Core.Object | +--Engine.Actor | +--Engine.Decoration | +--UnrealI.Chair
int
FragChunks
Float
Fragsize
Health
void
TakeDamage(int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
00001 //============================================================================= 00002 // Chair. 00003 //============================================================================= 00004 class Chair extends Decoration; 00005 00006 00007 #exec MESH IMPORT MESH=Chair1 ANIVFILE=MODELS\chair_a.3D DATAFILE=MODELS\chair_d.3D X=0 Y=0 Z=0 00008 #exec MESH ORIGIN MESH=Chair1 X=0 Y=0 Z=0 ROLL=-64 00009 #exec MESH SEQUENCE MESH=Chair1 SEQ=All STARTFRAME=0 NUMFRAMES=1 00010 #exec TEXTURE IMPORT NAME=JChair11 FILE=MODELS\chair.PCX GROUP="Skins" 00011 #exec MESHMAP SCALE MESHMAP=Chair1 X=0.05 Y=0.05 Z=0.1 00012 #exec MESHMAP SETTEXTURE MESHMAP=Chair1 NUM=1 TEXTURE=JChair11 00013 00014 00015 var() int Health; 00016 var() int FragChunks; 00017 var() Float Fragsize; 00018 00019 Auto State Animate 00020 { 00021 00022 function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation, 00023 Vector momentum, name damageType) 00024 { 00025 Instigator = InstigatedBy; 00026 if (Health<0) Return; 00027 if ( Instigator != None ) 00028 MakeNoise(1.0); 00029 bBobbing = false; 00030 Health -= NDamage; 00031 if (Health <0) 00032 Frag(Class'WoodFragments',Momentum,FragSize,FragChunks); 00033 else 00034 { 00035 SetPhysics(PHYS_Falling); 00036 Momentum.Z = 1000; 00037 Velocity=Momentum*0.016; 00038 } 00039 } 00040 } 00041 00042 defaultproperties 00043 { 00044 Health=15 00045 FragChunks=9 00046 Fragsize=1.200000 00047 bStatic=False 00048 DrawType=DT_Mesh 00049 Mesh=LodMesh'UnrealI.Chair1' 00050 CollisionRadius=17.000000 00051 CollisionHeight=15.000000 00052 bCollideActors=True 00053 bCollideWorld=True 00054 bBlockActors=True 00055 bBlockPlayers=True 00056 }