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//============================================================================= // ShotShellCase. //============================================================================= class ShotShellCase extends ShellCase; #exec MESH IMPORT MESH=shotshellused ANIVFILE=Models\shotshellused_a.3d DATAFILE=Models\shotshellused_d.3d LODSTYLE=1 MLOD=1 // 122 Vertices, 120 Triangles #exec MESH LODPARAMS MESH=shotshellused STRENGTH=0.3 MINVERTS=42 MORPH=0.6 ZDISP=500.0 #exec MESH ORIGIN MESH=shotshellused X=0 Y=0 Z=0 YAW=0 ROLL=64 #exec MESH SEQUENCE MESH=shotshellused SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP NEW MESHMAP=shotshellused MESH=shotshellused #exec MESHMAP SCALE MESHMAP=shotshellused X=0.03 Y=0.03 Z=0.05 #exec MESHMAP SETTEXTURE MESHMAP=shotshellused NUM=0 TEXTURE=UnrealShare.Skins.Jshells1 TLOD=10 var bool bHasBounced; simulated function HitWall( vector HitNormal, actor Wall ) { local vector RealHitNormal; if ( bHasBounced && ((FRand() < 0.85) || (Velocity.Z > -50)) ) bBounce = false; if ( !Region.Zone.bWaterZone ) PlaySound(sound 'shell2',SLOT_Misc,0.4,False,300.0,0.6+FRand()/20.0); RealHitNormal = HitNormal; HitNormal = Normal(HitNormal + 0.4 * VRand()); if ( (HitNormal Dot RealHitNormal) < 0 ) HitNormal *= -0.5; Velocity = 0.5 * (Velocity - 2 * HitNormal * (Velocity Dot HitNormal)); RandSpin(100000); bHasBounced = True; }// end simulated function ShotShellCase.HitWall simulated function Landed( vector HitNormal ) { local rotator RandRot; if ( !Region.Zone.bWaterZone ) PlaySound(sound 'shell2',SLOT_Misc,0.5,False,300.0,0.5+FRand()/20.0); SetPhysics(PHYS_None); RandRot = Rotation; RandRot.Pitch = 0; RandRot.Roll = 0; SetRotation(RandRot); }// end simulated function ShotShellCase.Landed defaultproperties { LifeSpan=4.000000 Mesh=None bMeshCurvy=True CollisionRadius=8.000000 CollisionHeight=4.000000 LightEffect=LE_None LightBrightness=0 LightHue=0 LightSaturation=0 LightRadius=0 } |
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