rott/kf_sources/KFMod/Classes/RealTimeShadowMeshActor.uc
2026-07-14 20:27:09 +07:00

57 lines
1.2 KiB
Ucode

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