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//============================================================================= // SmokeGenerator. //============================================================================= class SmokeGenerator expands Effects; #exec TEXTURE IMPORT NAME=SmokePuff43 FILE=MODELS\sp43.pcx GROUP=Effects var() float SmokeDelay; // pause between drips var() float SizeVariance; // how different each drip is var() float BasePuffSize; var() int TotalNumPuffs; var() float RisingVelocity; var() class<effects> GenerationType; var int i; Auto State Active { function Timer() { local Effects d; d = Spawn(GenerationType); d.DrawScale = BasePuffSize+FRand()*SizeVariance; if (SpriteSmokePuff(d)!=None) SpriteSmokePuff(d).RisingRate = RisingVelocity; i++; if (i>TotalNumPuffs && TotalNumPuffs!=0) Destroy(); } function Trigger( actor Other, pawn EventInstigator ) { SetTimer(SmokeDelay+FRand()*SmokeDelay,True); i=0; } function UnTrigger( actor Other, pawn EventInstigator ) { i=0; if (TotalNumPuffs==0) Destroy(); } } |
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