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//============================================================================= // SkaarjProjectile. //============================================================================= class SkaarjProjectile extends Projectile; #exec TEXTURE IMPORT NAME=ExplosionPal FILE=textures\exppal.pcx GROUP=Effects #exec OBJ LOAD FILE=textures\SkaarjP.utx PACKAGE=UnrealShare.SKEffect #exec AUDIO IMPORT FILE="Sounds\Skaarj\skasht2.WAV" NAME="Skrjshot" GROUP="Skaarj" #exec AUDIO IMPORT FILE="Sounds\Skaarj\skaimp3.WAV" NAME="SkrjImp" GROUP="Skaarj" auto state Flying { simulated function Timer() { Texture = Texture'Skj_a04'; } simulated function ProcessTouch (Actor Other, Vector HitLocation) { local vector momentum; if ( !Other.IsA('SkaarjWarrior') ) { if ( Role == ROLE_Authority ) { momentum = 10000.0 * Normal(Velocity); Other.TakeDamage(Damage, instigator, HitLocation, momentum, 'zapped'); } Destroy(); } } function MakeSound() { PlaySound(ImpactSound); MakeNoise(1.0); } simulated function Explode(vector HitLocation, vector HitNormal) { local EnergyBurst e; MakeSound(); if ( Level.NetMode != NM_DedicatedServer ) { e = spawn(class 'EnergyBurst',,,HitLocation+HitNormal*9); e.RemoteRole = ROLE_None; } destroy(); } function BeginState() { if ( ScriptedPawn(Instigator) != None ) Speed = ScriptedPawn(Instigator).ProjectileSpeed; Velocity = Vector(Rotation) * speed; PlaySound(SpawnSound); SetTimer(0.20,False); } Begin: Sleep(7.0); //self destruct after 7.0 seconds Explode(Location, vect(0,0,0)); } defaultproperties { speed=800.000000 MaxSpeed=1200.000000 Damage=16.000000 SpawnSound=Sound'UnrealShare.Skaarj.Skrjshot' ImpactSound=Sound'UnrealShare.Skaarj.SkrjImp' RemoteRole=ROLE_SimulatedProxy LifeSpan=7.300000 DrawType=DT_Sprite Style=STY_Translucent Texture=Texture'UnrealShare.SKEffect.Skj_a00' DrawScale=0.700000 bUnlit=True LightType=LT_Steady LightEffect=LE_NonIncidence LightBrightness=149 LightHue=165 LightSaturation=186 LightRadius=4 } |
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