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class AssaultShipWeapon extends Weapon; simulated function bool canFire() { return true; } // Want to be in Held start initially so as the "equip" event will be correcrtly replicated. auto simulated state AssaultShipHeld extends Held { } simulated function moveWeapon() { // do nothing } // Had problem of clients occasionally thinking they were using this weapon in first person when exitting vehicle. Added this function // to make sure it is always used in third person. simulated function bool firstPersonStatus() { return false; } defaultproperties { drawType = DT_None firstPersonOffset = (X=-26,Y=22,Z=-18) roundsPerSecond = 0.5 ammoCount = 10 ammoUsage = 0 projectileClass = class'MortarProjectile' projectileVelocity = 4500 projectileInheritedVelFactor = 0.8 aimClass = class'AimArcWeapons' animClass = class'CharacterEquippableAnimator' animPrefix = "Mortar" } |
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