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# Engine.Decoration

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    //=============================================================================
    // Decoration.
    //=============================================================================
    class Decoration extends Actor
    	abstract
    	placeable
    	native;

    // If set, the pyrotechnic or explosion when item is damaged.
    var()  class<actor> EffectWhenDestroyed;
    var() bool bPushable;
    var() bool bDamageable;
    var bool bPushSoundPlaying;
    var bool bSplash;

    var() sound PushSound, EndPushSound;
    var const int	 numLandings;		// Used by engine physics.
    //var() class<inventory> contents;	// spawned when destroyed

    var()	int		NumFrags;		// number of fragments to spawn when destroyed
    var()	texture	FragSkin;		// skin to use for fragments
    var()	class<Fragment> FragType;	// type of fragment to use
    var		vector FragMomentum;		// momentum to be imparted to frags when destroyed
    var()	int		Health;
    var()	float  SplashTime;

    function bool CanSplash()
    {
    	if ( (Level.TimeSeconds - SplashTime > 0.25)
    		&& (Physics == PHYS_Falling)
    		&& (Abs(Velocity.Z) > 100) )
    	{
    		SplashTime = Level.TimeSeconds;
    		return true;
    	}
    	return false;
    }

    function Drop(vector newVel);

    function Landed(vector HitNormal)
    {
    	local rotator NewRot;

    	if (Velocity.Z<-500)
    		TakeDamage(100,Pawn(Owner),HitNormal,HitNormal*10000,class'Crushed');
    	Velocity = vect(0,0,0);
    	NewRot = Rotation;
    	NewRot.Pitch = 0;
    	NewRot.Roll = 0;
    	SetRotation(NewRot);
    }

    function HitWall (vector HitNormal, actor Wall)
    {
    	Landed(HitNormal);
    }

    #if IG_SHARED  //tcohen: hooked TakeDamage(), used by effects system and reactive world objects
    function PostTakeDamage( float NDamage, Pawn instigatedBy, Vector hitlocation,
    					Vector momentum, class<DamageType> damageType, optional float projectileFactor)
    #else
    function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation,
    					Vector momentum, class<DamageType> damageType)
    #endif
    {
    	Instigator = instigatedBy;
    	if (!bDamageable || (Health<0) )
    		Return;
    	if ( Instigator != None )
    		MakeNoise(1.0);
    	Health -= NDamage;
    	FragMomentum = momentum;
    	if (Health <0)
    		Destroy();
    	else
    	{
    		SetPhysics(PHYS_Falling);
    		momentum.Z = 1000;
    		Velocity=momentum/Mass;
    	}
    }

    singular function PhysicsVolumeChange( PhysicsVolume NewVolume )
    {
    	if( NewVolume.bWaterVolume )
    	{
    		if( bSplash && !PhysicsVolume.bWaterVolume && Mass<=Buoyancy
    			&& ((Abs(Velocity.Z) < 100) || (Mass == 0)) && (FRand() < 0.05) && !PlayerCanSeeMe() )
    		{
    			bSplash = false;
    			SetPhysics(PHYS_None);
    		}
    	}
    	if( PhysicsVolume.bWaterVolume && (Buoyancy > Mass) )
    	{
    		if( Buoyancy > 1.1 * Mass )
    			Buoyancy = 0.95 * Buoyancy; // waterlog
    		else if( Buoyancy > 1.03 * Mass )
    			Buoyancy = 0.99 * Buoyancy;
    	}
    }

    function Trigger( actor Other, pawn EventInstigator )
    {
    	Instigator = EventInstigator;
    	TakeDamage( 1000, Instigator, Location, Vect(0,0,1)*900, class'Crushed');
    }

    singular function BaseChange()
    {
    	if( Velocity.Z < -500 )
    		TakeDamage( (1-Velocity.Z/30),Instigator,Location,vect(0,0,0) , class'Crushed');

    	if( Base == None )
    	{
    		if ( !bInterpolating && bPushable && (Physics == PHYS_None) )
    			SetPhysics(PHYS_Falling);
    	}
    	else if( Pawn(Base) != None )
    	{
    		Base.TakeDamage( (1-Velocity.Z/400)* Mass/Base.Mass,Instigator,Location,0.5 * Velocity , class'Crushed');
    		Velocity.Z = 100;
    		if (FRand() < 0.5)
    			Velocity.X += 70;
    		else
    			Velocity.Y += 70;
    		SetPhysics(PHYS_Falling);
    	}
    	else if( Decoration(Base)!=None && Velocity.Z<-500 )
    	{
    		Base.TakeDamage((1 - Mass/Base.Mass * Velocity.Z/30), Instigator, Location, 0.2 * Velocity, class'Crushed');
    		Velocity.Z = 100;
    		if (FRand() < 0.5)
    			Velocity.X += 70;
    		else
    			Velocity.Y += 70;
    		SetPhysics(PHYS_Falling);
    	}
    	else
    		Instigator = None;
    }

    simulated function Destroyed()
    {
    //	local inventory dropped;
    	local int i;
    	local Fragment s;
    	local float BaseSize;

    	if ( Role == ROLE_Authority )
    	{
    //		if( (Contents!=None) && !Level.bStartup )
    //		{
    //			dropped = Spawn(Contents);
    //			dropped.DropFrom(Location);
    //		}

    		TriggerEvent( Event, Self, None);

    		if ( bPushSoundPlaying )
    #if IG_EFFECTS
                PlaySound(EndPushSound);
    #else
    			PlaySound(EndPushSound, SLOT_Misc);
    #endif
    	}

    	if ( (Level.NetMode != NM_DedicatedServer )
    		&& !PhysicsVolume.bDestructive
    		&& (NumFrags > 0) && (FragType != None) )
    	{
    		// spawn fragments
    		BaseSize = 0.8 * Sqrt(CollisionRadius*CollisionHeight)/NumFrags;
    		for ( i=0; i<NumFrags; i++ )
    		{
    			s = Spawn( FragType, Owner,,Location + CollisionRadius * VRand());
    			s.CalcVelocity(FragMomentum);
    			if ( FragSkin != None )
    				s.Skins[0] = FragSkin;
    			s.SetDrawScale(BaseSize * (0.5+0.7*FRand()));
    		}
    	}

    	Super.Destroyed();
    }

    function Timer()
    {
    #if IG_EFFECTS
    	PlaySound(EndPushSound);
    #else
    	PlaySound(EndPushSound, SLOT_Misc);
    #endif
    	bPushSoundPlaying=False;
    }

    function Bump( actor Other )
    {
    	local float speed, OldZ;
    	if( bPushable && (Pawn(Other)!=None) && (Other.Mass > 40) )
    	{
    		oldZ = Velocity.Z;
    		speed = VSize(Other.Velocity);
    		Velocity = Other.Velocity * FMin(120.0, 20 + speed)/speed;
    		if ( Physics == PHYS_None )
    		{
    			Velocity.Z = 25;
    			if (!bPushSoundPlaying)
    			{
    #if IG_EFFECTS
                    PlaySound(PushSound);
    #else
    				PlaySound(PushSound, SLOT_Misc);
    #endif
    				bPushSoundPlaying = True;
    			}
    		}
    		else
    			Velocity.Z = oldZ;
    		SetPhysics(PHYS_Falling);
    		SetTimer(0.3,False);
    		Instigator = Pawn(Other);
    	}
    }

    defaultproperties
    {
         bStatic=True
         bStasis=True
         Mass=100.000000
         DrawType=DT_Mesh
    	 bOrientOnSlope=true
    	 bShouldBaseAtStartup=true
    	 NetUpdateFrequency=10
    }

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Class file time: ne 5.9.2004 16:01:20.000 - Creation time: st 23.5.2018 00:10:43.042 - Created with UnCodeX