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class ProjectileSpawner extends Actor placeable; var() float ProjectileSpeed; var() float SpawnRateMin; var() float SpawnRateMax; var() class<xEmitter> TrailEmitter; var() class<xEmitter> ExplosionEmitter; var() Mesh ProjectileMesh; var() float ProjectileMeshScale; var() Sound SpawnSound; var() Sound ExplosionSound; var() float Damage; var() float DamageRadius; var() class<DamageType> DamageType; var() float ProjectileLifeSpan; var() float RandomStartDelay; var() bool GravityAffected; replication { reliable if( bNetInitial && Role==ROLE_Authority ) ExplosionEmitter, TrailEmitter, ProjectileMesh, ExplosionSound, ProjectileMeshScale, ProjectileLifeSpan; } function PostBeginPlay() { if (SpawnRateMin > 0) SetTimer(1.0/SpawnRateMin+RandomStartDelay*FRand(), false); } function Timer() { SpawnProjectile(); if (SpawnRateMin > 0 && SpawnRateMax > 0) SetTimer(1.0/RandRange(SpawnRateMin, SpawnRateMax), false); } function SpawnProjectile() { local SpawnerProjectile Proj; Proj = Spawn(class'SpawnerProjectile', self,, Location, Rotation); Proj.Spawner = self; if (SpawnSound != None) { PlaySound(SpawnSound); } } function Trigger(Actor Other, Pawn EventInstigator) { SpawnProjectile(); } defaultproperties { SpawnRateMin=1.000000 SpawnRateMax=1.000000 ProjectileLifeSpan=10.000000 bHidden=True RemoteRole=ROLE_None Texture=Texture'Engine.S_Emitter' bDirectional=True } |
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