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UnrealI.QueenShield


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//=============================================================================
// QueenShield.
//=============================================================================
class QueenShield extends Effects;

#exec MESH IMPORT MESH=Spot ANIVFILE=MODELS\spot_a.3D DATAFILE=MODELS\spot_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=Spot X=0 Y=0 Z=0 PITCH=-64
#exec MESH SEQUENCE MESH=Spot SEQ=All       STARTFRAME=0   NUMFRAMES=2
#exec MESH SEQUENCE MESH=Spot SEQ=Explo     STARTFRAME=0   NUMFRAMES=2
#exec MESHMAP SCALE MESHMAP=Spot X=0.3 Y=0.3 Z=0.6
#exec OBJ LOAD FILE=textures\stshield.utx PACKAGE=UNREALI.STEffect
#exec MESHMAP SETTEXTURE MESHMAP=Spot NUM=1 TEXTURE=Unreali.STEffect.STShield

#exec TEXTURE IMPORT NAME=ExplosionPal3 FILE=..\UnrealShare\textures\expal2.pcx GROUP=Effects

function touch( Actor Other )
{
    if ( !Other.IsA('Projectile') && (Other != Instigator) )
        Destroy();
}

defaultproperties
{
     bNetTemporary=False
     LifeSpan=5.000000
     DrawType=DT_Mesh
     Skin=Texture'UnrealShare.Effects.ExplosionPal3'
     Mesh=LodMesh'UnrealI.spot'
     bUnlit=True
     CollisionRadius=80.000000
     CollisionHeight=80.000000
     bCollideActors=True
     bProjTarget=True
     LightType=LT_TexturePaletteOnce
     LightEffect=LE_NonIncidence
}

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Class file time: za 22-4-2006 13:00:12.000 - Creation time: za 22-4-2006 13:01:33.296 - Created with UnCodeX