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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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