NukeRifleFire
NukeRifles
NukeRifleFire
class NukeRifleFire extends ShockBeamFire; var() int Damage; // per wave var() float MomentumTransfer; // per wave var() float DamageRadius; // of final wave function DoTrace(Vector Start, Rotator Dir) { local Vector X; X = vector(Dir); TracePart(Start,Start+X*TraceRange,X,Dir,Instigator); } function TracePart(Vector Start, Vector End, Vector X, Rotator Dir, Pawn Ignored) { local Vector HitLocation, HitNormal; local Actor Other; local NukeRifleProjectile Mushroom_cloud; Other = Ignored.Trace(HitLocation, HitNormal, End, Start, true); if ( (Other != None) && (Other != Ignored) ) { //if ( !Other.bWorldGeometry ) //{ HitNormal = Vect(0,0,0); //if ( (Pawn(Other) != None) && (HitLocation != Start) && Weapon.IsA('NukeRifle') ) // TracePart(HitLocation,End,X,Dir,Pawn(Other)); //} } else { HitLocation = End; HitNormal = Vect(0,0,0); } SpawnBeamEffect(Start, Dir, HitLocation, HitNormal, 0); if( Instigator.bDeleteMe != true ) Mushroom_cloud = Spawn(class'my_mod2.NukeRifleProjectile',Instigator,, HitLocation - (100*Normal(HitLocation - Start)) , Dir); } function SpawnBeamEffect(Vector Start, Rotator Dir, Vector HitLocation, Vector HitNormal, int ReflectNum) { local ShockBeamEffect Beam; if ( (Instigator.PlayerReplicationInfo.Team != None) && (Instigator.PlayerReplicationInfo.Team.TeamIndex == 1) ) Beam = Spawn(class'BlueSuperShockBeam',,, Start, Dir); else Beam = Spawn(BeamEffectClass,,, Start, Dir); if (ReflectNum != 0) Beam.Instigator = None; // prevents client side repositioning of beam start Beam.AimAt(HitLocation, HitNormal); } defaultproperties { AmmoClass=class'SuperShockAmmo' AmmoPerFire=0 DamageType=class'my_mod2.DamTypeNukeRifle' DamageMin=500 DamageMax=500 Momentum=70000 FireSound=Sound'WeaponSounds.instagib_rifleshot' FireForce="ShockRifleFire" bReflective=true FireRate=1.5 BeamEffectClass=class'SuperShockBeamEffect' bModeExclusive=true AimError=700 }
Discussion
SuperApe: Needs class page markup, reguardless. Needs linkage. Which version is this for?
Category To Do – See Discussion above.