//----------------------------------------------------------- // Changed to never in game spawned object! Only an information holding object. // - .:..: //----------------------------------------------------------- class DoorExplode extends Object Abstract; var() float ShrapnelAreaHeight; var() float ShrapnelAreaWidth; var() float GibSpeed; var() int NumPieces; var() int NumGibClasses; var() array< class > DoorGibClasses; var() class DoorDustClass; var() float SpreadFactor; var() sound BoomSound; var() StaticMesh CachedDoorStatic; var() Float CachedDoorDrawScale; var() vector CachedDoorDrawScale3D; #exec OBJ LOAD FILE="..\Sounds\PatchSounds.uax" simulated static function Boom( Actor Other, rotator SpawnRot ) { local int i; local vector DGVec, Perpendicular,X,Y,Z; Other.Spawn(Default.DoorDustClass,,,Other.Location+vect(0,0,1) * Default.ShrapnelAreaHeight * 0.5, Other.Rotation ); Perpendicular = Normal(vector(Other.rotation) cross vect(0, 0, 1)); GetAxes(Other.Rotation,X,Y,Z); for( i=0; i