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UnrealShare.ShellCase


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//=============================================================================
// ShellCase.
//=============================================================================
class ShellCase extends Projectile;

#exec MESH IMPORT MESH=Shell ANIVFILE=Models\shell_a.3d DATAFILE=Models\shell_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=Shell X=0 Y=0 Z=0 YAW=64 ROLL=128
#exec MESH SEQUENCE MESH=Shell SEQ=All  STARTFRAME=0  NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Autom1 FILE=Models\automag.pcx
#exec MESHMAP SCALE MESHMAP=Shell X=0.011 Y=0.011 Z=0.022
#exec MESHMAP SETTEXTURE MESHMAP=Shell NUM=1 TEXTURE=Autom1

#exec AUDIO IMPORT FILE="Sounds\Automag\Shell2.wav" NAME="Shell2" GROUP="AutoMag"
#exec AUDIO IMPORT FILE="Sounds\General\Drip.wav" NAME="Drip1" GROUP="General"

var bool bHasBounced;

simulated function PostBeginPlay()
{
	Super.PostBeginPlay();
	SetTimer(0.1, false);
}

simulated function Timer()
{
	LightType = LT_None;
}

simulated function HitWall( vector HitNormal, actor Wall )
{
	local vector RealHitNormal;

	if ( bHasBounced && ((FRand() < 0.85) || (Velocity.Z > -50)) )
		bBounce = false;
	if ( !Region.Zone.bWaterZone )
		PlaySound(sound 'shell2');
	RealHitNormal = HitNormal;
	HitNormal = Normal(HitNormal + 0.4 * VRand());
	if ( (HitNormal Dot RealHitNormal) < 0 )
		HitNormal *= -0.5;
	Velocity = 0.5 * (Velocity - 2 * HitNormal * (Velocity Dot HitNormal));
	RandSpin(100000);
	bHasBounced = True;
}

simulated function ZoneChange( Zoneinfo NewZone )
{
	if (NewZone.bWaterZone && !Region.Zone.bWaterZone)
	{
		Velocity=0.2*Velocity;
		PlaySound(sound 'Drip1');
		bHasBounced=True;
	}
}


simulated function Landed( vector HitNormal )
{
	local rotator RandRot;

	if ( !Region.Zone.bWaterZone )
		PlaySound(sound 'shell2');
	SetPhysics(PHYS_None);
	RandRot = Rotation;
	RandRot.Pitch = 0;
	RandRot.Roll = 0;
	SetRotation(RandRot);
}

function Eject(Vector Vel)
{
	Velocity = Vel + Instigator.Velocity*0.5;
	RandSpin(100000);
	if (Instigator.HeadRegion.Zone.bWaterZone)
	{
		Velocity = Velocity * (0.2+FRand()*0.2);
		bHasBounced=True;
	}
}

defaultproperties
{
				MaxSpeed=1000.000000
				bNetOptional=True
				bReplicateInstigator=False
				Physics=PHYS_Falling
				RemoteRole=ROLE_SimulatedProxy
				LifeSpan=3.000000
				Mesh=LodMesh'UnrealShare.Shell'
				bUnlit=True
				bNoSmooth=True
				bCollideActors=False
				LightType=LT_Steady
				LightEffect=LE_NonIncidence
				LightBrightness=250
				LightHue=28
				LightSaturation=128
				LightRadius=7
				bBounce=True
				bFixedRotationDir=True
				NetPriority=2.000000
}

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Class file time: zo 11-11-2012 21:10:28.000 - Creation time: zo 11-11-2012 21:14:20.084 - Created with UnCodeX