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//============================================================================= // Barrel. //============================================================================= class Barrel expands Decoration; #exec AUDIO IMPORT FILE="sounds\general\bPush1.wav" NAME="ObjectPush" GROUP="General" #exec AUDIO IMPORT FILE="sounds\general\EndPush.wav" NAME="Endpush" GROUP="General" #exec MESH IMPORT MESH=BarrelM ANIVFILE=MODELS\Barrel_a.3D DATAFILE=MODELS\Barrel_d.3D ZEROTEX=1 #exec MESH ORIGIN MESH=BarrelM X=320 Y=160 Z=95 YAW=64 #exec MESH SEQUENCE MESH=BarrelM SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=BarrelM SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JBarrel1 FILE=MODELS\Barrel.PCX GROUP=Skins FLAGS=2 #exec MESHMAP SCALE MESHMAP=BarrelM X=0.15 Y=0.15 Z=0.3 #exec MESHMAP SETTEXTURE MESHMAP=BarrelM NUM=0 TEXTURE=JBarrel1 var() int Health; Auto State Animate { function HitWall (vector HitNormal, actor Wall) { if (Velocity.Z<-200) TakeDamage(100,Pawn(Owner),HitNormal,HitNormal*10000,'shattered'); bBounce = False; Velocity = vect(0,0,0); } function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) { Instigator = InstigatedBy; bBobbing = false; if (Health<0) Return; if ( Instigator != None ) MakeNoise(1.0); Health -= NDamage; if (Health <0) Frag(class'WoodFragments',Momentum,1.75,12); else { SetPhysics(PHYS_Falling); bBounce = True; Momentum.Z = 1000; Velocity=Momentum*0.01; } } Begin: } |
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