@@ -1,296 +1,314 @@
<table>
<texture path="guis/textures/restoration/hud_icons"/>
<texture path="guis/textures/restoration/icon_carrybag"/>
<texture path="guis/textures/restoration/hud_health"/>
<texture path="guis/textures/restoration/hud_radial_rim"/>
<texture path="guis/textures/restoration/hud_radialbg"/>
<texture path="guis/textures/restoration/hud_shield"/>
<texture path="guis/textures/restoration/hud_progress_active"/>
<texture path="guis/textures/restoration/hud_progress_invalid"/>
<texture path="guis/textures/restoration/hud_progress_bg"/>
<texture path="guis/textures/restoration/hud_tabs"/>
<texture path="guis/textures/restoration/hud_alertbox_start"/>
<texture path="guis/textures/restoration/hud_alertbox_mid"/>
<texture path="guis/textures/restoration/hud_alertbox_end"/>
<texture path="guis/textures/restoration/hud_glow"/>
<texture path="guis/textures/restoration/hud_stroke"/>
<texture path="guis/textures/restoration/hud_stealth_exclam"/>
<texture path="guis/textures/restoration/hud_stealth_eye"/>
<texture path="guis/textures/restoration/hud_stealthmeter"/>
<texture path="guis/textures/restoration/hud_stealthmeter_bg"/>
<texture path="guis/textures/restoration/pd2_waypoints"/>
<texture path="guis/textures/restoration/hud_difficultymarkers"/>
<texture path="guis/textures/restoration/hud_pickups"/>
<texture path="guis/textures/restoration/throwables"/>
<texture path="guis/textures/restoration/equipment"/>
<texture path="guis/textures/restoration/risklevel_blackscreen"/>
<gui path="guis/mask_off_hud" force="true"/>
<texture path="guis/textures/restoration/mission_briefing/bain"/>
<texture path="guis/textures/restoration/mission_briefing/dentist"/>
<texture path="guis/textures/restoration/mission_briefing/butcher"/>
<texture path="guis/textures/restoration/mission_briefing/jimmy"/>
<texture path="guis/textures/restoration/mission_briefing/locke"/>
<texture path="guis/textures/restoration/mission_briefing/hoxton"/>
<texture path="guis/textures/restoration/mission_briefing/shatter"/>
<texture path="guis/textures/restoration/mission_briefing/shatter_pattern"/>
<texture path="guis/textures/restoration/mission_briefing/calendar_payday"/>
<movie path="movies/codex/shatter1" force="true"/>
<movie path="movies/contact_shatter1" force="true"/>
<movie path="movies/cn_veritasgroup1" force="true"/>
<!--Headless Dozer-->
<object path="units/payday2/characters/ene_bulldozer_2_hw/ene_bulldozer_2_hw" force="false"/>
<sequence_manager path="units/payday2/characters/ene_bulldozer_2_hw/ene_bulldozer_2_hw" force="false"/>
<cooked_physics path="units/payday2/characters/ene_bulldozer_2_hw/ene_bulldozer_2_hw" force="false"/>
<model path="units/payday2/characters/ene_bulldozer_2_hw/ene_bulldozer_2_hw" force="false"/>
<unit path="units/payday2/characters/ene_bulldozer_2_hw/ene_bulldozer_2_hw" force="false" load="true"/>
<material_config path="units/payday2/characters/ene_bulldozer_2_hw/ene_bulldozer_2_hw" force="false"/>
<material_config path="units/payday2/characters/ene_bulldozer_2_hw/ene_bulldozer_2_hw_contour" force="false"/>
<unit path="units/payday2/characters/ene_bulldozer_2_hw/ene_bulldozer_2_hw_husk" force="false" load="true"/>

<!--Halloween Sword-->
<object path="units/payday2/weapons/wpn_mel_hw_sword/wpn_mel_hw_sword" force="false"/>
<cooked_physics path="units/payday2/weapons/wpn_mel_hw_sword/wpn_mel_hw_sword" force="false"/>
<model path="units/payday2/weapons/wpn_mel_hw_sword/wpn_mel_hw_sword" force="false"/>
<unit path="units/payday2/weapons/wpn_mel_hw_sword/wpn_mel_hw_sword" force="false" load="true"/>
<material_config path="units/payday2/weapons/wpn_mel_hw_sword/wpn_mel_hw_sword" force="false"/>

<!--FBI Vet w/ UMP-->
<object path="units/payday2/characters/ene_fbi_swat_3/ene_fbi_swat_3" force="false"/>
<cooked_physics path="units/payday2/characters/ene_fbi_swat_3/ene_fbi_swat_3" force="false"/>
<model path="units/payday2/characters/ene_fbi_swat_3/ene_fbi_swat_3" force="false"/>
<unit path="units/payday2/characters/ene_fbi_swat_3/ene_fbi_swat_3" force="false" load="true"/>
<material_config path="units/payday2/characters/ene_fbi_swat_3/ene_fbi_swat_3" force="false"/>
<material_config path="units/payday2/characters/ene_fbi_swat_3/ene_fbi_swat_3_contour" force="false"/>
<unit path="units/payday2/characters/ene_fbi_swat_3/ene_fbi_swat_3_husk" force="false" load="true"/>

<!--Akan FBI SWAT w/ UMP-->
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_swat_ump/ene_akan_fbi_swat_ump" load="true"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_swat_ump/ene_akan_fbi_swat_ump_husk" load="true"/>

<!--Akan Gensec Elite-->
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_swat_dw_ak47_ass/ene_akan_fbi_swat_dw_ak47_ass" force="true"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_swat_dw_ak47_ass/ene_akan_fbi_swat_dw_ak47_ass_husk" force="true"/>

<!--Akan Gensec Shotgunner this is only here to fix a bug anyway-->
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_swat_dw_r870/ene_akan_fbi_swat_dw_r870" force="true"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_swat_dw_r870/ene_akan_fbi_swat_dw_r870_husk" force="true"/>

<!--Akan UMP guy-->
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_swat_dw_ump/ene_akan_fbi_swat_dw_ump" load="true"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_swat_dw_ump/ene_akan_fbi_swat_dw_ump_husk" load="true"/>

<!--Akan Beat Cops w/ MP5-->
<unit path="units/pd2_dlc_mad/characters/ene_akan_cs_cop_akmsu_smg/ene_akan_cs_cop_akmsu_smg" force="true"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_cs_cop_akmsu_smg/ene_akan_cs_cop_akmsu_smg_husk" force="true"/>

<!--Akan Beat Cops w/ C45-->
<unit path="units/pd2_dlc_mad/characters/ene_akan_cs_cop_ak47_ass/ene_akan_cs_cop_ak47_ass" force="true"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_cs_cop_ak47_ass/ene_akan_cs_cop_ak47_ass_husk" force="true"/>

<!--Akan Beat Cops w/ Bronco-->
<unit path="units/pd2_dlc_mad/characters/ene_akan_cs_cop_asval_smg/ene_akan_cs_cop_asval_smg" force="true"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_cs_cop_asval_smg/ene_akan_cs_cop_asval_smg_husk" force="true"/>

<!--Akan Blue Swat w/ SMG-->
<unit path="units/pd2_dlc_mad/characters/ene_akan_cs_swat_ak47_ass/ene_akan_cs_swat_ak47_ass" force="true"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_cs_swat_ak47_ass/ene_akan_cs_swat_ak47_ass_husk" force="true"/>

<!--Akan Blue Swat w/ Silenced SMG-->
<unit path="units/pd2_dlc_mad/characters/ene_akan_cs_swat_zeal/ene_akan_cs_swat_zeal" load="true"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_cs_swat_zeal/ene_akan_cs_swat_zeal_husk" load="true"/>

<!--Akan Gensec Tan-->
<object path="units/pd2_dlc_mad/characters/ene_akan_fbi_heavy_dw/ene_akan_fbi_heavy_dw" force="false"/>
<cooked_physics path="units/pd2_dlc_mad/characters/ene_akan_fbi_heavy_dw/ene_akan_fbi_heavy_dw" force="false"/>
<model path="units/pd2_dlc_mad/characters/ene_akan_fbi_heavy_dw/ene_akan_fbi_heavy_dw" force="false"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_heavy_dw/ene_akan_fbi_heavy_dw" force="false" load="true"/>
<material_config path="units/pd2_dlc_mad/characters/ene_akan_fbi_heavy_dw/ene_akan_fbi_heavy_dw" force="false"/>
<material_config path="units/pd2_dlc_mad/characters/ene_akan_fbi_heavy_dw/ene_akan_fbi_heavy_dw_contour" force="false"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_heavy_dw/ene_akan_fbi_heavy_dw_husk" force="false" load="true"/>
<texture path="units/pd2_dlc_mad/characters/shared_textures/akan_heavy_dw_df" force="false"/>

<!--Akan Gensec Tan w/ Shotgun-->
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_heavy_dw_r870/ene_akan_fbi_heavy_dw_r870" force="false" load="true"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_heavy_dw_r870/ene_akan_fbi_heavy_dw_r870_husk" force="false" load="true"/>

<!--G17 Mag stuff-->
<object path="units/payday2/weapons/wpn_fps_pis_g17_pts/wpn_fps_pis_g17_m_extended" force="false"/>
<cooked_physics path="units/payday2/weapons/wpn_fps_pis_g17_pts/wpn_fps_pis_g17_m_extended" force="false"/>
<material_config path="units/payday2/weapons/wpn_fps_pis_g17_pts/wpn_fps_pis_g17_m_extended" force="false"/>
<model path="units/payday2/weapons/wpn_fps_pis_g17_pts/wpn_fps_pis_g17_m_extended" force="false"/>
<unit path="units/payday2/weapons/wpn_fps_pis_g17_pts/wpn_fps_pis_g17_m_extended" force="false"/>
<texture path="units/payday2/weapons/wpn_fps_pis_g17_pts/wpn_fps_pis_g17_mag_33nd_df" force="false"/>
<texture path="units/payday2/weapons/wpn_fps_pis_g17_pts/wpn_fps_pis_g17_mag_33nd_nm" force="false"/>
<texture path="units/payday2/weapons/wpn_fps_pis_g17_pts/wpn_fps_pis_g17_mag_33nd_df_cc" force="false"/>
<material_config path="units/payday2/weapons/wpn_fps_pis_g17_pts/wpn_fps_pis_g17_m_extended_cc" force="false"/>
<material_config path="units/payday2/weapons/wpn_fps_pis_g17_pts/wpn_fps_pis_g17_m_extended_cc_thq" force="false"/>
<object path="units/payday2/weapons/wpn_third_pis_g17_pts/wpn_third_pis_g17_m_extended" force="false"/>
<cooked_physics path="units/payday2/weapons/wpn_third_pis_g17_pts/wpn_third_pis_g17_m_extended" force="false"/>
<material_config path="units/payday2/weapons/wpn_third_pis_g17_pts/wpn_third_pis_g17_m_extended" force="false"/>
<model path="units/payday2/weapons/wpn_third_pis_g17_pts/wpn_third_pis_g17_m_extended" force="false"/>
<texture path="units/payday2/weapons/wpn_third_pis_g17_pts/extended_mag_nm" force="false"/>
<texture path="units/payday2/weapons/wpn_third_pis_g17_pts/extended_mag_df" force="false"/>
<unit path="units/payday2/weapons/wpn_third_pis_g17_pts/wpn_third_pis_g17_m_extended" force="false"/>

<!--NPC Peacemaker-->
<object path="units/payday2/weapons/wpn_npc_peacemaker/wpn_npc_peacemaker" force="false"/>
<cooked_physics path="units/payday2/weapons/wpn_npc_peacemaker/wpn_npc_peacemaker" force="false"/>
<material_config path="units/payday2/weapons/wpn_npc_peacemaker/wpn_npc_peacemaker" force="false"/>
<material_config path="units/payday2/weapons/wpn_npc_peacemaker/wpn_npc_peacemaker_contour" force="false"/>
<model path="units/payday2/weapons/wpn_npc_peacemaker/wpn_npc_peacemaker" force="false"/>
<sequence_manager path="units/payday2/weapons/wpn_npc_peacemaker/wpn_npc_peacemaker" force="false"/ load="true">
<unit path="units/payday2/weapons/wpn_npc_peacemaker/wpn_npc_peacemaker" force="false" load="true"/>
<texture path="units/payday2/weapons/wpn_npc_peacemaker/peacemaker_df" force="false"/>

<!--THE CAPTAIN'S HERE-->
<object path="units/pd2_dlc_vip/characters/ene_vip_2/ene_vip_2" force="false"/>
<cooked_physics path="units/pd2_dlc_vip/characters/ene_vip_2/ene_vip_2" force="false"/>
<model path="units/pd2_dlc_vip/characters/ene_vip_2/ene_vip_2" force="false"/>
<unit path="units/pd2_dlc_vip/characters/ene_vip_2/ene_vip_2" force="false" load="true"/>
<material_config path="units/pd2_dlc_vip/characters/ene_vip_2/ene_vip_2" force="false"/>
<material_config path="units/pd2_dlc_vip/characters/ene_vip_2/ene_vip_2_contour" force="false"/>
<unit path="units/pd2_dlc_vip/characters/ene_vip_2/ene_vip_2_husk" force="false" load="true"/>
<texture path="units/pd2_dlc_vip/characters/shared_textures/vip_2_body_df" force="false"/>

<!--Veteran Cop-->
<object path="units/payday2/characters/ene_veteran_cop_1/ene_veteran_cop_1" force="false"/>
<cooked_physics path="units/payday2/characters/ene_veteran_cop_1/ene_veteran_cop_1" force="false"/>
<model path="units/payday2/characters/ene_veteran_cop_1/ene_veteran_cop_1" force="false"/>
<unit path="units/payday2/characters/ene_veteran_cop_1/ene_veteran_cop_1" force="false" load="true"/>
<material_config path="units/payday2/characters/ene_veteran_cop_1/ene_veteran_cop_1" force="false"/>
<material_config path="units/payday2/characters/ene_veteran_cop_1/ene_veteran_cop_1_contour" force="false"/>
<unit path="units/payday2/characters/ene_veteran_cop_1/ene_veteran_cop_1_husk" force="false" load="true"/>
<texture path="units/payday2/characters/shared_textures/veteran_cop_df" force="false"/>
<texture path="units/payday2/characters/shared_textures/veteran_cop_nm" force="false"/>

<object path="units/payday2/characters/ene_veteran_cop_2/ene_veteran_cop_2" force="false"/>
<cooked_physics path="units/payday2/characters/ene_veteran_cop_2/ene_veteran_cop_2" force="false"/>
<model path="units/payday2/characters/ene_veteran_cop_2/ene_veteran_cop_2" force="false"/>
<unit path="units/payday2/characters/ene_veteran_cop_2/ene_veteran_cop_2" force="false" load="true"/>
<material_config path="units/payday2/characters/ene_veteran_cop_2/ene_veteran_cop_2" force="false"/>
<material_config path="units/payday2/characters/ene_veteran_cop_2/ene_veteran_cop_2_contour" force="false"/>
<unit path="units/payday2/characters/ene_veteran_cop_2/ene_veteran_cop_2_husk" force="false" load="true"/>
<texture path="units/payday2/characters/shared_textures/veteran_cop_2_df" force="false"/>
<texture path="units/payday2/characters/shared_textures/veteran_cop_2_nm" force="false"/>

<!--Grenadier-->
<object path="units/payday2/characters/ene_grenadier_1/ene_grenadier_1" force="false"/>
<cooked_physics path="units/payday2/characters/ene_grenadier_1/ene_grenadier_1" force="false"/>
<model path="units/payday2/characters/ene_grenadier_1/ene_grenadier_1" force="false"/>
<unit path="units/payday2/characters/ene_grenadier_1/ene_grenadier_1" force="false" load="true"/>
<material_config path="units/payday2/characters/ene_grenadier_1/ene_grenadier_1" force="false"/>
<material_config path="units/payday2/characters/ene_grenadier_1/ene_grenadier_1_contour" force="false"/>
<unit path="units/payday2/characters/ene_grenadier_1/ene_grenadier_1_husk" force="false" load="true"/>
<texture path="units/payday2/characters/shared_textures/grenadier_atlas_df" force="false"/>
<texture path="units/payday2/characters/shared_textures/grenadier_atlas_nm" force="false"/> <!--Placeholder, get the actual texture-->
<texture path="units/payday2/characters/shared_textures/grenadier_body_df" force="false"/>
<texture path="units/payday2/characters/shared_textures/grenadier_body_nm" force="false"/>

<!--Russian Grenadier-->
<object path="units/pd2_dlc_mad/characters/ene_akan_grenadier_1/ene_akan_grenadier_1" force="false"/>
<cooked_physics path="units/pd2_dlc_mad/characters/ene_akan_grenadier_1/ene_akan_grenadier_1" force="false"/>
<model path="units/pd2_dlc_mad/characters/ene_akan_grenadier_1/ene_akan_grenadier_1" force="false"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_grenadier_1/ene_akan_grenadier_1" force="false" load="true"/>
<material_config path="units/pd2_dlc_mad/characters/ene_akan_grenadier_1/ene_akan_grenadier_1" force="false"/>
<material_config path="units/pd2_dlc_mad/characters/ene_akan_grenadier_1/ene_akan_grenadier_1_contour" force="false"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_grenadier_1/ene_akan_grenadier_1_husk" force="false" load="true"/>
<texture path="units/pd2_dlc_mad/characters/shared_textures/ene_akan_grenadier_df" force="false"/>

<!--Russian FBI-->
<object path="units/pd2_dlc_mad/characters/ene_akan_fbi_1/ene_akan_fbi_1" force="false"/>
<cooked_physics path="units/pd2_dlc_mad/characters/ene_akan_fbi_1/ene_akan_fbi_1" force="false"/>
<model path="units/pd2_dlc_mad/characters/ene_akan_fbi_1/ene_akan_fbi_1" force="false"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_1/ene_akan_fbi_1" force="false" load="true"/>
<material_config path="units/pd2_dlc_mad/characters/ene_akan_fbi_1/ene_akan_fbi_1" force="false"/>
<material_config path="units/pd2_dlc_mad/characters/ene_akan_fbi_1/ene_akan_fbi_1_contour" force="false"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_1/ene_akan_fbi_1_husk" force="false" load="true"/>
<texture path="units/pd2_dlc_mad/characters/shared_textures/ene_soldier_akan_agent_2_df" force="false"/>
<texture path="units/pd2_dlc_mad/characters/shared_textures/ene_soldier_akan_head_3_df" force="false"/>

<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_2/ene_akan_fbi_2" force="false" load="true"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_2/ene_akan_fbi_2_husk" force="false" load="true"/>

<!--Russian Vet-->
<object path="units/pd2_dlc_mad/characters/ene_akan_veteran_1/ene_akan_veteran_1" force="false"/>
<cooked_physics path="units/pd2_dlc_mad/characters/ene_akan_veteran_1/ene_akan_veteran_1" force="false"/>
<model path="units/pd2_dlc_mad/characters/ene_akan_veteran_1/ene_akan_veteran_1" force="false"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_veteran_1/ene_akan_veteran_1" force="false" load="true"/>
<material_config path="units/pd2_dlc_mad/characters/ene_akan_veteran_1/ene_akan_veteran_1" force="false"/>
<material_config path="units/pd2_dlc_mad/characters/ene_akan_veteran_1/ene_akan_veteran_1_contour" force="false"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_veteran_1/ene_akan_veteran_1_husk" force="false" load="true"/>
<texture path="units/pd2_dlc_mad/characters/shared_textures/ene_veteran_akan_1_df" force="false"/>
<texture path="units/pd2_dlc_mad/characters/shared_textures/ene_veteran_akan_head_df" force="false"/>

<!--M4 Boom-->
<object path="units/payday2/weapons/wpn_npc_m4_boom/wpn_npc_m4_boom" force="false"/>
<cooked_physics path="units/payday2/weapons/wpn_npc_m4_boom/wpn_npc_m4_boom" force="false"/>
<model path="units/payday2/weapons/wpn_npc_m4_boom/wpn_npc_m4_boom" force="false"/>
<unit path="units/payday2/weapons/wpn_npc_m4_boom/wpn_npc_m4_boom" force="false" load="true"/>
<material_config path="units/payday2/weapons/wpn_npc_m4_boom/wpn_npc_m4_boom" force="false"/>
<sequence_manager path="units/payday2/weapons/wpn_npc_m4_boom/wpn_npc_m4_boom" force="false"/>
<material_config path="units/payday2/weapons/wpn_npc_m4_boom/wpn_npc_m4_boom_contour" force="false"/>
<texture path="units/payday2/weapons/wpn_npc_m4_boom/m4_boom_df" force="false"/>
<texture path="units/payday2/weapons/wpn_npc_m4_boom/m4_boom_nm" force="false"/>

<!--NPC AKMSU-->
<unit path="units/pd2_dlc_mad/weapons/wpn_npc_akmsu/wpn_npc_x_akmsu" force="false" load="true"/>

<!--NPC XC45-->
<unit path="units/payday2/weapons/wpn_npc_c45/wpn_npc_x_c45" force="true" load="true"/>

<!--Fixed Sniper-->
<object path="units/payday2/weapons/wpn_npc_sniper/wpn_npc_sniper" force="true"/>

<!--Dynamite Fix-->
<object path="units/pd2_dlc_west/weapons/wpn_gre_dynamite/wpn_gre_dynamite" force="true"/>
<sequence_manager path="units/pd2_dlc_west/weapons/wpn_gre_dynamite/wpn_gre_dynamite" force="false"/>

<!--what the fuck why is there a different model for this-->
<object path="units/pd2_dlc_gage_snp/weapons/wpn_fps_snp_msr_pts/wpn_fps_snp_msr_ns_suppressor_long" force="true"/>

<!--National Guard-->
<texture path="units/payday2/characters/ene_guard_national_1/national_guard_df" force="false"/>

<!--Zeal Dozer fixes ('gitgud' means bringing a bow, right?)-->
<unit path="units/pd2_dlc_gitgud/characters/ene_zeal_bulldozer/ene_zeal_bulldozer" force="true" load="true"/>
<unit path="units/pd2_dlc_gitgud/characters/ene_zeal_bulldozer/ene_zeal_bulldozer_husk" force="true" load="true"/>
<unit path="units/pd2_dlc_gitgud/characters/ene_zeal_bulldozer_3/ene_zeal_bulldozer_3_husk" force="true" load="true"/>
<unit path="units/pd2_dlc_gitgud/characters/ene_zeal_bulldozer_3/ene_zeal_bulldozer_3" force="true" load="true"/>

<!--Zeal Shield Heavy Swat-->
<unit path="units/pd2_dlc_gitgud/characters/ene_zeal_swat_shield/ene_zeal_swat_shield" force="true" load="true"/>
<unit path="units/pd2_dlc_gitgud/characters/ene_zeal_swat_shield/ene_zeal_swat_shield_husk" force="true" load="true"/>
<object path="units/pd2_dlc_gitgud/characters/ene_zeal_swat_shield/ene_zeal_swat_shield" force="true"/>

<!--Zeal Swat MP5 Tactical-->
<unit path="units/pd2_dlc_gitgud/characters/ene_zeal_swat_2/ene_zeal_swat_2" load="true"/>
<unit path="units/pd2_dlc_gitgud/characters/ene_zeal_swat_2/ene_zeal_swat_2_husk" load="true"/>

<!--Zeal City-->
<unit path="units/pd2_dlc_gitgud/characters/ene_zeal_city_1/ene_zeal_city_1" load="true"/>
<unit path="units/pd2_dlc_gitgud/characters/ene_zeal_city_1/ene_zeal_city_1_husk" load="true"/>

<!--Zeal City shotgun-->
<unit path="units/pd2_dlc_gitgud/characters/ene_zeal_city_2/ene_zeal_city_2" load="true"/>
<unit path="units/pd2_dlc_gitgud/characters/ene_zeal_city_2/ene_zeal_city_2_husk" load="true"/>

<!--Gensec Shield Acc-->
<model path="units/payday2/characters/ene_acc_shield_city/ene_acc_shield_city" force="false"/>
<material_config path="units/payday2/characters/ene_acc_shield_city/ene_acc_shield_city" force="false"/>
<object path="units/payday2/characters/ene_acc_shield_city/ene_acc_shield_city" force="false"/>
<unit path="units/payday2/characters/ene_acc_shield_city/ene_acc_shield_city" force="false" load="true"/>
<cooked_physics path="units/payday2/characters/ene_acc_shield_city/ene_acc_shield_city" force="false"/>
<sequence_manager path="units/payday2/characters/ene_acc_shield_city/ene_acc_shield_city" force="false"/>
<texture path="units/payday2/characters/ene_acc_shield_city/shield_df" force="false"/>
<texture path="units/payday2/characters/ene_acc_shield_city/shield_il" force="false"/>
<texture path="units/payday2/characters/ene_acc_shield_city/shield_nm" force="false"/>

<!--City Shield-->
<model path="units/payday2/characters/ene_city_shield/ene_city_shield" force="false"/>
<material_config path="units/payday2/characters/ene_city_shield/ene_city_shield" force="false"/>
<material_config path="units/payday2/characters/ene_city_shield/ene_city_shield_contour" force="false"/>
<object path="units/payday2/characters/ene_city_shield/ene_city_shield" force="false"/>
<unit path="units/payday2/characters/ene_city_shield/ene_city_shield" force="true" load="true"/>
<unit path="units/payday2/characters/ene_city_shield/ene_city_shield_husk" force="true" load="true"/>
<cooked_physics path="units/payday2/characters/ene_city_shield/ene_city_shield" force="false"/>
</table>
<texture path="guis/textures/restoration/hud_icons"/>
<texture path="guis/textures/restoration/icon_carrybag"/>
<texture path="guis/textures/restoration/hud_health"/>
<texture path="guis/textures/restoration/hud_radial_rim"/>
<texture path="guis/textures/restoration/hud_radialbg"/>
<texture path="guis/textures/restoration/hud_shield"/>
<texture path="guis/textures/restoration/hud_progress_active"/>
<texture path="guis/textures/restoration/hud_progress_invalid"/>
<texture path="guis/textures/restoration/hud_progress_bg"/>
<texture path="guis/textures/restoration/hud_tabs"/>
<texture path="guis/textures/restoration/hud_alertbox_start"/>
<texture path="guis/textures/restoration/hud_alertbox_mid"/>
<texture path="guis/textures/restoration/hud_alertbox_end"/>
<texture path="guis/textures/restoration/hud_glow"/>
<texture path="guis/textures/restoration/hud_stroke"/>
<texture path="guis/textures/restoration/hud_stealth_exclam"/>
<texture path="guis/textures/restoration/hud_stealth_eye"/>
<texture path="guis/textures/restoration/hud_stealthmeter"/>
<texture path="guis/textures/restoration/hud_stealthmeter_bg"/>
<texture path="guis/textures/restoration/pd2_waypoints"/>
<texture path="guis/textures/restoration/hud_difficultymarkers"/>
<texture path="guis/textures/restoration/hud_pickups"/>
<texture path="guis/textures/restoration/throwables"/>
<texture path="guis/textures/restoration/equipment"/>
<texture path="guis/textures/restoration/risklevel_blackscreen"/>
<gui path="guis/mask_off_hud" force="true"/>
<texture path="guis/textures/restoration/mission_briefing/bain"/>
<texture path="guis/textures/restoration/mission_briefing/dentist"/>
<texture path="guis/textures/restoration/mission_briefing/butcher"/>
<texture path="guis/textures/restoration/mission_briefing/jimmy"/>
<texture path="guis/textures/restoration/mission_briefing/locke"/>
<texture path="guis/textures/restoration/mission_briefing/hoxton"/>
<texture path="guis/textures/restoration/mission_briefing/shatter"/>
<texture path="guis/textures/restoration/mission_briefing/shatter_pattern"/>
<texture path="guis/textures/restoration/mission_briefing/calendar_payday"/>
<movie path="movies/codex/shatter1" force="true"/>
<movie path="movies/contact_shatter1" force="true"/>
<movie path="movies/cn_veritasgroup1" force="true"/>
<!--HK21-->
<material_config path="units/payday2/weapons/wpn_npc_hk21_sc/wpn_npc_hk21_sc" force="false"/>
<model path="units/payday2/weapons/wpn_npc_hk21_sc/wpn_npc_hk21_sc" force="false"/>
<object path="units/payday2/weapons/wpn_npc_hk21_sc/wpn_npc_hk21_sc" force="false"/>
<sequence_manager path="units/payday2/weapons/wpn_npc_hk21_sc/wpn_npc_hk21_sc" force="false"/>
<cooked_physics path="units/payday2/weapons/wpn_npc_hk21_sc/wpn_npc_hk21_sc" force="false"/>
<unit path="units/payday2/weapons/wpn_npc_hk21_sc/wpn_npc_hk21_sc" load="true" force="false"/>
<texture path="units/payday2/weapons/wpn_npc_hk21_sc/hk21_sc_df" force="false"/>

<!--Headless Dozer-->
<object path="units/payday2/characters/ene_bulldozer_2_hw/ene_bulldozer_2_hw" force="false"/>
<sequence_manager path="units/payday2/characters/ene_bulldozer_2_hw/ene_bulldozer_2_hw" force="false"/>
<cooked_physics path="units/payday2/characters/ene_bulldozer_2_hw/ene_bulldozer_2_hw" force="false"/>
<model path="units/payday2/characters/ene_bulldozer_2_hw/ene_bulldozer_2_hw" force="false"/>
<unit path="units/payday2/characters/ene_bulldozer_2_hw/ene_bulldozer_2_hw" force="false" load="true"/>
<material_config path="units/payday2/characters/ene_bulldozer_2_hw/ene_bulldozer_2_hw" force="false"/>
<material_config path="units/payday2/characters/ene_bulldozer_2_hw/ene_bulldozer_2_hw_contour" force="false"/>
<unit path="units/payday2/characters/ene_bulldozer_2_hw/ene_bulldozer_2_hw_husk" force="false" load="true"/>

<!--Halloween Sword-->
<object path="units/payday2/weapons/wpn_mel_hw_sword/wpn_mel_hw_sword" force="false"/>
<cooked_physics path="units/payday2/weapons/wpn_mel_hw_sword/wpn_mel_hw_sword" force="false"/>
<model path="units/payday2/weapons/wpn_mel_hw_sword/wpn_mel_hw_sword" force="false"/>
<unit path="units/payday2/weapons/wpn_mel_hw_sword/wpn_mel_hw_sword" force="false" load="true"/>
<material_config path="units/payday2/weapons/wpn_mel_hw_sword/wpn_mel_hw_sword" force="false"/>

<!--FBI Vet w/ UMP-->
<object path="units/payday2/characters/ene_fbi_swat_3/ene_fbi_swat_3" force="false"/>
<cooked_physics path="units/payday2/characters/ene_fbi_swat_3/ene_fbi_swat_3" force="false"/>
<model path="units/payday2/characters/ene_fbi_swat_3/ene_fbi_swat_3" force="false"/>
<unit path="units/payday2/characters/ene_fbi_swat_3/ene_fbi_swat_3" force="false" load="true"/>
<material_config path="units/payday2/characters/ene_fbi_swat_3/ene_fbi_swat_3" force="false"/>
<material_config path="units/payday2/characters/ene_fbi_swat_3/ene_fbi_swat_3_contour" force="false"/>
<unit path="units/payday2/characters/ene_fbi_swat_3/ene_fbi_swat_3_husk" force="false" load="true"/>

<!--Akan FBI SWAT w/ UMP-->
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_swat_ump/ene_akan_fbi_swat_ump" load="true"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_swat_ump/ene_akan_fbi_swat_ump_husk" load="true"/>

<!--Akan Gensec Elite-->
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_swat_dw_ak47_ass/ene_akan_fbi_swat_dw_ak47_ass" force="true"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_swat_dw_ak47_ass/ene_akan_fbi_swat_dw_ak47_ass_husk" force="true"/>

<!--Akan Gensec Shotgunner this is only here to fix a bug anyway-->
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_swat_dw_r870/ene_akan_fbi_swat_dw_r870" force="true"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_swat_dw_r870/ene_akan_fbi_swat_dw_r870_husk" force="true"/>

<!--Akan UMP guy-->
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_swat_dw_ump/ene_akan_fbi_swat_dw_ump" load="true"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_swat_dw_ump/ene_akan_fbi_swat_dw_ump_husk" load="true"/>

<!--Akan Beat Cops w/ MP5-->
<unit path="units/pd2_dlc_mad/characters/ene_akan_cs_cop_akmsu_smg/ene_akan_cs_cop_akmsu_smg" force="true"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_cs_cop_akmsu_smg/ene_akan_cs_cop_akmsu_smg_husk" force="true"/>

<!--Akan Beat Cops w/ C45-->
<unit path="units/pd2_dlc_mad/characters/ene_akan_cs_cop_ak47_ass/ene_akan_cs_cop_ak47_ass" force="true"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_cs_cop_ak47_ass/ene_akan_cs_cop_ak47_ass_husk" force="true"/>

<!--Akan Beat Cops w/ Bronco-->
<unit path="units/pd2_dlc_mad/characters/ene_akan_cs_cop_asval_smg/ene_akan_cs_cop_asval_smg" force="true"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_cs_cop_asval_smg/ene_akan_cs_cop_asval_smg_husk" force="true"/>

<!--Akan Blue Swat w/ SMG-->
<unit path="units/pd2_dlc_mad/characters/ene_akan_cs_swat_ak47_ass/ene_akan_cs_swat_ak47_ass" force="true"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_cs_swat_ak47_ass/ene_akan_cs_swat_ak47_ass_husk" force="true"/>

<!--Akan Blue Swat w/ Silenced SMG-->
<unit path="units/pd2_dlc_mad/characters/ene_akan_cs_swat_zeal/ene_akan_cs_swat_zeal" load="true"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_cs_swat_zeal/ene_akan_cs_swat_zeal_husk" load="true"/>

<!--Akan Gensec Tan-->
<object path="units/pd2_dlc_mad/characters/ene_akan_fbi_heavy_dw/ene_akan_fbi_heavy_dw" force="false"/>
<cooked_physics path="units/pd2_dlc_mad/characters/ene_akan_fbi_heavy_dw/ene_akan_fbi_heavy_dw" force="false"/>
<model path="units/pd2_dlc_mad/characters/ene_akan_fbi_heavy_dw/ene_akan_fbi_heavy_dw" force="false"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_heavy_dw/ene_akan_fbi_heavy_dw" force="false" load="true"/>
<material_config path="units/pd2_dlc_mad/characters/ene_akan_fbi_heavy_dw/ene_akan_fbi_heavy_dw" force="false"/>
<material_config path="units/pd2_dlc_mad/characters/ene_akan_fbi_heavy_dw/ene_akan_fbi_heavy_dw_contour" force="false"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_heavy_dw/ene_akan_fbi_heavy_dw_husk" force="false" load="true"/>
<texture path="units/pd2_dlc_mad/characters/shared_textures/akan_heavy_dw_df" force="false"/>

<!--Akan Gensec Tan w/ Shotgun-->
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_heavy_dw_r870/ene_akan_fbi_heavy_dw_r870" force="false" load="true"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_heavy_dw_r870/ene_akan_fbi_heavy_dw_r870_husk" force="false" load="true"/>

<!--NPC Peacemaker-->
<object path="units/payday2/weapons/wpn_npc_peacemaker/wpn_npc_peacemaker" force="false"/>
<cooked_physics path="units/payday2/weapons/wpn_npc_peacemaker/wpn_npc_peacemaker" force="false"/>
<material_config path="units/payday2/weapons/wpn_npc_peacemaker/wpn_npc_peacemaker" force="false"/>
<material_config path="units/payday2/weapons/wpn_npc_peacemaker/wpn_npc_peacemaker_contour" force="false"/>
<model path="units/payday2/weapons/wpn_npc_peacemaker/wpn_npc_peacemaker" force="false"/>
<sequence_manager path="units/payday2/weapons/wpn_npc_peacemaker/wpn_npc_peacemaker" force="false"/ load="true">
<unit path="units/payday2/weapons/wpn_npc_peacemaker/wpn_npc_peacemaker" force="false" load="true"/>
<texture path="units/payday2/weapons/wpn_npc_peacemaker/peacemaker_df" force="false"/>

<!--Titandozer-->
<object path="units/pd2_dlc_vip/characters/ene_vip_2/ene_vip_2" force="false"/>
<cooked_physics path="units/pd2_dlc_vip/characters/ene_vip_2/ene_vip_2" force="false"/>
<model path="units/pd2_dlc_vip/characters/ene_vip_2/ene_vip_2" force="false"/>
<unit path="units/pd2_dlc_vip/characters/ene_vip_2/ene_vip_2" force="false" load="true"/>
<material_config path="units/pd2_dlc_vip/characters/ene_vip_2/ene_vip_2" force="false"/>
<material_config path="units/pd2_dlc_vip/characters/ene_vip_2/ene_vip_2_contour" force="false"/>
<unit path="units/pd2_dlc_vip/characters/ene_vip_2/ene_vip_2_husk" force="false" load="true"/>
<texture path="units/pd2_dlc_vip/characters/shared_textures/vip_2_body_df" force="false"/>

<texture path="guis/textures/pd2/hud_buff_skull" force="false" load="true"/>

<!--Spring-->
<material_config path="units/pd2_dlc_vip/characters/ene_spring/ene_spring" force="false"/>
<material_config path="units/pd2_dlc_vip/characters/ene_spring/ene_spring_contour" force="false"/>
<model path="units/pd2_dlc_vip/characters/ene_spring/ene_spring" force="false"/>
<object path="units/pd2_dlc_vip/characters/ene_spring/ene_spring" force="false"/>
<sequence_manager path="units/pd2_dlc_vip/characters/ene_spring/ene_spring" force="false"/>
<cooked_physics path="units/pd2_dlc_vip/characters/ene_spring/ene_spring" force="false"/>
<unit path="units/pd2_dlc_vip/characters/ene_spring/ene_spring" load="true" force="false"/>
<unit path="units/pd2_dlc_vip/characters/ene_spring/ene_spring_husk" load="true" force="false"/>
<texture path="units/pd2_dlc_vip/characters/ene_spring/spring_df" force="false"/>

<!--Veteran Cop-->
<object path="units/payday2/characters/ene_veteran_cop_1/ene_veteran_cop_1" force="false"/>
<cooked_physics path="units/payday2/characters/ene_veteran_cop_1/ene_veteran_cop_1" force="false"/>
<model path="units/payday2/characters/ene_veteran_cop_1/ene_veteran_cop_1" force="false"/>
<unit path="units/payday2/characters/ene_veteran_cop_1/ene_veteran_cop_1" force="false" load="true"/>
<material_config path="units/payday2/characters/ene_veteran_cop_1/ene_veteran_cop_1" force="false"/>
<material_config path="units/payday2/characters/ene_veteran_cop_1/ene_veteran_cop_1_contour" force="false"/>
<unit path="units/payday2/characters/ene_veteran_cop_1/ene_veteran_cop_1_husk" force="false" load="true"/>
<texture path="units/payday2/characters/shared_textures/veteran_cop_df" force="false"/>
<texture path="units/payday2/characters/shared_textures/veteran_cop_nm" force="false"/>

<object path="units/payday2/characters/ene_veteran_cop_2/ene_veteran_cop_2" force="false"/>
<cooked_physics path="units/payday2/characters/ene_veteran_cop_2/ene_veteran_cop_2" force="false"/>
<model path="units/payday2/characters/ene_veteran_cop_2/ene_veteran_cop_2" force="false"/>
<unit path="units/payday2/characters/ene_veteran_cop_2/ene_veteran_cop_2" force="false" load="true"/>
<material_config path="units/payday2/characters/ene_veteran_cop_2/ene_veteran_cop_2" force="false"/>
<material_config path="units/payday2/characters/ene_veteran_cop_2/ene_veteran_cop_2_contour" force="false"/>
<unit path="units/payday2/characters/ene_veteran_cop_2/ene_veteran_cop_2_husk" force="false" load="true"/>
<texture path="units/payday2/characters/shared_textures/veteran_cop_2_df" force="false"/>
<texture path="units/payday2/characters/shared_textures/veteran_cop_2_nm" force="false"/>

<!--Grenadier-->
<object path="units/payday2/characters/ene_grenadier_1/ene_grenadier_1" force="false"/>
<cooked_physics path="units/payday2/characters/ene_grenadier_1/ene_grenadier_1" force="false"/>
<model path="units/payday2/characters/ene_grenadier_1/ene_grenadier_1" force="false"/>
<unit path="units/payday2/characters/ene_grenadier_1/ene_grenadier_1" force="false" load="true"/>
<material_config path="units/payday2/characters/ene_grenadier_1/ene_grenadier_1" force="false"/>
<material_config path="units/payday2/characters/ene_grenadier_1/ene_grenadier_1_contour" force="false"/>
<unit path="units/payday2/characters/ene_grenadier_1/ene_grenadier_1_husk" force="false" load="true"/>
<texture path="units/payday2/characters/shared_textures/grenadier_atlas_df" force="false"/>
<texture path="units/payday2/characters/shared_textures/grenadier_atlas_nm" force="false"/> <!--Placeholder, get the actual texture-->
<texture path="units/payday2/characters/shared_textures/grenadier_body_df" force="false"/>
<texture path="units/payday2/characters/shared_textures/grenadier_body_nm" force="false"/>

<!--Russian Grenadier-->
<object path="units/pd2_dlc_mad/characters/ene_akan_grenadier_1/ene_akan_grenadier_1" force="false"/>
<cooked_physics path="units/pd2_dlc_mad/characters/ene_akan_grenadier_1/ene_akan_grenadier_1" force="false"/>
<model path="units/pd2_dlc_mad/characters/ene_akan_grenadier_1/ene_akan_grenadier_1" force="false"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_grenadier_1/ene_akan_grenadier_1" force="false" load="true"/>
<material_config path="units/pd2_dlc_mad/characters/ene_akan_grenadier_1/ene_akan_grenadier_1" force="false"/>
<material_config path="units/pd2_dlc_mad/characters/ene_akan_grenadier_1/ene_akan_grenadier_1_contour" force="false"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_grenadier_1/ene_akan_grenadier_1_husk" force="false" load="true"/>
<texture path="units/pd2_dlc_mad/characters/shared_textures/ene_akan_grenadier_df" force="false"/>

<!--Russian FBI-->
<object path="units/pd2_dlc_mad/characters/ene_akan_fbi_1/ene_akan_fbi_1" force="false"/>
<cooked_physics path="units/pd2_dlc_mad/characters/ene_akan_fbi_1/ene_akan_fbi_1" force="false"/>
<model path="units/pd2_dlc_mad/characters/ene_akan_fbi_1/ene_akan_fbi_1" force="false"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_1/ene_akan_fbi_1" force="false" load="true"/>
<material_config path="units/pd2_dlc_mad/characters/ene_akan_fbi_1/ene_akan_fbi_1" force="false"/>
<material_config path="units/pd2_dlc_mad/characters/ene_akan_fbi_1/ene_akan_fbi_1_contour" force="false"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_1/ene_akan_fbi_1_husk" force="false" load="true"/>
<texture path="units/pd2_dlc_mad/characters/shared_textures/ene_soldier_akan_agent_2_df" force="false"/>
<texture path="units/pd2_dlc_mad/characters/shared_textures/ene_soldier_akan_head_3_df" force="false"/>

<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_2/ene_akan_fbi_2" force="false" load="true"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_fbi_2/ene_akan_fbi_2_husk" force="false" load="true"/>

<!--Russian Vet-->
<object path="units/pd2_dlc_mad/characters/ene_akan_veteran_1/ene_akan_veteran_1" force="false"/>
<cooked_physics path="units/pd2_dlc_mad/characters/ene_akan_veteran_1/ene_akan_veteran_1" force="false"/>
<model path="units/pd2_dlc_mad/characters/ene_akan_veteran_1/ene_akan_veteran_1" force="false"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_veteran_1/ene_akan_veteran_1" force="false" load="true"/>
<material_config path="units/pd2_dlc_mad/characters/ene_akan_veteran_1/ene_akan_veteran_1" force="false"/>
<material_config path="units/pd2_dlc_mad/characters/ene_akan_veteran_1/ene_akan_veteran_1_contour" force="false"/>
<unit path="units/pd2_dlc_mad/characters/ene_akan_veteran_1/ene_akan_veteran_1_husk" force="false" load="true"/>
<texture path="units/pd2_dlc_mad/characters/shared_textures/ene_veteran_akan_1_df" force="false"/>
<texture path="units/pd2_dlc_mad/characters/shared_textures/ene_veteran_akan_head_df" force="false"/>

<!--M4 Boom-->
<object path="units/payday2/weapons/wpn_npc_m4_boom/wpn_npc_m4_boom" force="false"/>
<cooked_physics path="units/payday2/weapons/wpn_npc_m4_boom/wpn_npc_m4_boom" force="false"/>
<model path="units/payday2/weapons/wpn_npc_m4_boom/wpn_npc_m4_boom" force="false"/>
<unit path="units/payday2/weapons/wpn_npc_m4_boom/wpn_npc_m4_boom" force="false" load="true"/>
<material_config path="units/payday2/weapons/wpn_npc_m4_boom/wpn_npc_m4_boom" force="false"/>
<sequence_manager path="units/payday2/weapons/wpn_npc_m4_boom/wpn_npc_m4_boom" force="false"/>
<material_config path="units/payday2/weapons/wpn_npc_m4_boom/wpn_npc_m4_boom_contour" force="false"/>
<texture path="units/payday2/weapons/wpn_npc_m4_boom/m4_boom_df" force="false"/>
<texture path="units/payday2/weapons/wpn_npc_m4_boom/m4_boom_nm" force="false"/>

<!--NPC AKMSU-->
<unit path="units/pd2_dlc_mad/weapons/wpn_npc_akmsu/wpn_npc_x_akmsu" force="false" load="true"/>

<!--NPC XC45-->
<unit path="units/payday2/weapons/wpn_npc_c45/wpn_npc_x_c45" force="true" load="true"/>

<!--Fixed Sniper-->
<object path="units/payday2/weapons/wpn_npc_sniper/wpn_npc_sniper" force="true"/>

<!--Dynamite Fix-->
<object path="units/pd2_dlc_west/weapons/wpn_gre_dynamite/wpn_gre_dynamite" force="true"/>
<sequence_manager path="units/pd2_dlc_west/weapons/wpn_gre_dynamite/wpn_gre_dynamite" force="false"/>

<!--what the fuck why is there a different model for this-->
<object path="units/pd2_dlc_gage_snp/weapons/wpn_fps_snp_msr_pts/wpn_fps_snp_msr_ns_suppressor_long" force="true"/>

<!--National Guard-->
<texture path="units/payday2/characters/ene_guard_national_1/national_guard_df" force="false"/>

<!--Zeal Dozer fixes ('gitgud' means bringing a bow, right?)-->
<unit path="units/pd2_dlc_gitgud/characters/ene_zeal_bulldozer_sc/ene_zeal_bulldozer_sc" load="true"/>
<unit path="units/pd2_dlc_gitgud/characters/ene_zeal_bulldozer_sc/ene_zeal_bulldozer_sc_husk" load="true"/>
<unit path="units/pd2_dlc_gitgud/characters/ene_zeal_bulldozer_sc_3/ene_zeal_bulldozer_sc_3_husk" load="true"/>
<unit path="units/pd2_dlc_gitgud/characters/ene_zeal_bulldozer_sc_3/ene_zeal_bulldozer_sc_3" load="true"/>

<!--Zeal Shield Heavy Swat-->
<material_config path="units/pd2_dlc_gitgud/characters/ene_zeal_heavy_shield/ene_zeal_heavy_shield" force="false"/>
<material_config path="units/pd2_dlc_gitgud/characters/ene_zeal_heavy_shield/ene_zeal_heavy_shield_contour" force="false"/>
<model path="units/pd2_dlc_gitgud/characters/ene_zeal_heavy_shield/ene_zeal_heavy_shield" force="false"/>
<object path="units/pd2_dlc_gitgud/characters/ene_zeal_heavy_shield/ene_zeal_heavy_shield" force="false"/>
<cooked_physics path="units/pd2_dlc_gitgud/characters/ene_zeal_heavy_shield/ene_zeal_heavy_shield" force="false"/>
<unit path="units/pd2_dlc_gitgud/characters/ene_zeal_heavy_shield/ene_zeal_heavy_shield" load="true" force="false"/>
<unit path="units/pd2_dlc_gitgud/characters/ene_zeal_heavy_shield/ene_zeal_heavy_shield_husk" load="true" force="false"/>

<!--Zeal Swat MP5 Tactical-->
<unit path="units/pd2_dlc_gitgud/characters/ene_zeal_swat_2/ene_zeal_swat_2" load="true"/>
<unit path="units/pd2_dlc_gitgud/characters/ene_zeal_swat_2/ene_zeal_swat_2_husk" load="true"/>

<!--Zeal City-->
<unit path="units/pd2_dlc_gitgud/characters/ene_zeal_city_1/ene_zeal_city_1" load="true"/>
<unit path="units/pd2_dlc_gitgud/characters/ene_zeal_city_1/ene_zeal_city_1_husk" load="true"/>

<!--Zeal City shotgun-->
<unit path="units/pd2_dlc_gitgud/characters/ene_zeal_city_2/ene_zeal_city_2" load="true"/>
<unit path="units/pd2_dlc_gitgud/characters/ene_zeal_city_2/ene_zeal_city_2_husk" load="true"/>

<!--Gensec Shield Acc-->
<model path="units/payday2/characters/ene_acc_shield_city/ene_acc_shield_city" force="false"/>
<material_config path="units/payday2/characters/ene_acc_shield_city/ene_acc_shield_city" force="false"/>
<object path="units/payday2/characters/ene_acc_shield_city/ene_acc_shield_city" force="false"/>
<unit path="units/payday2/characters/ene_acc_shield_city/ene_acc_shield_city" force="false" load="true"/>
<cooked_physics path="units/payday2/characters/ene_acc_shield_city/ene_acc_shield_city" force="false"/>
<sequence_manager path="units/payday2/characters/ene_acc_shield_city/ene_acc_shield_city" force="false"/>
<texture path="units/payday2/characters/ene_acc_shield_city/shield_df" force="false"/>
<texture path="units/payday2/characters/ene_acc_shield_city/shield_il" force="false"/>
<texture path="units/payday2/characters/ene_acc_shield_city/shield_nm" force="false"/>

<!--Gensec Shield-->
<material_config path="units/payday2/characters/ene_shield_gensec/ene_shield_gensec" force="false"/>
<material_config path="units/payday2/characters/ene_shield_gensec/ene_shield_gensec_contour" force="false"/>
<model path="units/payday2/characters/ene_shield_gensec/ene_shield_gensec" force="false"/>
<object path="units/payday2/characters/ene_shield_gensec/ene_shield_gensec" force="false"/>
<cooked_physics path="units/payday2/characters/ene_shield_gensec/ene_shield_gensec" force="false"/>
<unit path="units/payday2/characters/ene_shield_gensec/ene_shield_gensec" load="true" force="false"/>
<unit path="units/payday2/characters/ene_shield_gensec/ene_shield_gensec_husk" load="true" force="false"/>

<!--Unshootable Flashbangs-->
<sequence_manager path="units/payday2/weapons/wpn_frag_sc_flashbang/wpn_frag_sc_flashbang" force="false"/>
<model path="units/payday2/weapons/wpn_frag_sc_flashbang/wpn_frag_sc_flashbang" force="false"/>
<object path="units/payday2/weapons/wpn_frag_sc_flashbang/wpn_frag_sc_flashbang" force="false"/>
<cooked_physics path="units/payday2/weapons/wpn_frag_sc_flashbang/wpn_frag_sc_flashbang" force="false"/>
<unit path="units/payday2/weapons/wpn_frag_sc_flashbang/wpn_frag_sc_flashbang" load="true" force="false"/>

<!--Medic w/ Mp5-->
<unit path="units/payday2/characters/ene_medic_mp5/ene_medic_mp5" force="false" load="true"/>
<unit path="units/payday2/characters/ene_medic_mp5/ene_medic_mp5_husk" force="false" load="true"/>
</table>