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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTSimpleDestroyable extends DynamicSMActor abstract hidecategories(Collision); /** Should go boom when shot. */ var() bool bDestroyOnDamage; /** Should go boom when a player walks over it. */ var() bool bDestroyOnPlayerTouch; /** Should go boom when a vehicle drives over it. */ var() bool bDestroyOnVehicleTouch; /** Mesh to switch to when destroyed. */ var() StaticMesh MeshOnDestroy; /** Sound to play when destroyed. */ var() SoundCue SoundOnDestroy; /** Particles to play when destroyed. */ var() ParticleSystem ParticlesOnDestroy; /** Static mesh to spawn as physics object when destroyed. */ var() StaticMesh SpawnPhysMesh; /** How long the spawned physics object should last. */ var() float SpawnPhysMeshLifeSpan; /** Initial linear velocity for spawned physics object. */ var() vector SpawnPhysMeshLinearVel; /** initial angular velocity for spawned physics object. */ var() vector SpawnPhysMeshAngularVel; /** Time between being destroyed and respawning. */ var() float RespawnTime; /** Used to remember what mesh to set us back to when respawned. */ var StaticMesh RespawnStaticMesh; /** Whether we are currently in the destroyed state. */ var bool bDestroyed; /** Time before we are going to respawn. */ var float TimeToRespawn; /** Used to shut down actor on the server to reduce overhead. */ simulated function PostBeginPlay() { Super.PostBeginPlay(); // Remember what mesh we RespawnStaticMesh = StaticMeshComponent.StaticMesh; // If this is on dedicated server if(WorldInfo.NetMode == NM_DedicatedServer) { SetCollision(FALSE, FALSE); DetachComponent(StaticMeshComponent); BeginState('IgnoreItAll'); } } /** Do actual explosion. */ simulated function GoBoom() { local UTSD_SpawnedKActor PhysMesh; // Swap/hide the mesh if(MeshOnDestroy != None) { StaticMeshComponent.SetStaticMesh(MeshOnDestroy); } else { StaticMeshComponent.SetStaticMesh(None); DetachComponent(StaticMeshComponent); } // Fire particles if(ParticlesOnDestroy != None) { WorldInfo.MyEmitterPool.SpawnEmitter(ParticlesOnDestroy, Location, Rotation); } // Play sound if(SoundOnDestroy != None) { PlaySound(SoundOnDestroy, TRUE); } // Spawn physics mesh if(SpawnPhysMesh != None) { PhysMesh = spawn(class'UTSD_SpawnedKActor',,,Location, Rotation); PhysMesh.StaticMeshComponent.SetStaticMesh(SpawnPhysMesh); PhysMesh.StaticMeshComponent.SetRBLinearVelocity(SpawnPhysMeshLinearVel, FALSE); PhysMesh.StaticMeshComponent.SetRBAngularVelocity(SpawnPhysMeshAngularVel, FALSE); PhysMesh.StaticMeshComponent.WakeRigidBody(); // Have it collide with the world but thats it (ie not vehicles or players) PhysMesh.SetCollision(FALSE, FALSE); PhysMesh.StaticMeshComponent.SetRBChannel(RBCC_Nothing); PhysMesh.StaticMeshComponent.SetRBCollidesWithChannel(RBCC_Default, TRUE); // Set lifespan PhysMesh.LifeSpan = SpawnPhysMeshLifeSpan; } bDestroyed = TRUE; TimeToRespawn = RespawnTime; SetTimer(1.0, TRUE, 'CheckRespawn'); } /** Put destructible back into pre-destroyed state. */ simulated function RespawnDestructible() { // Reset static mesh and re-attach component. StaticMeshComponent.SetStaticMesh(RespawnStaticMesh); if(!StaticMeshComponent.bAttached) { AttachComponent(StaticMeshComponent); } bDestroyed = FALSE; } /** Called when shot. */ simulated function TakeDamage(int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) { if(!bDestroyed && bDestroyOnDamage) { GoBoom(); } } /** Called when overlapped by car/player */ simulated function Touch(Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal) { // Ignore if destroyed. if(bDestroyed) { return; } if( Vehicle(Other) != None ) { if(bDestroyOnVehicleTouch) { GoBoom(); } } else { if(bDestroyOnPlayerTouch) { GoBoom(); } } } /** Used to countdown to respawn. */ simulated event CheckRespawn() { // If destroyed, countdown to respawn. if(bDestroyed) { TimeToRespawn -= 1.0; if(TimeToRespawn < 0.f && (StaticMeshComponent.LastRenderTime < WorldInfo.TimeSeconds - 1.0f)) { RespawnDestructible(); ClearTimer('CheckRespawn'); } } } /** State used to stop anything from happening on dedicated server. */ state IgnoreItAll { ignores Touch, TakeDamage, Tick; } defaultproperties { bDestroyOnDamage=True bDestroyOnPlayerTouch=True bDestroyOnVehicleTouch=True SpawnPhysMeshLifeSpan=5.000000 RespawnTime=30.000000 Begin Object Class=StaticMeshComponent Name=StaticMeshComponent0 ObjName=StaticMeshComponent0 Archetype=StaticMeshComponent'Engine.Default__DynamicSMActor:StaticMeshComponent0' LightEnvironment=DynamicLightEnvironmentComponent'UTGame.Default__UTSimpleDestroyable:MyLightEnvironment' bUseAsOccluder=False CastShadow=False BlockActors=False ObjectArchetype=StaticMeshComponent'Engine.Default__DynamicSMActor:StaticMeshComponent0' End Object StaticMeshComponent=StaticMeshComponent0 Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicSMActor:MyLightEnvironment' bDynamic=False bEnabled=True ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicSMActor:MyLightEnvironment' End Object LightEnvironment=MyLightEnvironment Components(0)=MyLightEnvironment Components(1)=StaticMeshComponent0 bNoDelete=True bCollideActors=True bProjTarget=True bPathColliding=False CollisionComponent=StaticMeshComponent0 CollisionType=COLLIDE_CustomDefault Name="Default__UTSimpleDestroyable" ObjectArchetype=DynamicSMActor'Engine.Default__DynamicSMActor' } |
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