# SFDecos.SFLampl

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    //=============================================================================
    // Spatial Fear
    // Class: SFLampl
    // Description: Triggerable long lamp. If triggered it will be turned on.
    //              Remember it's just a decoration, you still need to add a real light to a map.
    //
    // Modelled by: Ivan Tanziura
    // Coded by: Jacek Zagrodzki (moose)
    //=============================================================================
    class SFLampl expands SFDecoration;

    #exec MESH IMPORT MESH=SFLampl ANIVFILE=MODELS\SFLampl_a.3d DATAFILE=MODELS\SFLampl_d.3d X=0 Y=0 Z=0
    #exec MESH ORIGIN MESH=SFLampl X=0 Y=0 Z=0

    #exec MESH SEQUENCE MESH=SFLampl SEQ=All     STARTFRAME=0 NUMFRAMES=1
    #exec MESH SEQUENCE MESH=SFLampl SEQ=SFLampl STARTFRAME=0 NUMFRAMES=1

    #exec TEXTURE IMPORT NAME=JSFLampl FILE=TEXTURES\SFLampl.PCX GROUP=Skins FLAGS=2

    #exec MESHMAP NEW   MESHMAP=SFLampl MESH=SFLampl
    #exec MESHMAP SCALE MESHMAP=SFLampl X=0.1 Y=0.1 Z=0.2

    #exec MESHMAP SETTEXTURE MESHMAP=SFLampl NUM=1 TEXTURE=JSFLampl

    var bool bOn;

    event Trigger( Actor Other, Pawn EventInstigator )
    {
    	local int i;
    	local texture NewText;

    	if(bOn)
    	{
    		NewText=texture'SFDecos.JSFLampl';
    		AmbientGlow = 0;
    		bOn=false;
    	}
    	else
    	{
    		NewText=texture'SFDecos.JSFLamplon';
    		AmbientGlow = 100;
    		bOn=true;
    	}

    	MultiSkins[1] = NewText;
    }

    defaultproperties
    {
         DrawType=DT_Mesh
         Mesh=LodMesh'SFDecos.SFLampl'
         bCollideActors=False
         bCollideWorld=False
         bBlockActors=False
         bBlockPlayers=False
         bProjTarget=False
    }

class file time: 12/7/2003 3:58:26 PM - creation time: 12/7/2003 4:03:45 PM
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