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class RedeemerFire extends ProjectileFire; function Projectile SpawnProjectile(Vector Start, Rotator Dir) { local Projectile p; p = Super.SpawnProjectile(Start,Dir); if ( p == None ) p = Super.SpawnProjectile(Instigator.Location,Dir); if ( p == None ) { Weapon.Spawn(class'SmallRedeemerExplosion'); Weapon.HurtRadius(500, 400, class'DamTypeRedeemer', 100000, Instigator.Location); } return p; } function float MaxRange() { return 20000; } defaultproperties { ProjSpawnOffset=(X=100.000000,Z=0.000000) bSplashDamage=True bRecommendSplashDamage=True TransientSoundVolume=1.000000 FireSound=Sound'WeaponSounds.Misc.redeemer_shoot' FireForce="redeemer_shoot" FireRate=1.000000 AmmoClass=Class'XWeapons.RedeemerAmmo' AmmoPerFire=1 ShakeRotTime=2.000000 ShakeOffsetMag=(X=-20.000000) ShakeOffsetRate=(X=-1000.000000) ShakeOffsetTime=2.000000 ProjectileClass=Class'XWeapons.RedeemerProjectile' BotRefireRate=0.500000 } |
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