class AfterBurnUT expands Actor;

#exec MESH IMPORT MESH=AfterBurnUT ANIVFILE=MODELS\AfterBurnUT_a.3d DATAFILE=MODELS\AfterBurnUT_d.3d X=0 Y=0 Z=0
#exec MESH LODPARAMS MESH=AfterBurnUT STRENGTH=0
#exec MESH ORIGIN MESH=AfterBurnUT X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=AfterBurnUT SEQ=All STARTFRAME=0 NUMFRAMES=1
//#exec MESH SEQUENCE MESH=AfterBurnUT SEQ=??? STARTFRAME=0 NUMFRAMES=1

#exec MESHMAP NEW MESHMAP=AfterBurnUT MESH=AfterBurnUT
#exec MESHMAP SCALE MESHMAP=AfterBurnUT X=0.1 Y=0.1 Z=0.2

/*#exec TEXTURE IMPORT NAME=Jtex1 FILE=texture1.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=Jtex1 FILE=texture1.pcx GROUP=Skins PALETTE=Jtex1
#exec MESHMAP SETTEXTURE MESHMAP=AfterBurnUT NUM=1 TEXTURE=Jtex1*/

/*#exec TEXTURE IMPORT NAME=Jtex2 FILE=texture2.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=Jtex2 FILE=texture2.pcx GROUP=Skins PALETTE=Jtex2
#exec MESHMAP SETTEXTURE MESHMAP=AfterBurnUT NUM=2 TEXTURE=Jtex2*/

defaultproperties
{
    DrawType=DT_Mesh
    Mesh=AfterBurnUT
}
