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//============================================================================= // Table. //============================================================================= class Table expands Decoration; #exec MESH IMPORT MESH=Table1 ANIVFILE=MODELS\table_a.3D DATAFILE=MODELS\table_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=Table1 X=0 Y=0 Z=0 ROLL=-64 #exec MESH SEQUENCE MESH=Table1 SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JTable11 FILE=MODELS\table.PCX GROUP="Skins" #exec MESHMAP SCALE MESHMAP=Table1 X=0.05 Y=0.05 Z=0.1 #exec MESHMAP SETTEXTURE MESHMAP=Table1 NUM=1 TEXTURE=JTable11 var() int Health; var() int FragChunks; var() Float Fragsize; Auto State Animate { function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) { Instigator = InstigatedBy; if (Health<0) Return; if ( Instigator != None ) MakeNoise(1.0); bBobbing = false; Health -= NDamage; if (Health <0) Frag(Class'WoodFragments',Momentum,FragSize,FragChunks); else { SetPhysics(PHYS_Falling); Momentum.Z = 1000; Velocity=Momentum*0.016; } } } |
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