UnrealShare
Class ShieldBeltEffect

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

class ShieldBeltEffect
extends Engine.Effects

//============================================================================= // ShieldBeltEffect. //=============================================================================
Variables
 Texture LowDetailTexture


Function Summary
 
simulated
Destroyed()
 
simulated
PostBeginPlay()
 
simulated
Tick(float DeltaTime)
 
simulated
Timer()



Source Code


00001	//=============================================================================
00002	// ShieldBeltEffect.
00003	//=============================================================================
00004	class ShieldBeltEffect extends Effects;
00005	
00006	var Texture LowDetailTexture;
00007	
00008	simulated function Destroyed()
00009	{
00010		if ( bHidden && (Owner != None) )
00011			Owner.SetDefaultDisplayProperties();
00012		Super.Destroyed();
00013	}
00014	
00015	simulated function PostBeginPlay()
00016	{
00017		if ( !Level.bHighDetailMode && ((Level.NetMode == NM_Standalone) || (Level.NetMode == NM_Client)) )
00018		{
00019			Timer();
00020			bHidden = true;
00021			SetTimer(1.0, true);
00022		}
00023	}
00024	
00025	simulated function Timer()
00026	{
00027		bHidden = true;
00028		Owner.SetDisplayProperties(Owner.Style, LowDetailTexture, false, true);
00029	}
00030	
00031	simulated function Tick(float DeltaTime)
00032	{
00033		if ( (Fatness > Default.Fatness) && (Level.NetMode != NM_DedicatedServer) )
00034			Fatness = Max(Default.Fatness, Fatness - 130 * DeltaTime );
00035		if ( Owner != None )
00036			if ( (bHidden != Owner.bHidden) && (Level.NetMode != NM_DedicatedServer) )
00037				bHidden = Owner.bHidden;
00038	}
00039	
00040	defaultproperties
00041	{
00042	     LowDetailTexture=Texture'UnrealShare.GoldSkin'
00043	     bAnimByOwner=True
00044	     bOwnerNoSee=True
00045	     bNetTemporary=False
00046	     bTrailerSameRotation=True
00047	     Physics=PHYS_Trailer
00048	     RemoteRole=ROLE_SimulatedProxy
00049	     DrawType=DT_Mesh
00050	     Style=STY_Translucent
00051	     Texture=None
00052	     ScaleGlow=0.500000
00053	     AmbientGlow=64
00054	     Fatness=157
00055	     bUnlit=True
00056	     bMeshEnviroMap=True
00057	}

End Source Code