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UnrealI.Chair


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//=============================================================================
// Chair.
//=============================================================================
class Chair extends Decoration;


#exec MESH IMPORT MESH=Chair1 ANIVFILE=MODELS\chair_a.3D DATAFILE=MODELS\chair_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=Chair1 X=0 Y=0 Z=0 ROLL=-64 
#exec MESH SEQUENCE MESH=Chair1 SEQ=All    STARTFRAME=0  NUMFRAMES=1
#exec TEXTURE IMPORT NAME=JChair11 FILE=MODELS\chair.PCX GROUP="Skins"
#exec MESHMAP SCALE MESHMAP=Chair1 X=0.05 Y=0.05 Z=0.1
#exec MESHMAP SETTEXTURE MESHMAP=Chair1 NUM=1 TEXTURE=JChair11


var() int Health;
var() int FragChunks;
var() Float Fragsize;

Auto State Animate
{

    function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation, 
                        Vector momentum, name damageType)
    {
        Instigator = InstigatedBy;
        if (Health<0) Return;
        if ( Instigator != None )
            MakeNoise(1.0);
        bBobbing = false;
        Health -= NDamage;
        if (Health <0)  
            Frag(Class'WoodFragments',Momentum,FragSize,FragChunks);        
        else 
        {
            SetPhysics(PHYS_Falling);
            Momentum.Z = 1000;
            Velocity=Momentum*0.016;
        }
    }
}

defaultproperties
{
     Health=15
     FragChunks=9
     Fragsize=1.200000
     bStatic=False
     DrawType=DT_Mesh
     Mesh=LodMesh'UnrealI.Chair1'
     CollisionRadius=17.000000
     CollisionHeight=15.000000
     bCollideActors=True
     bCollideWorld=True
     bBlockActors=True
     bBlockPlayers=True
}

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Class file time: Do 19.5.2005 19:42:14.000 - Creation time: Fr 7.6.2013 13:15:33.884 - Created with UnCodeX