Core.Object | +--Engine.Actor | +--Engine.Decoration | +--UnrealShare.Fan2
void
TakeDamage(int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
00001 //============================================================================= 00002 // Fan2. 00003 //============================================================================= 00004 class Fan2 extends Decoration; 00005 00006 #exec MESH IMPORT MESH=Fan2M ANIVFILE=MODELS\fan2_a.3D DATAFILE=MODELS\fan2_d.3D X=0 Y=0 Z=0 00007 #exec MESH ORIGIN MESH=Fan2M X=0 Y=-300 Z=0 YAW=64 00008 00009 #exec MESH SEQUENCE MESH=fan2M SEQ=All STARTFRAME=0 NUMFRAMES=1 00010 #exec MESH SEQUENCE MESH=fan2M SEQ=Still STARTFRAME=0 NUMFRAMES=1 00011 00012 00013 #exec TEXTURE IMPORT NAME=JFan21 FILE=MODELS\fan2.PCX GROUP=Skins FLAGS=2 00014 00015 #exec MESHMAP SCALE MESHMAP=Fan2M X=0.1 Y=0.1 Z=0.2 00016 #exec MESHMAP SETTEXTURE MESHMAP=fan2M NUM=1 TEXTURE=Jfan21 00017 00018 00019 auto state active 00020 { 00021 function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation, 00022 Vector momentum, name damageType) 00023 { 00024 Instigator = InstigatedBy; 00025 if ( Instigator != None ) 00026 MakeNoise(1.0); 00027 skinnedFrag(class'Fragment1',texture'JFan21', Momentum,2.0, 9); 00028 } 00029 00030 Begin: 00031 } 00032 00033 defaultproperties 00034 { 00035 bStatic=False 00036 Physics=PHYS_Rotating 00037 RemoteRole=ROLE_SimulatedProxy 00038 DrawType=DT_Mesh 00039 Mesh=LodMesh'UnrealShare.Fan2M' 00040 CollisionRadius=44.000000 00041 CollisionHeight=44.000000 00042 bCollideActors=True 00043 bCollideWorld=True 00044 bProjTarget=True 00045 bFixedRotationDir=True 00046 RotationRate=(Roll=20000) 00047 DesiredRotation=(Roll=1) 00048 }