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/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class UTDmgType_LinkBeam extends UTDamageType abstract; var ParticleSystem PS_AttachToGib; var name BoneToAttach; var ParticleSystem PS_AttachToBody; static function DoCustomDamageEffects(UTPawn ThePawn, class<UTDamageType> TheDamageType, const out TraceHitInfo HitInfo, vector HitLocation) { local Vector BoneLocation; if ( class'UTGame'.static.UseLowGore(ThePawn.WorldInfo) ) { return; } CreateDeathSkeleton( ThePawn, TheDamageType, HitInfo, HitLocation ); //CreateDeathGoreChunks( ThePawn, TheDamageType, HitInfo, HitLocation ); // we just want to spawn the bloody core explosion and not the individual gibs if( ThePawn.GetFamilyInfo().default.GibExplosionTemplate != None && ThePawn.EffectIsRelevant(ThePawn.Location, false, 7000) ) { ThePawn.WorldInfo.MyEmitterPool.SpawnEmitter(ThePawn.GetFamilyInfo().default.GibExplosionTemplate, ThePawn.Location, ThePawn.Rotation); } ThePawn.bGibbed=TRUE; // this makes it so you can't then switch to a "gibbing" weapon and get chunks BoneLocation = ThePawn.Mesh.GetBoneLocation( default.BoneToAttach ); ThePawn.WorldInfo.MyEmitterPool.SpawnEmitter( default.PS_AttachToBody, BoneLocation, Rotator(vect(0,0,1)), ThePawn ); } /** allows special effects when gibs are spawned via DoCustomDamageEffects() instead of the normal way */ simulated static function SpawnExtraGibEffects(UTGib TheGib) { if ( (TheGib.WorldInfo.GetDetailMode() != DM_Low) && !TheGib.WorldInfo.bDropDetail && FRand() < 0.70f ) { TheGib.PSC_GibEffect = new(TheGib) class'UTParticleSystemComponent'; TheGib.PSC_GibEffect.SetTemplate(default.PS_AttachToGib); TheGib.AttachComponent(TheGib.PSC_GibEffect); } } defaultproperties { KillStatsName=KILLS_LINKGUN DeathStatsName=DEATHS_LINKGUN SuicideStatsName=SUICIDES_LINKGUN RewardCount=15 RewardEvent=REWARD_SHAFTMASTER RewardAnnouncementSwitch=1 DamageWeaponClass=class'UTWeap_LinkGun' DamageWeaponFireMode=1 DamageBodyMatColor=(R=50,G=50,B=50) DamageOverlayTime=0.5 DeathOverlayTime=1.0 bCausesBlood=false bLeaveBodyEffect=true bUseDamageBasedDeathEffects=true VehicleDamageScaling=0.8 VehicleMomentumScaling=0.1 KDamageImpulse=100 PS_AttachToGib=ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Death_Gib_Effect' DamageCameraAnim=CameraAnim'Camera_FX.LinkGun.C_WP_Link_Beam_Hit' BoneToAttach="b_Spine1" PS_AttachToBody=ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Skeleton_Dissolve' } |
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