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UnrealI.ForceFieldProj


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//=============================================================================
// ForceFieldProj.
//=============================================================================
class ForceFieldProj expands Projectile;

#exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\Pickups\FFIELDl2.WAV" NAME="ffieldl2" GROUP="Pickups"

#exec MESH IMPORT MESH=ForceFieldM ANIVFILE=MODELS\forcef_a.3D DATAFILE=MODELS\forcef_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=ForceFieldM X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=ForceFieldM SEQ=All STARTFRAME=0  NUMFRAMES=19
#exec MESH SEQUENCE MESH=ForceFieldM SEQ=Grow STARTFRAME=0  NUMFRAMES=10
#exec MESH SEQUENCE MESH=ForceFieldM SEQ=Spin STARTFRAME=10  NUMFRAMES=9
#exec OBJ LOAD FILE=..\UnrealShare\Textures\fireeffect10.utx PACKAGE=UNREALI.Effect10
#exec MESHMAP SCALE MESHMAP=ForceFieldM X=0.08 Y=0.08 Z=0.16
#exec MESHMAP SETTEXTURE MESHMAP=ForceFieldM NUM=1 TEXTURE=Unreali.Effect10.FireEffect10

var int Charge;

    function PostBeginPlay()
    {
        Super.PostBeginPlay();
        PlaySound(SpawnSound);
        SetCollision(True,True,True);
        PlayAnim('Grow',0.2);
        if (Charge<0) Charge = 10;
    }

Auto State Activated
{
    function Touch(Actor Other)
    {
        PlaySound(ImpactSound); 
    }

Begin:
    FinishAnim();
    Sleep(Charge/10);
    TweenAnim('All',0.5);
    FinishAnim();
    Destroy();
}

defaultproperties
{
     bCollideWhenPlacing=True
     bNetTemporary=False
     Physics=PHYS_None
     RemoteRole=ROLE_SimulatedProxy
     Mesh=Mesh'UnrealI.ForceFieldM'
     bUnlit=True
     bMeshCurvy=False
     SoundRadius=29
     SoundVolume=67
     AmbientSound=Sound'UnrealI.Pickups.ffieldl2'
     CollisionRadius=30.000000
     CollisionHeight=50.000000
     bBlockActors=True
     bBlockPlayers=True
}

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Class file time: Sun 21/2/2010 23:48:40.000 - Creation time: Sun 21/2/2010 23:49:51.914 - Created with UnCodeX