//=============================================================================
// X_Weapons.
//=============================================================================
class X_Weapons expands PickupCharger
abstract;

//Model Import
#exec mesh import mesh=UT2WeaponBase anivfile=Models\UT2WeaponBase_a.3d datafile=Models\UT2WeaponBase_d.3d x=0 y=0 z=0 MLOD=1 LODSTYLE=0
#exec MESH LODPARAMS MESH=UT2WeaponBase STRENGTH=0.25
#exec mesh origin mesh=UT2WeaponBase x=0 y=0 z=0
#exec mesh sequence mesh=UT2WeaponBase seq=All startframe=0 numframes=1

#exec meshmap new meshmap=UT2WeaponBase mesh=UT2WeaponBase
#exec meshmap scale meshmap=UT2WeaponBase x=0.07546 y=0.07546 z=0.15092

//Skins import
#exec TEXTURE IMPORT NAME=WeapBSk FILE=SKINS\weaponBaseTEX.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=WeapBSk FILE=SKINS\weaponBaseTEX.pcx GROUP=Skins PALETTE=WeapBSk
#exec MESHMAP SETTEXTURE MESHMAP=UT2WeaponBase NUM=0 TEXTURE=WeapBSk

defaultproperties
{
	AmbientGlow=0
	ScaleGlow=3.000000
	Mesh=UT2WeaponBase
	bRotPickup=True
	PickupRespawnTime=30.000000
}