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//----------------------------------------------------------------------------- // GibSet.uc // $Author: Mbaldwin $ // $Date: 11/12/02 7:12p $ // $Revision: 17 $ //----------------------------------------------------------------------------- // A collection of gibby bits. //----------------------------------------------------------------------------- class GibSet extends Object abstract; struct GibDesc { var() string MeshName; // mesh to use var() string SkinName; // skin to use var() int SkinSlot; // slot var() string BounceSoundStr; // special bounce sound, usually none var() bool bNoBlood; // whether to spawn blood when bouncing (e.g. false for bones) var() float Odds; // odds of using this part var() float PctParentMass; // percent mass of gib part (affects how far it's tossed) var() bool bNoDamage; // if true, chunk doesn't take damage var() float DrawScale; var() float CollisionHeight; // gibs collision cylinder dimensions var() float CollisionRadius; var() vector PrePivot; // offset to make gib lay flat var() int ExtraCount; // number of additional times to spawn that gib }; var int GoreLevel; var array<GibDesc> Gibs; var array<sound> GibbedSounds; var array<sound> BounceSounds; var ParticleRadiator GibbedEffectType; var ParticleGenerator BloodTrailType; var float GibbedEffectVolumeMultiplier; var float BloodTrailVolumeMultiplier; var float GibbedEffectLifeSpanMultiplier; var float BloodTrailLifeSpanMultiplier; //----------------------------------------------------------------------------- static function CreateChunks( U2Pawn U2P ) { local int i, j; local sound GibSound; if( U2P == None || U2P.bDeleteMe ) return; for( i=0; i < default.Gibs.Length; i++ ) if( default.Gibs[i].MeshName != "" && FRand() < default.Gibs[i].Odds ) { for( j=0; j<default.Gibs[i].ExtraCount+1; j++ ) CreateChunk( U2P, i ); } GibSound = default.GibbedSounds[ Rand( default.GibbedSounds.Length ) ]; U2P.PlaySound( GibSound ); } //----------------------------------------------------------------------------- static function Gib CreateChunk( U2Pawn U2P, int GibIndex ) { local vector NewLocation, GibDir; local float Spread; local rotator BaseRotation; local GibDesc GibInfo; local Gib Chunk; GibInfo = default.Gibs[GibIndex]; // location NewLocation = U2P.Location; NewLocation.X += RandRange( -U2P.CollisionRadius, U2P.CollisionRadius ); NewLocation.Y += RandRange( -U2P.CollisionRadius, U2P.CollisionRadius ); NewLocation.Z += RandRange( -U2P.CollisionHeight, U2P.CollisionHeight ); Chunk = U2P.Spawn( class'Gib',,, NewLocation ); if( Chunk != None && !Chunk.bDeleteMe ) { Chunk.StaticMesh = StaticMesh( DynamicLoadObject( GibInfo.MeshName, class'StaticMesh' ) ); if( GibInfo.SkinName != "" ) Chunk.Skins[GibInfo.SkinSlot] = Texture( DynamicLoadObject( GibInfo.SkinName, class'Texture' ) ); // dimensions Chunk.SetCollisionSize( GibInfo.CollisionRadius, GibInfo.CollisionHeight ); Chunk.SetDrawScale( GibInfo.DrawScale ); Chunk.PrePivot=GibInfo.PrePivot; // mass / buoyancy if( GibInfo.PctParentMass > 0 ) Chunk.Mass = U2P.Mass * GibInfo.PctParentMass; else Chunk.Mass = U2P.Mass / U2P.GibSetClass.default.Gibs.Length; if( FRand() < 0.3 ) Chunk.Buoyancy = 1.06 * Chunk.Mass; // float chunk else Chunk.Buoyancy = 0.94 * Chunk.Mass; // rotation if( VSize( U2P.Velocity ) < 10 ) BaseRotation = rotator(vect(0,0,1)); else BaseRotation = U2P.Rotation; // default spread in case ground speed is zero Spread = 360.0; // the slower the victim's velocity, the more the spread if( U2P.GroundSpeed > 0 ) Spread = (1.0 - (VSize(U2P.Velocity) / U2P.GroundSpeed)) * 360; GibDir = class'Util'.static.CalcSprayDirection( BaseRotation, RandRange(0, Spread) ); Chunk.SetRotation( rotator( GibDir )); // spin Chunk.RotationRate.Yaw = 128000 * FRand() - 64000; Chunk.RotationRate.Pitch = 128000 * FRand() - 64000; Chunk.RotationRate.Roll = 128000 * FRand() - 64000; Chunk.DesiredRotation = RotRand(); Chunk.bRotateToDesired = false; // velocity if( VSize( U2P.Velocity ) < 100 ) Chunk.Velocity = GibDir * RandRange( 250, 400 ); // stationary, randomize speed else Chunk.Velocity = U2P.Velocity * RandRange(0.5,1.5); // randomize along velocity vector // don't sink player gibs if( U2P.bIsRealPlayer ) Chunk.bShouldSink = false; Chunk.SetupEffects( U2P ); Chunk.BounceSound = default.BounceSounds[ Rand( default.BounceSounds.Length ) ]; } return Chunk; } //----------------------------------------------------------------------------- defaultproperties { GoreLevel=3 GibbedSounds(0)=Sound'U2A.Effects.Gibbed1' GibbedSounds(1)=Sound'U2A.Effects.Gibbed2' GibbedSounds(2)=Sound'U2A.Effects.Gibbed3' BounceSounds(0)=Sound'U2A.Effects.GibBounce01' BounceSounds(1)=Sound'U2A.Effects.GibBounce02' BounceSounds(2)=Sound'U2A.Effects.GibBounce03' BounceSounds(3)=Sound'U2A.Effects.GibBounce04' GibbedEffectVolumeMultiplier=1.000000 BloodTrailVolumeMultiplier=1.000000 GibbedEffectLifeSpanMultiplier=1.000000 BloodTrailLifeSpanMultiplier=1.000000 } |
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