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//for node teleporting class ONSTeleportPad extends Actor placeable; var array<Material> RedSkins, BlueSkins; function UsedBy(Pawn user) { if (Owner != None) Owner.UsedBy(user); } simulated function SetTeam(byte Team) { if (Team == 0) Skins = RedSkins; else if (Team == 1) Skins = BlueSkins; else Skins.length = 0; } defaultproperties { RedSkins(0)=Texture'ONSstructureTextures.CoreGroup.PowerNodeTEX' RedSkins(1)=FinalBlend'ONSstructureTextures.CoreGroup.powerNodeUpperFLAREredFinal' RedSkins(2)=FinalBlend'AW-2004Particles.Energy.BeamHitFinal' BlueSkins(0)=Texture'ONSstructureTextures.CoreGroup.PowerNodeTEX' BlueSkins(1)=FinalBlend'ONSstructureTextures.CoreGroup.powerNodeUpperFLAREblueFinal' BlueSkins(2)=FinalBlend'AW-2004Particles.Energy.BeamHitFinal' DrawType=DT_StaticMesh StaticMesh=StaticMesh'VMStructures.CoreGroup.BaseNodeSM' bStatic=True bStasis=True bAcceptsProjectors=False RemoteRole=ROLE_None DrawScale=2.000000 bCollideActors=True bBlockActors=True bProjTarget=True } |
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