UnrealShare
Class SkaarjCarcass

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

class SkaarjCarcass
extends UnrealShare.CreatureCarcass

//============================================================================= // SkaarjCarcass. //=============================================================================

Function Summary
 bool AllowChunk(int N, name A)
 void CreateReplacement()
 void ForceMeshToExist()



Source Code


00001	//=============================================================================
00002	// SkaarjCarcass.
00003	//=============================================================================
00004	class SkaarjCarcass extends CreatureCarcass;
00005	
00006	#exec MESH IMPORT MESH=SkaarjBody ANIVFILE=MODELS\g_Skrb_a.3D DATAFILE=MODELS\g_skrb_d.3D X=0 Y=0 Z=0
00007	#exec MESH ORIGIN MESH=SkaarjBody X=0 Y=0 Z=0 YAW=64
00008	#exec MESH SEQUENCE MESH=SkaarjBody SEQ=All    STARTFRAME=0   NUMFRAMES=1
00009	#exec MESH SEQUENCE MESH=SkaarjBody SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00010	#exec TEXTURE IMPORT NAME=JGSkaarj1  FILE=MODELS\skr1.PCX FAMILY=Skins 
00011	#exec MESHMAP SCALE MESHMAP=SkaarjBody X=0.09 Y=0.09 Z=0.18
00012	#exec MESHMAP SETTEXTURE MESHMAP=SkaarjBody NUM=1 TEXTURE=JGSkaarj1
00013	
00014	#exec MESH IMPORT MESH=SkaarjHand ANIVFILE=MODELS\g_Skrh_a.3D DATAFILE=MODELS\g_skrh_d.3D X=0 Y=0 Z=0
00015	#exec MESH ORIGIN MESH=SkaarjHand X=0 Y=0 Z=0 YAW=64
00016	#exec MESH SEQUENCE MESH=SkaarjHand SEQ=All    STARTFRAME=0   NUMFRAMES=1
00017	#exec MESH SEQUENCE MESH=SkaarjHand SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00018	#exec TEXTURE IMPORT NAME=JGSkaarj2  FILE=MODELS\skr2.PCX FAMILY=Skins 
00019	#exec MESHMAP SCALE MESHMAP=SkaarjHand X=0.09 Y=0.09 Z=0.18
00020	#exec MESHMAP SETTEXTURE MESHMAP=SkaarjHand NUM=1 TEXTURE=JGSkaarj2
00021	
00022	#exec MESH IMPORT MESH=SkaarjHead ANIVFILE=MODELS\g_Skrz_a.3D DATAFILE=MODELS\g_skrz_d.3D X=0 Y=0 Z=0
00023	#exec MESH ORIGIN MESH=SkaarjHead X=0 Y=0 Z=0 YAW=64
00024	#exec MESH SEQUENCE MESH=SkaarjHead SEQ=All    STARTFRAME=0   NUMFRAMES=1
00025	#exec MESH SEQUENCE MESH=SkaarjHead SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00026	#exec TEXTURE IMPORT NAME=JGSkaarj1  FILE=MODELS\skr1.PCX FAMILY=Skins 
00027	#exec MESHMAP SCALE MESHMAP=SkaarjHead X=0.09 Y=0.09 Z=0.18
00028	#exec MESHMAP SETTEXTURE MESHMAP=SkaarjHead NUM=1 TEXTURE=JGSkaarj1
00029	
00030	#exec MESH IMPORT MESH=SkaarjLeg ANIVFILE=MODELS\g_Skrl_a.3D DATAFILE=MODELS\g_skrl_d.3D X=0 Y=0 Z=0
00031	#exec MESH ORIGIN MESH=SkaarjLeg X=0 Y=0 Z=0 YAW=64
00032	#exec MESH SEQUENCE MESH=SkaarjLeg SEQ=All    STARTFRAME=0   NUMFRAMES=1
00033	#exec MESH SEQUENCE MESH=SkaarjLeg SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00034	#exec TEXTURE IMPORT NAME=JGSkaarj2  FILE=MODELS\skr2.PCX FAMILY=Skins 
00035	#exec MESHMAP SCALE MESHMAP=SkaarjLeg X=0.09 Y=0.09 Z=0.18
00036	#exec MESHMAP SETTEXTURE MESHMAP=SkaarjLeg NUM=1 TEXTURE=JGSkaarj2
00037	
00038	#exec MESH IMPORT MESH=SkaarjTail ANIVFILE=MODELS\g_Skrt_a.3D DATAFILE=MODELS\g_skrt_d.3D X=0 Y=0 Z=0
00039	#exec MESH ORIGIN MESH=SkaarjTail X=0 Y=0 Z=0 YAW=64
00040	#exec MESH SEQUENCE MESH=SkaarjTail SEQ=All    STARTFRAME=0   NUMFRAMES=1
00041	#exec MESH SEQUENCE MESH=SkaarjTail SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00042	#exec TEXTURE IMPORT NAME=JGSkaarj2  FILE=MODELS\skr2.PCX FAMILY=Skins 
00043	#exec MESHMAP SCALE MESHMAP=SkaarjTail X=0.1 Y=0.1 Z=0.2
00044	#exec MESHMAP SETTEXTURE MESHMAP=SkaarjTail NUM=1 TEXTURE=JGSkaarj2
00045	
00046	function ForceMeshToExist()
00047	{
00048		//never called
00049		Spawn(class 'Skaarjwarrior');
00050	}
00051	
00052	static simulated function bool AllowChunk(int N, name A)
00053	{
00054		if ( (A == 'Death5') && (N == 7) )
00055			return false;
00056	
00057		return true;
00058	}
00059	
00060	function CreateReplacement()
00061	{
00062		local CreatureChunks carc;
00063		
00064		if (bHidden)
00065			return;
00066		carc = Spawn(class'SkaarjMasterChunk'); 
00067		if (carc != None)
00068		{
00069			carc.bMasterChunk = true;
00070			carc.Initfor(self);
00071			carc.Bugs = Bugs;
00072			if ( Bugs != None )
00073				Bugs.SetBase(carc);
00074			Bugs = None;
00075		}
00076		else if ( Bugs != None )
00077			Bugs.Destroy();
00078	}
00079	
00080	defaultproperties
00081	{
00082	     bodyparts(0)=LodMesh'UnrealShare.SkaarjTail'
00083	     bodyparts(1)=LodMesh'UnrealShare.SkaarjBody'
00084	     bodyparts(2)=LodMesh'UnrealShare.SkaarjHand'
00085	     bodyparts(3)=LodMesh'UnrealShare.SkaarjBody'
00086	     bodyparts(4)=LodMesh'UnrealShare.SkaarjLeg'
00087	     bodyparts(5)=LodMesh'UnrealShare.SkaarjLeg'
00088	     bodyparts(6)=LodMesh'UnrealShare.CowBody1'
00089	     bodyparts(7)=LodMesh'UnrealShare.SkaarjHead'
00090	     ZOffset(1)=0.000000
00091	     ZOffset(3)=0.300000
00092	     ZOffset(4)=-0.500000
00093	     ZOffset(5)=-0.500000
00094	     AnimSequence=Death
00095	     Mesh=LodMesh'UnrealShare.Skaarjw'
00096	     CollisionRadius=35.000000
00097	     CollisionHeight=46.000000
00098	     Mass=150.000000
00099	     Buoyancy=140.000000
00100	}

End Source Code