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//============================================================================= // Decal support for Unreal by Smirftsch. Partially ported from UT // RocketBlastMark 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.RocketBlastMark' into the default properties // otherwise put in function BlowUp(vector HitLocation) // if ( Level.NetMode != NM_DedicatedServer ) // Spawn(class'RocketBlastMark',,,Location, rotator(HitNormal)); //============================================================================= class RocketBlastMark expands Scorch; #exec TEXTURE IMPORT NAME=RocketBlast FILE=Textures\Decals\Blast3_1.pcx LODSET=2 #exec TEXTURE IMPORT NAME=RocketBlast2 FILE=Textures\Decals\Blast3_2.pcx LODSET=2 #exec TEXTURE IMPORT NAME=RocketBlast3 FILE=Textures\Decals\Blast3_3.pcx LODSET=2 #exec TEXTURE IMPORT NAME=RocketBlast4 FILE=Textures\Decals\Blast3_4.pcx LODSET=2 #exec TEXTURE IMPORT NAME=RocketBlast5 FILE=Textures\Decals\Blast3_5.pcx LODSET=2 #exec TEXTURE IMPORT NAME=RocketBlast6 FILE=Textures\Decals\Blast3_6.pcx LODSET=2 #exec TEXTURE IMPORT NAME=RocketBlast7 FILE=Textures\Decals\Blast3_7.pcx LODSET=2 simulated function BeginPlay() { local float f; f = FRand(); if (f<0.142) Texture = texture'Unrealshare.Rocketblast'; else if (f<0.285) Texture = texture'UnrealShare.RocketBlast2'; else if (f<0.428) Texture = texture'UnrealShare.RocketBlast3'; else if (f<0.571) Texture = texture'UnrealShare.RocketBlast4'; else if (f<0.714) Texture = texture'UnrealShare.RocketBlast5'; else if (f<0.857) Texture = texture'UnrealShare.RocketBlast6'; else Texture = texture'UnrealShare.RocketBlast7'; } defaultproperties { Texture=Texture'UnrealShare.RocketBlast' } |
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