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U2Weapons.projectileGrenadeSmoke


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//=============================================================================
// projectileGrenadeSmoke.uc -- spawned by the weaponGrenadeLauncher Fire()
// $Author: Mfox $
// $Date: 8/12/02 2:14p $
// $Revision: 11 $
//=============================================================================
class projectileGrenadeSmoke extends projectileGrenade;

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

simulated function ExplodeEx( CheckResult Hit )
{
	local CoverProxy MyCoverProxy;
	
	Super.ExplodeEx( Hit );

	// spawn a proxy actor which lasts about as long as the smoke
	// that NPCs can hide behind.
	MyCoverProxy = Spawn( class'CoverProxy' );
	if( MyCoverProxy != None )
		MyCoverProxy.Init( 80, 80, 10.0 ); //!!mdf: determine size, lifespan from PS?
}
	

defaultproperties
{
	ExplosionSound=Sound'U2WeaponsA.GrenadeLauncher.GL_ExplodeSmoke'
	ParticleEffect=ParticleSalamander'GL_Smoke.ParticleSalamander0'
	Damage=5.000000
	DamageRadius=50.000000
	MyDamageType=Class'U2.DamageTypePhysical'
     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 10:48:41.194 - Created with UnCodeX