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//============================================================================= // WeaponInvMagicPistol.uc // $Author: Mbaldwin $ // $Date: 12/10/02 8:16p $ // $Revision: 5 $ //============================================================================= class WeaponInvMagicPistol extends WeaponInvPistol; // Special subclass used only in final cutscene. function GiveTo( pawn Other, optional bool bDontTryToSwitch ) //PostBeginPlay is too soon -- Tag gets set in execSpawn. :( { Super.GiveTo(Other, bDontTryToSwitch); Tag='MagicPistol'; } simulated function NotifyPlaySoundSlot( string Slot ) { if(Slot!="Fire") Super.NotifyPlaySoundSlot(Slot); } simulated function MeshAgentCallActionEx( name Sequence ) { if(Sequence!='Magic') Super.MeshAgentCallActionEx(Sequence); } simulated function SetFireSkin(){} function TraceFire( float TraceSpread ){} simulated function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) { Super.NotifyPlaySoundSlot("Fire"); ParticleTrigger("Magic"); PlayAnimEx('Magic'); Super.SetFireSkin(); } defaultproperties { GunButtSounds(0)=Sound'U2WeaponsA.GunButt.GunButt01' GunButtSounds(1)=Sound'U2WeaponsA.GunButt.GunButt02' GunButtSounds(2)=Sound'U2WeaponsA.GunButt.GunButt03' GunButtSounds(3)=Sound'U2WeaponsA.GunButt.GunButt04' DecoEffects(0)=(AnimSequence=Magic,DecoClass=Class'U2Weapons.P_LightEffect',MountNode="#Muzzleflash",MountOffset=(X=15.000000,Z=15.000000),bTriggerUpdateOnly=true) TargetableTypes(0)='Pawn' ThirdPersonMesh=LegendMesh'GlmWeaponsG.P_TP_Magic' UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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