Core.Object | +--Engine.Actor | +--Engine.Projectile | +--UnrealShare.BioGel | +--UnrealShare.BioDrop
void
CheckSurface()
BeginState()
00001 //============================================================================= 00002 // BioDrop. 00003 //============================================================================= 00004 class BioDrop extends BioGel; 00005 00006 auto state Flying 00007 { 00008 simulated function HitWall( vector HitNormal, actor Wall ) 00009 { 00010 SetRotation(rotator(HitNormal)); 00011 Super.HitWall(HitNormal, Wall); 00012 } 00013 00014 function BeginState() 00015 { 00016 Velocity = vect(0,0,0); 00017 LoopAnim('Flying',0.4); 00018 } 00019 } 00020 00021 state OnSurface 00022 { 00023 function CheckSurface() 00024 { 00025 local float DotProduct; 00026 00027 DotProduct = SurfaceNormal dot vect(0,0,-1); 00028 if (DotProduct > -0.5) 00029 PlayAnim('Slide',0.2); 00030 } 00031 00032 Begin: 00033 FinishAnim(); 00034 CheckSurface(); 00035 } 00036 00037 defaultproperties 00038 { 00039 speed=0.000000 00040 MaxSpeed=900.000000 00041 Damage=60.000000 00042 ImpactSound=None 00043 RemoteRole=ROLE_DumbProxy 00044 LifeSpan=140.000000 00045 CollisionRadius=3.000000 00046 CollisionHeight=3.000000 00047 bProjTarget=False 00048 LightRadius=2 00049 Buoyancy=0.000000 00050 }