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//============================================================================= // SpinnerCarcass. //============================================================================= class SpinnerCarcass expands CreatureCarcass; #exec MESH IMPORT MESH=SpinnerHead ANIVFILE=MODELS\Spinner\gib-torso_a.3D DATAFILE=MODELS\Spinner\gib-torso_d.3D X=0 Y=0 Z=0 #forceexec MESH ORIGIN MESH=SpinnerHead X=0 Y=0 Z=-20 YAW=-64 #exec MESH SEQUENCE MESH=SpinnerHead SEQ=All STARTFRAME=0 NUMFRAMES=2 #exec MESH SEQUENCE MESH=SpinnerHead SEQ=Still STARTFRAME=0 NUMFRAMES=2 #exec TEXTURE IMPORT NAME=JGSpinner1 FILE=MODELS\Spinner\gib-torso1.PCX FAMILY=Skins FLAGS=2 #exec TEXTURE IMPORT NAME=JGSpinner2 FILE=MODELS\Spinner\gib-torso2.PCX GROUP=Skins PALETTE=JGSpinner1 // head4T6y #exec MESHMAP NEW MESHMAP=SpinnerHead MESH=SpinnerHead #exec MESHMAP SCALE MESHMAP=SpinnerHead X=0.04 Y=0.04 Z=0.08 #exec MESHMAP SETTEXTURE MESHMAP=SpinnerHead NUM=1 TEXTURE=JGSpinner1 #exec MESHMAP SETTEXTURE MESHMAP=SpinnerHead NUM=2 TEXTURE=JGSpinner2 #exec MESH IMPORT MESH=SpinnerBody ANIVFILE=MODELS\Spinner\gib-torso-02_a.3D DATAFILE=MODELS\Spinner\gib-torso-02_d.3D X=0 Y=0 Z=0 #forceexec MESH ORIGIN MESH=SpinnerBody X=0 Y=0 Z=0 YAW=-64 #exec MESH SEQUENCE MESH=SpinnerBody SEQ=All STARTFRAME=0 NUMFRAMES=2 #exec MESH SEQUENCE MESH=SpinnerBody SEQ=Still STARTFRAME=0 NUMFRAMES=2 #exec MESHMAP NEW MESHMAP=SpinnerBody MESH=SpinnerBody #exec MESHMAP SCALE MESHMAP=SpinnerBody X=0.04 Y=0.04 Z=0.08 #exec MESHMAP SETTEXTURE MESHMAP=SpinnerBody NUM=1 TEXTURE=JGSpinner1 #exec MESH IMPORT MESH=SpinnerClaw ANIVFILE=MODELS\Spinner\gib-claw-lf_a.3d DATAFILE=MODELS\Spinner\gib-claw-lf_d.3d X=0 Y=0 Z=0 #forceexec MESH ORIGIN MESH=SpinnerClaw X=0 Y=0 Z=0 YAW=-64 #exec MESH SEQUENCE MESH=SpinnerClaw SEQ=All STARTFRAME=0 NUMFRAMES=2 #exec MESH SEQUENCE MESH=SpinnerClaw SEQ=SpinnerClaw STARTFRAME=0 NUMFRAMES=2 #exec MESHMAP NEW MESHMAP=SpinnerClaw MESH=SpinnerClaw #exec MESHMAP SCALE MESHMAP=SpinnerClaw X=0.04 Y=0.04 Z=0.08 #exec MESHMAP SETTEXTURE MESHMAP=SpinnerClaw NUM=1 TEXTURE=JGSpinner1 #exec MESH IMPORT MESH=SpinnerLeg1 ANIVFILE=MODELS\Spinner\gib-leg-01_a.3D DATAFILE=MODELS\Spinner\gib-leg-01_d.3D X=0 Y=0 Z=0 #forceexec MESH ORIGIN MESH=SpinnerLeg1 X=0 Y=0 Z=0 YAW=-64 #exec MESH SEQUENCE MESH=SpinnerLeg1 SEQ=All STARTFRAME=0 NUMFRAMES=2 #exec MESH SEQUENCE MESH=SpinnerLeg1 SEQ=Still STARTFRAME=0 NUMFRAMES=2 #exec MESHMAP NEW MESHMAP=SpinnerLeg1 MESH=SpinnerLeg1 #exec MESHMAP SCALE MESHMAP=SpinnerLeg1 X=0.04 Y=0.04 Z=0.08 #exec MESHMAP SETTEXTURE MESHMAP=SpinnerLeg1 NUM=1 TEXTURE=JGSpinner1 #exec MESH IMPORT MESH=SpinnerLeg2 ANIVFILE=MODELS\Spinner\gib-leg-02_a.3D DATAFILE=MODELS\Spinner\gib-leg-02_d.3D X=0 Y=0 Z=0 #forceexec MESH ORIGIN MESH=SpinnerLeg2 X=0 Y=0 Z=0 YAW=-64 #exec MESH SEQUENCE MESH=SpinnerLeg2 SEQ=All STARTFRAME=0 NUMFRAMES=2 #exec MESH SEQUENCE MESH=SpinnerLeg2 SEQ=Still STARTFRAME=0 NUMFRAMES=2 #exec MESHMAP NEW MESHMAP=SpinnerLeg2 MESH=SpinnerLeg2 #exec MESHMAP SCALE MESHMAP=SpinnerLeg2 X=0.04 Y=0.04 Z=0.08 #exec MESHMAP SETTEXTURE MESHMAP=SpinnerLeg2 NUM=1 TEXTURE=JGSpinner1 #exec MESH IMPORT MESH=SpinnerLeg3 ANIVFILE=MODELS\Spinner\gib-leg-03_a.3D DATAFILE=MODELS\Spinner\gib-leg-03_d.3D X=0 Y=0 Z=0 #forceexec MESH ORIGIN MESH=SpinnerLeg3 X=0 Y=0 Z=0 YAW=-64 #exec MESH SEQUENCE MESH=SpinnerLeg3 SEQ=All STARTFRAME=0 NUMFRAMES=2 #exec MESH SEQUENCE MESH=SpinnerLeg3 SEQ=Still STARTFRAME=0 NUMFRAMES=2 #exec MESHMAP NEW MESHMAP=SpinnerLeg3 MESH=SpinnerLeg3 #exec MESHMAP SCALE MESHMAP=SpinnerLeg3 X=0.04 Y=0.04 Z=0.08 #exec MESHMAP SETTEXTURE MESHMAP=SpinnerLeg3 NUM=1 TEXTURE=JGSpinner1 #exec MESH IMPORT MESH=SpinnerLeg4 ANIVFILE=MODELS\Spinner\gib-leg-04_a.3D DATAFILE=MODELS\Spinner\gib-leg-04_d.3D X=0 Y=0 Z=0 #forceexec MESH ORIGIN MESH=SpinnerLeg4 X=0 Y=0 Z=0 YAW=-64 #exec MESH SEQUENCE MESH=SpinnerLeg4 SEQ=All STARTFRAME=0 NUMFRAMES=2 #exec MESH SEQUENCE MESH=SpinnerLeg4 SEQ=Still STARTFRAME=0 NUMFRAMES=2 #exec MESHMAP NEW MESHMAP=SpinnerLeg4 MESH=SpinnerLeg4 #exec MESHMAP SCALE MESHMAP=SpinnerLeg4 X=0.04 Y=0.04 Z=0.08 #exec MESHMAP SETTEXTURE MESHMAP=SpinnerLeg4 NUM=1 TEXTURE=JGSpinner1 #exec MESH IMPORT MESH=SpinnerTail ANIVFILE=MODELS\Spinner\gib-tail_a.3D DATAFILE=MODELS\Spinner\gib-tail_d.3D X=0 Y=0 Z=0 #forceexec MESH ORIGIN MESH=SpinnerTail X=0 Y=0 Z=0 YAW=-64 #exec MESH SEQUENCE MESH=SpinnerTail SEQ=All STARTFRAME=0 NUMFRAMES=2 #exec MESH SEQUENCE MESH=SpinnerTail SEQ=Still STARTFRAME=0 NUMFRAMES=2 #exec MESHMAP NEW MESHMAP=SpinnerTail MESH=SpinnerTail #exec MESHMAP SCALE MESHMAP=SpinnerTail X=0.04 Y=0.04 Z=0.08 #exec MESHMAP SETTEXTURE MESHMAP=SpinnerTail NUM=1 TEXTURE=JGSpinner2 function ForceMeshToExist() { //never called Spawn( class 'Spinner' ); } function InitFor( actor Other ) { Super.InitFor( Other ); if( AnimSequence == 'Death5' ) bodyparts[7]=None; } defaultproperties { bodyparts(0)=LodMesh'UPak.SpinnerBody' bodyparts(1)=LodMesh'UPak.SpinnerTail' bodyparts(2)=LodMesh'UPak.SpinnerLeg1' bodyparts(3)=LodMesh'UPak.SpinnerLeg2' bodyparts(4)=LodMesh'UPak.SpinnerLeg3' bodyparts(5)=LodMesh'UPak.SpinnerLeg4' bodyparts(6)=LodMesh'UPak.SpinnerClaw' bodyparts(7)=LodMesh'UPak.SpinnerHead' ZOffset(1)=0.750000 ZOffset(2)=0.250000 ZOffset(3)=0.250000 ZOffset(4)=0.250000 ZOffset(5)=0.250000 ZOffset(7)=0.500000 bGreenBlood=True AnimSequence=Death Mesh=LodMesh'UPak.Spinner' CollisionRadius=32.000000 CollisionHeight=22.000000 Mass=100.000000 Buoyancy=100.000000 } |
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