%YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!114 &11400000 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: d054d6e948083b0469b2ff301c0adbab, type: 3} m_Name: Rifles@vBot m_EditorClassIdentifier: weaponCategories: - Rifle ikAdjustsLeft: - name: Standing weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} - name: StandingAiming weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} - name: Crouching weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} - name: CrouchingAiming weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} ikAdjustsRight: - name: Standing weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} - name: StandingAiming weaponHandOffset: position: {x: -0.03400036, y: -0.035753943, z: -0.00835381} eulerAngles: {x: 359.7546, y: 354.43872, z: 0.6241272} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} supportHandOffset: position: {x: -0.014356478, y: -0.0019850864, z: -0.00054466625} eulerAngles: {x: 0.070998825, y: 5.1517873, z: 0.5565021} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} - name: Crouching weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} - name: CrouchingAiming weaponHandOffset: position: {x: 0.00019851413, y: -0.05725265, z: -0.034842003} eulerAngles: {x: -0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} supportHandOffset: position: {x: 0.00023320812, y: 0.0005043112, z: 0.03193003} eulerAngles: {x: -0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} standingRight: name: Standing weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} standingAimingRight: name: StandingAiming weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} standingLeft: name: Standing weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} standingAimingLeft: name: StandingAiming weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} crouchingRight: name: Crouching weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} crouchingAimingRight: name: CrouchingAiming weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} crouchingLeft: name: Crouching weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} crouchingAimingLeft: name: CrouchingAiming weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0}