//=============================================================================
// TrooperCarcass.
//=============================================================================
class TrooperCarcass expands CreatureCarcass;

#exec MESH IMPORT MESH=SkaarjBody ANIVFILE=MODELS\g_Skrb_a.3D DATAFILE=MODELS\g_skrb_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SkaarjBody X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=SkaarjBody SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=SkaarjBody SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=JGSkaarj1  FILE=MODELS\skr1.PCX FAMILY=Skins 
#exec MESHMAP SCALE MESHMAP=SkaarjBody X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=SkaarjBody NUM=1 TEXTURE=JGSkaarj1

#exec MESH IMPORT MESH=SkaarjHead ANIVFILE=MODELS\g_Skrz_a.3D DATAFILE=MODELS\g_skrz_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SkaarjHead X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=SkaarjHead SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=SkaarjHead SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=JGSkaarj1  FILE=MODELS\skr1.PCX FAMILY=Skins 
#exec MESHMAP SCALE MESHMAP=SkaarjHead X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=SkaarjHead NUM=1 TEXTURE=JGSkaarj1

#exec MESH IMPORT MESH=SkaarjLeg ANIVFILE=MODELS\g_Skrl_a.3D DATAFILE=MODELS\g_skrl_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SkaarjLeg X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=SkaarjLeg SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=SkaarjLeg SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=JGSkaarj2  FILE=MODELS\skr2.PCX FAMILY=Skins 
#exec MESHMAP SCALE MESHMAP=SkaarjLeg X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=SkaarjLeg NUM=1 TEXTURE=JGSkaarj2

function ForceMeshToExist()
{
	//never called
	Spawn(class 'SkaarjTrooper');
}

