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UnrealShare.SlithCarcass


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//=============================================================================
// SlithCarcass.
//=============================================================================
class SlithCarcass extends CreatureCarcass;

#exec MESH IMPORT MESH=SlithArm ANIVFILE=Models\g_slia_a.3d DATAFILE=Models\g_slia_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SlithArm X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=SlithArm SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=SlithArm SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jgslith1  FILE=Models\g_slith1.pcx GROUP=Skins
#exec MESHMAP SCALE MESHMAP=SlithArm X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=SlithArm NUM=1 TEXTURE=Jgslith1

#exec MESH IMPORT MESH=SlithHand ANIVFILE=Models\g_slih_a.3d DATAFILE=Models\g_slih_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SlithHand X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=SlithHand SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=SlithHand SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jgslith1  FILE=Models\g_slith1.pcx GROUP=Skins
#exec MESHMAP SCALE MESHMAP=SlithHand X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=SlithHand NUM=1 TEXTURE=Jgslith1

#exec MESH IMPORT MESH=SlithHead ANIVFILE=Models\g_sliz_a.3d DATAFILE=Models\g_sliz_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SlithHead X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=SlithHead SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=SlithHead SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jgslith2  FILE=Models\g_slith2.pcx GROUP=Skins
#exec MESHMAP SCALE MESHMAP=SlithHead X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=SlithHead NUM=1 TEXTURE=Jgslith2

#exec MESH IMPORT MESH=SlithPart ANIVFILE=Models\g_slib_a.3d DATAFILE=Models\g_slib_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SlithPart X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=SlithPart SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=SlithPart SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jgslith2  FILE=Models\g_slith2.pcx GROUP=Skins
#exec MESHMAP SCALE MESHMAP=SlithPart X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=SlithPart NUM=1 TEXTURE=Jgslith2

#exec MESH IMPORT MESH=SlithTail ANIVFILE=Models\g_slit_a.3d DATAFILE=Models\g_slit_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SlithTail X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=SlithTail SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=SlithTail SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jgslith1  FILE=Models\g_slith1.pcx GROUP=Skins
#exec MESHMAP SCALE MESHMAP=SlithTail X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=SlithTail NUM=1 TEXTURE=Jgslith1

function ForceMeshToExist()
{
	//never called
	Spawn(class 'Slith');
}

defaultproperties
{
				bodyparts(0)=LodMesh'UnrealShare.SlithPart'
				bodyparts(1)=LodMesh'UnrealShare.SlithPart'
				bodyparts(2)=LodMesh'UnrealShare.SlithHand'
				bodyparts(3)=LodMesh'UnrealShare.SlithHead'
				bodyparts(4)=LodMesh'UnrealShare.SlithArm'
				bodyparts(5)=LodMesh'UnrealShare.SlithArm'
				bodyparts(6)=LodMesh'UnrealShare.CowBody1'
				bodyparts(7)=LodMesh'UnrealShare.SlithTail'
				ZOffset(0)=0.000000
				ZOffset(1)=0.000000
				AnimSequence="Dead1"
				Mesh=LodMesh'UnrealShare.Slith1'
				CollisionRadius=48.000000
				CollisionHeight=44.000000
				Mass=200.000000
				Buoyancy=190.000000
}

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Class file time: zo 11-11-2012 21:10:28.000 - Creation time: zo 11-11-2012 21:14:20.209 - Created with UnCodeX