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DeusEx.WeaponLAM


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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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Class file time: Mon 8/11/2021 16:22:52.000 - Creation time: Mon 8/11/2021 16:31:35.905 - Created with UnCodeX