Core.Object | +--Engine.Actor | +--Engine.Decoration | +--Engine.Carcass | +--UnrealShare.CreatureChunks | +--UnrealShare.PlayerChunks | +--UnrealShare.Leg1 | +--UnrealShare.Leg2
void
Initfor(Actor Other)
Landed(vector HitNormal)
BeginState()
00001 //============================================================================= 00002 // Leg2. 00003 //============================================================================= 00004 class Leg2 extends Leg1; 00005 00006 function Initfor(actor Other) 00007 { 00008 bDecorative = false; 00009 Mass = 0.2 * Other.Mass; 00010 Buoyancy = 0.9 * Mass; 00011 } 00012 00013 function Landed(vector HitNormal) 00014 { 00015 SetPhysics(PHYS_Rotating); 00016 Velocity = vect(0,0,0); 00017 PlaySound(sound 'gibP1'); 00018 Spawn(class 'Bloodspurt'); 00019 Acceleration = vect(0,0,0); 00020 SetCollision(true, false, false); 00021 } 00022 00023 auto state fallover 00024 { 00025 00026 function BeginState() 00027 { 00028 local rotator newRot; 00029 newRot = Rotation; 00030 newRot.Pitch = 16384; 00031 newRot.Yaw += 32768; 00032 setRotation(newRot); 00033 } 00034 00035 Begin: 00036 Sleep(3.0); 00037 bRotateToDesired = true; 00038 DesiredRotation = Rotation; 00039 DesiredRotation.Pitch = 0; 00040 if (Physics != PHYS_Falling) 00041 { 00042 SetPhysics(PHYS_Falling); 00043 Velocity = vect(0,0,150); 00044 } 00045 GotoState('Dead'); 00046 } 00047 00048 defaultproperties 00049 { 00050 LifeSpan=90.000000 00051 bBounce=False 00052 bFixedRotationDir=False 00053 RotationRate=(Pitch=75000,Roll=0) 00054 }