//=============================================================================
// CowCarcass.
//=============================================================================
class CowCarcass expands CreatureCarcass;

#exec MESH IMPORT MESH=CowFoot ANIVFILE=MODELS\g_cowf_a.3D DATAFILE=MODELS\g_cowf_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=CowFoot X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=CowFoot SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=CowFoot SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=JGCow1  FILE=MODELS\Nc_1.PCX FAMILY=Skins 
#exec MESHMAP SCALE MESHMAP=CowFoot X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=CowFoot NUM=1 TEXTURE=JGCow1

#exec MESH IMPORT MESH=CowHead ANIVFILE=MODELS\g_cowh_a.3D DATAFILE=MODELS\g_cowh_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=CowHead X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=CowHead SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=CowHead SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=JGCow2  FILE=MODELS\Nc_2.PCX FAMILY=Skins 
#exec MESHMAP SCALE MESHMAP=CowHead X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=CowHead NUM=1 TEXTURE=JGCow2

#exec MESH IMPORT MESH=CowLeg ANIVFILE=MODELS\g_cowl_a.3D DATAFILE=MODELS\g_cowl_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=CowLeg X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=CowLeg SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=CowLeg SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=JGCow2  FILE=MODELS\Nc_2.PCX FAMILY=Skins 
#exec MESHMAP SCALE MESHMAP=CowLeg X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=CowLeg NUM=1 TEXTURE=JGCow2

#exec MESH IMPORT MESH=CowTail ANIVFILE=MODELS\g_cowt_a.3D DATAFILE=MODELS\g_cowt_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=CowTail X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=CowTail SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=CowTail SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=JGCow2  FILE=MODELS\Nc_2.PCX FAMILY=Skins 
#exec MESHMAP SCALE MESHMAP=CowTail X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=CowTail NUM=1 TEXTURE=JGCow2

#exec AUDIO IMPORT FILE="Sounds\Cow\thump1.WAV" NAME="thumpC" GROUP="Cow"

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

