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ParticleSystems.GlassMover


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//=============================================================================
// $Author: Mfox $
// $Date: 8/16/02 6:33p $
// $Revision: 6 $
//=============================================================================

//------------------------------------------------------------------------------
// Name:	GlassMover.uc
// Author:	Aaron R Leiby
// Date:	24 June 2000
//------------------------------------------------------------------------------
// Description:	
//------------------------------------------------------------------------------
// How to use this class:
//
// + Set keyframe 1 to out of level.
//------------------------------------------------------------------------------

class GlassMover extends Mover
	native;

#exec OBJ LOAD FILE=Textures\U2Particles.utx PACKAGE=ParticleSystems

#exec AUDIO IMPORT FILE=Sounds\glass_break_02.wav	GROUP=Glass

#exec AUDIO IMPORT FILE=Sounds\bltglass2.wav		GROUP=Glass
#exec AUDIO IMPORT FILE=Sounds\bltglass3.wav		GROUP=Glass
#exec AUDIO IMPORT FILE=Sounds\bltglass4.wav		GROUP=Glass
#exec AUDIO IMPORT FILE=Sounds\bltglass6.wav		GROUP=Glass
#exec AUDIO IMPORT FILE=Sounds\bltglass7.wav		GROUP=Glass

var() public  float DamageThreshold;		// Amount of accumulated damage before going to pieces. (Like normal bullet holes)
var() public  float PreShatterTime;			// Number of second from reaching DamageThreshold til we start falling apart..
var   public  float ShatterTimer;
var() public  float DamageToTimeConversion;	// Amount of ShatterTime removed for each point of damage over the threshold.

var() public  float BlastThreshold;			// Amount of blast damange required to completely blow the window out.  (Like rockets)

var private vector HitLocations[64];		// Fix ARL: Use dynamic arrays?
var private int NumHits;

var() Sound ImpactGlassSounds[5];
var int GlassIndex;

var() Sound ShatterSound;

var() bool bNoShatter;

// Play with these to mess with particle volume.
var(GlassOverrides) int   MaxDepth;	// don't ever make this larger than 7!!
var(GlassOverrides) float NearDistSquared[7];
var(GlassOverrides) float StasisTimeFactor;
var(GlassOverrides) float MaxStasisTime;
var(GlassOverrides) float TriangulateProb;
var(GlassOverrides) float MinBreakSizeSq;
var(GlassOverrides) float Radius;


//------------------------------------------------------------------------------
event Bump( Actor Other ){}	// No bump for you!

//------------------------------------------------------------------------------
function TakeDamage( int Damage, Pawn InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType )
{
	Super.TakeDamage( Damage, InstigatedBy, HitLocation, Momentum, DamageType );

	if( Damage > BlastThreshold )
	{
		RemoveAllDecals();
		Explode();
	}
	else
	{
		DamageThreshold -= Damage;
		AddDecal( HitLocation, Damage, DamageType );
		if( DamageThreshold < 0 )
		{
			if( ShatterTimer == 0 )
			{
				ShatterTimer = PreShatterTime;// + DamageThreshold * DamageToTimeConversion;	// Remember DamageThreshold is negative at this point.
			}
			else
			{
//				ShatterTimer -= Damage * DamageToTimeConversion;
			}
		}
	}
}

//------------------------------------------------------------------------------
event Tick( float DeltaTime )
{
	Super.Tick( DeltaTime );

	if( ShatterTimer != 0 )
	{
		ShatterTimer -= DeltaTime;
		if( ShatterTimer <= 0 )
		{
			Explode();
		}
	}

	// Fix ARL: Fade our texture out as well.
}

//------------------------------------------------------------------------------
function AddDecal( vector HitLocation, float Damage, class<DamageType> DamageType )
{
	local Decal D;
	local vector Dir;
	local vector Normal, Ignored;

	HitLocations[NumHits++] = HitLocation;

	if( Trace( Ignored, Normal, Location, HitLocation ) != None )
	{
		D = Spawn( class'GlassDecal', Self,, HitLocation, rotator(Normal) );
		if( D != None )
		{
			PlayImpactSound( D );
		}
	}
}

//------------------------------------------------------------------------------
function PlayImpactSound( Actor A )
{
	if( FRand() < 0.5 )
		GlassIndex += 1;
	else
		GlassIndex += 2;

	GlassIndex = GlassIndex % ArrayCount(ImpactGlassSounds);

	A.PlaySound( ImpactGlassSounds[GlassIndex],, 10.0 );
}

//------------------------------------------------------------------------------
function RemoveAllDecals()
{
}

//------------------------------------------------------------------------------
function Explode()
{
	local BreakableGlass Glass;

	if( !bNoShatter )
	{
		PlaySound( ShatterSound,, 100000.0, true );

		Glass = Spawn( class'BreakableGlass',,, Location );
		Glass.Init( Self );
	}

	Disable('Tick');
}

defaultproperties
{
	DamageThreshold=30.000000
	PreShatterTime=0.800000
	DamageToTimeConversion=0.050000
	BlastThreshold=50.000000
	ImpactGlassSounds(0)=Sound'ParticleSystems.Glass.bltglass2'
	ImpactGlassSounds(1)=Sound'ParticleSystems.Glass.bltglass3'
	ImpactGlassSounds(2)=Sound'ParticleSystems.Glass.bltglass4'
	ImpactGlassSounds(3)=Sound'ParticleSystems.Glass.bltglass6'
	ImpactGlassSounds(4)=Sound'ParticleSystems.Glass.bltglass7'
	ShatterSound=Sound'ParticleSystems.Glass.glass_break_02'
	MaxDepth=7
	NearDistSquared(0)=256.000000
	NearDistSquared(1)=1024.000000
	NearDistSquared(2)=4096.000000
	NearDistSquared(3)=16384.000000
	NearDistSquared(4)=65536.000000
	NearDistSquared(5)=262144.000000
	NearDistSquared(6)=1048576.000000
	StasisTimeFactor=0.009000
	MaxStasisTime=1.300000
	TriangulateProb=0.500000
	MinBreakSizeSq=144.000000
	Radius=10.000000
	InitialState='None'
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

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Class file time: sk 3-1-2016 10:38:40.000 - Creation time: sk 3-1-2016 10:48:39.348 - Created with UnCodeX