//=============================================================================
// Urn
//=============================================================================
class Urn expands Decoration;

#exec MESH IMPORT MESH=Urn ANIVFILE=MODELS\urn_a.3D DATAFILE=MODELS\urn_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=Urn X=0 Y=0 Z=-120 YAW=64
#exec MESH SEQUENCE MESH=urn SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=urn SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=JUrn1 FILE=MODELS\urn.PCX GROUP=Skins FLAGS=2
#exec MESHMAP SCALE MESHMAP=urn X=0.025 Y=0.025 Z=0.05
#exec MESHMAP SETTEXTURE MESHMAP=urn NUM=1 TEXTURE=Jurn1


auto state active
{
	function Damage( int NDamage, Pawn instigatedBy, Vector hitlocation, 
						Vector momentum, name damageType)
	{
		skinnedFrag(class'Fragment1', texture'JUrn1', Momentum,0.5, 5);
		Instigator = InstigatedBy;
	}

Begin:
}
