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//----------------------------------------------------------- // It Breaks good.. //----------------------------------------------------------- class DECO_Smashable extends decoration; var float RespawnTime; var bool bNeedsSingleShot; // If true, it will only smash on damage if it's all in a single shot var bool bImperviusToPlayer; // If true, the player can't smash it function Reset() { super.Reset(); Gotostate('Working'); } simulated function PostBeginPlay() { super.PostBeginPlay(); disable('tick'); CullDistance = default.CullDistance; } function BreakApart(vector HitLocation, vector momentum) { // If we are single player or on a listen server, just spawn the actor, otherwise // bHidden will trigger the effect if (Level.NetMode == NM_ListenServer || Level.NetMode == NM_StandAlone) { if ( (EffectWhenDestroyed!=None ) && EffectIsRelevant(location,false) ) Spawn( EffectWhenDestroyed, Owner,, Location ); } gotostate('Broken'); } auto state Working { function BeginState() { super.BeginState(); SetCollision(true,true,true); NetUpdateTime = Level.TimeSeconds - 1; bHidden = false; Health = default.health; } function EndState() { super.EndState(); NetUpdateTime = Level.TimeSeconds - 1; bHidden = true; SetCollision(false,false,false); } function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) { if ( Instigator != None ) MakeNoise(1.0); if (bNeedsSingleShot) { if (Damage > Health) BreakApart(HitLocation, Momentum); } else { Health -= Damage; if ( Health < 0 ) BreakApart(HitLocation, Momentum); } } function Bump( actor Other ) { if ( Mover(Other) != None && Mover(Other).bResetting ) return; if ( UnrealPawn(Other)!=None && bImperviusToPlayer ) return; if ( VSize(Other.Velocity)>500 ) BreakApart(Other.Location, Other.Velocity); } function bool EncroachingOn(Actor Other) { if ( Mover(Other) != None && Mover(Other).bResetting ) return false; BreakApart(Other.Location, Other.Velocity); return false; } event EncroachedBy(Actor Other) { if ( Mover(Other) != None && Mover(Other).bResetting ) return; BreakApart(Other.Location, Other.Velocity); } } state Broken { function BeginState() { super.BeginState(); SetTimer(30,false); } event Timer() { local pawn p; super.Timer(); foreach RadiusActors(class'Pawn', P, CollisionRadius * 1.25) { SetTimer(5,false); return; } GotoState('Working'); } } simulated function PostNetReceive() { if ( bHidden && EffectWhenDestroyed != none && EffectIsRelevant(location,false) ) Spawn( EffectWhenDestroyed, Owner,, Location ); } //============================================================================= // defaultproperties //============================================================================= defaultproperties { bStatic=false bStasis=false bDamageable=true bCanBeDamaged=true bEdShouldSnap=true bUseCylinderCollision=true bCollideActors=true bCollideWorld=true bBlockActors=true bBlockKarma=true bFixedRotationDir=true bOrientOnSlope=false bPushable=false bMovable=false RespawnTime=30 bNeedsSingleShot=false bImperviusToPlayer=true bNetInitialRotation=true RemoteRole=ROLE_SimulatedProxy bNetNotify=true CullDistance=4500 NetUpdateFrequency=1 } |
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