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Engine.Decal


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//=============================================================================
// Projectile blast decals.
//=============================================================================
class Decal expands Actor
			native;		

// properties
var() int MultiDecalLevel;
var() bool bAttachPanningSurfs,bAttachUnlitSurfs;

// native stuff.
var const array<int> SurfList;

simulated native function Texture AttachDecal( float TraceDistance, optional vector DecalDir ); // trace forward and attach this decal to surfaces.
simulated native function DetachDecal(); // detach this decal from all surfaces.

simulated event PostBeginPlay()
{
	AttachToSurface();
}

simulated function AttachToSurface()
{
	if (AttachDecal(100) == None)	// trace 100 units ahead in direction of current rotation
		Destroy();
}

simulated event Destroyed()
{
	DetachDecal();
	Super.Destroyed();
}

event Update(Actor L);

defaultproperties
{
				MultiDecalLevel=4
				bAttachUnlitSurfs=True
				bHighDetail=True
				bNetTemporary=True
				bNetOptional=True
				RemoteRole=ROLE_None
				DrawType=DT_None
				Style=STY_Modulated
				bUnlit=True
				bGameRelevant=True
				CollisionRadius=0.000000
				CollisionHeight=0.000000
}

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Class file time: zo 11-11-2012 21:10:26.000 - Creation time: zo 11-11-2012 21:14:18.240 - Created with UnCodeX