@@ -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 >