UnrealI
Class MercCarcass

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

class MercCarcass
extends UnrealShare.CreatureCarcass

//============================================================================= // MercCarcass. //=============================================================================

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



Source Code


00001	//=============================================================================
00002	// MercCarcass.
00003	//=============================================================================
00004	class MercCarcass extends CreatureCarcass;
00005	
00006	#exec MESH IMPORT MESH=MercArm ANIVFILE=MODELS\g_merca_a.3D DATAFILE=MODELS\g_merca_d.3D X=0 Y=0 Z=0
00007	#exec MESH ORIGIN MESH=MercArm X=0 Y=0 Z=0 YAW=64
00008	#exec MESH SEQUENCE MESH=MercArm SEQ=All    STARTFRAME=0   NUMFRAMES=1
00009	#exec MESH SEQUENCE MESH=MercArm SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00010	#exec TEXTURE IMPORT NAME=Jmerce1  FILE=MODELS\g_merc1.PCX GROUP=Skins 
00011	#exec MESHMAP SCALE MESHMAP=MercArm X=0.09 Y=0.09 Z=0.18
00012	#exec MESHMAP SETTEXTURE MESHMAP=MercArm NUM=1 TEXTURE=Jmerce1
00013	
00014	#exec MESH IMPORT MESH=MercFoot ANIVFILE=MODELS\g_mercf_a.3D DATAFILE=MODELS\g_mercf_d.3D X=0 Y=0 Z=0
00015	#exec MESH ORIGIN MESH=MercFoot X=0 Y=0 Z=0 YAW=64
00016	#exec MESH SEQUENCE MESH=MercFoot SEQ=All    STARTFRAME=0   NUMFRAMES=1
00017	#exec MESH SEQUENCE MESH=MercFoot SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00018	#exec TEXTURE IMPORT NAME=Jmerce1  FILE=MODELS\g_merc1.PCX GROUP=Skins 
00019	#exec MESHMAP SCALE MESHMAP=MercFoot X=0.09 Y=0.09 Z=0.18
00020	#exec MESHMAP SETTEXTURE MESHMAP=MercFoot NUM=1 TEXTURE=Jmerce1
00021	
00022	#exec MESH IMPORT MESH=MercGun ANIVFILE=MODELS\g_mercg_a.3D DATAFILE=MODELS\g_mercg_d.3D X=0 Y=0 Z=0
00023	#exec MESH ORIGIN MESH=MercGun X=0 Y=0 Z=0 YAW=64
00024	#exec MESH SEQUENCE MESH=MercGun SEQ=All    STARTFRAME=0   NUMFRAMES=1
00025	#exec MESH SEQUENCE MESH=MercGun SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00026	#exec TEXTURE IMPORT NAME=Jmerce1  FILE=MODELS\g_merc1.PCX GROUP=Skins 
00027	#exec MESHMAP SCALE MESHMAP=MercGun X=0.09 Y=0.09 Z=0.18
00028	#exec MESHMAP SETTEXTURE MESHMAP=MercGun NUM=1 TEXTURE=Jmerce1
00029	
00030	#exec MESH IMPORT MESH=MercHead ANIVFILE=MODELS\g_merch_a.3D DATAFILE=MODELS\g_merch_d.3D X=0 Y=0 Z=0
00031	#exec MESH ORIGIN MESH=MercHead X=0 Y=0 Z=0 YAW=64
00032	#exec MESH SEQUENCE MESH=MercHead SEQ=All    STARTFRAME=0   NUMFRAMES=1
00033	#exec MESH SEQUENCE MESH=MercHead SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00034	#exec TEXTURE IMPORT NAME=Jmerce2  FILE=MODELS\g_merc2.PCX GROUP=Skins 
00035	#exec MESHMAP SCALE MESHMAP=MercHead X=0.09 Y=0.09 Z=0.18
00036	#exec MESHMAP SETTEXTURE MESHMAP=MercHead NUM=1 TEXTURE=Jmerce2
00037	
00038	#exec MESH IMPORT MESH=MercLeg ANIVFILE=MODELS\g_mercl_a.3D DATAFILE=MODELS\g_mercl_d.3D X=0 Y=0 Z=0
00039	#exec MESH ORIGIN MESH=MercLeg X=0 Y=0 Z=0 YAW=64
00040	#exec MESH SEQUENCE MESH=MercLeg SEQ=All    STARTFRAME=0   NUMFRAMES=1
00041	#exec MESH SEQUENCE MESH=MercLeg SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00042	#exec TEXTURE IMPORT NAME=Jmerce2  FILE=MODELS\g_merc2.PCX GROUP=Skins 
00043	#exec MESHMAP SCALE MESHMAP=MercLeg X=0.09 Y=0.09 Z=0.18
00044	#exec MESHMAP SETTEXTURE MESHMAP=MercLeg NUM=1 TEXTURE=Jmerce2
00045	
00046	#exec MESH IMPORT MESH=MercPart ANIVFILE=MODELS\g_mercp_a.3D DATAFILE=MODELS\g_mercp_d.3D X=0 Y=0 Z=0
00047	#exec MESH ORIGIN MESH=MercPart X=0 Y=0 Z=0 YAW=64
00048	#exec MESH SEQUENCE MESH=MercPart SEQ=All    STARTFRAME=0   NUMFRAMES=1
00049	#exec MESH SEQUENCE MESH=MercPart SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00050	#exec TEXTURE IMPORT NAME=Jmerce2  FILE=MODELS\g_merc2.PCX GROUP=Skins 
00051	#exec MESHMAP SCALE MESHMAP=MercPart X=0.09 Y=0.09 Z=0.18
00052	#exec MESHMAP SETTEXTURE MESHMAP=MercPart NUM=1 TEXTURE=Jmerce2
00053	
00054	#exec AUDIO IMPORT FILE="Sounds\Mercenary\thump1a.WAV" NAME="thumpmr" GROUP="Mercenary"
00055	
00056	function ForceMeshToExist()
00057	{
00058		//never called
00059		Spawn(class 'Mercenary');
00060	}
00061	
00062	static simulated function bool AllowChunk(int N, name A)
00063	{
00064		if ( (A == 'Dead5') && (N == 5) )
00065			return false;
00066	
00067		return true;
00068	}
00069	
00070	defaultproperties
00071	{
00072	     bodyparts(0)=LodMesh'UnrealI.MercLeg'
00073	     bodyparts(1)=LodMesh'UnrealI.MercPart'
00074	     bodyparts(2)=LodMesh'UnrealI.MercGun'
00075	     bodyparts(3)=LodMesh'UnrealI.MercPart'
00076	     bodyparts(4)=LodMesh'UnrealI.MercLeg'
00077	     bodyparts(5)=LodMesh'UnrealI.MercHead'
00078	     ZOffset(1)=0.000000
00079	     ZOffset(4)=-0.500000
00080	     ZOffset(5)=-0.500000
00081	     bGreenBlood=True
00082	     LandedSound=Sound'UnrealI.Mercenary.thumpmr'
00083	     AnimSequence=Death
00084	     Mesh=LodMesh'UnrealI.Merc'
00085	     CollisionRadius=35.000000
00086	     CollisionHeight=48.000000
00087	     Mass=150.000000
00088	     Buoyancy=140.000000
00089	}

End Source Code