class NeoXChargerB expands NeoXChargerA;

#exec MESH IMPORT MESH=NeoXChargerB ANIVFILE=MODELS\NeoXChargerB_a.3d DATAFILE=MODELS\NeoXChargerB_d.3d X=0 Y=0 Z=0
//#exec MESH LODPARAMS MESH=NeoXChargerB STRENGTH=0
#exec MESH ORIGIN MESH=NeoXChargerB X=0 Y=0 Z=0 PITCH=-64

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

#exec MESHMAP NEW MESHMAP=NeoXChargerB MESH=NeoXChargerB
#exec MESHMAP SCALE MESHMAP=NeoXChargerB X=0.04 Y=0.04 Z=0.08

#exec TEXTURE IMPORT NAME=NeoXMainBaseB FILE=SKINS\NeoXMainBaseB.bmp GROUP=Skins FLAGS=2 LODSET=2
#exec MESHMAP SETTEXTURE MESHMAP=NeoXChargerB NUM=1 TEXTURE=NeoXMainBaseB

#exec TEXTURE IMPORT NAME=NeoXGlobeSkB FILE=SKINS\NeoXGlobeSkB.bmp GROUP=Skins FLAGS=2 LODSET=2
#exec MESHMAP SETTEXTURE MESHMAP=NeoXChargerB NUM=2 TEXTURE=NeoXGlobeSkB

#exec MESHMAP SETTEXTURE MESHMAP=NeoXChargerB NUM=3 TEXTURE=Sk_TheMiner_05
#exec MESHMAP SETTEXTURE MESHMAP=NeoXChargerB NUM=4 TEXTURE=Sk_TheMiner_03
#exec MESHMAP SETTEXTURE MESHMAP=NeoXChargerB NUM=5 TEXTURE=Sk_MultiMLAmmo_02


defaultproperties
{
	Mesh=NeoXChargerB
	Texture=SplasherLMap
}
