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//============================================================================= // Dice. //============================================================================= class Dice extends Decoration; #exec MESH IMPORT MESH=DiceM ANIVFILE=MODELS\dice_a.3D DATAFILE=MODELS\dice_d.3D X=0 Y=0 Z=0 ZEROTEX=1 #exec MESH ORIGIN MESH=DiceM X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=DiceM SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=DiceM SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JDice1 FILE=MODELS\Dice.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=DiceM X=0.006 Y=0.006 Z=0.012 #exec MESHMAP SETTEXTURE MESHMAP=DiceM NUM=0 TEXTURE=JDice1 var bool bHasBounced; var int numBounces; function Throw(vector Y) { bHidden = false; numBounces = 0; Roll(); Velocity = 40 * VRand() - 80 * FRand() * Y; SetPhysics(PHYS_Falling); } simulated function Roll() { DesiredRotation.Pitch = 16384 * Rand(4); DesiredRotation.Yaw = 16384 * Rand(4); DesiredRotation.roll = 16384 * Rand(4); } auto state Playing { ignores BaseChange, Bump; simulated function HitWall (vector HitNormal, actor Wall) { local vector landspot; numBounces++; if ( (instigator == None) || (numBounces > 20) ) { bBounce = false; Velocity.Z = -0.5 * Velocity.Z; return; } landspot = instigator.location + vector(instigator.rotation) * 2.3 * instigator.CollisionRadius; landspot.Z = location.Z; if ( bHasBounced && (Vsize(landspot - location) < 15) ) { SetPhysics(PHYS_None); SetRotation(DesiredRotation); return; } Velocity = landspot - location + 3 * VRand(); Velocity.Z *= -0.6; if (Velocity.Z < 50) Velocity.Z = 50; bHasBounced = True; Roll(); //PlaySound(ImpactSound); } } defaultproperties { bStatic=False DrawType=DT_Mesh Mesh=LodMesh'UnrealI.DiceM' CollisionRadius=3.000000 CollisionHeight=3.000000 bCollideWorld=True bBounce=True bFixedRotationDir=True bRotateToDesired=True RotationRate=(Pitch=60000) } |
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