UnrealShare
Class SpikeExplosion

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

class SpikeExplosion
extends Engine.Effects

//============================================================================= // SpikeExplosion. //=============================================================================
States
Exploding
State Exploding Function Summary
 void Tick(float DeltaTime)



Source Code


00001	//=============================================================================
00002	// SpikeExplosion.
00003	//=============================================================================
00004	class SpikeExplosion extends Effects;
00005	
00006	#exec MESH IMPORT MESH=SpikeExp ANIVFILE=MODELS\exp1_a.3D DATAFILE=MODELS\Exp1_d.3D X=0 Y=0 Z=0
00007	#exec MESH ORIGIN MESH=SpikeExp X=0 Y=0 Z=-260 YAW=-64 
00008	#exec MESH SEQUENCE MESH=SpikeExp SEQ=All       STARTFRAME=0   NUMFRAMES=7
00009	#exec MESH SEQUENCE MESH=SpikeExp SEQ=Explo     STARTFRAME=0   NUMFRAMES=7
00010	#exec MESHMAP SCALE MESHMAP=SpikeExp X=0.03 Y=0.03 Z=0.06
00011	#exec OBJ LOAD FILE=Textures\fireeffect15.utx PACKAGE=UnrealShare.Effect15
00012	#exec MESHMAP SETTEXTURE MESHMAP=SpikeExp NUM=1 TEXTURE=UnrealShare.Effect15.FireEffect15
00013	
00014	
00015	auto state Exploding
00016	{
00017		function Tick( float DeltaTime )
00018		{
00019			LightBrightness = Max( LightBrightness - 250*DeltaTime, 0 );
00020		}
00021	Begin:
00022		PlayAnim  ( 'Explo', 0.9 );
00023		PlaySound (EffectSound1);
00024		MakeNoise ( 1.0 );
00025		FinishAnim();
00026		Destroy   ();
00027	
00028	}
00029	
00030	defaultproperties
00031	{
00032	     DrawType=DT_Mesh
00033	     Mesh=LodMesh'UnrealShare.SpikeExp'
00034	     bUnlit=True
00035	}

End Source Code