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//============================================================================= // SteelBox. //============================================================================= class SteelBox expands Decoration; #exec AUDIO IMPORT FILE="sounds\general\bPush1.wav" NAME="ObjectPush" GROUP="General" #exec AUDIO IMPORT FILE="sounds\general\EndPush.wav" NAME="Endpush" GROUP="General" #exec MESH IMPORT MESH=SteelBoxM ANIVFILE=MODELS\Box_a.3D DATAFILE=MODELS\Box_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=SteelBoxM X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=SteelBoxM SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=SteelBoxM SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JSteelBox1 FILE=MODELS\steelBox.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=SteelBoxM X=0.08 Y=0.08 Z=0.16 #exec MESHMAP SETTEXTURE MESHMAP=SteelBoxM NUM=1 TEXTURE=JSteelBox1 Auto State Animate { function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) { Instigator = InstigatedBy; SetPhysics(PHYS_Falling); Momentum.Z = 1000; Velocity=Momentum*0.016; } } |
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