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| class SFEChair extends SFDecoration;
#exec MESH IMPORT MESH=SFEChair ANIVFILE=MODELS\SFEChair_a.3d DATAFILE=MODELS\SFEChair_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SFEChair X=0 Y=0 Z=0
#exec MESH SEQUENCE MESH=SFEChair SEQ=All STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFEChair SEQ=SFEChair STARTFRAME=0 NUMFRAMES=1
#exec TEXTURE IMPORT NAME=JSFEChair1 FILE=TEXTURES\SFEChair1.PCX GROUP=Skins FLAGS=2
#exec MESHMAP NEW MESHMAP=SFEChair MESH=SFEChair
#exec MESHMAP SCALE MESHMAP=SFEChair X=0.1 Y=0.1 Z=0.2
#exec MESHMAP SETTEXTURE MESHMAP=SFEChair NUM=1 TEXTURE=JSFEChair1
defaultproperties
{
bDestroyable=True
Health=25
EffectWhenDamaged=Class'UnrealShare.Spark35'
ChunkType=Class'UnrealShare.WallFragments'
ChunksNumber=10
ChunkScale=0.400000
bCustomChunkSkin=True
ChunkSkin=Texture'SFDecos.Skins.JSFEChair1'
bPushable=True
bStatic=False
Physics=PHYS_Falling
DrawType=DT_Mesh
Mesh=LodMesh'SFDecos.SFEChair'
CollisionRadius=16.000000
CollisionHeight=24.000000
}
|