Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 |
//============================================================================= // KarmaActor. // Just a handy class to derive off to make physics objects. //============================================================================= class KActor extends Actor native placeable; // (cpptext) // (cpptext) // (cpptext) // (cpptext) var (Karma) bool bKTakeShot; // Ragdoll impact sounds. var() array<sound> ImpactSounds; var() float ImpactVolume; var() class<actor> ImpactEffect; var() bool bOrientImpactEffect; var() float ImpactInterval; var transient float LastImpactTime; // Default behaviour when shot is to apply an impulse and kick the KActor. function TakeDamage(int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) { local vector ApplyImpulse; //Log("TakeDamage: "$self); if(bKTakeShot && damageType.default.KDamageImpulse > 0) { if(VSize(momentum) < 0.001) { // DEBUG //Log("Zero momentum to KActor.TakeDamage"); // END DEBUG return; } ApplyImpulse = Normal(momentum) * damageType.default.KDamageImpulse; KAddImpulse(ApplyImpulse, hitlocation); } } // Default behaviour when triggered is to wake up the physics. function Trigger( actor Other, pawn EventInstigator ) { KWake(); } // event KImpact(actor other, vector pos, vector impactVel, vector impactNorm) { local int numSounds, soundNum; // If its time for another impact. if(Level.TimeSeconds > LastImpactTime + ImpactInterval) { // If we have some sounds, play a random one. numSounds = ImpactSounds.Length; if(numSounds > 0) { soundNum = Rand(numSounds); //Log("Play Sound:"$soundNum); PlaySound(ImpactSounds[soundNum], SLOT_Ambient, ImpactVolume); } // If we have an effect class (and its relevant), spawn it. if( (ImpactEffect != None) && EffectIsRelevant(pos, false) ) { if(bOrientImpactEffect) spawn(ImpactEffect, self, , pos, rotator(impactVel)); else spawn(ImpactEffect, self, , pos); } LastImpactTime = Level.TimeSeconds; } } defaultproperties { bKTakeShot=True DrawType=DT_StaticMesh bNoDelete=True Physics=PHYS_Karma RemoteRole=ROLE_None CollisionRadius=1.000000 CollisionHeight=1.000000 bCollideActors=True bBlockActors=True bProjTarget=True bBlockKarma=True bEdShouldSnap=True } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |