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U2Weapons.projectileEMP


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//=============================================================================
// projectileEMP.uc -- spawned by weaponEnergyRifle AltFire(), and projectileGrenadeEMP
// $Author: Aleiby $
// $Date: 11/10/02 8:43p $
// $Revision: 19 $
//=============================================================================
class projectileEMP extends U2Projectile;

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

var() float RadiusPerSecond;
var() float MaxDamageRadius;

var ParticleSalamander Effect;

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

	if( bDeleteMe )
		return;

	if( Level.NetMode!=NM_DedicatedServer )
	{
		Effect = ParticleSalamander( class'ParticleGenerator'.static.CreateNew( Self, ParticleSalamander'ER_Alt_Projectile_volatile.ParticleSalamander0', Location ) );
		Effect.Trigger(Self,Instigator);
		Effect.SetBase( Self );
	}
}

simulated event Destroyed()
{
	if( Effect!=None )
	{
		Effect.Destroy();
		Effect = None;
	}

	Super.Destroyed();
}

simulated event Tick( float DeltaTime )
{
	DamageRadius = FMin( RadiusPerSecond * GetLifeSeconds(), MaxDamageRadius );
//	if( DamageRadius > 0.0 )
//		HurtRadius( Damage * DeltaTime, DamageRadius, MyDamageType, 0.0, Location );
}

function TakeDamage( int Damage, Pawn InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType )
{
	if( DamageType==class'DamageTypeEnergyRifle' )
		Super.TakeDamage( Damage, InstigatedBy, HitLocation, Momentum, DamageType );
}

/*
simulated function ProcessTouch( Actor Other, vector HitLocation )
{
	// ignore actors
}


simulated event HitWallEx( CheckResult Hit )
{
	// ignore walls
}


simulated function ExplodeEx( CheckResult Hit )
{
	// do nothing
}
*/

defaultproperties
{
	RadiusPerSecond=60.000000
	MaxDamageRadius=120.000000
	ExplosionEffect=Class'U2Weapons.ER_EMPExplosion'
	ShakeRadius=1024.000000
	ShakeMagnitude=30.000000
	ShakeDuration=1.000000
	bNoFalloff=true
	speed=800.000000
	MaxSpeed=800.000000
	Damage=180.000000
	DamageRadius=160.000000
	MyDamageType=Class'U2.DamageTypeEMP'
	LifeSpan=2.000000
	AmbientSound=Sound'U2WeaponsA.EnergyRifle.ER_EMP'
	SoundRadius=80.000000
	SoundVolume=218
     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 10:48:41.149 - Created with UnCodeX