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Engine.Fragment


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//=============================================================================
// Fragment.
//=============================================================================
class Fragment extends Projectile;

var() MESH Fragments[11];
var int numFragmentTypes;
var bool bFirstHit;

function PostBeginPlay()
{
    if ( Region.Zone.bDestructive )
        Destroy();
    else
        Super.PostBeginPlay();
}

simulated function CalcVelocity(vector Momentum, float ExplosionSize)
{
    Velocity = VRand()*(ExplosionSize+FRand()*150.0+100.0 + VSize(Momentum)/80); 
}

simulated function HitWall (vector HitNormal, actor HitWall)
{
    Velocity = 0.5*(( Velocity dot HitNormal ) * HitNormal * (-2.0) + Velocity);   // Reflect off Wall w/damping
    speed = VSize(Velocity);    
    if (bFirstHit && speed<400) 
    {
        bFirstHit=False;
        bRotatetoDesired=True;
        bFixedRotationDir=False;
        DesiredRotation.Pitch=0;    
        DesiredRotation.Yaw=FRand()*65536;
        DesiredRotation.roll=0;
    }
    RotationRate.Yaw = RotationRate.Yaw*0.75;
    RotationRate.Roll = RotationRate.Roll*0.75;
    RotationRate.Pitch = RotationRate.Pitch*0.75;
    if ( (speed < 60) && (HitNormal.Z > 0.7) )
    {
        SetPhysics(PHYS_none);
        bBounce = false;
        GoToState('Dying');
    }
    else If (speed > 50) 
    {
        if (FRand()<0.5) PlaySound(ImpactSound, SLOT_None, 0.5+FRand()*0.5,, 300, 0.85+FRand()*0.3);
        else PlaySound(MiscSound, SLOT_None, 0.5+FRand()*0.5,, 300, 0.85+FRand()*0.3);
    }
}

auto state Flying
{
    simulated function timer()
    {
        GoToState('Dying');
    }


    simulated function Touch(actor Other)
    {
        if (Pawn(Other)==None) Return;
        if (!Pawn(Other).bIsPlayer) Destroy();
    }


    simulated singular function ZoneChange( ZoneInfo NewZone )
    {
        local float splashsize;
        local actor splash;

        if ( NewZone.bWaterZone )
        {
            Velocity = 0.2 * Velocity;
            splashSize = 0.0005 * (250 - 0.5 * Velocity.Z);
            if ( Level.NetMode != NM_DedicatedServer )
            {
                if ( NewZone.EntrySound != None )
                    PlaySound(NewZone.EntrySound, SLOT_Interact, splashSize);
                if ( NewZone.EntryActor != None )
                {
                    splash = Spawn(NewZone.EntryActor); 
                    if ( splash != None )
                        splash.DrawScale = 4 * splashSize;
                }
            }
            if (bFirstHit) 
            {
                bFirstHit=False;
                bRotatetoDesired=True;
                bFixedRotationDir=False;
                DesiredRotation.Pitch=0;    
                DesiredRotation.Yaw=FRand()*65536;
                DesiredRotation.roll=0;
            }
            
            RotationRate = 0.2 * RotationRate;
            GotoState('Dying');
        }
        if ( NewZone.bPainZone && (NewZone.DamagePerSec > 0) )
            Destroy();
    }

    simulated function BeginState()
    {
        RandSpin(125000);
        if (RotationRate.Pitch>-10000&&RotationRate.Pitch<10000) 
            RotationRate.Pitch=10000;
        if (RotationRate.Roll>-10000&&RotationRate.Roll<10000) 
            RotationRate.Roll=10000;            
        Mesh = Fragments[int(FRand()*numFragmentTypes)];
        if ( Level.NetMode == NM_Standalone )
            LifeSpan = 20 + 40 * FRand();
        SetTimer(5.0,True);         
    }
}

state Dying
{
    simulated function HitWall (vector HitNormal, actor HitWall)
    {
        Velocity = 0.5*(( Velocity dot HitNormal ) * HitNormal * (-2.0) + Velocity);   // Reflect off Wall w/damping
        speed = VSize(Velocity);    
        if (bFirstHit && speed<400) 
        {
            bFirstHit=False;
            bRotatetoDesired=True;
            bFixedRotationDir=False;
            DesiredRotation.Pitch=0;    
            DesiredRotation.Yaw=FRand()*65536;
            DesiredRotation.roll=0;
        }
        RotationRate.Yaw = RotationRate.Yaw*0.75;
        RotationRate.Roll = RotationRate.Roll*0.75;
        RotationRate.Pitch = RotationRate.Pitch*0.75;
        if ( (Velocity.Z < 50) && (HitNormal.Z > 0.7) )
        {
            SetPhysics(PHYS_none);
            bBounce = false;
        }
        else If (speed > 80) 
        {
            if (FRand()<0.5) PlaySound(ImpactSound, SLOT_None, 0.5+FRand()*0.5,, 300, 0.85+FRand()*0.3);
            else PlaySound(MiscSound, SLOT_None, 0.5+FRand()*0.5,, 300, 0.85+FRand()*0.3);
        }
    }

    function TakeDamage( int Dam, Pawn instigatedBy, Vector hitlocation, 
                            Vector momentum, name damageType)
    {
        Destroy();
    }

    simulated function timer()
    {
        if (!PlayerCanSeeMe()) 
            Destroy();
    }

    simulated function BeginState()
    {
        SetTimer(1.5,True);
        SetCollision(true, false, false);
    }
}

defaultproperties
{
     bFirstHit=True
     bNetTemporary=False
     bNetOptional=True
     Physics=PHYS_Falling
     RemoteRole=ROLE_SimulatedProxy
     LifeSpan=20.000000
     CollisionRadius=18.000000
     CollisionHeight=4.000000
     bCollideActors=False
     bBounce=True
     bFixedRotationDir=True
     NetPriority=2.000000
}

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Class file time: za 22-4-2006 13:00:12.000 - Creation time: za 22-4-2006 13:01:32.046 - Created with UnCodeX