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U2Weapons.projectileGrenadeIncendiary


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//=============================================================================
// projectileGrenadeIncendiary.uc -- spawned by the weaponGrenadeLauncher Fire()
// $Author: Aleiby $
// $Date: 9/29/02 2:11a $
// $Revision: 11 $
//=============================================================================
class projectileGrenadeIncendiary extends projectileGrenade;

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

//HACK(arl): Need to account for DestroyParticle spawned particles' lifespan.
simulated function ExplodeEx( CheckResult Hit )
{
	local ParticleGenerator Particles;

	Super.ExplodeEx(Hit);

	if( Level.NetMode != NM_DedicatedServer )
	{
		if( PhysicsVolume.bWaterVolume )
			Particles = class'ParticleGenerator'.static.CreateNew( self, ParticleGenerator'GL_cluster_fx.ParticleSalamander3', Hit.Location );
		else
			Particles = class'ParticleGenerator'.static.CreateNew( self, ParticleGenerator'GL_cluster_fx.ParticleSalamander0', Hit.Location );

		Particles.SetRotation( rotator(Hit.Normal) );
		Particles.Trigger( self, Instigator );
		Particles.ParticleLifeSpan = Particles.GetMaxLifeSpan() + Particles.TimerDuration + Particles.RampUpTime + Particles.RampDownTime + 5.0;
	}
}

defaultproperties
{
	ExplosionSound=Sound'U2WeaponsA.GrenadeLauncher.GL_ExplodeIncendiary'
	Damage=5.000000
	DamageRadius=128.000000
	MomentumTransfer=5000.000000
	MyDamageType=Class'U2.DamageTypeThermal'
	ExplosionDecal=Class'U2.U2BlastMark'
     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 10:48:41.190 - Created with UnCodeX