///////////////////////////////////////////////////
// deagle1.
///////////////////////////////////////////////////

class deagle1 extends Actor;

#exec MESH IMPORT MESH=deagle1 ANIVFILE=MODELS\deagle1_a.3d DATAFILE=MODELS\deagle1_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=deagle1 X=-25 Y=-5 Z=-10

#exec MESH SEQUENCE MESH=deagle1 SEQ=All STARTFRAME=0 NUMFRAMES=60
#exec MESH SEQUENCE MESH=deagle1 SEQ=Still STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=deagle1 SEQ=Shoot STARTFRAME=1 NUMFRAMES=7  RATE=20
#exec MESH SEQUENCE MESH=deagle1 SEQ=ReloadBegin STARTFRAME=9 NUMFRAMES=2 RATE=2
#exec MESH SEQUENCE MESH=deagle1 SEQ=Reload STARTFRAME=12 NUMFRAMES=2  RATE=2
#exec MESH SEQUENCE MESH=deagle1 SEQ=ReloadEnd STARTFRAME=16 NUMFRAMES=3 RATE=3
#exec MESH SEQUENCE MESH=deagle1 SEQ=Select STARTFRAME=21 NUMFRAMES=2 RATE=2
#exec MESH SEQUENCE MESH=deagle1 SEQ=Down STARTFRAME=25 NUMFRAMES=1 RATE=2
#exec MESH SEQUENCE MESH=deagle1 SEQ=Idle1 STARTFRAME=30 NUMFRAMES=2 RATE=2

#exec MESHMAP NEW MESHMAP=deagle1 MESH=deagle1


//Edit X, Y, and Z values in line below to change size of mesh in game
#exec MESHMAP SCALE MESHMAP=deagle1 X=0.220985 Y=0.220985 Z=0.220985

#exec TEXTURE IMPORT NAME=DeagleTex1 FILE=textures\eagletex.pcx GROUP=Skins 


#exec TEXTURE IMPORT NAME=BeltIconBadBoi FILE=Textures\BeltIconBadBoi.bmp Group=Icons FLAGS=2


#exec TEXTURE IMPORT NAME=BadBoiTex1 FILE=textures\badboitex.bmp GROUP=Skins
#exec TEXTURE IMPORT NAME=BadBoiTex2 FILE=textures\badboitex2.bmp GROUP=Skins
#exec TEXTURE IMPORT NAME=BadCasingTex FILE=textures\badcasingtex.bmp GROUP=Skins 

#exec MESHMAP SETTEXTURE MESHMAP=deagle1 NUM=0 TEXTURE=DeagleTex1
#exec MESHMAP SETTEXTURE MESHMAP=deagle1 NUM=1 TEXTURE=DeagleTex1
#exec MESHMAP SETTEXTURE MESHMAP=deagle1 NUM=2 TEXTURE=BlackMaskTex
#exec MESHMAP SETTEXTURE MESHMAP=deagle1 NUM=3 TEXTURE=WeaponHandsTex
#exec MESHMAP SETTEXTURE MESHMAP=deagle1 NUM=4 TEXTURE=WeaponHandsTex

#exec MESH NOTIFY MESH=deagle1 SEQ=Shoot 	TIME=0.05	FUNCTION=SwapMuzzleFlashTexture

defaultproperties
{
    DrawType=DT_Mesh
    Mesh=deagle1
}
