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Engine.WaterVolume


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/**
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 Games should create placeable subclasses of WaterVolume for use in game levels.
 */
class WaterVolume extends PhysicsVolume
	notplaceable;

var() SoundCue  EntrySound;	//only if waterzone
var() SoundCue  ExitSound;		// only if waterzone
var() class<actor> EntryActor;	// e.g. a splash (only if water zone)
var() class<actor> ExitActor;	// e.g. a splash (only if water zone)
var() class<actor> PawnEntryActor; // when pawn center enters volume

simulated event Touch( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal )
{
	Super.Touch(Other, OtherComp, HitLocation, HitNormal);

	if ( Other.CanSplash() )
		PlayEntrySplash(Other);
}

function PlayEntrySplash(Actor Other)
{
	if( EntrySound != None )
	{
		Other.PlaySound(EntrySound);
		if ( Other.Instigator != None )
			Other.MakeNoise(1.0);
	}
	if( EntryActor != None )
	{
		Spawn(EntryActor);
	}
}

event untouch(Actor Other)
{
	if ( Other.CanSplash() )
		PlayExitSplash(Other);
}

function PlayExitSplash(Actor Other)
{
	if ( ExitSound != None )
	{
		Other.PlaySound(ExitSound);
		if ( Other.Instigator != None )
			Other.MakeNoise(1.0);
	}
	if( ExitActor != None )
	{
		Spawn(ExitActor);
	}
}

defaultproperties
{
   bWaterVolume=True
   FluidFriction=2.400000
   LocationName="under water"
   Begin Object Class=BrushComponent Name=BrushComponent0 ObjName=BrushComponent0 Archetype=BrushComponent'Engine.Default__PhysicsVolume:BrushComponent0'
      RBChannel=RBCC_Water
      ObjectArchetype=BrushComponent'Engine.Default__PhysicsVolume:BrushComponent0'
   End Object
   BrushComponent=BrushComponent0
   Components(0)=BrushComponent0
   CollisionComponent=BrushComponent0
   CollisionType=COLLIDE_CustomDefault
   Name="Default__WaterVolume"
   ObjectArchetype=PhysicsVolume'Engine.Default__PhysicsVolume'
}

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Class file time: tr 31-1-2018 17:18:34.000 - Creation time: sk 18-3-2018 10:01:30.335 - Created with UnCodeX