//=============================================================================
// Vase.
//=============================================================================
class Vase expands Decoration;

#exec MESH IMPORT MESH=vase ANIVFILE=MODELS\vase_a.3D DATAFILE=MODELS\vase_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=vase X=0 Y=0 Z=-320 YAW=64
#exec MESH SEQUENCE MESH=vase SEQ=All  STARTFRAME=0  NUMFRAMES=1
#exec MESH SEQUENCE MESH=vase SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jvase1 FILE=MODELS\vase.PCX GROUP=Skins

#exec MESHMAP SCALE MESHMAP=vase X=0.1 Y=0.1 Z=0.2

#exec MESHMAP SETTEXTURE MESHMAP=vase NUM=1 TEXTURE=Jvase1



auto state active
{
	function Damage( int NDamage, Pawn instigatedBy, Vector hitlocation, 
						Vector momentum, name damageType)
	{
		skinnedFrag(class'Fragment1',texture'JVase1', Momentum,0.7,7);
		Instigator = InstigatedBy;
	}

Begin:
}

