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//============================================================================= // barrel1. //============================================================================= class Barrel1 extends ut_Decoration; #exec MESH IMPORT MESH=barrel1M ANIVFILE=MODELS\barrel1_a.3D DATAFILE=MODELS\barrel1_d.3D X=0 Y=0 Z=0 #exec MESH LODPARAMS MESH=barrel1M STRENGTH=0.5 #exec MESH ORIGIN MESH=barrel1M X=0 Y=0 Z=0 PITCH=0 #exec MESH SEQUENCE MESH=barrel1M SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=barrel1M SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=jbarreli1 FILE=MODELS\barrel1.pcx GROUP=Skins LODSET=2 #exec MESHMAP SCALE MESHMAP=barrel1M X=0.3 Y=0.3 Z=0.6 #exec MESHMAP SETTEXTURE MESHMAP=barrel1M NUM=1 TEXTURE=jbarreli1 TLOD=30 defaultproperties { DrawType=DT_Mesh Mesh=LodMesh'Botpack.barrel1M' DrawScale=0.250000 CollisionHeight=30.000000 bCollideActors=True bBlockActors=True bBlockPlayers=True } |
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