_long.md5anim {
			}

			anim lean_right_quick_throw				models/characters/animations/strogg/strogg_hands_stand_lean_right_grenade_throw_long.md5anim {
			}

			anim lean_left_alt_startfire			models/characters/animations/strogg/strogg_hands_stand_lean_left_grenade_prime_long.md5anim {
			}

			anim lean_right_alt_startfire			models/characters/animations/strogg/strogg_hands_stand_lean_right_grenade_prime_long.md5anim {
			}

			anim lean_left_alt_fire 				models/characters/animations/strogg/strogg_hands_stand_lean_left_grenade_throw_short.md5anim {
				frame begin  						weaponState show
				frame 5								weaponstate hide
				frame 14	 						weaponState show
				frame end	 						weaponState show
			}

			anim lean_right_alt_fire 				models/characters/animations/strogg/strogg_hands_stand_lean_right_grenade_throw_short.md5anim {
				frame begin  						weaponState show
				frame 5								weaponstate hide
				frame 14	 						weaponState show
				frame end	 						weaponState show
			}

			anim lean_left_alt_quick_throw			models/characters/animations/strogg/strogg_hands_stand_lean_left_grenade_throw_short.md5anim {
			}

			anim lean_right_alt_quick_throw			models/characters/animations/strogg/strogg_hands_stand_lean_right_grenade_throw_short.md5anim {
			}



				anim lean_left_raise				models/characters/animations/strogg/strogg_hands_lean_left_takeout_left.md5anim {
				}

				anim lean_right_raise				models/characters/animations/strogg/strogg_hands_lean_right_takeout_left.md5anim {
		}

		anim lean_left_lower						models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
		}

		anim lean_right_lower						models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
		}




			animGroup "crouch" {

				anim startfire						models/characters/animations/strogg/strogg_hands_crouch_grenade_prime_long.md5anim {
				}

			anim lean_left_raise					models/characters/animations/strogg/strogg_hands_crouch_lean_left_takeout_left.md5anim {
			}

			anim lean_right_raise					models/characters/animations/strogg/strogg_hands_crouch_lean_right_takeout_left.md5anim {
			}

			anim lean_left_lower					models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
			}

			anim lean_right_lower					models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
			}


				anim lean_left_startfire			models/characters/animations/strogg/strogg_hands_crouch_grenade_prime_long.md5anim {
				}

				anim lean_right_startfire			models/characters/animations/strogg/strogg_hands_crouch_grenade_prime_long.md5anim {
				}

				anim fire								models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_long.md5anim {
				}

				anim lean_left_fire						models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_long.md5anim {
				}

				anim lean_right_fire					models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_long.md5anim {
				}

				anim quick_throw						models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_long.md5anim {
				}

				anim _lean_Left_quick_throw				models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_long.md5anim {
				}

				anim lean_right_quick_throw				models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_long.md5anim {
				}


				anim alt_startfire						models/characters/animations/strogg/strogg_hands_crouch_grenade_prime_long.md5anim {
				}

				anim lean_left_alt_startfire			models/characters/animations/strogg/strogg_hands_crouch_grenade_prime_long.md5anim {
				}

				anim lean_right_alt_startfire			models/characters/animations/strogg/strogg_hands_crouch_grenade_prime_long.md5anim {
				}

				anim alt_fire							models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_short.md5anim {
				}

				anim lean_left_alt_fire					models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_short.md5anim {
				}

				anim lean_right_alt_fire				models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_short.md5anim {
				}

				anim alt_quick_throw					models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_short.md5anim {
				}

				anim lean_left_alt_quick_throw			models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_short.md5anim {
				}

				anim lean_right_alt_quick_throw			models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_short.md5anim {
				}

	anim lean_left_from_prone								models/characters/animations/strogg/strogg_hands_crouch_to_prone_001_UP.md5anim {
	}

	anim lean_right_from_prone								models/characters/animations/strogg/strogg_hands_crouch_to_prone_001_UP.md5anim {
	}
				anim raise						models/characters/animations/strogg/strogg_hand_takeout_left_back_001.md5anim {
					frame begin  					weaponState hide
					frame 12	 					weaponState show
					frame end	 					weaponState show
				}

				anim lower						models/characters/animations/strogg/strogg_hand_takeout_left_back_001.md5anim {
					frame begin						 weaponState hide
				}
			}

			animgroup "prone" {
				anim startfire					models/characters/animations/strogg/strogg_hands_prone_grenade_prime_long.md5anim {
				}

				anim lean_left_startfire					models/characters/animations/strogg/strogg_hands_prone_grenade_prime_long.md5anim {
				}

				anim lean_right_startfire					models/characters/animations/strogg/strogg_hands_prone_grenade_prime_long.md5anim {
				}

				anim fire 						models/characters/animations/strogg/strogg_hands_prone_grenade_throw_long.md5anim {
				}

				anim lean_left_fire 						models/characters/animations/strogg/strogg_hands_prone_grenade_throw_long.md5anim {
				}

				anim lean_right_fire 						models/characters/animations/strogg/strogg_hands_prone_grenade_throw_long.md5anim {
				}

				anim quick_throw 				models/characters/animations/strogg/strogg_hands_prone_grenade_throw_long.md5anim {
				}

				anim lean_left_quick_throw 				models/characters/animations/strogg/strogg_hands_prone_grenade_throw_long.md5anim {
				}

				anim lean_right_quick_throw 				models/characters/animations/strogg/strogg_hands_prone_grenade_throw_long.md5anim {
				}

				anim alt_startfire				models/characters/animations/strogg/strogg_hands_prone_grenade_prime_long.md5anim {
				}

				anim lean_left_alt_startfire				models/characters/animations/strogg/strogg_hands_prone_grenade_prime_long.md5anim {
				}

				anim lean_right_alt_startfire				models/characters/animations/strogg/strogg_hands_prone_grenade_prime_long.md5anim {
			}

				anim alt_fire 					models/characters/animations/strogg/strogg_hands_prone_grenade_throw_short.md5anim {
				}

				anim lean_left_alt_fire 					models/characters/animations/strogg/strogg_hands_prone_grenade_throw_short.md5anim {

				}

				anim lean_right_alt_fire 					models/characters/animations/strogg/strogg_hands_prone_grenade_throw_short.md5anim {
				}

				anim alt_quick_throw 			models/characters/animations/strogg/strogg_hands_prone_grenade_throw_short.md5anim {
				}

				anim lean_left_alt_quick_throw 			models/characters/animations/strogg/strogg_hands_prone_grenade_throw_short.md5anim {
				}

				anim lean_right_alt_quick_throw 			models/characters/animations/strogg/strogg_hands_prone_grenade_throw_short.md5anim {
				}



				anim raise						models/characters/animations/strogg/strogg_prone_left_hand_take_out_001.md5anim {
					frame begin  					weaponstate hide
					frame 5	 						weaponstate show
					frame end	 					weaponstate show
				}

				anim lower 						models/characters/animations/strogg/strogg_hands_stand_to_prone_001_CYC.md5anim {
					frame begin						 weaponstate hide
				}
			}
		}



	animGroup "flyercontrol" {

			anim idle						models/characters/animations/strogg/strogg_hands_flyerhive_control.md5anim {
				frame begin 					 	weaponstate hide

			}

			anim prone_idle				models/characters/animations/strogg/strogg_hands_stand_to_prone_001_CYC.md5anim {
				frame begin 					 	weaponstate hide
			}

		}


	animGroup "beacon" {

			anim startfire							models/characters/animations/strogg/strogg_hands_stand_grenade_prime_long.md5anim {
			}

			anim fire 								models/characters/animations/strogg/strogg_hands_stand_grenade_throw_long.md5anim {
				frame begin  							weaponState show
			}

			anim quick_throw						models/characters/animations/strogg/strogg_hands_stand_grenade_throw_long.md5anim {
			}

			anim alt_startfire						models/characters/animations/strogg/strogg_hands_stand_grenade_prime_long.md5anim {
			}

			anim alt_fire 							models/characters/animations/strogg/strogg_hands_stand_grenade_throw_short.md5anim {
				frame begin  							weaponState show
			}

			anim alt_quick_throw					models/characters/animations/strogg/strogg_hands_stand_grenade_throw_short.md5anim {
			}

			anim lower								models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
			frame begin								weaponState hide
			}

			anim raise								models/characters/animations/strogg/strogg_hand_takeout_left_back_001.md5anim {
				frame begin  						weaponstate hide
				frame 7	 						weaponstate show
				frame end	 						weaponstate show
			}

			anim lean_left_startfire				models/characters/animations/strogg/strogg_hands_stand_lean_left_grenade_prime_long.md5anim {
			}


			anim reload								models/characters/animations/strogg/strogg_stroyentcell_nomore.md5anim {
			}

			anim prone_reload						models/characters/animations/strogg/strogg_stroyentcell_prone_nomore.md5anim {
			}


			anim lean_right_startfire				models/characters/animations/strogg/strogg_hands_stand_lean_right_grenade_prime_long.md5anim {
			}

			anim lean_left_fire 					models/characters/animations/strogg/strogg_hands_stand_lean_left_grenade_throw_long.md5anim {
				frame begin  						weaponState show
				frame 5								weaponstate hide
				frame 14	 						weaponState show
				frame end	 						weaponState show
			}

			anim lean_right_fire 					models/characters/animations/strogg/strogg_hands_stand_lean_right_grenade_throw_long.md5anim {
				frame begin  						weaponState show
				frame 5								weaponstate hide
				frame 14	 						weaponState show
				frame end	 						weaponState show
			}

			anim lean_left_quick_throw				models/characters/animations/strogg/strogg_hands_stand_lean_left_grenade_throw_long.md5anim {
			}

			anim lean_right_quick_throw				models/characters/animations/strogg/strogg_hands_stand_lean_right_grenade_throw_long.md5anim {
			}

			anim lean_left_alt_startfire			models/characters/animations/strogg/strogg_hands_stand_lean_left_grenade_prime_long.md5anim {
			}

			anim lean_right_alt_startfire			models/characters/animations/strogg/strogg_hands_stand_lean_right_grenade_prime_long.md5anim {
			}

			anim lean_left_alt_fire 				models/characters/animations/strogg/strogg_hands_stand_lean_left_grenade_throw_short.md5anim {
				frame begin  						weaponState show
				frame 5								weaponstate hide
				frame 14	 						weaponState show
				frame end	 						weaponState show
			}

			anim lean_right_alt_fire 				models/characters/animations/strogg/strogg_hands_stand_lean_right_grenade_throw_short.md5anim {
				frame begin  						weaponState show
				frame 5								weaponstate hide
				frame 14	 						weaponState show
				frame end	 						weaponState show
			}

			anim lean_left_alt_quick_throw			models/characters/animations/strogg/strogg_hands_stand_lean_left_grenade_throw_short.md5anim {
			}

			anim lean_right_alt_quick_throw			models/characters/animations/strogg/strogg_hands_stand_lean_right_grenade_throw_short.md5anim {
			}



				anim lean_left_raise				models/characters/animations/strogg/strogg_hands_lean_left_takeout_left.md5anim {
				}

				anim lean_right_raise				models/characters/animations/strogg/strogg_hands_lean_right_takeout_left.md5anim {
		}

		anim lean_left_lower						models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
		}

		anim lean_right_lower						models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
		}




			animGroup "crouch" {

				anim startfire						models/characters/animations/strogg/strogg_hands_crouch_grenade_prime_long.md5anim {
				}

			anim lean_left_raise					models/characters/animations/strogg/strogg_hands_crouch_lean_left_takeout_left.md5anim {
			}

			anim lean_right_raise					models/characters/animations/strogg/strogg_hands_crouch_lean_right_takeout_left.md5anim {
			}

			anim lean_left_lower					models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
			}

			anim lean_right_lower					models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
			}


				anim lean_left_startfire			models/characters/animations/strogg/strogg_hands_crouch_grenade_prime_long.md5anim {
				}

				anim lean_right_startfire			models/characters/animations/strogg/strogg_hands_crouch_grenade_prime_long.md5anim {
				}

				anim fire								models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_long.md5anim {
				}

				anim lean_left_fire						models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_long.md5anim {
				}

				anim lean_right_fire					models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_long.md5anim {
				}

				anim quick_throw						models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_long.md5anim {
				}

				anim _lean_Left_quick_throw				models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_long.md5anim {
				}

				anim lean_right_quick_throw				models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_long.md5anim {
				}


				anim alt_startfire						models/characters/animations/strogg/strogg_hands_crouch_grenade_prime_long.md5anim {
				}

				anim lean_left_alt_startfire			models/characters/animations/strogg/strogg_hands_crouch_grenade_prime_long.md5anim {
				}

				anim lean_right_alt_startfire			models/characters/animations/strogg/strogg_hands_crouch_grenade_prime_long.md5anim {
				}

				anim alt_fire							models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_short.md5anim {
				}

				anim lean_left_alt_fire					models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_short.md5anim {
				}

				anim lean_right_alt_fire				models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_short.md5anim {
				}

				anim alt_quick_throw					models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_short.md5anim {
				}

				anim lean_left_alt_quick_throw			models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_short.md5anim {
				}

				anim lean_right_alt_quick_throw			models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_short.md5anim {
				}


				anim raise						models/characters/animations/strogg/strogg_hand_takeout_left_back_001.md5anim {
					frame begin  					weaponState hide
					frame 12	 					weaponState show
					frame end	 					weaponState show
				}

				anim lower						models/characters/animations/strogg/strogg_hand_takeout_left_back_001.md5anim {
					frame begin						 weaponState hide
				}
			}

			animgroup "prone" {
				anim startfire					models/characters/animations/strogg/strogg_hands_prone_grenade_prime_long.md5anim {
				}

				anim lean_left_startfire					models/characters/animations/strogg/strogg_hands_prone_grenade_prime_long.md5anim {
				}

				anim lean_right_startfire					models/characters/animations/strogg/strogg_hands_prone_grenade_prime_long.md5anim {
				}

				anim fire 						models/characters/animations/strogg/strogg_hands_prone_grenade_throw_long.md5anim {
				}

				anim lean_left_fire 						models/characters/animations/strogg/strogg_hands_prone_grenade_throw_long.md5anim {
				}

				anim lean_right_fire 						models/characters/animations/strogg/strogg_hands_prone_grenade_throw_long.md5anim {
				}

				anim quick_throw 				models/characters/animations/strogg/strogg_hands_prone_grenade_throw_long.md5anim {
				}

				anim lean_left_quick_throw 				models/characters/animations/strogg/strogg_hands_prone_grenade_throw_long.md5anim {
				}

				anim lean_right_quick_throw 				models/characters/animations/strogg/strogg_hands_prone_grenade_throw_long.md5anim {
				}

				anim alt_startfire				models/characters/animations/strogg/strogg_hands_prone_grenade_prime_long.md5anim {
				}

				anim lean_left_alt_startfire				models/characters/animations/strogg/strogg_hands_prone_grenade_prime_long.md5anim {
				}

				anim lean_right_alt_startfire				models/characters/animations/strogg/strogg_hands_prone_grenade_prime_long.md5anim {
			}

				anim alt_fire 					models/characters/animations/strogg/strogg_hands_prone_grenade_throw_short.md5anim {
				}

				anim lean_left_alt_fire 					models/characters/animations/strogg/strogg_hands_prone_grenade_throw_short.md5anim {

				}

				anim lean_right_alt_fire 					models/characters/animations/strogg/strogg_hands_prone_grenade_throw_short.md5anim {
				}

				anim alt_quick_throw 			models/characters/animations/strogg/strogg_hands_prone_grenade_throw_short.md5anim {
				}

				anim lean_left_alt_quick_throw 			models/characters/animations/strogg/strogg_hands_prone_grenade_throw_short.md5anim {
				}

				anim lean_right_alt_quick_throw 			models/characters/animations/strogg/strogg_hands_prone_grenade_throw_short.md5anim {
				}



				anim raise						models/characters/animations/strogg/strogg_prone_left_hand_take_out_001.md5anim {
					frame begin  					weaponstate hide
					frame 5	 						weaponstate show
					frame end	 					weaponstate show
				}

				anim lower 						models/characters/animations/strogg/strogg_hands_stand_to_prone_001_CYC.md5anim {
					frame begin						 weaponstate hide
				}
			}
		}


		animGroup "landmine" {

			anim idle							models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
			}

			anim fire							models/characters/animations/strogg/strogg_hands_stand_grenade_throw_short.md5anim {

				frame 5 					 	weaponstate hide

			}

			anim crouch_legs_fire							models/characters/animations/strogg/strogg_hand_crouch_idle_001_idle.md5anim {

			frame 5 					 	weaponstate hide

			}

			anim crouch_torso_fire							models/characters/animations/strogg/strogg_hands_stand_grenade_throw_short.md5anim {

			frame 5 					 	weaponstate hide

			}
				anim lean_left_idle							models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
				}

				anim lean_right_idle						models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
				}

								anim crouch_lean_left_idle							models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
								}

								anim crouch_lean_right_idle						models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
				}


			anim crouch_idle							models/characters/animations/strogg/strogg_hand_crouch_idle_001_idle.md5anim {
			}

			anim prone_fire						models/characters/animations/strogg/strogg_landmine_prone_plant_002.md5anim {
			}

			anim raise							models/characters/animations/strogg/strogg_hand_takeout_left_back_001.md5anim {
				frame begin  						weaponState hide
				frame 12	 						weaponState show
				frame end	 						weaponState show
			}

			anim lower							models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
				frame begin							weaponState hide
			}
					anim lean_left_raise					models/characters/animations/strogg/strogg_hands_lean_left_takeout_left.md5anim {
					}

					anim lean_right_raise				models/characters/animations/strogg/strogg_hands_lean_right_takeout_left.md5anim {
		}

		anim lean_left_lower					models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
		}

		anim lean_right_lower					models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
		}


			anim lean_left_fire							models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
			}

			anim lean_right_fire						models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
	}

		anim prone_idle							models/characters/animations/strogg/strogg_hands_stand_to_prone_001_CYC.md5anim {
		}

		anim prone_raise					models/characters/animations/strogg/strogg_prone_left_hand_take_out_001.md5anim {
			frame begin 					 	weaponstate hide
			frame 5	 							weaponstate show
			frame end						 	weaponstate show
		}

		anim prone_lower 					models/characters/animations/strogg/strogg_hands_stand_to_prone_001_CYC.md5anim {
			frame end							weaponstate hide
		}
		anim crouch_lean_left_raise					models/characters/animations/strogg/strogg_hands_crouch_lean_left_takeout_left.md5anim {
		}

		anim crouch_lean_right_raise				models/characters/animations/strogg/strogg_hands_crouch_lean_right_takeout_left.md5anim {
		}

		anim crouch_lean_left_lower					models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
		}

		anim crouch_lean_right_lower				models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
		}
}


animGroup "teleporter" {
			anim torso_fire							models/characters/animations/strogg/strogg_hands_teleporter_fire.md5anim {
			}

			anim legs_fire							models/characters/animations/strogg/strogg_hands_teleporter_fire.md5anim {
			}
			anim lean_left_raise					models/characters/animations/strogg/strogg_hands_lean_left_takeout_right.md5anim {
			}

			anim lean_right_raise					models/characters/animations/strogg/strogg_hands_lean_right_takeout_right.md5anim {
			}
		anim lean_left_lower					models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
		}

		anim lean_right_lower					models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
		}

		anim lean_left_startfire							models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
		}

		anim lean_right_startfire						models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
	}

	anim lean_left_fire							models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
	}

	anim lean_right_fire						models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
	}




			anim crouch_lean_left_raise					models/characters/animations/strogg/strogg_hands_crouch_lean_left_takeout_right.md5anim {
			}

			anim crouch_lean_right_raise				models/characters/animations/strogg/strogg_hands_crouch_lean_right_takeout_right.md5anim {
			}




			anim crouch_fire						models/characters/animations/strogg/strogg_hands_crouch_teleporter_fire.md5anim {
			}

			anim prone_fire						models/characters/animations/strogg/strogg_hands_prone_teleporter_fire.md5anim {
			}






			anim crouch_lean_left_lower					models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
			}

			anim crouch_lean_right_lower				models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
			}




		anim crouch_lean_left_startfire							models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
		}

		anim crouch_lean_right_startfire						models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
	}

	anim crouch_lean_left_fire							models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
	}

	anim crouch_lean_right_fire						models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
	}


		}

animGroup "teleport" {
			anim torso_fire							models/characters/animations/strogg/strogg_hands_teleporter_fire.md5anim {
			}

			anim legs_fire							models/characters/animations/strogg/strogg_hands_teleporter_fire.md5anim {
			}

			anim idle							models/characters/animations/strogg/strogg_hands_teleport_idle.md5anim {
			}

			anim crouch_idle						models/characters/animations/strogg/strogg_hands_crouch_teleport_idle.md5anim {
			}

			anim prone_idle						models/characters/animations/strogg/strogg_hands_prone_teleport_idle.md5anim {
			}

			anim prone_fire						models/characters/animations/strogg/strogg_hands_prone_teleporter_fire.md5anim {
			}

			anim prone_turn_left								models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
			}

			anim prone_turn_right								models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
			}

			anim crouch_torso_down				models/characters/animations/strogg/strogg_hands_teleport_idle.md5anim {
			}

			anim crouch_torso_up				models/characters/animations/strogg/strogg_hands_crouch_teleport_idle.md5anim {
			}

			anim torso_turn_left					models/characters/animations/strogg/strogg_hands_teleport_idle.md5anim {
			}

			anim torso_turn_right					models/characters/animations/strogg/strogg_hands_teleport_idle.md5anim {
			}

			anim crouch_turn_right						models/characters/animations/strogg/strogg_hands_crouch_turn_left.md5anim {
			}

			anim crouch_turn_left						models/characters/animations/strogg/strogg_hands_crouch_turn_right.md5anim {
			}

					anim crouch_lean_left_raise					models/characters/animations/strogg/strogg_hands_crouch_lean_left_takeout_right.md5anim {
					}

					anim crouch_lean_right_raise				models/characters/animations/strogg/strogg_hands_crouch_lean_right_takeout_right.md5anim {
					}

					anim crouch_lean_left_lower					models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
					}

					anim crouch_lean_right_lower				models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
					}



		}


		animGroup "medic" {
			anim fire							models/characters/animations/strogg/strogg_hand_medic_tool_use_002.md5anim {
			}

			anim prone_fire 					models/characters/animations/strogg/strogg_medic_prone_revive_003.md5anim {
			}

					anim lean_left_lower					models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
					}

					anim lean_right_lower					models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
					}




										anim crouch_lean_left_raise					models/characters/animations/strogg/strogg_hands_crouch_lean_left_takeout_left.md5anim {
										}

										anim crouch_lean_right_raise				models/characters/animations/strogg/strogg_hands_crouch_lean_right_takeout_left.md5anim {
										}

										anim crouch_lean_left_lower					models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
										}

										anim crouch_lean_right_lower				models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
										}




		}

		animGroup "pda" {
			anim fire							models/characters/animations/strogg/strogg_hand_pda_use_008_IDLE.md5anim {
			}

			anim startfire 						models/characters/animations/strogg/strogg_hand_pda_use_008_INTO.md5anim {
			}

			anim endfire    					models/characters/animations/strogg/strogg_hand_pda_use_008_OUT.md5anim {
			}

			animGroup "crouch" {
				anim fire						models/characters/animations/strogg/strogg_hand_crouch_pda_use_multiple_002_IDLE.md5anim {
				}

				anim startfire 					models/characters/animations/strogg/strogg_hand_crouch_pda_use_multiple_002_INTO.md5anim {
				}

				anim endfire    				models/characters/animations/strogg/strogg_hand_crouch_pda_use_multiple_002_OUT.md5anim {
				}
			}

			animGroup "prone" {
				anim fire						models/characters/animations/strogg/strogg_prone_pda_use_multi_001_CYC.md5anim {
				}

				anim startfire 					models/characters/animations/strogg/strogg_prone_pda_use_multi_001_INTO.md5anim {
				}

				anim endfire    				models/characters/animations/strogg/strogg_prone_pda_use_multi_001_OUT.md5anim {
				}
			}
		}

		animGroup "pda_multi" {
			anim fire							models/characters/animations/strogg/strogg_hand_pda_use_008_IDLE.md5anim {
			}

			anim startfire 						models/characters/animations/strogg/strogg_hand_pda_use_008_INTO.md5anim {
			}

			anim endfire    					models/characters/animations/strogg/strogg_hand_pda_use_008_OUT.md5anim {
			}

			animGroup "crouch" {
				anim fire						models/characters/animations/strogg/strogg_hand_crouch_pda_use_multiple_002_IDLE.md5anim {
				}

				anim startfire 					models/characters/animations/strogg/strogg_hand_crouch_pda_use_multiple_002_INTO.md5anim {
				}

				anim endfire    				models/characters/animations/strogg/strogg_hand_crouch_pda_use_multiple_002_OUT.md5anim {
				}
			}

			animGroup "prone" {
				anim fire						models/characters/animations/strogg/strogg_prone_pda_use_multi_001_CYC.md5anim {
				}

				anim startfire 					models/characters/animations/strogg/strogg_prone_pda_use_multi_001_INTO.md5anim {
				}

				anim endfire    				models/characters/animations/strogg/strogg_prone_pda_use_multi_001_OUT.md5anim {
				}
			}
		}

		animGroup "point" {
			anim fire							models/characters/animations/strogg/strogg_hand_point_001_IDLE.md5anim {
			}

			anim startfire 						models/characters/animations/strogg/strogg_hand_point_001_INTO.md5anim {
			}

			anim endfire    					models/characters/animations/strogg/strogg_hand_point_001_OUT.md5anim {
			}

			animGroup "crouch" {
				anim fire						models/characters/animations/strogg/strogg_hand_crouch_point_003_IDLE.md5anim {
				}

				anim startfire 					models/characters/animations/strogg/strogg_hand_crouch_point_003_INTO.md5anim {
				}

				anim endfire    				models/characters/animations/strogg/strogg_hand_crouch_point_003_OUT.md5anim {
				}
			}

			animGroup "prone" {
				anim fire						models/characters/animations/strogg/strogg_prone_point_001_CYC.md5anim {
				}

				anim startfire 					models/characters/animations/strogg/strogg_prone_point_001_INTO.md5anim {
				}

				anim endfire    				models/characters/animations/strogg/strogg_prone_point_001_OUT.md5anim {
				}
			}
		}

		animGroup "plasma" {

			anim fire							models/characters/animations/strogg/strogg_hand_plasma_charge_plant_001.md5anim {
			}
			anim lean_left_raise					models/characters/animations/strogg/strogg_hands_lean_left_takeout_right.md5anim {
			}
			anim lean_right_raise					models/characters/animations/strogg/strogg_hands_lean_right_takeout_right.md5anim {
			}

			anim crouch_lean_left_raise					models/characters/animations/strogg/strogg_hands_crouch_lean_left_takeout_right.md5anim {
			}

			anim crouch_lean_right_raise				models/characters/animations/strogg/strogg_hands_crouch_lean_right_takeout_right.md5anim {
			}

			anim crouch_fire 					models/characters/animations/strogg/strogg_hard_crouch_plasma_charage_plant_004.md5anim {
			}

			anim prone_fire						models/characters/animations/strogg/strogg_hands_prone_plasmacharge_plant.md5anim {
			}



	anim lean_left_fire							models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
	}

	anim lean_right_fire						models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
	}
					anim lean_left_lower					models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
					}

					anim lean_right_lower					models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
					}



								anim crouch_lean_left_lower					models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
								}

								anim crouch_lean_right_lower				models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
								}



	anim crouch_lean_left_fire							models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
	}

	anim crouch_lean_right_fire						models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
	}


		}

		animGroup "spikes" {
			anim raise							models/characters/animations/strogg/strogg_hand_spike_release_001.md5anim {
				frame begin 						weaponState hide
				frame 10							weaponState show
				frame end							weaponState show
			}

			anim lean_left_raise					models/characters/animations/strogg/strogg_hands_lean_left_takeout_right.md5anim {
			}

			anim lean_right_raise					models/characters/animations/strogg/strogg_hands_lean_right_takeout_right.md5anim {
			}




					anim lean_left_lower					models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
					}

					anim lean_right_lower					models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
		}

			anim fire1							models/characters/animations/strogg/strogg_hand_spike_attack_001.md5anim {
			}

			anim fire2							models/characters/animations/strogg/strogg_hand_spike_attack_003.md5anim {
			}

			anim fire3							models/characters/animations/strogg/strogg_hand_spike_attack_005.md5anim {
			}

			anim lower							models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
				frame begin							weaponState hide
			}

			anim lean_right_fire1				models/characters/animations/strogg/strogg_hands_lean_right_spikes_attack.md5anim {
			}

			anim lean_left_fire1				models/characters/animations/strogg/strogg_hands_lean_left_spikes_attack.md5anim {
			}

			animGroup "crouch" {
				anim fire1						models/characters/animations/strogg/strogg_hand_crouch_spike_002.md5anim {
				}

				anim fire2						models/characters/animations/strogg/strogg_hand_crouch_spike_004.md5anim {
				}

				anim raise						models/characters/animations/strogg/strogg_hand_crouch_spike_takeout_002.md5anim {
					frame begin  					weaponState hide
					frame 8	 						weaponState show
					frame end	 					weaponState show
				}

				anim lower						models/characters/animations/strogg/strogg_hand_crouch_spike_putaway_002.md5anim {
					frame begin						weaponState hide
				}

				anim lean_left_fire				models/characters/animations/strogg/strogg_hands_crouch_lean_left_spikes_attack.md5anim {
				}

				anim lean_right_fire			models/characters/animations/strogg/strogg_hands_crouch_lean_right_spikes_attack.md5anim {
				}


				anim lean_left_raise					models/characters/animations/strogg/strogg_hands_crouch_lean_left_takeout_right.md5anim {
				}

				anim lean_right_raise				models/characters/animations/strogg/strogg_hands_crouch_lean_right_takeout_right.md5anim {
				}

				anim lean_left_lower					models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
				}

				anim lean_right_lower				models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
				}

			}

			animGroup "prone" {
				anim idle 						models/characters/animations/strogg/strogg_blaster_stand_to_prone_002_cyc.md5anim {
				}

				anim fire1						models/characters/animations/strogg/strogg_prone_spike_stab_002.md5anim {
				}

				anim raise						models/characters/animations/strogg/strogg_prone_spike_take_out_003.md5anim {
					frame begin  					weaponState hide
					frame 8	 						weaponState show
					frame end	 					weaponState show
				}

				anim lower						models/characters/animations/strogg/strogg_hands_stand_to_prone_001_CYC.md5anim {
					frame begin						weaponState hide
				}
			}

			animGroup "walk" "walk_hold" {
				anim forward	  				models/characters/animations/strogg/strogg_spikes_walk_forward002.md5anim {
				}

				anim backwards	  				models/characters/animations/strogg/strogg_spikes_walk_back003_back.md5anim {
				}

				anim strafe_left				models/characters/animations/strogg/strogg_spikes_walk_strafe003_left.md5anim {
				}

				anim strafe_right				models/characters/animations/strogg/strogg_spikes_walk_strafe003_right.md5anim {
				}
			}
		}

		animGroup "trinoculars" {
			anim lower								models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
			frame begin								weaponState hide
			}

			anim raise								models/characters/animations/strogg/strogg_hand_takeout_left_back_001.md5anim {
				frame begin  						weaponstate hide
				frame 7	 						weaponstate show
				frame end	 						weaponstate show
			}



			anim crouch_torso_raise						models/characters/animations/strogg/strogg_hand_takeout_left_back_001.md5anim {
				frame begin  					weaponState hide
				frame 12	 					weaponState show
				frame end	 					weaponState show
			}

			anim crouch_torso_lower						models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
				frame end						 weaponState hide
			}

			anim prone_lower							models/characters/animations/strogg/strogg_hands_stand_to_prone_001_CYC.md5anim {
				frame end							weaponState hide
			}

			anim prone_raise						models/characters/animations/strogg/strogg_prone_left_hand_take_out_001.md5anim {
				frame begin  					weaponstate hide
				frame 5	 						weaponstate show
				frame end	 					weaponstate show
			}

			anim raise_held						models/characters/animations/strogg/strogg_hand_binoculars_001_into.md5anim {
			}

			anim lower_held						models/characters/animations/strogg/strogg_hand_binoculars_001_out.md5anim {
			}

			anim crouch_raise_held						models/characters/animations/strogg/strogg_hand_crouch_binoculars_001_INTO.md5anim {
			}

			anim crouch_lower_held						models/characters/animations/strogg/strogg_hand_crouch_binoculars_001_OUT.md5anim {
			}

			anim prone_raise_held						models/characters/animations/strogg/strogg_prone_binoculars_use_001_into.md5anim {
			}

			anim prone_lower_held						models/characters/animations/strogg/strogg_prone_binoculars_use_001_out.md5anim {
			}

					anim lean_left_raise					models/characters/animations/strogg/strogg_hands_lean_left_takeout_left.md5anim {
					}

					anim lean_right_raise					models/characters/animations/strogg/strogg_hands_lean_right_takeout_left.md5anim {
					}

					anim lean_left_lower					models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
					}

					anim lean_right_lower					models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
					}


					anim crouch_lean_left_raise					models/characters/animations/strogg/strogg_hands_crouch_lean_left_takeout_left.md5anim {
					}

					anim crouch_lean_right_raise				models/characters/animations/strogg/strogg_hands_crouch_lean_right_takeout_left.md5anim {
					}

					anim crouch_lean_left_lower					models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
					}

					anim crouch_lean_right_lower				models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
					}



					anim lean_left_raise_held					models/characters/animations/strogg/strogg_hand_binoculars_lean_left_useinto.md5anim {
					}

					anim lean_right_raise_held					models/characters/animations/strogg/strogg_hand_binoculars_lean_right_useinto.md5anim {
					}

					anim lean_left_lower_held					models/characters/animations/strogg/strogg_hand_binoculars_lean_left_useout.md5anim {
					}

					anim lean_right_lower_held					models/characters/animations/strogg/strogg_hand_binoculars_lean_right_useout.md5anim {
					}


					anim crouch_lean_left_raise_held					models/characters/animations/strogg/strogg_hand_crouch_binoculars_lean_left_useinto.md5anim {
					}

					anim crouch_lean_right_raise_held				models/characters/animations/strogg/strogg_hand_crouch_binoculars_lean_right_useinto.md5anim {
					}

					anim crouch_lean_left_lower_held					models/characters/animations/strogg/strogg_hand_crouch_binoculars_lean_left_useout.md5anim {
					}

					anim crouch_lean_right_lower_held				models/characters/animations/strogg/strogg_hand_crouch_binoculars_lean_right_useout.md5anim {
					}


					anim run_hold_idle 						models/characters/animations/strogg/strogg_hand_binoculars_001_idle.md5anim {
					}
					anim walk_hold_idle 						models/characters/animations/strogg/strogg_hand_binoculars_001_idle.md5anim {
					}
					anim hold_idle 						models/characters/animations/strogg/strogg_hand_binoculars_001_idle.md5anim {
					}
					anim lean_left_hold_idle 			models/characters/animations/strogg/strogg_hand_binoculars_lean_left_usecyc.md5anim {
					}
					anim lean_right_hold_idle 			models/characters/animations/strogg/strogg_hand_binoculars_lean_right_usecyc.md5anim {
					}


					anim run_hold_torso_turn_left			models/characters/animations/strogg/strogg_hand_binoculars_001_idle.md5anim {
					}
					anim run_hold_torso_turn_right 			models/characters/animations/strogg/strogg_hand_binoculars_001_idle.md5anim {
					}

		animGroup"crouch" {

				anim hold_idle 						models/characters/animations/strogg/strogg_hand_crouch_binoculars_001_IDLE.md5anim {
				}
				anim lean_left_hold_idle 			models/characters/animations/strogg/strogg_hand_crouch_binoculars_lean_left_usecyc.md5anim {
				}
				anim lean_right_hold_idle 			models/characters/animations/strogg/strogg_hand_crouch_binoculars_lean_right_usecyc.md5anim {
				}
				anim hold_torso_turn_left 			models/characters/animations/strogg/strogg_hand_crouch_binoculars_001_IDLE.md5anim {
				}
				anim hold_torso_turn_right 			models/characters/animations/strogg/strogg_hand_crouch_binoculars_001_IDLE.md5anim {
				}
				anim hold_torso_up					models/characters/animations/strogg/strogg_hand_crouch_binoculars_001_IDLE.md5anim {
				}
				anim hold_torso_down					models/characters/animations/strogg/strogg_hand_crouch_binoculars_001_IDLE.md5anim {
				}


			}

			animGroup "prone_hold" {
				anim idle 						models/characters/animations/strogg/strogg_prone_binoculars_use_001_CYC.md5anim {
				}

			}
		}
	}


////////////////********////////////////*********////////////////*********////////////////*********////////////////*********////////////////*********////////////////*********
// TWO HANDED //********// TWO HANDED //*********// TWO HANDED //*********// TWO HANDED //*********// TWO HANDED //*********// TWO HANDED //*********// TWO HANDED //*********
////////////////********////////////////*********////////////////*********////////////////*********////////////////*********////////////////*********////////////////*********

	animGroup "2h" {
		anim raise								models/characters/animations/strogg/strogg_blaster_high_putaway_low_takeout_high_008_takeout_2HANDED.md5anim {
			frame begin								weaponState show
		//	frame 15								weaponState show
			frame end								weaponState show
		}

		anim lower								models/characters/animations/strogg/strogg_2h_idle_002_idle.md5anim {
			frame begin								weaponState hide
		}

		anim idle								models/characters/animations/strogg/strogg_2h_idle_002_idle.md5anim {
			frame begin								weaponState show
		}

		anim fire				  				models/characters/animations/strogg/strogg_2h_lacerator_fire.md5anim {
		}

		anim reload								models/characters/animations/strogg/strogg_heavylacerator_stand_takeout001_overheat.md5anim {
		}

		anim lean_left_idle						models/characters/animations/strogg/strogg_2h_lean_left.md5anim {
		}

		anim lean_right_idle					models/characters/animations/strogg/strogg_2h_lean_right.md5anim {
		}

		anim lean_left_fire						models/characters/animations/strogg/strogg_2h_lean_left_lacerator_fire.md5anim {
		}

		anim lean_right_fire					models/characters/animations/strogg/strogg_2h_lean_right_lacerator_fire.md5anim {
		}

		anim lean_left_raise						models/characters/animations/strogg/strogg_2h_stand_lean_left_takeout.md5anim {
		}

		anim lean_right_raise					models/characters/animations/strogg/strogg_2h_stand_lean_right_takeout.md5anim {
		}

		anim lean_left_lower						models/characters/animations/strogg/strogg_2h_lean_left.md5anim {
		}

		anim lean_right_lower					models/characters/animations/strogg/strogg_2h_lean_right.md5anim {
		}

		anim lean_left_reload						models/characters/animations/strogg/strogg_2h_stand_lean_left_hyperblaster_reload.md5anim {
		}

		anim lean_right_reload					models/characters/animations/strogg/strogg_2h_stand_lean_right_hyperblaster_reload.md5anim {
		}


		animGroup "crouch" {
			anim down							models/characters/animations/strogg/strogg_2h_stand_crouch_001_into.md5anim {
			}

			anim up								models/characters/animations/strogg/strogg_2h_stand_crouch_001_out.md5anim {
			}

			anim lean_left_up								models/characters/animations/strogg/strogg_2h_stand_crouch_001_out.md5anim {
			}

			anim lean_right_up								models/characters/animations/strogg/strogg_2h_stand_crouch_001_out.md5anim {
			}

			anim idle							models/characters/animations/strogg/strogg_2h_crouching_idle_001_idle.md5anim {
			}

			anim forward 						models/characters/animations/strogg/strogg_2h_crouch_walk_forward_002.md5anim {
			}

			anim backwards						models/characters/animations/strogg/strogg_2h_crouch_walk_forward_002_back.md5anim {
			}

			anim forward_fire					models/characters/animations/strogg/strogg_2h_crouch_walk_forward_fire.md5anim {
			}

			anim backwards_fire					models/characters/animations/strogg/strogg_2h_crouch_walk_forward_fire.md5anim {
			}

			anim strafe_left_fire				models/characters/animations/strogg/strogg_2h_crouch_walk_left_fire.md5anim {
			}

			anim strafe_right_fire				models/characters/animations/strogg/strogg_2h_crouch_walk_left_fire.md5anim {
			}

			anim fire							models/characters/animations/strogg/strogg_2h_crouch_lacerator_fire.md5anim {
			}

			anim strafe_left					models/characters/animations/strogg/strogg_2h_crouch_strafe_left.md5anim {
				ai_fixed_forward
			}

			anim strafe_right					models/characters/animations/strogg/strogg_2h_crouch_strafe_right.md5anim {
				ai_fixed_forward
			}

			anim lean_left_idle					models/characters/animations/strogg/strogg_2h_crouch_lean_left.md5anim {
			}

			anim lean_right_idle				models/characters/animations/strogg/strogg_2h_crouch_lean_right.md5anim {
			}

			anim lean_left_fire					models/characters/animations/strogg/strogg_2h_crouch_lean_left_lacerator_fire.md5anim {
			}

			anim lean_right_fire				models/characters/animations/strogg/strogg_2h_crouch_lean_right_lacerator_fire.md5anim {
			}


			anim lean_left_raise				models/characters/animations/strogg/strogg_2h_crouch_lean_left_takeout.md5anim {
			}

			anim lean_right_raise				models/characters/animations/strogg/strogg_2h_crouch_lean_right_takeout.md5anim {
			}

			anim lean_left_lower				models/characters/animations/strogg/strogg_2h_crouch_lean_left.md5anim {
			}

			anim lean_right_lower				models/characters/animations/strogg/strogg_2h_crouch_lean_right.md5anim {
			}

			anim lean_left_reload				models/characters/animations/strogg/strogg_2h_crouch_lean_left_hyperblaster_reload.md5anim {
			}

			anim lean_right_reload				models/characters/animations/strogg/strogg_2h_crouch_lean_right_hyperblaster_reload.md5anim {
			}

			anim lean_left_from_prone								models/characters/animations/strogg/strogg_hands_crouch_to_prone_001_UP.md5anim {
			}

			anim lean_right_from_prone								models/characters/animations/strogg/strogg_hands_crouch_to_prone_001_UP.md5anim {
			}

			anim legs_turn_right				models/characters/animations/strogg/strogg_2h_crouch_turn_left.md5anim {
			}

			anim legs_turn_left					models/characters/animations/strogg/strogg_2h_crouch_turn_right.md5anim {
			}

			anim torso_turn_right				models/characters/animations/strogg/strogg_2h_crouch_turn_left.md5anim {
			}

			anim torso_turn_left				models/characters/animations/strogg/strogg_2h_crouch_turn_right.md5anim {
			}
		}

		anim prone_from_crouch					models/characters/animations/strogg/strogg_2h_crouch_to_prone_002_INTO.md5anim {
		}

		anim crouch_from_prone					models/characters/animations/strogg/strogg_2h_crouch_to_prone_002_OUT.md5anim {
		}

		anim walk_strafe_left					models/characters/animations/strogg/strogg_2h_walk_left_002.md5anim {
		}

		anim walk_strafe_left_fire				models/characters/animations/strogg/strogg_2h_walk_left_fire.md5anim {
		}

		anim walk_strafe_right					models/characters/animations/strogg/strogg_2h_walk_left_002_right.md5anim {
		}

		anim walk_strafe_right_fire				models/characters/animations/strogg/strogg_2h_walk_right_fire.md5anim {
		}

		anim walk_forward						models/characters/animations/strogg/strogg_2h_walk_forwards_003.md5anim {
		}

		anim walk_forward_fire					models/characters/animations/strogg/strogg_2h_walk_forwards_fire.md5anim {
		}

		anim walk_backwards						models/characters/animations/strogg/strogg_2h_walk_forwards_003_BACK.md5anim {
		}

		anim walk_backwards_fire				models/characters/animations/strogg/strogg_2h_walk_backwards_fire.md5anim {
		}

		anim sprint_forward						models/characters/animations/strogg/strogg_2h_sprint_001.md5anim {
			frame begin								sound_channel snd_player_move snd_movement_stroggshuffle
			frame 6									footstep _right
			frame 13								footstep
			frame end								fade_channel snd_player_move "-60" 1
		}

		anim prone_fire							models/characters/animations/strogg/strogg_2h_prone_fire_single_light_001.md5anim {
		}

		anim prone_idle							models/characters/animations/strogg/strogg_2h_stand_to_prone_003_IDLE.md5anim {
		}

		anim prone_up							models/characters/animations/strogg/strogg_2h_stand_to_prone_003_UP.md5anim {
		}

		anim prone_down							models/characters/animations/strogg/strogg_2h_stand_to_prone_003_DOWN.md5anim {
		}

		anim prone_reload						models/characters/animations/strogg/strogg_2h_prone_reload_lacerator.md5anim {
		}

		anim prone_strafe_left					models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
		}

		anim prone_strafe_right					models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
		}

		anim prone_forward						models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
		}

		anim backwards							models/characters/animations/strogg/strogg_prone_backward.md5anim {
		}

		anim prone_turn_right					models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
		}

		anim prone_turn_left					models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
		}

		anim prone_lower						models/characters/animations/strogg/strogg_2h_stand_to_prone_003_IDLE.md5anim {
			frame end								weaponState hide
		}

		anim prone_raise						models/characters/animations/strogg/strogg_2h_prone_take_out_001_TAKEOUT.md5anim {
			frame begin								weaponState hide
			frame 12								weaponState show
			frame end								weaponState show
		}

		anim run_forward						models/characters/animations/strogg/strogg_2h_run_forwards_002.md5anim {
			frame begin								sound_channel snd_player_move snd_movement_stroggshuffle
			frame 5									footstep _right
			frame 14								footstep
			frame end								fade_channel snd_player_move "-60" 1
		}

		anim run_backwards						models/characters/animations/strogg/strogg_2h_run_backwards_004.md5anim {
			frame begin								sound_channel snd_player_move snd_movement_stroggshuffle
			frame 3									footstep _right
			frame 10								footstep
			frame end								fade_channel snd_player_move "-60" 1
		}

		anim run_strafe_left					models/characters/animations/strogg/strogg_2h_run_left_001.md5anim {
			frame begin								sound_channel snd_player_move snd_movement_stroggshuffle
			frame 4									footstep _right
			frame 11								footstep
			frame end								fade_channel snd_player_move "-60" 1
		}

		anim run_strafe_right					models/characters/animations/strogg/strogg_2h_run_right_002.md5anim {
			frame begin								sound_channel snd_player_move snd_movement_stroggshuffle
			frame 4									footstep _right
			frame 11								footstep
			frame end								fade_channel snd_player_move "-60" 1
		}


		anim run_strafe_right_fire					models/characters/animations/strogg/strogg_2h_run_right_fire.md5anim {
		}

		anim run_jump							models/characters/animations/strogg/strogg_heavylacerator_jump_straightup001_cyc.md5anim {
			frame begin									sound_channel snd_player_jump snd_jump_strogg
		}

		anim jump								models/characters/animations/strogg/strogg_heavylacerator_jump_straightup001_cyc.md5anim {
			frame begin									sound_channel snd_player_jump snd_jump_strogg
		}

		anim fall								models/characters/animations/strogg/strogg_heavylacerator_jump_straightup001_cyc.md5anim {
		}

		anim soft_land							models/characters/animations/strogg/strogg_heavylacerator_jump_straightup001_land.md5anim {
			frame begin								sound_channel snd_player_move snd_movement_stroggshuffle
			frame 1									footstep _right
			frame 3									footstep
			frame end								fade_channel snd_player_move "-60" 1
		}

		anim hard_land							models/characters/animations/strogg/strogg_heavylacerator_jump_straightup001_land.md5anim {
			frame begin								sound_channel snd_player_move snd_movement_stroggshuffle
			frame 1									footstep _right
			frame 3									footstep
			frame end								fade_channel snd_player_move "-60" 1
		}

		anim legs_turn_right					models/characters/animations/strogg/strogg_spikes_walk_turnright45_002.md5anim {
		}

		anim torso_turn_right					models/characters/animations/strogg/strogg_2h_idle_002_idle.md5anim {
			ai_fixed_forward
		}

		anim legs_turn_left						models/characters/animations/strogg/strogg_spikes_walk_turnright45_002.md5anim {
		}

		anim torso_turn_left					models/characters/animations/strogg/strogg_2h_idle_002_idle.md5anim {
			ai_fixed_forward
		}

		animGroup "lacerator" {
			anim torso_fire							models/characters/animations/strogg/strogg_2h_lacerator_fire.md5anim {
			}

			anim legs_fire							models/characters/animations/strogg/strogg_2h_lacerator_fire.md5anim {
			}

			anim lean_left_fire						models/characters/animations/strogg/strogg_2h_lean_left_lacerator_fire.md5anim {
			}

			anim lean_right_fire					models/characters/animations/strogg/strogg_2h_lean_right_lacerator_fire.md5anim {
			}

			anim crouch_fire					models/characters/animations/strogg/strogg_2h_crouch_lacerator_fire.md5anim {
			}

			anim crouch_forward_fire			models/characters/animations/strogg/strogg_2h_crouch_walk_forward_fire.md5anim {
			}

			anim crouch_backwards_fire			models/characters/animations/strogg/strogg_2h_crouch_walk_forward_fire.md5anim {
			}

			anim crouch_strafe_left_fire		models/characters/animations/strogg/strogg_2h_crouch_walk_left_fire.md5anim {
			}

			anim crouch_strafe_right_fire		models/characters/animations/strogg/strogg_2h_crouch_walk_left_fire.md5anim {
			}

			anim crouch_lean_left_fire					models/characters/animations/strogg/strogg_2h_crouch_lean_left_lacerator_fire.md5anim {
			}

			anim crouch_lean_right_fire				models/characters/animations/strogg/strogg_2h_crouch_lean_right_lacerator_fire.md5anim {
			}

			anim prone_fire							models/characters/animations/strogg/strogg_2h_prone_fire_single_light_001.md5anim {
			}


		animGroup "railchucker" {


			anim torso_fire							models/characters/animations/strogg/strogg_2h_stand_obliterator_fire.md5anim {
			}
			anim legs_fire							models/characters/animations/strogg/strogg_2h_stand_obliterator_fire.md5anim {
			}
			anim torso_reload 					models/characters/animations/strogg/strogg_2h_stand_reload_railchucker.md5anim {
			}
			anim legs_reload 					models/characters/animations/strogg/strogg_2h_stand_reload_railchucker.md5anim {
			}
			anim prone_reload					models/characters/animations/strogg/strogg_2h_prone_reload_railchucker.md5anim {
			}
		}
	}


		animGroup "nailgun" {
			anim crouch_fire					models/characters/animations/strogg/strogg_2h_crouch_lacerator_fire.md5anim {
			}

			anim prone_fire						models/characters/animations/strogg/strogg_2h_prone_fire_single_light_001.md5anim {
			}

			anim fire							models/characters/animations/strogg/strogg_2h_nailgun_fire.md5anim {
			}

			anim reload							models/characters/animations/strogg/strogg_2h_stand_reload_hyperblaster.md5anim {
			}


			anim lean_left_fire					models/characters/animations/strogg/strogg_2h_lean_left_lacerator_fire.md5anim {
			}

			anim lean_right_fire				models/characters/animations/strogg/strogg_2h_lean_right_lacerator_fire.md5anim {
			}

			anim crouch_lean_left_fire			models/characters/animations/strogg/strogg_2h_crouch_lean_left_lacerator_fire.md5anim {
			}

			anim crouch_lean_right_fire			models/characters/animations/strogg/strogg_2h_crouch_lean_right_lacerator_fire.md5anim {
			}

			anim prone_reload					models/characters/animations/strogg/strogg_2h_prone_reload_hyperblaster.md5anim {
			}

   		}

   		animGroup "obliterator" {

			anim fire							models/characters/animations/strogg/strogg_2h_stand_obliterator_fire.md5anim {
			}

			anim crouch_torso_fire							models/characters/animations/strogg/strogg_2h_stand_obliterator_fire.md5anim {
			}

			anim crouch_legs_fire					models/characters/animations/strogg/strogg_2h_crouch_lacerator_fire.md5anim {
			}

			anim crouch_forward					models/characters/animations/strogg/strogg_2h_obliterator_crouch_walk_forward.md5anim {
			}

			anim crouch_backwards				models/characters/animations/strogg/strogg_2h_obliterator_crouch_walk_back.md5anim {
			}

			anim crouch_strafe_left				models/characters/animations/strogg/strogg_2h_obliterator_crouch_strafe_left.md5anim {
				ai_fixed_forward
			}

			anim crouch_strafe_right			models/characters/animations/strogg/strogg_2h_obliterator_crouch_strafe_right.md5anim {
				ai_fixed_forward
			}

			anim reload							models/characters/animations/strogg/strogg_2h_stand_reload_hyperblaster.md5anim {
			}

			anim prone_reload					models/characters/animations/strogg/strogg_2h_prone_reload_hyperblaster.md5anim {
			}
		}


		animGroup "hyperblaster" {
			anim crouch_forward					models/characters/animations/strogg/strogg_2h_obliterator_crouch_walk_forward.md5anim {
			}

			anim crouch_backwards				models/characters/animations/strogg/strogg_2h_obliterator_crouch_walk_back.md5anim {
			}

			anim crouch_strafe_left				models/characters/animations/strogg/strogg_2h_obliterator_crouch_strafe_left.md5anim {
				ai_fixed_forward
			}

			anim crouch_strafe_right			models/characters/animations/strogg/strogg_2h_obliterator_crouch_strafe_right.md5anim {
				ai_fixed_forward
			}
			anim reload							models/characters/animations/strogg/strogg_2h_stand_reload_hyperblaster.md5anim {
			}

			anim prone_reload					models/characters/animations/strogg/strogg_2h_prone_reload_hyperblaster.md5anim {
			}
		}

		animGroup "single" {
			anim fire							models/characters/animations/strogg/strogg_hand_spike_attack_001.md5anim {
			}
		}

		animGroup "multi" {
			anim fire							models/characters/animations/strogg/strogg_hand_spike_attack_001.md5anim {
			}
		}
	}


//	====================================
//	Blaster
//	====================================
	animGroup "blaster" {
		anim raise								models/characters/animations/strogg/strogg_blaster_stand_takeout001.md5anim {
			frame begin								weaponState hide
			frame 14								weaponState show
			frame end								weaponState show
		}

		anim idle								models/characters/animations/strogg/strogg_blaster_stand_idle001.md5anim {
		}

		//anim aim								models/characters/animations/initial_edf/edf_assault_stand_takeout002_idle.md5anim // missing {
		//}

		anim fire1								models/characters/animations/strogg/strogg_blaster_stand_takeout001_shoot1.md5anim {
		}

		anim fire2								models/characters/animations/strogg/strogg_blaster_stand_takeout001_shoot2.md5anim {
		}

		anim fire3								models/characters/animations/strogg/strogg_blaster_stand_takeout001_shoot3.md5anim {
		}

		anim torso_reload						models/characters/animations/strogg/strogg_blaster_stand_crouch001_overheat.md5anim {
		}

		anim legs_reload						models/characters/animations/strogg/strogg_blaster_stand_idle001.md5anim {
		}

		anim lower								models/characters/animations/strogg/strogg_blaster_high_putaway_low_takeout_high_008_takeout_2HANDED.md5anim {
			frame begin								weaponState hide
		}

		anim torso_turn_left					models/characters/animations/strogg/strogg_blaster_stand_idle001.md5anim {
		}

		anim torso_turn_right					models/characters/animations/strogg/strogg_blaster_stand_idle001.md5anim {
		}

		anim legs_turn_left						models/characters/animations/strogg/strogg_spikes_walk_turnright45_002.md5anim {
		}

		anim legs_turn_right					models/characters/animations/strogg/strogg_spikes_walk_turnleft45_001.md5anim {
		}

		anim lean_left_idle						models/characters/animations/strogg/strogg_blaster_lean_left.md5anim {
		}

		anim lean_right_idle					models/characters/animations/strogg/strogg_blaster_lean_right.md5anim {
		}

		anim lean_left_fire						models/characters/animations/strogg/strogg_blaster_lean_left_fire.md5anim {
		}

		anim lean_right_fire					models/characters/animations/strogg/strogg_blaster_lean_right_fire.md5anim {
		}

		anim lean_left_raise					models/characters/animations/strogg/strogg_blaster_stand_lean_left_takeout.md5anim {
				frame begin								weaponState hide
			frame 14								weaponState show
			frame end								weaponState show

		}

		anim lean_left_lower					models/characters/animations/strogg/strogg_blaster_lean_left.md5anim {
		}

		anim lean_left_reload					models/characters/animations/strogg/strogg_blaster_stand_lean_left_reload.md5anim {
		}

		anim lean_right_raise					models/characters/animations/strogg/strogg_blaster_stand_lean_right_takeout.md5anim {
				frame begin								weaponState hide
					frame 14								weaponState show
			frame end								weaponState show

		}

		anim lean_right_lower					models/characters/animations/strogg/strogg_blaster_lean_right.md5anim {
		}

		anim lean_right_reload					models/characters/animations/strogg/strogg_blaster_stand_lean_right_reload.md5anim {
		}


		anim jump								models/characters/animations/strogg/strogg_blaster_jump_up005_loop.md5anim {
			frame begin									sound_channel snd_player_jump snd_jump_strogg
		}

		anim run_jump							models/characters/animations/strogg/strogg_blaster_jump_up005_loop.md5anim {
			frame begin									sound_channel snd_player_jump snd_jump_strogg
		}

		anim soft_land							models/characters/animations/strogg/strogg_blaster_jump_up005_landing.md5anim {
			frame begin								sound_channel snd_player_move snd_movement_stroggshuffle
			frame 1									footstep _right
			frame 3									footstep
			frame end								fade_channel snd_player_move "-60" 1
		}

		anim hard_land							models/characters/animations/strogg/strogg_blaster_jump_up005_landing.md5anim {
			frame begin								sound_channel snd_player_move snd_movement_stroggshuffle
			frame 1									footstep _right
			frame 3									footstep
			frame end								fade_channel snd_player_move "-60" 1
		}

		anim fall								models/characters/animations/strogg/strogg_blaster_jump_up005_loop.md5anim {
		}

		animGroup "walk" {
			anim forward						models/characters/animations/strogg/strogg_blaster_walk_forward001.md5anim {
			}

			anim backwards						models/characters/animations/strogg/strogg_blaster_walk_back002.md5anim {
			}

			anim strafe_left					models/characters/animations/strogg/strogg_blaster_walk_strafe002_left.md5anim {
				ai_fixed_forward
			}

			anim strafe_right					models/characters/animations/strogg/strogg_blaster_walk_strafe002_right.md5anim {
				ai_fixed_forward
			}

			anim forward_fire					models/characters/animations/strogg/strogg_blaster_walk_forward001.md5anim {
			}

			anim backwards_fire					models/characters/animations/strogg/strogg_blaster_walk_back002.md5anim {
			}

			anim strafe_left_fire				models/characters/animations/strogg/strogg_blaster_walk_strafe002_left.md5anim {
				ai_fixed_forward
			}

			anim strafe_right_fire				models/characters/animations/strogg/strogg_blaster_walk_strafe002_right.md5anim {
				ai_fixed_forward
			}
		}

		animGroup "run" {
			anim forward						models/characters/animations/strogg/strogg_blaster_jog_forward002.md5anim {
				frame begin							sound_channel snd_player_move snd_movement_stroggshuffle
				frame 7								footstep _right
				frame 15							footstep
				frame end							fade_channel snd_player_move "-60" 1
			}

			anim backwards						models/characters/animations/strogg/strogg_blaster_jog_back001.md5anim {
				frame begin							sound_channel snd_player_move snd_movement_stroggshuffle
				frame 8								footstep _right
				frame 15							footstep
				frame end							fade_channel snd_player_move "-60" 1
			}

			anim strafe_left					models/characters/animations/strogg/strogg_blaster_jog_strafe001_left.md5anim {
				frame begin							sound_channel snd_player_move snd_movement_stroggshuffle
				ai_fixed_forward
				frame 7								footstep _right
				frame 15							footstep
				frame end							fade_channel snd_player_move "-60" 1
			}

			anim strafe_right					models/characters/animations/strogg/strogg_blaster_jog_strafe001_right.md5anim {
				frame begin							sound_channel snd_player_move snd_movement_stroggshuffle
				ai_fixed_forward
				frame 7								footstep _right
				frame 15							footstep
				frame end							fade_channel snd_player_move "-60" 1
			}

			anim forward_fire					models/characters/animations/strogg/strogg_blaster_jog_forward002.md5anim {
			}

			anim backwards_fire					models/characters/animations/strogg/strogg_blaster_jog_back001.md5anim {
			}

			anim strafe_left_fire				models/characters/animations/strogg/strogg_blaster_jog_strafe001_left.md5anim {
				ai_fixed_forward
			}

			anim strafe_right_fire				models/characters/animations/strogg/strogg_blaster_jog_strafe001_right.md5anim {
				ai_fixed_forward
			}
		}

		animGroup "crouch" {
			anim torso_down						models/characters/animations/strogg/strogg_blaster_stand_idle001.md5anim {
			}

			anim torso_up						models/characters/animations/strogg/strogg_blaster_stand_idle001.md5anim {
			}

			anim lean_left_torso_up						models/characters/animations/strogg/strogg_blaster_lean_left.md5anim {
			}

			anim lean_right_torso_up						models/characters/animations/strogg/strogg_blaster_lean_right.md5anim {
			}


			anim torso_raise							models/characters/animations/strogg/strogg_blaster_stand_takeout001.md5anim {
				frame								start weaponState hide
				frame 14							weaponState show
				frame end							weaponState show
			}

			anim lower							models/characters/animations/strogg/strogg_blaster_crouch_idle001.md5anim {
				frame begin							weaponState hide
			}

			anim idle							models/characters/animations/strogg/strogg_blaster_crouch_idle001.md5anim {
			}

			anim reload							models/characters/animations/strogg/strogg_blaster_stand_crouch001_overheat.md5anim {
			}

			anim fire							models/characters/animations/strogg/strogg_blaster_stand_crouch001_shoot.md5anim {
				ai_no_turn	// jrad - disable viewangles turning while we're running
			}

			anim forward_fire					models/characters/animations/strogg/strogg_blaster_crouch_fire.md5anim {
				ai_no_turn	// jrad - disable viewangles turning while we're running
			}
			anim backwards_fire					models/characters/animations/strogg/strogg_blaster_crouch_fire.md5anim {
				ai_no_turn	// jrad - disable viewangles turning while we're running
			}
			anim strafe_left_fire				models/characters/animations/strogg/strogg_blaster_crouch_fire.md5anim {
				ai_no_turn	// jrad - disable viewangles turning while we're running
			}
			anim strafe_right_fire				models/characters/animations/strogg/strogg_blaster_crouch_fire.md5anim {
				ai_no_turn	// jrad - disable viewangles turning while we're running
			}

 			anim lean_left_idle					models/characters/animations/strogg/strogg_blaster_crouch_lean_left.md5anim {
			}

 			anim lean_right_idle				models/characters/animations/strogg/strogg_blaster_crouch_lean_right.md5anim {
			}

 			anim lean_left_fire					models/characters/animations/strogg/strogg_blaster_crouch_lean_left_fire.md5anim {
			}

 			anim lean_right_fire				models/characters/animations/strogg/strogg_blaster_crouch_lean_right_fire.md5anim {
			}

			anim lean_left_raise				models/characters/animations/strogg/strogg_blaster_crouch_lean_left_takeout.md5anim {
					frame begin						weaponState hide
					frame 14						weaponState show
					frame end						weaponState show

			}


			anim lean_left_from_prone								models/characters/animations/strogg/strogg_hands_crouch_to_prone_001_UP.md5anim {
			}

			anim lean_right_from_prone								models/characters/animations/strogg/strogg_hands_crouch_to_prone_001_UP.md5anim {
			}

			anim lean_left_lower				models/characters/animations/strogg/strogg_blaster_crouch_lean_left.md5anim {
			}

			anim lean_left_reload				models/characters/animations/strogg/strogg_blaster_crouch_lean_left_reload.md5anim {
			}

			anim lean_right_raise				models/characters/animations/strogg/strogg_blaster_crouch_lean_right_takeout.md5anim {
					frame begin						weaponState hide
					frame 14						weaponState show
					frame end						weaponState show

			}

			anim lean_right_lower				models/characters/animations/strogg/strogg_blaster_crouch_lean_right.md5anim {
			}

			anim lean_right_reload				models/characters/animations/strogg/strogg_blaster_crouch_lean_right_reload.md5anim {
			}

			anim turn_left						models/characters/animations/strogg/strogg_hands_crouch_turn_right.md5anim {
			}

			anim turn_right						models/characters/animations/strogg/strogg_hands_crouch_turn_left.md5anim {
			}

			anim down							models/characters/animations/strogg/strogg_hand_crouch_idle_001_into.md5anim {
			}

			anim up								models/characters/animations/strogg/strogg_hand_crouch_idle_001_out.md5anim {
			}

			anim lean_left_up								models/characters/animations/strogg/strogg_hand_crouch_idle_001_out.md5anim {
			}

			anim lean_right_up								models/characters/animations/strogg/strogg_hand_crouch_idle_001_out.md5anim {
			}
		}

		animGroup "prone" {
			anim turn_left						models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
			}

 			anim turn_right						models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
			}

 			anim down							models/characters/animations/strogg/strogg_blaster_stand_to_prone_002.md5anim {
			}

 			anim from_crouch					models/characters/animations/strogg/strogg_blaster_crouch_to_prone_002_DOWN.md5anim {
			}

 			anim up								models/characters/animations/strogg/strogg_blaster_prone_to_stand_002.md5anim {
			}

 			anim idle							models/characters/animations/strogg/strogg_blaster_stand_to_prone_002_cyc.md5anim {
			}

 			anim fire							models/characters/animations/strogg/strogg_blaster_prone_fire_single_001.md5anim {
			}

 			anim reload							models/characters/animations/strogg/strogg_blaster_prone_overheat_001.md5anim {
			}

			anim raise							models/characters/animations/strogg/strogg_blaster_prone_takeout_001.md5anim {
				frame begin							weaponState hide
				frame 14							weaponState show
				frame end							weaponState show
			}

			anim lower							models/characters/animations/strogg/strogg_blaster_stand_to_prone_002_cyc.md5anim {
					frame begin  								weaponState hide

			}

			anim strafe_left					models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
			}

			anim strafe_right					models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
			}

			anim forward						models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
			}

			anim backwards							models/characters/animations/strogg/strogg_prone_backward.md5anim {
			}
		}
	}

//
//
//
//	====================================
//	Misc
//	====================================

	animGroup "husky_rider" {
		anim turn_left							models/characters/animations/initial_edf/edf_husky_rider_turn_left.md5anim {
		}

		anim turn_right							models/characters/animations/initial_edf/edf_husky_rider_turn_right.md5anim {
		}

		anim centre_idle						models/characters/animations/initial_edf/edf_husky_rider_centre_idle.md5anim {
		}

		animGroup "stand" {
			anim turn_left						models/characters/animations/initial_edf/edf_husky_rider_stand_turn_left.md5anim {
			}

			anim turn_right						models/characters/animations/initial_edf/edf_husky_rider_stand_turn_right.md5anim {
			}

			anim centre_idle					models/characters/animations/initial_edf/edf_husky_rider_stand_centre_idle.md5anim {
			}
		}
	}


	anim gui_into								models/characters/animations/initial_edf/edf_gui_stand_use004_into.md5anim {
		}

		anim gui_use								models/characters/animations/initial_edf/edf_gui_stand_use004_cyc.md5anim {
		}

		anim gui_out								models/characters/animations/initial_edf/edf_gui_stand_use004_out.md5anim {
	}



	anim badger_gunner_pose						models/characters/animations/initial_edf/gdf_mounted_idle.md5anim {
	}

	anim badger_rear_left_passenger				models/characters/animations/initial_edf/edf_badger_rear_left_passenger.md5anim {
	}

	anim badger_rear_right_passenger			models/characters/animations/initial_edf/edf_badger_rear_right_passenger.md5anim {
	}

	anim badger_front_right_passenger			models/characters/animations/initial_edf/edf_badger_front_right_passenger.md5anim {
	}

	anim titan_passenger						models/characters/animations/initial_edf/edf_titan_passenger_pose.md5anim {
	}

	anim trojan_passenger1						models/characters/animations/initial_edf/gdf_trojan_passenger1.md5anim {
	}

	anim trojan_passenger2						models/characters/animations/initial_edf/gdf_trojan_passenger2.md5anim {
	}

	anim trojan_passenger3						models/characters/animations/initial_edf/gdf_trojan_passenger3.md5anim {
	}

	anim trojan_passenger4						models/characters/animations/initial_edf/gdf_trojan_passenger4.md5anim {
	}

	anim bumblebee_gunner						models/characters/animations/initial_edf/edf_bumblebee_gunner.md5anim {
	}

	anim edf_bumblebee_gunner_sit_centre		models/characters/animations/initial_edf/edf_bumblebee_gunner_sit_centre.md5anim {
	}

	anim bumblebee_left_passenger				models/characters/animations/initial_edf/edf_bumblebee_left_passenger.md5anim {
	}

	anim bumblebee_right_passenger				models/characters/animations/initial_edf/edf_bumblebee_right_passenger.md5anim {
	}

	anim gdf_antipersonnel_control				models/characters/animations/initial_edf/edf_antipersonnel_control.md5anim {
	}

	anim gdf_antivehicle_control				models/characters/animations/initial_edf/badger.md5anim {
	}


	anim mounted_gpmg_idle						models/characters/animations/initial_edf/gdf_mounted_idle.md5anim {
	}

	anim mounted_gpmg_anticlockwise				models/characters/animations/initial_edf/gdf_mounted_right.md5anim {
	}

	anim mounted_gpmg_clockwise					models/characters/animations/initial_edf/gdf_mounted_left.md5anim {
	}

	anim mounted_gpmg_aimupdown					models/characters/animations/initial_edf/gdf_mounted_aimupdown.md5anim {
	}


	anim emote004_lol									models/characters/animations/strogg/strogg_spikes_stand_emote004_lol.md5anim
	anim emote005_blah									models/characters/animations/strogg/strogg_spikes_stand_emote005_blah.md5anim
	anim emote008_grrrr									models/characters/animations/strogg/strogg_spikes_stand_emote008_grrrr.md5anim
	anim welder_into										models/characters/animations/initial_edf/edf_welder_stand_use003_in.md5anim
	anim welder_use											models/characters/animations/initial_edf/edf_welder_stand_use003_cyc.md5anim
	anim menu												models/characters/animations/strogg/strogg_limbo_idle01.md5anim

	anim anansi_enter										models/characters/animations/initial_edf/edf_vehicle_anansi_enter006.md5anim
	anim badger_enter_driver								models/characters/animations/initial_edf/edf_vehicle_badger_enterdriver004.md5anim
	anim badger_exit_gunner									models/characters/animations/initial_edf/edf_vehicle_badger_enterexitgun001.md5anim
	anim badger_idle_gunner									models/characters/animations/initial_edf/edf_vehicle_badger_enterexitgun001_idle.md5anim
	anim badger_enter_gunner								models/characters/animations/initial_edf/edf_vehicle_badger_enterexitgun001_in.md5anim
	anim badger_enter_passenge								models/characters/animations/initial_edf/edf_vehicle_badger_enterpassenger001.md5anim
	anim quadbike_enter_left								models/characters/animations/initial_edf/edf_vehicle_quadbike_enterleft003.md5anim
	anim quadbike_exit_left									models/characters/animations/initial_edf/edf_vehicle_quadbike_exitleft005.md5anim
	anim trojan_enter										models/characters/animations/initial_edf/edf_vehicle_trojan_enter004.md5anim
	anim badger_gun											models/characters/animations/initial_edf/badger.md5anim
    anim quad												models/characters/animations/initial_edf/quad.md5anim
}





model models/players/strogg/aggressor {
	inherit													models/players/strogg
  	mesh													models/characters/animations/strogg/tank.md5mesh
}

model models/players/strogg/technician {
	inherit													models/players/strogg
  	mesh													models/characters/animations/strogg/meditech.md5mesh
}

model models/players/strogg/constructor {
	inherit													models/players/strogg
  	mesh													models/characters/animations/strogg/constructor.md5mesh
}

model models/players/strogg/oppressor {
	inherit													models/players/strogg
  	mesh													models/characters/animations/strogg/oppressor.md5mesh
}

model models/players/strogg/infiltrator {
	inherit													models/players/strogg
  	mesh													models/characters/animations/strogg/infiltrator.md5mesh
}

entityDef player_strogg_aggressor {
	"inherit"								"player_base"

	"model"									"models/players/strogg/aggressor"
	"snd_movement_stroggshuffle"					"sounds/players/footsteps/strogg/cloth"
}

entityDef player_strogg_technician {
	"inherit"								"player_base"

	"model"									"models/players/strogg/technician"
	"snd_movement_stroggshuffle"					"sounds/players/footsteps/strogg/cloth"
}

entityDef player_strogg_constructor {
	"inherit"								"player_base"

	"model"									"models/players/strogg/constructor"
	"snd_movement_stroggshuffle"					"sounds/players/footsteps/strogg/cloth"
}

entityDef player_strogg_oppressor {
	"inherit"								"player_base"

	"model"									"models/players/strogg/oppressor"
	"snd_movement_stroggshuffle"					"sounds/players/footsteps/strogg/cloth"
}

entityDef player_strogg_infiltrator {
	"inherit"								"player_base"

	"model"									"models/players/strogg/infiltrator"
	"snd_movement_stroggshuffle"						"sounds/players/footsteps/strogg/cloth"
}
