Gameplay
Class WaterVolume

source: C:\XIII\Gameplay\Classes\WaterVolume.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Brush
         |
         +--Engine.Volume
            |
            +--Engine.PhysicsVolume
               |
               +--Gameplay.WaterVolume
Direct Known Subclasses:None

class WaterVolume
extends Engine.PhysicsVolume

//----------------------------------------------------------- // //-----------------------------------------------------------

Function Summary
 Emitter BeingHitByBullets(vector HitLocation, rotator Orientation, int HitSoundType)
 
simulated
BeingHitByProjectile(vector HitLocation)



Source Code


00001	//-----------------------------------------------------------
00002	//
00003	//-----------------------------------------------------------
00004	class WaterVolume extends PhysicsVolume;
00005	
00006	
00007	
00008	simulated function BeingHitByProjectile(vector HitLocation)
00009	{
00010	    spawn(class'WaterImpactEmitter',,,HitLocation);
00011	}
00012	
00013	
00014	function Emitter BeingHitByBullets(vector HitLocation, rotator Orientation, int HitSoundType)
00015	{
00016	    local WaterRingsEmitter WaterRing;
00017	    WaterRing = spawn(class'WaterRingsEmitter',,,HitLocation,Orientation);
00018	    if ( WaterRing != none )
00019	    {
00020	       WaterRing.PlayImpactSound(HitSoundType);
00021	       WaterRing.Emitters[1].UseRotationFrom = PTRS_Actor;
00022	    }
00023	    return WaterRing;
00024	}
00025	
00026	
00027	defaultproperties
00028	{
00029	     EntrySound=Sound'XIIIsound.XIIIPerso__WaterIO.WaterIO__WaterGetIn'
00030	     ExitSound=Sound'XIIIsound.XIIIPerso__WaterIO.WaterIO__WaterGetOut'
00031	     EntryActor=Class'Gameplay.WaterImpactEmitter'
00032	     EntryNonPawnActor=Class'Gameplay.WaterRingsEmitter'
00033	     FluidFriction=2.400000
00034	     bWaterVolume=True
00035	     bDistanceFog=True
00036	     DistanceFogColor=(B=128,G=64,R=32,A=64)
00037	     DistanceFogStart=8.000000
00038	     DistanceFogEnd=2000.000000
00039	     LocationName="under water"
00040	     bCanShootThroughWithRayCastingWeapon=False
00041	     bCanShootThroughWithProjectileWeapon=False
00042	}

End Source Code