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UnrealI.Table


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//=============================================================================
// Table.
//=============================================================================
class Table extends Decoration;

#exec MESH IMPORT MESH=Table1 ANIVFILE=MODELS\table_a.3D DATAFILE=MODELS\table_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=Table1 X=0 Y=0 Z=0 ROLL=-64
#exec MESH SEQUENCE MESH=Table1 SEQ=All    STARTFRAME=0  NUMFRAMES=1
#exec TEXTURE IMPORT NAME=JTable11 FILE=MODELS\table.PCX GROUP="Skins"
#exec MESHMAP SCALE MESHMAP=Table1 X=0.05 Y=0.05 Z=0.1
#exec MESHMAP SETTEXTURE MESHMAP=Table1 NUM=1 TEXTURE=JTable11

var() int Health;
var() int FragChunks;
var() Float Fragsize;

Auto State Animate
{

    function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation, 
                        Vector momentum, name damageType)
    {
        Instigator = InstigatedBy;
        if (Health<0) Return;
        if ( Instigator != None )
            MakeNoise(1.0);
        bBobbing = false;
        Health -= NDamage;
        if (Health <0)  
            Frag(Class'WoodFragments',Momentum,FragSize,FragChunks);        
        else 
        {
            SetPhysics(PHYS_Falling);
            Momentum.Z = 1000;
            Velocity=Momentum*0.016;
        }
    }
}

defaultproperties
{
     Health=25
     FragChunks=17
     Fragsize=1.000000
     bStatic=False
     DrawType=DT_Mesh
     Mesh=LodMesh'UnrealI.Table1'
     CollisionRadius=45.000000
     CollisionHeight=19.000000
     bCollideActors=True
     bCollideWorld=True
     bBlockActors=True
     bBlockPlayers=True
}

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Class file time: za 22-4-2006 13:06:32.000 - Creation time: za 22-4-2006 13:07:27.875 - Created with UnCodeX