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//============================================================================= // SparkBit. //============================================================================= class SparkBit extends Effects; #exec MESH IMPORT MESH=bolt1 ANIVFILE=MODELS\bolt1_a.3D DATAFILE=MODELS\bolt1_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=bolt1 X=0 Y=0 Z=-0 YAW=64 #exec MESH SEQUENCE MESH=bolt1 SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=bolt1 SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jmisc1 FILE=MODELS\misc.PCX #exec MESHMAP SCALE MESHMAP=bolt1 X=0.05 Y=0.05 Z=0.1 #exec MESHMAP SETTEXTURE MESHMAP=bolt1 NUM=1 TEXTURE=Jmisc1 // Owner (spawner) specifies the velocity of the SparkBit (implicitly in // Actor properties), the length of time it can burn for, and the initial // brightness of the spark. MZM var float BurnTime; var float InitialBrightness; var float PassedTime; auto state Burning { simulated function Timer() { // The Spark should lose its brightness as it // burns away, but not linearly - the main brightness // decays in quadratic fashion but the actual brightness // is also randomly tweaked to give the appearance of // non-uniform burning. The object also gives off // its own light. // local float tempBrightness; BurnTime -= 0.15; if ( BurnTime < 0 ) { Destroy(); return; } PassedTime += 0.15; tempBrightness = InitialBrightness*(1- ((PassedTime*(1-0.1+0.2*FRand()))/BurnTime) **2); tempBrightness = FClamp (tempBrightness, 0, 1); LightBrightness = tempBrightness * 90; AmbientGlow = tempBrightness * 240; } simulated function HitWall (vector HitNormal, actor Wall) { // When surface is hit, the spark appears to become // brighter, losing size, but still bounces off (losing half its speed). // InitialBrightness *= 1.5; DrawScale /= 1.5; Velocity = 0.5*(-(Velocity dot HitNormal)*HitNormal*2 + Velocity); if ( (HitNormal.Z > 0.7) && (VSize(Velocity) < 50) ) bBounce = false; } simulated function ZoneChange (ZoneInfo NewZone) { // Spark dies if it hits the water. // if (NewZone.bWaterZone) Destroy(); } simulated function BeginState() { SetTimer(0.15, true); BurnTime = FMax(BurnTime, 0.1); } } defaultproperties { BurnTime=0.100000 bNetOptional=True Physics=PHYS_Falling RemoteRole=ROLE_SimulatedProxy DrawType=DT_Mesh Texture=None DrawScale=0.300000 AmbientGlow=123 bUnlit=True CollisionRadius=1.000000 CollisionHeight=1.000000 bCollideActors=True bCollideWorld=True LightType=LT_Steady LightBrightness=130 LightHue=120 LightSaturation=200 LightRadius=1 bBounce=True } |
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