UnrealI
Class BulletHit

source: e:\games\UnrealTournament\UnrealI\Classes\BulletHit.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Effects
         |
         +--UnrealI.BulletHit
Direct Known Subclasses:None

class BulletHit
extends Engine.Effects

//============================================================================= // BulletHit. //=============================================================================
Variables
 AnimType
 rotator MyRotation


Function Summary
 
simulated
AnimEnd()
 
simulated
PostBeginPlay()



Source Code


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	}

End Source Code