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//============================================================================= // FireBall. // same as GasBagBelch only has a shorter life-time //============================================================================= class Fireball expands GasBagBelch; #exec Texture Import File=Textures\flame0.pcx Name=FB_01 Group=FireBall Mips=Off Flags=2 #exec Texture Import File=Textures\flame1.pcx Name=FB_02 Group=FireBall Mips=Off Flags=2 #exec Texture Import File=Textures\flame2.pcx Name=FB_03 Group=FireBall Mips=Off Flags=2 #exec Texture Import File=Textures\flame3.pcx Name=FB_04 Group=FireBall Mips=Off Flags=2 #exec Texture Import File=Textures\flame4.pcx Name=FB_05 Group=FireBall Mips=Off Flags=2 #exec Texture Import File=Textures\flame5.pcx Name=FB_06 Group=FireBall Mips=Off Flags=2 #exec Texture Import File=Textures\flame6.pcx Name=FB_07 Group=FireBall Mips=Off Flags=2 var() int startcount; var int i; function Timer() { Texture = SpriteAnim[i]; i++; if (i>=6) i=0; } //change to slow down the fire function PostBeginPlay() { //slow down fire if ( ScriptedPawn(Instigator) != None ) Speed = ScriptedPawn(Instigator).ProjectileSpeed / 2; PlaySound(SpawnSound); Velocity = Vector(Rotation) * speed; MakeNoise ( 1.0 ); Texture = SpriteAnim[0]; i=1; SetTimer(0.15,True); startcount = 0; Super.PostBeginPlay(); } auto state Flying { //what happens when our shot hits a wall simulated function HitWall( vector HitNormal, actor Wall ) { //for a cool effect if the smoke hits the wall //or the floor then start a smoke puff that keeps //going for a while spawn(class'ShortSmokeGen',,,Location+HitNormal * 9); Explode(Location,HitNormal); } //what happens if it hits another actor and not a wall or //floor function ProcessTouch (Actor Other, Vector HitLocation) { if (Other==Owner) return; Explode(HitLocation,Vect(0,0,0)); } //on every tick increase the size of the shot function Tick(float DeltaTime) { Super.Tick(DeltaTime); //every tick, increase the size if (startcount < 1) startcount ++; else if (DrawScale<5.0) { DrawScale += 0.5; SetCollisionSize(DrawScale * 5, DrawScale *5); } } function Explode(vector HitLocation, vector HitNormal) { HurtRadius(15,64.0,'exploded',MomentumTransfer,HitLocation); spawn(class'FlameExplosion',,,HitLocation + HitNormal * 9); Destroy(); } Begin: Sleep(7.0); Explode(Location, Vect(0,0,0)); } defaultproperties { SpriteAnim(0)=None SpriteAnim(1)=None SpriteAnim(2)=None SpriteAnim(3)=None SpriteAnim(4)=None SpriteAnim(5)=None speed=800.000000 Damage=20.000000 MomentumTransfer=32000 ImpactSound=None ExploWallOut=10.000000 LifeSpan=6.000000 DrawScale=0.500000 AmbientGlow=187 bMeshCurvy=True bFixedRotationDir=True } |
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