Core.Object | +--Engine.Actor | +--Engine.Projectile | +--UnrealI.BigRock | +--Botpack.CatapultRock
void
ProcessTouch(Actor Other, Vector HitLocation)
00001 //============================================================================= 00002 // CatapultRock. 00003 //============================================================================= 00004 class CatapultRock extends BigRock; 00005 00006 auto state Flying 00007 { 00008 function ProcessTouch (Actor Other, Vector HitLocation) 00009 { 00010 local int hitdamage; 00011 00012 PlaySound(ImpactSound, SLOT_Interact, DrawScale/10); 00013 00014 if ( !Other.IsA('BigRock') ) 00015 { 00016 Hitdamage = Damage * 0.00002 * (DrawScale**3) * speed; 00017 if ( (HitDamage > 6) && (speed > 150) ) 00018 Other.TakeDamage(hitdamage, instigator,HitLocation, 00019 (35000.0 * Normal(Velocity)), 'crushed' ); 00020 } 00021 } 00022 00023 Begin: 00024 SetPhysics(PHYS_Falling); 00025 } 00026 00027 defaultproperties 00028 { 00029 DrawScale=8.500000 00030 }