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Botpack.UT_BloodTrail


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//=============================================================================
// ut_BloodTrail.
//=============================================================================
class UT_BloodTrail extends ut_Blood2;

#exec MESH IMPORT MESH=UTBloodTrl ANIVFILE=MODELS\Blood2_a.3D DATAFILE=MODELS\Blood2_d.3D X=0 Y=0 Z=0 ZEROTEX=1
#exec MESH ORIGIN MESH=UTBloodTrl X=0 Y=0 Z=0 YAW=128
#exec MESH SEQUENCE MESH=UTBloodTrl SEQ=All       STARTFRAME=0   NUMFRAMES=45
#exec MESH SEQUENCE MESH=UTBloodTrl SEQ=Spray     STARTFRAME=0   NUMFRAMES=6
#exec MESH SEQUENCE MESH=UTBloodTrl SEQ=Still     STARTFRAME=6   NUMFRAMES=1
#exec MESH SEQUENCE MESH=UTBloodTrl SEQ=GravSpray STARTFRAME=7   NUMFRAMES=5
#exec MESH SEQUENCE MESH=UTBloodTrl SEQ=Stream    STARTFRAME=12  NUMFRAMES=11
#exec MESH SEQUENCE MESH=UTBloodTrl SEQ=Trail     STARTFRAME=23  NUMFRAMES=11
#exec MESH SEQUENCE MESH=UTBloodTrl SEQ=Burst     STARTFRAME=34  NUMFRAMES=2
#exec MESH SEQUENCE MESH=UTBloodTrl SEQ=GravSpray2 STARTFRAME=36 NUMFRAMES=7

#exec MESHMAP SCALE MESHMAP=UTBloodTrl X=0.11 Y=0.055 Z=0.11 YAW=128
#exec MESHMAP SETTEXTURE MESHMAP=UTBloodTrl NUM=0  TEXTURE=BloodSpot

simulated function PostBeginPlay()
{
    Super.PostBeginPlay();  
    LoopAnim('Trail');
    bRandomFrame = !Level.bDropDetail;
}

function AnimEnd()
{
}

defaultproperties
{
     Physics=PHYS_Trailer
     RemoteRole=ROLE_None
     LifeSpan=5.000000
     AnimSequence=trail
     Texture=Texture'Botpack.Blood.BD6'
     Mesh=LodMesh'Botpack.UTBloodTrl'
     DrawScale=0.200000
     AmbientGlow=0
}

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Class file time: Do 19.5.2005 19:42:14.000 - Creation time: Fr 7.6.2013 13:16:21.341 - Created with UnCodeX