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UnrealI.FemaleBody


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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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Class file time: za 22-4-2006 12:52:32.000 - Creation time: za 22-4-2006 12:53:45.234 - Created with UnCodeX