Core.Object | +--Engine.Actor | +--Engine.Effects | +--UnrealShare.ExplodingWall | +--UnrealShare.BreakingGlass
float
Numparticles
ParticleSize
void
BeginState()
TakeDamage(int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
00001 //============================================================================= 00002 // BreakingGlass. 00003 //============================================================================= 00004 class BreakingGlass extends ExplodingWall; 00005 00006 #exec AUDIO IMPORT FILE="Sounds\general\glass.WAV" NAME="BreakGlass" GROUP="General" 00007 00008 var() float ParticleSize; 00009 var() float Numparticles; 00010 00011 Auto State Exploding 00012 { 00013 singular function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation, 00014 Vector momentum, name damageType) 00015 { 00016 if ( !bOnlyTriggerable ) 00017 Explode(instigatedBy, Momentum); 00018 } 00019 00020 function BeginState() 00021 { 00022 Super.BeginState(); 00023 NumGlassChunks = NumParticles; 00024 GlassParticleSize = ParticleSize; 00025 } 00026 } 00027 00028 defaultproperties 00029 { 00030 ParticleSize=0.750000 00031 Numparticles=16.000000 00032 ExplosionSize=100.000000 00033 ExplosionDimensions=90.000000 00034 NumWallChunks=0 00035 NumWoodChunks=0 00036 BreakingSound=Sound'UnrealShare.General.BreakGlass' 00037 CollisionRadius=45.000000 00038 CollisionHeight=45.000000 00039 }