UnrealI
Class Table

source: e:\games\UnrealTournament\UnrealI\Classes\Table.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Decoration
         |
         +--UnrealI.Table
Direct Known Subclasses:None

class Table
extends Engine.Decoration

//============================================================================= // Table. //=============================================================================
Variables
 int FragChunks
 Float Fragsize
 int Health

States
Animate
State Animate Function Summary
 void TakeDamage(int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)



Source Code


00001	//=============================================================================
00002	// Table.
00003	//=============================================================================
00004	class Table extends Decoration;
00005	
00006	#exec MESH IMPORT MESH=Table1 ANIVFILE=MODELS\table_a.3D DATAFILE=MODELS\table_d.3D X=0 Y=0 Z=0
00007	#exec MESH ORIGIN MESH=Table1 X=0 Y=0 Z=0 ROLL=-64
00008	#exec MESH SEQUENCE MESH=Table1 SEQ=All    STARTFRAME=0  NUMFRAMES=1
00009	#exec TEXTURE IMPORT NAME=JTable11 FILE=MODELS\table.PCX GROUP="Skins"
00010	#exec MESHMAP SCALE MESHMAP=Table1 X=0.05 Y=0.05 Z=0.1
00011	#exec MESHMAP SETTEXTURE MESHMAP=Table1 NUM=1 TEXTURE=JTable11
00012	
00013	var() int Health;
00014	var() int FragChunks;
00015	var() Float Fragsize;
00016	
00017	Auto State Animate
00018	{
00019	
00020		function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation, 
00021							Vector momentum, name damageType)
00022		{
00023			Instigator = InstigatedBy;
00024			if (Health<0) Return;
00025			if ( Instigator != None )
00026				MakeNoise(1.0);
00027			bBobbing = false;
00028			Health -= NDamage;
00029			if (Health <0) 	
00030				Frag(Class'WoodFragments',Momentum,FragSize,FragChunks);		
00031			else 
00032			{
00033				SetPhysics(PHYS_Falling);
00034				Momentum.Z = 1000;
00035				Velocity=Momentum*0.016;
00036			}
00037		}
00038	}
00039	
00040	defaultproperties
00041	{
00042	     Health=25
00043	     FragChunks=17
00044	     Fragsize=1.000000
00045	     bStatic=False
00046	     DrawType=DT_Mesh
00047	     Mesh=LodMesh'UnrealI.Table1'
00048	     CollisionRadius=45.000000
00049	     CollisionHeight=19.000000
00050	     bCollideActors=True
00051	     bCollideWorld=True
00052	     bBlockActors=True
00053	     bBlockPlayers=True
00054	}

End Source Code