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//by Raven class UIThunder extends UIBeamEmitter; var(Thunder) float ThunderLifeTime; var(Thunder) float RandomFactor; simulated state() ThunderRandom { simulated function Trigger( actor Other, pawn EventInstigator ) { GoToState('Randomize'); } Begin: if (RandomFactor <= 0 || ThunderLifeTime <= 0) Destroy(); } simulated state Randomize { Begin: if (Beam == none) MakeBeam(); Sleep(ThunderLifeTime+FRand()*RandomFactor); if (Beam != none) { Beam.Destroy(); Beam=none; } GoToState('ThunderRandom'); } defaultproperties { ThunderLifeTime=0.100000 RandomFactor=0.900000 bKeepShape=True InitialState="ThunderRandom" } |
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