Botpack
Class UT_BloodHit

source: e:\games\UnrealTournament\Botpack\Classes\UT_BloodHit.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Effects
         |
         +--Botpack.UT_Blood2
            |
            +--Botpack.UT_BloodBurst
               |
               +--Botpack.UT_BloodHit
Direct Known Subclasses:UT_BigBloodHit

class UT_BloodHit
extends Botpack.UT_BloodBurst

//============================================================================= // BloodBurst. //=============================================================================
States
StartUp

Function Summary
 
simulated
SpawnCloud()


State StartUp Function Summary



Source Code


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	}

End Source Code