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//============================================================================= // ViewShaker: Shakes view of any playercontrollers - amb - rewrote this // within the ShakeRadius //============================================================================= class ViewShaker extends Triggers; //----------------------------------------------------------------------------- // Variables. var() float ShakeRadius; // radius within which to shake player views var() vector RotMag; // how far to rot view var() vector RotRate; // how fast to rot view var() float RotTime; // how much time to rot the instigator's view var() vector OffsetMag; // max view offset vertically var() vector OffsetRate; // how fast to offset view vertically var() float OffsetTime; // how much time to offset view //----------------------------------------------------------------------------- // Functions. simulated function Trigger( actor Other, pawn EventInstigator ) { local Controller C; local PlayerController LocalPlayer; LocalPlayer = Level.GetLocalPlayerController(); if ( (LocalPlayer != None) && (VSize(Location - LocalPlayer.ViewTarget.Location) < ShakeRadius) ) LocalPlayer.ShakeView(RotMag, RotRate, RotTime, OffsetMag, OffsetRate, OffsetTime); for ( C=Level.ControllerList; C!=None; C=C.NextController ) if ( (PlayerController(C) != None) && (C != LocalPlayer) && (VSize(Location - PlayerController(C).ViewTarget.Location) < ShakeRadius) ) C.ShakeView(RotMag, RotRate, RotTime, OffsetMag, OffsetRate, OffsetTime); } defaultproperties { ShakeRadius=2000.000000 OffsetMag=(X=10.000000,Y=10.000000,Z=10.000000) OffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) OffsetTime=3.000000 bCollideActors=Falsch } |
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