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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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