Core.Object | +--Engine.Actor | +--Engine.Effects | +--Botpack.UT_Blood2 | +--Botpack.UT_BloodBurst | +--Botpack.UT_BloodHit
simulated
SpawnCloud()
00001 //============================================================================= 00002 // BloodBurst. 00003 //============================================================================= 00004 class UT_BloodHit extends UT_BloodBurst; 00005 00006 simulated function SpawnCloud() 00007 { 00008 local Actor A; 00009 00010 if ( bGreenBlood ) 00011 A= spawn(class'UT_GreenBloodPuff'); 00012 else 00013 A = spawn(class'UT_BloodPuff'); 00014 A.RemoteRole = ROLE_None; 00015 } 00016 00017 Auto State StartUp 00018 { 00019 simulated function Tick(float DeltaTime) 00020 { 00021 local vector WallHit, WallNormal; 00022 local Actor WallActor; 00023 00024 if ( Level.NetMode != NM_DedicatedServer ) 00025 { 00026 WallActor = Trace(WallHit, WallNormal, Location + 300 * vector(Rotation), Location, false); 00027 if ( WallActor != None ) 00028 spawn(class'BloodSplat',,,WallHit + 20 * (WallNormal + VRand()), rotator(WallNormal)); 00029 } 00030 00031 Disable('Tick'); 00032 } 00033 } 00034 00035 defaultproperties 00036 { 00037 }