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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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