Core.Object | +--Engine.Actor | +--Engine.Effects | +--RuneI.ProtectionSphere
float
DecayPerSecond
GlowHigh
bool
JointDamaged(int Damage, Pawn EventInstigator, vector HitLoc, vector Momentum, name DamageType, int joint)
void
Tick(float DeltaTime)
/*
00001 //============================================================================= 00002 // ProtectionSphere. 00003 //============================================================================= 00004 class ProtectionSphere expands Effects; 00005 00006 var() float GlowHigh; 00007 var() float DecayPerSecond; 00008 00009 function bool JointDamaged(int Damage, Pawn EventInstigator, vector HitLoc, vector Momentum, name DamageType, int joint) 00010 { 00011 local rotator rot; 00012 00013 rot = rotator(HitLoc - Location); 00014 Spawn(class'ProtSphereDamage',,,HitLoc,rot); 00015 return false; // end swipe 00016 } 00017 00018 /* 00019 function Tick(float DeltaTime) 00020 { 00021 if (ScaleGlow > 0) 00022 { 00023 ScaleGlow -= DeltaTime * DecayPerSecond; 00024 if (ScaleGlow < 0) 00025 { 00026 ScaleGlow = 0; 00027 bHidden=true; 00028 } 00029 } 00030 } 00031 */ 00032 00033 defaultproperties 00034 { 00035 GlowHigh=3.000000 00036 DecayPerSecond=2.000000 00037 DrawType=DT_SkeletalMesh 00038 Style=STY_Translucent 00039 Sprite=Texture'RuneFX.Spark1' 00040 Texture=Texture'RuneFX.Spark1' 00041 DrawScale=13.000000 00042 ScaleGlow=0.400000 00043 CollisionRadius=50.000000 00044 CollisionHeight=50.000000 00045 bCollideActors=True 00046 bSweepable=True 00047 Skeletal=SkelModel'objects.Fruit' 00048 }