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UPak.SpinnerCarcass


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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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Class file time: za 22-4-2006 13:27:50.000 - Creation time: za 22-4-2006 13:29:30.625 - Created with UnCodeX