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UnrealI.KrallCarcass


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//=============================================================================
// KrallCarcass.
//=============================================================================
class KrallCarcass extends CreatureCarcass;


#exec MESH IMPORT MESH=KrallHead ANIVFILE=MODELS\g_krlh_a.3D DATAFILE=MODELS\g_krlh_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=KrallHead X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=KrallHead SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=KrallHead SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jgkrl1  FILE=MODELS\g_kral1.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=KrallHead X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=KrallHead NUM=1 TEXTURE=Jgkrl1

#exec MESH IMPORT MESH=KrallWeapon ANIVFILE=MODELS\g_krlw_a.3D DATAFILE=MODELS\g_krlw_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=KrallWeapon X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=KrallWeapon SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=KrallWeapon SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jgkrl0  FILE=MODELS\g_kral0.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=KrallWeapon X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=KrallWeapon NUM=1 TEXTURE=Jgkrl0

#exec MESH IMPORT MESH=KrallFoot ANIVFILE=MODELS\g_krlf_a.3D DATAFILE=MODELS\g_krlf_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=KrallFoot X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=KrallFoot SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=KrallFoot SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jgkrl0  FILE=MODELS\g_kral0.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=KrallFoot X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=KrallFoot NUM=1 TEXTURE=Jgkrl0

#exec MESH IMPORT MESH=KrallPiece ANIVFILE=MODELS\g_krlf_a.3D DATAFILE=MODELS\g_krlf_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=KrallPiece X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=KrallPiece SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=KrallPiece SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jgkrl0  FILE=MODELS\g_kral0.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=KrallPiece X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=KrallPiece NUM=1 TEXTURE=Jgkrl0

#exec MESH IMPORT MESH=KrallHand ANIVFILE=MODELS\g_krlz_a.3D DATAFILE=MODELS\g_krlz_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=KrallHand X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=KrallHand SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=KrallHand SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jgkrl1  FILE=MODELS\g_kral1.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=KrallHand X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=KrallHand NUM=1 TEXTURE=Jgkrl1

function ForceMeshToExist()
{
    //never called
    Spawn(class 'Krall');
}

static simulated function bool AllowChunk(int N, name A)
{
    if ( (A == 'Dead5') && (N == 4) )
        return false;
    if ( (A == 'LeglessDeath') && (N == 2) )
        return false;

    return true;
}

function InitFor(actor Other)
{
    Super.InitFor(Other);
    if ( AnimSequence == 'LeglessDeath' )
        SetCollision(true, false, false);
}

defaultproperties
{
     bodyparts(0)=LodMesh'UnrealI.KrallWeapon'
     bodyparts(1)=LodMesh'UnrealI.KrallHand'
     bodyparts(2)=LodMesh'UnrealI.KrallFoot'
     bodyparts(3)=LodMesh'UnrealI.KrallPiece'
     bodyparts(4)=LodMesh'UnrealI.KrallHead'
     Mesh=LodMesh'UnrealI.KrallM'
     Mass=140.000000
     Buoyancy=130.000000
}

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Class file time: za 22-4-2006 13:00:12.000 - Creation time: za 22-4-2006 13:01:32.421 - Created with UnCodeX