//=================================================================== // ProjectileBodyPart // Copyright (C) 2012 Tripwire Interactive LLC // John "Ramm-Jaeger" Gibson // // Base class for body parts that have been blown and attached to a // projectile to fly through the air, stick to a wall, etc //=================================================================== class ProjectileBodyPart extends Actor; var class BleedingEmitterClass; // class of the bleeding emitter var() Emitter Trail; var() float MaxSpeed; // Maximum speed this Gib should move simulated function PostBeginPlay() { SpawnTrail(); } simulated function Destroyed() { if( Trail != none ) Trail.Destroy(); Super.Destroyed(); } simulated function SpawnTrail() { if ( Level.NetMode != NM_DedicatedServer ) { Trail = Spawn(BleedingEmitterClass, self,, Location, Rotation); Trail.LifeSpan = LifeSpan;//1.8; Trail.SetPhysics( PHYS_Trailer ); } } defaultproperties { bUnlit=false TransientSoundVolume=+0.17 BleedingEmitterClass=class'ROBloodSpurt' LifeSpan=8.0 bCollideWorld=false bCollideActors=false MaxSpeed=100000 DrawType=DT_StaticMesh bHardAttach=True RemoteRole=ROLE_None Physics=PHYS_none bBounce=False Mass=30 bUseCylinderCollision=false }