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U2Weapons.projectileHeavyRocket


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//=============================================================================
// projectileHeavyRocket.uc -- spawned by the weaponRocketLauncher Fire()
// $Author: Aleiby $
// $Date: 7/18/02 5:05p $
// $Revision: 16 $
//=============================================================================
class projectileHeavyRocket extends U2Projectile;

#exec OBJ LOAD File=..\StaticMeshes\343M.usx
#exec OBJ LOAD File=..\System\ParticleRes\RocketEffects.u

var ParticleSalamander Sal;
var RL_Blower Blower;
var RL_Sucker Sucker;
var() float ExplosionThreshold;	//ARL: Move to base U2Projectile code?

// mdf/arl-tbd: option to disable effects for testing speedup (simply hiding assets = lots of 
// warning spam) users will pbly want to be able to disable this also -- is there an effective
// way to do this currently, e.g. through the particle details settings?
var() globalconfig bool bNoEffects;						

simulated function bool ShouldSpawnEffect()
{
	if( bNoEffects )
		ExplosionEffect = None;

	return ( !bNoEffects && Super.ShouldSpawnEffect() );
}
simulated function ParticleSalamander SpawnEffect()
{
	//ARL -- too slow!
	// backblast
	Sal = ParticleSalamander( class'ParticleGenerator'.static.CreateNew( Self, ParticleSalamander'RocketEffects.ParticleSalamander0', Location - (vector(Rotation)*16) ) );
	Sal.SetRotation( Rotation );
	Sal.Trigger(Self,Instigator);
	Sal.ParticleLifeSpan = 5.0;

	// rocket trail
	Sal = ParticleSalamander( class'ParticleGenerator'.static.CreateNew( Self, ParticleSalamander'RocketEffects.ParticleSalamander1', Location ) );
	Sal.SetRotation( Rotation );
	Sal.SetBase( Self );

	Blower = Spawn( class'RL_Blower', , , Location, Rotation );
	Blower.SetBase( Self );

	Sucker = Spawn( class'RL_Sucker', , , Location, rotator( -Vector( Rotation ) ) );
	Sucker.SetBase( Self );

	return Sal;
}

simulated function ExplodeEx( CheckResult Hit )
{
	Super.ExplodeEx(Hit);

	if( Level.NetMode != NM_DedicatedServer )
		Spawn( class'GenericExplosionBlower' );
}

simulated event Destroyed()
{
	if( Sal != None )
	{
		Sal.ParticleDestroy();
		Sal.bAllowClipping = true;
		Sal.Velocity = Velocity;
		Sal.LightType = LT_None;
		Sal.SetPhysics( PHYS_Projectile );
		Sal = None;
	}
	if( Blower != None )
	{
		Blower.Destroy();
		Blower = None;
	}
	if( Sucker != None )
	{
		Sucker.Destroy();
		Sucker = None;
	}

	Super.Destroyed();
}


function TakeDamage( int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType )
{
	if (Damage > ExplosionThreshold)
		Explode( Location, vector(Rotation) );
}

defaultproperties
{
	ExplosionThreshold=20.000000
	ImpactHandlerClass=Class'U2Weapons.impactHeavyRocket'
	ExplosionEffect=Class'U2Weapons.RL_Explosion'
	ShakeRadius=1024.000000
	ShakeMagnitude=40.000000
	ShakeDuration=0.500000
	speed=2300.000000
	MaxSpeed=2300.000000
	Damage=200.000000
	DamageRadius=256.000000
	MomentumTransfer=80000.000000
	MyDamageType=Class'U2.DamageTypePhysical'
	DrawType=DT_StaticMesh
	StaticMesh=StaticMesh'343M.Projectiles.Rocket_Whole'
	LifeSpan=6.000000
	AmbientSound=Sound'U2WeaponsA.RocketLauncher.RL_Rocket'
	AmbientGlow=96
	SoundRadius=120.000000
	SoundVolume=255
	SoundPitch=100
	TransientSoundRadius=800.000000
	bNoStaticMeshCollide=true
	bFixedRotationDir=true
	RotationRate=(Roll=50000)
	DesiredRotation=(Roll=30000)
     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 10:48:41.201 - Created with UnCodeX