class RearCarriedMissileCarry expands CarriedMissileCarry;

#exec MESH IMPORT MESH=RearCarriedMissile ANIVFILE=MODELS\CarriedMissile_a.3d DATAFILE=MODELS\CarriedMissile_d.3d X=0 Y=0 Z=0
#exec MESH LODPARAMS MESH=RearCarriedMissile STRENGTH=0
#exec MESH ORIGIN MESH=RearCarriedMissile X=0 Y=0 Z=0

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

#exec MESHMAP NEW MESHMAP=RearCarriedMissile MESH=RearCarriedMissile
#exec MESHMAP SCALE MESHMAP=RearCarriedMissile X=0.045 Y=0.045 Z=0.09

#exec TEXTURE IMPORT NAME=CarriedMissileSk01 FILE=CarriedMissileSk01.bmp GROUP=Skins FLAGS=2 MIPMAPS=OFF
#exec MESHMAP SETTEXTURE MESHMAP=RearCarriedMissile NUM=1 TEXTURE=CarriedMissileSk01

#exec TEXTURE IMPORT NAME=CarriedMissileSk02 FILE=CarriedMissileSk02.bmp GROUP=Skins FLAGS=2 MIPMAPS=OFF
#exec MESHMAP SETTEXTURE MESHMAP=RearCarriedMissile NUM=2 TEXTURE=CarriedMissileSk02

#exec TEXTURE IMPORT NAME=FXOff FILE=FXOff.bmp GROUP=Skins FLAGS=2
#exec MESHMAP SETTEXTURE MESHMAP=RearCarriedMissile NUM=3 TEXTURE=FXOff

defaultproperties
{
	Mesh=RearCarriedMissile
}

