529 lines
16 KiB
Ucode
529 lines
16 KiB
Ucode
class M79GrenadeProjectile extends ROBallisticProjectile;
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#exec OBJ LOAD FILE=WeaponSounds.uax
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#exec OBJ LOAD FILE=ProjectileSounds.uax
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// camera shakes //
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var() vector ShakeRotMag; // how far to rot view
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var() vector ShakeRotRate; // how fast to rot view
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var() float ShakeRotTime; // how much time to rot the instigator's view
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var() vector ShakeOffsetMag; // max view offset vertically
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var() vector ShakeOffsetRate; // how fast to offset view vertically
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var() float ShakeOffsetTime; // how much time to offset view
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var() vector RotMag; // how far to rot view
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var() vector RotRate; // how fast to rot view
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var() float RotTime; // how much time to rot the instigator's view
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var() vector OffsetMag; // max view offset vertically
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var() vector OffsetRate; // how fast to offset view vertically
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var() float OffsetTime; // how much time to offset view
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var PanzerfaustTrail SmokeTrail;
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var vector Dir;
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var bool bRing,bHitWater,bWaterStart;
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var() sound ExplosionSound; // The sound of the rocket exploding
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var bool bDisintegrated; // This nade has been disintegrated by a siren scream.
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var() sound DisintegrateSound; // The sound of this projectile disintegrating
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var bool bDud; // This rocket is a dud, it hit too soon
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var() float ArmDistSquared; // Distance this rocket arms itself at
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var class<DamageType> ImpactDamageType; // Damagetype of this rocket hitting something, but not exploding
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var int ImpactDamage; // How much damage to do if this rocket impacts something without exploding
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// Physics
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var() float StraightFlightTime; // How long the projectile and flies straight
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var float TotalFlightTime; // How long the rocket has been in flight
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var bool bOutOfPropellant; // Projectile is out of propellant
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// Physics debugging
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var vector OuttaPropLocation;
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var bool bHasExploded;
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var string StaticMeshRef;
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var string ExplosionSoundRef;
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var string DisintegrateSoundRef;
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replication
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{
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reliable if(Role == ROLE_Authority)
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bDud;
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}
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static function PreloadAssets()
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{
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default.ExplosionSound = sound(DynamicLoadObject(default.ExplosionSoundRef, class'Sound', true));
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default.DisintegrateSound = sound(DynamicLoadObject(default.DisintegrateSoundRef, class'Sound', true));
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UpdateDefaultStaticMesh(StaticMesh(DynamicLoadObject(default.StaticMeshRef, class'StaticMesh', true)));
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}
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static function bool UnloadAssets()
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{
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default.ExplosionSound = none;
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default.DisintegrateSound = none;
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UpdateDefaultStaticMesh(none);
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return true;
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}
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simulated function PostNetReceive()
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{
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if( bHidden && !bDisintegrated )
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{
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Disintegrate(Location, vect(0,0,1));
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}
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}
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function Timer()
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{
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Destroy();
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}
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function ShakeView()
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{
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local Controller C;
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local PlayerController PC;
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local float Dist, Scale;
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for ( C=Level.ControllerList; C!=None; C=C.NextController )
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{
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PC = PlayerController(C);
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if ( PC != None && PC.ViewTarget != None )
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{
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Dist = VSize(Location - PC.ViewTarget.Location);
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if ( Dist < DamageRadius * 2.0)
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{
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if (Dist < DamageRadius)
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Scale = 1.0;
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else
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Scale = (DamageRadius*2.0 - Dist) / (DamageRadius);
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C.ShakeView(ShakeRotMag*Scale, ShakeRotRate, ShakeRotTime, ShakeOffsetMag*Scale, ShakeOffsetRate, ShakeOffsetTime);
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}
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}
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}
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}
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simulated function HitWall(vector HitNormal, actor Wall)
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{
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if( Instigator != none )
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{
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OrigLoc = Instigator.Location;
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}
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if( !bDud && ((VSizeSquared(Location - OrigLoc) < ArmDistSquared) || OrigLoc == vect(0,0,0)) )
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{
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bDud = true;
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LifeSpan=1.0;
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Velocity = vect(0,0,0);
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SetPhysics(PHYS_Falling);
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}
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if( !bDud )
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{
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super(Projectile).HitWall(HitNormal,Wall);
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}
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}
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simulated function Explode(vector HitLocation, vector HitNormal)
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{
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local Controller C;
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local PlayerController LocalPlayer;
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bHasExploded = True;
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// Don't explode if this is a dud
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if( bDud )
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{
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Velocity = vect(0,0,0);
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LifeSpan=1.0;
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SetPhysics(PHYS_Falling);
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}
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PlaySound(ExplosionSound,,2.0);
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if ( EffectIsRelevant(Location,false) )
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{
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Spawn(class'KFMod.KFNadeLExplosion',,,HitLocation + HitNormal*20,rotator(HitNormal));
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Spawn(ExplosionDecal,self,,HitLocation, rotator(-HitNormal));
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}
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BlowUp(HitLocation);
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Destroy();
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// Shake nearby players screens
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LocalPlayer = Level.GetLocalPlayerController();
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if ( (LocalPlayer != None) && (VSize(Location - LocalPlayer.ViewTarget.Location) < DamageRadius) )
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LocalPlayer.ShakeView(RotMag, RotRate, RotTime, OffsetMag, OffsetRate, OffsetTime);
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for ( C=Level.ControllerList; C!=None; C=C.NextController )
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if ( (PlayerController(C) != None) && (C != LocalPlayer)
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&& (VSize(Location - PlayerController(C).ViewTarget.Location) < DamageRadius) )
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C.ShakeView(RotMag, RotRate, RotTime, OffsetMag, OffsetRate, OffsetTime);
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}
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// Make the projectile distintegrate, instead of explode
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simulated function Disintegrate(vector HitLocation, vector HitNormal)
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{
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bDisintegrated = true;
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bHidden = true;
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if( Role == ROLE_Authority )
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{
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SetTimer(0.1, false);
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NetUpdateTime = Level.TimeSeconds - 1;
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}
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PlaySound(DisintegrateSound,,2.0);
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if ( EffectIsRelevant(Location,false) )
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{
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Spawn(Class'KFMod.SirenNadeDeflect',,, HitLocation, rotator(vect(0,0,1)));
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}
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}
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simulated function PostBeginPlay()
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{
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local rotator SmokeRotation;
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BCInverse = 1 / BallisticCoefficient;
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if ( Level.NetMode != NM_DedicatedServer)
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{
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SmokeTrail = Spawn(class'PanzerfaustTrail',self);
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SmokeTrail.SetBase(self);
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SmokeRotation.Pitch = 32768;
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SmokeTrail.SetRelativeRotation(SmokeRotation);
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//Corona = Spawn(class'KFMod.KFLAWCorona',self);
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}
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OrigLoc = Location;
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if( !bDud )
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{
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Dir = vector(Rotation);
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Velocity = speed * Dir;
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}
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if (PhysicsVolume.bWaterVolume)
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{
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bHitWater = True;
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Velocity=0.6*Velocity;
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}
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super(Projectile).PostBeginPlay();
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}
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function TakeDamage( int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex)
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{
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if( damageType == class'SirenScreamDamage')
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{
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Disintegrate(HitLocation, vect(0,0,1));
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}
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else
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{
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if( !bDud )
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{
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Explode(HitLocation, vect(0,0,0));
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}
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}
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}
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simulated function Destroyed()
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{
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if ( SmokeTrail != None )
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{
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SmokeTrail.HandleOwnerDestroyed();
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}
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if( !bHasExploded && !bHidden && !bDud )
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Explode(Location,vect(0,0,1));
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if( bHidden && !bDisintegrated )
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Disintegrate(Location,vect(0,0,1));
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Super.Destroyed();
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}
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/* HurtRadius()
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Hurt locally authoritative actors within the radius.
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*/
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simulated function HurtRadius( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation )
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{
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local actor Victims;
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local float damageScale, dist;
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local vector dirs;
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local int NumKilled;
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local KFMonster KFMonsterVictim;
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local Pawn P;
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local KFPawn KFP;
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local array<Pawn> CheckedPawns;
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local int i;
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local bool bAlreadyChecked;
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if ( bHurtEntry )
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return;
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bHurtEntry = true;
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foreach CollidingActors (class 'Actor', Victims, DamageRadius, HitLocation)
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{
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// don't let blast damage affect fluid - VisibleCollisingActors doesn't really work for them - jag
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if( (Victims != self) && (Hurtwall != Victims) && (Victims.Role == ROLE_Authority) && !Victims.IsA('FluidSurfaceInfo')
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&& ExtendedZCollision(Victims)==None )
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{
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dirs = Victims.Location - HitLocation;
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dist = FMax(1,VSize(dirs));
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dirs = dirs/dist;
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damageScale = 1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius);
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if ( Instigator == None || Instigator.Controller == None )
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Victims.SetDelayedDamageInstigatorController( InstigatorController );
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if ( Victims == LastTouched )
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LastTouched = None;
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P = Pawn(Victims);
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if( P != none )
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{
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for (i = 0; i < CheckedPawns.Length; i++)
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{
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if (CheckedPawns[i] == P)
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{
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bAlreadyChecked = true;
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break;
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}
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}
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if( bAlreadyChecked )
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{
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bAlreadyChecked = false;
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P = none;
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continue;
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}
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KFMonsterVictim = KFMonster(Victims);
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if( KFMonsterVictim != none && KFMonsterVictim.Health <= 0 )
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{
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KFMonsterVictim = none;
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}
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KFP = KFPawn(Victims);
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if( KFMonsterVictim != none )
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{
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damageScale *= KFMonsterVictim.GetExposureTo(HitLocation/*Location + 15 * -Normal(PhysicsVolume.Gravity)*/);
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}
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else if( KFP != none )
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{
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damageScale *= KFP.GetExposureTo(HitLocation/*Location + 15 * -Normal(PhysicsVolume.Gravity)*/);
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}
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CheckedPawns[CheckedPawns.Length] = P;
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if ( damageScale <= 0)
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{
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P = none;
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continue;
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}
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else
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{
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//Victims = P;
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P = none;
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}
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}
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Victims.TakeDamage
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(
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damageScale * DamageAmount,
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Instigator,
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Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dirs,
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(damageScale * Momentum * dirs),
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DamageType
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);
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if (Vehicle(Victims) != None && Vehicle(Victims).Health > 0)
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Vehicle(Victims).DriverRadiusDamage(DamageAmount, DamageRadius, InstigatorController, DamageType, Momentum, HitLocation);
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if( Role == ROLE_Authority && KFMonsterVictim != none && KFMonsterVictim.Health <= 0 )
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{
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NumKilled++;
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}
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}
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}
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if ( (LastTouched != None) && (LastTouched != self) && (LastTouched.Role == ROLE_Authority) && !LastTouched.IsA('FluidSurfaceInfo') )
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{
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Victims = LastTouched;
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LastTouched = None;
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dirs = Victims.Location - HitLocation;
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dist = FMax(1,VSize(dirs));
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dirs = dirs/dist;
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damageScale = FMax(Victims.CollisionRadius/(Victims.CollisionRadius + Victims.CollisionHeight),1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius));
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if ( Instigator == None || Instigator.Controller == None )
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Victims.SetDelayedDamageInstigatorController(InstigatorController);
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Victims.TakeDamage
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(
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damageScale * DamageAmount,
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Instigator,
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Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dirs,
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(damageScale * Momentum * dirs),
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DamageType
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);
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if (Vehicle(Victims) != None && Vehicle(Victims).Health > 0)
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Vehicle(Victims).DriverRadiusDamage(DamageAmount, DamageRadius, InstigatorController, DamageType, Momentum, HitLocation);
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}
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if( Role == ROLE_Authority )
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{
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if( NumKilled >= 4 )
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{
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KFGameType(Level.Game).DramaticEvent(0.05);
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}
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else if( NumKilled >= 2 )
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{
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KFGameType(Level.Game).DramaticEvent(0.03);
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}
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}
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bHurtEntry = false;
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}
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simulated function ProcessTouch(Actor Other, Vector HitLocation)
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{
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// Don't let it hit this player, or blow up on another player
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if ( Other == none || Other == Instigator || Other.Base == Instigator )
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return;
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// Don't collide with bullet whip attachments
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if( KFBulletWhipAttachment(Other) != none )
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{
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return;
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}
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// Don't allow hits on poeple on the same team
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if( KFHumanPawn(Other) != none && Instigator != none
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&& KFHumanPawn(Other).PlayerReplicationInfo.Team.TeamIndex == Instigator.PlayerReplicationInfo.Team.TeamIndex )
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{
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return;
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}
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// Use the instigator's location if it exists. This fixes issues with
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// the original location of the projectile being really far away from
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// the real Origloc due to it taking a couple of milliseconds to
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// replicate the location to the client and the first replicated location has
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// already moved quite a bit.
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if( Instigator != none )
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{
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OrigLoc = Instigator.Location;
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}
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if( !bDud && ((VSizeSquared(Location - OrigLoc) < ArmDistSquared) || OrigLoc == vect(0,0,0)) )
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{
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if( Role == ROLE_Authority )
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{
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AmbientSound=none;
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PlaySound(Sound'ProjectileSounds.PTRD_deflect04',,2.0);
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Other.TakeDamage( ImpactDamage, Instigator, HitLocation, Normal(Velocity), ImpactDamageType );
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}
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bDud = true;
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Velocity = vect(0,0,0);
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LifeSpan=1.0;
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SetPhysics(PHYS_Falling);
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}
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if( !bDud )
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{
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Explode(HitLocation,Normal(HitLocation-Other.Location));
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}
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}
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simulated function Tick( float DeltaTime )
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{
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SetRotation(Rotator(Normal(Velocity)));
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if( !bOutOfPropellant )
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{
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if ( TotalFlightTime <= StraightFlightTime )
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{
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TotalFlightTime += DeltaTime;
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}
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else
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{
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OuttaPropLocation = Location;
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bOutOfPropellant = true;
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}
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}
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if( bOutOfPropellant && Physics != PHYS_Falling )
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{
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//log(" Projectile flew "$(VSize(OrigLoc - OuttaPropLocation)/50.0)$" meters before running out of juice");
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SetPhysics(PHYS_Falling);
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}
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}
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simulated function Landed( vector HitNormal )
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{
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SetPhysics(PHYS_None);
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if( !bDud )
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{
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Explode(Location,HitNormal);
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}
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else
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{
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Destroy();
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}
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}
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defaultproperties
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{
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ArmDistSquared=90000 // 6 meters
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ShakeRotMag=(X=600.000000,Y=600.000000,Z=600.000000)
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ShakeRotRate=(X=12500.000000,Y=12500.000000,Z=12500.000000)
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ShakeRotTime=6.000000
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ShakeOffsetMag=(X=5.000000,Y=10.000000,Z=5.000000)
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ShakeOffsetRate=(X=300.000000,Y=300.000000,Z=300.000000)
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ShakeOffsetTime=3.500000
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RotMag=(X=700.000000,Y=700.000000,Z=700.000000)
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RotRate=(X=12500.000000,Y=12500.000000,Z=12500.000000)
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RotTime=6.000000
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OffsetMag=(X=5.000000,Y=10.000000,Z=7.000000)
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OffsetRate=(X=300.000000,Y=300.000000,Z=300.000000)
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OffsetTime=3.500000
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Speed=8000.000000
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MaxSpeed=8000.000000
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Damage=350
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DamageRadius=400
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MomentumTransfer=75000.000000
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MyDamageType=Class'KFMod.DamTypeM79Grenade'
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ImpactDamageType=Class'KFMod.DamTypeM79GrenadeImpact'
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ImpactDamage=200
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ExplosionDecal=Class'KFMod.KFScorchMark'
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// LightHue=25
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// LightSaturation=100
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// LightBrightness=250.000000
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// LightRadius=10.000000
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DrawType=DT_StaticMesh
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StaticMeshRef="kf_generic_sm.40mm_Warhead"
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LifeSpan=10.000000
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DrawScale=1.000000
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bUnlit=False
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ForceRadius=300.000000
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ForceScale=10.000000
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ExplosionSoundRef="KF_GrenadeSnd.Nade_Explode_1"
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bTrueBallistics=true
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AmbientSound=none//sound'KF_LAWSnd.Rocket_Propel'
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SoundVolume=255
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SoundRadius=250
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AmbientVolumeScale=5.0
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TransientSoundVolume=2.0
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TransientSoundRadius=500
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bFullVolume=false
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DisintegrateSoundRef="Inf_Weapons.faust_explode_distant02"
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bNetNotify=true
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bBlockHitPointTraces=false
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Physics = PHYS_Projectile
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StraightFlightTime=0.25
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bUpdateSimulatedPosition=true
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}
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