Core.Object | +--Engine.Actor | +--Engine.Emitter | +--Engine.ImpactEmitter
sound
ClientImpactSound
void
NoiseMake(Pawn P, float Amount)
//_____________________________________________________________________________
00001 //----------------------------------------------------------- 00002 // 00003 //----------------------------------------------------------- 00004 class ImpactEmitter extends Emitter; 00005 00006 var sound ClientImpactSound; // sound to play o impact for clients (on-line) 00007 00008 //_____________________________________________________________________________ 00009 // Play impact sounds client side 00010 simulated event PostBeginPlay() 00011 { 00012 if ( Level.NetMode == NM_Client ) 00013 { 00014 // Log(self@"PostBeginPlay sound"@ClientImpactSound); 00015 PlaySound(ClientImpactSound, 0); 00016 } 00017 } 00018 00019 //_____________________________________________________________________________ 00020 function NoiseMake(Pawn P, float Amount) 00021 { 00022 Instigator = P; 00023 MakeNoise(Amount); 00024 } 00025 00026 defaultproperties 00027 { 00028 bNetOptional=True 00029 bTearOff=True 00030 RemoteRole=ROLE_None 00031 SaturationDistance=100.000000 00032 StabilisationDistance=794.000000 00033 }