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DeusExItems.AllPickups


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//=============================================================================
// AllPickups.
//=============================================================================
class AllPickups expands Object
    abstract;

//
// general stuff
//
#exec OBJ LOAD FILE=Effects

#exec TEXTURE IMPORT NAME=WeaponHandsTex FILE=Models\Hands_fisted.pcx GROUP="Skins"
#exec TEXTURE IMPORT NAME=ReflectionMapTex1 FILE=Models\ReflectionA_FX.pcx GROUP="Skins"

//
// AugmentationCannister
//
#exec MESH IMPORT MESH=AugmentationCannister ANIVFILE=Models\Cannister_A_a.3d DATAFILE=Models\Cannister_A_d.3d
#exec MESHMAP SCALE MESHMAP=AugmentationCannister X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=AugmentationCannister SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=AugmentationCannister SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec TEXTURE IMPORT NAME=AugmentationCannisterTex1 FILE=Models\Cannister_A.pcx GROUP="Skins" FLAGS=2
#exec MESHMAP SETTEXTURE MESHMAP=AugmentationCannister NUM=0 TEXTURE=AugmentationCannisterTex1
#exec MESHMAP SETTEXTURE MESHMAP=AugmentationCannister NUM=1 TEXTURE=Effects.Electricity.Nano_SFX_A
#exec MESHMAP SETTEXTURE MESHMAP=AugmentationCannister NUM=2 TEXTURE=AugmentationCannisterTex1

//
// AugmentationUpgradeCannister
//
#exec MESH IMPORT MESH=AugmentationUpgradeCannister ANIVFILE=Models\Cannister_Aup_a.3d DATAFILE=Models\Cannister_Aup_d.3d
#exec MESHMAP SCALE MESHMAP=AugmentationUpgradeCannister X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=AugmentationUpgradeCannister SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=AugmentationUpgradeCannister SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec TEXTURE IMPORT NAME=AugmentationUpgradeCannisterTex1 FILE=Models\Cannister_Aup.pcx GROUP="Skins" FLAGS=2
#exec MESHMAP SETTEXTURE MESHMAP=AugmentationUpgradeCannister NUM=0 TEXTURE=AugmentationUpgradeCannisterTex1
#exec MESHMAP SETTEXTURE MESHMAP=AugmentationUpgradeCannister NUM=1 TEXTURE=Effects.Electricity.Nano_SFX_A
#exec MESHMAP SETTEXTURE MESHMAP=AugmentationUpgradeCannister NUM=2 TEXTURE=AugmentationUpgradeCannisterTex1

//
// MedKit
//
#exec MESH IMPORT MESH=MedKit ANIVFILE=Models\MedKit_a.3d DATAFILE=Models\MedKit_d.3d ZEROTEX=1
#exec MESHMAP SCALE MESHMAP=MedKit X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=MedKit SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=MedKit SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec TEXTURE IMPORT NAME=MedKitTex1 FILE=Models\MedKit.pcx GROUP="Skins"
#exec MESHMAP SETTEXTURE MESHMAP=MedKit NUM=0 TEXTURE=MedKitTex1

//
// MedKit3rd
//
#exec MESH IMPORT MESH=MedKit3rd ANIVFILE=Models\MedKit_a.3d DATAFILE=Models\MedKit_d.3d ZEROTEX=1
#exec MESH ORIGIN MESH=MedKit3rd PITCH=32
#exec MESHMAP SCALE MESHMAP=MedKit3rd X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=MedKit3rd SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=MedKit3rd SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SETTEXTURE MESHMAP=MedKit3rd NUM=0 TEXTURE=MedKitTex1

//
// VialCrack
//
#exec MESH IMPORT MESH=VialCrack ANIVFILE=Models\Vial_Crack_a.3d DATAFILE=Models\Vial_Crack_d.3d ZEROTEX=1
#exec MESHMAP SCALE MESHMAP=VialCrack X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=VialCrack SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=VialCrack SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec TEXTURE IMPORT NAME=VialCrackTex1 FILE=Models\Vial_Crack.pcx GROUP="Skins"
#exec MESHMAP SETTEXTURE MESHMAP=VialCrack NUM=0 TEXTURE=VialCrackTex1

//
// Cigarettes
//
#exec MESH IMPORT MESH=Cigarettes ANIVFILE=Models\Cigarettes_a.3d DATAFILE=Models\Cigarettes_d.3d ZEROTEX=1
#exec MESHMAP SCALE MESHMAP=Cigarettes X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=Cigarettes SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=Cigarettes SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec TEXTURE IMPORT NAME=CigarettesTex1 FILE=Models\Cigarettes.pcx GROUP="Skins"
#exec MESHMAP SETTEXTURE MESHMAP=Cigarettes NUM=0 TEXTURE=CigarettesTex1

//
// Flare
//
#exec MESH IMPORT MESH=Flare ANIVFILE=Models\Flare_a.3d DATAFILE=Models\Flare_d.3d ZEROTEX=1
#exec MESHMAP SCALE MESHMAP=Flare X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=Flare SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=Flare SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec TEXTURE IMPORT NAME=FlareTex1 FILE=Models\Flare.pcx GROUP="Skins"
#exec MESHMAP SETTEXTURE MESHMAP=Flare NUM=0 TEXTURE=FlareTex1

//
// GogglesIR
//
#exec MESH IMPORT MESH=GogglesIR ANIVFILE=Models\Goggles_I_a.3d DATAFILE=Models\Goggles_I_d.3d ZEROTEX=1
#exec MESH ORIGIN MESH=GogglesIR YAW=64
#exec MESHMAP SCALE MESHMAP=GogglesIR X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=GogglesIR SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=GogglesIR SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec TEXTURE IMPORT NAME=GogglesIRTex1 FILE=Models\Goggles_I.pcx GROUP="Skins"
#exec MESHMAP SETTEXTURE MESHMAP=GogglesIR NUM=0 TEXTURE=GogglesIRTex1

//
// FireExtinguisher
//
#exec MESH IMPORT MESH=FireExtinguisher ANIVFILE=Models\Fire_Extinguisher_a.3d DATAFILE=Models\Fire_Extinguisher_d.3d ZEROTEX=1
#exec MESHMAP SCALE MESHMAP=FireExtinguisher X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=FireExtinguisher SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=FireExtinguisher SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec TEXTURE IMPORT NAME=FireExtinguisherTex1 FILE=Models\Fire_Extinguisher.pcx GROUP="Skins" FLAGS=2
#exec MESHMAP SETTEXTURE MESHMAP=FireExtinguisher NUM=0 TEXTURE=FireExtinguisherTex1

//
// Multitool
//
#exec MESH IMPORT MESH=Multitool ANIVFILE=Models\Multitool3rd_a.3d DATAFILE=Models\Multitool3rd_d.3d ZEROTEX=1
#exec MESHMAP SCALE MESHMAP=Multitool X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=Multitool SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=Multitool SEQ=Still	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=Multitool SEQ=Select	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=Multitool SEQ=Idle1	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=Multitool SEQ=Idle2	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=Multitool SEQ=Idle3	STARTFRAME=0	NUMFRAMES=1

#exec TEXTURE IMPORT NAME=MultitoolTex1 FILE=Models\Multitool3rd.pcx GROUP="Skins"
#exec MESHMAP SETTEXTURE MESHMAP=Multitool NUM=0 TEXTURE=MultitoolTex1

//
// Multitool3rd
//
#exec MESH IMPORT MESH=Multitool3rd ANIVFILE=Models\Multitool3rd_a.3d DATAFILE=Models\Multitool3rd_d.3d ZEROTEX=1
#exec MESH ORIGIN MESH=Multitool3rd X=0 Y=0 Z=0 PITCH=32
#exec MESHMAP SCALE MESHMAP=Multitool3rd X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=Multitool3rd SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=Multitool3rd SEQ=Still		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=Multitool3rd SEQ=Select	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=Multitool3rd SEQ=Idle1		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=Multitool3rd SEQ=Idle2		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=Multitool3rd SEQ=Idle3		STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SETTEXTURE MESHMAP=Multitool3rd NUM=0 TEXTURE=MultitoolTex1

//
// MultitoolPOV
//
#exec MESH IMPORT MESH=MultitoolPOV ANIVFILE=Models\Multitool_a.3d DATAFILE=Models\Multitool_d.3d
#exec MESH ORIGIN MESH=MultitoolPOV X=0 Y=0 Z=0 YAW=-64
#exec MESHMAP SCALE MESHMAP=MultitoolPOV X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=MultitoolPOV SEQ=All		STARTFRAME=0	NUMFRAMES=61
#exec MESH SEQUENCE MESH=MultitoolPOV SEQ=Still		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=MultitoolPOV SEQ=Select	STARTFRAME=1	NUMFRAMES=7		RATE=18
#exec MESH SEQUENCE MESH=MultitoolPOV SEQ=UseBegin	STARTFRAME=8	NUMFRAMES=3		RATE=14
#exec MESH SEQUENCE MESH=MultitoolPOV SEQ=UseLoop	STARTFRAME=11	NUMFRAMES=18	RATE=6
#exec MESH SEQUENCE MESH=MultitoolPOV SEQ=UseEnd	STARTFRAME=29	NUMFRAMES=3		RATE=14
#exec MESH SEQUENCE MESH=MultitoolPOV SEQ=Down		STARTFRAME=32	NUMFRAMES=5		RATE=18
#exec MESH SEQUENCE MESH=MultitoolPOV SEQ=Idle1		STARTFRAME=37	NUMFRAMES=8		RATE=3
#exec MESH SEQUENCE MESH=MultitoolPOV SEQ=Idle2		STARTFRAME=45	NUMFRAMES=8		RATE=3
#exec MESH SEQUENCE MESH=MultitoolPOV SEQ=Idle3		STARTFRAME=53	NUMFRAMES=8		RATE=3

#exec TEXTURE IMPORT NAME=MultitoolPOVTex1 FILE=Models\Multitool.pcx GROUP="Skins" FLAGS=2
#exec MESHMAP SETTEXTURE MESHMAP=MultitoolPOV NUM=0 TEXTURE=MultitoolPOVTex1
#exec MESHMAP SETTEXTURE MESHMAP=MultitoolPOV NUM=1 TEXTURE=WeaponHandsTex
#exec MESHMAP SETTEXTURE MESHMAP=MultitoolPOV NUM=2 TEXTURE=MultitoolPOVTex1
#exec MESHMAP SETTEXTURE MESHMAP=MultitoolPOV NUM=3 TEXTURE=MultitoolPOVTex1
#exec MESHMAP SETTEXTURE MESHMAP=MultitoolPOV NUM=4 TEXTURE=MultitoolPOVTex1
#exec MESHMAP SETTEXTURE MESHMAP=MultitoolPOV NUM=5 TEXTURE=WeaponHandsTex

//
// Lockpick
//
#exec MESH IMPORT MESH=Lockpick ANIVFILE=Models\Lockpick3rd_a.3d DATAFILE=Models\Lockpick3rd_d.3d ZEROTEX=1
#exec MESHMAP SCALE MESHMAP=Lockpick X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=Lockpick SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=Lockpick SEQ=Still		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=Lockpick SEQ=Select	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=Lockpick SEQ=Idle1		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=Lockpick SEQ=Idle2		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=Lockpick SEQ=Idle3		STARTFRAME=0	NUMFRAMES=1

#exec TEXTURE IMPORT NAME=LockpickTex1 FILE=Models\Lockpick3rd.pcx GROUP="Skins" FLAGS=2
#exec MESHMAP SETTEXTURE MESHMAP=Lockpick NUM=0 TEXTURE=LockpickTex1

//
// Lockpick3rd
//
#exec MESH IMPORT MESH=Lockpick3rd ANIVFILE=Models\Lockpick3rd_a.3d DATAFILE=Models\Lockpick3rd_d.3d ZEROTEX=1
#exec MESH ORIGIN MESH=Lockpick3rd X=0 Y=0 Z=0 PITCH=-64
#exec MESHMAP SCALE MESHMAP=Lockpick3rd X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=Lockpick3rd SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=Lockpick3rd SEQ=Still	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=Lockpick3rd SEQ=Select	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=Lockpick3rd SEQ=Idle1	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=Lockpick3rd SEQ=Idle2	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=Lockpick3rd SEQ=Idle3	STARTFRAME=0	NUMFRAMES=1

#exec MESHMAP SETTEXTURE MESHMAP=Lockpick3rd NUM=0 TEXTURE=LockpickTex1

//
// LockpickPOV
//
#exec MESH IMPORT MESH=LockpickPOV ANIVFILE=Models\Lockpick_a.3d DATAFILE=Models\Lockpick_d.3d
#exec MESH ORIGIN MESH=LockpickPOV X=0 Y=0 Z=0 YAW=-64
#exec MESHMAP SCALE MESHMAP=LockpickPOV X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=LockpickPOV SEQ=All		STARTFRAME=0	NUMFRAMES=54
#exec MESH SEQUENCE MESH=LockpickPOV SEQ=Still		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=LockpickPOV SEQ=Select		STARTFRAME=1	NUMFRAMES=8		RATE=18
#exec MESH SEQUENCE MESH=LockpickPOV SEQ=UseBegin	STARTFRAME=9	NUMFRAMES=5		RATE=17
#exec MESH SEQUENCE MESH=LockpickPOV SEQ=UseLoop	STARTFRAME=14	NUMFRAMES=6		RATE=19
#exec MESH SEQUENCE MESH=LockpickPOV SEQ=UseEnd		STARTFRAME=20	NUMFRAMES=5		RATE=17
#exec MESH SEQUENCE MESH=LockpickPOV SEQ=Down		STARTFRAME=25	NUMFRAMES=5		RATE=17
#exec MESH SEQUENCE MESH=LockpickPOV SEQ=Idle1		STARTFRAME=30	NUMFRAMES=8		RATE=2
#exec MESH SEQUENCE MESH=LockpickPOV SEQ=Idle2		STARTFRAME=38	NUMFRAMES=8		RATE=2
#exec MESH SEQUENCE MESH=LockpickPOV SEQ=Idle3		STARTFRAME=46	NUMFRAMES=8		RATE=2

#exec TEXTURE IMPORT NAME=LockpickPOVTex1 FILE=Models\Lockpick.pcx GROUP="Skins"
#exec MESHMAP SETTEXTURE MESHMAP=LockpickPOV NUM=0 TEXTURE=WeaponHandsTex
#exec MESHMAP SETTEXTURE MESHMAP=LockpickPOV NUM=1 TEXTURE=LockpickPOVTex1

//
// DataCube
//
#exec MESH IMPORT MESH=DataCube ANIVFILE=Models\DataCube_a.3d DATAFILE=Models\DataCube_d.3d
#exec MESHMAP SCALE MESHMAP=DataCube X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=DataCube SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=DataCube SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec TEXTURE IMPORT NAME=DataCubeTex1 FILE=Models\DataCube.pcx GROUP="Skins"
#exec TEXTURE IMPORT NAME=DataCubeTex2 FILE=Models\Reflctve_Glass.pcx GROUP="Skins"
#exec MESHMAP SETTEXTURE MESHMAP=DataCube NUM=0 TEXTURE=DataCubeTex1
#exec MESHMAP SETTEXTURE MESHMAP=DataCube NUM=1 TEXTURE=DataCubeTex2
#exec MESHMAP SETTEXTURE MESHMAP=DataCube NUM=2 TEXTURE=DataCubeTex1

//
// BioCell
//
#exec MESH IMPORT MESH=BioCell ANIVFILE=Models\BioCell_a.3d DATAFILE=Models\BioCell_d.3d
#exec MESHMAP SCALE MESHMAP=BioCell X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=BioCell SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=BioCell SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec TEXTURE IMPORT NAME=BioCellTex1 FILE=Models\BioCell.pcx GROUP="Skins"
#exec MESHMAP SETTEXTURE MESHMAP=BioCell NUM=0 TEXTURE=BioCellTex1
#exec MESHMAP SETTEXTURE MESHMAP=BioCell NUM=1 TEXTURE=Effects.Electricity.BioCell_SFX

//
// NanoKeyRing
//
#exec MESH IMPORT MESH=NanoKeyRing ANIVFILE=Models\NanoKeyRing3rd_a.3d DATAFILE=Models\NanoKeyRing3rd_d.3d ZEROTEX=1
#exec MESHMAP SCALE MESHMAP=NanoKeyRing X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=NanoKeyRing SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=NanoKeyRing SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec TEXTURE IMPORT NAME=NanoKeyRingTex1 FILE=Models\NanoKeyRing3rd.pcx GROUP="Skins"
#exec MESHMAP SETTEXTURE MESHMAP=NanoKeyRing NUM=0 TEXTURE=NanoKeyRingTex1

//
// NanoKeyRingPOV
//
#exec MESH IMPORT MESH=NanoKeyRingPOV ANIVFILE=Models\NanoKeyRing_a.3d DATAFILE=Models\NanoKeyRing_d.3d
#exec MESH ORIGIN MESH=NanoKeyRingPOV X=0 Y=0 Z=0 YAW=-64
#exec MESHMAP SCALE MESHMAP=NanoKeyRingPOV X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=NanoKeyRingPOV SEQ=All			STARTFRAME=0	NUMFRAMES=52
#exec MESH SEQUENCE MESH=NanoKeyRingPOV SEQ=Still		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=NanoKeyRingPOV SEQ=Select		STARTFRAME=1	NUMFRAMES=6		RATE=12
#exec MESH SEQUENCE MESH=NanoKeyRingPOV SEQ=UseBegin	STARTFRAME=7	NUMFRAMES=8		RATE=9
#exec MESH SEQUENCE MESH=NanoKeyRingPOV SEQ=UseLoop		STARTFRAME=7	NUMFRAMES=8		RATE=9
#exec MESH SEQUENCE MESH=NanoKeyRingPOV SEQ=UseEnd		STARTFRAME=15	NUMFRAMES=8		RATE=15
#exec MESH SEQUENCE MESH=NanoKeyRingPOV SEQ=Down		STARTFRAME=23	NUMFRAMES=5		RATE=12
#exec MESH SEQUENCE MESH=NanoKeyRingPOV SEQ=Idle1		STARTFRAME=28	NUMFRAMES=8		RATE=2
#exec MESH SEQUENCE MESH=NanoKeyRingPOV SEQ=Idle2		STARTFRAME=36	NUMFRAMES=8		RATE=2
#exec MESH SEQUENCE MESH=NanoKeyRingPOV SEQ=Idle3		STARTFRAME=44	NUMFRAMES=8		RATE=2

#exec TEXTURE IMPORT NAME=NanoKeyRingPOVTex1 FILE=Models\NanoKeyRing.pcx GROUP="Skins"
#exec MESHMAP SETTEXTURE MESHMAP=NanoKeyRingPOV NUM=0 TEXTURE=WeaponHandsTex
#exec MESHMAP SETTEXTURE MESHMAP=NanoKeyRingPOV NUM=1 TEXTURE=NanoKeyRingPOVTex1
#exec MESHMAP SETTEXTURE MESHMAP=NanoKeyRingPOV NUM=2 TEXTURE=NanoKeyRingPOVTex1

//
// NanoKey
//
#exec MESH IMPORT MESH=NanoKey ANIVFILE=Models\NanoKey_a.3d DATAFILE=Models\NanoKey_d.3d
#exec MESHMAP SCALE MESHMAP=NanoKey X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=NanoKey SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=NanoKey SEQ=Still		STARTFRAME=0	NUMFRAMES=1

#exec TEXTURE IMPORT NAME=NanoKeyTex1 FILE=Models\NanoKey_access1.pcx GROUP="Skins"
#exec TEXTURE IMPORT NAME=NanoKeyTex2 FILE=Models\NanoKey_access2.pcx GROUP="Skins"
#exec TEXTURE IMPORT NAME=NanoKeyTex3 FILE=Models\NanoKey_access3.pcx GROUP="Skins"
#exec TEXTURE IMPORT NAME=NanoKeyTex4 FILE=Models\NanoKey_access4.pcx GROUP="Skins"
#exec MESHMAP SETTEXTURE MESHMAP=NanoKey NUM=0 TEXTURE=NanoKeyTex1
#exec MESHMAP SETTEXTURE MESHMAP=NanoKey NUM=1 TEXTURE=Effects.Electricity.BioCell_SFX

//
// WeaponMod
//
#exec MESH IMPORT MESH=WeaponMod ANIVFILE=Models\WeaponMod_a.3d DATAFILE=Models\WeaponMod_d.3d ZEROTEX=1
#exec MESHMAP SCALE MESHMAP=WeaponMod X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=WeaponMod SEQ=All		STARTFRAME=0	NUMFRAMES=8
#exec MESH SEQUENCE MESH=WeaponMod SEQ=Still	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=WeaponMod SEQ=Cycle	STARTFRAME=1	NUMFRAMES=7	RATE=4

#exec TEXTURE IMPORT NAME=WeaponModTex1 FILE=Models\WeaponMod_AcRng.pcx GROUP="Skins" FLAGS=2
#exec TEXTURE IMPORT NAME=WeaponModTex2 FILE=Models\WeaponMod_BsAcr.pcx GROUP="Skins" FLAGS=2
#exec TEXTURE IMPORT NAME=WeaponModTex3 FILE=Models\WeaponMod_ClpSz.pcx GROUP="Skins" FLAGS=2
#exec TEXTURE IMPORT NAME=WeaponModTex4 FILE=Models\WeaponMod_LsrSt.pcx GROUP="Skins" FLAGS=2
#exec TEXTURE IMPORT NAME=WeaponModTex5 FILE=Models\WeaponMod_RcRdc.pcx GROUP="Skins" FLAGS=2
#exec TEXTURE IMPORT NAME=WeaponModTex6 FILE=Models\WeaponMod_RldTm.pcx GROUP="Skins" FLAGS=2
#exec TEXTURE IMPORT NAME=WeaponModTex7 FILE=Models\WeaponMod_Silcr.pcx GROUP="Skins" FLAGS=2
#exec TEXTURE IMPORT NAME=WeaponModTex8 FILE=Models\WeaponMod_ZmScp.pcx GROUP="Skins" FLAGS=2
#exec MESHMAP SETTEXTURE MESHMAP=WeaponMod NUM=0 TEXTURE=WeaponModTex1

//
// Liquor40oz
//
#exec MESH IMPORT MESH=Liquor40oz ANIVFILE=Models\Bottle_B_a.3d DATAFILE=Models\Bottle_B_d.3d ZEROTEX=1
#exec MESHMAP SCALE MESHMAP=Liquor40oz X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=Liquor40oz SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=Liquor40oz SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec TEXTURE IMPORT NAME=Liquor40ozTex1 FILE=Models\Bottle_B_A.pcx GROUP="Skins"
#exec TEXTURE IMPORT NAME=Liquor40ozTex2 FILE=Models\Bottle_B_B.pcx GROUP="Skins"
#exec TEXTURE IMPORT NAME=Liquor40ozTex3 FILE=Models\Bottle_B_C.pcx GROUP="Skins"
#exec TEXTURE IMPORT NAME=Liquor40ozTex4 FILE=Models\Bottle_B_D.pcx GROUP="Skins"
#exec MESHMAP SETTEXTURE MESHMAP=Liquor40oz NUM=0 TEXTURE=Liquor40ozTex1

//
// Sodacan
//
#exec MESH IMPORT MESH=Sodacan ANIVFILE=Models\Sodacan_a.3d DATAFILE=Models\Sodacan_d.3d ZEROTEX=1
#exec MESHMAP SCALE MESHMAP=Sodacan X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=Sodacan SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=Sodacan SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec TEXTURE IMPORT NAME=SodacanTex1 FILE=Models\Sodacan.pcx GROUP="Skins"
#exec TEXTURE IMPORT NAME=SodacanTex2 FILE=Models\Sodacan_1.pcx GROUP="Skins"
#exec TEXTURE IMPORT NAME=SodacanTex3 FILE=Models\Sodacan_2.pcx GROUP="Skins"
#exec TEXTURE IMPORT NAME=SodacanTex4 FILE=Models\Sodacan_3.pcx GROUP="Skins"
#exec MESHMAP SETTEXTURE MESHMAP=Sodacan NUM=0 TEXTURE=SodacanTex1

//
// Candybar
//
#exec MESH IMPORT MESH=Candybar ANIVFILE=Models\Candybar_a.3d DATAFILE=Models\Candybar_d.3d ZEROTEX=1
#exec MESHMAP SCALE MESHMAP=Candybar X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=Candybar SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=Candybar SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec TEXTURE IMPORT NAME=CandybarTex1 FILE=Models\Candybar_a.pcx GROUP="Skins"
#exec TEXTURE IMPORT NAME=CandybarTex2 FILE=Models\Candybar_b.pcx GROUP="Skins"
#exec MESHMAP SETTEXTURE MESHMAP=Candybar NUM=0 TEXTURE=CandybarTex1

//
// SoyFood
//
#exec MESH IMPORT MESH=SoyFood ANIVFILE=Models\SoyFood_HiTech_a.3d DATAFILE=Models\SoyFood_HiTech_d.3d ZEROTEX=1
#exec MESHMAP SCALE MESHMAP=SoyFood X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=SoyFood SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=SoyFood SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec TEXTURE IMPORT NAME=SoyFoodTex1 FILE=Models\SoyFood_HiTech.pcx GROUP="Skins" FLAGS=2
#exec MESHMAP SETTEXTURE MESHMAP=SoyFood NUM=0 TEXTURE=SoyFoodTex1

//
// WineBottle
//
#exec MESH IMPORT MESH=WineBottle ANIVFILE=Models\Bottle_W_a.3d DATAFILE=Models\Bottle_W_d.3d ZEROTEX=1
#exec MESHMAP SCALE MESHMAP=WineBottle X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=WineBottle SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=WineBottle SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec TEXTURE IMPORT NAME=WineBottleTex1 FILE=Models\Bottle_W.pcx GROUP="Skins"
#exec MESHMAP SETTEXTURE MESHMAP=WineBottle NUM=0 TEXTURE=WineBottleTex1

//
// VialAmbrosia
//
#exec MESH IMPORT MESH=VialAmbrosia ANIVFILE=Models\Vial_Ambrosia_a.3d DATAFILE=Models\Vial_Ambrosia_d.3d
#exec MESHMAP SCALE MESHMAP=VialAmbrosia X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=VialAmbrosia SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=VialAmbrosia SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec TEXTURE IMPORT NAME=VialAmbrosiaTex1 FILE=Models\Vial_Ambrosia.pcx GROUP="Skins"
#exec MESHMAP SETTEXTURE MESHMAP=VialAmbrosia NUM=0 TEXTURE=VialAmbrosiaTex1
#exec MESHMAP SETTEXTURE MESHMAP=VialAmbrosia NUM=1 TEXTURE=Effects.Liquid.Ambrosia_SFX

//
// Rebreather
//
#exec MESH IMPORT MESH=Rebreather ANIVFILE=Models\ScubaRebreather_a.3d DATAFILE=Models\ScubaRebreather_d.3d ZEROTEX=1
#exec MESH ORIGIN MESH=Rebreather YAW=64
#exec MESHMAP SCALE MESHMAP=Rebreather X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=Rebreather SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=Rebreather SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec TEXTURE IMPORT NAME=RebreatherTex1 FILE=Models\ScubaRebreather.pcx GROUP="Skins"
#exec MESHMAP SETTEXTURE MESHMAP=Rebreather NUM=0 TEXTURE=RebreatherTex1

//
// Credits
//
#exec MESH IMPORT MESH=Credits ANIVFILE=Models\CreditObject_a.3d DATAFILE=Models\CreditObject_d.3d ZEROTEX=1
#exec MESHMAP SCALE MESHMAP=Credits X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=Credits SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=Credits SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec TEXTURE IMPORT NAME=CreditsTex1 FILE=Models\CreditObject.pcx GROUP="Skins"
#exec MESHMAP SETTEXTURE MESHMAP=Credits NUM=0 TEXTURE=CreditsTex1

//
// HazMatSuit
//
#exec MESH IMPORT MESH=HazMatSuit ANIVFILE=Models\Suit_Hazard_a.3d DATAFILE=Models\Suit_Hazard_d.3d
#exec MESH ORIGIN MESH=HazMatSuit YAW=64
#exec MESHMAP SCALE MESHMAP=HazMatSuit X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=HazMatSuit SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=HazMatSuit SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec TEXTURE IMPORT NAME=HazMatSuitTex1 FILE=Models\Suit_Hazard.pcx GROUP="Skins"
#exec MESHMAP SETTEXTURE MESHMAP=HazMatSuit NUM=0 TEXTURE=HazMatSuitTex1
#exec MESHMAP SETTEXTURE MESHMAP=HazMatSuit NUM=1 TEXTURE=HazMatSuitTex1
#exec MESHMAP SETTEXTURE MESHMAP=HazMatSuit NUM=2 TEXTURE=HazMatSuitTex1
#exec MESHMAP SETTEXTURE MESHMAP=HazMatSuit NUM=3 TEXTURE=ReflectionMapTex1

//
// AdaptiveArmor
//
#exec MESH IMPORT MESH=AdaptiveArmor ANIVFILE=Models\Armor_Adaptive_a.3d DATAFILE=Models\Armor_Adaptive_d.3d
#exec MESH ORIGIN MESH=AdaptiveArmor YAW=64
#exec MESHMAP SCALE MESHMAP=AdaptiveArmor X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=AdaptiveArmor SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=AdaptiveArmor SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec TEXTURE IMPORT NAME=AdaptiveArmorTex1 FILE=Models\Armor_Adaptive.pcx GROUP="Skins" FLAGS=2
#exec MESHMAP SETTEXTURE MESHMAP=AdaptiveArmor NUM=0 TEXTURE=AdaptiveArmorTex1
#exec MESHMAP SETTEXTURE MESHMAP=AdaptiveArmor NUM=1 TEXTURE=Effects.Electricity.Nano_SFX_A

//
// Binoculars
//
#exec MESH IMPORT MESH=Binoculars ANIVFILE=Models\Binoculars_a.3d DATAFILE=Models\Binoculars_d.3d ZEROTEX=1
#exec MESHMAP SCALE MESHMAP=Binoculars X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=Binoculars SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=Binoculars SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec TEXTURE IMPORT NAME=BinocularsTex1 FILE=Models\Binoculars.pcx GROUP="Skins"
#exec MESHMAP SETTEXTURE MESHMAP=Binoculars NUM=0 TEXTURE=BinocularsTex1

//
// LiquorBottle
//
#exec MESH IMPORT MESH=LiquorBottle ANIVFILE=Models\Bottle_L_a.3d DATAFILE=Models\Bottle_L_d.3d ZEROTEX=1
#exec MESHMAP SCALE MESHMAP=LiquorBottle X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=LiquorBottle SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=LiquorBottle SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec TEXTURE IMPORT NAME=LiquorBottleTex1 FILE=Models\Bottle_L.pcx GROUP="Skins"
#exec MESHMAP SETTEXTURE MESHMAP=LiquorBottle NUM=0 TEXTURE=LiquorBottleTex1

//
// TestBox
//
#exec MESH IMPORT MESH=TestBox ANIVFILE=Models\TestBox_a.3d DATAFILE=Models\TestBox_d.3d ZEROTEX=1
#exec MESHMAP SCALE MESHMAP=TestBox X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=TestBox SEQ=All	STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=TestBox SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec TEXTURE IMPORT NAME=TestBoxTex1 FILE=Models\TestBox.pcx GROUP="Skins"
#exec MESHMAP SETTEXTURE MESHMAP=TestBox NUM=0 TEXTURE=TestBoxTex1

//
// BallisticArmor
//
#exec MESH IMPORT MESH=BallisticArmor ANIVFILE=Models\Armor_Ballistic_a.3d DATAFILE=Models\Armor_Ballistic_d.3d ZEROTEX=1
#exec MESH ORIGIN MESH=BallisticArmor YAW=64
#exec MESHMAP SCALE MESHMAP=BallisticArmor X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=BallisticArmor SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=BallisticArmor SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec TEXTURE IMPORT NAME=BallisticArmorTex1 FILE=Models\Armor_Ballistic.pcx GROUP="Skins"
#exec MESHMAP SETTEXTURE MESHMAP=BallisticArmor NUM=0 TEXTURE=BallisticArmorTex1

//
// POVCorpse
//
#exec MESH IMPORT MESH=POVCorpse ANIVFILE=Models\POV_Corpse_a.3d DATAFILE=Models\POV_Corpse_d.3d
#exec MESH ORIGIN MESH=POVCorpse YAW=-64
#exec MESHMAP SCALE MESHMAP=POVCorpse X=0.00390625 Y=0.00390625 Z=0.00390625
#exec MESH SEQUENCE MESH=POVCorpse SEQ=All		STARTFRAME=0	NUMFRAMES=1
#exec MESH SEQUENCE MESH=POVCorpse SEQ=Still	STARTFRAME=0	NUMFRAMES=1

#exec TEXTURE IMPORT NAME=POVCorpseTex1 FILE=Models\POV_Corpse.pcx GROUP="Skins"
#exec MESHMAP SETTEXTURE MESHMAP=POVCorpse NUM=0 TEXTURE=POVCorpseTex1
#exec MESHMAP SETTEXTURE MESHMAP=POVCorpse NUM=1 TEXTURE=WeaponHandsTex

defaultproperties
{
}

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Class file time: Mon 8/11/2021 16:22:50.000 - Creation time: Mon 8/11/2021 16:31:22.236 - Created with UnCodeX