SFDecos.SFEChair

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//=============================================================================
// SFEChair - by Ivan T.
//=============================================================================
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

//	EffectWhenDestroyed=Class'UnrealShare.TinyBurst'

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
}

class file time: 12/7/2003 3:58:26 PM - creation time: 12/7/2003 4:03:44 PM
Created with UnCodeX