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UnrealShare.FootDecal


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//========================================================
// class: FootDecal
// file: FootDecal.uc
// author: Raven, modified by Smirftsch for Unreal 227
// game: The Chosen One
// description: footprint support for unreal.
//========================================================
class FootDecal extends FootDecalBase;

#exec TEXTURE IMPORT NAME=Foot_DryR FILE=Textures\Footprints\footdryR.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Foot_WetR FILE=Textures\Footprints\footwetR.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Foot_DryL FILE=Textures\Footprints\footdryL.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Foot_WetL FILE=Textures\Footprints\footwetL.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Foot_DryRM FILE=Textures\Footprints\footdryRM.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Foot_WetRM FILE=Textures\Footprints\footwetRM.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Foot_DryLM FILE=Textures\Footprints\footdryLM.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Foot_WetLM FILE=Textures\Footprints\footwetLM.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Foot_DryRS FILE=Textures\Footprints\footdryRS.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Foot_WetRS FILE=Textures\Footprints\footwetRS.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Foot_DryLS FILE=Textures\Footprints\footdryLS.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Foot_WetLS FILE=Textures\Footprints\footwetLS.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Foot_DryRN FILE=Textures\Footprints\footdryRN.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Foot_WetRN FILE=Textures\Footprints\footwetRN.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Foot_DryLN FILE=Textures\Footprints\footdryLN.pcx GROUP=Skins
#exec TEXTURE IMPORT NAME=Foot_WetLN FILE=Textures\Footprints\footwetLN.pcx GROUP=Skins

var() Texture PrintTex[16];

//========================================================
// assign foot type + tex
//========================================================
simulated function AssignFootType( byte PrintIndex, Pawn DecalOwner )
{
	if( DecalOwner.Mesh!=None )
	{
		switch( DecalOwner.Mesh.Name )
		{
		case 'Male1':
		case 'Male2':
		case 'Male3':
			PrintIndex+=4;
			break;
		case 'sktrooper':
			PrintIndex+=8;
			break;
		case 'Nali1':
		case 'Nali2':
		case 'Nali3':
			PrintIndex+=12;
			break;
		}
	}
	Texture = PrintTex[PrintIndex];
	AttachDecal(100, vector(DecalOwner.Rotation));
}

defaultproperties
{
				PrintTex(0)=Texture'UnrealShare.Skins.Foot_DryR'
				PrintTex(1)=Texture'UnrealShare.Skins.Foot_WetR'
				PrintTex(2)=Texture'UnrealShare.Skins.Foot_DryL'
				PrintTex(3)=Texture'UnrealShare.Skins.Foot_WetL'
				PrintTex(4)=Texture'UnrealShare.Skins.Foot_DryRM'
				PrintTex(5)=Texture'UnrealShare.Skins.Foot_WetRM'
				PrintTex(6)=Texture'UnrealShare.Skins.Foot_DryLM'
				PrintTex(7)=Texture'UnrealShare.Skins.Foot_WetLM'
				PrintTex(8)=Texture'UnrealShare.Skins.Foot_DryRS'
				PrintTex(9)=Texture'UnrealShare.Skins.Foot_WetRS'
				PrintTex(10)=Texture'UnrealShare.Skins.Foot_DryLS'
				PrintTex(11)=Texture'UnrealShare.Skins.Foot_WetLS'
				PrintTex(12)=Texture'UnrealShare.Skins.Foot_DryRN'
				PrintTex(13)=Texture'UnrealShare.Skins.Foot_WetRN'
				PrintTex(14)=Texture'UnrealShare.Skins.Foot_DryLN'
				PrintTex(15)=Texture'UnrealShare.Skins.Foot_WetLN'
}

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Class file time: zo 11-11-2012 21:10:28.000 - Creation time: zo 11-11-2012 21:14:18.709 - Created with UnCodeX