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//============================================================================= // NanoVirusGrenade. //============================================================================= class NanoVirusGrenade extends ThrownProjectile; simulated function DrawExplosionEffects(vector HitLocation, vector HitNormal) { local ExplosionLight light; local int i; local Rotator rot; local SphereEffect sphere; local ExplosionSmall expeffect; // draw a pretty explosion light = Spawn(class'ExplosionLight',,, HitLocation); if (light != None) { if (!bDamaged) light.RemoteRole = ROLE_None; light.size = 8; light.LightHue = 128; light.LightSaturation = 96; light.LightEffect = LE_Shell; } expeffect = Spawn(class'ExplosionSmall',,, HitLocation); if ((expeffect != None) && (!bDamaged)) expeffect.RemoteRole = ROLE_None; // draw a cool light sphere sphere = Spawn(class'SphereEffect',,, HitLocation); if (sphere != None) { if (!bDamaged) sphere.RemoteRole = ROLE_None; sphere.size = blastRadius / 32.0; } } defaultproperties { fuseLength=3.000000 proxRadius=128.000000 AISoundLevel=0.100000 bBlood=False bDebris=False DamageType=NanoVirus spawnWeaponClass=Class'DeusEx.WeaponNanoVirusGrenade' ItemName="Scramble Grenade" speed=1000.000000 MaxSpeed=1000.000000 Damage=100.000000 MomentumTransfer=50000 ImpactSound=Sound'DeusExSounds.Weapons.NanoVirusGrenadeExplode' LifeSpan=0.000000 Mesh=LodMesh'DeusExItems.NanoVirusGrenadePickup' CollisionRadius=2.630000 CollisionHeight=4.410000 Mass=5.000000 Buoyancy=2.000000 } |
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