UnrealShare
Class DevilfishCarcass

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

class DevilfishCarcass
extends UnrealShare.CreatureCarcass

//============================================================================= // DevilfishCarcass. //=============================================================================

Function Summary
 void ForceMeshToExist()



Source Code


00001	//=============================================================================
00002	// DevilfishCarcass.
00003	//=============================================================================
00004	class DevilfishCarcass extends CreatureCarcass;
00005	
00006	#exec MESH IMPORT MESH=FishHead ANIVFILE=MODELS\g_shah_a.3D DATAFILE=MODELS\g_shah_d.3D X=0 Y=0 Z=0
00007	#exec MESH ORIGIN MESH=FishHead X=0 Y=0 Z=0 YAW=64
00008	#exec MESH SEQUENCE MESH=FishHead SEQ=All    STARTFRAME=0   NUMFRAMES=1
00009	#exec MESH SEQUENCE MESH=FishHead SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00010	#exec TEXTURE IMPORT NAME=Jgfish1  FILE=MODELS\g_shark.PCX GROUP=Skins 
00011	#exec MESHMAP SCALE MESHMAP=FishHead X=0.09 Y=0.09 Z=0.18
00012	#exec MESHMAP SETTEXTURE MESHMAP=FishHead NUM=1 TEXTURE=Jgfish1
00013	
00014	#exec MESH IMPORT MESH=FishPart ANIVFILE=MODELS\g_shap_a.3D DATAFILE=MODELS\g_shap_d.3D X=0 Y=0 Z=0
00015	#exec MESH ORIGIN MESH=FishPart X=0 Y=0 Z=0 YAW=64
00016	#exec MESH SEQUENCE MESH=FishPart SEQ=All    STARTFRAME=0   NUMFRAMES=1
00017	#exec MESH SEQUENCE MESH=FishPart SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00018	#exec TEXTURE IMPORT NAME=Jgfish1  FILE=MODELS\g_shark.PCX GROUP=Skins 
00019	#exec MESHMAP SCALE MESHMAP=FishPart X=0.09 Y=0.09 Z=0.18
00020	#exec MESHMAP SETTEXTURE MESHMAP=FishPart NUM=1 TEXTURE=Jgfish1
00021	
00022	#exec MESH IMPORT MESH=FishTail ANIVFILE=MODELS\g_shat_a.3D DATAFILE=MODELS\g_shat_d.3D X=0 Y=0 Z=0
00023	#exec MESH ORIGIN MESH=FishTail X=0 Y=0 Z=0 YAW=64
00024	#exec MESH SEQUENCE MESH=FishTail SEQ=All    STARTFRAME=0   NUMFRAMES=1
00025	#exec MESH SEQUENCE MESH=FishTail SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00026	#exec TEXTURE IMPORT NAME=Jgfish1  FILE=MODELS\g_shark.PCX GROUP=Skins 
00027	#exec MESHMAP SCALE MESHMAP=FishTail X=0.09 Y=0.09 Z=0.18
00028	#exec MESHMAP SETTEXTURE MESHMAP=FishTail NUM=1 TEXTURE=Jgfish1
00029	
00030	function ForceMeshToExist()
00031	{
00032		//never called
00033		Spawn(class 'DevilFish');
00034	}
00035	
00036	defaultproperties
00037	{
00038	     bodyparts(0)=LodMesh'UnrealShare.FishHead'
00039	     bodyparts(1)=LodMesh'UnrealShare.FishPart'
00040	     bodyparts(2)=LodMesh'UnrealShare.FishPart'
00041	     bodyparts(3)=LodMesh'UnrealShare.FishTail'
00042	     bodyparts(4)=None
00043	     Mesh=LodMesh'UnrealShare.fish'
00044	     CollisionRadius=22.000000
00045	     CollisionHeight=10.000000
00046	     Buoyancy=0.000000
00047	}

End Source Code