void |
Attach(Actor other)
{
local Table t;
local actor A;
TableStrength -= Damage;
if(TableStrength < 0)
{
DisableCollision();
t = spawn(class'Table',,,, Rotation+Rot(0, 32768, 0));
t.DisableCollision();
BreakTable();
t.BreakTable();
EnableCollision();
t.EnableCollision();
GotoState('BrokenTable');
t.GotoState('BrokenTable');
foreach BasedActors(class'actor', A)
{
slog("throwing "$A.name);
A.SetPhysics(PHYS_Falling);
A.Velocity += VRand()*30;
}
}
}
|