SFDecos.SFPlantA

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//=============================================================================
// SFPlantA.
//=============================================================================
class SFPlantA expands SFDecoration;

#exec MESH IMPORT MESH=SFPlantA ANIVFILE=MODELS\SFPlantA_a.3d DATAFILE=MODELS\SFPlantA_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SFPlantA X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=SFPlantA SEQ=All      STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFPlantA SEQ=SFPlanta STARTFRAME=0 NUMFRAMES=1

#exec TEXTURE IMPORT NAME=JSFPlanta1 FILE=TEXTURES\SFPlant1.PCX GROUP=Skins FLAGS=2 // 1 - Default
#exec TEXTURE IMPORT NAME=JSFPlanta2 FILE=TEXTURES\SFPlant2.PCX GROUP=Skins PALETTE=JSFPlanta1 // 2 - Default
#exec TEXTURE IMPORT NAME=JSFPlanta3 FILE=TEXTURES\SFPlant3.PCX GROUP=Skins PALETTE=JSFPlanta1 // 2 - Default

#exec MESHMAP NEW   MESHMAP=SFPlantA MESH=SFPlantA
#exec MESHMAP SCALE MESHMAP=SFPlantA X=0.1 Y=0.1 Z=0.2

#exec MESHMAP SETTEXTURE MESHMAP=SFPlantA NUM=1 TEXTURE=JSFPlanta1
#exec MESHMAP SETTEXTURE MESHMAP=SFPlantA NUM=2 TEXTURE=JSFPlanta2

/*
simulated function skinnedFrag(class<fragment> FragType, texture FragSkin, vector Momentum, float DSize, int NumFrags) 
{
	local int i;
	local actor A, Toucher;
	local Fragment s;

	if ( bOnlyTriggerable )
		return; 
	if (Event!='')
		foreach AllActors( class 'Actor', A, Event )
			A.Trigger( Toucher, pawn(Toucher) );
	if ( Region.Zone.bDestructive )
	{
		Destroy();
		return;
	}
	for (i=0 ; i<NumFrags ; i++) 
	{
		s = Spawn( FragType, Owner);
		s.Style = STY_Masked;
		s.CalcVelocity(Momentum/100,0);
		s.Skin = FragSkin;
		s.DrawScale = DSize*0.5+0.7*DSize*FRand();
	}

	Destroy();
}
*/

event TakeDamage( int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType)
{
	local Actor DestroyEffect;
	local Actor DamageEffect;
	local float tempX;

	if(bDestroyable)
	{
		ModifyDamage(Damage, EventInstigator, HitLocation, Momentum, DamageType);	// modify damage if necessary
		Health -= Damage;
		if(Health <= 0)	// destroy object
		{
			DestroyEffect = spawn(EffectWhenDestroyed, Self,, Location);

			if(bCustomChunkSkin)
				skinnedFrag(ChunkType, ChunkSkin, Momentum, ChunkScale, ChunksNumber);
			else
				Frag(ChunkType, Momentum, ChunkScale, ChunksNumber);

			Destroy();
		}
	}
	
	if(Health > 0)
	{
		DamageEffect = spawn(EffectWhenDamaged, Self, , HitLocation, rotator(Momentum));
	}
}

defaultproperties
{
     bDestroyable=True
     Health=50
     EffectWhenDestroyed=Class'SFDecos.SFLeavesEffect'
     ChunkType=Class'UnrealShare.WoodFragments'
     ChunksNumber=8
     ChunkScale=1.200000
     bCustomChunkSkin=True
     ChunkSkin=Texture'SFDecos.Skins.JSFPlanta3'
     bPushable=True
     bStatic=False
     Physics=PHYS_Falling
     DrawType=DT_Mesh
     Mesh=LodMesh'SFDecos.SFPlantA'
     DrawScale=4.000000
     CollisionRadius=16.000000
     CollisionHeight=36.000000
}

class file time: 12/7/2003 3:58:26 PM - creation time: 12/7/2003 4:03:45 PM
Created with UnCodeX