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UnrealI.Chair


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//=============================================================================
// Chair.
//=============================================================================
class Chair extends Decoration;

#exec MESH IMPORT MESH=Chair1 ANIVFILE=Models\chair_a.3d DATAFILE=Models\chair_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=Chair1 X=0 Y=0 Z=0 ROLL=-64
#exec MESH SEQUENCE MESH=Chair1 SEQ=All    STARTFRAME=0  NUMFRAMES=1
#exec TEXTURE IMPORT NAME=JChair11 FILE=Models\chair.pcx GROUP="Skins" DETAIL=Wood2
#exec MESHMAP SCALE MESHMAP=Chair1 X=0.05 Y=0.05 Z=0.1
#exec MESHMAP SETTEXTURE MESHMAP=Chair1 NUM=1 TEXTURE=JChair11

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

Auto State Animate
{
	function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
	{
		if (bStatic || bDeleteme)
			return;
		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=15
				FragChunks=9
				Fragsize=1.200000
				bStatic=False
				DrawType=DT_Mesh
				Mesh=LodMesh'UnrealI.Chair1'
				CollisionRadius=17.000000
				CollisionHeight=15.000000
				bCollideActors=True
				bCollideWorld=True
				bBlockActors=True
				bBlockPlayers=True
}

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Class file time: zo 11-11-2012 21:10:30.000 - Creation time: zo 11-11-2012 21:14:17.881 - Created with UnCodeX