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UnrealShare.Vase


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//=============================================================================
// Vase.
//=============================================================================
class Vase extends Decoration;

#exec AUDIO IMPORT FILE="Sounds\General\BPush1.wav" NAME="ObjectPush" GROUP="General"
#exec AUDIO IMPORT FILE="Sounds\General\EndPush.wav" NAME="Endpush" GROUP="General"

#exec MESH IMPORT MESH=vaseM ANIVFILE=Models\Vase_a.3d DATAFILE=Models\Vase_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=vaseM X=0 Y=0 Z=-320 YAW=64
#exec MESH SEQUENCE MESH=vaseM SEQ=All  STARTFRAME=0  NUMFRAMES=1
#exec MESH SEQUENCE MESH=vaseM SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jvase1 FILE=Models\vase.pcx GROUP=Skins

#exec MESHMAP SCALE MESHMAP=vaseM X=0.1 Y=0.1 Z=0.2

#exec MESHMAP SETTEXTURE MESHMAP=vaseM NUM=1 TEXTURE=Jvase1



auto state active
{
	function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation,
	Vector momentum, name damageType)
	{
		if (bStatic || bDeleteme)
			return;
		skinnedFrag(class'Fragment1',texture'JVase1', Momentum,0.7,7);
		Instigator = InstigatedBy;
		if ( Instigator != None )
			MakeNoise(1.0);
	}

Begin:
}

defaultproperties
{
				bPushable=True
				PushSound=Sound'UnrealShare.General.ObjectPush'
				EndPushSound=Sound'UnrealShare.General.Endpush'
				bStatic=False
				DrawType=DT_Mesh
				Mesh=LodMesh'UnrealShare.vaseM'
				CollisionHeight=28.000000
				bCollideActors=True
				bCollideWorld=True
				bBlockActors=True
				bBlockPlayers=True
				Mass=100.000000
}

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Class file time: zo 11-11-2012 21:10:28.000 - Creation time: zo 11-11-2012 21:14:22.928 - Created with UnCodeX