class ChargerLightConeA expands NeoXChargerA;

#exec MESH IMPORT MESH=ChargerLightConeA ANIVFILE=MODELS\ChargerLightConeA_a.3d DATAFILE=MODELS\ChargerLightConeA_d.3d X=0 Y=0 Z=0
#exec MESH LODPARAMS MESH=ChargerLightConeA STRENGTH=0
#exec MESH ORIGIN MESH=ChargerLightConeA X=0 Y=0 Z=0 PITCH=-64

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

#exec MESHMAP NEW MESHMAP=ChargerLightConeA MESH=ChargerLightConeA
#exec MESHMAP SCALE MESHMAP=ChargerLightConeA X=0.04 Y=0.04 Z=0.1

#exec TEXTURE IMPORT NAME=InfLightCone FILE=SKINS\InfLightCone.bmp GROUP=Skins FLAGS=2 LODSET=2
#exec TEXTURE IMPORT NAME=FastLightCone FILE=SKINS\FastLightCone.bmp GROUP=Skins FLAGS=2 LODSET=2
#exec TEXTURE IMPORT NAME=DamageLightCone FILE=SKINS\DamageLightCone.bmp GROUP=Skins FLAGS=2 LODSET=2
#exec TEXTURE IMPORT NAME=HealthLightCone FILE=SKINS\HealthLightCone.bmp GROUP=Skins FLAGS=2 LODSET=2
#exec TEXTURE IMPORT NAME=KickLightCone FILE=SKINS\KickLightCone.bmp GROUP=Skins FLAGS=2 LODSET=2
#exec TEXTURE IMPORT NAME=SplasherLightCone FILE=SKINS\SplasherLightCone.bmp GROUP=Skins FLAGS=2 LODSET=2

#exec MESHMAP SETTEXTURE MESHMAP=ChargerLightConeA NUM=1 TEXTURE=InfLightCone

defaultproperties
{
	DrawType=DT_Mesh
	Mesh=ChargerLightConeA
	Style=STY_Translucent
	ScaleGlow=0.500000
	bUnlit=True
}
