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Copy pathPatGunProj.uc
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PatGunProj.uc
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class PatGunProj extends LAWProj;
simulated function Explode(vector HitLocation, vector HitNormal)
{
local PlayerController LocalPlayer;
bHasExploded = True;
BlowUp(HitLocation);
// Incendiary Effects..
PlaySound(sound'KF_GrenadeSnd.FlameNade_Explode',,100.5*TransientSoundVolume);
if ( EffectIsRelevant(Location,false) )
{
Spawn(Class'KFIncendiaryExplosion',,, HitLocation, rotator(vect(0,0,1)));
Spawn(ExplosionDecal,self,,HitLocation, rotator(-HitNormal));
}
// Shake nearby players screens
LocalPlayer = Level.GetLocalPlayerController();
if ( (LocalPlayer != None) && (VSize(Location - LocalPlayer.ViewTarget.Location) < (DamageRadius * 1.5)) )
LocalPlayer.ShakeView(RotMag, RotRate, RotTime, OffsetMag, OffsetRate, OffsetTime);
Destroy();
}
defaultproperties
{
// ExplosionSound="KF_GrenadeSnd.Nade_Explode_1"
// DisintegrateSound="Inf_Weapons.faust_explode_distant02"
MyDamageType=Class'ServerPerksDZ.DamTypePatGunProj'
Damage=200.000000
ArmDistSquared=00000.000000
}