//=============================================================================
// X_WildCard.
//=============================================================================
class X_WildCard expands PickupCharger;

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

#exec meshmap new meshmap=WildCardBaseM mesh=WildCardBaseM
#exec meshmap scale meshmap=WildCardBaseM x=0.09271 y=0.09271 z=0.18543

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

defaultproperties
{
	Mesh=WildCardBaseM
	bHaveParticles=True
	bRotPickup=True
	ParticlesEffects(0)=(ParticleTex=Texture'Botpack.Translocator.tranglowy',ParticlesDrawScale=0.100000,bHaveThisParticle=True)
	SpawnOffset=(Z=40.000000)
	bRandom=True
}