GE_grate_01
{
       	qer_editorimage common/GE_grate_01
	
	surfflags	0x5
	shader 		masked
	texture		GE_grate_01
}
GE_colorTrim_01
{
	qer_editorimage common/GE_colorTrim_01
	qer_surfaceparm decal

	surfflags	0x5
	shader 		masked
	texture		GE_colorTrim_01
}
GE_decal_unauthorized
{
	shader 		masked
	texture		GE_decal_unauthorized
}
GE_decal_warn
{
	shader 		masked
	texture		GE_decal_warn
}
GE_muzzleFlashRed
{
shader 	add
texture	GE_muzzleFlashRed.dds
}
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
}
ArcadeMachine
{
	shader	normal
	texture	ArcadeMachine
}
ArcadeMachine_on
{
	shader	masked
	meshtype 9
	texture	ArcadeMachine
}
ArcadeMachine_shot
{
	shader	normal
	meshtype 8
	texture	ArcadeMachine
}
ScrollingFBat
{
	shader	dynamic
	dynShaderDef
	{
		; Pass 0
		{
			; Stage 0
			{
				texture		ScrollingFBat
				tcMod v		scroll	triangle	0.5	1	0	0.25
			}
		}
	}
}
ScrollingFlame_a
{
	shader	dynamic
	dynShaderDef
	{
		; Pass 0
		{
			zwrite		false
			zfunc		zfunc_on
			blend		true 		blendOp_add blend_srcAlpha blend_one
			alphatest	false
			cull  		cull_off

			; Stage 0
			{
				texture		ScrollingFlame
				tcMod v		scroll	triangle	0.5	1	0	0.25
			}

			; Stage 1
			{
				texture		ScrollingFlame
				colorOp		texOp_selectArg1	texArg_current
				tcMod u		scroll	-1.5
				uvindex		0
			}
		}
	}
}
ScrollingZerg_01
{
	shader	dynamic
	dynShaderDef
	{
		; Pass 0
		{
			{
				texture		ScrollingZerg
				tcMod u		scroll	0.8
			}
			
			{
				texture		ScrollingZerg
				colorOp		texOp_modulate			texArg_current	texArg_texture+AR	
				alphaOp		texOp_selectArg1		texArg_texture
			}

			{
				texture		ScrollingFlamingZerg
				colorOp		texOp_selectArg1		texArg_current
				alphaOp		texOp_selectArg1		texArg_texture
			}
			{
				texture		ScrollingFlamingZerg
				colorOp		texOp_multiplyAdd		texArg_texture	texArg_current+AR	texArg_current
				tcMod u		scroll	0.8
			}
		}
	}
}
ScrollingZerg_02
{
	shader	dynamic
	dynShaderDef
	{
		; Pass 0
		{
			{
				texture		ScrollingZerg
				tcMod u		scroll	0.85
			}
			
			{
				texture		ScrollingZerg
				colorOp		texOp_modulate			texArg_current	texArg_texture+AR	
				alphaOp		texOp_selectArg1		texArg_texture
			}

			{
				texture		ScrollingFlamingZerg
				colorOp		texOp_selectArg1		texArg_current
				alphaOp		texOp_selectArg1		texArg_texture
			}
			{
				texture		ScrollingFlamingZerg
			;	colorOp		texOp_multiplyAdd		texArg_texture	texArg_texture+AR	texArg_current
				colorOp		texOp_multiplyAdd		texArg_texture	texArg_current+AR	texArg_current
				tcMod u		scroll	0.85
			}
		}
	}
}
ScrollingZerg_03
{
	shader	dynamic
	dynShaderDef
	{
		; Pass 0
		{
			{
				texture		ScrollingZerg
				tcMod u		scroll	0.75
			}
			
			{
				texture		ScrollingZerg
				colorOp		texOp_modulate			texArg_current	texArg_texture+AR	
				alphaOp		texOp_selectArg1		texArg_texture
			}

			{
				texture		ScrollingFlamingZerg
				colorOp		texOp_selectArg1		texArg_current
				alphaOp		texOp_selectArg1		texArg_texture
			}
			{
				texture		ScrollingFlamingZerg
			;	colorOp		texOp_multiplyAdd		texArg_texture	texArg_texture+AR	texArg_current
				colorOp		texOp_multiplyAdd		texArg_texture	texArg_current+AR	texArg_current
				tcMod u		scroll	0.75
			}
		}
	}
}
ScrollingZerg_04
{
	shader	dynamic
	dynShaderDef
	{
		; Pass 0
		{
			{
				texture		ScrollingZerg
				tcMod u		scroll	0.6
			}
			
			{
				texture		ScrollingZerg
				colorOp		texOp_modulate			texArg_current	texArg_texture+AR	
				alphaOp		texOp_selectArg1		texArg_texture
			}

			{
				texture		ScrollingFlamingZerg
				colorOp		texOp_selectArg1		texArg_current
				alphaOp		texOp_selectArg1		texArg_texture
			}
			{
				texture		ScrollingFlamingZerg
			;	colorOp		texOp_multiplyAdd		texArg_texture	texArg_texture+AR	texArg_current
				colorOp		texOp_multiplyAdd		texArg_texture	texArg_current+AR	texArg_current
				tcMod u		scroll	0.6
			}
		}
	}
}
selectionbox
{
	shader		highlight
	texture		ge_solid_wht
}
V5_grateC_grnDrk
{
	qer_editorimage metal/V5_grateC_grnDrk
	sound metalthin
   surfflags 0x5
	shader masked
	texture V5_grateC_grnDrk.dds
}
initialShadingGroup
{
	qer_editorimage radiant/initialShadingGroup

	shader normal
	texture ar_swatchint02_brn03
}
project_breakLight_01
{
	shader 	   project
	projectmap	GE_flashlight_blu
}
project_neonBreakLight_01
{
	shader 	   project
	projectmap	ge_neonTubeLight
}
project_grateLight_01
{
	shader 	   project
	projectmap	V5_grateLight_01
}
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

}
V5_doorlight_red
{
	qer_editorimage lights/V5_doorlight_red
	surfflags	0x0
	shader	Glow
	texture	V5_doorlight_red.dds
	glow	V5_doorlight_red_glo.dds
	intensity	1.0
}
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
}
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
}
GE_clear_red_gls
{
	qer_editorimage metal\GE_dirtyA_gry
	qer_trans 0.5	

	shader glass
	sound plastic
	texture ge_dirtyA_gry
	envmap V5_env_hallway_01
	alpha 0.04
	intensity .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
}
hitRegion_user5
{
	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
}
haulerMarine_full
{
	shader fullbright
	texture haulerMarine.dds
	sightForceHot
	sound metal
}
haulerMarine_gloss
{
	shader glossenvmap
	texture haulerMarine.dds
	envmap GE_env_room_blu.dds
	sightForceMedium
	sound metal
}
haulerMarine_gun
{
	shader glossenvmap
	meshtype 12
	texture haulerMarine.dds
	envmap GE_env_room_blu.dds
	sightForceMedium
	sound metal
}
haulerMarine_lightpost
{
	shader glossenvmap
	meshtype 13
	texture haulerMarine.dds
	envmap GE_env_room_blu.dds
	sightForceMedium
	sound metal
}
haulerMarine_buttflap
{
	shader glossenvmap
	meshtype 14
	texture haulerMarine.dds
	envmap GE_env_room_blu.dds
	sightForceMedium
	sound metal
}
haulerMarine_padLeft
{
	shader glossenvmap
	meshtype 15
	texture haulerMarine.dds
	envmap GE_env_room_blu.dds
	sightForceMedium
	sound metal
}
haulerMarine_padRight
{
	shader glossenvmap
	meshtype 16
	texture haulerMarine.dds
	envmap GE_env_room_blu.dds
	sightForceMedium
	sound metal
}
haulerMarine_faceshield
{
	shader glossenvmap
	meshtype 17
	texture haulerMarine.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
}
CanisterRound_armed
{
	shader normal
	meshType 1
	texture CanisterRound.dds
	sound metal
}
GE_LightCoils_01_full
{
	shader fullbright
	texture GE_LightCoils_01.dds
	sound metal
}
GE_Ztruss_01
{
	shader masked
	texture GE_Ztruss_01.dds
	sound metal
}
Goliath_boss_gloss
{
	shader glossenvmap
	texture Goliath_boss.dds
	envmap GE_env_spotLights.dds
	sound metal
}
Goliath_boss_full
{
	shader fullbright
	texture Goliath_boss
	sound metal
}
lightInfantryRifle
{
	shader normal
	meshtype 12
	texture lightInfantryRifle
	sightforcecool
	sound metal
}
lightInfantry_CanisterRound
{
	shader normal
	meshtype 13
	texture CanisterRound.dds
	sound metal
}
lightInfantry_scan
{
	shader normal
	meshtype 28
	texture Marine4Chuggins_Head.dds
	sightForceMedium
	sound metal
}
lightInf_hauler
{
	shader normal
	texture lightInfantry_blue.dds
	sound creep
}
lightInf_hauler_breast_L
{
	shader normal
	meshtype 14
	texture lightInfantry_blue.dds
	sightforcecool
	sound metal
}
lightInf_hauler_breast_R
{
	shader normal
	meshtype 15
	texture lightInfantry_blue.dds
	sightforcecool
	sound metal
}
lightInf_hauler_shoulder_L
{
	shader normal
	meshtype 16
	texture lightInfantry_blue.dds
	sightforcecool
	sound metal
}
lightInf_hauler_shoulder_R
{
	shader normal
	meshtype 17
	texture lightInfantry_blue.dds
	sightforcecool
	sound metal
}
lightInf_hauler_wrist_L
{
	shader normal
	meshtype 18
	texture lightInfantry_blue.dds
	sightforcecool
	sound metal
}
lightInf_hauler_wrist_R
{
	shader normal
	meshtype 19
	texture lightInfantry_blue.dds
	sightforcecool
	sound metal
}
lightInf_hauler_helmet
{
	shader normal
	meshtype 20
	texture lightInfantry_blue.dds
   sightForceCritical
	sound metal
}
Marine1
{
	shader normal
	meshtype 28
	texture Marine1.dds
	sightForceMedium
	sound metal
}
Marine9Haggs_Head
{
	shader normal
	meshtype 28
	texture Marine9Haggs_Head.dds
	sightForceMedium
	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
}
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_hydraulicHousing_full
{
   shader fullbright
	texture V5_hydraulicHousing.dds
	sound metal
}
V5_pipes_04
{
   shader glow
	texture	V5_pipes_04
	glow	v5_pipes_04_glo
	intensity 0.5
	sound thinmetal
   
   lightstyle  10
}
V5_wallPanel_03
{
   shader glossenvmap
	texture V5_wallPanel_03.dds
	envmap GE_env_spotLights.dds
	sound thinmetal
}
V5_wallPanel_04
{
   shader glossenvmap
	texture V5_wallPanel_04.dds
	envmap GE_env_spotLights.dds
	sound thinmetal
}
dropship_bink1
{
	shader 	video
	video	dropship_1_ArmorScreen.bik
}
dropship_bink2
{
	shader 	video
	video	dropship_2_Heart.bik
}
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
}
GE_warehouseBreak_full
{
   shader fullbright
   meshtype 9
   texture GE_lockerLamp.dds
   sightForceCritical
	sound metal
}
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
}
V5_hangarFloor_04_glo
{
	shader glow
	texture	V5_hangarFloor_04
	glow	V5_hangarFloor_04_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
}
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
}
BunkerDoor_Left_1_2_1
{
	shader glossenvmap
	texture BunkerDoor_Left_1_2_1
	envmap GE_env_spotLights
   sound metal
}
BunkerDoor_Right_1_2_1
{
	shader glossenvmap
	texture BunkerDoor_Right_1_2_1
	envmap GE_env_spotLights
   sound metal
}
ExplosiveCharge
{
	shader glow
	meshtype 11
	texture	ExplosiveCharge
	glow	ExplosiveCharge_glo
	intensity 0.5
}
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
}
Squadron_Confederate
{
	shader 	glow
	texture	Squadron_Confederate
}
GE_AlarmLight
{
	shader glossenvmap
	texture GE_AlarmLight
	envmap GE_env_spotLights
}
GE_AlarmLight_glow
{
	shader	glow
	texture GE_AlarmLight
	instance
}
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
}
