Core.Object | +--Engine.Actor | +--Engine.Effects | +--UnrealShare.FlameBall
rotator
NormUp
simulated
AnimEnd()
void
MakeSound()
00001 //============================================================================= 00002 // FlameBall. 00003 //============================================================================= 00004 class FlameBall extends Effects; 00005 00006 #exec MESH IMPORT MESH=flameballM ANIVFILE=MODELS\flamba_a.3D DATAFILE=MODELS\flamba_d.3D X=0 Y=0 Z=0 00007 #exec MESH ORIGIN MESH=flameballM X=0 Y=0 Z=0 YAW=0 00008 #exec MESH SEQUENCE MESH=flameballM SEQ=All STARTFRAME=0 NUMFRAMES=6 00009 #exec MESH SEQUENCE MESH=flameballM SEQ=Explosion STARTFRAME=0 NUMFRAMES=6 00010 #exec TEXTURE IMPORT NAME=Jflameball1 FILE=MODELS\flambal.PCX GROUP=Skins 00011 #exec MESHMAP SCALE MESHMAP=flameballM X=.2 Y=0.2 Z=0.4 YAW=128 00012 #exec MESHMAP SETTEXTURE MESHMAP=flameballM NUM=1 TEXTURE=Jflameball1 00013 00014 #exec AUDIO IMPORT FILE="Sounds\flak\Explode1.WAV" NAME="Explode1" GROUP="flak" 00015 var rotator NormUp; 00016 00017 simulated function AnimEnd() 00018 { 00019 Destroy(); 00020 } 00021 00022 auto state Explode 00023 { 00024 simulated function Tick( float DeltaTime ) 00025 { 00026 LightBrightness = Max( LightBrightness - 250*DeltaTime, 0 ); 00027 } 00028 00029 function MakeSound() 00030 { 00031 PlaySound (EffectSound1); 00032 MakeNoise(1.0); 00033 } 00034 00035 simulated function BeginState() 00036 { 00037 if ( Level.NetMode == NM_DedicatedServer ) 00038 Disable('Tick'); 00039 else 00040 PlayAnim( 'Explosion', 1 ); 00041 MakeSound(); 00042 } 00043 } 00044 00045 defaultproperties 00046 { 00047 EffectSound1=Sound'UnrealShare.flak.Explode1' 00048 RemoteRole=ROLE_SimulatedProxy 00049 LifeSpan=4.000000 00050 DrawType=DT_Mesh 00051 Mesh=LodMesh'UnrealShare.flameballM' 00052 AmbientGlow=183 00053 LightType=LT_Steady 00054 LightBrightness=226 00055 LightHue=29 00056 LightSaturation=177 00057 LightRadius=9 00058 }