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/** * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved. */ class UTDmgType_NightshadeBeam extends UTDamageType abstract; var ParticleSystem PS_AttachToGib; var name BoneToAttach; var ParticleSystem PS_AttachToBody; static function DoCustomDamageEffects(UTPawn ThePawn, class<UTDamageType> TheDamageType, const out TraceHitInfo HitInfo, vector HitLocation) { // call this so we don't have code duplication class'UTDmgType_LinkBeam'.static.DoCustomDamageEffects( ThePawn, TheDamageType, HitInfo, HitLocation ); } /** allows special effects when gibs are spawned via DoCustomDamageEffects() instead of the normal way */ simulated static function SpawnExtraGibEffects(UTGib TheGib) { if ( (TheGib.WorldInfo.GetDetailMode() != DM_Low) && !TheGib.WorldInfo.bDropDetail && FRand() < 0.70f ) { TheGib.PSC_GibEffect = new(TheGib) class'UTParticleSystemComponent'; TheGib.PSC_GibEffect.SetTemplate(default.PS_AttachToGib); TheGib.AttachComponent(TheGib.PSC_GibEffect); } } defaultproperties { PS_AttachToGib=ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Death_Gib_Effect' BoneToAttach="b_Spine1" PS_AttachToBody=ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Skeleton_Dissolve' DamageBodyMatColor=(R=50.000000,G=50.000000,B=50.000000,A=1.000000) DamageOverlayTime=0.500000 DeathOverlayTime=1.000000 bLeaveBodyEffect=True bUseDamageBasedDeathEffects=True DamageWeaponClass=Class'UTGame.UTVWeap_NightshadeGun' DamageWeaponFireMode=1 DamageCameraAnim=CameraAnim'Camera_FX.LinkGun.C_WP_Link_Beam_Hit' KillStatsName="KILLS_NIGHTSHADEGUN" DeathStatsName="DEATHS_NIGHTSHADEGUN" SuicideStatsName="SUICIDES_NIGHTSHADEGUN" DeathString="`o was carved up by `k's Nightshade beam." FemaleSuicide="`o shafted herself." MaleSuicide="`o shafted himself." bCausesBlood=False KDamageImpulse=100.000000 VehicleDamageScaling=0.800000 VehicleMomentumScaling=0.100000 Name="Default__UTDmgType_NightshadeBeam" ObjectArchetype=UTDamageType'UTGame.Default__UTDamageType' } |
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