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U2Decorations.BreakableItem


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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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Class file time: sk 3-1-2016 10:38:42.000 - Creation time: sk 3-1-2016 10:48:37.635 - Created with UnCodeX