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//============================================================================= // Fireball. //============================================================================= class Fireball extends DeusExProjectile; var() float mpDamage; #exec OBJ LOAD FILE=Effects simulated function Tick(float deltaTime) { local float value; local float sizeMult; // don't Super.Tick() becuase we don't want gravity to affect the stream time += deltaTime; value = 1.0+time; if (MinDrawScale > 0) sizeMult = MaxDrawScale/MinDrawScale; else sizeMult = 1; DrawScale = (-sizeMult/(value*value) + (sizeMult+1))*MinDrawScale; ScaleGlow = Default.ScaleGlow/(value*value*value); } function ZoneChange(ZoneInfo NewZone) { Super.ZoneChange(NewZone); // If the fireball enters water, extingish it if (NewZone.bWaterZone) Destroy(); } simulated function PreBeginPlay() { Super.PreBeginPlay(); if ( Level.NetMode != NM_Standalone ) Damage = mpDamage; } defaultproperties { mpDamage=5.000000 blastRadius=1.000000 DamageType=Flamed AccurateRange=320 maxRange=320 bIgnoresNanoDefense=True ItemName="Fireball" ItemArticle="a" speed=800.000000 MaxSpeed=800.000000 Damage=5.000000 MomentumTransfer=500 ExplosionDecal=Class'DeusEx.BurnMark' LifeSpan=0.500000 DrawType=DT_Sprite Style=STY_Translucent Texture=FireTexture'Effects.Fire.flame_b' DrawScale=0.050000 bUnlit=True LightType=LT_Steady LightEffect=LE_NonIncidence LightBrightness=200 LightHue=16 LightSaturation=32 LightRadius=2 } |
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