UnrealI
Class WarlordCarcass

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

class WarlordCarcass
extends UnrealShare.CreatureCarcass

//============================================================================= // WarlordCarcass. //=============================================================================
States
Dead

Function Summary
 void AnimEnd()
 void Landed(vector HitNormal)


State Dead Function Summary
 void BeginState()



Source Code


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	}

End Source Code