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class IonEffect extends Actor; #exec OBJ LOAD FILE=XEffectMat.utx var Vector HitLocation, HitNormal; var IonShaft IonShaft; var IonLightBeam IonLightBeam; var IonCore IonCore; 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() { IonCore = Spawn(class'IonCore',,, Location, Rotation); IonShaft = Spawn(class'IonShaft',,, Location, Rotation); IonShaft.mSpawnVecA = Location; IonLightBeam = Spawn(class'IonLightBeam',,, Location, Rotation); IonLightBeam.mSpawnVecA = HitLocation; 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); IonShaft.SetLocation(IonCore.Location); } simulated function Timer() { local Rotator NormalRot; local Actor A; IonShaft.SetLocation(IonCore.Location); IonCore.Destroy(); IonShaft.mAttenuate = true; IonLightBeam.mAttenuate = true; if (Abs(HitNormal.Z) < 0.8) NormalRot = Rotator(HitLocation - Location); else NormalRot = Rotator(HitNormal); A = Spawn(class'NewIonEffect',,, HitLocation+Vect(0,0,100), Rot(0,16384,0)); 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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