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//============================================================================= // WeaponLAM. //============================================================================= class WeaponLAM extends DeusExWeapon; var localized String shortName; simulated function PreBeginPlay() { Super.PreBeginPlay(); // If this is a netgame, then override defaults if ( Level.NetMode != NM_StandAlone ) { HitDamage = mpHitDamage; BaseAccuracy = mpBaseAccuracy; ReloadTime = mpReloadTime; AccurateRange = mpAccurateRange; MaxRange = mpMaxRange; } } function PostBeginPlay() { Super.PostBeginPlay(); bWeaponStay=False; } function Fire(float Value) { // if facing a wall, affix the LAM to the wall if (Pawn(Owner) != None) { if (bNearWall) { bReadyToFire = False; GotoState('NormalFire'); bPointing = True; PlayAnim('Place',, 0.1); return; } } // otherwise, throw as usual Super.Fire(Value); } // Become a pickup // Weapons that carry their ammo with them don't vanish when dropped function BecomePickup() { Super.BecomePickup(); if (Level.NetMode != NM_Standalone) if (bTossedOut) Lifespan = 0.0; } // ---------------------------------------------------------------------- // TestMPBeltSpot() // Returns true if the suggested belt location is ok for the object in mp. // ---------------------------------------------------------------------- simulated function bool TestMPBeltSpot(int BeltSpot) { return (BeltSpot == 6); } defaultproperties { ShortName="LAM" LowAmmoWaterMark=2 GoverningSkill=Class'DeusEx.SkillDemolition' EnviroEffective=ENVEFF_AirWater Concealability=CONC_All ShotTime=0.300000 reloadTime=0.100000 HitDamage=50 maxRange=4800 AccurateRange=2400 BaseAccuracy=1.000000 bHasMuzzleFlash=False bHandToHand=True bUseAsDrawnWeapon=False AITimeLimit=3.500000 AIFireDelay=5.000000 bNeedToSetMPPickupAmmo=False mpReloadTime=0.100000 mpHitDamage=50 mpBaseAccuracy=1.000000 mpAccurateRange=2400 mpMaxRange=2400 AmmoName=Class'DeusEx.AmmoLAM' ReloadCount=1 PickupAmmoCount=1 FireOffset=(Y=10.000000,Z=20.000000) ProjectileClass=Class'DeusEx.LAM' shakemag=50.000000 SelectSound=Sound'DeusExSounds.Weapons.LAMSelect' InventoryGroup=20 ItemName="Lightweight Attack Munitions (LAM)" PlayerViewOffset=(X=24.000000,Y=-15.000000,Z=-17.000000) PlayerViewMesh=LodMesh'DeusExItems.LAM' PickupViewMesh=LodMesh'DeusExItems.LAMPickup' ThirdPersonMesh=LodMesh'DeusExItems.LAM3rd' Icon=Texture'DeusExUI.Icons.BeltIconLAM' largeIcon=Texture'DeusExUI.Icons.LargeIconLAM' largeIconWidth=35 largeIconHeight=45 Description="A multi-functional explosive with electronic priming system that can either be thrown or attached to any surface with its polyhesive backing and used as a proximity mine.|n|n<UNATCO OPS FILE NOTE SC093-BLUE> Disarming a proximity device should only be attempted with the proper demolitions training. Trust me on this. -- Sam Carter <END NOTE>" beltDescription="LAM" Mesh=LodMesh'DeusExItems.LAMPickup' CollisionRadius=3.800000 CollisionHeight=3.500000 Mass=5.000000 Buoyancy=2.000000 } |
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