Core.Object | +--Engine.Actor | +--Engine.Effects | +--UnrealShare.Splash
simulated
AnimEnd()
PostBeginPlay()
00001 //============================================================================= 00002 // Splash. 00003 //============================================================================= 00004 class Splash extends Effects; 00005 00006 00007 #exec MESH IMPORT MESH=WaterImpactM ANIVFILE=MODELS\splash_a.3D DATAFILE=MODELS\splash_d.3D X=0 Y=0 Z=0 00008 #exec MESH ORIGIN MESH=WaterImpactM X=0 Y=0 Z=0 YAW=0 PITCH=0 ROLL=0 00009 #exec MESH SEQUENCE MESH=WaterImpactM SEQ=All STARTFRAME=0 NUMFRAMES=26 00010 #exec MESH SEQUENCE MESH=WaterImpactM SEQ=Still STARTFRAME=0 NUMFRAMES=1 00011 #exec MESH SEQUENCE MESH=WaterImpactM SEQ=Burst STARTFRAME=1 NUMFRAMES=25 00012 #exec TEXTURE IMPORT NAME=Asplash1 FILE=MODELS\splash.PCX GROUP="Skins" FLAGS=2 00013 #exec MESHMAP SCALE MESHMAP=WaterImpactM X=0.08 Y=0.08 Z=0.16 00014 #exec MESHMAP SETTEXTURE MESHMAP=WaterImpactM NUM=1 TEXTURE=Asplash1 00015 00016 simulated function PostBeginPlay() 00017 { 00018 local rotator NewRot; 00019 00020 Super.PostBeginPlay(); 00021 00022 if ( Level.NetMode != NM_DedicatedServer ) 00023 { 00024 PlayAnim ( 'Burst', 2.0 ); 00025 NewRot.Yaw = FRand()*65536; 00026 NewRot.Pitch = 0; 00027 NewRot.Roll = 0; 00028 SetRotation(NewRot); 00029 } 00030 } 00031 00032 simulated function AnimEnd() 00033 { 00034 Destroy(); 00035 } 00036 00037 defaultproperties 00038 { 00039 bNetOptional=True 00040 RemoteRole=ROLE_SimulatedProxy 00041 LifeSpan=3.000000 00042 DrawType=DT_Mesh 00043 Mesh=LodMesh'UnrealShare.WaterImpactM' 00044 }