// A simple static mesh modded to cast dynamic shadows. class ShadowStatic extends StaticMeshActor; // shadow variables var Projector Shadow; var ShadowProjector PlayerShadow; var globalconfig bool bBlobShadow; function PostBeginPlay() { PlayerShadow = Spawn(class'ShadowProjector',Self,'',Location); PlayerShadow.ShadowActor = self; PlayerShadow.bBlobShadow = bBlobShadow; PlayerShadow.LightDirection = Normal(vect(1,1,3)); PlayerShadow.LightDistance = 320; PlayerShadow.MaxTraceDistance = 350; PlayerShadow.InitShadow(); PlayerShadow.bShadowActive = true; } simulated function Destroyed() { if( PlayerShadow != None ) PlayerShadow.Destroy(); Super.Destroyed(); } defaultproperties { }