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//============================================================================= // Decal support for Unreal by Smirftsch. Partially ported from UT // BlastMark 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.SmallBlastMark' into the default properties // otherwise (Grenades) put in function BlowUp(vector HitLocation) // if ( Level.NetMode != NM_DedicatedServer ) // Spawn(class'SmallBlastMark',,,Location, rotator(HitNormal)); //============================================================================= class SmallBlastMark expands Scorch; #exec TEXTURE IMPORT NAME=srocketblast FILE=Textures\Decals\SmallBlast_1.pcx LODSET=2 #exec TEXTURE IMPORT NAME=srocketblast2 FILE=Textures\Decals\SmallBlast_2.pcx LODSET=2 #exec TEXTURE IMPORT NAME=srocketblast3 FILE=Textures\Decals\SmallBlast_3.pcx LODSET=2 #exec TEXTURE IMPORT NAME=srocketblast4 FILE=Textures\Decals\SmallBlast_4.pcx LODSET=2 #exec TEXTURE IMPORT NAME=srocketblast5 FILE=Textures\Decals\SmallBlast_5.pcx LODSET=2 #exec TEXTURE IMPORT NAME=srocketblast6 FILE=Textures\Decals\SmallBlast_6.pcx LODSET=2 #exec TEXTURE IMPORT NAME=srocketblast7 FILE=Textures\Decals\SmallBlast_7.pcx LODSET=2 #exec TEXTURE IMPORT NAME=srocketblast8 FILE=Textures\Decals\SmallBlast_8.pcx LODSET=2 simulated function BeginPlay() { local float f; f = FRand(); if (f<0.125) Texture = texture'Unrealshare.srocketblast'; else if (f<0.25) Texture = texture'Unrealshare.srocketblast2'; else if (f<0.375) Texture = texture'Unrealshare.srocketblast3'; else if (f<0.5) Texture = texture'Unrealshare.srocketblast4'; else if (f<0.625) Texture = texture'Unrealshare.srocketblast5'; else if (f<0.75) Texture = texture'Unrealshare.srocketblast6'; else if (f<0.875) Texture = texture'Unrealshare.srocketblast7'; else Texture = texture'Unrealshare.srocketblast8'; } defaultproperties { Texture=Texture'UnrealShare.srocketblast' DrawScale=0.250000 } |
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