Core.Object | +--Engine.Actor | +--Engine.Pawn | +--RuneI.ScriptPawn | +--RuneI.LokiHead
float
HeadTime
MaxDeviation
LokiEffect
plaque
void
Destroyed()
EMatterType
MatterForJoint(int joint)
//============================================================ // // MatterForJoint // // Returns what kind of material joint is associated with //============================================================
PreBeginPlay()
PreSetMovement()
Tick(float DeltaTime)
00001 //============================================================================= 00002 // LokiHead. 00003 //============================================================================= 00004 class LokiHead expands ScriptPawn; 00005 00006 // Emit light 00007 00008 var() float MaxDeviation; 00009 var float HeadTime; 00010 var LokiEffect plaque; 00011 00012 00013 function PreBeginPlay() 00014 { 00015 // Background sprite/smoke effect 00016 plaque = Spawn(class'LokiEffect',,, Location); 00017 00018 HeadTime=0; 00019 HomeBase = Location; 00020 00021 Super.PreBeginPlay(); 00022 } 00023 00024 function Destroyed() 00025 { 00026 if (plaque != None) 00027 plaque.Destroy(); 00028 Super.Destroyed(); 00029 } 00030 00031 function PreSetMovement() 00032 { 00033 bCanFly = true; 00034 } 00035 00036 function Tick(float DeltaTime) 00037 { 00038 local vector loc; 00039 local vector X,Y,Z; 00040 00041 HeadTime += DeltaTime; 00042 00043 GetAxes(Rotation, X,Y,Z); 00044 00045 loc = HomeBase + (Y * Sin(HeadTime) * MaxDeviation) + (Z * Cos(HeadTime) * 2 * MaxDeviation); 00046 SetLocation(loc); 00047 00048 Super.Tick(DeltaTime); 00049 } 00050 00051 00052 State Acquisition 00053 { 00054 ignores EnemyAcquired, SeePlayer, HearNoise; 00055 } 00056 00057 //============================================================ 00058 // 00059 // MatterForJoint 00060 // 00061 // Returns what kind of material joint is associated with 00062 //============================================================ 00063 function EMatterType MatterForJoint(int joint) 00064 { 00065 return MATTER_NONE; 00066 } 00067 00068 defaultproperties 00069 { 00070 MaxDeviation=5.000000 00071 bFallAtStartup=False 00072 AttitudeToPlayer=ATTITUDE_Ignore 00073 MaxMouthRot=7000 00074 MaxMouthRotRate=65535 00075 bDynamicLight=True 00076 DrawScale=5.000000 00077 CollisionRadius=67.000000 00078 CollisionHeight=100.000000 00079 bCollideActors=False 00080 bCollideWorld=False 00081 bBlockActors=False 00082 bBlockPlayers=False 00083 Skeletal=SkelModel'objects.Skull' 00084 }