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//============================================================================= // ThrowStuff. // throw pawns, inventory (non-item), and decorations around //============================================================================= class ThrowStuff extends Keypoint; var() vector throwVect; var() bool bRandomize; var() float interval; var() byte Numthrows; var byte remainingThrows; var float baseSize; function PreBeginPlay() { if (bRandomize) baseSize = VSize(throwVect); Super.PreBeginPlay(); } function Trigger(actor Other, pawn EventInstigator) { remainingThrows = Numthrows; Throwing(); } function Throwing() { local actor A; local float throwSize, oldZ; if ( event != '' ) ForEach AllActors(class 'Actor', A, event) { A.SetPhysics(PHYS_Falling); if ( Pawn(A) != None ) Pawn(A).AddVelocity(throwVect); else if ( ((Decoration(A) != None) && Decoration(A).bPushable) || ((Inventory(A) != None) && !A.bHidden) ) A.Velocity = throwVect; if (bRandomize) { oldZ = throwVect.Z; throwSize = VSize(throwVect); if (throwSize > 1.5 * baseSize) throwSize = baseSize; else if (throwSize < 0.5 * baseSize) throwSize = baseSize; throwVect = throwSize * (Normal(throwVect) + 0.5 * VRand()); if ( (oldZ > 0) != (throwVect.Z > 0) ) throwVect.Z *= -1; } } if (Remainingthrows > 1) { Remainingthrows--; SetTimer(interval, false); } } function Timer() { Throwing(); } defaultproperties { Numthrows=1 bStatic=False } |
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