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//============================================================================= // BulletHit. //============================================================================= class BulletHit extends Effects; #exec MESH IMPORT MESH=BulletHitM ANIVFILE=MODELS\Burst4_a.3D DATAFILE=MODELS\Burst4_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=BulletHitM X=0 Y=0 Z=0 YAW=64 ROLL=64 #exec MESH SEQUENCE MESH=BulletHitM SEQ=All STARTFRAME=0 NUMFRAMES=32 #exec MESH SEQUENCE MESH=BulletHitM SEQ=Bounce STARTFRAME=0 NUMFRAMES=11 #exec MESH SEQUENCE MESH=BulletHitM SEQ=Fall STARTFRAME=11 NUMFRAMES=7 #exec MESH SEQUENCE MESH=BulletHitM SEQ=Explo STARTFRAME=18 NUMFRAMES=5 #exec MESH SEQUENCE MESH=BulletHitM SEQ=Still STARTFRAME=23 NUMFRAMES=2 #exec MESH SEQUENCE MESH=BulletHitM SEQ=Bubble STARTFRAME=25 NUMFRAMES=7 #exec TEXTURE IMPORT NAME=Jmisc1 FILE=..\unrealshare\MODELS\misc.PCX GROUP=Skins #exec TEXTURE IMPORT NAME=Jmisc2 FILE=..\unrealshare\MODELS\misc2.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=BulletHitM X=0.06 Y=0.06 Z=0.12 YAW=128 #exec MESHMAP SETTEXTURE MESHMAP=BulletHitM NUM=0 TEXTURE=Jmisc1 var name AnimType ; var rotator MyRotation; Simulated Function PostBeginPlay() { Super.PostBeginPlay(); if ( Level.NetMode != NM_DedicatedServer ) { if (AnimType=='Bounce') SetPhysics(PHYS_None); if (AnimType=='Bounce' || AnimType=='Explo') { MyRotation = Rotation; MyRotation.Yaw = Frand()*65535; MyRotation.Pitch += -32768; SetRotation(MyRotation); } if (AnimType=='Fall') { MyRotation = Rotation; MyRotation.Yaw += Frand()*8000-4000; SetRotation(MyRotation); } PlaySound (EffectSound1); PlayAnim ( AnimType, 0.5 ); } } simulated function AnimEnd() { Destroy(); } defaultproperties { RemoteRole=ROLE_SimulatedProxy DrawType=DT_Mesh Mesh=LodMesh'UnrealI.BulletHitM' AmbientGlow=64 } |
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