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//============================================================================= // Shadow. //============================================================================= class Shadow extends Decal; var vector lastLocation; var bool bHasDecal; // the issue here is that we dont want to detach/attach the decal every frame // given that often we are off screen and/or irrelevant // however, the fact that we have 2 objects makes it all somewhat ugly // i.e. we need to update the shadow whenever it should move // now, if the owner moves, we have to move the shadow itself function Tick(float deltaTime) { local vector EndTrace, HitLocation, HitNormal; local Actor hit; local float dist; local ScriptedPawn pawnOwner; local bool recentlyDrewShadow, recentlyDrewOwner; local bool doDraw; Super.Tick(deltaTime); if (Owner == None) { Destroy(); return; } // don't update if our owner is in stasis or isn't moving if (Owner.InStasis() || (VSize(Owner.Location - lastLocation) < 0.1)) if (bHasDecal) // we are doing nothing, we have a decal, we are fine return; // in our dream world, these two would be "last frame" not "recently" recentlyDrewShadow = (lastRendered()<1.0); recentlyDrewOwner = (Owner.lastRendered()<1.0); doDraw = recentlyDrewShadow || recentlyDrewOwner; if (bHasDecal) { DetachDecal(); bHasDecal=False; } // temp until this works better if (Owner.IsA('DeusExPlayer')) doDraw = True; if (!doDraw) return; // save our location to check next frame - only if we move the shadow, however lastLocation = Owner.Location; // trace down about 30 feet EndTrace = Owner.Location - vect(0,0,480); hit = Trace(HitLocation, HitNormal, EndTrace, Owner.Location, True); if (hit != None) { dist = VSize(HitLocation - Owner.Location); DrawScale = (Owner.CollisionRadius / 15.0) - ((dist - Owner.CollisionHeight) / 130.0); pawnOwner = ScriptedPawn(Owner); if (pawnOwner != None) DrawScale *= pawnOwner.ShadowScale; if (DrawScale < 0) DrawScale = 0; SetLocation(HitLocation); SetRotation(Rotator(HitNormal)); AttachDecal(32,vect(0.1,0.1,0)); bHasDecal=True; } } defaultproperties { bHasDecal=True Texture=Texture'DeusExItems.Skins.FlatFXTex40' } |
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