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//============================================================================= // RainDrops. // Wolf: added ZoneChange detection //============================================================================= class RainDrops expands Effects; var effects d; var bool bDoCreatePuddle; // set by generator generating it function PostBeginPlay() { Super.PostBeginPlay(); //make the rain actually fall :) //SetPhysics(PHYS_Falling); //SetPhysics(PHYS_Flying); } //========================================================================== //when a drop hits a wall or lands on the ground then create //a small rain puddle effect function HitWall( vector HitNormal, actor HitWall ) { Super.HitWall(HitNormal, HitWall); //60% chance that there will be a puddle left on the ground //do this to keep performance up if (bDoCreatePuddle && (Frand() < 0.8)) { spawn(class'RainPuddle',,,Location); //PlaySound (EffectSound1,,1.0, true); } Destroy(); } //same for Landed function Landed(vector HitNormal) { Super.Landed(HitNormal); if (bDoCreatePuddle && (Frand() < 0.8)) { spawn(class'RainPuddle',,,Location); //PlaySound (EffectSound1,,1.0, true); } Destroy(); } // WOLF: SAME FOR ZONE CHANGE if new Zone is WATER! simulated function ZoneChange( ZoneInfo NewZone ) { //log(self@role@" zonechange :"$newzone$" "$ newzone.bWaterZone); Super.ZoneChange(NewZone); if ( !NewZone.bWaterZone ) return; // if not waterzone... ignore... if (bDoCreatePuddle && (Frand() < 0.8)) { spawn(class'RainPuddle',,,Location); //PlaySound (EffectSound1,,1.0, true); } Destroy(); } defaultproperties { EffectSound1=Sound'UnrealShare.Rain.RainDrop' EffectSound2=Sound'UnrealShare.Rain.RainDrop' bTravel=True Physics=PHYS_Projectile LifeSpan=600.000000 DrawType=DT_Sprite Style=STY_Translucent Texture=None DrawScale=0.500000 Fatness=10 bCollideActors=True bCollideWorld=True } |
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