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U2Weapons.projectileEMPimp


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//=============================================================================
// projectileEMP.uc -- spawned by weaponEnergyRifle AltFire(), and projectileGrenadeEMP
// $Author: Aleiby $
// $Date: 11/10/02 8:30p $
// $Revision: 1 $
//=============================================================================
class projectileEMPimp extends U2Projectile;

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

var ParticleSalamander Effect;
var float ActivationTime;

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 );
	}

	SetTimer(ActivationTime,false);
	Disable('Tick');
}

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

	Super.Destroyed();
}

simulated event Timer()
{
	Enable('Tick');
}

simulated event Tick( float DeltaTime )
{
	local pawn Victims;
	if(default.LifeSpan-LifeSpan<ActivationTime) return;	// ignore first call when we are spawned.
	foreach VisibleCollidingActors( class'Pawn', Victims, DamageRadius * 0.5, Location )
		if( (Victims != self) && (Victims.Role == ROLE_Authority) )
			Destroy();
}

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

defaultproperties
{
	ActivationTime=0.900000
	ExplosionEffect=Class'U2Weapons.ER_EMPExplosion'
	ShakeRadius=1024.000000
	ShakeMagnitude=30.000000
	ShakeDuration=1.000000
	bNoFalloff=true
	speed=800.000000
	MaxSpeed=800.000000
	Damage=210.000000
	DamageRadius=290.000000
	MomentumTransfer=5000.000000
	MyDamageType=Class'U2.DamageTypeEMP'
	LifeSpan=7.000000
	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 10:48:41.154 - Created with UnCodeX