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//============================================================================= // flakshell //============================================================================= class flakshell extends Projectile; #exec TEXTURE IMPORT NAME=NewFlakSkin FILE=textures\jflakslugel1.bmp GROUP="Skins" DXT=5 var xemitter trail; var vector initialDir; var actor Glow; simulated function PostBeginPlay() { local Rotator R; local PlayerController PC; if ( !PhysicsVolume.bWaterVolume && (Level.NetMode != NM_DedicatedServer) ) { PC = Level.GetLocalPlayerController(); if ( (PC.ViewTarget != None) && VSize(PC.ViewTarget.Location - Location) < 6000 ) Trail = Spawn(class'FlakShellTrail',self); Glow = Spawn(class'FlakGlow', self); } Super.PostBeginPlay(); Velocity = Vector(Rotation) * Speed; R = Rotation; R.Roll = 32768; SetRotation(R); Velocity.z += TossZ; initialDir = Velocity; } simulated function destroyed() { if ( Trail != None ) Trail.mRegen=False; if ( glow != None ) Glow.Destroy(); Super.Destroyed(); } simulated function ProcessTouch(Actor Other, Vector HitLocation) { if ( Other != Instigator ) { SpawnEffects(HitLocation, -1 * Normal(Velocity) ); Explode(HitLocation,Normal(HitLocation-Other.Location)); } } simulated function SpawnEffects( vector HitLocation, vector HitNormal ) { local PlayerController PC; PlaySound (Sound'WeaponSounds.BExplosion1',,3*TransientSoundVolume); if ( EffectIsRelevant(Location,false) ) { PC = Level.GetLocalPlayerController(); if ( (PC.ViewTarget != None) && VSize(PC.ViewTarget.Location - Location) < 3000 ) spawn(class'FlakExplosion',,,HitLocation + HitNormal*16 ); spawn(class'FlashExplosion',,,HitLocation + HitNormal*16 ); spawn(class'RocketSmokeRing',,,HitLocation + HitNormal*16, rotator(HitNormal) ); if ( (ExplosionDecal != None) && (Level.NetMode != NM_DedicatedServer) ) Spawn(ExplosionDecal,self,,HitLocation, rotator(-HitNormal)); } } simulated function Landed( vector HitNormal ) { SpawnEffects( Location, HitNormal ); Explode(Location,HitNormal); } simulated function HitWall (vector HitNormal, actor Wall) { Landed(HitNormal); } simulated function Explode(vector HitLocation, vector HitNormal) { local vector start; local rotator rot; local int i; local FlakChunk NewChunk; start = Location + 10 * HitNormal; if ( Role == ROLE_Authority ) { HurtRadius(damage, 220, MyDamageType, MomentumTransfer, HitLocation); for (i=0; i<6; i++) { rot = Rotation; rot.yaw += FRand()*32000-16000; rot.pitch += FRand()*32000-16000; rot.roll += FRand()*32000-16000; NewChunk = Spawn( class 'FlakChunk',, '', Start, rot); } } Destroy(); } defaultproperties { ExplosionDecal=class'ShockAltDecal' TossZ=+225.0 bProjTarget=True speed=1200.000000 Damage=90.000000 MomentumTransfer=75000 bNetTemporary=True Physics=PHYS_Falling MyDamageType=class'DamTypeFlakShell' LifeSpan=6.000000 DrawType=DT_StaticMesh StaticMesh=StaticMesh'WeaponStaticMesh.FlakShell' Skins(0)=texture'NewFlakSkin' DrawScale=8.0 AmbientGlow=100 AmbientSound=Sound'WeaponSounds.BaseProjectileSounds.BFlakCannonProjectile' SoundRadius=100 SoundVolume=255 ForceType=FT_Constant ForceScale=5.0 ForceRadius=60.0 CullDistance=+4000.0 } |
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