GE_DeckIndicator_red_00
{
	qer_editorimage common/GE_DeckIndicator_red_00
	qer_surfaceparm decal

	surfflags	0x5
	shader 		masked
	texture		GE_DeckIndicator_red_00
}
GE_DeckIndicator_red_01
{
	qer_editorimage common/GE_DeckIndicator_red_01
	qer_surfaceparm decal

	surfflags	0x5
	shader 		masked
	texture		GE_DeckIndicator_red_01
}
GE_DeckIndicator_red_02
{
	qer_editorimage common/GE_DeckIndicator_red_02
	qer_surfaceparm decal

	surfflags	0x5
	shader 		masked
	texture		GE_DeckIndicator_red_02
}
GE_DeckIndicator_red_03
{
	qer_editorimage common/GE_DeckIndicator_red_03
	qer_surfaceparm decal

	surfflags	0x5
	shader 		masked
	texture		GE_DeckIndicator_red_03
}
GE_DeckIndicator_red_04
{
	qer_editorimage common/GE_DeckIndicator_red_04
	qer_surfaceparm decal

	surfflags	0x5
	shader 		masked
	texture		GE_DeckIndicator_red_04
}
GE_DeckIndicator_red_05
{
	qer_editorimage common/GE_DeckIndicator_red_05
	qer_surfaceparm decal

	surfflags	0x5
	shader 		masked
	texture		GE_DeckIndicator_red_05
}
GE_grate_01
{
       	qer_editorimage common/GE_grate_01
	
	surfflags	0x5
	shader 		masked
	texture		GE_grate_01
}
GE_PAR_lightHalo_wht
{
shader 	alpha
texture	GE_PAR_lightHalo_wht.dds
}
GE_radialAlpha
{
shader 	alpha
texture	GE_radialAlpha.dds
}
ge_vol_explosion01
{
shader 	add
texture	ge_vol_explosion01.dds volume
}
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
}
GE_DisplayMon4
{
   qer_editorimage common/GE_surveilBlk_01
   shader   pageflip
   numframes 2
   frame   GE_touchPad_B_01 
   frame   GE_touchPad_B_02 
   color   0xffffffff
   interval  500
   randinterval  2000
   typeflags 0x0
}
GE_DisplayMon5
{
   qer_editorimage common/GE_surveilBlk_01
   shader   pageflip
   numframes 2
   frame   GE_touchPad_A_01 
   frame   GE_touchPad_A_02 
   color   0xffffffff
   interval  500
   typeflags 0x0
}
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	
}
selectionbox
{
	shader		highlight
	texture		ge_solid_wht
}
initialShadingGroup
{
	qer_editorimage radiant/initialShadingGroup

	shader normal
	texture ar_swatchint02_brn03
}
TestLava
{
   qer_surfaceparm nonsolid
	qer_editorimage	stone\CH_lavabase_glo
	shader 	lava
	texture		CH_lavabase_glo
	envmap		GE_bmp_lava
	texture2	CH_lavanoise
	mask		ch_lavafloor_msk	
}
ghostcloak
{
	shader		cloak
	texture2	GE_PAR_Spurt
	mask		Ghost_Male_Cloaking
	reflect		12.0
	sightforcecritical
	instance
}
GE_stripLights_01
{
	qer_editorimage lights/V5_stripLights_01

	shader	glow
	texture	GE_stripLights_01
	glow	GE_stripLights_01_glo
	intensity 1
	interval	40
	neardist	-24
	fardist	24

lightstyle 10
}
GE_refineryLight
{

shader fullbright
texture GE_refineryLight

}
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
}
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_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
}
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
}
Firebat
{
	shader normal
	texture Firebat.dds
	sightForceMedium
	sound metal
}
Firebat_flam
{
	shader normal
	meshtype 31
	texture Firebat.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
}
GE_LightCaged_full
{
	shader fullbright
	texture GE_LightCaged.dds
	sound metal
}
GE_Xtruss_01
{
	shader masked
	texture GE_Xtruss_01.dds
	sound metal
}
ghostRifleNEW_gloss
{
	shader glossenvmap
	meshType 3
	texture ghostRifleNEW
	envmap GE_env_spotLights.dds
	sightforcecool
	sound metal
}
ghostRifleNEW_glo
{
	shader glow
	meshType 3
	texture ghostRifleNEW
	sightforcecool
	sound metal
}
ghostRifleNEW_unarmed
{
	shader glossenvmap
	meshType 4
	texture ghostRifleNEW
	envmap GE_env_spotLights.dds
	sightforcecool
	sound metal
}
Marine1
{
	shader normal
	meshtype 28
	texture Marine1.dds
	sightForceMedium
	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
}
scv_full
{
	shader fullbright
	texture scv.dds
	sound metal
}
scvDriver
{
	shader normal
	texture scvDriver
	sightForceMedium
	sound creep
}
scvDriver_scan
{
	shader normal
	meshtype 28
	texture scvDriver
	sightForceMedium
	sound creep
}
V5_hangarGrate_01_EtchedMask
{
   shader etchedMasked
	texture V5_hangarGrate_01.dds
	envmap GE_env_spotLights.dds
	glossmap V5_hangarGrate_01_glossmap.dds
	sound thinmetal
}
CH_containmentRig_01
{
   shader glow
	texture	CH_containmentRig_01
	glow	CH_containmentRig_01_glo
	intensity 0.5
	sound metal
}
gunTurret_gloss
{
	shader glossenvmap
	texture GunTurret
	envmap GE_env_spotLights.dds
	sound metal
}
Ghost_male_scan
{
	shader normal
	meshtype 28
	texture Ghost_male
	sound creep
}
Ghost_male_gloss
{
	shader glossenvmap
	texture Ghost_male
	envmap GE_env_room_blu.dds
	sound creep
}
Ghost_male_glow
{
	shader	glow
	texture	Ghost_male
	sound creep
}
NovaReduxFinal_hot
{
; this is Nova's head that's marked hot during sight mode
	shader normal
	meshType 7
	texture NovaReduxFinal
	sightForceHot
	sound creep
}
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
}
V5_hangarFloor_03
{
	shader glow
	texture	V5_hangarFloor_03
	glow	V5_hangarFloor_03_glo
	intensity 0.5
	sound metal
}
ExplosiveCharge
{
	shader glow
	meshtype 11
	texture	ExplosiveCharge
	glow	ExplosiveCharge_glo
	intensity 0.5
}
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
}
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
}
