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//============================================================================= // projectileGrenade.uc -- base class for all weaponGrenadeLauncher projectiles // $Author: Aleiby $ // $Date: 10/03/02 6:09p $ // $Revision: 23 $ //============================================================================= class projectileGrenade extends U2Projectile abstract; #exec OBJ LOAD File=..\System\ParticleRes\GrenadeFX.u #exec OBJ LOAD File=..\System\ParticleRes\water_fx.u #exec OBJ LOAD File=..\StaticMeshes\343M.usx var ParticleSalamander Sal; event Replication() { Super.Replication(); DOREP('bBounce'); } simulated event PostBeginPlay() { Super.PostBeginPlay(); if( !bDeleteMe ) PhysicsVolumeChange(PhysicsVolume); } event PhysicsVolumeChange( PhysicsVolume NewVolume ) { if( Level.NetMode!=NM_DedicatedServer ) { if( Sal!=None ) { Sal.ParticleDestroy(); Sal.SetPhysics(PHYS_None); Sal.LightType = LT_None; Sal = None; } if( NewVolume.bWaterVolume ) Sal = ParticleSalamander( class'ParticleGenerator'.static.CreateNew( Self, ParticleSalamander'water_fx.ParticleSalamander2', Location ) ); else Sal = ParticleSalamander( class'ParticleGenerator'.static.CreateNew( Self, ParticleSalamander'GrenadeFX.ParticleSalamander2', Location ) ); Sal.SetRotation( Rotation ); Sal.SetBase( Self ); } } simulated event Destroyed() { Super.Destroyed(); if( Sal!=None ) { Sal.ParticleDestroy(); Sal.SetPhysics(PHYS_None); Sal.LightType = LT_None; Sal = None; } } defaultproperties { BounceDamping=0.400000 ImpactHandlerClass=Class'U2Weapons.impactGrenade' BounceSoundRadius=100.000000 ShakeRadius=1024.000000 ShakeMagnitude=60.000000 ShakeDuration=0.500000 bExplodeImpactSound=false speed=1200.000000 MaxSpeed=1200.000000 DamageRadius=320.000000 Physics=PHYS_Falling DrawType=DT_StaticMesh StaticMesh=StaticMesh'343M.Projectiles.Grenade' LifeSpan=3.000000 AmbientSound=Sound'U2WeaponsA.GrenadeLauncher.GL_Grenade' DrawScale=2.000000 bNoStaticMeshCollide=true AmbientRotationRate=(Roll=65536) UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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