# This file overloads the data loaded from the CD/HD cache system from a very low level.
# Given a object type, it will return the index in anim2.mul/anim3.mul/etc the game should use
# instead of art from anim.mul
#
# <Object Type> <LBR version (anim2)> <AoS version (anim3)>
#
157	1	-1
173	2	-1
11	3	-1
19	3	-1
20	4	-1
28	5	-1
101	6	-1
9	7	-1
10	7	-1
38	8	-1
40	9	-1
102	10	-1
43	11	-1
103	12	-1
104	13	-1
62	14	-1
128	15	-1
176	16	-1
130	17	-1
74	18	-1
77	19	-1
124	20	-1
125	21	-1
126	21	-1
146	22	-1
148	23	-1
26	24	-1
149	25	-1
152	26	-1
76	27	-1
154	28	-1
752	29	-1
182	30	-1
189	31	-1
764	32	-1
765	33	-1
766	34	-1
767	35	-1
768	36	-1
769	37	-1
770	38	-1
771	39	-1
772	40	-1
773	41	-1
774	42	-1
775	43	-1
776	44	-1
777	45	-1
778	46	-1
779	47	-1
780	48	-1
781	49	-1
782	50	-1
783	51	-1
784	52	-1
785	53	-1
786	54	-1
787	55	-1
788	56	-1
789	57	-1
792	59	-1
795	60	-1
796	61	-1
797	62	-1
172	62	-1
798	63	-1
46	63	-1
123	64	-1
175	65	-1
174	66	-1
181	67	-1
132	68	-1
999	69	-1
67	70	-1
753	71	-1
754	72	-1
755	73	-1
758	74	-1
756	75	-1
757	76	-1
763	77	-1
122	200	-1
187	201	-1
188	202	-1
791	203	-1
793	204	-1
794	205	-1
799	206	-1
#
# AOS BEGINS HERE
#
930	-1	930
931	-1	931
932	-1	932
933	-1	933
934	-1	934
935	-1	935
936	-1	936
937	-1	937
938	-1	938
939	-1	939
940	-1	940


300	-1	300
301	-1	301
302	-1	302
303	-1	303
304	-1	304
305	-1	305
306	-1	306
307	-1	307
308	-1	308
309	-1	309
310	-1	310
311	-1	311
312	-1	312
313	-1	313
314	-1	314
315	-1	315
316	-1	316
317	-1	317
318	-1	318
319	-1	319
