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//============================================================================= // ShockrifleWave. //============================================================================= class ShockrifleWave extends Effects; #exec MESH IMPORT MESH=ShockRWM ANIVFILE=MODELS\SW_a.3D DATAFILE=MODELS\SW_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=ShockRWM X=0 Y=0 Z=0 YAW=0 PITCH=64 #exec MESH SEQUENCE MESH=ShockRWM SEQ=All STARTFRAME=0 NUMFRAMES=2 #exec MESH SEQUENCE MESH=ShockRWM SEQ=Explosion STARTFRAME=0 NUMFRAMES=2 #exec MESH SEQUENCE MESH=ShockRWM SEQ=Implode STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=ShocktT1 FILE=MODELS\shockw2.PCX GROUP="Skins" #exec MESHMAP SCALE MESHMAP=ShockRWM X=1.0 Y=1.0 Z=2.0 #exec MESHMAP SETTEXTURE MESHMAP=ShockRWM NUM=1 TEXTURE=ShocktT1 simulated function PostBeginPlay() { super.PostBeginPlay(); if ( !Level.bHighDetailMode || Level.bDropDetail ) LightType = LT_None; } simulated function Tick( float DeltaTime ) { local float ShockSize; ShockSize = 0.7/(ScaleGlow+0.05); if ( Level.NetMode != NM_DedicatedServer ) { ScaleGlow = (Lifespan/Default.Lifespan); AmbientGlow = ScaleGlow * 255; DrawScale = ShockSize; } } defaultproperties { RemoteRole=ROLE_SimulatedProxy LifeSpan=1.300000 DrawType=DT_Mesh Style=STY_Translucent Mesh=LodMesh'Botpack.ShockRWM' AmbientGlow=255 bUnlit=True LightType=LT_Steady LightEffect=LE_NonIncidence LightBrightness=255 LightHue=195 LightRadius=6 } |
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