class CyBotXOver expands Overlay;

#exec MESH IMPORT MESH=CyBotXOver ANIVFILE=MODELS\CyBotXOver_a.3d DATAFILE=MODELS\CyBotXOver_d.3d X=0 Y=0 Z=0
#exec MESH LODPARAMS MESH=CyBotXOver STRENGTH=0
#exec MESH ORIGIN MESH=CyBotXOver X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=CyBotXOver SEQ=All STARTFRAME=0 NUMFRAMES=6
#exec MESH SEQUENCE MESH=CyBotXOver SEQ=Closed STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=CyBotXOver SEQ=Openned STARTFRAME=5 NUMFRAMES=1
#exec MESH SEQUENCE MESH=CyBotXOver SEQ=Openning STARTFRAME=0 NUMFRAMES=6 RATE=5.0

#exec MESHMAP NEW MESHMAP=CyBotXOver MESH=CyBotXOver
#exec MESHMAP SCALE MESHMAP=CyBotXOver X=0.0375 Y=0.0375 Z=0.075

#exec MESHMAP SETTEXTURE MESHMAP=CyBotXOver NUM=1 TEXTURE=UnrealShare.Belt_fx.GreenShield

simulated function PostBeginPlay()
{
	if (Owner != None)
	{
		AnimSequence = Owner.AnimSequence;
		AnimFrame = Owner.AnimFrame;
		DrawScale = Owner.DrawScale;
	}
}

simulated event Tick( float DeltaTime);


defaultproperties
{
	DrawType=DT_Mesh
	Mesh=CyBotXOver
	bMeshEnviroMap=False
	bUnlit=True
	Skin=None
	Texture=None
	bTrailerPrepivot=False
	Physics=PHYS_Trailer
	ScaleGlow=2.000000
	Style=STY_Translucent
	bNetTemporary=False
	LifeSpan=0.000000
	bTrailerSameRotation=True
	bHidden=False
	Fatness=130
}
