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- public class EffectDiscDecay extends Codex {
- private int padGuid;
-
- public void EndEffect(int targetGuid) {
- CodexThing pad = new CodexThing(this.padGuid);
- pad.Remove();
- }
-
- public void restore(int flags) {
- this.padGuid = CodexSequence.RestoreInt();
- }
-
- public void effectstarted(int actorGuid, int effectGuid, int creatorGuid, int duration) {
- CodexActor _Target = new CodexActor(actorGuid);
- ((CodexThing)_Target).SpawnThing("invshockwave_y");
- this.padGuid = ((CodexThing)_Target).SpawnThing("swirlingSkullsYellow");
- float[] offset = new float[3];
- offset[0] = offset[1] = offset[2] = 0.0F;
- ((CodexThing)_Target).AttachThing(this.padGuid, -1, offset, 1);
- ((Codex)this).CaptureThing(creatorGuid);
- }
-
- public void killed(int guid, int causeID, int captureID) {
- this.EndEffect(guid);
- }
-
- public void save(int flags) {
- CodexSequence.SaveInt(this.padGuid);
- }
-
- public void effectended(int actorGuid, int effectGuid, int creatorGuid, int reason) {
- this.EndEffect(actorGuid);
- }
- }
-