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U2.GibSetGeneric


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//-----------------------------------------------------------------------------
// GibSetGeneric.uc
// $Author: Mfox $
// $Date: 10/02/02 2:35p $
// $Revision: 2 $
//-----------------------------------------------------------------------------
class GibSetGeneric extends GibSet
	abstract;

//-----------------------------------------------------------------------------

static function Gib CreateChunk( U2Pawn U2P, int GibIndex )
{
	local Gib Chunk;
	local float SizeScale;
	
	Chunk = Super.CreateChunk( U2P, GibIndex );
	
	if( Chunk != None )
	{
		// just scale chunk to source pawn's size (wild-ass guess)
		SizeScale = (U2P.default.CollisionHeight*U2P.default.CollisionRadius) / (class'LicenseePawn'.default.CollisionHeight*class'LicenseePawn'.default.CollisionRadius);
		
		Chunk.SetDrawScale( Chunk.DrawScale*SizeScale );
		Chunk.SetCollisionSize( SizeScale*Chunk.CollisionRadius, SizeScale*Chunk.CollisionHeight );
		Chunk.PrePivot.Z = Chunk.PrePivot.Z*SizeScale;
	}
		
	return Chunk;
}

//-----------------------------------------------------------------------------

defaultproperties
{
     Gibs(0)=(MeshName="343M.Assets.Human_Gib_f04",Odds=1.000000,DrawScale=1.000000,CollisionHeight=3.000000,CollisionRadius=16.000000,PrePivot=(Z=2.000000),ExtraCount=1)
     Gibs(1)=(MeshName="343M.Assets.Human_Gib_f07",Odds=1.000000,DrawScale=1.000000,CollisionHeight=3.000000,CollisionRadius=15.000000,PrePivot=(Z=2.000000),ExtraCount=1)
     GibbedSounds(0)=Sound'U2A.Effects.Gibbed1'
     GibbedSounds(1)=Sound'U2A.Effects.Gibbed2'
     GibbedSounds(2)=Sound'U2A.Effects.Gibbed3'
     BounceSounds(0)=Sound'U2A.Effects.GibBounce01'
     BounceSounds(1)=Sound'U2A.Effects.GibBounce02'
     BounceSounds(2)=Sound'U2A.Effects.GibBounce03'
     BounceSounds(3)=Sound'U2A.Effects.GibBounce04'
	GibbedEffectType=ParticleRadiator'Blood.ParticleRadiator1'
	BloodTrailType=ParticleSalamander'Blood.ParticleSalamander4'
}

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Class file time: sk 3-1-2016 10:38:42.000 - Creation time: sk 3-1-2016 10:48:39.188 - Created with UnCodeX