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UnrealShare.SmokeHose


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//=============================================================================
// SmokeHose.
//=============================================================================
class SmokeHose extends Effects;

// Shoots out a stream of RisingSpriteSmokePuffs.  The smoke sprites are shot
// in the direction of the SmokeHoseDest actor with the same Tag as this actors
// Event.  The speed, speedvariance, spawning delay and variance, size and
// size variance, as well as the acceleration of the smoke puffs are adjustable.
// The effect can be initially active all the time, or enabled when the player
// is within a trigger's radius.

var() bool   bInitiallyActive;
var() float  SmokeSpeed;
var() Vector SmokeAccel;
var() float  SmokeDelay;
var() float  SmokeDelayVariance;
var() float  SpeedVariance;
var() float  BasePuffSize;
var() float  SizeVariance;
var() int    TotalNumPuffs;

var Actor    SmokeDestObj;
var int     NumPuffsSpawned;

function BeginPlay()
{
    local SmokeHoseDest SDest;

    // Find the SmokeHoseDest object which has the same tag as
    // the event of this SmokeHose.
    foreach AllActors( class 'SmokeHoseDest', SDest, Event )
    {
        SmokeDestObj = SDest;
        break;
    }
    if ( SmokeDestObj == None )
    {
        Destroy();
        return;
    }
    NumPuffsSpawned = 0;
    if( bInitiallyActive )
    {
        Enable('Timer');
        SetTimer( SmokeDelay+FRand()*SmokeDelayVariance, False );
    }
    else
        Enable('Trigger');
}

function Timer()
{
    // Spawn another smoke puff sprite
    local RisingSpriteSmokePuff sp;
    
    sp = Spawn(class'RisingSpriteSmokePuff');
    sp.DrawScale = BasePuffSize+FRand()*SizeVariance;
    sp.Velocity  = (SmokeSpeed + FRand()*SpeedVariance) * 
                    Normal(SmokeDestObj.Location - Location);
    sp.Acceleration = SmokeAccel;
    NumPuffsSpawned++;
    if( NumPuffsSpawned>TotalNumPuffs ) Destroy();
    SetTimer( SmokeDelay+FRand()*SmokeDelayVariance, False );
}

function Trigger( actor Other, pawn EventInstigator )
{
    // Actor entered the triggers radius
    Enable('Timer');
    SetTimer( SmokeDelay+FRand()*SmokeDelayVariance, False );
}

function UnTrigger( actor Other, pawn EventInstigator )
{
    // Actor left the triggers radius
    Disable('Timer');
}

defaultproperties
{
     bInitiallyActive=True
     SmokeSpeed=100.000000
     SmokeAccel=(Z=90.000000)
     SmokeDelay=0.100000
     SmokeDelayVariance=0.150000
     SpeedVariance=20.000000
     BasePuffSize=1.000000
     SizeVariance=0.200000
     TotalNumPuffs=10000
     bHidden=True
     bNetTemporary=False
     DrawType=DT_Sprite
}

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Class file time: za 22-4-2006 13:00:12.000 - Creation time: za 22-4-2006 13:01:33.906 - Created with UnCodeX