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//============================================================================= // KarmaActor. // Just a handy class to derive off to make physics objects. //============================================================================= class KActor extends Actor native placeable; // (cpptext) // (cpptext) // (cpptext) // (cpptext) var (Karma) bool bKTakeShot; // Ragdoll impact sounds. var() array<sound> ImpactSounds; var() float ImpactVolume; var() class<actor> ImpactEffect; var() bool bOrientImpactEffect; var() float ImpactInterval; var transient float LastImpactTime; // Default behaviour when shot is to apply an impulse and kick the KActor. function TakeDamage(int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) { local vector ApplyImpulse; //Log("TakeDamage: "$self); if(bKTakeShot && damageType.default.KDamageImpulse > 0) { if(VSize(momentum) < 0.001) { // DEBUG //Log("Zero momentum to KActor.TakeDamage"); // END DEBUG return; } ApplyImpulse = Normal(momentum) * damageType.default.KDamageImpulse; KAddImpulse(ApplyImpulse, hitlocation); } } // Default behaviour when triggered is to wake up the physics. function Trigger( actor Other, pawn EventInstigator ) { KWake(); } // event KImpact(actor other, vector pos, vector impactVel, vector impactNorm) { local int numSounds, soundNum; // If its time for another impact. if(Level.TimeSeconds > LastImpactTime + ImpactInterval) { // If we have some sounds, play a random one. numSounds = ImpactSounds.Length; if(numSounds > 0) { soundNum = Rand(numSounds); //Log("Play Sound:"$soundNum); PlaySound(ImpactSounds[soundNum], SLOT_Ambient, ImpactVolume); } // If we have an effect class (and its relevant), spawn it. if( (ImpactEffect != None) && EffectIsRelevant(pos, false) ) { if(bOrientImpactEffect) spawn(ImpactEffect, self, , pos, rotator(impactVel)); else spawn(ImpactEffect, self, , pos); } LastImpactTime = Level.TimeSeconds; } } defaultproperties { bKTakeShot=Wahr DrawType=DT_StaticMesh bNoDelete=Wahr Physics=PHYS_Karma RemoteRole=ROLE_None CollisionRadius=1.000000 CollisionHeight=1.000000 bCollideActors=Wahr bBlockActors=Wahr bProjTarget=Wahr bBlockKarma=Wahr bEdShouldSnap=Wahr } |
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