UnrealI
Class MaleTwo

source: e:\games\UnrealTournament\UnrealI\Classes\MaleTwo.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Pawn
         |
         +--Engine.PlayerPawn
            |
            +--UnrealShare.UnrealIPlayer
               |
               +--UnrealShare.Human
                  |
                  +--UnrealShare.Male
                     |
                     +--UnrealI.MaleTwo
Direct Known Subclasses:None

class MaleTwo
extends UnrealShare.Male

//============================================================================= // MaleTwo. //=============================================================================

Source Code


00001	//=============================================================================
00002	// MaleTwo.
00003	//=============================================================================
00004	class MaleTwo extends Male;
00005	
00006	#exec MESH IMPORT MESH=Male2 ANIVFILE=MODELS\Male2_a.3D DATAFILE=..\unrealshare\MODELS\Male2_d.3D X=0 Y=0 Z=0 ZEROTEX=1 UNMIRROR=1
00007	#exec MESH ORIGIN MESH=Male2 X=-150 Y=80 Z=0 YAW=64 ROLL=-64
00008	
00009	#exec MESH SEQUENCE MESH=Male2 SEQ=All       STARTFRAME=0   NUMFRAMES=473
00010	#exec MESH SEQUENCE MESH=Male2 SEQ=GutHit    STARTFRAME=0   NUMFRAMES=1  Group=TakeHit
00011	#exec MESH SEQUENCE MESH=Male2 SEQ=AimDnLg   STARTFRAME=1   NUMFRAMES=1  Group=Waiting
00012	#exec MESH SEQUENCE MESH=Male2 SEQ=AimDnSm   STARTFRAME=2   NUMFRAMES=1  Group=Waiting
00013	#exec MESH SEQUENCE MESH=Male2 SEQ=AimUpLg   STARTFRAME=3   NUMFRAMES=1  Group=Waiting
00014	#exec MESH SEQUENCE MESH=Male2 SEQ=AimUpSm   STARTFRAME=4   NUMFRAMES=1  Group=Waiting
00015	#exec MESH SEQUENCE MESH=Male2 SEQ=Taunt1    STARTFRAME=5   NUMFRAMES=7  RATE=6  Group=Gesture
00016	#exec MESH SEQUENCE MESH=Male2 SEQ=Breath1   STARTFRAME=12  NUMFRAMES=7  RATE=6  Group=Waiting
00017	#exec MESH SEQUENCE MESH=Male2 SEQ=Breath2   STARTFRAME=19  NUMFRAMES=6  RATE=6  Group=Waiting
00018	#exec MESH SEQUENCE MESH=Male2 SEQ=CockGun   STARTFRAME=25  NUMFRAMES=8  RATE=6  Group=Waiting
00019	#exec MESH SEQUENCE MESH=Male2 SEQ=Dead2     STARTFRAME=33  NUMFRAMES=16 RATE=15 Group=TakeHit
00020	#exec MESH SEQUENCE MESH=Male2 SEQ=Dead3     STARTFRAME=49  NUMFRAMES=13 RATE=15 Group=TakeHit
00021	#exec MESH SEQUENCE MESH=Male2 SEQ=Dead4     STARTFRAME=62  NUMFRAMES=16 RATE=15 Group=TakeHit
00022	#exec MESH SEQUENCE MESH=Male2 SEQ=Dead5     STARTFRAME=78  NUMFRAMES=23 RATE=15 Group=TakeHit
00023	#exec MESH SEQUENCE MESH=Male2 SEQ=Dead6     STARTFRAME=101 NUMFRAMES=28 RATE=15
00024	#exec MESH SEQUENCE MESH=Male2 SEQ=Dead7     STARTFRAME=129 NUMFRAMES=21 RATE=15
00025	#exec MESH SEQUENCE MESH=Male2 SEQ=DeathEnd  STARTFRAME=457 NUMFRAMES=1
00026	#exec MESH SEQUENCE MESH=Male2 SEQ=DeathEnd2 STARTFRAME=48  NUMFRAMES=1
00027	#exec MESH SEQUENCE MESH=Male2 SEQ=DeathEnd3 STARTFRAME=61  NUMFRAMES=1
00028	#exec MESH SEQUENCE MESH=Male2 SEQ=DuckWlkL  STARTFRAME=150 NUMFRAMES=15 RATE=15 Group=Ducking
00029	#exec MESH SEQUENCE MESH=Male2 SEQ=DuckWlkS  STARTFRAME=165 NUMFRAMES=15 RATE=15 Group=Ducking
00030	#exec MESH SEQUENCE MESH=Male2 SEQ=HeadHit   STARTFRAME=180 NUMFRAMES=1  Group=TakeHit
00031	#exec MESH SEQUENCE MESH=Male2 SEQ=JumpLgFr  STARTFRAME=181 NUMFRAMES=1  Group=Jumping
00032	#exec MESH SEQUENCE MESH=Male2 SEQ=JumpSmFr  STARTFRAME=182 NUMFRAMES=1  Group=Jumping
00033	#exec MESH SEQUENCE MESH=Male2 SEQ=LandLgFr  STARTFRAME=183 NUMFRAMES=1 Group=Landing
00034	#exec MESH SEQUENCE MESH=Male2 SEQ=LandSmFr  STARTFRAME=184 NUMFRAMES=1 Group=Landing
00035	#exec MESH SEQUENCE MESH=Male2 SEQ=LeftHit   STARTFRAME=185 NUMFRAMES=1 Group=TakeHit
00036	#exec MESH SEQUENCE MESH=Male2 SEQ=Look      STARTFRAME=186 NUMFRAMES=25 RATE=15 Group=Waiting //FIXME - can't use! - make much more subtle
00037	#exec MESH SEQUENCE MESH=Male2 SEQ=RightHit  STARTFRAME=211 NUMFRAMES=1  Group=TakeHit
00038	#exec MESH SEQUENCE MESH=Male2 SEQ=RunLg     STARTFRAME=212 NUMFRAMES=10 RATE=17
00039	#exec MESH SEQUENCE MESH=Male2 SEQ=RunLgFr   STARTFRAME=222 NUMFRAMES=10 RATE=17
00040	#exec MESH SEQUENCE MESH=Male2 SEQ=RunSm     STARTFRAME=232 NUMFRAMES=10 RATE=17
00041	#exec MESH SEQUENCE MESH=Male2 SEQ=RunSmFr   STARTFRAME=242 NUMFRAMES=10 RATE=17
00042	#exec MESH SEQUENCE MESH=Male2 SEQ=StillFrRp STARTFRAME=252 NUMFRAMES=15 RATE=15 Group=Waiting
00043	#exec MESH SEQUENCE MESH=Male2 SEQ=StillLgFr STARTFRAME=267 NUMFRAMES=10 RATE=15 Group=Waiting
00044	#exec MESH SEQUENCE MESH=Male2 SEQ=StillSmFr STARTFRAME=277 NUMFRAMES=8  RATE=15 Group=Waiting
00045	#exec MESH SEQUENCE MESH=Male2 SEQ=SwimLg    STARTFRAME=285 NUMFRAMES=15 RATE=15
00046	#exec MESH SEQUENCE MESH=Male2 SEQ=SwimSm    STARTFRAME=300 NUMFRAMES=15 RATE=15
00047	#exec MESH SEQUENCE MESH=Male2 SEQ=TreadLg   STARTFRAME=315 NUMFRAMES=15 RATE=15 Group=Waiting
00048	#exec MESH SEQUENCE MESH=Male2 SEQ=TreadSm   STARTFRAME=330 NUMFRAMES=15 RATE=15 Group=Waiting
00049	#exec MESH SEQUENCE MESH=Male2 SEQ=Victory1  STARTFRAME=345 NUMFRAMES=25 RATE=15 Group=Gesture
00050	#exec MESH SEQUENCE MESH=Male2 SEQ=WalkLg    STARTFRAME=370 NUMFRAMES=15 RATE=17
00051	#exec MESH SEQUENCE MESH=Male2 SEQ=WalkLgFr  STARTFRAME=385 NUMFRAMES=15 RATE=17
00052	#exec MESH SEQUENCE MESH=Male2 SEQ=WalkSm    STARTFRAME=400 NUMFRAMES=15 RATE=17
00053	#exec MESH SEQUENCE MESH=Male2 SEQ=WalkSmFr  STARTFRAME=415 NUMFRAMES=15 RATE=17
00054	#exec MESH SEQUENCE MESH=Male2 SEQ=Wave      STARTFRAME=430 NUMFRAMES=15 RATE=15 Group=Gesture
00055	#exec MESH SEQUENCE MESH=Male2 SEQ=Dead1     STARTFRAME=445 NUMFRAMES=13 RATE=15  
00056	#exec MESH SEQUENCE MESH=Male2 SEQ=Walk      STARTFRAME=458 NUMFRAMES=15 RATE=15  
00057	#exec MESH SEQUENCE MESH=Male2 SEQ=TurnSm    STARTFRAME=415 NUMFRAMES=2
00058	#exec MESH SEQUENCE MESH=Male2 SEQ=TurnLg    STARTFRAME=385 NUMFRAMES=2
00059	#exec MESH SEQUENCE MESH=Male2 SEQ=Taunt1L   STARTFRAME=473 NUMFRAMES=7  RATE=6  Group=Gesture
00060	#exec MESH SEQUENCE MESH=Male2 SEQ=Breath1L  STARTFRAME=480 NUMFRAMES=7  RATE=6  Group=Waiting
00061	#exec MESH SEQUENCE MESH=Male2 SEQ=Breath2L  STARTFRAME=487 NUMFRAMES=6  RATE=6  Group=Waiting
00062	#exec MESH SEQUENCE MESH=Male2 SEQ=CockGunL  STARTFRAME=493 NUMFRAMES=8  RATE=6  Group=Waiting
00063	#exec MESH SEQUENCE MESH=Male2 SEQ=LookL     STARTFRAME=501 NUMFRAMES=25 RATE=15 Group=Waiting //FIXME - can't use! - make much more subtle
00064	#exec MESH SEQUENCE MESH=Male2 SEQ=Victory1L STARTFRAME=526 NUMFRAMES=25 RATE=15 Group=Gesture
00065	#exec MESH SEQUENCE MESH=Male2 SEQ=WaveL     STARTFRAME=551 NUMFRAMES=15 RATE=15 Group=Gesture
00066	
00067	#exec TEXTURE IMPORT NAME=Ash FILE=MODELS\Ash.PCX GROUP=Skins 
00068	#exec MESHMAP SCALE MESHMAP=Male2 X=0.056 Y=0.056 Z=0.112
00069	#exec MESHMAP SETTEXTURE MESHMAP=Male2 NUM=0 TEXTURE=Ash
00070	
00071	#exec MESH NOTIFY MESH=Male2 SEQ=RunLG TIME=0.25 FUNCTION=PlayFootStep
00072	#exec MESH NOTIFY MESH=Male2 SEQ=RunLG TIME=0.75 FUNCTION=PlayFootStep
00073	#exec MESH NOTIFY MESH=Male2 SEQ=RunLGFR TIME=0.25 FUNCTION=PlayFootStep
00074	#exec MESH NOTIFY MESH=Male2 SEQ=RunLGFR TIME=0.75 FUNCTION=PlayFootStep
00075	#exec MESH NOTIFY MESH=Male2 SEQ=RunSM TIME=0.25 FUNCTION=PlayFootStep
00076	#exec MESH NOTIFY MESH=Male2 SEQ=RunSM TIME=0.75 FUNCTION=PlayFootStep
00077	#exec MESH NOTIFY MESH=Male2 SEQ=RunSMFR TIME=0.25 FUNCTION=PlayFootStep
00078	#exec MESH NOTIFY MESH=Male2 SEQ=RunSMFR TIME=0.75 FUNCTION=PlayFootStep
00079	#exec MESH NOTIFY MESH=Male2 SEQ=WalkLG TIME=0.25 FUNCTION=PlayFootStep
00080	#exec MESH NOTIFY MESH=Male2 SEQ=WalkLG TIME=0.75 FUNCTION=PlayFootStep
00081	#exec MESH NOTIFY MESH=Male2 SEQ=WalkLGFR TIME=0.25 FUNCTION=PlayFootStep
00082	#exec MESH NOTIFY MESH=Male2 SEQ=WalkLGFR TIME=0.75 FUNCTION=PlayFootStep
00083	#exec MESH NOTIFY MESH=Male2 SEQ=WalkSM TIME=0.25 FUNCTION=PlayFootStep
00084	#exec MESH NOTIFY MESH=Male2 SEQ=WalkSM TIME=0.75 FUNCTION=PlayFootStep
00085	#exec MESH NOTIFY MESH=Male2 SEQ=WalkSMFR TIME=0.25 FUNCTION=PlayFootStep
00086	#exec MESH NOTIFY MESH=Male2 SEQ=WalkSMFR TIME=0.75 FUNCTION=PlayFootStep
00087	#exec MESH NOTIFY MESH=Male2 SEQ=Dead2 TIME=0.92 FUNCTION=LandThump
00088	#exec MESH NOTIFY MESH=Male2 SEQ=Dead3 TIME=0.45 FUNCTION=LandThump
00089	#exec MESH NOTIFY MESH=Male2 SEQ=Dead4 TIME=0.54 FUNCTION=LandThump
00090	#exec MESH NOTIFY MESH=Male2 SEQ=Dead5 TIME=0.68 FUNCTION=LandThump
00091	#exec MESH NOTIFY MESH=Male2 SEQ=Dead6 TIME=0.57 FUNCTION=LandThump
00092	#exec MESH NOTIFY MESH=Male2 SEQ=Dead7 TIME=0.78 FUNCTION=LandThump
00093	
00094	#exec TEXTURE IMPORT NAME=JMale22 FILE=MODELS\Male2b.PCX GROUP=Skins 
00095	
00096	#exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\male\jump10.WAV" NAME="MJump2" GROUP="Male"
00097	#exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\male\land10.WAV" NAME="MLand2" GROUP="Male"
00098	
00099	defaultproperties
00100	{
00101	     LandGrunt=Sound'UnrealI.Male.MLand2'
00102	     CarcassType=Class'UnrealI.MaleTwoCarcass'
00103	     JumpSound=Sound'UnrealI.Male.MJump2'
00104	     MenuName="Male 2"
00105	     Skin=Texture'UnrealShare.Skins.Ash'
00106	     Mesh=LodMesh'UnrealI.Male2'
00107	}

End Source Code