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// Havok actor that imparts forces on the underlying body (s) when shot etc // It also initializes the Actor fields to reasonable defaults for a // rigid body constructed from a StaticMesh. class HavokActor extends Actor native placeable; cpptext { #ifdef UNREAL_HAVOK virtual void Spawned(); #endif } var (Havok) bool bAcceptsShotImpulse "If true, an impulse will be imparted to this object when it takes damage. The impulse will be scaled by the hkHitImpulseScale in the instigating DamageType"; // Default behaviour when shot is to apply an impulse and kick the KActor. #if IG_SHARED //tcohen: hooked, used by effects system and reactive world objects function PostTakeDamage(float Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional float projectileFactor) #else function TakeDamage(int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) #endif { local vector impulse; if( bAcceptsShotImpulse && damageType.default.hkHitImpulseScale > 0 ) { if(VSize(momentum) < 0.001) return; impulse = Normal(momentum) * damageType.default.hkHitImpulseScale; HavokImpartImpulse(impulse, hitlocation); } } function Trigger( actor Other, pawn EventInstigator ) { HavokActivate(); } defaultproperties { Texture=Texture'Engine_res.Havok.S_HkActor' bAcceptsShotImpulse=true DrawType=DT_StaticMesh Physics=PHYS_Havok bEdShouldSnap=True bStatic=False bShadowCast=False bCollideActors=True bCollideWorld=False bProjTarget=True bBlockActors=True bBlockNonZeroExtentTraces=True bBlockZeroExtentTraces=True bBlockPlayers=True bWorldGeometry=False bBlockKarma=True bBlockHavok=True bAcceptsProjectors=True CollisionHeight=+000001.000000 CollisionRadius=+000001.000000 bNoDelete=true RemoteRole=ROLE_None } |
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