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//============================================================================= // PROJ_Sentinel_Laser //============================================================================= // Created by Laurent Delayen // © 2003, Epic Games, Inc. All Rights Reserved //============================================================================= class PROJ_Sentinel_Laser extends Projectile; var FX_Laser_Blue Laser; var class<FX_Laser_Blue> LaserClass; // Human simulated function PostNetBeginPlay() { super.PostNetBeginPlay(); Velocity = Speed * Vector(Rotation); Acceleration = Velocity; SetupProjectile(); } simulated function Destroyed() { if ( Laser != None ) Laser.Destroy(); super.Destroyed(); } simulated function SetupProjectile() { // FX if ( Level.NetMode != NM_DedicatedServer ) { Laser = Spawn(LaserClass, Self,, Location, Rotation); if ( Laser != None ) { Laser.SetBase( Self ); Laser.SetScale( 0.67, 0.67 ); } } } simulated function Explode(vector HitLocation, vector HitNormal) { SpawnExplodeFX(HitLocation, HitNormal); PlaySound(Sound'WeaponSounds.BioRifle.BioRifleGoo2'); Destroy(); } simulated function SpawnExplodeFX(vector HitLocation, vector HitNormal) { if ( EffectIsRelevant(Location, false) ) { Spawn(class'FX_PlasmaImpact',,, HitLocation + HitNormal * 2, rotator(HitNormal)); } } //============== // Encroachment function bool EncroachingOn( actor Other ) { if ( Other == Instigator || Other == Owner || Other.Owner == Instigator || Other.Base == Instigator ) return false; super.EncroachingOn( Other ); } simulated function ProcessTouch (Actor Other, vector HitLocation) { local float AdjustedDamage; if ( Instigator != None ) { if (Other == Instigator) return; if (Other.Owner == Instigator || Other.Base == Instigator) return; } if (Other == Owner) return; if ( !Other.IsA('Projectile') || Other.bProjTarget ) { if ( Role == ROLE_Authority ) { if ( Instigator == None || Instigator.Controller == None ) Other.SetDelayedDamageInstigatorController( InstigatorController ); AdjustedDamage = Damage; if ( ASVehicle_Sentinel(Instigator) != None && ASVehicle_Sentinel(Instigator).bSpawnCampProtection ) AdjustedDamage *= 10; Other.TakeDamage(AdjustedDamage, Instigator, HitLocation, MomentumTransfer * Normal(Velocity), MyDamageType); } Explode(HitLocation, -Normal(Velocity)); } } //============================================================================= // defaultproperties //============================================================================= defaultproperties { LaserClass=Class'UT2k4Assault.FX_Laser_Blue' Speed=4000.000000 MaxSpeed=8000.000000 Damage=20.000000 MomentumTransfer=1000.000000 MyDamageType=Class'UT2k4Assault.DamTypeSentinelLaser' DrawType=DT_None AmbientSound=Sound'WeaponSounds.LinkGun.LinkGunProjectile' LifeSpan=3.000000 SoundVolume=255 SoundRadius=50.000000 ForceType=FT_Constant ForceRadius=30.000000 ForceScale=5.000000 } |
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