GE_grate_01
{
       	qer_editorimage common/GE_grate_01
	
	surfflags	0x5
	shader 		masked
	texture		GE_grate_01
}
MS_waterStanding_01
{
   qer_bump
	qer_surfaceparm nonsolid
	qer_editorimage	effects/AR_Water_01
	shader		bumpwater
	texture		AR_Water_01
	waterbump0	GE_bmp_water_01
	waterbump1	GE_bmp_water_02
;	slide0		0.0 0.0
;	slide1		0.0 0.0
	envmap		GE_env_ZergPool
	intensity	0.5
}
GE_PAR_bloodSpurt
{
shader 	alpha
texture	GE_PAR_bloodSpurt.dds
}
GE_PAR_ElectricParticles
{
shader 	add
texture	GE_PAR_ElectricParticles.dds
}
GE_radialAlpha
{
shader 	alpha
texture	GE_radialAlpha.dds
}
GE_DisplayMon1
{
   qer_editorimage common/GE_surveilBlk_01
   shader   pageflip
   numframes 3
   frame   GE_surveilBlk_01 
   frame   GE_surveilBlk_02
   frame   GE_surveilBlk_03 
   color   0xffffffff
   interval  5000
   typeflags 0x0f
}
GE_DisplayMon3
{
   qer_editorimage common/GE_monitorMessage_01
   shader   pageflip
   numframes 3
   frame   GE_monitorMessage_01
   frame   GE_monitorMessage_03 
   frame   GE_monitorMessage_04
   color   0xffffffff
   interval  3000
   typeflags 0x0f
}
CH_Lava
{
   qer_bump
   qer_surfaceparm nonsolid
	qer_editorimage	stone\CH_lavabase_glo
	shader 	lava
	texture		CH_lavabase_glo
	translate	(0.002,-0.02)
;	envmap		GE_env_ZergPool
;	bumpmap		GE_bmp_lava
	texture2	CH_lavanoise
;	mask		ch_lavafloor_msk	
}
initialShadingGroup
{
	qer_editorimage radiant/initialShadingGroup

	shader normal
	texture ar_swatchint02_brn03
}
project_fanblades
{
	shader      projectcube
   projectmap  GE_env_fanBlades1
}
project_breakLight_01
{
	shader 	   project
	projectmap	GE_flashlight_blu
}
project_fanBlades_01
{
	shader		project
	projectmap	GE_fanBlades_01
}
GE_diodes_red_01
{
	shader glow
	texture	GE_diodes_red_01
	glow	GE_diodes_red_01_glo
	intensity 0.5

}
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_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
}
BattleMarine_full0
{
	shader fullbright
	meshtype 13
	texture BattleMarineLight
	instance
	sightForceHot
	sound metal
}
BattleMarine_full1
{
	shader fullbright
	meshtype 13
	texture BattleMarineLight
	instance
	sightForceHot
	sound metal
}
eliteMarine_full
{
	shader fullbright
	texture eliteMarine.dds
	sightForceHot
	sound metal
}
eliteMarine_gloss
{
	shader glossenvmap
	texture eliteMarine.dds
	envmap GE_env_room_blu.dds
	sightForceMedium
	sound metal
}
eliteMarine_gun
{
	shader glossenvmap
	meshtype 12
	texture eliteMarine.dds
	envmap GE_env_room_blu.dds
	sightForceMedium
	sound metal
}
eliteMarine_lightpost
{
	shader glossenvmap
	meshtype 13
	texture eliteMarine.dds
	envmap GE_env_room_blu.dds
	sightForceMedium
	sound metal
}
eliteMarine_buttflap
{
	shader glossenvmap
	meshtype 14
	texture eliteMarine.dds
	envmap GE_env_room_blu.dds
	sightForceMedium
	sound metal
}
eliteMarine_padLeft
{
	shader glossenvmap
	meshtype 15
	texture eliteMarine.dds
	envmap GE_env_room_blu.dds
	sightForceMedium
	sound metal
}
eliteMarine_padRight
{
	shader glossenvmap
	meshtype 16
	texture eliteMarine.dds
	envmap GE_env_room_blu.dds
	sightForceMedium
	sound metal
}
eliteMarine_faceshield
{
	shader glossenvmap
	meshtype 17
	texture eliteMarine.dds
	envmap GE_env_room_blu.dds
	sightForceMedium
	sound plastic
}
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
}
CH_craterCapArm_full
{
	shader fullbright
	texture CH_craterCapArm.dds
	sound metal
}
CH_crossStrutA
{
	shader masked
	texture CH_crossStrutA.dds
	sound metal
}
Firebat_Head_Ty_Gloss
{
	shader glossenvmap
	texture Firebat_Head_Ty.dds
	envmap GE_env_spotLights.dds
	sightForceHot
	sound metal
}
Firebat
{
	shader normal
	texture Firebat.dds
	sightForceMedium
	sound metal
}
Firebat_flam
{
	shader normal
	meshtype 31
	texture Firebat.dds
	sightForceMedium
	sound metal
}
FireBatColors_full
{
	shader fullbright
	texture FirebatColors.dds
	sightForceHot
	sound metal
}
FireBatColors_Gloss
{
	shader glossenvmap
	texture FirebatColors.dds
	envmap GE_env_spotLights.dds
	sightForceMedium
	sound metal
}
eliteFirebat_Gloss
{
	shader glossenvmap
	texture FirebatColors_black.dds
	envmap GE_env_spotLights.dds
	sightForceMedium
	sound metal
}
eliteFirebat_full
{
	shader fullbright
	texture FirebatColors_black.dds
	sightForceHot
	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
}
Marine2
{
	shader normal
	meshtype 28
	texture Marine2.dds
	sightForceMedium
	sound metal
}
marine_spotlight
{
	shader 	project
	projectmap	ge_flashlight_blu
}
camera_spotlight
{
	shader 	project
	projectmap	GE_cameraSpot
}
scvDriver
{
	shader normal
	texture scvDriver
	sightForceMedium
	sound creep
}
scvDriver_scan
{
	shader normal
	meshtype 28
	texture scvDriver
	sightForceMedium
	sound creep
}
V5_grate_01_EtchedMask
{
   shader etchedMasked
	texture V5_grate_01.dds
	envmap GE_env_spotLights.dds
	glossmap V5_grate_01_glossmap.dds
	sound thinmetal
}
V5_pipes_04
{
   shader glow
	texture	V5_pipes_04
	glow	v5_pipes_04_glo
	intensity 0.5
	sound thinmetal
   
   lightstyle  10
}
CH_containmentRig_01
{
   shader glow
	texture	CH_containmentRig_01
	glow	CH_containmentRig_01_glo
	intensity 0.5
	sound metal
}
GE_warehouseBreak_full
{
   shader fullbright
   meshtype 9
   texture GE_lockerLamp.dds
   sightForceCritical
	sound metal
}
refridgerationUnit_01
{
	shader glossenvmap
	texture refridgerationUnit_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_wallPanel_01
{
	sound thinmetal
   shader glossenvmapdetail
	texture GE_wallPanel_01
	envmap GE_env_room_blu.dds
   detail GE_dtl_brushedMetal
   detailscale 28
	sound metal
}
bulletHole_shot
{
	shader add
	meshType 8
	texture GE_dcl_bulletholeglass
}
BeerMachine_shot
{
	shader glossenvmap
	meshType 8
	texture BeerMachine
	envmap  v5_env_hallway_01
	sound plastic
}
BeerMachine
{
	shader etchedglass
	texture BeerMachine
	envmap  v5_env_hallway_01
	glossmap BeerMachine_glx 
   alpha 1.0
	sound plastic
}
BeerMachine_glow
{
	shader glow
	meshType 9
	texture	BeerMachine
	glow	BeerMachine_glx
	intensity 0.5
	sound plastic
}
CigaretteMachine_01
{
	shader etchedglass
	texture CigaretteMachine_01
	envmap  GE_env_room_blu.dds
	glossmap CigaretteMachine_glx 
   alpha 1.0
	sound plastic
}
CigaretteMachine_01_glo
{
	shader glow
	meshType 9
	texture	CigaretteMachine_01
	glow	CigaretteMachine_glx
	intensity 0.5
	sound plastic
}
CigaretteMachine_01_shot
{
	shader glossenvmap
	meshType 8
	texture	CigaretteMachine_01
	envmap  GE_env_room_blu.dds
	sound plastic
}
V5_hangarFloor_03
{
	shader glow
	texture	V5_hangarFloor_03
	glow	V5_hangarFloor_03_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
}
ExplosiveCharge
{
	shader glow
	meshtype 11
	texture	ExplosiveCharge
	glow	ExplosiveCharge_glo
	intensity 0.5
}
CH_431_Wall_FullC
{
	shader glow
	texture	CH_431_Wall_FullC
   sound metal
}
CH_431_Wall_FullB
{
	shader glow
	texture	CH_431_Wall_FullB
   sound metal
}
CH_floorPanel_05_glo
{
	shader glow
	texture CH_floorPanel_05
	glow	CH_floorPanel_05_glo
	intensity 0.5
   sound thinmetal
}
GE_lockers_01_pin
{
	shader normal
	meshType 8
	texture	GE_lockers_01
	sightForceMedium
   sound metal
}
GE_lockers_02_glo
{
	shader glow
	texture	GE_lockers_02_light
	glow	GE_lockers_02_light_glo
	intensity 0.6
   sound metal
}
GE_Crate_03_sml_Closed_glo
{
	shader glow
	texture	GE_Crate_03_sml_Closed
   sound metal
}
GE_Crate_03_sml_Open_glo
{
	shader glow
	texture	GE_Crate_03_sml_Open
   sound metal
}
GE_Crate_03_PadOpen_glo
{
	shader glow
	texture	GE_Crate_03_PadOpen
   sound metal
}
GE_Crate_03_sml_pin
{
	shader normal
	meshType 8
	texture	GE_Crate_03_sml
	sightForceMedium
   sound metal
}
GE_AlarmLight
{
	shader glossenvmap
	texture GE_AlarmLight
	envmap GE_env_spotLights
}
GE_AlarmLight_glow
{
	shader	glow
	texture GE_AlarmLight
	instance
}
VendingMachine
{
   shader glossenvmap
	texture VendingMachine
	envmap GE_env_room_blu.dds
	sound plastic
}
VendingMachine_glo
{
	shader	glow
	meshType 9
	texture	VendingMachine
	sound plastic
}
VendingMachine_shot
{
	shader	normal
	meshType 8
	texture	VendingMachine
	sound plastic
}
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
}
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
}
