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UnrealI.CrucifiedNali


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//=============================================================================
// CrucifiedNali.
//=============================================================================
class CrucifiedNali expands NaliCarcass;

#exec MESH IMPORT MESH=CrossNali ANIVFILE=MODELS\nali_x.3D DATAFILE=MODELS\nali_d.3D X=0 Y=0 Z=0 ZEROTEX=1
#exec MESH ORIGIN MESH=CrossNali X=00 Y=-130 Z=30 YAW=64 ROLL=-64

#exec MESH SEQUENCE MESH=CrossNali SEQ=All      	STARTFRAME=0   NUMFRAMES=61
#exec MESH SEQUENCE MESH=CrossNali SEQ=HeadDown 	STARTFRAME=0   NUMFRAMES=20	RATE=15
#exec MESH SEQUENCE MESH=CrossNali SEQ=Writhe      	STARTFRAME=20  NUMFRAMES=30	RATE=15
#exec MESH SEQUENCE MESH=CrossNali SEQ=Dead1      	STARTFRAME=50  NUMFRAMES=1			
#exec MESH SEQUENCE MESH=CrossNali SEQ=Dead2      	STARTFRAME=51  NUMFRAMES=1
#exec MESH SEQUENCE MESH=CrossNali SEQ=Dead3      	STARTFRAME=52  NUMFRAMES=1
#exec MESH SEQUENCE MESH=CrossNali SEQ=Dead4      	STARTFRAME=53  NUMFRAMES=1
#exec MESH SEQUENCE MESH=CrossNali SEQ=Hang1      	STARTFRAME=54  NUMFRAMES=1			GROUP=Upright
#exec MESH SEQUENCE MESH=CrossNali SEQ=Hang2      	STARTFRAME=55  NUMFRAMES=1			GROUP=Upright
#exec MESH SEQUENCE MESH=CrossNali SEQ=Hang3      	STARTFRAME=56  NUMFRAMES=1			GROUP=Upright
#exec MESH SEQUENCE MESH=CrossNali SEQ=HangFeet    	STARTFRAME=57  NUMFRAMES=1			GROUP=Upright
#exec MESH SEQUENCE MESH=CrossNali SEQ=Impaled     	STARTFRAME=58  NUMFRAMES=1			GROUP=Upright
#exec MESH SEQUENCE MESH=CrossNali SEQ=Stocks      	STARTFRAME=59  NUMFRAMES=1			GROUP=Upright
#exec MESH SEQUENCE MESH=CrossNali SEQ=Stretch     	STARTFRAME=60  NUMFRAMES=1


#exec TEXTURE IMPORT NAME=JNali1 FILE=MODELS\nali.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=crossnali X=0.072 Y=0.072 Z=0.144
#exec MESHMAP SETTEXTURE MESHMAP=crossnali NUM=0 TEXTURE=Jnali1

auto state Dying
{
    function AnimEnd()
    {
        if ( (AnimSequence == 'HeadDown') && (FRand() < 0.1) )
            PlayAnim('Writhe', 0.3 + 0.6 * FRand());
        else
            PlayAnim('HeadDown', 0.3 + 0.6 * FRand());
    }
    
    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, 
                            Vector momentum, name damageType)
    {
        if ( (Damage > 40) || (momentum.Z/mass > 150) || (CumulativeDamage > 100) )
        {
            Velocity = momentum/Mass;
            ChunkUp(Damage);
        }
        else
        {
            CumulativeDamage += Damage;
            if ( CumulativeDamage > 40 )
            {
                Disable('AnimEnd');
                TweenAnim('HeadDown', 0.22);
            }
            else
                PlayAnim('Writhe', 0.7, 0.1);
        }
    }
    
Begin:
    if ( AnimSequence == 'HeadDown' )
        PlayAnim('HeadDown');
    else
    {
         if ( GetAnimGroup(AnimSequence) != 'Upright' )
            ReduceCylinder();
        bReducedHeight = true;
        GotoState('Dead');
    }
}

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Class file time: za 22-4-2006 12:52:32.000 - Creation time: za 22-4-2006 12:53:44.906 - Created with UnCodeX