Core.Object | +--Engine.Actor | +--Engine.Decoration | +--Engine.Carcass | +--UnrealShare.CreatureCarcass | +--UnrealI.WarlordCarcass
void
AnimEnd()
Landed(vector HitNormal)
BeginState()
00001 //============================================================================= 00002 // WarlordCarcass. 00003 //============================================================================= 00004 class WarlordCarcass extends CreatureCarcass; 00005 00006 #exec MESH IMPORT MESH=WarlordArm ANIVFILE=MODELS\g_wara_a.3D DATAFILE=MODELS\g_wara_d.3D X=0 Y=0 Z=0 00007 #exec MESH ORIGIN MESH=WarlordArm X=0 Y=0 Z=0 YAW=64 00008 #exec MESH SEQUENCE MESH=WarlordArm SEQ=All STARTFRAME=0 NUMFRAMES=1 00009 #exec MESH SEQUENCE MESH=WarlordArm SEQ=Still STARTFRAME=0 NUMFRAMES=1 00010 #exec TEXTURE IMPORT NAME=Jgwar1 FILE=MODELS\g_war1.PCX GROUP=Skins 00011 #exec MESHMAP SCALE MESHMAP=WarlordArm X=0.09 Y=0.09 Z=0.18 00012 #exec MESHMAP SETTEXTURE MESHMAP=WarlordArm NUM=1 TEXTURE=Jgwar1 00013 00014 #exec MESH IMPORT MESH=WarlordFoot ANIVFILE=MODELS\g_warf_a.3D DATAFILE=MODELS\g_warf_d.3D X=0 Y=0 Z=0 00015 #exec MESH ORIGIN MESH=WarlordFoot X=0 Y=0 Z=0 YAW=64 00016 #exec MESH SEQUENCE MESH=WarlordFoot SEQ=All STARTFRAME=0 NUMFRAMES=1 00017 #exec MESH SEQUENCE MESH=WarlordFoot SEQ=Still STARTFRAME=0 NUMFRAMES=1 00018 #exec TEXTURE IMPORT NAME=Jgwar2 FILE=MODELS\g_war2.PCX GROUP=Skins 00019 #exec MESHMAP SCALE MESHMAP=WarlordFoot X=0.09 Y=0.09 Z=0.18 00020 #exec MESHMAP SETTEXTURE MESHMAP=WarlordFoot NUM=1 TEXTURE=Jgwar2 00021 00022 #exec MESH IMPORT MESH=WarlordGun ANIVFILE=MODELS\g_warg_a.3D DATAFILE=MODELS\g_warg_d.3D X=0 Y=0 Z=0 00023 #exec MESH ORIGIN MESH=WarlordGun X=0 Y=0 Z=0 YAW=64 00024 #exec MESH SEQUENCE MESH=WarlordGun SEQ=All STARTFRAME=0 NUMFRAMES=1 00025 #exec MESH SEQUENCE MESH=WarlordGun SEQ=Still STARTFRAME=0 NUMFRAMES=1 00026 #exec TEXTURE IMPORT NAME=Jgwar1 FILE=MODELS\g_war1.PCX GROUP=Skins 00027 #exec MESHMAP SCALE MESHMAP=WarlordGun X=0.09 Y=0.09 Z=0.18 00028 #exec MESHMAP SETTEXTURE MESHMAP=WarlordGun NUM=1 TEXTURE=Jgwar1 00029 00030 #exec MESH IMPORT MESH=WarlordHand ANIVFILE=MODELS\g_warh_a.3D DATAFILE=MODELS\g_warh_d.3D X=0 Y=0 Z=0 00031 #exec MESH ORIGIN MESH=WarlordHand X=0 Y=0 Z=0 YAW=64 00032 #exec MESH SEQUENCE MESH=WarlordHand SEQ=All STARTFRAME=0 NUMFRAMES=1 00033 #exec MESH SEQUENCE MESH=WarlordHand SEQ=Still STARTFRAME=0 NUMFRAMES=1 00034 #exec TEXTURE IMPORT NAME=Jgwar2 FILE=MODELS\g_war2.PCX GROUP=Skins 00035 #exec MESHMAP SCALE MESHMAP=WarlordHand X=0.09 Y=0.09 Z=0.18 00036 #exec MESHMAP SETTEXTURE MESHMAP=WarlordHand NUM=1 TEXTURE=Jgwar2 00037 00038 #exec MESH IMPORT MESH=WarlordHead ANIVFILE=MODELS\g_warz_a.3D DATAFILE=MODELS\g_warz_d.3D X=0 Y=0 Z=0 00039 #exec MESH ORIGIN MESH=WarlordHead X=0 Y=0 Z=0 YAW=64 00040 #exec MESH SEQUENCE MESH=WarlordHead SEQ=All STARTFRAME=0 NUMFRAMES=1 00041 #exec MESH SEQUENCE MESH=WarlordHead SEQ=Still STARTFRAME=0 NUMFRAMES=1 00042 #exec TEXTURE IMPORT NAME=Jgwar2 FILE=MODELS\g_war2.PCX GROUP=Skins 00043 #exec MESHMAP SCALE MESHMAP=WarlordHead X=0.09 Y=0.09 Z=0.18 00044 #exec MESHMAP SETTEXTURE MESHMAP=WarlordHead NUM=1 TEXTURE=Jgwar2 00045 00046 #exec MESH IMPORT MESH=WarlordLeg ANIVFILE=MODELS\g_warl_a.3D DATAFILE=MODELS\g_warl_d.3D X=0 Y=0 Z=0 00047 #exec MESH ORIGIN MESH=WarlordLeg X=0 Y=0 Z=0 YAW=64 00048 #exec MESH SEQUENCE MESH=WarlordLeg SEQ=All STARTFRAME=0 NUMFRAMES=1 00049 #exec MESH SEQUENCE MESH=WarlordLeg SEQ=Still STARTFRAME=0 NUMFRAMES=1 00050 #exec TEXTURE IMPORT NAME=Jgwar1 FILE=MODELS\g_war1.PCX GROUP=Skins 00051 #exec MESHMAP SCALE MESHMAP=WarlordLeg X=0.09 Y=0.09 Z=0.18 00052 #exec MESHMAP SETTEXTURE MESHMAP=WarlordLeg NUM=1 TEXTURE=Jgwar1 00053 00054 #exec MESH IMPORT MESH=WarlordWing ANIVFILE=MODELS\g_warw_a.3D DATAFILE=MODELS\g_warw_d.3D X=0 Y=0 Z=0 00055 #exec MESH ORIGIN MESH=WarlordWing X=0 Y=0 Z=0 YAW=64 00056 #exec MESH SEQUENCE MESH=WarlordWing SEQ=All STARTFRAME=0 NUMFRAMES=1 00057 #exec MESH SEQUENCE MESH=WarlordWing SEQ=Still STARTFRAME=0 NUMFRAMES=1 00058 #exec TEXTURE IMPORT NAME=Jgwar1 FILE=MODELS\g_war1.PCX GROUP=Skins 00059 #exec MESHMAP SCALE MESHMAP=WarlordWing X=0.09 Y=0.09 Z=0.18 00060 #exec MESHMAP SETTEXTURE MESHMAP=WarlordWing NUM=1 TEXTURE=Jgwar1 00061 00062 function AnimEnd() 00063 { 00064 if ( AnimSequence == 'Dead2A' ) 00065 { 00066 if ( Physics == PHYS_None ) 00067 { 00068 LieStill(); 00069 PlayAnim('Dead2B', 0.7, 0.07); 00070 } 00071 else 00072 LoopAnim('Fall'); 00073 } 00074 else if ( Physics == PHYS_None ) 00075 LieStill(); 00076 } 00077 00078 function Landed(vector HitNormal) 00079 { 00080 if ( AnimSequence == 'Fall' ) 00081 { 00082 LieStill(); 00083 PlayAnim('Dead2B', 0.7, 0.07); 00084 } 00085 SetPhysics(PHYS_None); 00086 } 00087 00088 state Dead 00089 { 00090 function BeginState() 00091 { 00092 } 00093 } 00094 00095 defaultproperties 00096 { 00097 bodyparts(0)=LodMesh'UnrealI.WarlordWing' 00098 bodyparts(1)=LodMesh'UnrealI.WarlordHead' 00099 bodyparts(2)=LodMesh'UnrealI.WarlordLeg' 00100 bodyparts(3)=LodMesh'UnrealI.WarlordArm' 00101 bodyparts(4)=LodMesh'UnrealI.WarlordLeg' 00102 bodyparts(5)=LodMesh'UnrealI.WarlordGun' 00103 bodyparts(6)=LodMesh'UnrealI.WarlordFoot' 00104 bodyparts(7)=LodMesh'UnrealI.WarlordHand' 00105 ZOffset(1)=0.500000 00106 ZOffset(2)=-0.500000 00107 ZOffset(4)=-0.500000 00108 ZOffset(6)=-0.700000 00109 LifeSpan=0.000000 00110 }