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UT2k4AssaultFull.FX_Turret_IonCannon_FireEffect


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//=============================================================================
// FX_Turret_IonCannon_FireEffect
//=============================================================================
// Created by Laurent Delayen
// © 2003, Epic Games, Inc.  All Rights Reserved
//=============================================================================

class FX_Turret_IonCannon_FireEffect extends Actor;

#exec OBJ LOAD FILE=XEffectMat.utx

var Vector			HitLocation, HitNormal;
var FX_NewIonCore		IonCore;
var FX_NewIonPlasmaBeam	BeamEffect;

var		float StartTime;
var()	float DropTime;

replication
{
    reliable if (bNetInitial && Role == ROLE_Authority)
        HitLocation, HitNormal;
}

function AimAt(Vector hl, Vector hn)
{
    HitLocation = hl;
    HitNormal = hn;
    if ( Level.NetMode != NM_DedicatedServer )
        SpawnEffects();
}

simulated function PostNetBeginPlay()
{
    if ( Role < ROLE_Authority )
        SpawnEffects();
}

simulated function SpawnEffects()
{
	local Rotator	R;

	R = Rotator( HitLocation - Location );
	SetRotation( R );
	BeamEffect = Spawn(class'FX_NewIonPlasmaBeam',,, Location, Rotation);
	IonCore = Spawn(class'FX_NewIonCore',,, Location, Rotation);

    GotoState('Drop');
}

state Drop
{
    simulated function BeginState()
    {
        StartTime = Level.TimeSeconds;
        SetTimer(DropTime, false);
    }

    simulated function Tick(float dt)
    {
        local float Delta;
        Delta = FMin((Level.TimeSeconds - StartTime) / DropTime, 1.0);
		
		IonCore.SetLocation( Location*(1.0-delta) + HitLocation*delta );
		BeamEmitter(BeamEffect.Emitters[0]).BeamDistanceRange.Max = VSize( Location - HitLocation ) * Delta;
		BeamEmitter(BeamEffect.Emitters[0]).BeamDistanceRange.Min = BeamEmitter(BeamEffect.Emitters[0]).BeamDistanceRange.Max;
    }

    simulated function Timer()
    {
        local Actor A;

		BeamEmitter(BeamEffect.Emitters[0]).BeamDistanceRange.Max = VSize( Location - HitLocation );
		BeamEmitter(BeamEffect.Emitters[0]).BeamDistanceRange.Min = BeamEmitter(BeamEffect.Emitters[0]).BeamDistanceRange.Max;

		IonCore.Kill();

		A = Spawn(class'FX_Turret_IonCannon_BeamExplosion',,, HitLocation+HitNormal*32, Rotator(HitNormal) );
		A.RemoteRole = ROLE_None;
		GotoState('');
    }
}

defaultproperties
{
    DropTime=0.5

	bDynamicLight=true
    DrawType=DT_None
    LifeSpan=2.0
    LightType=LT_Steady
    LightEffect=LE_QuadraticNonIncidence
    LightHue=160
    LightSaturation=140
    LightBrightness=255
    LightRadius=12

    RemoteRole=ROLE_SimulatedProxy
    bReplicateMovement=false
    bNetTemporary=true
    bAlwaysRelevant=true
    bSkipActorPropertyReplication=true

    TransientSoundVolume=1.0
    TransientSoundRadius=5000.0
}

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Class file time: Di 5.9.2006 22:36:14.000 - Creation time: Do 14.8.2014 09:58:39.348 - Created with UnCodeX