<plugin class="hlmt" author="XZodia" version="1.0" headersize="276">
  <revision author="XZodia" version="1.0">Completed</revision>
  <revision author="XZodia" version="0.35">Finished Targets Reflexive</revision>
  <revision author="XZodia" version="0.3">Name a load of stuff</revision>
  <revision author="Iron_Forge" version="0.2">Added some basic stuff...</revision>
  <revision author="Iron_Forge" version="0.1">Added basic layout of plugin...</revision>
  <tag name="Render Model" offset="0" visible="True" />
  <id name="Render Model" offset="4" visible="True" />
  <tag name="Collision Model" offset="8" visible="True" />
  <id name="Collision Model" offset="12" visible="True" />
  <tag name="Animation" offset="16" visible="True" />
  <id name="Animation" offset="20" visible="True" />
  <tag name="Physics" offset="24" visible="True" />
  <id name="Physics" offset="28" visible="True" />
  <tag name="Physics Model" offset="32" visible="True" />
  <id name="Physics Model" offset="36" visible="True" />
  <float name="Disappear Distance" offset="40" visible="True" />
  <float name="Begin Fade Distance" offset="44" visible="True" />
  <unused offset="48" size="4" />
  <float name="Reduce To L1" offset="52" visible="True" />
  <float name="Reduce To L2" offset="56" visible="True" />
  <float name="Reduce To L3" offset="60" visible="True" />
  <float name="Reduce To L4" offset="64" visible="True" />
  <float name="Reduce To L5" offset="68" visible="True" />
  <unused offset="72" size="4" />
  <enum16 name="Shadow Fade Distance" offset="76" visible="True">
    <option value="0" name="Fade At Super High Detail Level" />
    <option value="1" name="Fade At High Detail Level" />
    <option value="2" name="Fade At Medium Detail Level" />
    <option value="3" name="Fade At Low Detail Level" />
    <option value="4" name="Fade At Super Low Detail Level" />
    <option value="5" name="Fade Never" />
  </enum16>
  <unused size="2" offset="78" />
  <struct name="Variants" offset="80" visible="True" size="56" label="Name">
    <stringid name="Name" offset="0" visible="True" />
    <unused size="16" offset="4" visible="True" />
    <struct name="Regions" offset="20" visible="True" size="20" label="Name">
      <stringid name="Name" offset="0" visible="True" />
      <short name="Parent Variant #" offset="4" visible="True" />
      <unused size="2" offset="4" />
      <struct name="Permutations" offset="8" visible="True" size="32" label="Name">
        <stringid name="Name" offset="0" visible="True" />
        <unused size="1" offset="4" />
        <bitmask8 name="Flags" offset="5" visible="True">
          <option name="Copy States To All Permutations" value="0" />
        </bitmask8>
        <unused size="2" offset="6" />
        <float name="Probability" offset="8" visible="True" />
        <struct name="States" offset="12" visible="True" size="24" label="State">
          <stringid name="Permutation Name" offset="0" visible="True" />
          <unused size="1" offset="4" />
          <bitmask8 name="Property Flags" offset="5" visible="True">
            <option name="Blurred" value="0" />
            <option name="Hella Blurred" value="1" />
            <option name="Shielded" value="2" />
          </bitmask8>
          <enum16 name="State" offset="6" visible="True">
            <option name="Default" value="0" />
            <option name="Minor Damage" value="1" />
            <option name="Medium Damage" value="2" />
            <option name="Major Damage" value="3" />
            <option name="Destroyed" value="4" />
          </enum16>
          <tag name="Looping Effect" offset="8" visible="True" />
          <id name="Looping Effect" offset="12" visible="True" />
          <stringid name="Looping Effect Marker Name" offset="16" visible="True" />
          <float name="Initial Probability" offset="20" visible="True" />
        </struct>
        <unused offset="20" size="12" />
      </struct>
      <enum32 name="Sort Order" offset="16" visible="True">
        <option name="No Sorting" value="0" />
        <option name="-5 (Closest)" value="1" />
        <option name="-4" value="2" />
        <option name="-3" value="3" />
        <option name="-2" value="4" />
        <option name="-1" value="5" />
        <option name="0 (Same As Model)" value="6" />
        <option name="1" value="7" />
        <option name="2" value="8" />
        <option name="3" value="9" />
        <option name="4" value="10" />
        <option name="5 (Farthest)" value="11" />
      </enum32>
    </struct>
    <struct name="Objects" offset="28" visible="True" size="16" label="Child Object">
      <stringid name="Parent Marker" offset="0" visible="True" />
      <stringid name="Child Marker" offset="4" visible="True" />
      <tag name="Child Object" offset="8" visible="True" />
      <id name="Child Object" offset="12" visible="True" />
    </struct>
    <unused offset="36" size="8" />
    <stringid name="Dialogue Sound Effect" offset="44" visible="True" />
    <tag name="Dialogue" offset="48" visible="True" />
    <id name="Dialogue" offset="52" visible="True" />
  </struct>
  <struct name="Materials" offset="88" visible="True" size="20" label="">
    <stringid name="Material Name" offset="0" visible="True" />
    <enum16 name="Material Type" offset="4" visible="True">
      <option name="Dirt" value="0" />
      <option name="Sand" value="1" />
      <option name="Stone" value="2" />
      <option name="Snow" value="3" />
      <option name="Wood" value="4" />
      <option name="Metal (hollow)" value="5" />
      <option name="Metal (thin)" value="6" />
      <option name="Metal (thick)" value="7" />
      <option name="Rubber" value="8" />
      <option name="Glass" value="9" />
      <option name="Force Field" value="10" />
      <option name="Grunt" value="11" />
      <option name="Hunter Armor" value="12" />
      <option name="Hunter Skin" value="13" />
      <option name="Elite" value="14" />
      <option name="Jackal" value="15" />
      <option name="Jackal Energy Shield" value="16" />
      <option name="Engineer Skin" value="17" />
      <option name="Engineer Force Field" value="18" />
      <option name="Flood Combat Form" value="19" />
      <option name="Flood Carrier Form" value="20" />
      <option name="Cyborg Armor" value="21" />
      <option name="Cyborg Energy Shield" value="22" />
      <option name="Human Armor" value="23" />
      <option name="Human Skin" value="24" />
      <option name="Sentinel" value="25" />
      <option name="Monitor" value="26" />
      <option name="Plastic" value="27" />
      <option name="Water" value="28" />
      <option name="Leaves" value="29" />
      <option name="Elite Energy Shield" value="30" />
      <option name="Ice" value="31" />
      <option name="Hunter Shield" value="32" />
    </enum16>
    <short name="Damage Section" offset="8" visible="True" />
    <unused size="4" offset="10" />
    <stringid name="Global Material Name" offset="12" visible="True" />
    <unused size="4" offset="16" />
  </struct>
  <struct name="New Damage Info" offset="96" visible="True" size="248" label="">
    <bitmask32 name="Flags" offset="0" visible="True">
      <option name="Takes Sheild Damage For Children" value="0" />
      <option name="Takes Body Damage For Children" value="1" />
      <option name="Always Shields Friendly Damage" value="2" />
      <option name="Passes Area Damage To Children" value="3" />
      <option name="Parent Never Takes Body Damage For Children" value="4" />
      <option name="Only Damaged By Explosives" value="5" />
      <option name="Parent Never Takes Shield Damage For Children" value="6" />
      <option name="Cannot Die From Damage" value="7" />
      <option name="Passes Attached Damage To Riders" value="8" />
    </bitmask32>
    <stringid name="Global Indirect Material Name" offset="4" visible="True" />
    <short name="Indirect Damage Section" offset="8" visible="True" />
    <unused offset="12" size="6" />
    <enum8 name="Collision Damage Reporting Type" offset="16" visible="True">
      <option name="Teh Guardians!!1!!1!" value="0" />
      <option name="Falling Damage" value="1" />
      <option name="Generic Collision Damage" value="2" />
      <option name="Generic Melee Edamage" value="3" />
      <option name="Generic Explosion" value="4" />
      <option name="Magnum Pistol" value="5" />
      <option name="Plasma Pistol" value="6" />
      <option name="Needler" value="7" />
      <option name="Smg" value="8" />
      <option name="Plasma Rifle" value="9" />
      <option name="Battle Rifle" value="10" />
      <option name="carbine" value="11" />
      <option name="Shotgun" value="12" />
      <option name="Sniper Rifle" value="13" />
      <option name="Beam Rifle" value="14" />
      <option name="Rocket Launcher" value="15" />
      <option name="Flak Cannon" value="16" />
      <option name="Brute shot" value="17" />
      <option name="Disintegrator" value="18" />
      <option name="Brute Plasma Rifle" value="19" />
      <option name="Energy sword" value="20" />
      <option name="Frag Grenade" value="21" />
      <option name="Plasma Grenade" value="22" />
      <option name="Flasg Melee Damage" value="23" />
      <option name="Bomb Melee Damage" value="24" />
      <option name="Bomb Explosion Damage" value="25" />
      <option name="Ball Melee Damage" value="26" />
      <option name="Human Turret" value="27" />
      <option name="Plasma Turret" value="28" />
      <option name="Banshee" value="29" />
      <option name="Ghost" value="30" />
      <option name="Mongoose" value="30" />
      <option name="Scorpion" value="31" />
      <option name="Spectre Driver" value="32" />
      <option name="Spectre Gunner" value="33" />
      <option name="Warthog Driver" value="34" />
      <option name="Warthog Gunner" value="35" />
      <option name="Wraith" value="36" />
      <option name="Tank" value="37" />
      <option name="Sentinel beam" value="38" />
      <option name="Sentinel Rpg" value="39" />
      <option name="Teleporter" value="40" />
    </enum8>
    <enum8 name="Response Damage Reporting Type" offset="18" visible="True">
      <option name="Teh Guardians!!1!!1!" value="0" />
      <option name="Falling Damage" value="1" />
      <option name="Generic Collision Damage" value="2" />
      <option name="Generic Melee Edamage" value="3" />
      <option name="Generic Explosion" value="4" />
      <option name="Magnum Pistol" value="5" />
      <option name="Plasma Pistol" value="6" />
      <option name="Needler" value="7" />
      <option name="Smg" value="8" />
      <option name="Plasma Rifle" value="9" />
      <option name="Battle Rifle" value="10" />
      <option name="carbine" value="11" />
      <option name="Shotgun" value="12" />
      <option name="Sniper Rifle" value="13" />
      <option name="Beam Rifle" value="14" />
      <option name="Rocket Launcher" value="15" />
      <option name="Flak Cannon" value="16" />
      <option name="Brute shot" value="17" />
      <option name="Disintegrator" value="18" />
      <option name="Brute Plasma Rifle" value="19" />
      <option name="Energy sword" value="20" />
      <option name="Frag Grenade" value="21" />
      <option name="Plasma Grenade" value="22" />
      <option name="Flasg Melee Damage" value="23" />
      <option name="Bomb Melee Damage" value="24" />
      <option name="Bomb Explosion Damage" value="25" />
      <option name="Ball Melee Damage" value="26" />
      <option name="Human Turret" value="27" />
      <option name="Plasma Turret" value="28" />
      <option name="Banshee" value="29" />
      <option name="Ghost" value="30" />
      <option name="Mongoose" value="30" />
      <option name="Scorpion" value="31" />
      <option name="Spectre Driver" value="32" />
      <option name="Spectre Gunner" value="33" />
      <option name="Warthog Driver" value="34" />
      <option name="Warthog Gunner" value="35" />
      <option name="Wraith" value="36" />
      <option name="Tank" value="37" />
      <option name="Sentinel beam" value="38" />
      <option name="Sentinel Rpg" value="39" />
      <option name="Teleporter" value="40" />
    </enum8>
    <unused offset="20" size="22" />
    <float name="Max Vitality" offset="40" visible="True" />
    <float name="Min Stun Damage" offset="44" visible="True" />
    <float name="Stun Time" offset="48" visible="True" />
    <float name="Recharge Time" offset="52" visible="True" />
    <float name="Recharge Fraction" offset="56" visible="True" />
    <unused offset="60" size="64" />
    <tag name="Shield Damaged FP Shader" offset="124" visible="True" />
    <id name="Shield Damaged FP Shader" offset="128" visible="True" />
    <tag name="Shield Damaged Shader" offset="132" visible="True" />
    <id name="Shield Damaged Shader" offset="136" visible="True" />
    <float name="Max Shield Vitality" offset="140" visible="True" />
    <stringid name="Global Sheild Material Name" offset="144" visible="True" />
    <float name="Min Stun Damage" offset="148" visible="True" />
    <float name="Stun Time" offset="152" visible="True" />
    <float name="Shield Recharge Time" offset="156" visible="True" />
    <float name="Sheild Damaged Threshold" offset="160" visible="True" />
    <tag name="Sheild Damaged Effect" offset="164" visible="True" />
    <id name="Sheild Damaged Effect" offset="168" visible="True" />
    <tag name="Sheild Depleted Effect" offset="172" visible="True" />
    <id name="Sheild Depleted Effect" offset="176" visible="True" />
    <tag name="Sheild Recharging Effect" offset="180" visible="True" />
    <id name="Sheild Recharging Effect" offset="184" visible="True" />
    <struct name="Damage Sections" offset="188" visible="True" size="56" label="Name">
      <stringid name="Name" offset="0" visible="True" />
      <bitmask32 name="Flags" offset="4" visible="True">
        <option name="Absorbs Body Damage" value="0" />
        <option name="Takes Full Damage When Object Dies" value="1" />
        <option name="Cannot Die With Riders" value="2" />
        <option name="Takes Full Damage When Object Destroyed" value="3" />
        <option name="Restored On Ressurection" value="4" />
        <option name="unused" value="5" />
        <option name="unused" value="6" />
        <option name="Headshotable" value="7" />
        <option name="Ignores Sheilds" value="8" />
      </bitmask32>
      <float name="Vitality Percentage" offset="8" visible="True" />
      <struct name="Instant Responses" offset="12" visible="True" size="80" label="Region">
        <enum16 name="Response Type" offset="0" visible="True">
          <option name="Receives All Damage" value="0" />
          <option name="Receives Area Effect Damage" value="1" />
          <option name="Receives Local Damage" value="2" />
        </enum16>
        <enum16 name="Constraint Damage Type" offset="2" visible="True">
          <option name="None" value="0" />
          <option name="Destroy One Of Group" value="1" />
          <option name="Destroy Entire Group" value="2" />
          <option name="Loosen One Of Group" value="3" />
          <option name="Loosen Entire Group" value="4" />
        </enum16>
        <bitmask32 name="Flags" offset="4" visible="True">
          <option name="Kills Object" value="0" />
          <option name="Inhibits Melee Attack" value="1" />
          <option name="Inhibits Weapon Attack" value="2" />
          <option name="Inhibits Walking" value="3" />
          <option name="Forces Drop Weapon" value="4" />
          <option name="Kills Weapon Primary Trigger" value="5" />
          <option name="Kills Weapon Secondary Trigger" value="6" />
          <option name="Light Damage Left Turn" value="7" />
          <option name="Major Damage Left Turn" value="8" />
          <option name="Light Damage Right Turn" value="9" />
          <option name="Major Damage Right Turn" value="10" />
          <option name="Light Damage Engine" value="11" />
          <option name="Major Damage Engine" value="12" />
          <option name="Kills Object (No Player Solo)" value="13" />
          <option name="Causes Detonation" value="14" />
          <option name="Destory All Group Constraints" value="15" />
          <option name="Kills Variant Objects" value="16" />
          <option name="Force Unattached Effects" value="17" />
          <option name="Fires Under Threshold" value="18" />
          <option name="Triggers Special Death" value="19" />
          <option name="Only On Special Death" value="20" />
          <option name="Only NOT on Special Death" value="21" />
        </bitmask32>
        <float name="Damage Threshold" offset="8" visible="True" />
        <tag name="Transition Effect" offset="12" visible="True" />
        <id name="Transition Effect" offset="16" visible="True" />
        <tag name="Transition Damage Effect" offset="20" visible="True" />
        <id name="Transition Damage Effect" offset="24" visible="True" />
        <stringid name="Region" offset="28" visible="True" />
        <enum16 name="New State" offset="32" visible="True">
          <option name="Default" value="0" />
          <option name="Minor Damage" value="1" />
          <option name="Medium Damage" value="2" />
          <option name="Major Damage" value="3" />
          <option name="Destroyed" value="4" />
        </enum16>
        <short name="Runtime Region Index" offset="34" visible="True" />
        <stringid name="Effect Marker Name" offset="36" visible="True" />
        <stringid name="Damage Effect Marker Name" offset="40" visible="True" />
        <float name="Response Delay" offset="44" visible="True" />
        <tag name="Delay Effect" offset="48" visible="True" />
        <id name="Delay Effect" offset="52" visible="True" />
        <stringid name="Delay Effect Marker Name" offset="56" visible="True" />
        <stringid name="Contraint/Group Name" offset="60" visible="True" />
        <stringid name="Ejecting Seat Label" offset="64" visible="True" />
        <float name="Skip Fraction" offset="68" visible="True" />
        <stringid name="Destroyed Child Object Marker Name" offset="72" visible="True" />
        <float name="Total Damage Threshold" offset="76" visible="True" />
      </struct>
      <unused offset="20" size="16" />
      <float name="Stun Time" offset="40" visible="True" />
      <float name="Recharge Time" offset="44" visible="True" />
      <unused size="4" offset="52" />
      <stringid name="Resurrection Restored Region Name" offset="48" visible="True" />
      <unused size="4" offset="52" />
    </struct>
    <struct name="Nodes" offset="196" visible="True" size="16" label="">
      <unused offset="0" size="16" />
    </struct>
    <unused size="12" offset="204" />
    <struct name="Damage Seats" offset="216" visible="True" size="20" label="Seat Label">
      <stringid name="Seat Label" offset="0" visible="True" />
      <float name="Direct Damage Scale" offset="4" visible="True" />
      <float name="Damage Transfer Fall-Off Radius" offset="8" visible="True" />
      <float name="Max Transfer Damage Scale" offset="12" visible="True" />
      <float name="Min Transfer Damage Scale" offset="16" visible="True" />
    </struct>
    <struct name="Damage Constraints" offset="224" visible="True" size="20" label="Physics Model Constraint Name">
      <stringid name="Physics Model Constraint Name" offset="0" visible="True" />
      <stringid name="Damage Constraint Name" offset="4" visible="True" />
      <stringid name="Damage Constaint Goup Name" offset="8" visible="True" />
      <float name="Group Probability Scale" offset="12" visible="True" />
      <unused size="4" offset="16" />
    </struct>
    <tag name="Overshield FP Shader" offset="232" visible="True" />
    <id name="Overshield FP Shader" offset="236" visible="True" />
    <tag name="Overshield Shader" offset="240" visible="True" />
    <id name="Overshield Shader" offset="244" visible="True" />
  </struct>
  <struct name="Targets" offset="104" visible="True" size="28" label="Marker Name">
    <stringid name="Marker Name" offset="0" visible="True" />
    <float name="Size" offset="4" visible="True" />
    <float name="Cone Angle" offset="8" visible="True" />
    <short name="Damage Section #" offset="12" visible="True" />
    <short name="Variant #" offset="14" visible="True" />
    <float name="Targeting Relevance" offset="16" visible="True" />
    <bitmask32 name="Flags" offset="20" visible="True">
      <option name="Locked By Human Tracking" value="0" />
      <option name="Locked By Plasma Tracking" value="1" />
      <option name="Headshot" value="2" />
      <option name="Vulnerable" value="4" />
      <option name="Always Locked By Plasma Tracking" value="6" />
    </bitmask32>
    <float name="Lock-On Distance" offset="24" visible="True" />
  </struct>
  <struct name="Model Regions" offset="112" visible="True" size="16" label="Type">
    <stringid name="Name" offset="0" visible="True" />
    <byte name="Collision Region Index" offset="4" visible="True" />
    <byte name="Physics Region Index" offset="5" visible="True" />
    <unused size="6" offset="4" />
    <struct name="Permutations" offset="8" visible="True" size="8" label="">
      <stringid name="Name" offset="0" visible="True" />
      <bitmask8 name="Flags" offset="4" visible="True">
      </bitmask8>
      <byte name="Collision Permutation Index" offset="5" visible="True" />
      <unused size="2" offset="4" />
    </struct>
  </struct>
  <struct name="Nodes" offset="120" visible="True" size="92" label="Name">
    <stringid name="Name" offset="0" visible="True" />
    <short name="Parent (Index)" offset="4" reflexiveoffset="120" reflexivesize="96" itemoffset="0" itemtype="indent" layer="root" visible="True" />
    <short name="First Child (Index)" offset="6" reflexiveoffset="120" reflexivesize="96" itemoffset="0" itemtype="indent" layer="root" visible="True" />
    <short name="Next Sibling (Index)" offset="8" reflexiveoffset="120" reflexivesize="96" itemoffset="0" itemtype="indent" layer="root" visible="True" />
    <unused size="2" offset="10" />
    <float name="Y" visible="True" offset="12" />
    <float name="X" visible="True" offset="16" />
    <float name="Z" visible="True" offset="18" />
    <float name="i" visible="True" offset="22" />
    <float name="j" visible="True" offset="26" />
    <float name="k" visible="True" offset="30" />
    <float name="w" visible="True" offset="34" />
    <float name="Scale Factor" offset="40" visible="True" />
    <unused size="36" offset="44" />
    <float name="Y (Leave Child)" offset="80" visible="True" />
    <float name="X (Leave Child)" offset="84" visible="True" />
    <float name="Z (Leave Child)" offset="88" visible="True" />
  </struct>
  <unused offset="128" size="4" />
  <struct name="Model Object Data" offset="132" visible="True" size="20" label="Type">
    <enum32 name="Type" offset="0" visible="True"></enum32>
    <float name="X" offset="4" visible="True" />
    <float name="Y" offset="8" visible="True" />
    <float name="Z" offset="12" visible="True" />
    <float name="Radius" offset="16" visible="True" />
  </struct>
  <tag name="Default Dialogue" offset="140" visible="True" />
  <id name="Default Dialogue" offset="144" visible="True" />
  <tag name="Active Camo Shader" offset="148" visible="True" />
  <id name="Active Camo Shader" offset="152" visible="True" />
  <bitmask32 name="Flags" offset="156" visible="True">
    <option name="Active Camo Always On" value="0" />
    <option name="Active Camo Always Merge" value="1" />
    <option name="Active Camo Never Merge" value="2" />
  </bitmask32>
  <stringid name="Default Dialogue Effect" offset="160" visible="True" />
  <unused size="64" offset="164" />
  <bitmask32 name="Runtime Flags" offset="228" visible="True">
    <option name="Contains Run-Time Nodes" value="0" />
  </bitmask32>
  <tag name="Scenario" offset="232" visible="True" />
  <id name="Scenario" offset="236" visible="True" />
  <unused size="24" offset="240" />
  <tag name="Hologram Shader" offset="264" visible="True" />
  <id name="Hologram Shader" offset="268" visible="True" />
  <stringid name="Hologram Control Function" offset="272" visible="True" />
</plugin>