Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

UnrealShare.Plasma


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
//=============================================================================
// Plasma.
//=============================================================================
class Plasma extends Projectile;


#exec MESH IMPORT MESH=plasmaM ANIVFILE=MODELS\cros_t_a.3D DATAFILE=MODELS\cros_t_d.3D X=0 Y=0 Z=0 
#exec MESH ORIGIN MESH=plasmaM X=0 Y=-420 Z=0 YAW=-64
#exec MESH SEQUENCE MESH=plasmaM SEQ=All STARTFRAME=0  NUMFRAMES=1
#exec MESH SEQUENCE MESH=plasmaM SEQ=Still  STARTFRAME=0 NUMFRAMES=1
#exec MESHMAP SCALE MESHMAP=plasmaM X=0.09 Y=0.15 Z=0.08
#exec  OBJ LOAD FILE=Textures\fireeffect1.utx PACKAGE=UnrealShare.Effect1
#exec MESHMAP SETTEXTURE MESHMAP=plasmaM NUM=0 TEXTURE=UnrealShare.Effect1.FireEffect1u
#exec MESHMAP SETTEXTURE MESHMAP=plasmaM NUM=1 TEXTURE=UnrealShare.Effect1.FireEffect1t
  
function PostBeginPlay()
{
    Super.PostBeginPlay();
    Velocity = Vector(Rotation) * speed;
    RandSpin(50000);
    PlaySound(SpawnSound);
}

simulated function Explode(vector HitLocation, vector HitNormal)
{
    if ( Role == ROLE_Authority )
        HurtRadius(Damage,150.0, 'exploded', MomentumTransfer, HitLocation );   
    Destroy();
}

simulated function ProcessTouch (Actor Other, vector HitLocation)
{
    If ( (Other!=Instigator) && Other.IsA('DispersionAmmo') )
        Explode(HitLocation, HitLocation);
}

defaultproperties
{
     speed=1300.000000
     Mesh=LodMesh'UnrealShare.plasmaM'
     bUnlit=True
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: za 22-4-2006 13:06:32.000 - Creation time: za 22-4-2006 13:07:26.843 - Created with UnCodeX