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class TankVictim extends Actor placeable; #exec TEXTURE IMPORT NAME=TankVictimTex FILE=textures\tank_victim.tga LODSET=3 DXT=3 MIPS=1 #exec ANIM IMPORT ANIM=TankVictimAnims ANIMFILE=models\tank_victim.PSA COMPRESS=1 #exec ANIM DIGEST ANIM=TankVictimAnims VERBOSE USERAWINFO #exec MESH MODELIMPORT MESH=TankVictimMesh MODELFILE=models\tank_victim.PSK RIGID=1 #exec MESH ORIGIN MESH=TankVictimMesh X=0 Y=0 Z=0 YAW=0 PITCH=0 ROLL=0 #exec MESH SCALE MESH=TankVictimMesh X=1.0 Y=1.0 Z=1.0 #exec MESH DEFAULTANIM MESH=TankVictimMesh ANIM=TankVictimAnims #exec MESH SETTEXTURE MESH=TankVictimMesh NUM=0 TEXTURE=TankVictimTex auto state SleepS { function BeginState() { SimAnim.AnimSequence = 'Sleep'; SimAnim.AnimRate = 155; SimAnim.bAnimLoop = true; SimAnim.TweenRate = 16; LoopAnim('Sleep',,0.25); } function Trigger( Actor Other, Pawn EventInstigator ) { SimAnim.AnimSequence = 'WakeUp'; SimAnim.bAnimLoop = false; SimAnim.TweenRate = 40; PlayAnim('WakeUp'); GotoState('Wake'); } } state Wake { function AnimEnd(int Channel) { SimAnim.AnimSequence = 'Idle'; SimAnim.bAnimLoop = true; SimAnim.TweenRate = 40; LoopAnim('Idle',,0.1); SetTimer(15, false); GotoState('Ready'); } } state Ready { function Timer() { GotoState('SleepS'); } } defaultproperties { DrawType=DT_Mesh bStasis=Wahr bReplicateAnimations=Wahr Mesh=SkeletalMesh'XEffects.TankVictimMesh' CollisionRadius=0.000000 CollisionHeight=0.000000 } |
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