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class BioFire extends ProjectileFire; function DrawMuzzleFlash(Canvas Canvas) { if (FlashEmitter != None) FlashEmitter.SetRotation(Weapon.Rotation); Super.DrawMuzzleFlash(Canvas); } function float MaxRange() { return 1500; } defaultproperties { ProjSpawnOffset=(X=20.000000,Y=9.000000,Z=-6.000000) bSplashDamage=True bRecommendSplashDamage=True bTossed=True FireEndAnim= FireSound=SoundGroup'WeaponSounds.BioRifle.BioRifleFire' FireForce="BioRifleFire" FireRate=0.330000 AmmoClass=Class'XWeapons.BioAmmo' AmmoPerFire=1 ShakeRotMag=(X=70.000000) ShakeRotRate=(X=1000.000000) ShakeRotTime=1.800000 ShakeOffsetMag=(Z=-2.000000) ShakeOffsetRate=(Z=1000.000000) ShakeOffsetTime=1.800000 ProjectileClass=Class'XWeapons.BioGlob' BotRefireRate=0.800000 FlashEmitterClass=Class'XEffects.BioMuzFlash1st' } |
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