<table>	
	<table search="unit">
		<variables>
			<var_l_lower_arm value="0"/>
			<var_l_upper_arm value="0"/>
			<var_l_lower_leg value="0"/>
			<var_l_upper_leg value="0"/>
			<var_r_lower_arm value="0"/>
			<var_r_upper_arm value="0"/>
			<var_r_lower_leg value="0"/>
			<var_r_upper_leg value="0"/>
			<var_head value="0"/>
			<var_enemy_gadgets_var value="0"/>			
			<var_sg value="0"/>
			<var_backpack value="0"/>						
			<var_helmet_1 value="0"/>
			<var_ragdoll_enabled value="0"/>
			<var_halloween_2017 value="0"/>
			<var_l_upper_arm_debris value="'units/vanilla/characters/enemies/models/german_fallschirmjager_heavy/debris/l_upper_arm_debris'"/>
			<var_l_lower_arm_debris value="'units/vanilla/characters/enemies/models/german_fallschirmjager_heavy/debris/l_lower_arm_debris'"/>
			<var_r_upper_arm_debris value="'units/vanilla/characters/enemies/models/german_fallschirmjager_heavy/debris/r_upper_arm_debris'"/>
			<var_r_lower_arm_debris value="'units/vanilla/characters/enemies/models/german_fallschirmjager_heavy/debris/r_lower_arm_debris'"/>
			<var_l_upper_leg_debris value="'units/vanilla/characters/enemies/models/german_fallschirmjager_heavy/debris/l_upper_leg_debris'"/>
			<var_l_foot_debris value="'units/vanilla/characters/enemies/models/german_fallschirmjager_heavy/debris/l_foot_debris'"/>
			<var_r_upper_leg_debris value="'units/vanilla/characters/enemies/models/german_fallschirmjager_heavy/debris/r_upper_leg_debris'"/>
			<var_r_foot_debris value="'units/vanilla/characters/enemies/models/german_fallschirmjager_heavy/debris/r_foot_debris'"/>
			<var_head_debris value="'units/vanilla/characters/enemies/models/german_fallschirmjager_heavy/debris/head_debris'"/>
		</variables>
		
		<filter name="'check_sg'">
			<check value="vars.var_sg == 1"/>
			<check value="vars.var_halloween_2017 == 0"/>
		</filter>

		<filter name="'check_not_halloween_ragdoll'">
			<check value="vars.var_ragdoll_enabled == 0"/>
			<check value="vars.var_halloween_2017 == 0"/>			
		</filter>
		
		<filter name="'check_enabled_mask'">
			<check value="vars.var_mask == 1"/>
		</filter>	

		<filter name="'check_not_trophyhelmet'">
			<check value="vars.var_helmet_1 == 0"/>
			<check value="vars.var_halloween_2017 == 0"/>			
		</filter>
		
		<filter name="'check_trophyhelmet'">
			<check value="vars.var_helmet_1 == 1"/>
			<check value="vars.var_halloween_2017 == 0"/>			
		</filter>

		<filter name="'check_gadgets_smg'">
			<check value="vars.var_enemy_gadgets_var == 1"/>
		</filter>
		
		<filter name="'check_gadgets_sg'">
			<check value="vars.var_enemy_gadgets_var == 2"/>
		</filter>
		
		<filter name="'check_gadgets_rifle'">
			<check value="vars.var_enemy_gadgets_var == 3"/>
		</filter>
		
		<filter name="'check_gadgets_stg'">
			<check value="vars.var_enemy_gadgets_var == 4"/>
		</filter>

		<filter name="'check_backpack_1'">
			<check value="vars.var_backpack == 1"/>
		</filter>
		
		<filter name="'check_backpack_2'">
			<check value="vars.var_backpack == 2"/>
		</filter>		

		<sequence editable_state="true" name="'spawn_helmet'" once="true" triggable="true">
			<graphic_group name="'hat_grp'" visibility="false"/>
			<body enabled="false" name="'hit_helmet'"/>
			<decal_mesh enabled="false" name="'c_convex_helmet'" start_time="10/30"/>
			<spawn_unit filter="'check_not_trophyhelmet'" name="'units/vanilla/characters/enemies/models/german_fallschirmjager_heavy/debris/helmet_debris'" position="object_pos('Head')" rotation="object_rot('root_point')" transfer_ang_velocity="v( 50 * rand(), 50 * rand(), 500 * rand() )" transfer_velocity="v( 0, 200 * rand(), 200 * rand() )"/>
			<spawn_unit filter="'check_trophyhelmet'" name="'units/vanilla/characters/enemies/models/german_black_waffen_sentry_heavy_commander/debris/helmet_debris'" position="object_pos('Head')" rotation="object_rot('root_point')" transfer_ang_velocity="v( 50 * rand(), 50 * rand(), 500 * rand() )" transfer_velocity="v( 0, 200 * rand(), 200 * rand() )"/>
		
			<object filter="'check_sg'" enabled="false" name="'g_mask'"/>
			<object filter="'check_sg'" enabled="false" name="'g_mask_lod1'"/>
			<object filter="'check_sg'" enabled="false" name="'g_mask_lod2'"/>				
			<spawn_unit filter="'check_sg'" name="'units/vanilla/characters/enemies/models/german_black_waffen_sentry_heavy/debris/mask_debris'" position="object_pos('Head')" rotation="object_rot('root_point')" transfer_ang_velocity="v( 50 * rand(), 50 * rand(), 500 * rand() )" transfer_velocity="v( 0, 200 * rand(), 200 * rand() )"/>							
		</sequence>	

		<sequence editable_state="true" name="'gadget_meat_grinder'" triggable="true" once="true">	
			<!-- sg -->
			<object filter="'check_sg'" enabled="true" name="'g_mask'"/>
			<object filter="'check_sg'" enabled="true" name="'g_mask_lod1'"/>
			<object filter="'check_sg'" enabled="true" name="'g_mask_lod2'"/>		
			
			<object filter="'check_sg'" enabled="true" name="'g_german_helmet_m35_sg'"/>
			<object filter="'check_sg'" enabled="true" name="'g_german_helmet_m35_sg_lod1'"/>
			<object filter="'check_sg'" enabled="true" name="'g_german_helmet_m35_sg_lod2'"/>

			<object filter="'check_gadgets_sg'" enabled="true" name="'g_backpack_var_2'"/>
			<object filter="'check_gadgets_sg'" enabled="true" name="'g_backpack_var_2_lod1'"/>
			<object filter="'check_gadgets_sg'" enabled="true" name="'g_backpack_var_2_lod2'"/>	
			
			<object filter="'check_gadgets_sg'" enabled="true" name="'g_rucksack'"/>
			<object filter="'check_gadgets_sg'" enabled="true" name="'g_rucksack_lod1'"/>
			<object filter="'check_gadgets_sg'" enabled="true" name="'g_rucksack_lod2'"/>	
			
			<object filter="'check_gadgets_sg'" enabled="true" name="'g_rif_hipgadgets'"/>
			<object filter="'check_gadgets_sg'" enabled="true" name="'g_rif_hipgadgets_lod1'"/>
			<object filter="'check_gadgets_sg'" enabled="true" name="'g_rif_hipgadgets_lod2'"/>
						
			<!-- rifle -->
			<object filter="'check_gadgets_rifle'" enabled="true" name="'g_german_helmet_m35'"/>
			<object filter="'check_gadgets_rifle'" enabled="true" name="'g_german_helmet_m35_lod1'"/>
			<object filter="'check_gadgets_rifle'" enabled="true" name="'g_german_helmet_m35_lod2'"/>
			
			<object filter="'check_gadgets_rifle'" enabled="true" name="'g_backpack_var_2'"/>
			<object filter="'check_gadgets_rifle'" enabled="true" name="'g_backpack_var_2_lod1'"/>
			<object filter="'check_gadgets_rifle'" enabled="true" name="'g_backpack_var_2_lod2'"/>	
			
			<object filter="'check_gadgets_rifle'" enabled="true" name="'g_rucksack'"/>
			<object filter="'check_gadgets_rifle'" enabled="true" name="'g_rucksack_lod1'"/>
			<object filter="'check_gadgets_rifle'" enabled="true" name="'g_rucksack_lod2'"/>	
			
			<object filter="'check_gadgets_rifle'" enabled="true" name="'g_rif_hipgadgets'"/>
			<object filter="'check_gadgets_rifle'" enabled="true" name="'g_rif_hipgadgets_lod1'"/>
			<object filter="'check_gadgets_rifle'" enabled="true" name="'g_rif_hipgadgets_lod2'"/>
			
			<!-- smg -->
			<object filter="'check_gadgets_smg'" enabled="true" name="'g_smg_hipgadgets'"/>
			<object filter="'check_gadgets_smg'" enabled="true" name="'g_smg_hipgadgets_lod1'"/>
			<object filter="'check_gadgets_smg'" enabled="true" name="'g_smg_hipgadgets_lod2'"/>	

			<object filter="'check_gadgets_smg'" enabled="true" name="'g_backpack_var_1'"/>
			<object filter="'check_gadgets_smg'" enabled="true" name="'g_backpack_var_1_lod1'"/>
			<object filter="'check_gadgets_smg'" enabled="true" name="'g_backpack_var_1_lod2'"/>				
						
			<!-- ar -->
			<object filter="'check_gadgets_stg'" enabled="true" name="'g_stg_hipgadgets'"/>
			<object filter="'check_gadgets_stg'" enabled="true" name="'g_stg_hipgadgets_lod1'"/>
			<object filter="'check_gadgets_stg'" enabled="true" name="'g_stg_hipgadgets_lod2'"/>	
			
			<object filter="'check_gadgets_stg'" enabled="true" name="'g_backpack_var_1'"/>
			<object filter="'check_gadgets_stg'" enabled="true" name="'g_backpack_var_1_lod1'"/>
			<object filter="'check_gadgets_stg'" enabled="true" name="'g_backpack_var_1_lod2'"/>	
			
			<object filter="'check_gadgets_stg'" enabled="true" name="'g_rucksack'"/>
			<object filter="'check_gadgets_stg'" enabled="true" name="'g_rucksack_lod1'"/>
			<object filter="'check_gadgets_stg'" enabled="true" name="'g_rucksack_lod2'"/>							
			
			<!-- sg/kar shared helmets -->
			<object filter="'check_trophyhelmet'" enabled="false" name="'g_german_helmet_fallschirmjager'"/>
			<object filter="'check_trophyhelmet'" enabled="false" name="'g_german_helmet_fallschirmjager_lod1'"/>
			<object filter="'check_trophyhelmet'" enabled="false" name="'g_german_helmet_fallschirmjager_lod2'"/>
			
			<object filter="'check_trophyhelmet'" enabled="false" name="'g_mull_plane'"/>			
			<object filter="'check_trophyhelmet'" enabled="true" name="'g_mull_plane_m35'"/>						
		</sequence>						
		
		<sequence editable_state="true" name="'shotgunner'" once="true" triggable="true">
			<!-- <body enabled="true" name="'hit_Backpack'"/> -->
			<!-- <decal_mesh enabled="true" name="'c_backpack'"/>		 -->
			<set_variables var_helmet_1="1"/>
			
			<set_variables var_sg="1"/>
					
			<set_variables var_enemy_gadgets_var="2"/>
			
			<run_sequence name="'gadget_meat_grinder'"/>
		</sequence>		
		
		<sequence editable_state="true" name="'rifleman'" once="true" triggable="true">
			<!-- <body enabled="true" name="'hit_Backpack'"/> -->
			<!-- <decal_mesh enabled="true" name="'c_backpack'"/>		 -->
			<set_variables var_helmet_1="1"/>
					
			<set_variables var_enemy_gadgets_var="3"/>

			<run_sequence name="'gadget_meat_grinder'"/>							
		</sequence>		
		
		<sequence editable_state="true" name="'ar'" once="true" triggable="true">
			<!-- <body enabled="true" name="'hit_Backpack'"/> -->
			<!-- <decal_mesh enabled="true" name="'c_backpack'"/>		 -->
			
			<set_variables var_enemy_gadgets_var="4"/>

			<run_sequence name="'gadget_meat_grinder'"/>							
		</sequence>		
		
		<sequence editable_state="true" name="'smg'" once="true" triggable="true">
			<!-- <body enabled="true" name="'hit_Backpack'"/> -->
			<!-- <decal_mesh enabled="true" name="'c_backpack'"/>		 -->
			
			<set_variables var_enemy_gadgets_var="1"/>

			<run_sequence name="'gadget_meat_grinder'"/>							
     	</sequence>				
		
		<sequence editable_state="true" name="'dismember_head_no_blood'" triggable="true">
			<object enabled="true" name="'g_neck_meat'"/>
			<set_variables var_head="1"/>
			<run_sequence name="'toggle_body_parts'" />
			<run_sequence filter="'check_ragdoll_enabled'" name="'switch_to_ragdoll'" start_time="2/30"/>
			<run_sequence name="'toggle_hit_box'" start_time="2/30"/>
			<graphic_group enabled="false" name="'head_pumpkin_grp'"/>
			<object enabled="false" name="'g_pumpkin_head'"/>
			<object enabled="false" name="'g_pumpkin_head_lod1'"/>
			<object enabled="false" name="'g_pumpkin_head_lod2'"/>
		</sequence>
				
		<sequence editable_state="true" name="'switch_to_ragdoll'" triggable="true">
			<set_variables var_ragdoll_enabled="1"/>
			<graphic_group name="'hat_grp'" visibility="false"/>			
			<body enabled="false" name="'hit_helmet'"/>
			<decal_mesh enabled="false" name="'c_convex_helmet'" />			
			<body enabled="true" name="'rag_Spine'"/>
			<body enabled="true" name="'rag_Spine1'"/>
			<body enabled="true" name="'rag_Spine2'"/>
			<body enabled="true" name="'rag_Hips'"/>
			<body enabled="true" filter="'check_intact_l_upper_leg'" name="'rag_LeftUpLeg'"/>
			<body enabled="true" filter="'check_intact_r_upper_leg'" name="'rag_RightUpLeg'"/>
			<body enabled="true" filter="'check_intact_l_lower_leg'" name="'rag_LeftLeg'"/>
			<body enabled="true" filter="'check_intact_r_lower_leg'" name="'rag_RightLeg'"/>
			<body enabled="true" filter="'check_intact_l_lower_arm'" name="'rag_LeftForeArm'"/>
			<body enabled="true" filter="'check_intact_r_lower_arm'" name="'rag_RightForeArm'"/>
			<body enabled="true" filter="'check_intact_l_upper_arm'" name="'rag_LeftArm'"/>
			<body enabled="true" filter="'check_intact_r_upper_arm'" name="'rag_RightArm'"/>
			<body enabled="true" filter="'check_intact_head'" name="'rag_Head'"/>
			<body enabled="false" filter="'check_hidden_l_upper_leg'" name="'rag_LeftUpLeg'"/>
			<body enabled="false" filter="'check_hidden_r_upper_leg'" name="'rag_RightUpLeg'"/>
			<body enabled="false" filter="'check_hidden_l_lower_leg'" name="'rag_LeftLeg'"/>
			<body enabled="false" filter="'check_hidden_r_lower_leg'" name="'rag_RightLeg'"/>
			<body enabled="false" filter="'check_hidden_l_lower_arm'" name="'rag_LeftForeArm'"/>
			<body enabled="false" filter="'check_hidden_r_lower_arm'" name="'rag_RightForeArm'"/>
			<body enabled="false" filter="'check_hidden_l_upper_arm'" name="'rag_LeftArm'"/>
			<body enabled="false" filter="'check_hidden_r_upper_arm'" name="'rag_RightArm'"/>
			<body enabled="false" filter="'check_hidden_head'" name="'rag_Head'"/>
			<constraint enabled="true" name="'Spine'"/>
			<constraint enabled="true" name="'Spine1'"/>
			<constraint enabled="true" name="'Spine2'"/>
			<constraint enabled="true" filter="'check_intact_l_upper_leg'" name="'LeftUpLeg'"/>
			<constraint enabled="true" filter="'check_intact_r_upper_leg'" name="'RightUpLeg'"/>
			<constraint enabled="true" filter="'check_intact_l_lower_leg'" name="'LeftLeg'"/>
			<constraint enabled="true" filter="'check_intact_r_lower_leg'" name="'RightLeg'"/>
			<constraint enabled="true" filter="'check_intact_l_lower_arm'" name="'LeftForeArm'"/>
			<constraint enabled="true" filter="'check_intact_r_lower_arm'" name="'RightForeArm'"/>
			<constraint enabled="true" filter="'check_intact_l_upper_arm'" name="'LeftArm'"/>
			<constraint enabled="true" filter="'check_intact_r_upper_arm'" name="'RightArm'"/>
			<constraint enabled="true" filter="'check_intact_head'" name="'Head'"/>
			<constraint enabled="false" filter="'check_hidden_l_upper_leg'" name="'LeftUpLeg'"/>
			<constraint enabled="false" filter="'check_hidden_r_upper_leg'" name="'RightUpLeg'"/>
			<constraint enabled="false" filter="'check_hidden_l_lower_leg'" name="'LeftLeg'"/>
			<constraint enabled="false" filter="'check_hidden_r_lower_leg'" name="'RightLeg'"/>
			<constraint enabled="false" filter="'check_hidden_l_lower_arm'" name="'LeftForeArm'"/>
			<constraint enabled="false" filter="'check_hidden_r_lower_arm'" name="'RightForeArm'"/>
			<constraint enabled="false" filter="'check_hidden_l_upper_arm'" name="'LeftArm'"/>
			<constraint enabled="false" filter="'check_hidden_r_upper_arm'" name="'RightArm'"/>
			<constraint enabled="false" filter="'check_hidden_head'" name="'Head'"/>
		</sequence>
		
	</table>
	
	<table search="unit/body;name=[['hit_helmet']]/endurance/run_sequence;filter=[['check_not_halloween_2017']]" mode="set_values">
		<table filter="'check_not_halloween_ragdoll'" />	
	</table>

</table>