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//============================================================================= // LAM. //============================================================================= class LAM extends ThrownProjectile; var float mpBlastRadius; var float mpProxRadius; var float mpLAMDamage; var float mpFuselength; simulated function Tick(float deltaTime) { local float blinkRate; Super.Tick(deltaTime); if (bDisabled) { Skin = Texture'BlackMaskTex'; return; } // flash faster as the time expires if (fuseLength - time <= 0.75) blinkRate = 0.1; else if (fuseLength - time <= fuseLength * 0.5) blinkRate = 0.3; else blinkRate = 0.5; if ((Level.NetMode == NM_Standalone) || (Role < ROLE_Authority) || (Level.NetMode == NM_ListenServer)) { if (Abs((fuseLength - time)) % blinkRate > blinkRate * 0.5) Skin = Texture'BlackMaskTex'; else Skin = Texture'LAM3rdTex1'; } } simulated function PreBeginPlay() { Super.PreBeginPlay(); if ( Level.NetMode != NM_Standalone ) { blastRadius=mpBlastRadius; proxRadius=mpProxRadius; Damage=mpLAMDamage; fuseLength=mpFuselength; bIgnoresNanoDefense=True; } } defaultproperties { mpBlastRadius=512.000000 mpProxRadius=128.000000 mpLAMDamage=500.000000 mpFuselength=1.500000 fuseLength=3.000000 proxRadius=128.000000 blastRadius=384.000000 spawnWeaponClass=Class'DeusEx.WeaponLAM' ItemName="Lightweight Attack Munition (LAM)" speed=1000.000000 MaxSpeed=1000.000000 Damage=500.000000 MomentumTransfer=50000 ImpactSound=Sound'DeusExSounds.Weapons.LAMExplode' ExplosionDecal=Class'DeusEx.ScorchMark' LifeSpan=0.000000 Mesh=LodMesh'DeusExItems.LAMPickup' CollisionRadius=4.300000 CollisionHeight=3.800000 Mass=5.000000 Buoyancy=2.000000 } |
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