Core.Object | +--Engine.Actor | +--Engine.Decoration | +--UnrealI.Lamp4
void
TakeDamage(int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
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 }