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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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