//=============================================================================
// TitanCarcass.
//=============================================================================
class TitanCarcass expands CreatureCarcass;

#exec MESH IMPORT MESH=BigChunk1 ANIVFILE=MODELS\g_cow2_a.3D DATAFILE=MODELS\g_cow2_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=bigchunk1 X=0 Y=-30 Z=0 YAW=64
#exec MESH SEQUENCE MESH=bigchunk1 SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=bigchunk1 SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=JGCow1  FILE=MODELS\Nc_1.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=bigchunk1 X=0.12 Y=0.12 Z=0.24
#exec MESHMAP SETTEXTURE MESHMAP=bigchunk1 NUM=1 TEXTURE=JGCow1

#exec MESH IMPORT MESH=bigchunk2 ANIVFILE=MODELS\g_cowb_a.3D DATAFILE=MODELS\g_cowb_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=bigchunk2 X=0 Y=-30 Z=0 YAW=64
#exec MESH SEQUENCE MESH=bigchunk2 SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=bigchunk2 SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=JGCow1  FILE=MODELS\Nc_1.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=bigchunk2 X=0.1 Y=0.1 Z=0.2
#exec MESHMAP SETTEXTURE MESHMAP=bigchunk2 NUM=1 TEXTURE=JGCow1

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

