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UnrealI.WarlordCarcass


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//=============================================================================
// WarlordCarcass.
//=============================================================================
class WarlordCarcass extends CreatureCarcass;

#exec MESH IMPORT MESH=WarlordArm ANIVFILE=MODELS\g_wara_a.3D DATAFILE=MODELS\g_wara_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=WarlordArm X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=WarlordArm SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=WarlordArm SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jgwar1  FILE=MODELS\g_war1.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=WarlordArm X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=WarlordArm NUM=1 TEXTURE=Jgwar1

#exec MESH IMPORT MESH=WarlordFoot ANIVFILE=MODELS\g_warf_a.3D DATAFILE=MODELS\g_warf_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=WarlordFoot X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=WarlordFoot SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=WarlordFoot SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jgwar2  FILE=MODELS\g_war2.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=WarlordFoot X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=WarlordFoot NUM=1 TEXTURE=Jgwar2

#exec MESH IMPORT MESH=WarlordGun ANIVFILE=MODELS\g_warg_a.3D DATAFILE=MODELS\g_warg_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=WarlordGun X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=WarlordGun SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=WarlordGun SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jgwar1  FILE=MODELS\g_war1.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=WarlordGun X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=WarlordGun NUM=1 TEXTURE=Jgwar1

#exec MESH IMPORT MESH=WarlordHand ANIVFILE=MODELS\g_warh_a.3D DATAFILE=MODELS\g_warh_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=WarlordHand X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=WarlordHand SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=WarlordHand SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jgwar2  FILE=MODELS\g_war2.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=WarlordHand X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=WarlordHand NUM=1 TEXTURE=Jgwar2

#exec MESH IMPORT MESH=WarlordHead ANIVFILE=MODELS\g_warz_a.3D DATAFILE=MODELS\g_warz_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=WarlordHead X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=WarlordHead SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=WarlordHead SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jgwar2  FILE=MODELS\g_war2.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=WarlordHead X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=WarlordHead NUM=1 TEXTURE=Jgwar2

#exec MESH IMPORT MESH=WarlordLeg ANIVFILE=MODELS\g_warl_a.3D DATAFILE=MODELS\g_warl_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=WarlordLeg X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=WarlordLeg SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=WarlordLeg SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jgwar1  FILE=MODELS\g_war1.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=WarlordLeg X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=WarlordLeg NUM=1 TEXTURE=Jgwar1

#exec MESH IMPORT MESH=WarlordWing ANIVFILE=MODELS\g_warw_a.3D DATAFILE=MODELS\g_warw_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=WarlordWing X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=WarlordWing SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=WarlordWing SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jgwar1  FILE=MODELS\g_war1.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=WarlordWing X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=WarlordWing NUM=1 TEXTURE=Jgwar1

function AnimEnd()
{
    if ( AnimSequence == 'Dead2A' )
    {
        if ( Physics == PHYS_None )
        {
            LieStill();
            PlayAnim('Dead2B', 0.7, 0.07);
        }
        else
            LoopAnim('Fall');
    } 
    else if ( Physics == PHYS_None )
        LieStill();
}

function Landed(vector HitNormal)
{
    if ( AnimSequence == 'Fall' )
    {
        LieStill();
        PlayAnim('Dead2B', 0.7, 0.07);
    }
    SetPhysics(PHYS_None);
}

state Dead 
{
    function BeginState()
    {
    }
}

defaultproperties
{
     bodyparts(0)=LodMesh'UnrealI.WarlordWing'
     bodyparts(1)=LodMesh'UnrealI.WarlordHead'
     bodyparts(2)=LodMesh'UnrealI.WarlordLeg'
     bodyparts(3)=LodMesh'UnrealI.WarlordArm'
     bodyparts(4)=LodMesh'UnrealI.WarlordLeg'
     bodyparts(5)=LodMesh'UnrealI.WarlordGun'
     bodyparts(6)=LodMesh'UnrealI.WarlordFoot'
     bodyparts(7)=LodMesh'UnrealI.WarlordHand'
     ZOffset(1)=0.500000
     ZOffset(2)=-0.500000
     ZOffset(4)=-0.500000
     ZOffset(6)=-0.700000
     LifeSpan=0.000000
}

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Class file time: za 22-4-2006 12:48:02.000 - Creation time: za 22-4-2006 12:49:40.609 - Created with UnCodeX