Engine
Class Decal

source: c:\runehov\Engine\Classes\Decal.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Decal
Direct Known Subclasses:DecalBlood, Footprint, PlayerShadow, WallMark, WorldDecal, ZTargetDecal

class Decal
extends Engine.Actor


Variables
 float LastRenderedTime
 int MultiDecalLevel
 array SurfList
 bool bBloodyDecal


Function Summary
 bool AttachDecal(float TraceDistance, optional vector)
 
simulated
AttachToSurface()
 void DetachDecal()
     
// trace forward and attach this decal to surfaces.
 
simulated
DirectionalAttach(vector Dir, vector Norm)



Source Code


00001	class Decal expands Actor
00002		native;
00003	
00004	// properties
00005	var int MultiDecalLevel;
00006	var float LastRenderedTime;
00007	var() bool bBloodyDecal;
00008	
00009	// native stuff.
00010	var const array<int> SurfList;
00011	
00012	simulated native function bool AttachDecal( float TraceDistance, optional vector DecalDir ); // trace forward and attach this decal to surfaces.
00013	simulated native function DetachDecal(); // detach this decal from all surfaces.
00014	
00015	simulated event PostBeginPlay()
00016	{
00017		AttachToSurface();
00018	}
00019	
00020	simulated function AttachToSurface()
00021	{
00022		if(!AttachDecal(100))	// trace 100 units ahead in direction of current rotation
00023			Destroy();
00024	}
00025	
00026	simulated function DirectionalAttach(vector Dir, vector Norm) {}
00027	
00028	simulated event Destroyed()
00029	{
00030		DetachDecal();
00031		Super.Destroyed();
00032	}
00033	
00034	event Update(Actor L);
00035	
00036	defaultproperties
00037	{
00038	     MultiDecalLevel=4
00039	     bHighDetail=True
00040	     bNetTemporary=True
00041	     bNetOptional=True
00042	     RemoteRole=ROLE_None
00043	     DrawType=DT_None
00044	     bUnlit=True
00045	     bGameRelevant=True
00046	     CollisionRadius=0.000000
00047	     CollisionHeight=0.000000
00048	}

End Source Code