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class BurningArea extends Engine.Actor; var() float burnTime "The number of seconds this burning area will burn for"; var() float burnDamageRate "The amount of damage per second caused when burned by this burning area"; var() float burnDamageRateReduction "The amount by which the burnDamageRate will decrease per second"; var() class<ProjectileDamageType> damageType "Damage type for the burn area object"; simulated function PostBeginPlay() { super.PostBeginPlay(); SetTimer(burnTime, false); } function Timer() { Destroy(); } simulated function Destroyed() { local int i; for (i = 0; i < Touching.Length; ++i) { if (Rook(Touching[i]) != None) Rook(Touching[i]).flameDamageReductionPerSecond = burnDamageRateReduction; } super.Destroyed(); } simulated function Tick(float Delta) { local Rook r; local int i; for (i = 0; i < Touching.Length; ++i) { if (!Touching[i].bProjTarget) continue; r = Rook(Touching[i]); if (r != None && r.flameDamagePerSecond < burnDamageRate && FastTrace(r.Location)) { if (r.flameDamagePerSecond == 0.0) r.TriggerEffectEvent('Burning'); r.flameSource = Instigator; r.flameDamageType = damageType; r.flameDamagePerSecond = burnDamageRate; r.flameDamageReductionPerSecond = 0.0; } } } simulated function UnTouch(Actor Other) { if (Rook(Other) != None) { Rook(Other).flameDamageReductionPerSecond = burnDamageRateReduction; } } defaultproperties { RemoteRole = ROLE_SimulatedProxy; DrawType = DT_None bCollideActors = true bNeedLifetimeEffectEvents = true CollisionRadius = 300 CollisionHeight = 300 burnTime = 5.0 burnDamageRate = 10.0 burnDamageRateReduction = 2.0 damageType = class'ProjectileDamageType' } |
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