UnrealShare
Class FemaleBody

source: e:\games\UnrealTournament\UnrealShare\Classes\FemaleBody.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Decoration
         |
         +--Engine.Carcass
            |
            +--UnrealShare.CreatureCarcass
               |
               +--UnrealShare.HumanCarcass
                  |
                  +--UnrealShare.FemaleBody
Direct Known Subclasses:Female2Body, FemaleOneCarcass

class FemaleBody
extends UnrealShare.HumanCarcass

//============================================================================= // FemaleBody. //=============================================================================
Variables
 bool bFullyDead


Function Summary
 void Convulse()
 void TakeDamage(int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, name DamageType)
 void Trigger(Actor Other, Pawn EventInstigator)



Source Code


00001	//=============================================================================
00002	// FemaleBody.
00003	//=============================================================================
00004	class FemaleBody extends HumanCarcass;
00005	
00006	#exec MESH IMPORT MESH=Fem1Body ANIVFILE=MODELS\F1Dead_a.3D DATAFILE=MODELS\Female_d.3D ZEROTEX=1
00007	#exec MESH ORIGIN MESH=Fem1Body X=-30 Y=400 Z=20 YAW=64 ROLL=-64
00008	
00009	#exec MESH SEQUENCE MESH=Fem1Body SEQ=All     STARTFRAME=0  NUMFRAMES=39
00010	#exec MESH SEQUENCE MESH=Fem1Body SEQ=Slump1  STARTFRAME=0  NUMFRAMES=1
00011	#exec MESH SEQUENCE MESH=Fem1Body SEQ=Slump2  STARTFRAME=1  NUMFRAMES=1
00012	#exec MESH SEQUENCE MESH=Fem1Body SEQ=Hang1   STARTFRAME=2  NUMFRAMES=1
00013	#exec MESH SEQUENCE MESH=Fem1Body SEQ=Hang2   STARTFRAME=3  NUMFRAMES=1
00014	#exec MESH SEQUENCE MESH=Fem1Body SEQ=Drape1  STARTFRAME=4  NUMFRAMES=1
00015	#exec MESH SEQUENCE MESH=Fem1Body SEQ=Drape2  STARTFRAME=5  NUMFRAMES=1
00016	#exec MESH SEQUENCE MESH=Fem1Body SEQ=Twist1  STARTFRAME=6  NUMFRAMES=1
00017	#exec MESH SEQUENCE MESH=Fem1Body SEQ=Fold1   STARTFRAME=7  NUMFRAMES=1
00018	#exec MESH SEQUENCE MESH=Fem1Body SEQ=Twist2  STARTFRAME=8  NUMFRAMES=1
00019	#exec MESH SEQUENCE MESH=Fem1Body SEQ=Half1   STARTFRAME=9  NUMFRAMES=1
00020	#exec MESH SEQUENCE MESH=Fem1Body SEQ=Hole1   STARTFRAME=10  NUMFRAMES=1
00021	#exec MESH SEQUENCE MESH=Fem1Body SEQ=Drape3  STARTFRAME=11  NUMFRAMES=1
00022	#exec MESH SEQUENCE MESH=Fem1Body SEQ=Dead2   STARTFRAME=12  NUMFRAMES=1
00023	#exec MESH SEQUENCE MESH=Fem1Body SEQ=Dead3   STARTFRAME=13  NUMFRAMES=1
00024	#exec MESH SEQUENCE MESH=Fem1Body SEQ=Dead4   STARTFRAME=14  NUMFRAMES=1
00025	#exec MESH SEQUENCE MESH=Fem1Body SEQ=Dead5   STARTFRAME=15  NUMFRAMES=1
00026	#exec MESH SEQUENCE MESH=Fem1Body SEQ=Dead6   STARTFRAME=16  NUMFRAMES=1
00027	#exec MESH SEQUENCE MESH=Fem1Body SEQ=Dead7   STARTFRAME=17  NUMFRAMES=1
00028	#exec MESH SEQUENCE MESH=Fem1Body SEQ=Dead1   STARTFRAME=18  NUMFRAMES=1	GROUP=Dead1
00029	#exec MESH SEQUENCE MESH=Fem1Body SEQ=Dead1A  STARTFRAME=19  NUMFRAMES=10	GROUP=Dead1
00030	#exec MESH SEQUENCE MESH=Fem1Body SEQ=Dead1B  STARTFRAME=29  NUMFRAMES=10	GROUP=Dead1
00031	
00032	#exec MESHMAP SCALE MESHMAP=Fem1Body X=0.056 Y=0.056 Z=0.112
00033	#exec TEXTURE IMPORT NAME=Sonya FILE=MODELS\Sonya.PCX GROUP=Skins 
00034	#exec TEXTURE IMPORT NAME=JFemale1 FILE=MODELS\Sonya.PCX GROUP=Skins  // REMOVE THIS!!!!!
00035	#exec MESHMAP SETTEXTURE MESHMAP=Fem1Body NUM=0 TEXTURE=Sonya
00036	
00037	#exec AUDIO IMPORT FILE="Sounds\Female\convulse.WAV" NAME="ConvulseFem" GROUP="Female"
00038	
00039	var bool bFullyDead;
00040	
00041	function Trigger( actor Other, pawn EventInstigator )
00042	{
00043		if ( bFullyDead )
00044			return;
00045		if ( GetAnimGroup(AnimSequence) != 'Dead1' )
00046			bFullyDead = true;
00047		else if ( !IsAnimating() )
00048		{
00049			if ( FRand() < 0.5 )
00050				PlayAnim('Dead1A');
00051			else
00052				PlayAnim('Dead1B');
00053			bFullyDead = (FRand() < 0.5);
00054		}
00055			
00056	}
00057	
00058	function TakeDamage( int Damage, Pawn InstigatedBy, Vector Hitlocation, 
00059							Vector Momentum, name DamageType)
00060	{
00061		if ( !bFullyDead )
00062		{
00063			if ( GetAnimGroup(AnimSequence) != 'Dead1' )
00064				bFullyDead = true;
00065			else if ( !IsAnimating() )
00066			{
00067				if ( FRand() < 0.5 )
00068					PlayAnim('Dead1A');
00069				else
00070					PlayAnim('Dead1B');
00071				bFullyDead = (FRand() < 0.5);
00072			}
00073		}
00074	
00075		Super.TakeDamage(Damage, instigatedBy, HitLocation, Momentum, DamageType);
00076	}
00077	
00078	function Convulse()
00079	{
00080		PlaySound(sound'ConvulseFem',SLOT_Interact);
00081	}
00082	
00083	defaultproperties
00084	{
00085	     MasterReplacement=Class'UnrealShare.femalemasterchunk'
00086	     Physics=PHYS_None
00087	     LifeSpan=0.000000
00088	     AnimSequence=Slump1
00089	     AnimFrame=0.000000
00090	     Mesh=LodMesh'UnrealShare.Fem1Body'
00091	     Mass=100.000000
00092	}

End Source Code