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Engine.Decal


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class Decal expands Actor
    native;

// properties
var int MultiDecalLevel;
var float LastRenderedTime;

// native stuff.
var const array<int> SurfList;

simulated native function Texture AttachDecal( float TraceDistance, optional vector DecalDir ); // trace forward and attach this decal to surfaces.
simulated native function DetachDecal(); // detach this decal from all surfaces.

simulated event PostBeginPlay()
{
    AttachToSurface();
}

simulated function AttachToSurface()
{
    if(AttachDecal(100) == None)    // trace 100 units ahead in direction of current rotation
        Destroy();
}

simulated event Destroyed()
{
    DetachDecal();
    Super.Destroyed();
}

event Update(Actor L);

defaultproperties
{
     MultiDecalLevel=4
     bHighDetail=True
     bNetTemporary=True
     bNetOptional=True
     RemoteRole=ROLE_None
     DrawType=DT_None
     bUnlit=True
     bGameRelevant=True
     CollisionRadius=0.000000
     CollisionHeight=0.000000
}

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Class file time: Do 19.5.2005 19:42:12.000 - Creation time: Fr 7.6.2013 13:15:37.488 - Created with UnCodeX