SignBracket
{
	shader 		add
	texture		SignBracket

	lightstyle 10
}
SignGlow
{
	shader add
	texture	SignGlow

	lightstyle 10
}
signfont
{
	shader 		add
	texture		signfont

	lightstyle 10
}
AR_Waterfall_01a
{
   qer_surfaceparm nonsolid
   qer_trans   0.0	
	shader	animlayer
	mode		1
	texture	AR_Waterfall_03
	slide0	(0.0,-0.5)
	texture2	GE_bwbGradiant_02
}
AR_Waterfall_01b
{
   qer_surfaceparm nonsolid
   qer_trans   0.0	
	shader	animlayer
	mode		1
	texture	AR_Waterfall_03
	slide0	(0.0,0.75)
	scale0	(1.0,-1.0)
	texture2	GE_bwbGradiant_02
}
AR_WaterShore_01a
{
   qer_surfaceparm nonsolid
   qer_trans   0.0	
   
   shader	dynamic
	dynShaderDef
	{
		; Pass 1
		{
			zwrite		false
			zfunc			zfunc_on
			blend 		true		blendOp_add blend_srcAlpha blend_invSrcAlpha
			alphatest	false
			cull			cull_off
			fog			true		fog_current
			sort
			
			; Stage n
			{
				texture	AR_WaterShore_01
				colorOp	texOp_modulate2x	texArg_texture	texArg_diffuse
            alphaOp  texOp_selectArg1  texArg_texture
            tcMod u  scroll   -0.5
			}
         ; Stage n
         {
            texture  GE_bwbGradiant
            colorOp  texOp_selectArg1  texArg_current
            alphaOp  texOp_modulate    texArg_texture texArg_current
         }
		}
	}

}
AR_WaterShore_01b
{
   qer_surfaceparm nonsolid
   qer_trans   0.0	
   
   shader	dynamic
	dynShaderDef
	{
		; Pass 1
		{
			zwrite		false
			zfunc			zfunc_on
			blend 		true		blendOp_add blend_srcAlpha blend_invSrcAlpha
			alphatest	false
			cull			cull_off
			fog			true		fog_current
			sort
			
			; Stage n
			{
				texture	AR_WaterShore_01
				colorOp	texOp_modulate2x	texArg_texture	texArg_diffuse
            alphaOp  texOp_selectArg1  texArg_texture
            tcMod u  scroll   -0.75
			}
         ; Stage n
         {
            texture  GE_bwbGradiant
            colorOp  texOp_selectArg1  texArg_current
            alphaOp  texOp_modulate    texArg_texture texArg_current
         }
		}
	}
   
}
MS_waterPipes_02
{
   qer_bump
	qer_surfaceparm nonsolid
	qer_editorimage	effects/AR_Water_01
	shader		bumpwater
	texture		GE_Water_02
	waterbump0	GE_bmp_wave
	waterbump1	GE_bmp_water_02
	slide0		0.0 -0.24
	slide1		-0.3 -0.5
	envmap		GE_env_oily
	intensity	0.9
}
selectionbox
{
	shader		highlight
	texture		ge_solid_wht
}
initialShadingGroup
{
	qer_editorimage radiant/initialShadingGroup

	shader normal
	texture ar_swatchint02_brn03
}
GE_diodes_red_01
{
	shader glow
	texture	GE_diodes_red_01
	glow	GE_diodes_red_01_glo
	intensity 0.5

}
GE_roundA_whit
{
	qer_editorimage lights\GE_roundA_whit

	shader fullbright
	texture GE_roundA_whit
}
GE_stripLights_01_glo
{
	shader	glow
	texture	GE_stripLights_01
	glow	GE_stripLights_01_glo

lightstyle 10
}
GE_stripLights_01_slow
{
	qer_editorimage lights/V5_stripLights_01

	shader	glow
	texture	GE_stripLights_01
	glow	GE_stripLights_01_glo
	intensity 1
	interval	100
	neardist	-6
	fardist	6

lightstyle 10
}
doorSwitch_01_switch
{
   qer_editorimage lights/doorSwitch_01_grn
   
   shader   pageflip
   numframes 3
   instance
   
   frame   doorSwitch_01_grn 
   frame   doorSwitch_01_red
   frame   doorSwitch_01_blk
   
   color   0xffffffff
   interval  1000
   
   typeflags 0x1000
}
HackConsole_01_blink
{
	qer_editorimage lights/V5_stripLights_01

	shader	glow
	texture	HackConsole_01
	glow	HackConsole_01_glo
	intensity 1
	interval	100
	neardist	-6
	fardist	6
}
GE_clearA_gry_gls
{
	qer_editorimage metal\GE_dirtyA_gry
   qer_trans   0.1

	shader glass
	sound plastic
	texture ge_dirtyA_gry
	envmap GE_env_oily
	alpha 0.075
	intensity 0.75
}
hitRegion_burrow
{
	shader normal
	texture dflt
	sound dirt
}
hitRegion_leftarm
{
	shader normal
	texture dflt
	sound creep
}
hitRegion_rightarm
{
	shader normal
	texture dflt
	sound creep
}
hitRegion_leftleg
{
	shader normal
	texture dflt
	sound creep
}
hitRegion_rightleg
{
	shader normal
	texture dflt
	sound creep
}
hitRegion_user1
{
	shader normal
	texture dflt
}
hitRegion_user2
{
	shader normal
	texture dflt
}
hitRegion_user3
{
	shader normal
	texture dflt
}
hitRegion_user4
{
	shader normal
	texture dflt
}
hitRegion_user5
{
	shader normal
	texture dflt
}
BattleMarine_full
{
	shader fullbright
	texture BattleMarine.dds
	sightForceHot
	sound metal
}
BattleMarine_full0
{
	shader fullbright
	meshtype 13
	texture BattleMarineLight
	instance
	sightForceHot
	sound metal
}
BattleMarine_full1
{
	shader fullbright
	meshtype 13
	texture BattleMarineLight
	instance
	sightForceHot
	sound metal
}
BattleMarine_gloss
{
	shader glossenvmap
	texture BattleMarine.dds
	envmap GE_env_room_blu.dds
	sightForceMedium
	sound metal
}
BattleMarine_gun
{
	shader glossenvmap
	meshtype 12
	texture BattleMarine.dds
	envmap GE_env_room_blu.dds
	sightForceMedium
	sound metal
}
BattleMarine_lightpost
{
	shader glossenvmap
	meshtype 13
	texture BattleMarine.dds
	envmap GE_env_room_blu.dds
	sightForceMedium
	sound metal
}
BattleMarine_buttflap
{
	shader glossenvmap
	meshtype 14
	texture BattleMarine.dds
	envmap GE_env_room_blu.dds
	sightForceMedium
	sound metal
}
BattleMarine_padLeft
{
	shader glossenvmap
	meshtype 15
	texture BattleMarine.dds
	envmap GE_env_room_blu.dds
	sightForceMedium
	sound metal
}
BattleMarine_padRight
{
	shader glossenvmap
	meshtype 16
	texture BattleMarine.dds
	envmap GE_env_room_blu.dds
	sightForceMedium
	sound metal
}
CameraTerran2_gloss
{
	shader glossenvmap
	texture CameraTerran2.dds
	envmap GE_env_room_blu.dds
	sightforcecool
	sound metal
}
CameraTerran2_lights
{
	shader	glow
	texture	GE_stripLights_01
	glow	GE_stripLights_01_glo
	intensity 1
}
DropshipNEW_gloss
{
	shader glossenvmap
	texture dropshipNEW.dds
	envmap GE_env_spotLights.dds
	sound metal
}
GE_explosivesBarrel_01
{
	shader normal
	meshtype 31
	texture GE_explosivesBarrel_01.dds
	sound metal
}
GE_explosivesBarrel_01_glow
{
	shader glow
	texture GE_explosivesBarrel_01.dds
	sound metal
}
GE_LightCaged_full
{
	shader fullbright
	texture GE_LightCaged.dds
	sound metal
}
GE_LightCaged_white_full
{
	shader fullbright
	texture GE_LightCaged_white.dds
	sound metal

	lightstyle 10
}
GE_utilityLight_01_full
{
	shader fullbright
	texture GE_utilityLight_01.dds
	sound metal

	lightstyle 10
}
GE_Ztruss_01
{
	shader masked
	texture GE_Ztruss_01.dds
	sound metal
}
Hydralisk_full
{
	shader fullbright
	texture hydralisk.dds
	sightForceHot
	sound creep
}
Hydralisk_scan_gloss
{
	shader glossenvmap
	meshtype 28
	texture hydralisk.dds
	envmap GE_env_spotLights.dds
	sound creep
}
Hydralisk_gloss
{
	shader glossenvmap
	texture hydralisk.dds
	envmap GE_env_spotLights.dds
	sound creep
}
Hydralisk_user1
{
	shader glossenvmap
	meshtype 14
	texture hydralisk.dds
	envmap GE_env_spotLights.dds
	sound creep
}
Hydralisk_user2
{
	shader glossenvmap
	meshtype 15
	texture hydralisk.dds
	envmap GE_env_spotLights.dds
	sound creep
}
Hydralisk_user3
{
	shader glossenvmap
	meshtype 16
	texture hydralisk.dds
	envmap GE_env_spotLights.dds
	sound creep
}
InfestedSCVdriver_scan
{
	shader normal
	texture InfestedSCVdriver.dds
   sightForceCritical
	sound creep
}
marine_spotlight
{
	shader 	project
	projectmap	ge_flashlight_blu
}
camera_spotlight
{
	shader 	project
	projectmap	GE_cameraSpot
}
scvDriver
{
	shader normal
	texture scvDriver
	sightForceMedium
	sound creep
}
V5_pipes_04
{
   shader glow
	texture	V5_pipes_04
	glow	v5_pipes_04_glo
	intensity 0.5
	sound thinmetal
   
   lightstyle  10
}
zergling_gloss
{
	shader glossenvmap
	texture zergling.dds
	envmap GE_env_spotLights.dds
	sound creep
}
zergling_hornR
{
	shader glossenvmap
	meshtype 14
	texture zergling.dds
	envmap GE_env_spotLights.dds
	sound creep
}
zergling_hornL
{
	shader glossenvmap
	meshtype 15
	texture zergling.dds
	envmap GE_env_spotLights.dds
	sound creep
}
zergling_headpiece
{
	shader glossenvmap
	meshtype 16
	texture zergling.dds
	envmap GE_env_spotLights.dds
	sound creep
}
zergling_neckpiece1
{
	shader glossenvmap
	meshtype 17
	texture zergling.dds
	envmap GE_env_spotLights.dds
	sound creep
}
zergling_neckpiece2
{
	shader glossenvmap
	meshtype 18
	texture zergling.dds
	envmap GE_env_spotLights.dds
	sound creep
}
zergling_backpiece
{
	shader glossenvmap
	meshtype 19
	texture zergling.dds
	envmap GE_env_spotLights.dds
	sound creep
}
zergling_scan_gloss
{
	shader glossenvmap
	texture zergling.dds
	envmap GE_env_spotLights.dds
   sightForceCritical
	sound creep
}
zergling_mask
{
	shader masked
	texture zergling.dds
	sound creep
}
generator_glow
{
	shader glow
	texture generator.dds
	instance
	sightForceMedium
	sound metal

	lightstyle 10
}
MS_fitting_01
{
   shader glossenvmap
	texture MS_fitting_01.dds
	envmap GE_env_spotLights.dds
	sound thinmetal
}
MS_pipe_01
{
   shader glossenvmapdetail
	texture MS_pipe_01.dds
	envmap GE_env_spotLights.dds
   detail GE_dtl_pipe_01.dds
   detailscale 7
	sound thinmetal
}
MS_pipe_02
{
   shader glossenvmap
	texture MS_pipe_02.dds
	envmap GE_env_spotLights.dds
   detail GE_dtl_pipe_01.dds
   detailscale 7
	sound thinmetal
}
dropship_bink2
{
	shader 	video
	video	dropship_2_Heart.bik
}
GE_grate_03
{ 	
   shader 		masked
	texture		GE_grate_03
	sound thinmetal

}
GE_Light_Shootable
{
   shader normal
   texture GE_Light_Shootable.dds
   sightForceMedium
	sound metal
}
GE_Light_Shootable_full
{
   shader fullbright
   meshtype 9
   texture GE_Light_Shootable.dds
   sightForceCritical
	sound metal

	lightstyle 10
}
hackConsole_02
{
	shader glow
	texture	hackConsole_02
	glow	hackConsole_02_glo
	intensity 0.5
	sound metal

	lightstyle 10
}
GE_trim_01
{
	shader glossenvmap
	texture GE_trim_01
	envmap GE_env_room_blu.dds
	sound metal
}
GE_trim_16
{
	shader glow
	texture	GE_trim_16
	glow	GE_trim_16_glo
	intensity 0.5
	sound metal
}
GE_ducting_01
{
   shader glossenvmapdetail
	texture GE_ducting_01
	envmap GE_env_room_blu.dds
   detail GE_dtl_pipe_01
   detailscale 7
	sound thinmetal
}
invisible_scan
{
	shader normal
	meshtype 10
	texture dflt
	sightonly
}
MS_BridgeFloor
{
	shader glossenvmap
	texture MS_BridgeFloor
	envmap GE_env_spotLights
   sound metal
}
MS_BridgeFloor_02
{
	shader glossenvmap
	texture MS_BridgeFloor_02
	envmap GE_env_spotLights
   sound metal
}
CH_422_ZergTentacle_gloss
{
	shader glossenvmap
	texture CH_422_ZergTentacle.dds
	envmap GE_env_spotLights.dds
   sound creep
}
floorGun
{
	shader glow
	texture floorGun
	glow	floorGun_glo
	intensity 0.5
   sound metal
}
Squadron_Confederate
{
	shader 	glow
	texture	Squadron_Confederate
}
HackConsole_01
{
	shader glow
	texture HackConsole_01
	glow	HackConsole_01_glo
	intensity 0.5
   sound metal

	lightstyle 10
}
HackConsole_bink
{
	shader 	video
	video	HackScreen.bik

	lightstyle 10
}
HydraChest
{
	shader glossenvmap
	texture HydraChest.dds
	envmap GE_env_spotLights.dds
   sound flesh
}
doorSwitch_01
{
	shader normal
	texture doorSwitch_01_grn.dds
   sound metal
}
doorSwitch_01_grn
{
	shader	glow
	texture	doorSwitch_01_blk
	glow	doorSwitch_01_grn_glo
	intensity 0.75
   sound metal
   
   lightstyle  10
}
MS_Mountainshape_01
{
	shader detail
	texture	MS_Mountain_01
	detail MS_Mntn_dtl
	detailscale 20
}
MS_SupportBeams_mask
{
	shader masked
	texture MS_SupportBeams
   sound metal
}
DeskLamp
{
   shader normal
   texture DeskLamp.dds
   sightForceMedium
   sound metal
}
DeskLamp_full
{
   shader fullbright
   meshtype 9
   texture DeskLamp.dds
   sightForceCritical
   sound metal
}
MS_Ground_Base_01trans
{
   qer_trans   0.0
	qer_worldsort
	shader alpha
	texture MS_Ground_Base_01trans.dds
   sound dirt
}
ZergCave_Zerged
{
	shader alphablend
	texture ZergCave
	texture2 MS_TentacleCreep_02
   sound dirt
}
MS_Ground121b_Distance
{
	shader alphablend
	texture MS_Ground121b
	texture2 MS_Ground121b_v1
   sound dirt
}
MS_Ground_02
{
         shader alphablend
         texture MS_Ground_Base_02
         texture2 MS_Dirt
         sound dirt
}
GE_footlocker
{
	shader glow
	texture	GE_footlocker
	glow	GE_footlocker_glo
	intensity 0.5
   sound metal
}
propaneTank
{
	shader normal
	meshtype 31
	texture propaneTank
	sound metal
}
ragdoll_marine_gun
{
	shader constraint_detached
	constraint_mass			70
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_usehull
	constraint_ragdollpart
	constraint_template		havokRagdoll_detached 12
}
ragdoll_marine_lowertorso
{
	shader constraint_fixed
	constraint_mass			45
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_usehull
	constraint_ragdollpart
}
ragdoll_marine_uppertorso
{
	shader constraint_limitedhinge
	constraint_parentname	ragdoll_marine_lowertorso
	constraint_bounds			(0, 17)
	constraint_mass			50
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_usehull
	constraint_ragdollpart
}
ragdoll_marine_leftshoulder
{
	shader constraint_ragdoll
	constraint_parentname	ragdoll_marine_uppertorso
	constraint_bounds			(-60, 60) (-3, 3) (10, 45)
	constraint_mass			32
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_usehull
	constraint_ragdollpart
}
ragdoll_marine_leftelbow
{
	shader constraint_limitedhinge
	constraint_parentname	ragdoll_marine_leftshoulder
	constraint_bounds			(-80, 0)
	constraint_mass			28
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_usehull
	constraint_attachable
	constraint_ragdollpart
}
ragdoll_marine_rightshoulder
{
	shader constraint_ragdoll
	constraint_parentname	ragdoll_marine_uppertorso
	constraint_bounds			(-60, 60) (-3, 3) (10, 45)
	constraint_mass			32
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_usehull
	constraint_ragdollpart
}
ragdoll_marine_rightelbow
{
	shader constraint_limitedhinge
	constraint_parentname	ragdoll_marine_rightshoulder
	constraint_bounds			(-80, 0)
	constraint_mass			28
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_usehull
	constraint_attachable
	constraint_ragdollpart
}
ragdoll_marine_leftthigh
{
	shader constraint_ragdoll
	constraint_parentname	ragdoll_marine_lowertorso
	constraint_bounds			(-6, 90) (-3, 3) (-5, 40)
	constraint_mass			38
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_usehull
	constraint_ragdollpart
}
ragdoll_marine_leftknee
{
	shader constraint_limitedhinge
	constraint_parentname	ragdoll_marine_leftthigh
	constraint_bounds			(0, 85)
	constraint_mass			32
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_usehull
	constraint_attachable
	constraint_ragdollpart
}
ragdoll_marine_rightthigh
{
	shader constraint_ragdoll
	constraint_parentname	ragdoll_marine_lowertorso
	constraint_bounds			(-90, 6) (-3, 3) (-5, 40)
	constraint_mass			38
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_usehull
	constraint_ragdollpart
}
ragdoll_marine_rightknee
{
	shader constraint_limitedhinge
	constraint_parentname	ragdoll_marine_rightthigh
	constraint_bounds			(0, 85)
	constraint_mass			32
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_usehull
	constraint_attachable
	constraint_ragdollpart
}
ragdoll_terran_lowertorso
{
	shader constraint_fixed
	constraint_mass			45
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_attachable
	constraint_usehull
	constraint_ragdollpart
	constraint_lerpoutorder	0
}
ragdoll_terran_uppertorso
{
	shader constraint_limitedhinge
	constraint_parentname	ragdoll_terran_lowertorso
	constraint_bounds			(0, 17)
	constraint_mass			50
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_attachable
	constraint_usehull
	constraint_ragdollpart
	constraint_lerpoutorder	0
}
ragdoll_terran_leftshoulder
{
	shader constraint_ragdoll
	constraint_parentname	ragdoll_terran_uppertorso
	constraint_bounds			(-170, 60) (-3, 3) (10, 45)
	constraint_mass			32
	constraint_friction		0.8
	constraint_drag			0.35 0.35 
	constraint_usehull
	constraint_ragdollpart
	constraint_lerpoutorder	1
}
ragdoll_terran_leftelbow
{
	shader constraint_limitedhinge
	constraint_parentname	ragdoll_terran_leftshoulder
	constraint_bounds			(-80, 0)
	constraint_mass			28
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_usehull
	constraint_attachable
	constraint_ragdollpart
	constraint_lerpoutorder	1
}
ragdoll_terran_rightshoulder
{
	shader constraint_ragdoll
	constraint_parentname	ragdoll_terran_uppertorso
	constraint_bounds			(-170, 60) (-3, 3) (10, 45)
	constraint_mass			32
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_usehull
	constraint_ragdollpart
	constraint_lerpoutorder	0
}
ragdoll_terran_rightelbow
{
	shader constraint_limitedhinge
	constraint_parentname	ragdoll_terran_rightshoulder
	constraint_bounds			(-80, 0)
	constraint_mass			28
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_usehull
	constraint_attachable
	constraint_ragdollpart
	constraint_lerpoutorder	0
}
ragdoll_terran_leftthigh
{
	shader constraint_ragdoll
	constraint_parentname	ragdoll_terran_lowertorso
	constraint_bounds			(-6, 90) (-3, 3) (-5, 40)
	constraint_mass			38
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_usehull
	constraint_ragdollpart
	constraint_lerpoutorder	3
}
ragdoll_terran_leftknee
{
	shader constraint_limitedhinge
	constraint_parentname	ragdoll_terran_leftthigh
	constraint_bounds			(0, 85)
	constraint_mass			32
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_usehull
	constraint_attachable
	constraint_ragdollpart
	constraint_lerpoutorder	3
}
ragdoll_terran_rightthigh
{
	shader constraint_ragdoll
	constraint_parentname	ragdoll_terran_lowertorso
	constraint_bounds			(-90, 6) (-3, 3) (-5, 40)
	constraint_mass			38
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_usehull
	constraint_ragdollpart
	constraint_lerpoutorder	2
}
ragdoll_terran_rightknee
{
	shader constraint_limitedhinge
	constraint_parentname	ragdoll_terran_rightthigh
	constraint_bounds			(0, 85)
	constraint_mass			32
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_usehull
	constraint_attachable
	constraint_ragdollpart
	constraint_lerpoutorder	2
}
constraint_hydralisk_root
{
	shader constraint_fixed
	constraint_mass			45
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_ragdollpart
}
constraint_hydralisk_body_1
{
	shader constraint_limitedhinge
	constraint_parentname	constraint_hydralisk_root
	constraint_bounds			(-20, 20)
	constraint_mass			50
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_ragdollpart
}
constraint_hydralisk_body_2
{
	shader constraint_limitedhinge
	constraint_parentname	constraint_hydralisk_body_1
	constraint_bounds			(-20, 20)
	constraint_mass			50
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_usehull
	constraint_ragdollpart
}
constraint_hydralisk_body_3
{
	shader constraint_limitedhinge
	constraint_parentname	constraint_hydralisk_body_2
	constraint_bounds			(-30, 30)
	constraint_mass			50
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_usehull
	constraint_ragdollpart
}
constraint_hydralisk_armR_0
{
	shader constraint_ragdoll
	constraint_parentname	constraint_hydralisk_body_3
	constraint_bounds			(-60, 60) (-3, 3) (10, 45)
	constraint_mass			32
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_usehull
	constraint_ragdollpart
}
constraint_hydralisk_armR_1
{
	shader constraint_limitedhinge
	constraint_parentname	constraint_hydralisk_armR_0
	constraint_bounds			(-90, 90)
	constraint_mass			28
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_usehull
	constraint_ragdollpart
}
constraint_hydralisk_armR_2
{
	shader constraint_limitedhinge
	constraint_parentname	constraint_hydralisk_armR_1
	constraint_bounds			(-90, 90)
	constraint_mass			28
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_usehull
	constraint_ragdollpart
}
constraint_hydralisk_armL_0
{
	shader constraint_ragdoll
	constraint_parentname	constraint_hydralisk_body_3
	constraint_bounds			(-60, 60) (-3, 3) (10, 45)
	constraint_mass			32
	constraint_friction		0.8
	constraint_drag			0.35 0.35 
	constraint_usehull
	constraint_ragdollpart
}
constraint_hydralisk_armL_1
{
	shader constraint_limitedhinge
	constraint_parentname	constraint_hydralisk_armL_0
	constraint_bounds			(-90, 90)
	constraint_mass			28
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_usehull
	constraint_ragdollpart
}
constraint_hydralisk_armL_2
{
	shader constraint_limitedhinge
	constraint_parentname	constraint_hydralisk_armL_1
	constraint_bounds			(-90, 90)
	constraint_mass			28
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_usehull
	constraint_ragdollpart
}
constraint_hydralisk_tail_0
{
	shader constraint_limitedhinge
	constraint_parentname	constraint_hydralisk_root
	constraint_bounds			(-30, 30)
	constraint_mass			28
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_usehull
	constraint_ragdollpart
}
constraint_hydralisk_tail_1
{
	shader constraint_limitedhinge
	constraint_parentname	constraint_hydralisk_tail_0
	constraint_bounds			(-15, 15)
	constraint_mass			28
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_usehull
	constraint_ragdollpart
}
constraint_hydralisk_tail_2
{
	shader constraint_limitedhinge
	constraint_parentname	constraint_hydralisk_tail_1
	constraint_bounds			(-10, 10)
	constraint_mass			28
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_usehull
	constraint_ragdollpart
}
constraint_hydralisk_tail_3
{
	shader constraint_limitedhinge
	constraint_parentname	constraint_hydralisk_tail_2
	constraint_bounds			(-5, 5)
	constraint_mass			48
	constraint_friction		0.8
	constraint_drag			0.35 0.35
	constraint_usehull
	constraint_ragdollpart
}
ragdoll_camera_user3
{
	shader constraint_limitedhinge
	constraint_bounds			(0, 60)
	constraint_mass			8
	constraint_drag			0.9 0.9
	constraint_usehull
	constraint_ragdollpart
	constraint_anchor
}
ragdoll_camera_user4
{
	shader constraint_limitedhinge
	constraint_parentname	ragdoll_camera_user3 
	constraint_bounds			(0, 25)
	constraint_mass			8
	constraint_drag			0.9 0.9
	constraint_usehull
	constraint_ragdollpart
}
ragdoll_camera_user5
{
	shader constraint_limitedhinge
	constraint_parentname	ragdoll_camera_user4
	constraint_bounds			(0, 35)
	constraint_mass			8
	constraint_drag			0.9 0.9
	constraint_usehull
	constraint_ragdollpart
}
