// KFs very own higher-res Bloodstains class KFBloodStreakDecal extends KFBloodSplatterDecal; #exec OBJ LOAD File=KFX.utx simulated function PostBeginPlay() { /* local Vector RX, RY, RZ; local Rotator R; if ( PhysicsVolume.bNoDecals ) { Destroy(); return; } if( RandomOrient ) { R.Yaw = 0; R.Pitch = 0; R.Roll = 0; // R.Roll = Rand(65535); // GetAxes(R,RX,RY,RZ); // RX = RX >> Rotation; // RY = RY >> Rotation; // RZ = RZ >> Rotation; // R = OrthoRotation(RX,RY,RZ); SetRotation(R); } SetLocation( Location - Vector(Rotation)*PushBack ); Lifespan = FMax(0.5, LifeSpan + (Rand(4) - 2)); if ( Level.bDropDetail ) LifeSpan *= 0.5; AbandonProjector(LifeSpan*Level.DecalStayScale); Destroy(); */ ProjTexture = splats[Rand(3)]; FOV = 1; SetDrawScale((Rand(2)-0.6)); Super.PostBeginPlay(); } defaultproperties { Splats(0)=Texture'KFX.BloodStreak' Splats(1)=Texture'KFX.BloodStreak' Splats(2)=Texture'KFX.BloodStreak' PushBack=5.000000 RandomOrient=False ProjTexture=Texture'KFX.BloodStreak' LifeSpan=10.000000 }