module Base
{
	model fhq92EscortWagBody
	{
		mesh = vehicles/vehicle_fhq92escortwag,
		shader = vehicle_multiuv,
		invertX = FALSE,
		scale = 0.47,
	}
	template vehicle fhq92EscortWag
	{
		template! = fhq92Escort,

		wheel FrontLeft
		{
			front = true,
			offset = 0.3242 -0.0659 0.5879,
			radius = 0.15f,
			width = 0.30f,
		}

		wheel FrontRight
		{
			front = true,
			offset = -0.3242 -0.0659 0.5879,
			radius = 0.15f,
			width = 0.30f,
		}

		wheel RearLeft
		{
			front = false,
			offset = 0.3242 -0.0774 -0.5824,
			radius = 0.15f,
			width = 0.30f,
		}

		wheel RearRight
		{
			front = false,
			offset = -0.3242 -0.0790 -0.5824,
			radius = 0.15f,
			width = 0.30f,
		}
		
		extents = 0.7692 0.5275 2.0330,
		mass = 835,
		physicsChassisShape = 0.7692 0.5275 2.0330,
		centerOfMassOffset = 0.0000 0.2692 0.0549,
		shadowExtents = 0.8168 2.2420,
		shadowOffset = 0.0000 0.0240,
		engineLoudness = 65,
		
		part TrunkDoor
		{
			anim Open
			{
				sound = VehicleTrunkOpenSportsCar,
			}

			anim Close
			{
				sound = VehicleTrunkCloseSportsCar,
			}

			anim Lock
			{
				sound = LockVehicleDoorSportsCar,
			}

			anim Unlock
			{
				sound = UnlockVehicleDoorSportsCar,
			}

			anim IsLocked
			{
				sound = VehicleDoorIsLockedSportsCar,
			}
		
			table uninstall
			{
				requireUninstalled = WindshieldRear,
			}
		}
		
		part TruckBed
        {
            container
            {
                capacity = 60,
                test = Vehicles.ContainerAccess.TruckBedOpenInside,
            }
        }
		
		part WindshieldRear
		{
			parent = TrunkDoor,

			table install
			{
				requireInstalled = TrunkDoor,
			}
		}

	}
	vehicle fhq92EscortWag
	{
		template! = fhq92EscortWag,

		model
		{
			file = fhq92EscortWagBody,
			scale = 1.8200,
			offset = 0.0000 0.0330 0.0879,
		}

		skin
		{
			texture = Vehicles/vehicle_fhq92EscortWag_shell,
		}

		textureMask = Vehicles/vehicle_fhq92EscortWag_mask,
		textureLights = Vehicles/vehicle_fhq92EscortWag_lights,
		textureDamage1Overlay = Vehicles/Veh_Blood_Mask,
		textureDamage2Overlay = Vehicles/Veh_Blood_Hvy,
		textureDamage1Shell = Vehicles/Veh_Damage1,
		textureDamage2Shell = Vehicles/Veh_Damage2,
		textureRust = Vehicles/Veh_Rust,

		wheel FrontLeft
		{
			front = true,
			offset = 0.3242 -0.0659 0.5879,
			radius = 0.15f,
			width = 0.30f,
		}

		wheel FrontRight
		{
			front = true,
			offset = -0.3242 -0.0659 0.5879,
			radius = 0.15f,
			width = 0.30f,
		}

		wheel RearLeft
		{
			front = false,
			offset = 0.3242 -0.0769 -0.5824,
			radius = 0.15f,
			width = 0.30f,
		}

		wheel RearRight
		{
			front = false,
			offset = -0.3242 -0.0769 -0.5824,
			radius = 0.15f,
			width = 0.30f,
		}

		extents = 0.7692 0.5275 2.0330,
		mass = 835,
		physicsChassisShape = 0.7692 0.5275 2.0330,
		centerOfMassOffset = 0.0000 0.2692 0.0549,
		shadowExtents = 0.8168 2.2420,
		shadowOffset = 0.0000 0.0240,
		engineLoudness = 65,

		physics box
		{
			offset = 0.0000 0.1593 -0.2195,
			extents = 0.7692 0.3187 1.4835,
			rotate = 0.0000 0.0000 0.0000,
		}

		physics box
		{
			offset = 0.0000 0.1775 0.7764,
			extents = 0.7692 0.2088 0.6044,
			rotate = 10.0000 0.0000 0.0000,
		}

		physics box
		{
			offset = 0.0000 0.3097 0.3089,
			extents = 0.6264 0.2527 0.4286,
			rotate = 31.0000 0.0000 0.0000,
		}

		physics box
		{
			offset = 0.0000 0.3197 -0.7264,
			extents = 0.6264 0.3956 0.2418,
			rotate = 44.0000 0.0000 0.0000,
		}

		physics box
		{
			offset = 0.0000 0.3900 -0.2462,
			extents = 0.6264 0.2967 0.8681,
			rotate = 1.0000 0.0000 0.0000,
		}

		attachment trailer
		{
			offset = 0.0000 0.0988 -1.0536,
			rotate = 0.0000 0.0000 0.0000,
			zoffset = -1.0000,
		}

		attachment trailerfront
		{
			offset = 0.0000 0.0842 0.9866,
			rotate = 0.0000 0.0000 0.0000,
			zoffset = 1.0000,
		}
	}
}
