RuneI
Class SigilFlameSword

source: c:\runehov\RuneI\Classes\SigilFlameSword.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Effects
         |
         +--RuneI.Sigil
            |
            +--RuneI.SigilFlameSword
Direct Known Subclasses:None

class SigilFlameSword
extends RuneI.Sigil

//============================================================================= // SigilFlameSword. // // SigilFlameSword controls the delays creation of the particle fire on the // FlameSword, as well as spawning a flashing symbol effect. // Once the symbol has flashed, it is replaced with more fire (because we // cannot attached more than one object to a given joint) //=============================================================================
Variables
 int FireCount


Function Summary
 
simulated
SigilRemove()
 
simulated
Spawned()
 
simulated
Timer()



Source Code


00001	//=============================================================================
00002	// SigilFlameSword.
00003	//
00004	// SigilFlameSword controls the delays creation of the particle fire on the
00005	// FlameSword, as well as spawning a flashing symbol effect.
00006	// Once the symbol has flashed, it is replaced with more fire (because we
00007	// cannot attached more than one object to a given joint)
00008	//=============================================================================
00009	class SigilFlameSword expands Sigil;
00010	
00011	var int FireCount;
00012	
00013	simulated function Spawned()
00014	{
00015		FireCount = 2; // First Joint on flame sword
00016		SetTimer(0.1, true);
00017	}
00018	
00019	simulated function SigilRemove()
00020	{
00021		local actor fire;
00022	
00023		fire = Spawn(class'TorchFire', Owner,, Owner.GetJointPos(1));
00024		if(fire != None)
00025			Owner.AttachActorToJoint(fire, 1);
00026	
00027		Super.SigilRemove();
00028	}
00029	
00030	simulated function Timer()
00031	{
00032		local actor fire;
00033	
00034		fire = Spawn(class'TorchFire', Owner,, Owner.GetJointPos(FireCount));
00035		if(fire != None)
00036			Owner.AttachActorToJoint(fire, FireCount);					
00037	
00038		FireCount++;
00039		if(FireCount > 6)
00040			SetTimer(0, false);
00041	}
00042	
00043	defaultproperties
00044	{
00045	}

End Source Code