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//============================================================================= // FemaleBody. //============================================================================= class FemaleBody expands HumanCarcass; #exec MESH IMPORT MESH=Fem1Body ANIVFILE=MODELS\F1Dead_a.3D DATAFILE=MODELS\Female_d.3D ZEROTEX=1 #exec MESH ORIGIN MESH=Fem1Body X=-30 Y=400 Z=20 YAW=64 ROLL=-64 #exec MESH SEQUENCE MESH=Fem1Body SEQ=All STARTFRAME=0 NUMFRAMES=39 #exec MESH SEQUENCE MESH=Fem1Body SEQ=Slump1 STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Fem1Body SEQ=Slump2 STARTFRAME=1 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Fem1Body SEQ=Hang1 STARTFRAME=2 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Fem1Body SEQ=Hang2 STARTFRAME=3 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Fem1Body SEQ=Drape1 STARTFRAME=4 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Fem1Body SEQ=Drape2 STARTFRAME=5 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Fem1Body SEQ=Twist1 STARTFRAME=6 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Fem1Body SEQ=Fold1 STARTFRAME=7 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Fem1Body SEQ=Twist2 STARTFRAME=8 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Fem1Body SEQ=Half1 STARTFRAME=9 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Fem1Body SEQ=Hole1 STARTFRAME=10 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Fem1Body SEQ=Drape3 STARTFRAME=11 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Fem1Body SEQ=Dead2 STARTFRAME=12 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Fem1Body SEQ=Dead3 STARTFRAME=13 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Fem1Body SEQ=Dead4 STARTFRAME=14 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Fem1Body SEQ=Dead5 STARTFRAME=15 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Fem1Body SEQ=Dead6 STARTFRAME=16 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Fem1Body SEQ=Dead7 STARTFRAME=17 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Fem1Body SEQ=Dead1 STARTFRAME=18 NUMFRAMES=1 GROUP=Dead1 #exec MESH SEQUENCE MESH=Fem1Body SEQ=Dead1A STARTFRAME=19 NUMFRAMES=10 GROUP=Dead1 #exec MESH SEQUENCE MESH=Fem1Body SEQ=Dead1B STARTFRAME=29 NUMFRAMES=10 GROUP=Dead1 #exec MESHMAP SCALE MESHMAP=Fem1Body X=0.056 Y=0.056 Z=0.112 #exec TEXTURE IMPORT NAME=Sonya FILE=MODELS\Sonya.PCX GROUP=Skins #exec TEXTURE IMPORT NAME=JFemale1 FILE=MODELS\Sonya.PCX GROUP=Skins // REMOVE THIS!!!!! #exec MESHMAP SETTEXTURE MESHMAP=Fem1Body NUM=0 TEXTURE=Sonya #exec AUDIO IMPORT FILE="Sounds\Female\convulse.WAV" NAME="ConvulseFem" GROUP="Female" var bool bFullyDead; function ClientExtraChunks() { local carcass carc; if ( AnimSequence != 'Dead6' ) SpawnHead(); // arm, leg and thigh if ( Level.bHighDetailMode ) { if ( FRand() < 0.3 ) { carc = Spawn(class 'Liver'); if (carc != None) carc.Initfor(self); } else if ( FRand() < 0.5 ) { carc = Spawn(class 'Stomach'); if (carc != None) carc.Initfor(self); } else { carc = Spawn(class 'PHeart'); if (carc != None) carc.Initfor(self); } if ( FRand() < 0.5 ) { carc = Spawn(class 'Leg1'); if (carc != None) carc.Initfor(self); } carc = Spawn(class 'Thigh'); if (carc != None) carc.Initfor(self); } if ( Level.NetMode == NM_Client ) { carc = Spawn(class 'CreatureChunks'); if (carc != None) { carc.Mesh = mesh 'CowBody1'; carc.Initfor(self); } } carc = Spawn(class 'Thigh'); if (carc != None) carc.Initfor(self); carc = Spawn(class 'CreatureChunks'); if (carc != None) { carc.Mesh = mesh 'CowBody1'; carc.Initfor(self); } carc = Spawn(class 'Leg1'); if (carc != None) carc.Initfor(self); carc = Spawn(class 'Arm1'); if (carc != None) carc.Initfor(self); Spawn(class 'Bloodspurt'); } function Trigger( actor Other, pawn EventInstigator ) { if ( bFullyDead ) return; if ( GetAnimGroup(AnimSequence) != 'Dead1' ) bFullyDead = true; else if ( !IsAnimating() ) { if ( FRand() < 0.5 ) PlayAnim('Dead1A'); else PlayAnim('Dead1B'); bFullyDead = (FRand() < 0.5); } } function TakeDamage( int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, name DamageType) { if ( !bFullyDead ) { if ( GetAnimGroup(AnimSequence) != 'Dead1' ) bFullyDead = true; else if ( !IsAnimating() ) { if ( FRand() < 0.5 ) PlayAnim('Dead1A'); else PlayAnim('Dead1B'); bFullyDead = (FRand() < 0.5); } } Super.TakeDamage(Damage, instigatedBy, HitLocation, Momentum, DamageType); } function Convulse() { PlaySound(sound'ConvulseFem',SLOT_Interact); } |
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