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U2Weapons.projectileQuantumWave


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//=============================================================================
// projectileQuantumWave.uc -- spawned by the weaponSingularityCannon AltFire()
// $Author: Aleiby $
// $Date: 10/03/02 6:09p $
// $Revision: 12 $
//=============================================================================
class projectileQuantumWave extends U2Projectile;

// Fix ARL: Needs real particle effects!!

#exec OBJ LOAD File=..\System\ParticleRes\cool_vortex2.u

var() float GrowthRate;

var ParticleSalamander Sal;

simulated event PostBeginPlay()
{
	Super.PostBeginPlay();
	
	if( bDeleteMe )
		return;

	if( Level.NetMode!=NM_DedicatedServer )
	{
		Sal = ParticleSalamander( class'ParticleGenerator'.static.CreateNew( Self, ParticleSalamander'cool_vortex2.ParticleSalamander0', Location ) );
		Sal.SetRotation( Rotation );
		Sal.SetBase( Self );
	}
}

simulated event PhysicsVolumeChange( PhysicsVolume NewVolume )
{
	// do nothing
}


//mjl-tbd: size may be wrong upon becoming relevant
simulated event Tick( float DeltaTime )
{
	local float DeltaGrowthRate;
	local vector NewScale;

	DeltaGrowthRate = 1.0 + ( GrowthRate * DeltaTime );

	SetCollisionSize( CollisionRadius * DeltaGrowthRate, CollisionHeight );

	NewScale.X = DrawScale3D.X*DeltaGrowthRate;
	NewScale.Y = DrawScale3D.Y*DeltaGrowthRate;
	NewScale.Z = DrawScale3D.Z;
	SetDrawScale3D(NewScale);
}


simulated function ExplodeEx( CheckResult Hit )
{
	if( Role == ROLE_Authority )
	{
		PlaySound( ImpactSound, SLOT_Interact );
		MakeNoise( 1.0 );
		if( Hit.Actor!=None )
			Hit.Actor.TakeDamage( Damage, Instigator, Hit.Location, MomentumTransfer * Normal(Velocity), MyDamageType );
	}
}

simulated event Destroyed()
{
	Super.Destroyed();

	if( Sal!=None )
	{
		Sal.ParticleDestroy();
		Sal.SetPhysics(PHYS_None);
		Sal.LightType = LT_None;
		Sal = None;
	}
}

defaultproperties
{
	GrowthRate=0.750000
	speed=650.000000
	MaxSpeed=650.000000
	Damage=100.000000
	MomentumTransfer=90000.000000
	MyDamageType=Class'U2.DamageTypePhysical'
	LifeSpan=10.000000
	AmbientSound=Sound'U2WeaponsA.SingularityCannon.SC_QuantumWave'
	bCollideWorld=false
	bAllowClipping=true
     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 10:48:41.234 - Created with UnCodeX