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/** * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved. */ class UTProj_FuryBolt extends UTProjectile; /** attenuate damage over time */ function AttenuateDamage() { if ( LifeSpan < 1.0 ) Damage = 0.75 * Default.Damage; else Damage = Default.Damage * FMin(2.5, Square(MaxSpeed)/VSizeSq(Velocity)); } simulated function HitWall(vector HitNormal, actor Wall, PrimitiveComponent WallComp) { AttenuateDamage(); Super.HitWall(HitNormal, Wall, WallComp); } simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal) { AttenuateDamage(); Super.ProcessTouch(Other, HitLocation, HitNormal); } defaultproperties { ProjFlightTemplate=ParticleSystem'VH_Fury.Effects.P_VH_Fury_Projectile' ProjExplosionTemplate=ParticleSystem'VH_Fury.Effects.P_VH_Fury_Projectile_Impact' AccelRate=20000.000000 MaxSpeed=12500.000000 Damage=20.000000 DamageRadius=200.000000 MomentumTransfer=4000.000000 MyDamageType=Class'UTGameContent.UTDmgType_FuryBolt' Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTProjectile:CollisionCylinder' ObjectArchetype=CylinderComponent'UTGame.Default__UTProjectile:CollisionCylinder' End Object CylinderComponent=CollisionCylinder Components(0)=CollisionCylinder LifeSpan=1.600000 DrawScale=1.200000 CollisionComponent=CollisionCylinder Name="Default__UTProj_FuryBolt" ObjectArchetype=UTProjectile'UTGame.Default__UTProjectile' } |
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