//==============================================
//******:  A converted Half-Life model
//  Thankz goes to UsAaR33 (usaar33@yahoo.com) for his wonderful tut...
//  To model converter:  You better keep the above line :D :D
//==============================================
class ****** expands Tournamentmale;

#exec MESH IMPORT MESH=****** ANIVFILE=MODELS\******_a.3d DATAFILE=MODELS\******_d.3d 
#exec MESH ORIGIN MESH=****** X=0 Y=0 Z=2 YAW=64

#exec MESH SEQUENCE MESH=****** SEQ=All STARTFRAME=0 NUMFRAMES=691


#exec MESHMAP NEW MESHMAP=****** MESH=******
#exec MESHMAP SCALE MESHMAP=****** X=0.15 Y=0.15 Z=0.3


#exec MESH SEQUENCE MESH=****** SEQ=GutHit    STARTFRAME=234   NUMFRAMES=1				Group=TakeHit
#exec MESH SEQUENCE MESH=****** SEQ=AimDnLg   STARTFRAME=481   NUMFRAMES=1				Group=Waiting
#exec MESH SEQUENCE MESH=****** SEQ=AimDnSm   STARTFRAME=3   NUMFRAMES=23				Group=Waiting
#exec MESH SEQUENCE MESH=****** SEQ=AimUpLg   STARTFRAME=27   NUMFRAMES=29 				Group=Waiting
#exec MESH SEQUENCE MESH=****** SEQ=AimUpSm   STARTFRAME=479   NUMFRAMES=1				Group=Waiting

#exec MESH SEQUENCE MESH=****** SEQ=AimDnLgFr   STARTFRAME=481   NUMFRAMES=1				Group=Waiting
#exec MESH SEQUENCE MESH=****** SEQ=AimDnSmFr   STARTFRAME=477   NUMFRAMES=1				Group=Waiting
#exec MESH SEQUENCE MESH=****** SEQ=AimUpLgFr   STARTFRAME=482   NUMFRAMES=1				Group=Waiting
#exec MESH SEQUENCE MESH=****** SEQ=AimUpSmFr   STARTFRAME=477   NUMFRAMES=1				Group=Waiting
//lets face it...there are no gestures in HL... I did my best in choosing......
#exec MESH SEQUENCE MESH=****** SEQ=Taunt1    STARTFRAME=381 NUMFRAMES=9 RATE=19 		Group=Gesture
#exec MESH SEQUENCE MESH=****** SEQ=Breath1   STARTFRAME=164  NUMFRAMES=29  RATE=20 		Group=Waiting
#exec MESH SEQUENCE MESH=****** SEQ=Breath3   STARTFRAME=163  NUMFRAMES=25 RATE=40		Group=Waiting
#exec MESH SEQUENCE MESH=****** SEQ=Breath2   STARTFRAME=414  NUMFRAMES=29 RATE=15		Group=Waiting
#exec MESH SEQUENCE MESH=****** SEQ=cockgun   STARTFRAME=414  NUMFRAMES=29 RATE=15		Group=Waiting
#exec MESH SEQUENCE MESH=****** SEQ=cockgunl   STARTFRAME=414  NUMFRAMES=29 RATE=15		Group=Waiting
#exec MESH SEQUENCE MESH=****** SEQ=DuckWlkL  STARTFRAME=66  NUMFRAMES=29 RATE=15		Group=Ducking
#exec MESH SEQUENCE MESH=****** SEQ=DuckWlkS  STARTFRAME=66  NUMFRAMES=29 RATE=15		Group=Ducking
#exec MESH SEQUENCE MESH=****** SEQ=DuckDnlgfr  STARTFRAME=96  NUMFRAMES=6 RATE=15		Group=Ducking
#exec MESH SEQUENCE MESH=****** SEQ=Duckuplgfr  STARTFRAME=104  NUMFRAMES=6 RATE=15		Group=Ducking
#exec MESH SEQUENCE MESH=****** SEQ=DuckDnsmfr  STARTFRAME=112  NUMFRAMES=6 RATE=15		Group=Ducking
#exec MESH SEQUENCE MESH=****** SEQ=Duckupsmfr  STARTFRAME=120  NUMFRAMES=6 RATE=15		Group=Ducking
#exec MESH SEQUENCE MESH=****** SEQ=DuckDnlgaim  STARTFRAME=132  NUMFRAMES=1 RATE=15		Group=Ducking
#exec MESH SEQUENCE MESH=****** SEQ=Duckuplgaim  STARTFRAME=134  NUMFRAMES=30 RATE=15		Group=Ducking
#exec MESH SEQUENCE MESH=****** SEQ=DuckDnsmaim  STARTFRAME=128  NUMFRAMES=1 RATE=15		Group=Ducking
#exec MESH SEQUENCE MESH=****** SEQ=Duckupsmaim  STARTFRAME=130  NUMFRAMES=1 RATE=15		Group=Ducking
#exec MESH SEQUENCE MESH=****** SEQ=Duckwait  STARTFRAME=133  NUMFRAMES=30 RATE=15		Group=Ducking

#exec MESH SEQUENCE MESH=****** SEQ=HeadHit   STARTFRAME=354  NUMFRAMES=1		Group=TakeHit
#exec MESH SEQUENCE MESH=****** SEQ=JumpLgFr  STARTFRAME=388  NUMFRAMES=1		Group=Jumping
#exec MESH SEQUENCE MESH=****** SEQ=JumpSmFr  STARTFRAME=388  NUMFRAMES=1		Group=Jumping
#exec MESH SEQUENCE MESH=****** SEQ=LandLgFr  STARTFRAME=383  NUMFRAMES=1		Group=Landing
#exec MESH SEQUENCE MESH=****** SEQ=LandSmFr  STARTFRAME=383  NUMFRAMES=1		Group=Landing
//not the best possible.... but ok...
#exec MESH SEQUENCE MESH=****** SEQ=LeftHit   STARTFRAME=329  NUMFRAMES=1				Group=TakeHit
//also used for breath2..doubt this is ever called...but still :D
#exec MESH SEQUENCE MESH=****** SEQ=Look      STARTFRAME=415 NUMFRAMES=29 RATE=15     Group=Waiting 
#exec MESH SEQUENCE MESH=****** SEQ=RightHit  STARTFRAME=276 NUMFRAMES=1				Group=TakeHit
//using same run for all..... don't like the run2.smd...wierd.......
#exec MESH SEQUENCE MESH=****** SEQ=RunLg     STARTFRAME=485 NUMFRAMES=21 RATE=40
//no REAL moving fire anim......
#exec MESH SEQUENCE MESH=****** SEQ=RunLgFr   STARTFRAME=485 NUMFRAMES=21 RATE=40     Group=MovingFire
#exec MESH SEQUENCE MESH=****** SEQ=RunSm    STARTFRAME=485 NUMFRAMES=21 RATE=40
#exec MESH SEQUENCE MESH=****** SEQ=RunSmFr  STARTFRAME=485 NUMFRAMES=21 RATE=40 Group=MovingFire
//here we also have aiming up firing and down firing...as well as normal...kinda......
//no real rapid fire.....but who cares....
#exec MESH SEQUENCE MESH=****** SEQ=StillFrRp STARTFRAME=57 NUMFRAMES=7 RATE=15		Group=Waiting
#exec MESH SEQUENCE MESH=****** SEQ=StillLgFr STARTFRAME=57 NUMFRAMES=7 RATE=15		Group=Waiting
//no real inbetween shoot, but milkshape was nice and generated this nice SINGLE frame......
#exec MESH SEQUENCE MESH=****** SEQ=StillSmFr STARTFRAME=452 NUMFRAMES=1  		Group=Waiting
//no difference for swimming....
#exec MESH SEQUENCE MESH=****** SEQ=SwimLg    STARTFRAME=507 NUMFRAMES=26 RATE=15
#exec MESH SEQUENCE MESH=****** SEQ=SwimSm    STARTFRAME=507 NUMFRAMES=26 RATE=15
#exec MESH SEQUENCE MESH=****** SEQ=TreadLg   STARTFRAME=534 NUMFRAMES=31 RATE=15		Group=Waiting
#exec MESH SEQUENCE MESH=****** SEQ=TreadSm    STARTFRAME=534 NUMFRAMES=31  RATE=15		Group=Waiting
#exec MESH SEQUENCE MESH=****** SEQ=Victory1  STARTFRAME=381 NUMFRAMES=9 RATE=19 	Group=Gesture
#exec MESH SEQUENCE MESH=****** SEQ=WalkLg    STARTFRAME=588 NUMFRAMES=23 RATE=18
//no firing animations.....but no big deal :D
#exec MESH SEQUENCE MESH=****** SEQ=WalkLgFr  STARTFRAME=565 NUMFRAMES=23 RATE=18		Group=MovingFire
#exec MESH SEQUENCE MESH=****** SEQ=WalkSm    STARTFRAME=588 NUMFRAMES=23 RATE=18
#exec MESH SEQUENCE MESH=****** SEQ=WalkSmFr  STARTFRAME=565 NUMFRAMES=23 RATE=18		Group=MovingFire
#exec MESH SEQUENCE MESH=****** SEQ=Wave      STARTFRAME=656 NUMFRAMES=34 RATE=15		Group=Gesture
//irrelevent...but just in case........
#exec MESH SEQUENCE MESH=****** SEQ=Walk      STARTFRAME=588 NUMFRAMES=23 RATE=18
#exec MESH SEQUENCE MESH=****** SEQ=TurnLg    STARTFRAME=565 NUMFRAMES=2  RATE=15					// 2 frames of walklgfr
#exec MESH SEQUENCE MESH=****** SEQ=TurnSm    STARTFRAME=565 NUMFRAMES=2  RATE=15					// 2 frames of walksmfr
//don't have this..... same as normal breath
#exec MESH SEQUENCE MESH=****** SEQ=Breath1L  STARTFRAME=165  NUMFRAMES=29  RATE=15		Group=Waiting
#exec MESH SEQUENCE MESH=****** SEQ=Breath2L  STARTFRAME=414  NUMFRAMES=29 RATE=15		Group=Waiting

#exec MESH SEQUENCE MESH=****** SEQ=LookL     STARTFRAME=415  NUMFRAMES=29 RATE=15     Group=Waiting 
//tread rip-off
#exec MESH SEQUENCE MESH=****** SEQ=WaveL     STARTFRAME=656 NUMFRAMES=34 RATE=15		Group=Gesture
#exec MESH SEQUENCE MESH=****** SEQ=Chat1     STARTFRAME=462 NUMFRAMES=13 RATE=6		Group=Waiting
#exec MESH SEQUENCE MESH=****** SEQ=Chat2    STARTFRAME=462 NUMFRAMES=13 RATE=6		Group=Waiting
//wierd part of headhit..... kinda like dead9....
#exec MESH SEQUENCE MESH=****** SEQ=Thrust    STARTFRAME=354 NUMFRAMES=9 RATE=20		Group=Gesture
//a frame in the longjump animation......
#exec MESH SEQUENCE MESH=****** SEQ=DodgeB    STARTFRAME=613 NUMFRAMES=1				Group=Jumping
#exec MESH SEQUENCE MESH=****** SEQ=DodgeF    STARTFRAME=613 NUMFRAMES=1				Group=Jumping
#exec MESH SEQUENCE MESH=****** SEQ=DodgeR    STARTFRAME=613 NUMFRAMES=1				Group=Jumping
#exec MESH SEQUENCE MESH=****** SEQ=DodgeL    STARTFRAME=613 NUMFRAMES=1				Group=Jumping
#exec MESH SEQUENCE MESH=****** SEQ=Fighter   STARTFRAME=58 NUMFRAMES=1								// first frame of stilllgfr
//no flip here :D

#exec MESH SEQUENCE MESH=****** SEQ=Dead1     STARTFRAME=195 NUMFRAMES=34 RATE=20		Group=TakeHit
#exec MESH SEQUENCE MESH=****** SEQ=Dead2     STARTFRAME=274 NUMFRAMES=18 RATE=10		
#exec MESH SEQUENCE MESH=****** SEQ=Dead3     STARTFRAME=274 NUMFRAMES=18 RATE=10
#exec MESH SEQUENCE MESH=****** SEQ=Dead4     STARTFRAME=352 NUMFRAMES=27 RATE=20
#exec MESH SEQUENCE MESH=****** SEQ=Dead7     STARTFRAME=230 NUMFRAMES=23 RATE=12		Group=TakeHit
#exec MESH SEQUENCE MESH=****** SEQ=Dead8     STARTFRAME=314 NUMFRAMES=36 RATE=20		Group=TakeHit
#exec MESH SEQUENCE MESH=****** SEQ=Dead9     STARTFRAME=352 NUMFRAMES=7 RATE=30		Group=TakeHit
#exec MESH SEQUENCE MESH=****** SEQ=Dead9B    STARTFRAME=255 NUMFRAMES=18 RATE=15		
#exec MESH SEQUENCE MESH=****** SEQ=Dead11    STARTFRAME=294 NUMFRAMES=19 RATE=30
#exec MESH SEQUENCE MESH=****** SEQ=Deadduck    STARTFRAME=614 NUMFRAMES=42 RATE=30
//would want to play run backwards  (actually normal would be backwards, dumb HL, but since I can't I'm using normal run.......
#exec MESH SEQUENCE MESH=****** SEQ=BackRun    STARTFRAME=484 NUMFRAMES=21  RATE=40		Group=MovingFire
#exec MESH SEQUENCE MESH=****** SEQ=StrafeL    STARTFRAME=484 NUMFRAMES=21  RATE=40		Group=MovingFire
#exec MESH SEQUENCE MESH=****** SEQ=StrafeR    STARTFRAME=484 NUMFRAMES=21  RATE=40		Group=MovingFire

#exec MESH SEQUENCE MESH=****** SEQ=DeathEnd  STARTFRAME=350 NUMFRAMES=1
#exec MESH SEQUENCE MESH=****** SEQ=DeathEnd2 STARTFRAME=350 NUMFRAMES=1
#exec MESH SEQUENCE MESH=****** SEQ=DeathEnd3 STARTFRAME=350 NUMFRAMES=1

#exec MESH NOTIFY MESH=****** SEQ=RunLG TIME=0.25 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=****** SEQ=RunLG TIME=0.75 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=****** SEQ=RunLGFR TIME=0.25 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=****** SEQ=RunLGFR TIME=0.75 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=****** SEQ=RunSM TIME=0.25 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=****** SEQ=RunSM TIME=0.75 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=****** SEQ=RunSMFR TIME=0.25 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=****** SEQ=RunSMFR TIME=0.75 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=****** SEQ=StrafeL TIME=0.25 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=****** SEQ=StrafeL TIME=0.75 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=****** SEQ=StrafeR TIME=0.25 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=****** SEQ=StrafeR TIME=0.75 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=****** SEQ=BackRun TIME=0.25 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=****** SEQ=BackRun TIME=0.75 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=****** SEQ=Dead1 TIME=0.7 FUNCTION=LandThump
#exec MESH NOTIFY MESH=****** SEQ=Dead2 TIME=0.9 FUNCTION=LandThump
#exec MESH NOTIFY MESH=****** SEQ=Dead3 TIME=0.45 FUNCTION=LandThump
#exec MESH NOTIFY MESH=****** SEQ=Dead4 TIME=0.6 FUNCTION=LandThump
#exec MESH NOTIFY MESH=****** SEQ=Dead7 TIME=0.7 FUNCTION=LandThump
#exec MESH NOTIFY MESH=****** SEQ=Dead8 TIME=0.7 FUNCTION=LandThump
#exec MESH NOTIFY MESH=****** SEQ=Dead9B TIME=0.8 FUNCTION=LandThump
#exec MESH NOTIFY MESH=****** SEQ=Dead11 TIME=0.57 FUNCTION=LandThump
#exec MESH NOTIFY MESH=****** SEQ=Deadduck TIME=0.9 FUNCTION=LandThump

//Allows ducking to use the crouch aim found in HL models......
function PlayDuck()
{
	BaseEyeHeight = 0;
	
	
	ViewRotation.Pitch = ViewRotation.Pitch & 65535;
		If ( (ViewRotation.Pitch > RotationRate.Pitch) 
			&& (ViewRotation.Pitch < 65536 - RotationRate.Pitch) )
		{
			If (ViewRotation.Pitch < 32768) 
			{
				if ( (Weapon == None) || (Weapon.Mass < 20) )
					TweenAnim('duckUpSmaim', 0.3);
				else
					//I put whole animation in on accident and I'm too lazy to get rid of it, so I might as well USE it.....
					LoopAnim('duckUpLgaim');
			}
			else
			{
				if ( (Weapon == None) || (Weapon.Mass < 20) )
					TweenAnim('duckDnSmaim', 0.3);
				else
					TweenAnim('duckDnLgaim', 0.3);
			}
		}
else
LoopAnim('DuckWait');
}
function PlayCrawling()
{
	//log("Play duck");
	BaseEyeHeight = 0;
	
	
		LoopAnim('DuckWlkL');
}
//no recoil animaiton in HL...
function PlayRecoil(float Rate)
{
	PlayFiring();
}

//crouching shooting handled here......
function PlayFiring()
{
	// switch animation sequence mid-stream if needed
	if (AnimSequence == 'RunLG')
		AnimSequence = 'RunLGFR';
	else if (GetAnimGroup(AnimSequence) == 'Ducking')
	{
	//ducking fire.......
	ViewRotation.Pitch = ViewRotation.Pitch & 65535;
		If ( (ViewRotation.Pitch > RotationRate.Pitch) 
			&& (ViewRotation.Pitch < 65536 - RotationRate.Pitch) )
		{
			
					if (Weapon.Mass < 20) 
					AnimSequence = 'DuckDnSmFR';
				else
					AnimSequence = 'DuckDnLgFr';
			
		}
		else
		{
				if ( Weapon.Mass < 20) 
					AnimSequence = 'DuckUpSMFR';
				else
					
				AnimSequence = 'DuckUpLgFR';
			}
		
	}
	else if (AnimSequence == 'RunSM')
		AnimSequence = 'RunSMFR';
	else if (AnimSequence == 'WalkLG')
		AnimSequence = 'WalkLGFR';
	else if (AnimSequence == 'WalkSM')
		AnimSequence = 'WalkSMFR';
	else if ( AnimSequence == 'JumpSMFR' )
		TweenAnim('JumpSMFR', 0.03);
	else if ( AnimSequence == 'JumpLGFR' )
		TweenAnim('JumpLGFR', 0.03);
	else if ( (GetAnimGroup(AnimSequence) == 'Waiting') || (GetAnimGroup(AnimSequence) == 'Gesture')
		&& (AnimSequence != 'TreadLG') && (AnimSequence != 'TreadSM') )
	{
ViewRotation.Pitch = ViewRotation.Pitch & 65535;
		If ( (ViewRotation.Pitch > RotationRate.Pitch) 
			&& (ViewRotation.Pitch < 65536 - RotationRate.Pitch) )
		{
			If (ViewRotation.Pitch < 32768) 
			{
				if ( (Weapon == None) || (Weapon.Mass < 20) ){
					
					PlayAnim('AimUpSmFr');
					}
				else{
					
					PlayAnim('AimUpLgFr');
					}
			}
			else
			{
				if ( (Weapon == None) || (Weapon.Mass < 20) ){
					
					PlayAnim('AimDnSmFr');
					}
				else{
					
					PlayAnim('AimDnLgFr');
					}
			}
		}
	else{
		if ( Weapon.Mass < 20 )
			TweenAnim('StillSMFR', 0.02);
		else
			TweenAnim('StillLgFr', 0.02);
	}}
}
//handles aiming.......
function PlayWaiting()
{
	local name newAnim;

	if ( Mesh == None )
		return;

	if ( bIsTyping )
	{
		PlayChatting();
		return;
	}

	if ( (IsInState('PlayerSwimming')) || (Physics == PHYS_Swimming) )
	{
		BaseEyeHeight = 0.7 * Default.BaseEyeHeight;
		if ( (Weapon == None) || (Weapon.Mass < 20) )
			LoopAnim('TreadSM');
		else
			LoopAnim('TreadLG');
	}
	else
	{	
		BaseEyeHeight = Default.BaseEyeHeight;
		ViewRotation.Pitch = ViewRotation.Pitch & 65535;
		If ( (ViewRotation.Pitch > RotationRate.Pitch) 
			&& (ViewRotation.Pitch < 65536 - RotationRate.Pitch) )
		{
			If (ViewRotation.Pitch < 32768) 
			{
				if ( (Weapon == None) || (Weapon.Mass < 20) ){
					if ( (bFire != 0) || (bAltFire != 0) )
					PlayAnim('AimUpSmFr');
					else
					TweenAnim('AimUpSm', 0.3);}
				else{
					if ( (bFire != 0) || (bAltFire != 0) )
					PlayAnim('AimUpLgFr');
					else
					TweenAnim('AimUpLg', 0.3);}
			}
			else
			{
				if ( (Weapon == None) || (Weapon.Mass < 20) ){
					if ( (bFire != 0) || (bAltFire != 0) )
					PlayAnim('AimDnSmFr');
					else
					TweenAnim('AimDnSm', 0.3);}
				else{
					if ( (bFire != 0) || (bAltFire != 0) )
					PlayAnim('AimDnLgFr');
					else
					TweenAnim('AimDnLg', 0.3);}
			}
		}
		else if ( (Weapon != None) && Weapon.bPointing )
		{
			
			if ( Weapon.Mass < 20 )
				TweenAnim('StillSMFR', 0.3);
			else
				TweenAnim('StillFRRP', 0.3);
		}
		else
		{
			if ( FRand() < 0.1 )
			{
				if ( (Weapon == None) || (Weapon.Mass < 20) )
					PlayAnim('CockGun', 0.5 + 0.5 * FRand(), 0.3);
				else
					PlayAnim('CockGunL', 0.5 + 0.5 * FRand(), 0.3);
			}
			else
			{
				if ( (Weapon == None) || (Weapon.Mass < 20) )
				{
					if ( (FRand() < 0.75) && ((AnimSequence == 'Breath1') || (AnimSequence == 'Breath2')) )
						newAnim = AnimSequence;
					else if ( FRand() < 0.5 )
						newAnim = 'Breath1';
					else
						newAnim = 'Breath2';
				}
				else
				{
					if ( (FRand() < 0.75) && ((AnimSequence == 'Breath1L') || (AnimSequence == 'Breath2L')) )
						newAnim = AnimSequence;
					else if ( FRand() < 0.5 )
						newAnim = 'Breath1L';
					else
						newAnim = 'Breath2L';
				}
								
				if ( AnimSequence == newAnim )
					LoopAnim(newAnim, 0.4 + 0.4 * FRand());
				else
					PlayAnim(newAnim, 0.4 + 0.4 * FRand(), 0.25);
			}
		}
	}
}
//to use crouch death......
function PlayDying(name DamageType, vector HitLoc)
{
	BaseEyeHeight = Default.BaseEyeHeight;
	PlayDyingSound();
	if (GetAnimGroup(AnimSequence) == 'Ducking')
	{
		PlayAnim('Deadduck');
		return;
	}
			
	if ( DamageType == 'Suicided' )
	{
		PlayAnim('Dead8',, 0.1);
		return;
	}

	// check for head hit
	if ( (DamageType == 'Decapitated') && !class'GameInfo'.Default.bVeryLowGore )
	{
		PlayDecap();
		return;
	}

	if ( FRand() < 0.1 )
	{
		PlayAnim('Dead2',,0.1);
		return;
	}

	// check for big hit
	if ( (Velocity.Z > 250) && (FRand() < 0.75) )
	{
		if ( FRand() < 0.5 )
			PlayAnim('Dead1',,0.1);
		else
			PlayAnim('Dead11',, 0.1);
		return;
	}

	// check for repeater death
	if ( (Health > -10) && ((DamageType == 'shot') || (DamageType == 'zapped')) )
	{
		PlayAnim('Dead9',, 0.1);
		return;
	}
		
	if ( (HitLoc.Z - Location.Z > 0.7 * CollisionHeight) && !class'GameInfo'.Default.bVeryLowGore )
	{
		if ( FRand() < 0.5 )
			PlayDecap();
		else
			PlayAnim('Dead7',, 0.1);
		return;
	}
	
	if ( Region.Zone.bWaterZone || (FRand() < 0.5) ) //then hit in front or back
		PlayAnim('Dead3',, 0.1);
	else
		PlayAnim('Dead8',, 0.1);
}
defaultproperties
{
    DrawType=DT_Mesh
	FaceSkin=1
	defaultpackage="******skins."
	 DefaultSkinName="******Skins.%%%%"
    Selectionmesh="******.******"
    Mesh=LodMesh'******'
}
