class NeoXChargerA expands Actor;

#exec MESH IMPORT MESH=NeoXChargerA ANIVFILE=MODELS\NeoXChargerA_a.3d DATAFILE=MODELS\NeoXChargerA_d.3d X=0 Y=0 Z=0
//#exec MESH LODPARAMS MESH=NeoXChargerA STRENGTH=0.0
#exec MESH ORIGIN MESH=NeoXChargerA X=0 Y=0 Z=0 PITCH=-64

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

#exec MESHMAP NEW MESHMAP=NeoXChargerA MESH=NeoXChargerA
#exec MESHMAP SCALE MESHMAP=NeoXChargerA X=0.05 Y=0.05 Z=0.1

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

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

#exec MESHMAP SETTEXTURE MESHMAP=NeoXChargerA NUM=3 TEXTURE=Sk_MultiMLAmmo_02
#exec MESHMAP SETTEXTURE MESHMAP=NeoXChargerA NUM=4 TEXTURE=Sk_MultiMLAmmo_02

#exec MESHMAP SETTEXTURE MESHMAP=NeoXChargerA NUM=5 TEXTURE=Sk_TheMiner_03

#exec MESHMAP SETTEXTURE MESHMAP=NeoXChargerA NUM=6 TEXTURE=WhiteN_Over

#exec TEXTURE IMPORT NAME=InfLMap FILE=SKINS\InfLMap.bmp GROUP=Skins FLAGS=2 LODSET=2
#exec TEXTURE IMPORT NAME=FastLMap FILE=SKINS\FastLMap.bmp GROUP=Skins FLAGS=2 LODSET=2
#exec TEXTURE IMPORT NAME=DamageLMap FILE=SKINS\DamageLMap.bmp GROUP=Skins FLAGS=2 LODSET=2
#exec TEXTURE IMPORT NAME=HealthLMap FILE=SKINS\HealthLMap.bmp GROUP=Skins FLAGS=2 LODSET=2
#exec TEXTURE IMPORT NAME=KickLMap FILE=SKINS\KickLMap.bmp GROUP=Skins FLAGS=2 LODSET=2
#exec TEXTURE IMPORT NAME=SplasherLMap FILE=SKINS\SplasherLMap.bmp GROUP=Skins FLAGS=2 LODSET=2

simulated function PostBeginPlay()
{
	Super.PostBeginPlay();
	LODBias = Class'NWMutator'.default.ChargersDistDetail * 8/255;
}

defaultproperties
{
	DrawType=DT_Mesh
	Mesh=NeoXChargerA
	bStasis=True
	Texture=Inf_EnvMap
	RemoteRole=ROLE_DumbProxy
}
