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UnrealShare.MaleHead


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//=============================================================================
// MaleHead.
//=============================================================================
class MaleHead extends PlayerChunks;

#exec MESH IMPORT MESH=Male1Head ANIVFILE=MODELS\g_m1h_a.3D DATAFILE=MODELS\g_m1h_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=Male1Head X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=Male1Head SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=Male1Head SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jm1h  FILE=MODELS\g_m1h.PCX GROUP=Skins
#exec MESHMAP SCALE MESHMAP=Male1Head X=0.07 Y=0.07 Z=0.14
#exec MESHMAP SETTEXTURE MESHMAP=Male1Head NUM=1 TEXTURE=Jm1h

simulated function Initfor(actor Other)
{
    Super.InitFor(Other);
    RotationRate = RotationRate/3;
}

simulated function Landed(vector HitNormal)
{
    local rotator finalRot;
    local BloodSpurt b;

    if ( trail != None )
    {
        if ( Level.bHighDetailMode )
            bUnlit = false;
        trail.Destroy();
        trail = None;
    }
    if ( Level.NetMode != NM_DedicatedServer )
    {
        b = Spawn(class 'Bloodspurt',,,,rot(16384,0,0));
        if ( bGreenBlood )
            b.GreenBlood();     
        b.RemoteRole = ROLE_None;
    }
    SetPhysics(PHYS_None);
    SetCollision(true, false, false);
}

defaultproperties
{
     Mesh=LodMesh'UnrealShare.Male1Head'
}

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Class file time: za 22-4-2006 12:48:02.000 - Creation time: za 22-4-2006 12:49:37.593 - Created with UnCodeX