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class BlasterProjectile extends Projectile; var bool bShouldBounce; var() float bounceTime "The amount of time for which a projectile is allowed to bounce"; var() int maxBounces; const AI_FRIENDLY_FIRE_MULTIPLIER = 0.2; simulated function PostNetBeginPlay() { Super.PostNetBeginPlay(); SetTimer(bounceTime, false); // blaster projectiles can only bounce over a short range } simulated function Timer() { bShouldBounce = false; } simulated function HitWall(vector HitNormal, actor Wall) { if (bShouldBounce && bounceCount < maxBounces) { bounce(HitNormal, Location, Vect(0.0, 0.0, 0.0)); TriggerEffectEvent('Bounce'); if (Level.NetMode == NM_Client) Destroy(); } else { endLife(None, Location, HitNormal); } } simulated function ProjectileHit(Actor Other, vector TouchLocation, vector TouchNormal) { local Rook rookOther; if (Level.NetMode == NM_StandAlone && Instigator != None && Instigator.Controller != None && !Instigator.Controller.bIsPlayer) { rookOther = Rook(Other); if (rookOther != None && rookOther.isFriendly(Rook(Instigator))) damageAmt *= AI_FRIENDLY_FIRE_MULTIPLIER; } super.ProjectileHit(Other, TouchLocation, TouchNormal); } defaultproperties { bScaleProjectile = true initialXDrawScale = 0.05 xDrawScalePerSecond = 10.0 bShouldBounce = true bounceTime = 0.5 maxBounces = 2 bounceCount = 0 damageAmt = 7 StaticMesh = StaticMesh'Weapons.Disc' DrawScale3D = (X=0.3,Y=0.3,Z=0.3) deathMessage = '%s copped it off %s\'s Blaster' knockback = 15000 // note that each individual shot applies knockback so this adds up to be quite large knockback knockbackAliveScale = 0 //0.5 // we dont want to push alive characters back as much with the shotgun as ragdolls and havok objects } |
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