Core.Object | +--Engine.Actor | +--Engine.Effects | +--Botpack.UT_BloodDrop
void
PostBeginPlay()
00001 //============================================================================= 00002 // ut_BloodDrop. 00003 //============================================================================= 00004 class UT_BloodDrop extends Effects; 00005 00006 function PostBeginPlay() 00007 { 00008 Velocity = (Vector(Rotation) + VRand()) * (80 * FRand() + 20); 00009 Velocity.z += 30; 00010 if ( !Level.bDropDetail ) 00011 Texture = MultiSkins[Rand(8)]; 00012 Drawscale = FRand()*0.2+0.1; 00013 } 00014 00015 auto state Explode 00016 { 00017 00018 simulated function Landed( vector HitNormal ) 00019 { 00020 Destroy(); 00021 } 00022 00023 simulated function HitWall( vector HitNormal, actor Wall ) 00024 { 00025 Destroy(); 00026 } 00027 } 00028 00029 defaultproperties 00030 { 00031 Physics=PHYS_Falling 00032 RemoteRole=ROLE_None 00033 LifeSpan=1.000000 00034 DrawType=DT_Sprite 00035 Style=STY_Masked 00036 Texture=Texture'Botpack.Blood.BD3' 00037 DrawScale=0.300000 00038 MultiSkins(0)=Texture'Botpack.Blood.BD3' 00039 MultiSkins(1)=Texture'Botpack.Blood.BD4' 00040 MultiSkins(2)=Texture'Botpack.Blood.BD6' 00041 MultiSkins(3)=Texture'Botpack.Blood.BD9' 00042 MultiSkins(4)=Texture'Botpack.Blood.BD10' 00043 MultiSkins(5)=Texture'Botpack.Blood.BD3' 00044 MultiSkins(6)=Texture'Botpack.Blood.BD4' 00045 MultiSkins(7)=Texture'Botpack.Blood.BD6' 00046 bCollideWorld=True 00047 bBounce=True 00048 NetPriority=2.000000 00049 }