Core.Object | +--Engine.Actor | +--Engine.Decoration | +--UnrealI.Table
int
FragChunks
Float
Fragsize
Health
void
TakeDamage(int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
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 }