Botpack
Class EnhancedRespawn

source: e:\games\UnrealTournament\Botpack\Classes\EnhancedRespawn.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Effects
         |
         +--Botpack.EnhancedRespawn
Direct Known Subclasses:None

class EnhancedRespawn
extends Engine.Effects

//============================================================================= // EnhancedRespawn. //=============================================================================
States
Explode

Function Summary
 
simulated
BeginPlay()
 
simulated
PostBeginPlay()


State Explode Function Summary



Source Code


00001	//=============================================================================
00002	// EnhancedRespawn.
00003	//=============================================================================
00004	class EnhancedRespawn expands Effects;
00005	
00006	#exec AUDIO IMPORT FILE="Sounds\Pickups\item-respawn2.WAV" NAME="RespawnSound2" GROUP="Generic"
00007	
00008	#exec MESH IMPORT MESH=TeleEffect2 ANIVFILE=MODELS\telepo_a.3D DATAFILE=MODELS\telepo_d.3D X=0 Y=0 Z=0
00009	#exec MESH ORIGIN MESH=TeleEffect2 X=0 Y=0 Z=-200 YAW=0
00010	#exec MESH SEQUENCE MESH=TeleEffect2 SEQ=All  STARTFRAME=0  NUMFRAMES=30
00011	#exec MESH SEQUENCE MESH=TeleEffect2  SEQ=Burst  STARTFRAME=0  NUMFRAMES=30
00012	#exec MESHMAP SCALE MESHMAP=TeleEffect2 X=0.03 Y=0.03 Z=0.06
00013	#exec MESHMAP SETTEXTURE MESHMAP=TeleEffect2 NUM=0 TEXTURE=DefaultTexture
00014	
00015	simulated function BeginPlay()
00016	{
00017		Super.BeginPlay();
00018		Playsound(EffectSound1);
00019		PlayAnim('All',0.8);
00020	}
00021	
00022	simulated function PostBeginPlay()
00023	{
00024		local inventory Inv;
00025	
00026		Super.PostBeginPlay();
00027		if ( Level.bDropDetail )
00028			LightType = LT_None;
00029		Playsound(EffectSound1);
00030		if ( Owner != None )
00031		{
00032			Inv = Inventory(Owner);
00033	 		if ( Inv != None )
00034			{
00035				if ( Inv.PickupViewScale == 1.0 )
00036					Mesh = Inv.PickUpViewMesh;
00037				else
00038					Mesh = Owner.Mesh;
00039				if ( Inv.RespawnTime < 15 )
00040					LifeSpan = 0.5;
00041			}
00042			else
00043				Mesh = Owner.Mesh;
00044			Animframe = Owner.Animframe;
00045			Animsequence = Owner.Animsequence;
00046		}
00047	}
00048	
00049	auto state Explode
00050	{
00051		simulated function Tick( float DeltaTime )
00052		{
00053			if ( Owner != None )
00054			{
00055				if ( Owner.LatentFloat > 1 ) //got picked up and put back to sleep
00056				{
00057					Destroy();
00058					Return;
00059				} 
00060				SetRotation(Owner.Rotation);
00061			}
00062			if ( Level.bDropDetail )
00063				LifeSpan -= DeltaTime;
00064			ScaleGlow = (Lifespan/Default.Lifespan);	
00065			LightBrightness = ScaleGlow*210.0;
00066			DrawScale = 0.03 + 0.77 * ScaleGlow;
00067		}
00068	
00069		simulated function AnimEnd()
00070		{
00071			RemoteRole = ROLE_None;
00072			Destroy();
00073		}
00074	}
00075	
00076	defaultproperties
00077	{
00078	     EffectSound1=Sound'Botpack.Generic.RespawnSound2'
00079	     bNetOptional=True
00080	     RemoteRole=ROLE_SimulatedProxy
00081	     LifeSpan=1.500000
00082	     AnimSequence=All
00083	     DrawType=DT_Mesh
00084	     Style=STY_Translucent
00085	     Texture=Texture'UnrealShare.DBEffect.de_A00'
00086	     Skin=Texture'UnrealShare.DBEffect.de_A00'
00087	     Mesh=LodMesh'UnrealShare.TeleEffect2'
00088	     DrawScale=1.100000
00089	     AmbientGlow=255
00090	     bUnlit=True
00091	     bParticles=True
00092	     bMeshEnviroMap=True
00093	     LightType=LT_Steady
00094	     LightEffect=LE_NonIncidence
00095	     LightBrightness=210
00096	     LightHue=30
00097	     LightSaturation=224
00098	     LightRadius=6
00099	}

End Source Code