diff --git a/Build/Dependencies/InstaGibPlusAssets_v1/LICENSE b/Build/Dependencies/InstaGibPlusAssets_v1/LICENSE
new file mode 100644
index 00000000..f288702d
--- /dev/null
+++ b/Build/Dependencies/InstaGibPlusAssets_v1/LICENSE
@@ -0,0 +1,674 @@
+ GNU GENERAL PUBLIC LICENSE
+ Version 3, 29 June 2007
+
+ Copyright (C) 2007 Free Software Foundation, Inc.
+ Everyone is permitted to copy and distribute verbatim copies
+ of this license document, but changing it is not allowed.
+
+ Preamble
+
+ The GNU General Public License is a free, copyleft license for
+software and other kinds of works.
+
+ The licenses for most software and other practical works are designed
+to take away your freedom to share and change the works. By contrast,
+the GNU General Public License is intended to guarantee your freedom to
+share and change all versions of a program--to make sure it remains free
+software for all its users. We, the Free Software Foundation, use the
+GNU General Public License for most of our software; it applies also to
+any other work released this way by its authors. You can apply it to
+your programs, too.
+
+ When we speak of free software, we are referring to freedom, not
+price. Our General Public Licenses are designed to make sure that you
+have the freedom to distribute copies of free software (and charge for
+them if you wish), that you receive source code or can get it if you
+want it, that you can change the software or use pieces of it in new
+free programs, and that you know you can do these things.
+
+ To protect your rights, we need to prevent others from denying you
+these rights or asking you to surrender the rights. Therefore, you have
+certain responsibilities if you distribute copies of the software, or if
+you modify it: responsibilities to respect the freedom of others.
+
+ For example, if you distribute copies of such a program, whether
+gratis or for a fee, you must pass on to the recipients the same
+freedoms that you received. You must make sure that they, too, receive
+or can get the source code. And you must show them these terms so they
+know their rights.
+
+ Developers that use the GNU GPL protect your rights with two steps:
+(1) assert copyright on the software, and (2) offer you this License
+giving you legal permission to copy, distribute and/or modify it.
+
+ For the developers' and authors' protection, the GPL clearly explains
+that there is no warranty for this free software. For both users' and
+authors' sake, the GPL requires that modified versions be marked as
+changed, so that their problems will not be attributed erroneously to
+authors of previous versions.
+
+ Some devices are designed to deny users access to install or run
+modified versions of the software inside them, although the manufacturer
+can do so. This is fundamentally incompatible with the aim of
+protecting users' freedom to change the software. The systematic
+pattern of such abuse occurs in the area of products for individuals to
+use, which is precisely where it is most unacceptable. Therefore, we
+have designed this version of the GPL to prohibit the practice for those
+products. If such problems arise substantially in other domains, we
+stand ready to extend this provision to those domains in future versions
+of the GPL, as needed to protect the freedom of users.
+
+ Finally, every program is threatened constantly by software patents.
+States should not allow patents to restrict development and use of
+software on general-purpose computers, but in those that do, we wish to
+avoid the special danger that patents applied to a free program could
+make it effectively proprietary. To prevent this, the GPL assures that
+patents cannot be used to render the program non-free.
+
+ The precise terms and conditions for copying, distribution and
+modification follow.
+
+ TERMS AND CONDITIONS
+
+ 0. Definitions.
+
+ "This License" refers to version 3 of the GNU General Public License.
+
+ "Copyright" also means copyright-like laws that apply to other kinds of
+works, such as semiconductor masks.
+
+ "The Program" refers to any copyrightable work licensed under this
+License. Each licensee is addressed as "you". "Licensees" and
+"recipients" may be individuals or organizations.
+
+ To "modify" a work means to copy from or adapt all or part of the work
+in a fashion requiring copyright permission, other than the making of an
+exact copy. The resulting work is called a "modified version" of the
+earlier work or a work "based on" the earlier work.
+
+ A "covered work" means either the unmodified Program or a work based
+on the Program.
+
+ To "propagate" a work means to do anything with it that, without
+permission, would make you directly or secondarily liable for
+infringement under applicable copyright law, except executing it on a
+computer or modifying a private copy. Propagation includes copying,
+distribution (with or without modification), making available to the
+public, and in some countries other activities as well.
+
+ To "convey" a work means any kind of propagation that enables other
+parties to make or receive copies. Mere interaction with a user through
+a computer network, with no transfer of a copy, is not conveying.
+
+ An interactive user interface displays "Appropriate Legal Notices"
+to the extent that it includes a convenient and prominently visible
+feature that (1) displays an appropriate copyright notice, and (2)
+tells the user that there is no warranty for the work (except to the
+extent that warranties are provided), that licensees may convey the
+work under this License, and how to view a copy of this License. If
+the interface presents a list of user commands or options, such as a
+menu, a prominent item in the list meets this criterion.
+
+ 1. Source Code.
+
+ The "source code" for a work means the preferred form of the work
+for making modifications to it. "Object code" means any non-source
+form of a work.
+
+ A "Standard Interface" means an interface that either is an official
+standard defined by a recognized standards body, or, in the case of
+interfaces specified for a particular programming language, one that
+is widely used among developers working in that language.
+
+ The "System Libraries" of an executable work include anything, other
+than the work as a whole, that (a) is included in the normal form of
+packaging a Major Component, but which is not part of that Major
+Component, and (b) serves only to enable use of the work with that
+Major Component, or to implement a Standard Interface for which an
+implementation is available to the public in source code form. A
+"Major Component", in this context, means a major essential component
+(kernel, window system, and so on) of the specific operating system
+(if any) on which the executable work runs, or a compiler used to
+produce the work, or an object code interpreter used to run it.
+
+ The "Corresponding Source" for a work in object code form means all
+the source code needed to generate, install, and (for an executable
+work) run the object code and to modify the work, including scripts to
+control those activities. However, it does not include the work's
+System Libraries, or general-purpose tools or generally available free
+programs which are used unmodified in performing those activities but
+which are not part of the work. For example, Corresponding Source
+includes interface definition files associated with source files for
+the work, and the source code for shared libraries and dynamically
+linked subprograms that the work is specifically designed to require,
+such as by intimate data communication or control flow between those
+subprograms and other parts of the work.
+
+ The Corresponding Source need not include anything that users
+can regenerate automatically from other parts of the Corresponding
+Source.
+
+ The Corresponding Source for a work in source code form is that
+same work.
+
+ 2. Basic Permissions.
+
+ All rights granted under this License are granted for the term of
+copyright on the Program, and are irrevocable provided the stated
+conditions are met. This License explicitly affirms your unlimited
+permission to run the unmodified Program. The output from running a
+covered work is covered by this License only if the output, given its
+content, constitutes a covered work. This License acknowledges your
+rights of fair use or other equivalent, as provided by copyright law.
+
+ You may make, run and propagate covered works that you do not
+convey, without conditions so long as your license otherwise remains
+in force. You may convey covered works to others for the sole purpose
+of having them make modifications exclusively for you, or provide you
+with facilities for running those works, provided that you comply with
+the terms of this License in conveying all material for which you do
+not control copyright. Those thus making or running the covered works
+for you must do so exclusively on your behalf, under your direction
+and control, on terms that prohibit them from making any copies of
+your copyrighted material outside their relationship with you.
+
+ Conveying under any other circumstances is permitted solely under
+the conditions stated below. Sublicensing is not allowed; section 10
+makes it unnecessary.
+
+ 3. Protecting Users' Legal Rights From Anti-Circumvention Law.
+
+ No covered work shall be deemed part of an effective technological
+measure under any applicable law fulfilling obligations under article
+11 of the WIPO copyright treaty adopted on 20 December 1996, or
+similar laws prohibiting or restricting circumvention of such
+measures.
+
+ When you convey a covered work, you waive any legal power to forbid
+circumvention of technological measures to the extent such circumvention
+is effected by exercising rights under this License with respect to
+the covered work, and you disclaim any intention to limit operation or
+modification of the work as a means of enforcing, against the work's
+users, your or third parties' legal rights to forbid circumvention of
+technological measures.
+
+ 4. Conveying Verbatim Copies.
+
+ You may convey verbatim copies of the Program's source code as you
+receive it, in any medium, provided that you conspicuously and
+appropriately publish on each copy an appropriate copyright notice;
+keep intact all notices stating that this License and any
+non-permissive terms added in accord with section 7 apply to the code;
+keep intact all notices of the absence of any warranty; and give all
+recipients a copy of this License along with the Program.
+
+ You may charge any price or no price for each copy that you convey,
+and you may offer support or warranty protection for a fee.
+
+ 5. Conveying Modified Source Versions.
+
+ You may convey a work based on the Program, or the modifications to
+produce it from the Program, in the form of source code under the
+terms of section 4, provided that you also meet all of these conditions:
+
+ a) The work must carry prominent notices stating that you modified
+ it, and giving a relevant date.
+
+ b) The work must carry prominent notices stating that it is
+ released under this License and any conditions added under section
+ 7. This requirement modifies the requirement in section 4 to
+ "keep intact all notices".
+
+ c) You must license the entire work, as a whole, under this
+ License to anyone who comes into possession of a copy. This
+ License will therefore apply, along with any applicable section 7
+ additional terms, to the whole of the work, and all its parts,
+ regardless of how they are packaged. This License gives no
+ permission to license the work in any other way, but it does not
+ invalidate such permission if you have separately received it.
+
+ d) If the work has interactive user interfaces, each must display
+ Appropriate Legal Notices; however, if the Program has interactive
+ interfaces that do not display Appropriate Legal Notices, your
+ work need not make them do so.
+
+ A compilation of a covered work with other separate and independent
+works, which are not by their nature extensions of the covered work,
+and which are not combined with it such as to form a larger program,
+in or on a volume of a storage or distribution medium, is called an
+"aggregate" if the compilation and its resulting copyright are not
+used to limit the access or legal rights of the compilation's users
+beyond what the individual works permit. Inclusion of a covered work
+in an aggregate does not cause this License to apply to the other
+parts of the aggregate.
+
+ 6. Conveying Non-Source Forms.
+
+ You may convey a covered work in object code form under the terms
+of sections 4 and 5, provided that you also convey the
+machine-readable Corresponding Source under the terms of this License,
+in one of these ways:
+
+ a) Convey the object code in, or embodied in, a physical product
+ (including a physical distribution medium), accompanied by the
+ Corresponding Source fixed on a durable physical medium
+ customarily used for software interchange.
+
+ b) Convey the object code in, or embodied in, a physical product
+ (including a physical distribution medium), accompanied by a
+ written offer, valid for at least three years and valid for as
+ long as you offer spare parts or customer support for that product
+ model, to give anyone who possesses the object code either (1) a
+ copy of the Corresponding Source for all the software in the
+ product that is covered by this License, on a durable physical
+ medium customarily used for software interchange, for a price no
+ more than your reasonable cost of physically performing this
+ conveying of source, or (2) access to copy the
+ Corresponding Source from a network server at no charge.
+
+ c) Convey individual copies of the object code with a copy of the
+ written offer to provide the Corresponding Source. This
+ alternative is allowed only occasionally and noncommercially, and
+ only if you received the object code with such an offer, in accord
+ with subsection 6b.
+
+ d) Convey the object code by offering access from a designated
+ place (gratis or for a charge), and offer equivalent access to the
+ Corresponding Source in the same way through the same place at no
+ further charge. You need not require recipients to copy the
+ Corresponding Source along with the object code. If the place to
+ copy the object code is a network server, the Corresponding Source
+ may be on a different server (operated by you or a third party)
+ that supports equivalent copying facilities, provided you maintain
+ clear directions next to the object code saying where to find the
+ Corresponding Source. Regardless of what server hosts the
+ Corresponding Source, you remain obligated to ensure that it is
+ available for as long as needed to satisfy these requirements.
+
+ e) Convey the object code using peer-to-peer transmission, provided
+ you inform other peers where the object code and Corresponding
+ Source of the work are being offered to the general public at no
+ charge under subsection 6d.
+
+ A separable portion of the object code, whose source code is excluded
+from the Corresponding Source as a System Library, need not be
+included in conveying the object code work.
+
+ A "User Product" is either (1) a "consumer product", which means any
+tangible personal property which is normally used for personal, family,
+or household purposes, or (2) anything designed or sold for incorporation
+into a dwelling. In determining whether a product is a consumer product,
+doubtful cases shall be resolved in favor of coverage. For a particular
+product received by a particular user, "normally used" refers to a
+typical or common use of that class of product, regardless of the status
+of the particular user or of the way in which the particular user
+actually uses, or expects or is expected to use, the product. A product
+is a consumer product regardless of whether the product has substantial
+commercial, industrial or non-consumer uses, unless such uses represent
+the only significant mode of use of the product.
+
+ "Installation Information" for a User Product means any methods,
+procedures, authorization keys, or other information required to install
+and execute modified versions of a covered work in that User Product from
+a modified version of its Corresponding Source. The information must
+suffice to ensure that the continued functioning of the modified object
+code is in no case prevented or interfered with solely because
+modification has been made.
+
+ If you convey an object code work under this section in, or with, or
+specifically for use in, a User Product, and the conveying occurs as
+part of a transaction in which the right of possession and use of the
+User Product is transferred to the recipient in perpetuity or for a
+fixed term (regardless of how the transaction is characterized), the
+Corresponding Source conveyed under this section must be accompanied
+by the Installation Information. But this requirement does not apply
+if neither you nor any third party retains the ability to install
+modified object code on the User Product (for example, the work has
+been installed in ROM).
+
+ The requirement to provide Installation Information does not include a
+requirement to continue to provide support service, warranty, or updates
+for a work that has been modified or installed by the recipient, or for
+the User Product in which it has been modified or installed. Access to a
+network may be denied when the modification itself materially and
+adversely affects the operation of the network or violates the rules and
+protocols for communication across the network.
+
+ Corresponding Source conveyed, and Installation Information provided,
+in accord with this section must be in a format that is publicly
+documented (and with an implementation available to the public in
+source code form), and must require no special password or key for
+unpacking, reading or copying.
+
+ 7. Additional Terms.
+
+ "Additional permissions" are terms that supplement the terms of this
+License by making exceptions from one or more of its conditions.
+Additional permissions that are applicable to the entire Program shall
+be treated as though they were included in this License, to the extent
+that they are valid under applicable law. If additional permissions
+apply only to part of the Program, that part may be used separately
+under those permissions, but the entire Program remains governed by
+this License without regard to the additional permissions.
+
+ When you convey a copy of a covered work, you may at your option
+remove any additional permissions from that copy, or from any part of
+it. (Additional permissions may be written to require their own
+removal in certain cases when you modify the work.) You may place
+additional permissions on material, added by you to a covered work,
+for which you have or can give appropriate copyright permission.
+
+ Notwithstanding any other provision of this License, for material you
+add to a covered work, you may (if authorized by the copyright holders of
+that material) supplement the terms of this License with terms:
+
+ a) Disclaiming warranty or limiting liability differently from the
+ terms of sections 15 and 16 of this License; or
+
+ b) Requiring preservation of specified reasonable legal notices or
+ author attributions in that material or in the Appropriate Legal
+ Notices displayed by works containing it; or
+
+ c) Prohibiting misrepresentation of the origin of that material, or
+ requiring that modified versions of such material be marked in
+ reasonable ways as different from the original version; or
+
+ d) Limiting the use for publicity purposes of names of licensors or
+ authors of the material; or
+
+ e) Declining to grant rights under trademark law for use of some
+ trade names, trademarks, or service marks; or
+
+ f) Requiring indemnification of licensors and authors of that
+ material by anyone who conveys the material (or modified versions of
+ it) with contractual assumptions of liability to the recipient, for
+ any liability that these contractual assumptions directly impose on
+ those licensors and authors.
+
+ All other non-permissive additional terms are considered "further
+restrictions" within the meaning of section 10. If the Program as you
+received it, or any part of it, contains a notice stating that it is
+governed by this License along with a term that is a further
+restriction, you may remove that term. If a license document contains
+a further restriction but permits relicensing or conveying under this
+License, you may add to a covered work material governed by the terms
+of that license document, provided that the further restriction does
+not survive such relicensing or conveying.
+
+ If you add terms to a covered work in accord with this section, you
+must place, in the relevant source files, a statement of the
+additional terms that apply to those files, or a notice indicating
+where to find the applicable terms.
+
+ Additional terms, permissive or non-permissive, may be stated in the
+form of a separately written license, or stated as exceptions;
+the above requirements apply either way.
+
+ 8. Termination.
+
+ You may not propagate or modify a covered work except as expressly
+provided under this License. Any attempt otherwise to propagate or
+modify it is void, and will automatically terminate your rights under
+this License (including any patent licenses granted under the third
+paragraph of section 11).
+
+ However, if you cease all violation of this License, then your
+license from a particular copyright holder is reinstated (a)
+provisionally, unless and until the copyright holder explicitly and
+finally terminates your license, and (b) permanently, if the copyright
+holder fails to notify you of the violation by some reasonable means
+prior to 60 days after the cessation.
+
+ Moreover, your license from a particular copyright holder is
+reinstated permanently if the copyright holder notifies you of the
+violation by some reasonable means, this is the first time you have
+received notice of violation of this License (for any work) from that
+copyright holder, and you cure the violation prior to 30 days after
+your receipt of the notice.
+
+ Termination of your rights under this section does not terminate the
+licenses of parties who have received copies or rights from you under
+this License. If your rights have been terminated and not permanently
+reinstated, you do not qualify to receive new licenses for the same
+material under section 10.
+
+ 9. Acceptance Not Required for Having Copies.
+
+ You are not required to accept this License in order to receive or
+run a copy of the Program. Ancillary propagation of a covered work
+occurring solely as a consequence of using peer-to-peer transmission
+to receive a copy likewise does not require acceptance. However,
+nothing other than this License grants you permission to propagate or
+modify any covered work. These actions infringe copyright if you do
+not accept this License. Therefore, by modifying or propagating a
+covered work, you indicate your acceptance of this License to do so.
+
+ 10. Automatic Licensing of Downstream Recipients.
+
+ Each time you convey a covered work, the recipient automatically
+receives a license from the original licensors, to run, modify and
+propagate that work, subject to this License. You are not responsible
+for enforcing compliance by third parties with this License.
+
+ An "entity transaction" is a transaction transferring control of an
+organization, or substantially all assets of one, or subdividing an
+organization, or merging organizations. If propagation of a covered
+work results from an entity transaction, each party to that
+transaction who receives a copy of the work also receives whatever
+licenses to the work the party's predecessor in interest had or could
+give under the previous paragraph, plus a right to possession of the
+Corresponding Source of the work from the predecessor in interest, if
+the predecessor has it or can get it with reasonable efforts.
+
+ You may not impose any further restrictions on the exercise of the
+rights granted or affirmed under this License. For example, you may
+not impose a license fee, royalty, or other charge for exercise of
+rights granted under this License, and you may not initiate litigation
+(including a cross-claim or counterclaim in a lawsuit) alleging that
+any patent claim is infringed by making, using, selling, offering for
+sale, or importing the Program or any portion of it.
+
+ 11. Patents.
+
+ A "contributor" is a copyright holder who authorizes use under this
+License of the Program or a work on which the Program is based. The
+work thus licensed is called the contributor's "contributor version".
+
+ A contributor's "essential patent claims" are all patent claims
+owned or controlled by the contributor, whether already acquired or
+hereafter acquired, that would be infringed by some manner, permitted
+by this License, of making, using, or selling its contributor version,
+but do not include claims that would be infringed only as a
+consequence of further modification of the contributor version. For
+purposes of this definition, "control" includes the right to grant
+patent sublicenses in a manner consistent with the requirements of
+this License.
+
+ Each contributor grants you a non-exclusive, worldwide, royalty-free
+patent license under the contributor's essential patent claims, to
+make, use, sell, offer for sale, import and otherwise run, modify and
+propagate the contents of its contributor version.
+
+ In the following three paragraphs, a "patent license" is any express
+agreement or commitment, however denominated, not to enforce a patent
+(such as an express permission to practice a patent or covenant not to
+sue for patent infringement). To "grant" such a patent license to a
+party means to make such an agreement or commitment not to enforce a
+patent against the party.
+
+ If you convey a covered work, knowingly relying on a patent license,
+and the Corresponding Source of the work is not available for anyone
+to copy, free of charge and under the terms of this License, through a
+publicly available network server or other readily accessible means,
+then you must either (1) cause the Corresponding Source to be so
+available, or (2) arrange to deprive yourself of the benefit of the
+patent license for this particular work, or (3) arrange, in a manner
+consistent with the requirements of this License, to extend the patent
+license to downstream recipients. "Knowingly relying" means you have
+actual knowledge that, but for the patent license, your conveying the
+covered work in a country, or your recipient's use of the covered work
+in a country, would infringe one or more identifiable patents in that
+country that you have reason to believe are valid.
+
+ If, pursuant to or in connection with a single transaction or
+arrangement, you convey, or propagate by procuring conveyance of, a
+covered work, and grant a patent license to some of the parties
+receiving the covered work authorizing them to use, propagate, modify
+or convey a specific copy of the covered work, then the patent license
+you grant is automatically extended to all recipients of the covered
+work and works based on it.
+
+ A patent license is "discriminatory" if it does not include within
+the scope of its coverage, prohibits the exercise of, or is
+conditioned on the non-exercise of one or more of the rights that are
+specifically granted under this License. You may not convey a covered
+work if you are a party to an arrangement with a third party that is
+in the business of distributing software, under which you make payment
+to the third party based on the extent of your activity of conveying
+the work, and under which the third party grants, to any of the
+parties who would receive the covered work from you, a discriminatory
+patent license (a) in connection with copies of the covered work
+conveyed by you (or copies made from those copies), or (b) primarily
+for and in connection with specific products or compilations that
+contain the covered work, unless you entered into that arrangement,
+or that patent license was granted, prior to 28 March 2007.
+
+ Nothing in this License shall be construed as excluding or limiting
+any implied license or other defenses to infringement that may
+otherwise be available to you under applicable patent law.
+
+ 12. No Surrender of Others' Freedom.
+
+ If conditions are imposed on you (whether by court order, agreement or
+otherwise) that contradict the conditions of this License, they do not
+excuse you from the conditions of this License. If you cannot convey a
+covered work so as to satisfy simultaneously your obligations under this
+License and any other pertinent obligations, then as a consequence you may
+not convey it at all. For example, if you agree to terms that obligate you
+to collect a royalty for further conveying from those to whom you convey
+the Program, the only way you could satisfy both those terms and this
+License would be to refrain entirely from conveying the Program.
+
+ 13. Use with the GNU Affero General Public License.
+
+ Notwithstanding any other provision of this License, you have
+permission to link or combine any covered work with a work licensed
+under version 3 of the GNU Affero General Public License into a single
+combined work, and to convey the resulting work. The terms of this
+License will continue to apply to the part which is the covered work,
+but the special requirements of the GNU Affero General Public License,
+section 13, concerning interaction through a network will apply to the
+combination as such.
+
+ 14. Revised Versions of this License.
+
+ The Free Software Foundation may publish revised and/or new versions of
+the GNU General Public License from time to time. Such new versions will
+be similar in spirit to the present version, but may differ in detail to
+address new problems or concerns.
+
+ Each version is given a distinguishing version number. If the
+Program specifies that a certain numbered version of the GNU General
+Public License "or any later version" applies to it, you have the
+option of following the terms and conditions either of that numbered
+version or of any later version published by the Free Software
+Foundation. If the Program does not specify a version number of the
+GNU General Public License, you may choose any version ever published
+by the Free Software Foundation.
+
+ If the Program specifies that a proxy can decide which future
+versions of the GNU General Public License can be used, that proxy's
+public statement of acceptance of a version permanently authorizes you
+to choose that version for the Program.
+
+ Later license versions may give you additional or different
+permissions. However, no additional obligations are imposed on any
+author or copyright holder as a result of your choosing to follow a
+later version.
+
+ 15. Disclaimer of Warranty.
+
+ THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
+APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
+HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
+OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
+THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
+IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
+ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
+
+ 16. Limitation of Liability.
+
+ IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
+THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
+GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
+USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
+DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
+PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGES.
+
+ 17. Interpretation of Sections 15 and 16.
+
+ If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+ END OF TERMS AND CONDITIONS
+
+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+
+ Copyright (C)
+
+ This program is free software: you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation, either version 3 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License
+ along with this program. If not, see .
+
+Also add information on how to contact you by electronic and paper mail.
+
+ If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+ Copyright (C)
+ This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+ This is free software, and you are welcome to redistribute it
+ under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License. Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
+
+ You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+.
+
+ The GNU General Public License does not permit incorporating your program
+into proprietary programs. If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library. If this is what you want to do, use the GNU Lesser General
+Public License instead of this License. But first, please read
+.
diff --git a/Build/Dependencies/InstaGibPlusAssets_v1/System/InstaGibPlusAssets_v1.u b/Build/Dependencies/InstaGibPlusAssets_v1/System/InstaGibPlusAssets_v1.u
new file mode 100644
index 00000000..25f4310e
Binary files /dev/null and b/Build/Dependencies/InstaGibPlusAssets_v1/System/InstaGibPlusAssets_v1.u differ
diff --git a/BuildSettings.bat b/BuildSettings.bat
index dc7d42f4..821ebb9d 100644
--- a/BuildSettings.bat
+++ b/BuildSettings.bat
@@ -5,4 +5,4 @@
:: Example:
:: set DEPENDENCIES=MyDependency MyOtherDependency MyThirdDependency
::
-set DEPENDENCIES=
+set DEPENDENCIES=InstaGibPlusAssets_v1
diff --git a/Classes/CrosshairLayer.uc b/Classes/CrosshairLayer.uc
index 6c70d2ef..2468267c 100644
--- a/Classes/CrosshairLayer.uc
+++ b/Classes/CrosshairLayer.uc
@@ -1,9 +1,5 @@
class CrosshairLayer extends Object;
-// 1x1 white texture as base for painting crosshairs
-#exec Texture Import File=Textures\CrossHairBase.pcx Name=CrossHairBase Mips=Off
-
-
var Texture Texture;
var int OffsetX;
var int OffsetY;
diff --git a/Classes/IGPlus_FlagSprite.uc b/Classes/IGPlus_FlagSprite.uc
index c238f962..f01a5bb5 100644
--- a/Classes/IGPlus_FlagSprite.uc
+++ b/Classes/IGPlus_FlagSprite.uc
@@ -1,11 +1,5 @@
class IGPlus_FlagSprite extends Actor;
-#exec Texture Import File=Textures\Flag.pcx Mips=Off
-#exec Texture Import File=Textures\FlagRed.pcx Mips=Off
-#exec Texture Import File=Textures\FlagBlue.pcx Mips=Off
-#exec Texture Import File=Textures\FlagGreen.pcx Mips=Off
-#exec Texture Import File=Textures\FlagGold.pcx Mips=Off
-
simulated function ConfigureForTeam(byte Team) {
switch(Team) {
case 0:
diff --git a/Classes/IGPlus_ModelImport.uc b/Classes/IGPlus_ModelImport.uc
index 9480877d..a9c019be 100644
--- a/Classes/IGPlus_ModelImport.uc
+++ b/Classes/IGPlus_ModelImport.uc
@@ -3,526 +3,6 @@ class IGPlus_ModelImport extends Object;
var Mesh DefaultMesh[18];
var Mesh RateCorrectedMesh[18];
-//
-// Boss
-//
-
-#exec MESH IMPORT MESH=Boss ANIVFILE=MODELS\Boss_a.3D DATAFILE=MODELS\Boss_d.3D UNMIRROR=1 LODSTYLE=12
-#exec MESH ORIGIN MESH=Boss X=-150 Y=40 Z=0 YAW=64 ROLL=-64
-
-#exec MESH SEQUENCE MESH=Boss SEQ=All STARTFRAME=0 NUMFRAMES=700
-#exec MESH SEQUENCE MESH=Boss SEQ=GutHit STARTFRAME=0 NUMFRAMES=1 Group=TakeHit
-#exec MESH SEQUENCE MESH=Boss SEQ=AimDnLg STARTFRAME=1 NUMFRAMES=1 Group=Waiting
-#exec MESH SEQUENCE MESH=Boss SEQ=AimDnSm STARTFRAME=2 NUMFRAMES=1 Group=Waiting
-#exec MESH SEQUENCE MESH=Boss SEQ=AimUpLg STARTFRAME=3 NUMFRAMES=1 Group=Waiting
-#exec MESH SEQUENCE MESH=Boss SEQ=AimUpSm STARTFRAME=4 NUMFRAMES=1 Group=Waiting
-#exec MESH SEQUENCE MESH=Boss SEQ=Taunt1 STARTFRAME=5 NUMFRAMES=20 RATE=15 Group=Gesture
-#exec MESH SEQUENCE MESH=Boss SEQ=Breath1 STARTFRAME=25 NUMFRAMES=7 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=Boss SEQ=Breath2 STARTFRAME=32 NUMFRAMES=20 RATE=7 Group=Waiting
-#exec MESH SEQUENCE MESH=Boss SEQ=CockGun STARTFRAME=52 NUMFRAMES=8 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=Boss SEQ=DuckWlkL STARTFRAME=60 NUMFRAMES=15 RATE=15 Group=Ducking
-#exec MESH SEQUENCE MESH=Boss SEQ=DuckWlkS STARTFRAME=75 NUMFRAMES=15 RATE=15 Group=Ducking
-#exec MESH SEQUENCE MESH=Boss SEQ=HeadHit STARTFRAME=90 NUMFRAMES=1 Group=TakeHit
-#exec MESH SEQUENCE MESH=Boss SEQ=JumpLgFr STARTFRAME=91 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=Boss SEQ=JumpSmFr STARTFRAME=92 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=Boss SEQ=LandLgFr STARTFRAME=93 NUMFRAMES=1 Group=Landing
-#exec MESH SEQUENCE MESH=Boss SEQ=LandSmFr STARTFRAME=94 NUMFRAMES=1 Group=Landing
-#exec MESH SEQUENCE MESH=Boss SEQ=LeftHit STARTFRAME=95 NUMFRAMES=1 Group=TakeHit
-#exec MESH SEQUENCE MESH=Boss SEQ=Look STARTFRAME=96 NUMFRAMES=40 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=Boss SEQ=RightHit STARTFRAME=136 NUMFRAMES=1 Group=TakeHit
-#exec MESH SEQUENCE MESH=Boss SEQ=RunLg STARTFRAME=137 NUMFRAMES=10 RATE=17
-#exec MESH SEQUENCE MESH=Boss SEQ=RunLgFr STARTFRAME=147 NUMFRAMES=10 RATE=17 Group=MovingFire
-#exec MESH SEQUENCE MESH=Boss SEQ=RunSm STARTFRAME=157 NUMFRAMES=10 RATE=17
-#exec MESH SEQUENCE MESH=Boss SEQ=RunSmFr STARTFRAME=167 NUMFRAMES=10 RATE=17 Group=MovingFire
-#exec MESH SEQUENCE MESH=Boss SEQ=StillFrRp STARTFRAME=177 NUMFRAMES=10 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=Boss SEQ=StillLgFr STARTFRAME=187 NUMFRAMES=10 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=Boss SEQ=StillSmFr STARTFRAME=197 NUMFRAMES=8 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=Boss SEQ=SwimLg STARTFRAME=205 NUMFRAMES=15 RATE=15
-#exec MESH SEQUENCE MESH=Boss SEQ=SwimSm STARTFRAME=220 NUMFRAMES=15 RATE=15
-#exec MESH SEQUENCE MESH=Boss SEQ=TreadLg STARTFRAME=235 NUMFRAMES=15 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=Boss SEQ=TreadSm STARTFRAME=250 NUMFRAMES=15 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=Boss SEQ=Victory1 STARTFRAME=265 NUMFRAMES=18 RATE=6 Group=Gesture
-#exec MESH SEQUENCE MESH=Boss SEQ=WalkLg STARTFRAME=283 NUMFRAMES=15 RATE=18
-#exec MESH SEQUENCE MESH=Boss SEQ=WalkLgFr STARTFRAME=298 NUMFRAMES=15 RATE=18 Group=MovingFire
-#exec MESH SEQUENCE MESH=Boss SEQ=WalkSm STARTFRAME=313 NUMFRAMES=15 RATE=18
-#exec MESH SEQUENCE MESH=Boss SEQ=WalkSmFr STARTFRAME=328 NUMFRAMES=15 RATE=18 Group=MovingFire
-#exec MESH SEQUENCE MESH=Boss SEQ=Wave STARTFRAME=343 NUMFRAMES=15 RATE=15 Group=Gesture
-#exec MESH SEQUENCE MESH=Boss SEQ=Walk STARTFRAME=358 NUMFRAMES=15 RATE=18
-#exec MESH SEQUENCE MESH=Boss SEQ=TurnLg STARTFRAME=298 NUMFRAMES=2 RATE=15 // 2 frames of walklgfr
-#exec MESH SEQUENCE MESH=Boss SEQ=TurnSm STARTFRAME=328 NUMFRAMES=2 RATE=15 // 2 frames of walksmfr
-#exec MESH SEQUENCE MESH=Boss SEQ=Breath1L STARTFRAME=373 NUMFRAMES=7 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=Boss SEQ=Breath2L STARTFRAME=380 NUMFRAMES=20 RATE=7 Group=Waiting
-#exec MESH SEQUENCE MESH=Boss SEQ=CockGunL STARTFRAME=400 NUMFRAMES=8 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=Boss SEQ=LookL STARTFRAME=408 NUMFRAMES=40 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=Boss SEQ=WaveL STARTFRAME=448 NUMFRAMES=15 RATE=15 Group=Gesture
-#exec MESH SEQUENCE MESH=Boss SEQ=Chat1 STARTFRAME=463 NUMFRAMES=13 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=Boss SEQ=Chat2 STARTFRAME=476 NUMFRAMES=10 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=Boss SEQ=Thrust STARTFRAME=486 NUMFRAMES=15 RATE=20 Group=Gesture
-#exec MESH SEQUENCE MESH=Boss SEQ=DodgeB STARTFRAME=501 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=Boss SEQ=DodgeF STARTFRAME=502 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=Boss SEQ=DodgeR STARTFRAME=503 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=Boss SEQ=DodgeL STARTFRAME=504 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=Boss SEQ=Fighter STARTFRAME=187 NUMFRAMES=1 // first frame of stilllgfr
-#exec MESH SEQUENCE MESH=Boss SEQ=Flip STARTFRAME=505 NUMFRAMES=20 RATE=30 Group=Jumping
-#exec MESH SEQUENCE MESH=Boss SEQ=Dead1 STARTFRAME=525 NUMFRAMES=13 RATE=12 Group=TakeHit
-#exec MESH SEQUENCE MESH=Boss SEQ=Dead2 STARTFRAME=538 NUMFRAMES=16 RATE=12
-#exec MESH SEQUENCE MESH=Boss SEQ=Dead3 STARTFRAME=554 NUMFRAMES=13 RATE=12
-#exec MESH SEQUENCE MESH=Boss SEQ=Dead4 STARTFRAME=567 NUMFRAMES=16 RATE=12
-#exec MESH SEQUENCE MESH=Boss SEQ=Dead7 STARTFRAME=583 NUMFRAMES=21 RATE=15 Group=TakeHit
-#exec MESH SEQUENCE MESH=Boss SEQ=Dead8 STARTFRAME=604 NUMFRAMES=18 RATE=15 Group=TakeHit
-#exec MESH SEQUENCE MESH=Boss SEQ=Dead9 STARTFRAME=622 NUMFRAMES=20 RATE=30 Group=TakeHit
-#exec MESH SEQUENCE MESH=Boss SEQ=Dead9B STARTFRAME=642 NUMFRAMES=10 RATE=15
-#exec MESH SEQUENCE MESH=Boss SEQ=Dead11 STARTFRAME=652 NUMFRAMES=18 RATE=15
-#exec MESH SEQUENCE MESH=Boss SEQ=BackRun STARTFRAME=670 NUMFRAMES=10 RATE=17 Group=MovingFire
-#exec MESH SEQUENCE MESH=Boss SEQ=StrafeL STARTFRAME=680 NUMFRAMES=10 RATE=17 Group=MovingFire
-#exec MESH SEQUENCE MESH=Boss SEQ=StrafeR STARTFRAME=690 NUMFRAMES=10 RATE=17 Group=MovingFire
-#exec MESH NOTIFY MESH=Boss SEQ=StrafeL TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Boss SEQ=StrafeL TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Boss SEQ=StrafeR TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Boss SEQ=StrafeR TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Boss SEQ=BackRun TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Boss SEQ=BackRun TIME=0.75 FUNCTION=PlayFootStep
-
-
-#exec MESH SEQUENCE MESH=Boss SEQ=DeathEnd STARTFRAME=537 NUMFRAMES=1
-#exec MESH SEQUENCE MESH=Boss SEQ=DeathEnd2 STARTFRAME=553 NUMFRAMES=1
-#exec MESH SEQUENCE MESH=Boss SEQ=DeathEnd3 STARTFRAME=566 NUMFRAMES=1
-
-#exec MESHMAP SCALE MESHMAP=Boss X=0.0585 Y=0.0585 Z=0.117
-
-#exec MESH NOTIFY MESH=Boss SEQ=RunLG TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Boss SEQ=RunLG TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Boss SEQ=RunLGFR TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Boss SEQ=RunLGFR TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Boss SEQ=RunSM TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Boss SEQ=RunSM TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Boss SEQ=RunSMFR TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Boss SEQ=RunSMFR TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Boss SEQ=Dead1 TIME=0.7 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=Boss SEQ=Dead2 TIME=0.9 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=Boss SEQ=Dead3 TIME=0.45 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=Boss SEQ=Dead4 TIME=0.6 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=Boss SEQ=Dead7 TIME=0.7 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=Boss SEQ=Dead8 TIME=0.7 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=Boss SEQ=Dead9B TIME=0.8 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=Boss SEQ=Dead11 TIME=0.57 FUNCTION=LandThump
-
-//
-// Commando
-//
-
-#exec MESH IMPORT MESH=Commando ANIVFILE=MODELS\Commando_a.3D DATAFILE=MODELS\Commando_d.3D UNMIRROR=1 LODSTYLE=12
-#exec MESH ORIGIN MESH=Commando X=-150 Y=40 Z=0 YAW=64 ROLL=-64
-
-#exec MESH SEQUENCE MESH=Commando SEQ=All STARTFRAME=0 NUMFRAMES=700
-#exec MESH SEQUENCE MESH=Commando SEQ=GutHit STARTFRAME=0 NUMFRAMES=1 Group=TakeHit
-#exec MESH SEQUENCE MESH=Commando SEQ=AimDnLg STARTFRAME=1 NUMFRAMES=1 Group=Waiting
-#exec MESH SEQUENCE MESH=Commando SEQ=AimDnSm STARTFRAME=2 NUMFRAMES=1 Group=Waiting
-#exec MESH SEQUENCE MESH=Commando SEQ=AimUpLg STARTFRAME=3 NUMFRAMES=1 Group=Waiting
-#exec MESH SEQUENCE MESH=Commando SEQ=AimUpSm STARTFRAME=4 NUMFRAMES=1 Group=Waiting
-#exec MESH SEQUENCE MESH=Commando SEQ=Taunt1 STARTFRAME=5 NUMFRAMES=20 RATE=15 Group=Gesture
-#exec MESH SEQUENCE MESH=Commando SEQ=Breath1 STARTFRAME=25 NUMFRAMES=7 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=Commando SEQ=Breath2 STARTFRAME=32 NUMFRAMES=20 RATE=7 Group=Waiting
-#exec MESH SEQUENCE MESH=Commando SEQ=CockGun STARTFRAME=52 NUMFRAMES=8 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=Commando SEQ=DuckWlkL STARTFRAME=60 NUMFRAMES=15 RATE=15 Group=Ducking
-#exec MESH SEQUENCE MESH=Commando SEQ=DuckWlkS STARTFRAME=75 NUMFRAMES=15 RATE=15 Group=Ducking
-#exec MESH SEQUENCE MESH=Commando SEQ=HeadHit STARTFRAME=90 NUMFRAMES=1 Group=TakeHit
-#exec MESH SEQUENCE MESH=Commando SEQ=JumpLgFr STARTFRAME=91 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=Commando SEQ=JumpSmFr STARTFRAME=92 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=Commando SEQ=LandLgFr STARTFRAME=93 NUMFRAMES=1 Group=Landing
-#exec MESH SEQUENCE MESH=Commando SEQ=LandSmFr STARTFRAME=94 NUMFRAMES=1 Group=Landing
-#exec MESH SEQUENCE MESH=Commando SEQ=LeftHit STARTFRAME=95 NUMFRAMES=1 Group=TakeHit
-#exec MESH SEQUENCE MESH=Commando SEQ=Look STARTFRAME=96 NUMFRAMES=40 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=Commando SEQ=RightHit STARTFRAME=136 NUMFRAMES=1 Group=TakeHit
-#exec MESH SEQUENCE MESH=Commando SEQ=RunLg STARTFRAME=137 NUMFRAMES=10 RATE=17
-#exec MESH SEQUENCE MESH=Commando SEQ=RunLgFr STARTFRAME=147 NUMFRAMES=10 RATE=17 Group=MovingFire
-#exec MESH SEQUENCE MESH=Commando SEQ=RunSm STARTFRAME=157 NUMFRAMES=10 RATE=17
-#exec MESH SEQUENCE MESH=Commando SEQ=RunSmFr STARTFRAME=167 NUMFRAMES=10 RATE=17 Group=MovingFire
-#exec MESH SEQUENCE MESH=Commando SEQ=StillFrRp STARTFRAME=177 NUMFRAMES=10 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=Commando SEQ=StillLgFr STARTFRAME=187 NUMFRAMES=10 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=Commando SEQ=StillSmFr STARTFRAME=197 NUMFRAMES=8 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=Commando SEQ=SwimLg STARTFRAME=205 NUMFRAMES=15 RATE=15
-#exec MESH SEQUENCE MESH=Commando SEQ=SwimSm STARTFRAME=220 NUMFRAMES=15 RATE=15
-#exec MESH SEQUENCE MESH=Commando SEQ=TreadLg STARTFRAME=235 NUMFRAMES=15 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=Commando SEQ=TreadSm STARTFRAME=250 NUMFRAMES=15 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=Commando SEQ=Victory1 STARTFRAME=265 NUMFRAMES=18 RATE=11 Group=Gesture
-#exec MESH SEQUENCE MESH=Commando SEQ=WalkLg STARTFRAME=283 NUMFRAMES=15 RATE=18
-#exec MESH SEQUENCE MESH=Commando SEQ=WalkLgFr STARTFRAME=298 NUMFRAMES=15 RATE=18 Group=MovingFire
-#exec MESH SEQUENCE MESH=Commando SEQ=WalkSm STARTFRAME=313 NUMFRAMES=15 RATE=18
-#exec MESH SEQUENCE MESH=Commando SEQ=WalkSmFr STARTFRAME=328 NUMFRAMES=15 RATE=18 Group=MovingFire
-#exec MESH SEQUENCE MESH=Commando SEQ=Wave STARTFRAME=343 NUMFRAMES=15 RATE=15 Group=Gesture
-#exec MESH SEQUENCE MESH=Commando SEQ=Walk STARTFRAME=358 NUMFRAMES=15 RATE=18
-#exec MESH SEQUENCE MESH=Commando SEQ=TurnLg STARTFRAME=298 NUMFRAMES=2 RATE=15 // 2 frames of walklgfr
-#exec MESH SEQUENCE MESH=Commando SEQ=TurnSm STARTFRAME=328 NUMFRAMES=2 RATE=15 // 2 frames of walksmfr
-#exec MESH SEQUENCE MESH=Commando SEQ=Breath1L STARTFRAME=373 NUMFRAMES=7 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=Commando SEQ=Breath2L STARTFRAME=380 NUMFRAMES=20 RATE=7 Group=Waiting
-#exec MESH SEQUENCE MESH=Commando SEQ=CockGunL STARTFRAME=400 NUMFRAMES=8 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=Commando SEQ=LookL STARTFRAME=408 NUMFRAMES=40 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=Commando SEQ=WaveL STARTFRAME=448 NUMFRAMES=15 RATE=15 Group=Gesture
-#exec MESH SEQUENCE MESH=Commando SEQ=Chat1 STARTFRAME=463 NUMFRAMES=13 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=Commando SEQ=Chat2 STARTFRAME=476 NUMFRAMES=10 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=Commando SEQ=Thrust STARTFRAME=486 NUMFRAMES=15 RATE=20 Group=Gesture
-#exec MESH SEQUENCE MESH=Commando SEQ=DodgeB STARTFRAME=501 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=Commando SEQ=DodgeF STARTFRAME=502 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=Commando SEQ=DodgeR STARTFRAME=503 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=Commando SEQ=DodgeL STARTFRAME=504 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=Commando SEQ=Fighter STARTFRAME=187 NUMFRAMES=1 // first frame of stilllgfr
-#exec MESH SEQUENCE MESH=Commando SEQ=Flip STARTFRAME=505 NUMFRAMES=20 RATE=30 Group=Jumping
-#exec MESH SEQUENCE MESH=Commando SEQ=Dead1 STARTFRAME=525 NUMFRAMES=13 RATE=10 Group=TakeHit
-#exec MESH SEQUENCE MESH=Commando SEQ=Dead2 STARTFRAME=538 NUMFRAMES=16 RATE=10
-#exec MESH SEQUENCE MESH=Commando SEQ=Dead3 STARTFRAME=554 NUMFRAMES=13 RATE=10
-#exec MESH SEQUENCE MESH=Commando SEQ=Dead4 STARTFRAME=567 NUMFRAMES=16 RATE=10
-#exec MESH SEQUENCE MESH=Commando SEQ=Dead7 STARTFRAME=583 NUMFRAMES=21 RATE=12 Group=TakeHit
-#exec MESH SEQUENCE MESH=Commando SEQ=Dead8 STARTFRAME=604 NUMFRAMES=18 RATE=10 Group=TakeHit
-#exec MESH SEQUENCE MESH=Commando SEQ=Dead9 STARTFRAME=622 NUMFRAMES=20 RATE=30 Group=TakeHit
-#exec MESH SEQUENCE MESH=Commando SEQ=Dead9B STARTFRAME=642 NUMFRAMES=10 RATE=15
-#exec MESH SEQUENCE MESH=Commando SEQ=Dead11 STARTFRAME=652 NUMFRAMES=18 RATE=10
-#exec MESH SEQUENCE MESH=Commando SEQ=BackRun STARTFRAME=670 NUMFRAMES=10 RATE=17 Group=MovingFire
-#exec MESH SEQUENCE MESH=Commando SEQ=StrafeL STARTFRAME=680 NUMFRAMES=10 RATE=17 Group=MovingFire
-#exec MESH SEQUENCE MESH=Commando SEQ=StrafeR STARTFRAME=690 NUMFRAMES=10 RATE=17 Group=MovingFire
-
-#exec MESH SEQUENCE MESH=Commando SEQ=DeathEnd STARTFRAME=537 NUMFRAMES=1
-#exec MESH SEQUENCE MESH=Commando SEQ=DeathEnd2 STARTFRAME=553 NUMFRAMES=1
-#exec MESH SEQUENCE MESH=Commando SEQ=DeathEnd3 STARTFRAME=566 NUMFRAMES=1
-
-#exec MESHMAP SCALE MESHMAP=Commando X=0.0625 Y=0.0625 Z=0.125
-
-#exec MESH NOTIFY MESH=Commando SEQ=RunLG TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Commando SEQ=RunLG TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Commando SEQ=RunLGFR TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Commando SEQ=RunLGFR TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Commando SEQ=RunSM TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Commando SEQ=RunSM TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Commando SEQ=RunSMFR TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Commando SEQ=RunSMFR TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Commando SEQ=StrafeL TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Commando SEQ=StrafeL TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Commando SEQ=StrafeR TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Commando SEQ=StrafeR TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Commando SEQ=BackRun TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Commando SEQ=BackRun TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Commando SEQ=Dead1 TIME=0.7 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=Commando SEQ=Dead2 TIME=0.9 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=Commando SEQ=Dead3 TIME=0.45 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=Commando SEQ=Dead4 TIME=0.6 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=Commando SEQ=Dead7 TIME=0.7 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=Commando SEQ=Dead8 TIME=0.7 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=Commando SEQ=Dead9B TIME=0.8 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=Commando SEQ=Dead11 TIME=0.57 FUNCTION=LandThump
-
-
-//
-// FCommando
-//
-
-#exec MESH IMPORT MESH=IGPlus_FCommandoM ANIVFILE=MODELS\FCommando_a.3D DATAFILE=MODELS\FCommando_d.3D UNMIRROR=1 LODSTYLE=12
-#exec MESH ORIGIN MESH=IGPlus_FCommandoM X=23 Y=-115 Z=62 YAW=64 ROLL=-64
-
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=All STARTFRAME=0 NUMFRAMES=681
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=GutHit STARTFRAME=0 NUMFRAMES=1 Group=TakeHit
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=AimDnLg STARTFRAME=1 NUMFRAMES=1 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=AimDnSm STARTFRAME=2 NUMFRAMES=1 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=AimUpLg STARTFRAME=3 NUMFRAMES=1 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=AimUpSm STARTFRAME=4 NUMFRAMES=1 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Taunt1 STARTFRAME=5 NUMFRAMES=15 RATE=20 Group=Gesture
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Breath1 STARTFRAME=20 NUMFRAMES=7 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Breath2 STARTFRAME=27 NUMFRAMES=20 RATE=7 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=CockGun STARTFRAME=47 NUMFRAMES=6 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=DuckWlkL STARTFRAME=53 NUMFRAMES=15 RATE=15 Group=Ducking
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=DuckWlkS STARTFRAME=68 NUMFRAMES=15 RATE=15 Group=Ducking
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=HeadHit STARTFRAME=83 NUMFRAMES=1 Group=TakeHit
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=JumpLgFr STARTFRAME=84 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=JumpSmFr STARTFRAME=85 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=LandLgFr STARTFRAME=86 NUMFRAMES=1 Group=Landing
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=LandSmFr STARTFRAME=87 NUMFRAMES=1 Group=Landing
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=LeftHit STARTFRAME=88 NUMFRAMES=1 Group=TakeHit
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Look STARTFRAME=89 NUMFRAMES=35 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=RightHit STARTFRAME=124 NUMFRAMES=1 Group=TakeHit
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=RunLg STARTFRAME=125 NUMFRAMES=10 RATE=17
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=RunLgFr STARTFRAME=135 NUMFRAMES=10 RATE=17 Group=MovingFire
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=RunSm STARTFRAME=145 NUMFRAMES=10 RATE=17
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=RunSmFr STARTFRAME=155 NUMFRAMES=10 RATE=17 Group=MovingFire
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=StillFrRp STARTFRAME=165 NUMFRAMES=10 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=StillLgFr STARTFRAME=175 NUMFRAMES=10 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=StillSmFr STARTFRAME=185 NUMFRAMES=8 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=SwimLg STARTFRAME=193 NUMFRAMES=18 RATE=15
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=SwimSm STARTFRAME=211 NUMFRAMES=18 RATE=15
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=TreadLg STARTFRAME=229 NUMFRAMES=15 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=TreadSm STARTFRAME=244 NUMFRAMES=15 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Victory1 STARTFRAME=259 NUMFRAMES=10 RATE=6 Group=Gesture
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=WalkLg STARTFRAME=269 NUMFRAMES=15 RATE=18
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=WalkLgFr STARTFRAME=284 NUMFRAMES=15 RATE=18 Group=MovingFire
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=WalkSm STARTFRAME=299 NUMFRAMES=15 RATE=18
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=WalkSmFr STARTFRAME=314 NUMFRAMES=15 RATE=18 Group=MovingFire
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Wave STARTFRAME=329 NUMFRAMES=15 RATE=15 Group=Gesture
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Walk STARTFRAME=344 NUMFRAMES=15 RATE=18
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=TurnLg STARTFRAME=284 NUMFRAMES=2 RATE=15 // 2 frames of walklgfr
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=TurnSm STARTFRAME=314 NUMFRAMES=2 RATE=15 // 2 frames of walksmfr
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Breath1L STARTFRAME=359 NUMFRAMES=7 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Breath2L STARTFRAME=366 NUMFRAMES=20 RATE=7 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=CockGunL STARTFRAME=386 NUMFRAMES=6 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=LookL STARTFRAME=392 NUMFRAMES=35 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=WaveL STARTFRAME=427 NUMFRAMES=15 RATE=15 Group=Gesture
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Chat1 STARTFRAME=442 NUMFRAMES=13 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Chat2 STARTFRAME=455 NUMFRAMES=10 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Thrust STARTFRAME=465 NUMFRAMES=15 RATE=20 Group=Gesture
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=DodgeB STARTFRAME=480 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=DodgeF STARTFRAME=481 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=DodgeR STARTFRAME=482 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=DodgeL STARTFRAME=483 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Fighter STARTFRAME=175 NUMFRAMES=1 // first frame of stilllgfr
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Flip STARTFRAME=484 NUMFRAMES=22 RATE=33 Group=Jumping
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Dead2 STARTFRAME=515 NUMFRAMES=18 RATE=10 Group=TakeHit
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Dead3 STARTFRAME=533 NUMFRAMES=16 RATE=10 Group=TakeHit
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Dead4 STARTFRAME=549 NUMFRAMES=13 RATE=10 Group=TakeHit
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Dead6 STARTFRAME=562 NUMFRAMES=11 RATE=10
-
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=DeathEnd STARTFRAME=532 NUMFRAMES=1
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=DeathEnd2 STARTFRAME=561 NUMFRAMES=1
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=DeathEnd3 STARTFRAME=572 NUMFRAMES=1
-
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Dead1 STARTFRAME=573 NUMFRAMES=23 RATE=12
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Dead5 STARTFRAME=596 NUMFRAMES=13 RATE=12
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Dead9 STARTFRAME=609 NUMFRAMES=20 RATE=12
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Dead9B STARTFRAME=629 NUMFRAMES=11 RATE=12
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=Dead7 STARTFRAME=640 NUMFRAMES=11 RATE=12
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=BackRun STARTFRAME=651 NUMFRAMES=10 RATE=17 Group=MovingFire
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=StrafeL STARTFRAME=661 NUMFRAMES=10 RATE=17 Group=MovingFire
-#exec MESH SEQUENCE MESH=IGPlus_FCommandoM SEQ=StrafeR STARTFRAME=671 NUMFRAMES=10 RATE=17 Group=MovingFire
-
-#exec MESHMAP SCALE MESHMAP=IGPlus_FCommandoM X=0.0625 Y=0.0625 Z=0.125
-
-#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=RunLG TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=RunLG TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=RunLGFR TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=RunLGFR TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=RunSM TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=RunSM TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=RunSMFR TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=RunSMFR TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=StrafeL TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=StrafeL TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=StrafeR TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=StrafeR TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=BackRun TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=BackRun TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=Dead2 TIME=0.66 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=Dead3 TIME=0.38 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=Dead4 TIME=0.46 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=Dead6 TIME=0.54 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=Dead1 TIME=0.69 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=Dead5 TIME=0.61 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=Dead9b TIME=0.45 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=IGPlus_FCommandoM SEQ=Dead7 TIME=0.54 FUNCTION=LandThump
-
-//
-// SGirl
-//
-
-#exec MESH IMPORT MESH=IGPlus_FSoldierM ANIVFILE=Models\SGirl_a.3D DATAFILE=Models\SGirl_d.3D UNMIRROR=1 LODSTYLE=12
-#exec MESH ORIGIN MESH=IGPlus_FSoldierM X=23 Y=-115 Z=62 YAW=64 ROLL=-64
-
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=All STARTFRAME=0 NUMFRAMES=681
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=GutHit STARTFRAME=0 NUMFRAMES=1 Group=TakeHit
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=AimDnLg STARTFRAME=1 NUMFRAMES=1 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=AimDnSm STARTFRAME=2 NUMFRAMES=1 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=AimUpLg STARTFRAME=3 NUMFRAMES=1 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=AimUpSm STARTFRAME=4 NUMFRAMES=1 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Taunt1 STARTFRAME=5 NUMFRAMES=15 RATE=20 Group=Gesture
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Breath1 STARTFRAME=20 NUMFRAMES=7 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Breath2 STARTFRAME=27 NUMFRAMES=20 RATE=7 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=CockGun STARTFRAME=47 NUMFRAMES=6 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=DuckWlkL STARTFRAME=53 NUMFRAMES=15 RATE=15 Group=Ducking
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=DuckWlkS STARTFRAME=68 NUMFRAMES=15 RATE=15 Group=Ducking
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=HeadHit STARTFRAME=83 NUMFRAMES=1 Group=TakeHit
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=JumpLgFr STARTFRAME=84 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=JumpSmFr STARTFRAME=85 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=LandLgFr STARTFRAME=86 NUMFRAMES=1 Group=Landing
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=LandSmFr STARTFRAME=87 NUMFRAMES=1 Group=Landing
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=LeftHit STARTFRAME=88 NUMFRAMES=1 Group=TakeHit
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Look STARTFRAME=89 NUMFRAMES=35 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=RightHit STARTFRAME=124 NUMFRAMES=1 Group=TakeHit
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=RunLg STARTFRAME=125 NUMFRAMES=10 RATE=17
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=RunLgFr STARTFRAME=135 NUMFRAMES=10 RATE=17 Group=MovingFire
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=RunSm STARTFRAME=145 NUMFRAMES=10 RATE=17
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=RunSmFr STARTFRAME=155 NUMFRAMES=10 RATE=17 Group=MovingFire
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=StillFrRp STARTFRAME=165 NUMFRAMES=10 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=StillLgFr STARTFRAME=175 NUMFRAMES=10 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=StillSmFr STARTFRAME=185 NUMFRAMES=8 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=SwimLg STARTFRAME=193 NUMFRAMES=18 RATE=15
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=SwimSm STARTFRAME=211 NUMFRAMES=18 RATE=15
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=TreadLg STARTFRAME=229 NUMFRAMES=15 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=TreadSm STARTFRAME=244 NUMFRAMES=15 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Victory1 STARTFRAME=259 NUMFRAMES=10 RATE=6 Group=Gesture
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=WalkLg STARTFRAME=269 NUMFRAMES=15 RATE=18
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=WalkLgFr STARTFRAME=284 NUMFRAMES=15 RATE=18 Group=MovingFire
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=WalkSm STARTFRAME=299 NUMFRAMES=15 RATE=18
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=WalkSmFr STARTFRAME=314 NUMFRAMES=15 RATE=18 Group=MovingFire
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Wave STARTFRAME=329 NUMFRAMES=15 RATE=15 Group=Gesture
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Walk STARTFRAME=344 NUMFRAMES=15 RATE=18
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=TurnLg STARTFRAME=284 NUMFRAMES=2 RATE=15 // 2 frames of walklgfr
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=TurnSm STARTFRAME=314 NUMFRAMES=2 RATE=15 // 2 frames of walksmfr
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Breath1L STARTFRAME=359 NUMFRAMES=7 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Breath2L STARTFRAME=366 NUMFRAMES=20 RATE=7 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=CockGunL STARTFRAME=386 NUMFRAMES=6 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=LookL STARTFRAME=392 NUMFRAMES=35 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=WaveL STARTFRAME=427 NUMFRAMES=15 RATE=15 Group=Gesture
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Chat1 STARTFRAME=442 NUMFRAMES=13 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Chat2 STARTFRAME=455 NUMFRAMES=10 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Thrust STARTFRAME=465 NUMFRAMES=15 RATE=20 Group=Gesture
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=DodgeB STARTFRAME=480 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=DodgeF STARTFRAME=481 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=DodgeR STARTFRAME=482 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=DodgeL STARTFRAME=483 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Fighter STARTFRAME=175 NUMFRAMES=1 // first frame of stilllgfr
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Flip STARTFRAME=484 NUMFRAMES=22 RATE=33 Group=Jumping
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Dead2 STARTFRAME=515 NUMFRAMES=18 RATE=10 Group=TakeHit
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Dead3 STARTFRAME=533 NUMFRAMES=16 RATE=10 Group=TakeHit
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Dead4 STARTFRAME=549 NUMFRAMES=13 RATE=10 Group=TakeHit
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Dead6 STARTFRAME=562 NUMFRAMES=11 RATE=10
-
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=DeathEnd STARTFRAME=532 NUMFRAMES=1
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=DeathEnd2 STARTFRAME=561 NUMFRAMES=1
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=DeathEnd3 STARTFRAME=572 NUMFRAMES=1
-
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Dead1 STARTFRAME=573 NUMFRAMES=23 RATE=12
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Dead5 STARTFRAME=596 NUMFRAMES=13 RATE=12
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Dead9 STARTFRAME=609 NUMFRAMES=20 RATE=12
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Dead9B STARTFRAME=629 NUMFRAMES=11 RATE=12
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=Dead7 STARTFRAME=640 NUMFRAMES=11 RATE=12
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=BackRun STARTFRAME=651 NUMFRAMES=10 RATE=17 Group=MovingFire
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=StrafeL STARTFRAME=661 NUMFRAMES=10 RATE=17 Group=MovingFire
-#exec MESH SEQUENCE MESH=IGPlus_FSoldierM SEQ=StrafeR STARTFRAME=671 NUMFRAMES=10 RATE=17 Group=MovingFire
-
-#exec MESHMAP SCALE MESHMAP=IGPlus_FSoldierM X=0.0625 Y=0.0625 Z=0.125
-
-#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=RunLG TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=RunLG TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=RunLGFR TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=RunLGFR TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=RunSM TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=RunSM TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=RunSMFR TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=RunSMFR TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=StrafeL TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=StrafeL TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=StrafeR TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=StrafeR TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=BackRun TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=BackRun TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=Dead2 TIME=0.66 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=Dead3 TIME=0.38 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=Dead4 TIME=0.46 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=Dead6 TIME=0.54 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=Dead1 TIME=0.69 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=Dead5 TIME=0.61 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=Dead9b TIME=0.45 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=IGPlus_FSoldierM SEQ=Dead7 TIME=0.54 FUNCTION=LandThump
-
-//
-// Soldier
-//
-
-#exec MESH IMPORT MESH=Soldier ANIVFILE=MODELS\Soldier_a.3D DATAFILE=MODELS\Soldier_d.3D UNMIRROR=1 LODSTYLE=12
-#exec MESH ORIGIN MESH=Soldier X=-150 Y=40 Z=0 YAW=64 ROLL=-64
-
-#exec MESH SEQUENCE MESH=Soldier SEQ=All STARTFRAME=0 NUMFRAMES=700
-#exec MESH SEQUENCE MESH=Soldier SEQ=GutHit STARTFRAME=0 NUMFRAMES=1 Group=TakeHit
-#exec MESH SEQUENCE MESH=Soldier SEQ=AimDnLg STARTFRAME=1 NUMFRAMES=1 Group=Waiting
-#exec MESH SEQUENCE MESH=Soldier SEQ=AimDnSm STARTFRAME=2 NUMFRAMES=1 Group=Waiting
-#exec MESH SEQUENCE MESH=Soldier SEQ=AimUpLg STARTFRAME=3 NUMFRAMES=1 Group=Waiting
-#exec MESH SEQUENCE MESH=Soldier SEQ=AimUpSm STARTFRAME=4 NUMFRAMES=1 Group=Waiting
-#exec MESH SEQUENCE MESH=Soldier SEQ=Taunt1 STARTFRAME=5 NUMFRAMES=20 RATE=15 Group=Gesture
-#exec MESH SEQUENCE MESH=Soldier SEQ=Breath1 STARTFRAME=25 NUMFRAMES=7 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=Soldier SEQ=Breath2 STARTFRAME=32 NUMFRAMES=20 RATE=7 Group=Waiting
-#exec MESH SEQUENCE MESH=Soldier SEQ=CockGun STARTFRAME=52 NUMFRAMES=8 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=Soldier SEQ=DuckWlkL STARTFRAME=60 NUMFRAMES=15 RATE=15 Group=Ducking
-#exec MESH SEQUENCE MESH=Soldier SEQ=DuckWlkS STARTFRAME=75 NUMFRAMES=15 RATE=15 Group=Ducking
-#exec MESH SEQUENCE MESH=Soldier SEQ=HeadHit STARTFRAME=90 NUMFRAMES=1 Group=TakeHit
-#exec MESH SEQUENCE MESH=Soldier SEQ=JumpLgFr STARTFRAME=91 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=Soldier SEQ=JumpSmFr STARTFRAME=92 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=Soldier SEQ=LandLgFr STARTFRAME=93 NUMFRAMES=1 Group=Landing
-#exec MESH SEQUENCE MESH=Soldier SEQ=LandSmFr STARTFRAME=94 NUMFRAMES=1 Group=Landing
-#exec MESH SEQUENCE MESH=Soldier SEQ=LeftHit STARTFRAME=95 NUMFRAMES=1 Group=TakeHit
-#exec MESH SEQUENCE MESH=Soldier SEQ=Look STARTFRAME=96 NUMFRAMES=40 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=Soldier SEQ=RightHit STARTFRAME=136 NUMFRAMES=1 Group=TakeHit
-#exec MESH SEQUENCE MESH=Soldier SEQ=RunLg STARTFRAME=137 NUMFRAMES=10 RATE=17
-#exec MESH SEQUENCE MESH=Soldier SEQ=RunLgFr STARTFRAME=147 NUMFRAMES=10 RATE=17 Group=MovingFire
-#exec MESH SEQUENCE MESH=Soldier SEQ=RunSm STARTFRAME=157 NUMFRAMES=10 RATE=17
-#exec MESH SEQUENCE MESH=Soldier SEQ=RunSmFr STARTFRAME=167 NUMFRAMES=10 RATE=17 Group=MovingFire
-#exec MESH SEQUENCE MESH=Soldier SEQ=StillFrRp STARTFRAME=177 NUMFRAMES=10 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=Soldier SEQ=StillLgFr STARTFRAME=187 NUMFRAMES=10 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=Soldier SEQ=StillSmFr STARTFRAME=197 NUMFRAMES=8 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=Soldier SEQ=SwimLg STARTFRAME=205 NUMFRAMES=15 RATE=15
-#exec MESH SEQUENCE MESH=Soldier SEQ=SwimSm STARTFRAME=220 NUMFRAMES=15 RATE=15
-#exec MESH SEQUENCE MESH=Soldier SEQ=TreadLg STARTFRAME=235 NUMFRAMES=15 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=Soldier SEQ=TreadSm STARTFRAME=250 NUMFRAMES=15 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=Soldier SEQ=Victory1 STARTFRAME=265 NUMFRAMES=18 RATE=11 Group=Gesture
-#exec MESH SEQUENCE MESH=Soldier SEQ=WalkLg STARTFRAME=283 NUMFRAMES=15 RATE=18
-#exec MESH SEQUENCE MESH=Soldier SEQ=WalkLgFr STARTFRAME=298 NUMFRAMES=15 RATE=18 Group=MovingFire
-#exec MESH SEQUENCE MESH=Soldier SEQ=WalkSm STARTFRAME=313 NUMFRAMES=15 RATE=18
-#exec MESH SEQUENCE MESH=Soldier SEQ=WalkSmFr STARTFRAME=328 NUMFRAMES=15 RATE=18 Group=MovingFire
-#exec MESH SEQUENCE MESH=Soldier SEQ=Wave STARTFRAME=343 NUMFRAMES=15 RATE=15 Group=Gesture
-#exec MESH SEQUENCE MESH=Soldier SEQ=Walk STARTFRAME=358 NUMFRAMES=15 RATE=18
-#exec MESH SEQUENCE MESH=Soldier SEQ=TurnLg STARTFRAME=298 NUMFRAMES=2 RATE=15 // 2 frames of walklgfr
-#exec MESH SEQUENCE MESH=Soldier SEQ=TurnSm STARTFRAME=328 NUMFRAMES=2 RATE=15 // 2 frames of walksmfr
-#exec MESH SEQUENCE MESH=Soldier SEQ=Breath1L STARTFRAME=373 NUMFRAMES=7 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=Soldier SEQ=Breath2L STARTFRAME=380 NUMFRAMES=20 RATE=7 Group=Waiting
-#exec MESH SEQUENCE MESH=Soldier SEQ=CockGunL STARTFRAME=400 NUMFRAMES=8 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=Soldier SEQ=LookL STARTFRAME=408 NUMFRAMES=40 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=Soldier SEQ=WaveL STARTFRAME=448 NUMFRAMES=15 RATE=15 Group=Gesture
-#exec MESH SEQUENCE MESH=Soldier SEQ=Chat1 STARTFRAME=463 NUMFRAMES=13 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=Soldier SEQ=Chat2 STARTFRAME=476 NUMFRAMES=10 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=Soldier SEQ=Thrust STARTFRAME=486 NUMFRAMES=15 RATE=20 Group=Gesture
-#exec MESH SEQUENCE MESH=Soldier SEQ=DodgeB STARTFRAME=501 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=Soldier SEQ=DodgeF STARTFRAME=502 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=Soldier SEQ=DodgeR STARTFRAME=503 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=Soldier SEQ=DodgeL STARTFRAME=504 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=Soldier SEQ=Fighter STARTFRAME=187 NUMFRAMES=1 // first frame of stilllgfr
-#exec MESH SEQUENCE MESH=Soldier SEQ=Flip STARTFRAME=505 NUMFRAMES=20 RATE=30 Group=Jumping
-#exec MESH SEQUENCE MESH=Soldier SEQ=Dead1 STARTFRAME=525 NUMFRAMES=13 RATE=10 Group=TakeHit
-#exec MESH SEQUENCE MESH=Soldier SEQ=Dead2 STARTFRAME=538 NUMFRAMES=16 RATE=10
-#exec MESH SEQUENCE MESH=Soldier SEQ=Dead3 STARTFRAME=554 NUMFRAMES=13 RATE=10
-#exec MESH SEQUENCE MESH=Soldier SEQ=Dead4 STARTFRAME=567 NUMFRAMES=16 RATE=10
-#exec MESH SEQUENCE MESH=Soldier SEQ=Dead7 STARTFRAME=583 NUMFRAMES=21 RATE=12 Group=TakeHit
-#exec MESH SEQUENCE MESH=Soldier SEQ=Dead8 STARTFRAME=604 NUMFRAMES=18 RATE=10 Group=TakeHit
-#exec MESH SEQUENCE MESH=Soldier SEQ=Dead9 STARTFRAME=622 NUMFRAMES=20 RATE=30 Group=TakeHit
-#exec MESH SEQUENCE MESH=Soldier SEQ=Dead9B STARTFRAME=642 NUMFRAMES=10 RATE=15
-#exec MESH SEQUENCE MESH=Soldier SEQ=Dead11 STARTFRAME=652 NUMFRAMES=18 RATE=10
-#exec MESH SEQUENCE MESH=Soldier SEQ=BackRun STARTFRAME=670 NUMFRAMES=10 RATE=17 Group=MovingFire
-#exec MESH SEQUENCE MESH=Soldier SEQ=StrafeL STARTFRAME=680 NUMFRAMES=10 RATE=17 Group=MovingFire
-#exec MESH SEQUENCE MESH=Soldier SEQ=StrafeR STARTFRAME=690 NUMFRAMES=10 RATE=17 Group=MovingFire
-
-#exec MESH SEQUENCE MESH=Soldier SEQ=DeathEnd STARTFRAME=537 NUMFRAMES=1
-#exec MESH SEQUENCE MESH=Soldier SEQ=DeathEnd2 STARTFRAME=553 NUMFRAMES=1
-#exec MESH SEQUENCE MESH=Soldier SEQ=DeathEnd3 STARTFRAME=566 NUMFRAMES=1
-
-#exec MESHMAP SCALE MESHMAP=Soldier X=0.0625 Y=0.0625 Z=0.125
-
-#exec MESH NOTIFY MESH=Soldier SEQ=RunLG TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Soldier SEQ=RunLG TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Soldier SEQ=RunLGFR TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Soldier SEQ=RunLGFR TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Soldier SEQ=RunSM TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Soldier SEQ=RunSM TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Soldier SEQ=RunSMFR TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Soldier SEQ=RunSMFR TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Soldier SEQ=StrafeL TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Soldier SEQ=StrafeL TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Soldier SEQ=StrafeR TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Soldier SEQ=StrafeR TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Soldier SEQ=BackRun TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Soldier SEQ=BackRun TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=Soldier SEQ=Dead1 TIME=0.7 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=Soldier SEQ=Dead2 TIME=0.9 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=Soldier SEQ=Dead3 TIME=0.45 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=Soldier SEQ=Dead4 TIME=0.6 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=Soldier SEQ=Dead7 TIME=0.7 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=Soldier SEQ=Dead8 TIME=0.7 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=Soldier SEQ=Dead9B TIME=0.8 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=Soldier SEQ=Dead11 TIME=0.57 FUNCTION=LandThump
-
-
DefaultProperties
{
DefaultMesh(0)=LodMesh'IGPlus_FCommando'
@@ -552,13 +32,13 @@ DefaultProperties
RateCorrectedMesh(6)=LodMesh'IGPlus_FSoldierM'
RateCorrectedMesh(7)=LodMesh'IGPlus_FSoldierM'
RateCorrectedMesh(8)=LodMesh'IGPlus_FSoldierM'
- RateCorrectedMesh(9)=LodMesh'Commando'
- RateCorrectedMesh(10)=LodMesh'Commando'
- RateCorrectedMesh(11)=LodMesh'Commando'
- RateCorrectedMesh(12)=LodMesh'Soldier'
- RateCorrectedMesh(13)=LodMesh'Soldier'
- RateCorrectedMesh(14)=LodMesh'Soldier'
- RateCorrectedMesh(15)=LodMesh'Soldier'
- RateCorrectedMesh(16)=LodMesh'Soldier'
- RateCorrectedMesh(17)=LodMesh'Boss'
-}
\ No newline at end of file
+ RateCorrectedMesh(9)=LodMesh'IGPlus_MCommandoF'
+ RateCorrectedMesh(10)=LodMesh'IGPlus_MCommandoF'
+ RateCorrectedMesh(11)=LodMesh'IGPlus_MCommandoF'
+ RateCorrectedMesh(12)=LodMesh'IGPlus_MSoldierF'
+ RateCorrectedMesh(13)=LodMesh'IGPlus_MSoldierF'
+ RateCorrectedMesh(14)=LodMesh'IGPlus_MSoldierF'
+ RateCorrectedMesh(15)=LodMesh'IGPlus_MSoldierF'
+ RateCorrectedMesh(16)=LodMesh'IGPlus_MSoldierF'
+ RateCorrectedMesh(17)=LodMesh'IGPlus_BossF'
+}
diff --git a/Classes/IGPlus_NetStats.uc b/Classes/IGPlus_NetStats.uc
index 9f262562..94629160 100644
--- a/Classes/IGPlus_NetStats.uc
+++ b/Classes/IGPlus_NetStats.uc
@@ -1,7 +1,5 @@
class IGPlus_NetStats extends Actor;
-#EXEC LOAD FILE="Textures/IGPlusNetStats.utx" PACKAGE=InstaGibPlus.NetStats
-
var ScriptedTexture OldTex;
var ScriptedTexture NewTex;
diff --git a/Classes/MutKillFeed.uc b/Classes/MutKillFeed.uc
index e673baaa..c048abbd 100644
--- a/Classes/MutKillFeed.uc
+++ b/Classes/MutKillFeed.uc
@@ -1,20 +1,5 @@
class MutKillFeed extends Mutator;
-#exec Texture Import Name=KF_General File=Textures\Icons\IconSkull.pcx Mips=Off
-#exec Texture Import Name=KF_ChainSaw File=Textures\Icons\IconSaw.pcx Mips=Off
-#exec Texture Import Name=KF_ImpactHammer File=Textures\Icons\IconHammer.pcx Mips=Off
-#exec Texture Import Name=KF_Translocator File=Textures\Icons\IconTrans.pcx Mips=Off
-#exec Texture Import Name=KF_Enforcer File=Textures\Icons\IconAutoM.pcx Mips=Off
-#exec Texture Import Name=KF_BioRifle File=Textures\Icons\IconBio.pcx Mips=Off
-#exec Texture Import Name=KF_ShockRifle File=Textures\Icons\IconASMD.pcx Mips=Off
-#exec Texture Import Name=KF_PulseGun File=Textures\Icons\IconPulse.pcx Mips=Off
-#exec Texture Import Name=KF_Ripper File=Textures\Icons\IconRazor.pcx Mips=Off
-#exec Texture Import Name=KF_Minigun File=Textures\Icons\IconMini.pcx Mips=Off
-#exec Texture Import Name=KF_FlakCannon File=Textures\Icons\IconFlak.pcx Mips=Off
-#exec Texture Import Name=KF_RocketLauncher File=Textures\Icons\Icon8ball.pcx Mips=Off
-#exec Texture Import Name=KF_SniperRifle File=Textures\Icons\IconRifle.pcx Mips=Off
-#exec Texture Import Name=KF_WarheadLauncher File=Textures\Icons\IconWarH.pcx Mips=Off
-
struct WeaponIconMapEntry {
var class Weapon;
var Texture Icon;
diff --git a/Classes/NNAnnouncer.uc b/Classes/NNAnnouncer.uc
index 2d95f0a2..8c3f064b 100644
--- a/Classes/NNAnnouncer.uc
+++ b/Classes/NNAnnouncer.uc
@@ -1,8 +1,5 @@
class NNAnnouncer extends Mutator;
-#exec AUDIO IMPORT FILE="Sounds\LudicrousKill.WAV" NAME="LudicrousKill"
-#exec AUDIO IMPORT FILE="Sounds\HolyShit.WAV" NAME="HolyShit"
-
function PostBeginPlay ()
{
super.PostBeginPlay();
diff --git a/Classes/NN_FraggerAmmo.uc b/Classes/NN_FraggerAmmo.uc
index 814954f4..8d38da57 100644
--- a/Classes/NN_FraggerAmmo.uc
+++ b/Classes/NN_FraggerAmmo.uc
@@ -1,7 +1,5 @@
class NN_FraggerAmmo extends BulletBox;
-#exec TEXTURE IMPORT FILE="Textures/Fragger/WolfBullets0.pcx"
-
defaultproperties {
AmmoAmount=15
MaxAmmo=150
diff --git a/Classes/NN_FraggerRifle.uc b/Classes/NN_FraggerRifle.uc
index aeb86be9..b5ba4a98 100644
--- a/Classes/NN_FraggerRifle.uc
+++ b/Classes/NN_FraggerRifle.uc
@@ -19,56 +19,6 @@ class NN_FraggerRifle extends NN_SniperRifle;
// all the unsung heros of uscript who have code in this gun , to the unknown, i salute you.
///////////////////////////////////////////////////////////////////////////////
-//pickp model thanks to :[lol]:WalknBullseye
-#exec MESH IMPORT MESH=PUGroundg ANIVFILE="MODELS/Fragger/PUGroundg_a.3D" DATAFILE="MODELS/Fragger/PUGroundg_d.3D" X=0 Y=0 Z=0
-#exec MESH ORIGIN MESH=PUGroundg X=0 Y=0 Z=0 YAW=64
-#exec MESH SEQUENCE MESH=PUGroundg SEQ=All STARTFRAME=0 NUMFRAMES=1
-#exec MESH SEQUENCE MESH=PUGroundg SEQ=Still STARTFRAME=0 NUMFRAMES=1
-#exec MESHMAP SCALE MESHMAP=PUGroundg X=0.07 Y=0.07 Z=0.14
-
-#exec TEXTURE IMPORT NAME=Multig FILE="Textures/Fragger/Multig.pcx" Mips=on
-
-#exec MESHMAP SETTEXTURE MESHMAP=PUGroundg NUM=0 TEXTURE=Multig
-#exec MESHMAP SETTEXTURE MESHMAP=PUGroundg NUM=1 TEXTURE=Multig
-#exec MESHMAP SETTEXTURE MESHMAP=PUGroundg NUM=2 TEXTURE=Multig
-#exec MESHMAP SETTEXTURE MESHMAP=PUGroundg NUM=3 TEXTURE=Multig
-#exec MESHMAP SETTEXTURE MESHMAP=PUGroundg NUM=4 TEXTURE=Multig
-
-#exec MESH IMPORT MESH=PUHandg ANIVFILE="MODELS/Fragger/PUHandg_a.3D" DATAFILE="MODELS/Fragger/PUHandg_d.3D" X=0 Y=0 Z=0
-#exec MESH ORIGIN MESH=PUHandg X=-150 Y=0 Z=-30 YAW=255 PITCH=0 ROLL=0
-#exec MESH SEQUENCE MESH=PUHandg SEQ=Still STARTFRAME=0 NUMFRAMES=1
-#exec MESH SEQUENCE MESH=PUHandg SEQ=All STARTFRAME=0 NUMFRAMES=1
-#exec MESHMAP SCALE MESHMAP=PUHandg X=0.07 Y=0.07 Z=0.14
-
-
-
-#exec MESHMAP SETTEXTURE MESHMAP=PUHandg NUM=0 TEXTURE=Multig
-#exec MESHMAP SETTEXTURE MESHMAP=PUHandg NUM=1 TEXTURE=Multig
-#exec MESHMAP SETTEXTURE MESHMAP=PUHandg NUM=2 TEXTURE=Multig
-#exec MESHMAP SETTEXTURE MESHMAP=PUHandg NUM=3 TEXTURE=Multig
-#exec MESHMAP SETTEXTURE MESHMAP=PUHandg NUM=4 TEXTURE=Multig
-
-//////
-
-#exec AUDIO IMPORT FILE="Sounds/Fragger/FIRE.wav" NAME="FraggerFire"
-#exec AUDIO IMPORT FILE="Sounds/Fragger/holyshit.wav"
-#exec AUDIO IMPORT FILE="Sounds/Fragger/BubbleBlast.wav"
-
-#exec TEXTURE IMPORT FILE="Textures/Fragger/AA.pcx"
-#exec TEXTURE IMPORT FILE="Textures/Fragger/SR.pcx"
-#exec TEXTURE IMPORT FILE="Textures/Fragger/Rifle2c.pcx"
-#exec TEXTURE IMPORT FILE="Textures/Fragger/Rifle2d.pcx"
-
-#exec TEXTURE IMPORT FILE="Textures/Fragger/crosshair.pcx" MIPS="OFF" FLAGS=2
-#EXEC TEXTURE IMPORT FILE="Textures/Fragger/simple.pcx" MIPS=0 FLAGS=2
-#EXEC TEXTURE IMPORT FILE="Textures/Fragger/Cross.pcx" MIPS=0 FLAGS=2
-#EXEC TEXTURE IMPORT FILE="Textures/Fragger/Black.pcx" MIPS=0 FLAGS=2
-#EXEC TEXTURE IMPORT FILE="Textures/Fragger/TDOT.pcx" MIPS=0 FLAGS=2
-#EXEC TEXTURE IMPORT FILE="Textures/Fragger/ShellB.pcx"
-#EXEC TEXTURE IMPORT FILE="Textures/Fragger/ShellR.pcx"
-#EXEC TEXTURE IMPORT FILE="Textures/Fragger/ShellG.pcx"
-
-
var color TeamColor[6];
var Texture ShellCaseTex[4];
diff --git a/Classes/PureFlag.uc b/Classes/PureFlag.uc
index 9ca3bcb9..d47dce6d 100644
--- a/Classes/PureFlag.uc
+++ b/Classes/PureFlag.uc
@@ -7,8 +7,6 @@
class PureFlag extends GreenFlag;
-#exec Texture Import File=Textures\PureFlag.pcx Name=PureFlag Mips=Off
-
event PreBeginPlay()
{
// Dont call PreBP or risk being Destroyed
diff --git a/Classes/ST_FraggerTranslocator.uc b/Classes/ST_FraggerTranslocator.uc
index a8d6c9bb..e0490114 100644
--- a/Classes/ST_FraggerTranslocator.uc
+++ b/Classes/ST_FraggerTranslocator.uc
@@ -1,7 +1,5 @@
class ST_FraggerTranslocator extends ST_Translocator;
-#exec AUDIO IMPORT FILE="Sounds/Fragger/XlocRespawn.wav"
-
function Translocate()
{
local vector Dest, Start;
diff --git a/Classes/UTPure.uc b/Classes/UTPure.uc
index 90f515eb..606ae811 100644
--- a/Classes/UTPure.uc
+++ b/Classes/UTPure.uc
@@ -1,14 +1,5 @@
class UTPure extends Mutator config(InstaGibPlus);
-#exec Texture Import File=Textures\NewNetLogo.pcx Name=NewNetLogo Mips=Off
-#exec Texture Import File=Textures\bootbit.pcx Name=PureBoots Mips=Off
-#exec Texture Import File=Textures\hudbgplain.pcx Name=PureTimeBG Mips=Off
-#exec Texture Import File=Textures\smallwhitething.pcx Name=PureSWT Mips=Off
-#exec Texture Import File=Textures\Arrow.pcx Name=HitMarkerArrow Mips=Off
-#exec Audio Import FILE=Sounds\HitSound.wav Name=HitSound
-#exec Audio Import FILE=Sounds\HitSound1.wav Name=HitSound1
-#exec Audio Import FILE=Sounds\HitSoundFriendly.wav Name=HitSoundFriendly
-
var ModifyLoginHandler NextMLH; // Link list of handlers
// Nice variables.
diff --git a/Classes/bbTFemale1.uc b/Classes/bbTFemale1.uc
index 48fa7358..591980a5 100644
--- a/Classes/bbTFemale1.uc
+++ b/Classes/bbTFemale1.uc
@@ -3,106 +3,6 @@
//=============================================================================
class bbTFemale1 extends bbTournamentFemale;
-#exec MESH IMPORT MESH=IGPlus_FCommando ANIVFILE="Models/FCommando_a.3d" DATAFILE="Models/FCommando_d.3d" UNMIRROR=1 LODSTYLE=12
-#exec MESH ORIGIN MESH=IGPlus_FCommando X=23 Y=-115 Z=62 YAW=64 ROLL=-64
-
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=All STARTFRAME=0 NUMFRAMES=681
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=GutHit STARTFRAME=0 NUMFRAMES=1 Group=TakeHit
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=AimDnLg STARTFRAME=1 NUMFRAMES=1 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=AimDnSm STARTFRAME=2 NUMFRAMES=1 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=AimUpLg STARTFRAME=3 NUMFRAMES=1 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=AimUpSm STARTFRAME=4 NUMFRAMES=1 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Taunt1 STARTFRAME=5 NUMFRAMES=15 RATE=20 Group=Gesture
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Breath1 STARTFRAME=20 NUMFRAMES=7 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Breath2 STARTFRAME=27 NUMFRAMES=20 RATE=7 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=CockGun STARTFRAME=47 NUMFRAMES=6 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=DuckWlkL STARTFRAME=53 NUMFRAMES=15 RATE=15 Group=Ducking
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=DuckWlkS STARTFRAME=68 NUMFRAMES=15 RATE=15 Group=Ducking
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=HeadHit STARTFRAME=83 NUMFRAMES=1 Group=TakeHit
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=JumpLgFr STARTFRAME=84 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=JumpSmFr STARTFRAME=85 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=LandLgFr STARTFRAME=86 NUMFRAMES=1 Group=Landing
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=LandSmFr STARTFRAME=87 NUMFRAMES=1 Group=Landing
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=LeftHit STARTFRAME=88 NUMFRAMES=1 Group=TakeHit
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Look STARTFRAME=89 NUMFRAMES=35 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=RightHit STARTFRAME=124 NUMFRAMES=1 Group=TakeHit
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=RunLg STARTFRAME=125 NUMFRAMES=10 RATE=17
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=RunLgFr STARTFRAME=135 NUMFRAMES=10 RATE=17 Group=MovingFire
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=RunSm STARTFRAME=145 NUMFRAMES=10 RATE=17
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=RunSmFr STARTFRAME=155 NUMFRAMES=10 RATE=17 Group=MovingFire
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=StillFrRp STARTFRAME=165 NUMFRAMES=10 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=StillLgFr STARTFRAME=175 NUMFRAMES=10 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=StillSmFr STARTFRAME=185 NUMFRAMES=8 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=SwimLg STARTFRAME=193 NUMFRAMES=18 RATE=15
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=SwimSm STARTFRAME=211 NUMFRAMES=18 RATE=15
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=TreadLg STARTFRAME=229 NUMFRAMES=15 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=TreadSm STARTFRAME=244 NUMFRAMES=15 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Victory1 STARTFRAME=259 NUMFRAMES=10 RATE=6 Group=Gesture
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=WalkLg STARTFRAME=269 NUMFRAMES=15 RATE=18
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=WalkLgFr STARTFRAME=284 NUMFRAMES=15 RATE=18 Group=MovingFire
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=WalkSm STARTFRAME=299 NUMFRAMES=15 RATE=18
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=WalkSmFr STARTFRAME=314 NUMFRAMES=15 RATE=18 Group=MovingFire
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Wave STARTFRAME=329 NUMFRAMES=15 RATE=15 Group=Gesture
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Walk STARTFRAME=344 NUMFRAMES=15 RATE=18
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=TurnLg STARTFRAME=284 NUMFRAMES=2 RATE=15 // 2 frames of walklgfr
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=TurnSm STARTFRAME=314 NUMFRAMES=2 RATE=15 // 2 frames of walksmfr
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Breath1L STARTFRAME=359 NUMFRAMES=7 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Breath2L STARTFRAME=366 NUMFRAMES=20 RATE=7 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=CockGunL STARTFRAME=386 NUMFRAMES=6 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=LookL STARTFRAME=392 NUMFRAMES=35 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=WaveL STARTFRAME=427 NUMFRAMES=15 RATE=15 Group=Gesture
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Chat1 STARTFRAME=442 NUMFRAMES=13 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Chat2 STARTFRAME=455 NUMFRAMES=10 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Thrust STARTFRAME=465 NUMFRAMES=15 RATE=20 Group=Gesture
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=DodgeB STARTFRAME=480 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=DodgeF STARTFRAME=481 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=DodgeR STARTFRAME=482 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=DodgeL STARTFRAME=483 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Fighter STARTFRAME=175 NUMFRAMES=1 // first frame of stilllgfr
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Flip STARTFRAME=484 NUMFRAMES=31 Group=Jumping
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Dead2 STARTFRAME=515 NUMFRAMES=18 RATE=10 Group=TakeHit
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Dead3 STARTFRAME=533 NUMFRAMES=16 RATE=10 Group=TakeHit
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Dead4 STARTFRAME=549 NUMFRAMES=13 RATE=10 Group=TakeHit
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Dead6 STARTFRAME=562 NUMFRAMES=11 RATE=10
-
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=DeathEnd STARTFRAME=532 NUMFRAMES=1
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=DeathEnd2 STARTFRAME=561 NUMFRAMES=1
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=DeathEnd3 STARTFRAME=572 NUMFRAMES=1
-
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Dead1 STARTFRAME=573 NUMFRAMES=23 RATE=12
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Dead5 STARTFRAME=596 NUMFRAMES=13 RATE=12
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Dead9 STARTFRAME=609 NUMFRAMES=20 RATE=12
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Dead9B STARTFRAME=629 NUMFRAMES=11 RATE=12
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=Dead7 STARTFRAME=640 NUMFRAMES=11 RATE=12
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=BackRun STARTFRAME=651 NUMFRAMES=10 RATE=17 Group=MovingFire
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=StrafeL STARTFRAME=661 NUMFRAMES=10 RATE=17 Group=MovingFire
-#exec MESH SEQUENCE MESH=IGPlus_FCommando SEQ=StrafeR STARTFRAME=671 NUMFRAMES=10 RATE=17 Group=MovingFire
-
-#exec MESHMAP SCALE MESHMAP=IGPlus_FCommando X=0.0625 Y=0.0625 Z=0.125
-
-#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=RunLG TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=RunLG TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=RunLGFR TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=RunLGFR TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=RunSM TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=RunSM TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=RunSMFR TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=RunSMFR TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=StrafeL TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=StrafeL TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=StrafeR TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=StrafeR TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=BackRun TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=BackRun TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=Dead2 TIME=0.66 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=Dead3 TIME=0.38 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=Dead4 TIME=0.46 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=Dead6 TIME=0.54 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=Dead1 TIME=0.69 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=Dead5 TIME=0.61 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=Dead9b TIME=0.45 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=IGPlus_FCommando SEQ=Dead7 TIME=0.54 FUNCTION=LandThump
-
defaultproperties
{
FakeClass="Botpack.TFemale1"
diff --git a/Classes/bbTFemale2.uc b/Classes/bbTFemale2.uc
index 75369308..1363336b 100644
--- a/Classes/bbTFemale2.uc
+++ b/Classes/bbTFemale2.uc
@@ -3,106 +3,6 @@
//=============================================================================
class bbTFemale2 extends bbTournamentFemale;
-#exec MESH IMPORT MESH=IGPlus_FSoldier ANIVFILE="Models/SGirl_a.3d" DATAFILE="Models/SGirl_d.3d" UNMIRROR=1 LODSTYLE=12
-#exec MESH ORIGIN MESH=IGPlus_FSoldier X=23 Y=-115 Z=62 YAW=64 ROLL=-64
-
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=All STARTFRAME=0 NUMFRAMES=681
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=GutHit STARTFRAME=0 NUMFRAMES=1 Group=TakeHit
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=AimDnLg STARTFRAME=1 NUMFRAMES=1 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=AimDnSm STARTFRAME=2 NUMFRAMES=1 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=AimUpLg STARTFRAME=3 NUMFRAMES=1 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=AimUpSm STARTFRAME=4 NUMFRAMES=1 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Taunt1 STARTFRAME=5 NUMFRAMES=15 RATE=20 Group=Gesture
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Breath1 STARTFRAME=20 NUMFRAMES=7 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Breath2 STARTFRAME=27 NUMFRAMES=20 RATE=7 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=CockGun STARTFRAME=47 NUMFRAMES=6 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=DuckWlkL STARTFRAME=53 NUMFRAMES=15 RATE=15 Group=Ducking
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=DuckWlkS STARTFRAME=68 NUMFRAMES=15 RATE=15 Group=Ducking
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=HeadHit STARTFRAME=83 NUMFRAMES=1 Group=TakeHit
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=JumpLgFr STARTFRAME=84 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=JumpSmFr STARTFRAME=85 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=LandLgFr STARTFRAME=86 NUMFRAMES=1 Group=Landing
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=LandSmFr STARTFRAME=87 NUMFRAMES=1 Group=Landing
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=LeftHit STARTFRAME=88 NUMFRAMES=1 Group=TakeHit
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Look STARTFRAME=89 NUMFRAMES=35 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=RightHit STARTFRAME=124 NUMFRAMES=1 Group=TakeHit
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=RunLg STARTFRAME=125 NUMFRAMES=10 RATE=17
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=RunLgFr STARTFRAME=135 NUMFRAMES=10 RATE=17 Group=MovingFire
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=RunSm STARTFRAME=145 NUMFRAMES=10 RATE=17
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=RunSmFr STARTFRAME=155 NUMFRAMES=10 RATE=17 Group=MovingFire
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=StillFrRp STARTFRAME=165 NUMFRAMES=10 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=StillLgFr STARTFRAME=175 NUMFRAMES=10 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=StillSmFr STARTFRAME=185 NUMFRAMES=8 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=SwimLg STARTFRAME=193 NUMFRAMES=18 RATE=15
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=SwimSm STARTFRAME=211 NUMFRAMES=18 RATE=15
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=TreadLg STARTFRAME=229 NUMFRAMES=15 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=TreadSm STARTFRAME=244 NUMFRAMES=15 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Victory1 STARTFRAME=259 NUMFRAMES=10 RATE=6 Group=Gesture
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=WalkLg STARTFRAME=269 NUMFRAMES=15 RATE=18
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=WalkLgFr STARTFRAME=284 NUMFRAMES=15 RATE=18 Group=MovingFire
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=WalkSm STARTFRAME=299 NUMFRAMES=15 RATE=18
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=WalkSmFr STARTFRAME=314 NUMFRAMES=15 RATE=18 Group=MovingFire
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Wave STARTFRAME=329 NUMFRAMES=15 RATE=15 Group=Gesture
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Walk STARTFRAME=344 NUMFRAMES=15 RATE=18
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=TurnLg STARTFRAME=284 NUMFRAMES=2 RATE=15 // 2 frames of walklgfr
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=TurnSm STARTFRAME=314 NUMFRAMES=2 RATE=15 // 2 frames of walksmfr
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Breath1L STARTFRAME=359 NUMFRAMES=7 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Breath2L STARTFRAME=366 NUMFRAMES=20 RATE=7 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=CockGunL STARTFRAME=386 NUMFRAMES=6 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=LookL STARTFRAME=392 NUMFRAMES=35 RATE=15 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=WaveL STARTFRAME=427 NUMFRAMES=15 RATE=15 Group=Gesture
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Chat1 STARTFRAME=442 NUMFRAMES=13 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Chat2 STARTFRAME=455 NUMFRAMES=10 RATE=6 Group=Waiting
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Thrust STARTFRAME=465 NUMFRAMES=15 RATE=20 Group=Gesture
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=DodgeB STARTFRAME=480 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=DodgeF STARTFRAME=481 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=DodgeR STARTFRAME=482 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=DodgeL STARTFRAME=483 NUMFRAMES=1 Group=Jumping
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Fighter STARTFRAME=175 NUMFRAMES=1 // first frame of stilllgfr
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Flip STARTFRAME=484 NUMFRAMES=31 Group=Jumping
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Dead2 STARTFRAME=515 NUMFRAMES=18 RATE=10 Group=TakeHit
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Dead3 STARTFRAME=533 NUMFRAMES=16 RATE=10 Group=TakeHit
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Dead4 STARTFRAME=549 NUMFRAMES=13 RATE=10 Group=TakeHit
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Dead6 STARTFRAME=562 NUMFRAMES=11 RATE=10
-
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=DeathEnd STARTFRAME=532 NUMFRAMES=1
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=DeathEnd2 STARTFRAME=561 NUMFRAMES=1
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=DeathEnd3 STARTFRAME=572 NUMFRAMES=1
-
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Dead1 STARTFRAME=573 NUMFRAMES=23 RATE=12
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Dead5 STARTFRAME=596 NUMFRAMES=13 RATE=12
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Dead9 STARTFRAME=609 NUMFRAMES=20 RATE=12
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Dead9B STARTFRAME=629 NUMFRAMES=11 RATE=12
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=Dead7 STARTFRAME=640 NUMFRAMES=11 RATE=12
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=BackRun STARTFRAME=651 NUMFRAMES=10 RATE=17 Group=MovingFire
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=StrafeL STARTFRAME=661 NUMFRAMES=10 RATE=17 Group=MovingFire
-#exec MESH SEQUENCE MESH=IGPlus_FSoldier SEQ=StrafeR STARTFRAME=671 NUMFRAMES=10 RATE=17 Group=MovingFire
-
-#exec MESHMAP SCALE MESHMAP=IGPlus_FSoldier X=0.0625 Y=0.0625 Z=0.125
-
-#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=RunLG TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=RunLG TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=RunLGFR TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=RunLGFR TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=RunSM TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=RunSM TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=RunSMFR TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=RunSMFR TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=StrafeL TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=StrafeL TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=StrafeR TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=StrafeR TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=BackRun TIME=0.25 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=BackRun TIME=0.75 FUNCTION=PlayFootStep
-#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=Dead2 TIME=0.66 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=Dead3 TIME=0.38 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=Dead4 TIME=0.46 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=Dead6 TIME=0.54 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=Dead1 TIME=0.69 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=Dead5 TIME=0.61 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=Dead9b TIME=0.45 FUNCTION=LandThump
-#exec MESH NOTIFY MESH=IGPlus_FSoldier SEQ=Dead7 TIME=0.54 FUNCTION=LandThump
-
defaultproperties
{
FakeClass="Botpack.TFemale2"
diff --git a/Classes/bbTournamentMale.uc b/Classes/bbTournamentMale.uc
index 7adca160..4940166f 100644
--- a/Classes/bbTournamentMale.uc
+++ b/Classes/bbTournamentMale.uc
@@ -6,8 +6,6 @@ class bbTournamentMale extends bbPlayer
var(Sounds) Sound DeathsFemale[6];
-#exec OBJ LOAD FILE=..\Sounds\Male1Voice.uax PACKAGE=Male1Voice
-
function xxPlayDyingSound()
{
local int rnd;
diff --git a/Models/Boss_a.3d b/Models/Boss_a.3d
deleted file mode 100644
index b1f40a4d..00000000
Binary files a/Models/Boss_a.3d and /dev/null differ
diff --git a/Models/Boss_d.3d b/Models/Boss_d.3d
deleted file mode 100644
index fa487a60..00000000
Binary files a/Models/Boss_d.3d and /dev/null differ
diff --git a/Models/Commando_a.3d b/Models/Commando_a.3d
deleted file mode 100644
index c0896d67..00000000
Binary files a/Models/Commando_a.3d and /dev/null differ
diff --git a/Models/Commando_d.3d b/Models/Commando_d.3d
deleted file mode 100644
index 1437a414..00000000
Binary files a/Models/Commando_d.3d and /dev/null differ
diff --git a/Models/FCommando_a.3d b/Models/FCommando_a.3d
deleted file mode 100644
index 20e912ee..00000000
Binary files a/Models/FCommando_a.3d and /dev/null differ
diff --git a/Models/FCommando_d.3d b/Models/FCommando_d.3d
deleted file mode 100644
index 335988b0..00000000
Binary files a/Models/FCommando_d.3d and /dev/null differ
diff --git a/Models/Fragger/PUGroundg_a.3d b/Models/Fragger/PUGroundg_a.3d
deleted file mode 100644
index cd19c67c..00000000
Binary files a/Models/Fragger/PUGroundg_a.3d and /dev/null differ
diff --git a/Models/Fragger/PUGroundg_d.3d b/Models/Fragger/PUGroundg_d.3d
deleted file mode 100644
index a08a6741..00000000
Binary files a/Models/Fragger/PUGroundg_d.3d and /dev/null differ
diff --git a/Models/Fragger/PUHandg_a.3d b/Models/Fragger/PUHandg_a.3d
deleted file mode 100644
index cd19c67c..00000000
Binary files a/Models/Fragger/PUHandg_a.3d and /dev/null differ
diff --git a/Models/Fragger/PUHandg_d.3d b/Models/Fragger/PUHandg_d.3d
deleted file mode 100644
index a08a6741..00000000
Binary files a/Models/Fragger/PUHandg_d.3d and /dev/null differ
diff --git a/Models/SGirl_a.3d b/Models/SGirl_a.3d
deleted file mode 100644
index e7da081b..00000000
Binary files a/Models/SGirl_a.3d and /dev/null differ
diff --git a/Models/SGirl_d.3d b/Models/SGirl_d.3d
deleted file mode 100644
index 52f85946..00000000
Binary files a/Models/SGirl_d.3d and /dev/null differ
diff --git a/Models/Soldier_a.3d b/Models/Soldier_a.3d
deleted file mode 100644
index 1099bca7..00000000
Binary files a/Models/Soldier_a.3d and /dev/null differ
diff --git a/Models/Soldier_d.3d b/Models/Soldier_d.3d
deleted file mode 100644
index 0340ebc6..00000000
Binary files a/Models/Soldier_d.3d and /dev/null differ
diff --git a/Models/Translocator_a.3d b/Models/Translocator_a.3d
deleted file mode 100644
index 2a525daa..00000000
Binary files a/Models/Translocator_a.3d and /dev/null differ
diff --git a/Models/Translocator_d.3d b/Models/Translocator_d.3d
deleted file mode 100644
index 49054923..00000000
Binary files a/Models/Translocator_d.3d and /dev/null differ
diff --git a/Models/railtrail_a.3d b/Models/railtrail_a.3d
deleted file mode 100644
index 8eb2678b..00000000
Binary files a/Models/railtrail_a.3d and /dev/null differ
diff --git a/Models/railtrail_d.3d b/Models/railtrail_d.3d
deleted file mode 100644
index 8776429e..00000000
Binary files a/Models/railtrail_d.3d and /dev/null differ
diff --git a/Sounds/Fragger/BubbleBlast.wav b/Sounds/Fragger/BubbleBlast.wav
deleted file mode 100644
index 13c66aff..00000000
Binary files a/Sounds/Fragger/BubbleBlast.wav and /dev/null differ
diff --git a/Sounds/Fragger/Fire.wav b/Sounds/Fragger/Fire.wav
deleted file mode 100644
index 7ab11019..00000000
Binary files a/Sounds/Fragger/Fire.wav and /dev/null differ
diff --git a/Sounds/Fragger/XlocRespawn.wav b/Sounds/Fragger/XlocRespawn.wav
deleted file mode 100644
index 96cd7e33..00000000
Binary files a/Sounds/Fragger/XlocRespawn.wav and /dev/null differ
diff --git a/Sounds/Fragger/holyshit.wav b/Sounds/Fragger/holyshit.wav
deleted file mode 100644
index c01b94a3..00000000
Binary files a/Sounds/Fragger/holyshit.wav and /dev/null differ
diff --git a/Sounds/HitSound.wav b/Sounds/HitSound.wav
deleted file mode 100644
index 191a9025..00000000
Binary files a/Sounds/HitSound.wav and /dev/null differ
diff --git a/Sounds/HitSound1.wav b/Sounds/HitSound1.wav
deleted file mode 100644
index 6f514348..00000000
Binary files a/Sounds/HitSound1.wav and /dev/null differ
diff --git a/Sounds/HitSoundFriendly.wav b/Sounds/HitSoundFriendly.wav
deleted file mode 100644
index 3ed06dcd..00000000
Binary files a/Sounds/HitSoundFriendly.wav and /dev/null differ
diff --git a/Sounds/HolyShit.wav b/Sounds/HolyShit.wav
deleted file mode 100644
index 3750b965..00000000
Binary files a/Sounds/HolyShit.wav and /dev/null differ
diff --git a/Sounds/LudicrousKill.wav b/Sounds/LudicrousKill.wav
deleted file mode 100644
index 075c08e7..00000000
Binary files a/Sounds/LudicrousKill.wav and /dev/null differ
diff --git a/Textures/Arrow.pcx b/Textures/Arrow.pcx
deleted file mode 100644
index 1ddf41ba..00000000
Binary files a/Textures/Arrow.pcx and /dev/null differ
diff --git a/Textures/Arrow.xcf b/Textures/Arrow.xcf
deleted file mode 100644
index f2abe190..00000000
Binary files a/Textures/Arrow.xcf and /dev/null differ
diff --git a/Textures/CrossHairBase.pcx b/Textures/CrossHairBase.pcx
deleted file mode 100644
index 2f3d364c..00000000
Binary files a/Textures/CrossHairBase.pcx and /dev/null differ
diff --git a/Textures/Crosshair.pcx b/Textures/Crosshair.pcx
deleted file mode 100644
index 4ca5539a..00000000
Binary files a/Textures/Crosshair.pcx and /dev/null differ
diff --git a/Textures/Flag.pcx b/Textures/Flag.pcx
deleted file mode 100644
index 6c526abf..00000000
Binary files a/Textures/Flag.pcx and /dev/null differ
diff --git a/Textures/FlagBlue.pcx b/Textures/FlagBlue.pcx
deleted file mode 100644
index 7b0935f3..00000000
Binary files a/Textures/FlagBlue.pcx and /dev/null differ
diff --git a/Textures/FlagGold.pcx b/Textures/FlagGold.pcx
deleted file mode 100644
index be4557bf..00000000
Binary files a/Textures/FlagGold.pcx and /dev/null differ
diff --git a/Textures/FlagGreen.pcx b/Textures/FlagGreen.pcx
deleted file mode 100644
index cf2a76f7..00000000
Binary files a/Textures/FlagGreen.pcx and /dev/null differ
diff --git a/Textures/FlagRed.pcx b/Textures/FlagRed.pcx
deleted file mode 100644
index e9b023ec..00000000
Binary files a/Textures/FlagRed.pcx and /dev/null differ
diff --git a/Textures/Fragger/AA.pcx b/Textures/Fragger/AA.pcx
deleted file mode 100644
index 3d9114a8..00000000
Binary files a/Textures/Fragger/AA.pcx and /dev/null differ
diff --git a/Textures/Fragger/Black.pcx b/Textures/Fragger/Black.pcx
deleted file mode 100644
index 40e5d5a5..00000000
Binary files a/Textures/Fragger/Black.pcx and /dev/null differ
diff --git a/Textures/Fragger/Cross.pcx b/Textures/Fragger/Cross.pcx
deleted file mode 100644
index 074cd7a2..00000000
Binary files a/Textures/Fragger/Cross.pcx and /dev/null differ
diff --git a/Textures/Fragger/Crosshair.pcx b/Textures/Fragger/Crosshair.pcx
deleted file mode 100644
index e3db93c7..00000000
Binary files a/Textures/Fragger/Crosshair.pcx and /dev/null differ
diff --git a/Textures/Fragger/Multig.pcx b/Textures/Fragger/Multig.pcx
deleted file mode 100644
index d4811c89..00000000
Binary files a/Textures/Fragger/Multig.pcx and /dev/null differ
diff --git a/Textures/Fragger/Rifle2c.pcx b/Textures/Fragger/Rifle2c.pcx
deleted file mode 100644
index 55864c83..00000000
Binary files a/Textures/Fragger/Rifle2c.pcx and /dev/null differ
diff --git a/Textures/Fragger/Rifle2d.pcx b/Textures/Fragger/Rifle2d.pcx
deleted file mode 100644
index 7d3b4e21..00000000
Binary files a/Textures/Fragger/Rifle2d.pcx and /dev/null differ
diff --git a/Textures/Fragger/SR.pcx b/Textures/Fragger/SR.pcx
deleted file mode 100644
index 613bc062..00000000
Binary files a/Textures/Fragger/SR.pcx and /dev/null differ
diff --git a/Textures/Fragger/ShellB.pcx b/Textures/Fragger/ShellB.pcx
deleted file mode 100644
index 848db3de..00000000
Binary files a/Textures/Fragger/ShellB.pcx and /dev/null differ
diff --git a/Textures/Fragger/ShellG.pcx b/Textures/Fragger/ShellG.pcx
deleted file mode 100644
index a5daef3b..00000000
Binary files a/Textures/Fragger/ShellG.pcx and /dev/null differ
diff --git a/Textures/Fragger/ShellR.pcx b/Textures/Fragger/ShellR.pcx
deleted file mode 100644
index 1026d83d..00000000
Binary files a/Textures/Fragger/ShellR.pcx and /dev/null differ
diff --git a/Textures/Fragger/TDOT.pcx b/Textures/Fragger/TDOT.pcx
deleted file mode 100644
index 0285c8f0..00000000
Binary files a/Textures/Fragger/TDOT.pcx and /dev/null differ
diff --git a/Textures/Fragger/WolfBullets0.pcx b/Textures/Fragger/WolfBullets0.pcx
deleted file mode 100644
index 4cb40f29..00000000
Binary files a/Textures/Fragger/WolfBullets0.pcx and /dev/null differ
diff --git a/Textures/Fragger/simple.pcx b/Textures/Fragger/simple.pcx
deleted file mode 100644
index 765654de..00000000
Binary files a/Textures/Fragger/simple.pcx and /dev/null differ
diff --git a/Textures/IGPlusNetStats.utx b/Textures/IGPlusNetStats.utx
deleted file mode 100644
index e4fa5088..00000000
Binary files a/Textures/IGPlusNetStats.utx and /dev/null differ
diff --git a/Textures/Icons/Icon8ball.pcx b/Textures/Icons/Icon8ball.pcx
deleted file mode 100644
index c746f537..00000000
Binary files a/Textures/Icons/Icon8ball.pcx and /dev/null differ
diff --git a/Textures/Icons/IconASMD.pcx b/Textures/Icons/IconASMD.pcx
deleted file mode 100644
index 2b1b386f..00000000
Binary files a/Textures/Icons/IconASMD.pcx and /dev/null differ
diff --git a/Textures/Icons/IconAutoM.pcx b/Textures/Icons/IconAutoM.pcx
deleted file mode 100644
index 063e6c0d..00000000
Binary files a/Textures/Icons/IconAutoM.pcx and /dev/null differ
diff --git a/Textures/Icons/IconBio.pcx b/Textures/Icons/IconBio.pcx
deleted file mode 100644
index e4483031..00000000
Binary files a/Textures/Icons/IconBio.pcx and /dev/null differ
diff --git a/Textures/Icons/IconFlak.pcx b/Textures/Icons/IconFlak.pcx
deleted file mode 100644
index 04451d67..00000000
Binary files a/Textures/Icons/IconFlak.pcx and /dev/null differ
diff --git a/Textures/Icons/IconHammer.pcx b/Textures/Icons/IconHammer.pcx
deleted file mode 100644
index 546ed9c5..00000000
Binary files a/Textures/Icons/IconHammer.pcx and /dev/null differ
diff --git a/Textures/Icons/IconMini.pcx b/Textures/Icons/IconMini.pcx
deleted file mode 100644
index 336072ca..00000000
Binary files a/Textures/Icons/IconMini.pcx and /dev/null differ
diff --git a/Textures/Icons/IconPulse.pcx b/Textures/Icons/IconPulse.pcx
deleted file mode 100644
index 7138c27e..00000000
Binary files a/Textures/Icons/IconPulse.pcx and /dev/null differ
diff --git a/Textures/Icons/IconRazor.pcx b/Textures/Icons/IconRazor.pcx
deleted file mode 100644
index ac33e312..00000000
Binary files a/Textures/Icons/IconRazor.pcx and /dev/null differ
diff --git a/Textures/Icons/IconRifle.pcx b/Textures/Icons/IconRifle.pcx
deleted file mode 100644
index 9e984bfc..00000000
Binary files a/Textures/Icons/IconRifle.pcx and /dev/null differ
diff --git a/Textures/Icons/IconSaw.pcx b/Textures/Icons/IconSaw.pcx
deleted file mode 100644
index 62d8475f..00000000
Binary files a/Textures/Icons/IconSaw.pcx and /dev/null differ
diff --git a/Textures/Icons/IconSkull.pcx b/Textures/Icons/IconSkull.pcx
deleted file mode 100644
index 88f65c03..00000000
Binary files a/Textures/Icons/IconSkull.pcx and /dev/null differ
diff --git a/Textures/Icons/IconTrans.pcx b/Textures/Icons/IconTrans.pcx
deleted file mode 100644
index b1f8b494..00000000
Binary files a/Textures/Icons/IconTrans.pcx and /dev/null differ
diff --git a/Textures/Icons/IconWarH.pcx b/Textures/Icons/IconWarH.pcx
deleted file mode 100644
index f7f1192c..00000000
Binary files a/Textures/Icons/IconWarH.pcx and /dev/null differ
diff --git a/Textures/NetStatsBase.pcx b/Textures/NetStatsBase.pcx
deleted file mode 100644
index cdcb7d6e..00000000
Binary files a/Textures/NetStatsBase.pcx and /dev/null differ
diff --git a/Textures/NewNetLogo.pcx b/Textures/NewNetLogo.pcx
deleted file mode 100644
index a158f2ff..00000000
Binary files a/Textures/NewNetLogo.pcx and /dev/null differ
diff --git a/Textures/NewNetLogo_old.pcx b/Textures/NewNetLogo_old.pcx
deleted file mode 100644
index 7a9a0614..00000000
Binary files a/Textures/NewNetLogo_old.pcx and /dev/null differ
diff --git a/Textures/PureFlag.pcx b/Textures/PureFlag.pcx
deleted file mode 100644
index d14b4158..00000000
Binary files a/Textures/PureFlag.pcx and /dev/null differ
diff --git a/Textures/ampbit.pcx b/Textures/ampbit.pcx
deleted file mode 100644
index 14d30a7b..00000000
Binary files a/Textures/ampbit.pcx and /dev/null differ
diff --git a/Textures/bootbit.pcx b/Textures/bootbit.pcx
deleted file mode 100644
index 84927f96..00000000
Binary files a/Textures/bootbit.pcx and /dev/null differ
diff --git a/Textures/clockbg.pcx b/Textures/clockbg.pcx
deleted file mode 100644
index 69c8dd0b..00000000
Binary files a/Textures/clockbg.pcx and /dev/null differ
diff --git a/Textures/conbit.pcx b/Textures/conbit.pcx
deleted file mode 100644
index 0ff4215d..00000000
Binary files a/Textures/conbit.pcx and /dev/null differ
diff --git a/Textures/hudbgplain.pcx b/Textures/hudbgplain.pcx
deleted file mode 100644
index 240b22db..00000000
Binary files a/Textures/hudbgplain.pcx and /dev/null differ
diff --git a/Textures/smallwhitething.pcx b/Textures/smallwhitething.pcx
deleted file mode 100644
index 63f389f0..00000000
Binary files a/Textures/smallwhitething.pcx and /dev/null differ