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UnrealI.FlakShell


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//=============================================================================
// FlakShell.
//=============================================================================
class FlakShell extends Projectile;

#exec MESH IMPORT MESH=FlakSh ANIVFILE=MODELS\FlakSh_a.3D DATAFILE=MODELS\FlakSh_d.3D X=0 Y=0 Z=0
#exec MESH LODPARAMS MESH=FlakSh STRENGTH=0.3
#exec MESH ORIGIN MESH=FlakSh X=0 Y=0 Z=-0 YAW=-64
#exec MESH SEQUENCE MESH=FlakSh SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=FlakSh SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jflakshel1 FILE=..\unrealshare\MODELS\FlakShel.PCX
#exec MESHMAP SCALE MESHMAP=FlakSh X=0.12 Y=0.12 Z=0.24
#exec MESHMAP SETTEXTURE MESHMAP=FlakSh NUM=1 TEXTURE=Jflakshel1 TLOD=50

    simulated function PostBeginPlay()
    {
        Super.PostBeginPlay();
        Velocity = Vector(Rotation) * Speed;     
        Velocity.z += 200; 
        if (Level.bHighDetailMode) SetTimer(0.05,True);
        else SetTimer(0.25,True);
    }

    function ProcessTouch (Actor Other, vector HitLocation)
    {
        if ((Other != instigator) && (FlakShell(Other) == none)) 
            Explode(HitLocation,Normal(HitLocation-Other.Location));
    }

    function Landed( vector HitNormal )
    {
        Explode(Location,HitNormal);
    }

    simulated function Timer()
    {
        local SpriteSmokePuff s;

        if (Level.NetMode!=NM_DedicatedServer) 
        {
            s = Spawn(class'SpriteSmokePuff');
            s.RemoteRole = ROLE_None;
        }   
    }

    function Explode(vector HitLocation, vector HitNormal)
    {
        local vector start;

        HurtRadius(damage, 150, 'exploded', MomentumTransfer, HitLocation); 
        start = Location + 10 * HitNormal;
        Spawn( class'FlameExplosion',,,Start);
        Spawn(class 'MasterChunk',,,Start);
        Spawn( class 'Chunk2',, '', Start);
        Spawn( class 'Chunk3',, '', Start);
        Spawn( class 'Chunk4',, '', Start);
        Spawn( class 'Chunk1',, '', Start);
        Spawn( class 'Chunk2',, '', Start);
        Destroy();
    }

defaultproperties
{
     speed=1200.000000
     Damage=70.000000
     MomentumTransfer=75000
     bNetTemporary=False
     Physics=PHYS_Falling
     RemoteRole=ROLE_SimulatedProxy
     LifeSpan=6.000000
     Mesh=LodMesh'UnrealI.FlakSh'
     AmbientGlow=67
     bUnlit=True
}

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Class file time: za 22-4-2006 13:00:12.000 - Creation time: za 22-4-2006 13:01:31.968 - Created with UnCodeX