57 lines
1.2 KiB
Ucode
57 lines
1.2 KiB
Ucode
// In case you want to put a basic mesh in the world which spawns Squirrelzero's lightsourced Shadows...
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class RealTimeShadowMeshActor extends pawn;
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var Effect_ShadowController RealtimeShadow;
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var () bool bRealtimeShadows; // Advanced Shadows care of Squirrelzero's code.
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simulated function PostBeginPlay()
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{
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if (bActorShadows &&(Level.NetMode != NM_DedicatedServer))
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{
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// decide which type of shadow to spawn
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if (bRealtimeShadows)
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{
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RealtimeShadow = Spawn(class'Effect_ShadowController',self,'',Location);
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RealtimeShadow.Instigator = self;
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RealtimeShadow.Initialize();
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}
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}
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}
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function TakeDamage( int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex){}
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defaultproperties
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{
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bRealtimeShadows = true
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bMovable = false
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bStasis = false
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DrawType=DT_StaticMesh
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StaticMesh=StaticMesh'GKStaticMeshes.basicShapes.BasicCube'
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ControllerClass=none
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bCanBeDamaged=false
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bInvulnerableBody = true
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bJumpCapable=false
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bCanJump=false
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bCanWalk=false
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bCanSwim=false
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bCanFly=false
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Physics = PHYS_None
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CollisionHeight = 40
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CollisionRadius = 20
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bStaticLighting = true
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}
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