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//============================================================================= // AirBubble. //============================================================================= class AirBubble expands Effects; var() float RiseRate; var vector OrigVel; auto state Flying { simulated function Tick(float deltaTime) { Velocity.X = OrigVel.X + 8 - FRand() * 17; Velocity.Y = OrigVel.Y + 8 - FRand() * 17; Velocity.Z = RiseRate * (FRand() * 0.2 + 0.9); if (!Region.Zone.bWaterZone) Destroy(); } simulated function BeginState() { Super.BeginState(); OrigVel = Velocity; DrawScale += FRand() * 0.1; } } defaultproperties { RiseRate=50.000000 Physics=PHYS_Projectile LifeSpan=10.000000 DrawType=DT_Sprite Style=STY_Translucent Texture=Texture'DeusExItems.Skins.FlatFXTex45' DrawScale=0.050000 } |
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