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//============================================================================= // Decal support for Unreal by Smirftsch. Partially ported from UT // RipperMark added for a BlastMark decal when using Rockets and Grenades // usage: // if the class uses the explode function (such as Rockets, Dispersionammo) // add in the selected class // ExplosionDecal=class'Unrealshare.RipperMark' into the default properties // otherwise put in function BlowUp(vector HitLocation) // if ( Level.NetMode != NM_DedicatedServer ) // Spawn(class'RipperMark',,,Location, rotator(HitNormal)); //============================================================================= class RipperMark expands Scorch; #exec TEXTURE IMPORT NAME=RipperBlast FILE=Textures\Decals\Blast2_1.pcx LODSET=2 #exec TEXTURE IMPORT NAME=RipperBlast2 FILE=Textures\Decals\Blast2_2.pcx LODSET=2 #exec TEXTURE IMPORT NAME=RipperBlast3 FILE=Textures\Decals\Blast2_3.pcx LODSET=2 #exec TEXTURE IMPORT NAME=RipperBlast4 FILE=Textures\Decals\Blast2_4.pcx LODSET=2 #exec TEXTURE IMPORT NAME=RipperBlast5 FILE=Textures\Decals\Blast2_5.pcx LODSET=2 #exec TEXTURE IMPORT NAME=RipperBlast6 FILE=Textures\Decals\Blast2_6.pcx LODSET=2 simulated function BeginPlay() { local float f; f = FRand(); if (f<0.166) Texture = texture'Unrealshare.ripperblast'; else if (f<0.333) Texture = texture'UnrealShare.RipperBlast2'; else if (f<0.499) Texture = texture'UnrealShare.RipperBlast3'; else if (f<0.666) Texture = texture'UnrealShare.RipperBlast4'; else if (f<0.833) Texture = texture'UnrealShare.RipperBlast5'; else Texture = texture'UnrealShare.RipperBlast6'; } defaultproperties { Texture=Texture'UnrealShare.RipperBlast' DrawScale=0.500000 } |
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