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//----------------------------------------------------------- // //----------------------------------------------------------- class DoorGib extends Actor Abstract; var() float DampenFactor; var Sound HitSounds[2]; var float NewGibSize; var() float ScaleFactor; // Scale factor < 1 = larger chunks. simulated function PostBeginPlay() { RandSpin( 64000 ); } simulated final function RandSpin(float spinRate) { DesiredRotation = RotRand(True); RotationRate.Yaw = spinRate * 2 *FRand() - spinRate; RotationRate.Pitch = spinRate * 2 *FRand() - spinRate; RotationRate.Roll = spinRate * 2 *FRand() - spinRate; } simulated function Landed( Vector HitNormal ) { HitWall( HitNormal, None ); } simulated function HitWall( Vector HitNormal, Actor Wall ) { local float Speed, MinSpeed; Velocity = DampenFactor * ((Velocity dot HitNormal) * HitNormal*(-2.0) + Velocity); RandSpin(100000); Speed = VSize(Velocity); if ( Level.DetailMode == DM_Low ) MinSpeed = 250; else MinSpeed = 150; if(Speed > MinSpeed) { if( (Level.NetMode != NM_DedicatedServer) && !Level.bDropDetail ) { if ( (LifeSpan < 7.3) && (Level.DetailMode != DM_Low) ) PlaySound(HitSounds[Rand(2)]); } } if( Speed < 20 ) { bBounce = False; SetPhysics(PHYS_None); } } defaultproperties { DampenFactor=0.500000 ScaleFactor=0.700000 Physics=PHYS_Falling RemoteRole=ROLE_None LifeSpan=15.000000 TransientSoundVolume=100.000000 bCollideWorld=True bBounce=True bFixedRotationDir=True Mass=120.000000 } |
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