//
//	common sprite materials for standing actions
//

material common_standing_flavour1
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture char/common/common_standing_flavour1.png 0
            }
        }
    }		
}

material common_standing_happy
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture char/common/common_standing_happy.png 0
            }
        }
    }		
}

material common_standing_angry
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture char/common/common_standing_angry.png 0
            }
        }
    }		
}

material common_standing_frightened
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture char/common/common_standing_frightened.png 0
            }
        }
    }		
}

material common_standing_leaving
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture char/common/common_standing_leaving.png 0
            }
        }
    }		
}

material common_standing_kickedout
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
                texture char/common/common_standing_kickedout.png
            }
        }
    }		
}

//
//	common sprite materials for standing actions
//

material common_seated_reading
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture char/common/common_seated_reading.png 0
            }
        }
    }		
}

material common_seated_attention
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture char/common/common_seated_attention.png 0
            }
        }
    }		
}

material common_seated_eating
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture char/common/common_seated_eating.png 0
            }
        }
    }		
}

material common_seated_flavour1
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture char/common/common_seated_flavour1.png 0
            }
        }
    }		
}

material common_seated_happy
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture char/common/common_seated_happy.png 0
            }
        }
    }		
}

material common_seated_laughing
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture char/common/common_seated_laughing.png 0
            }
        }
    }		
}

material common_seated_angry
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture char/common/common_seated_angry.png 0
            }
        }
    }		
}

material common_seated_frightened
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture char/common/common_seated_frightened.png 0
            }
        }
    }		
}

material common_seated_SA
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture char/common/common_seated_SA.png 0
            }
        }
    }		
}