text: ( function () {
  
  	var MD2Character = function () {
  
  		var scope = this;
  		this.scale = 1;
  		this.animationFPS = 6;
  		this.root = new THREE.Object3D();
  		this.meshBody = null;
  		this.meshWeapon = null;
  		this.skinsBody = [];
  		this.skinsWeapon = [];
  		this.weapons = [];
  		this.activeAnimation = null;
  		this.mixer = null;
  
  		this.onLoadComplete = function () {};
  
  		this.loadCounter = 0;
  
  		this.loadParts = function ( config ) {
  
  			this.loadCounter = config.weapons.length * 2 + config.skins.length + 1;
  			var weaponsTextures = [];
  
  			for ( var i = 0; i < config.weapons.length; i ++ ) weaponsTextures[ i ] = config.weapons[ i ][ 1 ]; // SKINS
  
  
  			this.skinsBody = loadTextures( config.baseUrl + 'skins/', config.skins );
  			this.skinsWeapon = loadTextures( config.baseUrl + 'skins/', weaponsTextures ); // BODY
  
  			var loader = new THREE.MD2Loader();
  			loader.load( config.baseUrl + config.body, function ( geo ) {
  
  				var boundingBox = new THREE.Box3();
  				boundingBox.setFromBufferAttribute( geo.attributes.position );
  				scope.root.position.y = - scope.scale * boundingBox.min.y;
  				var mesh = createPart( geo, scope.skinsBody[ 0 ] );
  				mesh.scale.set( scope.scale, scope.scale, scope.scale );
  				scope.root.add( mesh );
  				scope.meshBody = mesh;
  				scope.meshBody.clipOffset = 0;
  				scope.activeAnimationClipName = mesh.geometry.animations[ 0 ].name;
  				scope.mixer = new THREE.AnimationMixer( mesh );
  				checkLoadingComplete();
  
  			} ); // WEAPONS
  
  			var generateCallback = function ( index, name ) {
  
  				return function ( geo ) {
  
  					var mesh = createPart( geo, scope.skinsWeapon[ index ] );
  					mesh.scale.set( scope.scale, scope.scale, scope.scale );
  					mesh.visible = false;
  					mesh.name = name;
  					scope.root.add( mesh );
  					scope.weapons[ index ] = mesh;
  					scope.meshWeapon = mesh;
  					checkLoadingComplete();
  
  				};
  
  			};
  
  			for ( var i = 0; i < config.weapons.length; i ++ ) {
  
  				loader.load( config.baseUrl + config.weapons[ i ][ 0 ], generateCallback( i, config.weapons[ i ][ 0 ] ) );
  
  			}
  
  		};
  
  		this.setPlaybackRate = function ( rate ) {
  
  			if ( rate !== 0 ) {
  
  				this.mixer.timeScale = 1 / rate;
  
  			} else {
  
  				this.mixer.timeScale = 0;
  
  			}
  
  		};
  
  		this.setWireframe = function ( wireframeEnabled ) {
  
  			if ( wireframeEnabled ) {
  
  				if ( this.meshBody ) this.meshBody.material = this.meshBody.materialWireframe;
  				if ( this.meshWeapon ) this.meshWeapon.material = this.meshWeapon.materialWireframe;
  
  			} else {
  
  				if ( this.meshBody ) this.meshBody.material = this.meshBody.materialTexture;
  				if ( this.meshWeapon ) this.meshWeapon.material = this.meshWeapon.materialTexture;
  
  			}
  
  		};
  
  		this.setSkin = function ( index ) {
  
  			if ( this.meshBody && this.meshBody.material.wireframe === false ) {
  
  				this.meshBody.material.map = this.skinsBody[ index ];
  
  			}
  
  		};
  
  		this.setWeapon = function ( index ) {
  
  			for ( var i = 0; i < this.weapons.length; i ++ ) this.weapons[ i ].visible = false;
  
  			var activeWeapon = this.weapons[ index ];
  
  			if ( activeWeapon ) {
  
  				activeWeapon.visible = true;
  				this.meshWeapon = activeWeapon;
  				scope.syncWeaponAnimation();
  
  			}
  
  		};
  
  		this.setAnimation = function ( clipName ) {
  
  			if ( this.meshBody ) {
  
  				if ( this.meshBody.activeAction ) {
  
  					this.meshBody.activeAction.stop();
  					this.meshBody.activeAction = null;
  
  				}
  
  				var action = this.mixer.clipAction( clipName, this.meshBody );
  
  				if ( action ) {
  
  					this.meshBody.activeAction = action.play();
  
  				}
  
  			}
  
  			scope.activeClipName = clipName;
  			scope.syncWeaponAnimation();
  
  		};
  
  		this.syncWeaponAnimation = function () {
  
  			var clipName = scope.activeClipName;
  
  			if ( scope.meshWeapon ) {
  
  				if ( this.meshWeapon.activeAction ) {
  
  					this.meshWeapon.activeAction.stop();
  					this.meshWeapon.activeAction = null;
  
  				}
  
  				var action = this.mixer.clipAction( clipName, this.meshWeapon );
  
  				if ( action ) {
  
  					this.meshWeapon.activeAction = action.syncWith( this.meshBody.activeAction ).play();
  
  				}
  
  			}
  
  		};
  
  		this.update = function ( delta ) {
  
  			if ( this.mixer ) this.mixer.update( delta );
  
  		};
  
  		function loadTextures( baseUrl, textureUrls ) {
  
  			var textureLoader = new THREE.TextureLoader();
  			var textures = [];
  
  			for ( var i = 0; i < textureUrls.length; i ++ ) {
  
  				textures[ i ] = textureLoader.load( baseUrl + textureUrls[ i ], checkLoadingComplete );
  				textures[ i ].mapping = THREE.UVMapping;
  				textures[ i ].name = textureUrls[ i ];
  				textures[ i ].encoding = THREE.sRGBEncoding;
  
  			}
  
  			return textures;
  
  		}
  
  		function createPart( geometry, skinMap ) {
  
  			var materialWireframe = new THREE.MeshLambertMaterial( {
  				color: 0xffaa00,
  				wireframe: true,
  				morphTargets: true,
  				morphNormals: true
  			} );
  			var materialTexture = new THREE.MeshLambertMaterial( {
  				color: 0xffffff,
  				wireframe: false,
  				map: skinMap,
  				morphTargets: true,
  				morphNormals: true
  			} ); //
  
  			var mesh = new THREE.Mesh( geometry, materialTexture );
  			mesh.rotation.y = - Math.PI / 2;
  			mesh.castShadow = true;
  			mesh.receiveShadow = true; //
  
  			mesh.materialTexture = materialTexture;
  			mesh.materialWireframe = materialWireframe;
  			return mesh;
  
  		}
  
  		function checkLoadingComplete() {
  
  			scope.loadCounter -= 1;
  			if ( scope.loadCounter === 0 ) scope.onLoadComplete();
  
  		}
  
  	};
  
  	THREE.MD2Character = MD2Character;
  
  } )();
  