Core.Object | +--Engine.Actor | +--Engine.Decoration | +--UnrealShare.SeaWeed
enum
ESeaWeedType
00001 //============================================================================= 00002 // SeaWeed. 00003 //============================================================================= 00004 class SeaWeed extends Decoration; 00005 00006 #exec MESH IMPORT MESH=SeaWeedM ANIVFILE=MODELS\seaw_a.3D DATAFILE=MODELS\seaw_d.3D X=0 Y=0 Z=0 00007 #exec MESH ORIGIN MESH=SeaWeedM X=-70 Y=-400 Z=0 YAW=64 00008 #exec MESH SEQUENCE MESH=SeaWeedM SEQ=All STARTFRAME=0 NUMFRAMES=4 00009 #exec MESH SEQUENCE MESH=SeaWeedM SEQ=Type1Waver STARTFRAME=0 NUMFRAMES=2 00010 #exec MESH SEQUENCE MESH=SeaWeedM SEQ=Type2Waver STARTFRAME=2 NUMFRAMES=2 00011 #exec TEXTURE IMPORT NAME=JSeaWeed1 FILE=MODELS\seaweed.PCX GROUP=Skins 00012 #exec MESHMAP SCALE MESHMAP=SeaWeedM X=0.25 Y=0.25 Z=0.5 00013 #exec MESHMAP SETTEXTURE MESHMAP=SeaWeedM NUM=1 TEXTURE=JSeaWeed1 00014 00015 var() enum ESeaWeedType 00016 { 00017 Waver1, 00018 Waver2, 00019 } WeedType; 00020 00021 00022 Auto State Waver 00023 { 00024 00025 Begin: 00026 if (WeedType == Waver1) LoopAnim('Type1Waver',0.01); 00027 else LoopAnim('Type2Waver',0.01); 00028 } 00029 00030 defaultproperties 00031 { 00032 WeedType=Waver2 00033 bStatic=False 00034 DrawType=DT_Mesh 00035 Mesh=LodMesh'UnrealShare.SeaWeedM' 00036 }