UnrealShare
Class Bubble1

source: e:\games\UnrealTournament\UnrealShare\Classes\Bubble1.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Effects
         |
         +--UnrealShare.Bubble1
Direct Known Subclasses:None

class Bubble1
extends Engine.Effects

//============================================================================= // Bubble1. //=============================================================================

Function Summary
 
simulated
BeginPlay()
 
simulated
ZoneChange(ZoneInfo NewZone)



Source Code


00001	//=============================================================================
00002	// Bubble1.
00003	//=============================================================================
00004	class Bubble1 extends Effects;
00005	    
00006	#exec Texture Import File=models\bubble1.pcx  Name=S_bubble1 Mips=Off Flags=2
00007	#exec Texture Import File=models\bubble2.pcx  Name=S_bubble2 Mips=Off Flags=2
00008	#exec Texture Import File=models\bubble3.pcx  Name=S_bubble3 Mips=Off Flags=2
00009	
00010	
00011	simulated function ZoneChange( ZoneInfo NewZone )
00012	{
00013		if ( !NewZone.bWaterZone ) 
00014		{
00015			Destroy();
00016			PlaySound (EffectSound1);
00017		}	
00018	}
00019	
00020	simulated function BeginPlay()
00021	{
00022		Super.BeginPlay();
00023		if ( Level.NetMode != NM_DedicatedServer )
00024		{
00025			PlaySound(EffectSound2); //Spawned Sound
00026			LifeSpan = 3 + 4 * FRand();
00027			Buoyancy = Mass + FRand()+0.1;
00028			if (FRand()<0.3) Texture = texture'S_Bubble2';
00029			else if (FRand()<0.3) Texture = texture'S_Bubble3';
00030			DrawScale += FRand()*DrawScale/2;
00031		}
00032	}
00033	
00034	defaultproperties
00035	{
00036	     bNetOptional=True
00037	     Physics=PHYS_Falling
00038	     RemoteRole=ROLE_SimulatedProxy
00039	     LifeSpan=2.000000
00040	     DrawType=DT_Sprite
00041	     Style=STY_Translucent
00042	     Texture=Texture'UnrealShare.S_bubble1'
00043	     Mass=3.000000
00044	     Buoyancy=3.750000
00045	}

End Source Code