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//============================================================================= // flakslug. //============================================================================= class flakslug extends Projectile; #exec MESH IMPORT MESH=flakslugm ANIVFILE=MODELS\flakslug_a.3D DATAFILE=MODELS\flakslug_d.3D #exec MESH LODPARAMS MESH=flakslugm STRENGTH=0.3 #exec MESH ORIGIN MESH=flakslugm X=0 Y=0 Z=0 YAW=128 PITCH=64 #exec MESH SEQUENCE MESH=flakslugm SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=flakslugm SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jflakslugel1 FILE=MODELS\flakslug.PCX #exec MESHMAP SCALE MESHMAP=flakslugm X=0.019 Y=0.019 Z=0.038 #exec MESHMAP SETTEXTURE MESHMAP=flakslugm NUM=1 TEXTURE=Jflakslugel1 TLOD=50 var chunktrail trail; var vector initialDir; simulated function PostBeginPlay() { if ( !Region.Zone.bWaterZone && (Level.NetMode != NM_DedicatedServer) ) Trail = Spawn(class'ChunkTrail',self); Super.PostBeginPlay(); Velocity = Vector(Rotation) * Speed; initialDir = Velocity; Velocity.z += 200; initialDir = Velocity; if ( Level.bHighDetailMode && !Level.bDropDetail ) SetTimer(0.04,True); else SetTimer(0.25,True); } function ProcessTouch (Actor Other, vector HitLocation) { if ( Other != instigator ) Explode(HitLocation,Normal(HitLocation-Other.Location)); } simulated function Landed( vector HitNormal ) { local DirectionalBlast D; if ( Level.NetMode != NM_DedicatedServer ) { D = Spawn(class'Botpack.DirectionalBlast',self); if ( D != None ) D.DirectionalAttach(initialDir, HitNormal); } Explode(Location,HitNormal); } simulated function HitWall (vector HitNormal, actor Wall) { local DirectionalBlast D; if ( Level.NetMode != NM_DedicatedServer ) { D = Spawn(class'Botpack.DirectionalBlast',self); if ( D != None ) D.DirectionalAttach(initialDir, HitNormal); } Super.HitWall(HitNormal, Wall); } simulated function Timer() { local ut_SpriteSmokePuff s; initialDir = Velocity; if (Level.NetMode!=NM_DedicatedServer) { s = Spawn(class'ut_SpriteSmokePuff'); s.RemoteRole = ROLE_None; } if ( Level.bDropDetail ) SetTimer(0.25,True); else if ( Level.bHighDetailMode ) SetTimer(0.04,True); } function Explode(vector HitLocation, vector HitNormal) { local vector start; HurtRadius(damage, 150, 'FlakDeath', MomentumTransfer, HitLocation); start = Location + 10 * HitNormal; Spawn( class'ut_FlameExplosion',,,Start); Spawn( class 'UTChunk2',, '', Start); Spawn( class 'UTChunk3',, '', Start); Spawn( class 'UTChunk4',, '', Start); Spawn( class 'UTChunk1',, '', Start); Spawn( class 'UTChunk2',, '', Start); Destroy(); } defaultproperties { speed=1200.000000 Damage=70.000000 MomentumTransfer=75000 bNetTemporary=False Physics=PHYS_Falling RemoteRole=ROLE_SimulatedProxy LifeSpan=6.000000 Mesh=LodMesh'Botpack.flakslugm' AmbientGlow=67 bUnlit=True } |
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