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//============================================================================= // Bubble. //============================================================================= class Bubble extends Effects; // TODO: replace with non-UT content #exec MESH IMPORT MESH=SBubbles ANIVFILE=Models\SRocket_a.3D DATAFILE=Models\SRocket_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=SBubbles X=0 Y=0 Z=0 YAW=0 ROLL=0 PITCH=0 #exec MESH SEQUENCE MESH=SBubbles SEQ=All STARTFRAME=0 NUMFRAMES=16 #exec MESH SEQUENCE MESH=SBubbles SEQ=Ignite STARTFRAME=0 NUMFRAMES=3 #exec MESH SEQUENCE MESH=SBubbles SEQ=Flying STARTFRAME=3 NUMFRAMES=13 #exec MESHMAP SCALE MESHMAP=SBubbles X=0.3 Y=0.3 Z=0.4 #exec TEXTURE IMPORT File=models\bubble1.tga Name=S_bubble1 LODSET=3 Alpha=1 DXT=5 #exec TEXTURE IMPORT File=models\bubble2.tga Name=S_bubble2 LODSET=3 Alpha=1 DXT=5 #exec TEXTURE IMPORT File=models\bubble3.tga Name=S_bubble3 LODSET=3 Alpha=1 DXT=5 simulated function PhysicsVolumeChange( PhysicsVolume Volume ) { if ( !Volume.bWaterVolume ) Destroy(); } simulated function BeginPlay() { Super.BeginPlay(); if ( Level.NetMode != NM_DedicatedServer ) { LifeSpan = 3 + 4 * FRand(); if (FRand()<0.3) Texture = texture'S_Bubble2'; else if (FRand()<0.3) Texture = texture'S_Bubble3'; LoopAnim('Flying',0.6); } } defaultproperties { DrawType=DT_Mesh Physics=PHYS_Falling RemoteRole=ROLE_SimulatedProxy LifeSpan=2.000000 Mesh=VertMesh'XEffects.SBubbles' Texture=Texture'XEffects.S_bubble1' DrawScale=0.200000 Style=STY_Translucent Mass=3.000000 Buoyancy=5.000000 } |
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