Core.Object | +--Engine.Actor | +--Engine.Projectile | +--UnrealI.Chunk | +--UnrealI.Chunk1 | +--UnrealI.MasterChunk
bool
bNoExtraChunks
simulated
PostBeginPlay()
{ if ( bNoExtraChunks ) Super.Timer(); else bNoExtraChunks = true; } */
void
Timer()
/*
00001 //============================================================================= 00002 // MasterChunk. 00003 //============================================================================= 00004 class MasterChunk extends Chunk1; 00005 00006 var bool bNoExtraChunks; 00007 00008 /* 00009 function Timer() 00010 { 00011 if ( bNoExtraChunks ) 00012 Super.Timer(); 00013 else 00014 bNoExtraChunks = true; 00015 } 00016 */ 00017 00018 simulated function PostBeginPlay() 00019 { 00020 // local chunk c; 00021 // local vector X,Y,Z; 00022 00023 Velocity = Vector(Rotation) * (Speed + (FRand() * 200 - 100)); 00024 if (Region.zone.bWaterZone) 00025 SetPhysics(PHYS_Falling); 00026 00027 /* 00028 // spawn other chunks 00029 if ( !bNoExtraChunks ) 00030 { 00031 GetAxes(Rotation,X,Y,Z); 00032 c = Spawn( class 'Chunk2',, '', Location - Z); 00033 c.RemoteRole = ROLE_None; 00034 c = Spawn( class 'Chunk3',, '', Location + 2 * Y + Z); 00035 c.RemoteRole = ROLE_None; 00036 c = Spawn( class 'Chunk4',, '', Location - Y); 00037 c.RemoteRole = ROLE_None; 00038 c = Spawn( class 'Chunk1',, '', Location + 2 * Y - Z); 00039 c.RemoteRole = ROLE_None; 00040 c = Spawn( class 'Chunk2',, '', Location); 00041 c.RemoteRole = ROLE_None; 00042 c = Spawn( class 'Chunk3',, '', Location + Y - Z); 00043 c.RemoteRole = ROLE_None; 00044 c = Spawn( class 'Chunk4',, '', Location + 2 * Y + Z); 00045 c.RemoteRole = ROLE_None; 00046 00047 if (Role == ROLE_Authority) 00048 SetTimer(0.3, false); 00049 } 00050 */ 00051 } 00052 00053 defaultproperties 00054 { 00055 }