# SFItem.SFTexDummy

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    //=============================================================================
    // Spatial Fear
    // Class: SFTexDummy
    // Description: Dummy, to keep an animated texture for the night vision display.
    //
    // Modified by: Markus Nuebel
    //=============================================================================
    class SFTexDummy expands SFPickup;

    #exec MESH IMPORT MESH=SFADrug ANIVFILE=MODELS\SFADrug_a.3d DATAFILE=MODELS\SFADrug_d.3d X=0 Y=0 Z=0
    #exec MESH ORIGIN MESH=SFADrug X=0 Y=0 Z=0

    #exec TEXTURE IMPORT NAME=JSFADrug1 FILE=TEXTURES\SFADrug1.PCX GROUP=Skins FLAGS=2 // 1 - Default

    #exec MESHMAP NEW   MESHMAP=SFADrug MESH=SFADrug
    #exec MESHMAP SCALE MESHMAP=SFADrug X=0.01 Y=0.01 Z=0.02

    #exec MESHMAP SETTEXTURE MESHMAP=SFADrug NUM=1 TEXTURE=JSFADrug1

    function WaveTexture getWaveTex()
    {
    	return WaveTexture(MultiSkins[1]);
    }

    function FireTexture getFireTex()
    {
    	return FireTexture(MultiSkins[1]);
    }

    function PostBeginPlay()
    {
    	// Call to base class
    	Super.PostBeginPlay();
    }

    //	MultiSkins(1)=WaveTexture'SFResource1.Nightvision.Bigwhirly_3';
    //	MultiSkins(1)=FireTexture'SFResource1.liquid.Virus_SFX''

    defaultproperties
    {
         ItemIcon=Texture'SfResource1.Icons.AccDrugIco'
         bAmbientGlow=False
         PlayerViewMesh=LodMesh'SFItem.SFADrug'
         PickupViewMesh=LodMesh'SFItem.SFADrug'
         bHidden=True
         RemoteRole=ROLE_DumbProxy
         Mesh=LodMesh'SFItem.SFADrug'
         DrawScale=0.001000
         AmbientGlow=1
         MultiSkins(1)=WaveTexture'SfResource1.NightVision.bigwhirly_3'
         MultiSkins(2)=FireTexture'SfResource1.liquid.Virus_SFX'
         bCollideActors=False
    }

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