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UnrealI.SpriteBallExplosion


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//=============================================================================
// SpriteBallExplosion.
//=============================================================================
class SpriteBallExplosion expands AnimSpriteEffect;

#exec TEXTURE IMPORT NAME=ExplosionPal FILE=textures\exppal.pcx GROUP=Effects
#exec OBJ LOAD FILE=textures\MainE.utx PACKAGE=UNREALI.MainEffect

#exec AUDIO IMPORT FILE="sounds\flak\expl2.wav" NAME="Explo1" GROUP="General"

var int ExpCount;

simulated function PostBeginPlay()
{

    PlaySound (EffectSound1,,7.0);
    Texture = SpriteAnim[int(FRand()*5)];   
    if (Level.NetMode==NM_Standalone) 
        SetTimer(0.05+FRand()*0.04,False);
    Super.PostBeginPlay();      
}

simulated Function Timer()
{
    local BlackSmoke b; 
    local vector TempVect;


    ExpCount++;
    if (FRand()<0.4)
    {
        TempVect.X = (FRand()-0.5)*80.0;
        TempVect.Y = (FRand()-0.5)*80.0;
        TempVect.Z = (FRand()-0.5)*80.0;                
        Spawn(class'SpriteBallChild',Self, '', Location+TempVect);
    }
    
    if (FRand()<0.3)
    {
        TempVect.X = (FRand()-0.5)*60.0;
        TempVect.Y = (FRand()-0.5)*60.0;
        TempVect.Z = (FRand()-0.5)*60.0;        
        b = Spawn(class'BlackSmoke',Self, '', Location+TempVect);
        b.DrawScale = FRand()*2.0+3.5;
    }
    
    if (ExpCount<4) SetTimer(0.05+FRand()*0.05,False);
    
}

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Class file time: za 22-4-2006 12:52:32.000 - Creation time: za 22-4-2006 12:53:47.140 - Created with UnCodeX