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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=0.500000 LightType=LT_Steady LightEffect=LE_QuadraticNonIncidence LightHue=160 LightSaturation=140 LightBrightness=255.000000 LightRadius=12.000000 DrawType=DT_None bDynamicLight=Wahr bNetTemporary=Wahr bAlwaysRelevant=Wahr bReplicateMovement=Falsch bSkipActorPropertyReplication=Wahr RemoteRole=ROLE_SimulatedProxy LifeSpan=2.000000 TransientSoundVolume=1.000000 TransientSoundRadius=5000.000000 } |
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