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//============================================================================= // HKHangingPig. //============================================================================= class HKHangingPig extends HangingDecoration; function SpawnBlood(Vector HitLocation, float Damage) { local int i; spawn(class'BloodSpurt',,,HitLocation); spawn(class'BloodDrop',,,HitLocation); for (i=0; i<int(Damage); i+=10) spawn(class'BloodDrop',,,HitLocation); } auto state Active { function TakeDamage(int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType) { Super.TakeDamage(Damage, EventInstigator, HitLocation, Momentum, DamageType); if ((DamageType == 'Shot') || (DamageType == 'Exploded')) SpawnBlood(HitLocation, Damage); } } defaultproperties { HitPoints=100 FragType=Class'DeusEx.FleshFragment' ItemName="Slaughtered Pig" Mesh=LodMesh'DeusExDeco.HKHangingPig' PrePivot=(Z=47.000000) CollisionRadius=10.000000 CollisionHeight=47.000000 Mass=100.000000 Buoyancy=5.000000 } |
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