Core.Object | +--Engine.Actor | +--Engine.Effects | +--RuneI.SonicBlastHighLight
int
TexStage
float
Time
simulated
Spawned()
Tick(float DeltaTime)
00001 //============================================================================= 00002 // SonicBlastHighlight. 00003 //============================================================================= 00004 class SonicBlastHighLight expands Effects; 00005 00006 const TimeStep = 0.1; 00007 00008 var float Time; 00009 var int TexStage; 00010 00011 simulated function Spawned() 00012 { 00013 Time = 0; 00014 TexStage = 0; 00015 } 00016 00017 simulated function Tick(float DeltaTime) 00018 { 00019 local float newRadius; 00020 local vector loc; 00021 local rotator rot; 00022 00023 DrawScale += DeltaTime * DrawScale * 2; 00024 00025 rot = Rotation; 00026 rot.Roll += 50000 * DeltaTime / (DrawScale * 0.25); 00027 SetRotation(rot); 00028 00029 Time += DeltaTime; 00030 while(Time >= TimeStep) 00031 { 00032 Time -= TimeStep; 00033 TexStage++; 00034 if(TexStage >= 7) 00035 { 00036 Destroy(); 00037 return; 00038 } 00039 } 00040 } 00041 00042 defaultproperties 00043 { 00044 RemoteRole=ROLE_SimulatedProxy 00045 DrawType=DT_VerticalSprite 00046 Style=STY_Translucent 00047 Texture=Texture'RuneFX.sonic3' 00048 ScaleGlow=0.700000 00049 }