63 lines
1.8 KiB
Ucode
63 lines
1.8 KiB
Ucode
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//=============================================================================
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// KFProj_ShrinkRay
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//=============================================================================
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// Projectile class for ground fire from Shrink ray, etc
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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// - John "Ramm-Jaeger" Gibson
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//=============================================================================
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class KFProj_ShrinkRay extends KFProj_GroundFire;
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defaultproperties
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{
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bWarnAIWhenFired=true
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// pointlight at far end of spray
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Begin Object Name=FlamePointLight
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LightColor=(R=13,G=193,B=42,A=255)
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Brightness=0.25f
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Radius=500.f
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FalloffExponent=10.f
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CastShadows=False
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CastStaticShadows=FALSE
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CastDynamicShadows=TRUE
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bCastPerObjectShadows=false
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bEnabled=FALSE
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LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
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End Object
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// explosion
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Begin Object Class=KFGameExplosion Name=ExploTemplate0
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Damage=0
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DamageRadius=0.0
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DamageFalloffExponent=1.f
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DamageDelay=0.f
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MyDamageType=none
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// Don't burn the guy with the flamethrower
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bIgnoreInstigator=true
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// Dynamic Light
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ExploLight=FlamePointLight
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ExploLightStartFadeOutTime=0.3
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ExploLightFadeOutTime=0.1
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ExploLightFlickerIntensity=1.f
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ExploLightFlickerInterpSpeed=50.f
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// Damage Effects
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KnockDownStrength=0
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KnockDownRadius=0
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FractureMeshRadius=0
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FracturePartVel=0
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ExplosionEffects=KFImpactEffectInfo'WEP_ShrinkRay_Gun_ARCH.Beam_Impacts'
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ExplosionSound=none
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MomentumTransferScale=1
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bAllowPerMaterialFX=false
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// Camera Shake
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CamShake=none
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End Object
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ExplosionTemplate=ExploTemplate0
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}
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