type fs_2handed_berserker
scale 1.1
force_hit_positions_to_cylinder
anim stand data/animations/2HS_01 Stand idle.cas
anim idle_1 data/animations/2HS_01 Stand idle 01.cas -evt:data/animations/2HS_01 Stand idle 01.evt
anim idle_2 data/animations/2HS_01 Stand idle 02.cas -evt:data/animations/2HS_01 Stand idle 02.evt
anim idle_3 data/animations/2HS_01 Stand idle 03.cas -evt:data/animations/2HS_01 Stand idle 03.evt
anim idle_4 data/animations/2HS_01 Stand idle 04.cas -evt:data/animations/2HS_01 Stand idle 04.evt
anim idle_5 data/animations/2HS_01 Stand idle 05.cas -evt:data/animations/2HS_01 Stand idle 05.evt
anim idle_6 data/animations/2HS_01 Stand idle 06.cas -evt:data/animations/2HS_01 Stand idle 06.evt
anim idle_7 data/animations/2HS_01 Stand idle 07.cas -evt:data/animations/2HS_01 Stand idle 07.evt
anim idle_8 data/animations/2HS_01 Stand idle 08.cas -evt:data/animations/2HS_01 Stand idle 08.evt
anim idle_9 data/animations/2HS_01 Stand idle 09.cas -evt:data/animations/2HS_01 Stand idle 09.evt
anim stand_to_walk data/animations/2HS_36 Stand idle to March.cas -evt:data/animations/2HS_36 Stand idle to March.evt
anim stand_to_run data/animations/2HS_37 Stand to Run.cas -evt:data/animations/2HS_37 Stand to Run.evt
anim stand_to_ready data/animations/2HS_35 Stand idle to stand ready.cas -fr, -evt:data/animations/2HS_35 Stand idle to stand ready.evt
anim stand_turn_cw_1 data/animations/2HS_08 Standing turn 90 Right.cas -evt:data/animations/2HS_08 Standing turn 90 Right.evt
anim stand_turn_ccw_1 data/animations/2HS_09 Standing turn 90 Left.cas -evt:data/animations/2HS_09 Standing turn 90 Left.evt
anim walk data/animations/2HS_03 march.cas -evt:data/animations/2HS_03 march.evt
anim walk_to_stand data/animations/2HS_38 March to stand.cas -evt:data/animations/2HS_38 March to stand.evt
anim walk_to_run data/animations/2HS_40 Marching to Run.cas -evt:data/animations/2HS_40 Marching to Run.evt
anim run data/animations/2HS_04 Run.cas -evt:data/animations/2HS_04 Run.evt
anim run_to_stand data/animations/2HS_41 Run to Stand.cas -evt:data/animations/2HS_41 Run to Stand.evt
anim run_to_walk data/animations/2HS_42 Run to March.cas -evt:data/animations/2HS_42 Run to March.evt
anim run_to_charge data/animations/2HS_43 Run to Charge.cas -evt:data/animations/2HS_43 Run to Charge.evt
anim ready data/animations/2HS_02 Stand Ready.cas, -fr
anim ready_to_stand data/animations/2HS_50 Stand ready to stand.cas -fr, -evt:data/animations/2HS_50 Stand ready to stand.evt
anim ready_to_advance data/animations/2HS_52 Standing Ready to Adance.cas -fr, -evt:data/animations/2HS_52 Standing Ready to Adance.evt
anim ready_to_retreat data/animations/2HS_51 Standing Ready to Retreat.cas -fr, -evt:data/animations/2HS_51 Standing Ready to Retreat.evt
anim ready_turn_cw data/animations/2HS_10 Stand Ready trun 90 right.cas -evt:data/animations/2HS_10 Stand Ready trun 90 right.evt
anim ready_turn_ccw data/animations/2HS_11 Stand Ready trun 90 left.cas -evt:data/animations/2HS_11 Stand Ready trun 90 left.evt
anim advance data/animations/2HS_07 Adance.cas -fr, -evt:data/animations/2HS_07 Adance.evt
anim advance_to_ready data/animations/2HS_47 Adance to stand ready.cas -fr, -evt:data/animations/2HS_47 Adance to stand ready.evt
anim retreat data/animations/2HS_06 Retreat.cas -fr, -evt:data/animations/2HS_06 Retreat.evt
anim retreat_to_ready data/animations/2HS_46 Retreat to Standing Ready.cas -fr, -evt:data/animations/2HS_46 Retreat to Standing Ready.evt
anim shuffle_forward data/animations/2HS_31 Shuffle forward.cas -fr, -evt:data/animations/2HS_31 Shuffle forward.evt
anim shuffle_back data/animations/2HS_32 Shuffle backwards.cas -fr, -evt:data/animations/2HS_32 Shuffle backwards.evt
anim shuffle_left data/animations/2HS_33 Shuffle left.cas -fr, -evt:data/animations/2HS_33 Shuffle left.evt
anim shuffle_right data/animations/2HS_34 Shuffle Right.cas -fr, -evt:data/animations/2HS_34 Shuffle Right.evt
anim attack_mid_low_1 data/animations/2HS_12 horizontal stab.cas -fr, -id:0.275, -0.126, 1.304, -if:10, -evt:data/animations/2HS_12 horizontal stab.evt
anim attack_mid_low_2 data/animations/2HS_13 horizontal slash.cas -fr, -id:-0.199,-0.078, 1.333, -if:7, -evt:data/animations/2HS_13 horizontal slash.evt
anim attack_mid_centre_1 data/animations/2HS_14 horizontal Swing Weapon overhead.cas -fr, -id:0.223, 0.275, 1.247, -if:7, -evt:data/animations/2HS_14 horizontal Swing Weapon overhead.evt
anim attack_mid_centre_2 data/animations/2HS_14 horizontal Swing Weapon overhead.cas -fr, -id:0.0788, 0.018, 1.158, -if:7, -evt:data/animations/2HS_14 horizontal Swing Weapon overhead.evt
anim attack_mid_high_1 data/animations/2HS_15 stabbing move upwards.cas -fr, -id:0.2352, 0.450, 1.221, -if:9, -evt:data/animations/2HS_15 stabbing move upwards.evt
anim attack_mid_high_2 data/animations/2HS_16 slashing move upwards.cas -fr, -id:-0.187, 0.651, 1.107, -if:7, -evt:data/animations/2HS_16 slashing move upwards.evt
anim charge data/animations/2HS_05 Charge.cas -evt:data/animations/2HS_05 Charge.evt
anim charge_to_ready data/animations/2HS_44 Charge to Stand Ready.cas -evt:data/animations/2HS_44 Charge to Stand Ready.evt
anim charge_attack data/animations/2HS_21 Charge attack.cas -id:0.102,0.329,1.442, -if:17, -evt:data/animations/2HS_21 Charge attack.evt
anim charge_jump_attack data/animations/2HS_21 Charge Jump attack.cas -if:21, -evt:data/animations/2HS_21 Charge Jump attack.evt
anim stand_to_charge data/animations/2HS_53 Stand Ready to Charge.cas -evt:data/animations/2HS_53 Stand Ready to Charge.evt
anim taunt_1 data/animations/2HS_59_04 Taunt 1.cas -evt:data/animations/2HS_59_04 Taunt 1.evt
anim taunt_2 data/animations/2HS_59_04 Taunt 1.cas -evt:data/animations/2HS_59_04 Taunt 1.evt
anim taunt_3 data/animations/2HS_59_05 Taunt 2.cas -evt:data/animations/2HS_59_05 Taunt 2.evt
anim celebrate data/animations/LIS 74_06 celeb2.cas -evt:data/animations/LIS 74_06 celeb2.evt
anim run_attack data/animations/LIS Run attack.cas -fr -id -0.301,-0.241, 1.049 -if:10, -evt:data/animations/LIS Run attack.evt
anim die_forwards data/animations/DIE 02_03 stabbed dying forwards.cas -evt:data/animations/DIE 02_03 stabbed dying forwards.evt
anim die_backwards data/animations/DIE 02_01 dying backwards.cas -evt:data/animations/DIE 02_01 dying backwards.evt
anim die_to_back_right data/animations/DIE 01 dying to his right.cas -evt:data/animations/DIE 01 dying to his right.evt
anim die_forwards_var data/animations/DIE Forwards.cas -evt:data/animations/DIE Forwards.evt
anim die_backwards_var data/animations/DIE 01 dying Backwards2.cas -evt:data/animations/DIE 01 dying Backwards2.evt
anim die_to_back_right_var data/animations/DIE Back right.cas -evt:data/animations/DIE Back right.evt
anim die_falling_cycle data/animations/Flailing Cycle.cas -evt:data/animations/Flailing Cycle.evt
anim die_falling_end data/animations/Flailing Cycle to land.cas -evt:data/animations/Flailing Cycle to land.evt
anim die_trampled_front_roll data/animations/man_trampled_down_roll_from_front.CAS -evt:data/animations/man_trampled_down_roll_from_front.evt
anim die_charging data/animations/2HS_05 Charging Death.cas -evt:data/animations/2HS_05 Charging Death.evt
anim stand_to_hide data/animations/2HS_85 Stand to Hide.cas -fr
anim hide data/animations/2HS_86 Hide Loop.cas -fr
anim hide_to_stand data/animations/2HS_87 Hide to stand.cas -fr
anim knockback_back data/animations/2HS_30 Stand ready back Impact.cas -evt:data/animations/2HS_30 Stand ready back Impact.evt
anim knockback_back_move data/animations/2HS_30M Stand ready Back Impact.cas -evt:data/animations/2HS_30M Stand ready Back Impact.evt
anim knockback_back_right data/animations/2HS_30 Stand ready backright Impact.cas -evt:data/animations/2HS_30 Stand ready backright Impact.evt
anim knockback_back_right_move data/animations/2HS_30M Stand ready Back Right Impact.cas -evt:data/animations/2HS_30M Stand ready Back Right Impact.evt
anim knockback_front data/animations/2HS_30 Stand ready front Impact.cas -evt:data/animations/2HS_30 Stand ready front Impact.evt
anim knockback_front_move data/animations/2HS_30M Stand ready Front Impact.cas -evt:data/animations/2HS_30M Stand ready Front Impact.evt
anim knockback_front_left data/animations/2HS_30 Stand ready front left Impact.cas -evt:data/animations/2HS_30 Stand ready front left Impact.evt
anim knockback_front_left_move data/animations/2HS_30M Stand ready Front Left Impact.cas -evt:data/animations/2HS_30M Stand ready Front Left Impact.evt
anim climb_backwards data/animations/Ladder_02 Climb down.cas -evt:data/animations/Ladder_02 Climb down.evt
anim climb_idle data/animations/Ladder_03 Idle still.cas -evt:data/animations/Ladder_03 Idle still.evt
anim climb_forwards data/animations/Ladder_01 Climb up.cas -evt:data/animations/Ladder_01 Climb up.evt
anim stand_idle_to_climb data/animations/2HS_55 Stand ready to climb ladder.cas -evt:data/animations/2HS_55 Stand ready to climb ladder.evt
anim stand_idle_to_climb_backwards data/animations/2HS_80 Battlement 2 climb ladder leftside.cas -evt:data/animations/2HS_80 Battlement 2 climb ladder leftside.evt
anim climb_backwards_to_stand_idle data/animations/2HS_58_Climb down ladder 2 Stand ready.cas -evt:data/animations/2HS_58_Climb down ladder 2 Stand ready.evt
anim climb_forwards_to_stand_idle data/animations/2HS_56 Climb off ladder onto left bat left 2 standready.cas -evt:data/animations/2HS_56 Climb off ladder onto left bat left 2 standready.evt
anim crew_stand_to_push data/animations/carry_and_artillery/Art_17 Stand 2 Push heavy object.cas -evt:data/animations/carry_and_artillery/Art_17 Stand 2 Push heavy object.evt
anim crew_push data/animations/carry_and_artillery/Art_18 Push heavy object loop.cas -evt:data/animations/carry_and_artillery/Art_18 Push heavy object loop.evt
anim crew_push_to_stand data/animations/carry_and_artillery/Art_19 Push heavy object 2 STAND.cas -evt:data/animations/carry_and_artillery/Art_19 Push heavy object 2 STAND.evt
anim step_forward data/animations/LIS 01 Front step.cas -fr, -evt:data/animations/LIS 01 Front step.evt
anim step_back data/animations/LIS 01 Back step.cas -fr, -evt:data/animations/LIS 01 Back step.evt
anim step_left data/animations/LIS 01 Left step.cas -fr, -evt:data/animations/LIS 01 Left step.evt
anim step_right data/animations/LIS 01 Right step.cas -fr, -evt:data/animations/LIS 01 Right step.evt
anim react_back_step data/animations/2HS_92_combat_step_back.CAS -fr, -evt:data/animations/2HS_92_combat_step_back.evt
anim react_guard_high data/animations/2HS_86_guard_high.CAS -fr, -evt:data/animations/2HS_86_guard_high.evt
anim react_guard_low data/animations/2HS_86_guard_low.CAS -fr, -evt:data/animations/2HS_86_guard_low.evt
anim react_feint_high data/animations/2HS_88_feint_high.CAS -fr, -evt:data/animations/2HS_88_feint_high.evt
anim react_feint_low data/animations/2HS_88_feint_low.CAS -fr, -evt:data/animations/2HS_88_feint_low.evt
anim react_dodge_high data/animations/2HS_87_dodge_high.CAS -fr, -evt:data/animations/2HS_87_dodge_high.evt
anim react_dodge_low data/animations/2HS_87_dodge_low.CAS -fr, -evt:data/animations/2HS_87_dodge_low.evt
anim knockdown_launch data/animations/2HS_89_knockdown_launch.CAS -fr, -evt:data/animations/2HS_89_knockdown_launch.evt
anim knockdown_lying data/animations/LIS_114_knockdown_idle.CAS -fr, -evt:data/animations/LIS_114_knockdown_idle.evt
anim knockdown_recover data/animations/2HS_89_knockdown_idle_to_Stand_ready.CAS -fr, -evt:data/animations/2HS_89_knockdown_idle_to_Stand_ready.evt
anim knockdown_stumble data/animations/2HS_89_knockdown.CAS -fr, -evt:data/animations/2HS_89_knockdown.evt
anim idle_to_swim data/animations/2HS_swim_STAND2SWIM.CAS
anim swim_to_idle data/animations/2HS_swim_SWIM2STAND.CAS
anim swim_idle data/animations/LIS_swim_treadwater.CAS
anim swim data/animations/LIS_swim.cas
anim swim_shuffle_forwards data/animations/LIS_swim_shuffle_forward.CAS
anim swim_shuffle_backwards data/animations/LIS_swim_shuffle_backward.CAS
anim swim_shuffle_left data/animations/LIS_swim_shuffle_left.CAS
anim swim_shuffle_right data/animations/LIS_swim_shuffle_right.CAS
anim swim_attack data/animations/LIS_swim_attack.CAS -id 0.03, 0.0, 1.11 -if:15
anim berserker_swing_attack_left data/animations/berserker_2m_swing.cas