#IF DLC_ECP {
<materials version="3" group="fps_criminals_suit_1">

    <material render_template="effect:BLEND_ADD:DIFFUSE0_TEXTURE" unique="true" name="mtr_arms" version="2">
        <bump_normal_texture file="units/pd2_dlc_xmn/characters/xmn_acc_poolrepair/shared_textures/xmn_acc_poolrepair_toolharness_default_nm"/>
        <diffuse_texture file="units/more_variants/characters/xmn_acc_poolrepair/shared_textures/xmn_acc_poolrepair_toolharness_plumber_df"/>
		<variable value="0" type="scalar" name="intensity"/>
    </material>
 
    <material name="mtr_chains" version="2" render_template="generic:DEPTH_SCALING:DIFFUSE_TEXTURE:GLOBAL_ENVIRONMENT_MAPPING:GLOSS_BLURS_CUBEMAP:GSMA_TEXTURE:NORMALMAP:SKINNED_3WEIGHTS">
        <bump_normal_texture file="units/pd2_dlc_sus/characters/sus_npc_male_arms/npc_male_criminals_arms_caucasian_nm"/>
        <diffuse_texture file="units/pd2_dlc_ecp/characters/npc_criminals_ecp_male/npc_male_criminals_arms_ecp_df"/>
        <material_texture file="units/pd2_dlc_sus/characters/sus_npc_male_arms/npc_male_criminals_arms_caucasian_gsma"/>
    </material>  

    <material name="mtr_body" version="2" render_template="generic:DEPTH_SCALING:DIFFUSE_TEXTURE:NORMALMAP:SKINNED_3WEIGHTS">
        <diffuse_texture file="units/pd2_dlc_ecp/characters/npc_criminals_ecp_male/body_df"/>
        <bump_normal_texture file="units/pd2_dlc_ecp/characters/npc_criminals_ecp_male/body_nm"/>
    </material> 
</materials>
} ELSE {
<materials version="3">
    <material name="dummy" render_template="generic" version="2"/>
</materials>
}