<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
  <castshadow/>
  <group>
    <variant frequency="1" name="Base">
      <mesh>skeletal/new/m_tunic_short.dae</mesh>
      <props>
        <prop actor="props/units/heads/new/head_hele_b.xml" attachpoint="head"/>
        <prop actor="props/units/weapons/sheath_gladius_e.xml" attachpoint="sheath_01_R"/>
        <prop actor="props/units/weapons/gladius.xml" attachpoint="weapon_R"/>
        <prop actor="props/units/helmets/gladiator_murmillo.xml" attachpoint="helmet"/>
      </props>
    </variant>
  </group>
  <group>
    <variant frequency="5" name="helmet_murmillo">
      <props>
        <prop actor="props/units/helmets/gladiator_murmillo.xml" attachpoint="helmet"/>
      </props>
    </variant>
    <variant frequency="1" name="helmet_secutor">
      <props>
        <prop actor="props/units/helmets/gladiator_secutor.xml" attachpoint="helmet"/>
      </props>
    </variant>
  </group>
  <group>
    <variant frequency="1" name="Scutum-01">
      <props>
        <prop actor="props/units/shields/scutum_ital_01.xml" attachpoint="shield"/>
      </props>
    </variant>
    <variant frequency="1" name="Scutum-02">
      <props>
        <prop actor="props/units/shields/scutum_ital_02.xml" attachpoint="shield"/>
      </props>
    </variant>
    <variant frequency="1" name="Scutum-03">
      <props>
        <prop actor="props/units/shields/scutum_ital_03.xml" attachpoint="shield"/>
      </props>
    </variant>
    <variant frequency="1" name="Scutum-04">
      <props>
        <prop actor="props/units/shields/scutum_ital_04.xml" attachpoint="shield"/>
      </props>
    </variant>
    <variant frequency="1" name="Scutum-05">
      <props>
        <prop actor="props/units/shields/scutum_ital_05.xml" attachpoint="shield"/>
      </props>
    </variant>
  </group>
  <group>
    <variant frequency="1" name="Greave-01">
      <props>
        <prop actor="props/units/armor/greave_06_bronze_r.xml" attachpoint="leg_R"/>
        <prop actor="props/units/armor/greave_06_bronze_l.xml" attachpoint="leg_L"/>
      </props>
    </variant>
  </group>
  <group>
    <variant frequency="1" name="rome-gladiator-tunic">
      <textures>
        <texture file="skeletal/rome/tunic_basic_01.png" name="baseTex"/>
      </textures>
    </variant>
    <variant frequency="1" name="rome-gladiator-1-african">
      <mesh>skeletal/new/m_naked.dae</mesh>
      <props>
        <prop actor="props/units/heads/head_kush_meroitic.xml" attachpoint="head"/>
      </props>
      <textures>
        <texture file="skeletal/rome/gladiator_01_african.png" name="baseTex"/>
      </textures>
    </variant>
    <variant frequency="1" name="rome-gladiator-1-caucasian">
      <mesh>skeletal/new/m_naked.dae</mesh>
      <textures>
        <texture file="skeletal/rome/gladiator_01_caucasian.png" name="baseTex"/>
      </textures>
    </variant>
    <variant frequency="1" name="rome-gladiator-1-eastern">
      <mesh>skeletal/new/m_naked.dae</mesh>
      <props>
        <prop actor="props/units/heads/new/head_achae_b.xml" attachpoint="head"/>
      </props>
      <textures>
        <texture file="skeletal/rome/gladiator_01_eastern.png" name="baseTex"/>
      </textures>
    </variant>
    <variant frequency="1" name="rome-gladiator-2-african">
      <props>
        <prop actor="props/units/heads/head_kush_meroitic.xml" attachpoint="head"/>
        <prop attachpoint="leg_R"/>
      </props>
      <textures>
        <texture file="skeletal/rome/gladiator_02_african.png" name="baseTex"/>
      </textures>
    </variant>
    <variant frequency="1" name="rome-gladiator-2-caucasian">
      <props>
        <prop attachpoint="leg_R"/>
      </props>
      <textures>
        <texture file="skeletal/rome/gladiator_02_caucasian.png" name="baseTex"/>
      </textures>
    </variant>
    <variant frequency="1" name="rome-gladiator-2-eastern">
      <props>
        <prop actor="props/units/heads/new/head_achae_b.xml" attachpoint="head"/>
        <prop attachpoint="leg_R"/>
      </props>
      <textures>
        <texture file="skeletal/rome/gladiator_02_eastern.png" name="baseTex"/>
      </textures>
    </variant>
  </group>
  <group>
    <variant file="biped/base_swordsman_shield_fast.xml" frequency="1" name="Swordsman-Shield-Fast"/>
    <variant file="biped/formations/testudo_top.xml"/>
    <variant file="biped/formations/testudo_front.xml"/>
    <variant file="biped/formations/testudo_front_left.xml"/>
    <variant file="biped/formations/testudo_front_right.xml"/>
    <variant file="biped/formations/testudo_left.xml"/>
    <variant file="biped/formations/testudo_right.xml"/>
    <variant file="biped/carry_food.xml"/>
    <variant file="biped/carry_meat.xml"/>
    <variant file="biped/carry_wood.xml"/>
    <variant file="biped/carry_stone.xml"/>
    <variant file="biped/carry_metal.xml"/>
    <variant file="biped/approach_tree.xml"/>
    <variant file="biped/approach_grain.xml"/>
    <variant file="biped/approach_fruit.xml"/>
    <variant file="biped/approach_meat.xml"/>
    <variant file="biped/approach_rock.xml"/>
    <variant file="biped/approach_ore.xml"/>
    <variant file="biped/approach_ruins.xml"/>
    <variant file="biped/approach_praise.xml"/>
  </group>
  <group>
    <variant frequency="1" name="Idle"/>
    <variant file="biped/attack_capture.xml"/>
    <variant file="biped/attack_slaughter.xml"/>
    <variant file="biped/gather_tree.xml"/>
    <variant file="biped/gather_grain.xml"/>
    <variant file="biped/gather_fruit.xml"/>
    <variant file="biped/gather_meat.xml"/>
    <variant file="biped/gather_rock.xml"/>
    <variant file="biped/gather_ore.xml"/>
    <variant file="biped/gather_ruins.xml"/>
    <variant file="biped/gather_praise.xml"/>
    <variant file="biped/build.xml"/>
    <variant file="biped/build_farm.xml"/>
    <variant file="biped/death_infantry.xml"/>
  </group>
  <group>
    <variant>
      <textures>
        <texture file="default_norm.png" name="normTex"/>
        <texture file="null_black.dds" name="specTex"/>
      </textures>
    </variant>
  </group>
  <material>player_trans_norm_spec.xml</material>
</actor>
