//
//	gabe sprite materials for standing actions
//
material gabe_fail
{
    // 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/gabe/gabe_fail.png 0
            }
        }
    }		
}

material gabe_service
{
    // 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/gabe/gabe_service.png 0
            }
        }
    }		
}


material gabe_celebrate
{
    // 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/gabe/gabe_celebrate.png 0
            }
        }
    }		
}

material gabe_cooking
{
    // 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/gabe/gabe_cooking.png 0
            }
        }
    }		
}

material gabe_frightened_face_left
{
    // 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/gabe/gabe_frightened_face_left.png 0
            }
        }
    }		
}

material gabe_frightened_face_right
{
    // 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/gabe/gabe_frightened_face_right.png 0
            }
        }
    }		
}

material gabe_idle_lefthand0_righthand0
{
    // 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/gabe/gabe_idle_lefthand0_righthand0.png 0
            }
        }
    }		
}

material gabe_walkdown_lefthand0_righthand0
{
    // 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/gabe/gabe_walkdown_lefthand0_righthand0.png 0
            }
        }
    }		
}

material gabe_walkdown_lefthand1_righthand0
{
    // 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/gabe/gabe_walkdown_lefthand1_righthand0.png 0
            }
        }
    }		
}

//
//	gabe sprite materials for standing actions
//

material gabe_walkdown_lefthand1_righthand1
{
    // 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/gabe/gabe_walkdown_lefthand1_righthand1.png 0
            }
        }
    }		
}

material gabe_walkleft_lefthand0_righthand0
{
    // 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/gabe/gabe_walkleft_lefthand0_righthand0.png 0
            }
        }
    }		
}

material gabe_walkleft_lefthand1_righthand0
{
    // 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/gabe/gabe_walkleft_lefthand1_righthand0.png 0
            }
        }
    }		
}

material gabe_walkleft_lefthand1_righthand1
{
    // 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/gabe/gabe_walkleft_lefthand1_righthand1.png 0
            }
        }
    }		
}

material gabe_walkright_lefthand0_righthand0
{
    // 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/gabe/gabe_walkright_lefthand0_righthand0.png 0
            }
        }
    }		
}

material gabe_walkright_lefthand1_righthand0
{
    // 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/gabe/gabe_walkright_lefthand1_righthand0.png 0
            }
        }
    }		
}

material gabe_walkright_lefthand1_righthand1
{
    // 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/gabe/gabe_walkright_lefthand1_righthand1.png 0
            }
        }
    }		
}

material gabe_walkup_lefthand0_righthand0
{
    // 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/gabe/gabe_walkup_lefthand0_righthand0.png 0
            }
        }
    }		
}

material gabe_walkup_lefthand1_righthand0
{
    // 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/gabe/gabe_walkup_lefthand1_righthand0.png 0
            }
        }
    }		
}

material gabe_walkup_lefthand1_righthand1
{
    // 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/gabe/gabe_walkup_lefthand1_righthand1.png 0
            }
        }
    }		
}