61 lines
1.5 KiB
Ucode
61 lines
1.5 KiB
Ucode
//=============================================================================
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// KFKActorSpawnable
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//=============================================================================
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// Custom KActorSpawnable that's used by KFDestructibleActor
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// Used to set lighting params on the client for replicated KActors
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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// - Andrew "Strago" Ladenberger
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//=============================================================================
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class KFKActorSpawnable extends KActorSpawnable
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native(Effect);
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cpptext
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{
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UBOOL ShouldTrace(UPrimitiveComponent* Primitive, AActor *SourceActor, DWORD TraceFlags);
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}
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simulated event PostBeginPlay()
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{
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Super.PostBeginPlay();
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// Ideally, these never spawn on dedicated, but just in case destroy here
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if (WorldInfo.NetMode == NM_DedicatedServer && RemoteRole == ROLE_None)
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{
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Destroy();
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}
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}
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simulated function HideForInterval(float Duration)
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{
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if ( Duration > 0 )
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{
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StaticMeshComponent.SetHidden(TRUE);
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SetTimer(Duration, false, nameof(UnHideTimer));
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}
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}
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simulated function UnHideTimer()
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{
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StaticMeshComponent.SetHidden(FALSE);
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}
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/** Level was reset without reloading */
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simulated event Reset()
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{
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Destroy();
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}
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defaultproperties
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{
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Begin Object Name=StaticMeshComponent0
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CastShadow=FALSE
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RBChannel=RBCC_EffectPhysics
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End Object
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bBlockActors=FALSE
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LifeSpan=30.f
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RemoteRole=ROLE_None
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}
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