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XGame.xIntroPawn


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// ====================================================================
//  Class:  XGame.xIntroPawn
//  Parent: UnrealGame.UnrealPawn
//
//  These pawns are used in the intro sequence.
// ====================================================================

class xIntroPawn extends UnrealPawn;

var ShadowProjector PawnShadow;

var() vector ShadowDirection;
var() byte ShadowDarkness;
var() string MeshNameString;

function AddDefaultInventory(); // Override

simulated function Destroyed()
{
    if( PawnShadow != None )
        PawnShadow.Destroy();

    Super.Destroyed();
}

simulated function PostBeginPlay()
{
    Super.PostBeginPlay();

    if ( (Mesh == None) && (MeshNameString != "") )
        LinkMesh(mesh(DynamicLoadObject(MeshNameString,class'Mesh')));
    
    if(bShadowCast)
    {
        PawnShadow = Spawn(class'ShadowProjector',Self,'',Location);
        PawnShadow.ShadowActor = self;
        PawnShadow.RootMotion = True;
        PawnShadow.LightDirection = Normal(ShadowDirection);
        PawnShadow.LightDistance = 192;
        PawnShadow.MaxTraceDistance = 350;
        PawnShadow.InitShadow();
        PawnShadow.ShadowTexture.ShadowDarkness = ShadowDarkness;
    }
}

defaultproperties
{
     ShadowDirection=(X=1.000000,Y=1.000000,Z=5.000000)
     ShadowDarkness=192
     BaseEyeHeight=38.000000
     EyeHeight=38.000000
     ControllerClass=None
     bLightingVisibility=Falsch
     MaxLights=8
     CollisionRadius=25.000000
     CollisionHeight=43.000000
}

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Class file time: Fr 30.3.2007 08:43:42.000 - Creation time: Mo 16.4.2007 11:20:57.781 - Created with UnCodeX