Core.Object | +--Engine.Actor | +--Engine.Effects | +--Botpack.BulletImpact | +--Botpack.UT_WallHit | +--Botpack.UT_LightWallHitEffect
simulated
SpawnEffects()
00001 //============================================================================= 00002 // UT_LightWallHitEffect. 00003 //============================================================================= 00004 class UT_LightWallHitEffect extends UT_WallHit; 00005 00006 simulated function SpawnEffects() 00007 { 00008 local Actor A; 00009 00010 if ( !Level.bDropDetail ) 00011 SpawnSound(); 00012 00013 if ( !Level.bHighDetailMode ) 00014 return; 00015 00016 if ( Level.bDropDetail ) 00017 { 00018 if ( FRand() > 0.4 ) 00019 Spawn(class'Pock'); 00020 return; 00021 } 00022 Spawn(class'Pock'); 00023 00024 A = Spawn(class'UT_SpriteSmokePuff',,,Location + 8 * Vector(Rotation)); 00025 A.RemoteRole = ROLE_None; 00026 if ( Region.Zone.bWaterZone ) 00027 return; 00028 if ( FRand() < 0.5 ) 00029 spawn(class'UT_Spark',,,Location + 8 * Vector(Rotation)); 00030 } 00031 00032 defaultproperties 00033 { 00034 MaxChips=0 00035 MaxSparks=1 00036 }