# MALEPLAYERSETTINGS_E1.DAT
# maintained by Miguel Freitas
# this file contains info necessary to render the multiplayer player.
#

#######################################################################################################################################
# NOTES - Episode1 Male Multiplayer settings
#######################################################################################################################################
#
#######################################################################################################################################
# PV_COMP_HEAD	- Head
# PV_COMP_UPPR	- Uppr body
# PV_COMP_LOWR	- Lower body
# PV_COMP_HAIR	- Hair
# PV_COMP_SUSE	- Suse
# PV_COMP_HAND	- Hand
# ANCHOR_HEAD	- Hats
# ANCHOR_EYES	- Glasses
#######################################################################################################################################
#
#######################################################################################################################################
#
# Texture ID   -  [ A - 0 ]; [ B - 1 ]; [ C - 2 ]; etc... and so on until the max letters/numbers you can have. 
#                 Letters are artist conventions and numbers code convention.
#
# Hats/Glasses - The first combination receives -1 in the Prop Id and 0 in the texture ID to mean that the first is without any prop.
#                But there is no need to put that in because the code takes care of that.
#
#######################################################################################################################################

# -------------------------------------------------------------------------------
# -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID - 
# -------------------------------------------------------------------------------
0			PV_COMP_HEAD		0					0				0
0			PV_COMP_HEAD		1					0				1
0			PV_COMP_HEAD		2					0				2
0			PV_COMP_HEAD		3					0				3
3			PV_COMP_HEAD		0					1				4
3			PV_COMP_HEAD		1					1				5
3			PV_COMP_HEAD		2					1				6
3			PV_COMP_HEAD		3					1				7

# -------------------------------------------------------------------------------
# -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID - 
# -------------------------------------------------------------------------------
0			PV_COMP_UPPR		0					0				0
0			PV_COMP_UPPR		1					0				1
0			PV_COMP_UPPR		1					1				2
1			PV_COMP_UPPR		3					0				3
2			PV_COMP_UPPR		2					0				4
4			PV_COMP_UPPR		0					1				5
4			PV_COMP_UPPR		3					1				6
5			PV_COMP_UPPR		2					1				7
6			PV_COMP_UPPR		1					2				8
8			PV_COMP_UPPR		0					2				9
9			PV_COMP_UPPR		3					2				10
10			PV_COMP_UPPR		2					2				11

# -------------------------------------------------------------------------------
# -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID - 
# -------------------------------------------------------------------------------
0			PV_COMP_LOWR		0					0				0
0			PV_COMP_LOWR		2					0				1
1			PV_COMP_LOWR		1					0				2
3			PV_COMP_LOWR		0					1				3
3			PV_COMP_LOWR		2					1				4
4			PV_COMP_LOWR		1					1				5
6			PV_COMP_LOWR		0					2				6
9			PV_COMP_LOWR		2					2				7
10			PV_COMP_LOWR		1					2				8


#--------------------------------------------------------------------------------
# -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID - 
# -------------------------------------------------------------------------------
0			PV_COMP_HAIR		0					0				0
0			PV_COMP_HAIR		1					0				1
0			PV_COMP_HAIR		3					0				2
1			PV_COMP_HAIR		2					0				3
3			PV_COMP_HAIR		2					1				4
3			PV_COMP_HAIR		3					1				5
3			PV_COMP_HAIR		4					0				6
4			PV_COMP_HAIR		1					1				7
5			PV_COMP_HAIR		4					1				8
6			PV_COMP_HAIR		3					2				9
8			PV_COMP_HAIR		4					2				10
10			PV_COMP_HAIR		3					3				11


#--------------------------------------------------------------------------------
# -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID - 
# -------------------------------------------------------------------------------
0			PV_COMP_SUSE		0					0				0
2			PV_COMP_SUSE		1					0				1
3			PV_COMP_SUSE		1					1				2
5			PV_COMP_SUSE		1					2				3
7			PV_COMP_SUSE		1					3				4
9			PV_COMP_SUSE		1					4				5


#--------------------------------------------------------------------------------
# -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID - 
# -------------------------------------------------------------------------------
0			PV_COMP_HAND		0					0				0

0			PV_COMP_HAND		1					0				1
0			PV_COMP_HAND		1					1				2
0			PV_COMP_HAND		1					2				3
0			PV_COMP_HAND		1					3				4

3			PV_COMP_HAND		1					4				5
3			PV_COMP_HAND		1					5				6
3			PV_COMP_HAND		1					6				7
3			PV_COMP_HAND		1					7				8

6			PV_COMP_HAND		2					0				9
6			PV_COMP_HAND		2					1				10
6			PV_COMP_HAND		2					2				11
6			PV_COMP_HAND		2					3				12

9			PV_COMP_HAND		2					4				13
9			PV_COMP_HAND		2					5				14
9			PV_COMP_HAND		2					6				15
9			PV_COMP_HAND		2					7				16

# -------------------------------------------------------------------------------
# -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID - 
# -------------------------------------------------------------------------------
0			ANCHOR_HEAD			0					0				0
1			ANCHOR_HEAD			1					0				1
2			ANCHOR_HEAD			0					1				2
4			ANCHOR_HEAD			1					1				3
5			ANCHOR_HEAD			0					2				4
5			ANCHOR_HEAD			2					0				5
6			ANCHOR_HEAD			1					2				6
7			ANCHOR_HEAD			2					1				7
10			ANCHOR_HEAD			3					0				8

# -------------------------------------------------------------------------------
# -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID - 
# -------------------------------------------------------------------------------
0			ANCHOR_EYES			0					0				0
1			ANCHOR_EYES			1					0				1
2			ANCHOR_EYES			0					1				2
3			ANCHOR_EYES			1					1				3
5			ANCHOR_EYES			0					2				4
8			ANCHOR_EYES			2					0				5
10			ANCHOR_EYES			2					1				6

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

# -----------------------------------------------------
# -Slot/Anchor ID-   - ID -	  -Slot/Anchor ID-	 - ID -
# -----------------------------------------------------

# Component fix, torsos to arms.

# Leather jacket 1 
PV_COMP_UPPR           0        PV_COMP_HAND              0 	#Hand 0, null
PV_COMP_UPPR           5        PV_COMP_HAND              0 	#Hand 0, null
PV_COMP_UPPR           9        PV_COMP_HAND              0 	#Hand 0, null

# Leather jacket 2 
PV_COMP_UPPR           4        PV_COMP_HAND              0 	#Hand 0, null
PV_COMP_UPPR           7        PV_COMP_HAND              0	#Hand 0, null
PV_COMP_UPPR           11       PV_COMP_HAND              0	#Hand 0, null


# Body armour
PV_COMP_UPPR            3       PV_COMP_HAND              0 	#Hand 0, null
PV_COMP_UPPR            6       PV_COMP_HAND              0	#Hand 0, null
PV_COMP_UPPR           10       PV_COMP_HAND              0	#Hand 0, null


# Vest top
PV_COMP_UPPR           1        PV_COMP_HAND              1 	#Hand 1, texture a
PV_COMP_UPPR           1        PV_COMP_HAND              2	#Hand 1, texture b
PV_COMP_UPPR           1        PV_COMP_HAND              3	#Hand 1, texture c
PV_COMP_UPPR           1        PV_COMP_HAND              4	#Hand 1, texture d
PV_COMP_UPPR           1        PV_COMP_HAND              5	#Hand 1, texture e
PV_COMP_UPPR           1        PV_COMP_HAND              6	#Hand 1, texture f
PV_COMP_UPPR           1        PV_COMP_HAND              7	#Hand 1, texture g
PV_COMP_UPPR           1        PV_COMP_HAND              8	#Hand 1, texture h
PV_COMP_UPPR           1        PV_COMP_HAND              9 	#Hand 2, texture a
PV_COMP_UPPR           1        PV_COMP_HAND              10	#Hand 2, texture b
PV_COMP_UPPR           1        PV_COMP_HAND              11	#Hand 2, texture c
PV_COMP_UPPR           1        PV_COMP_HAND              12	#Hand 2, texture d
PV_COMP_UPPR           1        PV_COMP_HAND              13	#Hand 2, texture e
PV_COMP_UPPR           1        PV_COMP_HAND              14	#Hand 2, texture f
PV_COMP_UPPR           1        PV_COMP_HAND              15	#Hand 2, texture g
PV_COMP_UPPR           1        PV_COMP_HAND              16	#Hand 2, texture h



PV_COMP_UPPR           2        PV_COMP_HAND              1 	#Hand 1, texture a
PV_COMP_UPPR           2        PV_COMP_HAND              2	#Hand 1, texture b
PV_COMP_UPPR           2        PV_COMP_HAND              3	#Hand 1, texture c
PV_COMP_UPPR           2        PV_COMP_HAND              4	#Hand 1, texture d
PV_COMP_UPPR           2        PV_COMP_HAND              5	#Hand 1, texture e
PV_COMP_UPPR           2        PV_COMP_HAND              6	#Hand 1, texture f
PV_COMP_UPPR           2        PV_COMP_HAND              7	#Hand 1, texture g
PV_COMP_UPPR           2        PV_COMP_HAND              8	#Hand 1, texture h
PV_COMP_UPPR           2        PV_COMP_HAND              9 	#Hand 2, texture a
PV_COMP_UPPR           2        PV_COMP_HAND              10	#Hand 2, texture b
PV_COMP_UPPR           2        PV_COMP_HAND              11	#Hand 2, texture c
PV_COMP_UPPR           2        PV_COMP_HAND              12	#Hand 2, texture d
PV_COMP_UPPR           2        PV_COMP_HAND              13	#Hand 2, texture e
PV_COMP_UPPR           2        PV_COMP_HAND              14	#Hand 2, texture f
PV_COMP_UPPR           2        PV_COMP_HAND              15	#Hand 2, texture g
PV_COMP_UPPR           2        PV_COMP_HAND              16	#Hand 2, texture h


PV_COMP_UPPR           8        PV_COMP_HAND              1 	#Hand 1, texture a
PV_COMP_UPPR           8        PV_COMP_HAND              2	#Hand 1, texture b
PV_COMP_UPPR           8        PV_COMP_HAND              3	#Hand 1, texture c
PV_COMP_UPPR           8        PV_COMP_HAND              4	#Hand 1, texture d
PV_COMP_UPPR           8        PV_COMP_HAND              5	#Hand 1, texture e
PV_COMP_UPPR           8        PV_COMP_HAND              6	#Hand 1, texture f
PV_COMP_UPPR           8        PV_COMP_HAND              7	#Hand 1, texture g
PV_COMP_UPPR           8        PV_COMP_HAND              8	#Hand 1, texture h
PV_COMP_UPPR           8        PV_COMP_HAND              9 	#Hand 2, texture a
PV_COMP_UPPR           8        PV_COMP_HAND              10	#Hand 2, texture b
PV_COMP_UPPR           8        PV_COMP_HAND              11	#Hand 2, texture c
PV_COMP_UPPR           8        PV_COMP_HAND              12	#Hand 2, texture d
PV_COMP_UPPR           8        PV_COMP_HAND              13	#Hand 2, texture e
PV_COMP_UPPR           8        PV_COMP_HAND              14	#Hand 2, texture f
PV_COMP_UPPR           8        PV_COMP_HAND              15	#Hand 2, texture g
PV_COMP_UPPR           8        PV_COMP_HAND              16	#Hand 2, texture h




# -- Racial Fix, matching head to arms
PV_COMP_HEAD           0        PV_COMP_HAND              0
PV_COMP_HEAD           0        PV_COMP_HAND              1
PV_COMP_HEAD           0        PV_COMP_HAND              5
PV_COMP_HEAD           0        PV_COMP_HAND              9
PV_COMP_HEAD           0        PV_COMP_HAND              13
PV_COMP_HEAD           4        PV_COMP_HAND              0
PV_COMP_HEAD           4        PV_COMP_HAND              1
PV_COMP_HEAD           4        PV_COMP_HAND              5
PV_COMP_HEAD           4        PV_COMP_HAND              9
PV_COMP_HEAD           4        PV_COMP_HAND              13


PV_COMP_HEAD           1        PV_COMP_HAND              0
PV_COMP_HEAD           1        PV_COMP_HAND              2
PV_COMP_HEAD           1        PV_COMP_HAND              6
PV_COMP_HEAD           1        PV_COMP_HAND              10
PV_COMP_HEAD           1        PV_COMP_HAND              14
PV_COMP_HEAD           5        PV_COMP_HAND              0
PV_COMP_HEAD           5        PV_COMP_HAND              2
PV_COMP_HEAD           5        PV_COMP_HAND              6
PV_COMP_HEAD           5        PV_COMP_HAND              10
PV_COMP_HEAD           5        PV_COMP_HAND              14


PV_COMP_HEAD           2        PV_COMP_HAND              0
PV_COMP_HEAD           2        PV_COMP_HAND              3
PV_COMP_HEAD           2        PV_COMP_HAND              7
PV_COMP_HEAD           2        PV_COMP_HAND              11
PV_COMP_HEAD           2        PV_COMP_HAND              15
PV_COMP_HEAD           6        PV_COMP_HAND              0
PV_COMP_HEAD           6        PV_COMP_HAND              3
PV_COMP_HEAD           6        PV_COMP_HAND              7
PV_COMP_HEAD           6        PV_COMP_HAND              11
PV_COMP_HEAD           6        PV_COMP_HAND              15


PV_COMP_HEAD           3        PV_COMP_HAND              0
PV_COMP_HEAD           3        PV_COMP_HAND              4
PV_COMP_HEAD           3        PV_COMP_HAND              8
PV_COMP_HEAD           3        PV_COMP_HAND              12
PV_COMP_HEAD           3        PV_COMP_HAND              16
PV_COMP_HEAD           7        PV_COMP_HAND              0
PV_COMP_HEAD           7        PV_COMP_HAND              4
PV_COMP_HEAD           7        PV_COMP_HAND              8
PV_COMP_HEAD           7        PV_COMP_HAND              12
PV_COMP_HEAD           7        PV_COMP_HAND              16
