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//============================================================================= // BreakableItem. //============================================================================= class BreakableItem extends U2Decoration; var(BreakableItem) int HitPoints; var(BreakableItem) mesh BrokenMesh; var(BreakableItem) StaticMesh BrokenStaticMesh; var(BreakableItem) sound BreakSound; var(BreakableItem) ParticleGenerator BreakParticleEffectsRefs[6]; var(BreakableItem) string BreakParticleEffects[6]; // Optional breaking particle effect to spawn var(BreakableItem) bool bDestroyCollision; // Turns off collision after light is broken var(BreakableItem) bool bBecomeMovable; // Sets decoration to become bounceable and pushable after it is broken // HurtRadius var(BreakableItem) float DamageAmount; var(BreakableItem) float DamageRadius; var(BreakableItem) class<DamageType> DamageType; var(BreakableItem) float Momentum; // ShakeView var(BreakableItem) bool bShakeView; // set this to enable the following. var(ShakeView) float Duration; // how long quake should last var(ShakeView) float ShakeMagnitude; // How much to shake the camera. var(ShakeView) float BaseTossMagnitude; // toss Magnitudenitude at epicenter, 0 at radius var(ShakeView) float Radius; // radius of quake var(ShakeView) bool bTossNPCs; // if true, NPCs in area are tossed around var(ShakeView) bool bTossPCs; // if true, PCs in area are tossed around var(ShakeView) float MaxTossedMass; // if bTossPawns true, only pawns <= this mass are tossed var(ShakeView) float TimeBetweenShakes; // time between each shake var(ShakeView) string AmbientSoundStr; // sound for duration of quake var(ShakeView) string ShakeSoundStr; // sound for each shake function BreakApart() { // breakable handling -- override in subclasses. local int i; if( BrokenMesh!=None ) Mesh = BrokenMesh; if( BrokenStaticMesh!=None ) StaticMesh = BrokenStaticMesh; for( i=0; i<ArrayCount(BreakParticleEffects); i++ ) if( BreakParticleEffects[i]!="" ) ParticleExplosion( BreakParticleEffects[i] ); for( i=0; i<ArrayCount(BreakParticleEffectsRefs); i++ ) if( BreakParticleEffectsRefs[i]!=None ) ParticleExplosionRef( BreakParticleEffectsRefs[i] ); if( BreakSound!=None ) PlaySound( BreakSound, SLOT_None ); if( DamageAmount>0 ) HurtRadius( DamageAmount, DamageRadius, DamageType, Momentum, Location ); if( bShakeView ) ShakeView(); Scaleglow = 1.0; Ambientglow = 0; SoundVolume = 0; if( bDestroyCollision ) SetCollision( false, false, false ); if( bBecomeMovable ) { bBounceable = true; bPushable = true; } } function TakeDamage( int Damage, Pawn InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType ) { if( bStatic ) return; Instigator = InstigatedBy; if( Instigator != None ) { MakeNoise( 1.0 ); } if( bBounceable ) { Velocity += Momentum * 0.02; SetupBounce(); } if( HitPoints > 0 ) { HitPoints -= Damage; if( HitPoints <= 0 ) BreakApart(); } } function ParticleExplosion( string Effect ) { local ParticleGenerator Explosion; Explosion = class'ParticleGenerator'.static.DynamicCreateNew( Self, class'ParticleSalamander', Effect, Location ); Explosion.SetRotation( Rotation ); Explosion.Trigger( Self, Instigator ); Explosion.ParticleLifeSpan = Explosion.GetMaxLifeSpan() + Explosion.TimerDuration + Explosion.PrimeTime; Explosion.SetBase( self ); } function ParticleExplosionRef( ParticleGenerator Effect ) { local ParticleGenerator Explosion; Explosion = class'ParticleGenerator'.static.CreateNew( Self, Effect, Location ); Explosion.SetRotation( Rotation ); Explosion.Trigger( Self, Instigator ); Explosion.ParticleLifeSpan = Explosion.GetMaxLifeSpan() + Explosion.TimerDuration + Explosion.PrimeTime; Explosion.SetBase( self ); } function ShakeView() { local EarthquakeTrigger T; T = Spawn( class'EarthquakeTrigger',,, Location ); T.Duration = Duration; T.ShakeMagnitude = ShakeMagnitude; T.BaseTossMagnitude = BaseTossMagnitude; T.Radius = Radius; T.bTossNPCs = bTossNPCs; T.bTossPCs = bTossPCs; T.MaxTossedMass = MaxTossedMass; T.TimeBetweenShakes = TimeBetweenShakes; T.AmbientSoundStr = AmbientSoundStr; T.ShakeSoundStr = ShakeSoundStr; T.Trigger( self, Instigator ); } defaultproperties { HitPoints=20 bDestroyCollision=true Duration=10.000000 ShakeMagnitude=20.000000 BaseTossMagnitude=2500000.000000 Radius=2048.000000 bTossNPCs=true bTossPCs=true MaxTossedMass=500.000000 TimeBetweenShakes=0.500000 bStatic=false UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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