UnrealI
Class Lamp4

source: e:\games\UnrealTournament\UnrealI\Classes\Lamp4.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Decoration
         |
         +--UnrealI.Lamp4
Direct Known Subclasses:None

class Lamp4
extends Engine.Decoration

//============================================================================= // Lamp4. //=============================================================================
States
active
State active Function Summary
 void TakeDamage(int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)



Source Code


00001	//=============================================================================
00002	// Lamp4.
00003	//=============================================================================
00004	class Lamp4 extends Decoration;
00005	
00006	#exec MESH IMPORT MESH=Lamp4M ANIVFILE=MODELS\lamp4_a.3D DATAFILE=MODELS\lamp4_d.3D X=0 Y=0 Z=0
00007	#exec MESH ORIGIN MESH=Lamp4M X=0 Y=0 Z=0 YAW=64
00008	
00009	#exec MESH SEQUENCE MESH=Lamp4M SEQ=All    STARTFRAME=0   NUMFRAMES=1
00010	#exec MESH SEQUENCE MESH=Lamp4M SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00011	#exec TEXTURE IMPORT NAME=JLamp41 FILE=MODELS\lamp4.PCX GROUP=Skins FLAGS=2
00012	
00013	#exec MESHMAP SCALE MESHMAP=Lamp4M X=0.05 Y=0.05 Z=0.1
00014	#exec MESHMAP SETTEXTURE MESHMAP=Lamp4M NUM=1 TEXTURE=Jlamp41 TLOD=10
00015	
00016	
00017	auto state active
00018	{
00019		function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation, 
00020							Vector momentum, name damageType)
00021		{
00022			skinnedFrag(class'Fragment1',texture'JLamp41', Momentum, 0.3, 5);
00023			if ( Instigator != None )
00024				MakeNoise(1.0);
00025		}
00026	
00027	Begin:
00028	}
00029	
00030	defaultproperties
00031	{
00032	     bStatic=False
00033	     DrawType=DT_Mesh
00034	     Mesh=LodMesh'UnrealI.Lamp4M'
00035	     CollisionHeight=32.000000
00036	     bCollideActors=True
00037	     bCollideWorld=True
00038	}

End Source Code