Core.Object | +--Engine.Actor | +--Engine.Effects | +--Botpack.ShockrifleWave
simulated
PostBeginPlay()
Tick(float DeltaTime)
00001 //============================================================================= 00002 // ShockrifleWave. 00003 //============================================================================= 00004 class ShockrifleWave extends Effects; 00005 00006 #exec MESH IMPORT MESH=ShockRWM ANIVFILE=MODELS\SW_a.3D DATAFILE=MODELS\SW_d.3D X=0 Y=0 Z=0 00007 #exec MESH ORIGIN MESH=ShockRWM X=0 Y=0 Z=0 YAW=0 PITCH=64 00008 #exec MESH SEQUENCE MESH=ShockRWM SEQ=All STARTFRAME=0 NUMFRAMES=2 00009 #exec MESH SEQUENCE MESH=ShockRWM SEQ=Explosion STARTFRAME=0 NUMFRAMES=2 00010 #exec MESH SEQUENCE MESH=ShockRWM SEQ=Implode STARTFRAME=0 NUMFRAMES=1 00011 #exec TEXTURE IMPORT NAME=ShocktT1 FILE=MODELS\shockw2.PCX GROUP="Skins" 00012 #exec MESHMAP SCALE MESHMAP=ShockRWM X=1.0 Y=1.0 Z=2.0 00013 #exec MESHMAP SETTEXTURE MESHMAP=ShockRWM NUM=1 TEXTURE=ShocktT1 00014 00015 simulated function PostBeginPlay() 00016 { 00017 super.PostBeginPlay(); 00018 if ( !Level.bHighDetailMode || Level.bDropDetail ) 00019 LightType = LT_None; 00020 } 00021 00022 simulated function Tick( float DeltaTime ) 00023 { 00024 local float ShockSize; 00025 00026 ShockSize = 0.7/(ScaleGlow+0.05); 00027 if ( Level.NetMode != NM_DedicatedServer ) 00028 { 00029 ScaleGlow = (Lifespan/Default.Lifespan); 00030 AmbientGlow = ScaleGlow * 255; 00031 DrawScale = ShockSize; 00032 } 00033 } 00034 00035 defaultproperties 00036 { 00037 RemoteRole=ROLE_SimulatedProxy 00038 LifeSpan=1.300000 00039 DrawType=DT_Mesh 00040 Style=STY_Translucent 00041 Mesh=LodMesh'Botpack.ShockRWM' 00042 AmbientGlow=255 00043 bUnlit=True 00044 LightType=LT_Steady 00045 LightEffect=LE_NonIncidence 00046 LightBrightness=255 00047 LightHue=195 00048 LightRadius=6 00049 }