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//============================================================================= // projectileGrenadeConcussion.uc -- spawned by the weaponGrenadeLauncher Fire() // $Author: Mfox $ // $Date: 7/29/02 9:48p $ // $Revision: 4 $ //============================================================================= class projectileGrenadeConcussion extends projectileGrenade; #exec OBJ LOAD File=..\System\ParticleRes\concussion_grenade_FX.u simulated function ExplodeEx( CheckResult Hit ) { local ParticleGenerator Particles; Super.ExplodeEx(Hit); if( Level.NetMode != NM_DedicatedServer ) { Particles = class'ParticleGenerator'.static.CreateNew( self, ParticleGenerator'concussion_grenade_FX.ParticleSalamander0', Hit.Location + /*Hit.Normal*16.0*/vect(0,0,16) ); //Particles.SetRotation( rotator(Hit.Normal) ); Particles.SetRotation( rotator(vect(0,0,1)) ); Particles.Trigger( Self, Instigator ); Particles.ParticleLifeSpan = Particles.GetMaxLifeSpan() + Particles.TimerDuration + Particles.RampUpTime + Particles.RampDownTime + 5.0; Spawn( class'GenericExplosionBlower' ); } } defaultproperties { ExplosionSound=Sound'U2WeaponsA.GrenadeLauncher.GL_ExplodeConcussion' DamageRadius=1024.000000 UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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