Core.Object | +--Engine.Actor | +--Engine.Effects | +--UnrealI.BulletHit
AnimType
rotator
MyRotation
simulated
AnimEnd()
PostBeginPlay()
00001 //============================================================================= 00002 // BulletHit. 00003 //============================================================================= 00004 class BulletHit extends Effects; 00005 00006 #exec MESH IMPORT MESH=BulletHitM ANIVFILE=MODELS\Burst4_a.3D DATAFILE=MODELS\Burst4_d.3D X=0 Y=0 Z=0 00007 #exec MESH ORIGIN MESH=BulletHitM X=0 Y=0 Z=0 YAW=64 ROLL=64 00008 #exec MESH SEQUENCE MESH=BulletHitM SEQ=All STARTFRAME=0 NUMFRAMES=32 00009 #exec MESH SEQUENCE MESH=BulletHitM SEQ=Bounce STARTFRAME=0 NUMFRAMES=11 00010 #exec MESH SEQUENCE MESH=BulletHitM SEQ=Fall STARTFRAME=11 NUMFRAMES=7 00011 #exec MESH SEQUENCE MESH=BulletHitM SEQ=Explo STARTFRAME=18 NUMFRAMES=5 00012 #exec MESH SEQUENCE MESH=BulletHitM SEQ=Still STARTFRAME=23 NUMFRAMES=2 00013 #exec MESH SEQUENCE MESH=BulletHitM SEQ=Bubble STARTFRAME=25 NUMFRAMES=7 00014 #exec TEXTURE IMPORT NAME=Jmisc1 FILE=..\unrealshare\MODELS\misc.PCX GROUP=Skins 00015 #exec TEXTURE IMPORT NAME=Jmisc2 FILE=..\unrealshare\MODELS\misc2.PCX GROUP=Skins 00016 #exec MESHMAP SCALE MESHMAP=BulletHitM X=0.06 Y=0.06 Z=0.12 YAW=128 00017 #exec MESHMAP SETTEXTURE MESHMAP=BulletHitM NUM=0 TEXTURE=Jmisc1 00018 00019 var name AnimType ; 00020 var rotator MyRotation; 00021 00022 Simulated Function PostBeginPlay() 00023 { 00024 Super.PostBeginPlay(); 00025 if ( Level.NetMode != NM_DedicatedServer ) 00026 { 00027 if (AnimType=='Bounce') SetPhysics(PHYS_None); 00028 if (AnimType=='Bounce' || AnimType=='Explo') { 00029 MyRotation = Rotation; 00030 MyRotation.Yaw = Frand()*65535; 00031 MyRotation.Pitch += -32768; 00032 SetRotation(MyRotation); 00033 } 00034 if (AnimType=='Fall') { 00035 MyRotation = Rotation; 00036 MyRotation.Yaw += Frand()*8000-4000; 00037 SetRotation(MyRotation); 00038 } 00039 PlaySound (EffectSound1); 00040 PlayAnim ( AnimType, 0.5 ); 00041 } 00042 } 00043 00044 simulated function AnimEnd() 00045 { 00046 Destroy(); 00047 } 00048 00049 defaultproperties 00050 { 00051 RemoteRole=ROLE_SimulatedProxy 00052 DrawType=DT_Mesh 00053 Mesh=LodMesh'UnrealI.BulletHitM' 00054 AmbientGlow=64 00055 }