//============================================================================= // BloodDrop. //============================================================================= class BloodDrop expands Effects; var() bool bDecal; function PostBeginPlay() { // Velocity = (Vector(Rotation) * (400 + 200 * FRand()) ); Velocity.z += 30; Texture = MultiSkins[Rand(8)]; Drawscale = FRand()*0.2+0.1; } auto state Explode { simulated function Landed( vector HitNormal ) { if ( bDecal ) Spawn(class'BloodSpurt',,,Location,rotator(HitNormal)); Destroy(); } simulated function HitWall( vector HitNormal, actor Wall ) { if ( bDecal ) Spawn(class'BloodSpurt',,,Location,rotator(HitNormal)); Destroy(); } } defaultproperties { bDecal=True Physics=PHYS_Falling RemoteRole=ROLE_None LifeSpan=3.000000 DrawType=DT_Sprite Style=STY_Masked Texture=Texture'JLF.Blood.BD3' DrawScale=0.300000 MultiSkins(0)=Texture'JLF.Blood.BD3' MultiSkins(1)=Texture'JLF.Blood.BD4' MultiSkins(2)=Texture'JLF.Blood.BD6' MultiSkins(3)=Texture'JLF.Blood.BD9' MultiSkins(4)=Texture'JLF.Blood.BD10' MultiSkins(5)=Texture'JLF.Blood.BD3' MultiSkins(6)=Texture'JLF.Blood.BD4' MultiSkins(7)=Texture'JLF.Blood.BD6' bBounce=True NetPriority=2.000000 }