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U2Weapons.projectileEnergyBeam


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//=============================================================================
// projectileEnergyBeam.uc -- spawned by the weaponEnergyRifle Fire()
// $Author: Mfox $
// $Date: 4/30/02 3:39p $
// $Revision: 10 $
//=============================================================================
class projectileEnergyBeam extends U2Projectile;

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

var ParticleSalamander Sal;


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

	StaticMesh = StaticMesh(DynamicLoadObject("EnergyRifleFX.StaticMesh2",class'StaticMesh'));
}

function TakeDamage( int Damage, Pawn InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType ){}

defaultproperties
{
	ImpactHandlerClass=Class'U2Weapons.impactEnergyRifle'
	MoveParticleEffect=ParticleSalamander'EnergyRifleFX.ParticleSalamander0'
	ShakeRadius=128.000000
	ShakeMagnitude=10.000000
	ShakeDuration=0.250000
	speed=1200.000000
	MaxSpeed=1200.000000
	Damage=20.000000
	MomentumTransfer=40000.000000
	MyDamageType=Class'U2.DamageTypeEnergyRifle'
	LightType=LT_Steady
	LightEffect=LE_NonIncidence
	LightBrightness=200
	LightHue=134
	LightSaturation=50
	LightRadius=4
	DrawType=DT_StaticMesh
	LifeSpan=7.500000
	AmbientSound=Sound'U2WeaponsA.EnergyRifle.ER_EnergyBeam'
	Texture=None
	DrawScale=0.050000
	DrawScale3D=(X=10.000000,Y=6.500000,Z=10.000000)
	ScaleGlow=10.000000
	AmbientGlow=128
	Style=STY_Translucent
	SoundVolume=218
	bNoStaticMeshCollide=true
	RenderIteratorClass=Class'Legend.AlwaysFaceRI'
     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 10:48:41.158 - Created with UnCodeX