Core.Object | +--Engine.Actor | +--Engine.Decoration | +--UnrealShare.Wire
enum
EWireType
void
TakeDamage(int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
00001 //============================================================================= 00002 // Wire. 00003 //============================================================================= 00004 class Wire extends Decoration; 00005 00006 #exec MESH IMPORT MESH=WireM ANIVFILE=MODELS\wire_a.3D DATAFILE=MODELS\wire_d.3D X=0 Y=0 Z=0 00007 #exec MESH ORIGIN MESH=WireM X=-10 Y=0 Z=-80 YAW=0 00008 #exec MESH SEQUENCE MESH=WireM SEQ=All STARTFRAME=0 NUMFRAMES=60 00009 #exec MESH SEQUENCE MESH=WireM SEQ=Swing STARTFRAME=0 NUMFRAMES=24 00010 #exec MESH SEQUENCE MESH=WireM SEQ=Still STARTFRAME=24 NUMFRAMES=2 RATE=3 00011 #exec MESH SEQUENCE MESH=WireM SEQ=Still2 STARTFRAME=26 NUMFRAMES=1 00012 #exec MESH SEQUENCE MESH=WireM SEQ=Wiggle STARTFRAME=27 NUMFRAMES=33 00013 #exec TEXTURE IMPORT NAME=JWire1 FILE=MODELS\wire.PCX GROUP="Skins" 00014 #exec OBJ LOAD FILE=Textures\fireeffect25.utx PACKAGE=UnrealShare.Effect25 00015 #exec MESHMAP SCALE MESHMAP=WireM X=0.13 Y=0.13 Z=0.26 00016 #exec MESHMAP SETTEXTURE MESHMAP=WireM NUM=1 TEXTURE=JWire1 00017 #exec MESHMAP SETTEXTURE MESHMAP=WireM NUM=0 TEXTURE=UnrealShare.Effect25.FireEffect25 00018 00019 var() enum EWireType 00020 { 00021 E_WireHittable, 00022 E_WireWiggle 00023 } WireType; 00024 00025 function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation, 00026 Vector momentum, name damageType) 00027 { 00028 local rotator MyRotation,HitRotation; 00029 if (WireType == E_WireHittable && AnimSequence!='Swing') { 00030 MyRotation = rotator(momentum); 00031 MyRotation.pitch = 0; 00032 SetRotation(MyRotation); 00033 PlayAnim('Swing',0.35); 00034 GoToState('Idle'); 00035 } 00036 } 00037 00038 00039 00040 Auto State Animate 00041 { 00042 Begin: 00043 if (WireType == E_WireWiggle) LoopAnim('Wiggle',0.7); 00044 else LoopAnim('Still',FRand()*0.3+0.2); 00045 FinishAnim(); 00046 GoTo('begin'); 00047 } 00048 00049 State Idle 00050 { 00051 Begin: 00052 FinishAnim(); 00053 PlayAnim('Still',FRand()*0.3+0.2); 00054 GoTo('Begin'); 00055 } 00056 00057 defaultproperties 00058 { 00059 WireType=E_WireWiggle 00060 bStatic=False 00061 DrawType=DT_Mesh 00062 Mesh=LodMesh'UnrealShare.WireM' 00063 CollisionRadius=5.000000 00064 CollisionHeight=60.000000 00065 bCollideActors=True 00066 bProjTarget=True 00067 }