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UnrealI.Barrel


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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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Class file time: za 22-4-2006 12:52:32.000 - Creation time: za 22-4-2006 12:53:44.453 - Created with UnCodeX