package LookatPreset
using RTDB

HeadLookAtPreset : LookAtPreset
{
	fk< LookAtPart >[] lookAtParts = 
	[
		"LookatPreset.HeadLookAtPart"
	];
	bool calculatePositionInParentSpace = true;
}

HeadLookAtPart : LookAtPart
{
	CName partName = "Head";
	float weight = 0.5f;
}

Eyes : LookAtPreset
{
	CName bodyPart = "Eyes";
	bool calculatePositionInParentSpace = true;
}

EyesHead : LookAtPreset
{
	bodyPart = "Eyes";
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 0.f;
			mode = 0;
			weight = 0.055f;
		}
	];
	transitionSpeed = 80.f;
	bool calculatePositionInParentSpace = true;
}

EyesHead_Head : LookAtPart
{
	CName partName = "Head";
	float suppress = 1.f;
	int mode = 0;
	float weight = 0.055f;
}

EyesHead_Chest : LookAtPart
{
	CName partName = "Chest";
	float suppress = 0.3f;
	int mode = 0;
	float weight = 0.16f;
}

EyesHeadWithBodyAttached : LookAtPreset
{
	bodyPart = "Eyes";
	float softLimitDegrees = 240.000000;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 0.f;
			mode = 0;
			weight = 0.055f;
		}, 
		{
			partName = "Chest";
			suppress = 0.f;
			mode = 0;
			weight = 0.265f;
		}
	];
	transitionSpeed = 80.f;
	bool calculatePositionInParentSpace = true;
}

EyesHeadOnlyLookAtPreset : LookAtPreset
{
	bodyPart = "Eyes";
	float softLimitDegrees = 190.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 270.000000;
	float followingSpeedFactorOverride = 7200.0;
	float suppress = 0.000000;
	int mode = 0;
	bool calculatePositionInParentSpace = true;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 0.1f;
			mode = 0;
			weight = 0.001f;
		}
	];
	transitionSpeed = 180.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 80.000000;
	priority = 10;
}

RightHand : LookAtPreset
{
	bodyPart = "RightHand";
	float softLimitDegrees = 100.000000;
	float hardLimitDegrees = 110.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 180.000000;
	suppress = 0.0f;
	mode = 0;
	attachLeftHandtoRightHand = false;
	transitionSpeed = 120.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 100.000000;
	bool calculatePositionInParentSpace = true;
}

LeftHand : LookAtPreset
{
	bodyPart = "LeftHand";
	float softLimitDegrees = 100.000000;
	float hardLimitDegrees = 110.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 180.000000;
	suppress = 0.0f;
	mode = 0;
	attachLeftHandtoRightHand = false;
	transitionSpeed = 120.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 100.000000;
	bool calculatePositionInParentSpace = true;
}

HammerThrow : LookAtPreset
{
	bodyPart = "Eyes";
	float softLimitDegrees = 180.000000;
	float hardLimitDegrees = 180.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 180.000000;
	float suppress = 0.000000;
	int mode = 0;
	bool calculatePositionInParentSpace = true;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 0.0f;
			mode = 0;
			weight = 0.001f;
		}, 
		{
			partName = "Chest";
			suppress = 0.15f;
			mode = 0;
			weight = 0.001f;
		}
	];
	transitionSpeed = 200.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 160.000000;
	priority = 10;
}

MeleeCombatLookAtPreset : LookAtPreset
{
	bodyPart = "Eyes";
	float softLimitDegrees = 160.000000;
	float hardLimitDegrees = 160.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 180.000000;
	float suppress = 0.000000;
	int mode = 0;
	bool calculatePositionInParentSpace = true;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 0.0f;
			mode = 0;
			weight = 0.001f;
		}, 
		{
			partName = "Chest";
			suppress = 0.15f;
			mode = 0;
			weight = 0.001f;
		}
	];
	transitionSpeed = 120.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 80.000000;
	priority = 10;
}

RangedCombatLookAtPreset : LookAtPreset
{
	bodyPart = "Eyes";
	float softLimitDegrees = 190.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 270.000000;
	float followingSpeedFactorOverride = 7200.0;
	float suppress = 0.000000;
	int mode = 0;
	bool calculatePositionInParentSpace = true;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 0.1f;
			mode = 0;
			weight = 0.001f;
		}, 
		{
			partName = "Chest";
			suppress = 0.0f;
			mode = 0;
			weight = 0.001f;
		}
	];
	transitionSpeed = 180.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 80.000000;
	priority = 10;
}

VehicleCombatLookAtPreset : RangedCombatLookAtPreset
{
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 0.1f;
			mode = 0;
			weight = 0.001f;
		}
	];
}

LookAtPointOfInterest : LookAtCompanion
{
}

LookAtObjectOfInterest : LookAtCompanion
{
}

LookAtPointOfInterestStealth : Jackie_stealth_Eyes
{
}

LookAtObjectOfInterestStealth : Jackie_stealth_Eyes
{
}

LookAtCompanion : LookAtPreset
{
	bodyPart = "Eyes";
	float softLimitDegrees = 110.000000;
	float hardLimitDegrees = 120.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 180.000000;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 1f;
			mode = 0;
			weight = 0.0f;
		}, 
		{
			partName = "Chest";
			suppress = 0.0f;
			mode = 0;
			weight = 0.15f;
		}
	];
	transitionSpeed = 100.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 80.000000;
	bool calculatePositionInParentSpace = true;
	priority = 10;
}

Corpo_Rifle_Body_LootAt : LookAtPreset
{
	bodyPart = "Eyes";
	float softLimitDegrees = 190.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 270.000000;
	float followingSpeedFactorOverride = 7200.0;
	float suppress = 0.000000;
	int mode = 0;
	bool calculatePositionInParentSpace = true;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 0.1f;
			mode = 0;
			weight = 0.001f;
		}, 
		{
			partName = "Chest";
			suppress = 0.0f;
			mode = 0;
			weight = 0.001f;
		}
	];
	transitionSpeed = 220.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 80.000000;
}

Corpo_Rifle_Arms_LootAt : LookAtPreset
{
	bodyPart = "RightHand";
	float softLimitDegrees = 150.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 270.000000;
	float followingSpeedFactorOverride = 7200.0;
	suppress = 0.0f;
	mode = 0;
	bool calculatePositionInParentSpace = true;
	attachLeftHandtoRightHand = true;
	transitionSpeed = 180.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 100.000000;
}

Gang_Rifle_Body_LootAt : LookAtPreset
{
	bodyPart = "Eyes";
	float softLimitDegrees = 190.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 270.000000;
	float followingSpeedFactorOverride = 7200.0;
	float suppress = 0.000000;
	int mode = 0;
	bool calculatePositionInParentSpace = true;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 0.1f;
			mode = 0;
			weight = 0.001f;
		}, 
		{
			partName = "Chest";
			suppress = 0.0f;
			mode = 0;
			weight = 0.001f;
		}
	];
	transitionSpeed = 220.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 80.000000;
}

Gang_Rifle_Arms_LootAt : LookAtPreset
{
	bodyPart = "RightHand";
	float softLimitDegrees = 150.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 270.000000;
	float followingSpeedFactorOverride = 7200.0;
	suppress = 0.0f;
	mode = 0;
	bool calculatePositionInParentSpace = true;
	attachLeftHandtoRightHand = true;
	transitionSpeed = 180.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 100.000000;
}

Corpo_Shotgun_Body_LootAt : LookAtPreset
{
	bodyPart = "Eyes";
	float softLimitDegrees = 180.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 270.000000;
	float followingSpeedFactorOverride = 7200.0;
	float suppress = 0.000000;
	int mode = 0;
	bool calculatePositionInParentSpace = true;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 0.1f;
			mode = 0;
			weight = 0.001f;
		}, 
		{
			partName = "Chest";
			suppress = 0.0f;
			mode = 0;
			weight = 0.001f;
		}
	];
	transitionSpeed = 220.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 80.000000;
}

Corpo_Shotgun_Arms_LootAt : LookAtPreset
{
	bodyPart = "RightHand";
	float softLimitDegrees = 140.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 270.000000;
	float followingSpeedFactorOverride = 7200.0;
	suppress = 0.0f;
	mode = 0;
	bool calculatePositionInParentSpace = true;
	attachLeftHandtoRightHand = true;
	transitionSpeed = 150.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 100.000000;
}

Gang_Shotgun_Body_LootAt : LookAtPreset
{
	bodyPart = "Eyes";
	float softLimitDegrees = 180.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 270.000000;
	float followingSpeedFactorOverride = 7200.0;
	float suppress = 0.000000;
	int mode = 0;
	bool calculatePositionInParentSpace = true;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 0.1f;
			mode = 0;
			weight = 0.001f;
		}, 
		{
			partName = "Chest";
			suppress = 0.0f;
			mode = 0;
			weight = 0.001f;
		}
	];
	transitionSpeed = 220.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 80.000000;
}

Gang_Shotgun_Arms_LootAt : LookAtPreset
{
	bodyPart = "RightHand";
	float softLimitDegrees = 140.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 270.000000;
	float followingSpeedFactorOverride = 7200.0;
	suppress = 0.0f;
	mode = 0;
	bool calculatePositionInParentSpace = true;
	attachLeftHandtoRightHand = true;
	transitionSpeed = 150.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 100.000000;
}

Corpo_Handgun_Body_LootAt : LookAtPreset
{
	bodyPart = "Eyes";
	float softLimitDegrees = 170.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 180.000000;
	float followingSpeedFactorOverride = 7200.0;
	float suppress = 0.000000;
	int mode = 0;
	bool calculatePositionInParentSpace = true;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 0.1f;
			mode = 0;
			weight = 0.001f;
		}, 
		{
			partName = "Chest";
			suppress = 0.0f;
			mode = 0;
			weight = 0.001f;
		}
	];
	transitionSpeed = 220.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 80.000000;
}

Corpo_Handgun_Arms_LootAt : LookAtPreset
{
	bodyPart = "RightHand";
	float softLimitDegrees = 150.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 180.000000;
	float followingSpeedFactorOverride = 7200.0;
	suppress = 0.0f;
	mode = 0;
	bool calculatePositionInParentSpace = true;
	attachLeftHandtoRightHand = true;
	transitionSpeed = 150.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 100.000000;
}

Corpo_Handgun_Left_Arm_LootAt : LookAtPreset
{
	bodyPart = "LeftHand";
	float softLimitDegrees = 130.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 180.000000;
	float followingSpeedFactorOverride = 7200.0;
	suppress = 0.0f;
	mode = 0;
	bool calculatePositionInParentSpace = true;
	attachLeftHandtoRightHand = false;
	transitionSpeed = 260.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 260.000000;
}

Corpo_Handgun_Right_Arm_LootAt : LookAtPreset
{
	bodyPart = "RightHand";
	float softLimitDegrees = 130.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 180.000000;
	float followingSpeedFactorOverride = 7200.0;
	suppress = 0.0f;
	mode = 0;
	bool calculatePositionInParentSpace = true;
	attachLeftHandtoRightHand = false;
	transitionSpeed = 260.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 260.000000;
}

Gang_Handgun_Body_LootAt : LookAtPreset
{
	bodyPart = "Eyes";
	float softLimitDegrees = 170.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 180.000000;
	float followingSpeedFactorOverride = 7200.0;
	float suppress = 0.000000;
	int mode = 0;
	bool calculatePositionInParentSpace = true;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 0.1f;
			mode = 0;
			weight = 0.001f;
		}, 
		{
			partName = "Chest";
			suppress = 0.0f;
			mode = 0;
			weight = 0.001f;
		}
	];
	transitionSpeed = 220.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 80.000000;
}

Gang_Handgun_Arms_LootAt : LookAtPreset
{
	bodyPart = "RightHand";
	float softLimitDegrees = 130.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	float followingSpeedFactorOverride = 7200.0;
	suppress = 0.0f;
	mode = 0;
	bool calculatePositionInParentSpace = true;
	attachLeftHandtoRightHand = true;
	transitionSpeed = 150.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 100.000000;
}

Gang_Handgun_Left_Arm_LootAt : LookAtPreset
{
	bodyPart = "LeftHand";
	float softLimitDegrees = 130.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	float followingSpeedFactorOverride = 7200.0;
	suppress = 0.0f;
	mode = 0;
	bool calculatePositionInParentSpace = true;
	attachLeftHandtoRightHand = false;
	transitionSpeed = 260.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 260.000000;
}

Gang_Handgun_Right_Arm_LootAt : LookAtPreset
{
	bodyPart = "RightHand";
	float softLimitDegrees = 130.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	float followingSpeedFactorOverride = 7200.0;
	suppress = 0.0f;
	mode = 0;
	bool calculatePositionInParentSpace = true;
	attachLeftHandtoRightHand = false;
	transitionSpeed = 260.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 260.000000;
}

Corpo_Sniper_Body_LootAt : LookAtPreset
{
	bodyPart = "Eyes";
	float softLimitDegrees = 120.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 270.000000;
	float suppress = 0.000000;
	int mode = 0;
	bool calculatePositionInParentSpace = true;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 0.1f;
			mode = 0;
			weight = 0.001f;
		}, 
		{
			partName = "Chest";
			suppress = 0.0f;
			mode = 0;
			weight = 0.001f;
		}
	];
	transitionSpeed = 220.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 80.000000;
}

Corpo_Sniper_Arms_LootAt : LookAtPreset
{
	bodyPart = "RightHand";
	float softLimitDegrees = 120.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 270.000000;
	suppress = 0.0f;
	mode = 0;
	bool calculatePositionInParentSpace = true;
	attachLeftHandtoRightHand = true;
	transitionSpeed = 150.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 100.000000;
}

Gang_Sniper_Body_LootAt : LookAtPreset
{
	bodyPart = "Eyes";
	float softLimitDegrees = 120.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 270.000000;
	float suppress = 0.000000;
	int mode = 0;
	bool calculatePositionInParentSpace = true;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 0.1f;
			mode = 0;
			weight = 0.001f;
		}, 
		{
			partName = "Chest";
			suppress = 0.0f;
			mode = 0;
			weight = 0.001f;
		}
	];
	transitionSpeed = 220.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 80.000000;
}

Gang_Sniper_Arms_LootAt : LookAtPreset
{
	bodyPart = "RightHand";
	float softLimitDegrees = 120.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 270.000000;
	followingSpeedFactorOverride = 7200.0;
	suppress = 0.0f;
	mode = 0;
	bool calculatePositionInParentSpace = true;
	attachLeftHandtoRightHand = true;
	transitionSpeed = 150.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 100.000000;
}

Gang_Sniper_Charged_Body_LootAt : Gang_Sniper_Body_LootAt
{
	followingSpeedFactorOverride = 7200.0;
}

Gang_Sniper_Charged_Arms_LootAt : Gang_Sniper_Arms_LootAt
{
	followingSpeedFactorOverride = 7200.0;
}

Corpo_HMG_Body_LootAt : LookAtPreset
{
	bodyPart = "Eyes";
	float softLimitDegrees = 170.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 270.000000;
	float followingSpeedFactorOverride = 7200.0;
	float suppress = 0.000000;
	int mode = 0;
	bool calculatePositionInParentSpace = true;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 0.1f;
			mode = 0;
			weight = 0.001f;
		}, 
		{
			partName = "Chest";
			suppress = 0.0f;
			mode = 0;
			weight = 0.001f;
		}
	];
	transitionSpeed = 80.f;
}

Corpo_HMG_Arms_LootAt : LookAtPreset
{
	bodyPart = "RightHand";
	float softLimitDegrees = 120.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 270.000000;
	float followingSpeedFactorOverride = 7200.0;
	suppress = 0.0f;
	mode = 0;
	bool calculatePositionInParentSpace = true;
	attachLeftHandtoRightHand = true;
	transitionSpeed = 80.f;
}

Gang_HMG_Body_LootAt : LookAtPreset
{
	bodyPart = "Eyes";
	float softLimitDegrees = 170.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 270.000000;
	float followingSpeedFactorOverride = 7200.0;
	float suppress = 0.000000;
	int mode = 0;
	bool calculatePositionInParentSpace = true;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 0.1f;
			mode = 0;
			weight = 0.001f;
		}, 
		{
			partName = "Chest";
			suppress = 0.0f;
			mode = 0;
			weight = 0.001f;
		}
	];
	transitionSpeed = 80.f;
}

Gang_HMG_Arms_LootAt : LookAtPreset
{
	bodyPart = "RightHand";
	float softLimitDegrees = 120.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 270.000000;
	float followingSpeedFactorOverride = 7200.0;
	suppress = 0.0f;
	mode = 0;
	bool calculatePositionInParentSpace = true;
	attachLeftHandtoRightHand = true;
	transitionSpeed = 80.f;
}

Corpo_1hMelee_Body_LootAt : LookAtPreset
{
	bodyPart = "Eyes";
	float softLimitDegrees = 140.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 180.000000;
	float suppress = 0.000000;
	int mode = 0;
	bool calculatePositionInParentSpace = true;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 0.1f;
			mode = 0;
			weight = 0.001f;
		}, 
		{
			partName = "Chest";
			suppress = 0.0f;
			mode = 0;
			weight = 0.001f;
		}
	];
	transitionSpeed = 80.f;
}

Corpo_1hMelee_Arms_LootAt : LookAtPreset
{
	bodyPart = "RightHand";
	float softLimitDegrees = 140.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 180.000000;
	suppress = 1.0f;
	mode = 1;
	bool calculatePositionInParentSpace = true;
	attachLeftHandtoRightHand = false;
	transitionSpeed = 80.f;
}

Gang_1hMelee_Body_LootAt : LookAtPreset
{
	bodyPart = "Eyes";
	float softLimitDegrees = 140.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 180.000000;
	float suppress = 0.000000;
	int mode = 0;
	bool calculatePositionInParentSpace = true;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 0.1f;
			mode = 0;
			weight = 0.001f;
		}, 
		{
			partName = "Chest";
			suppress = 0.0f;
			mode = 0;
			weight = 0.001f;
		}
	];
	transitionSpeed = 80.f;
}

Gang_1hMelee_Arms_LootAt : LookAtPreset
{
	bodyPart = "RightHand";
	float softLimitDegrees = 140.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 180.000000;
	suppress = 0.0f;
	mode = 0;
	bool calculatePositionInParentSpace = true;
	attachLeftHandtoRightHand = false;
	transitionSpeed = 80.f;
}

Corpo_2hMelee_Body_LootAt : LookAtPreset
{
	bodyPart = "Eyes";
	float softLimitDegrees = 140.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 180.000000;
	float suppress = 0.000000;
	int mode = 0;
	bool calculatePositionInParentSpace = true;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 0.2f;
			mode = 0;
			weight = 0.001f;
		}, 
		{
			partName = "Chest";
			suppress = 0.3f;
			mode = 0;
			weight = 0.001f;
		}
	];
	transitionSpeed = 80.f;
}

Corpo_2hMelee_Arms_LootAt : LookAtPreset
{
	bodyPart = "RightHand";
	float softLimitDegrees = 140.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 180.000000;
	suppress = 0.0f;
	mode = 0;
	bool calculatePositionInParentSpace = true;
	attachLeftHandtoRightHand = true;
	transitionSpeed = 80.f;
}

Gang_2hMelee_Body_LootAt : LookAtPreset
{
	bodyPart = "Eyes";
	float softLimitDegrees = 140.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 180.000000;
	float suppress = 0.000000;
	int mode = 0;
	bool calculatePositionInParentSpace = true;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 0.2f;
			mode = 0;
			weight = 0.001f;
		}, 
		{
			partName = "Chest";
			suppress = 0.3f;
			mode = 0;
			weight = 0.001f;
		}
	];
	transitionSpeed = 80.f;
}

Gang_2hMelee_Arms_LootAt : LookAtPreset
{
	bodyPart = "RightHand";
	float softLimitDegrees = 140.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 180.000000;
	suppress = 0.0f;
	mode = 0;
	bool calculatePositionInParentSpace = true;
	attachLeftHandtoRightHand = true;
	transitionSpeed = 80.f;
}

Reaction_EyesHeadWithBodyAttached : LookAtPreset
{
	bodyPart = "Eyes";
	float softLimitDegrees = 130.000000;
	float hardLimitDegrees = 150.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 180.000000;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 1f;
			mode = 0;
			weight = 0.025f;
		}, 
		{
			partName = "Chest";
			suppress = 0.5f;
			mode = 0;
			weight = 0.035f;
		}
	];
	bool calculatePositionInParentSpace = true;
	transitionSpeed = 80.f;
}

Smasher_RightHand : LookAtPreset
{
	bodyPart = "RightHand";
	float softLimitDegrees = 160.000000;
	float hardLimitDegrees = 180.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 180.000000;
	suppress = 0.0f;
	mode = 1;
	bool calculatePositionInParentSpace = true;
	attachLeftHandtoRightHand = false;
	transitionSpeed = 140.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 100.000000;
}

Smasher_LeftHand : LookAtPreset
{
	bodyPart = "LeftHand";
	float softLimitDegrees = 160.000000;
	float hardLimitDegrees = 180.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 180.000000;
	suppress = 0.0f;
	mode = 1;
	bool calculatePositionInParentSpace = true;
	attachLeftHandtoRightHand = false;
	transitionSpeed = 140.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 100.000000;
}

Smasher_Body : LookAtPreset
{
	bodyPart = "Eyes";
	float softLimitDegrees = 160.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 180.000000;
	float followingSpeedFactorOverride = 7200.0;
	float suppress = 0.000000;
	int mode = 0;
	bool calculatePositionInParentSpace = true;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 0.1f;
			mode = 0;
			weight = 0.001f;
		}, 
		{
			partName = "Chest";
			suppress = 0.0f;
			mode = 0;
			weight = 0.001f;
		}
	];
	transitionSpeed = 180.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 80.000000;
}

Gang_Handgun_RightHand_LootAt : LookAtPreset
{
	bodyPart = "RightHand";
	float softLimitDegrees = 180.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 200.000000;
	float followingSpeedFactorOverride = 7200.0;
	suppress = 0.0f;
	mode = 0;
	bool calculatePositionInParentSpace = true;
	attachLeftHandtoRightHand = false;
	transitionSpeed = 120.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 100.000000;
}

Gang_Handgun_LeftHand_LootAt : LookAtPreset
{
	bodyPart = "LeftHand";
	float softLimitDegrees = 160.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 200.000000;
	float followingSpeedFactorOverride = 7200.0;
	suppress = 0.0f;
	mode = 0;
	bool calculatePositionInParentSpace = true;
	attachLeftHandtoRightHand = false;
	transitionSpeed = 120.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 100.000000;
}

RightHand_LootAt_Mode1 : LookAtPreset
{
	bodyPart = "RightHand";
	float softLimitDegrees = 180.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 200.000000;
	float followingSpeedFactorOverride = 7200.0;
	suppress = 0.0f;
	mode = 1;
	bool calculatePositionInParentSpace = true;
	attachLeftHandtoRightHand = false;
	transitionSpeed = 120.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 100.000000;
}

LeftHand_LootAt_Mode1 : LookAtPreset
{
	bodyPart = "LeftHand";
	float softLimitDegrees = 180.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 200.000000;
	float followingSpeedFactorOverride = 7200.0;
	suppress = 0.0f;
	mode = 1;
	bool calculatePositionInParentSpace = true;
	attachLeftHandtoRightHand = false;
	transitionSpeed = 120.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 100.000000;
}

Player_Default_Body_LookAt : LookAtPreset
{
	bodyPart = "Eyes";
	softLimitDegrees = 160.000000;
	hardLimitDegrees = 360.000000;
	hardLimitDistance = 1000000.000000;
	backLimitDegrees = 180.000000;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 1.f;
			mode = 0;
			weight = 0.0;
		}, 
		{
			partName = "Chest";
			suppress = 0.f;
			mode = 0;
			weight = 40.0;
		}
	];
	bool calculatePositionInParentSpace = true;
	transitionSpeed = 200.f;
}

Player_Default_Arms_LookAt : LookAtPreset
{
	bodyPart = "RightHand";
	softLimitDegrees = 0.000000;
	hardLimitDegrees = 360.000000;
	hardLimitDistance = 1000000.000000;
	backLimitDegrees = 180.000000;
	attachLeftHandtoRightHand = false;
	transitionSpeed = 200.f;
	mode = 0;
	bool calculatePositionInParentSpace = true;
}

Player_Default_LeftArm_LookAt : LookAtPreset
{
	bodyPart = "LeftHand";
	softLimitDegrees = 0.000000;
	hardLimitDegrees = 360.000000;
	hardLimitDistance = 1000000.000000;
	backLimitDegrees = 180.000000;
	attachRightHandtoLeftHand = false;
	transitionSpeed = 200.f;
	mode = 0;
	bool calculatePositionInParentSpace = true;
}

Player_Gun_Body_LookAt : Player_Default_Body_LookAt
{
	bodyPart = "Eyes";
	softLimitDegrees = 160.000000;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 0.0f;
			mode = 0;
			weight = 0.0;
		}, 
		{
			partName = "Chest";
			suppress = 0.0f;
			mode = 0;
			weight = 0.0;
		}
	];
}

Player_Gun_Arms_LookAt : Player_Default_Arms_LookAt
{
	bodyPart = "RightHand";
	softLimitDegrees = 160.000000;
	mode = 0;
	attachLeftHandtoRightHand = true;
}

Player_Gun_LeftArm_LookAt : Player_Default_LeftArm_LookAt
{
	bodyPart = "LeftHand";
	softLimitDegrees = 160.000000;
	mode = 0;
}

Player_Gun_Body_Safe_LookAt : Player_Gun_Body_LookAt
{
	bodyPart = "Eyes";
	softLimitDegrees = 90.000000;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 0.0f;
			mode = 0;
			weight = 0.0;
		}, 
		{
			partName = "Chest";
			suppress = 0.0f;
			mode = 0;
			weight = 90.0;
		}
	];
}

Player_Gun_Arms_Safe_LookAt : Player_Gun_Arms_LookAt
{
	bodyPart = "RightHand";
	softLimitDegrees = 0.000000;
	mode = 1;
	attachLeftHandtoRightHand = true;
}

Player_Gun_LeftArm_Safe_LookAt : Player_Gun_LeftArm_LookAt
{
	bodyPart = "LeftHand";
	softLimitDegrees = 0.000000;
	mode = 1;
	attachRightHandtoLeftHand = false;
}

Player_Gun_Body_Reload_LookAt : Player_Gun_Body_LookAt
{
	bodyPart = "Eyes";
	softLimitDegrees = 0.000000;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 0.0f;
			mode = 0;
			weight = 0.0;
		}, 
		{
			partName = "Chest";
			suppress = 0.0f;
			mode = 0;
			weight = 0.0;
		}
	];
}

Player_Gun_Arms_Reload_LookAt : Player_Gun_Arms_LookAt
{
	bodyPart = "RightHand";
	softLimitDegrees = 0.000000;
	attachLeftHandtoRightHand = false;
	mode = 1;
}

Player_Gun_LeftArm_Reload_LookAt : Player_Gun_LeftArm_LookAt
{
	bodyPart = "LeftHand";
	softLimitDegrees = 0.000000;
	mode = 1;
	attachRightHandtoLeftHand = false;
}

CentaurShield : LookAtPreset
{
	bodyPart = "Shield";
	float softLimitDegrees = 360.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	int mode = 0;
	bool calculatePositionInParentSpace = true;
}

CentaurWeapon : LookAtPreset
{
	bodyPart = "Weapon";
	float softLimitDegrees = 130.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	suppress = 0.0f;
	mode = 0;
	bool calculatePositionInParentSpace = true;
	transitionSpeed = 80.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 80.000000;
}

CentaurBody : LookAtPreset
{
	bodyPart = "Eyes";
	float softLimitDegrees = 180.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 270.000000;
	float suppress = 0.0f;
	int mode = 0;
	bool calculatePositionInParentSpace = true;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 0.1f;
			mode = 0;
			weight = 0.001f;
		}, 
		{
			partName = "Chest";
			suppress = 0.0f;
			mode = 0;
			weight = 0.001f;
		}
	];
	transitionSpeed = 200.f;
	bool hasOutTransition = true;
	float outTransitionSpeed = 80.000000;
}

CameraHorizontal : LookAtPreset
{
	bodyPart = "CameraHorizontal";
	float softLimitDegrees = 360.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	int mode = 0;
	float suppress = 0.0f;
	bool calculatePositionInParentSpace = true;
}

CameraVertical : LookAtPreset
{
	bodyPart = "CameraVertical";
	float softLimitDegrees = 360.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	int mode = 0;
	float suppress = 0.0f;
	bool calculatePositionInParentSpace = true;
}

DroneHorizontal : LookAtPreset
{
	bodyPart = "DroneHorizontal";
	float softLimitDegrees = 360.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	int mode = 0;
	float suppress = 0.0f;
	bool calculatePositionInParentSpace = true;
}

DroneVertical : LookAtPreset
{
	bodyPart = "DroneVertical";
	float softLimitDegrees = 80.000000;
	float hardLimitDegrees = 80.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 80.000000;
	int mode = 0;
	float suppress = 0.0f;
	bool calculatePositionInParentSpace = true;
}

DroneWeapons : LookAtPreset
{
	bodyPart = "DroneWeapons";
	float softLimitDegrees = 360.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	int mode = 0;
	float suppress = 0.0f;
	bool calculatePositionInParentSpace = true;
}

DroneHorizontalSuppressed : LookAtPreset
{
	bodyPart = "DroneHorizontal";
	float softLimitDegrees = 360.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	int mode = 0;
	float suppress = 1.0f;
	bool calculatePositionInParentSpace = true;
}

DroneVerticalSuppressed : LookAtPreset
{
	bodyPart = "DroneVertical";
	float softLimitDegrees = 360.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	int mode = 0;
	float suppress = 1.0f;
	bool calculatePositionInParentSpace = true;
}

DroneWeaponsSuppressed : LookAtPreset
{
	bodyPart = "DroneWeapons";
	float softLimitDegrees = 360.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	int mode = 0;
	float suppress = 1.0f;
	bool calculatePositionInParentSpace = true;
}

DroneHorizontalLS : LookAtPreset
{
	bodyPart = "DroneHorizontal";
	float softLimitDegrees = 360.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	int mode = 0;
	float suppress = 0.0f;
	bool calculatePositionInParentSpace = false;
}

DroneVerticalLS : LookAtPreset
{
	bodyPart = "DroneVertical";
	float softLimitDegrees = 360.000000;
	float hardLimitDegrees = 36060.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	int mode = 0;
	float suppress = 0.0f;
	bool calculatePositionInParentSpace = false;
}

DroneWeaponsLS : LookAtPreset
{
	bodyPart = "DroneWeapons";
	float softLimitDegrees = 360.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	int mode = 0;
	float suppress = 0.0f;
	bool calculatePositionInParentSpace = false;
}

DroneHorizontalSuppressedLS : LookAtPreset
{
	bodyPart = "DroneHorizontal";
	float softLimitDegrees = 360.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	int mode = 0;
	float suppress = 1.0f;
	bool calculatePositionInParentSpace = false;
}

DroneVerticalSuppressedLS : LookAtPreset
{
	bodyPart = "DroneVertical";
	float softLimitDegrees = 360.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	int mode = 0;
	float suppress = 1.0f;
	bool calculatePositionInParentSpace = false;
}

DroneWeaponsSuppressedLS : LookAtPreset
{
	bodyPart = "DroneWeapons";
	float softLimitDegrees = 360.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	int mode = 0;
	float suppress = 1.0f;
	bool calculatePositionInParentSpace = false;
}

DroneHighSpeedHorizontal : LookAtPreset
{
	bodyPart = "DroneHighSpeedHorizontal";
	float softLimitDegrees = 360.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	int mode = 0;
	float suppress = 0.0f;
	bool calculatePositionInParentSpace = true;
}

DroneHighSpeedVertical : LookAtPreset
{
	bodyPart = "DroneHighSpeedVertical";
	float softLimitDegrees = 360.000000;
	float hardLimitDegrees = 36060.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	int mode = 0;
	float suppress = 0.0f;
	bool calculatePositionInParentSpace = true;
}

DroneHighSpeedWeapons : LookAtPreset
{
	bodyPart = "DroneHighSpeedWeapons";
	float softLimitDegrees = 360.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	int mode = 0;
	float suppress = 0.0f;
	bool calculatePositionInParentSpace = true;
}

DroneHighSpeedHorizontalSuppressed : LookAtPreset
{
	bodyPart = "DroneHighSpeedHorizontal";
	float softLimitDegrees = 360.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	int mode = 0;
	float suppress = 1.0f;
	bool calculatePositionInParentSpace = true;
}

DroneHighSpeedVerticalSuppressed : LookAtPreset
{
	bodyPart = "DroneHighSpeedVertical";
	float softLimitDegrees = 360.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	int mode = 0;
	float suppress = 1.0f;
	bool calculatePositionInParentSpace = true;
}

DroneHighSpeedWeaponsSuppressed : LookAtPreset
{
	bodyPart = "DroneHighSpeedWeapons";
	float softLimitDegrees = 360.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	int mode = 0;
	float suppress = 1.0f;
	bool calculatePositionInParentSpace = true;
}

MinotaurChassis : LookAtPreset
{
	bodyPart = "Chassis";
	float softLimitDegrees = 360.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	int mode = 0;
	bool calculatePositionInParentSpace = true;
	lookAtParts = 
	[
		{
			partName = "ChassisOffset";
			suppress = 0.0f;
			mode = 0;
			weight = 0.1;
		}
	];
}

MinotaurLeftWeapon : LookAtPreset
{
	bodyPart = "LeftWeapon";
	float softLimitDegrees = 360.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	int mode = 0;
	bool calculatePositionInParentSpace = true;
}

MinotaurRightWeapon : LookAtPreset
{
	bodyPart = "RightWeapon";
	float softLimitDegrees = 360.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	int mode = 0;
	bool calculatePositionInParentSpace = true;
}

MissileLauncherHorizontal : LookAtPreset
{
	bodyPart = "MissileLauncherHorizontal";
	float softLimitDegrees = 360.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	int mode = 0;
	float suppress = 0.0f;
	bool calculatePositionInParentSpace = true;
}

MissileLauncherGroundToAirVertical : LookAtPreset
{
	bodyPart = "MissileLauncherVertical";
	float softLimitDegrees = 360.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	int mode = 0;
	float suppress = 0.0f;
	bool calculatePositionInParentSpace = true;
}

MissileLauncherGroudToGroundVertical : LookAtPreset
{
	bodyPart = "MissileLauncherVertical";
	float softLimitDegrees = 360.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	int mode = 1;
	float suppress = 0.0f;
	bool calculatePositionInParentSpace = true;
}

TurretHorizontal : LookAtPreset
{
	bodyPart = "TurretHorizontal";
	float softLimitDegrees = 360.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	int mode = 0;
	float suppress = 0.0f;
	bool calculatePositionInParentSpace = true;
}

TurretVertical : LookAtPreset
{
	bodyPart = "TurretVertical";
	float softLimitDegrees = 360.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 360.000000;
	int mode = 0;
	float suppress = 0.0f;
	bool calculatePositionInParentSpace = true;
}

Jackie_stealth_Eyes : LookAtPreset
{
	CName bodyPart = "Eyes";
	float transitionSpeed = 30.000000;
	bool hasOutTransition = true;
	float outTransitionSpeed = 30.000000;
	float softLimitDegrees = 90.000000;
	float hardLimitDegrees = 180.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 90.000000;
	float suppress = 0.010000;
	int mode = 0;
	bool calculatePositionInParentSpace = true;
	fk< LookAtPart >[] lookAtParts = 
	[
		"LookatPreset.Jackie_stealth_Eyes_Head"
	];
}

Jackie_stealth_Eyes_Head : LookAtPart
{
	CName partName = "Head";
	float suppress = 0.5;
	int mode = 0;
	float weight = 0.002;
}

Jackie_stealth_Eyes_Chest : LookAtPart
{
	CName partName = "Chest";
	float suppress = 0.0010000;
	int mode = 0;
	float weight = 0.3;
}

PhotoMode_LookAtCamera : LookAtPreset
{
	bodyPart = "Eyes";
	float softLimitDegrees = 150.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 270.000000;
	float followingSpeedFactorOverride = 7200.0;
	float suppress = 0.000000;
	int mode = 0;
	bool calculatePositionInParentSpace = true;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 1f;
			mode = 0;
			weight = 0.0f;
		}, 
		{
			partName = "Chest";
			suppress = 0.5f;
			mode = 0;
			weight = 0.1f;
		}
	];
	transitionSpeed = 140.f;
	hasOutTransition = true;
	outTransitionSpeed = 140.f;
}

PhotoMode_LookAtCamera_Head_Only : LookAtPreset
{
	bodyPart = "Eyes";
	float softLimitDegrees = 180.000000;
	float hardLimitDegrees = 360.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 270.000000;
	float followingSpeedFactorOverride = 7200.0;
	float suppress = 0.000000;
	int mode = 0;
	bool calculatePositionInParentSpace = true;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 1f;
			mode = 0;
			weight = 0.0f;
		}
	];
	transitionSpeed = 140.f;
	hasOutTransition = true;
	outTransitionSpeed = 140.f;
}

PhotoMode_LookAtCamera_180 : LookAtPreset
{
	bodyPart = "Eyes";
	float softLimitDegrees = 90.000000;
	float hardLimitDegrees = 180.000000;
	float hardLimitDistance = 1000000.000000;
	float backLimitDegrees = 270.000000;
	float followingSpeedFactorOverride = 7200.0;
	float suppress = 0.000000;
	int mode = 0;
	bool calculatePositionInParentSpace = true;
	lookAtParts = 
	[
		{
			partName = "Head";
			suppress = 1f;
			mode = 0;
			weight = 0.0f;
		}, 
		{
			partName = "Chest";
			suppress = 0.5f;
			mode = 0;
			weight = 0.1f;
		}
	];
	transitionSpeed = 140.f;
	hasOutTransition = true;
	outTransitionSpeed = 140.f;
}

MuppetTPPLookAtPresets : TPPLookAtPresets
{
	noWeaponPresets = 
	[
		"LookatPreset.Player_Default_Body_LookAt"
	];
	weaponReadyPresets = 
	[
		"LookatPreset.Player_Gun_Body_LookAt", "LookatPreset.Player_Gun_Arms_LookAt", "LookatPreset.Player_Gun_LeftArm_LookAt"
	];
	reloadPresets = 
	[
		"LookatPreset.Player_Gun_Body_Reload_LookAt", "LookatPreset.Player_Gun_Arms_Reload_LookAt", "LookatPreset.Player_Gun_LeftArm_Reload_LookAt"
	];
	weaponSafePresets = 
	[
		"LookatPreset.Player_Gun_Body_Safe_LookAt", "LookatPreset.Player_Gun_Arms_Safe_LookAt", "LookatPreset.Player_Gun_LeftArm_Safe_LookAt"
	];
}

