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//============================================================================= // Lamp4. //============================================================================= class Lamp4 extends Decoration; #exec MESH IMPORT MESH=Lamp4M ANIVFILE=MODELS\lamp4_a.3D DATAFILE=MODELS\lamp4_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=Lamp4M X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=Lamp4M SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Lamp4M SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JLamp41 FILE=MODELS\lamp4.PCX GROUP=Skins FLAGS=2 #exec MESHMAP SCALE MESHMAP=Lamp4M X=0.05 Y=0.05 Z=0.1 #exec MESHMAP SETTEXTURE MESHMAP=Lamp4M NUM=1 TEXTURE=Jlamp41 TLOD=10 auto state active { function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) { skinnedFrag(class'Fragment1',texture'JLamp41', Momentum, 0.3, 5); if ( Instigator != None ) MakeNoise(1.0); } Begin: } defaultproperties { bStatic=False DrawType=DT_Mesh Mesh=LodMesh'UnrealI.Lamp4M' CollisionHeight=32.000000 bCollideActors=True bCollideWorld=True } |
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