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Engine.KActor


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//=============================================================================
// KarmaActor.
// Just a handy class to derive off to make physics objects.
//=============================================================================

class KActor extends Actor
	native
	placeable;

//cpptext
//{
//	virtual void Spawned();
//}
//
//var (Karma)		bool		bKTakeShot;
//
//// Ragdoll impact sounds.
//var(Impact) array<sound>		ImpactSounds;
//var(Impact) float				ImpactVolume;
//
//var(Impact) class<actor>		ImpactEffect;
//var(Impact) bool				bOrientImpactEffect;
//
//var(Impact) float				ImpactInterval;
//var transient float		LastImpactTime;
//
//// 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)
//#else
//function TakeDamage(int Damage, Pawn instigatedBy, Vector hitlocation, 
//						Vector momentum, class<DamageType> damageType)
//#endif
//{
//	local vector ApplyImpulse;
//
//	//Log("TakeDamage: "$self);
//
//	if(bKTakeShot && damageType.default.KDamageImpulse > 0)
//	{
//		if(VSize(momentum) < 0.001)
//		{
//			// DEBUG
//			//Log("Zero momentum to KActor.TakeDamage");
//			// END DEBUG
//			return;
//		}
//	
//		ApplyImpulse = Normal(momentum) * damageType.default.KDamageImpulse;
//		KAddImpulse(ApplyImpulse, hitlocation);
//	}
//}
//
//// Default behaviour when triggered is to wake up the physics.
//function Trigger( actor Other, pawn EventInstigator )
//{
//	KWake();
//}
//
//// 
//event KImpact(actor other, vector pos, vector impactVel, vector impactNorm)
//{
//#if IG_EFFECTS
//#else
//	local int numSounds, soundNum;
//#endif
//
//    //TMC TODO if we want to use KarmaImpactedHandlers, then add a call here
//
//	// If its time for another impact.
//	if(Level.TimeSeconds > LastImpactTime + ImpactInterval)
//	{
//#if IG_EFFECTS
//        TriggerEffectEvent('KarmaImpacted');
//        //TMC TODO trace in the -impactNorm direction to find impactMaterial, and pass that to TriggerEffectEvent
//#else
//		// If we have some sounds, play a random one.
//		numSounds = ImpactSounds.Length;
//		if(numSounds > 0)
//		{
//			soundNum = Rand(numSounds);
//			//Log("Play Sound:"$soundNum);
//			PlaySound(ImpactSounds[soundNum], SLOT_Ambient, ImpactVolume);
//		}
//		
//		// If we have an effect class (and its relevant), spawn it.
//		if( (ImpactEffect != None) && EffectIsRelevant(pos, false) )
//		{
//			if(bOrientImpactEffect)
//				spawn(ImpactEffect, self, , pos, rotator(impactVel));
//			else
//				spawn(ImpactEffect, self, , pos);
//		}
//#endif
//		
//		LastImpactTime = Level.TimeSeconds;
//	}
//}
//
//defaultproperties
//{
//	bKTakeShot=true;
//	DrawType=DT_StaticMesh
//	//StaticMesh=StaticMesh'MiscPhysicsMeshes.Barrels.Barrel1'
//    Physics=PHYS_Karma
//	bEdShouldSnap=True
//	bStatic=False
//	bShadowCast=False
//	bCollideActors=True
//	bCollideWorld=False
//    bProjTarget=True
//	bBlockActors=True
//	bBlockNonZeroExtentTraces=True
//	bBlockZeroExtentTraces=True
//	bBlockPlayers=True
//	bWorldGeometry=False
//	bBlockKarma=True
//	bAcceptsProjectors=True
//    CollisionHeight=+000001.000000
//	CollisionRadius=+000001.000000
//	bNoDelete=true
//	RemoteRole=ROLE_None
//}
//

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Class file time: ne 5.9.2004 16:01:26.000 - Creation time: st 23.5.2018 00:10:44.835 - Created with UnCodeX