Core.Object | +--Engine.Actor | +--Engine.Decal | +--Botpack.Scorch | +--Botpack.BloodSplat
Texture
Splats[10]
simulated
BeginPlay()
00001 class BloodSplat expands Scorch; 00002 00003 #exec TEXTURE IMPORT NAME=BloodSplat1 FILE=TEXTURES\DECALS\Blood_Splat_1.PCX LODSET=2 00004 #exec TEXTURE IMPORT NAME=BloodSplat2 FILE=TEXTURES\DECALS\Blood_Splat_2.PCX LODSET=2 00005 #exec TEXTURE IMPORT NAME=BloodSplat3 FILE=TEXTURES\DECALS\Blood_Splat_3.PCX LODSET=2 00006 #exec TEXTURE IMPORT NAME=BloodSplat4 FILE=TEXTURES\DECALS\BloodSplat4.PCX LODSET=2 00007 #exec TEXTURE IMPORT NAME=BloodSplat5 FILE=TEXTURES\DECALS\Blood_Splat_5.PCX LODSET=2 00008 #exec TEXTURE IMPORT NAME=BloodSplat6 FILE=TEXTURES\DECALS\BSplat1-S.PCX LODSET=2 00009 #exec TEXTURE IMPORT NAME=BloodSplat7 FILE=TEXTURES\DECALS\BloodSplat1.PCX LODSET=2 00010 #exec TEXTURE IMPORT NAME=BloodSplat8 FILE=TEXTURES\DECALS\Blood_Splat_1.PCX LODSET=2 00011 #exec TEXTURE IMPORT NAME=BloodSplat9 FILE=TEXTURES\DECALS\Spatter1.PCX LODSET=2 00012 #exec TEXTURE IMPORT NAME=BloodSplat10 FILE=TEXTURES\DECALS\BloodSplat2.PCX LODSET=2 00013 00014 var texture Splats[10]; 00015 00016 simulated function BeginPlay() 00017 { 00018 if ( class'GameInfo'.Default.bLowGore || (Level.bDropDetail && (FRand() < 0.35)) ) 00019 { 00020 destroy(); 00021 return; 00022 } 00023 if ( Level.bDropDetail ) 00024 Texture = splats[Rand(5)]; 00025 else 00026 Texture = splats[Rand(10)]; 00027 } 00028 00029 defaultproperties 00030 { 00031 Splats(0)=Texture'Botpack.BloodSplat1' 00032 Splats(1)=Texture'Botpack.BloodSplat2' 00033 Splats(2)=Texture'Botpack.BloodSplat3' 00034 Splats(3)=Texture'Botpack.BloodSplat4' 00035 Splats(4)=Texture'Botpack.BloodSplat5' 00036 Splats(5)=Texture'Botpack.BloodSplat6' 00037 Splats(6)=Texture'Botpack.BloodSplat7' 00038 Splats(7)=Texture'Botpack.BloodSplat8' 00039 Splats(8)=Texture'Botpack.BloodSplat9' 00040 Splats(9)=Texture'Botpack.BloodSplat10' 00041 bImportant=False 00042 MultiDecalLevel=0 00043 Texture=Texture'Botpack.BloodSplat1' 00044 DrawScale=0.350000 00045 }