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UnrealI.NaliPlayer


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//=============================================================================
// NaliPlayer.
//=============================================================================
class NaliPlayer extends UnrealIPlayer;

#exec MESH IMPORT MESH=Nali2 ANIVFILE=MODELS\naliX_a.3D DATAFILE=..\unrealshare\MODELS\nali_d.3D X=0 Y=0 Z=0 ZEROTEX=1
#exec MESH ORIGIN MESH=Nali2 X=00 Y=-130 Z=30 YAW=64 ROLL=-64

#exec MESH SEQUENCE MESH=nali2 SEQ=All      STARTFRAME=0   NUMFRAMES=447
#exec MESH SEQUENCE MESH=nali2 SEQ=Backup   STARTFRAME=0   NUMFRAMES=10  RATE=15
#exec MESH SEQUENCE MESH=nali2 SEQ=Bowing   STARTFRAME=10  NUMFRAMES=20  RATE=15 Group=Ducking
#exec MESH SEQUENCE MESH=nali2 SEQ=Breath   STARTFRAME=30  NUMFRAMES=8   RATE=6  Group=Waiting
#exec MESH SEQUENCE MESH=nali2 SEQ=Cough    STARTFRAME=38  NUMFRAMES=25  RATE=15 Group=Waiting
#exec MESH SEQUENCE MESH=nali2 SEQ=Landed   STARTFRAME=68  NUMFRAMES=1			 Group=Landing
#exec MESH SEQUENCE MESH=nali2 SEQ=Cringe   STARTFRAME=63  NUMFRAMES=15  RATE=15 Group=Ducking
#exec MESH SEQUENCE MESH=nali2 SEQ=Dead     STARTFRAME=78  NUMFRAMES=38  RATE=15
#exec MESH SEQUENCE MESH=nali2 SEQ=DeathEnd STARTFRAME=115 NUMFRAMES=1
#exec MESH SEQUENCE MESH=nali2 SEQ=Dead2    STARTFRAME=116 NUMFRAMES=16  RATE=15
#exec MESH SEQUENCE MESH=nali2 SEQ=DeathEnd2 STARTFRAME=131 NUMFRAMES=1
#exec MESH SEQUENCE MESH=nali2 SEQ=Dead3    STARTFRAME=132 NUMFRAMES=13  RATE=15
#exec MESH SEQUENCE MESH=nali2 SEQ=Dead4    STARTFRAME=145 NUMFRAMES=21  RATE=15
#exec MESH SEQUENCE MESH=nali2 SEQ=Wave     STARTFRAME=166 NUMFRAMES=23  RATE=15 Group=Gesture
#exec MESH SEQUENCE MESH=nali2 SEQ=GetDown  STARTFRAME=189 NUMFRAMES=5   RATE=15
#exec MESH SEQUENCE MESH=nali2 SEQ=GetUp    STARTFRAME=194 NUMFRAMES=8   RATE=15
#exec MESH SEQUENCE MESH=nali2 SEQ=levitate STARTFRAME=202 NUMFRAMES=6  RATE=6
#exec MESH SEQUENCE MESH=nali2 SEQ=Victory1 STARTFRAME=208 NUMFRAMES=8   RATE=6  Group=Gesture
#exec MESH SEQUENCE MESH=nali2 SEQ=spell    STARTFRAME=216 NUMFRAMES=28  RATE=15
#exec MESH SEQUENCE MESH=nali2 SEQ=Sweat    STARTFRAME=244 NUMFRAMES=18  RATE=15 Group=Waiting
#exec MESH SEQUENCE MESH=nali2 SEQ=walk     STARTFRAME=262 NUMFRAMES=20  RATE=15
#exec MESH SEQUENCE MESH=nali2 SEQ=turn     STARTFRAME=262 NUMFRAMES=5   RATE=15
#exec MESH SEQUENCE MESH=nali2 SEQ=GutHit   STARTFRAME=282 NUMFRAMES=1			 Group=TakeHit
#exec MESH SEQUENCE MESH=nali2 SEQ=AimDown  STARTFRAME=283 NUMFRAMES=1			 Group=Waiting
#exec MESH SEQUENCE MESH=nali2 SEQ=AimUp    STARTFRAME=284 NUMFRAMES=1			 Group=Waiting
#exec MESH SEQUENCE MESH=nali2 SEQ=Bow2     STARTFRAME=285 NUMFRAMES=28  RATE=15
#exec MESH SEQUENCE MESH=nali2 SEQ=HeadHit  STARTFRAME=313 NUMFRAMES=1			 Group=TakeHit
#exec MESH SEQUENCE MESH=nali2 SEQ=LeftHit  STARTFRAME=314 NUMFRAMES=1			 Group=TakeHit
#exec MESH SEQUENCE MESH=nali2 SEQ=RightHit STARTFRAME=315 NUMFRAMES=1			 Group=TakeHit
#exec MESH SEQUENCE MESH=nali2 SEQ=Run      STARTFRAME=316 NUMFRAMES=10  RATE=15
#exec MESH SEQUENCE MESH=nali2 SEQ=RunFire  STARTFRAME=326 NUMFRAMES=10  RATE=15
#exec MESH SEQUENCE MESH=nali2 SEQ=StilFire STARTFRAME=336 NUMFRAMES=1			 Group=Waiting
#exec MESH SEQUENCE MESH=nali2 SEQ=WalkFire STARTFRAME=337 NUMFRAMES=20  RATE=15
#exec MESH SEQUENCE MESH=nali2 SEQ=WalkTool STARTFRAME=357 NUMFRAMES=20  RATE=15
#exec MESH SEQUENCE MESH=nali2 SEQ=Drowning STARTFRAME=377 NUMFRAMES=20  RATE=15
#exec MESH SEQUENCE MESH=nali2 SEQ=Duckwalk STARTFRAME=397 NUMFRAMES=20  RATE=15
#exec MESH SEQUENCE MESH=nali2 SEQ=Swim STARTFRAME=417 NUMFRAMES=15  RATE=15
#exec MESH SEQUENCE MESH=nali2 SEQ=Tread STARTFRAME=432 NUMFRAMES=15  RATE=15

#exec MESH SEQUENCE MESH=nali2 SEQ=fighter STARTFRAME=0   NUMFRAMES=1

#exec TEXTURE IMPORT NAME=JNali1 FILE=..\unrealshare\MODELS\nali.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=nali2 X=0.069 Y=0.069 Z=0.138
#exec MESHMAP SETTEXTURE MESHMAP=nali2 NUM=0 TEXTURE=Jnali1

#exec MESH NOTIFY MESH=Nali2 SEQ=Dead	TIME=0.46 FUNCTION=LandThump
#exec MESH NOTIFY MESH=Nali2 SEQ=Dead2	TIME=0.64 FUNCTION=LandThump
#exec MESH NOTIFY MESH=Nali2 SEQ=Dead3	TIME=0.84 FUNCTION=LandThump
#exec MESH NOTIFY MESH=Nali2 SEQ=Dead4	TIME=0.51 FUNCTION=LandThump
#exec MESH NOTIFY MESH=Nali2 SEQ=Backup TIME=0.25 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=Nali2 SEQ=Backup TIME=0.75 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=Nali2 SEQ=Walk   TIME=0.25 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=Nali2 SEQ=Walk   TIME=0.75 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=Nali2 SEQ=WalkFire TIME=0.25 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=Nali2 SEQ=WalkFire TIME=0.75 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=Nali2 SEQ=WalkTool TIME=0.25 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=Nali2 SEQ=WalkTool TIME=0.75 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=Nali2 SEQ=Run	TIME=0.25 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=Nali2 SEQ=Run	TIME=0.75 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=Nali2 SEQ=RunFire TIME=0.25 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=Nali2 SEQ=RunFire TIME=0.75 FUNCTION=PlayFootStep

#exec AUDIO IMPORT FILE="..\unrealshare\Sounds\Nali\injur1a.WAV" NAME="injur1n" GROUP="Nali"
#exec AUDIO IMPORT FILE="..\unrealshare\Sounds\Nali\injur2a.WAV" NAME="injur2n" GROUP="Nali"
#exec AUDIO IMPORT FILE="..\unrealshare\Sounds\Nali\contct1a.WAV" NAME="contct1n" GROUP="Nali"
#exec AUDIO IMPORT FILE="..\unrealshare\Sounds\Nali\contct3a.WAV" NAME="contct3n" GROUP="Nali"
#exec AUDIO IMPORT FILE="..\unrealshare\Sounds\Nali\fear1a.WAV" NAME="fear1n" GROUP="Nali"
#exec AUDIO IMPORT FILE="..\unrealshare\Sounds\Nali\breath2na.WAV" NAME="breath1n" GROUP="Nali"
#exec AUDIO IMPORT FILE="..\unrealshare\Sounds\Nali\death1na.WAV" NAME="death1n" GROUP="Nali"
#exec AUDIO IMPORT FILE="..\unrealshare\Sounds\Nali\death2a.WAV" NAME="death2n" GROUP="Nali"
#exec AUDIO IMPORT FILE="..\unrealshare\Sounds\Nali\bowing1a.WAV" NAME="bowing1n" GROUP="Nali"
#exec AUDIO IMPORT FILE="..\unrealshare\Sounds\Nali\cringe2a.WAV" NAME="cringe2n" GROUP="Nali"
#exec AUDIO IMPORT FILE="..\unrealshare\Sounds\Nali\backup2a.WAV" NAME="backup2n" GROUP="Nali"
#exec AUDIO IMPORT FILE="..\unrealshare\Sounds\Nali\cough1na.WAV" NAME="cough1n" GROUP="Nali"
#exec AUDIO IMPORT FILE="..\unrealshare\Sounds\Nali\sweat1na.WAV" NAME="sweat1n" GROUP="Nali"
#exec AUDIO IMPORT FILE="..\unrealshare\Sounds\Nali\levitF1.WAV" NAME="pray1n" GROUP="Nali"
#exec AUDIO IMPORT FILE="..\Unrealshare\Sounds\Cow\walknc.WAV" NAME="walkC" GROUP="Cow"
#exec AUDIO IMPORT FILE="..\unrealshare\Sounds\Generic\teleprt27.WAV" NAME="Teleport1" GROUP="Generic"
        
function PlayTurning()
{
    BaseEyeHeight = Default.BaseEyeHeight;
    PlayAnim('Turn', 0.3, 0.3);
}

function TweenToWalking(float tweentime)
{
    BaseEyeHeight = Default.BaseEyeHeight;
    if (Weapon == None)
        TweenAnim('Walk', tweentime);
    else if ( Weapon.bPointing || (CarriedDecoration != None) ) 
        TweenAnim('WalkFire', tweentime);
    else
        TweenAnim('Walk', tweentime);
}

function TweenToRunning(float tweentime)
{
    BaseEyeHeight = Default.BaseEyeHeight;
    if (bIsWalking)
        TweenToWalking(0.1);
    else if (Weapon == None)
        PlayAnim('Run', 1, tweentime);
    else if ( Weapon.bPointing ) 
        PlayAnim('RunFire', 1, tweentime);
    else
        PlayAnim('Run', 1, tweentime);
}

function PlayWalking()
{
    BaseEyeHeight = Default.BaseEyeHeight;
    if (Weapon == None)
        LoopAnim('Walk');
    else if ( Weapon.bPointing || (CarriedDecoration != None) ) 
        LoopAnim('WalkFire');
    else
        LoopAnim('Walk');
}

function PlayRunning()
{
    BaseEyeHeight = Default.BaseEyeHeight;
    if (Weapon == None)
        LoopAnim('Run');
    else if ( Weapon.bPointing ) 
        LoopAnim('RunFire');
    else
        LoopAnim('Run');
}

function PlayRising()
{
    BaseEyeHeight = 0.4 * Default.BaseEyeHeight;
    TweenAnim('DuckWalk', 0.7);
}

function PlayFeignDeath()
{
    local float decision;

    BaseEyeHeight = 0;
    PlayAnim('Levitate', 0.3, 1.0);
}

function PlayDying(name DamageType, vector HitLoc)
{
    local vector X,Y,Z, HitVec, HitVec2D;
    local float dotp;

    BaseEyeHeight = Default.BaseEyeHeight;
    PlayDyingSound();
            
    if ( FRand() < 0.15 )
    {
        PlayAnim('Dead',0.7,0.1);
        return;
    }

    // check for big hit
    if ( (Velocity.Z > 250) && (FRand() < 0.7) )
    {
        PlayAnim('Dead4', 0.7, 0.1);
        return;
    }

    // check for head hit
    if ( (DamageType == 'Decapitated') || (HitLoc.Z - Location.Z > 0.6 * CollisionHeight) )
    {
        DamageType = 'Decapitated';
        PlayAnim('Dead3', 0.7, 0.1);
        return;
    }

    GetAxes(Rotation,X,Y,Z);
    HitVec = Normal(HitLoc - Location);
    dotp = HitVec dot Y;
    if (dotp > 0.0)
        PlayAnim('Dead', 0.7, 0.1);
    else
        PlayAnim('Dead2', 0.7, 0.1);
}

//FIXME - add death first frames as alternate takehit anims!!!

function PlayGutHit(float tweentime)
{
    if ( AnimSequence == 'GutHit' )
    {
        if (FRand() < 0.5)
            TweenAnim('LeftHit', tweentime);
        else
            TweenAnim('RightHit', tweentime);
    }
    else
        TweenAnim('GutHit', tweentime);
}

function PlayHeadHit(float tweentime)
{
    if ( AnimSequence == 'HeadHit' )
        TweenAnim('GutHit', tweentime);
    else
        TweenAnim('HeadHit', tweentime);
}

function PlayLeftHit(float tweentime)
{
    if ( AnimSequence == 'LeftHit' )
        TweenAnim('GutHit', tweentime);
    else
        TweenAnim('LeftHit', tweentime);
}

function PlayRightHit(float tweentime)
{
    if ( AnimSequence == 'RightHit' )
        TweenAnim('GutHit', tweentime);
    else
        TweenAnim('RightHit', tweentime);
}
    
function PlayLanded(float impactVel)
    {   
        impactVel = impactVel/JumpZ;
        impactVel = 0.1 * impactVel * impactVel;
        BaseEyeHeight = Default.BaseEyeHeight;

        if ( Role == ROLE_Authority )
        {
            if ( impactVel > 0.17 )
                PlaySound(LandGrunt, SLOT_Talk, FMin(5, 5 * impactVel),false,1200,FRand()*0.4+0.8);
            if ( !FootRegion.Zone.bWaterZone && (impactVel > 0.01) )
                PlaySound(Land, SLOT_Interact, FClamp(4.5 * impactVel,0.5,6), false, 1000, 1.0);
        }

        if ( (GetAnimGroup(AnimSequence) == 'Dodge') && IsAnimating() )
            return;
        if ( (impactVel > 0.06) || (GetAnimGroup(AnimSequence) == 'Jumping') )
            TweenAnim('Landed', 0.12);
        else if ( !IsAnimating() )
        {
            if ( GetAnimGroup(AnimSequence) == 'TakeHit' )
                AnimEnd();
            else
                TweenAnim('Landed', 0.12);
        }
    }
    
function PlayInAir()
{
    BaseEyeHeight =  Default.BaseEyeHeight;
    TweenAnim('RunFire', 0.4);
}

function PlayDuck()
{
    BaseEyeHeight = 0;
    TweenAnim('DuckWalk', 0.25);
}

function PlayCrawling()
{
    BaseEyeHeight = 0;
    LoopAnim('DuckWalk');
}

function TweenToWaiting(float tweentime)
{
    if( IsInState('PlayerSwimming') || Physics==PHYS_Swimming )
    {
        BaseEyeHeight = 0.7 * Default.BaseEyeHeight;
        TweenAnim('Tread', tweentime);
    }
    else
    {
        BaseEyeHeight = Default.BaseEyeHeight;
        TweenAnim('StilFire', tweentime);
    }
}
    
function PlayWaiting()
{
    local name newAnim;

    if( IsInState('PlayerSwimming') || (Physics==PHYS_Swimming) )
    {
        BaseEyeHeight = 0.7 * Default.BaseEyeHeight;
        LoopAnim('Tread');
    }
    else
    {   
        BaseEyeHeight = Default.BaseEyeHeight;
        if ( (Weapon != None) && Weapon.bPointing )
            TweenAnim('StilFire', 0.3);
        else
        {
            if ( FRand() < 0.2 )
                newAnim = 'Cough';
            else if ( FRand() < 0.3 )
                newAnim = 'Sweat';
            else
                newAnim = 'Breath';
            
            if ( AnimSequence == newAnim )
                LoopAnim(newAnim, 0.3 + 0.7 * FRand());
            else
                PlayAnim(newAnim, 0.3 + 0.7 * FRand(), 0.25);
        }
    }
}   

function PlayFiring()
{
    // switch animation sequence mid-stream if needed
    if (AnimSequence == 'Run')
        AnimSequence = 'RunFire';
    else if (AnimSequence == 'Walk')
        AnimSequence = 'WalkFire';
    else if ( (GetAnimGroup(AnimSequence) != 'Attack')
            && (GetAnimGroup(AnimSequence) != 'MovingAttack') 
            && (GetAnimGroup(AnimSequence) != 'Dodge')
            && (AnimSequence != 'Swim') )
        TweenAnim('StilFire', 0.02);
}

function PlayWeaponSwitch(Weapon NewWeapon)
{
}

function PlaySwimming()
{
    BaseEyeHeight = 0.7 * Default.BaseEyeHeight;
    LoopAnim('Swim');
}

function TweenToSwimming(float tweentime)
{
    BaseEyeHeight = 0.7 * Default.BaseEyeHeight;
    TweenAnim('Swim',tweentime);
}

function SwimAnimUpdate(bool bNotForward)
{
    if ( !bAnimTransition && (GetAnimGroup(AnimSequence) != 'Gesture') && (AnimSequence != 'Swim') )
        TweenToSwimming(0.1);
}

function NormallyVisible()
{
    bHidden = false;
    Style = STY_Normal;
    ScaleGlow = 1.0;
}

state FeigningDeath
{
ignores SeePlayer, HearNoise, Bump, Fire, AltFire;
    
    event PlayerTick( float DeltaTime )
    {
        Super.PlayerTick(DeltaTime);

        if ( (Role == ROLE_Authority) && !IsAnimating() && !bHidden )
        {
            Style = STY_Translucent;
            ScaleGlow -= DeltaTime;
            if ( ScaleGlow < 0.3 )
                bHidden = true;
        }
    }

    function PlayTakeHit(float tweentime, vector HitLoc, int Damage)
    {
        NormallyVisible();
        Global.PlayTakeHit(tweentime, HitLoc, Damage);
    }
    
    function PlayDying(name DamageType, vector HitLocation)
    {
        NormallyVisible();
        Global.PlayDying(DamageType, HitLocation);
    }

    function Landed(vector HitNormal)
    {
        NormallyVisible();
        Super.Landed(HitNormal);
    }

    function EndState()
    {
        Super.EndState();
        if ( (Role == ROLE_Authority) && !bHidden && (Style == STY_Translucent) )
            NormallyVisible();
    }
}

state PlayerSwimming
{
ignores SeePlayer, HearNoise, Bump;

    function BeginState()
    {
        Super.BeginState();
        NormallyVisible();
    }
}

state PlayerWalking
{
ignores SeePlayer, HearNoise, Bump;

    exec function Fire( optional float F )
    {
        NormallyVisible();
        Super.Fire(F);
    }

    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, 
                            Vector momentum, name damageType)
    {
        NormallyVisible();
        Super.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType);
    }

    function ProcessMove(float DeltaTime, vector NewAccel, eDodgeDir DodgeMove, rotator DeltaRot)   
    {
        Super.ProcessMove(DeltaTime, NewAccel, DodgeMove, DeltaRot);
        if ( (Role == ROLE_Authority) && (Style == STY_Translucent) )
        {
            ScaleGlow = VSize(Velocity)/GroundSpeed;
            bHidden = (ScaleGlow < 0.35);
        }
    }
    
    function EndState()
    {
        NormallyVisible();
        Super.EndState();
    }
}

defaultproperties
{
     drown=Sound'UnrealShare.Male.MDrown1'
     breathagain=Sound'UnrealShare.Male.MGasp1'
     Footstep1=Sound'UnrealShare.Cow.walkC'
     Footstep2=Sound'UnrealShare.Cow.walkC'
     Footstep3=Sound'UnrealShare.Cow.walkC'
     HitSound3=Sound'UnrealShare.Nali.injur1n'
     HitSound4=Sound'UnrealShare.Nali.injur2n'
     Die2=Sound'UnrealShare.Nali.death2n'
     Die3=Sound'UnrealShare.Nali.death2n'
     Die4=Sound'UnrealShare.Nali.death2n'
     GaspSound=Sound'UnrealShare.Male.MGasp2'
     UWHit1=Sound'UnrealShare.Male.MUWHit1'
     UWHit2=Sound'UnrealShare.Male.MUWHit2'
     LandGrunt=Sound'UnrealShare.Male.lland01'
     CarcassType=Class'UnrealShare.NaliCarcass'
     JumpSound=Sound'UnrealShare.Male.MJump1'
     bSinglePlayer=False
     GroundSpeed=320.000000
     JumpZ=360.000000
     BaseEyeHeight=32.000000
     EyeHeight=32.000000
     Health=80
     HitSound1=Sound'UnrealShare.Nali.fear1n'
     HitSound2=Sound'UnrealShare.Nali.cringe2n'
     Die=Sound'UnrealShare.Nali.death1n'
     MenuName="Nali"
     Skin=Texture'UnrealShare.Skins.JNali1'
     Mesh=LodMesh'UnrealI.Nali2'
     CollisionRadius=24.000000
     CollisionHeight=48.000000
     Buoyancy=98.000000
}

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Class file time: za 22-4-2006 13:27:50.000 - Creation time: za 22-4-2006 13:29:29.234 - Created with UnCodeX