UnrealI
Class KrallCarcass

source: e:\games\UnrealTournament\UnrealI\Classes\KrallCarcass.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Decoration
         |
         +--Engine.Carcass
            |
            +--UnrealShare.CreatureCarcass
               |
               +--UnrealI.KrallCarcass
Direct Known Subclasses:None

class KrallCarcass
extends UnrealShare.CreatureCarcass

//============================================================================= // KrallCarcass. //=============================================================================

Function Summary
 bool AllowChunk(int N, name A)
 void ForceMeshToExist()
 void InitFor(Actor Other)



Source Code


00001	//=============================================================================
00002	// KrallCarcass.
00003	//=============================================================================
00004	class KrallCarcass extends CreatureCarcass;
00005	
00006	
00007	#exec MESH IMPORT MESH=KrallHead ANIVFILE=MODELS\g_krlh_a.3D DATAFILE=MODELS\g_krlh_d.3D X=0 Y=0 Z=0
00008	#exec MESH ORIGIN MESH=KrallHead X=0 Y=0 Z=0 YAW=64
00009	#exec MESH SEQUENCE MESH=KrallHead SEQ=All    STARTFRAME=0   NUMFRAMES=1
00010	#exec MESH SEQUENCE MESH=KrallHead SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00011	#exec TEXTURE IMPORT NAME=Jgkrl1  FILE=MODELS\g_kral1.PCX GROUP=Skins 
00012	#exec MESHMAP SCALE MESHMAP=KrallHead X=0.09 Y=0.09 Z=0.18
00013	#exec MESHMAP SETTEXTURE MESHMAP=KrallHead NUM=1 TEXTURE=Jgkrl1
00014	
00015	#exec MESH IMPORT MESH=KrallWeapon ANIVFILE=MODELS\g_krlw_a.3D DATAFILE=MODELS\g_krlw_d.3D X=0 Y=0 Z=0
00016	#exec MESH ORIGIN MESH=KrallWeapon X=0 Y=0 Z=0 YAW=64
00017	#exec MESH SEQUENCE MESH=KrallWeapon SEQ=All    STARTFRAME=0   NUMFRAMES=1
00018	#exec MESH SEQUENCE MESH=KrallWeapon SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00019	#exec TEXTURE IMPORT NAME=Jgkrl0  FILE=MODELS\g_kral0.PCX GROUP=Skins 
00020	#exec MESHMAP SCALE MESHMAP=KrallWeapon X=0.09 Y=0.09 Z=0.18
00021	#exec MESHMAP SETTEXTURE MESHMAP=KrallWeapon NUM=1 TEXTURE=Jgkrl0
00022	
00023	#exec MESH IMPORT MESH=KrallFoot ANIVFILE=MODELS\g_krlf_a.3D DATAFILE=MODELS\g_krlf_d.3D X=0 Y=0 Z=0
00024	#exec MESH ORIGIN MESH=KrallFoot X=0 Y=0 Z=0 YAW=64
00025	#exec MESH SEQUENCE MESH=KrallFoot SEQ=All    STARTFRAME=0   NUMFRAMES=1
00026	#exec MESH SEQUENCE MESH=KrallFoot SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00027	#exec TEXTURE IMPORT NAME=Jgkrl0  FILE=MODELS\g_kral0.PCX GROUP=Skins 
00028	#exec MESHMAP SCALE MESHMAP=KrallFoot X=0.09 Y=0.09 Z=0.18
00029	#exec MESHMAP SETTEXTURE MESHMAP=KrallFoot NUM=1 TEXTURE=Jgkrl0
00030	
00031	#exec MESH IMPORT MESH=KrallPiece ANIVFILE=MODELS\g_krlf_a.3D DATAFILE=MODELS\g_krlf_d.3D X=0 Y=0 Z=0
00032	#exec MESH ORIGIN MESH=KrallPiece X=0 Y=0 Z=0 YAW=64
00033	#exec MESH SEQUENCE MESH=KrallPiece SEQ=All    STARTFRAME=0   NUMFRAMES=1
00034	#exec MESH SEQUENCE MESH=KrallPiece SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00035	#exec TEXTURE IMPORT NAME=Jgkrl0  FILE=MODELS\g_kral0.PCX GROUP=Skins 
00036	#exec MESHMAP SCALE MESHMAP=KrallPiece X=0.09 Y=0.09 Z=0.18
00037	#exec MESHMAP SETTEXTURE MESHMAP=KrallPiece NUM=1 TEXTURE=Jgkrl0
00038	
00039	#exec MESH IMPORT MESH=KrallHand ANIVFILE=MODELS\g_krlz_a.3D DATAFILE=MODELS\g_krlz_d.3D X=0 Y=0 Z=0
00040	#exec MESH ORIGIN MESH=KrallHand X=0 Y=0 Z=0 YAW=64
00041	#exec MESH SEQUENCE MESH=KrallHand SEQ=All    STARTFRAME=0   NUMFRAMES=1
00042	#exec MESH SEQUENCE MESH=KrallHand SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00043	#exec TEXTURE IMPORT NAME=Jgkrl1  FILE=MODELS\g_kral1.PCX GROUP=Skins 
00044	#exec MESHMAP SCALE MESHMAP=KrallHand X=0.09 Y=0.09 Z=0.18
00045	#exec MESHMAP SETTEXTURE MESHMAP=KrallHand NUM=1 TEXTURE=Jgkrl1
00046	
00047	function ForceMeshToExist()
00048	{
00049		//never called
00050		Spawn(class 'Krall');
00051	}
00052	
00053	static simulated function bool AllowChunk(int N, name A)
00054	{
00055		if ( (A == 'Dead5') && (N == 4) )
00056			return false;
00057		if ( (A == 'LeglessDeath') && (N == 2) )
00058			return false;
00059	
00060		return true;
00061	}
00062	
00063	function InitFor(actor Other)
00064	{
00065		Super.InitFor(Other);
00066		if ( AnimSequence == 'LeglessDeath' )
00067			SetCollision(true, false, false);
00068	}
00069	
00070	defaultproperties
00071	{
00072	     bodyparts(0)=LodMesh'UnrealI.KrallWeapon'
00073	     bodyparts(1)=LodMesh'UnrealI.KrallHand'
00074	     bodyparts(2)=LodMesh'UnrealI.KrallFoot'
00075	     bodyparts(3)=LodMesh'UnrealI.KrallPiece'
00076	     bodyparts(4)=LodMesh'UnrealI.KrallHead'
00077	     Mesh=LodMesh'UnrealI.KrallM'
00078	     Mass=140.000000
00079	     Buoyancy=130.000000
00080	}

End Source Code