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Engine.Decoration


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

// If set, the pyrotechnic or explosion when item is damaged.
var()  class<actor> EffectWhenDestroyed;
var() bool bPushable;
var() bool bDamageable;
var bool bPushSoundPlaying;
var bool bSplash;

var() sound PushSound, EndPushSound;
var const int    numLandings;       // Used by engine physics.
var() class<inventory> contents;    // spawned when destroyed

var()   int     NumFrags;       // number of fragments to spawn when destroyed
var()   texture FragSkin;       // skin to use for fragments
var()   class<Fragment> FragType;   // type of fragment to use
var     vector FragMomentum;        // momentum to be imparted to frags when destroyed
var()   int     Health;
var()   float  SplashTime;

var const NavigationPoint LastAnchor;       // recent nearest path
var     float   LastValidAnchorTime;    // last time a valid anchor was found

event NotReachableBy(Pawn P); // called when FindPathToward this decoration fails (used by GameObjects)

function bool CanSplash()
{
    if ( (Level.TimeSeconds - SplashTime > 0.25)
        && (Physics == PHYS_Falling)
        && (Abs(Velocity.Z) > 100) )
    {
        SplashTime = Level.TimeSeconds;
        return true;
    }
    return false;
}

function Drop(vector newVel);

function Landed(vector HitNormal)
{
    local rotator NewRot;

    if (Velocity.Z<-500) 
        TakeDamage(100,Pawn(Owner),HitNormal,HitNormal*10000,class'Crushed');   
    Velocity = vect(0,0,0);
    NewRot = Rotation;
    NewRot.Pitch = 0;
    NewRot.Roll = 0;
    SetRotation(NewRot);
}

function HitWall (vector HitNormal, actor Wall)
{
    Landed(HitNormal);
}

function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation, 
                    Vector momentum, class<DamageType> damageType)
{
    Instigator = InstigatedBy;
    if (!bDamageable || (Health<0) ) 
        Return;
    if ( Instigator != None )
        MakeNoise(1.0);
    Health -= NDamage;
    FragMomentum = Momentum;
    if (Health <0)  
        Destroy();      
    else 
    {
        SetPhysics(PHYS_Falling);
        Momentum.Z = 1000;
        Velocity=Momentum/Mass;
    }
}

singular function PhysicsVolumeChange( PhysicsVolume NewVolume )
{
    if( NewVolume.bWaterVolume )
    {
        if( bSplash && !PhysicsVolume.bWaterVolume && Mass<=Buoyancy 
            && ((Abs(Velocity.Z) < 100) || (Mass == 0)) && (FRand() < 0.05) && !PlayerCanSeeMe() )
        {
            bSplash = false;
            SetPhysics(PHYS_None);
        }
    }
    if( PhysicsVolume.bWaterVolume && (Buoyancy > Mass) )
    {
        if( Buoyancy > 1.1 * Mass )
            Buoyancy = 0.95 * Buoyancy; // waterlog
        else if( Buoyancy > 1.03 * Mass )
            Buoyancy = 0.99 * Buoyancy;
    }
}

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

singular function BaseChange()
{
    if( Velocity.Z < -500 )
        TakeDamage( (1-Velocity.Z/30),Instigator,Location,vect(0,0,0) , class'Crushed');

    if( base == None )
    { 
        if ( !bInterpolating && bPushable && (Physics == PHYS_None) )
            SetPhysics(PHYS_Falling);
    }
    else if( Pawn(Base) != None )
    {
        Base.TakeDamage( (1-Velocity.Z/400)* mass/Base.Mass,Instigator,Location,0.5 * Velocity , class'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 )
    {
        Base.TakeDamage((1 - Mass/Base.Mass * Velocity.Z/30), Instigator, Location, 0.2 * Velocity, class'Crushed');
        Velocity.Z = 100;
        if (FRand() < 0.5)
            Velocity.X += 70;
        else
            Velocity.Y += 70;
        SetPhysics(PHYS_Falling);
    }
    else
        instigator = None;
}

simulated function Destroyed()
{
    local inventory dropped;
    local int i;
    local Fragment s;
    local float BaseSize;

    if ( Role == ROLE_Authority )
    {
        if( (Contents!=None) && !Level.bStartup )
        {
            dropped = Spawn(Contents);
            dropped.DropFrom(Location);
        }   

        TriggerEvent( Event, Self, None);

        if ( bPushSoundPlaying )
            PlaySound(EndPushSound, SLOT_Misc);
    }
        
    if ( (Level.NetMode != NM_DedicatedServer ) 
        && !PhysicsVolume.bDestructive
        && (NumFrags > 0) && (FragType != None) )
    {
        // spawn fragments
        BaseSize = 0.8 * sqrt(CollisionRadius*CollisionHeight)/NumFrags;
        for ( i=0; i<numfrags; i++ )
        {
            s = Spawn( FragType, Owner,,Location + CollisionRadius * VRand());
            s.CalcVelocity(FragMomentum);
            if ( FragSkin != None )
                s.Skins[0] = FragSkin;
            s.SetDrawScale(BaseSize * (0.5+0.7*FRand()));
        }
    }

    Super.Destroyed();
}

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

function Bump( actor Other )
{
    local float speed, oldZ;
    if( bPushable && (Pawn(Other)!=None) && (Other.Mass > 40) )
    {
        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);
                bPushSoundPlaying = True;
            }           
        }
        else
            Velocity.Z = oldZ;
        SetPhysics(PHYS_Falling);
        SetTimer(0.3,False);
        Instigator = Pawn(Other);
    }
}

defaultproperties
{
     DrawType=DT_Mesh
     bStatic=Wahr
     bStasis=Wahr
     bOrientOnSlope=Wahr
     NetUpdateFrequency=10.000000
     bCanBeDamaged=Wahr
     bShouldBaseAtStartup=Wahr
}

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Class file time: Fr 30.3.2007 08:43:36.000 - Creation time: Mo 16.4.2007 11:20:46.265 - Created with UnCodeX