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//============================================================================= // FireBurst. //============================================================================= class FireBurst expands fireball; var int i; var float MaxSize; var float ExpandRate; function Timer() { if (i < 6) { Texture = SpriteAnim[i]; i++; } } //change to slow down the fire function PostBeginPlay() { //slow down fire if ( ScriptedPawn(Instigator) != None ) Speed = ScriptedPawn(Instigator).ProjectileSpeed / 2; PlaySound(SpawnSound); Velocity = Vector(Rotation) * speed; MakeNoise ( 1.0 ); Texture = SpriteAnim[2]; i=1; SetTimer(0.15,True); startcount = 0; Super.PostBeginPlay(); } auto state Flying { //what happens when our shot hits a wall simulated function HitWall( vector HitNormal, actor Wall ) { //for a cool effect if the smoke hits the wall //or the floor then start a smoke puff that keeps //going for a while spawn(class'ShortSmokeGen',,,Location+HitNormal * 9); Explode(Location,HitNormal); } //what happens if it hits another actor and not a wall or //floor function ProcessTouch (Actor Other, Vector HitLocation) { if (Other==Owner) return; Explode(HitLocation,Vect(0,0,0)); } //on every tick increase the size of the shot function Tick(float DeltaTime) { //every tick, increase the size if (startcount < 1) startcount ++; else if (DrawScale<MaxSize) { DrawScale += ExpandRate; SetCollisionSize(DrawScale, DrawScale); } } function Explode(vector HitLocation, vector HitNormal) { HurtRadius(15,64.0,'exploded',MomentumTransfer,HitLocation); Destroy(); } Begin: Sleep(7.0); Explode(Location, Vect(0,0,0)); } defaultproperties { DrawScale=0.150000 } |
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