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//============================================================================= // U2ShellCase.uc //============================================================================= class U2ShellCase extends Projectile; #exec OBJ LOAD File=..\Textures\VertexT.utx #exec OBJ LOAD File=..\StaticMeshes\VertexM.usx #exec OBJ LOAD FILE=..\Sounds\U2A.uax var() Sound ShellBounce; var() Sound ShellSplash; var bool bHasBounced; var int numBounces; simulated event PostBeginPlay() { Super.PostBeginPlay(); SetTimer( 0.1, false ); if( Level.bDropDetail && Level.NetMode != NM_DedicatedServer && Level.NetMode != NM_ListenServer ) { LifeSpan = 1.5; } if( Level.bDropDetail ) { LightType = LT_None; } } simulated event Timer() { LightType = LT_None; } simulated event HitWall( vector HitNormal, actor Wall ) { local vector RealHitNormal; if( Level.bDropDetail ) { Destroy(); return; } if( bHasBounced && ( numBounces > 3 || FRand() < 0.85 || Velocity.Z > -50 ) ) { bBounce = false; } numBounces++; if( numBounces > 3 ) { Destroy(); return; } else if( !PhysicsVolume.bWaterVolume ) { PlaySound( ShellBounce ); } RealHitNormal = HitNormal; HitNormal = Normal(HitNormal + 0.4 * VRand()); if( HitNormal dot RealHitNormal < 0 ) { HitNormal *= -0.5; } Velocity = 0.5 * (Velocity - 2 * HitNormal * (Velocity dot HitNormal)); RandSpin( 100000 ); bHasBounced = true; } simulated event PhysicsVolumeChange( PhysicsVolume NewVolume ) { if( NewVolume.bWaterVolume && !PhysicsVolume.bWaterVolume ) { Velocity=0.2*Velocity; PlaySound( ShellSplash ); bHasBounced=True; } } simulated event Landed( vector HitNormal ) { local rotator RandRot; if( Level.bDropDetail ) { Destroy(); return; } if( !PhysicsVolume.bWaterVolume ) { PlaySound( ShellBounce ); } if( numBounces > 3 ) { Destroy(); return; } SetPhysics( PHYS_None ); RandRot = Rotation; RandRot.Pitch = 0; RandRot.Roll = 0; SetRotation( RandRot ); } function Eject( vector Vel ) { Velocity = Vel; RandSpin( 100000 ); if( Instigator != None && Instigator.PhysicsVolume.bWaterVolume ) { Velocity += 0.85 * Instigator.Velocity; Velocity = Velocity * ( 0.2 + FRand() * 0.2 ); bHasBounced = true; } } defaultproperties { ShellBounce=Sound'U2A.Effects.ShellBounce' ShellSplash=Sound'U2A.Effects.ShellSplash' MaxSpeed=1000.000000 LightType=LT_Steady LightEffect=LE_NonIncidence LightBrightness=250 LightHue=28 LightSaturation=128 LightRadius=7 Physics=PHYS_Falling DrawType=DT_StaticMesh StaticMesh=StaticMesh'VertexM.Decorations.Xmesh' bNetOptional=true LifeSpan=6.000000 bCollideActors=false bNoStaticMeshCollide=true bBounce=true bFixedRotationDir=true NetPriority=1.400000 UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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