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//============================================================================= // BreakingGlass. //============================================================================= class BreakingGlass extends ExplodingWall; #exec AUDIO IMPORT FILE="Sounds\general\glass.WAV" NAME="BreakGlass" GROUP="General" var() float ParticleSize; var() float Numparticles; Auto State Exploding { singular function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) { if ( !bOnlyTriggerable ) Explode(instigatedBy, Momentum); } function BeginState() { Super.BeginState(); NumGlassChunks = NumParticles; GlassParticleSize = ParticleSize; } } defaultproperties { ParticleSize=0.750000 Numparticles=16.000000 ExplosionSize=100.000000 ExplosionDimensions=90.000000 NumWallChunks=0 NumWoodChunks=0 BreakingSound=Sound'UnrealShare.General.BreakGlass' CollisionRadius=45.000000 CollisionHeight=45.000000 } |
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