Core.Object | +--Engine.Actor | +--Engine.Decoration | +--UnrealShare.Vase
void
TakeDamage(int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
00001 //============================================================================= 00002 // Vase. 00003 //============================================================================= 00004 class Vase extends Decoration; 00005 00006 #exec AUDIO IMPORT FILE="sounds\general\bPush1.wav" NAME="ObjectPush" GROUP="General" 00007 #exec AUDIO IMPORT FILE="sounds\general\EndPush.wav" NAME="Endpush" GROUP="General" 00008 00009 #exec MESH IMPORT MESH=vaseM ANIVFILE=MODELS\vase_a.3D DATAFILE=MODELS\vase_d.3D X=0 Y=0 Z=0 00010 #exec MESH ORIGIN MESH=vaseM X=0 Y=0 Z=-320 YAW=64 00011 #exec MESH SEQUENCE MESH=vaseM SEQ=All STARTFRAME=0 NUMFRAMES=1 00012 #exec MESH SEQUENCE MESH=vaseM SEQ=Still STARTFRAME=0 NUMFRAMES=1 00013 #exec TEXTURE IMPORT NAME=Jvase1 FILE=MODELS\vase.PCX GROUP=Skins 00014 00015 #exec MESHMAP SCALE MESHMAP=vaseM X=0.1 Y=0.1 Z=0.2 00016 00017 #exec MESHMAP SETTEXTURE MESHMAP=vaseM NUM=1 TEXTURE=Jvase1 00018 00019 00020 00021 auto state active 00022 { 00023 function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation, 00024 Vector momentum, name damageType) 00025 { 00026 skinnedFrag(class'Fragment1',texture'JVase1', Momentum,0.7,7); 00027 Instigator = InstigatedBy; 00028 if ( Instigator != None ) 00029 MakeNoise(1.0); 00030 } 00031 00032 Begin: 00033 } 00034 00035 defaultproperties 00036 { 00037 bPushable=True 00038 PushSound=Sound'UnrealShare.General.ObjectPush' 00039 EndPushSound=Sound'UnrealShare.General.Endpush' 00040 bStatic=False 00041 DrawType=DT_Mesh 00042 Mesh=LodMesh'UnrealShare.vaseM' 00043 CollisionHeight=28.000000 00044 bCollideActors=True 00045 bCollideWorld=True 00046 bBlockActors=True 00047 bBlockPlayers=True 00048 Mass=100.000000 00049 }