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//=============================================================================
// AllMinor.
//=============================================================================
class AllMinor extends Object
    abstract;

//
// Generic non-character skins
//
#exec TEXTURE IMPORT NAME=FramesTex1 FILE=Models\Frames_A.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=FramesTex2 FILE=Models\Frames_B.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=FramesTex3 FILE=Models\Frames_C.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=FramesTex4 FILE=Models\Frames_D.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=FramesTex5 FILE=Models\Frames_E.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=LensesTex1 FILE=Models\ClearLenses_A.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=LensesTex2 FILE=Models\Lenses_A.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=LensesTex3 FILE=Models\HiLite_B.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=LensesTex4 FILE=Models\GlassLens_B.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=LensesTex5 FILE=Models\HiLite_D.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=LensesTex6 FILE=Models\HiLite_A.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=BlackMaskTex FILE=Models\BlackMask.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=GrayMaskTex FILE=Models\GrayMask.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=PinkMaskTex FILE=Models\PinkMask.pcx GROUP=Skins FLAGS=2

#exec TEXTURE IMPORT NAME=VisorTex1 FILE=Models\Jumpsuit_Visor.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=GogglesTex1 FILE=Models\NSF_Goggles.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=PonytailTex1 FILE=Models\Ponytail.pcx GROUP=Skins FLAGS=2 MIPS=Off

//
// Skins shared between multiple characters
//

// Pants
#exec TEXTURE IMPORT NAME=PantsTex1 FILE=Models\GM_Pants.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=PantsTex2 FILE=Models\GM_Pants_A01.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=PantsTex3 FILE=Models\GM_Pants_A03.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=PantsTex4 FILE=Models\GM_Pants_A04.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=PantsTex5 FILE=Models\GM_Pants_C.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=PantsTex6 FILE=Models\GM_Pants_D01.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=PantsTex7 FILE=Models\Bum_B_Pants.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=PantsTex8 FILE=Models\Denton_Paul_Pants.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=PantsTex9 FILE=Models\Hermann_Pants.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=PantsTex10 FILE=Models\LumPath_Pants.pcx GROUP=Skins

// Legs
#exec TEXTURE IMPORT NAME=LegsTex1 FILE=Models\GFM_NudieLegs.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=LegsTex2 FILE=Models\GFM_NudieLegs_B.pcx GROUP=Skins

// Shirts
#exec TEXTURE IMPORT NAME=TrenchShirtTex1 FILE=Models\Bum_A_TrenchShirt.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=TrenchShirtTex2 FILE=Models\Filben_TrenchShirt.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=TrenchShirtTex3 FILE=Models\GFM_TrenchShirt_A.pcx GROUP=Skins

// Shirts
#exec TEXTURE IMPORT NAME=LabCoatTex1 FILE=Models\GM_LabCoat.pcx GROUP=Skins

// TrenchCoat
#exec TEXTURE IMPORT NAME=TrenchCoatTex1 FILE=Models\GM_TrenchCoat_D01.pcx GROUP=Skins

// Skins
#exec TEXTURE IMPORT NAME=SkinTex1 FILE=Models\GM_Asian.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=SkinTex2 FILE=Models\GM_Asian_A.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=SkinTex3 FILE=Models\GM_White.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=SkinTex4 FILE=Models\GM_WhiteBeard.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=SkinTex5 FILE=Models\GFM_HeadAsian_B.pcx GROUP=Skins

// Misc
#exec TEXTURE IMPORT NAME=MiscTex1 FILE=Models\Jumpsuit_Facemask_A.pcx GROUP=Skins

//
// Generic character skins
//
#exec TEXTURE IMPORT NAME=MIBTex0 FILE=Models\GM_MIB.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=MIBTex1 FILE=Models\GM_Suit_A03.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=BumMaleTex0 FILE=Models\Bum_A.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=BumMaleTex2 FILE=Models\Bum_A_SuitOpen.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=BumMale2Tex0 FILE=Models\Filben_Harley.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=BumMale2Tex2 FILE=Models\Filben_SuitOpen.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=BumMale3Tex0 FILE=Models\Bum_B.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=BumMale3Tex2 FILE=Models\Bum_B_TrenchCoat.pcx GROUP=Skins FLAGS=2

#exec TEXTURE IMPORT NAME=ThugMaleTex0 FILE=Models\Thug_A_Skin.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=ThugMaleTex1 FILE=Models\Thug_A_TrenchShirt.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=ThugMaleTex2 FILE=Models\Thug_A_Coat.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=ThugMaleTex3 FILE=Models\Thug_A_Pants.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=ThugMale2Tex0 FILE=Models\Thug_B_Skin.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=ThugMale2Tex1 FILE=Models\Thug_B_Shirt.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=ThugMale2Tex2 FILE=Models\Thug_B_Pants.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=ThugMale3Tex0 FILE=Models\Thug_C_Skin.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=ThugMale3Tex1 FILE=Models\Thug_C_Top.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=ThugMale3Tex2 FILE=Models\Thug_C_Pants.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=ThugMale3Tex3 FILE=Models\Thug_C_Goggles.pcx GROUP=Skins FLAGS=2

#exec TEXTURE IMPORT NAME=JunkieMaleTex0 FILE=Models\Junkie_A_Skin.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=JunkieMaleTex1 FILE=Models\Junkie_A_Shirt.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=JunkieMaleTex2 FILE=Models\Junkie_A_Pants.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=Male1Tex0 FILE=Models\GM_HeadFat.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Male1Tex1 FILE=Models\GM_DressShirt.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Male2Tex1 FILE=Models\GM_Sweater_A.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Male2Tex2 FILE=Models\GM_Pants_B.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Male3Tex1 FILE=Models\GM_DressShirt_B.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Male4Tex0 FILE=Models\GM_BuddhistMonk.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Male4Tex1 FILE=Models\GM_Monk_Shirt.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Male4Tex2 FILE=Models\GM_Monk_Pants.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=SecretaryTex0 FILE=Models\GFM_HeadWhite02.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=SecretaryTex2 FILE=Models\GFM_SuitSkirt_Suit.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Female2Tex0 FILE=Models\Female_B_Skin.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Female2Tex1 FILE=Models\Female_B_Legs.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Female2Tex2 FILE=Models\Female_B_Jumper.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=Hooker1Tex0 FILE=Models\Hooker_A.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Hooker1Tex1 FILE=Models\Hooker_A_Legs.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Hooker1Tex2 FILE=Models\Hooker_A_MiniSkirt.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=Hooker1Tex3 FILE=Models\Hooker_A_Top.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Hooker2Tex0 FILE=Models\Hooker_B.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Hooker2Tex1 FILE=Models\Hooker_B_Legs.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Hooker2Tex2 FILE=Models\Hooker_B_MiniSkirt.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=Hooker2Tex3 FILE=Models\Hooker_B_Top.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=JunkieFemaleTex0 FILE=Models\Junkie_B_Skin.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=JunkieFemaleTex1 FILE=Models\Junkie_B_Shirt.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=JunkieFemaleTex2 FILE=Models\Junkie_B_Pants.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Female1Tex0 FILE=Models\Female_A_Skin.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Female1Tex1 FILE=Models\GFM_DressShirt.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=ChildMaleTex0 FILE=Models\Male_Kid.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=ChildMaleTex1 FILE=Models\GM_DressShirt_E.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=ScubasuitTex0 FILE=Models\GM_Scubasuit.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=ScubasuitTex1 FILE=Models\Scubasuit_Skin.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=MJ12CommandoTex0 FILE=Models\GM_ScaryTroop.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=MJ12CommandoTex1 FILE=Models\ScaryTroop_Parts.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=RiotCopTex1 FILE=Models\RiotCop_Boots.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=RiotCopTex2 FILE=Models\RiotCop_Top.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=RiotCopTex3 FILE=Models\RiotCop_Helmet.pcx GROUP=Skins FLAGS=2

#exec TEXTURE IMPORT NAME=MJ12TroopTex1 FILE=Models\MJ12_Troop_Boots.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=MJ12TroopTex2 FILE=Models\MJ12_Troop_Top.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=MJ12TroopTex3 FILE=Models\Jumpsuit_Helmet.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=MJ12TroopTex4 FILE=Models\MJ12_Helmet.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=UNATCOTroopTex1 FILE=Models\UNATCO_Troop_Boots.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=UNATCOTroopTex2 FILE=Models\UNATCO_Troop_Top.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=UNATCOTroopTex3 FILE=Models\UNATCOTroop_Helmet.pcx GROUP=Skins FLAGS=2

#exec TEXTURE IMPORT NAME=TerroristTex0 FILE=Models\Terrorist_01.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=TerroristTex1 FILE=Models\Terrorist_Top.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=TerroristTex2 FILE=Models\Terrorist_Boots.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=ButlerTex0 FILE=Models\GM_WhiteOld.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=ButlerTex1 FILE=Models\GM_Tux.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=Businessman1Tex1 FILE=Models\GM_Suit.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Businessman1Tex2 FILE=Models\GM_Pants_G.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Businessman2Tex0 FILE=Models\GM_DrugLord.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Businessman2Tex1 FILE=Models\GM_Suit_C02.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Businessman2Tex2 FILE=Models\GM_Pants_I.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Businessman3Tex1 FILE=Models\GM_Suit_F.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Businessman3Tex2 FILE=Models\GM_Pants_J.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=MaidTex0 FILE=Models\GFM_HeadAsian_D.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=MaidTex1 FILE=Models\GFM_SuitSkirt_Maid.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=CopTex0 FILE=Models\GM_Cop.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=CopTex1 FILE=Models\Cop_Shirt.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=CopTex2 FILE=Models\Cop_Pants.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=BoatPersonTex0 FILE=Models\GM_BoatPeople.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=BoatPersonTex1 FILE=Models\GM_BoatPeopleShirt.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=DoctorTex0 FILE=Models\GM_HeadFat_A.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=DoctorTex1 FILE=Models\GM_TrenchShirt_B.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=NurseTex0 FILE=Models\GFM_White_A.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=NurseTex1 FILE=Models\GFM_SuitSkirt_Nurse.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=Businesswoman1Tex0 FILE=Models\GFM_HeadAsian.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Businesswoman1Tex1 FILE=Models\GFM_SuitSkirt_Suit_B.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Businesswoman1Tex2 FILE=Models\GFM_NudieLegs_A.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=BumFemaleTex0 FILE=Models\Bum_C.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=BumFemaleTex1 FILE=Models\Bum_C_Top.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=ScientistMaleTex0 FILE=Models\Chiang_Harry.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=ScientistFemaleTex0 FILE=Models\GFM_White_B.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=ScientistFemaleTex2 FILE=Models\GFM_LabCoat.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=ScientistFemaleTex3 FILE=Models\GFM_Tights_B.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=JanitorTex1 FILE=Models\Janitor_SuitTop.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=JanitorTex2 FILE=Models\Janitor_Pants.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=ChildMale2Tex0 FILE=Models\GMK_White_F.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=ChildMale2Tex1 FILE=Models\GMK_ShirtVest.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=SailorTex0 FILE=Models\GM_Sailor.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=SailorTex1 FILE=Models\GM_SailorCoat.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=SailorTex2 FILE=Models\Sailor_Pants.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=SailorTex3 FILE=Models\SailorHat.pcx GROUP=Skins FLAGS=2 MIPS=Off

#exec TEXTURE IMPORT NAME=ChefTex0 FILE=Models\GM_Chef.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=ChefTex1 FILE=Models\GM_ChefShirt.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=ChefTex3 FILE=Models\ChefHat.pcx GROUP=Skins FLAGS=2

#exec TEXTURE IMPORT NAME=Female3Tex1 FILE=Models\GFM_SatinDress.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Female3Tex2 FILE=Models\GFM_NudieLegs_C.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=Female4Tex0 FILE=Models\GFM_HeadAsian_A.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Female4Tex1 FILE=Models\GFM_PunkShirt.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Female4Tex2 FILE=Models\GFM_PunkCoat.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Female4Tex3 FILE=Models\GFM_PunkTights.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=MechanicTex1 FILE=Models\MechTech_Top.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=MechanicTex2 FILE=Models\MechTech_Pants.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=MechanicTex3 FILE=Models\MechTech_Helmet.pcx GROUP=Skins FLAGS=2

#exec TEXTURE IMPORT NAME=BartenderTex0 FILE=Models\GM_Black.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=BartenderTex1 FILE=Models\GM_DressShirt_A02.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=LowerClassFemaleTex0 FILE=Models\GFM_HeadAsian_C.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=LowerClassFemaleTex1 FILE=Models\LowerClassF_Top.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=LowerClassMaleTex1 FILE=Models\LowerClassM_Shirt.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=LowerClassMale2Tex0 FILE=Models\GM_HeadJay.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=LowerClassMale2Tex1 FILE=Models\GM_LowerClassM02.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=LowerClassMale2Tex2 FILE=Models\GM_Pants_M.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=HKMilitaryTex1 FILE=Models\HKMilitary_Top.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=HKMilitaryTex2 FILE=Models\HKMilitary_Boots.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=TriadLumPath2Tex0 FILE=Models\Lumpath_Triad.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=TriadLumPathTex0 FILE=Models\GM_Asian_B.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=TriadLumPathTex1 FILE=Models\Lumpath_Suit.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=TriadRedArrowTex0 FILE=Models\RedArrow.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=TriadRedArrowTex1 FILE=Models\RedArrow_Shirt.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=TriadRedArrowTex2 FILE=Models\RedArrow_Coat.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=TriadRedArrowTex3 FILE=Models\RedArrow_Pants.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=WIBTex0 FILE=Models\WIB.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=WIBTex1 FILE=Models\WIB_SuitSkirt_Suit.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=SecretServiceTex0 FILE=Models\GM_SecretService.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=SecretServiceTex1 FILE=Models\GM_SecretService_Suit.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=SecretServiceTex2 FILE=Models\GM_SecretService_Pants.pcx GROUP=Skins

#exec TEXTURE IMPORT NAME=SoldierTex0 FILE=Models\Soldier_FaceStrap.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=SoldierTex1 FILE=Models\Soldier_Shirt.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=SoldierTex2 FILE=Models\Soldier_Boots.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=SoldierTex3 FILE=Models\Soldier_Helmet.pcx GROUP=Skins FLAGS=2


//
// GM_Suit
//
#exec MESH IMPORT MESH=GM_Suit ANIVFILE=Models\GM_Suit_a.3d DATAFILE=Models\GM_Suit_d.3d
#exec MESH ORIGIN MESH=GM_Suit X=0 Y=0 Z=12200 YAW=64
#exec MESH LODPARAMS MESH=GM_Suit STRENGTH=0.5

#exec MESH SEQUENCE MESH=GM_Suit SEQ=All				STARTFRAME=0   NUMFRAMES=373         
#exec MESH SEQUENCE MESH=GM_Suit SEQ=Still				STARTFRAME=0   NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Suit SEQ=Walk				STARTFRAME=1   NUMFRAMES=10  RATE=10 
#exec MESH SEQUENCE MESH=GM_Suit SEQ=Run				STARTFRAME=11  NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_Suit SEQ=Crouch				STARTFRAME=21  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_Suit SEQ=Stand				STARTFRAME=24  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_Suit SEQ=CrouchShoot		STARTFRAME=27  NUMFRAMES=5   RATE=10 	GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_Suit SEQ=BreatheLight		STARTFRAME=32  NUMFRAMES=5   RATE=2.5	GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_Suit SEQ=DeathFront			STARTFRAME=37  NUMFRAMES=13  RATE=10 
#exec MESH SEQUENCE MESH=GM_Suit SEQ=DeathBack			STARTFRAME=50  NUMFRAMES=8   RATE=10 
#exec MESH SEQUENCE MESH=GM_Suit SEQ=HitHead			STARTFRAME=58  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Suit SEQ=HitTorso			STARTFRAME=62  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Suit SEQ=HitArmLeft			STARTFRAME=66  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Suit SEQ=HitLegLeft			STARTFRAME=70  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Suit SEQ=HitArmRight		STARTFRAME=74  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Suit SEQ=HitLegRight		STARTFRAME=78  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Suit SEQ=HitHeadBack		STARTFRAME=82  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Suit SEQ=HitTorsoBack		STARTFRAME=86  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Suit SEQ=MouthClosed		STARTFRAME=90  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Suit SEQ=MouthA				STARTFRAME=91  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Suit SEQ=MouthE				STARTFRAME=92  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Suit SEQ=MouthF				STARTFRAME=93  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Suit SEQ=MouthM				STARTFRAME=94  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Suit SEQ=MouthO				STARTFRAME=95  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Suit SEQ=MouthT				STARTFRAME=96  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Suit SEQ=MouthU				STARTFRAME=97  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Suit SEQ=Blink				STARTFRAME=98  NUMFRAMES=2   RATE=10 
#exec MESH SEQUENCE MESH=GM_Suit SEQ=Shoot				STARTFRAME=100 NUMFRAMES=6   RATE=15 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Suit SEQ=Attack				STARTFRAME=106 NUMFRAMES=7   RATE=10 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Suit SEQ=HeadUp				STARTFRAME=113 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Suit SEQ=HeadDown			STARTFRAME=114 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Suit SEQ=HeadLeft			STARTFRAME=115 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Suit SEQ=HeadRight			STARTFRAME=116 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Suit SEQ=RunShoot			STARTFRAME=117 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_Suit SEQ=GestureLeft		STARTFRAME=127 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GM_Suit SEQ=GestureRight		STARTFRAME=136 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GM_Suit SEQ=GestureBoth		STARTFRAME=145 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GM_Suit SEQ=RubEyesStart		STARTFRAME=154 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GM_Suit SEQ=RubEyes			STARTFRAME=158 NUMFRAMES=4   RATE=7.5
#exec MESH SEQUENCE MESH=GM_Suit SEQ=RubEyesStop		STARTFRAME=162 NUMFRAMES=4   RATE=15 
#exec MESH SEQUENCE MESH=GM_Suit SEQ=SitBegin			STARTFRAME=166 NUMFRAMES=5   RATE=3  
#exec MESH SEQUENCE MESH=GM_Suit SEQ=SitStill			STARTFRAME=171 NUMFRAMES=1   RATE=15 
#exec MESH SEQUENCE MESH=GM_Suit SEQ=SitStand			STARTFRAME=172 NUMFRAMES=5   RATE=3  
#exec MESH SEQUENCE MESH=GM_Suit SEQ=Pickup				STARTFRAME=177 NUMFRAMES=4   RATE=5  
#exec MESH SEQUENCE MESH=GM_Suit SEQ=Jump				STARTFRAME=181 NUMFRAMES=3   RATE=10 
#exec MESH SEQUENCE MESH=GM_Suit SEQ=Land				STARTFRAME=184 NUMFRAMES=3   RATE=10 	GROUP=Landing
#exec MESH SEQUENCE MESH=GM_Suit SEQ=Panic				STARTFRAME=187 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_Suit SEQ=PushButton			STARTFRAME=197 NUMFRAMES=6   RATE=5  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Suit SEQ=ReloadBegin		STARTFRAME=203 NUMFRAMES=4   RATE=8  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Suit SEQ=Reload				STARTFRAME=207 NUMFRAMES=4   RATE=8  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Suit SEQ=ReloadEnd			STARTFRAME=211 NUMFRAMES=7   RATE=10 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Suit SEQ=Tread				STARTFRAME=218 NUMFRAMES=12  RATE=15 
#exec MESH SEQUENCE MESH=GM_Suit SEQ=TreadShoot			STARTFRAME=230 NUMFRAMES=12  RATE=15 
#exec MESH SEQUENCE MESH=GM_Suit SEQ=WaterHitTorso		STARTFRAME=242 NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Suit SEQ=WaterHitTorsoBack	STARTFRAME=245 NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Suit SEQ=WaterDeath			STARTFRAME=248 NUMFRAMES=8   RATE=10 
#exec MESH SEQUENCE MESH=GM_Suit SEQ=CowerBegin			STARTFRAME=256 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GM_Suit SEQ=CowerStill			STARTFRAME=260 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Suit SEQ=CowerEnd			STARTFRAME=261 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GM_Suit SEQ=AttackSide			STARTFRAME=265 NUMFRAMES=13  RATE=20 
#exec MESH SEQUENCE MESH=GM_Suit SEQ=Strafe				STARTFRAME=278 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_Suit SEQ=Walk2H				STARTFRAME=288 NUMFRAMES=10  RATE=10 
#exec MESH SEQUENCE MESH=GM_Suit SEQ=Strafe2H			STARTFRAME=298 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_Suit SEQ=RunShoot2H			STARTFRAME=308 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_Suit SEQ=Shoot2H			STARTFRAME=318 NUMFRAMES=7   RATE=20 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Suit SEQ=BreatheLight2H		STARTFRAME=325 NUMFRAMES=5   RATE=2.5	GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_Suit SEQ=Idle1				STARTFRAME=330 NUMFRAMES=7   RATE=3  	GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_Suit SEQ=Idle12H			STARTFRAME=337 NUMFRAMES=15  RATE=6  	GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_Suit SEQ=Shocked			STARTFRAME=352 NUMFRAMES=4   RATE=18 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Suit SEQ=Dance				STARTFRAME=356 NUMFRAMES=12  RATE=18 	GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_Suit SEQ=SitBreathe			STARTFRAME=368 NUMFRAMES=5   RATE=2.5	GROUP=Waiting

#exec MESHMAP SCALE MESHMAP=GM_Suit X=0.00390625 Y=0.00390625 Z=0.00390625

#exec MESH NOTIFY MESH=GM_Suit SEQ=Walk			TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Suit SEQ=Walk			TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Suit SEQ=Run			TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Suit SEQ=Run			TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Suit SEQ=RunShoot		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Suit SEQ=RunShoot		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Suit SEQ=Panic		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Suit SEQ=Panic		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Suit SEQ=Strafe		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Suit SEQ=Strafe		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Suit SEQ=Walk2H		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Suit SEQ=Walk2H		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Suit SEQ=Strafe2H		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Suit SEQ=Strafe2H		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Suit SEQ=RunShoot2H	TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Suit SEQ=RunShoot2H	TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Suit SEQ=DeathFront	TIME=0.3	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GM_Suit SEQ=DeathBack	TIME=0.5	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GM_Suit SEQ=Tread		TIME=0.3	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Suit SEQ=TreadShoot	TIME=0.3	FUNCTION=PlayFootStep

//
// GM_Suit_Carcass
//
#exec MESH IMPORT MESH=GM_Suit_Carcass ANIVFILE=Models\GM_Suit_CarcassA_a.3d DATAFILE=Models\GM_Suit_d.3d
#exec MESH ORIGIN MESH=GM_Suit_Carcass X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_Suit_Carcass SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Suit_Carcass SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_Suit_Carcass X=0.00390625 Y=0.00390625 Z=0.00390625

//
// GM_Suit_CarcassB
//
#exec MESH IMPORT MESH=GM_Suit_CarcassB ANIVFILE=Models\GM_Suit_CarcassB_a.3d DATAFILE=Models\GM_Suit_d.3d
#exec MESH ORIGIN MESH=GM_Suit_CarcassB X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_Suit_CarcassB SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Suit_CarcassB SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_Suit_CarcassB X=0.00390625 Y=0.00390625 Z=0.00390625

//
// GM_Suit_CarcassC
//
#exec MESH IMPORT MESH=GM_Suit_CarcassC ANIVFILE=Models\GM_Suit_CarcassC_a.3d DATAFILE=Models\GM_Suit_d.3d
#exec MESH ORIGIN MESH=GM_Suit_CarcassC X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_Suit_CarcassC SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Suit_CarcassC SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_Suit_CarcassC X=0.00390625 Y=0.00390625 Z=0.00390625


//
// GM_DressShirt
//
#exec MESH IMPORT MESH=GM_DressShirt ANIVFILE=Models\GM_DressShirt_a.3d DATAFILE=Models\GM_DressShirt_d.3d
#exec MESH ORIGIN MESH=GM_DressShirt X=0 Y=0 Z=12200 YAW=64
#exec MESH LODPARAMS MESH=GM_DressShirt STRENGTH=0.5

#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=All					STARTFRAME=0   NUMFRAMES=358         
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Still				STARTFRAME=0   NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Walk					STARTFRAME=1   NUMFRAMES=10  RATE=10 
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Run					STARTFRAME=11  NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Crouch				STARTFRAME=21  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Stand				STARTFRAME=24  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=CrouchShoot			STARTFRAME=27  NUMFRAMES=5   RATE=10 	GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=BreatheLight			STARTFRAME=32  NUMFRAMES=5   RATE=2.5	GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=DeathFront			STARTFRAME=37  NUMFRAMES=13  RATE=10 
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=DeathBack			STARTFRAME=50  NUMFRAMES=8   RATE=10 
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=HitHead				STARTFRAME=58  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=HitTorso				STARTFRAME=62  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=HitArmLeft			STARTFRAME=66  NUMFRAMES=4   RATE=12 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=HitLegLeft			STARTFRAME=70  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=HitArmRight			STARTFRAME=74  NUMFRAMES=4   RATE=12 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=HitLegRight			STARTFRAME=78  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=HitHeadBack			STARTFRAME=82  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=HitTorsoBack			STARTFRAME=86  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=MouthClosed			STARTFRAME=90  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=MouthA				STARTFRAME=91  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=MouthE				STARTFRAME=92  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=MouthF				STARTFRAME=93  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=MouthM				STARTFRAME=94  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=MouthO				STARTFRAME=95  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=MouthT				STARTFRAME=96  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=MouthU				STARTFRAME=97  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Blink				STARTFRAME=98  NUMFRAMES=2   RATE=10 
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Shoot				STARTFRAME=100 NUMFRAMES=6   RATE=15 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Attack				STARTFRAME=106 NUMFRAMES=7   RATE=10 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=HeadUp				STARTFRAME=113 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=HeadDown				STARTFRAME=114 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=HeadLeft				STARTFRAME=115 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=HeadRight			STARTFRAME=116 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=RunShoot				STARTFRAME=117 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=GestureLeft			STARTFRAME=127 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=GestureRight			STARTFRAME=136 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=GestureBoth			STARTFRAME=145 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=RubEyesStart			STARTFRAME=154 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=RubEyes				STARTFRAME=158 NUMFRAMES=4   RATE=7.5
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=RubEyesStop			STARTFRAME=162 NUMFRAMES=4   RATE=15 
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=SitBegin				STARTFRAME=166 NUMFRAMES=5   RATE=3  
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=SitStill				STARTFRAME=171 NUMFRAMES=1   RATE=15 
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=SitStand				STARTFRAME=172 NUMFRAMES=5   RATE=3  
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Pickup				STARTFRAME=177 NUMFRAMES=7   RATE=10 
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Jump					STARTFRAME=184 NUMFRAMES=3   RATE=10 
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Land					STARTFRAME=187 NUMFRAMES=3   RATE=10 	GROUP=Landing
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Panic				STARTFRAME=190 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=PushButton			STARTFRAME=200 NUMFRAMES=6   RATE=5  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=ReloadBegin			STARTFRAME=206 NUMFRAMES=4   RATE=8  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Reload				STARTFRAME=210 NUMFRAMES=4   RATE=8  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=ReloadEnd			STARTFRAME=214 NUMFRAMES=7   RATE=10 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Tread				STARTFRAME=221 NUMFRAMES=12  RATE=15 
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=TreadShoot			STARTFRAME=233 NUMFRAMES=12  RATE=15 
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=WaterHitTorso		STARTFRAME=245 NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=WaterHitTorsoBack	STARTFRAME=248 NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=WaterDeath			STARTFRAME=251 NUMFRAMES=8   RATE=10 
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=CowerBegin			STARTFRAME=259 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=CowerStill			STARTFRAME=263 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=CowerEnd				STARTFRAME=264 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=AttackSide			STARTFRAME=268 NUMFRAMES=13  RATE=20 
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Strafe				STARTFRAME=281 NUMFRAMES=10  RATE=24 
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Walk2H				STARTFRAME=291 NUMFRAMES=10  RATE=10
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Strafe2H				STARTFRAME=301 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=RunShoot2H			STARTFRAME=311 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Shoot2H				STARTFRAME=321 NUMFRAMES=7   RATE=20 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=BreatheLight2H		STARTFRAME=328 NUMFRAMES=5   RATE=2.5	GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Idle1				STARTFRAME=333 NUMFRAMES=8   RATE=3  	GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Idle12H				STARTFRAME=341 NUMFRAMES=8   RATE=3  	GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=Shocked				STARTFRAME=349 NUMFRAMES=4   RATE=18 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt SEQ=SitBreathe			STARTFRAME=353 NUMFRAMES=5   RATE=2.5	GROUP=Waiting

#exec MESHMAP SCALE MESHMAP=GM_DressShirt X=0.00390625 Y=0.00390625 Z=0.00390625

#exec MESH NOTIFY MESH=GM_DressShirt SEQ=Walk		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt SEQ=Walk		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt SEQ=Run		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt SEQ=Run		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt SEQ=RunShoot	TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt SEQ=RunShoot	TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt SEQ=Panic		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt SEQ=Panic		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt SEQ=Strafe		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt SEQ=Strafe		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt SEQ=Walk2H		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt SEQ=Walk2H		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt SEQ=Strafe2H	TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt SEQ=Strafe2H	TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt SEQ=RunShoot2H	TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt SEQ=RunShoot2H	TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt SEQ=DeathFront	TIME=0.3	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GM_DressShirt SEQ=DeathBack	TIME=0.5	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GM_DressShirt SEQ=Tread		TIME=0.3	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt SEQ=TreadShoot	TIME=0.3	FUNCTION=PlayFootStep

//
// GM_DressShirt_Carcass
//
#exec MESH IMPORT MESH=GM_DressShirt_Carcass ANIVFILE=Models\GM_DressShirt_CarcassA_a.3d DATAFILE=Models\GM_DressShirt_d.3d
#exec MESH ORIGIN MESH=GM_DressShirt_Carcass X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_DressShirt_Carcass SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_DressShirt_Carcass SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_DressShirt_Carcass X=0.00390625 Y=0.00390625 Z=0.00390625

//
// GM_DressShirt_CarcassB
//
#exec MESH IMPORT MESH=GM_DressShirt_CarcassB ANIVFILE=Models\GM_DressShirt_CarcassB_a.3d DATAFILE=Models\GM_DressShirt_d.3d
#exec MESH ORIGIN MESH=GM_DressShirt_CarcassB X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_DressShirt_CarcassB SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_DressShirt_CarcassB SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_DressShirt_CarcassB X=0.00390625 Y=0.00390625 Z=0.00390625

//
// GM_DressShirt_CarcassC
//
#exec MESH IMPORT MESH=GM_DressShirt_CarcassC ANIVFILE=Models\GM_DressShirt_CarcassC_a.3d DATAFILE=Models\GM_DressShirt_d.3d
#exec MESH ORIGIN MESH=GM_DressShirt_CarcassC X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_DressShirt_CarcassC SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_DressShirt_CarcassC SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_DressShirt_CarcassC X=0.00390625 Y=0.00390625 Z=0.00390625


//
// GM_DressShirt_S
//
#exec MESH IMPORT MESH=GM_DressShirt_S ANIVFILE=Models\GM_DressShirt_S_a.3d DATAFILE=Models\GM_DressShirt_S_d.3d
#exec MESH ORIGIN MESH=GM_DressShirt_S X=0 Y=0 Z=12200 YAW=64
#exec MESH LODPARAMS MESH=GM_DressShirt_S STRENGTH=0.5

#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=All				STARTFRAME=0   NUMFRAMES=312         
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Still				STARTFRAME=0   NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Walk				STARTFRAME=1   NUMFRAMES=10  RATE=10 
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Run				STARTFRAME=11  NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Crouch				STARTFRAME=21  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Stand				STARTFRAME=24  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=CrouchShoot		STARTFRAME=27  NUMFRAMES=5   RATE=10 	GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=BreatheLight		STARTFRAME=32  NUMFRAMES=5   RATE=2.5	GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=DeathFront			STARTFRAME=37  NUMFRAMES=13  RATE=10 
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=DeathBack			STARTFRAME=50  NUMFRAMES=8   RATE=10 
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=HitHead			STARTFRAME=58  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=HitTorso			STARTFRAME=62  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=HitArmLeft			STARTFRAME=66  NUMFRAMES=4   RATE=12 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=HitLegLeft			STARTFRAME=70  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=HitArmRight		STARTFRAME=74  NUMFRAMES=4   RATE=12 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=HitLegRight		STARTFRAME=78  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=HitHeadBack		STARTFRAME=82  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=HitTorsoBack		STARTFRAME=86  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=MouthClosed		STARTFRAME=90  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=MouthA				STARTFRAME=91  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=MouthE				STARTFRAME=92  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=MouthF				STARTFRAME=93  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=MouthM				STARTFRAME=94  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=MouthO				STARTFRAME=95  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=MouthT				STARTFRAME=96  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=MouthU				STARTFRAME=97  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Blink				STARTFRAME=98  NUMFRAMES=2   RATE=10 
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Shoot				STARTFRAME=100 NUMFRAMES=6   RATE=15 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Attack				STARTFRAME=106 NUMFRAMES=7   RATE=10 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=HeadUp				STARTFRAME=113 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=HeadDown			STARTFRAME=114 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=HeadLeft			STARTFRAME=115 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=HeadRight			STARTFRAME=116 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=RunShoot			STARTFRAME=117 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=GestureLeft		STARTFRAME=127 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=GestureRight		STARTFRAME=136 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=GestureBoth		STARTFRAME=145 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=RubEyesStart		STARTFRAME=154 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=RubEyes			STARTFRAME=158 NUMFRAMES=4   RATE=7.5
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=RubEyesStop		STARTFRAME=162 NUMFRAMES=4   RATE=15 
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=SitBegin			STARTFRAME=166 NUMFRAMES=5   RATE=3  
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=SitStill			STARTFRAME=171 NUMFRAMES=1   RATE=15 
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=SitStand			STARTFRAME=172 NUMFRAMES=5   RATE=3  
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Pickup				STARTFRAME=177 NUMFRAMES=7   RATE=10 
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Jump				STARTFRAME=184 NUMFRAMES=3   RATE=10 
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Land				STARTFRAME=187 NUMFRAMES=3   RATE=10 	GROUP=Landing
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Panic				STARTFRAME=190 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=PushButton			STARTFRAME=200 NUMFRAMES=6   RATE=5  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=ReloadBegin		STARTFRAME=206 NUMFRAMES=4   RATE=8  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Reload				STARTFRAME=210 NUMFRAMES=4   RATE=8  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=ReloadEnd			STARTFRAME=214 NUMFRAMES=7   RATE=10 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Tread				STARTFRAME=221 NUMFRAMES=12  RATE=15 
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=TreadShoot			STARTFRAME=233 NUMFRAMES=12  RATE=15 
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=WaterHitTorso		STARTFRAME=245 NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=WaterHitTorsoBack	STARTFRAME=248 NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=WaterDeath			STARTFRAME=251 NUMFRAMES=8   RATE=10 
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=CowerBegin			STARTFRAME=259 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=CowerStill			STARTFRAME=263 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=CowerEnd			STARTFRAME=264 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=AttackSide			STARTFRAME=268 NUMFRAMES=13  RATE=20 
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Strafe				STARTFRAME=281 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Idle1				STARTFRAME=291 NUMFRAMES=12  RATE=8  	GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=Shocked			STARTFRAME=303 NUMFRAMES=4   RATE=18 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_S SEQ=SitBreathe			STARTFRAME=307 NUMFRAMES=5   RATE=2.5	GROUP=Waiting

#exec MESHMAP SCALE MESHMAP=GM_DressShirt_S X=0.00390625 Y=0.00390625 Z=0.00390625

#exec MESH NOTIFY MESH=GM_DressShirt_S SEQ=Walk			TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_S SEQ=Walk			TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_S SEQ=Run			TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_S SEQ=Run			TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_S SEQ=RunShoot		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_S SEQ=RunShoot		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_S SEQ=Panic		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_S SEQ=Panic		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_S SEQ=Strafe		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_S SEQ=Strafe		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_S SEQ=DeathFront	TIME=0.3	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GM_DressShirt_S SEQ=DeathBack	TIME=0.5	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GM_DressShirt_S SEQ=Tread		TIME=0.3	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_S SEQ=TreadShoot	TIME=0.3	FUNCTION=PlayFootStep

//
// GM_DressShirt_S_Carcass
//
#exec MESH IMPORT MESH=GM_DressShirt_S_Carcass ANIVFILE=Models\GM_DressShirt_S_CarcassA_a.3d DATAFILE=Models\GM_DressShirt_S_d.3d
#exec MESH ORIGIN MESH=GM_DressShirt_S_Carcass X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_DressShirt_S_Carcass SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_DressShirt_S_Carcass SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_DressShirt_S_Carcass X=0.00390625 Y=0.00390625 Z=0.00390625

//
// GM_DressShirt_S_CarcassB
//
#exec MESH IMPORT MESH=GM_DressShirt_S_CarcassB ANIVFILE=Models\GM_DressShirt_S_CarcassB_a.3d DATAFILE=Models\GM_DressShirt_S_d.3d
#exec MESH ORIGIN MESH=GM_DressShirt_S_CarcassB X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_DressShirt_S_CarcassB SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_DressShirt_S_CarcassB SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_DressShirt_S_CarcassB X=0.00390625 Y=0.00390625 Z=0.00390625

//
// GM_DressShirt_S_CarcassC
//
#exec MESH IMPORT MESH=GM_DressShirt_S_CarcassC ANIVFILE=Models\GM_DressShirt_S_CarcassC_a.3d DATAFILE=Models\GM_DressShirt_S_d.3d
#exec MESH ORIGIN MESH=GM_DressShirt_S_CarcassC X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_DressShirt_S_CarcassC SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_DressShirt_S_CarcassC SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_DressShirt_S_CarcassC X=0.00390625 Y=0.00390625 Z=0.00390625


//
// GM_DressShirt_F
//
#exec MESH IMPORT MESH=GM_DressShirt_F ANIVFILE=Models\GM_DressShirt_F_a.3d DATAFILE=Models\GM_DressShirt_F_d.3d
#exec MESH ORIGIN MESH=GM_DressShirt_F X=0 Y=0 Z=12200 YAW=64
#exec MESH LODPARAMS MESH=GM_DressShirt_F STRENGTH=0.5

#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=All				STARTFRAME=0   NUMFRAMES=315         
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Still				STARTFRAME=0   NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Walk				STARTFRAME=1   NUMFRAMES=10  RATE=10 
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Run				STARTFRAME=11  NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Crouch				STARTFRAME=21  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Stand				STARTFRAME=24  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=CrouchShoot		STARTFRAME=27  NUMFRAMES=5   RATE=10 	GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=BreatheLight		STARTFRAME=32  NUMFRAMES=5   RATE=2.5	GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=DeathFront			STARTFRAME=37  NUMFRAMES=13  RATE=10 
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=DeathBack			STARTFRAME=50  NUMFRAMES=8   RATE=10 
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=HitHead			STARTFRAME=58  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=HitTorso			STARTFRAME=62  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=HitArmLeft			STARTFRAME=66  NUMFRAMES=4   RATE=12 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=HitLegLeft			STARTFRAME=70  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=HitArmRight		STARTFRAME=74  NUMFRAMES=4   RATE=12 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=HitLegRight		STARTFRAME=78  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=HitHeadBack		STARTFRAME=82  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=HitTorsoBack		STARTFRAME=86  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=MouthClosed		STARTFRAME=90  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=MouthA				STARTFRAME=91  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=MouthE				STARTFRAME=92  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=MouthF				STARTFRAME=93  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=MouthM				STARTFRAME=94  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=MouthO				STARTFRAME=95  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=MouthT				STARTFRAME=96  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=MouthU				STARTFRAME=97  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Blink				STARTFRAME=98  NUMFRAMES=2   RATE=10 
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Shoot				STARTFRAME=100 NUMFRAMES=6   RATE=15 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Attack				STARTFRAME=106 NUMFRAMES=7   RATE=10 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=HeadUp				STARTFRAME=113 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=HeadDown			STARTFRAME=114 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=HeadLeft			STARTFRAME=115 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=HeadRight			STARTFRAME=116 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=RunShoot			STARTFRAME=117 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=GestureLeft		STARTFRAME=127 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=GestureRight		STARTFRAME=136 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=GestureBoth		STARTFRAME=145 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=RubEyesStart		STARTFRAME=154 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=RubEyes			STARTFRAME=158 NUMFRAMES=4   RATE=7.5
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=RubEyesStop		STARTFRAME=162 NUMFRAMES=4   RATE=15 
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=SitBegin			STARTFRAME=166 NUMFRAMES=5   RATE=3  
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=SitStill			STARTFRAME=171 NUMFRAMES=1   RATE=15 
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=SitStand			STARTFRAME=172 NUMFRAMES=5   RATE=3  
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Pickup				STARTFRAME=177 NUMFRAMES=7   RATE=10 
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Jump				STARTFRAME=184 NUMFRAMES=3   RATE=10 
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Land				STARTFRAME=187 NUMFRAMES=3   RATE=10 	GROUP=Landing
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Panic				STARTFRAME=190 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=PushButton			STARTFRAME=200 NUMFRAMES=6   RATE=5  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=ReloadBegin		STARTFRAME=206 NUMFRAMES=4   RATE=8  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Reload				STARTFRAME=210 NUMFRAMES=4   RATE=8  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=ReloadEnd			STARTFRAME=214 NUMFRAMES=7   RATE=10 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Tread				STARTFRAME=221 NUMFRAMES=12  RATE=15 
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=TreadShoot			STARTFRAME=233 NUMFRAMES=12  RATE=15 
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=WaterHitTorso		STARTFRAME=245 NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=WaterHitTorsoBack	STARTFRAME=248 NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=WaterDeath			STARTFRAME=251 NUMFRAMES=8   RATE=10 
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=CowerBegin			STARTFRAME=259 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=CowerStill			STARTFRAME=263 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=CowerEnd			STARTFRAME=264 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=AttackSide			STARTFRAME=268 NUMFRAMES=13  RATE=20 
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Strafe				STARTFRAME=281 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Idle1				STARTFRAME=291 NUMFRAMES=15  RATE=6  	GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=Shocked			STARTFRAME=306 NUMFRAMES=4   RATE=18 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_F SEQ=SitBreathe			STARTFRAME=310 NUMFRAMES=5   RATE=2.5	GROUP=Waiting

#exec MESHMAP SCALE MESHMAP=GM_DressShirt_F X=0.00390625 Y=0.00390625 Z=0.00390625

#exec MESH NOTIFY MESH=GM_DressShirt_F SEQ=Walk			TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_F SEQ=Walk			TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_F SEQ=Run			TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_F SEQ=Run			TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_F SEQ=RunShoot		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_F SEQ=RunShoot		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_F SEQ=Panic		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_F SEQ=Panic		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_F SEQ=Strafe		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_F SEQ=Strafe		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_F SEQ=DeathFront	TIME=0.3	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GM_DressShirt_F SEQ=DeathBack	TIME=0.5	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GM_DressShirt_F SEQ=Tread		TIME=0.3	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_F SEQ=TreadShoot	TIME=0.3	FUNCTION=PlayFootStep

//
// GM_DressShirt_F_Carcass
//
#exec MESH IMPORT MESH=GM_DressShirt_F_Carcass ANIVFILE=Models\GM_DressShirt_F_CarcassA_a.3d DATAFILE=Models\GM_DressShirt_F_d.3d
#exec MESH ORIGIN MESH=GM_DressShirt_F_Carcass X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_DressShirt_F_Carcass SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_DressShirt_F_Carcass SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_DressShirt_F_Carcass X=0.00390625 Y=0.00390625 Z=0.00390625

//
// GM_DressShirt_F_CarcassB
//
#exec MESH IMPORT MESH=GM_DressShirt_F_CarcassB ANIVFILE=Models\GM_DressShirt_F_CarcassB_a.3d DATAFILE=Models\GM_DressShirt_F_d.3d
#exec MESH ORIGIN MESH=GM_DressShirt_F_CarcassB X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_DressShirt_F_CarcassB SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_DressShirt_F_CarcassB SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_DressShirt_F_CarcassB X=0.00390625 Y=0.00390625 Z=0.00390625

//
// GM_DressShirt_F_CarcassC
//
#exec MESH IMPORT MESH=GM_DressShirt_F_CarcassC ANIVFILE=Models\GM_DressShirt_F_CarcassC_a.3d DATAFILE=Models\GM_DressShirt_F_d.3d
#exec MESH ORIGIN MESH=GM_DressShirt_F_CarcassC X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_DressShirt_F_CarcassC SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_DressShirt_F_CarcassC SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_DressShirt_F_CarcassC X=0.00390625 Y=0.00390625 Z=0.00390625


//
// GM_DressShirt_B
//
#exec MESH IMPORT MESH=GM_DressShirt_B ANIVFILE=Models\GM_DressShirt_B_a.3d DATAFILE=Models\GM_DressShirt_B_d.3d
#exec MESH ORIGIN MESH=GM_DressShirt_B X=0 Y=0 Z=12200 YAW=64
#exec MESH LODPARAMS MESH=GM_DressShirt_B STRENGTH=0.5

#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=All				STARTFRAME=0   NUMFRAMES=358         
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Still				STARTFRAME=0   NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Walk				STARTFRAME=1   NUMFRAMES=10  RATE=10 
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Run				STARTFRAME=11  NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Crouch				STARTFRAME=21  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Stand				STARTFRAME=24  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=CrouchShoot		STARTFRAME=27  NUMFRAMES=5   RATE=10 	GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=BreatheLight		STARTFRAME=32  NUMFRAMES=5   RATE=2.5	GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=DeathFront			STARTFRAME=37  NUMFRAMES=13  RATE=10 
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=DeathBack			STARTFRAME=50  NUMFRAMES=8   RATE=10 
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=HitHead			STARTFRAME=58  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=HitTorso			STARTFRAME=62  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=HitArmLeft			STARTFRAME=66  NUMFRAMES=4   RATE=12 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=HitLegLeft			STARTFRAME=70  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=HitArmRight		STARTFRAME=74  NUMFRAMES=4   RATE=12 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=HitLegRight		STARTFRAME=78  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=HitHeadBack		STARTFRAME=82  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=HitTorsoBack		STARTFRAME=86  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=MouthClosed		STARTFRAME=90  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=MouthA				STARTFRAME=91  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=MouthE				STARTFRAME=92  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=MouthF				STARTFRAME=93  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=MouthM				STARTFRAME=94  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=MouthO				STARTFRAME=95  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=MouthT				STARTFRAME=96  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=MouthU				STARTFRAME=97  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Blink				STARTFRAME=98  NUMFRAMES=2   RATE=10 
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Shoot				STARTFRAME=100 NUMFRAMES=6   RATE=15 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Attack				STARTFRAME=106 NUMFRAMES=7   RATE=10 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=HeadUp				STARTFRAME=113 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=HeadDown			STARTFRAME=114 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=HeadLeft			STARTFRAME=115 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=HeadRight			STARTFRAME=116 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=RunShoot			STARTFRAME=117 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=GestureLeft		STARTFRAME=127 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=GestureRight		STARTFRAME=136 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=GestureBoth		STARTFRAME=145 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=RubEyesStart		STARTFRAME=154 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=RubEyes			STARTFRAME=158 NUMFRAMES=4   RATE=7.5
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=RubEyesStop		STARTFRAME=162 NUMFRAMES=4   RATE=15 
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=SitBegin			STARTFRAME=166 NUMFRAMES=5   RATE=3  
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=SitStill			STARTFRAME=171 NUMFRAMES=1   RATE=15 
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=SitStand			STARTFRAME=172 NUMFRAMES=5   RATE=3  
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Pickup				STARTFRAME=177 NUMFRAMES=7   RATE=10 
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Jump				STARTFRAME=184 NUMFRAMES=3   RATE=10 
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Land				STARTFRAME=187 NUMFRAMES=3   RATE=10 	GROUP=Landing
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Panic				STARTFRAME=190 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=PushButton			STARTFRAME=200 NUMFRAMES=6   RATE=5  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=ReloadBegin		STARTFRAME=206 NUMFRAMES=4   RATE=8  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Reload				STARTFRAME=210 NUMFRAMES=4   RATE=8  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=ReloadEnd			STARTFRAME=214 NUMFRAMES=7   RATE=10 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Tread				STARTFRAME=221 NUMFRAMES=12  RATE=15 
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=TreadShoot			STARTFRAME=233 NUMFRAMES=12  RATE=15 
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=WaterHitTorso		STARTFRAME=245 NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=WaterHitTorsoBack	STARTFRAME=248 NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=WaterDeath			STARTFRAME=251 NUMFRAMES=8   RATE=10 
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=CowerBegin			STARTFRAME=259 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=CowerStill			STARTFRAME=263 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=CowerEnd			STARTFRAME=264 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=AttackSide			STARTFRAME=268 NUMFRAMES=13  RATE=20 
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Strafe				STARTFRAME=281 NUMFRAMES=10  RATE=24 
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Walk2H				STARTFRAME=291 NUMFRAMES=10  RATE=10 
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Strafe2H			STARTFRAME=301 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=RunShoot2H			STARTFRAME=311 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Shoot2H			STARTFRAME=321 NUMFRAMES=7   RATE=20 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=BreatheLight2H		STARTFRAME=328 NUMFRAMES=5   RATE=2.5	GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Idle1				STARTFRAME=333 NUMFRAMES=8   RATE=3  	GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Idle12H			STARTFRAME=341 NUMFRAMES=8   RATE=3  	GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=Shocked			STARTFRAME=349 NUMFRAMES=4   RATE=18 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_DressShirt_B SEQ=SitBreathe			STARTFRAME=353 NUMFRAMES=5   RATE=2.5	GROUP=Waiting

#exec MESHMAP SCALE MESHMAP=GM_DressShirt_B X=0.00390625 Y=0.00390625 Z=0.00390625

#exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=Walk			TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=Walk			TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=Run			TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=Run			TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=RunShoot		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=RunShoot		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=Panic		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=Panic		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=Strafe		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=Strafe		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=Walk2H		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=Walk2H		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=Strafe2H		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=Strafe2H		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=RunShoot2H	TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=RunShoot2H	TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=DeathFront	TIME=0.3	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=DeathBack	TIME=0.5	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=Tread		TIME=0.3	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_DressShirt_B SEQ=TreadShoot	TIME=0.3	FUNCTION=PlayFootStep

//
// GM_DressShirt_B_Carcass
//
#exec MESH IMPORT MESH=GM_DressShirt_B_Carcass ANIVFILE=Models\GM_DressShirt_B_CarcassA_a.3d DATAFILE=Models\GM_DressShirt_B_d.3d
#exec MESH ORIGIN MESH=GM_DressShirt_B_Carcass X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_DressShirt_B_Carcass SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_DressShirt_B_Carcass SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_DressShirt_B_Carcass X=0.00390625 Y=0.00390625 Z=0.00390625

//
// GM_DressShirt_B_CarcassB
//
#exec MESH IMPORT MESH=GM_DressShirt_B_CarcassB ANIVFILE=Models\GM_DressShirt_B_CarcassB_a.3d DATAFILE=Models\GM_DressShirt_B_d.3d
#exec MESH ORIGIN MESH=GM_DressShirt_B_CarcassB X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_DressShirt_B_CarcassB SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_DressShirt_B_CarcassB SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_DressShirt_B_CarcassB X=0.00390625 Y=0.00390625 Z=0.00390625

//
// GM_DressShirt_B_CarcassC
//
#exec MESH IMPORT MESH=GM_DressShirt_B_CarcassC ANIVFILE=Models\GM_DressShirt_B_CarcassC_a.3d DATAFILE=Models\GM_DressShirt_B_d.3d
#exec MESH ORIGIN MESH=GM_DressShirt_B_CarcassC X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_DressShirt_B_CarcassC SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_DressShirt_B_CarcassC SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_DressShirt_B_CarcassC X=0.00390625 Y=0.00390625 Z=0.00390625


//
// GM_Trench
//
#exec MESH IMPORT MESH=GM_Trench ANIVFILE=Models\GM_Trench_a.3d DATAFILE=Models\GM_Trench_d.3d
#exec MESH ORIGIN MESH=GM_Trench X=0 Y=0 Z=12200 YAW=64
#exec MESH LODPARAMS MESH=GM_Trench STRENGTH=0.5

#exec MESH SEQUENCE MESH=GM_Trench SEQ=All					STARTFRAME=0   NUMFRAMES=366         
#exec MESH SEQUENCE MESH=GM_Trench SEQ=Still				STARTFRAME=0   NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Trench SEQ=Walk					STARTFRAME=1   NUMFRAMES=10  RATE=10 
#exec MESH SEQUENCE MESH=GM_Trench SEQ=Run					STARTFRAME=11  NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_Trench SEQ=CrouchWalk			STARTFRAME=21  NUMFRAMES=9   RATE=5  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_Trench SEQ=Crouch				STARTFRAME=30  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_Trench SEQ=Stand				STARTFRAME=33  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_Trench SEQ=CrouchShoot			STARTFRAME=36  NUMFRAMES=5   RATE=10 	GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_Trench SEQ=BreatheLight			STARTFRAME=41  NUMFRAMES=5   RATE=2.5	GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_Trench SEQ=DeathFront			STARTFRAME=46  NUMFRAMES=13  RATE=10 
#exec MESH SEQUENCE MESH=GM_Trench SEQ=DeathBack			STARTFRAME=59  NUMFRAMES=8   RATE=10 
#exec MESH SEQUENCE MESH=GM_Trench SEQ=HitHead				STARTFRAME=67  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Trench SEQ=HitTorso				STARTFRAME=71  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Trench SEQ=HitArmLeft			STARTFRAME=75  NUMFRAMES=4   RATE=12 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Trench SEQ=HitLegLeft			STARTFRAME=79  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Trench SEQ=HitArmRight			STARTFRAME=83  NUMFRAMES=4   RATE=12 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Trench SEQ=HitLegRight			STARTFRAME=87  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Trench SEQ=HitHeadBack			STARTFRAME=91  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Trench SEQ=HitTorsoBack			STARTFRAME=95  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Trench SEQ=MouthClosed			STARTFRAME=99  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Trench SEQ=MouthA				STARTFRAME=100 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Trench SEQ=MouthE				STARTFRAME=101 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Trench SEQ=MouthF				STARTFRAME=102 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Trench SEQ=MouthM				STARTFRAME=103 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Trench SEQ=MouthO				STARTFRAME=104 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Trench SEQ=MouthT				STARTFRAME=105 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Trench SEQ=MouthU				STARTFRAME=106 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Trench SEQ=Blink				STARTFRAME=107 NUMFRAMES=2   RATE=10 
#exec MESH SEQUENCE MESH=GM_Trench SEQ=Shoot				STARTFRAME=109 NUMFRAMES=6   RATE=15 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Trench SEQ=Attack				STARTFRAME=115 NUMFRAMES=7   RATE=10 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Trench SEQ=HeadUp				STARTFRAME=122 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Trench SEQ=HeadDown				STARTFRAME=123 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Trench SEQ=HeadLeft				STARTFRAME=124 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Trench SEQ=HeadRight			STARTFRAME=125 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Trench SEQ=RunShoot				STARTFRAME=126 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_Trench SEQ=GestureLeft			STARTFRAME=136 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GM_Trench SEQ=GestureRight			STARTFRAME=145 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GM_Trench SEQ=GestureBoth			STARTFRAME=154 NUMFRAMES=9   RATE=8.5
#exec MESH SEQUENCE MESH=GM_Trench SEQ=RubEyesStart			STARTFRAME=163 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GM_Trench SEQ=RubEyes				STARTFRAME=167 NUMFRAMES=4   RATE=7.5
#exec MESH SEQUENCE MESH=GM_Trench SEQ=RubEyesStop			STARTFRAME=171 NUMFRAMES=4   RATE=15 
#exec MESH SEQUENCE MESH=GM_Trench SEQ=SitBegin				STARTFRAME=175 NUMFRAMES=5   RATE=3  
#exec MESH SEQUENCE MESH=GM_Trench SEQ=SitStill				STARTFRAME=180 NUMFRAMES=1   RATE=15 
#exec MESH SEQUENCE MESH=GM_Trench SEQ=SitStand				STARTFRAME=181 NUMFRAMES=5   RATE=3  
#exec MESH SEQUENCE MESH=GM_Trench SEQ=Pickup				STARTFRAME=186 NUMFRAMES=7   RATE=10 
#exec MESH SEQUENCE MESH=GM_Trench SEQ=Jump					STARTFRAME=193 NUMFRAMES=3   RATE=10 
#exec MESH SEQUENCE MESH=GM_Trench SEQ=Land					STARTFRAME=196 NUMFRAMES=3   RATE=10 	GROUP=Landing
#exec MESH SEQUENCE MESH=GM_Trench SEQ=Panic				STARTFRAME=199 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_Trench SEQ=PushButton			STARTFRAME=209 NUMFRAMES=6   RATE=5  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Trench SEQ=ReloadBegin			STARTFRAME=215 NUMFRAMES=4   RATE=8  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Trench SEQ=Reload				STARTFRAME=219 NUMFRAMES=4   RATE=8  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Trench SEQ=ReloadEnd			STARTFRAME=223 NUMFRAMES=7   RATE=10 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Trench SEQ=Tread				STARTFRAME=230 NUMFRAMES=12  RATE=15 
#exec MESH SEQUENCE MESH=GM_Trench SEQ=TreadShoot			STARTFRAME=242 NUMFRAMES=12  RATE=15 
#exec MESH SEQUENCE MESH=GM_Trench SEQ=WaterHitTorso		STARTFRAME=254 NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Trench SEQ=WaterHitTorsoBack	STARTFRAME=257 NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Trench SEQ=WaterDeath			STARTFRAME=260 NUMFRAMES=8   RATE=10 
#exec MESH SEQUENCE MESH=GM_Trench SEQ=CowerBegin			STARTFRAME=268 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GM_Trench SEQ=CowerStill			STARTFRAME=272 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Trench SEQ=CowerEnd				STARTFRAME=273 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GM_Trench SEQ=AttackSide			STARTFRAME=277 NUMFRAMES=13  RATE=20 
#exec MESH SEQUENCE MESH=GM_Trench SEQ=Strafe				STARTFRAME=290 NUMFRAMES=9   RATE=18 
#exec MESH SEQUENCE MESH=GM_Trench SEQ=Walk2H				STARTFRAME=299 NUMFRAMES=10  RATE=10 
#exec MESH SEQUENCE MESH=GM_Trench SEQ=Strafe2H				STARTFRAME=309 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_Trench SEQ=RunShoot2H			STARTFRAME=319 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_Trench SEQ=Shoot2H				STARTFRAME=329 NUMFRAMES=7   RATE=20 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Trench SEQ=BreatheLight2H		STARTFRAME=336 NUMFRAMES=5   RATE=2.5	GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_Trench SEQ=Idle1				STARTFRAME=341 NUMFRAMES=8   RATE=3  	GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_Trench SEQ=Idle12H				STARTFRAME=349 NUMFRAMES=8   RATE=3  	GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_Trench SEQ=Shocked				STARTFRAME=357 NUMFRAMES=4   RATE=18 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Trench SEQ=SitBreathe			STARTFRAME=361 NUMFRAMES=5   RATE=2.5	GROUP=Waiting

#exec MESHMAP SCALE MESHMAP=GM_Trench X=0.00390625 Y=0.00390625 Z=0.00390625

#exec MESH NOTIFY MESH=GM_Trench SEQ=Walk		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench SEQ=Walk		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench SEQ=Run		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench SEQ=Run		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench SEQ=RunShoot	TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench SEQ=RunShoot	TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench SEQ=Panic		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench SEQ=Panic		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench SEQ=Strafe		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench SEQ=Strafe		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench SEQ=Walk2H		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench SEQ=Walk2H		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench SEQ=Strafe2H	TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench SEQ=Strafe2H	TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench SEQ=RunShoot2H	TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench SEQ=RunShoot2H	TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench SEQ=DeathFront	TIME=0.3	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GM_Trench SEQ=DeathBack	TIME=0.5	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GM_Trench SEQ=Tread		TIME=0.3	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench SEQ=TreadShoot	TIME=0.3	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench SEQ=Jump		TIME=0.05	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench SEQ=Land		TIME=0.05	FUNCTION=PlayFootStep

//
// GM_Trench_Carcass
//
#exec MESH IMPORT MESH=GM_Trench_Carcass ANIVFILE=Models\GM_Trench_CarcassA_a.3d DATAFILE=Models\GM_Trench_d.3d
#exec MESH ORIGIN MESH=GM_Trench_Carcass X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_Trench_Carcass SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Trench_Carcass SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_Trench_Carcass X=0.00390625 Y=0.00390625 Z=0.00390625

//
// GM_Trench_CarcassB
//
#exec MESH IMPORT MESH=GM_Trench_CarcassB ANIVFILE=Models\GM_Trench_CarcassB_a.3d DATAFILE=Models\GM_Trench_d.3d
#exec MESH ORIGIN MESH=GM_Trench_CarcassB X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_Trench_CarcassB SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Trench_CarcassB SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_Trench_CarcassB X=0.00390625 Y=0.00390625 Z=0.00390625

//
// GM_Trench_CarcassC
//
#exec MESH IMPORT MESH=GM_Trench_CarcassC ANIVFILE=Models\GM_Trench_CarcassC_a.3d DATAFILE=Models\GM_Trench_d.3d
#exec MESH ORIGIN MESH=GM_Trench_CarcassC X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_Trench_CarcassC SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Trench_CarcassC SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_Trench_CarcassC X=0.00390625 Y=0.00390625 Z=0.00390625


//
// GM_Trench_F
//
#exec MESH IMPORT MESH=GM_Trench_F ANIVFILE=Models\GM_Trench_F_a.3d DATAFILE=Models\GM_Trench_F_d.3d
#exec MESH ORIGIN MESH=GM_Trench_F X=0 Y=0 Z=12200 YAW=64
#exec MESH LODPARAMS MESH=GM_Trench_F STRENGTH=0.5

#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=All				STARTFRAME=0   NUMFRAMES=315         
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Still				STARTFRAME=0   NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Walk				STARTFRAME=1   NUMFRAMES=10  RATE=10 
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Run				STARTFRAME=11  NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Crouch				STARTFRAME=21  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Stand				STARTFRAME=24  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=CrouchShoot		STARTFRAME=27  NUMFRAMES=5   RATE=10 	GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=BreatheLight		STARTFRAME=32  NUMFRAMES=5   RATE=2.5	GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=DeathFront			STARTFRAME=37  NUMFRAMES=13  RATE=10 
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=DeathBack			STARTFRAME=50  NUMFRAMES=8   RATE=10 
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=HitHead			STARTFRAME=58  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=HitTorso			STARTFRAME=62  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=HitArmLeft			STARTFRAME=66  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=HitLegLeft			STARTFRAME=70  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=HitArmRight		STARTFRAME=74  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=HitLegRight		STARTFRAME=78  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=HitHeadBack		STARTFRAME=82  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=HitTorsoBack		STARTFRAME=86  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=MouthClosed		STARTFRAME=90  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=MouthA				STARTFRAME=91  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=MouthE				STARTFRAME=92  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=MouthF				STARTFRAME=93  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=MouthM				STARTFRAME=94  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=MouthO				STARTFRAME=95  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=MouthT				STARTFRAME=96  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=MouthU				STARTFRAME=97  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Blink				STARTFRAME=98  NUMFRAMES=2   RATE=10 
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Shoot				STARTFRAME=100 NUMFRAMES=6   RATE=15 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Attack				STARTFRAME=106 NUMFRAMES=7   RATE=10 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=HeadUp				STARTFRAME=113 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=HeadDown			STARTFRAME=114 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=HeadLeft			STARTFRAME=115 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=HeadRight			STARTFRAME=116 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=RunShoot			STARTFRAME=117 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=GestureLeft		STARTFRAME=127 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=GestureRight		STARTFRAME=136 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=GestureBoth		STARTFRAME=145 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=RubEyesStart		STARTFRAME=154 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=RubEyes			STARTFRAME=158 NUMFRAMES=4   RATE=7.5
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=RubEyesStop		STARTFRAME=162 NUMFRAMES=4   RATE=15 
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=SitBegin			STARTFRAME=166 NUMFRAMES=5   RATE=3  
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=SitStill			STARTFRAME=171 NUMFRAMES=1   RATE=15 
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=SitStand			STARTFRAME=172 NUMFRAMES=5   RATE=3  
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Pickup				STARTFRAME=177 NUMFRAMES=7   RATE=10 
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Jump				STARTFRAME=184 NUMFRAMES=3   RATE=10 
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Land				STARTFRAME=187 NUMFRAMES=3   RATE=10 	GROUP=Landing
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Panic				STARTFRAME=190 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=PushButton			STARTFRAME=200 NUMFRAMES=6   RATE=5  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=ReloadBegin		STARTFRAME=206 NUMFRAMES=4   RATE=8  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Reload				STARTFRAME=210 NUMFRAMES=4   RATE=8  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=ReloadEnd			STARTFRAME=214 NUMFRAMES=7   RATE=10 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Tread				STARTFRAME=221 NUMFRAMES=12  RATE=15 
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=TreadShoot			STARTFRAME=233 NUMFRAMES=12  RATE=15 
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=WaterHitTorso		STARTFRAME=245 NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=WaterHitTorsoBack	STARTFRAME=248 NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=WaterDeath			STARTFRAME=251 NUMFRAMES=8   RATE=10 
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=CowerBegin			STARTFRAME=259 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=CowerStill			STARTFRAME=263 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=CowerEnd			STARTFRAME=264 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=AttackSide			STARTFRAME=268 NUMFRAMES=13  RATE=20 
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Strafe				STARTFRAME=281 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Idle1				STARTFRAME=291 NUMFRAMES=15  RATE=6  	GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=Shocked			STARTFRAME=306 NUMFRAMES=4   RATE=18 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Trench_F SEQ=SitBreathe			STARTFRAME=310 NUMFRAMES=5   RATE=2.5	GROUP=Waiting

#exec MESHMAP SCALE MESHMAP=GM_Trench_F X=0.00390625 Y=0.00390625 Z=0.00390625

#exec MESH NOTIFY MESH=GM_Trench_F SEQ=Walk			TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench_F SEQ=Walk			TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench_F SEQ=Run			TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench_F SEQ=Run			TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench_F SEQ=RunShoot		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench_F SEQ=RunShoot		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench_F SEQ=Panic		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench_F SEQ=Panic		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench_F SEQ=Strafe		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench_F SEQ=Strafe		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench_F SEQ=DeathFront	TIME=0.3	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GM_Trench_F SEQ=DeathBack	TIME=0.5	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GM_Trench_F SEQ=Tread		TIME=0.3	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Trench_F SEQ=TreadShoot	TIME=0.3	FUNCTION=PlayFootStep

//
// GM_Trench_F_Carcass
//
#exec MESH IMPORT MESH=GM_Trench_F_Carcass ANIVFILE=Models\GM_Trench_F_CarcassA_a.3d DATAFILE=Models\GM_Trench_F_d.3d
#exec MESH ORIGIN MESH=GM_Trench_F_Carcass X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_Trench_F_Carcass SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Trench_F_Carcass SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_Trench_F_Carcass X=0.00390625 Y=0.00390625 Z=0.00390625

//
// GM_Trench_F_CarcassB
//
#exec MESH IMPORT MESH=GM_Trench_F_CarcassB ANIVFILE=Models\GM_Trench_F_CarcassB_a.3d DATAFILE=Models\GM_Trench_F_d.3d
#exec MESH ORIGIN MESH=GM_Trench_F_CarcassB X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_Trench_F_CarcassB SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Trench_F_CarcassB SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_Trench_F_CarcassB X=0.00390625 Y=0.00390625 Z=0.00390625

//
// GM_Trench_F_CarcassC
//
#exec MESH IMPORT MESH=GM_Trench_F_CarcassC ANIVFILE=Models\GM_Trench_F_CarcassC_a.3d DATAFILE=Models\GM_Trench_F_d.3d
#exec MESH ORIGIN MESH=GM_Trench_F_CarcassC X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_Trench_F_CarcassC SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Trench_F_CarcassC SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_Trench_F_CarcassC X=0.00390625 Y=0.00390625 Z=0.00390625


//
// GM_Jumpsuit
//
#exec MESH IMPORT MESH=GM_Jumpsuit ANIVFILE=Models\GM_Jumpsuit_a.3d DATAFILE=Models\GM_Jumpsuit_d.3d
#exec MESH ORIGIN MESH=GM_Jumpsuit X=0 Y=0 Z=12200 YAW=64
#exec MESH LODPARAMS MESH=GM_Jumpsuit STRENGTH=0.5

#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=All				STARTFRAME=0   NUMFRAMES=372         
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Still				STARTFRAME=0   NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Walk				STARTFRAME=1   NUMFRAMES=10  RATE=10 
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Run				STARTFRAME=11  NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Crouch				STARTFRAME=21  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Stand				STARTFRAME=24  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=CrouchShoot		STARTFRAME=27  NUMFRAMES=5   RATE=10 	GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=BreatheLight		STARTFRAME=32  NUMFRAMES=5   RATE=2  	GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=DeathFront			STARTFRAME=37  NUMFRAMES=13  RATE=10 
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=DeathBack			STARTFRAME=50  NUMFRAMES=8   RATE=10 
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=HitHead			STARTFRAME=58  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=HitTorso			STARTFRAME=62  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=HitArmLeft			STARTFRAME=66  NUMFRAMES=4   RATE=12 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=HitLegLeft			STARTFRAME=70  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=HitArmRight		STARTFRAME=74  NUMFRAMES=4   RATE=12 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=HitLegRight		STARTFRAME=78  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=HitHeadBack		STARTFRAME=82  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=HitTorsoBack		STARTFRAME=86  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=MouthClosed		STARTFRAME=90  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=MouthA				STARTFRAME=91  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=MouthE				STARTFRAME=92  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=MouthF				STARTFRAME=93  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=MouthM				STARTFRAME=94  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=MouthO				STARTFRAME=95  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=MouthT				STARTFRAME=96  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=MouthU				STARTFRAME=97  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Blink				STARTFRAME=98  NUMFRAMES=2   RATE=10 
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Shoot				STARTFRAME=100 NUMFRAMES=6   RATE=15 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Attack				STARTFRAME=106 NUMFRAMES=7   RATE=10 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=HeadUp				STARTFRAME=113 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=HeadDown			STARTFRAME=114 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=HeadLeft			STARTFRAME=115 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=HeadRight			STARTFRAME=116 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=RunShoot			STARTFRAME=117 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=GestureLeft		STARTFRAME=127 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=GestureRight		STARTFRAME=136 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=GestureBoth		STARTFRAME=145 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=RubEyesStart		STARTFRAME=154 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=RubEyes			STARTFRAME=158 NUMFRAMES=4   RATE=7.5
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=RubEyesStop		STARTFRAME=162 NUMFRAMES=4   RATE=15 
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=SitBegin			STARTFRAME=166 NUMFRAMES=5   RATE=3  
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=SitStill			STARTFRAME=171 NUMFRAMES=1   RATE=15 
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=SitStand			STARTFRAME=172 NUMFRAMES=5   RATE=3  
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Pickup				STARTFRAME=177 NUMFRAMES=7   RATE=10 
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Jump				STARTFRAME=184 NUMFRAMES=3   RATE=10 
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Land				STARTFRAME=187 NUMFRAMES=3   RATE=10 	GROUP=Landing
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Panic				STARTFRAME=190 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=PushButton			STARTFRAME=200 NUMFRAMES=6   RATE=5  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=ReloadBegin		STARTFRAME=206 NUMFRAMES=4   RATE=8  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Reload				STARTFRAME=210 NUMFRAMES=4   RATE=8  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=ReloadEnd			STARTFRAME=214 NUMFRAMES=7   RATE=10 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Tread				STARTFRAME=221 NUMFRAMES=12  RATE=15 
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=TreadShoot			STARTFRAME=233 NUMFRAMES=12  RATE=15 
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=WaterHitTorso		STARTFRAME=245 NUMFRAMES=3   RATE=20 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=WaterHitTorsoBack	STARTFRAME=248 NUMFRAMES=3   RATE=20 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=WaterDeath			STARTFRAME=251 NUMFRAMES=8   RATE=10 
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=CowerBegin			STARTFRAME=259 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=CowerStill			STARTFRAME=263 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=CowerEnd			STARTFRAME=264 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=AttackSide			STARTFRAME=268 NUMFRAMES=13  RATE=20 
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Strafe				STARTFRAME=281 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Walk2H				STARTFRAME=291 NUMFRAMES=10  RATE=10 
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Strafe2H			STARTFRAME=301 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=RunShoot2H			STARTFRAME=311 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Shoot2H			STARTFRAME=321 NUMFRAMES=7   RATE=20 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=BreatheLight2H		STARTFRAME=328 NUMFRAMES=5   RATE=2  	GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Idle1				STARTFRAME=333 NUMFRAMES=15  RATE=6  	GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Idle12H			STARTFRAME=348 NUMFRAMES=15  RATE=6  	GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=Shocked			STARTFRAME=363 NUMFRAMES=4   RATE=18 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Jumpsuit SEQ=SitBreathe			STARTFRAME=367 NUMFRAMES=5   RATE=2  	GROUP=Waiting

#exec MESHMAP SCALE MESHMAP=GM_Jumpsuit X=0.00390625 Y=0.00390625 Z=0.00390625

#exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=Walk			TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=Walk			TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=Run			TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=Run			TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=RunShoot		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=RunShoot		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=Panic		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=Panic		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=Strafe		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=Strafe		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=Walk2H		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=Walk2H		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=Strafe2H		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=Strafe2H		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=RunShoot2H	TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=RunShoot2H	TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=DeathFront	TIME=0.3	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=DeathBack	TIME=0.5	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=Tread		TIME=0.3	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Jumpsuit SEQ=TreadShoot	TIME=0.3	FUNCTION=PlayFootStep

//
// GM_Jumpsuit_Carcass
//
#exec MESH IMPORT MESH=GM_Jumpsuit_Carcass ANIVFILE=Models\GM_Jumpsuit_CarcassA_a.3d DATAFILE=Models\GM_Jumpsuit_d.3d
#exec MESH ORIGIN MESH=GM_Jumpsuit_Carcass X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_Jumpsuit_Carcass SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Jumpsuit_Carcass SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_Jumpsuit_Carcass X=0.00390625 Y=0.00390625 Z=0.00390625

//
// GM_Jumpsuit_CarcassB
//
#exec MESH IMPORT MESH=GM_Jumpsuit_CarcassB ANIVFILE=Models\GM_Jumpsuit_CarcassB_a.3d DATAFILE=Models\GM_Jumpsuit_d.3d
#exec MESH ORIGIN MESH=GM_Jumpsuit_CarcassB X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_Jumpsuit_CarcassB SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Jumpsuit_CarcassB SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_Jumpsuit_CarcassB X=0.00390625 Y=0.00390625 Z=0.00390625

//
// GM_Jumpsuit_CarcassC
//
#exec MESH IMPORT MESH=GM_Jumpsuit_CarcassC ANIVFILE=Models\GM_Jumpsuit_CarcassC_a.3d DATAFILE=Models\GM_Jumpsuit_d.3d
#exec MESH ORIGIN MESH=GM_Jumpsuit_CarcassC X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_Jumpsuit_CarcassC SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Jumpsuit_CarcassC SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_Jumpsuit_CarcassC X=0.00390625 Y=0.00390625 Z=0.00390625


//
// GM_Scubasuit
//
#exec MESH IMPORT MESH=GM_Scubasuit ANIVFILE=Models\GM_Scubasuit_a.3d DATAFILE=Models\GM_Scubasuit_d.3d
#exec MESH ORIGIN MESH=GM_Scubasuit X=0 Y=0 Z=12200 YAW=64
#exec MESH LODPARAMS MESH=GM_Scubasuit STRENGTH=0.5

#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=All				STARTFRAME=0	NUMFRAMES=274
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Still				STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Walk				STARTFRAME=1	NUMFRAMES=10	RATE=10
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Run				STARTFRAME=11	NUMFRAMES=10	RATE=18
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Crouch			STARTFRAME=21	NUMFRAMES=3		RATE=6		GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Stand				STARTFRAME=24	NUMFRAMES=3		RATE=6		GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=CrouchShoot		STARTFRAME=27	NUMFRAMES=5		RATE=10		GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=BreatheLight		STARTFRAME=32	NUMFRAMES=5		RATE=2.5	GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=DeathFront		STARTFRAME=37	NUMFRAMES=13	RATE=10
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=DeathBack			STARTFRAME=50	NUMFRAMES=8		RATE=10
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=HitHead			STARTFRAME=58	NUMFRAMES=4		RATE=10		GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=HitTorso			STARTFRAME=62	NUMFRAMES=4		RATE=10		GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=HitArmLeft		STARTFRAME=66	NUMFRAMES=4		RATE=12		GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=HitLegLeft		STARTFRAME=70	NUMFRAMES=4		RATE=10		GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=HitArmRight		STARTFRAME=74	NUMFRAMES=4		RATE=12		GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=HitLegRight		STARTFRAME=78	NUMFRAMES=4		RATE=10		GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=HitHeadBack		STARTFRAME=82	NUMFRAMES=4		RATE=10		GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=HitTorsoBack		STARTFRAME=86	NUMFRAMES=4		RATE=10		GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=MouthClosed		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=MouthA			STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=MouthE			STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=MouthF			STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=MouthM			STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=MouthO			STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=MouthT			STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=MouthU			STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Blink				STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Shoot				STARTFRAME=90	NUMFRAMES=6		RATE=15		GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Attack			STARTFRAME=96	NUMFRAMES=7		RATE=10		GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=HeadUp			STARTFRAME=103	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=HeadDown			STARTFRAME=104	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=HeadLeft			STARTFRAME=105	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=HeadRight			STARTFRAME=106	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=RunShoot			STARTFRAME=107	NUMFRAMES=10	RATE=18
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=GestureLeft		STARTFRAME=117	NUMFRAMES=9		RATE=20
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=GestureRight		STARTFRAME=126	NUMFRAMES=9		RATE=20
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=GestureBoth		STARTFRAME=135	NUMFRAMES=9		RATE=20
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=RubEyesStart		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=RubEyes			STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=RubEyesStop		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=SitBegin			STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=SitStill			STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=SitStand			STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Pickup			STARTFRAME=144	NUMFRAMES=7		RATE=10		GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Jump				STARTFRAME=151	NUMFRAMES=3		RATE=10
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Land				STARTFRAME=154	NUMFRAMES=3		RATE=10		GROUP=Landing
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Panic				STARTFRAME=157	NUMFRAMES=10	RATE=18
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=PushButton		STARTFRAME=167	NUMFRAMES=6		RATE=5		GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=ReloadBegin		STARTFRAME=173	NUMFRAMES=4		RATE=8		GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Reload			STARTFRAME=177	NUMFRAMES=4		RATE=8		GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=ReloadEnd			STARTFRAME=181	NUMFRAMES=7		RATE=10		GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Tread				STARTFRAME=188	NUMFRAMES=12	RATE=15
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=TreadShoot		STARTFRAME=200	NUMFRAMES=12	RATE=15
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=WaterHitTorso		STARTFRAME=212	NUMFRAMES=3		RATE=10		GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=WaterHitTorsoBack	STARTFRAME=215	NUMFRAMES=3		RATE=10		GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=WaterDeath		STARTFRAME=218	NUMFRAMES=8		RATE=10
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=CowerBegin		STARTFRAME=226	NUMFRAMES=4		RATE=20
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=CowerStill		STARTFRAME=230	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=CowerEnd			STARTFRAME=231	NUMFRAMES=4		RATE=20
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=AttackSide		STARTFRAME=235	NUMFRAMES=13	RATE=20		GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Strafe			STARTFRAME=248	NUMFRAMES=10	RATE=18
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Idle1				STARTFRAME=258	NUMFRAMES=12	RATE=5		GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=Shocked			STARTFRAME=270	NUMFRAMES=4		RATE=18		GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_Scubasuit SEQ=SitBreathe		STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_Scubasuit X=0.00390625 Y=0.00390625 Z=0.00390625

#exec MESH NOTIFY MESH=GM_Scubasuit SEQ=Walk		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Scubasuit SEQ=Walk		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Scubasuit SEQ=Run			TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Scubasuit SEQ=Run			TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Scubasuit SEQ=RunShoot	TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Scubasuit SEQ=RunShoot	TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Scubasuit SEQ=Panic		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Scubasuit SEQ=Panic		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Scubasuit SEQ=Strafe		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Scubasuit SEQ=Strafe		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Scubasuit SEQ=DeathFront	TIME=0.3	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GM_Scubasuit SEQ=DeathBack	TIME=0.5	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GM_Scubasuit SEQ=Tread		TIME=0.3	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_Scubasuit SEQ=TreadShoot	TIME=0.3	FUNCTION=PlayFootStep

//
// GM_Scubasuit_Carcass
//
#exec MESH IMPORT MESH=GM_Scubasuit_Carcass ANIVFILE=Models\GM_Scubasuit_CarcassA_a.3d DATAFILE=Models\GM_Scubasuit_d.3d
#exec MESH ORIGIN MESH=GM_Scubasuit_Carcass X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_Scubasuit_Carcass SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Scubasuit_Carcass SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_Scubasuit_Carcass X=0.00390625 Y=0.00390625 Z=0.00390625

//
// GM_Scubasuit_CarcassB
//
#exec MESH IMPORT MESH=GM_Scubasuit_CarcassB ANIVFILE=Models\GM_Scubasuit_CarcassB_a.3d DATAFILE=Models\GM_Scubasuit_d.3d
#exec MESH ORIGIN MESH=GM_Scubasuit_CarcassB X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_Scubasuit_CarcassB SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Scubasuit_CarcassB SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_Scubasuit_CarcassB X=0.00390625 Y=0.00390625 Z=0.00390625

//
// GM_Scubasuit_CarcassC
//
#exec MESH IMPORT MESH=GM_Scubasuit_CarcassC ANIVFILE=Models\GM_Scubasuit_CarcassC_a.3d DATAFILE=Models\GM_Scubasuit_d.3d
#exec MESH ORIGIN MESH=GM_Scubasuit_CarcassC X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_Scubasuit_CarcassC SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_Scubasuit_CarcassC SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_Scubasuit_CarcassC X=0.00390625 Y=0.00390625 Z=0.00390625


//
// GM_ScaryTroop
//
#exec MESH IMPORT MESH=GM_ScaryTroop ANIVFILE=Models\GM_ScaryTroop_a.3d DATAFILE=Models\GM_ScaryTroop_d.3d
#exec MESH ORIGIN MESH=GM_ScaryTroop X=0 Y=0 Z=12200 YAW=64
#exec MESH LODPARAMS MESH=GM_ScaryTroop STRENGTH=0.5

#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=All					STARTFRAME=0	NUMFRAMES=224
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Still				STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Walk					STARTFRAME=1	NUMFRAMES=10	RATE=10
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Run					STARTFRAME=11	NUMFRAMES=10	RATE=18
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Crouch				STARTFRAME=21	NUMFRAMES=3		RATE=6		GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Stand				STARTFRAME=24	NUMFRAMES=3		RATE=6		GROUP=Ducking
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=CrouchShoot			STARTFRAME=24	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=BreatheLight			STARTFRAME=27	NUMFRAMES=5		RATE=2		GROUP=Waiting
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=DeathFront			STARTFRAME=32	NUMFRAMES=10	RATE=15
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=DeathBack			STARTFRAME=42	NUMFRAMES=9		RATE=10
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=HitHead				STARTFRAME=51	NUMFRAMES=4		RATE=10		GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=HitTorso				STARTFRAME=55	NUMFRAMES=4		RATE=10		GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=HitArmLeft			STARTFRAME=59	NUMFRAMES=4		RATE=10		GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=HitLegLeft			STARTFRAME=63	NUMFRAMES=4		RATE=10		GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=HitArmRight			STARTFRAME=67	NUMFRAMES=4		RATE=10		GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=HitLegRight			STARTFRAME=71	NUMFRAMES=4		RATE=10		GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=HitHeadBack			STARTFRAME=75	NUMFRAMES=4		RATE=10		GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=HitTorsoBack			STARTFRAME=79	NUMFRAMES=4		RATE=10		GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=MouthClosed			STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=MouthA				STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=MouthE				STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=MouthF				STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=MouthM				STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=MouthO				STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=MouthT				STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=MouthU				STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Blink				STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Shoot				STARTFRAME=83	NUMFRAMES=8		RATE=15		GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Shoot2				STARTFRAME=91	NUMFRAMES=1			   		GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Shoot3				STARTFRAME=92	NUMFRAMES=11	RATE=17		GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Attack				STARTFRAME=103	NUMFRAMES=14	RATE=15		GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=HeadUp				STARTFRAME=117	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=HeadDown				STARTFRAME=118	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=HeadLeft				STARTFRAME=119	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=HeadRight			STARTFRAME=120	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=RunShoot				STARTFRAME=214	NUMFRAMES=10	RATE=18
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=GestureLeft			STARTFRAME=121	NUMFRAMES=8		RATE=20
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=GestureRight			STARTFRAME=129	NUMFRAMES=8		RATE=20
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=GestureBoth			STARTFRAME=137	NUMFRAMES=8		RATE=20
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Pickup				STARTFRAME=145	NUMFRAMES=6		RATE=10		GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=RubEyesStart			STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=RubEyes				STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=RubEyesStop			STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=SitBegin				STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=SitStill				STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=SitStand				STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Jump					STARTFRAME=151	NUMFRAMES=3		RATE=10
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Land					STARTFRAME=154	NUMFRAMES=3		RATE=10		GROUP=Landing
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Panic				STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=PushButton			STARTFRAME=157	NUMFRAMES=6		RATE=5		GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=ReloadBegin			STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Reload				STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=ReloadEnd			STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Tread				STARTFRAME=163	NUMFRAMES=12	RATE=15
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=TreadShoot			STARTFRAME=175	NUMFRAMES=12	RATE=15
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=WaterHitTorso		STARTFRAME=187	NUMFRAMES=3		RATE=10		GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=WaterHitTorsoBack	STARTFRAME=190	NUMFRAMES=3		RATE=10		GROUP=TakeHit
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=WaterDeath			STARTFRAME=193	NUMFRAMES=8		RATE=10
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=CowerBegin			STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=CowerStill			STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=CowerEnd				STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=AttackSide			STARTFRAME=201	NUMFRAMES=13	RATE=20		GROUP=Gesture
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=Strafe				STARTFRAME=214	NUMFRAMES=10	RATE=18
#exec MESH SEQUENCE MESH=GM_ScaryTroop SEQ=SitBreathe			STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_ScaryTroop X=0.0041016 Y=0.0041016 Z=0.0041016

#exec MESH NOTIFY MESH=GM_ScaryTroop SEQ=Walk		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_ScaryTroop SEQ=Walk		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_ScaryTroop SEQ=Run		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_ScaryTroop SEQ=Run		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_ScaryTroop SEQ=Strafe		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_ScaryTroop SEQ=Strafe		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_ScaryTroop SEQ=DeathFront	TIME=0.3	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GM_ScaryTroop SEQ=DeathBack	TIME=0.5	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GM_ScaryTroop SEQ=Tread		TIME=0.3	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GM_ScaryTroop SEQ=TreadShoot	TIME=0.3	FUNCTION=PlayFootStep

//
// GM_ScaryTroop_Carcass
//
#exec MESH IMPORT MESH=GM_ScaryTroop_Carcass ANIVFILE=Models\GM_ScaryTroop_CarcassA_a.3d DATAFILE=Models\GM_ScaryTroop_d.3d
#exec MESH ORIGIN MESH=GM_ScaryTroop_Carcass X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_ScaryTroop_Carcass SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop_Carcass SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_ScaryTroop_Carcass X=0.0041016 Y=0.0041016 Z=0.0041016

//
// GM_ScaryTroop_CarcassB
//
#exec MESH IMPORT MESH=GM_ScaryTroop_CarcassB ANIVFILE=Models\GM_ScaryTroop_CarcassB_a.3d DATAFILE=Models\GM_ScaryTroop_d.3d
#exec MESH ORIGIN MESH=GM_ScaryTroop_CarcassB X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_ScaryTroop_CarcassB SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop_CarcassB SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_ScaryTroop_CarcassB X=0.0041016 Y=0.0041016 Z=0.0041016

//
// GM_ScaryTroop_CarcassC
//
#exec MESH IMPORT MESH=GM_ScaryTroop_CarcassC ANIVFILE=Models\GM_ScaryTroop_CarcassC_a.3d DATAFILE=Models\GM_ScaryTroop_d.3d
#exec MESH ORIGIN MESH=GM_ScaryTroop_CarcassC X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GM_ScaryTroop_CarcassC SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GM_ScaryTroop_CarcassC SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GM_ScaryTroop_CarcassC X=0.0041016 Y=0.0041016 Z=0.0041016


//
// GFM_SuitSkirt
//
#exec MESH IMPORT MESH=GFM_SuitSkirt ANIVFILE=Models\GFM_SuitSkirt_a.3d DATAFILE=Models\GFM_SuitSkirt_d.3d
#exec MESH ORIGIN MESH=GFM_SuitSkirt X=0 Y=0 Z=11000 YAW=64
#exec MESH LODPARAMS MESH=GFM_SuitSkirt STRENGTH=0.5

#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=All					STARTFRAME=0   NUMFRAMES=327
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Still				STARTFRAME=0   NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Walk					STARTFRAME=1   NUMFRAMES=10  RATE=10 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Run					STARTFRAME=11  NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Crouch				STARTFRAME=21  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Stand				STARTFRAME=24  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=CrouchShoot			STARTFRAME=27  NUMFRAMES=5   RATE=10 	GROUP=Ducking
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=BreatheLight			STARTFRAME=32  NUMFRAMES=5   RATE=2.5	GROUP=Waiting
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=DeathFront			STARTFRAME=37  NUMFRAMES=11  RATE=10 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=DeathBack			STARTFRAME=48  NUMFRAMES=13  RATE=15 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=HitHead				STARTFRAME=61  NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=HitTorso				STARTFRAME=64  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=HitArmLeft			STARTFRAME=68  NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=HitLegLeft			STARTFRAME=71  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=HitArmRight			STARTFRAME=75  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=HitLegRight			STARTFRAME=79  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=HitHeadBack			STARTFRAME=83  NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=HitTorsoBack			STARTFRAME=86  NUMFRAMES=5   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=MouthClosed			STARTFRAME=91  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=MouthA				STARTFRAME=92  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=MouthE				STARTFRAME=93  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=MouthF				STARTFRAME=94  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=MouthM				STARTFRAME=95  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=MouthO				STARTFRAME=96  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=MouthT				STARTFRAME=97  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=MouthU				STARTFRAME=98  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Blink				STARTFRAME=99  NUMFRAMES=2   RATE=10 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Shoot				STARTFRAME=101 NUMFRAMES=6   RATE=14 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Attack				STARTFRAME=107 NUMFRAMES=7   RATE=12 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=HeadUp				STARTFRAME=114 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=HeadDown				STARTFRAME=115 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=HeadLeft				STARTFRAME=116 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=HeadRight			STARTFRAME=117 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=RunShoot				STARTFRAME=118 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=GestureLeft			STARTFRAME=128 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=GestureRight			STARTFRAME=137 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=GestureBoth			STARTFRAME=146 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=RubEyesStart			STARTFRAME=155 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=RubEyes				STARTFRAME=159 NUMFRAMES=4   RATE=7.5
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=RubEyesStop			STARTFRAME=163 NUMFRAMES=4   RATE=15 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=SitBegin				STARTFRAME=167 NUMFRAMES=9   RATE=10 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=SitStill				STARTFRAME=176 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=SitStand				STARTFRAME=177 NUMFRAMES=9   RATE=12 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Pickup				STARTFRAME=186 NUMFRAMES=6   RATE=10 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Jump					STARTFRAME=192 NUMFRAMES=3   RATE=10 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Land					STARTFRAME=195 NUMFRAMES=3   RATE=10 	GROUP=Landing
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Panic				STARTFRAME=198 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=PushButton			STARTFRAME=208 NUMFRAMES=6   RATE=5  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=ReloadBegin			STARTFRAME=214 NUMFRAMES=8   RATE=16 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Reload				STARTFRAME=222 NUMFRAMES=4   RATE=8  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=ReloadEnd			STARTFRAME=226 NUMFRAMES=4   RATE=6  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Tread				STARTFRAME=230 NUMFRAMES=12  RATE=15 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=TreadShoot			STARTFRAME=242 NUMFRAMES=12  RATE=15 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=WaterHitTorso		STARTFRAME=254 NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=WaterHitTorsoBack	STARTFRAME=257 NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=WaterDeath			STARTFRAME=260 NUMFRAMES=6   RATE=10 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=CowerBegin			STARTFRAME=266 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=CowerStill			STARTFRAME=270 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=CowerEnd				STARTFRAME=271 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=AttackSide			STARTFRAME=275 NUMFRAMES=13  RATE=20 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Strafe				STARTFRAME=288 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Idle1				STARTFRAME=298 NUMFRAMES=8   RATE=3  	GROUP=Waiting
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Dance				STARTFRAME=306 NUMFRAMES=12  RATE=10 	GROUP=Waiting
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=Shocked				STARTFRAME=318 NUMFRAMES=4   RATE=18 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_SuitSkirt SEQ=SitBreathe			STARTFRAME=322 NUMFRAMES=5   RATE=2.5	GROUP=Waiting

#exec MESHMAP SCALE MESHMAP=GFM_SuitSkirt X=0.00390625 Y=0.00390625 Z=0.00390625

#exec MESH NOTIFY MESH=GFM_SuitSkirt SEQ=Walk		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_SuitSkirt SEQ=Walk		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_SuitSkirt SEQ=Run		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_SuitSkirt SEQ=Run		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_SuitSkirt SEQ=RunShoot	TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_SuitSkirt SEQ=RunShoot	TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_SuitSkirt SEQ=Panic		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_SuitSkirt SEQ=Panic		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_SuitSkirt SEQ=Strafe		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_SuitSkirt SEQ=Strafe		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_SuitSkirt SEQ=DeathFront	TIME=0.3	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GFM_SuitSkirt SEQ=DeathBack	TIME=0.5	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GFM_SuitSkirt SEQ=Tread		TIME=0.3	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_SuitSkirt SEQ=TreadShoot	TIME=0.3	FUNCTION=PlayFootStep

//
// GFM_SuitSkirt_Carcass
//
#exec MESH IMPORT MESH=GFM_SuitSkirt_Carcass ANIVFILE=Models\GFM_SuitSkirt_CarcassA_a.3d DATAFILE=Models\GFM_SuitSkirt_d.3d
#exec MESH ORIGIN MESH=GFM_SuitSkirt_Carcass X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GFM_SuitSkirt_Carcass SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_Carcass SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GFM_SuitSkirt_Carcass X=0.00390625 Y=0.00390625 Z=0.00390625

//
// GFM_SuitSkirt_CarcassB
//
#exec MESH IMPORT MESH=GFM_SuitSkirt_CarcassB ANIVFILE=Models\GFM_SuitSkirt_CarcassB_a.3d DATAFILE=Models\GFM_SuitSkirt_d.3d
#exec MESH ORIGIN MESH=GFM_SuitSkirt_CarcassB X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GFM_SuitSkirt_CarcassB SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_CarcassB SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GFM_SuitSkirt_CarcassB X=0.00390625 Y=0.00390625 Z=0.00390625

//
// GFM_SuitSkirt_CarcassC
//
#exec MESH IMPORT MESH=GFM_SuitSkirt_CarcassC ANIVFILE=Models\GFM_SuitSkirt_CarcassC_a.3d DATAFILE=Models\GFM_SuitSkirt_d.3d
#exec MESH ORIGIN MESH=GFM_SuitSkirt_CarcassC X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GFM_SuitSkirt_CarcassC SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_CarcassC SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GFM_SuitSkirt_CarcassC X=0.00390625 Y=0.00390625 Z=0.00390625


//
// GFM_SuitSkirt_F
//
#exec MESH IMPORT MESH=GFM_SuitSkirt_F ANIVFILE=Models\GFM_SuitSkirt_F_a.3d DATAFILE=Models\GFM_SuitSkirt_F_d.3d
#exec MESH ORIGIN MESH=GFM_SuitSkirt_F X=0 Y=0 Z=11000 YAW=64
#exec MESH LODPARAMS MESH=GFM_SuitSkirt_F STRENGTH=0.5

#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=All				STARTFRAME=0   NUMFRAMES=318         
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Still				STARTFRAME=0   NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Walk				STARTFRAME=1   NUMFRAMES=10  RATE=10 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Run				STARTFRAME=11  NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Crouch				STARTFRAME=21  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Stand				STARTFRAME=24  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=CrouchShoot		STARTFRAME=27  NUMFRAMES=5   RATE=10 	GROUP=Ducking
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=BreatheLight		STARTFRAME=32  NUMFRAMES=5   RATE=2.5	GROUP=Waiting
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=DeathFront			STARTFRAME=37  NUMFRAMES=11  RATE=10 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=DeathBack			STARTFRAME=48  NUMFRAMES=13  RATE=15 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=HitHead			STARTFRAME=61  NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=HitTorso			STARTFRAME=64  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=HitArmLeft			STARTFRAME=68  NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=HitLegLeft			STARTFRAME=71  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=HitArmRight		STARTFRAME=75  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=HitLegRight		STARTFRAME=79  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=HitHeadBack		STARTFRAME=83  NUMFRAMES=3   RATE=14 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=HitTorsoBack		STARTFRAME=86  NUMFRAMES=5   RATE=18 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=MouthClosed		STARTFRAME=91  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=MouthA				STARTFRAME=92  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=MouthE				STARTFRAME=93  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=MouthF				STARTFRAME=94  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=MouthM				STARTFRAME=95  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=MouthO				STARTFRAME=96  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=MouthT				STARTFRAME=97  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=MouthU				STARTFRAME=98  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Blink				STARTFRAME=99  NUMFRAMES=2   RATE=10 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Shoot				STARTFRAME=101 NUMFRAMES=6   RATE=14 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Attack				STARTFRAME=107 NUMFRAMES=7   RATE=12 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=HeadUp				STARTFRAME=114 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=HeadDown			STARTFRAME=115 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=HeadLeft			STARTFRAME=116 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=HeadRight			STARTFRAME=117 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=RunShoot			STARTFRAME=118 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=GestureLeft		STARTFRAME=128 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=GestureRight		STARTFRAME=137 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=GestureBoth		STARTFRAME=146 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=RubEyesStart		STARTFRAME=155 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=RubEyes			STARTFRAME=159 NUMFRAMES=4   RATE=7.5
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=RubEyesStop		STARTFRAME=163 NUMFRAMES=4   RATE=15 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=SitBegin			STARTFRAME=167 NUMFRAMES=7   RATE=10 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=SitStill			STARTFRAME=174 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=SitStand			STARTFRAME=175 NUMFRAMES=7   RATE=12 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Pickup				STARTFRAME=182 NUMFRAMES=6   RATE=10 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Jump				STARTFRAME=188 NUMFRAMES=3   RATE=10 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Land				STARTFRAME=191 NUMFRAMES=3   RATE=10 	GROUP=Landing
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Panic				STARTFRAME=194 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=PushButton			STARTFRAME=204 NUMFRAMES=6   RATE=5  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=ReloadBegin		STARTFRAME=210 NUMFRAMES=8   RATE=16 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Reload				STARTFRAME=218 NUMFRAMES=4   RATE=8  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=ReloadEnd			STARTFRAME=222 NUMFRAMES=4   RATE=6  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Tread				STARTFRAME=226 NUMFRAMES=12  RATE=15 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=TreadShoot			STARTFRAME=238 NUMFRAMES=12  RATE=15 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=WaterHitTorso		STARTFRAME=250 NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=WaterHitTorsoBack	STARTFRAME=253 NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=WaterDeath			STARTFRAME=256 NUMFRAMES=6   RATE=10 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=CowerBegin			STARTFRAME=262 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=CowerStill			STARTFRAME=266 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=CowerEnd			STARTFRAME=267 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=AttackSide			STARTFRAME=271 NUMFRAMES=13  RATE=20 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Strafe				STARTFRAME=284 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Idle1				STARTFRAME=294 NUMFRAMES=15  RATE=6  	GROUP=Waiting
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=Shocked			STARTFRAME=309 NUMFRAMES=4   RATE=18 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F SEQ=SitBreathe			STARTFRAME=313 NUMFRAMES=5   RATE=2.5	GROUP=Waiting

#exec MESHMAP SCALE MESHMAP=GFM_SuitSkirt_F X=0.00390625 Y=0.00390625 Z=0.00390625

#exec MESH NOTIFY MESH=GFM_SuitSkirt_F SEQ=Walk			TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_SuitSkirt_F SEQ=Walk			TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_SuitSkirt_F SEQ=Run			TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_SuitSkirt_F SEQ=Run			TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_SuitSkirt_F SEQ=RunShoot		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_SuitSkirt_F SEQ=RunShoot		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_SuitSkirt_F SEQ=Panic		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_SuitSkirt_F SEQ=Panic		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_SuitSkirt_F SEQ=Strafe		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_SuitSkirt_F SEQ=Strafe		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_SuitSkirt_F SEQ=DeathFront	TIME=0.3	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GFM_SuitSkirt_F SEQ=DeathBack	TIME=0.5	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GFM_SuitSkirt_F SEQ=Tread		TIME=0.3	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_SuitSkirt_F SEQ=TreadShoot	TIME=0.3	FUNCTION=PlayFootStep

//
// GFM_SuitSkirt_F_Carcass
//
#exec MESH IMPORT MESH=GFM_SuitSkirt_F_Carcass ANIVFILE=Models\GFM_SuitSkirt_F_CarcassA_a.3d DATAFILE=Models\GFM_SuitSkirt_F_d.3d
#exec MESH ORIGIN MESH=GFM_SuitSkirt_F_Carcass X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F_Carcass SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F_Carcass SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GFM_SuitSkirt_F_Carcass X=0.00390625 Y=0.00390625 Z=0.00390625

//
// GFM_SuitSkirt_F_CarcassB
//
#exec MESH IMPORT MESH=GFM_SuitSkirt_F_CarcassB ANIVFILE=Models\GFM_SuitSkirt_F_CarcassB_a.3d DATAFILE=Models\GFM_SuitSkirt_F_d.3d
#exec MESH ORIGIN MESH=GFM_SuitSkirt_F_CarcassB X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F_CarcassB SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F_CarcassB SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GFM_SuitSkirt_F_CarcassB X=0.00390625 Y=0.00390625 Z=0.00390625

//
// GFM_SuitSkirt_F_CarcassC
//
#exec MESH IMPORT MESH=GFM_SuitSkirt_F_CarcassC ANIVFILE=Models\GFM_SuitSkirt_F_CarcassC_a.3d DATAFILE=Models\GFM_SuitSkirt_F_d.3d
#exec MESH ORIGIN MESH=GFM_SuitSkirt_F_CarcassC X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F_CarcassC SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GFM_SuitSkirt_F_CarcassC SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GFM_SuitSkirt_F_CarcassC X=0.00390625 Y=0.00390625 Z=0.00390625


//
// GFM_Dress
//
#exec MESH IMPORT MESH=GFM_Dress ANIVFILE=Models\GFM_Dress_a.3d DATAFILE=Models\GFM_Dress_d.3d
#exec MESH ORIGIN MESH=GFM_Dress X=0 Y=0 Z=11000 YAW=64
#exec MESH LODPARAMS MESH=GFM_Dress STRENGTH=0.5

#exec MESH SEQUENCE MESH=GFM_Dress SEQ=All					STARTFRAME=0   NUMFRAMES=327
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=Still				STARTFRAME=0   NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=Walk					STARTFRAME=1   NUMFRAMES=10  RATE=10 
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=Run					STARTFRAME=11  NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=Crouch				STARTFRAME=21  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=Stand				STARTFRAME=24  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=CrouchShoot			STARTFRAME=27  NUMFRAMES=5   RATE=10 	GROUP=Ducking
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=BreatheLight			STARTFRAME=32  NUMFRAMES=5   RATE=2.5	GROUP=Waiting
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=DeathFront			STARTFRAME=37  NUMFRAMES=11  RATE=10 
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=DeathBack			STARTFRAME=48  NUMFRAMES=13  RATE=15 
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=HitHead				STARTFRAME=61  NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=HitTorso				STARTFRAME=64  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=HitArmLeft			STARTFRAME=68  NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=HitLegLeft			STARTFRAME=71  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=HitArmRight			STARTFRAME=75  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=HitLegRight			STARTFRAME=79  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=HitHeadBack			STARTFRAME=83  NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=HitTorsoBack			STARTFRAME=86  NUMFRAMES=5   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=MouthClosed			STARTFRAME=91  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=MouthA				STARTFRAME=92  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=MouthE				STARTFRAME=93  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=MouthF				STARTFRAME=94  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=MouthM				STARTFRAME=95  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=MouthO				STARTFRAME=96  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=MouthT				STARTFRAME=97  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=MouthU				STARTFRAME=98  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=Blink				STARTFRAME=99  NUMFRAMES=2   RATE=10 
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=Shoot				STARTFRAME=101 NUMFRAMES=6   RATE=14 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=Attack				STARTFRAME=107 NUMFRAMES=7   RATE=12 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=HeadUp				STARTFRAME=114 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=HeadDown				STARTFRAME=115 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=HeadLeft				STARTFRAME=116 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=HeadRight			STARTFRAME=117 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=RunShoot				STARTFRAME=118 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=GestureLeft			STARTFRAME=128 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=GestureRight			STARTFRAME=137 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=GestureBoth			STARTFRAME=146 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=RubEyesStart			STARTFRAME=155 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=RubEyes				STARTFRAME=159 NUMFRAMES=4   RATE=7.5
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=RubEyesStop			STARTFRAME=163 NUMFRAMES=4   RATE=15 
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=SitBegin				STARTFRAME=167 NUMFRAMES=9   RATE=10 
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=SitStill				STARTFRAME=176 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=SitStand				STARTFRAME=177 NUMFRAMES=9   RATE=12 
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=Pickup				STARTFRAME=186 NUMFRAMES=6   RATE=10 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=Jump					STARTFRAME=192 NUMFRAMES=3   RATE=10 
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=Land					STARTFRAME=195 NUMFRAMES=3   RATE=10 	GROUP=Landing
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=Panic				STARTFRAME=198 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=PushButton			STARTFRAME=208 NUMFRAMES=6   RATE=5  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=ReloadBegin			STARTFRAME=214 NUMFRAMES=8   RATE=16 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=Reload				STARTFRAME=222 NUMFRAMES=4   RATE=8  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=ReloadEnd			STARTFRAME=226 NUMFRAMES=4   RATE=6  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=Tread				STARTFRAME=230 NUMFRAMES=12  RATE=15 
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=TreadShoot			STARTFRAME=242 NUMFRAMES=12  RATE=15 
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=WaterHitTorso		STARTFRAME=254 NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=WaterHitTorsoBack	STARTFRAME=257 NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=WaterDeath			STARTFRAME=260 NUMFRAMES=6   RATE=10 
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=CowerBegin			STARTFRAME=266 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=CowerStill			STARTFRAME=270 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=CowerEnd				STARTFRAME=271 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=AttackSide			STARTFRAME=275 NUMFRAMES=13  RATE=20 
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=Strafe				STARTFRAME=288 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=Idle1				STARTFRAME=298 NUMFRAMES=8   RATE=3  	GROUP=Waiting
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=Dance				STARTFRAME=306 NUMFRAMES=12  RATE=10 	GROUP=Waiting
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=Shocked				STARTFRAME=318 NUMFRAMES=4   RATE=18 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_Dress SEQ=SitBreathe			STARTFRAME=322 NUMFRAMES=5   RATE=2.5	GROUP=Waiting

#exec MESHMAP SCALE MESHMAP=GFM_Dress X=0.00390625 Y=0.00390625 Z=0.00390625

#exec MESH NOTIFY MESH=GFM_Dress SEQ=Walk		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_Dress SEQ=Walk		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_Dress SEQ=Run		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_Dress SEQ=Run		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_Dress SEQ=RunShoot	TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_Dress SEQ=RunShoot	TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_Dress SEQ=Panic		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_Dress SEQ=Panic		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_Dress SEQ=Strafe		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_Dress SEQ=Strafe		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_Dress SEQ=DeathFront	TIME=0.3	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GFM_Dress SEQ=DeathBack	TIME=0.5	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GFM_Dress SEQ=Tread		TIME=0.3	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_Dress SEQ=TreadShoot	TIME=0.3	FUNCTION=PlayFootStep

//
// GFM_Dress_Carcass
//
#exec MESH IMPORT MESH=GFM_Dress_Carcass ANIVFILE=Models\GFM_Dress_CarcassA_a.3d DATAFILE=Models\GFM_Dress_d.3d
#exec MESH ORIGIN MESH=GFM_Dress_Carcass X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GFM_Dress_Carcass SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GFM_Dress_Carcass SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GFM_Dress_Carcass X=0.00390625 Y=0.00390625 Z=0.00390625

//
// GFM_Dress_CarcassB
//
#exec MESH IMPORT MESH=GFM_Dress_CarcassB ANIVFILE=Models\GFM_Dress_CarcassB_a.3d DATAFILE=Models\GFM_Dress_d.3d
#exec MESH ORIGIN MESH=GFM_Dress_CarcassB X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GFM_Dress_CarcassB SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GFM_Dress_CarcassB SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GFM_Dress_CarcassB X=0.00390625 Y=0.00390625 Z=0.00390625

//
// GFM_Dress_CarcassC
//
#exec MESH IMPORT MESH=GFM_Dress_CarcassC ANIVFILE=Models\GFM_Dress_CarcassC_a.3d DATAFILE=Models\GFM_Dress_d.3d
#exec MESH ORIGIN MESH=GFM_Dress_CarcassC X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GFM_Dress_CarcassC SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GFM_Dress_CarcassC SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GFM_Dress_CarcassC X=0.00390625 Y=0.00390625 Z=0.00390625


//
// GFM_TShirtPants
//
#exec MESH IMPORT MESH=GFM_TShirtPants ANIVFILE=Models\GFM_TShirtPants_a.3d DATAFILE=Models\GFM_TShirtPants_d.3d
#exec MESH ORIGIN MESH=GFM_TShirtPants X=0 Y=0 Z=11000 YAW=64
#exec MESH LODPARAMS MESH=GFM_TShirtPants STRENGTH=0.5

#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=All				STARTFRAME=0   NUMFRAMES=310         
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Still				STARTFRAME=0   NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Walk				STARTFRAME=1   NUMFRAMES=10  RATE=10 
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Run				STARTFRAME=11  NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Crouch				STARTFRAME=21  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Stand				STARTFRAME=24  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=CrouchShoot		STARTFRAME=27  NUMFRAMES=5   RATE=10 	GROUP=Ducking
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=BreatheLight		STARTFRAME=32  NUMFRAMES=5   RATE=2.5	GROUP=Waiting
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=DeathFront			STARTFRAME=37  NUMFRAMES=11  RATE=10 
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=DeathBack			STARTFRAME=48  NUMFRAMES=13  RATE=15 
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=HitHead			STARTFRAME=61  NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=HitTorso			STARTFRAME=64  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=HitArmLeft			STARTFRAME=68  NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=HitLegLeft			STARTFRAME=71  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=HitArmRight		STARTFRAME=75  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=HitLegRight		STARTFRAME=79  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=HitHeadBack		STARTFRAME=83  NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=HitTorsoBack		STARTFRAME=86  NUMFRAMES=5   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=MouthClosed		STARTFRAME=91  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=MouthA				STARTFRAME=92  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=MouthE				STARTFRAME=93  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=MouthF				STARTFRAME=94  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=MouthM				STARTFRAME=95  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=MouthO				STARTFRAME=96  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=MouthT				STARTFRAME=97  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=MouthU				STARTFRAME=98  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Blink				STARTFRAME=99  NUMFRAMES=2   RATE=10 
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Shoot				STARTFRAME=101 NUMFRAMES=6   RATE=14 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Attack				STARTFRAME=107 NUMFRAMES=7   RATE=12 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=HeadUp				STARTFRAME=114 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=HeadDown			STARTFRAME=115 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=HeadLeft			STARTFRAME=116 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=HeadRight			STARTFRAME=117 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=RunShoot			STARTFRAME=118 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=GestureLeft		STARTFRAME=128 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=GestureRight		STARTFRAME=137 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=GestureBoth		STARTFRAME=146 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=RubEyesStart		STARTFRAME=155 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=RubEyes			STARTFRAME=159 NUMFRAMES=4   RATE=7.5
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=RubEyesStop		STARTFRAME=163 NUMFRAMES=4   RATE=15 
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=SitBegin			STARTFRAME=167 NUMFRAMES=7   RATE=10 
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=SitStill			STARTFRAME=174 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=SitStand			STARTFRAME=175 NUMFRAMES=7   RATE=12 
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Pickup				STARTFRAME=182 NUMFRAMES=6   RATE=10 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Jump				STARTFRAME=188 NUMFRAMES=3   RATE=10 
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Land				STARTFRAME=191 NUMFRAMES=3   RATE=10 	GROUP=Landing
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Panic				STARTFRAME=194 NUMFRAMES=9   RATE=18 
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=PushButton			STARTFRAME=203 NUMFRAMES=6   RATE=5  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=ReloadBegin		STARTFRAME=209 NUMFRAMES=8   RATE=16 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Reload				STARTFRAME=217 NUMFRAMES=4   RATE=8  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=ReloadEnd			STARTFRAME=221 NUMFRAMES=4   RATE=6  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Tread				STARTFRAME=225 NUMFRAMES=12  RATE=15 
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=TreadShoot			STARTFRAME=237 NUMFRAMES=12  RATE=15 
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=WaterHitTorso		STARTFRAME=249 NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=WaterHitTorsoBack	STARTFRAME=252 NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=WaterDeath			STARTFRAME=255 NUMFRAMES=6   RATE=10 
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=CowerBegin			STARTFRAME=261 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=CowerStill			STARTFRAME=265 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=CowerEnd			STARTFRAME=266 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=AttackSide			STARTFRAME=270 NUMFRAMES=13  RATE=20 
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Strafe				STARTFRAME=283 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Idle1				STARTFRAME=293 NUMFRAMES=8   RATE=3  	GROUP=Waiting
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=Shocked			STARTFRAME=301 NUMFRAMES=4   RATE=18 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_TShirtPants SEQ=SitBreathe			STARTFRAME=305 NUMFRAMES=5   RATE=2.5	GROUP=Waiting

#exec MESHMAP SCALE MESHMAP=GFM_TShirtPants X=0.00390625 Y=0.00390625 Z=0.00390625

#exec MESH NOTIFY MESH=GFM_TShirtPants SEQ=Walk			TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_TShirtPants SEQ=Walk			TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_TShirtPants SEQ=Run			TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_TShirtPants SEQ=Run			TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_TShirtPants SEQ=RunShoot		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_TShirtPants SEQ=RunShoot		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_TShirtPants SEQ=Panic		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_TShirtPants SEQ=Panic		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_TShirtPants SEQ=Strafe		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_TShirtPants SEQ=Strafe		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_TShirtPants SEQ=DeathFront	TIME=0.3	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GFM_TShirtPants SEQ=DeathBack	TIME=0.5	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GFM_TShirtPants SEQ=Tread		TIME=0.3	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_TShirtPants SEQ=TreadShoot	TIME=0.3	FUNCTION=PlayFootStep

//
// GFM_TShirtPants_Carcass
//
#exec MESH IMPORT MESH=GFM_TShirtPants_Carcass ANIVFILE=Models\GFM_TShirtPants_CarcassA_a.3d DATAFILE=Models\GFM_TShirtPants_d.3d
#exec MESH ORIGIN MESH=GFM_TShirtPants_Carcass X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GFM_TShirtPants_Carcass SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GFM_TShirtPants_Carcass SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GFM_TShirtPants_Carcass X=0.00390625 Y=0.00390625 Z=0.00390625

//
// GFM_TShirtPants_CarcassB
//
#exec MESH IMPORT MESH=GFM_TShirtPants_CarcassB ANIVFILE=Models\GFM_TShirtPants_CarcassB_a.3d DATAFILE=Models\GFM_TShirtPants_d.3d
#exec MESH ORIGIN MESH=GFM_TShirtPants_CarcassB X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GFM_TShirtPants_CarcassB SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GFM_TShirtPants_CarcassB SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GFM_TShirtPants_CarcassB X=0.00390625 Y=0.00390625 Z=0.00390625

//
// GFM_TShirtPants_CarcassC
//
#exec MESH IMPORT MESH=GFM_TShirtPants_CarcassC ANIVFILE=Models\GFM_TShirtPants_CarcassC_a.3d DATAFILE=Models\GFM_TShirtPants_d.3d
#exec MESH ORIGIN MESH=GFM_TShirtPants_CarcassC X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GFM_TShirtPants_CarcassC SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GFM_TShirtPants_CarcassC SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GFM_TShirtPants_CarcassC X=0.00390625 Y=0.00390625 Z=0.00390625


//
// GFM_Trench
//
#exec MESH IMPORT MESH=GFM_Trench ANIVFILE=Models\GFM_Trench_a.3d DATAFILE=Models\GFM_Trench_d.3d
#exec MESH ORIGIN MESH=GFM_Trench X=0 Y=0 Z=11000 YAW=64
#exec MESH LODPARAMS MESH=GFM_Trench STRENGTH=0.5

#exec MESH SEQUENCE MESH=GFM_Trench SEQ=All					STARTFRAME=0   NUMFRAMES=321         
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=Still				STARTFRAME=0   NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=Walk				STARTFRAME=1   NUMFRAMES=10  RATE=10 
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=Run					STARTFRAME=11  NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=Crouch				STARTFRAME=21  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=Stand				STARTFRAME=24  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=CrouchShoot			STARTFRAME=27  NUMFRAMES=5   RATE=10 	GROUP=Ducking
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=BreatheLight		STARTFRAME=32  NUMFRAMES=5   RATE=2.5	GROUP=Waiting
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=DeathFront			STARTFRAME=37  NUMFRAMES=11  RATE=10 
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=DeathBack			STARTFRAME=48  NUMFRAMES=13  RATE=15 
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=HitHead				STARTFRAME=61  NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=HitTorso			STARTFRAME=64  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=HitArmLeft			STARTFRAME=68  NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=HitLegLeft			STARTFRAME=71  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=HitArmRight			STARTFRAME=75  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=HitLegRight			STARTFRAME=79  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=HitHeadBack			STARTFRAME=83  NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=HitTorsoBack		STARTFRAME=86  NUMFRAMES=5   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=MouthClosed			STARTFRAME=91  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=MouthA				STARTFRAME=92  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=MouthE				STARTFRAME=93  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=MouthF				STARTFRAME=94  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=MouthM				STARTFRAME=95  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=MouthO				STARTFRAME=96  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=MouthT				STARTFRAME=97  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=MouthU				STARTFRAME=98  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=Blink				STARTFRAME=99  NUMFRAMES=2   RATE=10 
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=Shoot				STARTFRAME=101 NUMFRAMES=6   RATE=14 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=Attack				STARTFRAME=107 NUMFRAMES=7   RATE=12 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=HeadUp				STARTFRAME=114 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=HeadDown			STARTFRAME=115 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=HeadLeft			STARTFRAME=116 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=HeadRight			STARTFRAME=117 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=RunShoot			STARTFRAME=118 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=GestureLeft			STARTFRAME=128 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=GestureRight		STARTFRAME=137 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=GestureBoth			STARTFRAME=146 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=RubEyesStart		STARTFRAME=155 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=RubEyes				STARTFRAME=159 NUMFRAMES=4   RATE=7.5
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=RubEyesStop			STARTFRAME=163 NUMFRAMES=4   RATE=15 
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=SitBegin			STARTFRAME=167 NUMFRAMES=7   RATE=10 
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=SitStill			STARTFRAME=174 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=SitStand			STARTFRAME=175 NUMFRAMES=7   RATE=12 
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=Pickup				STARTFRAME=182 NUMFRAMES=6   RATE=10 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=Jump				STARTFRAME=188 NUMFRAMES=3   RATE=10 
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=Land				STARTFRAME=191 NUMFRAMES=3   RATE=10 	GROUP=Landing
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=Panic				STARTFRAME=194 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=PushButton			STARTFRAME=204 NUMFRAMES=6   RATE=5  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=ReloadBegin			STARTFRAME=210 NUMFRAMES=8   RATE=16 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=Reload				STARTFRAME=218 NUMFRAMES=4   RATE=8  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=ReloadEnd			STARTFRAME=222 NUMFRAMES=4   RATE=6  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=Tread				STARTFRAME=226 NUMFRAMES=12  RATE=15 
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=TreadShoot			STARTFRAME=238 NUMFRAMES=12  RATE=15 
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=WaterHitTorso		STARTFRAME=250 NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=WaterHitTorsoBack	STARTFRAME=253 NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=WaterDeath			STARTFRAME=256 NUMFRAMES=6   RATE=10 
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=CowerBegin			STARTFRAME=262 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=CowerStill			STARTFRAME=266 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=CowerEnd			STARTFRAME=267 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=AttackSide			STARTFRAME=271 NUMFRAMES=13  RATE=20 
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=Strafe				STARTFRAME=284 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=Idle1				STARTFRAME=294 NUMFRAMES=8   RATE=3  	GROUP=Waiting
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=Dance				STARTFRAME=302 NUMFRAMES=10  RATE=10 	GROUP=Waiting
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=Shocked				STARTFRAME=312 NUMFRAMES=4   RATE=18 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GFM_Trench SEQ=SitBreathe			STARTFRAME=316 NUMFRAMES=5   RATE=2.5	GROUP=Waiting

#exec MESHMAP SCALE MESHMAP=GFM_Trench X=0.00390625 Y=0.00390625 Z=0.00390625

#exec MESH NOTIFY MESH=GFM_Trench SEQ=Walk			TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_Trench SEQ=Walk			TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_Trench SEQ=Run			TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_Trench SEQ=Run			TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_Trench SEQ=RunShoot		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_Trench SEQ=RunShoot		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_Trench SEQ=Panic			TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_Trench SEQ=Panic			TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_Trench SEQ=Strafe		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_Trench SEQ=Strafe		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_Trench SEQ=DeathFront	TIME=0.3	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GFM_Trench SEQ=DeathBack		TIME=0.5	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GFM_Trench SEQ=Tread			TIME=0.3	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GFM_Trench SEQ=TreadShoot	TIME=0.3	FUNCTION=PlayFootStep

//
// GFM_Trench_Carcass
//
#exec MESH IMPORT MESH=GFM_Trench_Carcass ANIVFILE=Models\GFM_Trench_CarcassA_a.3d DATAFILE=Models\GFM_Trench_d.3d
#exec MESH ORIGIN MESH=GFM_Trench_Carcass X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GFM_Trench_Carcass SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GFM_Trench_Carcass SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GFM_Trench_Carcass X=0.00390625 Y=0.00390625 Z=0.00390625

//
// GFM_Trench_CarcassB
//
#exec MESH IMPORT MESH=GFM_Trench_CarcassB ANIVFILE=Models\GFM_Trench_CarcassB_a.3d DATAFILE=Models\GFM_Trench_d.3d
#exec MESH ORIGIN MESH=GFM_Trench_CarcassB X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GFM_Trench_CarcassB SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GFM_Trench_CarcassB SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GFM_Trench_CarcassB X=0.00390625 Y=0.00390625 Z=0.00390625

//
// GFM_Trench_CarcassC
//
#exec MESH IMPORT MESH=GFM_Trench_CarcassC ANIVFILE=Models\GFM_Trench_CarcassC_a.3d DATAFILE=Models\GFM_Trench_d.3d
#exec MESH ORIGIN MESH=GFM_Trench_CarcassC X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GFM_Trench_CarcassC SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GFM_Trench_CarcassC SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GFM_Trench_CarcassC X=0.00390625 Y=0.00390625 Z=0.00390625


//
// GMK_DressShirt
//
#exec MESH IMPORT MESH=GMK_DressShirt ANIVFILE=Models\GMK_DressShirt_a.3d DATAFILE=Models\GMK_DressShirt_d.3d
#exec MESH ORIGIN MESH=GMK_DressShirt X=0 Y=0 Z=12700 YAW=64
#exec MESH LODPARAMS MESH=GMK_DressShirt STRENGTH=0.5

#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=All					STARTFRAME=0   NUMFRAMES=234         
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=Still				STARTFRAME=0   NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=Walk				STARTFRAME=1   NUMFRAMES=10  RATE=10 
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=Run					STARTFRAME=11  NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=Crouch				STARTFRAME=21  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=Stand				STARTFRAME=24  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=BreatheLight		STARTFRAME=27  NUMFRAMES=5   RATE=2.5	GROUP=Waiting
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=DeathFront			STARTFRAME=32  NUMFRAMES=13  RATE=10 
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=DeathBack			STARTFRAME=45  NUMFRAMES=8   RATE=10 
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=HitHead				STARTFRAME=53  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=HitTorso			STARTFRAME=57  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=HitArmLeft			STARTFRAME=61  NUMFRAMES=4   RATE=12 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=HitLegLeft			STARTFRAME=65  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=HitArmRight			STARTFRAME=69  NUMFRAMES=4   RATE=12 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=HitLegRight			STARTFRAME=73  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=HitHeadBack			STARTFRAME=77  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=HitTorsoBack		STARTFRAME=81  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=MouthClosed			STARTFRAME=85  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=MouthA				STARTFRAME=86  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=MouthE				STARTFRAME=87  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=MouthF				STARTFRAME=88  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=MouthM				STARTFRAME=89  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=MouthO				STARTFRAME=90  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=MouthT				STARTFRAME=91  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=MouthU				STARTFRAME=92  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=Blink				STARTFRAME=93  NUMFRAMES=2   RATE=10 
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=Attack				STARTFRAME=95  NUMFRAMES=7   RATE=10 
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=HeadUp				STARTFRAME=102 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=HeadDown			STARTFRAME=103 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=HeadLeft			STARTFRAME=104 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=HeadRight			STARTFRAME=105 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=GestureLeft			STARTFRAME=106 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=GestureRight		STARTFRAME=115 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=GestureBoth			STARTFRAME=124 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=RubEyesStart		STARTFRAME=133 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=RubEyes				STARTFRAME=137 NUMFRAMES=4   RATE=7.5
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=RubEyesStop			STARTFRAME=141 NUMFRAMES=4   RATE=15 
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=Pickup				STARTFRAME=145 NUMFRAMES=7   RATE=10 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=Jump				STARTFRAME=152 NUMFRAMES=3   RATE=10 
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=Land				STARTFRAME=155 NUMFRAMES=3   RATE=10 	GROUP=Landing
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=Panic				STARTFRAME=158 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=PushButton			STARTFRAME=168 NUMFRAMES=6   RATE=5  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=Tread				STARTFRAME=174 NUMFRAMES=12  RATE=15 
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=WaterHitTorso		STARTFRAME=186 NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=WaterHitTorsoBack	STARTFRAME=189 NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=WaterDeath			STARTFRAME=192 NUMFRAMES=8   RATE=10 
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=CowerBegin			STARTFRAME=200 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=CowerStill			STARTFRAME=204 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=CowerEnd			STARTFRAME=205 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=AttackSide			STARTFRAME=209 NUMFRAMES=13  RATE=20 
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=Idle1				STARTFRAME=222 NUMFRAMES=8   RATE=3  	GROUP=Waiting
#exec MESH SEQUENCE MESH=GMK_DressShirt SEQ=Shocked				STARTFRAME=230 NUMFRAMES=4   RATE=18 	GROUP=TakeHit

#exec MESHMAP SCALE MESHMAP=GMK_DressShirt X=0.00257813 Y=0.00257813 Z=0.00257813

#exec MESH NOTIFY MESH=GMK_DressShirt SEQ=Walk			TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GMK_DressShirt SEQ=Walk			TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GMK_DressShirt SEQ=Run			TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GMK_DressShirt SEQ=Run			TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GMK_DressShirt SEQ=Panic			TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GMK_DressShirt SEQ=Panic			TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GMK_DressShirt SEQ=DeathFront	TIME=0.3	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GMK_DressShirt SEQ=DeathBack		TIME=0.5	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GMK_DressShirt SEQ=Tread			TIME=0.3	FUNCTION=PlayFootStep

//
// GMK_DressShirt_Carcass
//
#exec MESH IMPORT MESH=GMK_DressShirt_Carcass ANIVFILE=Models\GMK_DressShirt_CarcassA_a.3d DATAFILE=Models\GMK_DressShirt_d.3d
#exec MESH ORIGIN MESH=GMK_DressShirt_Carcass X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GMK_DressShirt_Carcass SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GMK_DressShirt_Carcass SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GMK_DressShirt_Carcass X=0.00257813 Y=0.00257813 Z=0.00257813

//
// GMK_DressShirt_CarcassB
//
#exec MESH IMPORT MESH=GMK_DressShirt_CarcassB ANIVFILE=Models\GMK_DressShirt_CarcassB_a.3d DATAFILE=Models\GMK_DressShirt_d.3d
#exec MESH ORIGIN MESH=GMK_DressShirt_CarcassB X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GMK_DressShirt_CarcassB SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GMK_DressShirt_CarcassB SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GMK_DressShirt_CarcassB X=0.00257813 Y=0.00257813 Z=0.00257813

//
// GMK_DressShirt_CarcassC
//
#exec MESH IMPORT MESH=GMK_DressShirt_CarcassC ANIVFILE=Models\GMK_DressShirt_CarcassC_a.3d DATAFILE=Models\GMK_DressShirt_d.3d
#exec MESH ORIGIN MESH=GMK_DressShirt_CarcassC X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GMK_DressShirt_CarcassC SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GMK_DressShirt_CarcassC SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GMK_DressShirt_CarcassC X=0.00257813 Y=0.00257813 Z=0.00257813


//
// GMK_DressShirt_F
//
#exec MESH IMPORT MESH=GMK_DressShirt_F ANIVFILE=Models\GMK_DressShirt_F_a.3d DATAFILE=Models\GMK_DressShirt_F_d.3d
#exec MESH ORIGIN MESH=GMK_DressShirt_F X=0 Y=0 Z=12700 YAW=64
#exec MESH LODPARAMS MESH=GMK_DressShirt_F STRENGTH=0.5

#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=All				STARTFRAME=0   NUMFRAMES=234         
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=Still				STARTFRAME=0   NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=Walk				STARTFRAME=1   NUMFRAMES=10  RATE=10 
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=Run				STARTFRAME=11  NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=Crouch			STARTFRAME=21  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=Stand				STARTFRAME=24  NUMFRAMES=3   RATE=6  	GROUP=Ducking
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=BreatheLight		STARTFRAME=27  NUMFRAMES=5   RATE=2.5	GROUP=Waiting
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=DeathFront		STARTFRAME=32  NUMFRAMES=13  RATE=10 
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=DeathBack			STARTFRAME=45  NUMFRAMES=8   RATE=10 
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=HitHead			STARTFRAME=53  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=HitTorso			STARTFRAME=57  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=HitArmLeft		STARTFRAME=61  NUMFRAMES=4   RATE=12 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=HitLegLeft		STARTFRAME=65  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=HitArmRight		STARTFRAME=69  NUMFRAMES=4   RATE=12 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=HitLegRight		STARTFRAME=73  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=HitHeadBack		STARTFRAME=77  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=HitTorsoBack		STARTFRAME=81  NUMFRAMES=4   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=MouthClosed		STARTFRAME=85  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=MouthA			STARTFRAME=86  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=MouthE			STARTFRAME=87  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=MouthF			STARTFRAME=88  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=MouthM			STARTFRAME=89  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=MouthO			STARTFRAME=90  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=MouthT			STARTFRAME=91  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=MouthU			STARTFRAME=92  NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=Blink				STARTFRAME=93  NUMFRAMES=2   RATE=10 
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=Attack			STARTFRAME=95  NUMFRAMES=7   RATE=10 
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=HeadUp			STARTFRAME=102 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=HeadDown			STARTFRAME=103 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=HeadLeft			STARTFRAME=104 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=HeadRight			STARTFRAME=105 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=GestureLeft		STARTFRAME=106 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=GestureRight		STARTFRAME=115 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=GestureBoth		STARTFRAME=124 NUMFRAMES=9   RATE=20 
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=RubEyesStart		STARTFRAME=133 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=RubEyes			STARTFRAME=137 NUMFRAMES=4   RATE=7.5
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=RubEyesStop		STARTFRAME=141 NUMFRAMES=4   RATE=15 
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=Pickup			STARTFRAME=145 NUMFRAMES=7   RATE=10 	GROUP=Gesture
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=Jump				STARTFRAME=152 NUMFRAMES=3   RATE=10 
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=Land				STARTFRAME=155 NUMFRAMES=3   RATE=10 	GROUP=Landing
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=Panic				STARTFRAME=158 NUMFRAMES=10  RATE=18 
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=PushButton		STARTFRAME=168 NUMFRAMES=6   RATE=5  	GROUP=Gesture
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=Tread				STARTFRAME=174 NUMFRAMES=12  RATE=15 
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=WaterHitTorso		STARTFRAME=186 NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=WaterHitTorsoBack	STARTFRAME=189 NUMFRAMES=3   RATE=10 	GROUP=TakeHit
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=WaterDeath		STARTFRAME=192 NUMFRAMES=8   RATE=10 
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=CowerBegin		STARTFRAME=200 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=CowerStill		STARTFRAME=204 NUMFRAMES=1           
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=CowerEnd			STARTFRAME=205 NUMFRAMES=4   RATE=20 
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=AttackSide		STARTFRAME=209 NUMFRAMES=13  RATE=20 
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=Idle1				STARTFRAME=222 NUMFRAMES=8   RATE=3  	GROUP=Waiting
#exec MESH SEQUENCE MESH=GMK_DressShirt_F SEQ=Shocked			STARTFRAME=230 NUMFRAMES=4   RATE=18 	GROUP=TakeHit

#exec MESHMAP SCALE MESHMAP=GMK_DressShirt_F X=0.00257813 Y=0.00257813 Z=0.00257813

#exec MESH NOTIFY MESH=GMK_DressShirt_F SEQ=Walk		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GMK_DressShirt_F SEQ=Walk		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GMK_DressShirt_F SEQ=Run			TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GMK_DressShirt_F SEQ=Run			TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GMK_DressShirt_F SEQ=Panic		TIME=0.1	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GMK_DressShirt_F SEQ=Panic		TIME=0.6	FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=GMK_DressShirt_F SEQ=DeathFront	TIME=0.3	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GMK_DressShirt_F SEQ=DeathBack	TIME=0.5	FUNCTION=PlayBodyThud
#exec MESH NOTIFY MESH=GMK_DressShirt_F SEQ=Tread		TIME=0.3	FUNCTION=PlayFootStep


//
// GMK_DressShirt_F_Carcass
//
#exec MESH IMPORT MESH=GMK_DressShirt_F_Carcass ANIVFILE=Models\GMK_DressShirt_F_CarcassA_a.3d DATAFILE=Models\GMK_DressShirt_F_d.3d
#exec MESH ORIGIN MESH=GMK_DressShirt_F_Carcass X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GMK_DressShirt_F_Carcass SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GMK_DressShirt_F_Carcass SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GMK_DressShirt_F_Carcass X=0.00257813 Y=0.00257813 Z=0.00257813

//
// GMK_DressShirt_F_CarcassB
//
#exec MESH IMPORT MESH=GMK_DressShirt_F_CarcassB ANIVFILE=Models\GMK_DressShirt_F_CarcassB_a.3d DATAFILE=Models\GMK_DressShirt_F_d.3d
#exec MESH ORIGIN MESH=GMK_DressShirt_F_CarcassB X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GMK_DressShirt_F_CarcassB SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GMK_DressShirt_F_CarcassB SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GMK_DressShirt_F_CarcassB X=0.00257813 Y=0.00257813 Z=0.00257813

//
// GMK_DressShirt_F_CarcassC
//
#exec MESH IMPORT MESH=GMK_DressShirt_F_CarcassC ANIVFILE=Models\GMK_DressShirt_F_CarcassC_a.3d DATAFILE=Models\GMK_DressShirt_F_d.3d
#exec MESH ORIGIN MESH=GMK_DressShirt_F_CarcassC X=0 Y=0 Z=1850 YAW=64

#exec MESH SEQUENCE MESH=GMK_DressShirt_F_CarcassC SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GMK_DressShirt_F_CarcassC SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SCALE MESHMAP=GMK_DressShirt_F_CarcassC X=0.00257813 Y=0.00257813 Z=0.00257813

defaultproperties
{
}

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Class file time: Mon 8/11/2021 16:22:50.000 - Creation time: Mon 8/11/2021 16:31:22.200 - Created with UnCodeX