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UnrealShare.TentacleCarcass


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//=============================================================================
// TentacleCarcass.
//=============================================================================
class TentacleCarcass extends CreatureCarcass;

#exec MESH IMPORT MESH=TentArm ANIVFILE=MODELS\g_tentt_a.3D DATAFILE=MODELS\g_tentt_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=TentArm X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=TentArm SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=TentArm SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jgtent  FILE=MODELS\g_tntcl1.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=TentArm X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=TentArm NUM=1 TEXTURE=Jgtent

#exec MESH IMPORT MESH=TentBody ANIVFILE=MODELS\g_tentb_a.3D DATAFILE=MODELS\g_tentb_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=TentBody X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=TentBody SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=TentBody SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jgtent  FILE=MODELS\g_tntcl1.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=TentBody X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=TentBody NUM=1 TEXTURE=Jgtent

#exec MESH IMPORT MESH=TentHead ANIVFILE=MODELS\g_tenth_a.3D DATAFILE=MODELS\g_tenth_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=TentHead X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=TentHead SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=TentHead SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jgtent  FILE=MODELS\g_tntcl1.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=TentHead X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=TentHead NUM=1 TEXTURE=Jgtent

#exec MESH IMPORT MESH=TentPart ANIVFILE=MODELS\g_tentp_a.3D DATAFILE=MODELS\g_tentp_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=TentPart X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=TentPart SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=TentPart SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jgtent  FILE=MODELS\g_tntcl1.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=TentPart X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=TentPart NUM=1 TEXTURE=Jgtent

function Drop()
{
    //implemented in TentacleCarcass
    Velocity.X = 0;
    Velocity.Y = 0;
    SetPhysics(PHYS_Falling);
}


function Landed(vector HitNormal)
{
    if ( AnimSequence == 'Dead1')
        PlayAnim('Dead1Land', 1.5);
    SetPhysics(PHYS_None);
    LieStill();
}

defaultproperties
{
     bodyparts(0)=LodMesh'UnrealShare.TentBody'
     bodyparts(1)=LodMesh'UnrealShare.TentPart'
     bodyparts(2)=LodMesh'UnrealShare.TentPart'
     bodyparts(3)=LodMesh'UnrealShare.TentArm'
     bodyparts(4)=LodMesh'UnrealShare.TentArm'
     bodyparts(5)=LodMesh'UnrealShare.TentHead'
     bodyparts(6)=LodMesh'UnrealShare.TentArm'
     AnimSequence=Dead1Land
     Mesh=LodMesh'UnrealShare.Tentacle1'
     CollisionRadius=28.000000
     CollisionHeight=36.000000
     Mass=200.000000
     Buoyancy=190.000000
}

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Class file time: za 22-4-2006 13:06:32.000 - Creation time: za 22-4-2006 13:07:27.953 - Created with UnCodeX