GameData = Inherit([[]])
GameData["tp_aim"] = Reference([[tables\weapon_anim_state_transition_entry.lua]])
GameData["tp_aim"]["next_state"] = Reference([[type_weapon_anim_state\tp_aim.lua]])
GameData["tp_cooldown"] = Reference([[tables\weapon_anim_state_transition_entry.lua]])
GameData["tp_cooldown"]["next_state"] = Reference([[type_weapon_anim_state\tp_cooldown.lua]])
GameData["tp_disabled"] = Reference([[tables\weapon_anim_state_transition_entry.lua]])
GameData["tp_disabled"]["next_state"] = Reference([[type_weapon_anim_state\tp_disabled.lua]])
GameData["tp_fire"] = Reference([[tables\weapon_anim_state_transition_entry.lua]])
GameData["tp_fire"]["next_state"] = Reference([[type_weapon_anim_state\tp_fire.lua]])
GameData["tp_move"] = Reference([[tables\weapon_anim_state_transition_entry.lua]])
GameData["tp_move"]["next_state"] = Reference([[type_weapon_anim_state\tp_move.lua]])
GameData["tp_offhand"] = Reference([[tables\weapon_anim_state_transition_entry.lua]])
GameData["tp_pivot"] = Reference([[tables\weapon_anim_state_transition_entry.lua]])
GameData["tp_pivot"]["next_state"] = Reference([[type_weapon_anim_state\tp_pivot.lua]])
GameData["tp_ready"] = Reference([[tables\weapon_anim_state_transition_entry.lua]])
GameData["tp_ready"]["next_state"] = Reference([[type_weapon_anim_state\tp_ready.lua]])
GameData["tp_reload"] = Reference([[tables\weapon_anim_state_transition_entry.lua]])
GameData["tp_reload"]["next_state"] = Reference([[type_weapon_anim_state\tp_reload.lua]])
GameData["tp_unarmed"] = Reference([[tables\weapon_anim_state_transition_entry.lua]])
GameData["tp_unarmed"]["next_state"] = Reference([[type_weapon_anim_state\tp_unarmed.lua]])
