
###########
# Belarus #
###########

	#RIDER - Rifle
	entity = {
		name = "BLR_infantry_rider_entity"
		pdxmesh = "BLR_infantry_rifle_mesh"
		
		default_state = "idle"
		state = { name = "attack"			animation = "attack" 			animation_blend_time = 0.3 animation_speed = 1.0 propagate_state = { rifle2 = "defend" } }
		state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "cavalry_move" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "idle"				animation = "cavalry_idle"		animation_blend_time = 0.0 animation_speed = 1.0 }
		state = { name = "move"				animation = "cavalry_move"		animation_blend_time = 0.0 animation_speed = 1.0
			event = { sound = { soundeffect = "horse_walking" } }
		}
		state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
		state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		
		attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_rifle_right_entity" }	
		attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_rifle_left_entity" }
		attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }
		
		scale = 0.8			
	}	
	
	#RIDER - MG
	entity = {
		name = "BLR_infantry_mg_rider_entity"
		pdxmesh = "BLR_infantry_mg_mesh"
		
		default_state = "idle"
		state = { name = "attack"			animation = "attack" 			animation_blend_time = 0.3 animation_speed = 1.0 propagate_state = { rifle1 = "defend" } }
		state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "cavalry_move" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "idle"				animation = "cavalry_idle"		animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "cavalry_move"		animation_blend_time = 0.3 animation_speed = 1.0
			event = { sound = { soundeffect = "horse_walking" } }
		}
		state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
		state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		#state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		
		attach = { 	name = "rifle1"	Right_Hand_node = "eastern_european_infantry_weapon_mg_right_entity" }	
		attach = { 	name = "rifle2"	Left_Hand_node = "eastern_european_infantry_weapon_mg_left_entity" }
		attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }	
		
		scale = 0.8			
	}
	
	entity = {
		name = "BLR_cavalry_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		default_state = "idle"
		state = { name = "idle"				animation = "idle" 		animation_blend_time = 0.0 }
		state = { name = "move"				animation = "move" 		animation_blend_time = 0.0 }
		state = { name = "attack"					animation = "attack" 	animation_blend_time = 0.0 }
		state = { name = "defend"					animation = "attack" 	animation_blend_time = 0.0 }
		state = { name = "support_attack"			animation = "attack" 	animation_blend_time = 0.0 }
		state = { name = "retreat"					animation = "move" 		animation_blend_time = 0.0 }
		state = { name = "training"					animation = "attack" 		animation_blend_time = 0.0 }
		
		attach = { 	name = "infantry"			infantry = "BLR_infantry_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "BLR_cavalry_rifle_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
		
		scale = 1.0
	}
	
	entity = {
		name = "BLR_cavalry_rifle_combined_entity"
		pdxmesh = "infantry_cavalry_horse_mesh"
		
		default_state = "idle"
		state = { name = "idle"						animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "move"						animation = "cavalry_move" 		animation_blend_time = 0.0 }
		state = { name = "retreat"					animation = "cavalry_move" 		animation_blend_time = 0.0 }
		state = { name = "training"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "BLR_infantry_rider_entity" }
		
		scale = 0.65
	}
	
	entity = {
		name = "BLR_cavalry_2_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		default_state = "idle"
		state = { name = "idle"				animation = "idle" 		animation_blend_time = 0.0 }
		state = { name = "move"				animation = "move" 		animation_blend_time = 0.0 }
		state = { name = "attack"			animation = "attack" 	animation_blend_time = 0.0 propagate_state = { cavalry = "idle" } }
		state = { name = "defend"			animation = "attack" 	animation_blend_time = 0.0 propagate_state = { cavalry = "idle" } }
		state = { name = "support_attack"	animation = "attack" 	animation_blend_time = 0.0 propagate_state = { cavalry = "idle" } }
		state = { name = "retreat"			animation = "move" 		animation_blend_time = 0.0 }
		state = { name = "training"			animation = "attack" 		animation_blend_time = 0.0 }
		
		attach = { 	name = "infantry"		infantry = "BLR_infantry_mg_rider_entity" }
		attach = { 	name = "cavalry"		cavalry = "BLR_cavalry_mg_combined_entity" }
		attach = { 	name = "horse"			horse = "infantry_cavalry_horse_entity" }
		
		scale = 1.0
	}
	
	entity = {
		name = "BLR_cavalry_mg_combined_entity"
		pdxmesh = "infantry_cavalry_horse_mesh"
		
		default_state = "idle"
		state = { name = "idle"				animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "move"				animation = "cavalry_move" 		animation_blend_time = 0.0 }
		state = { name = "retreat"					animation = "cavalry_move" 		animation_blend_time = 0.0 }
		state = { name = "training"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "attack"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "defend"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "support_attack"			animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "BLR_infantry_mg_rider_entity" }
		
		scale = 0.65
	}