60 lines
1.3 KiB
Ucode
60 lines
1.3 KiB
Ucode
class repl_ProjFlare extends FlareRevolverProjectile;
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simulated function PostBeginPlay()
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{
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// if (Level.NetMode != NM_DedicatedServer && !PhysicsVolume.bWaterVolume)
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// FlameTrail = Spawn(FlameTrailEmitterClass,self);
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// turn off pulsating lights, perf +++
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bDynamicLight = false;
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LightType = LT_None;
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OrigLoc = Location;
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if (!bDud)
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{
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Dir = vector(Rotation);
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Velocity = speed * Dir;
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}
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super(ROBallisticProjectile).PostBeginPlay();
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}
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simulated function Explode(vector HitLocation, vector HitNormal)
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{
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bHasExploded = true;
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// Don't explode if this is a dud
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if (bDud)
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{
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Velocity = vect(0,0,0);
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LifeSpan = 1.0;
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SetPhysics(PHYS_Falling);
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}
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PlaySound(ExplosionSound,,ExplosionSoundVolume);
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// if (EffectIsRelevant(Location,false))
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// {
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// Spawn(ExplosionEmitter,,,HitLocation + HitNormal*20,rotator(HitNormal));
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// Spawn(ExplosionDecal,self,,HitLocation, rotator(-HitNormal));
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// }
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BlowUp(HitLocation);
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Destroy();
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// let's remove our client code, server will try to do shaking anyways
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}
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// so we prevent shaking from this function
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simulated function float GetShakeScale(vector ViewLocation, vector EventLocation)
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{
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return 0.0f;
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}
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defaultproperties
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{
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}
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