[Info]
Type=Troop
Width=3

WalkSpeed = 0.015
;JogSpeed = 0.016
;RunSpeed = 0.020

[HUD]
Main=NCOMainViet.hud

[Stats]
NumRooms=1
NumAnims=29

[Bullets]
1=laser.rof

[Weapons]
1=m-16.rof

[Attach]
;1=rifle.rev
;2=GrenadeLaunch.rev


; run              1-12              interface                 243-257
; run/fire        13-24             *hitbehind
; walk            25-36             *fallforward
; walk/fire       37-46              kneel/interface           258-273
; fire            47-52              kneel/search         
; rest            53-61              kneel/limp                428-434
; guard           62-75             *kneel/hitbehind
; jump            76-84             *kneel/fallforward
; hitfront        85-93              prone/interface           218-232
; limp            94-103             prone/crawl/fire          233-242
; fallback       104-117             prone/crawl/limp          211-217
; kneel/fire     118-123             kneel/crawl/fire          124-132
; kneel/crawl    124-132             stand-prone               314-323
; kneel/guard    133-146             kneel-stand               306-313
; kneel/hitfront 147-155             stand-kneel               274-282
; kneel/fallback 156-166             kneel-prone               283-294
; prone/crawl    167-176             prone-kneel               295-305
; prone/fire     177-182             prone-stand               324-337
; prone/guard    183-196             change clip               376-392
; prone/hit      197-202             kneel/change clip         393-409
; prone/fall     203-211             prone/change clip         410-427
                                     drop weapon to surrender  338-353
                                     surrender stand           354-363
                                     surrender walk            364-375 
                                 

[Room1]
Room=9thrflmn.rev
NumAttach=0



;	dsRunning			= 1,
;	dsJogging			= 2,
;	dsWalking			= 3,
;	dsStanding			= 4,
;	dsKneeling			= 5,
;	dsCrawling			= 6,
;	dsProne				= 7, 
;	dsJumping			= 8,
;	dsStandShooting			= 9,
;	dsWalkShooting			= 10,
;	dsKneelShooting			= 11,
;	dsCrawlShooting			= 12,
;	dsProneShooting			= 13


[1]
// Run
Room=1
Type = SHNF1
FirstFrame=0
LastFrame=11
TimeScale=1.75

[2]
// run/fire
Room=1
Type = SHFN1
FirstFrame=12
LastFrame=23
TimeScale=1.75

[3]
// Walk
Room=1
Type = SHNN1
FirstFrame=25
LastFrame=36
TimeScale=2.6

[4]
// limp        
Room=1
Type = SWNN1
FirstFrame=93
LastFrame=102
TimeScale=3.0

[5]
// walk/fire   
Room=1
Type = SHFO1
FirstFrame=36
LastFrame=45
TimeScale=2.0

[6]
// fire         
Room=1
Type = SHFS1
FirstFrame=46
LastFrame=51
TimeScale=2.0

[7]
// rest         
Room=1
Type = RSHNS1
FirstFrame=52
LastFrame=60
TimeScale=6.0

[8]
// guard     
Room=1
Type = SHNS1
FirstFrame=61
LastFrame=74
TimeScale=6.0

[9]
// guard wounded  **************************************************************
Room=1
Type = SWNS1
FirstFrame=61
LastFrame=74
TimeScale=6.0

[10]
// jump        
Room=1
Type = FHNN1
FirstFrame=75
LastFrame=83
TimeScale=1.75

[11]
// hitfront       
Room=1
Type = SIXX1
FirstFrame=84
LastFrame=92
TimeScale=1.5

[12]
// fallback   
Room=1
Type = SYXX1
FirstFrame=103
LastFrame=116
TimeScale=2.0

[13]
// stand dead
Room=1
Type = SDXX1
FirstFrame=116
LastFrame=116
TimeScale=2.0

[14]
// kneel/fire  
Type = KHFS1
Room=1
FirstFrame=117
LastFrame=122
TimeScale=2.0

[15]
// kneel/crawl         
Room=1
Type = KHNN1
FirstFrame=123
LastFrame=131
TimeScale=2.5

[16]
// kneel/crawl/wounded
Room=1
Type = KWNN1
FirstFrame=427
LastFrame=433
TimeScale=2.5

[17]
// kneel/guard         
Room=1
Type = KHNS1
FirstFrame=132
LastFrame=145
TimeScale=6.0

[18]
// kneel/guard/wounded *****************************************
Room=1
Type = KWNS1
FirstFrame=132
LastFrame=145
TimeScale=6.0

[19]
// kneel/hitfront           
Room=1
Type = KIXX1
FirstFrame=146
LastFrame=154
TimeScale=1.5

[20]
// kneel/fallback           
Room=1
Type = KYXX1
FirstFrame=155
LastFrame=165
TimeScale=1.5

[21]
// kneel dead
Room=1
Type = KDXX1
FirstFrame=165
LastFrame=165
TimeScale=2.0

[22]
// prone/crawl               
Room=1
Type = PHNN1
FirstFrame=166
LastFrame=175
TimeScale=2.5

[23]
// prone/crawl/wounded
Room=1
Type = PWNN1
FirstFrame=210
LastFrame=216
TimeScale=2.5

[24]
// prone/fire                    
Room=1
Type = PHFS1
FirstFrame=176
LastFrame=181
TimeScale=2.0

[25]
// prone/guard                            
Room=1
Type = PHNS1
FirstFrame=182
LastFrame=195
TimeScale=6.0

[26]
// prone/guard/wounded  *************************************************
Room=1
Type = PWNS1
FirstFrame=182
LastFrame=195
TimeScale=6.0

[27]
// prone/hit                            
Room=1
Type = PIXX1
FirstFrame=196
LastFrame=201
TimeScale=1.5

[28]
// prone/dying                           
Room=1
Type = PYXX1
FirstFrame=202
LastFrame=209
TimeScale=2.0

[29]
// prone/dead
Room=1
Type = PDXX1
FirstFrame=209
LastFrame=209
TimeScale=2.0
