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//============================================================================= // impactEnergyRifle.uc // $Author: Sbrown $ // $Date: 4/26/02 5:18p $ // $Revision: 6 $ //============================================================================= class impactEnergyRifle extends ImpactHandler; #exec OBJ LOAD File=..\System\ParticleRes\Impact_Metal_P.u defaultproperties { MaterialSounds(0)=(ImpactSound=Sound'U2WeaponsA.BulletImpacts.BulletMetal01',RicochetSound=Sound'U2WeaponsA.BulletImpacts.RicMetal01') MaterialSounds(1)=(TextureType=TT_ForceWall,ImpactSound=Sound'U2WeaponsA.BulletImpacts.ForceWallHit01') MaterialSounds(2)=(TextureType=TT_ForceWall,ImpactSound=Sound'U2WeaponsA.BulletImpacts.ForceWallHit02') MaterialSounds(3)=(TextureType=TT_ForceWall,ImpactSound=Sound'U2WeaponsA.BulletImpacts.ForceWallHit03') MaterialSounds(4)=(TextureType=TT_ForceWall,ImpactSound=Sound'U2WeaponsA.BulletImpacts.ForceWallHit04') MaterialEffects(0)=(RicochetProbability=1.000000,RicochetIncidenceThreshold=0.015000,MaxRicochetCount=3,RicochetDamping=1.000000) MaterialEffects(1)=(TextureType=TT_Skin) MaterialEffects(2)=(TextureType=TT_ForceWall,ParticleEffect=ParticleSalamander'Impact_Metal_P.ParticleSalamander0') RicochetProjectile=Class'U2Weapons.projectileEnergyBeam' } |
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