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class RocketFire extends ProjectileFire; function PlayFireEnd() { } function InitEffects() { Super.InitEffects(); if ( FlashEmitter != None ) Weapon.AttachToBone(FlashEmitter, 'tip'); } function PlayFiring() { Super.PlayFiring(); RocketLauncher(Weapon).PlayFiring(true); } function Projectile SpawnProjectile(Vector Start, Rotator Dir) { local Projectile p; p = RocketLauncher(Weapon).SpawnProjectile(Start, Dir); if ( p != None ) p.Damage *= DamageAtten; return p; } defaultproperties { ProjSpawnOffset=(X=25.000000,Y=6.000000,Z=-6.000000) bSplashDamage=Wahr bSplashJump=Wahr bRecommendSplashDamage=Wahr TweenTime=0.000000 FireSound=SoundGroup'WeaponSounds.RocketLauncher.RocketLauncherFire' FireForce="RocketLauncherFire" FireRate=0.900000 AmmoClass=Class'XWeapons.RocketAmmo' AmmoPerFire=1 ShakeRotTime=2.000000 ShakeOffsetMag=(X=-20.000000) ShakeOffsetRate=(X=-1000.000000) ShakeOffsetTime=2.000000 ProjectileClass=Class'XWeapons.RocketProj' BotRefireRate=0.500000 WarnTargetPct=0.900000 FlashEmitterClass=Class'XEffects.RocketMuzFlash1st' } |
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