
// This is not a placeable class, it's used simply to put all the
// imports into a single place so they are easily searched/added to.
class AssetsImportClass extends Decoration;

//Sets up proper calls
#exec OBJ LOAD FILE="HDSkins2Online.utx"

//RTNP Rocket Launcher - pickup
#exec MESH 		IMPORT 		MESH=RLpickupHD ANIVFILE=MODELS\RLpickup_a.3d DATAFILE=MODELS\RLpickup_d.3d
#exec MESH 		LODPARAMS 	MESH=RLpickupHD HYSTERESIS=0.00 STRENGTH=1.00 MINVERTS=10.00 MORPH=0.30 ZDISP=0.00
#exec MESH 		ORIGIN 		MESH=RLpickupHD X=0.00 Y=0.00 Z=0.00 YAW=0.00 ROLL=0.00 PITCH=0.00
#exec MESH 		SEQUENCE 	MESH=RLpickupHD SEQ=All       STARTFRAME=0 NUMFRAMES=1
#exec MESH 		SEQUENCE 	MESH=RLpickupHD SEQ=RLpickup  STARTFRAME=0 NUMFRAMES=1
#exec MESHMAP 	SCALE 		MESHMAP=RLpickupHD X=0.05 Y=0.05 Z=0.09

//RTNP Rocket Launcher - first person
#exec MESH 		IMPORT 		MESH=RL1stHD ANIVFILE=MODELS\RL1st_a.3d DATAFILE=MODELS\RL1st_d.3d
#exec MESH 		LODPARAMS 	MESH=RL1stHD HYSTERESIS=0.00 STRENGTH=1.00 MINVERTS=10.00 MORPH=0.30 ZDISP=0.00
#exec MESH 		ORIGIN 		MESH=RL1stHD X=-110.00 Y=115.00 Z=-45.00 YAW=0.00 ROLL=0.00 PITCH=0.00
#exec MESH 		SEQUENCE 	MESH=RL1stHD SEQ=All       STARTFRAME=0 NUMFRAMES=83
#exec MESH 		SEQUENCE 	MESH=RL1stHD SEQ=DISPENSE  STARTFRAME=0 NUMFRAMES=27
#exec MESH 		SEQUENCE 	MESH=RL1stHD SEQ=Down      STARTFRAME=27 NUMFRAMES=12
#exec MESH 		SEQUENCE 	MESH=RL1stHD SEQ=Fire      STARTFRAME=39 NUMFRAMES=12
#exec MESH 		SEQUENCE 	MESH=RL1stHD SEQ=Reload    STARTFRAME=51 NUMFRAMES=14
#exec MESH 		SEQUENCE 	MESH=RL1stHD SEQ=Select    STARTFRAME=65 NUMFRAMES=12
#exec MESH 		SEQUENCE 	MESH=RL1stHD SEQ=Still     STARTFRAME=77 NUMFRAMES=1
#exec MESH 		SEQUENCE 	MESH=RL1stHD SEQ=Sway      STARTFRAME=78 NUMFRAMES=5
#exec MESHMAP 	SCALE			MESHMAP=RL1stHD X=0.005 Y=0.007 Z=0.01

//RTNP Rocket Launcher - 3rd person
#exec MESH 		IMPORT 		MESH=RL3rdHD ANIVFILE=MODELS\RL3rd_a.3d DATAFILE=MODELS\RL3rd_d.3d
#exec MESH 		LODPARAMS 	MESH=RL3rdHD HYSTERESIS=0.00 STRENGTH=1.00 MINVERTS=10.00 MORPH=0.30 ZDISP=0.00
#exec MESH 		ORIGIN 		MESH=RL3rdHD X=-450.00 Y=30.00 Z=30.00 YAW=0.00 ROLL=0.00 PITCH=0.00
#exec MESHMAP 	SCALE 		MESHMAP=RL3rdHD X=0.0675 Y=0.0375 Z=0.0675

//RTNP CAR - pickup
#exec MESH 		IMPORT 		MESH=CARpickupHD ANIVFILE=MODELS\CARpickupHD_a.3d DATAFILE=MODELS\CARpickupHD_d.3d
#exec MESH 		LODPARAMS 	MESH=CARpickupHD HYSTERESIS=0.00 STRENGTH=1.00 MINVERTS=10.00 MORPH=0.30 ZDISP=0.00
#exec MESH 		ORIGIN 		MESH=CARpickupHD X=0.00 Y=0.00 Z=0.00 YAW=0.00 ROLL=0.00 PITCH=0.00
#exec MESH 		SEQUENCE 	MESH=CARpickupHD SEQ=All       STARTFRAME=0 NUMFRAMES=1
#exec MESH 		SEQUENCE 	MESH=CARpickupHD SEQ=CARpickup STARTFRAME=0 NUMFRAMES=1
#exec MESHMAP 	SCALE 		MESHMAP=CARpickupHD X=0.16 Y=0.16 Z=0.26

#exec MESHMAP SETTEXTURE MESHMAP=CARpickupHD NUM=0 TEXTURE=HDJCAR3rd1

//RTNP CAR - first person
#exec MESH 		IMPORT 		MESH=Car1stHD ANIVFILE=MODELS\Car1stHD_a.3d DATAFILE=MODELS\Car1stHD_d.3d
#exec MESH 		LODPARAMS 	MESH=Car1stHD HYSTERESIS=0.00 STRENGTH=1.00 MINVERTS=10.00 MORPH=0.30 ZDISP=0.00
#exec MESH 		ORIGIN 		MESH=Car1stHD X=0.00 Y=0.00 Z=7.00 YAW=0.00 ROLL=0.00 PITCH=0.00
#exec MESH 		SEQUENCE 	MESH=Car1stHD SEQ=All       STARTFRAME=0 NUMFRAMES=53
#exec MESH 		SEQUENCE 	MESH=Car1stHD SEQ=AltFire   STARTFRAME=0 NUMFRAMES=13
#exec MESH 		SEQUENCE 	MESH=Car1stHD SEQ=ALTRELOAD STARTFRAME=13 NUMFRAMES=5
#exec MESH 		SEQUENCE 	MESH=Car1stHD SEQ=Down      STARTFRAME=18 NUMFRAMES=10
#exec MESH 		SEQUENCE 	MESH=Car1stHD SEQ=Fire      STARTFRAME=28 NUMFRAMES=5
#exec MESH 		SEQUENCE 	MESH=Car1stHD SEQ=Select    STARTFRAME=33 NUMFRAMES=15
#exec MESH 		SEQUENCE 	MESH=Car1stHD SEQ=Still     STARTFRAME=48 NUMFRAMES=1
#exec MESH 		SEQUENCE 	MESH=Car1stHD SEQ=Sway      STARTFRAME=49 NUMFRAMES=4
#exec MESHMAP 	SCALE 		MESHMAP=Car1stHD X=0.01 Y=0.01 Z=0.02

#exec MESHMAP SETTEXTURE MESHMAP=Car1stHD NUM=0 TEXTURE=HDJnewcar1
#exec MESHMAP SETTEXTURE MESHMAP=Car1stHD NUM=1 TEXTURE=HDJnewcar3
#exec MESHMAP SETTEXTURE MESHMAP=Car1stHD NUM=2 TEXTURE=HDJnewcar2
#exec MESHMAP SETTEXTURE MESHMAP=Car1stHD NUM=3 TEXTURE=FIREEFFECT18

//RTNP CAR - 3rd person
#exec MESH 		IMPORT 		MESH=Car3rdHD ANIVFILE=MODELS\Car3rdHD_a.3d DATAFILE=MODELS\Car3rdHD_d.3d
#exec MESH 		LODPARAMS 	MESH=Car3rdHD HYSTERESIS=0.00 STRENGTH=1.00 MINVERTS=10.00 MORPH=0.30 ZDISP=0.00
#exec MESH 		ORIGIN 		MESH=Car3rdHD X=-105.00 Y=0.00 Z=-15.00 YAW=0.00 ROLL=0.00 PITCH=0.00
#exec MESH 		SEQUENCE 	MESH=Car3rdHD SEQ=All       STARTFRAME=0 NUMFRAMES=9
#exec MESH 		SEQUENCE 	MESH=Car3rdHD SEQ=AltFire   STARTFRAME=0 NUMFRAMES=4
#exec MESH 		SEQUENCE 	MESH=Car3rdHD SEQ=Fire      STARTFRAME=4 NUMFRAMES=4
#exec MESH 		SEQUENCE 	MESH=Car3rdHD SEQ=Still     STARTFRAME=8 NUMFRAMES=1
#exec MESH 		SEQUENCE 	MESH=Car3rdHD SEQ=ALTRELOAD STARTFRAME=8 NUMFRAMES=1
#exec MESH 		SEQUENCE 	MESH=Car3rdHD SEQ=Select    STARTFRAME=8 NUMFRAMES=1
#exec MESH 		SEQUENCE 	MESH=Car3rdHD SEQ=Sway      STARTFRAME=8 NUMFRAMES=1
#exec MESH 		SEQUENCE 	MESH=Car3rdHD SEQ=Down      STARTFRAME=8 NUMFRAMES=1
#exec MESHMAP 	SCALE	 		MESHMAP=Car3rdHD X=0.10 Y=0.10 Z=0.20

#exec MESHMAP SETTEXTURE MESHMAP=Car3rdHD NUM=0 TEXTURE=HDJCAR3rd1
#exec MESHMAP SETTEXTURE MESHMAP=Car3rdHD NUM=1 TEXTURE=FIREEFFECT18

//RTNP Grenade Launcher - pickup
#exec MESH 		IMPORT 		MESH=GLpickupHD ANIVFILE=MODELS\GLpickup_a.3d DATAFILE=MODELS\GLpickup_d.3d
#exec MESH 		LODPARAMS 	MESH=GLpickupHD HYSTERESIS=0.00 STRENGTH=1.00 MINVERTS=10.00 MORPH=0.30 ZDISP=0.00
#exec MESH 		ORIGIN 		MESH=GLpickupHD X=-50.00 Y=-200.00 Z=10.00 YAW=0.00 ROLL=0.00 PITCH=0.00
#exec MESH 		SEQUENCE 	MESH=GLpickupHD SEQ=All       STARTFRAME=0 NUMFRAMES=1
#exec MESH 		SEQUENCE 	MESH=GLpickupHD SEQ=GLpickup  STARTFRAME=0 NUMFRAMES=1
#exec MESHMAP 	SCALE 		MESHMAP=GLpickupHD X=0.10 Y=0.10 Z=0.20

//RTNP Grenade Launcher - first person
#exec MESH 		IMPORT 		MESH=GL1stHD ANIVFILE=MODELS\GL1st_a.3d DATAFILE=MODELS\GL1st_d.3d
#exec MESH 		LODPARAMS 	MESH=GL1stHD HYSTERESIS=0.00 STRENGTH=1.00 MINVERTS=10.00 MORPH=0.30 ZDISP=0.00
#exec MESH 		ORIGIN 		MESH=GL1stHD X=-140.00 Y=-75.00 Z=20.00 YAW=0.00 ROLL=0.00 PITCH=0.00
#exec MESH 		SEQUENCE 	MESH=GL1stHD SEQ=All       STARTFRAME=0 NUMFRAMES=86
#exec MESH 		SEQUENCE 	MESH=GL1stHD SEQ=DISPENSE  STARTFRAME=0 NUMFRAMES=24
#exec MESH 		SEQUENCE 	MESH=GL1stHD SEQ=Down      STARTFRAME=24 NUMFRAMES=11
#exec MESH 		SEQUENCE 	MESH=GL1stHD SEQ=Fire      STARTFRAME=35 NUMFRAMES=10
#exec MESH 		SEQUENCE 	MESH=GL1stHD SEQ=Reload    STARTFRAME=45 NUMFRAMES=25
#exec MESH 		SEQUENCE 	MESH=GL1stHD SEQ=Select    STARTFRAME=70 NUMFRAMES=11
#exec MESH 		SEQUENCE 	MESH=GL1stHD SEQ=Still     STARTFRAME=81 NUMFRAMES=1
#exec MESH 		SEQUENCE 	MESH=GL1stHD SEQ=Sway      STARTFRAME=82 NUMFRAMES=4
#exec MESHMAP 	SCALE 		MESHMAP=GL1stHD X=0.015 Y=0.009375 Z=0.01875

//RTNP Grenade Launcher - 3rd person
#exec MESH 		IMPORT 		MESH=GL3rdHD ANIVFILE=MODELS\GL3rd_a.3d DATAFILE=MODELS\GL3rd_d.3d
#exec MESH 		LODPARAMS 	MESH=GL3rdHD HYSTERESIS=0.00 STRENGTH=1.00 MINVERTS=10.00 MORPH=0.30 ZDISP=0.00
#exec MESH 		ORIGIN 		MESH=GL3rdHD X=-90.00 Y=-20.00 Z=-20.00 YAW=0.00 ROLL=0.00 PITCH=0.00
#exec MESH 		SEQUENCE 	MESH=GL3rdHD SEQ=All       STARTFRAME=0 NUMFRAMES=11
#exec MESH 		SEQUENCE 	MESH=GL3rdHD SEQ=Fire      STARTFRAME=0 NUMFRAMES=1
#exec MESH 		SEQUENCE 	MESH=GL3rdHD SEQ=Still     STARTFRAME=10 NUMFRAMES=1
#exec MESHMAP 	SCALE 		MESHMAP=GL3rdHD X=0.0625 Y=0.0625 Z=0.125

//Titan Fix
#exec MESH IMPORT MESH=TitanX ANIVFILE=Models\titanX_a.3d DATAFILE=Models\TitanX_d.3d X=0 Y=0 Z=0 ZEROTEX=1
#exec MESH LODPARAMS MESH=TitanX HYSTERESIS=0.00 STRENGTH=0.00 MINVERTS=10.00 MORPH=0.30 ZDISP=0.00
#exec MESH ORIGIN MESH=TitanX X=20 Y=-130 Z=-65 YAW=64 ROLL=-64

#exec MESH SEQUENCE MESH=TitanX SEQ=All       STARTFRAME=0   NUMFRAMES=300
#exec MESH SEQUENCE MESH=TitanX SEQ=TBrea001  STARTFRAME=0   NUMFRAMES=6   RATE=6
#exec MESH SEQUENCE MESH=TitanX SEQ=TChest    STARTFRAME=6   NUMFRAMES=28  RATE=15  Group=Attack
#exec MESH SEQUENCE MESH=TitanX SEQ=TDeat001  STARTFRAME=34  NUMFRAMES=29  RATE=15
#exec MESH SEQUENCE MESH=TitanX SEQ=TDeat002  STARTFRAME=63  NUMFRAMES=18  RATE=15
#exec MESH SEQUENCE MESH=TitanX SEQ=TDeat003  STARTFRAME=81  NUMFRAMES=18  RATE=15
#exec MESH SEQUENCE MESH=TitanX SEQ=TFigh001  STARTFRAME=99  NUMFRAMES=8   RATE=6
#exec MESH SEQUENCE MESH=TitanX SEQ=TFist     STARTFRAME=107 NUMFRAMES=28  RATE=15
#exec MESH SEQUENCE MESH=TitanX SEQ=TGetUp    STARTFRAME=135 NUMFRAMES=35  RATE=15
#exec MESH SEQUENCE MESH=TitanX SEQ=TLeftUp   STARTFRAME=170 NUMFRAMES=1
#exec MESH SEQUENCE MESH=TitanX SEQ=TPunc001  STARTFRAME=171 NUMFRAMES=13  RATE=15  Group=Attack
#exec MESH SEQUENCE MESH=TitanX SEQ=TRightUp  STARTFRAME=184 NUMFRAMES=1
#exec MESH SEQUENCE MESH=TitanX SEQ=TSit      STARTFRAME=185 NUMFRAMES=1
#exec MESH SEQUENCE MESH=TitanX SEQ=TSlap001  STARTFRAME=186 NUMFRAMES=15  RATE=15  Group=Attack
#exec MESH SEQUENCE MESH=TitanX SEQ=TSnif001  STARTFRAME=201 NUMFRAMES=18  RATE=15
#exec MESH SEQUENCE MESH=TitanX SEQ=TStom001  STARTFRAME=219 NUMFRAMES=18  RATE=15  Group=Attack
#exec MESH SEQUENCE MESH=TitanX SEQ=TThro001  STARTFRAME=237 NUMFRAMES=18  RATE=15  Group=Attack
#exec MESH SEQUENCE MESH=TitanX SEQ=TWalk001  STARTFRAME=255 NUMFRAMES=30  RATE=15
#exec MESH SEQUENCE MESH=TitanX SEQ=TShuffle  STARTFRAME=285 NUMFRAMES=15  RATE=15

#exec MESHMAP SCALE MESHMAP=titanX X=0.3 Y=0.3 Z=0.6
#exec MESHMAP SETTEXTURE MESHMAP=titanX NUM=0 TEXTURE=Jtitan1

#exec MESH NOTIFY MESH=TitanX SEQ=TWalk001 TIME=0.25 FUNCTION=FootStep
#exec MESH NOTIFY MESH=TitanX SEQ=TWalk001 TIME=0.75 FUNCTION=FootStep
#exec MESH NOTIFY MESH=TitanX SEQ=TWalk001 TIME=0.4  FUNCTION=StartMoving
#exec MESH NOTIFY MESH=TitanX SEQ=TWalk001 TIME=0.9  FUNCTION=StartMoving
#exec MESH NOTIFY MESH=TitanX SEQ=TStom001 TIME=0.4  FUNCTION=Stomp
#exec MESH NOTIFY MESH=TitanX SEQ=TSlap001 TIME=0.46 FUNCTION=SlapDamageTarget
#exec MESH NOTIFY MESH=TitanX SEQ=TPunc001 TIME=0.61 FUNCTION=PunchDamageTarget
#exec MESH NOTIFY MESH=TitanX SEQ=TThro001 TIME=0.75 FUNCTION=SpawnRock
#exec MESH NOTIFY MESH=TitanX SEQ=TDeat001 TIME=0.86 FUNCTION=LandThump
#exec MESH NOTIFY MESH=TitanX SEQ=TDeat002 TIME=0.61 FUNCTION=LandThump
#exec MESH NOTIFY MESH=TitanX SEQ=TDeat003 TIME=0.69 FUNCTION=LandThump

//Merc Fix
#exec MESH IMPORT MESH=MercFix ANIVFILE=Models\Merc_a.3d DATAFILE=Models\Merc_d.3d X=0 Y=0 Z=0 ZEROTEX=1
#exec MESH ORIGIN MESH=MercFix X=00 Y=-230 Z=-40 YAW=64 ROLL=-64

#exec MESH SEQUENCE MESH=MercFix SEQ=All      STARTFRAME=0   NUMFRAMES=447
#exec MESH SEQUENCE MESH=MercFix SEQ=Breath   STARTFRAME=0   NUMFRAMES=9   RATE=6
#exec MESH SEQUENCE MESH=MercFix SEQ=Button1  STARTFRAME=9   NUMFRAMES=8   RATE=15
#exec MESH SEQUENCE MESH=MercFix SEQ=Button2  STARTFRAME=17  NUMFRAMES=8   RATE=15
#exec MESH SEQUENCE MESH=MercFix SEQ=Button3  STARTFRAME=25  NUMFRAMES=8   RATE=15
#exec MESH SEQUENCE MESH=MercFix SEQ=Button4  STARTFRAME=33  NUMFRAMES=8   RATE=15
#exec MESH SEQUENCE MESH=MercFix SEQ=Button5  STARTFRAME=41  NUMFRAMES=10  RATE=15
#exec MESH SEQUENCE MESH=MercFix SEQ=Button6  STARTFRAME=51  NUMFRAMES=10  RATE=15
#exec MESH SEQUENCE MESH=MercFix SEQ=MButton1 STARTFRAME=9   NUMFRAMES=24  RATE=15
#exec MESH SEQUENCE MESH=MercFix SEQ=MButton2 STARTFRAME=17  NUMFRAMES=24  RATE=15
#exec MESH SEQUENCE MESH=MercFix SEQ=MButton3 STARTFRAME=25  NUMFRAMES=26  RATE=15
#exec MESH SEQUENCE MESH=MercFix SEQ=MButton4 STARTFRAME=33  NUMFRAMES=28  RATE=15
#exec MESH SEQUENCE MESH=MercFix SEQ=Death    STARTFRAME=61  NUMFRAMES=33  RATE=15
#exec MESH SEQUENCE MESH=MercFix SEQ=Dead2    STARTFRAME=94  NUMFRAMES=16  RATE=15
#exec MESH SEQUENCE MESH=MercFix SEQ=Dead3    STARTFRAME=110 NUMFRAMES=18  RATE=15
#exec MESH SEQUENCE MESH=MercFix SEQ=Dead4    STARTFRAME=128 NUMFRAMES=16  RATE=15
#exec MESH SEQUENCE MESH=MercFix SEQ=Duck     STARTFRAME=144 NUMFRAMES=1            Group=Ducking
#exec MESH SEQUENCE MESH=MercFix SEQ=HeadHit  STARTFRAME=145 NUMFRAMES=1
#exec MESH SEQUENCE MESH=MercFix SEQ=LeftHit  STARTFRAME=146 NUMFRAMES=1
#exec MESH SEQUENCE MESH=MercFix SEQ=GutHit   STARTFRAME=147 NUMFRAMES=1
#exec MESH SEQUENCE MESH=MercFix SEQ=RightHit STARTFRAME=148 NUMFRAMES=1
#exec MESH SEQUENCE MESH=MercFix SEQ=Jump     STARTFRAME=149 NUMFRAMES=15  RATE=15
#exec MESH SEQUENCE MESH=MercFix SEQ=Jump2    STARTFRAME=164 NUMFRAMES=1
#exec MESH SEQUENCE MESH=MercFix SEQ=Land     STARTFRAME=165 NUMFRAMES=1
#exec MESH SEQUENCE MESH=MercFix SEQ=Punch    STARTFRAME=166 NUMFRAMES=10  RATE=15  Group=Attack
#exec MESH SEQUENCE MESH=MercFix SEQ=Run      STARTFRAME=176 NUMFRAMES=10  RATE=15
#exec MESH SEQUENCE MESH=MercFix SEQ=Shoot    STARTFRAME=186 NUMFRAMES=5   RATE=15  Group=Attack
#exec MESH SEQUENCE MESH=MercFix SEQ=Spray    STARTFRAME=191 NUMFRAMES=15  RATE=15  Group=Attack
#exec MESH SEQUENCE MESH=MercFix SEQ=Squat1   STARTFRAME=206 NUMFRAMES=10  RATE=15
#exec MESH SEQUENCE MESH=MercFix SEQ=Squat2   STARTFRAME=216 NUMFRAMES=18  RATE=15
#exec MESH SEQUENCE MESH=MercFix SEQ=Squat3   STARTFRAME=234 NUMFRAMES=7   RATE=6
#exec MESH SEQUENCE MESH=MercFix SEQ=Stealth1 STARTFRAME=241 NUMFRAMES=4   RATE=6   Group=Attack
#exec MESH SEQUENCE MESH=MercFix SEQ=Stealth2 STARTFRAME=245 NUMFRAMES=3   RATE=6   Group=Attack
#exec MESH SEQUENCE MESH=MercFix SEQ=Swat     STARTFRAME=248 NUMFRAMES=10  RATE=15  Group=Attack
#exec MESH SEQUENCE MESH=MercFix SEQ=Swim     STARTFRAME=258 NUMFRAMES=15  RATE=15
#exec MESH SEQUENCE MESH=MercFix SEQ=Talk1    STARTFRAME=273 NUMFRAMES=13  RATE=15
#exec MESH SEQUENCE MESH=MercFix SEQ=Talk2    STARTFRAME=286 NUMFRAMES=15  RATE=15
#exec MESH SEQUENCE MESH=MercFix SEQ=Talk3    STARTFRAME=301 NUMFRAMES=23  RATE=15
#exec MESH SEQUENCE MESH=MercFix SEQ=Walk     STARTFRAME=324 NUMFRAMES=15  RATE=15
#exec MESH SEQUENCE MESH=MercFix SEQ=WalkFire STARTFRAME=339 NUMFRAMES=15  RATE=15  Group=MovingAttack
#exec MESH SEQUENCE MESH=MercFix SEQ=WalkSpray STARTFRAME=339 NUMFRAMES=15 RATE=15  Group=MovingAttack
#exec MESH SEQUENCE MESH=MercFix SEQ=Weapon   STARTFRAME=354 NUMFRAMES=10  RATE=6
#exec MESH SEQUENCE MESH=MercFix SEQ=Fighter  STARTFRAME=166 NUMFRAMES=1
#exec MESH SEQUENCE MESH=MercFix SEQ=ChargeUp STARTFRAME=364 NUMFRAMES=16  RATE=15
#exec MESH SEQUENCE MESH=MercFix SEQ=BigDance STARTFRAME=364 NUMFRAMES=31  RATE=15
#exec MESH SEQUENCE MESH=MercFix SEQ=Dance    STARTFRAME=380 NUMFRAMES=15  RATE=15
#exec MESH SEQUENCE MESH=MercFix SEQ=Dead5    STARTFRAME=395 NUMFRAMES=26  RATE=15
#exec MESH SEQUENCE MESH=MercFix SEQ=NeckCrak STARTFRAME=421 NUMFRAMES=10  RATE=6
#exec MESH SEQUENCE MESH=MercFix SEQ=SwimFire STARTFRAME=431 NUMFRAMES=15  RATE=15
#exec MESH SEQUENCE MESH=MercFix SEQ=TiedUp   STARTFRAME=446 NUMFRAMES=1

#exec MESHMAP SCALE 			MESHMAP=MercFix X=0.082 Y=0.082 Z=0.164
#exec MESHMAP SETTEXTURE 	MESHMAP=MercFix NUM=0 TEXTURE=JMerc1

#exec MESH NOTIFY MESH=MercFix SEQ=Swat TIME=0.48 FUNCTION=HitDamageTarget
#exec mesh NOTIFY MESH=MercFix SEQ=Punch TIME=0.48 FUNCTION=HitDamageTarget
#exec MESH NOTIFY MESH=MercFix SEQ=Spray TIME=0.16 FUNCTION=SprayTarget
#exec MESH NOTIFY MESH=MercFix SEQ=Spray TIME=0.26 FUNCTION=SprayTarget
#exec MESH NOTIFY MESH=MercFix SEQ=Spray TIME=0.36 FUNCTION=SprayTarget
#exec MESH NOTIFY MESH=MercFix SEQ=Spray TIME=0.46 FUNCTION=SprayTarget
#exec MESH NOTIFY MESH=MercFix SEQ=Spray TIME=0.56 FUNCTION=SprayTarget
#exec MESH NOTIFY MESH=MercFix SEQ=Spray TIME=0.66 FUNCTION=SprayTarget
#exec MESH NOTIFY MESH=MercFix SEQ=WalkSpray TIME=0.2 FUNCTION=SprayTarget
#exec MESH NOTIFY MESH=MercFix SEQ=WalkSpray TIME=0.3 FUNCTION=SprayTarget
#exec MESH NOTIFY MESH=MercFix SEQ=WalkSpray TIME=0.4 FUNCTION=SprayTarget
#exec MESH NOTIFY MESH=MercFix SEQ=Run TIME=0.3 FUNCTION=Step
#exec mesh NOTIFY MESH=MercFix SEQ=Run TIME=0.8 FUNCTION=Step
#exec MESH NOTIFY MESH=MercFix SEQ=Walk TIME=0.33 FUNCTION=WalkStep
#exec MESH NOTIFY MESH=MercFix SEQ=Walk TIME=0.83 FUNCTION=WalkStep
#exec mesh NOTIFY MESH=MercFix SEQ=WalkFire TIME=0.2 FUNCTION=SpawnRocket
#exec MESH NOTIFY MESH=MercFix SEQ=WalkFire TIME=0.83 FUNCTION=Step
#exec MESH NOTIFY MESH=MercFix SEQ=SwimFire TIME=0.2 FUNCTION=SpawnRocket
#exec MESH NOTIFY MESH=MercFix SEQ=Death TIME=0.72 FUNCTION=LandThump
#exec MESH NOTIFY MESH=MercFix SEQ=Dead2 TIME=0.64 FUNCTION=LandThump
#exec MESH NOTIFY MESH=MercFix SEQ=Dead3 TIME=0.69 FUNCTION=LandThump
#exec MESH NOTIFY MESH=MercFix SEQ=Dead4 TIME=0.81 FUNCTION=LandThump
#exec MESH NOTIFY MESH=MercFix SEQ=Dead5 TIME=0.76 FUNCTION=LandThump
#exec MESH NOTIFY MESH=MercFix SEQ=Dead5 TIME=0.325 FUNCTION=SprayTarget
#exec MESH NOTIFY MESH=MercFix SEQ=Dead5 TIME=0.5  FUNCTION=SprayTarget

//Pupae Fix
#exec MESH IMPORT MESH=PupaeFix ANIVFILE=Models\pupae_a.3d DATAFILE=Models\pupae_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=PupaeFix X=0 Y=0 Z=-90 YAW=64 PITCH=0 ROLL=-64

#exec MESH SEQUENCE MESH=pupaeFix SEQ=All		 STARTFRAME=0	 NUMFRAMES=171
#exec MESH SEQUENCE MESH=pupaeFix SEQ=Bite     STARTFRAME=0    NUMFRAMES=15  RATE=15  Group=Attack
#exec MESH SEQUENCE MESH=pupaeFix SEQ=Crawl    STARTFRAME=15   NUMFRAMES=20  RATE=20
#exec MESH SEQUENCE MESH=pupaeFix SEQ=Dead     STARTFRAME=35   NUMFRAMES=18  RATE=15
#exec MESH SEQUENCE MESH=pupaeFix SEQ=TakeHit  STARTFRAME=36   NUMFRAMES=1
#exec MESH SEQUENCE MESH=pupaeFix SEQ=Fighter  STARTFRAME=53   NUMFRAMES=6   RATE=6
#exec MESH SEQUENCE MESH=pupaeFix SEQ=Lunge    STARTFRAME=59   NUMFRAMES=15  RATE=15  Group=Attack
#exec MESH SEQUENCE MESH=pupaeFix SEQ=Munch    STARTFRAME=74   NUMFRAMES=8   RATE=15
#exec MESH SEQUENCE MESH=pupaeFix SEQ=Pick     STARTFRAME=82   NUMFRAMES=10  RATE=15
#exec MESH SEQUENCE MESH=pupaeFix SEQ=Stab     STARTFRAME=92   NUMFRAMES=10  RATE=15  Group=Attack
#exec MESH SEQUENCE MESH=pupaeFix SEQ=Tear     STARTFRAME=102  NUMFRAMES=28  RATE=15
#exec MESH SEQUENCE MESH=pupaeFix SEQ=Dead2    STARTFRAME=130  NUMFRAMES=18  RATE=15
#exec MESH SEQUENCE MESH=pupaeFix SEQ=Dead3    STARTFRAME=148  NUMFRAMES=23  RATE=15

#exec MESHMAP 	scale 		MESHMAP=pupaeFix X=0.05 Y=0.05 Z=0.1
#exec MESHMAP 	SETTEXTURE 	MESHMAP=pupaeFix NUM=1 TEXTURE=Jpupae1
#exec MESH 		NOTIFY 		MESH=pupaeFix SEQ=Dead TIME=0.52 FUNCTION=LandThump

//Bio Rifle Fix
#exec MESH IMPORT MESH=BRifleFix ANIVFILE=Models\BRifle_a.3d DATAFILE=Models\BRifle_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=BRifleFix X=0 Y=0 Z=0 YAW=-64 ROLL=0 PITCH=0

#exec MESH SEQUENCE MESH=BRifleFix SEQ=All       STARTFRAME=0   NUMFRAMES=101
#exec MESH SEQUENCE MESH=BRifleFix SEQ=Select    STARTFRAME=0   NUMFRAMES=20 RATE=45 GROUP=Select
#exec MESH SEQUENCE MESH=BRifleFix SEQ=Still     STARTFRAME=20  NUMFRAMES=1
#exec MESH SEQUENCE MESH=BRifleFix SEQ=Walking   STARTFRAME=21  NUMFRAMES=20
#exec MESH SEQUENCE MESH=BRifleFix SEQ=Charging  STARTFRAME=41  NUMFRAMES=30
#exec MESH SEQUENCE MESH=BRifleFix SEQ=UnLoading STARTFRAME=71  NUMFRAMES=1
#exec MESH SEQUENCE MESH=BRifleFix SEQ=Fire      STARTFRAME=72  NUMFRAMES=9
#exec MESH SEQUENCE MESH=BRifleFix SEQ=Drip      STARTFRAME=81  NUMFRAMES=7
#exec MESH SEQUENCE MESH=BRifleFix SEQ=Down      STARTFRAME=88  NUMFRAMES=13

#exec MESHMAP SCALE MESHMAP=BRifleFix  X=0.005 Y=0.005 Z=0.01
#exec MESH NOTIFY MESH=BRifleFix SEQ=Drip TIME=0.4 FUNCTION=DripSound

//Slith Tail Fix
#exec MESH IMPORT MESH=SlithTailFix ANIVFILE=Models\SlithTail_a.3d DATAFILE=Models\SlithTail_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SlithTailFix X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=SlithTailFix SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=SlithTailFix SEQ=Still  STARTFRAME=0   NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=SlithTail X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=SlithTailFix NUM=1 TEXTURE=Jgslith1

#exec MESHMAP scale MESHMAP=SlithTailFix X=0.09 Y=0.09 Z=0.18

//Warlord Wing Fix
#exec MESH IMPORT MESH=WarlordWingFix ANIVFILE=Models\WarlordWing_a.3d DATAFILE=Models\WarlordWing_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=WarlordWingFix X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=WarlordWingFix SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=WarlordWingFix SEQ=Still  STARTFRAME=0   NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=WarlordWingFix X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=WarlordWingFix NUM=1 TEXTURE=Jgwar1

#exec MESHMAP scale MESHMAP=WarlordWingFix X=0.09 Y=0.09 Z=0.18

//DPistol Fix
#exec MESH IMPORT MESH=DPistolFix ANIVFILE=Models\DPistolFix_a.3d DATAFILE=Models\DPistolFix_d.3d
#exec MESH ORIGIN MESH=DPistolFix X=0 Y=0 Z=0 YAW=-64 PITCH=0
#exec MESHMAP SCALE MESHMAP=DPistolFix X=0.005 Y=0.005 Z=0.01

#exec MESH SEQUENCE MESH=DPistolFix SEQ=All     STARTFRAME=0  NUMFRAMES=141
#exec MESH SEQUENCE MESH=DPistolFix SEQ=Select1 STARTFRAME=0  NUMFRAMES=11 GROUP=Select
#exec MESH SEQUENCE MESH=DPistolFix SEQ=Shoot1  STARTFRAME=11 NUMFRAMES=3
#exec MESH SEQUENCE MESH=DPistolFix SEQ=Idle1   STARTFRAME=14  NUMFRAMES=2
#exec MESH SEQUENCE MESH=DPistolFix SEQ=Down1   STARTFRAME=16  NUMFRAMES=5
#exec MESH SEQUENCE MESH=DPistolFix SEQ=PowerUp1 STARTFRAME=21  NUMFRAMES=4
#exec MESH SEQUENCE MESH=DPistolFix SEQ=Still    STARTFRAME=25  NUMFRAMES=5
#exec MESH SEQUENCE MESH=DPistolFix SEQ=Select2 STARTFRAME=30  NUMFRAMES=11 GROUP=Select
#exec MESH SEQUENCE MESH=DPistolFix SEQ=Shoot2  STARTFRAME=41 NUMFRAMES=3
#exec MESH SEQUENCE MESH=DPistolFix SEQ=Idle2   STARTFRAME=44  NUMFRAMES=2
#exec MESH SEQUENCE MESH=DPistolFix SEQ=Down2   STARTFRAME=46  NUMFRAMES=5
#exec MESH SEQUENCE MESH=DPistolFix SEQ=PowerUp2 STARTFRAME=51  NUMFRAMES=9
#exec MESH SEQUENCE MESH=DPistolFix SEQ=Select3 STARTFRAME=60  NUMFRAMES=11 GROUP=Select
#exec MESH SEQUENCE MESH=DPistolFix SEQ=Shoot3  STARTFRAME=71 NUMFRAMES=3
#exec MESH SEQUENCE MESH=DPistolFix SEQ=Idle3   STARTFRAME=74  NUMFRAMES=2
#exec MESH SEQUENCE MESH=DPistolFix SEQ=Down3   STARTFRAME=76  NUMFRAMES=5
#exec MESH SEQUENCE MESH=DPistolFix SEQ=PowerUp3 STARTFRAME=81  NUMFRAMES=9
#exec MESH SEQUENCE MESH=DPistolFix SEQ=Select4 STARTFRAME=90  NUMFRAMES=11 GROUP=Select
#exec MESH SEQUENCE MESH=DPistolFix SEQ=Shoot4  STARTFRAME=101 NUMFRAMES=3
#exec MESH SEQUENCE MESH=DPistolFix SEQ=Idle4   STARTFRAME=104  NUMFRAMES=2
#exec MESH SEQUENCE MESH=DPistolFix SEQ=Down4   STARTFRAME=106  NUMFRAMES=5
#exec MESH SEQUENCE MESH=DPistolFix SEQ=PowerUp4 STARTFRAME=111  NUMFRAMES=9
#exec MESH SEQUENCE MESH=DPistolFix SEQ=Select5 STARTFRAME=120 NUMFRAMES=11 GROUP=Select
#exec MESH SEQUENCE MESH=DPistolFix SEQ=Shoot5  STARTFRAME=131 NUMFRAMES=3
#exec MESH SEQUENCE MESH=DPistolFix SEQ=Idle5   STARTFRAME=134 NUMFRAMES=2
#exec MESH SEQUENCE MESH=DPistolFix SEQ=Down5   STARTFRAME=136  NUMFRAMES=5

#exec MESHMAP SETTEXTURE MESHMAP=DPistolFix NUM=1  TEXTURE=DPistol1
#exec MESHMAP SETTEXTURE MESHMAP=DPistolFix NUM=0  TEXTURE=UnrealShare.SEffect2.SmokeEffect2

//Stinger 3rd Person fix
#exec MESH IMPORT MESH=Stinger3rdFix ANIVFILE=Models\Stinger3rd_a.3d DATAFILE=Models\Stinger3rd_d.3d
#exec MESH ORIGIN MESH=Stinger3rdFix X=0 Y=320 Z=-50 YAW=-64 ROLL=119 PITCH=128
#exec MESHMAP SCALE MESHMAP=Stinger3rdFix X=0.035 Y=0.035 Z=0.07

#exec MESH SEQUENCE MESH=Stinger3rdFix SEQ=All  STARTFRAME=0  NUMFRAMES=6
#exec MESH SEQUENCE MESH=Stinger3rdFix SEQ=Still  STARTFRAME=0  NUMFRAMES=1
#exec MESH SEQUENCE MESH=Stinger3rdFix SEQ=FireOne  STARTFRAME=1  NUMFRAMES=5

#exec MESHMAP SETTEXTURE MESHMAP=Stinger3rdFix NUM=2 TEXTURE=JSting2
#exec MESHMAP SETTEXTURE MESHMAP=Stinger3rdFix NUM=0 TEXTURE=UnrealShare.Effect18.FireEffect18

//Shells mesh fix
#exec MESH IMPORT MESH=ShellsMHD ANIVFILE=MODELS\aniv34.3D DATAFILE=MODELS\data34.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=ShellsMHD X=0 Y=0 Z=-30 YAW=0
#exec MESH SEQUENCE MESH=ShellsMHD SEQ=All STARTFRAME=0 NUMFRAMES=1
#exec MESHMAP SCALE MESHMAP=ShellsMHD X=0.015 Y=0.015 Z=0.03

//Clip mesh fix
#exec MESH IMPORT MESH=ClipMHD ANIVFILE=MODELS\aniv35.3D DATAFILE=MODELS\data35.3D LODSTYLE=8
#exec MESH ORIGIN MESH=ClipMHD X=0 Y=100 Z=50 YAW=0
#exec MESH SEQUENCE MESH=ClipMHD SEQ=All STARTFRAME=0  NUMFRAMES=1
#exec MESHMAP SCALE MESHMAP=ClipMHD X=0.02 Y=0.02 Z=0.04

//Health mesh fix
#exec MESH IMPORT MESH=HealthMHD ANIVFILE=MODELS\aniv38.3D DATAFILE=MODELS\data38.3D LODSTYLE=8
#exec MESH LODPARAMS MESH=HealthMHD STRENGTH=0.9
#exec MESH ORIGIN MESH=HealthMHD X=0 Y=0 Z=0 YAW=0
#exec MESH SEQUENCE MESH=HealthMHD SEQ=All STARTFRAME=0  NUMFRAMES=1
#exec MESHMAP SCALE MESHMAP=HealthMHD X=0.02 Y=0.02 Z=0.04

//Lamp1 mesh fix
#exec MESH IMPORT MESH=Lamp1MHD ANIVFILE=MODELS\lamp1_a.3D DATAFILE=MODELS\lamp1_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=Lamp1MHD X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=Lamp1MHD SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=Lamp1MHD SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec MESHMAP SCALE MESHMAP=Lamp1MHD X=0.1 Y=0.1 Z=0.2

//Vase mesh fix
#exec MESH IMPORT MESH=vaseMHD ANIVFILE=MODELS\vase_a.3D DATAFILE=MODELS\vase_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=vaseMHD X=0 Y=0 Z=-320 YAW=64
#exec MESH SEQUENCE MESH=vaseMHD SEQ=All  STARTFRAME=0  NUMFRAMES=1
#exec MESH SEQUENCE MESH=vaseMHD SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec MESHMAP SCALE MESHMAP=vaseMHD X=0.1 Y=0.1 Z=0.2


defaultproperties
{
}
