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Engine.Decoration


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//=============================================================================
// Decoration.
//=============================================================================
class Decoration extends Actor
    abstract
    native;

// If set, the pyrotechnic or explosion when item is damaged.
var() class<actor> EffectWhenDestroyed;
var() bool bPushable;
var() bool bOnlyTriggerable;
var bool bSplash;
var bool bBobbing;
var bool bWasCarried;
var() sound PushSound;
var const int    numLandings; // Used by engine physics.
var() class<inventory> contents;
var() class<inventory> content2;
var() class<inventory> content3;
var() sound EndPushSound;
var bool bPushSoundPlaying;

simulated function FollowHolder(Actor Other);

function Landed(vector HitNormall)
{
    if( bWasCarried && !SetLocation(Location) )
    {
        if( Instigator!=None && (VSize(Instigator.Location - Location) < CollisionRadius + Instigator.CollisionRadius) )
            SetLocation(Instigator.Location);
        TakeDamage( 1000, Instigator, Location, Vect(0,0,1)*900,'exploded' );
    }
    bWasCarried = false;
    bBobbing = false;
}

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

    if( NewZone.bWaterZone )
    {
        if( bSplash && !Region.Zone.bWaterZone && Mass<=Buoyancy 
            && ((Abs(Velocity.Z) < 100) || (Mass == 0)) && (FRand() < 0.05) && !PlayerCanSeeMe() )
        {
            bSplash = false;
            SetPhysics(PHYS_None);
        }
        else if( !Region.Zone.bWaterZone && (Velocity.Z < -200) )
        {
            // Else play a splash.
            splashSize = FClamp(0.0001 * Mass * (250 - 0.5 * FMax(-600,Velocity.Z)), 1.0, 3.0 );
            if( NewZone.EntrySound != None )
                PlaySound(NewZone.EntrySound, SLOT_Interact, splashSize);
            if( NewZone.EntryActor != None )
            {
                splash = Spawn(NewZone.EntryActor); 
                if ( splash != None )
                    splash.DrawScale = splashSize;
            }
        }
        bSplash = true;
    }
    else if( Region.Zone.bWaterZone && (Buoyancy > Mass) )
    {
        bBobbing = true;
        if( Buoyancy > 1.1 * Mass )
            Buoyancy = 0.95 * Buoyancy; // waterlog
        else if( Buoyancy > 1.03 * Mass )
            Buoyancy = 0.99 * Buoyancy;
    }

    if( NewZone.bPainZone && (NewZone.DamagePerSec > 0) )
        TakeDamage(100, None, location, vect(0,0,0), NewZone.DamageType);
}

function Trigger( actor Other, pawn EventInstigator )
{
    Instigator = EventInstigator;
    TakeDamage( 1000, Instigator, Location, Vect(0,0,1)*900,'exploded' );
}

singular function BaseChange()
{
    local float decorMass, decorMass2;

    decormass= FMax(1, Mass);
    bBobbing = false;
    if( Velocity.Z < -500 )
        TakeDamage( (1-Velocity.Z/30),Instigator,Location,vect(0,0,0) , 'crushed');

    if( (base == None) && (bPushable || IsA('Carcass')) && (Physics == PHYS_None) )
        SetPhysics(PHYS_Falling);
    else if( (Pawn(base) != None) && (Pawn(Base).CarriedDecoration != self) )
    {
        Base.TakeDamage( (1-Velocity.Z/400)* decormass/Base.Mass,Instigator,Location,0.5 * Velocity , 'crushed');
        Velocity.Z = 100;
        if (FRand() < 0.5)
            Velocity.X += 70;
        else
            Velocity.Y += 70;
        SetPhysics(PHYS_Falling);
    }
    else if( Decoration(Base)!=None && Velocity.Z<-500 )
    {
        decorMass2 = FMax(Decoration(Base).Mass, 1);
        Base.TakeDamage((1 - decorMass/decorMass2 * Velocity.Z/30), Instigator, Location, 0.2 * Velocity, 'stomped');
        Velocity.Z = 100;
        if (FRand() < 0.5)
            Velocity.X += 70;
        else
            Velocity.Y += 70;
        SetPhysics(PHYS_Falling);
    }
    else
        instigator = None;
}

function Destroyed()
{
    local actor dropped, A;
    local class<actor> tempClass;

    if( (Pawn(Base) != None) && (Pawn(Base).CarriedDecoration == self) )
        Pawn(Base).DropDecoration();
    if( (Contents!=None) && !Level.bStartup )
    {
        tempClass = Contents;
        if (Content2!=None && FRand()<0.3) tempClass = Content2;
        if (Content3!=None && FRand()<0.3) tempClass = Content3;
        dropped = Spawn(tempClass);
        dropped.RemoteRole = ROLE_DumbProxy;
        dropped.SetPhysics(PHYS_Falling);
        dropped.bCollideWorld = true;
        if ( inventory(dropped) != None )
            inventory(dropped).GotoState('Pickup', 'Dropped');
    }   

    if( Event != '' )
        foreach AllActors( class 'Actor', A, Event )
            A.Trigger( Self, None );
            
    Super.Destroyed();
}

simulated function skinnedFrag(class<fragment> FragType, texture FragSkin, vector Momentum, float DSize, int NumFrags) 
{
    local int i;
    local actor A, Toucher;
    local Fragment s;

    if ( bOnlyTriggerable )
        return; 
    if (Event!='')
        foreach AllActors( class 'Actor', A, Event )
            A.Trigger( Toucher, pawn(Toucher) );
    if ( Region.Zone.bDestructive )
    {
        Destroy();
        return;
    }
    for (i=0 ; i<NumFrags ; i++) 
    {
        s = Spawn( FragType, Owner);
        s.CalcVelocity(Momentum/100,0);
        s.Skin = FragSkin;
        s.DrawScale = DSize*0.5+0.7*DSize*FRand();
    }

    Destroy();
}

simulated function Frag(class<fragment> FragType, vector Momentum, float DSize, int NumFrags) 
{
    local int i;
    local actor A, Toucher;
    local Fragment s;

    if ( bOnlyTriggerable )
        return; 
    if (Event!='')
        foreach AllActors( class 'Actor', A, Event )
            A.Trigger( Toucher, pawn(Toucher) );
    if ( Region.Zone.bDestructive )
    {
        Destroy();
        return;
    }
    for (i=0 ; i<NumFrags ; i++) 
    {
        s = Spawn( FragType, Owner);
        s.CalcVelocity(Momentum,0);
        s.DrawScale = DSize*0.5+0.7*DSize*FRand();
    }

    Destroy();
}

function Timer()
{
    PlaySound(EndPushSound, SLOT_Misc,0.0);
    bPushSoundPlaying=False;
}

function Bump( actor Other )
{
    local float speed, oldZ;
    if( bPushable && (Pawn(Other)!=None) && (Other.Mass > 40) )
    {
        bBobbing = false;
        oldZ = Velocity.Z;
        speed = VSize(Other.Velocity);
        Velocity = Other.Velocity * FMin(120.0, 20 + speed)/speed;
        if ( Physics == PHYS_None ) {
            Velocity.Z = 25;
            if (!bPushSoundPlaying) PlaySound(PushSound, SLOT_Misc,0.25);
            bPushSoundPlaying = True;           
        }
        else
            Velocity.Z = oldZ;
        SetPhysics(PHYS_Falling);
        SetTimer(0.3,False);
        Instigator = Pawn(Other);
    }
}

defaultproperties
{
     bStatic=True
     bStasis=True
     Texture=None
     Mass=0.000000
}

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Class file time: za 22-4-2006 13:06:32.000 - Creation time: za 22-4-2006 13:07:25.296 - Created with UnCodeX