UnrealShare
Class MaleHead

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

class MaleHead
extends UnrealShare.PlayerChunks

//============================================================================= // MaleHead. //=============================================================================

Function Summary
 
simulated
Initfor(Actor Other)
 
simulated
Landed(vector HitNormal)



Source Code


00001	//=============================================================================
00002	// MaleHead.
00003	//=============================================================================
00004	class MaleHead extends PlayerChunks;
00005	
00006	#exec MESH IMPORT MESH=Male1Head ANIVFILE=MODELS\g_m1h_a.3D DATAFILE=MODELS\g_m1h_d.3D X=0 Y=0 Z=0
00007	#exec MESH ORIGIN MESH=Male1Head X=0 Y=0 Z=0 YAW=64
00008	#exec MESH SEQUENCE MESH=Male1Head SEQ=All    STARTFRAME=0   NUMFRAMES=1
00009	#exec MESH SEQUENCE MESH=Male1Head SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00010	#exec TEXTURE IMPORT NAME=Jm1h  FILE=MODELS\g_m1h.PCX GROUP=Skins
00011	#exec MESHMAP SCALE MESHMAP=Male1Head X=0.07 Y=0.07 Z=0.14
00012	#exec MESHMAP SETTEXTURE MESHMAP=Male1Head NUM=1 TEXTURE=Jm1h
00013	
00014	simulated function Initfor(actor Other)
00015	{
00016		Super.InitFor(Other);
00017		RotationRate = RotationRate/3;
00018	}
00019	
00020	simulated function Landed(vector HitNormal)
00021	{
00022		local rotator finalRot;
00023		local BloodSpurt b;
00024	
00025		if ( trail != None )
00026		{
00027			if ( Level.bHighDetailMode )
00028				bUnlit = false;
00029			trail.Destroy();
00030			trail = None;
00031		}
00032		if ( Level.NetMode != NM_DedicatedServer )
00033		{
00034			b = Spawn(class 'Bloodspurt',,,,rot(16384,0,0));
00035			if ( bGreenBlood )
00036				b.GreenBlood();		
00037			b.RemoteRole = ROLE_None;
00038		}
00039		SetPhysics(PHYS_None);
00040		SetCollision(true, false, false);
00041	}
00042	
00043	defaultproperties
00044	{
00045	     Mesh=LodMesh'UnrealShare.Male1Head'
00046	}

End Source Code