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class HitSound extends GameRules; #exec AUDIO IMPORT FILE=Sounds\Hit.wav GROUP=Sounds #exec AUDIO IMPORT FILE=Sounds\TeamHit.wav GROUP=Sounds var sound Hit; var sound TeamHit; function int NetDamage( int OriginalDamage, int Damage, pawn injured, pawn instigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType ) { local sound Sound; if ( NextGameRules != None ) Damage = NextGameRules.NetDamage( OriginalDamage,Damage,injured,instigatedBy,HitLocation,Momentum,DamageType ); if( InstigatedBy != None && injured != None && InstigatedBy != injured && InstigatedBy.IsPlayer() ) { if( InstigatedBy.SameTeam( injured ) ) Sound = TeamHit; else Sound = Hit; if( PlayerController(InstigatedBy.Controller) != None ) PlayerController(InstigatedBy.Controller).ClientPlaySound( Sound, true ); } return Damage; } defaultproperties { Hit=Sound'U2.Sounds.Hit' TeamHit=Sound'U2.Sounds.TeamHit' UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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