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U2Weapons.projectileDispersionAlt


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//=============================================================================
// projectileDispersionAlt.uc
// $Author: Aleiby $
// $Date: 11/11/02 7:09p $
// $Revision: 11 $
//=============================================================================
class projectileDispersionAlt extends U2Projectile;

#exec OBJ LOAD File=..\System\ParticleRes\DispersionFX.u

var ParticleSalamander Sal;

simulated function SetCharge( float Pct )
{
	local SpriteParticleTemplate Template;

	Pct = FClamp(Pct,0.0,1.0);

	if( Level.NetMode!=NM_DedicatedServer && !bDeleteMe )
	{
		Sal = ParticleSalamander( class'ParticleGenerator'.static.CreateNew( Self, ParticleSalamander'DispersionFX.ParticleSalamander4', Location ) );
		Template = SpriteParticleTemplate(Sal.ParticleTemplates[1]);
		Template.CoronaScaleGlow = Pct;
		Sal.SetRotation( Rotation );
		Sal.SetBase( Self );
	}

	Damage = Blend( 20, default.Damage, Pct );
	DamageRadius = Blend( 72, default.DamageRadius, Pct );
	MomentumTransfer = Blend( 6000, default.MomentumTransfer, Pct );
}

simulated event Destroyed()
{
	Super.Destroyed();

	if( Sal!=None )
	{
		Sal.ParticleDestroy();
		Sal.SetPhysics(PHYS_None);
		Sal.LightType = LT_None;
		Sal = None;
	}
}

simulated function ExplodeEx( CheckResult Hit )
{
	local ParticleGenerator Particles;

	Super.ExplodeEx(Hit);

	if( Level.NetMode != NM_DedicatedServer )
	{
		Particles = class'ParticleGenerator'.static.CreateNew( self, ParticleGenerator'DispersionFX.ParticleSalamander0', Hit.Location );
		Particles.SetRotation( rotator(Hit.Normal) );
		Particles.Trigger( self, Instigator );
		Particles.ParticleLifeSpan = Particles.GetMaxLifeSpan() + 1.0;
	}
}

defaultproperties
{
	ExplosionSound=Sound'U2WeaponsA.Dispersion.DP_AltExplode'
	ShakeRadius=550.000000
	ShakeMagnitude=32.000000
	ShakeDuration=0.600000
	speed=900.000000
	MaxSpeed=900.000000
	Damage=76.000000
	DamageRadius=128.000000
	MomentumTransfer=60000.000000
	MyDamageType=Class'U2.DamageTypeElectrical'
	DrawType=DT_None
	LifeSpan=7.300000
	AmbientSound=Sound'U2WeaponsA.Dispersion.DP_ProjectileAlt'
	SoundRadius=20.000000
	SoundVolume=255
	TransientSoundRadius=800.000000
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

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Class file time: sk 3-1-2016 10:38:42.000 - Creation time: sk 3-1-2016 10:48:41.142 - Created with UnCodeX