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FlakFire

UT2003 :: Actor >> WeaponFire (UT2003) >> ProjectileFire >> FlakFire (Package: XWeapons)

Flak Fire(borrowed the word stuff from flakalt but i just wanted this to be up here)

Code

class FlakFire extends ProjectileFire;

function InitEffects()
{
    Super.InitEffects();
    if ( FlashEmitter != None )
        Weapon.AttachToBone(FlashEmitter, 'tip');
}

defaultproperties
{
     ProjPerFire=9
     ProjSpawnOffset=(X=25.000000,Y=5.000000,Z=-6.000000)
     FireEndAnim=
     FireAnimRate=0.950000
     FireSound=SoundGroup'WeaponSounds.FlakCannon.FlakCannonFire'
     FireForce="FlakCannonFire"
     FireRate=0.894700
     AmmoClass=Class'XWeapons.FlakAmmo'
     AmmoPerFire=1
     ShakeRotTime=2.000000
     ShakeOffsetMag=(X=-20.000000)
     ShakeOffsetRate=(X=-1000.000000)
     ShakeOffsetTime=2.000000
     ProjectileClass=Class'XWeapons.FlakChunk'
     BotRefireRate=0.700000
     FlashEmitterClass=Class'XEffects.FlakMuzFlash1st'
     Spread=1400.000000
     SpreadStyle=SS_Random
}

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