$modelname "bludgeon_gaz.mdl"
$cd ".\"
$cdtexture ".\"
$cliptotextures

$scale 1.0

$body "studio" "ref_upper"
$body "studio" "ref_lower"
$body "studio" "ref_arms"
$body "studio" "ref_armour"


$bodygroup weapon
{
studio "ref_axe"
blank
}

$texturegroup skins {
{"" "blud01.bmp" "blud02.bmp"}
{"" "blud_demon01.bmp" "blud_demon02.bmp"}
}


$texrendermode "blud01.bmp" "masked" 
$texrendermode "blud02.bmp" "masked" 
$texrendermode "blud_demon01.bmp" "masked"
$texrendermode "blud_demon02.bmp" "masked"

// 1 sequences
//
// For LX anims, export the anims, bring back to max, and delete any stationary bones, generally found at 0,0,0
//
$sequence idle "anim_idle" loop fps 30 ACT_IDLE 99
$sequence idle2 "anim_idle2" loop fps 30 ACT_IDLE 1
$sequence walk "anim_walk" loop fps 30 LX ACT_WALK 1 { event 500 0 "walk_step" } { event 500 20 "walk_step" } 
$sequence run "anim_run" loop fps 35 LX ACT_RUN 1 { event 500 9 "run_step" } { event 500 29 "run_step" } 
$sequence jump "anim_jump" fps 30 ACT_HOP 1
$sequence longjump "anim_longjump" fps 30 LX ACT_HOP 1 { event 600 40 "leap_land" } 
$sequence m_attack1 "anim_m_attack1" loop fps 30 ACT_MELEE_ATTACK1 1 { event 600 15 "attack1" } 
$sequence flinch1 "anim_flinch" fps 30 ACT_FLINCH_STOMACH 1 
$sequence flinch2 "anim_bigflinch" fps 10 ACT_BIG_FLINCH 1 
$sequence death "anim_death01" fps 15 ACT_DIESIMPLE 1 