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//============================================================================= // FM_LinkTurret_AltFire //============================================================================= // Created by Laurent Delayen // © 2003, Epic Games, Inc. All Rights Reserved //============================================================================= class FM_LinkTurret_AltFire extends LinkFire; var float VehicleDamageMult; function PlayFiring() { if ( LinkGun(Weapon).Links <= 0 ) ClientPlayForceFeedback("BLinkGunBeam1"); super(WeaponFire).PlayFiring(); } simulated function vector GetFireStart(vector X, vector Y, vector Z) { return ASVehicle(Instigator).GetFireStart(); } simulated function bool AllowFire() { return true; } simulated function bool myHasAmmo( LinkGun LinkGun ) { return true; } simulated function Rotator GetPlayerAim( vector StartTrace, float InAimError ) { local vector HL, HN; ASVehicle(Instigator).CalcWeaponFire( HL, HN ); return Rotator( HL - StartTrace ); } simulated function float AdjustLinkDamage( LinkGun LinkGun, Actor Other, float Damage ) { Damage = Damage * (1.5*Linkgun.Links+1); if ( Other.IsA('Vehicle') ) Damage *= VehicleDamageMult; return Damage; } defaultproperties { VehicleDamageMult=2.500000 BeamEffectClass=Class'UT2k4AssaultFull.FX_LinkTurret_BeamEffect' DamageType=Class'UT2k4AssaultFull.DamTypeLinkTurretBeam' Damage=15 TraceRange=5000.000000 FireAnim="Fire" AmmoClass=Class'UT2k4Assault.Ammo_Dummy' AmmoPerFire=0 } |
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