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//============================================================================= // FemaleHead. //============================================================================= class FemaleHead extends PlayerChunks; 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); } #exec MESH IMPORT MESH=FemHead1 ANIVFILE=MODELS\g_f2h_a.3D DATAFILE=MODELS\g_f2h_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=FemHead1 X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=FemHead1 SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=FemHead1 SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jf2h1 FILE=MODELS\g_f2h.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=FemHead1 X=0.07 Y=0.07 Z=0.14 #exec MESHMAP SETTEXTURE MESHMAP=FemHead1 NUM=1 TEXTURE=Jf2h1 defaultproperties { Mesh=LodMesh'UnrealShare.FemHead1' } |
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