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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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