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Botpack.ImpactMark


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//=============================================================================
// ImpactMark.
//=============================================================================
class ImpactMark extends UT_WallHit;

simulated function SpawnSound()
{
}

simulated function SpawnEffects()
{
    local Actor A;
    local int j;
    local int NumSparks;
    local vector Dir;

    NumSparks = rand(MaxSparks);
    for ( j=0; j<MaxChips; j++ )
        if ( FRand() < ChipOdds ) 
        {
            NumSparks--;
            A = spawn(class'Chip');
            if ( A != None )
                A.RemoteRole = ROLE_None;
        }

    Dir = Vector(Rotation);
    if ( !Level.bHighDetailMode )
        return;
    Spawn(class'ImpactHole');
    A = Spawn(class'UT_SpriteSmokePuff',,,Location + 8 * Vector(Rotation));
    A.RemoteRole = ROLE_None;
    if ( Region.Zone.bWaterZone || Level.bDropDetail )
        return;
    if ( FRand() < 0.4 )
        Spawn(class'UT_Sparks');
    if ( NumSparks > 0 ) 
        for (j=0; j<NumSparks; j++) 
            spawn(class'UT_Spark',,,Location + 8 * Vector(Rotation));
}

defaultproperties
{
     MaxSparks=4
     ChipOdds=0.500000
}

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Class file time: Do 19.5.2005 19:42:14.000 - Creation time: Fr 7.6.2013 13:15:47.566 - Created with UnCodeX