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//============================================================================= // Decoration. //============================================================================= class Decoration extends Actor abstract placeable native; // If set, the pyrotechnic or explosion when item is damaged. var() class<actor> EffectWhenDestroyed; var() bool bPushable; var() bool bDamageable; var() bool bCanStickIntoWalls; //NEW (mib) let some decorations slide down walls var bool bPushSoundPlaying; var bool bSplash; var() sound PushSound, EndPushSound; var const int numLandings; // Used by engine physics. var() class<inventory> contents; // spawned when destroyed var() name ContentTag; //NEW: Tag to use for contents spawned by this decoration. var() int NumFrags; // number of fragments to spawn when destroyed var() texture FragSkin; // skin to use for fragments var() class<Fragment> FragType; // type of fragment to use var vector FragMomentum; // momentum to be imparted to frags when destroyed var() int Health; var() float SplashTime; function bool CanSplash() { if ( (Level.TimeSeconds - SplashTime > 0.25) && (Physics == PHYS_Falling) && (Abs(Velocity.Z) > 100) ) { SplashTime = Level.TimeSeconds; return true; } return false; } function Drop(vector newVel); event Landed(vector HitNormal) { local rotator NewRot; if (Velocity.Z<-500) TakeDamage(100,Pawn(Owner),HitNormal,HitNormal*10000,class'Crushed'); Velocity = vect(0,0,0); NewRot = Rotation; NewRot.Pitch = 0; NewRot.Roll = 0; SetRotation(NewRot); } event HitWall (vector HitNormal, actor Wall) { //NEW (mib) prevent decorations from getting stuck in walls if( bCanStickIntoWalls ) Landed(HitNormal); /*OLD Landed(HitNormal); */ } function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) { Instigator = InstigatedBy; if (!bDamageable || (Health<0) ) Return; if ( Instigator != None ) MakeNoise(1.0); Health -= NDamage; FragMomentum = Momentum; if (Health <0) Destroy(); else { SetPhysics(PHYS_Falling); Momentum.Z = 1000; Velocity=Momentum/Mass; } } singular event PhysicsVolumeChange( PhysicsVolume NewVolume ) { if( NewVolume.bWaterVolume ) { if( bSplash && !PhysicsVolume.bWaterVolume && Mass<=Buoyancy && ((Abs(Velocity.Z) < 100) || (Mass == 0)) && (FRand() < 0.05) && !PlayerCanSeeMe() ) { bSplash = false; SetPhysics(PHYS_None); } } if( PhysicsVolume.bWaterVolume && (Buoyancy > Mass) ) { if( Buoyancy > 1.1 * Mass ) Buoyancy = 0.95 * Buoyancy; // waterlog else if( Buoyancy > 1.03 * Mass ) Buoyancy = 0.99 * Buoyancy; } } //NEW (mdf) function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) /*OLD function Trigger( Actor Other, Pawn EventInstigator ) */ { Instigator = EventInstigator; TakeDamage( 1000, Instigator, Location, Vect(0,0,1)*900, class'Crushed'); } singular event BaseChange() { if( Velocity.Z < -500 ) TakeDamage( (1-Velocity.Z/30),Instigator,Location,vect(0,0,0) , class'Crushed'); if( base == None ) { if ( !bInterpolating && bPushable && (Physics == PHYS_None) ) SetPhysics(PHYS_Falling); } else if( Pawn(Base) != None ) { Base.TakeDamage( (1-Velocity.Z/400)* mass/Base.Mass,Instigator,Location,0.5 * Velocity , class'Crushed'); Velocity.Z = 100; if (FRand() < 0.5) Velocity.X += 70; else Velocity.Y += 70; SetPhysics(PHYS_Falling); } else if( Decoration(Base)!=None && Velocity.Z<-500 ) { Base.TakeDamage((1 - Mass/Base.Mass * Velocity.Z/30), Instigator, Location, 0.2 * Velocity, class'Crushed'); Velocity.Z = 100; if (FRand() < 0.5) Velocity.X += 70; else Velocity.Y += 70; SetPhysics(PHYS_Falling); } else instigator = None; } simulated event Destroyed() { local inventory dropped; local int i; local Fragment s; local float BaseSize; //NEW: Fix // stop sound on breakable decorations StopSoundSlot( SLOT_Misc ); //OLD if ( Role == ROLE_Authority ) { if( (Contents!=None) && !Level.bStartup ) { //NEW: Fix dropped = Spawn(Contents,,ContentTag); /*OLD dropped = Spawn(Contents); */ dropped.DropFrom(Location); } TriggerEvent( Event, Self, None); if ( bPushSoundPlaying ) PlaySound(EndPushSound, SLOT_Misc,0.0); } if ( (Level.NetMode != NM_DedicatedServer ) && !PhysicsVolume.bDestructive && (NumFrags > 0) && (FragType != None) ) { // spawn fragments BaseSize = 0.8 * sqrt(CollisionRadius*CollisionHeight)/NumFrags; for ( i=0; i<numfrags; i++ ) { s = Spawn( FragType, Owner,,Location + CollisionRadius * VRand()); s.CalcVelocity(FragMomentum); if ( FragSkin != None ) s.Skins[0] = FragSkin; s.SetDrawScale(BaseSize * (0.5+0.7*FRand())); } } Super.Destroyed(); } event Timer() { PlaySound(EndPushSound, SLOT_Misc,0.0); bPushSoundPlaying=False; } event Bump( actor Other ) { local float speed, oldZ; if( bPushable && (Pawn(Other)!=None) && (Other.Mass > 40) ) { oldZ = Velocity.Z; speed = VSize(Other.Velocity); Velocity = Other.Velocity * FMin(120.0, 20 + speed)/speed; if ( Physics == PHYS_None ) { Velocity.Z = 25; if (!bPushSoundPlaying) { PlaySound(PushSound, SLOT_Misc,0.25); bPushSoundPlaying = True; } } else Velocity.Z = oldZ; SetPhysics(PHYS_Falling); SetTimer(0.3,False); Instigator = Pawn(Other); } } defaultproperties { DrawType=DT_Mesh bStatic=true bStasis=true bOrientOnSlope=true NetUpdateFrequency=10.000000 UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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