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class ShockProjFire extends ProjectileFire; function InitEffects() { Super.InitEffects(); if ( FlashEmitter != None ) Weapon.AttachToBone(FlashEmitter, 'tip'); } // for bot combos function projectile SpawnProjectile(Vector Start, Rotator Dir) { local Projectile p; p = Super.SpawnProjectile(Start,Dir); if ( (ShockRifle(Instigator.Weapon) != None) && (p != None) ) ShockRifle(Instigator.Weapon).SetComboTarget(ShockProjectile(P)); return p; } defaultproperties { ProjSpawnOffset=(X=24.000000,Y=8.000000,Z=0.000000) bSplashDamage=True TransientSoundVolume=0.400000 FireAnim="AltFire" FireAnimRate=1.500000 FireSound=SoundGroup'WeaponSounds.ShockRifle.ShockRifleAltFire' FireForce="ShockRifleAltFire" FireRate=0.600000 AmmoClass=Class'XWeapons.ShockAmmo' AmmoPerFire=1 ShakeRotMag=(X=60.000000,Y=20.000000) ShakeRotRate=(X=1000.000000,Y=1000.000000) ShakeRotTime=2.000000 ProjectileClass=Class'XWeapons.ShockProjectile' BotRefireRate=0.350000 FlashEmitterClass=Class'XEffects.ShockProjMuzFlash' } |
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