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// In case you want to put a basic mesh in the world which spawns Squirrelzero's lightsourced Shadows... class RealTimeShadowMeshActor extends pawn; var Effect_ShadowController RealtimeShadow; var () bool bRealtimeShadows; // Advanced Shadows care of Squirrelzero's code. simulated function PostBeginPlay() { if (bActorShadows &&(Level.NetMode != NM_DedicatedServer)) { // decide which type of shadow to spawn if (bRealtimeShadows) { RealtimeShadow = Spawn(class'Effect_ShadowController',self,'',Location); RealtimeShadow.Instigator = self; RealtimeShadow.Initialize(); } } } function TakeDamage( int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex){} defaultproperties { bRealtimeShadows=True bJumpCapable=False bCanJump=False bCanWalk=False bInvulnerableBody=True ControllerClass=None DrawType=DT_StaticMesh StaticMesh=StaticMesh'GKStaticMeshes.basicShapes.BasicCube' bStasis=False bStaticLighting=True bMovable=False bCanBeDamaged=False CollisionRadius=20.000000 CollisionHeight=40.000000 } |
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