/*
==============================================================================

QC script generated by Half-Life MDL Decompiler 1.2 
2003, Kratisto. Based on code from Valve's HL SDK.

v_polearms.mdl

Original internal name:
"v_polearms.mdl"

==============================================================================
*/

$modelname "v_polearms.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$cliptotextures


$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 70.000000


//reference mesh(es)
$bodygroup "body"
{
//blank
studio "phlames_staff_ref_regrouped"
}

$body "arms" "arms_ref"


// 4 attachment(s)
$attachment 0 "joint49" 40.000000 2.000000 5.000000
$attachment 1 "joint49" 15.000000 -25.000000 -5.000000
$attachment 2 "joint49" 12.150000 -15.800000 -7.000000
$attachment 3 "joint49" 10.800000 -17.500000 -6.000000

// animation sequence(s)
$sequence "staff_anim_idle1" "staff_anim_idle1" fps 5 loop 
$sequence "staff_anim_melee1" "staff_anim_melee1" fps 20 
$sequence "staff_anim_spell1" "staff_anim_spell1" fps 20 
$sequence "staff_anim_spell2" "staff_anim_spell2" fps 20 
$sequence "staff_anim_stamp1" "staff_anim_stamp1" fps 20 
$sequence "staff_anim_beam_start" "staff_anim_beam_start" fps 20 
$sequence "staff_anim_beam_idle" "staff_anim_beam_idle" fps 5 loop 
$sequence "staff_anim_stamp_hold" "staff_anim_stamp_hold" fps 20 

// End of QC script.
