//=============================================================================
// Blood2.
//=============================================================================
class Blood2 expands Effects;

#exec MESH IMPORT MESH=blood2 ANIVFILE=MODELS\blood2_a.3D DATAFILE=MODELS\blood2_d.3D X=0 Y=0 Z=0 ZEROTEX=1
#exec MESH ORIGIN MESH=blood2 X=0 Y=0 Z=0 YAW=128
#exec MESH SEQUENCE MESH=blood2 SEQ=All       STARTFRAME=0   NUMFRAMES=45
#exec MESH SEQUENCE MESH=blood2 SEQ=Spray     STARTFRAME=0   NUMFRAMES=6
#exec MESH SEQUENCE MESH=blood2 SEQ=Still     STARTFRAME=6   NUMFRAMES=1
#exec MESH SEQUENCE MESH=blood2 SEQ=GravSpray STARTFRAME=7   NUMFRAMES=5
#exec MESH SEQUENCE MESH=blood2 SEQ=Stream    STARTFRAME=12  NUMFRAMES=11
#exec MESH SEQUENCE MESH=blood2 SEQ=Trail     STARTFRAME=23  NUMFRAMES=11
#exec MESH SEQUENCE MESH=blood2 SEQ=Burst     STARTFRAME=34  NUMFRAMES=2
#exec MESH SEQUENCE MESH=blood2 SEQ=GravSpray2 STARTFRAME=36 NUMFRAMES=7
#exec TEXTURE IMPORT NAME=RedBlood2 FILE=MODELS\blood2.PCX GROUP=Skins FLAGS=2
#exec MESHMAP SCALE MESHMAP=blood2 X=0.075 Y=0.075 Z=0.15 YAW=128
#exec MESHMAP SETTEXTURE MESHMAP=blood2 NUM=0  TEXTURE=RedBlood2


auto state Explode
{
Begin:
	// note: spawner should play appropriate anim
	FinishAnim();
  	Destroy   ();
}

