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UnrealShare.DripGenerator


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//=============================================================================
// DripGenerator.
//=============================================================================
class DripGenerator expands Decoration;

#exec MESH IMPORT MESH=dripMesh ANIVFILE=MODELS\drip_a.3D DATAFILE=MODELS\drip_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=dripMesh X=0 Y=0 Z=-50 YAW=64
#exec MESH SEQUENCE MESH=dripMesh SEQ=All       STARTFRAME=0   NUMFRAMES=6
#exec MESH SEQUENCE MESH=dripMesh SEQ=Dripping  STARTFRAME=0   NUMFRAMES=6
#exec TEXTURE IMPORT NAME=Jmisc1 FILE=MODELS\misc.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=dripMesh X=0.01 Y=0.01 Z=0.02
#exec MESHMAP SETTEXTURE MESHMAP=dripMesh NUM=0 TEXTURE=Jmisc1

var() float DripPause;      // pause between drips
var() float DripVariance;       // how different each drip is 
var() Texture DripTexture;

auto state Dripping
{

    function Timer()
    {
        local drip d;
        d = Spawn(class'Drip');
        d.DrawScale = 0.5+FRand()*DripVariance;
        d.Skin = DripTexture;
    }
    
    
Begin:
    SetTimer(DripPause+FRand()*DripPause,True);

}

defaultproperties
{
     DripPause=0.700000
     DripVariance=0.500000
     DripTexture=Texture'UnrealShare.Skins.Jmisc1'
     bStatic=False
     bHidden=True
     DrawType=DT_Mesh
     Mesh=Mesh'UnrealShare.dripMesh'
     bMeshCurvy=False
}

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Class file time: Sun 21/2/2010 23:48:40.000 - Creation time: Sun 21/2/2010 23:49:51.696 - Created with UnCodeX